Power Stone Strategy Guide v1.0
by Professer Revolution(ProfRev777@aol.com)
This FAQ is Copyright(c)1999 by the author
Power Stone is Copyright(c) 1999 by Capcom
Revision History:
v1.0--This document. Converted this doc. from the HTML version that has
been up at my site for a while.
WARNING:
You may post this document throughout the internet, provided it is in
full and not changed in any way. you may NOT distribute this document
for profit, or in any profit-making publication.
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Contents:
A.Introduction
B.General Strategy
i.Punching and Kicking
ii.Throwing and Catching
iii.Escaping
iv.Using the Arena
C.Advanced Strategy
i.Weapons
ii.The Mighty Jump Kick
iii.Efficient Use of Power Stones
ix.Escaping a Powered Up Foe
D.Character Strategy
i.Fokker
ii.Rouge
iii.WangTang
iv.Ryoma
v.Ayame
vi.GunRock
vii.Jack
viii.Galuda
ix.Kraken
x.Valgas
E.CLOSING/NEXT REVISION
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A.INTRODUCTION
Welcome to my Power Stone Strategy Guide. I created this after many
hours of playing this fun and amazing game. I translated the super moves
as best i could, any help on the ones I couldn't get are very welcome^_^
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B.GENERAL STRATEGY
i--Punching and Kicking
In Power Stone there is only one Punch Button( Default X) and one Kick
button(Default Y), each character has at least a 3xPunch Combo and a
3xKick Combo. Some of the characters have 5xPunch and 5xKick Combos.
Also, varying P and K during a combo will yield different results. Think
of Pocket Fighter. Also, Galuda and Gunrock can add a throw as the last
hit of a combo(Default B-or P and K together). The last hit in a combo
will knock a Stone out of the opponent.While Combos do a good amount of
damage, they are easily escaped.
ii--Throwing and Catching
Throwing chairs, tables, and other items in the arena are a big part of
Power Stone. To pick up an item hit the Throw button(Default B--or P and
K Buttons together) when you're near the item(it will also have a circle
around it). You can also push an item along the ground by hitting punch
near it. If you're facing away from your opponent you'll jump over the
item while pushing it through your legs(very handy!). Now that you know
how to throw, you'll have to know how to catch! When someone's throwing
an item at you, just hit the Throw button when it gets near you and
you'll catch it. The timing is very critical, and some of the characters
throw the items VERY fast( Gunrock!). You can also catch in the air as
long as you haven't committed to another move, like a Jump Kick.
Each character also has a throw they can use near the opponent, and a
throw move in the air. The Air throw is either a combo hit from above or
an actual throw that you must use when both fighters are jumping and
near each other. Galuda, Gunrock, and Valgas perform flattening moves as
well. Air throw moves can also be performed off of walls.
iii--Escaping
Escaping is a nice addition to 3D fighting. Basically when your opponent
gets near you and tries to start a combo, just tap in a direction or
jump to escape. The timing isn't as strict as Catching but still
important. Sometimes when you jump to escape you'll perform a neat
little switch-a-roo move to land behind your opponent leaving them wide
open for a throw or nice combo, it happens very quickly though( just
like everything in this game^_^) so be prepared or the other fighter can
easily escape. Another form of escaping is the Throw Escape, just hit
the Throw button when the other fighter attempts to throw you, again
timing is crucial. I have yet to escape an air throw, such as Kraken's,
so I don;t know if its's possible. E-Mail me if you have!
iv--Using the Environment
Using the Arenas to your advantage is another important factor in Power
Stone. Generally, higher ground is better. It gives you more height on
your Jump Kick( more on that later), you can avoid pushed items on lower
levels, and have a better position for throwing items. Some arenas have
small, confined higher levels(DawnVolta, DullsTown) these are good to
escape to from time to time but don't stay there too long. You're more
vunerable to Bombs, SuperBombs, Chain Guns, and other weapons.
