BLOODY ROAR 3 GUIDE TO TECHNICAL MADNESS VERSION: 1.0 PRODUCED: (C) 2001 Hudson Soft GAME CONSOLE: Playstation 2 FAQ AUTHOR: Deeshad E-MAIL: hanzouds@hotmail.com ------------ *DISCLAIMER* ------------ This FAQ is written for fun and personal usage ONLY. It's okay to reproduce this FAQ for viewing purposes, which should be meant to better your game play and knowledge on the game being discussed below. It is NOT to be used for profitable and/or promotional means, (ex. a game magazine) nor should the contents from this page be copied in ANY way, used under a different name, or rewritten/changed in any manner. If the following is violated in any manner, that's plagiarism and I have the right to take legal actions against any violators. If you want to place this on an FAQ web site or page that deals with games, please let me know FIRST and get ask for MY permission. If the permission is granted, please be sure to give credit to where it belongs. (ME!) If you have any questions or comments about this FAQ, feel free to contact me at . ------------------- *TABLE OF CONTENTS* ------------------- A) INTRO B) QUICK CONTROL LAYOUT & FUNCTIONS C) GAME MODES *UNDER CONSTRUCTION* D) IN-DEPTH DISCUSSIONS (PART 1) -BEASTORIZING SYSTEM -OFFENSE & DEFENSE -THROW SYSTEM -COMBO SYSTEM -DAMAGE CONTROL E) UNDERSTANDING THIS FAQ F) CHARACTERS -YUGO *COMPLETE* -ALICE *COMPLETE* -LONG *COMPLETE* -MARVEL *COMPLETE* -BUSUZIMA *COMPLETE* -JENNY *COMPLETE* -BAKURYU *COMPLETE* -URIKO *COMPLETE* -GADO *COMPLETE* -STUN *COMPLETE* -SHEN LONG *COMPLETE* -XION *COMPLETE* -KOHRYU *COMPLETE* -URANUS *COMPLETE* G) SECRETS & TRICKS H) IN-DEPTH DISCUSSIONS (PART 2) *NEW!!* -RATINGS ON CHARACTERS' LIFE GAUGE -RATINGS ON CHARACTERS' BEAST GAUGE I) RECOGNITION TO CONTRIBUTORS J) REVISION HISTORY -------========================================------- This FAQ can be found at: GameFaqs Cheat Code Central Playstation Cheat.net -------========================================------- ================================================================= ------------------ A) INTRO & UPDATES ------------------ Hey! Thanks for choosing this FAQ. This is my attempt to write an informative & fully usable guide about Bloody Roar 3, which has really shaped up into a unique fighting game that can stand on its own. Bloody Roar 3, the 3rd installment in the Bloody Roar series, contiues the wild & frenzy primal battle with new features (Air Combos, improved Guard Escape, Hyper Beast Mode) & characters (Xion, Kohryu, and Uranus). Many of the flaws that plagued the 1st installment, and lingered in the 2nd installment, have been ironed out very well, setting this game on a more technical course (in my opinion). This is what leads me to do this FAQ. Taking a more serious approach, I will attempt to place in this FAQ detailed explanations and descriptions about the features in this game, from its fighing system down to the characters & their numerous attacks. At the moment, this FAQ is still in its preliminary stage, so there is still some info missing/have yet to be added in. Due to some changes in my schedule, I can only guarantee that this FAQ will be updated on sometime on the weekends. Please have some patience as I try my best to complete this FAQ, which may hopefully become a helpful guide to those game players that want to master everything that's Bloody Roar. Period. How am I making this work? My sources in writing this FAQ are based on: 1) The arcade version (Japanese) 2) The Playstation 2 version (English) 3) The Bloody Roar 3 Website (Japanese) 4) The Bloody Roar 3 Book from V Jump (Japanese) Now, the time has come. Wake the spirit of the beast within you! -Deeshad ----------------------------------- B) QUICK CONTROL LAYOUT & FUNCTIONS ----------------------------------- -------------------------- |CONTROLLER SETUP (Default)| -------------------------- *Note that the conditions written below are based on a character on the left side of the screen facing right. If the conditions change to the right side of the screen, then any key press that involves left & right will be reversed. KEY PAD BUTTONS (Default) ------- ----------------- RIGHT = forward SQUARE = Punch R1 = Heavy Guard LEFT = back X = Kick L1 = Beast Drive DOWN = crouch CIRCLE = Beast R2 = Sidestep (Towards screen) UP = jump TRI = Throw L2 = Sidestep (Away from screen) ------ |MOVING| ------ Walk Forward = f | Sidestep = d,d (R2) or d,u (L2) | Walk Backward = b | Lie Down = Hold R1, then press d,d (lasts for 2 second if d is | held on 2nd press) Crawl Forward = df | Super Jump = Dash, then jump | Crawl Backward = db | Wall Jump = Jump at a wall, f (in beast form only)* | Quick Forward = f,f | = f,f or b,b in the air (Jenny in beast form only)** | Hover < Dash = f,f (Hold) | = Dash, then Jump (Stun in beast form only)** | Backstep = b,b | Chase Jump = Press Up after a launched character (Only in beast form)*** *Uriko & Bakuryu are the only characters that can do a Wall Jump during human form. Uriko will do this through "Hien Raku" near a wall, while Bakuryu needs to be near a wall when he executes "Tenjin Izuna Otoshi" or "Tenjin Raiko Kyaku". Stun cannot Wall Jump normally while in beast form. It's only possible through his Hover, which will give Stun some extra height. Just do Stun's Hover near a wall, then do the motion for a Wall Jump. **Jenny's Hover can last for an infinite amount of time by alternating f,f and b,b one after the other. Stun's Hover gives him the ability to float through the air for about 2-3 seconds. Any air-based move(s) or attack(s) can be done from both character's Hover, while Jenny's Hover can also be done after a Wall Jump. ***Uranus is the only character that can perform a Chase Jump in both human and beast form. --------------------- |DEFENSE-RELATED MOVES| --------------------- Light Guard = Stand still (High) or press Down (Low) Heavy Guard = Press R1/Back (High) or Down+R1/Down-Back (Low) Guard Escape = Press R1 & Forward simultaneously / hold Forward & press R1 just as an attack is about to connect (Can be done continuously) Guard Attack = d,db,b+P/K (Depends on character) Guard Reversal = See specific characters' movelist for correct motion Guard Break = Any attack that has a golden flash (Only a Heavy Guard can defend against this) Motion Cancel = R1 (Cancels movements) Combo Cancel = R1 (Cancels combos from the last button pressed) Command Cancel = R1 (Cancels most Command Attacks) Retaliation = Do Command Attack motion while holding R1. Press attack button as R1 is released. -------- |THROWING| -------- P+K \ or > Standing Throw (Front & back; both with miss animation) R1+P / d+P+K \ or > Crouching Throw (Front & back; both with miss animation) d+R1+P / Throw Escape = P+K just as you are being grabbed (Only against High, Low, and Air Throws) ------------------------ |BEASTORIZING/BEAST GAUGE| ------------------------ EMPTY GAUGE ----------- In human form, Beast Gauge is empty, or hasn't been filled 1 level yet. Beastorize Pose = B (to fill up Beast Gauge) BEAST MODE ---------- Beast Gauge is filled 1 level (Character flashes): -Transform = B button (invincible) -Dash & Transform = B during a Dash (vulnerable) -Attack & Transform = Any Beast Command attack (vulnerable) -Combo & Transform = Any combo that has an extension into a beast combo (vulnerable) -Cancel & Transform = P+K+G to transform from any move that has a Cancel Point (invincible) HYPER BEAST MODE ---------------- Beast Gauge is filled 2 levels & gauge is flashing white (Character flashes with respective beast sign): -Hyper Transform = P+B+G or K+B+G (invincible) -Cancel & Hyper Transform = Transform from any move that has a Cancel Point (invincible) IN BEAST/HYPER BEAST MODE ------------------------- -Beast Drive = d,df,f(x2)+B or d,db,b(x2)+B -Preset Beast Drive = P+K+B or L1* -Beast Drive Enhanced = See specific characters' movelist for correct motion *Which of the 2 Beast Drive that will be done depends on the character ------------------------- |WHEN LAUNCHED/SENT FLYING| ------------------------- Air Recovery = P+K (Recover in midair): -When launched into the air (If sent spiraling, Recovery will not work) -When juggled -When sent flying into a wall (not when you're slammed into a wall and take damage. This is just as you're about to hit a wall) Ground Recovery = P+K (Recover in a low crouch): -When swept off your feet -When knocked away low over the ground ------------------- |AFFECTING THE STAGE| ------------------- Floor Break = When slammed onto the floor (Only in "Slum Street" stage) Wall Crack/Dent = When slammed into the sides of a stage, or do attacks near the sides of a stage Wall Shake = Move/Attack near a wall Wall Break = In final round, killing blow slams a character into a wall --------------------- |OFFENSE-RELATED MOVES| --------------------- ON THE GROUND ------------- WHEN PUNCH/KICK/BEAST BUTTON IS PRESSED UNDER THE FOLLOWING CONDITIONS: Standing Attack = P/K/B Forward Attack = f+P/K/B Back Attack = b+P/K/B Crouching Attack = d+P/K/B Low Forward Attack = df+P/K/B Low Backward Attack = db+P/K/B Quick Forward Attack = f,f+P/K/B Dashing Attack = Dash+P/K/B Lay Down Attack = Lie Down+P/K/B Back Turn Attack = Back,P/K/B Low Turn Attack = Back,d+P/K/B Leap Attack = u+P/K/B Note the attributes & usage of each attack depends on the character being used IN THE AIR ---------- Simple Downward Punch = P Hammer Fist = f or b + {P} Simple Flying Side Kick = K Drop Kick = f + {K} Simple Flying Front Kick = B Reverse Drop Kick = b + {K} Beast Air Attack = f + B Note the attributes & usage of each attack depends on the character being used -------------------------------- |WHILE HIT/DURING A DOWN POSITION| -------------------------------- DURING A DOWNBOUND ------------------ Downward Attack = Any Mid/Low level attack (regular or Command Attack) *While being hit, a character cannot recover and/or roll away DURING A FULL DOWN ------------------ Pursuit Attack (a.k.a Ground Attack) = d+P, K, or B *Note that the type of Pursuit Attacks that can be done varies between each character WHEN KNOCKED DOWN ----------------- Stand Up = Press nothing (can still be hit by a Pursuit Attack in the beginning animations) Roll = Press in any direction rapidly Recovery Speed Boost = P repeatedly (avoid Pursuit Attacks) Rising Attack = Press K (hits mid) DURING A STUN POSTURE --------------------- Stun Recovery = Press Directional buttons and/or R1 rapidly ------------- C) GAME MODES ------------- ARCADE VS BATTLE SURVIVAL PRACTICE OPTION -------------------------------- D) IN-DEPTH DISCUSSIONS (PART 1) -------------------------------- ------------------- |BEASTORIZING SYSTEM| ------------------- In BR3, the beastorizing system has undergone massive changes, making it a necessity to transform into Beast mode at least once during a match. ----------- BEAST GAUGE ----------- The Beast Gauge has two levels it can be filled up to. At first, when it is completely empty, blue energy will slowly fill into the Beast Gauge on its own. The gauge can fill up even faster by: -Executing attacks -Striking the opposition -Taking damage from the opposition -Pressing B button (Beastorize Pose) -If Life Gauge is very low, everything stated above will fill the Beast Gauge twice as fast When the gauge is completely filled with blue energy, a character will flash momentarily and the sign "BEAST CHANGE!!!" will appear, along with an orange button and the word "BEAST" in yellow letters above it. This is the 1st level of the Beast Gauge. Characters can tranform into Beast form when level 1 has been reached. After level 1 has been reached, the Beast Gauge will become empty again. Instead of blue energy, yellow energy will start to fill the Beast Gauge. All the methods used to fill the Beast Gauge as stated above can be used except for the B button (which will instantly turn a character into Beast form). When the gauge is completely filled with yellow energy, the character's Beast Sign will flash around him/her while the Beast Gauge will start flashing. Again, the sign "BEAST CHANGE!!!" will appear above the gauge, while the word above the orange button, "BEAST", will turn white. This is the 2nd & final level of the Beast Gauge, with the gauge remaining completely filled. Characters can now tranform into Hyper Beast form, or turn into regular Beast form. At the start of each match, both characters' will start off with their Beast Gauge filled to the 1st level, meaning that Beast mode can be initiated from the start. The energy in the Beast Gauge (whether partially or entirely filled) will not deplete under any condition as long as a character doesn't go into Beast mode. However, once Beast mode has been initiated, the Beast Gauge will decrease under these conditions: -Blocking attacks -Taking damage (any form of damage) How much energy in a character's Beast Gauge not only determines how large the temporary (white) area in his/her Life Gauge will be, but the strength of a Beast Drive when he/she transforms. Both are universal to each other, for the lower the energy in the Beast Gauge is, the weaker the Beast Drive & the less temporary area that will appear. The more energy, the stronger the Beast Drive & the more temporayr area that will appear. On a whole, it's best to transform into Beast form when a character's Beast Gauge is filled to the maximum to get the full benefits from it. While in Beast mode, a character will revert back to human form when the Beast Gauge is completely empty if one of these conditions come into play: -Being knocked down -Being juggled/hit repeatedly while in the air -Certain attacks & throws (ex: Uriko's "Hekireki Pinfu" will knock her out of Beast form, while her front throw, "Indara", will knock her opponent out of Beast form) -Certain moves that put a character into specific Stun postures (ex: when a character falls into "gut" stun due to Yugo's "Clinch", he/she will fall out of Beast form) ---------- BEAST MODE ---------- When the Beast Guage is filled up 1 level, a character can transform into Beast form. There are several ways to go into Beast mode: -TRANSFORM!: The standard method in beastorizing. Stand still, and hit the Beast button. This can also be done in the air as well (giving you the ability to do a double jump as you transform). A character will be completely invincible to any form of attack, while the opposition will either be floored (not blocking) or knocked away (counter hit) if caught in the aura of a character's transformation. -DASH & TRANSFORM!: Just run and hit the Beast button to "beastorize" and charge in at the same time. The attack that will be done will be each character's normal Dash+Beast Button attack. -ATTACK & TRANSFORM!: Execute a Beast Command Attack (on its own or tagged into a combo) while in human form. -COMBO & TRANSFORM!: Within the middle of a combo, hitting the Beast button will allow a character to transform while continuing the assault. This can only be done through combos that have an extension to adding in Beast combos and attacks. -CANCEL & TRANSFORM!: The newest method, characters can now use Cancel Points to instantly go into Beast Mode. Press P+K+G (or L1) after an attack that has a Cancel Point. Characters will go into Beast Mode similar to the 1st method on the list, being completely invincible to any retaliation. However, if the Beast Gauge is empty, the Beastorize Pose will be executed through this method. Turning into Beast form gives each character enhanced offensive and defensive attributes, as listed below: OFFENSIVE ABILITIES ------------------- -Attacks are now stronger, wilder, and brutal -Chase Jump is now possible, enabling characters to do an Air Combo -More Cancel Points are availible, including on attacks that normally do not have a Cancel Point in human form -Attacks have more power to knock foes away & higher in the air -Beast Drive attacks and Beast Drive Enhanced attacks can be used -All attacks will now do block damage. Depending on the attack executed, a character may either lose health, temporary damage, or both health & the temporary damage in the Life Gauge. DEFENSIVE ABILITIES ------------------- -Characters' movements (in most cases, for the better) change -Wall jump is now possible -Characters can endure more damage -Recover health into the temporary (white) damage area in a character's Life Gauge For most characters, going into Beast form changes his/her appearance for the better. For example, Bakuryu becomes shorter and gains longer arms. Xion gains blades on his arms and legs, giving him an unbeatable advantage in reach. Alice's jumping abilities soars far beyond normal. Interesting enough, Jenny & Stun are the two characters who go under some unique, yet important, changes that can't be ignored. For Jenny, her entire attack moves in the air become different from those she possesses in human form. Along with that, she gains even more air attacks, being the only character to have additional air attacks in Beast form (see Jenny's profile for more on this). Jenny also gets a Combination Attack while in midair, a midair strike throw, the ability to fly, and float if she does an attack continuously in midair. For Stun, his size becomes enormous, possibly double the size he was in BR2. Due to his huge size, he is VERY heavy. Jumping, falling to the ground, and so on will just cause the screen to shake. Stun is also the only character whose jumping abilities decrease, for he not only cannot jump very high, but he is unable to do a Wall Jump like the rest of the characters. To make up for this Stun now has the ability to Hover, which not only allows him to jump higher, but gives him the ability to Wall Jump. Stun can also float while he does an air attack, giving him some unique hangtime when jumping in or performing an Air Combo. ---------------- HYPER BEAST MODE ---------------- When the Beast Guage is filled up completely (2 levels), a character can transform into Hyper Beast form. Here's how to do so: HYPER TRANSFORM!: Simply press P+B+G or K+B+G. Characters will light up with energy as they let out a cry from both human & beast form. They will remain glowing and crackling with electricity while in Hyper Beast mode. Similar to Beast Mode, a character is invincible while going into Hyper Beast mode. So go Hyper...at your own risk. CANCEL & HYPER TRANSFORM: Like for regular Beast mode, characters can use Cancel Points to instantly go into Hyper Beast Mode. Press P+B+G or K+B+G after an attack that has a Cancel Point. This is a safe method that will also add some shock factor to a player's offense. So, why even go into Hyper Beast Mode? What's the advantage & disadvantage? Read the following below: THE GOOD -------- -Attack power, defense, and recovery abilities increase trememdously, even more than in regular Beast form -Attack speed & recovery speed is even faster, enabling a character to do normally impossible combos & recover from any stun posture instantly -Beast Drive attacks & Beast Drive Enhanced attacks can not only be used continuously, but characters will remain in Beast form afterwards -All attacks will now have a Cancel Point THE BAD ------- -A character can only remain in Hyper Beast form for 12 seconds -Once 12 seconds are up, Hyper Beast mode will end...and the Beast Gauge will be gone for the entire match More of a last-ditch technique, Hyper Beast mode can allow a player to finish off his/her opponent in mere seconds. The fact that after Hyper Beast mode finishes the Beast Gauge disappears is not a good point, on the other hand. Anything "beast" related cannot be done. (i.e. beastorizing becomes impossible, Beast Combinations Attacks and Command Attacks cannot be accessed, etc.) All in all, Hyper Beast mode has to be used wisely, especially when victory counts. --------------- BEASTORIZE POSE --------------- When the Beast Gauge is empty, or hasn't reached level 1 in human form, each character will try to transform to no avail. You can say they go into their "Beastorize Pose". While it doesn't appear to be much in most cases, there are some important properties that the Beastorize Pose possesses: -Do a mid-level attack -Hits from the front, the back, or all around (depends on character) -Little offense ability (works up close) -Will fill up the Beast Gauge (whether it hits or not) -Each unique for all characters The best attribute of the Beastorize Pose is it's ability to fill the Beast Gauge. It's the fastest and safest way to get a character's Beast Gauge maxed out. ----------- BEAST DRIVE ----------- This time around, each character has two "Beast Drive" attacks. Along with that, the motions for both Beast Drives are the same for all characters: -Beast Drive #1: d,df,f(x2)+B -Beast Drive #2: d,db,b(x2)+B Beast Drive deals out heavy damage, with the ability to change the outcome of a fight in seconds. Here's some info concerning all Beast Drives in the game: -May connect high, middle, low, or on all height levels -May strike like a regular attack, a Guard Reversal, or activate like a throw (with miss animation) -May have Guard Break attributes, Light Guard attributes, or may be unblockable -May have followups, numerous outcomes, and other abilities -Most can be canceled into from any regular attack with a Cancel Point -Energy will fill into Temporary Damage area in the Life Gauge instantly once Beast Drive is used (whether it connects with the opposition or not) The newest addition to the Beast Drive is its instant life recovery ability. When a Beast Drive Attack is executed, life energy will fill into the temporary damage area in a character's Life Gauge completely. Along with its offensive abilities, Beast Drive can now be used for defensive means. There is yet another addition concerning the Beast Drive. Labeled as "Beast Drive Enhanced", this is a special attack that is very similar to a Beast Drive. The look, the feel, the damage, everything about a Beast Drive Enhanced screams "Beast Drive". There are some differences though, that separates a Beast Drive Enhanced from a Beast Drive: -Executable in Beast form and Hyper Beast form -Once executed, will revert back to human form (only in Beast mode) -Energy will not be regained into Temporary Damage area -Motion for each one is different -In most cases, has to be executed through another attack The downside to the Beast Drive Enhanced is that no Life energy is regained, meaning the only thing profitable from doing this type of attack is damage to the opposition. Another point is that not all characters have a Beast Drive Enhanced. Here's a list of the characters who have a Beast Drive Enhanced, as well as the name of the attack: -Long = Renju Kohazan, Teikyaku Kohazan -Marvel = Tornado Blast -Busuzima = Busuzima Olimpic -Shen Long = Moko Kohazan (Circle Combo Ender version) -Uranus = 1A0, 1A1, 1A2 These 5 are the only characters that can execute a Beast Drive Enhanced. See these characters' sections for more on this ----------------- |OFFENSE & DEFENSE| ----------------- Understanding the manner in offense and defense works in the game is very important. --------- OFFENSIVE --------- ------------------------------------------------------------------------------------- |ATTACK LEVEL | HIGH GUARD | LOW GUARD | AIR GUARD | LIE DOWN | ------------------------------------------------------------------------------------- HIGH LEVEL | O | -- | O (1x) | -- | MIDDLE LEVEL | O | X | O (1x) | -- | LOW LEVEL | X | O | O (1x) | X | SEMI-MID LEVEL | O | O | O (1x) | -- | -------------------------------------------------------------------------------------- A special feature that can be found only in the Bloody Roar series is the Semi-Mid level. What makes this level different from the rest is that it can be defended from both a High and Low guard. What's even more interesting is that the Semi-Mid level extends between High & Low level, but somehow skips Middle level (which separates it from Middle level). What does that mean? Why does it exist on more than one level? Here's an explanation as to what I mean: SEMI-MID ON A HIGH LEVEL: Attacks will look like it will strike on a Middle level, but it's a little higher. Besides the fact that a High & Low guard can be used to defend against this, it may actually miss a crouching character all together depending on the character's height or actions. ex: Yugo's f,f+K will miss Alice as she executes a Joe Slider SEMI-MID ON A LOW LEVEL: Attacks will look like it will strike on a Low level, but it's a little higher above the ground. Besides the fact that a High & Low guard can be used to defend against this, it can be ducked under through a Lie Down, or attacks that keep a character very low to the ground. ex: Yugo's Command Attack, Silver Wolf Knuckle, will miss Alice as she does Lie Down, as well as Bakuryu while he executes df+B There's alot of Semi-Mid attacks in each character's movelist, so make good use of this unusual attack level. --------- DEFENSIVE --------- Light Guard VS Heavy Guard -------------------------- There are two different types of guards you can use, each with their own specialty. The first one, called the "Light Guard", is like an automatic guard, for it is simply executed by leaving the keypad neutral. Although it's easy to use, it will not guarantee safety against just any attack. Here are the good & bad attributes of the Light Guard: GOOD POINTS ----------- -Fast recovery after blocking an attack -Ability to counterattack or move almost immediately BAD POINTS ---------- -Will not guard fully against a Guard Break, taking in about half damage -If striken by a Guard Break, character will either stagger or fail to guard againt attack Light Guard gives the player the chance to counter his/her opponent, enabling the player the chance to take control of a match if timed correctly. Light Guard is useful against characters that use attacks and combos with few to no Guard Break. On the other hand, if caught by an attack that is a Guard Break, not only does a player run the risk of being stunned, but very strong Guard Break attacks (ex. Beast Drive) will just plow through the guard & hit like as if the player wasn't blocking at all. Good judgement is needed to use the Light Guard correctly. The 2nd guard, called the "Heavy Guard", is manually done by pressing back on the keypad, or holding the R1 button. Unlike the Light Guard, the Heavy Guard gives total protection to all attacks. There is one aspect that is sacrificed to to the Heavy Guard's flawless protection. Here's the deal about the Heavy Guard: GOOD POINTS ----------- -Will guard against all attacks, including Guard Break attacks -Depending on method used, a character can retreat and fall into Heavy Guard when necessary (holding back), or hold ground and stay in guard position (holding R1) BAD POINTS ---------- -Recovery from Heavy Guard is very slow, giving a character no chance to move or attack immediately Since the Heavy Guard possesses 2 motions, it can be utilized according to the situation at hand. Holding back will enable a character to retreat while his/her opponent attacks. Once the attack is about to hit, the character will take up the Heavy Guard and remain in it until the attack(s) is out of range. Holding down the R1 button enables the character to remain in one spot and take the punishment from the opposition as it comes, remaining close as necessary. The fact that the recovery time is slow takes away from the Heavy Guard's overall offensive usage, meaning that this guard should be used if a player really wants to stay on the defensive. GUARD ESCAPE ------------ Undergoing some heavy changes, the Guard Escape is one feature that needs to be learned all over again. Pressing forward on the keypad and R1 at the same time, characters can now dodge, weave, duck, and leap over oncoming attacks while remaining in the same spot. This can be done continuously by either pressing forward & R1 together as a character is being attacked consecutively, or holding forward down while R1 is pressed as each attack comes his/her way. In the air, the usage is similar to the previous BR titles, as a character will shift to the side out of the path of an oncoming attack. Timing is everything, but it's not easy. Here are the merits and the demerits to doing a Guard Escape: GOOD POINTS ----------- -Dodge any type of attack -Can be used on the ground or in the air -Can be done either facing opponent or with the character's back towards opponent -Can be done continuous against Combination attacks (only on the ground) -Will dodge all hits from a multi-hitting attack -Ability to counterattack due to extremely fast recovery time (similar to a Light Guard) BAD POINTS ---------- -Has to be done just as an attack is about to strike, not just as an attack is executed -Can Guard Escape at the wrong time (before attack comes out, after attack is executed, during an attack with a long attack period, etc.) -If timing is off, characters will do a "false guard" pose and get hit With the ability to dodge just about anything the opposition may attempt, a character can safely stay on the defense and attack when necessary. This is especially handy against characters with long combo strings, and can help keep a beastorized character's Beast Gauge filled without worries of it depleting from blocked attacks. Timing is a factor that has to be reckoned with, though. Execution speed, delaying attacks, point in which an attack will cause harm, all of these factors can make it tough to use Guard Escape. Patience, a calm attitude, and an observing eye is what's necessary in using the Guard Escape effectively. ATTRIBUTES OF A GUARD --------------------- There are techniques in the game that utilize the aspects of either a Light Guard or a Hard Guard. Here's a little explanation on those techniques: GUARD ATTACK = A Command Attack, a character will setup for an attack while being protected by the effects of a Light Guard. In other words, a character will proceed to attack even if the opponent hits him/her. Perfect as a counter move, for a character can turn the tables on his/her opponents who's attacking and strike them down or away. On the other hand, it can be used for offensive means and attack the opposition straight up. Each Guard Attack is different for each character in the game. Each Guard Attack will work only against High, Middle, or Semi-Mid hitting attacks. Since each character is protected by a Light Guard, he/she can be stopped by the same weaknesses that plague a normal Light Guard. GUARD REVERSAL = Similar to a Guard Attack, a Guard Reversal is strictly a counterattack move. Having only defensive properties, this will only work against an opponent who strikes a character during the execution of a Guard Reversal. A Guard Reversal will work against most attacks depending on the attack level, but will fail against Guard Break attacks and Throws. There are a few Guard Reversal attacks in the game, all as labeled below: ------------------------------------------------------------------------ | NAME | TECHNIQUE | LEVEL | NOTES | ------------------------------------------------------------------------ YUGO | COUNTER | H/M/SM | During Flicker LONG | MOKO KOHAZAN | H/M/SM | Only when an opponent attacks MARVEL | MAD TRAP | M/SM/L | Only when an opponent attacks STUN | BIO REJECT | H/M/SM | None SHEN LONG | MOKO KOHAZAN | H/M/SM | Beast Drive version; only when an | | | opponent attacks URANUS | 09A | M/SM/L | Basic Attack {Lie Down, P) ------------------------------------------------------------------------ Long & Shen Long's Moko Kohazan acts like a Guard Reversal, but it has extra attributes, for the Moko Kohazan will not only strike after a few seconds even if the opponent doesn't attack, but it works like a throw as well (it can't be blocked). The same goes for Marvel's Mad Trap. Marvel will strike out automatically after Mad Trap ends if 1) her opponent doesn't attack her and 2) Mad Trap doesn't connect while her opponent does an attack (in this case, her opponent has to be out of range). Uranus' 09A will only work if her opponent attacks from the front. If Uranus is struck from behind, she will not do anything, as if she was never attacked. MOTION/COMBO/COMMAND CANCEL = Press R1 while a character is moving will cancel his/her actions on the spot, causing him/her to drop into a Hard guard. Pressing R1 during any type of Combination Attack will cause the combo to be void from the point R1 was pressed. In other words, even if the rest of the combo is inputted after R1, nothing will happen. How can this be used? Fool a person you're doing a long combo by continuing to press the buttons after R1. Finally, pressing R1 during a Command Attack will cancel it before a character can get a chance to attack. There's a wide range of strategy that can be used through this. (see "In-depth Discussions [Part 2]" section for more on this) Not all Command Attacks can be cancelled, though. RETALIATION = While holding R1 button, doing the motion for a Command Attack slightly before R1 is released will allow a character to fight back on the dot. A new trick added in the world of BR, this gives the Heavy Guard an edge in overall usage. ------------ |THROW SYSTEM| ------------ ------------------ THROW/THROW ESCAPE ------------------ When a throw is utilize, both characters will go through special animations as the throw sequence is carried through. Usually, while this takes place, there is no way that the character being thrown can stop this. (There are a few exception, though, which will be explained later) The damage is usually consistant, and the character on the receiving end usually ends up laying down on the floor. Most of Uriko's throws, and Stun's b+P+K throw, though, will keep their opponent on his/her feet. Throws take place in front of, and behind, a character, and differs if he/she is crouching, standing, or in midair. Before a throw is utilized, another character can do the throw motion (P+G) to prevent being thrown. This is called a Throw Escape. This isn't the easiest thing to do, for it has to be initiated before that character is thrown. Second guessing the opposition is the best time (and probably the only time) a Throw Escape can be used effectively. Throw Escape can be used from the front (standing or crouching) and in midair, but not from behind. Here's an explanation on the types of throws in the game. GRAB THROW - This type of throw is unblockable, and usually has "miss" animation. Character's regular throw (P+K), Stun's Beast Drive (Boosting Burst), and the like fall into this category. In most cases, this cannot be comboed in after an attack, unless the opposition is stunned (see "In-depth Discussions [Part 2]" for more on this). STRIKE THROW - This type of throw first strikes as an attack before moving into the throw sequence. While it can be blocked, it usually can be comboed into attacks, while it can strike like a regular attack and do damage on fallen characters. Most Strike Throws are in the form of Command Attacks (ex. Gado's Absolute Fire, Bakuryu's Zugokku Zuki), while some are Basic Attacks (i.e. Marvel's Dash+P) and Combination Attacks (Jenny's midair f+B,B,B). COMMAND THROW - A very *special* type of throw that involves a motion being inputted first. These are unblockable (except for Bakuryu and Kohryu, each work like a Grab Throw), and need to be done under specific conditions. There are a few characters that have this, whose names & their throws are: YUGO = CLINCH (front; standing) LONG = KO SOSHO (front; standing) MARVEL = REVERSE SWING (front; crouching) BUSUZIMA = BERO THROW (Beast form only; front; standing) BAKURYU = TENJIN IZUNA OTOSHI (Back; standing or crouching) STUN = STUN CRUSH (front; standing) = DARK SANCTION COMBO (front; standing) = SPIRAL RAID (front; crouching) = DRAG (front; standing) = THRUST BUG THROW (front; standing) KOHRYU = ENJIN IZUNA OTOSHI (Back; standing or crouching) Grab Throws that are Regular Throws (done with P+K or d+P+K) can be Throw Escaped*. Strike Throws, on the other hand, cannot be Throw Escaped. The same as with Command Throws, except for a few cases. Looking at Bakuryu and Kohryu's case, their Command Throw works like a Grab Throw minus the "miss" animation. There's no way to block/escape once they've landed behind their opponent & are within throw range. The only time the opposition can retaliate against Bakuryu and Kohryu's Command Throw is when they connect anywhere else besides from behind. In that case, their Command Throw will turn into either a Grab Throw or a Strike Throw! On an airborne opponent, Bakuryu & Kohryu will perform a midair Strike Throw, which can be blocked/Guard Escaped. On the other hand, if Bakuryu or Kohryu land in front of the opponent face-to-face, they will perform their Regular Throws (standing or crouching version), enabling the opponent to Throw Escape if timed correctly. Stun has a similar situation, involving both his Stun Crush and Dark Sanction Combo Command Throws. While neither one can be Throw Escaped at startup, the point when Stun executes the next followup sequences for either throw (for Stun Crush it'll be "Brain Crash Bomb", while for Dark Sanction Combo it'll be the 2nd & 3rd part) is when a character can do a special Throw Escape, which involves him/her rolling away as Stun tries to grab. *Shen Long's standing throw from the front in beast mode cannot be Throw Escaped. Possibly a glitch? ------------ |COMBO SYSTEM| ------------ Every character is capable of doing more than 2 hits consecutively, which'll turn into a combo. Each character possess different potentials when it comes time to executing a combo. There are also various combo systems in the game, which differ for each characters. TYPES OF COMBO SYSTEMS ---------------------- 1) COMBINATION ATTACK SYSTEM - This is the combo system that each & every single character possess, which involves specific button combinations. Most Combination Attacks are preset and/or follow a definite sequence with very few changes to the outcome. 2) FREE COMBO SYSTEM - In opposite to what was stated above, this combo system has no specific direction. Possessing many ways to branch from one attack to another, this system has no style, nor can it be said that there are definite combo strings, for the outcome can be changed in numerous ways. Air Combos, which all characters possess, fall into this category. Yugo & Uranus are both gifted with unique & extensive versions; Uranus' combo system is practically made up around the Free Combo System, while Yugo's system, labeled "Single Rush System", is not only a very complex system, but can be continuous. In one thought, Yugo's system can be called (and most likey will be called) "the never-ending combo system". (see "In-depth Discussions [Part 2]" for more on this) 3) CIRCLE COMBO SYSTEM - This is another unique system possessed by Long, Uriko, and Shen Long. Similar to the Free Combo System, these 3 characters rely on 6 attacks that follow each other in a circle-like manner. This circle can be started & finished through numerous tricks and attacks tied in exclusively to the Circle Combo System. This is a technical system with much more rigid rules than the Free Combo System, but more creativity than the Combination Attack System. DIFFERENCES IN EXECUTING COMBOS ------------------------------- 1) IMMEDIATE INPUT - From the start, all the buttons within a specific combo can be inputted to the end without any fail. Even if you are done before the entire combo is executed, your character will execute each & every part of the combo until the very end. An example of this is Busuzima's Command Attack, Busuzima Exercise. Pressing K 6 times really fast from the start will allow Busuzima to do all the hits from Busuzima Exercise, especially since this attack takes a while to finish. 2) DELAY INPUT - Some combos can be delayed for a considerable amount of time, which comes in handy when trying to throw the opposition's timing off. Examples of this are Bakuryu's P-P- P-P-f+P and Alice's f+P-f+P combos. The last part for both combos can be inputted very late, as long as it is inputted before both characters fall out of the combo entirely. 