PLASMA SWORD: NIGHTMARE OF BILSTEIN MINI-FAQ v0.6 (Star Gladiator 2: Nightamre of Bilstein in Japan) for the Arcade and US Dreamcast versions Written by Chris MacDonald Unpublished work Copyright 1998-2001 Chris MacDonald This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. It is for private and personal use only--it cannot be reprinted in part or in whole, or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. This FAQ cannot be referenced, altered, or used by anybody (including webmasters, publishers, and magazine staff) without my express written permission. This FAQ was created and is owned by me, Chris MacDonald . It can be found exclusively at (www.GameFAQs.com). All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. I expressly forbid the following publishers/publications from using this FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer), Future Publishing, Ltd. (publishers of PlayStation Power, Official UK PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games, and Prima Games. Remember, plagiarism is a crime and is punishable by law. The Star Gladiator / Plasma Sword series is (c) Capcom Co., Ltd. ================= TABLE OF CONTENTS ================= 1. HOW TO PLAY - FAQ Notation - Basic Commands 2. CHARACTER MOVELISTS - Bilstein and Ghost Bilstein - Blood and Shaker - Gamof and Gantetsu - Gerelt and Claire - Gore and Luca - Hayato and Black Hayato - June and Ele - Saturn and Prince - Vector and Omega - Zelkin and Eagle - Rain - Byakko - Rai-On - Kaede 3. SECRETS AND TRICKS - Play as Kaede or Rai-On - Fight Kaede or Rai-On - Play as SG1 2P Color Gamof - See Your Character's True Ending 4. GAMEPLAY NOTES - The Life and Plasma Power Gauges - Types of Movement - Types of Throws - Attack and Defense - Fighting on the Ground - The Plasma Moves 5. MISCELLANEOUS - Translations 6. AUTHOR'S NOTE - Special Thanks - Revision History This FAQ was written mostly based on my experience with the US Dreamcast version. According to Ben Koh, this game was re-released in the arcades and was based on the Dreamcast version, so this FAQ should work fine with that game. I don't know what differences there are from the first arcade release and the re-release, though. ======================================================================== 1. HOW TO PLAY ======================================================================== ------------------------------------------------------------------------ FAQ NOTATION ------------------------------------------------------------------------ [ Controller Layout ] ------------------------------------------------- ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- n -- f Walk Backward Neutral Walk Forward / | \ db d df Crouch Crouch Crouch Obviously, you'll need to reverse these commands if you're on the left side of the screen. [ Button Layout ] ----------------------------------------------------- A B B+K Vertical Slash Horizontal Slash Plasma Field M K A+B Movement Kick Throw You can change these buttons any way you like in the Options Menu. On a standard Dreamcast control, B+K is the right-hand trigger, and A+B is the left-hand trigger. On Capcom's official joystick or an ASCII FT pad, "C" is B+K, and "Z" is A+B. [ FAQ Notation ] ------------------------------------------------------ qcf / hcf Press (d,df,f) or (b,db,d,df,f) on your controller. qcb / hcb Press (d,db,b) or (f,df,d,db,b) on your controller. ub~uf Press ub or u or uf. (air) The move can be done while on the ground or when jumping. AM / BM / KM Press A+M / B+M / K+M buttons together at the same time. AB / BK / AK Press A+B / B+K / A+K buttons together at the same time. ABK Press A+B+K together at the same time. 1 / 2 The move is only available to the 1st or 2nd character. ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ Standing Guard Hold b when attacked Crouching Guard Hold db when attacked Dash Backwards Tap b,b / b + M Dash Forwards Tap f,f / f + M Run Forward Tap f,f, hold f / f + M, hold f Dashing Jump Press uf while dashing or running Move into Background Press M Move into Foreground Press d + M Safe Fall Press any button when you hit the ground Throw / Crouching Throw Press AB when standing or crouching Throw From Behind Press AB when standing behind your enemy Get-Up and Flip Away Press b when lying on the ground Get-Up and Roll Forward Press u or f when lying on the ground Quick Get-Up Press d when lying on the ground Roll into Background Press M when lying on the ground Roll into Foreground Press d + M when lying on the ground Vertical Attack Press A (can't be blocked crouching) Horizontal Attack Press B Kick Attack Press K Jumping Attack (Going Up) Press u + A / B / K Jumping Attack (Going Down) After apex of jump, press A / B / K Weak Pursuit Attack Press u + K when enemy is downed Strong Pursuit Attack Press u + A / B when enemy is downed Plasma Reverse: Revenge Press AM (costs 0.5 levels) Plasma Reverse: Reflect Press BM (costs 0.5 levels) Plasma Field Press BK (costs 1 level) Plasma Strike qcf / qcb + AB (costs 1 level) For more information on these moves, please see the Gameplay Notes section. ======================================================================== 2. CHARACTER MOVELISTS ======================================================================== The original Star Gladiator cast is listed alphabetically, with their "alternate" character listed along with them (since they share all the same moves, Plasma Combos, etc. except their Plasma Strikes). The only exceptions are Byakko and Rai-On, and Rain and Kaede. Although they use similar animations, they have unique movelists and Plasma Combos. Also, instead of listing the Plasma Combos in diagrams as they appear in the Training Mode, I've just listed all