THE SSS IIIII EEEEE GGGG EEEEE RRRR S I E G E R R SSS I EEE G GG EEE RRRR S I E G G E R R SSS IIIII EEEEE GGG EEEEE R R STRATEGY GUIDE / FAQ (v.2.5) Edited By Damone Dedicated to all the players and admirers of the big, bad, bald guy himself: NEINHALT SIEGER. It is designed to help beginners and advanced players alike come to use him as an effective player. Anyone with additional info, etc, etc, contact me, Damone, at damone@ios.com. This faq is available via FTP at: brawl.mindlink.net /pub/ss2/guides 'sieger.damone' And soon at: kaiwan.kaiwan.com /user/dvillnva/neogeo_faqs ftp.netcom.com /pub/vi/vidgames/faqs cencongopher.concordia.ca /pub/JustTheFAQs/VideoGames/FAQs It is also at these WWW pages: http://styx.ios.com/~damone/ss2page.html http://student.uq.edu.au/~e3321942 This faq is also posted regularly, as updates warrant, on USENET rec.games.video.arcade. ---------------------------------------------------------------------------- CONTENTS: PART 1: VERSION HISTORY ACKNOWLEDGEMENTS DISTRIBUTION, ADDITIONS, CORRECTIONS, REQUESTS WANTED!!!! WHY SHOULD OR SHOULDN'T I PLAY SIEGER SIEGER INFORMATION MISC. INFO WINNING POSES BETWEEN MATCH MESSAGES NON-ATTACK MOVEMENTS SIEGER'S TAUNTS GENERAL STRATEGY NORMAL ATTACK MOVEMENTS PART 2: THE SPECIAL MOVES AND WHAT TO DO WITH THEM COMBOS INTERRUPTING ATTACKS FIGHTING THE SPECIAL CHARACTERS WHAT HAPPENS WHEN SIEGER WINS CONCLUSION ---------------------------------------------------------------------------- VERSION HISTORY: .05: The most rudimentary of beginnings of a faq. .07: Distributed to writers for input. Changes and clarifications. 1.0: First full faq. Last holes filled in. Began posting to USENET. 1.5: Sections rewritten and corrected. New input added from different contributors. REGULAR ATTACK MOVES section vastly improved. Preliminary section on fighting Mizuki. Info on how to get to Kuroko. Updated historical info. 1.7 Minor revisions and corrections made. More specific information on Firestorm move and Backbreaker combo. Changes to COMBOS section. Refined info on getting to Kuroko. 2.0 Updated historical info. Faq split into two parts. 2.3 New archiving info. Juggling of some sections for better flow. New section (WINNING POSES). New info on cancelling taunts. New info from Japanese Manual. Nearly completed NORMAL ATTACKS section. New info on Vulcan Weinan move. Other additional minor corrections and changes. 2.5 Updated archiving info. ENDMATCH MESSAGES section becomes BETWEEN MATCH MESSAGES. COMBOS section updated. INTERRUPTING ATTACKS section added. New info on fighting Kuroko. Other minor corrections and the like. Barring any new input, this is the last version. ---------------------------------------------------------------------------- ACKNOWLEDGEMENTS: CONTRIBUTING WRITERS: Scott Fujimoto (sfujimoto@delphi.com), contributing writer, also see below Greg Kasavin (shrike4@aol.com), Info on getting to Kuroko Kenichiro Tanaka (tanaka@maya.com), Japenese manual translation Stephen Young (youngs3@rpi.edu), contributing writer, Team RPI J.T. (Jon Tanaka) (bpcv@musicb.mcgill.ca), contributing writer Alain Hoang (hoanga@rpi.edu), contributing writer, Team RPI Orlando De LaCruz (orlando@ids.net), contributing writer Kenneth Hsu (e3321942@student.uq.edu.au), author, Nakoruru Strategy Guide v.4.0 A contributing writer for this faq. Check out his homepage at http://student.uq.edu.au/~e3321942 TECHNICAL RESEARCH: Scott Fujimoto (sfujimoto@delphi.com), See also below My own personal Bell Labs for testing information. His home version of SS2 and unique research methods have been the main source for specific move information. He deserved his own section. REFERENCE SOURCES: Shawn Holmes (shawnh@qb.island.net), author, SS2 Tapfaq (v.4.0 and previous) Scott Fujimoto (sfujimoto@delphi.com), editor, SS2 Tapfaq (v.5.0 and after) I borrowed move lists and and other items from the faq. I have not properly acknowledged all the contributors to this faq. Please check it out to give respect to all who helped in the effort. It can be retrieved via annon ftp at FTP.NETCOM.COM /pub/vi/vidgames/faqs. Support this worthy effort. Scott Fujimoto (sfujimoto@delphi.com), author, Character History Faq (v.4.0) Got some historical information on Sieger from the Faq. It has an EXTENSIVE list of sources on the characters. Check it out as 'ssorigin.txt' at brawl.mindlink.net in /pub/ss2/misc. Also author of Kuroko Faq, found as 'kuroko.txt' in brawl.mindlink.net in /pub/ss2/guides. ARCHIVAL ASSISTANCE: Dave Kirsch (a00563@giant.mindlink.net), curator, Mindlink ftp site He archives my faq at his site. Kenneth Hsu (e3321942@student.uq.edu.au), curator, his home page Keeps my guide on his page: http://student.uq.edu.au/~e3321942 GeeSe Howard (dvillnva@kaiwan.com), curator, Kiawan site He will be archiving my faq at his site. Andy Eddy (vidgames@netcom.com), curator, Netcom site, Gamepro Magazine He will be archiving my faq at his site. And to everyone who likes playing the big guys, here ya go. ---------------------------------------------------------------------------- DISTRIBUTION, ADDITIONS, CORRECTIONS, REQUESTS: This guide is free and public domain. It may be distributed freely and archived in its current form. I only ask that if it is archived anywhere that I be notified where, so I might update it at a later time if I so choose. THE ENTIRETY OF THIS FAQ IS PROTECTED BY PUBLIC COPYRIGHT. IT MAY NOT BE SOLD OR PUBLISHED FOR PROFIT, IN WHOLE OR PART, IN ANY FORM. If you have anything to contribute or correct, complain about, etc, please e-mail me at damone@ios.com. Places to access this faq are listed at the beginning of each part of this faq. ---------------------------------------------------------------------------- WANTED!!!! This faq is in its infant stage, and I need plenty of input from players to make it work. Any help is appreciated. -> Any translations of Sieger's sayings -> Any ascii or ascii-ed gifs of Sieger -> Any other Sieger combos you know -> Any other Sieger info, etc Send any or all of this to me, Damone, at damone@ios.com. ---------------------------------------------------------------------------- WHY SHOULD OR SHOULDN'T I PLAY SIEGER: (Adapted From Tapfaq v.4.0) 4 Good Reasons to play as NEINHALT SIEGER: --> All moves are very powerful --> Good second choice for WAN-FU players --> Elephantglied is one HELLUVA move --> Bald guys rule PLUS: --> Anyone hit with any of his ABs looks punchy --> Only player with a 'firearm' --> Rules the close-in game 3 Bad Things about NEINHALT SIEGER (and why they are wrong): --> No decent projectile moves - Yeah, but he can send everyone else's back at them. =P --> Very poor jumping ability - The Blitz Sieger is very poor? --> Hard to understand that thick german