STAR GLADIATOR MINI-FAQ v0.1
for the Arcade and (domestic) Sony PlayStation versions
Written by Chris MacDonald

 Unpublished work Copyright 2000-2001 Chris MacDonald

 This document is protected by US Copyright Law, and the Berne Copyright
 Convention of 1976.  It is for private and personal use only--it cannot
 be reprinted in part or in whole, or reproduced in any way or in any
 form (written or otherwise).  It is a free document that cannot be used
 in any sort of commercial transaction, including selling it or giving
 it away as a gift.  This FAQ cannot be referenced, altered, or used by
 anybody (including webmasters, publishers, and magazine staff) without
 my express written permission.  This FAQ was created and is owned by
 me, Chris MacDonald <kmegura (at) yahoo (dot) com>.  It can be found
 exclusively at (www.GameFAQs.com).  All copyrights and trademarks are
 acknowledged and respected that are not specifically mentioned herein.

 I expressly forbid the following publishers/publications from using this
 FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
 Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
 PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
 and Prima Games.  Remember, plagiarism is a crime and is punishable by
 law.

 Anyway, the Star Gladiator series is (c) Capcom Co., LTD.  All
 characters, move names, and character move names are trademarks of
 Capcom.


 =================
 TABLE OF CONTENTS
 =================

 1.  HOW TO PLAY
      - FAQ Notation
      - Basic Commands
 2.  CHARACTER MOVESLIST
      - Bilstein
      - Blood
      - Gamof
      - Gerelt
      - Gore
      - Hayato
      - June
      - Kappah
      - Rimgal
      - Saturn
      - Vector
      - Zelkin
      - Super Bilstein
 3.  SECRETS AND TRICKS
 4.  GAMEPLAY NOTES
 5.  MISCELLANEOUS
      - Translations
 6.  AUTHOR'S NOTE
      - Special Thanks
      - Revision History


 ========================================================================
 1.  HOW TO PLAY
 ========================================================================

 ------------------------------------------------------------------------
 FAQ NOTATION
 ------------------------------------------------------------------------

 [ Controller Layout ]  -------------------------------------------------

 ub   u   uf      Jump Up-Back        Jump Up        Jump Up-Forward
    \ | /
 b -- n -- f      Walk Backward       Neutral         Walk Forward
    / | \
 db   d   df         Crouch           Crouch             Crouch

 Obviously, you'll need to reverse these commands if you're on the left
 side of the screen.


 [ Button Layout ]  -----------------------------------------------------
                
      B                             Horizontal Slash

  A       K       Vertical Slash                        Kick Attack

      G                                    Guard

 If you want to remember the buttons by their PlayStation designation,
 then Vertical Slash is the Square Button (S), Horizontal Slash is the
 Triangle Button (T), Kick is the X button (X), and Guard is the Circle
 button (O).  You can configure the L and R shoulder buttons as well;
 they can be set up to do any single button, or f + G, b + G, AB, AG,
 BG, KG, or ABK.


 [ FAQ Notation ]  ------------------------------------------------------

 qcf / hcf      Press (d,df,f) or (b,db,d,df,f) on your controller.
 qcb / hcb      Press (d,db,b) or (f,df,d,db,b) on your controller.
 ub~uf          Press ub or u or uf.
 (air)          The move can be done while on the ground or when jumping.
 (movename)     Means that I made up the move name, since it wasn't
                listed at Capcom of Japan's page.
 AG / BG / KG   Press A+G / B+G / K+G buttons together at the same time.
 AB / BK        Press the A+B or B+K buttons together at the same time.
 ABK            Press A+B+K together at the same time.

 Note that you can perform motions without diagonals--for example, you
 could perform 'hcb' as 'f,d,b' or 'qcf' as 'd,f'.


 ------------------------------------------------------------------------
 BASIC COMMANDS
 ------------------------------------------------------------------------

 Dash Backwards                 Tap b,b
 Dash Forwards                  Tap f,f
 Run Forward                    Tap f,f, hold f
 Move Away and Around Enemy     Press b + G
 Rotate Around Enemy            Press f + G
 Crouching Dash                 qcf + G

 Standing Guard                 Press G while standing
 Crouching Guard                Press G while crouching
 Throw Attempt                  Press AB when standing or crouching
 Throw From Behind              Press AB when behind your enemy

 Vertical Attack                Press A  (can't be blocked crouching)
 Horizontal Attack              Press B
 Knockaround Attack             Press b + B
 Kick Attack                    Press K
 Jumping Attack (Going Up)      Press u + A / B / K
 Jumping Attack (Going Down)    After apex of jump, press A / B / K
 Weak Pursuit Attack            Press u + K when enemy is downed
 Strong Pursuit Attack          Press u + A / B when enemy is downed

 Get-Up and Flip Away           Press u or b when lying on the ground
 Get-Up and Roll Forward        Press f when lying on the ground
 Quick Get-Up                   Press d when lying on the ground
 Roll into Back/Foreground      Press G when lying on the ground

 Getting Up Attack              Press K while getting off the floor
 Getting Up Lower Attack        Press d + K while getting off the floor
 Getting Up Anti-Air Attack     Press d,u + K while getting off the floor

 Turn Around                    Press G when facing away  (air)
 Turnaround Attack              Press A / B / K when facing away
 Low Turnaround Attack          A / B / K when facing away and crouching

 Plasma Reverse: Revenge        Press b + AG / BG
 Plasma Reverse: Reflect        Press f + AG / BG
 Plasma Strike                  Press ABK  (can use once per round)
 Plasma Combo                   (varies for each person; see below)

 For more information on these moves, please see the Gameplay Notes
 section.


 ========================================================================
 2.  CHARACTER MOVESLIST
 ========================================================================

 Characters are listed in alphabetical order (except Super Bilstein, who
 comes at the very end).  The little bios were taken from the instruction
 booklet, except for Bilstein's, Blood's, and Kappah's, which were taken
 from Capcom of Japan's page.  Moves are listed in this order: command
 attacks, major special moves, then other miscellaneous moves.  Each
 person's Plasma Combo Chart is listed under the Miscellaneous Section,
 by the way.

 Note that Blood and Kappah both have background stories for them--I
 listed these since not only do the other characters have their stories
 in the instruction manual, but because Blood and Kappah have no ending
 when you beat the game with them, so this is all you'll really ever
 know about them.  Of course, my Japanese skills are pretty awful, so
 I'm sure that the stories were very mangled in the translation.  Read
 them at your own risk ;)


 ------------------------------------------------------------------------
 BILSTEIN                                        (Type -A- Plasma Combos)
 ------------------------------------------------------------------------

 Full Name:    Edward Bilstein
 Nationality:  America (of German ancestry)
 Height:       198 cm
 Weight:       126 kg
 Age:          Not listed at Capcom of Japan's page (the US manual says
               he's 48)
 Weapon:       Plasma Sword

 Vertical Sword                 f + A
 Side Sword                     f + B
 Bowels Break                   f + K
 Penetrate Sword                df + A
 Ground Hell Wind               df + B
 Centipede Kick                 df + K

 Space Rend Sword               qcf + A
 Final Bilstein                 hcb + AB
 Blaze Sword                    d,u + A
 Double Blaze                   d,u + A / B during Blaze Sword
 Hell Wind Sword                b,f + B
 Deadly Triple                  f + B,A,A
 Kieru                          b + K
 (double blaze combo)           d,u + A / B after K-A-A Plasma Combo

 Fuyuu                          Press KG  (press K to cancel)
 Kuuchuu Yoku Idou              Hold G during Fuyuu  (can move in / out)
 Calamity Dive                  Press A / B during Fuyuu
 Dark Cyclone                   Press K when facing away
 Death Spell Kick               Press K,K during Dark Cyclone
 Death Spell Sword              Press K,A during Dark Cyclone
 Fear Rise Sword                Press A / B while dashing
 Slide Centipede                Press K while dashing

 Plasma Secret Combos:  K-K-K-K
                        K-K-K-A
 Plasma Final Command:  "Fatal Decision"  (from Type A=1, press A)

 - The Final Bilstein is unblockable.  And damn does it look painful ;)
 - While floating you can move backward or forward, or press G to spin
   around your opponent.  While spinning, you can use the controller
   to move closer to or further away from your opponent.