3) EXACT POINT INPUT - Combos with this type of input are a little more trickier, for it requires the player to not rush the combo, but press the corresponding buttons at a specific time. An example of this is Long's Teikyaku Koboku Ha attack. Not only does each hit have to strike Long's character without being blocked, but the next part of this attack has to be done just as the previous hit connects. So, after b,f+K connects, f+B has to be pressed EXACTLY at the same time. And when f+B connects, d+P must be pressed at the SAME time. Not an easy task, but not impossible either. JUGGLES AND AIR COMBOS ---------------------- JUGGLE SYSTEM: Juggling in Bloody Roar 3 is similar to its predecessors, except that it takes more work & timing to execute skillfull juggles. Since an Air Recovery & Guard Escape can be used to prevent a character from being juggled almost infinitely (or being juggled at all in the first place), a player will need to learn proper timing to prevent his/her opponent from escaping at all. The 1st thing to know is which attack or combos will launch a character. Each character possesses a number of ways to accomplish this. ex: Alice's f+P-f+P will launch another character on the 2nd hit. The same as for Alice's Rabbit Flip (d,df,f+B), except that'll be accomplised on just the 1st hit. Once a character has been accomplised, the player needs to know the proper timing to keep his/her opponent in the air. ex: If Marvel launchers her opponent with LD+P, she can follow up with P-P-P and cancel in Taskforce Upper to keep her opponent in the air. Next is finishing a juggle. When a combo is involved, some possess Cancel Points that allow players to utilize Command Attacks and Beast Drives. Other combos may already have good ways to finish off the opposition. ex#1: Stun's P-P-P-K can be used, with the last hit slamming his airborne foe down. ex#2: Kohryu's P-P-P-P-d,df,f+P is designed for juggles, since the last part is a Command Attack (Rasen Izuna Otoshi). ex#3: After a f+K-K-K combo string, Jenny can relaunch her opponent with a Cool Somer-Edge, or finish big with her Beast Drive, Crimson Slider. In case the opposition does an Air Recovery, the player should just re-adjust the timing and catch the opposition with a move that'll help to continue the juggle. ex: If the opponent should recover after Shen Long's P-P-f+P=Niki Bunkyaku juggle, Shen Long can then do a LD+K to spiral his opposition, which'll enable him to continue or restart a new juggle (best when Shen Long is in Beast Mode) Or, a player can utilize an attack that works best when the opposition does an Air Recovery. ex: If Uriko does a u+P, then a f+K-K to launch her opponent, she can jump afterwards and easily execute her Air Throw, Koppahen, if the opposition does an Air Recovery. AIR COMBO SYSTEM: The newest method to combo in the world of Bloody Roar, an Air Combo system allows characters to engage in more intensive midair battles while in Beast mode. (In Uranus' case, she can do this in both human & beast form). Similar to a juggle, a player needs to use an attack or combo that will launch his/her opponent. Once the opponent is launched on that specific hit, the player should quickly press up on the Directional keys to execute a Chase Jump (again, possible in both human & beast form for Uranus) and follow after the opponent. >From there, an Air Combo can be used. Here are some important rules to keep in mind when executing an Air Combo: 1)1st attack (P, K, or B) can be done twice, at any specific time. ex#1: P-P-K or P-B-K-P 2)If the next attack(s) are different from the 1st attack, then they can only be done once. ex#2: K-P-K-f+P, where regular P cannot be done again 3)f+P, f+K, and f+B can only be done once. Furthermore, they will end any Air Combo string. ex#3: P-P-B-f+K or B-B-f+B 4)b+K, unfortunately, cannot be used in an Air Combo. ex#4: While a K-K-f+K will work, a K-K-b+K is not possible 5)u+P, u+K, and u+B are also part of this Air Combo system in an unusual fashion. I guess it's because Up is a part of the command. ex#5: While using Alice in Beast mode, f+P-f+P=u+P is possible 6)The max hits that can be done in the air are 5 (2 hits from either P, K, or B, 1 hit each from those two attacks that differ from the 1st attack done, and 1 from a f+P, f+K, or a f+B) ex#6: P-P-K-B-f+B Note that doing a maximum hit of 5 is difficult for most characters. Characters with high jumping abilities (i.e. Alice) or hangtime abilities (i.e. Jenny and Stun) stand a chance of doing this. Also, going into Hyper Beast mode boosts all characters' speed, enabling them to execute (or come close to executing) a 5-hit Air Combo. P & K are designed for executing multiple hits. A player can also jump in on a grounded opponent and do a quick 2-hitter, and go into a regular combo on the ground from there. B is better used for knocking the opponent higher into the air, enabling a player to jump back up & do another quick Air Combo after landing. Experiment with this to see which character can do what. -------------- |DAMAGE CONTROL| -------------- -------------------- THE EFFECTS OF A HIT -------------------- In the midst of a battle, there are a couple of interactions that can affect the outcome, which should be considered. These interactions come into play during these situations: taking a clean hit, taking a hit from behind, countered as you attack, and taking a hit while stunned. Here's an explanation on the types of hits a character may receive: CLEAN - What happens soley depends on the type of hit itself. BACK - It's easier to be stunned in certain manners that make it even harder to turn around. Also, some effects that take place may differ from the effects that happen at a character's front. COUNTER - A character may have a longer time to recover or fall into a stun posture, depending on the hit and where it's aimmed at. STUNNED - There are two types of stuns in this game to really take note of. The first one is called, with the only phrase I can think of using, the "hard hit" stun. Simply put, the character under this stun doesn't look like anything spectacular happened. Why, this stun looks identical to the type of effect a character goes through when hit regularly. The only difference is that the recovery time from this type of stun is twice as long (which can be slightly seen by the animation), meaning that it's easier for the opposition to get more (if not all) hits from a combo that usually should not connect. Let's take Gado for example. Gado's Command Attack, Pressure of Tyrant, is a 4-hit attack where normally all the hits do not connect. However, if the 1st or 2nd hit of this Command Attack connects as a counter, the recovery time is increased so much that the remaining hits may get a chance to connect before a character gets a chance to block as well. Most attacks can make this type of stun come into play if they strike as a counter. Others may have the ability to do this regularly as long as it hits the opponent. (i.e. The ground wave that is created by Long's Kakuda Chochu if it is blocked or misses). The second type of stun in the game is where a struck character goes into a specific posture that causes him/her to be wide open. This type of action is labeled as a "stun posture". While in a stun posture, different outcomes may occur depending on the attack. Some stun postures may cause a character to fall off his/her feet when hit again. Others may not, but allow the opposition to followup with a combo or attack with no worries about it being blocked. Most stun postures make the effect of the next hit to usually appear more stronger, though. For instance, Bakuryu's f,f+P usually will not knock down an opponent. However, if Bakuryu's opponent is under the "stumble back" stun, (see down below, under "Stun Types" for more on this) he/she will be knocked down. This can also be said about attacks thar are designed to launch a character, but do not have that strength unless a character is under a stun posture. The effects of an attack weighs heavily on which form a character is in. While the effects in human form make a significant impact, the effects in beast mode can be the deciding factor between victory and defeat. Almost all the effects in beast form are upped significantly. For starters, Shen Long's LD+K in human form will make an opponent stumble backwards (as a counter, opponent will be launched). However, in beast form, LD + K may not only launch a character with ease, but will cause the "spiral" effect in many situations (see "Stun Types" below for more on stun postures") In Long's case, his LD+K hits once in human form. In beast form, it'll hit 3 times, doing even more damage while launching his opponent. Along with the stated above, some attacks may strike/work much easier in beast form than in human form. An example of this is Yugo's Guard Attack, Silver Wolf Knuckle. In human form, this move will strike Semi-Mid. While not entirely bad, it may have the tendancy to miss smaller characters such as Bakuryu and Uriko while they crouch down or do low attacks. This problem is solved in beast form, for Yugo's Guard Attack will now strike Middle, making it very hard for it to miss. Reach, distance, and strength are just some of the points that play a big role while taking the offense. In other instances, some hits might cause opponents to instantly be knocked off their feet in various manners. Some may knock an opponent into the air, or even send him/her spiralling. Others may make the opponent hit the ground hard enough to bounce, leaving him/her open to juggles or ground attacks. These situations take place even more in beast form, meaning the player who activates his/her beast form will have the advantage. These points should be kept in mind at all times, for your winning combos and juggles will be determined by this. When on the receiving end of an assault, the form a character is in can prove to be a big factor in survival. Most characters in beast form are much wider and/or larger than in human form, making him/her an easier target for damage. Human form doesn't come without it's own problems. Much lighter than beast form, characters can get knocked into the air very high, meaning human characters are easier to get launched & become victims to juggles and Air Combos. Beast form's much heavy, meaning that a launched character will not fly so high, while the timing for juggles and Air Combos will become more critical. This is the case of Stun, for when he is in Beast mode he's a large target that's prone to getting hit very easily. Fortunately, he doesn't get launched very high into the air due to his massive weight. Juggling him is a task, for the moment his opponent lets up, Stun will hit the ground, keeping him safe from long & damaging juggles. ---------- STUN TYPES ---------- Here's a list of all the types of stun conditions a character can fall under, followed by a little description. What can be done during a stun is also explain along with each stun in the form of a symbol. Some are based on while in human form, while others can only be done while in Hyper Beast mode. Below is an explanation as to what each symbol stands for: GROUND (G) - Character is considered to be on the ground; can be hit regularly AIR (A) - Character is considered to be airborne; can be hit by air-based attacks or juggled DOWN (D) - Character is considered to be in the Down position LOW (L) - Character can be hit by lower-level attacks BACK (B) - Character is open to attacks to his/her back KNOCKDOWN (K) - Will fall down, no matter what the attack is VARIES (V) - Depending on attack, outcome will be different: 1)Regular hit/Combo = Clean hit or knockdown 2)Stun-causing hit = Knockdown or Clean hit 3)Launch-causing hit = Launch or Spiral --------------------------------------------------------------------------------------------- TYPE WHERE POSITION DESCRIPTION --------------------------------------------------------------------------------------------- Kneel (kn) Front/Behind G;L Brought down to one knee, usually by an overhead or a low hit Trip (tp) Front/Behind G;L You support yourself up by your hands as one leg is knocked out from under you Stumble Forward (sf) Behind A;B;K You're hit mid/high in the back by an attack, causing you to stumble forward Stumble Back (sb) Forward A;K You're hit mid/high in the front by an attack, causing you to stumble back Head Clasp (hc) Forward G;V You're hit in the head by a strong attack Turn Around (tn) Forward G;B You're hit by a whiplash-type of attack, causing you to spin around 1-Leg (lg) Forward G;V Your foot has been stepped on, causing you to hop around Choke (ch) Forward G;V You're hit in the throat, causing you to hold it in pain Wobble (wo) Front/Behind G You're hit from the side, which causes you to be unbalanced Stagger (sg) Ground/Air G/A;V You're Light Guard is broken by an attack. If on the ground, a Guard Break attack is the cause. If in the air, any blockable attack is the cause. Bind (bi) Ground G;V You're struck by an attack that immobilizes you Gut (gt) Ground G;L;V You're hit in the gut repeatedly, and crumble up onto the ground Spiral (sp) Ground/Air A;V You're hit in a manner that causes you to spin as you fall down Keep in mind that stun postures also come into effect not just by taking a hit. Some throws can cause you to be stunned. Being stun with an empty Beast Gauge in beast fomr also means that character will revert to human form. Speaking of throws, it is now possible for characters to be thrown while stunned. While the timing can be critical depending on how fast a stunned character recovers, the fact that throws work on stunned characters increases the strategic gameplay in the world of Bloody Roar (see "In-depth Discussions [Part 2]" for more on this). In defense, a Stun Recovery can be done when any one of these stun postures (except for Spiral) come into effect. This'll help a character to prevent any further damage for on-coming hits and combos while stunned & left open. ----------------- WHEN KNOCKED DOWN ----------------- Here's a list of the how you can be sent airborne/thrown to the ground in the game, and how they can come into effect: --------------------------------------------------------------------------------------------- TYPE DESCRIPTION --------------------------------------------------------------------------------------------- Launcher (ln) You're sent flying straight into the air Banish (ba) You're knocked away with such force across the stage, and usually fly into a wall Sweep (sw) Your feet are literally swept from under you, making you airborne abit before you hit the ground. Keep in mind that any character that is airborne (whether juggled or not) & is hit by any (strong) low kick attack before he/she hits the ground, this will also come into effect. Floored (fr) You're sent smack into the ground, hard Bound (bnd) You're hit from above with a force that makes you bounce on the ground Keep in mind that being knocked off your feet can also come into effect not just by taking a hit. Some throws can cause a character to be launched or floored. As with "stun posture", there are different outcomes for most moves depending on a character's form, and how & when a character's attack connects. When "Sweep" and "Bound" come into affect, a character can be juggled. Look for these during the match, especially while in Hyper Beast mode. In each character's movelist, certain moves may have one or more of the abbreviations from either "stun posture" or "when knocked off your feet" list. Since almost every attack can cause some form of effect, only those that play a more unique role in the game will most likely be labeled. -------------------------- TAKING & DELIVERING DAMAGE -------------------------- Characters deal damage in numerous ways. Depending on where & when a character hits, the damage delivered can either be little to devastating. Here's a small chart giving a rough description on the damage ratings in the game: ----------------------------------------------------------- | TYPE AMOUNT OF DAMAGE | ----------------------------------------------------------- Clean Hit Normal (In most cases) Front Hit Normal Back Hit Double/Increases alot Combination Hit Normal...Decreases abit Counter Hit Increases abit~alot "Stunned" Hit Normal Juggle Normal...Decreases abit Guard Crushed About half damage Wall/Ground Slam Little damage Ground Hit Very little damage What should also be taken into account is the strength potential of a character. Some characters are stronger than others & deals alot of damage on just one hit alone. (ex. Gado) Others may need to rely on numerous hits to get the job done. (ex. Uranus in human form) Also, the amount of damage that is received depends on the character. What can be a fatal-death hit to one character can be nothing more than a scratch to another. This is the same in Beast mode. So, the actual data ratings differs from one character to another. (see "In-depth Discussions [Part 2]" for more on this) Just to note, the damage written in this FAQ is based on the "potential" damage each character is capable of doing with his/her attack, taken from V-Jump's Bloody Roar 3 Book. It's not based off the actual damage done in the game. Why? The actual damage in the game is too inconsistent, since each character takes/does damage differently on each other. And that's only referring to if all characters fight solely in human form. Changing forms, dealing with the damage taken/dealt in Beast mode, battles with one character in human mode & the other in beast form is just too complicated to even attempt to fathom. ------------------------- E) UNDERSTANDING THIS FAQ ------------------------- Before you proceed to read the each character's sections, see the following below for some important guidelines to how this FAQ is written: SYMBOLS AND ABBREVIATIONS ------------------------- * = Can cancel into a Command attack T = Back is turned to the opponent < > = Can transform into a Beast through this attack { } = Guard Break LD = Lie Down {c} = If you see this after an attack, it means it'll become a Guard Break when you transform into a beast (ex. df + K {c}) # = In some special cases, you can cancel into a Command Attack only when you're a beast, even if it is an attack that can be done as a human x = Some Basic moves hit more than once, but cannot be determined how many times. (i.e. Long's Dash B) This will be next to the height of that attack, indicating it is a multi-hitter. (ex. for an attack that hits high, its height will be labeled as "Hx") P = Punch button K = Kick button B = Beast button H = High (level which an attack strikes on) M = Middle (level which an attack strikes on) L = Low (level which an attack strikes on) SM = Semi-Middle (level which an attack strikes on) A = Air (level which an attack strikes on) // = Divides between damage in human & beast form. The damage on the left is human, while the damage on the right is beast s/c = Will take place if a character is stunned and/or is countered R.K.S. = Rokugo Kourin Shiki (Long's Circle Combo) R.H.S. = Rokugo Horin Shiki (Uriko's Circle Combo) R.J.S. = Rokugo Jarin Shiki (Shen Long's Circle Combo) MOVELIST SETUP -------------- NAME: Name of the attack/move/style/technique TRNS: If the name is in Japanese, then this will be the English translation CMND: The motion/manner which is used to execute the move TYPE: The usage/description of the move being listed HGHT: Height level which this move strikes on (if it strikes at all) STOP: Can a Command Attack be stopped by R1 from the start or not DMGE: Total damage the move is possible of doing (if it does any damage at all) ADDT: Extra abilities/motions the move possesses EFFT: How the move affects the opponent (if it has any effects at all) DESC: Explain a specific outcome for a move POST: The position which the opposition has to take up for a technique to work ------------- F) CHARACTERS ------------- -=YUGO: BATTLING FOR THE SAKE OF HIS PEOPLE=- ------ |PROILE| ------ FULL NAME: Yugo Ogami COUNTRY: Japan AGE: 23 HEIGHT: 177 cm WEIGHT: 81 kg OCCUPATION: Leader of W.O.C., a volunteer organization of NGO LIKES: Rib Steak DISLIKES: Wasabi BEAST FORM: Wolf ------------- |BASIC ATTACKS| ------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- JAB P H 10 --------------------------------------------------------------------------------------------- BODY BLOW f+P M 12 --------------------------------------------------------------------------------------------- STRAIGHT FIRST b+{P} H 20 --------------------------------------------------------------------------------------------- SQUAT JAB d+P SM 8 --------------------------------------------------------------------------------------------- UPPER df+P SM 13 --------------------------------------------------------------------------------------------- LEG SLASH db+P L 8 tp; sw (s/c) --------------------------------------------------------------------------------------------- JUMP UPPER f,f+P M-H 26 T --------------------------------------------------------------------------------------------- SHOULDER TACKLE DASH+P M 25 fl; ba (s/c) --------------------------------------------------------------------------------------------- SMASH LD+P SM//M 17 sb --------------------------------------------------------------------------------------------- J.F. UPPER BACK, P H 13 sb --------------------------------------------------------------------------------------------- MIDDLE HOOK BACK, d+P SM 10 --------------------------------------------------------------------------------------------- DUNK STRAIGHT u+P H 16 kn; bnd (s/c) --------------------------------------------------------------------------------------------- JUMP JAB JUMP, P SM 10 --------------------------------------------------------------------------------------------- FLYING HAMMER STAMP JUMP, f+{P} M 26 bnd --------------------------------------------------------------------------------------------- FIST DROP FOE IS DOWN, d+P M 8 --------------------------------------------------------------------------------------------- HIGH KICK K H 13 --------------------------------------------------------------------------------------------- SHOOT f+K M 10 sb; ln (s/c) --------------------------------------------------------------------------------------------- INSIDE KICK b+K L 15 --------------------------------------------------------------------------------------------- LOW KICK d+K L 10 --------------------------------------------------------------------------------------------- DUCKING df+K - - --------------------------------------------------------------------------------------------- SWAY db+K - - --------------------------------------------------------------------------------------------- 1-STEP KNEE f,f+K SM 18 sb --------------------------------------------------------------------------------------------- GROUND SLICER DASH+K L 20 tp; sw (s/c) --------------------------------------------------------------------------------------------- JACK KNIFE KICK LD+K SM 17 --------------------------------------------------------------------------------------------- BACK TURN HIGH KICK BACK, K H 18 --------------------------------------------------------------------------------------------- BACK TURN LOW KICK BACK, d+K L 16 --------------------------------------------------------------------------------------------- SOBAT u+K M 20 --------------------------------------------------------------------------------------------- FLYING SIDE KICK JUMP, K SM 16 --------------------------------------------------------------------------------------------- DIVING KICK (FRONT) JUMP, f+{K} M 20 ba --------------------------------------------------------------------------------------------- DIVING KICK (BACK) JUMP, b+{K} M 20 ba --------------------------------------------------------------------------------------------- FLAIL KICK FOE IS DOWN, d+K M 11 --------------------------------------------------------------------------------------------- WOLF CLAW B H 12 --------------------------------------------------------------------------------------------- WILD SLASH f+{B} M 15 --------------------------------------------------------------------------------------------- MANGETSU ZAN/FULL MOON SHRED b+{B} M 20 ba --------------------------------------------------------------------------------------------- KOGETSU GAESHI/SECLUDED MOOD RETURN d+B M 15 sb; ln (s/c) --------------------------------------------------------------------------------------------- JIZURI ZAN/GROUND SHRED df+B L 15 --------------------------------------------------------------------------------------------- BURO KYAKU/ROMPING WOLF KICK db+B L 11 T --------------------------------------------------------------------------------------------- ARC WRIST f,f+{B} M 20 bnd --------------------------------------------------------------------------------------------- BODY CANNON DASH+{B} M 33 ba --------------------------------------------------------------------------------------------- SPINNING CLAW LD+B SM 25 ln --------------------------------------------------------------------------------------------- BACK TURN CLAW BACK, B M 20 bnd --------------------------------------------------------------------------------------------- MAKE INU/WHIPPED DOG BACK, d+B - - --------------------------------------------------------------------------------------------- TWIN FANG DIVE u+B M-M 20 --------------------------------------------------------------------------------------------- WILD TOE KICK JUMP, B M 20 --------------------------------------------------------------------------------------------- HIGH JUMP OVER TAIL JUMP, f+B M 26 sb/sf; ln (s/c) --------------------------------------------------------------------------------------------- SUNSET CLAW FOE IS DOWN,B L 13 --------------------------------------------------------------------------------------------- *NOTES* -"Ducking" and "Sway" are special retreating & advancing techniques. Since they do not cause any damage, they do not add any energy to Yugo's Beast Gauge when performed. -"Make Inu" (Whipped Dog) is a retreating technique, which can be done continuously. Since it no longer cause any damage like in BR2, it does not add any energy to Yugo's Beast Gauge when performed. -"High Jump Over Tail" will stun Yugo's opponent whether it hits from the front (sb) or behind (sf) as a clean hit. As a counter, it will launch his opponent whether it strikes from the front or back. ```````````````````````````````````````````````````````````````````````````````````` ------------------ |SINGLE RUSH SYSTEM| ------------------ This time around in BR3, Yugo's combo system has not only been revamped, but enhanced to another level. This being his main combo system, Yugo is able to perform practically infinite combos, (see "In-depth Discussions [Part 2]" for more on this) which also involves pulling off various of combos strings from just a single attack! Learning it isn't too tough; mastering it is a feat to achieve. Listed below are every combo possibilities Yugo is capable of executing, all the way down to Cancel Points and Guard Breaks. If there are any questions or mistakes, please let me know at . *NOTE: "T,d+P" means that Yugo's' back has to be turned before pressing d+P. ------------ COMBO SET #1 ------------ Here, there are 2 variations. The 1st one starts with P-P. The 2nd starts with d,df,f+P (Quick 1-2) Although both are very similar, there are slight differences mainly with the combos that can be accomplished. ===={B} || || ====B* || || || || || ====b+{B} || || ====db+P-d+P || || || || {B} ====f+P-f+P-f+P*{c} (See Combo Set #4) // || || ====B* || || || \\ || ====K ====b+{B} || b+{B} || || || || ====K ====K || || || || ====d+B || || || ====db+P-d+P ====b+{P}-b+{P}-b+{P}-d+P (See Combo Set #4) || || || || || || || ====P-db+P-d+P P-P==========P*===== ====d+P || || || || K* || ====B-B-{B} || // ====d+B || || ====d+P ====K || || || || ====df+K* \\ || ======== || d+K ====K || || || ====df+P-df+P-df+P#-df+{P} || || ====df+K* || || ====P (Return to beginning, starting with P-P) || ====u+P || || ====d+P || || ====P{c}-db+P-d+P (See Note#2) || || ====df+P-df+P-df+P#-df+{P} || || || || || ====df+K* || ====P (Return to beginning, starting with P-P) (See Note#1) ===={B} || || ====B* || || || || || ====b+{B} || || ====db+P-d+P || || || || {B} ====f+P-f+P-f+P*{c} (See Combo Set #4) // || || ====B* || || || \\ || ====K ====b+{B} || b+{B} || || || || ====K ====K (See Note#3) || || || ====d+B || || || ====db+P-d+P ====b+{P}-b+{P}-b+{P}-d+P (See Combo Set #4) || || || || || || || ====P-db+P-d+P d,df,f+P==========P*===== ====d+P || || || || || ====B-B-{B} ====f+{P}-f+P ====d+B || || ====d+P || || || || ====df+K* || ======== || ====K || || || ====df+P-df+P-df+P#-df+{P} || || ====df+K* || || ====P (Return to beginning, starting with P-P) || ====u+P || || ====d+P || || ====P-db+P-d+P (See Note#2) || || ====df+P-df+P-df+P#-df+{P} || || || || || ====df+K* || ====P (Return to beginning, starting with P-P) (See Note#1) Note#1: This will take Yugo all the way to the start of his combo system. However, this can only be done once; if restarted from the beginning all the way down to the 2nd df+P, He cannot go into this P again. Note#2: One of the differences between P-P & d,df,f+P is in the combo "Strike Rush" (located in Yugo's Combination Attacks list), which is simply done through either P-P-P-P or d,df,f+P-P-P. While in Beast mode, the final P will turn into a Guard Break in the P-P version, while the execution time is different for both versions. Note#3: K can be delayed all the way to when Yugo hops back after d,df,f+P. Doing so will then cause Yugo to lunge forward with a kick once K is pressed. ------------ COMBO SET #2 ------------ Basically, Yugo's Combo Set while in Beast Mode. Since Yugo can go into Combo Set #1 though this, a player will have no problem utilizing Yugo's full combo abilities in either Human or Beast mode. ====d+B || || || ====b+{B} || || ====B* || || || ===={B} B==== || ====K* || || ====K || || || ====d+K || || ====P-P (See Combo Set #1, starting with P-P) (See Note#4) Note#3: If Yugo starts his combo from B, then goes into Combo Set #1, P cannot be done off of the 2nd df+P. ------------ COMBO SET #3 ------------ Another Combo Set solely for Beast mode. ===={B} || || ====B* || || || || || ====b+{B} || || ====db+P-d+P || || || || f+{B}-f+P-f+P-f+P*{c} || || || ====b+{P} (See Combo Set #4) ====K || || ====b+{P} (See Combo Set #4) ------------ COMBO SET #4 ------------ f+P---f+P---f+P*{c} f+P and b+{P} are interchangeable. You can go from one into the \\ // \\ // other at any time as long as it is not the 3rd f+P or b+{P}. \|/ \|/ /|\ /|\ ex: f+P-f+P-b+{P} and b+{P}-f+P-b+{P} are possible // \\ // \\ // \|/ \\ but not b+{P}-b+{P}-b+{P}-d+P f+P-b+{P}-f+P*{c}-b+{P} or d+P And here are f+P and b+{P} combo sets. ===={B} || || ====B* || || || || || ====b+{B} || || || || f+P==== ====db+P-d+P || || || || ====f+P-f+P*{c} || || ====K ====b+{B} || ====K || ====d+B || b+{P}-b+{P}-b+{P}-d+P || || || ====P-db+P-d+P ====d+P || ====B-B-{B} || || ====d+P || || || ====df+K* ======== || || || ====df+P-df+P-df+P#-df+{P} || || ====P (See Combo Set #1, starting with P-P) ------------ COMBO SET #5 ------------ Yugo's Old "Machine Gun Upper" combo. More user-friendly, it has now been made into a more flexible, versatile tool in Yugo's pressuring games. ====df+K* || || df+P-df+P-df+P#-df+{P} || || ====P (See Combo Set #1, starting with P-P) ------------ COMBO SET #6 ------------ From his Sway Back, Yugo can launch back forward and get back into offensive mode, making this an essential aspect in any counterattack strategies. ====df+K* || || ====d,df,f+P (See Combo Set #1, starting with d,df,f+P) || || db+K==== ====f+P (See Combo set #4, starting with f+P) || || || || ====P==== || || ====b+{P} (see Combo Set #4, starting with b+{P}) || || ====d+B || || ====K || || ====df+K* || || ====u+P || || ====d+P ------------ COMBO SET #7 ------------ Even with his back turned, Yugo still has a trick up his sleeve to get back into the fight with this new skill. Besides connecting into Yugo's old "Machine Gun Upper" combo, it will also branch into other Combo Sets. ====df+K* || || T,d+P-df+P-df+P-df+P#-df+{P} || || ====P (Return to Start of Combo Set #1, starting with P-P) ------------ COMBO SET #8 ------------ Yugo's last Combo Set. While it may look nothing spectacular compared to his other Combo Sets, the fact that df+K has a Cancel Point allows Yugo to go into Combo Set #1 through d,df,f+P gives this some potential usage in a fight. d+K-df+K* ```````````````````````````````````````````````````````````````````````````````````` ---------------- |THROW TECHNIQUES| ---------------- *HUMAN FORM* | *BEAST FORM* ----------------------------------------------------------------- NAME: SEOI NAGE | NAME: SENKETSUGA TRNS: SHOULDER THROW | TRNS: BLOODY FANG WHIRL CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front) HGHT: HIGH | HGHT: HIGH DMGE: 24 | DMGE: 36 *EITHER FORM* ------------- NAME: SLIP DOWN CMND: d+P+K HGHT: LOW DMGE: 10 ---------- NAME: URA NAGE (BACK THROW) CMND: P+K (From opponent's back) HGHT: HIGH DMGE: 41 ---------- NAME: CLINCH CMND: d,df,f+P+K HGHT: HIGH DMGE: 25 EFFT: gt -AS CLINCH CONNECTS, INPUT EITHER ONE OF THE FOLLOWING FOR A DIFFERENT OUTCOME- ------------------------------------------------------------ NAME: CRITICAL UPPER | NAME: STYLE CHANGE | NAME: TURN STEP | CMND: {P} | CMND: K | CMND: f+K | HGHT: MID | HGHT: VARIES | HGHT: HIGH | DMGE: 13 | DMGE: NONE | DMGE: 0 | EFFT: ln | | EFFT: tn | ------------------------------------------------------------ *NOTES* -During Clinch, the opponent can speed up the recovery time by pressing the direction pad and buttons. Doing this allow the opposition to avoid falling down to the ground. -In beast form, Yugo can perform a Chase Jump after Critical Upper connects. -For "Style Change", Yugo will switch to "Flicker", one of his Command Attacks. -"Turn Step" will put Yugo behind his opponent. ---------- --------------- |COMMAND ATTACKS| --------------- NAME: QUICK 1-2 CMND: d,df,f+P TYPE: MULTI-HIT ATTACK HGHT: H-H STOP: YES DMGE: 7 -OR- NAME: 1-2 BODY UPPER CMND: d,df,f+P-f+{P}-f+P TYPE: COMBINATION ATTACK HGHT: H-H-M-M STOP: YES DMGE: 47 ADDT: Press R1 during any of the 3 attacks to cancel ---------- NAME: FLICKER CMND: d,df,f+K TYPE: STYLE CHANGE -FROM FLICKER, INPUT EITHER ONE OF THE FOLLOWING- --------------------------------------------------------------------------------------- NAME: BASIC | NAME: LIGHTNING | NAME: COUNTER | NAME: BREAKDOWN | NAME: MIDDLE RANGE | CMND: P-P-P-P | CMND: f+P | CMND: b+{P} | CMND: d+{P} | CMND: df+P | HGHT: H | HGHT: M-SM-H | HGHT: SM | HGHT: M | HGHT: H-H | DMGE: 45 | DMGE: 15 | DMGE: 15 | DMGE: 18 | DMGE: 10 | ------------------------------------------------------------------------------------------ NAME: FINAL UPPER | NAME: IN-STEP | NAME: OUT-STEP | NAME: DUCKING | NAME: FREE STYLE | CMND: u+{P} | CMND: f+K | CMND: b+K | CMND: d+K | CMND: u+K | HGHT: SM (A) | HGHT: NONE | HGHT: NONE | HGHT: NONE | HGHT: NONE | DMGE: 31 | DMGE: 0 | DMGE: 0 | DMGE: 0 | DMGE: 0 | ----------------------------------------------------------------------------------------- *NOTES* -"Lightning" can be done from either one of the 1st 3 P's of "Basic", "Middle Range", or "In-Step". -"Breakdown" can be done from either one of the 1st 3 P's of "Basic". -"Middle Range" can be done from either one of the 1st 3 P's of "Basic". -"Counter" has the same properties as a Guard Reversal, except that it's also a Guard Break! -"Final Upper" can be done from any of the 4 P's of "Basic". Note that "Final Upper" only hits airborne characters in front of him, while it will strike Semi-Mid on characters behind him. -"In-Step" and "Out-Step" are not attacks, but extra movements to make Yugo get in close with or to back away from his opponent. Both can also be done from any of the 4 P's of "Basic", or from "Lightning". -"Ducking" is also not an attack, but an extra movement that enables Yugo to duck under High & Middle attacks. It can be done from the 1st, 3rd or 4th P of "Basic", or "Lightning". -"Free Style" allows Yugo to cancel & get out of "Flicker". It can also be done from either the 1st or 3rd P of "Basic", "Breakdown", "In-Step", "Out-Step", or "Ducking". -"Counter" and "Final Upper" will also cause Yugo to fall out of Flicker. ---------- NAME: BLOODY ROAR CMND: d,df,f+B TYPE: THROW (STRIKE) HGHT: M STOP: YES DMGE: 30 ---------- NAME: SILVER WOLF KNUCKLE CMND: d,db,b+P TYPE: GUARD ATTACK HGHT: H (Human form); M (Beast form) STOP: YES DMGE: 18 EFFT: sb; ln (s/c) ---------- NAME: CRESCENT SOMERSAULT CMND: d,db,b+K TYPE: ATTACK HGHT: M STOP: YES DMGE: 26 ---------- NAME: FLYING BERSERK CMND: d,db,b+K TYPE: RETREAT STOP: NO HGHT: NONE -FROM FLYING BERSERK, INPUT EITHER ONE OF THE FOLLOWING- --------------------------------------------------------------------- NAME: METEOR SLASH | NAME: METEOR CRASH | NAME: REBOUND | CMND: d+{B} | CMND: B NEAR A WALL | CMND: NOTHING NEAR A WALL | HGHT: M | HGHT: M | HGHT: NONE | DMGE: 20 | DMGE: 26 | DMGE: VARIES | EFFT: sp, T | EFFT: bnd | | --------------------------------------------------------------------- *NOTES* -"Rebound" acts like a regular wall jump, meaning that the conditions for a wall jump will also apply to "Rebound" (i.e. doing air attacks). -The input time for Meteor Slash can be done anytime during Flying Berserk. ---------- ----------- |BEAST DRIVE| ----------- PRESET BEAST DRIVE: SPIRAL FANG ------------------------------------------------------------ BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B} | ------------------------------------------------------------ NAME: SPIRAL FANG | NAME: KING OF BREAKER TYPE: ATTACK | TYPE: MULTI-HIT ATTACK / FULL PUNCH ATTACK HGHT: M | HGHT: M DMGE: 85 | DMGE: 71 / 45 ADDT: NONE | ADDT: Keep pressing P before the 10th hit to do a full punch version. ADDT: Press R1 between the 7th & 10 hit to cancel the Beast Drive. This will work if Beast Drive hits (whether blocked or not) or misses. *NOTES ABOUT KING OF BREAKER* -1st 9 hits are regular attacks. 10th hit is special, for it will activate the rest of the hits for this Beast Drive. If the 10th hit doesn't come in contact, Beast Drive ends at that point. -Normally, the outcome of this Beast Drive involves Yugo knocking his opponent into the air with an uppercut. If the P button is pressed repeatedly before the 10th hit, Yugo will do a straight-up, full punch version that will result in Yugo executing an explosive punch with flames. Weaker, but useful none the less. -If the Beast Drive is blocked, Yugo will do the full punch version (same as P version) automatically. If the last hit connects, damage will be 30. -At the start of this Beast Drive, Yugo is invincible to practically all attacks (throws, Guard Breaks, etc), except to any attack that strikes low. Also, just as he steps forward and starts punching, Yugo will no longer be invincible. ---------------------------- |COMBINATION ATTACKS -HUMAN-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)1-2 P-P-P* -------------------------------------------------------------------------------------------- 2)STRIKE RUSH P-P-P*-P {c} or Quick 1-2-P-P -------------------------------------------------------------------------------------------- 3)PANTHER STRAIGHT f,f+K-P-P*-{P} NOTES: 1st hit causes stumble back. -------------------------------------------------------------------------------------------- 4)HEEL TUSK LD, K-K NOTES: 1st hit causes stumble back if it strikes as a counter. 2nd hit causes either kneel or downbound (if 1st hit causes stumble back or if 2nd hit strikes as a counter). -------------------------------------------------------------------------------------------- ---------------------------- |COMBINATION ATTACKS -BEAST-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)BLIND BLOW df+B-f+{B} NOTES: Last hit will launch opponent into the air. -------------------------------------------------------------------------------------------- 2)DOUBLE WOLF KICK db+B-B NOTES: Last hit will launch opponent if it strikes as a counter. -------------------------------------------------------------------------------------------- 3)FEINT ROLLING db+B-Flying Berserk NOTES: Yugo will jump over his opponent, landing behind him/her. Yugo can do any of the follow-ups incorporated with Flying Berserk. -------------------------------------------------------------------------------------------- ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` -=ALICE: TAKING A GAMBLE WITH A STRONG-WILL=- ------ |PROILE| ------ FULL NAME: Alice Tsukagami COUNTRY: Japan AGE: 23 HEIGHT: 158 cm WEIGHT: 52 kg MEASUREMENTS: B86-W58-H89 OCCUPATION: Originally a nurse (taking time off from her duties), currently part of W.O.C Medical Staff LIKES: Caesar Salad & Carrot Cake DISLIKES: Onions BEAST FORM: Rabbit ------------- |BASIC ATTACKS| ------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- JAB P H 9 --------------------------------------------------------------------------------------------- THROW PUNCH f+P M 13 --------------------------------------------------------------------------------------------- SWAY KNUCKLE b+P M 12 --------------------------------------------------------------------------------------------- SQUAT JAB d+P SM 7 --------------------------------------------------------------------------------------------- BODY HOOK df+P M 10 --------------------------------------------------------------------------------------------- LOW SWAY KNUCKLE db+P L 11 --------------------------------------------------------------------------------------------- SLIDE PUNCH f,f+P L 13 tp --------------------------------------------------------------------------------------------- RABBIT TACKLE DASH+P M 18 --------------------------------------------------------------------------------------------- HOPPING HAMMER LD+P M 16 ln --------------------------------------------------------------------------------------------- TURN STRAIGHT BACK, P H 3 --------------------------------------------------------------------------------------------- SQUAT TURN STRAIGHT BACK, d+P SM 7 --------------------------------------------------------------------------------------------- ALICE SUPER UPPERCUT u+P M 10 sb; ln (s/c) --------------------------------------------------------------------------------------------- JUMPING PUNCH JUMP, P SM 10 --------------------------------------------------------------------------------------------- JUMPING HAMMER JUMP, f+{P} M 25 bnd --------------------------------------------------------------------------------------------- HAMMER DROP FOE IS DOWN, d+P M 6 --------------------------------------------------------------------------------------------- SIDE HIGH KICK K H 13 --------------------------------------------------------------------------------------------- ARC DROP f+K M 14 --------------------------------------------------------------------------------------------- LEG SLASH b+K H 12 --------------------------------------------------------------------------------------------- SQUAT SIDEKICK d+K L 10 --------------------------------------------------------------------------------------------- FUNNY SWEEP df+K L 9 --------------------------------------------------------------------------------------------- REVERSE FOOT KICK db+K L 8 T --------------------------------------------------------------------------------------------- RABBIT KNEE PAT f,f+K M 16 sb; ln (s/c) --------------------------------------------------------------------------------------------- RABBIT SLIDER DASH+K L 15 tp; sw (s/c) --------------------------------------------------------------------------------------------- LUNAR KICK LD+K M 14 --------------------------------------------------------------------------------------------- TURN KICK BACK, K M 16 fr; ba (s/c) --------------------------------------------------------------------------------------------- SQUAT TURN KICK BACK, d+K L 16 sw --------------------------------------------------------------------------------------------- NECRO DESIRE u+K M-M 15 bnd (s/c) --------------------------------------------------------------------------------------------- JUMPING KICK JUMP, K SM 16 --------------------------------------------------------------------------------------------- MISSILE KICK (FRONT) JUMP, f+{K} M 20 ba --------------------------------------------------------------------------------------------- MISSILE KICK (BACK) JUMP, b+{K} M 20 ba --------------------------------------------------------------------------------------------- STAMP KICK FOE IS DOWN, d+K M 4 --------------------------------------------------------------------------------------------- BLITZ PUNCH B H 12 --------------------------------------------------------------------------------------------- RABBIT STRAIGHT f+B H 14 hc (s/c) --------------------------------------------------------------------------------------------- RABBIT KICK b+B M 20 --------------------------------------------------------------------------------------------- SQUAT BLITZ PUNCH d+B L 8 --------------------------------------------------------------------------------------------- NEEDLE KICK df+B L 12 --------------------------------------------------------------------------------------------- BLAST LEG db+B L 15 tp; sw (s/c) --------------------------------------------------------------------------------------------- RISING TOE KICK f,f+B M 24 sb; ln (s/c) --------------------------------------------------------------------------------------------- DASH SOMERSAULT KICK DASH+{B} M 26 sp --------------------------------------------------------------------------------------------- HOPPING KICK LD+{B} M 20 ba --------------------------------------------------------------------------------------------- REVERSE DROPKICK BACK, B M 13 ln --------------------------------------------------------------------------------------------- SQUAT TURN HAMMER BACK, d+B L 10 tp; sw (s/c) --------------------------------------------------------------------------------------------- RABBIT HAMMER u+B M 15 kn; bnd (s/c) --------------------------------------------------------------------------------------------- AIR CUTTER JUMP, B M 20 --------------------------------------------------------------------------------------------- STARDUST KICK JUMP, f+B M 25 kn; bnd (s/c) --------------------------------------------------------------------------------------------- JACKKNIFE DROP FOE IS DOWN,B L 5 --------------------------------------------------------------------------------------------- *NOTES* -"Reverse Dropkick" will keep Alice's back turned to her opponent. Thus, this attack can be done repeatedly, as well as juggle her opponent indefinitely. -"Rabbit Hammer" allows Alice to go behind her opponent whether it hits or is blocked. If that happens, Alice & her opponent will stand back-to-back. ```````````````````````````````````````````````````````````````````````````````````` ---------------- |THROW TECHNIQUES| ---------------- *HUMAN FORM* | *BEAST FORM* ----------------------------------------------------------------- NAME: REVERSE FRANKENSTEINER | NAME: RABBIT STAMP CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front) HGHT: HIGH | HGHT: HIGH DMGE: 35 | DMGE: 39 *EITHER FORM* ------------- NAME: JACKKNIFE HEEL EDGE CMND: d+P+K HGHT: LOW DMGE: 35 ---------- NAME: ALICE PRESSURE CMND: P+K (From opponent's back) HGHT: HIGH DMGE: 40 ---------- NAME: AIR RAID CMND: d+P+K (in midair) HGHT: A DMGE: 28 ---------- --------------- |COMMAND ATTACKS| --------------- NAME: SPIRAL CUBE CMND: d,df,f+P TYPE: MULTI-HIT ATTACK/LAUNCH ATTACK HGHT: M(x5) STOP: YES DMGE: 20 EFFT: ln ---------- NAME: LILY SLAP CMND: d,db,b+P TYPE: GUARD ATTACK HGHT: M STOP: YES DMGE: 12 EFFT: sb; ln (s/c) ---------- NAME: JOE SLIDER CMND: d,df,f+K TYPE: RETREAT & ATTACK HGHT: L STOP: YES DMGE: 13 ADDT: Press R1 to backstep only EFFT: kn; sw (s/c) *NOTES* -If Alice's foe is close when she begins to slide forward, Alice will go under him/her while doing damage. This'll give Alice a chance to strike from behind her opponent. ---------- NAME: SOMERSET SLASH CMND: d,db,b+K TYPE: ATTACK HGHT: M STOP: YES DMGE: 15 EFFT: sb -OR- NAME: DOUBLE SOMERSET / TRIPLE SOMERSET CMND: d,db,b+K-b+K{c} / d,db,b+K-b+K{c}-b+{B} TYPE: COMBINATION ATTACK HGHT: M(X2) / M(X3) DMGE: 27 / 35 EFFT: sb, ln / sb, ln, sp ADDT: Press R1 during any of the 3 attacks to cancel *NOTES* -"Triple Somerset" can only be done if 1) Alice is in beast form or 2) if Alice's Beast Gauge is filled in human form. If none of these cases are fulfilled, then the max hits she can do are two ("Double Somerset"). ---------- NAME: RABBIT FLIP CMND: d,df,f+{B} TYPE: LAUNCH ATTACK HGHT: M STOP: YES DMGE: 15 ---------- NAME: SWITCH MOONSAULT CMND: d,db,b+B TYPE: CROSS-OVER MOVE / ATTACK HGHT: H-M STOP: NO DMGE: 30 EFFT: kn *NOTES* -While it doesn't seem like it, this can be a very handy tool. Not only does it put Alice behind her opponent, but if it strikes from behind, it will stun her opponent. This gives Alice plenty of time to follow up with a quick assault or a combo of her choice.... -...which brings another interesting point. Depending on which direction Alice's opponent is facing will affect the direction he/she will be facing after getting hit. If Alice strikes from behind, her opponent will turn and face her while stunned. If Alice strikes from the front, her opponent will turn around with his/her back turned to Alice. ---------- NAME: SOMERSET CMND: d,u+K TYPE: RETREATING ATTACK HGHT: H STOP: YES DMGE: 11 ---------- NAME: SERVICE CMND: f,b+P TYPE: TAUNT STOP: YES ADDT: Press R1 to cancel *NOTES* -This can be canceled from startup to when Alice flicks her hand down/begins to speak. After that, she'll be left wide open. -While it has no offensive abilities, it will fill Alice's Beast Gauge much more than her Beastorize Pose. ---------- ----------- |BEAST DRIVE| ----------- PRESET BEAST DRIVE: LIFTING STAR LANE ------------------------------------------------------------ BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B} | ------------------------------------------------------------ NAME: RABBIT LOVE | NAME: LIFTING STAR LANE TYPE: MULTI-HIT ATTACK / ATTACK | TYPE: ATTACK HGHT: M | HGHT: M DMGE: 51 / 5 | DMGE: 90 ADDT: NONE | ADDT: NONE *NOTES ABOUT RABBIT LOVE* -Alice's leap forward allows her to go over many attacks, making it a nifty counter move. -If the initial attack misses or is blocked, Alice will follow-up with a small hip bump afterwards, dealing very little damage. This will cause "hc" if it connects as a counter. *NOTES ABOUT LIFTING STAR LANE* -Although startup is slow, Alice will go under high attacks. This gives it the potential to strike as a counterattack. ---------------------------- |COMBINATION ATTACKS -HUMAN-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)UPPER RUSH P-P-P-f+

