_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ _/_/ _______________ __________________ _/_/ _/_/ _( _) _( _) _/_/ _/_/ (_____ _____) (___________ __) _/_/ _/_/ ( ) ( ) _/_/ _/_/ ( ) _ ( ) _/_/ _/_/ ( ) ( ) ( ) _/_/ _/_/ ( ) ( ) ( ) _/_/ _/_/ ( ) __ ( )____( ) __ _/_/ _/_/ ( ) ( ) (_ _) ( ) _/_/ _/_/ (_) (__) (_______) (__) _/_/ _/_/ _/_/ _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ ____ ______ _ _ ______ ______ ( __) ( __ ) ( )_ _( ) ( _ ) ( __ ) ( ) ( ( ) ) ( )__( ) ( (_) ) ( ( ) ) ( ) ( ( ) ) ( _ _ ) ( _ ) ( ( ) ) ( )__ ( (__) ) ( ) (__) ( ) ( (_) ) ( (__) ) (____) (______) (_) (_) (______) (______) ____ ___ ____ ( __) ( _ ) ( _ ) ( )_ ( (_) ) ( ( ) ) ( _) ( _ ) ( ( ) ) ( ) ( ) ( ) ( (_) ) (_) (_) (_) (______) BY KOBTRON v1.5 © This document Copyright 2002 Otakar Molnar You can always find this FAQ updated at: www.geocities.com/ninboss2001 <-------------------------------------------------------------------> 69 character space FAQ made for Courier New 10 p. _/_/_/_/_/ _/INDEX _/ _/_/_/_/_/ I .- Credits II.- About Copyright 1 .- Introduction 2 .- Standard Guide Key 3 .- Combo Theory a) Combo Starters b) Linker c) Normal Ending d) Ultra Combo e) Ultimate f) Air Juggle g) Combo Breaker h) No Mercy i) Resurrection j) Ultra Breaker 4 .- Information About the Character a) Story b) Ending 5 .- Moves and Combos a) Spetial Moves b) Shadow Moves c) Transition Moves d) Extra Moves e) Finishing Moves f) Combo Starters g) Combo Linkers h) Combo Endings i) Combos 6 .- Extra information 7 .- How to Beat Eyedol Easyly With Combo 8 .- How to beat every-computer-opponent whit Combo 9 .- Description of the spetial moves _/_/_/_/_/_/_/ _/I.-Credits_/ _/_/_/_/_/_/_/ First I want to give the thanks to all of my friends who helped me a lot in some of the most difficult tricks and moves. Thanks to _FULGORE_ too, because he told me the way to make the Ultra Breaker work in the right way. _/_/_/_/_/_/_/_/_/_/_/_/ _/II.-About Copyright _/ _/_/_/_/_/_/_/_/_/_/_/_/ This document is protected by the international Copyright law. If you want to copy some information from this FAQ, don't be selfish and first ask me so I let you take some, but don't forget to put KOBTRON or Otakar Molnar on your credits. _/_/_/_/_/_/_/_/_/_/ _/1.-Introduction _/ _/_/_/_/_/_/_/_/_/_/ This FAQ contains information which is made for people who already know some about the combo theory. If you don't know it very well you can learn some from the "Combo Theory" section. The information will be refreshed as soon as I find out something and have checked it. If something is not verifyed by me I will list it with an "*". Some stuff listed here will only work if the computer has the 1.5d chip version. _/_/_/_/_/_/_/_/_/_/_/_/_/ _/2.-Standard Guide Key _/ _/_/_/_/_/_/_/_/_/_/_/_/_/ __ /s \start \__/ __ __ __ u /1 \ /2 \ /3 \ __ \__/ \__/ \__/ / \ qp mp fp b \__/ f __ __ __ \ /4 \ /5 \ /6 \ db d df \__/ \__/ \__/ \ \ qk mk fk \ Jostick Buttons qct = Quarter Circle Towards (Roll stick d,df,f) hct = Half Circle Towards (Roll stick b,db,d,df,f) qcdf = Quarter Circle Down Forward (Roll Stick db,d,df) qcb = Quarter Circle Back (Roll Stick d,db,b) hcb = Half Circle Back (Roll Stick f,df,d,db,b) qcdb = Quarter Circle Down Back (Roll Stick df,d,db) cx = Charge x (Hold the x stick's direction for 1 second) h# = Hold # (Hold # button) r# = Release # (Release # button) , = Then + = And / = Or Walk = Walk Wait = Wait :) line = This means that you have to have your vertical white line on your energy bar flashing. To make it start flashing, you have to do a Combo Breaker hn = Hits' Number ohp = Overhead Punch (B+3 while your opponent is crouching) fm = Fast Mode (Press right and the three punch buttons on both Joysticks on the "VS" screen) Some of the motions listed are not used to play with TJ Combo _/_/_/_/_/_/_/_/_/_/ _/3.