=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Golden Axe - The Duel FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 2.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Thieves And Meter 3. Characters 3.1 Kain Blade 3.2 Milan Flare 3.3 Gillius Rockhead 3.4 Zoma 3.5 Jamm 3.6 Death-Adder 3.7 Keel 3.8 Doc 3.9 Green 3.10 Panchos ---------------------------------- 3.11 Golden Axe 4. Conclusion 4.1 What's Missing/Needed 4.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward LP - Light Punch P - Any Punch \ | / b - Back MP - Medium Punch K - Any Kick b-- --f u - Up HP - Heavy Punch + - And / | \ d - Down LK - Light Kick / - Or db d df MK - Medium Kick , - Then HK - Heavy Kick qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== 2.1 Basics ---------- Throw f/b + HP close refer to character's movelist for different throws and properties; throws can be used while the enemy is in hitstun Block High b note that after jumping you cannot block for a few frames Block Low db does not block overheads; note that after jumping you cannot block for a few frames Dash Forward f, f (hold f to continue holding f will extend to dash) dash for all characters except Green Backdash b, b has a few invulnerability frames at the beginning Dizzy Opponent opponent can be dizzied if hit many times with attacks 2.2 Thieves And Meter --------------------- Blue Thieves - When hit with attacks they drop magic potions which can be collected by walking over them. This fills your Magic Meter. A thief will drop either 2 or 3 potions. Green Thieves - When hit with attacks they drop meat which can be collected (Sega Saturn only) by walking over them. This restores some health. Magic Meter - Indicated on the bottom of the screen. Collecting 5 magic potions will completely fill your Magic Meter allowing you to Power-Up and thus have access to your Super attack. Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger; magic meter is full magic meter will slowly drain and once emptied your Power-Up boost will end; you are invulnerable while doing the Power-Up animation Super refer to character's can only be performed movelist for motion when in Power-Up mode; can perform as many Supers as you want until the Magic Meter fully drains =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Kain Blade * ******************************************************************************* Colors ------ LP/LK - Blue costume and Silver sword w/ Raw Umber hair MP/MK - Dark Gray costume and Gold sword w/ Blue Gray hair HP/HK - Light Gray costume and Light Gray sword w/ Green hair Throw ----- Catapult Toss f/b + HP close f and b determine where opponent is thrown; can be performed out of a dash Basic Moves ----------- Sword Uppercut HP close 2 hits Shin Kick LK far must be blocked low from afar Crushing Boot HK close 2 hits Air Boot u, MK overhead; knocks opponent down Command Moves ------------- Rising Sword Uppercut d + HP 2 hits Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger magic meter is full Special Moves ------------- Power Blast qcf + P LP=slow, MP=medium, HP=fast; the stronger the button used the more damage this maneuver does; will collide with other projectiles as both will be "destroyed" in the process Fire Edge f, d, df + P LP=short and 1 hit, MP=medium and 2 hits, HP=furthest with 3 hits and it also knocks opponent down; can be comboed directly from a sweep (d + HK) Rushing Kick qcb + K LK=short, MK=medium, HK=far; the stronger the button used the more damage this maneuver does; can be comboed directly from a sweep (d + HK) Back Kick K, K Rushing Kick must touch opponent (blocked or not) for this to come out Jumping Swipe Kick K, K if the second K you pressed for the Back Kick follow up was LK then the Jumping Swipe Kick will not combo Super ----- Fire Storm f, d, df, f, uf + P after move must connect (not Power-Up blocked) to perform the entire maneuver; can be comboed directly from a sweep (d + HK) ******************************************************************************* * 3.2 Milan Flare * ******************************************************************************* Colors ------ LP/LK - Light Gray costume w/ Blonde hair MP/MK - Gray costume w/ Coral hair HP/HK - Pink costume w/ Blonde hair Throws ------ Power Punch f/b + HP close f and b determine where opponent is thrown; can be performed out of a dash Leg Strangle f/b + HK close Milan ends up behind opponent; can be performed out of a dash Basic Moves ----------- High Kick LK far must be blocked low Knee To High Kick HK close 2 hits Command Moves ------------- Low Slice d + MP 2 hits Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger magic meter is full Special Moves ------------- Rotor Sword Charge b for 1.5 seconds, LP=short and 1 hit, f + P MP=medium and 2 hits, HP=far and 4 hits; can be comboed directly from a sweep (d + HK) Gyro Sword Charge d for 1.5 seconds, LP=short and 1 hit, u + P MP=medium and 2 hits, HP=farthest and 2-4 hits (can hit up to 4 times if done just as enemy is landing from a jump); can be comboed directly from a sweep (d + HK) Air Strike Charge b for 1.5 seconds, LK=slow, MK=medium, f + K HK=fast; the stronger the button used the more damage this maneuver does; will collide with other projectiles as both will be "destroyed" in the process Bird Of Prey Charge d for 1.5 seconds, u + K Talon Strike P Tornado Spin d + HP move must connect (not blocked) to perform the entire maneuver; will not work on airborne opponent Super ----- Bird Of Prey Set Up Charge d for 1.5 seconds, df, f, uf + K after Power-Up Bloody Tempest P move must connect (not blocked) to perform the entire maneuver; will not work on airborne opponent ******************************************************************************* * 3.3 Gillius Rockhead * ******************************************************************************* Colors ------ LP/LK - Blue costume w/ Asparagus trim MP/MK - Green costume w/ Teal trim HP/HK - Metallic Gold costume w/ Goldenrod trim Throw ----- Buffalo Head f/b + HP close f and b determine where opponent is thrown; can be performed out of a dash Basic Moves ----------- Slice And Dice HP close 2 hits Shin Kick LK far must be blocked low from afar Command Moves ------------- Crouching Axe Slash d + MP 2 hits Heavy Crouching Axe Slash d + HP 2 hits Rock Roll d + HP in air Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger magic meter is full Special Moves ------------- Stone Crush hcf + P LP=shortest, MP=short, HP=medium; the stronger the button used the more damage this maneuver does; will collide with other projectiles as both will be "destroyed" in the process Miner's Drill qcb + P LP=short, MP=medium, HP=far; the stronger the button used the more damage this maneuver does; move must connect (not blocked) to perform entire maneuver Stone Storm f, b, f + HP connects close; can be comboed directly from a sweep (d + HK) but only the initial palm strike will come out; the palm strike will absorb projectiles Shoulder Charge qcf + K LK=short, MK=medium, HK=far; the stronger the button used the more damage this maneuver does Kick Fury f, df, d + HK close unblockable Super ----- Jawbreaker f, df, d, db, uf + P connects close; burst after Power-Up must connect (not blocked) to perform the entire maneuver ******************************************************************************* * 3.4 Zoma * ******************************************************************************* Colors ------ LP/LK - Palatinate Blue skin and Amber staff w/ Green orb MP/MK - Green skin and Copper staff w/ Orange-Red orb HP/HK - Wheat skin and Teal staff w/ Orange orb (Mauve cloak) Throws ------ Staff Launch f/b + HP close f and b determine where opponent is thrown; can be performed out of a dash Head Crusher f/b + HK close f and b determine where opponent is thrown; can be performed out of a dash Basic Moves ----------- Staff Bop MP far 2 hits Staff Poke LK must be blocked low Staff Slice HK close 2 hits Command Moves ------------- Deadly Crescent d + HP knocks opponent down Low Staff Slice d + HK 2 hits; must be blocked low Circle Of Death d + HP in air hits multiple times and is an overhead Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger magic meter is full Special Moves ------------- Changeling qcf + P LP=slow and reaches 3/4 of the screen length, MP=medium and reaches 90 percent of the screen length, HP=fast and has full screen distance; if this move connects (not blocked) the opponent will be changed into a frog; a frog opponent can hop forward and backward, jump, and perform a kick attack on the ground or in the air; the frog morph lasts 5 seconds or until opponent is hit; will collide with other projectiles as both will be "destroyed" in the process (note that it rolls under most projectiles); Changeling will not hit if the opponent is already transformed into a frog Skull Charge ub, df + P / ub, df + P LP=slow, MP=medium, in the air HP=fast; the stronger the button used the more damage this maneuver does; will collide with other projectiles as both will be "destroyed" in the process; maneuver cannot be used while the Changeling potion is present Quick Staff tap P rapidly using MP and HP makes the staff animation quicker however it will push the opponent back faster on hit, thus dealing less hits and damage Levitation f, d, df + K LK=short jump, MK=medium jump, HK=far jump; lasts for 5 