*
--------------------------------------------------------------------------------------------
2)THRUST RUSH P-P-P-d+P
--------------------------------------------------------------------------------------------
3)BLITZ COMBO.... P-K-K....
...HIGH ...-b+K{c}
...MIDDLE ...-f+K
...LOW ...-d+K
NOTES: b+K will launch an opponent, while d+K will cause "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
4)JAB & BLITZ REVERSE LOW P-K-P-d+K
--------------------------------------------------------------------------------------------
5)THROW UPPER PUNCH f+P-P*
NOTES: In human form the 2nd hit will cause "sb" or "ln" (if it strikes as a counter). In beast
form the 2nd hit cause "ln" or "sp" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
6)SWAY KICK COMBO b+P-K
NOTES: 2nd hit will cause "sb".
--------------------------------------------------------------------------------------------
7)SQUAT BLITZ COMBO d+P-d+K-d+K
NOTES: 3rd hit will cause "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
8)RABBIT STEP df+P-P-
*-d+K
--------------------------------------------------------------------------------------------
9)RABBIT STEP HAMMER df+P-P-
*-u+B * * *.... *.... -u+B, T -u+P, T M 15 H 13 -{P}* -d+K .... .... -FLAP WING -f+P# -Raiko Izuna Otoshi -B.... -B.... -f+P -f+{K} * *-f+K.... *.... *-B*.... *-{B} -f+P# -Rasen Izuna Otoshi -B.... -B.... * M-SM-H 20 T, ln *==B========= f+{B} *==B========= f+{B}
NOTES: Last hit allows Alice to go behind her opponent whether it hits or is blocked. If that
happens, Alice & her opponent will stand back-to-back.
--------------------------------------------------------------------------------------------
10)LOW SWAY COMBO db+P-K
NOTES: Last hit will cause "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
11)HEEL EDGE COMBO... K-K....
...HIGH ...b+K{c}
...MIDDLE ...f+K
...LOW ...d+K
NOTES: b+K will launch an opponent, while d+K will cause "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
12)BLITZ REVERSE LOW K-P-d+K
--------------------------------------------------------------------------------------------
13)ARC DROP COMBO f+K-b+K-f+K
NOTES: 2nd hit will causee "sb" or "ln" (if it strikes as a counter). 3rd hit will cause "kn"
(if 2nd hit doesn't cause any stun) or downbound (if 2nd hit causes stun, if 3rd hit strikes as
a counter, or if opponent is launched/airborne).
--------------------------------------------------------------------------------------------
14)ARC DROP COMBO RUSH f+K-d+K-d+P
--------------------------------------------------------------------------------------------
15)LOW COMBO TWIN d+K-d+K
NOTES: 2nd hit will cause "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
16)FUNNY CHAIN df+K-
--------------------------------------------------------------------------------------------
17)FUNNY BLAST df+K-
NOTES: 3rd hit will cause "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
18)FUNNY SOMERSET df+K-
--------------------------------------------------------------------------------------------
19)LUNAR COMBO LD+K-f+K
NOTES: 1st hit will cause "sb" or "ln" (if it strikes as a counter). 2nd hit will cause "kn" or
downbound (if it strikes as a counter, or if opponent is launched/airborne).
--------------------------------------------------------------------------------------------
20)TURN STRAIGHT TO.... T, P-P-P....
...UPPER RUSH ...f+
...THRUST RUSH ...d+P
--------------------------------------------------------------------------------------------
21)RABBIT KNEE TO.... f,f+K-P-P-P....
...UPPER RUSH ...f+
...THRUST RUSH ...d+P
NOTES: 1st hit will cause "sb" if it hits as a counter.
--------------------------------------------------------------------------------------------
22)RABBIT KNEE TO.... f,f+K-P-K-K....
...BLITZ COMBO HIGH ...b+K{c}
...BLITZ COMBO MIDDLE ...f+K
...BLITZ COMBO LOW ...d+K
--------------------------------------------------------------------------------------------
23)RABBIT KNEE TO JAB & BLITZ f,f+K-P-K-P-d+K
REVERSE LOW
--------------------------------------------------------------------------------------------
----------------------------
|COMBINATION ATTACKS -BEAST-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)HIGH RABBIT COMBO B-B-B-f+B*
--------------------------------------------------------------------------------------------
2)MIDDLE RABBIT COMBO B-B-B-b+B
--------------------------------------------------------------------------------------------
3)LOW RABBIT COMBO B-B-B-d+B
NOTES: Last hit causes "tp".
--------------------------------------------------------------------------------------------
4)LOW RABBIT RUSH KNEE d+B-d+B-B-B-B*
NOTES: Last hit causes "sb" or "ln" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
5)LOW RABBIT RUSH SLIDER d+B-d+B-d+K-d+P
--------------------------------------------------------------------------------------------
6)LOW RABBIT RUSH.... df+B-B-B....
...COMBO ...B
...GROUND ...d+B
...SOMERSET ...d,u+K
NOTES: d,u+K makes Alice jump behind her foe. This is because the 3rd attack of this combo turns
her back to her opponent. If a 4th attack is not executed, then Alice will completely turn her
back to her opponent.
--------------------------------------------------------------------------------------------
7)UPPER RUSH TO.... P-P-P-f+
NOTES: See combos #1 through #3 for additional follow-ups
--------------------------------------------------------------------------------------------
8)RABBIT KNEE TO UPPER RUSH TO.... f,f+K-P-P-P-f+
NOTES: See combos #1 through #3 for additional follow-ups
--------------------------------------------------------------------------------------------
````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````
-=LONG: THE WANDERING WILD TIGER=-
------
|PROILE|
------
FULL NAME: Jin Long (within Japan); Shin Long (outside Japan)
COUNTRY: China
AGE: 32
HEIGHT: 179 cm
WEIGHT: 70 kg
OCCUPATION: Nothing, except for teaching children Chinese Martial Arts
LIKES: Peace of mind
DISLIKES: Dishonesty
BEAST FORM: Tiger
-------------
|BASIC ATTACKS|
-------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
SHODA/PALM STRIKE P H 9
CHUSUI/OUTWARD LUNGE f+P M 10
SHICHISUN KO/7-INCH TACKLE b+P M 20 fl; ba (s/c)
FUKU SHODA/SQUAT PALM STRIKE d+P SM 7
ZANSUI/SLASH WHIP df+P SM 13 sb; ln (s/c)
OKEN/STRAIGHT FIST db+P M 12
TETSUZAN KO/LEANING IRON MOUNTAIN f,f+P M 16
YOSOKU HA/GRIPPING HAWK DASH+P M 21 fl; ba (s/c)
RENGEKI RYOKEN/FLURRY PUNCH COMBO LD+P* M-M 14
SO TOSHO/DOUBLE PALMS BACK, P M 15 fl; ba (s/c)
TENSHIN HOSUI/SHATTERING TURN WHIP BACK, d+P SM 7
TOKU SHASUI/SLANTED GUST STRIKE u+P M 16
TOSUI/FLYING STRIKE JUMP, P SM 10
RAKU SOSUI/DOUBLE HAMMER DROP JUMP, f+{P} M 26 bnd
GEKICHISUI/EARTH BEAT FOE IS DOWN, d+P SM 7
HEKITAI/STIFF LEG K M 12
SOKOTAI/DOUBLE LEG DROP f+K M-M 22 kn
KOSHUTAI/BACK KICK b+K H 14 T
ZENSOTAI/FRONT SWEEP d+K L 9
SOKUTAI/SIDE KICK df+K M 16 hc
KOSOTAI/REVERSE SWEEP db+K L 15 tp; sw (s/c)
SHITCHI SOTAI/GROUND SLIDE SWEEP f,f+K L 18 tp; sw (s/c)
SHINRYU KYAKU/DIVINE DRAGON KICK DASH+K H 26 ba
SENKYU TAI/PIERCING BOW FOOT LD+K M//M(x3) 15//24 sb//ln; ln//sp (s/c)
TENSHIN SENTAI/BACK SPIN KICK BACK, K H 17 sb; ln (s/c)
TENSHIN SOTAI/TURN TRIP BACK, d+K L 12 tp; sw (s/c)
TOKU BUNKYAKU/GUST SPLIT KICK u+K M 13 sb
HISHITAI/FLYING THRUST KICK JUMP, K SM 16
FUMON TOKAI/WINDGATE SHATTER (FRONT) JUMP, f+{K} M 20 ba
FUMON TOKAI/WINDGATE SHATTER (BACK) JUMP, b+{K} M 20 ba
SHINKYAKU/QUAKING FOOT FOE IS DOWN, d+K SM 8
KOSOGEKI/TIGERCLAW ATTACK B H 13
KOBOKUSHI/SOFT TIGER STRIKE f+B M 11 hc; ba (s/c)
KOBOKUHA/CLUTCH TIGER STRIKE b+{B} M 23 ba
FUKKO SOSO/CROUCHING TIGER TWIN CLAW d+B L 14
HAISHIN KOBIKYAKU/TIGER'S TAIL KICK df+B M 15 T
TENBEN KAGETSU/LOOMING MOON IN HEAVEN db+B L 12 T
RAKANBEN/ARHAT'S WHIP f,f+B M 17 sb; ln (s/c)
FUJU HOKO/WILD BEAST ROAR DASH+B M(x7) 56 ba
SHISHI SHOTENHO/LION'S BIG ROAST LD+B SM 25 ln
TETSUZAN KO/LEANING IRON MOUNTAIN BACK, {B) SM 25 ba
SHINCHIKU SO/SWAYING BAMBOO CLAW BACK, d+B L 18 sw
KANUN GEKI/CIRCULAR CLOUD STRIKE u+B H 20 T, ln
JUTOKYAKU/PRIMAL RISING FOOT JUMP, B SM 20
BYOSHIN CHUGEKI/FELINE SPIN ATTACK JUMP, f+B M 26
GA KOBOKU SHOKU/FEASTING OF THE FOE IS DOWN,B SM 8
STARVED TIGER
*NOTES*
-Jutokyaku will launch an opponent if he/she is struck while behind Long.
````````````````````````````````````````````````````````````````````````````````````
----------------------------------------------
|SHIN-I-ROKU-GO-KEN: CIRCLE COMBO USER SECTION|
----------------------------------------------
Shini Rokugo Ken (Fist of the Mind & Cosmos) is the fighting system which Long uses in battle.
This time around, Long uses 2 styles under this system:
ROKUGO KOURIN SHIKI (STYLE OF THE UNIVERSAL GOOSE CIRCLE)
---------------------------------------------------------
This is the original Circle Combo that is used by Long, the main weapon that he relies on in
both human & beast form. Consisting of 6 different attacks, each attack follows each other in
a circle-like motion, in any direction desired. While this Circle Combo can be started in
numerous ways, each attack follows each other in a set manner one after another. Also, the
same attack cannot be used twice.
-----------------------------------------------------------------------------------
NAME: DAKAI | NAME: FUJIN KYAKU | NAME: TAN PA | NAME: MIGI TANKYAKU |
TRNS: WIDE STRIKE | TRNS: AXE EDGE KICK | TRNS: TARGETING | TRNS: RIGHT SIDE KICK |
CMND: P* | CMND: d+K | CMND: f+P* | CMND: K |
HGHT: M | HGHT: L | HGHT: H | HGHT: M |
DMGE: 16 | DMGE: 11 | DMGE: 12 | DMGE: 10 |
EFFT: hc | | | EFFT: sb |
-----------------------------------------------------------------------------------
NAME: NICHIGETSU HA | NAME: HIDARI TANKYAKU |
TRNS: SUN & MOON HOOKING | TRNS: LEFT SIDE KICK |
CMND: d+P | CMND: f+K |
HGHT: L-L | HGHT: M |
DMGE: 12 | DMGE: 11 |
-------------------------------------------------
ROKUGO KORIN SHIKI (STYLE OF THE UNIVERSAL TIGER CIRCLE)
--------------------------------------------------------
One of the newest styles to enter the Circle Combo arena, Long's technical skills increases as
he utilizes this in his arsenal. Unlike the "Goose Circle", this "Tiger Circle" can only be
used in Tiger form. The same rules are incorporated in this Circle Combo, while Long can also
go into this through "Goose Circle", but not "Tiger Circle" to "Goose Circle.
----------------------------------------------------------------------------------------
NAME: ZESSO | NAME: KASEI KOZAN | NAME: FUKKO | NAME: HIEN KYAKU |
TRNS: SEVERING CLAW | TRNS: HEAVY TIGER RIP | TRNS: CROUCING TIGER | TRNS: SWALLOW FOOT |
CMND: P+{B} | CMND: d+K+B | CMND: f+P+B | CMND: K+B |
HGHT: M | HGHT: L | HGHT: M | HGHT: H |
DMGE: 20 | DMGE: 15 | DMGE: 18 | DMGE: 16 |
----------------------------------------------------------------------------------------
NAME: ZANSUI | NAME: RIGO TAI |
TRNS: TEARING WHIP | TRNS: UNIFICATION LEG |
CMND: d+P+B | CMND: f+K+B |
HGHT: M | HGHT: H |
DMGE: 12 | DMGE: 16 |
-------------------------------------------
ROKUGO KOU/KORIN SHIKI SHURYO WAZA (ENDER OF THE STYLE OF THE UNIVERSAL GOOSE/TIGER CIRCLE)
-------------------------------------------------------------------------------------------
Both Circle Combos can be followed up with a "Shuryo Waza", which can be inputted from any one
of the attacks of both Circle Combos.
