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Bloody Roar II: FAQ/Move List by Deeshad Version 2.6, Last Updated 1999-09-12 View/Download Original File Hosted by GameFAQs Return to Bloody Roar II (PS) FAQs & Guides Liked this FAQ? Click here to recommend this item to other users. ~~~~~~~~~~~~~~~~~ "Let's do this!!" - Yugo Oogami ~~~~~~~~~~~~~~~~~BBBBB LLL 2 BB BB LLL 22 BBBBB LLL 222 BB BB LLL 222 22OOOOOOOODDDDYY YY YYYY YY YY YY22222222 222222222 2222 2222 22 22 222 2222OO OO OO OO DD DD OO OO OO OO DD DD OO OO OO OO DD DD OOOO DDDDBBBBBB LLLLLL OOOO 2 RRRRR RR RR RRRRR RR RR 222 RR RR OOOO AA 222OOOO A RRRRR OO OO AA AA RR RR OO OO AA AA RRRRR OO OO AAAAAAA RR RR AA RR RR22222 22222 22222 222222222 222222222-BRINGER OF THE NEW AGEBR2: PERFECT PLAYERS' GUIDE Ver. 2.6 Written by DeeshadNew Disclaimer: This FAQ is written for fun and personal usage ONLY. It's okay to reprod uce this FAQ for viewing purposes, which should be meant to better your game play and knowledge on the game being discuss ed below. It is NOT to be used for profitable and/or promotional means, (ex. a game magazine) nor should the conten ts from this page be copied in ANY way, used under a different name, or rewritten/changed in any manner. If the fol lowing is violated in any manner, that's plagiarism and I will have the right to take legal actions against any vi olators. If you want to place this onan 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 . Black List Section ------------------1st Violator: EGM (Electronic Gaming Monthly); Scott Augustyn Where: June issue of Expert Gamer; Bloody Roar 2 Strategy Section Crime: Using this FAQ without permission; using the ideas of the author; (ex. ma de-up terminology and names; FAQ format) altering its contents; failing to give the author (me) credit; displaying this FAQ in a rather shabby and unimpressive manner Punishment: Not to give any profit to each of the magazines that they distribute /manufacture/take part in: -Electronic Gaming Monthly -EGM 2 -Expert Gamer -Expert Codebook If Crime Persists: A lawyer will be hired to take up case-------------------------------------------------------------------For some info straight from the makers of Bloody Roar 2 themselves, chec k out their Websites: Raizing Homepage index Hudson Soft Homepage y2/back1/index.html At the Raizing Hompage, you can learn all the moves and their names, whi le the story and Beast Drive illustrations and motion can be found at the Hudson Soft Homepage. (Japanese onl y) For the American version, you can find info about the storyline, feature s, characters (except for the secret characters) and hints straight from the Official Playstation Site at: Bloody Roar 2 page s/fighting/bloody2/ Just to let you know, there are some f BR2 in the American version. Some characters' names will be different, as well l" moves that are here. (whether it be translation errors, simplified translations, ou do pick it up (it's out now) and happen to read this FAQ and find things that all based on the Japanese version. www.playstation.com/games/categorie www.hudson.co.jp/new/blood www.raizing.co.jp/prd/br2/changes from the Japanese version o as the name of some of the "officia or just a complete rename) So, If y are different, it's because this isWill there be an American version of this FAQ? I don't know, but it's not really necessary. Like pictures? Want to see some official art & sketches drawn for BR2? C heck out this website: Bloody Roar 2 me.html Like puzzles? Play two jigsaw puzzles with Long & Uriko on it. See if yo u can put them together by trying them at this page: Asobi no Heya (Play Room) www.oitaweb.ne.jp/hp/obata/puzzle/s tart.html If there should be any problems, go straight to each puzzle at: Uriko's Puzzle /paz15.html Long's Puzzle /paz15.html (Sorry, these are Japanese-only pages) www.oitaweb.ne.jp/hp/obata/puzzle/2 www.oitaweb.ne.jp/hp/obata/puzzle/1 www2.itjit.ne.jp/~jnj/bloodyroarfraThis BR2 FAQ is written based on the PSX Japanese version of Bloody Roar 2.-------========================================------This FAQ can be found at: GameFaqs Console Gamer Cheat Code Central About.com Want less talk? Check out the BRPPG: Mini-FAQ. That can be found at: GameFaqs Console Gamer -------========================================-------This game copyright (c) by Hudson Soft and (c) Eighting/Raizing. This FAQ is copyright (c) '99 Deeshad================================= Contents:I) Story: Hostility Amongst the Races II) Game Modes III) Defensive System IV) "Bestorized" System V) Taking a Hit VI) Controls and Basic Functions VII) Characters and their Personal Descriptions A) Yugo B) Alice C) Long D) Uriko E) Bakuryu F) Marvel G) Busuzima H) Jenny I) Stun J) Gado K) Shen Long VIII) Secrets, Custom Features, And Tricks IX) Revisions and Contributors X) Final Words ================================ ------------------------------------------------------------------I) Story: Hostility Amongst the Races The huge, multinational foundation called Tyron met its demise due to "B loody Roar", the bestial beings' fight. It is said that Tyron Foundation had engaged in sinister acts concerning the products of artificially-made and militarized bestial beings. These acts became as clear as daylight, so their fate fell into the hands of justice. However, due to the image of besti al beings with the power to exceed human beings, and Tyron's wicked research joined with tales sayi ng, "We, the beasts, will oppose the human race and put them in great peril", the prejudice between b oth races continues on. At the center of the growing panic, people that take on the roles as "Be ast Hunters" became well known to the public, thus amplifying the hostility and feelings of terror t hat arosed between the human beings and the bestial beings. With these "Beast Hunters" present, eve ryday changed. In every area bestial beings are suffering by suppression, every single one since the inf luence of the hunters had appeared. The bestial beings then called their situation, "the Beast Liberat ion Battle Line", as those humans who take the roles of "Beast Hunters" now declared war on them. However, because of the opposition of the suppression, many bestial bein gs live in hiding in due to the new terror that has been stirred up by the Liberation Battlefront, having doubts about the situation and the existance of the bestial beings.5 years later since the fall of Tyron Foundation.... The human's and bestial being's Liberation Battlefront. And it's known t hat the bestial beings won't submit to the Battlefront of Liberation. As the 3 influences of distrust increas es, the crisis that blankets the world continues to grow.~~~~~~~~~~~~~~~~~~~~~~~~ Honorable me! Wheeeeeee! - Busuzima ~~~~~~~~~~~~~~~~~~~~~~~~ -------------------------------------------------------------------II) Game Modes In Bloody Roar 2, there are 7 modes present, each offering different gam eplay (slightly): ARCADE -----Basically the regular mode of the one can find. Straight from the arcade itself, you have to fight through 7 stages, each randomly hosting one of the 9 selectable characters. Once you defeat all 7, you'll go to the Final Stage, where you will have to fight Gado as the last boss. If yo u play straight through without continuing, you'll go to a Special Stage, where you'll have to go toe-to -toe with Shen Long, the secret character. If you play a normal game, (with 1 or more continues) you'll see the reg ular ending, which shows all the 9 characters doing their best combo/juggle during the Staff Roll. Play a great game and beat Sheng Long, you'll get the special Staff Roll which'll present all 11 characters doing a combo that involves their "Beast Drive". While you can always continue if you should lose against any of t he first 8 characters, you cannot continue if you lose against Shen Long. You'll automatically be taken to the ending, which'll be the regular Staff Roll. VS -Like any other VS mode in existence, you and a friend duke it out agains t each other, selecting anyone you please to represent your might. Also, check the Play Record in the Option mo de and see how well your fave character is fairing out against the odds and set private competitions with your buddies.STORY ----This is a very unique mode to be introduced into the Bloody Roar series. This can be looked as the missing pages from the game manual, (the actual manual only spoke about the game and its features. A separate pamphlet illustrates the characters, fighting descriptions, and their moves) for you'll g et to learn about each of the characters' personal story line, their interaction with the other characters, an d how they would deal with the problem present. All you have to do is select a character, (each with a little h int about their storyline under their name) and battle along as you get a glimpse more and more into the game's plot, guided with many picture illustrations of the action taking place. Similar to the Arcade mode, you'll get a different ending depending on whether you continue or not. SURVIVAL -------In this mode, you have to fight through 1-round, 60-minute set stages ag ainst each of the characters in the game. Like its name you will have to fight in 99 battles, facing each of the characters more than once, where the difficulty increase with every turn. Your life bar will not be set full for each stages as regular. Instead, how much health that'll be recovered depends on how much damage you received from each fi ght and how long it took you. If you lose 95% of health and win by time, you'll start the next match with just that 5 % health that remained. If you want to always start with a full life bar, practice hard, master your attacks & combo s, and finish each match as quickly as possible, for it doesn't get easy. (Note that finishing this mode is a near-impossible feat, for the difficulty wil l increase to that insanely-hard level. If you're a pure game master, (unlike me) you could probably get close enough to completing this mode. However, if you have a Game Shark/Pro Action Replay handy along with a couple of cheats....) WATCH ----Select the fighters to fight and just watch each match as the CPU takes control of both fighters. A good way to learn about all the secrets and tricks that each character possess. Here are some of the controls you have during this mode: -Select = Remove on-screen display (Life bar, Beast gauge, etc.) -R1 = Change camera views -Sq, X, or O = Reset camera view back to normal Note that the CPU's difficulty here is set permanently to "Bloody Hard" mode, so be ready to see some furious fights. CUSTOM -----Similar to the "Omake" mode from the BR1, this mode lets you customize the game in special manners that you desire. At the start, you will be given both "Wall Display" and "Afterimage Mode ". There are more, but you will have to figure out how to acquire them. (See "Secrets and Custom Features" for more o n this) Along with this is the "Game Start" feature, where you can select to fight against a friend, a computer-contr olled opponent, or all 11 of the characters one after another, and test the newly acquired custom features to you r heart's content. OPTIONS ------Pretty much explains itself by its name. Not to be confused with the Cus tom mode, this is where you can fiddle around with the game's basic features, like "Match Point", "Difficulty", and "Co ntrol Config". Some details on the more unique features: -Sound Option: change the game between stereo/mono, set the volume, list en to the sound effects & voices, and select the music for the game between "Arcade" or "Playst ation". In "Arcade" mode, each stage has their own personal sound track. In "Playstation" mode, E ach character has their own soundtrack. The second player's soundtrack will always be the music for each battle. -Movies and Pictures: Contains all the videos and endings from the game, as well as the illustrations from "Story Mode" -Play Data: Records your scores from each game mode, as well as charts e ach character's victories and how often they've been used and against who -Display Type: Adjusts the screen image to the size of your TV The "Memory Card" feature can also be found here, so remember to save yo ur game as often as possible. *Just in case you're interested, the track played at the opening video is called "Carnation Reincarnation", played by that jamming group called "Kinniku Shoujo Tai" (Muscular Girl Zone).This track c an be founded on two of their albums. One called "San Fransisco", (the remix version)and the other called "Saigo no Se isen" (original version), which translates as "The Last Holy War". Both albums have heavy metal-type of music. For the American version, there's a new mode added: TRAINING -------For those that want to practice their combos, Guard Escapes, etc., you c an use this mode for that purpose. It's also a good way to learn where and how each hit strikes, as well as what's useful and when. Since I do not have this, I don't know too much about it. (Anybody willing to share?)