Climbing the poles around the arenas is another good escape tactic, and
good positioning for a quick Jump Kick, Air Throw or Squash if you're a
big guy. The smaller fighters also have a cool spinning move they use
when near poles, just hit the Throw button( Note: you must be on the
ground). While these spin moves look cool, they're hard to pull off and
leave you wide open for a Jump Kick, Weapon Attack, or Item Throw. The
big guys don't bother with the fancy stuff, they just grab the pole and
swing it(Knocking whatever Stones their opponent has out!). In most
arenas their are hanging bars you can grab on to and move around on,
just jump to them and hit the Throw button. These are good for quick
escapes and leverage but not much else IMHO, looks cool though.=P If you
have any other tips feel free to send them in, full credit will be
given.
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C.ADVANCED STRATEGY
i--Weapons
Aside from the chairs and tables scattered about the arenas, you'll also
find quite a number of weapons appearing from time to time. Sometimes
they're in chests, sometimes just they just appear without them. These
are the weapons I have so far:
Extend-O-Stick: This is a cool little weapon, slows you down as much as
a pipe or sword but extends nearly 3/4 way across the arena. If you hit
the other figher with this whatever stones they have will fly across to
your side, very nice indeed!
Pipes and Swords: Slow you down some. Hit punch to swipe at the
opponent, will knock out whatever stones the other fighter has. Also try
jumping then hitting punch for a very nice stab attack that can override
a jump kick in many situations.
Big Ass Hammer The Big Hammer is a cool weapon, but it slows you down a
whole lot. Unless your opponent is one of the quicker fighters(
WangTang, Ayame) I'd go for it. Hitting them with The Hammer releases
all stones they have, and they get flattened for a couple seconds, just
enough time to get a head start on those stones!
Six-Shooter and Chain Gun: The Six Shooter slows you down a little while
the Chain Gun slows you down ALOT. The Six Shooter is a cool little
weapon that does some good damage, but it's hard to hit the other
fighter with. The Chain Gun on the other hand is a big powerful weapon
that is almost always worth the pick-up. Just face the opponent and hold
down punch! Usually, if you hit them once you'll get at least 5 or 6
more shots in. The problem with the Chain Gun is that you're very
suseptible to thrown items or jump kicks while firing. But the trouble
is worth it if you can trap the other guy in a corner^_^
Flame Thrower and Missle Launcher: The Flame Thrower is probably my
favorite weapon. Sure it slows you down alot, but you can fill the area
around you with so much fire that your opponent won't dare try to
attack. it also has nice range and can catch the other guy off guard
when he thinks he's far enough away. The Missle Launcher is another
matter. It's big, it's slow, it's hard to hit your opponent with and it
leaves you wide, wide, WIDE open. I only pick it up if I'm way ahead on
energy.
Bomb, Super-Bomb, and Molitov Cocktail: I never usually pick-up regular
bombs since they don't do enough damage for the risk, and the timer is
too short for my liking. The Super Bomb however, is one I try to grab
whenever possible. it has a longer timer and a bigger explosion. The
Molitov Cocktail is the smallest explosive hence it's harder to hit your
opponent with, it does however set a small portion of the arena on fire
for a few seconds, so if you miss but come close to the other guy, they
might accidentally step in the fire.
Sheild: I usually never get the shield. Sure it protects you from all
attacks for a limited amount of time or damage(whichever happens first)
but you can't attack while you have it. Now you might be thinking,"but
what about when my foe has all 3 stones?" It might seem like a good
idea, but running away and avoiding is better than hiding behind the
shield. The best reason I can think of is that the shield doesn't stand
up to Power moves too well, then you're stuck near a powered up fighter
with no protection.Not good! Also,when you're holding the shield you're
wide open for throws.
ii.The Mighty JumpKick!!
