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Ehrgeiz (e)

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EHRGEIZ MASTER'S GUIDE: ADVANCED STRATEGY AND TECHNIQUES
VERSION 1.37
5/10/99

Unpublished work Copyright 1999 Mike Allen


FORWARD:
========

We're writing this FAQ in response to the horrible reviews and lame 
attitudes by people who've given up on Ehrgeiz because it's 
"different." The first time you play Ehrgeiz you'll feel like a lost 
puppy and won't know how to do anything other than run and slide (and 
give bad reviews). After a few days, you might learn how to walk and 
block low without thinking. After a week, you'll have thrown Tekken 3 
in the garbage. 

Check out my Character FAQs for easy reference. Updated strategy will 
be here first.

If you have any questions or comments, go ahead and write me in English 
or Japanese. Label the subject heading "Ehrgeiz." 

Send tips/questions/comments to: Mallen1@csulb.edu 

NOTE: E-mail messages AFTER May 20 must be sent to Mallen@csubak.edu


=======================================================================


TABLE OF CONTENTS
=================

I. Strategies to Separate "Players" from Button-Smashers 

- Basic Fighting 
- The Half-Second Rule
- Interrupt
- Sword-Grab
- Getting Up
- Wake-Up Games
- Air Combos
- Throws and Tackles
- Jumping Attacks
- Projectile Evasion 
- Just-Frame Attacks
- Inputting Commands
- The Best Way to Practice
- Other

II. Individual Strategies

1. Godhand
2. Cloud
3. Tifa
4. Sephiroth
5. Matsuda
6. Clair
7. Naseem
8. Lee
9. Sasuke
10. Yoko
11. Jo
12. Inoba
13. Han
14. Yuffie
15. Vincent
16. Django (incomplete)

III. Character Rankings

IV. Picking the Right Character for YOU

V. Giving Credit to Those Who Helped Put This Thing Together

VI. My Personal Feelings about This Game

VII. Revision History


=======================================================================


KEY:
====  

H: high
M: middle (input H+L)
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move (tap the directional pad while holding G)
Ducking: a fully-ducked position (hold G)
Rising: "while rising" position (after certain low attacks or ducking)
Walking: direction pad while holding G
Running: direction pad without holding G
j(attack): just-frame attack (exp. "jH" is a just-frame attack with H)


Terminology:
------------

jab = Basic H
combo = if the first hit lands, the rest will connect
mid = an attack that hits middle
low = an attack that hits low
counter = counter-hit
delay = pushing the buttons at a slower speed to alter the timing 
lifter = move that sets up an air combo 
wake-up attack = a move while on the ground after being knocked down
down attack = a move used to hit opponents lying on the ground
sleeper = an opponent who sits on the ground after being knocked down
turtle = an opponent who plays defensively


=======================================================================


I. STRATEGIES TO SEPARATE "PLAYERS" FROM BUTTON-SMASHERS
========================================================

Basic Fighting
--------------

Mix-ups are becoming the norm in today's fighting games. Take Yoko's LL 
technique. Even if the first L connects, your opponent will block low 
to stop the second hit. In Ehrgeiz, if your opponent blocks the second 
hit, you won't get the standard continuation into the third link 
because your motion will be cut off. But as a Yoko player you want to 
get the LL out there so you can do a nasty 2-choice with the LLL and 
LLS. How do you get the opponent NOT to block after the first hit?    

The answer is through "mix-ups." Try doing just the L. Your opponent 
will block low expecting the second L, but instead pop up with the 
rising H. Can you say AIR COMBO? If you "mix-up" your attack patterns 
using unconventional links like this one, you'll force your opponent to 
block high in fear of the air combo and have little difficulty getting 
the second low hit to connect.  

An alternative to mix-ups is the "delay." Do just the L and wait a 
half-second. Your opponent will feel you won't be continuing the 
attack, and will let off his low guard. This gives you a perfect 
opportunity to do another L. 

Most players favor big, high damage moves. In most other fighting 
games, a high kick at close-range will crush a jab. I'm delighted to 
say that Ehrgeiz has fixed this problem, and jabs have unbelievable 
priority over other moves at close-range. 

Here's some GREAT advice most of you will read but not pay attention 
to: Use the jab. Tap H once. It's not hard. The jab is VERY effective 
at close-range, is great for mixing up your attack patterns, and stops 
all throws and most other attacks. When walking next to your opponent, 
release G for a split-second and pop the jab. Try it. You'll like it.

Another basic strategy players forget is ducking to avoid high attacks. 
Most players are concerned entirely with walking and jumping, and they 
only consider "ducking" in the expectation of a low attack. Most of the 
Ehrgeiz characters are blessed with rising attacks that can do heavy 
damage and set up air combos. If you expect a high attack, DUCK and 
COUNTER.

Low attacks are more important in Ehrgeiz than any other fighting game. 
The reason for this is best explained in three steps:

1. The benefits of moving at close range are GREAT. If you make an  
   opponent miss by moving outside of his attack range, you'll have a  
   chance to counter heavily.  

2. Whenever you move at close range you ALWAYS walk. Walking not only 
   keeps you facing your opponent, but also allows you to block high 
   and medium attacks. 

3. Against walking opponents high and middle attacks won't work. You'll  
   need to focus on moves that hit LOW.

Most of the basic moves in Ehrgeiz leave you safe when blocked. 
However, blocked techniques aren't as safe if your opponent is backed 
up against a wall. Clair's HH will normally push your opponent out of 
range if he blocks. If your opponent is against a wall, however, you'll 
be stuck right next to him and left open to a jab or throw counter. 


The Half-Second Rule
--------------------

With the air recovery, "breaking" throws, sword-grabs, and blocking 
attacks after being grabbed or tackled, you can only input the G button 
once per half-second. After inputting G the first time, the "game 
system" won't register another button press until a half-second 
expires, so tapping G repeatedly will get you nowhere. 

This rule also applies to walking (moving with G pressed). For example, 
you cannot grab Cloud's sword-attack after walking by immediately 
releasing the G button and inputting again. You need to stop walking 
and release G for at least a half-second before you input the sword-
grab. If you don't have enough time to release and input the G, you'll 
need to interrupt. 

At close range, players have a BAD habit of always holding G. When 
you're attacking it doesn't seem to matter, to block low you release 
the directional pad, and to block high and middle you simple push to 
the side. This has a MAJOR drawback, however. You won't be able to stop 
moves like Sasuke's basic HHH or Matsuda's attack-tackle links because 
you're always pressing G. You need to make a habit of releasing G when 
you're not moving.

Once you input G, release the button quickly in case your timing is 
off. Most players have a bad habit of holding G when trying to break a 
tackle or grab a sword, but if you mess up, the half-second lag period 
won't begin until you release G. Always TAP the button.  


Interrupt
---------

Interrupt works against high, medium, and low attacks, as well as 
swords. However, all attacks involving the torso (i.e. Lee's basic 
middle), two-fisted attacks, and attacks where the opponent's feet are 
off the ground (i.e. J+L) CANNOT be interrupted. Only Cloud and 
Sephiroth's slides can be interrupted.

You cannot interrupt if you are rolling, jumping, attacking, stunned, 
in the middle of a ground-recovery, or your back is turned.

You cannot interrupt sword attacks that are input with the L button. 
Against these you must use the sword-grab. 

Interrupt timing is simple to explain but a pain to pull off. Hit S 
while your opponent's hand, foot, or sword is "touching" your 
character.

Interrupt takes off a large chunk of your white meter and does minimal 
damage. If your opponent interrupts you attacks, don't get frustrated. 
Remember that interrupt damage is mostly psychological. If you allow 
interrupts to dictate your game play, you'll never win.

It is especially important to interrupt before nasty 2-choice attacks. 
Naseem's links aren't scary if you interrupt the jH, which is a 
necessary component in almost all of his "wonder combos." If you wait 
too long, he'll set up multiple 2-choice attacks within a single link, 
and you'll get nailed. 

Once you know the basic character links that cannot be delayed, you can 
interrupt after the first attack when you know what's coming next. A 
good example is Vincent's G+L, H. After the G+L, if Vincent does the H 
it will have exactly the same timing every time. Time it right and 
press the S button. 

If you have problems guarding the 3-punch/3-kick attack after an 
opponent grabs you, interrupt at any time to stop the damage. It isn't 
difficult, but neither is the block timing. 


Sword-Grab
----------

The timing on sword grabbing is easier than interrupt and does more 
damage. Hit G just before the sword "touches" your character. 

You need to release G for at least a half-second before inputting the 
sword-grab.

All basic sword attacks can be grabbed. 

Jumping sword attacks cannot be grabbed when your opponent's feet are 
still in the air (a.k.a. Sasuke, Yuffie, and Sephiroth). Either run 
away or uppercut before they come down on you. Cloud's jumping S can 
always be grabbed or interrupted.

You can't sword-grab if you are rolling, jumping, attacking, stunned, 
in the middle of a ground-recovery, or your back is turned. 

IMPORTANT: Remember that for interrupts, you input S WHILE your 
opponent's punch or kick is "touching" your character. With most 
techniques involving G (sword-grab, getting out of the 3-punch/3-kick 
after being grabbed or tackled, and the air recovery), you need to 
input G SLIGHTLY BEFORE your opponent connects.


Getting Up
----------

There are three "good" ways to get up. First is the basic ground 
recovery. While on the ground, push G to get up invincibly. This 
effectively counters all ground attacks by your opponent, and works 
particularly well against J+L, G+L, and sliding attacks. 

Second is the quick ground recovery. Push G while in the air and you 
will become invincible just before touching the ground. This counters 
air combos working off attacks that hit just before you land on the 
ground. 

Third is the quick roll. Push G while in the air and immediately (while 
still airborne) input the directional pad in the direction you want to 
roll. This will avoid most wake-up games by your opponent. 

It is impossible to say one of these wake-up techniques is better than 
another. All three have their place in countering your opponent's wake-
up games.

There are times when a wake-up projectile-evasion is called for. Push 
to the side and QUICKLY input G twice to get out of projectile corner 
traps from Tifa and Django. 

Getting up with S works INCREDIBLY well with Matsuda if your opponent 
misses a ground attack. Other characters with strong wake-up specials 
include Clair, Inoba, Lee, and Jo.

Wake-up attacks (input H, M, or L while down) should only be used if 
you have a clear opportunity to nail your opponent. Wake-up attacks do 
minimal damage, and missing with your attack will usually hurt--BAD.   

If your opponent throws a box at you while you're on the ground, hit G 
just before it hits to get up safely.


Wake-Up Games
-------------

Knowing how to punish opponents on the ground is just as important as 
knowing how to get up. Always remember that when your opponent is on 
the ground, YOU have the advantage. Letting your opponent get up 
without inflicting any damage or mental anguish is wrong. Take control 
and dictate their ground game. 

The fact that opponents can get up with G and pass through any ground 
attack is depressing (and physically impossible), but that's the way it 
is. Therefore, blindless use of ground attacks will only get you hurt. 
The J+L is a great move, but if your opponent gets up through the 
attack with G, you're heavily exposed. You can only use the J+L as a 
counter to wake-up attacks.

A handful of characters have quality down attacks that won't leave you 
open for a counter. Check the character section for individual wake-up 
strategies.

Characters lacking a quality ground attack have to wait. Your opponent 
will automatically wake-up in 4 seconds. Opponents who are forced to 
get up automatically after 4 seconds are NOT invincible. Plan your 
attack strategy and move in for the kill when you feel your opponent 
will rise. 

Tackles work incredibly well against opponents who pull the ground 
recovery. Even if you launch the tackle while they are invincible, 
you'll land on top of them and can go for the 3-punch combo.


Air Combos
----------

From a rising position, most characters have a lifter for air combos. 
Almost all characters have low attacks that set up the rising position. 
You are automatically set up in the rising position after blocking low 
attacks. 

Many air combos can only be input on a counter hit. Counter hits ALWAYS 
lift your opponent higher.

Rebound combos require perfect timing, but you can hit characters 
during their bounce off the floor. For example, Tifa's running HHH can 
hit twice with perfect timing on the rebound. Lee can sweep characters 
off the floor with LH. To avoid these attacks, pull a quick ground 
recovery (hit G while airborne).

You can pull an air recovery to get out of air combos. Just before your 
opponent hits you in the air, push G and you'll rise up unharmed. 
During this time, use the control pad to push you away from the enemy, 
or come down on them with a mid-air attack. If Tifa pops you with a 
running HHH, hit G to break out after the first or second hit. You can 
only input the G once every half-second.

Character weight is a determining factor in air combos. Heavies include 
Godhand, Inoba, and Django. They fall faster but do not travel as far 
away from your character. Lighter character travel higher and further 
away, and include Joe, Tifa, and Yoko. All other characters make up the 
"normal weight" class. All characters within their respective weight 
class fall identically. Choose your air combos in relation to your 
opponents' weight and their distance from the wall. 


Throws and Tackles
------------------

You can "break" out of almost every throw in the game by pushing G when 
your character's body is flashing. You can only input G once per half-
second, and tapping the guard button repeatedly will get you nowhere. 
All of Inoba's down-throws are "unbreakable." 

If your opponent grabs you and tries the 3-punch/ 3-kick combination, 
input G just before the second attack, which is always the same type as 
the first attack. If this fails, go ahead and interrupt the third 
attack. 

You can duck all tackles EXCEPT Matsuda's attack-tackle links. Ducking 
the tackle will leave your opponent open, and you can pop him up for an 
air combo.  

If you're too slow to duck the tackle, input G just after your opponent 
tackles you to knock him on the floor. The half-second rule applies 
here.

Work on blocking the first and third punch in a tackle (you can only 
input one G per half-second). Input G just before their punch connects. 
 
Don't use the roll-over after a tackle. The timing is very easy to 
break and you'll find yourself on the bottom getting socked. Stick with 
the flip. 

Tackles work well against opponents who ground recover. Even if you 
connect with their body while they're invincible, you'll still take 
your opponents down.


Jumping Attacks
---------------

Watch out for unblockable air moves from Lee, Inoba, Cloud, Matsuda, 
Clair, Sephiroth, Sasuke, and Yuffie. 

You can grab and interrupt jumping sword-attacks from Sasuke, Yuffie, 
and Sephiroth if they input the sword late and have their feet on the 
ground. Cloud's jumping S can always be grabbed and interrupted.

The basic strategy against these attacks is to hit your opponent in the 
air while he's still high, although this is harder against Inoba. For 
characters lacking a quality uppercut, you can substitute the J+H. 

If you aren't feeling confident, you can roll, run, walk, or jump out 
of harm's way. 

All airborne unblockables leave you wide open if missed. 


Projectile-Evasion
------------------

The projectile-evasion is easiest to input by pushing in any direction 
and QUICKLY tapping G twice. You can do it on the ground, while down, 
or in the air. The projectile-evasion also goes through box-weapons. 

Strategies against projectiles depend on the range from your opponent. 
At close-range, you'll generally pop the jab or a quick low. At medium-
range, you'll generally projectile-evade towards your opponent, do the 
J+L, or jump up and counter. From far-range, you'll generally want to 
projectile-evade or jump.

If a "gunner" charges S for the "homing attack of death," you can do 
several consecutive projectile-evasions OR throw or tackle your 
opponent to cancel the attack.


Just-Frame Attacks
------------------

To perform a just-attack you can't push the button until a certain 
amount of time has expired. You normally want to push the attack
buttons preceding a "just" attack quickly.

Most just-attacks are input slightly after or just as the preceding hit 
connects with your opponent. Others can only be done if you hit your 
opponent, if it is blocked, or if you hit air.

For example, to do Godhand's HHjH, you need to input the first two H 
attacks quickly, and input the third after enough time has expired (in 
this case, just after the second hit connects). 

I'd be glad to help you with specific examples, but you'll have to let 
me know exactly which character's moves you're having problems with.


Inputting Commands
------------------

To input the Step LH technique at maximum speed, Step, hold down L, and 
push M. Once mastered you'll be able to use Godhand's Step LH as a 
counter against many missed attacks.

To input attacks involving J or G and another button (i.e. J+H or G+L), 
push J or G slightly before the other button to make things easier. An 
exception is the G+H from a special position, like Sephiroth's "draw-
position." Here, you want to push the H slightly before the G, because 
the G has priority in canceling the stance. 

The 360-degree command can be input with only a 225-degree turn. If you 
start from "right" and go clockwise, you can press M after getting to 
the "left-up" position on the directional pad. Always hold G before 
inputting the command. It doesn't matter if you input clockwise or 
counter-clockwise. What DOES matter is the speed. Spin the pad as fast 
as you possibly can (REALLY FAST!), worrying more about the speed and 
less about the accuracy. Input speed is also the critical element in 
the 90-degree moves.


The Best Way to Practice
------------------------

To master Ehrgeiz you'll need a lot of practice. Unfortunately, most of 
us don't have friends who can interrupt, sword-grab, and break tackles 
as consistently as the computer. In fact, I learned how to get out of 
most of the cheap moves and where the "breaks" in all of the throws 
were by using these moves and throws repeatedly against the computer.

The Practice Mode against the computer on "Very Hard" is in my opinion 
the best way to practice. The computer plays a LOT better than it does 
in Arcade Mode, and you'll be able to go up against other opponents 
like Matsuda and Clair. The AI will really go at it, using all 
available techniques, frequent interrupts and sword-grabs, and breaking 
out of most throws. 

If there's a move or attack pattern your friend is killing you with, 
try using it repeatedly against the computer, and more often than not 
the computer will put you on your ass. However, certain moves, like 
Matsuda's attack-tackle links and Cloud's sword LLL, will not be 
countered effectively by the computer.

If you're sick of the computer interrupting EVERYTHING you dish out, 
simply turn the "Special Gauge" to EMPTY.

Have you tried going up against the CPU Matsuda on "Very Hard?" He's 
one tough son-of-a bitch.


Other
-----

J+L is a great move that works well if used in moderation. It travels a 
half-screen quickly, leaves you relatively safe when blocked (except 
for Yoko, Han, and Naseem), cannot be interrupted, and most importantly 
goes over the top of projectiles and most wake-up attacks. You can also 
use it against box-pushers. If your opponent uses J+L too much, counter 
with an uppercut. 

Counter-hits do more damage, stun your opponent longer, and lift your 
opponent higher. They also make a different sound on impact--listen 
closely to help determine which air combo to use.

Tap the buttons and directional pad as fast as possible if you're 
stunned. 

All "gunners" can cancel their shot by pushing G. If your opponent is 
going to dodge, don't shoot or you'll leave yourself open for a 
counter. Matsuda, Clair, and Inoba can also cancel out their specials.

If your opponent heads for a weapon, use the J+L while they're bending 
down to pick it up to nail them every time.

If your opponent is on a lower level and you see them jumping up onto 
your level, hit M while they're in the air to do the "lower-level 
homing unblockable" as they land.


=======================================================================


II. INDIVIDUAL STRATEGIES
==========================


1. GODHAND => No weaknesses. Too many strengths.
===========

This guy can do it all. Godhand can fight at close or medium-range, is 
great at air combos and wake-up games, and has more quality moves than 
any other character in the game. He's my favorite character to play.

P.S. Godhand's Rolling S is the coolest move in the game. If they had 
     given this to Vincent, I'd be pissed.