* -------------------------------------------------------------------------------------------- 2)THRUST RUSH P-P-P-d+P -------------------------------------------------------------------------------------------- 3)BLITZ COMBO.... P-K-K.... ...HIGH ...-b+K{c} ...MIDDLE ...-f+K ...LOW ...-d+K NOTES: b+K will launch an opponent, while d+K will cause "tp" or "sw" (if it strikes as a counter). -------------------------------------------------------------------------------------------- 4)JAB & BLITZ REVERSE LOW P-K-P-d+K -------------------------------------------------------------------------------------------- 5)THROW UPPER PUNCH f+P-P* NOTES: In human form the 2nd hit will cause "sb" or "ln" (if it strikes as a counter). In beast form the 2nd hit cause "ln" or "sp" (if it strikes as a counter). -------------------------------------------------------------------------------------------- 6)SWAY KICK COMBO b+P-K NOTES: 2nd hit will cause "sb". -------------------------------------------------------------------------------------------- 7)SQUAT BLITZ COMBO d+P-d+K-d+K NOTES: 3rd hit will cause "tp" or "sw" (if it strikes as a counter). -------------------------------------------------------------------------------------------- 8)RABBIT STEP df+P-P-

*-d+K -------------------------------------------------------------------------------------------- 9)RABBIT STEP HAMMER df+P-P-

*-u+B NOTES: Last hit allows Alice to go behind her opponent whether it hits or is blocked. If that happens, Alice & her opponent will stand back-to-back. -------------------------------------------------------------------------------------------- 10)LOW SWAY COMBO db+P-K NOTES: Last hit will cause "tp" or "sw" (if it strikes as a counter). -------------------------------------------------------------------------------------------- 11)HEEL EDGE COMBO... K-K.... ...HIGH ...b+K{c} ...MIDDLE ...f+K ...LOW ...d+K NOTES: b+K will launch an opponent, while d+K will cause "tp" or "sw" (if it strikes as a counter). -------------------------------------------------------------------------------------------- 12)BLITZ REVERSE LOW K-P-d+K -------------------------------------------------------------------------------------------- 13)ARC DROP COMBO f+K-b+K-f+K NOTES: 2nd hit will causee "sb" or "ln" (if it strikes as a counter). 3rd hit will cause "kn" (if 2nd hit doesn't cause any stun) or downbound (if 2nd hit causes stun, if 3rd hit strikes as a counter, or if opponent is launched/airborne). -------------------------------------------------------------------------------------------- 14)ARC DROP COMBO RUSH f+K-d+K-d+P -------------------------------------------------------------------------------------------- 15)LOW COMBO TWIN d+K-d+K NOTES: 2nd hit will cause "tp" or "sw" (if it strikes as a counter). -------------------------------------------------------------------------------------------- 16)FUNNY CHAIN df+K--K -------------------------------------------------------------------------------------------- 17)FUNNY BLAST df+K--db+B NOTES: 3rd hit will cause "tp" or "sw" (if it strikes as a counter). -------------------------------------------------------------------------------------------- 18)FUNNY SOMERSET df+K--b+K -------------------------------------------------------------------------------------------- 19)LUNAR COMBO LD+K-f+K NOTES: 1st hit will cause "sb" or "ln" (if it strikes as a counter). 2nd hit will cause "kn" or downbound (if it strikes as a counter, or if opponent is launched/airborne). -------------------------------------------------------------------------------------------- 20)TURN STRAIGHT TO.... T, P-P-P.... ...UPPER RUSH ...f+

* ...THRUST RUSH ...d+P -------------------------------------------------------------------------------------------- 21)RABBIT KNEE TO.... f,f+K-P-P-P.... ...UPPER RUSH ...f+

* ...THRUST RUSH ...d+P NOTES: 1st hit will cause "sb" if it hits as a counter. -------------------------------------------------------------------------------------------- 22)RABBIT KNEE TO.... f,f+K-P-K-K.... ...BLITZ COMBO HIGH ...b+K{c} ...BLITZ COMBO MIDDLE ...f+K ...BLITZ COMBO LOW ...d+K -------------------------------------------------------------------------------------------- 23)RABBIT KNEE TO JAB & BLITZ f,f+K-P-K-P-d+K REVERSE LOW -------------------------------------------------------------------------------------------- ---------------------------- |COMBINATION ATTACKS -BEAST-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)HIGH RABBIT COMBO B-B-B-f+B* -------------------------------------------------------------------------------------------- 2)MIDDLE RABBIT COMBO B-B-B-b+B -------------------------------------------------------------------------------------------- 3)LOW RABBIT COMBO B-B-B-d+B NOTES: Last hit causes "tp". -------------------------------------------------------------------------------------------- 4)LOW RABBIT RUSH KNEE d+B-d+B-B-B-B* NOTES: Last hit causes "sb" or "ln" (if it strikes as a counter). -------------------------------------------------------------------------------------------- 5)LOW RABBIT RUSH SLIDER d+B-d+B-d+K-d+P -------------------------------------------------------------------------------------------- 6)LOW RABBIT RUSH.... df+B-B-B.... ...COMBO ...B ...GROUND ...d+B ...SOMERSET ...d,u+K NOTES: d,u+K makes Alice jump behind her foe. This is because the 3rd attack of this combo turns her back to her opponent. If a 4th attack is not executed, then Alice will completely turn her back to her opponent. -------------------------------------------------------------------------------------------- 7)UPPER RUSH TO.... P-P-P-f+

*.... NOTES: See combos #1 through #3 for additional follow-ups -------------------------------------------------------------------------------------------- 8)RABBIT KNEE TO UPPER RUSH TO.... f,f+K-P-P-P-f+

*.... NOTES: See combos #1 through #3 for additional follow-ups -------------------------------------------------------------------------------------------- ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` -=LONG: THE WANDERING WILD TIGER=- ------ |PROILE| ------ FULL NAME: Jin Long (within Japan); Shin Long (outside Japan) COUNTRY: China AGE: 32 HEIGHT: 179 cm WEIGHT: 70 kg OCCUPATION: Nothing, except for teaching children Chinese Martial Arts LIKES: Peace of mind DISLIKES: Dishonesty BEAST FORM: Tiger ------------- |BASIC ATTACKS| ------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- SHODA/PALM STRIKE P H 9 --------------------------------------------------------------------------------------------- CHUSUI/OUTWARD LUNGE f+P M 10 --------------------------------------------------------------------------------------------- SHICHISUN KO/7-INCH TACKLE b+P M 20 fl; ba (s/c) --------------------------------------------------------------------------------------------- FUKU SHODA/SQUAT PALM STRIKE d+P SM 7 --------------------------------------------------------------------------------------------- ZANSUI/SLASH WHIP df+P SM 13 sb; ln (s/c) --------------------------------------------------------------------------------------------- OKEN/STRAIGHT FIST db+P M 12 --------------------------------------------------------------------------------------------- TETSUZAN KO/LEANING IRON MOUNTAIN f,f+P M 16 --------------------------------------------------------------------------------------------- YOSOKU HA/GRIPPING HAWK DASH+P M 21 fl; ba (s/c) --------------------------------------------------------------------------------------------- RENGEKI RYOKEN/FLURRY PUNCH COMBO LD+P* M-M 14 --------------------------------------------------------------------------------------------- SO TOSHO/DOUBLE PALMS BACK, P M 15 fl; ba (s/c) --------------------------------------------------------------------------------------------- TENSHIN HOSUI/SHATTERING TURN WHIP BACK, d+P SM 7 --------------------------------------------------------------------------------------------- TOKU SHASUI/SLANTED GUST STRIKE u+P M 16 --------------------------------------------------------------------------------------------- TOSUI/FLYING STRIKE JUMP, P SM 10 --------------------------------------------------------------------------------------------- RAKU SOSUI/DOUBLE HAMMER DROP JUMP, f+{P} M 26 bnd --------------------------------------------------------------------------------------------- GEKICHISUI/EARTH BEAT FOE IS DOWN, d+P SM 7 --------------------------------------------------------------------------------------------- HEKITAI/BLOCKING LEG K M 12 --------------------------------------------------------------------------------------------- SOKOTAI/DOUBLE LEG DROP f+K M-M 22 kn --------------------------------------------------------------------------------------------- KOSHUTAI/BACK KICK b+K H 14 T --------------------------------------------------------------------------------------------- ZENSOTAI/FRONT SWEEP d+K L 9 --------------------------------------------------------------------------------------------- SOKUTAI/SIDE KICK df+K M 16 hc --------------------------------------------------------------------------------------------- KOSOTAI/REVERSE SWEEP db+K L 15 tp; sw (s/c) --------------------------------------------------------------------------------------------- SHITCHI SOTAI/GROUND SLIDE SWEEP f,f+K L 18 tp; sw (s/c) --------------------------------------------------------------------------------------------- SHINRYU KYAKU/DIVINE DRAGON KICK DASH+K H 26 ba --------------------------------------------------------------------------------------------- SENKYU TAI/PIERCING BOW FOOT LD+K M//M(x3) 15//24 sb//ln; ln//sp (s/c) --------------------------------------------------------------------------------------------- TENSHIN SENTAI/BACK SPIN KICK BACK, K H 17 sb; ln (s/c) --------------------------------------------------------------------------------------------- TENSHIN SOTAI/TURNING LEG SWEEP BACK, d+K L 12 tp; sw (s/c) --------------------------------------------------------------------------------------------- TOKU BUNKYAKU/GUST SPLIT KICK u+K M 13 sb --------------------------------------------------------------------------------------------- HISHITAI/FLYING THRUST KICK JUMP, K SM 16 --------------------------------------------------------------------------------------------- FUMON TOKAI/WINDGATE SHATTER (FRONT) JUMP, f+{K} M 20 ba --------------------------------------------------------------------------------------------- FUMON TOKAI/WINDGATE SHATTER (BACK) JUMP, b+{K} M 20 ba --------------------------------------------------------------------------------------------- SHINKYAKU/QUAKING FOOT FOE IS DOWN, d+K SM 8 --------------------------------------------------------------------------------------------- KOSOGEKI/TIGERCLAW ATTACK B H 13 --------------------------------------------------------------------------------------------- KOBOKUSHI/SOFT TIGER STRIKE f+B M 11 hc; ba (s/c) --------------------------------------------------------------------------------------------- KOBOKUHA/CLUTCH TIGER STRIKE b+{B} M 23 ba --------------------------------------------------------------------------------------------- FUKKO SOSO/CROUCHING TIGER TWIN CLAW d+B L 14 --------------------------------------------------------------------------------------------- HAISHIN KOBIKYAKU/TIGER'S TAIL KICK df+B M 15 T --------------------------------------------------------------------------------------------- TENPEN KAGETSU/LOOMING MOON FROM db+B L 12 T HIGH ABOVE --------------------------------------------------------------------------------------------- RAKANBEN/ARHAT'S WHIP f,f+B M 17 sb; ln (s/c) --------------------------------------------------------------------------------------------- FUJU HOKO/WILD BEAST ROAR DASH+B M(x7) 56 ba --------------------------------------------------------------------------------------------- SHISHI SHOTENHO/LION'S BIG ROAST LD+B SM 25 ln --------------------------------------------------------------------------------------------- TETSUZAN KO/LEANING IRON MOUNTAIN BACK, {B} SM 25 ba --------------------------------------------------------------------------------------------- SHINCHIKU SO/SWAYING BAMBOO CLAW BACK, d+B L 18 sw --------------------------------------------------------------------------------------------- KANUN GEKI/CIRCULAR CLOUD STRIKE u+B H 20 T, ln --------------------------------------------------------------------------------------------- JUTOKYAKU/PRIMAL RISING FOOT JUMP, B SM 20 --------------------------------------------------------------------------------------------- BYOSHIN CHUGEKI/FELINE SPIN ATTACK JUMP, f+B M 26 --------------------------------------------------------------------------------------------- GA KOBOKU SHOKU/FEASTING OF THE FOE IS DOWN,B SM 8 STARVED TIGER --------------------------------------------------------------------------------------------- *NOTES* -Jutokyaku will launch an opponent if he/she is struck while behind Long. ```````````````````````````````````````````````````````````````````````````````````` ---------------------------------------------- |SHIN-I-ROKU-GO-KEN: CIRCLE COMBO USER SECTION| ---------------------------------------------- Shini Rokugo Ken (Fist of the Mind & Cosmos) is the fighting system which Long uses in battle. This time around, Long uses 2 styles under this system: ROKUGO KOURIN SHIKI (STYLE OF THE UNIVERSAL GOOSE CIRCLE) --------------------------------------------------------- This is the original Circle Combo that is used by Long, the main weapon that he relies on in both human & beast form. Consisting of 6 different attacks, each attack follows each other in a circle-like motion, in any direction desired. While this Circle Combo can be started in numerous ways, each attack follows each other in a set manner one after another. Also, the same attack cannot be used twice. ----------------------------------------------------------------------------------- NAME: DAKAI | NAME: FUJIN KYAKU | NAME: TAN PA | NAME: MIGI TANKYAKU | TRNS: WIDE STRIKE | TRNS: AXE EDGE KICK | TRNS: TARGETING | TRNS: RIGHT SIDE KICK | CMND: P* | CMND: d+K | CMND: f+P* | CMND: K | HGHT: M | HGHT: L | HGHT: H | HGHT: M | DMGE: 16 | DMGE: 11 | DMGE: 12 | DMGE: 10 | EFFT: hc | | | EFFT: sb | ----------------------------------------------------------------------------------- NAME: NICHIGETSU HA | NAME: HIDARI TANKYAKU | TRNS: SUN & MOON HOOKING | TRNS: LEFT SIDE KICK | CMND: d+P | CMND: f+K | HGHT: L-L | HGHT: M | DMGE: 12 | DMGE: 11 | ------------------------------------------------- ROKUGO KORIN SHIKI (STYLE OF THE UNIVERSAL TIGER CIRCLE) -------------------------------------------------------- One of the newest styles to enter the Circle Combo arena, Long's technical skills increases as he utilizes this in his arsenal. Unlike the "Goose Circle", this "Tiger Circle" can only be used in Tiger form. The same rules are incorporated in this Circle Combo, while Long can also go into this through "Goose Circle", but not "Tiger Circle" to "Goose Circle". ---------------------------------------------------------------------------------------- NAME: ZESSO | NAME: KASEI KOZAN | NAME: FUKKO | NAME: HIEN KYAKU | TRNS: SEVERING CLAW | TRNS: HEAVY TIGER RIP | TRNS: CROUCING TIGER | TRNS: SWALLOW FOOT | CMND: P+{B} | CMND: d+K+B | CMND: f+P+B | CMND: K+B | HGHT: M | HGHT: L | HGHT: M | HGHT: H | DMGE: 20 | DMGE: 15 | DMGE: 18 | DMGE: 16 | ---------------------------------------------------------------------------------------- NAME: ZANSUI | NAME: RIGO TAI | TRNS: TEARING WHIP | TRNS: UNIFICATION LEG | CMND: d+P+B | CMND: f+K+B | HGHT: M | HGHT: H | DMGE: 12 | DMGE: 16 | ------------------------------------------- ROKUGO KOU/KORIN SHIKI SHURYO WAZA (ENDING TECHNIQUES OF THE UNIVERSAL GOOSE/TIGER CIRCLE STYLE) ------------------------------------------------------------------------------------------- Both Circle Combos can be followed up with a "Shuryo Waza", which can be inputted from any one of the attacks of both Circle Combos. ------------------------------------------------------------------------ NAME: PON KEN | NAME: HONSHIN RENKYAKU | NAME: RIMON CHOCHU | TRNS: SHATTERING FIST | TRNS: REVERSE KICK COMBO | TRNS: BACKGATE ELBOW | CMND: b+{P} | CMND: b+K | CMND: f,f+P# | HGHT: M | HGHT: M-M | HGHT: M | DMGE: 20 | DMGE: 19 | DMGE: 14 | EFFT: ba | EFFT: ln | EFFT: hc | -------------------------------------------------------------------------------- NAME: SENPUKYAKU | NAME: RENJU HODO | NAME: ZENSO GENKYAKU | TRNS: WHIRLWIND KICK | TRNS: LYRICAL MACHINE GUN | TRNS: FORWARD ILLUSION KICK | CMND: f,f+K | CMND: d,d+P | CMND: d,d+K | HGHT: H | HGHT: M | HGHT: L | DMGE: 25 | DMGE: 39 | DMGE: 15 | EFFT: bnd | EFFT: ba | EFFT: kn; sw (s/c) | -------------------------------------------------------------------------------------- NAME: KOUN RIN | NAME: ROKUGO FUKKO | NAME: ROKUGO SHOTENHO | TRNS: ROUND GOOSE CLOUD | TRNS: UNIVERSAL CROUCHING TIGER | TRNS: UNIVERSAL BIG ROAST | CMND: B*-{B} | CMND: B*-d+B | CMND: B*-f+B | HGHT: M-M | HGHT: M-L | HGHT: M-M | DMGE: 31 | DMGE: 25 | DMGE: 29 | EFFT: sb; ln (s/c) | EFFT: kn; sw (s/c) | EFFT: ln | -------------------------------------------------------------------------------------- NAME: KOZANHEKI | NAME: HANGETSUJIN | NAME: ROKUGO SHINRYUKYAKU | TRNS: MOUNTAIN WALL PIERCING | TRNS: HALF MOON KNIFE | TRNS: UNIVERSAL DIVINE DRAGON | CMND: f,f+B | CMND: d,d+{B} | CMND: b,b+{B} | HGHT: M | HGHT: M-L | HGHT: H | DMGE: 18 | DMGE: 27 | DMGE: 20 | EFFT: wo | | EFFT: ln, T | ------------------------------------------------------------------------------------- *NOTES* -The multi-hit version of Renju Hodo activates on a character on the ground, and will work on airborne characters if he/she is not too high. If any character is above Long's head when Renju Hodo connects, then it turns into a simple uppercut. -Kozanheki will revert a character from beast form back to human form if his/her Beast Gauge is empty. -Hangetsujin will strike mid only if it connects. If it misses, then will it hit low. ROKUGO KOU/KORIN SHIKI KAISHI WAZA (STARTUP TECHNIQUES OF THE UNIVERSAL GOOSE/TIGER CIRCLE STYLE) --------------------------------------------------------------------------------------------- These are the techniques used to go into both Circle Combo styles. Some are single hits, while others are combination attacks. -------------------------------------------------------------------------------------------- | NAME/TRANSLATION INPUT HEIGHT DAMAGE | | -------------------------------------------------------------------------------------------- 1)JOHO RENKAI/OPENINGS FROM OVERHEAD f+P M 10 NOTES: Go into "Goose Circle" through "Dakai" and "Migi Tankyaku", or go into "Tiger Circle" through "Zekko" and "Hien Kyaku" -------------------------------------------------------------------------------------------- 2)SOKOTAI/DOUBLE LEG DROP f+K M-M 22 NOTES: Go into "Goose Circle" through "Nichigetsu Ha" -------------------------------------------------------------------------------------------- 3)RENSUI CHORYO/ENCOUNTERING BEATING P-P-P H-M-M 29 NOTES: Go into "Goose Circle" & "Tiger Circle" through any attack -------------------------------------------------------------------------------------------- 4)SOSHO DA/CLAW & PALM STRIKE B-P H-M 25 NOTES: Go into "Goose Circle" & "Tiger Circle" through any attack -------------------------------------------------------------------------------------------- 5)RENSUI TANPA/PRESS BEAT P-P H-M 17 NOTES: Go into "Goose Circle" through "Tan Pa" and "Hidari Tankyaku", or go into "Tiger Circle" through "Fukko" and "Rigo Tai" -------------------------------------------------------------------------------------------- 6)KOSHU NICHIGETSU HA/HOOKING SUN & MOON K M 12 HIGH KICK NOTES: Go into "Goose Circle" through "Nichigetsu Ha", or go into "Tiger Circle" through "Fujin Kyaku" -------------------------------------------------------------------------------------------- 7)SHODA SENKYAKU/PALM STRIKE SPIN KICK P-K-d+K H-H-L 31 NOTES: Go into "Goose Circle" through "Tan Pa". Can also go into the Shuryo Waza "Rimon Chochu", "Senpukyaku", "Renju Hodo", "Zenso Genkyaku", "Kozanheki", "Hangetsujin", or "Rokugo Shinryukyaku". -------------------------------------------------------------------------------------------- 8)FUKKO NICHIGETSU HA/CROUCHING TIGER SUN d+B L 14 & MOON SNATCH NOTES: Go into "Tiger Circle" through "Zansui" -------------------------------------------------------------------------------------------- 9)KO SOSHO/ TIGER CLAW PALM b,f+P+K NONE 0 NOTES: Go into "Goose Circle" & "Tiger Circle" through any attack -------------------------------------------------------------------------------------------- -------------------------------------- |ROKUGO KOURIN & KORIN SHIKI FLOW CHART| -------------------------------------- DAKAI <----------> FUJIN KYAKU <-----------> TAN PA P d+K f+P /\ /\ | ROKUGO KOURIN SHIKI | \/ \/ HIDARI TANKYAKU <-----> NICHIGETSU HA <------> MIGI TANKYAKU f+K d+P K | | | | | | \ / \ / \/ ZESSO <----------> KASEI KOZAN <-----------> FUKKO P+B d+K+B f+P+B /\ /\ | ROKUGO KORIN SHIKI | \/ \/ RIGO TAI <----------> ZANSUI <-------------> HIEN KYAKU f+K+B d+P+B K+B | | | | | | \ / \ / \/ ----------------------------------------------------------------------------------------- | | | URAMON CHOCHU PON KEN RENJU HODO SENPU KYAKU HENSHIN RENKYAKU | | f,f+P b+P d,d+P f,f+K b+K | | | | KOUN RIN* ROKUGO KOURIN/KORIN SHIKI SHURYO WAZA ZENSO GENKYAKU | | B-B d,d+K | | | | ROKUGO FUKKO* ROKUGO SHOTENHO* KOZANHEKI HANGETSU JIN ROKUGO SHINRYU KYAKU | | B-d+b B-f+B f,f+B d,d+B b,b+B | | | ----------------------------------------------------------------------------------------- * = Can only be done through "Goose Combo" ```````````````````````````````````````````````````````````````````````````````````` ---------------- |THROW TECHNIQUES| ---------------- *HUMAN FORM* | *BEAST FORM* ----------------------------------------------------------------- NAME: HOSHIN HAKKEI | NAME: TOSHIN KINGO SUI TRNS: GUN BARREL BLAST | TRNS: TRAMPLED GOLDEN BLUGEON CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front) HGHT: HIGH | HGHT: HIGH DMGE: 25 | DMGE: 31 *EITHER FORM* ------------- NAME: FUKI SHISTU TRNS: KNEE STAMP CMND: d+P+K HGHT: LOW DMGE: 31 ---------- NAME: RITO TRNS: BACK THROW CMND: P+K (From opponent's back) HGHT: HIGH DMGE: 34 ---------- NAME: KO SOSHO TRNS: TIGER CLAW PALM CMND: b,f+P+K HGHT: NONE DMGE: 0 *NOTES* -This will not do any damage. Instead, Long's opponent will momentarily be unable to block for about 2 seconds. During this time, Long can attack freely without his attacks being blocked. -Can go into "Goose Circle" & "Tiger Circle" through any attacks of both Circle Combos. Timing isn't too critical, but a slight hesitation will prevent Long from going into any of his Circle Combos ---------- --------------- |COMMAND ATTACKS| --------------- 1) NAME: SEN SHIPPO TRNS: QUICKSTEP ARROW CMND: d,df,f+P {c} TYPE: ATTACK HGHT: H STOP: YES DMGE: 21 EFFT: ba ---------- 2) NAME: GAIMON CHOCHU TRNS: OUTERGATE ELBOW CMND: d,db,b+P TYPE: GUARD ATTACK HGHT: M STOP: YES DMGE: 20 ---------- 3) NAME: RENKAN TAI TRNS: ROLLING KICKS CMND: d,df,f+K {c} TYPE: LAUNCH ATTACK HGHT: M-H STOP: YES DMGE: 23 ---------- 4) NAME: MUEI KYAKU TRNS: SHADOWLESS KICK CMND: d,db,b+K {c} TYPE: THROW (STRIKE) / ATTACK HGHT: H STOP: YES DMGE: 34 / 15~21 *NOTES* -When Muei Kyaku doesn't connect as a throw, Long will hit his opponent and land. If Muei Kyaku strikes a crouching or airborne opponent, damage will be 21. If it strikes a downed or downbounded opponent, damage will be 15. ---------- 5) NAME: KEIZETSU GA TRNS: NECK-TEARING TOOTH CMND: d,df,f+B TYPE: THROW (STRIKE) HGHT: M STOP: YES DMGE: 32 ---------- 6) NAME: KONGO TOTAI TRNS: GOLDEN MORTAR POUND CMND: d,db,b+B TYPE: GROUND ATTACK HGHT: L STOP: YES DMGE: 5 -FROM KONGO TOTAI, GO INTO ANY OF THE FOLLOWING LABELED WITH A SMALL-CASE LETTER- (a) NAME: AUTO ROKUGO KOURIN SHIKI (AUTO R.K.S): TRNS: AUTOMATIC STYLE OF THE UNIVERSAL GOOSE CIRCLE TYPE: COMBINATION ATTACK HGHT: VARIES DMGE: 77 -INPUT ONE OF THE FOLLOWING- ------------------------------------------------------------------------------------------- NAME: R.K.S (YO) | NAME: R.K.S (CHI) | NAME: R.K.S (IN) | NAME: R.K.S (TEN) | TRNS: R.K.S (POSITIVE) | TRNS: R.K.S (EARTH) | TRNS: R.K.S (NEGATIVE) | TRNS: R.K.S (SKY) | CMND: f+B (x6) | CMND: d+B (x6) | CMND: b+B (x6) | CMND: u+B (x6) | ------------------------------------------------------------------------------------------- *NOTES* -Auto Rokugo Kourin Shiki is basically the same as Long's manually executed Rokugo Kourin Shiki. The only difference is that the motion for each 6 parts of R.K.S. is virtually the same, according to which variation of Auto R.K.S. is done. -The direction key used for each variation of Auto R.K.S. has to be held throughout the entire sequence until the very end. (b) NAME: KONGO SOKO TAI / KONGO RENKO TAI TRNS: GOLDEN DOUBLE LEG DROP / GOLDEN MULTIPLE LEG DROP CMND: B-B / B-B-B HGHT: M-M / M-M-M DMGE: VARIES -ADDITIONAL COMMANDS TO FOLLOWUP WITH- NAME: KINGO SOKO NICHIGETSU HA / KINGO RENKO NICHIGETSU HA TRNS: GOLDEN DOUBLE/MULTIPLE DROPPING SUN & MOON HOOKING CMND: d+B after the 2nd or 3rd B HGHT: M(x5)-L(x2) DMGE: VARIES EFFT: tp -OR- NAME: KINGO SOKO MUEI KYAKU / KINGO RENKO MUEI KYAKU TRNS: GOLDEN DOUBLE/MULTIPLE DROPPING SHADOWLESS KICK CMND: d,db,b+{K} after the 1st, 2nd, or 3rd B HGHT: M DMGE: 34 *NOTES* -When Muei Kyaku doesn't connect as a throw, Long will hit his opponent and land. If Muei Kyaku strikes a crouching or airborne opponent, damage will be 21. If it strikes a downed or downbounded opponent, damage will be 15. (c) NAME: KONGO KOBOKU HA TRNS: GOLDEN CLUTCHING TIGER STRIKE CMND: P TYPE: POSTURE -PRESS P # TIMES TO ATTACK- {P} pressed once = x1 (Weakest/fast/upclose) {P) pressed twice = x2 (Average/decent/at a distance) {P} pressed three times = x3 (Strongest/slow/far away) {P} (x1,x2,or x3) hold R1 = Cancel HGHT: M HITS: 1 EFFT: ba (d) NAME: RENJU KOHAZAN TRNS: LYRICAL MOUNTAIN DIGGER CMND: d,db,b+B-P...K-f+B-d+P TYPE: BEAST DRIVE ENHANCED HGHT: L-0-M...M-M-M DMGE: 78 -OR- (e) NAME: RENJU KOBOKU HA TRNS: LYRICAL CLUTCHING TIGER STRIKE CMND: d,db,b+B-P...K-f+B-b+{B} TYPE: COMBINATION ATTACK HGHT: L-0-M...M-M DMGE: 50 (f) NAME: TEIKYAKU TRNS: FOOT SPIKE CMND: K TYPE: ATTACK HGHT: M DMGE: 10 -IF TEIKYAKU CONNECTS, INPUT ONE OF THE FOLLOWING- (a) NAME: KOHAZAN TRNS: MOUNTAIN DIGGER CMND: f+B-d+P TYPE: BEAST DRIVE ENHANCED HGHT: M-M-M DMGE: 73 -OR- (b) NAME: KOBOKU HA TRNS: CLUTCHING TIGER STRIKE CMND: f+B-b+{B} TYPE: COMBINATION ATTACK HGHT: M-M-M DMGE: 45 *NOTES* -"Kohazan" and "Koboku Ha" can only be done if Teikyaku connects with Long's opponent. ---------- 7) NAME: TEIKYAKU TRNS: FOOT SPIKE CMND: b,f+K TYPE: ATTACK HGHT: M STOP: NO DMGE: 10 -IF TEIKYAKU CONNECTS, INPUT ONE OF THE FOLLOWING- NAME: KOHAZAN TRNS: MOUNTAIN DIGGER CMND: f+B-d+P TYPE: BEAST DRIVE ENHANCED HGHT: M-M-M DMGE: 73 -OR- NAME: KOBOKU HA TRNS: CLUTCHING TIGER STRIKE CMND: f+B-b+{B} TYPE: COMBINATION ATTACK HGHT: M-M-M DMGE: 45 *NOTES* -"Kohazan" and "Koboku Ha" can only be done if Teikyaku connects with Long's opponent. ----------- |BEAST DRIVE| ----------- PRESET BEAST DRIVE: MOKO KOHAZAN ------------------------------------------------------------------- BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + B | ------------------------------------------------------------------- NAME: KAKUDA CHOCHU | NAME: MOKO KOHAZAN TRNS: SUDDEN ELBOW IMPACT | TRNS: SAVAGE TIGER MOUNTAIN SHREDDING TYPE: MULTI-HIT ATTACK / GROUND ATTACK | TYPE: GUARD REVERSAL / THROW (GRAB) HGHT: M / L | HGHT: M DMGE: 74 / 11 | DMGE: 70 ADDT: NONE | ADDT: NONE *NOTES ON KAKUDA CHOCHU* -If initial strike misses, Long will stomp the ground as a follow-up. The energy that surfaces on the ground does minor damage. -Despite the minimum damage it inflicts, any character that is hit by the energy wave on the ground is momentarily "stunned", for the time it takes to recovery from this hit is unusually long. During his opponent's "frozen state" Long can actually get in a couple of hits if fast enough. *NOTES ON MOKO KOHAZAN* -There are 2 outcomes to this Beast Drive: 1) Long will attack if his opponent strikes him (Guard Reversal) 2) Long will try to grab his opponent after stomping forward (Throw). -For the 1st outcome, Long will counter any attack his opponent does to him with an unblockable throw. Protected with a Light Guard, Long will take high & middle attacks without receiving damage and try to counter. Throws, low attacks, and Guard Breaks will stop him, on the other hand, knocking him immediately to human form. -For the 2nd outcome, Long will try to grab his opponent after taking 4 steps. Any character that's in front of him after the 4th step will get caught. -Despite the outcome, the Beast Drive's the same all together. Long will execute a throw that is unblockable and will snag his opponent whether on ground or in the air. Even a crouching character cannot avoid this! Fortunately, executing a super jump/hover over Long, sidestepping, Lie Down, or Guard Escape will keep any character out of harm's way. ---------------------------- |COMBINATION ATTACKS -HUMAN-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION INPUT | -------------------------------------------------------------------------------------------- 1)RENSUI KANUN GEKI/BEATING TO CIRCULAR P-P-

-u+B, T CLOUD ATTACK NOTES: Last hit causes launch or spiral (if it strikes as a counter). -------------------------------------------------------------------------------------------- 2)YOSHI SAIKEN/BABY HAWK'S SHOULDER DIG df+P-P NOTES: 1st hit causes stumble back. Last hit causes floored or banish (if 1st hit causes a stun, or if last hit strikes as a counter). -------------------------------------------------------------------------------------------- ---------------------------- |COMBINATION ATTACKS -BEAST-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION INPUT | -------------------------------------------------------------------------------------------- 1)SOSHO KANUN GEKI/CLAW & PALM CIRCULAR B-

-u+P, T CLOUD ATTACK NOTES: Last hit causes "ln" or "sp" (if it strikes as a counter). -------------------------------------------------------------------------------------------- 2)TSUTEN JUJI HA/ARCHANGEL'S CROSS REND B-B*-{B} NOTES: Last hit causes "ln" or "sp" (if it strikes as a counter). -------------------------------------------------------------------------------------------- 3)FUKKO JUJI SO/CROUCHING TIGER CROSS B-B*-d+B TWIN NOTES: Last hit causes "tp" or "sw" (if it strikes as a counter). -------------------------------------------------------------------------------------------- 4)JUJI RAKAN/CROSS RAKAN B-B*-f+B NOTES: Last hit causes "sb" or "sp" (if it strikes as a counter). -------------------------------------------------------------------------------------------- 5KOSO SENKYAKU/TIGER CLAW SPIN KICK B-d+B NOTES: Last hit causes "tp" or "sw" (if it strikes as a counter). -------------------------------------------------------------------------------------------- 6)HAISHIN RENKAZAN/LINKING HUA MOUNTAIN df+B-{B} FROM BEHIND NOTES: Last hit causes "ba". -------------------------------------------------------------------------------------------- 7)TENPEN RENKAZAN/LINKING HUA MOUNTAIN db+B-{B} At THE SUMMIT NOTES: Last hit causes "ba". -------------------------------------------------------------------------------------------- ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` -=MARVEL: THE LEGEND OF THE 2ND COMING=- ------ |PROILE| ------ FULL NAME: Janne "Marvel" Gado (within Japan), Shina Gado (outside Japan) COUNTRY: France AGE: 20 HEIGHT: 167 cm WEIGHT: 58 kg MEASUREMENTS: B89-W59-H90 OCCUPATION: Mercenary LIKES: Black Tea (Lately she looks forward to drinking this) DISLIKES: Coffee (She grew tired of this) BEAST FORM: Leopard ------------- |BASIC ATTACKS| ------------- -------------------------------------------------------------------------------------------- | NAME | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- M-VI KNUCKLE P H 10 --------------------------------------------------------------------------------------------- HUNTING ELBOW f+P M 11 --------------------------------------------------------------------------------------------- SPINNING ELBOW b+P H 18 --------------------------------------------------------------------------------------------- POACHING KNUCKLE d+P SM 8 --------------------------------------------------------------------------------------------- AMAZON BLOW df+P M 13 --------------------------------------------------------------------------------------------- GROUND CHOP db+P L 14 tp --------------------------------------------------------------------------------------------- SHOULDER BOOST f,f+P{c} M 20 fl; ba (s/c) --------------------------------------------------------------------------------------------- ABSOLUTE FIRE DASH+P M 24 --------------------------------------------------------------------------------------------- ELBOW UPPER LD+P M-H 15 sb; ln (s/c) --------------------------------------------------------------------------------------------- TURN KNUCKLE BACK, P H 11 --------------------------------------------------------------------------------------------- SQUAT TURN KNUCKLE BACK, d+P SM 12 --------------------------------------------------------------------------------------------- DIVING CHOP u+P*{c} M 20 kn; bnd (s/c) --------------------------------------------------------------------------------------------- JUMPING KNUCKLE JUMP, P SM 10 --------------------------------------------------------------------------------------------- JUMPING HAMMER JUMP, f+{P} M 26 bnd --------------------------------------------------------------------------------------------- PRESSURE BOMB FOE IS DOWN, d+P L 10 --------------------------------------------------------------------------------------------- G-III KICK K H 15 --------------------------------------------------------------------------------------------- ASSAULT KNEE f+K M 10 --------------------------------------------------------------------------------------------- TURN RIDE KICK b+K H 27 fl; ba (s/c) --------------------------------------------------------------------------------------------- LOW RIDE KICK d+K L 13 tp --------------------------------------------------------------------------------------------- MIDDLE RIDE KICK df+K M 20 hc --------------------------------------------------------------------------------------------- KICK MINE db+K L 15 tp; sw (s/c) --------------------------------------------------------------------------------------------- DOUBLE LEG MISSLE f,f+{K} M 27 ba; T --------------------------------------------------------------------------------------------- MINE SLIDER DASH+K L 23 tp; sw (s/c) --------------------------------------------------------------------------------------------- GROUND HEEL KICK LD+K M 18 sb; ln (s/c) --------------------------------------------------------------------------------------------- REVERSE KICK BACK, K H 20 sb; ln (s/c) --------------------------------------------------------------------------------------------- LOW REVERSE KICK BACK, d+K L 15 sw --------------------------------------------------------------------------------------------- SKY GUNNER u+{K} M 24 bnd --------------------------------------------------------------------------------------------- JUMPING KICK JUMP, K SM 16 --------------------------------------------------------------------------------------------- JUMPING BACK KICK (FRONT) JUMP, f+{K} M 25 ba --------------------------------------------------------------------------------------------- JUMPING BACK KICK (BACK) JUMP, b+{K} M 25 ba --------------------------------------------------------------------------------------------- MUZZLE HAMMER FOE IS DOWN, d+K M 12 --------------------------------------------------------------------------------------------- ANGRY FIST B M 14 --------------------------------------------------------------------------------------------- VIOLENT CLAW f+{B} M 16 --------------------------------------------------------------------------------------------- BACK KICK b+{B} M 26 T, ba --------------------------------------------------------------------------------------------- DOUBLE CLAW d+B L 13 --------------------------------------------------------------------------------------------- LEOPARD WALKING df+B - - --------------------------------------------------------------------------------------------- TURN SCRATCH db+B L 16 T, tp --------------------------------------------------------------------------------------------- LEOPARD HEAD f,f+{B}* M 20 --------------------------------------------------------------------------------------------- BRUTAL RAID DASH+{B} M 27 ba --------------------------------------------------------------------------------------------- GROUND SCRATCH LD+B L 20 tp; sw (s/c) --------------------------------------------------------------------------------------------- BACK DROP KICK BACK, B M 24 ba --------------------------------------------------------------------------------------------- SQUAT TURN CLAW BACK, d+B L 20 tp; sw --------------------------------------------------------------------------------------------- SOMERSAULT SCRATCH u+B M 25 sb; ln (s/c) --------------------------------------------------------------------------------------------- SHAVE KICK JUMP, B M 20 --------------------------------------------------------------------------------------------- ROLLING SHREDDER JUMP, f+B M 20 kn; bnd (s/c) --------------------------------------------------------------------------------------------- KILL SCRATCH FOE IS DOWN,B L 6 --------------------------------------------------------------------------------------------- *NOTES* -"Absolute Fire" is a Strike Throw that has her knock her opponent onto the ground. -"Double Leg Missle" will only make Marvel turn around if it misses. In the case where Marvel passes over her opponent and misses, then Marvel will still turn around, but facing her opponent from behind him/her/it. -"Ground Scratch" keeps Marvel low to the ground & causes her to roll to the side. -"Leopard Walking" is a special movement that allows Marvel to go under high & mid attacks. ```````````````````````````````````````````````````````````````````````````````````` ---------------- |THROW TECHNIQUES| ---------------- *HUMAN FORM* | *BEAST FORM* ----------------------------------------------------------------- NAME: BRAIN BUSTER | NAME: DAM SITE FANG CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front) HGHT: HIGH | HGHT: HIGH DMGE: 34 | DMGE: 37 *EITHER FORM* ------------- NAME: TRAP LEG THROW CMND: d+P+K HGHT: LOW DMGE: 36 ---------- NAME: TOUGHNESS DRIVER CMND: P+K (From opponent's back) HGHT: HIGH DMGE: 41 ---------- NAME: REVERSE SWING CMND: 360+P HGHT: LOW DMGE: 40 -IF REVERSE SWING CONNECTS, ENTER ONE OF THE FOLLOWING (ONLY IN BEAST MODE)- ------------------------------------------------------------------------------------------ FOLLOWUP #1: CHASE JUMP | NAME: FOLLOWUP #2: SCRAMBLE SNATCH | NAME: TORNADO BLAST | CMND: u | CMND: d,df,f+K | CMND: 360+P,B-P-B-B-K-K | HGHT: AIR | HGHT: MIDDLE | TYPE: BEAST DRIVE ENHANCED | DMGE: VARIES | DMGE: 28 | HGHT: LOW | | | DMGE: 77 | ------------------------------------------------------------------------------------------ *NOTES* -The timing for any of the 3 follow-ups isn't too critical. Once Marvel tosses her opponent into the air and her back is to her opponent, that's when either 3 of the follow-ups will work. -Follow-up #1 (Chase Jump) will enable Marvel to execute an Air Combo. -Follow-up #2 (Scramble Snatch) should not be rushed. If done too fast, Marvel will not catch her opponent while he/she is falling. -Tornado Blast, on the other hand, should be done as fast as possible. The minute Marvel lets go of her opponent, do the motion IMMEDIATELY. If too slow, she will not follow through. ---------- --------------- |COMMAND ATTACKS| --------------- 1) NAME: TASKFORCE UPPER CMND: d,df,f+P TYPE: LAUNCH ATTACK HGHT: SM STOP: YES DMGE: 18 ---------- 2) NAME: SCRAMBLE SNATCH CMND: d,df,f+K TYPE: THROW (STRIKE) HGHT: M/A STOP: YES DMGE: 28 -OR- NAME: FLYING TRAP (1ST PART) CMND: d,df,f+K TYPE: COMBINATION ATTACK HGHT: M -NEXT- (2ND PART) CMND: d,u+

