_______ \\ " \ \ " \ " \ \ " \_______\ ______________________\ | /_____________________ __|_ M I G H T Y \\\ _|__ /M O R P H I N | | _ \ _____ _____ ___ \____ | _ \ | __ _ _ ____ __| ____ ____ | | | |/ _ \| | | || _|| _ \ | | | | / _ \ | \ | |/ ___|| _|| _ \ / __| | | | || | | || | | || |_ | |_| | | | | || |_| || \| ||| __ | |_ | |_| || |__ | |_| || | | || | | || _|| / | |_| || _ || ||||_ || _|| / \__ \ | __/ | |_| || | | || |_ | |\ \ | / | | | || |\ |||__||| |_ | |\ \ __| | | | \_____/\_/\__/|___||_| \_\ | |\ \ |_| |_||_| \_|\____/|___||_| \_\|____/ |_||""""""""""""""""""""""""""""| |_|'\_\|""""""""""""""""""""""""""""""""""""| """""""""""""""""""""""""""\"" | | """""""""""""""""""""""""""""""""""""" \ |\|_| \ | | \| | \ | \| Mighty Morphin’ Power Rangers: The Fighting Edition For the Super Nintendo Release Date: September 1995 Developed By: Natsume Published By: Bandai Walkthrough Written By: armonwilliams11 Rated: Kids to Adults (K-A) =============================================================================== Version History =============================================================================== July 4, 2019- Anniversary update. Made some formating and information [v2.02] corrections. Added a new gameplay strategies section. Also added many more combos for each character. Discovered "Quick Stand" mechanics. Added counter attack attributes on Shogun Megazord, Lip Syncher's special drill kick move, and Lord Zedd's ability to teleport in the middle of being hit. June 22, 2019- Numbered each section and cleaned up the text body. Corrected [v2.01] some formatting errors and corrected information regarding special moves. Added a combo section and as well as added a few combos for each character. June 9, 2019- Major update. Made some spelling and grammar corrections. Made [v2.00] some formatting changes. Added HUD, game pad, and select screen diagrams. Added bios for all characters. Added Pro-Action Replay codes in secrets sections. Updated logo graphics. Added spoiler warning. Added stages and their descriptions. And a few minor verbiage updates and more notes. Oh, just relized that this version history section was in the wrong place! :) March 2, 2019- Made some more spelling and grammar corrections. Revamped the [v1.06] Scenario Mode section so it can be more organized. Added another secret to the secrets section. February 18, 2019- Have made some more minor spelling, formatting, and grammar [v1.05] corrections. Also, added a simplified move list section due to complaints about the former being too complex and overly complicated. The section only contains the special moves and supers of each character with commands written simplified for ease of understanding for casual readers. October 28, 2018- Made some more spelling and grammatical corrections. And also [v1.04] updated the controls section, added the default control scheme. July 22, 2018- Revamped the on-screen display section and added in a gameplay [v1.03] mechanics section. July 15, 2018- More formatting and grammar corrections. [v1.02] July 7, 2018- Minor formatting, grammar, spelling, and information corrections. [v1.01] July 4, 2018- Initial release. [v1.00] =============================================================================== Table of Contents =============================================================================== - i. Introduction - ii. Options - iii. Playing the Game Heads-Up Display About the Power Gauge Scenario Mode Fighting Mode Trial Mode - iv. About the Combo System - v. Gameplay Strategies - vi. Basic Controls - vii. Move List Thunder Megazord Ninja Megazord Shogun Megazord Mega Tigerzord Lip Syncher Goldar Lord Zedd Silver Horns Ivan Ooze - viii. Simplified Move List - ix. Secret Codes - x. Credits =============================================================================== i. Introduction =============================================================================== Hello everyone! My name is armonwilliams11 and welcome to my very first faqs! Today I decided to do an in-depth walkthrough on one of my old favorite games from the past which is the Mighty Morphin’ Power Rangers The Fighting Edition videogame for the Super NES. This game I believe was the third Power Rangers game released for the SNES by Bandai, but unlike the two games prior, it doesn’t have a Sega Genesis counterpart (sort of). It was released late 1995 in the booming fighting game genre era back then. This game was supposed to be able to compete with some of the big top fighters such as Street Fighter, Mortal Kombat, Killer Instinct, and a variety of SNK fighters, but falls short in many aspects. Here in this guide, I made sure to cover every aspect of the game where you can’t literally find elsewhere online. I covered every move a character can make and every mode the games has. I even provided strategies on beating certain enemies, though this guide does contain #SPOILERS#, so read along with discretion! So I hope you enjoy the guide. I’m openly willing to accept any additions I can make in the guide, maybe something I missed, or something that needs to be made clear. You can give me corrections on things that I’ve may have gotten wrong, and address me on any grammar mistakes. Please by all means, contribute helpful information I may need to make this guide a pleasant experience. You can email me at armonwilliams11@yahoo.com, and make sure you include a heading in the subject line addressing to this faqs. So let’s begin! ############################################################################### # WARNING!!! # # Before you go any farther, this guide does contain SPOILERS, so I would # # suggest playing through the game first, get a basic feeling and # # understanding of the mechanics, and then come back for better clarity on # # this game. So if you decide to read ahead on a part you are not on, by all # # means, be my guess, it’s all on you. You have been warned! # ############################################################################### =============================================================================== ii. Options =============================================================================== Level- Set the level of difficulty of the CPU. Easy- Sparingly blocks, counters, reversals, and aggressive. Normal- Moderately blocks, counters, reversals, and aggressive. Hard- Heavily blocks, counters, reversals, and aggressive. Time Mode- Set how much time to end a match if no one’s vitality has been depleted. Limit- Set the timer to 60 seconds. No Limit- Set the timer to infinite. Face Display- Display the faces of selected characters in match. On- Face displays are visible. Off- Remove face displays to reveal combo counters. Sound Mode- Set the sound output. Mono- Output sound through one speaker. Stereo- Output sound through two speakers. BGM Test- Listen to the background music used in the game. 01- Title Screen/Megazord Formation Sequence 02- Character Select Screen 03- Versus Screen 04- Megazords' Stage Theme 05- Silver Horns' Stage Theme 06- Lip Syncher's Stage Theme 07- Goldar's Stage Theme 08- Lord Zedd's Stage Theme 09- Ivan Ooze's Stage Theme 0A- Winner 0B- Continue 0C- Credits Key Config- Remap buttons for certain actions (see basic moves). Exit- Exit out to the main menu. =============================================================================== iii. Playing the Game =============================================================================== Heads-Up Display ---------------- _______________________________________________________________ | _______ _______ | | | | | | | | 1 | | 8 | | | | |_______|__________\_\___________/_/___________|_______| | | 2 |______________________| |_______________________| | | | | / /_____| |_____\ \ | | | | |______|___/____/ 4 |_______| \____\____|______| | | 3 6 5 7 | """""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" Legend* ------ (1) Character’s Face Display: You and your opponent’s chosen character’s portrait are displayed above the Vitality Bar. Player 1’s one the left and Player 2’s on the right. (1) Combo Counter: Appears in place of the character’s portrait. Counts how many hits you land on your opponent in a string started with at least two hits. (2)Vitality Bar: The Vitality Bar in green is below the portraits of each character. Player 1’s health is on the left and Player 2’s is on the right. As you take damage, the heath in your vitality bar decreases. When your vitality bar is completely empty, this is called a knockout, you lose the round. If both fighters knock each other out at the same time, then a special case of a draw is called a double knockout, and another round is fought. Block and evade attacks to avoid damage. (3) Character’s Name: You and your opponent’s chosen character’s names are displayed below the Vitality Bar. Player 1’s one the left and Player 2’s on the right. (4)(5)(6) Power Gauge: The power gauge reacts to special moves in the game. Whenever you perform a special move, you briefly flash white. The special move performance can be altered by how much the power gauge is filled. Whenever you perform a special move, the gauge drains back to zero. There are three ranges in this gauge that can change the special move, we’ll call them grades. To upgrade a move, you must perform it when the gauge hits a shade of the current color it is in. The solid shade is at the beginning of the gauge. The checkered shade is in the middle. And the light shade is at the end of the gauge. Hitting a special move within these three ranges can either increase the speed, power, or number of hits it can deal. One last and more important state here is when the gauge is completely filled and flashes white a couple of times, hitting a special move here upgrades the special move into its enhanced version where it does the most damage, the fighter flashes green in its entire duration of the move in this state and also the state of the gauge is changed to a different color. There are three colors that the gauge can be in, blue, pink, and green. Although these colors have no bearing on how special moves appear but are necessary for building up to perform a super move, a move that does more damage than any other attacks in the game. The fighter flashes white in its entire duration of the super. Therefore, executing enhanced specials are critical in building up to supers. Performing an enhanced special while the gauge is green, graduates the gauge to thunderbolts, this is where you can input the command to do a super move. Though you have only a few seconds to input one before the gauge goes back to blue, having you to start all over building back up to another super. Also in this state, you can perform a number of enhanced special moves automatically before the gauge drains. This is a highlighted feature in the game, don’t be afraid to utilize the full advantages of the power gauge! (7) Timer: The timer is centered between Players 1’s and Player 2’s vitality bars. Depending on what number it is set to in Options, is how long a match will last. If the timer winds down before a knockout occurs, then a winner will be decided upon. The player with the greater amount of heath wins the round. However, if both fighters have the same amount of life left, a draw will be declared, and another round is fought. (8) Win Markers: Once you win a round by knockout, a lightning bolt will appear above the vitality bar. Player 1’s is on the left and Players 2’s om the right. Win two rounds to win the match. *Player 1 is on the left, Player 2 is on the right Gameplay Mechanics ------------------ Movements: Use to maneuver around in battle, a moving target is harder to hit then a still target. You can move forward towards the opponent to issue a hit or move back away to avoid being hit. Crouch low to duck under standing offenses. And jump up to evade and issue an airborne attack. Forward Dash: Quickly close in on an opponent, putting pressure on your opponent. Quick Retreat: Use to quickly backstep an opponent’s attack, saving you damage. Standing Guard: Use to avoid taking damage against the opponent’s attacks. While standing, you are vulnerable against crouching attacks. Crouching Guard: Use to block your opponent’s crouching attacks. While guarding low, you are vulnerable to overhead and airborne jump-in attacks. Normal Attacks: Attacks that can be used to cause damage to your opponent. Normal attacks are weaker than fierce attacks and are usually faster. Fierce Attacks: Fierce attacks cause greater damage to the opponent, but is slower than a normal attack. If there’s no damage increase, then the speed of the attack is increased. Unarmed Attacks: Attacks done by your character’s hands and feet, has shorter range than weapon attacks. Weapon Attacks: Attacks done by your character’s choice of weapon, has a longer range than unarmed attacks. Standing Attacks: Attacks performed while in the neutral position (standing). Unique Standing Attacks: Secondary standing attacks. Dashing Attacks: Attacks done while dashing towards an opponent. Throws: Grapples that can be performed up close against an opponent to force them unto the ground and causing substantial damage. Throws cannot be blocked. If both fighters try to throw each other at the same time, then a power struggle will issue. Rapidly tap all buttons to overpower your opponent and proceed with your throw. Crouching Attacks: Attacks performed while crouching to counter the opponent’s standing offenses. Stomp: Use to inflict more damage on a downed opponent. Quick Stand: Before you land on the ground after being knocked down or thrown, rapaidly tap all four attack buttons to get back up on your feet quickly, useful to avoiding being stomped or stabbed on the ground. Jumping Attacks: Attacks performed in the air against airborne assaults from the opponent. Jumping Forward/Backward Attacks: Secondary jumping attacks you can use as jump-ins. Special Moves: Special Moves are moves that require a special button combination to execute. Special moves do more damage and have priority over normal moves. Blocking special moves will take a little bit off of your health. Super Moves: Super Moves does the most damage in the entire game, granted when the power gauge is in its lightning state, Story Mode ---------- This is an arcade type mode that one player fights against a series of computer controlled fighters. In this mode, you start off by selecting only two megazords to play as, either the Thunder Megazord or the Mega Tigerzord. The mode has story base cutscenes between each match. The story is set in the second season of the Mighty Morphin’ Power Rangers TV series. The rules in this mode is a best 2 out of 3, meaning the player who wins two out three rounds before the other wins the match. You must deplete your opponent’s vitality to win the round. You lose if your vitality is depleted. To deplete the vitality, you must use your attacks. You can move in close to him and strike or move away to avoid his attacks. You can quickly close in on the opponent by dashing forward or quickly retreat to evade. Jump for airborne attacks or crouch low to avoid standing attacks and perform your own crouching attacks. You can ground stomp the opponent whenever he is knocked down to cause additional damage. Block attacks by pressing away from the opponent’s attacks. You cannot block crouching attacks while standing guarding, and you cannot block overhead attacks while crouching guarding. Move in close to your opponent to throw him, if your opponent tries to throw