_________ __ / _____/ ____ ____ |__| ____ \_____ \ / _ \ / \| |/ ___\ / | |_| | _ \ \ \___ /_________/\____/|__| |_/__|\____/ THE FIGHTERS/CHAMPIONSHIP FAQ < mbison_alpha@yahoo.co.uk > Text Viewing Test ================= Are the two lines below the same length? If not, view using a font such as Courier New 10. 123456789/*-+/WWWW@@@iii abcdefghiJKLMNO)(*&#$%!~ Legal Stuff =========== Sega, Sonic the Hedgehog and all related characters are trademarks of SEGA. This FAQ has no relation to Sega, AM2, or any affiliates whatsoever. Contents ======== 1. Introduction 2. Updates 3. Command Input Key 4. General Gameplay Notes i. Barrier System Explained ii. Hyper Mode Explained iii. Evade Manoeuvre Explained 5. Character Move Lists (in 1-player opponent order) • Knuckles • Amy Rose • Bark • Espio • Tails • Fang/Nack • Bean • Sonic • Super Sonic • Metal Sonic/Metallix • Dr. Eggman/Robotnik 6. Secrets 7. Credits 8. Contact 1. Introduction =============== Sonic Championship is a one-on-one fighting game with a similar gameplay style to Sega's Virtua Fighter and Fighting Vipers series, but is based on the Sonic franchise. Despite being a popular franchise and genre, it is not widely acknowledged or popular, unlike many other Sonic based games. It had a wide release in Japan's arcades, and a limited release in the USA, but it never reached Europe. A home conversion was never released, but a Saturn port had at least been considered, and production of the game had allegedly begun before the Saturn was discontinued and production for the game ceased. The game's origination is quite unique:- Apparently, while producing the arcade version of the AM2 fighting game Fighting Vipers, one of its developers created a 3-D Sonic sprite using the engine just for fun in his spare time. When Yu Suzuki (head honcho guy) at the AM2 department asked to see what he had done, he suggested that they should create a fully-playable 3-D Sonic fighting game based on the Fighting Vipers' engine. They received permission from Sega's Sonic Team department to do so, and began work on the arcade version. 2. Updates ========== ??/7/2003:- first edition of FAQ ??/8/2003:- uploaded FAQ onto www.gamefaqs.com 18/8/2003:- added Updates & Credits section updated "Character Move Lists" section updated "Evade Maneouvre Explained" section 24/8/2003:- fixed some spelling mistakes updated "Character Move Lists" section 28/8/2003:- improved/re-worded some grammer updated "Character Move Lists" section generally added more detail to some sections 01/9/2003:- updated "Character Move Lists" section 06/9/2003:- updated "Evade Manoeuvre Explained" section 3. Command Input Key ==================== f,b,d,u joystick directions (forward, back, down, up); hold if capitalised db... diagonal directions (db,df,uf,ub); hold if capitalised P,K,G press punch, kick, guard (barrier) buttons, respectively + adjoining commands must be performed simultaneously , command separator Run Press and hold forward-forward on the joystick to run, then input the rest of the command described while still running PS. I will be refering to the "Barrier" button in the "Character Move Lists" section as G (for Guard) for reference to the general 'blocking/guard' button that all AM2 fighting games have. 4. General Gameplay Notes ========================= As mentioned in the Introduction, this game has a very similar fighting engine and gameplay style to that of the Virtua Fighter and Fighting Vipers series:- it has the standard AM2-style button setup - Punch, Kick, and Guard (known as "Barrier" in this game), and the general movements and input commands for special moves are also similar. Basically, if you've played either of the aforementioned AM2 titles before, then you'll know what to expect and will probably be able to get to grips with the gameplay quickly. Each character has basic movements they share like running, short & large jumps for example, but there are some uncommon exceptions, like the fact that every playable character