------------------------------------------------------------------------
NAME: PON KEN | NAME: HONSHIN RENKYAKU | NAME: RIMON CHOCHU |
TRNS: SHATTERING FIST | TRNS: REVERSE KICK COMBO | TRNS: BACKGATE ELBOW |
CMND: b+{P} | CMND: b+K | CMND: f,f+P# |
HGHT: M | HGHT: M-M | HGHT: M |
DMGE: 20 | DMGE: 19 | DMGE: 14 |
EFFT: ba | EFFT: ln | EFFT: hc |
--------------------------------------------------------------------------------
NAME: SENPUKYAKU | NAME: RENJU HODO | NAME: ZENSO GENKYAKU |
TRNS: WHIRLWIND KICK | TRNS: LYRICAL MACHINE GUN | TRNS: FORWARD ILLUSION KICK |
CMND: f,f+K | CMND: d,d+P | CMND: d,d+K |
HGHT: H | HGHT: M | HGHT: L |
DMGE: 25 | DMGE: 39 | DMGE: 15 |
EFFT: bnd | EFFT: ba | EFFT: kn; sw (s/c) |
--------------------------------------------------------------------------------------
NAME: KOUN RIN | NAME: ROKUGO FUKKO | NAME: ROKUGO SHOTENHO |
TRNS: ROUND GOOSE CLOUD | TRNS: UNIVERSAL CROUCHING TIGER | TRNS: UNIVERSAL BIG ROAST |
CMND: B*-{B} | CMND: B*-d+B | CMND: B*-f+B |
HGHT: M-M | HGHT: M-L | HGHT: M-M |
DMGE: 31 | DMGE: 25 | DMGE: 29 |
EFFT: sb; ln (s/c) | EFFT: kn; sw (s/c) | EFFT: ln |
--------------------------------------------------------------------------------------
NAME: KOZANHEKI | NAME: HANGETSUJIN | NAME: ROKUGO SHINRYUKYAKU |
TRNS: MOUNTAIN WALL PIERCING | TRNS: HALF MOON KNIFE | TRNS: UNIVERSAL DIVINE DRAGON |
CMND: f,f+B | CMND: d,d+{B} | CMND: b,b+{B} |
HGHT: M | HGHT: M-L | HGHT: H |
DMGE: 18 | DMGE: 27 | DMGE: 20 |
EFFT: wo | | EFFT: ln, T |
-------------------------------------------------------------------------------------
*NOTES*
-The multi-hit version of Renju Hodo activates on a character on the ground, and will work on
airborne characters if he/she is not too high. If any character is above Long's head when
Renju Hodo connects, then it turns into a simple uppercut.
-Kozanheki will revert a character from beast form back to human form if his/her Beast Gauge is
empty.
-Hangetsujin will strike mid only if it connects. If it misses, then will it hit low.
ROKUGO KOU/KORIN SHIKI KAISHI WAZA (STARTER OF THE STYLE OF THE UNIVERSAL GOOSE/TIGER CIRCLE)
---------------------------------------------------------------------------------------------
These are the techniques used to go into both Circle Combo styles. Some are single hits, while
others are combination attacks.
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT HEIGHT DAMAGE | |
--------------------------------------------------------------------------------------------
1)JOHO RENKAI/OVERHEAD CONNECTION f+P M 10
NOTES: Go into "Goose Circle" through "Dakai" and "Migi Tankyaku", or go into "Tiger Circle"
through "Zekko" and "Hien Kyaku"
--------------------------------------------------------------------------------------------
2)SOKOTAI/DOUBLE LEG DROP f+K M-M 22
NOTES: Go into "Goose Circle" through "Nichigetsu Ha"
--------------------------------------------------------------------------------------------
3)RENSUI CHORYO/ENCOUNTERING BEATING P-P-P H-M-M 29
NOTES: Go into "Goose Circle" & "Tiger Circle" through any attack
--------------------------------------------------------------------------------------------
4)SOSHO DA/CLAW & PALM STRIKE B-P H-M 25
NOTES: Go into "Goose Circle" & "Tiger Circle" through any attack
--------------------------------------------------------------------------------------------
5)RENSUI TANPA/PRESS BEAT P-P H-M 17
NOTES: Go into "Goose Circle" through "Tan Pa" and "Hidari Tankyaku", or go into "Tiger Circle"
through "Fukko" and "Rigo Tai"
--------------------------------------------------------------------------------------------
6)KOSHU NICHIGETSU HA/HOOKING SUN & MOON K M 12
HIGH KICK
NOTES: Go into "Goose Circle" through "Nichigetsu Ha", or go into "Tiger Circle" through
"Fujin Kyaku"
--------------------------------------------------------------------------------------------
7)SHODA SENKYAKU/ PALM STRIKE SPIN KICK P-K-d+K H-H-L 31
NOTES: Go into "Goose Circle" through "Tan Pa". Can also go into the Shuryo Waza "Rimon Chochu",
"Senpukyaku", "Renju Hodo", "Zenso Genkyaku", "Kozanheki", "Hangetsujin", or "Rokugo Shinryukyaku".
--------------------------------------------------------------------------------------------
8)FUKKO NICHIGETSU HA/CROUCHING TIGER SUN d+B L 14
& MOON SNATCH
NOTES: Go into "Tiger Circle" through "Zansui"
--------------------------------------------------------------------------------------------
9)KO SOSHO/ TIGER CLAW PALM b,f+P+K NONE 0
NOTES: Go into "Goose Circle" & "Tiger Circle" through any attack
--------------------------------------------------------------------------------------------
--------------------------------------
|ROKUGO KOURIN & KORIN SHIKI FLOW CHART|
--------------------------------------
DAKAI <----------> FUJIN KYAKU <-----------> TAN PA
P d+K f+P
/\ /\
| ROKUGO KOURIN SHIKI |
\/ \/
HIDARI TANKYAKU <-----> NICHIGETSU HA <------> MIGI TANKYAKU
f+K d+P K
| |
| |
| |
\ /
\ /
\/
ZESSO <----------> KASEI KOZAN <-----------> FUKKO
P+B d+K+B f+P+B
/\ /\
| ROKUGO KORIN SHIKI |
\/ \/
RIGO TAI <----------> ZANSUI <-------------> HIEN KYAKU
f+K+B d+P+B K+B
| |
| |
| |
\ /
\ /
\/
-----------------------------------------------------------------------------------------
| |
| URAMON CHOCHU PON KEN RENJU HODO SENPU KYAKU HENSHIN RENKYAKU |
| f,f+P b+P d,d+P f,f+K b+K |
| |
| KOUN RIN* ROKUGO KOURIN/KORIN SHIKI SHURYO WAZA ZENSO GENKYAKU |
| B-B d,d+K |
| |
| ROKUGO FUKKO* ROKUGO SHOTENHO* KOZANHEKI HANGETSU JIN ROKUGO SHINRYU KYAKU |
| B-d+b B-f+B f,f+B d,d+B b,b+B |
| |
-----------------------------------------------------------------------------------------
* = Can only be done through "Goose Combo"
````````````````````````````````````````````````````````````````````````````````````
----------------
|THROW TECHNIQUES|
----------------
*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: HOSHIN HAKKEI | NAME: TOSHIN KINGO SUI
TRNS: GUN BARREL BLAST | TRNS: TRAMPLED GOLDEN BLUGEON
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 25 | DMGE: 31
*EITHER FORM*
-------------
NAME: FUKI SHISTU
TRNS: KNEE STAMP
CMND: d+P+K
HGHT: LOW
DMGE: 31
----------
NAME: RITO
TRNS: BACK THROW
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 34
----------
NAME: KO SOSHO
TRNS: TIGER CLAW PALM
CMND: b,f+P+K
HGHT: NONE
DMGE: 0
*NOTES*
-This will not do any damage. Instead, Long's opponent will momentarily be unable to block for
about 2 seconds. During this time, Long can attack freely without his attacks being blocked.
-Can go into "Goose Circle" & "Tiger Circle" through any attacks of both Circle Combos. Timing
isn't too critical, but a slight hesitation will prevent Long from going into any of his
Circle Combos
----------
---------------
|COMMAND ATTACKS|
---------------
1)
NAME: SEN SHIPPO
TRNS: QUICKSTEP ARROW
CMND: d,df,f+P {c}
TYPE: ATTACK
HGHT: H
STOP: YES
DMGE: 21
EFFT: ba
----------
2)
NAME: GAIMON CHOCHU
TRNS: OUTERGATE ELBOW
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 20
----------
3)
NAME: RENKAN TAI
TRNS: CHAIN KICKS
CMND: d,df,f+K {c}
TYPE: LAUNCH ATTACK
HGHT: M-H
STOP: YES
DMGE: 23
----------
4)
NAME: MUEI KYAKU
TRNS: SHADOWLESS KICK
CMND: d,db,b+K {c}
TYPE: THROW (STRIKE) / ATTACK
HGHT: H
STOP: YES
DMGE: 34 / 15~21
*NOTES*
-When Muei Kyaku doesn't connect as a throw, Long will hit his opponent and land. If Muei
Kyaku strikes a crouching or airborne opponent, damage will be 21. If it strikes a downed
or downbounded opponent, damage will be 15.
----------
5)
NAME: KEIZETSU GA
TRNS: NECK-TEARING TOOTH
CMND: d,df,f+B
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 32
----------
6)
NAME: KONGO TOTAI
TRNS: GOLDEN MORTAR POUND
CMND: d,db,b+B
TYPE: GROUND ATTACK
HGHT: L
STOP: YES
DMGE: 5
-FROM KONGO TOTAI, GO INTO ANY OF THE FOLLOWING LABELED WITH A SMALL-CASE LETTER-
(a)
NAME: AUTO ROKUGO KOURIN SHIKI (AUTO R.K.S):
TRNS: AUTOMATIC STYLE OF THE UNIVERSAL GOOSE CIRCLE
TYPE: COMBINATION ATTACK
HGHT: VARIES
DMGE: 77
-INPUT ONE OF THE FOLLOWING-
-------------------------------------------------------------------------------------------
NAME: R.K.S (YO) | NAME: R.K.S (CHI) | NAME: R.K.S (IN) | NAME: R.K.S (TEN) |
TRNS: R.K.S (POSITIVE) | TRNS: R.K.S (EARTH) | TRNS: R.K.S (NEGATIVE) | TRNS: R.K.S (SKY) |
CMND: f+B (x6) | CMND: d+B (x6) | CMND: b+B (x6) | CMND: u+B (x6) |
-------------------------------------------------------------------------------------------
*NOTES*
-Auto Rokugo Kourin Shiki is basically the same as Long's manually executed Rokugo Kourin Shiki.
The only difference is that the motion for each 6 parts of R.K.S. is virtually the same,
according to which variation of Auto R.K.S. is done.
-The direction key used for each variation of Auto R.K.S. has to be held throughout the entire
sequence until the very end.
(b)
NAME: KONGO SOKO TAI / KONGO RENKO TAI
TRNS: GOLDEN PAIRED SUBMISSION LEGS / GOLDEN MULTIPLE SUBMISSION LEGS
CMND: B-B / B-B-B
HGHT: M-M / M-M-M
DMGE: VARIES
-ADDITIONAL COMMANDS TO FOLLOWUP WITH-
NAME: KINGO SOKO NICHIGETSU HA / KINGO RENKO NICHIGETSU HA
TRNS: GOLDEN PAIRED/MULTIPLE SUBMISSION SUN & MOON HOOKING
CMND: d+B after the 2nd or 3rd B
HGHT: M(x5)-L(x2)
DMGE: VARIES
EFFT: tp
-OR-
NAME: KINGO SOKO MUEI KYAKU / KINGO RENKO MUEI KYAKU
TRNS: GOLDEN PAIRED/MULTIPLE SUBMISSION SHADOWLESS KICK
CMND: d,db,b+{K} after the 1st, 2nd, or 3rd B
HGHT: M
DMGE: 34
*NOTES*
-When Muei Kyaku doesn't connect as a throw, Long will hit his opponent and land. If Muei
Kyaku strikes a crouching or airborne opponent, damage will be 21. If it strikes a downed
or downbounded opponent, damage will be 15.
(c)
NAME: KONGO KOBOKU HA
TRNS: GOLDEN CLUTCHING TIGER STRIKE
CMND: P
TYPE: POSTURE
-PRESS P # TIMES TO ATTACK-
{P} pressed once = x1 (Weakest/fast/upclose)
{P) pressed twice = x2 (Average/decent/at a distance)
{P} pressed three times = x3 (Strongest/slow/far away)
{P} (x1,x2,or x3) hold R1 = Cancel
HGHT: M
HITS: 1
EFFT: ba
(d)
NAME: RENJU KOHAZAN
TRNS: LYRICAL MOUNTAIN DIGGER
CMND: d,db,b+B-P...K-f+B-d+P
TYPE: BEAST DRIVE ENHANCED
HGHT: L-0-M...M-M-M
DMGE: 78
-OR-
(e)
NAME: RENJU KOBOKU HA
TRNS: LYRICAL CLUTCHING TIGER STRIKE
CMND: d,db,b+B-P...K-f+B-b+{B}
TYPE: COMBINATION ATTACK
HGHT: L-0-M...M-M
DMGE: 50
(f)
NAME: TEIKYAKU
TRNS: FOOT SPIKE
CMND: K
TYPE: ATTACK
HGHT: M
DMGE: 10
-IF TEIKYAKU CONNECTS, INPUT ONE OF THE FOLLOWING-
(a)
NAME: KOHAZAN
TRNS: FOOT SPIKE MOUNTAIN DIGGER
CMND: f+B-d+P
TYPE: BEAST DRIVE ENHANCED
HGHT: M-M-M
DMGE: 73
-OR-
(b)
NAME: KOBOKU HA
TRNS: CLUTCHING TIGER STRIKE
CMND: f+B-b+{B}
TYPE: COMBINATION ATTACK
HGHT: M-M-M
DMGE: 45
*NOTES*
-"Kohazan" and "Koboku Ha" can only be done if Teikyaku connects with Long's opponent.
----------
7)
NAME: TEIKYAKU
TRNS: FOOT SPIKE
CMND: b,f+K
TYPE: ATTACK
HGHT: M
STOP: NO
DMGE: 10
-IF TEIKYAKU CONNECTS, INPUT ONE OF THE FOLLOWING-
NAME: KOHAZAN
TRNS: FOOT SPIKE MOUNTAIN DIGGER
CMND: f+B-d+P
TYPE: BEAST DRIVE ENHANCED
HGHT: M-M-M
DMGE: 73
-OR-
NAME: KOBOKU HA
TRNS: CLUTCHING TIGER STRIKE
CMND: f+B-b+{B}
TYPE: COMBINATION ATTACK
HGHT: M-M-M
DMGE: 45
*NOTES*
-"Kohazan" and "Koboku Ha" can only be done if Teikyaku connects with Long's opponent.
