/\/\att's .--. . . .-. . . . . .-. .-. // | | |\| :- |\/| | | `-. | \\ /'/ `--' ' ' `-' ' ' `-' `-' ' \`\ [\_/ .-. .-. . . . .-. .-. .-. .-. \_/] I |.., |- |-| | | . / | | `-| | ...| I [__]-~ ' ' ' `-' `-' `-- `-' `-' ' ~-[__] || H (F)requently (A)sked (Q)uestions H || || || _________ || || || || / _ _ \ || || || || Version | |(_) (_)| | Released || || L| /\ 2.3 | |__ __| | 09-01-95 /\ L| _________|/'_ \________________|___]___[___|________________/ _`\|_________ | (_) |------[ ______ ______ ]------| (_) | ---...___I `\______\ ._ ```---.__ __.---''' _. /______/' I___...--- ~~~~----'~~~~/_\ ^\_ ~ _/^ /_\~~~~`----~~~~ The poor gamer's \ ~-. .-~ / Another fine sTrAgEdY playing guide to /_\ \ / /_\ file, brought to you by One Must Fall: 2097, \ \ / / /\/\att, in association by Epic Megagames & /_\ \_/ /_\ with David "Doomsayer" Diversions Entertainment. \___________/ Laprad. Fan Mail Welcome. / / \ \ /' / \ `\ /' / \ `\ __/____/__ __\____\__ \ (_) / \ (_) / |\ / \ /| ASCii by /\/\att ||\/|| ||\/|| || || || || || || || || |H H| |H H| .---H--H---. .---H--H---. /^\__|__|__/^\ /^\__|__|__/^\ |/' \/ `\| |/' \/ `\| "/\/\att's One Must Fall: 2097 FAQ" is copyright (C) 1995 by Matt Williams NOTE: This is not a technical manual for the game, but a description of moves, secrets, and things concerning gameplay. The zip file that you obtained this FAQ from should contain all the following files: MATTSOMF.FAQ - This File OMFMOVES.LST - Short list of moves only (For printing) * FILMS.ZIP - ZIP file containing .REC files of all "My Best Combos" FILE_ID.DIZ - File description Please do not distribute this file in any way other than in its original zip format under the filename "MOMFAQXX.ZIP", where XX is the version number. Note that a "*" denotes new/changed information (1) Foreword & Basic Tutorial --READ THIS ENTIRE SECTION-- (1.1) The Foreword (1.2) Disclaimer (1.3) Basic Tutorial (1.4) Understanding Special Move Sequences (1.4)(A) Direction & Attack Buttons Legend (1.4)(B) Special Moves Punctuation Legend (1.5) Shareware Differences (1.6) The 2.0 Modem/Network Upgrade *(1.7) Recording/Playing Back Matches *(1.8) Understanding Rehit Mode (2) Known Secrets & Hidden/Unranked Challengers (2.1) The Hidden Difficulty Levels (2.2) The Hidden Advanced Options Menu (2.3) Unranked Challengers - Tournament (2.4) Tournament Mode Enhancements (2.5) Fire in the Hole, Ice in the Basement (2.6) Odds'n'Ends Secrets (2.7) At Wit's End? (2.8) One Player Attribute Editor (2.9) Using the Nova in One Player Mode (2.A) Questions -I- Need Answered (3) 'bot Descriptions, Moves, & Other Swell Stuff... *(3.1) Jaguar *(3.2) Shadow *(3.3) Thorn *(3.4) Pyros *(3.5) Electra *(3.6) Katana *(3.7) Shredder *(3.8) Flail *(3.9) Gargoyle *(3.A) Chronos *(3.B) Nova (4) In Closing, etc., etc., etc... *(4.1) The Future of OMF (4.2) Future Expansion (4.3) Where to get the Latest Version of the FAQ (4.4) How to Contact /\/\e *(4.5) Revision History *(4.6) Credits (1) Foreword & Basic Tutorial ----------------------------- This section contains the Foreword, Disclaimer, and all the basics that you need to know to become familiar with the game. If you have never played the game before, or are not completely familiar with the game's mechanics, be sure to read at least Sections (1.3) - (1.4). (1.1) The Foreword ------------------ Sick and tired of all those other OMF moves lists you find on your local bulletin boards or in your favorite gaming mag that have move combinations that never seem to work, or have directions that are only slightly more comprehensible than the German README.TXT file you got with that foreign variation of Tetris? Does it seem like someone forgot something vital, like maybe "testing", when they uploaded or published those lists? Are you often finding yourself gnashing your teeth when the computer performs a lethal Destruction on your hapless 'bot, while you can only desire sweet vengeance in the form of seeing your opponent impaled on your Thorn's spikes? Or maybe you long to wind up and smash the upper body off the AI's 'bot with that wicked Nova. Do you mirror a sentiment all-too-common among most people playing this game?: "How the (your favorite expletive here) do I DO that?" Well, look no further. This FAQ is exactly the OMF guide for your destructive pleasure. (Albeit politically-correct destructive pleasure) All the combinations for special moves listed in this file haven't been taken straight from the $10 strategy guide that only a pansy gamer would buy from Epic. No, all these codes have been gleaned through blood, sweat, and blisters in the Arena after hours and hours of heated battle, like a real gamer would--with a few of the moves ripped out of what passes as the current OMF FAQ. So what does this mean? It means that, so long as you're not using an older/updated version of OMF than myself, all the moves listed here (which covers just about 99.9% of all moves in the game--to my knowledge) are guaranteed, or your money back. Heck, maybe I can swing a deal with the SysOps to give you back your DL credit if you're not completely satisfied. If you haven't gotten the registered version of this game yet, order it today. This is, in my opinion, the best fighting game by far ever produced for MS-DOS computers. The gameplay is the best of any fighting game(SF2 & MK series included) out there. My only real quirk with OMF is its lack of scrolling backgrounds, causing the fighting to sometimes feel crowded; and maybe they'll fix this in the sequel. Aside from that, this game is killer, and nearly flawless. There's more secrets and hidden characters in this game than MK I & II put together, making for incredible replay value trying to find all the hidden moves, hidden characters, & special enhancements. And all that without the "blood'n'guts" that sets off parental warning groups. I won't speak for everyone, but knocking bolts & sheets of metal from an opponent is every bit as satisfying as bleeding your enemy to death. Anti-violence advocates can't even attack the "Scrap" and "Destruction" moves, as they are not in any way connected with harming real people(or even fictitious people). Ingenious. Epic Megagames, Rob Elam, Ryan Elam, & all others involved in the creative process are to be well applauded. Hopefully, this file will be expanded as any new knowledge about the game comes to my attention, and I'll slowly be able to fill in the few gaps I'm currently not certain on. And, by downloading this file, you're supporting your friendly neighborhood FAQ writer by making higher demand for these files in the future. Now don't you feel better about yourself? Be sure and read through this entire section, if you're not completely familiar with the game, for basic gameplay instructions and tips. NOTE: Those of you only playing the shareware version, look under "Shareware Differences", Section (1.5) for minor changes in some of the scraps. (1.2) Disclaimer (Unless you're an Epic employee, you can skip this) ---------------- This FAQ and myself are not in any way connected with Epic Megagames. "One Must Fall: 2097" is, I presume, a registered trademark of Diversions Entertainment, or Epic Megagames, or both. I don't know. I don't care. "OFFICIAL /\/\att sTrAgEdY Guide" is not a trademark of anything. Feel free to mention them in anything you write without including me in your Disclaimer list. I'm not even sure how to get a trademark; & I'm too cheap to waste money on anything other than games anyway. I only wrote this because I pity the poor idiots like myself that tried to understand the pitiful instructions in the other OMF FAQs before they finally gave up and just messed around till they got something to work. If anyone is dissatisfied with the results of this FAQ, or unable to get the moves to work right, despite the fact that they have done everything to my every letter, then you have my sympathy. And that's it. If strange demons infest your household due to heinous combinations of joystick movements in conjunction with unheard of swearing by you when moves don't work, don't contact me complaining. Call your local exorcist. I'll be working on the next revision. For all technical reasons, this FAQ IS copyright, (C)1995. Why, I really don't know... David just told me to do it. Like anyone would rob a poor FAQ writer? (I told you to skip this... Now get out of here) (1.3) Basic Tutorial -------------------- # Each 'bot has 15 basic Attacks--7 basic Punches, 7 basic Kicks, and 1 Throw or Grab. The basic Punches and Kicks are different in speed & power, ranging from weak & fast (referred to as "light") to fairly strong & fairly quick (referred to as "medium") to powerful & slow (referred to as "heavy). NOTE: Some 'bots have, in place of Arms or Legs, different appendages that they attack with such as blades, flames, or chains, and therefore do not have Punches and Kicks, but say, Punches & Flames or Blades & Kicks. - To perform a standing Light Attack, press straight towards your opponent and an Attack button. To perform a standing Medium Attack, just press an Attack button without pressing in any direction. To perform a standing Heavy Attack, press straight Away from your opponent and an Attack button. - To perform a crouching Light Attack, press diagonally Down & Towards your opponent and an Attack button. To perform a crouching Medium Attack, press straight Down and an Attack button. To perform a crouching Heavy Attack, press diagonally Down & Away from your opponent and an Attack button. The crouching Heavy Kick is most commonly referred to as a "Sweep". - To perform an Air Attack, first Jump and then press an Attack button while your 'bot is in the air. - To perform a Throw or Grab, get close beside your opponent and press Towards your opponent and Punch at the same time. This results in various powerful attacks that vary depending on the particular 'bot you are using. # To jump much higher than you normally would by pressing Up in any direction, press Down just before you jump. This makes for a jump that is about twice as high and twice as long as a standard jump. # You can Block all of your opponents attacks, with the exceptions of Low Kicks, Throws, & the Nova's Earthquake Smash, by pressing and holding Away from your opponent. To block Low Kicks, press diagonally Down & Away from your opponent. Note that when you are blocking low, you cannot block air attacks. Throws can only be avoided by keeping your opponent away using different attacks or by throwing him first. The Nova's Earthquake Smash can only be avoided by being in the air at the time the Nova performs it. # A number of successively landed hits can make your opponent dizzy, making them unable to defend themselves for a brief period of time. You can tell how close you or your opponent is to becoming dizzy by watching the Stun Bar, directly beneath your or your opponent's life bar. The Stun Bar is lowered every time you or your opponent successfully lands an attack. The Stun Bar slowly recharges when you are not performing any attacks. Be careful of attacking when your Stun Bar is low as it will not recharge, making it easier for your opponent to get you dizzy. # Special moves are combinations of joystick or key movements coupled with attack buttons to make your 'bot do more powerful attacks such as projectiles or long range Attacks. Look under Section (3), 'bot Descriptions for a listing of each 'bot's special moves. # Some 'bots have "Shadow" versions of their Special Moves. These moves differ from the simpler versions of the moves in that they are usually invulnerable to projectiles, faster, and more damaging. But, they are also usually more difficult to perform and usually have longer recovery times which leave your 'bot more open to attacks from your opponent. # Every 'bot has a Scrap & Destruction Move. - Scrap Moves are performed immediately after you defeat your opponent in the final round. Wait for your opponent to fall down after the final blow of the match and then keep performing your 'bot's particular Scrap move, over and over if need be, until you see results. - Destruction Moves are performed during or immediately following a scrap move, as is specified for each 'bot in Section (3), 'bot Descriptions. # A "Combination" is a series of Attacks which cannot be blocked once the first hit is made. For example, jumping at your opponent and hitting them with a basic air attack (Kick or Punch) and then immediately following that Attack with a Sweep would be a Two-Hit Combo. (That simple combo works with all 'bots under all Characters) Also, bonus points are awarded to your score everytime your successfully perform a combo. For a list of effective combos for each robot check Section (3), 'bot Descriptions. # For best results, I highly recommend using a Gravis, or other brand, Gamepad, as it's nearly impossible to do most of the moves consistently on a standard Analog joystick, and rather confusing to use the keyboard. (1.4) Understanding Special Move Sequences ------------------------------------------ In order to properly understand the move descriptions in Section (3), refer to these legends. (1.4)(A) Direction & Attack Buttons Legend ------------------------------------------ Your Joystick (preferrably a Gamepad) | \_/ .--------. UB U UF .---------------. | You're | \ | / | Your opponent | | here | B-- P-K --F | here | `--------' / | \ `---------------' DB D DF UB = Diagonally Up & Back U = Straight Up UF = Diagonally Up & Forward B = Straight Back F = Straight Forward DB = Diagonally Down & Back D = Straight Down DF = Diagonally Down & Forward Forward means toward your opponent; Back means away from your opponent Attack Buttons -------------- P = The Punch button on your Joystick or Keyboard K = The Kick button on your Joystick or Keyboard (1.4)(B) Special Moves Punctuation Legend ----------------------------------------- Move description punctuation in Section (3) should be understood as follows: - = Signifies moving succintly from one position on the stick or keyboard to the next. Example: B-DB-D-DF-F would mean to start in the straight Away from your opponent position and smoothly roll downward & then to the straight Toward your opponent position. + = Used when a direction and attack button must be pressed at the same time. Example: D+K would mean to press Straight Down & Kick at the same time. The best way to do this is not to try and press the direction and the button at the EXACT same time, but instead to first press the direction listed, hold it, then press the button, and release (unless otherwise specified). This works best if you do it in one quick motion that shouldn't take up more than 1/2 a second. , = Press and release the Direction or Attack button preceding the comma. Example: D,F+P would be interpreted as pressing & releasing Straight Down, and then immediately pressing Forward and Punch. Incidentally, this is the Scrap Move for the Electra, Shredder, and Chronos. An example of a move using all three forms of the above punctuation is the Shadow's Scrap Move: B,F-UF-U-UB-B+P which should be interpreted as pressing Back, going straight to Forward, then rolling Upward then Back in one succinct motion and pressing Punch once you have rolled to the straight Back position. Additionally, any move preceded by (jump) means that the move must be performed while in the air, and any move followed by (rep) means to repeat the combination until results occur. (turn) means just that--turn around. And (grab) means to get right beside your opponent and press Towards them & Punch at the same time. (land) means that you should be on the ground before continuing the move. Lastly, a combination followed by (hold) means to hold the last Direction and/or Attack button pressed until results occur. (1.5) Shareware Differences --------------------------- If you're playing the shareware version of OMF(Version 1.0, not 2.0), then refer to the list below for minor changes in the Scraps and Destructions for these 'bots: Jaguar Scrap = D,D,D,U,U+P Destruct = U,D+K Thorn Scrap = B,B,F,F+P Destruct = D,U+P The Pyros' and Shadow's Scraps are the same as listed in Section (3), but I can't seem to get their Destructions to work. I'll update this information as soon as it's received. Also note that this information is only confirmed in the 1.0 shareware version of OMF. I haven't tried the 1.1 or 2.0 versions, so I cannot vouch for this to be true in their case. (1.6) The 2.0 Modem/Network Upgrade ----------------------------------- Yes, Epic has finally released the long anticipated, long overdue Modem/Network Upgrade for OMF. You can find the file off the I'net and most large BBS's under the filename "OMFUP20.ZIP". On the Internet, you can get the file at: ftp.aimnet.com/pub/users/lordsoth/omf Or, feel free to call my BBS, The Pond - (615) 536-5072, and download the file on your first call free. Go to the Files menu after logging on and filling out the information and download the file "OMFUP20.ZIP". You can also download the latest version of this FAQ under the filename "MOMFAQXX.ZIP", where XX is the version number.(i.e. 10 = 1.0) Aside from adding the option to play other OMF'ers over a modem, network, or serial link, and the ability to record, playback, and save your matches, the 2.0 patch also supposedly fixes a variety of bugs and adds a couple of new secrets into the game as well. However, despite the laborious(and somewhat elongated) beta test stage, many users have been complaining of faulty and/or slow gameplay. Having yet to thoroughly encounter any of these problems myself, I don't have much advice as of now. However, below is a list of hints that have been in the IPCGaming echo on FidoNet to make the game run faster/more reliably over the modem. - If you have problems with slow gameplay when playing between two computers of differing speeds, try having the slower machine call the faster one. - If you can't seem to get a proper connection through the built-in dialer, try connecting through your term program, exiting that program without hanging up your modem, and choosing "Begin! Already Connected" from the Modem/Network menu. - Consult your modem's manual and find the init string recommended for no compression. - Do a "clean boot" before you start the game.(If you have DOS 6.0 or later, press F5 while it says "Starting MS-DOS..."; otherwise, make a bootdisk without an AUTOEXEC.BAT or CONFIG.SYS.) That's all the tips that I've heard up to this point, but more will be added as I've used the patch more for myself. If you have any tips on how to make things run a little more smoothly, please contact me as is described in Section (4.4). All information is appreciated, and credit will be given for all information used in this FAQ. Thanx in advance... * (1.7) Recording/Playing Back Matches ------------------------------------ As mentioned above in Section (1.6), the 2.0 upgrade of OMF added the ability to record and playback matches. This is really useful when you want to savor a particularly successful session against a friend over & over again, or to prove that, yes, you really CAN do that 17-hit combo with the Shredder. Unfortunately, Epic overlooked including how to utilize this function in the tiny section of the HELPME.DOC file devoted to the 2.0 enhancements. But, thanx to faithful contributors, it's where everything that you need to know about OMF generally ends up: here. You can record matches one of three ways. First, you can run OMF by typing "OMF REC" to start the game. This will only save the last match which ran on your computer, be it One Player, Two Player, Tournament, or a demo, under the filename "LAST.REC". If you prefer, you can specify a filename under which you wish to record the last fight by typing "OMF REC yourfile.REC" where "yourfile" is the name you wish to call the file. If you would rather record ALL of your fights in a session, you can type "OMF REC SAVE_REC". This will save all fights in a given session under the filenames "OMF00001.REC", "OMF00002.REC", etc.. You can playback your fights one of two ways. You can type "OMF PLAY" at the command line, and it will play the existing "LAST.REC" file if one exists. If you wish to play a specific file, type "OMF PLAY yourfile.REC", where "yourfile" is the name of the file you wish to load. Now that the option of recording fights is available, feel free to upload examples of your skill in action to The Pond BBS, (615) 536-5072, so I can see that you weren't really just pulling my flail about a 13-hit combo with the Jaguar. It won't take but less than a minute, and wouldn't it feel nice to be believed for once? In the OMF area, you can find several examples of the combos and strategies that I detail in this FAQ for you to download and see for yourself if you won't take my word for it. :) * (1.8) Understanding Rehit Mode ------------------------------ Rehit Mode is an option within the Hidden Advanced Option menu See Section 2.2) which, when activated, makes for a completely different gaming experience. What it does, basically, is admit that just because you've knocked your opponent into the air doesn't mean that they're magically protected from all harm until they stand up and come at you again. It allows you the option of continuing to bash your opponent before they hit the, keeping them airborn with hits. This is referred to as "juggling". However, as it would be all too simple to merely keep hitting your opponent over & over with the same light punch till all their energy was drained, the programmers added this limitation: Once you've knocked the other 'bot into the air, you can only hit them once with each of your Attacks. In other words, say you're using the Shredder and do a Head-Butt on your opponent, and quickly do a Standing Heavy Punch. These will connect. However, if you try to do ANOTHER Heavy Punch before they fall to the ground, it will pass through them without doing any damage. But you could, if you wanted, still do any other attack which you hadn't done to your opponent since they became airborn.