~~~~~~~~~~Here I go!! - Jin Long ~~~~~~~~~~ -------------------------------------------------------------------III) Defensive System The methods of defense have been focused on more in BR2, having a big ef fect on the gameplay. For starters, read below on the way a character's defense can effect the game. GUARDING The way you guard attacks still goes by the height of the attack execute d at you. Here's a chart written up from the game manual that charts about the proper way to guard against an attack : -----------High Guard own -----------High Attack | Mid Attack | Low Attack | O O X | | | ---------X O | | | ------------O (1x) O (1x) O (1x) | | | ------X Low Guard Mid-Air Guard Lie D -------------------------For this chart, a "O" means that an attack can be blocked in the positio n you're in. an "X" means it is not possible to block in that position. A "--" means that a defense doesn't apply, f or the attack will not come in contact. Note that you can only block once in the air. Afterwards, you'll be hit no matter what. Here's a list on the 4 different heights in which most attacks can attac k from. Note that aerial attacks will not be included in this, for just about all of them have to be blocked with a High Guard: High (H) : Attack aims at head level. A High Guard can defend against this, whi le a crouch or Lie Down will keep you under harm. Middle (M): Attack aims a midsection level. These attacks you have to be more aw are of, for they can only be blocked high. A Low Guard is useless in this case, but Lie Down will still w ork just fine. Low (L) : Attack aims at leg/waist level. Unlike the others, this can be block ed in any manner, making it not as useful in getting through an opponent's defense. Ground (G): Attack aims at foot level. Too low for a High Guard, these can only be blocked by a Low Guard. This will also beat Lie Down. These will be used in each character's basic moves list, to label the he ight of those attacks. The abbreviatedform will be used. Keeping an eye on the height of an attack is difficult, which is why it' s best to get used to falling into defense in a smart, calm manner. If you don't know the height on which the attac k will come from, (unless you memorized the opponent's moves) try to watch it as it comes and judge its motion , before you choose the best way to defend against it. If you can guess (or even know) the height of the attack, think about how you can follow up with an attack of your own. For instance, if you see Alice coming with a low kic k attack, a low guard may be good for protection, but if you can hop above the attack and counterattack, you can g et the upperhand in the fight. Study well. LIGHT VS HEAVY In the gaming world of BR2, there are now two different types of guards you can use, each with their own purpose. These two guards are called the Light guard and the Heavy guard respect fully. The Light guard is executed from the neutral position on the key pad, that is, you press nothing. ( in case of a low attack, you press down only for Light guard) It works like a regular guard and, unlike the Heavy g uard, your recovery time is very short. Due to this, you can counterattack almost soon after you block an attack. However, you cannot block "Guard Break" attacks from the Light Guard. (this'll be discussed a little bit further later) The Heavy guard will probably be the guard chosen favorite by many due t o habit of its motion. The Heavy guard can be executed by either pressing in the opposite direction from yo ur opponent (pressing backwards on the key pad), or by pressing the R1 button. (which'll put you in a guard posi tion even if the opposition isn't attacking) While it's not possible to counterattack because of the slow re covery time from this guarding method, it will protect you from any attack, including "Guard Break" attacks. Ea ch guard has its usage, so try to master both and use them when needed. DEFENSE AS A MEANS TO ATTACK Just to start off, my suggestion to using each of the two guards is to n ot press back on the key pad unless you want to walk backwards. Rely on the R1 button. That way, it'll be muc h more easier to differentiate between Light and Heavy guard. Now back to the subject, each guard can help in o ffensive means: -Guard Escape: Done from a Light guard by pressing forward just as yo u block an attack, this'll usually put you out of harm's path and allow for a more safer, carefree counterattac k of choice. This can be done: -While standing -While crouching-In the air -Guard Attack: Implicates the attributes of a Light guard, for you wi ll be protected against high and mid attacks. The only th ing that'll stop you are low attacks, throws, and Guard Br eak attacks. -Cancelling Command Moves: By pressing the R1 (Heavy guard) button wh en doing any of the quarter-circle attacks, you can cancel them at mid point. This is helpful for faking out the oppositi on, canceling an attack done by accident, or just cancelli ng an attack because the situation no longer calls for it. W hile it's easier to do this with a Guard Attack, it may not be s o with another Command move. -Motion Stopper: Pressing the R1 button while you're in motion (walki ng, dashing, crawling, or backstepping) will make you automatically stop in your tracks. A great way to to drop into defense when an at tack is heading at you while you're moving, especially while you're ba ckstepping away. GUARD BREAK Mentioned before were moves called "Guard Break". Guard Breaks are attac ks that flash with light before execution. This can range from a single attack to a combo attack to even a Command move. In the case of a Guard Break: -Can only be blocked by a Heavy Guard -Stuns/knocks down anyone in a Light Guard -If hit while in a Light Guard, you'll usually lose (le ss than) half of the damage than if it were a clean hit -Can be blocked on the ground and in the air -All Guard Breaks hit from either high level or mid lev el** While there's a handful when in human form, a lot more of each character 's attacks will turn into Guard Breaks in beast form, making it difficult to rely on a Light guard. While it's quite difficult to try and memorize each character and which attack is a Guard Break and which'll turn into a Guard Break once beastorized, the only way to avoid them is through good judgement and the Heavy guard button.**Jenny is the exception to this rule. In Jenny's combo B,B,B,d+B, the last hit, being a Guard Break attack, hits low. Thus, a low Hard guard can defend against it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Well, you're not worth it. You can't beat me." - Kakeru as "Bakuryu" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------------------------------------------IV) "Beastorized" System Just like its predecessor, the Beast Button is still present, allowing e ach character to transform into their "beast" form. However, there's alot of neat tricks added to transformation : -TRANSFORM!: Like in BR1, you can transform in the standard method, which is sta nding still and hitting the Beast button. This can also be done in the air as well. -DASH & TRANSFORM!: Again, this method is still in the game. Just run and hit th e Beast button to "beastorize" and charge in at the same time. -ATTACK & TRANSFORM!: If you want to transform safely, but not obviously, do one of the Command moves while hitting the Beast button. You'll execute your Beast Command move and transform a t the same time. Good for surprise attacks and getting into Beast mode without any problems. -COMBO & TRANSFORM!: Within the middle of a combos, hitting the Beast button wil l allow you to transform while continuing the assault. This can only be done in some combos, which have a n extension to adding in Beast combos and attacks. With this, the opposition will have to keep guessing t he outcome of your assault as you trip them up and take control! Note that if you do a regular transformation, (non-attacking) you'll be invincible as you become surrounded by an aura of energy. On the other hand, you can be hit as you perfor m any of the other transform-&-attack methods. It's now important to frequently change into Beast mode, for it possesse s alot of advantages that you won't have as a human. These features are: -Attacks are now stronger as a beast -Characters' jumping skills increase -Characters can jump off walls -Recover health into the temporary damage (white area) of your li fe gauge-There are more cancel points (cancelling attacks into Command at tacks) -Attacks have more power to knock foes away & higher in the air -Characters can endure more damage -All attacks will now take off block damage. This depends on the character when they're a beast and the attack executed. Each attack may ei ther take off health, or both health & the temporary damage in your life gauge . The Beast gauge will fill up on its own, along with executing attacks an d taking damage as well. This makes it easier to transform into a beast frequently. However, once a beast , your Beast gauge will go down not only if you take damage, but if you're blocking attacks, so be caref ul. Once a beast, there are a couple of ways in which you can revert from be ast back to human: -Being knocked down when the Beast gauge is emptied -Being juggled in the air when the Beast gauge is emptied -Executing a character's Beast Drive (See below) -Certain moves/throws may cause you to revert back to normal Note that once you've reverted back to human, any temporary damage area in your life gauge will turn into permanent damage. Remember that while you can be a skilled player, you 'll have disadvantages as a human if going against a beastorized character. Try to keep your beast form on as long as you can. BEAST DRIVE: SAVAGE INSTANT KILL The newest feature to be put into the Bloody Roar series is the "Beast D rive". The "Beast Drive" is an all-out attack that does big damage onto the opposition if they get hit. S ome notes on using the Beast Drive: -You have to be in Beast mode -All have to be blocked with a Heavy guard. (Guard Break) -Uses up entire Beast Gauge (amount doesn't effect the damage inflicte d) -If you miss, you'll be wide open as you revert back into human form -Each character's Beast Drive have different attributes To use the Beast Drive, you you just input the motion. (different for each character) Once the move ends, (whether it hits or not) you'll revert back to human, and will have t o slowly fill your Beast gauge again. Just like a regular Command Attack move, this can be cancelled into during some combos, which'll ensure that this move hits.~~~~~~~~~~~~~~~~~~~~~~~~~~~~"My revenge has only begun!" - Stun ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -------------------------------------------------------------------V) Taking a Hit In the midst of a battle, there are a couple of interactions that should be considered, for it can effect the outcome. These interactions come into effect 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 each: Clean Hit - while what happens depends on the hit itself, usually nothing specia l happens. Back Hit - 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 Hit* - a character will fall into certain stun postures depending on the hit and where it's aimmed at. Sometimes, nothing may happen. "Stunned" Hit - While in a stun posture, you'll usually be knocked off your feet . Depending on the attack and where it's aimmed at, where and how you fall may vary. (This is how most launcher moves work) In other cases, you may not fall down, usually because the hit is weak or doesn't have that potential to knock down a character. Also, if an attack hit s just as a character has almost fully recovered, even if it is meant to knock down a character, it may register as a clean hit. (This is the case for most attacks) In other instances, some hits might cause opponents to instantly be knoc ked off their feet in various manners. Some may just knock you into the air, while others may make you hit the ground hard enough to bounce. This, as well as the former stated should be kept in mind, for your winn ing combos and juggles can be determined by this. Also, depending on what form you're in and how your h it connects, each attack may have a different effect. (i.e. Shen Long's LD+K will launch a character as a counter while in human form, but once he transforms, it'll make his foe spiral) Keep in mind that once a character is in a "stun" posture, he/she cannot be grabbed by most moves considered to be a throw. Although moves like Bakuryu's Zu gokku Zuki and Marvel's Demolition Fang still can be executed, Busuzima's Daijoubutsu Throw and Uriko's Kikkyo Byot en will not work. *Note that a counter hit occurs before an attack is executed or as an attack hasreached its fullest extension. Once a character is recovering from hit/her attack, any hits taken in at that ti me will count as a "clean hit". STUN POSTURE: BOTH A BLESSING AND A DOWNFALL Here's a list of the different types of stun postures in the game, and h ow they can come into effect: Type ---1)Kneel (kn) ly by an 2)Trip (tp) hands as r you by a sweep 3)Stumble Forward (sf)** by an attack, 4)Stumble Back (sb)** t by an attack, 5)Head Clasp (hc) ong attack 6)Turn Around (tn) f attack, causing 7)1-Leg (lg) causing you to hop 8)Choke (ch) ng you to hold it 9)Wobble (wo) causes you to stagger 10)Spiral (sp) , that you are made to Behind You're hit mid/high in the back causing you to stumble forward. Forward You're hit mid/high in the fron causing you to stumble back Forward Forward You're hit in the head by a str You're hit by a whiplash-type o you to spin around Forward Your foot has been stepped on, around Forward You're hit in the throat, causi in pain Front/Behind You're hit from the side, which as you adjust your position Ground/Air You're hit so hard into the air spin Also remember that stun postures also come into effect not just by takin g a hit. Some throws can cause you to be stunned. Where ----Front/Behind Description -----------Brought down to one knee, usual overhead hit Front/Behind You support yourself up by your one leg is kicked out from undeWHEN KNOCKED OFF YOUR FEET Here's a list of the how you can be sent airborne/thrown to the ground i n the game, and how they can come into effect:Type ---1) Launcher (ln) he air 2) Banish (bh) e across the stage, and usually 3) Sweep (sw) under you, making you airborne abit mind that any character that is air-Description -----------You're sent flying straight into t You're knocked away with such forc fly into a wall Your feet are literally swept from before you hit the ground. Keep in borne (whether juggled or not) & is hit by any (strong) low kick attack before he/she hits the ground, thi s will also come into effect. 