FAQ - Guide for Bloody Roar 2: The New Breed
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"Let's do this!!" - Yugo Oogami
~~~~~~~~~~~~~~~~~
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-BRINGER OF THE NEW AGE-
BR2: PERFECT PLAYERS' GUIDE
Ver. 2.6
Written by Deeshad
New 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 will 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 .
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.
made-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, check
out their Websites:
Raizing Homepage
www.raizing.co.jp/prd/br2/index
Hudson Soft Homepage
www.hudson.co.jp/new/bloody2/back1/index.html
At the Raizing Hompage, you can learn all the moves and their names,
while the story and Beast Drive
illustrations and motion can be found at the Hudson Soft Homepage. (Japanese only)
For the American version, you can find info about the storyline,
features, characters (except for the
secret characters) and hints straight from the Official Playstation Site at:
Bloody Roar 2 page
www.playstation.com/games/categories/fighting/bloody2/
Just to let you know, there are some changes from the Japanese version of
BR2 in the American version. Some
characters' names will be different, as well as the name of some of
the "official" moves that are here. (whether it be
translation errors, simplified translations, or just a complete rename) So, If
you do pick it up (it's out now) and
happen to read this FAQ and find things that are different, it's because this is
all based on the Japanese version.
Will 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?
Check out this website:
Bloody Roar 2
www2.itjit.ne.jp/~jnj/bloodyroarframe.html
Like puzzles? Play two jigsaw puzzles with Long & Uriko on it. See if you
can put them together by trying them
at this page:
Asobi no Heya (Play Room)
www.oitaweb.ne.jp/hp/obata/puzzle/start.html
If there should be any problems, go straight to each puzzle at:
Uriko's Puzzle
www.oitaweb.ne.jp/hp/obata/puzzle/1/paz15.html
Long's Puzzle
www.oitaweb.ne.jp/hp/obata/puzzle/2/paz15.html
(Sorry, these are Japanese-only pages)
This 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 "Bloody 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
bestial beings with the
power to exceed human beings, and Tyron's wicked research joined with tales
saying, "We, the beasts,
will oppose the human race and put them in great peril", the prejudice between
both races continues on.
At the center of the growing panic, people that take on the roles
as "Beast Hunters" became
well known to the public, thus amplifying the hostility and feelings of terror
that arosed between
the human beings and the bestial beings. With these "Beast Hunters" present,
everyday changed. In every
area bestial beings are suffering by suppression, every single one since the
influence of the hunters
had appeared. The bestial beings then called their situation, "the Beast
Liberation 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
beings 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
that the bestial beings won't
submit to the Battlefront of Liberation. As the 3 influences of distrust
increases, 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
gameplay (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 you
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
regular 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
the 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 against
each other, selecting anyone
you please to represent your might. Also, check the Play Record in the Option
mode 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
get to learn about each of the
characters' personal story line, their interaction with the other characters, and
how they would deal with the
problem present. All you have to do is select a character, (each with a little
hint 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
against 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
fight 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 &
combos, 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 will
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 on
this) Along with this is the "Game
Start" feature, where you can select to fight against a friend, a computer-
controlled opponent, or all 11 of the
characters one after another, and test the newly acquired custom features to your
heart's content.
OPTIONS
-------
Pretty much explains itself by its name. Not to be confused with the
Custom mode, this is where you can fiddle
around with the game's basic features, like "Match Point", "Difficulty",
and "Control Config". Some details on the more
unique features:
-Sound Option: change the game between stereo/mono, set the volume,
listen to the sound effects
& voices, and select the music for the game between "Arcade"
or "Playstation". In "Arcade" mode,
each stage has their own personal sound track. In "Playstation" mode,
Each 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
each 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
your 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
can be founded on two of their albums.
One called "San Fransisco", (the remix version)and the other called "Saigo no
Seisen" (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
can 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
~~~~~~~~~~
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----------------------------------
III) Defensive System
The methods of defense have been focused on more in BR2, having a big
effect 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 executed
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 Low Guard Mid-Air Guard Lie
Down
---------- --------- ------------- -------
-
High Attack | O | -- | O (1x) | --
Mid Attack | O | X | O (1x) | --
Low Attack | X | O | O (1x) |
X
For this chart, a "O" means that an attack can be blocked in the position
you're in. an "X" means it is not
possible to block in that position. A "--" means that a defense doesn't apply,
for 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 attack
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,
while a crouch or Lie Down will keep you
under harm.
Middle (M): Attack aims a midsection level. These attacks you have to be more
aware of, for they can only be blocked
high. A Low Guard is useless in this case, but Lie Down will still
work just fine.
Low (L) : Attack aims at leg/waist level. Unlike the others, this can be
blocked 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
height of those attacks. The abbreviated
form 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 attack
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 kick
attack, a low guard may be good
for protection, but if you can hop above the attack and counterattack, you can
get 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
respectfully. 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
guard, 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 to
habit of its motion. The
Heavy guard can be executed by either pressing in the opposite direction from
your opponent (pressing backwards
on the key pad), or by pressing the R1 button. (which'll put you in a guard
position even if the opposition
isn't attacking) While it's not possible to counterattack because of the slow
recovery time from this guarding
method, it will protect you from any attack, including "Guard Break" attacks.
Each 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
not press back on the key pad
unless you want to walk backwards. Rely on the R1 button. That way, it'll be much
more easier to differentiate
between Light and Heavy guard. Now back to the subject, each guard can help in
offensive means:
-Guard Escape: Done from a Light guard by pressing forward just as you
block an attack, this'll usually put you out of harm's
path and allow for a more safer, carefree counterattack
of
choice. This can be done:
-While standing
-While crouching
-In the air
-Guard Attack: Implicates the attributes of a Light guard, for you
will
be protected against high and mid attacks. The only
thing
that'll stop you are low attacks, throws, and Guard
Break
attacks.
-Cancelling Command Moves: By pressing the R1 (Heavy guard) button
when doing
any of the quarter-circle attacks, you can cancel them
at
mid point. This is helpful for faking out the
opposition,
canceling an attack done by accident, or just
cancelling an
attack because the situation no longer calls for it.
While it's
easier to do this with a Guard Attack, it may not be so
with
another Command move.
-Motion Stopper: Pressing the R1 button while you're in motion
(walking, dashing,
crawling, or backstepping) will make you automatically
stop in your
tracks. A great way to to drop into defense when an
attack is heading
at you while you're moving, especially while you're
backstepping
away.
GUARD BREAK
Mentioned before were moves called "Guard Break". Guard Breaks are
attacks 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
(less 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
level**
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
each 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
standing 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 the
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 at
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 will
allow you to transform
while continuing the assault. This can only be done in some combos, which have an
extension to adding in
Beast combos and attacks. With this, the opposition will have to keep guessing
the 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 perform
any of the other
transform-&-attack methods.
It's now important to frequently change into Beast mode, for it possesses
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
life gauge
-There are more cancel points (cancelling attacks into Command
attacks)
-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
either 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 and
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
careful.
Once a beast, there are a couple of ways in which you can revert from
beast 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
Drive". The "Beast Drive"
is an all-out attack that does big damage onto the opposition if they get hit.
Some 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 inflicted)
-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 to
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 special
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 hits
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
knocked 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
winning combos and juggles
can be determined by this. Also, depending on what form you're in and how your
hit 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
Zugokku Zuki and Marvel's Demolition
Fang still can be executed, Busuzima's Daijoubutsu Throw and Uriko's Kikkyo
Byoten will not work.
*Note that a counter hit occurs before an attack is executed or as an attack has
reached its fullest extension.
Once a character is recovering from hit/her attack, any hits taken in at that
time 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
how they can come into
effect:
Type Where Description
---- ----- ------------
1)Kneel (kn) Front/Behind Brought down to one knee,
usually by an
overhead hit
2)Trip (tp) Front/Behind You support yourself up by your
hands as
one leg is kicked out from under
you by a
sweep
3)Stumble Forward (sf)** Behind You're hit mid/high in the back
by an attack,
causing you to stumble forward.
4)Stumble Back (sb)** Forward You're hit mid/high in the front
by an attack,
causing you to stumble back
5)Head Clasp (hc) Forward You're hit in the head by a
strong attack
6)Turn Around (tn) Forward You're hit by a whiplash-type of
attack, causing
you to spin around
7)1-Leg (lg) Forward Your foot has been stepped on,
causing you to hop
around
8)Choke (ch) Forward You're hit in the throat,
causing you to hold it
in pain
9)Wobble (wo) Front/Behind You're hit from the side, which
causes you to stagger
as you adjust your position
10)Spiral (sp) Ground/Air You're hit so hard into the air,
that you are made to
spin
Also remember that stun postures also come into effect not just by taking
a hit. Some throws
can cause you to be stunned.
WHEN KNOCKED OFF YOUR FEET
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
---- ------------
1) Launcher (ln) You're sent flying straight into
the air
2) Banish (bh) You're knocked away with such force
across the stage, and usually
fly into a wall
3) 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 air-
borne (whether juggled or not) & is
hit by any (strong) low kick attack
before he/she hits the ground, this
will also come into effect.
4) Floored (fr) You're sent smack into the ground,
hard
5) Sliding (sld) You're hit with such momentum that
you go flying ground-level,
and continue your travel as you
slide across the ground
6) Bounce** (bc) 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 you to be launched or floored. As with "stun posture",
there 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
can 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 "airborne", 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")
DAMAGE CONTROL
Depending on when, how, and how many times you're hit, the damage may
vary. Here's a chart on how much
damage a character may receive depending on the condition:
TYPE AMOUNT OF DAMAGE
---- ----------------
Clean Hit Normal
Back Hit Increases alot
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
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You thought you were winning? Hah! - Shen Long
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
----------------------------------
----------------------------------
VI) Controls and Basic Functions
f = forward P = Punch Tri = Throw
b = back K = Kick R1 = Heavy Guard
d = crouch B = Beast
u = jump
MOVING
------
f = Walk forward b,b = Backstep
b = Walk backward d,d (hold) = Lie down (last for about
a second)
df = Crawl forward Dash, then jump = Super jump
db = Crawl backward Jump at a wall, f = Wall jump (in
beast form only)
f,f = Quick Forward f,f or b,b in the air = Hover**
(Jenny in beast form only)
f,f (Hold) = Dash L1 or L2 = Slant Move (American
version's VS Mode only)
**You can hover for an infinite amount of time. To do this, you have to alternate
directions
by 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. About
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, f or b + {P} = Hammer Drop
Jump, K = Simple flying side kick Jump, f + {K} = Drop Kick
Jump, B = Simple flying front kick Jump, b + {K} = Reverse Drop Kick
u + P, K, or B = Leap Attack (varies) Jump, f or b + B or {B} = Flying
Beast Attack
ON 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 for
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 a
multi-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, &
Shen 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<-H = Recommended in beast form unless you want to start combo/juggle while in
human form, then
transform
[C] = Move is done as a counter attack
[Bk] = Back Attack
If a combo has many variations and each are listed below combo, each are labled
depending on what
type of attack they are:
-> = continuation to a combination attack (in other words, it's not a separate
combo)
= = 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
pamphlet,
(except for Shen Long and Gado) while their Storyline is just a summary of the
beginning
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 given
a name, so
I will be adding a substitue in their place, putting them in parenthesis.
However, 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 be
inbetween
parenthesis as well)
Some moves and combos have numerous enders or ways it can be used. Not to
be
redundant, I'm branching all of them together, listing them one after another
under the
move 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 there
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,
neither 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
making a combo,
as long as it works for the player. The ones I'm putting down are examples of the
ones I use,
from the Staff Rolls, (both #1 and #2) and some really spectacular or really
crazy 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 little
different.
Remember that juggles have to be executed fast in human form, while your foes
will have a
longer hangtime while you're in beast form. Also, there's a weight and size
difference
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,
they can be
broken. Remember that if your opponent recovers high in the air during your
juggle, 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
standing in the
midst of the burning company. Questioning the young boy's reasons for being
there, he couldn't
learn anything, for the boy himself didn't know. Concerned about his welfare,
Yugo 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-
Boxing, 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
situation between humans
and beasts, the two had to keep a low profile, lest they want their new lifestyle
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
young boy's name is
"Bakuryu". Filled with rage, the wild youth is now set to hit the scene and to
extract justice --
where it belongs.
================================
FIGHTING STYLE DESCRIPTION
Through his boxing style, Yugo combines both speed and power together to
fight. Everything about
him represents him as the standard "All-Mighty character".
================================
COSTUME COLORS
p (Normal) = Orange vest, brown pants, black gloves, shoes, and belt / Gray-
furred wolf
K (2nd) = Blue vest and wrist straps, black gloves and shoes, grayish pants /
Gray & 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 / Rusty
tan-furred wolf
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
============
Normal Moves
============
----- -----
HUMAN BEAST
----- -----
FACING FORWARD
--------------
Ground Ground
------ -------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Jab | P | H | -Wolf Claw | B
| H |
-Straight | f+P | H | -Twin Fang Dive | f+B
| H |
-Left Hook | b+P | M | -Mangetsu Zan | b+{B}
| M | (bh)
-Squat Jab | d+P | L | -Kogetst Gaeshi | d+B
| M | (sb)/(ln)
-Upper | df+P | M | (hc) -Jizuri Zan | df+B
| G |
-Sway | db+P | - | dodge back -Bu Roukyaku | db+B
| G | [T]
-Jump Straight | u+P | H | (kn) -Flying Over Tail| u+B
| M |
-Mawashi Geri | K | H | -Arc Wrist | f,f+{B}
| M | (bc)
-Kakato Otoshi | f+{K} | M | (kn)/(fr) -Body Cannon | Dash+{B}
| M | (bh)
-Backspin High | b+K | H | -Spinning Claw | LD+B
| 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 Ground
------ -------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Light Hook | P | H | (tn) -Back Turn Claw | B
| M | (bc)
-J.F. Upper** | d+P | H | -Make Inu | d+B
| G | retreat
-Back Turn High | K | H | ---------------------------
---------------------
Kick | | |
-Back Turn Low | d+K | G |
Kick | | |
------------------------------------------------
**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 Front (Standing) =
Senketsuga
Front (Crouching) = Knee Blast (ln) Front (Crouching) = Knee
Blast (ln)
Back = Ura Nage Back = Ura
Nage
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
===========
RUSH SYSTEM
===========
Yugo uses a unique system which most of his combos evolve around. Divided
into three groups,
each "Rush" provides numerous hit enders for him to utilize, while it is possible
to switch from one
"Rush" to another. Study this well:
----------- -----------
Blast Rush Strike Rush
----------- -----------
-* (Extend into Strike Rush) -P, d+K, df+P*
-K -f+P{c} (bh)
-d+K, df+P* -b+P
-B, B -d+P
-B, b+{B} -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")
-or-
1-2 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
wild slash combo,
and ends with a blistering, neck-spiraling slam with streaks of energy
surrounding him.
HITS: 24
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
----------------------------
Combination Attacks (Human)
----------------------------
Name Input
------ ------
Standing Lock P,
,
*,P
1-2 & Rush P,
:
-(Go into "Blast Rush")
-(Through "Blast Rush", go
into
"Strike Rush")
Knuckle Twin Kick P,K,K*
(Knuckle Spiral Kick) P,K,d+K
Straight Faust & Rush f+
:
-(Go into "Blast Rush")
-(Through "Blast Rush", go
into
"Strike Rush")
Dragon Finish Blow Combo b+
,
,P,d+P
Hook On & Rush b+
:
-(Go into "Burst Rush")
-(Through "Burst Rush", go
into
"Strike Rush")
Sway Hook Combo db+P,b+P,b+P,b+P
*Note that this combo will work whether or not you press back for the first 2
punches.
However, the last punch requires you to press back.
Illusion Burst db+P,P,
:
-(Go into "Strike Rush")
(Sway Back & Blow) db+P,d+P
Phantom Burst db+P,f+
:
-(Go into "Blast Rush")
-(Through "Blast Rush", go
into
"Strike Rush")
Phantom Faust db+P,f+
,f+{P},f+P
Twin Upper** df+P,P
Machine Gun Upper** df+P,P,P*
Final Machine Gun Upper** df+P,P,P*,{P}
**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
press 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,K
Spiral Kick K,d+K
Low & Step In d+K,df+P*
Squat Spin Kick d+K,d+K
Side Kick Twin df+K,K
Heel Tusk LD+K,K
Panther Two f,f+K,P,P*
----------------------------
Combination Attacks (Beast)
----------------------------
Name Input
------ ------
Double Slash B,B*
Triple Slash B,B*,{B}
(Slash Flame Knuckle) B,B*,b+{B}
Slash Low B,d+B
Slash Dive B,f+B
Double Wolf Kick db+B,B
Blind Blow df+B,f+{P}
Claw Twin Knuckle Slash B,P,
,B*
Claw Twin Knuckle & Rush B,P,
:
-(Go into "Blast Rush")
-(Through "Blast Rush", go
into
"Strike Rush")
(Claw Twin Kick) B,K,K*
(Claw Spiral Kick) B,K,d+K
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
-------
===================
== Strategies & Combos ==
===================
-------
-------------
ABBREVIATIONS
-------------
S.W.K = Silver Wolf Knuckle
G.K.S = Gekka Shou
C.S = Crescent Somersault
B.R = Bloody Roar
SELF-MADE COMBINATIONS AND AIR JUGGLES
--------------------------------------
Command Form Notes
------- ---- -----
LD+B[C]/P,P,P/B,B,B B Near a wall
db+P,d+P[C]/f,f+B B Against
aggressive opponents
Silver Wolf Knuckle[C]:
-u+B B
-LD+B/d+B/f,f+B B
df+P[C]/d+B/Crescent Somersault B
db+B[T]/P[Bk][C]/f,f+K,P,P=C.S B
df+K[C]:
-df+P,P,P,P H/B Near a wall
-1-2 Blast=d+K,df+P:
=Crescent Somersault H/B Foe blocks
low
=C.S=R1/d+K H/B Foe blocks
high. Add another d+K if foe hasn't
learned yet.
S.W.K[C]/P,P,P:
=G.K.S:
-P,P,P=G.K.S/C.S B
-P,P,P=B.R B
-B,B,B B Near a wall
LD+B[C]:
=b+P,B,B,d+P/Crescent Somersault B Near a wall
=P,P,B,b+B B
Silver Wolf Knuckle[C]/B,P,P,B,b+B B
f,f+K[C]/Crescent Somersault H/B
LD+B[C]/P,P,P=1-2 Blast=P:
=Bloody Roar B Near a Wall
=Spiral Fang B Near a Wall
df+K[C]/df+P,P,P=1-2 Blast=P=Spiral Fang H~B Near a Wall
db+B[tn]/Flying Berserk[Bk] (Cross over foe):
-Meteor Crash B Near a wall
-f,f+B B Opponent
tries to hit you as you
cross over
-Quick 1-2 B Jump on the
offense
db+B[tn]/P[Bk][C]/Fying Berserk=Meteor Crash B Near wall.
Lucky.
u+P:
-b+B B
-P,P,d+K,df+P=Crescent Somersault H~B 1st punch
will not hit. Combo's to
trick foe
into ducking
-1-2 Blast=d+K=Crescent Somersault H/B Same thing
-df+P:
-d+K,d+K H
->P,P,P H/B Delay 2nd &
3rd P of df+P to get all
the hits
in. Near wall.