Close-Range Fighting
====================

The jab mix-ups are the CORE of Godhand's close-range fighting. Be sure 
to switch between the H and HH when linking these attacks. The basic H, 
HH, and L mix-ups are listed below. 


Follow the Basic H or HH with: 
------------------------------

1. H (against fast counters)
2. L (against high blocks; sets up L mix-ups) 
3. M (against low blocks)
4. H+S, H (against slow counters)
5. Throw (against turtles)
6. Basic S (against turtles who can break throws)
7. 90-degree H (against most counters)
8. Step LH (against slow counters; input at maximum speed)
9. G+L (against high counters; can extend to G+L, H)
10. Rolling S
11. Duck (set-up Rising H)

Notes: 

The HH will combo if the first hit connects.

2-choice the HHL and the HHjH. You can extend the HHL to HHLH, and 
lengthen the HHjH to HHjHHHHH for variety.


Follow the Basic L with:
------------------------

1. Rising H (against slow counters; air combo with HHH)  
2. Rising H+S (strong against most counters; vulnerable to a jab)
3. Basic M (against low blocks; leaves you open if blocked)
4. Throw (against turtles)
5. Basic S (against turtles who can break throws)
6. Ducking H (against slow counters; stuns on a counter)
7. Ducking H (hold) (another anti-turtle move)
8. Basic L (against high blocks; follow with another mix-up)
9. Step LH (against slow counters; input at maximum speed)
10. 90-degree H (against most counters)
11. G+L (against high counters; can extend to G+L, H)
12. Rolling S
13. Duck (set-up Rising H)

Notes:

To set up the Ducking H and Ducking H (hold) after a basic L, you need 
to hold G for a split-second after the L. 

You can follow a counter Ducking H with the Basic M or J+L for a combo.


Other Close-Range Tips:
-----------------------

Don't forget that the Rising H hits high, while the same move after HHL 
or G+L hits middle. 

The H (quick L) HHHHHHHH is great for pushing opposition into a corner.
If your opponent expects the entire chain, stop after the third or 
fourth hit and do a throw, basic S, basic L, or L+S, jH. If you expect 
a counter, pop the basic M. 

Godhand's 90-degree H comes out faster if you input counter-clockwise.

Only use the HHH for air-combos.


Medium-Range Fighting
=====================

Medium-Range Attacks:
---------------------

1. Walking H
2. Step LH (follow with HHH)
3. Step LL (to Step LL links)
4. L+S, jHjH
5. Step H (to Step H links)
6. Running G+H
7. J+H (to J+H links)
8. Running HHH
9. Rolling S
10. 90-degree H
11. Duck (set-up Rising H)

Follow the Walking H with:
--------------------------

1. H
2. H (delay)
3. G+H
4. Basic H (to Basic H and HH links)
5. Basic L (to Basic L links)
6. H+S, H
7. L+S, jHjH
8. Basic S
9. Rolling S
10. Step LH (input Step LH at maximum speed; follow with HHH)
11. 90-degree H
12. Throw
13. Duck (set-up Rising H)


Follow the Step LL with: 
------------------------

1. L
2. Basic M
3. Throw 
4. Rolling S
5. 90-degree H
6. Rising H


Note: The Step LLL will combo if the first hit is a counter. 


Follow the Step H with:
-----------------------

1. L 
2. H (only if your opponent blocks the Step H)  
3. LjH (only if your opponent blocks the Step H) 
4. Basic S
5. Rolling S
6. 90-degree H
7. Throw
8. Duck (set-up Rising H)


Follow the J+H with:
--------------------

1. L (to J+H, L links)
2. Basic M
3. Throw
4. 90-degree H
5. Rolling S
6. Duck (set-up Rising H)


Other Medium-Range Attack Strategies
------------------------------------

The M+S (hold) comes out quick enough to mix-in with your medium-range 
attacks. Against defensive-minded opponents, this technique can really 
pay off.


Wake-up Games
=============

Godhand's best down attack is the Rolling S. After knocking an opponent 
down, roll forward and set the mine. If your opponent waits, detonate. 
If they pull a quick recovery, wait until it wears off and trigger. If 
they try to roll out of the way, hit G.  

Frustrated opponents will either get up with the quick roll or use 
wake-up attacks to hit you while you roll. If they chose the wake-up 
attack counter, make them miss and land the Step LH for an air combo.

M+S (hold) works great against "turtles," but is much more effective 
against opponents who consistently ground recover. Knock them down and 
start the M+S (hold). When their invincibility wears off--POW! Mixed 
with the rolling step mine, you can have a LOT of fun.
 
You know how fantastic the L+S, jH is for normal fighting, but its 
superior range also makes it ideal for opponents pulling a ground 
recovery from a distance. Begin the move when they start to rise, and 
it will hit them after the invincibility wears off.


Countering Opponent's Mistakes
==============================

Step LH is your best counter when opponents hits air. Follow with HHH 
for an air combo.

After blocking certain low attacks, the rising H will miss on a counter 
attempt. Against blocked moves that leave your opponent in a ducked 
position, stick with the rising H+S. If the rising H+S is too slow to 
counter, use the basic M. 

After blocking an attack that doesn't give you enough time for a major 
counter, try mixing in the L+S, quick H, quick L. This move goes around 
the side of your opponent and can hit as a back-attack if your opponent 
doesn't move. Best of all, if the attack hits, your opponent is 
stunned. Follow with J+L. The L+S, quick L, quick H is exactly the same 
move but goes around the other side. Go with whichever version you can 
input faster.


Specials
========

The Basic S
-----------

Godhand's basic S is completely ineffective at long range if your 
opponent can projectile-evade. You can aim the bullet with the 
directional pad if you know which way your opponent will run or jump. 

Unless a perfect opportunity is available, save your white meter for 
interrupts and the rolling step mine.


The Rolling S
-------------

See the "Wake-Up Games" section for detonation information.

Roll back with the step mine to teach rushing opponents a lesson in 
humility. Never use the basic step mine.

If you connect with a slide, immediately do a forward Rolling S. 


Other Specials:
---------------

Don't use the jumping S. 

If your opponent is near-death and far away, charge the S. This move 
takes off a LOT of white meter, so stick with the basic S or rolling S 
under normal circumstances.


GODHAND'S COMPLETE MOVES LIST:
==============================

HHH
HHLH
HHjHHHHHjHHjHHHHG
H (quick L) HHHHHHHHH
M
M+S
H+S, H
L
L+S, quick H
L+S, quick L
L+S, jH
L+S, quick H, quick L
L+S, quick L, jH
L+S, M
90-degree (either direction), H
G+H, H
Running HHH
Running L
Running M
Running G+H
Projectile-Evasion, H
G+H 
G+L, H
Ducking H
Ducking H (hold)
J+H, L
J+L
Step HH
Step HLjH
Step LH
Step LM
Step LLL
Rising H
Rising H+S

THROWS
------
front
front, hold H
left
right
back
360-degree

SPECIALS
--------
S
SS
J, S
Charge S
Rolling S
Running S
90-degree (either direction), S
S (white meter empty)


V.S. GODHAND
============

After a G+L or HHL, don't be foolish or the rising H (which hits 
MIDDLE) will nail you for big damage AND set you up as an airborne 
punching bag. Look for the lifter, and if it comes interrupt or block.

You can ground recover after the Step H to pass through the L and 
counter. 

You can interrupt the basic M.


============================================================================


2. CLOUD => This lighting-quick character will POUND your carcass 
=========    into the ground if you don't keep him away from you.     
 

Cloud is the most one-dimensional fighter in the game. He is the 
epitome of close-range fighting. Cloud's specials are worthless and he 
has no dominant moves at medium-range. Stay close or die. 

Boxing-fans will inevitably make Cloud their character of choice. 
Cloud's jab combos and variations are the quickest and deadliest in the 
game. 


Close-range Fighting
====================

Follow the Basic HH with:
-------------------------

1. H (to Basic HHH links)
2. L (can be heavily delayed; can extend to HHLjHH)
3. M+S (to M+S links)
4. Basic M (against counters)
5. Basic L (to Basic L links)
6. Basic HH (restart Basic HH links)
7. G+L (can extend to G+L, jHH)
8. H+S (to H+S links)
9. Throw

Notes:

The HHHH is a combo, but if you try it every time you'll be 
interrupted. Most opponents aren't fast enough to interrupt the HH 
unless they're looking for it. 

If opponents don't interrupt until the last hit in HHHH, go ahead an 
extend the HH to HHH and follow with the HHH links listed below.

If your opponent has no white meter left, dish out the full HHHH every 
time.

If the low in HHL or G+L hits as a counter, the extension jHH will 
combo. Delay the low in HHL to facilitate a counter-hit.

Cloud's best counter at close-range is the Basic M, which unfortunately 
hits high. The basic M can be followed with HHHH or HHL or HLL for an 
air combo. 


Follow the Basic HHH with:
--------------------------

1. H
2. H (delayed; against interrupts)
3. M+S (to M+S links)
4. Basic L (to Basic L links)
5. Basic HH (to Basic HH links)
6. G+L (can extend to G+L, jHH)
7. H+S (to H+S links)
8. Throw


Notes:

The HHHH is a combo. Most opponents will interrupt the last hit on a 
successful HHHH to stop the damage, so either cut it off at HHH or 
delay the last hit.  


Follow the Basic HL or Basic L with:
------------------------------------

1. jH 
2. L 
3. L (delayed) 
4. Basic M (against counters)
5. Rising H (essentially a "delayed" jH)
6. M+S (to M+S links)
7. Running G+H
8. Throw/Tackle

Notes:

The HL is a combo. 
   
Starting with the Basic L works best against opponents who consistently 
walk at close-range.

You can extend the HLL or LL to HLLH and LLH. This addition hits high, 
but offers priority over most counters and can be delayed. If opponents 
block the low, they can also duck the H. It is crucial that you mix in 
the delayed H to lure your opponent to counter.

If opponents block the Basic L you cannot do the jH, but you can get 
around this by intentionally missing with the first low to set up the 
LL and LjH mix-up.


Follow the M+S with:
--------------------

1. H
2. H (delayed)
3. Basic HH (to Basic HH links)
4. Basic HL (to Basic HL links)
5. Basic L (to Basic L links)
6. Basic M+S (restart the M+S links)
7. Basic M (against counters)
8. H+S (to H+S links)
9. Running G+H
10. Throw

Notes:

The M+S, H is exactly the same as the third and fourth hits in HHHH.

Cloud's other close-range mid is the Running G+H. This move is exactly 
that same as the last hit in HHHH. It comes out quickly with great 
range, and it knocks your opponent down. 


Follow the H+S with:
--------------------

1. H (to H+S, H links)
2. H (delayed; to H+S, H links)
3. Throw
4. Basic HH (to Basic HH links)
5. Basic HL (to Basic HL links)
6. Basic L (to Basic L links)
7. M+S (to M+S links)
8. Basic M (against counters)


Notes:

You can heavily delay the second hit in H+S, H. 

The problem with the H+S, H is that the second hit is easy to interrupt 
if opponents are looking for it. It is imperative that you mix up the 
delayed version of the second hit with other moves. Once your opponent 
expects the delayed version, go ahead and input the full-speed H+S, H.


Follow the H+S, H with:
-----------------------

1. H
2. H (delayed)
3. L (can extend with jHH)
4. L (delayed; can extend with jHH)
5. Throw
6. Basic HH (to Basic HH links)
7. Basic HL (to Basic HL links)
8. Basic L (to Basic L links)
9. M+S (to M+S links)
10. Basic M (against counters)


Notes:

You can heavily delay the third hit in H+S, HH and H+S, HL. 

The H+S, HH can be followed up with G+H, HjH for an air combo. 

If the low attack in the H+S, HL hits as a counter (try delaying it to 
entice your opponent to attack), the extension jHH will combo.


Medium-Range Fighting
=====================

Cloud is a one-dimensional, close-range powerhouse. Stay close.

The Step LH can be used to close the distance between you and your 
opponent. It has incredible range, and leaves you safe if blocked.

While walking at medium-range let off the directional pad for a half-
second to duck. Release G and immediately come up with the Rising H. 
This process can be done very fast if you practice, and the Rising H 
offers great speed, superior range, and it knocks your opponent down.


Countering Opponent's Mistakes
==============================

You'll generally counter with the basic M or HHHH.

The basic M has a tendency to miss after you block low attack that 
lowers your opponent's body (exp. = sliding attacks). To counter "low" 
opponents, try the M+S, H. If you're feeling lucky, you can pull out 
the sword LLL.


Sword Techniques
================

Cloud only has two "usable" sword moves: the Jumping S and LLL.

If you find that you're not using the sword much, don't let your white 
meter go to waste! Interrupt, interrupt, INTERRUPT!


The Jumping S:
--------------

The jumping S has great range, is hard to jump around, takes off almost 
no white meter, and is unblockable. However, it CAN be grabbed and 
interrupted, and is vulnerable to uppercuts. 

Jump up and watch your opponent's reaction. If your opponent is in the 
middle of an attack, they CANNOT interrupt or sword-grab, giving you an 
opportunity to input the S without fear of retribution.  


The LLL:
--------

Opponents can grab any of the three slices in LLL. However, once one of 
the slices hits, the rest will combo and there's NOTHING your opponent 
can do about it. I have seen a computer-controlled Matsuda do the 90-
degree H to get out of it, but most players won't be able to handle the 
timing. Since the sword hits low, interrupts won't work. 

Unless you're a masochist, don't even think about drawing the sword at 
close-range. 

Pull out the sword maybe 4 or 5 times a round at medium-range. Slice 
without question if they MOVE. An opponent in mid-attack or recovering 
from an attack cannot sword-grab. Look for an opportunity to land the 
first hit of the LLL after an opponent's miss and watch his life bar go 
bye-bye.
 
If your opponent is sitting and waiting to pull the sword-grab, sheath 
the sword. Opponents quickly tire of watching you pull out the sword 
and put it away. They eventually decide to counter the next time you 
pull it out. At this point, pull the sword and immediately pop the LLL. 
This is a guessing game, of course, and something I'm not in love with. 

Opponents at medium-range might sit back and wait for you to attack so 
they can counter with the sword-grab. This sucks, but there is a way to 
get around this if you have the dedication to practice and learn the 
LLL's range. Basically, you want to pop the LLL so that the first hit 
is just out of range. Your opponent will input the sword grab, but 
since the sword misses he'll be grabbing nothing but air. The half-
second rule is in effect here, and your opponent probably won't recover 
fast enough to counter the second slice. If the second hit connects, 
there is nothing he can do to stop the third.

My advice: F**k the sword. Stick with the jab and kick some ass.  


Other Sword Information:
------------------------
 
If your opponent is stunned, pull out your sword and wait for him to 
turn his back. He can't interrupt or sword-grab from this position, so 
use the MHHjH to take off a big chunk of health.

Be careful pulling out the sword from long-range. Opponents will nail 
you with a J+L or jumping attack. If you are VERY far away from your 
opponent (i.e. if they can't hit you with a J+L and can't shoot), go 
ahead and charge the S.

If you're charging the S, most opponents with guns will shoot you down. 
However, opponents who can't shoot might run at you and slide. If your 
opponent tries this, hit G at the last second, block the slide, and 
counter.


CLOUD'S COMPLETE MOVES LIST
===========================

HLjH
HLLH
HHHH
HHLjHH
90-degree (either direction), H
H+S, HH
H+S, HLjHH
LLH
LjH
L+S
M
M+S, H
Running H
Running M
Running L
Running G+H
Projectile-Evasion, H
G+H, HjH
G+L, jHH
Rising H
Step LH
J+H
J+L

Throws
------

front
front, hold (H or L)
left
right
back
360-degree

Specials
--------

S (draw sword)
S (hold)
S (white meter empty)

Sword-Drawn Techniques
----------------------

HHH
LLL
M, G+H
G+H, HH
M, HHH
M, LLL
M, HHjH
Running (enter direction key) G+H, H
Running G+H, jL


V.S. CLOUD
========== 

The Sword LLL
-------------

First and foremost is the LLL sword slice when you're on the ground. 
Push G to get up invincibly through the first hit, and jab, throw, or 
perform the sword-grab. You must wake-up early through the first slice 
so that you'll be recovered from the invincibility in time to counter 
the second hit. If you wake-up too late, you'll pass through the first 
hit, but will recover while Cloud's second blow is IN your body, and 
you'll get nailed.

You can avoid the down-attack sword LLL all together by doing the quick 
roll.  

If Cloud misses with the first LLL slice while you're standing, do the 
J+L, or jump up and counter. 

You CAN grab every slice in his LLL sword attack, but if one slice 
lands the rest hit clean.  

Remember that you cannot interrupt the LLL.


Other Sword Techniques
----------------------

If Cloud jumps up to do the S, nail him with a J+H or uppercut before 
he comes down. You can grab this attack but it isn't easy. Use the 
Practice Mode and get the timing right. 

J+L is an effective counter against a sword-drawn Cloud every time.

If he's charging the S, pull out the J+L for a perfect counter (he 
can't do ANYTHING). 


Counter G+L
-----------

Cloud players are always looking for a counter on the G+L to land the 
jHH. If they pull out the jHH on a non-counter and you block the 
attack, COUNTER HEAVILY or they'll keep doing it. 


============================================================================


3. TIFA => She's a top-level character with high damage potential and 
========   great speed.


Since I'm upset at the inclusion of Final Fantasy characters into this 
game, it makes sense that I should hate Tifa. Unfortunately, she is a 
lot like Godhand, who's my favorite character.

Tifa has no weaknesses. She can counter heavily, has quality 2-choice 
attacks, quick basics, great wake-up games, and a deadly special. 
Almost every move in her arsenal can be used, and she doesn't need to 
rely on any particular technique to win. Tifa is an easy choice for my 
second favorite character.


Close-Range Fighting
====================

The Ducking H
-------------

The move you want to land at close-range is the Ducking H. There are a 
few things to keep in mind:

1. You don't have to be fully-ducked to pull off the move. As soon as  
   Tifa beginning to duck, hit H to launch your opponent.
2. You'll get nailed setting up this move if your opponent is rushing  
   you with middle attacks. It's important to use your quickest moves  
   to set up the Ducking H. You want to encourage your opponent to 
   counter with a jab or quick low. You'll duck the jab and block the 
   low, and the Ducking H will hit every time.

3. Follow the Ducking H with a Running HHH or G+H (hold), H.


Follow the Jab with:
--------------------

1. H (to Basic HH links)
2. L (to Basic L links)
3. Basic M (to Basic M links) 
4. H+S (can extend to H+S, H)
5. Throw
6. Basic S
7. Basic H (to restart Jab Links)
8. Running G+L, H
9. G+L
10. M+S
11. M+S (hold)
12. Running HHH
13. G+H (hold) (can extend to G+H (hold), H)
14. Duck (set-up Ducking H)
15. L+S


Follow the Basic HH with:
-------------------------

1. H
2. L (to Basic L links)
3. Basic M (to Basic M links)
4. H+S (can extend to H+S, H)
5. Throw
6. Basic S
7. L+S
8. Basic H (to Jab links)
9. Running G+L, H
10. G+L
11. M+S
12. M+S (hold)
13. Running HHH
14. G+H (hold) (can extend to G+H (hold), H)
15. Duck (set-up Ducking H)


Follow the Basic L with:
------------------------

1. jH
2. H (against fast counters)
3. Basic H (to jab links)
4. Basic M (to Basic M links)
5. Basic S 
6. Throw 
7. L+S
8. Basic L (restart Basic L links)
9. Running G+L, H
10. G+L
11. M+S
12. M+S (hold)
13. Running HHH
14. G+H (hold) (can extend to G+H (hold), H)
15. Duck (set-up Ducking H)


Follow the Basic M with: 
------------------------
   
1. H 
2. L
3. Throw
4. HHH (or HHL)
5. M, H+S (or H+S, S)
6. Basic M (restart Basic M links)
7. Basic H (to Jab links)
8. Basic L (to Basic L links)
9. Running G+L, H
10. G+L 
11. M+S
12. M+S (hold)
13. Running HHH
14. G+H (hold) (can extend to G+H (hold), H)
15. Duck (set-up Ducking H)
16. L+S


Notes:

Even if you miss the "just" timing on LjH, HLjH, or HHLjH, you can 
still tack on a basic M to cover yourself or use as a delay.

