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1995-11-18
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/\/\att's
.--. . . .-. . . . . .-. .-.
// | | |\| :- |\/| | | `-. | \\
/'/ `--' ' ' `-' ' ' `-' `-' ' \`\
[\_/ .-. .-. . . . .-. .-. .-. .-. \_/]
I |.., |- |-| | | . / | | `-| | ...| I
[__]-~ ' ' ' `-' `-' `-- `-' `-' ' ~-[__]
|| H (F)requently (A)sked (Q)uestions H ||
|| || _________ || ||
|| || / _ _ \ || ||
|| || Version | |(_) (_)| | Released || ||
L| /\ 1.5 | |__ __| | 04-12-95 /\ L|
_________|/'_ \________________|___]___[___|________________/ _`\|_________
| (_) |------[ ______ ______ ]------| (_) |
---...___I `\______\ ._ ```---.__ __.---''' _. /______/' I___...---
~~~~----'~~~~/_\ ^\_ ~ _/^ /_\~~~~`----~~~~
The poor gamer's \ ~-. .-~ / Another fine sTrAgEdY
playing guide to /_\ \ / /_\ file, brought to you by
One Must Fall: 2097, \ \ / / /\/\att, in association
by Epic Megagames & /_\ \_/ /_\ with David "Doomsayer"
Diversions Entertainment. \___________/ Laprad. Fan Mail Welcome.
/ / \ \
/' / \ `\
/' / \ `\
__/____/__ __\____\__
\ (_) / \ (_) /
|\ / \ /| ASCii by /\/\att
||\/|| ||\/||
|| || || ||
|| || || ||
|H H| |H H|
.---H--H---. .---H--H---.
/^\__|__|__/^\ /^\__|__|__/^\
|/' \/ `\| |/' \/ `\|
"/\/\att's One Must Fall: 2097 FAQ" is copyright (C) 1995 by Matt Williams
NOTE: This is not a technical manual for
the game, but a description of moves,
secrets, and things concerning gameplay.
The zip file that you obtained this FAQ from should contain all the
following files:
MATTSOMF.FAQ - This File
OMFMOVES.LST - Short list of moves only (For printing)
FILE_ID.DIZ - File description
Please do not distribute this file in any way other than in its
original zip format under the filename "MOMFAQXX.ZIP", where XX is
the version number.
Note that a "*" denotes new/changed information
(1) Foreword & Basic Tutorial --READ THIS ENTIRE SECTION--
(1.1) The Foreword
(1.2) Disclaimer
(1.3) Basic Tutorial
(1.4) Understanding Special Move Combinations
(1.4)(A) Direction & Attack Buttons Legend
(1.4)(B) Special Moves Punctuation Legend
(1.5) Shareware Differences
(2) Known Secrets & Hidden/Unranked Characters
(2.1) The (Not-So)Secret Difficulty Level
(2.2) The Hidden Advanced Options Menu
(2.3) Unranked Challengers - Tournament
(2.4) Tournament Mode Enhancements
(2.5) Fire & Ice in the Hole
(2.6) Odds'n'Ends Secrets
(2.7) At Wit's End?
(3) 'bot Descriptions, Moves, & Other Swell Stuff...
*(3.1) Jaguar
(3.2) Shadow
(3.3) Thorn
*(3.4) Pyros
(3.5) Electra
(3.6) Katana
(3.7) Shredder
(3.8) Flail
*(3.9) Gargoyle
*(3.A) Chronos
(3.B) Nova
(4) In Closing, etc., etc., etc...
*(4.1) Future Expansion
(4.2) Where to get the Latest Version of the FAQ
(4.3) How to Contact /\/\e
*(4.4) Revision History
(4.5) Credits
(1) Foreword & Basic Tutorial
-----------------------------
This section contains the Foreword, Disclaimer, and all the
basics that you need to know to become familiar with the game. If you
have never played the game before, or are not completely familiar
with the game's mechanics, be sure to read at least Sections (1.3)
- (1.4).
(1.1) The Foreword
------------------
Sick and tired of all those other OMF moves lists you find on
your local bulletin boards or in your favorite gaming mag that have
move combinations that never seem to work, or have directions that
are only slightly more comprehensible than the German README.TXT
file you got with that foreign variation of Tetris? Does it seem
like someone forgot something vital, like maybe, "testing", when
they uploaded or published those lists? Are you often finding
yourself gnashing your teeth when the computer performs a lethal
Destruction on your hapless 'bot, while you can only desire sweet
vengeance in the form of seeing your opponent impaled on your
Thorn's spikes? Or maybe you long to wind up and smash the upper body
off the AI's 'bot with that wicked Nova. Do you mirror a sentiment
all-too-common among most people playing this game?: "How the (your
favorite expletive here) do I DO that?"
Well, look no further. This FAQ is exactly the OMF guide for
your destructive pleasure. (Albeit politically-correct destructive
pleasure) All the combinations for special moves listed in this
file haven't been taken straight from the $10 strategy guide that
only a pansy gamer would buy from Epic. No, all these codes have
been gleaned through blood, sweat, and blisters in the Arena after
hours and hours of heated battle, like a real gamer would--with a few
of the moves ripped out of what passes as the current OMF FAQ. So
what does this mean? It means that, so long as you're not using an
older/updated version of OMF than myself, all the moves listed
here (which covers just about 98% of all moves in the game--to my
knowledge) are guaranteed, or your money back. Heck, maybe I can
swing a deal with the SysOps to give you back your DL credit if
you're not completely satisfied.
If you haven't gotten the registered version of this game yet,
order it today. This is, in my opinion, the best fighting game by far
ever produced for MS-DOS computers. The gameplay is the best of any
fighting game(SF2 & MK series included) out there. My only real
quirk with OMF is its lack of scrolling backgrounds, causing the
fighting to sometimes feel crowded; but maybe they'll fix that in a
sequel. Aside from that, this game is killer, and nearly flawless.
There's more secrets and hidden characters in this game than MK I & II
put together, making for incredible replay value trying to find all
the hidden moves, hidden characters, & special enhancements.
And all that without the "blood'n'guts" that sets off parental
warning groups. I won't speak for everyone, but knocking bolts &
sheets of metal from an opponent is every bit as satisfying as
bleeding your enemy to death. Anti-violence advocates can't even
attack the "Scrap" and "Destruction" moves, as they are not in any
way connected with harming real people(or even fictitious people).
Ingenious. Epic Megagames, Rob Elam, Ryan Elam, & all others involved
in the creative process are to be well applauded.
Hopefully, this file will be expanded as any new knowledge
about the game comes to my attention, and I'll slowly be able to
fill in the few gaps I'm currently not certain on. And, by
downloading this file, you're supporting your friendly neighborhood
FAQ writer by making higher demand for these files in the future.
Now don't you feel better about yourself?
Be sure and read through this entire section, if you're not
completely familiar with the game, for basic gameplay instructions
and tips.
NOTE: Those of you only playing the shareware version, look under
"Shareware Differences", Section (1.5) for minor changes in some
of the scraps.
(1.2) Disclaimer (Unless you're an Epic employee, you can skip this)
----------------
This FAQ and myself are not in any way connected with Epic
Megagames. "One Must Fall: 2097" is, I presume, a registered
trademark of Diversions Entertainment, or Epic Megagames, or both.
I don't know. I don't care. "OFFICIAL /\/\att sTrAgEdY Guide"
is not a trademark of anything. Feel free to mention them in
anything you write without including me in your Disclaimer list. I'm
not even sure how to get a trademark; & I'm too cheap to waste money
on anything other than games anyway. I only wrote this because I pity
the poor idiots like myself that tried to understand the pitiful
instructions in the other OMF FAQs before they finally gave up and
just messed around till they got something to work. If anyone is
dissatisfied with the results of this FAQ, or unable to get the
moves to work right, despite the fact that they have done
everything to my every letter, then you have my sympathy. And
that's it. If strange demons infest your household due to heinous
combinations of joystick movements in conjunction with unheard of
swearing by you when moves don't work, don't contact me complaining.
Call your local exorcist. I'll be working on the next revision.
For all technical reasons, this FAQ IS copyright, (C)1995. Why, I
really don't know... David just told me to do it. Like anyone would
rob a poor FAQ writer?
(I told you to skip this... Now get out of here)
(1.3) Basic Tutorial
--------------------
* Each 'bot has 15 basic Attacks--7 basic Punches, 7 basic
Kicks, and 1 Throw or Grab. The basic Punches and Kicks
are different in speed & power, ranging from weak & fast
(referred to as "light") to fairly strong & fairly quick
(referred to as "medium") to powerful & slow (referred to
as "heavy).
NOTE: Some 'bots have, in place of Arms or Legs, different
appendages that they attack with such as blades,
flames, or chains, and therefore do not have Punches
and Kicks, but say, Punches & Flames or Blades &
Kicks.
- To perform a standing Light Attack, press straight
towards your opponent and an Attack button. To
perform a standing Medium Attack, just press an
Attack button without pressing in any direction. To
perform a standing Heavy Attack, press straight Away
from your opponent and an Attack button.
