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1 Power Stone is Capcom s first venture in the realm of free roaming 3D fighting games. Unlike Tekken and Virtua Fighter, you ll have complete 3D movement in Power Stone. You ll also be able to interact with the stages and pick up tables and chairs to attack your opponent with. This guide will teach you how to defeat your opponents in this newly created genre of fighting games. 1

2 Key: P - Punch K - Kick PK - Punch and Kick together J - Jump PJ - Punch and Jump together KJ - Kick and Jump together (air) - Move must be done in the air. TERMINOLOGY Everything in Power Stone revolves around collecting all three stones and going into power fusion. Special moves, which are very common in most fighting games, can now only be done during power fusion. However, most special moves are fast and powerful if you attack with several at once. Similar to special moves, super moves can only be executed during power fusion. However, unlike special moves you will only be able to attack with a super move once per power fusion. After a super move your entire fusion meter will be gone and all of your power stones will shoot across the stage. Super moves are some of the most damaging attacks in the game, and can save you from losing a match. Grabbing Every stage in Power Stone is filled with boxes, poles, barrels and other various objects. By pressing punch and kick together, you can pick up or grab onto these objects. Press punch and kick again to throw an object you ve picked up. Catching Once an object has been thrown at you, you can catch it by pressing the punch and kick buttons at the same time. Your timing is critical, but if you press punch and kick just as the object is about the hit you, your character will catch it. You can then press punch and kick again to throw the object back at your opponent. Combos In Power Stone, combos can be achieved by pressing the punch and kick buttons in a varying order. Every character has a variety of combos based on pressing the punch and kick buttons three to five consecutive times. Experiment with the punch and kick buttons to determine which combo you like best. 2

3 Power Stones This is the main aspect of Power Stone s gameplay. Each character will begin the round with one power stone (either blue or red). Then approximately ten seconds into the round, the third, yellow power stone will appear somewhere on the stage. By knocking your opponent down, or connecting with an aerial attack, your opponent will lose a power stone. Once you ve collected all three power stones your character will experience a power fusion. Power Fusion After you ve collected all three power stone s, your character will enter power fusion. During a power fusion, and fusion meter will appear at the bottom of the screen and your character will become stronger, faster and more powerful. Special and super moves will also become available to you. Your fusion meter will slowly decrease on a continual basis. Performing special moves will deplete your fusion meter even more, and performing a super move will completely deplete your fusion meter. Once your fusion meter is completely gone, the red and blue power stones will shoot to various parts of the stage and the yellow power stone will appear approximately ten seconds later. 3

4 AYAME Ayame is your typical female fighter. Her moves are quick, but they won t do a lot of damage. Her special moves will only use a small amount of the fusion meter which you can use to your advantage. However, even her super moves lack the ability to dish out high amounts of damage. She s good for anyone who likes to use a hit and run tactic. P - Triple Shuriken This move is quick, but easily avoided. Use it in the air or on the ground to close the gap between you and your opponent. The closer you get, the harder it will be for the to dodge the attack. Once you ve gotten in close, use one of the supers or her power uppercut. K - Flower Uppercut Your standard dragon punch, this is only useful when you re right on top of your opponent. Use it as a follow up to the triple shuriken. It doesn t do much damage, but it also doesn t take much of your fusion meter away. Only use this move when close to your opponent of when they attempt an aerial attack. Otherwise, stick with the triple shuriken. PJ - Power Shuriken This is Ayame s best super move, but like most of her other moves, it won t do my damage to your opponent. It s one advantage is that you can use it almost anywhere on a stage and it will still connect with your opponent. It s very difficult to avoid every hit of this attack. If you re going to do a super, this is the one to do. However it may be a better idea to stick with the triple shuriken during your power fusion. KJ - Power Dash The power dash is only useful at close range. If you don t connect with the initial part of the power dash, your attack will have no effect on the opponent. However, if you can connect with the first move, the rest will automatically hit. It still does a minimal amount of damage and should only be used if your opponent is wide open at close range. 4

