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Hybrid Heaven - Combat Guide
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1. Introduction
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2. Types Of Fighters
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3. Move List
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4. Battle Items
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5. Enemy List
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6. Tech List And Status Factors
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7. Battle Stats And Reactions
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8. Combos
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9. Overworld Combat
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10. Boss Guide
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11. 2-Player Combat
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12. Codes
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13. Sites
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14. Closing
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Version History
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0.95 - Added a Combo, some Moves, and some Sites. - June 7, 2000
0.9 - Finished the Enemy List Section and added a Combo and discovery. - April 7, 2000
0.85 - Added a Combo, Move, Sites, and finished the Enemy List Section. - January 1st, 2000
0.8 - Made several revisions to the guide and an announcement. - November 28th, 1999
0.75 - Finished most of the Enemy List Section. - October 24th, 1999
0.7 - Created the Enemy List Section. - October 20th, 1999
0.65 - Added miscellaneous stuff to the Bosses Section and Codes Section. - October 16th, 1999
0.6 - Added various things. - October 14th, 1999
0.55 - Cleaned and organized it a bit. - October 10th, 1999
0.5 - Made Additions to the Moves Section.  Halfway to 1.0! - October 9th, 1999
0.45 - Created the Types Of Fighters Section. - October 8th, 1999
0.4 - Created the Boss Guide and Codes Sections. - October 7th, 1999
0.3 - Created the 2-Player Combat. - October 6th, 1999
0.25 - Created the Overworld Combat Section. - October 5th, 1999
0.2 - Created the Combos Section and fixed up various things. - October 4th, 1999
0.15 - Created the Tech List And Status Factors Section. - October 3rd, 1999
0.1 - Created the Battle Stats And Reactions Section. - October 2nd, 1999
0.05 - Created the Intro, Move List, Battle Items, and Closing Sections. - October 1, 1999

1. Intro
_________________________________________________________________________

You might think the battles of Hybrid Heaven are simple, but it can get very technical and
complex, everything is taken into account.  Some factors include which way you are facing, what
type of move it is, the distance from your opponent, your opponent's vulnerable parts, your
particular skill for that body part and move, and much more.  So here is a guide that will
eventually provide tips for the beginners to the people who think they have conquered an 
un-masterable battle system.

Also I would like to say thanks to:

*Clifton Orson (general_orson@hotmail.com) - For sending me moves I had missed, giving me
some miscellaneous hints, clearing stuff up about the codes, and other helpful things.

Thrawn2 (harkboys@mcn.net) - For sending me the name of every enemy and boss in the game.

Wayne Lowe (dawsen_creek@yahoo.com) - For sending me the Codes in the Codes Section.

Brandon Ly (baoey@hotmail.com) - For sending me Punching Combo #1.

Sir Max (lmax@mail.ru) - For sending me Punching Combo #2.

JP (jp_778@hotmail.com) - For sending me two Newaza Techniques I had missed.

*Rodrigo (junelight@hotmail.com) - For sending me a Back Technique I had missed and
confirming that it is possible to be able to do three Techniques in a row instead of just two.

* - These people beat the game on Ultimate, so they deserve some recognition.

-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -
Note: Ok, many people were yelling at me to update, so here it is.  If you guessed most of what I
updated with was sent in by people, then you have obviously looked at the Credits Section and
seen how large it grew.  I have done everything I wanted to do with sections except the Moves
for each individual enemy, and I still have not done the Overall Battle Section.  Look for the
Overall Battle Section in a version 0.99 release, as I try to ready this FAQ for a 1.0 release. 
Someone sent me about four Moves, but I lost them, could that person send them to me again? 
Also, I still do not know if Alkalurops Twin's name is Yildun.  Before you finish, do not forget
to take a look at my discovery in the Combo Section.
-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -

2. Types Of Fighters
_________________________________________________________________________

There are three basic types of fighters:
-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -
Boxer - This type of fighter concentrates heavily on attacks that have to do with the Head and
Arms.  I have never tried being this type of fighter, because punches are very weak usually.  If
used right however, he can be lethal.  Boxers tend to be good at Head Butting also.

Kicker - This type of fighter uses mainly Legs.  This is probably the easiest fighter to develop
into, because kicks tend to be the most powerful and easiest to land an attack with.  They also
make great Combos, so I recommend being a Kicker your first time through the game.

Wrestler - This type of fighter uses Body moves and some Head moves.  It can pay off to be a
Wrestler because they deal the most damage and can take the most, but some enemies cannot be
grappled, which means you need something to fall back on.  Wrestling moves are the most
powerful, but can be the toughest to do right.  Wrestling moves are recommended, but being a
Wrestler is not.

