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Hybrid Heaven (Combat Guide) (e)

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Hybrid Heaven - Combat Guide
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Optimized for viewing in a browser (specifically Firefox in Courier).

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1. Introduction
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2. Types Of Fighters
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3. Move List
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4. Battle Items
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5. Enemy List
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6. Tech List And Status Factors
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7. Battle Stats And Reactions
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8. Combos
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9. Overworld Combat
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10. Boss Guide
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11. 2-Player Combat
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12. Creature Battle
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13. Overall Battle
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14. Codes
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15. Closing
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Version History
-----------------------------------------------------------------------------
Final Beta - Added various contributions and removed a couple of errors. -
July 21, 2008.
0.99 - Created the Overall Battle Section, added a Debug Code comment, and
added many moves to the creature list thanx to Rodrigo and my Survival
playing.  I also added a colossal amount of other stuff I cannot hope to list.
Truly an update worthy of being called "0.99" - July 2, 2003
0.98b - Fixed the embarrassing errors that were raising some eyebrows
(body part max 15, counters never work, etc.). - December 14, 2002
0.98 - Added a Combo, formatted a little, and added info to the Combos. -
September 10, 2001; Fixed layout tremendously. - July 17, 2002
0.97 - Added three new Codes and a Combo. - January 7, 2001
0.96.5 - Glanced over the FAQ and revised some mistakes. - July 17, 2000
0.96.1 - Added Clone Woman to the Enemy List. July 14th, 2000
0.96 - Added some more Moves to the Move List. - July 13th, 2000
0.95.9 - Added some stuff to the Combos Section. - July 11, 2000
0.95.8 - Added more Moves to the Enemy List. - July 10, 2000
0.95.7 - Created the Creature Battle Section. - July 9, 2000
0.95.2 - Added some Moves to the Move List. - July 8th, 2000
0.95.1 - Added some Moves to the Enemy List and put in Yildun. - July 7th,
2000
0.95 - Added a Combo, some Moves, and some Sites. - June 7th, 2000
0.9 - Finished the Enemy List Section and added a Combo and discovery. -
April 7th, 2000
0.85 - Added a Combo, Move, Sites, and finished the Enemy List Section. -
January 1st, 2000
0.8 - Made several revisions to the guide and an announcement. - November
28th, 1999
0.75 - Finished most of the Enemy List Section. - October 24th, 1999
0.7 - Created the Enemy List Section. - October 20th, 1999
0.65 - Added miscellaneous stuff to the Bosses Section and Codes Section. -
October 16th, 1999
0.6 - Added various things. - October 14th, 1999
0.55 - Cleaned and organized it a bit. - October 10th, 1999
0.5 - Made Additions to the Moves Section.  Halfway to 1.0! - October 9th,
1999
0.45 - Created the Types Of Fighters Section. - October 8th, 1999
0.4 - Created the Boss Guide and Codes Sections. - October 7th, 1999
0.3 - Created the 2-Player Combat. - October 6th, 1999
0.25 - Created the Overworld Combat Section. - October 5th, 1999
0.2 - Created the Combos Section and fixed up various things. - October 4th,
1999
0.15 - Created the Tech List And Status Factors Section. - October 3rd,
1999
0.1 - Created the Battle Stats And Reactions Section. - October 2nd, 1999
0.05 - Created the Intro, Move List, Battle Items, and Closing Sections. -
October 1, 1999

1. Intro
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You might think the battles of Hybrid Heaven are simple, but it can get very
technical and complex, everything is taken into account.  Some factors
include which way you are facing, what type of move it is, the distance from
your opponent, your opponent's vulnerable parts, your particular skill for
that body part and move, and much more.  So here is a guide that will
eventually provide tips for the beginners to the people who think they have
conquered an un-masterable battle system.

Also I would like to say thanks to:

*Clifton Orson (general_orson@hotmail.com) - For sending me moves I had
missed, giving me some miscellaneous hints, clearing stuff up about the
codes, and other helpful things.

Thrawn2 (harkboys@mcn.net) - For sending me the name of every enemy and
boss in the game.

CT Shang (Ctshang@aol.com) - For sending me the multiplayer "Blue
Flame/Invisibility" code.

Wayne Lowe (dawsen_creek@yahoo.com) - For sending me the "Extra
Outfits" Code.

Spikey (Spikey0504@aol.com) - For sending me Punching Combo #4.

Brandon Ly (baoey@hotmail.com) - For sending me Punching Combo #1.

Robert Fernandes (rfernand@modesto.net) - For sending me the "Extra
Characters" Code.

Sir Max (lmax@mail.ru) - For sending me Punching Combo #2.

JP (jp_778@hotmail.com) - For sending me two Newaza Techniques I had
missed.

Douglas Wright (lluuaa2000@mail.m33access.com) - For sending me Punching
Combo #5.

*Rodrigo (hybrid_savate@hotmail.com) - For sending me a Back Technique
and Newaza I had missed, quite a few moves of enemies, confirming that it is
possible to be able to do three Techniques in a row instead of just two along
with the name of the mystery hybrid, Yildun, confirming Punching Combo #5,
sending me finishing move theories, and sending me Punching Combo #3.
(Somebody really likes this game.)

Brodius (linkthecourageous@tasmail.com) - For sending me information about
the type of fighter you are affecting your fighting stance, a large amount of
moves, and the level caps based on difficulty.

Nintendork (Nintendork1@aol.com) - For sending in the Kick Reversal and
Head Kick Reversal moves.

DocDragon (docdragon89@hotmail.com) - For sending in a couple of Mekbuda
moves.

CoCo DoDo (worldwariiv@hotmail.com) - For confirming the normal level cap,
helping disprove the technique finishers, and sending in the multiple move
rules for techniques

* - These people beat the game on Ultimate, so they deserve some
recognition.

-     -     -     -     -     -     -     -     -     -     -     -     -
Note: I have not played this game in the last five years.  However, since the
last update emails have trickled in regarding various things and giving
contributions.  Unfortunately, I lost two emails with contributions from both
Brodius and Carl Motrell.  If you guys are out there and still have a saved
sent email from the period between the last update and mid-2005, please resend
it.

I removed the sites section since that was just padding really.  I also
removed the technique finishers since they were total bull.

There will be a final version in about a month where i just go through and fix
up this and that.  I doubt many people use this FAQ much more anyway though.
-     -     -     -     -     -     -     -     -     -     -     -     -

2. Types Of Fighters
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There are three basic types of fighters:

-     -     -     -     -     -     -     -     -     -     -     -     -

Boxer - This type of fighter concentrates heavily on attacks that have to do
with the Head and Arms.  I have never tried being this type of fighter,
because punches are very weak usually.  If used right however, he can be
lethal.  Boxers tend to be good at Head Butting also.

