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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter X » X-Men: Next Dimension - Strategy Guide (Page 05)

X-Men: Next Dimension - Strategy Guide (Page 05)

Below are the cheat codes, hints and help for X-Men: Next Dimension - Strategy Guide (Page 05).

Danger Room (3)
  (no transitions, but the room will shift in Arcade and Story Mode)
  - PRACTICE ZONE
    - nothing
  - COLISEUM
    - knock into stone columns (3000 dmg)
  - WAR ZONE
    - thrown into crates (2900 dmg)
    - knocked into tower, barrels and truck (3000 dmg)

Asteroid M (2)
  CONTROL ROOM:
  - smash through glass wall down shaft into sub room  (3100 dmg)
  - stairs (3000 dmg)
  SUB ROOM:
  - heavy combo breaks the glass floor into the generators  (3100 dmg)
  GENERATOR ROOM:
  - breakable glass columns (your back to columns + b+R1) (2900 dmg)

Morlock Tunnels (3)
  SUBWAY STATION:
  - hole leads to sewers-catwalk (3000 dmg)
  - knock into stairs (3000 dmg)
  SEWERS:
  - knock enemy off edge into lower sewers (3000 dmg)
  - knock into wall (3000)
  LOWER SEWERS:
  - big crates (enemy in front of crate + R1) (2900 dmg)

Magneto's Citadel (2)
  THRONE ROOM:
  - knock off the balcony into the lava pits (3100 dmg)
  - knock into wall, stairs (3000 dmg)
  - terminals (3600 dmg)
  LAVA PITS:
  - rocks (3000 dmg)

Apocalypse's Tomb (3)
  TREASURE ROOM:
  - knock them off the open sides (4000 dmg)
  - grey crates (enemy back to it + R1)  (2900 dmg)
  - golden boxes (your back to box + b+R1) (2900 dmg)
  CATACOMBS:
  - heavy attack on the floor (3100 dmg)
  - throw into coffins (enemy back to it + R1) (2900)
  - throw into thin columns (enemy back to it + R1) (Beast = 5000; Toad = 3700)
      (Toad: in the blue lighted area, have enemy between Toad and pillar)
      (Beast: from the middle of the room, have enemy between Beast and pillar)
  CRYPT:
  - any attack into the column of light will transport back to main hall (3600)
  - knock into stairs (3000 dmg)
  - thrown into middle fire columns (your back to column + b+R1) (2900)
  - thrown into golden statues (your back to statue + b+R1) (2900)


**********************************************************************
*****************       VI. SECRETS / GLITCHES        ****************
**********************************************************************

---------------------
a. UNLOCKING SECRETS
---------------------
RESET PRACTICE MODE
tap L1 and R1 simultaneously and the level resets (breakable objects are
respawned and you return to the default starting position for that stage
and room)

UNLOCK FMV's
beat arcade mode with that character

UNLOCK 3RD COSTUME (3A and 3B):
beat arcade on Expert with that character

UNLOCK 4TH COSTUME (4A and 4B):
get over 30 wins in Survival with that character

UNLOCKED BASTION AND 2ND COSTUME (2A and 2B) FOR ALL 24 PEOPLE
beat story mode with Magneto's ending (Magneto vs Bastion)

UNLOCK SENTINEL A:
beat arcade with Cyclops

UNLOCK SENTINEL B:
beat 20 matches in Survival mode

UNLOCK PSYLOCKE
beat arcade with Betsy

UNLOCK BISHOP
beat arcade with Gambit

UNLOCK BLOB
beat arcade with Bishop

UNLOCK DARK PHOENIX
in Story Mode, lose the "Magneto vs Bastion" fight.  Then get a PERFECT with
Phoenix in "Phoenix vs Bastion".

UNLOCK EVERYTHING CODE:
<>
at the main menu hold L1 and press right right left left down up circle.
You will hear a funny noise ("Shway!") that will tell you did it right.

-----------------------
b. KNOWN BUGS/GLITCHES:
-----------------------

BASTION
- if he follows up his X+O super with a qcf+S, the counter actuall jumps
backwards (from 38 down to 31).  Also the damage for the qcf+S is 3200, even
though its well beyond the 10th hit and should be only 10% of its original
value (3200).  The damage total does not get lost or counted backwards.

BISHOP
- doing the b+R1 then doing a standing O and hitting the target at his
head level will cause the opponent to be stuck frozen in mid-air.  Bishop
cannot effect the enemy anymore.  The enemy will still recover red-bar health
in this state, so make sure you have more life and win by time.  Works against
everyone EXCEPT Blob (since he's unthrowable by Bishop).

