------------------------------------------------------------------------ STAR GLADIATOR FAQ v0.2 for the Arcade and US Sony PlayStation versions Written by Chris MacDonald ------------------------------------------------------------------------ Unpublished work Copyright (c) 2000-2003 Chris MacDonald The guidelines for using this faq are simple; don't sell it or give it away, don't reprint it without obtaining permission, and don't bother posting it on a website (I'm only releasing it for www.GameFAQs.com to host). You may not incorporate any part of this FAQ into your own guide without obtaining my express written permission. Game magazine/guide/site authors are not allowed to use this FAQ, the following in particular: Ziff-Davis Video Game Group (publishers of Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd. (publishers of PlayStation Power, Official UK Play Station Magazine), Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com, Kibagami, and IGN. The Star Gladiator series is (c) Capcom Co., Ltd. All characters, move names, and character move names are trademarks of Capcom. ================= TABLE OF CONTENTS ================= 1. AUTHOR'S NOTE - Revision History - Special Thanks 2. HOW TO PLAY - FAQ Notation - Basic Commands 3. CHARACTER MOVELISTS - Bilstein - Blood - Gamof - Gerelt - Gore - Hayato - June - Kappah - Rimgal - Saturn - Vector - Zelkin - Super Bilstein 4. SECRETS AND TRICKS - Play As Super Bilstein - Fight Super Bilstein - Fight Kappah - Enable Bilstein and Kappah (Arcade Version) - Enable Bilstein, Kappah, and Blood (PSX Version) - Victory Pose Camera - Enable Wall Mode - Enable Darkness Mode - Enable Deformed Mode - Same Character At Continue - Hidden Gerelt Picture - Soft Reset 5. GAMEPLAY NOTES - Types of Movement - Throws - Attack and Defense - Fighting on the Ground - The Plasma Reverses and Plasma Strikes - Plasma Combo Types and Plasma Final Chart - More Info. About Plasma Combos - Ring Outs 6. MISCELLANEOUS - Addendum - Translations ======================================================================== 1. AUTHOR'S NOTE ======================================================================== I've owned Star Gladiator for some time now, but only recently did I decide to write a FAQ (after seeing how lame Hayato was in MvC2, I started playing this game again to remind myself how much cooler he is in 3-D). Seeing how there was so much information at Capcom's page that we English readers would never know about, I decided to sit down and try and write a guide for this game. So, better late than never, I guess. ------------------------------------------------------------------------ REVISION HISTORY ------------------------------------------------------------------------ Version 0.2 (May 10, 2003) - Some minor corrections and additions were made, and contributor information about Blood's movenames and moves was added. Version 0.1 (May 4, 2000) - First revision, complete movelists for everbody, as well as fully tested secrets and tricks, and a gameplay notes section. ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ The Green Herring - For sharing the real names of Blood's moves (and some new moves I didn't know about), courtesy of the now-defunct Fighters Net. CodeMaster - For the code to play as Super Bilstein. This code and others can be found at the site listed above. FrostByte - Some information on the secret codes taken from his excellent Star Gladiators FAQ (you can find it at www.gamefaqs.com). Capcom of Japan - All official move names, most move commands, most secret combos, most of the secrets, and hidden character stats. and other misc. information taken from their home page, not to mention the bios for Bilstein, Kappah, and Blood. Obviously, I owe these guys a big thanks. The name for Super Bilstein's 'Gigantic Explosion' was taken from a FAX file on Plasma Sword (the moves are somewhat similar, so I opted to use that name). Plasma Sword Manual (US Dreamcast version) - Took some move names for Blood from here, since I can't find his official SG1 move names anywhere on the 'Net. Also took Zelkin's 'Transformation' name from here. Star Gladiator Manual (US PlayStation version) - Took Bilstein's story from here, and the stats. for all of the normally playable characters. ======================================================================== 2. HOW TO PLAY ======================================================================== [ Controller Layout ] ------------------------------------------------- ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- n -- f Walk Backward Neutral Walk Forward / | \ db d df Crouch Crouch Crouch Obviously, you'll need to reverse these commands if you're on the left side of the screen. [ Button Layout ] ----------------------------------------------------- B Horizontal Slash A K Vertical Slash Kick Attack G Guard If you want to remember the buttons by their PlayStation designation, then Vertical Slash is the Square Button (S), Horizontal Slash is the Triangle Button (T), Kick is the X button (X), and Guard is the Circle button (O). You can configure the L and R shoulder buttons as well; they can be set up to do any single button, or f + G, b + G, AB, AG, BG, KG, or ABK. ------------------------------------------------------------------------ FAQ NOTATION ------------------------------------------------------------------------ qcf / hcf Press (d,df,f) or (b,db,d,df,f) on your controller. qcb / hcb Press (d,db,b) or (f,df,d,db,b) on your controller. ub~uf Press ub or u or uf. (air) The move can be done while on the ground or when jumping. (movename) Means that I made up the move name, since it wasn't listed at Capcom of Japan's page. AG / BG / KG Press A+G / B+G / K+G buttons together at the same time. AB / BK Press the A+B or B+K buttons together at the same time. ABK Press A+B+K together at the same time. Note that you can perform motions without diagonals--for example, you could perform 'hcb' as 'f,d,b' or 'qcf' as 'd,f'. ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ Dash Backwards Tap b,b Dash Forwards Tap f,f Run Forward Tap f,f, hold f Move Away and Around Enemy Press b + G Rotate Around Enemy Press f + G Crouching Dash qcf + G Standing Guard Press G while standing Crouching Guard Press G while crouching Throw Attempt Press AB when standing or crouching Throw From Behind Press AB when behind your enemy Vertical Attack Press A (can't be blocked crouching) Horizontal Attack Press B Knockaround Attack Press b + B Kick Attack Press K Jumping Attack (Going Up) Press u + A / B / K Jumping Attack (Going Down) After apex of jump, press A / B / K Weak Pursuit Attack Press u + K when enemy is downed Strong Pursuit Attack Press u + A / B when enemy is downed Get-Up and Flip Away Press u or b when lying on the ground Get-Up and Roll Forward Press f when lying on the ground Quick Get-Up Press d when lying on the ground Roll into Back/Foreground Press G when lying on the ground Getting Up Attack Press K while getting off the floor Getting Up Lower Attack Press d + K while getting off the floor Getting Up Anti-Air Attack Press d,u + K while getting off the floor Turn Around Press G when facing away (air) Turnaround Attack Press A / B / K when facing away Low Turnaround Attack A / B / K when facing away and crouching Plasma Reverse: Revenge Press b + AG / BG Plasma Reverse: Reflect Press f + AG / BG Plasma Strike Press ABK (can use once per round) Plasma Combo (varies for each person; see below) For more information on these moves, please see the "Gameplay Notes" section. ======================================================================== 3. CHARACTER MOVESLIST ======================================================================== Characters are listed in alphabetical order (except Super Bilstein, who comes at the very end). The little bios were taken from the instruction booklet, except for Bilstein's, Blood's, and Kappah's, which were taken from Capcom of Japan's page. Moves are listed in this order: command attacks, major special moves, then other miscellaneous moves. After that is a list of that character's Basic, Secret, and