The following moves will combo if the first hit COUNTERS:

1. Basic HH 
2. H+S, H
3. G+H (hold), H
4. Running G+L, H


Medium-Range Fighting
=====================

The Godhand
-----------

1. The Step LS (a.k.a. "Godhand") is a close-range unblockable. 
2. Use the Practice Mode to do the Step LS at maximum speed. 
3. Used carefully, this move will become a MAJOR force in your close-
range fighting game. 
4. Used incorrectly, you'll get nailed in the back. Practice.


Medium-Range Attacks:
---------------------

1. Running HHH  
2. Running G+L, H
3. G+L
4. M+S (hold)
5. Basic M (to Basic M links)
6. H+S (can extend to H+S, H)
7. G+H (hold) (can extend to G+H (hold), H)
8. Godhand


Countering Opponent's Mistakes
==============================

The running HHH comes out fast enough to counter your opponent when he 
hits air. It's also the perfect counter for missed wake-up attacks.

The Ducking H is your best counter after blocking a low attack. Follow 
with the running HHH for an easy air combo.


Wake-Up Games
=============

Tifa has a MEAN corner trick. Do the S (hold), L to throw an "energy 
ball" at the ground to hit a downed opponent in the corner. Even if 
they get up with G, the special "hangs around" in the corner for a 
second and will NAIL them. Unless your opponent gets up with the 
projectile-evasion, he's toast. 

Against sleepers, do an S (hold), L to wake 'em up. 2-choice the L and 
M if you see them rising, and if you expect a wake-up attack, counter 
with J+L. Opponents grounded at a distance are easy prey for the L+S. 
You can also use the Godhand to counter anything.  

The M+S (hold) can be used against opponents who ground recover.

The G+L works well as Tifa's "safe" ground attack.

If the L+S hits and you don't expect an immediate ground recovery--do 
it again.


Specials
========

Tifa's basic S tracks well. 

The jumping S is easy to land if you learn the range.

The charged S tracks better than any other move in the game and does 
BIG damage.


Other
=====

After her front throw (hold L), input the slide for a 2-hit combo.


TIFA'S COMPLETE MOVES LIST
==========================

HHH 
HHLH 
HHLjH 
HLH 
HLjH 
90-degree (either direction), H 
H+S, H 
MH 
M+S 
M+S (hold) 
LH 
LjH 
L+S 
90-degree (either direction), L 
Running HHH 
Running M 
Running L 
Running G+L, H 
Projectile-Evasion, H 
G+H (hold), H 
G+H, H 
G+H, L G+L, H 
J+H 
J+L 
Ducking H 
Step HLH 
Step LHS 
Step LS 
Step LL 

Throws
------ 
front 
front, hold H 
front, hold L 
left 
left, hold (H or L) 
right 
back 
360-degree 

Specials 
--------
S 
S (hold), H 
S (hold), L 
S (hold) 
Running S 
J, S 
S (white meter empty; exchange health for white meter recovery) 


V.S. TIFA
========== 

The Running HHH
---------------

If she does the running HHH, block it and throw, or hit her w/ a quick 
jab to knock her down in the middle of it. If you get nailed push G 
after any of the three kicks for an air recovery to stop the damage. 


The Basic M and MH
------------------

If your jab is fast enough you can knock her out of the MH. Look for 
the M (only) and throw. 


Against the Specials
--------------------

Do the projectile-evasion repeatedly if she unleashes the charged S.

Use the projectile-evasion to get out of her S (hold), L corner-trap.


Free Advice
-----------

NEVER play for money if you're facing Tifa. 


============================================================================


4. SEPHIROTH => He's a slower Cloud with a better sword. 
=============       

Sephiroth was one of three Final Fantasy characters added to the 
Playstation version. But unlike Vincent and Yuffie, who are 99% copies 
of Godhand and Sasuke, Sephiroth is "only" a 90% copy of Cloud. I don't 
hate him as much as the other two.


Close-Range Fighting
====================

Sephiroth's basics may resemble Cloud's moves, but they are not nearly 
as effective.

1. The HHHH and HL are no longer combos.  
2. You cannot air combo after the basic M. 
3. There is no jHH extension after the HHL to mix-up your attacks.
4. All of the basic moves come out slower. 


The H+S is your best close-range attack. It comes out a bit slow, but 
even on a normal hit your opponent will be stunned, and you can follow 
with LL or LjH for a combo. Even if the H+S is blocked, you'll be 
perfectly safe. 

Use the H+S as your basic mid. For a faster mid you can substitute the 
J+H.

The HLL and HLjH mix-up is your best 2-choice. Alternatively, you can 
mix the LL and LjH. The jH won't come out if the L is blocked. You can 
delay the second low. 

The running G+H is a quick mid with good range.

The M+S, HH is a combo, but the range is short so make sure you're 
right next to your opponent. If your opponent doesn't ground recover, 
you can extend to M+S, HHjH.

The HH will combo on a counter.

Stay away from the basic M. 


The Rising H
============

Sephiroth's Rising H is arguably the best lifter in the game. Against 
top-level opponents who can grab the sword, this move is the key to 
victory.

To win with Sephiroth you'll need to duck. When your duck a high attack 
or block a low attack, pop the rising H. The Rising H has enough range 
to allow you to duck from medium-range and pop opponents who try 
anything.

Mix the LL (delayed) and the L, Rising H.

Air combos after the Rising H are easy to input and do sweet damage. 
Always start with the G+H, H. Follow with HHHH (slightly delay the last 
H) for a 6-hit. 


Medium-Range Fighting
=====================

The Step LH can be used to close the distance between you and your 
opponent. It has incredible range, and leaves you safe if blocked. 


The Jumping S
=============

Input a HIGH jump (hold J) to clear basic attacks, and just after the 
peak of the jump press S to come down hard with an unblockable air 
attack that cannot be sword-grabbed OR interrupted. 

If you press the S button late, you'll do the attack while your feet 
are on the floor, and this CAN be grabbed and interrupted. 

Try jumping straight-up after blocking an attack. After holding J for a 
quarter-second, quickly input the S button to dish out the jumping S at 
minimum height. 


Wake-Up Games
=============

The H+S should definitely be included in your wake-up games. 

If your sword is drawn, pop the LLL.


Countering Opponent's Mistakes
==============================

The rising H is your best counter after blocking low attacks. After 
launching your opponent try G+H, HH for an easy combo. If this leaves 
you with enough space, draw the sword. 

If you block a high attack, H+S followed by LL is your best counter. 
 
The basic M tends to miss the opponent when used as a counter after 
blocking a low attack.

The M+S, HH is another easy, quick counter after blocking attacks. 


A Quick Look at the Sword
=========================

While Sephiroth's sword attacks are quicker, have more range, and are 
all together better than Cloud's sword moves, they are still too easy 
to grab for top-level players. This is sad and depressing for Cloud and 
Sephiroth players alike. 

Unfortunately, Sephiroth fans will find themselves not only without the 
sword, but also without Cloud's incredible close-range fighting skills. 
Sephiroth is definitely towards the bottom of the ranking chart for 
advanced players. However, against beginners who don't know the sword-
grab, you can really kick some ass.

The strategies I list below will teach you how to properly wield the 
sword, but again, these cannot be used in top-level competitive play. 
Sword freaks will need to stick with the jumping S. 

If you find that you're not using the sword much, don't let your white 
meter go to waste. Interrupt!


"Draw-Position" Strategies:
===========================

The best time to draw the sword is when your opponent is on the floor 
and far away. 

If by some miracle you find yourself next to an opponent while in the 
draw-position and he hasn't kicked your ass yet, pop the HjH. Even if 
your opponent blocks the H, the jH will knock him down.

A nice way to draw the sword is pushing S right before you land from a 
jump. You'll go immediately into the draw-position, and can pop the G+H 
before your opponent knows what hit him. If your opponent runs away 
from the jumping sword and gives you plenty of room, hit S again to do 
the full-draw. Mixed with the jumping S, this strategy works well.

If the above strategies don't work out for you, resort to pulling the 
sword at random or after knocking your opponent down. The distance 
between you and your opponent is a major factor. If you are too close, 
you'll get hit with a quick jab or wake-up attack. If you are too far, 
you'll be nailed with the J+L, a slide, or a projectile.
 
The best "draw-position" attack is the G+H. 

If your opponent rushes you when you enter the "draw-position," you can 
use the H for a quick pop. If it hits as a counter they'll fall over in 
pain. You can land the L after this, but we recommend drawing the sword 
and taking a step back or popping the LLL.

It is critical to spend time in the Practice Mode inputting S to enter 
the draw position and unleashing the G+H as fast as possible. 

Some people try to pull the sword out all the way after a rising H. You 
simply don't have enough time, and they'll pop you with a wake-up 
attack. 


"Fully-drawn" Strategies:
=========================

Unfortunately, Sephiroth's sword attacks are not fast enough to avoid 
being grabbed by top-level opposition. Against opponents who can 
consistently grab the sword, you'll need to leave it out of your 
arsenal.

Unlike Cloud, Sephiroth can stay in this stance for a long time safely 
and effectively. The main difference between the two is Sephiroth's 
ability to move with the sword drawn. And you WILL be moving if you 
want to keep the sword out.

You are vulnerable to slide since they track so well. Most jumping 
attacks and projectiles are easy to sidestep. The J+L can also be 
avoided with the sidestep.

Most opponents will sit and wait for you to attack, and counter with 
the sword grab. This sucks, but there is a way to get around this with 
the LLL if you have the dedication to practice and learn the LLL's 
range. Basically, you want to pop the LLL so that the first hit is just 
out of range. Your opponent will input the sword grab, but since the 
sword misses he'll be grabbing nothing but air. The half-second rule is 
in effect here, and your opponent won't be able to recover and counter 
the second slice. Since the second hit connects, there is nothing he 
can do to stop the third.   

If your opponent likes to wait on the ground while you're in the fully-
drawn position, pop the LLL. Even if they hit G to get up through the 
first hit, the remaining slices usually connect.

If your opponent jumps at you to try and knock you out of the stance, 
take a step back or to the side. When they land, do the LLL for 35% 
damage. 

The LLL is great because if the first slice hits, they ALL hit. 
Unfortunately, you need to be relatively close to your opponent, and 
it's weak against jumps. 

You can step back after using a sword LLL if you're too close. Your 
opponent can nail you with a wake-up kick. If they miss the wake-up 
attack, step forward and do the LLL again. 

The LLL can cancel the forward-step or sidestep motion at any time.

The Running G+H has incredible range, but your opponent will recover 
quickly and counter every time. However, this technique makes a GREAT 
finishing move. 


SEPHIROTH'S COMPLETE MOVES LIST
===============================

HHL
HHHHH
HLLH
HLjH
90-degree (either direction), H
H+S, jH
LLH
LjH
L+S
MjH
M+S, HHjH
Running H
Running M
Running L
Running G+H
Projectile-Evasion, H
G+H, HjH
G+L
Rising H
Step LHjHHH
J+H
J+L

Throws
------

front
front, hold (H or L)
left
right
back
360-degree

Specials
--------

S (normal -> "draw-position"; "draw-position" -> fully-drawn position)
Directional key up or down while in "draw-position" -> fully-drawn pos.
Running M while in fully-drawn position -> "draw-position"
S (hold)
J, S
S (white meter empty)

"Draw-Position" Attacks
-----------------------

HjH
G+H
L

Fully-Drawn Attacks
-------------------

G+H
Running G+H
(while side-stepping left or right), G+H
HHHjH
LLL
SHH


V.S. SEPHIROTH
==============

Against the "Draw Position"
---------------------------

"Shoot me please!"

For projectile-impaired characters, J+L and the slide are your best 
counters. 

Don't run away if Sephiroth enters the "draw-position." This will give 
him time to enter a "fully-drawn" position and ruin your day.


Against the "Fully-Drawn" Position
----------------------------------

The best strategy is to just sit and wait. Sword-grab anything that 
comes at you. If he charges the S to "lure you in," pop the J+L or 
slide.

Jump straight-up over the LLL and counter. 

You can slide under the S. Only a quick LLL can stop the slide.

Remember that you cannot interrupt the LLL.


============================================================================


5. MATSUDA => He's the best. Try not to humiliate the opposition. 
=========== 

Matsuda f**king RULES! He isn't as fun to play as Godhand and Tifa 
because he relies on fewer techniques and less strategy, but he can 
kick some SERIOUS ass once you get him going. 

The Basic S offers a high damage counter whenever your opponent hits 
air. His basic attacks, while not overly powerful, are more than enough 
to get the job done. Matsuda's wake-up games are the best part. After 
you nail a down throw, most opponents are scared shitless and will 
ground recover right into your throws and basic S. It really is a LOT 
of fun.


Close-Range Fighting 
====================

Attack-Reversal
---------------

Input H+S for the attack reversal. It works against all "interruptible" 
high and middle attacks. 

Follow a successful Attack-Reversal with HHH or HHL, in which the first 
two hits will combo before your opponent recovers, and the last is a 2-
choice.

You can also input the Attack-Reversal with L+S, but the H+S is easier 
to input when using the Playstation-pad.


Attack-Tackle Links
-------------------

The Attack-Tackle can be done with:

1. LH
2. G+H, L
3. HHLH

The attack-tackle links cannot be ducked. The time between the low kick 
and the tackle is short enough that almost no counter by your opponent 
can stop the tackle. Opponents can only break the tackle by inputting G 
just after you make contact with their character. 

For opponents who consistently hold G at close-range (i.e. most 
players), the tackle cannot be stopped unless they release G 
immediately after the low kick. 

Most opponents can look for the low kick but still do not give 
themselves enough time to break the tackle. This makes the attack-
tackle links one of the game's cheapest moves.


Follow the HH or G+H with: 
--------------------------

1. L (to Basic L links)
2. Basic M (to Basic M links)
3. Basic S
4. Throw
5. G+L
6. Basic HH (restart Basic HH link)
7. Attack-Reversal
7. Running H
8. Running M
9. Running G+L
10. Ducking H


Follow the Basic M with:
------------------------

1. jH 
2. Basic HH (to Basic HH links)
3. Basic M (restart Basic M link)
4. Basic L (to Basic L links)
5. Throw
6. G+L
7. Running H
8. Running M
9. Running G+L
10. Ducking H
11. Attack-Reversal 
12. Duck-and-Counter (if opponents try to get around the Attack- 
                      Reversal and jH with a quick low)


Follow the Basic L with:
------------------------

1. H (attack-tackle)
3. Basic HH (to Basic HH links)
3. Basic M (to Basic M link)
4. Basic L (restart Basic L links)
5. Throw
6. G+L
7. Running H
8. Running M
9. Running G+L
10. Ducking H
11. Attack-Reversal 
12. Duck-and-Counter (if opponents try to get around the Attack- 
                      Reversal with a quick low)


Notes:

The HH is a combo.

The Ducking H is quick with good range. You don't need to be fully-
ducked to use this technique.

If the Running H connects, you have a chance to go for a quick down-
throw.

2-choice the running M with the running G+L. The Running M goes over 
low attacks. The Running G+L goes under high attacks. 

The G+L has incredible range for a low attack, and is perfect for 
knocking down opponents who adore walking around at medium distances.


Medium-Range Fighting
=====================

Matsuda fights better at close-range.


Medium-Range Attacks:
---------------------

1. Running H
2. Running M
3. Running G+L
4. Basic S (when opponent misses an attack)
5. Walking H
6. Walking L
7. Ducking H
8. G+L


The Special from HELL
===================== 

Opponents can't break out of the punches, and the arm lock (hold H) has 
a VERY short break point.


Use the Basic S:
----------------

1. When your opponent hits air with almost any move
    - missed basics
    - missed wake-up attacks
    - missed jumping attacks
 
2. When you block a big attack
    - blocked slides and nose-dives
    - blocked 

3. While on the ground
    - missed down attacks
    - your opponent jumps up

4. After a Ground Recovery
    - pass through opponents' ground attacks and hit S

5. After a Roll
    - if your opponent is exposed
    - if your opponent is unaware
    - if your opponent jumps


Charge the S
------------ 

Try holding S just outside your opponent's attack range. When they see 
you crouch, they'll expect an IMMEDIATE tackle attempt, so they'll time 
their attack to hit you quickly. However, by holding the button down 
for an extra second, they'll hit nothing but air and you'll have a 
guaranteed 25% damage with a chance for more. 

If the "fake-rush while you hold the S button down" trick fails and 
your opponent is waiting to pop you, hit G to cancel and avoid getting 
creamed. 


The Jumping S
-------------

The Jumping S is "nice," but save your white meter for the basic S. 


Countering Opponent's Mistakes
==============================

You'll generally counter with the Basic S.

The G+L is a quick counter that puts opponents on their butt and sets 
up wake-up games. 


Against Airborne Opponents
==========================

Use the J+H to counter jumping opponents.

This is risky, but using the Basic S against jumping opponents can pay 
off--BIG TIME. Watch as Matsuda performs the "miracle" circle around 
your opponent's jumping attacks. You need to time the special so 
Matsuda approaches your opponent just before they land. 


While on the Ground
===================

Matsuda's H attack while on the ground was meant to be an advantage, 
but it's hard to use and I personally don't use this technique. The 
move limits your mobility and is hard to get out of safely. You'll 
normally get up with G, L, or a ground recovery roll.


Stunned Opponents
=================

After stunning the opponent you can always do the special. If it's 
early on in the match and you want to conserve your white meter, wait 
until their back is turned and pop the MjH.


Wake-Up Games
=============

Input H when close to a downed opponent for a sweet ground attack. This 
should be mixed with your down throws.

The down throws do a lot of damage and are a MAJOR part of your wake-up 
games. You can perform down throws by inputting S while your opponent 
is on the ground, but it comes out slowly and wastes your white meter. 
Stick with the 360-degree command. The 360-degree is a pain--I KNOW--
but it's worth it.

By effectively mixing in the down-attack H and down-throws, you'll 
scare opponents to get up early. Your opponent will begin using the 
quick roll, wake-up attacks, and invincible recovery.

1. The Basic S can snatch them after a quick roll. 
2. If they miss a wake-up attack, do the Basic S. 
3. If they pull the invincible wake-up, 2-choice, input the Basic S, or 
Throw after they recover.