You can also be more than one.  A Boxer and Kicker would be a great street fighter, capable of
good Speed among other things.  A Boxer and Wrestler is a strange combination, making the
fighter a sluggish powerhouse.  A Kicker and Wrestler is my favorite Combo, having the most
powerful moves and versatility.

3. Move List
_________________________________________________________________________

You start out with some basic moves, but then learn the rest from your opponents when they
perform it on you.  The game does not allow you to learn a move when it is too powerful at the
time, such as learning the Piledriver at Level 2.1, but it can happen sometimes with a bit of luck. 
Learning Moves is essential to progressing through the game.

Punches: (All are Right and Left)			
-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -
Lower Punch - A straight punch to the lower area of the chest.
Lower Hook - A punch from the side to the lower area of the chest.
Lower Uppercut - An upward punch to the lower area of the chest.
Mid Punch - A straight punch to the upper area of the chest.
Mid Hook - A punch from the side to the upper area of the chest.
Mid Uppercut - An upward punch to the upper area of the chest.
Upper Punch - A straight punch to the head.
Upper Hook - A punch from the side the head.
Upper Uppercut - An upward punch to the head.
Upper Backblow Punch - A backhanded punch from the momentum of a 180-degree pivot.

Kicks: (All are Right and Left)
-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -
Low Kick - A kick from the side to the leg.
Low Side Kick - A straight sideways kick to the leg.
Low Front Kick - A short upward kick to the leg.
Middle Kick - A kick from the side to the waist.
Middle Side Kick - A straight sideways kick to the waist.
Middle Front Kick - A short upward kick to the waist.
High Kick - A kick from the side to the head.
High Side Kick - A straight sideways kick to the head.
High Front Kick - A short upward kick to the head.
Back Spin Kick - A kick from the side with the back of the leg after a 180-degree spin.

Techniques:
-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -
(From in front)                                                           
Arm Bar - You push your opponent to the ground and pull his arm behind him.
Armlock Throw - You grab both of your opponent's arms and throw him over and behind you.
Arm Throw - You grab your opponent's arm and throw him behind you with it.
Backcrusher - You lift up your opponent and drop his back onto your knee.
Bodyslam - You throw your opponent on the ground on his back.
Braincrusher - You throw your opponent on the ground on his head.
Bridge Suplex - You grab your opponent by his waist and then throw him behind you.
Head Butt - You smash your opponent's head with yours.
Headcrusher - You grab your opponent's head, run, and land on his head with the momentum.
Knee Crucifix Hold - You throw your opponent onto the ground and then bend his leg severely.
Knee Kick - You smash your opponent in the head with your knee.
Knee Twister - You throw your opponent to your side by his knee.
Lift Up Vertical Drop - You lift your opponent above your head and throw him down.
Neck-Scissors Whip - You grab your opponent's neck with your legs, flip backwards twice, and
throw him over and behind you.
Neck Throw - You throw your opponent behind you by his neck.
Pendulum Flip - You grab your opponent head with your legs and flip him over and behind you.
Piledriver - You each grab each other's legs, then you jump and land on his head.
Shoulder Buster - You throw your opponent on the ground on his shoulder.
Side Throw - You grab your opponent around the shoulders, throw him backward, and drop.
Shoulder Toss - You toss your opponent over your shoulder.
Tackle - You jump on your opponent to the ground.

(From behind) - (Note: To perform one of these, you must grapple your opponent from behind,
or press right or left twice quickly while grappling from the front.)
Back Bridge Suplex - You grab your opponent by his waist and then throw him behind you.
Back Headcrush - You grab your opponent and fall backwards onto his head.
Back Neck Lock - You put your arm around your opponent's neck, pull, and drop.
Back Suplex - You put your opponent up, over, and behind your head, and drop on his head.
Running Headlock - You put your opponent into a headlock, run, and then drop.

Newazas:
-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -
(Kick)
Back Body Drop - You jump up and then land with your back on your opponent.
Soccerball Kick - You kick your opponent.
Stomp - You jump up and then land on your opponent with one foot.

(Technique)						
Achilles Leg Lock - You pull one leg across the foot area.
Arm And Neck Lock - You pull your opponent's neck upwards and bend his arm.
Arm Crucifix Hold - You bend your opponent's arm.
Back Breaker - You bend your opponent's back backward.
Boston Crab - You pull both of your opponent's legs back toward his head.
Choke Sleeper Hold - You pull your opponent's neck behind his back.
Four-Figure Lock - You put all four appendages into a lock and pull.
Leg Deathlock - You place one leg bent over the other and pull it.
Neck Lock - You put your arm around your opponent's neck and pull upwards.
Neck And Leg Lock - You pull your opponent's neck upward and bend his leg.
Reverse Leg Lock - You pull one leg after twisting it around backwards.
Sharpshooter - You twist your opponent's legs and bend them severely.
Toe And Face Lock - You push and twist your opponent's head and foot.