HGHT: M -NEXT- (3RD PART) CMND: b,f+B* HGHT: M DMGE: 27 -OR- NAME: REVERSE LEG THROW CMND: d,df,f+K-b+K TYPE: THROW (GRAB) HGHT: M DMGE: 36 *NOTES* -Scramble Snatch/1st part of Flying Trap will hit any foe below Marvel for minor damage. -Reverse Leg Throw works both in front & behind Marvel's opponent. ---------- 3) NAME: DEMOLITION FANG CMND: d,df,f+B TYPE: THROW (STRIKE) HGHT: M STOP: YES DMGE: 35 ---------- 4) NAME: ASSAULT BLOW CMND: d,db,b+{P} TYPE: ATTACK HGHT: M STOP: YES DMGE: 34 ---------- 5) NAME: TRIDENT SHOOT CMND: d,db,b+K TYPE: MULTI-HIT ATTACK HGHT: M-SM-M-M-H STOP: YES DMGE: 28 ADDT: R1 after any of the 1st 4 hits to cancel *NOTES* -Last K will not hit foe if he/she is crouching when hit. ---------- 6) NAME: RISING LASER CMND: d,db,b+{B} TYPE: LAUNCH ATTACK HGHT: M STOP: YES DMGE: 31 ---------- 7) NAME: PILE BUNKER CMND: b,f+K TYPE: COMBINATION ATTACK HGHT: M(x3) STOP: YES DMGE: 20 ADDT: Press R1 before it hits to stop/fake EFFT: ba *NOTES* -Although very hard to time correctly, if Pile Bunker is canceled just as Marvel begins to swing her leg up, Marvel will spin as she pulls her leg back down. A handy trick to add to her psyche-out game, Marvel can follow-up quickly with any attack of her choice. ---------- 7) NAME: FAKE MINE CMND: f,b+K TYPE: FEINT/TAUNT HGHT: NONE STOP: NO DMGE: 0 *NOTES* -Fake Mine can be paired with her db+K to further her psyche-out game. -Although Fake Mine is a Command Attack, Marvel is unable to go into Fake Mine through regular attacks with a Cancel Point, nor can Fake Mine be canceled by R1. -Fortunately, this will add some energy into Marvel's Beast Gauge. ---------- ----------- |BEAST DRIVE| ----------- PRESET BEAST DRIVE: CROSSBLADE ZAPPER ------------------------------------------------------------------ BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B}| ------------------------------------------------------------------ NAME: MAD TRAP | NAME: CROSSBLADE ZAPPER TYPE: GUARD REVERSAL / ATTACK | TYPE: MULTI-HIT ATTACK HGHT: SM / M | HGHT: M DMGE: 91 / 28 | DMGE: 93 ADDT: NONE | ADDT: NONE *NOTES ABOUT MAD TRAP* -Mad Trap will stop just about any attack, even air attacks! -Mad Trap is activated in two manners: 1)when an attack hits her, Marvel will immediately counterattack 2)when an attack is executed, Marvel will automatically attack. -Concerning the 1st point, Mad Trap will counterattack against Middle & Low attacks. High attacks, on the other hand, will be unaffected, since Marvel's crouch during Mad Trap is too low to be touched by high attacks. -Looking further into point #2, Mad Trap will activate as an attack is executed. Even if the attack misses and/or is out of range, as long as an attack is present, Marvel will try to counterattack (except against High attacks). This can be tested out by having Marvel do Mad Trap far away from an attack. -What's even more surprising about Mad Trap is it will activate immediately AFTER an attack. Timing is abit tricky, but if Mad Trap is done just slightly after an attack is executed, is blocked, or misses, Marvel will actually snag her opponent. This is probably easy to do from a Light Guard or Retaliation. -Attacks from Marvel's back during Mad Trap will also fail against her. The only catch is, the distance between Marvel and her opponent will determine whether or not she can catch her foe. -Like any regular Guard Attacks & Guard Reversals, Mad Trap will not work against Guard Break attacks. -If no attack is done while Marvel uses Mad Trap, Marvel will revert back into human and do a single-hitting strike that can send her opponent flying. This is the only part of this Beast Drive that is a Guard Break. *NOTES ABOUT CROSSBLADE ZAPPER* -If she hits her foe, Marvel will attack with 3 heavy claw swipes before executing the rest of the Beast Drive. In the case where she doesn't hit her foe, Marvel will still do the same 3 claw swipes, but the rest of the attack will not activate. -Crossblade Zapper is activated on the 1st claw swipe only, not on the other 2 swipes. -In the case where the 1st swipe misses, the other 2 can hit, but will not combo together regularly, for her opponent can block the 3rd even if hit by the 2nd. If the 2nd swipe counters, then the 3rd swipe will hit. This happens because her opponent will have a longer recovery time from being countered by the 2nd swipe. -The 3rd swipe will launch Marvel's foe into the air if it hits cleanly. In the case where it counters, the 3rd swipe will spiral her foe. -All 3 swipes are Guard Breaks, and have long reach. ---------------------------- |COMBINATION ATTACKS -HUMAN-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)M-VI SHOOTING P-

-P* -------------------------------------------------------------------------------------------- 2)M-VI NAPALM FEINT P-

-d+P -------------------------------------------------------------------------------------------- 3)M-VI STINGER P-

-P*-K NOTES: Last hit causes "fl" regularly, while it will cause "ba" if it connects as a counter. -------------------------------------------------------------------------------------------- 4)M-VI GUN P-K NOTES: Last hit will cause "sb" stun. -------------------------------------------------------------------------------------------- 5)M-VI HELLFIRE P-

-K NOTES: "sb", "ln" -------------------------------------------------------------------------------------------- 6)M-VI NAPALM P-

-d+K NOTES: Last hit causes "tp" regularly, while it will cause "sw" if it connects as a counter. -------------------------------------------------------------------------------------------- 7)HUNTING.... f+P.... ...DIVE ELBOW ...P*-P* ...ARROW ...K -------------------------------------------------------------------------------------------- 8)SPINNING KNUCKLE b-P-P* NOTES: Last hit causes "kn" regularly, while it will cause "bnd" if it connects as a counter. -------------------------------------------------------------------------------------------- 9)AMAZON.... df+P.... ...GUNNER ...{K} ...SCRATCH ...d+K -------------------------------------------------------------------------------------------- 10)BLOCKADE BLOW db+P-d,db,b+{P} -------------------------------------------------------------------------------------------- 11)G-III COMBINATION K-K-K NOTES: Last hit causes "fl" regularly, while it will cause "ba" if it connects as a counter. -------------------------------------------------------------------------------------------- 12)G-III DOUBLE TO.... K-K.... ...ASSAULT KICK.... ...f+K.... ...BOMB ...f+K-K# ...SURPRISE ...d+K-K# ...SPARROW ...K-K-f+{K} ...FEINT ...(f+ or d+)K-P or K-K-d+P -------------------------------------------------------------------------------------------- 13)G-III DOUBLE TO ASSAULT KICK K-K-f+K-K-K-P.... RUSH TO M-VI.... NOTES: See combos #1 to #7 for followups. -------------------------------------------------------------------------------------------- 14)ASSAULT KICK.... f+K.... ...BOMB ...f+K-K# ...SURPRISE ...d+K-K# ...SPARROW ...K-K-f+{K} ...FEINT ...(f+ or d+)K-P --------------------------------------------------------------------------------------------- 15)ASSAULT KICK RUSH TO M-VI.... f+K-K-K-P.... NOTES: See combos #1 to #7 for followups. --------------------------------------------------------------------------------------------- 16)FEINT KICK SPARROW f+K-K-K-d+P.... --------------------------------------------------------------------------------------------- ---------------------------- |COMBINATION ATTACKS -BEAST-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)ANGRY CLAW B-B* -------------------------------------------------------------------------------------------- 2)ANGRY CLAW JUDGEMENT B-B*-{B} NOTES: Last hit will cause "ba". --------------------------------------------------------------------------------------------- 3)TRIPLE LOW SCRATCH B-B*-d+B NOTES: "tp", "sw" --------------------------------------------------------------------------------------------- 4)ANGRY CLAW TO G-III.... B-B*-f+K.... ...BOMB ...f+K-K# ...SURPRISE ...d+K-K# ...SPARROW ...K-K-f+{K} ...FEINT ...(f+ or d+)K-P NOTES: --------------------------------------------------------------------------------------------- 5)ANGRY SLASH B-d+B NOTES: --------------------------------------------------------------------------------------------- 6)SANCTION'S SCRATCH B-B*+f+{B}-b+{B}, T --------------------------------------------------------------------------------------------- 7)VIOLENT REVERSE SCRATCH f+B-{B}-b+{B}, T --------------------------------------------------------------------------------------------- 8)VIOLENT GROUND f+B-d+B, T --------------------------------------------------------------------------------------------- 9)VIOLENT TEMPEST f+B-f+{B}-f+{B}-P*{c} --------------------------------------------------------------------------------------------- 10)WALKING FANG df+B-d,df,f+{B} NOTES: d,df,f+{B} (Demolition Fang) can be canceled by R1. --------------------------------------------------------------------------------------------- 11) P-

-d+B,T --------------------------------------------------------------------------------------------- 12)ANGRY FIST TO.... b+P-

*-B*.... ...ANGRY CLAW JUDGEMENT ...{B} ...LOW SCRATCH ...d+B NOTES: #1~#4, #6, same as 2nd B --------------------------------------------------------------------------------------------- 13)G-III SPINNING ELBOW TO K-b+P-

*-B*.... ANGRY FIST.... NOTES: #1~#4, #6, same as 2nd B --------------------------------------------------------------------------------------------- ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` -=BUSUZIMA: HIS AMBITIONS WILL NOT DIE=- ------ |PROILE| ------ FULL NAME: Hajime Busuzima COUNTRY: Japan AGE: 36 HEIGHT: 191 cm WEIGHT: 67 kg OCCUPATION: Mad Scientist LIKES: Himself (when he is taking care of his business) DISLIKES: Everyone else (when he is interrupted in his business) BEAST FORM: Chameleon ------------- |BASIC ATTACKS| ------------- -------------------------------------------------------------------------------------------- | NAME | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- ZENKAI CHOP/ALL-OUT CHOP P M 14 --------------------------------------------------------------------------------------------- TAIMAN STRAIGHT/TOUGHMAN STRAIGHT f+P M 15 --------------------------------------------------------------------------------------------- KUBIORI URAKEN/NECK CRACKIN' BACKHAND b+{P} H 27 --------------------------------------------------------------------------------------------- SUNETSUBUSHI PUNCH/SHIN BREAKIN' d+P L 10 PUNCH --------------------------------------------------------------------------------------------- YAKI KNUCKLE/BURNING KNUCKLE df+P M 13 --------------------------------------------------------------------------------------------- KOSHIORI URAKEN/HIP BREAKIN' BACKHAND db+P M 17 --------------------------------------------------------------------------------------------- ZUGAI WARI/CRANIUM SPLITTER f,f+{P} M 20 ba --------------------------------------------------------------------------------------------- BUSUZIMA TACKLE DASH+P M 24 --------------------------------------------------------------------------------------------- TAKEYARI UPPER/BAMBOO SPEAR UPPERCUT LD+ {P} OR {c} M 29 sb; ln (s/c) --------------------------------------------------------------------------------------------- BUN NAGURI/SOCKED BACK, P H 11 tn --------------------------------------------------------------------------------------------- KETSU NAGURI/ASS-WHUPPING BACK, d+P SM 12 --------------------------------------------------------------------------------------------- BAKKURE/BACK TURN u+P - - T --------------------------------------------------------------------------------------------- JUMP KEN/JUMPING KNUCKLE JUMP, P SM 10 --------------------------------------------------------------------------------------------- JUMP ZUGAI WARI/JUMPING CRANIUM JUMP, f+{P} M 26 bnd SPLITTER --------------------------------------------------------------------------------------------- RINCHI NAGURI/TORTURE FOE IS DOWN, d+P L 15 --------------------------------------------------------------------------------------------- SOKKO KNEE/SWIFT KNEE K M 10 --------------------------------------------------------------------------------------------- CHINPIRA KICK/HOOLIGAN KICK f+K H 12 --------------------------------------------------------------------------------------------- KAKATO JIGOKU/HELLACIOUS HEEL b+{K} M 28 bnd --------------------------------------------------------------------------------------------- SUNE HAKKAI/LEG SMASH d+K L 12 --------------------------------------------------------------------------------------------- JIZURI KICK/DRAGGING KICK df+K M 20 tp; sw --------------------------------------------------------------------------------------------- SUKASHI ASHI/BRANDING FOOT db+K L 15 tp; sw --------------------------------------------------------------------------------------------- ASHIFUMI/FOOT STOMP f,f+K L 10 lg --------------------------------------------------------------------------------------------- BUSUZIME BOOMERANG DASH+{K} HX4 36 fl --------------------------------------------------------------------------------------------- DENGURI GERI/ROLLING KICK LD+K L 14 tp; sw (s/c) --------------------------------------------------------------------------------------------- BUSUZIMA HONRO/BUSUZIMA MOCKING BACK, K - - --------------------------------------------------------------------------------------------- BUSUZIMA HASSHA/BUSUZIMA BLAST BACK, d+{K} M 27 ba --------------------------------------------------------------------------------------------- TOKKO KICK/SUICIDE KICK u+{K} M 24 ba --------------------------------------------------------------------------------------------- JUMP GERI/JUMPING KICK JUMP, K SM 16 --------------------------------------------------------------------------------------------- JUMP RYOASHI GERI/JUMPING JUMP, f+{K} M 20 ba DROPKICK (FRONT) --------------------------------------------------------------------------------------------- JUMP RYOASHI GERI/JUMPING JUMP, b+{K} M 20 ba DROPKICK (BACK) --------------------------------------------------------------------------------------------- RINCHI FUMI/TRAMPLE FOE IS DOWN, d+K M 8 --------------------------------------------------------------------------------------------- YUBITSUME PUNCH/FINGERNAIL PUNCH B M 15 --------------------------------------------------------------------------------------------- KAOMEN ATTACK/FACE ATTACK f+{B} M 20 --------------------------------------------------------------------------------------------- GROUND NOBI~RU/GROUND STRE~TCH b+B M 10 --------------------------------------------------------------------------------------------- BOKUSATSU KNUCKLE/BLUDGEONING KNUCKLE d+B L 15 --------------------------------------------------------------------------------------------- HANA UPPER/NOSE UPPERCUT df+B M 12 --------------------------------------------------------------------------------------------- KAOMEN SLIDER/FACE SLIDER db+B L 15 T --------------------------------------------------------------------------------------------- TSUKKOMI SOMERSAULT/CHARGING f,f+B M 20 SOMERSAULT --------------------------------------------------------------------------------------------- BAKUSOU SOMERSAULT/MAD DASH DASH+B M 26 SOMERSAULT --------------------------------------------------------------------------------------------- FLAP ZUTSUKI/FLOPPY HEADBUTT LD+B M 18 --------------------------------------------------------------------------------------------- DAIKOTAI KICK/SWAY BACK KICK BACK, B M 20 fl; ba (s/c) --------------------------------------------------------------------------------------------- ZAKONE KICKI/SNEAKY WIMP KICK BACK, d+B L 15 tp; sw (s/c) --------------------------------------------------------------------------------------------- HEAVEN'S NOBI~RU/HEAVEN'S STRETCH u+B M 25 sb; ln (s/c) --------------------------------------------------------------------------------------------- JUMP ASHIZUME KICK/JUMPING TOENAIL JUMP, B H 20 KICK --------------------------------------------------------------------------------------------- HARA PRESS/STOMACH PRESS JUMP, f+{B} M 26 bnd --------------------------------------------------------------------------------------------- KAOMEN KYUKOKA/FACIAL FREEFALL FOE IS DOWN,B L 18 --------------------------------------------------------------------------------------------- *NOTES* ```````````````````````````````````````````````````````````````````````````````````` ---------------- |THROW TECHNIQUES| ---------------- *HUMAN FORM* | *BEAST FORM* ----------------------------------------------------------------- NAME: TAMA TSUBUSHI | NAME: GYAKUTEN THROW TRNS: "LIFE" CRUSHER | TRNS: REVERSE WHIP THROW CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front) HGHT: HIGH | HGHT: HIGH DMGE: 34 | DMGE: 26 *BEAST FORM* ------------ NAME: BERO THROW TRNS: TONGUE THROW CMND: d,df,f+P+K HGHT: HIGH DMGE: 0 -IF BERO THROW CONNECTS, ENTER THE FOLLOWING- NAME: BUSUZIMA OLYMPIC CMND: B-P-K-K-B-B TYPE: BEAST DRIVE ENHANCED DMGE: 63 *NOTES* -The timing for Busuzima Olympic isn't too tricky, but the motion has to be done fast. Just as Busuzima's tongue comes out & latches onto his opponent is when the motion should be inputted. ---------- *EITHER FORM* ------------- NAME: SHIRI ZEME TRNS: BUTT PRESS CMND: d+P+K HGHT: LOW DMGE: 41 ---------- NAME: BUSUZIMA THROW CMND: P+K (From opponent's back) HGHT: HIGH DMGE: 41 ---------- --------------- |COMMAND ATTACKS| --------------- 1) NAME: BUKKOMI CHOP TRNS: CHOP THROUGH CMND: d,df,f+P TYPE: ATTACK HGHT: M STOP: YES DMGE: 8 *NOTES* -If Bukkomi Chop connects, opponent will full under the "Choke" stun, enabling Busuzima to do whatever he chooses for about a second or two. Even throws will work just fine. ---------- 2) NAME: BUSUZIMA HOMERUN CMND: d,db,b+P TYPE: GUARD ATTACK HGHT: M STOP: YES DMGE: 20 ---------- 3) NAME: BUSUZIMA MAJI TRNS: SERIOUS BUSUZIMA CMND: d,df,f+K TYPE: STYLE CHANGE -FROM BUSUZIMA MAJI, INPUT EITHER ONE OF THE FOLLOWING- --------------------------------------------------------------------------------------------- NAME: MAJI DE PUNCH | NAME: MAJI DE KICK | NAME: MAJI DE NOBI PUNCH | NAME: MAJI DE HARAI | TRNS: SERIOUS PUNCH | TRNS: SERIOUS KICK | TRNS: SERIOUS STRETCH PUNCH | TRNS: SERIOUS SWEEP | CMND: P-P*-P | CMND: K-{K} | CMND: {B} | CMND: d+{B} | HGHT: M-M-M | HGHT: H-M | HGHT: M | HGHT: L | DMGE: 40 | DMGE: 45 | DMGE: 10 | DMGE: 10 | --------------------------------------------------------------------------------------------- NAME: CHOHATSU | NAME: ZENSHIN | NAME: KOTAI | NAME: TSUJOGAMAE NI MODORU | TRNS: PROVOKE | TRNS: ADVANCE | TRNS: RETREAT | TRNS: REVERT BACK TO NORMAL STANCE | CMND: Hold d | CMND: Hold f | CMND: Hold b | CMND: u or R1 | HGHT: NONE | HGHT: NONE | HGHT: NONE | HGHT: NONE | DMGE: 0 | DMGE: 0 | DMGE: 0 | DMGE: 0 | ------------------------------------------------------------------------------------ *NOTES* -Busuzima will remain in Busuzima Maji after the 1st P of "Maji de Punch" and the 1st K of "Maji de Kick". Anything more than that and Busuzima will revert back to his normal stance. ---------- 4) NAME: BUSUZIMA EXERCISE CMND: d,db,b+{K}(x6) TYPE: MULTI-HIT ATTACK HGHT: M-M(x4)-M-M-M STOP: YES DMGE: 96 *NOTES* -This time around, Busuzima Exercise can be used on characters on the ground & in the air. -After the 6th K, this move will suddenly snag Busuzima's opponent and lift him/her off the ground, delivering the rest of the blows while the opponent is in the air. This is only if it connects. ---------- 5) NAME: SUGATA SHOMETSU ATTACK TRNS: FADE AWAY ATTACK CMND: d,df,f+B TYPE: ATTACK / DISAPPEAR HGHT: M STOP: YES DMGE: 10 ---------- 6) NAME: SUGATA SHOMETSU TRNS: FADE AWAY CMND: d,db,b+B TYPE: DISAPPEAR HGHT: NONE STOP: NO DMGE: 0 *NOTES* -Sugata Shometsu will keep Busuzima invisible for a fixed amount of time (around 3 seconds). To stay invisible for an infinite amount of time, keep doing Sugata Shometsu repeatedly. This can also be done while moving or during an attack while invincible. The only catch is, Sugata Shometsu has to be executed within its time. For example, canceling into Sugata Shometsu from an attack while invisible before the original Sugata Shometsu expires will increase the time. The same thing if Busuzima is moving. ---------- 7) NAME: SOMERSAULT SHIPPO TRNS: SOMERSAULT TAIL CMND: d,u+B TYPE: ATTACK HGHT: M STOP: NO DMGE: 15 ---------- 8) NAME: NOBI~RU ATAMA TRNS: STRE~TCHING HEAD CMND: b,f+{B} TYPE: ATTACK HGHT: M STOP: YES DMGE: 26 ---------- ----------- |BEAST DRIVE| ----------- PRESET BEAST DRIVE: DAIJOBUTSU THROW ------------------------------------------------------------------ BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B} | ------------------------------------------------------------------ NAME: DAIJOBUTSU THROW | NAME: MANDARA KAN TRNS: MAGNIFICENT BUDDHA THROW | TRNS: CLEANSING THE MANDALA TYPE: THROW (STRIKE) | TYPE: TELEPORT & MULTI-HIT ATTACK HGHT: M | HGHT: M-M-L-M-M DMGE: 94 | DMGE: 70~100 ADDT: NONE | ADDT: Hold B on the 5th attack to delay & powerup *NOTES ABOUT MANDARA KAN* -Each strike will "stun" Busuzima's opponent. Because these are stun hits, his opponent can actually recover after any hit & block the rest if he/she is fast enough by pressing the directional keys and/or attack buttons. -B can be held anytime during this Beast Drive. Just as Busuzima sets up for the finishing blow, he will pause and teleport again as the B button is held. He will continue to teleport back & forth in front & behind his opponent (up to 4 times) as long as the B button is held, while he will attack once the B button is released anytime the B button is released or after the 4th teleport. -There are 2 ways to end this Beast Drive. If Busuzima teleports in front of his foe & delivers the last blow, Busuzima will knock away his opponent with a double fist strike. However, if Busuzima delivers the finishing blow behind his opponent, Busuzima will, uh, connect with a double finger poke where "the sun doesn't shine". The damage is the same for both outcomes. ---------------------------- |COMBINATION ATTACKS -HUMAN-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)SOKKO KNEE/SWIFT KNEE -d+K or -P -------------------------------------------------------------------------------------------- 2)ZENKAI BAKURETSU KYAKU/SUPER-EXPLODER P-

-

-K KICK -------------------------------------------------------------------------------------------- 3)ZENKAI BAKUGEKIKKU/ SUPER-BLAST KICK P-P*-d+{K} -------------------------------------------------------------------------------------------- 4)ZENKAI BAKKURE/FULL TURN P-P*-u+P -------------------------------------------------------------------------------------------- 5)ZENKAI BUCCHIGIRI UPPER/FULL-CUTTING P-P*--B UPPERCUT -------------------------------------------------------------------------------------------- 6)ZENKAI KAKATO JIGOKU/SUPER HELLACIOUS P-P*--K-b+{K} HEEL -------------------------------------------------------------------------------------------- 7)ZENKAI BUCCHIGIRI/FULL-CUTTING P-P*--K-d+K SUKASHI ASHI /BRANDING FOOT -------------------------------------------------------------------------------------------- 8)TAKO NAGURI/SQUID SLUGGING T, P- -------------------------------------------------------------------------------------------- 9)ZENKAI SEIKEN/TALES OF THE MIGHTY P-P*--f+P*-f+{P} RETSUDEN / STRAIGHTFIST -------------------------------------------------------------------------------------------- 10)BU-SU-ZI-MA /TALES OF THE f+P*-f+P*-f+P*-f+P*-f+P-f+{P} PUNCH RETSUDEN/ "BU-SU-ZI-MA PUNCHES" -------------------------------------------------------------------------------------------- 11)BU-SU-ZI-MA KICK f+P*-f+P*-f+P*-f+P*-{K} -------------------------------------------------------------------------------------------- 12)CHINPIRA KICK/PUNK KICK f+K-f+K* -------------------------------------------------------------------------------------------- 13)CHINPIRA USOGERI/TALES OF THE PUNK'S f+K-f+K*-f+P*-f+P-f+{P} RETSUDEN /PSYCH-OUT KICK -------------------------------------------------------------------------------------------- 14)CHINPIRA BAKKURE/PUNK TURN f+K-f+K*-U+P -------------------------------------------------------------------------------------------- 15)CHINPIRA NOBI~RU/PUNK STRETCH f+K-f+K*-d+B* -------------------------------------------------------------------------------------------- 16)YAKIYAKI URAKEN/HASTY BACKHAND df+P-df+P-b+{P} -------------------------------------------------------------------------------------------- 17)YAKIYAKI BLOW/HASTY BLOW df+P-df+P-f+P -------------------------------------------------------------------------------------------- ---------------------------- |COMBINATION ATTACKS -BEAST-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)SOKKO BOKUMETSU KNUCKLE/SWIFT-KILL K-{B} KNUCKLE -------------------------------------------------------------------------------------------- 2)CHAMELEON RUSH B-d+B*-B*-{B} or B-u+B or B-d+B*+u+B or B-d+B*+B*+u+B or B-d+B*+B*+B+u+B -------------------------------------------------------------------------------------------- 3)SLIDE SHOTEN UPPER/SOARING FACESLIDE f+B-f+B UPPERBLOW -------------------------------------------------------------------------------------------- 4)DOUBLE SHOMEN SLIDER/DOUBLE FACE db+B-dB SLIDER -------------------------------------------------------------------------------------------- 5)HEAVEN'S NOBI~RU/HEAVEN'S STRETCH u+B-u+B-u+B-U+{B} -------------------------------------------------------------------------------------------- 6)GROUND NOBI~RU/GROUND STRETCH b+B-b+B-b+B*-b+{B} -------------------------------------------------------------------------------------------- 7)KAOMEN ATTACK/FACE STRIKE & df+B-df+B HANA SPIKE /NOSE SPIKE -------------------------------------------------------------------------------------------- ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` -=JENNY: THE WING THAT OPENS UP IN THE DARKNESS=- ------ |PROILE| ------ FULL NAME: Jenny Burtoly COUNTRY: Unknown AGE: Classified HEIGHT: 170 cm WEIGHT: 52 kg MEASUREMENTS: B90-W57-H88 OCCUPATION: Model (Her private occupation is a freelance special ops spy) LIKES: Drinking red wine after a hot shower DISLIKES: Split ends BEAST FORM: Bat ------------- |BASIC ATTACKS| ------------- -------------------------------------------------------------------------------------------- | NAME | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- SLAP P H 9 --------------------------------------------------------------------------------------------- SEAM SLAP f+P M 11 --------------------------------------------------------------------------------------------- HEAVY SLAP b+{P}* SM 18 sp --------------------------------------------------------------------------------------------- LEG SLAP d+P SM 8 --------------------------------------------------------------------------------------------- CUTTING HIGH df+P M 14 T --------------------------------------------------------------------------------------------- DOUBLE LEG SLAP db+P SM(x2) 13 T --------------------------------------------------------------------------------------------- PILE BUNKER f,f+P M 17 fr; ba (s/c) --------------------------------------------------------------------------------------------- PUSHOUT DASH+P{c} M 24 fr; ba (s/c) --------------------------------------------------------------------------------------------- LEG CUTTER LD+P L 13 tp; sw (s/c) --------------------------------------------------------------------------------------------- REPULSE ELBOW BACK,

M 15 --------------------------------------------------------------------------------------------- TURN SLAP BACK, d+P SM 8 --------------------------------------------------------------------------------------------- JUMP OUT u+

H 13 --------------------------------------------------------------------------------------------- WAKEUP SLAP FOE IS DOWN, d+P L 4 --------------------------------------------------------------------------------------------- GHOST LINE K H 20 --------------------------------------------------------------------------------------------- PASSION KICK f+K M 14 --------------------------------------------------------------------------------------------- BYE-BYE KICK b+K M 16 T --------------------------------------------------------------------------------------------- UNDER SPIKE d+K L 7 --------------------------------------------------------------------------------------------- NEEDLE SPIKE df+K L 7 --------------------------------------------------------------------------------------------- GROUND SHAVING db+K L 15 sw --------------------------------------------------------------------------------------------- VITAL BREAKER f,f+{K} M 20 --------------------------------------------------------------------------------------------- COCETISH SLIDER DASH+K L 26 tp; sw (s/c) --------------------------------------------------------------------------------------------- ENAMUL ARCH LD+K M 11 --------------------------------------------------------------------------------------------- TURN HOOK HEEL BACK, K H 10 --------------------------------------------------------------------------------------------- REPULSE HEEL STAMP BACK, d+K L 15 tp; sw (s/c) --------------------------------------------------------------------------------------------- ENAMUL RAINBOW u+K M 17 kn --------------------------------------------------------------------------------------------- CAVE-IN STAMP FOE IS DOWN, d+K L 6 --------------------------------------------------------------------------------------------- REND CLAW B M 8 --------------------------------------------------------------------------------------------- NIGHTMARE DEPARTURE f+B SM(x2) 14 --------------------------------------------------------------------------------------------- SPINNING CLAW b+B H(x2) 17 T --------------------------------------------------------------------------------------------- LEG SPIKE d+B L 9 --------------------------------------------------------------------------------------------- BALANCE BEAM df+B* SM(x2) 14 --------------------------------------------------------------------------------------------- SWEEP CLAW db+B L 17 tp; sw (s/c) --------------------------------------------------------------------------------------------- SLASH TALON f,f+{B} H 26 ba --------------------------------------------------------------------------------------------- WIND RIDER DASH+B M 18 ln --------------------------------------------------------------------------------------------- TALON CYCLONE LD+B M 16 ln; sp (s/c) --------------------------------------------------------------------------------------------- BACK UPPER TALON BACK, B M 15 sb; ln (s/c) --------------------------------------------------------------------------------------------- CUTTING TURN BACK, d+B L 13 tp; sw (s/c) --------------------------------------------------------------------------------------------- BACK SURPRISE u+B H 10 kn --------------------------------------------------------------------------------------------- WAKEUP SLASH FOE IS DOWN, d+B L 6 --------------------------------------------------------------------------------------------- *NOTES* -"Repulse Elbow" and "Repulse Heel Stamp" will keep Jenny's back turned to her opponent. -"Jump Out" is a Strike Throw that sends Jenny's opponent flying through the air without the ability to recover. -"Back Surprise" has Jenny leap over her opponent to strike from behind. ```````````````````````````````````````````````````````````````````````````````````` -------------------- |AERIAL BATTLE SYSTEM| -------------------- Jenny now receives an upgrade that fits her style! Gaining an extensive set of moves that can be executed in midair, Jenny's Air Combo system gives her the ability to take the fight to the airwaves, and create combos that rival her combo set on the ground. Because of the additional moves that can be executed in the air, Jenny's entire air basic attacks and combination attacks will be listed below (both human and beast form), along with an Air Combo chart that displays how to connect which attacks to what. If there are any questions or mistakes, please let me know at . ---------------------- |BASIC ATTACKS -HUMAN- | ---------------------- -------------------------------------------------------------------------------------------- | NAME | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- JUMP JAB JUMP, P SM 10 GUILLOTINE SLAP JUMP, f+{P} M 25 bnd JET HEEL JUMP, K SM 16 ROCKET HEEL (FRONT) JUMP, f+{K} M 20 ba ROCKET HEEL (BACK) JUMP, b+{K} M 20 ba ---------------------- |BASIC ATTACKS -BEAST- | ---------------------- -------------------------------------------------------------------------------------------- | NAME | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- JUMP JAB JUMP, P SM 10 GUILLOTINE SLAP JUMP, f+{P} M 25 bnd PEACOCK SLAP JUMP, u+P M 10 JET HEEL JUMP, K SM(x2) 16 ROCKET HEEL (FRONT) JUMP, f+{K} M 28 sp ROCKET HEEL (BACK) JUMP, b+{K} M 20 ba AERO DANCER JUMP, u+k M 10 MIRAGE TALON JUMP, B M 8 JUMP SLASH JUMP, f+B M 13 RISING SPIRAL JUMP, u+B M 28 sb; ln (s/c) MAXIMUM SLAP JUMP, d+{B} M 25 bnd *NOTES* -The animation for Jump Jab, Guillotine Slap, Jet Heel, and Rocket Heel (Front) changes in Beast Form. -Jet Heel will make Jenny to descend forward at an angle, whether she jumps forward or backwards. -Guillotine Slap and Aero Dancer can be done repeated in the air. Doing so causes Jenny to slowly hover down to the ground. -------------------------------- |AIR COMBINATION ATTACKS -BEAST- | -------------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)SLASH FLAP P-FLAP WING NOTES: Jenny can go into any variations incorporated with Flap Wing. -------------------------------------------------------------------------------------------- 2)LYRICAL FLAP K-FLAP WING NOTES: Jenny can go into any variations incorporated with Flap Wing. -------------------------------------------------------------------------------------------- 3)BLAST AIR B-B-B NOTES: Last hit causes "bnd". -------------------------------------------------------------------------------------------- 4)SPIRAL TALON f+B-B-B NOTES: 2nd hit is a Strike Throw, meaning that Jenny cannot go into the 3rd hit unless 2nd hit connects with foe. 2nd hit causes "bnd", giving Jenny a chance to do a follow-up if 3rd B is not executed. 3rd hit causes "sp", while Jenny's back will be turned afterwards to her opponent. -------------------------------------------------------------------------------------------- MIDAIR FREE COMBO CHART ----------------------- ====P or K || ====P==== || || || || ====u+P======K==== || || || || || ====P or K ====u+K====f+{P} || || || || || ====d+{B} || || P || || ====u+P or=== ====B-B-B || K || || || ====u+K ====f+{P} || || || || ====d+{B} ====f+{K} || || || || ====P or K==== ====B-B-B || || || || || || || ====f+{P} ====P or K==== || || || || ====f+{K} ====u+P || || || || ====B-B-B ====u+K || || || || ====FLAP WING ====f+{P} || || ====f+{K} || || ====d+{B} || || ====B-B-B || || ====FLAP WING NOTES #1: P and K can be executed 2 times maximum during an Air Combo. If one is executed twice, then the other one can only be executed once. ex: P-K-P or K-K-P NOTES #2 If either P or K is executed twice, it can be done during anytime within a combo, as long as the attack it is executed from can go into a P or K. ex: K-P-u+K-K or u+P-u+P-P-P NOTES #3 Jenny cannot connect u+B, b+{B}, or f+B into an Air Combo. ```````````````````````````````````````````````````````````````````````````````````` ---------------- |THROW TECHNIQUES| ---------------- *HUMAN FORM* | *BEAST FORM* ----------------------------------------------------------------- NAME: SWEET NECK BREAK | NAME: BLOOD SUCKER CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front) HGHT: HIGH | HGHT: HIGH DMGE: 31 | DMGE: 31 *EITHER FORM* ------------- NAME: SWEET DISGRACE CMND: d+P+K HGHT: LOW DMGE: 31 ---------- NAME: SWEET RIDING CMND: P+K (From opponent's back) HGHT: HIGH DMGE: 40 ---------- NAME: SWEET DRIVER CMND: d+P+K (in midair) HGHT: AIR DMGE: 35 ---------- --------------- |COMMAND ATTACKS| --------------- 1) NAME: TWIST CMND: d,df,f+P TYPE: STYLE CHANGE -FROM TWIST, INPUT EITHER ONE OF THE FOLLOWING- -------------------------------------------------------------------------------------------- NAME: TWISTED EXPLOSION | NAME: TWIST-FOOL | NAME: TWIST HEEL CHANGE | NAME: TWISTED STRIKE | CMND: K-K-K*-K*-K-K-{K} | CMND: d+P | CMND: d+K | CMND: b+{K} | HGHT: M-M-M-M-H-M-M | HGHT: NONE | HGHT: L | HGHT: L | DMGE: 66 | DMGE: 0 | DMGE: 12 | DMGE: 12 | -------------------------------------------------------------------------------------------- NAME: TWISTED HEEL RUSH | NAME: TWISTED TALON | NAME: ECCENTRIC TWIST | NAME: PASSIVE TWIST | CMND: f+K | CMND: B | CMND: d,df,f+K | CMND: Hold b | HGHT: M | HGHT: MC | HGHT: M | HGHT: NONE | DMGE: | DMGE: 12 | DMGE: 30 | DMGE: 0 | -------------------------------------------------------------------------------------------- NAME: ACTIVE TWIST | NAME: TWIST CANCEL | CMND: Hold f | CMND: Press R1 | HGHT: NONE | HGHT: NONE | DMGE: 0 | DMGE: 0 | ---------------------------------------- *NOTES* -The 7th hit of "Twisted Explosion" can be delay for a bit of time before executing it, while Jenny will turn her back to her opponent if "Twisted Explosion" is stopped on the 5th K. -"Twist-Fool" can be done on its own or after the 2nd & 6th K during "Twisted Explosion". -"Twist Heel Change" can be done on its own or after the 2nd & 6th K during "Twisted Explosion". -"Twisted Strike" can be done anytime after the 2nd K of "Twisted Explosion". -"Twisted Heel Rush" can be done after the 2nd K of "Twisted Explosion". Through "Twisted Heel Rush" continue into Combination Attack "Passionate Heel Rush" from the 3rd K of that combo. -"Twisted Talon" can be done on its own. Through "Twisted Talon" go into Combination Attacks "Complete Death Order", "Wind Slider", and "Death Order Flap". -"Eccentric Twist" can be done on its own or after the 6th K of "Twisted Explosion". -"Passive Twist" and "Active Twist" will fill up Jenny's Beast Gauge while she's in human form. -Jenny can go into any of the attack variations under Twist during "Passive Twist" and "Active Twist". However, once Jenny stops for almost a second after a "Passive Twist" or "Active Twist", she cannot go into "Twisted Explosion". Along with that, she will fall out of Twist. When this happens do "Passive Twist" and "Active Twist" again immediately to remain in Twist & to have the ability to execute "Twisted Explosion" again. "Twist-Fool" and "Twist Heel Change" can also be used to avoid falling out of Twist as well. ---------- 2) NAME: BRILLIANT SLASH CMND: d,db,b+P TYPE: GUARD ATTACK HGHT: M STOP: YES DMGE: 20 EFFT: kn; bnd (s/c) ---------- 3) NAME: ECCENTRIC KICK CMND: d,df,f+K TYPE: THROW (STRIKE) HGHT: M STOP: YES DMGE: 30 ---------- 4) NAME: COOL SOMER-EDGE CMND: d,db,b+K TYPE: LAUNCH ATTACK HGHT: M-M STOP: YES DMGE: 14 ---------- 5) NAME: BATWING BLADE CMND: d,df,f+{B} TYPE: LAUNCH ATTACK HGHT: M STOP: YES DMGE: 23 ---------- 6) NAME: FLAP WING CMND: d,db,b+B (on the ground or in the air) TYPE: RETREAT HGHT: NONE STOP: YES DMGE: 0 -FROM FLAP WING, INPUT THE FOLLOWING- NAME: DRILL TALON CMND: P, K, or B TYPE: ATTACK HGHT: M DMGE: 20 EFFT: kn; bnd *NOTES* -The angle of Drill Talon can be controlled depending on the button pressed. P will make the dive almost vertical, K will make the dive's angle about 90 degrees, while B will make the dive travel forward further at an angle. ---------- 7) NAME: YOUTHFUL CMND: b,f+P TYPE: TAUNT/ATTACK HGHT: H STOP: NO DMGE: 3 *NOTES* -This will fill Jenny's Beast Gauge a little on its own. If it hits, then the energy is even more. ---------- ----------- |BEAST DRIVE| ----------- PRESET BEAST DRIVE: SKYHIGH TEMPEST ------------------------------------------------------------------ BD #1: d,df,f (x2) + B | BD #2: d,db,b (x2) + {B} | ------------------------------------------------------------------ NAME: SKYHIGH TEMPEST | NAME: CRIMSON SLIDER TYPE: THROW (GRAB) | TYPE: MULTI-HIT ATTACK HGHT: H | HGHT: SM DMGE: 79 | DMGE: 76 ADDT: NONE | ADDT: NONE *NOTES ON SKYHIGH TEMPEST* -Now unblockable, the only way to avoid being grabbed is to duck or move out from under her. -Jenny can catch airborne opponents that aren't too high in the air. *NOTES ON CRIMSON SLIDER* -Upon its startup, Jenny will backup from opponent abit while in the air, giving possibilities to use as a counter. -If blocked, Jenny will flap slightly away & to the side, unaligning with the opponent. ---------------------------- |COMBINATION ATTACKS -HUMAN-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)SLAP-SLAP P-