(Including a Head-Butt, since that was the move that only KNOCKED them into the air--you hadn't hit them with one of those since they left the ground) Keep this in mind when making up your own combinations for each 'bot. For an example of how to use this to it's maximum potential, look under Section (3.7) at the Shredder's 18-hit combo. Effective use of your attacks in Rehit mode is a requisite to becoming a much more formidable adversary.(Like this is a really SERIOUS thing, right? Pardon me while I go pour cold water down my back.) (2) Known Secrets & Hidden/Unranked Challengers ----------------------------------------------- OMF is just loaded with tons of Hidden Characters for you to stumble across, as well as several other hard to discover surprises. Here's a list of everything I've found and been informed of up to this point. (2.1) The Hidden Difficulty Levels ---------------------------------- To get to the not-so-secret-by-now difficulty level, "Deadly", go into the Gameplay menu accessed from the Main menu. Go down to the "CPU:" selection, and keep pressing right after it says Champion (about 10-15 times) until it turns to "Deadly". This is a level that you have to totally rely on taking advantage of AI bugs to win, because the computer almost always blocks all standard attacks and projectiles. The computer will also occasionally do a Scrap or Destruction after defeating you. Note that this skill level only affects One Player Mode and Demo Mode, where the computer 'bots fight each other with the same skill that they use against you in One Player Mode, and sometimes do Scraps & Destructions on one another. And, if you want the ultimate challenge, why not use the "Ultimate" skill level? Yes, you know you're bad and can beat the game every time you play it with the CPU level on "Deadly", but you've never faced a challenge unless you've played the game on the SECOND hidden skill level, "Ultimate". To activate "Ultimate", go into the Gameplay Menu, change the present CPU level to "Deadly", as described above, and press the keys O-M-F on your keyboard simultaneously(in any order just so long as you press all three keys at the same time). Release them, and then press Right on your joystick or the Right cursor key to change the skill level to "Ultimate". I won't describe how hard it is to win at this level; let's just leave it at "Good Luck". (2.2) The Hidden Advanced Options Menu -------------------------------------- There is a hidden option within the game which lets you control aspects of gameplay such as how high the players jump and how much energy each player has in One & Two Player modes, special features like rehitting and block damage, and several others. To bring up the menu, hold down the 2-0-9-7 keys on the keyboard simultaneously while at the Main Menu. Release them, and go into the Gameplay menu. You'll see a new option accessible called "Advanced Options". Select it, and you'll have control over the aforementioned options as well as a few others that I'll let you discover & figure out for yourself. Be aware that once you've played the game with Rehit mode turned on, you'll probably never turn it off again. (2.3) Unranked Challengers - Tournament --------------------------------------- There are numerous hidden Unranked Challengers to be found in the Tournament Mode. To get to many of the hidden characters, you need to have chosen one of the two highest difficulty levels when you made your character. Some are only accessible at the highest difficulty level. Also, you must usually either perform very well in your previous fight (take little damage), perform a Scrap & Destruction, or both. The following is a list of the Characters I have been able to find and how I got to them. Once again, if you don't seem to be able to get to a particular challenger, make sure that the difficulty level is high enough; if you still can't get to them, try to take little damage and execute a destruction every time, as some UCs require this before they'll challenge you. In the list below, note that a "$" before the UCs name means that I've received an enhancement from that character after doing a Destruction on them. Also, whether or not you get an enhancement from these seems to be dependent on the skill level you chose. North American -=-=-=-=-=-=-=- Unranked Challenger 'bot How to Get to... ------------------- ---- ---------------- Christian Jaguar Do a Destruction on Crystal $ Steel Claw Flail Defeat #6 or higher with a Destruction $ Jazzy Jaguar Beat #2, taking little damage $ Iceman Shadow Beat #1, taking little damage & doing a Destruction Katushai Challenge -=-=-=-=-=-=-=-=-=- Unranked Challenger 'bot How to get to... ------------------- ---- ---------------- Angel Gargoyle Defeat #6 or higher $ Selenna Katana Defeat #2 with a Destruction $ Devan Shell Flail Defeat #1 taking little damage & doing a Destruction War Invitational -=-=-=-=-=-=-=-=- Unranked Challenger 'bot How to get to... ------------------- ---- ---------------- Eva Earlong Shadow Defeat #6 or higher taking little damage $ Killian Electra Defeat #2 doing a Destruction $ Bethany Shredder Defeat #1 taking little damage and doing a Destruction World Championship -=-=-=-=-=-=-=-=-=- Unranked Challenger 'bot How to get to... ------------------- ---- ---------------- Eva Earlong Gargoyle Defeat #14 with Destruction $ Jazzy Shredder Defeat Eva Earlong with Destruction Angel Electra Defeat #10 with Destruction $ Devan Shell Thorn Defeat #8 taking little damage and with Destruction. $ Iceman Katana Defeat Selenna with Destruction $ Bethany Nova Defeat #2 taking little damage and with Destruction Nicoli Nova Defeat #1 (2.4) Tournament Mode Enhancements ---------------------------------- You can pick up enhancements in Tournament play which will give your 'bot extra powers, such as multiple projectiles or the ability to perform special moves in mid-air. Enhancements are attained only when you have your character's difficulty level at at least STEEL(I've never gotten an enhancement at a level lower than that) in Tournament Play. I have only gotten enhancements after performing destructions on my opponents. You most often get an enhancement after fighting an Unranked Challenger, but I have gotten them after defeating #1 ranked in both the Katushai Challenge and World Championship. You'll know if you've received an Enhancement by reading what your Engineer says when he greets you. If he says something about finding a gizmo in the Arena while they were cleaning up, then you've got an enhancement. But enhancements usually won't do any good unless you know you have them, so always be sure to at least glance at the Engineer's comment. For a listing of known enhancements for each 'bot and how to perform them, check Section (3), 'bot Descriptions. (2.5) Fire in the Hole, Ice in the Basement ------------------------------------------- In One Player Mode, all the 'bots(I believe) have a special combination used to get to the secret character "Fire" after performing a Scrap & Destruction in the Fire Arena. The only requirement for being able to get to Fire is that you have the CPU difficulty level on a minimum of "Champion". Known combinations for some 'bots are listed in the 'bot Descriptions, Section (3). Fire is a Katana with the ability to perform a 5-hit Rising Blade move and has a Fire projectile that does enormous damage. He has extremely high strength & stamina, and relatively high agility. All his hits take off about double the average character's hit. He doesn't, however, seem to be well adept at blocking Sweeps. Defeat him in Champion mode, and you'll get 1,000,000 points for a perfect round(if you can), 1,000,000 for full stamina(automatic perfect round), and 1,000,000 for his Destruction. In Deadly mode, count that a cool 1,500,000 points each. While playing with the CPU on Ultimate, you get a huge 2,000,000 points each. All psyched up and ready to take on Fire? Well, on the slim chance that you manage to defeat Fire with the difficulty set on Ultimate, you can ALSO get to a second hidden character named Ice. To get to him(or her--it COULD be a girl), beat Fire with the difficulty level set to Ultimate, as is described in Section (2.1), & perform a Destruction on him. Then perform the same sequence that you used to get to Fire. If you do it correctly, you will then be taken to the lair of the secret character, Ice. Ice is an incredibly fast, powerful, and smart Shadow that blocks almost everything that you can throw at it. All his(her) Special Shadow Moves go lightning quick and are unstoppable. He also has a Freeze Blast that will freeze you for a short time, as well as do some damage to you in the process.(You might want to remember that to avoid the Freeze Blast, you either have to jump or block low) Put quite frankly, it takes a heck of a lot of effort to beat this guy(gal), so the programmers were at least gracious enough to give you 20,000,000 points for full health, as well as for a Perfect Round(Yeah Right...) and Ice's Destruction, adding up to the Potential of 60,000,000+ points for a single round. Sound like fun? Go ahead, then. Have fun... losing. (2.6) Odds'n'Ends Secrets ------------------------- - To change the colors of your 'bot in either One or Two Player modes, first select the character that you wish to use. While you're choosing your 'bot, press the 1, 2, & 3 keys on your keyboard to select the colors for Player One and the 4, 5, & 6 keys for Player Two. Don't know how secret that is, but I thought it worth mentioning anyway. - To replay the animations shown when you win a tournament in Tournament Mode, press the "E" key on your keyboard from the Tournament Mode menu. Remember, you have to have WON a tournament previous to this, and must not be in a tournament at the time. This is a good way to see the winning animations for all the 'bots, as it will still show the ending if you buy a different 'bot. So, if you can't beat the World Championship tournament with that #%$@& Chronos, then win with your favorite 'bot, buy a Chronos if he's available, and press the "E" key. Now you get to watch the pretty little grafix animations for ALL those 'bots you're lame with. - To make all the nuts and bolts that you and your opponent knock out of each other continually rain down on you during your match without disappearing, hold down the R-E-I-N keys on your keyboard simultaneously at any time while in the game, even during a fight. This feature is more or less useless, and in a long fight slows down the grafix on even a high-end 486 drastically, but it's there, nonetheless, for you to try at least once to quench your insatiable curiosity. And I'm not sure, but this seems to no longer work as of the 2.0 upgrade of OMF. - To increase the amount of metal and bolts that fly from each 'bot during a battle, hold down the B-I-G keys along with a number between 1 and 9 simultaneously at any time in the game(including during a fight). 1 represents the normal amount of scrap knocked from a 'bot during a fight, whereas 9 is the maximum amount of scrap you can knock from an opponent. To get the scrap level back to normal once you've changed it, just press the B-I-G-1 keys simultaneously. Note that on some computers(namely MY 486DX2/66), this option for some reason won't work, as every time I try it, I only hear my PC speaker chirping in the background. This may be attributable to my particular setup, because the code works fine on my brother's 486DX2-50, but I'm not sure. - You can access a Sound Test option available within the Configuration menu by pressing ALT+S+F simultaneously from the main menu, and then going into the Configuration menu. This provides you with a way to listen to all the games sound effects individually. Why you'd want to, I don't know; but it's there, nonetheless. (2.7) At Wit's End? ------------------- If worse comes to worse, try out the OMF Edit program, by Legend. No, it's not a source code hack program--it simply edits your saved Tournament characters to give them full power on everything, along with over $672,000,000k to spend. Look for it under the filename "OMFEDT.ZIP" or "OMFED10.ZIP" on your local BBS or on the Internet at: ftp.aimnet.com/pub/users/lordsoth/omf It works with either the Shareware or Registered version, but the version I have will not modify a character using any other 'bots than those contained in the Shareware version. However, once you have the $672,000,000k, you can buy any 'bot you want, as well as modify it to full strength, endurance, and speed many times over. (2.8) Built-in Pilot Attribute Editor ------------------------------------- If you have version 2.0 of OMF, registered or shareware, you try this nifty little trick to configure the attributes of the 8 pre-set characters in One Player, Two Player, or Modem Play modes to your own particular preferences. To access this option, do as follows: While choosing your pilot, move to Crystal(or you can obviously start from there), and then from there, go five spaces to the left to bring you back to Crystal once again. Then, move down one space to Jean Paul. From there, move five spaces to the right, bringing you back to Jean Paul. From here, go to the character you wish to use and press & hold down the Kick button. While holding the Kick button, press in the four principal directions (up, down, left, right) on your gamepad or keyboard to modify their attributes as desired. Note that you cannot ADD energy to any of the three attributes, but only "swap out", taking energy from the other two as you increase one. This is pretty much only useful if you ever wanted to use Shirro or Ibraham and have them be as fast and weak as Milano. Not very useful, but I thought you'd want to know. Once again, note that this ONLY works in version 2.0(and possibly later versions) of OMF. (2.9) Using the Nova in One/Two/Modem Player Modes -------------------------------------------------- If you have version 2.0(or possibly higher versions), there is a way for you to access the Nova in all the aforementioned modes. To do so, do the following sequence EXACTLY as listed when at the 'bot selection screen in One Player, Two Player, or Modem Play modes: Move the cursor to the Thorn. From here, move Right 2, Down 1, Left 3, Up 1, Right 1, Left 2, Down 1, Up 1, Down 1. This should land you on the Katana. Now press down at LEAST 10 times.(It doesn't hurt to press more than this, but this is the minimum that's required) Now, move to the Flail and press Punch or Kick. (Note that you don't have to go STRAIGHT to the Flail--it won't hurt if you move to several other 'bot's first) Tada! You're the proud pilot of a mighty Nova. You can pretty much use most of the same strategies listed in Section (3.B) when using the Nova in One Player mode. These prove more than effective enough at obliterating the computers attempts to overcome those incredible skills of yours. Smash things. Make stuff explode. Have fun. Again, remember that this will NOT work on versions 1.0 or 1.1 of OMF, and only works with the registered version. (2.A) Questions -I- Need Answered --------------------------------- At present, I'm pretty sure the following things are possible, but have yet to learn how to do them. Please contact me through one of the ways detailed in Section (4.4) with information regarding any of these listed items if you possess it. It would be greatly appreciated, and credit will be given to those who contribute in the next release of the FAQ. - How to get the Enhancement in Tournament mode which gives the Katana the fire projectile used by the secret character "Fire" in One Player mode, short of using a hex-editor or cheater. - How to access a hidden Difficulty Level in Tournament mode, if it exists.(rumor I heard spread around) - How(if possible) to get to Fire & Ice using the Nova in One Player mode. - How to gain over 20% non-taxable quarterly interest in an annuity bond, or slip profit gained on an investment over a 6 month period past governmental detection and taxation. ;) - I also need all the good 3+ hit combos that you have, strategies to use against the computer, and, especially, strategies to use against human opponents to add to the next release. Thanx in advance... (3) 'bot Descriptions, Moves, & Other Swell Stuff ------------------------------------------------- The following list is a compilation of Descriptions, Special Moves, Scrap & Destruction Moves, Combos, Known Secrets, & Miscellaneous Notes for each 'bot. If you want to print out a list of all the 'bots moves, but don't want to have to print all the extra stuff, print the "OMFMOVES.LST" file that came with the "MOMFAQXX.ZIP" file.(where XX is the version number) Also, note that most of the combos listed in the "Combos" list for each 'bot are done with Rehit mode turned on. For information on how to turn this on, see Section (2.2). ---------------------------------------------------------------------- (3.1) Jaguar ------------ Description: Fast & fairly powerful, the Jaguar's a good basic choice for most players to learn on. All its Special Moves are very basic and easy to execute, and it's Scrap & Destruction are best to use for learning how the timing of most Scraps & Destructions work. It does, however, have slow recovery time from its Sweep and Uppercut, leaving it open to quick attacks by the enemy. A very all-around, but not specialized when unmodified, 'bot that's great to learn the mechanics of the game with. However, if you have a fully-rigged Jaguar with both Enhancements in Tournament mode, this rig rocks! When playing with Rehit mode turned on, the Jaguar is my personal preference to beat the living cyber-shnot out of my opponents with. With a souped up Jag, you can take off nearly a third of your opponents energy with a single combo. However, should you be a little slow in the finger movement category, don't expect to reap too many benefits here. But seeing your friend gawk as you completely destroy their pride'n'joy in a matter of seconds makes it well worth your while to take a course in "Reflex Enhancement". Special Moves: Jaguar Leap = D-DF-F+P Shadow Jaguar Leap = B-DB-D-DF-F+P Concussion Cannon = D-DB-B+P Overhead Throw = (jump), D+P - when near opponent Scrap Move = D,D,U+P Destruction Move = D,U+K Timing: Time it so that you press U+K right after the Jaguar lifts your opponent overhead. How to get to Fire & Ice = U,D+K Timing: Do it right after the Jag throws your opponent through the floor. Hyper Mode Enhancements:
Directable Concussion Blast  -     Lets  you  direct the Blast after
                                   you  shoot  it by pressing in any
                                   direction.
                                   Combination: Same as normal CB

