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Move List and Guide by DEATHSCHILD
WEAPONLORD System: Genesis FAQ/Guide By: DEATHSCHILD email@example.com _ _ /| / \-_____ _____-/ \ |\ / | \ \___ \ / ___/ / | \ / \_\ \ \| |/ / /_/ \ | \ \ ___ ^ ___ / / | | _ \ // \_/ \\ / _ | | / \ | // \\ | / \ | \ / \__| /| |\ |__/ \ / \ | / / < \_ _/ > \ \ | / \ | | | | /-\__ _ __/-\ | | | | / \ \ | | | \___//|\\___/ | | | / / \ | \_| \ | | | | / |_/ | / \_\ \ \ < \^/ > / / /_/ \ \ / \/\_ _ _/\/ \ / / \_\/ / ||_|_|_|| \ \/_/ EAPONLORD \_ / \| |/ \/_/ |__| |__| \ \ / / \ | | / \ \ / / \| |/ "(c) A-Gobin" _____________________________________________________________________________ -DISCLAIMER- This 'FAQ' is for personal and private use only, and not for promotional or profitable purposes. NO portions of this 'FAQ' may be changed, altered, displayed or reprinted in any Magazines, Websites or Anywhere else without consent from the author. This FAQ/Guide may only be on the following sites: -www.Gamefaqs.com -www.weaponlord.crunchtimegames.com -If you would like to post this FAQ/Guide on your site, email & ASK. -Trademark & Copyright info- The original Weaponlord Logo is a TM of Namco Co. The Ascii Art above and the T&S, JIDA & JIDA's, TIO's technique's featured in this FAQ are: (c) copyright Anthony Gobin. All Stories and Biographies were taken and written exactly as they were from the Manual. WeaponLord TM and (c) 1995 Namco Hometek, Inc. All Rights Reserved. WeaponLord is a trademark of Namco Hometek, Inc. SEGA and GENESIS are trademarks of SEGA Enterprises, LTD. All Rights Reserved. This FAQ/Guide is (c)copyright of Anthony Gobin _______________________________________________________________________________ -WTF is this FAQ/Guide about? This FAQ/Guide is intended for (but not limited too) the Genesis version of WeaponLord, so if you have the SNES version of WL you should look at NANI MO's WL FAQ. I did not put any codes or passwords in... that's what the codes section is for next to the Faqs & Guides. This Guide is to help you understand WeaponLords different gameplay. It tells you the story for the tournament and the individual characters, it shows special moves and combos which are followed by some notes, which gives little tid-bit's on some character strategies. Everyone plays video games differently, and when it comes to 2D fighters how someone plays and comprehends the game differs per individual who plays it (that didn't make any sense did it?).... -Why? I came to G-Faqs through a link, while I was going through it, I went to the games I was playing at the time, one of which was WeaponLord. I saw that the Genesis Massage Board was empty so I went to the SNES board and saw it was very active (at the time). One of the Topics was about 'Weapon Breaking' and if they were actually in the game. So not wanting to get a User Account I just popped in about once every other day to see if they found out how to Break Weapons yet (which they had not). So after several months I decided to register, and created the topic "So you wish to Break Weapons" and the rest, is history.... At first I wanted to just do a 'Weapon Breaking' FAQ, then that turned into a Combo FAQ, finally after doing 2 other FAQ's and seeing some so-called BAD reviews about WeaponLord, decided to do a full FAQ/Guide to show how good & Original WeaponLord is. _______________________________________________________________________________ -APPENDIX- 1) Story -Prophecy -The WeaponLord 2) Control -Basic Moves -Hold-Down Moves -Charge Moves -Instant-Motion Moves -Etc... 3) Modes of Play -Story Mode -Arcade Mode -Versus Mode -Single Mode -Match 4) Options -Difficuilty -Timer -Key SetUp -Password 5) GamePlay -Thrust Block -Openers -Catcher -Weapon Breaks -Deflects -Takedowns -Double Overs -Fatalities -JIDA -T&S -HAIR Trimming 6) Characters -Bio's -Moves List -Techniques -Bane -Divada -Jen-Tai -Korr -Talazia -Zarak -Zorn 7) COMBOS -Beginner -Intermediate -Expert -WTF -Fatality -Notes 8) -Odds & Ends 9) History 10) Credits _______________________________________________________________________________ 1) STORY In an age of conquerors, the Empire of the DemonLord Raith arises, Destroying all enemies in direct one-on-one combat, the Demon strengthens his grip on the Empire. Ruling the land by a strict and merciles Warrior's Code, the DemonLord reigns supreme for decades... THE PROPHECY... It was during his time of conquest that the Demon heard what came to be known as The Prophecy. He encountered a blind seer of the of the future, a prophet. The old man gripped his arm and foresaw: "When the night turns violent and the moon bleeds, gripped by the skeletal fingers of death..a child shall be born under the Warrior's Moon. When this child survives the challenge of adolescence, it will rise to face the Demon in combat..and the Lord of Demons will fall by the hand of the WEAPONLORD...." THE WEAPONLORD.... Later that night, in the heart of a strange but spectacular lunar eclipse known as the Warrior's Moon, a powerful force was unleashed. The Demon, against the advice of his generals to kill all the children born that night, took no action and waited for this WeaponLord to come. For the DemonLord Raith was a true warrior; even evil can have honor. Two-and-a-half decades have passed, the time has come as the DemonLord Raith prepares to meet his destiny. Not afraid to face his foreseen doom, the Demon plans a grand tournament of champions. Spreading the word of unheard-of fortunes across many lands, he lures the world's greatest gladiators to the tournament. One of the top contestants should be the WeaponLord--a simple but solid plan to force a final confrontation.... The Demon's plan works well, perhaps too well. Out of hundreds contestants, six fighters born under the Warrior's Moon have risen to the top of the tournament, each entering for different reasons, each a magnificent fighter, and all unknowingly on a collision course with destiny.... By mastering one of the six characters, only you can fulfill The Prophecy and become THE WEAPONLORD! NOTE: If you want to know the individual characters background history then play the Arcade Mode with any character it gives the reason why and some background history per individual character after beating the game. _______________________________________________________________________________ 2) CONTROL -Pad Layout- The basic 'default' control setup is for when a player is facing Right and using a Sega 6-Button control pad. Note: If you are using a 3-Button control pad, you must press the START button to switch between