Kicker - This type of fighter uses mainly Legs.  This is probably the easiest
fighter to develop into, because kicks tend to be the most powerful and
easiest to land an attack with.  They also make great Combos, so I
recommend being a Kicker your first time through the game.

Wrestler - This type of fighter uses Body moves and some Head moves.  It
can pay off to be a Wrestler because they deal the most damage and can
take the most, but some enemies cannot be grappled, which means you need
something to fall back on.  Wrestling moves are the most powerful, but can
be the toughest to do right.  Wrestling moves are recommended, but being a
Wrestler is not.

You can also be more than one.  A Boxer and Kicker would be a great street
fighter, capable of good Speed among other things.  A Boxer and Wrestler is
a strange combination, making the fighter a sluggish powerhouse.  A Kicker
and Wrestler is my favorite Combo, having the most powerful moves and
versatility.

Comment from Brodius:

First I just wanted to let you know that I was messing around with newly
started characters, and if you focus on one sole area (Punch, Kick,
Technique) only, that does affect the characters appearance and stance,
from what I've seen. My Normal character seems to have focused on kicks,
so he's more leaned back, with a lower guard. My Hard character focused
mainly on Punches, and he took the stance of a boxer. I don't know if it's luck
or not that does this, but I'm working through Ultimate now with Techniques
only.

3. Move List
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You start out with some basic moves, but then learn the rest from your
opponents when they perform it on you.  The game does not allow you to
learn a move when it is too powerful at the time, such as learning the
Piledriver at Level 2.1, but it can happen sometimes with a bit of luck.
Learning Moves is essential to progressing through the game.

Punches: (All are Right and Left)
-     -     -     -     -     -     -     -     -     -     -     -     -
Mid Punch - A straight punch to the upper area of the chest.
Mid Hook - A punch from the side to the upper area of the chest.
Mid Uppercut - An upward punch to the upper area of the chest.
Upper Punch - A straight punch to the head.
Upper Hook - A punch from the side to the head.
Upper Uppercut - An upward punch to the head.
Upper Backblow Punch - A backhanded punch from the momentum of a 180-
degree pivot.
Charged Punch - An especially hard punch.
Rising Uppercut - I have not seen it, probably a Dragon Punch ripoff though.

Kicks: (All are Right and Left)
-     -     -     -     -     -     -     -     -     -     -     -     -
Low Kick - A kick from the side to the leg.
Low Side Kick - A straight sideways kick to the leg.
Low Front Kick - A short upward kick to the leg.
Middle Kick - A kick from the side to the waist.
Middle Side Kick - A straight sideways kick to the waist.
Middle Front Kick - A short upward kick to the waist.
High Kick - A kick from the side to the head.
High Side Kick - A straight sideways kick to the head.
High Front Kick - A short upward kick to the head.
Back Spin Kick - A kick from the side with the back of the leg after a 180-
degree spin.
Jumping-Axe Kick - A jumping kick downward onto the opponent's head.
Rolling Savate Kick - A jumping roundhouse kick into the opponent's face.

Techniques:
-     -     -     -     -     -     -     -     -     -     -     -     -
(From in front)
Arm Bar - You push your opponent to the ground and pull his arm behind him.
Armlock Throw - You grab both of your opponent's arms and throw him over
and behind you.
Arm Throw - You grab your opponent's arm and throw him behind you with it.
Back Flip Stomp - Have not seen this move.
Backcrusher - You lift up your opponent and drop his back onto your knee.
Bodyslam - You throw your opponent on the ground on his back.
Braincrusher - You throw your opponent on the ground on his head.
Bridge Suplex - You grab your opponent by his waist and then throw him
behind you.
Elbow Backbreaker - Have not seen this move.
Head Butt - You smash your opponent's head with yours.
Head Hanger Clutch - You put your legs around your opponent's head and
twist.
Head Kick Reversal - You kick your opponent in the head while on the ground.
Headcrush - You grab your opponent's head, run, and land on his head with
the momentum.
Kick Reversal - You kick your opponent in the leg while on the ground.
Knee Crucifix Hold - You throw your opponent onto the ground and then bend
his leg severely.
Knee Kick - You smash your opponent in the head with your knee.
Knee Twister - You throw your opponent to your side by his knee.
Lift Up Vertical Drop - You lift your opponent above your head and throw him
down.
Neck-Scissors Whip - You grab your opponent's neck with your legs, flip
backwards twice, and throw him over and behind you.
Neck Bust - Have not seen this move.
Neck Crush - Have not seen this move.
Neck Throw - You throw your opponent behind you by his neck.
Pendulum Flip - You grab your opponent head with your legs and flip him over
and behind you.
Piledriver - You each grab each other's legs, then you jump and land on his
head.
Shoulder Buster - You throw your opponent on your knee by his shoulder.
Side Throw - You grab your opponent around the shoulders, throw him
backward, and drop.
Shoulder Toss - You toss your opponent over your shoulder.
Tackle - You jump on your opponent to the ground.

(From behind) - (Note: To perform one of these, you must grapple your
opponent from behind, or press right or left twice quickly while grappling
from the front.)
Back Bridge Suplex - You grab your opponent by his waist and then throw him
behind you.
Back Headcrush - You grab your opponent and fall backwards onto his head.
Back Neck Lock - You put your arm around your opponent's neck, pull, and
drop.
Back Suplex - You put your opponent up, over, and behind your head, and drop
on his head.
Reversal Elbow - You slam your elbow into your opponent behind you.
Running Headlock - You put your opponent into a headlock, run, and then drop.

Newazas:
-     -     -     -     -     -     -     -     -     -     -     -     -
(Kick)
Back Body Drop - You jump up and then land with your back on your opponent.
Soccerball Kick - You kick your opponent.
Stomp - You jump up and then land on your opponent with one foot.

(Technique)
Achilles Leg Lock - You pull one leg across the foot area.
Arm And Neck Lock - You pull your opponent's neck upwards and bend his
arm.
Arm Crucifix Hold - You bend your opponent's arm.
Back Breaker - You bend your opponent's back backward.
Boston Crab - You pull both of your opponent's legs back toward his head.
Choke Sleeper Hold - You pull your opponent's neck behind his back.
Four-Figure Lock - You put all four appendages into a lock and pull.
Leg Deathlock - You place one leg bent over the other and pull it.
Neck Lock - You put your arm around your opponent's neck and pull upwards.
Neck And Leg Lock - You pull your opponent's neck upward and bend his leg.
Reverse Leg Lock - You pull one leg after twisting it around backwards.
Sharpshooter - You twist your opponent's legs and bend them severely.
Toe And Face Lock - You push and twist your opponent's head and foot.