can duck/squat apart from Bark. Every character also has some general moves that are shared with other characters (the Foot Stomp throw - d,d+K+G, for example), but to avoid complication, I have listed every common move for each character individually. Another reason for not doing a general moves section is that there are exceptions even in the most basic cases - Bark is the only character who doesn't have the Foot Stomp throw, or a triple standing kick combo, for example. Every character can climb up a wall by jumping backwards into it, or by running into it - if facing the wall. The moves you can do after jumping off the wall, are the same mid-air high jumping moves that each character possesses, as described in the Character Move List section. i. Barrier System Explained =========================== The first major difference between this game and other AM2 one-on-one fighting games is the use of the "Barrier" system. This system is the game's version of the standard AM2 guard button, in that when held, it will cause the player to defend their opponent's attack and receive no damage. However, each player only has a limited supply of Barriers (which is displayed at the bottom-side of the screen), and they can be broken with some attacks that are successfully defended against with the Barrier. Some moves the characters in the game possess are more effective at breaking through the defender's Barriers (like Sonic's Spin Dash for example, which can also sometimes take off more than one barrier at a time when used close). Some other moves are less effective at taking away a Barrier - like Sonic's 5-hit punch combo, which will only take off a Barrier if the last punch is blocked. Some other moves will not effect the opponent's Barrier-count whatsoever, like Sonic's triple standing kick combo for example. ii. Hyper Mode Explained ======================== The game also employs a similar aspect to that of Fighting Vipers with the use of the "Hyper" mode, which when activated allows the player to cancel almost any move into another (by 'cancelling' the previous move animation with a new one) for a short period of time - therefore creating large possibilities for big chain combos. Any playable character in the game can activate this by pressing b+P+K or P+K while jumping in the air. There is a downside though, as each time you do it you lose one of your Barriers, and may end up with none left if you use the "Hyper" mode too frequently (therefore becoming extremely vulnerable to attack without any defence). iii. Evade Manoeuvre Explained ============================== All the characters can also use a "dodge/evade" move similar to that of the Fighting Vipers' games, and that of the Virtua Fighter games since VF 3. This move makes your character side-step either once to the top of the fighting arena (away from the screen), or once to the bottom-side (towards the screen). This is performed by pressing G+P+K to side-step away from the screen, or by pressing f+G+P+K to side-step towards the screen. This can be used to evade oncoming attacks, although each character possesses some moves which cannot be side-stepped. While your character's performing an evade, if you press the Punch or Kick button while you're still moving, your character will perform a dodging attack. They will sidestep past their opponent and immediately follow up with either a single powerful strike or with the first move of a combo. This 'follow-up' attack varies between each character, and so I have stated what they are below in the Move List section for every playable character. - *Courtesy of SSONIKKU@aol.com* You can also evade up to two times in a row by pressing G+P+K twice after the original dodge/evade manoeuvre. However, if you try to perform it a third time, you will perform your character's Punch-button dodge attack instead. The other use for pressing G+P+K comes when you are knocked in the air, as it allows your character to land on their feet instead of falling on