Forehand and Backhand swings. D-Pad layout is as follows: UB U UF (Z) \ | / (-) (Y) B -- N -- F (X) (C) / | \ (B) DB D DF (A) [KEY] UB = Up-Back U = Up UF = Up-Forward B = Back N = Neutral F = Forward DB = Down-Back D = Down DF = Down-Forward Button layout is as follows: (X) = BackSlash - B1 (Y) = BackThrust - B2 (Z) = BackStrike - B3 (-) = Start (A) = ForeSlash - F1 (B) = ForeThrust - F2 (C) = ForeStrike - F3 [Hold-Down Moves] A Hold-Down Move requires you to hold down the button and then do a D-Pad motion. For example, to do Korr's Tarok Strike, you hold down F2 or F3 button, then press the D-Pad DB, D, DF, F then release the button you're holding down. [Charge Moves] A Charge Move involves holding the D-Pad in one direction for approximately one second, then pressing the D-Pad in the opposite direction to unleash the move. You may be required to hold down a button before or during the move, or push a button after the move. For example, to do Zorn's Hell Grinder, you Charge Back for one second, then push Foward and hit B2 or B3. [Instant-Motion Moves] An Instant-Motion Move requires you to do a D-Pad motion and then immediately press a button. For example, to do Korr's Gut Slash, on the D-Pad press B, DB, D, DF, F, and immediately hit F2 or F3. [Throwing] Throwing, everyone loves doing but hate having done too. Throws in WL are all performed by a command (ala Zangeif screw-driver), none of which can be done if your opponent is blocking, and all of which can be Thrust Blocked. [Blocking] By holding back on the control pad against high & mid level attacks and down-back against low attacks you will not sustain any damage (unless you block a special move or your gaurd gets knocked down by your opponent). [Combos] A combo is: A series of quick, well timed attacks/hits which are unblockable after the initial first hit connects. The combos you see in this FAQ are just something to get you started and showing you the number of Different ways of performing various combos in WL. Practice and practice frequently, and remember; sometimes "simple is more," meaning, sometimes doing a simple 4 hit combo is the difference between winning or getting decapitated by trying to do a 7+ hit one, where there's more room for error. [Two-in-Ones] TIO's form the basis of most combos in WL. A TIO is a normal attack followed quckly by a special move. Basically some frames of animation for the normal move are canceled out when executing the special move. [Chain Hit Combos] A chain hit combo does not require the use of a two-in-one. Instead, you do a series of normal moves that are too fast in sequence to block after the first hit. [CROSS UP] Crossing up) is an attack that lets you hit your opponent behind his block. Cross Ups can be countered and are usaully done after you or your opponent have been knocked off your feet, your opponent will jump over or on top of you and do a certain 'Normal' attack which will have him landing behind you. Cross ups are usaully safe to do (just don't attack too early or you'll be open for a counter attack). Neck attacks force your opponent to switch their gaurd (i.e. left to right) or get hit with a nasty combo. [Chipping] Chipping (aka push away) tactic was started in SF2 and is normally done when an opponent is blocking. Chipping is when you're in attack range from your opponent and you do a certain normal attack followed by projectile attack (or any special attack that will not leave you vulnerable), which will do block damage on your opponent. [Block Damage] B.D. (aka Tick Damage) happens when you or your opponent sustains damage when blocking/defending against special moves. _______________________________________________________________________________ 3) MODES OF PLAY When you begin WeaponLord, you can view the introduction, hold down any button to speed up the text, or press Start to skip to the title screen. At the title screen choose from the following options: -Story Mode- In the one-player STORY MODE, you must pick one character and stick with that hero from beginning to end. You will battle in the DemonLord's tournament and learn more about your character's history and motives. You will receive four continue opportunities if you lose at any time during the tounament. If you manage to defeat the Demon and become the WEAPONLORD, be forwarned that you will not see a complete ending unless you select at least the Barbarian difficulty setting in the Options Mode. _HOLD DOWN ANY BUTTON TO SPEED UP STORY TEXT/SCREENS _PRESS START TO BYPASS STORY TEXT/SCREENS -Arcade Mode- This mode plays just like any arcade fighting. In one-player game you will fight your way through the tournament. You are allowed to switch characters; however you will not see a complete ending in this mode. Play STORY MODE if you want a full ending! A second player can join in the action any time. -Verses Mode- VERSES MODE is the best option to choose for a two or more player competition. A screen will appear with slots for up to eight players. Enter each player's initial next to their appropiate slot. _MOVE LEFT OR RIGHT TO CYCLE THROUGH THE LETTERS _HIT (A) TO GO BACK A SPACE _HIT (B) TO GO FORWARD A SPACE _HIT (C) TO DELETE LETTERS _MOVE UP & DOWN TO CHANGE BETWEEN PLAYERS Once Every player's initial's are entered, scroll down and choose between the following options: 'SINGLE GAME' 'MATCH' In SINGLE GAME mode, two players will fight a normal game. The winner stays to challenge the next opponent, the loser rotates out. The computer will announce whose turn it is by displaying their initials. In the MATCH mode, you select either a 2 out of 3, 3 out of 5 or 4 out of 7 series. This is an extended version of the normal SINGLE GAME. Again, the computer will keep track of whose turn it is to challenge the defending barbarian champion! The computer will also keep track of wins and losses on the Stats screen. NOTE: Once you have picked your stage, hold down BUTTONS (A), (B) and (C), and then press START if you wish to change your Handicap or Key Setup. _______________________________________________________________________________ 4) OPTIONS MODE The OPTIONS MODE enables you to globally change many important settings in WEAPONLORD. The options are: -DIFFICULTY -NUMBER OF BATTLES -TIMER -KEY SETUP -BACKGROUND MUSIC -PASSWORD To adjust any setting in the Options mode, move the curser to highlight one of the six listed above, then press the (A) and (B) Buttons. -Difficulty: There are four difficulty settings. From easiest to hardest they are: Adventurer, Warrior, Barbarian and Warlord. Remmember, you must play at the Barbarian setting