BLOB
- sometimes, special throws miss him and the thrower goes into the throw
animation, but Blob is still on the ground.  Happened with Rogue and
Sabretooth.

FORGE
- sometimes his beam attacks are invisible.  They still hit, but damned
if i can see them.  Happens most frequently on Savage Land stage - pool area
and with his beams primarily.

GAMBIT
- after the first round of combat against an opponent, Gambit cannot do
ANYTHING for one second!!!!  Thus, it only effects him in Arcade Mode and
affects both the human and CPU controlled Gambit.  There's nothing you can
do about it.

- sometimes if he's attacked during his card power up (qcb+T), his staff will
be stuck in that position.  Happens frequently when I used Sabretooth's
f+S+T and S+T combo against him.  A throw by either corrects it.

HAVOK
- occasionally during their air throws, they will stay stuck in mid-air
doing their throw animation.  Only an attack from the enemy will
dislodge them.  Happens at random and is VERY annoying because it
guarantees your enemy a free super or attack.  Happens if you mash the
jump throw too much.

JEAN GREY
- sometimes after her "Confusion" super [X+O] hits, the target should have a
pink halo around their head to denote that they are under the effect of the
super.  Unfortunately, it doesn't always appear.  There's nothing you can do.


- sometimes, she will fly for no apparent reason from a jump or an aerial
special attack.

MAGNETO
- doing the b,f+T after a qcf+O will cause the hit counter to go down and the
damage on the b,f+T will be at maximum.

- sometimes a super will come out and SHOULD combo with the target but for
some reason they don't get stuck into the animation for the super.  For
Magneto,
it happened on Xavier's Mansion-Garden stage with his EM Concussion (d+X+O). 
The super is still happening but they aren't stuck in the super; instead they
can attack you.

- sometimes, I've seen Magneto do two rapid EM gushes (qcf+T) in a row.  Not
sure exactly how its done, or if its a real move.  I did it once by accident
and
have now seen the computer do it a few times but it never seems to do it
with great frequency.

- sometimes, he will fly for no apparent reason from a jump or an aerial
special attack.

MYSTIQUE
- her Level 4 scope-sight only appears once for every stage you're on.
Even if you fight different people on the same stage, the scope will not
appear again until the stage changes.

- occasionally during their air throws, they will stay stuck in mid-air
doing their throw animation.  Only an attack from the enemy will
dislodge them.  Happens at random and is VERY annoying because it
guarantees your enemy a free super or attack.  Happens if you mash the
jump throw too much.

NIGHTCRAWLER
- cancelling his T S attack into the Level 4 super then doing SXOT
will freeze the opponent's controls and not end the super.  Time will
continue to run down and Nightcrawler cannot build up any more super meter.
Match will ONLY end by time or if sufficient damage is dealt to target.

- his sword didn't appear in his hand (I think because of the Lv4 glitch).  A
throw corrected it.  It did affect certain moves because the TS no longer
knocked them down.

ROGUE
- air throw on the Subway Station level causes her opponents to fall very
slowly, giving her time to do another combo on them.  This can be abused into
a veritable extended combo that will more than likely kill the opponent.
<>

- sometimes, she will fly for no apparent reason from a jump or an aerial
special attack.

SABRETOOTH
- doing a b+R1 on an opponent close to the wall, the opponent will slide back
towards the wall AFTER the throw.

- sometimes doing the qcf+X throw really close to the wall causes the enemy
to fall from Sabretooth's grip during the piledriver animation.

- He is the only character to have a very short stun frame.  Because of this,
most stunning/knockdown combos that work for everyone else may not work
against him.  Only quick successive hit combos will work against him.  Slow
stun combos, some knockdowns, and jump-ins won't affect him (making him a very
strong character)

SENTINEL A
- during his winning cutscene after each match, he punches the
camera and the glass breaks.  However, after he does it once for a stage,
the glass break sequence will not happen again even though he still punches
the camera.

STORM
- sometimes a super will come out and SHOULD combo with the target but for
some reason they don't get stuck into the animation for the super.  For Storm,
it occurred when I was doing the El Nino (b+S+T) on the small ledge of the
Savage Land stage.  The super is still happening but they aren't stuck in the
super; instead they can attack you.

- sometimes, she will fly for no apparent reason from a jump or an aerial
special attack.