-f,f+B B Strong ender
1-2 Blast=P=Bloody Roar=R1/Grab H~B Stylish,
but hard
------------------------------
----------------
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 close
friends with
the Nonomura family.
5 years have past since that time. Seeing how much of a difference she
can 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
bandages. 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 DESCRIPTION
While feeble in power, Alice is a character that excels in speed and high
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 / White-
furred rabbit
K (2nd) = Whitish uniform, white gloves and leggings, blue shoes / Pink-furred
rabbit
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
gloves, dark brownish
hair and anklets / Black-furred rabbit
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
============
Normal Moves
============
----- -----
HUMAN BEAST
----- -----
FACING FORWARD
--------------
Ground Ground
------ -------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Jab | P | H | -Blitz Punch | B
| H |
-Throw Punch | f+P | M | -Step Punch | f+B
| H | (hc)
-Sway Knuckle | b+P | M | -Rabbit Kick | b+B
| M |
-Squat Jab | d+P | L | -Squat Blitz | d+B
| G |
-Body Hook | df+P | M | Punch |
| |
-Low Sway Knuckle| db+P | G | -Blast Leg Kick | df+B
| G | (tp)/(sw)
-Rabbit Hammer | u+P | M | (kn) -Needle Kick | db+B
| G |
-Side High Kick | K | H | -Hide Shot Kick | u+B
| M |
-Arc Drop | f+{K} | M | -Rising Toe Kick | f,f+B
| M | (ln)
-Somersault | b+K | - | retreat -Dash Somersault | Dash,{B}
| M | (sp)
Escape | | | Kick |
| |
-Squat Side Kick | d+K | G | -Hopping Kick | LD+{B}
| 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 Ground
------ -------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Turn Straight | P | H | -Reverse Drop | B
| M | (fr)/(bn)
-Squat Turn | d+P | L | Kick |
| |
Straight | | | -Squat Turn | d+B
| G | (tp)
-Turn Kick | K | M | (bn) Hammer |
| |
-Squat Turn Kick | d+K | G | ---------------------------
---------------------
------------------------------------------------
THROWS
------
Front (Standing) = Reverse Frankensteiner Front (Standing) = Rabbit
Stomp
Front (Crouching) = Jack Knife Heel Edge Front (Crouching) = Jack
Knife Heel Edge
Back = Alice Pressure Back = 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
stuff
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 Input
---- ------
Upper Rush P,P,P,f+*
Surasto Rush P,P,P,d+P
Blitz Combo.... P,K,K:
...High -b+K {c}
...Middle -f+K
...Low -d+K
Blitz Reverse Low P,K,P,d+K
Throw Punch Upper f+P,P*
Sway Kick Combo b+P,K
Squat Blitz Combo d[H],P,K,K
Rabbit Step df+P,P,P*,d+K
Low Sway Combo db+P,K
Heel Edge Combo... K,K:
...High -b+K {c}
...Middle -f+K
...Low -d+K
(No Name) K,P,d+K
Arc Drop Combo f+K,b+K,f+K
Arc Drop Combo Rush f+K,d+K,d+P
Low Kick Combo d[H],K,K
Leg Beat Combo df+K,K,K
Lunar Combo LD+K,f+K
Turn.... [T] P,P,P:
...Upper Rush -f+
*
...Surasto Rush -d+P
Rabbit Knee.... f,f + K,P:
-P,P:
...Upper Rush -f+
*
...Surasto Rush -d+P
-K,K:
...Blitz Combo High -b+K {c}
...Blitz Combo Middle -f+K
...Blitz Combo Low -d+K
...Blitz Reverse Low -P,K,P,d+K
----------------------------
Combination Attacks (Beast)
----------------------------
Name Input
------ ------
High Rabbit Combo B,B,B,f+B*
Middle Rabbit Combo B,B,B,b+B
Low Rabbit Combo B,B,B,d+B
Low Rabit Rush Knee d+B,d+B,B,B,B*
Low Rabbit Rush Ground db+B,B,B:
-B (High)
-d+B (Low)
Low Rabbit Rush Slider d[H],B,B,K,P
Upper Rush & Rabbit Combo P,P,P,f+P*,B,B,B:
...High -f+B*
...Middle -b+B
...Low -d+B
Knee Pat to Upper Rush & Rabbit Combo f,f + K,P,P,P,f+P*,B,B,B:
...High -f+B*
...Middle -b+B
...Low -d+B
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
-------
===================
== Strategies & Combos ==
===================
-------
-------------
ABBREVIATIONS
-------------
R.Spiral = Rabbit Spiral
T.Somersault = Triple Somersault
R.Slash - Round Slash
SELF-MADE COMBINATIONS AND AIR JUGGLES
--------------------------------------
Command Form Notes
------- ---- -----
f,f+K[C]/df+P,P,P=Rabbit Flip/Air Raid B
f+P,f+P[C]:
=Spinning Hopper H Delay combo
if necessary
=Rabbit Spiral/K,K,b+K B Near wall
if necessary
db+K[T]/K[Bk] H/B
u+K[C]/u+P/df+K,K or d+K,K H
b+B[C]/df+K,K,K B Up-Down
confusion
b+K/f+K,b+K,f+K H~B Just looks
cool
u+K[C]/LD+P:
-P,P,P,f+P=R.Spiral/Round Slash B
-K,K,b+K/Round Slash B Near wall
if necessary
f+B[C]/Rabbit Flip:
-Air Raid B Done in a
corner
-LD+K,f+K B
f,f+B[C]/P,P,P,f+P:
->B,B,B,f+B=Round Slash B Near wall
if necessary
=Triple Somersault B
Spinning Hopper[C]:
-d+K,K H
-LD+P/Triple Somersault B
-P,K,K/df+P,P,P=R.Spiral H/B Near a
wall. Add another R.Spiral
while in
beast form
-f,f+K:
->P,K,K,b+K H/B Delay 1st
Kick as long as you
can in
beast form only. May need a wall.
->P,P,P,f+P:
=T.Somersault B
=R.Slash B
Rabbit Flip[C]/B,B,B,f+B:
=Spinning Hopper B
=Switch Moonsault B
f+B[C]/f,f+B/Rabbit Spiral/Lifting Star Lane B Has to be
done fast
f+P,f+P[C]=Rabbit Flip/P,P,P,f+P,B,B,B,f+B:
=R.Spiral/Air Raid B<-H Near a wall
=Lifting Star Lane B<-H Near a wall
------------------------------
----------------
Strategic Usages
----------------
Spinning Hopper=R1: (In a combo or as a counter)
-Round Slash (Opponent blocks low)
-Any combo (Light guard throught attack to take offense)
-db+K[T],K (High-low)
-f+K,u+K,b+B or u+P (Reverse low attacks)
-Rabbit Flip (Opponent's in Light guard)
-Switch Moonsault (Cross-over)
-Grab (Upclose. Hard.)
-LD+B (Light guard through high attack to counter)
--------------------------
---------------------------------------------
--------------------------
C)
----
LONG
----
=======================================
-------
PROFILE
-------
Full Name: JIN LONG (Shin Long in the States)
Beast Form: TIGER
F.Style: CONBINATION ATTACKS
Nationality: CHINA
Age: 31
Height: 179 cm (Human); 184 cm (Beast)
Weight: 70 kg (Human); 78 (Beast)
Occ: NONE
Likes: SILENCE, PEACE OF MIND
Dislikes: DISHONESTY AND LIES
======================================
Story: DENIAL TO THE FATE
The hungering to destroy. The lust for blood. The emotions of a true,
cold-blooded assassin.
These feelings were a curse to Long for a long time. Long managed to run away
from this cruel occupation,
but he couldn't leave behind these thoughts, these emotions that agonized him for
so long. To avoid these
feelings from taking control once more, Long decided to isolate himself in a cave
up in the mountains. His
fate was destined to fight, yet he was willing to deny this lifestyle for peace.
Sadly, Long will soon
know that he can't hide from fate forever.
5 years later, he's now questioning himself with thoughts about whether
or not he should once more
engage in violence. These were brought upon by a young girl who has come for his
help in taking on a major
responsiblity. She wants to save her mother from the clutches of some evil men,
one of them who even looks
like Long himself! Despite her young age, she was willing to put everything on
the line to learn how to
fight. Long could see that the young girl's will was strong and good, and was
moved to give her what she
needed.
For a long time Long hid from such responsibilities, using his powers
where they were needed instead
of seeing them as a curse. Evil was still out there, and in a form that seemed to
call for his attention. Now,
donning on his battle gear, Long steps out into the world once again, with
intentions to look into this new
danger. He's also curious about the one who's "identical to him like his own
shadow...."
================================
FIGHTING STYLE DESCRIPTION
Long is the wielder of the ever-changing Circle Combo system,
called "Shin-I-Gou-Ken." (Fist of the
Mind & Cosmos) He is truly an advance, technical character to handle.
================================
COSTUME COLORS
p (Normal) = Turquois shirt, blue pants, gold & white wrist and ankle braces,
black sash, orange symbol
/ Orange-furred tiger
K (2nd) = Brown pants and gloves, white & orange wrist and ankle braces, white
shirt, gray symbol / Grayish-
furred tiger
B (Extra) = Orange shirt, green & orange wrist and ankle braces, green sash,
purple pants / Bluish-gray furred
tiger
Start (Secret) = Black shirt, black & gray wrist and ankle braces, white gloves,
yellow symbol / Orange tiger
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
--------------------
SHIN-I-ROKU-GOU-KEN: Rokugou Kourin Shiki (Style of the Universal
-------------------- Goose Circle)
The "Rokugou Kourin Shiki" is a Circle combo that is the main weapon
used by Long. 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. Here's a diagram on this
Circle combo and the pattern it
follows:
Dakai <----------> Fujin Kyaku <----------> Tan
Pa
P# (hc) d+K f+P*
/\ /\
| |
\/ \/
Hidari Tan Kyaku <-----> Nichigetsu Ha <-----> Migi Tan
Kyaku
f+K d+P
K
Also, this Circle combo can be followed up with any one of the "Rokugou
Kourin Shiki Shuryo Waza",
(Ender Techniques of the "Style of the Universal Goose Circle") which can be
inputted from any one attack of the
R.K.S. It doesn't matter whether you complete the Cicle combo or not:
Uramon Chochu Pon Ken Renju Houdou
f,f+P# b+{P} d,d+P
\\ || //
Rokugou Kourin Shiki Shuryo Waza
// || \\
Senpuu Kyaku Honshin RenKyaku Zensou Genkyaku
f,f+K (kn) b+K d,d+K
Also are *special* R.K.S Shuryo Waza techniques which can be done as a
beast (or, when your Beast gauge is
full):
Kourin Un Rokugou Shouten Hou Rokugou
Fukko
B*,{B} B*,f+B B*,d+B
\\ || //
\\ || //
Rokugou Kourin Shiki Shuryo Waza
// || \\
// || \\
Hangetsu Jin Rokugou Hekishuu Kouzan Heki
d,d+{B} B* f,f+B (wo)
LONG VS SHEN LONG: COMPARISION
------------------------------
Not to be confused with Shen Long, Long is pretty unique on his own.
While lacking in power moves, Long makes
up with with speedy attacks and movements. Thus, you should focus more on a
speedy offense, while making some unbeatable
combos.
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
============
Normal Moves
============
----- -----
HUMAN BEAST
----- -----
FACING FORWARD
--------------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Shou Da | P | H | -Kosou Geki | B
| H |
-Chuusui | f+P | M | -Ko Bokushi | f+B
| M |
-Shichi Sunkou | b+P | M | (fr)/bn) -Ko Bokuha | b+{B}
| M | (bh)
-Fukushou Da | d+P | M | -Fukko Sousou | d+B
| G |
-Zansui | df+P | M | (sb) -Haishin Kobi | df+B
| M | [T],(sb)
-Ouken | db+P | M | Kyaku |
| |
-Toukuu Shasui | u+P | M | (kn) -Tenpen Kagetsu | db+B
| G | [T]
-Heki Tai | K | H | -Kanun Geki | u+B
| H | [T]
-Soukou Tai | f+K | M-M | -Raken Ben | f,f+B
| M |
-Kou Shuutai | b+K | M | [T],(sb) -Fujuu Houkou | Dash,B
| M |
-Zensou Tai | d+K | G | (hc) -Shishi Shouten | LD+B
| M | (ln)
-Soku Tai | df+K | M | Ha |
| |
-Kou Soutai | db+K | G | ---------------------------
---------------------
-Toukuu Bunkyaku | u+K | M | (sb)
-Tetsuzan Kou | f,f+P | M |
-Shitchi Soutai | f,f+K | G | (tp)
-Yousoku Ha | Dash,P | M | (fr)/(bn)
-Shinryuu Kayku | Dash,K | M | (bn)
-Rengeki Ryouken | LD,P* | M-M |
-Senkyuu Tai | LD,K | M | (ln)
------------------------------------------------
FACING BACKWARD
---------------
GROUND GROUND
------ ------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Soutou Shou | P | M | (bn) -Tetsuzan Kou | B
| M | (fr)/(bn)
-Tenshin Housui | d+P | L | -Shinchiku Sou | d+B
| G | (tp)
-Tenshin Sentai | K | H | ---------------------------
---------------------
-Tenshin Soutai | d+K | G | (tp)
------------------------------------------------
THROWS
------
Front (Standing) = Houshin Hakkei Front (Standing) = Toushin
Kongou Sui
Front (Crouching) = Fuuki Shitsu (ln) Front (Crouching) = Fuuki
Shitsu (ln)
Back = Ritou Back = Ritou
===============
COMMAND ATTACKS
===============
1) Sen Shippo
Motion: d, df, f + P {c}
2) Renkan Tai
Motion: d, df, f + K {c} (Launcher)
3) Gaimon Choushuu
Motion: d, db, b + P (Guard Attack)
4) Muei Kyaku*
Motion: d, db, b + K (kn) (Attack/Throw)
*There are a couple of tricks that this move possess. It can work as a cross-over
and connect from
behind, even if foe is blocking. Also, if it hits a character just before Long
lands, (usually if it
crosses over) it will make him/her drop to one knee. This hits twice as an attack
alone.
5) Keisetsu Ga
Motion: d, df, f + B (Throw)
6) Kongou Toutai
Motion: d, db, b + B:
-Auto Rokugou Kourin Shiki:
-Kongou Kourin Shiki (You)
f[H]+B(x6) (Start the R.K.S through the "Fujin
Kyaku" counterclockwise)
-Kongou Kourin Shiki (Chi)
d[H]+B(x6) (Start the R.K.S through the "Nichigetsu
Ha" clockwise)
-Kongou Kourin Shiki (In)
b[H]+B(x6) (Start the R.K.S through the "Fujin
Kyaku" clockwise)
-Kongou Kourin Shiki (Ten)
u[H]+B(x6) (Start the R.K.S through the "Nichigetsu
Ha" counterclockwise)
-Kongou Soukou Tai / Kongou Renkou Tai
B,B / B,B,B:
-Kingou Soukou Nichigetsu Ha / Kingou Renkou Nichigetsu Ha
Press d+B after the 2nd (Sou) or 3rd (Ren) B (tp)
-Kingou Soukou Muei Kyaku / Kingou Renkou Muei Kyaku
Do d,db,b + K after the 1st (Sou), 2nd (Ren), or 3rd
(Sou) B
-Kongou Koboku Ha
P: (Gets stronger on the # of P pressed afterwards)
-{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) R1 = Cancel (May have to press R1 more
than once)
-Renshu Kou Hazan
K,f+B (wo),d+P (Only works if it connects)*
*Note that the last combo variant must be done extremely fast, just as each hit
connects. Hitting the
buttons repeatedly works more often, though. f+B will knock any character out of
beast form if their
beast gauge is empty, d+P will turn Long back to human.
BEAST DRIVE: MOUKO KOU HAZAN
----------------------------
MOTION: d,df,f,df,d,db,b + B (Advancing Throw)
DESCRIPTION: Protected with a Light guard, Long stomps forward menacingly with
his hands before him. Long
executes an unavoidable grab after four stomps (even if you jump or crouch, you
cant escape). If foe tries
to hit him high or mid, he'll grab immediately on the follow stomp. If grab
connects, hell thrust his palm
into his foe, and a ghostly image of his tiger form will slam and pummel the
opponent against a wall while
Long does a pose in his human form.
HITS: 22
Note: Long's Beast Drive can be stopped in the same way like a regular Guard
Attack, while doing a Super
Jump or lying down just as Long executes his grabbing motion will enable you to
escape.
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
----------------------------
Combination Attacks (Human)
----------------------------
Name Input
------ ------
Rensui Choryo P,P,P (Start the R.K.S from
any point)
Rensui Tan Pa/Tai P,P (Start the R.K.S by "Tan
Pa"/"Hidari
Tan Kyaku")
Ren Shoutai P,K
Shouda Senkyaku P,K,d+K (End with any R.K.S
Shuryo
except "Honshin Ren
Kyaku" or
"Pon Ken")
Jouho Ren (Kai/Kyaku) f+P (Start the R.K.S
by "Dakai"/"Migi Tan Kyaku")
Ouken db+P (End with "Uramon
Chochu", "Senpuu Kyaku", or
"Kouzan Heki" of the
R.K.S Shuryo)
Rensui Kanun Geki P,P,P,u+B [T]
Renfu Tai K (Start the R.K.S by "Fujin
Kyaku" or
"Nichigetsu Ha")
Youshi Saiken df+P,P
----------------------------
Combination Attacks (Beast)
----------------------------
Name Input
------ ------
Tsuuten Juuji Ha B,B*,{B}
Juuji Rakan B,B*,f+B
Fukko Juuji Sou B,B*,d+B
Kosou Senkyaku B,d+B
Fukko Nichigetsu Ha d+B (Start the R.K.S
by "Nichigetsu Ha")
Haishin Ren Kazan df+B,B
Tenpen Ren Kazan db+B,B
Rensui Sou Da B,P (Start the R.K.S from any
point)
Juuji Kanun Geki B,P,u+B [T]
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
-------
===================
== Strategies & Combos ==
===================
-------
-------------
ABBREVIATIONS
-------------
K.T = Kongou Toutai
KSG = Keisetsu Ga
KKH = Kongou Koboku Ha
R.T = Renkan Tai
SELF-MADE COMBINATIONS AND AIR JUGGLES
--------------------------------------
Command Form Notes
------- ---- -----
f+P-K-f+P=Sen Shippo B Pressure to
break foe's guard
P,P,P:
--d+K==b+P H High-low
attack to Guard Break
--d+P==b+K H High-low
confusion
b+K[T][C]/B[Bk] B
d+B-d+P==d,d+P B High-low
confusion
b+K[T]/d+K[Bk][C]:
-df+P/f+K H
-f+P H
-u+K/f+P-K==f,f+B H~B
-f,f+P H
df+K[C]/f+K/Sen Shippo H/B Has to be
done FAST!!
u+P[C]/Renkan Tai/LD+K:
-Keisetsu Ga B
-K.T=KKH (x2) B No one can
counter this
LD+B[C]/LD+P:
=Muei Kyaku (No throw):
-df+P,P B
-df+B[T]/B[Bk] B df+B,B will
not work
LD+B[C]/LD+K:
-u+K/Renkan Tai/f+K/d+B B
-f+B or b+B
f,f+B[C]/u+K/LD+K/u+B[T]/B[Bk] B
df+P[C]/Renkan Tai/P,P-f+P-K:
==d,d+B Near wall
if necessary
-P,P-f+K==d,d+P B Near a wall
u+K:
-f,f+P H
-f+P H Go into
R.K.S
-b+K[T]/Transform H Counter
trap against back-
stabbers
df+K/Renkan Tai/LD+K:
-B,B=R.T/K-d+P==b+K B Near wall
if necessary
-P,P,P-K/P,P-f+K==d,d+P B Near a wall
-b+B B
-Mouko Kou Hazan B After foe
hits ground
U+P[C],K.T=Renshu Kou Hazan B High-low
confusion
f,f+K:
-f+B B Make your
opponent fly
-b+P H
------------------------------
----------------
Strategic Usages
----------------
Gaimon Choushuu=R1: (In a combo or as a counter)
-Muei Kyaku (Reverse [low] attacks)
-Renkan Tai (Counter foe's Low attacks)
-b+B, Sen Shippo (in beast form) (Opponent's in Light guard)
-Any combo (Light guard through attack to take offense)
-Grab (Slide in close. Hard to perfect)
-db+K (Opponent blocks high)
-f,f+P or K, b+P (Light guard through attack to take offense)
Kongou Toutai=R1: (In a combo)
-f+B, b+B, or Sen Shippo (Reverse opponent's attack)
-Muei Kyaku or f+K (High counter against low attack)
-LD+K (Opponent blocks low)
Sen Shippo=R1: (From afar)
-Grab (You leap in close)
-Renkan Tai (Reverse opponent's attack attempts upclose)
----------------
Mouko Kou Hazan:
----------------
-On the defense, go through opponent's attacks (high and mid only)
-In a juggle, use when you know enemy will recover and/or counterattack
from the air
-On a grounded foe, use before opponent stands (it cannot be reversed or
countered)
--------------------------
---------------------------------------------
--------------------------
D)
-----
URIKO
-----
=======================================
-------
PROFILE
-------
Full Name: URIKO NONOMURA
Beast Form: HALF BEAST (CAT)
F.Style: CONBINATION ATTACKS
Nationality: JAPAN
Age: 14
Height: 145 cm (Human); 145 cm (Beast)
Weight: 38 kg (Human); 79 (Beast)
Measurements: B74-W56-H76
Occ: STUDENT
Likes: KAMABOKO, MAGURO
Dislikes: MATH
======================================
Story: OUTSTANDING ADVENTURE OF A KITTEN
Uriko was once the supreme product of the Tyron Foundation. She was
rescued and brought
back to her senses by both her mother, Mitsuko, and Alice. For the next 5 years,
after her great
ordeal, Uriko lived the life of a normal school girl, while her mother was
successful running a
store. Returned back to her normal life, it seemed as though Uriko and her mother
were to live
peaceful lives.