The Jump Kick is one of the strongest and most versatile moves in Power
Stone. It's not strong in terms of the damage it does, but strong in the
sense that it's quick, can be pulled off instantly and knocks a stone
out. If you're opponent tries a combo, escape and make him eat foot! If
he grabs a big weapon, again make them pay with a quick jump kick. If
your foe tries an Air throw move or squash, jump out of the way and, you
guessed it, pound him with a jump kick. Now if you're playing someone
who knows the power of the jump kick as well, you 'll get into some good
ol' SF2 style jump kick battles. Always remember the higher jump kick
normally wins except for a few occasions. Just revert back to your SF2
roots and you'll have Jump Kicking down!
iii--Efficient Use of Power Stones
If the name of the game is Power Stone, you better believe that they are
an important factor of the game. Power Stones are those Red, Yellow, and
Blue diamond shape things you see lying around. The goal is to get all 3
and power up to unleash some major damage on your foe. You'll have a
liuttle energy bar at the bottom of the screen showing you how much
Power Energy you have left, using a Super Power( Default L or R trigger)
will use up all the Power Energy you have. Each character has 2 Supers
and 2 power moves using the Punch and Kick buttons. All characters can
grab poles and swing them when Powered up as well. Thems the basics.
Once you get the stones however, you have to use their power wisely.
Don't just hit a trigger button immediately and waste all that energy!
Usually, when you get all 3 stones your opponent will start running like
hell. That's alright, you can bide a little time and try to cut them off
in whatever direction they are heading. Generally, the Punch Button will
unleash a projectile and the kick button will bust out a move good for
close-up battle. So if you're opponent starts running away, unlaod a
couple projectiles and see if they hit the mark. If so, run in and wait
for them to try and roll away and nail'em with a couple Kick Button
Power moves. Try to use as much of the Power Energy as you can before
breaking out with a Super Power. Note that you can still be attacked and
take damage when you're powered up you just won;t fall. Most of the
Supers have a charging animation before they are unleashed, while you
aren't vulnerable when the camera zooms in on you, you ARE as soon as it
pans back out. During this time you can be thrown, thus canceling your
super and usually ending your Power time.
When you use all of the Power Energy you will release the Red and Blue
stones back into the arena and you won't be able to move for a few
seconds. This is a bad time for you, especially if you failed to knock
down the other fighter. If not, he will be free to nail you with a
combo, throw, or collect both stones. Which leads me to:
iv--Escaping a Powered Up Foe
You know what to do when you have the Stones, now what about when your
opponent has all 3? Well, in a word: Run! Most of the Power moves can be
avoided, for Projectiles just keep moving. Long, straight runs seems to
work the best. When you're running in a straight line your foes
projectiles will seem on target but jumping at the last second will
leave you unscathed. The same goes for homing projectiles. Running in
circles or bad angles will leave you burned. Again, straight lines and
jumping at the last second will usually be enough, changing direction
between firings is also a good idea( but never run towards the Powered
Up foe unless you're really sure of you Dodging skills!). Also try
escaping up to a higher level. Now what about those pesky Super Powers?
Well, there's basically two kinds, a projectile Super and a range Super.
Avoiding a projectile Super is the trickiest, they usually fill most of
the arena and once you're hit, you in for at least 5 more( not good!).
The best way to avoid these Supers is to run and jump like crazy, but in
a good pattern. Try not to back track, and jump from level to level if
possible. Just remember to keep moving! The range Supers are a bit
easier, just stay away! Some, like WangTang's, Ayame's, and Kraken's,
are very easily dodged while others( Ryoma and GunRock's) are harder. No
matter what the case, when you're opponent is powered up, just run!
Lately, I've been trying to get in good throwing position to cancel some
Supers, when I get better at it I'll add some strategy about that.
When your foe uses all his Power Energy, he's wide open for some damage.
I usually go for the Stones, sure a combo or throw is tempting, but the
opponent can recover or escape the throw( and the computer ALWAYS does
after the 3rd round) and strike you back and collect the stones again!
Argh! The only exception is when the other fighter is low on energy. If
they're down to one gem/bar/whatever left, go ahead and lay some damage
on them!
