One Piece: Grand Battle Walkthrough :
This walkthrough for One Piece: Grand Battle [Playstation 2] has been posted at 05 Apr 2010 by johnabs123 and is called "Chaser FAQ". If walkthrough is usable don't forgot thumbs up johnabs123 and share this with your freinds. And most important we have 5 other walkthroughs for One Piece: Grand Battle, read them all!
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Walkthrough - Chaser FAQ------------------------------------------------------------------------------- ONE PIECE: GRAND BATTLE ------------------------------------------------------------------------------- Chaser FAQ Author: "Dragoner" Created: July 15, 2006 Version: 0.70 Copyright 2006, Philip Powers. Table of Contents: -+-+-+-+-+-+-+-+-+- (To find what you're looking for, just use Ctrl+F (Find) and type in the Roman numeral or name of the section you want.) PART ONE: Intro -+-+-+-+-+-+-+-+- 1-I. Updates/Version History 1-II. Introduction to One Piece: Grand Battle 1-III. Introduction to Chaser's character PART TWO: Meet Chaser -+-+-+-+-+-+-+-+-+-+- 2-I. Overview 2-II. Basic Movelist 2-III. Support Character: Tashigi 2-IV. Super Attacks 2-V. Secret Attack PART THREE: Using Chaser -+-+-+-+-+-+-+-+-+-+-+-+- 3-I. In General 3-II. Specific Match-Ups 3-III. Miscellaneous PART FOUR: In Closing -+-+-+-+-+-+-+-+-+-+-+- 4-I. Contact Information 4-II. Copyright Information (And Other Legal Junk) --------------- PART ONE: INTRO --------------- 1-I. Updates ------------ 0.70 - 7-15-06 First draft of everything in parts 1 and 2. That's the introduction to OP: GB, to Chaser's character and fighting style, and his complete movelist. 1.00 - 7-16-06 Finished part 3 -- how to use Chaser in general and against each indivi- dual character. 1.20 - 7-19-06 Made a few post-submission changes. Damage for Smoke Cloud is fixed; good uses of Smoke Cover and Smoke Strike altered; extras section added, but only two in there; Food Charge requirement for Super Attacks specified; minor changes for strategies against Zoro, Shanks and Crocodile. 1.25 - 7-20-06 Whoops. Fixed the Misc. section to include the rest of the Minigames. 1-II. Introduction to One Piece: Grand Battle --------------------------------------------- "One Piece: Grand Battle" is a 3-D fighting game developed by Ganbarion for the Sony Playstation 2 and Nintendo Gamecube, based on the incredibly popular manga and anime series by Eiichiro Oda, "One Piece". Released as "One Piece Grand Battle! Rush" in Japan, it was modified for release in America. With voicework by the voice actors of One Piece's English dub, and the removal of several hid- den characters that the dubbed anime had not yet introduced, "One Piece: Grand Battle" remains largely untouched regarding the actual gameplay. In "Grand Battle", matches are fought between two characters at a time. The stage on which they fight usually contains unique traps and hazards to damage or immobilize them, as well as various containers full of helpful items. The combatants each have a Stamina, or life, bar and a Food Charge gauge. Food Charges are obtained, predictably, by picking up food items such as meat or fruit. Once the Food Charge Bar is full, it adds one Food Charge to the character. The maximum is two Charges (plus a full bar). These Charges are used to perform powerful special attacks with a variety of effects. 1-III. Introduction to Chaser -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Captain Chaser, or Smoker as he is known in the original Japanese, is a highly- ranked and dedicated officer of the Navy. His job is to keep the peace -- and that includes putting down any potential criminals. He harbors a particular dislike of pirates. When Monkey D. Luffy, captain of the Straw Hat pirate crew and hero of "One Piece", lands at Chaser's home base in Rogue Town, it seems like the perfect opportunity to capture this upstart brigand and bring him to the justice of the Navy. But Luffy escapes, and living up to his name, Chaser follows in a grim and determined hunt to apprehend the adventurous pirate. It suits him, too, as Chaser is generally a grim and determined man. Without family, his sole companions are fellow Navy officers. He is closest to his underling, Master Chief Petty Officer Tashigi -- a fierce young swordswoman who dreams of one day releasing all the world's legendary swords from the grips of those who use them unjustly. Chaser is something of a father figure to her, and the two work extremely effectively as a team. But Chaser himself is no slouch when it comes to single combat. At first look a tall, imposing, and muscular man who is nearing middle age, Chaser has eaten the "Moku-Moku (or Plume-Plume) Fruit", a cursed meal that gave him the myster- ious ability to transform his body to smoke at will. Using these