Mid-Air Jaguar Leap          -     Lets  you  perform  a Jaguar Leap 
                                   while jumping.
                                   Combination: (jump),D-DF-F+P


Tournament Enhancements:

First Enhancement:
This Enhancement's a doozy.. It gives you all of the following:

Double Concussion Blast      -     Lets  you  shoot  two  Blasts  at
                                   once.  It  needs to be noted that
                                   when  up  close to your opponent,
                                   this  will  shoot  THREE  blasts,
                                   instead   of   the   normal  two,
                                   amounting to extra damage.
                                   Combination: Same as normal CB

Mid-Air Jaguar Leap          -     Lets  you  do  the Jaguar Leap in
                                   mid-air, even  if  Hyper  Mode is
                                   off.
                                   Combination: (jump),D-DF-F+P

Double Jaguar Leap           -     Lets   you   do  two  consecutive
                                   Jaguar Leaps, one right after the
                                   other.  To  do  it,  do a regular
                                   Jaguar Leap, then perform another
                                   one  before your Jaguar starts to
                                   fall  out of the leap. This works
                                   great  for  extra  damage to your
                                   opponent   when   rehit  mode  is
                                   turned on.

Shadow Jaguar Leap           -     This  lets  you  do a kick coming
"Safety" Kick                      out  of  a  SJL, which means that
                                   you  won't  be  vulnerable to any
                                   quick  attacks from your opponent
                                   if  you  miss with the SJL. To do
                                   the  "safety" kick, perform a SJL
                                   and press the Kick button anytime
                                   during  the  SJL before you start
                                   to fall out of it. This one works
                                   great  with  rehit mode turned on
                                   as  well,  since  the more damage
                                   you  can  fit  into  a combo, the
                                   happier your 'bot'll be.

Second Enhancement:
I  played  through  all  four tournaments with the Jaguar, and while
the first enhancement could be obtained from many different Unranked
Challengers, the only place I could ever find the second enhancement
was  from  Bethany in the World Championship. It's worth it, though,
as you'll see from the following two nifty Enhancements.

Triple Concussion Blast      -     Shoots  three Blasts at a time.
                                   Just  like  the  DCB, if you're
                                   right  next to an opponent when
                                   you do this move, the number of
                                   shots   fired   will  be  FOUR,
                                   instead of the normal THREE.
                                   Combination: Same as normal CB

Mid-Air Jaguar Leap          -     Lets   you  perform  an  overhead   
"Safety" Throw                     throw  when coming out of a MAJL.
                                   This  is  really most useful with
                                   Rehit   mode   turned  on  as  an
                                   offensive   move,   but  is  also
                                   effective  as a defensive move so
                                   you're  not  as  vulnerable  when
                                   coming out of a MAJL.
                                   Combination: Press   D+P  at  any
                                   time  while doing a MAJL previous
                                   to  the  apex(the  point at which
                                   you start to fall downward).


Effective Combos:

- My Best Combo, 8-hit Tournament -
Modes: Tournament     Req'd: Both Enh
Combination: (jump)+K,(land),D-DB-B+P,D-DF-F+P,D-DF-F+P,D+P
Description: Attack  with  a Jump Kick, do a 4-hit Concussion Blast,
continue  with  Double Jaguar Leaps, and finish with Safety Overhead
Throw.
Difficulty(1-10): 6
   
- One/Two Player Killer 3-hit -   
Modes: One/Two Player     Req'd: Fast Pilot
Combination: (grab),(turn),F+P,D-DF-F+P
Description: Do  the  Jag's  grab,  turn  around and juggle opponent
with a light Standing punch, finish with a Jaguar Leap.
Difficulty(1-10): 3

- Awesome Damage 5-hit -
Modes: Tournament,Modem     Req'd: Both Enh, Fast Pilot
Combination: (grab),(turn),F+P,D-DF-F+P,D-DF-F+P,D+P
Description: Same  as  the  above  combo, but using the Enhancements
for an extra Jaguar Leap followed by the Safety Overhead Throw.
Difficulty(1-10): 4 

- Quick-Dizzy 7 or 8-hit -
Modes: Tournament     Req'd: First or Both Enh
Combination: (jump)+K,(land),D-DB-B+P,B-DB-D-DF-F+P,K
Description: Attack  with  a  Jump  Kick,  follow  with a Concussion
Blast.  Continue  with  a  Shadow  Jaguar  leap, and end with an SJL
Safety Kick. Great for dizzying your opponents.
Difficulty(1-10): 4


Computer Cheats:

   -   The  computer  almost  never  blocks  the  Double  or  Triple
       Concussion  Blast  when  you  do  it immediately after a Jump
       Attack.

   -   The  computer is also a sucker for the Jaguar Overhead Throw.
       Just  jump  at  your  opponent, and wait till the last second
       before  doing  the throw. This works best against the Flail &
       Pyros.


Human/Human sTrAgEdIeS:

   -   The  Shadow  Jaguar  Leap  is  great  to  use  against  Human
       opponents  in  Tournament  mode  if  you  have  at  least one
       Enhancement.  Use  it  to  attack from long range by pressing
       Kick  about  mid-way  through the SJL. This often as not will
       catch  your  opponent  off-guard  the  first couple of times,
       and  not  much  after  as  they'll  be  ready  for it. Use it
       sparingly.

   -   Be  sure  to  utilize  the  Jaguar's  uppercut  for thwarting
       Jump  Attacks  from  your  enemy.  When  timed  right, it can
       almost  always  knock  away  most  basic Jump Attacks without
       costing you any damage.

   -   A  good  way  to  "tick"  your  opponent is to continually do
       the  Shadow  Jaguar  Leap-Safety  Kick  move  over  and over.
       Remember,  this  requires  at least the first Enhancement, so
       it will only work in Tournament or Modem modes.