-Combo Theory _/ _/_/_/_/_/_/_/_/_/_/ This section has the most important things you have to know about the combos and their way to be done. There are other FAQ's which contain bigger information about the combo theory. This is just a summary. ****************** *a) Combo Starter* ****************** It's a kind of attack. If you press a determinated button after such attack or do another kind of atack it will do several hits, which together do a combo. The several hits done by pressing annother button or doing another kind of attack are called linkers or connectors. *********** *b) Linker* *********** There are two kinds of linkers: the normal ones and the reversal ones. Most of times, the normal linkers do 3 hits; sometimes 2; but never more than 3. The reversal always do 2 hits and are attacks done always in reversal motion. Thunder uses triplereversal . The reversal motion is done this way: cf,b+x or qcdb+x depending on the guy you're using. There can be an reversal, normal ending, Ultra Combo or Ultimate after a linker. ****************** *c) Normal Ending* ****************** A normal ending is a sort of attack that can do from 1 to 4 hits when done. The 2 kinds of ending are the definitive and air endings. The definitive ones do their hits and that's all, the combo finishes. But the air endings do their hits and send the opponent to the air, so when they raches the ground you can do an Air Juggle or a Triple Air Juggle. If you hold and realaise the button you use in the normal ending, this will be a turbo ending, and if you have done breaker will be a shadow ending. **************** *d) Ultra Combo* **************** An Ultra combo is a spetial kind of ending which adds 18 hits to the combo you're doing. It can only be done when the opponent's second energy bar is flashing or gone. With this attack your opponent is automatically killed. Almost every ultra combo sends the opponent to the air, which means that you can do an Air juggle after this. ************* *e) Ultimate* ************* The Ultimate attack adds no hit to the combo. It can only be done when opponent's second energy bar is flashing or gone. If you finish a combo with an Ultimate your character will do a heavy attack to his opponent which will finish with the enemy's restant energy and you'll get tons of points. *************** *f) Air Juggle* *************** When the opponent is sent to air, you can juggle him with an Air Juggle. A Juggle is a spetial motion which adds 1 hit to finish the combo. If you've done a Combo Breaker before on the same match the Air Juggle will add 3 hits instead of 1. ****************** *g) Combo Breaker* ****************** When you're attacked by a opponent's combo you can break it with a combo breaker. Some people say that a combo can only be broken in a reversal. But a new combo breaker's theory has been created: From the third hit to determinated endings the combo can be broken, but with some conditions: The combo breaker's motion must be done between a hit, if the linker or ending the opponent is doing, is done with a fierce attack, the combo breaker has to be done with a medium button, if done with medium, it has to be done with quick, and if done with quick, it has to be done with fierce. When you do a combo breaker your flashing line will start flashing. ************* *h) No Mercy* ************* This topic wouldn't have to be on this section, but I didn't find anyother where to place it. If you kill your opponent with a simple combo without an ultra or ultimate, or kill him/her with just a punch or kick, the background will turn red and you'll hear the "Danger" word. At this moment you can just hit your opponent to kill him/her for sure or you can do a spetial motion which will do a heavy attack to your opponent and will give you many points. ***************** *i) Resurrection* ***************** Another