-------------------------------------------------------------------------------------------- 2)SLAP-SLAP-SLAP P-

-{P}* NOTES: Last hit will cause "sp". -------------------------------------------------------------------------------------------- 3)SLAP & LEG KNIFE P-

-d+K NOTES: Last hit causes "tp" regularly, while it will cause "sw" if it connects as a counter. -------------------------------------------------------------------------------------------- 4)SLAP-SLAP TO.... P-

.... NOTES: See combos #7 and #8 for follow-ups. -------------------------------------------------------------------------------------------- 5)TURN ELBOW df+P-

-------------------------------------------------------------------------------------------- 6)TURN HEEL STAMP df+P-d+K -------------------------------------------------------------------------------------------- 7)PASSIONATE HEEL.... f+K-K-*.... ...RUSH ...K-K ...BYE-BYE ...b+K, T ...KNIFE TO TWIST ...K-d+K-TWIST NOTES: Jenny can go into any variations incorporated with Twist. -------------------------------------------------------------------------------------------- 8)PASSIONATE JUMP OUT f+K-K-*-K-u+P NOTES: Last hit's a Strike Throw. Follow-up with Rising Shadow (see combo #1 in the beast combo list) only if u+P connects with Jenny's opponent. -------------------------------------------------------------------------------------------- 9)GHOST LINE TO TWIST K-TWIST NOTES: Jenny can go into any variations incorporated with Twist. Timing for Twist is very critical, for the motion of Twist has to be done before Jenny pulls down her foot from the 1st attack. -------------------------------------------------------------------------------------------- 10)SLY KICK d+K-K -------------------------------------------------------------------------------------------- 11)ENAMUL KNIFE df+K-K -------------------------------------------------------------------------------------------- 12)ENAMUL.... df+K-K.... ...BLADE K-K* ...WALL WIND d+K-K ...BYE-BYE b+K, T ...TO TWIST K-TWIST NOTES: Jenny can go into any variations incorporated with Twist. -------------------------------------------------------------------------------------------- 13)GLOSS EDGE LD+K-K NOTES: Last hit will launch opponent. -------------------------------------------------------------------------------------------- 14)VITAL BREAKER TO TWIST f,f+{K}-TWIST NOTES: Jenny can go into any variations incorporated with Twist. -------------------------------------------------------------------------------------------- 15)TURN HOOK HEEL TO PASSIONATE.... T, K-K-*.... ...HEEL RUSH ...K-K ...HEEL KNIFE TO TWIST ...K-d+K-TWIST ...HEEL BYE-BYE ...b+K, T ...JUMP OUT ...K-u+

NOTES: Jenny can go into any variations incorporated with Twist in 2nd choice. Rising Shadow (see combo #1 in the beast combo list) can be executed after u+P in the last choice only if u+P connects with opponent. -------------------------------------------------------------------------------------------- ---------------------------- |COMBINATION ATTACKS -BEAST-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)RISING SHADOW B when u+P connects NOTES: a special movement where Jenny jumps after her opponent only if u+P connects with her opponent. This can only be done as long as Jenny has a filled Beast Gauge. -------------------------------------------------------------------------------------------- 2)COMPLETE DEATH ORDER B-B-B-B-B NOTES: 2nd B has to touch opponent (whether blocked or not) in order to do the rest of the combo. After 3rd B, Jenny can perform Flap Wing and all other variations incorporated with Flap Wing. -------------------------------------------------------------------------------------------- 3)DEATH ORDER FLAP B-B-B-B-FLAP WING NOTES: 2nd B has to touch opponent (whether blocked or not) in order to do the rest of the combo. Jenny can go into any variations associated with Flap Wing. -------------------------------------------------------------------------------------------- 4)WIND SLIDER B-B-B-d+{B} NOTES: Last hit causes "tp" regularly, while it will cause "sw" if it connects as a counter. -------------------------------------------------------------------------------------------- 5)NIGHTMARE WALKING/FLAP f+B-B-B-Flap Wing NOTES: Jenny can go into any variations associated with Flap Wing. -------------------------------------------------------------------------------------------- 6)WIND.... DASH+B.... ...DEATH ORDER ...B ...RIDER FLAP ...FLAP WING NOTES: Jenny can go into any variations associated with Flap Wing. -------------------------------------------------------------------------------------------- 7)SLAP-SLAP TO.... P-

.... NOTES: See combos #2, #3, #4, and #8 for follow-ups. -------------------------------------------------------------------------------------------- 8)PASSIONATE HEEL TO NIGHTMARE.... f+K-K-*-f+B-B-B-Flap Wing NOTES: Jenny can go into any variations associated with Flap Wing. -------------------------------------------------------------------------------------------- 10)TURN HOOK HEEL TO PASSIONATE HEEL TO T, K-K-*-f+B-B-B-Flap Wing NIGHTMARE NOTES: Jenny can go into any variations associated with Flap Wing. -------------------------------------------------------------------------------------------- 11)TURN ELBOW FLAP df+P-

-FLAP WING NOTES: Flap Wing can only be executed if Jenny has a full Beast Gauge. Jenny can go into any variations associated with Flap Wing. -------------------------------------------------------------------------------------------- ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` -=BAKURYU: "SHINOBI" BLOOD=- ------ |PROILE| ------ FULL NAME: Ogami Kakeru (within Japan); Ogami Kenji (outside Japan) COUNTRY: Japan AGE: 15 HEIGHT: 155 cm WEIGHT: 47 kg OCCUPATION: Student LIKES: Shogi (Japanese chess) DISLIKES: Tobacco smoke BEAST FORM: Mole ------------- |BASIC ATTACKS| ------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- TANTO/KNIFE P H 7 --------------------------------------------------------------------------------------------- RYUSENJIN-YOKOGIRI/FLASHING BLADE f+P H 11 tn - SIDE CUT --------------------------------------------------------------------------------------------- RYUSENJIN-TATEGIRI/FLASHING BLADE b+P M 17 hc - VERTICAL CUT --------------------------------------------------------------------------------------------- SENPA/FLASH d+P SM 6 --------------------------------------------------------------------------------------------- RYUEIJIN/SHADY BLADE df+P M 17 hc --------------------------------------------------------------------------------------------- KUSANAGITO/MACHETE db+P L 12 T --------------------------------------------------------------------------------------------- SOGEKIHA/DOUBLE STRIKE f,f+P{c} M 17 fl; ba --------------------------------------------------------------------------------------------- JIZURITO/GROUND-SHAVING SWORD DASH+P L 17 tp; SW --------------------------------------------------------------------------------------------- KAGESHIBARI/SHADOW BIND LD+P L 4 bi --------------------------------------------------------------------------------------------- METSUBUSHI/BLINDING BACK, P H 9 --------------------------------------------------------------------------------------------- KAISHIN TANTO/TURNAROUND KNIFE BACK, d+P SM 6 --------------------------------------------------------------------------------------------- FUSHIN GAERI/FLOAT OVER u+P - - --------------------------------------------------------------------------------------------- TOBI TANTO/FLYING KNIFE JUMP, P SM 8 --------------------------------------------------------------------------------------------- HIRYU ZANGEKI/FLYING DRAGON SHRED JUMP, f+{P} M 22 bnd --------------------------------------------------------------------------------------------- KUNAISASHI/KUNAI STAB FOE IS DOWN, d+P SM 8 --------------------------------------------------------------------------------------------- RYUGAKYAKU/DRAGON FANG KICK K H 10 --------------------------------------------------------------------------------------------- HANGETSU OTOSHI/HALFMOON DROP f+K M 16 kn --------------------------------------------------------------------------------------------- EIJINKYAKU/SHADOWBLADE KICK b+K M 19 sb; ln --------------------------------------------------------------------------------------------- TEISHISHU/LOW THRUST KICK d+K L 8 --------------------------------------------------------------------------------------------- SUNEUCHI/SHIN KICK df+K L 8 --------------------------------------------------------------------------------------------- KAGEBARAI/SHADOW SWEEP db+K L 10 tp; sw (s/c) --------------------------------------------------------------------------------------------- FURETSUKYAKU/TURBULENT KICK f,f+K M 10 sb; ln (s/c) --------------------------------------------------------------------------------------------- SHINKUKYAKU/JETSTREAM KICK DASH+K H 21 fl; ba --------------------------------------------------------------------------------------------- BAKURYU HO/BLAST DRAGON CANNON LD+K M 16 sb; ln --------------------------------------------------------------------------------------------- HAIJIN KYAKU/SWIFT BACK KICK BACK, K H 12 sb; ln --------------------------------------------------------------------------------------------- ASHIKAKE/TRIP BACK, d+K L 8 tp; sw --------------------------------------------------------------------------------------------- NICHIRINKYAKU/SUN KICK u+K M 16 sb; ln --------------------------------------------------------------------------------------------- REKKUKYAKU/SURGING KICK JUMP, K SM 14 --------------------------------------------------------------------------------------------- HIRYUDAN/FLYING DRAGON REPEL (FRONT) JUMP, f+{K} M 17 ba --------------------------------------------------------------------------------------------- HIRYUDAN/FLYING DRAGON REPEL (BACK) JUMP, b+{K} M 17 ba --------------------------------------------------------------------------------------------- OITSUKI GERI/FOLLOW-UP PIERCING KICK FOE IS DOWN, d+K SM 8 --------------------------------------------------------------------------------------------- DOKUKAKI/VENOMOUS SCRATCH B H 10 --------------------------------------------------------------------------------------------- DOKU TSUKI/POISON THRUST f+B M 9 --------------------------------------------------------------------------------------------- EIZANGEKI/DARK SLASH b+{B} M 16 kn; bnd --------------------------------------------------------------------------------------------- GEDAN DOKUKAKI/LOW VENOMOUS SCRATCH d+B L 6 --------------------------------------------------------------------------------------------- JIZURIDAN/GROUND SLIDER df+B L 12 tp; sw --------------------------------------------------------------------------------------------- KAKIAGE/RAKE UP db+B M 16 ln --------------------------------------------------------------------------------------------- SODOKU GEKIHA/DOUBLE VENOM STRIKE f,f+{B} M 17 ba --------------------------------------------------------------------------------------------- SODOKU TATSUMAKIHA/DOUBLE VENOMOUS DASH+{B} M 19 T, ba TORNADO BLAST --------------------------------------------------------------------------------------------- BAKURYU KOREDA/BLAST DRAGON DIRECT LD+B L 12 ln HIT --------------------------------------------------------------------------------------------- HARASAKI/BELLY CUT BACK, B M 14 ln; sp --------------------------------------------------------------------------------------------- RIEI/RETRACTING SHADOW BACK, d+B - - --------------------------------------------------------------------------------------------- KYUSHU DOKUGEKIHA/SUDDEN VENOM u+B M 15 kn; bnd ASSAULT --------------------------------------------------------------------------------------------- KUJINKYAKU/AIR BLADE KICK JUMP, B SM 17 ln --------------------------------------------------------------------------------------------- SHOKU ZANGEKI/AERIAL SLASH ATTACK JUMP, f+B M 22 --------------------------------------------------------------------------------------------- MUKOROSAKI/CORPSE SHRED FOE IS DOWN,B SM 10 --------------------------------------------------------------------------------------------- *NOTES* -Bakuryu will sidestep during the startup of "Ryusenjin-Yokogiri", which allows him to avoid attacks at times & score as a counterhit. -Bakuryu will sway back during the startup of "Ryusenjin-Tategiri", which allows him to avoid attacks at times & score as a counterhit. -The attack point of "Kageshibari" is ground-based. Furthurmore, the attack radius stretches around Bakuryu 360 degrees, meaning full protection both front & back. On top of that, Bakuryu will step back during the startup for this move, which allows him to avoid attacks & score a counterhit. -"Fushin Gaeri" allows Bakuryu to flip over behind his opponent. This only works if Bakuryu is close to his opponent. In the case where there is some distance in between, then Bakuryu will flip forward, but land with his back turned to his opponent. -Bakuryu will sidestep during "Eijinkyaku", which allows him to avoid attacks and counterattack at the same time. -Bakuryu will sway back during the startup of "Eizangeki", which allows him to avoid attacks at times & score as a counterhit. -Bakuryu will leap away from his opponent after "Sodoku Tatsumakiha", whether it hits or not. -Bakuryu will sway slightly during the startup of "Harasaki", which allows him to avoid attacks at times & score as a counterhit. -"Riei" is a retreating technique, which can be done continuously. ```````````````````````````````````````````````````````````````````````````````````` ---------------- |THROW TECHNIQUES| ---------------- *HUMAN FORM* | *BEAST FORM* -------------------------------------------------------------- NAME: HOSHIN TENGEKI | NAME: ZANMETSU TATSUMAKI GEKI TRNS: WHIRLING CRUMBLER | TRNS: SHREDDING HURRICANE ATTACK CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front) HGHT: HIGH | HGHT: HIGH DMGE: 36 | DMGE: 26 *EITHER FORM* ------------- NAME: URATEN TRNS: BACKSPIN CMND: d+P+K HGHT: LOW DMGE: 0 -FROM URATEN DO EITHER ONE OF THE FOLLOWING- NAME: URASEN ENMAKU DAN | NAME: URASEN IZUNA OTOSHI TRNS: REVERSE FLASH SMOKE BOMB | TRNS: REVERSE FLASH LIGHTNING DROP CMND: d+P+K | CMND: u+P+K TYPE: TELEPORT | TYPE: THROW (GRAB) DMGE: 0 | DMGE: 30 ---------- NAME: URA IZUNA OTOSHI TRNS: REVERSE LIGHTNING DROP CMND: P+K (From opponent's back) HGHT: HIGH DMGE: 31 ---------- NAME: IZUNA OTOSHI TRNS: LIGHTNING DROP CMND: d+P+K (in midair) HGHT: AIR DMGE: 24 ---------- --------------- |COMMAND ATTACKS| --------------- 1) NAME: RAIKO IZUNA OTOSHI TRNS: FLASH LIGHTNING DROP CMND: d,df,f+P {c} TYPE: THROW (STRIKE) HGHT: H STOP: NO DMGE: 34 *NOTES* -On standing opponents, Bakuryu will strike its opponent, doing minor damage. -If Raiko Izuna Otoshi is blocked while foe is airborne, he/she will be staggered. In this case (as well as if Bakuryu's opponent's far away on the ground) Bakuryu will land with his back turned to his opponent. ---------- 2) NAME: ENMAKU DAN TRNS: SMOKEBOMB CMND: d,df,f+K TYPE: TELEPORT HGHT: NONE STOP: YES DMGE: 0 ADDT: Press R1 during Enmaku Dan to cancel (Fake Enmaku) *NOTES* -Enmaku Dan will make Bakuryu disappear and move to a new spot. To replace him, a log will appear in the spot Bakuryu was in previously. -Bakuryu will appear behind his opponent if done from upclose to (in most cases) mid range. If far away from his foe, Bakuryu will appear in front of his foe with his back turned. -In the case where Bakuryu's back is turned to his opponent, doing Enmaku Dan will teleport him away from his foe, with Bakuryu facing its opponent. -"Fake Enmaku", not a real move, adds more elements to Bakuryu's tricky style of fighting. In order to do it properly, press R1 IMMEDIATELY once the smokebomb from Bakuryu's hand hits the ground. Unfortunately, it no longer works the same way like in BR2 because.... -In BR2, Bakuryu would disappear for a moment before reappearing in the same spot. Even the log will appear in his place before Bakuryu materializes in the same spot. In BR3, Bakuryu will NOT disappear for a moment, nor will the log appear. Only the smoke from his smokebomb will surround him. ---------- 3) NAME: ZUGOKKU ZUKI TRNS: EXCRUTIATING HEAD THRUST CMND: d,df,f+{B} TYPE: ATTACK HGHT: M STOP: YES DMGE: 33 ---------- 4) NAME: KOKIRYU GEKIHA TRNS: STEAM PRESSURE BLAST CMND: d,db,b+P TYPE: GUARD ATTACK HGHT: M(x4) STOP: YES DMGE: 54 ---------- 5) NAME: ENJIN RASEN KYAKU (CHUU / KA) TRNS: SMOKESCREEN SPIRAL KICK (MIDDLE / LOW) CMND: d,db,b+K / d,db,b+K,d TYPE: TELEPORT & ATTACK HGHT: M / L STOP: YES DMGE: 23 / 17 -OR- NAME: GI RASEN TRNS: FAKE SPIRAL TYPE: TELEPORT & FEINT CMND: P HGHT: NONE STOP: YES DMGE: 0 ---------- 6) NAME: SHOTEN KAKIAGE TRNS: SKYWARD SHRED CMND: d,db,b+{B) TYPE: LAUNCH ATTACK HGHT: M STOP: YES DMGE: 22 ---------- 7) NAME: TENJIN IZUNA OTOSHI TRNS: SKYLORD'S LIGHTNING DROP CMND: f,b+P (from opponent's back) TYPE: THROW HGHT: AL STOP: NO DMGE: 32 -WHEN BAKURYU LANDS ANYWHERE ELSE BESIDES FROM BEHIND OPPONENT- ------------------------------------------------------------ POST: FRONT; STANDING | POST: FRONT; STANDING | NAME: HOSHIN TENGEKI | NAME: ZANMETSU TATSUMAKI GEKI | TRNS: WHIRLING CRUMBLER | TRNS: SHREDDING HURRICANE ATTACK | TYPE: GRAB THROW | TYPE: GRAB THROW | DMGE: 36 | DMGE: 26 | ----------------------------------------------------------------- POST: FRONT; CROUCHING | POST: UNDER; AIR | NAME: URATEN | NAME: KUCHU RAIKO IZUNA OTOSHI | TRNS: BACK SPIN | TRNS: MIDAIR FLASH LIGHTNING DROP | TYPE: GRAB THROW | TYPE: STRIKE THROW | DMGE: VARIES | DMGE: 30 | ----------------------------------------------------------------- *NOTES* -The actual outcome of this Command Throw involves Bakuryu landing behind his opponent and executing a German suplex-type of slam. This throw will be activated while his foe is either standing or crouching. -Hoshin Tengeki is Bakuryu's regular throw in human form, while Zanmetsu Tatsumaki Geki is his regular throw in beast form. Either one will be initiated when Bakuryu lands in front of his standing opponent. -Uraten is Bakuryu's regular crouching throw in either human or beast form. This will be initiated when he lands in front of his crouching opponent. Bakuryu can also use the follow-ups of Uraten (i.e. Urasen Enmaku Dan and Urasen Izuna Otoshi). -When Bakuryu jumps off the wall/string, he can perform Kuchu Raiko Izuna Otoshi only while he is upside-down in midair. Opponent must also be in the air directly under Bakuryu. Once he flips over, this throw cannot be initiated. -When Bakuryu is next to a wall, he will actually run up the wall and flip towards his opponent at the startup of Tenjin Izuna Otoshi. If there is no wall near him, on the other hand, he will set down a string for himself to run up on before flipping down. If Bakuryu's slightly near a wall, then he will set a string down connected to a wall and run up both the string & wall. ---------- 7) NAME: TENJIN RAIKO KYAKU TRNS: SKYLORD'S THUNDERFLASH KICK CMND: f,b+K TYPE: RETREAT & ATTACK HGHT: M STOP: NO DMGE: 17 *NOTES* -When Bakuryu is next to a wall, he will actually run up the wall and drop down with a kick. If there is no wall near him, on the other hand, he will set down strings for himself to run up on before dropping down with a kick. If Bakuryu's slightly near a wall, then he will set a string down connected to a wall and run up both the string & wall. ---------- ----------- |BEAST DRIVE| ----------- PRESET BEAST DRIVE: BUNSHIN KAEN JIGOKU ------------------------------------------------------------------ BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B} | ------------------------------------------------------------------ NAME: BUNSHIN KAEN JIGOKU | NAME: TSUCHIGAMI KAKUSEI SHIKAI JIN TRNS: HELL'S SPLITTING INFERNO | TRNS: EARTH LORD'S FORMATION: 4-SPHERE SYNCHRONIZATION TYPE: ATTACK | TYPE: TELEPORT & ATTACK HGHT: M | HGHT: L DMGE: 73 | DMGE: 66 ADDT: NONE | ADDT: NONE | EFFT: T *NOTES ABOUT BUNSHIN KAEN JIGOKU* -At the start of this Beast Drive, Bakuryu sways back & ducks low before sliding forward to attack. This enables him to go under most High-level attacks, as well as to avoid on-coming attacks if the distance is right. *NOTES ABOUT TSUCHIGAMI KAKUSEI SHIKAI JIN* -This Beast Drive will only connect with a character on the ground. Any character in the air will be left unharm as Bakuryu flies by. -In the case where this Beast Drive is blocked/misses, Bakuryu will fly high into the air before teleporting back to the ground. For some reason, this is a slow process that also leaves his back turned to his opponent. ---------------------------- |COMBINATION ATTACKS -HUMAN-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION INPUT | -------------------------------------------------------------------------------------------- 1)RASEN RYU EIJIN P-P-P-

-f+P# NOTES: Last part can be delayed abit. If it hits, can launch an opponent. -------------------------------------------------------------------------------------------- 2)RENTO IZUNA OTOSHI P-P-P-

-Raiko Izuna Otoshi NOTES: Best used in a juggle, so that Raiko Izuna Otoshi connects for a throw. -------------------------------------------------------------------------------------------- 3)RENTO FUSHIN GAERI P-P-P-u+P NOTES: Last part puts Bakuryu behind his opponent. -------------------------------------------------------------------------------------------- 4)SAN RENTO.... P-P-P.... ...Ryuei Hougeki ...df+P-P ...Ryuei Nichirin Kyaku ...df+P-K ...Rasen Barai ...d+K ...Rasen Ura Hiji ...d+K-P* -------------------------------------------------------------------------------------------- 5)RENTO.... P-P.... ...JINKYAKU ...K ...RAKUJIN KYAKU ...K,K* ...KARI ASHI ...K-d+K ...ENGETSU SHU ...b+K ...RASEN BARAI ...d+K ...RASEN URA HIJI ...d+K-P* -------------------------------------------------------------------------------------------- 6)RENGA P-K -------------------------------------------------------------------------------------------- 7)TANTO.... P.... ...RYUGA.... ...K-K*.... ...RAKUTSUI GETSU HANGETSU OTOSHI ...f+K ...RAKUTSUI GETSU EIJIN KYAKU ...f+K-b+K* ...RAKUTSUI GETSU GETSUEI GAERI ...f+K-b+K-u+P ...RAKUTSUI GETSU ENGETSU SHU ...b+K -------------------------------------------------------------------------------------------- 8)RYUEI.... df+P.... ...HOGEKI ...P# ...NICHIRIN ZAN ...K ...KOREDA ...B* -------------------------------------------------------------------------------------------- 9)RYUGA RAKUTSUI KYAKU K-K* -------------------------------------------------------------------------------------------- 10)RYUGA.... K-K*.... ...RAKUTSUI GETSU HANGETSU OTOSHI ...f+K ...RAKUTSUI GETSU EIJIN KYAKU ...f+K-b+K* ...RAKUTSUI GETSU GETSUEI GAERI ...f+K-b+K-u+P ...RAKUTSUI GETSU ENGETSU SHU ...b+K -------------------------------------------------------------------------------------------- 11)GETSUEIJI KYAKU f+K-b+K* -------------------------------------------------------------------------------------------- 12)GETSUEI GAERI f+K-b+K-u+P -------------------------------------------------------------------------------------------- 13)RETSUJIN.... df+K.... ...NADARE GERI ...K*-K* ...KARI GERI ...f+K ...KUSAZURI GERI ...d+K -------------------------------------------------------------------------------------------- 14)SHIPPu.... f,f+K.... ...NIDAN GERI ...K ...MIKAZUKI OTOSHI ...K-K ...INAZUMA OTOSHI ...K-K-d+K-K# {c} ...RESEN RENKYAKU ...K-Enjin Rasen Kyaku -------------------------------------------------------------------------------------------- 15)RAKURAI LD+K-K* -------------------------------------------------------------------------------------------- 16)METSUBUSHI TO.... T, P.... NOTES: See combos #1~7 and start from the 2nd attack from each of those combos -------------------------------------------------------------------------------------------- ---------------------------- |COMBINATION ATTACKS -BEAST-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION INPUT | -------------------------------------------------------------------------------------------- 1)DOKUSO EIZANGEKI B-B*-{B} NOTES: Last hit causes Downbound. -------------------------------------------------------------------------------------------- 2)RENKAKI.... B-B*.... ...TENTO HO ...d+B ...RETSUJIN NADARE GARE ...d+K-K*-K* ...RETSUJIN KARI GERI ...d+K-f+K ...RETSUJIN KUSAZURI GERI ...d+K-d+K -------------------------------------------------------------------------------------------- 3)DOKUKAKI SHITENKYAKU B-d+B, T -------------------------------------------------------------------------------------------- 4)DOKUTSUKI SHITENKYAKU f+B-d+B, T -------------------------------------------------------------------------------------------- 5)DOKUSEN TENTO HO f+B-B*-d+B -------------------------------------------------------------------------------------------- 6)DOKUSO BAKUJU RENGEKI f+B-B*-B-B-{B} -------------------------------------------------------------------------------------------- 7)DOKUSO RYUEI NICHIRIN KYAKU f+B-B*-B-df+P-K -or- f+B-B*-B-B-df+P-K -------------------------------------------------------------------------------------------- 8)JABU RO ZUGOKKU ZUKI f+B-B*-B-df+P-Zugokku Zuki -or- f+B-B*-B-B-df+P-Zugokku Zuki -------------------------------------------------------------------------------------------- 9)DOKUSEN RAKUTSUI KYAKU f+B-K-K* -------------------------------------------------------------------------------------------- 10)DOKUTSUKI.... f+B.... NOTES: Follow up with combos #9 & 10 from Bakuryu's combo list in human form -------------------------------------------------------------------------------------------- 11)RENTO TO DOKUSO.... P-P-P-

-B.... ...DOKUKAKI SHITENKYAKU ...d+B, T ...DOKUSO EIZANGEKI ...B*-{B} ...RENKAKI.... ...B*.... ...TENTO HO ...d+B ...RETSUJIN NADARE GERI ...d+K-K*-K* ...RETSUJIN KARI GERI ...d+K-f+K ...RETSUJIN KUSAZURI GERI ...d+K-d+K -------------------------------------------------------------------------------------------- 12)METSUBUSHI TO RENTO TO DOKUSO.... T, P-P-P-