 ------------------------------------------------------------------------
 BLOOD                                           (Type -A- Plasma Combos)
 ------------------------------------------------------------------------

 Full Name:    Blood Barbarians
 Nationality:  America
 Height:       178 cm
 Weight:       78 kg
 Age:          22 years old
 Weapon:       Plasma Sword

 "To utilize Bilstein's research of Plasma Power, he killed a couple and
 kidnapped their child, who was treated as Bilstein's own son and called
 'Blood'.  The FBI had guessed that Bilstein would return to Earth
 seeking vengeance after his arrest, and while the Earth's armies
 prepared for the fight, they discovered that Blood was the one person
 with the greatest amount of Plasma Power in the whole world.  They
 investigated him in secret, but after the investigation got underway,
 he found out and evaded the police who came after him.  Since his Plasma
 Power is so great, he is now to be killed.  Hayato and June are asked
 to hunt him down upon signing up with the Star Gladiators, so that the
 balance of Plasma Power can be restored."
          
 (Blood's story was translated by myself, and so is probably pretty
 incorrect.  In other words, don't accept it as the gospel truth! -km)  

 Vertical Sword                 f + A
 Side Sword                     f + B
 Bowels Break                   f + K
 Penetrate Sword                df + A
 Ground Hell Wind               df + B
 Centipede Kick                 df + K

 Space Rend Sword               qcf + A
 Blaze Sword                    d,u + A
 Hell Wind Sword                b,f + B
 Deadly Triple                  f + B,A,A
 Fake Blade                     f,b + A
 Evil Storm                     hcf + K
 (knockdown punch)              b,f + K
 (final blood)                  hcb + AB

 Fear Rise Sword                Press A / B while dashing
 Slide Centipede                Press K while dashing


 Plasma Final Command:  "Rising Tornado"  (from Type A=3, press A)

 - Blood has most of Bilstein's attacks, and some special moves as well.
 - The hcb + AB throw is unblockable.


 ------------------------------------------------------------------------
 GAMOF                                           (Type -B- Plasma Combos)
 ------------------------------------------------------------------------

 Full Name:    Gamof Gohgry
 Nationality:  Planet DeRosa in the Andromeda Galaxy
 Height:       6 feet, 2 inches
 Weight:       309 lbs.
 Age:          29 years (in DeRosa time)
 Weapon:       Plasma Axe

 Gamo Burn                      f + A
 Gamo Boon                      f + B
 Gamo Head                      f + K
 Gamo Kick                      b + K
 Gamo Ride                      df + A
 Gamo Fly Kick                  df + K

 Gamo Swing                     qcf + K
 Gamo Home Run                  qcf + K,B  (hit with good timing)
 Gamo Chip                      qcf + K,B  (hit with bad timing)
 Gamo Screw                     hcb + K
 Gamo Giant Swing               hcb + K when foe's back is towards you
 Zenten                         qcb + KG
 Ushiro Mawarikomi Jump         Press KG

 Gamo Tornado                   b,f + B,B,B  (can tap B indefinitely)
 Gamo Press                     b,f + K when enemy is floored 
 Gamo Victory                   f + A,A
 Gamo Shot                      d + B, f + A
 Gamo Sliding                   Press K when dashing
 Gamo Running Kick              Press A / B when dashing
 Gamo Fall                      Press B during Gamo Running Kick

 Plasma Combo (Basic):  B-B-B-B  (Gamo Special Combo)
 Plasma Secret Combos:  d + A, uf + A
                        d + B, f + A
                        d + A, K
                        d + B, K
                        df + B, K (seems to be just like d + B, K?)
 Plasma Final Command:  "Gamo Flying Screw"  (from Type B=5, press A)

 - After the Gamo Swing, you can press B to hit your opponent, if you
   want.  Simply hitting them results in the Gamo Chip, but if you time
   it just right, you'll do the Gamo Home Run and bat them far away.
 - The Gamo Swing, Gamo Screw and Gamo Giant Swing are unblockable.


 ------------------------------------------------------------------------
 GERELT                                          (Type -A- Plasma Combos)
 ------------------------------------------------------------------------

 Full Name:    Franco Gerelt
 Nationality:  Spain
 Height:       6 feet, 1 inch
 Weight:       165 lbs.
 Age:          38 years
 Weapon:       Plasma Saber

 Just Stab                      b + A
 Gran Touche                    f + A
 Gran Cut                       f + B
 Trick Kick                     f + K
 Black Heaven                   df + A
 Killing Bull                   db + A
 Sharp Crawl                    df + B
 Blood Down                     df + K

 Thunder Touche                 qcf + A
 Thunder Touche Storm           Tap A during Thunder Touche
 Southern Arrow                 Press K during Thunder Touche
 Andelucia Storm                hcb + tap A rapidly
 Andelucia Crawl                Press B during Andelucia Storm
 Andelucia Arrow                Press K during Andelucia Storm
 Rising Arrow                   f + A during Andelucia Storm 

 Spanish Dance                  b,b + A,A,A
 Rapid Elbow                    f,f + K
 S.D.F                          f,b + K on a downed enemy (legs close)
 Flying Matador                 b,f + AK
 Naname Zenten                  b,f + KG
 Bloody Flamenco                df + K, b + K
 Evil Barge                     Press A / B while dashing
 Dead Slide                     Press K while dashing
 Kick del Sol                   Press KG while dashing
                                                    
 Plasma Combo (Basic):  A-A-A-A  (Lightning Scarlet)
 Plasma Secret Combos:  A-A-A-K-A-K
                        K-A-B-B-B, f + BK
                        df + A,A,B, tap K rapidly
 Plasma Final Command:  "Final Ecstasy"  (from Type A=2, press A)

 - Gerelt's last Secret Combo is actually a taunt.  After knocking them
   into the air with df + A, tap A,B,K quicly to make Gerelt clap his
   hands.  You can keep tapping K to make him clap repeatedly.


 ------------------------------------------------------------------------
 GORE                                            (Type -B- Plasma Combos)
 ------------------------------------------------------------------------

 Full Name:    Gore Gajah
 Nationality:  Indonesia
 Height:       5 feet, 6 inches
 Weight:       110 lbs.
 Age:          19 years
 Weapon:       Plasma Mace

 Kannon Biraki                  f + A
 Suihei Biraki                  f + B
 Kinteki Hishuu                 f + K
 Kou Kaiten Shuu                b + K
 Tsubo Shiatsu-zuki             df + A
 Kaiten Keizan                  df + B
 Haikotsu Shinchou              df + K
 Zenten                         df + G

 Dokuyaku Sanpu                 qcf + A
 Sosei Henkan                   qcf + B
 Hiyaku Youkyoku                qcb + A
 Enshin Bunri                   f,b + K on a downed enemy (legs close)
 Katsu Tou'nyuu                 df + K when foe is floored
 Kinou Shinshuu                 Press A / B while dashing
 Kacchi-men Shuu                Press K while dashing
 Zatou-ichizuki                 Press A when facing away

 Zettai Ansei                   d + KG  (makes you lie on your back)
 Kyakubu Kaiten                 b,f + K when lying on back
 Shindou Ryouhou                Press AB when lying on back
 Okiru                          Press G when lying on back
 Temae-shin Idou                Press d + G when lying on back
 Ou-shin Idou                   Press u + G when lying on back
 Shin Dash                      Tap b,b / f,f when lying on back

 Bairitsu Henkou (Kyodai-ka)    d,d,d
 Bairitsu Henkou (2 Dankai)     Tap d,d,d after Kyodai-ka
 Bairitsu Henkou (Shukushouka)  Tap d,d,d,d after 2 Dankai
 Naizou Appaku                  qcb + K,K,K after 2 Dankai
 Ara-ryouji                     f + A after 2 Dankai

 Plasma Combo (Basic):  B,B,B,B  (Kanzen Shohou)
 Plasma Secret Combos:  b + K, df + K
 Plasma Final Command:  "Kyuukyoku Bouchuu"  (from Type B=6, press A)

 - The Sosei Henkan petrifies an opponent, leaving them momentarily
   vulnerable.  At Gore's max size, he will crouch to perform this move.
 - While lying on your back, you can perform the Shindou Ryouhou, which
   is an unblockable throw.
 - Gore can use the Bairitsu Henkou to increase his size (up to two
   times).  He loses the ability to throw people after the first size
   increase (and gains no new abilities), but at his maximum size, he
   gets two special moves to use (the Naizou Appaku and Ara-ryouji).
   To shrink back to your normal size at this point, just tap d,d,d,d.
 - After using the Kyuukyoku Bouchuu, Gore will end up at his maximum
   size.