powers, he can render his opponent's physical weapons useless, appearing out of wisps of vapor to connect with a fist that is very much solid. In addition, he wields a large "jutte" sword that is tipped with a piece of Seastone -- the universal weakness of all those who have consumed one of the Devil Fruit (as Chaser himself has). In the Japanese version, the captain was an extremely heavy chain-smoker to match his powers; even in this edited game, one can see several cigars strapped to his coat. Chaser is a man who acts by his own brand of justice, sometimes even betraying the Navy's orders if it means punishing wrongdoers. He is a silent, taciturn, and intimidating man outside of battle, and an undeniable force within it. Also, he has a motorcycle. --------------------- PART TWO: MEET CHASER --------------------- 2-I. Overview ------------- As a fighter in "Grand Battle", Chaser is among the best. For his large size, his moves have a rare combination of power and speed, able to quickly overcome a foe with a crushing combo then vanish into smoke. He is effective both off- ensively and defensively, and with practice, you can react to virtually any situation with his varied moveset. However, some of Chaser's attack animations are a bit slow, and a few are wide open for a jarring interruption before he can retaliate. He's also not the fastest runner around, and can be easy prey for players skilled at hit-and-run. 2-II. Movelist -------------- NOTE: All moves are tested against a CPU-controlled Luffy in Training Mode. As for the damage listings, keep in mind that a full Stamina bar is 2,000 points. Naturally, X refers to the "X" button on the Playstation 2 controller, O to the "O" button, /\ to "Triangle", etc. Ground Attacks: X = Justice Fist, 70 damage. A quick left hook that acts as a setup. XX = Truncheon Strike, 140 damage. An overhead slash with the jutte, equally as fast as Justice Fist. (Total 200 damage.) XXX = Smoke Slash, 150 damage. Chaser charges, tackling the opponent with a powerful hit from the jutte and leaving a trail of smoke. This combo is one of Chaser's most useful, exemplifying his traits of both strength and quickness. Use it when you can, but don't rely upon it, as it can be blocked. (Total 350 damage.) XXO = Smoke Spark, 70 damage. Creates a towering geyser, launching the target high into the air. Good for beginning juggles, but the enemy does have enough time to recover and launch an air attack, so be careful. (Total 270 damage.) O = Justice Punch, 50 damage. An uppercut that does bear a tiny lag. OO = Justice Kick, 100 damage. Following the Justice Punch, Chaser roundhouse- kicks the opponent higher into the air. It will usually miss if the opponent can recover. (Total 150 damage.) OOO = Smoke Stack, 20 - 220 damage. Chaser transforms into a spiral of smoke, ensnaring the opponent and repeatedly attacking them in midair. Depending on how many times you tap O, Chaser may attack anywhere from one time to seven. Needless to say, if you can land the Smoke Stack, start tapping O. If the Justice Kick fails, the Smoke Stack will miss. (Total 370 damage.) OOX = Smoke Cloud, 150 damage. An incredibly quick maneuver, Chaser flashes out of thin air to slam the opponent facefirst into the ground. Like Smoke Stack, it's very effective, but relies on Justice Kick's success. It's a good idea to use it when a trap is nearby, on the floor. (Total 300 damage.) OX = Smoke Whirlwind, 100 damage. With a mighty backhand strike from the jutte Chaser sends the opponent flying horizontally across the room. An excellent way to make distance between a pushy, aggressive opponent and you for a quick breather, or just to grab a desirable item. (Total 150 damage.) X+O = Smoke Breaker, 100 damage (Guard Crash!). After half a second's delay, Chaser punches forward with both fists wrapped in smog. This mid-range Guard Crash does relatively little damage, but smashes through the opponent's defense for a split second and can be comboed into Smoke Slash. But the delay proves dangerous to you when fighting a savvy, speedy opponent. Use it with caution, and make it count. X+OO or XO = Smoke Cover, no damage. A defensive move, Smoke Cover can be used from either Smoke Breaker or Justice Fist. Vanishing into a nimbus cloud of smoke, Chaser renders himself temporarily invisible. The point of the Smoke Cover is to strike quickly, then A.) run away under the smokescreen or B.) use the cover to mask what attack you throw next. Make sure you do it fast -- as the consequences could be dire if you're caught. Ranged Attacks: R1+X = Smoke Strike, 100 damage. Chaser's signature move, a jab extended by turning his arm to smoke. The Smoke Strike is quick and has a short windup, but its range covers only about four body-lengths and it shoots in