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Sephiroth Guide by Dan GC
Version: 0.7 | Updated: 05/23/1999
EHRGEIZ "God Bless the Ring" - Sephiroth Character Guide Version 0.7 EZ By Dan GC (Guardian Cloud) <firstname.lastname@example.org> for the PSX version of Ehrgeiz Last updated: 05/23/99 08:59 AM PT First Edition: 04/25/99 05:59 PM PT Document Info: 109 K (109, 444 Bytes) Designed for at least IE 3 or NN 3 at 640x480 Resolution and Courier New font enabled 109, 444 characters (letters, numbers, symbols, etc.) Ehrgeiz was... Created by: Dream Factory Licensed by: Squaresoft Published by: Square EA Released: May 6, 1999 If you can help me with anything: moves, techniques, etc., or if you just have questions, comments, etc., E-mail them to <LB Dan GC@aol.com> 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. Actually, I won't, I just want to prevent getting annoying mail. _________________ Table of Contents ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. Updates 2. What is Ehrgeiz, anyway? (General Details about Ehrgeiz) 3. Legend 4. Move List 1. Basic Attacks 2. Executed Attacks 3. Executed Running Attacks 4. Just Frame Attacks 5. Running Against Wall 6. Executed Throws 7. "Draw" Special Attacks 8. Other Special Attacks 9. Launchers 10. Combos 11. Too Much Trouble Combos 12. Taunts 5. Strategy, Hints, Tips, and Comparisons 6. Move Analysis 7. Sephiroth VS. CPU & Person Guide 8. Plot/Storyline 9. Sephiroth Info - Sephiroth Character Profile - More Sephiroth Info 10. Basics (Basic Moves available to all characters) 11. Secrets 12. Frequently Asked Questions 13. Special Thanks 14. Author Information - What I'd like (or not like) in Ehrgeiz 2 Copyright Disclaimer: Unpublished Work Copyright (c) 1999 Dan GC This FAQ is for private and personal use only.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 <LB Dan GC@aol.com> 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 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Version 0.6: changed "Special Thanks" section Version 0.6: corrected errors, changed Basics, Author Information, and FAQ Version 0.5: corrected "Interrupt" part of the Executed Attack "Windmill," also tried to correct layout and grammar problems, etc.; Battle Mechanics section changed, miscellaneous stuff in BASICS section changed, etc.; changed COMBOs section, added another COMBOs section; corrected "unofficial" stuff; Prince Doza is Prince Naseem, it was changed to Doza because of legal stuff, the US version is the same version shipped to England, and there is a guy named Prince Naseem in England, but I will still call him Naseem Version 0.4: Added Original Damage for two Just Frame attacks Version 0.3: Changed some stuff, but not really noticable unless you really look Version 0.2: added Original Damage for each attack, modified Battle Mechanics section a bit (this could be the final version, heh; JUST KIDDING! =) Don't take it too seriously!); added like seven or so more combos Version 0.1: First version ________________________________________________________________________ Part 2: What is Ehrgeiz, anyway? (General Details about Ehrgeiz) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ If Tobal No. 1 is the only Dream Factory 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). Dream Factory produced the first(?) completely true 3-D fighting game in arcade history: Ehrgeiz allows complete three- dimensional movement over a series of plains, high-rises, and other areas. The terrain also includes special objects - knives, dynamites, 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 (Tekken's engine isn't good: you only block and attack in that game) - which rewards your opponents greatly when you make a simple mistake - Ehrgeiz only rewards a player when skills and strategy are used. For example, once a player inputs a special move, you can follow that up with a specific move(s) that juggles the opponent for multiple hits. Mastering the basic techniques will 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! The game would've been great without this, but Square and Namco had to put it in to get some publicity and attraction. Of course, Cloud is okay, but Tifa is much better. There are also other FFVII characters in this game in the PSX version, but basically, they're just clones of other characters with some differences. The only "original" characters are the original eight, and Cloud, Tifa, and Django. The characters added in the PSX version are based upon those characters (except for Koji, to an extent, and Clair; they're also original) with sometimes noticable differences. No characters in Ehrgeiz are based upon Django. But this game is not, I repeat, is not a "Final Fantasy Fighter!" If I ever hear anyone say that, and if they're not kidding or much bigger (and stronger) than me, I'll wail on them! Don't say those three very words in my presence. "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 (and play well against true players). I decided to type all of the things I know about Sephiroth and how to beat some opponents with him so people can read it if they choose to do so. But for real strategy, read the Expert FAQ by Mike. Attribution goes to Jason E. Wilson ________________________________________________________________________ Part 3: Legend ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Controls: UL U UR Up-Left Up Up-Right \ | / L -- N -- R Left Neutral Right / | \ DL D DR Down-Left Down Down-Right The Ideal Button Setup (in my opinion): 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 DSS: Draw Sword Stance SS: Sword Stance LK: Liberty's Kick Left/Right %: Not Interruptable (if there isn't a % or ^, then it is Interruptable) &: Interruptable 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 Interruptable counter hit: a hit to your opponent while they are doing an action Select (in move list): Select button (PSX) (rH): you can do the rising H after the last attack this is listed in (rA): you can do this attack when rolling (referring to Get-Up attacks) (wA): you can do this attack while walking (only will list for basic attack; i.e. the move with the first command for other moves will only have a "(wA)" Hit Level: H: High M: Middle L: Low U: Unblockable UH: Unblockable High UM: Unblockable Middle UL: Unblockable Low |: whatever is past "|" is the Hit Level (except Rating) |: (the one below the Hit Level one) whatever is past "|" is the Original Damage for that/those attack(s) ________________________________________________________________________ Part 4: Move List ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Name Input Hit Level(s) ________________________________________________________________________ 4.1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Basic Attacks: Mystery Jab H H Mystery High Low (rH) H, L H, L Jenova Linkage BIRTH (rH) H, H, L H, H, L Jenova Linkage SYNTHESIS H, H, H, H, H H, H, M, M, M Jenova Linkage DEATH H, L, L, H H, L, L, H Mystery Knee% H+L H Mystery Elbow H+L+S M Fatal Trap& H+L+S, H, H M, H, H Mystery Hook H+S M Mystery Low Kick (rH) L L Mystery Double Low L, L L, L Ancient Piece L, L, H L, L, H Sting Low L+S L Mystery High (wA) G+H H Chin High G+H, H H, H ________________________________________________________________________ 4.2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Executed Attacks: Liberty's Kick Right QCF+H M Liberty's Kick Left QCB+H M Mystery Upper^ rising H M Jenova Attack% (above opponent) H+L UM Tornado Kick (rH) FC, L/G+L L Jenova Shot Step, L, H M Jenova Reppa Step, L, H+L M Ascend Spiral (rA) H (when getting up) M Kaiten Ashibarai^ (rA) L (as above) L Head Spring% (near head) H+L (as above) M Rotational Kick (near feet) H+L (as above) L Ground Beat% G+L+S M Mystery Slash% G+H+S M Jumping Turn (Side) Kick^& Jump, H M Landing Sting Low^ Jump, almost land, H L Landing Tornado Kick^ (rH) Jump, L L ________________________________________________________________________ 4.3 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Executed Running Attacks: Back Turn Kick% Tap G, H M Rage Do'er% H H Mystery Sting G+H M Slide Charge L L Mystery Tackle% H+L M ________________________________________________________________________ 4.4 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Just Frame (*=Just Frame point): Jenova Linkage Incomplete L, *H L, M Jenova Linkage LIFE H, L, *H H, L, M Levitation Strike% H+L, *H H, M Desperado Edge& H+S, *H M, M Fatal Trap Complete& H+L+S, H, H, *H M, H, H, M Playing Reunion G+H, H, *H H, H, M Jenova Rush Step, L, H, *H, H, H M, M, M, M Duo Fantasy (Draw Sword Stance) H, *H M, UM Sephiroth Combo (Sword Stance) H, H, H, *H UH, UH, UH, UH ________________________________________________________________________ 4.5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Running Against Wall: Mystery Elbow Drop^% H UM Triangle Slide Charge^% L UL Ground Beat 2^% H+L M ________________________________________________________________________ 4.6 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Executed Throws: Hanging Slay% (front) G+H+L Throw Front Suplex% (front) G+H+L, hold H/L Throw Variation Neck Breaker% (left side) G+H+L Throw Side Suplex% (right side) G+H+L Throw Deadly Suplex% (back) G+H+L Throw Mystery Grasp^ (front) G+H+L, then: Grasp - H, H, H: Face Punch x3, Stun (can dizzy) - L, L, L: Hold Kick x3, Stun (can dizzy) - Rope Throw: Push opponent in direction being held Mystery Takedown^% Running, G+H+L, then: U Tackle - H/L repeatedly (max. 3 hits), then a Leg Toss; release all buttons, Leg Toss; hold H or L, Roll-Over Tragic End% 360+G+H+L Special Throw ________________________________________________________________________ 4.7 