in the Story mode to see a complete ending! -Number of Battles: Choose how many rounds you wish to fight when fighting your opponents. You can choose from best 2 out of 3 rounds or 3 out of 5 rounds. -Timer: You can turn the Timer either ON or OFF. -BackGround Music: Use this option to turn the music ON or OFF. -Key SetUp: This enables you to reassign any of the buttons for the swings. The Default settings are listed in the CONTROL section. -PassWord: as you progress in WeaponLord, you will receive passwords. If you have one (or other types of password/s?!) enter it here. _______________________________________________________________________________ 5) GAMEPLAY WeaponLords GamePlay is Weapon-to-Weapon only. Samurai Shodown was a Weapons based fighter but you could also fight Bare Handed if you lost your weapon. In WeaponLord the gameplay is a cross between SF2 and Samurai Shodown and then some. This section is going to tell you about WL's different and unique gameplay. -THRUST BLOCK: The Thrust Blocks are an aggresive form of blocking. The Thrust Block will cause your opponent to recoil leaving them open/vulnerable for attack. You could easily stick with using normal defensive blocks, but then your opponent can hit you with an Opener (more on that later) which will make your normal blocks WORTHLESS. You must aim your Thrusts to where your opponent is attacking you. I.E. If your opponent is attacking you with a crouching swing than you'd do a 'LOW' Thrust Block, use a 'HIGH' Thrust Block against air attacks, a 'MID' Thrust Block against Mid-level swings, and if you're jumping at your opponent you can do a 'AIR' Thrust Block. -LOW -Hold F1 or B1 and press D on the D-Pad -MID -Hold F1 or B1 and press F on the D-Pad -HIGH -Hold F1 or B1 and press U on the D-Pad -CROUCH -Hold F1 or B1 and press D, B on the D-Pad -AIR -While Jumping Hold F1 or B1 and press F on the D-Pad -OPENERS: An Opener (AKA a Guard Drop) is a certain Special Move used to crush your opponent's guard, which in turn leaves them open for a free hit, which in turn lets you either Toss them or start a Combo. -WEAPON BREAKS: When you brake an opponent's Blade, your only breaking off the tip, unlike Samurai Shodown (which was the first to have weapon breaks), but instead of breaking the tip you shattered the whole weapon. To break off the tip of a Weapon you must first go Weapon-to-Weapon with a certain normal Backhand or Forehand swing, and as you catch their weapon IMMEDIATELY two-in-one into a certain Special Attack. After a successful Weapon Break, your opponents reach will be shortened and the amount of damage per-hit is decreased by a minimal amount. "Any weapon can be broken EXCEPT Bane's." I.E. with Talazia; go weapon-to-weapon with a standing BackSlash (X) and then immediately two-in-one into her Pheonix Strike. Also, some characters can break weapons while either you or your opponent are crouching, which will be explained later. Also note that Zorn is the only character who has 2 Catcher's and 2 Weapon Break moves. -CATCHER: A Catcher is a certain normal Slash which will catch and freeze your opponents attack, which in turn lets you Break their Blade. Keep in mind you have about 3/10ths of a second do the weapon breaker special move or it will act as you just going weapon-to-weapon and both characters will recoil. You must IMMEDIATELY two-in-one into the weapon breaker attack when trying to catch & break your opponents Blade. -DEFLECTS: A deflect is almost like a Thrust Block in that it will catch your opponent's swing, knock it aside, then follow through as a hit. Some Special Moves have hidden deflect capabilities. -TAKE DOWNS: A Take Down is a Special Move which will drag or knock your opponent off their feet, after which you'll be able to get up to 3 more hits when ther're on their BACK. -KNOCK DOWN: A knock down is almost identicle to a Take Down except you're are hitting them with a certain Special Move which in turn knocks them on their 'BUM'. -DOUBLE OVER: Take Downs & Knock Downs are good but not as good as a Double Over. A double over is a Special Move which will let you extend/lengthen your combos, letting you get more hits. -FATALITIES: WL has fatalities (multiple ones at that), but not like the ones found in the MK games. Fatalities can only be performed when your opponents life-bar is near empty, and in a combo. The easiest way to do a Fatality combo is by Thrust Blocking into a Two-in-One using one of the Fatality special move/s. The multiple fatalities "usaully" go in the following order: 1 - Disembowel, Decap, Brain, Body Pulp. 2 - Disembowel, Head Pulp, Body Pulp. 3 - Frenzy, Decap, Body Pulp. 4 - Disembowel, Curse Slam. 5 - Skull, Body Pulp. 6 - Decap, Body Pulp. There's so many different ways you can do a fatality combo/s. There's not any real order in performing them, it's pretty much how & what you want to do. I personally like to decapitate my opponent, then pulp their body which in turn leaves their head looking at YOU, the player/s (Laughs). -JIDA: "Jumping-In Down Attack" is what JIDA means. To perform a JIDA you must First, Jump torwards your opponent and immediatly press Down on the D-Pad and press the required button. A JIDA will cause 4-6% more damage then a normal B3 or F3 slash. -JIDA'S: "Jumping-In Down Attack Stumble" is what JIDA'S stands for. This is where the game feels incomplete. I've only been only been able to get this to work with Zarak and Talazia about 8 out of 10 times, and a few times with Korr, Bane and Jen Tai. Basically in order to do a JIDA'S you must do a JIDA and then a certain normal attack (a T&S attack). When doing this you MUST do the JIDA as late and as DEEP as possible (almost on the ground), most of the time you'll have landed from jumping in. -T&S: "Thrust & Stumble" is what T&S stands for. This is the BEST and most Annoying technique in WL, and if you want to master WL, will need to Learn. The T&S (as I have named it), is a combination of doing a 'Thrust Block' followed by doing a certain 'Normal Slash'. Basically you perform a Thrust Block from no more than a character length away from your opponent, then immediately follow up with a certain Normal Slash, which in turn leaves them vulnerable to attack causing them to 'Stumble' torwards you about 1-2 character lengths. -BUFFERING: Is basically the storing of an awkward or complicated motion while performing any attack/s. -HAIR TRIMMING: In WeaponLord you have the ability to cut (or have cut) your opponents hair from either on the ground or while jumping in. You can do this via a Combo, or when your opponent is swinging at you and they're leaning forward which in turn leaves their Head exposed. It's kinda tricky to explain. Well SS2 has a Doll move and WL has a Barber (that made sense didn't it, NOT). _______________________________________________________________________________ 6) CHARACTERS This section will tell your characters Story followed by their Special Moves List. Below is a Layout of how the "Special Move" is going to look. First you'll see the Name of the Special Move followed by a letter/s in "(*)" marks which means it's a Fatality move & another letter/s in "<*>" marks which tells you what the special move does ending with the motion. () = Fatality <> = Special Move Priority I'll use one of Zorn's "Hold Down" Special Moves as an example:   /  _____\____ _/_ _________________/ | || | | | -Hell Fire (DI), <WB>: Hold F2 or F3, motion D, DF, U |______________________________| \   - Name of Special Move  - Fatality Move (use to either Decap, Disembowel etc...)  - Special Move's Priority (a Take Down, Opener etc...)  - Motion used to perform Special Move [KEY] -Fatalities: (D) = Decapitation (B) = Brain (F) = Frenzy (S) = Skull (Zarak & Talazia only) (M) = Mummy (Zarak only) (GD) = Ground Decap (opponent has to be on ground) (BP) = Body Pulp (HP) = Head Pulp (DI) = Disembowel -Special Move Priorities: <O> = Opener <C> = Catcher <DO> = Double Over <TD> = Take Down <DE> = Deflect <KD> = Knock Down <WB> = Weapon Breaker ________ |_WARRIOR'S_| [--BANE--] Height: 20 Hands High (6'8") Weight: 28 Stones (397 lbs.) Age: 25 Weapons: Rock Warhammer, Bone Hook Stage: Cursed Path -STORY- Bane is simply the most bestial, vicious, aggrssive warrior in the tournament, a real dark horse who has the raw power to rip other fighters apart limb from limb. It is rumored he killed a fearsome Sabretooth wolf once with his bare hands, and now his face is shrouded by a wolf's mask. Bane's weapon of choice is a giant warhammer made from stone. This crushing weapon is two feet in length with a 150-pound head. Bane's skill and agility with this warhammer belie his massive size, and his weapon technique is almost without equal. Bane is a total powerhouse, and he fights with a nonstop fervor. In addition to his warhammer which can break skulls, Bane also weilds a Bone Hook for ripping techniques. Currently Bane is stuck on a cursed mountain path, forced to stand guard against his will. He must be patient, for the next fool to stumble onto the pass, they will be forced to take Bane's place. [Hold-Down Moves] -Berzerker (HP): Hold F2 or F3 press B, F, UF -Cursed Kick (DE): Hold F2 or F3 press DF, DB, F -Curse Slam (BP): Hold B2 or B3 press F, UF, U, D -Hammer Blast <KD>: Hold F2 or F3 press U, B, D -Skull Crusher (HP), <WB>: Hold B2 or B3 press B, UB, UF [Instant-Motion Moves] -Fang Gutter (DI): B, DB, D, DF, F press F2 or F3 -Head Rocker (DE): F, D, F press B2 or B3 -Iron Fist <OP>: B, DB, D, DF press B2 or B3 -Mutilator (BP): D , D + B2 or B3 (keep pressing D & button for multiple hits) -Power Hammer: B, DB, D + F2 or F3 [Techniques] -JIDA: D + F2 -JIDA's: ???? (I've done it a few times with Standing B2). -T&S: Standing B2 or Crouching F2 ________ [--DIVADA--] Height: 18 Hands (6') Weight: 15 Stones (210 lbs.) Age: 25 Weapons: Twin-Bladed Staff Stage: Evil Sands -Story- Divada is a dark and mysterious warrior/sorceress who combines black magic of her spells with the cold steel of her Twin-Bladed Staff. She is cool, calculating, intelligent, alluring, and lethal - a well-rounded fighter, never to be underestimated. Divada's sorcerery is one of her greatest weapons. She lives in a gigantic, ominous fortress atop a high hill, secluded from the rest of civilization. Few know much about this stronghold of magic, but incredible pyrotechnic displays often light the skies above the castle. Some say this is a sign of Divada's power; others say it is a mark of the wealth and riches hidden in the castle. Divava's already made her mark on the tournament. Many of her foes journied to her great castle thinking she would be an easy conquest, but Divada's surprising ferocity and cunning turned her foes into little more than husks of corpses. Few know her motives and desires, but some say that if her power was unleashed, she would be more fearsome ruler than even the DemonLord himself. [Hold-Down Moves] -Ground Blast (BP), <KD>: Hold B2 or B3 press UB, B, D -Hell Deflect (DE): Hold F2 or F3 press B, D, F -Orb of Souls: Hold B2 or B3 press U, U, UF -Cancel Orb of Souls: Hold B3 press U, UF, D (ONLY when doing her ORB-of-SOULS attack). -Power Flip (D & B): Hold B2 or B3 press U, UF, D -Psycho Blades (F): Hold F2 or F3 press U, UF, B -Soul Displacer: Hold F2 or F3 press D, D, F [Instant-Motion Moves] -Death Whirl: T, DB, F + F2 or F3 -Heel Kick (OP): F, F + F2 or F3 -Soul Drill (HP & B): B, DB, F + B2 or B3 [Techniques] -JIDA: ???? -JIDA's: ???? (need a JIDA in order to do a JIDA's) -T&S: Standing F2 ________ [--Jen-Tai--] Height: 20.6 Hands High (6' 10") Weight: 19 Stones (265 lbs.) Age: 25 Weapons: Falchon and Spiked Sheild Stage: Circle of Horns -Story- Out of all the arena masters, Jen-Tai is said to be the DemonLord's most favored. She is the tallest, strongest, most imposing warrior ever to enter the battle circuit. She participates in the tournament as the final challenge contestants must face before they reach the great DemonLord himself. Jen-Tai started her carrer as a mercenary, selling her Sword to whoever could afford it. She was a soldier of fortune, conquering her enemies and acheiving the glory due her. Eventually Jen-Tai's path led her to the great arena fighting circuit. Jen-Tai decided to retire from her career as a mercenary and join the arenas forthe sake of her love for swordplay. Noble and proud Jen-Tai values honor above all else. She has no desire for violence or killing; the thrill of the combat and bettering herself is all she lives for. She usally does not kill her opponents, instead sparing their lives so that they may learn lessons from her and return to challenge her again. [Hold-Down Moves] -Back Blade Strike (D & B): Hold F2 or F3, motion F, B, BD, D, DF -Death Blade (F): Hold F2 or F3, motion F, DF, D, T -Back Hand Blast (HP & B): Hold B2 or B3, motion B, UB, F -Ram Toss: Hold F2 or F3, motion F, UF, U, B -Sheild Smash <KD>: Hold B2 or B3, motion D, DF, F -Down Strike (GD): Hold B2 or B3, motion U, U, D [Insant-Motion Moves] -Aura Strike: F, DF, D, DB, B + B2 or B3 -Reverse Kick <OP>: B, F + B2 or B3 -Leg Breaker (GP) <KD>: D, DF, F + F2 or F3 -Sheild Spike (DI): B, F + F2 or F3 [Techniques] -JIDA: D + F2 -JIDA's: Crouching