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Earth Worm Jim | Boggy B | Buffalo Bull | Five Card Cud | Tanya | Rza | Method Man | Lei Gong | Saddle Sore | Rash | Rikimaru | Lemmings | Sonic Blastman | Actraiser |
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Earthworm Jim

One day, a power suit falls onto an ordinary worm and transforms him into a large, evil-fighting worm in a power suit! With his suit, gun, and wormy self, Jim fights the evil Queen Slug-for-a-butt.


Strategy: EWJ works well on middle ranged fighting. Use the large variety of distance attacks to keep the enemy away from EWJ. His normal attacks aren't good enough be very effective in melee. Timing is the most important aspect of using Jim
Combos:
  • Chain Combo, Laser Blaster or Hyper Blaster
  • Sweep Combo, Cow Drop or Bovine Rain
    Similar Fighters: Omega Red, Cyclops

    Stats: Power: 4 Energy: 6 Defense*: 6 Speed: 5 Strength: E Weakness: W Ratio: 2

    Special Moves:
    Worm Whip*: One arm grabs Jim and whips the enemy with himself (E)
    Laser Blaster*: Fires his laser blaster at the enemy (S)
    Cow Drop*: A large moo-cow drops out of the sky. No real reason.
    Peter Puppy: Peter comes out, and attacks the first person to hit him
    Worm Boomerang: Throws himself like a boomerang (E)
    Launcher: Uses his worm body for a rising whip slash
    Hyper Attacks:
    Hyper Blaster*: A hyper version of the Laser. 27 hits (S)
    Bovine Rain: A dozen cows fall over the enemy. That’s buttery justice!
    Encoil: A worm whip attack (C) and Jim wraps around the enemy and squeezes them.

    Enter: Falls into his power suit
    Taunt: Uses his head like a lasso
    Victory: Peter runs out and celebrates with Jim

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  • Boggy B

    Inspired by the Worms series. A warrior made of a dozen worms holding together into a bipedal creature. These worms are all wearing headbands and all have access to numerous pieces of weaponry.


    Strategy: Boggy B is sort of clumsy, as I guess could be expected given the nature of the character. His recovery times are bad and his normal moves (although good for comboing) aren't very useful in a melee fight. Stay back, Stay alive
    Combos:
  • Chain Combo, Bazooka or Kamikaze or Divine Wind
  • Chain Combo, Launcher, Armageddon
  • Sweep Combo, Iron Donkey or Minigunners
    Similar Fighters: Jill, Anakaris, BB Hood

    Stats: Power: 5 Energy*: 8 Defense: 5 Speed: 3 Strength: E Weakness: W Ratio: 2 Healing*

    Special Moves:
    Bazooka*: Fires a missile at the enemy. Falls downward as it flies. (A,E)
    Iron Donkey*: A donkey statue falls out of sky in front of Boggy B. (E)
    Kamikaze*: All of the worms dart ahead through the enemy. Single hit (A)
    Dynamite: Drop a stick of dynamite that explodes after 5 secs. Can hurt either player (F)
    Health Drop: A worm’s health crate parachutes downward. Heals whoever picks it up.
    Launcher: All of the worms hop up at the same time.
    Hyper Attacks:
    Armageddon*: 28 flaming meteors fall from over Boggy’s head. (F,E)
    Minigunners: Each worm takes out a machine gun and fires 4 bullets. 48 hits max
    Divine Wind: A hyper Kamikaze charge. 12 hits (A,H)

    Enter: 12 worms fall and stick in the ground, then assemble
    Taunt: All 12 worms yawn
    Victory: The worms start to jump up and down

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  • Buffalo Bull

    A member of the Cowboys of Moo Mesa. That’s all I know… The character is based off of the arcade game.


