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EHRGEIZ "God Bless the Ring" - Sasuke Character Guide Version 0.1
            EZ
By Dan GC 
for the PSX (it's the same for the Arcade) version of Ehrgeiz

Last updated: 04/17/99 09:56 PM PT
First Edition: 04/17/99 09:56 PM PT
Document Info: 71 K (71, 431 Bytes)
               Designed for at least IE 3 or NN 3 at 640x480
               Resolution and Courier New font enabled
               71, 431 characters (letters, numbers, symbols, etc.)

  Ehrgeiz was...
Created by: Dream Factory
Licensed by: Squaresoft
Published by: Square EA
Released: Week of May 5 1999

  If you can help me with anything: moves, techniques, etc., or if you
just have questions, comments, etc., E-mail them to 
One more thing, don't E-mail with questions that are already in the FAQ
section, otherwise, I'll discard them or tell you to check the FAQ.
_________________
Table of Contents
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1.   Updates
2.   What is Ehrgeiz, anyway? (General Details about Ehrgeiz)
3.   Plot/Storyline
4.   Sasuke Info
       - Sasuke Character Profile
       - More Sasuke Info
5.   Legend
6.   Basic Stuff (Basic Moves available to all characters)
7.   Move List
       1. Basic Attacks
       2. Executed Attacks
       3. Executed Walking Attacks
       4. Executed Running Attacks
       5. Just Frame Attacks
       6. Running Against Wall
       7. Executed Throws
       8. Special Attacks
       9. Combos
8.   Secrets
9.   Move Analysis
10.  Strategy, Hints, and Tips
11.  Sasuke VS. CPU & Person Guide
12.  Translations
13.  Frequently Asked Questions
14.  Special Thanks
15.  Author Information

Copyright Disclaimer:

Unpublished Work Copyright (c) 1999 Dan GC

  This FAQ is for private and personal use only. If reproduced, it must
be my electronic means, and if placed on a Web Page or Site, may be
altered as long as this Disclaimer and the above Copyright Notice
fully appears. This FAQ is not to be used for profitable/promotional
purposes; this includes being used by publishers of magazines, guides,
books, etc. or being incorporated into magazines, etc. in ANY way
without FULL AUTHORIZATION from myself and any cohorts I may have.
  This FAQ was created and is owned by me, Dan GC 
Any Copyrights and Trademarks not specifically mentioned in this FAQ are
acknowledged. Always give credit where it is due.
   Ehrgeiz, Squaresoft, and Dream Factory are Registered Trademarks and
Copyright (c) to Square Co., Ltd. Any other things are Copyright to
their rightful owners.
  Alright, writers of EGM, GamePro, other Game Mags, and plagiarizers,
you plagiarize, many people know that, you can be sued. If I find out
ANYTHING from any of my FAQs in a Game Magazine or in another FAQ w/o
my permission, I'm suing. It clearly states not to copy anything without
my FULL AUTHORIZATION and PERMISSION unless put on a non-profitable/
non-promotional Web Page with the above Copyright Disclaimer.

This FAQ can be found at:
________________________________________________________________________
GameFAQs                              www.gamefaqs.com
Dan GC's Ehrgeiz Home Page            i.am/dan_gc
                  Available later in the future
________________________________________________________________________
Part 1: Updates
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Version 0.1:
  First version
________________________________________________________________________
Part 2: What is Ehrgeiz, anyway? (General Details about Ehrgeiz)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  If Tobal No. 1 is the only Square fighting game you've ever played,
you're missing a lot; the sequel, Tobal No. 2 (released only in Japan)
is considered in some circles to be the finest fighting game on the
PlayStation (PSX). And Namco - with titles like the Soul Blade and
Tekken series under its belt - is no slouch in the fighting-game
department, either. Now these two game development giants have teamed up
to produce one of the first completely true 3-D fighting games in arcade
history (actually, I believe only Dream Factory made the game and Namco
published it): Ehrgeiz allows complete three-dimensional movement over
a series of plains, high-rises, and dojos. The terrain also includes
special objects - knives, guns, boxes, and other various items - that
can be used to augment your offensive and defensive strategies. The
game's four-button layout includes a "Guard" button as well as "High"
Attack, "Low" Attack, and "Special" Attack buttons. The combo system is
similar to that of Tobal 2; calculated, timed attacks with not much room
for error. Unlike the gameplay of Tekken (which is a good thing, you
only block and attack in Tekken) - which rewards your opponents greatly
when you make a simple mistake - Ehrgeiz only rewards a player when an
apparent skill combo is initiated (and you actually move). For example,
once a player inputs a special move, you can follow that up with a
specific combo that juggles the opponent for multiple hits. Mastering
the basic techniques may take some time to comprehend. Of course, the
one feature that may put Ehrgeiz over the top - particularly Square
fans - is the fact that some of the most popular characters from Final
Fantasy VII are hidden in the game as secret bosses and selectable
fighters! Of course, Cloud is okay, but Tifa is much better. But this
game is not, I repeat, is not a "Final Fantasy Fighter!"
  "Ehrgeiz" is a German word that means "ambition." The pronunciation
of Ehrgeiz is "air-gaits" and in terms of some sort of a dictionary, it
would be "e:r gaits". This is a type of 3-D fighting game that I haven't
ever experienced. The Learning Curve to playing this game is only a few
days, although to master a specific character takes much longer. After
a week or two, you could learn most of the basics and learn how to do
them easily. Some kind of general knowledge and strategy is needed to
get on the Hi-Score List. I decided to type all of the things I know
about the Red Guardian Sasuke and how to beat some opponents with him so
people can read it if they choose to do so.

Attribution goes to Jason E. Wilson
________________________________________________________________________
Part 3: Plot/Storyline
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Fifty years ago, a sword with a mysterious "Materia" was found in the
ruins of an ancient German castle. The blade of the sword was broken,
and a mysterious stone was set in its handle. The weapon took the name
"Ehrgeiz" and became the symbol for a tournament, which would decide the
world's strongest fighter. The sword was presented to the champion as a
trophy.
  Meanwhile, a secret excavation of a Middle Eastern desert ruin was
ordered by a secret organization called "Red Scorpion". It was rumored
the ruins contained the secret of immortality. As a front, Red Scorpion
claimed to be an international organization established to protect
international archaeological treasures and ruins. In reality, they are
a weapons manufacturer collaborating to develop bio-weapons. They hope
to rediscover and use the technology founded by hyper-ancient cultures.
  After months of excavating, Red Scorpion located the ancient ruins.
They located a door to the ruin but it couldn't be opened. A special key
was needed...Does the key still exist? If so, where is it? The strongest
theory points to a mysterious stone set in the EHRGEIZ sword. On the
same day the door was discovered, the EHRGEIZ stone radiated an eerie
luster and brilliance. Legend says those who come in contact with the
stone will be overwhelmed with a burning desire to answer a mysterious
calling.
  Koji Masuda, the defending and consecutive three-time champion is the 
current holder of the EHRGEIZ. Like a magnet, the sword navigates Koji
to the Middle East and eventually the ancient ruin. The Red Guardians
are not at all pleased by this intrusion onto their secret finding, one
of the Red Guardians is Sasuke. Disregarding the call of the sword, Koji
has no choice but to flee the Middle East. If caught, he would surely be
executed.
  Koji realized the danger of the tournament and the sword. It's far
more than a mere symbol of fighting experience. Understanding the sword
brings danger to his life, Koji reluctantly decides to withdraw from the
tournament and relinquish his right to the sword. In a letter to his
daughter Yoko Kishibojin, Koji asks her to succeed his will and use her
martial arts skills to regain the sword. But news of the mysterious
stone has traveled afar and now many more have the curiousity to seek
it.