One day, as Uriko was off to school, her mother was attacked by some
mysterious men. One
of the men resembled Long, which took her by surprise. She convinced herself
that it wasnt him,
for his heart has turned away from such violent actions. Watching the group from
an alley, Uriko
decided to change into her "Ultimate Being" form and spring into action. Suddenly
her body changed
strangely. Before her very eyes, she now looked at her once-human body and was
amazed that it was
now in some form of a cat! The genes in her blood changed, so she can no longer
use the form she
once wielded as a weapon of the Tyron Foundation. Despite this, she continued her
chase when she
was overcomed by a mysterious woman who, explaining that these men are from the
former Tyron
Foundation, plotted to use her mother for their new, heinous plots. This woman
also adviced Uriko
that, although she may be strong willed, it would be best that she went for help
to get stronger.
Taking this woman's advice, Uriko traveled up to the mountains of China,
where Long was
said to be residing. Coming across a cave, she met the man who looked just like
the man who kidnapped
her mom! She explained her plight, and asked him to to teach her his "Shin-I-Roku-
Gou-Ken". After a
moments of thoughts, Long obliged to Urikos request.
Now, with her strong heart and her newly acquired (yet not perfected)
skills, Uriko sets out
to put an end to the evil group and rescue her mother. She's determine not to let
anything to get in
her way.
================================
FIGHTING STYLE DESCRIPTION
Uriko uses an incomplete copy of "Shin-I-Roku-Gou-Ken". While similar to
Long's style, there's
no weight behind her attacks. Due to this, Uriko has to rely on speed to be
effective. Her techniques are
truly reckless & that of an amatuer.
================================
COSTUME COLORS
P (Normal) = Blue chinese outfit w/purple trimmings, white sleeves w/blue cuffs,
brown boots / Pale
brown-furred cat
K (2nd) = Green chinese outfit w/gold trims, white sleeves w/green & gold cuffs /
Light orange-furred
cat
B (Extra) = Black boots, tights, and hair, black vest and gloves w/red outlines,
white shirt / Brown-
furred cat
Start (Secret) = White vest, shorts, and shoes w/gold trims, blue shirt &
underpants / Dark-gray furred
cat
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
--------------------
SHIN-I-ROKU-GOU-KEN: Rokugou Hourin Shiki (Style of the Universal
-------------------- Phoenix Circle)
The "Rokugou Hourin Shiki" is a Circle combo that is the main weapon used
by Uriko. 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. Here's a diagram on this
Circle combo and the pattern
it follows:
Dokuko <----------> Ranten Kakyaku <-------> Kyuso Douzan
Sho
P* f+K f+P
/\ /\
| |
\/ \/
Sousou Taiko <-------> Nichgetsu Ha <-----------> Soushi Tai
K d+P d+K
Also, this Circle combo can be followed up with any one of the "Rokugou
Hourin Shiki Shuryo Waza",
(Ender Techniques of the "Style of the Universal Phoenix Circle") which can be
inputted from any one attack
of the R.H.S. It doesn't matter whether you complete the Cicle combo or not:
Gaku Ratotsu*** Tenmon Kaishu Renju Houdou
f,f+P# b+{P} d,d+P
\\ || //
Rokugou Hourin Shiki Shuryo Waza
// || \\
Enma Senrin** Fugaku Sanjuuroku Mon Yukio Renrin
f,f+K [T]: b+K d,d+K
-Mezu Tai
-Gozu Tai (Guard Break)
**The R.H.S Shuryo Waza "Enma Senrin" has two outcomes. If the initial move is
blocked, she'll flip over
and kick the opponent in the back of the head. (Called "Mezu Tai") If the initial
move isn't blocked, she'll
flip over a greater height, and fall on her stunned opponent. (Called "Gozu Tai")
Be careful if you get the
second outcome, for the recovery time is extremely long. If it should connect but
the opponent isn't under
you, you'll hit the ground, and be left open for a major counter attack.
***Just as you execute the Gaku Ratotsu, pressing R1 will cancel the attack.
Uriko will only jump back without
attacking.
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
--------------------
SHIHOU SHINITSU NO E
--------------------
The "Shihou Shinitsu no E" is Uriko's unique combo system. While not as
extensive at the R.H.S,
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:
Kyouha Tai (Hitoe)
K
||
||
\/
Fujin Kyaku (Itsue) Gasoku Tai-Kaname (Futae)** Rouraku Sen-Kou
(Mie)
d+K --> --> K* <-- --> u+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
system, "Mie" can be used to
both start this combo system or end it. Thus, "Mie" can be used twice.
----------------------------------
----------------------------------
============
Normal Moves
============
----- -----
HUMAN BEAST
----- -----
FACING FORWARD
--------------
Ground Ground
------ -------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Kyousui | P | H | -Byou Sougeki | B
| M |
-Hisui Chouchuu | f+P | M | -Houkou Sen | f+B*
|H-H-H-H |
-Gouha Shou | b+P {c} | M | (hc) -Matatabi no Mai | b+B
| M-M | (kn)
-Shimo Susuki | d+P | L | -Soshu | d+B
| G |
-Youshi Senrin | df+P* | M | -Shishi Odoshi | df+{B}
| 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
bounce away and land on her
feet, even if blocked. If the attack hits nothing, she'll painfully tumble on the
ground before coming to
a stop, slowly rising to her feet. Be sure this attack hits. At least you can
bounce away and stand a
chance if blocked.
FACING BACKWARD
---------------
Ground Ground
------ -------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Kyouraku Kou | P | M-M | -Joumon Houkai | B
| M | (fr)/(bn)
-Haishin Keisa | d+P | G | (tp) -Okubyou | d+B
| - | retreat
-Ryouou Senshitsu| K | M | ---------------------------
---------------------
-Tenshin Soutai | d+K | G | (tp)
------------------------------------------------
THROWS
------
Front (Standing) = In dachi Front (Standing) = Tenun
Senshou (hc)
Front (Crouching) = Houshin (hc) Front (Crouching) = Houshin
(hc)
Back = Rasen Kouraku 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
block attack
automatically. (rare) However, if done upclose, foe will turn and get hit, no
matter 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 will
cause 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 Hourin Shiki:
-Senten Hourin
f[H] + B(x6) (Start the R.H.S through the "Rantan Kyaku"
clockwise)
-Senten Houyoku
b[H] + B(x6) (Start the R.H.S through the "Rantan Kyaku"
counterclockwise)
-Senten Houbu
d[H] + B(x6) (Start the R.H.S through the "Nichigetsu Ha"
clockwise)
-Senten Houshou
u[H] + B(x6) (Start the R.H.S through the "Nichigetsu Ha"
counterclockwise)
7) 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
pinball, 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 and
height of the
attack.
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
----------------------------
Combination Attacks (Human)
----------------------------
Name Input
------ ------
Raikan Tenbu P,P,P,P:
-(Start the R.H.S
through "Dokuko",
"Ranten Kakyaku",
or "Kyuso Dousan
Shou")
*This combo has to be done fast because of one reason. The 3rd punch will turn
her 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
after about 2
seconds, she'll lose her balance and will turn her back to her opponent.
Raijin Ga P,P,d+P:
-(Start the R.H.S
through "Nichigetsu
Ha")
Kyoukai P:
-(Start the Shihou Shinitsu
no E through
"Hitoe")
Yomo Shin Ichinisan P,K,K*,u+K
Sanou Ren d[H],P,K
Raikan Houbu db+P,P,P,P:
-(Start the R.H.S
through "Dokuko",
"Ranten Kakyaku",
or "Kyuso Dousan Shou")
Raikan Ga db+P,P,d+P:
-(Start the R.H.S
through "Nichigetsu Ha")
Renkan Tai f+K,K#
Kinsen Senshitsu df+K,K:
-(start the R.H.S
through "Sousou Taiko",
"Nichigetsu Ha",
or "Soushi Tai")
*Inputting this combo fast will allow her to do everything without a pause. If
you 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.... f,f+P:
...Sousui -P
...Senkyuu Tai -K
*Note that both enders for the Tenha can be delayed slightly. If you add the
ender 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 "Soushi Tai")
----------------------------
Combination Attacks (Beast)
----------------------------
Name Input
------ ------
Byousou Pekeji Ken B,B:
-(Start the R.H.S
through "Dokuko")
Soushuu Byouten B,B,B*
Rishou Rekkuu LD+P,f+B
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
-------
===================
== Strategies & Combos ==
===================
-------
-------------
ABBREVIATIONS
-------------
GRK = Gekirin Kyaku
S.C Senten Chouraku
S.F Senten Fuuki
H.J = Houkou Jin
M.P = Masou Pinfu
H.H = Hekireki Heiwa
SHR = Soukyuu Hien Raku
SELF-MADE COMBINATIONS AND AIR JUGGLES
--------------------------------------
Command Form Notes
------- ---- -----
u+P[C]:
-u+K,K,u+K H Near a wall
-P,K,K:
=Koyuki=Seppi H~B
=Pinfu=Hekireki Heiwa H~B Do this if
foe air recovers
--K==b+K H
df+P=Houkou Jin H/B
GRK/P,P,P,P-P=S.C=S.F H~B Do this fast
b+P[C]/df+K[tn]/d+K[Bk]:
=GRK/GRK/d+P,K H
-df+K[tn] H/B Repeat combo
if necessary
-u+K,K-d+K==b+K H
-b+B B
=Houkou Jin or LD+K H/B Execute last
hit fast
=u+B B
f,f+B[C]:
-P,P,P,P-f+K==d,d+P B
-LD+P,f+B:
-S.C=S.F/K,K-f+K==b+K B Near
wall
-P,P,P,P-P==d,d+K B
-f,f+K/GRK B
u+P[C]/K,K-f+K==d,d+P H
f,f+B[C]/f+K/f,f+K/GRK/Houkou Jin B Time hits
fast & carefully
b+K[C]/f,f+P,K[C][tn]/d+K[Bk]:
-f,f+P,K/H.J H/B Do this fast
-f+K/f+K/Kikkyo Byoten B
-df+P=H.J H Counter
against reversals
-Grab H/B Opponent's on
the defense
-Pinfu=M.P,H.H B Tricky; do
this fast
f+K[C]/f+B:
=Pinfu=Hekireki Heiwa B Time 2nd hit
correctly to bobup
foe. Last hit
shouldn't be done
too
fast
=Hien Raku:
=SHR(Push f) B Time 2nd hit
correctly to bobup
foe. Hien
Raku will hit foe twice
=SHR(Push B)/P,P,d+P-d+P B Hard! Should
land before foe after
SHR
-f,f+K/Hien Raku B Hien Raku
acts like a ground attack
-f,f+P,K/df+B B Early & fast
-b+B/df+B B Early &
fast
f,f+B[C]/P,P,P,P-P==f,f+P:
-Dash+B B Enemy doesn't
recover
-f,f+P,P B Enemy
recovers & blocks high
-Dash+P B Enemy
recovers & blocks low
b+K[C]:
-df+B B
-d+K,K-d+K-d+P==f,f+P H/B Followup with
anything you like
-u+K,K-K==b+P H/B Will hit if
foe does or does not attack
f,f+B[C]/P,P,P,P-P-f+K-f+P==f,f+K B Near wall
when executing the last
couple of hits
Low Grab:
-f,f+P,K/d+P,K H Do this fast!
-f+K/db+P/df+B B Time db+P
correctly
f+K[C]/f+K,K/Koppa Hen (Air Throw) B Near Wall
f+K[C]/u+P/f+K/b+P H Stronger in
beast form, but timing is too
critical
f+K[C]/u+P/f+K/b+B/df or db + B B b+B has to
hit twice
--------------------------
---------------------------------------------
--------------------------
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 dont
understand."
These are the words that ran through his mind. A young boy, standing in
the midst of a
burning building, alone and confuse. Lost, he knew not where to go until a young
man name Yugo
found him. With no other alternatives, the young followed Yugo out of the
destroyed building,
to be in a place that was much more safer. For the next couple of years the young
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 anything
before that
time he soon amongst the flaming rubble of the falling building once known as the
Tyron
Foundation. What was even more troublesome were his moods of anger, these violent
feelings that
would come up once in awhile. Since there were no answers them, he decided to
ignore them as best
as he could.
One day, Yugo was attacked and Kakeru was taken into the clutches of a
strange man, who
claimed that Kakeru was truly Bakuryu. Confused by this accusation, he soon
became 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
brings his foes to
confusion. His ability to make tricky attacks will make him a favorite to players.
================================
COSTUME COLORS
p (Normal) = Golden outfit w/brown outlines, silver shin & arm guards, brown
gloves & 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
guards, white scarf and obi
(belt) / Silver-blue mole with red eyes
B (Extra) = Blazing red outfit w/gray outlines, silver shin and arm guards, brown
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 BEAST
----- -----
FACING FORWARD
--------------
GROUND GROUND
------ -------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Tantou | P | H | -Doku Kaki | B
| H |
-Ryuusentou Yoko | f+P | H | (tn) -Doku Tsuki | f+B
| M |
Giri | | | -Eizan Geki | b+{B}
| M | (bc)
-Ryuusentou Tate | b+ | M | (hc) -Gedan Doku Kaki | d+B
| L |
Giri | | | -Jizuri Dan | df+B
| G | (tp)
-Senpa | d+P | L | -Kaki Age | db+B
| M | (ln)
-Ryuu Eijin | df+P | M | (hc) -Kyuushuu | u+B
| M | (kn)
-Kusunagi Tou | db+P | G | [tn] Dokugeki Ha |
| |
-Fushin Gaeri | u+P | - | crossover -Sou Dokugeki Ha | f,f+{B}
| M | (bh)
-Ryuuga Kyaku | K | H | -Sou Doku Tatsu- | Dash,{B}
| M | [T],(bh)
-Hangetsu Otoshi | f+K | M | maki Ha |
| |
-Eijin Kyaku | b+K | M | (hc) -Ashikubi Otoshi | LD+B
| 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)
------------------------------------------------
FACING BACKWARD
---------------
GROUND GROUND
------ -------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Metsubishi | P | H | -Harasaki | B
| M | (sp)
-Kaishin Tantou | d+P | L | -Riei | d+B
| - | retreat
-Haijin Kyaku | K | M | (sb) ---------------------------
---------------------
-Ashi Kake | d+K | G | (tp)
------------------------------------------------
THROWS
------
Front (Standing) = Houshin Tengeki Front (Standing) = Zanmetsu
Tatsumaki Geki
Front (Crouching) = Ura Ten (Position Transfer) Front (Crouching) = Ura Ten
(Position Transfer)
Back = Ura Izuna Otoshi Back = Ura Izuna Otoshi
===============
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
initiated. If opponent
is too low in the air, move will hit, but will not grab. As a beast, this move
becomes 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 as
the bomb in
Bakuryu's hand hits the ground. The log and smoke will appear, while he'll
disappear for about
a second before reappearing back in the same spot. Also, the log can be hit at
times, giving
Bakuryu some protection. On a side note, sometimes when you're hit during this
move, or if you
cancel it early, the smokebomb will fall out of his hand, bounce away, and
explode 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
kick, 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
connects, 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
splits into two ghostly
images, both leaving a trail of fire that form an "X" as they dash by the burning
foe, slicing and
burning him/her one last time.