    Strategy: Works decently as both a melee and distance fighter. Mix up the strategies to keep the enemy from anticipating your movements. The Bull Charge covers ground quite quickly, so use it a move ahead if the enemy goes air borne.
    Combos:
  • Chain Combo, Cow Shotgun or Scatter Shot
  • Sweep Combo, Launcher, Flying Axe
  • Dynamite, Chain Combo (even if blocked), Eagle Storm hitting when Dynamite explodes
    Similar Fighters: Jill, Hsienko

    Stats: Power: 3 Energy*: 6 Defense: 5 Speed: 6 Ratio: 2

    Special Moves:
    Bull Charging*: Lowers his head, and charges into the enemy. Does a back-flip if blocked
    Eagle Rising*: A bald eagle swoops down to attack (B)
    Flying Axe*: Throws a large, spinning axe straight forward
    Dynamite: Drops a stick of dynamite that explodes after 5 secs. Can hit either player (F)
    Cow Shotgun: Fires his shotgun up to 4 times
    Launcher: A basic, standing uppercut
    Hyper Attacks:
    Eagle Storm*: A group of 16 eagles swoop in and attack (B)
    Bull Horns: Does a Charge attack (C) followed by a series of 12 blows to the head
    Scatter Shot: Fires his shotgun 22 times. Larger shots. May aim in 8 directions

    Enter: An eagle flies across the screen, Coworado hanging from its talons
    Taunt: Gives the enemy a big cow smile
    Victory: "Lets rodeo!" jumps in the air and grabs an eagle by the talons

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  • Five Card Cud

    A villain from the Cowboys of Moo Mesa Arcade Game. His weapons all involve playing cards. That's all I know.


    Strategy: Even though 5 Card himself is fast, his moves are not. With the exception of the Card Stream, all of his moves are too slow to combo with his own moves! Just sit back throwing cards like a madman.
    Combos:
  • Chain Combo, Card Stream
    Similar Fighters: Gambit

    Stats: Power: 4 Energy: 6 Defense: 3 Speed*: 7 Ratio: 2

    Special Moves:
    Card Stream*: Throws a beam of playing cards. 3 hits (A,P)
    Homing Cards*: Throws 2 cards into the air and they home in on the enemy (P)
    Ace Draw*: A giant playing card drops out of the sky (A,P)
    3 of a Kind: Air Only. Throws 3 cards at different angles downward (P)
    Basic Throw: Puts the enemy into his deck and shuffles.
    Bonus Abilities: Teleport, Wall Jump
    Launcher: An ace rises out of the ground directly in front of 5 Card.
    Hyper Attacks:
    Jokers Wild*: Throws 15 homing cards. (P)
    Pendulum: A swinging ball drops from the ceiling. Up to 10 hits
    Ante Up: A poker hand appears on the screen with one of the following effects:
  • Nothing: Halves a random stat of 5 card's.
  • Pair: No Effect
  • 3 of a Kind: All specials are done 3 times rapid fire
  • 2 Pair: 5 Card gets a shadow, which moves with him, doubling any hits.
  • Flush: Halves an enemy stat.
  • Full House: Drains the enemy, giving 5 Card a bonus that is double normal drain.
  • Straight: Heals 5 Card
  • Royal Flush: Instantly kills the enemy!

    Enter: Flips upward from the bottom of the screen
    Taunt: Does a handstand
    Victory: Spins around, and turns into a Joker

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  • Tanya

    The mercenary for hire in the C&C Red Alert series. Tanya has a surprisingly bright outlook and often laughs in the middle of battle. Her favored method of attack is to plant C4 bombs on buildings. She may be a civilian (or professional volunteer), but, as she says, "That's why I don't get killed."


    Strategy: Tanya is another distance fighter. Her power is too low to rely solely on melee attacks, so use her specials to keep the enemy away. In a hand-to-hand fight, Tanya will lose unless she can get her enemy back out again.
    Combos:
  • Chain Combo, Flame Thrower or Mini-Gun
  • Sweep Combo near screen edge, Mammoth Tank
  • Launcher, Tesla Coil or Tesla Resistor
    Similar Fighters: Cable, Ruby Heart