accent - Helps to learn a foreign language ---------------------------------------------------------------------------- INFO ON SIEGER: HISTORICAL INFO ON SIEGER: (Adapted From Historical Backgrounds Faq v.4.0) NEINHALT SEIGER -- As many people have pointed out, his name is sort of a joke. It means "No Halt Victory." Historically, Sieger would most likely be a Teutonic Knight, a Germanic order of knights. However, their symbol was a black cross on a white field, not a lion. Also, they were not allied to either the Holy Roman Emperor nor the Prussian King, but were basically an autonomous order. [As well, the Teutonics were renowned for their viciousness in battle, which does not fit with Sieger's character.] The "Knights of the Red Lion Knight" that Sieger belongs to is probably a total fiction as well. However, the Emperor is no doubt not Prussian, as, in a historical joke, all the Prussian Emperors were named 'Frederik.' INFO ON SIEGER FROM SS2: (From Tapfaq v.4.0: Taken From Home Version Manual) Achtung! The Swine from Auschwitz NEINHALT SIEGER Europe's terrifying leader of the "Knights of the Red Lion Knight," Neinhalt seeks to single-handedly destroy the enemies of his revered Emperor Heinrich. A true patriot to the last, says Sieger, "I fight with loyalty toward my emperor and hate toward my enemies. I will win, even if I have to poke someone's eye out!" Misc. Info: Prosia may be a misspelling of "Prussia", which was the name of the surrounding territory of Germany in 1788. INFO ON SIEGER FROM SS2 - JAPANESE MANUAL: (Taken From Japanese Release Manual: Translated by Kenichiro Tanaka) Neihalt Sieger ============== Sieger, the commander of the most powerful group of knights in Europe, The Holy Order of the Knights of the Red Lion, was ordered by Emperor Heinrich to destroy, singlehandedly, the demon that had been attacking neighboring countries. Sieger set out on a jorney, for the good of his homeland. "I pledge allegiance to our magnificent Emperor." ---------------------------------------------------------------------------- MISC. INFO: (Parts Adapted From Tapfaq v.4.0) -> The Emperor in Sieger's stage reacts to the fight. If Sieger wins, he stands up triumphantly and cheers. If he looses, he cries. In Sieger vs. Sieger fights, the Emperor always cheers. -> The Emperor's guards on the fighting floor (with capes unfurled) look like Warhammer (TM) characters, while those on the throne level (with capes drawn) look like Imperial Guards from the Star Wars (TM) movies. -> As his Vulcan Weinan move is performed, empty shell casings pop out of his arm, and the form of a semi-nude woman can be seen among the flames. -> Sieger cannot kill (do cut or blood fatalities) on any of his opponents, except when using the Vulcan Weinan move. -> When choosing to play Sieger, the A button chooses the Sieger with the orange-red coloration, and the D button chooses the Sieger with the green coloration. -> When killed by a slash or blood fatality, Sieger spews bullet casings. ---------------------------------------------------------------------------- WINNING POSES: (Adapted from Tapfaq v.5.0) In SS2, the way that you hold the joystick at the end of the match determines which winning pose that your character will take. THE POSES: - Oh Yeah: Sieger clenches fist and says "OHHH YEAH!" - Bow: Sieger bows and says something like 'Hmph, Neinhalt.' - Laugh: Sieger clenches fist and chuckles HOW TO GET THEM: At the end of the match, hold your joystick in these positions: ARMED UNARMED UP: Bow UP: Oh Yeah DOWN: Laugh DOWN: Oh Yeah LEFT: Oh yeah LEFT: Oh Yeah RIGHT: Bow RIGHT: Oh Yeah ---------------------------------------------------------------------------- BETWEEN MATCH MESSAGES (From Tapfaq v.5.0) Quotes: B -- Quote at beginning of game. BM -- Quote before match. AM -- Quote after match. BV -- Quote before mirror match. AV -- Quote after mirror match. I -- Interlude quotes. (J = w/Judge, M = w/Mizuki, A = w/Mizuki and Amakusa) F -- Quotes before final match. B: "I defend my country with my fist!" BM: "Give you my knock for justice!" AM: "Don't be hateful each other. Love is the best strength." BV: "We are Knights, each other. Let's fight fair and square!" AV: "Great match. I'll never forget that fight." IA: "Don't exploit people's weakness." "The evil king...it's a very strong enemy!" F: "My loyalty (will) never lose!" "Never make a fool of me, demon. Kill you!" ---------------------------------------------------------------------------- NON-ATTACK MOVEMENTS: Dash forward -> Joystick forward twice Dash back -> Joystick back twice Fake back -> Joystick back once, forward once Roll forward -> Joystick down diagonal front twice Roll back -> Joystick down diagonal back twice Duck -> Down twice (dodges specials) Hop forward -> Forward BC Hop back -> Backward BC Catch opponent's weapon (unarmed) -> Forward half-circle ---------------------------------------------------------------------------- SIEGER'S TAUNTS: (Adapted From Tapfaq v.4.0) AC (with weapon): Beats chest twice, chuckles. BD (with weapon): Gives opponent "come here" gesture with canon arm. AC or BD (without weapon): Gives opponent "come here" gesture with normal arm. CANCELLING TAUNTS: There are four known ways of having a taunt cancelled: -> Getting hit -> Dashing -> BC hop -> Performing a special move ---------------------------------------------------------------------------- GENERAL STRATEGY: This is just a listing of general strategies of how to use Sieger as an effective character. 1) AIR ATTACKS: Admittedly, Sieger is not a great character in the air. His jump range is generally poor and his normal jumping is bad. This is not to say that you can't wage an effective air campaign with him. With a little practice, Sieger can be workable in the air. The timing on Sieger's air attacks are a lot more complicated and intricate than other characters, but the damage that they do are well worth the effort and skill. The general goal of fighting in the air with Sieger is not an end in itself, but to get him in close where he can do his more damaging moves. His air attacks are somewhat limited, and have generally have poor range. You have to use some tactics to get him in close. The Blitz Sieger special (see SPECIAL ATTACKS section) is one way of getting over to an opponent safely while attacking. An important note is that Sieger's CD Bellyflop CANNOT hit all characters. For smaller characters like Cham Cham and Caffeine, it will miss completely no matter what. This is also true of some of his jumping slashes. His jumping C is MUCH more effective, has good priority, and has the capability of hitting ALL opponents. It also has a quick recovery time, and is a good first move in a combo. His jumping smash-AB