- To perform a crouching Light Attack, press
diagonally Down & Towards your opponent and an
Attack button. To perform a crouching Medium Attack,
press straight Down and an Attack button. To perform
a crouching Heavy Attack, press diagonally Down &
Away from your opponent and an Attack button. The
crouching Heavy Kick is most commonly referred to as
a "Sweep".
- To perform an Air Attack, first Jump and then press
an Attack button while your 'bot is in the air.
- To perform a Throw or Grab, get close beside your
opponent and press Towards your opponent and Punch
at the same time. This results in various powerful
attacks that vary depending on the particular 'bot
you are using.
* To jump much higher than you normally would by
pressing Up in any direction, press Down just before you
jump. This makes for a jump that is about twice as high
and twice as long as a standard jump.
* You can Block all of your opponents attacks, with the
exceptions of Low Kicks, Throws, & the Nova's Earthquake
Smash, by pressing and holding Away from your opponent.
To block Low Kicks, press diagonally Down & Away from
your opponent. Note that when you are blocking low, you
cannot block air attacks. Throws can only be avoided by
keeping your opponent away using different attacks or by
throwing him first. The Nova's Earthquake Smash can only
be avoided by being in the air at the time the Nova
performs it.
* A number of successively landed hits can make your opponent
dizzy, making them unable to defend themselves for a
brief period of time. You can tell how close you or your
opponent is to becoming dizzy by watching the Stun Bar,
directly beneath your or your opponent's life bar. The
Stun Bar is lowered every time you or your opponent
successfully lands an attack. The Stun Bar slowly
recharges when you are not performing any attacks. Be
careful of attacking when your Stun Bar is low as it
will not recharge, making it easier for your opponent to
get you dizzy.
* Special moves are combinations of joystick or key
movements coupled with attack buttons to make your 'bot
do more powerful attacks such as projectiles or long
range Attacks. Look under Section (3), 'bot
Descriptions for a listing of each 'bot's special moves.
* Some 'bots have "Shadow" versions of their Special Moves.
These moves differ from the simpler versions of the moves
in that they are usually invulnerable to projectiles,
faster, and more damaging. But, they are also usually more
difficult to perform and usually have longer recovery times
which leave your 'bot more open to attacks from your
opponent.
* Every 'bot has a Scrap & Destruction Move.
- Scrap Moves are performed immediately after you
defeat your opponent in the final round. Wait for
your opponent to fall down after the final blow of
the match and then keep performing your 'bot's
particular Scrap move, over and over if need be, until
you see results.
- Destruction Moves are performed during or
immediately following a scrap move, as is specified
for each 'bot in Section (3), 'bot Descriptions.
* A "Combination" is a series of Attacks which cannot be
blocked once the first hit is made. For example, jumping
at your opponent and hitting them with a basic air attack
(Kick or Punch) and then immediately following that
Attack with a Sweep would be a Two-Hit Combo. (That simple
combo works with all 'bots under all Characters) Also,
bonus points are awarded to your score everytime your
successfully perform a combo. For a list of effective
combos for each robot check Section (3), 'bot Descriptions.
* For best results, I highly recommend using a Gravis, or
other brand, Gamepad, as it's nearly impossible to do
most of the moves consistently on a standard Analog
joystick, and rather confusing to use the keyboard.
(1.4) Understanding Special Move Combinations
---------------------------------------------
In order to properly understand the move descriptions in Section
(3), refer to these legends.
(1.4)(A) Direction & Attack Buttons Legend
------------------------------------------
Your Joystick (preferrably a Gamepad)
|
\_/
.--------. UB U UF .---------------.
| You're | \ | / | Your opponent |
| here | B-- P-K --F | here |
`--------' / | \ `---------------'
DB D DF
UB = Diagonally Up & Back
U = Straight Up
UF = Diagonally Up & Forward
B = Straight Back
F = Straight Forward
DB = Diagonally Down & Back
D = Straight Down
DF = Diagonally Down & Forward
Forward means toward your opponent;
Back means away from your opponent
Attack Buttons
--------------
P = The Punch button on your Joystick or Keyboard
K = The Kick button on your Joystick or Keyboard
(1.4)(B) Special Moves Punctuation Legend
-----------------------------------------
Move description punctuation in Section (3) should be understood
as follows:
- = Signifies moving succintly from one position
on the stick or keyboard to the next.
Example:
B-DB-D-DF-F
would mean to start in the straight Away
from your opponent position and smoothly roll
downward & then to the straight Toward your
opponent position.
+ = Used when a direction and attack button must
be pressed at the same time.
Example:
D+K
would mean to press Straight Down & Kick
at the same time. The best way to do this is
not to try and press the direction and the
button at the EXACT same time, but instead
to first press the direction listed, hold
it, then press the button, and release
(unless otherwise specified). This works
best if you do it in one quick motion
that shouldn't take up more than 1/2 a
second.
, = Press and release the Direction or Attack
button preceding the comma.
Example:
D,F+P
would be interpreted as pressing & releasing
Straight Down, and then immediately pressing
Forward and Punch. Incidentally, this is the
Scrap Move for the Electra, Shredder, and
Chronos.
An example of a move using all three forms of the above
punctuation is the Shadow's Scrap Move:
B,F-UF-U-UB-B+P
which should be interpreted as pressing Back, going
straight to Forward, then rolling Upward then Back
in one succinct motion and pressing Punch once you
have rolled to the straight Back position.
Additionally, any move preceded by "(jump)" means
that the move must be performed while in the air,
and any move followed by "(rep)" means to repeat
the combination until results occur. And lastly, a
combination followed by "(hold)" means to hold the
last Direction and/or Attack button pressed until
results occur.
(1.5) Shareware Differences
---------------------------
It needs to be noted that in the Shareware version of this
game, or at least the version I have, you cannot, to my knowledge,
perform Destruction Moves, or they are a sequence which I haven't
been able to figure out yet. You can do the Scrap Moves, but the
combination varies slightly from the registered version for the
Jaguar and Thorn. However, if you watch the Demo Mode in the
Shareware version with the computer's skill level on Deadly, they
will occasionally do the Destructions with the three 'bots
available. If you are using the Shareware version, refer to the
combinations below to perform the Scrap Moves for the Jaguar and the
Thorn.
Jaguar = D,D,D,U,U+P
Thorn = B,B,F,F+P
Also, the only Unranked Challenger (to my knowledge) that you
can get to in the Shareware version is Jazzy, who appears after you
defeat the #2 ranked with little damage, since he's the only one that
doesn't require a Destruction for you to get to him. You also cannot
gain enhancements in the Shareware version due to this fact. I know
that some people have gone in and remapped the Destruction sequences
in the Shareware version and been able to get to ALL the Unranked
Challengers in the North American(Christian, Steel Claw, Jazzy, &
Iceman), as well as get Enhancements. So they're there, but I just
don't know the sequences to get the Destructions to work, if there
even ARE any programmed in the original Shareware release.
(2) Known Secrets & Hidden/Unranked Characters
----------------------------------------------
OMF is just loaded with tons of Hidden Characters for you to
stumble across, as well as several other hard to discover surprises.
Here's a list of everything I've found up to this point.
(2.1) The (Not-So)Secret Difficulty Level
-----------------------------------------
To get to the not-so-secret-by-now difficulty level, "Deadly",
go into the Gameplay menu accessed from the Main menu. Go down to
the "CPU:" selection, and keep pressing right after it says Champion
(about 10-15 times) until it turns to "Deadly". This is a level that
you have to totally rely on taking advantage of AI bugs to win,
because the computer almost always blocks all standard attacks and
projectiles. The computer will also occasionally do a Scrap or
Destruction after defeating you. Note that this skill level only
affects One Player Mode and Demo Mode, where the computer 'bots
fight each other with the same skill that they use against you in
One Player Mode, and sometimes do Scraps & Destructions on one
another.
Also, if you want the ultimate challenge, why not use the
"Ultimate" skill level? Yes, you know you're bad and can beat the
game every time you play it with the CPU level on "Deadly", but
you've never faced a challenge unless you've played the game on the
SECOND hidden skill level, "Ultimate". To activate "Ultimate", go
into the Gameplay Menu, change the present CPU level to "Deadly",
as described above, and press the keys O-M-F on your keyboard
simultaneously(in any order just so long as you press all three
keys at the same time). Release them, and then press Right on your
joystick or the Right cursor key to change the skill level to
"Ultimate". I won't describe how hard it is to win at this level;
let me just leave it at "Good Luck".
- Thanx to Henry Bent(HenryB3068@aol.com) for the tip on the
"Ultimate" CPU skill level.
(2.2) The Hidden Advanced Options Menu
--------------------------------------
There is a hidden option within the game which lets you control
aspects of the game such as how high the players jump and how much
energy each player has in One & Two Player modes, special features
like rehitting and block damage, and several others. To bring up the
menu, hold down the 2-0-9-7 keys on the keyboard simultaneously
while at the Main Menu. Release them, and go into the Gameplay menu.