you at the same moment, a power tussle is issued, rapidly tap all the buttons to overpower your opponent to break the tussle and precede in executing your throw. Once your opponent’s health is down, you can continue to the next round. However, if you lose the match, you go to the continue screen. You have a choice to continue the game or it’s game over if you choose end. If you choose to continue, you will start the match over again. If the timer runs out doing battle, whoever has more vitality than the other wins the round. Now if the timer runs out and each fighter has the same amount of health left, a draw will occur. If the two fighters deplete each other’s health at the same time, a special case of a draw occurs called double knockout, another round is fought until a winner is determined. =========================================== |Battle 1 | |Opponent: Mega Tigerzord/Thunder Megazord| =========================================== Your first opponent will be the opposite of the megazord you had selected. So if you had chosen Thunder Megazord, your opponent is Mega Tigerzord or vise verse. You’ll be fighting in the Morphin’ Grid with a blue floor. Both megazords are averagely adequate, in my opinion, the Thunder Megazord is faster with its specials and Mega Tigerzord is faster with its normals. Either one isn’t so much of a challenge. ======================= |Battle 2 | |Opponent: Lip Syncher| ======================= Moving on to Lip Syncher in a shopping district. She isn’t so much of a challenge neither. I consider her to be the weakest fighter in the game, having the least specials and quite evasive, an aggressive approach can deal with her. Cutscene: Your character does a victory pose as Lip Syncher explodes. ========================== |Battle 3 | |Opponent: Ninja Megazord| ========================== The difficulty cranks up with Ninja Megazord next, fighting in a purple floored Morpin’ Grid. It is very fast and can be aggressive. A good strategy to beating it is with a defensive play. The megazord will usually poke at you until it finds an opening, use this to your advantage and counter its attacks. =========================== |Battle 4 | |Opponent: Shogun Megazord| =========================== Next, you fight on the same stage with Shogun Megazord. The megazord’s defense and power is the highest in the game. Its range is incredibly long also. The only weakness it has is that it’s too slow. The best way to beat it is to stay out of range of its attacks which are far reaching. Since you are fighting against the CPU, you won’t anger anybody by going the ol’ cheap way by spamming projectiles from the corner, just stay away from it, it packs a heavy punch. ======================== |Battle 5 | |Opponent: Silver Horns| ======================== Silver Horns is next at the countryside. Silver Horns is very annoying here, because he’ll rely on countering and reversing every move you make. I was able to beat him by turtling, a cheap defensive playing style. Cutscene: Your character does a victory pose as Silver Horns explodes. ========================================================== |Battle 6 | |Opponent: Thunder Megazord/Mega Tigerzord (Mirror match)| ========================================================== Next is a mirror match against your chosen fighter in the blue floored Morpin’ Grid again. I consider this a good challenge here actually, not like the first fight, the megazord of choice is actually fighting you! You’ll be engaged in a fast-passed battle with yourself, have fun and hopefully you’ll come on top, if you find the fight too difficult, by all mean, turtle up, it’s the CPU after all! ================== |Battle 7 | |Opponent: Goldar| ================== Next fight is with Goldar at an airport. This is a sad fight, for him at least. He’s main weakness is when he takes off flying, he leaves himself carelessly open, and he does this often. Use these times to really put the hurt on him, next time before he gets into another fight, he’ll think to clip his own wings! Cutscene: Your character does a victory pose as Goldar explodes. ===================== |Battle 8 | |Opponent: Lord Zedd| ===================== The next battle is with Lord Zedd in front of his zord, Serpentera! This battle is like a supped-up version of the mirror match, it’s fast paced. Lord Zedd is very fast, very strong, has great reach, and is very cheap. This battle can either be a fun one or a very difficult one. The best strategy in beating him is either a very aggressive approach or a very defensive approach where you turtle up, counter and reverse every move he makes. ===================== |Battle 9 | |Opponent: Ivan Ooze| ===================== After finally beating Zedd, you fight the game’s true final boss, Ivan Ooze, from the movie (not canon). He destroys Lord Zedd like Akuma does to M. Bison in Street Fighter. This fight is so dull. Once you figure out a pattern to beat a boss in some games, then the boss ends up being a complete pushover. All of Ivan Ooze’s attacks are projectile based and does tremendous damage. He can only float in the air, meaning he has full maneuverability in the air. Although he cannot block, his projectiles are his main mode of defense. Beating Ivan is straight forward, get near him as close as possible while blocking his attacks along the way. After he performs one of his specials, for a second, he leaves himself open to attack, block his specials of coarse and precede to cause serious harm to him and the cycle starts over. Rinse and repeat until he is defeated where he vaporizes. After the long struggle, you are greeted with a rather dull ending where the rangers are posing and saying “Congratulations!”. Then it moves on to the credits using cutscenes we have already seen in demo mode! Depending on if you had beaten the game on the hard difficulty level, a cheat code will be revealed to you (see secrets), if not, then the game will encourage you to. Fighting Mode ------------- This mode is where you and a friend can battle it out in a typical best 2 out of 3. Here in this mode, you are allowed to choose any of the eight available characters to play as. Mirror matches are allowed. Stages are determined depending on what character was chosen first before the other. You can switch between either a human player or a CPU to fight by pressing the SELECT button. After each player has chosen their fighter, you will be brought to the versus screen. Before you press START, you can adjust the handicap for vitality (how much damage can be taken). The lower you set it, the less damage you take, the higher you set it, the more damage you take. ____________________________________ |Thunder | Ninja | Shogun | Mega |* |Megazord|Megazord|Megazord|Tigerzord| |--------|--------|--------|---------| | Lip | Goldar | Lord | Silver | |Syncher | | Zedd | Horns | """""""""""""""""""""""""""""""""""""" *Diagram of the character select screen. Stages* Description ------ ----------- Thunder Megazord/Tiger Megazord A rather cybernetic grid take on the Morhpin’ Grid, Zordon can be seen in the background. Ninja Megazord/Shogun Megazord The same as above but with a purple floor. Lip Syncher A town in front of a shopping center. Goldar A well fit stage for Goldar outside an airport where planes can be seen docked. Lord Zedd Presumably on the moon with a nice clear view of the Earth behind Lord Zedd’s personal zord, Serpentera. Silver Horns Countryside, where we can see a small settlement located next to a bay, and some cliffs to the right of the stage. *Ivan Ooze, being a secret charcter, doesn’t naturally have a stage of his own, unless we count Lord Zedd’s stage with Ivan Ooze’s theme, but their no way to access this stage variant by “normal” means. Trial Mode ---------- Your typical survival mode. Here you can see how long you can last against an endless wave of opponents, wearing away at your one single vitality meter until you have nothing left. Every round you win, you get a little more health back for the next round. The goal is to avoid taking any damage as much as possible. Until you run out of health, the game is over, and the number of opponents you have successfully beaten is tallied up. Only one player can fight in this mode, you can choose to play as any of the eight fighters, but you cannot switch to a CPU player. =============================================================================== iv. About the Combo System =============================================================================== What is a Combo? ---------------- A combo is a term used in the fighting game genre where multiple attacks are issued in succession where the opponent won't be able to block until it is ended. Combos became a big hit and a huge game changer starting with the godfather of all fighting videogames, Capcom's Street Fighter, which Capcom unintentionally invented! Players quickly took advantage of this, how certain moves cancel into each other, how certain moves affect the opponent, etc. As popularity of them increased, successive fighting games began to implement them in their system with even bigger roles. MMPR The Fighting Edition is no exception. And yes, this game does touch on combos abit, but not as good as other fighters are sadly, it has flaws. Firstly, you will find that the combo system isn't as lenient as other fighters, ALOT of moves aren't combo-able, being too slow or sluggish executing. Special move activation isn't well diverse in this game either, there are no charge moves, button mashing, nor button releases, just strictly quarter and half circles. And doesn't allow too many cancels, interrupts, and buffering, sadly I won't be discussing these here. But despite these flaws (and more have I not added), we are just going to work with what we do have. Starting a Combo ---------------- A combo can be started in a number of ways. You can either start one by throwing out a standing attacking, an attack in crouching position, jump-in attack, an attack while dashing in, or you can even start a combo with a special or super move. Frames and Ticks ---------------- Every animation in this game is made up of frames. The game runs on 60 frames per second (fps). This doesn't mean that every animation has exactly 60 frames, 60 frames is the "cap" on how many frames that the game can process in a single second. The game counts [ticks], which are 1/60th of a second. Frames can remain visible longer by spanning multiple ticks of a second. Now we are going to focus on attack animation. Here are the frames that make up the person attacking. Startup > Hit(s) > Recovery > Neutral And here are the frames that make up the person being attacked. Hitstun > Recovery > Neutral [Neutral] is the state where you and your opponent have the ability to fully control your characters. Neutral are typically the frames that are used for your standing and crouching positions. You are typically in the neutral state before you make any movement or attack. Attack Effects -------------- After hitting the opponent, he is put in [hitstun]. While in hitstun, the opponent won't be able to block until he returns to neutral state. If this happens, the combo will cancel. Not all attacks put an opponent in hitstun but may take different effects. Some attacks are [launchers] that cause the opponent to be airborne. While airborne, the opponent still has active attack frames having not returned to neutral frames until the opponent lands on their feet on the ground. Moves that hit the opponent after being launched airborne are called [Juggles]. Juggles effectively “juggle" the opponent in midair. However, Juggles are limited in this game (so that they won't be overpowered like they are in games such as Mortal Kombat), only a certain amount of hits called [juggle points] are allowed to connect until the opponent returns to the ground. Moves that [knockdown] causes the opponent to land hard on the ground on their backs. The opponent has very limited open attack frames while been knockdowned. While most attacks won't affect a knockdowned opponent, the only attacks that can are attacks that strikes the ground, mostly where [stomps] come into play, these attacks causes the opponent to be [groundstuned]. Lastly, some attacks cause an opponent to be [knockbacked], where the opponent is blown back against the corner of the stage, usually out of range for another attack. Linking Attacks in a Chain -------------------------- A chain (or string) of attacks is what makes a combo. And in between each attack are [links], links is what connects an attack to another attack. Remember, each attack is made up of startup frames, hit frames, and recovery frames. If the attack recovers before the enemy returns to neutral, then another attack can be linked. If the attack does not recover fast enough before the opponent returns to neutral, then another attack cannot be linked, thus ending the combo. Not all attacks can be linked however, what determines rather or not an attack can be linked is the [speed] of the startup frames of the attack and the [range] of its hit frames. If the startup frames of the attack is slower than the opponent returning to neutral after recovering, than the attack won't link. The attack needs to come out fast enough to catch the opponent before he recovers into neutral. Almost every move causes the opponent to be push backed after being hit. The amount of [pushback] depends on how many successful hits have landed. It will eventually get to the point where the opponent is pushed back so far out of range that another attack cannot connect, thus ending the combo. To ensure the maximum amount of hits before the combo is ended by being out of range is by linking an attack that does have enough range to hit the opponent afar, short ranged attack won't do. Notation -------- In this guide, I had provided a sample subsection of combos for each character in the game. I tried not to make it too complicated so I stuck with just telling you on the fly what buttons to press which are your A, B, X, and Y buttons. Positions will precede with s. (for standing), c. (for crouching), and j. (for jumping). Otherwise, please refer to the controls section of this guide. Let's Put This to Practice -------------------------- Let's say we have this simple 4 hit combo here for Mega Tigerzord jf. Y, s. Y, c. B, c. X So let's translate this So, we start off by jumping forward (jf.), while pressing the (Y button) delivering a kick. Once landing on ground, remain in standing position (s.) and press the (Y button) for a light jab before the enemy recovers. Next, quickly crouch down (c.) and press the (B button) for a crouching light weapon jab and follow it while still crouching (c.) for a double punch by pressing the (X button). End of combo. It's just as simple as that. From here, keep practicing on understanding the combo system, especially how to link moves together. For now, you will have to study each frame and attack data of each character in the game for yourself and figure out what works for you. I "might" add the data of each attack in a later update. And remember, turn off face display in options to display the combo counter and have fun discovering new combos! =============================================================================== v. Gameplay Strategies =============================================================================== Anti-air: --------- Any attack made to counter an aerial attack from your opponent. Meaty: ------ Any attack that “meats” the opponent as they are