The Cross and the Trigger
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Chrono
A young boy who gets sucked through time while trying a carnival ride. Chrono is the main character of Chrono Trigger. He attacks with powerful sword strikes and lightning based magic. He really likes cats. There isn't much to know about him, he never talks! Strategy: Chrono's strength is in his sword. Use his physical attacks and decent speed, combined with his longer range to dictate the tempo of the fighting. Only use his magical attacks if the enemy manages to get away from you. Battle Plan: Chrono's sword may have long range, but his stronger attacks with it are sweeps, covering a lot of extra area where your character isn't. Faster characters can easily get the first hit if close enough. Combos: Chain Combo, Confuser Similar To: Kyo, Iori Stats: Power*: 7 Energy: 4 Defense: 4 Speed: 5 Strength: S Ratio: 2 Special Moves: Bolt Slash*: Swings his sword downward, a flame like shot travels along the ground (S) Thunder Bolt*: A bolt of lightning strikes out of the sky (S) Confuser*: A series of 4 forward moving sword attacks Cyclone: Jumps into the air, sword spinning around. Basic uppercut attack (A) Shocking Strike: An electrical sword attack. Moves very quick (S) Basic Throw: Strikes the enemy in the head with his elbow Launcher: An upward sweep of his sword Hyper Attacks: Luminar*: Chrono floats upwards slightly and a globe of energy radiates from him. 20 hits (S) Falcon Hit: Flies forward, blade first, in a rainbow beam. 15 hits. (A) Dual Techs X-Cross: w/ Serge. Dashes forward (C)and both do a hit-and-run slash on the enemy from opposite sides Spire: w/ Frog. Frog dashes forward (C), sticks his sword in the enemy, lightning strike it (S) Fire Whirl: w/Lucca. Chrono does a Cyclone attack with a flaming sword. 20 hits (F) Icebrand: w/ Marle. Same as Fire Whirl, except with ice (W) Max Cyclone: w/ Robo. Robo whirls Chrono by the feet, blade extended. 18 hits Delta Storm: w/ Lucca & Marle. The three rise up, with a field of energy between them. 3 Levels. 30 hits (SWF) Enter: A blue tunnel called a time gate opens, Chrono jumps out Taunt: Leans back and lowers his blade Victory: Repeatedly pumps his arm up and down Top |
Ayla
The chief of a tribe of cave-people living in the ancient past. Ayla is quick has lightning, has less physical power. Strategy: The best plan is to use her incredible speed to simply create chaos. Mixing a random group of Pounces, Drill Kicks and the unblockable Cat Throw together to keep your opponent off-balance. Also, the Pterodactyl and Charm kiss are decent rangerd attacks. Battle Plan: Very speedy, but fairly slow to recover from specials. The Drill kick in paticular is quite hard for her to rebound from. Only other hyper-active speed demons can try taking the offense. Block and counter. Combos: Similar To: Cammy, Juni, Juli Stats: Power: 5 Energy: 3 Defense: 5 Speed*: 9 Ratio: 2 Special Moves: Cat Pounce*: Jumps forward with 3 claw swiping attacks Drill Kick*: Flies forward feet first. Similar to Cammy's Cannon Drill (A) Cat Throw*: Does a short hop forward(C) picks up the enemy, and throws them straight up Pterodactyl: A prehistoric bird swoops down at the enemy. Charm Kiss: Blows a heart projectile at the enemy. (B) Basic Throw: Hops up and kicks the enemy in the chest, launchers herself back. Bonus: Wall Cling, Wall Jump Launcher: Kicks straight up with a slight hop Hyper Attacks: Dino Drill*: Does a Drill kick for 6 hits, then flies upward feet first for 6 more Dino Tail: A giant tail drops in front of Ayla and shakes back and forth Triple Kick: Jumps upwards, then flies forward feet first (C) does a 3 hit kick combo mid-air(A) Dual Techs Flame Spiral: w/Lucca. Ayla forms a flaming tornado by spinning. Hits 18 times (F) Double Charm: w/ Marle. The pair radiates heart-shaped projectiles outward. 27 hits (H) Beast Toss: w/ Robo. Ayla grabs the enemy (C) and the pair play catch with the victim Enter: Does a forward moving roll on-screen Taunt: Puts her arms up and spins on her toe Victory: Does a giant back-flip Top |