You'll see a new option accessible called "Advanced Options". Select
it, and you'll have control over the aforementioned options as well
as a few others that I'll let you discover & figure out for
yourself.
- Thanx to Henry Bent(HenryB3068@aol.com) for the tip on the hidden
Advanced Options Menu.
(2.3) Unranked Challengers - Tournament
---------------------------------------
There are numerous Unranked Challengers to be found in the
Tournament Mode. To get to many of the hidden characters, you need
to have chosen one of the two highest difficulty levels when you
made your character. Some are only accessible at the highest
difficulty level. Also, you must usually either perform very well
in your previous fight (take little damage), perform a Scrap &
Destruction, or both. The following is a list of the Characters I
have been able to find and how I got to them. Note that listed are
only the SUPPOSED way that you get to each of them. I'm not 100%
sure. On most of these characters, I was using Shadow when I found
them. Once again, if you don't seem to be able to get to a
particular character, make sure that the difficulty level is high
enough; if you still can't get to them, try to take as little damage
as possible and execute a destruction every time.
- Jazzy = Appears after you defeat #2 ranked in North
American with little damage & World
Championship after you beat Eva Earlong, another
hidden character, with little damage.
- Iceman = Appears after you defeat #1 ranked in North
American with little damage & destruction, &
World Championship when you perform a
Destruction on Selenna. Iceman gives the Shadow
the Freeze Blast Enhancement.
- Steel Claw = Randomly in North American when you perform a
Destruction or take little damage.
- Christian = North American & War Invitational when you
perform a Destruction on Crystal.
- Eva Earlong= Randomly in War Invitational & World
Championships when you take little damage.
- Devan Shell= After you defeat #1 in Katushai Challenge
without taking much damage and performing a
destruction, and randomly in World Championship
when you take little damage & do a Destruction.
- Angel = Randomly in Katushai Challenge & World
Championships, even if you take all kinds of
damage and don't do the Scrap & Destruction.
- Selenna = After you defeat #2 in the Katushai Challenge
with a Destruction and take little damage.
- Killian = Randomly in the War Invitational when you do a
Destruction and take little damage.
- Bethany = After defeating #1 in War Invitational with
little damage and Destruction, and after
defeating #2 in World Championship with little
damage and Destruction.
- Nicoli = After you defeat #1 in World Championship. It
doesn't seem to matter if you do well, or
lousy, or if you perform a Destruction or
not. You just have to have the difficulty level
set up high enough.
(2.4) Tournament Mode Enhancements
----------------------------------
You can pick up enhancements in Tournament play which will
give your 'bot extra powers, such as multiple projectiles or the
ability to perform special moves in mid-air. Enhancements are
attained only when you have your character's difficulty level at at
least STEEL(I've never gotten an enhancement at a level lower than
that) in Tournament Play. I have only gotten enhancements after
performing destructions on my opponents. You most often get an
enhancement after fighting an Unranked Challenger, but I have gotten
them after defeating #1 ranked in both the Katushai Challenge and
World Championship. You'll know if you've received an Enhancement
by reading what your Engineer says when he greets you. If he says
something about finding a gizmo in the Arena while they were
cleaning up, then you've got an enhancement. But enhancements
usually won't do any good unless you know you have them, so always
be sure to at least glance at the Engineer's comment. For a listing
of known enhancements for each 'bot and how to perform them, check
Section (3), 'bot Descriptions.
(2.5) Fire & Ice in the Hole
----------------------------
In One Player Mode, all Characters(I believe) have a special
combination used to get to the secret character "Fire" after
performing a Scrap & Destruction in the Fire Arena. The only
requirement for being able to get to Fire is that you have the CPU
difficulty level on a minimum of "Champion". Known combinations for
some 'bots are listed in the 'bot Descriptions, Section (3).
Fire is a Katana with the ability to perform a 5-hit Rising
Blade move and has a Fire projectile that does enormous damage. He
has extremely high strength & stamina, and relatively high agility.
All his hits take off about double the average character's hit. He
doesn't, however, seem to be well adept at blocking Sweeps. Defeat
him in Champion mode, and you'll get 1,000,000 points for a perfect
round(if you can), 1,000,000 for full stamina(automatic perfect
round), and 1,000,000 for his Destruction. In Deadly mode, count
that a cool 1,500,000 points each. While playing with the CPU on
Ultimate, you get a huge 2,000,000 points each.
All psyched up and ready to take on Fire? Well, on the slim
chance that you manage to defeat Fire with the difficulty set on
Ultimate, you can ALSO get to a second hidden character named Ice.
To get to him(or her--it COULD be a girl), beat Fire with the
difficulty level set to Ultimate, as is described in Section (2.1),
& perform a Destruction on him. Then perform the same sequence that
you used to get to Fire. If you do it correctly, you will then be
taken to the lair of the secret character, Ice. Ice is an incredibly
fast, powerful, and smart Shadow that blocks almost everything that
you can throw at it. All his(her) Special Shadow Moves go lightning
quick and are unstoppable. He also has a Freeze Blast that will
freeze you for a short time, as well as do some damage to you in the
process.(You might want to remember that to avoid the Freeze Blast,
you either have to jump or block low) Put quite frankly, it takes a
heck of a lot of effort to beat this guy(gal), so the programmers
were at least gracious enough to give you 20,000,000 points for full
health, as well as for a Perfect Round(Yeah Right...) and Ice's
Destruction, adding up to the Potential of 60,000,000+ points for a
single round. Sound like fun? Go ahead, then. Have fun... losing.
(2.6) Odds'n'Ends Secrets
-------------------------
- To change the colors of your 'bot in either One or Two Player
modes, first select the character that you wish to use. While
you're choosing your 'bot, press the 1, 2, & 3 keys on your
keyboard to select the colors for Player One and the 4, 5, &
6 keys for Player Two. Don't know how secret that is, but I
thought it worth mentioning anyway.
- To replay the animations shown when you win a tournament in
Tournament Mode, press the "E" key on your keyboard from the
Tournament Mode menu. Remember, you have to have WON a
tournament previous to this, and must not be in a tournament
at the time. This is a good way to see the winning animations
for all the 'bots, as it will still show the ending if you
buy a different 'bot. So, if you can't beat the World
Championship tournament with that #%$@& Chronos, then win
with your favorite 'bot, buy a Chronos if he's available, and
press the "E" key. Now you get to watch the pretty little
grafix animations for ALL those 'bots you're lame with.
- To make all the nuts and bolts that you and your opponent
knock out of each other continually rain down on you during
your match without disappearing, hold down the R-E-I-N keys
on your keyboard simultaneously at any time while in the
game, even during a fight. This feature is more or less
useless, and in a long fight slows down the grafix on even a
high-end 486 drastically, but it's there, nonetheless, for
you to try at least once to quench your insatiable curiosity.
- To increase the amount of metal and bolts that fly from each
'bot during a battle, hold down the B-I-G keys along with a
number between 1 and 9 simultaneously at any time in the
game(including during a fight). 1 represents the normal
amount of scrap knocked from a 'bot during a fight, whereas
9 is the maximum amount of scrap you can knock from an
opponent. To get the scrap level back to normal once you've
changed it, just press the B-I-G-1 keys simultaneously. Note
that on some computers(namely MY 486DX2/66), this option for
some reason won't work, as every time I try it, I only hear
my PC speaker chirping in the background. This may be
attributable to my particular setup, because the code works
fine on my brother's 486DX2-50, but I'm not sure.
- I've heard that there's a sound test that can be accessed
under the Configuration menu by pressing ALT-S-T
simultaneously from the title screen, but I've yet to get it
to work. Anyone have any suggestions??
(2.7) At Wit's End?
-------------------
If worse comes to worse, try out the OMF Edit program, by
Legend. No, it's not a source code hack program--it simply edits
your saved Tournament characters to give them full power on
everything, along with over $672,000,000k to spend. Look for it
under the filename "OMFEDIT.ZIP" or "OMFED10.ZIP" on your local BBS.
It works with either the Shareware or Registered version.
(3) 'bot Descriptions, Moves, & Other Swell Stuff
-------------------------------------------------
The following list is a compilation of Descriptions, Special
Moves, Scrap & Destruction Moves, Combos, Known Secrets, &
Miscellaneous Notes for each 'bot. If you want to print out a list
of all the 'bots moves, but don't want to have to print all the
extra stuff, print the "OMFMOVES.LST" file that came with the
"MOMFAQXX.ZIP" file, where XX is the version number.
----------------------------------------------------------------------
(3.1) Jaguar
------------
Description:
* Fast & fairly powerful, the Jaguar's a good basic choice for most
players to learn on. All its Special Moves are very basic and easy
to execute, and it's Scrap & Destruction are best to use for
learning how the timing of most Scraps & Destructions work. It
does, however, have slow recovery time from its Sweep and Uppercut,
leaving it open to quick attacks by the enemy. A very all-around,
but not specialized when unmodified, 'bot that's great to learn
the mechanics of the game with. However, if you have a fully-rigged
Jaguar with both Enhancements in Tournament mode, this rig rocks!