Comment from Rodrigo:

I finally got someone when using the Kicking Combo with the finishing move of
Rolling Savate Kick!! I reach a skill level of 200 and finally get the move
unlocked in the technique list. When I was watching the technique list with all
the skill rates of each technique I was impressed because I found the Rolling
Savate Kick in the technique list with a skill rate of 200 a thing I never seen
before!! I thing the names of Rolling Savate Kick, Jumping Axe Kick, Rising
Uppercut and Charged Punch denotes names of techniques!!

Brodius mentioned to me once he never got above a 100 on any move in
Normal difficulty.  So are just finishing moves able to achieve a 200 rating?

4. Battle Items
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Refresh:
-     -     -     -     -     -     -     -     -     -     -     -     -
Life Charger S - Restores 1/4 of your HP (minimum 100)
Life Charger M - Restores 1/2 of your HP
Life Charger L - Restores 3/4 of your HP
Life Charger X - Restores all of your HP
Stamina Charger S - Restores 1/4 of your Stamina
Stamina Charger M - Restores 1/2 of your Stamina
Stamina Charger L - Restores 3/4 of your Stamina
Stamina Charger X - Restores all of your HP
Battle Charger S - Restores 1/4 of your HP and Stamina
Battle Charger M - Restores 1/2 of your HP and Stamina
Battle Charger L - Restores 3/4 of your HP and Stamina
Battle Charger X - Restores all of your HP and Stamina
Speed Restorer - Cures you from the condition "Slow"
Poison Restorer - Cures you from the condition "Poison"
Super Restorer - Cures you from any condition and restores some HP
(Blank Space)
Offence Raiser - Permanently raises your Offence
Defence Raiser - Permanently raises your Defence
Speed Raiser - Permanently raises your Speed
Ring Eraser - Allows you to escape from a non-boss battle

Weapon:
-     -     -     -     -     -     -     -     -     -     -     -     -
Flame Shot - Shoots Flame at an enemy
Flame Shot SP - Shoots Flame at an enemy three times (1.85 damage as
original)
Ice Shot - Shoots Ice and may freeze an enemy
Ice Shot SP - Shoots Ice three times and may freeze an enemy (1.85 damage
as original)
Poison Shot - Shoots Poison at an enemy
Poison Shot SP - Shoots Poison at an enemy three times (1.85 damage as
original)
Hurricane Shot - Shoots Hurricane at an enemy
Hurricane Shot SP - Shoots Hurricane at an enemy three times (1.85 damage
as original)
Ion Shot - Shoots Ion at an enemy
Ion Shot SP - Shoots Ion at an enemy three times (1.85 damage as original)
Stamina Booster - Raises the rate at which you recover Stamina for an
amount of time.
Power Booster - You recover your power bar quickly no matter what you are
doing.  Needless to say, this rocks.
Offence Enhancer - Raises Offence for one battle (most effective when
power gauge is full)
Defence Enhancer - Raises Defence for one battle (most effective when
power gauge is full)
Speed Enhancer - Raises Speed for one battle (most effective when power
gauge is full)
(Blank Space)
Offence Drainer - Lowers Offence of enemy for battle (most effective when
power gauge is full)
Defence Drainer - Lowers Defence of enemy for battle (most effective when
power gauge is full)
Speed Drainer - Lowers Speed of enemy for battle (most effective when
power gauge is full)
(Blank Space)

5. Enemy List
______________________________________________________________

Here is the master list of every non-boss enemy in the game, a short
description of each, and then some basic tips on how to defeat each one.
The Moves List for each enemy is by no means complete.  Generic help for a
battle can be found in the other sections.  For info on what the Dodge Trick
Indicator is, check the Overall Battle section.

If you were wondering how these monsters were named, most were named
after a star.

See some moves missing?  Send them my way.

-     -     -     -     -     -     -     -     -     -     -     -     -

* - Denotes move seen only on Ultimate

Spica (blue hybrid with long claws)
Moves: Mid-Upper Hooks, High Kicks*
This hybrid is very pathetic.  Simply back away from it using slow-paces to
build up your bar, and then unleash any move on it.  The "slime" of this game
if you will.

Pollux (red and black hybrid with long legs, sometimes is on ceilings)
Moves: Low Kicks, Low-Middle Side Kicks, Middle Kicks
This hybrid can be tough the first time you face it, but if you have done
some battles, it should be a piece of cake.  Dodge its Kicks and follow up with
some of your own.

Seginus (green hybrid with strange face)
Moves: Neck Throw, Bodyslam, Brainbuster, Back Suplex, Soccerball Kick
This would be the funny hybrid.  It backs away, stands there for a while, and
then charges. Simply step away with slow-paces, wait for it to charge, and
then sock it to him with a move when he comes close.

Clone Man (a male-human looking hybrid in an orange jumpsuit)
Moves: Upper-Mid Uppercuts, Upper Hooks, High-Low Kicks, Middle Side Kicks,
Upper Punches
A very versatile fighter that you will see only once for a while, and then a
few times again throughout the game.  This hybrid knows many basic moves,
so you should learn some from it. Basic tips work against this hybrid,
although it should be noted that he dodges your attacks very easily, and you
can dodge his very easily too.

Naos (a mostly gray, fat hybrid with a skirt)
Moves: Upper-Mid Hooks, Low Kicks, Low Side Kicks, Boston Crab
This hybrid gives up a Life Charger S when knocked down.  Grappling him is
not recommended. Try to stay away and then attack when he gets close.

Gomeisa (a gray and round hybrid with weird arms)
Moves: High-Mid-Low Front Kicks, Headcrush, Piledriver, Bridge Suplex,
Shoulder Toss, Choke Sleeper Hold
This hybrid is a piece of cake as long as he does not grapple you.  Stay away
from him and perform Punches and Kicks to do away with him.  You may want
to let him grapple you to learn a few new Techniques however.

Mekbuda (a dark red pig-like hybrid)
Moves: Upper-Mid Hooks, Mid Punches, Low Side Kicks, Low Kicks, Body Slam,
Shoulder Buster, Piledriver, Head Butt, Side Throw
This hybrid is so incredibly slow.  Just back away with slow paces and unload
some Combos on him.  Grappling is really not recommended.  He sometimes
uses an Offence Raiser.

Kitalpha (a red and white hybrid who looks like a skeleton)
Moves: Mid-Low Kicks, Mid-Upper Punches, Head Butt, Brainbuster, Arm Bar, Toe
And Neck Lock
Yet another versatile fighter, although this one is pathetic.  Use grapples,
Combos, anything, this hybrid is very easy to kill and is more useful for
raising your Skills Stats than anything else.