B1 (works maybe 1 out of 20 times) -T&S: Crouching B1 or Crouching B2 ________ [--Korr--] Height: 19 Hands High (6'3") Weight: 20.5 Stones (288 lbs.) Age: 25 Weapon: Broad Sword Stage: Skull Gods -Story- Born under the Warrior's Moon, Korr is the most gifted swordsman to emerge from the Tarok tribe in generations. An incomparible physical speciman, Korr can defeat four of his mates with just a dagger. Using his devistating Broad Sword and refined techniques, Korr can lock blades with the best fighters who have ever walked the planet! So adept is Korr that he was named Master Warrior, a title not bestowed on any other Tarok for two decades...except for one other, Korr's twin brother Kang. Korr's (not identicle) twin has been missing for many years, no one know's if he's even alive. Korr still hopes to one day hear word of his brother Kang.... Korr is aggressive but honorable and rarely uses any technique that could be considered underhanded. Since he met the DemonLord, he is on a personal mission to complete his training and prove his worth once and for all by deposing this dictator of the combat circuits. [Hold-Down Moves] -360 Flame Strike (HP + B), <DE>: Hold B2 or B3, motion F, U, UF -Double Flame Strike: Hold B2 or B3, motion D, DF, F, D -Firestorm (F): Hold F2 or F3, motion U, UF, D -Heart Strike (BP): Hold B2 or B3, motion U, U, D -Tarok Strike (D & B): Hold F2 or F3, motion DB, D, DF, F -Power Deflect <DE>: Hold B2 or B3, motion F, DF, D, DB [Instant-Motion Moves] -Elbow Smash <KD>: F, F + F2 or F3 -Gut Slash (DI): B, DB, D, DF, F + F2 or F3 -Knee Tarok (D & B): F, D, F + F3 -Power Kick <OP>: B, F + B2 or B3 -Power Push: F, DF, D, DB + B2 or B3 [Techniques] -JIDA: D + B2 -JIDA's: Standing F1 (when doing Korr's JIDA, you must land about 1" in front of your opponent). -T&S: Standing F1 ________ [--Talazia--] Height: 17.5 Hands High (5'10") Weight: 11.5 Stones (163 lbs.) Age: 25 Weapons: Claw Shield and Talon Blade Stage: Trees Tops -Story- The lithe, beautiful and deadly Talazia has the presence and mannerisms of a falcon. She has the primal intincts of a great avian hunter, and she swoops onto her foes and rips them without mercy. Talazia has a penchant for being a loner. She often climbs to the tops of the tallest trees and stares longingly into the sky. Somehow she knows a part of her existence has been stolen. Talazia trained among the best of her tribe, and to the surprise of many of the leaders, she has become the most talented and vicious fighter the tribe has ever seen. It must be the true spirit in her blood, unforgiving and unrelentless. Talazia's unorthodox fighting style matches her free spirit. She wields a Claw Shield used for blocking and shredding a Talon Blade flying disk which can extend to attack opponents or be used as a projectile. [Hold-Down Moves] -Air Frenzy (F): Hold F2 or F3, motion U, F, UF -Air Tear (S & GP): Hold B2 or B3, motion U, UF, F -Double Talon Strike: Hold F2 or F3, motion F, D, F -Falcon Strike <OP>: Hold F2 or F3, motion U, UB, B -Pheonix Strike (HP): Hold B3, motion B, DB, D, F -Reverse Claw (HDO): Hold B2 or B3, motion U, U, D -Rip Claw (TD): Hold F2 or F3, motion B, DB, D, DF [Instant-Motion Moves] -Prey Launch: DB, D, T + B2 or B3 -Shadow Deflect <DE>: F, DF, B + F2 or F3 -Talon Blade (D): B, D, B + B2 or B3 -Kick Up: F, UF, U + F3 [Techniques] -JIDA: D + B2 -JIDA's: Crouching B2 -T&S: Crouching B1 ________ [--Zarak--] Height: 21 Hands High (7'1") Weight: 31 Stones (435 lbs.) Age: 25 Weapon: Guillotine (staff/axe/spear weapon) Stage: Destiny Battle -Story- Zarak is a consummate warlord, maybe even more ruthless than any who came before him. He rules his extensive empire with an iron fist, but unlike other warlards he takes a personal interest in his conquest. He defeats all challengers in one-on-one combat! From the repulsive living spider helmet which protects and aids him in battle to the evil demon's glint of his eyes, The DemonLord provokes fear in all but the most stalwart, experienced fighters! But most awe-inspiring of all is his legendary weapon, Guillotine. Zarak's own creation, this unique combination of staff, axe, and spear has been used without mercy to execute all manner of men, creatures, beasts...even other demons. Zarak's fighting style is possibly the most diverse of all the contestants. There is not a single tactic, technique or maneuver the DemonLord will exclude from his arsenal. He often switches between aggressive and defensive stances to keep his opponents off-guard. Knowing that the prophecy is at hand, Zarak is holding the great tournament to find the WeaponLord for the final confrontation. Zarak is convinced that with his demon's powers and awesome fighting skills he has the ability to change destiny...maybe he is right. [Hold-Down Moves] -Chaos (F): Hold B2 or B3, motion F, U, UF -Guillotine Strike (D & BP), <WB>: Charge down 1 sec., Hold B2 or B3 motion U, UF -Power Slice (DI): Hold F2 or F3, motion U, UF, B -Warp Spider (S): Hold B2 or B3, motion U, UB, B -Web Slap: Charge back 1 sec., Hold F2 or F3, F -Widow Grip (BP): Charge back 1 sec., Hold B2 or B3, motion DF, F [Instant-Motion Moves] Inferno (BP), <WB>: F, DF,DB + B2 or B3 -Power Vault <OP>: B, DB, F + F2 or F3 -Web Rip (Mummy), <TD>: F, DF, DB + F2 or F3 [Techniques] -JIDA: D + F2 -JIDA's: Crouching F2 -T&S: Crouching F2 ________ [--Zorn--] Height: 18.5 Hands High (6'2") Weight: 16 Stones (225 lbs.) Age: 25 Weapons: Ivory Axe and Skull Shield Stage: Dragon Arena -Story- Zorn is a "jack-of-all-trades" to his comrades..a "thief" to his accusers. But this can never be proven of course, because he's too damn good at his work. Zorn has dabbled in magic and is a strong fighter. Zorn loves to live the high life. He collects the finest weapons and armaments and values wealth above all else...except maybe alluring women. He thinks he is the baddest ass around and will go to any length to prove his boasts. Maybe that's his only weakness, he's so damn cocky. Recently Zorn acquired a particularly fine set of weapons. He got an Ivory Axe so sharp it could split the hair on a pit beast's back and a Bone Shield Though others have told Zorn it looks like a hideous orc's skull, Zorn is convinced the shield is incredibly powerful. Zorn is generally a defensive fighter, but his huge ego compels him to find ways to win. His crowd-pleasing tactics and natural abilities have earned him a slot as one of the DemonLord's arena masters, second in status only to Jen-Tai. [Hold-Down Moves] -Axe Lift: Hold F2 or F3, motion F, UF, UB -Corpse Striker (GD): Charge down 1 sec., Hold B2 or B3, motion