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
----------------------------
Combination Attacks (Human)
----------------------------
Name Input
------ ------
Rasen Ryuu Eijin P,P,P,
,f+P#
Rentou Izuna Otoshi P,P,P,
,Raikou Izuna Otoshi
Rentou Fushin Gaeri P,P,P,u+P
San Rentou.... P,P,P:
...Ryuuei Hougeki -df+P,P
...Ryuuei Nichirin Kyaku -df+P,K
...Rasen Barai -d+K
...Rasen Ura Hiji -d+K,P
Rentou.... P,P:
...Jinkyaku -K
...Rakujin Kyaku -K,K#
...Kari Ashi -K,d+K
...Engetsu Shuu -b+K
...Rasen Barai -d+K
...Rasen Ura Hiji -d+K,P
Renga P,K
Tantou.... P:
...Ryuuga.... -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 Shuu -b+K
Ryuuei.... df+P:
...Hougeki -P#
...Nichirin Zan -K
Ryuuga Rakutsui Kyaku K,K*
Ryuuga.... 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 Shuu -b+K
Getsu Eiji Kyaku f+K,b+K
Retsujin.... df+K:
...Nadare Geri -K*,K*
...Kari Geri -f+K
...Kusazuri Geri -d+K
Shippuu.... f,f+K:
...Nidan Geri -K
...Mikazuki Otoshi -K,K
...Inazuma Otoshi -K,K,d[H]+K,K {c}
...Rasen Renkyaku -K,Enjin Rasen Kyaku
Rakurai LD+K,K*
Metsubushi Rengeki [T] P:
-Metsubushi is the same as
Tantou, so follow up
from the 2nd P of any P
combo
-Follow up with any combo
starting with K
----------------------------
Combination Attacks (Beast)
----------------------------
Name Input
------ ------
Dokusou Eizan Geki B,B*,{B}
Renkaki.... B,B*:
...Ten Tou Hou -d+B
...Retsujin Nadare Geri -d+K,K*,K*
...Retsujin Kari Geri -d+K,f+K
...Retsujin Kusazuri Geri -d+K,d+K
Dokukaki Shiten Kyaku B,d+B [T]
Doku Tsuki Shiten Kyaku f+B,d+B [T]
Dokusen Ten Tou Hou f+B,B*,d+B
Dokusou Bakujuu Rengeki f+B,B*,B,B,{B}
Dokusou Ryuuei Nichirin Kyaku f+B,B*,B,df+P,K
-or-
f+B,B*,B,B,df+P,K
Jabu Rou Zugokku Zuki f+B,B*,B,df+P,Zugokku Zuki
-or-
f+B,B*,B,B,df+P,Zugokku Zuki
Dokusen Rakutsui Kyaku f+B,K,K*
Doku Tsuki.... f+B:
-(Follow up with any combo
starting with K)
Rentou to Dokusou Rengeki P,P,P,
,B:
...Dokukaki Shiten Kyaku -d+B [T]
...Dokusou Eizan Geki -B*,{B}
...Renkaki.... -B*:
...Ten Tou Hou -d+B
...Retsujin Nadare Geri -d+K,K*,K*
...Retsujin Kari Geri -d+K,f+K
...Retsujin Kusazuri Geri -d+K,d+K
Metsubushi to Rentou to Dokusou Rengeki [T] P,P,P,
,B:
...Dokukaki Shiten Kyaku -d+B [T]
...Dokusou Eizan Geki -B*,{B}
...Renkaki.... -B*:
...Ten Tou Hou -d+B
...Retsujin Nadare Geri -d+K,K*,K*
...Retsujin Kari Geri -d+K,f+K
...Retsujin Kusazuri Geri -d+K,d+K
Ryuusen Renkaki Age 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 Form Notes
------- ---- -----
f+K,b+K[C]/f,f+P H Delay b+K to
throw off opponent
u+K[C]/f,f+P H/B Has to be
done fast as a human; foe will
be launched
while beast, so no problems
f+P[C]:
-df+K,K,K=Raiko Izuna Otoshi H/B Near a wall
-Enmaku Dan (foe does a back attack):
-Grab H/B Enemy has to
execute back attack in order
to
successfully grab them from behind
-Zugokku Zuki H~B Easy to do,
hard to escape
-Bunshin Kaen Jigoku B Timing is
very difficult
-Enjin Kyaku H/B Trick foes
or counter back attack
-Transform H~B Foe tries to
anticipate your game
-f+B,B,B,B/R.I.O B Do this fast.
b+K[C]/Zugokku Zuki B<-H
u+K[C]/df+P,K:
-P,P,P,P=Raiko Izuna Otoshi B R.I.O will
only hit, but no grab
-Raiko Izuna Otoshi B R.I.O will
grab
-u+K:
-f,f+B B
-f+B,d+B B
u+K[C]:
-df+P,K/P,P,P,P,f+P/df+K,d+K H Do near wall
-db+B:
-Zugokku Zuki B Don't
execute db+B too fast. If foe recovers,
cancel
Zugokku Zuki
-Bunshin Kaen Jigoku B Tricky
because foe can recover
-f,f+K/K,K,K B
-f,f+K,K,K,d+K,K/Mukurosaki B
f,f+K[C]:
-f+K,b+K,u+P/Mukurosaki B Cool looking
-K,K=Enmaku Dan/Mukurosaki B Likewise
-P,P,P,P=Raiko Izuna Otoshi B Do this fast
-b+B/df+K,d+K B Do this fast
P,P,d+K[C],db+P[T]:
-d+B or u+P [BK] B Retreat &
regroup your senses
-B [Bk] B If the
distance is right, you'll reverse what-
ever
opponent throws out
-P [Bk] H/B Try to take
the offensive
f,f+K[C],K/K,K,b+K/f,f+K/f,f+K,K,K,d+K,K/
Mukurosaki B Time hits
correctly, and be rewarded greatly
df+K,K/u+K/Bunshin Kaen Jigoku B Hold u to
make combo work
f,f+K[C],K/LD+K,K=Shoten Kaki Age:
-f+B,d+B B
-db+B/Raiko Izuna Otoshi B
b+P/Enmaku Dan (Teleport behind foe):
-Grab H Do this
fast! If foe hesitates, they can't escape
-df+B/Enjin Kyaku B Very strange
indeed! Your back will be to foe after
df+B. Enjin
Kyaku is a counter from back attack.
-b+B B Will usually
beat any attack foe attempts
LD+K[C],K:
=Zugokku Zuki B
=Bunshin Kaen Jigoku B
=Enmaku Dan/Mukurosaki B Omit Emmaku
Dan for an easier version
b+P,db+B/f,f+K/f,f+K,K,K,d+K,K B<-H
Enmaku Dan/u+B/f+B,B,d+B B Do when
someone's on the offense to attack from behind
db+P[T]/d+K[Bk] H Simple, but
effective
f,f+K,K/Jump uf,Izuna Otoshi B Press u if
near a wall
------------------------------
----------------
Strategic Usages
----------------
Kouki Ryuu Gekihou=R1: (In a combo or as a counter)
-u+P or Enmaku Dan (Escape/Psyche out)
-db+K (Reverse foe's Guard Attack)
-Zugokku Zuki (Foe's in Light guard)
-df+K (Light Guard through attack to take low offense/Foe is
blocking high)
-df+B (Foe blocks high)
-b+B (Reverse opponent's [low] counter)
-Raiko Izuna Otoshi in beast form (foe jumps up to
escape/attack)
Shoten Kaki Age=R1: (In a combo)
-Grab (Get close to blocking foe)
-df+B (foe blocks high)
-f+B,B,etc. or P,P,etc. (Get close to take offense)
-Kouki Ryuu Gekihou (Foe attempts a reversal)
-Bunshin Kaen Jigoku (Hard! Get in close & hope they attak just
as move's executed)
Zugokku Zuki=R1: (In a combo or as offense against defensive opponents)
-Grab (upclose on blocking foe)
-db+P or df+B (Foe blocks high)
-df+K,d+K (Low offense on high-blocking foe)
-Enmaku Dan (Psyche-out)
------------------------------------
Enmaku Dan & # successions of Usages:
------------------------------------
1 TIME - Teleport behind:
=Dashing opponents
=Combo-oriented opponents
=Foes that execute a Guard Reversal in the midst of your combo (best in a
combo that has a cancel point)
2 TIMES - Teleport to:
=Confuse defensive (blocking) foes
=Trick aggressive players to turn after 1st teleport & attack
=Fool blocking foe during your combo offense (best in a combo that has a
cancel point)
3 TIMES - Teleport:
=Against skilled players that are expecting to catch you after 2nd teleport
=To mix up your assault on a defensive opponent to find an opening
--------------------------
---------------------------------------------
--------------------------
F)
------
MARVEL
------
=======================================
-------
PROFILE
-------
Real Name: JANNE GADO (Shina Gado in the States)
Beast Form: LEOPARD
F.Style: SINGLE & CONTINUOUS ATTACKS
Nationality: FRANCE
Age: 19
Height: 167 cm (Human); 170 cm (Beast)
Weight: 60 kg (Human); 62 (Beast)
Occ: MERCENARY
Likes: VICTORY
Dislikes: MAKE-UP & FRILLY CLOTHES
======================================
Story: YOUNG MERCENARY
Her name is Janne. However, she is called "Marvel". This is her nickname
due to her gifted
abilities. At the age of 15, she fought side by side with her father in many
military wars and
battles. Her father, called the "Legendary Mercenary", was a great model in her
eyes, driving her
to be her best as a mercenary herself.
When she grew older she heard that her father had engaged in the
termination of Tyron
Foundation. What's even more, she was now aware that Gado was also engaging
in "the Beast Liberation
Battle Line", but his intentions are unknown. "Why is he also keeping silent from
me? Are we not
of the same blood relation?" Marvel questioned this, wondering what's really
going on. Wanting
answers, she decided to go look for her father. Little did she know that this act
would also plunge
her into the fray that was beginning to grow....
================================
FIGHTING STYLE DESCRIPTION
Backed with power her blows are like a rifle, for every shot after
another she does is effective.
Her basic style is that of what Gado developed, a style that she's adopting as
her own.
================================
COSTUME COLORS
p (Normal) = Creme-color hair, white shirt and gloves, light brown boots and arm
band / Beige-furred
leopard
K (2nd) = Navy blue clothes, pea-green gloves and boots, yellow symbol and
armband / Pale-white furred
leapord
B (Extra) = Blue shirt, shorts, sneakers, and gloves, black wristbands and socks,
golden hair and symbol
/ Black-furred leopard with red-glowing eyes
Start (Secret) = Black clothes and armband, golden gloves, boots, and symbol /
Orange-furred leopard
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
============
Normal Moves
============
----- -----
HUMAN BEAST
----- -----
FACING FORWARD
--------------
GROUND GROUND
------ -------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-M-VI Knuckle | P | H | -Angry Fist | B
| M |
-Hunting Elbow | f+P | M | -Violent Claw | f+B
| M |
-Spinning Elbow | b+P | H | (hc) -Back Kick | b+{B}
| M | (bn)
-Pouching Knuckle| d+P | L | -Double Claw | d+B
| G |
-Amazonnes Blow | df+P | M | -Leopard Walking | df+B
| - | crawl
-Ground Chop | db+P | G | -Turn Scratch | db+B
| G | [T]
-Diving Chop | u+{P} | M | (kn)/(bc) -Somersault | u+B
| M |
-G-III Kick | K | H | Scratch |
| |
-Assault Knee | f+K | M | -Leopard Head | f,f+B*
| M | (kn)
-Turn Ride Kick | b+K | H | (fr),(sp) -Brutal Raid | Dash,{B}
| H | (bn)
-Low Ride Kick | d+K | G | -Ground Scratch | LD+B
| G | (sw)
-Middle Ride Kick| df+K | M | (hc) ---------------------------
---------------------
-Kick Mine | db+K | G | (tp)/(sw)
-Sky Gunner | u+K {c} | M |
-Shoulder Burst | f,f+P(c) | M |
-Double Leg | f,f+{K} | H | (fr)
Missile** | | |
-Absolute Fire | Dash,P | M | Hit/Throw
-Mine Slider | Dash,K | G |
-Elbow Upper | LD,P | M-H |
-Ground Heel Kick| LD,K | M |
------------------------------------------------
**If this move is not blocked or doesn't connect with opponent, she'll land with
her back turned to her foe. However,
if the opponent should duck this and she crosses over, she'll land facing her foe.
FACING BACKWARD
---------------
GROUND GROUND
------ -------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Turn Knuckle | P | H | -Back Drop Kick | B
| M | (fr),(bn)
-Squat Turn | d+P | L | -Squat Turn Claw | d+B
| L |
Knuckle | | |
-Reverse Kick | K | H | ---------------------------
---------------------
-Low Reverse Kick| d+K | G | (tp)
------------------------------------------------
THROWS
------
Front (Standing) = Brain Buster Front (Standing) = Dam
Sight Fang
Front (Crouching) = Trap Leg Throw Front (Crouching) = Trap
Leg Throw
Back = Toughness Driver Back = Toughness Driver
===============
COMMAND ATTACKS
===============
1) Taskforce Upper
Motion: d,df,f + P (Launcher)
2) Scramble Snatch
Motion: d,df,f + K (Air Throw)
-or-
Flying Trap
(1st)
Motion: d,df,f + K (Air Throw)
(2nd)
Motion: d,u + (Cross-Over Attack)
(3rd)
Motion: b,f + B (Diving Slash)
*Note that the 1st part for Flying Trap will be a throw only when foe is
airborne.
On tall opponents, or on anyone who bobs up slightly under her, it'll hit like a
regular attack. 2nd part will strike from behind as she flips. Also, like with
any
human-and-beast-based attack, 3rd part can be done even if you've not already
transformed.
3) Assault Blow
Motion: d,db,b + {P}
4) Trident Shoot
Motion: d,db,b + K (Guard Attack)
5) Demolition Fang
Motion: d,df,f + B (Throw)
6) Rising Laser
Motion: d,db,b + {B} (Launcher)
BEAST DRIVE: CROSS BLADE ZAPPER
--------------------------------
MOTION: D,DB,B,D,DB,B + {B}
DESCRIPTION: Marvel starts off with 3 slow, wild slashes. If the 1st slash
connects, the 3rd slash
will knock the opponent into the air. Charging up energy into her claws as she
goes airborne, Marvel
knocks the opponent down to the ground and cuts the earth with claw-shaped shock
waves, along with the
battered foe. She lands as a human and gives a big "Yeah!!".
*Note that if the 1st slash doesn't connect, this attack will not work in the
manner stated above.
Instead, they'll hit like regular Guard Break attacks, (Though highly blockable)
and the 3rd slash
will still launch her foe as a clean hit, or send them spiralling if it counters
an attack.
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
----------------------------
Combination Attacks (Human)
----------------------------
Name Input
------ ------
M-VI Shooting P,P
M-VI Stinger P,P,*,K*
M-VI.... P,P:
...Hell Fire -K
...Napalm -d+K
M-VI Gun P,K
Hunting.... f+P:
...Dive Elbow -f+P*,f+P*
...Arrow -K
Spinning Knuckle b+P,
*
Amazoness.... df+
:
...Head Butt -{P}
...Scratch -d+K
G-III Double K,K
*If you delay the first kick up to the point where her leg goes down, press kick
again and she'll
continue the combo switching to her other leg. Same goes for any other combo that
starts with K.
G-III Combination K,K,K
(G-III Variation Attack) K,K:
...Assault.... -f+K,K,K:
...Striker -P,P,
*,K*
...Hell Fire -P,P,K*
...Napalm -P,P,d+K
...Kick Sparrow -f+{K}
...Kick Mine -d+K
-f+K:
(...Feint Rush) -K,P
...(Feint) Kick Surprise -d+K,K# (or P)
...(Feint) Kick Bomb -f+K,K# (or P)
G-III Spinning Elbow K,b+P,
Assault Kick Rush f+K,K,K
Assault... f+K:
-K,K:
...Striker -P,P,
*,K*
...Hell Fire -P,P,K*
...Napalm -P,P,d+K
...Kick Sparrow -f+{K}
...Kick Mine -
d+K
(...Feint Rush) -K,P
...(Feint) Kick Surprise -d+K,K# (or P)
...(Feint) Kick Bomb -f+K,K# (or P)
----------------------------
Combination Attacks (Beast)
----------------------------
Name Input
------ ------
Angry Claw.... B,B*:
...Assault.... -f+K,K,K:
...Striker -P,P,
*,K*
...Hell Fire -P,P,K*
...Napalm -P,P,d+K
...Kick Sparrow -f+{K}
...Kick Mine -d+K
-f+K:
(...Feint Rush) -K,P
...(Feint) Kick Surprise -d+K,K# (or P)
...(Feint) Kick Bomb -f+K,K# (or P)
Angry Slash B,d+B
Angry Claw Judgement B,B*,d+B
Triple Low Scratch B,B*,d+B
Violent Scratch f+B,{B}
Violent Ground f+B,d+B [T]
Walking Fang df+B, Demolition Fang
Lightning Scratch df+P,f+B,{B}
Darkness Scratch df+P,f+B,d+B [T]
Spinning Elbow... b+P,
*
...Angry Fist -B*(Go into Any Kick combo
starting with f+K)
...Angry Claw -B*,{B}
...Angry Slash -B*,d+B
Shotgun Scratch P,P,d+B [T]
M-VI Violent... P,P,P,f+B:
...Scratch -{B}
...Ground -d+B [T]
G-III Anger Beret Combo
K,b+P,
*,B*,f+K,K,K,P,P,P,f+B,B
(G-III Angry Variation Attack) K,b+P,
*,B*:
-{B}
-d+B [T]
-(Go into any Kick combo
sarting with f+K)
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
-------
===================
== Strategies & Combos ==
===================
-------
-------------
ABBREVIATIONS
-------------
T.S = Trident Shoot
R.S = Taskforce Upper
S.Snatch = Scramble Snatch
F.Trap = Flying Trap
SELF-MADE COMBINATIONS AND AIR JUGGLES
--------------------------------------
Command Form Notes
------- ---- -----
b+P,P[C]=Trident Shoot H
P,P,d+K/TFU/P,P,P=Scramble Scratch H Taskforce
Upper has to be done
fast
db+K/Taskforce Upper/P,P,P:
=TFU/P,P,P=TFU:
-f,f+P H Change combo
speed if foe recovers
-TFU/u+K H Change combo
speed if foe recovers
=Trident Shoot H
b+P,P[C]:
=Rising Laser/Taskforce Upper/b+B H~B Do combo fast
& carefully
=Cross Blade Zapper B Do combo fast
& carefully
->B:
=Demolition Fang H~B
->d+B H~B
LD+P[C]/LD+P/f+K,K,K,P,P,P,K H/B Need wall
around Punch combo part.
2nd LD+P has
to be done early and
strike only
once in beast form to work.
LD+P[C]/LD+P/LD+P/b+K B
db+P[C]:
-df+K H
-db+K H
df+K[C]:
-TFU/f+K,K,K,P,P,P=Cross Blade Zapper B TFU will miss
do to her height as a beast.
So, do near
wall.
-TFU/f+P,P=Demolition Fang H~B Do combo fast
-f+P,K H
-df+P,d+K H High-low
confusion
-df+P,f+B,d+B B<-H Confusion
LD+P,TFU:
-Transform H~B Do combo fast.
Add another LD+P if
necessary.
-Cross Blade Zapper B Delay abit
before executing R.S
P,P,d+K/f+K,K,K,d+K:
-d+K H~B Foe blocks
high; warning to non-low
blockers
-df+K H~B Foe blocks
low; confusion
-f+P,K H~B
-df+P,d+K H~B High-Low
confusion
-F.Trap 1st=2nd H~B Confusion
-Trident Shoot=R1:
-db+K H~B Foe blocks high
-u+P H~B Opponent is in
a Light guard
LD+P/Rising Laser/Taskforce Upper/K,K,K B Timing is
crucial. Foe can't fall
too low.
b+P[C],P=Assault Blow H~B
LD+P/LD+P/u+B/LD+B B Near wall.
Timing is a bit hard. If
both LD+P hit
twice, rest of the combo
has to be done
fast.
LD+P/P,P,P,K/db+K H/B Not easy to
escape in human form, spiral
after K in
beast form. Since the height
is low in
human form, you have to hold db
immediately if
you want the last attack to
work.