MATSUDA'S COMPLETE MOVES LIST
=============================

HHH
HHLH
HLH
90-degree (either direction), H
LH
MjH
Running H
Running M
Running L
Running G+L
Projectile-Evasion, H

(after a tackle)=> HHG or HH, hold L, or H, hold L, or hold L
(after a back-tackle) => wait or H, G 
G+H, H
G+H, LH
G+L, 
J+H 
J+L
Ducking H
Rising LL
H+S or L+S (either one does the same attack reversal vs. high and 
            middle attacks that can be interrupted)
H (when opponent is down and close)

Throws
------
front
front, hold H
front, hold L
left
right
back
back, hold H
360-degree

Specials
--------
S
S, jG (as fourth punch hits)
S (hold) (jG after sixth hit for variation)
J, S

Down Throws
-----------
360-degree (2 variations depending on position of opponent)
360-degree, G
S (while opponent is down)
360-degree or S (when opponent is face-down)
360-degree or S (when opponent is face-down) => G, H, or L

While Down
-----------
H -> Guard Position

Guard Position
--------------
H
G+H (2 different attacks -> depends on distance from opponent)
G+L


V.S. MATSUDA
============ 

Against the Basic S
-------------------

If you're on the ground and you see the S coming, don't sit there or 
you'll be down-thrown. Push G to get up and immediately do a quick M or 
L to counter (he can't grab you while you're invincible). If you try a 
regular wake-up attack and miss, you're dead. 

If you want to use a wake-up attack, stick with the L. He can go under 
the H, and the M headspring misses easily. 

Don't jump up against the Basic S, because when you come down and try 
to kick him there's a chance he'll pull the "miracle" circle by zooming 
around your character, and BAM--he's got you. 


I generally stay the hell away after I knock him down. 

1. If you're too close his wake-up special is quick enough to snatch 
you (it's VERY quick). 
2. Missing a down attack is also certain death. If he rolls to the side 
or inputs G to avoid your attack and hits S, it's all over. 
3. Unless you have a LOT of confidence in your wake-up game, walk away 
to about a half-screen's distance until he gets up. 

If he does the basic S from far away and you're ready to dish out a 
counter, make sure you keep your feet on the ground. When playing Cloud 
I have a bad tendency to counter with a basic M to set up an air combo. 
Unfortunately, once your feet leave the ground, even at close-range, 
Matsuda will perform the "miracle circle," running around your 
character until he's got you. I recommend you stick with quick low 
attacks. A Basic L counters the special EVERY time.

The jumping special has minimal range, but is another unblockable so be 
careful.


Against the MjH
----------------

The second hit in the MjH is unblockable, so always use your FASTEST 
move to counter. If he likes the Attack-Reversal, make sure your 
counter hits LOW. 


Against the Attack-Tackle Links
-------------------------------

The attack-tackle links are more powerful than ordinary tackles because 
they cannot be ducked. Listen for the sound the tackle makes when it 
hits you, and input G quickly to push Matsuda onto the floor. 


Basic Advice
------------

Don't use big, risky moves like slides and nose-dives. If you miss he's 
got you. 

When you weigh the risks of missing with your wake-up attacks, it's 
normally better to get up with G. 

If you miss a down-attack, he'll get up with S. 

Missed jumping attacks will kill you every time. 

Above all, DON'T HIT AIR! (Are you Jo players listening?) 


=======================================================================


6. CLAIR => Everybody was Kung-Fu Fighting...
=========

Clair relies on brute force, strong but simple attack patterns, and a 
skillfully placed Basic S. She's my fourth favorite character.  


Close-Range Fighting
====================

Follow the Jab with: 
--------------------

1. H (to Basic HH links)                     
2. Basic L (to Basic L links)
3. G+L (to G+L links)
4. Basic M
5. Running M
6. Throw
7. Basic S (can be delayed)
8. S (hold), H (can be delayed)                     
9. S (hold), L (can be delayed)
10. Basic H (restart Jab links)
11. S (white meter empty)

Notes:

The LH will combo and is a PRIMARY move at close-range. If the L hits 
as a counter, your opponent will be pushed away and the H will miss 
(unless your opponent is against a wall). 

The Running M cannot be interrupted and leaves you less exposed than 
the basic M when blocked. 

If your white meter runs out, S can be used to perform a summersault. 
This is your best close-range mid, and provides extra incentive to 
POUND the opposition with Clair's special attacks.


Follow the Basic HH with:
-------------------------

1. H 
2. H (hold)
3. G+L
4. Basic L (to Basic L links)
5. Basic M
6. Running M
7. Throw
7. Basic H (restart Jab links)
8. S (white meter empty)

Notes:

2-choice the HHH and HHH (hold). If they try to counter the unblockable 
and you dish out the regular HHH, it will get them EVERY time. 


Follow the Basic L with:
------------------------

1. H
2. Basic M
3. Throw
4. Basic S
5. S (hold), H
6. S (hold), L
7. S (white meter empty)

Note: Don't use the LL (it comes out too slow to mix-up).


Follow a Normal G+L with:
-------------------------

1. Basic M
1. jH (cannot use if G+L is blocked)
2. Ducking H (hold G after G+L to set-up)
3. G+L (input easily by holding G after G+L and tapping L)


Follow a Counter G+L with:
--------------------------

1. H (against light opponents)
2. Basic HHH (against heavy and normal opponents)

Notes:

You don't have to input H right away, so only stick it on if you see 
your opponent go flying into the air. 

The timing on the Basic HHH is easier against heavy opponents. If your 
timing is bad, air combo with the H.


Medium-Range Fighting
=====================

Clair works best at close-range.


Medium-Range Attacks:
---------------------

1. Running M 
2. G+L
3. Step LH
4. Step (release G), M
5. 90-degree H

Notes:

If the Step LH hits, follow with G+L for a 2-hit combo. If your 
opponent doesn't ground recover, tack on the jL for extra damage. 

The Step (release G) M has nice range, leaves you protected when 
blocked, and pops out quickly.  

The 90-degree H is a bit slow, but against opponents who like walking 
around defensively at medium-range, this unblockable does good damage 
and makes a nice addition to your attack patterns.


Specials
========

Basic S
-------

Use the basic S after blocking attacks or at random from a medium 
distance. Most players will jump up, so charge the S and pop them when 
they come back down. If they jump towards you, hit H (while charging S) 
to do an uppercut slice. If they jump out of range, hit G to cancel. 

If opponents consistently jump out of range when you try the S, charge 
S and hit G immediately to cancel. Run after them when they jump and 
try to nail them when they come down.

Don't use a basic S when you opponent is in the corner or against a 
wall. Even if you connect their wake-up attack will nail you. This 
doesn't apply if the S will finish the round.


S (hold), H
-----------

If you hit an opponent with the S (hold), H at close-range, follow with 
the Walking H or LH for an air combo.


S (hold), L
-----------

The S (hold), L can be mixed with the Basic S at close-range. If 
opponents try and counter the Basic S with a high attack, switch over 
to the S (hold) L to duck their attack and cut them down. 


Jumping S
---------

Try mixing in the Jumping S. This unblockable cannot be sword-grabbed 
or interrupted, but it has a short range and leaves you open if missed. 


Note: Clair is best played using a COMBINATION of basics and specials.  
      Make sure you never finish a round with a full meter, and if it's 
      always empty you're probably relying on the specials too much.


Wake-Up Games
=============

Against missed wake-up attacks, you can counter with the Basic S, the 
Running M, or the S (hold), H. 

If you are right next to your opponent, do the G+L. If they get up with 
G to pass through the G+L, add the jL to nail them. If you counter a 
wake-up attack with G+L, follow with an air combo.

If your opponent is down and you charge the S just outside of their 
wake-up attack range, they'll normally freeze. If they try and roll 
away, released the S for an easy hit. Smart opponents won't move, and 
you can hit L (while holding S) for a low-knife sweep. Unfortunately, 
good players will get up invincibly through the knives with G, so be 
careful. You can always hit G to cancel the special, and stick in the 
G+L.

The M+S isn't as quick as Godhand's M+S, but you can use it in a 
similar fashion. If your opponent will ground recover, start the M+S a 
bit early. When they recover from their invincibility--BAM. I like to 
mix this one in after landing the Basic M. The M+S does sweet damage 
and cannot be interrupted. 


CLAIR'S COMPLETE MOVES LIST
===========================


HHH
HHH (hold last H)
H (quick L) HHHHH (can insert an L between the second and sixth hits)
HHjH
HHjLH
90-degree (either direction), HH
H+S, HH
H+S, jH
H+S, HjH
LHHH
LLH
LLL
LLLjHHH
LLLjHjHjH
L+S, H
M
M+S
Walking HHH
Walking HjL
Walking LL
Running H
Running M
Running L
Running G+H
Projectile-Evasion, H
G+H, HH
G+H, HjLH
G+L, H
G+L, jLH
Step HjLH
Step (release G), M
Step LH
Step LLH
Ducking HjH
J+H
J+L

Throws
------
front
left
right
back
360-degree

Specials
--------
S
S (hold)
S (hold), L
S (hold), H
J, S
S (white meter empty)


V.S. CLAIR
==========

Against the Special
-------------------

Against her special, you'll normally jump. When you do be sure to jump 
AWAY from your opponent. If you're not careful, she will simply charge 
the S longer and pop you when you come down. 

You cannot sword-grab or interrupt her jumping S. Either walk to the 
side, jump back, roll, or uppercut before she comes down.


Counter the Basic M and Running M
---------------------------------

If you block the Basic M, counter with a throw, an unblockable, or set 
up a 2-choice. You won't have as much time to counter the Running M.


Against the Sweep
-----------------

If you feel the sweep coming, block low and don't get countered. 


Against The L
-------------

Her LLL and LLH have a 2-choice at the third hit, so block low on the 
second and counter with a quick H or M to save the hassle.


=======================================================================


7. NASEEM => He has some HUGE links and extensions. Watch out for 
==========    interrupts.   
	 

Naseem is an odd character. Some players might like his "ducking" 
maneuvers at close-range, but it gets in my way. His special tracks 
well enough and his throws are alright, but we all know that Naseem's 
strength lies in his HUGE variety of 2-choice extensions and links. 

These extensions have some major problems. When your opponent isn't 
backed into a corner, blocked techniques push your opponent away. 
Sometimes opponents will escape by walking backwards or jumping, and 
they will PUNISH you after you stop hitting air with your 10-hit Indora 
chain. Many of Naseem's links can be stopped in the middle with a jab.

I suppose Naseem and Han share a common flaw. Naseem's links and Han's 
Motion Shift were meant to be unique strengths that could separate 
these two from the other characters. Unfortunately, both of these 
"strengths" aren't as strong as they should be. 

To play Naseem you'll need to use his extensions to the best of your 
ability. Even though these links are flawed, they are all Naseem has to 
play with. His basic moves suffer from a lack of quality 2-choice 
attacks (easy to read) and cannot be delayed (easy to interrupt). To 
win, you might have to be a little "cheesy."    


Close-Range Fighting
====================

You'll need to fight at close-range to win. Your ultimate goal here is 
to set up the Extension and finish off with your favorite link.


Extension Set-Up 
----------------

LjH
HLjH
HHLjH

These 3 techniques are your life and blood at close-range. To insure 
your links connect, you need to set up your opponent not to block the 
L. If the L hits, the jH and following moves will have a much easier 
time connecting with your opponent. If the L is blocked, your opponent 
will be pushed farther away and you'll have problems. 

To insure the L connects, you'll need to rely on the following 2-choice 
attacks.


2-Choice Set-Up for Extension
-----------------------------

1. L and G+H (extend the L to LjH)
2. HL and H, G+H (extend the HL to HLjH)
3. HHH and HHL (extend HHH to HHHH or HHHL; extend the HHL to HHLjH)


Note: If the opening L is a counter, the following jH often will often 
      combo and make it easier to complete the link. Unless your 
      opponent is trapped in a corner, don't use big links if your 
      opponent blocks the opening jab or low.


I've been debating whether or not to list my personal links for the 
Extension, Indora, and Gattling Combinations. I've decided not to 
provide this information because I feel this will limit your dedication 
to learning ALL of Naseem's links. 

If your opponent runs out of white meter and can't interrupt, pound 
them down with blue flare streaming from your body the whole time. 

If your opponent likes to interrupt a specific link in you attack 
combos, and you want REVENGE, don't give up the link. Simply start it 
up again, and at the point where your opponent is going to try and 
interrupt the link, stop and input the Basic S or throw. Say something 
afterwards if you want to rub it in ("Interrupt THAT, bitch").

You wouldn't play Naseem if your primary interest is winning. No, 
Naseem players like this guy because it's a hell of a lot of fun to 
pound people into the corner and 2-choice the mids and lows again and 
again and AGAIN. 


Just Say No
===========

One of the most important strategies is learning when to STOP your 
links and switch over to a throw, a fireball, or a new link.

For example, do the HHjH followed by a HUGE Indora chain. Next time do 
the HHjH, throw. It works so well you'll be labeled EXCESSIVELY CHEAP, 
so be careful. Naseem has two front throw variations and the 360-degree 
can be extended twice.

Try the HHHHL. Next time do only the HHH or HHHH and throw out a 
fireball. Poof! Variety is key here. Don't be predictable.


Side-story: For Naseem fans ONLY!
---------------------------------

The most satisfying experience I've had playing this game occurred a 
few months ago in a match against my homeboy Dave. He was playing 
Yuffie and I was Naseem. Yuffie stuck me with the jumping H a few times 
and I was almost dead. Dave got cocky and tried to finish me off with 
the stun balls followed by his patented Step LH air combo. He got off 
three stun balls and missed each time. 

After the last one missed his white meter was empty. Dave didn't 
realize this until I started to chuckle. He looked at the meter and 
mumbled, "shit." I said, "No interrupt, huh?," and went to work. 

Dave knew I wanted to do the Extension. Of course, I knew this too and 
went with the H, G+H to open things up. He was expecting the HLjH, so 
it landed clean. I followed with the G+H, and again I scored because he 
was looking for the LjH. I added a final G+H to REALLY piss him off, 
and finally he decided to stand up and take it like a bitch.

HLjHH, G+H, G+H, HLM...damn, that felt good.    


Other Close-Range Attacks
-------------------------

G+H is your best close-range mid. Only use the basic M against jumping 
opponents.

If the Step LH hits, follow with a G+L, a G+H, a Step LL, or another 
Step LH. 


Medium-Range Fighting
=====================

Bad idea. Stay close, pound your opponent into a corner, and get to 
work.


Countering Opponent's Mistakes
==============================

After blocking regular attacks: 
-------------------------------

1. Basic S
2. Throw (2 front and 360-degree)
3. Extension Set-Up


Use the rising H after low blocks. Follow with HHHL, G+L.


Against Airborne Opponents
==========================

The basic M works great here. Don't miss. 


Wake-Up Games
=============

Use the S (hold), L against sleepers. 

The J+L goes over most wake-up attacks, but if you miss life sucks. 

For opponents who like to ground recover, you can pop the regular 
special or throw.


Specials
========

Use the fireballs to mix-up your attack links.

The jumping S works well against rushing opponents and turtles.


NASEEM'S COMPLETE MOVES LIST 
============================

HHLH
HHLL
HHHLH
HHHLL
HHHHLH
HHHHLL
HLH
HLL
LH
LL
H, G+H, H
90-degree (either direction), H
360-degree, HHHHH
H+S
M
M+S
Walking H
Running HHHH
Running L
Running M
Projectile-Evasion, H
G+H
G+L
J+H
J+L
Ducking HHH
Step LH
Step LL
Rising H
Rising H (hold)
Rising G+H
Left-sway, G+H, H
Right-sway, G+H, H


Note: For the following moves, you need to start with the opener and 
      link the commands together.


Opener
------

LjH to Extension
HLjH to Extension or Gattling
HHLjH to Extension or Gattling
HHjH to Gattling
Right-sway, G+H, G+H to Indora or Gattling

Extension
---------

H to Gattling
HH to Indora or Gattling
H, G+H, H
H, G+H, G+H to Indora or Gattling
H, G+H to Indora or Gattling
H, G+H, H
HHLHHHH
HHH
HL

Indora
------
	         
H -> H -> L -> H or M or L 
               
H -> M or L -> H or M or L


Gattling 
--------

L -> H or jH or L


Throws
------

front
front, hold (H or L)
left
right
back
360-degree, G, G


Specials
--------

S
S (hold)
S (hold), L
S (white meter empty)


V.S. NASEEM
===========  

His links aren't scary if you know the timing and can interrupt the 
initial jH.

If he foolishly misses with a basic M, punish him while he's coming 
down. 


=======================================================================


8. LEE => He's a power character wielding a nasty spear. Ouch.
=======    

Lee's attacks simply aren't fast enough to work effectively inside. In 
the end, Lee becomes a defensive player at close-range relying on 
block-and-counter gameplay to survive. This isn't as fun for me, but 
defensive-minded players might get into it. If you like Lee, you'll 
probably like the equally defensive-minded Jo.


Close-Range Fighting
====================

There are two moves I need to explain in detail before we can proceed 
with Lee's attack patterns: The Sidestep and Throw (quick H)


The Sidestep
------------

This is Lee's "coolest" move, but it requires a LOT of practice. 

Input H+S and tap the control pad to the side. You will Sidestep to the 
direction you input. You can also do this after the second hit in the 
Walking HHH.

Here comes the hard part: Input the 90-degree HjH just as you recover 
from the Sidestep in the direction that will allow you to slip behind 
your opponent. 

Example: If you're facing RIGHT and SideStep by tapping UP, you'll need 
to input the 90-degree HjH CLOCKWISE. 

The 90-degree H will take you behind your opponent, and the jH will 
stun your opponent. Add the Running H, G+L, or basic L for a combo.

When mastered, you will have a LOT of fun kicking your opponent's ass 
with this awesome technique.

Notes:

Instead of adding the jH, you can try mixing in your own combos.

Alternatively, you can follow a Sidestep with the regular Step to get 
behind your opponent. From here you can do whatever you want.

Example: If you are facing RIGHT and you input the Sidestep UP, you'll 
need to Step to the down-right.


The Throw (quick H)
-------------------

Input the basic front throw and hit H IMMEDIATELY. You need to input 
the H before you actually touch your opponent. This turns your opponent 
around and gives you a free shot at their back. Used effectively, this 
is the best front throw in the game (mainly because the throw is 
unbreakable). 

Try and do the Throw (quick H) when your back is close to a wall, or 
else your opponent may escape by running away. 

After the Throw (quick H), you'll have a free 2-choice with the G+H and 
G+L. Follow a successful G+L with a Rising M, the G+H, or the Rising L. 


Attack Patterns
---------------

Here are Lee's primary close-range attacks:

     1. Sidestep
     2. Throw (quick H)
     3. G+H
     4. HHHH
     5. L (follow with L links listed below)
     6. HL (followed with L links listed below)
     7. Basic S
     8. G+L

1. The Sidestep is a great attack that can avoid straight, single  
   attacks, but you'll be nailed if your opponent launches a multi-hit 
   chain. You'll generally stick in the sidestep: 

      - after blocking attacks 
      - after scoring a jab or Basic L and putting your opponent on the 
        defensive  
      - against turtles

2. The Throw (quick H) is a great move you should try at least three 
times a round. Use it after:

      - blocking attacks
      - setting up your opponent to block 
        [example: mix the HH and H, Throw (quick H)]

3. The G+H comes out slow, but it leaves you safe when blocked, cannot  
   be interrupted, and you can follow with M+S on a counter hit. 