U, UF -Demon Axe (D + B), (WB): Charge back 1 sec., Hold F2 or F3, motion DF, F -Hell Fire (DI & B), <WB>: Hold F2 or F3, motion D, DF, U -Scream Shield (B): Hold B2 or B3, motion F, U, F -Shield Crack <OP>: Hold B2 or B3, motion U, B, D [Instant-Motion Moves] -Ancient Axe: B, DB, F + B2 or B3 -Axe Trip <TD>: B, DF, DB + F2 or F3 -Roll <DE>: F, DF, D, DB + F2 or F3 -Hell Grinder (F & BP): Charge back 1 sec., F + B2 or B3 [Techniques] -JIDA: ???? -JIDA's: ???? (don't know his JIDA attack). -T&S: Crouching F2 _______________________________________________________________________________ 7) COMBOS I'm going to label the combos into 5 categories: _BEGINNER _INTERMEDIATE _EXPERT _WTF _FATALITY The percent of damage done in combos is for when you do the combo to an opponent with a FULL health bar. So if you were to do a combo that does 28% damage on a full health bar then do the same combo when their health is in the Red, it will only do about 24% damage. ALL Fatality Combos listed in this FAQ are done with your opponent having 10% or less on their energy bar, and using the "T&S" technique. Most of the time when doing a Fatality Combo and after you Decapitate your opponent you'll want to Juggle the falling HEAD, the easiest way is by Thrust Blocking it (the Head) however many times needed to set it up so you can BRAIN, after which you BODY PULP. Also following the Fatality Combos will be a 'NOTES' section which I'll explain about the characters combo system and give some strategies on the individual character/s. Below is a layout of how the 'Combo' is going to look. Again, I'll use one of Zorn's combos as in example: _____ ____________________________ | | | | 3, 28% - JI. C, st. B, Hellfire |__| \   - Number of hits  - Percent of damage that combo does (to a Full health bar)  - The Combo Refer to the following 'KEY' shortcuts below for what means what: [KEY] cr = Crouching st = Standing JI = Jump In VJ = Vertical Jump (press up on D-Pad + specified button) JIDA = Jump-In Down Attack All the combos you see in this 'FAQ' are started by you "Jumping In" at your opponent, either using the Z or C button, and are done with a 6 button control pad. You can use the original 3-button sega pad (in which you'll use the 'Start' button to toggle between the Forward & Back slashes), but the 6-button pad is a lot easier. The combos in WeaponLord are like most other combos found in other unique fighting games. Yes, Two-in-Ones form the basis of WL's combos but with Double Overs, Take Downs etc.. enhance WeaponLords gameplay & depth. ______________ [--BANE--] -Beginner- 4, 25% - JI C, st X (2 hits), Head Rocker. 4, 33% - JI Z, st C, Cursed Kick. 5, 37% - JI Z, st X (2 hits), Curse Slam. -Intermediate- 6, 52% - JI C, st X (2 hits), Fang Gutter, st B, Curse Slam. 7, 62% - JI Z, st C, Fang Gutter, st C , Berserker. -Expert- 10, 70% - JI C, st Z, st X (2 hits), Fang Gutter, st B, cr Y, Berserker. 10, 78% - JI Z, st Z, st B, cr Y, Fang Gutter, st B, cr Y, Hammer Blast, cr Y, Cursed Slam. -WTF- 11, 80+% - JIDA, st Y, st Z, st X (2 hits), Fang Gutter, st B, st Y, Berserker. 12, 100% - JI Z, st Z, st B, cr Y, Fang Gutter, st Z, st X, cr Y, Hammer Blast, Skull Crusher, cr Y, Cursed Slam. -FATALITY- 4 - T&S, st A (2 hits), Curse Slam. -Notes- Bane's a well rounded character whose only fault could be that most of his slashes are slow. His B1 slash is quick, persistant, does 2 hits, and you'll find yourself using it in combos often. His Special Attacks do a decent amount of damage with his Bezerker hurting the most. The Berzerker does require a Triple Thrust Block, but if your opponent is keen (and observent) will be able to connect with a B2/F2 attack in the middle of it after the initial first TB. Another good attack of Bane's (when done from a distance) is his Head Rocker, its fast, can deflect your opponents attacks and has little recovery time. ________________ [--DIVADA--] -Beginner- 3, 34% - JI Z, st B, Power Flip. 6, 39% - JI C, st Z (1 hit), Psycho Blades. -Intermediate- 6, 53% - JI C, st Z (1 hit), Ground Blast, st X, st B, Death Whirl. 5, 54% - JI C, st Z (1 hit), Ground Blast, st C, Power Flip. -Expert- 7, 67% - JI C, VJ + Z (2 hits), st Z, Ground Blast, st Z, Power Flip. 9, 55% - T&S, st Z, Orb of Souls, st B, st X, Psycho Blades. -WTF- 9, 80% - JI C, VJ + Z, VJ + Z, st Z (1 hit), Ground Blast, st Z (1 hit), Power Flip. 10-11, 78-81% - JI C, VJ + Z (2 hits), st Z (1 hit), Ground Blast, st Z (1 hit), Psycho Blades, st B, Death Whirl. -FATALITY- 6 - T&S, st Z, Power Flip, Thrust Block (2 times to juggle head), Power Flip, Ground Blast. -Notes- Both the standing Z or C button attacks will hit twice, when you see either of these attacks used in ANY of Divada's combos they are meant for ONE HIT ONLY unless otherwise noted. Divada's 'VJ + Z' attack is just that. You normally jump in with a B3 or F3 attack then you immediatly jump straight up while simultaneously pressing the Z button (it'll take some time to get used to). Divada's 2 most annoying attacks are her Soul Drill & Soul Displacer. The Soul Drill attack is annoying because it can over power a standing T-Block, which sounds good right, but will let them recover in time to counter attack. Divada's Soul Displacer attack has a 'hidden deflect' ability, but on the negative side is easy to TB and counter (none the less an annoying attack). Another effective attack for Divada is her Ground Blast, when poking with the G-Blast make sure you're about 2 or more character lengths away from your opponent, so you're out of range of their T&S. Divada can also cancel out of her "Orb of Souls" at any time and can do an air attack using any of her normal attacks. _________________ [--JEN-TAI--] -Beginner- 3, 28% - JI Z, st C, Sheild Smash. 4, 37% - JI C, st B, Back Blade Strike. -Intermediate- 5, 39% - JI Z, st Z, st B, Aura Strike. 7, 67% - JI Z, St Z, st C, Sheild Spike, st C, Back Blade Blade. -Expert- 9, 68% - JI Z, st Z, st C, Sheild Spike, st C, Leg Breaker, st C, Death Blade. -WTF- 11, 71% - JI Z, st Z, st Y, st B, Sheild Spike, st Y, st B, Leg Breaker, st C, Death Blade. -FATALITY- 6 - T&S, st B, Sheild Spike, st B, Back Hand Blast, Leg Breaker. -Notes- Jen Tai's C & Z slashes have excellent range but are slow, so avoid using them when going weapon-to-weapon. Jen Tai is best played counter/defensively (if that made any sense). Jen Tai's Back Blade Strike has excellent range, priority & does great damage (as much as Korr's Knee Tarok) so you want to use it in combos that you don't do a knock down on your opponent. Her Aura Strike is another good, fast attack. Like a few other characters in WL sometimes just doing simple T&S_Two-in-One combos do almost as much damage as the higher number combos. Jen Tai's standing B1 & B2 slashes have good range and are excellent for poking. Also note that the beginning (first few frames of animation) part of her Aura Strike will deflect your opponents attack, and will not knock them off their feet, enabling you to combo or do a death combo. ______________ [--KORR--] -Beginner- 3, 24% - JI C, st Y, Power Push. 3, 34% - JI C, st Z, Tarok Strike. 