THE
 
 SSS   IIIII  EEEEE   GGGG  EEEEE  RRRR
S        I    E      G      E      R   R
 SSS     I    EEE    G  GG  EEE    RRRR
    S    I    E      G   G  E      R  R
 SSS   IIIII  EEEEE   GGG   EEEEE  R   R
 
	STRATEGY GUIDE / FAQ (v.2.5) PART 2/2
	Edited By Damone
 
	Anyone with additional info, etc, etc, contact me, Damone, at 
damone@ios.com.
 
This faq is available via annonymous FTP at:
brawl.mindlink.net /pub/ss2/guides 'sieger.damone'
-And soon at:
kaiwan.kaiwan.com /user/dvillnva/neogeo_faqs
ftp.netcom.com /pub/vi/vidgames/faqs
cencongopher.concordia.ca /pub/JustTheFAQs/VideoGames/FAQs
 
It is also on these WWW pages:
http://styx.ios.com/~damone/ss2page.html
http://student.uq.edu.au/~e3321942
 
This faq is also posted regularly, as updates warrant, on USENET 
rec.games.video.arcade.
 
----------------------------------------------------------------------------
CONTENTS (PART 2):
	THE SPECIAL MOVES AND WHAT TO DO WITH THEM
	COMBOS
	FIGHTING THE SPECIAL CHARACTERS
	WHAT HAPPENS WHEN SIEGER WINS
	CONCLUSION
 
----------------------------------------------------------------------------
THE SPECIAL MOVES AND WHAT TO DO WITH THEM:
(Special Moves Descriptions And Graphics Adapted From Tapfaq v.4.0)
(! Denotes Weapon Needed For Move)
(* Denotes Does Blocking Damage)
 
----------------------------------------------------------------------------
Wolf Fangen                     | Grabs opponent, punches repeatedly, and
                                | fires opponent against the opposite side  
 -O O-   / | \   + AB           | of the screen to hit for damage.
       O   O   O              ! |
----------------------------------------------------------------------------
 
	I love doing this move just to hear Sieger talk during it. But 
that's just me. This move has a lot of potential. The first part of the 
move brings him down low (and out of the harm of some attacks), then 
Sieger grabs and DESTROYS his opponent (with a quaint little pause after 
he grabs them before he bashes in their face). Like all of Sieger's 
moves, this one does a LOT of damage.
	It is a low attack, so your opponent has to block low against it 
or get grabbed. It is a tricky movement to learn, but has great 
possibilities for strategic use. For instance: I had Jubei jumping in on 
me doing a slash. I timed this move right so that a) he missed with the 
slash and b) I grabbed him AS he hit the ground. With timing, this can 
become a deadly anti-air attack.
	The key to this move is the position of the gauntlet. If an 
opponent blocks while he is in contact with the gauntlet, and then tries 
to counter, he will STILL be grabbed by this move, as it stays active. If 
your opponent is NOT in contact with the gauntlet, he has a chance to 
counter. Effective counters against this move have to hit Sieger himself, 
not his gauntlet. So, short range counters will not hit as they will not 
get past the gauntlet, and may actually bring the opponent in range of 
the attack again. Counters with reach and arch enough to reach Sieger's 
body WILL hit. Normal low attacks (Kyoshiro's ground thrusts, etc) that 
aim off the ground will hit the gauntlet and NOT do damage. Counters that 
move along the ground (Ukyo and Charlotte's crouch-ABs) WILL hit. Its all 
in the gauntlet.
	WEAKNESSES: Characters with long reach CAN hit you if they are 
jumping in on you. Also, if someone jumps AFTER you start this move, you 
are a sitting duck (kind of like missing with Gen-an's AB), so use it wisely.
	While most attacks do pass right over you while performing this 
one, you can still get hit by certain low attacks and specials, so be 
especially careful against opponents with strong low specials (Nak's 
ground slide, etc) when performing this move, opponents with great range 
(Kyoshiro, Ukyo, etc), or opponents whose crouch attacks move over the 
ground (Ukyo, Charlotte).
 
