NAMCO X CAPCOM FAQ v0.1 ----------------------------------------------- authored and revised by Louis Dube (two4teezee@hotmail.com). This document is an intellectual property of Louis Dube 2005. Basically, do whatever you want with this as long as it's for personal, non-commercial use. If you want to publish this in any way, fashion, shape or form, please contact me first. VERSION HISTORY ------------------------------------------------------- v0.1 - First release, completed fronend (nearly), semi-walkthrough to Chapter Three. TABLE OF CONTENTS ----------------------------------------------------- 1. Introduction A. Main Menu Translation 2. Basic Game Rules A. AP System B. Branch Number > Battle Basics C. In-Game Menu Translations i. Battle Map Windows ii. Battle Map Keys iii. Command Window iv. Commander Options v. The Status Screen vi. Intermission Screen D. Battle Sequences vii. The Attack Phase and Basic Battle Commands a. Aerial Chains and Bonuses viii. The Defense Phase and Basic Defense Options 3. Chapter Overviews A. Chapter One - Downtown B. Chapter Two - Druaga C. Chapter Three - Soul Edge 4. Character Overviews A. Reiji & Shaoumu B. Shion & M.O.M.O. C. KOS - MOS D. Chun-Li E. Stahn & Rutee F. Klonoa & Ganz G. Sandra & Koakuman H. Gilgamesh & Ky I. Mitsurugi J. Taki K. Tron Bonne & Serv-Bot L. Tobi Masuyo & Hiromi Tengenji M. Taira No Kagekiyo & Tarosuke 1. INTRODUCTION ------------------------------------------------------- The basic premise of this game is to take characters from both the Namco and Capcom universe and throw them all together in a strategy RPG much like Super Robot Wars aims to do with all the various very famous robots. SRW is well established and it's quite obvious that the idea stemmed from this series. NxC reaches pretty deep into both companies' past to bring up some fairly obscure characters (by anyone's standards really) and it is all thrown together with a certain 2D flair, a sort of hybrid, taking the staple artdrawn traits of Capcom and letting Namco at it with their own design house, once again much like the SRW series. This game is very enjoyable, moreso to long time fans of Namco and>or Capcom. Little knowledge of Japanese is required to tread on through the game although all of the story and some other things like item names and such might be problematic. This FAQ aims to help the casual to advanced gamer plow through the game. A. MAIN MENU TRANSLATION ---------------------------------------------- Upon booting up the game and perhaps watching the intro cut-scene, you will be prompted to Press Any Button. You will be presented with four options, which read as follows: - New Game - Load Game - Load Quicksave - Options New Game obviously starts a new game, while Load Game obviously loads a saved game. Load Quicksave loads a game saved amidst a battle. You are allowed up to fifty slots for the regular Save Games, according to how much space you have left on your Memory Card. You are allocated one slot for Quicksave purposes. Finally the Options mode brings up these selections: - Stereo or Mono - Background Music Volume - Sound Effects Volume - Vibrate On or Off 2. BASIC GAME RULES --------------------------------------------------- Namco X Capcom is a turn-based strategy game. There is no player or enemy phase. Instead the order of action is determined by an AP count which is compounded dynamically (more on this later). The player controls a party of characters, some which are usually paired, and of which all individual entities on the game board are called Units. Under the player's control these Units attack and defend against other enemy Units. A. AP SYSTEM ---------------------------------------------------------- The AP system in NxC is fairly simple. At the beginning of a battle, every Unit starts fresh with 10 APs (Action Points). Every action this Unit takes a number of APs away from this count. For example, moving any number of spaces takes 1 AP from the Unit's AP count, while attacking takes 3 APs. A Unit may not act until it's AP total reverts to 10. A stage phase is the game's measure for turns. Once all Units present on the board, which were able to act, acted, then that phase is over. If a Unit was not able to act (i.e. it's AP count was less than 10), then this Unit regained 1 AP for that phase in compensation for not being able to act. There are some subtleties here in the system. Since moving any number of spaces costs only 1 AP and attacking costs 3 APs, it is easy to see that positioning and movement issues here are non-existent. Any given Unit can move three times while any other attacks (technically speaking). Additionally, if a Unit ever receives an AP count greater than 10 somehow (i.e. the Unit has 9 APs and acts in a way that it will gain 2 APs) then this Unit will immediately be able to act next. Its AP count will still be 10. So in recap: - Every Unit starts the battle at 10 APs (this is a maximum, i.e. a Unit may never have 11 APs.) - Every action a Unit takes depletes a certain amount of APs from this count. - No Unit may act unless it's AP count is 10. - A unit not able to act will gain 1 AP for that stage phase. B. BRANCH NUMBER > BATTLE BASICS -------------------------------------- The meat of NxC are the battle sequences. Whenever two Units engage in combat, something special happens. Instead of going into the specifics here, I'm going to overview the battle basics. For specifics, please refer to section , "". Every Unit is assigned a Branch Number. This stands for the number of attacks a Unit can branch out to during one attack sequence. For example, Ken starts out with a Branch Number of six, meaning that when you attack with him you'll have the opportunity to chain together a maximum of six attacks. An attack is defined as a button press. The battle system in NxC lets the player string together attacks into combos. The circle button along with the d-pad produces a multitude of different attacks, and although some attacks may hit more than once, the rule is one button press counts as one Branch out. Once you've depleted your Branch points during a fight sequence, the fight is over and that's basically the end of that Unit's turn. C. IN-GAME MENU TRANSLATIONS ------------------------------------------ i. BATTLE MAP WINDOWS ------------------------------------------------- - At any given time, two windows will be up on the map screen during a battle: 1. At the top right corner, there is a compass showing you which way is North for that particular map. This will be particularly useful for the Chapter overviews so I hope you know how to read a compass! There is also a Stage Phase counter here. Finally, the vertical gauge at the right of the compass is (??????). 