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ "Draw" Special Attacks: Draw Sword Stance S Draw Sword Sheathe Sword^ G Sheathe Sword Black Materia% (see Analysis) (S) (3 seconds) N/A times a lot Hilt Attack H UM Hell's Gate% L UL Flash G+H UM ________________________________________________________________________ 4.8 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Other Special Attacks: Note: All attacks are in Sword Stance except for the Flying Air Strike, Sword Stance, and Iron Smash Note 2: Flying Air Strike is done when the sword is sheathed; Sword Stance is done when in Draw Sword Stance; and Iron Smash is done when your Special Gauge is empty Sword Stance (when in DSS) S Sword Stance Draw Sword Stance (when in SS) H+L (moving) Draw Sword Sheathe Sword^ G Sheathe Sword Flying Air Strike& Jump, S UM Mystery Single Slash^ H UH Sephiroth Combo Complete H, H, H UH, UH, UH Mystery Low Slash L UL Hell Quake Slash% L, L, L UL, UL, UL Heaven's Dancing Spin S, H, H UM, UM, UM Sudden Strike G+H UM Fervent Blow (moving) G+H UM Cruel Strike (moving right) G+H UM Sudden Cruelty (moving left) G+H UM Iron Smash (Special Empty) S UM ________________________________________________________________________ 4.9 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Launchers: The following are just launchers which launch your opponent high enough in order for you to juggle them, not attacks that just launch your opponent. Also, they are launchers that give you enough time to juggle your opponent so they have a pretty quick recovery time. Note: These are actually just regular attacks somewhere in the Move List, but these deserve to stand out somewhat Mystery Upper^ rising H M ________________________________________________________________________ 4.10 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Combos: I'll list many juggles, not all of the possible ones, but many of them. Note: All of these combos must be done when very close to the opponent Note 2: All combos are juggles, the only launcher is the rising H, so I'll just put "Launch" Note 3: All combos can be done against a wall or not; can be used as a counter or not Note 4: Many of these combos can end with "run+L," "G+L+,S" "L+S," Liberty's Kick Right/Left, or any other attacks that hit a grounded opponent # = Different Type of Attack (instead of saying "then" or "-->") Combo 1: Launch, #run+L/G+L/G+L+S/L+S/LK Combo 2: Launch, #L, L, H Combo 3: Launch, #H, L, L, H Combo 4: Launch, #H, H, H, H Combo 5: Launch, #H, H, L Combo 6: Launch, #L, *H Combo 7: Launch, #H, L, *H Combo 8: Launch, #H+L, #run+L/G+L/G+L+S/L+S/LK Combo 9: Launch, #H+L, #L, L Cmobo 10: Launch, #H+L, #L, L, H Combo 11: Launch, #H+L, #H, L, L, H Combo 12: Launch, #H+L, #H, H, H, H Combo 13: Launch, #H+L, #H, H, L Combo 14: Launch, #H+L, #L, *H Combo 15: Launch, #H+L, #H, L, *H Combo 16: Launch, #H+S, *H Combo 17: Launch, #H+L+S, H, #run+L/G+L/G+L+S/L+S/LK Combo 18: Launch, #H+L+S, H, #L, L Combo 19: Launch, #H+L+S, H, #L, *H Combo 20: Launch, #G+H, H, *H Combo 21: Launch, #G+H, H, #run+L/G+L/G+L+S/L+S/LK Combo 22: Launch, #G+H, H, #L, L, H Combo 23: Launch, #G+H, H, #H, L, L, H Combo 24: Launch, #G+H, H, #H, H, H, H Combo 25: Launch, #G+H, H, #H, H, L Combo 26: Launch, #G+H, H, #L, *H Combo 27: Launch, #G+H, H, #H, L, *H ________________________________________________________________________ 4.11 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Too Much Trouble Combos: Note 1: As stated as the heading, these combos are "Too Much Trouble" ones, they take years of practice (okay, so maybe not, but they take a lot of practice and correct timing and all that stuff), therefore, I would advise you to _not_ try these, unless it's a friendly match or Practice Mode Note 2: These combos take a lot of damage, but they are useless unless you mastered them and know when to do everything Combo 1: Launch, #H+L+S, H, H, *H Combo 2: Launch, #H+L+S, H, H, #run+L/G+L/G+L+S/L+S/LK Combo 3: Launch, #H+L+S, H, H, #L, L, H Combo 4: Launch, #H+L+S, H, H, #H, L, L, H Combo 5: Launch, #H+L+S, H, H, #H, H, H, H Combo 6: Launch, #H+L+S, H, H, #H, H, L Combo 7: Launch, #H+L+S, H, H, #L, *H Combo 8: Launch, #H+L+S, H, H, #H, L, *H ________________________________________________________________________ 4.12 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Taunts: Some taunts are attacks, but if they are, they do very little damage Brandish Sword Up/Down+Select N/A Evil Laugh Left/Right+Select N/A ________________________________________________________________________ Part 5: Strategy, Hints, and Tips ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ **Note: If you'd like to see strategies for other characters, see Mike Allen's Ehrgeiz Expert FAQ. :etoN** Sephiroth is not the best fighter in Ehrgeiz, but he can be used in such a way that would make him seem an above average character. Sephiroth doesn't have the most moves in the game, but has quite a lot (71+). ANYONE can match Sephiroth; he has a fast sword, so you should use it a lot, it's recommended to only use low sword attacks, since it's harder to Blade Catch or Interrupt. Otherwise, you'll have to resort to his mix-ups and juggles. Some of his best mix-ups are HHHH, HHL, LL, LLH, and other similar attacks. Those would probably only work against some human opponents because the CPU blocks most attacks and many 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 an Interrupt. If your opponent attacks low, hold G. So, since you can see most attack 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. When an opponent attacks you and it is successful, try blocking the rest of the attacks or Interrupting it, it depends on what attack(s) is done. If an opponent jumps at you and is about done through the jump, try running under the opponent and attack them as they are in the air or wait for them to land then attack them. ___________________________________________ Time for some human strategy for Sephiroth: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Okay, Sephiroth is a difficult person to use. But he has many skills, yet too many weaknesses. I guess it's about two strengths for every three weaknesses, or something similar to that. Do mix-ups like LL, L*H, LLH, HLLH, HHL, and other stuff like that. You should use the Back Turn Kick (when running, Tap G, H), since it is quick, can't be Interrupted, and Sephiroth is out of range of the opponent after the attack is done. Use it when you are going to run towards your opponent to attack them. Or use it when you are pretty close to your opponent to dodge an attack (the Tap G part is the Fade-Away Dodge and you can push H during the middle of the dodge) then push H when your are close to hit your opponent. If your opponent makes a mistake or is open for a while, you can do the Fatal Trap Complete (H+L+S, H, H, *H). It's quick, his best, if not his best, Just Frame attacks. Or if your opponent is busy doing an attack and misses you, do Jenova Rush (Step, L, H, *H, H, H) to attack your opponent from the other side. Do juggles to take damage off of your opponents, you don't need to use them as counter hits, since his launcher is probably the best in the game, maybe TOO good. Sephiroth's Jump, S is similar to Sasuke's, in terms that it cannot be Interrupted or Blade Catchbed if it is done when in the air, but Sephiroth's has much shorter range. You can use that to hit your opponent then get into Sword Stance as fast as possible (S for Draw Stance, S again or left/ right for Sword Stance), but if your opponent is going to attack you and you know you can't attack fast enough, push G to put his sword away and either... A) Interrupt B) Run C) Attack or D) Jump and attack. I've decided not to put my very personal strategy for Sephiroth, people could read it and know my strategy, so they could counter it easily and I'll get lots of damage. But I'll tell you what I don't do... use Sephiroth's sword a lot, spaz, or injure the human opponent. My basic strategy with Sephiroth is: Always be careful: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Whenever using Sephiroth, watch out for your opponents' attacks. If you know you won't be able to block a certain attack that can be Interrupted, then Interrupt it or attack your opponent with a quick attack to temporarily stop them. Always Blade Catch sword attacks to cause very little damage to your opponent, just to stop your opponent from attacking. Attack an opponent who misses you with a slow (or fast) attack that has some lag in between or after the attack. When you are Fully Crouched and an opponent attacks you with a high attack, hit them with the rising H and do one of the combos in the combo section. You can also do the Jenova Attack (when on higher elevation, H+L) and when your opponent jumps up to hit you, push H+L to attack them as they're jumping. Masamune: ¯¯¯¯¯¯¯¯¯ His sword is very useful: the attacks are very quick and swift, unlike Cloud. His best sword attacks are: Jump, S; Draw Sword Stance: G+H; Sword Stance: L, L, L. Speed: ¯¯¯¯¯¯ NEVER use slow recovery attacks, they leave you open, and you are bound to lose a lot of power. IF you do use one of those attacks, it better be a very quick start-up attack that knocks your opponent back if they block, or don't, far away so you can't be countered easily. The Running G+H is an example, if your opponent blocks it and is not in a corner: they'll be knocked pretty far away so you have a chance to block; if they don't block: they'll be knocked down. Whenever you block an attack, or if your opponent misses you with an attack, counter it as quickly as possible. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Sephiroth is a character not for beginners. It is for professionals or intermediate players looking to become professionals. Sephiroth is probably the third or fourth hardest character to master. You can check the Expert FAQ in the Character Rankings section for character rankings. If you want to do some difficult and/or dangerous combo, you should dizzy your opponent first. Try the Throw from the front of your opponent and push HHH or LLL. You can also mix-up the HHH and LLL together to hit different parts of the opponent's body, but it won't dizzy the opponent, usually. It seems HHH has a more success rate of dizzying your opponent, though, than LLL. To dizzy your opponent, you just have to hit them with the same thing three times in a certain period of time. You can grab the opponent and push H once, then grab again and push H twice, then your opponent will be dizzy. Anyway, you can do that combo you want to do after your opponent is dizzy. Here's a little odd cruel trick: okay, if you or your opponent breaks a box, and there is a Special Weapon, which there will most likely be in anyway, 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: ¯¯¯¯¯¯¯¯¯ As you can see in the Combos section, currently, there are 45 juggles. Sephiroth has some good juggling. It doesn't really matter how, when, and who you use it against. His launcher is the best in the game, it launches the opponent up really high. 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. Some juggles don't work very well against heavyweighters. Heavyweighters fall down quickly, but some juggles work better on them than other characters - juggles usually work well against medium and lightweight characters. You should do the Mystery Upper (rising H), then do some juggling. Then, you can hit them with the Chin High (G+H, H) or even the Fatal Trap, then juggle them for even more hits. There are many different things you can do. With the juggling, you can deal your opponent some easy damage, if you can actually do it. ________________________________________________________________________ Beating the CPU is easy, just knock them down with a fast recovery attack, then step back a little and keep doing the Hell Quake Slash. Sephiroth automatically retreats after doing the Hell Quake Slash, but if you miss with it, you'll get hurt, the recovery time is too slow. That's all it is to it. Call it..."Jenova's Trap." If the CPU opponent is just wasting time and standing there, then knock it down and start doing the Hell Quake Slash. ________________________________________________________________________ ____________ Comparisons: ¯¯¯¯¯¯¯¯¯¯¯¯ Sephiroth and Cloud are pretty similar. They both have most of the same attacks, but there are some different ones. Also, Sephiroth is stronger with his physical attacks than Cloud. But basically, they play nearly the same. Sephiroth, he...isn't easy to use if you don't know how to mix-up, juggle, counter attack, Interrupt, Blade Catch, Flip Out, and all of those other basic moves. Sephiroth has some pretty slow attacks, but his sword is very quick. Sephiroth's physical attacks are a little bit slower than Cloud's, and they also have slower recovery time, but if you weren't looking for the differences, they would seem almost exactly alike. Actually, Sephiroth's physical attacks aren't really stronger, they are just slower, don't stun as long, and some single attacks stun the opponent really long, but are pretty weak. You can compare the Original Damage of Cloud's attacks with Sephiroth's. You should see it. Most of their attacks are the same strength, except for some attacks in the middle of Basic Attacks. So really, Cloud is better with his physical attacks, but Sephiroth is better with his sword attacks. Some of Sephiroth's attacks are useful, but some of them aren't. Sephiroth's sword attacks are very good and quick, but I think some of them have a pretty slow recovery time, he kind of retreats for some of his attacks, but that can be a good or bad thing. Sure, Sephiroth is good, but of course, you have to know how to use him well. The strategies for Sephiroth probably do not apply well to Cloud, since he doesn't have all of the moves Sephiroth has and is also barely faster than him. How shameful for Sephiroth... -_-' ________________________________________________________________________ Part 6: Move Analysis ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ In this section, I will rate every move I know Sephiroth 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 |Original Damage ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 6.1 Basic Attacks Mystery Jab: H |H 8 |10 It's quick and can be used to counter. Also useful for juggling. You can also use it as a mix-up with HL, HHL, HHHHH, LL, LLH, etc. ________________________________________________________________________ Mystery High Low (rH): H, L |H, L 8 |10, 10 Like above. ________________________________________________________________________ Jenova Linkage BIRTH (rH): H, H, L |H, H, L 8 |10, 10, 15 Like above. ________________________________________________________________________ Jenova Linkage SYNTHESIS: H, H, H, H, H |H, H, M, M, M 8 |10, 10, 12, 20, 18 Like above. The longest move ever. It's not as fast as Cloud's. More like, it doesn't stun the opponent long enough. ________________________________________________________________________ Jenova Linkage DEATH: H, L, L, H |H, L, L, H 8 |10, 10, 12, 20 Like above. ________________________________________________________________________ Mystery Knee%: H+L |H 6 |10 It has a pretty slow recovery time, otherwise it isn't really good other than knocking down your opponent. ________________________________________________________________________ Mystery Elbow: H+L+S |M 7 |12 If you hit with this, continue with the HH, since the elbow stuns them long enough so you can hit them again with the continuation without the opponent blocking. ________________________________________________________________________ Fatal Trap&: H+L+S, H, H |M, H, H 9 |12, 10, 15 The certain circumstance that can't be Interrupted is the first H which is an air attack. This is his best Basic Attack: it's pretty quick, and if you hit your opponent with the first hit, the rest of the hits count as a combo. Your opponent has to block the first hit (and the rest of them) or Interrupt the first hit. ________________________________________________________________________ Mystery Hook: H+S |M 8 |18 It's strong and knocks the opponent down in one hit, but has a pretty slow recovery time, so, if you do this, do the Just Frame H to prevent your opponent from getting up and attacking you, if your opponent was hit by this. ________________________________________________________________________ Mystery Low Kick (rH): L |L 8 |10 It's quick and can be used to counter. Also useful for juggling. You can also use it as a mix-up with HL, HHL, HHHHH, LL, LLH, etc. ________________________________________________________________________ Mystery Double Low: L, L |L, L 8 |10, 12 Like above. ________________________________________________________________________ Ancient Piece: L, L, H |L, L, H 8 |10, 12, 20 Like above. ________________________________________________________________________ Sting Low: L+S |L 7 |12 You can hit grounded opponents with this, also, you can do it as your opponent is getting up, if they get up with G, and they'll be hit by it once their invincibility runs out. ________________________________________________________________________ Mystery High (wA): G+H |H 8 |12 Hits high and is pretty quick. ________________________________________________________________________ Chin High: G+H, H |H, H 8 |12, 15 Like above and good for re-juggling. ________________________________________________________________________ ________________________________________________________________________ 6.2 Executed Attacks Liberty's Kick Right: QCF+H |M 5 |20 Good for psyching your opponent, for a few tries. You can also use it to attack an opponent on the ground. ________________________________________________________________________ Liberty's Kick Left: QCB+H |M 5 |20 Like above. ________________________________________________________________________ Mystery Upper^: rising H |M 9 |20 Sephiroth's only launcher, it launches them up really high so you can juggle to take damage off your opponent. ________________________________________________________________________ Jenova Attack% (above opponent): H+L |UM 6 |20 Not really good, except under one circumstance. If you are on a higher elevation and your opponent jumps up to attack you, push H+L to hit them in mid-air. ________________________________________________________________________ Tornado Kick (rH): FC, L/G+L |L 7 |15 If it hits your opponent, they'll be knocked down, it also has a pretty safe recovery time. ________________________________________________________________________ Jenova Shot: Step, L, H |M 7 |15 Good for hitting your opponent. The L is a rush-in, so you can step to the side, then push L then H to hit your opponent. ________________________________________________________________________ Jenova Reppa: Step, L, H+L |M 7 |25 Like above. ________________________________________________________________________ Ascend Spiral (rA): H (when getting up) |M 3 |10 Knocks down your opponent if it hits. ________________________________________________________________________ Kaiten Ashibarai^ (rA): L (as above) |L 3 |10 Like above. ________________________________________________________________________ Head Spring%: H+L (as above) |M 3 |10 **NOTE: This only works if your opponent is away from your