Ehrgeiz

Ehrgeiz

12.10.2013 11:10:49
~B
EHRGEIZ "God Bless the Ring" - Sasuke Character Guide Version 1.2
EZ
By Dan (not "Saikoryu" Dan) GC
for the PSX (it's the same for the Arcade) version of Ehrgeiz

Last updated: 05/23/99 08:58 AM PT
First Edition: 04/17/99 09:56 PM PT
Document Info: 104 K (104, 180 Bytes)
Designed for at least IE 3 or NN 3 at 640x480
Resolution and Courier New font enabled
104, 180 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
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, that's
all.
_________________
Table of Contents
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1. Updates
2. What is Ehrgeiz, anyway? (General Details about Ehrgeiz)
3. Legend
4. Move List
1. Basic Attacks
2. Executed Attacks
3. Executed Walking Attacks
4. Executed Running Attacks
5. Just Frame Attacks
6. Running Against Wall
7. Executed Throws
8. Special Attacks
9. Launchers
10. Combos
11. Taunts
5. Strategy, Hints, and Tips
6. Move Analysis
7. Sasuke VS. CPU & Person Guide
8. Plot/Storyline
9. Sasuke Info
- Sasuke Character Profile
- More Sasuke Info
10. Translations
11. Basic Stuff (Basic Moves available to all characters)
12. Secrets
13. Frequently Asked Questions
14. Special Thanks
15. 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Unpublished Work Copyright (c) 1999 Dan GC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 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
without 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
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Version 1.2:
changed "Special Thanks" section

Version 1.1:
corrected errors, changed Basics, Author Information, FAQ, etc. Also
fixed up the Translations section

Version 1.0:
changed some more STRATEGY, changed some COMBOs, and other stuff; also
changed some grammar and layout problems, etc.; corrected "unoffical"
stuff

Version 0.9:
Made some differences, but they aren't really noticable unless you
really look

Version 0.8:
added Original Damage for each attack, also modified Battle Mechanics
section a bit

Version 0.75:
corrected more stuff; also added Battle Mechanics section (last
section in Basics section)

Version 0.7:
Tried to correct all errors and added a little strategy

Version 0.6:
Added more strategy, changed some ratings, fixed the Launchers section
of the Move List, and some other stuff. Also fixed up the Version
numbers.

Version 0.5:
Edited more stuff, took out some unnecessary moves, changed some
attacks, and some other stuff.

Version 0.4:
Did a little reworking (took out some unneccesary things)

Version 0.3:
fixed Combo 3, I forgot to change it in the last version, I reworded
the Strategy section, and that's about it, I guess.

Version 0.2:
Updated one of the Basic Stuff sections, added something at the end in
the Author Information, added some more Strategy, and some other stuff

Version 0.1:
First version
________________________________________________________________________
Part 2: What is Ehrgeiz, anyway? (General Details about Ehrgeiz)
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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. I decided to type all of the things I know
about the Red Guardian Sasuke and how to beat some opponents with him so
people can read it if they choose to do so.

Attribution goes to Jason E. Wilson
________________________________________________________________________
Part 3: Legend
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Controls:

UL U UR Up-Left Up Up-Right
\ | /
L -- N -- R Left Neutral Right
/ | \
DL D DR Down-Left Down Down-Right

Arcade Button Setup:

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
%: 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
Start (in move list): Start button (in Arcade); 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)

Hit Level:
H: High
M: Middle
L: Low
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
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Name Input Hit Level(s)
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4.1
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Basic Attacks:

Ninja Punch H H
Rising Dragon^& (H) H, M
One-Two Slash H, H, H H, H, UM
Ninja Rush H, H, L H, H, L
Ninja Sword Rush H, H, H, L, H H, H, UM, L, UM
Backflip% H+L M
Double Backflip% H+L, H+L M, M
Double Backflip to Slash& H+L, H+L, H M, M, UM
Overhead Slash H+S UM
Cutting Rage H+S, H UM, UM
Shin Cutter L L
Somersault Rush& L, H, H L, M, M
Bamboo Burial% L+S UL
Bamboo Burial Strike^% L+S, L UL, UL
Slash Kick^ G+H M
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4.2
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Executed Attacks:

Agitouchi Left QCF+H M
Agitouchi Right QCB+H M
Dragon Launcher^ rising H UM
Kinen Slash FC, H, H, H UM, UM, UM
Kamikaze% (above opponent) H+L UM
Tsunami Kick (rH for FC, L) FC, L/G+L L
Tsunami Double^& G+L, H L, M
Shinobi Cannon Step, L, H M
Shinobi Sweep Step, L, L L
Ninja Deception Step, L, L, H L, M
Komayomai 360°+H or L UH infinitely
Dragon Slash (rA) H (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
Hop Kick% G+H+S M
Flip Slash Cut% G+L+S UM
Jumping Slash^& Jump, H UM
Landing Tsunami Kick^ Jump, L L
Landing Tsunami Double^ Jump, L, H L, H
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4.3
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Executed Walking Attacks:

Shadow Moon H M
Low Thrust Hit L L
Water Spider L, H L, UM
Spinning Demon (rH) L, L L, L
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4.4
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Executed Running Attacks:

Triple Slash H, H, H UM, UM, UM
Dragon Slide^% L L
Sunrise% H+L M
Sunset Tap G, H M
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4.5
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Just Frame (*=Just Frame point):

Sweeping Earth Slash H+S, *L UL
Kagehisa H, H, H, *H H, H, UM
Ninja Juggle& (H), *H, H, H, H, *L H, M x5, L
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4.6
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Running Against Wall:

Spinning Tackle Drop^% H UM
Triangle Slide Kick^% L UL
Sunrise 2^% H+L M
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4.7
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Executed Throws:

Doormat% (front) G+H+L Throw
Flip Back Drop% (Front) G+H+L, hold H or L Throw Variation
Double Back Drop% G (after Flip Back Drop) Throw Continuation
Assassination% G (after Double Back Drop) Throw Continuation
Blood Dance% (Left Side) G+H+L Throw
Leg Stretch% (Right Side) G+H+L Throw
Meteor Toss% (Back) G+H+L Throw
Dragon Grab^ (front) G+H+L , then: Grab
H, H, H: Face Punch x3, Stun (can dizzy)
L, L, L: Hold Kick x3, Stun (can dizzy)
Dragon Toss^% (front) G+H+L, then: Pushing Grab
Direction: Push opponent in direction holding
Dragon Takedown^% (running) G+H+L, then: Tackle Grab
H/L repeatedly (max. 3 hits), hits opponents
face, then a Leg Toss; release all buttons
for Leg Toss; hold H or L for Rolling Leg
Toss; Unblockable Tackle
Lightning Drop% 360+G+H+L Special Throw
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4.8
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Special Attacks:

Shuriken S N/A
Makibishi (S), L N/A
Heaven Shuriken^ (S), H N/A
Super Shuriken (S) (3 seconds) N/A x3
Flash Move Shuriken When running, S N/A
Kemunimaku Jump, S Dizzy
Katashiki (Full Special) H+L+S UM
Nap (Not Full Special) H+L+S Restore Special
Quick Slash (Empty Special) S UM
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4.9
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Launchers:

The following are just launchers which launch your opponent high
enough in order for you to juggle them, not attacks that just launch
your opponent. Also, they are launchers that give you enough time to
juggle your opponent so they have a pretty quick recovery time.
Note: These are actually just regular attacks somewhere in the Move
List, but these deserve to stand out somewhat
Note 2: The launchers are ordered from worst to best
Note 3: The first two launchers are equal

Agitouchi Left QCF+H M
Agitouchi Right QCB+H M
Kagehisa H, H, H, *H H, H, UM
Water Spider (walking) L, H L, UM
Dragon Launcher^ FC, release G, H UM
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4.10
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Combos:

I'll list many juggles, not all of the possible ones, but many of
them and some tricks. Tricks are used to hit your opponent at one time
or another, but if they are really good and block all of the attacks or
Interrupt, then...I have nothing to say.
Note: All of these combos must be done when very close to the opponent
Note 2: Some combos can be used against the wall
Note 3: You can use the DL (Dragon Launcher), Water Spider, Kagehisa or
any other launchers similar to the Dragon Launcher to launch
the opponent, but I'll list DL instead.
Note 4: You can end any of these combos with "run+L," "G+L+S" or other
attacks which hit the opponent when they're on the ground
Note 5: Sometimes, using these combos as counter hits aren't good and
launch the opponents too high, so juggling may be too difficult
to execute
Note 6: The setup challenge for combo 6 is really difficult, so it's
kind of only for extremists

Combo 1: DL, #Flip Slash Cut
Combo 2: DL, #Ninja Sword Rush
Combo 3: DL, #One-Two Slash, #Ninja Sword Rush
Combo 4: DL, #Ninja Juggle
Combo 5: DL, #Double Backflip
Combo 6: DL, #Double Backflip Slash
Combo 7: Agitouchi Left/Right, #Ninja Juggle

and now for the button pushes instead of the move names...