4) Floored (fr) hard 5) Sliding (sld) you go flying ground-level, ide across the ground 6) Bounce** (bc) that makes you bounce You're hit from above with a force 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 you to be launched or floored. As with "stun posture", the re are different outcomes for most moves depending on your form, and how & when your attack connects. 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 c an cause some form of effect, only those that play a more unique role in the game will most likely be labeled. **If these conditions are in effect, that character is considered to be "airborn e", thus they can be air grabbed, (ex. Bakuryu's Raikou Izuna Otoshi) or bobbed up by a launching-type move. (ex . Marvel's "Taskforce Upper") You're sent smack into the ground, You're hit with such momentum that and continue your travel as you slDAMAGE CONTROL Depending on when, how, and how many times you're hit, the damage may va ry. Here's a chart on how much damage a character may receive depending on the condition: TYPE ---Clean Hit Back Hit Counter Hit "Stunned" Hit Juggle Guard Crushed Wall/Ground Slam Ground Hit AMOUNT OF DAMAGE ---------------Normal Increases alot Increases abit~alot Normal Normal~Decreases abit About half damage Little damage Very little damage~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You thought you were winning? Hah! - Shen Long ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -------------------------------------------------------------------VI) Controls and Basic Functions f b d u = = = = forward back crouch jump P = Punch K = Kick B = Beast Tri = Throw R1 = Heavy GuardMOVING -----f = Walk forward b = Walk backward t a second) df = Crawl forward db = Crawl backward ast form only) f,f = Quick Forward ny in beast form only) f,f (Hold) = Dash ion's VS Mode only)b,b = Backstep d,d (hold) = Lie down (last for abou Dash, then jump = Super jump Jump at a wall, f = Wall jump (in be f,f or b,b in the air = Hover** (Jen L1 or L2 = Slant Move (American vers**You can hover for an infinite amount of time. To do this, you have to alternat e directionsby pressing f,f and b,b one after the other. All attacks that can be done in the air can still be performed, as well as wall jumping. You can also hover after a wall jump. THROWING -------P+K \ or > Standing throw (both with miss animation) R1+P / d+P+K \ or > Crouching throw (both with miss animation) d+R1+P / P+K = Throw escape (must be done just as the opposition initiates a throw. Will not work against back throws) *Note that a throw escape can only be done against the basic grabs stated above. It cannot be performed against Command Attack throws, air throws, or any special throws. (i.e . Stun's f + P, Gado's Dash + P) WHEN LAUNCHED/SENT FLYING ------------------------P+K = Air Recovery : -When launched into the air -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) P+K = Ground Recovery : -When knocked off your feet (Float) -When you're about to be sent sliding on the ground *Note that you cannot recover if you're sent spiralling in the air. Keep in mind that if you do an Air Recovery, you are not invincible right at the start of your this. Abou t a second after you execute this, you can block. In final round, killing blow slams a character into a wall = Wall Break *Note that this cannot happen in the "Room" Stage IN THE AIR ---------Jump, P = Simple downward punch Jump, K = Simple flying side kick Jump, B = Simple flying front kick u + P, K, or B = Leap Attack (varies)Jump, f or b + {P} = Hammer Drop Jump, f + {K} = Drop Kick Jump, b + {K} = Reverse Drop Kick Jump, f or b + B or {B} = Flying Beast AttackON THE FLOOR -----------d+P, K, or B = Ground attack (Varies between characters) When knocked down: -Press in any direction to roll on the ground -Tap P repeatedly to increase your recovery speed -Press K to flip up with a kick attack B-BUTTON ATTACK (IN HUMAN FORM) ------------------------------Press B when Beast Gauge is empty: -Do a mid-level attack -All around protection (hits from the front and back) -Little offense ability (works up close) -Each unique for all characters~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Is that the best you can do?" - Janne "Marvel" Gado ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------------------------------------------VII. Characters and their Personal Descriptions Before you read each of the characters' personal data, read this part fo r some important guidelines used in writing this section: Symbols and Abbreviations ------------------------* = Can cancel into a Command attack [H] = Hold down the preceding button [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 only 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 amulti-hitter. (ex. for an attack that hits high, its height will be labeled as "Hx") Strategies & Combos Section only -------------------------------/ = Indicates the points in which a combo breaks, and what has to follow in next = = Indicates when you cancel into a Command Attack - = Indicates when entering a Circle Combo (Long, Uriko, & Shen Long only) == = Indicates when a Rokugou Shiki Shuryo Waza is being used (Long, Uriko, & Sh en Long only) H = Done in human form (only) B = Done in beast form (only) H/B = Can be done in either form H~B = Done from human form into beast form B = continuation to a combination attack (in other words, it's not a separate c ombo) = = cancel into this move (i.e. a Command attack) -- = go into a Circle Combo (Long, Uriko, & Shen Long only) == = use a Rokugou Shiki Shuryo Waza (Long, Uriko, & Shen Long only) - = start of a new attack/combo; a break in the previous combo Characters' Bios ---------------Each character's Fighting Style description is straight out from the pam phlet, (except for Shen Long and Gado) while their Storyline is just a summary of the b eginning of each character's role from Story mode. Characters' Moves and Combos ---------------------------I know almost ALL the names for each move and attack. Some were not give n a name, so I will be adding a substitue in their place, putting them in parenthesis. Howeve r, not all moves in parenthesis are made up. If a move has various outcomes, then they will most like be in parenthesis. Some moves may be given a description if necessary. (It may b e inbetween parenthesis as well) Some moves and combos have numerous enders or ways it can be used. Not t o be redundant, I'm branching all of them together, listing them one after another un der themove or combo they belong to. So, if you see anything that has a ":" afterwards, this will indicate that more than one method will follow as an ender. Either that, or ther e will be a note refering to whatever that can follow up.Also, for some reason, there might be more than one method to do a combo. If you use another method that differs from mine, neit her mine nor yours is wrong. Characters' Strategies/Combos ----------------------------For each character's Strategy/Combo section, I'm only putting in various types of combos and juggles. As in all games, there are an infinite number of ways to mak ing a combo, as long as it works for the player. The ones I'm putting down are examples of th e ones I use, from the Staff Rolls, (both #1 and #2) and some really spectacular or really cra zy ones to play with. (especailly on those that don't like to recover when launched) Don't just limit yourself to these. Experiment with these and make some of your own. Depending on each character's form, some combos/juggles may work a littl e different. Remember that juggles have to be executed fast in human form, while your foes wi ll have a longer hangtime while you're in beast form. Also, there's a weight and size diff erence between both human and beast form, so some combos/juggles may be harder to do on a foe in human form than in beast form. Finally, not all combos/juggles are perfect. Due to the Recovery move, t hey can be broken. Remember that if your opponent recovers high in the air during your jugg le, that it can still be initiated and completed. You just have to delay a bit/time it right . This is my first time of writing an FAQ, so if you should find anything strange, confusing, or hard to understand, bear with me. This is preliminary work and may change as time goes on.~~~~~~~~~~~~~~ Oh, I'm sorry. - Jenny Bartoli ~~~~~~~~~~~~~~ ----------------------------------------------------------------------------------------------------A) ==== YUGO ==== ======================================= ------PROFILE ------Full Name: YUGO OOGAMI Beast Form: WOLF F.Style: BOXING Nationality: JAPAN Age: 22 Height: 177 cm (Human); 180 cm (Beast) Weight: 81 kg (Human); 84 (Beast) Occ: PROFESSIONAL BOXER Likes: STEAK Dislikes: WASABI ====================================== Story: BACK TO BATTLEFIELD As Tyron Foundation went down in flames, Yugo came across a young boy st anding in the midst of the burning company. Questioning the young boy's reasons for being ther e, he couldn't learn anything, for the boy himself didn't know. Concerned about his welfare, Yu go decided to take him under his care and escaped with the young boy. 5 years have passed sinced that time. Taking up the occupation Pro-Boxin g, Yugo continued to fight and hone his skills through this sport. The young boy, who is known as Kakeru, was also doing well in his new life as well, as he went to school and engaged in the activities of a normal young boy. There was still some questions to be answered about Kakeru's previous life, however, and his possible connection with the fallen Tyron Foundation. With the current situa tion between humans and beasts, the two had to keep a low profile, lest they want their new lifestyl e to come to an end. One day, as the two were outside, they were attacked by a mysterious guy . Leaving Yugo for wounded, he kidnapped Kakeru, ignoring the boxer's plea and claiming that the yo ung boy's name is "Bakuryu". Filled with rage, the wild youth is now set to hit the scene and to e xtract justice -where it belongs. ================================ FIGHTING STYLE DESCRIPTION Through his boxing style, Yugo combines both speed and power together to fight. Everything abouthim represents him as the standard "All-Mighty character". ================================ COSTUME COLORS p (Normal) = Orange vest, brown pants, black gloves, shoes, and belt / Gray-furr ed wolf K (2nd) = Blue vest and wrist straps, black gloves and shoes, grayish pants / Gr ay & tan-furred wolf B (Extra) = Blue vest and pants, black gloves, red shirt / Sky blue furred-wolf Start (Secret) = Brown vest, shoes, and gloves, dark gray pants and shirt / Rust y tan-furred wolf----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------============ Normal Moves ============ ----HUMAN ----FACING FORWARD -------------Ground --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Jab | P | H | | H | -Straight | f+P | H | | H | -Left Hook | b+P | M | | M | (bh) -Squat Jab | d+P | L | | M | (sb)/(ln) -Upper | df+P | M | (hc) | G | -Sway | db+P | | dodge back | G | [T] -Jump Straight | u+P | H | (kn) | M | -Mawashi Geri | K | H | } | M | (bc) Ground ------------------------------Name | Motion ----BEAST ------------------------------Wolf Claw | B f+B b+{B} d+B df+B db+B u+B-Twin Fang Dive | -Mangetsu Zan |-Kogetst Gaeshi | -Jizuri Zan -Bu Roukyaku | |-Flying Over Tail| -Arc Wrist| f,f+{B-Kakato Otoshi | f+{K} | M | (kn)/(fr) B}| M | (bh) -Backspin High | b+K | H | | M | (ln) Kick | | | -----------------------Low Kick | d+K | G | -Side Kick | df+K | M | (hc) -Backspin Low | db+K | G | (tp) Kick | | | -Sobat | u+K | M | -Jump Upper | f,f+P | M-H | [T],(ln) -One-Step Knee | f,f+K | M | (hc) -Shoulder Tackle | Dash,P | M | -Ground Slicer | Dash,K | G | (tp) -Smash | LD,P | H | (ln) -Jack Knife Kick | LD,K | M | -----------------------------------------------FACING BACKWARD --------------Ground --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Light Hook | P | H | (tn) | M | (bc) -J.F. Upper** | d+P | H | | G | retreat -Back Turn High | K | H | ----------------------Kick | | | -Back Turn Low | d+K | G | Kick | | | -------------------------------------------------Body Cannon -Spinning Claw| Dash+{ | LD+B-------------------------Ground ------------------------------Name | Motion-------------------------Back Turn Claw | -Make Inu B| d+B-------------------------**Wanna know what J.F. stands for? It's "Joe Fraiser" abbreviated. Sounds funny, but that's what was written on the Raizing Homepage. THROWS -----Front (Standing) = Seoi Nage uga Front (Crouching) = Knee Blast (ln) last (ln) Back = Ura Nage Front (Crouching) = Knee B Back = Ura Nage Front (Standing) = Senkets----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=========== RUSH SYSTEM =========== Yugo uses a unique system which most of his combos evolve around. Divide d into three groups, each "Rush" provides numerous hit enders for him to utilize, while it is possibl e to switch from one "Rush" to another. Study this well: ----------Blast Rush -----------

