=============================================================================== Mighty Morphin’ Power Rangers: The Fighting Edition For the Super Nintendo Release Date: September 1995 Developed By: Natsume Published By: Bandai Walkthrough Written By: armonwiliiams11 =============================================================================== Table of Contents =============================================================================== - Introduction - Options - Playing the Game On-Screen Display About the Power Gauge Scenario Mode Fighting Mode Trial Mode - Basic Controls - Move List Thunder Megazord Ninja Megazord Shogun Megazord Mega Tigerzord Lip Syncher Goldar Lord Zedd Silver Horns Ivan Ooze -Secret Codes -Credits =============================================================================== Version History =============================================================================== October 28, 2018- Made some more spelling and grammatical corrections. And also updated the controls section, added the default control scheme. July 22, 2018- Revamped the on-screen display section and added in a gameplay mechanics section. July 15, 2018- More formatting and grammar corrections. July 7, 2018- Minor formatting, grammar, spelling, and information corrections. July 4, 2018- Initial release. =============================================================================== Introduction =============================================================================== Hello everyone! My name is armonwilliams11 and welcome to my very first faqs! Today I decided to do an in-depth walkthrough on one of my old favorite games from the past which is the Mighty Morphin’ Power Rangers The Fighting Edition videogame for the Super NES. This game I believe was the third Power Rangers game released for the SNES by Bandai, but unlike the two games prior, it doesn’t have a Sega Genesis counterpart (sort of). It was released late 1995 in the booming fighting game genre era back then. This game was supposed to be able to compete with some of the big top fighters such as Street Fighter, Mortal Kombat, Killer Instinct, and a variety of SNK fighters, but falls short in many aspects. In my opinion, the game itself is “okay-ish?” I mean I give the game its praises for outstanding graphics and music, but in terms of actual gameplay is where it loses water. Now, the game can hold on its own, it has a pretty decent selection of moves and there are variety between each character. Unlike the other Power Rangers games, you get to play as their oversized mechas called megazords instead of possessing any of the rangers. The gameplay is alright, but I feel that overall, the game is missing the balance between each of the characters. Some moves are redundant, especially the supers. The AI are appropriately challenging, and the game speed is excellent to my taste. Now what mostly limited the replay value of this game is that in case of combo execution. When it comes to combos, the game is very stiff, there’s not a lot of combo-able moves and the combo counter system doesn’t even count the number of hits accurately, especially when buffering into a super. But beside these negative points, the game itself is actually a well-made, put together game. The game mechanics is easy to grasp as well. And since it’s such a good enough game, I felt it needs at least a decent guide for it (the game’s instruction manual is horrible!) Here in this guide, I made sure to cover every aspect of the game where you can’t literally find elsewhere online. I covered every move a character can make and every mode the games has. I even provided strategies on beating certain enemies, though this guide does contain #SPOILERS#, so read along with discretion! So I hope you enjoy the guide. I’m openly willing to accept any additions I can make in the guide, maybe something I missed, or something that needs to be made clear. You can give me corrections on things that I’ve may have gotten wrong, and address me on any grammar mistakes. Please by all means, contribute helpful information I may need to make this guide a pleasant experience. You can email me at armonwilliams11@yahoo.com, and make sure you include a heading in the subject line addressing to this faqs. So let’s begin! =============================================================================== Options =============================================================================== Level- Set the level of difficulty of the CPU. Easy- Sparingly blocks, counters, reversals, and aggressive. Normal- Moderately blocks, counters, reversals, and aggressive. Hard- Heavily blocks, counters, reversals, and aggressive. Time Mode- Set how much time to end a match if no one’s vitality has been depleted. Limit- Set the timer to 60 seconds. No Limit- Set the timer to infinite. Face Display- Display the faces of selected characters in match. On- Face displays are visible. Off- Remove face displays to reveal combo counters. Sound Mode- Set the sound output. Mono- Output sound through one speaker. Stereo- Output sound through two speakers. BGM Test- Listen to the background music used in the game. Key Config- Remap buttons for certain actions (see basic moves). Exit- Exit out to the main menu. =============================================================================== Playing the Game =============================================================================== On-Screen Display ----------------- Character’s Name: You and your opponent’s chosen character’s names are displayed below the Vitality Bar. Player 1’s one the left and Player 2’s on the right. Character’s Face Display: You and your opponent’s chosen character’s portrait are displayed above the Vitality Bar. Player 1’s one the left and Player 2’s on the right. Combo Counter: Appears in place of the character’s portrait. Counts how many hits you land on your opponent in a string started with at least two hits. Vitality Bar: The Vitality Bar in green is below the portraits of each character. Player 1’s health is on the left and Player 2’s is on the right. As you take damage, the heath in your vitality bar decreases. When your vitality bar is completely empty, this is called a knockout, you lose the round. If both fighters knock each other out at the same time, then a special case of a draw is called a double knockout, and another round is fought. Block and evade attacks to avoid damage. Power Gauge: The power gauge reacts to special moves in the game. Whenever you perform a special move, you briefly flash white. The special move performance can be altered by how much the power gauge is filled. Whenever you perform a special move, the gauge drains back to zero. There are three ranges in this gauge that can change the special move, we’ll call them grades. To upgrade a move, you must perform it when the gauge hits a shade of the current color it is in. The solid shade is at the beginning of the gauge. The checkered shade is in the middle. And the light shade is at the end of the gauge. Hitting a special move within these three ranges can either increase the speed, power, or number of hits it can deal. One last and more important state here is when the gauge is completely filled and flashes white a couple of times, hitting a special move here upgrades the special move into its enhanced version where it does the most damage, the fighter flashes green in its entire duration of the move in this state and also the state of the gauge is changed to a different color. There are three colors that the gauge can be in, blue, pink, and green. Although these colors have no bearing on how special moves appear but are necessary for building up to perform a super move, a move that does more damage than any other attacks in the game. The fighter flashes white in its entire duration of the super. Therefore, executing enhanced specials are critical in building up to supers. Performing an enhanced special while the gauge is green, graduates the gauge to thunderbolts, this is where you can input the command to do a super move. Though you have only a few seconds to input one before the gauge goes back to blue, having you to start all over building back up to another super. Also in this state, you can perform a number of enhanced special moves automatically before the gauge drains. This is a highlighted feature in the game, don’t be afraid to utilize the full advantages of the power gauge! Timer: The timer is centered between Players 1’s and Player 2’s vitality bars. Depending on what number it is set to in Options, is how long a match will last. If the timer winds down before a knockout occurs, then a winner will be decided upon. The player