4. Battle Items
_________________________________________________________________________

Refresh:
-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -
Life Charger S - Restores 1/4 of your HP (minimum 100)
Life Charger M - Restores 1/2 of your HP
Life Charger L - Restores 3/4 of your HP
Life Charger X - Restores all of your HP
Stamina Charger S - Restores 1/4 of your Stamina
Stamina Charger M - Restores 1/2 of your Stamina
Stamina Charger L - Restores 3/4 of your Stamina
Stamina Charger X - Restores all of your HP
Battle Charger S - Restores 1/4 of your HP and Stamina
Battle Charger M - Restores 1/2 of your HP and Stamina
Battle Charger L - Restores 3/4 of your HP and Stamina
Battle Charger X - Restores all of your HP and Stamina
Speed Restorer - Cures you from the condition "Slow"
Poison Restorer - Cures you from the condition "Poison"
Super Restorer - Cures you from any condition and restores some HP
(Blank Space)
Offence Raiser - Permanently raises your Offence
Defence Raiser - Permanently raises your Defence
Speed Raiser - Permanently raises your Speed
Ring Eraser - Allows you to escape from a non-boss battle

Weapon:
-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -
Flame Shot - Shoots Flame at an enemy
Flame Shot SP - Shoots Flame at an enemy three times (1.85 damage as original)
Ice Shot - Shoots Ice and may freeze an enemy
Ice Shot SP - Shoots Ice three times and may freeze an enemy (1.85 damage as original)
Poison Shot - Shoots Poison at an enemy
Poison Shot SP - Shoots Poison at an enemy three times (1.85 damage as original)
Hurricane Shot - Shoots Hurricane at an enemy
Hurricane Shot SP - Shoots Hurricane at an enemy three times (1.85 damage as original)
Ion Shot - Shoots Ion at an enemy
Ion Shot SP - Shoots Ion at an enemy three times (1.85 damage as original)
Stamina Booster - Raises the rate at which you recover Stamina for an amount of time.
Power Booster - Raises the rate at which you recover Power for an amount of time.
Offence Enhancer - Raises Offence for one battle (most effective when power gauge is full)
Defence Enhancer - Raises Defence for one battle (most effective when power gauge is full)
Speed Enhancer - Raises Speed for one battle (most effective when power gauge is full)
(Blank Space)
Offence Drainer - Lowers Offence of enemy for battle (most effective when power gauge is full)
Defence Drainer - Lowers Defence of enemy for battle (most effective when power gauge is full)
Speed Drainer - Lowers Speed of enemy for battle (most effective when power gauge is full)
(Blank Space)

5. Enemy List
_________________________________________________________________________

Here is the master list of every non-boss enemy in the game, a short description of each, and then
some basic tips on how to defeat each one.  Later I may include which Moves each enemy
knows.  Generic help for a battle can be found in the other sections.
-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -
Spica (blue hybrid with long claws) 
Moves:
This hybrid is very pathetic.  Simply back away from it using slow-paces to build up your bar,
and then unleash any move on it.  The "slime" of this game if you will.

Pollux (red and black hybrid with long legs, sometimes is on ceilings)
Moves:
This hybrid can be tough the first time you face it, but if you have done some battles, it should
be a piece of cake.  Dodge its Kicks and follow up with some of your own.

Seginus (green hybrid with strange face)
Moves:
This would be the funny hybrid.  It backs away, stands there for a while, and then charges. 
Simply step away with slow-paces, wait for it to charge, and then sock it to him with a move
when he comes close.

Clone Man (a human-looking hybrid in an orange jumpsuit)
Moves:
A very versatile fighter that you will see only once for a while, and then a few times again
throughout the game.  This hybrid knows many basic moves, so you should learn some from it. 
Basic tips work against this hybrid, although it should be noted that he dodges your attacks very
easily, and you can dodge his very easily too.

Naos (a mostly gray, fat hybrid with a skirt)
Moves:
This hybrid gives up a Life Charger S when knocked down.  Grappling him is not recommended. 
Try to stay away and then attack when he gets close.

Gomeisa (a gray and round hybrid with weird arms)
Moves:
This hybrid is a piece of cake as long as he does not grapple you.  Stay away from him and
perform Punches and Kicks to do away with him.  You may want to let him grapple you to learn
a few new Techniques however.