-----------
|BEAST DRIVE|
-----------
PRESET BEAST DRIVE: MOKO KOHAZAN
-------------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + B |
-------------------------------------------------------------------
NAME: KAKUDA CHOCHU | NAME: MOKO KOHAZAN
TRNS: SUDDEN ELBOW IMPACT | TRNS: SAVAGE TIGER MOUNTAIN SHREDDING
TYPE: MULTI-HIT ATTACK / GROUND ATTACK | TYPE: GUARD REVERSAL / THROW (GRAB)
HGHT: M / L | HGHT: M
DMGE: 74 / 11 | DMGE: 70
ADDT: NONE | ADDT: NONE
*NOTES ON KAKUDA CHOCHU*
-If initial strike misses, Long will stomp the ground as a follow-up. The energy that surfaces
on the ground does minor damage.
-Despite the minimum damage it inflicts, any character that is hit by the energy wave on the
ground is momentarily "stunned", for the time it takes to recovery from this hit is unusually
long. During his opponent's "frozen state" Long can actually get in a couple of hits if fast
enough.
*NOTES ON MOKO KOHAZAN*
-There are 2 outcomes to this Beast Drive: 1) Long will attack if his opponent strikes him
(Guard Reversal) 2) Long will try to grab his opponent after stomping forward (Throw).
-For the 1st outcome, Long will counter any attack his opponent does to him with an unblockable
throw. Protected with a Light Guard, Long will take high & middle attacks without receiving
damage and try to counter. Throws, low attacks, and Guard Breaks will stop him, on the other
hand, knocking him immediately to human form.
-For the 2nd outcome, Long will try to grab his opponent after taking 4 steps. Any character
that's in front of him after the 4th step will get caught.
-Despite the outcome, the Beast Drive's the same all together. Long will execute a throw that
is unblockable and will snag his opponent whether on ground or in the air. Even a crouching
character cannot avoid this! Fortunately, executing a super jump/hover over Long, sidestepping,
Lie Down, or Guard Escape will keep any character out of harm's way.
----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT |
--------------------------------------------------------------------------------------------
1)Rensui Ranun Geki P-P-
NOTES: Last hit causes launch or spiral (if it strikes as a counter).
--------------------------------------------------------------------------------------------
2)Yoshi Saiken df+P-P
NOTES: 1st hit causes stumble back. Last hit causes floored or banish (if 1st hit causes a
stun, or if last hit strikes as a counter).
--------------------------------------------------------------------------------------------
----------------------------
|COMBINATION ATTACKS -BEAST-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT |
--------------------------------------------------------------------------------------------
1)Sosho Ranun Geki B-
NOTES: Last hit causes "ln" or "sp" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
2)Tsuten Juji Ha B-B*-{B}
NOTES: Last hit causes "ln" or "sp" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
3)Fukko Juji So/Crouching Tiger Cross B-B*-d+B
Twin
NOTES: Last hit causes "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
4)Juji Rakan/Cross Rakan B-B*-f+B
NOTES: Last hit causes "sb" or "sp" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
5)Koso Senkyaku/ Tiger Claw Spin Kick B-d+B
NOTES: Last hit causes "tp" or "sw" (if it strikes as a counter).
--------------------------------------------------------------------------------------------
6)Haishin Renkazan df+B-{B}
NOTES: Last hit causes "ba".
--------------------------------------------------------------------------------------------
7)Tenben Renkazan db+B-{B}
NOTES: Last hit causes "ba".
--------------------------------------------------------------------------------------------
````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````
-=MARVEL: THE LEGEND OF THE 2ND COMING=-
------
|PROILE|
------
FULL NAME: Janne "Marvel" Gado (within Japan), Shina Gado (outside Japan)
COUNTRY: France
AGE: 20
HEIGHT: 167 cm
WEIGHT: 58 kg
MEASUREMENTS: B89-W59-H90
OCCUPATION: Mercenary
LIKES: Black Tea (Lately she looks forward to drinking this)
DISLIKES: Coffee (She grew tired of this)
BEAST FORM: Leopard
-------------
|BASIC ATTACKS|
-------------
(UNDER CONSTRUCTION)
----------------
|THROW TECHNIQUES|
----------------
*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: BRAIN BUSTER | NAME: DAM SITE FANG
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 34 | DMGE: 37
*EITHER FORM*
-------------
NAME: TRAP LEG THROW
CMND: d+P+K
HGHT: LOW
DMGE: 36
----------
NAME: TOUGHNESS DRIVER
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 41
----------
NAME: REVERSE SWING
CMND: 360+P
HGHT: LOW
DMGE: 40
-IF REVERSE SWING CONNECTS, ENTER ONE OF THE FOLLOWING (ONLY IN BEAST MODE)-
------------------------------------------------------------------------------------------
FOLLOWUP #1: CHASE JUMP | NAME: FOLLOWUP #2: SCRAMBLE SNATCH | NAME: TORNADO BLAST |
CMND: u | CMND: d,df,f+K | CMND: 360+P,B-P-B-B-K-K |
HGHT: AIR | HGHT: MIDDLE | TYPE: BEAST DRIVE ENHANCED |
DMGE: VARIES | DMGE: 28 | HGHT: LOW |
| | DMGE: 77 |
------------------------------------------------------------------------------------------
*NOTES*
-The timing for any of the 3 follow-ups isn't too critical. Once Marvel tosses her opponent
into the air and her back is to her opponent, that's when either 3 of the follow-ups will
work.
-Follow-up #1 (Chase Jump) will enable Marvel to execute an Air Combo.
-Follow-up #2 (Scramble Snatch) should not be rushed. If done too fast, Marvel will not catch
her opponent while he/she is falling.
-Tornado Blast, on the other hand, should be done as fast as possible. The minute Marvel lets
go of her opponent, do the motion IMMEDIATELY. If too slow, she will not follow through.
----------
---------------
|COMMAND ATTACKS|
---------------
1)
NAME: TASKFORCE UPPER
CMND: d,df,f+P
TYPE: LAUNCH ATTACK
HGHT: SM
STOP: YES
DMGE: 18
----------
2)
NAME: SCRAMBLE SNATCH
CMND: d,df,f+K
TYPE: THROW (STRIKE)
HGHT: M/A
STOP: YES
DMGE: 28
-OR-
NAME: FLYING TRAP (1ST PART)
CMND: d,df,f+K
TYPE: COMBINATION ATTACK
HGHT: M
-NEXT-
(2ND PART)
CMND: d,u+
HGHT: M
-NEXT-
(3RD PART)
CMND: b,f+B*
HGHT: M
DMGE: 27
-OR-
NAME: REVERSE LEG THROW
CMND: d,df,f+K-b+K
TYPE: THROW (GRAB)
HGHT: M
DMGE: 36
*NOTES*
-Scramble Snatch/1st part of Flying Trap will hit any foe below Marvel for minor damage.
-Reverse Leg Throw works both in front & behind Marvel's opponent.
----------
3)
NAME: DEMOLITION FANG
CMND: d,df,f+B
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 35
----------
4)
NAME: ASSAULT BLOW
CMND: d,db,b+{P}
TYPE: ATTACK
HGHT: M
STOP: YES
DMGE: 34
----------
5)
NAME: TRIDENT SHOOY
CMND: d,db,b+K
TYPE: MULTI-HIT ATTACK
HGHT: M-SM-M-M-H
STOP: YES
DMGE: 28
ADDT: R1 after any of the 1st 4 hits to cancel
*NOTES*
-Last K will not hit foe if he/she is crouching when hit.
----------
6)
NAME: RISING LASER
CMND: d,db,b+{B}
TYPE: LAUNCH ATTACK
HGHT: M
STOP: YES
DMGE: 31
----------
7)
NAME: PILE BUNKER
CMND: b,f+K
TYPE: COMBINATION ATTACK
HGHT: M(x3)
STOP: YES
DMGE: 20
ADDT: Press R1 before it hits to stop/fake
EFFT: ba
*NOTES*
-Although very hard to time correctly, if Pile Bunker is canceled just as Marvel begins to
swing her leg up, Marvel will spin as she pulls her leg back down. A handy trick to add to
her psyche-out game, Marvel can follow-up quickly with any attack of her choice.
----------
7)
NAME: FAKE MINE
CMND: f,b+K
TYPE: FEINT/TAUNT
HGHT: NONE
STOP: NO
DMGE: 0
*NOTES*
-Fake Mine can be paired with her db+K to further her psyche-out game.
-Although Fake Mine is a Command Attack, Marvel is unable to go into Fake Mine through regular
attacks with a Cancel Point, nor can Fake Mine be canceled by R1.
-Fortunately, this will add some energy into Marvel's Beast Gauge.
----------
-----------
|BEAST DRIVE|
-----------
PRESET BEAST DRIVE: CROSSBLADE ZAPPER
------------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B}|
------------------------------------------------------------------
NAME: MAD TRAP | NAME: CROSSBLADE ZAPPER
TYPE: GUARD REVERSAL / ATTACK | TYPE: MULTI-HIT ATTACK
HGHT: SM / M | HGHT: M
DMGE: 91 / 28 | DMGE: 93
ADDT: NONE | ADDT: NONE
*NOTES ABOUT MAD TRAP*
-Mad Trap will stop just about any attack, even air attacks!
-Mad Trap is activated in two manners: 1)when an attack hits her, Marvel will immediately
counterattack 2)when an attack is executed, Marvel will automatically attack.
-Concerning the 1st point, Mad Trap will counterattack against Middle & Low attacks. High
attacks, on the other hand, will be unaffected, since Marvel's crouch during Mad Trap is too
low to be touched by high attacks.
-Looking further into point #2, Mad Trap will activate as an attack is executed. Even if the
attack misses and/or is out of range, as long as an attack is present, Marvel will try to
counterattack (except against High attacks). This can be tested out by having Marvel do Mad
Trap far away from an attack.
-What's even more surprising about Mad Trap is it will activate immediately AFTER an attack.
Timing is abit tricky, but if Mad Trap is done just slightly after an attack is executed, is
blocked, or misses, Marvel will actually snag her opponent. This is probably easy to do from a
Light Guard or Retaliation.
-Attacks from Marvel's back during Mad Trap will also fail against her. The only catch is, the
distance between Marvel and her opponent will determine whether or not she can catch her foe.
-Like any regular Guard Attacks & Guard Reversals, Mad Trap will not work against Guard Break
attacks.
-If no attack is done while Marvel uses Mad Trap, Marvel will revert back into human and do a
single-hitting strike that can send her opponent flying. This is the only part of this Beast
Drive that is a Guard Break.
*NOTES ABOUT CROSSBLADE ZAPPER*
-If she hits her foe, Marvel will attack with 3 heavy claw swipes before executing the rest of
the Beast Drive. In the case where she doesn't hit her foe, Marvel will still do the same 3
claw swipes, but the rest of the attack will not activate.
-Crossblade Zapper is activated on the 1st claw swipe only, not on the other 2 swipes.
-In the case where the 1st swipe misses, the other 2 can hit, but will not combo together
regularly, for her opponent can block the 3rd even if hit by the 2nd. If the 2nd swipe
counters, then the 3rd swipe will hit. This happens because her opponent will have a longer
recovery time from being countered by the 2nd swipe.
-The 3rd swipe will launch Marvel's foe into the air if it hits cleanly. In the case where it
counters, the 3rd swipe will spiral her foe.
-All 3 swipes are Guard Breaks, and have long reach.
````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````
-=BUSUZIMA: HIS AMBITIONS WILL NOT DIE=-
------
|PROILE|
------
FULL NAME: Hajime Busuzima
COUNTRY: Japan
AGE: 36
HEIGHT: 191 cm
WEIGHT: 67 kg
OCCUPATION: Mad Scientist
LIKES: Himself (when he is taking care of his business
DISLIKES: Everyone else (when he is interrupted in his business)
BEAST FORM: Chameleon
-------------
|BASIC ATTACKS|
-------------
(UNDER CONSTRUCTION)
----------------
|THROW TECHNIQUES|
----------------
*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: TAMA TSUBUSHI | NAME: GYAKUTEN THROW
TRNS: "LIFE" CRUSHER | TRNS: REVERSE WHIP THROW
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 34 | DMGE: 26
*BEAST FORM*
------------
NAME: BERO THROW
TRNS: TONGUE THROW
CMND: d,df,f+P+K
HGHT: HIGH
DMGE: 0
-IF BERO THROW CONNECTS, ENTER THE FOLLOWING-
NAME: BUSUZIMA OLYMPIC
CMND: B-P-K-K-B-B
TYPE: BEAST DRIVE ENHANCED
DMGE: 63
*NOTES*
-The timing for Busuzima Olympic isn't too tricky, but the motion has to be done fast. Just as
Busuzima's tongue comes out & latches onto his opponent is when the motion should be inputted.
----------
*EITHER FORM*
-------------
NAME: SHIRI ZEME
TRNS: BUTT PRESS
CMND: d+P+K
HGHT: LOW
DMGE: 41
----------
NAME: BUSUZIMA THROW
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 41
----------
---------------
|COMMAND ATTACKS|
---------------
1)
NAME: BUKKOMI CHOP
TRNS: CHOP THROUGH
CMND: d,df,f+P
TYPE: ATTACK
HGHT: M
STOP: YES
DMGE: 8
*NOTES*
-If Bukkomi Chop connects, opponent will full under the "Choke" stun, enabling Busuzima to do
whatever he chooses for about a second or two. Even throws will work just fine.
