=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Global Champion AKA Kaiser Knuckle FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 5.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Zones 3. Characters 3.1 Kazuya 3.2 Barts 3.3 Gekkou 3.4 Wulong 3.5 Lihua 3.6 Liza 3.7 Jay McCoy 3.8 Boggy 3.9 Marco ------------------- 3.10 Gonzales 3.11 Azteca 3.12 General 4. Conclusion 4.1 What's Missing/Needed 4.2 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 Note: Global Champion/Kaiser Knuckle contains strength four (LP+MP/LK+MK) and strength five (MP+HP/MK+HK) attacks. For the sake of making it easier, SP/SK have been assigned to strength four attacks, and EP/EK have been assigned to strength five attacks. EP - Extreme Punch (MP+HP) SP - Super Punch (LP+MP) EK - Extreme Kick (MK+HK) SK - Super Kick (LK+MK) 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 | ++++++++++++++ Desperation Performed when bar is low and flashing red. Crush Attack When the crush meter is full (filled by getting hit), the next successful special move will deal 1.5 times more damage. This will also activate a fire or electric zone to appear (depending on the stage). Walls Walls (which are in certain stages) can be broken to open up more of the stage area. Throw f + MP/HP/MK/HK close depending on character Dive Attack d + LK+MK+HK in air Dizzy Recovery shake joystick and tap P and K rapidly when dizzied Block High b Block Low db will not block overheads Level 4 Punch LP+MP Level 4 Kick LK+MK Level 5 Punch MP+HP Level 5 Kick MK+HK +++++++++++++ | 2.2 Zones | +++++++++++++ Fire/Electric Zones are activated after a successful crush attack. Certain character's moves will be powered up if used in this zone. Fire Zone Locations ------------------- Kazuya Stage - left side beyond wall and right side beyond wall Gekkou Stage - left side beyond wall and right side beyond wall Lihua Stage - left side beyond wall and right side beyond wall Liza Stage - left side beyond wall and right side beyond wall Jay McCoy Stage - left side beyond wall and right side beyond wall Electric Zone Locations ----------------------- Barts Stage - left side beyond wall and right side beyond wall Wulong Stage - left side beyond wall and right side beyond wall Boggy Stage - left and right corners Marco Stage - left side beyond wall and right side beyond wall No Special Zones ---------------- Gonzales Stage Azteca Stage General Stage =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Kazuya * ******************************************************************************* Colors ------ Start - Red W/ Blue wrap LP/MP/HP/LK/MK/HK - Blue w/ Red wrap Throws ------ Shoulder Toss f/b + MP/HP close f or b determines where opponent is thrown Sandle Strike f/b + MK close Back Breaker f/b + HK close Basic Moves ----------- Downward Fist SP/EP in air overhead Swiping Kick u, SK/EK overhead Jump Kick ub/uf, SK/EK overhead Double Palm SP far Back Fist SP close 2 hits One Two Fist EP far Swipe Away EP close 2 hits Whirlwind Kick SK far Axe Kick SK close 2 hits Cartwheel Kick EK far 2 hits Double Plant EK close 2 hits Command Moves ------------- One Two Low d + SP Low Elbow d + EP 2 hits Lay Back Kick d + SK Low Dropkick d + EK 2 hits; both parts must be blocked low Dive Kick d + LK+MK+HK in air overhead Special Moves ------------- Ko-Oh Ken qcf + P LP/MP/HP=small, SP/EP=large dragon; will collide with other projectiles as both will be "destroyed" in the process Super Ko-Oh Ken qcf + P in fire zone LP/MP/HP=large fireball, SP/EP=large dragon; will collide with other projectiles as both will be "destroyed" in the process Dankuuga f, d, df + K LK=low, MK=medium, HK/EK=high, SK=very high Genroudan qcb, f + P LP=short, MP=medium, HP=long, SP/EP=long and powerful Shiten Kongouha qcb, f + P in air Gasaigeki hcb + P LP=low, MP=medium, HP=high, SP=low and far, EP=medium and far; overhead Desperation ----------- Gen'ei Koroudan b, db, d, df, b, hcf, hcf + EP works as well; df + EP dash in must connect (not blocked) for full Desperation to come out; goes under some projectiles ******************************************************************************* * 3.2 Barts * ******************************************************************************* Colors ------ Start - Green pants w/ Blue shirt LP/MP/HP/LK/MK/HK - Blue pants W/ Magenta shirt Throws ------ Neck Throw f/b + MP close f or b determines where opponent is thrown Hard Spike f/b + HP close f or b determines where opponent is thrown Suplex f/b + MK/HK close f or b determines where opponent is thrown Piledriver MP/HP close in air Basic Moves ----------- Axe Handle Smash SP/EP in air overhead Extend Leg u, SK/EK overhead Jump Kick ub/uf, SK/EK overhead Back Elbow SP far Rising Elbow SP close 2 hits Driving Back Elbow EP far 2 hits One Two EP close 2 hits High Kick HK close 2 hits Twist Dropkick SK far Big Boot SK close Spiral Swipe EK far High Big Boot EK close Command Moves ------------- Skyward Fist d + SP/EP Falling Foot d + SK 2 hits Guile Trip d + EK both parts must be blocked low Dropping Foot d + LK+MK+HK in air overhead Special Moves ------------- Thunder Knuckle Charge b for 2 seconds, LP=short, MP=medium, HP=long f + P SP=very long, EP=full Rolling Smash Charge b for 2 seconds, LK=short, MK=medium, HK=long f + K SK=very long, EK=full Aura Cannon Charge d for 2 seconds, LP=wavy, MP=fast wavy, u + P HP=fast straight, SP=faster straight, EP=two fireballs; will collide with other projectiles as both will be "destroyed" in the process Super Aura Cannon Charge d for 2 seconds, LP=wavy, MP=fast wavy, u + P in electric zone HP=fast straight, SP=faster straight, EP=two fireballs; will collide with other projectiles as both will be "destroyed" in the process Moonsault Smash Charge d for 2 seconds, LK=low, MK=medium, HK=high, u + K SK=medium and long, EK=medium and very long Desperation ----------- Final Spark Charge db for 2 seconds, absorbs projectiles df, b, f + EP ******************************************************************************* * 3.3 Gekkou * ******************************************************************************* Colors ------ Start - Red w/ White wrap LP/MP/HP/LK/MK/HK - Purple w/ Gold wrap Throws ------ Jump Over Toss f/b + MP/HP close f or b determines where opponent is thrown Ninja Toss any direction except f or b determines where u + MP/HP close in opponent is thrown air / MP close in air Basic Moves ----------- Tornado Spin u, SP/EP overhead Roll uf/ub, SP/EP overhead Frog Kick u, SK/EK overhead Dropping Boot ub/uf, SK/EK overhead Quick Elbow SP/EP 2 hits Leg Cutter SK Ninja Dropkick EK far Axe Kick EK close 2 hits Command Moves ------------- Backdash b, b invulnerable for a split second Double Jump ub/u/uf after first jump Ninja Touch d + SP/EP Lay Back Kick d + SK Tornado Trip d + EK both parts must be blocked low Dagger Dive d + LK+MK+HK in air overhead Special Moves ------------- Kurojuuji qcf + P LP/MP/HP=one star, SP=twirling two, EP=twirling three; will collide with other projectiles as both will be "destroyed" in the process Super Kurojuuji qcf + P in fire zone LP/MP/HP=one star, SP=twirling two, EP=twirling three; will collide with other projectiles as both will be "destroyed" in the process Jigokugoma qcb + K LK=short, MK=medium, HK=long, SK/EK=grounding short Air Jigokugoma u/uf, qcb + K in air LK=short, MK=medium, HK=long, SK/EK=quick long Retreat Air Jigokugoma ub, qcb + K in air LK=short, MK=medium, HK=long, SK/EK=quick long Kaiten Kurojuuji u, uf, f + P in air SP/EP=star crawls on ground; will collide with other projectiles as both will be "destroyed" in the process Super Kaiten Kurojuuji u, uf, f + P in air in SP/EP=Star crawls on ground; fire zone will collide with other projectiles as both will be "destroyed" in the process Izuna Otoshi hcf + EP close in air unblockable Kokushi Raikouzan hcb + SP close in air unblockable Desperation ----------- Senpuu Kaen Jigoku f, b, db, unblockable d + HP+HK close ******************************************************************************* * 3.4 Wulong * ******************************************************************************* Colors ------ Start - Black pants w/ Red top