----------------------------------------------------------------------------
Vulcan Weinen                   | Attacks with an exploding flaming punch to
(Vulcan Crying)                 | hit for fire damage.  NOTE:  PUNCH A
 | \   -O + A repeatedly        | FURTHER FOR "VULCAN DRUCKEN" AND FURTHER
 O   O                      * ! | STILL FOR "VULCAN EXPLOSION".
----------------------------------------------------------------------------
 
	This is one of the attacks that Sieger has that approaches being 
a distance attack. If you can pull out the attack all the way out to the 
Vulcan Explosion, the blast flame can extend to about the distance that 
other character's projectiles last. In fact, at full extension (Vulcan 
Explosion), the attack reaches across 3/4 of the screen, hitting anything 
in its path, for a distance LONGER than some thrown distance attacks.
	The mechanics of the move are that the more the A is hit at the 
end of the move, the larger the blast gets, extending from the Vulcan 
Weinen, to the Drucken, and then the Explosion, each doing more damage 
(blocking or hit), and an opponent can be hit with each part of the 
attack. The CLOSER you are to your opponent when the move begins, the 
easier it is to extend the move to the Explosion. It appears that the 
move lasts for a certain amount of time, determined by how long you hit 
the A button. Each time the blast 'hits' something (an opponent, blocking 
or not), the gauntlet fires again, so the closer the opponent is, the 
more the gauntlet will fire. If you start the move right next to an 
opponent, the gun will fire the most in the time period of the move, and 
the move will go to the Vulcan Explosion (characterized by the rapid 
ejection of gun casings from the gauntlet at the beginning of the move). 
The tapping of the A button determines how far the blast will extend and 
how long the active time of the move is, and the proximity of your 
opponent at the beginning of the move determines how many times the 
gauntlet will fire. The longer the attack goes on, the longer the lag 
after the move.
	I think that this move is most useful when attacking at a 
distance. Once you can get the movement down, it can be used for a 
variety of purposes. It can hit an opponent preparing a special move, 
knock back a charging opponent, and can be a nasty surprise on the ground 
for an opponent that is jumping in. Also, it can be used as a nasty 
addition to a knock down move. Once you have knocked an opponent down, 
you can run up to him and perform this move, which will force him to 
block and get knocked back and take blocking damage, or eat the full 
power of the move.
	An added bonus that characters seem to have serious problems 
blocking the full force of this move, even if they are prepared and 
blocking. For a character specifically blocking, he will block the first 
part of the move, but will loose the block halfway through (especially if 
they were close when the move started), taking some blast damage as well 
as blocking damage. The move does incredible blocking damage as well, and 
has blast back force unparalleled in the game, preventing the threat of 
the block and counter.
	WEAKNESSES: If you do this to an opponent near a corner and he 
blocks, be prepared to open up your mouth and swallow the AB counter he 
will put at the end of the move. It does has a significant lag, which 
gets worse the farther into the move you go. You run a higher risk of a 
quick counter BEFORE you start the blast then afterward.
	However, after the move is over, there IS a threat for certain 
counters by different players, including the ninja's run and grabs, 
Galford's AB dog, Genjuro's card slash, Ukyo's shadow slice, and the 
extension moves of Nicotine and Gen-an. The point is that there IS a lag 
at the end of the move significant enough for counter if they are not 
pushed far enough away. Follow it up with a block to be safe.
 