-B.... NOTES: See combo #11 for follow-ups -------------------------------------------------------------------------------------------- 13)RYUSEN RENKAKI AGE b+P-db+B NOTES: 1st hit has to connect in order for the last hit to work -------------------------------------------------------------------------------------------- 14)MUKUROSAKI d+B(x5) NOTES: Opponent has to be in Down position for this to work -------------------------------------------------------------------------------------------- ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` -=URIKO: ENERGETIC CURIOUSITY=- ------ |PROILE| ------ FULL NAME: Uriko Nonomura COUNTRY: Japan AGE: 15 HEIGHT: 150 cm WEIGHT: 41 kg OCCUPATION: Student MEASUREMENTS: B75 W56 H78 LIKES: Kamaboko (boiled fish paste), DISLIKES: Mathematics BEAST FORM: Half Beast ------------- |BASIC ATTACKS| ------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- KYOSUI/CLIPPING WHIP P H 8 --------------------------------------------------------------------------------------------- HISUI CHOCHU/KINGFISHER ELBOW f+P M 12 --------------------------------------------------------------------------------------------- GOHA SHO/BURST PALM b+{P} M 20 hc (s/c) --------------------------------------------------------------------------------------------- SHIMO SUSUKI/BELOW THE GRASS d+P SM 7 --------------------------------------------------------------------------------------------- YOSHI SENRIN/BABY HAWK DIGGING df+P* M 16 IN THE GROVE --------------------------------------------------------------------------------------------- SEN SHIPPO/QUICKSTEP ARROW db+P SM 15 --------------------------------------------------------------------------------------------- TENHA/SUPREME ROLL f,f+P - - --------------------------------------------------------------------------------------------- SHAMI RIN/PLUNGING HEAD FIRST DASH+P M 23 T, fl; ba (s/c) --------------------------------------------------------------------------------------------- RENGEKI SOKEN/DOUBLE FIST COMINATION LD+P M-M 13 --------------------------------------------------------------------------------------------- KYORAKU KO/FALLING APRICOT BUMP BACK, P M-M 13 --------------------------------------------------------------------------------------------- HAISHIN KEIZA/BACKWARD SHIN BACK, d+P L 12 DISLOCATING --------------------------------------------------------------------------------------------- SOSHOTEN/PALMS TO HEAVEN u+P M 10 sb; ln (s/c) --------------------------------------------------------------------------------------------- TOSHO/ROMPING HORSE PALM JUMP, P SM 10 --------------------------------------------------------------------------------------------- DOMU/HALBERD OF WRATH JUMP, f+{P} M 25 bnd --------------------------------------------------------------------------------------------- CHITSUZUMI/EARTH DRUM FOE IS DOWN, d+P L-L 14 --------------------------------------------------------------------------------------------- KYOHATAI/MIRROR-SHATTERING LEG K M 10 --------------------------------------------------------------------------------------------- MIGI TANKYAKU/RIGHT SIDE KICK f+K M 9 sb; ln (s/c) --------------------------------------------------------------------------------------------- RORAKUSEN - OTSU/JOYFULLY CURVING b+K H 14 tn TOWER - BACK --------------------------------------------------------------------------------------------- FUJIN KYAKU/AXE EDGE KICK d+K L 9 --------------------------------------------------------------------------------------------- KINSENTENFU/ROLLING AXES df+K H-M 20 T --------------------------------------------------------------------------------------------- KAMAITACHI/CUTTING VORTEX db+K L 11 tp; sw (s/c) --------------------------------------------------------------------------------------------- SENRENHO/RIPPLING SPEARHEADS f,f+K H-M-M 24 --------------------------------------------------------------------------------------------- KAGURA GOMA/SPINNING TOP OF KAGURA DASH+K H-H 25 sb-ln; sp (s/c) --------------------------------------------------------------------------------------------- SAKAGURUMA/INVERTED WHEEL LD+K M-M 20 fl; ba (s/c) --------------------------------------------------------------------------------------------- RYO-O SENSHITSU/"THE DOMINATOR'S" BACK, K M 11 TURN KNEE --------------------------------------------------------------------------------------------- TENSHIN SOTAI/TURNING LEG SWEEP BACK, d+K L 10 tp; sw (s/c) --------------------------------------------------------------------------------------------- RORAKUSEN - KO/JOYFULLY CURVING u+K H 14 TOWER - FRONT --------------------------------------------------------------------------------------------- HISHITAI/FLYING THRUST KICK JUMP, K SM 16 --------------------------------------------------------------------------------------------- FUMON TOKAI/WINDGATE SHATTER (FRONT) JUMP, f+{K} M 20 ba --------------------------------------------------------------------------------------------- FUMON TOKAI/WINDGATE SHATTER (BACK) JUMP, b+{K} M 20 ba --------------------------------------------------------------------------------------------- MIGIRI UGACHI/DIGGING IN FOE IS DOWN, d+K M 13 --------------------------------------------------------------------------------------------- BYOSOGEKI/KITTY SCRATCH B M 9 --------------------------------------------------------------------------------------------- HOKOSEN/SCATTERED FAN f+B* Hx4 18 --------------------------------------------------------------------------------------------- MATATABI NO MAI/WANDERING GAMBLERS' b+B M-M 19 kn BOP --------------------------------------------------------------------------------------------- SOSHU/CATCHING THE MOUSE d+B L 9 --------------------------------------------------------------------------------------------- SHISHI ODOSHI/FEAR OF THE LION df+{B} SM 14 tp, sw (s/c) --------------------------------------------------------------------------------------------- TOSOREN/KNOCKDOWN REAP db+B L 12 tp; sw (s/c) --------------------------------------------------------------------------------------------- RISHORYU/CARP GOING UPSTREAM f,f+{B} SM 16 --------------------------------------------------------------------------------------------- RYUBI KATSU/SLIDING DRAGON TAIL DASH+{B} L 25 sw --------------------------------------------------------------------------------------------- BYOTENGEKI/ROLLING CAT STRIKE LD+B L 11 --------------------------------------------------------------------------------------------- BYOBIKYAKU/CAT'S TAIL KICK BACK, {B} M-M 10 --------------------------------------------------------------------------------------------- OKUBYO/SCAREDY CAT BACK, d+B - - --------------------------------------------------------------------------------------------- CHOYUSEN/BIRD'S TOY FAN u+{B} M 15 T, ln --------------------------------------------------------------------------------------------- JUTOKYAKU/PRIMAL RISING KICK JUMP, B SM 20 --------------------------------------------------------------------------------------------- BYO CHUGEKI/KITTY AERIAL STRIKE JUMP, f+B M 25 --------------------------------------------------------------------------------------------- SHIPPU SOSHU/EAGERLY CATCHING THE FOE IS DOWN,B M 6 MOUSE --------------------------------------------------------------------------------------------- *NOTES* -Uriko will sidestep during the startup of "Yoshi Senrin", which allows her not only to avoid most attacks, but to counterattack as well. -Uriko will sway back abit before lunging forward during "Sen Shippo" which allows her not only to avoid most attacks, but to counterattack as well. -"Tenha" is a special movement technique that does no damage. Instead, Uriko will go under high and mid attacks, as well as go by her opponent upclose. -"Shami Rin" will cause Uriko to ricochet off her opponent upon impact (whether attack is blocked or not). in the event where she misses, Uriko will tumble on the ground and get up slowly, leaving her open to a counterattack. -Uriko will sway back at an angle before lunging forward during "Rorakusen - Otsu", which allows her not only to avoid most attacks, but to counterattack as well. -Uriko will be off the ground briefly during "Matatabi no Mai", enabling her to counter most low attacks -"Okubyo" is a retreating technique, which can be done continuously. -"Kyoraku Ko" and "Byobikyaku" will keep Uriko's back turned to her opponent. -"Soshu", "Shishi Odoshi", "Tosoren" "Ryubi Katsu", and "Byotengeki" keeps uriko low to the ground, enabling her to avoid most high and mid attacks. -"Shippu Soshu" may cause Uriko to jump over her opponent if upclose, completely missing her target. ```````````````````````````````````````````````````````````````````````````````````` --------------------------------------------- |SHIN-I-ROKU-GO-KEN: CIRCLE COMBO USER SECTION| --------------------------------------------- Shini Rokugo Ken (Fist of the Mind & Cosmos) is the fighting system which Uriko uses in battle. Here's a description of Uriko's Circle Combo system: ROKUGO HORIN SHIKI (UNIVERSAL PHOENIX CIRCLE STYLE) ---------------------------------------------------------- The "Phoenix Circle" is Uriko's main weapon used by Uriko. Consisting of 6 different attacks, each attack follows one another in a circle-like motion, in any direction desired. While this Circle Combo can be started in numerous ways, each attack follows one another in a set manner. Also, the same attack cannot be used twice. -------------------------------------------------------------------------------------------- NAME: DOKKO/SANKO | NAME: RANTEN KAKYAKU | NAME: KYUSO DOZANSHO | TRNS: SINGLE LANCE/TRIDENT | TRNS: TURBULENCE BLOSSOM KICK | TRNS: CORNERED MOUSE MOUNTAIN- | CMND: P* | CMND: f+K | SHIFTING PALM | HGHT: M | HGHT: M | CMND: f+{P} | DMGE: 14 | DMGE: 10 | HGHT: M | | EFFT: sb (s/c) | DMGE: 11 | | | EFFT: hc (s/c) | -------------------------------------------------------------------------------------------- NAME: SOSHITAI | NAME: NICHIGETSU HA | NAME: SOSO TAIKO | TRNS: GRASS-REAPING THIGH | TRNS: SUN & MOON HOOKING | TRNS: DOUBLE CLAW LEG DROP | CMND: d+K | CMND: d+P | CMND: K | HGHT: L | HGHT: L-L | HGHT: SM-SM | DMGE: 10 | DMGE: 10 | DMGE: 18 | ---------------------------------------------------------------------------------- ROKUGO HORIN SHIKI SHURYO WAZA (ENDING TECHNIQUES OF THE UNIVERSAL PHOENIX CIRCLE STYLE) ----------------------------------------------------------------------------------- This Circle Combo can be followed up with any one of the "Rokugo Horin Shiki Shuryo Waza", which can be inputted from any one attack of the R.H.S. --------------------------------------------------------------------------------- NAME: TENMON KAISHU | NAME: TENSHIN KYAKU | NAME: RENJU HODO | TRNS: FIST THAT OPENS THE | TRNS: KICK THAT SHAKES | TRNS: LYRICAL PHOENIX PLAY | GATES OF HEAVEN | THE HEAVENS | CMND: d,d+P | CMND: b+{P} | CMND: b+{K} | HGHT: M | HGHT: M-M | HGHT: M | DMGE: 40 | DMGE: 30 | DMGE: 35 | | ADDT: Press R1 to cancel | | | --------------------------------------------------------------------------------- NAME: SEKKA RENRIN | NAME: GAKURA TOTSU | TRNS: RINGS BENEATH THE SNOW | TRNS: MUZZLE THRUST | CMND: d,d+K | CMND: f,f+P# | HGHT: L-L | HGHT: M | DMGE: 15 | DMGE: 18 | EFFT: tp, sw | EFFT: ln | ------------------------------------------------------------ NAME: ENMA SENRIN | TRNS: KING OF HELL'S DESCENSION | CMND: f,f+K | HGHT: H | | -IF ENMA SENRIN CONNECTS- -IF ENMA SENRIN IS BLOCKED- | | NAME: GOZUTAI | NAME: MEZUTAI | TRNS: BUNDLED BULLHEAD | TRNS: HORSE'S HEAD THIGH | HGHT: M | HGHT: H | DMGE: 30 | DMGE: 30 | ADDT: Becomes a Guard Break | | ------------------------------------------------------------ *NOTES* -When Tenmon Kaishu is canceled, Uriko will just hop back without attacking. -What's the difference between Dokko and Sanko? Nothing. "Dokko" is the name used when Uriko is in human form, while "Sanko" is the name used when Uriko is in beast form. Don't ask why. ROKUGO HORIN SHIKI KAISHI WAZA (STARTUP TECHNIQUES OF THE UNIVERSAL PHOENIX CIRCLE STYLE) ------------------------------------------------------------------------------------- These are the techniques used to go into Uriko's Circle Combo. Some are single hits, while others are combination attacks. -------------------------------------------------------------------------------------------- | NAME/TRANSLATION INPUT HEIGHT DAMAGE | | -------------------------------------------------------------------------------------------- 1)RAIKAN TENBU/THUNDER BEAD SKY DANCING P-P-b+P-P H-M-M-M 37 or or db+P-P-b+P-P SM-M-M-M 44 NOTES: 4th P can be delayed for about 3 seconds. If delayed too long, Uriko will lose her balance and turn her back to her opponent. Go into "Phoenix Circle" through any attack after 1st 2 seconds during the 4th P. After 3 seconds (before Uriko loses her balance) Uriko can go into "Phoenix Circle" only through "Dokko/Sanko", "Kyuso Dozansho", or "Rantan Kakyaku". -------------------------------------------------------------------------------------------- 2)RAIJIN GA/LIGHTNING EDGE FANG P-P-d+P H-M-L 22 or db+P-P-L SM-M-L 29 NOTES: Last hit causes trip (only if it strikes as a counter). Go into "Phoenix Circle" through "Nichigetsu Ha" or "Soshitai". -------------------------------------------------------------------------------------------- 3)SENPU RYO-O SHITSU/WHIRLWIND "THE df+K-K H-M-M 31 DOMINATOR'S" KNEE NOTES: Last hit causes head clasp. Can go into "Phoenix Circle" through "Dokko/Sanko", "Soso Taiko", "Nichigetsu Ha", or "Soshitai". -------------------------------------------------------------------------------------------- 4)RAIKAN RYO-O SHITSU/THUNDER BEAD "THE P-P-P-P*-K-K H-M-H-M-H-M-M 52 DOMINATOR'S" KNEE or db+P-P-P-P*-K-K SM-M-H-M-H-M-M 59 NOTES: Last hit causes head clasp. Can go into "Phoenix Circle" through "Dokko/Sanko", "Soso Taiko", "Nichigetsu Ha", or "Soshitai". -------------------------------------------------------------------------------------------- 5)RAIGEKI RYO-O SHITSU/LIGHTNING STRIKE "THE b+B-K-K M-M-H-M-M 30 DOMINATOR'S" KNEE NOTES: Last hit causes head clasp. Can go into "Phoenix Circle" through "Dokko/Sanko", "Soso Taiko", "Nichigetsu Ha", or "Soshitai". -------------------------------------------------------------------------------------------- 6)RYO-O SENSHITSU/"THE DOMINATOR'S" TURN KNEE T, K M 11 NOTES: Last hit causes head clasp. Can go into "Phoenix Circle" through "Dokko/Sanko", "Soso Taiko", "Nichigetsu Ha", or "Soshitai". -------------------------------------------------------------------------------------------- ----------------------------- |ROKUGO HORIN SHIKI FLOW CHART| ----------------------------- DOKKO/SANKO <------> RANTEN KAKYAKU <-------> KYUSO DOZAN SHO P f+K f+P /\ /\ | ROKUGO HORIN SHIKI | \/ \/ SOSO TAIKO <--------> NICHIGETSU HA <------------> SOSHITAI K d+P d+K | | | | | | \ / \ / \/ GAKURA TOTSU TENMON KAISHU RENJU HODO f,f+P b+{P} d,d+P \\ || // ROKUGO HORIN SHIKI SHURYO WAZA // || \\ ENMA SENRIN TENSHIN KYAKU SEKKA RENRIN f,f+K b+K d,d+K // \\ MEZUTAI GOZUTAI ---------------------------------------------------------- |SHIHO SHINITSU NO E (DIVINE 5 WEIGHTS FROM ALL DIRECTIONS)| ---------------------------------------------------------- The "Shiho Shinitsu no E" is Uriko's unique combo system. While not as extensive as her Rokugo Horin Shiki, this combo system should be well used due to the numerous ways it can be started and ended. From this, a player can also go into the R.H.S as well. Here's how it goes: ---------------------------------------------------------------------------------------- HITOE (SINGLE) | FUTAE (TWO-FOLDS) | MIE (THREE-FOLDS) | ----------------------------------------------------------------------------------------| NAME: KYOHATAI | NAME: GASOKUTAI-KANAME | NAME: RORAKUSEN-KO | TRNS: MIRROR-SHATTERING LEG | TRNS: FANGED SIDEKICK-CENTER | TRNS: JOYFULLY CURVING | CMND: K | CMND: K* | TOWER - FRONT | HGHT: M | HGHT: M | CMND: u+K | DMGE: 10 | DMGE: 10 | HGHT: H | | | DMGE: 14 | | | EFFT: (start) none | | | (end) ln; sp | ---------------------------------------------------------------------------------------- YOTSUNOE (FOUR-FOLDS) | ITSUNOE (FIVE-FOLDS) | -------------------------------------------------------------| NAME: RORAKUSEN-OTSU | NAME: FUJIN KYAKU | TRNS: JOYFULLY CURVING TOWER - BACK | TRNS: AX EDGE KICK | CMND: b+K | CMND: d+P | HGHT: H | HGHT: L | DMGE: 14 | DMGE: 8 | ------------------------------------------------------------- *NOTES* -"Futae" can go into the Rokugo Horin Shiki through "Soso Taiko", "Ranten Kakyaku", or "Soshitai". -While "Hitoe", "Yoe", and "Itsue" are solely starters for this combo system, "Mie" can be used to both start or end this combo system. Thus, "Mie" can be used twice. -"Futae" can be cancelled into a Chase Jump in Beast Form if opponent is knocked into/juggled in midair. ------------------------------ |SHIHO SHINITSU NO E FLOW CHART| ------------------------------ KYOHATAI (HITOE) K || || \/ FUJIN KYAKU (ITSUE) GASOKUTAI-KANAME (FUTAE) ROKURAKUSEN-KO (MIE) d+K --> --> K <-- --> u+K /\ || || ROKURAKUSEN-OTSU (YOE) b+K ```````````````````````````````````````````````````````````````````````````````````` ------------- |BASIC ATTACKS| ------------- (UNDER CONSTRUCTION) ---------------- |THROW TECHNIQUES| ---------------- *HUMAN FORM* | *BEAST FORM* ----------------------------------------------------------------- NAME: INDARA | NAME: TENUN SENSHO TRNS: BLIND LASSO | TRNS: MIRACLE JUMP TO THE CLOUDS IN THE SKY CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front) HGHT: HIGH | HGHT: HIGH DMGE: 20 | DMGE: 10 | EFFT: sf, T, tn *EITHER FORM* ------------- NAME: HOSHIN TRNS: BREAKDOWN CMND: d+P+K HGHT: LOW DMGE: 3 EFFT: hc ---------- NAME: RASEN KORAKU TRNS: SPIRALING STEEL DROP CMND: P+K (From opponent's back) HGHT: HIGH DMGE: 30 ---------- NAME: KOPPAHEN TRNS: SPLINTER CMND: d+P+K (in midair) HGHT: A DMGE: 28 ---------- --------------- |COMMAND ATTACKS| --------------- 1) NAME: HOKOJIN TRNS: SCATTERED PATTERN CMND: d,df,f+P TYPE: MULTI-HIT ATTACK HGHT: M(x5) STOP: YES DMGE: 22 ---------- 2) NAME: FUGAKU SANJUROKUMON TRNS: VERSE OF MT. FUJI CMND: d,df,f+{K} TYPE: ATTACK HGHT: H STOP: YES DMGE: 20 EFFT: ba ---------- 3) NAME: PINFU TRNS: PEACE CMND: d,df,f+B TYPE: STYLE CHANGE HGHT: NONE DMGE: 0 -FROM PINFU, DO EITHER ONE OF THE FOLLOWING- --------------------------------------------------------------------------- NAME: SENMEN PINFU | NAME: MASO PINFU | TRNS: PEACEFULLY CLEANING THE FACE | TRNS: PEACEFULLY SHARPENING THE CLAWS | CMND: P | CMND: K | HGHT: L-L | HGHT: L-L-L | DMGE: 6 | DMGE: 9 | | EFFT: kn | ---------------------------------------------------------------------------------------------- NAME: HEKIREKI PINFU | NAME: OKUBYO-KAI (KO) | NAME: OKUBYO-KAI (OTSU) | TRNS: CALM THUNDERCLAP | TRNS: SCAREDY CAT-REVISED (FRONT) | TRNS: SCAREDY CAT-REVISED (BACK) | CMND: {B}-{B}-{B} | CMND: f | CMND: b | HGHT: H(x6) | HGHT: NONE | HGHT: NONE | DMGE: 37 | DMGE: 0 | DMGE: 0 | ---------------------------------------------------------------------------------------------- NAME: BYOTEN PINFU | TRNS: CALM CAT ROLL | CMND: u+B | HGHT: M | DMGE: 15 | EFFT: ln; sp (s/c) | --------------------- -TO CANCEL PINFU- ------------------------------------------------------------------------------------- NAME: (NONE) | NONE: (NONE) | CMND: R1 | CMND: ANY DIRECTION DURING SEMEN/MASO PINFU | DESC: Cancel Pinfu/Go into Hard guard | DESC: Cancel Pinfu/Quickly return to normal | ------------------------------------------------------------------------------------- *NOTES* -Uriko can do an air recovery after "Hekireki Pinfu". -"Hekireki Pinfu" will put Uriko in the Down position. Although she cannot do a Rising Attack, she can do everything else associated with Down position (Roll, Recovery Speed Boost, etc.). -"Okubyo-Kai (Ko)" and "Okubyo-Kai (Otsu)" allows Uriko to move back & forth during Pinfu. They can be used continuously to one's liking, whether in one direction or constantly changing direction. ---------- 4) NAME: GOFUGAKU SHO TRNS: ENCHANTED FRAME PALM CMND: d,db,b+P TYPE: GUARD ATTACK HGHT: M STOP: YES DMGE: 10 EFFT: kn; bnd (s/c) ---------- 5) NAME: HIEN RAKU TRNS: FALLING SWALLOW CMND: d,db,b+K TYPE: ATTACKK HGHT: M STOP: YES DMGE: 10 EFFT: hc (s/c) -FROM HIEN RAKU, DO EITHER ONE OF THE FOLLOWING- ----------------------------- NAME: SOKYU HIEN RAKU | TRNS: AZURE FALLING SWALLOW | CMND: B / Press forward | HGHT: M-M / NONE | DMGE: 19 / 0 | ----------------------------- -HIEN RAKU FOLOWUPS WHEN NEAR A WALL- ---------------------------------------------------------- NAME: SHIN SETSUUN | NAME: SAIRAI HIEN RAKU | TRNS: LINGERING SNOWCLOUD | TRNS: FALLING SWALLOW RETURNS | CMND: Press forward | CMND: Nothing | HGHT: M | HGHT: NONE | DMGE: 8 | DMGE: 0 | | EFFT: hc (s/c) | ---------------------------------------------------------- *NOTES* -Believe it or not, but Hien Raku can hit up to 2 times! It's very hard to do, though. Uriko's only bet on scoring two hits is on an airborne foe. -Shin Setsuun can only be done when Uriko is facing a wall. When Uriko connects with a wall, she will backflip over her opponent. -Sairai Hien Raku can only be done when Uriko's back is to the wall. When Uriko connects with a wall, she will drop back down with Hien Raku again. However, the follow-ups associated with Uriko's regular Hien Raku cannot come into play through Sairai Hien Raku. The same can be said about the 2nd hit that Hien Raku is capable of doing (mainly because it's the same as Sairai Hien Raku minus the wall jump). ---------- 6) NAME: SENTEN CHORAKU TRNS: FOLDING SKY FALLING BIRD CMND: d,db,b+{B} TYPE: ATTACK HGHT: H STOP: NO DMGE: 5 -FROM SENTEN CHORAKU, GO INTO ANY OF THE FOLLOWING- (a) NAME: SENTEN HOBU TRNS: FOLDING SKY DANCE OF THE PHOENIX CMND: d+{B}(x7) HGHT: VARIES DMGE: 100 (b) NAME: SENTEN HOSHO TRNS: FOLDING SKY FLIGHT OF THE PHOENIX CMND: u+{B}(x7) HGHT: VARIES DMGE: 120 (c) NAME: SENTEN HOYOKU TRNS: FOLDING SKY WINGS OF THE PHOENIX CMND: b+{B}(x7) HGHT: VARIES DMGE: 120 (d) NAME: SENTEN HORIN TRNS: FOLDING SKY SCALES OF THE PHOENIX CMND: f+{B}(x7) HGHT: VARIES DMGE: 102 (f) NAME: SENTEN FUKI TRNS: FOLDING SKY SPURRED WINDS CMND: B-B-{B} HGHT: H-SM-H DMGE: 50 EFFT: hc, ln, sp *NOTES* -"Senten Hobu", "Senten Hosho", "Senten Hoyoku", and "Senten Horin" (a.k.a. "Auto R.H.S" for those who want an easier title to remember) are different variations of Uriko's complete Circle Combo, which can all be ended with a R.H.S. Shuryo Waza anytime during the 1st 6 presses of the B button. However, if B is pressed a 7th time, then a preset Shuryo Waza will follow, each different depending on which "Senten" is executed. ---------- ----------- |BEAST DRIVE| ----------- PRESET BEAST DRIVE: BIKKURI BYOTEN ------------------------------------------------------------ BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B} | ------------------------------------------------------------ NAME: BIKKURI BYOTEN | NAME: HORIN TENBU RYUHATENGYO KYAKU TRNS: CAT ROLL SURPRISE | TRNS: FLIGHT OF THE PHOENIX CIRCLE: THE AMAZING-HEAVENLY- TYPE: MULTI-HIT ATTACK | SHATTERING-KICK OF THE DRAGON HGHT: M | TYPE: ???? DMGE: 42+ | HGHT: ???? ADDT: Press buttons/direction | DMGE: ???? keys to increase damage | ADDT: See notes *NOTES ON BIKKURI BYOTEN* -Pressing nothing will make Uriko bounce at a moderate pace. The path she takes is also random. However, pressing buttons or direction keys will make her bounce in a frenzy, which also increases the # hits and damage of this Beast Drive. -Pressing in any direction will control the path which Uriko travels, while pressing the attack buttons will cause her to bounce up and down. -The number of hits Uriko does determines the overall damage. On an even larger scale, the size & structure of the stage Uriko fights in affects the # hits Uriko is capable of doing, meaning the larger the stage the fewer the hits. *NOTES ON HORIN TENBU RYUHATENGYO KYAKU* -Uh, what can be said about this? Instead of trying to explain, let me first list the different outcomes of this unique, yet unusual, Beast Drive: -------------------------------------------------------------------- #1 | #2 | DESC: Uriko runs towards a wall | DESC: Uriko leaps up onto a wall | TYPE: RETREAT/LAUNCH | TYPE: LAUNCH | HGHT: L | HGHT: M | DMGE: 5 | DMGE: 5 | ---------------------------------------------------------------------------------------------- #3 | #4 | DESC: Uriko soars through the air | DESC: Uriko lands on her opponent (front) | TYPE: THROW (STRIKE) | TYPE: MULTI-HIT ATTACK | HGHT: A | HGHT: M | DMGE: 43 | DMGE: 57~59 | ADDT: Press left or right to | ADDT: Hold {B} after Uriko throws her opponent/lands on | control angle of descent | the ground to charge up | ---------------------------------------------------------------------------------------------- #5 | #6 | DESC: Uriko lands on her opponent (back) | DESC: Uriko misses & lands on the ground | TYPE: ATTACK | TYPE: GROUND ATTACK | HGHT: M | HGHT: SM | DMGE: 59 | DMGE: 39 | | EFFT: tn | ------------------------------------------------------------------------------------ -Let's see, where should I begin.... -The real outcome of this Beast Drive is Outcome #4, but don't just settle for this only. The other outcomes are just as fun, and necessary depending on the situation. -While Outcome #1 & #2 are used to setup this Beast Drive, Outcomes #3, #4, & #5 are the "successful" results for this Beast Drive. Outcomes #3, #4, & #5 will fill up Uriko's Beast Gauge with energy a little bit after this Beast Drive ends, with #5 being the most beneficial (almost 1/4 of the Beast Gauge is filled). Outcome #6 is the "miss" result, which gives back no energy to the Beast Gauge, but will cause Uriko's opponent to turn if it connects. -The easiest way for outcome #1 to connect is to execute this Beast Drive with Uriko's back to her opponent. Instead of retreating, she'll run straight towards her opponent. If this connects, then outcome #3 can follow up to finish this Beast Drive if timed correctly. Note that if outcome #1 is blocked, Uriko will turn around & run in the opposite direction. -If the opponent chases Uriko as she runs towards a wall, outcome #2 will come into play. Any character that's near Uriko as she goes onto the wall will immediately be launched straight up. However, this doesn't seem to connect on another Uriko player due to her height. Will also hit if her opponent jumps at her. Timing is very critical, though. -If outcome #2 somehow connects, outcome #3 can follow up, but will miss most of the time. To increase the chances of outcome #3 connecting, Uriko's descent has to be steered correctly. -Outcome #3 will work on an airborne character, whether he/she is launched or just jumping regularly. -If Uriko crosses over her opponent after flying off the wall, she can connect with this Beast Drive (which will turn into Outcome #4). This will only happen if her opponent is close to the wall she flies off of, while Uriko has to be steered abit so she doesn't fly completely by her opponent. -The damage of outcome #4 can be increased, but that involves changing how it finishes. Normally, when Uriko throws her opponent up after hitting him/her repeatedly, she ends with a flying kick. If B is held, though.... -Uriko will crouch down and begin to powerup. Once B has been pressed, Uriko will be unable to hit her thrown opponent while he/she is in the air, even if B was tapped down lightly. Instead, holding down B will delay the flying kick to strike her opponent as he/she gets up. Although blockable, set up the flying kick so that Uriko attacks before her opponent can get up. -Normally, Uriko will gain some energy in her Beast Gauge when the last hit connects in Outcome #4. However, if the B button is held, the last hit has a chance to miss (on some rare occasions, it may miss even if the B button is held). If the last hit misses or is blocked, then Uriko not only falls to the floor, but she will not gain any energy in her Beast Gauge. -Outcome #6 will connect with her opponent at his/her legs, just as she hits the ground. Uriko will be in a down position. Note that if this is blocked or misses, Uriko can be hit as she bounces on the ground, causing her to be on her feet. ---------------------------- |COMBINATION ATTACKS -HUMAN-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION INPUT | -------------------------------------------------------------------------------------------- 1)RAIKAN REKKU/THUNDER BEAD SURGE P-P-P-P*-P{c} or db+P-P-P-P*-P{c} NOTES: Last part for both variations will launch an opponent. -------------------------------------------------------------------------------------------- 2)RAIKAN KO/THUNDER BEAD PIERCING P-P-P-P*-f+P* or db+P-P-P-P*-f+P* -------------------------------------------------------------------------------------------- 3)SANOREN/BLOSSOM-DISPERSING SICKLE d+P-d+K -------------------------------------------------------------------------------------------- 4)TENHA SOSUI/SUPREME ROLL SWEEPING WHIP f,f+P-P -------------------------------------------------------------------------------------------- 5)TENHA SENKYU TAI/SUPREME ROLL PIERCING f,f+P-K BOW FOOT -------------------------------------------------------------------------------------------- 6)RENBYO SOGEKI/KITTY SCRATCH-UP LD, P-f+{B} -------------------------------------------------------------------------------------------- 7)RENKAN TAI/ROLLING KICKS f+K-K# -------------------------------------------------------------------------------------------- ---------------------------- |COMBINATION ATTACKS -BEAST-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION INPUT | -------------------------------------------------------------------------------------------- 1)RAIKAN REKKU/THUNDER BEAD SURGING P-P-P-P*-K-{B} BYOBIKYAKU / CAT'S TAIL KICK or db+P-P-P-P*-K-{B} -------------------------------------------------------------------------------------------- 8)KINSEN BYOBIKYAKU/WHIRLING AXE & cAT'S df+K-{B} TAIL KICK -------------------------------------------------------------------------------------------- 10)SOSHU BYOBU/KITTY'S SCRATCH BOOGIE B-B-B -------------------------------------------------------------------------------------------- 11)RAIGEKI SENPU /THUNDERSTRIKE! b+B-K-{B} BYOBIKYAKU / WHIRLWIND CAT'S TAIL KICK -------------------------------------------------------------------------------------------- ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` -=GADO: THE DEPRESSED LION=- ------ |PROILE| ------ FULL NAME: Alan Gado COUNTRY: France AGE: 49 HEIGHT: 194 cm WEIGHT: 105 kg OCCUPATION: The highest-ranking commissioner of the United Nations LIKES: Brandy DISLIKES: Neckties BEAST FORM: Lion ------------- |BASIC ATTACKS| ------------- -------------------------------------------------------------------------------------------- | NAME | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- JAB P H 10 TOMAHAWK SHOT f+P M 15 TURNING ELBOW b+P H 24 SQUAT JAB d+P SM 10 SHELL SHOT df+P M 17 AMBUSH CANNON db+P SM 16 DIVE CANNON f,f+{P} M 24 bnd STREAK FIRE DASH+P{c} M 26 RISE SHOT LD+P M 14 TURN KNUCKLE BACK, P H 13 tn SQUAT TURN KNUCKLE BACK, d+P SM 14 DROP SHOT u+{P} M 28 bnd JUMPING KNUCKLE JUMP, P SM 10 JUMPING HAMMER JUMP, f+{P} M 27 bnd PRESSURE BOMB FOE IS DOWN, d+P L 10 RISING BARREL K H 13 NEEDLE LANCER f+K M 15 SPIN TURRET b+K{c} H 30 fl; ba (s/c) SPLIT MINE d+K L 17 tp; sw (s/c) INTENSE SHOOT df+K M 26 hc HEATING WHEEL db+K L 21 sw KNEE DRIVE f,f+K{c} M 25 ln; sp (s/c) MINE SLIDER DASH+K L 26 tp; sw (s/c) VERTICAL BARREL LD+K M 19 sb; ln (s/c) REVERSE KICK BACK, K H 21 LOW REVERSE KICK BACK, d+K L 16 sw AIR CANNON u+{K} M 32 ba JUMPING KICK JUMP, K SM 17 MISSILE KICK (FRONT) JUMP, f+{K} M 21 ba MISSILE KICK (BACK) JUMP, b+{K} M 21 ba MUZZLE HAMMER FOE IS DOWN, d+K M 12 NAIL SCRATCH B H 16 NAIL SPEAR f+{B} M 19 VANISHING SCRATCH b+{B} M 28 T, ba NAIL SWEEP d+B L 16 LOW TWIN SCRATCH df+B L 18 SQUAT BACK TURN SCRATCH db+B L 17 T DINO HEAD f,f+B M 20 BRUTAL RAID DASH+{B} M 29 ba GROUND SCRATCH LD+B L 25 tp; sw (s/c) BACK DROP KICK BACK, B M 27 fl; ba (s/c) SQUAT TURN SWEEP BACK, d+B L 24 tp; sw (s/c) DIVE TWIN SCRATCH u+B SM 18 SHAVE KICK JUMP, B M 21 ROLLING SHREDDER JUMP, f+B M 27 kn; bnd (s/c) KILL SCRATCH FOE IS DOWN,B L 6 *NOTES* -"Ambush Cannon" causes Gado to step backwards. Through this, he can counterattack most mid attacks, and some low attacks. -"Streak Fire" is a Strike Throw -Gado will be off the ground briefly during "Drop Shot", "Air Cannon", and "Dive Twin Scratch", enabling him to counter most low attacks. -"Ground Scratch" keeps Gado low to the ground & causes him to roll to the side. -"Rolling Shredder" will launch an opponent if he/she is struck while behind Gado. ```````````````````````````````````````````````````````````````````````````````````` ---------------- |THROW TECHNIQUES| ---------------- *HUMAN FORM* | *BEAST FORM* ----------------------------------------------------------------- NAME: GRAB KNOCKDOWN | NAME: DAMSITE FANG CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front) HGHT: HIGH | HGHT: HIGH DMGE: 33 | DMGE: 38 ADDT: Press R1 to stop just as Gado's hand lights up *NOTES ABOUT GRAB KNOCKDOWN* -After this throw has been stopped, Gado can follow up with anything of his liking except a regular throw (P+K). *EITHER FORM* ------------- NAME: SHAKE BOMB CMND: d+P+K HGHT: LOW DMGE: 38 ---------- NAME: SURPRISE CRASH CMND: P+K (From opponent's back) HGHT: HIGH DMGE: 27 ---------- --------------- |COMMAND ATTACKS| --------------- 1) NAME: HEAT CAPTURE CMND: d,df,f+P {c} TYPE: THROW (STRIKE) HGHT: H STOP: YES DMGE: 40 -FROM HEAT CAPTURE, DO EITHER ONE OF THE FOLLOWING- ---------------------------------------------------------------- NAME: HEAT CAPTURE MIDDLE KICK | NAME: HEAT CAPTURE LOW KICK | CMND: {K} | CMND: K | HGHT: M | HGHT: L | DMGE: 49 | DMGE: 49 | EFFT: ln | EFFT: sw | ---------------------------------------------------------------- ---------- 2) NAME: RAGE CUTTER CMND: d,df,f+K TYPE: MULTI-HIT ATTACK HGHT: M-M STOP: YES DMGE: 30 ADDT: Press R1 after 1st hit/start of 2nd hit to stop ---------- 3) NAME: DEMOLITION FANG CMND: d,df,f+{B} TYPE: THROW (STRIKE) HGHT: M STOP: YES DMGE: 46 ---------- 4) NAME: ASSAULT BLOW CMND: d,db,b+{P} TYPE: ATTACK HGHT: M STOP: NO DMGE: 38-60 ADDT: Hold P to charge up ADDT: Press R1 just as Gado's fist lights up to cancel ---------- 5) NAME: DANGER SPIN CMND: d,db,b+K TYPE: GUARD ATTACKK HGHT: SM STOP: YES DMGE: 24 -OR- NAME: PRESSURE OF TYRANT (1ST PART) CMND: d,db,b+K TYPE: COMBINATION ATTACK HGHT: SM -NEXT- (2ND PART) CMND: b,f+{P} HGHT: M -NEXT- (3RD PART) CMND: d,df,f+{P} HGHT: M -NEXT- (4TH PART) CMND: d,db,b+{P} HGHT: M DMGE: 114-154 ADDT: Hold P on the last part to charge up ADDT: Press R1 just as Gado's fist lights up for the last part to cancel *NOTES* -The 1st, 2nd, & 3rd part of Pressure of Tyrant can stun a character if each strike as a counter hit. While there's a possibility to recover from the 1st part, the 2nd & 3rd part will stun a character so much that the 4th part (uncharged) will strike flawlessly. ---------- 6) NAME: RISING LASER CMND: d,db,b+{B} TYPE: LAUNCHER HGHT: M STOP: YES DMGE: 32 ---------- 7) NAME: ABSOLUTE FIRE CMND: b,f+{B} TYPE: THROW (STRIKE) HGHT: M STOP: YES DMGE: 22 ---------- ----------- |BEAST DRIVE| ----------- PRESET BEAST DRIVE: G-CANNON ------------------------------------------------------------ BD #1: d,df,f (x2) + B | BD #2: d,db,b (x2) + {B}| ------------------------------------------------------------ NAME: G-BOMBER | NAME: G-CANNON TYPE: THROW (GRAB) | TYPE: ATTACK HGHT: H | HGHT: M DMGE: 78 | DMGE: 84 ADDT: NONE | ADDT: NONE *NOTES ON G-BOMBER* -It is not possible to execute this from an attack with a Cancel Point... *NOTES ABOUT G-CANNON* -Depending on your distance away from a wall, Gado's launched opponent will bounce off the wall and land on top of him, doing minor damage to Gado. ---------------------------- |COMBINATION ATTACKS -HUMAN-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)SHOTGUN COMBINATION G P-

-------------------------------------------------------------------------------------------- 2)HEAVYWEIGHT SHOTGUN G P-

-f+P -------------------------------------------------------------------------------------------- 3)SHOTGUN COMBINATION DRIVE P-

-f+{K} NOTES: Last hit will launch opponent. -------------------------------------------------------------------------------------------- 4)SPINNING STRIKE b+P-

* NOTES: 2nd hit will cause "kn" stun. -------------------------------------------------------------------------------------------- 5)TWIN TOMAHAWK f+P-P* -------------------------------------------------------------------------------------------- 6)TOMAHAWK.... f+P.... ...BUSTER ...P*-P* ...DRIVE ...K -------------------------------------------------------------------------------------------- 7)TOMAHAWK TO.... f+P-f+P*.... ...SKY LAUNCHER STRIKE ...f+K-K-{K} ...SOLID LAUNCHER STRIKE ...f+K-f+K-{K} ...GROUND LAUNCHER STRIKE ...f+K-d+K-{K} ...FEINT SKY/SOLID/GROUND LAUNCHER ...f+K-(f+ or d+)K-P -------------------------------------------------------------------------------------------- 8)SHELL.... df.... ...SMASH ...{P} ...SLASH ...df+K -------------------------------------------------------------------------------------------- 9)TROOPER COMBINATION K-K-{K} -------------------------------------------------------------------------------------------- 10)COMMANDO EDGE COMBINATION.... K-K-f+K.... ...HIGH ...K-{K} ...MIDDLE ...f+K-{K} ...LOW ...d+K-{K} ...FEINT ...(f+ or d+)K-P -------------------------------------------------------------------------------------------- 11)HEAT BLASTER TWIN TO LAUNCHER.... K-b+P-

*-f+K.... NOTES: See combos #12, #13, #14, and #15 for follow-ups. --------------------------------------------------------------------------------------------- 12)SKY LAUNCHER STRIKE f+K-K-{K} --------------------------------------------------------------------------------------------- 13)SOLID LAUNCHER STRIKE f+K-f+K-{K} --------------------------------------------------------------------------------------------- 14)GROUND LAUNCHER STRIKE f+K-d+K-{K} --------------------------------------------------------------------------------------------- 15)FEINT SKY/SOLID/GROUND LAUNCHER f+K-(f+ or d+)K-P --------------------------------------------------------------------------------------------- 16)SIGHT BREAK LD+P-P --------------------------------------------------------------------------------------------- ---------------------------- |COMBINATION ATTACKS -BEAST-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)DOUBLE SCRATCH B-B* -------------------------------------------------------------------------------------------- 2)TRIPLE.... B-B*.... ...SCRATCH ...{B} ...LOW SCRATCH ...d+B --------------------------------------------------------------------------------------------- 3)SCRATCH TO LAUNCHER.... B-B*-f+K.... NOTES: See combos #12, #13, #14, and #15 from Gado's Human Combinations list for follow-ups. --------------------------------------------------------------------------------------------- 4)TRAP NAIL B-d+B* --------------------------------------------------------------------------------------------- 5)DESTROY SCRATCH f+{B}-{B}* --------------------------------------------------------------------------------------------- 6)BLIND SCRATH f+{B}-d+B, T --------------------------------------------------------------------------------------------- 7)BLOODY RAGE u+B-d,df,f+{B} NOTES: d,df,f+{B} (Demolition Fang) can be canceled by R1. --------------------------------------------------------------------------------------------- 8)SHOTGUN BLIND SCRATCH P-P-d+B, T --------------------------------------------------------------------------------------------- 9)LIGHTNING SCRATCH df+P-f+{B}-{B} --------------------------------------------------------------------------------------------- 10)DARKNESS SCRATCH df+P-f+{B}-d+B, T --------------------------------------------------------------------------------------------- 11)HEAT BLASTER.... K-b+P-

*.... ...DOUBLE CLAW ...B*-{B} ...STROME ...B*-d+B --------------------------------------------------------------------------------------------- 12)HEAT BLASTER NAIL TO.... K-b+P-