with the greater amount of heath wins the round. However, if both fighters have the same amount of life left, a draw will be declared, and another round is fought. Win Markers: Once you win a round by knockout, a lightning bolt will appear above the vitality bar. Player 1’s is on the left and Players 2’s om the right. Win two rounds to win the match. Gameplay Mechanics ------------------ Movements: Use to maneuver around in battle, a moving target is harder to hit then a still target. You can move forward towards the opponent to issue a hit or move back away to avoid being hit. Crouch low to duck under standing offenses. And jump up to evade and issue an airborne attack. Forward Dash: Quickly close in on an opponent, putting pressure on your opponent. Quick Retreat: Use to quickly backstep an opponent’s attack, saving you damage. Standing Guard: Use to avoid taking damage against the opponent’s attacks. While standing, you are vulnerable against crouching attacks. Crouching Guard: Use to block your opponent’s crouching attacks. While guarding low, you are vulnerable to overhead and airborne jump-in attacks. Normal Attacks: Attacks that can be used to cause damage to your opponent. Normal attacks are weaker than fierce attacks and are usually faster. Fierce Attacks: Fierce attacks cause greater damage to the opponent, but is slower than a normal attack. If there’s no damage increase, then the speed of the attack is increased. Unarmed Attacks: Attacks done by your character’s hands and feet, has shorter range than weapon attacks. Weapon Attacks: Attacks done by your character’s choice of weapon, has a longer range than unarmed attacks. Standing Attacks: Attacks performed while in the neutral position (standing). Unique Standing Attacks: Secondary standing attacks. Dashing Attacks: Attacks done while dashing towards an opponent. Throws: Grapples that can be performed up close against an opponent to force them unto the ground and causing substantial damage. Throws cannot be blocked. If both fighters try to throw each other at the same time, then a power struggle will issue. Rapidly tap all buttons to overpower your opponent and proceed with your throw. Crouching Attacks: Attacks performed while crouching to counter the opponent’s standing offenses. Stomp: Use to inflict more damage on a downed opponent. Jumping Attacks: Attacks performed in the air against airborne assaults from the opponent. Jumping Forward/Backward Attacks: Secondary jumping attacks you can use as jump-ins. Special Moves: Special Moves are moves that require a special button combination to execute. Special moves do more damage and have priority over normal moves. Blocking special moves will take a little bit off of your health. Super Moves: Super Moves does the most damage in the entire game, granted when the power gauge is in its lightening state, Story Mode ---------- This is an arcade type mode that one player fights against a series of computer controlled fighters. In this mode, you start off by selecting only two megazords to play as, either the Thunder Megazord or the Mega Tigerzord. The mode has story base cutscenes between each match. The story is set in the second season of the Mighty Morphin’ Power Rangers TV series. The rules in this mode is a best 2 out of 3, meaning the player who wins two out three rounds before the other wins the match. You must deplete your opponent’s vitality to win the round. You lose if your vitality is depleted. To deplete the vitality, you must use your attacks. You can move in close to him and strike or move away to avoid his attacks. You can quickly close in on the opponent by dashing forward or quickly retreat to evade. Jump for airborne attacks or crouch low to avoid standing attacks and perform your own crouching attacks. You can ground stomp the opponent whenever he is knocked down to cause additional damage. Block attacks by pressing away from the opponent’s attacks. You cannot block crouching attacks while standing guarding, and you cannot block overhead attacks while crouching guarding. Move in close to your opponent to throw him, if your opponent tries to throw you at the same moment, a power tussle is issued, rapidly tap all the buttons to overpower your opponent to break the tussle and precede in executing your throw. Once your opponent’s health is down, you can continue