a straight line, making it hard to hit a moving target. Use it to get some breathing room or interrupt a powerful attack. R1+O = Smoke Stack, 20-170 damage. Just like in the OOO combo, only a little weaker. Remember, it strikes diagonally, so attack from below. Air Attacks: /\+X = Smoke Edge, 70 damage. In midair, Chaser dashes forward with jutte extended to skewer the opponent. Weak, but its speed makes it easy to land. /\+O = Smoke Fall, 100 - 200 damage. Disappearing into smoke, Chaser grabs the opponent, throws him or her to the ground, and performs a heavy stomp. Unlike most characters' midair O attacks, Smoke Fall will only hit an opponent at the same height you are. The higher you are when Chaser stomps, the more damage is inflicted. /\+X+O = Smoke Impact, 10 damage. The weakest move in your arsenal, but advan- tageous if used properly. Chaser dives diagonally, leaving a trail of smog. It can be used to knock an opponent off-guard just long enough to start a new combo -- one that takes more than 10 lousy points. Throws: [] = Smoke Buster, 100 damage. Chaser wraps the opponent in smoke and slams the pitiable soul into the ground, sending him or her a moderate distance away. Like all neutral grabs (that is, only [] used), it's best used when the oppo- nent can't move . . . through there are certainly more damaging avenues. Any direction+[] = Sea Tower Truncheon, 150 damage. Flipping the enemy over via an acrobatic kick, Chaser then performs a finishing stab with his jutte. For some reason, it leaves a faint purple glow as the opponent lies motionless on the ground. * Specialty Attack: R1+X+O = Smoke Hunt, 70 damage. In one of his more creative uses of the Smoke- Smoke Fruit, Chaser rapidly extends both arms in a pincer shape, grabbing an opponent three to four body-lengths away. He then pulls him or her in and automatically delivers a Justice Fist. This move works even on guarding foes, and is extremely useful for punishing an overly wary opponent. Just be sure to follow that first Justice Punch with a full combo, or you may pay for it. Keep in mind that the enemy is only affected if Chaser's arms converge on him/her; those who stay *inside* the oval-shape his arms form are perfectly safe. 2-III. Support Character: Tashigi --------------------------------- L1+([],[]) = Tashigi, 15 seconds, 150 damage per hit. When you summon Tashigi, she appears from a cloud of smoke (What else?) and, after a few seconds' delay, begins chasing the opponent. When she reaches him/her, she slashes with her sword. Tashigi cannot take damage or be defeated, and only disappears when her time is up. Occasionally she will trip and fall on her face. Use Tashigi as a distraction while you hunt items, charge up an attack, or even just tag-team the enemy, doing loads of damage. But remember, Tashigi can't penetrate a guard stance. Depletes one Food Charge. 2-IV. Super Attacks ------------------- L1+(X,[]) = Smoke Snake, 450 damage. Chaser winds up and thrusts one smoky arm forward in the shape of a gigantic snake, which snaps viciously at the opponent before crashing him/her into the ground. The Smoke Snake is amusing to watch and reasonably powerful, but its long windup and small target area makes it laughably easy to dodge. Only use it if your opponent can't block it (i.e. if he or she is dizzy, or if you have the Sword powerup that breaks guards). Depletes one Food Charge. L1+(X,O) = Smoke Punish, 450 damage. Much easier to land than Smoke Snake and just as powerful. Chaser evaporates into a whirl of mist (during which you can move around). If an opponent touches the mist, they are yanked in, hurled to the ground, and Smoke-Struck for impressive damage. Doesn't work on guards, so use it wisely. Depletes one Food Charge. 2-V. Secret Attack ------------------ L1+(O,O,[]) = Smoke Justice > Smoke Strike. Chaser's Ultimate Secret Attack makes for one hell of a show. But before all that, you're gonna have to land the thing, right? - Stage 1: The initial blow. Chaser tumbles forward in a ball of smoke. After this movement, hold the analog stick towards the opponent and he will make a surprise dash in that direction. The telltale golden energy that surrounds him beforehand will tip your opponent off to your plans, but try to catch him or her off-guard. It won't work on a guard stance. A good strategy is to tumble away from the opponent in some direction, then dash back to say hello. - Stage 2: The setup, part 1. Now fighting inside a mysterious bluish backdrop our navy captain performs a teleporting slash from behind, knocking the enemy into the air. *** If your remaining Stamina is the same as or greater than your opponent's, this is as far as you'll get, doing minimal damage. - Stage 3: The setup, part 2. Chaser envelops the enemy in a giant smokescreen and leaps up with a punch from below. Foreboding red numbers crash into the screen. 