character's feet** It's a pretty quick flip up attack, it can't be Interrupted, and has a safer recovery time than the Rotational Kick ________________________________________________________________________ Rotational Kick: H+L (as above) |L 3 |10 **NOTE: This only works if your opponent is away from your character's head** It's a pretty quick start-up windmill (breakdancing) move, can't be Interrupted, but has a very slow recovery time, resulting in easy damage against you. ________________________________________________________________________ Ground Beat%: G+L+S |M 5 |23 Can be useful to end combos. You can just hold G and push L+S. ________________________________________________________________________ Mystery Slash%: G+H+S |M 5 |15 It's a rushing forward kick, you can use it after blocking a pretty slow recovery attack to get a quick knockdown against your opponent. ________________________________________________________________________ Jumping Turn (Side) Kick^&: Jump, H |M 8 |18 The certain circumstance that can't be Interrupted is if you use this attack when in the air, not when your character's feet are on the ground. You can use this to attack airborne opponents, since it's pretty quick. ________________________________________________________________________ Landing Sting Low^: Jump, almost land, H |L 6 |20 It's just a Sting Low when landing. It knocks down the opponent, which is probably the only good thing. ________________________________________________________________________ Landing Tornado Kick^ (rH): Jump, L |L 7 |15 You can use this to jump over your opponent and hit them on the other side to knock them down. ________________________________________________________________________ ________________________________________________________________________ 6.3 Executed Running Attacks Back Turn Kick%: Tap G, H |M 8 |20 It's quick, can't be Interrupted, and after the attack is executed, Sephiroth retreats so you can't be countered. Also, you can use this when your opponent is busy doing an attack. ________________________________________________________________________ Rage Do'er%: H |H 2 |23 Useless, the only good thing about it is it can't be Interrupted. ________________________________________________________________________ Mystery Sting: G+H |M 9 |18 Has far range, use the tip of the range to attack your opponent. It's very quick and if your opponent blocks: they'll be knocked back far enough so they can't counter; if they don't block and hit by it: they are knocked down. Use this attack a lot. ________________________________________________________________________ Slide Charge: L |L 2 |10 Only good for hitting a grounded opponent or an opponent with their back turned, but you'd rather use the running G+H for that situation. ________________________________________________________________________ Mystery Tackle%: H+L |M 2 |20 The only good thing is it can't be Interrupted. Otherwise, it's use- less. ________________________________________________________________________ ________________________________________________________________________ 6.4 Just Frame Attacks Jenova Linkage Incomplete: L, *H |L, M 7 |10, 16 Push the Just Frame H after you hear the collision sound, but don't delay too much. ________________________________________________________________________ Jenova Linkage LIFE: H, L, *H |H, L, M 7 |10, 10, 16 Like above. ________________________________________________________________________ Levitation Strike%: H+L, *H |H, M 8 |10, 10 Like above. ________________________________________________________________________ Desperado Edge&: H+S, *H |M, M 8 |18, 20 After the H+S hits your opponent, push H. Or when his right hand stops moving and is to the left. ________________________________________________________________________ Fatal Trap Complete&: H+L+S, H, H, *H |M, H, H, M 9 |12, 10, 15, 30 You push the Just Frame H just before he recovers from the front kick (the attack before the Just Frame H). If you hit your opponent with the first hit, the other hits are guaranteed to hit. ________________________________________________________________________ Playing Reunion: G+H, H, *H |H, H, M 8 |12, 15, 25 You push the Just Frame H just as the H before it hits. ________________________________________________________________________ Jenova Rush: Step, L, H, *H, H, H |M, M, M, M 8 |15, 12, 20, 18 You push the Just Frame H after you hear the collision sound if the attack hits. ________________________________________________________________________ Duo Fantasy (Draw Sword Stance): H, *H |M, UM 7 |15, 20 You push the Just Frame H after the first H hits and when he starts to put the handle back. ________________________________________________________________________ Sephiroth Combo (Sword Stance): H, H, H, *H |UH, UH, UH, UH 5 |15, 10, 15, 22 You push the Just Frame H just before Sephiroth recovers from the third H. ________________________________________________________________________ All of the Just Frame attacks are good, especially if you are able to get the first hit(s) off on your opponent. ________________________________________________________________________ ________________________________________________________________________ 6.5 Running Against Wall Mystery Elbow Drop^%: H |UM 5 |20 Good if your opponent is tailing you. ________________________________________________________________________ Triangle Slide Charge^%: L |UL 5 |15 Like above. ________________________________________________________________________ Ground Beat 2^%: H+L |M 6 |20 Like above. ________________________________________________________________________ ________________________________________________________________________ 6.6 Executed Throws Hanging Slay% (front): G+H+L 7 ________________________________________________________________________ Front Suplex% (front): G+H+L, hold H/L 7 ________________________________________________________________________ Neck Breaker% (left side):G+H+L 7 ________________________________________________________________________ Side Suplex% (right side):G+H+L 7 ________________________________________________________________________ Deadly Suplex% (back): G+H+L 7 ________________________________________________________________________ Mystery Grab^ (front): G+H+L, then: 8 H, H, H: Face Punch x3, Stun (sometimes dizzies) |10, 10, 14 L, L, L: Hold Kick x3, Stun (sometimes dizzies) |12, 12, 12 ________________________________________________________________________ Mystery Toss^% (front): G+H+L, then: 6 Direction: Push opponent in direction holding ________________________________________________________________________ Mystery Takedown^%: Running, G+H+L, then: 7 |10 each (including takedown) H/L repeatedly (max. 3 hits), hits opponent's face, then a Leg Toss; release all buttons, Leg Toss; hold H or L, Rolling Leg Toss; Unblockable ________________________________________________________________________ Tragic End%: 360+G+H+L 8 ________________________________________________________________________ All of the throws here rated a 7 are okay. The Grab was rated an 8 because it can dizzy. The Special Throw was rated an 8 since it only has one breaking point and takes off a lot of damage. The Toss was rated a 6 because it doesn't really do damage unless you are near a wall and you throw your opponent to the wall. ________________________________________________________________________ ________________________________________________________________________ 6.7 "Draw" Special Attacks Draw Sword Stance: S ________________________________________________________________________ Sheathe Sword^: G ________________________________________________________________________ Black Materia%: (S) (3 seconds) |N/A x4 7 |20, 16, 15, 14 (if all hit in order) Four Meteors come out. Okay, to do Black Materia, you have to hold S once you push S to go into Sword Stance. The white aura will surround him as it is with all other characters when they charge. Also, you can do the Black Materia while moving when in Draw Sword Stance. But when you are in Sword Stance and you go back to Draw Sword Stance, you have to push S after pushing H+L while moving. Sephiroth will be charging, but no white aura will surround him, but the sound of charging will still be there. A glitch, perhaps? ________________________________________________________________________ Hilt Attack: H |UM 6 |15 It's blockable, so it can't be Blade Catchbed. If your opponent blocks it, or doesn't, continue with the Just Frame H for added damage, if you did it fast enough, your opponent will be hit by it, unless they Blade Catch it. ________________________________________________________________________ Hell's Gate%: L |UL 5 |30 It can't be Interrupted, but it's pretty slow. ________________________________________________________________________ Flash: G+H |UM 7 |20 It's probably his best Draw Sword Stance attack. ________________________________________________________________________ ________________________________________________________________________ 6.8 Other Special Attacks Sword Stance (when in DSS): S ________________________________________________________________________