Beid (a green, tall hybrid with large arms)
Moves: Upper-Mid Punches, Mid Uppercuts, High Kicks, High Front Kick, High
Side Kick, Head Butt, Headcrush, Back Headcrush, Neck Throw, Arm Bar
When you first encounter this hybrid, you will need fancy footwork and good
timing to dodge and attack.  Attack one move at a time to conserve as much
power as possible while dodging the attacks.  Later on in the game he is easy.

Muphrid (a red and white hybrid that looks like a tall goat on two legs)
Moves: High-Low Front Kicks, Upper-Mid Uppercuts, Side Throw, Bridge
Suplex, Arm Bar, Headcrush
This hybrid can use a powerful Technique called the Arm Bar, so do not let
yourself be grappled by using a fast pace away from him when he becomes
close.  Combos are the worst enemy of him.

Dubhe (a brownish-reddish hybrid with leave-like things over his head and
other strange vegetation on his body)
Moves: Low-High Kicks, Back Spin Kicks, Low-Mid-High Front Kicks, Low Side
Kick, Pendulum Flip, Knee Kick, Special-Poison
This hybrid has the chance to poison you at later levels.  For the first few
times, just grapple him and use some Techniques, because it can Guard well
against Kicks, and dishes out some of its own.

Man In Black (a male-human looking hybrid in a black suit and shades)
Moves: Mid Punches, Low-Mid Kicks, Upper Backblow, Bridge Suplex, Back
Suplex, Armlock Throw, Arm Bar, Arm-Crucifix Hold, Flame Shot
You will encounter this hybrid more often than any other, it seems to be the
infantry for the enemy.  Difficult at first, but easier towards the middle and
end, he is susceptible to Techniques, making him a good sparring partner for
those who want to build up Wrestling Stats.  Versatile, but relies too much
on his gun and punches.

Clone Woman (a female-human looking hybrid in an orange jumpsuit)
Moves: Upper Uppercut, Upper Punch Upper Backblow, Middle Kicks, Poison Shot
Whoever designed this hybrid must have been in a hurry, because this hybrid
is terribly easy. Stay close, because it can shoot poison from far away, and
it usually misses with most close attacks.  Grapple it, because it knows no
Techniques, then unload with some Techniques and Newazas of your own.
Overall an easy fight unless you have no grappling skills.

Mira (dark red, big hybrid with short arms)
Moves: Upper Hooks, Middle-Low Front Kicks, Low Side Kicks, Special-Poison
On the Normal Difficulty Level, you can just walk right into this hybrid and his
attacks will go over your head, making for an easy fight.  However, on the
Hard and Ultimate Difficulty Levels, you will need to stay far away to build up
your power bar while dodging his poison, then Run in for the attack.

Capella (human-looking robot)
Moves: Mid Front Kick, Mid Hook, Tackle, Lift-Up Vertical Drop, Headcrush,
Headbutt, Piledriver
This robot is very deceiving in and that it is impossible to lose against,
unlike
the other lethal robots you will encounter.  Simply take slow paces away
from it, it will never make it close enough to hit you, and then use a 5-Hit
Combo.  It does know some very nice Techniques which you may want to
learn.

Mulifain (very large, wide robot that looks like a walking tank)
Moves: Mid Uppercut, Special-Flame Shot
This robot will be tough the first few times.  It walks around in a rectangular
pattern, using Uppercuts when close and rockets when far away.  Try to slow
pace around it in a circle so you are constantly behind it, then use a Combo.
You cannot even grapple it.

Pherkad (a larger human-looking robot)
Moves: Mid Uppercut, Mid Front Kick
This is the toughest of the three robots as it will try to corner you and then
use some sort of powerful punch on you.  Try to slow pace away when it is
far away, and then use a fast pace when it is close.  Thankfully every once in
a while it will stop moving, which is when you should use a Combo on its
backside.

Celebrai (tall, blue, skinny hybrid)
Moves: Mid Punch, Mid Uppercuts, Lift Up Vertical Drop, Back Bridge Suplex,
Shoulder Buster, Knee Crucifix Hold
It is actually quite easy to stay away from this hybrid, just use the normal
slow paces.  Do not let him grapple you. As the moves he knows will be lethal
for the two or so times you fight him. Regular Moves and some fancy
footwork is the key to victory.

Sargas (a reddish-grayish hybrid that looks like a Kitalpha)
Moves: High-Middle Kicks, Knee Twister, Head Butt, Head Hanger Clutch
This hybrid actually fights just like a Kitalpha except it is considerably
faster.  Yet another versatile fighter that you should use basic knowledge
and skills to defeat.

Mebsuta (a larger and grayer Mekbuda)
Moves: Middle-Low Kicks, Low Front Kicks, Low Side Kicks, Mid Hooks,
Upper Punches, Mid Uppercuts, Piledriver, Shoulder Buster, Backcrusher,
Knee Crucifix Hold*
Just like the Mekbuda, this hybrid is very easy to stay away from before
using a Combo.  Stay out of his attacking area and then the same tactics you
used to subdue the pathetic Mekbuda.

Alkalurops (a frog-like hybrid with a big head and red eyes)
Moves: Mid-High Kicks, Back Spin Kicks, Knee Twister, Pendulum Flip, Head
Hanger Clutch, Neck-Scissors Whip, Uses A Speed Enhancer
This hybrid is generally very easy to dodge, it is just that he does the Knee
Twister exceptionally well, so make sure not to grapple after you learn it.
Stay away from him and use a Combo and then a few Moves, because he has
a good deal of HP.

Yildun (looks similar to Alkalurops but with many eyes and a skinnier head)
Moves: Mid-High Kicks, Knee Twister, Uses A Defense Enhancer
This hybrid also likes to use the Knee Twister, but starts out using a Defence
and not Speed Enhancer.  He has a lot of HP, even more than Alkalurops, but
is slower. Dodge his slow attacks and then hit him with some of your own.

Canopus (tall, gray mummy-like hybrid with a small head)
Moves: High-Middle Kicks, Back Spin Kicks, Upper Punches, Mid Uppercuts,
Lift Up Vertical Drop, Back Bridge Suplex, Neck-Scissors Whip, Armlock Throw
Not a fun hybrid to fight, but he does know many good wrestling moves.  Do
not try to grapple him or use a Technique, because his rate of Reversing it is
exceptionally high. He always tries to counter, so make sure your attacks
connect, and try to string them together in Combos.

Cor Caroli (tall, skeletal hybrid with a tail)
Moves: Sharpshooter
This is actually quite an intelligent hybrid.  He will stay away from you while
building up its power bars, then move in on you and use a move(s).  He will get
back up and keep going if you hit him or he misses.  If you move toward him
while he is building up his power bars, he will back away from you.  Basically,
take a long pace away when he gets close so that he misses, and build up
your own power bars.  He would be a piece of cake if he did not periodically
turn invisible.