5 FALCON Falcon is your typical Ryu/Ken character. He has average speed and quickness, and his special moves are somewhat lacking, but his super moves will make up for his weaknesses if used properly. Falcon is a good starting character until you ve gotten used to the new control scheme and gameplay found in Power Stone. P - Missile Falcon s Missile should be used sparingly. It s somewhat slower than most of the other projectiles in the game and unless you shoot off several at a time, they can easily be dodged. Shooting off several will burn your fusion meter, so only use this special move if you re close enough to hit. K - Fire Uppercut This is your typical dragon punch move. It s range is very limited and should only be used if your opponent is right on top of you attempting to throw you while you re in fusion. Otherwise you ll just be wasting your fusion meter with this move. PJ - Power Missile This is the ideal super move if your opponent is caught in a corner. Although Falcon shoots out a plethora of missiles, you still need to make sure you re fairly close to your opponent. Otherwise the first few and possibly all of the missiles will miss. The closer your are, the more likely you will be to connect with this super move. However, don t get too close. There is a slight delay before Falcon shoots the missiles. A smart opponent will use this delay to throw you out of it. KJ - Power Dash The Power Dash is Falcon s best super move. You don t have to be close to your opponent to connect, but you should still try to get as close as possible before starting the super. You can almost always get at least a few hits off of this super move, but to get the most out of it, start the move when your opponent is either in a corner or in the air. That will drastically cut their dodging abilities. 5

6 GALUDA Combining Galuda s super and special moves with his size and lack of speed will take some time. However, once you ve mastered when and how to use all of his moves, your attacks will be very difficult to defend against. Use his light arrows to get in close, then take your opponent down using your super moves. P - Light Arrow The light arrow has good distance and covers a wide attack range. However it can be easily dodged if you re across the stage or if you only shoot one. Send these out in waves followed by one of the supers or the heaven uppercut if you re close enough. K - Heaven Uppercut This move can only be used at close range and must be timed correctly. In order to connect with the heaven uppercut, you re opponent must be hit by your hands. You ll be able to hit them on the ground or in the air, but only if your hands hit them. Tempt your opponent into getting close to you, or get them in the air with a light arrow of stage item. Then take them out with a heaven uppercut. PJ - Power Arrow You can almost always get at least a few hits with the power arrow. No matter where you are on the stage. Just be careful not to get too close to your opponent. You can be thrown out of this move during it s initial stages and your opponent will have a chance to avoid the whole thing if you re too close. KJ - Power Uppercut Somewhat similar to the heaven uppercut, you must time this move perfectly or else you ll be left wide open for a counter attack. Once again, you have to catch your opponent in your hands to hit with this super. However if you can connect with it, your opponent will feel the massive damage this move dishes out. Set it up just like the heaven uppercut with stage items and light arrows. 6

7 GUNROCK As the slowest and largest character in Power Stone, Gunrock has a great disadvantage against him. Because of his lack of speed, it s sometimes difficult to avoid super moves from other characters. However, Gunrock is very strong and his moves deal out a nice amount of damage. Beginners may find Gunrock difficult to use, but advanced players will be able to utilize his skills to maximum potential. P - Rock Throw This move is difficult to connect with. It s slow to start, but damaging if you can hit your opponent. The closer you are to your opponent, the easier it will be to hit them, however you must be careful not to get thrown. Timing is critical here. Try using the stage items to your advantage in trapping your opponent in one area. Then unleash a couple rocks on them. K - Quake An instant dizzy if your opponent is touching the ground, but once again timing is critical. Use stage items or the rock throw to get your opponent in the air. Then hit them with this move on their way down. Once you ve connected you can choose your opponent s punishment while they re dizzy. PJ - Giant Roll At close range, this super will dish out a plethora of damage. However, note that once you ve executed this move, it will become difficult to maneuver around the stage. Especially if your opponent is using one of the faster characters. Use stage items and the rock toss to corner your opponent, then unleash this super on them. KJ - Power Quake This move has a very limited range. It s best to use in a corner or if your opponent is attempting a throw. Once you ve started this super, your opponent will not be able to throw you out of it. Use this to your advantage and get in as close as you can. Try setting your opponent up for a standard quake, then while they re dizzy, use the power quake or giant roll to finish them off. 7

8 JACK Jack can be a difficult character to use if you re not familiar with his moves. You must learn when and how to use his moves if you plan on being effective with him. All of his special and super moves require you to be fairly close to the opponent. You ll also need to use all of his moves in conjunction with one another to be a threat with Jack. Once mastered, his moves can do a lot of damage to an unsuspecting opponent. P - Arm Blade The arm blade has a limited reach, however if you can connect with it, you ll deal out several hits and some nice damage. Get your opponent in a corner trap, or fake them into attempting a throw. Then unleash several arm blades and watch the damage flow in. Mix it up with the leg blade to confuse your opponent. K - Leg Blade Much like the arm blade, the leg blade also has a very limited reach, but will do a nice amount of damage if you can connect with it. Use stage items to position yourself close to your opponent, then let off several of these. PJ - Power Spin Another move that s only useful at close range. Get your opponent in a corner or near a wall and start this move. If you can hit them while you re still on the ground, the entire super will connect and do some nice damage. Watch yourself when doing this move. If you miss, your opponent can easily counter with an attack of his own. KJ - Sword Rain This move is very effective if you can set it up correctly. Use the arm and leg blades to keep your opponent in one spot, then take them out with this super. You don t want to get too close to your opponent, but you need to be close enough to keep them fairly immobile. Stage weapons can also be helpful, but you don t want your opponent to continually jump. Try to keep them as grounded as possible. 8