Final Plasma Combos, if applicable. For the Plasma Final Combos, I simply list an example path for each character. To understand how the PFCs work, please see Section 5, under "Plasma Combo Types and Plasma Final Chart." Note that Blood and Kappah both have background stories for them--I listed these since not only do the other characters have their stories in the instruction manual, but because Blood and Kappah have no ending when you beat the game with them, so this is all you'll really ever know about them. Of course, my Japanese skills are pretty awful, so I'm sure that the stories were very mangled in the translation. Read them at your own risk ;) ------------------------------------------------------------------------ BILSTEIN (Type -A- Plasma Combos) ------------------------------------------------------------------------ Full Name: Edward Bilstein Nationality: America (of German ancestry) Height: 198 cm Weight: 126 kg Age: Not listed at Capcom of Japan's page (the US manual says he's 48) Weapon: Plasma Sword Vertical Sword f + A Side Sword f + B Bowels Break f + K Penetrate Sword df + A Ground Hell Wind df + B Centipede Kick df + K Space Rend Sword qcf + A Final Bilstein hcb + AB Blaze Sword d,u + A Double Blaze d,u + A / B during Blaze Sword Hell Wind Sword b,f + B Deadly Triple f + B,A,A Kieru b + K (double blaze combo) d,u + A / B after K,A,A Plasma Combo Fuyuu Press KG (press K to cancel) Kuuchuu Yoku Idou Hold G during Fuyuu (can move in / out) Calamity Dive Press A / B during Fuyuu Dark Cyclone Press K when facing away Death Spell Kick Press K,K during Dark Cyclone Death Spell Sword Press K,A during Dark Cyclone Fear Rise Sword Press A / B while dashing Slide Centipede Press K while dashing Plasma Secret Combo 1 K,K,K,K Plasma Secret Combo 2 K,K,K,A Fatal Decision A,A,B,K,K,A - The Final Bilstein is unblockable. And damn, does it look painful ;) - While floating you can move backward or forward, or press G to spin around your opponent. While spinning, you can use the controller to move closer to or further away from your opponent. ------------------------------------------------------------------------ BLOOD (Type -A- Plasma Combos) ------------------------------------------------------------------------ Full Name: Blood Barbarians Nationality: America Height: 178 cm Weight: 78 kg Age: 22 years old Weapon: Plasma Sword "To utilize Bilstein's research of Plasma Power, he killed a couple and kidnapped their child, who was treated as Bilstein's own son and called 'Blood'. The FBI had guessed that Bilstein would return to Earth seeking vengeance after his arrest, and while the Earth's armies prepared for the fight, they discovered that Blood was the one person with the greatest amount of Plasma Power in the whole world. They investigated him in secret, but after the investigation got underway, he found out and evaded the police who came after him. Since his Plasma Power is so great, he is now to be killed. Hayato and June are asked to hunt him down upon signing up with the Star Gladiators, so that the balance of Plasma Power can be restored." (Blood's story was translated by myself, and so is probably pretty incorrect. In other words, don't accept it as the gospel truth! -km) Dissent Blade f + A Wide Slash f + B Shadow Fang f + K Soul Crush df + A Silent Vortex df + B Assault Fang df + K Dark Surprise qcf + A Rising Tornado d,u + A Fake Blade f,b + A Death Circle b,f + B Iron Fist b,f + K Bull Tackle hcf + K Evil Storm hcf + K,B Fatal Edge d,d,d + A Criminal Rush f + B,A,A Crimson Force hcb + AB Fear Rise Sword Press A / B while dashing Slide Centipede Press K while dashing Double Rising Tornado B,A,B,B,A,A,A - Blood has most of Bilstein's attacks, and some special moves as well. - The Crimson Force is unblockable. - After the Fatal Edge, your sword will stay big for a brief second, momentarily increasing your attack range. ------------------------------------------------------------------------ GAMOF (Type -B- Plasma Combos) ------------------------------------------------------------------------ Full Name: Gamof Gohgry Nationality: Planet DeRosa in the Andromeda Galaxy Height: 6 feet, 2 inches Weight: 309 lbs. Age: 29 years (in DeRosa time) Weapon: Plasma Axe Gamo Burn f + A Gamo Boon f + B Gamo Head f + K Gamo Kick b + K Gamo Ride df + A Gamo Fly Kick df + K Gamo Swing qcf + K Gamo Home Run qcf + K,B (hit with good timing) Gamo Chip qcf + K,B (hit with bad timing) Gamo Screw hcb + K Gamo Giant Swing hcb + K when foe's back is towards you Zenten qcb + KG Ushiro Mawarikomi Jump Press KG Gamo Tornado b,f + B,B,B (can tap B indefinitely) Gamo Press b,f + K when enemy is floored Gamo Victory f + A,A Gamo Shot d + B, f + A Gamo Sliding Press K when dashing Gamo Running Kick Press A / B when dashing Gamo Fall Press B during Gamo Running Kick Gamo Special Combo B,B,B,B Plasma Secret Combo 1 d + A, uf + A Plasma Secret Combo 2 d + B, f + A Plasma Secret Combo 3 d + A,K Plasma Secret Combo 4 d + B,K Plasma Secret Combo 5 df + B,K Plasma Secret Combo 6 d + B,K (seems to be the same as #5) Gamo Flying Screw K,A,K,A,K,A - After the Gamo Swing, you can press B to hit your opponent, if you want. Simply hitting them results in the Gamo Chip, but if you time it just right, you'll do the Gamo Home Run and bat them far away. - The Gamo Swing, Gamo Screw and Gamo Giant Swing are unblockable. ------------------------------------------------------------------------ GERELT (Type -A- Plasma Combos) ------------------------------------------------------------------------ Full Name: Franco Gerelt Nationality: Spain Height: 6 feet, 1 inch Weight: 165 lbs. Age: 38 years Weapon: Plasma Saber Just Stab b + A Gran Touche f + A Gran Cut f + B Trick Kick f + K Black Heaven df + A Killing Bull db + A Sharp Crawl df + B Blood Down df + K Thunder Touche qcf + A Thunder Touche Storm Tap A during Thunder Touche Southern Arrow Press K during Thunder Touche Andelucia Storm hcb + tap A rapidly Andelucia Crawl Press B during Andelucia Storm Andelucia Arrow Press K during Andelucia Storm Rising Arrow f + A during Andelucia Storm Spanish Dance b,b + A,A,A Rapid Elbow f,f + K S.D.F f,b + K when enemy is down with legs near Flying Matador b,f + AK Naname Zenten b,f + KG Bloody Flamenco df + K, b + K Evil Barge Press A / B while dashing Dead Slide Press K while dashing Kick del Sol Press KG while dashing Lightning Scarlet A,A,A,A Plasma Secret Combo 1 A,A,A,K,A,K Plasma Secret Combo 2 K,A,B,B,B,f + BK Plasma Secret Combo 3 df + A,A,B, tap K rapidly Final Ecstasy A,A,B,A,A,A - Gerelt's last Secret Combo is actually a taunt. After knocking them into the air with df + A, tap A,B,K quicly to make Gerelt clap his hands. You can keep tapping K to make him clap repeatedly. ------------------------------------------------------------------------ GORE ------------------------------------------------------------------------ Full Name: Gore Gajah Nationality: Indonesia Height: 5 feet, 6 inches Weight: 110 lbs. Age: 19 years Weapon: Plasma Mace Kannon Biraki f + A Suihei Biraki f + B Kinteki Hishuu f + K Tsubo Shiatsu Zuki df + A Kaiten Keizan df + B Haikotsu Shinchou df + K Zenten df + G Katsu Tou'nyuu df + K when enemy is down Kinou Shinshuu A / B while dashing Kacchimen Shuu K while dashing Zatou Ichizuki A when facing away Dokuyaku Sanpu qcf + A Sosei Henkan qcf + B Hiyaku Youkyoku qcb + A Enshin Bunri f,b + K when enemy is down with legs near Zettai Ansei d + KG Kyakubu Kaiten b,f + K after Zettai Ansei Shindou Ryouhou Press AB after Zettai Ansei Okiru Press G after Zettai Ansei Temae Shin Idou d + G after Zettai Ansei Ou Shin Idou u + G after Zettai Ansei Shin Dash b,b / f,f after Zettai Ansei Bairitsu Henkou (Kyokudaika) d,d,d Bairitsu Henkou (2 Dankai) d,d,d after Kyokudaika Bairitsu Henkou (Shukushouka) d,d,d,d after 2 Dankai Naizou Appaku qcb + K,K,K after 2 Dankai Ara Ryouji f + A after 2 Dankai Kanzen Shohou B,B,B,B Plasma Secret Combo 1 b + K, df + K Kyuukyoku Bouchuu B,A,B,B,A,A - The Sosei Henkan will leave an opponent open to attack momentarily. ------------------------------------------------------------------------ HAYATO ------------------------------------------------------------------------ Full Name: Hayato Kanzaki Nationality: Japan Height: 5 feet, 9 inches Weight: 154 lbs. Age: 21 years Weapon: Plasma Blade Tenchi Zan f + A Rekkuu Zan f + B Eijin Kyaku f + K Eijin Rai'ei Kyaku f + K after Eijin Kyaku Tsuki Kage df + A Jajin df + B Jatai df + K Hayagake Zuki Press A while dashing Dokuryuu Press B while dashing Souryuu Press B after Dokuryuu Shippuu Geki Kyaku Press K while dashing Kogetsu Press A when facing away Shiden qcf + B,A Shiden Kai qcf + B,B,A Engetsu hcb + A Ura Engetsu hcb + hold A Byakko Hou f,b + K Shou Jump Press KG Hien Press A / B during Shou Jump Ashura d,d,d Shin Ashura Press A,A,f,G,B during Ashura Shin Engetsu hcb + A after Shin Ashura Shin Ura Engetsu hcb + hold A after Shin Ashura Gekishin Haten f,b,f,b + K after Shin Ashura Guren f,d,df + A after Shin Ashura Guren Ranbu f,d,df + A (x3) after Shin Ashura Ashura d,d,d Shin Ashura Press A,A,f,G,B durign Ashura Shuradou d,d,d after Shin Ashura Gekishin Haten f,b,f,b + K after Shuradou Goku Raimei Zan f,b,f,b,f,b + K after Shuradou Guren f,d,df + A after Shuradou Guren Ranbu f,d,df + A (x3) after Shuradou Suzaku Ranbu A,A,A,A Plasma Secret Combo 1 A,A,A,K,K, f + K Kegon A,A,B,A,A, u + A - You can tell if the Shin Ashura worked, because Hayato's hand will glow blue during the Ashura. ------------------------------------------------------------------------ JUNE ------------------------------------------------------------------------ Full Name: June Lin Milliam Nationality: United Kingdom Height: 5 feet, 4 inches Weight: 108 lbs. Age: 17 years Weapon: Plasma Circle Star Shot f + A Turn Shot f + B Gyro Shoot f + K Shine Dream df + A Stardust Shot df + B Scream Flash df + K Ground Gyro Shoot db + K Prominent Kick Press A / B while dashing Cosmo Stream Press K while dashing Moonsault Kick Press K when facing away Moonshine Kick Press KG during Moonsault Kick Twinkle Elbow qcf + A,A Starlight Wish qcf + A,K Comet Kick qcb + K Double Comet Kick qcb + K,K Sokuten qcb + G North Star Combo b,f + B,K Camel Clutch f,b + K when enemy is down with legs near Somersault d,u + K Shine Dream Press A during Somersault Chouhatsu Press A,A,f,G,B during Somersault Back Ten Press KG Big Bang A,A,f,G,B during Back Ten Butt Check b,f,f + K Spin B while rising during Butt Check Meteoric Shower K,K,K,K Secret Plasma Combo 1 d + K, u + K Secret Plasma Combo 2 B,B,B Secret Plasma Combo 3 B,B, d + B Secret Plasma Combo 4 K,K,K, d + K Secret Plasma Combo 5 K,K,K, db + K Happy Black Hole K,K,B,K,K, u + K - The Butt Check is an unlisted move. ------------------------------------------------------------------------ KAPPAH ------------------------------------------------------------------------ Full Name: Kappah Nosuke Nationality: Planet Kappa Height: 183 cm Weight: 84 kg Age: 123 (in Kappa time) Weapon: Kappadent "In the Cygnus constellation lies Planet Kappa. Kappah is believed to be a member of his planet's elite military. Apparently both Kappah and Saturn, upon coming to Earth, discovered that Japan had a climate they preferred. Furthermore, their favorite drink was Japanese sake. Kappah became legendary for drinking no matter what place he went to, not caring if people noticed him (since he's an alien)? Since Kappa's race dislikes peace and is prone to fighting, Kappa considered joining up with Bilstein's army. After Bilstein offered to protect Kappah's home planet as a reward, Kappah joined. (I couldn't make out the rest of it, which is something about the 'long sword of the star gladiators', and an offhand comment pertaining as to how much a cetain people in Japan like sake.)" (Kappah's story was translated by myself, and so is probably pretty incorrect. In other words, don't accept it as the gospel truth! -km) Tsuku Shinbou f + A Yume Harai f + B Kare Susuki f + K Amenbo Tsuki df + A Kusagari df + B Hasu no Hageri df + K Inaba no Shirousagi b + A Hikyaku Uchi A / B while dashing Nomi Geri K,K while dashing Uma no Inanaki KG while dashing Kane Narashi f,f + K Meoto Tonpo qcb + K Naname Zenten b,f + KG Buyo no Mai df + K, b + K Tsumuji Kaze hcb + B Kappa Dadakko hcb + AB Tagame Katame f,b + K when enemy is down with legs near Mozu no Hayaie qcf + A Semi Shigure Tap A rapidly during Mozu no Hayanie Kawazu Geri Press K during Mozu no Hayanie Yuuda Zuki hcb + A, tap A rapidly Yuuda Ippon Zuri f + A during Yuuda Zuki Yuuda Yume Harai Press B during Yuuda Zuki Yuuda Kawazu Geri Press K during Yuuda Zuki Plasma Secret Combo 1 A,A,A,K,A,K Plasma Secret Combo 2 K,A,B,B,B, f,b + K Senbon Sotoba A,A,B,A,A,A ------------------------------------------------------------------------ RIMGAL ------------------------------------------------------------------------ Full Name: Rimgal (actually Michael Lin Milliam) Nationality: Unknown (Mr. Milliam himself was from England) Height: 6 feet, 4 inches Weight: 278 lbs. Age: 1 year Weapon: Death Bone Big Bone f + A Bone Branish f + B Meal Bite f + K King Tail b + K Game Claw df + B Skull Burst df + K Tail Leap db + K Dino Flame qcf + K Long Dino Flame hcf + K Volcano Kick qcb + K Double Volcano Kick qcb + K,K Landslide Kick b,f + K Long Backdash f,b + KG Jurassic Trip d,u + K when enemy is airborne Skull Drive Press A while dashing Sliding Bite Press K while dashing Crazy Wave Tap B rapidly while dashing Big Bone Press A during Crazy Wave Hell Float Press K when facing away Fuse Tap d,d Leg Bite Press K during Fuse Lower Dino Flame qcf + K during Fuse Earthquake K,K,K,K Plasma Secret Combo 1 Press K during Long Backdash Hundred Fang B,K,K,A,A,K - The Jurassic Trip only hits an opponent who's in the air. - Using the Fuse makes Rimgal crouch down. He can move around when crouching, but cannot jump. Pressing A or B returns him to normal, as does using the Leg Bite or Lower Dino Flame. ------------------------------------------------------------------------ SATURN (Type -B- Plasma Combos) ------------------------------------------------------------------------ Full Name: Saturn Dyer Nationality: Planet Saturn in the Andromeda Galaxy Height: 5 feet, 11 inches Weight: 156 lbs. Age: 260 years (in Saturn time) Weapon: Plasma Yo-yo Long Slash Throw f + A Side Slash Throw f + B Passing Head f + K Sendout Sky df + A Roll Slash df + B Sailing Hit df + K Trapeze Throw qcf + A Trapeze Combo qcf + A,A Top Spin qcf + B Acrobat Attack qcb + B Acrobat Combo qcb + B,B,B Sokuten qcb + G Tapping Attack b,f + B Firecracker b,f + K Drastic Follow f + B,B Double Surprise f + K,A Dancing Foot d + K, f + K Firecracker Press A / B while dashing Ground Rush Press K while dashing Jack In The Box B,B,B,B Deadly Cyclone B,A,B,B,A,B ------------------------------------------------------------------------ VECTOR (Type -B- Plasma Combos) ------------------------------------------------------------------------ Full Name: PX-O2C Nationality: Unknown Height: 6 feet, 10 inches Weight: 230 kg Age: 0 Weapon: Plasma Gun Upper Beam Bazooka f + A Chainsaw f + B Shovel Kick f + K Lower Beam Bazooka df + A Leg Cut df + B Drill Kick df + K Hover Straight qcb + A Horizontal Laser qcf + K (unblockable) Mad Blit d,u + K Flying Drill d + K during Mad Blit Leg Impact f + K,K Last Shooting Press A after throwing from behind Back Roller Dash db + KG Death Express Press A / B while dashing Sliding Drill Press K while dashing Vertical Laser Press K when facing away (unblockable) Crazy Chainsaw B,B,B,B Final Horizontal Laser K,A,K,A,B, b + K, f + K Plasma Secret Combo 1 K,K, b + K, f + K, b + K, f + K Gigantic Hammer K,A,K,A,K,K - The Mad Blit only hits an opponent who's in the air. - For Vector's first Secret Combo, after doing a normal laser, he'll lean back and fire a large red laser while glowing green. - For his second combo, the last kick (although it is very delayed), will knock an opponent across the ring. This makes it very easy to kick them out of the ring, as long as they're not too far away from a particular edge. ------------------------------------------------------------------------ ZELKIN (Type -K- Plasma Combos) ------------------------------------------------------------------------ Full Name: Zelkin Fiskekrogen Nationality: Planet Klondike Height: 5 feet, 6 inches Weight: 13 lbs Age: 32 years (Klondike time) Weapon: Plasma Claw Sky Snipe b + A Keen Slash f + A Wide Slash f + B Hammer Kick f + K Rising Blade df + A Sliding Blade df + B Trust Blow b,f + A Thunder Blade b,f + B Thunder Wheel Combo b,f + B,K Blue Storm hcb + K, tap K rapidly Fire Wheel Combo df + A,K Air Javelin In air, d + A Dash Thunder Blade Press A / B while dashing Spring Missile Press K while dashing Air Wheel Tap K rapidly when facing away Super Jump Tap d,ub~uf or press ub~uf when jumping Sky Destruction Press d + K during a Super Jump Kuuchuu Dash Tap f,f during a Super Jump Kaiten Super Jump Tap d,u when jumping Kyuu Rakka Press d + G while jumping Kuuchuu Fuyuu Press AB when jumping Kuuchuu Yoko Idou Press G during Kuuchuu Fuyuu Final Air Javelin Press d + A after Dance in the Sky Final Sky Destruction Press d + K after Dance in the Sky Transformation Tap f,f after Dance in the Sky Blue Typhoon K,K,K,K Dance In The Sky B,K,K,A,A, u + A - After Zelkin's 'Dance in the Sky', you can perform the Air Javelin or Sky Destruction (but the latter will only hit if the rest of the combo missed, so that your opponent is still standing). Another option is to tap f,f before or once Zelkin lands. He'll pause for a moment, then start flying around. - While he's flying, you can make him spin around with A, or spin in the opposite direction with B. Pressing K makes him get closer to the ground, while pressing it again makes him rise. G aborts the move (it also ends if you are hit, or after a certain amount of time has passed). Note that the controller has no effect, so you'll have to practice steering with the A and B buttons if you want to be able to careen into your opponent. Unfortunately, the move doesn't do that much damage. Although you can fly out of the ring, if you fly too far, it's an automatic ring out. - The Kaiten Super Jump looks like the normal Super Jump, but Zelkin moves outward as he jumps. ------------------------------------------------------------------------ SUPER BILSTEIN (Type -A- Plasma Combos) ------------------------------------------------------------------------ Vertical Sword f + A Side Sword f + B Bowels Break f + K Penetrate Sword df + A Ground Hell Wind df + B Centipede Kick df + K Space Rend Sword qcf + A Final Bilstein hcb + AB Blaze Sword d,u + A Double Blaze d,u + A / B during Blaze Sword Hell Wind Sword b,f + B Deadly Triple f + B,A,A Gigantic Explosion b,f + K (double blaze combo) d,u + A / B after K,A,A Plasma Combo Fuyuu Press KG (press K to cancel) Kuuchuu Yoku Idou Hold G during Fuyuu (can move in / out) Calamity Dive Press A / B during Fuyuu Dark Cyclone Press K when facing away Death Spell Kick Press K,K during Dark Cyclone Death Spell Sword Press K,A during Dark Cyclone Fear Rise Sword Press A / B while dashing Slide Centipede Press K while dashing Plasma Secret Combo K,K,K,K Plasma Secret Combo K,K,K,A Fatal Decision A,A,B,K,K,A - This version of Bilstein plays a bit differently from the normal version. Although he loses the Kieru (invisibility), he gets a new move, in which he creates multiple explosions. This move not only has a large range, but is unblockable. - Super Bilstein's Plasma Strike can never connect. It's probably a glitch. Similarily, he has no ending if you clear Arcade Mode with him (the game will hang). - When you press f + G to move around your enemy, Super Bilstein will move really quickly and usually goes all the way around them so that he is at their backside. This is a really handy way to avoid attacks and to keep your opponent frustrated. - Super Bilstein cannot lose by Ring Outs. If you end up outside of the ring (say, by using the Fuyuu, then ending it), he will remain standing in thin air. This can lead to pretty funny results when fighting the CPU, which will invariably try to run after you and fall out of the ring. ;) ======================================================================== 4. SECRETS AND TRICKS ======================================================================== ------------------------------------------------------------------------ PLAY AS SUPER BILSTEIN ------------------------------------------------------------------------ To play with Super Bilstein, you need to use a GameShark code. The code is was made by CodeMaster and is: 301D867A - 0014. With this code on, both characters will be Super Bilstein, although you can always select your character, then turn it off to fight normal opponents. ------------------------------------------------------------------------ FIGHT SUPER BILSTEIN ------------------------------------------------------------------------ To fight against Super Bilstein in a special stage, get to Bilstein _and_ defeat him within the folloiwng time limit: - On 1 round, 5 minutes to get to and beat him - On 3 rounds, 6 minutes to get to and beat him - On 5 rounds, 9 minutes to get to and beat him - On 7 rounds, 12 minutes to get to and beat him Defeat Super Bilstein to see your character's true ending. If you lose to Super Bilstein you get a bad ending, and if you never even make it to him in the first place (in other words, by the time you beat normal Bilstein, you've gone over the time limit), then you get a different bad ending. ------------------------------------------------------------------------ FIGHT KAPPAH ------------------------------------------------------------------------ To fight against Kappah, make your way to the third stage. Once you get there, kill your opponent when the game timer reaches 00 (you only have to do this on the last round). If you did it correctly, Kappah will be your fourth stage opponent. ------------------------------------------------------------------------ ENABLE BILSTEIN AND KAPPAH (ARCADE VERSION) ------------------------------------------------------------------------ To enable either character, hold the Start button, then do the following: For Bilstein - move to Gore, input K,A,B,A,G,A,B,A,K,A,BG. For Kappah - move to Hayato, input G,K,G,K,A,A,A,B,B,B,KG. You can now pick Bilstein by moving to Gore and pressing right, and can pick Kappah by moving to Hayato and pressing left. ------------------------------------------------------------------------ ENABLE BILSTEIN, KAPPAH, AND BLOOD (PSX VERSION) ------------------------------------------------------------------------ To enable these characters, enter Arcade Mode with the shortcut option turned off. - To enable Bilstein, highlight Hayato, hold Select, move to Gore, then input: X,O,X,O,S,S,S,T,T,T, X+O while still holding Select. - To enable Kappah, highlight Bilstein, hold Select, move to Hayato, then input: O,S,T,S,X,S,T,S,O,S, X+T while still holding Select. - To enable Blood, highlight Hayato, hold Select, move to Bilstein, then input: X,S,X,S,X,S. Then move to Kappah while still holding Select, and input O,T,O,T,O,T, L1+R1. You can access the hidden characters by moving left past Hayato or right past Gore. ------------------------------------------------------------------------ VICTORY POSE CAMERA ------------------------------------------------------------------------ After defeating your opponent, press and hold KG. Once your character does their win pose, you can release the buttons and move around using the controller. You can also press A to zoom in, and B to zoom out. ------------------------------------------------------------------------ ENABLE WALL MODE ------------------------------------------------------------------------ Beat the game once (even if you get the bad ending by not fighting Super Bilstein), and the "Wall" option will appear in the Option Menu. If you turn it on, you cannot knock a character out of the playing field and win by Ring Out. Furthermore, any attack you make knocks an opponent back very far, so chances are you and your enemy will be smashing into the invisible walls all the time. ------------------------------------------------------------------------ ENABLE DARKNESS MODE ------------------------------------------------------------------------ During the Versus / Stage