3... 2... 1...! *** If your remaining Stamina is less than that of your opponent but more than half of it, this is as far as you'll get, doing moderate damage. - Stage 4: The annihilation. Because really, there's no other word for it. *** If your stamina is at less than half of your opponent's, OR if you've found a Diamond (which grants one free special move at no Food Charge cost, and at full power), you'll make it all the way to see this stage. Suddenly finding themselves in the dark, rainy, Sin-City-esque alleyways of Rogue Town, our fighters continue to do battle. Chaser rockets himself into the sky with a tremendous jump and clobbers the hapless foe with his Seastone jutte, snarling, "I have no time for losers!" As his victim sails through the streets like a thrown rock, Chaser lands in the driver's seat of a convenient motorcycle nearby -- yes, a *motorcycle* -- scr- eeches forward, drifts sideways, and rams your falling opponent with the huge back wheel. Knowing victory is at hand, Chaser spins in his seat and delivers the coup de grace: a hurtling Smoke Strike that crushes your opponent into the concrete, to the howling finish of an electric guitar. Whoo. *** Assuming your Stamina level is at least as low as specified above, this new and improved Smoke Strike will put your opponent's Stamina at about the same amount as yours. This can mean depleting anything from half the bar to maybe seven-eighths of it, if you're close enough to death when you perform it. Depletes TWO Food Charges (unless you have a Diamond)! ------------------------ PART THREE: USING CHASER ------------------------ 3-I. In General --------------- As stated in section 2-I, Chaser's strengths lie in both offense and defense. Used incorrectly, his flashier techniques can leave him wide open to counter- attack, and it's easy to get into a predictable rut of abusing certain combos. His mediocre running speed can also make it difficult to get out of stickier situations. The best way to use Chaser is to figure out how to turn the tables on your opponent's offense, relying on the diversity of Chaser's movelist and seldom repeating a strategy. For example, let's say you're fighting an opponent who is particularly fast and persistent, such as Kuro. He's backed you into a corner, and there's no traps or items nearby to save you. Even in this dangerous situation, there are still many courses of action you can take. You could . . . - Wait for him to launch a combo, block, and counter with Smoke Whirlwind to knock him away so you can escape. - Use a Smoke Stack to sail over his head and out of the corner. You may get hit on the way out, but Kuro's air attacks are fairly weak and you will still have escaped. - Back into the corner and use Smoke Strike to catch him off-guard. - Back into the corner and use Smoke Hunt to yank him into range for a strong combo opportunity, whether he's blocking or not. What road you take will usually depend on the Stamina situation, the tendencies and habits of your opponent, and your own style of play. 3-II. Specific Match-Ups ------------------------ Each character is different, so naturally, they each need to be handled a diff- erent way. This is a collection of advice on how best to take advantage of the strengths and weaknesses of all of "Grand Battle"'s cast, using Chaser. AGAINST LUFFY: The self-titled King of the Pirates has decent attack power and speed, and worse, it's not easy to memorize the timing of his stretchy moves. It's best to fight him from afar; his ranged attacks are stronger than yours, but they are easily blocked. Keep your distance and try not to drop your guard lest he approach. Counter with Smoke Strike if you see an opening, and release the Smoke Hunt to pull him in and deal major damage. If you see Luffy about to throw his Secret Attack, double-jump over him. AGAINST ZORO: Roronoa Zoro is perhaps the most diverse character in the game regarding types of attack. His Onigiri slash is incredibly quick and can even be charged, so never take your eyes off him. Block when you see it coming. Stay within two body-lengths of him and attack as soon as you see an opening. Be extremely careful of his supers, which deal insane amounts of damage and can be either long- or short-range. Never get caught in the air near him. Smoke Hunt works well, as do Smoke Breaker and throwing techniques. AGAINST NAMI: Nami has no truly outstanding strengths, but her constant attacks and combos can be extremely annoying. Strafe to avoid her long-range boomerang and move in with Smoke Strike. She is not strong against attacks from below, so throw a few Smoke Stacks out there. It won't hurt if you miss. Nami also lacks defense, so don't be