Combo 1: DL, #G+L+S
Combo 2: DL, #H, H, H, L, H
Combo 3: DL, #H, H, H, #H, H, H, L, H
Combo 4: DL, #(H), *H, H, H, H, *L
Combo 5: DL, #H+L, H+L
Combo 6: DL, #H+L, H+L, H
Combo 7: Agitouchi Left/Right, #(H), *H, H, H, H, *L
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4.11
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Taunts:

Some taunts are attacks, but if they are, they do little damage.

Closed Stance^ Up/Left+Start
Spin Chop^ Down/Right+Start
________________________________________________________________________
Part 5: Strategy, Hints, Tips, and Comparisons
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**Note:
If you'd like to see strategies for other characters, see Mike Allen's
Ehrgeiz Expert FAQ.
:etoN**
Sasuke is one of the best fighters in Ehrgeiz, but if used poorly,
well, he won't seem so good. You need to know basic stuff and advanced
stuff to play well with Sasuke, as it is with any character. Sasuke
doesn't have the most moves in the game, but has quite a lot (70+). Not
just anyone can match Sasuke; he is VERY quick and strong, but to be on
the safe side for some attacks, you should do it when your opponent is
dizzy or their back is turned (their body appears to be blue), they
can't Blade Catch or Interrupt, so, if you dizzy them, do the Dragon
Launcher then juggle them (Combo 2). When he runs out of Special Meter,
break the boxes open, if any, then get the Special Meter refiller, if
there is one. Also, Combo 2, on default settings, causes the opponent to
lose 45% power, so if you dizzy them twice, they would already lose 90%
power, then you can dizzy them again and kill them. But if your Special
Gauge is empty...then you'll have to resort to his mix-ups and stuff.
Some of his good mix-ups are: HHH; HHL; HH*H; HHHLH, and similar
attacks. Those would probably only work against some human opponents
because the CPU blocks most attacks and most 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 a Interrupt. If your opponent attacks low, hold G. So, since you can
see most attacks 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.
________________________________________
Time for some human strategy for Sasuke:
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Okay, Sasuke is pretty easy to use, but if you want to be really good,
you have to know how to play. He has many skills, and only some
weaknesses. I guess it's about three strengths for every one weakness,
or something similar to that. Do mix-ups like HHH; HHL; HHH*H; HHHLH,
and other stuff like that. You can also mix-up the Walking L; H, and LH.
Do juggles to take damage off of your opponents, but you should dizzy
your opponent first. If your run out of Special Gauge, then try dizzying
your opponent another way - or just Nap, then when you have a little bit
of Special Meter back, dizzy your opponent and Nap again or just do a
combo, do what you want - try the Throw from the front of your opponent
and push HHH or LLL. You can also mix-up the HHH and LLL, but your
opponent will not be dizzied, usually. It seems HHH has a more success
rate of dizzying your opponent. Then you can do that combo you want to
do. The three-link throw in front of your opponent takes a lot of
damage, if you know when and how to link it. Here's a little fun thing:
okay, if you or your opponent breaks a box, and there is a Special
Weapon, which there will most likely be in the PSX version, you can pick
it up (just by running into it), then when your opponent is chasing you
and/or is going to attack you, you can push G to drop the Weapon, 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
an attack...heh heh heh :) .
I've decided not to put my very personal strategy for Sasuke, 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...I don't use
any of his Specials except for the Smoke Bomb unless I'm really
desperate, spaz, injure the human opponent, or Interrupt since I need
to save the Special Meter for the Smoke Bombs. My basic strategy with
Sasuke is:

Always be careful:
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Sasuke has many quick attacks, but some are too slow at some point(s).
Only use the good, quick attacks to prevent being damaged. You can use
the Walking H for a quick attack, if your opponent blocks it, isn't in
a corner, and tries to counter, you'll have enough time to block your
opponents' attack(s). Never use the (when on higher elevation) H+L, it's
too slow and crazy. 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. If you dizzy
your opponent with anything and you are fighting a light character, you
should just go behind your opponent and start hitting him/her. You could
keep pushing H if your opponent is in a corner, their back is turned,
and if they're dizzy. It'll work for a while. Or you could end it right
away with HHHLH or you could even try HHH*H to launch your opponent then
juggle them, if at all possible.

Katana:
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His sword is part of his attacks, some of them are slow and can be
countered easily, while others are low to attack your opponent. It also
does a little more damage than a standard non-sword attack. All of his
sword attacks are good, especially the Jump, H. If you are in the air
while doing that, it can't be Interrupted, but your opponent can attack
you if they are quick enough or you miss. Don't do sword attacks that
are too slow.

Speed:
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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. The Jump, S
automatically pushes you back, so if your opponent tries to attack you
when you jump, throw the Smoke Bomb when you are low so your opponent
can run into it and you'll back up, too. Use the Smoke Bomb against
opponents who are doing slow attacks (start-ups, recoveries, or just
plain slow attacks) so you can damage them. Whenever you block an attack
or if your opponent misses you with an attack, always counter for easy
damage.
________________________________________________________________________
_________
Juggling:
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Use the rising H, the only real launcher Sasuke has, to launch your
opponent to set them up for an air combo. Against medium characters, try
not to use the rising H as a counter; against heavy characters: do it
against a wall and as a counter; as for light characters: all I have to
say is...use it against a wall and as a counter if you want, but whether
or not if it is used a counter, you must delay then start juggling. As
you can see in the Combos section, currently, there are only seven
good juggles. Sasuke doesn't have the most juggles in the game, but the
juggles he does have are very good, but difficult, and damaging. 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.
Just do the Dragon Launcher or an attack that launches them like that,
then do some crazy juggling. His best juggle is the Dragon Launcher,
then the Double Backflip Slash (H+L, H+L, H). It works against all
weight classes, and always works, if you do it fast enough.
________________________________________________________________________
Beating the CPU is easy, just dizzy them with the Jump, S then do
Combo 2 (or 6). That's all it is to it. You can also do that to a human.
Just call it the..."Overkiller." Don't use it too much against a human,
it may make you seem like a "scrub," and in this way, you only know how
to do one attack, and you use it over and over.
____________
Comparisons:
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Sasuke is extraordinary. It requires a little skill to use him
effectively and very well. Otherwise, you'll be a dead duck when playing
against pros and intermediate players.
Sasuke and Cloud are pretty similar. First of all, Sasuke has Cutting
Rage, while Cloud has Climhazzard. Those two moves are similar. Sasuke
slices into the opponent's body to stun them and then slashes them up
into the air. With Cloud, Climhazzard, he slices into the opponent's
body, stunning them, then does a low slash upwards to cause the opponent
to fly into the air. That's a similarity. Also, with throws. They both
have suplexes and things like that. Also, they both have a slide. And,
of course, they both have a sword that can be lethal. They both have
a sword attack when their Special Gauge is out. But Sasuke is faster and
has one stronger juggle and longer moves. Sasuke and Cloud, they have
many similar attacks, Special or not. Welps, that wraps it up. Sasuke is
a much easier character to use. Yuffie is somewhat weaker than Sasuke,
she doesn't have very good juggles, and her potential launcher is the
basic M, but it does launch them pretty high and she has some good
recovery time so she can juggle, but I think Sasuke is easier and/or
better to use.
Sasuke has one very deadly juggle. What your preference is, is what
your preference is. Sure, Cloud is good, but of course, you have to know
how to use him well. Sasuke has some better speed and a damaging juggle,
but Cloud is a much different guy to use.
________________________________________________________________________
Part 6: Move Analysis
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In this section, I will rate every move I know Sasuke 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
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6.1 Basic Attacks:

Ninja Punch: H |H 8
|10
Pretty good for starting mix-ups and stuff, but not very good by
itself, possibly.
________________________________________________________________________
Rising Dragon^&: (H) |H, M 3
|10, 20

Alright, the certain condition for Interrupting is only the first hit,
the second hit can't be Interrupted.
________________________________________________________________________
One-Two Slash: H, H, H |H, H, UM 8
|10, 10, 15

Good to use as a mix-up (HHH, HHL, HH*H, etc.). Also good for damaging
juggling.
________________________________________________________________________
Ninja Rush: H, H, L |H, H, L 8
|10, 10, 20

Like above.
________________________________________________________________________
Ninja Sword Rush: H, H, H, L, H |H, H, UM, L, UM 8
|10, 10, 15, 14, 14

Ahh...a good attack for a Basic Attack...very good for juggling...
insane juggling, that is!
________________________________________________________________________
Backflip%: H+L |M 8
|15

Umm...good by itself, you can do this then do some juggling...
________________________________________________________________________
Double Backflip%: H+L, H+L |M, M 8
|15, 10

Has some good recovery time, if your opponent blocks it, just wait for
Sasuke to land and do something else.
________________________________________________________________________
Double Backflip to Slash&: H+L, H+L, H |M, M, UM 6
|15, 10, 20

The certain condition for Interrupting is...only the last attack (H)
can be Interrupted. If your opponent blocks the first two attacks, don't
push H again...it has horrible recovery time.
________________________________________________________________________
Overhead Slash: H+S |UM 6
|25

Can be used as a little mix-up (H+S, H; H+S; H+S, *L).
________________________________________________________________________
Cutting Rage: H+S, H |UM, UM 6
|25, 15

Like above.
________________________________________________________________________
Shin Cutter: L |L 6
|10

If your opponent blocks it (or doesn't), you should continue with the
Somersault Rush. Also, since Sasuke backs up a little when doing the
Shin Cutter, you can dodge high and middle attacks.
________________________________________________________________________
Somersault Rush&: L, H, H |L, M, M 7
|10, 20, 25

The certain condition for Interrupting is only the L can be
Interrupted. Anyway, the H's can't be Interrupted so if you hit your
opponent with the L, you should continue with the H, H.
________________________________________________________________________
Bamboo Burial%: L+S |UL 8
|20

Can avoid high and middle attacks. And it's not Interruptable!
________________________________________________________________________
Bamboo Burial Strike^%: L+S, L |UL, UL 8
|20, 20

Like above...except for one thing...if your opponent is on the ground
and dizzy, just do this and you'll hit the opponent once. Also, if your
opponent attempts to attack you when doing the L+S and they miss (which
they probably will), continue with the L to hurt them.
________________________________________________________________________
Slash Kick^: G+H |M 2
|18

Useless, pretty much...
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6.2 Executed Attacks:

Agitouchi Left: QCF+H |M 7
|17

Pretty good for a "quick low step" to hit your opponent.
________________________________________________________________________
Agitouchi Right: QCB+H |M 7
|17

Like above.
________________________________________________________________________
Dragon Launcher^: rising H |UM 8
|25

A strong, good manual launcher. To do the rising H manually, when you
are fully crouched, release G and push H directly after releasing G. Of
course, you should only do it when your opponent is dizzy, so you can do
some very damaging juggling. This is a rising H, which means, you can do
it after certain low attacks and right before you rise, you can push H.
________________________________________________________________________
Kinen Slash: FC, H, H, H |UM, UM, UM 6
|15, 15, 30

You can avoid some high attacks with this.
________________________________________________________________________
Kamikaze% (above opponent): H+L |UM 1
|30

True to the attack's name (kamikazes are suicidial pilots, basically),
this attack, if done in real life, is a suicidal thing to do. It has the
worst range ever, he uses his head! Luckily, he has a helmet...
________________________________________________________________________
Tsunami Kick (rH for FC, L): FC, L/G+L |L 6
|15

It's good for a quick good shoe-in...you can also use it as a mix-
up...just see below for some other similar things...
________________________________________________________________________
Tsunami Double^&: G+L, H |L, M 6
|15, 20

The certain condition that can't be Interrupted is the H. It's good if
your opponent fails to Interrupt or just blocks the G+L.
________________________________________________________________________
Shinobi Cannon: Step, L, H |M 5
|25

The first L is just a "nap." This attack is pretty good, depending on
when you use it.
________________________________________________________________________
Shinobi Sweep: Step, L, L |L 5
|20

Like above.
________________________________________________________________________
Ninja Deception: Step, L, L, H |L, M 5
|20, 20

Same as above.
________________________________________________________________________
Komayomai: 360°+H or L |UH infinitely 2
|5 each hit

Well, it's TOO easy to get away from, just hold G when it is being
done on you! You'll (the "victim") will crouch and the attacks will
miss, since this attack just attacks High, then you can attack back.
________________________________________________________________________
Dragon Slash (rA): H (getting up) |M 3
|10

Pretty quick, but it can be Interrupted.
________________________________________________________________________
Kaiten Ashibarai^ (rA): L (as above) |L 3
|10
Like above.
________________________________________________________________________
Head Spring%: H+L (as above) |M 3
|10

**NOTE: This occurs when the opponent is away from your character's feet

Quick start-up and recovery time.
________________________________________________________________________
Rotational Kick: H+L (as above) |L 3
|10

**NOTE: This occurs when the opponent is away from your character's head

Quick start-up but slow recovery time.
________________________________________________________________________
Hop Kick%: G+H+S |M 3
|15

It can't be Interrupted, that's a good thing, but has pretty slow
start-up and even slower recovery time.
________________________________________________________________________
Flip Slash Cut%: G+L+S |UM 3
|18

Pretty strong, it's quick, but slow recovery time. And can be Two-Hand
Grabbed.
________________________________________________________________________
Jumping Slash^&: Jump, H |UM 9
|20

The certain condition of Interrupting is if you push H when Sasuke is
already almost on the ground, resulting in a ground Slash. Otherwise,
this attack is quick, it's strong, and too good to be true!
________________________________________________________________________
Landing Tsunami Kick^: Jump, L |L 7
|15

You can use this to jump over an opponent and hit them when they're
back is turned.
________________________________________________________________________
Landing Tsunami Double^: Jump, L, H |L, H 7
|15, 20

Like above.
________________________________________________________________________

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6.3 Executed Walking Attacks:

Shadow Moon: H |M 8
|12

Similar to Slash Kick. Mix it up with the Low Thrust Hit and Water
Spider to hit your opponnet from time to time. If you hit with the Low
Thrust Hit, then continue on with the H to launch your opponent and
juggle.
________________________________________________________________________
Low Thrust Hit: L |L 8
|10

It's pretty good.
________________________________________________________________________
Water Spider: L, H |L, UM 6
|10, 25

Similar to Ninja Sword Launcher, although the rising H comes out
faster in this attack unlike other rising H attacks, that's why this is
an attack with an official name. If your opponent blocks the L, they can
counter, if they react quickly enough.
________________________________________________________________________
Spinning Demon (rH): L, L |L, L 6
|10, 14