----------
2)
NAME: BUSUZIMA HOMERUN
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 20
----------
3)
NAME: BUSUZIMA MAJI
TRNS: SERIOUS BUSUZIMA
CMND: d,df,f+K
TYPE: STYLE CHANGE
-FROM BUSUZIMA MAJI, INPUT EITHER ONE OF THE FOLLOWING-
---------------------------------------------------------------------------------------------
NAME: MAJI DE PUNCH | NAME: MAJI DE KICK | NAME: MAJI DE NOBI PUNCH | NAME: MAJI DE HARAI |
TRNS: SERIOUS PUNCH | TRNS: SERIOUS KICK | TRNS: SERIOUS STRETCH PUNCH | TRNS: SERIOUS SWEEP |
CMND: P-P*-P | CMND: K-{K} | CMND: {B} | CMND: d+{B} |
HGHT: M-M-M | HGHT: H-M | HGHT: M | HGHT: L |
DMGE: 40 | DMGE: 45 | DMGE: 10 | DMGE: 10 |
---------------------------------------------------------------------------------------------
NAME: CHOHATSU | NAME: ZENSHIN | NAME: KOTAI | NAME: TSUJOGAMAE NI MODORU |
TRNS: PROVOKE | TRNS: ADVANCE | TRNS: RETREAT | TRNS: REVERT BACK TO NORMAL STANCE |
CMND: Hold d | CMND: Hold f | CMND: Hold b | CMND: u or R1 |
HGHT: NONE | HGHT: NONE | HGHT: NONE | HGHT: NONE |
DMGE: 0 | DMGE: 0 | DMGE: 0 | DMGE: 0 |
------------------------------------------------------------------------------------
*NOTES*
-Busuzima will remain in Busuzima Maji after the 1st P of "Maji de Punch" and the 1st K of
"Maji de Kick". Anything more than that and Busuzima will revert back to his normal stance.
----------
4)
NAME: BUSUZIMA EXERCISE
CMND: d,db,b+{K}(x6)
TYPE: MULTI-HIT ATTACK
HGHT: M-M(x4)-M-M-M
STOP: YES
DMGE: 96
*NOTES*
-This time around, Busuzima Exercise can be used on characters on the ground & in the air.
-After the 6th K, this move will suddenly snag Busuzima's opponent and lift him/her off the
ground, delivering the rest of the blows while the opponent is in the air. This is only if
it connects.
----------
5)
NAME: SUGATA SHOMETSU ATTACK
TRNS: FADE AWAY ATTACK
CMND: d,df,f+B
TYPE: ATTACK / DISAPPEAR
HGHT: M
STOP: YES
DMGE: 10
----------
6)
NAME: SUGATA SHOMETSU
TRNS: FADE AWAY
CMND: d,db,b+B
TYPE: DISAPPEAR
HGHT: NONE
STOP: NO
DMGE: 0
*NOTES*
-Sugata Shometsu will keep Busuzima invisible for a fixed amount of time (around 3 seconds). To
stay invisible for an infinite amount of time, keep doing Sugata Shometsu repeatedly. This can
also be done while moving or during an attack while invincible. The only catch is, Sugata
Shometsu has to be executed within its time. For example, canceling into Sugata Shometsu from
an attack while invisible before the original Sugata Shometsu expires will increase the time.
The same thing if Busuzima is moving.
----------
7)
NAME: SOMERSAULT SHIPPO
TRNS: SOMERSAULT TAIL
CMND: d,u+B
TYPE: ATTACK
HGHT: M
STOP: NO
DMGE: 15
----------
8)
NAME: NOBI~RU ATAMA
TRNS: STRE~TCHING HEAD
CMND: b,f+{B}
TYPE: ATTACK
HGHT: M
STOP: YES
DMGE: 26
----------
-----------
|BEAST DRIVE|
-----------
PRESET BEAST DRIVE: DAIJOBUTSU THROW
------------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B} |
------------------------------------------------------------------
NAME: DAIJOBUTSU THROW | NAME: MANDARA KAN
TRNS: MAGNIFICENT BUDDHA THROW | TRNS: CLEANSING THE MANDALA
TYPE: THROW (STRIKE) | TYPE: TELEPORT & MULTI-HIT ATTACK
HGHT: M | HGHT: M-M-L-M-M
DMGE: 94 | DMGE: 70~100
ADDT: NONE | ADDT: Hold B on the 5th attack to delay & powerup
*NOTES ABOUT MANDARA KAN*
-Each strike will "stun" Busuzima's opponent. Because these are stun hits, his opponent can
actually recover after any hit & block the rest if he/she is fast enough by pressing the
directional keys and/or attack buttons.
-B can be held anytime during this Beast Drive. Just as Busuzima sets up for the finishing
blow, he will pause and teleport again as the B button is held. He will continue to teleport
back & forth in front & behind his opponent (up to 4 times) as long as the B button is held,
while he will attack once the B button is released anytime the B button is released or after
the 4th teleport.
-There are 2 ways to end this Beast Drive. If Busuzima teleports in front of his foe & delivers
the last blow, Busuzima will knock away his opponent with a double fist strike. However, if
Busuzima delivers the finishing blow behind his opponent, Busuzima will, uh, connect with a
double finger poke where "the sun doesn't shine". The damage is the same for both outcomes.
````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````
-=JENNY: THE WING THAT OPENS UP IN THE DARKNESS=-
------
|PROILE|
------
FULL NAME: Jenny Burtoly
COUNTRY: Unknown
AGE: Classified
HEIGHT: 170 cm
WEIGHT: 52 kg
MEASUREMENTS: B90-W57-H88
OCCUPATION: Model (Her private occupation is a freelance special ops spy)
LIKES: Drinking red wine after a hot shower
DISLIKES: Split ends
BEAST FORM: Bat
-------------
|BASIC ATTACKS|
-------------
--------------------------------------------------------------------------------------------
| NAME | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
SLAP P H 9
SEAM SLAP f+P M 11
HEAVY SLAP b+{P}* SM 18 sp
LEG SLAP d+P SM 8
CUTTING HIGH df+P M 14 T
DOUBLE LEG SLAP db+P SM(x2) 13 T
PILE BUNKER f,f+P M 17 fr; ba (s/c)
PUSHOUT DASH+P{c} M 24 fr; ba (s/c)
LEG CUTTER LD+P L 13 tp; sw (s/c)
REPULSE ELBOW BACK,
TURN SLAP BACK, d+P SM 8
JUMP OUT u+
WAKEUP SLAP FOE IS DOWN, d+P L 4
GHOST LINE K H 20
PASSION KICK f+K M 14
BYE-BYE KICK b+K M 16 T
UNDER SPIKE d+K L 7
NEEDLE SPIKE df+K L 7
GROUND SHAVING db+K L 15 sw
VITAL BREAKER f,f+{K} M 20
COCETISH SLIDER DASH+K L 26 tp; sw (s/c)
ENAMUL ARCH LD+K M 11
TURN HOOK HEEL BACK, K H 10
REPULSE HEEL STAMP BACK, d+K L 15 tp; sw (s/c)
ENAMUL RAINBOW u+K M 17 kn
CAVE-IN STAMP FOE IS DOWN, d+K L 6
REND CLAW B M 8
NIGHTMARE DEPARTURE f+B SM(x2) 14
SPINNING CLAW b+B H(x2) 17 T
LEG SPIKE d+B L 9
BALANCE BEAM df+B* SM(x2) 14
SWEEP CLAW db+B L 17 tp; sw (s/c)
SLASH TALON f,f+{B} H 26 ba
WIND RIDER DASH+B M 18 ln
TALON CYCLONE LD+B M 16 ln; sp (s/c)
BACK UPPER TALON BACK, B M 15 sb; ln (s/c)
CUTTING TURN BACK, d+B L 13 tp; sw (s/c)
BACK SURPRISE u+B H 10 kn
WAKEUP SLASH FOE IS DOWN, d+B L 6
*NOTES*
-Repulse Elbow and Repulse Heel Stamp will keep Jenny's back turned to her opponent.
-Jump Out is a Strike Throw that sends Jenny's opponent flying through the air without the
ability to recover.
````````````````````````````````````````````````````````````````````````````````````
--------------------
|AERIAL BATTLE SYSTEM|
--------------------
Jenny now receives an upgrade that fits her style! Gaining an extensive set of moves that can
be executed in midair, Jenny's Air Combo system gives her the ability to take the fight to the
airwaves, and create combos that rival her combo set on the ground. Because of the additional
moves that can be executed in the air, Jenny's entire air basic attacks and combination attacks
will be listed below (both human and beast form), along with an Air Combo chart that displays
how to connect which attacks to what. If there are any questions or mistakes, please let me
know at
----------------------
|BASIC ATTACKS -HUMAN- |
----------------------
--------------------------------------------------------------------------------------------
| NAME | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
JUMP JAB JUMP, P SM 10
GUILLOTINE SLAP JUMP, f+{P} M 25 bnd
JET HEEL JUMP, K SM 16
ROCKET HEEL (FRONT) JUMP, f+{K} M 20 ba
ROCKET HEEL (BACK) JUMP, b+{K} M 20 ba
----------------------
|BASIC ATTACKS -BEAST- |
----------------------
--------------------------------------------------------------------------------------------
| NAME | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
JUMP JAB JUMP, P SM 10
GUILLOTINE SLAP JUMP, f+{P} M 25 bnd
PEACOCK SLAP JUMP, u+P M 10
JET HEEL JUMP, K SM(x2) 16
ROCKET HEEL (FRONT) JUMP, f+{K} M 28 sp
ROCKET HEEL (BACK) JUMP, b+{K} M 20 ba
AERO DANCER JUMP, u+k M 10
MIRAGE TALON JUMP, B M 8
JUMP SLASH JUMP, f+B M 13
RISING SPIRAL JUMP, u+B M 28 sb; ln (s/c)
MAXIMUM SLAP JUMP, d+{B} M 25 bnd
*NOTES*
-The animation for Jump Jab, Guillotine Slap, Jet Heel, and Rocket Heel (Front) changes in Beast
Form.
-Jet Heel will make Jenny to descend forward at an angle, whether she jumps forward or backwards.
-Guillotine Slap and Aero Dancer can be done repeated in the air. Doing so causes Jenny to slowly
hover down to the ground.
--------------------------------
|AIR COMBINATION ATTACKS -BEAST- |
--------------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)SLASH FLAP P-FLAP WING
NOTES: Jenny can go into any variations incorporated with Flap Wing.
--------------------------------------------------------------------------------------------
2)LYRICAL FLAP K-FLAP WING
NOTES: Jenny can go into any variations incorporated with Flap Wing.
--------------------------------------------------------------------------------------------
3)BLAST AIR B-B-B
NOTES: Last hit causes "bnd".
--------------------------------------------------------------------------------------------
4)SPIRAL TALON f+B-B-B
NOTES: 2nd hit is a Strike Throw, meaning that Jenny cannot go into the 3rd hit unless 2nd hit
connects with foe. 2nd hit causes "bnd", giving Jenny a chance to do a follow-up if
3rd B is not executed. 3rd hit causes "sp", while Jenny's back will be turned afterwards
to her opponent.
--------------------------------------------------------------------------------------------
MIDAIR FREE COMBO CHART
-----------------------
====P or K
||
====P====
|| ||
|| ||
====u+P======K====
|| || ||
|| || ====P or K
====u+K====f+{P}
|| ||
|| ||
|| ====d+{B}
|| ||
P || || ====u+P
or=== ====B-B-B ||
K || ||
|| ====u+K
====f+{P} ||
|| ||
|| ====d+{B}
====f+{K} ||
|| ||
|| ====P or K====
====B-B-B || ||
|| || ||
|| || ====f+{P}
====P or K==== ||
|| ||
|| ====f+{K}
====u+P ||
|| ||
|| ====B-B-B
====u+K ||
|| ||
|| ====FLAP WING
====f+{P}
||
||
====f+{K}
||
||
====d+{B}
||
||
====B-B-B
||
||
====FLAP WING
NOTES #1: P and K can be executed 2 times maximum during an Air Combo. If one is executed twice,
then the other one can only be executed once.
ex: P-K-P or K-K-P
NOTES #2 If either P or K is executed twice, it can be done during anytime within a combo, as
long as the attack it is executed from can go into a P or K.
ex: K-P-u+K-K or u+P-u+P-P-P
NOTES #3 Jenny cannot connect u+B, b+{B}, or f+B into an Air Combo.
````````````````````````````````````````````````````````````````````````````````````
----------------
|THROW TECHNIQUES|
----------------
*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: SWEET NECK BREAK | NAME: BLOOD SUCKER
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 31 | DMGE: 31
*EITHER FORM*
-------------
NAME: SWEET DISGRACE
CMND: d+P+K
HGHT: LOW
DMGE: 31
----------
NAME: SWEET RIDING
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 40
----------
NAME: SWEET DRIVER
CMND: d+P+K (in midair)
HGHT: AIR
DMGE: 35
----------
---------------
|COMMAND ATTACKS|
---------------
1)
NAME: TWIST
CMND: d,df,f+P
TYPE: STYLE CHANGE
-FROM TWIST, INPUT EITHER ONE OF THE FOLLOWING-
--------------------------------------------------------------------------------------------
NAME: TWISTED EXPLOSION | NAME: TWIST-FOOL | NAME: TWIST HEEL CHANGE | NAME: TWISTED STRIKE |
CMND: K-K-K*-K*-K-K-{K} | CMND: d+P | CMND: d+K | CMND: b+{K} |
HGHT: M-M-M-M-H-M-M | HGHT: NONE | HGHT: L | HGHT: L |
DMGE: 66 | DMGE: 0 | DMGE: 12 | DMGE: 12 |
--------------------------------------------------------------------------------------------
NAME: TWISTED HEEL RUSH | NAME: TWISTED TALON | NAME: ECCENTRIC TWIST | NAME: PASSIVE TWIST |
CMND: f+K | CMND: B | CMND: d,df,f+K | CMND: Hold b |
HGHT: M | HGHT: MC | HGHT: M | HGHT: NONE |
DMGE: | DMGE: 12 | DMGE: 30 | DMGE: 0 |
--------------------------------------------------------------------------------------------
NAME: ACTIVE TWIST | NAME: TWIST CANCEL |
CMND: Hold f | CMND: Press R1 |
HGHT: NONE | HGHT: NONE |
DMGE: 0 | DMGE: 0 |
----------------------------------------
*NOTES*
-The 7th hit of "Twisted Explosion" can be delay for a bit of time before executing it, while
Jenny will turn her back to her opponent if "Twisted Explosion" is stopped on the 5th K.
-"Twist-Fool" can be done on its own or after the 2nd & 6th K during "Twisted Explosion".
-"Twist Heel Change" can be done on its own or after the 2nd & 6th K during "Twisted Explosion".
-"Twisted Strike" can be done anytime after the 2nd K of "Twisted Explosion".