topic wouldn't have to be here. If you're the one who gets killed with a simple combo or just a simple punch, when the "Danger" word is heard shake the Stick and press all the button many times. This way your guy will be fighting again, but this time you've got Double power. The bad new is that if you get any single punch or kick without blocking, or get a spetial move you'll die. ****************** *j) Ultra Breaker* ****************** First, the ultra breaker is NOT a programmed motion, it is just a glitch, just like the infinite combos after it. To do an Ultra Breaker you have to be using player 1 and a friend player 2. Your friend must pick Orchid ,and you the player which you're going to brake the ultra with (In this FAQ TJ Combo). Your friend will have to perform a combo which finish with an air ending (not Ultra) leaving you with your red energy bar flashing. As you're falling, your friend will have to do the orchid's reversal (cf,b+5) and then the orchid's ultra motion (cb,f+2). Orchid will start doing her cool ultra moves but without hitting anybody. When you already falled down and are getting up, block the first 4 hits and as orchid is going to start her helicopter kicks of her ultra press any weak attack and if done right the Orchid's ultra will be broken! And now what? Well, if orchid is in her first energy bar you'll can do an infinite combo (the infinite combo motions change depending on the guy or animal you're using). This's it. But remember this things: 1: Sometimes, you can do the Ultra Breaker with other motions which aren't the specificated ones on this and other FAQ's. 2: If you make Orchid falls the game will freeze. _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ _/4.-Information About the Character_/ _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ Full Name: T. J. Combo Age: 25 Height: 6'1'' Weight: 220 lbs. ********** *a) Story* ********** TJ Combo was the heavyweight champion for many years. He spent all his fortune by changing his arms' bones for titanium bones. And his way to be changed: He started punching his opponents with a great brutality. That's why he lost his title. Now he's searching a way to recover his fortune, and what could give him more money than the ultratech's tournament? *********** *b) Ending* *********** He won the tournament, and now he's got fame and money. Combo has recovered his lost fortune and now he will go over the streets he loved and love with these words in his mind: "Now, I can have anything" _/_/_/_/_/_/_/_/_/_/_/_/ _/5.-Moves and Combos _/ _/_/_/_/_/_/_/_/_/_/_/_/ ****************** *a) Special Moves* ****************** Punching Bag 1,1,1,etc... (close) Single Backfist cb,f+1 Double Backfist cf,b+1 Fake Overhead Punch b+2 (The opponent must be crouching) Rolling Punch cb,f+2 (anti-projectile) Rolling Punch cb,f+2 (Charge for 2 seconds and will hit 3 times, anti-projectile) Overhead Punch (ohp) b+3 (The opponent has to be crouching) Uppercut d+3 Lunging Punch cb,f+3 Weak Lunging Punch cb,f+3 (Charge 2 seconds) Fierce Uppercut h3,r3,3 (Hold 3 for 2 seconds) Quick Horizontal knee cb,f+4 Vertical Knee cb,f+5 Head Attack 6 (close) Fierce Horizontal Knee cb,f+6 ***************** *b) Shadow Moves* ***************** Shadow Lunging Punch h3,cb,f+r3 (line, anti-projectile) ********************* *c) Transition Moves* ********************* Rolling Punch to Vertical Knee cb,f+2,b+5 Lunging Punch to Double Backfist cb,f+3,b+1 Lunging punch to Rolling Punch cb,f+3,b+2 (anti-projectile) Lunging Punch to Stop cb,f+3,b+3 Lunging Punch to Fierce H. Knee cb,f+3,b+6 **************** *d) Extra Moves* **************** Air Juggle cb,f+3 Triple Air Juggle cb,f+3 (line) Retaliation cb,f+4/5/6 or cf,b+4/5/6 Combo Breaker cb,f+4/5/6 ******************** *e) Finishing Moves* ******************** Humiliation