Source: Dream Factory Home Page - http://www.drf.co.jp
________________________________________________________________________
Part 4: Sasuke Info
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  In this section here, I'll just put some information on Sasuke. He has
a pretty interesting story and I did edit some of the "Story" so it'd
sound a little better.
__________________
Character Profile:
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Name: Sasuke
Age: Unknown
Nationality: Japanese (?)
Sex: Male
Occupation: Future Ninja
Weapon (special attack): Shuriken, Katana, Kemunimaku (Smoke Bomb),
                         Makibishi (caltrops)
Weapon (primary): Katana
Story:
  True to a Ninja's persona, Sasuke has a dark, mysterious personality.
Red Scorpion currently occupies him as a covert operative (as a Red
Guardian). Sasuke's true identity is unknown even to himself due to an
injury that resulted in amnesia. While attempting to execute an order to
assassinate Koji Masuda, the mysterious light on Ehrgeiz somehow
triggered part of his lost memory. Sasuke is motivated to win the
tournament and the legendary weapon. He believes the weapon and its
mysterious stone can return his memory.
__________________
More Sasuke Info:
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  Sasuke is the only character to wield a weapon from the start of the
game. Sasuke's Special Attack grabs the opponent, then throws him/her to
a position where they are vulnerable to great distance attacks. Perform
constant Kokurenjin combos and use the Sokujin to send your opponents to
oblivion.
________________________________________________________________________
Part 5: Legend
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Controls:

   UL  U  UR       Up-Left        Up           Up-Right 
     \ | /
  L -- N -- R      Left           Neutral      Right
     / | \
   DL  D  DR       Down-Left      Down         Down-Right

Arcade Button Setup:

   P1/P2                       Start


   L  H  S                  Low    High    Special
G                  Guard

*: Just Frame Point
QCF: Quarter Circle Forward: Down, Down-Right, Right
QCB: Quarter Circle Back: Down, Down-Left, Left
/: Or
+: simultaneously
FC: Fully Crouched
( ): Hold (exp. (G), hold G)
^: Unofficial Name
360: 360 degree spin
%: Not Counterable (if there isn't a % or ^, then it is Counterable)
&: Counterable on a certain condition, which is, if the attack is done
   when the character doing the attack is on the ground, but if done
   when all the way in the air, it is not Counterable, or another reason
DL: Dragon Launcher
counter hit: a hit to your opponent while they are doing an action

Hit Level:
  H: High
  M: Middle
  L: Low
  UH: Unblockable High
  UM: Unblockable Middle
  UL: Unblockable Low
  |: whatever is past "|" is the Hit Level (except Rating)
________________________________________________________________________
Part 6: Basic Stuff (Basic Moves available to all characters)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Running:
  Unlike the "dash" function of other popular fighting games, in Ehrgeiz
you actually run! Your character can run in eight different directions;
just hold the joystick in the direction you wish to run. This comes in
handy for many techniques and for safety reasons; you can hide behind
boxes and various objects on the screen, or you can use the run to
initiate an offensive attack. Also, you can run away from your opponent.

Blocking:
  Blocking in Ehrgeiz can be tricky. The basic technique is similar to
that of Tekken, in which your character blocks automatically when the
joystick is in a neutral position facing your opponent (blocks high and
mid attacks). You can also hold G while moving (not crouching) and your
character can block high and mid attacks. To block low, just hold Guard
while standing in one place to Fully Crouch then you can block low
attacks, but you can't move. You cannot block Unblockable attacks.

Fully Crouch:
  Unlike other fighting games, crouching is done in a different manner.
To fully crouch, you must hold G until you crouch. This can be used to
do some offensive attacks or to block low attacks. After you have
crouched and you want to stand up again, just release G.

Jumping: 
  Tap joystick twice in direction you wish to jump or hold G and push S
(hold G+S to jump higher). Use jumps to surprise your opponent and/or
set up an offensive attack.

Throwing:
  The argument will continue for generations - for all of the fighting
game players who think throws are "cheap," there's an equal number of
game designers who continue to include throwing as an integral element
of their games. Throwing is generally best used when your opponent is
"turtling;" i.e. standing around and waiting for you to attack so he or
she can counter. Simply press G+H+L to toss 'em into the action. There
are different variations of throws; each person has quite a few. You can
always hold G then push H and L to do a throw. To perform your
character's Special Throw, rotate the joystick 360 degrees and press
G+H+L. To do a Special Throw a pretty easy way, hold G and rotate the
joystick 360° very quickly then push and hold H+L while still holding G.
When you are being grabbed/thrown and you want to break out of it, push
G while your character is blinking white and you will break out (harder
than it sounds). To prevent being tackled (grabbed), push G just before
the tackle hits your character.
**READ!
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  To those people who can't do Special Throws, it's because...well,
there's a little something I forgot to add. Anyway, this is how you do a
Special Throw, this will help those people who like to do Omnislash with
Cloud, pay attention:

Push and hold G, rotate the D-Pad (or joystick) counterclockwise or
clockwise 360° very quickly and push and hold, while still holding G,
H and L. So this is how you do it:
Hold G, 360° very quickly, push and hold H+L
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
!DAER**

Special Attacks:
  Performing Special Attacks are easier than ever in Ehrgeiz; just press
the Special button! Unfortunately, you have a limited Special Gauge that
only allows you to use a certain number of attacks or for a certain
period of time. When your gauge is completely empty, there is a Special
Attack for each character that does something. These are usually
unblockable. All Specials SHOULD be unblockable. Some people just don't
understand there is a limited Special Gauge and when you use it all,
there is no more, unless you get a Special Item.

Launchers:
  You can use launchers to setup difficult juggles. As with one other
type of fighting game, the VS series, you can launch your opponent in
the air, but in Ehrgeiz, there's no such thing as an Infinite, and it's
much more difficult to do a good juggle. Anyway, each character has a
few launchers. Usually, the basic M is one of their launchers, but some
characters have their basic M in a Basic Attack. So, there are usually
only two launchers per character, but that might be proven differently.
The first launcher is the basic M, the other one, you will have to find
it for yourself. The other launcher is usually better because the
opponent is launched higher in the air.

Rolling:
  When on ground, just push direction you wish to roll. Or when
standing, hold G and push the direction you would like to roll twice.
Use the roll to avoid obvious ground attacks and Special projectiles.