4. The HHHH can be delayed on the second and fourth hits. The fourth 
   hit can be HEAVILY delayed. Delay the fourth hit effectively and you 
   get a free air combo. Mix the delayed HHHH with HHH, throw or HHH, L 
   for variation.If the second hit in HHHH hits as a counter, they'll 
   all hit. You can stop the HHHH at any point and mix in the close- 
   range attacks (#1-8) listed above.

5. The Basic L can be followed with: 

    - H  
    - L
    - Rising M
    - Rising L
    - Throw (quick H)
    - Sidestep
    - G+H
    - Basic S

6. The second hit in HL is exactly the same as the Basic L. Follow with 
   the moves listed in # 5. 

7. The Basic S is the ultimate "turtle-killer." Mix this in after 
   cutting off your normal attack patterns. Try stopping the HHHH early 
   and popping the Basic S for fun.

8. The G+L offers a bit more range than the basic L, Unlike the L, 
   however, you can still perform rising attacks if the G+L is blocked.


Use the HLH and LH to pop up your opponent. Follow with HLH, HHHH for 
the game's most damaging air combo. This seems easiest against "normal" 
weight opponents. If the lifter is a counter, you'll have an easier 
time. 

Don't forget that the Rising M leaves you in a standing position. I've 
pushed M twice thinking the Rising M returned me to a ducking position, 
but the Basic M pops out. If you want to return to a ducking position, 
go with the Rising L. After a Rising L, you're set up to perform 
another Rising L or a Rising M. Mix it up. 

Never use the standing M. If you want a quick mid, go with the J+H or 
G+H.


Medium-Range Fighting
=====================

Follow the G+H with:
--------------------

1. Basic H 
2. Basic L
3. G+H
4. Throw (quick H)
5. Sidestep
6. Ducking LjH (hold G after G+H to set-up)
7. Basic S

Notes:

The G+H is a fantastic move that leaves you safe when blocked, cannot 
be interrupted, and you can follow with M+S on a counter hit. 

Most opponents attack after blocking the G+H, and you have a perfect 
opportunity to look for a counter hit. Try following a blocked G+H with 
another G+H. You will lose to a quick jab, but against most other moves 
the priority of the G+H is strong enough to score the counter. 



Follow the Step LS with:
------------------------

1. Sidestep
2. H

Notes:

The Step LS is an unblockable grab. Opponents can duck this move, so 
you'll need to mix in the Step LM to keep your opponent blocking high. 

You can follow the Step LS with the Sidestep. Simply input the 
directional pad to the side after grabbing your opponent. 


Follow the Running L (or G+L) with:
-----------------------------------

1. Rising M
2. Rising L
3. Rising H
4. Ducking LjH
5. Basic S
6. Throw (quick H)

Notes:

The Rising M and Ducking LjH cannot be interrupted. 

If the Running L is blocked, you will be reverted to the standing 
position and cannot follow with rising attacks. However, even if the 
G+L is blocked, you'll have the opportunity to mix the Rising M and 
Rising L.

If your opponent blocks low every time you start running, you'll need 
to mix in the Running HH. 

The Step LLH is a nice low attack, but if the low hits as a counter, 
the H will hit air and that's not good. I know it's difficult, but try 
NOT to counter with this move. I generally stick with the running L 
followed by the rising 2-choice.


Countering Opponent's Mistakes
==============================

After blocking a low-attack, you want to land the Rising H. Follow with 
HLH, Running L. If you don't have enough time to land the Rising H, 
however, you'll need to stick with the Rising M. 

After blocking high attacks, do the Sidestep or Throw (quick H). 


Wake-Up Games
=============

Opponents who can't projectile-evade are easy prey to the Basic S, the 
J+L, and the Jumping S as they are getting up. Don't try any of these 
moves while your opponent is lying on the ground, or else your opponent 
will hit G to wake-up invincibly.


Specials
========

Opponents can projectile-evade through all of your spear attacks. 


The Basic S
-----------

The basic S is one of the game's best moves. You can nail opponents who 
ground recover, stick it in with your close-range mix-ups, and punish 
opponents who like to walk around at medium-range. 

Most opponents aren't fast enough to projectile-evade the Basic S at 
close or medium-range unless they're looking for it. Make sure your 
opponent is looking for something ELSE. Don't be predictable. 

Don't do the S, S. It's too easy to read and your opponent will always 
ground recover through the second hit. Save your white meter for the 
basic S and interrupts.


The J+L 
-------

Even if you run out of white meter, you can keep doing the J+L. Since 
the Basic S is a better technique, you might consider using up your 
white meter early on doing the Basic S, and then switch over to the J+L 
to finish things off. It really depends on how you want to fight. 

Top-level opposition WILL projectile-evade the J+L and Jumping S. 

Watch your distance, because close opponents can knock you out of the 
air with an uppercut or J+H, and you'll miss opponents who are right 
next to you. Use the spear from farther away. 

Steer towards or away from your opponent during the beginning of a J+L 
to get the range exactly where you want it. You can also steer to the 
side to make opponents looking for the J+L miss their uppercut attacks.

If you start the J+L before your opponent gets up, he'll hit G and pass 
through the spear every time.


The Jumping S
-------------

If your opponent is closing in to counter the jumping S with a J+H or 
uppercut before you hit the S button, try and steer away or switch over 
to a jumping H for protection.


LEE'S COMPLETE MOVES LIST
=========================

HHHH 
HLL 
HLH 
90-degree (either way), HjH
H+S, HH 
H+S, direction key to side, jH
LL
LH 
M
M+S 
M+S (hold) 
Walking HHH
Walking HHH, direction key to side, jH
Running HH
Running L 
Running M
Projectile-Evasion, H
G+H 
G+H, quickly release G
G+L
J+H
J+L 
Ducking LjH
Rising H 
Rising M
Rising L 
Step LH 
Step LLH
Step LM 
Step LSH
Step LSH
Step LS, direction key to side, jH

Throws
------

front
front, hold H (must input H before you grab the opponent)
left
right
back
360-degree

Specials
--------

S
SS
S (hold)
S (hold), H
S (hold), L
J, S
360-degree, S
S (white meter empty), H


V.S. LEE
========

Stay Close
----------

Lee's biggest weakness is close-range fighting. He's has the slowest 
basics in the game, and his jumping spear attacks aren't scary if 
you're close enough to hit him out of the air. 


Don't Sit Still
---------------

Lee's basic S eats turtles for breakfast. If you sit around trying to 
dodge his attacks at close or medium-range, you'll eat a spear and like 
it. If the taste of his special doesn't appeal to you, I advise you 
"get medieval on his ass." (Pulp Fiction, anyone?)


Against the J+L and J, S
-------------------------

Projectile-evade if you aren't in range for an uppercut.

Remember that the J+L works even if his white meter's empty.  


Against Basic Attacks
---------------------

If you block the basic M, punish him. 

All 4 hits of the HHHH and all 3 hits of the H+S, HH can be 
interrupted.


============================================================================


9. SASUKE => He's a bad-ass. Make that a CHEAP bad-ass.
==========

Sasuke, huh? Where do I begin? He's a prick with a cheap sword and 
those damn stunballs. Needless to say, I'm not a Sasuke fan. His moves 
are deadly but risky. It's funny how in one round you'll land the 
Jumping H eight times for victory, but in the next you'll miss with it 
three times and get killed. Not my style.

I'm not much for the guys with swords. Basically, there is NO sword 
attack in the game that is 100% based on skill. They all require your 
opponent to mess up in order to work. Does it feel good to win because 
your opponent missed the sword-grab? Not to me. 

It's like in tennis. Which of these two "victories" feels better? 

1. nail the winning shot down the line 
2. have your opponent end the match by double-faulting 

Players who rely on swords obviously don't have a problem with #2. They 
stick with the "Just win, baby!" approach. Whatever. 


Close-Range Fighting
====================

From close-range you'll start with the HH, the Basic M, or the Basic L. 
The Rising H is another technique you'll want to include in your attack 
patterns.


Follow the HH with:
-------------------
  
1. H (can be delayed; can extend the entire link to HHHLH)
2. HjH
3. Basic M (can extend to Basic M links listed below)
4. Basic L (can extend to Basic L links listed below)
5. Basic S
6. Throw
7. 90-degree H

Notes:

The third hit in the HHH can be HEAVILY delayed. 

You can delay the low in the HHHLH. If your opponent blocks the low, 
you won't be able to add the last H and will get countered.


Follow the Basic M with:
------------------------

1. M
2. MH 
3. MS
4. Basic L (can extend to Basic L links listed below)
5. Basic S
6. Basic HH (can extend to HH links listed above)
7. Throw
8. 90-degree H

Notes:

Your best move on the ground is the basic M. It cannot be interrupted, 
counters most moves, and leaves you safe if blocked. If opponents try 
and counter after the M, add the second M to pop them up.

After a successful M, the follow-up M will miss against "light" 
opponents.


Follow the Basic L with:
------------------------

1. H
2. Basic HH (can extend to HH links listed above)
3. Basic M (can extend to Basic M links listed above)
4. Throw
5. 90-degree H
6. Basic S

Notes:

You can intentionally miss with the L as part of the LH to draw your 
opponent to counter, and nail him with the H.


The Rising H
-------------

After getting nailed with a slide, most opponents will pull an 
immediate ground recovery. Wait until they recover and input the Rising 
H. Follow with HHHLH for an air combo. 

The rising H hits close downed opponents. Your opponent can get up 
invincibly through the sword and counter.

If you manage a back throw, use a rising H after you launch them (hold 
G after the throw to set it up), and follow with HHHLH. 

Opponents can grab and interrupt the rising H. 


Other Close-Range Attacks
-------------------------

Sasuke's walking attacks (H and L) are quick and make a nice 2-choice. 

The G+L goes under high attacks and has great range. You can follow 
with the Rising H.


Medium-Range Attacks
====================

Here are the basic principles of air combat all Sasuke players need to 
understand:

1. Your Jumping H is unblockable, cannot be grabbed, and cannot be 
   interrupted as long as your feet are off the floor when the sword   
   comes out. To input the command correctly you need to hit H just 
   after the peak of a high jump or at the very beginning of a short 
   jump. 

2. If you do the sword slice late (when your feet are on the 
   ground), opponent's can grab and interrupt your attack. 
 
3. The only thing that can stop a jumping sword attack is an uppercut,  
   a jumping kick, or you screwing up and hitting air. 

4. If you do the sword slice every time you jump, players will uppercut  
   your ass all the way to hell. It is crucial you mix-up your jumping 
   patterns by:

    - jumping up and doing nothing
    - jumping in various directions and at different heights
    - mixing in the Stunball (jumping S)

5. The Stunball is a primary technique to mix-up your air attacks. A 
   successful Stunball will (obviously) stun your opponent. Wait until 
   your opponent turns his back and input the Running HHH. If your 
   opponent doesn't know how to "break" the back-throw, input the throw 
   and follow with HHHLH. 

6. You need to practice learning the delayed and quick versions of the 
   Stunball. The delayed Stunball is input just before you come down 
   from a jump, and is useful against opponent's who hit air at close-
   range or are charging in to nail you. The quick Stunball is input 
   immediately after a short jump.

7. You only get three Stunballs each round. If you're not landing at 
   least one stun ball per round, you need more practice mixing up your 
   jumps and learning the Stunball's range. I advise refraining from 
   interrupts and other S attacks because the stun balls rule. 


Notes:

Against uppercuts, jump and head towards your opponent as if you're 
going to do a sword slice. Just after the peak of your jump, pull back 
so they hit nothing but air, and drop a low-height stun ball.

If your opponent is heading towards a box-weapon, jump up. If you see 
them reaching down to pick it up, you have almost a second (that's a 
LONG time) to hit them with a stun ball.  
 

Other Medium-Range Attacks
--------------------------

Use the L+S, L against opponents who walk around at medium-range. Since 
this attack hits low, your opponent can't interrupt. Unless he let's 
off the G button quickly , your L+S, L will hit clean.

You can do air combos after a successful Step LH, but you need to base 
them on your opponent's weight and whether or not the Step LH was a 
counter hit.

From a half-screen away, the Step H is a nice ranged-attack. 

If the first hit on the running HHH can do enough damage to kill the 
opponent, it makes a GREAT finishing move.


Wake-Up Games
=============

Against opponents who ground recover, jump up and throw out a Stunball. 
Don't do it too early or they'll be stunned on the ground. 

You can jump straight up to avoid wake-up attacks and input the sword 
or a Stunball. 


Against Airborne Opponents
==========================

Use the running HHH against opponents who jump straight up. It usually 
hits 3 times even when they're airborne. 


Countering Opponent's Mistakes
==============================

After blocking a low attack, the Rising H is your best counter. 
Unfortunately, opponents can grab and interrupt this technique. You 
might need to settle for the Basic M. 

After blocking high attacks, do a short jump and immediately input the 
H. You can substitute this with a backward jump to unleash the 
Stunball.


Other
=====

Sasuke's M attack from a higher elevation is the worst in the game. 
Don't use it.


SASUKE'S COMPLETE MOVES LIST
============================

HHH
HHHjH
HHL
HHHLH
H (hold), jHHHHjL
90-degree (either way), H
360-degree (H or L), push S to jump
H+S, H
H+S, jL
LHH
L+S, L
MMH
Walking H
Walking LL
Running HHH
Running L
Running M
Projectile-Evasion, H
G+H
G+L, H
J+H
J+L
Step H
Step LH
Step LLH
Step (delay) M
Ducking HHH
Ducking L
Rising H

Throws
------

front
front, hold (H or L), G, G
left
right
back
360-degree

Specials
--------

S
S (hold)
S (hold), H
S (hold), L
Running S
J, S
M+S (when white meter is 100% full; counters enemy attack)
M+S (when white meter is not 100% full; restores white meter)
S (white meter empty)


V.S. SASUKE
===========

Against the Sword
-----------------

Learn to grab (or interrupt)the following sword moves:

Rising H 
Running HHH 
HHH 
J+L
Jumping H (if his feet are on the ground)

Even if all three hits in the running HHH connect, you can sit Sasuke 
with a wake-up attack. 


Against the Stunball
--------------------

If you're hit by a stun ball push the buttons and directional pad as 
fast as you can. Being hit with the running HHH hurts less than a 
rising H followed by an air combo. If you recover during the running 
HHH when your back isn't turned, you can grab the last slice.

Be VERY careful using wake-up attacks. If he jumps up and you miss, 
he'll get you with the Stunball or a jumping H.


Other
-----

The 360-degree, (H or L) "spinning-sword" move can be ducked.

Don't expect Sasuke players to interrupt much. They'll save the white 
meter for Stunballs.


============================================================================


10. YOKO => Only a few usable moves, but several of them can lift your
=========    opponent really high. Do you like air combos? Thought so.


Writing this FAQ has allowed me to analyze why I like certain 
characters more than others. It seems that I am most interested in 
characters that can set up your opponent to look for one move, and then 
punish him with another. You might call this "baiting," "dictating your 
opponents moves," or "controlling the fight." In any event, this style 
of fighting is what I love to do. 

Yoko is the epitome of this fighting style. When I play Yoko, I can 
only shake my head when I see opponents duck to avoid the low, just as 
I had planned out, and I bust the G+H. I can only chuckle when they 
REFUSE to block low, even once, because they're sick of getting nailed 
with my air combos. But the greatest moment of all is when the opponent 
who SWEARS he'll never block low finally gives in after taking six 
straight lows, and at that precise moment I switch over to the Rising 
H. The look on their faces is priceless.

Playing Yoko is so simple, yet so much fun. You won't require more than 
10 or 15 different moves to play her effectively. She is closely behind 
Tifa and Godhand as my third favorite character. While her fighting 
style is number one in my heart, I wish I could use more than 10 to 15 
of her moves and still be effective. With Godhand and Tifa, I can use 
entirely different moves and techniques each round. Yoko is the same 
every time.


Close-Range Fighting
====================

Yoko's is the best close-range fighter in the game. You cannot beat her 
deadly combination of a fast jab, quick lows, the counter G+L, and her 
five lifters.


Follow the Jab with:
--------------------

1. H (will combo if jab is a counter; can extend entire link to HHjLHH)
2. Basic L (can extend to LL, LLL, or LLS; can follow w/ rising attack)
3. Basic M (against most counters; against low blocks)
4. H+S (against low counters; against low blocks)
5. G+L (against high counters; can extend link to G+L, HHHH)
6. G+H (against low blocks; follow with LLL or G+L, HHHH)
7. Basic H (against immediate counters; restarts the jab links)


Follow the Basic L with:
------------------------

1. L (can only be input if the Basic L hits) 
2. LS (can only be input if the LL hits; follow with LLL or G+L, HHH)
3. LL (can only be input if the LL hits)
4. H (against immediate counters)
5. Basic H (against delayed counters; follow with H links)
6. Basic M (against most counters; against low blocks)
7. H+S (against low counters; against low blocks)
8. G+L (against high counters; can extend link to G+L, HHH)
9. G+H (against low blocks; follow with LLL or G+L, LLL)
10. Running G+H (against low blocks; follow with LLL or G+L, LLL)
11. Rising H (against low blocks; follow with LLL or G+L, LLL)
12. Rising H+S (against low blocks; follow with LLL or G+L, LLL) 
13. Rising H+S (hold) [against turtles; follow with LLL or G+L, LLL]
14. Basic L (against high blocks; restarts the L links)


Important! 
----------

Even if the Basic L is blocked, you'll be safe. However, if the second 
and third lows in LL and LLL are blocked, you will likely be countered. 
As a Yoko player, you need to practice linking together multiple Basic 
L attacks instead of doing the LL and LLL. If you work hard enough, the 
Basic L can be done repeatedly at a fast enough rate to rival the speed 
of the LL. Practice. Practice. Practice.


Notes:

The HH will combo if the jab hits as a counter.

Don't use the HL and HHL. If you opponent blocks the low in either of 
these moves, you'll get countered.

If G+L hits as a counter, all hits in G+L, HHH will combo.

By missing with the Basic L, you can set up a 2-choice with the second 
low and a rising H+S. If you hit with the LL, you have another 2-choice 
with the LLL and LLS. 


Yoko's Rising Attacks
---------------------

The following moves set up the rising position:

1. L   (follow with a rising attack or Basic L link)
2. LL  (follow with a rising attack or Basic L link)
3. LLL (follow with a rising attack or Basic L link)
4. G+L (follow with a rising attack or Basic L link)

Opponents will recognize the slight pause after any of these low links, 
and will block high in expectation of the rising attacks. It is 
CRITICAL to mix-up the rising attacks with ANOTHER low-attack pattern 
to keep your opponent guessing.


1. Rising H
------------

The rising H is what you'll normally use. It comes out faster than the 
other two but has a limited range. Use it after blocking low attacks.


2. Rising H+S
--------------

The rising H+S has greater range than the Rising H. 

Stick out an L, even hitting nothing but air. If your opponent tries to 
counter, pop him up with the rising H+S. 


3. Rising H+S (hold)
--------------------

After sticking in a few Rising H+S attempts, opponents will learn to 
look for this attack. At this point, you should switch over to the 
Rising H+S (hold), which is unblockable. 

After a slide, try using the rising H+S (hold) against anyone who 
ground recovers. When their invincibility wears off--BAM!


Medium-Range Fighting
=====================

Yoko is played best at close-range. Use the following techniques to 
close the distance between you and your opponent.

