Introduction
Eternal Champions: Challenge From the Dark Side(Also known as Eternal Champions CD) is a fighting game released by Sega of America for the Sega CD platform. Boasting 25 characters, fatalities, and an interesting "inner strength" system, the console-only fighter is considered to be a high point of the 16 bit era.
The storyline revolves around figures throughout history that could have been major influential forces had they not died prematurely through deception and murder. The Eternal Champion has gathered them together with a simple goal-the winner will get to go back to their life without dying. The Dark Champion has also entered the tournament with his own group of figures.
Notation
Joystick Notation
- F - Press the controller in the direction of the opponent
- B - Press the controller away from the opponent
- U - Up - Press up on the controller
- D - Down - Press down on the controller
- Charge - Hold a the indicated direction for .5 seconds
Six Button Notation
Corresponds to the 6-Button Sega Genesis pad. On a 3-button pad, Start will cycle between punches and kicks
- X - Straight - Light Punch
- Y - Lunge - Medium Punch
- Z - Swing - Hard Punch
- A - Snap - Light Kick
- B - Thrust - Medium Kick
- C - Wheel - Hard Kick
Descriptors
Descriptors
Connectors
- +: Used between two other pieces of notation to signify that they should be performed at the same time. i.e. "X" + "Y", "X" should be performed at the same time as "Y".
e.g. F + X
- -> (Sometimes > or ,): Indicates the next part of a sequence. i.e. "X" -> "Y" -> "Z", After "X" is performed, "Y" should follow, then "Z".
e.g. s.Z -> Life Drain
State Modifiers
- s. - The following move should be performed standing. i.e. s."X", perform "X" whilst standing.
- c. - The following move should be performed crouching. i.e. c."X", perform "X" whilst crouching.
- j. - The following move should be performed in the air (After jumping). i.e. j."X", perform "X" whilst in the air.
Miscellaneous Notation
Game Mechanics
Inner Strength
The most important thing to grasp in Eternal Champions CD is the presence of the Inner Strength gauge. Taking the form of a yinyang next to your character's life bar, special moves will use a portion of the circle. If it's empty, then you can't do a special move, but it does recharge quickly. Characters also have "skill moves" which are specials that don't require any meter.
Power Combos
By landing a Power Combo, you gain unlimited Inner Strength for 10 seconds. See specific character sections for examples.
Juggles
Generally speaking, you can hit a juggled opponent with one extra hit.
Vendettas
During the final round of a game, if you dizzy your opponent and he has less than 1/3rd of his life remaining, you can input a button sequence to perform a Vendetta finisher, ala the MK series' Fatalities. As long as the conditions are met, Vendettas are an instant KO.
Overkills
Overkills are background specific finishers. If the last hit of the match causes an opponent to land in a specific place in each background, an Overkill is activated and the opponent dies in a messy fashion.
Sudden Deaths
Like Overkills, but not restricted to the last hit of the match. Your opponent may have health remaining and if they're knocked into just the right spot in the stage, instant messy KO.
Cinekills
A Cinekill is a character specific, grainy-as-hell, ugly-as-sin, FMV video finisher. During the last round of the match, if you a) have unlimited IS from a Power Combo, b) reduced your opponent to 1/3rd health or less, and c) dizzied your opponent, a Cinekill will activate. Good luck with that.
Tiers
Tier-list
Strategy
The Characters
Miscellaneous
Moves List
Normal Moves
Throws
Inner Strength Moves
Mist Form | A + C | 5 hits, 3% dmg/hit |
Bedazzle | X + Y + Z | 0% dmg |
Manifest | A + B + C | 0% dmg |
Doom Dog | QCT B | 3 hits, 5% dmg/hit |
Ceiling Ram | QCF C | 10% dmg |
Flying Wall Smash | Charge B, F Z | 13% dmg |
Life Drain | Charge B, F X + Y + Z | 15% dmg |
Skill Moves
Demon's Fang | (in air) Charge B, F C | 13% dmg |
Rapid Fire | Charge B, F B + C | 5 hits, 3% dmg/hit |
Overhead Stomach Smash | F A + B + C | 18% dmg |
Shoulder Roll | QCT Z | 12% dmg |
Move Analysis
IS Moves
Mist Form - Midknight turns into a cloud of mist and rushes across the screen towards the opponent, hitting three times.
Bedazzle - Midknight fires a slow moving projectile that stuns the opponent. If the opponent is on the ground, they are forced to approach Midknight. If airborne, they are momentarily frozen in place.
Manifest - Midknight briefly glows, causing the next hit received to do half damage.
Doom Dog - Transforms Midknight into a Hellhound, rushing across the screen and doing three hits.
Ceiling Ram - Midknight grabs his opponent and leaps into the air, smashing them into the top of the stage.
Flying Wall Smash - Launches Midknight across the stage, Superman (or Raiden) style. Causes wallbounce on hit.
Life Drain - This command throw causes damage while returning health to Midknight.
Skill Moves
Demon's Fang - Midnight delivers a horizontal flying kick across the screen.
Rapid Fire - A 5 hit flurry of blows.
Overhead Stomach Smash - Midknight lifts the opponent over his head and punches them upwards.
Shoulder Roll - Midknight rolls over his opponent, delivering a kick to the head on his way over.