----------------------------------------------------------------------

(3.2) Shadow
------------

Description:

Quick  & fairly powerful, the Shadow is one of the easiest 'bots in
the  game  to  win  with.  Using  a combination of AI flaws & quick
moves,  you  can easily beat the computer on the hardest difficulty
level  almost every time. The computer cannot(in my version) hardly
ever  avoid  the  Shadow  Grab  once  it's thrown, with the notable
exception  of the Electra on the higher difficulty levels. The best
strategy  to  catch  the  computer  with the Shadow Grab is to make
distance between you and your computer opponent, and then throw the
Shadow Grab. Also, performing a Shadow Dive while jumping away from
a  computer opponent connects most of the time, even on the highest
difficulty  settings. However, the Shadow Punch and Shadow Kick are
virtually  useless  against the game's AI--unless you find yourself
cornered  by  a computer opponent. Due to another AI flaw, when you
are  cornered,  about 95% of the time you can perform a Shadow Kick
with  the  computer  at  close  range  and  it will not be blocked.
(provided  you  are using a mid-to-fast speed character) The Shadow
is definitely the 'bot to use to find most of the games secrets, as
a  skilled player can almost always get a perfect, or at least near
to perfect, round with it.


Special Moves:

     Shadow Punch             =    D-DB-B+P
     Shadow Slide             =    D-DB-B+K
     Shadow Dive              =    (jump),D-DF-F+P
     Shadow Grab              =    D,D+P

     Scrap Move               =    B,F-UF-U-UB-B+P
     Destruction Move         =    D,D,D+P
                                   Timing: Do it quickly right after
                                   the  sixth  hit  of the Scrap. If
                                   you  have  problems getting it to
                                   work,   keep  hitting  D+P  right
                                   after the fifth hit of the Scrap.

     How to get to Fire & Ice =    D,D,D+P
                                   Timing: Do  it  right  after  the
                                   giant    Shadow   destroys   your
                                   opponent. If  you can't get it to
                                   work,  try pressing  D+P  over  &
                                   over after the big Shadow smashes
                                   your opponent.


Hyper Mode Enhancements:

None known.


Tournament Enhancements:

First Enhancement:
Air Shadow Grab              -    Lets  you  throw  the  Shadow Grab
                                  in Mid-Air. 
                                  Combination: (jump),D-DB-B+P

Second Enhancement:
Super Shadow Punch & Kick    -    Faster,  More Powerful versions of
                                  the Shadow Punch & Kick.
                                  Combination: Same  as normal SP/SK

   Freeze Blast              -    A  projectile  weapon that freezes
   NOTE: You  can  only get       your opponent doing some damage in
   the  Freeze Blast if you       the  process, and holds them for a
   get your second enhance-       few   seconds,   giving   you  the
   ment  from Iceman in the       opportunity to do more damage. 
   North American.                Combination: F-DF-D-DB-B+P


Effective Combos:

- My Best Combo, Unlimited-Hit Instant Death -
Modes: One,Two,Modem,Tournament     Req'd: Rehit, Dizzy, Fast Pilot
Combination: D-DB-B+K,(rep)
Description: Note  that  this  only works against the Pyros, Katana,
Flail, & Gargoyle. To get it to work, get your opponent dizzy & in a
corner.  Launch  repeated  Shadow  Slides. They will continue to hit
your  opponent as long as they are timed correctly. It is easiest to
do  against the Katana, as it falls at a rate about equivalent to as
fast as you can do the Shadow Slides.
Difficulty(1-10): 8

- Powerful Ground Based 5-hit -
Modes: Tournament     Req'd: Fast Pilot
Combination: (jump)+K,DB+P,DB+P,DB+P,DB+K
Description: Jump  at  your  opponent  with a Jump Kick, follow with
three  Croucing  Heavy  Punches,  and finish with a Sweep. Great for
performing  when  your  opponent  is almost dizzy. Since it's ground
based,  whether  they're  about  to  be dizzy or not they won't fall
until you finish the combo.
Difficulty(1-10): 1

- Dizzying 4-hit -
Modes: Tournament     Req'd: Rehit, Fast Pilot
Combination: (jump)+K,B+K,B+K,D-DB-B+K
Description: Jump at your opponent with a Jump Kick, follow with two
Standing Heavy Kicks, and finish with a Shadow Slide. This takes off
substantial amounts from your opponent's stun bar.
Difficulty(1-10): 4


Computer Cheats:

   -   When  playing  with  the  Shadow  in  One/Two/Modem Player or 
       Tournament  modes,  there  is a bug in the game that will let
       the  Shadow  win  infallibly  every time provided you can get
       your  opponent dizzy once. Once they're dizzy, throw a Shadow
       Grab. Notice sparks CONTINUE to fly from the 'bot being held.
       Jump  in  and  do  any ground-based combo you like. When your
       opponent  gets  up  again,  he  will  still  be  dizzy.  Keep
       repeating  the process until the match is over. Kind of lame,
       but  when you're hard up for a win, feel free to try it. Note
       that this only works if you've upgraded your OMF to 2.0.

   -   If  you're  ever  backed  into a corner by the computer, this
       works  almost  always  without  fail.  Wait  until they're at
       about  sweep  range,  and then do a Shadow Slide. They almost
       never  block  this,  and  it  backs them off, giving you some
       breathing room.

   -   In  the  2.0  upgrade,  they made it much harder to catch the
       computer  with the Shadow Grab. However, it can still be done
       quite  often  by  first  launching  a  Shadow  Grab, and then
       quickly launch a Shadow Punch. This will sometimes knock your
       opponent  into  the  Shadow  Grab,  adding  up for more bonus
       damage.

   -   The  computer  is  also quite stupid in regards to the Shadow
       Dive. About 50% of the time, you can hit the computer with it
       by  jumping  away and quickly doing one before you reach your
       jump's apex.


Human/Human sTrAgEdIeS:

   -   The  easiest  way  to  beat your organic opponents is to keep
       them  off balance using the Shadow's Shadow Dive & Shadow Air
       Grab(only available with 1st Enh.) as often as possible. Your
       best  shot at catching a skilled friend with a Shadow Grab is
       to wait for them to jump at you & THEN throw it, jumping away
       to  avoid  their incoming attack. The Shadow dive is best put
       to  use  when  jumping  away from an opponent. This gives you
       space from your opponent even if it doesn't connect.

   -   Due  to  the  fact  that your friends will be looking for the
       Shadow  to  "phase"  out  and  launch another Punch or Slide,
       it's  best  to  use  these  only  when it can safely be done.
       When  an  opponent  jumps  at  you, a late Shadow Punch works
       surprisingly  well. When cornered, a Shadow Slide is good for
       getting  enemies  farther  away, whether it hits or not. Just
       remember  that the most important thing when using the Shadow
       is  not  to  become predictable. If you adhere to any pattern
       long enough, you'll lose in the long run. 

----------------------------------------------------------------------

(3.3) Thorn
-----------

Description:

     Stout would best describe the Thorn's fighting prowess. Able to
take  ungodly  amounts  of  damage  without  flinching,  having some
of  the  most  damaging  moves  in the game, and yet painfully slow,
the  Thorn  is  definitely  to  OMF  what  Zangief  is to the Street
Fighter  II  series,  to give you an idea. However, despite his lack
of   speed,   the   damage   the  Thorn  causes  with  every  attack
(particularly  his  Speed  Kick)  &  extremely tough armor more than
make  up  for  one  or  two extra hits your opponent may land. That,
and  a  couple of AI flaws in One Player & Tournament Mode, make the
Thorn quite easy to win the game with on any difficulty level.


Special Moves:

     Speed Kick               =     D-DF-F+K
     Shadow Speed Kick        =     B-DB-D-DF-F+K
     Spike Charge             =     F,F+P
     Off-the-Wall Attack      =     (jump against wall),DF+K

     Scrap Move               =     B,B,F+P
     Destruction Move         =     U,D+P
                                    Timing: Do  it  right after your
                                    opponent has been "spiked".

     How to Get to Fire & Ice =     U,U,D+P
                                    Timing: Do the combination right
                                    after your opponent goes through
                                    the floor. If you have problems,
                                    do  the move over & over as soon
                                    as  you've  done the Destruction
                                    sequence.


Hyper Mode Enhancements:

Mid-Air Speed Kick           -     Lets  you  do  a Speed Kick while
                                   in the air.
                                   Combination: (jump),D-DF-F+K


Tournament Enhancements:

First Enhancement:
Super Fast Spike Charge      -     Spike  Charge is incredibly fast.
                                   Combination: Same as normal SC
         &

Mid-Air Speed Kick           -     Lets  you do a Speed Kick in mid-
                                   air without Hyper Mode on.
                                   Combination: (jump),D-DF-F+K

Second Enhancement:
After playing through all Tournaments using the Thorn, the only
place I ended up being able to get the Thorn's Second Enhancment
was from Devan Shell in the World Championship.

Mid-Air Off-the-Wall Attack  -     Lets  you  do the Thorn's Off-the
                                   Wall Attack  from anywhere in the
                                   air.
                                   Combination:(jump),D-DB-B+K

* Double Speed Kick          -     Lets  you do two Speed Kicks, one
                                   after  the  other. To do it, just
                                   do  a  normal SK, then do another
                                   one  before  the  Thorn starts to
                                   fall.


Effective Combos:

- My Best Combo, Ultimate Destruction 5-hit -
Modes: Tournament     Req'd: Rehit, Both Enh, Fast Pilot, Dizzy
Combination: (jump),D-DF-F+K,(land),DB+P,D+P-DF-F+K,D-DF-F+K
Description: Do  a  Mid-Air  Speed-Kick, placing it so that you land
right  in  front of where your opponent was standing. as soon as you
land,  do  a  Crouching  Heavy  Punch followed by a Crouching Medium
Punch.  Finish  with a Double Speed Kick. This does more damage than
any  combo  under  9 hits that I've been able to find with any 'bot,
and is extremely simple to perform with practice. You CAN do it even
if your opponent isn't dizzy, but you won't be able to finish it.
Difficulty(1-10): 4

- Simple & Destructive 2-hit -
Modes: One,Two,Modem,Tournament     Req'd: Rehit
Combination: (jump),D-DF-F+K,(land),D-DF-F+K
Description: Follows  a  Mid-Air  Speed Kick with a Speed Kick. This
works  great  when  using a strong character like Shirro in One/Two/
Modem  Player  modes.  If  you're playing in Modem mode with Level 2
Enhancements,  then  tack on another Speed Kick right after the last
one for incredible damage.
Difficulty(1-10): 1

- Smash'n'Toss 2-hit -
Modes: One,Two,Modem,Tournament     Req'd: Rehit, Fairly Fast Pilot
Combination: (jump),D-DF-F+K,(land),F,F+P
Description: Follows  a Mid-Air Speed Kick with a Spike Charge. Good
for  keeping  your opponent off-balance by making them switch sides,
and  does  large amounts of damage in One/Two/Modem Player modes. It
requires just a little bit of timing to get right.
Difficulty(1-10): 2


Computer Cheats:

   -   The computer almost always fails to block the Thorn's Mid-Air
       Speed  Kick.  Use it as often as you like, and it will nearly
       never  be  blocked.  Also,  in Tournament mode with both Enh,
       start  off  every  match  with  a  Double Speed Kick. If they
       aren't  hit  by  the  first of the two, the second will catch
       them on its way down.


Human/Human sTrAgEdIeS:

   -   The  Thorn  doesn't  really have any particular attacks which
       lend  itself  to  surprise  or  strategy other than its Spike
       Charge.  Remembering  that  the  Spike  Charge can go through
       almost  all  basic  attacks,  as  well as many Special moves,
       such  as  projectiles,  try  and time it so that you'll catch
       your  opponent  attempting  to  Sweep you right at the moment
       you  execute  it.  However,  use  it  sparingly,  as if it is
       initially  blocked,  you're  completely  open  to  some major
       damage from your opponent.

   -   Although  limited  in use, the Thorn's Off-The-Wall Attack is
       effective in backing off your opponents when you're cornered.
       If you have both Enhancements, try jumping towards your enemy
       and  quickly doing the move in the middle of the screen where 
       they  won't  be expecting it. Again, use it sparingly to keep
       it effective.

----------------------------------------------------------------------

(3.4) Pyros
-----------

Description:

     The  Pyros  is  another example of a 'bot that relies primarily
on  raw power to win. Although many of its moves work fine against a
human  player,  as  there is minimal reaction time, you have to rely
more  on  chipping away at your opponent in One Player or Tournament
Mode  as  the computer blocks most of the moves every time. Although
its  flames  aren't  nearly  as  powerful  as  its  arms,  they  are
invulnerable  to  attack.  Any  special move that comes into contact
with  the flames (with the exception of the Thorn's Spike Charge) is
almost  always  stopped  cold.  That,  and AI flaws with the Pyros's
Crouching  Heavy  Punch  &  Fire  Spin, make it an entertaining, yet
challenging, 'bot to use.


Special Moves:

     Super Thrust             =    F,F+P
     Shadow Super Thrust      =    F,F,F+P
     Jet Swoop                =    (jump),D+K
     Fire Spin                =    D,P  <-- Down,release,THEN Punch

     Scrap Move       Part #1 =    F,F,D,D+P
                      Part #2 =    U+P(hold)
                                   Timing: Press  &  hold  U+P  very
                                   quickly  right  at the fourth hit
                                   of  the  Scrap. Hold it until you
                                   hear  the  Pyros  speed  up. It's
                                   hard  to get it right every time,
                                   but  it  can  be done easily with
                                   practice.
     Destruction Move         =    D+P(hold)
                                   Timing: Press  & hold D+P quickly
                                   right   at   the  eighth  hit  of
                                   the  Scrap. Once again, it's hard
                                   to  get  it  every time, but with
                                   practice,  you'll  be able to get
                                   it most of the time. 