Draw Sword Stance (when in SS): H+L (moving) ________________________________________________________________________ Sheathe Sword^: G ________________________________________________________________________ Flying Air Strike&: Jump, S |UM 8 |20 The certain circumstance that can't be Interrupted or Blade Catchbed is if you do this when in the air, not when nearly touching the ground. ________________________________________________________________________ Mystery Single Slash^: H |UH 5 |15 It's pretty quick, but it's easy to Blade Catch. ________________________________________________________________________ Sephiroth Combo Complete: H, H, H |UH, UH, UH 5 |15, 10, 15 Like above. ________________________________________________________________________ Mystery Low Slash%: L |UL 7 |20 Can't be Interrupted, if you hit your opponent with this, continue with the other two L's to take extra damage off your opponent. ________________________________________________________________________ Hell Quake Slash%: L, L, L |UL, UL, UL 7 |20, 20, 20 It can't be Interrupted and once you hit your opponent with one of the hits, your opponent can't do anything about it, but Sephiroth does kind of retreat after the last L, so be careful. ________________________________________________________________________ Heaven's Dancing Spin: S, H, H |UM, UM, UM 6 |20, 20, 30 Like Mystery Single Slash. ________________________________________________________________________ Sudden Strike: G+H |UM 5 |30 He charges at the opponent, so it can be pretty good, but it's too slow. ________________________________________________________________________ Fervent Blow (moving forward/back): G+H |UM 6 |20 **NOTE: This only works when you are moving forward or back in Sephiroth's perspective** ________________________________________________________________________ Cruel Strike (moving right): G+H |UM 6 |30 **NOTE: This only works when you are moving to Sephiroth's right** ________________________________________________________________________ Sudden Cruelty (moving left): G+H |UM 6 |30 **NOTE: This only works when you are moving to Sephiroth's left** ________________________________________________________________________ Iron Smash (Special Empty): S |UM 5 |30 It's slow, and similar to Cloud's Clim Slash. ________________________________________________________________________ ________________________________________________________________________ 6.9 Launchers Mystery Upper^: rising H |M 9 |20 Sephiroth's only launcher, it launches them up really high so you can juggle to take damage off your opponent. ________________________________________________________________________ ________________________________________________________________________ 6.10 Combos Combo 1: Launch, #run+L/G+L/G+L+S/L+S/LK 9 ________________________________________________________________________ Combo 2: Launch, #L, L, H 9 ________________________________________________________________________ Combo 3: Launch, #H, L, L, H 9 ________________________________________________________________________ Combo 4: Launch, #H, H, H, H 9 ________________________________________________________________________ Combo 5: Launch, #H, H, L 9 ________________________________________________________________________ Combo 6: Launch, #L, *H 9 ________________________________________________________________________ Combo 7: Launch, #H, L, *H 9 ________________________________________________________________________ Combo 8: Launch, #H+L, #run+L/G+L/G+L+S/L+S/LK 9 ________________________________________________________________________ Combo 9: Launch, #H+L, #L, L 9 ________________________________________________________________________ Cmobo 10: Launch, #H+L, #L, L, H 9 ________________________________________________________________________ Combo 11: Launch, #H+L, #H, L, L, H 9 ________________________________________________________________________ Combo 12: Launch, #H+L, #H, H, H, H 9 ________________________________________________________________________ Combo 13: Launch, #H+L, #H, H, L 9 ________________________________________________________________________ Combo 14: Launch, #H+L, #L, *H 9 ________________________________________________________________________ Combo 15: Launch, #H+L, #H, L, *H 9 ________________________________________________________________________ Combo 16: Launch, #H+S, *H 9 ________________________________________________________________________ Combo 17: Launch, #H+L+S, H, #run+L/G+L/G+L+S/L+S/LK 9 ________________________________________________________________________ Combo 18: Launch, #H+L+S, H, #L, L 9 ________________________________________________________________________ Combo 19: Launch, #H+L+S, H, #L, *H 9 ________________________________________________________________________ Combo 20: Launch, #G+H, H, *H 9 ________________________________________________________________________ Combo 21: Launch, #G+H, H, #run+L/G+L/G+L+S/L+S/LK 9 ________________________________________________________________________ Combo 22: Launch, #G+H, H, #L, L, H 9 ________________________________________________________________________ Combo 23: Launch, #G+H, H, #H, L, L, H 9 ________________________________________________________________________ Combo 24: Launch, #G+H, H, #H, H, H, H 9 ________________________________________________________________________ Combo 25: Launch, #G+H, H, #H, H, L 9 ________________________________________________________________________ Combo 26: Launch, #G+H, H, #L, *H 9 ________________________________________________________________________ Combo 27: Launch, #G+H, H, #H, L, *H 9 ________________________________________________________________________ ________________________________________________________________________ All of these combos were rated a 9 because the launch is easy to execute and most of the combos do easy damage. Okay, now, here's a chart to show which juggles work on which character types and the circumstance to doing it (only juggle number): Terms: none: no "special" circumstance counter: must use as a counter hit wall: _should_ use against wall no wall: _shouldn't_ use against wall N/A: can't do # Lightweight Mediumweight Heavyweight ¯¯ ¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯ 1 none none none 2 none none none 3 none none none 4 none none none 5 none none none 6 none none none 7 none none none 8 counter counter counter 9 counter counter counter 10 counter can't do can't do 11 counter can't do can't do 12 counter can't do can't do 13 counter can't do can't do 14 counter counter counter 15 counter can't do can't do 16 counter counter counter 17 none none none 18 none none none 19 none none none 20 none none none 21 none none none 22 none none none 23 none none none 24 none none none 25 none none none 26 none none none 27 none none none ________________________________________________________________________ ________________________________________________________________________ 6.11 Too Much Trouble Combos: Combo 1: Launch, #H+L+S, H, H, *H 5 ________________________________________________________________________ Combo 2: Launch, #H+L+S, H, H, #run+L/G+L/G+L+S/L+S/LK 5 ________________________________________________________________________ Combo 3: Launch, #H+L+S, H, H, #L, L, H 5 ________________________________________________________________________ Combo 4: Launch, #H+L+S, H, H, #H, L, L, H 5 ________________________________________________________________________ Combo 5: Launch, #H+L+S, H, H, #H, H, H, H 5 ________________________________________________________________________ Combo 6: Launch, #H+L+S, H, H, #H, H, L 5 ________________________________________________________________________ Combo 7: Launch, #H+L+S, H, H, #L, *H 5 ________________________________________________________________________ Combo 8: Launch, #H+L+S, H, H, #H, L, *H 5 ________________________________________________________________________ These _Too Much Trouble Combos_ were rated a 5 because, well, they are too much trouble combos. ________________________________________________________________________ 6.12 Taunts Brandish Sword: Up/Down+Select ________________________________________________________________________ Evil Laugh: Left/Right+Select ________________________________________________________________________ ________________________________________________________________________ You may have noticed no attacks were rated 10, that's because any person's attacks has one or more weaknesses. ________________________________________________________________________ Part 7: Sephiroth VS. CPU & Person Guide ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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! The first part about the Death Trap is for the CPU, the second paragraph, if there is one, is little human strategy, as I said earlier, READ the Expert FAQ, if you want to learn how to play (better)! VS Inoba: Jenova's Trap. (Do a Flying Air Strike and keep doing the Hell Quake Slash repeatedly). Watch out for his Special Throw and his mix-ups. He can do some major damage. Some of his attacks are quick but may have a pretty slow recovery time, so if you block them, you can attack right afterwards. VS Jo: Just trap her in a corner and do Jenova's Trap. She's quick, so if she turns into a wolf, run+L or Jump, L. She has some nasty mix-ups, juggles, and other stuff, so watch what you're doing, otherwise you'll get hurt. Her Wolf-changing is an invincible counter hit at the beginning of transformation. VS Godhand: Just start the match with a Slide Charge or Mystery Tackle and do Jenova's Trap. Better do it early or he'll run away. If he gets away, just do a Jenova Attack, Black Materia, or jump down with a Flying Air Strike and start Jenova's Trap. He tends to shoot a lot. He has the 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. Watch out for his Rolling Set Mine, it's much quicker than the regular Set Mine, and he rolls away from it, so he can roll by you, set it, and blow it up when you are trying to hit him. VS Shuwen: Do Jenova's Trap. If he gets away, do Black Materia or follow him and knock him down. Do Jenova's Trap afterwards. Watch out for his spear. If he hits you with one of his attacks, try Interrupting it. If you don't, he'll make you lose a lot of power. His regular basic attacks suck, they're slow in many ways, but since they are slow, he might be able to attack you when you are trying to counter. VS Yoko: Keep some distance and do a Flying Air Strike. Get into Sword Stance and keep your distance until she gets up, she will most likely to a Get- Up Attack (H), then start Jenova's Trap. 