2. At the bottom left corner, there is a window titled "Action". This menu shows you the order of action of your Units (blue) and of the enemies (red). The AP count for each is also displayed next to their name. The next three Units able to act are displayed. - When the cursor is hovering on any given Unit (friendly or not), another window will pop up at the top left which I will try to describe next: From top left, reading left to right: _______________________________________________________________________ Level of Unit, Name (blue>red fade to indicate friend or foe).......... HP Bar (Health Points), SP Bar (Super Points), Order (Phase Pos.>Total) (^ GREEN ^) (^ YELLOW ^) MP Bar (Magic Points), ST Bar (Stun Points), AP Bar (APs out of 10) (^ DRK BLUE ^) (^ RED ^) (^ LITE BLUE ^) ----------------------------------------------------------------------- This stuff is pretty self-explanatory: Health Points: The stamina of the Unit. Once this total reaches zero, the Unit in question dies (it is taken out of play). Super Points: Very much like the usual Capcom Super Bar. This bar fills up if the Unit attacks or gets hit (or defends). Once it is full (100 points), a Super Attack can be unleashed. Some skills also use up some Super Points (Capcom fans, think Alpha Counter: partial Bar use). Order: this states the Unit's order over the total number of units. For example, "2>3" would mean that this Unit is the second Unit to act for the Stage Phase while there are three Units on the battlefield. Magic Points: A mandatory staple of ANY RPG it seems, MPs will dictate your ability to use MAs (Multiple Assaults). Stun Bar: Another Capcom idea, this one originally from SF3. Once this bars is filled (100 points), the Unit will go into Stun (read: Dizzy) mode. When a Unit is stunned, it will NOT be able to act until it is attacked (after which it will not be stunned any longer and the Stun Bar will be returned to zero). AP Bar: the Unit's AP count, out of ten. ii. BATTLE MAP KEYS --------------------------------------------------- -- A quick rundown on which keys perform what actions on the Battle Map -- If the cursor is NOT highlighting a Unit: - L1, R1: Scroll through friendly Units - -L2, R2: Display quick information above Units on battlefield: - - Order - - HP Bar - - MP Bar - - SP Bar - - ST Bar - -X: Move cursor to Unit which is currently allowed to act - -Square: Expand the "Action" Window to display SIX next Units order OR - hit again to collapse "Action" Window OR hit a third time to - bring back "Action" Window if collapsed. - -- If the cursor is highlighting any given unit: - Triangle: Displays Unit's close attack (CA) range with red tiles and - ranged attack (RA) range with yellow tiles (if applicable, some units - lack CA or RA). Hit triangle again and the Unit's movement is - displayed with blue tiles while it's maximum striking range is - denoted by the outskirting yellow tiles. - - Circle: if highlighting a Friendly Unit, this will bring up the - Command Window. If highlighting a Foe, this will bring up the Status - Screen. iii. COMMAND WINDOW --------------------------------------------------- Not all Units will have these options in their Command Windows but this is usually a good representation of what you'll be looking at. Move 1 AP Attack (if Unit is within range to attack) 3 AP - Attack - Multiple Assault (sometimes available) Magic (costs no AP but various spells cost MP) 0 AP Status Screen Commander Options (opens pull-down menu) - Stage Phase Order Breakdown - Units Listing - Available Spells - Chapter Objectives End Turn 1 AP iv. COMMANDER OPTIONS ------------------------------------------------- Here is how to read the various menus that can be brought up when Commander Options is selected. - STAGE PHASE ORDER BREAKDOWN This menu shows the Unit's name written in blue or red to denote friend or foe, as well as displaying the Unit's AP bar and it's numbered stage phase order next to its name. Hit X to exit out of this screen or hit O on any given Unit to go to its Status Screen. - UNITS LISTING This menu provides the player with a more detailed overview of all Units on the battlefield. At first, the player will see only friendly Units displayed. They will be listed in order of levels. L2, R2: hit either of these to view friendly Units or enemy Units. L1, R1: change the sorting criteria, as displayed at the top of the screen. The available criterias are: - Sort by Level - Sort by HP remaining - Sort by MP remaining - Sort by STR - Sort by DEF - Sort by Movement - Sort by Branch number Square: Show Unit's Available MAs, how many Units can be targeted and how much MP the MA costs. Circle: Bring up the highlighted Unit's Status Screen. X : Exit Units Listing screen. - AVAILABLE SPELLS - OBJECTIVES Hit any button to exit out of this screen. v. STATUS SCREEN ------------------------------------------------------ The status screen is compromised of four windows, which you can scroll through by hitting left or right on the d-pad. At any given time you can perform a few functions: L1, R1: display next Unit's status screen (good for all Units currently on the battlefield). Square: display a window which contains information on the Unit's origins. X: Exit out The first page of the status screen is the basic Unit overview. It reads as follows: ======================================================================= Unit's Name Lvl, Exp needed for