Mekbuda (a dark red pig-like hybrid)
Moves:
This hybrid is so incredibly slow.  Just back away with slow paces and unload some Combos on
him.  Grappling is really not recommended.  He sometimes uses an Offence Raiser

Kitalpha (a red and white hybrid who looks like a skeleton)
Moves:
Yet another versatile fighter, although this one is pathetic.  Use grapples, Combos, anything, this
hybrid is very easy to kill and is more useful for raising your Skills Stats than anything else.

Beid (a green, tall hybrid with large arms)
Moves:
When you first encounter this hybrid, you will need fancy footwork and good timing to dodge
and attack.  Attack one move at a time to conserve as much power as possible while dodging the
attacks.  Later on in the game he is easy.

Muphrid (a red and white hybrid that looks like a tall goat on two legs)
Moves:
This hybrid can use a powerful Technique called the Arm Bar, so do not let yourself be grappled
by using a fast pace away from him when he becomes close.  Combos are the worst enemy of
him.

Dubhe (a brownish-reddish hybrid with leave-like things over his head and other strange
vegetation on his body)
Moves:
This hybrid has the chance to poison you at later levels.  For the first few times, just grapple him
and use some Techniques, because it can Guard well against Kicks, and dishes out some of its
own.

Man In Black (a human-looking hybrid in a black suit and shades)
Moves:
You will encounter this hybrid more often than any other, it seems to be the infantry for the
enemy.  Difficult at first, but easier towards the middle and end, he is susceptible to Techniques,
making him a good sparring partner for those who want to build up Wrestling Stats.  Versatile,
but relies too much on his gun and punches.

Mira (dark red, big hybrid with short arms)
Moves:
On the Normal Difficulty Level, you can just walk right into this hybrid and his attacks will go
over your head, making for an easy fight.  However, on the Hard and Ultimate Difficulty Levels,
you will need to stay far away to build up your power bar while dodging his poison, then Run in
for the attack.

Capella (human-looking robot)
Moves:
This robot is very deceiving in and that it is impossible to lose against, unlike the other lethal
robots you will encounter.  Simply take slow paces away from it, it will never make it close
enough to hit you, and then use a 5-Hit Combo.  It does know some very nice Techniques which
you may want to learn.

Mulifain (very large, wide robot that looks like a walking tank)
Moves:
This robot will be tough the first few times.  It walks around in a rectangular pattern, using
Uppercuts when close and rockets when far away.  Try to slow pace around it in a circle so you
are constantly behind it, then use a Combo.  You cannot even grapple it.

Pherkad (a larger human-looking robot)
Moves:
This is the toughest of the three robots as it will try to corner you and then use some sort of
powerful punch on you.  Try to slow pace away when it is far away, and then use a fast pace
when it is close.  Thankfully every once in a while it will stop moving, which is when you should
use a Combo on its backside.

Celebrai (tall, blue, skinny hybrid)
Moves:
It is actually quite easy to stay away from this hybrid, just use the normal slow paces.  Do not
let him grapple you. As the moves he knows will be lethal for the two or so times you fight him. 
Regular Moves and some fancy footwork is the key to victory.

Sargas (a reddish-grayish hybrid that looks like a Kitalpha)
Moves:
This hybrid actually fights just like a Kitalpha except it is considerably faster.  Yet another
versatile fighter that you should use basic knowledge and skills to defeat.

Mebsuta (a larger and grayer Mekbuda)
Moves:
Just like the Mekbuda, this hybrid is very easy to stay away from before using a Combo.  Stay
out of his attacking area and then the same tactics you used to subdue the pathetic Mekbuda.

Alkalurops (a frog-like hybrid with a big head and red eyes)
Moves:
This hybrid is generally very easy to dodge, it is just that he does the Knee Twister exceptionally
well, so make sure not to grapple after you learn it.  Stay away from him and use a Combo and
then a few Moves, because he has a good deal of HP.

Alkalurops Twin (anyone know his real name-possibly Yildun?) (a frog-like hybrid with a
rectangular head and no face)
Moves:
This hybrid also likes to use the Knee Twister, but starts out using a Defence and not Speed
Enhancer.  He has a lot of HP, even more than Alkalurops, but is slower.  Dodge his slow attacks
and then hit him with some of your own.

Canopus (tall, gray mummy-like hybrid with a small head)
Moves:
Not a fun hybrid to fight, but he does know many good wrestling moves.  Do not try to grapple
him or use a Technique, because his rate of Reversing it is exceptionally high.  He always tries to
counter, so make sure your attacks connect, and try to string them together in Combos.