     How to Get to Fire & Ice =    U,D,D+P
                                   Timing: This   is   by   far  the
                                   hardest  of  all the "Fire & Ice"
                                   moves  to  do  consistently.  You
                                   have  to  time  the move so as to
                                   press   the  D+P  right  as  your
                                   opponent explodes. You'll be able
                                   to  get  it most of the time with
                                   practice.  However, if you REALLY
                                   just can't get it to work, try it
                                   with  the  speed  turned  down  a
                                   couple  of notches and you should
                                   have less trouble.


Hyper Mode Enhancements:

Mid-Air Super Thrust         -     Lets  you do a Super Thrust while
                                   jumping.
                                   Combination: (jump),F,F+P

Mid-Air Fire Spin            -     A  Fire Spin that you can perform
                                   in mid-air.
                                   Combination: (jump),D,P


Tournament Enhancements:

First Enhancement:
Super-Fast Super Thrust      -     An incredibly fast version of the
                                   Pyros's Super Thrust.
         &                         Combination: Same as normal ST

Mid-Air Super Thrust         -     Lets  the Pyros do a Super Thrust
                                   in mid-air without Hyper Mode on.
                                   Combination: (jump),F,F+P
 
Second Enhancement:
The only place that I could find the Pyros' Second Enhancement was
from Bethany in the World Championship. And It really wasn't worth
the trouble, it would seem.

Turbo Mid-Air Super Thrust   -     The Pyros' MAST is much faster.
                                   Combination: Same as normal MAST


Effective Combos:

- My Best Combo, 6-hit Ground Based Bash -
Mode: Tournament     Req'd: Fast Pilot
Combination: (jump)+P,DB+P,B+P,B+P,DB+P,F,F+P
Description: Attack with a Jump Punch. Follow with a Crouching Heavy
Punch,  two  Standing  Heavy Punches, another Crouching Heavy Punch,
and  finish  with  a  Super Thrust. Since it's Ground Based, you can
finish  the  combo  no  matter  if your opponent becomes dizzy while
you're doing it or not as they won't fall till the last hit.
Difficulty(1-10): 5

- 3-hit Easy -
Mode: One,Two,Modem,Tournament     Req'd: Rehit
Combination: (get right beside opponent),D,P
Description: Get  as close as you can to your opponent and do a Fire
Spin.  If  Rehit  mode is on, you'll hit them three times with this.
Using  a character like Shirro in One/Two/Modem Player modes, you'll
be  able  to  almost  completely destroy your opponent with this one
combo.
Difficulty(1-10): 1

- Ground Based Fast Flame 5-hit -
Mode: Tournament     Req'd: Fast Pilot
Combination: (jump)+P,(land),D+K,D+K,D+K,DB+K
Description: Attack   with  a  Jump  Punch  and  follow  with  three
Crouching  Medium  Flames,  and  end  with  a Crouching Heavy Flame.
Difficulty(1-10): 2

- Grab'n'Slam 4-hit -
Mode: Tournament     Req'd: Rehit, Fast Pilot
Combination: (grab),K,B+K,F,F+P
Description: Do a grab on your opponent. As soon as they're released
do  a  Standing  Medium  Flame,  followed by a Standing Heavy Flame.
Finish with a Super Thrust.
Difficulty(1-10): 6


Computer Cheats:

   -   There  isn't any real "set" way to cheat against the computer
       that  I've  been able to find with the Pyros, but there are a
       couple  of  things that it will occasionally fall for. One is
       to do a Standing Heavy Flame as the AI 'bot walks toward you.
       They'll  quite  often  do this up to three or four times in a
       row. This works best at the start of a match.

   -   A combo that I do against the computer to win when I'm losing
       that  works almost all of the time is to do a Jet Swoop, then
       as  soon  as  I  land  do a Crouching Medium Punch, Crouching
       Heavy  Punch,  Standing  Heavy  Punch,  and  a  Super Thrust.
       Against the shorter Flail & Gargoyle, omit the Standing Heavy
       Punch.
   
   -   And  doing  a  Jet  Swoop  and  following it with a Fire Spin
       will  also  connect  with some frequency, without leaving you
       particularly vulnerable to attack even if it doesn't.

   -   Lastly,  doing  a  Fire  Spin  when  the  computer is walking
       towards  you  will  sometimes cause it to walk right into the
       Spin.


Human/Human sTrAgEdIeZ:

   -   The  best  moves  for use against organically based opponents
       would  be  the  Super  Thrust and the Jet Swoop. Since people
       generally  don't  have  the  instantaneous  reflexes  of  the
       computer's  AI, you can expect the Super Thrust to be blocked
       less  often  if  you use it sparingly and sporadically. Also,
       jumping  away from your opponent and then quickly doing a Jet
       Swoop will catch the less-than-dextrously-gifted quite a bit,
       just so long as you don't develop a pattern.

----------------------------------------------------------------------

(3.5) Electra
-------------

Description:

     The  Electra,  while great for use in Two Player Mode, requires
taking  advantage of a couple of those wonderful AI bugs that let us
win  when nothing else will in One Player & Tournament Mode. Relying
primarily  on  lightning  (yes, a pun WAS intended) fast moves and a
great  defensive  Special  Move(Electric Shards),  the  Electra is a
'bot  for none but the most nimble of thumbs. Those of you destitute
of  the  requisite  motor skills may wish to choose a slower 'bot or
go play Links 386.


Special Moves:

     Lightning Ball           =    D-DB-B+P
     Electric Shards          =    D-DF-F+P
                                   Note: At any time during the ES,
                                   you can do a Rolling Thunder
     Rolling Thunder          =    F,F+P
     Shadow Rolling Thunder   =    D-DF-F,F+P
     
     Scrap Move               =    D,F+P
     Destruction Move         =    U-UF-F-DF-D+P
                                   Timing: Do   it   anytime   while
                                   the   Electra  is  "volting" your
                                   opponent.

     How to get to Fire & Ice =    F-DF-D+P
                                   Timing: Do  it  right  after your
                                   opponent  blows  up,  QUICKLY. If
                                   you  have  problems, do it over &
                                   over   while   the  lightning  is
                                   striking.


Hyper Mode Enhancements:

Directable Lightning Ball    -     Lets you control the direction of
                                   the   Lightning  Ball  after  you
                                   release  it  by  pressing  in any
                                   direction.
                                   Combination: Same as normal LB

Mid-Air Rolling Thunder      -     Do the Rolling Thunder in Mid-Air
                                   Combination: (jump),F,F+P


Tournament Enhancements:

First Enhancement:
Double Lightning Ball        -     Lets  you  release  two Lightning
                                   Balls at once.
          &                        Combination: Same as normal LB

Long-Range Electric Shards   -     Electric   Shards   have  a  much
                                   longer reach.
                                   Combination: Same as normal ES

Second Enhancement:
Triple Lightning Ball        -     Lets  you release three Lightning
                                   Balls at once.
                                   Combination: Same as normal LB


Effective Combos:

- My Best Combo, Jolt'n'Volt 13-hit -
Modes: Tournament     Req'd: Rehit,Fast Pilot,Both Enh,Dizzy
Combination: (jump)+K,(land)B+P,B+P,B+P,B+P,F+K,F+K,B+P,K,B+K,
             D-DB-B+P
Description: Attack  with a Jump Kick & follow with 4 Standing Heavy
Punches.  Continue  with  2  Standing  Light Kicks, a Standing Heavy
Punch,  a Standing Medium Kick, & a Standing Heavy Kick. Finish with
a Triple Lightning Ball. Note that you have to time it just right to
get all three Lightning Balls to hit your opponent.
Difficulty(1-10): 8

- Quick-Kicks 21-hit Ground Based -
Modes: Tournament     Req'd: Fast Pilot,Corner
Combination: (jump)+K,DF+K(15-19 times),DB+K
Description: Attack  with  a  Jump  Kick and follow it with up to 19
Crouching  Light  Kicks, and finish with a Sweep. It's only possible
to  get a 21-hit combo against a slow pilot, as far as I know. I can
get a 21-hit combo against Ibraham in a Shadow most every time.
Difficulty(1-10): 2

- Beat'n'Retreat 8-hit -
Mode: Tournament     Req'd: Rehit,Fast Pilot,Corner
Combination: (jump)+K,(land),K,K,B+K,B+K,D-DF-F,F+P
Description: Attack  with  a  Jump  Kick  and follow with 2 Standing
Medium  Kicks.  Continue with 2 Standing Heavy Kicks and finish with
a Shadow Rolling Thunder.
Difficulty(1-10): 7


Computer Cheats:

   -   The easiest cheat to use against the computer is to do a Jump
       Attack  and  then do as many Crouching Light Kicks as you can
       as  soon  as  you  land. The computer never blocks these, and
       will quickly become dizzy, allowing you to either repeat this
       or do another combo of your choosing.


Human/Human sTrAgEdIeZ:

   -   Use  the  Electric  Shards  to  thwart most Basic and Special
       Attacks  from  your  opponents.  Be sure to utilize the long-
       range potential of the Electra by making distance between you
       and your opponent and doing the Shadow Rolling Thunder. Also,
       a good strategy is to launch a Lightning Ball and then direct
       it  upward,  since  most  people  tend  to  try and jump them 
       instinctively.

----------------------------------------------------------------------

(3.6) Katana
------------

Description:

     Definitely  one  of  the most enjoyable 'bots to play with, the
Katana  has  a  well  rounded  variety  of basic Attacks and Special
Moves,  the  latter  of  which,  when used properly, can madden your
human  opponents  to  the point of less than tasteful dialogue. With
some  very  strong attacks and a good assortment of possible combos,
the  Katana  is about the most well rounded 'bot to use. Once again,
for those of you who might occasionally get stuck against a computer
opponent,  I've  found  a  couple  of useful AI loopholes to get you
through those tight Tournament matches.


Special Moves:

     Rising Blade             =    D-DF-F+P (Invincible)
     Shadow Rising Blade      =    B-DB-D-DF-F+P (Invincible)
  .--Head Stomp               =    (jump),D+K <--While over opponent
  `->NOTE: To  control  the direction in which your Katana will move
           subsequent  to  stomping  on your opponent, quickly press
           and  hold  Left or Right just BEFORE you stomp your enemy
           to  move,  respectively,  either  Left  or Right. It also
           should  be noted that you can perform an air attack while
           coming  out  of  a  Head Stomp, such as a Jump Kick, Jump
           Punch,  or  Mid-Air  Rising  Blade.(see below, Hyper-Mode
           Enhancements)
  .--Forward Razor Spin       =    D-DF-F+K
  :--Backward Razor Spin      =    D-DB-B+K
  `->NOTE: You  can control movement of the Katana's Razor Spin move
           in  the  air, once it starts spinning, by pressing in any 
           direction.  Also,  if  you bounce off your opponent doing
           the  Spin,  and  then  go against a wall before you land,
           you'll go into another Spin.

     Scrap Move               =    F-DF-D-DB-B+P
     Destruction Move         =    B-DB-D-DF-F+P
                                   Timing: Wait   until   after  the
                                   Katana   slashes  your  opponent,
                                   and  then  quickly  do  the move.
                                   You  only  have  a  short time to
                                   do it, so go FAST.

     How to get to Fire & Ice =    B-DB-D-DF-F+K
                                   Timing: Do  the  move right after
                                   the  Katana  slashes and destroys
                                   your opponent's 'bot. If you just
                                   can't  get it to work, keep doing
                                   the  sequence  over  & over after
                                   you do the Destruction move.


Hyper Mode Enhancements:

Mid-Air Rising Blade         -     Lets  you  do  a  Rising Blade in
                                   mid-air.
                                   Combination: (jump),D-DF-F+P


Tournament Mode Enhancements:

First Enhancement:
Four-Hit Shadow Rising Blade -     Does  a  four-hit  version of the
                                   Katana's Shadow Rising Blade.
                                   Combination: Same as normal SRB

Second Enhancement:
Five-Hit Shadow Rising Blade -     Does  a  five-hit  version of the
                                   Katana's Shadow Rising Blade.
                                   Combination: Same as normal SRB

I've  heard  that the Katana has a third Enhancement which gives him
the  Fireball  that "Fire", the secret character in One Player Mode,
uses.  But  as  of  yet I haven't been able to find it. I'm assuming
that  you  have  to  get  it  with  your  second  enhancement from a
particular  Unranked  Challenger(like the Shadow's Freeze Blast that
you get from Iceman in the North American), but it wasn't the Iceman
Katana  in  the  World  Championship.  Anyone  got any tips short of
hex-editing my saved character?


Effective Combos:

- My Best Combo, Smash'n'Slice 8-hit Ground Based -
Modes: Tournament     Req'd: Both Enh,Fast Pilot,Corner
Combination: (jump)+K,(land),B+P,B+P-DB-D-DF-F+P
Description: Attack  with  a Jump Kick, follow with 2 Standing Heavy
Punches,  and  finish  with  a  Shadow Rising Blade. You can do this
without  the  Enhancements,  or with only one, but you'll only get 6
or 7 hits instead of the full 8.
Difficulty(1-10): 5

- Blade Barrage 6-hit -
Modes: Tournament     Req'd: Rehit,Fast Pilot
Combination: (jump)+K,D-DF-F+P,(land),DB+P,B+K,B+P
Description: Attack  with  a  Jump  Kick and follow it with a Rising
Blade.  As  soon as you land out of the Rising Blade, do a Crouching
Heavy  Punch  followed  by  a  Standing Heavy Kick and ending with a
Standing Heavy Punch.
Difficulty(1-10): 7

- Slide-n-Slice 3-hit -
Modes: Tournament     Req'd: Rehit,Fast Pilot
Combination: DB+K,DB+P,B+P
Description: Get  about a quarter screen away from your opponent and
do  the Katana's Sweep. Immediately follow it with a Crouching Heavy
Punch  and then a Standing Heavy Punch. This works well for surprise
attacks against your friends.
Difficulty(1-10): 3


Computer Cheats:

   -   The  computer  doesn't  seem  to  understand  the  concept of
       blocking  the Katana's Head Stomp. You can pretty much win an
       entire match by just continually doing the Head Stomp on your
       opponents  until they become dizzy. The computer at most only
       blocks it 2 out of every 3 times.