 ------------------------------------------------------------------------
 HAYATO                                          (Type -A- Plasma Combos)
 ------------------------------------------------------------------------

 Full Name:    Hayato Kanzaki
 Nationality:  Japan
 Height:       5 feet, 9 inches
 Weight:       154 lbs.
 Age:          21 years
 Weapon:       Plasma Blade

 Tenchi Zan                     f + A
 Rekkuu Zan                     f + B
 Eijin Kyaku                    f + K
 Eijin Rai'ei Kyaku             f + K during Eijin Kyaku
 Tsuki Kage                     df + A
 Jajin                          df + B
 Jatai                          df + K

 Shiden                         qcf + B,A
 Shiden Kai                     qcf + B,B,A
 Engetsu                        hcb + A
 Ura Engetsu                    hcb + hold A
 Byakko Hou                     f,b + K
 Shou Jump                      Press KG
 Hien                           Press A / B during Shou Jump
 Hayagake-Zuki                  Press A while dashing
 Dokuryuu                       Press B while dashing
 Souryuu                        Press B,B while dashing
 Shippuu Geki Kyaku             Press K while dashing
 Kogetsu                        Press A when facing away

 Ashura                         Tap d,d,d
 Shin Ashura                    A,A,f,G,B during Ashura
 Shuradou                       Tap d,d,d after Shin Ashura
 Shin Engetsu                   hcb + A after Shin Ashura
 (shin ura engetsu)             hcb + hold A after Shin Ashura
 Gekishin Haten                 f,b,f,b + K after Shin Ashura / Shuradou
 Guren                          f,d,df + A after Shin Ashura / Shuradou
 Guren Ranbu                    Perform Guren three times in a row
 Goku Raimei Zan                f,b,f,b,f,b + K after Shuradou

 Plasma Combo (Basic):  A-A-A-A  (Suzaku Ranbu)
 Plasma Secret Combos:  A-A-A-K-K, f+K
 Plasma Final Command:  "Kegon"  (from Type A=2, press u + A)

 - As far as I can tell, the only difference between the Engetsu and the
   Ura Engetsu is that Hayato pauses for a sightly longer period of time
   before attacking.
 - When you use the Ashura, Hayato's sword lengthens, and remains that
   way for a short period of time.  If you perform the Shin Ashura
   while Hayato is extending his sword, his hand will glow blue, and
   the sword will stay long for a much longer period of time.  At
   this point, pressing d,d,d will make Hayato's sword shrink, and it
   will stay shrunken until you use the Gekishin Haten or Goku Raimei
   Zan.
 - The Gekishin Haten is a variation of the Byakko Hou.  Hayato will
   motion with his hands, then punch an opponent into the air.  The
   Goku Raimei Zan works in a similar fashion, but ends differently and
   does a lot more damage.


 ------------------------------------------------------------------------
 JUNE                                            (Type -K- Plasma Combos)
 ------------------------------------------------------------------------

 Full Name:    June Lin Milliam
 Nationality:  United Kingdom
 Height:       5 feet, 4 inches
 Weight:       108 lbs.
 Age:          17 years
 Weapon:       Plasma Circle

 Star Shot                      f + A
 Turn Shot                      f + B
 Gyro Shoot                     f + K
 Shine Dream                    df + A
 Stardust Shot                  df + B
 Scream Flash                   df + K
 Ground Gyro Shoot              db + K

 Twinkle Elbow                  qcf + A,A
 Starlight Wish                 qcf + A,K
 Sokuten                        qcb + G
 Comet Kick                     qcb + K
 Double Comet Kick              qcb + K,K
 North Star Combo               b,f + B,K
 Camel Clutch                   f,b + K on a downed enemy (legs close)
 Somersault                     d,u + K
 Shine Dream                    Press A during Somersault
 Chouhatsu                      A,A,f,G,B during Somersault
 Back Ten                       Press KG
 Big Bang                       A,A,f,G,B during Back Ten
 Prominent Kick                 Press A / B while dashing
 Cosmo Stream                   Press K while dashing
 Moonsault Kick                 Press K when facing away
 Moonshine Kick                 Press KG during Moonsault Kick
 (butt check and spin)          b,f,f + K, then press B when rising

 Plasma Combo (Basic):  K-K-K-K  (Meteoric Shower)
 Plasma Secret Combos:  d + K, u + K
                        B-B-B
                        B-B, d + B
                        K-K-K, d + K
                        K-K-K, db + K  (same as K-K-K, d + K?)
 Plasma Final Command:  "Happy Black Hole"  (from Type K=8, press u + K)

 - The Chouhatsu is simply a taunt move.  If you input the command during
   her Somersault move, she'll lean over and stare at you upon landing.
   She stays this way until hit or until you try to move or attack.


 ------------------------------------------------------------------------
 KAPPAH                                          (Type -A- Plasma Combos)
 ------------------------------------------------------------------------

 Full Name:    Kappah Nosuke
 Nationality:  Planet Kappa
 Height:       183 cm
 Weight:       84 kg
 Age:          123 (in Kappa time)
 Weapon:       Kappadent

 "In the Cygnus constellation lies Planet Kappa.  Kappah is believed to
 be a member of his planet's elite military.  Apparently both Kappah
 and Saturn, upon coming to Earth, discovered that Japan had a climate
 they preferred.  Furthermore, their favorite drink was Japanese sake.
 Kappah became legendary for drinking no matter what place he went to,
 not caring if people noticed him (since he's an alien)?  Since Kappa's
 race dislikes peace and is prone to fighting, Kappa considered joining
 up with Bilstein's army.  After Bilstein offered to protect Kappah's
 home planet as a reward, Kappah joined.  (I couldn't make out the rest
 of it, which is something about the 'long sword of the star gladiators',
 and an offhand comment pertaining as to how much a cetain people in
 Japan like sake.)"

 (Kappah's story was translated by myself, and so is probably pretty
 incorrect.  In other words, don't accept it as the gospel truth! -km)  

 Tsuku Shinbou                  f + A
 Yume Harai                     f + B
 Kare Susuki                    f + K
 Amenbo Tsuki                   df + A
 Kusagari                       df + B
 Hasu no Hageri                 df + K
 Inaba no Shirousagi            b + A

 Mozu no Hayanie                qcf + A
 Semi Shigure                   Tap A during Mozu no Hayanie
 Kawazu Geri                    Press K during Mozu no Hayanie
 Yuuda-zuki                     hcb + tap A rapidly
 Yuuda Ippon Zuri               f + A during Yuuda-zuki
 Yuuda Yume Harai               Press B during Yuuda-zuki
 Yuuda Kawazu Geri              Press K during Yuuda-zuki
 Tsumuji-kaze                   hcb + B
 Kane Narashi                   f,f + K
 Meoto Tonpo                    qcb + K
 Buyo no Mai                    df + K, b + K
 Kappa Dadakko                  hcb + AB
 Hikyaku Uchi                   Press A / B while dashing
 Nomi Geri                      Press K,K while dashing
 Uma no Inanaki                 Press KG while dashing
 Tagame Katame                  f,b + K on a downed enemy (legs close)
 Naname Zenten                  b,f + KG

 Plasma Secret Combos:  A-A-A-K-A-K
                        K-A-B-B-B, f,b + K
 Plasma Final Command:  "Senbon Sotoba"  (from Type A=2, press A)

 - When you use the Kappa Dadakko, Kappah pauses for a moment, then does
   an automatic combo.
 - About Kappah's behind throw: in Japanese mythology, Kappas could take
   someone's soul out by distending their anus.  Weird but true.  So in
   case you had no idea what he was doing, now you know.