to the next round. However, if you lose the match, you go to the continue screen. You have a choice to continue the game or it’s game over if you choose end. If you choose to continue, you will start the match over again. If the timer runs out doing battle, whoever has more vitality than the other wins the round. Now if the timer runs out and each fighter has the same amount of health left, a draw will occur. If the two fighters deplete each other’s health at the same time, a special case of a draw occurs called double knockout, another round is fought until a winner is determined. Once you beat a “monster”, a cutscene will play where the monster is vaporized and your chosen megazord does a finishing gesture. Your first opponent will be the opposite of the megazord you had selected. So if you had chosen Thunder Megazord, your opponent is Mega Tigerzord or vise verse. You’ll be fighting in the Morphin’ Grid with a blue floor. Both megazords are averagely adequate, in my opinion, the Thunder Megazord is faster with its specials and Mega Tigerzord is faster with its normals. Either one isn’t so much of a challenge. Moving on to Lip Syncher in a shopping district, she isn’t so much of a challenge neither. I consider her to be the weakest fighter in the game, having the least specials and quite evasive, an aggressive approach can deal with her. The difficulty cranks up with Ninja Megazord next, fighting in a purple floored Morpin’ Grid. He is very fast and can be aggressive. A good strategy to beating it is with a defensive play. The megazord will usually poke at you until it finds an opening, use this to your advantage and counter its attacks. Next, you fight on the same stage with Shogun Megazord. The megazord’s defense and power is the highest in the game. Its range is incredibly long also. The only weakness it has is that it’s too slow. The best way to beat it is to stay out of range of its attacks which are far reaching. Since you are fighting against the CPU, you won’t anger anybody by going the ol’ cheap way by spamming projectiles from the corner, just stay away from it, it packs a heavy punch. Silver Horns is next at the countryside. Silver Horns is very annoying here, because he’ll relay on countering and reversing every move you make. I was able to beat him by turtling, a cheep defensive playing style. Next is a mirror match against your chosen fighter in the blue floored Morpin’ Grid again. I consider this a good challenge here actually, not like the first fight, the megazord of choice is actually fighting you! You’ll be engaged in a fast-passed battle with yourself, have fun and hopefully you’ll come on top, if you find the fight too difficult, by all mean, turtle up, it’s the CPU after all! Next fight is with Goldar at an airport. This is a sad fight, for him at least. He’s main weakness is when he takes off flying, he leaves himself carelessly open, and he does this often. Use these times to really put the hurt on him, next time before he gets into another fight, he’ll think to clip his own wings! The next battle is with Lord Zedd in front of his zord, Serpentera! This battle is like a supped-up version of the mirror match, it’s fast paced. Lord Zedd is very fast, very strong, has great reach, and is very cheap. This battle can either be a fun one or very difficult one. The best strategy in beating him is either a very aggressive approach or a very defensive approach where you turtle up, counter and reverse every move he makes. After finally beating him, you fight the game’s true final boss, Ivan Ooze, from the movie (not canon). He destroys Lord Zedd like Akuma does to M. Bison in Street Fighter. This fight is so dull. Once you figure out a pattern to beat a boss in some games, then the boss ends up being a complete pushover. All of Ivan Ooze’s attacks are projectile based and does tremendous damage. He can only float in the air, meaning he has full maneuverability in the air. Although he cannot block, his projectiles are his main mode of defense. Beating Ivan is straight forward, get near him as close as possible while blocking his attacks along the way. After he performs one of his specials, for a second, he leaves himself open to attack, block his specials of coarse and precede to cause serious harm to him and the cycle starts over. Rinse and repeat until he is defeated where he vaporizes. After the long struggle, you are greeted with a rather dull ending where the rangers are posing and saying “Congratulations!”