   -   If  your  reflexes are up to the challenge, you can also just
       wait  for the computer to do any kind of attack and retaliate
       with  a  Rising  Blade.  Remember  that  you  are  completely
       invulnerable  doing  the  Rising  Blade  until it reaches its
       apex, so any move of any other 'bots coming into contact with
       a Katana in the middle of Rising Blade OR Shadow Rising Blade
       will take damage while the Katana goes unscathed.


Human/Human sTrAgEdIeZ:

   -   Knowing  of  the  invincibility of the Katana's Rising Blade,
       expect  experienced  opponents to try to "bluff" an attack to
       get  you to do a Rising Blade, opening yourself up to attack.
       Only use the Rising Blade either to thwart an attack to which
       your   enemy   has  already  commited,  or  to  pass  through
       projectiles  when  your  enemy is at a distance. Use the Head
       Stomp sparingly, as your fleshly opponents, unlike the game's
       AI,  know better than to take a continual beating from you in
       such  manner.  Also,  do  a Forward Razor Spin and then press
       Kick  while  you're  flying towards your opponent for a turbo
       charged  Jump Kick that works great for surprising enemies at
       a distance.

----------------------------------------------------------------------

(3.7) Shredder
--------------

Description:

     The  Shredder,  while  it  is  probably one of the best rounded
'bots  in  the  game,  doesn't really excell in any particular area.
It  has  a couple of great Special Moves, some powerful Basic Moves,
and  looks  cool  to boot. But, the computer doesn't seem to respect
its  cool  looks,  as  it  plays  against the 'bot quite well on the
higher  difficulty  levels. However, I've been able to find a couple
of  cracks  in  the  games's AI to let you win despite the fact that
you're  strategically  challenged.  Most  important to remember when
using the Shredder is that this 'bot's only advantage over the other
'bots  is its virtually unlimited assortment of powerful combos. All
of  its  Special  Moves  complement  each  other  by being able work
together  in  one  combo. For an example of using this to your great
advantage,  check out the 18-hit combo below. Or you can watch it by
playing  the  "SHREDDER.REC" file that should have come with the ZIP
file you obtained this FAQ from.


Special Moves:

     Flying Hands             =    D-DB-B+P
     Head-Butt                =    D-DF-F+P
     Shadow Head-Butt         =    B-DB-D-DF-F+P
     Flip Kick                =    D,D+K
                                   NOTE: You   can  do  any  mid-air
                                   Attack  at  any  time  during the
                                   Flip Kick.

     Scrap Move               =    D,F+P
     Destruction Move         =    D,U,U+P
                                   Timing: Do  it  at any time while
                                   the  Shredder  is  shredding your
                                   opponent.

     How to get to Fire & Ice =    U-UB-B-DB-D+K
                                   Timing: The easiest way to do the
                                   move  is  to  press  and  hold up
                                   while  your  Shredder tosses your
                                   opponent into the air, and the do
                                   the  rest of the move right after
                                   your  opponent  explodes.  If you
                                   can't seem to get it to work, try
                                   doing  the  move  over  and  over
                                   while & after your opponent is in
                                   the air.


Hyper Mode Enhancements:

Mid-Air Head-Butt            -     Lets  you  do a Head-Butt in mid-
                                   air.
                                   Combination: (jump),D-DF-F+P


Tournament Enhancements:

First Enhancement:
Long-Range Flying Hands      -     The  Flying  Hands  Attack  has a
                                   much farther range.
                                   Combination: Same as normal FH

* Second Enhancement:
I could only get my Second Enhancment from Jazzy in the World
Championship.

Turbo Head-Butt &            -     The  HB & SHB are nearly twice as
Shadow Head-Butt                   fast as before.
                                   Combination: Same as normal HB &
                                                SHB


Effective Combos:

- My Best Combo, 18-Hit Sure Death -
Modes: Tournament     Req'd: Rehit, Dizzy, Corner, Fast Pilot
Combination: (jump),D+K,(land),D+K,K,B+K,B+K,B+K-DB-D-DF-F+P,
             B+P-DB-D-DF-F+P,P,D,D+K,D-DF-F+P,(land),D-DB-B+P,
             D-DF-F+P,K,B+K
Description: Get  your  opponent  dizzy  and  in  a corner, and then
attack  with  a  Jump  Kick. Go straight out of the Jump Kick into a
Flip  Kick,  and  after  the  Flip Kick connects for the second hit,
quickly  press  Kick  before you land. As soon as you land, do three
Standing  Heavy  Kicks,  and  follow with a Shadow Head Butt, then a
Standing  Heavy  Punch,  another  Shadow  Head  Butt, and a Standing
Medium  Punch.  Go  into  another Flip Kick, and after it hits once,
do  a  Mid-Air  Head-Butt. As soon as you land, do the Flying Hands.
Immediately  after the flying hands, do a Head Butt, then a Standing
Medium Kick, and finish with a Standing Heavy Kick. This is the most
destructive combo I've found for any 'bot in the game, and will take
off  between  3/4  and  7/8  of any characters energy. However, it's
extremely  difficult  to pull off, and takes alot of practice to get
down  with any efficiency, but makes for an excellent tape to replay
for  your  friends. Note that you can't FINISH the combo unless your
opponent  is  already dizzy, although you can go so far into it, get
them  dizzy,  and  THEN  do  the full version... if they have enough
energy  left.  Note that this combo doesn't work as well against the
smaller  'bots,  such as the Gargoyle and Flail, as some of the hits
will  miss  them  due  to  their short height. I've found this combo
easiest to perform against the Nova, for some reason.
Difficulty(1-10): 10

- Multi-Head Butt 6-Hit -
Modes: Tournament     Req'd: Rehit, Fast Pilot
Combination: (qtr screen away),B-DB-D-DF-F+P,B+P-DB-D-DF-F+P,DB+P,
             D-DF-F+P,B+K
Description: From  at  least a quarter of a screen away, do a Shadow
Head  Butt,  follow  with a quick Standing Heavy Punch, then another
Shadow Head Butt,  and  a  Crouching Heavy Punch. Finish with a Head
Butt  followed  by  a quick Standing Heavy Kick to put them into the
wall.  This  will  make  any  opponent dizzy, setting you up for the
18-hit combo listed above.
Difficulty(1-10): 6


Computer Cheats:

   -   There  are  three ways to cheat against the computer with the
       Shredder  that  I've found. The first is to do a Flying Hands
       attack  whenever  the  computer  is  walking towards you. The
       computer  for  some  reason  almost  always jumps into it. It
       works  best  when you have the First Enhancement. Also, start
       off  every  match against the computer with the Flying Hands.
       This hits nearly every time.

   -   The second cheat is to attack the computer with a Jump Attack
       and then do lots of quick Standing Light Punches. These never
       fail to hit the computer; just be careful of a Counter-Attack
       by  the  computer  when your attacking with just a plain Jump
       Kick or Punch.

   -   And  lastly,  my favorite way to cheese AI opponents is to do
       a  Flip Kick, wait for it to hit the computer once(whether it
       connects  or  not),  and  immediately do a Mid-Air Head Butt.
       Not  only  does  the computer almost never block this, but it
       also allows you to go into the above mentioned 6-hit combo.


Human/Human sTrAgEdIeZ:

   -   Playing  with  the Shredder against your carbon-based enemies
       can  be  very  effective  if you know when to use its Special
       Moves.  It's  best  to use the Head-Butt for surprise attacks
       from  long  range  when there's distance between you and your
       opponent,  and  the  Flying  Hands when they're too close for
       comfort.  The  Flip  Kick is effective against almost all Air
       Attacks, Special or Basic, and is great for going into combos
       with. Remember that the only real advantage that the Shredder
       has is its nigh unlimited assortment of combos, so be sure to
       master these before expecting many victories with it.

----------------------------------------------------------------------

(3.8) Flail
-----------

Description:

     Definitely  the  oddball of the group, I can imagine the Elam's
conceptualizing  the designs for the Flail after one too many slices
of  a  Meat-Lover's pizza with extra pepperoni. This 'bot looks like
it  could  handle anything from smart missiles to heavy indigestion.
And  it  can,  too.  (I'm guessing on the indigestion part) Although
discouraging  to  learn,  the  Flail is one of the more interesting,
and  fun,  'bots  to  use. And Although he's hard to use against the
instantaneous  reflexes of the computer, he's a blast to use against
your  friends-turned-enemies  in  Two  Player Mode. However, to even
things  out  in  your  battle against unfair AI response time, there
are  a  couple  of  bugs  that  you can use to win your personal war
against the evil Major.


Special Moves

     Charge Punch             =    B,B+P
     Shadow Charge Punch      =    D-DB-B,B+P
     Slow Chain Spin          =    D,K 
     Fast Chain Spin          =    D,P
     Spinning Throw Grab      =    F,F+K  <-- Must be near opponent;
                                              can be done in air.

     Scrap            Part #1 =    F,F,F+P
                      Part #2 =    F,B+P
                                   Timing: Time  it  so that you hit
                                   Back  &  Punch  right  after  the
                                   Flail slams your opponent against
                                   the  wall.  If  you have problems
                                   getting  it  to  work,  just keep
                                   doing  the  sequence F,B+P over &
                                   over during the first slam.

     Destruction              =    B,F+P
                                   Timing: Do  this after your Flail
                                   turns  around  and  starts toward
                                   the  other  wall.  If  you  can't
                                   seem  to  get  it  to work right,
                                   keep  doing  the  sequence  B,F+P
                                   over  and over right after you do
                                   the Scrap Part #2.

     How to get to Fire & Ice =    F-DF-D-DB-B+K,(rep)
                                   Timing: I'm  not  real sure about
                                   this one. I just do the move over
                                   and  over after my opponent blows
                                   up. 


Hyper Mode Enhancements:

Mobile Chain Spins           -     Lets  your Flail move while doing
                                   a  Heavy  or  Light Chain Spin by
                                   pressing  Left  or  Right on your
                                   controller.
                                   Combination: Same as normal CS


Tournament Enhancements:

First Enhancements:
This one gives the Flail all kinds of goodies...

Mobile Chain Spins           -     Lets  you  do a MCS without Hyper
                                   mode on.

* Slow Chain Spin/           -     Lets  you  do a Charging Punch at
  Charging Punch Combo             any  time  during  a SCS. Just do
                                   the  Charging  Punch  at any time
                                   during the Flail's SCS.
* Charging Punch Safety      -     Lets you do a Spinning Throw Grab
  Throw                            while  coming  out  of a Charging
                                   Punch  or  Shadow Charging Punch.
                                   Do  the Spinning Throw Grab RIGHT
                                   AFTER   you  hit  your  opponent,
                                   whether  it connects or not. This
                                   makes  the  Flail less vulnerable
                                   when using the CP.

* Second Enhancement:
The only place that I could find the Flail's second Enhancement
was from Devan Shell in the Katushai Challenge.

Turbo Shadow Charging Punch  -     The  SCP  is  extremely  fast and
                                   does more damage.
                                   Combination: Same as normal SCP

Fast Chain Spin/             -     Lets  you  do a Charging Punch at
Charging Punch Combo               any  time  during  a  Fast  Chain
                                   Spin.  Just do the CP at any time
                                   during the FCS.


Effective Combos:

- My Best Combo, 8-hit Flailage -
Modes: Tournament     Req'd: Rehit,First Enh,Fast Pilot
Combination: (jump)+P,(land),P,P,D+K,D+K,D,K,B,B+P
Description: Attack  with  a  Jump  Punch. As soon as you land, do 2
Standing  Medium  Punches followed by 2 Crouching Medium Flails. End
with  a Slow Chain Spin and, after it hits your opponent twice, do a
Charging Punch to finish.
Difficulty(1-10): 7

- Grab'n'Toss 2-hit -
Modes: One,Two,Modem,Tournament     Req'd: Rehit,Corner
Combination: (grab),F,F+K
Description: Do  a  Grab on your opponent while they're in a corner.
As  soon  as  your Flail releases them, do a Spinning Throw Grab. If
you time it right, you'll catch them every time.
Difficulty(1-10): 2

- Slap'n'Spin 4-hit -
Modes: Tournament     Req'd: Rehit,Fast Pilot
Combination: (jump)+P,F+P,F+P,F+K
Description: Attack with a Jump Punch & follow with two Standing
Light Punches. Finish with a Spinning Throw Grab.
Difficulty(1-10): 5


Computer Cheats:

   -   To win against the computer, the only move you ever need use
       is the Flail's Slow Chain Spin. Do it with Hyper mode on in
       any mode at any skill level, and move towards your opponent
       while spinning. The computer usually only blocks the first
       hit, while letting the others connect freely. Sometimes the
       AI will start to wise up, and begin blocking it more often on
       the higher difficulty levels. If it does, just mix it up with
       an occasional Charging Punch from a distance, and then start
       all over with the Slow Chain Spin again.


Human/Human sTrAgEdIeZ:

   -   Though aggravating to learn, the Flail's chains can be used
       to drive your opponents up the wall. Against some opponent,
       you can nearly win a match by just doing Crouching Medium
       Flails the whole time, since opponents without projectiles
       can do little to stop them. Also, you can often catch those
       annoying opponents who like to just constantly with a
       Spinning Throw Grab done in mid-air. Just time their jump,
       and then jump up and towards them, immediately doing the
       STG. It takes practice and some pretty quick finger magic,
       but you'll get the hang of it.