recovering from a previous attack. Meaties are more affectively used on opponents knock downed by an attack. Launching another attack (or preferably a projectile) as the opponent is getting up so to hit them on the first active frame on their neutral state. The opponent has a 50/50 chance of either getting hit or opts to blocking the move. Turtling: --------- A defensive option where you remain in blocking position for the remainder of the match. Constantly blocking low for your opponent’s low blows and many high blows, guard standing up to block overheads. This mechanism is the answer for aggressive opponents. The purpose is to look for openings and mistakes made by your enemy. An effective turtling technique is blocking an attack first and then hitting the enemy while he/she is recovering. You can also go for low risk moves to counter the opponents’ attacks before they can even land but run the risk of getting hit in the process. You can’t turtle forever, you’ll eventrully get cheesed to death by attacks made by your opponent causing chip damage. So if you intend to last longer, you’ll have to “come out of the shell” to launch an offensive. Cross-up: --------- A cross-up happens when you perform a jumping attack or some aerial attack that lands on the other side of the opponent while hitting them altogether. The proper set-up is needed to achieve this but makes for great strategy. The key is to hit the opponent on their back before the opponent is forced to turn towards your direction. The reason why this is such a great technique is because it confuses the opponent on which way to block. Spam: ----- Constantly pulling off the same attack, most recognizably projectiles, in secession. This is both advantageous and annoying. So, you can do this against the CPU, because the CPU doesn’t have feelings, but against humans, leave it out. Why? Humans do have feelings : ) Cheese: ------- Use against an opponent that constantly blocks. Special moves can cause chip damage (taking away a little health) to a person blocking as oppose to normals that doesn’t cause chip damage. If your opponent dies from chip damage, you’ve effectively “cheesed” them. Counter: -------- An attack used to interrupt the opponent’s attack. As you should know, many attacks leave you and your opponent open. Exploit these openings to your advantage. For example, if your opponent attacks high, you counter low, if low, then you counter high. You can also counter the opponent’s attacks as they are in their start-up frames and their recovery. Reversal: --------- An attack made on the first active frame of your neutral state after being hit or knocked down. It is best used if your opponent decides to get near to you for a follow-up attack; you can catch them by surprise by performing a special move. Wake-up options can be achieved from being knock downed. Priority: --------- Also called stuff, snuff, and poke. Any attack that is made to cancel out the other move made by your enemy without the risk of being hit in the process, unlike a typical counter. Some games have a rock-paper-scissors system to determine what move prevails over the other in an event that two attacks met up. Usually, one attack has priority over the other, the one which higher priority beats and cancel out the attack that has less. In this game, special moves almost always have priority over normals. Some heavy and multi- hitting attacks have priority over some light attacks. In an event where both attacks has equal amount of priority, both players takes the hit. Play around with each character to see what attacks can snuff out certain attacks from other characters. Projectiles are excellent examples of the game’s priority system. Most projectiles (even those that don’t actually leave the body of your character) cancel each other out having the same priority level, works as a great defense mechanism where you won’t receive chip damage, yes, replacing the need to block or evade a projectile! Tick Throw: ----------- To throw an opponent on the first active frame after being hit by an attack. Opting to throw rather than going for another attack confuses the opponent. See, the opponent would think to block your next attack, but your next attack is going to be a throw, throws are unblockable. Zoning: ------- Zoning is the technique of keeping your opponent in a certain spot on the screen where it is most advantageous for you. For whatever suits your play style. You can keep your opponent at a distance by taking advantage of long range attacks, if the opponent is trying to get near to you, it makes them even more predictable by knowing just what the opponent “can” do to get close you. If prefer an up close encounter, then your opponent would want to get away from you in their defense. Cornering can be achieved if you have backed the opponent into a corner, the most disadvantageous spot anyone can get into. =============================================================================== vi. Basic Controls =============================================================================== 5 6 _,,,,,,_____________,,,,,,_ / a \ * / _|"|_ (3) \ | c|_ 7 _|d _ _ (4) (1) | | |_| // // (2) | \ b "8 "9 / \_______/"""""""""""\_______/ Legend ------ (1) A Button (2) B Button (3) X Button (4) Y Button (5) L Bumper (not used) (6) R Bumper (not used) (7a) Directional-Pad (D-Pad) Up (7b) Directional-Pad (D-Pad) Down (7c) Directional-Pad (D-Pad) Left (7d) Directional-Pad (D-Pad) Right (8) START Button (9) SELECT Button *Diagram of the standard SNES controller. Action Abbreviation/Symbol Button* ------ ------------------- ------ Stand Neutral n Move Forward f Right Jump Up-Forward uf Jump Up u Up Jump Up-Backward ub Move Backward/Standing Guard b Left Crouch Down-Backward/Crouching Guard db Crouch Down d Down Crouch Down-Forward df Quick Dash Forward f, f Quick Retreat Backward b, b Normal Unarmed Attack (Attack A) NUA Y Fierce Unarmed Attack (Attack B) FUA X Normal Weapon Attack (Attack C) NWA B Fierce Weapon Attack (Attack D) FWA A Standing Attacks s. Crouching Attacks c. Jumping Attacks j. Jumping Forward/Backward Attacks jf./jb. Quarter-Circle Forward (QCF) d, df, f Quarter-Circle Backward (QCB) d, db, b Half-Circle Backward (HCB) f, df, d, db, b Next , Or / Press Simultaneously + Pause/Resume Game START *Buttons are of the default configuration, key configurations can be adjusted in Options. Forward is right assuming Player 1 is facing right. *These are the default button mapping, to customize your own button scheme, you can change them in the Options menu. How to Read Commands in Sequences: ---------------------------------- Let say you want to do Thunder Megazord’s fireball. The command for that move is written as d, df, f, NUA. This means that you press “down” on the d-pad, you move from the down position then towards the “forward” position, and then press the button that corresponds to the Normal Unarmed Attack, which is the Y button in this guide. =============================================================================== vii. Move List =============================================================================== NOTE: This section has comprehensive notations, if you are unable to understand them, please refer to the simplified section below this one, thank you! Thunder Megazord Bio: A megazord formation appearing in season 2. After the arriving Lord Zedd destroyed the Dinozord, Alpha 5 began work on new zords using the previous zords as base. Thus, creating the more powerful thunderzords, based off of mythical beasts; able to combat against the menacing Zedd. The Red Ranger’s Dragon Thunderzord forms its main body, the Blue Ranger’s Unicorn Thunderzord forms the right leg, the Yellow Ranger’s Griffin Thunderzord forms the left leg, the Pink Ranger’s Firebird Thunderzord forms the loin cloth, and the Black Ranger’s Lion Thunderzord forms the back, shoulder armor, and helmet. The Red Dragon Thunderzord practically “wears” the other thunderzords as armor, portraying a genuine samurai. It uses its Thunder Saber as its weapon. Standing Attacks - Left Jab s. NUA - Right Thrust s. FUA - Thunder Saber Jab s. NWA - Thunder Saber Slice s. FWA Unique Standing Attacks - One-Two Punch f+FUA Unique Dashing Attacks - Dashing Right Thrust f, f, NUA - Dashing Downward Punch f, f, FUA Throws - Normal Slam f/b+NUA (while close) - Fierce Slam f/b+FUA (while close) Crouching Attacks - Jab c. NUA - Uppercut c. FUA - Thunder Saber Jab c. NWA - Thunder Saber Thrust c. FWA Stomp - Flying Foot Stomp any two attack buttons Jumping Attacks - Normal Jump Kick j./jb./jf. NUA - Fierce Jump Kick j./jb./jf. FUA - Thunder Saber Jab j./jb./jf. NWA - Thunder Saber Slice j./jb./jf. FWA Special Moves - Normal Fire Ball (Slow) QCF, NUA Grade 1- 1 Fire Ball Grade 2- 2 Fire Balls Grade 3- 3 Fire Balls Enhanced- 4 Fire Balls - Fierce Fire Ball (Fast) QCF, FUA Grade 1- 1 Fire Ball Grade 2- 2 Fire Balls Grade 3- 3 Fire Balls Enhanced- 4 Fire Balls - Normal Uppercut (Rising) f, d, df, NUA Grade 1- Base Damage Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 4 Hits - Fierce Uppercut (Dashing) f, d, df, FUA Grade 1- Base Damage Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 4 Hits - Normal Slash Attack QCB, NWA Grade 1- Base Damage Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 9 Hits - Fierce Slash Attack QCB, FWA Grade 1- Base Damage Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 9 Hits Super Moves - Normal Fire Blast QCF, QCF, NUA - Fierce Fire Blast QCF, QCF, FUA Sample Combos - (2 Hits) c. B, c. X - (7 Hits) s. Y, c. B, jf. A, c. X, stomp - (2 Hits) f, f, Y, s. X - (2 Hits) f, f, Y, s. B - (5 Hits) s. Y, s. Y, s. Y, s. Y, s. Y - (5 Hits) s. Y, s. Y, s. Y, s. Y, s. X - (5 Hits) s. Y, s. Y, s. Y, s. Y, s. B - (6 Hits) s. Y, s. Y, s. Y, s. Y, c. X - (5 Hits) s. Y, s. Y, s. Y, s. Y, c. B - (4 Hits) c. Y, c. Y, c. Y, c. Y - (5 Hits) c. Y, c. Y, c. Y, c. Y, s. X - (5 Hits) c. Y, c. Y, c. Y, c. Y, s. B - (5 Hits) c. Y, c. Y, c. Y, c. Y, c. B - (6 Hits) c. Y, c. Y, c. Y, c. Y, c. X - (7 Hits) jf. A, s. Y, s. Y, c. X - (7 Hits) jf. A, s. Y, c. X, stomp - (6 Hits) jf. A, f+X, stomp - (7 Hits) s. Y, s. Y, s. Y, s. Y, f, d, df, X, stomp - (4 Hits) s. Y, c. B, f, d, df, X, stomp - (6 Hits) jf. A, QCB, B/A - (4 Hits) s. Y, c. B, QCB, B/A - (3 Hits) f, f, X, stomp - (6 Hits) jf. A, f, d, df, X, stomp - (5 Hits) f, d, df, Y/X (enhanced), stomp - (4 Hits) s. Y, c. B (corner), f, d, df, Y, stomp - (8 Hits) s. Y (corner), c. B, QCF, Y/X, stomp ------------------------------------------------------------------------------- Ninja Megazord Bio: A megazord formation appearing in season 3. After the arrival of Rito Revolto (Rita Replusa’s brother), came and destroyed the thunderzord, the ranger must travel to the Temple of Power to contact Ninjor, the creator of the power coins. He gives the rangers new powers and new zords, the ninjazords. Together, they forms the more agile Ninja Megazord, the Red Ranger’s Ape Ninjazord forms the right arm, the Blue Ranger’s Wolf Ninjazord forms left arm, the Yellow Ranger’s Bear Ninjazord forms the torso, the Black Ranger’s Frog Ninjazord forms both legs, and the Pink Ranger’s Crane Ninjazord forms the head. It uses its Power Gloves as its weapon. Standing Attacks - Jab s. NUA - Double Kick s. FUA - Fire Glove Flame s. NWA - Fire Glove Blast s. FWA Unique Dashing Attacks - Normal Dashing Straight Punch f, f, NUA - Fierce Dashing Straight Punch f, f, FUA - Normal Fireball Attack f, f, NWA - Fierce Fireball Attack f, f, FWA Throws - Normal Spin Throw f/b+NUA (while close) - Fierce Spin Throw f/b+FUA (while close) Crouching Attacks - Jab c. NUA - Kick c. FUA - Fire Glove Flame c. NWA - Ground Bomb c. FWA Stomp - Flame Tower any two attack buttons Jumping Attacks - Normal Kick j./jb./jf. NUA - Fierce Kick j./jb./jf. FUA - Fire Glove Flame j./jb./jf. NWA - Fire Glove Fire Blast j./jb./jf. FWA Special Moves - Normal Spin Attack QCB, NUA (also in air) Grade 1- Base Damage Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 5 Hits - Fierce Spin Attack QCB, FUA (also in air) Grade 1- Base Damage Grade 2- Damage Increase Grade 3- Damage Increase Enhanced- 5 Hits - Normal Side Slash Attack (Stationary) QCF, NWA Grade 1- 3 Hits Grade 2- 4 Hits Grade 3- 5 Hits Enhanced- 6 Hits - Fierce Side Slash Attack (Dashing) QCF, FWA Grade 1- 3 Hits Grade 2- 4 Hits Grade 3- 5 Hits Enhanced- 6 Hits - Normal Flying Kick* QCF, NUA (in air) Grade 1- Base Speed Grade 2- Speed Increase Grade 3- Speed Increase Enhanced- Speed Increase - Fierce Flying Kick* QCF, FUA (in air) Grade 1- Base Speed Grade 2- Speed Increase Grade 3- Speed Increase Enhanced- Speed Increase Super Moves - Normal Ninja Cyclone QCF, QCF, NUA - Fierce Ninja Cyclone QCF, QCF, FUA Sample Combos - (3 Hits) f, f, X, s. X, stomp - (5 Hits) s. Y, s. Y, s. Y, s. Y, s. Y - (5 Hits) s. Y, s. Y, s. X, stomp - (6 Hits) s. Y, s. Y, s. Y, s. Y, s. B - (6 Hits) s. Y, s. Y, s. Y, s. Y, s. Y, c. X - (5 Hits) s. Y, s. Y, c. B, c. X - (6 Hits) c. Y, c. Y, c. Y, c. Y, c. Y, c. X - (6 Hits) c. B, c. B, c. B - (6 Hits) c. B, c. B, s. Y, c. X - (8 Hits) f, f, B, s. A - (7 Hits) f, f, B, c. B, c. X - (3 Hits) s. Y, s. Y, QCB, Y/X - (2 Hits) f, f, X, QCB, Y/X - (3 Hits) s. B, QCB, Y/X - (5 Hits) f, f, B, QCB, Y/X - (2 Hits) f, f, X, QCB, Y/X - (3 Hits) f, f, X, s. A - (2 Hits) c. A, stomp - (7 Hits) QCF, B/A (enhanced), stomp - (7 Hits) f, f, B (corner), s. X, stomp - (10 Hits) f, f, B (corner), QCB, Y/X (enhanced), stomp - (6 Hits) Air QCB, Y/X (enhanced), s. X, stomp - (8 Hits) s. Y (corner), s. Y, QCB, Y/X (enhanced), stomp *To have Flying Kick rebounded off the corners, input the combination QCF, NUA/FUA when hitting the corners, when rebounded, perform the combination again (DO NOT REVERSE THE INPUT!). You can rebound up to four times. ------------------------------------------------------------------------------- Shogun Megazord Bio: A megazord formation appearing part way into season 3. Zedd was successful in capturing the ninjazords. He had since discovered the ancient shogunzords (which are like humanoid versions of the ninjazord) and wanted the rangers to pilot them to wreck havoc on earth. Fortunately, the rangers gain control of these zords and fought back against Zedd and his minions using them. The Pink Ranger is left without a zord. With the shogunzord together forms the all powerful Shogun Megazord. The Red Shogunzord forms the main body and head, the Blue Shogunzord forms the right arm, the White Shogunzord forms the left arm, the Yellow Shogunzord forms the right leg, and the Black Shogunzord forms the left leg. These zords were later acquired by the Alien Rangers. It uses its Fire Saber as its weapon. Standing Attacks - Punch s. NUA - Elbow s. FUA - Fire Saber Swipe s. NWA - Fire Saber Slice s. FWA Unique Standing Attacks - Backhand Smack f+FUA Unique Dashing Attacks - Normal Dashing Elbow f, f, NUA - Fierce Dashing Elbow f, f, FUA - Normal Dashing Fire Saber Slide f, f, NWA - Fierce Dashing Fire Saber Slide f, f, FWA Throws - One-Hand Throw f/b+NUA (while close) - Head Butt f/b+FUA (while close) Crouching Attacks - Punch c. NUA - Sliding Elbow c. FUA - Fire Saber Swipe c. NWA - Fire Saber Ground Stab c. FWA Stomp - Weight Stomp any two attack buttons Jumping Attacks - Normal Backhand Smack j. NUA - Fierce Backhand Smack j. FUA - Normal Fire Saber Swipe j. NWA - Fierce Fire Saber Swipe j. FWA
	Jumping Forward/Backward Attacks
	- Normal Elbow				jf./jb. NUA
	- Fierce Elbow				jf./jb. FUA
	- Normal Fire Saber Slide		jf./jb. NWA
	- Fierce Fire Saber Slide		jf./jb. FWA