----------------------------------------------------------------------------
Blitz Sieger or                 | Launches onto opponent with a flaming
Blitz Jaeger  (Lightning Hunter)| bellyflop to hit for fire damage.
 -O \   |   / O- + Kick         |
      O O O                     |
----------------------------------------------------------------------------
 
	This is one of Sieger's only special air attacks, and, as that, 
it is a very important move. It is also a fairly simple one to execute, 
and can be adjusted to different intensities (C, D, CD), giving it good 
adaptability. The success of the attack involves being 'higher' than the 
opponent, meaning either having started the move AFTER you opponent 
jumped in, or BEFORE he jumps at all.
 	The strength of the attack also determines how far Sieger jumps. 
One C Blitz Sieger will get about halfway across the screen, a D three 
quarters, and a CD Blitz Sieger always brings Sieger on top of the 
opponent. This is an important consideration. A C Blitz Sieger will not 
work for a far away attack, but it CAN be used if you expect him to jump 
in on you, as, if you jump second, your attack will come over him and 
hit. A D or CD can be used to aggressively come in close to an opponent 
to set up for a throw. Getting Sieger in close is one of the big problems 
that Sieger players will face, and this is one move that provides a 
solution. It can also be used to jump over an opponent. This move has 
very little lag time if it misses and is not blocked, and, coupled with 
the fact that your opponent will be crossed up by the jump, you should be 
able to get in a solid attack or throw before they retaliate, as they may 
be blocking the wrong way. Trying to hit with the move slightly behind 
the opponent is a good tactic, as if it is blocked, your opponent may get 
crossed up due to the new facing and either start moving INTO the move 
and get hit, or allow you to do a follow-up to the blocked attack because 
he is blocking the wrong way.
	WEAKNESSES: Characters with reach CAN knock you out of this. The 
cardinal rule for the Blitz Sieger is being above your opponent. If you 
are not, it will just be blocked, or you will lose to a counter. The best 
way to use it is against a stunned or jumping opponent. It almost never 
works as a sneak up move because the charge up makes it obvious the move 
you are performing.
	This attack has a 'charge up' time before it is effective. The 
stronger the attack, the longer into the jump before he fully 'flames 
up.' If you intersect and opponent before he flames up, they will pass 
right through you and not get hit, but they can hit you. Be aware of this 
when timing the move.
	Also, some characters with rising special attacks (Ukyo's 
firebirds and Nak's rising slide, for example) can knock you straight out 
of this move, taking air damage. Use caution.
 
----------------------------------------------------------------------------
          (Note:  This following move is a combination of three moves, all
                  which have to be performed in succession. Known       
  		  affectionately as the BACKBREAKER COMBO.)
Part 1:  Tigerkopf              | Slides forward on one knee, hitting low
(Tiger Head)                    | for damage, and tripping opponent.  This 
 | \   -O + C                   | prepares for...
 O   O                          |
============================================================================
Part 2:  Falkennagel            | ...a punch which launches opponent high
(Falcon Nail)                   | into the air, off screen, hitting for  
 | \   -O + B                   | weapon damage.  At this point, the
 O   O                          | opponent is set up for...
============================================================================
Part 3:  Elefantglied           | ...leaping into the air and catching the
(Elephant Song)                 | opponent, bringing him/her straight down
 -O \   |   / O- + A            | onto shoulder, cracking many bones, and 
      O O O                     | hitting for explosive damage.
----------------------------------------------------------------------------
 