Next Lvl ======================================================================= Picture HP Bar Super Bar | Auto Skills the Unit Picture MP Bar Stun Bar | might have. Picture Order AP Bar | Picture | ======================================================================= Branch Number ( )|Attack ( )| Equipped wearables. CA Reach ( )|Defense ( )| RA Reach ( )| | Movement ( )| | ======================================================================= Resistances PHYS FIRE ICE ELEC HOLY DARK E ======================================================================= Branch Number: as described before, Branch Number is the number of attacks that particular Unit can deal before it's attack phase will be over with. CA Reach: the reach of the Unit's Close Attacks. Denoted on the battlefield with red tiles. RA Reach: the reach of the Unit's Ranged Attacks. Denoted on the battlefield with yellow tiles. Movement: how many tiles the Unit can cross by using the Move command once. The second page of the status screen is the Unit's Attacks Breakdown. ======================================================================= Unit's Name Lvl, Order ======================================================================= Type | Cmd | Attack Name | HIT | DMG | SP . . . ======================================================================= Strike Type: : : ======================================================================= Type: denoted either by a red "S" (short range) or yellow "L" (long range). Cmd: gives you an idea of how to perform this attack. Name: name of the attack. HIT: the number of hits the attack inflicts. DMG: the amount of health points the attack takes away. SP: the amount of super points the attack requires, if any. The third page of the status screen is the Unit's Skills Breakdown. ======================================================================= Unit's Name Lvl, Order ======================================================================= Type | Effect | Skill Name | Affect | MP . . . ======================================================================= Description ======================================================================= Type: a green "M" for magic, Effect: spell or skill type. Skill Name: name of the skill or magic spell. Affect: graphically illustrates the skill's field of effect. - HP: recovers health points - MP: recovers magic points - SP: recovers super points - little chick with an arrow: raises or decreases stun points MP: the amount of required to use this skill. The fourth page of the status screen is the Unit's Items Breakdown. ======================================================================= Unit's Name Lvl, Order ======================================================================= ======================================================================= Description ======================================================================= vi. INTERMISSION SCREEN ----------------------------------------------- This is the screen that you will come to everytime you finish a chapter. - Units Overview - Stage - Inventory Control - Gold - Item Equip - Training - Options - Save - Next Stage a. Units Overview This is basically the famous status screen for each of the Units that are currently under your control. b. Inventory Control This screen lets you overview you inventory and see who has what. The left tab lists the equipment that you own (i.e. rings, armor, etc). The right tab lists the expendables which are equipped on a Unit. Once you've selected a tab, hit L1, R1 to sort the items and equipment according to the following criterias. - By Item Number - By Whether or not the item is new - By Name - By Quantity Equipped - By Quantity Owned c. Item Equip When you first enter this screen, you will notice a list of your Units on the left. Then on the right, there are two lists. The list on top enumerates the equipment the Unit has on, and the list on the bottom enumarates the expendable items the Unit is carrying. By selecting a Unit and hitting O, you will be taken to a new screen. This screen shows the Unit's name and level at the top, then from left to right there are three lists: equipment worn, items carried, and inventory available. By hitting square in either of the first two lists you will empty out that Unit's list. By hitting triangle on an already equipped item you will remove this item from the list and put it back into your inventory. If you have any items in your inventory, hitting O on an empty spot in the Unit's Equipment or Item list will allow you to equip it there. You can scroll to the next and previous Units with the use of L1 and R1. d. Training By selecting this mode you can go train against the invincible Mokujin training dummy. Once you select this you have three options: - The first box is to go to training. Select this to go train against Mokujin. Once you select this option, you are given two choices: train with limited number of Branches (that Unit's Branch Number that you'll train with) for realistic training, or train with unlimited number of Branches (to get acquainted with the attacks or perfecting combo timing). Once your selection is made you will be asked to pick a Unit. Upon picking the Unit which you would like to use, you will be once again given two options: practice Close Attacks or Ranged Attacks. Finally you will be asked to confirm or to go back. - The second box is the Multiple Assault Tutorial box. If you select this box, you will be given a list of Multiple Assaults that your current Units can perform. Hit L1, R1 to sort by number of units involved (default) or by maximum number of enemy Units strikable. By selecting a MA from the list, you will be shown a picture of an example Unit arrangement in order to perform the MA. The data given next to the picture reads as follows: - Number of friendly Units involved - Max Number of enemy Units attacked - Damage (per enemy) - MP Cost - AP Cost - The third box is the game tutorial, which is all in Japanese. I will not cover this section. e. Options Same as on the title