	Special Moves
	- Normal Fire Blade (Anti-Air)		QCF, NWA
		Grade 1- Close Range
		Grade 2- Mid Range
		Grade 3- Long Range
		Enhanced- All Three Ranges
	- Fierce Fire Blade(Ground)		QCF, FWA
		Grade 1- Base Speed
		Grade 2- Speed Increase
		Grade 3- Speed Increase
		Enhanced- All Three Speeds
	- Normal Twirl Attack (Low)		QCB, NWA
		Grade 1- 3 Hits
		Grade 2- 5 Hits
		Grade 3- 7 Hits
		Enhanced- 9 Hits
	- Fierce Twirl Attack (High)		QCB, FWA
		Grade 1- 3 Hits
		Grade 2- 5 Hits
		Grade 3- 7 Hits
		Enhanced- 9 Hits

	Super Moves
	- Normal Spire of Fire			QCF, QCF, NWA
	- Fierce Spire of Fire			QCF, QCF, FWA

	Sample Combos
	- (4 Hits) s. Y, c. Y, f+X
	- (5 Hits) c. Y, s. A
	- (4 Hits) c. Y, c. A
	- (2 Hits) s. Y, f+X
	- (3 Hits) s. Y, c. X, c. A/stomp
	- (4 Hits) s. Y, s. B
	- (2 Hits) f, f, Y/c. X, c. A/stomp
	- (2 Hits) jf. Y/X, c. A/stomp
	- (4 Hits) c. Y, QCB, B/A
	- (5 Hits) c. Y, QCF, A
	- (9 Hits) f, f, B/A, QCF, A (enhanced)
	- (7 Hits) QCF, A (corner), c. Y, f+X
	- (6 Hits) QCF, A (corner), c. X, stomp