their back. PS. I have noticed that when you're extremely close to your opponent and they're not attacking you, that if you press G+P+K you will quickly dash round to the back your opponent, therefore making them vulnerable to attack. This seems to act like a throw, in that the opponent cannot move while the move aniamtion occurs, and therefore can only respond when your player's behind them. The opponent also has a confused _expression on their face during the move, in a similar effect to that of Amy's distraction throw. I have also noticed that the dodge towards the screen (f+G+P+K) is a lot more effective at avoiding oncoming attacks and opening up the opponent to attack, as it makes your character side-step quicker and farther than the standard dodge (G+P+K) allows you to. It takes you around the opponent at an almost ninety degree angle towards the opponent's side, whereas the standard dodge only shuffles you slightly diagonally to the direction your opponent's facing. 5. Character Move Lists ======================= Knuckles: Stage:- South Island Move Reference: Command Input: 2 Punches & Uppercut P,P,P Punch, Kick combo P,K Squash Slap f+P Uppercut df+P Spin Dash d+P Head-butt f,f+P Mule Kick f,f+K Side-kick K+G 3 Kicks K,K,K 3 Side-kicks df+K,K,K Swat Punch u+P Toe kick, Scissor kick u+K,K,K Jumping Toe-kick u,K Stomp U+K Diving Head-butt U+P Knuckles' Glide P+K Running Shove Run+P Running Drop-kick Run+K Wind-up Punch b,db,d,df,f+P Ground Stomp d+K (opponent floored) Super Spin Attack U,P Air Kick U,K Shouryuu Ken df,df+P Off-the-wall Glide b+K (against wall) Throws: 3 Dodging Punches P+G,P,P Foot Stomp d,d+K+G Opponent related throw f,d+P+G (can't use on Sonic, Tails, Bark & Knuckles) Evade Manoeuvre+P: Lunging Jab (can be followed up with a Punch & Uppercut: +P,P) Evade Manoeuvre+K: Toe kick (can be followed up with a Scissor Kick: +K,K) Amy Rose: Stage:- Flying Carpet Move Reference: Command Input: 3 Hammer Hits P,P,P Spinning Hammer f+P Uppercut Hammer df+P Squash Hammer d+P (squishes opponent) Kamikaze Slide f,f+P Hip Attack f,f+K Mule Kick K+G 3 Kicks K,K,K 3 Spinning Sidekicks df+K,K,K Jumping Vertical Hammer u+P Toe kick, Scissor kick u+K,K,K Jumping Toe-kick u,K Stomp U+K Diving Hammer U+P Running Kamikaze Slide Run+P Running Hip Attack Run+K Hammer Projectile d,df,f+P Ground Stomp d+K (opponent floored) Air Punch U,P Air Kick U,K Horizontal Wall Launch b+K (against wall) 3 Hammer Hits & Jumping Hammer P,P,P,u+P Throws: Head Vault P+G Foot Stomp d,d+K+G Opponent related throw f,d+P+G (can't use on Sonic, Tails, Bark & Knuckles) "What's that?" (distraction) b,db,d,df,f+P+G (makes opponent briefly vulnerable) Evade Manoeuvre+P: Flooring Overhead Hammer Evade Manoeuvre+K: Toe kick (can be followed up with a Scissor Kick: +K,K) Bark: Stage:- Aurora Icefield Move Reference: Command Input: 2 Punches, & Overhead Throw: P,P,P (have to be close for the last hit) Triple Squash Slap f+P,P,P Uppercut df+P Squish Thump, & Sweep d+P,P Double-footed Kick K Swat Punch u+P Jumping Toe-kick u+K Hip Stomp U+K Hammer-fist Pounce U+P Spinning Lariat P+K Running Shove Run+P Running Drop-kick Run+K Low Punch, & Sweep d,df,f+P,P Ground Stomp d+K (opponent floored) Air Punch U,P Air Kick U,K Hook, & Straight Punch b,f+P,P Squatting Punches df,df+P Barrier & Straight Punch b+P 2 Punches, One-handed Thump P,P,d+P Throws: Overhead Swing Slam P+G Tripping Head Smash f,d+P+G Double Hammer Blow d,d+P+G Bowling-pin Throw df,df+P+G Multiple Head Smashes b,f,b+P+G Overhead Giant Swing b,db,d,df,f+P+G Evade Manoeuvre+P: Lunging Squish Thump Evade Manoeuvre+K: Lunging Double-footed Kick Espio: Stage:- Mushroom Hill Move Reference: Command Input: Slap, Chop, & Uppercut P,P,P Slap, Kick combo P,K Short-range Tongue Attack f+P Overhead Chop df+P Horizontal Spinning Attack d+P Head-butt f,f+P Mule Kick f,f+K Side-kick df+K 3 Kicks K,K,K 3 Side-kicks df+K,K,K Swat Punch u+P Toe kick, Scissor kick u+K,K,K Jumping Toe-kick u,K Stomp U+K Diving Head-butt U+P Running