4, 37% - JI C, st Y, Double Flame Strike. -Intermediate- 6, 55% - JI C, st Z, Gut Slash, st Y, Knee-Tarok Strike. 8, 58% - JI C, st Z, Gut Slash, st Z, Firestorm. -Expert- 8, 70% - JI C, st Z, Gut Slash, st Z, st Y, Elbow Smash, st Z, 360 Flame Strike. -WTF- 10, 80+% - JI C, st Z, Gut Slash, st Z, st Y, Elbow Smash, st Y, cr C, Knee-Tarok Strike. -Fatality- 6 - T&S, st Y, Knee Tarok, Thrust Block (2 times to juggle head), Tarok Strike, Heart Strike. -Notes- Korr has one advantage over every character in WL: He has a fast Drop ratio, meaning after you do a Takedown or Knockdown move on him, he falls like a BRICK making it hard (or challenging) to juggle him. Almost all of Korr's regular & special attacks have excellent range and good priority. Korr's 'Knee-Tarok Strike' is best used in combos and not when going weapon-to-weapon. Korr's best 2 attacks are: Tarok Strike and 360 Flame Strike. The Tarok Strike has little to none recovery time if T-Blocked, and the first part of the 360 Flame Strike has a 'hidden deflect' ability that will not knock your opponent down letting you follow up with a combo (when perfoming it with B2). The only disadvantage Korr really has is, 5 of his 6 standing normal slashes leave him open to having his weapon broken, and he's the only character that this really effects, in that he'll lose about 2/5 of his attack range. But on the plus side (again) he's one of the ONLY characters who can 'CATCH' and 'Weapon Break' while crouching most normal slashes (I tell you). _________________ [--TALAZIA--] -Beginner- 4, 35% - JI Z, st Y, Double Talon Strike. 3, 36% - JI Z, st C, Pheonix Strike. -Intermediate- 5, 49% - JI Z, st C, Rip Claw, st B, Prey Launch. 9, 60% - JI Z, st Y, Kick-Up, cr Y, Air Frenzy. -Expert- 11, 87% - JI Z, st C, Reverse Claw (B2 ONLY), st C, st Y, Kick Up, cr Y, Air Frenzy. 12, 100% - JI Z, st C, Reverse Claw (B2 ONLY), st C, st Z, Rip Claw, st C, Air Frenzy. -WTF- 13, 100% - JIDA, cr B, st C, Reverse Claw (B2 ONLY), st C, st Y, Kick Up, st Y, Air Frenzy. 15, 100% - JI Z, st, C, Reverse Claw (B2 ONLY), st C, Reverse Claw (B2 ONLY) st C, Reverse Claw (B2 ONLY), st Z, st Y, Kick Up, cr Y, Air Frenzy. -Fatality- 7, T&S, st Y, Talon Blade, Thrust Block (2 times to juggle head) Pheonix Strike, Air Tear. -Notes- Talazia's 'Air Frenzy' is the most damaging (and painful) attack in WL, when using it in combos using the B2 (short version) is most effective. Some of her combos using her 'Rip Claw' attack might have to be altered (especially on Korr). Talazia's Talon Blade is the fastest projectile in WL and has a decent recovery time. So once you know its priority, don't be afraid to abuse it. When doing Talazia's Reverse Claw special, only when doing it using the B2 button can you use it in a combo. Talazia's only drawback would be her Lack-of-Range with almost all of her normal attacks and about half of her special attacks. Also keep in mind that on 99% of the combos listed for Talazia if your opponent is in the corner you can do her Talon Blade at the end of her combos (after the Air Frenzy) for an extra hit. And the number of hits her Air Frenzy does depends btween where your opponent is in the air during her Kick Up and Rip Claw. _______________ [--ZARAK--] -Beginner- 3, 24% - JI C, st Y, Power Vault. 3, 34% - JI C, st Z, Inferno. -Intermediate- 5, 50% - JI C, st Z, Web Rip, cr B, Widow Grip. 5, 55% - JI C, st C, st Z, st Y, Inferno. 7, 64% - JI C, st Z, st Y, Web Rip, -Expert- 7, 67% - JI C, st C, st Z, st Y, Web Rip, crB, Widow Grip. 9, 83% - JI C, st Z, Power Slice, st Y Web Rip, cr B, cr C, Guillotine Strike, Warp Spider. -WTF- 11, 95% - JIDA, cr B, st C, st Z, cr Y, st Y, Web Rip, cr B, cr C, Guillotine Strike, Warp Spider. 4, T&S, st Z, Web Rip, Widow Grip (will cut body in half). -Notes- Zarak is a large character, and has some poor or slow normal attacks which puts him at a disadvantage. Where some characters you will not be able to perform a certain combo on, Zarak is not one of them, you can pretty much do any and ALL combos to Zarak. On the plus side, Zarak's 11 hit WTF combo has no setbacks and can be performed on all characters (even Korr). Zarak's not a bad character, its just most of his special attacks & normal attacks are not the fastest, so when going Weapon-to-Weapon or after doing a T&S it's best to stick with his B2 slash this attack is his best in-close and combo friendly (meaning you can normally do a crouching then standing B2 in combos). Another positive for Zarak is he has the best chain combos in WL. PLEASE NOTE, when doing Zarak's Weapon Break you must be about 1-2 character lengths away from your opponent and have it so the back-top tip of the Inferno hits the breakable part of their weapon. Zarak like Korr can also catch and break weapons while crouching. ______________ [--ZORN--] -Beginner- 3, 28% - JI C, st B, Hellfire. 3, 30% - JI Z, cr C, Axe Lift. -Intermediate- 6, 55% - JI Z, cr C, cr B, Axe Trip, cr B, Axe Lift. 7, 57% - JI C, st C, Axe Trip, cr C, Hell Grider, Ancient Axe. 6, 59% - JI C, cr C, cr B, Demon Axe, Ancient Axe. -Expert- 8-9, 67-73% - JI Z, cr C, cr A, cr B, Axe Trip, cr B, Hell Grinder, Ancient Axe. 9-11, 72-80% - JI Z, cr C, cr A, cr B, Axe Trip, cr B, cr C, Hell Grinder, Ancient Axe. -Fataliy- 9, T&S, st B, Hell Fire, st B, Demon Axe, Thrust Block (2 times to juggle head) Screaming Sheild, Hell Grinder. -Notes- Zorn's 'Expert' combo is pretty much his most damaging combo. Even if your opponent is in a corner you can't really get any more hits on them (ok you can, but only if their Life is in the RED and in a Corner). Also keep in mind that Zorn's Ancient Axe will not hit characters like Korr, Divada, Talazia and Zorn after doing his Hell Grinder at the end of a combo (only if they're in a corner). Zorn's best and most annoying attack is his DEMON AXE, in that your opponent will have to do a Double Thrust Block (one right after the other). What I'm saying is... Abuse it like hell, it's his most devastating attack (and the