	NOTE:
	Shogun Megazord cannot be grabbed and thrown by other characters.
	If Shogun Megazord is countered it will weaken its defense and will
	take normal damage.

-------------------------------------------------------------------------------
Mega Tigerzord

Bio:
A megazord formation appearing in season 2. The White Ranger’s Tigerzord
replaces the Red Ranger’s Dragon Thunderzord as its main body, the Blue
Ranger’s Unicorn Thunderzord forms the right leg, the Yellow Ranger’s Griffin
Thunderzord forms the left leg, and the Black Ranger’s Lion Thunderzord forms
the back and shoulder armor. The Mega Tigerzord acts as an upgrade to the
Thunder Megazord and is generally considered to be more powerful than it.
It uses its Firebird Claw as its weapon.

	Standing Attacks
	- Left Jab				s. NUA
	- Right Punch				s. FUA
	- Firebird Claw Jab			s. NWA
	- Firebird Claw Uppercut		s. FWA

	Unique Dashing Attacks
	- Dashing Right Punch			f, f, NUA
	- Dashing Spin Punch			f, f, FUA

	Throws
	- Slam					f/b+NUA (while close)
	- Wind-Up Slam				f/b+FUA (while close)

	Crouching Attacks
	- Jab					c. NUA
	- Double Fists				c. FUA
	- Firebird Claw Jab			c. NWA
	- Firebird Claw Thrust			c. FWA

	Stomp
	- Double Foot Stomp			any two attack buttons

	Jumping Attacks
	- Normal Double Kick			j./jb./jf. NUA
	- Fierce Double Kick			j./jb./jf. FUA
	- Firebird Claw Jab			j./jb./jf. NWA
	- Firebird Claw Thrust			j./jb./jf. FWA

	Special Moves
	- Normal Ball of Fire (Close)		QCF, NWA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- 2 Hits
	- Fierce Ball of Fire (Far)		QCF, FWA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- 2 Hits
	- Normal Windup Punch (Single Wind)	f, d, df, NUA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- 2 Hits
	- Fierce Windup Punch (Double Wind)	f, d, df, FUA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- 2 Hits
	- Normal Combo				b, d, f, close. NUA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- 10 Hits
	- Fierce Combo				b, d, f, close. FUA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- 10 Hits

	Super Moves
	- Normal Fire Blast			QCF, QCF, NUA
	- Fierce Fire Blast			QCF, QCF, FUA