*-B*.... ...SKY LAUNCHER STRIKE ...f+K-K-{K} ...SOLID LAUNCHER STRIKE ...f+K-f+K-{K} ...GROUND LAUNCHER STRIKE ...f+K-d+K-{K} ...FEINT SKY/SOLID/GROUND LAUNCHER ...f+K-(f+ or d+)K-P --------------------------------------------------------------------------------------------- ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` -=STUN: THE ONE WHO LIVES IN DARKNESS=- FULL NAME: Steven Goldberg COUNTRY: America AGE: 36 HEIGHT: 186 cm WEIGHT: 120 kg OCCUPATION: Unknown LIKES: He can't remember DISLIKES: Doesn't want to remember BEAST FORM: Insect ------------- |BASIC ATTACKS| ------------- -------------------------------------------------------------------------------------------- | NAME | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- SHELL PUNCH P H 12 BIOFORCE THROW f+P M 7 ln VERMIN BLOW b+{P} M 23 HANDKNIFE d+P SM 8 VERMIN UPPER df+P M 13 sb; ln (s/c) ASSAULT SLASH db+P M 15 hc BODY SLASHER f,f+{P}(x3) M-M-SM 18 bnd SHELL TACKLE DASH+P{c} M 18 ba GROUND MESH LD+P M 13 SPINAL BREAK BACK, P H 12 VERMIN NAIL BACK, d+P SM 10 HEAD CRUSHER u+P H 17 kn; bnd (s/c) FLYING SHELL PUNCH JUMP, P SM 9 FLYING HEAD CRUSHER JUMP, f+{P} M 23 bnd LID CRUSH FOE IS DOWN, d+P L 6 SOLID KICK K M 10 THRUST KICK f+K M 14 LAUNCHING KICK b+K H 18 hc (s/c) KNEE CRUSH d+K L 8 GROUND STEP df+K - - HEEL HAMMER db+K L(x2) 14 sw KNEE BLAST f,f+K{c} M(x2) 12 T, fl; ba (s/c) DUAL SOLID KICK DASH+K L(x2) 19 sw LEG UPPER LD+K M 15 ln; sp (s/c) BRASH HIGH KICK BACK, K(c) H 21 GROUND BRASH KICK BACK, d+K L 15 sw LEG GUILLOTINE u+{K} M 18 bnd JUMPING HIGH KICK JUMP, K SM 15 JUMPING BUG KICK (FRONT) JUMP, f+{K} M 18 ba JUMPING BUG KICK (BACK) JUMP, b+{K} M 18 ba BONE SCRATCH FOE IS DOWN, d+K L 6 BEETLE HEAD B M 11 ROLLING BUG HEAD f+{B} M 16 THRUST BUG HEAD b+{B} M 21 ba MANTIS FANG d+B L 14 tp; sw (s/c) BUG MIDDLE df+{B} M 12 sp BUG GROUND db+B L 18 tp (s/c) CHARGE BUG HEAD f,f+B M 18 fl; ba (s/c) JET BEETLER DASH+{B} M 26 ba GROUND HORN LD+B L 17 tp; sw (s/c) DUAL CLAW KICK BACK, B M 18 fl; ba (s/c) BUG CLAW BACK, d+B L 15 HORN CHOP u+{B} M 22 bnd FLYING BUG KICK JUMP, B M 18 BUG PRESS JUMP, f+{B} M 23 bnd HORN PRESS FOE IS DOWN,B L 12 *NOTES* -Only the 1st hit of Body Slasher is a Guard Break. 2nd & 3rd hit can be blocked by either a Light Guard or Hard guard. -Ground Step will allow Stun to go under High attacks, as well as most Middle attacks that do not strike too low. Same goes for Semi-Mid attacks. -Bug Press will put Stun in the Down position. Although he cannot do a Rising Attack, he can do everything else associated with Down position (Roll, Recovery Speed Boost, etc.). ---------------- |THROW TECHNIQUES| ---------------- *HUMAN FORM* | *BEAST FORM* ----------------------------------------------------------------- NAME: CRYING THROW | NAME: BUG HACK CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front) HGHT: HIGH | HGHT: HIGH DMGE: 30 | DMGE: 27 *EITHER FORM* ------------- NAME: STUN BOMB CMND: d+P+K HGHT: LOW DMGE: 33 ---------- NAME: STUN THROW CMND: P+K (From opponent's back) HGHT: HIGH DMGE: 33 ---------- NAME: AIR BOMBER CMND: d+P+K (in midair) HGHT: AIR DMGE: 28 ---------- NAME: SPIRAL RAID CMND: d,d+P+K HGHT: LOW DMGE: 37 ---------- NAME: STUN CRUSH CMND: d,df,f+P+K HGHT: HIGH DMGE: 28 ADDT: Press the directional keys or attack buttons during Stun Crush to recover faster (Opponent only) ADDT: Press the attack buttons to get up before the opponent (Stun only) ADDT: Press any of the directional keys to roll (Stun only) -FROM STUN CRUSH DO THE FOLLOWING- NAME: BRAIN CRASH BOMB CMND: d,db,b+P+K DMGE: 19 *NOTES* -The timing for Stun to execute Brain Crash Bomb after Stun Crush isn't hard at all. Just as Stun slams his opponent into the ground, do the motion for Brain Crash Bomb immediately. This will also work if it is done just slightly before Stun slams his opponent. -If Stun Crush is the only part executed, Stun can get up very fast afterwards. Not only does Stun stand up quicker than his opponent, but he can also hit his opponent before he/she fully recovers. This is a good maneuver for Stun to use to stay on the offensive. -In defense, the opponent can speed up his/her recovery time during Stun Crush by pressing any buttons. If done correctly, opponent will try to stand/roll after being slammed. This can help to get away if Stun gets up beforehand, but the opposition will still have no offensive advantages. ---------- NAME: DRAG CMND: b+P+K HGHT: HIGH DMGE: 0 EFFT: tn ---------- NAME: DARK SANCTION COMBO (1ST PART) CMND: f,df,d,db,b+P+K HGHT: HIGH -NEXT- (2ND PART) CMND: d,d+P+K -NEXT- (3RD PART) CMND: d,u+P+K DMGE: 63 *NOTES* -The timing for Stun to execute each part of Dark Sanction Combo can be tricky, but not impossible. Each time Stun slams his opponent into the ground, the motion for the next part should be done immediately. This will also work if it is done just slightly before Stun slams his opponent. Just be wary of the timing. ---------- --------------- |COMMAND ATTACKS| --------------- 1) NAME: SPIDER DROP CMND: d,df,f+P TYPE: THROW (STRIKE) HGHT: H STOP: YES DMGE: 24 ---------- 2) NAME: HORNET GRAB CMND: d,df,f+K TYPE: THROW (STRIKE) HGHT: M STOP: YES DMGE: 26 ---------- 3) NAME: ANTLER BOMB CMND: d,db,b+P TYPE: THROW (STRIKE) HGHT: L STOP: YES DMGE: 37 ---------- 4) NAME: GRASSHOPPER LEG CMND: d,db,b+K TYPE: GUARD ATTACK HGHT: M STOP: YES DMGE: 15 ---------- 5) NAME: RIOT BEETLE CMND: d,df,f+B TYPE: THROW (STRIKE) HGHT: M STOP: YES DMGE: 30 ---------- 6) NAME: BIO REJECT CMND: d,db,b+B TYPE: GUARD REVERSAL HGHT: M STOP: NO DMGE: 17 *NOTES* -This technique will make Stun counter any attack that hits high or middle, front or back. Protected by a Light Guard, Stun will not take damage during this. -Throws, low attacks, and Guard Breaks are what will stop this technique. ---------- 7) NAME: LIGHTNING MINE CMND: b,f+{P} TYPE: THROW (STRIKE) HGHT: H STOP: YES DMGE: 23 ---------- 8) NAME: BIO SHOCK CMND: f,b+P TYPE: GROUND ATTACK HGHT: L STOP: YES DMGE: 27 ---------- PRESET BEAST DRIVE: BOOSTING BURST ------------------------------------------------------------ BD #1: d,df,f (x2) + B | BD #2: d,db,b (x2) + B | ------------------------------------------------------------ NAME: VTOL BUSTER | NAME: BOOSTING BURST TYPE: THROW (GRAB) | TYPE: THROW (GRAB) HGHT: M | HGHT: ALL DMGE: 70 | DMGE: 86 ADDT: NONE | ADDT: NONE *NOTES ON VTOL BOMBER* -Although Stun is in the air, this Beast Drive cannot be ducked under, nor blocked. The only way to escape is to either Lie Down or hit Stun. -Stun launches his opponent at the end of this Beast Drive. Stun can follow up with an attack either before his opponent hits the ground to juggle (1-hit max), or after his opponent hits the ground (ex. Antler Bomb). *NOTES ON BOOSTING BURST* -It is not possible to execute this from an attack with a Cancel Point. ---------------------------- |COMBINATION ATTACKS -HUMAN-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)SHELL RUSH P-P*-P* NOTES: 3rd hit causes "sb", or "ln" (if it connects as a counterattack). -------------------------------------------------------------------------------------------- 2)SHELL RUSH GUILLOTINE P-P*-P*-{K} NOTES: NOTES: 3rd hit causes "sb", or "ln" (if it connects as a counterattack). 4th hit will put Stun in the Down position. Although he cannot do a Rising Attack, he can do everything else associated with Down position (Roll, Recovery Speed Boost, etc.). -------------------------------------------------------------------------------------------- 3)SHELL FACE SCRATCH P-P*-P*-LIGHTNING MINE NOTES: Stun's old combo. Although the last part has been turned into a Command Attack (Lightning Mine), this combo works exactly like the original from Bloody Roar 2. -------------------------------------------------------------------------------------------- 4)SHELL RUSH FORWARD P-P*-P*-df+K NOTES: Last part is the same as Stun's regular df+K (Ground Step). -------------------------------------------------------------------------------------------- 5)SHELL SLASHER P-K-P*-P NOTES: Last part causes "hc". -------------------------------------------------------------------------------------------- 6)HANDKNIFE COMBO d+P-K -------------------------------------------------------------------------------------------- 7)VERMIN UPPER FORWARD df+P-df+K NOTES: 1st part causes "sb". Last part is the same as Stun's regular df+K (Ground Step). -------------------------------------------------------------------------------------------- 8)ASSAULT SLASH FORWARD db+P-df+K NOTES: 1st part causes "hc". Last part is the same as Stun's regular df+K (Ground Step). -------------------------------------------------------------------------------------------- 9)SOLID CUTTER COMBO K-P*-P NOTES: Last part causes "hc". -------------------------------------------------------------------------------------------- 10)THRUST KNEE SMASH f+K-K* -------------------------------------------------------------------------------------------- 11)THRUST BLOW f+K-K*-b+{P} NOTES: Last part causes "ba". -------------------------------------------------------------------------------------------- 12)THRUST KNEE CRUSH f+K-d+K NOTES: Last hit causes "tp" only if it connects as a counter. -------------------------------------------------------------------------------------------- 13)COMBO ANTLER BOMB f+K-d+K-Antler Bomb NOTES: 2nd hit causes "tp" only if it connects as a counter. -------------------------------------------------------------------------------------------- ---------------------------- |COMBINATION ATTACKS -BEAST-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)BEETLE RUSH B-B -------------------------------------------------------------------------------------------- 2)BEETLE RUSH BEAT B-B-d+B NOTES: Last hit causes "tp", or "sw" only if it connects as a counter. -------------------------------------------------------------------------------------------- 3)CHAOS BEETLE RUSH B-B-d+B-d+B NOTES: 3rd hit causes "tp", or "sw" only if it connects as a counter. Last hit causes "tp" regularly, or "sw" if 1) 3rd hit stunned opponent beforehand or 2) it connects as a counter. -------------------------------------------------------------------------------------------- 4)BRUTAL BEETLE RUSH B-B-d+B-df+B NOTES: 3rd hit causes "tp", or "sw" only if it connects as a counter. Last hit causes "ln", enabling Stun to follow-up with any attack of his liking (including a Chase Jump). -------------------------------------------------------------------------------------------- 5)VIOLENT BEETLE RUSH B-B-d+B-df+B-u+B NOTES: 3rd hit causes "tp" or "sw" (if it connects as a counter), 4th hit causes "ln", and the last hit causes "bnd". -------------------------------------------------------------------------------------------- 6)MANTIS FANG FORWARD d+B-df+K NOTES: 1st hit causes "tp", or "sw" only if it connects as a counter. Last part is the same as Stun's regular df+K (Ground Step). --------------------------------------------------------------------------------------------- 7)HORN CHOP FORWARD u+{B}-df+K NOTES: 1st hit causes "bnd". Last part is the same as Stun's regular df+K (Ground Step). -------------------------------------------------------------------------------------------- ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` -=SHEN LONG: JUSTICE, ALONG WITH POWER=- ------ |PROILE| ------ FULL NAME: Shen Long (it's the only name that he remembers) COUNTRY: None AGE: 32 (according to Long's body) HEIGHT: 179 cm WEIGHT: 73 kg OCCUPATION: Ruffian LIKES: A town brawl DISLIKES: Pitch black areas BEAST FORM: Tiger ------------- |BASIC ATTACKS| ------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- JASEN/SNAKE STAB P H 6 --------------------------------------------------------------------------------------------- SHINBO SHOSUI/ADVANCING WHIP f+P M 15 hc --------------------------------------------------------------------------------------------- KOCHO SHO/BUTTERFLY PALM b+{P} M 20 ba --------------------------------------------------------------------------------------------- KASEI JASEN/DOWNWARD SNAKE STAB d+P SM 4 --------------------------------------------------------------------------------------------- TOTENHO/SKY BLASTING df+P M 10 --------------------------------------------------------------------------------------------- OKEN/STRAIGHT FIST db+P# M 14 hc --------------------------------------------------------------------------------------------- RIMON CHOCHU/BACKGATE ELBOW f,f+P* M 15 hc --------------------------------------------------------------------------------------------- SEN SHIPPO/QUICK-STEP ARROW DASH+P M 26 ba --------------------------------------------------------------------------------------------- ZANSUI/TEARING WHIP LD+P M 15 hc --------------------------------------------------------------------------------------------- KI KANHOSUI/KNEELING FACE SMASH BACK, P* H 14 --------------------------------------------------------------------------------------------- SHENLONG HOUSUI/SHEN LONG SMASH BACK, d+P SM 20 ba --------------------------------------------------------------------------------------------- TOKU SORANSHU/LEAPING JAMMING FISTS u+P U 14 hc --------------------------------------------------------------------------------------------- TOSUI/SOARING SLASH JUMP, P SM 10 --------------------------------------------------------------------------------------------- RAKU SOSUI/DIVING TWIN SLASH JUMP, f+{P} M 26 bnd --------------------------------------------------------------------------------------------- GEKICHISUI/EARTH BEAT FOE IS DOWN, d+P SM 7 --------------------------------------------------------------------------------------------- SHAHO BUNKYAKU/ANGLED KICK K H 11 --------------------------------------------------------------------------------------------- SOKOCHU/CARTWHEEL f+K M-M 19 kn --------------------------------------------------------------------------------------------- KOSENTAI/BACK SPIN KICK b+K U 19 T, sb//ln; ln//sp (s/c) --------------------------------------------------------------------------------------------- ZENSOTAI/FRONT SWEEP d+K L 7 --------------------------------------------------------------------------------------------- TOTAI/KICKING THROUGH df+K M 14 hc --------------------------------------------------------------------------------------------- KOSOTAI/REVERSE SWEEP db+K L 14 tp; sw (s/c) --------------------------------------------------------------------------------------------- FUSHIN KOSOTAI/DUCKING REVERSE SWEEP f,f+K L 15 tp; sw (s/c) --------------------------------------------------------------------------------------------- KOSEN HEBITE /SNAKE TAMER'S FLYING DASH+{K} H 25 ba HISHITAI / THRUST KICK - REVERSED --------------------------------------------------------------------------------------------- SENKYU TAI/PIERCING BOW FOOT LD+K M 16 sb//ln; ln//sp (s/c) --------------------------------------------------------------------------------------------- KOSHUTAI/BACK KICK BACK, K H 17 sb; ln (s/c) --------------------------------------------------------------------------------------------- TENSHIN SOTAI/TURN LEG SWEEP BACK, d+K L 9 tp; sw (s/c) --------------------------------------------------------------------------------------------- KOSEN HITAI/SPINNING JUMP KICK u+K H 20 sb//ln; ln//sp (s/c) --------------------------------------------------------------------------------------------- HISHITAI/FLYING THRUST KICK JUMP, K SM 16 --------------------------------------------------------------------------------------------- FUMON TOKAI/WINDGATE SHATTER (FRONT) JUMP, f+{K} M 17 ba --------------------------------------------------------------------------------------------- FUMON TOKAI/WINDGATE SHATTER (BACK) JUMP, b+{K} M 17 ba --------------------------------------------------------------------------------------------- SHINKYAKU/QUAKING FOOT FOE IS DOWN, d+K SM 10 --------------------------------------------------------------------------------------------- KOSOGEKI/TIGER CLAW ATTACK B H 10 --------------------------------------------------------------------------------------------- MOKO TOTAI/FIERCE TIGER LEG DROP f+B M 23 kn; bnd (s/c) --------------------------------------------------------------------------------------------- HAISHIN RYUBI/BACKWARD DRAGON'S TAIL b+B M 20 T, ln; sp (s/c) --------------------------------------------------------------------------------------------- FUKKO ZAN/CROUCHING TIGER SLASH d+B L 10 --------------------------------------------------------------------------------------------- FUKKO SOHA/CROUCHING TIGER DOUBLE df+B L 18 tp; sw (s/c) CLAW --------------------------------------------------------------------------------------------- TENPEN KAGETSU/LOOMING MOON FROM db+B L 12 T, tp; sw (s/c) HIGH ABOVE --------------------------------------------------------------------------------------------- RAKANBEN/ARHAT'S WHIP f,f+B M 16 ln; sp (s/c) --------------------------------------------------------------------------------------------- FUJU HOKO/WILD BEAST ROAR DASH+{B} M 26 ba --------------------------------------------------------------------------------------------- SHISHI SHOTENHO/LION'S BIG ROAST LD+B SM 19 ln; sp (s/c) --------------------------------------------------------------------------------------------- TETSUZAN KO/LEANING IRON MOUNTAIN BACK, {B) SM 23 ba --------------------------------------------------------------------------------------------- SHINCHIKU SO/SWAYING BAMBOO CLAW BACK, d+B L 16 tp; sw (s/c) --------------------------------------------------------------------------------------------- BYOSHIN CHUKYAKU/FELINE FLIPKICK u+B M 23 sb; ln (s/c) --------------------------------------------------------------------------------------------- JUTOKYAKU/PRIMAL RISING FOOT JUMP, B SM 20 --------------------------------------------------------------------------------------------- BYOSHIN CHUGEKI/FELINE SPIN ATTACK JUMP, f+B M 24 --------------------------------------------------------------------------------------------- GA KOBOKU SHOKU/FEASTING OF THE FOE IS DOWN,B SM 10 STARVED TIGER --------------------------------------------------------------------------------------------- *NOTES* -Shen Long will sidestep during the startup of "Kocho Sho", which allows him not only to avoid most attacks, but to counterattack as well. -"Ki Kanhosui" and "Koshutai" will keep Shen Long's back turned to his opponent. -In case you didn't notice, Shen Long can cancel from "Ki Kanhosui". Weird at first, but think of all the fu & strategies one can think up of (especially for combos). -Shen Long will sidestep abit during the startup of "Oken", which allows him not only to avoid most attacks, but to counterattack as well. ```````````````````````````````````````````````````````````````````````````````````` ---------------------------------------------- |SHIN-I-ROKU-GO-KEN: CIRCLE COMBO USER SECTION| ---------------------------------------------- Shini Rokugo Ken (Fist of the Mind & Cosmos) is the fighting system which Shen Long uses in battle. This time around, however, he revised his style into a totally new one. ROKUGO JARIN SHIKI (STYLE OF THE UNIVERSAL SNAKE CIRCLE) -------------------------------------------------------- Shen Long changed his previous style and created a new Circle Combo, one that fits his personality. Consisting of 6 different attacks, each attack follows each other in a circle-like motion, in any direction desired. While this Circle Combo can be started in numerous ways, each attack follows each other in a set manner one after another. Also, the same attack cannot be used twice. --------------------------------------------------------------------------------------- NAME: TAIKYOKU KIKO SHO | NAME: SUNTAI | NAME: SOSUI | NAME: TOKYAKU | TRNS: TAICHI ENERGIZED PALM | TRNS: SHORT LEG | TRNS: JAMMING WHIP | TRNS: RISING KICK | CMND: {P}# | CMND: d+K | CMND: f+{P}* | CMND: K | HGHT: M | HGHT: L | HGHT: M | HGHT: M | DMGE: 20 | DMGE: 14 | DMGE: 18 | DMGE: 15 | | | EFFT: hc | | --------------------------------------------------------------------------------------- NAME: KASEI CHOSHU | NAME: HEBITE BUNKYAKU | TRNS: HEAVY DUELING HANDS | TRNS: SNAKE TAMER SPLIT KICK | CMND: d+P# | CMND: f+K | HGHT: L-L | HGHT: M | DMGE: 15 | DMGE: 16 | --------------------------------------------------------- *NOTES* -If Sosui strikes as a counter, any attack afterwards will connect. This includes another part of the R.J.S, a Circle Combo Ender, the Beast Drive Attack "Ankei", a Command Attack, or a regular attack (if fast enough). ROKUGO JARIN SHIKI SHURYO WAZA (ENDING TECHNIQUES OF THE UNIVERSAL SNAKE CIRCLE STYLE) -------------------------------------------------------------------------------------- This Circle Combo can be followed up with any one of the "Rokugo Jarin Shiki Shuryo Waza", which can be inputted from any one attack of the R.J.S. ------------------------------------------------------------ NAME: DAKO | NAME: SENSHI | NAME: HAIKO | TRNS: STRIKE TIGER | TRNS: SHORT WHIRL | TRNS: BACK PRESS | CMND: b+{P}* | CMND: b+K | CMND: f,f+P | HGHT: M | HGHT: M-M | HGHT: M | DMGE: 20 | DMGE: 10 | DMGE: 31 | EFFT: ba | EFFT: ln, T | EFFT: fl; ba (s/c) | ----------------------------------------------------------------------------------------- NAME: KOSEN MUEI KYAKU | NAME: KASEI SODA | NAME: ZESSHO RENKAN HITAI | TRNS: STEEL LINE SHADOWLESS KICK | TRNS: HEAVY TWIN STRIKE | TRNS: UNESCAPABLE ROLLING | CMND: f,f+K{c} | CMND: d,d+P | FLYING KICKS | HGHT: M-M-M | HGHT: L | CMND: d,d+K{c} | | DMGE: 36 | DMGE: 16 | HGHT: L | EFFT: kn | EFFT: tp; sw (s/c) | DMGE: 40 | | | EFFT: ln, T | ----------------------------------------------------------------------------------------- NAME: KOUN RIN | NAME: ROKUGO FUKKO | NAME: ROKUGO SHOTENHO | TRNS: ROUND GOOSE CLOUD | TRNS: UNIVERSAL CROUCHING TIGER | TRNS: UNIVERSAL BIG ROAST | CMND: B*-B | CMND: B*-d+B | CMND: B*-f+B | HGHT: M-H | HGHT: M-L | HGHT: M-M | DMGE: 30 | DMGE: 25 | DMGE: 29 | EFFT: sb; ln (s/c) | EFFT: tp; sw (s/c) | EFFT: ln | -------------------------------------------------------------------------------------- NAME: ROKUGO RAKAN BEN | NAME: ROKUGO SENKYU TAI | TRNS: UNIVERSAL RAKAN'S WHIP | TRNS: UNIVERSAL PIERCING BOW THIGH | CMND: f,f+B | CMND: d.d+{B} | HGHT: M | HGHT: SM | DMGE: 18 | DMGE: 16 | EFFT: ln | EFFT: sp | ------------------------------------------------------------------ NAME: MOKO KOHAZAN | TRNS: SAVAGE TIGER MOUNTAIN SHREDDING | CMND: d,d,d+B | TYPE: BEAST DRIVE ENHANCED | HGHT: M | DMGE: 81 | -------------------------------------- *NOTES* -Shen Long will sidestep during the startup of Haiko, enabling him to counter against a retaliation from his foe. On the other hand, the reach of Haiko is abit sketchy, meaning there's a high chance of it to miss if Shen Long is not close enough to his foe. -After Zessho Renkan Hitai, Shen Long will land on the ground before his opponent with his back turned. It is possible to follow up with a Back attack. -Moko Kohazan can only be executed after all 6 parts of the "Snake Circle" has been executed. This is the same as Shen Long's Beast Drive version, minus the Light Guard & advancing forward motion. ROKUGO JARIN SHIKI KAISHI WAZA (STARTUP TECHNIQUES OF THE UNIVERSAL SNAKE CIRCLE STYLE) --------------------------------------------------------------------------------------- These are the techniques used to go into Shen Long's Circle Combo. Some are single hits, while others are Combination Attacks. -------------------------------------------------------------------------------------------- | NAME/TRANSLATION INPUT HEIGHT DAMAGE | | -------------------------------------------------------------------------------------------- 1)SHINPO SHOSUI/ADVANCING WHIP f+P M 15 NOTES: Will cause "sb". Go into "Snake Circle" through "Taikyoku Kiko Sho" or "Tokyaku". -------------------------------------------------------------------------------------------- 2)TOKU SORANJU/LEAPING JAMMING FISTS u+P H 14 NOTES: Will cause "sb". Go into "Snake Circle" through any attack. -------------------------------------------------------------------------------------------- 3)RENJA TAIKYOKU CHU/MULTIPLE SNAKE TAICHI P-P-P# H-M-M 21 ELBOW NOTES: Go into "Snake Circle" through any attack -------------------------------------------------------------------------------------------- 4)RENSO JASEN/MULTI-CLAW SNAKE STAB B-P* H-M 19 NOTES: Go into "Snake Circle" through any attack -------------------------------------------------------------------------------------------- 5)KASEI JATOTSU/HEAVY SNAKE THRUST P-P H-M 12 NOTES: Go into "Snake Circle" through "Sosui" or "Hebite Bunkyaku" -------------------------------------------------------------------------------------------- 6)SHAHO BUNKYAKU/ANGLED KICK K H 11 NOTES: Go into "Snake Circle" through "Kasei Choshu" or "Suntai" -------------------------------------------------------------------------------------------- 7)FUKKO ZAN/CROUCHING TIGER SHRED d+B L 10 NOTES: Go into "Snake Circle" through "Kasei Choshu" or "Suntai" -------------------------------------------------------------------------------------------- -------------------------------------- |ROKUGO KOURIN & KORIN SHIKI FLOW CHART| -------------------------------------- TAIKYOKU KIKO SHO <-----------> SUNTAI <----------------> SOSUI P d+K f+P /\ /\ | ROKUGO JARIN SHIKI | \/ \/ HEBITE BUNKYAKU <----------> KASEI CHOSHU <-------------> TOKYAKU f+K d+P K | | | | | | \ / \ / \/ ----------------------------------------------------------------------------------------- | | | HAIKO DAKO KASEI SODA KOSEN MUEI KYAKU SENSHI | | f,f+P b+P d,d+P f,f+K b+K | | | | KOUN RIN ROKUGO JARIN SHIKI SHURYO WAZA ZESSHO RENKAN HITAI | | B-B d,d+K | | | | ROKUGO FUKKO ROKUGO SHOTENHO ROKUGO RAKAN BEN ROKUGO SENKYU TAI MOKO KOHAZAN | | B-d+b B-f+B f,f+B d,d+B b,b+B | | | ----------------------------------------------------------------------------------------- ```````````````````````````````````````````````````````````````````````````````````` ---------------- |THROW TECHNIQUES| ---------------- *HUMAN FORM* | *BEAST FORM* ----------------------------------------------------------------- NAME: HOSHIN HAKKEI | NAME: TOSHIN KINGO SUI TRNS: GUN BARREL BLAST | TRNS: TRAMPLED GOLDEN BLUGEON CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front) HGHT: HIGH | HGHT: HIGH DMGE: 25 | DMGE: 36 *NOTES* -"Toshin Kingo Sui" cannot be Throw Escaped, despite the fact it is a regular throw. *EITHER FORM* ------------- NAME: FUKI SHISTU TRNS: KNEE STAMP CMND: d+P+K HGHT: LOW DMGE: 34 ---------- NAME: CHITO TRNS: GROUNDED CMND: P+K (From opponent's back) HGHT: HIGH DMGE: 34 ---------- --------------- |COMMAND ATTACKS| --------------- 1) NAME: ZESSHO JAKEI KEN TRNS: LATCHING SNAKE FIST CMND: d,df,f+{P} TYPE: ATTACK HGHT: H STOP: YES DMGE: 31 *NOTES* -Shen Long sway back quickly during startup, enabling him to avoid his opponent's attacks at times & go for the counterhit. ---------- 2) NAME: KINNA TANRAN SHU TRNS: DRAWN-BACK COUNTERBLOW CMND: d,db,b+P TYPE: GUARD ATTACK HGHT: M STOP: YES DMGE: 16 ---------- 3) NAME: NIKI BUNKYAKU TRNS: DOUBLE-RISING SPLIT KICKS CMND: d,df,f+K {c} TYPE: LAUNCH ATTACK HGHT: SM-H STOP: YES DMGE: 21 ---------- 4) NAME: MUEI KYAKU TRNS: SHADOWLESS KICK CMND: d,db,b+K {c} TYPE: THROW (STRIKE) / ATTACK HGHT: H STOP: NO DMGE: 34 / 15~21 *NOTES* -When Muei Kyaku doesn't connect as a throw, Shen Long will hit his opponent and land. If Muei Kyaku strikes a crouching or airborne opponent, damage will be 21. If it strikes a downed or downbounded opponent, damage will be 15. ---------- 5) NAME: KEIZETSU GA TRNS: NECK-TEARING TOOTH CMND: d,df,f+B TYPE: THROW (STRIKE) HGHT: M STOP: YES DMGE: 29 ---------- 6) NAME: KONGO TOTAI TRNS: GOLDEN MORTAR POUND CMND: d,db,b+B TYPE: GROUND ATTACK HGHT: L STOP: YES DMGE: 4 -FROM KONGO TOTAI, GO INTO ANY OF THE FOLLOWING- NAME: AUTO ROKUGO JARIN SHIKI (AUTO R.J.S): TRNS: AUTOMATIC STYLE OF THE UNIVERSAL SNAKE CIRCLE TYPE: COMBINATION ATTACK HGHT: VARIES DMGE: 70 -INPUT ONE OF THE FOLLOWING- ------------------------------------------------------------------------------------------- NAME: R.J.S (YO) | NAME: R.J.S (CHI) | NAME: R.J.S (IN) | NAME: R.J.S (TEN) | TRNS: R.J.S (POSITIVE) | TRNS: R.J.S (EARTH) | TRNS: R.J.S (NEGATIVE) | TRNS: R.J.S (SKY) | CMND: f+B (x6) | CMND: d+B (x6) | CMND: b+B (x6) | CMND: u+B (x6) | ------------------------------------------------------------------------------------------- *NOTES* -Auto Rokugo Jarin Shiki is basically the same as Shen Long's manually executed Rokugo Jarin Shiki. The only difference is that the motion for each 6 parts of R.K.S. is virtually the same, according to which variation of Auto R.J.S. is done. -The direction key used for each variation of Auto R.J.S. has to be held throughout the entire sequence until the very end. -Unfortunately, Moko Kohazan (Circle Combo Ender version) cannot be executed through an Auto R.J.S. -OR- NAME: KONGO SOKO TAI / KONGO RENKO TAI TRNS: GOLDEN DOUBLE LEG DROP / GOLDEN MULTIPLE LEG DROP CMND: B-B / B-B-B HGHT: {M}-{M} / {M}-{M}-{M} DMGE: VARIES -ADDITIONAL COMMANDS TO FOLLOWUP WITH DURING KONGO SOKO/RENKO TAI- NAME: KINGO SOKO NICHIGETSU HA / KINGO RENKO NICHIGETSU HA TRNS: GOLDEN DOUBLE/MULTIPLE DROPPING SUN & MOON HOOKING CMND: d+B* after the 2nd or 3rd {B} HGHT: M(x3)-L(x2) DMGE: VARIES -OR- NAME: KINGO SOKO MUEI KYAKU / KINGO RENKO MUEI KYAKU TRNS: GOLDEN PAIRED/MULTIPLE DROPPING SHADOWLESS KICK CMND: d,db,b+{K} after the 1st, 2nd, or 3rd {B} HGHT: M DMGE: 34 *NOTES* -When Muei Kyaku doesn't connect as a throw, Shen Long will hit his opponent and land. If Muei Kyaku strikes a crouching or airborne opponent, damage will be 21. If it strikes a downed or downbounded opponent, damage will be 15. -The last hit of Kingo Soko/Renko Nichigetsu Ha is when Shen Long can cancel into any Command Attack or Beast Drive Attack. ---------- ----------- |BEAST DRIVE| ----------- PRESET BEAST DRIVE: MOKO KOHAZAN ------------------------------------------------------------------- BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + B | ------------------------------------------------------------------- NAME: ANKEI | NAME: MOKO KOHAZAN TRNS: DARK BEHEADING | TRNS: SAVAGE TIGER MOUNTAIN SHREDDING TYPE: ATTACK | TYPE: GUARD REVERSAL / THROW (GRAB) HGHT: M | HGHT: M DMGE: 58 | DMGE: 81 ADDT: NONE | ADDT: NONE *NOTES ON ANKEI* -When this Beast Drive finishes, Shen Long will stand with his back to his downbounded opponent. If fast enough, Shen Long can still hit his opponent with a Back Attack K or d+K. His regular Pursuit Attack P & K will work fine just as well. *NOTES ON MOKO KOHAZAN* -There are 2 outcomes to this Beast Drive: 1) Shen Long will attack if his opponent strikes him (Guard Reversal), 2) Shen Long will try to grab his opponent after stomping forward (Throw). -For the 1st outcome, Shen Long will counter any attack his opponent does to him with an unblockable throw. Protected with a Light Guard, Shen Long will take high & middle attacks without receiving damage and try to counter. Throws, low attacks, and Guard Breaks will stop him, on the other hand, knocking him immediately to human form. -For the 2nd outcome, Shen Long will try to grab his opponent after taking 4 steps. Any character that's in front of him after the 4th step will get caught. -Despite the distance, Shen Long travels very far, and moves extremely fast (more than Long's version).Shen Long will be upon his opponent & attack in no time. -Despite the outcome, the Beast Drive's the same all together. Shen Long will execute a throw that is unblockable and will snag his opponent whether on ground or in the air. Even a crouching character cannot avoid this! Fortunately, executing a super jump/hover over Shen Long, sidestepping, Lie Down, or Guard Escape will keep any character out of harm's way. ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` -=XION: THE WRITHING "DEVIL"=- ------ |PROILE| ------ FULL NAME: Unknown COUNTRY: Sweden AGE: 22 HEIGHT: 173 cm WEIGHT: 56 kg OCCUPATION: Unknown LIKES: Red DISLIKES: Weakness of the heart BEAST FORM: Unborn ------------- |BASIC ATTACKS| ------------- -------------------------------------------------------------------------------------------- | NAME | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- ENGAGE P H 10 TWILIGHT MASTER f+P M 13 CORRUPT LINK b+P M 14 TRICKER d+P L 8 MOBIUS TRIGGER df+P M 11 DOWN FORCE db+P M 13 T CORE SMASHER f,f+P{c} M 17 fl; ba (s/c) HARD KNOCK DASH+{P} M 18 CYCLONE LD+P M-M 18 ln BRANDISHER BACK, P M 11 ANKLE HACKER BACK, d+P L 10 BLOCK RAIN u+{P}* M 19 bnd AERO NAIL JUMP, P SM 10 RIOT RAIN JUMP, f+{P} M 25 bnd EARTH BONE FOE IS DOWN, d+P L 10 KNEE SHOT K M 10 HUNTER f+K H 13 HALF MOON b+K M 16 WOOD CUTTER d+K L 11 PUSH DAGGER df+K SM 17 SLICER db+K L 15 tp; sw (s/c) BREAKER f,f+(K) H 15 SLIDING KICK DASH+K L 22 tp; sw (s/c) MIRAGE MOON LD+K{c} H 10 OVERHEAD KICK BACK, K H 18 ANKLE SLICER BACK, d+K L 15 ABSOLUTE AXIS u+K M-M 20 T AERO DAGGER JUMP, K SM 16 AERO SMASHER (FRONT) JUMP, f+{K} M 20 ba AERO SMASHER (BACK) JUMP, b+{K} M 20 ba CRATER MAKER FOE IS DOWN, d+K M 12 WEDGE B H 14 CUTTER f+{B} M 13 GRAVITY SIZE b+{B} M 24 kn; bnd (s/c) PAIL d+B SM 13 BERSERK df+B* M 17 SHADOW HACKER db+B SM 15 HALBERD f,f+B M 16 OVERBLAST DASH+{B} M-SM 23 ba SPITTER LD+B M 18 ASSASSINATOR BACK, B H 18 ba DOWNBLAST BACK, d+{B} L 16 BLOCK CIRCLE u+B M 20 NEGATIVE BRAND JUMP, B M 20 GALGALIN JUMP, f+B M 25 DIE-OUT FOE IS DOWN,B L 10 *NOTES* ```````````````````````````````````````````````````````````````````````````````````` ---------------- |THROW TECHNIQUES| ---------------- *HUMAN FORM* | *BEAST FORM* ----------------------------------------------------------------- NAME: VERMILION TOWER | NAME: BLOODY KINGDOM CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front) HGHT: HIGH | HGHT: HIGH DMGE: 33 | DMGE: 35 *EITHER FORM* ------------- NAME: 5TH REQUIM CMND: d+P+K HGHT: LOW DMGE: 41 ---------- NAME: AIR THROW CMND: P+K (From opponent's back) HGHT: HIGH DMGE: 35 ---------- --------------- |COMMAND ATTACKS| --------------- 1) NAME: SUBLIMATED AIR CMND: d,df,f+P TYPE: LAUNCH ATTACK HGHT: SM STOP: YES DMGE: 19 ---------- 2) NAME: STRATO-VARIOUS CMND: d,df,f+K {c} TYPE: THROW (STRIKE) HGHT: M STOP: YES DMGE: 35 ---------- 3) NAME: CANON CMND: d,df,f+{B} TYPE: LAUNCH ATTACK HGHT: M STOP: YES DMGE: 22 ---------- 4) NAME: ENGAGE CROWN CMND: d,db,b+P TYPE: GUARD ATTACK HGHT: M STOP: YES DMGE: 23 EFFT: ba ---------- 5) NAME: EMPRESS RING CMND: d,db,b+K TYPE: MULTI-HIT ATTACK/LAUNCH ATTACK HGHT: M-M STOP: YES DMGE: 19 ---------- 6) NAME: ENORMOUS MURDER CMND: d,db,b+{B} TYPE: ATTACK HGHT: M STOP: YES DMGE: 25 EFFT: ba; T ---------- ----------- |BEAST DRIVE| ----------- PRESET BEAST DRIVE: KYOMU E SASAGERU 13 BEN ------------------------------------------------------------ BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B}| ------------------------------------------------------------ NAME: OUTBREAK | NAME: KYOMU E SASAGERU 13 BEN TYPE: MULTI-HIT ATTACK | TRNS: 13TH VOLUME: OFFERING TO THE VOID HGHT: M | TYPE: ATTACK DMGE: 67 | HGHT: M ADDT: NONE | DMGE: 85 ADDT: NONE *NOTES ON OUTBREAK* -If the 1st hit connects, Xion will do a multi-hit assault that carries his opponent into the air, with Xion finishing him/her with a powered up kick. If the 1st hit misses, Xion will do a quick 6-hit combo, with the last hit causing "Downbound". Unfortunately, Xion cannot follow up with anything (unless he's in Hyper-Beast mode....) ---------------------------- |COMBINATION ATTACKS -HUMAN-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)LUNATIC LANCER P-P*-K NOTES: Last hit causes "fr", or "ba" (if it connects as a counterattack). -------------------------------------------------------------------------------------------- 2)SHADOW LANCER P-P*-b+K NOTES: Last part is just a feint, so it will not do any damage. -------------------------------------------------------------------------------------------- 3)ABEL P-P*-d+P-P NOTES: Last hit causes "tp". or "ba" (if it connects as a counterattack). -------------------------------------------------------------------------------------------- 4)CAIN P-P*-P-P* NOTES: Last hit causes "kn", or "bnd" (if it connects as a counterattack). -------------------------------------------------------------------------------------------- 5)LUNATIC SPIRAL P-P*-P-K-K-K*-{K} NOTES: 2nd K hits low, while the 3rd K hits middle. If the 3rd K connects as an opponent crouches low, then he/she will fall into the "sb" stun posture. This will allow Xion to connect with the final K flawlessly, while his opponent cannot do anything to block it. -------------------------------------------------------------------------------------------- 6)SHADOW SPIRAL P-P*-P-K-K-K*-b+K NOTES: 2nd K hits low, while the 3rd K hits middle. If the 3rd K connects as an opponent crouches low, then he/she will fall into the "sb" stun posture. Last part is just a feint, so it will not do any damage. -------------------------------------------------------------------------------------------- 7)LOST BABEL P-P*-P-K-K-d+K NOTES: 2nd & 3rd K hits low, with the 3rd K causing "tp". -------------------------------------------------------------------------------------------- 8)CRUSADER b+P-P NOTES: Last P hits low, causing "tp". -------------------------------------------------------------------------------------------- 9)MOBIUS TRIGGER df+P-P* NOTES: 2nd hit will launch opponent if it connects as a counter. -------------------------------------------------------------------------------------------- 10)MOBIUS df+P-P*-K NOTES: Last hit causes "fr", or "ba" (if it connects as a counterattack). -------------------------------------------------------------------------------------------- 11)UROBOROS df+P-P*-b+K NOTES: Last part is just a feint, so it will not do any damage. -------------------------------------------------------------------------------------------- 12)DOWN FORCE db+P-P -------------------------------------------------------------------------------------------- 13)DOMINION MOON db+P-P-b+K-{K}* -------------------------------------------------------------------------------------------- 14)DI db+P-P-d+K NOTES: Last part hits low, causing "tp". -------------------------------------------------------------------------------------------- 15)DOMINION AXIS db+P-P-u+K -------------------------------------------------------------------------------------------- 16)BLOCK SMASHER u+{P}*-P NOTES: 1st P causes "bnd", while last P causes "ba". -------------------------------------------------------------------------------------------- 17)VELVET CHAIN K-*-K NOTES: Last hit causes "fr", or "ba" (if it connects as a counterattack). -------------------------------------------------------------------------------------------- 18)GUILTY CHAIN K-*-d+K-K-K*-K*-{K}* -------------------------------------------------------------------------------------------- 19)MYSTIC LINK f+K-P-K -------------------------------------------------------------------------------------------- 20)MYSTIC SLICER f+K-P-d+K -------------------------------------------------------------------------------------------- 21)MYSTIC CHAIN f+K-K-K* ------------------------------------------------------------------------------------------- 22)REAL MOON b+K-{K}* -------------------------------------------------------------------------------------------- 23)BREAKER f,f+{K}-K -------------------------------------------------------------------------------------------- 24)SHADOW BABEL f,f+{K}-K-b+K NOTES: Last part is just a feint, so it will not do any damage. -------------------------------------------------------------------------------------------- 25)LOST BABEL f,f+{K}-K-K-d+K -------------------------------------------------------------------------------------------- 26)SPIRAL BABEL f,f+(K)-K-K-K*-{K} -------------------------------------------------------------------------------------------- 27)SHADOW BABEL f,f+{K}-K-K-K*-b+K NOTES: Last part is just a feint, so it will not do any damage. -------------------------------------------------------------------------------------------- 28)SILLOUETTE MOON Lie Down, K{c)-K -------------------------------------------------------------------------------------------- 29)TYRANT B-B-{B}* -------------------------------------------------------------------------------------------- 30)RAVISHER B-B-K -------------------------------------------------------------------------------------------- 31)PHANTOM B-P.... ...P* ...Anything that comes after the 3rd P of any P-P-P combo ...Any Beast combo starting with B -------------------------------------------------------------------------------------------- 32)EXECUTIONER'S ART B-K-B -------------------------------------------------------------------------------------------- 33)MURDER'S ART B-K-K -------------------------------------------------------------------------------------------- 34)DARKNESS BARON f+B-{B}*-{B}-{B}-u+{K} -------------------------------------------------------------------------------------------- 35)NAIL DRIVER d+B-d+B -------------------------------------------------------------------------------------------- 36)NAIL DIVIDER d+B-B-{B}* -------------------------------------------------------------------------------------------- 37)BARBAROI f,f+B-B-{B} -------------------------------------------------------------------------------------------- 38)DIO DA RAY Lie Down, B-B NOTES: Last hit causes "sb". However, if 1st hit connects (which will cause "hc") then last hit will launch opponent. -------------------------------------------------------------------------------------------- 39)PARADISE LOST f+P-

*-{B} NOTES: Last hit causes "ln". -------------------------------------------------------------------------------------------- 40)CHAIN BREAKER K-*-B* -------------------------------------------------------------------------------------------- ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` -=KOHRYU: THE STEEL PHANTOM=- ------ |PROILE| ------ FULL NAME: None, although its development number is Beta-0389 COUNTRY: None AGE: It's been out of the factory for 26 days LENGTH: 1550 mm WEIGHT: 0.1082 t PURPOSE: Test model of a fully operational combat soldier type of robot LIKES / DISLIKES: Has no need for such things BEAST FORM: Iron Mole ------------- |BASIC ATTACKS| ------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- TANTO/KNIFE P H 7 RYUUSENJIN-YOKOGIRI/FLASHING f+P H 12 tn BLADE-SIDE CUT RYUUSENJIN-YOKOGIRI/FLASHING b+P M 18 hc BLADE-VERTICAL CUT SENPA/FLASH BURST d+P SM 6 RYUEIJIN/SHADY BLADE df+P M 18 hc KUSANAGITO/MACHETE db+P L 13 T SOGEKIHA/DOUBLE STRIKE f,f+P{c} M 18 fl; ba JIZURITO/GROUND-SHAVING SWORD DASH+P L 18 tp; SW TSUMUJI HIJI/TURNING ELBOW LD+P M 17 hc METSUBUSHI/BLINDING BACK, P H 10 KAISHIN TANTO/TURNAROUND KNIFE BACK, d+P SM 6 FUSHIN GAERI/FLOAT OVER u+P - - TOBI TANTO/FLYING KNIFE JUMP, P SM 9 HIRYU ZANGEKI/FLYING DRAGON SHRED JUMP, f+{P} M 23 bnd KUNAISASHI/KUNAI STAB FOE IS DOWN, d+P SM 7 RYUGAKYAKU/DRAGON FANG KICK K H 11 HANGETSU OTOSHI/HALFMOON DROP f+K M 17 kn EIJINKYAKU/SHADOWBLADE KICK b+K M 17 sb; ln TEISHISHU/LOW THRUST KICK d+K L 8 SUNEUCHI/SHIN KICK df+K L 9 KAGEBARAI/SHADOW SWEEP db+K L 12 tp; sw (s/c) FURETSUKYAKU/TURBULENT KICK f,f+K M 11 sb; ln (s/c) SHINKUKYAKU/JETSTREAM KICK DASH+K H 22 fl; ba KORYU HO/STEEL DRAGON CANNON LD+K M 17 sb; ln HAIJIN KYAKU/SWIFT BACK KICK BACK, K H 13 sb; ln ASHIKAKE/TRIP BACK, d+K L 9 tp; sw NICHIRINKYAKU/SUN KICK u+K M 17 sb; ln REKKUKYAKU/SURGING KICK JUMP, K SM 15 HIRYUDAN/FLYING DRAGON REPEL (FRONT) JUMP, f+{K} M 18 ba HIRYUDAN/FLYING DRAGON REPEL (BACK) JUMP, b+{K} M 18 ba OITSUKI GERI/FOLLOW-UP PIERCING KICK FOE IS DOWN, d+K SM 7 DOKUKAKI/VENOMOUS SCRATCH B H 11 DOKU TSUKI/POISON THRUST f+B M 10 EIZANGEKI/DARK SLASH b+{B} M 17 kn; bnd GEDAN DOKUKAKI/LOW VENOMOUS SCRATCH d+B L 6 JIZURIDAN/GROUND SLIDER df+B L 13 tp; sw KAKIAGE/RAKE UP db+B M 17 ln SODOKU GEKIHA/DOUBLE VENOM STRIKE f,f+{B} M 18 ba SODOKU TATSUMAKIHA/DOUBLE VENOMOUS DASH+{B} M 15 T, ba TORNADO BLAST KURUBUSHI OTOSHI/FRACTURE ANKLE LD+B L 15 tp; sw COLLAPSE HARASAKI/BELLY CUT BACK, B M 15 ln; sp RIEI/RETRACTING SHADOW BACK, d+B - - KYUSHU DOKUGEKIHA/SUDDEN VENOM u+B M 16 kn; bnd ASSAULT KUJINKYAKU/AIR BLADE KICK JUMP, B SM 18 ln SHOKU ZANGEKI/AERIAL SLASH ATTACK JUMP, f+B M 23 MUKOROSAKI/CORPSE SHRED FOE IS DOWN,B SM 9 *NOTES* -Kohryu will sidestep during the startup of "Ryusenjin-Yokogiri", which allows it to avoid attacks at times & score as a counterhit. -Kohryu will sway back during the startup of "Ryusenjin-Tategiri", which allows him to avoid attacks at times & score as a counterhit. -"Fushin Gaeri" allows Kohryu to flip over behind its opponent. This only works if Kohryu is close to its opponent. In the case where there is some distance in between, then Kohryu will flip forward, but land with its back turned to its opponent. -Kohryu will sidestep during "Eijinkyaku", which allows him to avoid attacks and counterattack at the same time. -Kohryu will sway back during the startup of "Eizangeki", which allows him to avoid attacks at times & score as a counterhit. -Kohryu will leap away from its opponent after "Sodoku Tatsumakiha", whether it hits or not. -Kohryu will sway slightly during the startup of "Harasaki", which allows it to avoid attacks at times & score as a counterhit. -"Riei" is a retreating technique, which can be done continuously. ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` ---------------- |THROW TECHNIQUES| ---------------- *HUMAN FORM* | *BEAST FORM* ----------------------------------------------------------------- NAME: HOSHIN TENGEKI | NAME: ZANMETSU TATSUMAKI GEKI TRNS: WHIRLING CRUMBLER | TRNS: SHREDDING HURRICANE ATTACK CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front) HGHT: HIGH | HGHT: HIGH DMGE: 35 | DMGE: 28 *EITHER FORM* ------------- NAME: URATEN TRNS: BACKSPIN CMND: d+P+K HGHT: LOW DMGE: 0 -FROM URATEN DO EITHER ONE OF THE FOLLOWING- NAME: URASEN ENMAKU DAN | NAME: URASEN IZUNA OTOSHI TRNS: HIDDEN FLASH SMOKE BOMB | TRNS: HIDDEN FLASH LIGHTNING DROP CMND: d+P+K | CMND: u+P+K TYPE: TELEPORT | TYPE: THROW (GRAB) DMGE: 0 | DMGE: 30 ---------- NAME: URA IZUNA OTOSHI TRNS: REVERSE LIGHTNING DROP CMND: P+K (From opponent's back) HGHT: HIGH DMGE: 33 ---------- NAME: IZUNA OTOSHI TRNS: LIGHTNING DROP CMND: d+P+K (in midair) HGHT: AIR DMGE: 25 ---------- --------------- |COMMAND ATTACKS| --------------- 1) NAME: RASEN IZUNA OTOSHI TRNS: SPIRAL LIGHTNING DROP CMND: d,df,f+P {c} TYPE: THROW (STRIKE) HGHT: H STOP: YES DMGE: 34 *NOTES* -On standing opponents, Kohryu will strike its opponent, doing minor damage. -If Rasen Izuna Otoshi is blocked while foe is airborne, he/she will be staggered. In this case (as well as if Kohryu's opponent's far away on the ground) Kohryu will land with its back turned to his opponent. ---------- 2) NAME: ENMAKU DAN TRNS: SMOKE BOMB CMND: d,df,f+K TYPE: TELEPORT HGHT: NONE STOP: YES DMGE: 0 ADDT: Press R1 during Enmaku Dan (Fake Enmaku) *NOTES* -Kohryu will appear behind its opponent if done from upclose to (in most cases) mid range. If far away from its foe, Kohryu will appear in front of its foe with its back turned. -In the case where Kohryu's back is turned to its opponent, doing Enmaku Dan will teleport it away from its foe, with Kohryu facing its opponent. -Fake Enmaku, not a real move, adds more elements to Kohryu's tricky style of fighting. In order to do it properly, press R1 IMMEDIATELY once the smoke bomb from Kohryu's hand hits the ground. If done correctly, smoke will surround Kohryu, but he will not teleport. ---------- 3) NAME: ZUGOKKU ZUKI TRNS: EXCRUTIATING HEAD THRUST CMND: d,df,f+{B} TYPE: ATTACK HGHT: M STOP: YES DMGE: 36 ---------- 4) NAME: KOHRYU EIJIN TRNS: KOHRYU SHADOW MOTION CMND: d,db,b+P TYPE: GUARD ATTACK HGHT: M STOP: YES DMGE: 18 ---------- 5) NAME: ENJIN RASEN KYAKU (CHUU / KA) TRNS: SMOKESCREEN SPIRAL KICK (MIDDLE / LOW) CMND: d,db,b+K / d,db,b+K,d TYPE: TELEPORT & ATTACK HGHT: M / L STOP: YES DMGE: 26 / 18 -FROM ENJIN RASEN KYAKU, DO EITHER ONE OF THE FOLLOWING- --------------------------------------------------------------------------------------------- NAME: GI RASEN | NAME: ENJIN RAIKO KYAKU | NAME: ENJIN IZUNA OTOSHI | TRNS: FAKE SPIRAL | TRNS: SMOKESCREEN THUNDER FLASH KICK | TRNS: SMOKE SCREEN LIGHTNING DROP | CMND: P | CMND: f | CMND: u | HGHT: NONE | HGHT: H-M-M-M | HGHT: AL | DMGE: 0 | DMGE: 24 | DMGE: 34 | --------------------------------------------------------------------------------------------- NAME: ENJIN HAGANE KOMA | TRNS: SMOKESCREEN STEEL SCREW | CMND: {b} | HGHT: M(x7)-SM(x2) | DMGE: 67 | ------------------------------ -WHEN KOHRYU LANDS ANYWHERE ELSE BESIDES FROM BEHIND OPPONENT DURING ENJIN IZUNA OTOSHI- ------------------------------------------------------------ POST: FRONT; STANDING | POST: FRONT; STANDING | NAME: HOSHIN TENGEKI | NAME: ZANMETSU TATSUMAKI GEKI | TRNS: WHIRLING CRUMBLER | TRNS: SHREDDING HURRICANE ATTACK | TYPE: GRAB THROW | TYPE: GRAB THROW | DMGE: 35 | DMGE: 28 | ----------------------------------------------------------------- POST: FRONT; CROUCHING | POST: UNDER; AIR | NAME: URATEN | NAME: KUCHU RASEN IZUNA OTOSHI | TRNS: BACK SPIN | TRNS: MIDAIR SPIRAL LIGHTNING DROP | TYPE: GRAB THROW | TYPE: STRIKE THROW | DMGE: VARIES | DMGE: 30 | ----------------------------------------------------------------- *NOTES* -Enjin Rasen Kyaku and Gi Rasen has Kohryu appear above & drop down in the same spot it was in originally. Enjin Raiko Kyaku has Kohryu appear above the spot it disappeared from, but it will then dive down at an angle forward towards its opponent. Enjin Izuna Otoshi has Kohryu appearing above its opponent, then flipping behind him/her. Lastly, Enjin Hagane Koma makes Kohryu appear directly above & drop down onto its opponent. -While the distance & placement of Enjin Rasen Kyaku, Gi Rasen, and Enjin Raiko Kyaku are consistent, Enjin Izuna Otoshi and Enjin Hagane Koma adjust according to the distance between Kohryu & its opponent. Enjin Izuna Otoshi and Enjin Hagane Koma will work as normally as long as the opponent isn't too far away. Too far away and those moves will miss, for Kohryu will not appear above its opponent. -The actual outcome of this Command Throw involves Kohryu landing behind its opponent and executing a German suplex-type of slam. This throw will be activated while its foe is either standing or crouching. -Hoshin Tengeki is Kohryu's regular throw in human form, while Zanmetsu Tatsumaki Geki is its regular throw in beast form. Either one will be initiated when Kohryu lands in front of its standing opponent. -Uraten is Kohryu's regular crouching throw in either human or beast form. This will be initiated when it lands in front of its crouching opponent. Kohryu can also use the follow-ups of Uraten (i.e. Urasen Enmaku Dan and Urasen Izuna Otoshi). -When Kohryu teleports, it can perform Kuchu Rasen Izuna Otoshi only when it appears upside-down in midair. Opponent must also be in the air directly under Kohryu. Once it flips over, this throw cannot be initiated. ---------- 6) NAME: SHOTEN KAKIAGE TRNS: SKYWARD SHRED CMND: d,db,b+{B) TYPE: LAUNCH ATTACK HGHT: M STOP: YES DMGE: 23 ---------- ----------- |BEAST DRIVE| ----------- ------------------------------------------------------------------ BD #1: d,df,f (x2) + B | BD #2: d,db,b (x2) + {B} | ------------------------------------------------------------------ NAME: YAMI KAGURA | NAME: ITA NO SAKASU TRNS: FESTIVAL OF DARKNESS | TRNS: UNDERGROUND MISSILE BARRAGE TYPE: ATTACK | TYPE: TELEPORT & ATTACK HGHT: M | HGHT: L DMGE: 73 | DMGE: 70 ADDT: NONE | ADDT: NONE *NOTES ON YAMI KAGURA* -At the start of this Beast Drive, Kohryu sways back & ducks low before sliding forward to attack. This enables it to go under most High-level attacks, as well as to avoid on-coming attacks if the distance is right. -When Kohryu connects with this Beast Drive, it will slide behind its foe before splitting into two images. The image that appears in front of the Kohryu's foe (opposite of where Kohryu was standing before it became two images) is where Kohryu will reappear after the ending of this Beast Drive. -At the ending of its Beast Drive, Kohryu can follow up with any attack that strikes Middle~Low (if fast enough). The same with Kohryu's Pursuit Attacks. *NOTES ON ITA NO SAKASU* -If this is blocked, Kohryu will leap into the air a short distance before dropping to the ground. During this time it will be left wide open to any attack. -This will only strike opponents that are on the ground. Furthermore, it only strikes on a low level. Not only is it that any character that goes airborne will not get hit, but can easily counterattack from the air. ---------------------------- |COMBINATION ATTACKS -ROBOT-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION INPUT | -------------------------------------------------------------------------------------------- 1)RASEN RYU EIJIN P-P-P-