D.CHARACTER STRATEGY
The first two moves are the Fusion moves, performed by hitting P and K
respectively. The next 2 are the Super Fusion peformed by hitting
P+Jump(L Trigger on DC) and K+Jump(R Trigger on DC) respectively. The
translated name of the move is in CAPS, and the original Japanese name
of the move is in (parenthesis).
i FOKKER
Fokker is the well-rounded chap of the bunch. Not too quick, but not too
slow, is pretty strong, and a decent thrower. His supers are pretty good
as well:
POWER MISSLE(pawa-misairu)--When you hit punch( Default X) Fokker will
shoot a single missle at his opponent. It seeks fairly well, but can be
avoided pretty easily so let 3 or 4 go one after the other.
POWER HARIKEN(pawa-harikeen)--A sort of Dragon punch surrounded by
flames. This is a cool move, but it must be performed near the opponent(
and when battling a good "Stoner" this can be tough). A good strategy is
to unleash a few missles at your foe to get him running so you can set-
up them up for this more powerful move. Or if they get knocked down, run
in and wait for them to try and roll away then Bam! give'em a 6 hit
dinner! Default is the Kick button( Y).
POWER EXPLOSION(pawa ikusupuroojan)--20 or so missles fly out of Fokker
after he charges for a second. This is an average Super, and can be
avoided by a skillful opponent. I generally use this somewhat close to
the opponent, and when they're low on energy since Fokker's other Super
is much better
POWER ROCKET(pawa roketto)--Now we're talkin! Fokker will fly at his
opponent leaving a bright trail, bouncing off walls 4 or 5 times. This
is a great Super and can usually deliver 10 or so hits. It's best used
when the opponent is jumping around avoiding missles. This is the Super
you should use most of time!
ii ROUGE
Rouge is quick and has some real "fire" power(sorry!). Her Supers are
some of the best looking in the game, and they can do some nice damage
as well.
?????????(kooka no toika)--Rouge blows a deadly kiss of fire with wicked
range. This is a great move and you should it often! There is also a
jumoing varient. When in the air, Rouge will drop a ball of fire that
spreads on the way down. Effective when your foe has been knocked down.
DREAM OF ?????(yume he no izanai)--Rouge flys on her magic carpet at the
opponent. This is a decent move, useful when your opponent is trapped in
the air, but your Power Energy is usually better used on the other move.
TRAP OF ?????(shakunetsu no wana)--This Super has decent range and does
some nice damage, but your opponent must be some-what close and on the
ground for the full brunt of this attack to hit them. Rouge forms a ball
of fire above her head and slams it into the ground causing small
explosions all around her. This is best used when you're opponent is
down to 1 life bar, maybe 2 since it's more of an area attack that you
hope your foe is still in range for.
????? OF PARADISE(himatsu no tengoku)--One of, if not, the weirdest
Super in the game. Rouge blows kisses and hearts and they fly around her
as she dances, if one of the hearts hits the opponent they are dragged
into Rouge's "parlour" where nails them with 10 or so quick hits. The
range on this is very short since the hearts don't stray too far from
Rouge and she moves very slow while she's dancing. Best used after
you've nailed them a few times with the fire kisses and they are trying
to roll away. The alternate of this Super is when you try to perform it
in the air. A huge fire-god head( or something to that effect) appears
over Rouge and spits fireballs at the opponent( by pressing the K
button), you can control where Rouge aims and floats around with the
head. This is a nice Super to use on a wiley foe who seems to juuuust
escape the hearts or explosions of the other Super.
iii WANGTANG
WangTang is probably the most fun character to use in this game. He's
the next-to-quickest fighter but also has some devastating moves that
can drain an opponent's life bar pretty fast. His supers are sweet, and
look really good. As for his super armour, think Son of Clockwork
Knight^_^
DRAGON ???(ryuu ga dan)--WangTang shoots out a large fireball that semi-
tracks the opponent. This is the move you should use most often with a
powered up WT, they can be thrown 3 in succession before you must pause
and you can pull about 3 sets of 3 shots before you start running low on
Power Energy
DRAGON FIRE PUNCH(?)(ryuu tai fuu)--WangTang performs a spinning Dragon
Punch and is surrounded by wind, or something. I only throw this move in
to confuse the opponent after a barrage of fireballs. I don't like to
use it too often as there is a delay in start-up and you can be thrown
by a savvy opponent. Overall you're better off sticking to the
fireballs. As with every short-ranged power move, it's best use on a
recovering or cornered opponent.