screen that is shown just prior to a battle, hold Down + L2 + R2. When the first round begins, everything will be dark, and you can only see your characters in the light of their Plasma Weapons. This code lasts for one battle, and must be input again before the start of the next battle if you want to continue playing this way. ------------------------------------------------------------------------ ENABLE DEFORMED MODE ------------------------------------------------------------------------ During the "Versus" screen, hold Right + Start + O + S. When the first round begins, your character will have a much larger head and feet. Alternatively, you can hold Left + Start + O + S to start off with a large body and a small head and feet. Vector may actually benefit from the big head code, as it makes his laser beams much wider. However, there are some weird effects as well; his lasers will miss from up close, and in Training Mode, it's possible to get both characters stuck in the far ends of the screen (I don't know why this happens, but it happened to me twice). This code only lasts for one round, and must be input again before the start of the next round if you want it to continue. Just hold down the buttons for either effect after your opponent dies. ------------------------------------------------------------------------ SAME CHARACTER AT CONTINUE ------------------------------------------------------------------------ When you lose a stage and are asked to continue, press Select + Start. Instead of being taken back to the character select screen, you'll restart that battle with the same charcter you've been using. ------------------------------------------------------------------------ HIDDEN GERELT PICTURE ------------------------------------------------------------------------ When you choose to save data onto your Memory Card, hold L1 + R1 when it says that it's checking the card. Now if you look at the Memory Card icon in the PlayStation's Memory Card menu, you'll see that the icon is Gerelt's winking face. ------------------------------------------------------------------------ SOFT RESET ------------------------------------------------------------------------ Capcom of Japan's page states that you can return to the title screen at any time, press and hold the following buttons: L1 + R1 + Start + Select. This may be a Japanese-version only trick, though, since in the US version you can simply press Start + Select to do the same thing. ======================================================================== 5. GAMEPLAY NOTES ======================================================================== ------------------------------------------------------------------------ TYPES OF MOVEMENT ------------------------------------------------------------------------ Every character can inch back or forward by holding in those directions, but they can also dash forward or backward by tapping f,f or b,b. While dashing forward, you can hold f in order to keep running towards your enemy. Other types of movement involve the Guard button. Pressing f + G makes you move around your enemy a bit, so if you keep doing it, you'll eventually circle all the way around them. Pressing b + G has the same effect, but you back away while circling as well, so long before you've gone around your enemy, you'll end up at the far end of the playing field. When on the right side of the screen, you'll move away into the background, while when on the left side of the screen, you move away into the foreground. The last type of movement is the crouch dash, which is done by inputting qcf + G. This simply makes you dash forward while ducking down, allowing you to avoid high attacks. ------------------------------------------------------------------------ THROWS ------------------------------------------------------------------------ Throws are unblockable attacks that miss unless they're performed from up close (when done from afar, your character simply reaches out without grabbing anything). Everyone can throw by pressing AB while standing, and all characters (except Gore), can throw a crouching opponent by crouching and pressing AB. You can throw someone from behind, too, but you can't crouch throw them (it will come out as the normal behind throw instead). If you are behind them and they are crouching, then you cannot throw them at all. Several characters (Gerelt, Gore, June, and Kappah) also have throws that are done by inputting f,b + K. These throws will not come out, though, unless your opponent is lying on the ground face down, with his or her legs towards you and their head pointing away from you. The easiest way to get them in such a position is to knock them down when they're facing away from you, then dash close and input the command. ------------------------------------------------------------------------ ATTACK AND DEFENSE ------------------------------------------------------------------------ Unlike other fighting games, you cannot hold back or down-back to defend against an attack--you have to hold the Guard button to do that. Simply holding the Guard button makes you guard against high attacks, while crouching and holding the Guard button defends you against low attacks. Throws cannot be defended against, and Vertical Attacks can only be blocked by standing; if you crouch, they will still hit you. On the other hand, most Horizontal Attacks will miss a crouching opponent, so it's sort of a trade-off. Of course, you can crouch-guard against any kind of crouching attack. Another kind of attack is the Knockaround Attack, which is done by pressing b + B. This move's most obvious effect is that a hit opponent is knocked around so that their back is towards you. This move also make you switch stances, so if you were standing with your front towards the screen, you're now standing with your back towards the screen. What's more, moves that cause you to move into the foreground will make you move into the background when your stance is switched, and vice versa. For example, using Blood's Death Circle (b,f + B) will make him swing into the background, but after using his b + B attack to change stances, he will move into the foreground when the Death Circle is used. If you're knocked around so that your back is towards your opponent, you can press G to turn around (this can also be done while jumping over an opponent, so that you land facing them). Another way to turn around is to press A / B / K while standing or crouching, which makes you turn and attack at the same time. Finally, there are the jumping attacks. There are two types; one if you press an attack button right as you jump (or for some characters, before you reach the apex of your jump), and another type of attack comes out if you press a button after the apex of your jump. Obviously, the ones done right as you jump are better for anti-air attacks than the ones done as you're falling, which are better for attacking people on the ground. ------------------------------------------------------------------------ FIGHTING ON THE GROUND ------------------------------------------------------------------------ When you knock an opponent to the ground, several new options become available to you and them. Before they get up, you can always attack them with any low attack (like a crouching kick, or some standing Vertical attacks), or you can use a Pursuit Attack, which is done by pressing u + A / B / K. The K version does less damage, but comes out faster, while the A / B version does more damage, but takes a while to hit and gives your opponent more time to get out of the way. However, you're not helpless when lying on the ground. After a moment, your character will flip over so that they face up, then they'll get
 up.  You can also press up or back when lying on the ground to get up
 and flip backward, or press forward to get up and do a short roll
 forward.  If you press down, you won't move around, but you will get
 up faster.  Another option is to press G when lying on the ground,
 which will make you roll into the background or foreground (it seems
 to be random).