* (Extend into Strike Rush) -K -d+K, df+P* -B, B -B, b+{B} ----------Strike Rush -----------P, d+K, df+P* -f+P{c} (bh) -b+P -d+P -df+P* -K -d+B---------Burst Rush ----------

,P (Extend into Strike Rush) -d+P -

, b+B -B, B, {P} (bh) -B, d+{P} -B, B, d+P Note that in order to go into Strike Rush through those two extensions, just continue from that extension and tag in any of the moves under Strike Rush.----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=============== COMMAND ATTACKS =============== 1) Quick 1-2 Motion: d,df,f +

-or-1-2 Blast Motion: d,df,f +

: -(Go into "Blast Rush") -(Through "Blast Rush", go into "Strike Rush") -or1-2 Body Upper Motion: d,df,f +

, f+{P}, f+P 2) Gekka Shou Motion: d, df, f + K (Launcher) 3) Silver Wolf Knuckle Motion: d, df, f + P (Guard Attack) (Launcher as a counter in Beast form) 4) Crescent Somersault Motion: d, db, b + K 5) Bloody Roar Motion: d, df, f + B (Throw) 6) Flying Berserk Motion: d, db, b + B: -(Rebound) You make contact with a wall. Can follow up with any air attack . -Meteor Crash Press P, K, or B to attack once near a wall BEAST DRIVE: SPIRAL FANG ------------------------MOTION: d,db,b,db,d,df,f + {B} DESCRIPTION: An upclose upperslash. If it connects, Yugo follows with a midair w ild slash combo, and ends with a blistering, neck-spiraling slam with streaks of energy surroundi ng him. HITS: 24 --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Combination Attacks (Human) ---------------------------Name -----Standing Lock 1-2 & Rush Input -----P,

,

*,P P,

: -(Go into "Blast Rush") -(Through "Blast Rush", gointo "Strike Rush") Knuckle Twin Kick (Knuckle Spiral Kick) Straight Faust & Rush into "Strike Rush") Dragon Finish Blow Combo Hook On & Rush into "Strike Rush") Sway Hook Combo db+P,b+P,b+P,b+P b+

,

,P,d+P b+

: -(Go into "Burst Rush") -(Through "Burst Rush", go P,K,K* P,K,d+K f+

: -(Go into "Blast Rush") -(Through "Blast Rush", go*Note that this combo will work whether or not you press back for the first 2 pu nches. However, the last punch requires you to press back. Illusion Burst (Sway Back & Blow) Phantom Burst into "Strike Rush") Phantom Faust Twin Upper** Machine Gun Upper** Final Machine Gun Upper** db+P,f+

,f+{P},f+P df+P,P df+P,P,P* df+P,P,P*,{P} db+P,P,

: -(Go into "Strike Rush") db+P,d+P db+P,f+

: -(Go into "Blast Rush") -(Through "Blast Rush", go**Each punch can be delayed for a good amount of time, making it easy to switch between these combos depending on the situation. Also, while it says in the manual to pr ess df with each punch, you only need to press it once with the first punch. After that, all other punches will work just fine. High Kick Twin K,KSpiral Kick Low & Step In Squat Spin Kick Side Kick Twin Heel Tusk Panther Two ---------------------------Combination Attacks (Beast) ---------------------------Name -----Double Slash Triple Slash (Slash Flame Knuckle) Slash Low Slash Dive Double Wolf Kick Blind Blow Claw Twin Knuckle Slash Claw Twin Knuckle & Rush intoK,d+K d+K,df+P* d+K,d+K df+K,K LD+K,K f,f+K,P,P*Input -----B,B* B,B*,{B} B,B*,b+{B} B,d+B B,f+B db+B,B df+B,f+{P} B,P,

,B* B,P,

: -(Go into "Blast Rush") -(Through "Blast Rush", go "Strike Rush")(Claw Twin Kick) (Claw Spiral Kick)B,K,K* B,K,d+K----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos == =================== -------------------ABBREVIATIONS ------------S.W.K G.K.S C.S = B.R = = Silver Wolf Knuckle = Gekka Shou Crescent Somersault Bloody RoarSELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------Command ------LD+B[C]/P,P,P/B,B,B l db+P,d+P[C]/f,f+B gressive opponents Silver Wolf Knuckle[C]: -u+B -LD+B/d+B/f,f+B df+P[C]/d+B/Crescent Somersault db+B[T]/P[Bk][C]/f,f+K,P,P=C.S df+K[C]: -df+P,P,P,P l -1-2 Blast=d+K,df+P: =Crescent Somersault low =C.S=R1/d+K high. Add another d+K if foe hasn't t. S.W.K[C]/P,P,P: =G.K.S: -P,P,P=G.K.S/C.S -P,P,P=B.R -B,B,B l LD+B[C]: =b+P,B,B,d+P/Crescent Somersault l =P,P,B,b+B Silver Wolf Knuckle[C]/B,P,P,B,b+B f,f+K[C]/Crescent Somersault LD+B[C]/P,P,P=1-2 Blast=P: =Bloody Roar l =Spiral Fang l df+K[C]/df+P,P,P=1-2 Blast=P=Spiral Fang l B B B H/B B B H~B Near a Wal Near a Wal Near a Wal Near a wal B B B Near a wal Form ---B B B B B B H/B H/B H/B Near a wal Foe blocks Foe blocks learned ye Notes ----Near a wal Against agdb+B[tn]/Flying Berserk[Bk] (Cross over foe): -Meteor Crash B l -f,f+B B ries to hit you as you -Quick 1-2 e offense db+B[tn]/P[Bk][C]/Fying Berserk=Meteor Crash Lucky. u+P: -b+B -P,P,d+K,df+P=Crescent Somersault will not hit. Combo's to into ducking -1-2 Blast=d+K=Crescent Somersault -df+P: -d+K,d+K ->P,P,P & 3rd P of df+P to get all n. Near wall. -f,f+B er 1-2 Blast=P=Bloody Roar=R1/Grab ut hard H~B B H/B H H/B B H~B B BNear a wal Opponent t cross over Jump on th Near wall.1st punch trick foe Same thing Delay 2nd the hits i Strong end Stylish, b--------------------------------------------Strategic Usages ---------------Silver Wolf Knuckle=R1: (In a combo or as a counter) -Grab (Slide in close before you cancel) -d+K (Opponent blocks high) -Quick 1-2 (Light guard through attack to take offense) -u+B or Crescent Somersault (Reverse opponent's low attack ) -b+B (Opponent is in Light guard) -Flying Berserk (Retreat or attack [if near wall]) Quick 1-2=R1: (In a combo or on the offense) -Grab (Slide in close before you cancel) -d+K (Opponent blocks high) -Silver Wolf Knuckle (Reverse opponent's attack) -Crescent Somersault (Opponent blocks/ducks low) -f,f+B (Overhead or reverse opponent's low attack) -b+B (Opponent is in Light guard)-Nothing (Sway in)----------------------------------------------------------------------------------------------B) ----ALICE ----======================================= ------PROFILE ------Full Name: ALICE TSUKAGAMI Beast Form: RABBIT F.Style: JUMPING Nationality: JAPAN-GERMANY Age: 22 Height: 158 cm (Human); 159 cm (Beast) Weight: 57 kg (Human); 58 (Beast) Occ: NURSE Likes: CAESAR SALAD, ICE CREAM SUNDAES Dislikes: ONIONS ====================================== Story: LOVE FOR THE WOUNDED With all her power, Alice was able to help Mitsuko to rescue Uriko from the clutches of Tyron Foundation. Furthermore, Alice managed to bring Uriko back to her senses, helping her to regain back her memory of who she really was. Because of this, Alice became clos e friends with the Nonomura family. 5 years have past since that time. Seeing how much of a difference she c an make, Alice now dedicates her time to helping people at a hospital as a nurse. One day, she noticed a young man storming out of the hospital, furiously ripping away his newly-received band ages. Recognizing him as Yugo, she called for him, wondering what was distressing him. However, he claimed that he knew her not, and ran off, going to face whatever hardships that lay before him. Surprised at his reactions, (and how Yugo could forget the face of a "beautiful young lady") she follows after him, ready to assist him in any way she could. ================================ FIGHTING STYLE DESCRIPTIONWhile feeble in power, Alice is a character that excels in speed and hig h jumping abilities. Her fighting style involves applying her attacks one after another by rushing at her foes. ================================ COSTUME COLORS p (Normal) = Pink uniform, cap, and sneakers, white leggings and gloves / Whitefurred rabbit K (2nd) = Whitish uniform, white gloves and leggings, blue shoes / Pink-furred r abbit B (Extra) = Orange uniform and shoes, white gloves and leggings / Creame-colored furred rabbit Start (Secret) = Red stockings, shoes, and trimmings, navy bluish uniform and gl oves, dark brownish hair and anklets / Black-furred rabbit----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------============ Normal Moves ============ ----HUMAN ----FACING FORWARD -------------Ground --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Jab | P | H | | H | -Throw Punch | f+P | M | | H | (hc) -Sway Knuckle | b+P | M | | M | -Squat Jab | d+P | L | | G | -Body Hook | df+P | M | | | -Low Sway Knuckle| db+P | G | Ground ------------------------------Name | Motion ----BEAST ------------------------------Blitz Punch -Step Punch -Rabbit Kick -Squat Blitz Punch | | | | | df+B B f+B b+B d+B-Blast Leg Kick || G | (tp)/(sw) -Rabbit Hammer | u+P | M | (kn) | G | -Side High Kick | K | H | | M | -Arc Drop | f+{K} | M | | M | (ln) -Somersault | b+K | | retreat B}| M | (sp) Escape | | | | | -Squat Side Kick | d+K | G | } | M | -Step Toe Kick | df+K | G | -----------------------Reverse Foot | db+K | G | [T] Kick | | | -Jumping Toe Kick| u+K | M | (hc) -Slide Punch | f,f+P | G | -Rabbit Knee Pat | f,f+K | M | (sb) -Rabbit Tackle | Dash,P | M | -Rabbit Slider | Dash,K | G | (tp) -Hopping Hammer | LD,P | M | (ln) -Lunar Kick | LD,K | M | (ln) -----------------------------------------------FACING BACKWARD --------------Ground --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Turn Straight | P | H | | M | (fr)/(bn) -Squat Turn | d+P | L | | | Straight | | | | G | (tp) -Turn Kick | K | M | (bn) | | -Squat Turn Kick | d+K | G | -----------------------------------------------------------------------Needle Kick|db+B u+B-Hide Shot Kick |-Rising Toe Kick | f,f+B -Dash Somersault | Dash,{ Kick -Hopping Kick | | LD+{B-------------------------Ground ------------------------------Name | Motion-------------------------Reverse Drop Kick -Squat Turn Hammer | | | d+B | B-------------------------THROWS -----Front (Standing) = Reverse Frankensteiner tomp Front (Crouching) = Jack Knife Heel Edge ife Heel Edge Front (Standing) = Rabbit S Front (Crouching) = Jack KnBack = Alice PressureBack = Alice Pressure----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=============== COMMAND ATTACKS ===============1) Rabbit Spiral Motion: d, df, f + P (Air Combo Move) 2) Round Slash Motion: d, df, f + K 3) Spinning Hopper Motion: d, db, b + P (Guard Attack) (Launcher in beast form) 4) Triple Somersault Motion: d, db, b + K, b + {c}, b + {B}(sp) *If you omit b + {B}, move becomes the "Double Somersault" 5) Rabbit Flip Motion: d, df, f + B (Launcher) 6) Switch Moonsault Motion: d, db, b + B (Cross-over Move) 7) Air Raid Motion: d + P + K upclose in air (Throw)BEAST DRIVE: LIFTING STAR LANE -----------------------------MOTION: d,df,f,d,df,f + {B} DESCRIPTION: Alice comes in with a headbutt to the gut. If it connects, she'll s tuff the opposition into a human ball, bounces them like a soccer ball for a bit, and ending with an overhead kick that sends them screaming away. HITS: 9 --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Combination Attacks (Human) ---------------------------Name ---Upper Rush Surasto Rush Blitz Combo.... ...High ...Middle ...Low Blitz Reverse Low Throw Punch Upper Sway Kick Combo Squat Blitz Combo Rabbit Step Low Sway Combo Heel Edge Combo... ...High ...Middle ...Low (No Name) Arc Drop Combo Arc Drop Combo Rush Low Kick Combo Leg Beat Combo Lunar Combo Turn.... ...Upper Rush ...Surasto Rush Rabbit Knee.... ...Upper Rush ...Surasto Rush ...Blitz ...Blitz ...Blitz ...Blitz Combo High Combo Middle Combo Low Reverse Low Input -----P,P,P,f+