Lucca
An inventor from Guardia, circa 1000 AD. Lucca and Chrono have been friends since they were kids. Lucca is extremely intelligent, not very modest, but still caring about her friends. Between her laser pistol, croquet mallet, and her fire magic, she is a force to be reckoned with. Strategy: Lucca is best used on the back line. Use Flame Toss, Fire, and Wonder Shot against the distant enemy, and either avoid them or use Mega Bombs to force them back. If Lucca gets trapped in melee, she is in BIG trouble. Only the Hypno Wave can save her at that point. Combos: Similar To:Omega Rugel, Magneto Stats: Power: 2 Energy*: 9 Defense: 3 Speed: 7 Strength: F Weakness: W Ratio: 2 Special Moves: Flame Toss*: Throws a line of fire along the ground (F) Hypno Wave: A sphere of psychic energy surrounds Lucca (P) Protect*: The target's Defense is raised by 2 points for 5 seconds Fire*: Throws a stream of fire in an arc (A)(F) Mega Bomb: Throws a grenade, that explodes in a ball of flame (F) Wonder Shot: Fires her laser pistol at the enemy. The ball of energy causes random damage. Up to 25% of HP.(A) Basic Throw: Pokes the enemy with her gun, and vibration wave goes through the victim Launcher: Swings a golf club Hyper Attacks: Flare*: Surrounds herself with 2 pulsated ellipses of flame. 20 hits (A)(F) Fire 2: Meteors of flame rain from the sky. Up to 12 hits (F) Dual Techs Flame Spiral: w/ Ayla. A vertical whirlwind of fire. 18 hits (F) Fire Whirl: w/ Chrono. Chrono's Cyclone move with a fire elemental. 20 hits (F) Red Pin: w/ Frog. Frog-shadows dive down like Leap Slash, on fire. 10 hits (F) Flare Cannon: w/ Kid. Kid does her Hot Shot, and fires a projectile that causes a flare on impact. 20 hits (F) Antipod: w/ Marle. Fires a ice/fire projectile (C) and does a 36 hit attack (F/W). Fire Tackle: w/ Robo. Robo charges forward, engulfed in flame. 16 hits (F) Enter: Draws her gun and waits to start Taunt: Pushes her glasses up and down Victory: Steps on a conveniently appearing rock, and points into the sky Top |
Lavos
A parasitic space creature. Lavos crash lands on Chrono Triggers world in the distant past, and began draining the planet of its energy. Then, in the Year 1999 AD, Lavos resurfaces and destroys nearly all life on the planet. It is due to Lavos that the time gates of the Chrono World exist. Lavos has different moves depending on which time period the rift is open to. Strategy: Since Lavos has quite a bit of elemental variety, have him change to the Time Period that gives him the largest advantage. Use 65 BC for fire, 600 AD for fire or dark, 1000 AD for fire or wind, and 2300 for shocking and holy. Combos: Similar To: Shotokan, Shang Tsung Stats: Power: 6 Energy*: 10 Defense: 8 Speed: 4 Ratio: 3 Size: L Special Moves: Any Time: Basic Throw: Picks up the enemy, slams them into the ground 65 Million BC: 600 AD: 1000 AD: 2300 AD: Launcher: Simply raises his arms Hyper Attacks: Shadow Blaze*: A wall of flame travels in both directions. 20 hits (F) Doors of Doom: His chest plate opens and fires laser blasts. 16 hits (S) Time Warp: Changes his Time Rift to 65 Million BC, 600 AD, 1000 AD, or 2300 AD 65 BC; Grand Stone: A huge boulder drops out of the sky. Cannot be blocked on the ground. 10 hits (E) 600 AD; Evil Star: A blood colored moon flies around, deforming. 20 hits (D) 1000 AD; Fione Forest: A cluster of trees burst out of the ground. Up to 20 hits (B) 2300 AD; Dreamless: 3 triangular fields of energy fly randomly around the screen. 27 hits (H) Enter: One of his bits opens a gate, and Lavos comes out Taunt: Puts up his arms and screams Victory: Does the Gato singing! Top |