Cor Caroli (tall, skeletal hybrid with a tail)
Moves:
This is actually quite an intelligent hybrid.  He will stay away from you while building up its
power bars, then move in on you and use a move(s).  He will get back up and keep going if you
hit him or he misses.  If you move toward him while he is building up his power bars, he will
back away from you.  Basically, take a long pace away when he gets close so that he misses, and
build up your own power bars.  He would be a piece of cake if he did not periodically turn
invisible.

Fomalhaut (blue-green, fish-like hybrid with a tail)
Moves:
This hybrid is very annoying, because if you become too far away from him, he will use Special
Attack that freezes you.  Otherwise, try and avoid that, and try to exploit his low Defense.  His
high Attack might make up for it, but if you are agile enough, you will not have to worry about it.

Gacrux (a large, green, spiked-turtle-like hybrid)
Moves:
This is the baddest of the bad, I would rather fight Diaz than fight this hybrid.  He is incredibly
fast and can build up his power meter while Running at the same rate you can while standing.  He
has excellent power, defense, and speed, and is horribly tough to beat, but it can be done.  It will
take a while to beat him, so I just use a Ring Eraser and pass on by.

Zosma (a blue, mainly red in the mid-body section, hybrid with an elephant-like head)
Moves:
This guy is a gigantic pain.  First off, and I cannot stress this enough, do not let him grapple you. 
He usually wins, and then will do a powerful Newaza on you that leaves you unconscious, as
well as doing massive damage.  He is swift and can build up his power bar while running toward
you.  You should back away and stay away from him, while hitting him if he becomes too close. 
As long as you stay a safe distance away and strike at smart times, he should bite the dust.

Tegmine (a tall, gray, and semi-bulky hybrid)
Moves:
This hybrid, unlike the other last ones, has no special abilities.  He runs, changes his stance, and
then runs again.  He uses Combos more often than any other hybrid, and has a high Defense.  He
has little expertise in Techniques, relying mainly on Punches and Kicks.

Castor (a silver, metallic flat-faced hybrid)
Moves: Arm Bar, Neck Throw, Upper Punches
This seems to be the masterpiece of the programmers' work.  Although not as tough as Gacrux,
nonetheless this hybrid is the second most difficult in the whole game.  With a very high Defense
and the ability to do a Newaza three times (instead of the normal two), this hybrid is a wrecking
machine.  He uses a Speed Enhancer at the beginning, and darts in and out, using Moves when
close and strafing you in the center when building up his power bar.  Since he is largely
unpredictable, just use everything that you have learned, and you can come out unscathed.  You
may, however, want to prolong the battle to observe his fighting style, and use it yourself.

6. Tech List And Status Factors
_________________________________________________________________________

Tech List:
Opening up the Tech List allows you to view your Combos and to see all of the moves you have
obtained with a number next to them indicating how much mastery you have of that move.  But
thats the simple part.  The higher the number is, the more powerful that move will be.  The
highest the number can be if you use only that move and no others is 22.  To increase the max for
the number, you must use other moves within the same category a certain amount of times also. 
For example, if Left Middle Kick is at 22 and will not increase, use Left Low Kick about 5 times
and then if you use Left Middle Kick, the mastery rating will probably increase by 1 to 23.  But
to get it to increase by 1 anyway, you usually also need to connect with the move and the power
gauge must have at least one full bar, or the number will not increase usually.

Status Factors:
This screen shows the attack power and defence power of each body part.  It also shows how
many times you have connected with a body part and how many times a body part has taken
damage.  The Hit Count does little more than show you what kind of fighter you are, a wrestler
or boxer or kick-boxer or whatever, it should not be used to judge the power of any move or body
part.  The Damage Count is also non-reliable, just showing which body parts have taken damage
and how much, basically telling you which side you may need to protect more or might be leaving
open more often.  The Offence shows about how powerful each body part is, from a value of 1
to 15.  But like the Tech List, it can be limited.  For example, a body part cannot reach an
Offence of 15 until you fight Kevin.  The Offence goes up depending on how much damage you
have dealt with that body part.  If you use both of your legs the same amount of times, but the
Left Leg is always Guarded against, thus reducing the damage, your Right Leg will increase its
Offence much faster.  The same goes for Defence of each body part, except the opposite.  The
more damage you take with each body part, the higher its Defence will raise.  Although the higher
the Defence rating is the better chance you have for Guarding successfully.  If you always Step
out of the way, your body parts will not take damage and will not increase in Defence.