-"Twisted Heel Rush" can be done after the 2nd K of "Twisted Explosion". Through "Twisted Heel
Rush" continue into Combination Attack "Passionate Heel Rush" from the 3rd K of that combo.
-"Twisted Talon" can be done on its own. Through "Twisted Talon" go into Combination Attacks
"Complete Death Order", "Wind Slider", and "Death Order Flap".
-"Eccentric Twist" can be done on its own or after the 6th K of "Twisted Explosion".
-"Passive Twist" and "Active Twist" will fill up Jenny's Beast Gauge while she's in human form.
-Jenny can go into any of the attack variations under Twist during "Passive Twist" and "Active
Twist". However, once Jenny stops for almost a second after a "Passive Twist" or "Active
Twist", she cannot go into "Twisted Explosion". Along with that, she will fall out of Twist.
When this happens do "Passive Twist" and "Active Twist" again immediately to remain in Twist &
to have the ability to execute "Twisted Explosion" again. "Twist-Fool" and "Twist Heel Change"
can also be used to avoid falling out of Twist as well.
----------
2)
NAME: BRILLIANT SLASH
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 20
EFFT: kn; bnd (s/c)
----------
3)
NAME: ECCENTRIC KICK
CMND: d,df,f+K
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 30
----------
4)
NAME: COOL SOMER-EDGE
CMND: d,db,b+K
TYPE: LAUNCH ATTACK
HGHT: M-M
STOP: YES
DMGE: 14
----------
5)
NAME: BATWING BLADE
CMND: d,df,f+{B}
TYPE: LAUNCH ATTACK
HGHT: M
STOP: YES
DMGE: 23
----------
6)
NAME: FLAP WING
CMND: d,db,b+B (on the ground or in the air)
TYPE: RETREAT
HGHT: NONE
STOP: YES
DMGE: 0
-FROM FLAP WING, INPUT THE FOLLOWING-
NAME: DRILL TALON
CMND: P, K, or B
TYPE: ATTACK
HGHT: M
DMGE: 20
EFFT: kn; bnd
*NOTES*
-The angle of Drill Talon can be controlled depending on the button pressed. P will make
the dive almost vertical, K will make the dive's angle about 90 degrees, while B will make
the dive travel forward further at an angle.
----------
7)
NAME: YOUTHFUL
CMND: b,f+P
TYPE: TAUNT/ATTACK
HGHT: H
STOP: NO
DMGE: 3
*NOTES*
-This will fill Jenny's Beast Gauge a little on its own. If it hits, then the energy is even
more.
----------
-----------
|BEAST DRIVE|
-----------
PRESET BEAST DRIVE: SKYHIGH TEMPEST
------------------------------------------------------------------
BD #1: d,df,f (x2) + B | BD #2: d,db,b (x2) + {B} |
------------------------------------------------------------------
NAME: SKYHIGH TEMPEST | NAME: CRIMSON SLIDER
TYPE: THROW (GRAB) | TYPE: MULTI-HIT ATTACK
HGHT: H | HGHT: SM
DMGE: 79 | DMGE: 76
ADDT: NONE | ADDT: NONE
*NOTES ON SKYHIGH TEMPEST*
-Now unblockable, the only way to avoid being grabbed is to duck or move out from under her.
-Jenny can catch airborne opponents that aren't too high in the air.
----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)SLAP-SLAP P-
--------------------------------------------------------------------------------------------
2)SLAP-SLAP-SLAP P-
NOTES: Last hit will cause "sp".
--------------------------------------------------------------------------------------------
3)SLAP & LEG KNIFE P-
NOTES: Last hit causes "tp" regularly, while it will cause "sw" if it connects as a counter.
--------------------------------------------------------------------------------------------
4)SLAP-SLAP TO.... P-
NOTES: See combos #7 and #8 for follow-ups.
--------------------------------------------------------------------------------------------
5)TURN ELBOW df+P-
--------------------------------------------------------------------------------------------
6)TURN HEEL STAMP df+P-d+K
--------------------------------------------------------------------------------------------
7)PASSIONATE HEEL.... f+K-K-
...RUSH ...K-K
...BYE-BYE ...b+K, T
...KNIFE TO TWIST ...K-d+K-TWIST
NOTES: Jenny can go into any variations incorporated with Twist.
--------------------------------------------------------------------------------------------
8)PASSIONATE JUMP OUT f+K-K-
NOTES: Last hit's a Strike Throw. Follow-up with Rising Shadow (see combo #1 in the beast combo
list) only if u+P connects with Jenny's opponent.
--------------------------------------------------------------------------------------------
9)GHOST LINE TO TWIST K-TWIST
NOTES: Jenny can go into any variations incorporated with Twist. Timing for Twist is very
critical, for the motion of Twist has to be done before Jenny pulls down her foot from the 1st
attack.
--------------------------------------------------------------------------------------------
10)SLY KICK d+K-K
--------------------------------------------------------------------------------------------
11)ENAMUL KNIFE df+K-K
--------------------------------------------------------------------------------------------
12)ENAMUL.... df+K-K....
...BLADE K-K*
...WALL WIND d+K-K
...BYE-BYE b+K, T
...TO TWIST K-TWIST
NOTES: Jenny can go into any variations incorporated with Twist.
--------------------------------------------------------------------------------------------
13)GLOSS EDGE LD+K-K
NOTES: Last hit will launch opponent.
--------------------------------------------------------------------------------------------
14)VITAL BREAKER TO TWIST f,f+{K}-TWIST
NOTES: Jenny can go into any variations incorporated with Twist.
--------------------------------------------------------------------------------------------
15)TURN HOOK HEEL TO PASSIONATE.... T, K-K-
...HEEL RUSH ...K-K
...HEEL KNIFE TO TWIST ...K-d+K-TWIST
...HEEL BYE-BYE ...b+K, T
...JUMP OUT ...K-u+
NOTES: Jenny can go into any variations incorporated with Twist in 2nd choice. Rising Shadow
(see combo #1 in the beast combo list) can be executed after u+P in the last choice only if u+P
connects with opponent.
--------------------------------------------------------------------------------------------
----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)RISING SHADOW B when u+P connects
NOTES: a special movement where Jenny jumps after her opponent only if u+P connects with her
opponent. This can only be done as long as Jenny as a filled Beast Gauge.
--------------------------------------------------------------------------------------------
2)COMPLETE DEATH ORDER B-B-B-B-B
NOTES: 2nd B has to touch opponent (whether blocked or not) in order to do the rest of the
combo. After 3rd B, Jenny can perform Flap Wing and all other variations incorporated with
Flap Wing.
--------------------------------------------------------------------------------------------
3)DEATH ORDER FLAP B-B-B-B-FLAP WING
NOTES: 2nd B has to touch opponent (whether blocked or not) in order to do the rest of the
combo. Jenny can go into any variations associated with Flap Wing.
--------------------------------------------------------------------------------------------
4)WIND SLIDER B-B-B-d+{B}
NOTES: Last hit causes "tp" regularly, while it will cause "sw" if it connects as a counter.
--------------------------------------------------------------------------------------------
5)NIGHTMARE WALKING/FLAP f+B-B-B-Flap Wing
NOTES: Jenny can go into any variations associated with Flap Wing.
--------------------------------------------------------------------------------------------
6)WIND.... DASH+B....
...DEATH ORDER ...B
...RIDER FLAP ...FLAP WING
NOTES: Jenny can go into any variations associated with Flap Wing.
--------------------------------------------------------------------------------------------
7)SLAP-SLAP TO.... P-
NOTES: See combos #2, #3, #4, and #8 for follow-ups.
--------------------------------------------------------------------------------------------
8)PASSIONATE HEEL TO NIGHTMARE.... f+K-K-
NOTES: Jenny can go into any variations associated with Flap Wing.
--------------------------------------------------------------------------------------------
10)TURN HOOK HEEL TO PASSIONATE HEEL TO T, K-K-
NIGHTMARE
NOTES: Jenny can go into any variations associated with Flap Wing.
--------------------------------------------------------------------------------------------
11)TURN ELBOW FLAP df+P-
NOTES: Flap Wing can only be executed if Jenny has a full Beast Gauge. Jenny can go into any
variations associated with Flap Wing.
--------------------------------------------------------------------------------------------
````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````
-=BAKURYU: "SHINOBI" BLOOD=-
------
|PROILE|
------
FULL NAME: Ogami Kakeru (within Japan); Ogami Kenji (outside Japan)
COUNTRY: Japan
AGE: 15
HEIGHT: 155 cm
WEIGHT: 47 kg
OCCUPATION: Student
LIKES: Shogi (Japanese chess)
DISLIKES: Tobacco smoke
BEAST FORM: Mole
-------------
|BASIC ATTACKS|
-------------
(UNDER CONSTRUCTION)
----------------
|THROW TECHNIQUES|
----------------
*HUMAN FORM* | *BEAST FORM*
--------------------------------------------------------------
NAME: HOSHIN TENGEKI | NAME: ZANMETSU TATSUMAKI GEKI
TRNS: WHIRLING CRUMBLER | TRNS: SHREDDING HURRICANE ATTACK
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 36 | DMGE: 26
*EITHER FORM*
-------------
NAME: URATEN
TRNS: BACKSPIN
CMND: d+P+K
HGHT: LOW
DMGE: 0
-FROM URATEN DO EITHER ONE OF THE FOLLOWING-
NAME: URASEN ENMAKU DAN | NAME: URASEN IZUNA OTOSHI
TRNS: HIDDEN FLASH SMOKE BOMB | TRNS: HIDDEN FLASH LIGHTNING DROP
CMND: d+P+K | CMND: u+P+K
TYPE: TELEPORT | TYPE: THROW (GRAB)
DMGE: 0 | DMGE: 30
----------
NAME: URA IZUNA OTOSHI
TRNS: REVERSE LIGHTNING DROP
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 31
----------
NAME: IZUNA OTOSHI
TRNS: LIGHTNING DROP
CMND: d+P+K (in midair)
HGHT: AIR
DMGE: 24
----------
---------------
|COMMAND ATTACKS|
---------------
1)
NAME: RAIKO IZUNA OTOSHI
TRNS: THUNDERFLASH LIGHTNING DROP
CMND: d,df,f+P {c}
TYPE: THROW (STRIKE)
HGHT: H
STOP: NO
DMGE: 34
*NOTES*
-On standing opponents, Bakuryu will strike its opponent, doing minor damage.
-If Raiko Izuna Otoshi is blocked while foe is airborne, he/she will be staggered. In this case
(as well as if Bakuryu's opponent's far away on the ground) Bakuryu will land with his back
turned to his opponent.
----------
2)
NAME: ENMAKU DAN
TRNS: SMOKEBOMB
CMND: d,df,f+K
TYPE: TELEPORT
HGHT: NONE
STOP: YES
DMGE: 0
ADDT: Press R1 during Enmaku Dan to cancel (Nise Enmaku)
*NOTES*
-Enmaku Dan will make Bakuryu disappear and move to a new spot. To replace him, a log will
appear in the spot Bakuryu was in previously.
-Bakuryu will appear behind his opponent if done from upclose to (in most cases) mid range. If
far away from his foe, Bakuryu will appear in front of his foe with his back turned.
-In the case where Bakuryu's back is turned to his opponent, doing Enmaku Dan will teleport
him away from his foe, with Bakuryu facing its opponent.
-"Nise Enmaku" (fake smoke), not a real move, adds more elements to Bakuryu's tricky style of
fighting. In order to do it properly, press R1 IMMEDIATELY once the smokebomb from Bakuryu's
hand hits the ground. Unfortunately, it no longer works the same way like in BR2 because....
-In BR2, Bakuryu would disappear for a moment before reappearing in the same spot. Even the log
will appear in his place before Bakuryu materializes in the same spot. In BR3, Bakuryu will
NOT disappear for a moment, nor will the log appear. Only the smoke from his smokebomb will
surround him.
----------
3)
NAME: ZUGOKKU ZUKI
TRNS: EXCRUTIATING HEAD THRUST
CMND: d,df,f+{B}
TYPE: ATTACK
HGHT: M
STOP: YES
DMGE: 33
----------
4)
NAME: KOKIRYU GEKIHA
TRNS: STEAM PRESSURE BLAST
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M(x4)
STOP: YES
DMGE: 54
----------
5)
NAME: ENJIN RASEN KYAKU (CHUU / KA)
TRNS: SMOKESCREEN SPIRAL KICK (MIDDLE / LOW)
CMND: d,db,b+K / d,db,b+K,d
TYPE: TELEPORT & ATTACK
HGHT: M / L
STOP: YES
DMGE: 23 / 17
-OR-
NAME: GI RASEN
TRNS: FAKE SPIRAL
TYPE: TELEPORT & FEINT
CMND: P
HGHT: NONE
STOP: YES
DMGE: 0
----------
6)
NAME: SHOTEN KAKIAGE
TRNS: SKYWARD SHRED
CMND: d,db,b+{B)
TYPE: LAUNCH ATTACK
HGHT: M
STOP: YES
DMGE: 22
----------
7)
NAME: TENJIN IZUNA OTOSHI
TRNS: NATURE (GOD & MAN) LIGHTNING DROP
CMND: f,b+P (from opponent's back)
TYPE: THROW
HGHT: AL
STOP: NO
DMGE: 32
-WHEN BAKURYU LANDS ANYWHERE ELSE BESIDES FROM BEHIND OPPONENT-
------------------------------------------------------------
POST: FRONT; STANDING | POST: FRONT; STANDING |
NAME: HOSHIN TENGEKI | NAME: ZANMETSU TATSUMAKI GEKI |
TRNS: WHIRLING CRUMBLER | TRNS: SHREDDING HURRICANE ATTACK |
TYPE: GRAB THROW | TYPE: GRAB THROW |
DMGE: 36 | DMGE: 26 |
-----------------------------------------------------------------
POST: FRONT; CROUCHING | POST: UNDER; AIR |
NAME: URATEN | NAME: KUCHU RAIKO IZUNA OTOSHI |
TRNS: BACK SPIN | TRNS: MIDAIR THUNDERCLAP LIGHTNING DROP |
TYPE: GRAB THROW | TYPE: STRIKE THROW |
DMGE: VARIES | DMGE: 30 |
-----------------------------------------------------------------
*NOTES*
-The actual outcome of this Command Throw involves Bakuryu landing behind his opponent and executing
a German suplex-type of slam. This throw will be activated while his foe is either standing or
crouching.