 Instead of simply moving around, you can also attack while getting up.
 Pressing Kick while getting up makes you do a high attack, while d + K
 makes you do a low attack.  Inputting d,u + K makes you do an anti-air
 attack, which is good for stopping Pursuit Attacks.  Note that these
 attacks can be done not only while getting up, but after any of the
 above moves, so you could hold b to flip away, then tap d + K to do
 a low attack after the flip, or you could press G to roll away, then
 tap d,u + K to do an anti-air attack.

 Furthermore, note that you don't need to time the direction or button
 presses for these moves; you can hold d + K  or G the moment you land,
 and you do a low attack or a roll once you start to get up.


 ------------------------------------------------------------------------
 THE PLASMA REVERSES AND PLASMA STRIKES
 ------------------------------------------------------------------------

 The two moves you'll definitely want to master are the Plasma Reverses.
 Both of these moves are designed to counter attacks; when you perform
 them, you'll flash red (for the Plasma Revenge) or blue (for the Plasma
 Reflect).  If you're hit during a Plasma Revenge, you automatically
 counter attack; for the Plasma Reflect, your opponent's attack is
 knocked away, stunning them momentarily.

 Either move can be done with AG or BG; AG stops Vertical Slashes and
 other A-button attacks, while BG stops Horizontal Slashes and other
 B-button attacks.

 The next Plasma move is the Plasma Strike, which is done by pressing
 the ABK buttons together.  Your character will charge up, then attack.
 If the attacks hit, they will continue to assault their opponent for
 considerable damage.  This move can only be used once a round (even
 if it hits or is blocked), but if you're hit out of it early enough,
 you can use it again in a round.  If you kill someone with this move,
 there's a little replay sequence showing the final hit from three
 different angles.


 ------------------------------------------------------------------------
 PLASMA COMBO TYPES AND PLASMA FINAL CHART
 ------------------------------------------------------------------------

 The playable characters are can be divided into three groups; each uses
 a different type of Plasma Combos.  Type A users include: Bilstein,
 Blood, Gerelt, Hayato, and Kappah.  Type B users include Gamof, Gore,
 Saturn, and Vector.  Type K users include June, Rimgal, and Zelkin.
 The combo charts for each type are listed below:
                     
     TYPE -A-                   TYPE -B-                TYPE -K-

          A                                                A   K
         /                                                /   /
        A   K=1                    A   A                 A   A  
       / \ /                      /   /                 / \ / \
      A   K                      A   K                 A   K   A=7
     / \ / \                    / \ / \                 \ / \ /
    A   B   A=2                A   K   B=4               K   B
     \   \ /                    \ / \                   / \   \
      B   A                      B   B                 B   A   K=8
     /                          / \ /                   \     /
    B   A                      B   B   K=5               B   K
     \ /                        \ / \ /                 /   / \
      A   K                      A   A                 K   B   B
     / \ / \                    / \ / \                 \ / \ /
    K   B   B                  K   K   B=6               K   A
     \ / \ /                    \   \                     \ /
      K   B                      K   B                     K  
       \   \                                                \
        K   A=3                                              K

 You can start at any of three three letters on the far left (A, B, or
 K), and progress from there.  For example, a Type K user could do a
 K,K,B,A combo, but a Type A or B user could not.

 The numbers indicate the special finishers for certain characters.  For
 example, Hayato is a Type A user, and his Plasma Final is 2.  So to do
 his Plasma Final command, you'd do a Plasma Combo leading to [2] (say,
 A,A,A,K,A, or A,A,B,A,A), and then press up + A to finish the move and
 do his "Kegon" Plasma Final.  Here is a list of each character's
 Plasma Final Command and how they work:

  Name       Plasma Final        Plasma Combo Type       Example Input
  --------------------------------------------------------------------
  Blistein   Fatal Decision      Type A=1, press A       A,A,B,K,K,A
  Blood      Dbl.Rising Tornado  Type A=3, press A       B,A,B,B,A,A,A
  Vector     Gigantic Hammer     Type B=5, press K       K,A,K,A,K,K
  Saturn     Deadly Cyclone      Type B=3, press B       B,A,B,B,A,B
  Rimgal     Hundred Fang        Type K=7, press K       B,K,K,A,A,K
  Kappah     Senbon Sotoba       Type A=2, press A       A,A,B,A,A,A
  June       Happy Black Hole    Type K=8, press u + K   K,K,B,K,K,u+K
  Hayato     Kegon               Type A=2, press u + A   A,A,B,A,A,u+A
  Gore       Kyuukyoku Bouchuu   Type B=6, press A       B,B,B,A,B,A
  Gerelt     Final Ecstacy       Type A=2, press A       A,A,B,A,A,A
  Gamo       Gamo Flying Screw   Type B=5, press A       K,A,K,A,K,A
  Zelkin     Dance in the Sky    Type K=7, press u + A   B,K,K,A,A,u+A


 ------------------------------------------------------------------------
 MORE INFO ABOUT PLASMA COMBOS
 ------------------------------------------------------------------------

 Plasma Combos are preset 'strings' of attacks that can be performed one
 after another.  Despite their name, some of the Plasma Combos don't
 actually combo, allowing your opponent to guard against the rest of
 your attacks.  Some of the attacks must be blocked high (they look like
 a triangle in the Plasma Combo indicator), others must be blocked low
 (these look like an upside-down triangle), and some can be blocked
 either high or low (these look like squares).