the combinations. This is because, unlike the first Star Gladiators, most characters have very few Plasma Combos anyway. ------------------------------------------------------------------------ BILSTEIN and GHOST BILSTEIN ------------------------------------------------------------------------ Blaze Sword f,d,df + A Double Blaze f,d,df + B Kieru b,d,db + K Dark Vortex qcf + A Hell Wind Sword b,f + B (direction depends on stance) Final Bilstein hcb + K Gigant Armored Tap d,d,d Fuyuu Press Provocation (can then move b / f) Kuuchuu Yoku Idou Hold G during Fuyuu (can move in / out) Calamity Dive Press A / B / K during Fuyuu (step sword) b + A (stance change attack) b + B (turns enemy around) (low shin knock) b + K (low pierce blade) df + A Fear Rise Sword Press A / B while dashing Slide Centipede Press K while dashing 1 Dark Vortex: End qcf + AB 1 Nightmare Blaze qcb + AB 1 Gigantic Explosion d,d + AB (requires 3 levels) 2 Deadly Break qcf + AB 2 Nightmare Blaze qcb + AB 2 Gigantic Explosion d,d + AB (requires 3 levels) Plasma Field - Infinity Power: Gauge Waza Tsukai Houdai Plasma Combos: A,A,A,A B,A,A,A K,K,K,A A,A,B A,B df+B,A,A df+B,B,B B,A,A,B B,A,A,K K,K,K,K B,A,B B,B df+B,B,B db+B,A,A - When you use the Kieru, you become invisible for a short period or until hit. Only your sword can be seen. - The Final Bilstein is unblockable. - When you use the Gigant Armored, Bilstein gets his Super Bilstein color scheme from the original Star Gladiator. For a short while he will not go into hit stun when attacked (this is known as 'super armor' in most games). In other words, if you are starting to do the Dark Vortex and are attacked, instead of being knocked out of the move, you still take damage but will complete your attack. - During Bilstein's Plasma Field, you can use your Plasma Strikes (even the Gigantic Explosion) as many times as you want. ------------------------------------------------------------------------ BLOOD and SHAKER ------------------------------------------------------------------------ Dark Surprise qcf + A, tap A rapidly Evil Storm qcf + K Teleportation qcf + M / qcb + M Kuuchuu Teleportation f,d,df + M / b,d,db + M Fatal Edge f,d,df + A Fake Blade qcb + A Hell Wind Sword b,f + B (direction depends on stance) (flip throw) hcb + K (hits when close) (stance change attack) b + B (low shin knock) b + K (low pierce blade) df + A Fear Rise Sword Press A / B while dashing Slide Centipede Press K while dashing 1 Rising Tornado qcf + AB 1 Bloody Blade qcb + AB 2 Murderous Vulcan qcf + AB 2 Darkness Arm qcb + AB Plasma Field - Time Stop: Jikan Teishi Plasma Combos: A,A,B,B A,B,B,B B,B,B,B A,A,A db+B,A d+K,d+K,d+K B,A,B,B K,A,B,B K,K,B,B K,K,K df+K,K - The Fake Blade isn't just useful as a fake out, but also because you cannot be hit until you appear for the sword slash, making this a useful counter against fireballs. - When using the Teleportation, qcf + M makes you appear in front of your opponent, while qcb + M makes you appear behind them. The f,d,df + M and b,d,db + M teleports have the same effect, but you'll reappear in mid-air. - During the Time Stop, your opponent is frozen in place. You can attack them all you want, and when the move ends, they'll take the culmulative damage. ------------------------------------------------------------------------ GAMOF and GANTETSU ------------------------------------------------------------------------ Gamo Tackle qcf + B Gamo Tornado qcb + B, tap B rapidly Gamo Screw hcb + K (hits when close) Gamo Giant Swing hcb + K when foe's back is towards you Zenten qcf + M (roll and slash) Press or hold B from Zenten (sit and smash) Press or hold K from Zenten (stance change attack) b + B (turns enemy around) Gamo Kick b + K Gamo Head df + K Gamo Ride df + A Gamo Sliding Press A / B when dashing Gamo Running Kick Press K when dashing Gamo Fall Press B during Gamo Running Kick 1 Super Gamo Tornado qcf + AB 1 Plasma Giant Swing qcb + AB 2 10t Bakudan do Konjyou Nage qcf + AB 2 Flying Gantetsu Buster qcb + AB Plasma Field - Auto Throw: Jidou Nage Mode After connecting with Auto Throw (his Plasma Field ability): Gamo Swing Press A / B / K and miss Gamo Home Run Press A / B / K with good timing Gamo Chip Press A / B / K with bad timing Plasma Combos: B,B,B,B A,A,A B,A,K d+A,K df+K,K K,K B,A,B,B A,A,K K,A,K b+K,K df+A,A d+A,f+A - The Gamo Tornado and Gamo Screw are unblockable, as are Gamof's Super Gamo Tornado and Gantetsu's Flying Gantetsu Buster. - During the Auto Throw plasma field, your character's hands grow big. They can grab someone at any time (even if being attacked). If you manage to grab your opponent, there are several outcomes to this move once your foe is tossed into the air. If you press A, B, or K right as your character starts to flash red, you get the Gamo Home Run. Otherwise, you get the Gamo Chip. If you totally miss, you get the Gamo Swing (aka nothing happens and they fall to the floor). ------------------------------------------------------------------------ GERELT and CLAIRE ------------------------------------------------------------------------ Andelucia Storm qcf + A, tap A rapidly Andelucia Crawl Press B during Andelucia Storm Andelucia Arrow Press K during Andelucia Storm Flying Matador qcb + A Bloody Flamenco qcb + K Naname Zenten qcf + M Spanish Dance b,f + A Rapid Elbow (to knock kick) f,f + K Secret Combo df + A, then press A,B,K, tap K rapidly 1 (endless taunt) Tap Provocation rapidly Just Stab b + A (stance change attack) b + B Black Heaven df + A Sharp Crawl df + B Killing Bull db + A (rapid elbow) A / B while dashing Dead Slide Press K while dashing Kick del Sol Press KM while dashing 1 Spiral End qcf + AB 1 Final Ecstasy qcb + AB, tap A rapidly 2 Thousand Burst qcf + AB 2 Scarlet Del