????(tai ryuu kyoku)--That's not a projectile, THIS is a projectile!
WangTang forms a huge, I mean HUGE, ball of energy over his head and
lobs it at the opponent. This Super can be deadly in the smaller, or
more confined arenas. It can take off anywhere from 1/2 a bar to 2 1/2
bars depending on how well you aim. It's best to not use this on a
running foe as they have a better chance of dodging the massive
projectile, yes it can be done! You can get pretty carless with this
move though and still score some hefty damage. I'd probably use it alot
more if WangTang's other Super wasn't so darn cool.
?????(muten ryuu fu)--This is one of the coolest Supers in the game!
WangTang rushes forward a small distance, and strikes the opponent into
the air with 3 flip kicks, then as they hang in the air he strikes them
about 10 times from varying angles, all culminating in a kick ass freeze
frame of his boot buried in the back the opponent as 4 Japanese Kanji
flash to each corner of the screen( anyone know what they mean?). The
downside of this move is that you must connect with the initial kick for
it to work, and sometimes you won't get the full Super even if you do
connect. Sometimes all you get is the flipkicks, which aren't bad mind
you, but the laser kicks or whatever they're called are simply awesome.
A little trash-talking after you've pulled off this move is in order,
especially if you finish someone off with it.
iv. RYOMA
Ryoma is a well-balenced fighter, he's not the fastest but certainly not
the slowest. He also deals some good damage with that sword of his. Not
to mention his fusion armour is the coolest looking in the game.
?????(raijin ken)--This is a nice move, abuse it whenever possible( the
opponent lets you get too close). Ryoma swings his sword in a verticle
strike and a streak of lighting comes down from the ceiling. Can be used
3 times in a row. Also try jumping with it, a semi-seeking lighting ball
shoots out of Ryoma's sword. This is helpful against a skilled dodger.
Just shoot a couple of these into the arena, even if they don't panic
into a mistake their "free-space" is smaller, giving you a better chance
of cornering them.
????(iaizen)--A decent move but easily avoided by jumping. Ryoma stops
and charges for a half-second or so, then a streak of energy flys across
the floor at the opponent. This move can be charged for greater power
and more "streaks." As I said, this move can be easily avoided. You
might be able to catch the opponent off guard every now and then when
they're expecting the raijin ken, but usually you're better off using
the Power Energy on that.
?????(madare zantou)--A glowing ball of energy surrounds Ryoma and a
bunch of quarter-moon shaped projectiles start flying out at the
opponent. This is one of those Supers that you're better off not being
too close to the opponent since you want those projectiles to spread as
much as possible, but you also don't want to be too far away or they're
easily dodged. About a half-screen away is fine. I mainly use this Super
when the opponent is down to 2 or less Energy Bars since you can get a
little sloppy with it and still get almost a whole bar of energy of
damage. If you connect well though, a little or 2 bars will be depleted
fromt your foe's life, not bad!
????(tenchi ryouden)--I like to use this Super when the opponent still
has most of their energy as it does decent damage but can be avoided if
you get reckless with it. Ryoma spins into the air surrounded by white
energy hitting the opponent multiple times, finally ending in a quick
drop to the ground where a column of light is shot up into the sky. As
flashy as this Super is, it just doesn't do enough damage IMO. If you
hit it well though, you should get near 2 bars of damage dealt, not
overwhelming but good enough I guess.
v AYAME
Ayame is the smallest, quickest, and weakest character. She's your
typical cutesy, butterfly and bunnies, high-pitched voice Japanese girl
fighter. Not really my cup tea, since I prefer well-balanced fighters
over fast but weak ones, but a skilled Ayame can be tough. Her supers
are below average in my opinion, easily avoided and don't do much damage
when they DO hit.