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 or so. VS Naseem: Keyword: Jenova's Trap. 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 at first, but some of his attacks are almost useless, so he can trick you all day and cause you to lose lots of power. He has extended links and stuff for his attacks, so either block and counter in between, or...just Interrupt. Watch out for his fireball. He can also juggle you for lots of loss of power. VS Han: Note: Jenova's Trap. 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 or in the middle of the attack(s). VS Sasuke: Now, this can be pretty hard. But do Jenova's 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. Watch out for his HHH, HHL, HHHLH attacks, he can use those to mix-up and attack.. VS Guardian (Cloud): Jenova's Trap? Yep, but he's somewhat HARD. Anyway, just like Cloud, (duh!) he is Cloud, he has good juggles, mix- ups, and other stuff. He can make you lose power, if the player is good with him. 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. You shouldn't worry too much about him. VS Summoner (Tifa): Heh. Hard. Try to do Jenova's Trap. 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, jump, or run! Her running HHH is deadly, so...be careful, if she attacks you with it, Flip Out as early as possible, if you block it, counter after the first or second hit. She has many good juggles and mix-ups, so don't try to get hit by one. VS Django: Easier than Cloud and Tifa. DO NOT try to a Jenova's Trap. Django can't even block, ha ha ha! Start with a Slide Charge 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), then do a Sword Stance and knock him down with a quick combo. Sheath Sword, move back a little bit, if he does a Knights of the Round Dive attack, just take out Sephiroth's sword and attack him with high attacks while he is in the air and Sheath Sword. Just keep doing that pattern. Here's another way to beat the CPU: Go in that corner in the bottom of the place, after you go in, hold Guard and wait for Django to jump down. Let go of G and push L infinitely. You'll hit him repeatedly with the Mystery Double Low. If you knock him down with an attack and keep doing the Mystery Double Low, you could juggle him for many hits. VS Red Scorpion (AKA "?"): 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 G+H+S. Break the boxes by throwing (or hitting) them at him and throw the knives at him. After you hit him with the knives, he dies, get all the items (including Han's leg) 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). You can't really use Red Scorpion (known as "?") unless you use a GameShark code in the PSX version. But if you do fight against someone who does use a GameShark code, choose a stage with boxes, so you can break them and throw the weapons at Red Scorpion. PSX Characters: VS Sephiroth: Similar to Cloud, but Sephiroth's sword is much faster, but weaker, and his physical attacks are stronger, but just a tiny wee-bit slower for some of his attacks. VS Vincent: Same as Godhand, but some of his Vincent's attacks are shorter or longer. Also, Vincent Jump, S is a shooting one, not a grenade like Godhand's. VS Yuffie: Same as Sasuke, except Yuffie has a few different attacks, but she still has the Smoke Bomb to dizzy you then damage you for a lot of damage. VS Koji: Watch out for his S Throw, it's cheap, quick, and does a lot of damage. If he does the Running Tackle in an attack (...L, H), the H would be the Running Tackle, push G just before the Running Tackle hits, like an Interrupt or Blade Catch. He has some ground attacks, but if you are quick, it won't be much of a threat. VS Clair: I don't know much about her. But she has some good attacks, and she's good at her wake-up games. Also, watch out for her Special, she can fake you out with it if you try to jump to dodge it. If you do do that, she can charge it and hit you when you come down. VS Zack: Same as Cloud. VS Rio (Character Modifier GameShark Code): Same as Django. Rio is a big dog/wolf that can be seen in the Arcade version of Ehrgeiz. Just don't bother the game (or truly beat the game, I forgot) after a while and you'll see Jo (wolf form) and this big dog, Rio, chasing each other around in Naseem's stage. ________________________________________________________________________ Part 8: Plot/Storyline ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Fifty years ago, a mysterious weapon constructed from an unknown material was discovered in the remains of an ancient German castle. The blade of the sword was broken, and a mysterious stone was set in its handle. That mysterious stone was a "Materia." The weapon came to be known as "Ehrgeiz" and became the name and symbol of a tournament, which would decide the world's greatest 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 particular 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, it is 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 the final door to the ancient ruins 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 glow 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. The ambitious, hoping to finally unveil the mystery of the ancient ruings, are set on obtaining Ehrgeiz in the championship tournament. Anticipation rises as the aircraft informing the public about The Ehrgeiz Championship Tuornament flies around the world. The exhilaration of the participants slowly began to puse through the air. Source: Dream Factory Home Page - http://www.drf.co.jp ________________________________________________________________________ Part 9: Sephiroth Info ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I made this profile for Sephiroth myself. I got some information from Final Fantasy VII. I made up some things and speculated a couple of things. As for his Story, I made up many of those things. __________________ Character Profile: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Name Sephiroth Birthday Unknown Height 6'1" Birthplace Unknown Gender Male Occupation Former Top Ranking SOLDIER Officer, Unknown Blood Type Unknown Weapon Masamune Story: No one knows much of Sephiroth's past since Midgar was destroyed, and in Midgar held Sephiroth's past hidden away in a confidential file by Shinra, Inc. Sephiroth is the son of Hojo and Lucrecia, and Lucrecia was injected with Jenova Cells by Hojo for a Lab Experiment. Why Sephiroth joined the Ehrgeiz tournament, no one really knows. Cloud believes this Sephiroth is just a clone sent by the true Sephiroth to get Ehrgeiz. If the clone would get Ehrgeiz, the true Sephiroth would come back and try to take over the world. If the clone were to succeed, it would be up to Cloud, Tifa, Vincent, Yuffie, and the rest of the gang to stop Sephiroth. ____________________ More Sephiroth Info: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Sephiroth is just like Cloud, except for the sword and some attacks. Otherwise, Sephiroth plays almost just like Cloud. He can be called a "clone" of Cloud in this game, since Cloud was in the game first, then Sephiroth was added in later and has almost the same exact moves, but I've heard no one say that, since Sephiroth is different in many ways. Anyway, Sephiroth is really fun to use, but difficult to master. ________________________________________________________________________ Part 10: Basics (Basic Moves available to all characters) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 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. Walking: Muhammad Ali, eat your heart out. One of the great things about Walking 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 Walking is the CPU still thinks you're running. Try this: Walk, when you see an opening, move towards your opponent, Throw them. Instant takedown without running like a chicken with it's head cut off. To Walk, 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. There are some cool things you can do while Walking. You can also initiate offensive attacks while Walking. 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 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 crouch, you must hold G until your character crouches. 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. There are different types of throws. - Regular Throw: G+H+L (can hold buttons, push buttons, hold direction, do it from different body parts of opponent, etc.) - Tackle: Running+G+H+L (push H/L for a max. of three hits, don't hold anything for a Leg Toss, hold H/L for a Rolling Leg Toss) - Special Throw: rotate joystick 360 degrees+G+H+L To do a Special Throw a pretty easy way, hold G and rotate the joystick 270° very quickly then push and hold H+L while still holding G. There are two types of breakouts from throws: - When 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), you need the right timing to break out of it - To prevent being tackled (running G+H+L), push G just before the tackle hits your character (similar to Blade Catch and Interrupt) 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 twice in which you would like to roll twice. Use the roll to avoid obvious ground attacks and Special projectiles. Rolling also acts similar to a Rising attack, but it only works for H and L for most characters if you push the button in the middle of the roll. The character will do the attack as soon as they get up. So, you can roll to set up an offensive attack. Evade: When running, tap G once and your character will turn become partially transparent 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. This can also be used to Evade any types of Special attacks. 