When playing with Rehit mode turned on, the Jaguar is my personal
preference to beat the living cyber-shnot out of my opponents with.
With a souped up Jag, you can take off nearly a third of your
opponents energy with a single combo. However, should you be a
little slow in the finger movement category, don't expect to reap
too many benefits here. But seeing your friend gawk as you
completely destroy their pride'n'joy in a matter of seconds makes
it well worth your while to take a course in "Reflex Enhancement".
Special Moves:
Jaguar Leap = D-DF-F+P
Shadow Jaguar Leap = B-DB-D-DF-F+P
Concussion Cannon = D-DB-B+P
Overhead Throw = (jump), D+P - when near opponent
Scrap Move = D,D,U+P
Destruction Move = D,U+K
Timing: Time it so that you
press U+K right after the Jaguar
lifts your opponent overhead.
How to get to Fire & Ice = D,D,U+K
Timing: Do it when the Jaguar
jumps during his Destruction.
You have to do it REAL fast.
Hyper Mode Enhancements:
Directable Concussion Blast - Lets you direct the Blast after
you shoot it by pressing in any
direction.
Combination: Same as normal CB
Mid-Air Jaguar Leap - Lets you perform a Jaguar Leap
while jumping.
Combination: (jump),D-DF-F+P
Tournament Enhancements:
First Enhancement:
This Enhancement's a doozy.. It gives you all of the following:
Double Concussion Blast - Lets you shoot two Blasts at
once.
Combination: Same as normal CB
Mid-Air Jaguar Leap - Lets you do the Jaguar Leap in
mid-air, even if Hyper Mode is
off.
Combination: (jump),D-DF-F+P
* Double Jaguar Leap - Lets you do two consecutive
Jaguar Leaps, one right after the
other. To do it, do a regular
Jaguar Leap, then perform another
one before your Jaguar starts to
fall out of the leap. This works
great for extra damage to your
opponent when rehit mode is
turned on.
* Shadow Jaguar Leap - This lets you do a kick coming
"Safety" Kick out of a SJL, which means that
you won't be vulnerable to any
quick attacks from your opponent
if you miss with the SJL. To do
the "safety" kick, perform a SJL
and press the Kick button anytime
during the SJL before you start
to fall out of it. This one works
great with rehit mode turned on
as well, since the more damage
you can fit into a combo, the
happier your 'bot'll be.
Second Enhancement:
* I played through all four tournaments with the Jaguar, and while
the first enhancement could be obtained from many different Unranked
Challengers, the only place I could ever find the second enhancement
was from Bethany in the World Championship. It's worth it, though,
as you'll see from the following two nifty Enhancements
* Triple Concussion Blast - Shoots three Blasts at a time.
Combination: Same as normal CB
* Mid-Air Jaguar Leap - Lets you perform an overhead
"Safety" Throw throw when coming out of a MAJL.
This is really most useful with
Rehit mode turned on as an
offensive move, but is also
effective as a defensive move so
you're not as vulnerable when
coming out of a MAJL.
Combination: Press D+P at any
time while doing a MAJL previous
to the apex.(The point at which
you start to fall downward)
Effective Combos & Tactics:
- Jump in with a Kick or Punch. If it connects, immediately
perform a Shadow Jaguar Leap for a high damage three-hit
combo. In Tournament mode, if you don't connect with the
SJL and have the first Enhacment, remember to do a safety
Kick (see above) so that your opponent won't have a chance
to make you regret it.
- At close range, perform a Concussion Blast and immediately
follow it with a Jaguar Leap. This usually works against
computer players in One Player or Tournament mode,
particularly if you have the first or second Enhancements.
* - I really hate to give this combo away, so I'll just give
you some hints about how to do with it. Doing a Combo
consisting of a Jump Kick, Enhanced Concussion Blast,
Double Jaguar Leaps, and the Jaguar Leap Safety Throw
(available only with the second Enhancement), you can
quite easily beat the computer every time in Tournament
mode. A slightly modified version using the Shadow Jaguar
Leap and Safety Kick also works real well to irritate your
friends to the point of distraction--so it's something
well worth discovering. If you're really desparate to know
the combo, and have REALLY tried to figure it out but,
alas, could not, send mail to one of the addresses at the
end of this file. Maybe I'll give out one of my favorite
secrets to the public. Or maybe I won't.
----------------------------------------------------------------------
(3.2) Shadow
------------
Description:
Quick & fairly powerful, the Shadow is one of the easiest 'bots in
the game to win with. Using a combination of AI flaws & quick
moves, you can easily beat the computer on the hardest difficulty
level almost every time. The computer cannot(in my version) hardly
ever avoid the Shadow Grab once it's thrown, with the notable
exception of the Electra on the higher difficulty levels. The best
strategy to catch the computer with the Shadow Grab is to make
distance between you and your computer opponent, and then throw the
Shadow Grab. Also, performing a Shadow Dive while jumping away from
a computer opponent connects most of the time, even on the highest
difficulty settings. However, the Shadow Punch and Shadow Kick are
virtually useless against the game's AI--unless you find yourself
cornered by a computer opponent. Due to another AI flaw, when you
are cornered, about 95% of the time you can perform a Shadow Kick
with the computer at close range and it will not be blocked.
(provided you are using a mid-to-fast speed character) The Shadow
is definitely the 'bot to use to find most of the games secrets, as
a skilled player can almost always get a perfect, or at least near
to perfect, round with it.
Special Moves:
Shadow Punch = D-DB-B+P
Shadow Kick = D-DB-B+K
Shadow Dive = (jump),D-DF-F+P
Shadow Grab = D,D+P
Scrap Move = B,F-UF-U-UB-B+P
Destruction Move = D,D,D+P
Timing: Do it quickly right after
the sixth hit of the Scrap. If
you have problems getting it to
work, keep hitting D+P right
after the fifth hit of the Scrap.
How to get to Fire & Ice = D,D,D+P,(rep)
Timing: Do it right after the
giant Shadow destroys your
opponent and starts to fade away.
If you can't get it to work, try
pressing D+P over & over after
the big Shadow destroys your
opponent.
Hyper Mode Enhancements:
None known at this time.
Tournament Enhancements:
First Enhancement:
Air Shadow Grab - Lets you throw the Shadow Grab
in Mid-Air.
Combination: (jump),D-DB-B+P
Second Enhancement:
Super Shadow Punch & Kick - Faster, More Powerful versions of
the Shadow Punch & Kick.
& Combination: Same as normal SP/SK
Freeze Blast - A projectile weapon that freezes
NOTE: You can only get your opponent doing some damage in
the Freeze Blast if you the process, and holds them for a
get your second enhance- few seconds, giving you the
ment from Iceman in the opportunity to do more damage.
North American. Combination: F-DF-D-DB-B+P
Effective Combos & Tactics:
- When playing against the computer in One Player Mode,
jump away from your opponent with a basic jump-Kick at
the start of the match(unless your opponent is a Jaguar).
Throw a Shadow Grab as soon as you land. If it doesn't
catch your opponent and he's still far enough away, throw
another one until you catch him or until he's close
enough to hit you. Once he's caught, jump in with a basic
Jump Kick & Sweep combo. Then immediately jump away and
repeat the process. This will take you all the way
through the game almost every time on any skill level.
NOTE: This tactic does not work as well against the Nova,
as he breaks up the pattern with his superior air attacks
& his Earthquake Smash when you try to throw your Shadow
Grab. When playing in Tournament mode, find the
enhancement that lets you throw your Shadow grab in mid-
air and use it against the Nova.
- If your character has full Power & Agility, and a Shadow
with its Arm & Leg Power & Speed at full, you can do a
devestating combo, great for dizzying that "other" 'bot.
Throw your Shadow Grab, then attack with a basic Jump
Kick when it grabs your opponent. Right after the Kick
connects, follow with three to four Crouching Heavy
Punches, depending on the 'bot you're fighting, and then
end the combo with a Sweep.(Some, such as the Thorn, can
be hit with four punches before the sweep; others,
such as the Nova, can only be hit with three punches
before the sweep--test and find out for yourself until I
compile a list and add it to the FAQ) This almost always
makes your opponent dizzy, allowing you to repeat the
combo again with or without the initial Shadow Grab. If
you have the Freeze Blast Enhancement, you can add even
more damage by throwing the Freeze Blast right after you
grab your opponent with the Shadow Grab.
- The computer is a sucker for the Shadow Dive on any skill
level. Jump away from your opponent at any point during a
match, and while jumping away, throw your Shadow Dive. It
usually connects about 50% of the time; and even if it
doesn't, it leaves you with great setup to throw your
Shadow Grab again.
----------------------------------------------------------------------
(3.3) Thorn
-----------
Description:
Stout would best describe the Thorn's fighting prowess. Able to
take ungodly amounts of damage without flinching, having some
of the most damaging moves in the game, and yet painfully slow,
the Thorn is definitely to OMF what Zangief is to the Street
Fighter II series, to give you an idea. However, despite his lack
of speed, the damage the Thorn causes with every attack
(particularly his Speed Kick) & extremely tough armor more than
make up for one or two extra hits your opponent may land. That,
and a couple of AI flaws in One Player & Tournament Mode, make the
Thorn quite easy to win the game with on any difficulty level.