9 KRAKEN As one of the game s bosses Kraken has the most powerful super move of all the characters. Your entire strategy should revolve around this one almighty super. If it doesn t, you re just wasting your time. He s slow and his special moves take time to set up and connect with. P - Cannon This move requires expert timing. You can t fire the cannonballs rapidly and they come out slower than most other projectile attacks. Because of this you ll need to set your opponent up for the hit. Once the cannonball hits the ground, it does have a wide blast radius, so try to corner your opponent, or draw them into the blast with stage items. K - Claw Coupled with the cannon and stage items this move can be very useful. The claw will reach almost completely across the stage, and if you connect you ll earn three hits for a nice amount of damage. Use the blast radius of the cannon to contain your opponent, then unleash the claw to close the deal. PJ - Power Spirit If you can connect with all six spirits that Kraken calls forth to attack your opponent, you ll do a good amount of damage. Keep your distance when attacking with this super move. The further you are from your opponent, the greater your chances will be that all six spirits connect. This is a good super to use after a couple cannons and a claw. Especially if you connected with the claw and your opponent is on the ground. KJ - Power Chomp All Kraken players should focus their efforts on connecting with this move! If you can suck in your opponent, this super will deal out an absolutely massive amount of damage. If your opponent isn t dead after this super, then they won t have much energy remaining. Shoot a few cannon balls to keep your opponent occupied while you move in close. Then finish the job with this massive super move. 9

10 ROUGE As one of the two female characters in Power Stone, Rogue is also one of the fastest characters. Her special moves are quick and easy to use, but her super moves are best used at close range and can be difficult to use effectively. Rouge can be played well as a beginner and is even more deadly when mastered. P - Flame This move has great range and is extremely quick. Use this move as your opponent is trying to get away or waiting to the chance to throw you during a super move. If you can keep your opponent in close proximity, you ll be able to dish out a nice amount of damage, then go right into one of your super moves. P (air) - Spreading Flame The spreading flame has just about the same reach as the normal flame, except that is will move out a bit slower. This is a good move to use if your opponent is trying to escape a corner trap. It will surround them with flame and leave them wide open to a normal flame or a super move. K - Carpet Dash This is a good move to use if you re both in the air. If you re close enough it will earn you a few easy hits that will be hard for your opponent to avoid. Don t bother with this move unless you re both in the air. On the ground, her flame move or one of her supers would be a much better choice. PJ - Fireball If used wisely this super can be very devastating to your opponent. If you can get directly over your opponent, they ll be hit by the entire attack. However, if you can get fairly close, your opponent will still be hit by some of the attack. This move is best used if your opponent is trapped in a corner. KJ - Heart Spin This super move is extremely limited in range, but you only have to hit your opponent once to get the full damage. While you re doing the super move, you cannot be thrown either. Great move if you re already close to your opponent, or your opponent doesn t have much room to maneuver. Use your special moves to get in close, them unleash this super move on them. PJ / KJ (air) - Flame Skull If you re opponent seems to be dodging everything, this super may be your best offense. During the super, you can move around and direct where Rogue shots the flame. Just be careful not to get thrown during this super move. 10

11 RYOMA A very well balanced character, Ryoma s special and super moves deal out some nice damage and as fairly easy to use. He can attack at close range or from a distance and still be very effective. He also has some special tactics that can t be used with other characters. When mastered, Ryoma is extremely dangerous. P - Lightning Sword This move has some very unique features that very few moves in Power Stone have. If you can get close to your opponent and connect with about four consecutive lightning swords, you will dizzy your opponent. Once your opponent is dizzy, you can finish them off in whatever manner you wish. Just be careful to watch your fusion meter. This move seems to drain it rather quickly. K - Lightning Strike The lightning strike is one of the only moves in the game that can be charged up. The longer you hold kick, the more powerful the move will become. However, this move is best used as your opponent is attempting to avoid the lightning sword. If you re having trouble connecting with the lightning sword, throw this in to mix things up. Otherwise stick to the bread and butter of the dizzy tactic. PJ - Power Shot This is a great move for connecting at almost any range. It s best used when you ve got a bit of distance between you and your opponent, but like any super, don t get too far away. Be careful not to be too close either. There is a slight delay while Ryoma charges the move. During this time, your opponent can easily throw you. It s best to use this move right after the dizzy tactic. Jump back and unleash it in the air or on the ground. KJ - Power Ball Another great move to use in conjunction with the dizzy tactic. If you get right next to your opponent, they will be hit by this entire attack. However, if you re not right next to them, they may only get hit by the back end of the attack and it just won t do enough damage. Best used after the dizzy tactic or if your opponent is moving in for a throw. 11