------------------------------
----------------
Strategic Usages
----------------
Trident Shoot = R1 (In a combo or as a counter):
-db+K (Opponent bloks high)
-df+K (Light guard thing [air] attack to stun)
-f+P or f+K (Light guard through attack to take offense)
-u+P (Foe's in Light guard or reverses low)
-u+B or Demolition Fang (Opponent reverses low)
-Grab (You step in close)
Assault Blow = R1: (In a combo or as a counter)
-Trident Shoot (Opponent tries to counter)
-b+B (Psyke out/faster attack)
-Flying Trap (Confusion/crossover)
-Nothing (Fake)
-df+B (Low counter under foe's high attack)
-db+K (Opponent blocks high close)
------------
Flying Trap:
------------
*1st Part:
-Cross over (Confusion)
-Escape attacks and counter from behind
*2nd Part:
-Double cross over (Confusion)
-Hit careless, non-blocking foes
*3rd Part:
-Reverse opponent's counter attacks
-Finish off foe if 2nd part hits foe from behind
-Chase foe if they try to escape
--------------------------
---------------------------------------------
--------------------------
G)
--------
BUSUZIMA
--------
======================================
-------
PROFILE
-------
Real Name: HAJIME BUSUZIMA
Beast Form: CHAMELEON
F.Style: DECEPTION
Nationality: JAPAN
Age: 35
Height: 191 cm (Human); 197 cm (Beast)
Weight: 67 kg (Human); 74 (Beast)
Occ: SCIENTIST
Likes: EXPERIMENTS (particularly animal experiments)
Dislikes: ???
======================================
Story: APPALLING SCIENCE
Busuzima is a scientist for the Former Tyron Foundation. Although the
luxury of
a well-established company and highly funded lab researches are no longer at his
disposal,
that hasn't stopped this scientist. Maintaining a secret lab in an obscurred
area, he continues
to live out the dreams and goals of the fallen company: creating bestial beings
more superior
than the human race.
Lately, Busuzima has indiscriminately been making numerous tests subjects
out of people.
With the conflict between human and bestial beings, he's taking advantage of this
to create a
secret army of superior bestial beings once more, continuing the ambitions that
the former Tyron
Foundation had held dearly to. With his growing army of beast soldiers and
henchmen, and the new
"Leader" to guide them into taking control of the war into their own favor,
Busuzima couldn't be
any happier. (especially since his prized "Bakuryu" has been "returned" to him)
So, continuing with his "hobby" , he decides to go out & have a ball
finding some new
"victims" for his daily games -- seeing the outcome of a human mixed with a
creature of any sort.
================================
FIGHTING STYLE DESCRIPTION
With the ability to disappear, sidestep, and so on, Busuzima has many
techniques to trample
his foes. He's a character type who fights dirty.
================================
COSTUME COLORS
p (Normal) = Green shirt, blue sleeves, and symbol, reddish shorts, and
wristbands, yellow geta (shoes),
green hair and goatee / Green-skinned chameleon
K (2nd) = Purple hair, goatee, and sleeves, gold shorts and wristbands, yellow
shirt and geta (shoes) /
Purple-skinned chameleon
B (Extra) = Purple shorts, wrist bands, and symbol, pink shirt with brick red
sleeves, orange geta (shoes),
lavender hair and goatee / Reddish-pink skinned chameleon
Start (Secret) = lime-colored shorts, pale shirt with green sleeves and design,
white geta, greenis hair
and goatee / Silver-skinned chameleon
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
============
Normal Moves
============
----- -----
HUMAN BEAST
----- -----
FACING FORWARD
--------------
GROUND GROUND
------ ------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Zenkai Chop | P | M | -Yubizume Punch | B
| M |
-Taiman Straight | f+P | M | -Kaomen Attack | f+B
| M |
-Kubiori Uraken | b+P {c} | H |[T],(fl)/(bn) -Nobiiru Claw | b+B
| M |
-Sune Subushi | d+P | G | -Bokusatsu | d+{B}
| {M} | (kn)
Punch | | | Knuckle |
| |
-Yaki Knuckle | df+P | M | -Hana Upper | df+B
| M | (ln)
-Koshiori Uraken | db+P {C)| M | (fl)/(bn) -Kaomen Slider | db+B
| G |
-Bakkure | u+P | - | Turn -Somersault | u+B
| M** |
-Sokukou Knee | K | M | Shippo |
| |
-Chinpira Kick | f+K | H | -Tsukkomi | f,f+B
| M** | (bc)
-Kakato Jigoku | b+{K} | M | (kn) Somersault |
| |
-Sune Hakkei | d+K | G | -Bassou | Dash,B
| M** | (bc)
-Jisuberi Kick | df+K | G | (tp) Somersault |
| |
-Sukatsu Kyaku | db+K | G | [T] -Flap Zuzuki | LD+B
| G |
-Tokukou Kick | u+{K} | M | (bn) ---------------------------
---------------------
-Zugai Wari | f,f+{P} | M | (bc)
-Soku Fumi | f,f+K | L | (lg)
-Busuzima Tackle | Dash,{P} | M | (bn)
-Busuzima | Dash,{K} | Hx | [T]
Boomerang | | |
-Takeyari Upper | LD,P | M | (ln)/(sp)
-Denguri Keri | LD,K | G | (kn)
------------------------------------------------
**Note that these moves will hit anyone behind him. For the u+P, it will hit
upclose if
opponent walks forward only. You'll only get that (bc) attribute when foe's
behind you.
FACING BACKWARD
---------------
GROUND GROUND
------ ------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Bun Naguri | P | M | -Daigo Tai Kick | B
| M | (fr)
-Ketsu Naguri | d+P | G | -Zakone Kick | d+B
| G | (tp)/(sw)
-Busuzima Honrou | K | - | Sidestep ---------------------------
---------------------
-Busuzima Hassha | d+K {c} | M | (bn)
------------------------------------------------
*Note that only P and d + P will make Busuzima face foe
THROWS
------
Front (Standing) = Tama Tsubushi Front (Standing) = Bero Throw
(Launcher)
Front (Crouching) = Shiri Seme Front (Crouching) = Shiri Seme
Back = Busuzima Throw Back = Busuzima Throw
===============
COMMAND ATTACKS
===============
1) Bukkomi Chop
Motion: d,df,f + P (ch) (Stun Attack)
2) Busuzima Maji
Motion: d,df,f + (Stance Change):
-Advancing / Retreating
f / b to move
-Revert to Normal Stance
Motion: u or R1 (cancel)
-Maji de Punch
Motion: P,P*,P
-Maji de Kick
Motion: K,{K}
-Maji Nobi Punch
Motion: B or d+B
-Maji de Harai
Motion: B or d+B
-Chouhatsu
Motion: d [H]
Note that doing just the 1st punch or 1st kick during Busuzima Maji, Busuzima
will remain in
this stance. To get out of the stance, press either u or R1.
3) Busuzima Homerun
Motion: d,db,b + P (Guard Attack)
4) Busuzima Exercise
Motion: d,db,b + K, K, K, K, K, {K} (Juggling Attack)
*If timed correctly, you can use this as a multi-hitting attack against an
opponent on the ground. Note that
it doesn't seem to work on a bestorized character, though. Also, each press of
the Kick button will make
Busuzima hit twice. Use wisely in order to make good combos & be tricky.
5) Shishometsu Attack**
Motion: d,df,f + B (Attack & Disapper)
6) Shishometsu**
Motion: d,db,b + B (Disappear)
**Shishometsu Attack will leave Busuzima invisible for a short duration of time,
while Shishometsu
has a longer duration. Shishometsu can be done continuously to keep him invisible
as well, just so
long as you do not move forward or attack. Also, when you become invisible, you
will appear once
you're hit.
BEAST DRIVE: DAIJOUBUTSU THROW
-------------------------------
MOTION: d,df,f,d,df,f + {B} (Throw)
DESCRIPTION: Busuzima will leap forward, attempting to catch his opponent with
his mouth. If it
connects, he'll throw them high above the center of the stage, disappearing and
reappearing under
him/her. Catching his foe, he'll slam that character back and forth with his
tongue in three
complete sucession. Afterwards, he'll let go, sending his battered foe into a
wall (which does very
little damage)
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
----------------------------
Combination Attacks (Human)
----------------------------
Name Input
------ ------
Zenkai Seiken Retsuden P,P*,,f+P,f+{P}
Zenkai Butchigiri Sukatsu Kyaku P,P*,
,K,d+K [T]
Zenkai Kakato Jigoku P,P*,
,K,b+{K}
Zenkai Butchigiri Upper P,P*,
,B
(No Name) P,P*,d+{K}
Zenkai Sokukou Knee #1 Variation.... P,K,P:
-P*,
:
...Seiken Retsuden -f+P,f+{P}
...Butchigiri Sukatsu Kyaku -K,d+K [T]
...Kakato Jigoku -K,b+{K}
...Butchigiri Upper -B
-P*,d+
{K}
Zenkai Sokukou Knee #2 Variation.... P,K,d+K,:
-P*,
:
...Seiken Retsuden -f+P,f+{P}
...Butchgiri Sukatsu Kyaku -K,d+K [T]
...Kakato Jigoku -K,b+{K}
...Butchigiri Upper -B
-P*,d+
{K}
Baribari Chop K,d+K,P*,
Sokukou Knee #1 Variation K,P:
-P*,
:
...Seiken Retsuden -f+P,f+{P}
...Butchigiri Sukatsu Kyaku -K,d+K [T]
...Kakato Jigoku -K,b+{K}
...Butchigiri Upper -B
-P*,d+
{K}
Sokukou Knee #2 Variation K,d+K:
-P*,
:
...Seiken Retsuden -f+P,f+{P}
...Butchigiri Sukatsu Kyaku -K,d+K [T]
...Kakato Jigoku -K,b+{K}
...Butchigiri Upper -B
-P*,d+
{K}
Taiman Aku Kick f+P,K
Taiman Akutou Kick f+P,f+P,K
Taiman Gokuaku Kick f+P,f+P,f+P,K
Taiman Chou Gokuaku Kick f+P,f+P,f+P,f+P,K
Taiman Straight Retsuden f+P,f+P,f+P,f+P,f+P,f+{P}:
Chinpira Usogeri Retsuden f+K,f+K,f+P,f+P,f+{P}
Yaki Blow df+P,f+P [T]
Yakiyaki.... df+P,df+P:
...Ura Ken -b+P
...Blow -f+P, [T]
Tako Naguri [T],P,
:
-
:
-Follow with any attack
that follows the 3rd punch of any
P,P,
combo
----------------------------
Combination Attacks (Beast)
----------------------------
Name Input
------ ------
Chameleon Rush B,d+B,B*,{B} (Press u+{B}
anytime
to fake)
Nobiiru Rush b+B,d+B,B*,{B} (Press u+{B}
anytime
to fake)
Slide Shoten Upper f+B,f+B
Somersault.... u+B:
...Kaomen Slider -db+B,d+B
...Shoten Upper -f+B,f+B
Double Kaomen Slider db+B,d+B
Kaomen Attack Hana Spike df+B,B
(No Name) B,d+K,P*,P:
-f+P,f+{P}
-K,d+K [T]
-K,b+{K}
-B
Zenkai Butchigiri Upper P,P*,P,B
Zenkai Butchgiri Knuckle P,K,{B}
Sokukou Bokusatsu Knuckle K,{B}
Zuzuki Upper Spike
LD+B,df+B
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
-------
===================
== Strategies & Combos ==
===================
-------
-------------
ABBREVIATIONS
-------------
SSA = Shishometsu Attack
SELF-MADE COMBINATIONS AND AIR JUGGLES
--------------------------------------
Command Form Notes
------- ---- -----
Bukkomi Chop:
-df+K H/B
-b+P H/B
-db+K[T]:
-u+B[Bk] B Do this
fast
-d+B[Bk] B Do this fast
db+K[C][T]/Transform H~B Do this fast
Bukkomi Chop/f,f+K:
-df+K H Time this
right. Before foe fully recovers, you
can connect
with f,f+K, which may register as a
combo
-db+B B
-f+B B Do this fast
f,f+K:
-u+P[T]/d+K[Bk] B Trick foe,
especially if they try to attack
-df+B/B,d+B,B,B/d+P/P Ground attack B Tricky
timing. Use wall if necessary
-d+B B
-LD+P,Jump,f+B B Looks nice
-Busuzima Exercise H/B Easiest 12-
hitter around
LD+P[C]/B attack/db+K[T] H Weak, but
looks nice
f+B,B[C]/df+P,P,b+P B Do near
wall
LD+P[C]:
-Shishometsu Attack/P,K,P,P,K H~B
-P,K/f,f+P H Delay
between P & K, or omit for the full power
of f,f+P
-u+K B
Bukkomi Chop/f,f+K/LD+P/u+P[T]/u+B[Bk] B Last 2
attacks have to be done fast!
f,f+K/db+K[T]:
-d+B[Bk] B 2nd hit must
knockdown, so do instantly
-d+B[Bk]/f,f+B[Bk]/B[Bk]/K[Bk]/ B 2nd hit must
be delayed abit, so it won't knock-
d+B[Bk]/B[Bk] down. This
is not a combo. Instead, this is an
example on
how to be tricky & aggressive when your
back is
turned. Do everything fast, and one's bound
to hit.
db+K[T]/K[Bk]/Transform H~B Weak, but
tricky. Works too.
LD+P[C]:
-Busuzima Exercise B Near wall.
Time it right & all hits will connect.
-P,P=SSA/SSA/df+K or f,f+P B Use df+K
only if foe doesn't recover. Near wall if
necessary.
-df+B,B B
-P,P,d+K H Simple, but
decent
-P,P=Busuzima Exercise B Tough! Can't
be too close or too far once last move
comes out.
P,P,=Busuzima Homerun=R1/b+P or db+P H/B Cancel
B.Homerun fast & do enders fast to fool foes.
Do db+P only
in beast form.
f,f+K/SSA/LD+P/df+P,P,b+P H~B Do this fast!
df+B[C]/B,d+B,B,B/df+K B Hold df just
as 3rd attack is executed in order to do
last attack
Bukkomi Chop/Daijoubutsu Throw B Do this fast!
LD+P[C]/b+B,d+B,B=Daijoubutsu Throw B Tricky
timing! b+B can be replaced with B. Need wall,
but you
cannot be too close or too far once D.Throw
comes out.
------------------------------
----------------
Strategic Usages
----------------
Busuzima Homerun = R1: (In a combo or as a counter)
-Busuzima Exercise (Reverse foe's attack for an easy combo)
-Shishoumetsu (Escape & turn invisible)
-df+K,db+K, or db+B (Opponent blocks high)
-P,etc. (Light guard through attack to take the offense)
-u+K,b+K, or db+P in Beast form (Opponent's in Light
guard)
-LD+K (Low reverse opponent's high attack)
--------------------------
---------------------------------------------
--------------------------
H)
-----
JENNY
-----
=======================================
-------
PROFILE
-------
Full Name: JENNY BURTORY
Beast Form: BAT
F.Style: LOWER BODY (LEGS)
Nationality: ENGLAND
Age: UNKNOWN
Height: 170 cm (Human); 173 cm (Beast)
Weight: 52 kg (Human); 50 (Beast)
Occ: MODEL (Real occupation: freelance special ops spy)
Likes: RED WINE AFTER A HOT SHOWER
Dislikes: SPLIT ENDS
======================================
Story: OBSERVER'S EYE
Jenny is a secret agent that works behind the scenes, getting to the
bottom of any situation
and gathering information for her employers. Having the blood of a beast is also
a plus on her side,
giving her the strength and abilities that most ordinary agents don't possess.
She does her job good,
no matter what the outcome may be.
Jenny is also a close friend to a very famous war hero name Alan Gado.
Since the outbreak
of the "Battlefront of Liberation" between humans and beasts, she has been
secretly communicating
with Gado about the situation. With the situation not changing for the better,
Gado decides that
the best resolution for this is to take action and get to the bottom of the whole
situation. With
the knowledge of a secret group contributing to the cause of the war, Gado puts
Jenny on the case
to investigate an the matter thoroughly, so that it doesn't get out of hand
anymore.
Heading onto the scene, Jenny hangs out in the shadows, watching all that
goes on and those
that play a crucial part to the situation. She goes out to take care of the dirty
work, while Gado
sits back and calls the shot. Sure, he claims that he'll send her backup once she
gets into the
heart of the matter. But it seems like he has too much fate in Jenny to doubt
that she can't handle
it on her own....
================================
FIGHTING STYLE DESCRIPTION
Focusing mainly on leg techniques, Jenny uses a far-range type of
fighting style. Moreover,
after bestialization, the addition of her flying ability, she can depend on hit &
run strategies to
wear down her opponents
================================
COSTUME COLORS
p (Normal) = Black boots and collar, red outfit, blond hair / Dark brown-furred
bat
K (2nd) = Black outfit, pumps, and collar, red hair / Black-furred bat
B (Extra) = Blue outfit and collar, black tights, dark lavender boots, laveder
hair / Purplish furred bat
Start (Secret) = Yellow outfit, black pumps and collar, brown hair / Golden-
furred bat
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
============
Normal Moves
============
----- -----
HUMAN BEAST
----- -----
FACING FORWARD
--------------
GROUND GROUND
------ ------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Slap | P | H | -Rend Claw | B
| M |
-Swim Slap | f+P | M | -Nightmare | f+B
| M-M |
-You Fool | b+P | H | (hc) Departure |
| |
-Leg Slap | d+P | M | -Spinning Claw | b+B
| H-H | [T]
-Cutting High | df+P | L | [T] -Leg's Pick | d+B
| G |
-Double Leg Slap | db+P | G-G | [T] -Sweep Claw | df+B
| G | (tp)
-Jump Out | u+P | H | -Get Scared | db+B
| - | Retreat
-Ghost Line | K | H | -Back Surprise | u+B
| H | (kn)
-Passion Kick | f+K | M | -Slash Talon | f,f+{B}
| H | (bn)
-Bye-Bye Kick | b+K | M | [T] -Wind Rider | Dash+B
| M | (ln)
-Under's Pick | d+K | G | -Talon Cyclone | LD+B
| M | (ln)
-Needle's Pick | df+K | G | ---------------------------
---------------------
-Ground Shaving | db+K | G | (sw)
-Enamul Rainbow | u+K | M | (kn)
-Pile Banker | f,f+P | M | (fr)
-Cool Somer-Edge | f,f+K | M | (sb)
-Push Out | Dash,P{c}| M | (bn)
-Cocetish Slider | Dash,K | L | (tp)
-Leg Cutter | LD,P | G | (tp)
-Enamul Arch | LD,K | M | (kn)
------------------------------------------------
FACING BACKWARD
---------------
GROUND GROUND
------ -------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Repulse Elbow | P | M | -Back Upper Talon| B
| M | (ln)
-Turn Slap | d+P | L | -Cutting Turn | d+B
| G | (tp)
-Turn Hook Heel | K | H | ---------------------------
---------------------
-Repulse Heel | d+K | G | (tp)
Stomp | | |
------------------------------------------------
THROWS
------
Front (Standing) = Sweet Neck Break Front (Standing) = Blood Sucker
Front (Crouching) = Sweet Disgrace Front (Crouching) = Sweet
Disgrace
Back = Sweet Riding Back = Sweet Riding
===============
COMMAND ATTACKS
===============
1) Twist
Motion: d,df,f + P (Stance Change):
-Active / Passive Twist
f / b to move
-Twist Change
d+P
-Twist Heel Change
d+K
-Twisted Explosion:
-1st Variation
K,K,d+K
-2nd Variation
K,K,K,K,K [T]
-3rd Variation
K,K,K,K,K,K,d+K
-Final Variation
K,K,K,K,K,K,{K}
*During any Twist combo, Jenny will fall out of Twist if you stop at the 1st,
2nd,
3rd, or 4th kick.