????(hanashu riken)--The weaker of Ayame's power moves, but not hard to
avoid. Ayame thows three large Shurikens at the opponent in a single
line. The good news is that they barely use any Power Energy so you can
let loose a good 5 sets or so before you have to worry. If you do nail
them with this move run in for:
????(oukagakure)--Another Dragon Punch type move with the character
surrounded by some sort of colored energy. Needless to say Ayame's is
the weakest but quickest to pull off, and like the Shurikens it doesn't
use much Power Energy so you can let loose a couple before the need to
worry arises. Run in on a fallen or just landing opponent for maximum
effectiveness, and use whenever hit the opponent with the Shurikens.
????(hyakka ryouran)--I don't really care for either of Ayame's Supers
since they're weak and not that visually impressive( hey, it's that type
of game!). This is the more useful of the two though, it has great range
and a good chance of hitting even the best escape artist. Ayame spins
and throws many large shurikens into the arena which spread and whirl at
the opponent from all sides.
????(ouka no mai)--Much like WantTang's [muten ryuu fu] you must connect
with the first hit of this Super for the rest to happen. Piss poor range
and damage make this one Super to pull off only when the opponent is
down on their last leg( less than 1/2 bar) or really bad. Ayame flys at
the opponent and unleashes a quick combo of punches and kicks that end
in her shooting some sort of projectile form her wings up at the
opponent. Fallen opponents and beginners are the only ones that will get
caught in this move.
vi GUNROCK
Yeah! Gunrock! For some reason I'm always drawn to become skilled at the
big guys in fighting games. Zangief, Jeffry, Gun Jack, I love using them
all! Gunrock is the slowest but most powerful fighter in Power Stone.
This is a significant disadvantage in this fast-paced game, but with
time and practice you'll see Gunrock has some great advantages as well.
His moves drain so much energy that if you just nail the opponent with a
couple items and then grab all the stones, the round can be over in just
10 seconds or so! Really! Needless to say Gunrock's Supers are the most
powerful in the game, and there's just something so cool about
controlling a big Golem-looking guy^_^
GUNROCK GUN(gan ganrokku)--Gunrock thows a huge boulder at the other
fighter. This is a pretty good move, but you have to time it well. A
good opponent can dodge the boulders easily if you just lob them all
crazy-like. Take a little time to set-up and see if the other guy starts
panicking, or until you see a good opening, then let a few go.
ROCK CRASH(rokku ze kurasshu)--This is a very nice move best used as a
set-up for the Gunrock Gun or the Rock n Roll. Gunrock jumps into the
air and slams back down causing the opponent to get dizzy if their
touching the ground( on any level!). Opponent avoiding your Gunrock Gun?
Lob one out, wait till they jump out the way, then as they're landing
start the Crash. Just like all of Gunrock's Powers/Supers, timing and
set-up is crucial to utilizing his Power Energy.
ROCK N ROLL(rokku n rooru)--This could be the best Super in the game!
Gunrock growls and grows at least 3 times his normal size,if your
opponent is near than they can say goodbye to 3 of their Energy bars.
This move can be dodged, but it's hard to do. If you're using Gunrock,
knowing this move is key.
EARTHQUAKE(aasukueiku)--A good move if you( you guessed it!) time it
right. Gunrock leaps into the air and slams back down ala the Rock Crash
but this time Gunrock continues to stomp his feet and boulders fall from
the sky all around him. The timing is key because the radius arounf
Gunrock that the rocks fall is pretty small. Basically use the same
strategy as the Rock Crash and you should be fine.
vii Jack
Jack is the toughest character to get the hang of, but he has some of
the best looking moves in the game. He crawls around on all fours
instead of walking, and turns into a sort of pirate-robotic-bug thing
when he's powered up.