Two pretty quick attacks.
________________________________________________________________________

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6.4 Executed Running Attacks:

Triple Slash: H, H, H |UM, UM, UM 7
|15, 15, 20

Quick start-up, pretty strong, but slow recovery time.
________________________________________________________________________
Dragon Slide^%: L |L 2
|10

It's quick, it's good, but if blocked, you'll lose too much power.
________________________________________________________________________
Sunrise%: H+L |M 2
|26

Like above.
________________________________________________________________________
Sunset: Tap G, H |M 3
|30

Not good like other characters where they attack and do a retreat kind
of thing...he just does a spinning roundhouse, and it can be
Interrupted.
________________________________________________________________________

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6.5 Just Frame (*=Just Frame point):

Sweeping Earth Slash%: H+S, *L |UL 7
|20

It can't be Interrupted, and can be used to fake out your opponent.
When you push L, it's after Sasuke raises the sword all the way above
his head and is about to slash, you push it before/right when he starts
moving, they're both the same. You could also push L 0.5 seconds before
he yells.
________________________________________________________________________
Kagehisa: H, H, H, *H |H, H, UM 7
|10, 10, 25

You can use this to launch your opponent then do some juggling. Right
before he yells, push H, not after, not during, or anything like that,
it's supposed to be right before.
________________________________________________________________________
Ninja Juggle&: (H), *H, H, H, H, *L |H, M x5, L 8
since it always hits as a combo: |10, 20, 4, 8, 7, 11, 15

This is probably the craziest Just Frame attack I've ever seen. The
total original damage for the attack is 65. You push the first Just
Frame H after the holding H attack...when Sasuke first starts to rise,
in other words, after you hear the collision sound, or when Sasuke first
starts to rise, push H. For the other H attacks after the first Just
Frame H, push the buttons rapidly. For the L, you push it after you hear
the collision sound or rather, right when you hear it.
________________________________________________________________________

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6.6 Running Against Wall:

Spinning Tackle Drop^%: H |UM 5
|30

Pretty good, but of course, slow recovery time.
________________________________________________________________________
Triangle Slide Kick^%: L |UL 5
|15

Like above.
________________________________________________________________________
Sunrise 2^%: H+L |M 6
|20

Good if your opponent is tailing you.
________________________________________________________________________

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6.7 Executed Throws:

Doormat% (front): G+H+L 7
________________________________________________________________________
Flip Back Drop% (Front): G+H+L, hold H or L 9
________________________________________________________________________
Double Back Drop%: G (after Flip Back Drop) 9
________________________________________________________________________
Assassination%: G (after Double Back Drop) 9
________________________________________________________________________
Blood Dance% (Left Side): G+H+L 7
________________________________________________________________________
Leg Stretch% (Right Side): G+H+L 7
________________________________________________________________________
Meteor Toss% (Back): G+H+L 9

You can juggle your opponent after this.
________________________________________________________________________
Dragon Grab^ (front): G+H+L , then: 7
H, H, H: Face Punch x3, Stun (sometimes dizzies)
|10, 10, 14
L, L, L: Hold Kick x3, Stun (sometimes dizzies)
|12, 12, 12
________________________________________________________________________
Dragon Toss^% (front): G+H+L, then: 6
Direction: Push opponent in direction holding
________________________________________________________________________
Dragon Takedown^% (running): G+H+L, then: 7
|10 each hit (including takedown)
H/L repeatedly (max. 3 hits), hits opponents
face, then a Leg Toss; release all buttons,
Leg Toss; hold H/L, Rolling Leg Toss;
Unblockable Tackle
________________________________________________________________________
Lightning Drop%: 360+G+H+L 8
________________________________________________________________________
All of the throws here were rated a 7 because they can be broken out
of at one or more certain points. The three-link Throw was rated a 9
because if you link them together, they can do big damage. The Meteor
Toss was given a 9 because it can open up juggling opportunities. But
the Special Throw was rated an 8 because, from what I've seen, there is
only one place where you can break out of, and that's early in the
beginning, and it does quite some damage.
________________________________________________________________________

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6.8 Special Attacks:

Shuriken: S |N/A 4
________________________________________________________________________
Makibishi: (S), L |N/A 4
________________________________________________________________________
Heaven Shuriken^: (S), H |N/A 4
________________________________________________________________________
Super Shuriken: (S) (3 seconds) |N/A x3 4
________________________________________________________________________
Flash Move Shuriken^: When running, S |N/A 4
________________________________________________________________________
Kemunimaku: Jump, S |Dizzies 10

Ahh...the infamous Smoke Bomb. You should jump straight up when doing
this because he backs up a little bit when you push S then throws it.
The angle is about 45 degrees. Anyway, if your opponent touches the
smoke, they'll become dizzy, then you can do some major juggling. But
beware, if you should touch the smoke, you can also become dizzy.
________________________________________________________________________
Katashiki: H+L+S (Special Meter full) |UM 5
________________________________________________________________________
Nap: H+L+S (Special Meter not full) |Restore Special 3

This leaves you open, but the GOOD thing about it is you restore
Special Meter gradually, if you let him Nap forever, he gets back up
automatically when about 45% is restored. To get out a Nap, just push a
direction and he'll roll out of it. If you are hit while Napping and you
don't push anything, Sasuke will just get hit, but will return to his
Nap.
________________________________________________________________________
Quick Slash^: S (Special Meter empty) |UM 3
________________________________________________________________________
If you charge a Special attack and you throw it, the attack does more
damage. For example, if you charge the regular Shuriken rather than
tapping the button, the damage wouldn't be 20, it would be about 34 or
something like that. You shouldn't do any Special Attacks except for the
Kemunimaku (Smoke Bomb), since you can do some major damage to your
opponents after throwing it at them. If you did have to use another
Special Attack, then the Katashiki would be okay. Kemunimakus take up
1/3 of your Special Meter, approximately. So...you can throw one
Shuriken (Heaven Shuriken, Makibishi, or Flash Move Shuriken), and three
Kemunimakus, but you have to throw the Shuriken (or the other stuff)
before you use the third Kemunimaku. Of course, you can always use the
Nap after knocking your opponent down (or something else) to restore a
little Special Gauge, so you can dizzy your opponent then and juggle
them.
________________________________________________________________________
________________________________________________________________________
6.9 Launchers:

Agitouchi Left: QCF+H |M 7
|17
________________________________________________________________________
Agitouchi Right: QCB+H |M 7
|17
________________________________________________________________________
Kagehisa: H, H, H, *H |H, H, UM 7
|10, 10, 25
________________________________________________________________________
Water Spider (walking): L, H |L, UM 7
|10, 25
________________________________________________________________________
Dragon Launcher^: rising H |UM 8
|25
________________________________________________________________________

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6.10 Combos:

Combo 1: DL, #Flip Slash Cut 8
________________________________________________________________________
Combo 2: DL, #H, H, H, L, H 9
________________________________________________________________________
Combo 3: DL, #H, H, H, #H, H, H, L, H 9
________________________________________________________________________
Combo 4: DL, #(H), *H, H, H, H, *L 9
________________________________________________________________________
Combo 5: DL, #H+L, H+L 9
________________________________________________________________________
Combo 6: DL, #H+L, H+L, H 9
________________________________________________________________________
Combo 7: Agitouchi Left/Right, #(H), *H, H, H, H, *L 8
________________________________________________________________________
You may have noticed only one attack was given a 10, that is because
most attacks have one or more weaknesses.
The combos were rated a 9 because they really can't be broken out of,
but they can only be done on certain conditions, and if your opponent
has the right timing, they can Flip Out. Okay for...