* P,P,P,d+P P,K,K: -b+K {c} -f+K -d+K P,K,P,d+K f+P,P* b+P,K d[H],P,K,K df+P,P,P*,d+K db+P,K K,K: -b+K {c} -f+K -d+K K,P,d+K f+K,b+K,f+K f+K,d+K,d+P d[H],K,K df+K,K,K LD+K,f+K [T] P,P,P: -f+

* -d+P f,f + K,P: -P,P: -f+

* -d+P -K,K: -b+K {c} -f+K -d+K -P,K,P,d+K---------------------------Combination Attacks (Beast) ---------------------------Name -----High Rabbit Combo Middle Rabbit Combo Low Rabbit Combo Low Rabit Rush Knee Low Rabbit Rush Ground Input -----B,B,B,f+B* B,B,B,b+B B,B,B,d+B d+B,d+B,B,B,B* db+B,B,B: -B (High) -d+B (Low) d[H],B,B,K,P P,P,P,f+P*,B,B,B: -f+B* -b+B -d+B f,f + K,P,P,P,f+P*,B,B,B: -f+B* -b+B -d+BLow Rabbit Rush Slider Upper Rush & Rabbit Combo ...High ...Middle ...Low Knee Pat to Upper Rush & Rabbit Combo ...High ...Middle ...Low----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos == =================== ------------------ABBREVIATIONS ------------R.Spiral = Rabbit Spiral T.Somersault = Triple Somersault R.Slash - Round SlashSELF-MADE COMBINATIONS AND AIR JUGGLES --------------------------------------Command ------f,f+K[C]/df+P,P,P=Rabbit Flip/Air Raid f+P,f+P[C]: =Spinning Hopper o if necessary =Rabbit Spiral/K,K,b+K if necessary db+K[T]/K[Bk] u+K[C]/u+P/df+K,K or d+K,K b+B[C]/df+K,K,K nfusion b+K/f+K,b+K,f+K cool u+K[C]/LD+P: -P,P,P,f+P=R.Spiral/Round Slash -K,K,b+K/Round Slash if necessary f+B[C]/Rabbit Flip: -Air Raid corner -LD+K,f+K f,f+B[C]/P,P,P,f+P: ->B,B,B,f+B=Round Slash if necessary =Triple Somersault Spinning Hopper[C]: -d+K,K -LD+P/Triple Somersault -P,K,K/df+P,P,P=R.Spiral l. Add another R.Spiral east form -f,f+K: ->P,K,K,b+K Kick as long as you st form only. May need a wall. ->P,P,P,f+P: =T.Somersault =R.Slash Rabbit Flip[C]/B,B,B,f+B: =Spinning Hopper =Switch Moonsault f+B[C]/f,f+B/Rabbit Spiral/Lifting Star Lane done fast f+P,f+P[C]=Rabbit Flip/P,P,P,f+P,B,B,B,f+B: =R.Spiral/Air Raid l =Lifting Star Lane lForm ---B H B H/B H B H~B B BNotes -----Delay comb Near wallUp-Down co Just looksNear wallB B B B H B H/BDone in aNear wallNear a wal while in bH/BDelay 1st can in beaB B B B B Has to beB K* /\ || || Rouraku Sen-Otsu (Yoe) b+K **"Futae" can go into the "Rokugou Hourin Shiki" through "Sousou Taiko", "Ranten Kakyaku", or "Soushi Tai". While "Hitoe", "Yoe", and "Itsue" are soley starters for this combo syst em, "Mie" can be used to both start this combo system or end it. Thus, "Mie" can be used twice. ------------------------------------------------------------------ u+K Gasoku Tai-Kaname (Futae)** Rouraku Sen-Kou============ Normal Moves ============ ----HUMAN ----FACING FORWARD -------------Ground --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Kyousui | P | H | | M | -Hisui Chouchuu | f+P | M | |H-H-H-H | -Gouha Shou | b+P {c} | M | (hc) | M-M | (kn) -Shimo Susuki | d+P | L | | G | -Youshi Senrin | df+P* | M | Ground ------------------------------Name | Motion ----BEAST ------------------------------Byou Sougeki -Houkou Sen | | B f+B* b+B d+B df+{B-Matatabi no Mai | -Soshu -Shishi Odoshi | |} | M | (tp) -Sen Shippo | db+P | H | -Tousou Ten | db+B | G | (tp) -Soushou Ten | u+P | M | (ln) -Chou Yuusen | u+{B} | H | (bn) -Kyouha Tai | K | M | -Ri Shouryuu | f,f+B | M | (ln) -Migi Tan Kyaku | f+K | M | (ln) -Ryuubi Katsu | Dash,B | G | [T] -Rouroku Sen-Otsu| b+K | H | (tn) -Byou Tengeki | LD+B | M | -Zensou Tai | d+K | G | -----------------------------------------------Kinsen Tenfu | df+K | H-M | [T] -Kamaitachi | db+K | G | (tp) -Rouraku Sen-Kou | u+K | H | -Tenha | f,f+P | | Roll -Senren Hou | f,f+K | H-H-M | -Shami Sen** | Dash,P | M | [T],(fr)/(bn) -Kagura Goma | Dash,K | M-M | (sp) -Rengeki Souken | LD,