The H+S is your best move to get back into close-range. It cannot be 
interrupted, leaves you safe if blocked, and avoids low attacks.

The walking H hits middle, has good range, and comes out quickly. Mix 
with the Walking HHHHHH. 

Step H has great range and works on downed opponents.

The Step LH and Step LL make a nice 2-choice. 


Countering Opponent's Mistakes
==============================

The running G+H is the obvious counter after opponents hit air. Follow 
with an LLL or G+L, HHH.

The Rising H is your standard counter after a low block. Again, you 
should follow with the LLL or G+L, HHH.


Wake-Up Games
=============

The G+L is your safest down attack. If your opponent ground recovers 
through the G+L, add the HHHH to nail him when the invincibility wear 
off. 

The S (hold), L is another great move that cancels out many wake-up 
attacks.

The Step H and J+L are two other moves that can hit downed opponents, 
although the G+L and S (hold), L are generally more effective.


Specials
========

Yoko's specials are the worst in the game.

The only special we use is the S (hold) L. It makes a fantastic ground 
attack.

If you wisely chose to go the "no specials" route, Yoko players who are 
serious about winning need to master interrupts. Interrupt every round 
until your white meter runs out. Interrupts offer "free," easy damage 
and can be used to get around some of the oppositions nastier attack 
patterns.

If your opponent likes to jump straight-up over the yo-yo, charge S and 
let it fly when they come down.

 
YOKO'S COMPLETE MOVES LIST
==========================

HHH
HL
HHL
HHjLHHjHHHHHjLL
90-degree (either direction), H
H, quick S, HHHH
H+S
M
LH 
LLL 
LLH
LLS 
L+S, H
L+S, M
Walking HHHHHH 
Running HL
Running HHH
Running L
Running M
Projectile-Evasion, H
Running G+H
G+H
Ducking L
Ducking H
G+L, HHHH 
J+H
J+L 
Rising H 
Rising G+H
Rising H+S
Rising H+S (hold)
Step H
Step LH, quick L
Step LL, quick H
Step LL
Step LH
Step LM

THROWS
------

front
front, hold L
left
left, hold (H or L)
right
back
360-degree
M+S (attack reversal)

SPECIALS
--------

S
J, S
S (hold)
S (hold), L
90-degree (either direction), S
S (white meter empty)


V.S. YOKO
=========

Against Basic Attacks
---------------------

Watch for the G+L, and make sure it doesn't hit as a counter. 

After an L look for another L, but if it doesn't come watch out for the 
Rising H. 


Against the Attack Reversal
---------------------------

If she likes the attack reversal, stick with lows attacks. You can also 
set her up to look for a reversal point and switch over to an 
unblockable or throw move.


Against the Special
-------------------

If she charges the S, duck and counter.


=======================================================================


11. JO => Tap the buttons sparingly and you'll win a few. She's fun to   
=======    play, but you need to be careful with her links.  


Jo was designed to be the ULTIMATE 2-choice powerhouse, with all moves 
hitting either middle or low (absolutely NO high attacks), and the 
ability to mix-and-match her moves to pull off two, three, or even FOUR 
2-choice variations in one attack sequence. 

Unfortunately, the game designers didn't make the 2-choice attacks 
quick enough. You simply can't call most of her links "2-choice" 
attacks when the movements give you enough time to spot the difference 
between the mid and the low, and block accordingly.

The worst part is the consequences that result from having your moves 
blocked. To "balance" Jo's strength and keep her from doing 2-choice 
combos the whole time and killing the opposition, the game's designers 
made sure that if Jo's opponent was "lucky" enough to block the low 
attacks, Jo would be left open for a counter. But as I explained, most 
of the 2-choices are easy to distinguish, and when an opponent knows 
how to read your moves and blocks the lows, you're going to get 
creamed. 

Jo can be considered a STRONG character against beginners who can't 
read her 2-choice attacks (much like Eddy in Tekken 3). You will find 
that she is best played defensively, and to win you'll need to avoid 
using all links that are easy to distinguish (i.e. 50% of her moves).


Close-Range Fighting
====================

Against top-level opposition, many of Jo's links are slow and useless. 
You need to keep things simple and concentrate on using what few 
quality moves she has.  

Note: There's a LOT of information to cover. I had to break it up into 
all of the different links because there are simply to many follow-ups 
after each move. If you aren't a Jo player and are just looking for the 
basic information, you need to check another FAQ. I'm about to get 
REALLY DEEP (perhaps too deep) into her playing style.


The Rising H
------------

The Rising H is a CRUCIAL move for Jo, and you need to stick it into 
your links as much as possible. 

1. If the Rising H is blocked or you hit air => Add the M
2. If the Rising H hits => Input LHL if you're close to the opponent
                           Input the Basic M if you're too far away

IMPORTANT: You can input the M late, so don't add it on if the rising H   
           hits.

Check the Yoko section for tips on linking rising attacks to your basic 
L links. Like Yoko, Jo is set up for the rising H after most low 
attacks. You need to be more careful with Jo's button timing, however, 
because unlike Yoko if you press the H button too early a different 
move might pop out. Use the Practice Mode and learn to link all of Jo's 
low attacks to the Rising H. 

Remember to mix-up a rising H with another L to start the chain over.

The Rising H doesn't have much priority over other moves and comes out 
painfully slow. If your opponent keeps nailing you when you try the 
rising H, STOP doing the rising H and input the ducking H (hold G after 
a low and hit H) or Basic M to counter almost anything they dish out.


Follow the Back-Turn (BT) with:
-------------------------------

1. M (standard follow-up) 
2. JH (against slow counters when opponents realize the M isn't coming)

Note: For all moves that are listed as "shift to BT," you need to hold  
      the directional pad away from your opponent before (or slightly 
      after) inputting the command to cancel the technique and turn 
      around.


Follow the Basic H with:
------------------------

1. H (to Basic HH links)
2. H (delayed; against interrupts; to Basic HH links)
3. L (to Basic HL links)
4. G+H (to G+H links)
5. Tackle (against opponents who expect the 2-choice)
6. Basic M (against counters)
7. Basic S (against counters)
8. Duck (set-up Rising H)


Follow the Basic L with:
------------------------

1. H (to Basic LH links)
2. L (to Basic LL links)
3. Rising H
4. Rising L (to Rising L links)
5. Ducking H (against slow counters; hold G after L to set-up)
6. Basic M (against counters)
7. Basic S (against counters)
8. Tackle (if the L hits; against opponents who expect the 2-choice)
9. Throw (if the L is blocked; against opponent who are expecting the 
          2-choice)


Follow HH with:
---------------

1. H
2. H (delayed; against interrupts)
3. H (shift to BT; against interrupts)
4. G+H (to G+H links)
5. L (can follow with Rising H) 
6. LH (against counters after the L)
7. LH (shift to BT)
8. Basic S (against counters)
9. Throw (against opponent who "turtle" against the 2-choice)
10. Basic M (against counters)
11. Basic HH (restart HH links)
12. Basic HL (start HL links)
13. Basic L (start L links)
14. Duck (set-up Rising H)

Follow HL with: 
---------------

1. H               
2. L               
3. L (shift to BT)
4. Rising H
5. Rising L (to Rising L links)
6. S (against counters)
7. Throw (against opponent who "turtle" against the 2-choice)
8. Basic M (against counters)
9. Basic S (against counters)


Follow the Basic LH with:
-------------------------

1. H
2. L
3. H or L (shift to BT; if LH hits simply hold back after the LH)
4. Rising H
5. Rising L (to Rising L links)
6. Basic M (against counters)
7. Basic S (against counters)


Follow the Basic LL with:
-------------------------

1. H
2. HH
3. HH (shift to BT)
4. L (to Basic LLL links)
5. L (shift to BT)
6. Rising H
7. Rising L (to Rising L links)
8. Basic M (against counters)
9. Basic S (against counters)
10. Throw (against opponents expecting the 2-choice)
11. Basic S (against counters)
12. Ducking H (against counters; hold G after L to set-up)


Follow the Basic LLL with:
--------------------------

1. H (if opponent tries to counter the Basic LLL)
2. Throw (if opponent blocks the LLL)
3. Tackle (if the LLL hits)
4. Basic M (against counters)
5. Basic S (against counters)
6. Ducking H (against counters; hold G after L to set-up)
7. Rising H

Notes: 

1. Since the LLL knocks your opponent down, these moves only apply  
   when the last hit is blocked or misses your opponent.

2. The Basic LLL does NOT set you up in the rising position.


Follow the Rising L with:
-------------------------

Note: If the Rising L isn't blocked, hold back for BT shift.

1. Rising H
2. Basic M
3. Basic S
4. L
5. L, Rising H
6. LH (if the H hits and you opponent doesn't ground recover, input the 
       LLL immediately for a rebound combo)


Follow the G+H with:
--------------------

Note: After G+H hold back for BT

1. H  
2. HH
3. L
4. LH
5. G+H
6. G+H, G+H (shift to BT)
7. G+H, G+H, M
8. G+H, G+H, M (shift to BT)

Note: 1. Duck at any point to set-up Rising H.
      2. Input the Basic M or Basic M at any point against counters.


Other Close-Range Attacks
-------------------------

The basic M is a necessary move after an opponent blocks your attack. 
It is your fastest counter (except the transformation), cannot be 
interrupted, works great against airborne opponents, and leaves you 
relatively safe when blocked. Try not to hit air. 

If your opponent CONSISTENTLY counters after the Ducking H, you can pop 
the Ducking HH to nail him. Otherwise, stay the hell away from the 
Ducking HH. You have to input the second H immediately, and there's no 
opportunity to check and see if the initial hit connects. If you land 
the first hit, the second will hit air and you'll get nailed. 


Medium-Range Fighting
=====================

Bad doggie! Heel! Stay close or die.

The Quick-Step
--------------

Hit L and quickly tap to the side to zoom around your opponent. Make 
your opponent miss with the quick step, and either attack from the side 
or quick step AGAIN to get behind him. You can also quick step in the 
middle of slow link combos like Godhand's running HHH.

It is risky to quick-step at close-range because multi-hit links track 
incredibly well. Only use the quick-step at medium-range, where single-
hit, long-range moves are common.


Follow the Step L (release G), H with:
--------------------------------------

1. Rising H
2. Rising L
3. Tackle
4. Basic M (against counters)
5. Basic S (against counters)

Note: The Step (release G), H is your best move to close the distance  
      between you and your opponent. Occasionally mix in the Step LL 
      for a 2-choice.


Follow the Walking H with:
--------------------------

1. H
2. H (shift to BT)


Defense? What's defense?
========================

By playing Jo defensively you can put your links together at a close-
range to avoid opponents escaping and pounding you after you finish the 
link. One of Jo's weaknesses is an inability to close distances 
effectively. This weakness can be avoided with defensive gameplay. 
Block their attack, and start the 2-choice frenzy.


Countering Opponent's Mistakes
==============================

After blocking a low attack, pop the rising H. If you don't have enough 
time, you can do the ducking H, throw, or set up your 2-choice links.

After blocking high attacks, throw or set up the 2-choice links.


Good Doggie
===========

The Transformation
------------------

The best part of Jo's special is the transformation itself. It counters 
EVERYTHING. 

Each time you transform, a large chunk of your white meter comes off. 

Push S while on the ground to counter ANY ground attack.

If you're stunned and getting nailed in the back, press S repeatedly 
near your recovery point, and you'll knock them on the floor with a 
transformation.


The Moves
---------

Use the H to knock them down, use the L to hit them on the ground, and 
nail running opponents or opponents coming down from a jump with your 
running M. 


You Only Have EIGHT Seconds 
---------------------------

If your opponent runs away, you can change back to save your white 
meter.

Be careful when your white meter runs out. You'll be open during your 
change back into a human. If you're close to your opponent and running 
out of time, do a running M away from your opponent to give you enough 
space to safely revert to human form.


JO'S COMPLETE MOVES LIST
========================

Note: (a) = input the move listed before (a) and press backward to turn 
            your back
      (b) = input the move listed before (b) and press to the side to 
            do a "quick move"

HHH(a)
HHLH(a)
90-degree (either direction), H
360-degree (either direction), H
HLH
HLL(a)
L(b)L(a)HMjH
H+S, HH
H+S, L(b)L(a)HMjH 
H+S, shift to Doggie-Style
L+S, H
M+S (tap S repeatedly)
M
G+L(a or b), LH to Doggie-Style or Puppy-Style
G+L(a or b), LHL(b)LHMjH
Walking H(a)H
Running H
Running L
Running MH
Running ML
Projectile-Evade, H
G+H(a), H(a)H
G+H(a), L(a)H(a)
G+H(a), M(a)
G+L(a), H(a)
G+H(a), G+H(a), M(a)
G+H(a), G+H(a), G+H(a), M(a)
G+H(a), G+H(a), G+H(a), jH(a)(can repeat jH infinitely), M(a)
J+H
J+L
Step LH
Step L (delay) H
Step LL
Ducking HH
Rising HM
Back-turned M 
Back-turned L
Back-turned jH

Doggie-Style
------------

L(b)L(a)HMM
L(b)L(a)HML(b)
L(b)L(a)LH(a)
L(b)L(a)HH(a)H(a)


Puppy-Style
-----------

L(b)H(a)L
L(b)H(a)HHH
L(b)H(a)HL
L(b)L(a)LH(a)

Throws
------

front
front, hold H
front, hold L
left
right
back
back, hold H
360-degree

Specials
--------

S (human -> wolf; wolf -> human)
S (white bar empty)

Wolf-Attacks
------------

H
M
L
Running M
Back-turned, H


V.S. JO
=======

Against the Mix-Ups
-------------------

Learn her links and 2-choice mix-ups or you'll pay. Most are easy to 
read once you've seen them enough times.

If she likes to quick step, don't use big moves. 


Bad Doggie
----------

The dog is small and hard to hit, so I always run away (jumping in 
various directions) and wait for the meter to run out. If the meter 
runs out while Jo is right next to you, set up a lifter to nail her 
after she reverts to human form.

J+L works well against the dog.


============================================================================


12. INOBA => Sha, sha, sha, sha, SHA! Inoba's a LOT of fun.               
========== 

Okay, I admit it. I HATED this guy when I started playing. Sha, sha, 
sha my ass! But then my friend Eli learned the 360-degree down throws 
and scared the shit out of me every time I got knocked down. 

It was horrible! 

1. If I waited, I'd be down thrown. 

2. If I ground recovered, he'd use the Basic S or Throw when I got up. 

3. If I input the H wake-up kick, he'd do the M+S or S, H. 

4. If I tried the low kick, he block and land the Rising H.

5. If I rolled, he'd pop the basic S or hunt me down.

Needless to say, I like playing mind games with my opponents, and 
Inoba's wake-up games are the BEST. Once you learn how to control 
opponents on the ground, you'll smile every time you smack them onto 
the floor.

What makes Inoba even more enjoyable is that the wake-up games are all 
he has. While his low attacks do kick ass, he has the WORST basics in 
the game, and it really is a challenge to knock your opponent down. A 
challenge, yes, but in my mind that's exactly where the fun is.

Players who can't input the 360-degree motion need to pick another 
character. While playing Inoba, you have ONE GOAL in mind: Knock your 
opponent on his ass and score the unbreakable down-throws. 


Close-Range Fighting
====================

Inoba is all about the wake-up game! 

The following close-range moves knock your opponent down:

Basic M
Rising H
G+L
90-degree L
L+S
L (hold), L
J+L
Basic S 
S, H


Follow the Basic H or Basic HH or Basic HHH with:
-------------------------------------------------

H (hold)
Basic L (to Basic L links)
M
Throw
Basic S
90-degree L (G to cancel)
90-degree L
G+L
L+S (against high counters)
L (hold L)
Basic M (against most counters)
M+S (against high and middle kick counters)
Basic S (against turtles)
S, H (against high and middle counters)
J+L (against low counters)


Follow the Basic L with:
------------------------

Ducking H (against low blocks; hold G after L to set-up)
Ducking HH (against low blocks; hold G after L to set-up)
Ducking H (hold), H (against turtles and low blocks)
Basic L
90-degree L (G to cancel)
90-degree L
G+L
L+S (against high counters)
L (hold L)
Basic M (against most counters)
M+S (against high and middle kick counters)
Basic S (against turtles)
Throw (against turtles)
Tackle (against turtles; hold H at the end for a variation)
S, H (against high and middle counters)
J+L (against low counters)


Notes:

The H (hold) is an UNBLOCKABLE high attack that TURNS YOUR OPPONENT 
AROUND. Follow with a back throw or Basic M. 

Follow a rising H with the Basic M for an air combo, or let your 
opponent fall and try a down throw. If they ground recover, throw them 
after the invincibility wears off.

Use the 90-degree L (G to cancel) to get around the side of your 
opponent. The right-side throw has three additional links that most of 
your opponents won't know how to get out of. Learn it!


Medium-Range Fighting
=====================

The following medium-range attacks knock your opponent down:

Walking H
L (hold), L
G+L
L+S
90-degree L
Running H
Step H
J+L
Basic S

The Running M and Running G+H knock you AND your opponent on the 
ground. Since these don't set up wake-up games, you'll generally stick 
with other moves (like the Basic M).


Follow the Running L with:
--------------------------

L
LL
Ducking H (against low blocks; hold G after L to set-up)
Ducking HH (against low blocks; hold G after L to set-up)
Ducking H (hold), H (against turtles and low blocks)
90-degree, G
90-degree L
G+L
L+S (against high counters)
Basic M (against most counters)
M+S (against high and middle kick counters)
Basic S (against turtles)
S, H (against high and middle counters)
J+L (against low counters)


Wake-Up Games
=============

Here is Inoba's aresenal of wake-up attacks:

Down-throws (your # 1 attack; other moves are used to set these up)
Basic S (against ground recoveries and quick rolls)
Throw (against ground recovery)
Tackle (against quick roll)
Jumping S (against wake-up attacks)
L+S (goes under wake-up H attacks) 
J+L (against all wake-up attacks (start early against wake-up H)) 
M+S (against the wake-up H)
S, H (against the wake-up H)

Opponents who see you start the special might panic and input the wake-
up H. Change over to the fighting-stance (S, H) to take them down.
You can also do the leg attack reversal or an interrupt. 


Warning: "Extending" Inoba Makes Him A Bad-Ass
==============================================

If you know all of Inoba's throw extensions and his interrupt 
extension, you'll have taken your playing ability to another level.


The M+S and Fighting Stance 
===========================

Inoba can grab high and medium kicks with the M+S. 

The Fighting Stance (S, H) works against players who counter your basic 
S with high and middle "interruptible" attacks. This takes off none of 
your white meter. 

Players who have come to expect the "fighting stance" will simply stop 
your S with low attacks. 


Specials
========

The Basic S is NOT as strong as Matsuda's special. Inoba's version 
comes out a LOT slower, takes off more white meter, alarms opponents 
before you charge, and you're more open to middle and high counters. 

You can delay the special just outside your opponent's attack range by 
holding S to make opponent's miss. 

If your opponent rushes in, try jumping straight-up and pop the S if 
they try anything. 

You can still input the jumping S right until the point your feet touch 
the ground. If opponents try and rush in just as you land from a jump, 
hit S to rise above their counter and knock them down.