	Damage, damage, damage. That's all that can be said against this 
move if you do it right. While all three of these moves together comprise 
one of the nastiest combos I have ever seen, and the Tigerkopf can be 
performed as an independent move.
	While the computer CPU almost always only performs this move when 
it is sure it will do it successfully, human players face a slightly 
harder scenario. Once you get the first part off, it is just a matter of 
performing the rest of the moves successfully, which is difficult, but it 
gets easier with practice. The buttons go from C to B to A, and its just 
two forward arcs followed by a back half circle. The FARTHER away you 
start this move, the better the chance you have to complete it. The 
secret is to start at the maximum range of the Tiger Kopf, and perform 
the movements for the three parts one after another, without stopping. 
For some reason, it works best this way. The only suggestion I can give 
is practice, practice, practice. It is so satisfying when you get it 
right. =) Note that the majority of the damage of the move is done with 
the last part (Elephantglied), so make sure to follow through.
	When should you start this combo? One way is to use an opponent's 
attacks against him. Opponents who miss uppercut-type specials (Haoh's 
and Genjuro's uppercut slashes, Wan-fu's move, etc) have a lag time in 
the air that is sufficient to allow you hit them as they land. Following 
up a blocked Cham Cham face scratcher and a Kyoshiro Lion's Tail (flaming 
kick) with the Wolf Fangen also works. (I am considering compiling a 
specific list of blocked or missed moves that each character has that 
will allow a successful Tiger Kopf. Any help?) Missed ABs also usually 
have enough lag time to begin the move. Players doing jumping-in attacks 
can be caught as they land if you REALLY good timing. Also, it obviously 
useful against stunned or dizzy opponents.
	SPECIAL NOTE AGAINST NINJAS (EARTHQUAKE, HANZO, GALFORD): This is 
a particularly NASTY and consistent way to tag ninjas with this move. 
This has been confirmed against all the ninjas. If a ninja performs a 
teleporting drop attack, block them. They will then bounce back, landing 
vulnerable as they always do. Right after you block, go into the Tiger 
Kopf, and Volia! Ninjas with spinal damage.
	It is confirmed that the Tigerkopf can be used as a completely 
independent move, and it is quite a good one, as it can be used to get 
Sieger in close. Even if it is blocked, you are setting them up for a 
throw. If the Tiger Kopf is blocked, however, you can STILL go into the 
Falkennagel and Elephantglied. The Falkennagel will not knock the 
opponent off the screen, however, so following up with the Elephantglied 
takes a faster movement and better timing. The blocked-Tiger Kopf combo 
does less damage than the complete move.  One benefit of using the Tiger 
Kopf independently is that going from a Tiger Kopf into a throw or other 
move will mix it up against opponents who are used to you performing the 
whole combo.
	WEAKNESSES: If the Tigerkopf is blocked and anticipated, you will 
eat an A counter. Also, if you mess up any of the other parts of the 
move, you are generally leaving yourself open for a counter if you don't 
recover fast enough. Don't overuse the move, or your opponent will catch on.
	One problem is that sometimes, the Tiger Kopf slides you BEHIND 
the opponent, and it difficult to know what facing to do the rest of the 
combo. Apparently, like Genjuro's Triple Slash, it does not matter WHAT 
the facing is as long as the movements are performed.
	Also, the CLOSER you are to your opponent when you are starting 
this move, the harder it is to complete. The timing gets faster, and 
sometimes it does not work at all. The key to success of this move, then, 
is staying as far away as possible when starting the move.
	A danger of using the Tiger Kopf as an independent move is the 
exposed posture it leaves you in if you miss it (you are pretty much 
lying across the bottom of the screen). Be aware of it.
 
----------------------------------------------------------------------------
Firestorm                       | Flicks a finger which reflects all
                                | projectiles back at their opponents.  
 \   + BC                       | NOTE:  THIS MOVE IS PERFORMED WHEN 
   O                          ! | PRESSING THE BUTTONS AND WHEN RELEASING.
----------------------------------------------------------------------------
 
