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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
By Dan GC (Guardian Cloud) <lbdangc@aol.com>
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Unpublished Work Copyright (c) 1999 Dan GC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

   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)
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
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
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
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
Running Against Wall:

Mystery Elbow Drop^%            H                       UM
Triangle Slide Charge^%         L                       UL
Ground Beat 2^%                 H+L                     M
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
"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
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

  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

  I'll list many juggles, not all of the possible ones, but many of
 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
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

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
  If you'd like to see strategies for other characters, see Mike Allen's
Ehrgeiz Expert FAQ.
  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

  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.

  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 :) .
  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.
  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
  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

  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

  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

  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

  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

  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

  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

  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

  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

  Like above.
Mystery Upper^: rising H                   |M                    9

  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

  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

  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

  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

  Like above.
Ascend Spiral (rA): H (when getting up)    |M                    3

  Knocks down your opponent if it hits.
Kaiten Ashibarai^ (rA): L (as above)       |L                    3

  Like above.
Head Spring%: H+L (as above)               |M                    3

**NOTE: This only works if your opponent is away from your character's
  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

**NOTE: This only works if your opponent is away from your character's
  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

  Can be useful to end combos. You can just hold G and push L+S.
Mystery Slash%: G+H+S                      |M                    5

  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

  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
Landing Sting Low^: Jump, almost land, H   |L                    6

  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

  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

  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

  Useless, the only good thing about it is it can't be Interrupted.
Mystery Sting: G+H                         |M                    9

  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

  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

  The only good thing is it can't be Interrupted. Otherwise, it's use-
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

  Good if your opponent is tailing you.
Triangle Slide Charge^%: L                 |UL                   5

  Like above.
Ground Beat 2^%: H+L                       |M                    6

  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;
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

  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

  It can't be Interrupted, but it's pretty slow.
Flash: G+H                                 |UM                   7

  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

  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

  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

  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

  He charges at the opponent, so it can be pretty good, but it's too
Fervent Blow (moving forward/back): G+H    |UM                   6

**NOTE: This only works when you are moving forward or back in
        Sephiroth's perspective**
Cruel Strike (moving right): G+H           |UM                   6

**NOTE: This only works when you are moving to Sephiroth's right**
Sudden Cruelty (moving left): G+H          |UM                   6

**NOTE: This only works when you are moving to Sephiroth's left**
Iron Smash (Special Empty): S              |UM                   5

  It's slow, and similar to Cloud's Clim Slash.
6.9 Launchers

Mystery Upper^: rising H                   |M                    9

  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):

 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

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

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

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
  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
  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

  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
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)
  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.

  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

  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.

  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.

  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.

  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.

  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.

  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.

  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]

  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

- 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.

  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 <enpingy@yahoo.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

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
- 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
- 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 lbdangc@aol.com. 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
  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

  Have any questions or if you can help me answer any questions that need
confirmation, then E-mail them to lbdangc@aol.com
Part 13: Special Thanks
Mike Allen <mallen@csubak.edu>:
  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 <enpingy@yahoo.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
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'
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
  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

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