Fade Away (Dodge):
  When running, tap G once and your character will turn sorta'
translucent and a kind of lightning beam will surge through them and
spin around. This can also be done in the air (when you jump); it can be
used to advance your capabilities of movement in the air. Use this to
dodge projectiles coming towards you. You can tap G repeatedly to dodge
multiple projectiles.

Step:
  Once fully crouched, tap the direction you wish to step. You can
setup offensive attacks with this, or take a quick small retreat from
your opponent.

Rope-A-Dope (Strafe):
  Muhammad Ali, eat your heart out. One of the great things about the
Rope-A-Dope is it allows you to evade and retaliate without running out
of control and possibly forcing you to miss. Also, you get more control
and less running. Another great thing about the Rope-A-Dope is the CPU
still thinks you're running. Try this: Rope-a-Dope, when you see an
opening, move towards your opponent, Throw them. Instant takedown
without running like a chicken without it's head cut off. To Rope-A-
Dope, hold G while moving and you'll move while facing your opponent so
you'll be able to block high and mid attacks without staying in one
place; akin to Quake's strafing. While this might not be news to veteran
Ehrgeiz players, there are some cool things you can do while strafing.
You can also initiate offensive attacks while Rope-A-Dope'ing.

Get-Up Stuff:
  The first four on the list are not attacks, the last four ones are
attacks, though. Here's the Get-Up Stuff I know of so far:
- G: stand up with limited invincibility; character turns transparent
- S: stand up Fade-Away Dodge
- G+S (when on back): quick flip up
- G+S (when on stomach): reverse fishy House move (type of flip up)
- L: low attack; similar to G+L
- H: middle attack; spinning back kick
- H+L (opponent away from head): slow start-up windmill (breakdancing)
- H+L (opponent away from feet): quick high flip-up attack
[See Flip Out for another Get-Up thing, sort of.]

Flip Out:
  Use this to your advantage. As with one other fighting game such as
SFA3, you can land safely when you are knocked into the air. Before you
fall to the ground, push G while airborne. Use this to surprise your
opponent and get in a quick hit before they can react. It also reduces
damage (slammed into the ground gives extra damage) and the chances of
being juggled when knocked high into the air.

Counter:
  Push S right before impact of hit. You can only Counter physical
attacks. Most physical attacks can be Countered. All attacks on the
ground can be countered, but airborne attacks can't be Countered
because, well, you can't hold someone's whole body then attack them,
unless you're very strong...

Two-Hand Grab:
  Right before impact of hit with a sword, do a Two-Hand Grab. Your
character will grab the sword with two hands and throw the person to the
side. To break out of a Two-Hand Grab done on you, just push G when you
are being thrown to the side and your character will land safely -
that's also known as a Flip Out when you land safely. To do a Two-Hand
Grab, push G right before a sword hits your character. This won't work
if you tap G repeatedly.

Just Frame Attacks:
  Just Frame attacks are attacks when you can push the button(s) at
certain frames of certain attacks to continue the combo. There's only
one time when you can push the button(s). And that's near the middle
frame of all of the frames of the attack (exp. L,*H, when the Low Kick
is all the way out, that's the middle frame because he still has to put
his leg back, then push H), push the button that goes along with the
Just Frame. Also, here's another way: when the attack hits your
opponent, after you hear the colliding sound from the hit, push the Just
Frame buttons. Just Frame Attacks don't require you to hit your
opponent: you can just wiff the attacks or push the button at the right
time, although, some Just Frame Attacks DO have to be done by wiffing or
hitting your opponent; you can tell if you have to hit your opponent if
the attack you have to do before you do the Just Frame button pushes is
blocked and your character is partially stunned, so you can't continue
the attack. These work for most characters. Despite what I believed,
Just Frame Attacks are Counterable, but it's very difficult to do so.

Taunt:
  Some taunts are attacks (if an opponent runs into you while Taunting),
it depends if your character's Taunt has something that could hit your
opponent; to Taunt, hold the joystick in a direction and push Select.
Characters may have more than one taunt. Some characters have funny,
cool, or just plain odd taunts.

Special Objects:
  Any advantage you are able to gain over your opponent - even a minor
one - can be magnified greatly in battle. Various stages in Ehrgeiz
contain power-ups that can advance your character's defense status and
attack status, refill some Energy and Special Gauge, give points, and
other various things; they can be found in the boxes that are scattered
throughout the game. Pushing the boxes at your opponent during the
course of a match can cause them to break and release objects that can
upgrade your fighting status. To break a box, simply use the Throw
command (G+H+L) when you are facing it. Your character will grab the box
and throw it at your opponent. Or you can hit it at your opponent with
an attack that hits low or mid. A box hit towards a character is
unblockable (must be thrown or hit; if you hit it, there must be enough
speed).

Special Weapons (Objects):
  By request from Enpingy , I have included this
section that has to do with the Special Weapons you can pick up from
normal boxes. This may only seem as a little advantage when compared
with people's attacks. But, people may not notice it can be helpful if
used wisely. All of the Special Weapons are unblockable, use it wisely
to your advantage. As said earlier, "any advantage can be magnified
greatly in battle." You can pick up weapons, drop them, and throw them.
To pick up a Special Weapon, you must move into it. To drop the weapon,
push G. To throw them after you picked up a Weapon, push H or L. No
Special Techniques are known you can do with a Special Weapon. There are
a couple of weapons you can pick up; the current ones known are:
 Sword      It's a pretty strong weapon to throw.
 Axe        This may be a little stronger than the Sword. It's just an
            axe that you can throw.
 Dynamite   Now, this Dynamite is an odd Special Weapon. It has an
            unknown timer so you aren't really aware when it will blow
            up unless you focus on it and see it blinking. So you
            should use this with care. The timer is about as long as
            Godhand's Time Bomb or whatever it is, if Godhand doesn't
            push G.

Character Weight Classes:
  Mike Allen told me what characters are in what classes, so...here they
are:
______     ________________     ______________     ______
Light:     Medium (female):     Medium (male):     Heavy:
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Yoko       Claire               Cloud              Godhand
Jo         Yuffie               Han                Inoba
Tifa                            Koji               Django
                                Naseem
                                Sasuke
                                Sephiroth
                                Shuwen
                                Vincent
                                Zack

One more thing:
  For some attacks that have a G, you could hold G then push the buttons
while still holding G. In the "Throwing" part of this section, it has
already been noted you can hold G then push the buttons.
  For 360 degree moves, when you push the button(s), you have should it
until the move is done.
________________________________________________________________________
Part 7: Move List
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Name                         Input                      Hit Level(s)
________________________________________________________________________
7.1
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Basic Attacks:

Ninja Punch                  H                          H
Rising Dragon^&              (H)                        H, M
One-Two Slash                H, H, H                    H, H, UM
Ninja Rush                   H, H, L                    H, H, L
Ninja Sword Rush             H, H, H, L, H              H, H, UM, L, UM
Ninja Sword Launcher^        H, H, H, L, H              H, H, UM, L, UM
Backflip%                    H+L                        M
Double Backflip%             H+L, H+L                   M, M
Double Backflip Slash&       H+L, H+L, H                M, M, UM
Overhead Slash               H+S                        UM
Cutting Rage                 H+S, H                     UM, UM
Shin Cutter                  L                          L
Somersault Rush&             L, H, H                    L, M, M
Bamboo Burial%               L+S                        UL
Bamboo Burial Strike^%       L+S, L                     UL, UL
Slash Kick^                  G+H                        M
________________________________________________________________________
7.2
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Executed Attacks:

Agitouchi Left               QCF+H                      M
Agitouchi Right              QCB+H                      M
Dragon Launcher^             FC, release G, H           UM
Kinen Slash                  FC, H, H, H                UM, UM, UM
Kamikaze% (above opponent)   H+L                        UM
Tsunami Kick                 FC, L/G+L                  L
Tsunami Kick Slash^          FC, L, H                   L, UM
Tsunami Double^&             G+L, H                     L, M
Shinobi Cannon               Step, L, H                 M
Shinobi Sweep                Step, L, L                 L
Ninja Deception              Step, L, L, H              L, M
Komayomai                    360°+H or L                UH infinitely
Dragon Slash (getting up)    H                          M
Kaiten Ashibarai^            L (as above)               L
Dragon Flip-Up^% (near head) H+L (as above)             M
Windmill^% (near feet)       H+L (as above)             L
Hop Kick%                    G+H+S                      M
Flip Slash Cut%              G+L+S                      UM
Double Jump                  Double Tap Jump, hold direction
Jumping Slash^&              Jump, H                    UM
Landing Tsunami Kick^        Jump, L                    L
Landing Tsunami Double^      Jump, L, H                 L, H
________________________________________________________________________
7.3
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Executed Walking Attacks:

Shadow Moon                  H                          M
Low Thrust Hit               L                          L
Water Spider                 L, H                       L, UM
Spinning Demon               L, L                       L, L
Spinning Demon Slash^        L, L, H                    L, L, UM
________________________________________________________________________
7.4
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Executed Running Attacks:

Renmen Slash                 H, H, H                    UM, UM, UM
Dragon Slide^%               L                          L
Sunrise%                     H+L                        M
Sunset                       Tap G, H                   M
________________________________________________________________________
7.5
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Just Frame (*=Just Frame point):

Sweeping Earth Slash         H+S, *L                    UL
Kagehisa                     H, H, H, *H                H, H, UM
Ninja Juggle&                (H), *H, *H, *H, *H, *L    H, M x5, L
________________________________________________________________________
7.6
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Running Against Wall:

Spinning Tackle Drop^%       H                          UM
Triangle Slide Kick^%        L                          UL
Sunrise 2^%                  H+L                        M
________________________________________________________________________
7.7
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Executed Throws:

Doormat% (front)             G+H+L                      Throw
Flip Back Drop% (Front)      G+H+L, hold H or L         Throw Variation
Double Back Drop%            G (after Flip Back Drop)   Throw Continuation
Assassination%               G (after Double Back Drop) Throw Continuation
Blood Dance% (Left Side)     G+H+L                      Throw
Leg Stretch% (Right Side)    G+H+L                      Throw
Meteor Toss% (Back)          G+H+L                      Throw
Dragon Grab^ (front)         G+H+L , then:              Grab
                           H, H, H: Face Punch x3, Stun
                           L, L, L: Hold Kick x3, Stun
Dragon Takedown^%            G+H+L, then:               Tackle Grab
                           H/L repeatedly, hits opponents face,
                           then a Rolling Leg Toss; Unblockable
Lightning Drop%              360+G+H+L                  Special Throw
________________________________________________________________________
7.8
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Special Attacks:

Shuriken                     S
Makibishi                    (S)+L
Heaven Shuriken^             (S)+H
Super Shuriken^              (S) (3 seconds)
Flash Move Shuriken          When running, S
Kemunimaku                   Jump, S
Katashiki                    H+L+S (Special Meter full) M, UM
Nap                          H+L+S (Special Meter not full)
Earth Slash^                 S (Special Meter empty)    UM
________________________________________________________________________
7.9
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Combos:

  I'll list many juggles, not all of the possible ones, but many of
them and some tricks. Tricks are used to hit your opponent at one time
or another, but if they are really good and block all of the attacks or
Counter, then...I have nothing to say.
 Note: All of these combos must be done when very close to the opponent
 Note 2: Some combos can be used against the wall
 Note 3: You can use the DL (Dragon Launcher), Tsunami Kick, Tsunami
         Slash, Low Thrust Kick Slash, or Spinning Demon Slash,
         Kagehisa or any other launchers similar to the Dragon Launcher
         to launch the opponent, but I'll list DL instead.
 Note 4: You can end any of these combos with "run+L," "G+L+S" "L+S," or
         other attacks which hit the opponent when they're on the ground
 Note 5: Sometimes, using these combos as counter hits aren't good and
         launch the opponents too high, so juggling may be too difficult
         to execute

Combo 1: DL, #Ninja Sword Rush
Combo 2: DL, #One-Two Slash, #Ninja Sword Rush
Combo 3: DL, #Ninja Juggle

  and now for the button pushes instead of the move names...

Combo 1: DL, #H, H, H, L, H
Combo 2: DL, #H, H, H, #H, H, H, L, H
Combo 3: DL, #(H), *H, *H, *H, *H, *L
________________________________________________________________________
Part 8: Secrets
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Mess with character's running after victory pose:
  After a character's victory pose, hold G. When your character runs to
the next stage, they'll do a fade-away dodge. This will only work once
per stage, if they even do run at all.

  If you can help me with any secrets that are unknown or tell me
secrets not listed here, E-mail them to lbdangc@aol.com. Thank you.
________________________________________________________________________
Part 9: Move Analysis
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  In this section, I will rate every move I know Sasuke has. On a scale
of 1-10, the rating is the level of effectiveness. 10 being the most
useful, and 1 being almost useless.

Name and Input                             |Hit Level             Rating
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
9.1 Basic Attacks:

Ninja Punch: H                             |H                     4

  Pretty good for starting mix-ups and stuff, but not very good by
itself, possibly.
________________________________________________________________________
Rising Dragon^&: (H)                       |H, M                  6

  Alright, the certain condition for Countering is only the first hit,
the second hit can't be Countered, heh heh heh...
________________________________________________________________________
One-Two Slash: H, H, H                     |H, H, UM              7

  A pretty good mix-up (HHH, HHL, HH*H, etc.). Also good for juggling.
________________________________________________________________________
Ninja Rush: H, H, L                        |H, H, L               7

  Like above.
________________________________________________________________________
Ninja Sword Rush: H, H, H, L, H            |H, H, UM, L, UM       8

  Ahh...a good attack for a Basic Attack...very good for juggling...
insane juggling, that is!
________________________________________________________________________
Ninja Sword Launcher^: H, H, H, L, H       |H, H, UM, L, UM       7

  Umm...okay, the last H is not like the last H of the move above. To do
this one, the L has to be blocked since it can make it easier for you.
But if you hit your opponent with the L, wait for the orange sparks to
nearly disappear then push H, he'll do the launcher then you can do some
crazy juggling. You can psych out your opponent with this, they might
expect you to do the Ninja Sword Rush and get ready to Counter or Two-
Hand Grab, they push the button too early and you hit them with the
launcher...
________________________________________________________________________
Backflip%: H+L                             |M                     8