Combo 1:
All weights: You have to use it as a counter hit, and as soon as you
launch them, push G+L+S

Combos 2-4:
Lightweight: You have to have to delay it a certain amount
Mediumweight: You can use it as a counter hit or not, but preferably,
not as a counter hit, so after you are done launching,
just push the buttons
Heavyweight: Same as medium

Combo 5-6:
All weights: Doesn't matter how you launch them, just launch them and
push the commands; his easiest to do juggle, if you know
you won't be able to execute combo 3, then do combo 5 or 6
instead

Combos 7:
All weights: Doesn't work well on any weights, but can only work on
lightweight characters
________________________________________________________________________
________________________________________________________________________
6.11 Taunts

Closed Stance^: Up/Left+Start
________________________________________________________________________
Spin Chop^: Down/Right+Start
________________________________________________________________________
Part 7: Sasuke VS. CPU & Person Guide
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I have no real strategies against humans, but...I'll include it here
somewhere. If you wanna see some real strategy, see Mike's Ehrgeiz
Expert FAQ...VERY in-depth, if it wasn't for his FAQ, I wouldn't be
practicing again! The first part about the Death Trap is for the CPU,
the second paragraph, if there is one, is little human strategy, as I
said earlier, READ the Expert FAQ, if you want to learn how to play
(better)!

VS Inoba:
Overkiller (just dizzy the opponent with the Jump, S and keep doing
combo 2).
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:
Overkiller.
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:
Overkiller.
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:
Overkiller.
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:
Overkiller.
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:
Overkiller.
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:
Overkiller.
Same as Naseem, but his 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:
Overkiller.
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):
Overkiller.
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):
Overkiller.
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:
You can't do the Overkiller, so keep on reading to know what to do.
Possibly the most difficult character Sasuke can go against, since most
of Sasuke's great attacks are high and middle, so it's pretty difficult
to hit Django. At least Django can't block. But the problem is, Django
can only be thrown two ways and he can't be dizzied. Start with a slide
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), wait for him to get up and do
a juggle. Move back a little bit, if he does a Knights of the Round Dive
attack, just do another juggle and attack him with high or middle
attacks while he is in the air. Just keep doing that. But sometimes,
Django doesn't do the Dive attack, so you'll have to knock him down
quickly. Sometimes the Renmen Slash or Double Backflip Slash hit him.
I have no real strategy against a human Django player.

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 a Jump, S.
Also, if you fail to knock down the box, just run at it. Break the boxes
by throwing them at him and throw the knives at him. After you hit him
with the knives, he dies, get all the items (including Han's leg) and
then get the Ehrgeiz that falls into the center of the arena. See the
ending and see the "After getting Ehrgeiz" text and celebrate (maybe).
You can't really use Red Scorpion (known as "?") unless you use a
GameShark code in the PSX version. But if you do fight against someone
who does use a GameShark code, choose a stage with boxes, so you can
break them and throw the weapons at Red Scorpion.

PSX Characters:

VS Sephiroth:
Similar to Cloud, but Sephiroth's sword is much faster, but weaker,
and his physical attacks are stronger, but just a tiny wee-bit slower
for some of his attacks.

VS Vincent:
Same as Godhand, but some of his Vincent's attacks are shorter
or longer. Also, Vincent Jump, S is a shooting one, not a grenade like
Godhand's.

VS Yuffie:
Same as Sasuke, except Yuffie has a few different attacks, but she
still has the Smoke Bomb to dizzy you then damage you for a lot of
damage.

VS Koji:
Watch out for his S Throw, it's cheap, quick, and does a lot of
damage. If he does the Running Tackle in an attack (...L, H), the H
would be the Running Tackle, push G just before the Running Tackle hits,
like an Interrupt or Blade Catch. He has some ground attacks, but if
you are quick, it won't be much of a threat.

VS Clair:
I don't know much about her. But she has some good attacks, and she's
good at her wake-up games. Also, watch out for her Special, she can fake
you out with it if you try to jump to dodge it. If you do do that, she
can charge it and hit you when you come down.

VS Zack:
Same as Cloud.

VS Rio (Character Modifier GameShark Code):
Same as Django. Rio is a big dog/wolf that can be seen in the Arcade
version of Ehrgeiz. Just don't bother the game (or truly beat the game,
I forgot) after a while and you'll see Jo (wolf form) and this big dog,
Rio, chasing each other around in Naseem's stage.
________________________________________________________________________
Part 8: Plot/Storyline
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Fifty years ago, a mysterious weapon constructed from an unknown
material was discovered in the remains of an ancient German castle. The
blade of the sword was broken, and a mysterious stone was set in its
handle. That mysterious stone was a "Materia." The weapon came to be
known as "Ehrgeiz" and became the name and symbol of a tournament, which
would decide the world's greatest fighter. The sword was presented to
the champion as a trophy.
Meanwhile, a secret excavation of a Middle Eastern desert ruin was
ordered by a particular organization called "Red Scorpion". It was
rumored the ruins contained the secret of immortality. As a front, Red
Scorpion claimed to be an international organization established to
protect international archaeological treasures and ruins. In reality,
it is a weapons manufacturer collaborating to develop bio-weapons. They
hope to rediscover and use the technology founded by hyper-ancient
cultures.
After months of excavating, Red Scorpion located the ancient ruins.
They located the final door to the ancient ruins but it couldn't be
opened. A special key was needed...Does the key still exist? If so,
where is it? The strongest theory points to a mysterious stone set in
the Ehrgeiz sword. On the same day the door was discovered, the Ehrgeiz
stone radiated an eerie glow and brilliance. Legend says those who come
in contact with the stone will be overwhelmed with a burning desire to
answer a mysterious calling.
Koji Masuda, the defending and consecutive three-time champion is the
current holder of the EHRGEIZ. Like a magnet, the sword navigates Koji
to the Middle East and eventually the ancient ruin. The Red Guardians
are not at all pleased by this intrusion onto their secret finding, one
of the Red Guardians is Sasuke. Disregarding the call of the sword, Koji
has no choice but to flee the Middle East. If caught, he would surely be
executed.
Koji realized the danger of the tournament and the sword. It's far
more than a mere symbol of fighting experience. Understanding the sword
brings danger to his life, Koji reluctantly decides to withdraw from the
tournament and relinquish his right to the sword. In a letter to his
daughter Yoko Kishibojin, Koji asks her to succeed his will and use her
martial arts skills to regain the sword.
The ambitious, hoping to finally unveil the mystery of the ancient
ruings, are set on obtaining Ehrgeiz in the championship tournament.
Anticipation rises as the aircraft informing the public about The
Ehrgeiz Championship Tuornament flies around the world. The exhilaration
of the participants slowly began to puse through the air.

Source: Dream Factory Home Page - http://www.drf.co.jp
________________________________________________________________________
Part 9: Sasuke Info
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In this section here, I'll just put some information on Sasuke. He has
a pretty interesting story and I did edit some of the "Story" so it'd
sound a little better and have better grammar.
__________________
Character Profile:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name Sasuke
Age Unknown
Nationality Japanese (?)
Sex Male
Occupation Futuristic Ninja
Weapon (Special Attack) Shuriken, Katana, Kemunimaku (Smoke Bomb),
Makibishi (caltrops)
Weapon (Primary) Katana

Story:
Although it is evident by his appearance that he is a Ninja, Sasuke's
true indentity remains unknown, even to him. Presently, he works as an
agent for Red Scorpion - as a Red Guardian - but since he has a mild
case of amnesia, he cannot remember his true name. However, during a
mission to assassinate Koji Masuda, he notices the mysterious stone
embedded within the borken sword held by Koji. Believing this precious
stone will enable him to recover his long lost memories, Sasuke aims to
acquire the legendary weapon Ehrgeiz.
__________________
More Sasuke Info:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Sasuke is the only character to wield a weapon from the start of the
game. Sasuke's Special Attack grabs the opponent, then throws him/her to
a position where they are vulnerable to great distance attacks. Perform
constant Kokurenjin combos and use the Sokujin to send your opponents to
oblivion.
________________________________________________________________________
Part 10: Move Translations
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In this section, it's just some pointless stuff, but it has some
translations, that's all. Most of these are the original names, meaning,
the Japanese names translated into English, personally, I think the
moves translated into English sound better than the official American
ones. The translated words from the Japanese ones are mostly from
Enpingy's FAQ, but some of them, I had to translate it myself. I don't
have all of the Japanese names, but I tried to get a lot of them.