afraid to move in and take the offensive. Her super attacks are easy to avoid, so if she uses one, dodge and throw one of your own. AGAINST SANJI: Since his only weapons are his feet and he has no projectiles, Sanji's range is short. But the sheer speed and priority of his kicks makes him a dangerous foe. Needless to say, keep a healthy distance and hammer him with Smoke Strike when you can. An excellent time to attack is after he uses his multi-hit Rolling Dish combo. Block it and follow up with a combo of your own -- or even a Super if you're fast. Summoning Tashigi is a good way to keep him from chasing. Never stop moving; his Secret Attack is very hard to avoid. AGAINST ARLONG: This Merman terror's attack and defense ratings are high, but his moves are simple to counter. Stay calm. Try launching him into the air with Smoke Spark to buy time and grab some items. His Shark and Awe technique can come from many different angles, but like any other basic attack is useless against a firm guard. His Secret Attack is extremely difficult to avoid if he gets a chance to use it; just run away. Arlong can summon three different Mer- men to help him out, so be ready for anything. AGAINST USOPP: Largely a joke character, Usopp can nonetheless wear you down by peppering you with projectiles. There are several rounds of ammo to his Shuriken Shooting Star technique, making it difficult to strafe without getting hit; instead, block them or launch a jumping attack. If he starts to unleash a super, block immediately. They are surprisingly damaging. Get in close, block his initial strikes, and whale away. Keep a close eye on the treasure chests he creates; they're booby-trapped, so pick 'em up and wing 'em right back. AGAINST BUGGY: Contrary to his clownish antics, Buggy is an excellent warrior and his daggers can inflict quite a sting. Don't get close, or he'll run you through with his killer Chop-Chop Buzzsaw. His ranged move, Chop-Chop Harpoon, moves strangely; it first jets straight out in front of him, then homes in on you. Block it and and keep moving. Knock him down with Smoke Strike and throw items at him; Smoke Hunt is also good. Your most effective attacks here will be quick ones, because Buggy is a master at interrupting you in mid-motion. AGAINST KRIEG: This big, strong behemoth can be hard to approach and has thick armor to protect him. At a distance, he'll unload his powerful nailgun at you. Attack from above or below and watch out for his supers; they're easy to block but contain multiple hits. Try to throw Krieg if you can get close enough, but Smoke Hunt will probably be unsuccessful. He may take a long time to defeat. Be extremely wary of his Secret Attack; there's a very short delay before it launches and it's hard to stop. If you see it coming, double-jump right away. AGAINST KURO: Captain Kuro is fast on his feet and a wily fighter, but has low attack and defense. His strength lies mainly in darting in to score a combo, then darting out again. He's not easy to catch off-guard, so shake him up with Smoke Breaker. You can summon Tashigi if you like, but she probably won't be able to catch up to him. Throws and the aforementioned Guard Crash will help penetrate his unwavering guard. Smoke Hunt may not be quick enough to nab him, but give it a shot if you're feeling confident. AGAINST CHOPPER: This little reindeer is a quirky match. He's no threat in his regular Brain Point form, but his larger, stronger Heavy Point form makes him considerably more destructive. Don't let him get above you -- his midair stomp is especially strong and has great priority. Don't bother with Smoke Strike, Chopper's way too small a target. Just pummel him with your heaviest combos and get away before he can retaliate. His Secret Attack is a doozy, but the initial body-slam can be avoided simply by running away. AGAINST MS. SUNDAY: Ms. Sunday's "Hana Hana Fruit" powers allow her to attack you from below, no matter where you are. Watch for the telltale flower petals, and block before she can grab you. She is most vulnerable from mid-range, so knock her down with Smoke Strike in order to move closer. If you're feeling daring, you'll try Smoke Impact to startle her, then open an assault combo. But don't stick around. She's awfully good at linking combos together. AGAINST MIHAWK: In the hands of a skilled player, Hawk-Eye Mihawk can become anything from a pain in the neck to virtually impossible to defeat. Just the semicircular slash of his basic X attack makes it incredibly hard to approach him on the ground, and even if you do get past it, be prepared for his special guard (which also powers up his sword if you strike it). Keep your distance and rattle him with ranged attacks, then if you see an opportunity, pound him with Smoke Punish. Smoke