    Stats: Power: 3 Energy*: 7 Defense: 5 Speed: 6 Ratio: 2

    Special Moves:
    Flamethrower*: Fires a burst of flame from her gun (F)
    Bombardier*: Throws a hand grenade in an arc (S)
    Tesla Coil*: Ducks down and a electric bolt hits the ground in front of her (S)
    Mini-gun: Fires a single bullet. Can be used 5 times in a row
    Med Kit: Tanya pulls out a med-pack and used it to cure negative status effects.
    Launcher: Drops a grenade at her feet, small blast.
    Hyper Attacks:
    Mammoth Tank*: A huge tank rolls on screen, hits, then fires homing missiles. 24 hits (S)
    Tesla Resistor: Three large pillars of electricity shot down, 1 at a time. 12 hits (S)
    C4 Bomber: Charges the enemy (C) attaches a C4 to them, and they explode (F)

    Enter: Jumps out off a personnel carrier
    Taunt: Poses with gun like in the picture
    Victory: Salutes, gun in hand

  • Rza

    The "Leader" of the Wutang clan, at least in the fighting game. Rza is a rapper, who for some reason made had a fighting game made.


    Strategy: Move as close to the enemy as possible. Use Rza's speed to move in and out, staying one step ahead of the enemy. Use the Shaolin Missile to get away quickly.

    Combos:
  • Chain Combo, Tai-Chi-Kick X 2
  • Sweep Combo, Razor Blade Sharp
    Similar Fighters: Chun-Li, Marrow

    Stats: Power: 4 Energy: 5 Defense: 4 Speed*: 7 Ratio: 2

    Special Moves:
    Wu-tang Lariat*: Holds his blades out and does a spin attack
    Leap Kicks*: Does a 3 hit jumping kick
    Shaolin Missile*: Jumps to the wall and does a dive attack, swords extended. (A)
    Tai-chi-Kick: Forward flip kick attack. Can be done twice in a row
    Skewer Throw: Stabs the enemy, then twirls them around and throws them
    Bonus: Wall Jump
    Launcher: A sweeping circle of his blades. 2 hits
    Hyper Attacks:
    Razor Blade Sharp*: Spins his blades fast to create a globe of blades. 15 hits
    Soul Compactor: A hyper version of the Leap Kick attack. 10 hits

    Enter:
    Taunt: Sweeps his blades downward and leaves a glowing Battle Stance
    Victory: Does a sword dance and yells "WO!!!"

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  • Method Man

    Another member of the Wutang Clan. Method Man carries with him a really big hammer.


    Strategy: Method plays defensively. Hang back and use Method's specials and hypers to counter the enemies movements.

    Combos:
  • Sweep Combo, Jumping Hammer or Huge Hammer
  • Chain Combo, Hammer Drop or Hammer Vault
    Similar Fighters: Jax, Sonson

    Stats: Power*: 7 Energy: 3 Defense: 6 Speed: 4 Ratio: 2

    Special Moves:
    Hammer Drop*: Smacks the ground with his hammer. Causes a shockwave (E)
    Hammer Vault*: Uses his hammer to pole-vault into the enemy. Can be done up to 2 times in a row
    Spin Blast*: A 2 hit hammer attack.
    Jumping Hammer: Jumps into the air and crashes down with the hammer
    Bonus: Damaging Taunt: His taunt can hurt people
    Launcher: An upward sweep of his hammer
    Hyper Attacks:
    Home Run Swing: Winds up for a massively power swing. Single Hit
    Huge Hammer*: A jumping hammer attack with a even bigger hammer. 10 hits
    Test of Strength: A pole comes out of the ground (C) and Method slams a weight into their backside

    Enter: Throws his hammer into the air and catches it
    Taunt: Puts his hammer between his legs and pumps it
    Victory: Places his hammer on his shoulder

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  • Lei Gong

    A warrior who can control the weather. Lei Gong is a sub-boss character in the Wutang Shaolin Style Fighting game. He can be an extremely cheap fighter in the right hands


    Strategy: Lei Gong is actually a melee-middle distance fighter. He doesn't have any projectiles other then the Possession hyper, so he needs to be close to enemy to hit them with his moves. Due to his low power and defense, be careful not to be trapped in a corner.
    Combos:
  • Sweep Combo, Drill Kicks or Heavenly Bolt Ride w/Throw
  • Chain Combo, Shock Kick or Gong's Tornado
    Similar Fighters: Storm, T Hawk