 ------------------------------------------------------------------------
 RIMGAL                                          (Type -K- Plasma Combos)
 ------------------------------------------------------------------------

 Full Name:    Rimgal  (actually Michael Lin Milliam)
 Nationality:  Unknown  (Mr. Milliam himself was from England)
 Height:       6 feet, 4 inches
 Weight:       278 lbs.
 Age:          1 year
 Weapon:       Death Bone

 Big Bone                       f + A
 Bone Branish                   f + B
 Meal Bite                      f + K
 King Tail                      b + K
 Game Claw                      df + B
 Skull Burst                    df + K
 Tail Leap                      db + K

 Dino Flame                     qcf + K
 Long Dino Flame                hcf + K
 Volcano Kick                   qcb + K
 Double Volcano Kick            qcb + K,K
 Landslide Kick                 b,f + K
 Long Backdash                  f,b + KG
 Jurassic Trip                  d,u + K when enemy is airborne
 Skull Drive                    Press A while dashing
 Sliding Bite                   Press K while dashing
 Crazy Wave                     Tap B rapidly while dashing
 Big Bone                       Press A during Crazy Wave
 Hell Float                     Press K when facing away

 Fuse                           Tap d,d
 Leg Bite                       Press K during Fuse
 Lower Dino Flame               qcf + K during Fuse

 Plasma Combo (Basic):  K-K-K-K  (Earthquake)
 Plasma Secret Combos:  Press K during Long Backdash
 Plasma Final Command:  "Hundred Fang"  (from Type K=7, press K)

 - The Jurassic Trip only hits an opponent who's in the air.
 - Using the Fuse makes Rimgal crouch down.  He can move around when
   crouching, but cannot jump.  Pressing A or B returns him to normal,
   as does using the Leg Bite or Lower Dino Flame.


 ------------------------------------------------------------------------
 SATURN                                          (Type -B- Plasma Combos)
 ------------------------------------------------------------------------

 Full Name:    Saturn Dyer
 Nationality:  Planet Saturn in the Andromeda Galaxy
 Height:       5 feet, 11 inches
 Weight:       156 lbs.
 Age:          260 years (in Saturn time)
 Weapon:       Plasma Yo-yo

 Long Slash Throw               f + A
 Side Slash Throw               f + B
 Passing Head                   f + K
 Sendout Sky                    df + A
 Roll Slash                     df + B
 Sailing Hit                    df + K

 Trapeze Throw                  qcf + A
 Trapeze Combo                  qcf + A,A
 Top Spin                       qcf + B
 Acrobat Attack                 qcb + B
 Acrobat Combo                  qcb + B,B,B
 Sokuten                        qcb + G
 Tapping Attack                 b,f + B
 Firecracker                    b,f + K
 Drastic Follow                 f + B,B
 Double Surprise                f + K,A
 Dancing Foot                   d + K, f + K
 Firecracker                    Press A / B while dashing
 Ground Rush                    Press K while dashing

 Plasma Combo (Basic):  B-B-B-B  (Jack in the Box)
 Plasma Final Command:  "Deadly Cyclone"  (from Type B=3, press B)


 ------------------------------------------------------------------------
 VECTOR                                          (Type -B- Plasma Combos)
 ------------------------------------------------------------------------

 Full Name:    PX-O2C
 Nationality:  Unknown
 Height:       6 feet, 10 inches
 Weight:       230 kg
 Age:          0
 Weapon:       Plasma Gun

 Upper Beam Bazooka             f + A
 Chainsaw                       f + B
 Shovel Kick                    f + K
 Lower Beam Bazooka             df + A
 Leg Cut                        df + B 
 Drill Kick                     df + K

 Hover Straight                 qcb + A
 Horizontal Laser               qcf + K  (unblockable)
 Mad Blit                       d,u + K
 Flying Drill                   d + K during Mad Blit
 Leg Impact                     f + K,K
 Last Shooting                  Press A after throwing from behind
 Back Roller Dash               db + KG
 Death Express                  Press A / B while dashing
 Sliding Drill                  Press K while dashing
 Vertical Laser                 Press K when facing away  (unblockable)

 Plasma Combo (Basic):  B-B-B-B  (Crazy Chainsaw)
 Plasma Secret Combos:  K-A-K-A-B, b + K, f + K  (Final Horizontal Laser)
                        K-K, b + K, f + K, b + K, f + K
 Plasma Final Command:  "Gigantic Hammer"  (from Type B=5, press K)

 - The Mad Blit only hits an opponent who's in the air.
 - For Vector's first Secret Combo, after doing a normal laser, he'll
   lean back and fire a large red laser while glowing green.
 - For his second combo, the last kick (although it is very delayed),
   will knock an opponent across the ring.  This makes it very easy to
   kick them out of the ring, as long as they're not too far away from
   a particular edge.


 ------------------------------------------------------------------------
 ZELKIN                                          (Type -K- Plasma Combos)
 ------------------------------------------------------------------------

 Full Name:    Zelkin Fiskekrogen
 Nationality:  Planet Klondike
 Height:       5 feet, 6 inches
 Weight:       13 lbs
 Age:          32 years (Klondike time)
 Weapon:       Plasma Claw

 Sky Snipe                      b + A
 Keen Slash                     f + A
 Wide Slash                     f + B
 Hammer Kick                    f + K
 Rising Blade                   df + A
 Sliding Blade                  df + B

 Trust Blow                     b,f + A
 Thunder Blade                  b,f + B
 Thunder Wheel Combo            b,f + B,K
 Blue Storm                     hcb + K, tap K rapidly
 Fire Wheel Combo               df + A,K
 Air Javelin                    In air, d + A
 Dash Thunder Blade             Press A / B while dashing
 Spring Missile                 Press K while dashing
 Air Wheel                      Tap K rapidly when facing away

 Super Jump                     Tap d,ub~uf or press ub~uf when jumping
 Sky Destruction                Press d + K during a Super Jump
 Kuuchuu Dash                   Tap f,f during a Super Jump
 Kaiten Super Jump              Tap d,u when jumping  (doesn't work?)
 Kyuu Rakka                     Press d + G while jumping
 Kuuchuu Fuyuu                  Press AB when jumping
 Kuuchuu Yoko Idou              Press G during Kuuchuu Fuyuu
 Final Air Javelin              Press d + A after Dance in the Sky
 Final Sky Destruction          Press d + K after Dance in the Sky
 Transformation                 Tap f,f after Dance in the Sky

 Plasma Combo (Basic):  K-K-K-K  (Blue Typhoon)
 Plasma Final Command:  "Dance in the Sky"  (from Type K=7, press u + A)

 - After Zelkin's 'Dance in the Sky', you can perform the Air Javelin
   or Sky Destruction (but the latter will only hit if the rest of the
   combo missed, so that your opponent is still standing).  Another
   option is to tap f,f before or once Zelkin lands.  He'll pause for
   a moment, then start flying around.
 - While he's flying, you can make him spin around with A, or spin in
   the opposite direction with B.  Pressing K makes him get closer to
   the ground, while pressing it again makes him rise.  G aborts the
   move (it also ends if you are hit, or after a certain amount of time
   has passed).  Note that the controller has no effect, so you'll have
   to practice steering with the A and B buttons if you want to be able
   to careen into your opponent.  Unfortunately, the move doesn't do
   that much damage.  Although you can fly out of the ring, if you fly
   too far, it's an automatic ring out.
 - I can't get the Kaiten Super Jump to work.  It's listed at Capcom of
   Japan's page, but I can't pull it off despite my best efforts.