-Hoshin Tengeki is Bakuryu's regular throw in human form, while Zanmetsu Tatsumaki Geki is his
regular throw in beast form. Either one will be initiated when Bakuryu lands in front of his
standing opponent.
-Uraten is Bakuryu's regular crouching throw in either human or beast form. This will be initiated
when he lands in front of his crouching opponent. Bakuryu can also use the follow-ups of Uraten
(i.e. Urasen Enmaku Dan and Urasen Izuna Otoshi).
-When Bakuryu jumps off the wall/string, he can perform Kuchu Raiko Izuna Otoshi only while he is
upside-down in midair. Opponent must also be in the air directly under Bakuryu. Once he flips
over, this throw cannot be initiated.
-When Bakuryu is next to a wall, he will actually run up the wall and flip towards his opponent
at the startup of Tenjin Izuna Otoshi. If there is no wall near him, on the other hand, he will
set down a string for himself to run up on before flipping down. If Bakuryu's slightly near a wall,
then he will set a string down connected to a wall and run up both the string & wall.
----------
7)
NAME: TENJIN RAIKO KYAKU
TRNS: NATURE (GOD & MAN) THUNDERFLASH KICK
CMND: f,b+K
TYPE: RETREAT & ATTACK
HGHT: M
STOP: NO
DMGE: 17
*NOTES*
-When Bakuryu is next to a wall, he will actually run up the wall and drop down with a kick. If
there is no wall near him, on the other hand, he will set down strings for himself to run up
on before dropping down with a kick. If Bakuryu's slightly near a wall, then he will set a
string down connected to a wall and run up both the string & wall.
----------
-----------
|BEAST DRIVE|
-----------
PRESET BEAST DRIVE: BUNSHIN KAEN JIGOKU
------------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B} |
------------------------------------------------------------------
NAME: BUNSHIN KAEN JIGOKU | NAME: TSUCHIGAMI KAKUSEI SHIKAI JIN
TRNS: HELL'S SPLITTING INFERNO | TRNS: LORD OF THE EARTH: FORMATION OF THE AWAKENING
TYPE: ATTACK | 4 SPHERES
HGHT: M | TYPE: TELEPORT & ATTACK
DMGE: 73 | HGHT: L
ADDT: NONE | DMGE: 66
| ADDT: NONE
| EFFT: T
*NOTES ABOUT BUNSHIN KAEN JIGOKU*
-At the start of this Beast Drive, Bakuryu sways back & ducks low before sliding forward to attack.
This enables him to go under most High-level attacks, as well as to avoid on-coming attacks if the
distance is right.
*NOTES ABOUT TSUCHIGAMI KAKUSEI SHIKAI JIN*
-This Beast Drive will only connect with a character on the ground. Any character in the air
will be left unharm as Bakuryu flies by.
-In the case where this Beast Drive is blocked/misses, Bakuryu will fly high into the air
before teleporting back to the ground. For some reason, this is a slow process that also
leaves his back turned to his opponent.
----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT |
--------------------------------------------------------------------------------------------
1)Rasen Ryu Eijin P-P-P-
NOTES: Last part can be delayed abit. If it hits, can launch an opponent.
--------------------------------------------------------------------------------------------
2)Rento Izuna Otoshi P-P-P-
NOTES: Best used in a juggle, so that Raiko Izuna Otoshi connects for a throw.
--------------------------------------------------------------------------------------------
3)Rento Fushin Gaeri P-P-P-u+P
NOTES: Last part puts Bakuryu behind his opponent.
--------------------------------------------------------------------------------------------
4)San Rento.... P-P-P....
...Ryuei Hougeki ...df+P-P
...Ryuei Nichirin Kyaku ...df+P-K
...Rasen Barai ...d+K
...Rasen Ura Hiji ...d+K-P*
--------------------------------------------------------------------------------------------
5)Rento.... P-P....
...Jinkyaku ...K
...Rakujin Kyaku ...K,K*
...Kari Ashi ...K-d+K
...Engetsu Shu ...b+K
...Rasen Barai ...d+K
...Rasen Ura Hiji ...d+K-P*
--------------------------------------------------------------------------------------------
6)Renga P-K
--------------------------------------------------------------------------------------------
7)Tanto.... P....
...Ryuga.... ...K-K*....
...Rakutsui Getsu Hangetsu Otoshi ...f+K
...Rakutsui Getsu Eijin Kyaku ...f+K-b+K*
...Rakutsui Getsu Getsuei Gaeri ...f+K-b+K-u+P
...Rakutsui Getsu Engetsu Shuu ...b+K
--------------------------------------------------------------------------------------------
8)Ryuei.... df+P....
...Hogeki ...P#
...Nichirin Zan ...K
...Koreda ...B*
--------------------------------------------------------------------------------------------
9)Ryuga Rakutsui Kyaku K-K*
--------------------------------------------------------------------------------------------
10)Ryuga.... K-K*....
...Rakutsui Getsu Hangetsu Otoshi ...f+K
...Rakutsui Getsu Eijin Kyaku ...f+K-b+K*
...Rakutsui Getsu Getsuei Gaeri ...f+K-b+K-u+P
...Rakutsui Getsu Engetsu Shuu ...b+K
--------------------------------------------------------------------------------------------
11)Getsu Eiji Kyaku f+K-b+K*
--------------------------------------------------------------------------------------------
12)Getsuei Gaeri f+K-b+K-u+P
--------------------------------------------------------------------------------------------
13)Retsujin.... df+K....
...Nadare Geri ...K*-K*
...Kari Geri ...f+K
...Kusazuri Geri ...d+K
--------------------------------------------------------------------------------------------
14)Shippu.... f,f+K....
...Nidan Geri ...K
...Mikazuki Otoshi ...K-K
...Inazuma Otoshi ...K-K-d+K-K# {c}
...Rasen Renkyaku ...K-Enjin Rasen Kyaku
--------------------------------------------------------------------------------------------
15)Rakurai LD+K-K*
--------------------------------------------------------------------------------------------
16)Metsubushi to.... T, P....
NOTES: See combos #1~7 and start from the 2nd attack from each of those combos
--------------------------------------------------------------------------------------------
----------------------------
|COMBINATION ATTACKS -BEAST-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT |
--------------------------------------------------------------------------------------------
1)Dokuso Eizan Geki B-B*-{B}
NOTES: Last hit causes Downbound.
--------------------------------------------------------------------------------------------
2)Renkaki.... B-B*....
...Ten To Ho ...d+B
...Retsujin Nadare Geri ...d+K-K*-K*
...Retsujin Kari Geri ...d+K-f+K
...Retsujin Kusazuri Geri ...d+K-d+K
--------------------------------------------------------------------------------------------
3)Dokukaki Shiten Kyaku B-d+B, T
--------------------------------------------------------------------------------------------
4)Doku Tsuki Shiten Kyaku f+B-d+B, T
--------------------------------------------------------------------------------------------
5)Dokusen Ten To Ho f+B-B*-d+B
--------------------------------------------------------------------------------------------
6)Dokuso Bakuju Rengeki f+B-B*-B-B-{B}
--------------------------------------------------------------------------------------------
7)Dokuso Ryuei Nichirin Kyaku f+B-B*-B-df+P-K
-or-
f+B-B*-B-B-df+P-K
--------------------------------------------------------------------------------------------
8)Jabu Ro Zugokku Zuki f+B-B*-B-df+P-Zugokku Zuki
-or-
f+B-B*-B-B-df+P-Zugokku Zuki
--------------------------------------------------------------------------------------------
9)Dokusen Rakutsui Kyaku f+B-K-K*
--------------------------------------------------------------------------------------------
10)Doku Tsuki.... f+B....
NOTES: Follow up with combos #9 & 10 from Bakuryu's combo list in human form
--------------------------------------------------------------------------------------------
11)Rento to Dokuso.... P-P-P-
...Dokukaki Shiten Kyaku ...d+B, T
...Dokuso Eizan Geki ...B*-{B}
...Renkaki.... ...B*....
...Ten To Ho ...d+B
...Retsujin Nadare Geri ...d+K-K*-K*
...Retsujin Kari Geri ...d+K-f+K
...Retsujin Kusazuri Geri ...d+K-d+K
--------------------------------------------------------------------------------------------
12)Metsubushi to Rento to Dokuso.... T, P-P-P-
NOTES: See combo #11 for follow-ups
--------------------------------------------------------------------------------------------
13)Ryusen Renkaki Age b+P-db+B
NOTES: 1st hit has to connect in order for the last hit to work
--------------------------------------------------------------------------------------------
14)Mukurosaki d+B(x5)
NOTES: Opponent has to be in Down position for this to work
--------------------------------------------------------------------------------------------
````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````
-=URIKO: ENERGETIC CURIOUSITY=-
------
|PROILE|
------
FULL NAME: Uriko Nonomura
COUNTRY: Japan
AGE: 15
HEIGHT: 150 cm
WEIGHT: 41 kg
OCCUPATION: Student
MEASUREMENTS: B75 W56 H78
LIKES: Kamaboko (boiled fish paste),
DISLIKES: Mathematics
BEAST FORM: Half Beast
````````````````````````````````````````````````````````````````````````````````````
---------------------------------------------
|SHIN-I-ROKU-GO-KEN: CIRCLE COMBO USER SECTION|
---------------------------------------------
Shini Rokugo Ken (Fist of the Mind & Cosmos) is the fighting system which Uriko uses in battle.
Here's a description of Uriko's Circle Combo system:
ROKUGO HORIN SHIKI (STYLE OF THE UNIVERSAL PHOENIX CIRCLE)
----------------------------------------------------------
The "Phoenix Circle" is Uriko's main weapon used by Uriko. Consisting of 6 different attacks,
each attack follows one another in a circle-like motion, in any direction desired. While this
Circle Combo can be started in numerous ways, each attack follows one another in a set manner.
Also, the same attack cannot be used twice.
--------------------------------------------------------------------------------------------
NAME: DOKKO/SANKO | NAME: RANTEN KAKYAKU | NAME: KYUSO DOZANSHO |
TRNS: SINGLE LANCE/TRIDENT | TRNS: TURBULENCE BLOSSOM KICK | TRNS: CORNERED MOUSE MOUNTAIN- |
CMND: P* | CMND: f+K | SHIFTING PALM |
HGHT: M | HGHT: M | CMND: f+{P} |
DMGE: 14 | DMGE: 10 | HGHT: M |
| EFFT: sb (s/c) | DMGE: 11 |
| | EFFT: hc (s/c) |
--------------------------------------------------------------------------------------------
NAME: SOSHITAI | NAME: NICHIGETSU HA | NAME: SOSO TAIKO |
TRNS: GRASS-REAPING THIGH | TRNS: SUN & MOON HOOKING | TRNS: DOUBLE CLAW LEG DROP |
CMND: d+K | CMND: d+P | CMND: K |
HGHT: L | HGHT: L-L | HGHT: SM-SM |
DMGE: 10 | DMGE: 10 | DMGE: 18 |
----------------------------------------------------------------------------------
ROKUGO HORIN SHIKI SHURYO WAZA (ENDER OF THE STYLE OF THE UNIVERSAL PHOENIX CIRCLE)
-----------------------------------------------------------------------------------
This Circle Combo can be followed up with any one of the "Rokugo Horin Shiki Shuryo Waza",
which can be inputted from any one attack of the R.H.S.
---------------------------------------------------------------------------------
NAME: TENMON KAISHU | NAME: TENSHIN KYAKU | NAME: RENJU HODO |
TRNS: FIST THAT OPENS THE | TRNS: KICK THAT SHAKES | TRNS: LYRICAL PHOENIX PLAY |
GATES OF HEAVEN | THE HEAVENS | CMND: d,d+P |
CMND: b+{P} | CMND: b+{K} | HGHT: M |
HGHT: M-M | HGHT: M | DMGE: 40 |
DMGE: 30 | DMGE: 35 | |
ADDT: Press R1 to cancel | | |
---------------------------------------------------------------------------------
NAME: SEKKA RENRIN | NAME: GAKURA TOTSU |
TRNS: RINGS BENEATH THE SNOW | TRNS: MUZZLE THRUST |
CMND: d,d+K | CMND: f,f+P# |
HGHT: L-L | HGHT: M |
DMGE: 15 | DMGE: 18 |
EFFT: tp, sw | EFFT: ln |
------------------------------------------------------------
NAME: ENMA SENRIN |
TRNS: KING OF HELL'S DESCENSION |
CMND: f,f+K |
HGHT: H |
|
-IF ENMA SENRIN CONNECTS- -IF ENMA SENRIN IS BLOCKED- |
|
NAME: GOZUTAI | NAME: MEZUTAI |
TRNS: BUNDLED BULLHEAD | TRNS: HORSE'S HEAD THIGH |
HGHT: M | HGHT: H |
DMGE: 30 | DMGE: 30 |
ADDT: Becomes a Guard Break | |
------------------------------------------------------------
*NOTES*
-When Tenmon Kaishu is canceled, Uriko will just hop back without attacking.
-What's the difference between Dokko and Sanko? Nothing. "Dokko" is the name used when Uriko is
in human form, while "Sanko" is the name used when Uriko is in beast form. Don't ask why.
ROKUGO HORIN SHIKI KAISHI WAZA (STARTER OF THE STYLE OF THE UNIVERSAL PHOENIX CIRCLE)
-------------------------------------------------------------------------------------
These are the techniques used to go into Uriko's Circle Combo. Some are single hits, while
others are combination attacks.
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT HEIGHT DAMAGE | |
--------------------------------------------------------------------------------------------
1)RAIKAN TENBU/THUNDER BRACELET SKY DANCER P-P-b+P-P H-M-M-M 37
or or
db+P-P-b+P-P SM-M-M-M 44
NOTES: 4th P can be delayed for about 3 seconds. If delayed too long, Uriko will lose her
balance and turn her back to her opponent. Go into "Phoenix Circle" through any attack
after 1st 2 seconds during the 4th P. After 3 seconds (before Uriko loses her balance)
Uriko can go into "Phoenix Circle" only through "Dokko/Sanko", "Kyuso Dozansho", or
"Rantan Kakyaku".