2) Eccentric Kick
Motion: d,df,f + K (Multi-Hit Attack)
3) Brilliant Slash
Motion: d,db,b + P (Guard Attack)
4) Roll-Up Hurricane
Motion: d,db,b + K
5) Bat Wing Blade
Motion: d,df,f + {B} (Launcher)
6) Flap Wing
Motion: d,db,b + B:
-Press nothing (Fly back)
-Drill Talon
B (Attack)
*Note that Flap Wing can also be done in the air.
BEAST DRIVE: SKY HIGH TEMPEST
------------------------------
MOTION: F,B,DB,D,Df,f + {B}
DESCRIPTION: Jenny jumps into the air a certain distance, and will attempt a grab
with her feet (talons).
If it connects, she'll throw her opponent above her, pummeling him/her with a
series of kicks. Next,
she'll grab her foe, throwing him/her back to the ground. Finally, she'll land on
the fallen foe with a
her feet, apologizing for her rudeness as she walks all over him/her.
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
----------------------------
Combination Attacks (Human)
----------------------------
Name Input
------ ------
Slap Slap P,
*
-Follow up with any combo
starting with f+K
-Follow up with any combo
starting with B
Passion Heel.... f+K,K,*:
...Fool -b+P
...Bye-Bye -b+K [T]
-Follow up with any combo
starting with f+B
Passionate Heel Rush f+K,K,*,K,K or d+K
Sly Kick d+K,K
Enamul Knife df+K,K
Enamul.... df+K,K,K:
...Blade -K
...Blade Fool -b+P
Enamal Sly Kick df+K,K,d+K,K
Gloss Edge LD+K,K
Turn Hook Heel To Passion [T], K,K,*:
...Passionate Heel Rush -K,K or d+K
...Passion Heel Fool -b+P
...Passion Heel Bye-Bye -b+K [T]
-Follow up with any
combo starting with f+B
----------------------------
Combination Attacks (Beast)
----------------------------
Name Input
------ ------
Complete Death Order B,B,B,B,B (Only if 3rd K
connects will combo
follow through)
Complete Death Order Flap B,B,B, Flap Wing (Press B
again to execute Drill
Wind Slider B,B,B,d+{B} (Only if 3rd K
connects will combo
follow through)
Nightmare Walking f+B,B,B, Flap Wing (Press B
again to execute Drill
Talon)
Wind Death Order Dash,B,B
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
-------
===================
== Strategies & Combos ==
===================
-------
-------------
ABBREVIATIONS
-------------
BWB - Bat Wing Blade
SELF-MADE COMBINATIONS AND AIR JUGGLES
--------------------------------------
Command Form Notes
------- ---- -----
LD+B/b+B[tn]/B[Bk]/db+K B
b+K[C][tn]:
-d+K[Bk]/d+K[Bk] H
-P[Bk]/u+P[Bk] H
-Transform H~B
-Flap Wing[Bk]=Drill Talon B Flap Wing
must cross over foe. It
has to be
done at the last moment before
descension.
If foe doesn't turn around,
follow with
a Bat Wing Blade.
b+P[C]:
-K H/B
-P,P:
->B,B,B=Flap Wing H~B If you want
to retreat
->f+K,K,K,K,K H/B If you want
to take offense
-Grab H/B Only will
work if opponent goes on defense
LD+B[C]/P,P:
=Eccentric Kick B Do this fast
->f+K,K,K,f+B,B,B B Do this
fast. Do this near wall.
=Roll-Up Hurricane B
df+P[C]/K[Bk]/b+K[tn]/P[Bk]/d+K[Bk] H
u+K/:
-u+K/df+K,K,d+K,K H/B Do this
fast. Kick combo will strike as a
ground
attack.
-Roll-Up Hurrican H/B
-b+K[tn]/B[Bk]/BWB[tn]/B[Bk]:
-BWB/f+B,B,B B from b+K to
the 1st BWB the combo should go
on a steady
rhythm, and should not be rushed.
Afterwards,
do the rest of the combo fast.
-Eccentric Kick B Same as
above. Do last hit fast.
-b+K[tn]/Transform H~B
-b+K[tn]/B[Bk]:
-Jump,B/f,f+B B Do this fast
-Jump,f+B/f+B,B,B B Seems to
work on big/transformed characters
only
-u+K[tn]/B[Bk]/db+P[tn]/
d+K[Bk] B Do this fast
df+P[C][tn]/B[Bk]/LD+B:
-df+P[tn]/B[Bk]/LD+B/df+P[tn]/
B[Bk]/b+K[tn]/P[Bk]/d+K[Bk] B Do this
fast. Don't get confused.
-df+P[tn]/B[Bk]/Excentric Kick B Do this fast.
-Brilliant Slash B
-f+B,B,B
b+K[C][tn]/B[Bk]/LD+B/LD+K/LD+P B
df+B/u+B[tn] B If foe
attacks or doesn't turn around, foe
will get hit
f,f+K:
-f,f+K/df+B B
-df+P[tn]/B[Bk]/Twist=K,K,d+K B
df+P[tn]/K[Bk],K,K,b+K[tn]/u+P[Bk] H If you need
to retreat
Bat Wing Blade/P,P:
->f+K,K,K,K,K H~B Near a wall
=Twist=K,K,K,K,K,K,K H~B Near a wall
b+P[C]/b+K[tn]/K[Bk]/df+P[tn]/d+P[Bk]/d+K,K H
LD+B[C]/B,B,B,d+B B Timing is
crucial
LD+B[C]/f+K,K,K=Sky High Tempest B Do this
fast. Near a wall. 2nd hit/combo has
to be done
early in order for the Beast Drive
to hit.
Bat Wing Blade/P,P,f+K,K,K:
=Bat Wing Blade H~B Near a wall
->b+K[tn]/P[Bk]/d+K[Bk] H~B Near a wall
u+K/b+K[tn]/B[Bk]/Bat Wing Blade[tn]/B[Bk]:
-df+P[tn]/B[Bk]:
-Eccentric Kick B Do this fast
-b+B[tn]/d+B[Bk] B Do not rush
this combo
-BWB[tn]/B[Bk]/
df+K,K,d+K,K B
Roll-Up Hurricane/df+K,K,(d+)K,K H/B Rely more on
df+K,K,d+K,K more unless you can
execute the
other one fast
--------------------------
---------------------------------------------
--------------------------
I)
----
STUN
----
=======================================
-------
PROFILE
-------
Real Name: STEVEN GOLDBERG
Beast Form: INSECT
F.Style: GRAPPLER/WRESTLER
Nationality: USA
Age: 35
Height: 186 cm (Human); 190 cm (Beast)
Weight: 90 kg (Human); 98 (Beast)
Occ: NONE (formerly a scientist)
Likes: FOOTBALL
Dislikes: BUSUZIMA
======================================
Story: RETURN OF THE BUG GUY
A scholor on living creatures, scientists Steven Goldburg was hired to
take part in
a secret project held by the national coorporation called Tyron Foundation. His
interests are
on "human beastorization", which is why he was chosen. He got to know another
scientist, a Japanese man
name Busuzima, who is also invovled in the same activities as Steven, but his
views are somewhat
different. Busuzima is very much into performing tests on people, if the research
is just in its preliminary
stages.
It seems that there was once a a creature named "Stun", one of Tyron's
special soldiers who was
a human and insect combined. No longer in existence, this secret project is meant
to create another one
to take the former beast's place. Steven got a bit too involved with things,
though By accident, he
exposed the secret project where he was a member in, which angered the superiors
of Tyron Foundation alot.
With this exposure. there was a price that had to be paid. Busuzima saw the
perfect way -- making Steven
the guinnea pig for this secret project. Making the misfortunate scientist to go
through the test, the
results weren't too good. As his body was being deformed, Steven's heart was
filled with sadness, darkness,
and rage. Yet, he was powerless to do anything. After the experiment was
completed, the unnecessaties needed
to be discarded -- including the subject.
Waking up in a shed, Steven looked at his half-bandaged body and saw how
distorted and
deformed it became. He was a freak! He believed that this is the fate that he
deserved, for he engaged in
things that were very sinful. He was going to stay were he was and die, when a
strange man entered. Somehow,
Steven could sense that this man was also a bestial being, but different form
those of Tyron Foundation.
The man insulted him, calling him a "foul person", and because all the crimes
that he had participated in with
Tyron Foundation had caught up with him, he's now paying for it dearly. Steven
tried to speak, but due
to his new body, his mouth was almost useless. Thus, he couldn't reply to the
man's comments, for it was too
painful an action. Seeing the man as a threat, he fought with him, and managed to
knock him out.
It didn't seem like Steven will have any peace to stay hidden and
disappear from this world. With his
new accursed body, he decided that "Steven Goldburg" is dead, and only "Stun"
remains. Staring at the city
from the doorway of the shed, he figured he might as well head out into the world
and see what was possible
for him to do. Revenge had filled his mind, so making Busuzima suffer for his
accursed state was a possibility.
He painfully stumbled along, taking whatever route that lied before him.
(truthfully, he just wants to curl up
in a dark corner and die quietly)
================================
FIGHTING STYLE DESCRIPTION
Stun is a power character, surpassing in throws and a system of rushing
techniques. Though
he has to avoid being reckless, for that can be a problem. So, Stun is an
advanced character, utilizing
both close and far range distance to battle.
================================
COSTUME COLORS
p (Normal) = Orange shorts and cap, blue skin, sky blue shirt / Blue skin insect
K (2nd) = Blue clothing and cap, black skin, brown belt / Black skin insect
B (Extra) = Brownish clothes and cap, green skin, gray belt / Green skin insect
Start (Secret) = Red shorts and cap, black shirt, pink skin / Pink skin insect
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
============
Normal Moves
============
----- -----
HUMAN BEAST
----- -----
FACING FORWARD
--------------
Ground Ground
------ -------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Shell Punch | P | H | -Beetle Head | B
| M |
-Bio Force Throw | f+P | M | (ln) -Rolling Bug Head| f+{B}
| M | (fr)/(bn)
-Vermin Blow | b+{P} | M | (bn) -Thrust Bug Head | b+{B}
| M | (bn)
-Hand Knife | d+P | L | -Mantis Fang | d+B
| G | (tp)
-Vermin Upper | df+P | M | (ln) -Bug Middle | df+{B}
| M | (ln)
-Bio Shock** | db+P | G | -Bug Ground | db+B
| G |
-Head Crush | u+P | H | (bc) -Horn Chop | u+B
| M |
-Solid Kick | K | M | -Charge Bug Head | f,f+B
| M | (bn)
-Thrust Kick | f+K | M | -Jet Beetle | Dash+{B}
| M | (bn)
-Launching Kick | b+K | H | (ln) -Ground Horn | LD+B
| L | (tp)
-Knee Crash | d+K | G | ---------------------------
---------------------
-Ground Step | df+K | - | Move Front
-Rolling Back | db+K | - | Move Back
-Leg Guillotine | u+{K} | M | (bc)
-Body Slasher | f,f+{P} | M-M-M | (bc)
-Knee Blast | f,f+K(c)| M | [T],(fr)
-Shell Tackle | Dash,{P} | M | (bn)
-Dual Solid Kick | Dash,K | L | (kn)/(sw)
-Ground Mes | LD,P | M | (ln)
-Leg Upper | LD,K | M | (ln)
------------------------------------------------
**The strength of Bio Shock depends on the distance the opponent is. The closer
Stun is to his foe, the stronger Bio Shock's damage will be.
FACING BACKWARD
---------------
GROUND GROUND
------ -------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Spinal Break | P | H | (tn) -Dual Claw Kick | B
| M | (bn)
-Vermin Nail | d+P | L | -Bug Claw | d+B
| L |
-Brash High Kick | K | H {c}| ---------------------------
---------------------
-Ground Brash | d+K | G |
Kick | | |
------------------------------------------------
THROWS
------
Front (Standing) = Crying Throw Front (Standing) = Bug Hug
Front (Crouching) = Stun Bomb Front (Crouching) = Stun Bomb
Back = Stun Throw Back = Stun Throw
===============
COMMAND ATTACKS
===============
1) Spider Drop
Motion: d,df,f + P (High Throw)
2) Hornet Grab
Motion: d,df,f + K (Mid level Throw)
3) Antler Bomb
Motion: d,db,b + P (Low Throw)
4) Grasshopper Leg
Motion: d,db,b + K (Guard Attack)
5) Riot Beetle
Motion: d,df,f + B (Throw)
6) Bio Reject
Motion: d,db,b + B (High/Mid Guard Reversal)
7) Stun Crash
Motion: d,df,f + P + K (or P + G) (Upclose)
-to-
Blink Rush Drop
Motion: d,db,b + P + K (or P + G)
*Note that the opponent can easily escape Blink Rush Drop by pressing P + K
8) Air Bomber
Motion: d + P + K (Air Throw)
BEAST DRIVE: BOOSTING BURST
---------------------------
MOTION: F,DF,D,DB,B,F,DF,D,DB,B + B (Throw)
DESCRIPTION: Upclose, Stun will attempt a throw. If it connects, he'll swing his
foe around and hurl
him/her into a wall. Powering up as his wings flap rapidly, he'll rush into his
foe full force, impaling
him/her. Effortlessly, he'll then dump his foe to the ground.
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
----------------------------
Combination Attacks (Human)
----------------------------
Name Input
------ ------
Shell Blow P,P*
Shell Rush P,P*P (sb)
Shell Face Scratch P,P*,P,{P} (Attack & Throw)
*Note that each punch combo has their own uses depending on the situation. Also,
if the 3rd P hits in
"Shell Face Scratch", the 4th P will not connect unless you're near a wall.
Shell Rush Guillotine P,P*,P,{K}
Shell Rush Bomb P,P,P,d+K, Antler Bomb
Shell Slasher P,K,P*,P (tn)
Solid Cutter Combo K,P,P
Thrust Knee Smash f+K,K
Thrust Blow f+K,K,b+{P}
Thrust Shock f+K,K,db+P
Thrust Knee Crash f+k,d+K
Combo Antler Bomb f+K,d+K,Antler Bomb
Handknife Combo d[H],P,K
----------------------------
Combination Attacks (Beast)
----------------------------
Name Input
------ ------
Beetle Rush B,B
Beetle Rush Beat B,B,d+B
Chaos Beetle Rush B,B,d+B,d+B
Brutal Beetle Rush B,B,d+B,df+B
Violent Beetle Rush B,B,d+B,df+B,u+B
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
-------
===================
== Strategies & Combos ==
===================
-------
-------------
ABBREVIATIONS
-------------
SELF-MADE COMBINATIONS AND AIR JUGGLES
--------------------------------------
Command Form Notes
------- ---- -----
f,f+P/Antler Bomb H~B
LD+P/P,P=Spider Drop H
f+P/B,B:
->d+B,d+B B
->d+B,df+B:
->u+P/Bio Shock B To use Bio
Shock, you have to hold
df before
combo ends
->d+B/df+B/Antler Bomb B
LD+P[C]:
-Spider Drop H
-b+K/Bio Shock H To use Bio
Shock....
-df+P/Antler Bomb H
-f+P/u+K H
-f+K,d+K,Antler Bomb H Timing is
crucial. Opponent must be hit
by d+K in
order to work.
-Riot Beetle B
b+K[C]/df+K/Stun Crash H~B Risky. Will
work if opponent goes on defense.
u+P/df+P:
-d+P,K H
-Hornet Grab B
LD+P:
-df+B[tn]/B[Bk] B First hit
cannot be done close. Very strange
& hard combo
to do.
-LD+P/df+P:
-f,f+B B Don't rush
each hit. Keep foe close to head
level.
-df+B/Riot Beetle B Don't rush
each hit. keep foe close to head
level.
d+B/df+P/df+B/LD+B B
P[Bk][C]:
-f+P/Riot Beetle H~B
-P,P,P,P H Do near wall
-f,f+P/d+P,K H Do this fast
-f,f+K H
P[Bk][C]/df+K/Grab or Boosting Burst H~B This will
work if foe attacks while back is
turn. Has to
be a high attack.
K,P,P[C]/Hornet Grab H/B
LD+K/df+P/Jump,f+B B Last hit
acts like a ground attack
u+B/df+P:
-df+B/Riot Beetle B
-f+P/df+P/Spider Drop B
-f,f+P/Antler Bomb B Do this fast
-df+P/Grasshopper Leg B Do this
fast. Still hard to do.
u+B/df+B/B,B,d+B,df+B,u+B B Do this
fast. Still hard to do.
df+B/P,P:
->P,P B Do this
fast. P combo should be done early.
Do near wall.
=Any Command Throw B
f+P/Air Bomber H/B f+P should
throw foe into wall
f+P/df+P/f+B/d+B B Do this
fast! If done correctly, f+B will hit
before foe
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 B This is
infinite as long as foe doesn't recover
-f,f+B B
-Any Command Throw B
-u+P/Antler Bomb B Has to be
done fast
-b+B or b+P B If done
fast, enders will hit as a ground attack
-Dash+P B Do this fast
u+P/f+P/u+P/Antler Bomb H Do this fast
P[Bk][C]/Charge-in Transform H~B
f+P/Jump,Transform H~B f+P should
throw foe into a wall
f+P/f+P/f+P/f+P.... H~B This is
infinite as long as foe doesn't recover
------------------------------
----------------
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
reckless)
--------------------------
---------------------------------------------
--------------------------
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
wealth. Yet, after 5 years,
he still observes how the differences between human and bestial beings are
continuing. In fact, the
prejudice seems to have amplified.
As written in the September addition of European Millenium press, the
terror and violence
between these two races is continuing on, but as alway, it is said that the
bestial beings are the
threat. The "beast problem", as stated in the paper, doesn't seem like it will be
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 large
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
maybe 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,
certain that there are no
problems, he decides to head out and take control of the whole situation. Besides
finding out who's
behind the whole violence and such, he intends to find those individuals who took
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
with just a few hits.