Sol qcb + AB Plasma Field - Burst Mode: Kougeki Riki Up Plasma Combos: A,A,A,A,A B,A,A K,A,B K,K,K B,B A,A,A,B,A B,A,B K,A,K d+K,K d+A,A,A - To perform the Secret Combo, input df + A, then press A,B,K rapidly (don't wait for the hits to come out), and start tapping K. Your character will clap their hands as long as you keep tapping K. - During the Burst Mode plasma field, any A or B attack you make comes out as a multi-hit attack. ------------------------------------------------------------------------ GORE and LUCA ------------------------------------------------------------------------ Baku'en Tousha qcf + A Sosei Henkan qcf + B Kyakubu Kaiten qcb + K Enshin Bunri qcf + K when enemy is floored Katsu Tou'nyuu d,d + K when enemy is floored Shukushou d,d,f,b + Provocation (return to normal size) d,d,f,b + Provocation when small Zettai Ansei Tap d,d,d, then do any move listed below Shin Dash Tap b,b / f,f (lying down movement) Press b / f Shindou Ryouhou Press AB (hits when close) Okiru Press M Temae-shin Idou Press d + M Ou-shin Idou Press u + M Okiagari Kougeki Press K Okiagari Gedan Kougeki Press d + K Okiagari Taikuu Kougeki Press d,u + K (get up jump attack) Press u + A / f + A (get up leap slide) Press f + K Atama Kyodaika Press and hold Provocation Hiyaku Youkyoku b + A (staff attack) b + B Kou Kaiten Shuu b + K Tsubo Shiatsu-zuki df + A Kaiten Keizan df + B Haikotsu Shinchou df + K (then hold d for Zettai Ansei) Kinou Shinshuu Press A / B while dashing Kacchi-men Shuu Press K while dashing 1 Ryuusei Shourai qcf + AB (hold Provocation for big head) 1 Ankoku Kyuuin qcb + AB (hold Provocation for big head) 2 Ganseki Houraku qcf + AB 2 Goku'en Shoukyaku qcb + AB, direct d / u Plasma Field - Giant Attack: Kyodaika After connecting with Giant Attack (his Plasma Field ability): Ara-ryouji qcf + A Naizou Appaku Press K,K,K (spinaround throw) Press AB while standing Plasma Combos: A,B,B,B B,A,B,B A,A,A B,A,K df+K,f+A K,K B,B,B,B d+A,K,B A,A,K K,A,K b+K,df+K df+K,b+K,df+K - The Sosei Henkan petrifies an opponent, giving you a chance to attack them as they break out of their stone casing. - When you use the Shukushou, your character shrinks, and stays this way until you're hit or use your Plasma Field. When shrunken, you do less damage, and all your attacks are shrunk as well (such as your Plasma Strikes). Also, you cannot use any throw moves when small, nor can you use the Enshin Bunri. - You can make your head increase in size while standing still, or when lying down (during the Zettai Ansei). This even applies during your Plasma Field. Gore can also increase his head size during his Plasma Strikes). - When Gore uses the Ankoku Kyuuin, his opponent is drawn towards a black hole. If they're not blocking, they're sucked inside. - The code to make Gore or Luca small is listed at Capcom of Japan's page (and elsewhere!) as d,d,f,f,b,b + Start, but this doesn't work. Anyone know if this code has some other effect? ------------------------------------------------------------------------ HAYATO and BLACK HAYATO ------------------------------------------------------------------------ Shiden qcf + B Shiden: Kai qcb + B Byakko Hou f,b + K (hits when close) Guren f,d,df + A / B Ashura Tap d,d,d Tsuki Kage df + A Jajin df + B Jatai df + K Hien b + A (stance change attack) b + B Hayagake-Zuki Press A while dashing Shippuu Geki Kyaku Press K while dashing Dokuryuu Press B while dashing Souryuu Press B,B while dashing 1 Engetsu qcf + AB 1 Rasetsu Zan qcb + AB 2 Guren Tenpa qcf + AB 2 Kegon qcb + AB Plasma Field - Plasma Sword: Tsurugi Kyodaika Plasma Combos: A,A,A,A K,A,A,B B,A,B K,K,B A,B df+K,A,A B,A,A,B d+K,f+K K,A,B K,K,K B,B K,K,d+K,K - When Hayato uses the Ashura, his sword increases in length for a short period of time. The same applies after using the Engetsu. It's possible to get a very long sword by using the Engetsu, then performing the Ashura once you recover. ------------------------------------------------------------------------ JUNE and ELE ------------------------------------------------------------------------ Starlight Shoot qcf + A Air Starlight Shoot In air, qcf + A / B North Star Combo b,f + B,K Sokuten qcb + G Comet Kick qcb + K Shine Dream (Somersault) qcf + K Shine Dream (Command Attack) Press A Shine Dream (Somersault) Moonsault Kick Press K when facing away Moonshine Kick Press KG during Moonsault Kick Camel Clutch Press AB (enemy face down, legs towards) (stance change attack) b + B (turns enemy around) Turn Shot f + B (direction depends on stance) Shine Dream df + A Stardust Shot df + B Scream Flash df + K Ground Gyro Shoot db + K Prominent Kick Press A while dashing Cosmo Stream Press K while dashing 1 Big Bang qcf + AB 1 Happy Black Hole qcb + AB (changes when used as anti-air) 2 Shooting Star qcf + AB 2 Meteor Step qcb + AB Plasma Field - Ring Thrower: Ring Nage Plasma Combos: K,K,K,K K,K,K,d+K A,A,A A,K,K B,B,A K,B,B A,A,d+K,K K,B,d+B d+K,K,K,K A,A,K B,K,K B,B,B b+K,K,K d+K,f+K,K K,K,f+K d+B,B,B,B A,K,A B,K,A K,B,A B,B,d+B f,f+B,K,K,K - During the Ring Thrower, pressing any button makes you toss a ring. You can juggle your opponent easily with multiple ring tosses. - To use the Camel Clutch, your opponent must be lying on the ground face down, with their legs pointing towards you. - When June uses the Happy Black Hole and hits an airborne opponent with the initial somersault, she does a multi-somersault combo instead of grappling her foe and butt-checking them. ------------------------------------------------------------------------ SATURN and PRINCE ------------------------------------------------------------------------ Inu no Sambo qcf + A,A Firecracker qcf + K (air) Tapping Attack b,f + B (direction depends on stance) Acrobat Combo qcb + B, tap B rapidly (stance change attack) b + B (turns enemy around) Sendout Sky df + A Roll Slash df + B Sailing Hit df + K Firecracker Press A / B while dashing Ground Rush Press K while dashing 1 Infinity Yo-yo qcf + AB 1 Dance With Me qcb + AB 2 Trick Superball qcf + AB 2 Rolling My Way qcb + AB Plasma Field - Doll Bomb: Ningyou Bakudan Hassha Plasma Combos: B,B,B,B K,A,B,B A,A,A B,A,K b+B,B d+K,f+K,K K,K B,A,B,B d+B,B,A B,B,K K,A,K d+K,K df+K,A,B - There's a mistake in Saturn and Prince's plasma combo chart (the one that appears in Training Mode). The combo that reads "d+K - K" is actually performed as "d+K - f+K". - During the Doll Bomb Plasma Field, pressing any button makes you send out a Saturn doll (even if you're Prince) that explodes when they get close to their opponent). ------------------------------------------------------------------------ VECTOR and OMEGA ------------------------------------------------------------------------ Beam Bazooka qcf + A (qcf + Provocation to fake) Lower Beam Bazooka qcb + A (qcb + Provocation to fake) Horizontal Laser qcf + B Lower Horizontal Laser qcb + B Mad Blit f,d,df + K, move b / f at apex of jump Flying Drill d + K during Mad Blit Last Shooting Press A after throwing foe from behind Vertical Laser Press K when facing away (unblockable) Back Roller Dash Tap b,b, hold b (lower attack) df + A Leg Cut df + B Drill Kick df + K Death Express Press A / B while dashing Sliding Drill Press K while dashing 1 Mega Horizontal Laser qcf + AB 1 Satellite Shoot qcb + AB 2 Omega Shockwave qcf + AB 2 Mad Spin Burst qcb + AB Plasma Field - Auto Fire: Beam Nagi Harai Mode Plasma Combos: A,B,B,B A,A,K,K B,B,K,K K,K,K,K B,A,K A,A,A B,B,B,B A,B,K,K K,A,B,B df+K,K,A K,A,K - The Horizontal Lasers are blockable now, unlike as in the first Star Gladiator. Because they cover a large radius, they can hit people who try to sidestep out of the way, though. - Vector can do a lot of damage by doing the Satellite Shoot, juggling his opponent with another Satellite Shoot, then doing a Mega Horizontal Laser or Plasma Field against his falling opponent. - During the Auto Fire, pressing any button makes you fire a beam of light from your face that can be directed up or down. - If you taunt with Vector and hold down the button, he keeps spinning and will earn continuous Plasma Power that way. For Omega, holding the button has no effect, although taunting with him does give you a little bit of Plasma Power. ------------------------------------------------------------------------ ZELKIN and EAGLE ------------------------------------------------------------------------ Rising Blade f,d,df + A, tap A rapidly Sky Destruction qcf + K Thunder Blade b,f + B (depends on flip stance) Thunder Wheel Combo b,f + B,K, tap K rapidly Sky Javelin Press in any direction + AK x2 (air) Blue Storm (Taunt) Press and hold Provocation Super Jump Tap d,ub~uf Kuuchuu Nage Press AB when in air Kuuchuu Fuyuu Tap ub~uf when in air Kuuchuu Yoko Idou Press G during Kuuchuu Fuyuu Kuuchuu Dash Tap f,f / f + M Kyuu Rakka Press d after Kuuchuu Fuyuu Sky Snipe b + A (sword swipe) b + B Rising Blade df + A Sliding Blade df + B Hammer Kick df + K Dash Thunder Blade Press A / B while dashing Spring Missile Press K while dashing 1 Crimson Phoenix qcf + AB (air) 1 Blue Storm qcb + AB (air) 2 Kaiser Sky Destruction qcf + AB (air) 2 Judgment Phaser qcb + AB (air) Plasma Field - Transformation: Hikou Mode ni Henkei Plasma Combos: A,A,K,A,A K,K,B,A A,A,A K,B B,K,A K,K,f+K d+K,d+K,d+K,d+K B,K,K,A,A K,K,K,K A,K,A B,B df+A,A df+B,K,K - The Sky Destruction is unblockable, but only hits standing opponents. - You can do the Sky Javelin twice in the air, in any direction you want (on the ground, you cannot fly in any of the downward directions). - When you use the Blue Storm (the taunt, not the Plasma Strike), you will blow your enemy backward with gusts of wind. - The Kuuchuu Nage is like a ground throw, but it works against an airborne opponent. - When you use the Kyuu Rakka, you will not drop down until after the Kuuchuu Fuyuu ends. - During the Transformation, your character does repeated Sky Javelins. You can direct them with the control pad, but the buttons have no effect (just the opposite of SG1)! ------------------------------------------------------------------------ RAIN ------------------------------------------------------------------------ Spinning Scythe qcb + A Vertical Sword qcf + A / B / K Charge Scythe Alpha Hold A and release Charge Scythe Beta Hold B and release (thrusting spin) b + B (upper knock) b + K (chop staff) df + A (sweep staff) df + B (knockaway staff) While dashing, press A / B (staff end hit) While dashing, press K 1 Destroy Spear qcf + AB 1 Galactica Storm qcb + AB Plasma Field - Freeze Blade: Reitou Kougeki Plasma Combos: A,A,A A,A,K A,B,B A,B,K B,B,B B,B,K B,A,K K,A,K B,A,B K,A,B K,K d+B,B d+K,K d+K,B - When you use the Vertical Sword, the button pressed determines where the blade comes up. A is closest, K is furthest away. - It doesn't matter how long you hold A or B for the Charge Scythes; they still do the same amount of damage. - The Destroy Spear will freeze an enemy if done up close. - During the Freeze Blade, any attack you make freezes your enemy, leaving them open to attack. ------------------------------------------------------------------------ BYAKKO ------------------------------------------------------------------------ Kessou Jin qcb + A Shippuu Zan qcf + B Byakko Hou qcb + M, then press A / B / K Byakko Hou: Manji qcf + M, then press A / B / K Jinrai Shuu After apex of jump, d + K Shikkuu Sou In air, tap f,f / f + M Nidan Chouyaku In air, press ub~uf (spin slash) b + B (flip kick) b + K (slash swing) df + A (spread claw) df + B (slide) df + K (leaping kick) While dashing, press A / B (spinning attack) Press A / B after Leaping Kick (sliding kick) While dashing, press K 1 Oboro Tsmuji qcf + AB 1 Kekka Soujin qcb + AB Plasma Field - Great Haste: Speed Up Plasma Combos: A,A,A,A K,K,B,K b+B,B,B A,A,B K,K,K A,A,A,K B,A,B,B d+K,K,K B,A,A A,B K,K,B,B B,A,B,K b+B,B,df+B K,A,A B,B - After doing the Byakko Hou or Manji, the button you press changes how you attack. A is a 2-hit slash attack, B is a Shippuu Zan, and K makes Byakko jump forward and do an unblockable throw. - During the Great Haste, you turn invisible when not attacking, and move faster and jump higher. Not only do your attacks come out quickly, but you can do mid-air combos by tapping A, B, or K while jumping (you can do up to 5 hits, and can mix up the buttons any way you like). However, you cannot use _any_ moves aside from your normal A,B,K attacks and the Kessou Jin or Shippuu Zan. ------------------------------------------------------------------------ RAI-ON ------------------------------------------------------------------------ Tenshin Raigeki qcf + A / B / K Raion Shou qcb + K Hougeki qcb + M, then press A / B / K Hougeki: Manji qcf + M, then press A / B / K Jinrai Shuu After apex of jump, d + K Shikkuu Sou In air, tap f,f / f + M Nidan Chouyaku In air, press ub~uf Purazuma Tako Hold M after Nidan Chouyaku, move b / f (spin slash) b + B (flip kick) b + K (slash swing) df + A (spread claw) df + B (slide) df + K (leaping kick) While dashing, press A / B (spinning attack) Press A / B after Leaping Kick (sliding kick) While dashing, press K 1 Dai Shippuu Zan qcf + AB, direct d (or u in air) 1 Ura Shungoku qcb + AB (unblockable) Plasma Field - Great Haste: Speed Up Plasma Combos: A,A,A,A A,B,B,A K,K,K,K u+A,A,K,d+K A,B,B,B B,B,B,B d+K,K,K - When you perform the Tenshin Raigeki, the button used determines your flight path. A is straight forward, B is an arc, and C is a very steep arc. - The Raion Shou stuns an opponent briefly. - After doing the Hougeki or Manji, the button you press changes how you attack. A is a 2-hit slash attack, B is a Shippuu Zan, and K makes Rai-On jump forward and do an unblockable throw. - On the ground, you can fly into the air during the Dai Shippuu Zan by pressing up. If you do this move in the air, you can fly up or down by pressing in those directions. - The Ura Shungoku is unblockable. When you do this move, Rai-On will jump at his opponent, which means he'll jump forward if they're in front of him or he'll jump backwards if they're behind him. - During the Great Haste, you turn invisible when not attacking, and move faster and jump higher. Not only do your attacks come out quickly, but you can do mid-air combos by tapping A, B, or K while jumping (you can do up to 5 hits, and can mix up the buttons any way you like). However, you cannot use _any_ moves aside from your normal A,B,K attacks and the Tenshin Raigeki. ------------------------------------------------------------------------ KAEDE ------------------------------------------------------------------------ Ichi no Jutsu: Kage Hou qcf + A Ni no Jutsu: Hasai Kourin qcf + B San no Jutsu: Kaen Kyaku qcf + K Yon no Jutsu: Sou Kan'ei qcb + A (bopper staff) df + A (sweeper staff) df + B (slider staff) df + K (dashing sweep) Press A / B while dashing (dashing knock) Press K while dashing (chin rub) Press and hold Provocation 1 Ougi: Hyouryuu Shourai qcf + AB (air) 1 Ougi: Enryuu Shourai qcb + AB (air) Plasma Field - Mysterious Force: Mogura Tataki Plasma Combos: A,A,A A,A,K A,B,B A,B,K B,B,B B,B,K B,A,K K,A,K B,A,B K,A,B K,K d+B,B d+K,K d+K,B - The Kage Hou will stun an opponent. - You can follow the Sou Kan'ei with an attack, like the Kaen Kyaku. - The Bopper Staff flattens an enemy. - During Kaede's Mysterious Force, pressing A, B, or K makes her swing her hammer at the appropriate hole. If you can hit your opponent when they pop out of a hole, they are damaged. The more times you hit them before the move ends, the more damage they take once the Plasma Field has ended. ======================================================================== 3. SECRETS AND TRICKS ======================================================================== ------------------------------------------------------------------------ PLAY AS KAEDE OR RAI-ON ------------------------------------------------------------------------ To play as Kaede, put the cursor on Rain, then input this command: - down, down, left, left, up To play as Rai-On, pu the cursor on Byakko, then input this command: - up, down, left, left, right, left, up You have to re-enter the codes to enable them every time you play a game in a new mode, unless you've fought them in Arcade mode (by doing the trick listed below). ------------------------------------------------------------------------ FIGHT KAEDE OR RAI-ON ------------------------------------------------------------------------ To fight Kaede or Rai-On, you must do the following: - Finish at least 2 rounds with Perfect wins. - Finish at least 3 rounds with a Plasma Final win. - Finish at least 1 round with a Plasma Field win. - Don't get any Time Out finishes. - Don't continue (you can still lose a round, though) If you did it corretly, you'll randomly fight Kaede or Rai-On as your fourth round opponent. Once you beat the character (you don't even have to go on and beat the game), they are saved to memory, so once you enter the code to play as one of them, they are permanently available. Remember that since this game doesn't have an autoload or autosave feature, you'll need to save your game after enabling them (you can just hit ABXY + Start to reset, then go to the Option menu), and that when you start a new game, you'll have to load your file