--------------------------------------------------------------------------------------------
2)RAIJIN GA/LIGHTNING EDGE FANG P-P-d+P H-M-L 22
or
db+P-P-L SM-M-L 29
NOTES: Last hit causes trip (only if it strikes as a counter). Go into "Phoenix Circle" through
"Nichigetsu Ha" or "Soshitai".
--------------------------------------------------------------------------------------------
3)SENPU RYO-O SHITSU/WHIRLWIND "THE df+K-K H-M-M 31
DOMINATOR'S" KNEE
NOTES: Last hit causes head clasp. Can go into "Phoenix Circle" through "Dokko/Sanko", "Soso
Taiko", "Nichigetsu Ha", or "Soshitai".
--------------------------------------------------------------------------------------------
4)RAIKAN RYO-O SHITSU/THUNDER BRACELET "THE P-P-P-P*-K-K H-M-H-M-H-M-M 52
DOMINATOR'S" KNEE or
db+P-P-P-P*-K-K SM-M-H-M-H-M-M 59
NOTES: Last hit causes head clasp. Can go into "Phoenix Circle" through "Dokko/Sanko", "Soso
Taiko", "Nichigetsu Ha", or "Soshitai".
--------------------------------------------------------------------------------------------
5)RAIGEKI RYO-O SHITSU/LIGHTNING STRIKE "THE b+B-K-K M-M-H-M-M 30
DOMINATOR'S" KNEE
NOTES: Last hit causes head clasp. Can go into "Phoenix Circle" through "Dokko/Sanko", "Soso
Taiko", "Nichigetsu Ha", or "Soshitai".
--------------------------------------------------------------------------------------------
6)RYO-O SENSHITSU/"THE DOMINATOR'S" TURN KNEE T, K M 11
NOTES: Last hit causes head clasp. Can go into "Phoenix Circle" through "Dokko/Sanko", "Soso
Taiko", "Nichigetsu Ha", or "Soshitai".
--------------------------------------------------------------------------------------------
-----------------------------
|ROKUGO HORIN SHIKI FLOW CHART|
-----------------------------
DOKKO/SANKO <------> RANTEN KAKYAKU <-------> KYUSO DOZAN SHO
P f+K f+P
/\ /\
| ROKUGO HORIN SHIKI |
\/ \/
SOSO TAIKO <--------> NICHIGETSU HA <------------> SOSHITAI
K d+P d+K
| |
| |
| |
\ /
\ /
\/
GAKURA TOTSU TENMON KAISHU RENJU HODO
f,f+P b+P d,d+P
\ || //
ROKUGO HORIN SHIKI SHURYO WAZA
// || \
ENMA SENRIN TENSHIN KYAKU SEKKA RENRIN
f,f+K b+K d,d+K
// \
MEZUTAI GOZUTAI
----------------------------------------------------------
|SHIHO SHINITSU NO E (DIVINE 5 WEIGHTS FROM ALL DIRECTIONS)|
----------------------------------------------------------
The "Shiho Shinitsu no E" is Uriko's unique combo system. While not as extensive as her Rokugo
Horin Shiki, this combo system should be well used due to the numerous ways it can be started
and ended. From this, a player can also go into the R.H.S as well. Here's how it goes:
-------------------------------------------------------------------------------------------
HITOE (SINGLE) | FUTAE (TWO-FOLDS) | MIE (THREE-FOLDS) |
-------------------------------------------------------------------------------------------|
NAME: KYOHATAI | NAME: GASOKUTAI-KANAME | NAME: RORAKUSEN-KO |
TRNS: MIRROR-SHATTERING LEG | TRNS: FANGED SIDEKICK-CENTER | TRNS: TOWERING CURVE-FRONT |
CMND: K | CMND: K* | CMND: u+P |
HGHT: M | HGHT: M | HGHT: H |
DMGE: 10 | DMGE: 10 | DMGE: 14 |
| | EFFT: (start) none |
| | (end) ln; sp |
-------------------------------------------------------------------------------------------
YOTSUNOE (FOUR-FOLDS) | ITSUNOE (FIVE-FOLDS) |
------------------------------------------------------------|
NAME: RORAKUSEN-OTSU | NAME: FUJIN KYAKU |
TRNS: TOWERING CURVE-BACK | TRNS: AX HANDLE KICK |
CMND: b+K | CMND: d+P |
HGHT: H | HGHT: L |
DMGE: 14 | DMGE: 8 |
------------------------------------------------------------
*NOTES*
-"Futae" can go into the Rokugo Horin Shiki through "Soso Taiko", "Ranten Kakyaku", or
"Soshitai".
-While "Hitoe", "Yoe", and "Itsue" are solely starters for this combo system, "Mie" can be used
to both start or end this combo system. Thus, "Mie" can be used twice.
-"Futae" can be cancelled into a Chase Jump in Beast Form if opponent is knocked into/juggled
in midair.
------------------------------
|SHIHO SHINITSU NO E FLOW CHART|
------------------------------
KYOHATAI (HITOE)
K
||
||
\/
FUJIN KYAKU (ITSUE) GASOKUTAI-KANAME (FUTAE) ROKURAKUSEN-KO (MIE)
d+K --> --> K <-- --> u+K
/\
||
||
ROKURAKUSEN-OTSU (YOE)
b+K
````````````````````````````````````````````````````````````````````````````````````
-------------
|BASIC ATTACKS|
-------------
(UNDER CONSTRUCTION)
----------------
|THROW TECHNIQUES|
----------------
*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: INDARA | NAME: TENUN SENSHO
TRNS: BLIND LASSO | TRNS: MIRICLE JUMP TO THE HEAVENLY CLOUD
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 20 | DMGE: 10
| EFFT: sf, T, tn
*EITHER FORM*
-------------
NAME: HOSHIN
TRNS: BREAKDOWN
CMND: d+P+K
HGHT: LOW
DMGE: 3
EFFT: hc
----------
NAME: RASEN KORAKU
TRNS: SPIRALING STEEL DROP
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 30
----------
NAME: KOPPAHEN
TRNS: SPLINTER
CMND: d+P+K (in midair)
HGHT: A
DMGE: 28
----------
---------------
|COMMAND ATTACKS|
---------------
1)
NAME: HOKOJIN
TRNS: SCATTERED PATTERN
CMND: d,df,f+P
TYPE: MULTI-HIT ATTACK
HGHT: M(x5)
STOP: YES
DMGE: 22
----------
2)
NAME: FUGAKU SANJUROKUMON
TRNS: VERSE OF MT. FUJI
CMND: d,df,f+{K}
TYPE: ATTACK
HGHT: H
STOP: YES
DMGE: 20
EFFT: ba
----------
3)
NAME: PINFU
TRNS: HARMONY
CMND: d,df,f+B
TYPE: STYLE CHANGE
HGHT: NONE
DMGE: 0
-FROM PINFU, DO EITHER ONE OF THE FOLLOWING-
------------------------------------------------------------------------
NAME: SEMEN PINFU | NAME: MASO PINFU |
TRNS: PEACEFULLY CLEANING THE FACE | TRNS: PEACEFULLY SCRAPNG THE CLAWS |
CMND: P | CMND: K |
HGHT: L-L | HGHT: L-L-L |
DMGE: 6 | DMGE: 9 |
| EFFT: kn |
----------------------------------------------------------------------------------------------
NAME: HEKIREKI PINFU | NAME: OKUBYO-KAI (KO) | NAME: OKUBYO-KAI (OTSU) |
TRNS: CALM THUNDERCLAP | TRNS: SCAREDY CAT-REVISED (FRONT) | TRNS: SCAREDY CAT-REVISED (BACK) |
CMND: {B}-{B}-{B} | CMND: f | CMND: b |
HGHT: H(x6) | HGHT: NONE | HGHT: NONE |
DMGE: 37 | DMGE: 0 | DMGE: 0 |
----------------------------------------------------------------------------------------------
NAME: HEKIREKI PINFU |
TRNS: CALM CAT ROLL |
CMND: u+B |
HGHT: M |
DMGE: 15 |
EFFT: ln; sp (s/c) |
---------------------
-TO CANCEL PINFU-
-------------------------------------------------------------------------------------
NAME: (NONE) | NONE: (NONE) |
CMND: R1 | CMND: ANY DIRECTION DURING SEMEN/MASO PINFU |
DESC: Cancel Pinfu/Go into Hard guard | DESC: Cancel Pinfu/Quickly return to normal |
-------------------------------------------------------------------------------------
----------
4)
NAME: GOFUGAKU SHO
TRNS: ENCHANTED FRAME PALM
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 10
EFFT: kn; bnd (s/c)
----------
5)
NAME: HIEN RAKU
TRNS: FALLING SWALLOW
CMND: d,db,b+K
TYPE: ATTACKK
HGHT: M
STOP: YES
DMGE: 10
EFFT: hc (s/c)
-FROM HIEN RAKU, DO EITHER ONE OF THE FOLLOWING-
-----------------------------
NAME: SOKYU HIEN RAKU |
TRNS: AZURE FALLING SWALLOW |
CMND: B / Press forward |
HGHT: M-M / NONE |
DMGE: 19 / 0 |
-----------------------------
-HIEN RAKU FOLOWUPS WHEN NEAR A WALL-
----------------------------------------------------------
NAME: NEYUKI | NAME: SAIRAI HIEN RAKU |
TRNS: LINGERING SNOWCLOUD | TRNS: FALLING SWALLOW RETURNS |
CMND: Press forward | CMND: Nothing |
HGHT: M | HGHT: NONE |
DMGE: 8 | DMGE: 0 |
| EFFT: hc (s/c) |
----------------------------------------------------------
*NOTES*
-Believe it or not, but Hien Raku can hit up to 2 times! It's very hard to do, though. Uriko's
only bet on scoring two hits is on an airborne foe.
-Neyuki can only be done when Uriko is facing a wall. When Uriko connects with a wall, she will
backflip over her opponent.
-Sairai Hien Raku can only be done when Uriko's back is to the wall. When Uriko connects with a
wall, she will drop back down with Hien Raku. However, the follow-ups associated with Uriko's
regular Hien Raku cannot come into play through Sairai Hien Raku. The same can be said about
the 2nd hit that Hien Raku is capable of doing (mainly because it's the same as Sairai Hien
Raku minus the wall jump).
----------
6)
NAME: SENTEN CHORAKU
TRNS: FOLDING SKY FALLING BIRD
CMND: d,db,b+{B}
TYPE: ATTACK
HGHT: H
STOP: NO
DMGE: 5
-FROM SENTEN CHORAKU, GO INTO ANY OF THE FOLLOWING-
(a)
NAME: SENTEN HOBU
TRNS: FOLDING SKY DANCE OF THE PHOENIX
CMND: d+{B}(x7)
HGHT: VARIES
DMGE: 100
(b)
NAME: SENTEN HOSHO
TRNS: FOLDING SKY FLIGHT OF THE PHOENIX
CMND: u+{B}(x7)
HGHT: VARIES
DMGE: 120
(c)
NAME: SENTEN HOYOKU
TRNS: FOLDING SKY WINGS OF THE PHOENIX
CMND: b+{B}(x7)
HGHT: VARIES
DMGE: 120
(d)
NAME: SENTEN HORIN
TRNS: FOLDING SKY SCALES OF THE PHOENIX
CMND: f+{B}(x7)
HGHT: VARIES
DMGE: 102
(f)
NAME: SENTEN FUKI
TRNS: FOLDING SKY SPURRED WINDS
CMND: B-B-{B}
HGHT: H-SM-H
DMGE: 50
EFFT: hc, ln, sp
*NOTES*
-"Senten Hobu", "Senten Hosho", "Senten Hoyoku", and "Senten Horin" (a.k.a. "Automatic Rokugo
Horin Shiki" for those who want an easier title to remember) are different variations of
Uriko's complete Circle Combo, which can all be ended with a R.H.S. Shuryo Waza anytime during
the 1st 6 presses of the B button. However, if B is pressed a 7th time, then a preset Shuryo
Waza will follow, each different depending on which "Senten" is executed.
----------
-----------
|BEAST DRIVE|
-----------
PRESET BEAST DRIVE: BIKKURI BYOTEN
------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B} |
------------------------------------------------------------
NAME: BIKKURI BYOTEN | NAME: HORIN TENBU RYUHATENGYO KYAKU
TRNS: CAT ROLL SURPRISE | TRNS: FLIGHT OF THE PHOENIX CIRCLE: THE AMAZING-HEAVENLY-
TYPE: MULTI-HIT ATTACK | SHATTERING-KICK OF THE DRAGON
HGHT: M | TYPE: ????
DMGE: 42+ | HGHT: ????
ADDT: Press buttons/direction | DMGE: ????
keys to increase damage | ADDT: See notes
*NOTES ON BIKKURI BYOTEN*
-Pressing nothing will make Uriko bounce at a moderate pace. The path she takes is also random.
However, pressing buttons or direction keys will make her bounce in a frenzy, which also
increases the # hits and damage of this Beast Drive.
-Pressing in any direction will control the path which Uriko travels, while pressing the attack
buttons will cause her to bounce up and down.
-The number of hits Uriko does determines the overall damage. On an even larger scale, the size
& structure of the stage Uriko fights in affects the # hits Uriko is capable of doing, meaning
the larger the stage the fewer the hits.