-f+P# NOTES: Last part can be delayed abit. If it hits, can launch an opponent. -------------------------------------------------------------------------------------------- 2)RENTO IZUNA OTOSHI P-P-P-

-Rasen Izuna Otoshi NOTES: Best used in a juggle, so that Rasen Izuna Otoshi connects for a throw -------------------------------------------------------------------------------------------- 3)RENTO FUSHIN GAERI P-P-P-u+P -------------------------------------------------------------------------------------------- 4)SAN RENTO.... P-P-P.... ...Ryuei Hougeki ...df+P-P ...Ryuei Nichirin Kyaku ...df+P-K ...Rasen Barai ...d+K ...Rasen Ura Hiji ...d+K-P -------------------------------------------------------------------------------------------- 5)RENTO.... P-P.... ...JINKYAKU ...K ...RAKUJIN KYAKU ...K,K* ...KARI ASHI ...K-d+K ...ENGETSU SHU ...b+K ...RASEN BARAI ...d+K ...RASEN URA HIJI ...d+K-P* -------------------------------------------------------------------------------------------- 6)RENGA P-K -------------------------------------------------------------------------------------------- 7)TANTO.... P.... ...RYUGA.... ...K-K*.... ...RAKUTSUI GETSU HANGETSU OTOSHI ...f+K ...RAKUTSUI GETSU EIJIN KYAKU ...f+K-b+K* ...RAKUTSUI GETSU ENGETSU SHU ...b+K* -------------------------------------------------------------------------------------------- 8)RYUEI.... df+P.... ...HOGEKI ...P# ...NICHIRIN ZAN ...K -------------------------------------------------------------------------------------------- 9)RYUGA RAKUTSUI KYAKU K-K* -------------------------------------------------------------------------------------------- 10)RYUGA.... K-K*.... ...RAKUTSUI GETSU HANGETSU OTOSHI ...f+K ...RAKUTSUI GETSU EIJIN KYAKU ...f+K-b+K* ...RAKUTSUI GETSU ENGETSU SHU ...b+K* -------------------------------------------------------------------------------------------- 11)GETSUEIJI KYAKU f+K-b+K* -------------------------------------------------------------------------------------------- 12)ONMYO GAESHI u+K-f+K-b+K* -------------------------------------------------------------------------------------------- 13)RETSUJIN.... df+K.... ...NADARE GERI ...K*-K* ...KARI GERI ...f+K ...KUSAZURI GERI ...d+K -------------------------------------------------------------------------------------------- 14)SHIPPu.... f,f+K.... ...NIDAN GERI ...K ...MIKAZUKI OTOSHI ...K-K ...INAZUMA OTOSHI ...K-K-d+K-K# {c} ...RESEN RENKYAKU ...K-Enjin Rasen Kyaku NOTES: In "Shippu Rasen Renkyaku", Kohryu can go into the other variations of Enjin Rasen Kyaku -------------------------------------------------------------------------------------------- 15)RAKURAI LD+K-K* -------------------------------------------------------------------------------------------- 16)METSUBUSHI TO.... T, P.... NOTES: See combos #1~7 and start from the 2nd attack from each of those combos -------------------------------------------------------------------------------------------- ---------------------------- |COMBINATION ATTACKS -BEAST-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION INPUT | -------------------------------------------------------------------------------------------- 1)DOKUSO EIZANGEKI B-B*-{B} -------------------------------------------------------------------------------------------- 2)RENKAKI.... B-B*.... ...TENTO HO ...d+B ...RETSUJIN NADARE GARE ...d+K-K*-K* ...RETSUJIN KARI GERI ...d+K-f+K ...RETSUJIN KUSAZURI GERI ...d+K-d+K -------------------------------------------------------------------------------------------- 3)DOKUKAKI SHITENKYAKU B-d+B, T -------------------------------------------------------------------------------------------- 4)DOKUTSUKI SHITENKYAKU f+B-d+B, T -------------------------------------------------------------------------------------------- 5)DOKUSEN TENTO HO f+B-B*-d+B -------------------------------------------------------------------------------------------- 6)DOKUSO BAKUJU RENGEKI f+B-B*-B-B-{B} -------------------------------------------------------------------------------------------- 7)DOKUSO RYUEI NICHIRIN KYAKU f+B-B*-B-df+P-K -or- f+B-B*-B-B-df+P-K -------------------------------------------------------------------------------------------- 8)JABU RO ZUGOKKU ZUKI f+B-B*-B-df+P-Zugokku Zuki -or- f+B-B*-B-B-df+P-Zugokku Zuki -------------------------------------------------------------------------------------------- 9)DOKUSEN RAKUTSUI KYAKU f+B-K-K* -------------------------------------------------------------------------------------------- 10))DOKUTSUKI.... f+B.... NOTES: Follow up with combos #9 & 10 from Kohryu's combo list in human form -------------------------------------------------------------------------------------------- 11)RENTO TO DOKUSO.... P-P-P-

-B.... ...DOKUKAKI SHITENKYAKU ...d+B, T ...DOKUSO EIZANGEKI ...B*-{B} ...RENKAKI.... ...B*.... ...TENTO HO ...d+B ...RETSUJIN NADARE GERI ...d+K-K*-K* ...RETSUJIN KARI GERI ...d+K-f+K ...RETSUJIN KUSAZURI GERI ...d+K-d+K -------------------------------------------------------------------------------------------- 12METSUBUSHI TO RENTO TO DOKUSO.... T, P-P-P-

-B.... NOTES: See combo #11 for follow-ups -------------------------------------------------------------------------------------------- 13))RYUSEN RENKAKI AGE b+P-db+B NOTES: 1st hit has to connect in order for the last hit to work -------------------------------------------------------------------------------------------- 14)MUKUROSAKi d+B(x5) NOTES: Opponent has to be in Down position for this to work -------------------------------------------------------------------------------------------- ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` -=URANUS: WARPED DIMENSION=- ------ |PROILE| ------ FULL NAME: Unknown COUNTRY: Unknown AGE: Unknown HEIGHT: 165 cm WEIGHT: 54 kg OCCUPATION: Unknown LIKES: Blazing fire DISLIKES: Stagnant air BEAST FORM: Chimera ------------- |BASIC ATTACKS| ------------- -------------------------------------------------------------------------------------------- | NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT | -------------------------------------------------------------------------------------------- 090 P H 9 091 f+P M 10 092 b+{P} M 3 ln 093 d+P SM 7 094 df+P M 12 sb (s/c) 095 db+P L 11 T, tp (s/c) 096 f,f+P L 11 tp; sw (s/c) 097 DASH+{P} M 25 bnd 09A LD+P M 18 sp 09B BACK, P H 10 09C BACK, d+P - - T 100 u+

* M-SM-H 20 T, ln 11E JUMP, P SM 9 121 JUMP, f+{P} M 25 bnd 09F FOE IS DOWN, d+P SM(X5) 15 0A0 K H 11 0A1 f+K* M 11 kn; bnd (s/c) 0A2 b+{K} H 24 sp 0A3 d+K L 7 tp (s/c) 0A4 df+K SM 14 hc (s/c) 0A5 db+K L 11 tp 0A6 f,f+{K} H 14 hc (s/c) 0A7 DASH+{K} M-M 22 kn 0AA LD+K L 22 0AB BACK, K M 11 hc (s/c) 0AC BACK, d+K L 9 109 u+K M 14 sb; ln (s/c) 12A JUMP, K SM 15 12D JUMP, f+{K} M 19 ba 13F JUMP, b+{K} M 19 ba 0AF FOE IS DOWN, d+K M 7 0B0 B M 10 0B1 f+B SM 14 0B2 b+{B}* SM 21 tn (s/c) 0B3 d+B L 16 T 0B4 df+{B} M 15 ln 0B5 db+B L 13 T 0B6 f,f+{B} M 28 0B7 DASH+{B} M(x7) 32 0BA LD+B L 21 tp 0BB BACK, {B} SM 32 ba 0BC BACK, d+B SM 21 112 u+{B} M 32 136 JUMP, B M 10 139 JUMP, f+{B} M 31 bnd 0BF FOE IS DOWN,B L 12 *NOTES* -"092" is a Strike Throw that launches Uranus' opponent. While she cannot do a Chase Jump from this, Uranus can jump up afterwards naturally do perform an Air Combo or an Air Throw. -"09A" is a Guard Reversal. -"09C" will teleport Uranus behind her opponent. This can be done continuously, while her back will always be turned to her opponent. -"100" teleports Uranus forward before she attacks. It will keep Uranus facing in the same direction no matter what, whether she teleports behind her opponent or not. -"0AA" is a Strike Throw. ```````````````````````````````````````````````````````````````````````````````````` ------------------------- |URANUS' FREE COMBO SYSTEM| ------------------------- Unlike the other characters in the game, Uranus doesn't have a solid combo. Instead, Uranus has attacks that can branch from one another in a unique order. Uranus possesses 7 different combo sets: one being the major combo set that contains 3 of the minor combo sets, and 3 which I feel are more independent due to the way they are executed. Down below are every combo possibilities Uranus is capable of executing, all the way down to Cancel Points and Guard Breaks. If there are any questions or mistakes, please let me know at . *NOTE: "T,P" and "T,K" means that Uranus' back has to be turned before pressing P or K. ---------------------- | COMBO SET #1 (MAJOR) | ---------------------- P-K // d+K-K (Uranus' back will be turned) // \\ ===K K || \\ || d+K-d+K-K* || || || || P-K || // ===K-K (Uranus' back will be turned) || \\ || K ====u+{B} (Will launch foe; can execute a Chase Jump) || || || (Can execute Air Combo) || || f+{P} ===B*-{B}*-d+B-d+{B} (Will launch foe; can execute a Chase Jump) || // || P======P-P-P-f+P-

*==B========= f+{B} || \\ || // || K ===B*-{B}* || || \\ || || b+B(Uranus' back will be turned) || || || || f+{B} || || // || ===B* || \\ || d+B (Uranus' back will be turned) || || || P-K || // || P-K-K (Uranus' back will be turned) || // \\ T,P=====P K || \\ || K-d+K-d+K-K* || || ===K* || || || || || ===b+P-b+{P} (Strike Throw) || || ===P=== P-K (Teleport & Attack) || || // ===K-K-K-K-{K} || ===d+P-d+P || P-K || || \\ || // || || P ===K-K========= ===d+K-K (Uranus' back will be turned) || || (Teleport) || || || \\ || || || || || K || ===d+P-K======== || || || || =========d+K-d+K-K* || || || || || ===K-K-K======= || || || || || || || || ===f+K* || ===K-K-K-K===== || || ===K* || || || || || ===b+P-b+{P} || || ===P-P-P=== P-K (Teleport & Attack) || // ===K-K-K-K-{K} ===d+P-d+P || P-K || \\ || // || P ===K-K========= ===d+K-K (Uranus' back will be turned) || (Teleport) || || || \\ || || || || K ===d+P-K======== || || || =========d+K-d+K-K* || || || ===K-K-K======= || || || || || || ===f+K* ===K-K-K-K===== ---------------------- | COMBO SET #2 (MINOR) | ---------------------- ====u+{B} (Will launch foe; can execute a Chase Jump) || (Can execute Air Combo) || f+{P} ===B*-{B}*-d+B-d+{B} (Will launch foe; can execute a Chase Jump) // || f+P-

*==B========= f+{B} \\ || // K ===B*-{B}* || \\ || b+B (Uranus' back will be turned) || || f+{B} || // ===B* \\ d+B (Uranus' back will be turned) ---------------------- | COMBO SET #3 (MINOR) | ---------------------- ===K-K-K-K-{K} || P-K || // ===K-K========= ===d+K-K (Uranus' back will be turned) || || || \\ || || || K K========= || || || =========d+K-d+K-K* || || || ===K-K-K======= || || || || || || ===f+K* ===K-K-K-K===== ---------------------- | COMBO SET #4 (MINOR) | ---------------------- ====u+{B} (Will launch foe; can execute a Chase Jump) || || ===B*-{B}*-d+B-d+{B} (Will launch foe; can execute a Chase Jump) || B====== f+{B} || // ===B*-{B}* || \\ || b+B(Uranus' back will be turned) || || f+{B} || // ===B* \\ d+B (Uranus' back will be turned) ---------------------------- | INDEPENDENT COMBO SETS | ---------------------------- P-K (Teleport & Attack) // d+K-K (Uranus' back will be turned) // \\ #1) T,K===K K \\ d+K-d+K-K* f+{B} // #2) b+{B} \\ d+B-d+{B} (Will launch foe; can execute a Chase Jump) f+{B} // #3) f+B* \\ d+B (Uranus' back will be turned) ```````````````````````````````````````````````````````````````````````````````````` ---------------- |THROW TECHNIQUES| ---------------- *HUMAN FORM* | *BEAST FORM* ----------------------------------------------------------------- NAME: 140 | NAME: 143 CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front) HGHT: HIGH | HGHT: HIGH DMGE: 33 | DMGE: 38 *EITHER FORM* ------------- NAME: 141 CMND: d+P+K HGHT: LOW DMGE: 33 ---------- NAME: 142 CMND: P+K (From opponent's back) HGHT: HIGH DMGE: 38 ---------- NAME: 145 CMND: d+P+K (in midair) HGHT: AIR DMGE: 25 ---------- --------------- |COMMAND ATTACKS| --------------- 1) NAME: 1A0 "ASCENSION" CMND: d,df,f+P TYPE: ATTACK HGHT: M-SM-SM-SM STOP: NO DMGE: 18 ---------- 2) NAME: 1A1 "PENITENCE" CMND: d,df,f+K TYPE: LAUNCH ATTACK HGHT: L STOP: YES DMGE: 25 ---------- 3) NAME: 1A2 "METEOR" CMND: d,df,f+{B} TYPE: THROW (STRIKE) HGHT: M STOP: YES DMGE: 26 ---------- 4) NAME: 1A3 "SACRIFICE" CMND: d,db,b+P TYPE: GUARD ATTACK/LAUNCH ATTACK HGHT: M(x4)-H STOP: YES DMGE: 17 ---------- 5) NAME: 1A4 "MIRAGE" CMND: d,db,b+ (in human form) TYPE: TELEPORT HGHT: NONE STOP: NO DMGE: 0 -FROM 1A4 "MIRAGE", DO EITHER ONE OF THE FOLLOWING- -------------------------------------- NAME: C27 | NAME: C28 | NAME: C31 | CMND: {K} | CMND: {P} | CMND: {B} | HGHT: L | HGHT: M | HGHT: SM | DMGE: 15 | DMGE: 15 | DMGE: 32 | EFFT: sp | EFFT: bnd | EFFT: ba | --------------------------------------- -OR- NAME: 1A4 "WRECK" CMND: d,db,b+{K} (in beast form only) TYPE: MULTI-HIT ATTACK HGHT: M-M STOP: YES DMGE: 30 *NOTES* -Uranus' 1A4 "Mirage" can be varied in numerous ways. At startup, there will be 2 images of Uranus: one crouching down and the other a few inches off the ground. Depending on the next button pressed determines which image Uranus will become.... -Pressing K (C27) will make Uranus do a sliding kick that'll go under Middle~High attacks (crouching image). Pressing P (C28) makes Uranus drop down from the air with a punch (airborne image). Pressing B (C31) will make Uranus to disappear and attack in Beast form. -If Uranus is close to her opponent when she executes C31, she'll appear behind her opponent and attack. If she's far away, she'll appear before her opponent and attack. -If neither 3 buttons are pressed, Uranus will just teleport forward after about a second from startup. ---------- 6) NAME: 1A5 "TEMPEST" CMND: d,db,b+B TYPE: MULTI-HIT ATTACK HGHT: M(x4) STOP: YES DMGE: 24 EFFT: ln ---------- 7) NAME: 1A0 CMND: {P} (In beast form only) TYPE: BEAST DRIVE ENHANCED HGHT: M-SM-SM DMGE: 22 *NOTES* -Uranus's Beast Gauge will be filled 1/4 after this is executed. This is if it doesn't hit. If it connects with her opponent, then the Beast Gauge will fill around 3/4. -If Uranus is hit before this actually goes into attack phase, then this move will be stopped and Uranus will stay in beast form. -The 1st hit is a Guard Break. The following 2 are not Guard Breaks. ---------- 8) NAME: 1A1 CMND: {K} (In beast form only) TYPE: BEAST DRIVE ENHANCED HGHT: L-L-L DMGE: 36 EFFT: sw *NOTES* -Uranus's Beast Gauge will be filled 1/4 after this is executed. This is if it doesn't hit. If it connects with her opponent, then the Beast Gauge will fill around 3/4. -If Uranus is hit before this actually goes into attack phase, then this move will be stopped and Uranus will stay in beast form. -The 1st hit is a Guard Break. The following 2 are not Guard Breaks. ---------- 9) NAME: 1A2 CMND: {P} or {K} (In beast form only) TYPE: BEAST DRIVE ENHANCED HGHT: M-M-M (In midair) DMGE: 45 *NOTES* -Uranus's Beast Gauge will be filled 1/4 after this is executed. This is if it doesn't hit. If it connects with her opponent, then the Beast Gauge will fill around 3/4. -If Uranus is hit before this actually goes into attack phase, then this move will be stopped and Uranus will stay in beast form. -All 3 hits are Guard Breaks. ---------- ----------- |BEAST DRIVE| ----------- ---------------------------------------------------------------- BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + B | ---------------------------------------------------------------- NAME: 1B5 "BAPTISM" | NAME: 1B8 "APOCALYPSE" TYPE: ATTACK | TYPE: THROW (GRAB) HGHT: M | HGHT: ALL DMGE: 69 | DMGE: 89 ADDT: NONE | ADDT: NONE *NOTES ABOUT 1B8 "APOCALYPES" -It is not possible to execute this from an attack with a Cancel Point. -At the end of this Beast Drive, Uranus launches her opponent. Before he/she can hit the ground, Uranus can follow up with an attack and/or combo to juggle her opponent. ---------------------------- |COMBINATION ATTACKS -HUMAN-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)C26 d+P-d+K -------------------------------------------------------------------------------------------- 2)CH0B df+K-K* NOTES: 2nd hit causes Bound -------------------------------------------------------------------------------------------- 3)C30 u+P*-{B} NOTES: u+P will keep Uranus facing in the same direction no matter what, whether she teleports behind her opponent or not. -------------------------------------------------------------------------------------------- 4)CH11 f,f+{K}-{K} -------------------------------------------------------------------------------------------- 5)09 T, d+P-K -------------------------------------------------------------------------------------------- ---------------------------- |COMBINATION ATTACKS -BEAST-| ---------------------------- -------------------------------------------------------------------------------------------- | NAME INPUT | -------------------------------------------------------------------------------------------- 1)C01 ALPHA B-u+{B} NOTES: Last hit will launch opponent into the air. From there, Uranus can do a Chase Jump. -------------------------------------------------------------------------------------------- 2)C21 d+B-d+{B} NOTES: Last hit will launch opponent into the air. From there, Uranus can do a Chase Jump. -------------------------------------------------------------------------------------------- ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` ------------------- G) SECRETS & TRICKS ------------------- SECRET CHARACTERS ----------------- 1) FIGHT AGAINST KOHRYU: Play Arcade mode and finish the 1st 4 matches without losing a round or continuing. In the 5th match, instead of facing one of the regular 12 characters, Kohryu will be your next opponent. 2) FIGHT AGAINST URANUS: Play Arcade mode defeat all 9 opponents (including Xion) without any continues (it's OK to lose a round, though). If done correctly, a "Special Stage" will appear after you defeat Xion, with Uranus being the final opponent. Note that facing Kohryu is not necessary to make Uranus appear. 3) PLAY AS KOHRYU: Following Secret #1, when you square off against Kohryu, defeat it in any manner. After Kohryu is defeated, continue the game as regular. Whether you beat the game or not, Kohryu will be accessible in any mode. At the Character Select screen, go to the bottom row and move the cursor all the way to the left or right off the screen. Kohryu's portrait will appear. Note that if you lose against Kohryu, it will not appear for the rematch. Instead, another character will take its place. 4) PLAY AS URANUS: Following Secret #2, when you face off against Uranus, you have to defeat her no matter what. If you lose, then the game will end and you will see your character's ending. Once Uranus has been defeated, She can be used in any mode. At the Character Select screen, go to the top row and move the cursor all the way to the left or right off the screen. Uranus' portrait will appear. EXTRA MODES ----------- *NOTE THAT EXTRA MODE CAN BE ACCESSED IN OPTION MODE. ONCE ANY ONE OF THE EXTRA MODES HAS BEEN UNLOCKED, THE TITLE "EXTRA MODE" WILL APPEAR UNDER THE "SAVE OPTIONS". SOME OF THE MODES CAN BE USED "SURVIVAL MODE" STYLE AND/OR "VERSUS MODE" STYLE. EXTRA MODE #1 - SUDDEN DEATH SURVIVAL: Defeat 9 characters in Survival mode. When playing this mode, you & your opponent will have no energy in the Life Gauge, while it takes only 1 blow (no matter how weak) to win. "Survival mode" style only. EXTRA MODE #2 - NO GUARD BATTLE: In Arcade mode, get 1st place in Ranking. As the name states, characters cannot block (no Light or Hard guard). However, Guard Escape can be used. "Survival mode" and "Versus mode" style available. EXTRA MODE #3 - HIGHEST DIFFICULTY: Beat Arcade mode with no continues. In this mode, play against the computer-controlled characters on the highest difficulty available in this game. This is the same difficulty used in CPU Battle mode. Very hard indeed. "Survival mode" style only. EXTRA MODE #4 - KNOCK DOWN BATTLE: After Extra Mode #1 has been unlocked, rank 1st place in Survival mode. In this mode, any attack will either knock down or knock away a character. Not all attacks will do this, though. For instance, Throws will connect & have its special effect as regularly, while a Rising Attack will strike as regularly. All attacks, though, will do twice the damage. "Survival mode" and "Versus mode" style available. EXTRA MODE #5 - HIGH-SPEED MODE: Fight in 100 matches or more (it doesn't matter who is used). When this has been done, rank in any place in Survival mode. In this mode, all attacks (except throws) will be executed twice as fast, (believe it or not, the speed's faster than that in Hyper Beast mode) enabling combos that are normally impossible. (Try it. You'll see what I mean) The only catch is, damage is drastically reduced, meaning battles will last for a very long time if combos aren't made. "Survival mode" and "Versus mode" style available. EXTRA MODE #6 - LOW-SPEED MODE: Use all characters at least once in either Arcade, Versus, or Survival mode. Then, rank in any place in Arcade mode (it doesn't matter who is used). opposite to Extra mode #5, all attacks (except for throws) will be twice as slow. So slow, that attacks can easily be Guard Escaped. The only problem is, most combos can easily be stopped, no matter how fast or dominating it is in regular speed. Damage is also increased(?). "Survival mode" and "Versus mode" style available. EXTRA MODE #7 - HYPER BEAST BATTLE: Use any character 10 times or more in any mode except in Practice mode. Then, rank in any place in Arcade mode with that character. All characters will be in Hyper Beast mode in each and every round, there will be no timer, and Hyper Beast mode will never end. "Survival mode" and "Versus mode" style available. EXTRA MODE #8: SUMO WRESTLING BATTLE: Use any character 20 times or more in any mode in Practice mode. Rank any place in Survival mode with that character. In this mode, the only way to win is for the opposition to fall down completely onto the ground. Other conditions also exist, where being slammed into a wall will automatically mean defeat, (possible because the character's going to hit the ground, and Recovery doesn't work) while most throws will also mean victory as long as the opposition hits the ground & is down. The good side to this is that characters do not take any damage from any attack, while Recovery is very important & must be done as soon a possible. "Survival mode" and "Versus mode" style available. TRICKS ------ CLEAN PAUSE: In any mode, press/hold either L or R buttons remove the options menu off the screen. REPEATING THE REPLAY: Anytime a round is finished and the Replay screen comes up, press Triangle button to replay it from the start. This can be done as many times to one's liking. AFTERIMAGE REPLAY: Anytime a round is finished and the Replay screen comes up, hold P+K+G simultaneously to make the screen have a blur effect. This can be done until the replay scene is completely over and the victorious character does his/her victory pose. MARVEL'S G-III SWITCH UP: While playing as Marvel, start any of her K,K combos. After the 1st kick, delay afterwards up to the point where her kicking leg goes down & almost touches the ground. Press kick again to make Marvel continue the combo as she switches legs. "FALSE" GUARD: Do a mistimed Guard Escape, or press Forward while holding R1 (Resembles a Heavy Guard). The easiest way to do this is to hold R1 & press Forward. Anytime an attack is executed by the opposition while your character's in Hard Guard pose, he/she will suddenly drop out of it and move forward. No a good thing, your character will get hit. DROPPING THE "BOMB": While playing as Bakuryu or Kohryu, cancel or take a blow during "Enmaku Dan" or "Enjin Rasen Kyaku" just as either character's about to throw down their smokebomb. If done correctly, the bomb will fall out of either character's hands, bounce a little, and disappear. "100" CANCEL: While playing as Uranus, knock/juggle her opponent into the air with any attack. Just as that attack connects, immediately cancel into u+P, "100" (based off of Air Combo System; see "Juggles & Air Combos" topic in "Combo System", located in the "In-depth Discussions [Part 1]" section). As soon as u+P hits airborne opponent, press u+P again. Repeat this as much as possible, which will make Uranus teleport back & forth around her opponent indefinitely. Or, If your timing is fast enough, cancel u+P at startup into another u+P anytime during this trick BEFORE the previous u+P connects with opponent. If done right, u+P can be canceled about 3-4 times before foe hits the ground without ever hitting the opposition. Why does this happened? I have no idea. -------------------------------- H) IN-DEPTH DISCUSSIONS (PART 2) -------------------------------- --------------------------------- |RATINGS ON CHARACTERS' LIFE GAUGE| --------------------------------- The characters in BR3 can take a certain amount of damage before he/she is KO'd. Comparing each character to one another will also show that some characters take more damage than another characters. This is not, however, based on the number of "points" in a character's Life Gauge. By default, each character has 200 "points". The difference in each character's Life Gauge is the length of its endurance to taking damage. Below is a chart on each character's Life Gauge I made up, which was tested against Yugo. Each character was pitted against Yugo's Beast Drive Attack, Spiral Fang, then followed up by a number of hits from his db+P (Leg Slash). The number of hits it took to KO each character was first tested in VS mode, then calculated in Practice mode. This experiment was done while all characters (including Yugo) were in human form. Take note that the weakest version of Spiral Fang was used (where the Beast Gauge was empty) twice, while db+P was used a number of times until it knocked out the character being tested. Ratings on the length of the Life Gauge: 1 = Lowest; cannot take a great amount of damage 2 = Average; can take a decent amount of damage 3 = Higher; can take more damage than normal 4 = Highest; can take a great amount of damage ---------- |HUMAN FORM| ---------- # SPIRAL FANG (EMPTY GAUGE) # db+P RATING ------------- ------ ------ YUGO - 2 -----> 5 = 3 ALICE - 2 -----> 4 = 2 LONG - 2 -----> 5 = 3 MARVEL - 2 -----> 4 = 2 BUSUZIMA - 2 -----> 4 = 2 JENNY - 2 -----> 4 = 2 BAKURYU - 2 -----> 4 = 2 URIKO - 2 -----> 3 = 1 GADO - 2 -----> 6 = 4 STUN - 2 -----> 6 = 4 SHENLONG - 2 -----> 3 = 1 XION - 2 -----> 4 = 2 KOHRYU - 2 -----> 6 = 4 URANUS - 2 -----> 3 = 1 Next, a test was performed on each character's Life Gauge while in beast form. This was much harder than the former, due to the fact that each character's Life Gauge started to recover energy after a second or two when that character received no more damage. In order to prevent that, a different method was used. Pitted against Yugo again, each character took a consistant amount of hits from Yugo's P-P-P-P combo (Strike Rush) without any pause or break. This action was done until the character was KO'd in VS mode, then calculated in Practice mode. The number of times Strike Rush was executed is read as "#x". For example, the number of times Alice had Strike Rush executed on her before it KO'd her was 5 times exactly. So, "5x" will be written to represent the number of times Strike Rush was used. On some characters, though, the last hit of Strike Rush did not KO him/her. Sometimes, it took the 1st hit of Strike Rush to do it. In this case, the number of times Strike Rush was executed plus the number of hits of an incompleted Strike Rush KO'ed a character is read as "#x+#" For example, Strike Rush was executed 5 times on Bakuryu, but Bakuryu still remains standing. Executing Strike Rush once more, Bakuryu is KO'd on the 1st hit. Thus, it will be written as "5x+1" For this experiment I'm unable to guarantee that the rating on each character's Life Gauge in Beast mode is definite due to some inconsistancies. The way characters take damage is very different from each other, making it hard to tell the number of "points" in each character's Life Gauge. Yugo's Strike Rush wasn't as consistant as I thought it would be; although I tried my best to execute it each time as one finished consistantly, I'm certain there were instances where it let up just enough for some characters to recover 1 to 2 "points" in his/her Life Gauge. Still, this chart gives a general idea on how each character's Life Gauge in Beast mode takes damage. If I decide to try another method to determine the Life Gauge in Beast mode percisely, then I'll change this. For the moment, though.... ---------- |BEAST FORM| ---------- # P-P-P-P (STRIKE RUSH) DAMAGE # HITS RATING ------------- ------ ------ ------ YUGO - 5x+1 -----> (40x5)+10 21 = 2 ALICE - 5x -----> 41x5 20 = 1 LONG - 5x+1 -----> (40x5)+10 21 = 2 MARVEL - 5x+1 -----> (40x5)+10 21 = 2 BUSUZIMA - 5x+1 -----> (41x5)+10 21 = 2 JENNY - 5x -----> 41x5 20 = 1 BAKURYU - 5x+1 -----> (41x5)+10 21 = 2 URIKO - 4x+3 -----> (44x4)+30 19 = 1 GADO - 6x -----> 36x6 24 = 3 STUN - 7x -----> 30x7 28 = 4 SHENLONG - 5x+1 -----> (40x5)+10 21 = 2 XION - 5x+1 -----> (41x5)+10 21 = 2 KOHRYU - 5x+1 -----> (40x5)+10 21 = 2 URANUS - 6x -----> 36x6 24 = 3 ---------------------------------- |RATINGS ON CHARACTERS' BEAST GAUGE| ---------------------------------- For this experiment, I tested how long each character is able to stay in beast form after taking a number of hits. In order to make this work, each character takes continuous hits from Yugo's LD+P (Smash) until his/her Beast Gauge is empty (as far as it can be seen). Next, in order to knock each character out of Beast mode definitely, Clinch is used, since it stuns a character & puts him/her in the Down position without actually knocking him/her with force. This experiment was done in Practice mode. Note that Yugo is in human form during this experiment. He can also be in beast form to accomplish this, but I chose to use his human form (no particular reasons). An interesting thing about the Beast Gauge is that it seems to relate directly to the amount of damage a character receives. The higher the damage, the faster the Beast Gauge will be drained. The amount of "points" that is read as damage can also be used to measure the length of each character's Beast Gauge. If a figure were to be shown, I would say that each character's Beast Gauge has around 130 "points" of energy in it. Ratings on the length of the Beast Gauge: 1 = Lowest; Beast Gauge will be empty after taking a good number of hits 2 = Average; Beast Gauge will have a little amount of energy left after taking numerous hits 3 = Higher; Takes twice as much hits to drain the Beast Gauge 4 = Highest; Very difficult to drain the Beast Gauge # LD+P LD+P (DAMAGE) # CLINCH CLINCH (DAMAGE) RATING ------ -------------- -------- --------------- ------ YUGO - 11 12 1 3 = 2 ALICE - 10 13 1 4 = 1 LONG - 11 12 1 3 = 2 MARVEL - 11 12 1 3 = 2 BUSUZIMA - 10 13 1 4 = 1 JENNY - 10 13 1 4 = 1 BAKURYU - 10 13 1 4 = 1 URIKO - 10 13 1 4 = 1 GADO - 12 11 1 3 = 3 STUN - 14 9 2 2+3 = 4 SHENLONG - 11 12 1 3 = 2 XION - 10 13 1 4 = 1 KOHRYU - 11 12 1 3 = 2 URANUS - 12 11 1 3 = 3 After each character takes a number of hits from Yugo's LD+P, Clinch is performed. If done correctly, each character will fall out of Beast mode after the 1st hit of Clinch. In Stun's case, on the other hand, it took 2 executions of Clinch to accomplish this. It seems that the length of endurance for Stun's Beast Gauge is very, very high. It's best to just use 14 hits from Yugo's LD+P + 2 executions of Clinch to get a close measure of Stun's Beast Gauge length. Trying to avoid the 2nd Clinch & replacing it with one more hit of LD+P will most likely overexceed the amount of energy in his Beast Gauge by far, and give an inaccurate reading. ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` ------------------------------ I) RECOGNITION TO CONTRIBUTORS ------------------------------ ====== =============== [NAME] [Contributions] ====== =============== Madcat For many corrections and information on the game and the characters Chosen One For the correction on the motion Yugo's "King of Breakers" Beast Drive ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` ------------------- J) REVISION HISTORY ------------------- 8/5/2001 - Initial release. Missing a few characters, moves, and information. Not yet on the level of a real FAQ. 8/12/2001 - All characters are now listed - All discussions under "In-depth Discussions (Part 1)" are now complete - In each character's Command Attack listings, a new label about whether or not a specific Command Attack can be stopped or not has been added - Yugo's Basic Attack list has been put up, a starter for this part in each Character's section - Yugo's Command Attack list has been put up 10/22/2001 - Expanded the Intro section, adding stuff needed to say on each update of this FAQ. - Added Yugo & Uranus' Free Combo System lists - Added info about Uranus' Chase Jump in both human & beast form - Fixed errors and added new/missing info in each character's section, mainly in Long and Uriko's section - Added additional note about canceling Alice's Double & Triple Somerset and Yugo's Quick 1-2 - Added additional info about a stun-causing hit, which can be found under "Damage Control" in the "In-depth Discussions (Part 1)" section - Rewrote The info on Guard Reversals, located under "Offense & Defense" in the "In-depth Discussions (Part 1)" section 10/28/2001 - Added Gado and Jenny's Basic Attack and Combination Attack Lists. - Added a new trick, located in the "Secrets & Tricks" section. 11/13/2001 - Added Stun's Basic Attack and Combination Attack lists. 1/21/2002 - Re-edited entire FAQ. - Added Midair outcome to Bakuryu's Tenjin Izuna Otoshi and Kohryu's Enjin Izuna Otoshi. - Completed Xion and Shenlong's sections - Added "In-depth Discussions (Part 2)" section, with 2 listings under this section 12/30/2004 - Completed all character's sections, and made corrections/changes where necessary. - Corrected/added/revised various areas throughout the guide ```````````````````````````````````````````````````````````````````````````````````` ```````````````````````````````````````````````````````````````````````````````````` Questions? Comments? Secrets? Let me know at This FAQ is copyright (C) 2001~2004 by Deeshad