 ------------------------------------------------------------------------
 SUPER BILSTEIN                                  (Type -A- Plasma Combos)
 ------------------------------------------------------------------------

 Vertical Sword                 f + A
 Side Sword                     f + B
 Bowels Break                   f + K
 Penetrate Sword                df + A
 Ground Hell Wind               df + B
 Centipede Kick                 df + K

 Space Rend Sword               qcf + A
 Final Bilstein                 hcb + AB
 Blaze Sword                    d,u + A
 Double Blaze                   d,u + A / B during Blaze Sword
 Hell Wind Sword                b,f + B
 Deadly Triple                  f + B,A,A
 Gigantic Explosion             b,f + K
 (double blaze combo)           d,u + A / B after K,A,A Plasma Combo

 Fuyuu                          Press KG  (press K to cancel)
 Kuuchuu Yoku Idou              Hold G during Fuyuu  (can move in / out)
 Calamity Dive                  Press A / B during Fuyuu
 Dark Cyclone                   Press K when facing away
 Death Spell Kick               Press K,K during Dark Cyclone
 Death Spell Sword              Press K,A during Dark Cyclone
 Fear Rise Sword                Press A / B while dashing
 Slide Centipede                Press K while dashing

 Plasma Secret Combos:  K-K-K-K
                        K-K-K-A
 Plasma Final Command:  "Fatal Decision"  (from Type A=1, press A)

 - This version of Bilstein plays a bit differently from the normal
   version.  Although he loses the Kieru (invisibility), he gets a
   new move, in which he creates multiple explosions.  This move not
   only has a large range, but is unblockable.
 - Super Bilstein's Plasma Strike can never connect.  It's probably
   a glitch.  Similarily, he has no ending if you clear Arcade Mode
   with him (the game will hang).
 - When you press f + G to move around your enemy, Super Bilstein
   will move really quickly and usually goes all the way around them
   so that he is at their backside.  This is a really handy way to
   avoid attacks and to keep your opponent frustrated.
 - Super Bilstein cannot lose by Ring Outs.  If you end up outside of
   the ring (say, by using the Fuyuu, then ending it), he will remain
   standing in thin air.  This can lead to pretty funny results when
   fighting the CPU, which will invariably try to run after you and
   fall out of the ring. ;)

                          
 ========================================================================
 3.  SECRETS AND TRICKS
 ========================================================================
 
 ------------------------------------------------------------------------
 PLAY AS SUPER BILSTEIN
 ------------------------------------------------------------------------

 To play with Super Bilstein, you need to use a GameShark code.  The
 code is was made by CodeMaster and is: 301D867A - 0014.  With this
 code on, both characters will be Super Bilstein, although you can
 always select your character, then turn it off to fight normal
 opponents.
           

 ------------------------------------------------------------------------
 FIGHT SUPER BILSTEIN
 ------------------------------------------------------------------------

 To fight against Super Bilstein in a special stage, get to Bilstein
 _and_ defeat him within the folloiwng time limit:

      - On 1 round, 5 minutes to get to and beat him
      - On 3 rounds, 6 minutes to get to and beat him
      - On 5 rounds, 9 minutes to get to and beat him
      - On 7 rounds, 12 minutes to get to and beat him

 Defeat Super Bilstein to see your character's true ending.  If you
 lose to Super Bilstein you get a bad ending, and if you never even
 make it to him in the first place (in other words, by the time you
 beat normal Bilstein, you've gone over the time limit), then you get
 a different bad ending.


 ------------------------------------------------------------------------
 FIGHT KAPPAH
 ------------------------------------------------------------------------

 To fight against Kappah, make your way to the third stage.  Once you get
 there, kill your opponent when the game timer reaches 00 (you only have
 to do this on the last round).  If you did it correctly, Kappah will be
 your fourth stage opponent.


 ------------------------------------------------------------------------
 ENABLE BILSTEIN AND KAPPAH  (ARCADE VERSION)
 ------------------------------------------------------------------------

 To enable either character, hold the Start button, then do the
 following:

 For Bilstein - move to Gore, input K,A,B,A,G,A,B,A,K,A,BG.
 For Kappah   - move to Hayato, input G,K,G,K,A,A,A,B,B,B,KG.

 You can now pick Bilstein by moving to Gore and pressing right, and can
 pick Kappah by moving to Hayato and pressing left.


 ------------------------------------------------------------------------
 ENABLE BILSTEIN, KAPPAH, AND BLOOD  (PLAYSTATION VERSION)
 ------------------------------------------------------------------------

 To enable these character, hold the Select button, then do the
 following:

 For Bilstein - move to Gore, input X,O,X,O,S,S,S,T,T,T,XO.
 For Kappah   - move to Hayato, input O,S,T,S,X,S,T,S,O,S,XT.
 
 You can now pick Bilstein by moving to Gore and pressing right, and can
 pick Kappah by moving to Hayato and pressing left.  Once both of them
 have been enabled, you can enable Blood by holding the Select button,
 then doing the following:

   - Move to Bilstein, press X,S,X,S,X,S
   - Now move to Kappa, press O,T,O,T,O,T, L1+R1

 Blood is now playable by pressing right when on Bilstein, or left when
 highlighting Kappah.


 ------------------------------------------------------------------------
 VICTORY POSE CAMERA
 ------------------------------------------------------------------------

 After defeating your opponent, press and hold KG.  Once your character
 does their win pose, you can release the buttons and move around using
 the controller.  You can also press A to zoom in, and B to zoom out.


 ------------------------------------------------------------------------
 ENABLE WALL MODE
 ------------------------------------------------------------------------

 Beat the game once (even if you get the bad ending by not fighting
 Super Bilstein), and the "Wall" option will appear in the Option Menu.
 If you turn it on, you cannot knock a character out of the playing
 field and win by Ring Out.  Furthermore, any attack you make knocks
 an opponent back very far, so chances are you and your enemy will be
 smashing into the invisible walls all the time.


 ------------------------------------------------------------------------
 ENABLE DARKNESS MODE
 ------------------------------------------------------------------------

 During the Versus / Stage screen that is shown just prior to a battle,
 hold Down + L2 + R2.  When the first round begins, everything will be
 dark, and you can only see your characters in the light of their Plasma
 Weapons.  This code lasts for one battle, and must be input again
 before the start of the next battle if you want to continue playing
 this way.


 ------------------------------------------------------------------------
 ENABLE DEFORMED MODE
 ------------------------------------------------------------------------

 During the "Versus" screen, hold Right + Start + O + S.  When the first
 round begins, your character will have a much larger head and feet.
 Alternatively, you can hold Left + Start + O + S to start off with
 a large body and a small head and feet.  Vector may actually benefit
 from the big head code, as it makes his laser beams much wider.
 However, there are some weird effects as well; his lasers will miss
 from up close, and in Training Mode, it's possible to get both
 characters stuck in the far ends of the screen (I don't know why this
 happens, but it happened to me twice).

 This code only lasts for one round, and must be input again before the
 start of the next round if you want it to continue.  Just hold down
 the buttons for either effect after your opponent dies.


 ------------------------------------------------------------------------
 SAME CHARACTER AT CONTINUE
 ------------------------------------------------------------------------

 When you lose a stage and are asked to continue, press Select + Start.
 Instead of being taken back to the character select screen, you'll
 restart that battle with the same charcter you've been using.


 ------------------------------------------------------------------------
 HIDDEN GERELT PICTURE
 ------------------------------------------------------------------------

 When you choose to save data onto your Memory Card, hold L1 + R1 when
 it says that it's checking the card.  Now if you look at the Memory
 Card icon in the PlayStation's Memory Card menu, you'll see that the
 icon is Gerelt's winking face.  