    Stats: Power: 4 Energy*: 7 Defense: 4 Speed: 5 Strength: S Weakness: W Ratio: 2

    Special Moves:
    Head Crush*: Jumps upward and hurtles himself downward head first
    Shock Kick*: Jumps a little and dives forward feet first. (S)
    Drill Kicks*: Lei Gong kicks faster than can be seen. Moves forward slightly (S)
    Wind Fists: Dashes forward while quickly punching (B)
    Painful Taunt: His taunt can deal damage
    Launcher: Jumps up from a crouching position with a headbutt.
    Hyper Attacks:
    Heavenly Bolt Ride*: A bolt of lightning strikes. 15 hits (S) Gong rides up the bolt, throws on contact.
    Gong's Tornado: Turns himself into a tornado and dashes forward. Hits 12 times (B)
    Possession: Throws a small ball of lightning (C). The enemy then hits themselves with a 10 hit combo

    Enter: Sitting on the ground and stands up
    Taunt: Raises his arms and bolts of lightning strike them
    Victory: Creates a giant copy of himself in lightning

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  • Saddlesore

    A scorpion creature that appears in the Cowboys of Moo-Mesa show and game. Note that in the game, he is quite a bit bigger than the picture indicates.


    Strategy: Quite possibly the king of short ranged projectiles. Since few of his moves reach full screen, stay just out of the enemies reach, using the various projectiles to keep the enemy out of reach.
    Combos:
  • Chain Combo, Pincer Boomerang or Sore Gattler
  • Sweep Combo, Acid Bomb or Scorpion Stinger
    Similar Fighters: None

    Stats: Power: 7 Energy: 2 Defense*: 8 Speed: 4 Ratio: 2

    Special Moves:
    Pincer Boomerang*: Throws his claw like a boomerang
    Tail Pistol*: Fires three bullets from a gun attached to the end of his tail
    Acid Bomb*: Throws an orb filled with acid. Breaks on contact
    Claw Throw: Does a short range Boomerang attack (C) pulls the victim in and throws them
    Energy Blast: Jumps and fires 3 projectiles in a spread pattern
    Launcher: Turns and sweeps his tail upward.
    Hyper Attacks:
    Sore Gattler*: Fires 26 bullets from his tail gun
    Scorpion Stinger: A giant tail stabs downward from the sky. 6 hits
    Scorpion Lasher: Air Only. Dashes forward (C) and does a 10 hit combo

    Enter: Rides the Stinger onto the screen
    Taunt: Laughs insanely for a while
    Victory: Sweeps his arm, the stinger picks up the enemy, and he laughs

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  • Rash

    One of the main members of the Battletoads. Rash is one of the skinny ones. All of the Battletoads are masters of altering their body shapes.


    Strategy: A little on the slow side, but don't be afraid to be aggressive. His specials are fairly cheap, so let the enemy have it. They also have decent recovery time. Also, the machine leg is great against projectile users who won't let you close.
    Combos:
  • Chain Combo, Stone Ax or Battle Charge or Super Ton
  • Sweep Combo, Punt Kick (as they get up)
    Similar Fighters: Hulk, Zangief

    Stats: Power*: 6 Energy: 6 Defense: 4 Speed: 4 Strength: E Weakness: B Ratio: 2

    Special Moves:
    Stone Ax*: Transforms his hands into a stone ax blade. Takes a huge swing (E)
    Punt Kick*: Jogs forward (C) grabs the enemy and punts them with a huge boot. Unblockable (E)
    Super Ton*: Turns his arm into a 100 Ton weight and punches the ground. Causes a ground projectile shockwave (A)(E)
    Machine Leg: Draws out a metallic robot leg. Gives Rash longer range on normal attacks until he falls down
    Hanging Crush: Hangs off the top of the screen, and can drop at will with a weight for feet
    Launcher: A standing, blockable Punt Kick
    Hyper Attacks:
    Battle Charge*: A forward moving series of Stone Axes. 10 hits (E)
    Battle Blast: Dashes forward (C) deals out 10 hits, finishing with the Punt Kick (E)
    Speed Bikes: Calls a flying vehicle. Move it in any direction, press buttons to fire missiles or drop bombs. Like Beat Plane(A)