is also a good move. The timing for the arc of the punch is complicated, but it has a wide arc (range) and great damage when coming in on an opponent. His jumping-in A is also very effective. It can stuff, or at least trade, with a majority of anti-air counters, including Charlotte's crouching AB and Power Gradiation. In air vs. air combat, Sieger has much more at his disposal. Firstly is his largely ignored Air Throw (see SPECIAL MOVES section). It does great damage, and can get most opponents if Sieger jumps second. Also, a jumping AB smash is surprisingly effective at keeping most opponents back and hits more than it probably should. It has good range and GREAT damage for a non-special attack. In a pinch, you can use it to keep opponents with moderate range back ad nausiam. His jumping C is also good in this area, plus it trades with Cham Cham's Scratcher. His overlooked jumping A is also a great move, as it counters and beats most attacks coming in on a jumping Sieger. When trading air attacks against an opponent, Sieger usually lands before his opponent, giving him time to set up his opponent for a throw or Special Attack. Sieger has little, if any, jump-away attacks that work. At best, his CD bellyflop might catch someone that jumps forward as he jumps back, or a jumping C against someone not attacking or with poor range. His jumping-AB smash will also cover a jump back if you learn the timing correctly. Outside of that, you want to be jumping up or towards your opponent if you are attacking. 2) GROUND ATTACKS: On the ground is where Sieger rules. His attacks do some of the most damage found in the game. His throws are all devastating as well. Even his normal attacks do a LOT of damage if they hit. (Anyone hit with an AB attack reels back and is punchy for a moment.) The one thing to overcome with strategy is the slightly slow movement that his has. This involves thinking ahead and anticipating what will happen. As I deal with how to use each special attack specifically in the SPECIAL MOVES section, here I am going to try and limit the discussion to his normal attacks, or other uses for the special attacks. Against an opponent on the ground, you want to get in as close as possible. The most obvious ways to do this is with the dashes and rolls. Other certain specials, like the Tiger Kopf (see the SPECIAL MOVES section), can get you in close on the ground, under most counters. Low forward-kicks can also cover a little bit of distance as well, so a roll into a forward-kick or a Tiger Kopf can close the distance in a hurry. The back-B and back-ABs have some of Sieger's longest range for non-special attacks, hitting from a considerable distance. Rolling in and mixing up specials like the Vulcan Weinen (see SPECIAL MOVES section) with back-ABs, low kicks, and throws can keep your opponent guessing. While his punches are effective, remember to keep it mixed up, alternating between high and low punches, and forward-slash and back-slash attacks. You can also mix it up from a distance on the ground. From just about rolling distance, specials like the Vulcan Weinen and the Wolf Fangen (see SPECIAL MOVES section) can successfully hit. Throwing these in every now and again will keep your opponent more on his toes. Sieger is also surprisingly good at ground-based anti-air defense. In addition to using the Vulcan Weinen to catch opponents in fire on the way down, back-B punches and back-AB uppercuts also catch players you try and jump in on you. Forward-CD twisting kicks can also take out many players jumping in. Alternatively, you can choose to catch the opponent as he lands. This can be done with the Wolf Fangen or Tiger Kopf specials (with the later leading into the Backbreaker Special), and low B and ABs slashes. 3) UNARMED FIGHTING: It is a complete trade-off if Sieger gets disarmed. On the one hand, he losses most of his special moves. On the other hand, he gets faster and still has all of his throws, and a couple of kick-based special moves, including his POW special, and, apparently, the Backbreaker combo (See SPECIAL MOVES section). The first thing to remember is that, unless your opponent is unarmed as well, you will always get priority on As and Cs will beat him even if he does As and Cs on you. The only thing you have to worry about is an opponent with superior range not letting you close enough to get in the As and Cs. There are two basic strategies while you are disarmed: delaying until you get your weapon back, or going on the offensive. If you are going to delay, you want to use your quickest and longest-range attacks to keep your opponent as far away as possible. Unfortunately, most of your longest range attacks went away with your gauntlet. Back-Bs and ABs can keep most opponents back away from you on the ground, interspersed with Ds and CDs. Jumping kicks can also be used to keep opponents back. If they get in too close in the air, use the Air Throw to put them down. Also, jumping-As and back-jumping-As provide effective stoppers and counters to most air attacks. While jumping back and away to waste time, always do a covering C or D in case they jump in on you. Do rolls and ducks to get away from projectiles. If they set themselves up for the Backbreaker Combo, take advantage of it. It is possible to mount an effective offensive without you gauntlet. The key is to get in close. Use your new speed and priority to your advantage. Use the Blitz Sieger or Tiger Kopf (See SPECIAL MOVES section), rolls, dashes, or jumping As or Cs to get in close. You have the use of all of your throws and increased priorities on them, so once you get in close, either go into a throw, or let loose with a low A or C barrage. See SPECIAL MOVES section on how to set your opponent up for the Backbreaker combo. You also have your power special, Operation Wolf, at your disposal. Try and set your opponent up for it, and even the score, giving you more time to work against him while he is unarmed after you get your weapon back. ---------------------------------------------------------------------------- NORMAL ATTACK MOVEMENTS: -SLASHES- -KICKS- -STANDING FAR- -STANDING FAR- A - Jab (normal arm) C - Low kick * B - Jab (gauntlet arm) D - Forward kick AB - Uppercut (gauntlet arm) CD - Roundhouse -STANDING CLOSE- -STANDING CLOSE- A - Hammer punch (normal arm) C - Forward kick B - Small uppercut (gauntlet arm) D - Knee thrust AB - Full uppercut (gauntlet arm) CD - Half roundhouse -CROUCHING FAR- -CROUCHING FAR- A - Low jab (normal arm) C - Low kick (weak) B - Uppercut (gauntlet arm) D - Low kick (medium) AB - Strong punch (gauntlet arm) CD - Roundhouse -CROUCHING CLOSE- -CROUCHING CLOSE- A - Hammer punch (normal arm) C - Low kick (weak) B - Hammer punch (gauntlet) 2 Hits D - Low kick (medium) AB - Strong punch (gauntlet) 2 Hits CD - Roundhouse -JUMPING UP- -JUMPING UP- A - Side punch (normal arm) C - Side kick B - Hammer punch (gauntlet arm) D - High kick AB - Side punch (gauntlet arm) CD - Bellyflop -JUMPING AT ANGLE- -JUMPING AT ANGLE- A - Downward jab (normal arm) C - Side kick B - Hammer punch (gauntlet arm) D - Downward side kick AB - Downward smash (gauntlet arm) CD - Bellyflop -UNARMED SLASHES- -STANDING FAR AND CLOSE- A - Quick punch B - Jab (med.) AB - Jab (hard) -CROUCHING FAR AND CLOSE- A - Quick punch B - Uppercut AB - Slow punch -JUMPING UP- A - Punch (weak) B - Punch (med.) AB - Short swinging smash -JUMPING AT ANGLE- A - Angled punch B - Jab (med.) AB - Jab (hard) * Low Kick: Depending on range, the low kick will hit low if not too close. If opponent gets too close, it will hit the same as a side kick. ---------------------------------------------------------------------------- CONTENTS (PART 2): THE SPECIAL MOVES AND WHAT TO DO WITH THEM COMBOS FIGHTING THE SPECIAL CHARACTERS WHAT HAPPENS WHEN SIEGER WINS CONCLUSION ---------------------------------------------------------------------------- THE SPECIAL MOVES AND WHAT TO DO WITH THEM: (Special Moves Descriptions And Graphics Adapted From Tapfaq v.4.0) (! Denotes Weapon Needed For Move) (* Denotes Does Blocking Damage) ---------------------------------------------------------------------------- Wolf Fangen | Grabs opponent, punches repeatedly, and | fires opponent against the opposite side -O O- / | \ + AB | of the screen to hit for damage. O O O ! | ---------------------------------------------------------------------------- I love doing this move just to hear Sieger talk during it. But that's just me. This move has a lot of potential. The first part of the move brings him down low (and out of the harm of some attacks), then Sieger grabs and DESTROYS his opponent (with a quaint little pause after he grabs them before he bashes in their face). Like all of Sieger's moves, this one does a LOT of damage. It is a low attack, so your opponent has to block low against it or get grabbed. It is a tricky movement to learn, but has great possibilities for strategic use. For instance: I had Jubei jumping in on me doing a slash. I timed this move right so that a) he missed with the slash and b) I grabbed him AS he hit the ground. With timing, this can become a deadly anti-air attack. The key to this move is the position of the gauntlet. If an opponent blocks while he is in contact with the gauntlet, and then tries to counter, he will STILL be grabbed by this move, as it stays active. If your opponent is NOT in contact with the gauntlet, he has a chance to counter. Effective counters against this move have to hit Sieger himself, not his gauntlet. So, short range counters will not hit as they will not get past the gauntlet, and may actually bring the opponent in range of the attack again. Counters with reach and arch enough to reach Sieger's body WILL hit. Normal low attacks (Kyoshiro's ground thrusts, etc) that aim off the ground will hit the gauntlet and NOT do damage. Counters that move along the ground (Ukyo and Charlotte's crouch-ABs) WILL hit. Its all in the gauntlet. WEAKNESSES: Characters with long reach CAN hit you if they are jumping in on you. Also, if someone jumps AFTER you start this move, you are a sitting duck (kind of like missing with Gen-an's AB), so use it wisely. While most attacks do pass right over you while performing this one, you can still get hit by certain low attacks and specials, so be especially careful against opponents with strong low specials (Nak's ground slide, etc) when performing this move, opponents with great range (Kyoshiro, Ukyo, etc), or opponents whose crouch attacks move over the ground (Ukyo, Charlotte). ---------------------------------------------------------------------------- Vulcan Weinen | Attacks with an exploding flaming punch to (Vulcan Crying) | hit for fire damage. NOTE: PUNCH A | \ -O + A repeatedly | FURTHER FOR "VULCAN DRUCKEN" AND FURTHER O O * ! | STILL FOR "VULCAN EXPLOSION". ---------------------------------------------------------------------------- This is one of the attacks that Sieger has that approaches being a distance attack. If you can pull out the attack all the way out to the Vulcan Explosion, the blast flame can extend to about the distance that other character's projectiles last. In fact, at full extension (Vulcan Explosion), the attack reaches across 3/4 of the screen, hitting anything in its path, for a distance LONGER than some thrown distance attacks. The mechanics of the move are that the more the A is hit at the end of the move, the larger the blast gets, extending from the Vulcan Weinen, to the Drucken, and then the Explosion, each doing more damage (blocking or hit), and an opponent can be hit with each part of the attack. The CLOSER you are to your opponent when the move begins, the easier it is to extend the move to the Explosion. It appears that the move lasts for a certain amount of time, determined by how long you hit the A button. Each time the blast 'hits' something (an opponent, blocking or not), the gauntlet fires again, so the closer the opponent is, the more the gauntlet will fire. If you start the move right next to an opponent, the gun will fire the most in the time period of the move, and the move will go to the Vulcan Explosion (characterized by the rapid ejection of gun casings from the gauntlet at the beginning of the move). The tapping of the A button determines how far the blast will extend and how long the active time of the move is, and the proximity of your opponent at the beginning of the move determines how many times the gauntlet will fire. The longer the attack goes on, the longer the lag after the move. I think that this move is most useful when attacking at a distance. Once you can get the movement down, it can be used for a variety of purposes. It can hit an opponent preparing a special move, knock back a charging opponent, and can be a nasty surprise on the ground for an opponent that is jumping in. Also, it can be used as a nasty addition to a knock down move. Once you have knocked an opponent down, you can run up to him and perform this move, which will force him to block and get knocked back and take blocking damage, or eat the full power of the move. An added bonus that characters seem to have serious problems blocking the full force of this move, even if they are prepared and blocking. For a character specifically blocking, he will block the first part of the move, but will loose the block halfway through (especially if they were close when the move started), taking some blast damage as well as blocking damage. The