	I have found the timing for this particular move very frustrating 
to master, but it is the easiest projectile reflection move in the game, 
and easily the best. Given Sieger's lack of a projectile of his own 
(except for himself as projectile in the Blitz Sieger or the projectile 
range of the Vulcan Weinan), this makes up for it in spades. Plus, it is 
an especially POWERFUL deflection move, and can get BOTH of Kuroko's 
projectiles when he does double-projectile specials, and can block both 
high and low projectiles (See end of section for deflectable attacks).
	It is a good special move to have. Strategically it almost never 
fails to throw an opponent off guard because their timing did NOT include 
their own projectile attack coming back at them. Remember to be aware of 
the strategic uses of opponent's projectiles. If Galford gets hit by his 
own plasma blades (which stun), he is set up for the Backbreaker combo. =)
	Also, this move can be used as an offensive attack. If you are 
close enough to your opponent, the flick will hit your opponent for a 
small amount of fire damage. Not much damage, but a great status move and 
visually demeaning to your opponent. =) 
	NASTY QUASI-COMBO: This is not a true combo, so I will include it 
here. If you are close to an opponent who is about to perform a 
projectile attack, wait until he just completes it and perform a 
Firestorm on him. He will get the damage from the flick PLUS the 
projectile will be immediately reflected back to him with no chance to 
block. Tricky timing, but a NASTY move. Could also probably use it as a 
set-up for Backbreaker combo.
	WHAT THIS MOVE CAN AND CANNOT REFLECT:
	a) Sieger CAN NOT reflect or negate primary weapon projectiles 
(Cham-Cham's boomerang, Wan-fu's pillar)
	b) Sieger CAN affect any solid projectile, including pets. 
Inanimate projectiles get reflected, pets attacks get negated (Hanzo's 
shuriken, Poppy, Paku Paku, etc)
	c) Sieger CAN NOT reflect or negate any angled energy projectile 
(Paku Paku Fireball, Mamaha [technically intangible], etc)
	d) Sieger CAN reflect any horizontal energy projectile (Galford's 
plasma blades, Jubei's ground wave, etc)
	e) Sieger CAN reflect multiple projectiles (Kuroko's double 
projectile attacks)
	EXCEPTIONS AND ODDITIES:
	- Sieger can only negate (not reflect) ALL of Mizuki's attacks, 
including her POW Special and pet attacks.
	- Sieger CAN negate (not reflect) Nicotine's Confusion talisman.
	WEAKNESSES: It is a difficult move to get the timing right on, 
and if you mess it up, you get hit with a projectile or pet attack. 
Practice it against the computer as much as possible or against a 
friendly human opponent to get the feel for the move. Also, you take a 
step forward going into the flick. Don't do it so close to an opponent 
that that step forward puts you in range of them.
	There IS a slight lag after you perform the move, but this is 
generally offset by the opponent's projectile being sent back at them, 
and if they were not planning for it, you are generally safe.
 
----------------------------------------------------------------------------
One Handed Smash                | Picks opponent up, and smashes him/her 
 when close, -O + B or AB       | into the ground for damage.
----------------------------------------------------------------------------
Crush                           | Trips opponent, leaps, and smashes into
 when close, -O + C or CD       | opponent for damage.
----------------------------------------------------------------------------
 
	The two basic up-close throws. Both throws leave your opponent 
pretty close to you (which is where you want them to be as Sieger), and 
do a whole lot of damage (also nice). You can do both throws unarmed, 
which leaves powerful moves in your unarmed arsenal.
 
----------------------------------------------------------------------------
Aerial Throw (while jumping)    | Grabs opponent in air, and punches down
 when close, | + B or AB        | to collide with the ground for damage.
             O                  |
                                |
----------------------------------------------------------------------------
 
	The timing on this one is also tricky, but it is a GREAT move 
because most people do not know it exists, as the CPU does it so rarely. 
I have not pulled it of with any regularity either, but the ideal 
situation is when an opponent just jumps in at you and you jump up after 
them, catching them right after they reach their jump's apex. I suppose 
that is could work as well if the opponent is also attacking, but I have 
not been successful in doing so yet.
 
----------------------------------------------------------------------------
Super Deformed Transformation
 
 -O \   |   / O- -O O- + A
      O O O
----------------------------------------------------------------------------
 
	Ah, these darlings moves turn the characters into anime versions 
of themselves that are completely useless except that they are immune 
from throws and you can still preform special moves. Apparently, there is 
the consensus that the first attack against the SDTs does NOT do any 
damage, but you could get caught in a barrage of As or Cs if you are not 
careful. Sieger looks so cute in his cartoony form, though. Outside of 
perhaps using this move to sucker someone in close to catch them with a 
Vulcan Weinen or throw, this move is largely useless and has no strategic 
value at all.
 