d,d+1 (not too close, you have to be on your first energy bar) Neck Breaker b,f,f+2 (close) Ultra Combo cf,b+3 (After at least 2 hits) Ultimate SP hcb+5 (After at least 2 hits) Screen Punch hct+6 (close) ******************* *f) Combo Starters* ******************* cb,f+1 1 hit cf,b+1 2 hits cb,f+2 2 hits cb,f+2 3 hits (Charge 2 seconds) b+3 (ohp) 1 hit (The opponent has to be crouching, there can be another starter after this attack) cb,f+3 1 hit (Charge 2 seconds) cb,f+4 1 hit cb,f+6 1 hit ****************** *g) Combo Linkers* ****************** cf,b+1 2 hits reversal 1 3 hits after cb,f+1/4/6 or reversal 2 2 hits after cb,f+1/4/6 3 2 hits after jump+5 only 4 2 hits after cf,b+1 or cb,f+3 5 3 hits after cf,b+1 or cb,f+3/4/6 6 3 hits after cb,f+2 or reversal ****************** *h) Combo Endings* ****************** cb,f+1 4 hits + air cb,f+2 3 hits + air cb,f+2 4 hits + end (Charge 2 seconds) h3,r3,3 1 hit + end (Hold for 2 seconds, This one can't be a turbo or shadow ending) cb,f+3 4 hits + end cb,f+5 1 hit + air (This one cannot be used a turbo or shadow ending) cb,f+6 3 hits + air *********** *i) Combos* *********** NORMAL 24: cb,ohp,cf+2,b+1,cf,5,b+1,cf,5,cb+h1,f+r1,cb,wait,cf+4,cb+1,h6, hn: 1 3 2 3 2 3 2 4 0 0 f+r6,cb,h3,wait,f+r3 3 1 24: cb,ohp,cf+2,b+1,cf,5,b+1,cf,5,b+1,cf,5,cb+1,4,5,5,h6,f+r6,cb, hn: 1 3 1 3 1 3 1 3 1 2 1 1 2 h3,wait,f+r3 1 (It has to be done catching Sabrewulf or Riptor croching and in their back) 25: cb,cf+2,b+1,cf,5,b+1,cf,5,cb+h1,f+r1,cb,wait,cf+4,cb+1,h6,f+r6, hn: 3 2 3 2 3 2 4 0 0 3 cb,wait,f+3 3 (Only vs Eyedol) THE KITE ;) 39: cb,ohp,cf+3,b+1,cf,5,b+1,cf,5,b+1,cf,5,h3,cb+r3,wait,f+3 hn: 1 3 2 3 2 3 2 3 17 3 (the cf,h3,b+r3 must be done as fast as you can after pressing 5) SLOW-MOTION 6: cdb,6,cf+3,6,cb,f+6,cb,h3,wait,f+r3 hn: 1 1 1 2 1 23: cb,ohp,cf+2,b+1,cf,5,b+1,cf,5,cb+1,4,h6,f+r6,cb,h3,wait,f+r3 hn: 1 3 2 3 2 3 2 2 1 3 1 UNBREAKABLE 10: cb,ohp,cf+3,cb+2,5,5,f+5,cb,wait,f+3 hn: 1 1 2 1 1 1 3 MAX. ULTIMATE 17: cb,ohp,cf+2,b+1,cf,5,b+1,cf,5,b+1,cf,5,b+1,hcb+5 hn: 1 3 1 3 1 3 1 3 1 (vs Sabrewulf or Riptor catching them in the back and crouching) SEMI-MISSED ULTIMATE 19: cb,ohp,cf+2,b+1,cf,5,b+1,cf,5,b+1,h5,hcb+r5 1 3 2 3 2 3 2 3 0 (Listed as Killer, hcb+r5 as fast as you can after h5) SLOW MOTION ULTIMATE 20: cb,ohp,cf+2,b+1,cf,5,b+1,cf,5,cb+1,4,5,5,hcb+5 hn: 1 3 2 3 2 3 2 2 1 1 0 (Listed as Killer) AIR ULTIMATE *20: cb,ohp,cf+2,b+1,cf,5,b+1,cf,5,cb+h1,f+r1,cb,wait,cf+4,b+1,hcb+5 hn: 1 3 2 3 2 3 2 4 0 0 0 (Listed as Killer, must be done exactly as the opponent reaches ground, I've gotten air ultimate with Cinder, Orchid and Glacius, so I guess you can do it with Combo too) AIR 2:jump,cf,1/4,b+6 (midair) 2:jump,cf,2/5,b+4 (midair) 2:jump,cf,3/6,b+5 (midair) 5:jump,cf,6,cb+5,wait,f+3 (line,midair) hn: 1 1 3 ULTRA 42: cb,oh3,cf+2,b+1,cf,5,b+1,cf,5,cb+h1,f+r1,cb,wait,cf+4,b+1,cf, hn: 1 3 2 3 2 3 2 4 0 0 cb+3,wait,cf+4,cb+1,h6,f+r6,cb,wait,f+3 18 0 0 1 3 (The air ultra must be done exactly as the opponent reaches ground) 43: cb,oh3,cf+2,b+1,cf,5,b+1,cf,5,b+1,cf,5,cb+1,4,5,5,cf,cb+3,wait, hn: 1 3 1 3 1 3 1 3 1 2 1 1 18 cf+4,cb+1,h6,f+r6,cb,wait,f+3 0 0 1 3 (Vs sabrewulf catching him crouching and in the back) 43: cb,cf+2,b+1,cf,5,b+1,cf,5,cb+h1,cf+r1,cb,wait,cf+4,b+1,cf,b+3,cf, hn: 3 2 3 2 3 2 4 0 0 17 wait,walk,cb+1,h6,cf+r6,wait,walk,cb+1,h6,f+r6,cb,wait,f+3 0 1 0 3 3 (Only vs Eyedol, the cf,b+3 has to be done as fast as you can after the cf,b+1, Air Ultra!!!) 48: cb,oh3,cf+2,cb+1,wait,5,cf+2,cb+1,wait,5,cf+2,cb+h1,f+r1,cb,wait, 1 3 2 3 3 2 3 3 2 4 cf+4,b+1,cf,cb+3,wait,cf+4,cb+1,h6,f+r6,cb,wait,f+3 0 0 18 0 0 1 3 (The air ultra must be done exactly as the opponent reaches ground) 49: cb,cf+2,cb+1,wait,5,cf+2,cb+1,wait,5,cf+2,cb+h1,f+r1,cb,wait, 3 2 3 3 2 3 3 2 4 cf+4,b+1,cf,b+3,cf,wait,walk,cb+1,h6,cf+r6,wait,walk,cb+1,h6, 0 0 17 0 1 0 f+r6,cb,wait,f+3 3 3 80: Break Ultra on FM (Fast Mode) - 1,1,1,1,1,etc... (close) hn: 2 2 2 2 2 _/_/_/_/_/_/_/_/_/_/_/_/ _/6.