move does incredible blocking damage as well, and has blast back force unparalleled in the game, preventing the threat of the block and counter. WEAKNESSES: If you do this to an opponent near a corner and he blocks, be prepared to open up your mouth and swallow the AB counter he will put at the end of the move. It does has a significant lag, which gets worse the farther into the move you go. You run a higher risk of a quick counter BEFORE you start the blast then afterward. However, after the move is over, there IS a threat for certain counters by different players, including the ninja's run and grabs, Galford's AB dog, Genjuro's card slash, Ukyo's shadow slice, and the extension moves of Nicotine and Gen-an. The point is that there IS a lag at the end of the move significant enough for counter if they are not pushed far enough away. Follow it up with a block to be safe. ---------------------------------------------------------------------------- Blitz Sieger or | Launches onto opponent with a flaming Blitz Jaeger (Lightning Hunter)| bellyflop to hit for fire damage. -O \ | / O- + Kick | O O O | ---------------------------------------------------------------------------- This is one of Sieger's only special air attacks, and, as that, it is a very important move. It is also a fairly simple one to execute, and can be adjusted to different intensities (C, D, CD), giving it good adaptability. The success of the attack involves being 'higher' than the opponent, meaning either having started the move AFTER you opponent jumped in, or BEFORE he jumps at all. The strength of the attack also determines how far Sieger jumps. One C Blitz Sieger will get about halfway across the screen, a D three quarters, and a CD Blitz Sieger always brings Sieger on top of the opponent. This is an important consideration. A C Blitz Sieger will not work for a far away attack, but it CAN be used if you expect him to jump in on you, as, if you jump second, your attack will come over him and hit. A D or CD can be used to aggressively come in close to an opponent to set up for a throw. Getting Sieger in close is one of the big problems that Sieger players will face, and this is one move that provides a solution. It can also be used to jump over an opponent. This move has very little lag time if it misses and is not blocked, and, coupled with the fact that your opponent will be crossed up by the jump, you should be able to get in a solid attack or throw before they retaliate, as they may be blocking the wrong way. Trying to hit with the move slightly behind the opponent is a good tactic, as if it is blocked, your opponent may get crossed up due to the new facing and either start moving INTO the move and get hit, or allow you to do a follow-up to the blocked attack because he is blocking the wrong way. WEAKNESSES: Characters with reach CAN knock you out of this. The cardinal rule for the Blitz Sieger is being above your opponent. If you are not, it will just be blocked, or you will lose to a counter. The best way to use it is against a stunned or jumping opponent. It almost never works as a sneak up move because the charge up makes it obvious the move you are performing. This attack has a 'charge up' time before it is effective. The stronger the attack, the longer into the jump before he fully 'flames up.' If you intersect and opponent before he flames up, they will pass right through you and not get hit, but they can hit you. Be aware of this when timing the move. Also, some characters with rising special attacks (Ukyo's firebirds and Nak's rising slide, for example) can knock you straight out of this move, taking air damage. Use caution. ---------------------------------------------------------------------------- (Note: This following move is a combination of three moves, all which have to be performed in succession. Known affectionately as the BACKBREAKER COMBO.) Part 1: Tigerkopf | Slides forward on one knee, hitting low (Tiger Head) | for damage, and tripping opponent. This | \ -O + C | prepares for... O O | ============================================================================ Part 2: Falkennagel | ...a punch which launches opponent high (Falcon Nail) | into the air, off screen, hitting for | \ -O + B | weapon damage. At this point, the O O | opponent is set up for... ============================================================================ Part 3: Elefantglied | ...leaping into the air and catching the (Elephant Song) | opponent, bringing him/her straight down -O \ | / O- + A | onto shoulder, cracking many bones, and O O O | hitting for explosive damage. ---------------------------------------------------------------------------- Damage, damage, damage. That's all that can be said against this move if you do it right. While all three of these moves together comprise one of the nastiest combos I have ever seen, and the Tigerkopf can be performed as an independent move. While the computer CPU almost always only performs this move when it is sure it will do it successfully, human players face a slightly harder scenario. Once you get the first part off, it is just a matter of performing the rest of the moves successfully, which is difficult, but it gets easier with practice. The buttons go from C to B to A, and its just two forward arcs followed by a back half circle. The FARTHER away you start this move, the better the chance you have to complete it. The secret is to start at the maximum range of the Tiger Kopf, and perform the movements for the three parts one after another, without stopping. For some reason, it works best this way. The only suggestion I can give is practice, practice, practice. It is so satisfying when you get it right. =) Note that the majority of the damage of the move is done with the last part (Elephantglied), so make sure to follow through. When should you start this combo? One way is to use an opponent's attacks against him. Opponents who miss uppercut-type specials (Haoh's and Genjuro's uppercut slashes, Wan-fu's move, etc) have a lag time in the air that is sufficient to allow you hit them as they land. Following up a blocked Cham Cham face scratcher and a Kyoshiro Lion's Tail (flaming kick) with the Wolf Fangen also works. (I am considering compiling a specific list of blocked or missed moves that each character has that will allow a successful Tiger Kopf. Any help?) Missed ABs also usually have enough lag time to begin the move. Players doing jumping-in attacks can be caught as they land if you REALLY good timing. Also, it obviously useful against stunned or dizzy opponents. SPECIAL NOTE AGAINST NINJAS (EARTHQUAKE, HANZO, GALFORD): This is a particularly NASTY and consistent way to tag ninjas with this move. This has been confirmed