----------------------------------------------------------------------------
POWER SPECIAL: Operation Tiger  | Performs a massive Blitz Sieger move
                                | which annihilates opponent and causes 
 -O \   |   / O- -O + CD        | severe breaking damage (among other
      O O O                     | things...)      
----------------------------------------------------------------------------
 
	As the description says, this is just a suped-up version of the 
Blitz Sieger. It is almost exactly the same movement, and the move 
performed is very similar to a CD Blitz Sieger. Once again, hitting with 
it involves being above your opponent in the air and on the ground and 
having him not block. Obviously a stunned opponent is the easy target, 
but there are other ways you can win with it. Its resemblance to the 
Blitz Sieger can lure an opponent in to thinking that you are just 
performing another Blitz. You may want to feign in a couple of times with 
a C Blitz to lure them into complacency.
	Getting someone to jump in on you and jumping after them with the 
Operation Tiger is a really good way to catch them with this move. Faking 
a Vulcan Weinan with a AB punch is one way to sucker them into the air. 
Once you get them there, you've got them.
	Also, is quick enough to catch most projectile-throwing 
opponents. Because the attack bring you up so high (out of projectile 
range), and is so fast (no block or counter), it can catch most of them 
if you do it as soon as you see them going into a projectile move.
	WEAKNESSES: This has the same drawbacks as a CD Blitz Sieger. If 
you do not hit with it, you will directly against your opponent with a 
significant lag when the move is over, and all sorts of set up for an AB 
counter. Make sure you have an actual opportunity (i.e. stunned opponent, 
opponent jumping) to hit with this before you use it.
 
----------------------------------------------------------------------------
COMBOS:
 
	The way the combo system works in SS2, to the best of my 
knowledge, is that there are some attacks that stun and opponent to such 
an extent WHEN THEY HIT that you can follow it up with certain speed 
attacks with NO chance for the opponent to block. I call these 'pure' 
combos. Also, there are some moves that automatically hit more than once 
(even some normal attacks). Any other multiple hits in a row is due to 
your opponent not blocking. In this light, I've re-done this section to 
express this.
 
   OPENING ATTACKS FOR 'PURE' COMBOS:
   It is difficult to fully determine the attacks for which this is true 
for Sieger because many of his attacks have a recoil affect on opponents. 
This is a list I am sure of.
-> Jumping AB : Sets up for an AB and CD or quicker in normal attacks, or 
a Vulcan Weinan Special.
-> Jumping B : Sets up for an A or C normal attack.
-> Jumping CD : Sets up for an AB and CD or quicker in normal attacks, or 
a Vulcan Weinan Special.
 
   ATTACKS THAT HIT MULTIPLE TIMES:
-> Wolf Fangen
-> Vulcan Weinen
-> Crouching Close B
-> Crouching Close AB
 
   SAMPLE COMBOS: (Not a complete list)
   (Some Taken From Tapfaq v.4.0)
   (These include 'pure' combos, plus combos that work a good deal of the 
	time.)
-> Standing B, Vulcan Weinen
-> Jumping CD, Crouching CD
-> Jumping AB, Forward B, Vulcan Weinan
-> Jumping AB, Forward B, Wolf Fangen
-> Jumping C, Standing B, Vulcan Weinen
-> Jumping D, Crouching CD
 
----------------------------------------------------------------------------
INTERRUPTING ATTACKS
 
   In the game, there are certain attacks that have a significant 'hang 
time' after the move, meaning that there is lag and animation after the 
attack itself has been performed. It is possible to cancel the lag at the 
end of the move by buffering in a special attack movement after you hit 
the buttons for the normal attack. This causes the special attack to be 
performed right after the normal attack is finished, eliminating the lag 
and making a smooth and instant follow-up.
 
ATTACKS FOR WHICH THIS WORKS:
-> Standing B
-> Crouching AB
-> Standing D
 
----------------------------------------------------------------------------
FIGHTING THE SPECIAL CHARACTERS:
 
Kuroko (The Judge):
	There are apparently two ways to fight Kuroko:
	- He appears randomly after defeating the third computer opponent.
	- At any time after you defeat the sixth opponent, if you defeat 
any even numbered computer opponent in two straight matches, winning the 
second match in under 20 seconds and using a Special Attack to defeat 
him, Kuroko comes out. This is apparently also true against human 
opponents under the same circumstances.
 