Robo
A robot that was repaired by Lucca in the future. Robo had little memory of the time before Lucca and Chrono found him. He was shocked to find that his robotic race was designed and built to eliminate human kind. Exiled from his people, Robo travels with Chrono hoping to one day return to his defective "people". Strategy: Robo is best off as a distance fighter. His low speed makes it hard to land blows when the enemy is chewing on his arm. Stay back a little and use Rocket Fist and Uzi Punch attacks to keep the enemy off you. Combos: Similar Fighters: Anakaris, Sentinel Stats: Power: 5 Energy: 4 Defense*: 9 Speed: 3 Strength: S Weakness: P Ratio: 2 Special Moves: Rocket Fist*: Punches out with a fist on a rope (A,downward) Laser Spin*: Spins in a circle while moving forward. Fires short ranged lasers from his body (S) Uzi Punch*: A rapid fire, short ranged version of the Rocket Fist Robo Tackle: A generic looking shoulder tackle Launcher: Punches the ground, creating a small pillar of flame. (F) Basic Throw: Body slams the enemy Bonus: Dodge Hyper Attacks: Shock*: Opens his body, and creates a pyramid of electrical energy around himself. 18 hits (S) Omega Beam: Opens his body and fires a large beam of shadow energy. 16 hits (A,downward)(D) Dual Techs: Max Cyclone: w/ Chrono. Robo whirls Chrono by the feet, blade extended. 18 hits Beast Toss: w/ Ayla. Ayla grabs the enemy (C) and the pair play catch with the victim. (T) Fire Tackle: w/ Lucca. Robo charges forward, engulfed in flame. 16 hits (F) Beast Spike: w/ Zoah. Robo grabs the enemy (C) throws them into Zoah's Toss & Spike. Shocking Bit: w/ Grobyc. Grobyc throws out small rocks, Robo's Shock centers on each one for a huge area. 30 hits (S) Glacier Toss: w/ Marle. Marle creates a giant ice spear and Robo throws it. 10 hits (W) Enter: Lucca repairs Robo from a pile junk. Taunt: Puts his arms out and a bunch of doors on him open up. Victory: Shoots fireworks into the air Top |
Magus
A dark wizard attempting to take over the world in Guardia, 600 AD. Magus's origins are unknown (at least until near the end of the game). With exceeding power in the magical arts, Magus is a force to be reckoned with. He has a grudge against the creature known as Lavos. Magus has no double techs, but he does have Triples that only he can start. (ie. Robo can't do Omega Flare) Strategy: Although his stats are all around good, Magus is much more geared to magical combat rather than melee. Try to keep the Magical Shields up at all times to an element that the enemy uses. The shield isn't much use against beams, but single hit moves are completely blocked. Combos: Similar Fighters: Many of the "magic user" types Stats: Power: 4 Energy*: 9 Defense: 3 Speed: 5 Strength: D Weakness: S Ratio: 2 Special Moves: Hurricane*: Slides forward for a double scythe attack. Dark Bomb*: Throws a ball of darkness. Explodes into a globe on contact. Immune to one D hit (D) Lightning Shield*: Summons a bolt of lightning from the sky. Immune to one S hit. (A,S) Ice Shield: Creates a large ball of ice in the air, it drops. Immune to a single W hit (A,W) Fire Shield: Throws a wave of fire along the ground. Immune to a single F hit. (A,F) Magic Shields: After using an elemental based attack, Magus takes no damage from the next hit of that element. Basic Throw: Picks up the victim with his magic and throws them Bonus: Shadow Slide, Air Dash Launcher: A simple rising sweep of his scythe Hyper Attacks: Dark Matter*: Rises into the air, contained within 2 rotating triangles. 