TOAD
- occasionally during their air throws, they will stay stuck in mid-air
doing their throw animation.  Only an attack from the enemy will
dislodge them.  Happens at random and is VERY annoying because it
guarantees your enemy a free super or attack.  Happens if you mash the
jump throw too much.

WOLVERINE
- doing his b+S+T S (L1) after his f+S+T (L3) will cause the hit counter to
reset.

ANY CHARACTER
- Sometimes, after a perfectly timed air seek jump, the character misses the
enemy for some strange reason.  Occurs most often if too close to the wall.
To counter this, just do a throw at the peak of the air seek (it will lock
onto the target).

- doing a throw not only affects the zone in front of the character, but the
entire zone SURROUNDING the character.  Even if you jump behind the character,
the throw may still target correctly and you'll get tossed.

STAGE: APOCALYPSE'S TOMB (ROOM 2 - CATACOMBS)
- after breaking the floor once before, there will be a large black hole.
Coming back here again, you can be thrown/knocked back onto the dark hole
and not fall!  Works with Toad.  Apparently, you cannot go back to the
Crypt Room (Level 2) once you've been there before.

STAGE: XAVIER'S MANSION (ROOM 1 - HALLWAY)
- sometimes when throwing the character from the elevator, the ENTIRE wall
is black as if the wall wasn't even created on the stage.

STAGE: MORLOCK'S SEWERS (ROOM 1 - SUBWAY)
- the moving subway car will interfere with your vision (unless you can see
every 5th frame which are incredibly blurred).  Try not to put yourself in
that position.

- doing air combos in that shortened room usually causes the enemy to fly
into the ceiling and actually bounce off and not be in position for an
air combo.  Try to avoid doing air combos on this part of the stage.

STAGE: DANGER ROOM
- a bright white flash will fill the entire screen when it shifts between
different settings and you will momentarily NOT BE ABLE TO SEE ANYTHING!!!
Unfortunately, the battle continues so just be careful.  The room changes at
random so be on your guard.  Once you lose your vision, just jump back and
block OR continue your combo and memorize your button taps.  Hopefully you
don't get mauled by the CPU during this moment of blindness.

ANY STAGE
- sometimes, it is possible to hit an opponent past the wall and they
will be trapped.  I've experienced this on numerous occassions on various
levels  (Apocalpyse Tomb Rm 2, Xavier's Mansion Rm 1)


**********************************************************************
******************     VII. CHARACTER ANALYSIS    ********************
**********************************************************************

(sorted by toughest to weakest)
   NAME            DMG%  DEF.BONUS %
GROUP I
1. Juggernaut      0.90  +0.10
2. Blob            0.91  +0.09
3. Sentinel A      0.92  +0.08
4. Sabretooth      0.93  +0.07
5. Wolverine       0.94  +0.06
6. Bastion         0.95  +0.05
7. Rogue           0.95  +0.05
8. Sentinel B      0.96  +0.04
   Dark Phoenix    0.97  +0.03    VS supers
9. Magneto         0.97  +0.03
10.Bishop          0.98  +0.02

GROUP II
11.Beast           1.00  0
12.Cyclops         1.00  0
13.Dark Phoenix    1.00  0        VS non-super attacks
14.Forge           1.00  0
15.Gambit          1.00  0
16.Havok           1.00  0

GROUP III
17.Betsy           1.01  -0.01
18.Psylocke        1.01  -0.01
19.Lady D          1.01  -0.01
20.Toad            1.02  -0.02
21.Mystique        1.03  -0.03
22.Phoenix         1.04  -0.04
23.Nightcrawler    1.06  -0.06
24.Storm           1.06  -0.06

DMG % = Percentage of damage the character takes from attacks

Group I - since these characters have damage reduction FOR EVERY HIT, try to
limit the number of hits you do on them, as the more hits will equal less
successive damage.  Keep in mind when you do a multi-hitting super against
these characters will do MUCH LESS damage than it would on a baseline
character.

Group II - baseline toughness, so it doesn't matter on the number of hits in
a combo.  Any combo that connects on them will suffice.

Group III - since these characters take damage poorly, increase your # of hits
since each hit will generate more damage than on a baseline character.  As long
as it does damage OR has lots of hits will work well against them.

I also believe the full life bar for EVERYONE is 30,000 points.  This
makes sense since most Level 4 supers do around 15,000 damage and
takes off HALF the life bar on most people!!!  (thus any combo that does more
than 30,000 dmg is a full life combo)



**********************************************************************
******************       VIII. GAMEPLAY TIPS     *********************
**********************************************************************
This section is just some things to keep in mind while playing the game,
that will add to your arsenal, as KNOWLEDGE IS POWER!!!