  Umm...good by itself, you can do this then do some juggling...
________________________________________________________________________
Double Backflip%: H+L, H+L                 |M, M                  8

  Has some good recovery time, if your opponent blocks it, just wait for
Sasuke to land and do something else.
________________________________________________________________________
Double Backflip Slash&: H+L, H+L, H        |M, M, UM

  The certain condition for Countering is...only the last attack (H) can
be Countered. If your opponent blocks the first two attacks, don't push
H...it has some slow recovery time.
________________________________________________________________________
Overhead Slash: H+S                        |UM                    5

  What can I say? Well, it can be used as a little mix-up (H+S, H; H+S;
H+S, *L).
________________________________________________________________________
Cutting Rage: H+S, H                       |UM, UM                5

  Like above.
________________________________________________________________________
Shin Cutter: L                             |L                     3

  Well, I don't know, I guess if you're opponent blocks it (or doesn't),
maybe you should continue with the Somersault Rush.
________________________________________________________________________
Somersault Rush&: L, H, H                   |L, M, M              5

  The certain condition for Countering is only the L can be Countered.
Anyway, the H's can't be Countered so if you hit your opponent with the
L, maybe you should continue with the H, H.
________________________________________________________________________
Bamboo Burial%: L+S                        |UL                    2

  Pretty much useless...
________________________________________________________________________
Bamboo Burial Strike^%: L+S, L             |UL, UL                4

  Like above...except for one thing...if your opponent is on the ground
and dizzy, just do this and you'll hit the opponent once, but maybe the
Flip Slash Cut or whatever is better...
________________________________________________________________________
Slash Kick^: G+H                           |M                     2

  Useless, pretty much...
________________________________________________________________________

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
9.2 Executed Attacks:

Agitouchi Left: QCF+H                      |M                     6

  Pretty good for a "quick low step" to hit your opponent.
________________________________________________________________________
Agitouchi Right: QCB+H                     |M                     6

  Like above.
________________________________________________________________________
Dragon Launcher^: FC, release G, H         |UM                    8

  A strong, good manual launcher. Of course, you should only do it when
your opponent is dizzy, so you can do some very damaging juggling.
________________________________________________________________________
Kinen Slash: FC, H, H, H                   |UM, UM, UM            4

  Only good if your opponent is dizzy and you mess up when trying to do
the Dragon Launcher.
________________________________________________________________________
Kamikaze% (above opponent): H+L            |UM                    1

  True to the attack's name (kamikazes are suicidial pilots, basically),
this attack, if done in real life, is a suicidal thing to do. It has the
worst range ever, he uses his head! Luckily, he has a helmet...
________________________________________________________________________
Tsunami Kick: FC, L/G+L                    |L                     6

  It's good for a quick good shoe-in...you can also use it as a mix-
up...just see below for some other similar things...
________________________________________________________________________
Tsunami Kick Slash^: FC, L, H              |L, UM                 6

  Same thing as Ninja Sword Launcher.
________________________________________________________________________
Tsunami Double^&: G+L, H                   |L, M                  6

  The certain condition that can't be Countered is the H. It's good if
your opponent fails to Counter the G+L.
________________________________________________________________________
Shinobi Cannon: Step, L, H                 |M                     5

  The first L is just an extra rush-in. This attack is pretty good,
depending on when you use it.
________________________________________________________________________
Shinobi Sweep: Step, L, L                  |L                     5

  Like above.
________________________________________________________________________
Ninja Deception: Step, L, L, H             |L, M                  5

  Same as above.
________________________________________________________________________
Komayomai: 360°+H or L                     |UH infinitely         2

  Well, it's TOO easy to get away from, just hold G! (the "victim" will
crouch and the attacks will miss, since this attack just attacks High)
________________________________________________________________________
Dragon Slash (getting up): H               |M                     5

  Pretty quick, but it can be Countered.
________________________________________________________________________
Kaiten Ashibarai^: L (as above)            |L                     5
________________________________________________________________________
Dragon Flip-Up^%: H+L (as above)           |M                     7

**NOTE: This occurs when the opponent is away from your character's feet

  Quick start-up and recovery time...
________________________________________________________________________
Windmill^%: H+L (as above)                 |L                     5

**NOTE: This occurs when the opponent is away from your character's head

  Quick start-up but slow recovery time...
________________________________________________________________________
Hop Kick%: G+H+S                           |M                     4

  It can't be Countered, that's a good thing, but has pretty slow
start-up and even slower recovery time.
________________________________________________________________________
Flip Slash Cut%: G+L+S                     |UM                    5

  Pretty strong, it's quick, but slow recovery time. And can be Two-Hand
Grabbed.
________________________________________________________________________
Double Jump: Double Tap Jump, hold direction                      3

  Can be used to increase your jumping capabilities and doge some
projectiles...
________________________________________________________________________
Jumping Slash^&: Jump, H                   |UM                    9

  The certain condition of Countering is if you push H when Sasuke is
already almost on the ground, resulting in a ground Slash. Otherwise,
this attack is quick, it's strong, and too good to be true!
________________________________________________________________________
Landing Tsunami Kick^: Jump, L             |L                     7

  You can use this to jump over an opponent and hit them when they're
back is turned.
________________________________________________________________________
Landing Tsunami Double^: Jump, L, H        |L, H                  7

  Like above.
________________________________________________________________________

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
9.3 Executed Walking Attacks:

Shadow Moon: H                             |M                     2

  Uhhh...similar to Slash Kick.
________________________________________________________________________
Low Thrust Hit: L                          |L                     5

  It's pretty good.
________________________________________________________________________
Water Spider: L, H                         |L, UM                 6

  Similar to Ninja Sword Launcher.
________________________________________________________________________
Spinning Demon: L, L                       |L, L                  6

  Two pretty quick attacks.
________________________________________________________________________
Spinning Demon Slash^: L, L, H             |L, L, UM              6

  Also similar to Ninja Sword Launcher.
________________________________________________________________________

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
9.4 Executed Running Attacks:

Renmen Slash: H, H, H                      |UM, UM, UM            7

  Quick start-up, pretty strong, but slow recovery time.
________________________________________________________________________
Dragon Slide^%: L                          |L                     8

  It's quick, it's good.
________________________________________________________________________
Sunrise%: H+L                              |M                     8

  Like above.
________________________________________________________________________
Sunset: Tap G, H                           |M                     4

  Not good like other characters where they attack and do a retreat kind
of thing...he just does a spinning roundhouse...
________________________________________________________________________

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
9.5 Just Frame (*=Just Frame point):

Sweeping Earth Slash%: H+S, *L             |UL                    6

  It can't be Countered, and can be used to fake out your opponent. When
you push L, it's...well, after Sasuke raises the sword all the above his
head and is about to slash, you push it before/right when he starts
moving, they're both the same. You could also say...push L 0.5 seconds
before he yells.
________________________________________________________________________
Kagehisa: H, H, H, *H                      |H, H, UM              7