. Then it moves on to the credits using cutscenes we have already seen in demo mode! Depending on if you had beaten the game on the hard difficulty level, a cheat code will be revealed to you (see secrets), if not, then the game will encourage you to. Fighting Mode ------------- This mode is where you and a friend can battle it out in a typical best 2 out of 3. Here in this mode, you are allowed to choose any of the eight available characters to play as. Mirror matches are allowed. Stages are determined depending on what character was chosen first before the other. You can switch between either a human player or a CPU to fight by pressing the SELECT button. After each player has chosen their fighter, you will be brought to the versus screen. Before you press START, you can adjust the handicap for vitality (how much damage can be taken). The lower you set it, the less damage you take, the higher you set it, the more damage you take. Trial Mode ---------- Your typical survival mode. Here you can see how long you can last against an endless wave of opponents, wearing away at your one single vitality meter until you have nothing left. Every round you win, you get a little more health back for the next round. The goal is to avoid taking any damage as much as possible. Until you run out of health, the game is over, and the number of opponents you have successfully beaten is tallied up. Only one player can fight in this mode, you can choose to play as any of the eight fighters, but you cannot switch to a CPU player. =============================================================================== Basic Controls =============================================================================== Action Abbreviation/Symbol Button* ------ ------------------- ------ Stand Neutral n Move Forward f Right Jump Up-Forward uf Jump Up u Up Jump Up-Backward ub Move Backward/Standing Guard b Left Crouch Down-Backward/Crouching Guard db Crouch Down d Down Crouch Down-Forward df Quick Dash Forward f, f Quick Retreat Backward b, b Normal Unarmed Attack (Attack A) NUA Y Fierce Unarmed Attack (Attack B) FUA X Normal Weapon Attack (Attack C) NWA B Fierce Weapon Attack (Attack D) FWA A Standing Attacks s. Crouching Attacks c. Jumping Attacks j. Jumping Forward/Backward Attacks jf./jb. Quarter-Circle Forward (QCF) d, df, f Quarter-Circle Backward (QCB) d, db, b Half-Circle Backward (HCB) f, df, d, db, b Next , Or / Press Simultaneously + Pause/Resume Game START *Buttons are of the default configuration, key configurations can be adjusted in Options. Forward is right assuming Player 1 is facing right. How to Read Commands in Sequences: ---------------------------------- Let say you want to do Thunder Megazord’s fireball. The command for that move is written as d, df, f, NUA. This means that you press “down” on the d-pad, you move from the down position then towards the “forward” position, and then press the button that corresponds to the Normal Unarmed Attack, which is the Y button in this guide. =============================================================================== Move List =============================================================================== Thunder Megazord Standing Attacks - Left Jab s. NUA - Right Thrust s. FUA - Thunder Saber Jab s. NWA - Thunder Saber Slice s. FWA Unique Standing Attacks - One-Two Punch f+FUA Unique Dashing Attacks - Dashing Right Thrust f, f, NUA - Dashing Downward Punch f, f, FUA Throws - Normal Slam f/b+NUA (while close) - Fierce Slam f/b+FUA (while close) Crouching Attacks - Jab c. NUA - Uppercut c. FUA - Thunder Saber Jab c. NWA - Thunder Saber Thrust c. FWA Stomp - Flying Foot Stomp any two attack buttons Jumping Attacks - Normal Jump Kick j./jb./jf. NUA - Fierce Jump Kick j./jb./jf. FUA - Thunder Saber Jab j./jb./jf. NWA - Thunder Saber Slice j./jb./jf. FWA Special Moves - Normal Fire Ball (Slow) QCF, NUA Grade 1- 1 Fire Ball Grade 2- 2 Fire Balls Grade 3- 3 Fire Balls Enhanced- 4 Fire Balls - Fierce Fire Ball (Fast) QCF, FUA Grade 1- 1 Fire Ball Grade 2- 2 Fire Balls Grade 3- 3 Fire Balls Enhanced- 4 Fire Balls - Normal Uppercut (Rising) f, d, df, NUA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 4 Hits - Fierce