18 hits (A,D) Bolt of Lavos: Fires a single bolt from his hands (C) Drains Life and Vigor from the victim (S) Scythe of Black: A shadow of Magus does a hurricane(C) and then a 8 hit combo. Free Movement Triple Techs: Omega Flare: w/ Robo & Lucca. A line of shadow Maguss force the enemy into the middle of the screen Dark Eternal: w/ Marle & Lucca. Creates three globes of energy Enter: A time gate opens and Magus glides out Taunt: Frantically waves his arms (Spell casting poses from the game) Victory: Stabs his scythe into the ground, and standing there, cape blowing in the wind Top |
Slash, Flea & Ozzie
The henchmen of Magus. Slash is a blue swordsman, Flea is a guy in a dress, and Ozzie is a midget green monster. Here, Slash fights, while the other two stand in the background helping him with attacks. Strategy: Perhaps the Trio's greatest advantage is the fact that three characters are all fighting at once. Although Flea and Ozzie only attack during specials and hypers, they can still take hits for Slash. Even though they can be defeated as well, this gives Slash almost 2-3 times normal life. Combos: Similar Fighters: Glenn Stats: Power*: 7 Energy: 3 Defense: 5 Speed: 5 Ratio: 2 Size: M
Special Moves: Slasher*: Slash swings his sword, sending a wave of energy along the ground (W) Flea Kiss*: Flea blows a kiss from his position in the background Ozzie Pants: Using his pants, Ozzie shields Slash from all harm. Cannot move Tango Twister: Slash reaches out (T) and spins around in a tornado with the victim. (B) Leap Slash*: Slash jumps into the air and comes down with a sword slash.(A) Basic Throw: Pushes away the enemy and does a jumping slash Launcher: Ducks down and rises with his blade remaining horizontal Hyper Attacks: Slasher 2*: Slash walks forward, swinging his blade like mad. 12 hits The Stare: Flea throws a Flea Kiss (C) the victim then attacks one of his allies. Damage is fairly low Delta Storm: 3 Levels. Flea and Ozzie jump in the air, and a triangle forms among the 3. 27 hits (WFB)(A) Enter: Slash floats down from the ceiling Taunt: Flea makes kissy motions at Slash, Slash looks embarrassed Victory: Ozzie hops back and forth. Flea and Slash look annoyed Top |
Serge
A lead character in the Chrono Cross game. Serge is a teenager who is thrown into a different dimension, one where he was killed in a panther attack that he lived through in his world. This seemingly pointless event has created an alternate universe and it is up to Serge to find out why. Strategy: Serge is average all around. Stay close to projectile users and use Photon Rays and Meteors on grapplers. Combos: Similar Fighters: Lynx Stats: Power: 4 Energy*: 6 Defense: 5 Speed: 5 Strength: H Weakness: D Ratio: 2 Special Moves: Meteor*: Fires a ball of celestial light (A)(H) Dash & Slash*: Runs through the enemy with a swallow hit Photon Ray*: Stabs the ground and a pillar of light springs up (H) Healing: Serge can heal himself. Helper Characters: Basic Throw: Picks up the enemy with his swallow and slams them down Launcher: A rising spin of his swallow weapon Hyper Attacks: Photon Beam*: Fires a large beam of holy light. 20 hits (A)(H) Luminar: Jumps slightly and a ball of energy surrounds Luminar. 14 hits (H) Dual Techs X-Cross: W/ Chrono. Dashes forward(C) and both do hit-and-run on the enemy from opposite sides. 3 Hits X-Cross: w/ Glenn (Both). Same as X Cross w/ Chrono Axe Bomber: w/ Karsh. Karsh throws his axe with Serge riding on it. 20 hits Burning Cross: w/ Kid. Serge runs forward (C) holds enemy and Kid throws 27 daggers into them (F) Enter: Drops from above. Taunt: Puts his swallow on his back Victory: Does a swallow dance. Top |