	Sample Combos
	- (4 Hits) s. Y, s. Y, s. Y, s. Y
	- (6 Hits) s. Y, s. Y, s. Y, s. Y, s. X
	- (5 Hits) s. Y, s. Y, s. Y, s. Y, s. B
	- (5 Hits) s. Y, s. Y, s. Y, s. Y, c. X
	- (5 Hits) s. Y, s. Y, s. Y, s. Y, c. B
	- (2 Hits) s. B, s. B		
	- (3 Hits) s. Y, s. B, s. B
	- (3 Hits) s. B, s. B, c. X
	- (4 Hits) s. B, s. Y, s. X
	- (3 Hits) s. B, s. Y, c, X
	- (6 Hits) f, f, Y, s. Y, s. Y, s. X
	- (5 Hits) f, f, Y, s. B, s. X
	- (4 Hits) f, f, Y, s. B, c. X
	- (6 Hits) f, f, Y, s. Y, s. Y, c. X, stomp
	- (3 Hits) f, f, X, stomp
	- (8 Hits) jf. A, s. Y, s. Y, s. Y, s. X
	- (3 Hits) s. A/f, f, A, stomp
	- (2 Hits) QCF, A (enhanced), stomp
	- (10 Hits) QCF, A (enhanced), f, f, Y, s. Y, s. Y, s. X
	- (9 Hits) QCF, A (enhanced), f, f, Y, s. B, s. X
	- (8 Hits) QCF, A (enhanced), f, f, Y, s. B, c. X
	- (10 Hits) QCF, A (enhanced), f, f, Y, s. Y, s. Y, c. X, stomp
	- (8 Hits) QCF, A (enhanced), f, f, X, stomp
	- (6 Hits) QCF, B (enhanced), f, f, A, stomp
	- (7 Hits) QCF, A (enhanced), f, f, A, stomp
	- (6 Hits) QCF, B (enhanced) (corner), QCF, B/A, stomp
	- (6 Hits) QCF, B (enhanced), jf. A

-------------------------------------------------------------------------------
Lip Syncher

Bios:
A monster Zedd uses against the rangers in episode “Two for One,” created from
Trini’s tube of lipstick. She was paired with the monster Pursehead to take
down the rangers. She uses her Lip Sword as her weapon.

	Standing Attacks
	- Kick					s. NUA
	- Twirl Kick				s. FUA
	- Lip Sword Jab				s. NWA
	- Lip Sword Swipe			s. FWA

	Unique Dashing Attacks
	- Slide Kick				f, f, NUA
	- Thrust Kick				f, f, FUA

	Throws
	- Normal Leg Throw			f/b+NUA (while close)
	- Fierce Leg Throw			f/b+FUA (while close)

	Crouching Attacks
	- Poke Kick				c. NUA
	- Kick-Up				c. FUA
	- Lip Sword Jab				c. NWA
	- Lip Sword Thrust			c. FWA

	Stomp
	- Double Heel Stomp 			any two attack buttons

	Jumping Attacks
	- Kick					j./jb./jf. NUA
	- Twirl Kick				j./jb./jf. FUA
	- Lip Sword Jab				j./jb./jf. NWA
	- Lip Sword Swipe			j./jb./jf. FWA

	Unique Jumping Attacks
	- Double Heel Kick			d+NUA (in air)
	- Drill Kick				d+FUA (in air)

	Special Moves
	- Normal Lethal Note Attack (High)	QCF, NUA
		Grade 1- Base Speed
		Grade 2- Speed Increase
		Grade 3- Speed Increase
		Enhanced- 6 Hits
	- Fierce Lethal Note Attack (Low)	QCF, FUA
		Grade 1- Base Speed
		Grade 2- Speed Increase
		Grade 3- Speed Increase
		Enhanced- 6 Hits
	- Normal Special Drill Kick (Slow)	QCB, NUA (in air)
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- 3 Hits
	- Fierce Special Drill Kick (Fast)	QCB, FUA (in air)
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- 6 Hits

	Super Moves
	- Normal Song Charge			QCF, QCF, NUA
	- Fierce Song Charge			QCF, QCF, FUA
	
	Sample Combos
	- (3 Hits) s. Y, s. Y, s. Y
	- (4 Hits) s. Y, s. Y, s. X
	- (4 Hits) s. Y, s. Y, s. Y, s. B
	- (4 Hits) s. Y, s. Y, s. Y, c. X
	- (4 Hits) s. Y, s. Y, s. Y, c. B
	- (3 Hits) s. Y, c. B, c. Y
	- (3 Hits) s. Y, c. B, c. X
	- (2 Hits) Air d+Y, c. A
	- (4 Hits) f, f, Y, s. Y, s. X
	- (4 Hits) f, f, Y, s. Y, s. X, c. X
	- (5 Hits) f, f, Y, s. Y, s. X, s. Y, s. B
	- (4 Hits) f, f, Y, s. Y, c. B, c. Y
	- (2 Hits) f, f, X, stomp
	- (3 Hits) s. X, stomp
	- (2 Hits) jf. A, stomp
	- (7 Hits) jf. A, s. Y, s. Y s. X, stomp
	- (2 Hits) Air d+Y, stomp
	- (2 Hits) Air QCB, Y/X, stomp
	- (7 Hits) Air QCB, X (enhanced), c. Y/X
	- (6 Hits) Air QCB, Y (enhanced), jf. X, stomp
	- (7 Hits) Air QCB, Y (enhanced), jf. A, c. A
	- (5 Hits) Air QCB, Y (enhanced), Air d+Y, c. A
	- (5 Hits) Air QCB, Y (enhanced), Air d+X, stomp
	- (5 Hits) Air QCB, Y (enhanced), f, f, X, stomp

	NOTE:
	Lip Syncher can double jump by pressing up while jumping and continue 
	aerial attacks, also can dash and retreat in mid-air.

-------------------------------------------------------------------------------
Goldar

Bios:
A humanoid griffin in golden armor. He serves as Lord Zedd’s right hand
henchman. He is often at times instrumental in many his master’s schemes. But
when a plan goes wrong, he is often the scapegoat and harshly scolded for his
failures. Though at serious times, he proves to be a formidable warrior. He
uses his Sword as his weapon.

	Standing Attacks
	- Jab					s. NUA
	- Heel Kick				s. FUA
	- Sword Thrust				s. NWA
	- Sword Slash				s. FWA

	Unique Standing Attacks
	- Thrust Kick				f+FUA

	Unique Dashing Attacks
	- Dashing Thrust Kick			f, f, NUA
	- Dashing Heel				f, f, FUA
	- Dashing Sword Gut Stab		f, f, NWA

	Throws
	- Normal				f/b+NUA (while close)
	- Fierce				f/b+FUA (while close)

	Crouching Attacks
	- Jab					c. NUA
	- Kick					c. FUA
	- Sword Thrust				c. NWA
	- Sword Smash				c. FWA

	Stomp
	- Foot Stomp				any two attack buttons

	Jumping Attacks
	- Normal Kick				j./jb./jf. NUA
	- Fierce Kick				j./jb./jf. FUA
	- Sword Stab				j./jb./jf. NWA
	- Sword Slash				j./jb./jf. FWA

	Special Moves
	- Normal Eye Laser			QCF, NUA
		Grade 1- Base Speed
		Grade 2- Speed Increase
		Grade 3- Speed Increase
		Enhanced- 3 Hits
	- Fierce Eye Laser			QCF, FUA
		Grade 1- Base Speed
		Grade 2- Speed Increase
		Grade 3- Speed Increase
		Enhanced- 5 Hits
	- Normal Air Eye Laser (Far)		u, uf, f, NUA (in air)
		Grade 1- Base Speed
		Grade 2- Speed Increase
		Grade 3- Speed Increase
		Enhanced- 4 Hits
	- Fierce Air Eye Laser (Close)		u, uf, f, FUA (in air)
		Grade 1- Base Speed
		Grade 2- Speed Increase
		Grade 3- Speed Increase
		Enhanced- 4 Hits
	- Normal Sword Uppercut (Mid)		f, d, df, NWA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- 4 Hits
	- Fierce Sword Uppercut (High)		f, d, df, FWA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- 6 Hits
	- Elbow Dive				NUA+FUA (in air)
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- Damage Increase
	- Sword Dive				NWA+FWA (in air)
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- 4 Hits

	Super Moves
	- Normal Eye Blast			QCF, QCF, NUA
	- Fierce Eye Blast			QCF, QCF, FUA

	Sample Combos
	- (4 Hits) s. Y, s. Y, s. Y, s. Y
	- (2 Hits) s. Y, s. X
	- (3 Hits) s. Y, s. Y, s. Y, s. Y, s. B
	- (4 Hits) s. Y, s. Y, s. Y, c. X
	- (4 Hits) s. Y, s. Y, s. Y, c. B
	- (4 Hits) c. Y, c. Y, c. Y, c. B
	- (2 Hits) f, f, Y, s. X
	- (4 Hits) f, f, Y, s. Y, s. Y, c. X
	- (4 Hits) f, f, Y, s. Y, s. Y, c. B
	- (2 Hits) f, f, X, c. A/stomp
	- (2 Hits) jf. B, c. A/stomp
	- (6 Hits) s. Y, s. Y, s. Y, s. Y, f, d, df, B/A, c. A/stomp
	- (6 Hits) jf. A, c. Y, c. Y, c. X
	- (5 Hits) s. Y, s. Y, s. Y, c. X, stomp
	- (8 Hits) c. Y, c. Y, c. Y, c. Y, f, d, df, B (enhanced), c. A/stomp
	- (10 Hits) c. Y, c. Y, c. Y, f, d, df, A (enhanced), c. A/stomp
	- (7 Hits) f, f, B, f, d, df, A (enhanced), stomp
	- (5 Hits) f, f, B, f, d, df, B (enhanced), c. A/stomp

	NOTE:
	Goldar can fly by pressing up while jumping and continue aerial
	attacks, also can dash and retreat in mid-air.