Uppercut (Dashing) f, d, df, FUA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 4 Hits - Normal Slash Attack QCB, NWA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 9 Hits - Fierce Slash Attack QCB, FWA Grade 1- Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 9 Hits Super Moves - Normal Fire Blast QCF, QCF, NUA - Fierce Fire Blast QCF, QCF, FUA ------------------------------------------------------------------------------- Ninja Megazord Standing Attacks - Jab s. NUA - Double Kick s. FUA - Fire Glove Flame s. NWA - Fire Glove Blast s. FWA Unique Dashing Attacks - Normal Dashing Straight Punch f, f, NUA - Fierce Dashing Straight Punch f, f, FUA - Normal Fireball Attack f, f, NWA - Fierce Fireball Attack f, f, FWA Throws - Normal Spin Throw f/b+NUA (while close) - Fierce Spin Throw f/b+FUA (while close) Crouching Attacks - Jab c. NUA - Kick c. FUA - Fire Glove Flame c. NWA - Ground Bomb c. FWA Stomp - Flame Tower any two attack buttons Jumping Attacks - Normal Kick j./jb./jf. NUA - Fierce Kick j./jb./jf. FUA - Fire Glove Flame j./jb./jf. NWA - Fire Glove Fire Blast j./jb./jf. FWA Special Moves - Normal Spin Attack QCB, NUA (also in air) Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 5 Hits - Fierce Spin Attack QCB, FUA (also in air) Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 5 Hits - Normal Side Slash Attack (Stationary) QCF, NWA Grade 1- 3 Hits Grade 2- 4 Hits Grade 3- 5 Hits Enhanced- 6 Hits - Fierce Side Slash Attack (Dashing) QCF, FWA Grade 1- 3 Hits Grade 2- 4 Hits Grade 3- 5 Hits Enhanced- 6 Hits - Normal Flying Kick* QCF, NUA (in air) Grade 1- Speed Increase Grade 2- Speed Increase Grade 3- Speed Increase Enhanced- Speed Increase - Fierce Flying Kick* QCF, FUA (in air) Grade 1- Speed Increase Grade 2- Speed Increase Grade 3- Speed Increase Enhanced- Speed Increase Super Moves - Normal Ninja Cyclone QCF, QCF, NUA - Fierce Ninja Cyclone QCF, QCF, FUA *To have Flying Kick rebounded off the corners, input the combination QCF, NUA/FUA when hitting the corners, when rebounded, perform the combination again (DO NOT REVERSE THE INPUT!). You can rebound up to four times. ------------------------------------------------------------------------------- Shogun Megazord Standing Attacks - Punch s. NUA - Elbow s. FUA - Fire Saber Swipe s. NWA - Fire Saber Slice s. FWA Unique Standing Attacks - Backhand Smack f+FUA Unique Dashing Attacks - Normal Dashing Elbow f, f, NUA - Fierce Dashing Elbow f, f, FUA - Normal Dashing Fire Saber Slide f, f, NWA - Fierce Dashing Fire Saber Slide f, f, FWA Throws - One-Hand Throw f/b+NUA (while close) - Head Butt f/b+FUA (while close) Crouching Attacks - Punch c. NUA - Sliding Elbow c. FUA - Fire Saber Swipe c. NWA - Fire Saber Ground Stab c. FWA Stomp - Weight Stomp any two attack buttons Jumping Attacks - Normal Backhand Smack j. NUA - Fierce Backhand Smack j. FUA - Normal Fire Saber Swipe j. NWA - Fierce Fire Saber Swipe j. FWA Jumping Forward/Backward Attacks - Normal Elbow jf./jb. NUA - Fierce Elbow jf./jb. FUA - Normal Fire Saber Slide jf./jb. NWA - Fierce Fire Saber Slide jf./jb. FWA Special Moves - Normal Fire Blade (Anti-Air) QCF, NWA Grade 1- Close Range Grade 2- Mid Range Grade 3- Long Range Enhanced- All Three Ranges - Fierce Fire Blade(Ground) QCF, FWA Grade 1- Speed Increase Grade 2- Speed Increase Grade 3- Speed Increase Enhanced- All Three Speeds - Normal Twirl Attack (Low) QCB, NWA Grade 1- 3 Hits Grade 2- 5 Hits Grade 3- 7 Hits Enhanced- 9 Hits - Fierce Twirl Attack (High) QCB, FWA Grade 1- 3 Hits Grade 2- 5 Hits Grade 3- 7 Hits Enhanced- 9 Hits Super Moves - Normal Spire of Fire QCF, QCF, NWA - Fierce Spire of Fire QCF, QCF, FWA Note: Shogun Megazord cannot be grabbed and thrown by other characters. ------------------------------------------------------------------------------- Mega Tigerzord Standing Attacks - Left Jab s. NUA - Right Punch s. FUA - Weapon Jab s. NWA - Weapon Uppercut s. FWA Unique Dashing Attacks - Dashing Right Punch f, f, NUA - Dashing Spin Punch f, f, FUA Throws - Slam f/b+NUA (while close) - Wind-Up Slam f/b+FUA (while close) Crouching Attacks - Jab c. NUA - Double Fists c. FUA - Weapon Jab c. NWA - Weapon Thrust c. FWA Stomp - Double Foot Stomp any two attack buttons Jumping Attacks - Normal Double Kick j./jb./jf. NUA - Fierce Double Kick j./jb./jf. FUA - Weapon Jab j./jb./jf. NWA - Weapon Thrust j./jb./jf. FWA Special Moves - Normal Ball of Fire (Close) QCF, NWA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 2 Hits - Fierce Ball of Fire (Far) QCF, FWA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 2 Hits - Normal Windup Punch (Single Wind) f, d, df, NUA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 2 Hits - Fierce Windup Punch (Double Wind) f, d, df, FUA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 2 Hits - Normal Combo b, d, f, close. NUA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 10 Hits - Fierce Combo b, d, f, close. FUA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 10 Hits Super Moves - Normal Fire Blast QCF, QCF, NUA - Fierce Fire Blast QCF, QCF, FUA ------------------------------------------------------------------------------- Lip Syncher Standing Attacks - Kick s. NUA - Twirl Kick s. FUA - Blade Jab s. NWA - Blade Swipe s. FWA Unique Dashing Attacks - Slide Kick f, f, NUA - Thrust Kick f, f, FUA Throws - Normal Leg Throw f/b+NUA (while close) - Fierce Leg Throw f/b+FUA (while close) Crouching Attacks - Poke Kick c. NUA - Kick-Up c. FUA - Blade Jab c. NWA - Blade Thrust c. FWA Stomp - Double Heel Stomp any two attack buttons Jumping Attacks - Kick j./jb./jf. NUA - Twirl Kick j./jb./jf. FUA - Blade Jab j./jb./jf. NWA - Blade Swipe j./jb./jf. FWA Unique Jumping Attacks - Double Heel Kick d+NUA (in air) - Drill Kick d+FUA (in air) Special Moves - Normal Lethal Note Attack (High) QCF, NUA Grade 1- Speed Increase Grade 2- Speed Increase Grade 3- Speed Increase Enhanced- 6 Hits - Fierce Lethal Note Attack (Low) QCF, FUA Grade 1- Speed Increase Grade 2- Speed Increase Grade 3- Speed Increase Enhanced- 6 Hits Super Moves - Normal Song Charge QCF, QCF, NUA - Fierce Song Charge QCF, QCF, FUA Note: Lip Syncher can double jump by pressing up while jumping and continue aerial attacks, also can dash and retreat in mid-air. ------------------------------------------------------------------------------- Goldar Standing Attacks - Jab s. NUA - Heel Kick s. FUA - Sword Thrust s. NWA - Sword Slash s. FWA Unique Standing Attacks - Thrust Kick f+FUA Unique Dashing Attacks - Dashing Thrust Kick f, f, NUA - Dashing Heel f, f, FUA - Dashing Sword Gut Stab f, f, NWA Throws - Normal f/b+NUA (while close) - Fierce f/b+FUA (while close) Crouching Attacks - Jab c. NUA - Kick c. FUA - Sword Thrust c. NWA - Sword Smash c. FWA Stomp - Foot Stomp any two attack buttons Jumping Attacks - Normal Kick j./jb./jf. NUA - Fierce Kick j./jb./jf. FUA - Sword Stab j./jb./jf. NWA - Sword Slash j./jb./jf. FWA Special Moves - Normal Eye Laser QCF, NUA Grade 1- Speed Increase Grade 2- Speed Increase Grade 3- Speed Increase Enhanced- 3 Hits - Fierce Eye Laser QCF, FUA Grade 1- Speed Increase Grade 2- Speed Increase Grade 3- Speed Increase Enhanced- 5 Hits - Normal Air Eye Laser (Far) u, uf, f, NUA (in air) Grade 1- Speed Increase Grade 2- Speed Increase Grade 3- Speed Increase Enhanced- 4 Hits - Fierce Air Eye Laser (Close) u, uf, f, FUA (in air) Grade 1- Speed Increase Grade 2- Speed Increase Grade 3- Speed Increase Enhanced- 4 Hits - Normal Sword Uppercut (Mid) f, d, df, NWA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 4 Hits - Fierce Sword Uppercut (High) f, d, df, FWA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 6 Hits - Elbow Dive NUA+FUA (in air) Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- Damage Increase - Sword Dive NWA+FWA (in air) Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 4 Hits Super Moves - Normal Eye Blast QCF, QCF, NUA - Fierce Eye Blast QCF, QCF, FUA Note: Goldar can fly by pressing up while jumping and continue aerial attacks, also can dash and retreat in mid-air. ------------------------------------------------------------------------------- Lord Zedd Standing Attacks - Jab s. NUA - Kick s. FUA - Z Staff Thrust s. NWA - Z Staff Slash s. FWA Unique Dashing Attacks - Slide Kick f, f, NUA - Z Staff Swipe f, f, NWA - Spinning Staff f, f, FWA Throws - Normal Slam f/b+NUA (while close) - Fierce Slam f/b+FUA (while close) Crouching Attacks - Jab c. NUA - Kick c. FUA - Z Staff Thrust c. NWA - Z Staff Twirl c. FWA Stomp - Z Staff Dive any two attack buttons Jumping Attacks - Normal Kick j./jb./jf. NUA - Fierce Kick j./jb./jf. FUA - Z Staff Twirl j./jb./jf. NWA - Z Staff Swipe j./jb./jf. FWA Special Moves - Normal