7. Battle Stats And Reactions
_________________________________________________________________________

Battle Stats:
-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -
Hit Points - Basically, as this increases, your HP goes up by an increment that also increases as
you level up.
Stamina - As this goes up, you will be able to use longer combos, have more stamina with which
to perform moves, and your power bar will increase faster.
Offence - One of the main factors in how much damage is dealt.
Defence - One of the main factors in how much the damage is lessened.
Speed - This measures the rate of how fast you can move around the area in a battle.
Reflex - I am pretty sure this one helps you Guard, Roll, Counter, and Reverse more.

Reactions:
-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -
(Kick or Punch)

Guard - Depending on the distance from your opponent and what move he performs, you can
possibly "Guard" against the attack and reduce the amount of damage considerably while using
some Stamina.  To be most effective, for example, you should be about a pace away to Guard
against a Low or Middle Kick, be close to Guard against a High Kick, and be far away to Guard
against a Gun Shot.  It really, once again, all depends on your accuracy of predicting the move
and your distance.  Also, as a bonus, if you know your opponent is about to grab and perform a
Technique on you while you are still rising from the ground and it asks for your reaction, choose
Guard, it almost always works and is a little better than a Take Fall.

Step - This lets you move about one short pace in the direction that you specify.  This is most
effective when you are already moving and just need a little extra to put yourself out of the
enemy's striking area.  This is also sometimes effective for dodging projectiles.  To my
knowledge, Stepping towards a opponent is just asking for it, unless you time it so you duck
under the attack.

Counter - I really never used this because of its low reliancy.  Your opponent has to miss you,
and then you use a counter move chosen for you to be performed on your opponent, which
usually does not hit either.  Because of the low chance of this actually being effective for you
(although when the computer Counters it always works, and very well), I recommend you stick
with Guarding and Stepping.

(Technique)

Take Fall - This is the Guard version of reacting to Techniques, allowing you to take off about
half of the damage you receive from a Technique.  This occurs the most often out of the three,
and is usually a smart choice.

Escape - This allows you to "Escape" from an opponent's grapple and he loses about half a bar
of power.  This is most effective when the opponent is about to perform a Technique from
behind you.  This still does not work very often and is not recommended.

Reversal - This never worked for me.  This is supposed to allow you to stop your opponent's
Technique and then perform one on him.  Lethal, but not recommended because of its low
occurrence rate.

(Newaza)

Roll - This allows you to roll away from your opponent's attack and then get up.  This occurs
about half of the time and is generally a smart thing to use when you think your opponent will
use a "Kick" Newaza.  This is most effective when you are lying on your stomach.  Make sure to
Roll away from your opponent, or if you cannot, roll away from the direction he is closest to or
will probably strike from.

Counter - This stops your opponent from performing a Newaza and strikes him with a mildly
powerful attack.  This has a high occurrence rate and is generally very useful as it allows you to
get back up without taking any more injury after a crushing move.  Very useful and
recommended, especially when you are laying on your back.

8. Combos
_________________________________________________________________________

Some Combos are special, in the way that they have a "finishing move." If you create a Combo
that has moves that are somehow linked and in a sensible order, you get the bonus "finishing
move." The two I found are the only ones I use.  If anyone else finds any, email them to me and I
will give you credit for them.

Discovery: When I discovered Kicking Combo #3, it was under very strange conditions.  First
off, I had been using it for a long time, and it had never given me the finishing move.  Then, one
time it did, and every time thereafter.  My first theory was that it was because I had built up the
mastery rating of the Front Kicks.  This was disproved when I did the same combo except the
"mirrored right" version, and I did not receive a finishing move.  It could not be that I used it
frequently, because Kicking Combo #1 and #2 I could do right away.  I was just using it to build
up other Kicks so I could build up my the six regular Kicks, which are my favorites.  I will
continue to research this, but no one has come across this before to my knowledge, and this
causes me to rethink the method of receiving a "finishing move" for a specific Combo.

Combos can be created once you have more than one power bar on the power gauge due to a high
Stamina, simply bring up the offense screen after waiting for as many bars to fill up as you want. 
Select Combo, then select Edit.  Select the first move of the Combo and then it will perform it,
followed by a request for the next move of the Combo.  Continue choosing moves for the Combo
until you are finished, and then it will ask you if you want to save the Combo as one of the
special edited ones.  Say yes, and then use the Combo at any time by selecting Combo and then
Select, then select the Combo which you want to use.
-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -
Kicking Combo #1 - Left Low Kick, Right Low Kick, Left Middle Kick, Right Middle Kick, Left
High Kick, *Power-Axe Kick*

Kicking Combo #2 - Right Low Kick, Left Low Kick, Right Middle Kick, Left Middle Kick,
Right High Kick, *Rolling Savate Kick*

Kicking Combo #3 - Left Low Front Kick, Right Low Front Kick, Left Middle Front Kick, Right
Middle Front Kick, Left High Front Kick, *Power-Axe Kick*

Punching Combo #1 - Left Middle Punch, Right Middle Punch, Left Middle Punch, Right Middle
Punch, Left Middle Punch, *Rising Uppercut*

Punching Combo #2 - Upper L Hook, Upper L Hook, Upper L Hook, Upper L Hook, Upper L
Hook, *Charged Punch*

*(Move)* - Denotes special finishing move.