 ------------------------------------------------------------------------
 SOFT RESET
 ------------------------------------------------------------------------

 Capcom of Japan's page states that you can return to the title screen
 at any time, press and hold the following buttons: L1 + R1 + Start +
 Select.  This may be a Japanese-version only trick, though, since in
 the US version you can simply press Start + Select to do the same
 thing.


 ========================================================================
 4.  GAMEPLAY NOTES
 ========================================================================

 ------------------------------------------------------------------------
 TYPES OF MOVEMENT
 ------------------------------------------------------------------------

 Every character can inch back or forward by holding in those directions,
 but they can also dash forward or backward by tapping f,f or b,b.  While
 dashing forward, you can hold f in order to keep running towards your
 enemy.

 Other types of movement involve the Guard button.  Pressing f + G makes
 you move around your enemy a bit, so if you keep doing it, you'll
 eventually circle all the way around them.  Pressing b + G has the same
 effect, but you back away while circling as well, so long before you've
 gone around your enemy, you'll end up at the far end of the playing
 field.  When on the right side of the screen, you'll move away into the
 background, while when on the left side of the screen, you move away
 into the foreground.

 The last type of movement is the crouch dash, which is done by inputting
 qcf + G.   This simply makes you dash forward while ducking down,
 allowing you to avoid high attacks.


 ------------------------------------------------------------------------
 THROWS
 ------------------------------------------------------------------------

 Throws are unblockable attacks that miss unless they're performed from
 up close (when done from afar, your character simply reaches out without
 grabbing anything).  Everyone can throw by pressing AB while standing,
 and all characters (except Gore), can throw a crouching opponent by
 crouching and pressing AB.  You can throw someone from behind, too,
 but you can't crouch throw them (it will come out as the normal behind
 throw instead).  If you are behind them and they are crouching, then
 you cannot throw them at all.

 Several characters (Gerelt, Gore, June, and Kappah) also have throws
 that are done by inputting f,b + K.  These throws will not come out,
 though, unless your opponent is lying on the ground face down, with his
 or her legs towards you and their head pointing away from you.  The
 easiest way to get them in such a position is to knock them down when
 they're facing away from you, then dash close and input the command.


 ------------------------------------------------------------------------
 ATTACK AND DEFENSE
 ------------------------------------------------------------------------

 Unlike other fighting games, you cannot hold back or down-back to defend
 against an attack--you have to hold the Guard button to do that.  Simply
 holding the Guard button makes you guard against high attacks, while
 crouching and holding the Guard button defends you against low attacks.

 Throws cannot be defended against, and Vertical Attacks can only be
 blocked by standing; if you crouch, they will still hit you.  On the
 other hand, most Horizontal Attacks will miss a crouching opponent, so
 it's sort of a trade-off.  Of course, you can crouch-guard against any
 kind of crouching attack.

 Another kind of attack is the Knockaround Attack, which is done by
 pressing b + B.  This move's most obvious effect is that a hit opponent
 is knocked around so that their back is towards you.  This move also
 make you switch stances, so if you were standing with your front towards
 the screen, you're now standing with your back towards the screen.  As
 far as I can tell, this has no effect on actual gameplay--moves still
 have the same range, damage, etc. no matter what stance you're in.
 Anyone know if there's any advantage to having a different stance?

 If you're knocked around so that your back is towards your opponent,
 you can press G to turn around (this can also be done while jumping over
 an opponent, so that you land facing them).  Another way to turn around
 is to press A / B / K while standing or crouching, which makes you turn
 and attack at the same time.

 Finally, there are the jumping attacks.  There are two types; one if
 you press an attack button right as you jump (or for some characters,
 before you reach the apex of your jump), and another type of attack
 comes out if you press a button after the apex of your jump.  Obviously,
 the ones done right as you jump are better for anti-air attacks than
 the ones done as you're falling, which are better for attacking people
 on the ground.


 ------------------------------------------------------------------------
 FIGHTING ON THE GROUND
 ------------------------------------------------------------------------

 When you knock an opponent to the ground, several new options become
 available to you and them.  Before they get up, you can always attack
 them with any low attack (like a crouching kick, or some standing
 Vertical attacks), or you can use a Pursuit Attack, which is done by
 pressing u + A / B / K.  The K version does less damage, but comes out
 faster, while the A / B version does more damage, but takes a while to
 hit and gives your opponent more time to get out of the way.

 However, you're not helpless when lying on the ground.  After a moment,
 your character will flip over so that they face up, then they'll get
 up.  You can also press up or back when lying on the ground to get up
 and flip backward, or press forward to get up and do a short roll
 forward.  If you press down, you won't move around, but you will get
 up faster.  Another option is to press G when lying on the ground,
 which will make you roll into the background or foreground (it seems
 to be random).

 Instead of simply moving around, you can also attack while getting up.
 Pressing Kick while getting up makes you do a high attack, while d + K
 makes you do a low attack.  Inputting d,u + K makes you do an anti-air
 attack, which is good for stopping Pursuit Attacks.  Note that these
 attacks can be done not only while getting up, but after any of the
 above moves, so you could hold b to flip away, then tap d + K to do
 a low attack after the flip, or you could press G to roll away, then
 tap d,u + K to do an anti-air attack.

 Furthermore, note that you don't need to time the direction or button
 presses for these moves; you can hold d + K  or G the moment you land,
 and you do a low attack or a roll once you start to get up.


 ------------------------------------------------------------------------
 THE PLASMA REVERSES AND PLASMA STRIKES
 ------------------------------------------------------------------------

 The two moves you'll definitely want to master are the Plasma Reverses.
 Both of these moves are designed to counter attacks; when you perform
 them, you'll flash red (for the Plasma Revenge) or blue (for the Plasma
 Reflect).  If you're hit during a Plasma Revenge, you automatically
 counter attack; for the Plasma Reflect, your opponent's attack is
 knocked away, stunning them momentarily.

 Either move can be done with AG or BG; AG stops Vertical Slashes and
 other A-button attacks, while BG stops Horizontal Slashes and other
 B-button attacks.

 The next Plasma move is the Plasma Strike, which is done by pressing
 the ABK buttons together.  Your character will charge up, then attack.
 If the attacks hit, they will continue to assault their opponent for
 considerable damage.  This move can only be used once a round (even
 if it hits or is blocked), but if you're hit out of it early enough,
 you can use it again in a round.  If you kill someone with this move,
 there's a little replay sequence showing the final hit from three
 different angles.


 ------------------------------------------------------------------------
 PLASMA COMBOS
 ------------------------------------------------------------------------

 Another way to attack your opponent is with Plasma Combos--these are
 preset 'strings' of attacks that can be performed one after another.
 Despite their name, some of the Plasma Combos don't actually combo,
 allowing your opponent to guard against the rest of your attacks.  Some
 of the attacks must be blocked high (they look like a triangle in the
 Plasma Combo indicator), others must be blocked low (these look like an
 upside-down triangle), and some can be blocked either high or low (these
 look like squares).

 There are three basic sets of Plasma Combos; A, B, and K.  All this
 really means is that, for example, a K user can press K four times for
 a basic combo, whereas an A user could press A four times for a simple
 Plasma Combo.  Obviously, there are other combos as well, and some
 characters even have 'secret' Plasma Combo strings that don't show up
 on the Training Mode charts, like Vector's all-Kick Plasma Combo.

 Since the 'strings' lead into one another, you can perform parts of
 the combo in various ways.  For example, one of June's Plasma Combos
 is A-K-K-B-K.  It could also be performed B-K-K-B-K, or A-A-K-B-K.
 The endings hits can't be changed (K-B-K), but that's because as the
 combo progresses, the strings go off in their own direction.  Some
 strings can only be done in one manner, like Gamof's A-A-A Plasma
 Combo--nothing else can be used aside from A-A in order to get the
 third and final A attack.
      