Special Moves:
Speed Kick = D-DF-F+K
Shadow Speed Kick = B-DB-D-DF-F+K
Spike Charge = F,F+P
Off-the-Wall Attack = (jump against wall),DF+K
Scrap Move = B,B,F+P
Destruction Move = U,D+P
Timing: Do it right after your
opponent has been "spiked".
How to Get to Fire & Ice = U,U,D+P
Timing: Do the combination right
after your opponent goes through
the floor. If you have problems,
do the move over & over as soon
as you've done the Destruction
sequence.
Hyper Mode Enhancements:
Mid-Air Speed Kick - Lets you do a Speed Kick while
in the air.
Combination: (jump),D-DF-F+K
Tournament Enhancements:
First Enhancement:
Super Fast Spike Charge - Spike Charge is incredibly fast.
Combination: Same as normal SC
&
Mid-Air Speed Kick - Lets you do a Speed Kick in mid-
air without Hyper Mode on.
Combination: (jump),D-DF-F+K
Second Enhancement:
Mid-Air Off-the-Wall Attack - Lets you do the Thorn's Off-the
Wall Attack from anywhere in the
air.
Combination:(jump),D-DB-B+K
Effective Combos & Tactics:
- When playing against the computer in One Player or
Tournament Mode, the easiest way to beat the game with
the Thorn, even on the hardest skill levels, is to play
the game in Hyper Mode, and take advantage of an
incredibly simple AI flaw. During the match, continually
jump away from your opponent, and while in the air,
perform a Speed Kick. (You must have Hyper Mode on to do
this) The computer almost never blocks it, and it does
high damage on both the Damage and Stun meters. You can
do this over & over on any skill level you like, and is
one of the easiest (and dullest) ways to win the game in
One Player or Tournament Mode. But then again, it's also
a good way to see how all the Character's stories end in
One Player Mode.
- Get your opponent dizzy, then jump in with a deep Jump
Punch and as soon as you land, press towards your opponent
and Punch. This will throw them across the screen for a
pretty high damage two-hit combo. Remember, you have to
do a DEEP Jumping Punch for this to work. (A Deep Attack
is Jump Attack where you wait until you're as close as
possible to your opponent [while jumping] to attack before
landing)
- The computer is a sucker for the Thorn's Sweep when
he's far away, but within reach of the Thorn's long-
reaching legs. This usually works pretty well up to the
skill level of Champion.
----------------------------------------------------------------------
(3.4) Pyros
-----------
Description:
The Pyros is another example of a 'bot that relies primarily
on raw power to win. Although many of its moves work fine against a
human player, as there is minimal reaction time, you have to rely
more on chipping away at your opponent in One Player or Tournament
Mode as the computer blocks most of the moves every time. Although
its flames aren't nearly as powerful as its arms, they are
invulnerable to attack. Any special move that comes into contact
with the flames (with the exception of the Thorn's Spike Charge) is
almost always stopped cold. That, and AI flaws with the Pyros's
Crouching Heavy Punch & Fire Spin, make it an entertaining, yet
challenging, 'bot to use.
Special Moves:
Super Thrust = F,F+P
Shadow Super Thrust = F,F,F+P
Jet Swoop = (jump),D+K
Fire Spin = D,P <-- Down,release,THEN Punch
Scrap Move Part #1 = F,F,D,D+P
* Part #2 = U+P(hold)
Timing: Press & hold U+P very
quickly right after the third hit
of the Scrap. Hold it until you
hear the Pyros speed up. It's
hard to get it right every time,
but it can be done.
* Destruction Move = D+P(hold)
Timing: Press & hold D+P quickly
right after the seventh hit of
the Scrap. Once again, it's hard
to get it every time, but with
practice, you'll be able to get
it most of the time.
How to Get to Fire & Ice = Unknown at this time
Hyper Mode Enhancements:
Mid-Air Super Thrust - Lets you do a Super Thrust while
jumping.
Combination: (jump),F,F+P
Mid-Air Fire Spin - A Fire Spin that you can perform
in mid-air.
Combination: (jump),D,P
Tournament Enhancements:
First Enhancement:
Super-Fast Super Thrust - An incredibly fast version of the
Pyros's Super Thrust.
& Combination: Same as normal ST
Mid-Air Super Thrust - Lets the Pyros do a Super Thrust
in mid-air without Hyper Mode on.
Combination: (jump),F,F+P
Second Enhancement:
Unfound at this time
Effective Combos & Tactics:
- When playing in One Player/Tournament Mode, the easiest
way to take down your opponent's damage meter is to
continually do a standing Heavy Flame anytime your
opponent walks toward you. If he jumps at you(unless
its a Jaguar), do your Super Thrust, reflexes permitting.
If you're rather cumbersome of thumb, try a standing
Heavy Punch in place of the Super Thrust.
- The computer is also a sucker for the Pyros's extremely
powerful Crouching Heavy Punch. Just keep pressing down
& back, and when the computer opponent gets close enough,
hit the Punch button. This is also a great way to make
your friends back off when they keep trying to get you
with a Throw or Grab.
- Do a normal jump towards your opponent and do a Jet
Swoop. If it connects, jump back again right as your
opponent is getting up and repeat. If not, do one standing
Heavy Punch then one standing Heavy Flame. One of these
usually connects. Either way, repeat the process over &
over until your opponent is dizzy.
- When your opponent is dizzy, get up close to them and
do two standing Heavy Punches & a quick Super Thrust for
a three-hit combo that does high damage.
- For a simple move that takes down some of a computer
player's energy, get right beside them after you knock
them down and do a Fire Spin. This only works ever-so-
often, so be sure to do it only once out of every, say,
three attacks.
----------------------------------------------------------------------
(3.5) Electra
-------------
Description:
The Electra, while great for use in Two Player Mode, requires
taking advantage of a couple of those wonderful AI bugs that let us
win when nothing else will in One Player & Tournament Mode. Relying
primarily on lightning (yes, a pun WAS intended) fast moves and a
great defensive Special Move(Electric Shards), the Electra is a
'bot for none but the most nimble of thumbs. Those of you destitute
of the requisite motor skills may wish to choose a slower 'bot or
go play Links 386.
Special Moves:
Lightning Ball = D-DB-B+P
Electric Shards = D-DF-F+P
Rolling Thunder = F,F+P
Shadow Rolling Thunder = D-DF-F,F+P
Scrap Move = D,F+P
Destruction Move = U-UF-F-DF-D+P
Timing: Do it anytime while
the Electra is "volting" your
opponent.
How to get to Fire & Ice = U-UF-F-DF-D+P
Timing: Do it right after your
opponent blows up, QUICKLY. If
you have problems, do it over &
over while the lightning is
striking.
Hyper Mode Enhancements:
Directable Lightning Ball - Lets you control the direction of
the Lightning Ball after you
release it by pressing in any
direction.
Combination: Same as normal LB
Mid-Air Rolling Thunder - Do the Rolling Thunder in Mid-Air
Combination: (jump),F,F+P
Tournament Enhancements:
First Enhancement:
Double Lightning Ball - Lets you release two Lightning
Balls at once.
& Combination: Same as normal LB
Long-Range Electric Shards - Electric Shards have a much
longer reach.
Combination: Same as normal ES
Second Enhancement:
Triple Lightning Ball - Lets you release three Lightning
Balls at once.
Combination: Same as normal LB
Effective Combos & Tactics:
- In Tournament Mode, it is possible to get a 21-hit combo
with the Electra. To do so, your character must have full
Agility, and your Electra must have full Leg Speed. First,
get your opponent dizzy anyway you can. Then, jump in with
a basic Jump Kick, and immediately press Down & Towards
your opponent and press the Kick button as fast as you
can. When you're almost out of range, quickly do a Sweep
to finish the combo. Against the slower characters, I have
gotten a 21-hit combo using this method.
- An easy way to "kind of" cheat against the computer in
Tournament mode with the Electra is to get your character
full Agility and your 'bot full Leg Speed, as mentioned
above. Jump at you opponent with a basic Jump Attack. As
soon as land, start doing as many Crouching Light Kicks
as you can. The computer almost never blocks these, and
quickly becomes dizzy, allowing you to perform the combo
above.
- When playing against Major Kreissack in One Player Mode,
you'll find it nearly impossible to beat him with the
Electra on the higher difficulty levels. A easy pattern
that works for me most of the time is to continually do
Shadow Rolling Thunders at long range until I have the
opportunity to attack with a Jump Attack. As soon as I
land, hit or not, I do three Standing Heavy Kicks followed
by one Standing Medium Kick. Keep repeating this. He'll
usually just sit there and block until he decides to jump;
and when he does, the Heavy Kick will get him almost every
time.