================================
COSTUME COLORS
p (Normal) = Black shirt, shoes, and gloves, brown pants, golden hair, green
symbol / Gold-furred lion
K (2nd) = White shirt, pants, and hair, brown gloves and shoes, gold symbol / Red-
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 red-
furred lion
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
============
Normal Moves
============
----- -----
HUMAN BEAST
----- -----
FACING FORWARD
--------------
GROUND GROUND
------ ------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Jab | P | H | -Nail Scratch | B
| M |
-Tomahawk Shot | f+P | M | -Nail Spear | f+{B}
| M | (fr)/(bn)
-Turning Elbow | b+P | M | -Banishing | b+{B}
| M | [T]/(bn) | | |
-Squat Jab | d+P | L | Scratch |
| |
-Shell Shot | df+P | M | -Nail Sweep | d+B
| G | (tp)
-Ambush Cannon | db+P | L | -Twin Scratch | df+B
| M | (ln)
-Drop Chop | u+P | M | (fr)/(bc) -Squat Back Turn | db+B
| G | [T]
-Rising Barrel | K | H | Scratch |
| |
-Needle Launcher | f+K | M | -Somersault | u+B
| M |
-Spin Turret | b+K {c} | H | (bn) Scratch |
| |
-Spread Mine | d+K | G | -Dino Head | f,f+B*
| M | (bn)
-Intense Shoot | df+K | M | -Brutal Raid | Dash+{B}
| M | (bn)
-Heating Wheel | db+K | G | -Ground Scratch | LD+B
| 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 GROUND
------ -------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Turn Knuckle | P | H | -Back Drop Kick | B
| M | (bn)
-Squat Turn | d+P | L | -Squat Turn Kick | d+B
| L |
Knuckle | | | ---------------------------
---------------------
-Reverse Kick | K | H |
-Low Reverse | d+K | G |
Kick | | |
------------------------------------------------
THROWS
------
Front (Standing) = Grab Knock-Down Front (Standing) = Dam Sight
Fang
Front (Crouching) = Shake Bomb Front (Crouching) = Shake Bomb
Back = Surprise Crash (ln) Back = Surprise Crash (ln)
===============
COMMAND ATTACKS
===============
1) Heat Capture
Motion: d,df,f + P {c} (Throw)
-or-
Heat Capture Middle Kick
Motion: d,df,f + P {c}, K (Grab/Hit)
-or-
Heat 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
going 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 powered
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 P,
Heavy Weight Shotgun G P,
,f+P
Shotgun Combination Drive P,
,f+{K}
Spinning Strike b+P,
*
Twin Tomahawk f+P,P*
Tomahawk.... f+P:
...Buster -P*,P*
...Drive -K
Shell.... df:
...Smash -{P}
...Slash -df+K
Trooper Combination K,K,{K}
Lea/Commando Edge Combination.... K,K,f+K:
...High -K/K,K
...Middle -f+K/f+K,K
...Low -d+K/d+K,K
...Feint -(f+ or d+)K,P
Heat Blaster Twin K,b+P,
*
Sky Launcher Strike f+K,K,K
Solid Launcher Strike f+K,f+K,K
Ground Launcher Strike f+K,d+K,K
Sky/Solid/Ground Launcher Feint Strike f+K,(f+ or d+)K,P
Sight Break LD+P,P
----------------------------
Combination Attacks (Beast)
----------------------------
Name Input
------ ------
Double Scratch B,B*
Triple.... B,B*:
...Scratch -{B}
...Low Scratch -d+B
-Follow with any combo
starting with f+K
Trap Nail B,d+B*
Destroy Scratch f+{B},{B}*
Blind Scratch f+{B},d+B [T]
Bloody Rage df+B, Demolition Fang
Shotgun Scratch P,P,d+B
Lightning Scratch df+P,f+{B},{B}
Darkness Scratch df+P,f+{B},d+B [T]
Heat Blaster.... K,b+P,
*:
...Nail -B*
...Double Claw -B*,{B}
...Strome -B*,d+B
...Needle -B*,f+K
...Sky Launcher Strike -B*,f+K,K,K
...Solid Launcher Strike -B*,f+K,f+K,K
...Ground Launcher Strike -B*,f+K,d+K,K
...Sky/Solid/Ground Launcher Feint Strike -B*,f+K,(f+ or d+)K,P
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
-------
===================
== Strategies & Combos ==
===================
-------
-------------
ABBREVIATIONS
-------------
R.Laser = Rising Laser
SELF-MADE COMBINATIONS AND AIR JUGGLES
--------------------------------------
Command Form Notes
------- ---- -----
LD+K[C]:
-u+P H
-b+B B Do this fast
-f,f+B=Demolition Fang B
b+P,P[C]=Rising Laser:
-f+P,d+K B
-f+K,d+K,K B
LD+K:
-df+P,d+K H
-Rage Cutter/Rage Cutter H
-f+B,B B
-B,d+B=Rage Cutter B
Rising Laser[C]:
-f,f+K,f,f+P B
-P,P,f+K/LD+B B<-H
LD+P/P[C]:
=Heat Capture B Do this fast
-LD+K/b+P,P=R.Laser:
-Rage Cutter/d+K B
-Demolition Fang B
-B,d+B=R.Laser B Last R.Laser
acts like a ground
attack
-K,K,f+K,K,K/K Ground Attack H
-u+K B
-df+P,f+B,d+B H~B
df+K[C]/Jump,f+B B When you
jump, you have to be above
foe's head
before you attack. Attack
will strike
from behind.
df+K[C]/Walk forward/Jump,b+K B Tough to do.
You have to take only 1
step before
you jump. Once above foe's
foe's head,
attack.
LD+P,P[C]/LD+K/b+P,P=G-Cannon B
b+P[C],P:
=Assault Blow H/B
=Quad Flash Break H/B Near wall.
Do this fast. Still blockable
abit.
=Rising Laser:
-B,B,d+B H~B
-f+K,d+K,K H~B
-f,f+K/df+B H~B Do this
carefully
LD+P,P[C]/LD+K/Transform H~B Near a wall
LD+P,P[C]:
-LD+K/u+B/LD+B B Near a
wall
-Jump,B/f+P,K/d+K B Near wall.
Do combo carefully
-Jump,B/Jump,B/P,P,f+K/LD+B B Near wall.
Do combo carefully
------------------------------
----------------
Strategic Usages
----------------
Danger Spin = R1:
-b+B (Light guard through attack to counter attack)
-Demolition Fang (Reverse opponent's attack)
-LD+B (Opponent blocks high)
-Heat Capture (in beast form) (Opponent's in Light guard)
-u+P or u+P (Opponent's in Light guard)
-Quad Flash Break (Light guard through attack to take offense)
-G-Cannon (Light guard through attack to take offense)
--------------------------
---------------------------------------------
--------------------------
K)
---------
SHEN LONG
---------
Full Name: SHEN LONG
Nationality: NONE (He's a clone)
Beast Form: TIGER
Story: REINCARNATION
The world was going into a dark period. With the creation of bestial
beings who were believed
to be higher than human beings, Many were determine to prove that. "We, the
beasts, will oppose the human
race and put them in great peril!" Many followed that saying and met the opposing
race with violence.
Beasts in the form of soldiers were created, so to carry out these heinous goals
and fight. Thus, this
war will grow until there is a winner.
Although Tyron Foundation had fallen, there goals and ambitions seem to
continue on. More soldiers
were being produced with orders to fight in the war and oppose the human race.
These beasts were to be better
than those who they mirrored, so they were augmented with supreme power. Shen
Long, the strongest of them all,
lead them in this evil mission. He was perfect, for his heart was black as void
and held no emotions. He
wasn't afraid of bloodshed, and would willingly produce it to fill his violent
hunger. He was like another who
used to engage in the same violence, except that Shen Long had no knowledge of
him. In fact, many have mistaken
him as the former assassin named Long, but they could tell that this man was
different. Why does Shen Long
exist? And who is he really...?
================================
FIGHTING STYLE DESCRIPTION
A user of the Circle Combo, "Shin-I-Roku-Gou-Ken", Shen Long is an
advance player by far. His style is
similar to Long, except more focused on injuring his foes with deadly force.
================================
COSTUME COLORS
p (Normal) = Purple shoes and shirt w/red & gold stripes, gray gloves and pants,
gold belt, red& gold symbol
/ Gray-furred tiger
K (2nd) = Purplish shirt w/white trims, purple gloves, blue pants / Red-furred
tiger
B (Extra) = Green pants, gloves, and belt, brick red shirt with gold trims, red
and gold symbol / White-furred
tiger
Start (Secret) = Sky blue shirt white trims, greenish pants, white gloves, black
belt, gold and red symbol /
Orange-furred tiger
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
--------------------
SHIN-I-ROKU-GOU-KEN: Rokugou Kourin Shiki (Style of the Universal Goose Circle)
--------------------
The "Rokugou Kourin Shiki" is a Circle combo that is the main weapon
used by Shen Long. 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. Here's a diagram on this Circle combo
and the pattern it follows:
Dakai <----------> Fujin Kyaku <----------> Pon Ken
P#{c} d+K f+{P}
*
/\ /\
| |
\/ \/
Sokuchuu Kyaku <-----> Nichigetsu Ha <-----> Migi Tan
Kyaku
f+K d+P K
When you do all parts of the Circle combo in beast form, Shen Long's
hits'll get stronger as he starts to
flash. As you imput the last part, he will turn red and inflict great damage.
Also, this Circle combo can be followed up with any one of the "Rokugou
Kourin Shiki Shuryo Waza", (Ender
Techniques of the "Style of the Universal Goose Circle") which can be inputted
from any one attack of the R.K.S. It
doesn't matter whether you complete the Cicle combo or not:
Youshi Senrin Shichisun Ko Renshu Houdou
f,f+P b+{P} d,d+P {c}
\\ || //
Rokugou Kourin Shiki Shuryo Waza
// || \\
Hangetsu Jin Honshin RenKyaku Zensou Genkyaku
f,f+{K} b+K d,d+K
Also are *special* R.K.S Shuryo Waza techniques which can be done as a
beast (or, when your Beast gauge is
full):
Kourin Un Rokugou Shouten Hou Rokugou
Fukko
B*,B B*,f+B B*,d+B
\\ || //
\\ || //
Rokugou Kourin Shiki Shuryo Waza
||
||
Rokugou Hekishuu
B*
SHEN LONG VS LONG: COMPARISION
------------------------------
Not to be confused with Long, Shen Long is pretty unique on his own.
While lacking in speed, Shen Long makes
up with power attacks and more Guard Crush moves. Thus, you should focus more on
finding weak points to get hits in,
while breaking your opponent's defense.
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
============
Normal Moves
============
----- -----
HUMAN BEAST
----- -----
FACING FORWARD
--------------
Ground Ground
------ -------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Shouda | P | H | -Kosou Kyaku | B
| H |
-Jouho Shouken | f+P | H | -Mouko Toutai | f+B
| M | (kn)/(bc)
-Koboku Ha | b+{P} | M | (bn) -Haishin Ryuubi | b+B
| M | [T] | | |
-Fuku Shouda | d+P | L | -Fukko Zan | d+B
| G |
-Shien Shousui | df+P | G | [T] -Fukko Sousou | df+B
| G | (tp)
-Ouken | db+P# | L | -Tenpen Kagetsu | db+B
| G | [T]
-Toukuu Shasui | u+P | M | (hc) -Byoushin | u+B
| M |
-Hekitai | K | H | Chuukyaku |
| |
-Soukou Tai | f+K | M-M | (kn) -Rakan Ben | f,f+B*
| M | (ln)
-Koushuu Tai | b+K | H | (sp) -Fujuu Houkou | Dash+{B}
| M | (bn)
-Zensou Tai | d+K | G | (tp)/(sw) -Shishi Shouten | LD+B
| M | (ln)
-Sokutai | df+K | M | (hc) Hou
-Kousou Tai | db+K | G | ---------------------------
---------------------
-Senpuu Kyaku | u+K | H | (bn)
-Rimon Chouchuu | f,f+P# | M | (bn)
-Shitchi Soutai | f,f+K | G | (ln)
-Sen Shippo | Dash,{P} | M | (bn)
-Shinryuu Kyaku | Dash,{K} | H | (bn)
-Zansui | LD,P | M |
-Senkyuu Tai | LD,K {c}| M | (ln)
------------------------------------------------
FACING BACKWARD
---------------
GROUND GROUND
------ ------
------------------------------------------------ ---------------------------
---------------------
Name | Motion | Height | Attributes Name | Motion
| Height | Attributes
------------------------------------------------ ---------------------------
---------------------
-Choushin Chuu | P | M | -Tetsuzan Kou | {B}
| M | (bn)
-Tenshin Housui | d+P | L | -Shinchiku Sou | d+B
| L |
-Tenshin Sentai | K | H | ---------------------------
---------------------
-Tenshin Soutai | d+K | G | (tp)
------------------------------------------------
THROWS
------
Front (Standing) = Houshin Hakkei Front (Standing) = Toushin
Kougou Sui
Front (Crouching) = Fuuki Shitsu Front (Crouching) = Fuuki
Shitsu
Back = Ritou Back = Ritou
===============
COMMAND ATTACKS
===============
1) Zesshou Hohou
Motion: d, df, f + {P}
2) Renkan Tai
Motion: d, df, f + K {c} (Launcher)
3) Gaimon Choushuu
Motion: d, db, b + P (Guard Attack)
4) Muei Kyaku
Motion: d, db, b + K {c} (kn) (Throw)
*There are a couple of tricks that this move possess. It can work as a cross-over
and connect from
behind, even if foe is blocking. Also, if it hits a character just before Shen
Long lands, (usually
if if crosses over) it will make him/her drop to one knee. This hits twice as an
attack.
5) Keisetsu Ga
Motion: d, df, f + {B} (Throw)
6) Kongou Toutai
Motion: d, db, b + B:
-Auto Rokugou Kourin Shiki:
-Kongou Kourin Shiki (You)
f[H]+B(x6) (Start the R.K.S through the "Pon Ken"
clockwise)
-Kongou Kourin Shiki (Chi)
d[H]+B(x6) (Start the R.K.S through the "Sokuchuu
Kyaku" clockwise)
-Kongou Kourin Shiki (In)
b[H]+B(x6) (Start the R.K.S through the "Nichigetsu
Ha" clockwise)
-Kongou Kourin Shiki (Ten)
u[H]+B(x6) (Start the R.K.S through the "Fujin
Kyaku" clockwise)
-Kongou Soukou Tai / Kongou Renkou Tai
B,B / B,B,B:
-Kingou Soukou Nichigetsu Ha / Kingou Renkou Nichigetsu Ha
Press d+B after the 2nd (Sou) or 3rd (Ren) B (tp)
-Kingou Soukou Muei Kyaku / Kingou Renkou Muei Kyaku
Do d,db,b + K after the 1st (Sou), 2nd (Ren), or 3rd
(Sou) B
BEAST DRIVE: MOUKO KOU HAZAN
----------------------------
MOTION: d,df,f,df,d,db,b + B (Advancing Throw)
or
MOTION: d,d,d + B after 6th hit during his Circle Combo (Throw)
DESCRIPTION:
Protected with a Light guard, Shen Long stomps forward menacingly with his
hands before
him. He'll execute an unavoidable grab after four stomps (even if you jump or
crouch, you cant
escape). If foe tries to hit him high or mid, he'll grab immediately on the
follow stomp. If this is done
through the second motion, he will automatically grab without stomping forward.
In order to make this work,
though, it has to be done 1) during beast form 2) after the 6th hit of his Circle
Combo (when he flashes
completely red) 3)either P or f+P has to be the 6th hit (possibly because these
two have cancel points).
If either connects, hell thrust his palm into his foe, and a ghostly image
of his tiger form
will slam and pummel the opponent against a wall while Shen Long does a pose in
his human form. Unlike
Long's version, Shen Long moves incredibly fast, going to the halfway point of
each stage.
HITS: 22
Note: Shen Long's Beast Drive can be stopped in the same way like a regular Guard
Attack, while doing a
Super Jump or lying down just as Shen Long executes his grabbing motion will
enable you to escape.
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
----------------------------
Combination Attacks (Human)
----------------------------
Name Input
---- ------
Rensui Choryo P,P,P (Start the R.K.S from
any point):
-u+B
Rensui Pon Ken/Tai P,P (Start the R.K.S by "Pon
Ken" or
"Sokuchuu Kyaku")
Jouho Renkai/Renkyaku f+P (Start the R.K.S
from "Dakai" or
"Migi Tan Kyaku")
Renshou Tai P,K
Rensen Uramon Chochu P,K,d+K (can end with any
R.K.S Shuryo
except "Honshin Ren
Kyaku" or
"Shichisun Ko")
Renfu Tai K (Start the R.K.S by "Fujin
Kyaku" or
"Nichigetsu Ha")
Youshi Saiken LD+P,{P}
----------------------------
Combination Attacks (Beast)
----------------------------
Name Input
------ ------
Fukko Nichigetsu Ha B (Start the R.K.S
through "Nichigetsu
Ha" or "Fujin Kyaku")
Juuji Hekishuu B,B*
Kanun Juuji Ha B,B*,B [T]
Juuji Rakan B,B*,f+B
Fukko Juuji Sou B,B*,d+B
Kosou Senkyaku B,d+B
Tenben Ren Kazan db+B,B
Sou Shou Da
B,P,u+B
Rensui Sou Da B,P (Start the R.K.S from any
point)
Juuji Kanun Geki B,P,u+B
--------------------------------------------------------------------------------
--------------------
--------------------------------------------------------------------------------
--------------------
-------
===================
== Strategies & Combos ==
===================
-------
-------------
ABBREVIATIONS
-------------
SELF-MADE COMBINATIONS AND AIR JUGGLES
--------------------------------------
Command Form Notes
------- ---- -----
f+P=K-f+P=Zesshou Hohou H/B Last 2 hits
are Guard Breaks. VERY
Handy
LD+K[C]/f+P-K/b+P B
LD+B[C]/B,B,B[T]/B[Bk] B
df+P[T]/d+K/b+P H/B If d+K
connects, last hit will connect
f+P-P=Renkan Tai:
-Renkan Tai/LD+K/Kongou Toutai B Time combo
carefully
-f,f+B/f+B/Kongou Toutai B
-LD+K/Renkan Tai:
-f+B B Flashy. Will
work if LD+K connects.
-f+k B Flashy. Will
work if LD+K connects.
db+P[C]/b+K H If too slow,
b+K will register as a
clean hit &
won't knockdown
u+P[C]/Renkan Tai:
-u+K B Will work on
non-recovery fighters
-Renkan Tai/Renkan Tai/K-d+P==d,d+K H Must be done
fast. If foe air recovers,
just delay
attacks abit
df+K[C]:
-P,P-f+P=Zesshou Hohou H 1st hit
won't hit, but will distract
-b+K H Do this fast
-f+K/Renkan Tai/f,f+P/f,f+K H Interesting,
but could work if fast enough
db+P:
-df+K H
-Renkan Tai/Keisetsu Ga B
f+P-K-f+P[C]=Muei Kyaku H/B Has to be
done FAST!!
P,K,d+K==d,d+P H/B Will work if
d+K connects
K-d+P==b+K/K-d+P==d,d+P
f,f+K/K-d+K-f+P:
--K-d+P-f+K-P:
-Mouko Kou Hazan B BIG DAMAGE!
If foe panics, it's all over
-d,d+K B
Safety/Opponent blocks high
-d,d+P B Opponent is
confused & blocks low
-b+K B Safer & more
reliable than d,d+P
-Zesshou Hohou=R1/Grab B Opponent
gives up in escaping & blocks
==d,d+K B End combo
early
=Muei Kyaku B If this
crosses over, foe's caught
=Kongou Toutai=Auto R.K.S (You or In) H~B Shock factor
will keep foe on bay. Judge
foe's
reaction before you choose between
You (mid) or
In (low)
df+P[T]/d+K[C]/LD+P:
-f+P-K==b+K/f+K H Extremely
hard to get LD+P to hit in time
Do near a
wall
-K-d+P==f,f+K H/B Hesitate d+P
abit to get all hits in
df+P[T]/d+K[C]/d+P H Most people
will get this result easier
------------------------------
----------------
Strategic Usages
----------------
Gaimon Choushuu = R1: (In a combo or as a counter)
-df+P (Opponent blocks high)
-Zesshou Hohou or b+P (Reverse opponent's counter/Opponent's
in Light guard)
-f+K (beat foe's low counter attempt)
-Any combo (Light guard through attack to take offense)
-Kongou Toutai from human form (Throw opponent off guard &
attack)
Zesshou Hohou = R1: (From a distance)
-Grab (Get upclose to blocking foe)
-Renkan Tai (Reverse opponent's attack attempts upclose)
Kongou Toutai=R1: (In a combo)
-b+P, or Zesshou Hohou (Reverse opponent's attack/Foe's
blocking low)
-Muei Kyaku or f+K (High counter against low attack)
-LD+K or f+B (Opponent blocks low)
----------------------------------
----------------------------------
----------------------------------
VIII) Secrets, Custom Features, And Tricks
=======
SECRETS
=======
To Get Do This
------ -------
-4th costume Beat Arcade with each character
(Press Start at
Selection screen)
-Gado Beat Arcade Mode (Continue if necessary)
-The "Special Stage" Play Arcade Mode with no continues
(to fight Shen Long)
-Shen Long Beat him in Arcade Mode
(You have to win. If you lose,
you won't obtain him)
-Ending #2 1)Beat Arcade Mode with a continue
-or-
2)Beat Story Mode with no continues
-Ending #1 1)Beat Arcade Mode with no continues
-or-
2)Beat Story Mode with no continues
-Play on "Bloody Hard" Mode Hold all L & R buttons as you select any
mode
(Speed Timer will be red instead of blue.