-------------------------------------------------------------------------------
Lord Zedd

Bio:
The main antagonist of season 2. He is Rita’s superior and he had come to the
moon palace to find that Rita was unsuccessful in conquering the earth. He
imprisons Rita back into her space dumpster and resume control of the
operation. His arrival marked grim times and certain doom to the Earth. He had
made quick work of the rangers’ powers including their zords. The rangers were
no match for his sinister onslaught. The rangers devised a plan to acquiring
more power to be able to defeat this new threat. Eventually, the rangers indeed
gained new powers, new zords, and even an even more powerful ally. Later in
this season, Finster (one of Rita’s minions) still loyal, released Rita from
her confinement. Helped her make a magically potion that will reduce visible
aging and would make her more “prettier.” Along with the aid of casting a
spell on Lord Zedd to have him fall in love with her (though it has been
hinted that he fell in love with her all by himself). They’ve later gotten
married. Though Zedd apparently has been toned down on his bone chilling
mannerism to something more caring, but joining forces with Rita poses an
even greater threat and danger to the rangers.  He uses his Z Staff as his
weapon.

	Standing Attacks
	- Jab					s. NUA
	- Kick					s. FUA
	- Z Staff Thrust			s. NWA
	- Z Staff Slash				s. FWA

	Unique Dashing Attacks
	- Slide Kick				f, f, NUA
	- Z Staff Swipe				f, f, NWA
	- Spinning Staff			f, f, FWA

	Throws
	- Normal Slam				f/b+NUA (while close)
	- Fierce Slam				f/b+FUA (while close)

	Crouching Attacks
	- Jab					c. NUA
	- Kick					c. FUA
	- Z Staff Thrust			c. NWA
	- Z Staff Twirl				c. FWA

	Stomp
	- Z Staff Dive				any two attack buttons

	Jumping Attacks
	- Normal Kick				j./jb./jf. NUA
	- Fierce Kick				j./jb./jf. FUA
	- Z Staff Twirl				j./jb./jf. NWA
	- Z Staff Swipe				j./jb./jf. FWA

	Special Moves
	- Normal Lightning Toss			QCF, NUA
		Grade 1- Base Duration
		Grade 2- Duration Increase
		Grade 3- Duration Increase
		Enhanced- 4 Hit (Moving)
	- Fierce Lightning Toss			QCF, FUA
		Grade 1- Base Duration
		Grade 2- Duration Increase
		Grade 3- Duration Increase
		Enhanced- 4 Hit (Moving)
	- Normal Air Warp Attack (Near)*	HCB, NUA (also in air)
	- Fierce Air Warp Attack (Far)*		HCB, FUA (also in air)
	- Normal Ground Warp Attack (Near)*	HCB, NWA (also in air)
	- Fierce Ground Warp Attack (Far)*	HCB, FWA (also in air)
	- Normal Lightning Hand (Slow Pull)	f, d, df, NUA
		Grade 1- 3 Hit
		Grade 2- 4 Hit
		Grade 3- 5 Hit
		Enhanced- 8 Hit
	- Fierce Lightning Hand (Fast Pull)	f, d, df, FUA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- Knockback
	- Normal Flying Crystal (Near)		f, b, df, d, df, f, NUA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- Damage Increase
	- Fierce Flying Crystal (Far)		f, b, df, d, df, f, FUA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- Damage Increase

	Super Moves
	- Normal Hand Strike			QCF, QCF, NUA
	- Fierce Hand Strike			QCF, QCF, FUA

	Sample Combos
	- (5 Hits) s. Y, s. Y, s. Y, s. Y, s. Y
	- (6 Hits) s. Y, s. Y, s. Y, s. Y, s. Y, s. X
	- (6 Hits) s. Y, s. Y, s. Y, s. Y, s. Y, s. B
	- (6 Hits) s. Y, s. Y, s. Y, s. Y, s. Y, c. X
	- (6 Hits) s. Y, s. Y, s. Y, s. Y, s. Y, c. B
	- (5 Hits) f, f, Y, s. Y, s. Y, s. X, stomp
	- (5 Hits) f, f, Y, s. Y, s. Y, c. X, stomp
	- (6 Hits) jf. A, s. A
	- (5 Hits) s. Y, s. Y, s. Y, s. X, stomp
	- (5 Hits) s. Y, s. Y, s. Y, c. X, stomp
	- (2 Hits) f, f, X, stomp
	- (6 Hits) jf. A, s. Y, s. Y, s. X
	- (5 Hits) jf. A, s. Y, c. X
	- (6 Hits) QCF, X (emhanced), f, f, X, stomp
	- (7 Hits) QCF, X (enhanced), f, f, B
	- (9 Hits) QCF, X (enhanced), f, f, A
	- (4 Hits) f, f, Y, s. Y, s. X, stomp
	- (8 Hits) QCF, Y/X (enhanced), f, f, Y, s. Y, s. X, stomp
	- (8 Hits) QCF, Y/X (enhanced), f, f, Y, s. Y, s. X, stomp

	*Any warp attack can be inputed while being hit by your enemies attacks
	 to not only escape but also reduce and further damage.

-------------------------------------------------------------------------------
Silver Horns

Bios:
A monster Zedd uses against the rangers in episode “The Power Transfer, Part 2.
” He was created by Zedd using a tick. He gave the rangers relatively a hard
time defeating him as he was shown often laughing at the rangers’ attacks,
which had no effect on him. Though being highly durable, it took the combine
might (and then some) to over take him.

	Standing Attacks
	- Jab					s. NUA
	- Claw Thrust				s. FUA (hold for more hits)
	- Flames				s. NWA
	- Energy Ball				s. FWA (hold for more hits)

	Unique Standing Attacks
	- Claw Swipe				f+FUA

	Unique Dashing Attacks
	- Dashing Claw Thrust			f, f, NUA (hold for more hits)
	- Dashing Claw Swipe			f, f, FUA

	Throws
	- Slam					f/b+NUA (while close)
	- Double Slam				f/b+FUA (while close)

	Crouching Attacks
	- Jab					c. NUA
	- Claw Thrust				c. FUA
	- Flames				c. NWA
	- Energy Ball				c. FWA (hold for more hits)

	Stomp
	- Extending Claw			any two attack buttons

	Jumping Attacks
	- Downward Claw Thrust			j./jb./jf. NUA
	- Claw Thrust				j./jb./jf. FUA
	- Downward Energy Ball			j./jb./jf. NWA
	- Energy Ball				j./jb./jf. FWA

	Special Moves
	- Normal Ground Claw Attack (Fast)	QCF, NUA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- 2 Hits
	- Fierce Ground Claw Attack (Slow)	QCF, FUA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- 3 Hits
	- Normal Overhead Claw Attack (Fast)	QCF, NUA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- Damage Increase
	- Fierce Overhead Claw Attack (Slow)	QCF, FUA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- Damage Increase

	Super Moves
	- Normal Energy Cannon			QCF, QCF, NWA
	- Fierce Energy Cannon			QCF, QCF, FWA

	Sample Combos
	- (5 Hits) s. Y, s. Y, s. Y, s. Y, s. B
	- (3 Hits) f+X/f, f, X, stomp
	- (5 Hits) jf. B, s. A
	- (2 Hits) QCF, Y/X, stomp
	- (4 Hits) jf. X, c. X, stomp
	- (5 Hits) j. X, s. X (Hold)

-------------------------------------------------------------------------------
Ivan Ooze*

Bios:
The main antagonist in the movie. Locked away by Zordon for about 6,000 years
until his concealment was accidently discovered. It wasn’t long before Zordon
was acknowledged of this and sent the Rangers to investigate. But before they
can arrive to the construction site, Lord Zedd, Rita, and their lackeys got to
the egg (in which Ivan is concealed in) first and unleashed the terrible tyrant
of the galaxy. Ivan didn’t waste time in enacting his revenge against Zordon.
Found the command center, destroyed it, and leaving Zordon to die. The Rangers
lose their powers and regrouped back to the command center only to find it
trashed. To save Zordon and regain their powers, Alpha 5 sends them off to the
distant planet of Phados. Meanwhile, Ivan began making quick work at making
mayhem on earth by betraying Zedd and Rita imprisoning them in a snowball,
cleverly disuses himself by selling mind-control ooze to children to bring
back home to their parents, brainwashing them to recover his lost
ecto-morphicons in which he will use to conquer the Earth.

	Neutral Attacks
	- Energy Jab				NUA
	- Homing Energy Ball			FUA
	- Normal Energy Spire			NWA
	- Fierce Energy Spire			FWA

	Special Moves
	- Normal Homing Spark Balls		QCF. NUA
		Grade 1- 3 Hit
		Grade 2- 4 Hit
		Grade 3- 5 Hit
		Enhanced- 9 Hits
	- Fierce Homing Spark Balls		QCF, FUA
		Grade 1- 3 Hit
		Grade 2- 4 Hit
		Grade 3- 5 Hit
		Enhanced- 9 Hits
	- Normal Invincible Homing Spark Balls	f, d, df, NUA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- 6 Hits
	- Fierce Invincible Homing Spark Balls	f, d, df, FUA
		Grade 1- Base Damage
		Grade 2- Damage Increase
		Grade 3- Damage Increase
		Enhanced- 6 Hits

	Sample Combos
	- (7 Hits) B, close. Y, A (corner)
	- (7 Hits) A, close. Y, A (corner)
	- (7 Hits) B, close. X
	- (7 Hits) A, close. X
	- (2 Hits) Y, A (corner)
	- (6 Hits) f, d, df, Y/X, X
	- (5 Hits) f, d, df, Y/X, close. Y, A (corner)
	- (11 Hits) f, d, df, Y/X, A, X
	- (10 Hits) f, d, df, Y/X, A, close. Y, A (corner)
	- (12 Hits) QCF, Y/X (enhanced), X
	- (11 Hits) QCF, Y/X (enhanced), close. Y, A (corner)
	- (17 Hits) QCF, Y/X (enhanced), A, X
	- (16 Hits) QCF, Y/X (enhanced), A, close. Y, A (corner)
	- (9 Hits) f, d, df, Y/X (enhanced), X
	- (8 Hits) f, d, df, Y/X (enhanced), close. Y, A (corner)

	NOTE:
	Ivan Ooze cannot be grabbed or thrown by other characters. Also, he is
	unable to guard against attacks.