Original Japanese Name Translated into English Name
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Agitouchi Left Step Lifting Hit Left
Agitouchi Right Step Lifting Hit Right
Benkeiuchi Intestine Punishing Hit
Chigekizan Earth Slash
Chigenzan Earth Slash
Chisen Earth Flash
Chisenzuki Earth Flash Strike
Edaori Branch Snap
Fujinkyaku Axe Blade Kick
Fujinrakushyotenkyaku Axe Blade Drop Spin Kick
Gekizantoryu Slash Dragon Step
Hitoriizuna Single Head Smash
Kabutowari Head Split Cut
Kagehisa Joint Hit Dragon Image
Katashiki Teleport Skill
Kashyu Slide Kick
Kemunimaku Smoke Curtain
Kengeki Swordless Punch
Kinenzan Series Slash
Kokurenjin Cruel Joint Blade
Komayomai Dancing Joy
Kotensho Spin Upper
Kuzankyu Air Slash Kick
Makibishi Firey Death Sting
Mizouchi Full Hit
Mizugumo Water Spider
Rakushyo Major Drop
Rasendaishuriken Big Spinning Shuriken
Rengekisankyaku Joint Spin Kick
Rengekizan Joint Slash
Renmenzan Joint Front Slash
Sajin Curving Blow
Shundouchi Flash Move Hit
Soukojin Double Slash
Soukosho Double Upper
Sunakemuri Sand Smoke
Touchokyaku Reverse Jump Kick
Toukyaku Step Kick
Touryuzan Step Dragon Slash
Tousoutai Reverse Sweep Kick
Tsubameotoshi Swallow Drop

I recently got a Japanese dictionary, so I'm sure all of these
translations are pretty accurate, but since they are done by me, they
probably aren't completely right, but they are close enough. If you have
any major corrections, just E-mail me.
________________________________________________________________________
Part 11: Basic Stuff (Basic Moves available to all characters)
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Running:
Unlike the "dash" function of other popular fighting games, in Ehrgeiz
you actually run! Your character can run in eight different directions;
just hold in the direction you wish to run. This comes in handy for many
techniques and for safety reasons; you can hide behind boxes and various
objects on the screen, or you can use the run to initiate an offensive
attack. Also, you can run away from your opponent.

Walking:
Muhammad Ali, eat your heart out. One of the great things about
Walking is it allows you to evade and retaliate without running out of
control and possibly forcing you to miss. Also, you get more control
and less running. Another great thing about Walking is the CPU still
thinks you're running. Try this: Walk, when you see an opening, move
towards your opponent, Throw them. Instant takedown without running like
a chicken with it's head cut off. To Walk, hold G while moving and
you'll move while facing your opponent so you'll be able to block high
and mid attacks without staying in one place. There are some cool things
you can do while Walking. You can also initiate offensive attacks while
Walking.

Blocking:
Blocking in Ehrgeiz can be tricky. The basic technique is similar to
that of Tekken, in which your character blocks automatically when the
joystick is in a neutral position facing your opponent (blocks high and
mid attacks). You can also hold G while moving (not crouching) and your
character can block high and mid attacks. To block low, just hold Guard
while standing in one place to Crouch then you can block low attacks,
but you can't move. You cannot block Unblockable attacks.

Fully Crouch:
Unlike other fighting games, crouching is done in a different manner.
To crouch, you must hold G until your character crouches. This can be
used to do some offensive attacks or to block low attacks. After you
have crouched and you want to stand up again, just release G.

Jumping:
Tap joystick twice in direction you wish to jump or hold G and push S
(hold G+S to jump higher). Use jumps to surprise your opponent and/or
set up an offensive attack.

Throwing:
The argument will continue for generations - for all of the fighting
game players who think throws are "cheap," there's an equal number of
game designers who continue to include throwing as an integral element
of their games. Throwing is generally best used when your opponent is
"turtling;" i.e. standing around and waiting for you to attack so he or
she can counter. Simply press G+H+L to toss 'em into the action. There
are different variations of throws; each person has quite a few. You can
always hold G then push H and L to do a throw. There are different types
of throws.

- Regular Throw: G+H+L (can hold buttons, push buttons, hold direction,
do it from different body parts of opponent, etc.)
- Tackle: Running+G+H+L (push H/L for a max. of three hits, don't hold
anything for a Leg Toss, hold H/L for a Rolling Leg Toss)
- Special Throw: rotate joystick 360 degrees+G+H+L

To do a Special Throw a pretty easy way, hold G and rotate the
joystick 270° very quickly then push and hold H+L while still holding G.
There are two types of breakouts from throws:

- When being grabbed/thrown and you want to break out of it, push G
while your character is blinking white and you will break out (harder
than it sounds), you need the right timing to break out of it
- To prevent being tackled (running G+H+L), push G just before the
tackle hits your character (similar to Blade Catch and Interrupt)

Special Attacks:
Performing Special Attacks are easier than ever in Ehrgeiz; just press
the Special button! Unfortunately, you have a limited Special Gauge that
only allows you to use a certain number of attacks or for a certain
period of time. When your gauge is completely empty, there is a Special
Attack for each character that does something. These are usually
unblockable. All Specials SHOULD be unblockable. Some people just don't
understand there is a limited Special Gauge and when you use it all,
there is no more, unless you get a Special Item.

Launchers:
You can use launchers to setup difficult juggles. As with one other
type of fighting game, the VS series, you can launch your opponent in
the air, but in Ehrgeiz, there's no such thing as an Infinite, and it's
much more difficult to do a good juggle. Anyway, each character has a
few launchers. Usually, the basic M is one of their launchers, but some
characters have their basic M in a Basic Attack. So, there are usually
only two launchers per character, but that might be proven differently.
The first launcher is the basic M, the other one, you will have to find
it for yourself. The other launcher is usually better because the
opponent is launched higher in the air.

Rolling:
When on ground, just push direction you wish to roll. Or when
standing, hold G and push the direction twice in which you would like to
roll twice. Use the roll to avoid obvious ground attacks and Special
projectiles. Rolling also acts similar to a Rising attack, but it only
works for H and L for most characters if you push the button in the
middle of the roll. The character will do the attack as soon as they get
up. So, you can roll to set up an offensive attack.

Evade:
When running, tap G once and your character will turn become partially
transparent and a kind of lightning beam will surge through them and
spin around. This can also be done in the air (when you jump); it can be
used to advance your capabilities of movement in the air. Use this to
dodge projectiles coming towards you. You can tap G repeatedly to dodge
multiple projectiles. This can also be used to Evade any types of
Special attacks.

Step:
Once fully crouched, tap the direction you wish to step. You can
setup offensive attacks with this, or take a quick small retreat from
your opponent.

Rising Stuff:
I will still call this stuff "Getting Up Stuff" so it won't cause
confusion in the move list for rising attacks. The first four on the
list are not attacks, the last four ones are attacks, though. Here's the
Getting Up Stuff I know of so far:

- G: Rise in position with limited invincibility
- Direction+tapping G: moving Evade
- Direction: roll
- G+S (when on back): Jump Rise
- G+S (when on stomach): reverse Jump Rise
- L: rising low attack
- H: rising middle attack
- H+L (opponent away from head): Rotational Kick
- H+L (opponent away from feet): Head Spring
[See Recovery for something similar to Getting Up]

Recovery:
Use this to your advantage. As with one other fighting game (SFA3),
you can land safely when you are knocked into the air. Before you fall
to the ground, push G while airborne. Use this to surprise your opponent
and get in a quick hit before they can react. It also reduces damage
(slammed into the ground gives extra damage) and the chances of being
juggled when knocked high into the air. There are two types of
Recoveries:

- Before your character is slammed into the ground, push G: you will
Recover with limited invincibility
- Anytime in mid-air, push G and hold a direction: your character will
either Recover or roll in the direction you are holding, depending
when you push G and hold the direction

Interrupt (Counter in US Arcade version):
Push S right before impact of hit. You can only Interrupt physical
attacks. If you have an empty Special Gauge, you cannot do an Interrupt.
Interrupts take up some of your Special Gauge. Somehow, if you can
provoke your opponent into wasting their Special Gauge quickly, they
can't Interrupt and are forced to block your attacks if there is no
other way. Most ground attacks can be Interrupted, but airborne attacks
can't be Interrupted because, well, you can't hold someone's whole body
then attack them, unless you're very strong...but that's not how it is
in this game. You also can't Interrupt some very Low attacks.