----------------------------------------------------------------------

(3.9) Gargoyle
--------------

Description:

     The  Gargoyle  is really one of my favorite all around 'bots to
use.  This  may  be because of his unique appearance, differing from
anything  in all other fighting game out there. Or it may be because
all  of  its  moves are easy to learn and no problem to get off in a
pinch.  But  whatever the reason, the Gargoyle is one of the easiest
'bots  to  win  against the computer with, and one of the hardest to
beat when controlled by a quick-fingered friend. Combining a mixture
of speed and a great defensive Special Move(Flying Talon), this 'bot
is  one  of the most fun to use in either One Player, Two Player, or
Tournament  Mode. Be sure to note that you can control the direction
of  the Gargoyle's jump by pressing Up & Back or Up & Forward to go,
respectively,  either  Back or Forward while jumping. This is really
handy  when  a  change  of  direction  in  mid-air is preferrable to
landing  in  your  opponents  arms.


Special Moves:

     Wing Charge              =    F,F+P
     Diving Claw Grab         =    (jump),D+K <- When   nearly  over
                                                 your opponent
                                   NOTE: You can control the left/
                                   right direction of the Grab by
                                   pressing left or right while the
                                   the Gargoyle is diving.
     Flying Talon             =    D-DF-F+P
                                   NOTE: You can perform another
                                   attack, such as a Jump Punch or
                                   Diving Claw, after the Flying
                                   Talon has reached its apex.
                                   

     Scrap Move               =    B-DB-D-DF-F+P
     Destruction Move         =    D,U,D+P
                                   Timing: Time  it  so that you hit
                                   D+P   right  after  the  Gargoyle
                                   lands  on  your  opponent. If you
                                   have  problems, simply keep doing
                                   the  sequence U,D+P over and over
                                   after  the  Gargoyle flys off the
                                   top of the screen.

     How to get to Fire & Ice =    D,D,D+P
                                   Timing: Do   the  sequence  right
                                   after  the Gargoyle destroys your
                                   opponent and flies off the top of
                                   the  screen. If you have problems
                                   getting  it  to  work right, just
                                   keep  pressing  D+P  over  & over
                                   after  the  Gargoyle flys off the
                                   top   of  the  screen  after  the
                                   Destruction.


Hyper Mode Enhancements:

Mid-Air Wing Charge          -     Lets  you  do  a  Wing  Charge in
                                   mid-air.
                                   Combination: (jump),F,F+P
                                   NOTE: You can do a Diving Claw
                                   Grab at anytime during a MAWC.
                                   This proves very effective for
                                   surprise tactics.

Mid-Flying Talon Wing        -     Lets you do a Wing Charge at any
Charge                             time during a FT.
                                   Combination: F,F+P (at any time
                                                during the FT)


Tournament Enhancements:

First Enhancement:
Best  I  can  tell, this Enhancement just lets you do a mid-air Wing
Charge,  even  when Hyper Mode isn't turned on in the Gameplay menu.
That's  a  real  bonus.  Like most people really play this game with
Hyper Mode off?

* Second Enhancement:
The  only  place that I could find the Gargoyle's Second Enhancement
was from Bethany in the World Championship.

Turbo Mid-Air Wing Charge    -     The  MAWC  is  much  faster  than
                                   before.
                                   Combination: Same as normal MAWC


Effective Combos:

- My Best Combo, 11-hit Killer -
Modes: Tournament     Req'd: Rehit,Corner,Dizzy,Fast Pilot
Combination: (jump)+K,(land),B+P,B+P,D-DF-F+P,F+P,(land),F+P,B+P,
             B+K,DB+P,D-DF-F+P,F+P,D+K
Description: Get  your opponent Dizzy and in a corner. Attack with a
Jump  Kick and follow with 2 Standing Heavy Punches. Continue with a
Flying  Talon  and  then  do  a  Mid-Air  Wing Charge as soon as the
Flying Talon hits. As soon as you land, do a regular Wing Charge and
follow  it  with  a Standing Heavy Punch, a Standing Heavy Kick, & a
Crouching  Heavy Punch. Then do another Flying Talon, and as soon as
it  hits,  do  another  Mid-Air  Wing Charge. This will not hit your
opponent  as  you've  already  hit them with one of these since they
were  knocked  into the air--but quickly press D+K as soon as you've
done  the MAWC, and you'll catch them with a Diving Claw Grab, which
you HAVEN'T used yet. You have to do that last part VERY fast to get
it  to  work,  so  it might take a few tries. Just to make sure that
it's possible, check out the "GARGOYLE.REC" file.
Difficulty(1-10): 10

- 8-hit Dizzier -
Modes: Tournament     Req'd: Rehit,Corner,Fast Pilot
Combination: (close to opponent),F,F+P,F+P,B+P,D-DF-F+P,F+P,(land),
             B+K,P,(jump),D+K
Description: Get close to your opponent, at least at Sweep range. Do
2  consecutive Wing Charges, and follow with a Standing Heavy Punch.
Continue  with a Flying Talon, and as soon as the Flying Talon hits,
do  a  Mid-Air Wing Charge. As soon as you land, do a Standing Heavy
Kick and then a Standing Medium Punch. Finish by jumping straight up
& doing a Diving Claw Grab.
Difficulty(1-10): 8

Computer Cheats:

   -   All you have to do to win on any skill level in any mode when
       using the Gargoyle is to continually do the Diving Claw Grab.
       The computer won't block it 95% of the time.

   -   Also,  if  you're  cornered,  just do lots of Crouching Heavy
       Punches.  The computer almost never blocks them and will walk
       into them over and over.


Human/Human sTrAgEdIeZ:

   -   The  Diving  Claw Grab and Wing Charge both prove very useful
       in  Two Player games, especially when used together. The best
       way  to catch your opponent off-guard is to do a Flying Talon
       and  then  quickly  do  a Mid-Air Wing Charge to zoom over to
       your  opponent  and  do a Diving Claw Grab. When playing with
       the  speed  set  up, this is nigh unto impossible to react in
       time  to avoid. But avoid doing it too often, or developing a
       predictable  pattern,  as that would render the strategy near
       useless.

----------------------------------------------------------------------

(3.A) Chronos
-------------

Description:

     Being  much  better  suited  for  Two  Player games than the vs
Computer  Modes,  the  Chronos  is  a kick to beat your buddies with
after  you've  mastered  the timing required to use him effectively.
Not  really  excelling  in  any  particular strengths nor garnishing
any  real  flaws  in regards to Speed, Power, and Armor, the Chronos
is  pretty  well-rounded, but by no means special either. In regards
to  One  Player & Tournament modes, expect to have more trouble with
the  computer  than  you  do against your friends using the Chronos.
Almost  all  of  its  moves require that your opponent doesn't react
immediately; and as you know, this is basically the only defense the
computer  knows.  And  on  the higher difficulty levels the computer
almost  always  blocks  your  attacks  or  thwarts  your Teleport by
grabbing  you  before  you  even  finish  materializing  beside him.
However,  I  HAVE  found a couple of ways that you can cheat against
the computer, despite its unfair lack of a reflex allowment, letting
you still find all the Unranked Challengers and get both the
Chronos' worthless Enhancements.


Special Moves:

     Stasis Activator         =    D-DB-B+P
     Slow Stasis Activator    =    F-DF-D-DB-B+P
     Matter Phasing           =    D-DB-B+K <- Can be done in air
     Teleport                 =    D,P <- Down,release,THEN Punch
                                   NOTE: You  can  control the move-
                                   ment  of the Teleport by pressing
                                   left  or  right while the Chronos
                                   is  "phasing"  out. Pressing left
                                   will  port you to the far left of
                                   the  screen, while pressing right
                                   will  port  you to the far right.
                                   If you press in no direction, you
                                   end   up   directly  behind  your
                                   opponent.

     Scrap Move               =    D,F+P
*    Destruction Move         =    F,B,P
                                   Timing: Time   it   so  that  you
                                   press   the  P  right  after  the
                                   Chronos's  arm  goes  inside your
                                   opponent.  It's  real  hard to do
                                   it  exact  with the speed all the
                                   way  up,  so if you have problems
                                   just  keep  pressing F,B,P over &
                                   over during the Scrap.

     How to get to Fire & Ice =    D-DB-B+P
                                   Timing: Do  the  move right after
                                   your  opponent  blows up. This is
                                   probably  the  easiest of all the
                                   "Fire & Ice"  moves  to  perform,
                                   but unfortunately, with a 'bot as
                                   crappy  as  the Chronos, you most
                                   likely  won't  get to use it that
                                   much.


Hyper Mode Enhancements:
Controllable Stasis          -     Lets  you  control  the Direction
Activators                         of   the  Stasis  &  Slow  Stasis
                                   after  it's  released by pressing
                                   in  any  direction  with  the SSA
                                   after  it  stops moving, but just
                                   up  & down with the SA right when
                                   you release it.
                                   Combination: Same as normal SA &
                                                SSA


Tournament Enhancements

First Enhancement:
I got this Enhancement from Bethany in the War Invitational.

Controllable Stasis          -     Lets  you  control  the Direction
Activators                         of  these  without Hyper Mode on.
                                   Wheee.
                                   Combination: Same as normal SA &
                                                SSA

Second Enhancement:

I  got  a Second Enhancement from Bethany in the World Championship,
but I'll be $#%&*@ if I know what it does.


Effective Combos:

- My Best Combo, 7-hit Drainer -
Modes: Tournament     Req'd: Rehit,Fast Pilot
Combination: (jump)+K,(land),P,B+K,F+K,P,B+P
Description: Attack  with  a  Jump  Kick  and follow with a Standing
Medium  Punch  & a Standing Heavy Kick. Follow with a Standing Light
Kick,  a  Standing  Medium  Punch,  and finish with a Standing Heavy
Punch.(Hey, I know it's great, but it's the best I've got)
Difficulty(1-10): 6

- Grab, Stop, 'n Drop 4-hit -
Modes: One,Two,Modem,Tournament     Req'd: Rehit,Fast Pilot,Corner
Combination: (grab),D-DB-B+P,D-DB-B+K,B+P
Description: Do  a  Grab on your opponent while they're in a corner.
As  soon  as  you release them, quickly do a Stasis Activator. If it
freezes  them,  do  a  Matter  Phasing and follow it with a Standing
Heavy  Punch.  Note  that  you  cannot  catch  the Thorn, Jaguar, or
Electra  with the Stasis Activator after the Grab since they fall so
quickly.
Difficulty(1-10): 4

- One/Two/Modem Player 4-hit -
Modes: One,Two,Modem,Tournament     Req'd: Fast Pilot
Combination: (jump)+K,B+K,B+P
Description: Do  a Jump Kick and follow with a Standing Heavy Kick &
finish  with  a  Standing Heavy Punch. This does high damage in One,
Two, & Modem Player modes.
Difficulty(1-10): 1


Computer Cheats:

   -   There  are  two  ways  I've  found  that can be used to cheat
       against  the  computer.  The  first  is  to  use the Chronos'
       Standing  Light  Kick  continually. Following any Jump Attack
       with  this  almost always connects, allowing you to follow it
       with  stronger  attacks  such  as  a  Standing Heavy Punch or
       Kick.  You  can also start out every match with this move and
       connect almost every time if you do two or three in a row.

   -   The  second cheat is to get in about the middle of the screen
       and  release a Stasis Activator. The computer always tries to
       jump  it. When it does, it always attacks early, allowing you
       to  do a Standing Heavy Punch when they reach you. You can do
       this over and over during a match.


Human/Human sTrAgEdIeZ:

   -   Facing  human opponents is where you can really have the most
       fun with the Chronos. You can actually get results when using
       the Teleport and Matter Phasing moves against those with less
       than  instantaneous reflexes. One of my favorite ways to make
       my  opponent  nervous  is to do the Teleport from one side of
       the   screen,  but  stay  on  the  side  of  the  screen  I'm
       Teleporting  from,  thus staying in the same place. Launch as
       many Stasis Activators as you can, directing them upward most
       of  the  time so you'll occasionally catch them with one when
       they  try  to jump it. Also, launch a Slow Stasis Activator &
       follow  it  towards  your opponent. If they try to attack you
       while  you're  behind the SSA, they'll get frozen and you can
       do the combo of your choice.

----------------------------------------------------------------------

(3.B) Nova
----------

Description:

     If  you can't win with the Nova, then you might want to go back
to  Karate Champ in your local arcade. But if you prove effective at
utilizing  raw power, hate racking your brain in an effort to devise
brilliant  combos, or just like to feel BAD, the Nova will obviously
be  the  'bot  of choice for you. If the Nova were a weapon in DOOM,
it  would  be a quadruple-barrel Shotgun--not the prettiest of toys,
but  definitely  carrying  that  feeling of unstoppable destruction.
The  Nova,  when  fully  rigged,  is  fast,  powerful,  &  tough. It
surpasses  all the other 'bots in terms of basic Attack superiority,
Special  Move  damage,  and an almost unlimited number of incredibly
powerful  combos.  Even if you're the finesse player who prefers the
grace  and  eloquence  of motion of the Katana to the brute force of
the  Thorn,  you'll  love using the Nova if for no other reason than
to  see  it  smash  the  top  half  of  your opponent off with sheer
strength  during  its  Destruction.  All  you DOOMers out there have
fun! See Section (2.9) for instructions on how to select the Nova in
a One Player game if you have version 2.0.


Special Moves:

     Missile                  =    D-DF-F+P
     Air-Missile              =    (jump),D-DF-F+P
     Mini-Grenade             =    D-DB-B+P
     Earthquake Slam          =    D,D+P
     Chest Slam               =    (jump),D+P When over opponent

     Scrap Move               =    D-DB-B,F+P
     Destruction Move         =    D,D,D,P
                                   Timing: Time  it  so that you hit
                                   P  right  after  the fifth hit of
                                   the  Scrap. If you have problems,
                                   keep  hitting  D,P  over  &  over
                                   after the third hit of the Scrap.