Fomalhaut (blue-green, fish-like hybrid with a tail)
Moves: Special-Freeze, Back Head Crush
This hybrid is very annoying, because if you become too far away from him,
he will use Special Attack that freezes you.  Otherwise, try and avoid that,
and try to exploit his low Defense.  His high Attack might make up for it, but
if you are agile enough, you will not have to worry about it.

Gacrux (a large, green, spiked-turtle-like hybrid)
Moves:
This is the baddest of the bad, I would rather fight Diaz than fight this
hybrid.  He is incredibly fast and can build up his power meter while Running
at the same rate you can while standing.  He has excellent power, defense,
and speed, and is horribly tough to beat, but it can be done.  It will
take a while to beat him, so I just use a Ring Eraser and pass on by.

Zosma (a blue, mainly red in the mid-body section, hybrid with an elephant-
like head)
Moves: Knee Crucifix Hold, Back Neck Lock
This guy is a gigantic pain.  First off, and I cannot stress this enough, do not
let him grapple you. He usually wins, and then will do a powerful Newaza on
you that leaves you unconscious, as well as doing massive damage.  He is
swift and can build up his power bar while running toward you.  You should
back away and stay away from him, while hitting him if he becomes too close.
As long as you stay a safe distance away and strike at smart times, he
should bite the dust.

Tegmine (a tall, gray, and semi-bulky hybrid)
Moves: Middle Side Kick, High Front Kick, Mid Uppercut, Neck Throw, Back
Headcrush, Bodyslam, Achilles Leg Lock, Bodyslam
This hybrid, unlike the other last ones, has no special abilities.  He runs,
changes his stance, and then runs again.  He uses Combos more often than
any other hybrid, and has a high Defense.  He has little expertise in
Techniques, relying mainly on Punches and Kicks.

Castor (a silver, metallic, flat-faced hybrid)
Moves: Low Front Kicks, Mid-High Kicks, Upper Punches, Arm Bar, Neck Throw
This seems to be the masterpiece of the programmers' work.  Although not
as tough as Gacrux, nonetheless this hybrid is the second most difficult in
the whole game.  With a very high Defense and the ability to do a Newaza
three times (instead of the normal two), this hybrid is a wrecking machine.
He uses a Speed Enhancer at the beginning, and darts in and out, using Moves
when close and strafing you in the center when building up his power bar.
Since he is largely unpredictable, just use everything that you have learned,
and you can come out unscathed.  You may, however, want to prolong the
battle to observe his fighting style, and use it yourself.

6. Tech List And Status Factors
_________________________________________________________________________

Tech List:
Opening up the Tech List allows you to view your Combos and to see all of the
moves you have obtained with a number next to them indicating how much
mastery you have of that move.  But thats the simple part.  The higher the
number is, the more powerful that move will be.  The highest the number can
be if you use only that move and no others is 22.  To increase the max for
the number, you must use other moves within the same category a certain
amount of times also. For example, if Left Middle Kick is at 22 and will not
increase, use Left Low Kick about 5 times and then if you use Left Middle
Kick, the mastery rating will probably increase by 1 to 23.  But to get it to
increase by 1 anyway, you usually also need to connect with the move and
the power gauge must have at least one full bar, or the number will not
increase usually.

Status Factors:
This screen shows the attack power and defence power of each body part.  It
also shows how many times you have connected with a body part and how
many times a body part has taken damage.  The Hit Count does little more
than show you what kind of fighter you are, a wrestler or boxer or kick-boxer
or whatever, it should not be used to judge the power of any move or body
part.  The Damage Count is also non-reliable, just showing which body parts
have taken damage and how much, basically telling you which side you may
need to protect more or might be leaving open more often.  The Offence
shows about how powerful each body part is, from a value of 1 to whatever.
But like the Tech List, it can be limited.  To raise a body part after it has
hit a ceiling, start using another.  Even if you never throw a punch and stick
with wrestling (Body) and kicking (Right Leg/Left Leg) you can do an Arm Bar to
raise arms quickly and a Head Butt works great for the head (actually it may be
the only thing that raises the head.  The Offence goes up depending on how much
damage you have dealt with that body part.  Like the Tech List numerical values,
for  If you use both of your legs the same amount of times, but the Left Leg is
always Guarded against, thus reducing the damage, your Right Leg will increase
its Offence much faster.  The same goes for Defence of each body part, except
the opposite.  The more damage you take with each body part, the higher its
Defence will raise.  Although the higher the Defence rating is the better chance
you have for Guarding successfully.  If you always Step out of the way, your
body parts will not take damage and will not increase in Defence.

7. Battle Stats And Reactions
______________________________________________________________

Battle Stats:
-     -     -     -     -     -     -     -     -     -     -     -     -
Hit Points - Basically, as this increases, your HP goes up by an increment
that also increases as you level up.
Stamina - As this goes up, you will be able to use longer combos, have more
stamina with which to perform moves, and your power bar will increase
faster.
Offence - One of the main factors in how much damage is dealt.
Defence - One of the main factors in how much the damage is lessened.
Speed - This measures the rate of how fast you can move around the area in
a battle.
Reflex - I am pretty sure this one helps you Guard, Roll, Counter, and Reverse
more.

Reactions:
-     -     -     -     -     -     -     -     -     -     -     -     -
(Kick or Punch)

Guard - Depending on the distance from your opponent and what move he
performs, you can possibly "Guard" against the attack and reduce the
amount of damage considerably while using some Stamina.  To be most
effective, for example, you should be about a pace away to Guard against a
Low or Middle Kick, be close to Guard against a High Kick, and be far away to
Guard against a Gun Shot.  It really, once again, all depends on your accuracy
of predicting the move and your distance.  Also, as a bonus, if you know your
opponent is about to grab and perform a Technique on you while you are still
rising from the ground and it asks for your reaction, choose Guard, it almost
always works and is a little better than a Take Fall.

Step - This lets you move about one short pace in the direction that you
specify.  This is most effective when you are already moving and just need a
little extra to put yourself out of the enemy's striking area.  This is also
sometimes effective for dodging projectiles.  To my knowledge, Stepping
towards an opponent is just asking for it, unless you time it so you duck
under the attack.

Counter - I really never used this because of its low reliancy.  Your opponent
has to miss you, and then you use a counter move chosen for you to be
performed on your opponent, which usually does not hit either.  Because of
the low chance of this actually being effective for you (although when the
computer Counters it always works, and very well), I recommend you stick
with Guarding and Stepping.  Truthfully, Counter works when you are much
stronger than your opponent or if you somehow get lucky enough for Johnny
to pick the perfect dodge move out of the opponent's move.