screen. f. Save Same as on the title screen. Be careful! Top option SAVES, bottom option LOADS. g. Next Stage Choose this option to proceed to the next stage. D. BATTLE SEQUENCES --------------------------------------------------- vii. THE ATTACK PHASE AND BASIC BATTLE COMMANDS ----------------------- Upon selecting a target for the attacking Unit, you will be brought to a screen which will display the defending and attackin Units' vitals. Also, the order which is displayed on the stat boxes for both Units are the orders which will be in place AFTER the attack takes place. By hitting Square at any time, the player can bring up the Status Screen. By hitting X at any time, the player can cancel out the Attack Command issued to the unit. The screen to which the player is taken after choosing a target first displays two tabs. On the first tab are two options: - Attack - Cancel If the player hits left or right on the d-pad, the other tab will be selected, at which the attacking Unit's skills are displayed. If the Unit has enough MPs it may use any of its skills before entering the battle sequence. If the player chose "Attack" on the first tab, the next screen shown is the attacking Unit's movelist. If any moves are lit up blue and are flashing, that means those are favorable attacks, i.e. they will deliver full, and potentially extra damage. Green moves will deliver normal damage and red moves will deliver sub-par damage. These qualities are determined by the defending Unit's defensive attributes. The player may hit X at this time to backtrack, or Square to go to the Status Screen, or O to proceed. The game will ask one last time, Yes or No for the Attack Command. Choose the first option to proceed with your attack. At this point, the attacking Unit will do an opener, which is usuallly just an attack to get the Branch going. This attack does NOT count on the Branch Numbers. After the opener, the Unit is in the player's hands. Attacks can be inputted using the O button and the d-pad. You will notice that in the middle above the HP bars are several symbols: O L+O R+O D+O U+O If you do any of those attacks, it will be highlighted. If you complete all of them within a sequence, you will be awarded a random bonus, be it a HP or MP bonus. You will also notice that some attacks pop the defending Unit higher, and some attacks keep the foe in the air for longer periods of time. Aerial Chains are particularly important as you will be awarded extra Bonuses for longer Chains. Practice will make this aspect perfect. Important to us are Super Moves. Once a Unit's SP Bar is filled, it can unleash its Super Move by hitting the Triangle button at any time during an attack sequence. These moves are particularly devastating and are always very impressive. Finally, the last topic in this section, but not the least, are the Multiple Assaults. Once in a while, a Unit (or two or three if it's a Team Multiple Assault) will be put in a situation where it can unleash a MA. These attacks are fully automated, unlike the regular attacks, so when you perform these you can just watch the show unfold. These are also very impressive and usually VERY damaging! a. AERIAL CHAINS AND BONUSES ----------------------------------------- During an attack sequence, keeping the enemy Unit in the air without allowing to touch the ground is performing an Aerial Chain. The player is rewarded for long Aerial Chains with various Bonuses. A SPECIAL THANKS TO RIAS FROM THE GAMEFAQS BOARDS WHO INITIALLY DISCOVERED THIS. I only confirmed this data and expanded on it. - DA : Damage UP! Bonus - increases damage per attack - BR : Branch UP! Bonus - adds 1 to your current Branch Number - SP : Super Points UP! Bonus - fills up your SP Bar - ST : Stun Damage UP! Bonus - fills up the enemy's Stun Bar quicker - IG : Item GET! Bonus - get an item (usually a HP 15% recov) After the battle sequence finishes, DA, BR, SP and ST bonuses will be converted into EXP Bonuses. The IG Bonuses stack, meaning that for IG x 1 you could get a HP +15%, but for IG x 5 you'll get HP +100%. Every character in the game follows a certain pattern depending on which category they fall in. You can look up the pattern each character follows here. To find out their category, look up that character in the Character section. - Category One: "Normal Type" - Category Two: "Damage Type" 7th HIT: DA 7th HIT: DA 14th HIT: BR 14th HIT: BR 21st HIT: IG 21st HIT: SP 28th HIT: SP 28th HIT: ST 35th HIT: ST 35th HIT: IG - Category Three: "Item Type" - Category Four: "Item+ Type" 7th HIT: IG 5th HIT: IG 14th HIT: DA 10th HIT: DA 21st HIT: BR 15th HIT: BR 28th HIT: SP 20th HIT: IG 35th HIT: ST 25th HIT: SP 30th HIT: ST 35th HIT: IG viii. THE DEFENSE PHASE AND THE BASIC DEFENSE OPTIONS ----------------- When you are being attacked by an enemy Unit, the same vitals screen as when you attacked will come up but now you will notice that the arrows are pointing your direction. You can hit Square at any time to bring up the Status Screen. You can hit left or right to scroll through three different tabs. The first tab encapsulates your defense options, I will cover this one last. The second tab lets you perform any Skills you have pending on the MP you have. The third tab lets you use any items you might have equipped on your Unit. The first tab is really what matters here. Here is a breakdown of the defensive actions you may take: - Nothing. You take full damage for the attack received, your stun bar gets filled up a fair amount but so does your super bar. Does not cost any APs or SPs. - Guard. Costs 1AP. You may halve the damage taken by using this option. Your super bar gets filled less than if you chose to do Nothing, but your stun bar also gets filled less. Once you get to the battle sequence, you will notice that after the opener a d-pad will show up by the enemy and directions will be flashing green. Hitting 40% minimum of these correctly will net you 1 AP back, and hitting 80% minimum will net you 2 AP, effectively gaining an extra AP! This is most likely the best defense option but then again