Blade Catch:
Right before impact of hit with a sword, push G. Your character will
grab the sword with two hands and throw the person to the side. To break
out of a Blade Catch done on you, just Recover (push G before character
falls to ground. To do a Blade Catch, push G right before a sword hits
your character. This won't work if you tap G repeatedly.

Just Frame Attacks:
Just Frame attacks are attacks when you can push the button(s) at
certain frames of certain attacks to continue the combo. There's only
one time when you can push the button(s). And that's near the middle
frame of all of the frames of the attack (exp. L,*H, when the Low Kick
is all the way out, that's the middle frame because he still has to put
his leg back, then push H), push the button that goes along with the
Just Frame. Also, here's another way: when the attack hits your
opponent, after you hear the colliding sound from the hit, push the Just
Frame buttons. Just Frame Attacks don't require you to hit your
opponent: you can just wiff the attacks or push the button at the right
time, although, some Just Frame Attacks DO have to be done by wiffing or
hitting your opponent; you can tell if you have to hit your opponent if
the attack you have to do before you do the Just Frame button pushes is
blocked and your character is partially stunned, so you can't continue
the attack. These work for most characters. Despite what I believed,
Just Frame Attacks are Counterable, but it's very difficult to do so.

Taunt:
Some taunts are attacks (if an opponent runs into you while Taunting),
it depends if your character's Taunt has something that could hit your
opponent; to Taunt, hold the joystick in a direction and push Start.
Characters may have more than one taunt. Some characters have funny,
cool, or just plain odd taunts.

Special Objects:
Any advantage you are able to gain over your opponent - even a minor
one - can be magnified greatly in battle. Various stages in Ehrgeiz
contain power-ups that can advance your character's defense status and
attack status, refill some Energy and Special Gauge, give points, and
other various things; they can be found in the boxes that are scattered
throughout the game. Pushing the boxes at your opponent during the
course of a match can cause them to break and release objects that can
upgrade your fighting status. To break a box, simply use the Throw
command (G+H+L) when you are facing it. Your character will grab the box
and throw it at your opponent. Or you can hit it at your opponent with
an attack that hits low or middle. A box hit/thrown towards a character
is unblockable (must be thrown or hit; if you hit it, there must be
enough speed).

Special Weapons (Objects):
By request from Enpingy , I have included this
section that has to do with the Special Weapons you can pick up from
normal boxes. This may only seem as a little advantage when compared
with people's attacks. But, people may not notice it can be helpful if
used wisely. All of the Special Weapons are unblockable, use it wisely
to your advantage. As said earlier, "any advantage can be magnified
greatly in battle." You can pick up weapons, drop them, and throw them.
To pick up a Special Weapon, you must move into it. To drop the weapon,
push G. To throw them after you picked up a Weapon, push H or L. No
Special Techniques are known you can do with a Special Weapon. There are
a couple of weapons you can pick up; the current ones known are:

Sword It's a pretty strong weapon to throw.
Axe This may be a little stronger than the Sword. It's just an
axe that you can throw.
Dynamite Now, this Dynamite is an odd Special Weapon. It has an
unknown timer so you aren't really aware when it will blow
up unless you focus on it and see it blinking. So you
should use this with care. The timer is about as long as
Godhand's Time Bomb or whatever it is, if Godhand doesn't
push G.

Character Weight Classes:
Mike Allen told me what characters are in what classes. Light
characters rise high and descend pretty slowly. Medium characters rise
pretty high and descend at an average speed. Heavy characters rise lower
and descend quickly. Here they are (for PSX version):
______ ________________ ______________ ______
Light: Medium (female): Medium (male): Heavy:
¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯
Yoko Claire Cloud Godhand
Jo Yuffie Han Inoba
Tifa Koji Django
Naseem
Sasuke
Sephiroth
Shuwen
Vincent
Zack

Battle Mechanics:
Okay, the battle mechanics of Ehrgeiz really isn't difficult to
understand. Each attack has its own damage, and everything from then on
is based on it. When an attack is used as a counter hit, you multiply
the original damage by one and one-fifth, and that's the new damage. You
also round up if there is no definite number for the damage. To know the
original damage of an attack that was used as a counter hit, you
multiply that damage by four-fifths. You also round down if there is no
definite number. If an attack is part of a combo, the second hit or
beyond that, you multiply the original damage of that attack by
four-fifths and that's the new damage. You also round down if there is
no definite number. To know the original damage of an attack that was
done in a combo, multiply the damage for that attack by one and
one-fourth. You also round up if there is no definitive number. To make
it easier to understand...

- counter hit: original damage multiplied by 1.2 (round up if not whole
number)
- combo (2nd hit or beyond): original damage multiplied by 0.8 (round
down if not whole number)
- original damage of attack used as a counter hit: new damage multiplied
by 0.8 (round down if not whole number)
- original damage of attack used in a combo: new damage multiplied by
1.25 (round up if not whole number)

The same rules apply to attacks done on your opponent when they are
jumping or rolling (damage deduction).
For some attacks, the damage reduction is one less than if it was
reduced for another attack. In other words, get the reduced damage, then
add one to that and you have the new damage.
Also, if you do an attack as a counter hit, it stuns the opponent
longer, and if it's a launcher, it launches them higher, and you already
know about the damage.

One more thing:
For some attacks that have a G, you could hold G then push the buttons
while still holding G. In the "Throwing" part of this section, it has
already been noted you can hold G then push the buttons.
For 360 degree moves, when you push the button(s), you have to hold it
until the move is done. Also, you don't have to rotate it 360 degrees,
only 270 degrees, like it is in other fighting games.
________________________________________________________________________
Part 12: Secrets
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________________________________________________________
Evil Panel:
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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:
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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:
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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:
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- Cloud: no help needed, just beat the game with Yuffie
- Godhand: you need to know how to play Othello, but you have to go fast
in Battle Panel, since you have to run around and lay down
panels, also, try to get the best (and closest) panels; you
can also keep tackling your opponent; then when you get Evil
Panel, you can keep killing your opponent, then lay down
panels
- Han: no help needed, just kill Red Scorpion and get Ehrgeiz
- Inoba: when playing Beach Battle, after the word "Ready" disappears,
count two and one-half realtime seconds, just as you count the
last half, start pushing X and O rapidly; when you are close to
the finish line, push Square which is a tackle, so you'll get
extra speed, except for the second beach battle race, push []
right when you touch the line
- Jo: no help needed, just beat the game without using continues, if you
you use continues, even if it is on Very Hard, you're not as good
as you may think because human opponents are much more difficult
than a pre-programmed opponent
- Naseem: use a method of playing that will get you a lot of Perfects
and that won't allow you to die easily
- Sasuke: you can either...
A) use Jo (in wolf form) or Django against a human opponent, and
partially launch the opponent and keep pushing L
B) use Cloud against Django, then launch Django in the air and
repeatedly do the Soldier Double Low (L, L), but you'll have
to delay a little bit between L's
C) use Godhand against a human opponent, move your opponent into
a corner, set your opponent to "No Guard" or "Counter" and do
Maha Punch
D) use Shuwen against Django, keep pushing L, H against Django
with Shuwen
- Shuwen: no help needed, just get the Extra Opening Movie
- Tifa: no help needed, just beat the game with Vincent
- Yoko: no help needed, just beat the CPU in Battle Runner
________________________________________________________
Fight Cloud and Tifa:
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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 13: 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. Two of Sasuke's Just Frame attacks require you to
push the button before the attack is done.