12 VALGAS As the other boss in the game, his moves are generally more powerful than the other characters. If used perfectly you ll keep your opponent guessing and take them out easily with your special and super moves. However, he can be easily thrown if you re not careful. Power Stone masters will eat up a Valgas player if you don t use your moves perfectly. P - Energy Beam This move is quick and can catch your opponent off guard if timed correctly. Try using it in the air for a more effective technique. Throw a few stage items at your opponent to get them on their toes, then throw the energy beam at them. It s faster than the stage items and should leave your opponent open for a super move or homing meteor. K - Homing Meteor Although the meteor will seek out your opponent, it can still be avoided. Don t expect a guaranteed hit. The triple homing meteor is usually better used in place of the homing meteor, however it does have it s advantages. If your opponent finds that you do all of your attacks in the air, expect to be lured into a throw on your next attempt. Mix this into your aerial attacks to keep your opponent from developing a defense against you. K (air) - Triple Homing Meteor With three times the power and effectiveness of the homing meteor, this should be one of you main attacks. Coupled with the energy beam, you ll keep your opponent guessing and leave them wide open for a massive super move. Keep your distance when using this attack to avoid a potential throw. Upon landing throw a few stage items to set your opponent up for more attacks. PJ - Power Beam This move has a very high throw risk! If you re not careful, you will be thrown. Once you ve unleashed this super move, you can move slightly in either direction, but if your opponent gets behind you, instant throw. Corner your opponent with homing meteors before you attempt this super. KJ - Power Shock Similar to the power beam, you can be thrown out of this super if you are not careful. You ll need to once again corner your opponent with stage items and homing meteors to insure that they won t slip behind you. 12

13 WANGTANG WangTang will be the crowd favorite in most areas. He s one of the fastest characters in the game, and his special moves deal out a nice amount of damage and are easy to connect with. However, his super moves have a bit to be desired. Still one of the best characters for a beginner or a master. P - Energy Beam This is one of the best special moves in the game. The beams will track your opponent and dish out a nice amount of damage. They re also hit at almost any range. Use them as soon as you go into power fusion, and if you re close enough, go right into the power dash after three of four energy beams. K - Wind Uppercut Very similar to Falcon s fire uppercut, this move is extremely limited in range and should only be used if your opponent is trying to throw you, or is in the air above you. If you re close enough to your opponent to connect with this move, it would be much wiser to shoot a couple energy beams and go right into the power dash super. PJ - Power Fireball Use this move only if your opponent is having difficulty dodging everything you ve thrown at him thus far. It will take WangTang a moment to power up this move, then when he eventually throws it, your opponent can easily avoid it and usually will only be hit a couple of times. You can be thrown while you re charging up, or your opponent can position himself to attack you during the delay after the super when the power stones are throw from WangTang. Against a beginner this is a good move, otherwise don t bother with it. KJ - Power Dash The power dash is only effective at close range. If you re not almost right next to your opponent, this super will have no effect. Even if you do connect with it, the damage it does isn t worth the hassle. If you ve set your opponent up perfectly with close range energy beams, then use this super. Otherwise, just use WangTang s energy beams during the entire power fusion. 13

