CHARACTERS

Powerstone Strategy Guide

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


 


GENERAL DEFINITIONS

Keys:

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:

Special Moves - 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.

Super Moves - 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.

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.

 

 


Character Synopsis

AYAME

AGE: 16

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.

SPECIAL MOVES

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.

SUPER MOVES

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. initial part of the power dash, your attack will have no effect on the opponent. However,

KJ - Power Dash: The power dash is only useful at close range. If you don't connect with the 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.

 


FOKKER

AGE: 21

Fokker 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. Fokker is a good starting character until you've gotten used to the new control scheme and gameplay found in Power Stone.

SPECIAL MOVES

P - Missile: Fokker'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.

SUPER MOVES

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.


 

GALUDA

AGE: 28

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.

SPECIAL 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.

SUPER MOVES

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.

 



GUNROCK

AGE: 38

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.

SPECIAL MOVES

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.

SUPER MOVES

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.

 



JACK

AGE: 15

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.

SPECIAL MOVES

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.

SUPER MOVES

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.

 


ROUGE

AGE: 23

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.

SPECIAL MOVES

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.

SUPER MOVES

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.


RYOMA

AGE: 19

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.

SPECIAL MOVES

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.

SUPER MOVES

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.


WANG TANG

AGE: 19

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.

 

SPECIAL MOVES

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.

SUPER MOVES

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.


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.


SPECIAL MOVES

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.

SUPER MOVES

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.


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.


SPECIAL MOVES

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.

SUPER MOVES

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.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

BY: DENNIS LEHTO. [email protected]