(Technique)

Take Fall - This is the Guard version of reacting to Techniques, allowing you
to take off about half of the damage you receive from a Technique.  This
occurs the most often out of the three and is usually a smart choice.

Escape - This allows you to "Escape" from an opponent's grapple and he loses
about half a bar of power.  This is most effective when the opponent is about
to perform a Technique from behind you.  This still does not work very often
and is not recommended.

Reversal -  This is supposed to allow you to stop your opponent's Technique
and then perform one on him.  Lethal, but not recommended because of its
low occurrence rate.  This move usually works when you are stronger than
your opponent by an obvious amount.

(Newaza)

Roll - This allows you to roll away from your opponent's attack and then get
up.  This occurs about half of the time and is generally a smart thing to use
when you think your opponent will use a "Kick" Newaza.  This is most
effective when you are lying on your stomach.  Make sure to Roll away from
your opponent, or if you cannot, roll away from the direction he is closest to
or will probably strike from.

Counter - This stops your opponent from performing a Newaza and strikes
him with a mildly powerful attack.  This has a high occurrence rate and is
generally very useful as it allows you to get back up without taking any more
injury after a crushing move.  Very useful and recommended, especially when
you are laying on your back.

8. Combos
______________________________________________________________

Some Combos are special, in the way that they have a "finishing move." If you
create a Combo that has moves that are somehow linked and in a sensible
order, you get the bonus "finishing move." The three Kicking Combos I found
are the only ones I use.  If anyone else finds any, email them to me and I will
give you credit for them.

Discovery: When I discovered Kicking Combo #3, it was under very strange
conditions.  First off, I had been using it for a long time, and it had never
given me the finishing move.  Then, one time it did, and every time
thereafter.  My first theory was that it was because I had built up the
mastery rating of the Front Kicks.  This was disproved when I did the same
combo except the "mirrored right" version, and I did not receive a finishing
move.  It could not be that I used it frequently, because Kicking Combo #1
and #2 I could do right away.  I was just using it to build up other Kicks so I
could build up my the six regular Kicks, which are my favorites.  I will
continue to research this, but no one has come across this before to my
knowledge, and this causes me to rethink the method of receiving a "finishing
move" for a specific Combo.

Discovery Part 2: (marathon discussion between Rodrigo and myself)

Rodrigo -

The combos you edit as you wish, starts to gain a skill level depending on
which type of punch, kick, combo or technique you are using with more
frequency (may be one of the keys is the frequency of the kicks, punches
and combos edited in a certain way are used to unleash attacks), I
discovered that playing now at Normal difficulty level for a better studying
of the subject.

Lich85 -

This has credibility but then the mirrored right version of Kicking Combo #3
should have worked for me.  However, it does explain why the first two
kicking combos worked well before the third one did.  An interesting theory
but unfortunately disproven.

Rodrigo -

Your stamina, hitpoint, offense, defense, speed and reflexes determines if
you can stock more power bars to make combos, in the way you start to edit
combos and the frequency of the type of punches or kicks you made. This is
the most important thing I discovered, the way you increase your offense,
defense, stamina, reflexes and here comes the most exciting part your HP
determines if you can do an extra effort, that extra effort is like an
additional power bar who is linked with the finishing move in the combo you
use with more frequency and depending the type of punches, kicks or
combination of both in a certain logic sequence gives you the hidden finishing
move; In few words in the way you acquire more HP the more possibility you
gain to obtain that hidden power bar that is in your HP. That part of the HP I
will be investigating to finish my studies about the subject of the combo
mystery finishing moves Walla!! the HP is the key to acquire the finishing
move, but I will keep looking and investigating for more security.

Lich85 -

At first this sounds like an even better theory (a hidden extra power bar? A
possibility) but I think the part about the HP being involved sends it into
oblivion.  Also, I should have been able to do Kicking Combo #3 immediately if
this was true.  Combine both of these though and take out the disproven
parts and you assemble an interesting idea: a sort of experience points for a
combo calculated in an unknown way that determines when you can do the
finishing move with a certain sequence of attacks.

Rodrigo (addendum) -

The stamina bar behaves as a power bar: that extra power bar when you use
a 5 hit combo with kicks or punches the stamina bar recalls that hidden
technique in the combo but most important you have to reach a level of 450
in the stamina and a HP of 990 to start accesing that kind of finishing
moves!!

Lich85 -

Agina the extra power bar idea which cannot be disproven.  However, that
stamina and HP data once again introduce influences I personally cannot
believe.

Combos can be created once you have more than one power bar on the power
gauge due to a high Stamina, simply bring up the offense screen after
waiting for as many bars to fill up as you want. Select Combo, then select
Edit.  Select the first move of the Combo and then it will perform it,
followed by a request for the next move of the Combo.  Continue choosing
moves for the Combo until you are finished, and then it will ask you if you
want to save the Combo as one of the special edited ones.  Say yes, and then
use the Combo at any time by selecting Combo and then Select, then select
the Combo which you want to use.

-     -     -     -     -     -     -     -     -     -     -     -     -

Kicking Combo #1 - Left Low Kick, Right Low Kick, Left Middle Kick, Right
Middle Kick, Left High Kick, *Power-Axe Kick*

Kicking Combo #2 - Right Low Kick, Left Low Kick, Right Middle Kick, Left
Middle Kick, Right High Kick, *Rolling Savate Kick*

Kicking Combo #3 - Left Low Front Kick, Right Low Front Kick, Left Middle
Front Kick, Right Middle Front Kick, Left High Front Kick, *Power-Axe Kick*

Punching Combo #1 - Left Middle Punch, Right Middle Punch, Left Middle
Punch, Right Middle Punch, Left Middle Punch, *Rising Uppercut*

Punching Combo #2 - Upper L Hook, Upper L Hook, Upper L Hook, Upper L
Hook, Upper L Hook, *Charged Punch*

Punching Combo #3 - Upper R Hook, Upper R Hook, Upper R Hook, Upper R
Hook, Upper R Hook, *Charged Punch*

Punching Combo #4 - Mid R Punch, Mid R Punch, Mid R Punch, Mid R Punch, Mid
R Punch, *Charged Punch*

Punching Combo #5 - Upper R Punch, Upper L Punch, Mid R Punch, Mid L
Punch, Mid R Uppercut, *Jumping Axe Kick* (If that combo does actually
work, then there is some weird glitch in the game; Rodrigo has confirmed this
combo works.)

*(Move)* - Denotes special finishing move.