============
= COUNTERS =
============
Countering is a lot more important in this game because of how much damage
they do, unlimited usage, and the fact that they can even reverse projectiles.

~~~~~~~~~~~~~~~~
~USING COUNTERS~
~~~~~~~~~~~~~~~~
  A recap on counters:  (default button is R2)

  forward + R2 = against punches
  back + R2    = against kicks
  down + R2    = against low attacks (they have to knock you down ie sweeps)
  jump + R2    = against any attack while you are still in the air

KNOW YOUR ENEMIES HABITS/PATTERNS
  The trick to doing them effectively is to KNOW what your opponent plans
  on doing, and anticipating with the proper counter.  It's also possible
  to counter DURING a combo string, which is much easier to predict than
  guessing on what attack your opponent will use against you.

USE THE PROPER ATTACK AGAINST THE RIGHT THING
  Hit > Throw > Counter

  Using the equation above: Hits stop Throws, Throws stop Counters,
  Counters stop Hits.  Also be aware that Throws can stop other Throws.

DON'T COUNTER UNLESS YOU NEED TO
  Otherwise you'll be left open for a throw (you can't do anything while
  you in the "Counter" pose)

~~~~~~~~~~~~~~~~~~~
~FIGHTING COUNTERS~
~~~~~~~~~~~~~~~~~~~
USE THROWS
  The best way to counter the COUNTER is to throw them.  It also helps if you
  can recognize every character's "Counter" pose and then to train yourself
  to throw when you see that pose (they're vulnerable for a split second)

DON'T USE COMBO STRINGS UNLESS YOU'RE SURE THEY'RE HITTING
  don't get into the habit of doing extremely long string combos UNLESS
  they are hitting the opponent.  Its just telegraphing to the opponent
  what you're doing and there's a good chance for a counter AGAINST you.

CAN'T TECH ATTACK (RECOVERY MOVE)
  Last thing to note about counters:  when you get countered yourself,
  you cannot use a Tech Attack (holding down a button and you will get up
  with a quick attack).  I'm not sure why, its the way the game was designed.


====================
= DAMAGE REDUCTION =
====================
Damage after the FIRST attack in a combo automatically loses 10% of its
default value.  This is useful to know especially for designing combos,
since having a lot of HITS does not mean a very damaging combo string.

1st hit = 100%
2nd hit = 90%
3rd hit = 80%
...
10+ hit = 10%

The damage reduction drops down until its 10% of the original

The trick to damage reduction is with a throw: it RESETS the damage/hit
counter!!!  So, you don't get 120 hits, instead you'll now have a combo
that does MAX damage more often, reducing the impact of "Damage Reduction".
Cheap?  Yeah, it can be said it make Throwing very powerful in a combo
situation.

Another trick that resets the hit/damage counter but still keeps the
combo going is to let the enemy fall down or bounce on the ground very
hard that they bounce up.  During this moment of bouncing, they cannot
defend or tech roll and the counters will reset.  Follow it up with another
combo or super for MAX damage on the new combo string.

A good thing to keep in mind is that if you want to do the MOST damage in
a combo, make sure high damage attacks occur earlier and to minimize too
many low damage attacks OR add on a Throw somewhere in-between and to
follow it up with more attacks/supers.

Some of the most damaging combos involve using two Level 3 supers or
a Level 4 with a large combo string and/or throw to reset the damage.


==================
= METER BUILDING =
==================
This game has supers, and you need energy in your METER to do them.
The METER is the big blue bar underneath your green life meter.  It's
divided into 3 zones:

Level 1: is the smallest bar and quickest to build up
Level 2: is the second bar and takes longer to build up
Level 3: is the longest bar and takes the longest to build up
Level 4: ALL 3 Levels (One, Two, Three) combined

Each Level has a certain required amount of damage done with attacks
(punches, kicks - they don't even need to hit the enemy) and a certain
number of hits to build up enough meter to do a super of their respective
level.  Not all attacks build up meter the same way.  It varies on the
character (hence why some combos that satisfy both the DMG and HITS
requirements still don't build up a Level 1)

Throws MUST connect to build meter!  Throws vary, but the average is given
below and they ignore the number of hits; just the number of connected throws.

Taunts also build up meter very quickly and my estimations are given below.
Note that when you Taunt, the METER doesn't stop once you reach a Level (like
with the hits, dmg and throws), making them very efficient.  However, they do
leave you VERY vulnerable for a few seconds so be aware.