Lightning Toss QCF, NUA Grade 1- Duration Increase Grade 2- Duration Increase Grade 3- Duration Increase Enhanced- 4 Hit (Moving) - Fierce Lightning Toss QCF, FUA Grade 1- Duration Increase Grade 2- Duration Increase Grade 3- Duration Increase Enhanced- 4 Hit (Moving) - Normal Air Warp Attack (Near) HCB, NUA (also in air) - Fierce Air Warp Attack (Far) HCB, FUA (also in air) - Normal Ground Warp Attack (Near) HCB, NWA (also in air) - Fierce Ground Warp Attack (Far) HCB, FWA (also in air) - Normal Lightning Hand (Slow Pull) f, d, df, NUA Grade 1- 3 Hit Grade 2- 4 Hit Grade 3- 5 Hit Enhanced- 8 Hit - Fierce Lightning Hand (Fast Pull) f, d, df, FUA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- Knockback - Normal Flying Crystal (Near) f, b, df, d, df, f, NUA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- Damage Increase - Fierce Flying Crystal (Far) f, b, df, d, df, f, FUA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- Damage Increase Super Moves - Normal Hand Strike QCF, QCF, NUA - Fierce Hand Strike QCF, QCF, FUA ------------------------------------------------------------------------------- Silver Horns Standing Attacks - Jab s. NUA - Claw Thrust s. FUA (hold for more hits) - Flames s. NWA - Energy Ball s. FWA (hold for more hits) Unique Standing Attacks - Claw Swipe f+FUA Unique Dashing Attacks - Dashing Claw Thrust f, f, NUA (hold for more hits) - Dashing Claw Swipe f, f, FUA Throws - Slam f/b+NUA (while close) - Double Slam f/b+FUA (while close) Crouching Attacks - Jab c. NUA - Claw Thrust c. FUA - Flames c. NWA - Energy Ball c. FWA (hold for more hits) Stomp - Extending Claw any two attack buttons Jumping Attacks - Downward Claw Thrust j./jb./jf. NUA - Claw Thrust j./jb./jf. FUA - Downward Energy Ball j./jb./jf. NWA - Energy Ball j./jb./jf. FWA Special Moves - Normal Ground Claw Attack (Fast) QCF, NUA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 2 Hits - Fierce Ground Claw Attack (Slow) QCF, FUA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 3 Hits - Normal Overhead Claw Attack (Fast) QCF, NUA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- Damage Increase - Fierce Overhead Claw Attack (Slow) QCF, FUA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- Damage Increase Super Moves - Normal Energy Cannon QCF, QCF, NWA - Fierce Energy Cannon QCF, QCF, FWA ------------------------------------------------------------------------------- Ivan Ooze Neutral Attacks - Energy Jab NUA - Homing Energy Ball FUA - Normal Energy Spire NWA - Fierce Energy Spire FWA Special Moves - Normal Homing Spark Balls QCF. NUA Grade 1- 3 Hit Grade 2- 4 Hit Grade 3- 5 Hit Enhanced- 9 Hits - Fierce Homing Spark Balls QCF, FUA Grade 1- 3 Hit Grade 2- 4 Hit Grade 3- 5 Hit Enhanced- 9 Hits - Normal Invincible Homing Spark Balls f, d, df, NUA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 6 Hits - Fierce Invincible Homing Spark Balls f, d, df, FUA Grade 1- Damage Increase Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 6 Hits Note: Ivan Ooze cannot be grabbed or thrown by other characters. Also, he is unable to guard against attacks. =============================================================================== Secret Codes =============================================================================== Play as Ivan Ooze: ------------------ At the character select screen (only in fighting mode), highlight any character and press X+Y+START to select Ivan Ooze. =============================================================================== Credits =============================================================================== All rights reserved. No part of this document may be reproduced, distributed, or transmitted in any form or by any means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the writer. Sources are barrowed from the game’s instruction manual, all copyrights apply. If you wish to use any part of this document (for non-commercial purposes only) ask permission first. Please email me at armonwilliams11@yahoo.com. To ensure that your email is read, it must have a subject line explaining the purpose of your message, it will have to be on the subject related to whatever in this guide or else it will be sent to spam, where I may never look for it. I am open to accept correction, criticism, and anymore information I can add into this guide. Thank You!