or they won't appear. ------------------------------------------------------------------------ PLAY AS STAR GLADIATOR 1 2P COLOR GAMOF ------------------------------------------------------------------------ Put the cursor on Gamof, hold Start, and press any button. The only differences are in appearance--he plays just like the normal Gamof. This version of Gamof just so happens to be the boss of Gamof's true ending. ------------------------------------------------------------------------ SEE YOUR CHARACTER'S TRUE ENDING ------------------------------------------------------------------------ To see your character's real ending, you have to have amassed a certain amount of Battle Abiliy points by the time you clear Stage 8. When playing on 1-round settings, you need 70,000 points. On 3-round settings, you need 95,000 points, and on 5-round settings, you need 110,000 points. It's okay if you die and have to continue--as long as you get enough points, you'll get to see your character's true ending. All of the true endings work in a similar fashion; where the real ending would have left off, you instead are challenged by a CPU boss. If you beat the boss, the rest of the ending is revealed. If you lose, you can still continue and fight them, but you won't be able to change characters. ======================================================================== 4. GAMEPLAY NOTES ======================================================================== ------------------------------------------------------------------------ THE LIFE AND PLASMA POWER GAUGES ------------------------------------------------------------------------ You start off each round with a full life gauge that can is reduced when you're damaged by attacks, or if you block special moves or Plasma Strikes. Once your gauge is empty, you are knocked out and you lose the round (lose two rounds and the battle is over). The Plasma Power gauge, on the other hand, starts off with only one level of power but can hold three at the most. Plasma power is earned when you are damaged, when you damage your enemy, or when you perform a special move (whether it hits or misses). Plasma power can be expended on Plasma Reflects and Plasma Revenges (these cost 0.5 levels), and Plasma Strikes or Plasma Fields (these costs 1 level a piece). For more info., read the sections below. ------------------------------------------------------------------------ TYPES OF MOVEMENT ------------------------------------------------------------------------ Every character can inch back or forward by holding in those directions, but they can also dash forward or backward by tapping f,f or b,b. While dashing forward, you can hold f in order to keep running towards your enemy. It's also possible to dash by pressing f + M or b + M. Other types of movement involve the Movement button. Pressing G makes you move into the background, while pressing d + G makes you move into the foreground. These movements can be used to avoid attacks, although some attacks hit both to the sides as well as the front. ------------------------------------------------------------------------ TYPES OF THROWS ------------------------------------------------------------------------ Throws are unblockable attacks that miss unless they're performed from up close (when done from afar, your character simply reaches out without grabbing anything). Everyone can throw by pressing AB while standing, and all characters can throw a crouching opponent by pressing AB when standing or crouching. You can throw someone from behind, too, but you can't crouch throw them (it will come out as the normal behind throw instead). However, because characters automatically turn around when you are behind them, it's a lot harder to land behind throws now. June also has a throw that only comes out if her opponent is lying on the ground face down, with his or her legs towards you and their head pointing away from you. The easiest way to get them in such a position is to do a dashing K slide, or to turn them around with b + B, then knock them down with a df + K jumping knee. Afterwards, just get close and press AB. ------------------------------------------------------------------------ ATTACK AND DEFENSE ------------------------------------------------------------------------ Throws cannot be defended against, and Vertical Attacks can only be blocked by standing; if you crouch, they will still hit you. On the other hand, most Horizontal Attacks will miss a crouching opponent, so it's sort of a trade-off. Of course, you can crouch-guard against any kind of crouching attack. Another kind of attack is the turn-around attack, which is done by pressing b + B. This move's most obvious effect is that a hit opponent is knocked around so that their back is towards you. Not all characters have this ability though, but those who do have the note (turns enemy around) in their movelists. Some characters b + B attacks (whether or not they turn a hit opponent around) also make them switch stances. So, if they were standing with their front towards the screen, they're now standing with their back towards the screen. What does this mean? Well, for any move that makes your character step to the side before attacking, they now step in the opposite direction. For example, Bilstein's Hell Wind Sword normally has him moving into the background while swinging his sword. If you do b + B (even if it misses), he'll change his stance, and doing the Hell Wind Sword makes him move into the foreground while attacking. Finally, there are the jumping attacks. There are two types; one if you press an attack button right as you jump (or for some characters, before you reach the apex of your jump), and another type of attack