----------------------------------------------------------------------
(3.6) Katana
------------
Description:
Definitely one of the most enjoyable 'bots to play with, the
Katana has a well rounded variety of basic Attacks and Special
Moves, the latter of which, when used properly, can madden your
human opponents to the point of less than tasteful dialogue. With
some very strong attacks and a good assortment of possible combos,
the Katana is about the most well rounded 'bot to use. Once again,
for those of you who might occasionally get stuck against a computer
opponent, I've found a couple of useful AI loopholes to get you
through those tight Tournament matches.
Special Moves:
Rising Blade = D-DF-F+P (Invincible)
Shadow Rising Blade = B-DB-D-DF-F+P (Invincible)
Head Stomp = (jump),D+K <--While over opponent
.--Forward Razor Spin = D-DF-F+K
:--Backward Razor Spin = D-DB-B+K
`->NOTE: You can control movement of the Katana's Razor Spin move
in the air, once it starts spinning, by pressing in any
direction. Also, if you bounce off your opponent doing
the Spin, and then go against a wall before you land,
you'll go into another Spin.
Scrap Move = F-DF-D-DB-B+P
Destruction Move = B-DB-D-DF-F+P
Timing: Wait until after the
Katana slashes your opponent,
and then quickly do the move.
You only have a short time to
do it, so go FAST.
.- How to get to Fire & Ice = B-DB-D-DF-F+K
| Timing: Do the move right after
`-->Contributed the Katana slashes and destroys
by Henry Bent your opponent's 'bot. If you just
HenryB3068@aol.com can't get it to work, keep doing
the sequence over & over after
you do the Destruction move.
Hyper Mode Enhancements:
Mid-Air Rising Blade - Lets you do a Rising Blade in
mid-air.
Combination: (jump),D-DF-F+P
Tournament Mode Enhancements:
First Enhancement:
Four-Hit Shadow Rising Blade - Does a four-hit version of the
Katana's Shadow Rising Blade.
Combination: Same as normal SRB
Second Enhancement:
Five-Hit Shadow Rising Blade - Does a five-hit version of the
Katana's Shadow Rising Blade.
Combination: Same as normal SRB
Third Enhancement:
I've heard that the Katana has a third Enhancement which gives him
the Fireball that "Fire", the secret character in One Player Mode,
uses. But as of yet I haven't been able to find it. I'm assuming
that you have to get it with your second enhancement from a
particular Unranked Challenger(like the Shadow's Freeze Blast that
you get from Iceman in the North American), but it wasn't the Iceman
Katana in the World Championship. Anyone got any tips short of
hex-editing my saved character?
Effective Combos & Tactics:
- The computer doesn't seem to understand the concept of
blocking the Katana's Head Stomp. Knock your computer
opponent down any way you can, and jump over them right
before they get up. As they are getting up, hold Down
and then repeatedly press Kick as fast as you can three
or four times. You can almost always get in three hits,
and sometimes four. After the initial 3-4 hits, keep
doing the Head Stomp over and over until either your
opponent gets knocked down or until they're dizzy.
Usually, the computer only blocks about 75 percent of the
Head Stomps, so you'll put out a lot of damage this way.
If the computer falls down while you're doing this, but
isn't dizzy, immediately start doing crouching Light Kicks
until you're at a safe range. Note that this tactic works
on any skill level in either One Player or Tournament
Mode.
- A good combo to use against your opponent after you get
them dizzy is to jump in with a basic Jump Kick and then
quickly do a Shadow Rising Blade. In One or Two Player
Mode, this will be a 4 hit-combo. In Tournament mode, if
you have one Enhancement, it will be a 5-hit combo; two
Enhancements and it'll be a 6-hit combo--making for a
great way to get an opponent dizzy. To do the most
destroying combo that I've found in the game, get your
opponent dizzy and in a corner. Jump in at them with a
Jump Kick, follow with two Heavy Standing Punches, and do
a Shadow Rising Blade. If you've got the Five-Hit Shadow
Rising Blade enhancement, this combo will give you over
218,000 bonus points every time you do it, not to mention
knock enough metal from your adversary to assemble a mid-
size Buick.
- You can drive your human opponents crazy using the Razor
Spin move. Direct the Spin to right over your opponent.
He won't be sure as to which way to turn to block, and
often as not will choose the wrong way. Once again, you
might be doing this at your opponent's gamepad's expense.
----------------------------------------------------------------------
(3.7) Shredder
--------------
Description:
The Shredder, while it is probably one of the best rounded
'bots in the game, doesn't really excell in any particular area.
It has a couple of great Special Moves, some powerful Basic Moves,
and looks cool to boot. But, the computer doesn't seem to respect
its cool looks, as it plays against the 'bot quite well on the
higher difficulty levels. In a bow to the programmers, I've yet to
find any signifigant AI flaws to take advantage of. To win with the
Shredder, you can count on having to use some real <gasp!> stragedy
against computer opponents just like you would human ones. While
none of its moves are particularly fun to watch, they prove very
effective in the hands of those with the reflexes to appreciate
them.
Special Moves:
Flying Hands = D-DB-B+P
Head-Butt = D-DF-F+P
Shadow Head Butt = B-DB-D-DF-F+P
Flip Kick = D,D+K
Scrap Move = D,F+P
Destruction Move = D,U,U+P
Timing: Do it at any time while
the Shredder is shredding your
opponent.
how to get to Fire & Ice = Unknown at this time
Hyper Mode Enhancements:
Mid-Air Head-Butt - Lets you do a Head-Butt in mid-
air.
Combination: (jump),D-DF-F+P
Tournament Enhancements:
First Enhancement:
Long-Range Flying Hands - The Flying Hands Attack has a
much farther range.
Combination: Same as normal FH
Second Enhancement:
Unfound at this time
Effective Combos & Tactics:
- A good combo to use against computer opponents when their
Stun Bar has almost run out is to attack with a basic Jump
Kick and do a Flying Hands attack as soon as you land.
This almost always catches the computer and takes down the
rest of its Stun Bar, making it dizzy. Don't try this
unless your opponents Stun Bar is almost gone, because if
they don't become dizzy after the attack, they can
retaliate with a Sweep or other move that you won't be
able to block in time.
- When your opponent is dizzy, a good combo to use is to get
about a 'bot's width away from them and do a Flip Kick.
You have to do this quickly, and it will take some
practice, but right after the second hit of the Flip Kick,
immediately hit your Kick Button, and then do one quick
standing Heavy Kick and follow that with a Sweep for a
devestating 5-hit combo that's easy to get off with a
little practice.
- The Shredder has two Special moves which are effective at
thwarting Air Attacks. The first is the Flip Kick, which
must be done right after your opponent jumps. This works
fairly well, but leaves you too close to your opponent to
set up a good strategy. The second is the Flying Hands,
which is good for leaving your opponent at a distance,
giving you the chance to set up another brilliant game
plan.
----------------------------------------------------------------------
(3.8) Flail
-----------
Description:
Definitely the oddball of the group, I can imagine the Elam's
conceptualizing the designs for the Flail after one too many slices
of a Meat-Lover's pizza with extra pepperoni. This 'bot looks like
it could handle anything from smart missiles to heavy indigestion.
And it can, too. (I'm guessing on the indigestion part) Although
discouraging to learn, the Flail is one of the more interesting,
and fun, 'bots to use. Although he's hard to use against the
instantaneous reflexes of the computer, he's a blast to use against
your friends-turned-enemies in Two Player Mode. However, to even
things out in your battle against unfair AI response time, there
are a couple of bugs that you can use to win your personal war
against the evil Major.
Special Moves
Charge Punch = B,B+P
Shadow Charge Punch = D-DB-B,B+P
Slow Chain Spin = D,K
Fast Chain Spin = D,P
Spinning Throw Grab = F,F+K <-- Must be near opponent;
can be done in air.
Scrap Part #1 = F,F,F+P
Part #2 = B,F,B+P
Timing: Time it so that you hit
Back & Punch right after the
Flail slams your opponent against
the wall. If you have problems
getting it to work, just keep
doing the sequence F,B+P over &
over during the first slam.
Destruction = F-DF-D-DB-B+P,(rep)
Timing: I don't know the precise
timing, but I do it over and over
during the second wall slam; I
still miss it sometimes, though.
How to get to Fire & Ice = Unknown at this time
Hyper Mode Enhancements:
Mobile Chain Spins - Lets your Flail move while doing
a Heavy or Light Chain Spin by
pressing Left or Right on your
controller.
Combination: Same as normal CS
Tournament Enhancements:
First Enhancements:
All that this lousy Enhancement gives the Flail(that I know of) is
the ability to do Mobile Chain Spins(see above) without Hyper Mode
turned on. Whoo-pee.
Second Enhancement:
Unfound at this time
Effective Combos & Tactics:
- For those of you who dare to brave the dangers of the
OMF arenas with only skill & reflexes, skip this. But for
those of you out there with a brain and the need to win,
here you go. The computer's a take-in for Hyper Mode when
you use the Flail. All you have to do the entire time to
win, even on the hardest difficulty level, is do a Heavy
Chain Spin and then move towards the computer while you're
spinning. This works almost without fail in One Player
Mode, and about 75 percent of the time in Tournament Mode,
even with both at the highest difficulty settings. To make
your cyber-minded opponent's demise even quicker, as soon
as you've hit them with the Chain Spin enough to make them
dizzy, get close and do a Spinning Throw Grab on them.