Lynx
A half human-half panther creature. Lynx is attempting to gain control of the most powerful force of his world, but to accomplish this he needs Serge to unlock the power. Strategy: Lynx plays much like Serge. Use turn dark whenever possible to make the enemy weaker to Lynx's attacks. Combos: Similar Fighters: Serge Stats: Power: 4 Energy: 6 Defense: 5 Speed: 5 Strength: D Weakness: H Ratio: 2 Special Moves: Gravity Ball*: Throws a globe of dark energy (A)(D) Doom Sickle*: Throws his swallow like a boomerang Glide Hook*: Dashes forward and through the enemy Hellbound: Grabs the enemy and uses dark energy on them. (D,T) Assistance: Basic Throw: Picks up the enemy with his scythe and slams them into the ground Bonus: Shadow Slide, Rolling Evade Launcher: A rising spin of his swallow Hyper Attacks: Feral Cats*: Summons dark cats that leap forward and attack. 14 hits (D) Like Legion Glide Cutter: Does a Glide Hook (C) and follows up with 4 more Turn Dark: Throws a small globe of energy that makes the enemy weak to darkness. Permanent. Dual Techs: Forever Zero: w/ Harle. The pair emits shockwaves that effect the entire screen. 10 hits (D) Overthrown: w/ Viper. Viper hits the enemy (C) into a blackhole. Quite powerful. (D) Enter: A shadowy cat bounds on screen and transforms Taunt: Summons Harle to dance for him Victory: Darkness seeps out of Lynx Top |
Marcy
One of the four Dragoon Devas of Viper Manor. Although young, Marcy is already a member of the four elites who run the armies of General Viper. Often mistaken by a child (in mind), she has a definite advantage over others. She fights with a yo-yo like weapon. Marcy loves to fight, and will attack anyone for the slightest offense. Strategy: Marcy is very quick, but should stay away from the enemy most of the time. She is fairly weak in melee combat, so rely on her water powers to win the fight. Combos: Similar Fighters: Spiderman, Thanos Stats: Power: 4 Energy: 5 Defense: 3 Speed*: 8 Strength: W Weakness: F Ratio: 2 Special Moves: Ice Lance*: A spear of ice is created over her head, then is hurled downward at the enemy. A slower move (A)(W) Ice Blast*: A blast of ice comes out of the ground in front of Marcy. May be done at 3 different ranges. (W) Aqua Bubble*: Throws a water bubble forward. If it hits, the enemy is stunned with it (A)(W) Cat's Cradle: Jumps into the air and throws out a web like net(C) and does Spidey's web throw move. In Air Dragon Eggs: Lays a dragon egg on the ground. It hatches and attacks the enemy Basic Throw: Encases the enemy in ice, freezing them for a moment. Launcher: Sends her yo-yo along the ground, then quickly pulls it straight up Hyper Attacks: Ice Berg*: A wave of ice blocks. Very much like Hulk's hyper. 14 hits (W) Websurfer: A hyper Cat's Cradle. Instead of throwing, she sends water energy down the strings. 15 hits (W) Vigora: Raises the speed of Marcy or an ally by 2 and gives Super Armor 2 Dual Techs Double Ice Wave: w/ Marle. An Iceberg attack that deals 28 hits (W) Enter: Plays a game of Cat's Cradle (not the move) Taunt: Leans forward a little and blue waves of energy rise from her feet Victory: Yawns and continues her yo-yo game Top |
Zoah