9. Overworld Combat
______________________________________________________________

Not all fighting is done in a battle sequence, some of it is done out of a
normal overworld interface.  In this case your best shot is to dodge any
projectiles while firing back with your own defuser.  Crawling around is also a
smart idea as it allows you to duck underneath most projectiles, but not
underneath the attacks of Dr. Bross's hybrids.  Jumping is also helpful for
distracting missiles that try to lock on to you.  Strategies for fighting each
of the overworld  non-boss battles follow.

-     -     -     -     -     -     -     -     -     -     -     -     -

Hovering Probe - Simply fire quick shots at it and then dodge quickly out of
the way of any lasers it may fire at you.

Super Hovering Probe - Fire off a quick shot and then dodge quickly.  Repeat
until the nasty triple laser firing thing is dead.

Laser Radar Probe - Just stay out of the way and fire at it, it's laser can be
easily dodge if you want to just run by it.

Rocket Radar Probe - Like above, stay away from it and fire at it.  It may
surprise you because  they frequently hover high above the ground in
unexpected places.

Mines - Very annoying little things, but if you jump, they cannot damage you.
Try to jump right when they go off or just bypass them.

Rocket Launcher - Fire off a few shots and then run quickly out of the way
while jumping a few times.  Or you can just crawl by it, its missiles cannot
reach that low.

Flame Thrower - The height of annoyingness, you cannot kill them, but you
should be able to dodge them anyway.  Some can swerve to hit you.

10. Boss Guide
______________________________________________________________

The many bosses of Hybrid Heaven can be powerful enough to warrant more
than one try.  Some are easier than others.  Some bosses will need to have
items used before you can gain an advantage and pummel them.  Other
bosses are just plain tough or are a piece of cake.  Be aware that some
bosses possess strange special moves.  For info on what the Dodge Trick
Indicator is, check the Overall Battle section.  But enough of my rambling and
on to the strategies for each boss.

-     -     -     -     -     -     -     -     -     -     -     -     -

Procyon, Level 1.2 - This monster can hit you with a wave of blue fire that
knocks you down, so be prepared for it.  The best tactic to use against it is a
2-Hit Combo, such as Left Middle Kick and Right Middle Kick.  This is really not
a tough battle, just pound away and do not let yourself become grappled.

Dr. Bross's Monster, Level 2.1 (Overworld Boss) - You must spend the entire
level running away from this creature.  Do not worry, you can exact revenge
later.  For now, just run full blast and perhaps swerve every now and then.
Look for alcoves, doorways, and hallways to dodge it.

Kevin Young, Level 3.5 - Kevin's nasty little special ability is that he can
take
two steps during an attack, which makes walking backwards and Guarding a
smart idea. Towards the end of the fight, he starts moving slower and uses
more Techniques.  Knock him flat with two 5-Hit Combos, and do not think
about grappling.

Super Mulifain, Level 4.2 (Overworld Boss) - This guy is very annoying and
tough, time it so that you attack close to him and during an attack that he
cannot hit you with, then dodge the other attacks and heal.

Polaris (Water), Level 5.2 - This guy is a piece of cake, just walk backwards
at a slow pace, then smack him down with two 5-Hit Combos.  As long as you
walk backwards and Step out of the way, he will not hit you with his special.

Antares (Fire), Level 5.2 - Stay around the outer edge of the arena.  Walk
from around the outer walls, Stepping or Guarding against the fireballs
depending on your Speed and Defense.  Two 5-Hit Combos will make his day.

Algol (Earth), Level 5.2 - This guy can become invisible, and is very annoying
and tough.  Try to unleash your Combos on him right after he becomes visible
for a short while or when he attacks you.  He stays invisible as long as he is a
certain distance from you.

Rigel (Wind), Level 5.2 - His special ability does the most damage, so make
sure to stay close and try to dodge the attacks and use Combos.

Dr. Bross's Monster, Level 6.6 (Overworld Boss) - This guy is a lot easier
than he looks, just run away from the Fire Monster and make sure this
Monster follows you, he will be very toasty soon.  Make sure that he is being
hit by the fireballs from the Fire Monster.

Dr. Bross's Fire Monster, Level 6.6 (Overworld Boss) - This baddie is the
tougher of the two. Lure him into hitting the gate to the arena by letting him
chase you, running toward the gate, and then running out of the way at the
last second.

Gary Bross, Level 6.6 - The first hard boss, I heavily recommend using an
Offence Raiser, a Speed Raiser, a Speed Drainer, and a Defence Drainer.
Stay away, because his close attacks are lethal, yet far away his Ice Shots
can freeze you and then his Newazas can kill you.  Luck and healing help the
most.

Jerry Silver, Level 9.2 - Very annoying because he is just like a Man In Black,
he will shoot at you if you become too far away.  Use a Technique to knock
some HP off before unloading a 5-Hit Combo to kill him or he will just use a
Life Charger X.  This Life Charger X characteristic is for all the bosses
following this one and Dr. Bross.

Alex Hunter, Level 10.1 - Shoots very damaging Ion Shots when far away but
pathetic at close range.  Do not try to grapple him or any of the other
bosses beyond this point.  You may want to use some Raisers or Drainers.

Gargatuan Traitor, Level 10.1 - Chase him around by Running, and then use a
5-Hit Combo.  The toughest part will be to chase him down, he really is not
that tough, Guard against his Special.

Evolved Mi'Goea, Level 10.2 - If you attack from head-on, he will just Counter
you.  If you have any Guns left I would recommend using those.  Or you can
Run around to his backside and attack from there, but be wary of the Tail
Kick.  You may want to use Raiser and Drainers.

Mi'Goea In Ultimate Form, Level 10.2 - You will definitely want to use Drainers
and Raisers. He is very quick, but just keep your cool and use everything you
have learned, along with some wicked Combos, and you will do just fine.

Diaz, Level 10.3 - This is the last battle, so do not feel bad about using any
Items, use any Guns left over, use your Drainers and Raisers, etc.  Diaz will
shout at you to come to him, but you should really back away from him and
try to get a Combo on him, because I think he can fill up more than five
Power Bars, making for a lethal unlimited attack.  Basically, get the first hit
and do not stop.

11. 2-Player Combat
_________________________________________________________________________

2-Player Combat is very different from fighting a computer enemy.  This is
mainly because a human opponent can change tactics and adapt and so forth,
whereas a computer opponent follows a set pattern throughout a whole
fight, making it relatively easy to dispose of them once you figure it out.
However in 2-Player Combat, one way good way to gain an advantage is to
unload a 5-Hit Combo on your opponent and then simply Run around the
screen.  Because Stamina is only slowly drained when you Run, and because
your opponent will very likely not catch you, it happens to a be an excellent
tactic to use.  However, if your opponent Runs away from you all the time,
try to get as close as possible and then use a Combo where you get closer
to them with each move, a good example of this is the High Kicks, and then
the last few moves you use will connect.  Grappling your opponent and
Techniques are not very smart because it is hard enough to try and grapple
without them simply using a Kick or Punch to counter it.  So basically the
best strategy is hit-and-run.  You can also choose to play as characters that
you have defeated in the game, which will also affect you, because having a
larger or smaller size can be an important factor.