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. Rising Stuff: I will still call this stuff "Getting Up Stuff" so it won't cause confusion in the move list for rising attacks. The first four on the list are not attacks, the last four ones are attacks, though. Here's the Getting Up Stuff I know of so far: - G: Rise in position with limited invincibility - Direction+tapping G: moving Evade - Direction: roll - G+S (when on back): Jump Rise - G+S (when on stomach): reverse Jump Rise - L: rising low attack - H: rising middle attack - H+L (opponent away from head): Rotational Kick - H+L (opponent away from feet): Head Spring [See Recovery for something similar to Getting Up] Recovery: Use this to your advantage. As with one other fighting game (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. There are two types of Recoveries: - Before your character is slammed into the ground, push G: you will Recover with limited invincibility - Anytime in mid-air, push G and hold a direction: your character will either Recover or roll in the direction you are holding, depending when you push G and hold the direction Interrupt (Counter in US Arcade version): Push S right before impact of hit. You can only Interrupt physical attacks. If you have an empty Special Gauge, you cannot do an Interrupt. Interrupts take up some of your Special Gauge. Somehow, if you can provoke your opponent into wasting their Special Gauge quickly, they can't Interrupt and are forced to block your attacks if there is no other way. Most ground attacks can be Interrupted, but airborne attacks can't be Interrupted because, well, you can't hold someone's whole body then attack them, unless you're very strong...but that's not how it is in this game. You also can't Interrupt some very Low attacks. Blade Catch: Right before impact of hit with a sword, push G. Your character will grab the sword with two hands and throw the person to the side. To break out of a Blade Catch done on you, just Recover (push G before character falls to ground. To do a Blade Catch, 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 Start. 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 middle. A box hit/thrown 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 <email@example.com>, 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. Light characters rise high and descend pretty slowly. Medium characters rise pretty high and descend at an average speed. Heavy characters rise lower and descend quickly. Here they are (for PSX version): ______ ________________ ______________ ______ Light: Medium (female): Medium (male): Heavy: ¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ Yoko Claire Cloud Godhand Jo Yuffie Han Inoba Tifa Koji Django Naseem Sasuke Sephiroth Shuwen Vincent Zack Battle Mechanics: Okay, the battle mechanics of Ehrgeiz really isn't difficult to understand. Each attack has its own damage, and everything from then on is based on it. When an attack is used as a counter hit, you multiply the original damage by one and one-fifth, and that's the new damage. You also round up if there is no definite number for the damage. To know the original damage of an attack that was used as a counter hit, you multiply that damage by four-fifths. You also round down if there is no definite number. If an attack is part of a combo, the second hit or beyond that, you multiply the original damage of that attack by four-fifths and that's the new damage. You also round down if there is no definite number. To know the original damage of an attack that was done in a combo, multiply the damage for that attack by one and one-fourth. You also round up if there is no definitive number. To make it easier to understand... - counter hit: original damage multiplied by 1.2 (round up if not whole number) - combo (2nd hit or beyond): original damage multiplied by 0.8 (round down if not whole number) - original damage of attack used as a counter hit: new damage multiplied by 0.8 (round down if not whole number) - original damage of attack used in a combo: new damage multiplied by 1.25 (round up if not whole number) The same rules apply to attacks done on your opponent when they are jumping or rolling (damage deduction). For some attacks, the damage reduction is one less than if it was reduced for another attack. In other words, get the reduced damage, then add one to that and you have the new damage. Also, if you do an attack as a counter hit, it stuns the opponent longer, and if it's a launcher, it launches them higher, and you already know about the damage. 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 to hold it until the move is done. Also, you don't have to rotate it 360 degrees, only 270 degrees, like it is in other fighting games. ________________________________________________________________________ Part 11: Secrets ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ________________________________________________________ Evil Panel: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This is almost the same as Battle Panel, but you can damage your opponent like in Arcade Mode, Infinity Battle, and Battle Runner. So it's Battle Panel with the ability to hurt your opponent. You get Evil Panel by beating Battle Panel's CPU at least 10 times in a row, then, on the TOP MENU, hold L1, L2, R1, and R2 then choose Battle Panel. You will get Evil Panel. Laying down panels is done by pushing R2. Secret Characters: You get secret character by beating the game with certain characters. A supposed easy way to get all of the characters is just to beat the game with all of the characters. Here's a list: Character Beat the game with... ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Clair A female of the original eight characters Django All original eight characters Koji A male of the original eight characters Vincent Tifa Yuffie Cloud Zack All Final Fantasy VII characters ________________________________________________________ Extra Opening Movie: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ It's an extra opening movie. To get it, you must beat the game a certain amount of times. You have to beat the game about seven times, all with different characters. When you beat the game a certain number of times, after the ending, credits, and ranking (you can skip all of that stuff), the screen when you turn on the game should appear ("Published by Square Electronic Arts, L.L.C."), if so, don't push any buttons. The Extra Opening Movie will appear. ________________________________________________________ Third Outfit for Certain Characters: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ By passing certain prerequisites, you can get the third outfit for certain characters. You hold Up while choosing a character for their second outfit, hold Down while choosing a character for their third outfit, if they have one and you received it. Godhand's third outfit is the most difficult to get because in order to beat the CPU in Evil Panel, you have to beat the CPU in Battle Panel 10 times in a row, then you can play Evil Panel. Here's a list: Character Requirement (just this requirement) Difficultness ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯ Cloud Beat the game with Yuffie Simple Godhand Beat Evil Panel's CPU Moderate Han Get Ehrgeiz Simple Inoba Get at least 35,000 Points in Beach Battle without using any continues Simple Naseem Get at least 2000 Ability Points in Infinity Battle Simple Tifa Beat the game with Vincent Simple Yoko Beat Battle Runner's CPU Simple Requirement (must have all endings for Character Godhand, Sasuke, Inoba, Han, and Shuwen) Difficultness ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯ Jo Beat game on Normal difficulty or higher without using any continues Simple Sasuke Do a 10-hit combo or more in Practice Mode Simple Character Requirement (must have all endings) Difficultness ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯ Shuwen Get Extra Opening Movie Simple ________________________________________________________ Individual Tips to get the Third Outfits for characters: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Cloud: no help needed, just beat the game with Yuffie - Godhand: you need to know how to play Othello, but you have to go fast in Battle Panel, since you have to run around and lay down panels, also, try to get the best (and closest) panels; you can also keep tackling your opponent; then when you get Evil Panel, you can keep killing your opponent, then lay down panels - Han: no help needed, just kill Red Scorpion and get Ehrgeiz - Inoba: when playing Beach Battle, after the word "Ready" disappears, count two and one-half realtime seconds, just as you count the last half, start pushing X and O rapidly; when you are close to the finish line, push Square which is a tackle, so you'll get extra speed, except for the second beach battle race, push  right when you touch the line - Jo: no help needed, just beat the game without using continues, if you you use continues, even if it is on Very Hard, you're not as good as you may think because human opponents are much more difficult than a pre-programmed opponent - Naseem: use a method of playing that will get you a lot of Perfects and that