    Enter: Rides a Speed Bike to the battle
    Taunt: His feet become weights, so he cannot move
    Victory: Raises his arm in victory and ribbits

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  • Rikimaru

    One of the Tenchu; stealth assassins. Rikimaru was trained in the art of assassination when he was quite young. His style demands that the sword stay sheathed until the deathblow, so he does not use a blade for normal attacks. Based on Tenchu, the game.


    Strategy: Rikimaru's hyper attacks are pretty much useless. The Poisoned Path is weak, since it only poisons. However, since poison lasts even if tagged out, it is a good way to guarantee a kill on a critically wounded enemy.
    Combos:
  • Chain Combo, Sheath Art or Stealth Kill
  • Sweep Combo, Caltrops or Poisoned Path
    Similar Fighters: None

    Stats: Power: 6 Energy: 3 Defense: 5 Speed: 5 Ratio: 2

    Special Moves:
    Caltrops*: Throws spiny balls onto the ground. Little damage, but poisons whoever steps on them
    Ninja Rope*: Throws a grapple to the wall, then flies straight at the impact point
    Sheath Art*: A three hit sword combo.
    Flick Caltrops: Using his sword, scoops up a caltrop and throws it at the enemy
    Basic Throw: A 3 hit kick combo the is supposed to break the neck
    Bonus Abilities: Wall Cling, Dodge
    Launcher: None
    Hyper Attacks:
    Poisoned Path*: Throws a Caltrop, it spreads forward. 10 total.
  • If the path hits the enemy, he takes the remaining hits. 2 seconds of poison per hit.
  • If Caltops do not hit the enemy, they stay on the ground
    Stealth Kill: Dashes forward (C) running throw the enemy, disembowels. Ouch
    Air Stealth Kill: Air Only. Dives downward (C) impales the enemy through the head. Yanks sword out.


    Enter: Appears from the shadows
    Taunt: Puts his arm over his head, lowers it and salutes
    Victory: The Famous Rikimaru Dance. Play the game to find out

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  • Lemmings

    Anyone remember this game? This was one of the first strategy games. Your goal was to bring your Lemmings from the starting point to the finish while keeping a certain percentage alive. Of course, you had no direct control over the Lemmings, but you could give a select few special abilities. Ahh, the good old days.


    Strategy: Lemmings aren't very useful by themselves. The important thing to remember is that half of the Lemming's moves cause damage to the Lemming!
    Combos:
  • Chain Combo, Basher Lemming or Super Basher
  • Sweep Combo, Kamikaze Squad or Blocker Lemming
    Similar Fighters: None

    Stats: Power: 5 Energy*: 5 Defense: 1 Speed: 3 Strength: Stupidity Weakness: Thought Ratio: 1 Size: S

    Special Moves:
    Basher Lemming*: A large fist swinging. Used for bashing through walls (in game)
    Blocker Lemming*: Holds his arms out in both directions. If contacted by anyone, the victim is pushes back
    Exploder Lemming*: Gets a 3 second timer and walks forward. Explodes, hurting all including himself. Holds enemy if they connect.
    Basic Throw: Punches the ground below the victim, dropping him in a hole.
    Bonus Abilities: Wall Climb
    Launcher: Opens an umbrella of its head
    Hyper Attacks:
    Kamikaze Squad*: 10 Lemmings run forward with timers. Also explode on contact with either player.
    Super Basher: Moves forward while doing the basher move 10 times.

    Enter: A door in the ceiling opens and a Lemming drops out
    Taunt: Holds up a umbrella that soon droops.
    Victory: A door to paradise opens in the background and the Lemming runs through it.