against all the ninjas. If a ninja performs a teleporting drop attack, block them. They will then bounce back, landing vulnerable as they always do. Right after you block, go into the Tiger Kopf, and Volia! Ninjas with spinal damage. It is confirmed that the Tigerkopf can be used as a completely independent move, and it is quite a good one, as it can be used to get Sieger in close. Even if it is blocked, you are setting them up for a throw. If the Tiger Kopf is blocked, however, you can STILL go into the Falkennagel and Elephantglied. The Falkennagel will not knock the opponent off the screen, however, so following up with the Elephantglied takes a faster movement and better timing. The blocked-Tiger Kopf combo does less damage than the complete move. One benefit of using the Tiger Kopf independently is that going from a Tiger Kopf into a throw or other move will mix it up against opponents who are used to you performing the whole combo. WEAKNESSES: If the Tigerkopf is blocked and anticipated, you will eat an A counter. Also, if you mess up any of the other parts of the move, you are generally leaving yourself open for a counter if you don't recover fast enough. Don't overuse the move, or your opponent will catch on. One problem is that sometimes, the Tiger Kopf slides you BEHIND the opponent, and it difficult to know what facing to do the rest of the combo. Apparently, like Genjuro's Triple Slash, it does not matter WHAT the facing is as long as the movements are performed. Also, the CLOSER you are to your opponent when you are starting this move, the harder it is to complete. The timing gets faster, and sometimes it does not work at all. The key to success of this move, then, is staying as far away as possible when starting the move. A danger of using the Tiger Kopf as an independent move is the exposed posture it leaves you in if you miss it (you are pretty much lying across the bottom of the screen). Be aware of it. ---------------------------------------------------------------------------- Firestorm | Flicks a finger which reflects all | projectiles back at their opponents. \ + BC | NOTE: THIS MOVE IS PERFORMED WHEN O ! | PRESSING THE BUTTONS AND WHEN RELEASING. ---------------------------------------------------------------------------- I have found the timing for this particular move very frustrating to master, but it is the easiest projectile reflection move in the game, and easily the best. Given Sieger's lack of a projectile of his own (except for himself as projectile in the Blitz Sieger or the projectile range of the Vulcan Weinan), this makes up for it in spades. Plus, it is an especially POWERFUL deflection move, and can get BOTH of Kuroko's projectiles when he does double-projectile specials, and can block both high and low projectiles (See end of section for deflectable attacks). It is a good special move to have. Strategically it almost never fails to throw an opponent off guard because their timing did NOT include their own projectile attack coming back at them. Remember to be aware of the strategic uses of opponent's projectiles. If Galford gets hit by his own plasma blades (which stun), he is set up for the Backbreaker combo. =) Also, this move can be used as an offensive attack. If you are close enough to your opponent, the flick will hit your opponent for a small amount of fire damage. Not much damage, but a great status move and visually demeaning to your opponent. =) NASTY QUASI-COMBO: This is not a true combo, so I will include it here. If you are close to an opponent who is about to perform a projectile attack, wait until he just completes it and perform a Firestorm on him. He will get the damage from the flick PLUS the projectile will be immediately reflected back to him with no chance to block. Tricky timing, but a NASTY move. Could also probably use it as a set-up for Backbreaker combo. WHAT THIS MOVE CAN AND CANNOT REFLECT: a) Sieger CAN NOT reflect or negate primary weapon projectiles (Cham-Cham's boomerang, Wan-fu's pillar) b) Sieger CAN affect any solid projectile, including pets. Inanimate projectiles get reflected, pets attacks get negated (Hanzo's shuriken, Poppy, Paku Paku, etc) c) Sieger CAN NOT reflect or negate any angled energy projectile (Paku Paku Fireball, Mamaha [technically intangible], etc) d) Sieger CAN reflect any horizontal energy projectile (Galford's plasma blades, Jubei's ground wave, etc) e) Sieger CAN reflect multiple projectiles (Kuroko's double projectile attacks) EXCEPTIONS AND ODDITIES: - Sieger can only negate (not reflect) ALL of Mizuki's attacks, including her POW Special and pet attacks. - Sieger CAN negate (not reflect) Nicotine's Confusion talisman. WEAKNESSES: It is a difficult move to get the timing right on, and if you mess it up, you get hit with a projectile or pet attack. Practice it against the computer as much as possible or against a friendly human opponent to get the feel for the move. Also, you take a step forward going into the flick. Don't do it so close to an opponent that that step forward puts you in range of them. There IS a slight lag after you perform the move, but this is generally offset by the opponent's projectile being sent back at them, and if they were not planning for it, you are generally safe. ---------------------------------------------------------------------------- One Handed Smash | Picks opponent up, and smashes him/her when close, -O + B or AB | into the ground for damage. ---------------------------------------------------------------------------- Crush | Trips opponent, leaps, and smashes into when close, -O + C or CD | opponent for damage. ---------------------------------------------------------------------------- The two basic up-close throws. Both throws leave your opponent pretty close to you (which is where you want them to be as Sieger), and do a whole lot of damage (also nice). You can do both throws unarmed, which leaves powerful moves in your unarmed arsenal. ---------------------------------------------------------------------------- Aerial Throw (while jumping) | Grabs opponent in air, and punches down when close, | + B or AB | to collide with the ground for damage. O | | ---------------------------------------------------------------------------- The timing on this one is also tricky, but it is a GREAT move because most people do not know it exists, as the CPU does it so rarely. I have not pulled it of with any regularity either, but the ideal situation is when an opponent just jumps in at you and you jump up after them, catching them right after they reach their jump's apex. I suppose that is could work as well if the opponent is also attacking, but I have not been successful in doing so