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Chrono Trigger had possibly the greatest system in RPGing. Called Dual Techs, two characters would combine their powers for a ultra powerful, single move. The Chrono characters here will have the same abilities, but will have less hypers to make up for this.
Trigger: Chrono | Ayla | Lucca | Lavos | Robo | Magus | Slash,Flea,&Ozzie |
Cross: Serge| Lynx| Marcy | Zoah | Karsh | Orcha | Guile | Starky |

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The Cross and the Trigger

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
  • Launcher, Air Combo, Luminaire or Falcon Hit
    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:
  • Chain Combo, Cat Pounce or Drill Kick or Dino Drill
  • Sweep Combo, Drill Kick or Dino Drill
    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

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  • 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:
  • Chain Combo, Flame Toss or Mega Bomb
  • Sweep Combo, Flare or Mega Bomb
  • Chain Combo, Launcher, Fire
    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:
  • Sweep Combo, Psycho Scythe or Shadow Blaze
    Similar To: Shotokan, Shang Tsung

    Stats: Power: 6 Energy*: 10 Defense: 8 Speed: 4 Ratio: 3 Size: L

    Special Moves:
    Any Time:
  • Crying Heavens*: A large bolt of lightning strikes down from the sky (S)
  • Bit Drain*: Sends an onion shaped creature forward, that drains vigor
  • Psycho Scythe*: Throws 3 arc shaped blades that home in on the enemy
    Basic Throw: Picks up the enemy, slams them into the ground
    65 Million BC:
  • Lava Splash: A burst of molten rock erupts from under the enemy (F)
  • Red Star: A shooting star falls out of the sky. (F)
    600 AD:
  • Magic Shield: A shield that prevents damage from a single attack from 1 of 8 elementals.
  • Flame Battle: Sends a line of flame along the ground (F)
    1000 AD:
  • Spell Song: Sings and notes of music fly around him. Stuns the enemy
  • Shadow Slay: A dark cloud rolls out of him (D)
    2300 AD:
  • R Laser: Fires a straight laser beam (S)
  • Sun Stone: Throws a rock at the ground, erupts in a flash of light (H)
    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:
  • Chain Combo, Rocket Fist or Uzi Punch or Shock
  • Chain Combo, Critical Pound, Air Combo, Rocket Fist
    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

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  • 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:
  • Chain Combo, Hurricane, Dark Matter
  • Launcher, Air Combo, Dark Matter
  • Scythe of Black, Chain Combo, Bolt of Lavos or Dark Matter or Triple Tech!
    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
  • Then Robo's laser guides a red ball that turns into Lucca's Flare attack.
  • Magus turns it dark.40 hits. Big Damage (D)
    Dark Eternal: w/ Marle & Lucca. Creates three globes of energy
  • First Dark, then Water, then Fire. Each overlap, once hit, the rest of the combo hits too. 12 hits each. (D,W,F)

    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:
  • Chain Combo, Leap Slash or Slasher 2
  • Sweep Combo, Slasher
  • Chain Combo, Launcher, Air Combo, Delta Storm or Leap Slash
    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:
  • Sweep Combo, Photon Ray
  • Chain Combo, Dash & Slash or Photon Beam
    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:
  • Poshul: Pink powder puff that turns into a ball and leaps forward
  • Razzly: A green fairy drops a star on the enemies head (B)
  • Korcha: A boy in a loin cloth jumps into the air, falls down in a headbutt
    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:
  • Chain Combo, Gravity Ball or Glide Hook
  • Turn Holy, Gravity Balls and Feral Cats
  • When enemy is in the corner: Glide Hook, Hellbound
    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:
  • Harle: A clown-like girl throws 3 daggers at the enemy
  • Sprigg: Transforms into a random fighter and does one of the assist attacks (Random)
  • Grobyc: Does his forward roll attack
    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:
  • Chain Combo, Ice Blast or Ice Berg
  • Aqua Bubble, Any Hyper
  • Launcher, Air Combo, Cat's Cradle or Websurfer
    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
  • When Marcy is using Vigora, drain attacks give 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:
  • Chain Combo, Gyrate or Gyronimo
  • Sweep Combo, Uplift (hits on the way up and out)
  • Launcher, Air Combo, Gyrate, Gyronimo
    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.

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  • 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:
  • Chain Combo, Axe it Up or Axiomatic or Bushwhacker
  • Genie Summon, Any other combo
  • Sweep Combo, Bushbasher
    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.
  • Slow but Karsh has free movement. (B)
    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.

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  • 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:
  • Chain Combo, Pot Belly, Magma Blast
  • Chain Combo, Launcher, Air Combo, Pot Belly
    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
  • Mel: Stomps on the ground, and a shockwave travels along the ground (E)
  • Korcha: Jumps into the air, and does a falling headbutt
    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.
  • Note: When in Hell's Cook mode, drain attacks instead give: Strength to Dark

    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.

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  • 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:
  • Chain Combo, Wandaln, Lightning Rod or WandaSwords
  • Chain Combo, Launcher, Juggle Swords
  • Launcher, Air Combo, Gravity Blow
    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.

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  • 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:
  • Chain Combo, Sonic Beam or Photon Ray or Star Guardian
  • Chain Combo, Launcher, Falling Stars
    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

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