9. Overworld Combat
_________________________________________________________________________

Not all fighting is done in a battle sequence, some of it is done out of a normal overworld
interface.  In this case your best shot is to dodge any projectiles while firing back with your own
defuser.  Crawling around is also a smart idea as it allows you to duck underneath most
projectiles, but not underneath the attacks of Dr. Bross's hybrids.  Jumping is also helpful for
distracting missiles that try to lock on to you.  Strategies for fighting each of the overworld 
non-boss battles follow.
-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -
Hovering Probe - Simply fire quick shots at it and then dodge quickly out of the way of any
lasers it may fire at you.

Super Hovering Probe - Fire off a quick shot and then dodge quickly.  Repeat until the nasty
triple laser firing thing is dead.

Laser Radar Probe - Just stay out of the way and fire at it, it's laser can be easily dodge if you
want to just run by it.

Rocket Radar Probe - Like above, stay away from it and fire at it.  It may surprise you because 
they frequently hover high above the ground in unexpected places.

Mines - Very annoying little things, but if you jump, they cannot damage you.  Try to jump right
when they go off or just bypass them.

Rocket Launcher - Fire off a few shots and then run quickly out of the way while jumping a few
times.  Or you can just crawl by it, its missiles cannot reach that low.

Flame Thrower - The height of annoyingness, you cannot kill them, but you should be able to
dodge them anyway.  Some can swerve to hit you.

10. Boss Guide
_________________________________________________________________________

The many bosses of Hybrid Heaven can be powerful enough to warrant more than one try.  Some
are easier than others.  Some bosses will need to have items used before you can gain an
advantage and pummel them.  Other bosses are just plain tough or are a piece of cake.  Be aware
that some bosses possess strange special moves.  But enough of my rambling and on to the
strategies for each boss.
-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -
Procyon, Level 1.2 - This monster can hit you with a wave of blue fire that knocks you down, so
be prepared for it.  The best tactic to use against it is a 2-Hit Combo, such as Left Middle Kick
and Right Middle Kick.  This is really not a tough battle, just pound away and do not let yourself
become grappled.

Dr. Bross's Monster, Level 2.1 (Overworld Boss) - You must spend the entire level running
away from this creature.  Do not worry, you can exact revenge later.  For now, just run full blast
and perhaps swerve every now and then.  Look for alcoves, doorways, and hallways to dodge it.

Kevin Young, Level 3.5 - Kevin's nasty little special ability is that he can take two steps during
an attack, which makes walking backwards and Guarding a smart idea.  Towards the end of the
fight, he starts moving slower and uses more Techniques.  Knock him flat with two 
5-Hit Combos, and do not think about grappling.

Super Mulifain, Level 4.2 (Overworld Boss) - This guy is very annoying and tough, time it so
that you attack close to him and during an attack that he cannot hit you with, then dodge the
other attacks and heal.

Polaris, Level 5.2 - This guy is a piece of cake, just walk backwards at a slow pace, then smack
him down with two 5-Hit Combos.  As long as you walk backwards and Step out of the way, he
will not hit you with his special.

Antares, Level 5.2 - Stay around the outer edge of the arena.  Walk from around the outer walls,
Stepping or Guarding against the fireballs depending on your Speed and Defense.  Two 
5-Hit Combos will make his day.

Algol, Level 5.2 - This guy can become invisible, and is very annoying and tough.  Try to unleash
your Combos on him right after he becomes visible for a short while or when he attacks you.  He
stays invisible as long as he is a certain distance from you.

Rigel, Level 5.2 - His special ability does the most damage, so make sure to stay close and try to
dodge the attacks and use Combos.

Dr. Bross's Monster, Level 6.6 (Overworld Boss) - This guy is a lot easier than he looks, just
run away from the Fire Monster and make sure this Monster follows you, he will be very toasty
soon.  Make sure that he is being hit by the fireballs from the Fire Monster.