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  • Sonic Blastman

    A super hero that appears in his own self titled game. Sonic Blastman has big muscles as well as the power to move his body to create sonic booms. (No fart jokes). Alien invaders attack his city, meaning Sonic Blastman must blast off into action (I SAID, no fart jokes!).


    Strategy: Blastman is both a grappler and a fair middle ranged fighter. Either work in very close on projectile users or stay back from other melee fighters. His stats don't make one style better than the other, so make use of which ever is more useful at the moment.
    Combos:
  • Chain Combo, Sonic Cut or Rapid Fist or Sonic Fist or Sonic Boom
  • Chain Combo, Launcher, Air Combo, Sonic Cut or Blue Fist or Spin Throw
  • Sweep Combo, Sonic Cut or Sonic Boom or Sonic Fist
  • Spin Throw (into corner), Sonic Mega Blast (perfect timing required)
    Similar Fighters: Joe Higashi, Zangief

    Stats: Power*: 7 Energy: 5 Defense: 4 Speed: 4 Strength: B Weakness: E Ratio: 2 Size: M

    Special Moves:
    Sonic Cut*: An uppercut punch that sends a sonic wave across the screen. (B)(A)
    Blue Fist*: A basic jumping uppercut, with a blue glowing fist. (W)(A)
    Wind-Up Punch*: An incredibly powerful punch. Hold the button to charge for more damage.
    Spin Throw: Reaches forward (T) and swings the enemy by their feet (A)
    Rapid Fist: A fury of punches that hits many times.
    Basic Throw: Picks up his enemy by the face and hurls the victim backward
    Bonus Abilities: Dodge
    Launcher: A basic uppercut with wind power (B)
    Hyper Attacks:
    Sonic Fist*: Rushes forward while punching extremely fast. 20 hits
    Sonic Boom: An uppercut that creates a stationary tornado. 12 hits (B)
    Sonic Mega Blast: Reaches forward (T) does a Spin Throw, catches the enemy midair for a slam (B)(A)

    Enter: Runs on screen in a flash
    Taunt: Releases a Sonic Boom (I know, it’s a fart joke)
    Victory: Does some generic arm flexing

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  • Actraiser

    In a world where the land is inhabitable and demonic creatures roam the few areas fit for humans, the Actraiser is sent. An angelic being, the Actraiser must seal the points of entry for the demons and landscape each area to make it livable.


    Strategy: Many of the Actraiser's moves are either very fast or have a very wide area. However, may trade off significant attack power as a result. Use his quick moves to strike lightning fast from long range and his wide area moves for if the enemy tries to move in.
    Combos:
  • Chain Combo, Act Sword or Heavenly Bolt or Blood Pool
  • Chain Combo, Launcher, Rain of Destruction or Air Combo or Wrath of the Lord
  • Sweep Combo, Fire Magic (Close), Blood Pool
    Similar Fighters: None

    Stats: Power: 4 Energy*: 7 Defense: 4 Speed: 5 Strength: H Weakness: D Ratio: 2 Size: M

    Special Moves:
    Act Sword*: A large area, long distance sword attack. Kinda weak though (H)(A)
    Heavenly Bolt*: Shoots an extremely quick shot of lightning straight ahead. Again, quick but weak (S)
    Fire Magic*: Throws a ground projectile that will stop a short distance out and burn. Up to 4 hits (F)
    Thorn Bush: Uses his power to create a small thorn bush. If stepped on, reduces speed by 2 for a while
    Holy Blade: Actraiser's sword deals Holy (H) damage.
    Basic Throw: Impales with his sword, and pulls it out.
    Bonus Abilities: Flying (with angel wings)
    Launcher: An upward swing of his sword
    Hyper Attacks:
    Blood Pool*: Swings its sword in an upward arc, leaving a trail of fire. 10 hits (F)
    Rain of Destruction: Calls on acid rain to injure his foes. 40 hits (W)
    Wrath of the Lord: Jumps up and forward with his wings, then dive bombs downward. Up to 10 hits (H)

    Enter: Many tiny angels fly together to form the Actraiser
    Taunt: Fire springs out of the Actraiser's hand
    Victory: Many angels fly onscreen and they all start singing

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