	Here is a list of tips and strategies that should help you beat 
Kuroko fairly consistently:
 
- The crouching D trick: If you perform a crouching D in front of Kuroko 
and miss, Kuroko will perform some sort of missile attack afterwards. You 
can do one of two things. You can block it, and immediately follow-up 
with a crouching CD. This is the easiest option. You can also try to use 
firestorm to reflect the projectile. This takes slightly better timing, 
but can end up doing more damage than the crouching CD depending on the 
projectile he throws.
 
- The throw trick: Wait in the corner until Kuroko jumps in at you with a 
C kick. Jump up and eat the kick (which does minimal damage). Kuroko will 
land before you and perform an AB slash, which will miss. You will land 
right after he completes the AB slash, and then you can throw him. Doing 
about four times is enough to win most matches.
 
- The OTHER throw trick: When Kuroko is at full POW, he begins to slide 
at you constantly. Wait till he begins a slide and jump in the air. His 
slide will end, you will land, and you can throw him.
 
- Get good at Firestorm: Kuroko tends to throw a lot of projectiles at 
you, and Firestorm can reflect each and every one of them, even his 
double projectiles. Kuroko's own projectiles can be your best weapon, as 
they tend to do great amounts of damage. This move has some lag and 
Kuroko is VERY fast, so try to do this move only when you have a good 
deal of space between you.
 
- Don't bother with most specials. Sieger's specials are incredibly 
useful, but S-L-O-W. Kuroko is faster than you by logorythmic 
proportions. If Kuroko is on the ropes, you may want to consider a Vulcan 
Weinan to finish him off with its blocking damage, but outside of that, 
just say 'no.'
 
- In close, use D's, not A's. Kuroko can override your A's with his AB's. 
Sieger's crouching D's are better because they can knock him out of 
rolls, plus it sets him up for the D trick.
 
- Stay on the ground. Sieger is far to slow in the air to be useful 
against Kuroko there. He can beat everything you can do in the air cause 
his is faster than you. Stay on the ground and you will be much better off.
 
Mizuki Rashoushin (End Boss):
	
	While I have only had the pleasure once so far, I have gotten a 
lot of input from other people giving certain suggestions about how to 
fight and win against Mizuki.
 
- Get familiar with the other ways to dodge specials. Because of Sieger's 
poor jumping and low hang time, he is often prey in the air to Mizuki's 
specials. It is much safer for Sieger to use ducks and rolls in order to 
avoid Mizuki's counters than it is to jump over them. Firestorm CAN be 
used to deflect her pet attacks, as well as most of her special attacks. 
(They are not reflected, but just dissipate.)
 
- Use the jumping-AB smash trick. A quirk about Mizuki is that she is 
weak in the air, and weak against air attacks. You have to space this 
correctly, and it can only be done with practice. If you space it so that 
the very end of the gauntlet will hit her at the very end of the smash, 
most of the time she will NOT block the attack, PLUS you will hit the 
ground and be able to hop back faster than she will be able to counter 
you. As long as you get this right, and you hop back and block as soon as 
you hit ground, you should be able to pull this off. Also effective is 
jumping in and throwing her, for some reason. It is a lot less solid a 
tactic as the AB-smash trick.
 
- Use Vulcan Weinan sparingly in order to finish her. If, and only if, 
you have Mizuki on the ropes, do not be afraid to go into a full-force 
Vulcan Weinan to finish her off. Due to its blocking problem and 
knock-back force, it is one of the ONLY specials that is EVER 
recommendable against her, because it does so much blocking damage and 
will finish her off. Be aware that the following things may happen: If 
she is far back and blocks, surviving the move, she will dash up to you 
and counter before you can block. Bad. She may also teleport out of the 
way of the attack. If she does that, don't loose your head. You will have 
time to block when she reappears, so just make sure you have your facing 
correct.
 