comes out if you press a button after the apex of your jump. Obviously, the ones done right as you jump are better for anti-air attacks than the ones done as you're falling, which are better for attacking people on the ground. ------------------------------------------------------------------------ FIGHTING ON THE GROUND ------------------------------------------------------------------------ When you knock an opponent to the ground, several new options become available to you and them. Before they get up, you can always attack them with any low attack (like a crouching kick, or some standing Vertical attacks), or you can use a Pursuit Attack, which is done by pressing u + A / B / K. The K version does less damage, but comes out faster, while the A / B version does more damage, but takes a while to hit and gives your opponent more time to get out of the way. However, you're not helpless when lying on the ground. After a moment, your character will flip over so that they face up, then they'll get up. You can also press back when lying on the ground to get up and flip backward, or press up or forward to get up and do a short roll forward. If you press down, you won't move around, but you will get up faster. Another option is to press M when lying on the ground, which will make you roll into the background or d + M to make you roll into the foreground. Another option is to press any button before you even hit the ground. If you timed it right, you'll land on your feet instead of on your back or stomach. ------------------------------------------------------------------------ THE PLASMA MOVES ------------------------------------------------------------------------ The two moves you'll definitely want to master are the Plasma Reverses. The first type, the Plasma Reflect, is done by pressing A+M. When used, you lose half a level of Plasma Power, and a hemisphere of energy surrounds you. If your opponent attacks the energy shield during this time, they are surrounded by electricity and are momentarily stunned, allowing you to attack them without worry. The other type of Plasma Reverse is the Plasma Revenge, which is done by pressing B + M. Like the reflect, an energy field will surround you momentarily, but if you are attacked during this time, you automatically counterattack. Unlike as in the first Star Gladiator, both moves will counter horizontal and vertical slashes, not to mention certain special moves. Next up are the Plasma Strikes. In SG1, these were 'finishing' moves done at the end of combos. Now they have been changed and are more like the Super Combos of the SF series. To do a Plasma Strike, input qcf + AB or qcb + AB when you have at least one level of Plasma Power (The Bilsteins also have a Plasma Strike done by inputting d,d + AB, but it requires 3 levels of Plasma Power). Plasma Strikes generally have higher priority and do much more damgae than other moves. Finally, there are the Plasma Fields. These also cost 1 level of Plasma Power to perform, and are done by pressing B+K. When you do this, a field of energy surrounds your character. If the field hits your opponent (and yes, it can be blocked), then the playing field changes to a box-like enclosure, and your character gains a new ability for a certain amount of time (you can see how much time you have left by keeping an eye on the gauge that replaces your Plasma Power meter). Note that Plasma Fields can be performed in air. If you do them after reaching the apex of your jump, then you fall down afterwards should the field miss. If you attempt one before reaching the apex of your jump and it misses, you will continue to rise up (so no, it's not a double jump or anything like that, although it looks like it). ======================================================================== 5. MISCELLANEOUS ======================================================================== ------------------------------------------------------------------------ TRANSLATIONS ------------------------------------------------------------------------ [ BILSTEIN and GHOST BILSTEIN ] --------------------------------------- Kieru Erasure Fuyuu Floating Kuuchuu Yoku Idou Mid-Air Horizontal Movement Gauge Waza Tsukai Houdai Gauge Skill Usage [ BLOOD and SHAKER ] -------------------------------------------------- Kuuchuu Teleportation Mid-Air Teleportation Jikan Teishi Time Stop [ GAMOF and GANTETSU ] ------------------------------------------------ Zenten Forward Roll 10t Bakudan do Konjyou Nage 10 Ton Bomb Tenacious Throw Jidou Nage Mode Automatic Throw Mode [ GERELT and CLAIRE ] ------------------------------------------------- Naname Zenten Diagonal-Forward Roll Kick del Sol Kick of the Sun Scarlet del Sol Red Sun Kougeki Riki Up Attack Power Up [ GORE and LUCA ] ----------------------------------------------------- Baku'en Tousha Exploding Fire Projection Sosei Henkan Composition Conversion Kyakubu Kaiten Spinning Leg Enshin Bunri Centrifuge Separation Katsu Tou'nyuu Scolding Throw Shukushou Become Reduced in Size Zettai Ansei Absolute Rest Shin Dash Lying Down Dash Shindou Ryouhou Vibration Treatment Okiru Getting Up Temae-shin Idou Lying Down Movement (to the background) Ou-shin Idou Lying Down Movement (to the foreground) Okiagari Kougeki Getting Up Attack Okiagari Gedan Kougeki Getting Up Lower Attack Okiagari Taikuu Kougeki Getting Up Anti-Air Attack Atama Kyodaika Giant-Sized Head Transformation Hiyaku Youkyou Leaping Middle Spin Kou Kaiten Shuu Backward Spinning Kick Tsubo Shiatsu-zuki "Touching a Pressure Point" (tsubo) Kaiten Keizan Spinning Leg Slash Haikotsu Shinchou Spine Stretching Kinou Shinshuu Recollection Quaking Kick Kacchi-men Shuu Slippery Surface Kick Ryuusei Shourai Meteor Summon Ankoku Kyuuin Dark