seconds or until you Drop Down; gives you complete invulnerability during the startup frames until you reach the height where you actually float Skull Charge ub, df + P LP=slow, MP=medium, HP=fast; the stronger the button used the more damage this maneuver does; will collide with other projectiles as both will be "destroyed" in the process; can be used just as you reach the specific height where you start to actually float and can also be used while falling down from the Levitation; maneuver cannot be used while the Changeling potion is present Air Dash Forward f, f (hold f to continue to dash forward) Air Backdash b, b Drop Down d Super ----- Dark Carnival qcf, qcf + P after move must connect (not Power-Up blocked) to perform the entire maneuver; has some invulnerability frames ******************************************************************************* * 3.5 Jamm * ******************************************************************************* Colors ------ LP/LK - Marigold fur skin MP/MK - Gray fur skin HP/HK - Salmon fur skin Throws ------ Head Bite f/b + HP close f and b determine where opponent is thrown; can be performed out of a dash; tap buttons rapidly for more bites and damage Dropping Cannonball f/b + HK close Jam ends up in front of opponent; can be performed out of a dash Basic Moves ----------- Double Claw HP close 2 hits Front Kick LK far must be blocked low from afar Driving Kick MK close 2 hits Command Moves ------------- Snapping Tail f + MK 2 attacks but it is not a combo Mule Kick f + HK knocks opponent down Slide Kick d + HK must be blocked low Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger magic meter is full Special Moves ------------- Beast Blast qcf + P (hold P to delay small fireball with any and empower) delay up to 1.5 seconds, medium fireball that is low with delay over 1.5 seconds to 3 seconds, large fireball with any delay over 3 seconds; can hold and delay move indefinitely; will collide with other projectiles as both will be "destroyed" in the process Thundering Herd Charge b for 1.5 seconds, LP=short and 2 hits, f + P MP=medium and 2 hits, HP=far and 3 hits with knockdown Cat's Paw tap K rapidly using MK and HK will produce more rapid kicks but the pushback usually means the damage is the same with all versions Super ----- Spirit Summon Charge b for 1.5 seconds, move must connect (not f, d, df + P after blocked) to perform the Power-Up entire maneuver ******************************************************************************* * 3.6 Death-Adder * ******************************************************************************* Colors ------ LP/LK - Dark Gray pants w/ Silver armor and Steel Blue shield MP/MK - Blue pants w/ Royal Blue armor and Purple shield HP/HK - Red pants w/ Folly armor and Red shield #Note on Death-Adder's Shield# - After a number of blocked attacks Death-Adder's shield will shatter. To give an idea, 17 standing LPs or 6 far HP attacks may end up breaking his shield. The number may change with attack strength. Death-Adder's shield seems to have the same amount of health as his own lifebar. Once his shield is broken it is gone for the rest of the match. The shield also does not recover its endurance during rounds. If the shield is 1 hit away from being destroyed, in the next round, the next hit will destroy the shield. He cannot perform his "Dragon Breath" attack without his shield. Even though certain attacks of Death-Adder make your shield flash as if it's losing endurance, this is not true. Throws ------ Heavy Slam f/b + HP close f and b determine where opponent is thrown; can be performed out of a dash Fling Toss f/b + HK close f and b determine where opponent is thrown; can be performed out of a dash Basic Moves ----------- Death Axe HP far 3 hits Shield And Swipe HP in air has two parts that can hit twice on larger opponents Slide LK far must be blocked low from afar Sumo Stomp MK close 2 hits Command Moves ------------- Charging Shield d + MP 2 hits Crouching Axe Swipe d + HP knocks opponent down Short Slide Kick d + LK must be blocked low Long Slide Kick d + MK must be blocked low Skyward Boot d + HK 2 hits; must be blocked low Falling Sky d + HK in air overhead Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger magic meter is full Special Moves ------------- Dragon Breath hcf + P LP=quick burst, MP=medium burst, HP=longest lasting burst; 2 hits if performed close; the stronger the button used the more damage this maneuver does; absorbs projectiles; will not work if your shield is broken; cannot be used if Death Wave is present Death Wave Charge b for 1.5 seconds, LP=slow, MP=medium, f + P HP=fast; the stronger the button used the more damage this