-Extra Information_/ _/_/_/_/_/_/_/_/_/_/_/_/ -If the cf,cb+1,f+6 juggle is done too earllly, it doesn't matter how high the opponent is, the uppercut's last hit will always hit. -If the cf,cb+1,f+6 is done too late the laaast done combo will be canceled and just a triple combo will be counted, that's so sad :( -You can't do some slow-motion combos to Saaabrewulf because they get stoped in the 4,5,5 section. -I've done the 20 hits ultimate, and the cooomputer always count'em as killer combos. -Some stuff listed here will only work if tthe arcade has the 1.5 chip version. -Glitch: Whit Spinal do the following combooo to Combo: f,cf+1,3,b+2,cf+3,b+2 If done right the TJ Combo's blood will turn green! _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ _/7.-How to Beat Eyedol Easyly With Combo _/ _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ In both Eyedol's Stages the technique is the same. First take 3 or 4 players away from Eyedol, then crouch back (cbd) and wait for Eyedol. When he jumps, do a Lunging Punch and repeat the same prosess until he dies. _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ _/8.-How to Beat every computer opponent with Combo _/ _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ When your opponent get close attack him or her whit cbd+6, most of times the opponent won't block this attack. If it was succesful press quickly f+3, which will do a lunging punch. Do this two or three times and the opponent will be stun. If you have your shadow line flashing try changing the lunging punch for the Shadow lunging punch. This will take once to stun the opponent and do a lot of damage. _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ _/9.-Description of the spetial moves _/ _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ Punching Bag: Combo starts punching opponent's face like a bag Simple Backfist: Combo rolls horizontally and hits his opponent with one of his hands Double Backfist: Combo rolls horizontally twice and hits his opponent with both hands Fake Overhead Punch: Combo threatens his opponent making him think he's going to punch him over his head Rolling Punch: Combo rolls vertically once and punchs his Opponent Rolling Punch: Combo rolls vertically twice and punchs his opponent Overhead Punch: He punch his opponent's face from up to down Uppercut: Combo crouches and then uses his punch as a uppercut Lunging punch: He starts runing and when gets close from his opponent gives a very heavy punch directly to his opponent's torax. Fierce Uppercut: Combo starts rolling his arm and then gives a Fierce Punch like a uppercut Quick Horizontal Knee: Combo jumps towards and hits his opponent with his Knee Vertical knee: Combo jumps very high as he uses his knee to hit his Opponent Head Attack: Combo attacks his opponent whit his own head! Fierce Horizontal Knee: The same thing than the quick one. :P Shadow Lungin Punch: Combo does the same thing than the lunging punch, but faster than normal. He can also run thru the energy projectiles. A cool kind of shadow-reflex follows him from behind Humiliation: Combo makes his opponents dance a sort of dance music Neck Breaker: He first does a funny dance and then brakes his Opponent neck (I think he brakes the opponent's back) Ultra Combo: First, he starts doing several "punching bags" on his Opponent, then does three or four uppercuts to liver and afterwards he does a fierce uppercut. Ultimate: See Screen punch Screen Punch: Combo does a double backfist but this one will send his opponent to the screen. MADE BY KOBTRON Last Update: Sunday, 29, September, 2002 I'm not from USA, so excuse me if I have any mistake in my english =) my e-mail is kobtron@hotmail.com