14 Bomb Once a bomb appears the timer will start. If you leave it on the ground, it will eventually explode. If you pick it up, you ll need to get rid of it quickly or else it will explode in you hand and cause damage to yourself. This weapon is only good for use if your opponent is in a corner or is continually attempting to run up and throw you. Big Bomb The big bomb acts exactly like the normal bomb except that it has a longer timer and a larger explosion. Use it exactly as you would use the normal bomb. However with the big bomb, you ll have more time to position yourself and possibly trap you opponent in it s explosion. Chain Gun This weapon greatly slows you down! However it will dish out a very nice amount of damage to your opponent. If you can connect with this weapon, it will drain at least one full bar from your opponent. Only use it if you re fighting a slow character, or if you re on the opposite side of the stage. Extending Stick This is a great little item. The stick won t slow you down as much as some of the bigger items, and it s got amazing range. If you connect with the stick, not only will it dish out a nice amount of damage, but all of your opponent s power stones will be throw to your side of the stage. Flame Thrower The flame thrower is a good all around weapon. If your opponent is using a lot of aerial attacks, the flame thrower can stop them in their tracks. You can also use it to trap you opponent in a corner or simply fill the area around you with flame and give you some time to recover. Slows you down a little more than the small weapons, but not as much as some of the larger weapons. Hammer The hammer will toss all of your opponent s power stones across the stage, and will also delay them from immediately going after the stones. However, the hammer will slow you down a great deal. If you re fighting one of the slower characters, go ahead and use this. Otherwise, just pass it up and let your opponent get slowed down while you use some aerial attacks. Hand Gun The hand gun won t slow you down that much and has some nice range. However, it can be easily avoided and will only take one power stone from your opponent. If you can get close enough to use this weapon effectively, you re better off doing a combo or aerial attack. 14

15 Missile Launcher This is one of the worst weapons in the game. It slows you down almost as much as the hammer, it shots very slow and almost every shot can be easily avoided by your opponent. In addition, your opponent will have no problem getting in close for a throw or combo. Only use this weapon if you re trying to draw your opponent in close to you. Molotov Cocktail The cocktail acts very much like the bombs, however when it explodes it will set a small portion of the stage on fire for a short period of time. Use this to force your opponent in a certain direction. If you want to corner trap, toss this in one direction and use an aerial attack to block off the other direction. Pipe / Sword Very basic weapons, the sword and pipe have almost exactly the same effect. They will knock your opponent s power stones away in one hit, but they re best used for aerial attacks. Having a pipe or sword in your hand during an aerial attack will usually give you precedence over your opponent s attack. Shield The shield is a good item if your opponent likes to use combos, weapons or aerial attacks. It will last a limited amount of time, but you will be invincible to any normal attack. Don t pick this up if your opponent is in power fusion. It will usually wear out in the middle of a massive attack and you ll be left with the remaining damage. Also be careful not to get thrown while you have the shield. It will not protect you against throws and you cannot attack while you have it. 15

16 Escaping Just as your opponent is attacking you, press any direction away from your opponent and any button at the same time and your character will quickly dodge the attack. This in turn leaves your opponent open to a counter attack. You have to be quick and master this move if you want it to be effective. Otherwise your opponent will recover and escaping becomes merely another way to jump out of the way. Escaping is best used against opponents that like to combo. Power Stone masters will use this technique quite often. However it won t hinder your skills if you don t use the escape feature. Throwing While heavily avoided in most fighting games, throwing is a very important part of Power Stone s gameplay. Use aerial throws to easily extract power stone s from your opponent. If your opponent is running toward a power stone, you can throw them from behind to prevent them for getting it. Throws also deal out a nice amount of damage and are an intricate part of defending yourself against a powered up opponent. Keep Moving One of the best strategies that can be used in Power Stone is to continually move. Never stay in one place for more than a few seconds. Your opponent will be constantly trying to hit you with stage items, weapons, super moves and aerial attacks. The more you move, the harder it will be for your opponent to connect with any of their attacks. You should also be jumping on a regular basis. The stages often contain multiple levels. By jumping you ll be able to move about the stages with ease, and you ll also be ready to unleash an aerial attack at any point in time. Stage Items Attacking with a barrel, crate, chair or any other stage item works well against aerial opponents. When your opponent is in the air, it will be very difficult for them to avoid stage items, especially at close range. Don t hold on to a stage item too long though. Your character will be greatly slowed down while holding an item. Pick it up and throw it as soon as possible. The closer you are to your opponent, the better. But don t worry about positioning yourself for the best possible attack. Each stage if filled with items, and you ll have many chances to attack your opponent. Close The Gap With the exception of a few special and super moves, getting as close as possible to your opponent is one of the best strategies for Power Stone. The more distance there is between you and your opponent, the easier it will be for them to throw stage items and attacks at you with little fear of a counter attack. When you re in their face, they have to continually be on their toes and watching your every attack if they wish to survive. Pick up a stage item and jump toward your opponent. Holding an item slows you down, by jumping you won t move as slowly. If they start to move away, throw the item. They ll have to concentrate on avoiding that, rather than getting away from you. 16