  You can use this to launch your opponent then do some juggling. Okay,
you push H before he yells. Right before he yells, push H, not after,
not during, or anything like that, it's supposed right before.
________________________________________________________________________
Ninja Juggle&: (H), *H, *H, *H, *H, *L     |H, M x5, L            8

  Ahh...the craziest Just Frame attack I've ever seen. According to
other Move Lists for Ehrgeiz, it says something like:
(H), *H, H, H, H, *L
  although that's not right, all of the attacks, except for the very
first one, are Just Frame attacks. Okay, you push the first H after the
holding H attack...when Sasuke first start's to rise, in other words,
after you hear the collision sound, but you don't have to hit the
opponent in order for the Just Frame to work, so you should push H when
Sasuke first starts to rise. For the other H attacks, you push them
right before the previous attack hits. For the L, you push it after you
hear the collision sound.
________________________________________________________________________

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
9.6 Running Against Wall:

Spinning Tackle Drop^%: H                  |UM                    6

  Pretty good, but of course, slow recovery time.
________________________________________________________________________
Triangle Slide Kick^%: L                   |UL                    6

  Like above.
________________________________________________________________________
Sunrise 2^%: H+L                           |M                     7

  Good if your opponent is tailing you.
________________________________________________________________________

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
9.7 Executed Throws:

Doormat% (front): G+H+L                                           7
________________________________________________________________________
Flip Back Drop% (Front): G+H+L, hold H or L                       7
________________________________________________________________________
Double Back Drop%: G (after Flip Back Drop)                       7
________________________________________________________________________
Assassination%: G (after Double Back Drop)                        7
________________________________________________________________________
Blood Dance% (Left Side): G+H+L                                   7
________________________________________________________________________
Leg Stretch% (Right Side): G+H+L                                  7
________________________________________________________________________
Meteor Toss% (Back): G+H+L                                        7
________________________________________________________________________
Dragon Grab^ (front): G+H+L , then:                               7
                      H, H, H: Face Punch x3, Stun
                      L, L, L: Hold Kick x3, Stun
________________________________________________________________________
Dragon Takedown^%: G+H+L, then:                                   7
                   H/L repeatedly, hits opponents face,
                   then a Rolling Leg Toss; Unblockable
________________________________________________________________________
Lightning Drop%: 360+G+H+L                                        8
________________________________________________________________________
  All of the throws here were rated a 7 because they can be broken out
of at one or more certain points. But the Special Throw was rated an 8
because, from what I've seen, there is only one place where you can
break out of, and that's early in the beginning, and it does a lot of
damage.
________________________________________________________________________

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
9.8 Special Attacks:

Shuriken: S                                                       4
________________________________________________________________________
Makibishi: (S)+L                                                  5
________________________________________________________________________
Heaven Shuriken: (S)+H                                            4
________________________________________________________________________
Super Shuriken^: (S) (3 seconds)                                  4
________________________________________________________________________
Flash Move Shuriken^: When running, S                             4
________________________________________________________________________
Kemunimaku: Jump, S                                               10

  Ahh...the infamous Smoke Bomb. You should jump straight up when doing
this because he backs up a little bit when you push S then throws it.
The angle is about 45 degrees. Anyway, if your opponent touches the
smoke, they'll become dizzy, then you can do some major juggling.
________________________________________________________________________
Katashiki: H+L+S (Special Meter full)      |M, (if attacked) UM   5
________________________________________________________________________
Nap: H+L+S (Special Meter not full)                               1
________________________________________________________________________
Earth Slash^: S (Special Meter empty)      |UM                    3
________________________________________________________________________
  You shouldn't do any Special Attacks except for the Kemunimaku (Smoke
Bomb), since you can do some major damage to your opponents after
throwing it at them. If you did have to use another Special Attack, then
the Katashiki would be okay. Kemunimakus take up 1/3 of your Special
Meter, approximately. So...you can throw one Shuriken (Heaven
Shuriken, Makibishi, or Flash Move Shuriken), and three Kemunimakus, but
you have to throw the Shuriken (or the other stuff) before you use the
third Kemunimaku.
________________________________________________________________________

ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
9.9 Combos:

Combo 1: DL, #H, H, H, L, H                                       10
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Combo 2: DL, #H, H, H, #H, H, H, L, H                             10
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Combo 3: DL, #(H), *H, *H, *H, *H, *L                             10
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  You may have noticed only a few attacks were given a 10, excluding the
Combos, they aren't really attacks, that is because most of the attacks
have one or more weaknesses. But some attacks are VERY good and have,
nearly, no weakness(es).
  The combos were rated a 10 because they really can't be broken out of,
but they can only be done on certain conditions. Okay...
 Combos 1 and 2:
Lightweight:  You have to use it as a counter hit, and you have to wait
              for maybe 1.5 seconds then juggle the opponent; oh yea,
              and use it against the wall
Mediumweight: You can use it as a counter hit or not, but preferable,
              not as a counter hit, so after you are done launching,
              just push the buttons
Heavyweight:  Requires heavily on counter hit launching, anyway, you
              should do it against a wall for heavies, after you launch
              them, push the buttons