Hunt works fairly well, but good luck using it on him repeatedly. If he starts to power up a super, for the love of god, BLOCK. AGAINST SHANKS: Shanks is one character who can be either fantastic or awful, largely depending on his user's skill. (That seems redundant, but you get my meaning.) He's hard to nail down in one place, so use Smoke Fall or Sea Tower Truncheon to fell him and wait until he gets up. Always be aware, because he can launch a volley of attacks with very little notice. His counterattack is annoying. If you see him hold out his sword in a defensive stance, take advan- tage of the momentary pause and make him pay. Tashigi is helpful, too. AGAINST BON CLAY: This man is a psycho. There're very few better ways to phrase it. Most of his attacks do negligible damage, but he will toss himself at you early and often, striking multiple times. Don't get close if you can help it! The best way to fight Bon Clay is to be as unpredictable as he is. Run and jump around until you see an opening, then smack him. Smoke Hunt is extremely handy here. Don't lose your composure, because once Bon Clay has gotten past your defenses, it's hard to get them back up. Pound him. AGAINST CROCODILE: Ah, good old Mr. 0. Crocodile can be described as the polar opposite of Kuro: he's a slow runner and his attacks have a ton of lag time to them, but their sheer power is devastating. Don't get above him, or he'll reel you in with Desert Mistral (a diagonal shot with his hook-hand that will open you up to a combo just like Smoke Hunt) and give you a serious thrashing. His sand-based supers are also nothing to sneeze at; one is a crushing grapple move and the other is a bomb with a huge blast radius. He's very tall, so slam him with Smoke Edge or Smoke Fall. Wait till he recovers then block his retaliating combo, and give him one of your own. Repeat. His Sand Dagger travels over any kind of terrain, so don't stay in a straight line with him. 3-III. Miscellaneous -------------------- - Search for ways to string combos together, to inflict even more damage. For example, try grabbing your opponent with Smoke Hunt, then tap XXO for a Smoke Spark. Once the victim is launched high into the air, jump up after him or her and use Smoke Fall in midair, where they can't block or dodge. If you have a Food Charge to spare, stay on the ground, unleash the Smoke Punish super, and wait for them to fall into your grasp for a whopping 720 damage! Try to find any others Chaser may be capable of. (If you do, let me know and I'll put them here under your name!) - Chaser is a useful character in many of Usopp's minigames: * Usopp Race: Your goal is to knock out any of the five pirates around you who are getting ready to fire. They can take one, two or three hits to stun. Summon Tashigi to help you out and use Smoke Strike to catch far- away baddies in an emergency. * Battle Bowl: From the start, belay the other team with Smoke Strike and grab Gaimon. Toss him into the opposite side's bowl to score a point. When he falls back down from the sky, jump over your opponent's head to get to him first. If he/she does instead, hit 'em to get Gaimon back. * Box Crusher: This is a piece of cake if you know Chaser's moves. Spam Smoke Strike to destroy long lines of crates, and the Smoke Slash combo for big clumps of 'em. Since you only get one Food Charge and both Smoke Snake and Smoke Punish have to grab the enemy, summon Tashigi instead. * Snow Shovel: The most unorthodox challenge, Snow Shovel gives you a big heap of snow and tells you to dissolve it. Run around in the snow to slowly melt it away, but melt it completely down to the ground or else you won't pass. If a snowball appears, quickly toss it off the platform. In the biggest hills of snow, hit [] and you might scoop up a whole pile in one snowball that you can then throw off the platform, too. * Wootz Smash: Here you'l face an angry Don Krieg. All you have to do to break his armor is empty his life bar -- but it's invisible, and though you can't tell, he has a Shield powerup active. Use Smoke Hunt to reel him in and dish out constant combos. You should be able to beat him in the 60-second time limit if you keep pounding away. --------------------- PART FOUR: IN CLOSING --------------------- 4-I. Contact Information ------------------------ If you've got any suggestions, additions, flames, etc., feel free to email me. I'm also available, fairly frequently, via a number of instant messengers. Email: javer80@gmail.com AIM: Javer80 MSN: javer80@gmail.com Yahoo: Javer8000 4-III. Copyright Information (And Other Legal Junk) --------------------------------------------------- This FAQ may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright 2006 Philip Powers |
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