Tongue Attack Run+P Running Drop-kick Run+K Long-range Tongue Attack b,db,d,df,f+P Ground Stomp d+K (opponent floored) Air Horizontal Spinning Attack U,P Air Kick U,K Backhand Chop df,df+P Horizontal Wall Launch b+K (against wall) Throws: Back Toss P+G Foot Stomp d,d+K+G Opponent related throw f,d+P+G (can't use on Sonic, Tails, Bark & Knuckles) Gripping Tongue Slam b,f,b+P+G Evade Manoeuvre+P: Lunging Short-range Tongue Attack Evade Manoeuvre+K: Toe kick (can be followed up with a Scissor Kick: +K,K) Tails: Stage:- Canyon Cruise Move Reference: Command Input: 2 Punches, & Lashing Punches P,P,P Punch, Kick combo P,K Squash Slap f+P Wind-up Uppercut df+P Spin Dash d+P Mule Kick f,f+K Side-kick df+K 3 Kicks K,K,K 3 Spinning Side-kicks K,K,K Swat Punch u+P Toe Kick, Scissor Kick u+K,K,K Jumping Toe-kick u,K Stomp U+K Super Spin Attack U+P Flying Charge P+K Face away from opponent d+P+K Running Shove Run+P Running Mule Kick Run+K Charging Lashing Punches b,db,d,df,f+P Ground Stomp d+K (opponent floored) Mid-air Super Spin Attack U,P Air Kick U,K Horizontal Wall Launch b+K (against wall) Throws: Flying Slam P+G Foot Stomp d,d+K+G Opponent related throw f,d+P+G (can't use on Sonic, Tails, Bark & Knuckles) Flying Launch b,f+P+G Evade Manoeuvre+P: Lunging Jab (can be followed up with Punch & Lashing Punches: +P,P) Evade Manoeuvre+K: Toe kick (can be followed up with a Scissor Kick: +K,K) Fang/Nack: Stage:- Casino Night Move Reference: Command Input: 3 Gun-shots combo P,P,P Juggling Shots f+P,P,P,P,P,P Shove Uppercut, Random Shots df+P,u+P Single Shot f,f+P Tail Launch Kick f,f+K Tail Slash K+G 3 Kicks K,K,K 3 Tail-balancing Kicks df+K,K,K Swat Punch u+P Toe Kick, Scissor Kick u+K,K,K Jumping Toe-kick u,K Stomp U+K Diving Head-butt U+P Running Shove Run+P Running Mule Kick Run+K Random Charging Shots b,db,d,df,f+P Ground Stomp d+K (opponent floored) Diagonal Air Gun-shot U,P Air Kick U,K Horizontal Wall Launch b+K (against wall) Super Shot b,f,f+P 3 Shots, Random Charging Shots P,P,P,f+P PS. Some moves can deflect Fang's popgun shots and take no damage from them, like Sonic's Spin Dash for example. - *Courtesy of SSONIKKU@aol.com* Throws: Back Toss P+G Foot Stomp d,d+K+G Opponent related throw f,d+P+G (can't use on Sonic, Tails, Bark & Knuckles) Reverse-somersault Tail Toss b,f,b+K+G Evade Manoeuvre+P: Dodging Gun-Shot (can be followed up with 2 more shots: +P,P) Evade Manoeuvre+K: Toe kick (can be followed up with a Scissor Kick: +K,K) Bean: Stage:- Dynamite Plant Move Reference: Command Input: 5 Beak-pecks combo P,P,P,P,P Wind-up Punch, 3 Bombs f+P,u+P/f+P Wind-up Uppercut, 3 Bombs df+P,u+P/f+P Single Bomb d+P 3 Lock-on Bombs f,f+P Mule Kick f,f+K Side-kick K+G 3 Kicks K,K,K 3 Side-kicks df+K,K,K Swat Punch u+P Toe Kick, Scissor Kick u+K,K,K Jumping Toe-kick u,K Stomp U+K Beak Dive U+P Running Beak-peck Run+P Running Mule Kick Run+K Ground Stomp d+K (opponent floored) Air Bomb U,P Air Kick U,K Horizontal Wall Launch b+K (against wall) 4 Beak-pecks, Straight Punch P,P,P,P,f+P Throws: Beak-peck Smash P+G Foot Stomp d,d+K+G Opponent related throw f,d+P+G (can't use on Sonic, Tails, Bark & Knuckles) Multiple Beak-peck combo b,f,b+P+G Evade Manoeuvre+P: Lunging Beak-peck Evade Manoeuvre+K: Toe kick (can be followed up with a Scissor Kick: +K,K) Sonic:- Stage:- Giant Wing Move Reference: Command Input: 5 Punches combo P,P,P,P,P Punch, Kick combo P,K Squash Slap f+P Shove Uppercut, Jumping Slam df+P,u+P - *Courtesy of SSONIKKU@aol.com* Spin Dash d+P Mule Kick f,f+K Side-kick K+G 3 Kicks K,K,K 3 Side-kicks df+K,K,K Swat Punch u+P Toe Kick, Scissor Kick u+K,K,K Jumping Toe-kick u,K Stomp U+K Super Spin Attack U+P Face away from opponent d+P+K Running Super Spin Attack Run+P Running Drop-kick Run+K Wind-up Punch b,db,d,df,f+P Ground Stomp d+K (opponent floored) Mid-air Spin Attack U,P Air Kick U,K Double-legged Sweep db+K Off-the-wall Spin Attack b+K (against wall) Spiral Spin Attack d,d+P - *Courtesy of SSONIKKU@aol.com* 4 Punches combo, Spin Attack