 Combo 3:
Lightweight:  Same thing as above for lightweight
Mediumweight: Same thing as above for mediumweight
Heavyweight:  Same thing as mediumweight
________________________________________________________________________
Part 10: Strategy, Hints, and Tips
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
**Note:
  If you'd like to see strategies for other characters, see Mike Allen's
Ehrgeiz Expert FAQ.
:etoN**
  Sasuke is one of the best fighters in Ehrgeiz, but if he used poorly,
well, too bad. You need to know basic stuff and advanced stuff to play
well with Sasuke, as it is with any character. Sasuke doesn't have the
most moves in the game, but has quite a lot (72+). Not just anyone can
match Sasuke; he is VERY quick and strong, but to be on the safe side
for some attacks, you should do it when your opponent is dizzy or their
back is turned (their body appears to be blue), they can't Two-Hand Grab
or Counter, so, if you dizzy them, do the Dragon Launcher then juggle
them (Combo 2). When he runs out of Special Meter, which he shouldn't,
break the boxes open, if any, then get the Special Meter refiller, if
there is one. Also, Combo 2, on default settings, causes the opponent to
lose 45% power, so if you dizzy them twice, they would already lose 90%
power, then you can dizzy them again and kill them. But if your Special
Gauge is empty...then you'll have to resort to his mix-ups and stuff.
Some of his good mix-ups are: HHH; HHL; HH*H; HHHLH, and similar
attacks. Those would probably only work against some human opponents
because the CPU blocks most attacks and most humans know when and how to
block everything. Blocking is too easy. Okay, when your opponent is
physically attacking you with high or middle level attacks and you're
facing your opponent, don't push or hold anything, unless you're going
to do a Counter. If your opponent attacks low, hold G. So, since you can
see most attacks coming at you, just do the appropriate attack. If your
opponent is only going to do a high attack, then you can hold G to
crouch and attack while crouching.
  Beating the CPU is easy, just dizzy them with the Jump, S then do
Combo 2. That's all it is to it. You can also do that to a human. Just
call it the..."Overkiller."
  Sasuke is extraordinary. It requires skill to use him effectively and
very well. Otherwise, you'll be a dead duck when playing against pros
and semi-pros.
  Sasuke and Cloud are pretty similar. First of all, Sasuke has Cutting
Rage, while Cloud has Climhazzard. Those two moves are similar. Sasuke
slices into the opponent's body to stun them and then slashes them up
into the air. With Cloud, Climhazzard, he slices into the opponent's
body, stunning them, then does a low slash upwards to cause the opponent
to fly into the air. That's a similarity. Also, with throws. They both
have suplexes and things like that. Also, they both have a slide. And,
of course, they both have a sword that can be lethal. They both have
a sword attack when their Special Gauge is out. But Sasuke is faster and
has one stronger juggle and longer moves. Sasuke and Cloud, they have
many similar attacks, Special or not. Welps, that wraps it up. Sasuke is
a much easier character to use. Yuffie is somewhat weaker than Sasuke,
she doesn't have very good juggles, and her potential launcher is the
basic M, but it does launch them pretty high and she has some good
recovery time so she can juggle, but I think Sasuke is easier and/or
better to use.
  Sasuke has one very deadly juggle. What your preference is, is what
your preference is. Sure, Cloud is good, but of course, you have to know
how to use him well. Sasuke has some better speed and a damaging juggle,
but Cloud is a much different guy to use.
  ________________________________________
  Time for some human strategy for Sasuke:
  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Okay, Sasuke is pretty easy to use, but if you want to be really good,
you have to know how to play. He has many skills, and only some
weaknesses. I guess it's about three strengths for every one weakness,
or something similar to that. Do mix-ups like HHH; HHL; HH*H; HHHLH, and
other stuff like that. Do juggles to take damage off of your opponents,
but you should dizzy your opponent first. If your run out of Special
Gauge, then try dizzying your opponent another way. Try the Throw from
the front of your opponent and push HHH or LLL. You can also mix-up the
HHH and LLL. It seems HHH has a more success rate of dizzying your
opponent. Then you can do that combo you want to do. Here's a little fun
thing: okay, if you or your opponent breaks a box, and there is a
Special Weapon, which there will most likely be in the PSX version, you
can pick it up (just by running into it), then when your opponent is
chasing your and/or is going to attack you, you can push G to drop the
Weapon and if your opponent accidentally runs into it, and picks it up,
your opponent will be temporarily busy picking it up, so you'll have
some time to do a damaging combo...heh heh heh :) .
  _________
  Juggling:
  ŻŻŻŻŻŻŻŻŻ
  As you can see in the Combos section, currently, there are only three
juggles. Sasuke doesn't have the most juggles in the game, but the
juggles he does have are very good, but difficult, and damaging. Juggles
are usually best when you're very close to your opponent and away from
a wall and you're keeping them there, but some juggles require the wall.
Just do the Dragon Launcher or an attack that launched them like that,
then do some crazy juggling.
________________________________________________________________________
Part 11: Sasuke VS. CPU & Person Guide
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  I have no real strategies against humans, but...I'll include it here
somewhere. If you wanna see some real strategy, see Mike's Ehrgeiz
Expert FAQ...VERY in-depth, if it wasn't for his FAQ, I wouldn't be
practicing again! I'm his best, and very satisfied, customer. The first
part about the Death Trap is for the CPU, the second part is little
human strategy, as I said earlier, READ Mike's Expert FAQ!

VS Inoba:
  Just dizzy your opponent with the Jump, S and do some damaging combos.
  Watch out for his Special Throw and his mix-ups. He can do some major
damage. 

VS Jo:
  Overkiller.
  She's quick, so if she turns into a wolf, run+L. She has some nasty
mix-ups, juggles, and other stuff, so watch what you're doing, otherwise
you'll get hurt.

VS Godhand:
  Overkiller.
  He has a rising uppercut, so if he hits you with that, Flip Out as
early as possible, otherwise, he'll juggle you for some major pain. He
has many quality attacks.

VS Shuwen:
  Overkiller.
  Watch out for his spear. If he hits you with one of his attacks, try
Countering it. If you don't, he'll make you lose a lot of power. Her
Wolf-changing is an invincible counter hit at the beginning of
transformation.

VS Yoko:
  Overkiller.
  She usually does a Get-Up Attack (H). Her Yo-Yo sucks, so don't worry
too much about it. She can do many mix-ups to hurt you, then she can
launch you and do a crazy juggle which makes you lose over 40% of your
power so.

VS Naseem:
  Overkiller.
  If you stay in one place and turtle, he will throw you and do all
sorts of combos on you. And if you run away, he shoots that Special
projectile of his. He has too many good attacks, so he can trick you all
day and cause you to lose lots of power. Watch out for his fireball. He
can also juggle you for lots of loss of power.

VS Han:
  Overkiller.
  Same as Naseem, except Han's Special projectile is much slower. Also,
his kicks are high, so, if he does some high attacks, get him when he's
recovering.

VS Sasuke:
  Overkiller.
  Now, this can be pretty hard. But do the Death Trap. Alright, watch
out for his jumping special, if he hits you with it, it'll dizzy you
then he could do some crazy attacks which makes you lose too much power.

VS Cloud:
  Overkiller.
  He has good juggles, mix-ups, and other stuff. He can make you lose so
much power. But once he pulls his sword out, attack with a jumping L or
even H. If he does a Deathblow, then run away or run under him when he
is about halfway to the ground then attack him, or even juggle him.

VS Summoner (Tifa):
  Overkiller.
  Well, here goes nothing: she is very good at her wake-up games, so if
she knocks you down, well, you can try the limited invincibility get-up
or try a quick flip-up get-up, not the attack, and jump or run! Her
running HHH is deadly, so...be careful. She has many good juggles and
mix-ups, so don't try to get hit by one.

VS Django:
  You can't do the Overkiller, so keep on reading to know what to do.
Possibly the most difficult character Sasuke can go against. At least
Django can't block, ha ha ha! But the problem is, Django can only be
thrown two ways and he can't be dizzied. Start with a Slide or something
else that knocks him down and move back a little bit. Since you are not
close enough for Django to do the Knights of the Round Dive (when Django
rolls repeatedly in the air), wait for him to get up and do a juggle.
Move back a little bit, if he does a Knights of the Round Dive attack,
just do another juggle and attack him with high or middle attacks while
he is in the air. Just keep doing that. But sometimes, Django doesn't do
the Dive attack, so you'll have to knock him down quickly, sometimes the
Renmen Slash or Double Backflip Slash hit him.