it depends on your current situation. - Support. Costs 1AP and 10SPs. If there is a friendly Unit on an adjacent tile, choosing Support will allow this adjacent Unit to take the damage dealt by the attack. - Retreat. Costs 1AP and 10SPs. This option skips the battle sequence altogether and sends you back to the battlefield. In exchange for the action point and the ten super points, the characters receives light damage (about on par as if you guarded, sometimes less). Some characters will earn a fifth option: - Counter. Costs 2APs and 10SPs. The Unit using this will take zero damage and will counter with an attack of its own, inflicting damage to the attacking enemy Unit. Very useful skill and usually very much worth the 2APs. Finally, some Units have extra skills or attacks in their movelist which give them extra options as far as defense goes. These particulars are elaborated upon in the character overviews. 3. CHAPTER OVERVIEWS -------------------------------------------------- A. CHAPTER ONE: DOWNTOWN ---------------------------------------------- The scene opens up with Reiji and Shaoumu, the two original characters developed for this game, doing some talking at an intersection downtown. Hit START to skip all the talk. You will be given an option here. The top option is to proceed through the game tutorial. The bottom option is to skip this tutorial. I suggest you skip it. At this point, three bad guys will come up (lv.1). (Which game are these from?). You may dispose of all three of them at once using your MA. If you're anything like me...prepare to laugh at the display of power. You'll gain a level right away. More talk, then some ghost Goblin enemy Units (lv.1) show up. Can't hit them, and now KOS-MOS (lv.2), Shion and M.O.M.O. (lv.1) from the Xenosaga universe will show up. Kill one enemy Unit and Juni, Juli and Cammy, some of the Shadaloo right hand ladies (from Street Fighter [Alpha 3 for Juni and Juli, and Cammy's first appearance was in Super Street Fighter 2]) will suddenly appear South of the intersection. After some talk, Cammy leaves Juni and Juli (lv.5) to do her business. After Juni and Juli move, you'll get some reinforcements in the form of Chun-Li (lv.4), the famous Street Fighter! Use her to attack Juni. You can destroy the rest of the enemy Units. If you beat Juni or Juli, both will leave. You can't kill both with a MA. Chun-Li also leaves after them. This concludes the first chapter. B. CHAPTER TWO: DRUAGA ------------------------------------------------ The second chapter opens with Stahn and Rutee (lv.2) at what appears to be the bottom of the Tower of Druaga. You start on the north- eastern corner of the map, and at this point you're up against three Green Slimes (lv.1) from the game Tower of Druaga, published by Namco in 1984. After you kill one Green Slime, three more Black Slimes (lv.1, also from Tower of Druaga) will pop up...but then, as you will soon be getting used to, a friend will come to the rescue, and that's Klonoa and Ganz (lv.4) from Klonoa Heroes. After you defeat two more Slimes (doesn't matter if they're Black or Green or either) some Blue Knights (lv.1, from Tower of Druaga) will show up. At the end of the next phase, yet more reinforcements show up: Sandra and Koakuman (lv.5). These are from The Legend of Valkyrie and kick some serious ass! They will appear in the north west and will most likely be able to strike one of the Blue Knights. Defeat two more Units and Joker (lv.5) from Klonoa Heroes shows up with two (name???) (lv.1, from Klonoa Heroes). Immediately after Joker says his piece, yet another reinforcement steps in, and that's Gilgamesh and Ky (lv.10) from Tower of Druaga. Joker will run if you get him below 30% HP (that's 1284 HP). If you're careful enough you can kill him with one of your better Units, like Gilgamesh or Sandra. C. CHAPTER THREE: SOUL EDGE ------------------------------------------- In this scene we open to Minamoto no Yoshitsune (lv. from Genpei Toumaden) apparently looking to get to Soul Edge which is sitting on the roof of the monestary entrance. There are three Spear Skeletons (lv., also from Genpei Toumaden) with him. But before he can get to it, Mitsurugi from Soul Calibur (lv.1) pops up. This is who you will be using. After you slay one Spear Skeleton, ??? (lv.4, from Genpei Toumaden) and Taki (lv.2, also from Soul Calibur) make an appearance. After ??? attacks you, four new enemies appear on the battlefield: one Gili Octipus (lv.1, from Baraduke) and three(what are these guys? name, game? lv.1), and to go along with them, two new allies: Tron Bonne and Serv-Bot (lv.6) from Megaman Legends and Tobi Masuyo and Hiromi Tengenji (lv.6) from Baraduke and Burning Force, respectively. Kick some ass for a while, and at the end of the next stage phase, Taira No Kagekiyo and Tarosuke (lv.8) from Genpei Toumaden and Shadow Land, respectively, will show up to come kick Minamoto no Yoshitsune's butt. Both ??? and Minamoto no Yoshitsune will not flee so you don't have to worry about moderating your damage to beat them. 4. CHARACTER OVERVIEWS ------------------------------------------------ NOTE: The Units are listed here in CHRONOLOGICAL ORDER OF APPEARANCE. As I see this might not be the easiest for reference, I will include an index here which will be sorted by alphabetical order, which will have the corresponding spot in the chronological order for you to easily look up a certain character. * TO BE IMPLEMENTED UPON COMPLETION * How to read the overviews: the initial stats and vitals are all given. These are the stats that the Unit has the moment they join you, and the attack data and skills data is also the initial data. Damage goes up for attacks according to the ATK value. So if you have a character with a higher level, if you want to know the damage an attack deals then add the difference in the initial value of your ATK property to the initial. If there are any drastic changes to the stats of a particular Unit then it will be noted in the "Stats Notes" section. For the Resistance column, the terminology for the symbols