ROLLING SLASH(rooringu surasshu)--Jack throws a "punch" and his arm
extends, revealing that his hand is now a giant whirling blade! The
downside of this move is that it only reaches straight out in a thin
vertical line making it easy to avoid, the upside is that if you hit the
other fighter with it, you're guaranteed 5 or 6 hits that take a nice
chunk of energy. The best way to use this move is to mix it up heavily
with:
ROUND SLASH(raundo surasshu)--Jack's leg extends, and his foot is now a
giant guillotine-like blade. Like I said, mixing up Jack's P and K super
moves are the key to his succes. Just as the Rolling Slash, the Round
Slash reaches out in a thin line, only the Round Slash is horizontal.
KILLER DANCE(kiraa dansu)--A very cool looking move, but only useful if
you're VERY close to your opponent. Jack pauses and extends both his
arms as some cryptic symbols and such glow under his feet, then he
starts whirling like a helicopter and shoots into the air. If you catch
the other fighter with one of Jack's arms then you're good to go, it's
15 hits easy. If you don't strike them at first, then you most likely
will only get a couple hits, if you're lucky. don't be predictable with
this move or you'll be wide open after a miss.
MISERY RAIN(mizari rein)--The better of Jack's Supers. Jack extends his
arms and twirls, but instead of flying into the air large swords fly
from Jack's arms and track the opponent. Using this move is best just
after a knock down as the swords themselves aren't that great in number,
but if you get the opponent standing still(yeah, right) or just as
they're getting up( but not while they're rolling) then you can deal
some good damage.
viii Galuda
Galuda is my favorite character to use, he's powerful but not too slow.
Slower than, say, WangTang sure but not too bad. His powered up moves
have long range and are deadly!
?????(sabaki no hikari)--A bow of light appears in Galuda's hands and he
fires three "spirit" arrows at his foe. Use this move often! The arrows
are large and spread out a great distance. While avoiding one 3 shot may
be fairly easy, dodging 3 in a row, to say the least, isn't. So blast
away often for some nice damage, and maybe you'll get close enough to
try:
?????(tenkuu no sakebi)--A pair of wings appear on Galuda's back as he
jumps toward the opponent. This move does does great damage but has poor
range because you must "catch" the other guy with your hands to
accomplish anything. Usually the only way you can catch the opponent is
if they confuse themselves while jumping away from your arrows, or while
they are getting up. Use the "spirit arrows" the most, and throw this
move in occasionally if you see the chance.
?????(tenbatsu no hikari)--Galuda pauses and a HUGE bow appears on his
arms as he leans back, then he unleashes a barrage of arrows at the
opponent. This is the easier of Galuda's two Supers in terms of hitting
your foe. You have a better chance at getting SOME kind of damage even
if you don't connect with most of the arrows. This is the Super I would
suggest you use more often if the other one wasn't so damn cool.
????(tenkuu no otakebi)--Yes! The best Super in the game! Talking trash
if you kill the other fighter with this move is definitely a must!
Galuda grows his wings and flys upwards at the opponent. If you miss,
you get nada, but if you manage to hit the opponent Galuda grabs them
and flys off the screen, then a second later he flys downward slamming
the opponent into the ground. This move takes off an incredible 3 whole
energy bars, yeah! Since you have to actually catch the other fighter
for this Super to work it can get frustrating, just take your time and
fire off a few rounds of the spirit arrows and see if the opponent
panics or leaves themselves open in some way.
ix Kraken
Kraken is the sub-boss of Power Stone and he's a crazy looking pirate
with a giant hook for one hand and an old-fashion gun in the other. He's
a little too slow for my liking but he has good power and one of the
best Jump Kicks( err..Claw) in the game. Not to mention he looks very
badass when he's "stoned," and his supers are the most powerful in the
game. Note that since Kraken and Valgas aren't in the manuel I just made
up names for their moves, these are by no means official in any way.