INOBA'S COMPLETE MOVES LIST
===========================

HHH
H (hold)
90-degree (either direction), H
90-degree (either direction), L (hit G to cancel)
H+S, jHjH
L
L (hold), L
L+S
M
Walking H
Running H
Running M
Running LLL
Running G+H
Projectile-Evasion, H
G+H
G+H (hold)
G+H (quickly release G), S
G+L
Step LL
Step LH
Step H
J+H
J+L
Rising H
Ducking HH
Ducking H (hold), H

Throws
------

front, G, G
front, hold H
front, hold L
left
right, G, G, G
back
back, hold (H or L)
360-degree
after a tackle, hold H
after an interrupt, G
M+S (attack reversal vs. high and middle kicks)

360-degree (while enemy is down -> 8 variations depending on opponent's 
            relative position to Inoba)

Specials
--------

S
S (hold)
S, H (attack reversal vs. high and middle punches and kicks)
S, direction key, M
J (after peak), S
S (while opponent is down -> down throw)
S (white meter empty)


V.S. INOBA
==========

Against the Basics
------------------

Since a successful H (hold) usually ends in a throw, you need to learn 
how to get out of BOTH back throws. 

The 90-degree L can get him in position for side throws. You want to 
learn how to get out of these as well. Start with the right side, 
because it can be linked 3 additional times for big damage.

Against Throws and Extensions
-----------------------------

If he knows the interrupt throw extension, you'll be in for a LOT of 
pain if you don't mix-up your attacks. 

If you're getting your butt kicked by an pro-played Inoba, you need to 
learn the "break" points for his basic tackle arm-lock, the basic front 
throw (which can be done 3 times), the interrupt add-on (power bomb), 
and the "fighting stance."


Against Specials
----------------
If your opponent uses the special while you're on the ground, don't sit 
there or you'll be down-thrown. When you see him coming (or if he's 
right next to you), get up with G--you'll be temporarily invincible. 
Immediately land a QUICK move to counter. This works every time.

In close-range fighting, if Inoba starts the special stick with LOW 
attack counters. Otherwise, Inoba will switch over to the "fighting 
stance," which grabs ALL interruptible high and middle attacks. 


=======================================================================


13. HAN => A Hworang "wanna-be" without the good moves.  
========

The Motion-Shift is fun to use, but he has too many weaknesses to stand 
up against most of the other characters. To win you'll need to use his 
5 or 6 good moves again and again, trying to push your opponent around 
and set up your motion-shift kick patterns. A bit of a challenge, but 
it is pretty interesting.

Han is the last member of the one-dimensional club. Cloud is all about 
close-range brawling, Inoba is all about the wake-up game, and Han is 
all about getting to the motion kicks. Unfortunately for Han, the 
motion kicks aren't as dominant as they should be. Too bad.


Close-Range Fighting
====================


Getting into the Motion-Shift
-----------------------------

1. G+H (hold) 
2. Running HHjH
3. L+S, H (can also be input Walking L, H or Ducking L, H)  
4. S (white meter empty)
5. G+L, LjH (if the second hit is blocked you can't do the jH; mix in  
             the G+L, HH to keep your opponent blocking high)


Motion-Shift Attacks
--------------------
 
Mix-up the mids and lows as much as possible to push your opponent into 
the corner and PUNISH him. Stick to the following patterns:

H
HH
HHH
HHHH
HHHHH
HL
HHL
HHHL
HHHHL
HLH
HHLH
HHHLH
HHHHLH 

Once you finish a pattern, you can:

-- move closer to your opponent and start a new pattern
-- immediately start a new pattern
-- delay to draw a counter and start a new pattern
-- sidestep to draw a counter and start a new pattern
-- hit S to nail "turtles"
-- purposely miss with an H or L to "lure" your opponent to counter
-- hit G to return to normal (not recommended)

Remember that an opponent who blocks your attacks will be pushed away 
and can escape easier. Therefore, you MUST use delay and sidestep 
tactics to make your opponent attack. 

You are relatively agile while in the motion shift. You can sidestep 
many attacks, but we don't recommend trying. While shifted, you should 
be doing ALL of the attacking. 

If your opponent escapes while you're in the motion change, IMMEDIATELY 
hit G to revert to a normal stance.


Follow the Basic HH with:
-------------------------

1. L (safe when blocked)
2. Basic L (to Basic L links)
3. Basic M (your quickest close-range mid; can extend to MH)
12. G+H 
13. H+S
14. G+H (hold) (to Motion-Shift links)
15. Running G+L
8. Basic S
9. Throw
10. G+L (to G+L links)

Notes:

Since the HH is a combo, you'll rarely do just the jab.


Follow the Basic L with:
------------------------

1. L (to Basic LL links)
2. Basic M
3. H+S
4. G+L
5. G+L (hold) (to Motion-Shift links)
6. Basic S
7. Throw
16. Running HHjH (to Motion-Shift links)
9. Running G+L
10. Basic H (to Basic HH links)
11. Basic L (to Basic L links)
12. G+L (to G+L links)


Follow the Basic LL with:
-------------------------

1. jL (to Basic LLjL links) 
2. Basic M
3. H+S
4. G+L
5. G+L (hold) (to Motion-Shift links)
6. Basic S
7. Throw
8. Running HHjH (to Motion-Shift links)
9. Running G+L
10. Basic H (to Basic HH links)
11. Basic L (to Basic L links)
12. G+L (to G+L links)


Follow the Basic LLjL with:
---------------------------

1. L 
2. H
3. Throw


Follow the G+L with:
--------------------

1. HH
2. L (can follow-up with a throw, Basic HH, or Basic L)
3. LjH (to Motion-Shift links)
4. LL


Notes:

Even if the opponent blocks the entire Basic LLjL, you will be allowed 
to continue to 2-choice the LLjLL and LLjLH.

Input G+L, LjHLH to go low, low, middle, low, middle and stay in the 
motion shift. 

After a basic M, you can press away from your opponent for safety 
distance.

From a fully-ducked position do the rising H to pop up enemies. 
Unfortunately, the best air combos only work if the rising H hits as a 
counter (follow with HHHH). It's hard enough getting to a fully-ducked 
position, but getting this VERY SLOW attack to counter is difficult.


Medium-Range Fighting
=====================

2-choice the Running HHjH and Running G+L. 

After the J+M, 2-choice with the L and a throw.


Specials
========

We will list other uses for Han's missiles below. However, the missiles 
are BEST used as part of your mix-up in the motion change. You have 
four shots per round. You should use ALL of them from the motion 
change. 

Han's missiles are slow to fire. If they immediately jump after you 
push S, either delay the trigger (hold S) to hit them when they 
approach, or push block to cancel. 

Missiles work better in larger arenas because they can track without 
hitting a wall. The elevator stage has been dubbed in our circle, 
"Han's Stage."

If your opponent is hit by a guided missile after you've fully 
recovered, you can try and pull off an air combo.

Jump backward and look for an opening to use the jumping S.


HAN'S COMPLETE MOVES LIST
=========================

HHHHH
HHL
HHHLH
90-degree (either direction), H
HHHjH to motion change
H+S
LLjLH
LLjLL
L+S, H or Ducking LH or Walking LH to motion change 
MH
M+S
Running HHH
Running HHjH to motion change
Running HHjHHHHH
Running H, G+H, HHH
Running ML
Running L
Running G+L
Projectile-Evasion, H
Walking HHH
Ducking HH
G+L, HH
G+L, LjH to motion change
G+L, LLL
Step H
Step L
Rising HH
J+H
J+L

Motion Change
-------------
HHHHHHHH (can switch to LHHHH during first 4 hits)
LHHHH
G+H, HH
HLHHHH
G+H, LH

Throws
------

front 
left
right, G
back
360-degree, G

Specials
--------

S
S (hold) 
J, S 


V.S. HAN
========  

Nothing much. Just kick his ass.

If he does the H+S while you're on the ground, hit G to wake-up right 
through it and counter.

If he doesn't stick in mids regularly while at close range, duck to 
avoid the highs and block the lows, and COUNTER heavily.

Han can mix up a running HHH with a running G+H for a 2-choice. Block 
low because the low pops out more quickly. 

In large arenas you'll be hurt if you don't jump or projectile-evade 
the missile. 


============================================================================


14. YUFFIE => Believe it or not she's better than Sasuke. Bad news for    
===========          everyone else.


A Sasuke-clone for Final Fantasy fans. Whatever.


Close-Range Fighting
====================

From close-range you'll start with the HH, the Basic M, or the Basic L. 
The Rising H is another technique you'll want to include in your attack 
patterns.


Follow the HH with:
-------------------
  
1. H (can be delayed; can add jH infinitely until blocked)
2. L (can be delayed)
3. jL (can extend to jLHHjHH)
4. Basic M (to Basic M links)
5. Basic L (to Basic L links)
6. Basic S
7. Throw
8. H+S
9. 90-degree H


Follow the Basic M with:
------------------------

1. M
2. MH 
3. MS
4. MjHH
5. Basic L (can extend to Basic L links listed below)
6. Basic S
7. Basic HH (can extend to HH links listed above)
8. Basic M (restart Basic M links)
9. Throw
10. 90-degree H

Notes:

Your best move on the ground is the basic M. It cannot be interrupted, 
counters most moves, and leaves you safe if blocked. 

After a successful M, follow with HHH for an air combo.


Follow the Basic L with:
------------------------

1. L (can extend to LL; can follow the Basic LLL with Rising HjH)
2. Basic HH (can extend to HH links listed above)
3. Basic M (can extend to Basic M links listed above)
4. Throw
5. Basic S
6. Basic L (to restart Basic L links)
7. 90-degree H


Medium-Range Attacks
====================

Here are the basic principles of air combat all Yuffie players need to 
understand:

1. Your Jumping H is unblockable, cannot be grabbed, and cannot be 
   interrupted as long as your feet are off the floor when the sword   
   comes out. To input the command correctly you need to hit H just 
   after the peak of a high jump or at the very beginning of a short 
   jump. 

2. If you do the sword slice late (when your feet are on the 
   ground), opponent's can grab and interrupt your attack. 
 
3. The only thing that can stop a jumping sword attack is an uppercut,  
   a jumping kick, or you screwing up and hitting air. 

4. If you do the sword slice every time you jump, players will uppercut  
   your ass all the way to hell. It is crucial you mix-up your jumping 
   patterns by:

    - jumping up and doing nothing
    - jumping in various directions and at different heights
    - mixing in the Stunball (jumping S)

5. The Stunball is a primary technique to mix-up your air attacks. A 
   successful Stunball will (obviously) stun your opponent. Wait until 
   your opponent turns his back and input the Running HHH. If your 
   opponent doesn't know how to "break" the back-throw, input the throw 
   and follow with HHHLH. 

6. You need to practice learning the delayed and quick versions of the 
   Stunball. The delayed Stunball is input just before you come down 
   from a jump, and is useful against opponent's who hit air at close-
   range or are charging in to nail you. The quick Stunball is input 
   immediately after a short jump.

7. You only get three Stunballs each round. If you're not landing at 
   least one stun ball per round, you need more practice mixing up your 
   jumps and learning the Stunball's range. I advise refraining from 
   interrupts and other S attacks because the stun balls rule. 


Notes:

Against uppercuts, jump and head towards your opponent as if you're 
going to do a sword slice. Just after the peak of your jump, pull back 
so they hit nothing but air, and drop a low-height stun ball.

If your opponent is heading towards a box-weapon, jump up. If you see 
them reaching down to pick it up, you have almost a second (that's a 
LONG time) to hit them with a stun ball.  
 

Other Medium-Range Attacks
--------------------------

After a successful Step LH, air combo with the Rising H, Basic HHH.

Mix up her walking H and L for a quick, painless 2-choice attack.

The L+S (hold), H cannot be interrupted.


Wake-Up Games
=============

Against opponents who ground recover, jump up and throw out a Stunball. 
Don't do it too early or they'll be stunned on the ground. 

You can jump straight up to avoid wake-up attacks and input the sword 
or a Stunball. 


Countering Opponent's Mistakes
==============================

After blocking most attacks, the Basic M is your best counter. Follow 
with HHH for an air combo.

After blocking high attacks, do a short jump and immediately input the 
H. You can substitute this with a backward jump to unleash the 
Stunball.


YUFFIE'S COMPLETE MOVES LIST
============================

HHH
HHL
90-degree (either direction), H
HHjLHHjHH
360-degree, (H or L), (S to jump)
H+S
MMjHH
MjHHHHHjL (only if first hit is blocked)
M+S
LLL
L+S (hold), H
L+S, L
Walking H
Walking LL
Running HHH
Running HjH
Running HHjH
Running L
Running MHjHH
Projectile-Evasion, H
G+L, HH
G+H, jH (can be done infinitely)
J+H
J+L
Ducking HHH
Ducking L
Step H
Step LH
Step LLHH
Rising HjH

Throws
------
front
front, hold H
front, hold L, G, G
left
right
back
360-degree

Specials
--------
S
S (hold)
S (hold), H
S (hold), L
Running S
J, S
S (white meter empty)


V.S. YUFFIE
===========

Against the Unblockables
------------------------

Learn to look for them and grab without mercy.

You can sword-grab the J+L.

You can sword-grab the jumping H if her feet are on the ground when she 
strikes.

The 360-degree, (H or L) "spinning-sword" move can be ducked.


Against Her Basics
------------------

If you block the basic HHH you can land a quick H, M or throw.


Against the Stun Ball
---------------------

If you're hit by a stun ball push the buttons and directional pad as 
fast as you can. If you recover during a running HHH, you can grab the 
last slice.

Be VERY careful using wake-up attacks. If she jumps up and you miss, 
she'll get you with the stun ball or a jumping H.

Don't expect Yuffie players to interrupt much. They'll save the white 
meter for specials.


=======================================================================


15. VINCENT => Different than Godhand? Slightly. Better than Godhand? 
============    No.


I hate Vincent. Almost every piece of strategy here is straight from my 
Godhand section. Vincent's a clone and nothing more. I rarely play him 
(Final Fantasy f**ks probably never play Godhand).


Close-Range Fighting
====================

The jab mix-ups are the CORE of Vincent's close-range fighting. Be sure 
to switch between the H and HH when linking these attacks. The basic H, 
HH, and L mix-ups are listed below. 


Follow the Basic H and Basic HH with: 
-------------------------------------

1. H (against fast counters)
2. L (against high blocks; sets up L mix-ups) 
3. M (against low blocks)
4. H+S, H (against slow counters)
5. Throw (against turtles)
6. S (against turtles who can break throws)
7. 90-degree H (against most counters)
8. Step LH (against slow counters; input at maximum speed)
9. G+L (against high counters; can extend to G+L, H)

Notes: 

The HH will combo if the first hit connects.

2-choice the HHL and the HHjH. You can extend the HHL to HHLH, and 
lengthen the HHjH to HHjHHHHHHHHHHH for variety.

Hold the last H in H+S, HH on a successful hit to track your opponent.



Follow the Basic L with:
------------------------

1. Rising H (against most counters; can extend to Rising HH)  
2. Rising H+S (strong against most counters; vulnerable to a jab)
3. Basic M (against low blocks; leaves you open if blocked)
4. Throw (against turtles)
5. S (against turtles who can break throws)
6. Ducking H (against slow counters; stuns on a counter)
7. Ducking H (hold) (another anti-turtle move)
8. Basic L (against high blocks; follow with another mix-up)
9. Step LH (against slow counters; input at maximum speed)
10. 90-degree H (against most counters)
11. G+L (against high counters; can extend to G+L, H)

Notes:

To set up the Ducking H and Ducking H (hold) after a basic L, you need 
to hold G for a split-second after the L. 

You can follow a counter Ducking H with the Basic M or J+L for a combo.


Other Close-Range Tips:
-----------------------

The HHjHHHHHHHHHH and H (quick L) HHHHHHHH work great to push enemies 
into the corner. Hold down the button on the last hit of either to make 
it unblockable. If your opponent expects the entire chain, stop after 
the third or fourth hit and do a throw, basic S, basic L, or L+S, jH. 
If you expect a counter, pop the basic M. 

Vincent's 90-degree H comes out faster if you input counter-clockwise.

Only use the HHH for air-combos.


Medium-Range Fighting
=====================

Medium-Range Attacks:
---------------------

7. Walking H
8. Step LH (follow with HHH)
9. Step LL (to Step LL links)
10. L+S, jHjH
11. Step H (to Step H links)
12. Running G+H
7. J+H (to J+H links)
8. Running HHH
9. G+H, H (unblockable high attack)

Follow the Walking H with:
--------------------------

1. H
2. H (delay)
3. G+H
4. Basic H (to Basic H and HH links)
5. Basic L (to Basic L links)
6. H+S, H
7. L+S, jHjH
8. S
9. Step LH (input Step LH at maximum speed; follow with HHH)


Follow the Step LL with: 
------------------------

1. L
2. H
3. M
4. Basic M
5. Throw. 

Note: The Step LLL will combo if the first hit is a counter. 


Follow the Step H with:
-----------------------

1. L 
10. H (only if your opponent blocks the Step H)  
11. LjH (only if your opponent blocks the Step H) 


Follow the J+H with:
--------------------

8. L (to J+H, L links)
9. Basic M
10. Throw


Follow the J+H, L with:
-----------------------

1. L
2. Basic M
3. Throw


Notes:

The G+H, H is an unblockable attack that hits high. To secretly do the 
G+H, H, stop walking and immediately do the G+H, H. It look like the 
walking H, and opponents will block high for the second hit.


Wake-up Games
=============

The Step LH is your best counter against missed wake-up attacks. Follow 
with HHH.

M+S (hold) works great against "turtles," but is much more effective 
against opponents who consistently ground recover. Knock them down and 
start the M+S (hold). When their invincibility wears off--POW! Mixed 
with the rolling step mine, you can have a LOT of fun.
 
You know how fantastic the L+S, jHjH is for normal fighting, but its 
superior range also makes it ideal for opponents pulling a ground 
recovery from a distance. Begin the move when they start to rise, and 
it will hit them after the invincibility wears off.

Vincent has no strong down attacks. The J+L is easy to avoid with the 
ground recover, and the G+L tends to miss.


Countering Opponent's Mistakes
==============================

Step LH is your best counter when opponents hits air. Follow with HHH 
for an air combo.

After blocking certain low attacks, stick with the rising H+S. If the 
rising H+S is too slow to counter, use the basic M. 

After blocking an attack that doesn't give you enough time for a major 
counter, try mixing in the L+S, quick H, quick L. This move goes around 
the side of your opponent and can hit as a back-attack if your opponent 
doesn't move. Best of all, if the attack hits, your opponent is 
stunned. Follow with J+L. The L+S, quick L, quick H is exactly the same 
move but goes around the other side. Go with whichever version you can 
input faster.


Specials
========

The Basic S:
------------

Vincent's basic S is completely ineffective at long range if your 
opponent can projectile-evade. You can aim the bullet with the 
directional pad if you know which way your opponent will run or jump. 

Unless a perfect opportunity is available, save your white meter for 
interrupts and the rolling step mine.


Other Specials
--------------

The jumping S can be effective if used sparingly. If you want to make 
it part of your game, you'll need to jump a lot. If you shoot every 
time you jump, your opponent will prepare the projectile-evasion. Use 
the Practice Mode to work on the "low-height" and "quick jump" 
versions.