	*Only playable by use of a secret code.

===============================================================================
		      viii. Simplified Move List
===============================================================================

Note: This section is for those who cannot comprehend the move list section
      above.

Thunder Megazord

Special Moves:
Fire Ball			Down, Down-Forward, Forward, Y or X
Uppercut			Forward, Down, Down-Forward, Y or X
Slash Attack			Down, Down-Back, Back, B or A

Super Moves:
Fire Blast			Down, Down-Forward, Forward, Down, Down-Forward
				, Forward, Y or X

-------------------------------------------------------------------------------
Ninja Megazord

Special Moves:
Spin Attack			Down, Down-Back, Back, Y or X (also in air)
Side Slash Attack		Down, Down-Forward, Forward, B or A
Flying Kick			Down, Down-Forward, Forward, Y or X (in air)

Super Moves:
Ninja Cyclone			Down, Down-Forward, Forward, Down, Down-Forward
				, Forward, Y or X

-------------------------------------------------------------------------------
Shogun Megazord

Special Moves:
Fire Blade			Down, Down-Forward, Forward, B or A
Twirl Attack			Down, Down-Back, Back, B or A

Super Moves:
Spire of Fire			Down, Down-Forward, Forward, Down, Down-Forward
				, Forward, B or A

-------------------------------------------------------------------------------
Mega Tigerzord

Special Moves:
Ball of Fire			Down, Down-Forward, Forward, B or A
Windup Punch			Forward, Down, Down-Forward, Y or X
Combo				Back, Down, Forward, Y or X (while close)

Super Moves:
Fire Blast			Down, Down-Forward, Forward, Down, Down-Forward
				, Forward, Y or X

-------------------------------------------------------------------------------
Lip Syncher

Special Moves:
Lethal Note Attack		Down, Down-Forward, Forward, Y or X
Special Drill Kick		Down, Down-Back, Back, Y or X (in air)

Super Moves:
Song Charge			Down, Down-Forward, Forward, Down, Down-Forward
				, Forward, Y or X

-------------------------------------------------------------------------------
Goldar

Special Moves:
Eye Laser			Down, Down-Forward, Forward, Y or X
Air Eye Laser			Up, Up-Forward, Forward, Y or X (in air)
Sword Uppercut			Forward, Down, Down-Forward, B or A
Elbow Dive			Y + X or B + A (in air)

Super Moves:
Eye Blast			Down, Down-Forward, Forward, Down, Down-Forward
				, Forward, Y or X

-------------------------------------------------------------------------------
Lord Zedd

Special Moves:
Lightning Toss			Down, Down-Forward, Forward, Y or X
Air Warp Attack			Forward, Down-Forward, Down, Down-Back, Back,
				Y or X (also in air)
Ground Warp Attack		Forward, Down-Forward, Down, Down-Back, Back,
				B or A (also in air)
Lightning Hand			Forward, Down, Down-Forward, Y or X
Flying Crystal			Forward, Back, Down-Back, Down, Down-Forward,
				Forward, Y or X

Super Moves:
Hand Strike			Down, Down-Forward, Forward, Down, Down-Forward
				, Forward, Y or X

-------------------------------------------------------------------------------
Silver Horns

Special Moves:
Ground Claw Attack		Down, Down-Forward, Forward, Y or X
Overhead Claw Attack 		Down, Down-Forward, Forward, Y or X

Super Moves:
Energy Cannon			Down, Down-Forward, Forward, Down, Down-Forward
				, Forward, B or A

-------------------------------------------------------------------------------
Ivan Ooze

Special Moves:
Homing Spark Balls		Down, Down-Forward, Forward, Y or X
Invincible Homing Spark Balls	Forward, Down, Down-Forward, Y or X

===============================================================================
			     ix. Secret Codes
===============================================================================

Play as Ivan Ooze:
------------------
At the character select screen (only in fighting mode), highlight any character
and press X+Y+START to select Ivan Ooze.

Hidden Test Mode:
-----------------
Enter Pro Action Replay code 8180A506 and reset the game. You will be brought
to this hidden Test Mode on startup, here are the following options to choose
from.

Level- Currently unknown use.

SE Test- Listen to the sound effects used in the game.

BGM Test- Listen to the tracts used in the game.

OBJ Test- See the variety of sprites and objects used in the game.
	OBJ NO: To view the characters’ sprites, use either Up or Right to
		advance a frame forward or Down or Left to go back to the
		previous frame, hold X to change the set as you use the D-Pad.
		Character sets can be found in the following ranges:
		Thunder Megazord- 0001-0064
		Mega Tigerzord- 0070-00DD
		Ivan Ooze- 00E0-0111
		Goldar- 1001-107E
		Silver Horns- 1084-10FA
		Lord Zedd- 2080-20ED
		Lip Syncher- 20F0-215D
		Ninja Megazord- 3001-3075
		Shogun Megazord- 3078-30D1
	Scroll Text: To move the on-screen test, hold A as you hold Up or Down
		     on the D-Pad.
	Scroll OBJ: To move sprites around the screen, hold Y as you use the
		    D-Pad.
	PAL NO: To cycle through the available pallets for a character, hold B
		as you use either Up or Right to advance a pallet forward or
		Down or Left to go back to the previous pallet.
	FILE NO: To cycle through the objects in the left and right panes in
		 the background, hold either L or R respectively as you use the
		 D-Pad. It seems that Goldar has some unused assets at address
		 00D0.

Exit- Exit out to the game’s title screen.

Pro-Action Replay Codes:
------------------------
7E0610:?? 	Stage Modifier (any mode)
       00	Silver Horns Stage
       02	Lip Syncher's Stage
       04	Megazords' Stage (Blue Floor)
       06	Goldar's Stage
       08	Lord Zedd's Stage
       0A	Megazords' Stage (Purple Floor)
       0C	Lord Zedd's Stage (Ivan Ooze's Theme)
       0E	Lip Syncher's Stage (Megazords' Theme)
7E06BA:09 	Infinite Time

Player 1 Codes:
---------------
7E1A22:01	1-Hit Death
7E1A70:FE 	Glowing
7E1580:00 	Hyper Mode
7E1A22:78 	Infinite Health
7E1A68:?? 	Character Modifier (any mode)
       00	Thunder Megazord
       02	Mega Tigerzord
       04	Ninja Megazords
       06	Lip Syncher
       08	Shogun Megazord
       0A	Goldar
       0C	Silver Horns
       0E	Lord Zedd
       10	Ivan Ooze
7E1A62:?? 	Control Modifier (any mode)
       00	Player
       01	CPU
7E1A40:?? 	Color Modifier (any mode)
       00	Primary Color
       02	Secondary Color
7E1087:82 	Instant Win
7E06A0:30 	Power Gauge Maxed

Player 2 Codes:
---------------
7E1A26:01	1-Hit Death
7E1A74:FE 	Glowing
7E1584:00 	Hyper Mode
7E1A26:78 	Infinite Health
7E1A6C:?? 	Character Modifier (any mode)
       00	Thunder Megazord
       02	Mega Tigerzord
       04	Ninja Megazords
       06	Lip Syncher
       08	Shogun Megazord
       0A	Goldar
       0C	Silver Horns
       0E	Lord Zedd
       10	Ivan Ooze
7E1A66:??	Control Modifier (any mode)
       00	Player
       01	CPU
7E1A44:??	Color Modifier (any mode)
       00	Primary Color
       02	Secondary Color
7E1083:82	Instant Win
7E06A6:30	Power Gauge Maxed

===============================================================================
			       x. Credits
===============================================================================

All rights reserved. No part of this document may be reproduced, distributed,
or transmitted in any form or by any means, including photocopying, recording,
or other electronic or mechanical methods, without the prior written permission
of the writer.

Sources are barrowed from the game’s instruction manual, all copyrights apply.

If you wish to use any part of this document (for non-commercial purposes only)
ask permission first. Please email me at armonwilliams11@yahoo.com.

To ensure that your email is read, it must have a subject line explaining the
purpose of your message, it will have to be on the subject related to whatever
in this guide or else it will be sent to spam, where I may never look for it. I
am open to accept correction, criticism, and anymore information I can add into
this guide.

Thanks to CjayC for hosting my FAQ on Gamefaqs.

Also, I will like to thank Toomnyusernae for his discovery on counter attack
attributes on Shogun Megazord, Lip Syncher's special drill kick move, and
Lord Zedd's ability to teleport in the middle of being hit.

			    And Thank You!!!