yet. ---------------------------------------------------------------------------- Super Deformed Transformation -O \ | / O- -O O- + A O O O ---------------------------------------------------------------------------- Ah, these darlings moves turn the characters into anime versions of themselves that are completely useless except that they are immune from throws and you can still preform special moves. Apparently, there is the consensus that the first attack against the SDTs does NOT do any damage, but you could get caught in a barrage of As or Cs if you are not careful. Sieger looks so cute in his cartoony form, though. Outside of perhaps using this move to sucker someone in close to catch them with a Vulcan Weinen or throw, this move is largely useless and has no strategic value at all. ---------------------------------------------------------------------------- POWER SPECIAL: Operation Tiger | Performs a massive Blitz Sieger move | which annihilates opponent and causes -O \ | / O- -O + CD | severe breaking damage (among other O O O | things...) ---------------------------------------------------------------------------- As the description says, this is just a suped-up version of the Blitz Sieger. It is almost exactly the same movement, and the move performed is very similar to a CD Blitz Sieger. Once again, hitting with it involves being above your opponent in the air and on the ground and having him not block. Obviously a stunned opponent is the easy target, but there are other ways you can win with it. Its resemblance to the Blitz Sieger can lure an opponent in to thinking that you are just performing another Blitz. You may want to feign in a couple of times with a C Blitz to lure them into complacency. Getting someone to jump in on you and jumping after them with the Operation Tiger is a really good way to catch them with this move. Faking a Vulcan Weinan with a AB punch is one way to sucker them into the air. Once you get them there, you've got them. Also, is quick enough to catch most projectile-throwing opponents. Because the attack bring you up so high (out of projectile range), and is so fast (no block or counter), it can catch most of them if you do it as soon as you see them going into a projectile move. WEAKNESSES: This has the same drawbacks as a CD Blitz Sieger. If you do not hit with it, you will directly against your opponent with a significant lag when the move is over, and all sorts of set up for an AB counter. Make sure you have an actual opportunity (i.e. stunned opponent, opponent jumping) to hit with this before you use it. ---------------------------------------------------------------------------- COMBOS: The way the combo system works in SS2, to the best of my knowledge, is that there are some attacks that stun and opponent to such an extent WHEN THEY HIT that you can follow it up with certain speed attacks with NO chance for the opponent to block. I call these 'pure' combos. Also, there are some moves that automatically hit more than once (even some normal attacks). Any other multiple hits in a row is due to your opponent not blocking. In this light, I've re-done this section to express this. OPENING ATTACKS FOR 'PURE' COMBOS: It is difficult to fully determine the attacks for which this is true for Sieger because many of his attacks have a recoil affect on opponents. This is a list I am sure of. -> Jumping AB : Sets up for an AB and CD or quicker in normal attacks, or a Vulcan Weinan Special. -> Jumping B : Sets up for an A or C normal attack. -> Jumping CD : Sets up for an AB and CD or quicker in normal attacks, or a Vulcan Weinan Special. ATTACKS THAT HIT MULTIPLE TIMES: -> Wolf Fangen -> Vulcan Weinen -> Crouching Close B -> Crouching Close AB SAMPLE COMBOS: (Not a complete list) (Some Taken From Tapfaq v.4.0) (These include 'pure' combos, plus combos that work a good deal of the time.) -> Standing B, Vulcan Weinen -> Jumping CD, Crouching CD -> Jumping AB, Forward B, Vulcan Weinan -> Jumping AB, Forward B, Wolf Fangen -> Jumping C, Standing B, Vulcan Weinen -> Jumping D, Crouching CD ---------------------------------------------------------------------------- INTERRUPTING ATTACKS In the game, there are certain attacks that have a significant 'hang time' after the move, meaning that there is lag and animation after the attack itself has been performed. It is possible to cancel the lag at the end of the move by buffering in a special attack movement after you hit the buttons for the normal attack. This causes the special attack to be performed right after the normal attack is finished, eliminating the lag and making a smooth and instant follow-up. ATTACKS FOR WHICH THIS WORKS: -> Standing B -> Crouching AB -> Standing D ---------------------------------------------------------------------------- FIGHTING THE SPECIAL CHARACTERS: Kuroko (The Judge): There are apparently two ways to fight Kuroko: - He appears randomly after defeating the third computer opponent. - At any time after you defeat the sixth opponent, if you defeat any even numbered computer opponent in two straight matches, winning the second match in under 20 seconds and using a Special Attack to defeat him, Kuroko comes out. This is apparently also true against human opponents under the same circumstances. Here is a list of tips and strategies that should help you beat Kuroko fairly consistently: - The crouching D trick: If you perform a crouching D in front of Kuroko and miss, Kuroko will perform some sort of missile attack afterwards. You can do one of two things. You can block it, and immediately follow-up with a crouching CD. This is the easiest option. You can also try to use firestorm to reflect the projectile. This takes slightly better timing, but can end up doing more damage than the crouching CD depending on the projectile he throws. - The throw trick: Wait in the corner until Kuroko jumps in at you with a C kick. Jump up and eat the kick (which does minimal damage). Kuroko will land before you and perform an AB slash, which will miss. You will land right after he completes the AB slash, and then you can throw him. Doing about four times is enough to win most matches. - The OTHER throw trick: When Kuroko is at full POW, he begins to slide at you constantly. Wait till he begins a slide and jump in the air. His slide will end, you will land, and you can throw him. - Get good at Firestorm: Kuroko tends to throw a lot of projectiles at you, and Firestorm can reflect each and every one of them, even his double projectiles. Kuroko's own projectiles can be your best weapon, as they tend to do great amounts of damage. This move has some lag and Kuroko is VERY fast, so try to do this move only when you have a good deal of space between you. - Don't bother with most