12. Creature Battle
______________________________________________________________

The Creature Battle feature allows you to fight enemies that you have
already encountered in a sort of "side game." The best part of this is that
after you beat the game, you can play either one of the modes and then,
after winning, can look up your status and save your game.  If you lose
you can only save your game, and that is if you are playing Survival.  Also,
after you win, it will show you how many battles you fought, what the
difficulty was, and how much time it took you to defeat that mode.  When
you fight in Creature Battle, you cannot use any items earned from
your game, nor keep any items that you earned for your game or the next
Creature Battle.  The only ones that you can use are the ones you actually
earn while fighting in the mode.

5-Battle
-     -     -     -     -     -     -     -     -     -     -     -     -
In this mode, you will fight 5 randomly chosen Hybrids, in order from weakest
to strongest.  You could start out with anyone, from the weak Spica to the
strong Beid. However, the last guy you fight will usually be a boss, and if you
have beaten the game it will probably be either Hunter, Mi'Goea, or Diaz.  This
is good for quick fun.

Survival
-     -     -     -     -     -     -     -     -     -     -     -     -
These are the tough marathon fights.  You will fight every enemy in the
game, in order from weakest to strongest.  If you have a lot of time to kill,
or really want to beef up your stats, then this is the mode for you, because
you can build up your weaker Moves when fighting the Hybrids at the
beginning that die from one hit.  Good luck on this one.

Preliminary Order of Fighting in Survival (will be finished in 1.0)

Spica
Pollux
Naos
Clone Man
Seginus
Procyon - BOSS
Gomeisa
Kitalpha
Mekbuda
Beid
Clone Woman
Dubhe
Muphrid
Man In Black
Mira
Kevin Young - BOSS
Capella
Mulifain
Pherkad
Yildun
Alkalurops
Celebrai
Tegmine
Antares - BOSS
Rigel - BOSS
Polaris - BOSS
Algol - BOSS

13. Overall Battle
______________________________________________________________

Alright, the Dodge Trick I have decided to introduce in this version.
Hopefully, most of you veterans know of this.  Otherwise, be prepared for
the difficulty of this game to take a dive.  Every enemy in the game does a
little quirky something or other movement before it attacks.  If you
recognize what this is (or look in the sections of this FAQ), the enemy is
yours to destroy.  All enemies have patterns, but this is one you can easily
exploit.  Stand two short paces away from the enemy at all times.  When you
see the enemy do the "Dodge Trick Indicator" movement, wait until just when
it finishes, and then take a long pace out of the way.  In case the attack, for
some reason or another (probably because you mis-spaced yourself), is a
ranged attack, select Guard on the options.  The enemy will attack and miss.
This will happen every time.  This works on just about every enemy.  This
almost removes the difficulty from the game.  If you truly are two short
paces away before it does the movement and do not move too soon, the
attack will never be ranged.  So there it is, enjoy it, and amaze your friends!
Or something...

Do not forget you can push the analog stick twice in any direction quickly to
take a quick double pace.  This takes off part of your power bar, but
sometimes you need one of these to dodge an attack or get to the other guy
if it is quick.

Alright then, on another topic of the power bar filling up: when the bar fills
up fully, it flashes and there is a short pause before it begins to fill again.
You can take a long pace away while the bar is flashing and it will be not
different as if you stood still because the length of your pace does not
register at that moment.  Use this to your advantage, because every little bit
can help.

On reactions, just use Guard and Take Fall.  Counter and Reversal really only
work when you are at a much higher level, and Guard and Take Fall are
incomparably more dependable.  Also, you never are allowed to determine
your move when you counter or reverse, so that element of chance is more
annoying to someone like me.  However, I have found countering a Newaza to
be a very good idea.

Always use Combos with Finishing Moves while you are playing the game and
fighting important enemies.  Once you beat it and need to build up your
weaker moves, then use weaker move Combos.  Or fight enemies you know
you can trash in the game with weaker Combos.  Also note the game heavily
skews your battle rating higher toward SS if you use Combos, even if the
moves of the Combo are highly illogical.

As it turns out, there are maximum level caps depending on the difficulty you
are playing on.  For normal, your level caps at 80.  For hard, you cannot go
higher than 90.  For ultimate, the theory goes that you cannot go above 99,
but no one has actually reached that as far as I know.

Since I have nowhere else to put this, it should be noted that for every 50
experience you have in a specific technique, the number of times you perform
that technique goes up by one.  For example, an experience of 50 in Head Butt
causes you to perform the move three consecutive times instead of two and
similarly an experience of 100 allows you to attack with four Head Butts upon
selection of the technique.

Got some strats of your own?  Send them in and see if I like them.

14. Codes
______________________________________________________________

Extra Outfits
-     -     -     -     -     -     -     -     -     -     -     -     -
To receive extra outfits for your character defeat the game on the Hard
difficulty level and then enter L, R, L, R, and A at the title screen.  You
should hear Diaz growl and see the word "extra"
on the lower right of the logo.

Extra Characters
-     -     -     -     -     -     -     -     -     -     -     -     -
To receive extra characters for single player mode, beat the game on the
Ultimate difficultly level then press L, R, L, R, Z at the title screen to be
Naos or L, R, L, R, Start at the title screen to be the president.  If you did
Naos correctly you should hear his sound and you should hear a laugh
for the president.  Each should have a different-colored "Extra" appear on
the lower right of the Hybrid Heaven logo.

Blue Flame/Invisibility (Unconfirmed)
-     -     -     -     -     -     -     -     -     -     -     -     -
In multiplayer select Procyon, Rigel, or Master and press bottom-c to use the
blue flame attack that knocks your opponent off his or her feet.  Select Cor
Caroli or Algol and press bottom-c to turn invisible and then press bottom-c
to become visible again.

Debug Code
-     -     -     -     -     -     -     -     -     -     -     -     -
You may have seen this one floating around somewhere with the changing of
screen resolutions in between saving and loading among other annoying
requirements.  I saw it immediately as a cruel joke but some people actually
tried it unfortunately.  They have confirmed this was devised by some
sadistic person and does not work.  To reiterate, THE DEBUG CODE DOES NOT
WORK DO NOT TRY IT.  You are welcome.

15. Closing
______________________________________________________________

I hope that everyone found this FAQ useful, and now for the legal stuff.

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GameFAQs Contributor Name: Lich85
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