maneuver does; will collide with other projectiles as both will be "destroyed" in the process (note that it rolls under most projectiles) Super ----- Soul Taker hcb, LP+MP+HP close after unblockable; can be Power-Up comboed into from any cancelable normal (ie close standing HP); maneuver takes a bit of your lifebar each time you use it, however you cannot die from using it ******************************************************************************* * 3.7 Keel * ******************************************************************************* Colors ------ LP/LK - Orchid costume w/ Blue trim MP/MK - Green costume w/ Dark Blue trim HP/HK - Gray costume w/ Turquoise trim Throw ----- Saw Blade f/b + HP close f and b determine where opponent is thrown; can be performed out of a dash Basic Moves ----------- V Slice HP close 2 hits Sliding Slice HP far Straight Jump Kick u, MK overhead; knocks opponent down Command Moves ------------- Slide Kick d + HK must be blocked low Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger magic meter is full Special Moves ------------- Ice Arrow qcf + P LP=slow, MP=medium, HP=fast; the stronger the button used the more damage this maneuver does; will collide with other projectiles as both will be "destroyed" in the process Freezing Bolt f, d, df + P the stronger the button used the more damage this maneuver does; a few invulnerability frames during startup Power Stab qcb + P LP=short, MP=medium, HP=far; the stronger the button used the more damage this maneuver does Dematerialize f, df, d + K a tapped LK=teleports to middle of the screen, a pressed LK=teleports in front of opponent, MK=teleports in front of opponents, HK=teleports behind opponent; has invulnerability frames during the startup and until he reappears Ice Slide qcb + K LK=short, MK=medium, HK=far; the stronger the button used the more damage this maneuver does; must be blocked low Super ----- Insanity Winds qcb, qcb + P after move must connect (not Power-Up blocked) to perform the entire maneuver; if Super is performed from far away it becomes unblockable ******************************************************************************* * 3.8 Doc * ******************************************************************************* Colors ------ LP/LK - Dark Gray costume w/ Blonde hair MP/MK - Red costume w/ Blonde hair HP/HK - Slate Gray costume w/ Green hair Throw ----- Shoulder Slam f/b + HP close Doc ends up behind opponent; can be performed out of a dash Basic Moves ----------- Energy Backfist HP close 2 hits Double Sword Slash HP far 2 hits Shin Kick LK must be blocked low Double Jump Kick u, HK 2 hits with both being overheads Command Moves ------------- Surprise Jump jump against the wall a triangle jump and then f + K Sliding Knee jump against the wall and then b + K Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger magic meter is full Special Moves ------------- Dashing Strike qcf + HP !Works in Sega Saturn version only! Head Shock f, d, df + P close unblockable Scalpel Slash Charge d for half a LP=short, MP=medium, second, u + P HP=furthest; the stronger the button used the more damage this maneuver does; can be comboed directly from a sweep (d + HK) Air Scalpel Slash Charge d for half a LP=short, MP=medium, second, u + P in air HP=furthest; the stronger the button used the more damage this maneuver does Roundhouse Cut hcb + P the stronger the button used the more damage this maneuver does; move is fully invulnerable during the startup and until Doc ends his hop Shock Palm hold P from previous motion Roundhouse Fake hcb + K move is fully invulnerable during the startup and until Doc ends his hop Triple Kick f, d, df + K the stronger the button used the more damage this maneuver does Super ----- Shock Wave hcb, f + P after Power-Up projectile must connect (not blocked) to perform the entire maneuver; projectile will absorb other projectiles ******************************************************************************* * 3.9 Green * ******************************************************************************* Colors ------ LP/LK - Lawn Green skin w/ Red trim and Brown loincloth MP/MK - Emerald Green skin w/ Purple trim and Cerulean loincloth HP/HK - Teal skin w/ Orange trim and Dark Gray loincloth Throws ------ Choke And Headbutt f/b + HP close Green ends up in front of opponent Dangerous Knees f/b + HK close Green ends up in front of opponent; tap buttons rapidly for more knees and damage Basic Moves ----------- One Two Punch MP close 2 hits Shin Kick Slide LK must be blocked low Command Moves ------------- Hop Forward f, f unique to Green, he cannot hold f to extend his dash; goes over most lows (even Zoma's Changeling