This is the most damaging single move of the game,
and is incredibly fun to watch, as you wonder what it
would look like if a 'bot became sick.
- Another good way to take advantage of those annoying AI
opponents is to utilize the Flail's Shadow Charge Punch.
Make as much distance as possible between you and your
computer opponent & do a SCP. If it connects, immediately
jump back and do another as soon as your opponent gets
up. If it doesn't connect, then immediately start doing
lots of standing Light Punches, until you can beat a safe
retreat & try again. I've hit the computer with this move
seven times in a row before and it never blocked. Note
that this was even in Deadly mode, and it seems to work
well, although not as well, on the hardest Tournament
skill level too.
- A great way to dissolve friendships while playing this
game is to play with your buddies in Two Player Mode,
with you using the Flail. Wait for your friend to jump at
you. Right when you see him jump towards you, immediately
jump up towards him and do a Spinning Throw Grab before
he has time to react. You'd be surprised how well it
works even after three or four times of doing this to
them. You'd also be surprised at how easy it is for some
people to break a $20 Gravis Gamepad when they lose.
- A good three-hit combo that does EXTREME damage,
especially in One or Two Player Mode using someone like
Steffan, is to get your opponent dizzy, and jump attack
them, doing the following combination very quickly right
before you get to them: F+P,P,F+K. This will do a basic
Jump Punch, follow with a standing Medium Punch, and
finish with a Spinning Throw Grab. You have to do this
VERY quick for it to work, but against characters like
Milano and Crystal in One or Two Player Mode, this takes
down about half of their energy, depending on the
Character that you're using.
----------------------------------------------------------------------
(3.9) Gargoyle
--------------
Description:
The Gargoyle is really one of my favorite all around 'bots to
use. This may be because of his unique appearance, differing from
anything in all other fighting game out there. Or it may be because
all of its moves are easy to learn and no problem to get off in a
pinch. But whatever the reason, the Gargoyle is one of the easiest
'bots to win against the computer with, and one of the hardest to
beat when controlled by a quick-fingered friend. Combining a mixture
of speed and a great defensive Special Move(Flying Talon), this 'bot
is one of the most fun to use in either One Player, Two Player, or
Tournament Mode. Be sure to note that you can control the direction
of the Gargoyle's jump by pressing Up & Back or Up & Forward to go,
respectively, either Back or Forward while jumping. This is really
handy when a change of direction in mid-air is preferrable to
* landing in your opponents arms. Be sure to remember that you can
control the direction of a jump using the Gargoyle by pressing left
and right while in the air.
Special Moves:
Wing Charge = F,F+P
Diving Claw Grab = (jump),D+K <- When nearly over
your opponent
* NOTE: You can control the left/
right direction of the Grab by
pressing left or right while the
the Gargoyle is diving.
Flying Talon = D-DF-F+P
NOTE: You can perform another attack, such as a Jump Punch
or Diving Claw, after the Flying Talon has reached its apex.
Scrap Move = B-DB-D-DF-F+P
Destruction Move = D,U,D+P
Timing: Time it so that you hit
D+P right after the Gargoyle
lands on your opponent. If you
have problems, simply keep doing
the sequence U,D+P over and over
after the Gargoyle flys off the
top of the screen.
How to get to Fire & Ice = D,D,D+P
Timing: Do the sequence right
after the Gargoyle destroys your
opponent and flies off the top of
the screen. If you have problems
getting it to work right, just
keep pressing D+P over & over
after the Gargoyle flys off the
top of the screen after the
Destruction.
Hyper Mode Enhancements:
Mid-Air Wing Charge - Lets you do a Wing Charge in
mid-air.
Combination: (jump),F,F+P
Tournament Enhancements:
First Enhancement:
Best I can tell, this Enhancement just lets you do a mid-air Wing
Charge, even when Hyper Mode isn't turned on in the Gameplay menu.
That's a real bonus. Like most people really play this game with
Hyper Mode off?
Second Enhancement:
Unfound at this time
Effective Combos & Tactics:
- When playing against the computer, in One Player or
Tournament mode on any skill level, the easiest way to
win is to use the Gargoyle's Diving Claw Grab repeatedly.
The computer almost never blocks it. The best way to set
up to catch the computer's 'bot with it is make some
distance between yourself and your opponent. Then do a
Flying Talon, and follow that with a Diving Claw. In fact,
I've actually never lost a match in Tournament mode using
the Gargoyle with this tactic. It's ridiculously simple,
but apparently the computer doesn't properly differentiate
between the ingenious strategies that should work(and yet
never do), and the absurdly simple ones that should fail
miserably(but work great). Well... life goes on.
- A good three-hit combo I use a lot when I get an opponent
dizzy in either One or Two Player Mode is as follows.
Jump at your opponent, and then perform the following
sequence right before you land in front of him: F+P,F+K,
F+P. If you do it quick enough, it does a Jump Punch,
Standing Light Kick, and Wing Charge. I don't use it in
Tournament Mode due to the fact that the damage done is
more nominal, since the 'bots are tougher and more
resistant to light damage.
- If you decide not to continually cheat with the Diving
Claw grab like I do, and enjoy a bit of challenge with
your gameplay, be sure and at least use the Flying Talon
for all it's worth. Every time an enemy jumps at you,
quickly do a Flying Talon, as it's invulnerable to all
basic Air Attacks.(at least to my knowledge) Also, if
you're backed into a corner, quickly do a Flying Talon to
either connect for a hit or, if it doesn't hit, make them
back off with a Diving Claw Grab. If playing in Hyper
Mode, you can do a mid-air Wing Charge after the Flying
Talon to get to the other side of the screen, away from
your opponent where you've got more space to work with.
----------------------------------------------------------------------
(3.A) Chronos
-------------
Description:
Being much better suited for Two Player games than the vs
Computer Modes, the Chronos is a kick to beat your buddies with
after you've mastered the timing required to use him effectively.
Not really excelling in any particular strengths nor garnishing
any real flaws in regards to Speed, Power, and Armor, the Chronos
is pretty well-rounded, but by no means special either. In concern
to One Player & Tournament Modes using the Chronos, I readily admit
that I've failed with this 'bot. Not that everyone will, but I
really don't have the patience to mess with him that much. Almost
all of his moves require that your opponent doesn't react
immediately; and as you know, this is basically the only defense the
computer knows. And on the higher difficulty levels the computer
almost always blocks your attacks or thwarts your Teleport by
grabbing you before you even finish materializing beside him. But in
Two Player Mode, this is one of the funnest 'bots to bash your
buddies with, as they don't exactly have the instantaneous reaction
time that the computer 'bots possess. So, don't expect to get a lot
of help in the "Effective Combos & Tactics" part. All I can say is,
if you figure out how to use this 'bot so well that you can beat the
World Championship in Tournament Mode on the Heavy Metal tournament
skill level without losing a round, I'd be willing to pay $5 to the
first one of you who sends a list of the combos to use and the AI
bugs you found to take advantage of. See Section (4.3) to contact
me.
Special Moves:
Stasis Activator = D-DB-B+P
Slow Stasis Activator = F-DF-D-DB-B+P
Matter Phasing = D-DB-B+K <- Can be done in air
Teleport = D,P <- Down,release,THEN Punch
* NOTE: You can control the move-
ment of the Teleport by pressing
left or right while the Chronos
is "phasing" out. Pressing left
will port you to the far left of
the screen, while pressing right
will port you to the far right.
If you press in no direction, you
end up directly behind your
opponent.
Scrap Move = D,F+P
Destruction Move = F,B+P
Timing: Time it so that you
press B+P right before the
Chronos's arm goes inside your
opponent. It's real hard to do
it exact with the speed all the
way up, so if you have problems
just keep pressing F,B+P over &
over during the Scrap.
How to get to Fire & Ice = Unknown at this time
Hyper Mode Enhancements:
Controllable Stasis - Lets you control the Direction
Activator of the Stasis & Slow Stasis
after it's released by pressing
in any direction.
Combination: Same as normal SA &
SSA
Tournament Enhancements
First Enhancement:
Unfound, due to the fact that I can't win with this 'bot in
Tournament Mode on the higher skill levels.
Second Enhancement:
I hate to repeat excuses--see "First Enhancement".
Effective Combos & Tactics:
- Well what do I know that works for this piece of Scrap
bait? Umm.. a decent three-hit Combo is to jump in with a
Jump Kick and follow that with a standing Heavy Kick.
(Is that all?)
- If you're playing in Hyper Mode, sometimes you can catch
the computer with a Slow Stasis Activator by directing it
upward when/if the computer tries to jump it.
- A pretty good defense against a lot of air attacks from
the computer is the Chronos's standing Heavy Punch. It
usually beats out the computers basic air attacks, but
isn't much good at defending against Special Moves.