used: > means neutral (right arrow) + means good resistance (up arrow) - means poor resistance (down arrow) For the attack data, Type S or L means short or long range attack. CMD is the input required to pull off the attack. For the description, for a lot of these characters I had to make up names, but for others (mainly any character in a fighting game) I managed to write down the official names. The character's movelist and skills list will change as they level up. Some attacks are gained, some are modified, some skills are gained, some are modified. All changes occuring to the movelist will be recorded in the "Movelist Upgrades" and "Skills Upgrades" sections. Finally, a brief history of where the character is from and what they stand for will be attempted in the "Character Origins" section. Enjoy. A. Reiji & Shaoumu -------------------------------------------------- Starting Lv: 2 Category: One, "Normal Type" Starting HP: 2750 Starting MP: 52 CA Reach: 1-2 Starting BR: 6 RA Reach: 3-4 Starting Movement: 7 Super Move: CA only Initial Stats Res Initial Skills ATK : 106 PHYS > Type | Cost | Description DEF : 101 FIRE + MAG | 30MP | Heal HP + STUN DOWN : 66 ICE - AUTO | - | Heal 30% HP : costs 80% : 45 ELEC > | | current MP : 40 HOLY > DARK + E > Stat Notes: Initial Movelist TYPE | CMD | Description | HIT | DMG | SP S | - | Shaoumu: Slashes (opener) - FIRE | 2 | 104 | - S | O | Shaoumu: Flame Slashes (sa opener) - FIRE | 2 | 104 | - S | L+O | Shaoumu: Revolver - PHYS | 1 | 184 | - S | R+O | Reiji: Four Katana Slashes - ICE | 4 | 89 | - S | U+O | Reiji: Double Gunshot - DARK | 2 | 114 | - S | D+O | Shaoumu: Electric Slashes - ELEC | 2 | 114 | - S | TRI | Super Move - PHYS, FIRE, ICE, ELEC, HOLY | 12 | 704 |100 TYPE | CMD | Description | HIT | DMG | SP L | - | Shaoumu: Revolver (opener) - HOLY | 1 | 99 | - L | O | Shaoumu: Revolver (sa opener) - HOLY | 1 | 99 | - L | L+O | Reiji: Haou Shikou Ken (lol) - | 1 | 124 | - L | R+O | Reiji: Energy Rays (4) - DARK | 8 | 79 | - L | U+O | Reiji: Bomb - FIRE | 2 | 124 | - L | D+O | Reiji: Power Wave - DARK | 1 | 134 | - M | - | Dual Multiple Assault - PHYS, HOLY, DARK | - |1004 |50M TYPE | CMD | Description | HIT | DMG | SP S | - | ??? - PHYS, FIRE | 2 | 704 | 30 Movelist Upgrades Skills Upgrades Character Origins: Original characters for this game, Reiji (the girl) and Shaoumu (the dude) are actually really great designs. They both carry three katanas and a firearm. I think these guys should be in a Capcom game! B. Shion & M.O.M.O. --------------------------------------------------- Starting Lv: 1 Category: Three, "Item Type" Starting HP: 1900 Starting MP: 84 CA Reach: 1-1 Starting BR: 6 RA Reach: 2-5 Starting Movement: 6 Super Move: CA only Initial Stats Res Initial Skills ATK : 82 PHYS - Type | Cost | Description DEF : 96 FIRE > MAG | 45MP | Restore FULL HP : 39 ICE > AUTO | - | ??? : 45 ELEC - : 48 HOLY > DARK + E + Stat Notes: Initial Movelist TYPE | CMD | Description | HIT | DMG | SP S | - | M.O.M.O.: Star Wand (opener) - DARK | 1 | 92 | - S | O | M.O.M.O.: Double Wand Slap - DARK | 2 | 92 | - S | L+O | Shion: Plasma Blade Attack - E | 1 | 112 | - S | R+O | Shion: Plasma Blade Attack - E | 1 | 112 | - S | U+O | M.O.M.O.: Rainbow Wand - DARK | 4 | 82 | - S | D+O | Shion: Power Geyser - FIRE | 3 | 92 | - S | TRI | Shion: Super Move - E | 7 |1002 |100 TYPE | CMD | Description | HIT | DMG | SP L | - | M.O.M.O.: Wand Ray (opener) - E | 1 | 102 | - L | O | Shion: Long Range Geyser - FIRE | 1 | 122 | - L | L+O | M.O.M.O.: Triple Arrow - PHYS | 3 | 102 | - L | R+O | M.O.M.O.: Triple Arrow - PHYS | 3 | 102 | - L | U+O | Shion: Blast Shot - FIRE | 3 | 102 | - L | D+O | Shion: Blast Shot - FIRE | 3 | 102 | - M | - | DUO - BUSTER - E | - |1004 |50M Movelist Upgrades Skills Upgrades Character Origins: Both of these girls are from Xenosaga Ep.1. Shion is the lead scientist on the KOS-MOS project. C. KOS - MOS ---------------------------------------------------------- Starting Lv: 2 Category: Two, "Damage Type" Starting HP: 2750 Starting MP: 52 CA Reach: 1-2 Starting BR: 5 RA Reach: - Starting Movement: 8 Super Move: CA only Initial Stats Res Initial Skills ATK : 114 PHYS + Type | Cost | Description DEF : 127 FIRE > MAG | 30MP | Heal HP + STUN DOWN : 69 ICE > AUTO | - | ??? : 30 ELEC + : 10 HOLY - DARK - E + Stat Notes: Initial Movelist TYPE | CMD | Description | HIT | DMG | SP S | - | R-BLADE (opener) - E | 4 | 104 | - S | O | R-BLADE - E | 4 | 104 | - S | L+O | R-DRILL - E | 2 | 144 | - S | R+O | F-GSHOT - PHYS | 8 | 144 | - S | U+O | S-SAULT - PHYS | 1 | 194 | - S | D+O | S-SAULT - PHYS | 1 | 194 | - S | TRI | X-BUSTER - E | 12 | 804 |100 M | - | DUO - BUSTER - E | - |1004 |50M Movelist Upgrades 1. At lv.3, ADD TYPE | CMD | Description | HIT | DMG | SP L | - | F-MSHOT - FIRE | 6 | 746 | 30 Skills Upgrades 1. At Lv.4, ADD Type | Cost | Description AUTO | - | SP UP when HP is below 30% Character Origins: KOS-MOS is a super powerful android type thingy from Xenosaga Ep.1. More later. D. CHUN-LI ------------------------------------------------------------ Starting Lv: 4 Category: Starting HP: 2750 Starting MP: 66 CA Reach: 1-2 Starting BR: 6 RA Reach: - Starting Movement: 7 Super Move: CA only Initial Stats Res Initial Skills ATK : 102 PHYS > Type | Cost | Description DEF : 81 FIRE > MAG | 30M | Heal HP + STUN DOWN : 67 ICE > AUTO | - | SP UP : 50 ELEC > : 43 HOLY + DARK - E - Stat Notes: Initial Movelist TYPE | CMD | Description | HIT | DMG | SP S | - | Running Roundhouse (opener) - | 1 | 108 | - S | O | Standing Roundhouse - | 2 | 113 | - S | L+O | Kikouken - | 1 | 138 | - S | R+O | Lightning Legs - | 7 | 93 | - S | U+O | Tenshokyaku - | 2 | 113 | - S | D+O | Spinning Bird Kick - | 3 | 103 | - S | TRI | Senretsu Kyaku - | 13 | 778 |100 Movelist Upgrades Skills Upgrades Character Origins: Chun-Li is the original not-to-be-triffled-with Chinese lady from the Street Fighter universe. Next to Ryu and Ken, she is the Street Fighter character that has made the most appearances, in 23 out of 26 Street Fighter games, including cross-overs and reiterations. Chun-Li