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 Vincent, Sephiroth, 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, Vincent, Sephiroth,
then Koji, and if I do make one on Yuffie, then that will be last. If I
make FAQs on other characters, then, well, just expect them to be made.

Are there any endings for anyone?
Yes, there is. To get it, you have to beat the game. Then fight that
red guy, "Red Scorpion" but some people call him "Armored Django", well
whatever the name is, you have to kill it. Just break those 2 boxes
containing the knives on those altar-like things, and throw them at him.
Then he will disappear and stars and coins will pop out of his now-gone
body, you must collect them all. Afterwards, the Ehrgeiz will fall down
into the center of the arena. There is no ending in the arcade version
for anyone, I think.

What is "Just Frame"?
I'm not sure, but I always thought "Just Frame" was in reference to
the detail that the "Just Frame Combos" had only a few frames where you
had to press the button to continue the combo. Unlike the regular
combos where you could press the button in a relatively wide time
period, some of the "Just Frame" moves really were just a few frames.
Here's an example:
Zack's Chain: H, H, L, *H, H
Do the H, H, L combo just by pushing it, then pause for a certain
amount of time, then push H, H which is after the *. You push the first
attack of whatever is after the * at the middle frame of the attack
before the *, in other words, if you hit your opponent, after the
hitting sound, push it, don't try to time it, just push it after you
hear the sound. But if you wiff the attacks, then push it at its middle
frame.
You know if you did it correctly if there is blue sparkling stuff
coming out.

What does "Just Frame" mean?
Well, I don't know the exact answer, but see above. I guess you could
call it a "pause just for a certain period of time" or something like
that.

Have any questions or if you can help me answer any questions that need
confirmation, then E-mail them to lbdangc@aol.com
________________________________________________________________________
Part 14: Special Thanks
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Mike Allen corrected me on many things and told me many of his opinions; Strategy
ideas coming from him and his Expert 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:
Publishing the game

Jason Wilson:
"More Sasuke Info" and some of the Japanese move names

Ilja J. Sillman AKA faust :
I got most of the moves and some translations from his Sasuke Guide.
You should see it.

Enpingy :
I got some of the moves and translations from his Move List. You might
want to see it.

My Cloud FAQ:
The people whom I need to thank other than the ones here are in that
FAQ.
________________________________________________________________________
Part 15: Author Information
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Dan GC
E-mail: LB Dan GC@aol.com
Web page: None
still in the process of creation
ICQ: None

"You're funny. But keep it up and you'll just piss me off." ~ Xenogears'
Fei
Don't plagiarize! It's bad! And always give credit where it is due!

Some NEWS:
Well, on Saturday, May 8, 1999, I played against Mike and his friend,
Dave. I stayed for over three hours. When I first played against them, I
was getting the feel of the game, and trying to learn their strategy, so
it took me a while to do that. I used Cloud and Sasuke the most, while
they used everyone, except for Django. I got a few EXCELLENTs and
PERFECTs against the both of them, but they got some, too. Actually, I
only got two PERFECTs on Mike, as for the rest, there were done on Dave.
But I got more on them than they did on me. For most of the matches
where I didn't win and only won one or two rounds, I usually annihilated
them, I truly mean it. When I went up against Dave's Koji, I beat him
two rounds easily, then he beat me the next three rounds, then I beat
him the next round. For the fourth round, we were at the end of our
power, well, at least he was, I made a mistkae then he pushed S and got
me in Koji's Special. I broke out after the four punches (I had no power
left!), then I killed him. For the last three matches I had against
Mike, he beat me in all of them. I beat him one round for the last match
(he had Tifa), I did win one round against his Koji (second to last
match), and for the third to last match, he used Sephiroth, he also beat
me in that one. But I almost beat him (power-wise, not rounds-wise). I
also won one round when he used Sephiroth. Mike whooped my ass!
I never threw once when playing against Mike and Dave, I hardly used
wake-up (rising) attacks), and only used Sephiroth's sword once, the
same thing for Cloud. I just attacked and stuff, I tried to do a Special
Throw with Cloud, it came out both times when I did it, but it didn't
connect.
Mike's a really nice person, he complimented me when I did something
good and whatever. Whenever I did do do something good on Dave and Mike
complimented me, Dave would say, "Commentary, Mike." I think it means
commentary means "series of comments." So Dave was basically saying, in
my point of view, "You're making too many comments, Mike." Dave would
usually say that whenever I dizzied him with Sasuke's Smoke Bomb (Jump,
S) and Mike would say something. I used a lot of juggles with both Cloud
and Sasuke. I saw Dave try to do Cloud's H+L, LLH juggle a couple of
times on me since he saw me do it a few times and it always connected,
but when he did it, it never connected.
Mike also put pillows under my head when I first layed down on one of
the beds in the room. My back was hurting from sitting up (I was playing
against Dave the time it started to hurt), so I lay back to relieve some
of the pain, but I could barely see, so then he said, "A pillow, Dan?"
then he put a pillow under my head without me answering, but I would've
said yes anyway. Then a few seconds later, he put more pillows so I
could see better, and it helped.
We played a lot of matches, like 32 or something, I don't really know
the true count, but that's basically it. I beat Mike in one match, and
I don't really remember who he or I used. I beat Dave like three times.
Mike beat me about 20 times. That's all for now. If I ever get to play
against Mike (and his friends) sometime much later in the future, I'll
be ready and be much better than I was when I played him. I need to
throw and do rising attacks more, but I don't mind. I'll work on those
some day.

I've been thinking of what should and should not be in Ehrgeiz 2. In
the Expert FAQ, there is already stuff they already don't and do want
in part two of Ehrgeiz. Well, I have some of their stuff, but I do have
extra stuff I'd like, too... I hope this stuff does appear in Ehrgeiz 2.
If Dream Factory reads the following stuff...then, it could be a good or
bad thing...

- No Interrupts
- No Partial Invincibility when getting up
- If there is a Quest Mode, make it like the real game, and everyone
would have separate stories, they could use the DVD Disc to put all
that info on one disc; also, some people could be partners, or even
more than just one or two persons, they could make it just like Tobal
No. 1 and 2 except make it even better
- More Mini-Games
- More Characters (keep everyone from Ehrgeiz and add more characters)
- If they had to have Interrupts, then make it something like this:
it would depend on how much Special Gauge you and your opponent have,
how much HP you and your opponent have, what attack(s) your opponent
is doing, and other stuff. The more Special Gauge your opponent has,
the less likely the Interrupt is to work against your opponent; the
same would apply if you had a low Special Gauge. Also, depending on
what attack(s), you may or may not be able to Interrupt it, but
instead, you would have something that could Interrupt at times if an
Interrupt could not be done even though it was done correctly, the
replacement would be an Interrupt Block, in other words, just a normal
blocking of the attack, but sometimes the Interrupt Block would also
not work. Also, if the Interrupt or Interrupt Block wouldn't work, you
would get hit by the attack(s), but damage would be reduced by half
from that one attack. Call that the..."Half Damage" or something like
that. So far, there would be an "Interrupt," "Interrupt Block," and
"Half Damage." That's quite some good stuff. If you had low energy or
your opponent had more energy, it would be less likely for the
Interrupt to work. There would be many factors determining if an
Interrupt, Interrupt Block, or Half Damage would occur. The above also
applies to Blade Catches, except there is only Blade Catch or Half
Damage for that.
- And some other stuff; I really think the above is really good and
would make Ehrgeiz 2 even better
________________________________________________________________________
Unpublished Work Copyright (c) 1999 Dan GC
________________________________________________________________________
END



 
Comments:
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