Game
play is insane!)
-See BR1 Gado Fight in the "Tatami" Stage, and get the
camera
to turn to the huge, circular rock-like
monument
(He's sitting on top)
===============
CUSTOM FEATURES
===============
To Get Do This
------ -------
-Model Type Beat Story Mode (Continue if necessary)
-Recovery Speed Beat Story Mode (No Continues)
-Any Cancel Point Beat 15 & up characters in Survival Mode
-Charge Speed Get all pictures from Story Mode
-Blood Effect ???
*Note that all of Custom mode's features work in the "Game Start" option only.
======
TRICKS
======
-Clean Pause Press R2 while game is pause
-Afterimage Victory Hold P,K, and B when you win the final round
-Multicolor L/R Beat Meter At the Option Screen, select Sound Options.
On the BGM
Player, press R1 or R2 to change the Beat
Meters' colors
-View Illustrations During Story mode, press any L or R button
to remove text
to look at the entire picture
-Full-Screen Illustrations At the "Movies and Illustrations" screen,
when a picture
is selected, press R1 or R2 to enlarge it
full-screen
-3D Grid Field Victory Execute your character's Beast Drive once
your foe has
been defeated in the last round
-Fight in 3D Grid Field Put "Any Cancel Point" on. During match,
execute your
(Custom Mode only) character's Beast Drive, and immediately
cancel into
another Command attack before move
ends/hits.
(*Note that this effect will turn off once the round ends, you revert back to
human form, [one
hit will do] or you execute your Beast Drive again.)
-Invisible Bakuryu Put "Any Cancel Point" on. During match,
execute "Enjin
Rasen Kyaku, and immediately cancel into
another Command
attack before you teleport into the sky.
(*Note that taking a hit, executing the "Enjin Rasen Kyaku" or "Enmaku Dan", or
starting the
next round will make you visible again. Also, this trick be done with
the "Enmaku Dan", but
it's very difficult and works rarely.)
-Invisible Busuzima Put "Any Cancel Point" on. During match,
execute "Shisho-
metsu Attack", and immediately cancel into
another Command
attack.
(Note that taking a hit, executing the "Shishometsu", "Shishometsu Attack"
or "Daijoubutsu
Throw", or starting the next round will make you visible again.)
===============================
EXPLANATIONS ON CUSTOM FEATURES
===============================
Wall Display - Basically allows you to have the wall visible or invisible. If
they're invisible, they
will appear once they have been broken.
Afterimage Mode - Let's you play the game with an afterimage effect on all
characters on a black
screen. Good luck using this, for the eyes are the first to go.
Model Type - Lets you choose your character's look. There are four
choices : "Normal", "Big Head", "Big
Arms", and "Kids". "Normal" is what you're usually playing as (undeformed). "Big
Head" is where your head
is enormously huge. You're a bigger target to high attacks. "Big Arms" is where
your arms are like tree
trunks. (or where you resemble many dedicated body builders) You have longer
reach and about more range to
your attacks. "Kids" lets you be shrunk into the size of a dwarf. Everything is
shrunk (each to different
proportions) while gravity plays and even stronger role, restricting the height
of your ascension for most
of your attacks, as well as your jumping skills. You'll have shorter reach with
your attacks, meaning you
have to readjust to this new gameplay.
Recovery Speed - This determines how fast you can recover health into the
temporary (white) damage area of
your life guage in beast form. Setting it on zero will take away that ability,
while setting it on 8 will almost
allow you to recover energy instantly. Can make battles last even longer.
Any Cancel Point - With this on, you can make every single attack have cancel
points, where you can cancel
into any Command Attack. When I say everything, I mean everything. From normal
attacks to combination attacks
to even Command attacks! Each move has their own delay and cancel point time, so
the next attack might have a
slight delay before execution. If you cancel a Command attack, you can make some
crazy combos and have some
strange effects, (This also goes for Beast Drive moves) but you can't cancel the
same move twice. Also, while P,
K, or B in the air may have cancel points, f+P, f+K, and f+B don't seem to have
any real cancel points. The same
can be said for throws.
Charge Speed - Using this, you can make your Beast gauge fill up faster. The
higher the number, the sooner
it'll fill up on its own and when you attack. Put it on zero, and you'll start
the match with the usual half-filled
meter, but it will not increase. You'll only get one chance of using it. Once
it's empty, you cannot use it again.
Using this option will enable you to use the advantages of beast form more often.
Blood Effect - Turning this on will allow you to play the game with blood.
Turning it off will...well, remove the
blood. Not exactly anything to get excited about.
~~~~~~
"Huh?" - Jenny Burtory
~~~~~~
----------------------------------
----------------------------------
IX) Revisions and Contributors
-----------------
Revision History:
-----------------
-(2/12/99) My first attempt at an FAQ!!! Lacking in a lot, it's kind of hard to
call this an "FAQ".
At the moment, I'm only putting up an explanation on the game modes,
functions, and secrets.
-(2/16/99) Kind of rushed this out, for there was alot of questions being
directed towards me. Added the
"Characters and their Personal Descriptions" section, which consists
of each character and
their bio, story, fighting style, and movelist. Still incomplete,
though. (missing a couple
of storylines and the full movelist for the secret characters) Oh, and
I also fixed any
spelling and grammatical errors.
-(2/25/99) Whew! Finally put up the newest version. Now considered a "real"
version, I've finished
adding in the secret characters' moves and all. Actually, to put it in
simpler words, I've
redone just about everything. New format (which might change once
more), removed misguiding/
incorrect info (i.e. the "non-moving" throw), fixed
spelling/grammatical errors, added more
moves/discovered the correct ways to doing some moves, added more
codes & secrets, removed the
"Gameplay" section, (by now everyone should know how different BR2 is)
added "B-Button Attack"
function under the "Basic Controls and Functions" setion, added
the "reverting back to human
from beast form" guideline under the "'Beastorized' System" section,
and added the "Revisions
and Contributors" section. If I missed anything, then you'll find it
if you reread this FAQ. Oh,
and like the new BR2 logo? I know I do.
-(3/7/99) With thoughts about my new BR2 project, I'll probably be making little
updates here and there.
Finished the "Story" section, added in the "Hover ability" in "Basic
Moves and Functions", added
correct method for the "Clean Pause" trick, added the full variation
on Alice's f,f+K,P combo,
and added in a trial version on the back attacks/throws format for
some characters. Corrected/added
a few things that came to my observation. (ex. Guard Break attacks,
cancel points, Guard Escapes)
-(3/13/99) Kind of saw some errors that I couldn't pass off. Besides the usual
spelling/grammatical
corrections, I finalized the correct outcome of Busuzima's Beast
Drive, added some more
details on throw escapes, and rewrote Stun's Fighting Style
description a bit. Not much,
really, until the next update.
-(3/22/99) Been busy completing all that I promised to put in. Here's a list to
make things simpler:
-Finished remaining characters' stories
-Added a little to Yugo's storyline, (should've been there in the
first place. Probably
deleted it by accident or something...)
-Removed the "Beast Drive" section, but added its usage
under "'Beastorized' System" Section
-Added the "Taking a Hit" section (a must-read)
-Removed standard air attacks (the one everyone has) and added them
to "Controls and Basic
Functions" section in one shot
-Added made-up descriptions on Shen Long's and Gado's Fighting Style
-Changed the appearance for each character's movelist abit
-Added the "Bloody Hard" mode in the "Secrets & Custom Features"
Section
-Added some info on Alice's Triple Somersault
-Fixed up/added some more (correct) info to both Long & Shen Long's
movelist
-Added all character's throws and back attacks
-Added costume colors list in "Characters and their Personal
Descriptions" section
-Started trial test on labeling moves that produce "Stun posture"
and "When knocked off your
feet" effects
(3/24/99) Did an unexpected update, mainly because of the new Custom feature that
was found (actually,
I just have alot of free time at the moment):
-Added more details on Long's and Shen Long's Beast Drive and d,db,b +
K attack
-Added new combination attack(s) for Gado, Stun, and Busuzima
-Added "Wobble" to the "Stun Posture" List
-Added the Custom feature, "Charge Speed"
-Added new cancel points to Bakuryu's and Shen Long's combination
attack list
-Renamed the "Secrets and Custom Features" section and added
the "Tricks" list
-Added in Custom feature explanations in the "Secrets, Custom Features,
and Tricks" section
-Added more detail on Uriko's "Enma Senrin" from her "Rokugou Hourin
Shiki Shuryo Waza"
-Added missing Dash + B & a few others to Uriko's Move list, as well as
removed a misguiding
f + K (Rantan Kakyaku) from her Combination Attack df + K,K
-Added more Stun postures, etc. labels
-Added "Tenen no Mai", the variant to Bakuryu's "Enjin Rasen Kyaku"
(4/6/99) Alot of things have changed, but nothing major. Just arranging the
appearance of the FAQ, as
well as testing out each characters' moves:
-Finalized the correct method in using Long's and Shen Long's Beast
Drive
-Fixed spelling & grammatical errors
-Rewrote/added some extra info to the "Game Modes" section
-Corrected some moves' names/made up some names for the Circle Combo
Character's Moves
-Did some further translations on Yugo's moves, as well as
corrected "Tairon" to "Tyron"
-Added "Motion Stopper" in the "Defensive System" section
-Rewrote/added more info in the "Taking a Hit" section
-Added "Damage Control" list in the "Taking a Hit" section
-Added an extra combo extension to Alice's "Arc Drop Combo"
-Added some more little tricks in the "Secrets, Custom Features, and
Tricks" section
-Put in the functions during "Watch" mode
-Added some more info on Marvel's Beast Drive
-Added "Wall Break" in "Controls and Basic Functions" section
-In each character's Combination Moves list, "Lie Down" had been
abbreviated to "LD". Note is
also added to the guidelines in "Characters and their Personal
Descriptions".
(4/12/99) Finally starting on BR2 Strategy/Combo Guide! The only thing is it's
going to be added to this
FAQ. I'm waaaaaay too busy to start another BR2 FAQ just on that
stuff....:
-Put in the correct translation for Bakuryu's d,df,f + P move
-Corrected Cancel Point & Guard Break for Yugo's "Final Machine Gun
Upper" combo
-Added in the first installation of each character's strategy/combo
sections, starting with
Yugo
-Added in some details and explanations concerning each character's
strategy/combo section in
the "Characters and their Personal Descriptions" section.
(4/15/99) Oops! I made a mistake with the Strategies/Combos section. Forgot to
indicate what some of those
symbols meant in the last version! Well, it'll be more clearer now....:
-Added in abbreviation notes and symbols from each player's
Strategies/Combos section in the
"Characters and their Personal Descriptions" section
-Redesigned the layout of the "Characters and their Personal
Descriptions" section
-Rewrote info on Long's "Yamakuda" attack
-Added in Alice's and Long's Strategy/Combo section, as well as added
in some extra stuff into
Yugo's section
-Added in a 2nd method to executing Stun's "Stun Crush" throw
-Added a note (and corrected the name) to Marvel's f,f + K attack
-Added missing "[T]"'s to some moves while removed the commas that were
before them
(5/15/99) Things are abit slow in terms of finding new secrets for BR2. Nothing
big is being done, except
for getting every character's Strategy/Combo section up:
-Added notes about stun postures and throws in the "Taking a Hit"
section
-Added/rewrote some more info for the "Damage Control" List in
the "Taking a Hit" section
-Fixed spelling/grammatical errors; removed info that didn't belong
-Added extra symbol/more descriptions for the Strategy/Combo guidelines
in the "Characters and their
Personal Descriptions" section, in hope that it'll make
things "clearer".
-Removed Fighting Analysis part from each character's Strategy/Combo
section. Why? Need to leave
something for any BR2 lovers to write about....
-Added Uriko's, Marvel's, Jenny's, Stun's, and Gado's Strategy/Combo
sections
-Added a note on Marvel's combos that starts with K
-Added a note about Guard Break attacks concerning Jenny in
the "Defensive System" section.
-Because more than one result happens when executing one of Yugo's and
Jenny's attacks, I've added
two made up names and explanations for those moves (the same is so on
the Raizing's Website)
(6/1/99) I am not too pleased with plagiarism. I'm now questioning if I should
continue on with this FAQ and
add in anything else, especially since more things have been found:
-Added a new disclaimer and a Black List Section. See the top of this
FAQ
-Added the address and info on the BR2 section found in the Official
Playstation Site at the top
-The previous translation of "Panther" to "Panzer", one of Yugo's
attacks, has been changed back to the
former
-I've fixed the translation error to Alice's Beast Drive move
to "Lifting Star Lane" (all fault on this
belongs to me)
-The previous translation of Kakeru's Fighting Style (I think I had
added it to this FAQ before) has been
changed back
-Due to spelling errors, Jenny's last name has finally been fixed
(6/10/99) I'm baaaaaaaack! I just can't let myself get discouraged so easily.
Especially now that I have the official
names for almost each character's moves straight from Raizing:
-Added more character profile info, starting with Yugo.
-Undergoing the painstaking task of rewriting each character's
moveslist, mainly because I have the proper
names for each character's moves. I'm starting this with Yugo.
-Discovered errors with Yugo's moveslist. It was a long & stressful
process, but Yugo's been tested & his full,
complete combination list is added, all the way down to each attack's
attributes. (i.e Guard Break, Beast
Extension, etc.)
-Discovered new moves/features/combos for both Bakuryu & Uriko, the
biggest one being that they both have air
throws
-Characters with different names in the American version will be added
next to the Japanese names
-Wrote some more info concerning Air Recovery
-Added last & final Custom option, "Blood" Effect". The only problem
is, I don't know how to unlock it.
(Actually, after discovering its usage, I really don't want to)
(6/18/99) New update. Very tired. Too busy. Kakeru's Strategy/Combo
section...when?
-Every character's Command moves have been given their official names
-Alice's section has been updated with the official names, while Long's
section has undergone a major face lift.
It's been rewritten, but all the info's still there.
-Stupid me!! I only tested the Recovery Speed option once and got it
mixed up. Check the "Secrets, Custom Features,
and Tricks" section for its correct usage.
-Added one last note about Long's/Shen Long's Mouko Kou Hazan
-Seeing that Yugo's combos repeat alot, I've decided to follow
Raizing's format and list them represented by the
"Rush" System
-Rewrote BR2-related sites' info/addresses, while added new ones
-Uriko's section has been redone abit, and her new combo system,
the "Shihou Shinitsu no E", has been added
-Marvel's section has been updated, along with missing combos that I
seemed to have forgotten to put in
-Added a few more combos to Yugo's, Uriko's, and Marvel's
Strategy/Combo section
(7/15/99) .....well, only 50% of my goal was completed...since the last update.
-Remaining characters' sections have been updated, while Kakeru,
Busuzima, and Shen Long now have their Strategy/Combo
section up
-Because things are changing in the FAQ, additional notes are being
added/removed in "Characters and their Personal
Descriptions" and "Taking a Hit" section
-Been trying to find a reason why to take away the float (fl)
description. It's basically the same as launch (ln), and
makes it difficult to label moves. So, float (fl) has been removed.
However, a new (and very useful) "When Knocked Down"
description, called "Banish" (bh), has been added to the "Taking a Hit"
section. Apart from that, more labeling has been
done.
-Here's one I haven't said in a long time: "fixed all
spelling/grammatical errors". No, really!
-Had a nasty habit of using "Guard Crush" instead of "Guard Break". (SNK
fans will understand) That has been fixed.
-Fixed up some of the BR2-related web addresses
-After making the same blunder twice, I have finally corrected (3rd
time) Uriko's combos, "df+K,K" and "[T] K"
-Because of Kakeru's Strategy/Combo section, I've decided to add one
more note about his Raiko Izuna Otoshi
-New format for all characters' basic attacks
-Gained some new info about the American version. Added short
description about "Training mode" in "Game Modes" section,
and "Slant Move" in "Controls and Basic Functions" section.
(7/21/99) Ahh, it never fails. When you continue to work on something that hasn't
been touched in ages, you forget what was and
what wasn't fixed, changed, or added in. Seems like the best example
for that is the previous update sent out a couple
of days ago. Well, it didn't go unnoticed. (only for a couple of days,
that is)
-Added in Busuzima's and Stun's full profiles. (I could've sworn I
already did so)
-Added in Busuzima's Basic attacks, (taken out on my fault) while
updating Kakeru's & Marvel's section
-Noticed this for awhile, but I like it so much that I had to add it.
New "When knockdown" label, called "Sweep" (sw).
You know where to find it.
-Been contemplating this for awhile and have finally made up my mind.
Added the label "x", with its info in "Characters
and their Personal Descriptions" section.
-Been on a rampage with labels. Expect more.
(7/30/99) It's done!
-Updated remaining character's sections, while added labels as if it
were Christmas
-I knew many of each character's basic moves list had errors, mainly
because of uncertainty of the height for some attacks.
So, I sat down and played the game once more, and corrected just about
each character's section....
-...which leads to another aspect I had to solve. I noticed that not
all low-based attacks hit low, while any guard/defense
could defend against these attacks. So, I made things simpler by
adding "Ground" level. Explanation can be found in the
"Defensive System" section.
-Fixed errors. Many errors.
-Added more strategies to certain characters' "Combo & Strategy"
section.
-Busuzima's B.Exercise got an extra note added to it, while Long & Shen
Long got one extra note within their Rokugou Kou
Shiki.
-Did I forget anything?
(9/12/99) Surprise! Yep, even I didn't think I would make another update, but
some cool info was given to me that had to be known:
-Corrections made concerning the CPU-only Beast Drive attack for Long
and Shen Long. An actual move for Shen Long. Check
check the contributor's list to know who gave this valuable
info.
-Very little corrections done in various areas I forget. Nothing major,
anyway.
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Come back when you're ready!! - Alan Gado
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**Contributors to the Bloody Roar 2 FAQ**
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====== ===============
[NAME] [Contributions]
====== ===============
Ray Benson -For the 2nd method on
obtaining the
Endings through Story
Mode, the Raizing
Homepage address, and
info on the Kinniku
Shoujo Tai" group.
[email protected] -For the "Clean Pause"
and "Afterimage
Victory" tricks
Arturo Martínez -For the "Bloody Hard"
mode trick, and the
other extension to
Alice's "Arc Drop Combo"
Jeremy Hettler -For the "Training Mode"
and "Slant Move"
description in the
American version
Orlando José Luque Moraira -For the 2nd motion to
Shen Long's Beast
Drive attack
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X)
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Final Words:
------------
Another update? Only time will tell....
Questions? Comments? Another secret or tip? Let me know at
.
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The beast has been tamed. Let it be so. That's that!
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"Aaah!! Blood came out of my nose!" - Uriko Nonomura
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