works for Interpol and is chasing after Shadaloo. E. STAHN & RUTEE ---------------------------------------------------- Starting Lv: 2 Category: Three, "Item Type" Starting HP: 2450 Starting MP: 54 CA Reach: 1-2 Starting BR: 6 RA Reach: - Starting Movement: 6 Super Move: CA only Initial Stats Res Initial Skills ATK : 97 PHYS > Type | Cost | Description DEF : 93 FIRE + MAG | 45MP | Restore HP : 53 ICE + MAG | 5MP | GET ??? : 41 ELEC > AUTO | - | GET ??? : 25 HOLY > DARK > E - Stat Notes: Initial Movelist TYPE | CMD | Description | HIT | DMG | SP S | - | Stahn: Jumping Slash Tech (opener) - PHYS | 2 | 124 | - S | O | Rutee: Triangle Slash Technique - ICE | 5 | 114 | - S | L+O | Stahn: Dragon's Breath - HOLY | 4 | 99 | - S | R+O | Stahn: Dragon's Breath - HOLY | 4 | 99 | - S | U+O | Stahn: Tornado Slash Technique - PHYS | 6 | 94 | - S | D+O | Stahn: Thousand Thrusts Technique - PHYS | 6 | 79 | - S | TRI | Stahn: Super Technique - PHYS, FIRE | 19 | 724 |100 Movelist Upgrades Skills Upgrades Character Origins: Stahn and Rutee are from the Tales of Destiny series. Stahn is actually the main character of ToD and is a very skilled fighter. Rutee is a hunter that ends up tagging along with Stahn. F. KLONOA & GANZ ---------------------------------------------------- Starting Lv: 2 Category: Three, "Item Type" Starting HP: 2350 Starting MP: 62 CA Reach: 1-2 Starting BR: 6 RA Reach: 3-4 Starting Movement: 8 Super Move: CA and RA Initial Stats Res Initial Skills ATK : 103 PHYS > Type | Cost | Description DEF : 94 FIRE + MAG | 30MP | Heal HP + STUN DOWN : 45 ICE > MAG | 30MP | ALL UP!!! : 45 ELEC - AUTO | - | GET ??? : 59 HOLY > DARK - E + Stat Notes: Initial Movelist TYPE | CMD | Description | HIT | DMG | SP S | - | Klonoa: Sword (opener) - DARK | 1 | 114 | - S | O | Klonoa: Sword (sa opener) - DARK | 1 | 114 | - S | L+O | Klonoa: Sword Double Slash - E | 2 | 99 | - S | R+O | Klonoa: Sword Double Slash - E | 2 | 99 | - S | U+O | Klonoa: Ring Orb - E | 3 | 94 | - S | D+O | Klonoa: Ring Orb - E | 3 | 94 | - S | TRI | Klonoa: Electric Whirlwind - ELEC, E | 10 | 809 |100 TYPE | CMD | Description | HIT | DMG | SP L | - | Ganz: Dual Pistols (opener) - PHYS | 5 | 89 | - L | O | Ganz: Dual Pistols (sa opener) - PHYS | 5 | 89 | - L | L+O | Ganz: Flamethrower - FIRE | 4 | 99 | - L | R+O | Ganz: Flamethrower - FIRE | 4 | 99 | - L | U+O | Ganz: Bazooka - FIRE | 1 | 124 | - L | D+O | Ganz: Bazooka - FIRE | 1 | 124 | - L | TRI | Ganz: Super Pistol Shots - E | 5 | 814 |100 Movelist Upgrades Skills Upgrades Character Origins: Klonoa is the main character of the Klonoa series (right!) and Ganz is Klonoa's sidekick in the game Klonoa Heroes. G. SANDRA & KOAKUMAN ------------------------------------------------ Starting Lv: 5 Category: Four, "Item+ Type" Starting HP: 3400 Starting MP: 53 CA Reach: 1-2 Starting BR: 5 RA Reach: - Starting Movement: 6 Super Move: CA only Initial Stats Res Initial Skills ATK : 117 PHYS + Type | Cost | Description DEF : 109 FIRE > MAG | 35MP | ??? + Heal HP : 56 ICE - MAG | 15MP | DEF UP!!! : 47 ELEC - AUTO | - | If HP < 30%, ATK +20% : 64 HOLY + AUTO | - | GET ??? DARK > E - Stat Notes: Initial Movelist TYPE | CMD | Description | HIT | DMG | SP S | - | Sandra: Jumping Trident (opener) - PHYS | 1 | 130 | - S | O | Sandra: Spinning Trident - PHYS | 4 | 150 | - S | L+O | Koakuman: Triple Spear Jab - PHYS | 3 | 170 | - S | R+O | Sandra: Spinning Trident - PHYS | 4 | 150 | - S | U+O | Sandra: Summon Tornado - DARK | 6 | 100 | - S | D+O | Sandra: Trident Uppercut - PHYS | 5 | 110 | - S | TRI | - PHYS | 6 | 800 |100 TYPE | CMD | Description | HIT | DMG | SP L | - | (1) | - | - | 10 (1): Movelist Upgrades Skills Upgrades Character Origins: Sandra and Koakuman are both from The Legend of the Valkyrie, a game never ported to the US. Sandra, the green guy, is actually the 2P side of Valkyrie, while Koakuman was at one time a monster in the game but actually ends up helping out by giving out some gold. H. GILGAMESH & KY --------------------------------------------------- Starting Lv: 10 Category: Starting HP: 3650 Starting MP: 82 CA Reach: 1-2 Starting BR: 6 RA Reach: 3-4 Starting Movement: 6 Super Move: CA only Initial Stats Res Initial Skills ATK : 117 PHYS + Type | Cost | Description DEF : 129 FIRE + MAG | 45MP | Restore HP : 68 ICE > AUTO | - | Fills AP if AP = 0 : 47 ELEC - AUTO | - | ??? : 64 HOLY > DARK + E - Stat Notes: Initial Movelist TYPE | CMD | Description | HIT | DMG | SP S | - | Gilgamesh: Overhead Slash (opener) - PHYS | 1 | 150 | - S | O | Gilgamesh: Triple Overhead Slash - PHYS | 3 | 150 | - S | L+O | Gilgamesh: Shoulder Tackle to Stab - PHYS | 2 | 170 | - S | R+O | Gilgamesh: Lightning Thrusts - PHYS | 3 | 150 | - S | U+O | Gilgamesh: Fire Geyser - FIRE | 2 | 170 | - S | D+O | Gilgamesh: Fire Geyser - FIRE | 2 | 170 | - S | TRI | - FIRE | 7 | 750 |100 TYPE | CMD | Description | HIT | DMG | SP L | - | Ky: Fireball (opener) - PHYS | 1 | 110 | - L | O | Ky: Fireball (sa opener) - PHYS | 1 | 110 | - L | L+O | Ky: Whirlwind - FIRE | 1 | 110 | - L | R+O | Ky: Whirlwind - FIRE | 1 | 110 | - L | U+O | Ky: Fire Geyser - FIRE | 2 | 105 | - L | D+O | Ky: Fire Geyser - FIRE | 2 | 105 | - TYPE | CMD | Description | HIT | DMG | SP S | - | Gilgamesh: Shield (1) | - | - | 10 (1): This is not an actual attack, although it is listed. This move is enabled whenever this Unit is the target of a Close Range Attack. At the time of picking your defensive option, you will notice that an option for 1AP, 10SP cost will be up. Gilgamesh uses his shield and the Unit receives zero damage. Movelist Upgrades Skills Upgrades Character Origins: Both of these characters originate from the Tower of Druaga, published by Namco in 1984. Gilgamesh is a prince who happens to wear a gold armor. Incidentally, he's rescuing Ky, the beautiful maiden who was kidnapped by the evil Druaga. I. MITSURUGI ---------------------------------------------------------- Starting Lv: 1 Category: Two, "Damage Type" Starting HP: 2900 Starting MP: 37 CA Reach: 1-2 Starting BR: 6 RA Reach: - Starting Movement: 5 Super Move: CA only Initial Stats