17 Aerial Attacks Power Stone is all about aerial attacks. Super and special moves are often more effective when done in the air, and stage objects thrown in the air will give you a better angle to connect with your opponent. A single aerial attack will almost always knock at least one power stone away from opponent. Slower characters aren t effected by their lack of speed nearly as much while in the air. It s also much easier to avoid and counter if you re continually jumping. Collecting Power Stones This should be your number one priority in Power Stone. Collecting all three power stones gives you access to special and super moves which in most cases, are needed to successfully win a match. Each character will start off with one stone and you ll have about ten seconds before the third one appears. Use this ten seconds to knock the other power stone away from your opponent. Combine any and all strategies to get that second stone away from your opponent as quickly as possible. Watch the map at the bottom of the screen for the third stone to appear and get to it ASAP. However, use the appearance of the third stone against your opponent. Both of you will more than likely be in a scramble to get the stones. When the third appears, watch your opponent. When he goes for the stone, launch an array of attacks at him. There s a good chance your opponent will be more interested in getting the stone than avoiding your attack. Likewise, don t make a mad rush for the stones. Especially if you already have at least one and your opponent isn t about to go into power fusion. Power Fusion The best strategy to use while you re in power fusion is to utilize your special moves before you go into a super move. Special moves will drain some of your fusion meter, but a super move will deplete your meter completely. Even though your fusion meter is continually decreasing in size more matter what you do, don t go fusion, then immediately launch four consecutive special moves followed by a super. This is probably the most common mistake made by Power Stone players. If your attacks do not connect with your opponent, there aren t doing you any good. Take your time and set your opponent up with stage items. Then use your special moves once you know you have a good chance of connecting with them. No matter what happens, do not use any super moves unless you know they will connect. Immediately after any super move, there is a huge delay that will leave you wide open to a counter attack. If your opponent is skilled enough, he will dodge your super and throw you during the delay. If you connect with your super move, you won t have to worry about the delay nearly as much. Your opponent will be on the ground and unable to counter your attack. Defending Against Power Stones Before your opponent has collected all three power stones one of the best strategies is to keep yourself as close as possible. However, once your opponent goes into power fusion, stay as far away as possible until he goes into his super move. The special moves in Power Stone are generally much faster than the super moves and therefore easier to connect with and harder to avoid. The greater the distance between you and your opponent, the easier it will be to dodge his special attacks. Once he goes into his super move, try to get in as close as possible before he actually attacks. This will take some knowledge of your opponent s super moves. Some take longer to execute than others. If you rush in on a super move 17

18 that only takes moments to execute, you ll be met with the attack itself. If you time it right and navigate around the stage well, you should be able to throw your opponent before he attacks with his super move. This will not only damage your opponent, but because they were in the process of attacking with a super move it will also cause all of their power stones to shoot across the stage. Do not attack your opponent with anything other than a throw at this range! Any other attack will not stop the super move from executing and you will be hit. 18

19 Falcon s Airplane Chase Fly Falcon s airplane through a stage in a 1942-type game. You won t be able to shoot anything, but you ll have to avoid birds and other obstacles while picking up the power stones. Once you ve collected all three, your plane will turn into a rocket and you ll need to collect as many coins as possible before your power runs out and the game is over. Ayame s Shuriken Throw You ll be equipped with a limited amount of shuriken s as you attempt to line up your cross hairs with birds and other various objects. Once you get good at this one, it will probably be the easiest mini game to rack up coins in. Gunrock s Slot Machine This is your standard Vegas slot machine. Match up three of a kind and you ll be rewarded with coins. This is the only mini games based on chance. It s much easier to build up coins in the other two mini games. 19

20 Extending Stick - Beat the game with any character. Gatling Gun - Beat the game with any two characters. Ray Gun - Beat the game with any three characters. Shield - Beat the game with any four characters. Falcon s Mini Game - Beat the game with any five characters. Ayame s Mini Game - Beat the game with any six characters. Gunrock s Mini Game - Beat the game with any seven characters. Play As Kraken - Beat the game with any eight characters. Play As Valgas - Beat the game with Kraken. Play As Mutant Fusion Valgas - Beat the game with any character after you ve unlocked Valgas, without losing a match. One Player 3rd Person View - Beat the game with Kraken Two Player 3rd Person View - Beat the game with Valgas Art Gallery - Get 1000 coins in the Mini Games. Sound Gallery - Get 2000 coins in the Mini Games. Ending Gallery - Beat the game with any character to get his/her ending in the gallery. 20

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