One of the 4 Dragoon Devas of General Viper. Zoah is known on sight by his massive helm, which he never removes, and his hulking, muscular build. Strategy: Zoah should be close to the enemy, pummeling them with his huge fists. Although kinda slow, Zoah's speed isn't a problem. Combos: Similar Fighters: Colossus, Juggernaut Stats: Power*: 7 Energy: 3 Defense: 6 Speed: 4 Strength: E Weakness: B Ratio: 2 Special Moves: Uplift*: A piece of Earth rises out of the ground, and flies at the enemy (E) Dragon Rider*: Assist only. Rides on screen on a small dragon, does a diving elbow smash onto the enemy Gyrate*: Flies forward headfirst while spinning. (A) Electro-Smash: Air only. Fires a yellow bolt of lightning straight down. (S) Fissure Fist: Punches the ground and a piece of the ground flops forward. Short range (E) Basic Throw: Grabs the enemy, slams them head first into the ground Launcher: Typical Uppercut Hyper Attacks: Gyronimo*: A hyper version of the Gyrate special. Jumps a little and dive bombs from above. 15 hits (A) Golem: Summons a golem, which steps on the enemy. A really big leg hits them. 8 hits (E) Toss & Spike: Grabs the enemy (C) jumps up, throws them down, they bounce back up, and Zoah spikes them back down again. Unblockable. Dual Techs Beast Spike: w/ Ayla or Robo. Ayla or Robo grabs the enemy (C) throws them into a spike. Dragon Spike: w/ Karsh. Charges forward with an axe strike(C) pops up the enemy into a Spike. Enter: Does the Dragon Rider onto the screen Taunt: Clanks together his gauntlets. Victory: Toss & Spikes the enemy's body. Top |
Karsh
A third of the Dragoon Devas of Viper. Karsh is the unspoken leader of the group. He is the most well-rounded of the bunch, being a powerful warrior as well as a decent magic user. His ax is good for cleaving. Strategy: Karsh is best off using a balanced approach. His moves leave him too vulnerable to charge in without thinking. Stay just within range of his ax, and let the enemy make mistakes. Combos: Similar Fighters: None Stats: Power*: 6 Energy: 5 Defense: 5 Speed: 4 Strength: B Weakness: E Ratio: 2 Special Moves: Axe it Up*: Charges forward with an ax attack. May be done high or low Axial Axe*: Throws his axe like a boomerang Bushwhacker*: Throws forward a ring of magical leaves. 5 hits (B) Bushbasher: The leaves from Bushwhacker come out of the ground at 3 different ranges. 4 hits (B) Basic Throw: Kicks the enemy twice in the gut then a roundhouse Launcher: An upward sweep of his axe Hyper Attacks: Axiomatic*: Moves forward while swinging his ax 10 times. (B) Genie Summon: A little fairy-thing flies forward. Hits the enemy (C) and deals damage. 21 hits. Aeroblaster: Fires a beam of wind energy. 22 hits (B) Dual Techs: Dragon Spike: w/ Zoah. Karsh does an Axe it Up (C) and the target flies up and gets Spiked by Zoah Enter: Rides a dragon onto the screen Taunt: Does a little disco dance (I mean, look at him!) Victory: Smashes his ax into the ground, puts his arm up. Top |
Orcha
A chef working of the Dragoons. However, Orcha was given an herb that causes him to transform into the Hell Chef whenever he hears a certain frequency. Orcha is sorta powerful, but very evil. Strategy: Orcha is a cook, so don't charge in an start fighting. Use some smarts. Use Orcha's variety of distance attacks to keep the enemy away from him. His defense may be high, but his attacks are slow. Combos: Similar Fighters: None Stats: Power: 6 Energy: 3 Defense*: 7 Speed: 3 Strength: F,(D) Weakness: W,(H) Ratio: 2 Special Moves: Spice of Life*: Throws out a spice on the ally which heals them Utensils*: Throws a few pans and pots at the enemy. 3 hits (A) Pot Belly*: Does a forward flying belly slam. (A) Magma Bomb: Throws a small ball of fire, that explodes when it hits (F) Calling the Kids: Calls either Mel or Korcha Basic Throw: Slams the enemies head with a pot Launcher: Flips a pancake from a pan Hyper Attacks: Magma Blast*: Throws 16 Magma Bombs at the enemy. (F) Secret Menu: A pot appears under the enemy (C) and Orcha cooks the enemy. Drains Life, gives it to Orcha Hell's Cook: Transforms. Power goes up by 4, Strength to Dark, weak to Holy. Enter: Cooking something, and a clump of dirt falls in it. Orcha takes anger out on enemy Taunt: Bangs two pots together Victory: Does the Secret Menu to the enemy, cooking them. Top |