VS Red Scorpion:
  EASY! Just break those two boxes containing those knives and throw
them at him. The easiest way to knock down the boxes is to do a Jumping
Slash on them. Also, if you fail to knock down the box, just run at it.
Break the boxes by throwing them at him and throw the knives at him.
After you hit him with the knives, he dies, get all the items and then
get the Ehrgeiz that falls into the center of the arena. See the ending
and see the "After getting Ehrgeiz" text and celebrate (maybe).
________________________________________________________________________
Part 12: Move Translations
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  In this section, it's just some pointless stuff, but it has some
translations, that's all. Most of these are the original names, meaning,
the Japanese names translated into English, personally, I think the
moves translated into English sound better than the official American
ones. The translated words from the Japanese ones are mostly from
Enpingy's FAQ, but some of them are from Faust's Sasuke Guide. I don't
have all of the Japanese names, but I tried to get a lot of them. Here's
some Japanese to English basics for you (pretty accurate):

ken = ninja
zan = slash
kyaku = kick
tou = step
toryu = dragon step
touryu = step dragon
ren = joint
zuki = strike

Original Japanese Name       Translated into English Name
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ       ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       Agitouchi Left        Quick Earth Step Left
      Agitouchi Right        Quick Earth Step Right
           Benkeiuchi        Low Thrust Hit
           Chigekizan        Earth Slash
            Chigenzan        Earth Slash
               Chisen        Earth Flash
           Chisenzuki        Earth Flash Strike
               Edaori        Branch Snap
           Fujinkyaku        Axe Blade Kick
Fujinrakushyotenkyaku        Axe Blade Drop Spin Kick
         Gekizantoryu        Slash Dragon Step
          Hitoriizuna        Kamikaze
           Kabutowari        Flip Slash Cut
            Katashiki        Teleport Skill
               Kashyu        Slide Kick
           Kemunimaku        Smoke Bomb
              Kengeki        Ninja Punch
             Kinenzan        Kinen Slash
           Kokurenjin        Cruel Joint Blade
            Komayomai        Dancing Joy
             Kotensho        Spin Upper
             Kuzankyu        Air Slash Kick
            Makibishi        Caltrops
             Mizouchi        Full Hit
             Mizugumo        Water Spider
             Rakushyo        Drop (Something)
     Rasendaishuriken        Big Spinning Shuriken
      Rengekisankyaku        Joint Spin Kick
           Rengekizan        Joint Slash
            Renmenzan        Joint Front Slash
                Sajin        Tsunami Kick
           Shundouchi        Flash Move Hit
             Soukojin        Double Slash
             Soukosho        Double Upper
           Sunakemuri        Deception Smoke
          Touchokyaku        Reverse Jump Kick
             Toukyaku        Step Kick
            Touryuzan        Step Dragon Slash
            Tousoutai        Reverse Sweep Kick
        Tsubameotoshi        Swallow Drop

  I'm not completely sure what Agitouchi Left/Right mean, but because of
the "tou" and "chi" parts, I figured the words "step" and "earth." Where
I got quick, I'll never know, it was just a guess. It could be "fast" or
something like that. The "earth" could be "low," but I'm too unsure of
that. "Quick Low Step Left/Right," does it sound better than "Quick
Earth Step Left/Right?" Tell me about it.
________________________________________________________________________
Part 13: Frequently Asked Questions
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 How do you do a Just Frame Attack?
  Okay, here goes, near the middle frame of all of the frames of the
attack (exp. L,*H, when the Low Kick is all the way out, that's the
middle frame because he still has to put his leg back, then push H),
push the button that goes along with the Just Frame. Also, here's
another way: when the attack hits your opponent, after you hear the
colliding sound from the hit, push the Just Frame buttons. These work
for most characters. Two of Sasuke's Just Frame attacks require you to
push the button before the attack is done.

 How do you do the Two-Hand Grab?
  Push G right before a sword hits your character. Sound easy?
I DON'T THINK SO! ĤP Well, actually it is easy, after some practice.

 How do you crouch?
  Hold G until you crouch.

 How do you pronounce "Ehrgeiz?"
  You pronounce it (e:r gaits), "air-gaits." It's a German word. And it
means ambition. Source: Dream Factory

 Where can I challenge you?
  Go to the Regency Family Fun Center at Pixie and Carson in Lakewood,
California. There's an Ehrgeiz there. Just E-mail me before you do and
set up a time with me. My initials are "DAN" for the hi-score list or
whatever. If you live in the area, check it out sometime.

 Are you going to make anymore FAQs for other characters?
  Yes, I will make Character Guides for other characters. I'll make
Guides for Vincent, Koji, and possibly, just possibly Yuffie. I might
also make it on other non-original eight characters, but I'm not sure.
Expect to see it in a couple of weeks. First, Vincent, then Koji, and if
I do make one on Yuffie, then that will be last. If I make FAQs on other
characters, then, well, just expect them to be made.

 Are there any endings for anyone?
  Yes, there is. To get it, you have to beat the game. Then fight that
red guy, "Red Scorpion" but some people call him "Armored Django", well
whatever the name is, you have to kill it. Just break those 2 boxes
containing the knives on those altar-like things, and throw them at him.
Then he will disappear and stars and coins will pop out of his now-gone
body, you must collect them all. Afterwards, the Ehrgeiz will fall down
into the center of the arena. There is no ending in the arcade version
for anyone, I think.

 What is "Just Frame"?
   I'm not sure, but I always thought "Just Frame" was in reference to
the detail that the "Just Frame Combos" had only a few frames where you
had to press the button to continue the combo.  Unlike the regular
combos where you could press the button in a relatively wide time
period, some of the "Just Frame" moves really were just a few frames.
Here's an example:
Zack's Chain: H, H, L, *H, H
  Do the H, H, L combo just by pushing it, then pause for a certain
amount of time, then push H, H which is after the *. You push the first
attack of whatever is after the * at the middle frame of the attack
before the *, in other words, if you hit your opponent, after the
hitting sound, push it, don't try to time it, just push it after you
hear the sound. But if you wiff the attacks, then push it at its middle
frame.
  You know if you did it correctly if there is blue sparkling stuff
coming out.

 What does "Just Frame" mean?
  Well, I don't know the exact answer, but see above. I guess you could
call it a "pause just for a certain period of time" or something like
that.

  Have any questions or if you can help me answer any questions that need
confirmation, then E-mail them to lbdangc@aol.com
________________________________________________________________________
Part 14: Special Thanks
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Square (www.square.co.jp):
  Owning SquareSoft and part of Dream Factory

SquareSoft (www.squaresoft.com):
  Licensing the game

Dream Factory (www.drf.co.jp):
  Making the game

Square EA:
  Publishing the game

Jason Wilson:
  "More Sasuke Info" and some of the Japanese move names

Ilja J. Sillman AKA faust 
(www.norssi.jyu.fi/~sillmani):
  I got most of the moves and some translations from his Sasuke Guide.
You should see it.

Enpingy :
  I got some of the moves and translations from his Move List. You might
want to see it.

My Cloud FAQ:
  The people whom I need to thank other than the ones here are in that
FAQ.
________________________________________________________________________
Part 15: Author Information
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Name:     Dan GC
E-mail:   LB Dan GC@aol.com
Web page: None
          still in the process of creation	
ICQ:      None

"You're funny. But keep it up and you'll just piss me off." ~ Xenogears'
                                                              Fei
Don't plagiarize! It's bad! And always give credit where it is due!
________________________________________________________________________
Unpublished Work Copyright (c) 1999 Dan GC
________________________________________________________________________
END