| M-M | -Sakaguruma | LD,K | M-H | (fr) -----------------------------------------------**Note that the Shami Sen attack has two outcomes. If it connects, Uriko will bo unce away and land on her feet, even if blocked. If the attack hits nothing, she'll painfully tumble on th e ground before coming to a stop, slowly rising to her feet. Be sure this attack hits. At least you can bo unce away and stand a chance if blocked. FACING BACKWARD --------------Ground --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Kyouraku Kou | P | M-M | | M | (fr)/(bn) -Haishin Keisa | d+P | G | (tp) | | retreat -Ryouou Senshitsu| K | M | -----------------------Tenshin Soutai | d+K | G | (tp) -----------------------------------------------THROWS -----Front (Standing) = In dachi Front (Standing) = Tenun Se Ground ------------------------------Name | Motion-------------------------Joumon Houkai -Okubyou | B| d+B-------------------------nshou (hc) Front (Crouching) = Houshin (hc) (hc) Back = Rasen KourakuFront (Crouching) = Houshin Back = Rasen Kouraku=============== COMMAND ATTACKS ===============1) Houkou Jin Motion: d,df,f + P (Multi-hit attack) 2) Gekirin Kyaku Motion: d,df,f +K {c} (Launcher) 3) Gofugaku Shou Motion: d,db,b + P (Guard Attack) 4) Hien Raku* Motion: d,db,b + (hc): -Soukyuu Hien Raku f (Bound off) or B (Ball attack) When you're near a wall after bouncing off your foe's head: -(Yukigumo) You're facing the wall (Backflip away) -(Neyuki) Your back is to the wall (Falling Heel) *Naturally, this move alone will hit twice if the conditions are right. Also, if done close to a Light Guarding foe where you strike behind foe's head, opponent may turn and b lock attack automatically. (rare) However, if done upclose, foe will turn and get hit, no ma tter which guard they're in. If this move is executed without pressing in any directions, she'll bounce backwards automatically off her foe. 5) Pinfu Motion: d,df,f + B (Stance Change): -Hekireki Heiwa B rapidly -Senmen Pinfu P -Masou Pinfu K -Chuutsui Pinfu f+B (Run forward) *Note that all except f+B will hit. If you hold in any direction and press P or K rapidly, Uriko will get out of this stance. Also, pressing B when Uriko's Beast Gauge is empty willcause her to change back into human once she hits the ground, especially if she hits a wall in the process. 6) Senten Chouraku Motion: d,db,b + {B}: -Senten Fuuki B,B,{B} -Auto Rokugou -Senten f[H] + kwise) -Senten b[H] + terclockwise) -Senten d[H] + ckwise) -Senten u[H] + nterclockwise)Hourin Shiki: Hourin B(x6) (Start the R.H.S through the "Rantan Kyaku" cloc Houyoku B(x6) (Start the R.H.S through the "Rantan Kyaku" coun Houbu B(x6) (Start the R.H.S through the "Nichigetsu Ha" clo Houshou B(x6) (Start the R.H.S through the "Nichigetsu Ha" cou7) Koppa Hen Motion: d + P + K upclose in air (Throw) BEAST DRIVE: KIKKYO BYOTEN -------------------------MOTION: D,DB,B,DB,D,DF,F + {B} DESCRIPTION: Uriko will leap at her foe's head. If move connects, she'll curl up into a ball with her foe, being encased in a ball of energy. She'll bound all over the stage like a pinbal l, and slam down onto the ground at the end. While her opponent will be bouncing and flopping away on the ground, Uriko will rise up dazed. *Note: Press in any direction and any button rapidly to control the direction an d height of the attack. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Combination Attacks (Human) ---------------------------Name -----Raikan Tenbu h "Dokuko", Input -----P,P,P,P: -(Start the R.H.S throug"Ranten Kakyaku", or " Kyuso Dousan Shou") *This combo has to be done fast because of one reason. The 3rd punch will turn h er around if nothing else follows up. If the combo's too slow, it'll stop after the 3rd punch . Also, while the 4th punch can be delayed to a certain degree, if you don't input anything af ter about 2 seconds, she'll lose her balance and will turn her back to her opponent. Raijin Ga "Nichigetsu Ha") Kyoukai u no E through "Hitoe") Yomo Shin Ichinisan Sanou Ren Raikan Houbu Dokuko", "Ranten Kakyaku", or "Kyu so Dousan Shou") Raikan Ga "Nichigetsu Ha") Renkan Tai Kinsen Senshitsu Sousou Taiko", "Nichigetsu Ha", or "Sous hi Tai") *Inputting this combo fast will allow her to do everything without a pause. If y ou don't do anything after df+K, Uriko will turn her back to her opponent. However, the rest of the combo can still be done, just slower. Tenha.... ...Sousui ...Senkyuu Tai f,f+P: -P -K f+K,K# df+K,K: -(start the R.H.S through " db+P,P,d+P: -(Start the R.H.S through P,K,K*,u+K d[H],P,K db+P,P,P,P: -(Start the R.H.S through " P: -(Start the Shihou Shinits P,P,d+P: -(Start the R.H.S through*Note that both enders for the Tenha can be delayed slightly. If you add the end er about a second or two later, Uriko will attack almost at the end of the Tenha Senkyu. Ryouou Senshitsu [T],K:-(Start the R.H.S through "Sousou Taiko", "Nichigetsu Ha", or "Sou shi Tai")---------------------------Combination Attacks (Beast) ---------------------------Name -----Byousou Pekeji Ken "Dokuko") Soushuu Byouten Rishou Rekkuu B,B,B* LD+P,f+B Input -----B,B: -(Start the R.H.S through----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos == =================== -------------------ABBREVIATIONS ------------GRK S.C S.F H.J M.P H.H SHR = Gekirin Kyaku Senten Chouraku Senten Fuuki = Houkou Jin = Masou Pinfu = Hekireki Heiwa = Soukyuu Hien RakuSELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------Command ------u+P[C]: -u+K,K,u+K -P,K,K: H Near a wall Form ---Notes -----=Koyuki=Seppi =Pinfu=Hekireki Heiwa oe air recovers --K==b+K df+P=Houkou Jin GRK/P,P,P,P-P=S.C=S.F b+P[C]/df+K[tn]/d+K[Bk]: =GRK/GRK/d+P,K -df+K[tn] if necessary -u+K,K-d+K==b+K -b+B =Houkou Jin or LD+K hit fast =u+B f,f+B[C]: -P,P,P,P-f+K==d,d+P -LD+P,f+B: -S.C=S.F/K,K-f+K==b+K -P,P,P,P-P==d,d+K -f,f+K/GRKH~B H~B H H/B H~B H H/B H B H/B B B B B BDo this if fDo this fast Repeat comboExecute lastNear wallu+P[C]/K,K-f+K==d,d+P H f,f+B[C]/f+K/f,f+K/GRK/Houkou Jin B st & carefully b+K[C]/f,f+P,K[C][tn]/d+K[Bk]: -f,f+P,K/H.J H/B -f+K/f+K/Kikkyo Byoten B -df+P=H.J H nst reversals -Grab H/B n the defense -Pinfu=M.P,H.H B his fast f+K[C]/f+B: =Pinfu=Hekireki Heiwa correctly to bobup t shouldn't be done BTime hits fa Do this fast Counter agai Opponent's o Tricky; do tTime 2nd hit foe. Last hi too fast=Hien Raku: =SHR(Push f) correctly to bobup ku will hit foe twice =SHR(Push B)/P,P,d+P-d+P land before foe after -f,f+K/Hien Raku ts like a ground attack -f,f+P,K/df+B -b+B/df+BBTime 2nd hit foe. Hien RaBHard! Should SHRB B BHien Raku ac Early & fast Early & fastf,f+B[C]/P,P,P,P-P==f,f+P: -Dash+B t recover -f,f+P,P rs & blocks high -Dash+P rs & blocks low b+K[C]: -df+B -d+K,K-d+K-d+P==f,f+P h anything you like -u+K,K-K==b+P foe does or does not attack f,f+B[C]/P,P,P,P-P-f+K-f+P==f,f+K en executing the last ts Low Grab: -f,f+P,K/d+P,K ! -f+K/db+P/df+B rrectly f+K[C]/f+K,K/Koppa Hen (Air Throw) f+K[C]/u+P/f+K/b+P beast form, but timing is too f+K[C]/u+P/f+K/b+B/df or db + B it twiceB B BEnemy doesn' Enemy recove Enemy recoveB H/B H/B BFollowup wit Will hit if Near wall wh couple of hiH B B HDo this fast Time db+P co Near Wall Stronger in criticalBb+B has to h-----------------------------------------------------------------------------------------------E) ------BAKURYU ------Real Name: KAKERU (Keiji in the States) Nationality: JAPAN Beast Form: MOLE Story: OVER THE PAINFUL MEMORIES "Why is it so dark like this? What am I doing here? I don t understand." These are the words that ran through his mind. A young boy, standing in t he midst of a burning building, alone and confuse. Lost, he knew not where to go until a youngman name Yugo found him. With no other alternatives, the young followed Yugo out of the destro yed building, to be in a place that was much more safer. For the next couple of years the youn g boy took the name Kakeru, and lived under the care of his savior, Yugo. He felt content, for he could now have a life that he could call his own. Still, Kakeru was bothered by the fact that he couldn't remember anythin g before that time he soon amongst the flaming rubble of the falling building once known as th e Tyron Foundation. What was even more troublesome were his moods of anger, these violen t feelings that would come up once in awhile. Since there were no answers them, he decided to ig nore them as best as he could. One day, Yugo was attacked and Kakeru was taken into the clutches of a s trange man, who claimed that Kakeru was truly Bakuryu. Confused by this accusation, he soon beca me brainwashed, and took on the identity of a cold-hearted assassin. With the knowledge of Katou Ryu Ninjutsu at his disposal, the newly-awakened Bakuryu sets out to eliminate various targets, one of them being Yugo. ================================ FIGHTING STYLE DESCRIPTION As a light-weighted kid, along with many ninjutsu techniques, Bakuryu br ings his foes to confusion. His ability to make tricky attacks will make him a favorite to player s. ================================ COSTUME COLORS p (Normal) = Golden outfit w/brown outlines, silver shin & arm guards, brown glo ves & tabi (shoes), red scarf and obi (belt) / Brown-furred mole with red eyes K (2nd) = Blue tabi (shoes) and outfit with black outlines, gray shin and arm gu ards, white scarf and obi (belt) / Silver-blue mole with red eyes B (Extra) = Blazing red outfit w/gray outlines, silver shin and arm guards, brow n gloves and tabi (shoes), gray scarf and obi (belt) / Reddish mole with green eyes Start (Secret) = Silver outfit w/black outlines, gray shin and arm guards, navy blue tabi (shoes) and gloves, white scarf and obi (belt) / Gray mole with orange eyes-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------============ Normal Moves ============ ----HUMAN ----FACING FORWARD -------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Tantou | P | H | | H | -Ryuusentou Yoko | f+P | H | (tn) | M | Giri | | | | M | (bc) -Ryuusentou Tate | b+