CANNON FODDER-- Kraken's gun is now a mini-cannon! It shoots out bombs
with a large blast radius, but you can't fire them rapidly. Try to lead
the opponent a little with your shots, even if you don't come too close
the explosions have very good range. Like Jack, Kraken's moves are best
utilized by mixing them up.
CRAB'S CLAW-- Kraken's hook now looks like the pincers of a crab. The
claw extends almost the whole way across the screen towards your
opponent as you try to grab them. Throw this at your foe after you've
shot off a couple bombs and their shaken. It's kind of hard to connect
with this move on a fast-moving opponent, especiallt if their good at
escaping. If you DO hit them with the claw then you get 3 hits that take
off huge damage.
DEADLY SPIRITS-- 6 or so redish-white ghosts pop out of Kraken and then
fly at the opponent. This Super can deal some very good damge, but it's
usually avoided. Only use this if you're running out of Power Energy and
your foe is near death( or at least down to one Energy Bar). The further
away you are from the opponent the better for this move.
SEE YA LATER, CHUM!-- The single most powerful Super in the whole
friggin game, folks! And it's also one of the coolest looking, right up
their Galuda's and WangTang's. Kraken's head gets gigantic and he trys
to suck in the opponent. If he does, then it's basically good-bye for
the other guy. Kraken will chomp on the foe 3 times them spit them back
out dealing an insane 4 1/2 bars of damage! If you like to use Kraken,
then setting-up for this move should always be your top priority when
you have the stones.
x.Valgas
Valgas is one bad ass mofo! He has the strongest set of regular moves in
the game, and the deadliest throw. What did you expect from the boss of
the game though?( That big stupid-looking mutant thing doesn't count).
Valgas' Supers are area-centric so cornering your foe is crucial to
their hitting them. Valgas is also quite slow, probably somewhere
between Galuda and Kraken.
POWER RAY-- A smaller version of one of his Supers, a ray of energy
blasts from Valgas' chest at the opponent. It's better to use this move
while jumping because you have a greater chance of hitting your foe.
Mixing this move up with the Meteor Kick( explained next) will yield the
best results.
METEOR KNEE/KICK--The Meteor Knee is basically useless, Valgas juts a
knee out and a single seeker Meteor flys out. Now if you perfom this
move while jumping, it's a whole other story! Three Seeking Meteor fly
out if you perform the Meteor Knee in the air, which I just call the
Meteor Kick since it looks more like a kick and all. This move is good
to use away from the opponent to confuse them and/or make them panic,
and also as a set-up for either of Valgas' deadly Supers, especially the
Super Power Ray.
SUPER POWER RAY-- A large ray of energy shoots out of Valgas' chest.
This is a very powerful Super that is best used on a cornered or
recovering opponent. You can turn slowly in one direction while
performing this move, but if you need to than you probably already
missed. Knock down the other fighter with the Meteor Kick then time them
up for this Super as they are rolling away.
DEADLY ENERGY--Valgas raises his arms and causes the area directly in
front of him to spark with electricity and light. This Super has a
better reach than the Super Power Ray because it extends slightly to the
sides of Valgas as well. Again, this Super is best used on a cornered or
recovering foe, or one that is jumping alot as it reeches to the top of
the arena.
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E.CLOSING/NEXT REVISION
That's it for now! I haven't included Valgas' final form as it is very
boring to use, except occasionally and there isn't really any kind of
skill to it. I hope this Guide helps you enjoy Power Stone a bit more as
it is a very fun game and I've seen some people get turned off by it's
aparent craziness. If you;re one of those people then hopefully this
Guide will give you a better grasp on this game and let you see that
there IS a strategy to ths game, as simple as it can be at times.
NEXT REVISION: I hope to have some more moves translated, of course I've
been telling myself that since February^_^ but now that this Guide will
be seen outside of my webpage, I'll work on it more. I'll probably add a
Basic Controls section, too. I'll also do the usual cleaning up, typo
and punctuation corrections, etc...
This Guide can also be found in HTML format at my site:
http://members.aol.com/profrev777/index.html
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