potion if done at the right time) Double Knee Slide d + HK must be blocked low Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger magic meter is full Special Moves ------------- Mammoth Slam ub/uf, f, df, d + P can connect to opponent on the ground or in the air; sometimes move doesn't do the entire animation if it hits while the enemy is airborne; overhead Attack Feint Charge b for 1.5 seconds, LK=short, MK=medium, f + K HK=far; is fully invulnerable during the startup and until the maneuver ends Giant Hook d, u + P launches opponent who can be juggled Windmill Charge any three attack 2 strikes with delay up buttons, release to 3 seconds, 3 strikes (delaying longer with delay over 3 empowers maneuver) seconds to 5 seconds, 4 strikes with delay over 5 seconds to 8 seconds, 5 strikes with delay over 8 seconds Backbreaker 360 + K close the stronger the button used the more damage this maneuver does; unblockable; can be comboed into from any cancelable normal (ie close standing HP) Super ----- Raging Forest 360 + LP+MP+HP close unblockable; can be after Power-Up comboed into from any cancelable normal (ie close standing HP) ******************************************************************************* * 3.10 Panchos * ******************************************************************************* Colors ------ LP/LK - Red costume w/ Gray bombs and Blue Gray weapon MP/MK - Mint Green costume w/ Green bombs and Green weapon HP/HK - Cyclamen Pink costume w/ Purple bombs and Purple weapon Throw ----- Bombs Away f/b + HP/HK close Panchos ends up behind the opponent unless the opponent is in the corner; can be performed out of a dash; if the opponent performs an invulnerable attack right before the bomb explodes the bomb will disappear without doing any damage Basic Move ---------- N/A Command Moves ------------- Mace Poke d + LP must be blocked low Mace Swing d + MP must be blocked low Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger magic meter is full Special Moves ------------- Mini Bomb qcf + P LP=short, MP=medium HP=far; the stronger the button used the more damage this maneuver does; the bomb itself is what strikes the opponent, not the blast afterwards; the bomb will collide with other projectiles as both will be "destroyed" in the process Mega Bomb qcf + K (hold K to delay LK=short, MK=medium, explosion) HK=far; can throw another bomb out while delaying a bomb if you use a different K button; can delay indefinitely; the blast is what strikes the opponent, not the bomb itself; the blast will collide with other projectiles as both will be "destroyed" in the process Dyna Might hcb + K LK=far with low damage, MK=far with slightly more damage than LK version, HK=very far with the highest damage; maneuver has invulnerability frames during the startup and rising part of the move but not during the falling part; can be comboed directly from a sweep (d + HK) Super ----- Blast Wave hcf, uf + K after move must connect (not Power-Up blocked) to perform the entire maneuver; can be comboed directly from a sweep (d + HK) ------------------------------------------------------------------------------- ******************************************************************************* * 3.11 Golden Axe * ******************************************************************************* Colors ------ LP/LK/MP/MK/HP/HK - Gold costume w/ Red cape Throw ----- Levitate Drain f/b + P close Golden Axe ends up in front of the opponent; can be performed out of a dash Basic Moves ----------- Powerful Uppercut P close 2 hits on larger opponents Slide Kick K must be blocked low Command Move ------------- Power-Up LP+MP+HP/LK+MK+HK when attacks become stronger magic meter is full Special Moves ------------- Death Beam qcf + P beam absorbs projectiles Blast Uppercut f, d, df + P blast absorbs projectiles Dash Wave qcb + P Super ----- N/A =============================================================================== 4. Conclusion =============================================================================== 4.1 What's Missing/Needed -Corrections and clean up -Any Super Move for Golden Axe? -Any other Saturn version exclusive attacks? -If you have anything to add, any corrections I need to make, please email me at billy_kane_32@hotmail.com. Credit will be given for your contribution. 4.2 Credits -Sega -Gamefaqs -Giygas for testing Doc's Dashing Strike on the Saturn version, providing damage info, corrections on maneuver motions, details on moves, info on Death-Adder's shield, invulnerability info, added information for thieves, missing lows, detail on Kain Blade's Jumping Swipe Kick, expanded info on throws, and much more! -And me for writing this faq