- Counter her quickly in close. Mizuki likes to perform a lot of moves 
when she gets close to you. Repeated As are a surprisingly effective way 
to tick of a lot of damage as she repeatedly tries to pull off grabs or 
specials on you. Do not overuse it as she will catch the pattern and 
throw a Portal to Hell or other counter at you after a while.
 
- Mizuki is weakest in the air. It is her one, and perhaps only, 
weakness. If you wait for her on the ground, use ABs (if you are 
comfortable with the timing) or Bs to hit her as she comes in. If you 
have REALLY good timing, try and hit her with a Tiger Kopf as she lands, 
and lead into the Backbreaker combo. If you are going to take her on in 
the air, use jumping slashes to counter her. If she begins a move in the 
air, use an A to stuff her. If not, go for the B, AB, or even an Air Throw.
 
- Beware of Mizuki when her POW is full. Stay in a defensive posture 
until it passes and try to stay on the ground as much as possible. 
Sieger's jump is not high enough to clear her power special (Hell Storm), 
and it can catch you both ways. Don't get fancy. Duck and roll a lot and 
hope you stay alive until her POW bar goes down.
 
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WHAT HAPPENS IF SIEGER WINS:
(Adapted From Tapfaq v.4.0)
 
Ending:
  Sieger appears in the forest, saying "I must tell the king that the devil
is dead."  The screen fades a bit, and writes "But in his country, 
uncontrollable beasts were attacking the people."
  The scene changes to a castle hall, in which the king (from Sieger's 
background), holds aloft a sword, attempting to stop three disgustingly 
putrid zombies from entering the castle.  Behind the king stands his 
daughter.  King Heinrich yells "Upon my life, I will save my country."  At
this point, Sieger leaps in and performs a Vulcan Weinan, blowing the first
two zombies to bits.  The third decaying body says "Guwah...You are..."
"Yes," he interrupts, "Neinhalt Sieger.  The knight who killed your boss!"
He performs an Operation Tiger, obliterating the final zombie.  Sieger makes
sure his king and princess are alright, and a heart flutters from the 
princess.  The screen then fades.
  AND....
  The scene goes back to the castle, in which Sieger and the princess are
getting married.  Commoners are in the crowd clapping, among them are  
GALFORD, WAN-FU, and CHARLOTTE in a dress!  The scene then cuts to Sieger 
and his wife looking over the forest from the cliff.  As he yells out his 
victory call, the screen scrolls to follow three white doves flying into 
the distance.
 
                   IF YOU WIN THE GAME ON ONE CREDIT...
     		   (Taken from Tapfaq v.5.2)
 
Meaning no continues and no other player joining in, you get the designer's
credits at the end. As for the individual character endings, there doesn't
seem to be any difference between one-credit and multi-credit endings,
unlike SS1. What happens is after the judge claps and the background fades,
the "designer credit" music starts to play, and cherry blossom leaves fall
across the screen. Then, each character is displayed, in the order presented
in this FAQ. Here's each character's sequence:
The character's background appears, and the character jumps in.
The character does a taunt.
The character does an attack, and the screen freezes while the character's
designer credits are displayed.
The character does an ending pose.
The character does his/her close-up, and more credits appear.
 
Sieger -- "Come here" taunt,  Close B swing, "Ohhh Yeah!"
 
After this, Kuroko claps and disappears in a puff. The cherry blossoms start
swirling in a spiral, and the center of the spiral goes round and around
until it's finally centered on the screen. Then after all the credits roll,
the screen explodes and the "chirping Iguana" logo appears.
 
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CONCLUSION:
 
	Well, that's it. If you have an additions, corrections, comments, 
blah, blah, write me.
 
	Damone
		(damone@ios.com)
 
Selling faqs is the problem. Wide distribution is the cure.
 
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