LP/MP/HP/LK/MK/HK - Purple pants w/ White top Throws ------ Snapping Back f/b + MP/HP close f or b determines where opponent is thrown Rapid Knees f/b + MK/HK close Kick Away any direction except u + MK/HK close in air Basic Moves ----------- Diagonal Backfist SP in air overhead Slope Chop EP in air overhead Booted Jump Kick u, SK overhead Classic Kick ub/uf, SK or u, EK overhead Air Twist ub/uf, EK overhead Hand Blade HP close 2 hits Chop SP far Push Away SP close 2 hits Kung Fu Fist EP far Break Off EP close Low Poke MK far must be blocked low Roundhouse SK far Leap Frog SK close Hop Kick EK far Crazy Swipe EK close Command Moves ------------- Triangle Jump jump toward wall and then away Low Palm d + SP Death Fingers d + EP 2 hits Half Trip d + SK must be blocked low Dropkick Slide d + EK must be blocked low Wall Bounce d + LK+MK+HK in air overhead Special Moves ------------- Ryuugekiken hcf + P LP/MP=small, HP/SP=medium, EP=large; will collide with other projectiles as both will be "destroyed" in the process; with the exception of the EP version, this will travel under most projectiles Super Ryuugekiken hcf + P in electric zone LP/MP=small, HP/SP=medium, EP=large; will collide with other projectiles as both will be "destroyed" in the process; with the exception of the EP version, this will travel under most projectiles Ryuukizan f, d, df + P LP=low, MP=medium, HP=high, SP=medium with extra kick, EP=high with extra kick Shouten Ryuubu hcf + K LK=short, MK=medium, HK=long, SK=very long, EK=full Nunchuck No Mai hcb + P LP=slow, MP=medium, HP/SP=fast, EP=very fast Desperation ----------- Gekisatsu Hiryuuken b, f, df, d, db, must be blocked low; must f + HP+HK connect (not blocked) for entire Desperation to come out ******************************************************************************* * 3.5 Lihua * ******************************************************************************* Colors ------ Start - Pink w/ White trim LP/MP/HP/LK/MK/HK - Blue w/ Yellow trim Throws ------ Flip Throw f/b + MP close f or b determines where opponent is thrown Palm Shoot f/b + HP close f or b determines where opponent is thrown Back Spike f/b + MK close f or b determines where opponent is thrown Leg Spike f/b + HK close f or b determines where opponent is thrown Air Leg Spike any direction except u + MK/HK close in air Basic Moves ----------- Palm Strike u, SP/EP overhead Sheath Hit ub/uf, SP/EP overhead Double Boot u, SK/EK overhead Dropkick ub/uf, SK/EK overhead High Palm SP Low Palm EP far One Two EP close Balance Swing SK far High Kick SK close Flying Boot EK far Low High EK close 2 hits Command Moves ------------- Ducking Palm d + SP/EP must be blocked low Slide Trip d + SK/EK must be blocked low Sword Dive d + LK+MK+HK in air overhead Down Sword d + MP in air overhead Special Moves ------------- Iaizan qcf, uf + P LP=slow, MP=medium, HP=fast, SP/EP=fast and two hits Super Iaizan qcf, uf + P in fire zone LP=slow, MP=medium, HP/SP/EP=fast Mueikassatsu b, db, d + P LP=slow, MP=medium, HP=fast, SP=multiple slow, EP=multiple fast Hen'i Battou Kasumi-Giri qcb, f + P LP=short, MP=medium, HP=long, SP=very long, EP=full Shinkuu Nage hcb, ub + P LP=fastest, MP=fast, HP=medium, SP=slow, EP=slowest; absorbs projectiles Desperation ----------- Shinkuusen hcb, db, ub + EP absorbs projectiles ******************************************************************************* * 3.6 Liza * ******************************************************************************* Colors ------ Start - White w/ Yellow and Green trim LP/MP/HP/LK/MK/HK - Yellow w/ White and Yellow trim Throws ------ Face Claw f/b + MP/HP close Frankensteiner f/b + MK/HK close f or b determines where opponent is thrown Basic Moves ----------- Elbow Drop SP/EP in air overhead Air T Formation u, SK/EK overhead Drop Kick ub/uf, SK/EK overhead Claw Down SP/EP 2 hits Shin Kick LK close must be blocked low Back Kick SK/EK far High Kick SK/EK close Command Moves ------------- Triangle Jump jump toward wall and then away Low Claw d + SP/EP 2 hits T Formation d + SK/EK Swing d + LK+MK+HK in air Special Moves ------------- Toto Charge b for 2 seconds, LP=short, MP=medium, HP=long, f + P SP/EP=shadow long; will collide with other projectiles as Toto will retreat and the other projectile will be "destroyed" Ester Charge d for 2 seconds, LP=short, MP=long, HP=fast u + P and long, SP=long and knocks down, EP=long, fast, and knocks down Kiki Charge b for 2 seconds, LK=short, MK=medium, HK=long, f + K SK/EK=strong long; will collide with other projectiles as Kiki will retreat and the other projectile will be "destroyed"; Kiki will travel under most projectiles Super Kiki Charge b for 2 seconds, LK=short, MK=medium, HK=long, f + K in fire zone SK/EK=strong long; will collide with other projectiles as Kiki will retreat and the other projectiles will be "destroyed"; Kiki will travel under most projectiles Priego Charge d for 2 seconds, overhead u + K Samba tap K rapidly LK=slowest, MK=slow, HK=medium, SK=fast, EK=fastest Desperation ----------- Samba De Excelente Charge d for 2 seconds, db, b, db, d, df + EK ******************************************************************************* * 3.7 Jay McCoy * ******************************************************************************* Colors ------ Start - Blue gloves and shorts w/ White pants and shirt LP/MP/HP/LK/MK/HK - Red gloves and shorts w/ Blue pants and shirt Throws ------ Gut Punches f/b + MP close Hard Toss f/b + HP close f or b determines where opponent is thrown Gut Knees f/b + MK/HK close Basic Moves ----------- Double Fist SP/EP in air overhead Jump Kick SK/EK in air overhead Downward Blast SP far Hook SP close 2 hits Dash One Two EP far Uppercuts EP close 2 hits Low Tap LK far must be blocked low High Kick SK/EK Command Moves ------------- Dash Punch d + SP/EP Slide Trip d + HK must be blocked low Long Slide Trip d + SK must be blocked low Slide Trip Double d + EK both parts must be blocked low Diving Fists d + LK+MK+HK in air overhead Special Moves ------------- Boomerang Crush Charge b for 2 seconds, LP=short, MP=medium, HP=long, f + P SP=very long, EP=full Super Boomerang Crush Charge b for 2 seconds, LP=short, MP=medium, HP=long, f + P in fire zone SP=very long, EP=full Sonic Bomber Charge b for 2 seconds, f, b + P Jet Upper Charge b for 2 seconds, LK=short, MK=medium, HK=long, f + K SK=very long, EK=full Thunder Bolt Charge d for 2 seconds, LP=slowest, MP=slow, u + P HP=medium, SP=fast, EP=fastest; overhead Spark Blow tap P rapidly LP=slowest, MP=slow, HP=medium, SP=fast, EP=fastest Sonic Bomber stop tapping P Desperation ----------- Destructive Combination Charge db for 2 seconds, dash in must touch opponent df, d, db, b, ub + EP to perform the entire Desperation ******************************************************************************* * 3.8 Boggy * ******************************************************************************* Colors ------ Start - Black pants w/ Red top LP/MP/HP/LK/MK/HK - Green pants w/ Yellow top Throws ------ Elbows f/b + MP close Throat Toss f/b + HP close f or b determines where opponent is thrown Basic Moves ----------- Jump Fist SP/EP in air overhead Scissor Kick u, SK/EK overhead Split Kick ub/uf, SK/EK can get 2 hits with both hits being overheads Blind Push SP/EP far One Hand Push SP/EP close 2 hits Y Formation SK/EK far Knee And Rise SK/EK close Command Moves ------------- Low Poke d + SP/EP Back Trip d + SK/EK must be blocked low Head Dive d + LK+MK+HK in air overhead Special Moves ------------- Blast Hurricane Charge d, u + K / d, LK=fast, MK=medium, HK=slow, u + K SK=short jump, EK=high jump Storm Dancer hcf + K LK=short, MK/SK=medium, HK/EK=long Wheel Spin qcb, ub + K LK=short, MK=medium, HK=long, SK=very long, EK=full Super Wheel Spin qcb, ub + K in electric LK=short, MK=medium, HK=long, zone SK=very long, EK=full Risky Step db, df, ub + K LK=short; move must connect (not blocked) to perform the entire maneuver Desperation ----------- Dead Dance hcb, db, d + HP+HK close unblockable ******************************************************************************* * 3.9 Marco * ******************************************************************************* Colors ------ Start - Green w/ Tan skin LP/MP/HP/LK/MK/HK - Blue w/ Purple skin Throws ------ Toss Away f/b + MP close f or b determines where opponent is thrown Spin Toss f/b + HP close f or b determines where opponent is thrown Head Chomp f/b + MP a step away Back Breaker f/b + HP a step away Basic Moves ----------- Demon Chop HP in air 2 hits; both hits are overheads Stretch Fist SP/EP in air overhead Dropkick u, SK overhead Body Splash ub/uf, SK or u, EK overhead Butt Drop ub/uf, EK overhead Hidden Poke SP far Upward Poke SP close Hammer Punch EP far Double Axle EP close 2 hits Double Lift SK/EK far Strong Knee SK close 2 hits Strong Lift EK close 2 hits Command Moves ------------- Diagonal Poke d + SP/EP Slide d + SK/EK must be blocked low Swing Around d + LK+MK+HK in air Special Moves ------------- Head Crasher qcf + P LP=short, MP=medium, HP=long, SP=very long, EP=full; will collide with other projectiles as both will be "destroyed" in the process Super Head Crasher qcf + P in electric zone LP=short, MP=medium, HP=long, SP=very long, EP=full; will collide with other projectiles as both will be "destroyed" in the process Magic Hand hcb, f + P LP/MP/HP=body splash, SP/EP=suplex; move will execute if Marco's hands touch the opponent; the grab is unblockable Rampaging Tearing tap P rapidly move with b or f; LP=slowest, MP=slow, HP=medium, SP=fast, EP=fastest Desperation ----------- Marco Dynamite hcb, db, qcf + EP Desperation will execute if Marco's hands touch the opponent; the grab is unblockable ----------------------------------------------------------------------------- ******************************************************************************* * 3.10 Gonzales * ******************************************************************************* Color ----- any button - White costume Throws ------ Power Bomb f/b + MP close Judo Throw f/b + HP close f or b determines where opponent is thrown Basic Moves ----------- Reverse Sweep LK must be blocked low Shin Stomp MK/HK/SK/EK close 2 hits; both hits must be blocked low Command Moves ------------- Giant Scoop d + HP/SP/EP must be blocked low Russian Trip d + SK/EK both parts must be blocked low Special Moves ------------- Daisharin Nage f/b + HK close unblockable Dai Tatsumaki-Otoshi f/b + MK close unblockable Zenpou Kaiten Ukemi EP Desperation ----------- Chou Ginga Nage ??? ******************************************************************************* * 3.11 Azteca * ******************************************************************************* Color ----- any button - Yellow w/ Red trim Throw ----- Dive f/b + MP/HP close Basic Moves ----------- Double Fist SP/EP in air overhead Strong Palm SP/EP far Headbutt SP/EP close High Axe HK close 2 hits Sky Kick SK 2 hits Needle Kick EK Command Moves ------------- Low Headbutt d + SP/EP 2 hits Hair Swipe d + LK+MK+HK in air overhead Special Moves ------------- Mystic Buzzsaw qcf + P LP=short, MP=medium, HP=long Silent Spear qcb, f + P Desperation ----------- Death Blow Pressure ??? ******************************************************************************* * 3.12 General * ******************************************************************************* Color ----- any button - Green Throws ------ Grab And Toss f/b + MP/HP close f or b determines where opponent is thrown Stomach Grind f/b + MK/HK close Basic Move ---------- Uppercut MP/HP close 2 hits Command Moves ------------- Slide d + HK must be blocked low Regular Trip d + MK/SK/EK must be blocked low Dive Kick d + LK+MK+HK in air overhead Special Moves ------------- Green Ghost SP absorbs projectiles Ghost Spread EP absorbs projectiles Teleport EK invulnerable for a split second Desperation ----------- ??? =============================================================================== 4. Conclusion =============================================================================== 4.1 What's Missing/Needed -Any missing moves -Corrections and clean up -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. 4.2 Credits -Taito -Gamefaqs -And me for writing this FAQ