 Although you can't cancel out of a Plasma Combo into a normal attack
 (there are actually no cancelable moves in Star Gladiator, but that's
 another story), most Plasma Combos end in special attacks, either
 those that are normally available, or moves that are not.  For example,
 Gore's B-B-K-K-B combo results in him spinning around and shooting out
 poison bubbles, which isn't a normally usable attack.  On the other
 hand, Bilstein's A-A-B-K-A combo ends in the Final Bilstein, a special
 throw he can perform manually.  Also, it is possible to follow up
 certain Plasma Combos with special moves.  For instance, at the end
 of Bilstein's A-A-A-K-A combo, he does a Blaze Sword.  Since this move
 can be followed up normally with the Double Blaze Sword, Bilstein can
 do the same after the combo ends, and perform the Double Blaze Sword
 upon landing.

 Another aspect of the Plasma Combos are the Plasma Finals.  These are
 commands entered at the end of a particular combo string that result in
 a high-damage attack unique to each character.  For example, at the end
 of his B-A-K-A-K / A-B-B-A-K / B-B-B-A-K, or B-A-B-A-K chains, Vector
 will do a Plasma Final when you press K again after the final K press.
 Sometimes you have to use the control pad as well (Hayato's Final
 requires you to press up + A at the end of an A-A-B-A-A string).

 Getting a little confusing?  Well, here's an example of how Plasma
 Combos work.  In this case, it's a Type B chart, Gore's.  These are
 all of his possible Plasma Combos:

 1) A-A-K-B   2) A-A-K-K-A   3) A-B-B-A-B   4) A-B-B-A-K   5) K-K
    A-B-B-B      A-B-K-K-A      B-A-B-A-B      B-B-B-A-K   6) A-A-A
    A-B-K-B      B-B-K-K-A      B-A-K-A-B      B-A-B-A-K   7) K-A-K-B
    B-A-B-B                     B-B-B-A-B      B-A-K-A-K
    B-A-K-B   8) A-A-K-K-B      K-A-B-A-B      K-A-B-A-K   S) b+K,df+K   
    B-B-B-B      A-B-K-K-B      K-A-K-A-B      K-A-K-A-K   F) From 3-A
    K-A-B-B      B-B-K-K-B                                 

 1) - Dokuyaku Sanpu            6) - Somersault Cane
 2) - Zatou-ichizuki            7) - Shindou Ryouhou (if B hits)
 3) - Sosei Henkan              7) - Zettai Ansei (if B misses)
 4) - Kyakubu Kaiten            8) - Standing Bubble Spin
 5) - Headbutt                  F) - Kyuukyoku Bouchuu

 As you can see, each Plasma Combo has a certain ending attack.  For
 example, all the ones ending in A-K result in the Kyakubu Kaiten, while
 all those ending in K-K-A result in the Zatou-ichizuki.  The S) combo
 is Gore's Secret Plasma Combo, which doesn't show up on the B-Type
 chart and isn't usable by any other character except for him.  The F)
 is Gore's Plasma Final, which is done by pressing A after any of the
 combo sets ending in A-B.  This will make him go from the Sosei Henkan
 to the Kyuukyoku Bouchuu.


 ------------------------------------------------------------------------
 RING OUTS
 ------------------------------------------------------------------------

 Except for when in Training Mode, every stage has an edge you can fall
 off of.  You can't physically walk off the edge, but your own special
 moves can carry you over the edge.  Your opponent can also knock you
 over the edge with their attacks or by pushing into you (a CPU opponent
 can run off the ledge, too).  If you fall off an edge, you automatically
 lose the round by 'ring out'.


 ========================================================================
 5.  MISCELLANEOUS
 ========================================================================
 
 ------------------------------------------------------------------------
 PLASMA COMBO TYPES AND PLASMA FINAL CHART
 ------------------------------------------------------------------------

 The playable characters are can be divided into three groups; each uses
 a different type of Plasma Combos.  Type A users include: Bilstein,
 Blood, Gerelt, Hayato, and Kappah.  Type B users include Gamof, Gore,
 Saturn, and Vector.  Type C users include June, Rimgal, and Zelkin.
 The combo charts for each type are listed below:
                     
     TYPE -A-                   TYPE -B-                TYPE -K-

          A                                                A   K
         /                                                /   /
        A   K=1                    A   A                 A   A  
       / \ /                      /   /                 / \ / \
      A   K                      A   K                 A   K   A=7
     / \ / \                    / \ / \                 \ / \ /
    A   B   A=2                A   K   B=4               K   B
     \   \ /                    \ / \                   / \   \
      B   A                      B   B                 B   A   K=8
     /                          / \ /                   \     /
    B   A                      B   B   K=5               B   K
     \ /                        \ / \ /                 /   / \
      A   K                      A   A                 K   B   B
     / \ / \                    / \ / \                 \ / \ /
    K   B   B                  K   K   B=6               K   A
     \ / \ /                    \   \                     \ /
      K   B                      K   B                     K  
       \   \                                                \
        K   A=3                                              K

 You can start at any of three three letters on the far left (A, B, or
 K), and progress from there.  For example, a Type C user could do a
 K,K,B,A combo, but a Type A or B user could not.

 The numbers indicate the special finishers for certain characters.  For
 example, Hayato is a Type A user, and his Plasma Final is 2.  So to do
 his Plasma Final command, you'd do a Plasma Combo leading to [2] (say,
 A,A,A,K,A, or A,A,B,A,A), and then press up + A to finish the move and
 do his "Kegon" Plasma Final.


 ------------------------------------------------------------------------
 TRANSLATIONS
 ------------------------------------------------------------------------

 All translations were done on my own, with the text and spellings taken
 from Capcom of Japan's page.  Since my Japanese is pretty rotten, the
 translations are probably not very correct.


 [ BILSTEIN ]  ----------------------------------------------------------

 Kieru                          Erasure
 Fuyuu                          Floating
 Kuuchuu Yoku Idou              Mid-Air Horizontal Movement


 [ GAMOF ]  -------------------------------------------------------------

 Zenten                         Forward Roll
 Ushiro Mawarikomi Jump         Circling Backward Jump


 [ GERELT ]  ------------------------------------------------------------

 Kick del Sol                   Kick of the Sun
 S.D.F                          Scarlet Deathlock with Facelock
 Naname Zenten                  Diagonal-Forward Roll


 [ GORE GAJAH ]  --------------------------------------------------------

 Kannon Biraki                  Kwannon (Goddess of Mercy) Unsealed
 Suihei Biraki                  Horizon Unsealed
 Kinteki Hishuu                 Gold Target Flying Kick
 Tsubo Shiatsu-zuki             "Touching a Pressure Point" (tsubo)
 Kaiten Keizan                  Spinning Leg Slash
 Haikotsu Shinchuu              Spine Stretching
 Kou Kaiten Shuu                Backward Spinning Kick
 Dokuyaku Sanpu                 Spraying Poison
 Hiyaku Youkyou                 Leaping Middle Spin
 Sosei Henkan                   Composition Conversion
 Katsu Tounyuu                  Scolding Throw
 Kyakubu Kaiten                 Spinning Leg
 Ara-ryouji                     Wild Recovery
 Naizou Appaku                  Internal Pressure 
 Kinou Shinshuu                 Recollection Quaking Kick
 Kacchi-men Shuu                Slippery Surface Kick  
 Zatou-ichi Zuki                Anus Stab
 Shindou Ryouhou                Vibration Treatment
 Enshin Bunri                   Centrifuge Separation 
 Zettai Ansei                   Absolute Rest
 Okiru                          Getting Up
 Temae-shin Idou                Lying Down Movement (to the background)
 Ou-shin Idou                   Lying Down Movement (to the foreground)
 Shin Dash                      Lying Down Dash
 Bairitsu Henkou                Magnification Change
 Kyoudai-ka                     Become Giant Sized
 Shukushou-ka                   Become Reduced in Size
 2 Dankai                       2 Stages
 Zenten                         Forward Roll
 Kyuukyoku Bouchou              Ultimate Growth
 Kanzen Shohou                  Perfect Perscription