- This space is intentionally left blank to add as filler
in an effort to cover my ignorance.
----------------------------------------------------------------------
(3.B) Nova
----------
Description:
If you can't win with the Nova(available only in Tournament
Mode--unless there's a cheat code), then you might want to go back
to Karate Champ in your local arcade. But if you prove effective at
utilizing raw power, hate racking your brain in an effort to devise
brilliant combos, or just like to feel BAD, the Nova will obviously
be the 'bot of choice for you. If the Nova were a weapon in DOOM,
it would be a quadruple-barrel Shotgun--not the prettiest of toys,
but definitely carrying that feeling of unstoppable destruction.
The Nova, when fully rigged, is fast, powerful, & tough. It
surpasses all the other 'bots in terms of basic Attack superiority,
Special Move damage, and an almost unlimited number of incredibly
powerful combos. Even if you're the finesse player who prefers the
grace and eloquence of motion of the Katana to the brute force of
the Thorn, you'll love using the Nova if for no other reason than
to see it smash the top half of your opponent off with sheer
strength during its Destruction. All you DOOMers out there have
fun!
Special Moves:
Missile = D-DF-F+P
Air-Missile = (jump),D-DF-F+P
Mini-Grenade = D-DB-B+P
Earthquake Slam = D,D+P
Chest Slam = (jump),D+P When over opponent
Scrap Move = D-DB-B,F+P
Destruction Move = D,D,D+P
Timing: Time it so that you hit
D+P right after the fifth hit of
the Scrap. If you have problems,
keep hitting D+P over & over
after the third hit of the Scrap.
How to get to Fire & Ice = Since the Nova is, as far as I
know, not available in One
Player Mode, this is not
applicable.
Hyper Mode Enhancements:
None Known(or needed)
Tournament Mode Enhancements:
I've used the Nova against almost every character in all
the Tournaments, and almost all Secret Characters, but I've yet
to get an enhancement. To be honest, I don't know what they could
improve, unless it was to make its projectiles(Missile, Air-
Missile, & Mini-Grenade) faster. But that would only be tipping
already uneven-in-our-favor scales more out of balance, now wouldn't
it?
Effective Combos & Tactics:
- Always start out every match with a crouching Heavy
Punch. This is a two-hit basic Attack that almost
always hits the computer at the first of the match.
Also, another terribly simple cheat is to keep doing
Sweeps when your opponent is near. The Nova's Sweep has
an incredibly long reach, and the computer doesn't seem
to realize this. It almost always connects when the
computer is far enough away to feel safe from Attacks. You
can figure this distance out for yourself by testing.
- Get across the screen from your opponent and throw a
Mini-Grenade. Right after you throw it, do an Earth-
quake Slam. If your opponenet tries to jump straight up
to avoid either the Earthquake Slam or the Mini-Grenade,
do another Earthquake Slam right before they land. If
they jump towards you, do a standing Heavy Punch right
before they reach you.
- If you get your opponent dizzy, try this 7 or 8-hit combo
to do incredible damage. Hit your opponent with a Jump
Kick and follow this with 5 or 6(depending on your
opponent's 'bot) standing Medium Punches and then end
with a sweep. If you manage to catch your opponent off-
guard, try to do this combo before they're dizzy. It
always makes them dizzy if they're not already, even if
they have full Stun Bar--letting you do it twice in a
row.
- When playing the computer in either One Player or
Tournament Mode, make distance between yourself and your
opponent & launch a Missile. The computer almost always
tries to jump it; when it does, do a standing Heavy Punch
right before they get to you.
- When playing against computer or a friend, this tactic
works almost without fail. Make some distance between you
and your opponent, and do an Air-Missile. As soon as you
land, do an Earthquake Slam. If they don't get hit while
jumping to avoid the Air-Missile, the Earthquake Slam'll
catch'em while they're on the ground. WARNING: This has
been known to infuriate human players to the point of
destroying innocent gamepads. Only use of this tactic
against computer opponents is recommended.
----------------------------------------------------------------------
(4) In Closing, etc., etc., etc...
----------------------------------
Here's a few odds'n'ends things that you're more than welcome
to read if you haven't already fried your brain trying to do
everything described in this FAQ. But, if you're the stoic, red-
meat only type who read this solely for the facts, feel free to
skip this part. You don't want to see what I wrote about your...
well... just skip it.
(4.1) Future Expansion
----------------------
For those of you annoyed at not having a complete list of every
single move and secret, I am planning future installments of this
FAQ, with additions, revisions, and corrected mistakes offered as
they become available. (In other words, when ever I feel like typing
them in)
Future revisions will hopeully include:
- COMPLETE moves lists for all 'bots (Yes, I WILL figure
out the Flail's Destruction more precisely, as well as how
to get to Fire'n'Ice with the other 'bots)
- Any additional Secrets and Unranked Challengers not known
at this time
- Information on the CD version of the game
- Info about the modem and network upgrade on the way
- A ridiculously long list of great combos for each
Character
- Lists of great combos for all 'bots in Rehit mode. (Yes,
UNLIMITED damage is possible with some 'bots)
Like I said, I INTEND to add in all this stuff, but (insert
typical, non-commital excuse here), so don't sue me, eh?
(4.2) Where to get the Latest Version of the FAQ
------------------------------------------------
The latest versions of this FAQ will always be available via
ftp at the following address:
ftp.wustl.edu /pub/MSDOS_UPLOADS/game_faq/momfaqXX.zip
where XX is the version number. (i.e. 10 = 1.0)
Or, if you're not an Internet junkie, feel free to call our
BBS at:
The Pond BBS - (615) 536-5072
The latest versions will always be available there as soon as
they're out.
Please feel free to post this file to newsgroups, CompuServe,
America On-Line, and local BBSs.
(4.3) How to Contact /\/\e
--------------------------
If you have any information about "One Must Fall: 2097" not
contained within this FAQ, or perhaps any ideas on what we ought to
change to make it better, please tell us by leaving mail on the
Internet to David Laprad at the following address:
psc10003@mtsu.edu.
I will give credit to whoever contributes the information that
I use in this file. So if you get a kick out of knowing that your
name's on every gaming freak-this-side-of-the-equator's computer,
find some stuff that I don't know about OMF and mail it to us via
Internet or our BBS mentioned below. The help really is appreciated.
The Pond BBS - (615) 536-5072
Leave mail to Matt Williams on The Pond. And feel free to slap me in
the head with a few tomatoes in the Food Fight door if you couldn't
get half the moves to work, or if I completely screwed up on some of
the information. Hey, it's your quarter.
(4.4) Revision History
----------------------
1.5 - Corrected the Pyros' Scrap Part#2 and Destruction
to be more specific; Added newly discovered
Enhancement moves for the Jaguar(check'em out.. I
actually ENJOY using the Jaguar now); Added a few
slight notes regarding the Gargoyle and Chronos.
1.4 - Updated Section (2.6) to include the "B-I-G" code
and question about the Sound Test menu. Updated
the Jaguar's Destruction.(it's now less complex)
1.3 - Added new Section (2.6) Odds'n'Ends Secrets. Made
Some minor move corrections and grammatical
fixes.
1.2 - Added new Section (2.2). Added information about
the secret character "Ice" in Section (2.5).
Added info about second secret difficulty level,
"Ultimate", in Section (2.1). Filled in a couple
of unknown "How to get to Fire & Ice" blanks.
1.1 - Added Section (4.4), Revision History. Filled in
some previously unknown enhancements, as well as
how to get to Fire with the Thorn. Several typos
corrected. (Thank Goodness)
1.0 - First Internet release.
0.9a - Local release only... added ASCII grafick to the
start, as well as several previously unknown
enhancements.
0.8 - After a couple days of work, first semblance to
a FAQ appears. Contains almost all special
moves, Scraps, and Destructions.
(4.5) Credits
-------------
Thanx go out to:
God - For not letting that lightning storm fry
my 486 while I was typing this & testing
all the moves. Amongst many other things,
of course.
David Laprad - The Jay Wilbur of the FAQ world.. 'Biz Guy
promoted this file on the Internet and
made me finish it.
Po Chan - Writer of the first OMF FAQ I came across
which gave me a gave a more or less vague
idea of most of the special moves.
Josh Williams - Little jerk first figured out how to do
(younger bro) the Shadow's Freeze Blast... and kept
kicking my butt with it before he told me.
He provided the competition which spawned
most of the combos in Section (3).
Family - For putting up with my clicking keyboard
till absurdly late hours of the night.
Epic Megagames - For making "One Must Fall: 2097". Wouldn't
& Diversions a sequel be nice? ahem..hem.. Do I hear an
Entertainment OMF: 2101 in the works back there? (Maybe
with scrolling backgrounds this time?)
Chris Austin - SysOp of Dekalb BBS.. Halleleujah, a local
BBS at last. (Don't ask where I live; I'm
still not over the shock of moving here
from Atlanta)
Pizza Inn - Pizza that the poor gamer can afford.
You - For reading this entire section, despite
the fact that I never mentioned your...
anything. 8-P PPBBBBTHHHH!!!