won't allow you to die easily - Sasuke: you can either... A) use Jo (in wolf form) or Django against a human opponent, and partially launch the opponent and keep pushing L B) use Cloud against Django, then launch Django in the air and repeatedly do the Soldier Double Low (L, L), but you'll have to delay a little bit between L's C) use Godhand against a human opponent, move your opponent into a corner, set your opponent to "No Guard" or "Counter" and do Maha Punch D) use Shuwen against Django, keep pushing L, H against Django with Shuwen - Shuwen: no help needed, just get the Extra Opening Movie - Tifa: no help needed, just beat the game with Vincent - Yoko: no help needed, just beat the CPU in Battle Runner ________________________________________________________ Fight Cloud and Tifa: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This is exactly the same thing as in the arcade. You can fight Cloud and Tifa (Guardian and Summoner) in the Arcade Mode. In order to do this, you must... On Two Rounds Setting: Beat the first eight characters within 6' 40" 00. You will then fight Cloud and Tifa. On One Round Setting: Beat the first eight characters within 3' 20" 00. You will promptly fight Cloud and Tifa. ________________________________________________________ Secret Taunts: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Some characters have secret taunts, and they aren't done by holding a direction and pushing Start. The secret taunts are done by pushing some button(s) during a Just Frame attack. (For example, instead of pushing H for a Just Frame attack, you can try pushing L). I don't know them, so you have to experiment yourself. ________________________________________________________ Vincent's Turks Outfit Portrait: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ During the Big Character Select Screen (character select screen with big portraits of characters; Arcade Mode is an example), hold Up before you highlight Vincent, and then while still holding Up, highlight Vincent, it will show him in his Turks Outfit (his second outfit); it only works for Vincent for some reason. ________________________________________________________ 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 an Evade. This will only work once per stage, if they even do run at all. You should hold G during or just before the character's victory pose until your character runs, if you want to try this out. If you can help me with any secrets that are unknown or tell me secrets not listed here, E-mail them to firstname.lastname@example.org. Thank you. ________________________________________________________________________ Part 12: Frequently Asked Questions ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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. How do you do the Blade Catch? Push G right before a sword hits your character. Sound easy? I DON'T THINK SO! ¦P 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 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, Koji, and if I do make one on Yuffie, then that will be next. 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 email@example.com ________________________________________________________________________ Part 13: Special Thanks ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mike Allen <firstname.lastname@example.org>: Helped me with stuff; told me the Just Frame for two Just Frame attacks (Fatal Trap Complete and Sephiroth Combo); also, strategies coming from him and his Expert FAQ; "Secret Taunts" from his FAQ 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: Producing the game Enpingy <email@example.com>: I got the moves 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 14: Author Information ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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! Some NEWS: Well, on Saturday, May 8, 1999, I played against Mike and his friend, Dave. I stayed for over three hours. When I first played against them, I was getting the feel of the game, and trying to learn their strategy, so it took me a while to do that. I used Cloud and Sasuke the most, while they used everyone, except for Django. I got a few EXCELLENTs and PERFECTs against the both of them, but they got some, too. Actually, I only got two PERFECTs on Mike, as for the rest, there were done on Dave. But I got more on them than they did on me. For most of the matches where I didn't win and only won one or two rounds, I usually annihilated them, I truly mean it. When I went up against Dave's Koji, I beat him two rounds easily, then he beat me the next three rounds, then I beat him the next round. For the fourth round, we were at the end of our power, well, at least he was, I made a mistkae then he pushed S and got me in Koji's Special. I broke out after the four punches (I had no power left!), then I killed him. For the last three matches I had against Mike, he beat me in all of them. I beat him one round for the last match (he had Tifa), I did win one round against his Koji (second to last match), and for the third to last match, he used Sephiroth, he also beat me in that one. But I almost beat him (power-wise, not rounds-wise). I also won one round when he used Sephiroth. Mike whooped my ass! I never threw once when playing against Mike and Dave, I hardly used wake-up (rising) attacks), and only used Sephiroth's sword once, the same thing for Cloud. I just attacked and stuff, I tried to do a Special Throw with Cloud, it came out both times when I did it, but it didn't connect. Mike's a really nice person, he complimented me when I did something good and whatever. Whenever I did do do something good on Dave and Mike complimented me, Dave would say, "Commentary, Mike." I think it means commentary means "series of comments." So Dave was basically saying, in my point of view, "You're making too many comments, Mike." Dave would usually say that whenever I dizzied him with Sasuke's Smoke Bomb (Jump, S) and Mike would say something. I used a lot of juggles with both Cloud and Sasuke. I saw Dave try to do Cloud's H+L, LLH juggle a couple of times on me since he saw me do it a few times and it always connected, but when he did it, it never connected. Mike also put pillows under my head when I first layed down on one of the beds in the room. My back was hurting from sitting up (I was playing against Dave the time it started to hurt), so I lay back to relieve some of the pain, but I could barely see, so then he said, "A pillow, Dan?" then he put a pillow under my head without me answering, but I would've said yes anyway. Then a few seconds later, he put more pillows so I could see better, and it helped. We played a lot of matches, like 32 or something, I don't really know the true count, but that's basically it. I beat Mike in one match, and I don't really remember who he or I used. I beat Dave like three times. Mike beat me about 20 times. That's all for now. If I ever get to play against Mike (and his friends) sometime much later in the future, I'll be ready and be much better than I was when I played him. I need to throw and do rising attacks more, but I don't mind. I'll work on those some day. I've been thinking of what should and should not be in Ehrgeiz 2. In the Expert FAQ, there is already stuff they already don't and do want in part two of Ehrgeiz. Well, I have some of their stuff, but I do have extra stuff I'd like, too... I hope this stuff does appear in Ehrgeiz 2. If Dream Factory reads the following stuff...then, it could be a good or bad thing... - No Interrupts - No Partial Invincibility when getting up - If there is a Quest Mode, make it like the real game, and everyone would have separate stories, they could use the DVD Disc to put all that info on one disc; also, some people could be partners, or even more than just one or two persons, they could make it just like Tobal No. 1 and 2 except make it even better - More Mini-Games - More Characters (keep everyone in part one but add more characters) - If they had to have Interrupts, then make it something like this: it would depend on how much Special Gauge you and your opponent have, how much HP you and your opponent have, what attack(s) your opponent is doing, and other stuff. The more Special Gauge your opponent has, the less likely the Interrupt is to work against your opponent; the same would apply if you had a low Special Gauge. Also, depending on what attack(s), you may or may not be able to Interrupt it, but instead, you would have something that could Interrupt at times if an Interrupt could not be done even though it was done correctly, the replacement would be an Interrupt Block, in other words, just a normal blocking of the attack, but sometimes the Interrupt Block would also not work. Also, if the Interrupt or Interrupt Block wouldn't work, you would get hit by the attack(s), but damage would be reduced by half from that one attack. Call that the..."Half Damage" or something like that. So far, there would be an "Interrupt," "Interrupt Block," and "Half Damage." That's quite some good stuff. If you had low energy or your opponent had more energy, it would be less likely for the Interrupt to work. There would be many factors determining if an Interrupt, Interrupt Block, or Half Damage would occur. The above also applies to Blade Catches, except there is only Blade Catch or Half Damage for that. - And some other stuff; I really think the above is really good and would make Ehrgeiz 2 even better ________________________________________________________________________ Unpublished Work Copyright (c) 1999 Dan GC ________________________________________________________________________ END