specials. Sieger's specials are incredibly useful, but S-L-O-W. Kuroko is faster than you by logorythmic proportions. If Kuroko is on the ropes, you may want to consider a Vulcan Weinan to finish him off with its blocking damage, but outside of that, just say 'no.' - In close, use D's, not A's. Kuroko can override your A's with his AB's. Sieger's crouching D's are better because they can knock him out of rolls, plus it sets him up for the D trick. - Stay on the ground. Sieger is far to slow in the air to be useful against Kuroko there. He can beat everything you can do in the air cause his is faster than you. Stay on the ground and you will be much better off. Mizuki Rashoushin (End Boss): While I have only had the pleasure once so far, I have gotten a lot of input from other people giving certain suggestions about how to fight and win against Mizuki. - Get familiar with the other ways to dodge specials. Because of Sieger's poor jumping and low hang time, he is often prey in the air to Mizuki's specials. It is much safer for Sieger to use ducks and rolls in order to avoid Mizuki's counters than it is to jump over them. Firestorm CAN be used to deflect her pet attacks, as well as most of her special attacks. (They are not reflected, but just dissipate.) - Use the jumping-AB smash trick. A quirk about Mizuki is that she is weak in the air, and weak against air attacks. You have to space this correctly, and it can only be done with practice. If you space it so that the very end of the gauntlet will hit her at the very end of the smash, most of the time she will NOT block the attack, PLUS you will hit the ground and be able to hop back faster than she will be able to counter you. As long as you get this right, and you hop back and block as soon as you hit ground, you should be able to pull this off. Also effective is jumping in and throwing her, for some reason. It is a lot less solid a tactic as the AB-smash trick. - Use Vulcan Weinan sparingly in order to finish her. If, and only if, you have Mizuki on the ropes, do not be afraid to go into a full-force Vulcan Weinan to finish her off. Due to its blocking problem and knock-back force, it is one of the ONLY specials that is EVER recommendable against her, because it does so much blocking damage and will finish her off. Be aware that the following things may happen: If she is far back and blocks, surviving the move, she will dash up to you and counter before you can block. Bad. She may also teleport out of the way of the attack. If she does that, don't loose your head. You will have time to block when she reappears, so just make sure you have your facing correct. - Counter her quickly in close. Mizuki likes to perform a lot of moves when she gets close to you. Repeated As are a surprisingly effective way to tick of a lot of damage as she repeatedly tries to pull off grabs or specials on you. Do not overuse it as she will catch the pattern and throw a Portal to Hell or other counter at you after a while. - Mizuki is weakest in the air. It is her one, and perhaps only, weakness. If you wait for her on the ground, use ABs (if you are comfortable with the timing) or Bs to hit her as she comes in. If you have REALLY good timing, try and hit her with a Tiger Kopf as she lands, and lead into the Backbreaker combo. If you are going to take her on in the air, use jumping slashes to counter her. If she begins a move in the air, use an A to stuff her. If not, go for the B, AB, or even an Air Throw. - Beware of Mizuki when her POW is full. Stay in a defensive posture until it passes and try to stay on the ground as much as possible. Sieger's jump is not high enough to clear her power special (Hell Storm), and it can catch you both ways. Don't get fancy. Duck and roll a lot and hope you stay alive until her POW bar goes down. ---------------------------------------------------------------------------- WHAT HAPPENS IF SIEGER WINS: (Adapted From Tapfaq v.4.0) Ending: Sieger appears in the forest, saying "I must tell the king that the devil is dead." The screen fades a bit, and writes "But in his country, uncontrollable beasts were attacking the people." The scene changes to a castle hall, in which the king (from Sieger's background), holds aloft a sword, attempting to stop three disgustingly putrid zombies from entering the castle. Behind the king stands his daughter. King Heinrich yells "Upon my life, I will save my country." At this point, Sieger leaps in and performs a Vulcan Weinan, blowing the first two zombies to bits. The third decaying body says "Guwah...You are..." "Yes," he interrupts, "Neinhalt Sieger. The knight who killed your boss!" He performs an Operation Tiger, obliterating the final zombie. Sieger makes sure his king and princess are alright, and a heart flutters from the princess. The screen then fades. AND.... The scene goes back to the castle, in which Sieger and the princess are getting married. Commoners are in the crowd clapping, among them are GALFORD, WAN-FU, and CHARLOTTE in a dress! The scene then cuts to Sieger and his wife looking over the forest from the cliff. As he yells out his victory call, the screen scrolls to follow three white doves flying into the distance. IF YOU WIN THE GAME ON ONE CREDIT... (Taken from Tapfaq v.5.2) Meaning no continues and no other player joining in, you get the designer's credits at the end. As for the individual character endings, there doesn't seem to be any difference between one-credit and multi-credit endings, unlike SS1. What happens is after the judge claps and the background fades, the "designer credit" music starts to play, and cherry blossom leaves fall across the screen. Then, each character is displayed, in the order presented in this FAQ. Here's each character's sequence: The character's background appears, and the character jumps in. The character does a taunt. The character does an attack, and the screen freezes while the character's designer credits are displayed. The character does an ending pose. The character does his/her close-up, and more credits appear. Sieger -- "Come here" taunt, Close B swing, "Ohhh Yeah!" After this, Kuroko claps and disappears in a puff. The cherry blossoms start swirling in a spiral, and the center of the spiral goes round and around until it's finally centered on the screen. Then after all the credits roll, the screen explodes and the "chirping Iguana" logo appears. ---------------------------------------------------------------------------- CONCLUSION: Well, that's it. If you have an additions, corrections, comments, blah, blah, write me. Damone (damone@ios.com) Selling faqs is the problem. Wide distribution is the cure. ----------------------------------------------------------------------------