If your opponent is near-death and far away, charge the S. This move 
takes off a LOT of white meter, so stick with the basic S or rolling S 
under normal circumstances.


Other
=====

Vincent has no throw variations. Against opponents who know the "break" 
points, you'll need to keep throwing to a minimum.


VINCENT'S COMPLETE MOVES LIST
=============================

HHH
HHLH
H (quick L) HHjLjHjH
HHjHHHHHHHHHHH
H (quick L) HHHHHHH
90-degree (either direction), H
H+S, H, H (hold the last H to track upward)
L
L+S, quick H
L+S, quick L
L+S, quick H, quick L
L+S, quick L, jH
L+S, M
L+S, jHjH
M
M+S
Walking HH
Running HHH
Running M
Running L
Running G+H
Projectile-Evasion, H
G+H
G+H, quick H
G+L, H
Ducking H
Ducking H (hold)
J+H, LL
J+L
Step HH
Step HLjHjH
Step LHH
Step LM
Step LLL
Step LLH
Step LLM
Rising H+S

Throws
------
front
left
right
back
360-degree

Specials
-------- 
S
SS
J, S
S (hold)
S (white meter empty)


V.S. VINCENT
============ 

Against "Vincent Extensions"
----------------------------

Watch out for "Vincent Extensions" of Godhand's moves: 

1. J+H, LL 
2. L+S, jHjH 
3. Step LLH  
4. H (quick L) HHjLjHjH
5. H+S, HH. 


Against Close-Range Fighting
----------------------------

The last hit on his HHjHHHHHHHHHHH is unblockable if they hold the 
button down, so hit him out of it if your opponent tries.

After an HHL (or G+L), don't be foolish or extra H (which hits MIDDLE) 
will nail you for big damage AND set you up as an airborne punching 
bag. Look for the lifter, and if it comes interrupt or block.

Vincent players will tack on the L after a successful Step H. You can 
ground recover after the Step H to pass through the L and counter. 

If Vincent jumps, be prepared to projectile-evade any jumping shots.


=======================================================================


16. DJANGO => We've tried to learn to like the dog but NO! We hate it!   
===========    You guys have fun. 
  

Here are a few things you need to know about Django:

1. It can't block!
2. It cannot be interrupted or use interrupt techniques.
3. It cannot spin through projectiles or grab swords.
4. It can only be thrown in 2 ways, and if you learn how to "break" 
these you'll never be thrown again! Of course, it only has one 
throw, so learn to "break" this and even the score.


DJANGO'S COMPLETE MOVES LIST
============================

HHH
Back-turned, H
Back-turned, LL
H+S, S
L
M
M+S (variation if used on downed opponent)
Running M
G+H (or Rising H)
J+H (must push buttons at EXACTLY the same time)
J+L (must push buttons at EXACTLY the same time)
Ducking H
Ducking L
While Down, (H or L)

Throw
-----
90-degree (either direction), M+S

Specials
--------
S
S (hold)
J, S




V.S. DJANGO
===========

Hit it low, watch out for fireballs, and if you're stuck in a corner 
eating fireballs the round's over. 


============================================================================


III. CHARACTER RANKING 
======================

We've come up with a ranking chart based on over two thousand hours of 
combined playing experience.

These numbers are based on two HIGH LEVEL PLAYERS going head-to-head 
using advanced techniques like interrupt and sword-grab frequently and 
WITHOUT MERCY.

1. Matsuda
2. Tifa
3. Godhand
4. Vincent
5. Yoko
6. Clair
7. Yuffie
8. Sasuke
9. Inoba
10. Cloud
11. Lee
12. Naseem
13. Jo
14. Sephiroth
15. Han
16. Django


Tier 1: Matsuda, Tifa 
Tier 2: Godhand, Vincent, Yoko
Tier 3: Clair, Yuffie, Sasuke, Inoba
Tier 4: Cloud, Lee
Tier 5: Naseem, Jo, Sephiroth
Tier 6: Han, Django



Note: You can throw these figures out the window if one player is  
      better than another, because in Ehrgeiz good players ALWAYS beat 
      bad players. 


Aside from overall strength, we decided to rank the characters in other 
areas:

Best Specials:

1. Matsuda
2. Clair
3. Lee
4. Tifa
5. Sasuke/Yuffie

Wake-Up Games:

1. Inoba
2. Matsuda
3. Clair 
4. Lee
5. Godhand/ Tifa (tie)

Cheapest Fighter:

1. Matsuda
2. Lee 
3. Inoba
4. Sasuke/ Yuffie
5. Django

Most Fun to Use:

1. Clair
2. Yoko
3. Godhand
4. Tifa
5. Inoba

Best at Lifting Opponents for Air Combos:

1. Yoko
2. Godhand
3. Sephiroth
4. Jo/ Tifa (tie)
5. Vincent/ Cloud (tie)

Best Arsenal of Moves:

1. Godhand/ Vincent (tie)
2. Tifa
3. Yoko
4. Matsuda
5. Cloud

Best Step Moves:

1. Vincent
2. Godhand
3. Lee
4. Yoko
5. Jo

Easiest for Beginners (based on our girlfriends' playing experience):

1. Matsuda (push S)
2. Sasuke (running HHH)
3. Tifa (running HHH)
4. Clair (push S)
5. Cloud (push S, jam on the buttons)

For Professionals Only:

1. Inoba
2. Han
3. Sephiroth
4. Naseem
5. Jo


=======================================================================


IV. PICKING THE RIGHT CHARACTER FOR "YOU"
=========================================

We had serious reservations in putting together a character ranking. We 
don't want beginners to quit on Han and Django just because they suck. 
A good player beats an average player no matter what character he's 
using. In fact, using a "technically-challenged" character gives you 
bragging rights with your friends. 

We don't want to preach, but it's important to pick a character that 
appeals to you based on move selection and type. Dave LOVES playing 
female characters. And I know he wouldn't have as much fun with this 
game if he made his selection based on a stupid ranking chart. Here are 
our favorite characters (and readers' favorite character) and why we 
play them:

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

NAME: Mike "kawaii maiku-chan" Allen

FAVORITE CHARACTER: Godhand/ Tifa 

   Godhand and Tifa have a lot of great moves. I don't enjoy characters   
   that rely on only one or two killer moves. I like variety in my 
   fighting style and never want to use the same moves from one round 
   to another. Godhand and Tifa allow me to do this better than any 
   other character."

HATED CHARACTER: Django 

   F**k Django!

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

NAME: David "Pretty Bird" Bole

FAVORITE CHARACTER: Yuffie/ Clair

   These two have NASTY UNBLOCKABLES which make my day because I hated    
   turtles in Tekken. I like Yuffie's 2-way mix-up with the jumping 
   sword and stun ball. With Clair, it feels good to watch your 
   opponent jump as you charge S, and nail him when he comes down. 

HATED CHARACTER: Matsuda 

   Cheap special!

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

NAME: Drew "Drizznit" Stramel

FAVORITE CHARACTER: Yoko 

   You have to love AIR COMBOS. You can mix in her rising attacks at    
   any time to launch you opponent."

HATED CHARACTER: Cloud 

   Too many rookies think they're good because they know how to do the   
   sword LLL when the other guy's on the floor.

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

NAME: Mark "Space Shuttle" Veale

FAVORITE CHARACTER: Han 

   I like the set-up challenge. It is difficult to safely get into  
   Han's Motion-Change. It's an even bigger challenge to maintain 
   it for any period of time without the opponent knocking you 
   back to regular form. 

HATED CHARACTER: Yuffie and Vincent 

   These guys are TOTAL clones of Sasuke and Godhand and are in the   
   game just to satisfy FF freaks.

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

NAME: Eli "I hate DEVRY!" Richards

FAVORITE CHARACTER: Matsuda

   I like taking advantages of an opponent's mistakes, and Matsuda's   
   special is the BEST COUNTER in the game. I like to walk or Step to 
   an opponent's side. If they miss a move, EVEN A JAB, I can snatch 
   them up for 25% damage with a chance for more.

HATED CHARACTER: Tifa 

   She's the only one who gives me trouble. 

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

NAME: Dan "Guardian Cloud" GC

FAVORITE CHARACTER: Cloud/ Sasuke/ Yuffie

   Smooth mix-ups and a variety of unblockables give these three all  
   they need to succeed. If your opponent makes ANY mistake, these guys 
   will make him pay BIG TIME. 

HATED CHARACTER: None 

   I just don't like arcade scrubs who "turtle" and "spaz," and  
   complain when they lose. 

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

NAME: Pascal "Coeur de lion" Tran Binh

FAVORITE CHARACTER: Tifa

   She has great basics, nice step moves, and a sweet special, and you   
   can mix-up your close-range attacks to confuse your opponent. Tifa's 
   also my favorite Final Fantasy character.

HATED CHARACTER: Django 

   What the hell is this thing?

-----------------------------------------------------------------------
 
List your name, your favorite character, and your most hated character, 
and we'll post-it. Keep it tasteful, please. Sorry guys, but I get to 
pick the nickname. 

Send to: Mallen1@csulb.edu

All submissions after May 21 MUST be sent to:  Mallen@csubak.edu

(Label the subject heading "Ehrgeiz")

=======================================================================


V. GIVING CREDIT TO THOSE WHO HELPED PUT THIS TOGETHER
======================================================

First off is to the girlfriends--Rein, Nova, Bridgett, and Crystal.

We'd like to thank "Versus Books" for their Tekken 3 guide that proved 
Americans CAN write a good strategy guide.

Thanks to Dan GC for putting in his own word, and check out his Cloud 
FAQ for more Cloud information than you can shake a stick at. Not bad 
for a 14-year old.


=======================================================================


VI. MY PERSONAL FEELINGS ABOUT THIS GAME
========================================

In this section, I'm going to cut through all the crap surrounding this 
game. I feel an "obligation" to do so, as so many cool people have 
written me praising this FAQ and seem to respect my opinions. This is 
for them.

When I began writing this FAQ, I never would have imagined including a 
section like this. The only reason I wrote this FAQ was because video 
game magazines were pissing me off with their bad reviews on Ehrgeiz, 
and I wanted to show everyone that there IS a lot of strategy to cover 
here. If Versus Books or another high-quality publisher would have done 
an Ehrgeiz strategy guide, this FAQ would never have seen the light of 
day. 


My Background
-------------

I'm not an Ehrgeiz junkie. I'm just a guy who likes fighting games. I 
have owned (and mastered) the following fighting games:

Street Fighter (SF) 2, SF 2 Turbo, SF Alpha, SF Alpha 2, SF Alpha 3, X-
Men vs. SF, Bloody Roar, Dead or Alive, Tekken 1, Tekken 2, Tekken 3, 
Virtua Fighter, Virtua Fighter 2, Fighters Megamix, Fatal Fury (FF), 
FF2, FF Special, FF Real Bout, FF Real Bout Special, KOF 95, KOF 96, 
KOF 97, Samurai Showdown (SS), SS 2, SS 3, SS 4

I'm sure there are a few I left out (like those aweful Dragonball 
games), but you get the point. Perhaps it is my experience in video 
games (over 17 years) or in real-life martial arts (over 13 years), but 
when I play fighting games, the strategy and game design stick out 
clearly in my mind. 


Ehrgeiz vs. Tekken
------------------

I thought Tekken 3 was the BOMB when it came out. I though this was the 
pinnacle of gaming as we know it. I was a "player," a term I use to 
refer to those who "know" the game. 

I had my Japanese friend send me Ehrgeiz when it was released. A week 
later I called over a few friends from the local Tekken 3 tournament 
and told them how "Ehrgeiz kicks Tekken butt." And that's where we 
stand today. Dave, Eli, Mark, Drew, and I are former Tekken tournament 
players who have given up Nina and Paul to pursue Ehrgeiz greatness. 

It really makes us angry when magazines give 6's and 7's in their 
reviews. These guys haven't even learned how to walk right, and they 
declare "Tekken has a better system." This is exactly what happened 
when Virtua Fighter 1 and Tekken 1 originally came out. Back then 
people complained Street Fighter 2 had better play mechanics. They 
didn't know what to make of those "weird 3-D fighters." 

Let's cut to the chase: Ehrgeiz is deeper, better, and a hell of a lot 
more enjoyable to play than Tekken 3. If you don't agree, you haven't 
learned how to play Ehrgeiz yet, so keep trying. I've had the 
opportunity to show probably 30 Tekken players Ehrgeiz, and the 
conclusion by ALL OF THEM is that Ehrgeiz freakin' rules. No shit. No 
lies. Enough said.


Ehrgeiz Sucks! Did I Say That?
------------------------------

When I first played Ehrgeiz, I hated it. My cousin and I kept sliding 
and doing nose-dives all over the place. After 5 minutes he discovered 
Sasuke's running HHH. I concluded that this game was "f**cked" because 
this was the "cheapest goddamn move I've ever seen." I wanted NOTHING 
to do with this game and was ready to get back to Tekken.

But then, a miracle happened. I learned how to sword-grab. I learned 
how to duck tackles, and break throws, and walk outside my opponent's 
attack range. I learned how to projectile-evade, and hit Lee with a J+H 
before he came down with the spear, and how to crush turtles with the S 
button. I learned how to escape the 3-punch stun and get up safely. All 
of those "CHEAP, AWEFUL MOVES" didn't seem so cheap and awful anymore. 

The guys working at the magazine offices don't have time to play a game 
for hours upon end. Shortly after they get their hands on a new 
product, they have to give a rating. It's funny to think about it, but 
if I would have rated Ehrgeiz after my first few hours of playing, it 
would have been a freakin' ZERO. 

My point is that most gamers, even hardcore fighting players like 
myself, can easily be turned off by Ehrgeiz in the early stages. 
Ehrgeiz incorporates new play mechanics that have never been in 
fighting games before. Unless you know that there IS a way to counter 
every move in the game, it's entirely too easy to give up on everything 
that Ehrgeiz has to offer.  


The "Final Fantasy Fighter?"
----------------------------

Let's get one thing perfectly clear: Ehrgeiz is NOT a Square game. 
Ehrgeiz is the third game by Dream Factory, which had previously done 
Tobal 1 and Tobal 2. Dream Factory is made up of people from the Virtua 
Fighter and Tekken design teams, and is dedicated to pushing fighting 
games to the next level. Dream Factory is independent of Square and 
handled Ehrgeiz's development 100% internally. All Square does is 
handle the marketing and production. 

The choice to include FF characters was made early on in preparation 
for the arcade release by Namco. Square and Namco felt the game could 
attract more customers (i.e. FF freaks) if they included Cloud and 
Tifa. So Dream Factory cooked them up, and Ehrgeiz was finally released 
in arcades. 

Ehrgeiz was not very successful. As explained earlier, there was simply 
too much "new stuff" for gamers to handle. In the arcades, you can't 
spend hours practicing your sword-grabs and interrupts. Learning the 
game's mechanics was a long (and EXPENSIVE) process that most people 
gave up on. The 4-button layout was also not ideal for the game. I'm 
sure the guys at Dream Factory would have preferred Playstation-joypads 
in the arcade for their easy 6-button interface, but this is simply not 
available. Ehrgeiz wouldn't work with a 6-button Street Fighter 
interface in arcades either. Sadly to say, it is hard to enjoy Ehrgeiz 
anywhere outside of your home. 

Square was disappointed by Ehrgeiz's failing in arcades, and was 
worried about future Playstation game sales. Square decided to market 
Ehrgeiz not at fighting game players, but instead focus the game 
towards FF fans. Dream Factory was instructed to cook up three more FF 
characters for the Playstation version. 

And so we have the "Final Fantasy Fighter." When I saw the recent 
advertisement for Ehrgeiz in one of the video game magazines, I was 
shocked. I expected to see screen shots of Godhand kicking Inoba's ass 
or Naseem blasting Yoko with a fireball. Instead, I see a HUGE picture 
of Cloud and the words, "Now Final Fantasy enters the fighting game 
arena," or some crap like that. I was so pissed. The addition of Cloud 
and Tifa into the arcade version was a bonus, not the central aspect of 
the game.

If you still feel I have no reason to bitch, just look at the reviews 
for Ehrgeiz at www.gamefaqs.com. Do they talk about the strategy and 
game play? Mmmm...no. Count how many times they write "Final Fantasy." 
Mmmm...a lot. Still think I bitch too much?

Ehrgeiz will never get the respect it deserves. The high learning curve 
drives off a lot of people initially, and the marketing approach will 
not lure Tekken 3 fans towards the (I hate writing this again) "Final 
Mother-F**king Fantasy Fighter."

I'm not mad because I hate Final Fantasy. In truth, I'm a big fan who 
beat FF7 five times and FF8 three times already. I'm mad because I want 
fighting games to get better. I've seen continual progress throughout 
the past few years as games become deeper and better. Tekken 3 kicks 
Tekken 2 butt, so on and so forth. And what is happening right now is a 
push by the gaming community (by not purchasing Ehrgeiz) to say that 
this "weird fighting game" isn't what they want. 

I'm afraid that the next time a company wants to make a 3-D fighter, 
they'll look at the lackluster success of Ehrgeiz and decide to stick 
with the Tekken engine to make more money. Of course, this isn't 
happening, and Tekken 4 WILL be a lot like Ehrgeiz. Ehrgeiz 2 is 
already being worked on, and it retains everything that made the 
original a success and seeks to add so much more. Dream Factory rules.

Check Ehrgeiz 2 clips at:  www.drf.co.jp 


=======================================================================


VII. REVISION CHANGES
=====================

1.1- Added new strategies; improved the layout
1.2- More strategies; added the "Picking a Character for YOU" section;  
       corrected several errors
1.25- More strategies; fixed a few errors 
1.3- Most of the errors gone and more strategy
1.31- Improved the layout; changed Yuffie and Vincent sections
1.32- Layout changes; more strategies
1.33- Fixed some spacing errors; more strategies
1.34- Godhand, Cloud, and Tifa revised; a few other minor changes 
1.35- Sephiroth, Matsuda, and Clair revisions
1.36- Naseem revised; corrected ranking chart 
1.37- all characters revised; complete moves lists for all

Still to come: 

Ver. 1.37 = more strategy
Ver. 1.38 = more strategy
Ver. 1.4 = Most basic strategy finished
Ver. 1.5 = Combo guide for all characters (have to do it one of these                              
            days) and STRATEGY
Ver. 1.6 = Django...no, more STRATEGY
Ver. 999.999 = Fine! I'll do the friggin' Django section, and more                    
            STRATEGY.


Quick Notes:
------------

I can't believe this FAQ is 104 pages. I've spent way too much time on 
this thing. Hope you guys appreciate it.

Don't ask me questions on character biographies and backgrounds. If 
another person asks me, "What's Godhand's blood type" or "What's Yoko's 
hobby," I'm going to flip. Check other FAQ for this junk.
(P.S. If you can't live without knowing what Lee's favorite food is and 
what job Inoba holds, get a freakin' life--you suck.)

That's all for now. I'll be finishing this guide up sooner or later, 
and adding more strategies, combos, and techniques before the game 
makes its U.S. debut May 12. Keep practicing, check back for regular 
updates every couple of weeks, and tell Tekken players to take a hike. 
Later.

Send tips/ questions/ comments to:  Mallen1@csulb.edu
(Please label the subject heading "Ehrgeiz")

All messages AFTER May 20 must be sent to: Mallen@csubak.edu

Unpublished work Copyright 1999 Mike Allen