Res Initial Skills ATK : 118 PHYS + Type | Cost | Description DEF : 86 FIRE + MAG | 30MP | Heal HP + STUN DOWN : 55 ICE > AUTO | - | ??? SP UP!!! : 33 ELEC - : 18 HOLY > DARK - E - Stat Notes: Initial Movelist TYPE | CMD | Description | HIT | DMG | SP S | - | Phoenix Tail (opener) - PHYS | 1 | 142 | - S | O | Heavenly Prayer - PHYS | 3 | 142 | - S | L+O | Mist Stab Combo - PHYS | 3 | 142 | - S | R+O | Mist Stab Combo - PHYS | 3 | 142 | - S | U+O | Steel Slicer - PHYS | 4 | 97 | - S | D+O | Steel Slicer - PHYS | 4 | 97 | - S | TRI | Full Moon Death - PHYS | 2 | 702 |100 Movelist Upgrades Skills Upgrades Character Origins: Mitsurugi is the ass kick samurai from the Soul Calibur series. He's a tough man who seems to be a bit rough on the edges but always seems to act in a very honorable way. Bottom line being, he's an amazing swordfighter. J. TAKI --------------------------------------------------------------- Starting Lv: 2 Category: One, "Normal Type" Starting HP: 2870 Starting MP: 54 CA Reach: 1-2 Starting BR: 7 RA Reach: - Starting Movement: 7 Super Move: CA only Initial Stats Res Initial Skills ATK : 95 PHYS > Type | Cost | Description DEF : 86 FIRE > MAG | 35MP | ??? + Heal HP : 73 ICE - AUTO | - | If HP < 30%, SP UP!!! : 51 ELEC + : 40 HOLY > DARK + E - Stat Notes: Initial Movelist TYPE | CMD | Description | HIT | DMG | SP S | - | Assassin's Strike (opener) - PHYS | 1 | 114 | - S | O | Shadow Ripper - PHYS | 3 | 84 | - S | L+O | Demon Fangs - PHYS | 2 | 99 | - S | R+O | Demon Fangs - PHYS | 2 | 99 | - S | U+O | Haste Alternate - PHYS | 3 | 84 | - S | D+O | Ninja Cannon - FIRE | 1 | 114 | - S | TRI | Wind Death Sault - PHYS, ELEC | 5 | 704 |100 Movelist Upgrades Skills Upgrades Character Origins: Taki is the original ninja character from the Soul Calibur. She's a Fu-Ma clan ninja, meaning she specializes in exorcising and exterminating demons. She killed Cervantes, who was possessed by Soul Edge. Anyway it seems that even though Taki gets in all sorts of trouble, she always stays true to her objective, and that is to put an end to the evil spread by Soul Edge. K. TRON BONNE & SERV-BOT -------------------------------------------- Starting Lv: 6 Category: Three, "Item Type" Starting HP: 2550 Starting MP: 75 CA Reach: - Starting BR: 6 RA Reach: 2-5 Starting Movement: 6 Super Move: RA only Initial Stats Res Initial Skills ATK : 103 PHYS + Type | Cost | Description DEF : 117 FIRE + MAG | 45MP | Restore HP : 59 ICE - AUTO | - | ??? GET!!! : 42 ELEC > AUTO | - | If HP < 30%, ATK UP!!! : 52 HOLY - DARK - E + Stat Notes: Initial Movelist TYPE | CMD | Description | HIT | DMG | SP L | - | Tron: Machine Gun (opener) - PHYS | 5 | 107 | - L | O | Tron: Machine Gun (sa opener) - PHYS | 5 | 107 | - L | L+O | Serv-Bot: Bazooka - FIRE | 1 | 152 | - L | R+O | Serv-Bot: Bazooka - FIRE | 1 | 152 | - L | U+O | Tron: Standing Roundhouse (Rock) - PHYS | 1 | 152 | - L | D+O | Tron: Standing Roundhouse (Rock) - PHYS | 1 | 152 | - L | TRI | Tron: Serv-Bot Lunch Rush - PHYS | 16 | 812 |100 Movelist Upgrades Skills Upgrades Character Origins: From Megaman Legends, also made an appearance in Marvel vs. Capcom 2 (in which she was quite a fun character to use!), Tron Bonne is a mechanical genius. She likes to build all sorts of robots, and her Serv-Bots are her own creation. The Serv-Bots are like little Lego peoples, they're kinda clunky, clumsy and pretty funny. L. TOBI MASUYO & HIROMI TENGENJI ------------------------------------ Starting Lv: 6 Category: One, "Normal Type" Starting HP: 2350 Starting MP: 55 CA Reach: - Starting BR: 5 RA Reach: 3-5 Starting Movement: 8 Super Move: RA only Initial Stats Res Initial Skills ATK : 119 PHYS - Type | Cost | Description DEF : 94 FIRE + MAG | 30MP | Heal HP + STUN DOWN : 59 ICE + MAG | 10MP | DEF +25% : 54 ELEC + MAG | 20MP | Branch Number +1 : 47 HOLY - AUTO | - | EXP GET +10%!!! DARK - AUTO | - | ??? AP E + Stat Notes: Initial Movelist TYPE | CMD | Description | HIT | DMG | SP L | - | Hiromi: Laser Chain Gun (opener) - PHYS | 6 | 112 | - L | O | Tobi: Plasma Rifle - E | 3 | 142 | - L | L+O | Tobi: Plasma Bazooka - E | 1 | 182 | - L | R+O | Tobi: Plasma Bazooka - E | 1 | 182 | - L | U+O | Hiromi: Homing Missiles - FIRE | 6 | 112 | - L | D+O | Hiromi: Laser Rifle - E | 4 | 122 | - L | TRI | Tobi and Hiromi: Barrage - FIRE, E | 15 | 952 |100 TYPE | CMD | Description | HIT | DMG | SP S | - | - PHYS | - | - | 10 Movelist Upgrades Skills Upgrades Character Origins: Tobi Masuyo is from Baraduke, a shooter published by Namco in 1985. Tobi is basically the main guy that shoots everything! Hiromi Tengenji is from Burning Force, a game similar to Space Harrier, which was published in 1989 by Namco. M. TAIRA NO KAGEKIYO & TAROSUKE ------------------------------------- Starting Lv: 8 Category: Two, "Damage Type" Starting HP: 3450 Starting MP: 64 CA Reach: 1-2 Starting BR: 6 RA Reach: - Starting Movement: 5 Super Move: CA only Initial Stats Res Initial Skills ATK : 119 PHYS + Type | Cost | Description DEF : 118 FIRE > MAG | 10MP | MOV UP!!! : 50 ICE > MAG | 40MP | ENEMY ATK/DEF -50% 1 TURN : 45 ELEC - MAG | 20MP | Cure POISON : 72 HOLY + AUTO | - | Recover 10% HP every turn DARK > E - Stat Notes: Initial Movelist TYPE | CMD | Description | HIT | DMG | SP S | - | Kagekiyo: Double Slash (opener) - PHYS | 2 | 126 | - S | O | Kagekiyo: Head Splitter to Impale - PHYS | 2 | 146 | - S | L+O | Tarosuke: Energy Ball - HOLY | 1 | 166 | - S | R+O | Tarosuke: Summon Familiar - HOLY | 5 | 146 | - S | U+O | Kagekiyo: Double Slash (sa opener) - PHYS | 2 | 146 | - S | D+O | Kagekiyo: Double Slash (sa opener) - PHYS | 2 | 146 | - S | TRI | Kagekiyo: Whirlwind Cutter - PHYS | 4 | 676 |100 Movelist Upgrades Skills Upgrades Character Origins: Kagekiyo is the protagonist from Genpei Toumaden, also less commonly known as Genji and the Heike Clans in the US. This Namco game was published in 1986 and is based on ancient Japanese history of famous warlords. Tarosuke is from Shadow Land, another Namco game, this one published in 1987. This game pretty much deals with ghosts and their place in Japanese folklore.