 There are three basic sets of Plasma Combos; A, B, and K.  All this
 really means is that, for example, a K user can press K four times for
 a basic combo, whereas an A user could press A four times for a simple
 Plasma Combo.  Obviously, there are other combos as well, and some
 characters even have 'secret' Plasma Combo strings that don't show up
 on the Training Mode charts, like Vector's all-Kick Plasma Combo.

 Since the 'strings' lead into one another, you can perform parts of
 the combo in various ways.  For example, one of June's Plasma Combos
 is A,K,K,B,K.  It could also be performed B,K,K,B,K, or A,A,K,B,K.
 The endings hits can't be changed (K,B,K), but that's because as the
 combo progresses, the strings go off in their own direction.  Some
 strings can only be done in one manner, like Gamof's A,A,A Plasma
 Combo--nothing else can be used aside from A,A in order to get the
 third and final A attack.
      
 Although you can't cancel out of a Plasma Combo into a normal attack
 (there are actually no cancelable moves in Star Gladiator, but that's
 another story), most Plasma Combos end in special attacks, either
 those that are normally available, or moves that are not.  For example,
 Gore's B,B,K,K,B combo results in him spinning around and shooting out
 poison bubbles, which isn't a normally usable attack.  On the other
 hand, Bilstein's A,A,B,K,A combo ends in the Final Bilstein, a special
 throw he can perform manually.  Also, it is possible to follow up
 certain Plasma Combos with special moves.  For instance, at the end
 of Bilstein's A,A,A,K,A combo, he does a Blaze Sword.  Since this move
 can be followed up normally with the Double Blaze Sword, Bilstein can
 do the same after the combo ends, and perform the Double Blaze Sword
 upon landing.

 Another aspect of the Plasma Combos are the Plasma Finals.  These are
 commands entered at the end of a particular combo string that result in
 a high-damage attack unique to each character.  For example, at the end
 of his B,A,K,A,K / A,B,B,A,K / B,B,B,A,K, or B,A,B,A,K chains, Vector
 will do a Plasma Final when you press K again after the final K press.
 Sometimes you have to use the control pad as well (Hayato's Final
 requires you to press up + A at the end of an A,A,B,A,A string).

 Getting a little confusing?  Well, here's an example of how Plasma
 Combos work.  In this case, it's a Type B chart, Gore's.  These are
 all of his possible Plasma Combos:

 1) A,A,K,B   2) A,A,K,K,A   3) A,B,B,A,B   4) A,B,B,A,K   5) K,K
    A,B,B,B      A,B,K,K,A      B,A,B,A,B      B,B,B,A,K   6) A,A,A
    A,B,K,B      B,B,K,K,A      B,A,K,A,B      B,A,B,A,K   7) K,A,K,B
    B,A,B,B                     B,B,B,A,B      B,A,K,A,K
    B,A,K,B   8) A,A,K,K,B      K,A,B,A,B      K,A,B,A,K   S) b+K,df+K   
    B,B,B,B      A,B,K,K,B      K,A,K,A,B      K,A,K,A,K   F) From 3,A
    K,A,B,B      B,B,K,K,B                                 

 1) - Dokuyaku Sanpu            6) - Somersault Cane
 2) - Zatou-ichizuki            7) - Shindou Ryouhou (if B hits)
 3) - Sosei Henkan              7) - Zettai Ansei (if B misses)
 4) - Kyakubu Kaiten            8) - Standing Bubble Spin
 5) - Headbutt                  F) - Kyuukyoku Bouchuu

 As you can see, each Plasma Combo has a certain ending attack.  For
 example, all the ones ending in A,K result in the Kyakubu Kaiten, while
 all those ending in K,K,A result in the Zatou-ichizuki.  The S) combo
 is Gore's Secret Plasma Combo, which doesn't show up on the B-Type
 chart and isn't usable by any other character except for him.  The F)
 is Gore's Plasma Final, which is done by pressing A after any of the
 combo sets ending in A,B.  This will make him go from the Sosei Henkan
 to the Kyuukyoku Bouchuu.


 ------------------------------------------------------------------------
 RING OUTS
 ------------------------------------------------------------------------

 Except for when in Training Mode, every stage has an edge you can fall
 off of.  You can't physically walk off the edge, but your own special
 moves can carry you over the edge.  Your opponent can also knock you
 over the edge with their attacks or by pushing into you (a CPU opponent
 can run off the ledge, too).  If you fall off an edge, you automatically
 lose the round by 'ring out'.


 ========================================================================
 6.  MISCELLANEOUS
 ========================================================================
               
 ------------------------------------------------------------------------
 ADDENDUM
 ------------------------------------------------------------------------

 The instruction manual for the US PlayStation release is rife with
 mistakes and misinformation.  So, here's what to look out for:

 Page 8 - The 'Get Up' information is incorrect.  Holding G has no
 effect on your character getting off the ground, and instead makes you
 roll.  Holding back or forward does not control your roll, it instead
 makes you get up away or towards your enemy, only if you _didn't_ roll.

 Page 8 - The 'Head Spring' does not exist.  Pressing G will make you
 roll (up doesn't affect this), and pressing up alone makes you get-up
 away from your opponent.

 Page 8 - The 'Flip Opponent' command is back + B, not forward + B.
 The description is wrong as well, since this command makes the enemy
 turn away from you, not towards you (when you hit an enemy from the
 behind, they will fall over instead of turning around).

 Page 9 - The 'Plasma Strike' information is slightly off.  Even if
 you perform a Plasma Strike that misses, you will still be unable to
 use it for the rest of the round, contrary to the what the booklet
 says.

 Page 10 - For 'Plasma Combos': Type A users also include Bilstein, Super
 Bilstein, Blood, and Kappah.  This isn't mentioned in the manual for
 obvious reasons :)

 Page 12 - Hayato's Plasma Final ends in u + A, not d + A.

 Page 13 - June's Moonshine Kick is performed by pressing K+G after the
 Moonsault Kick, which is done by pressing K when your opponent is
 behind you.  Pressing K,K,G simply does the Moonsault Kick (the second
 K and G do nothing).  Her Plasma Final ends in up + K, not just K.
            