Dr. Bross's Fire Monster, Level 6.6 (Overworld Boss) - This baddie is the tougher of the two. 
Lure him into hitting the gate to the arena by letting him chase you, running toward the gate, and
then running out of the way at the last second.

Gary Bross, Level 6.6 - The first hard boss, I heavily recommend using an Offence Raiser, a
Speed Raiser, a Speed Drainer, and a Defence Drainer.  Stay away, because his close attacks are
lethal, yet far away his Ice Shots can freeze you and then his Newazas can kill you.  Luck and
healing help the most.

Jerry Silver, Level 9.? - Very annoying because he is just like a Man In Black, he will shoot at
you if you become too far away.  Use a Technique to knock some HP off before unloading a 5-
Hit Combo to kill him or he will just use a Life Charger X.  This Life Charger X characteristic is
for all the bosses following this one and Dr. Bross.

Alex Hunter, Level 10.1 - Shoots very damaging Ion Shots when far away but pathetic at close
range.  Do not try to grapple him or any of the other bosses beyond this point.  You may want
to use some Raisers or Drainers.

Master Gargatuan, Level 10.1 - Chase him around by Running, and then use a 5-Hit Combo.  The
toughest part will be to chase him down, he really is not that tough, Guard against his Special.

Evolved Mi'Goea, Level 10.2 - If you attack from head-on, he will just Counter you.  If you have
any Guns left I would recommend using those.  Or you can Run around to his backside and
attack from there, but be wary of the Tail Kick.  You may want to use Raiser and Drainers.

Mi'Goea In Ultimate Form, Level 10.2 - You will definitely want to use Drainers and Raisers. 
He is very quick, but just keep your cool and use everything you have learned, along with some
wicked Combos, and you will do just fine.

Diaz, Level 10.3 - This is the last battle, so do not feel bad about using any Items, use any Guns
left over, use your Drainers and Raisers, etc.  Diaz will shout at you to come to him, but you
should really back away from him and try to get a Combo on him, because I think he can fill up
more than five Power Bars, making for a lethal unlimited attack.  Basically, get the first hit and do
not stop.

11. 2-Player Combat
_________________________________________________________________________

2-Player Combat is very different from fighting a computer enemy.  This is mainly because a
human opponent can change tactics and adapt and so forth, whereas a computer opponent
follows a set pattern throughout a whole fight, making it relatively easy to dispose of them once
you figure it out.  However in 2-Player Combat, one way good way to gain an advantage is to
unload a 5-Hit Combo on your opponent and then simply Run around the screen.  Because
Stamina is only slowly drained when you Run, and because your opponent will very likely not
catch you, it happens to a be an excellent tactic to use.  However, if your opponent Runs away
from you all the time, try to get as close as possible and then use a Combo where you get closer
to them with each move, a good example of this is the High Kicks, and then the last few moves
you use will connect.  Grappling your opponent and Techniques are not very smart because it is
hard enough to try and grapple without them simply using a Kick or Punch to counter it.  So
basically the best strategy is hit-and-run.  You can also choose to play as characters that you
have defeated in the game, which will also affect you, because having a larger or smaller size can
be an important factor.

12. Codes
_________________________________________________________________________

Extra Outfits
-     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -     -
To receive extra outfits for your character defeat the game on the Hard or Ultimate difficulty level
and then enter L, R, L, R, and A at the title screen.  You should hear Diaz growl and see the word
"extra" on the lower left of the logo.

13. Sites
_________________________________________________________________________

Konami Of America's Hybrid Heaven Page:
http://www.konami.com/games/hybrid_heaven

Official Hybrid Heaven Page
http://www.hybridheaven.com

RPGamer - Hybrid Heaven Section
http://www.rpgamer.com/games/other/n64/hheav/hheav.html

Personal Hybrid Heaven Page
http://www.geocities.com/TimesSquare/Chamber/8015/hh.html

14. Closing
_________________________________________________________________________

This FAQ can be used by any site as long as none of its content is changed and credit is given to
me.  This FAQ is copyright by me.

However, the latest updates can be found only at www.gamefaqs.com.
If you are viewing this FAQ from a different host site, then I cannot guarantee that this is the
latest version.

Contact me at lich_85@hotmail.com.

I have received 057 emails about this FAQ so far.
Thank you to everyone who emailed me.

I also have a Terranigma site at:
http://www.angelfire.com/tn/terranigma/index.html

Got questions about other games?  I know lots of stuff about other GameBoy, SNES, and N64
RPGs, so ask if you need help.

I will be working on this a lot because I play the game frequently and am still figuring out
technicalities and other nitty-gritty stuff so you do not have to.  Last but not least, if you have
any questions on Hybrid Heaven, I will take those also.