| M | (hc) | L | Giri | | | | G | (tp) -Senpa | d+P | L | | M | (ln) -Ryuu Eijin | df+P | M | (hc) | M | (kn) -Kusunagi Tou | db+P | G | [tn] | | -Fushin Gaeri | u+P | | crossover } | M | (bh) -Ryuuga Kyaku | K | H | B}| M | [T],(bh) -Hangetsu Otoshi | f+K | M | | | -Eijin Kyaku | b+K | M | (hc) | G | (tp) -Teishi Shuu | d+K | G | -----------------------Suneuchi | df+K | G | -Kagebarai | db+K | G | (tp),(sw) -Nichirin Kyaku | u+K | K | (sb) -Sougeki Ha | f,f+P | M | (fr),(bn) -Fuuretsu Kyaku | f,f+K | M | (sb) -Jizuri Tou | Dash,P | G | (tp)/(sw) -Shinkuu Kyaku | Dash,K | H | (bn) -Tsumuji Hiji | LD,P | M | (hc) -Bakuryuu Hou | LD,K | M | (hc) -----------------------------------------------GROUND ------------------------------Name | Motion ----BEAST ------------------------------Doku Kaki -Doku Tsuki -Eizan Geki | | | B f+B b+{B} d+B df+B db+B u+B-Gedan Doku Kaki | -Jizuri Dan -Kaki Age -Kyuushuu Dokugeki Ha | | | |-Sou Dokugeki Ha | f,f+{B -Sou Doku Tatsu- | Dash,{ maki Ha | LD+B-Ashikubi Otoshi |-------------------------FACING BACKWARD --------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Metsubishi | P | H | | M | (sp) -Kaishin Tantou | d+P | L | | | retreat -Haijin Kyaku | K | M | (sb) -----------------------Ashi Kake | d+K | G | (tp) -----------------------------------------------THROWS -----Front (Standing) = Houshin Tengeki u Tatsumaki Geki Front (Crouching) = Ura Ten (Position Transfer) n (Position Transfer) Back = Ura Izuna Otoshi Front (Standing) = Zanmets Front (Crouching) = Ura Te Back = Ura Izuna Otoshi GROUND ------------------------------Name | Motion-------------------------Harasaki -Riei | B| d+B-------------------------=============== COMMAND ATTACKS =============== 1) Raikou Izuna Otoshi Motion: d,df,f + P {c} (Air-based Attack/Throw) *Note that its startup is an attack first. If it hits, then Bakuryu can complete this move into a throw. This will hit tall characters on the ground, but throw will not be init iated. If opponent is too low in the air, move will hit, but will not grab. As a beast, this move b ecomes unblockable in the air upclose. 2) Enmaku Dan Motion: d,df,f + K (Position Transfer) -or(Gi Enmaku) Motion: d,df,f + K, then press R1 (Disappear/Reappear) *The Enmaku Dan will teleport Bakuryu behind his opponent, while the "Gi Enmaku"will make him disappear for a moment. The trick to doing this is to press the R1 button just a s the bomb in Bakuryu's hand hits the ground. The log and smoke will appear, while he'll disap pear for about a second before reappearing back in the same spot. Also, the log can be hit at t imes, giving Bakuryu some protection. On a side note, sometimes when you're hit during this m ove, or if you cancel it early, the smokebomb will fall out of his hand, bounce away, and explo de on its own. 3) Enjin Rasen Kyaku Motion: d,db,b + K (Skyward Teleport & Attack) -or(Tenen no Mai) Motion: d,db,b + K, hold P (Skyward Teleport) *While the Enjin Rasen Kyaku will make you drop from the sky with a spinning kic k, the "Tenen no Mai" makes you drop from the sky doing nothing. Note that the log can be hit at times, giving Bakuryu some protection. Also, sometimes when you're hit during this move, or if you cancel it early, the smokebomb will fall out of his hand and bounce away, exploding on its own. 4) Kouki Ryuu Gekihou Motion: d,db,b + P (Guard Attack) 5) Zugokku Zuki Motion: d,df,f + {B} (Throw) 6) Shoten Kaki Age Motion: d,db,b + {B} (Launcher) 7) Izuna Otoshi Motion: d + P + K upclose in air (Throw) BEAST DRIVE: BUNSHIN KAEN JIGOKU -------------------------------MOTION: b,f,b,db,d,df,f + {B} DESCRIPTION: Taking a step forward, Bakuryu takes a swipe a his foe. If it conne cts, he'll dash by, leaving a trail of fire behind him, burning his foe. Disappearing, he'll circle around his opponent a couple of times, engulfing him/her in flames all the while. In ending, he spli ts into two ghostly images, both leaving a trail of fire that form an "X" as they dash by the burnin g foe, slicing and burning him/her one last time.---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Combination Attacks (Human) ---------------------------Name -----Rasen Ryuu Eijin Rentou Izuna Otoshi Rentou Fushin Gaeri San Rentou.... ...Ryuuei Hougeki ...Ryuuei Nichirin Kyaku ...Rasen Barai ...Rasen Ura Hiji Rentou.... ...Jinkyaku ...Rakujin Kyaku ...Kari Ashi ...Engetsu Shuu ...Rasen Barai ...Rasen Ura Hiji Renga Tantou.... ...Ryuuga.... ...Rakutsui Getsu ...Rakutsui Getsu ...Rakutsui Getsu ...Rakutsui Getsu Ryuuei.... ...Hougeki ...Nichirin Zan Ryuuga Rakutsui Kyaku Ryuuga.... ...Rakutsui ...Rakutsui ...Rakutsui ...Rakutsui Getsu Getsu Getsu Getsu Hangetsu Otoshi Eijin Kyaku Getsuei Gaeri Engetsu Shuu Input -----P,P,P,

,f+P# P,P,P,

,Raikou Izuna Otoshi P,P,P,u+P P,P,P: -df+P,P -df+P,K -d+K -d+K,P P,P: -K -K,K# -K,d+K -b+K -d+K -d+K,P P,K P: -K,K*: Hangetsu Otoshi Eijin Kyaku Getsuei Gaeri Engetsu Shuu df+P: -P# -K K,K* K,K*: -f+K -f+K,b+K -f+K,b+K,u+P -b+K f+K,b+K df+K: -K*,K* -f+K -d+K -f+K -f+K,b+K -f+K,b+K,u+P -b+KGetsu Eiji Kyaku Retsujin.... ...Nadare Geri ...Kari Geri ...Kusazuri GeriShippuu.... ...Nidan Geri ...Mikazuki Otoshi ...Inazuma Otoshi ...Rasen Renkyaku Rakurai Metsubushi Rengeki Tantou, so follow upf,f+K: -K -K,K -K,K,d[H]+K,K {c} -K,Enjin Rasen Kyaku LD+K,K* [T] P: -Metsubushi is the same as from the 2nd P of any P combo -Follow up with any combo s tarting with K ---------------------------Combination Attacks (Beast) ---------------------------Name -----Dokusou Eizan Geki Renkaki.... ...Ten Tou Hou ...Retsujin Nadare Geri ...Retsujin Kari Geri ...Retsujin Kusazuri Geri Dokukaki Shiten Kyaku Doku Tsuki Shiten Kyaku Dokusen Ten Tou Hou Dokusou Bakujuu Rengeki Dokusou Ryuuei Nichirin Kyaku Input -----B,B*,{B} B,B*: -d+B -d+K,K*,K* -d+K,f+K -d+K,d+K B,d+B [T] f+B,d+B [T] f+B,B*,d+B f+B,B*,B,B,{B} f+B,B*,B,df+P,K -orf+B,B*,B,B,df+P,K Jabu Rou Zugokku Zuki f+B,B*,B,df+P,Zugokku Zuki -orf+B,B*,B,B,df+P,Zugokku Zuki Dokusen Rakutsui Kyaku Doku Tsuki.... starting with K) Rentou to Dokusou Rengeki ...Dokukaki Shiten Kyaku P,P,P,

,B: -d+B [T] f+B,K,K* f+B: -(Follow up with any combo...Dokusou Eizan Geki ...Renkaki.... ...Ten Tou Hou ...Retsujin Nadare Geri ...Retsujin Kari Geri ...Retsujin Kusazuri Geri Metsubushi to Rentou to Dokusou Rengeki ...Dokukaki Shiten Kyaku ...Dokusou Eizan Geki ...Renkaki.... ...Ten Tou Hou ...Retsujin Nadare Geri ...Retsujin Kari Geri ...Retsujin Kusazuri Geri Ryuusen Renkaki Age-B*,{B} -B*: -d+B -d+K,K*,K* -d+K,f+K -d+K,d+K [T] P,P,P,