 Page 15 - Gamof's Plasma Final ends in A, not hcf + A.  Also, you can
 tap B during the Gamo Tornado indefinitely, not just three times.

 Page 17 - Vector's 'Last Shooting' (what they call 'Final Blast'), is
 done by pressing A after throwing someone from behind, not from a
 'backward throw' (you think they could keep their terminology
 straight!)

 Page 19 - Zelkin's Super Jump is done by pressing d,u, not d,u,u.

 Other more obvious stuff is the made up names (I hate those), and the
 fact that they only list one way to do a Plasma Final, when in fact
 there are sometimes several combos that you can end in a Plasma Final.


 ------------------------------------------------------------------------
 TRANSLATIONS
 ------------------------------------------------------------------------

 All translations were done on my own, with the text and spellings taken
 from Capcom of Japan's page.  Since my Japanese is pretty rotten, the
 translations are probably not very correct.


 [ BILSTEIN ]  ----------------------------------------------------------

 Kieru                          Erasure
 Fuyuu                          Floating
 Kuuchuu Yoku Idou              Mid-Air Horizontal Movement


 [ GAMOF ]  -------------------------------------------------------------

 Zenten                         Forward Roll
 Ushiro Mawarikomi Jump         Circling Backward Jump


 [ GERELT ]  ------------------------------------------------------------

 Kick del Sol                   Kick of the Sun
 S.D.F                          Scarlet Deathlock with Facelock
 Naname Zenten                  Diagonal-Forward Roll


 [ GORE GAJAH ]  --------------------------------------------------------

 Kannon Biraki                  Kwannon (Goddess of Mercy) Unsealed
 Suihei Biraki                  Horizon Unsealed
 Kinteki Hishuu                 Gold Target Flying Kick
 Tsubo Shiatsu-zuki             "Touching a Pressure Point" (tsubo)
 Kaiten Keizan                  Spinning Leg Slash
 Haikotsu Shinchuu              Spine Stretching
 Kou Kaiten Shuu                Backward Spinning Kick
 Dokuyaku Sanpu                 Spraying Poison
 Hiyaku Youkyou                 Leaping Middle Spin
 Sosei Henkan                   Composition Conversion
 Katsu Tounyuu                  Scolding Throw
 Kyakubu Kaiten                 Spinning Leg
 Ara-ryouji                     Wild Recovery
 Naizou Appaku                  Internal Pressure 
 Kinou Shinshuu                 Recollection Quaking Kick
 Kacchi-men Shuu                Slippery Surface Kick  
 Zatou-ichi Zuki                Anus Stab
 Shindou Ryouhou                Vibration Treatment
 Enshin Bunri                   Centrifuge Separation 
 Zettai Ansei                   Absolute Rest
 Okiru                          Getting Up
 Temae-shin Idou                Lying Down Movement (to the background)
 Ou-shin Idou                   Lying Down Movement (to the foreground)
 Shin Dash                      Lying Down Dash
 Bairitsu Henkou                Magnification Change
 Kyoudai-ka                     Become Giant Sized
 Shukushou-ka                   Become Reduced in Size
 2 Dankai                       2 Stages
 Zenten                         Forward Roll
 Kyuukyoku Bouchou              Ultimate Growth
 Kanzen Shohou                  Perfect Perscription


 [ HAYATO KANZAKI ]  ----------------------------------------------------
 
 Tenchi Zan                     Heaven and Earth Slash
 Rekkuu Zan                     Violent Sky Slash
 Eijin Kyaku                    Sharp Blade Kick
 Tsuki Kage                     Moon Silhouette
 Jajin                          Serpent Blade
 Jatai                          Serpent Thigh
 Engetsu                        Full Moon
 Ura Engetsu                    Reverse Full Moon
 Shiden                         Violet Electricity
 Shiden Kai                     Modified Violet Electricity
 Eijin Rai'ei Kyaku             Sharp Blade Lighting Shadow Kick
 Shou Jump                      Small Jump
 Hien                           Flying Swallow
 Hayagake-Zuki                  Rapid Dash Thrust
 Dokuryuu                       Lone Dragon
 Souryuu                        Double Dragon
 Shippuu Geki Kyaku             Gale Attack Kick
 Kogetsu                        Crescent Moon
 Byakko Hou                     White Tiger Cannon
 Ashura                         (demonic warrior)
 Shin Ashura                    True Ashura
 Shuradou                       Scene of Carnage
 Shin Engetsu                   True Full Moon
 Gekishin Haten                 Severe Earthquake Heaven Breaker
 Guren                          Crimson Lotus
 Guren Ranbu                    Crimson Lotus Boisterous Dance
 Goku Raimei Zan                Extreme Thunder Slash
 Kegon                          Stern Lotus
 Suzaku Ranbu                   Red Phoenix Boisterous Dance


 [ JUNE ]  --------------------------------------------------------------
 
 Sokuten                        Side Spin
 Back Ten                       Backflip
 Chouhatsu                      Taunt / Provocation


 [ KAPPAH ]  ------------------------------------------------------------

 Mozu no Hayanie                Quick Cooking of a Shrike
 Semi Shigure                   Cicada Late Autumn Shower
 Kawazu Geri                    Frog Kick
 Yuuda-zuki                     Rainshower Stabbing
 Yuuda Ippon Zuki               Rainshower "Fishing Pole"
 Yuuda Tsuyu Harai              Rainshower Sweeping Dew
 Yuuda Kawazu Geri              Rainshower Frog Kick
 Tsumji-kaze                    Whirlwind
 Kane Narashi                   Ringing of Bells
 Meoto Tonbo                    Dragonfly Pair
 Buyo no Mai                    Dance of the Gnat
 Kappa Dadakko                  Spoiled Kappa
 Hikyaku Uchi                   Flying Kick Strike
 Nomi Geri                      Flea Kick
 Uma no Inanaki                 Horse's Neigh
 Tegame Katame                  Turtle's Hand Harden
 Naname Zenten                  Diagonal Forward Roll
 Tsuku Shinbou                  Earth Shinbou
 Tsuyu Harai                    Sweeping Dew
 Kare Susuki                    Blasting Advance
 Amenbo Tsuki                   Amenbo Stabbing
 Kusagari                       Mowing Grass
 Hasu no Hageri                 Lotus' Leaf Kick
 Inaba no Shirousagi            White Rabbit's Inaba
 Senbon Sotoba                  Thousand Sotoba (wooden grave tablets)


 [ RIMGAL ]  ------------------------------------------------------------

 Fuse                           Crouch Down


 [ SATURN ]  ------------------------------------------------------------
 
 Sokuten                        Side Spin


 [ ZELKIN ]  ------------------------------------------------------------

 Kaiten Super Jump              Spinning Super Jump
 Kuuchuu Fuyuu                  Mid-Air Floating
 Kyuu Rakka                     Sudden Dive Underneath
 Kuuchuu Yoko Idou              Mid-Air Horizontal Movement
 Kuuchuu Dash                   Mid-Air Dash

 "I am super hero!" - Saturn, saying my favorite win quote ;)
  
 ------------------------------------------------------------------------
 STAR GLADIATOR FAQ v0.2              Copyright 2000-2003 Chris MacDonald
 ------------------------------------------------------------------------