games for that matter). Most of the time just sticking with Zorn's simple 4-hit combos are just as effective as a 9-hit combo. Another good move is the Screaming Shield, it has a deflect ability and when done from a distance makes a nice combo starter (so abuse it). A good Push-Away tactic with Zorn (from afar) is: Standing C, Ancient Axe. ____________________ -Anyone Notice/d- That sometimes when you do the same combo either by 'Jumping In' or the 'T&S' they differ in their priorities? Hmm, what's that mean. I'll give an example with one of Zorn's combos: JI C, st A, st B, Axe Trip, cr B, Hell Grinder, (Ancient Axe?). Now if you do the same combo using the T&S instead of jumping in, the following happens: T&S, st A, st B, Axe Trip, cr B, Hell Grinder, Ancient Axe. Note that the cr. B (after the Axe Trip) followed by the Hell Grinder, you'll be able (or should) get 4 hits instead of 2.... and the cr. B will keep your opponent lifted in the air longer (even Korr). This is just something to keep in mind when playing WL. _______________________________________________________________________________ 8) ODDs & ENDs 1st - Learn to Thrust Block. Thrust Blocking in WL is 4 times easier than learning how to 'Parry' SF3. 2nd - Learn the T&S technique (you'll be glad you did). -Most special moves in Primal Rage required multiple bottons held to execute, the Hold Down moves, in WeaponLord only requires one button. ______ Multiple ENDING'S: -To see Zarak's full ending you must kill both Korr & Bane. -To see Korr's alternate ending kill Bane. ______ -For those of you who like high number combos?!: If your opponents life is in the RED portion (and they're in or near the corner) you can get a few more hits. Here's a 14 hit combo example with Korr (sometimes you can get 15 or even 16 hits, if you can keep them from touching the ground?!): JI C, st Z, Gut Slash, st Z, st Y, Firestorm, st Z, Elbow Smash, st Z, Firestorm. -And for those who like double digit numbers that are in the 60-70's range, it's quite simple. Just do a long death combo, Decapitate your opponent and instead of 'Braining' your opponents falling head, just Thrust Block it. If you use the Mid or High level Thrust Block it'll knock the Head up (like a high bounce ball). Each time you TB the Head, the less higher it'll go up. The first few Thrust Blocks you do on the Head will only hit it once until the Head starts to go no higher than your body than you'll start to get between 2-4 hits with each TB. When the Head starts to go no higher than your knees, you start using the Low TB to juggle it or you can do a - cr X (rapidly). Q) - Are there infinite combos in WL? A) - If you look at a couple of the combos I have listed! You might notice a certain pattern.... Infinite vs 100% combo: -An infinite combo is where you do either a certain move or moves over and over again making it impossible for your opponent to recover, until their health is depleted. -A 100% combo is just a combo which will do 100% damage. You're not actually doing the same few moves repeatedly. And these take/require much more skill to execute. ______ -Some Special Moves have hidden abilities. I.E. Deflect or Double Over?!. -Be patient, WeaponLord is not a game you'll master in a few days or even months. -Also please keep in mind that 'EVERY' Attack (even throws) in WL can be Thrust Blocked, so be careful. -THE ONLY THING WEAPONLORD HAS IN COMMON WITH SF2 & SAMURAI SHODOWN IS HOW YOU EXECUTE/PERFORM THE SPECIAL MOVES (WITH A LOT OF PRIMAL RAGE). THERE ARE NO SHOTO'S IN WL, THERE ARE NO FIREBALL OR CORNER TRAPS. THE PLAY MECHANICS IN WL ARE ORIGINAL AND UNIQUE, AND PUT WL IN A LEAGUE ALL ITS OWN. -I've seen some FAQS that have an explanation of what the Special Moves do, and what they look like, I found this to be 'Wasted or Filling Space'. You'll see what the Move does & looks like when you execute/perform it. -PRACTICE MODE, WL does not have one, but if you want to practice or Train just go into VS mode and you're set. -Anti-Air Attacks, since you can T-Block any and all attacks in WL they're really are none. Yes, there are certain attacks that could be considered Anti-Air, that are like a Dragon Punch or Flash Kick but only if your friend/opponent has never played WL before can you use them like that. ______ HELP - If someone knows either Divada's or Zorn's 'JIDA' attack please let myself or Nani mo know. (cough, "DJAMES" cough). UpDate - Had a chance to ask DJames on SRK and he explained everything he knew about why they're not in the game. POSSIBLE BUGS - Zorn's 2 hit jumping Z, and his extended Roll attack?!.... _______________________________________________________________________________ 9) HISTORY 02/01/02 - Started comfirming info for WL Combo FAQ. 02/25/02 - Started layout for (Genesis) WL FAQ. 2004 - Started back on (Genesis) WL FAQ. 03/10/04 - Reconfigured FAQ Layout. 12/06/04 - Made 'Combos' into own section. 12/10/04 - A problem occured with computer (sigh). 05/18/05 - Got new computer guts (Windows XP) which Fixed computer. 05/30/05 - Added a 'Notes' section.... 06/18/05 - Added the known JIDA's into moves list section. 07/11/05 - Double checked FAQ/Guide (sigh), I still most likely missed something....And sent it in "As Is." 2006 - DJames 1st post on gamesfaqs: "Play it Real not Emulated." Which was quite the surprise hearing from the man who created one of (if not) the most technical and deepest fighting games to date! 12/20/07 - Added some more Fatality information. 02/02/08 - Someone started a WL thread on SRK, at which DJames started posting, so I asked him about Zorn and Divada's Jumping Down attacks, to which he pretty much explained why they are not in the game. 04/15/08 - Went through to check for error's, and cleaned it up a little by separating the combos so you can read/understand them better. And sent it in again, "As Is." _______________________________________________________________________________ 10) CREDIT/S.... -YOU, for reading this FAQ. -Gamefaqs.... -Sega, for making the Genesis system. -DJAMES and his crew for making a different kind of fighter. -Namco, for letting DJAMES make WeaponLord. -Gamefan & Gamers' Republic magazine's (R.I.P.) Thanks: -The Pastmaster & Asekera (other than myself were the only 2 others who played the Genesis version of WeaponLord). -All you 2D Fighting Freaks out there who never judge a book by its cover. Special Thanks: -Nani Mo, for doing a good breakdown on your SNES WeaponLord FAQ. -Nick Rox & Slasher Quan for their Strategy Guide in GAMEFAN Vol. 3, Issue #9, your 9-hit Bane combo helped me create 2 unique 10+ hitters with him, Thanks. -JLo, for the Talazia's, 'Kick Up' moves motion. COPYRIGHT(c) 2005 Anthony Gobin.