,B: -d+B [T] -B*,{B} -B*: -d+B -d+K,K*,K* -d+K,f+K -d+K,d+K b+P,db+B*Note that b+P has to connect in order for the last hit to work. Mukurosaki d+B,B,B,B,B*Note that this'll only work when the opponent has been knocked down ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos == =================== ------------------ABBREVIATIONS ------------R.I.O = Raiko Izuna Otoshi SELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------Command ------f+K,b+K[C]/f,f+P o throw off opponent u+K[C]/f,f+P one fast as a human; foe will while beast, so no problems f+P[C]: Form ---H H/B Notes ----Delay b+K t Has to be d be launched-df+K,K,K=Raiko Izuna Otoshi -Enmaku Dan (foe does a back attack): -Grab o execute back attack in order ully grab them from behind -Zugokku Zuki hard to escape -Bunshin Kaen Jigoku ery difficult -Enjin Kyaku or counter back attack -Transform o anticipate your game -f+B,B,B,B/R.I.O t. b+K[C]/Zugokku Zuki u+K[C]/df+P,K: -P,P,P,P=Raiko Izuna Otoshi only hit, but no grab -Raiko Izuna Otoshi grab -u+K: -f,f+B -f+B,d+B u+K[C]: -df+P,K/P,P,P,P,f+P/df+K,d+K l -db+B: -Zugokku Zuki te db+B too fast. If foe recovers, kku Zuki -Bunshin Kaen Jigoku use foe can recover -f,f+K/K,K,K -f,f+K,K,K,d+K,K/Mukurosaki f,f+K[C]: -f+K,b+K,u+P/Mukurosaki g -K,K=Enmaku Dan/Mukurosaki -P,P,P,P=Raiko Izuna Otoshi t -b+B/df+K,d+K t P,P,d+K[C],db+P[T]: -d+B or u+P [BK] egroup your senses -B [Bk] ance is right, you'll reverse whatnt throws out -P [Bk] the offensiveH/B H/BNear a wall Enemy has t to successfH~B B H/B H~B BEasy to do, Timing is v Trick foes Foe tries t Do this fasBB: =Demolition Fang ->d+B LD+P[C]/LD+P/f+K,K,K,P,P,P,K ound Punch combo part. to be done early and strike only once in beast form to work. LD+P[C]/LD+P/LD+P/b+K db+P[C]: -df+K -db+K df+K[C]: -TFU/f+K,K,K,P,P,P=Cross Blade Zapper do to her height as a beast. all. B H H B TFU will miss So, do near w Form ---H H Notes ----Taskforce Up fast H H H H~B B H~B H~B H/B Need wall ar 2nd LD+P has Do combo fas Do combo fas Change combo Change combo-TFU/f+P,P=Demolition Fang -f+P,K -df+P,d+K usion -df+P,f+B,d+B LD+P,TFU: -Transform . Add another LD+P if -Cross Blade Zapper fore executing R.S P,P,d+K/f+K,K,K,d+K: -d+K gh; warning to non-low -df+K w; confusion -f+P,K -df+P,d+K usion -F.Trap 1st=2nd -Trident Shoot=R1: -db+K gh -u+P n a Light guard LD+P/Rising Laser/Taskforce Upper/K,K,K cial. Foe can't fall b+P[C],P=Assault Blow LD+P/LD+P/u+B/LD+B ming is a bit hard. If twice, rest of the comboH~B H H Bd+B,d+B ->d+B,df+B: ->u+P/Bio Shock Shock, you have to hold ombo ends ->d+B/df+B/Antler Bomb LD+P[C]: -Spider Drop B H Form ---H~B H B B To use Bio df before c Notes ------b+K/Bio Shock Shock.... -df+P/Antler Bomb -f+P/u+K -f+K,d+K,Antler Bomb rucial. Opponent must be hit rder to work. -Riot Beetle b+K[C]/df+K/Stun Crash work if opponent goes on defense. u+P/df+P: -d+P,K -Hornet Grab LD+P: -df+B[tn]/B[Bk] annot be done close. Very strange o to do. -LD+P/df+P: -f,f+B each hit. Keep foe close to head -df+B/Riot Beetle each hit. keep foe close to head d+B/df+P/df+B/LD+B P[Bk][C]: -f+P/Riot Beetle -P,P,P,P l -f,f+P/d+P,K t -f,f+K P[Bk][C]/df+K/Grab or Boosting Burst ork if foe attacks while back is o be a high attack. K,P,P[C]/Hornet Grab LD+K/df+P/Jump,f+B ts like a ground attack u+B/df+P: -df+B/Riot Beetle -f+P/df+P/Spider Drop -f,f+P/Antler Bomb t -df+P/Grasshopper Leg t. Still hard to do. u+B/df+B/B,B,d+B,df+B,u+B t. Still hard to do. df+B/P,P: ->P,PH H H HTo use BioTiming is c by d+K in oB H~B Risky. WillH B B First hit c & hard comb B B Don't rush level. Don't rush level. B H~B H H H H~B This will w turn. Has t H/B B B B B B B Do near wal Do this fasLast hit acDo this fas Do this fas Do this fasBDo this fast. P combo should be done early. Do near wal l. =Any Command Throw f+P/Air Bomber throw foe into wall f+P/df+P/f+B/d+B t! If done correctly, f+B will hit hits ground. Hold d just as f+B hits in order to execute last hit. u+P/f+P/df+B: -f+P/df+B inite as long as foe doesn't recover -f,f+B -Any Command Throw -u+P/Antler Bomb one fast -b+B or b+P t, enders will hit as a ground attack -Dash+P t u+P/f+P/u+P/Antler Bomb t P[Bk][C]/Charge-in Transform f+P/Jump,Transform throw foe into a wall f+P/f+P/f+P/f+P.... inite as long as foe doesn't recover B B B B B B H H~B H~B H~B This is inf B H/B B f+P should Do this fas before foeHas to be d If done fas Do this fas Do this fas f+P should This is inf--------------------------------------------Strategic Usages ---------------Antler Bomb=R1: (In a combo) -db+K (Retreat) -df+P, f+P, f,f+B, or u+K (Opponent blocks low) -Hornet Grab (Opponent blocks/ attacks low [from a distance]) -Spider Drop (Opponent jumps & attempts a counterattack) -Riot Beetle (Opponent tries to counter) Grasshopper Leg=R1: (In a combo or as a counter) -b+P or b+B (Reverse an opponent's Guard Attack/Crush) -df+K (Get close to grab) -Antler Bomb (Foe blocks high) -f+P (Light guard though offense to grab) -f+B (Light guard through offense or foe's in Light guard) -Bio Reject (Light guard through slow offense...stylish, but r eckless)-----------------------------------------------------------------------------------------------J) ---GADO ---Full Name: ALAN GADO Nationality: FRANCE Beast Form: LION Story: 2 DAYS OF THE OLD TIGER Since the fall of Tyron Foundation, Alan Gado had disappeared. Retiring from fighting, his life is rather comfortable, for he has more than enough to survive with his weal th. Yet, after 5 years, he still observes how the differences between human and bestial beings are conti nuing. In fact, the prejudice seems to have amplified. As written in the September addition of European Millenium press, the te rror and violence between these two races is continuing on, but as alway, it is said that the best ial beings are the threat. The "beast problem", as stated in the paper, doesn't seem like it will b e resolved anytime soon. It is also stated that one man had made an effort in terminating the main cause of the "beast problem". His name is Alan Gado, and he was successful in shutting down the larg e Tyron Foundation. His whereabouts, however, are unknown. Jenny, a friend to this old war hero, questioned his inactiveness in the whole Battlefront of Liberation. Being out of the game for so long, a thought crossed her mind that m aybe he wasn't sure about himself right now, that he might not have what it takes to fight like the way he did in the past. Deciding to engage in a little spar, Gado came on top with no problem. Now, cert ain that there are no problems, he decides to head out and take control of the whole situation. Beside s finding out who's behind the whole violence and such, he intends to find those individuals who too k part in the fall of the Tyron Foundation. ================================ FIGHTING STYLE DESCRIPTION Utilizing a basic fighting style combined with military techniques, Gado strikes with lethal power. With his large size & a strength like a cannon, he can topple his foes wi th just a few hits. ================================ COSTUME COLORSp (Normal) = Black shirt, shoes, and gloves, brown pants, golden hair, green sym bol / Gold-furred lion K (2nd) = White shirt, pants, and hair, brown gloves and shoes, gold symbol / Re d-furred lion B (Extra) = Brown pants, grayish shirt, black gloves, shoes, and hair, turquois symbol / Blue-furred lion Start (Secret) = Orange hair, black gloves and shoes, green clothes, gold symbol and belt / Hellfire redfurred lion ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------============ Normal Moves ============ ----HUMAN --------BEAST -----FACING FORWARD -------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Jab | P | H | | M | -Tomahawk Shot | f+P | M | | M | (fr)/(bn) -Turning Elbow | b+P | M | | M | [T]/(bn) | | -Squat Jab | d+P | L | | | -Shell Shot | df+P | M | | G | (tp) -Ambush Cannon | db+P | L | | M | (ln) -Drop Chop | u+P | M | (fr)/(bc) | G | [T] -Rising Barrel | K | H | | | -Needle Launcher | f+K | M | | M | -Spin Turret | b+K {c} | H | (bn) GROUND -----------------------------Name | Motion-------------------------Nail Scratch -Nail Spear -Banishing | Scratch -Nail Sweep -Twin Scratch | | | | | | d+B df+B db+B B f+{B} b+{B}-Squat Back Turn | Scratch -Somersault Scratch | | |u+B| | -Spread Mine | d+K | G | | M | (bn) -Intense Shoot | df+K | M | B}| M | (bn) -Heating Wheel | db+K | G | | L | (tp) -Air Cannon | u+{K} | M | (bn) -----------------------Streak Fire | f,f+P {c}| M | (bn) -Knee Drive | f,f+{K} | M | (ln) -Absolute Fire | Dash,P | M | Hit/Throw -Mine Slider | Dash,K | L | -Rise Shoot | LD,P | M | -Vertical Barrel | LD,K | M | (ln) -----------------------------------------------FACING BACKWARD --------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Turn Knuckle | P | H | | M | (bn) -Squat Turn | d+P | L | | L | Knuckle | | | -----------------------Reverse Kick | K | H | -Low Reverse | d+K | G | Kick | | | -----------------------------------------------THROWS -----Front (Standing) = Grab Knock-Down ang Front (Crouching) = Shake Bomb Back = Surprise Crash (ln)-Dino Head -Brutal Raid| f,f+B* | Dash+{ LD+B-Ground Scratch |-------------------------GROUND ------------------------------Name | Motion-------------------------Back Drop Kick | B-Squat Turn Kick | d+B -------------------------Front (Standing) = Dam Sight F Front (Crouching) = Shake Bomb Back = Surprise Crash (ln)=============== COMMAND ATTACKS =============== 1) Heat Capture Motion: d,df,f + P {c} (Throw)-orHeat Capture Middle Kick Motion: d,df,f + P {c}, K (Grab/Hit) -orHeat Capture Low Kick Motion: d,df,f + P {c}, d + K (Grab/Hit) 2) Rage Cutter Motion: d,df,f + K 3) Assault Blow Motion: d,db,b + {P} 4) Danger Spin Motion: d,db,b + K (Guard Attack) -or(Quad Flash Break) Motion: d,db,b + K, f + {P}, d,df,f + {P}, d,db,b + {P} 5) Demolition Fang Motion: d,df,f + {B} (Throw) 6) Rising Laser Motion: d,db,b + {B} (Launcher) BEAST DRIVE: G-CANNON --------------------MOTION: D,DF,F,DF,D,DB,B + {B} DESCRIPTION: Gado will execute an uppercut. if it connects, his opponent will go ing flying into the air. During foe's hangtime, Gado will channel all his beast energy into his arm as he transforms back to human. Once his foe falls down, He'll blast them against a wall with a powere d up backhand, which'll send them tumbling and wobbling on the ground while he flexes his arm.--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Combination Attacks (Human) ---------------------------Name -----Input ------Shotgun Combination G Heavy Weight Shotgun G Shotgun Combination Drive Spinning Strike Twin Tomahawk Tomahawk.... ...Buster ...Drive Shell.... ...Smash ...Slash Trooper Combination Lea/Commando Edge Combination.... ...High ...Middle ...Low ...Feint Heat Blaster Twin Sky Launcher Strike Solid Launcher Strike Ground Launcher Strike Sky/Solid/Ground Launcher Feint Strike Sight Break ---------------------------Combination Attacks (Beast) ---------------------------Name -----Double Scratch Triple.... ...Scratch ...Low Scratch tarting with f+K Trap Nail Destroy Scratch Blind Scratch Bloody RageP,

P,

,f+P P,

,f+{K} b+P,

* f+P,P* f+P: -P*,P* -K df: -{P} -df+K K,K,{K} K,K,f+K: -K/K,K -f+K/f+K,K -d+K/d+K,K -(f+ or d+)K,P K,b+P,

* f+K,K,K f+K,f+K,K f+K,d+K,K f+K,(f+ or d+)K,P LD+P,PInput -----B,B* B,B*: -{B} -d+B -Follow with any combo s B,d+B* f+{B},{B}* f+{B},d+B [T] df+B, Demolition FangShotgun Scratch Lightning Scratch Darkness Scratch Heat Blaster.... ...Nail ...Double Claw ...Strome ...Needle ...Sky Launcher Strike ...Solid Launcher Strike ...Ground Launcher Strike ...Sky/Solid/Ground Launcher Feint StrikeP,P,d+B df+P,f+{B},{B} df+P,f+{B},d+B [T] K,b+P,

*: -B* -B*,{B} -B*,d+B -B*,f+K -B*,f+K,K,K -B*,f+K,f+K,K -B*,f+K,d+K,K -B*,f+K,(f+ or d+)K,P----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos == =================== ------------------ABBREVIATIONS ------------R.Laser = Rising Laser SELF-MADE COMBINATIONS AND AIR JUGGLES ----------