P,P,P,P,d+P Throws: Vaulting Spin Attack P+G Foot Stomp d,d+K+G Opponent related throw f,d+P+G (can't use on Sonic, Tails, Bark & Knuckles) Circling Spin Dash b,db,d,df,f+P+G (makes opponent dizzy and fall over) Evade Manoeuvre+P: Dodging Spin Attack - *Courtesy of SSONIKKU@aol.com* Evade Manoeuvre+K: Toe kick (can be followed up with a Scissor Kick: +K,K) Super Sonic:- Stage:- N/A Super Sonic has all the same moves as regular Sonic, so just look above for his move list. Metal Sonic/Metallix:- Stage:- Death Egg's Eye I'm afraid I don't know his command move list as I don't know how to unlock/play as him (if it's possible at all), but I have seen that he is quite like Virtua Fighter's Dural in that he shares the majority of the playable characters' moves. However, I have also witnessed him do other moves which I have never seen - or could imagine - another character performing, such as a stomach laser attack and a flying torpedo attack. He also has a lethal - and cheap - P,P,P combo, where the last punch is unblockable. However, it can be evaded if timed right, as he has quite a delay between his second and last punch. The majority of his moves seem to be modified versions of other characters' moves, and so although some appear to be his own moves, they are in fact just variations on other attacks. e.g. his flying drop throw is a variation on Tails' Flying Slam. They also generally have similar effects on the opponent. (*Courtesy of SSONIKKU@aol.com*) If anyone knows of how it is possible to play as Metal Sonic in any way and/or know of any move commands he may have, I would be very grateful if you were able to send me this information so I could possibly include it in this FAQ. You will obviously get full credit as well. Dr. Eggman/Robotnik:- Stage:- Robotnik's Hangar Again, I can't play as him (yet?) and therefore can't confirm any move commands. I have seen however, that he can do a triple-punch combo and a standard throw. And again, if anyone has ANY information on him that's not in this FAQ, I'd be glad to hear what you may possibly know. You will get full credit for any information I may possibly use on this FAQ. 6. Secrets ========== Play As Super Sonic - As Sonic, fight up to Metal Sonic without losing a single round, then make sure you beat him in the first round. In the second round, press b+P+K to change Sonic into Super Sonic. He shares the same moves as regular Sonic, but now you will take no damage. You will remain as Super Sonic until you complete the game. Unlock Super Sonic - ??? Unlock Metal Sonic/Metallix - ??? Unlock Dr. Eggman/Robotnik - ??? 7. Credits ========== SSONIKKU@aol.com - Discovered new moves, revealed some gameplay information & gave me some other useful hints & information - Thanks. 8. Contact ========== I am not sure how many moves I may have or may have not discovered yet, and I am still trying to discover more. I'm certain there must be more - I can't have them all yet; So if you know of any moves that are not in this FAQ and would be willing to share this information, please e-mail me. In particular, I am confused that Knuckles has only one personal throw; that being his standard P+G throw, so I am still attempting to discover if he has any more - but I would be just as happy if someone else could discover any for me! Also, Amy appears to have an attack where she drops a huge weight on the opponent's head (which I found out through a screenshot that SSONIKKU@aol.com sent me), but I am not sure how this is performed - I don't even know if it's performed as a throw or as a regular attack! It could actually just be a gameplay feature that happens while under certain conditions, and is not in fact a performable move or attack for any specific character. Any ideas or clues would be welcome. So send any queries, info you wanna share etc, to: < mbison_alpha@yahoo.co.uk > "p", "et" - "pet" "g", "et" - "get" "s", "aid" - "said" "l", "et" - "let" - "whoa hold on buddy, you're going too fast - it's only my first day"