 [ HAYATO KANZAKI ]  ----------------------------------------------------
 
 Tenchi Zan                     Heaven and Earth Slash
 Rekkuu Zan                     Violent Sky Slash
 Eijin Kyaku                    Sharp Blade Kick
 Tsuki Kage                     Moon Silhouette
 Jajin                          Serpent Blade
 Jatai                          Serpent Thigh
 Engetsu                        Full Moon
 Ura Engetsu                    Reverse Full Moon
 Shiden                         Violet Electricity
 Shiden Kai                     Modified Violet Electricity
 Eijin Rai'ei Kyaku             Sharp Blade Lighting Shadow Kick
 Shou Jump                      Small Jump
 Hien                           Flying Swallow
 Hayagake-Zuki                  Rapid Dash Thrust
 Dokuryuu                       Lone Dragon
 Souryuu                        Double Dragon
 Shippuu Geki Kyaku             Gale Attack Kick
 Kogetsu                        Crescent Moon
 Byakko Hou                     White Tiger Cannon
 Ashura                         (demonic warrior)
 Shin Ashura                    True Ashura
 Shuradou                       Scene of Carnage
 Shin Engetsu                   True Full Moon
 Gekishin Haten                 Severe Earthquake Heaven Breaker
 Guren                          Crimson Lotus
 Guren Ranbu                    Crimson Lotus Boisterous Dance
 Goku Raimei Zan                Extreme Thunder Slash
 Kegon                          Stern Lotus
 Suzaku Ranbu                   Red Phoenix Boisterous Dance


 [ JUNE ]  --------------------------------------------------------------
 
 Sokuten                        Side Spin
 Back Ten                       Backflip
 Chouhatsu                      Taunt / Provocation


 [ KAPPAH ]  ------------------------------------------------------------

 Mozu no Hayanie                Quick Cooking of a Shrike
 Semi Shigure                   Cicada Late Autumn Shower
 Kawazu Geri                    Frog Kick
 Yuuda-zuki                     Rainshower Stabbing
 Yuuda Ippon Zuki               Rainshower "Fishing Pole"
 Yuuda Tsuyu Harai              Rainshower Sweeping Dew
 Yuuda Kawazu Geri              Rainshower Frog Kick
 Tsumji-kaze                    Whirlwind
 Kane Narashi                   Ringing of Bells
 Meoto Tonbo                    Dragonfly Pair
 Buyo no Mai                    Dance of the Gnat
 Kappa Dadakko                  Spoiled Kappa
 Hikyaku Uchi                   Flying Kick Strike
 Nomi Geri                      Flea Kick
 Uma no Inanaki                 Horse's Neigh
 Tegame Katame                  Turtle's Hand Harden
 Naname Zenten                  Diagonal Forward Roll
 Tsuku Shinbou                  Earth Shinbou
 Tsuyu Harai                    Sweeping Dew
 Kare Susuki                    Blasting Advance
 Amenbo Tsuki                   Amenbo Stabbing
 Kusagari                       Mowing Grass
 Hasu no Hageri                 Lotus' Leaf Kick
 Inaba no Shirousagi            White Rabbit's Inaba
 Senbon Sotoba                  Thousand Sotoba (wooden grave tablets)


 [ RIMGAL ]  ------------------------------------------------------------

 Fuse                           Crouch Down


 [ SATURN ]  ------------------------------------------------------------
 
 Sokuten                        Side Spin


 [ ZELKIN ]  ------------------------------------------------------------

 Kaiten Super Jump              Spinning Super Jump
 Kuuchuu Fuyuu                  Mid-Air Floating
 Kyuu Rakka                     Sudden Dive Underneath
 Kuuchuu Yoko Idou              Mid-Air Horizontal Movement
 Kuuchuu Dash                   Mid-Air Dash


 ------------------------------------------------------------------------
 ADDENDUM
 ------------------------------------------------------------------------

 The instruction manual for the US PlayStation release is rife with
 mistakes and misinformation.  So, here's what to look out for:

 Page 8 - The 'Get Up' information is incorrect.  Holding G has no
 effect on your character getting off the ground, and instead makes you
 roll.  Holding back or forward does not control your roll, it instead
 makes you get up away or towards your enemy, only if you _didn't_ roll.

 Page 8 - The 'Head Spring' does not exist.  Pressing G will make you
 roll (up doesn't affect this), and pressing up alone makes you get-up
 away from your opponent.

 Page 8 - The 'Flip Opponent' command is back + B, not forward + B.
 The description is wrong as well, since this command makes the enemy
 turn away from you, not towards you (when you hit an enemy from the
 behind, they will fall over instead of turning around).

 Page 9 - The 'Plasma Strike' information is slightly off.  Even if
 you perform a Plasma Strike that misses, you will still be unable to
 use it for the rest of the round, contrary to the what the booklet
 says.

 Page 10 - For 'Plasma Combos': Type A users also include Bilstein, Super
 Bilstein, Blood, and Kappah.  This isn't mentioned in the manual for
 obvious reasons :)

 Page 12 - Hayato's Plasma Final ends in u + A, not d + A.

 Page 13 - June's Moonshine Kick is performed by pressing K+G after the
 Moonsault Kick, which is done by pressing K when your opponent is
 behind you.  Pressing K,K,G simply does the Moonsault Kick (the second
 K and G do nothing).  Her Plasma Final ends in up + K, not just K.
            
 Page 15 - Gamof's Plasma Final ends in A, not hcf + A.  Also, you can
 tap B during the Gamo Tornado indefinitely, not just three times.

 Page 17 - Vector's 'Last Shooting' (what they call 'Final Blast'), is
 done by pressing A after throwing someone from behind, not from a
 'backward throw' (you think they could keep their terminology
 straight!)

 Page 19 - Zelkin's Super Jump is done by pressing d,u, not d,u,u.

 Other more obvious stuff is the made up names (I hate those), and the
 fact that they only list one way to do a Plasma Final, when in fact
 there are sometimes several combos that you can end in a Plasma Final.


 ========================================================================
 6.  AUTHOR'S NOTE
 ========================================================================

 I've owned Star Gladiator for some time now, but only recently did I
 decide to write a FAQ (after seeing how lame Hayato was in MvC2, I
 started playing this game again to remind myself how much cooler he is
 in 3-D).  Seeing how there was so much information at Capcom's page
 that we English readers would never know about, I decided to sit down
 and try and write a guide for this game.  So, better late than never,
 I guess.
 
 ------------------------------------------------------------------------
 SPECIAL THANKS
 ------------------------------------------------------------------------

 CodeMaster                                              <www.cmgscc.com>
  - For the code to play as Super Bilstein.  This code and others can
    be found at the site listed above.

 FrostByte
  - Some information on the secret codes taken from his excellent Star
    Gladiators FAQ (you can find it at www.gamefaqs.com).

 Capcom of Japan              <www.capcom.co.jp/himitsu/sg/sutagura.html>
                              <www.capcom.co.jp/fax>
  - All official move names, most move commands, most secret combos, most
    of the secrets, and hidden character stats. and other misc.
    information taken from their home page, not to mention the bios for
    Bilstein, Kappah, and Blood.  Obviously, I owe these guys a big
    thanks.  The name for Super Bilstein's 'Gigantic Explosion' was taken
    from a FAX file on Plasma Sword (the moves are somewhat similar, so I
    opted to use that name).

 Plasma Sword Manual (US Dreamcast version)
  - Took some move names for Blood from here, since I can't find his
    official SG1 move names anywhere on the 'Net.  Also took Zelkin's
    'Transformation' name from here.

 Star Gladiator Manual (US PlayStation version)
  - Took Bilstein's story from here, and the stats. for all of the
    normally playable characters.

 
 ------------------------------------------------------------------------
 REVISION HISTORY
 ------------------------------------------------------------------------

 Version 0.1  (May 4, 2000)
  - First revision, complete movelists for everbody, as well as fully
    tested secrets and tricks, and a gameplay notes section.

 "I am super hero!" - Saturn, saying my favorite win quote ;)

 Unpublished work Copyright 2000-2001 Chris MacDonald