Guile
Guile is a street magician of sorts. However, he works more like a mercenary than a magician. For a small bribe, he agrees to take Serge into Viper Manor. Slightly less than trustworthy, but his magic is quite powerful. It is rumored that Guile is actually Magus from Chrono Trigger, but there is no evidence to support this theory. Strategy: Magicians are best bombarding the enemy from afar. Many of his moves are short ranged, but should be used to keep the enemy out of melee range. Guile's biggest weakness is fighting people with weapons who have a longer range than Guile's short ranged moves like Gravity Blow or Juggle Swords Combos: Similar Fighters: Shuma Gorath, Spiral Stats: Power: 2 Energy*: 10 Defense: 1 Speed: 6 Strength: D Weakness: H Ratio: 2 Special Moves: Wandaln*: Throws his magic wand at the enemy. Impales them if it hits. Automatically comes back(D) Juggle Swords*: Creates swords out of thin air and juggles them over his head Magical Shield*: Creates a barrier around a fighter. The next unblocked hit has no effect. Gravity Blow: Fires a large, short ranged black projectile (A,D) Boulder Drop: Creates a big rock over the enemies head and drops it. Basic Throw: Shrinks his wand and the enemy shrinks too. Launcher: His want pops up directly in front of him Hyper Attacks: WandaSwords*: Creates 3 waves of swords, 6 swords per wave. They fly forward into the enemy (D) Lightning Rod: Does a wandaln, and a large bolt of lightning strikes out of the sky at whatever it hits. 10 hits (S) Bluff Drop: Drops 6 Boulder Drops out of the sky. (E) Dual Tech: Sword Storm: w/ Sneff. Sneff puts the enemy in a box (C) and WandaSwords slice into it. 20 hits Enter: 6 swords spin around him Taunt: Holds his rod with a hand on each end, pushes his hands together, and it vanishes Victory: Throws the enemy in a coffin-like box, and 6 swords appear and fly into it. Top |
Starky
Starky is an alien creature that crash landed on the world of Chrono Cross. Although his ship is wreaked in the crash, he tags along with Serge in the hopes it survived the Crash in the other dimension. Starky fights with a laser pistol, as well as the Star Guardian, a large mech that performs most hypers for him. Strategy: Small and awkward, Starky isn't an ass-kicking alien. He relies much more on his weaponry and especially on his MK Defender robot. Combos: Similar Fighters: Servbot (Sorta) Stats: Power: 4 Energy: 6 Defense*: 7 Speed: 3 Strength: H Weakness: D Ratio: 2 Size: S Special Moves: Sonic Beam: Fires a short ranged blast of energy from his pistol (B) Falling Stars*: Summons a large meteor that falls out of the sky (H) Photon Ray*: Fires a thin beam from his pistol. Covers length of screen. 5 hits (H) Healing Element*: Assist only. Heals his allies with holy power Basic Throw: Jumps on top of the enemies head and stomps it Bonus Abilities: Floating Jumps Launcher: Rolls onto his head and kicks up Hyper Attacks: Star Guardian*: The robo forms a star-shape and dashes forward. 12 hits (H) Star Blazer: The robot falls down and shoots thin, short rays of light in all directions. Up to 18 hits (H) Mega Starky: Starky grows to Huge Size and gains Super Armor Max. Lasts 10 seconds. Enter: A beam of light deposits Starky on the ground Taunt: Stands on his head, and rolls back and forth on his helmet Victory: The MK Defender unit drops next to Starky and the two give the 2 finger victory sign Top |