     How to get to Fire & Ice =    Undiscovered at this time


Hyper Mode Enhancements:

None Known(or needed)


Tournament Mode Enhancements:

     I've   used  the  Nova  against  every  character  in  all  the 
Tournaments,  as well as  all  Unranked  Challengers,  but  I've yet
to  get  an  enhancement. To be honest, I don't know what they could
improve,  unless  it  was  to  make  its  projectiles(Missile,  Air-
Missile,  &  Mini-Grenade)  faster.  But  that would only be tipping
already uneven-in-our-favor scales more out of balance, now wouldn't
it?


Effective Combos:

- My Best Combo, 7-hit Bash-n-Slam -
Modes: Tournament     Req'd: Rehit,Corner,Fast Pilot
Combination: (jump),D+P,(land),P,P,DB+P,P,(jump),D+P
Description: Attack  with a Chest Slam. As soon as you hit and land,
IMMEDIATELY  do  2  Standing Medium Punches & then a Crouching Heavy
Punch. Follow with a Standing Medium Punch while they're in the air.
Finish  by  quickly  jumping towards your opponent and doing a Chest
Slam.
Difficulty(1-10): 8

- Easy All-Mode Ground Based 5-hit -
Modes: One,Two,Modem,Tournament     Req'd: Fast Pilot
Combination: (jump)+K,P,P,DB+P
Description: Attack  with  a  Jump Kick and follow with two Standing
Medium Punches. Finish with a Crouching Heavy Punch.
Difficulty(1-10): 2

- High Damage 4-Hit -
Modes: One,Two,Modem,Tournament     Req'd: Rehit,Fast Pilot
Combination: (jump)+P,B+P,B+K,B+P
Description: Attack  with a Jump Punch. Follow with a Standing Heavy
Punch  and a Standing Heavy Kick. Finish with another Standing Heavy
Punch.
Difficulty(1-10): 3


Computer Cheats:

   -   You  can  win  the  entire  game every time on any difficulty
       level  by  just  continually  doing  the  Nova's far-reaching
       Sweep.

   -   A less mind-numbing way to beat the computer is to knock your
       opponent  down  however you choose, and then quickly launch a
       Smart  Missile.  Do an Earthquake Slam, timing it so that you
       slam  the  ground  right  when the Smart Missile is over your
       opponent. You can do this over and over and over and...


Human/Human sTrAgEdIeZ:

   -   The  cheat  for the computer listed above regarding the Smart
       Missile  works just as well against humans as it does against
       the  computer. However, if they're using a 'bot with a Shadow
       variation of a move, such as the Shadow Jaguar Leap, they can
       pass  through  your  Smart Missile. Also, try launching Smart
       Missiles  continually.  If  they jump straight up, just do an
       Earthquake  Slam,  timing it so that you hit the ground right
       when they land. If they jump towards you, do a Standing Heavy
       Punch  to  knock  them out of the air. Be sure to use the Air
       Missile  to your advantage as well. It works effectively when
       jumping  towards  your  opponent  and  launching  one halfway
       through your jump. It will often catch them off guard.

----------------------------------------------------------------------



(4) In Closing, etc., etc., etc...
----------------------------------
     
     Here's  a  few odds'n'ends things that you're more than welcome
to  read  if  you  haven't  already  fried  your  brain trying to do
everything  described  in  this  FAQ. But, if you're the stoic, red-
meat  only  type  who read  this  solely for the facts, feel free to
skip  this  part.  You  don't want to see what I wrote about your...
well... just skip it.



(4.1) The Future of OMF
-----------------------
 
     One Must Fall: 2097  is  one  of the more excellent examples of
PC  gaming,  and  will  most  certainly continue to improve upon the
debut  of  the series with each new upgrade and release. Up & coming
products in the OMF line include:

     
     -     OMF: 2097 CD! Just prior to releasing version 2.2 of this
           FAQ,  I  received  this  message  regarding  the  OMF  CD
           version:

----------------------------------------------------------------------------
From: craig@epicgames.com (Craig Lafferty)
Newsgroups: comp.sys.ibm.pc.games.action
Subject: Re: OMF 2097 CD?
Date: 17 Jul 1995 19:27:40 GMT
Organization: Epic MegaGames


We will be releasing ONE MUST FALL 2097 on CD in a few weeks, once the
modem/network play is solid.  This will be as a delivery method and WILL NOT
BE an enhanced game.  OMf 2097 II (tenative name) will be out late this
year or early next year on CD and will be a new or greatly enhanced game.

Craig Lafferty
PR & Marketing Coordinator
Epic MegaGames
----------------------------------------------------------------------------

           Well,  so  much  for  all the hype that was getting built
           up for THIS one. Maybe it's all just a scheme and they're
           REALLY going to surprise us.. or not. Oh well.


     -     OMF ][... Presently  going  under the name "OMF Enhanced"
           (according  to  the  September  '95 PC Gamer), this game,
           despite its misleading title, is going to be a completely
           new  OMF  sequel. It supposedly has new 'bots, as well as
           the  old,  new SCROLLING backgrounds(the lack of which in
           my  opinion  was  the  only  flaw with the original), and
           a few surprises. All of the 'bots are supposed to be true
           3D  rendered  objects  as well. According to the PC Gamer
           article, Epic is shooting for a Fall release, but I'd say
           we probably won't see it until at least Christmas.


     I'll  add  all information regarding these products to this FAQ
     as it becomes available.



(4.2) Future Expansion
----------------------
     
     For those of you annoyed at not having a complete list of every
single  combo  I've  ever  found, or more news on up & coming things  
from  the  Elams  & Epic, this FAQ is being continually updated with 
additions,  revisions, and corrected mistakes offered as they become
available. (In other words, when ever I feel like typing them in)

     Future revisions will include:

     -    Even more combos and other useless stuff...
     
     -    More news on the upcoming OMF CD and OMF ][

     -    Any  additional Secrets and Unranked Challengers not known
          at this time

     Like  I  said,  I  INTEND to add in all this stuff, but (insert
typical, non-commital excuse here), so don't sue me, eh?



(4.3) Where to get the Latest Version of the FAQ
------------------------------------------------

     The  latest  versions  of this FAQ will always be available via
ftp at the following address:  

        ftp.wustl.edu /pub/MSDOS_UPLOADS/game_faq/momfaqXX.zip

        where XX is the version number. (i.e. 10 = 1.0)

And also at:

        ftp.aimnet.com /pub/users/lordsoth/omf

        Note that this site also has many cheats and utilities for
        use  with  OMF, including OMFEDT.ZIP, mentioned in Section
        (2.7).

     Or,  if  you're  not  an Internet junkie, feel free to call our
BBS at:

        The Pond BBS      -       (615) 536-5072

     The  latest  versions will always be available there as soon as
they're out, as well as several OMF utilities and saved Characters.
And yes, first time callers DO have file access to most areas.


     Please  feel  free to post this file to newsgroups, CompuServe,
America On-Line, and local BBSs.



(4.4) How to Contact /\/\e
--------------------------
     
     If  you  have  any  information about "One Must Fall: 2097" not
contained  within this FAQ, or perhaps any ideas on what we ought to
change  to  make  it  better,  please tell us by(preferably) sending
mail  via  the  International PC Gaming echo on FidoNet. If you feel
like  you  have  to  send  a  personal  message, you can send it via
FidoNetmail to:

                         Matt Williams, 1:3637/8

     However,  responses  will  always  be  in  the International PC
Gaming  conference,  unless  you specify that you do not have access
to that echo.

Or, if you prefer, you can call our BBS at:     

                         The Pond, (615) 536-5072

Leave  mail  to  Matt  Williams.  The latest version of the FAQ will
always   be  there,  as  well  as  several  utilities,  cheats,  and
information  files  for  OMF. First time callers have access to most
File Areas, including the OMF base.
     
     If  you have previously routed questions concerning OMF through
David  Laprad's  e-mail  address, please note that this is no longer
used,  due  to the complicated process of transferring mail back and
forth  from his account to me, and vice-versa. Yes, that's right. I,
unfortunately,  do  not  have Internet access at this time, although
local  service  is  due  here  in a couple more months.(Please don't
write  asking where I live. I nearly break down and cry every time I
discuss it.)

     At  this  time,  the  information I primarily need is listed in
Section  (2.A).  However,  I  would additionally like to know of any
great  combos  you've discovered, as well as any good strategies for
Human/Human play.  I   will  give  credit to whoever contributes the
information  that I  use in this file. So if you'd get a kick out of
knowing  that  your  name's  on  every  gaming freak-this-side-of-a-
Macintosh's  computer, find  some  stuff that I don't know about OMF
and mail it to us. The help's really appreciated.



(4.5) Revision History
----------------------

     2.3     -     Revised the listing of combos, cheats, & gameplay
                   sTrAgEdIeZ  for  all  'bots; Added information on
                   all  'bots  First  AND Second Enhancements; Added
                   Sections  (1.7)  &  (1.8); Updated information in
                   Section  (4.1)  regarding OMF ][; Added FILMS.ZIP
                   file  containing .REC files of all My Best Combos
                   for each 'bot.

     2.2     -     Modified  information  in  Section  (1.5);  Added
                   Sections  (1.6),  (2.8),  (2.9),  &  (2.A); added
                   slight  information  to  various  'bots;  several
                   minor changes made to layout; Re-did the Unranked
                   Challengers  list,  Section  (2.3). Various other
                   small changes made.
     
     2.1     -     Corrected  Flail's  Scrap Part #2 and Destruction
                   to  be much easier and precise than before; Added
                   information  in Section (2.6) regarding the Sound
                   Test option; Added info on directing the Katana's
                   Head  Stomp;  Added new Section (4.1), The Future
                   of OMF.

     2.0     -     Added remaining "Fire & Ice" moves for ALL 'bots,
                   making  for  a  COMPLETE  moves list.(As far as I
                   know, anyway)
     
     1.5     -     Corrected the Pyros' Scrap Part#2 and Destruction
                   to  be  more  specific;  Added  newly  discovered
                   Enhancement moves for the Jaguar(check'em out.. I
                   actually ENJOY using the Jaguar now); Added a few
                   slight notes regarding the Gargoyle and Chronos.
     
     1.4     -     Updated Section (2.6) to include the "B-I-G" code
                   and  question  about the Sound Test menu; Updated
                   the Jaguar's Destruction.(it's now less complex)

     1.3     -     Added new Section (2.6) Odds'n'Ends Secrets; Made
                   some   minor  move  corrections  and  grammatical
                   fixes.
     
     1.2     -     Added  new Section (2.2). Added information about     
                   the  secret  character  "Ice"  in  Section (2.5);
                   Added  info about second secret difficulty level,
                   "Ultimate",  in Section (2.1); Filled in a couple
                   of unknown "How to get to Fire & Ice" blanks.

     1.1     -     Added  Section (4.4), Revision History; Filled in
                   some  previously unknown enhancements, as well as 
                   how  to get to Fire with the Thorn; Several typos
                   corrected. (Thank Goodness)

     1.0     -     First Internet release.

     0.9a    -     Local  release only... added ASCII grafick to the
                   start,  as  well  as  several  previously unknown
                   enhancements.

     0.8     -     After  a  couple days of work, first semblance to
                   a  FAQ  appears.   Contains  almost  all  Special
                   Moves, Scraps, and Destructions.



(4.6) Credits
-------------

Thanx go out to:

     God            -    For  not  letting  that lightning storm fry
                         my  486  while  I was typing this & testing
                         all  the moves. (Amongst many other things,
                         of course)
     
     David Laprad   -    The  Jay Wilbur of the FAQ world.. 'Biz Guy
                         promoted  this  file  on  the  Internet and
                         made me finish it.

     Po Chan        -    Writer  of  the first OMF FAQ I came across
                         which  gave  me a gave a more or less vague
                         idea of most of the special moves.

     Josh Williams  -    Little  jerk  first  figured  out how to do
     (younger bro)       the   Shadow's Freeze Blast... and wouldn't
                         tell  me  how  to  do it. He  provided  the
                         competition   which  spawned  most  of  the
                         combos in Section (3).
     
     My Family      -    For  putting  up  with my clicking keyboard
                         till absurdly late hours of the night.
     
     Epic Megagames -    For  making "One Must Fall: 2097". Wouldn't
     & Diversions        a  sequel be nice? ahem..hem.. Do I hear an
     Entertainment       OMF: 2101  in  the works back there? (Maybe
                         with scrolling backgrounds this time?)

     Chris Austin   -    SysOp  of Dekalb BBS.. Halleleujah, a local
                         BBS  at  last. (Don't ask where I live; I'm
                         still  not  over  the  shock of moving here
                         from Atlanta)

     Pizza Inn      -    Pizza that the poor gamer can afford.

*    Everyone who   -    Thanx go out to everyone who helped fill me
     contributed to      in  on the stuff I didn't know... Couldn'ta
     the FAQ             finished   the  FAQ  without  ya'll.  Can't
                         expect  me  to figure out ALL those "Fire &
                         Ice"  moves  myself, now could you??? Major
                         contributors included:

                         Henry Bent (Help in Sections 2.1, 2.2, 2.6,
                                     & Katana's F&I move)
                         "Joe"  -lost your last name-  (Various  F&I
                                                        moves)
                         Andrew Schultz (Flail Destruct)
                         Matt Hall (Info for Section 2.8)
                         Bernard Li (Info for Section 2.8 & 2.9)
                         Eugen Woiwod (Info for Section 2.9)
*                        Richard Nagel (How to REC and PLAY using
                                        the OMF 2.0 upgrade)
                         & The Avatar(Various Tips,Sound Test Code)
                         -->Thanx guys<--

     You            -    For  reading  this  entire section, despite
                         the  fact  that  I  never mentioned your...
                         anything.     |-P    PPBBBBTHHHH!!!