Absorption Ganseki Houraku Boulder-Demolishing Drop Goku'en Shoukyaku Hellfire Incineration Kyodaika Giant Size Transformation Ara-ryouji Wild Recovery Naizou Appaku Internal Pressure [ HAYATO and BLACK HAYATO ] ------------------------------------------- Shiden Violet Electricity Shiden: Kai Modified Violet Electricity Byakko Hou White Tiger Cannon Guren Crimson Lotus Ashura (demonic warrior) Tsuki Kage Moon Silhouette Jajin Serpent Blade Jatai Serpent Thigh Hien Flying Swallow Hayagake-Zuki Rapid Dash Thrust Shippuu Geki Kyaku Gale Attack Kick Dokuryuu Lone Dragon Souryuu Double Dragon Engetsu Full Moon Rasetsu Zan Justice Slash Guren Tenpa Red Lotus Heaven Render Kegon Stern Flower Tsurugi Kyodaika Giant Sword Transformation [ JUNE and ELE ] ------------------------------------------------------ Sokuten Side Spin Ring Nage Ring Throw [ SATURN and PRINCE ] ------------------------------------------------- Inu no Sambo Dog's Sambo Ningyou Bakudan Hassha Doll Bomb Discharge [ VECTOR and OMEGA ] -------------------------------------------------- Beam Nagi Harai Mode Sweeping Beam Mow Down Mode [ ZELKIN and EAGLE ] -------------------------------------------------- Kuuchuu Nage Mid-Air Throw Kuuchuu Fuyuu Mid-Air Floating Kuuchuu Yoko Idou Mid-Air Horizontal Movement Kuuchuu Dash Mid-Air Dash Kyuu Rakka Sudden Dive Underneath Hikou Mode ni Henkei Transformation into Aviation Mode [ RAIN ] -------------------------------------------------------------- Reitou Kougeki Freezing Attack [ BYAKKO ] ------------------------------------------------------------ Kessou Jin Bloody Claw Dance Shippuu Zan Gale Slash Byakko Hou White Tiger Cannon Byakko Hou: Manji White Tiger Cannon: Gammidion Jinrai Shuu Swift Lightning Attack Shikkuu Sou Quick Air Run Nidan Chouyaku Two Level Leap Oboro Tsmuji Gloom Whirlwind Kekka Soujin Bloody Petal Claw Dance - As a mid-boss, Gantetsu's comment on the 'Four Saint Beasts' is referring to the legendary animals Genbu (turtle), Seiryuu (dragon), Byakko (tiger), and Suzaku (phoenix). These are the same guys that show up in Rai-On's ending. [ RAI-ON ] ------------------------------------------------------------ Tenshin Raigeki Rolling Lightning Attack Raion Shou Sound of Thunder Thrust Hougeki Demolishing Attack Hougeki: Manji Demolishing Attack: Gammadion Jinrai Shuu Swift Lightning Attack Shikkuu Sou Quick Air Run Nidan Chouyaku Two Level Leap Purazuma Tako 'Plasma' Kite Dai Shippuu Zan Great Gale Slash Ura Shungoku Reverse Imprisoning Flash - Rai-On is a real name (lit. "resentful thunder"), but it's also a play on words, since "raion" is the romaji for "lion". - The kanji used to spell "Purazuma" are nonsensical--the idea here is that the spellings match the romaji spelling of "plasma", which is "purazuma". [ KAEDE ] ------------------------------------------------------------- Ichi no Jutsu: Kage Hou First Technique: Shadow Stich Ni no Jutsu: Hasai Kourin Second Technique: Smashing Light Ring San no Jutsu: Kaen Kyaku Third Technique: Summer Salt Kick Yon no Jutsu: Sou Kan'ei Fourth Technique: Paired Shadow Gods Ougi: Hyouryuu Shourai Concealed Technique: Ice Dragon Summon Ougi: Enryuu Shourai Concealed Technique: Flame Dragon Summon Mogura Tataki Earth Dragon Binding World - The idea that 'kaen' is translated as 'summer salt' is not a mistake but a play on words, since Kaede somersaults during this move. ;) - The kanji used for Mogura Tataki don't really spell out that way. Although the translation is taken from the kanji, 'mogura' means 'mole', and 'tataki' means 'to attack'. You know, as in the mole bopping-game that Kaede's Plasma Field is based upon. ;) ======================================================================== 6. AUTHOR'S NOTE ======================================================================== ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ I could have never written this FAQ without the help of the following people: Trako and Li Y. Jimmy - Trako told me some info told to him by Jimmy (who in turn got it from the Magic Box ), about fighting and saving Kaede and Rai-On to memory. Capcom of Japan - Some movenames and other move spellings, as well as info. on Bilstein's Gigantic Explosion and how to get people's true endings, were taken from their website and FAX page. Ben Koh - For the huge amounts of info. and the move descriptions that were found in v0.5, and for answering some of my questions on this game. I owe this guy a huge debt of gratitude, here. Banshee - For more info. on Bilstein and other misc. info. Shlomo Abraham - For some corrections on Rain's moveslist, and for explaning Kaede's 'Mysterious Force' to me. Doug Earley - For some information on Bilstein. ------------------------------------------------------------------------ REVISION HISTORY ------------------------------------------------------------------------ Version 0.6 (May 21, 2000) - Now that I have the US Dreamcast version of this game, I've been able to rewrite the entire FAQ with all-new and corrected info. It only took what, two years? ;) Hey, blame Capcom's poor distribution of arcade games, not me ;) v0.5 - Various corrections, additions, and move explanations by Ben. v0.4 - More additions, especially. to the Misc. section. v0.3 - Added a move for Bilstein and corrected Rain's moves. v0.2 - Added Kaede and Rai-On's moves and codes. v0.1 - Initial release. Have any questions not answered in the FAQ? Comments or complaints? Then drop me a line at . If you would like to contribute some information to the FAQ, that would be great, as there is zero official info out there on the Net (which is surprising considering how much info was out there when I wrote my Star Gladiator FAQ). Unpublished work Copyright 1998-2001 Chris MacDonald