METER     DMG     HITS  THROWS  TAUNTS
-----------------------------------------
Level 1 =  7000   7     (3)     (1.5)
Level 2 = 11000   10    (4)     (2.5)
Level 3 = 17000   14    (6)     (3.5)
Level 4 = 35000   31    (13)    (7.5)

Keep in mind that these are only approximations.


================================
=  FREQUENTLY ASKED QUESTIONS  =
================================
OK, I finally got around to putting this together.  I have been getting a few
questions that keep popping up in my e-mailbox.

Q1) How do I beat Sentinel A in Story Mode????
A1) I have made and expanded on tips to beating him under IV. STORY MODE.

Q2) How do I save?
A2) You have to manually save by going into OPTIONS from the Main Menu.  Now
    go to MEMORY CARD and then choose SAVE.  You cannot save DURING Story Mode!

Q3) How do I block?
A3) Just push away or backwards on the direction pad.

Q4) How do I counter?
A4) If the configuration is DEFAULT, then just tap R2 and then a direction to
    specify the type of counter.  I explain it in my III. CHARACTERS Legend
    section.


**********************************************************************
******************       IX. IN THE FUTURE...    *********************
**********************************************************************
Any help would be greatly appreciated for any missing unique combos/
specials/supers for the characters.  Plus if you see a mistake,
let me know!

If you do submit a combo, could you please include the damage and hits

you got against Cyclops.  It's fine if you don't, but then I'll
have to check it myself and if I can't do it successfully with a high
percentage of success, then I won't include it unless it's extremely
unique or special (EX: does 40000 dmg against Blob!) then I'll put it
in the combo list.

FUTURE UPDATES:
- on the lookout for more bugs/glitches/CPU double standards

THINGS TO LOOK INTO:
* D.Phoenix has 2 moves listed, yet don't seem to work:
    f+T T  (I think this is a typo for f+T d+T, which does do something)
    qcb+T  (I think its supposed to be a throw but nothing happens)

* The exact conditions to trigger the bookshelf throw in Xavier's
Mansion-Office
room and the hallway.

* Magneto's EM Gush twice in rapid succession - how?

Send all queries to:  azraelswrd@hot mail com  (take out the space. add ".")


**********************************************************************
*********************       X. CREDITS         ***********************
**********************************************************************
My Thanks goes out to:

- Sony for the Playstation 2
- Marvel for getting me into comics with so many cool characters
- Activision and Paradox for making the game
- GameFAQs for allowing me to post this
- GF X-Men Next Dimension message board for being so nice and helpful! ^_^

My personal gratitude for those who helped me make this a better work:

- Cycloptikis for how to get Dark Phoenix and tip on "other" taunts
- El Gimpo for the secret Juggie super and combos
- Bad Storm for the Forge super and Storm combos
- PX message board for the UNLOCK code
- Drake3 for Storm combos
- Robert Garcia for Gambit, Cyclops, Rogue combos
- The Exalted for Nightcrawler tip and secret taunts
- Anthony Whyte for combos and unlisted moves for Bishop, Storm, Beast
- Knobody for the Pause tip in Story Mode
- James "liu kang" Che from Paradox Development for the Beast combo
- Rory Scott for Sentinel B's arcade boss
- Eric Dunham for Havok stuff
- Rob Depew for Rogue's absorb on Dark Phoenix
- Apeboy about Beast and Blob tidbits
- Matt Juarez for Rogue's throw glitch
- Mayvarik for the Wolverine qcf+S cancel into f+S


**********************************************************************
*********************      XI. MY RECORDS      ***********************
**********************************************************************
I put this after the CREDITS because this section really has no benefit or
impact toward the game.  Just a little scoresheet o' mine.

I wish they had left the old Record keeping system in XMMA1 and XMMA2, cuz
now the only thing that they keep a record of is your Survival wins.  No
more individual character usage and win ratios.  Oh well...

Anyways, here are my Survival records:

Bishop         - 89
Blob           - 51
Sabretooth     - 46
Magneto        - 31
Beast          - 30
Storm          - 29
Wolverine      - 25
Gambit         - 24
Juggernaut     - 24
Rogue          - 23
Bastion        - 22
Forge          - 21
Cyclops        - 19
Mystique       - 19
Nightcrawler   - 18
Toad           - 16
Lady D         - 16
Psylocke       - 16
Betsy          - 15
Havok          - 15
Dark Phoenix   - 15
Phoenix        - 15
Sentinel B     - 12
Sentinel A     - 8




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