*NOTES ON HORIN TENBU RYUHATENGYO KYAKU*
-Uh, what can be said about this? Instead of trying to explain, let me first list the different
outcomes of this unique, yet unusual, Beast Drive:
--------------------------------------------------------------------
#1 | #2 |
DESC: Uriko runs towards a wall | DESC: Uriko leaps up onto a wall |
TYPE: RETREAT/LAUNCH | TYPE: LAUNCH |
HGHT: L | HGHT: M |
DMGE: 5 | DMGE: 5 |
----------------------------------------------------------------------------------------------
#3 | #4 |
DESC: Uriko soars through the air | DESC: Uriko lands on her opponent (front) |
TYPE: THROW (STRIKE) | TYPE: MULTI-HIT ATTACK |
HGHT: A | HGHT: M |
DMGE: 43 | DMGE: 57~59 |
ADDT: Press left or right to | ADDT: Hold {B} after Uriko throws her opponent/lands on |
control angle of descent | the ground to charge up |
----------------------------------------------------------------------------------------------
#5 | #6 |
DESC: Uriko lands on her opponent (back) | DESC: Uriko misses & lands on the ground |
TYPE: ATTACK | TYPE: GROUND ATTACK |
HGHT: M | HGHT: SM |
DMGE: 59 | DMGE: 39 |
| EFFT: tn |
------------------------------------------------------------------------------------
-Let's see, where should I begin....
-The real outcome of this Beast Drive is Outcome #4, but don't just settle for this only. The
other outcomes are just as fun, and necessary depending on the situation.
-While Outcome #1 & #2 are used to setup this Beast Drive, Outcomes #3, #4, & #5 are the
"successful" results for this Beast Drive. Outcomes #3, #4, & #5 will fill up Uriko's Beast
Gauge with energy a little bit after this Beast Drive ends, with #5 being the most beneficial
(almost 1/4 of the Beast Gauge is filled). Outcome #6 is the "miss" result, which gives back
no energy to the Beast Gauge, but will cause Uriko's opponent to turn if it connects.
-The easiest way for outcome #1 to connect is to execute this Beast Drive with Uriko's back to
her opponent. Instead of retreating, she'll run straight towards her opponent. If this
connects, then outcome #3 can follow up to finish this Beast Drive if timed correctly. Note
that if outcome #1 is blocked, Uriko will turn around & run in the opposite direction.
-If the opponent chases Uriko as she runs towards a wall, outcome #2 will come into play. Any
character that's near Uriko as she goes onto the wall will immediately be launched straight
up. However, this doesn't seem to connect on another Uriko player due to her height. Will also
hit if her opponent jumps at her. Timing is very critical, though.
-If outcome #2 somehow connects, outcome #3 can follow up, but will miss most of the time. To
increase the chances of outcome #3 connecting, Uriko's descent has to be steered correctly.
-Outcome #3 will work on an airborne character, whether he/she is launched or just jumping
regularly.
-If Uriko crosses over her opponent after flying off the wall, she can connect with this Beast
Drive (which will turn into Outcome #4). This will only happen if her opponent is close to the
wall she flies off of, while Uriko has to be steered abit so she doesn't fly completely by her
opponent.
-The damage of outcome #4 can be increased, but that involves changing how it finishes.
Normally, when Uriko throws her opponent up after hitting him/her repeatedly, she ends with
a flying kick. If B is held, though....
-Uriko will crouch down and begin to powerup. Once B has been pressed, Uriko will be unable to
hit her thrown opponent while he/she is in the air, even if B was tapped down lightly.
Instead, holding down B will delay the flying kick to strike her opponent as he/she gets up.
Although blockable, set up the flying kick so that Uriko attacks before her opponent can get
up.
-Normally, Uriko will gain some energy in her Beast Gauge when the last hit connects in Outcome
#4. However, if the B button is held, the last hit has a chance to miss. If the last hit misses
or is blocked, then Uriko not only falls to the floor, but she will not gain any energy in her
Beast Gauge.
-Outcome #6 will connect with her opponent at his/her legs, just as she hits the ground. Uriko
will be in a down position. Note that if this is blocked or misses, Uriko can be hit as she
bounces on the ground, causing her to be on her feet.
----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT |
--------------------------------------------------------------------------------------------
1)RAIKAN REKKU/THUNDER BRACELET P-P-P-P*-P{c}
TURBULENT AIR or
db+P-P-P-P*-P{c}
NOTES: Last part for both variations will launch an opponent.
--------------------------------------------------------------------------------------------
2)RAIKAN KO/THUNDER BRACELET PIERCING P-P-P-P*-f+P*
or
db+P-P-P-P*-f+P*
--------------------------------------------------------------------------------------------
3)
````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````
-=GADO: THE DEPRESSED LION=-
------
|PROILE|
------
FULL NAME: Alan Gado
COUNTRY: France
AGE: 49
HEIGHT: 194 cm
WEIGHT: 105 kg
OCCUPATION: The highest-ranking commissioner of the United Nations
LIKES: Brandy
DISLIKES: Neckties
BEAST FORM: Lion
-------------
|BASIC ATTACKS|
-------------
--------------------------------------------------------------------------------------------
| NAME | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
JAB P H 10
TOMAHAWK SHOT f+P M 15
TURNING ELBOW b+P H 24
SQUAT JAB d+P SM 10
SHELL SHOT df+P M 17
AMBUSH CANNON db+P SM 16
DIVE CANNON f,f+{P} M 24 bnd
STREAK FIRE DASH+P{c} M 26
RISE SHOT LD+P M 14
TURN KNUCKLE BACK, P H 13 tn
SQUAT TURN KNUCKLE BACK, d+P SM 14
DROP SHOT u+{P} M 28 bnd
JUMPING KNUCKLE JUMP, P SM 10
JUMPING HAMMER JUMP, f+{P} M 27 bnd
PRESSURE BOMB FOE IS DOWN, d+P L 10
RISING BARREL K H 13
NEEDLE LANCER f+K M 15
SPIN TURRET b+K{c} H 30 fl; ba (s/c)
SPLIT MINE d+K L 17 tp; sw (s/c)
INTENSE SHOOT df+K M 26 hc
HEATING WHEEL db+K L 21 sw
KNEE DRIVE f,f+K{c} M 25 ln; sp (s/c)
MINE SLIDER DASH+K L 26 tp; sw (s/c)
VERTICAL BARREL LD+K M 19 sb; ln (s/c)
REVERSE KICK BACK, K H 21
LOW REVERSE KICK BACK, d+K L 16 sw
AIR CANNON u+{K} M 32 ba
JUMPING KICK JUMP, K SM 17
MISSILE KICK (FRONT) JUMP, f+{K} M 21 ba
MISSILE KICK (BACK) JUMP, b+{K} M 21 ba
MUZZLE HAMMER FOE IS DOWN, d+K M 12
NAIL SCRATCH B H 16
NAIL SPEAR f+{B} M 19
VANISHING SCRATCH b+{B} M 28 T, ba
NAIL SWEEP d+B L 16
LOW TWIN SCRATCH df+B L 18
SQUAT BACK TURN SCRATCH db+B L 17 T
DINO HEAD f,f+B M 20
BRUTAL RAID DASH+{B} M 29 ba
GROUND SCRATCH LD+B L 25 tp; sw (s/c)
BACK DROP KICK BACK, B M 27 fl; ba (s/c)
SQUAT TURN SWEEP BACK, d+B L 24 tp; sw (s/c)
DIVE TWIN SCRATCH u+B SM 18
SHAVE KICK JUMP, B M 21
ROLLING SHREDDER JUMP, f+B M 27 kn; bnd (s/c)
KILL SCRATCH FOE IS DOWN,B L 6
*NOTES*
-Rolling Shredder will launch an opponent if he/she is struck while behind Gado.
----------------
|THROW TECHNIQUES|
----------------
*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: GRAB KNOCKDOWN | NAME: DAMSITE FANG
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 33 | DMGE: 38
ADDT: Press R1 to stop just as Gado's
hand lights up
*NOTES ABOUT GRAB KNOCKDOWN*
-After this throw has been stopped, Gado can follow up with anything of his liking except
a regular throw (P+K).
*EITHER FORM*
-------------
NAME: SHAKE BOMB
CMND: d+P+K
HGHT: LOW
DMGE: 38
----------
NAME: SURPRISE CRASH
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 27
----------
---------------
|COMMAND ATTACKS|
---------------
1)
NAME: HEAT CAPTURE
CMND: d,df,f+P {c}
TYPE: THROW (STRIKE)
HGHT: H
STOP: YES
DMGE: 40
-FROM HEAT CAPTURE, DO EITHER ONE OF THE FOLLOWING-
----------------------------------------------------------------
NAME: HEAT CAPTURE MIDDLE KICK | NAME: HEAT CAPTURE LOW KICK |
CMND: {K} | CMND: K |
HGHT: M | HGHT: L |
DMGE: 49 | DMGE: 49 |
EFFT: ln | EFFT: sw |
----------------------------------------------------------------
----------
2)
NAME: RAGE CUTTER
CMND: d,df,f+K
TYPE: MULTI-HIT ATTACK
HGHT: M-M
STOP: YES
DMGE: 30
ADDT: Press R1 after 1st hit/start of 2nd hit to stop
----------
3)
NAME: DEMOLITION FANG
CMND: d,df,f+{B}
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 46
----------
4)
NAME: ASSAULT BLOW
CMND: d,db,b+{P}
TYPE: ATTACK
HGHT: M
STOP: NO
DMGE: 38-60
ADDT: Hold P to charge up
ADDT: Press R1 just as Gado's fist lights up to cancel
----------
5)
NAME: DANGER SPIN
CMND: d,db,b+K
TYPE: GUARD ATTACKK
HGHT: SM
STOP: YES
DMGE: 24
-OR-
NAME: PRESSURE OF TYRANT (1ST PART)
CMND: d,db,b+K
TYPE: COMBINATION ATTACK
HGHT: SM
-NEXT-
(2ND PART)
CMND: b,f+{P}
HGHT: M
-NEXT-
(3RD PART)
CMND: d,df,f+{P}
HGHT: M
-NEXT-
(4TH PART)
CMND: d,db,b+{P}
HGHT: M
DMGE: 114-154
ADDT: Hold P on the last part to charge up
ADDT: Press R1 just as Gado's fist lights up for the last part to cancel
*NOTES*
-The 1st, 2nd, & 3rd part of Pressure of Tyrant can stun a character if each strike as a
counter hit. While there's a possibility to recover from the 1st part, the 2nd & 3rd part will
stun a character so much that the 4th part (uncharged) will strike flawlessly.
----------
6)
NAME: RISING LASER
CMND: d,db,b+{B}
TYPE: LAUNCHER
HGHT: M
STOP: YES
DMGE: 32
----------
7)
NAME: ABSOLUTE FIRE
CMND: b,f+{B}
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 22
----------
-----------
|BEAST DRIVE|
-----------
PRESET BEAST DRIVE: G-CANNON
------------------------------------------------------------
BD #1: d,df,f (x2) + B | BD #2: d,db,b (x2) + {B}|
------------------------------------------------------------
NAME: G-BOMBER | NAME: G-CANNON
TYPE: THROW (GRAB) | TYPE: ATTACK
HGHT: H | HGHT: M
DMGE: 78 | DMGE: 84
ADDT: NONE | ADDT: NONE
*NOTES ON G-BOMBER*
-It is not possible to execute this from an attack with a Cancel Point.
*NOTES ABOUT G-CANNON*
-Depending on your distance away from a wall, Gado's launched opponent will bounce off the wall
and land on top of him, doing minor damage to Gado.
----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)SHOTGUN COMBINATION G P-
--------------------------------------------------------------------------------------------
2)HEAVYWEIGHT SHOTGUN G P-
--------------------------------------------------------------------------------------------
3)SHOTGUN COMBINATION DRIVE P-
NOTES: Last hit will launch opponent.
--------------------------------------------------------------------------------------------
4)SPINNING STRIKE b+P-
NOTES: 2nd hit will cause "kn" stun.
--------------------------------------------------------------------------------------------
5)TWIN TOMAHAWK f+P-P*
--------------------------------------------------------------------------------------------
6)TOMAHAWK.... f+P....
...BUSTER ...P*-P*
...DRIVE ...K
--------------------------------------------------------------------------------------------
7)TOMAHAWK TO.... f+P-f+P*....
...SKY LAUNCHER STRIKE ...f+K-K-{K}
...SOLID LAUNCHER STRIKE ...f+K-f+K-{K}
...GROUND LAUNCHER STRIKE ...f+K-d+K-{K}
...FEINT SKY/SOLID/GROUND LAUNCHER ...f+K-(f+ or d+)K-P
--------------------------------------------------------------------------------------------
8)SHELL.... df....
...SMASH ...{P}
...SLASH ...df+K
--------------------------------------------------------------------------------------------
9)TROOPER COMBINATION K-K-{K}
--------------------------------------------------------------------------------------------
10)COMMANDO EDGE COMBINATION.... K-K-f+K....
...HIGH ...K-{K}
...MIDDLE ...f+K-{K}
...LOW ...d+K-{K}
...FEINT ...(f+ or d+)K-P
--------------------------------------------------------------------------------------------
11)HEAT BLASTER TWIN TO LAUNCHER.... K-b+P-
NOTES: See combos #12, #13, #14, and #15 for follow-ups.
---------------------------------------------------------------------------------------------
12)SKY LAUNCHER STRIKE f+K-K-{K}
---------------------------------------------------------------------------------------------
13)SOLID LAUNCHER STRIKE f+K-f+K-{K}
---------------------------------------------------------------------------------------------
14)GROUND LAUNCHER STRIKE f+K-d+K-{K}
---------------------------------------------------------------------------------------------
15)FEINT SKY/SOLID/GROUND LAUNCHER f+K-(f+ or d+)K-P
---------------------------------------------------------------------------------------------
16)SIGHT BREAK LD+P-P
---------------------------------------------------------------------------------------------
----------------------------
|COMBINATION ATTACKS -BEAST-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)DOUBLE SCRATCH B-B*
--------------------------------------------------------------------------------------------
2)TRIPLE.... B-B*....
...SCRATCH ...{B}
...LOW SCRATCH ...d+B
---------------------------------------------------------------------------------------------
3)SCRATCH TO LAUNCHER.... B-B*-f+K....
NOTES: See combos #12, #13, #14, and #15 from Gado's Human Combinations list for follow-ups.
---------------------------------------------------------------------------------------------
4)TRAP NAIL B-d+B*
---------------------------------------------------------------------------------------------
5)DESTROY SCRATCH f+{B}-{B}*
---------------------------------------------------------------------------------------------
6)BLIND SCRATH f+{B}-d+B, T
---------------------------------------------------------------------------------------------
7)BLOODY RAGE u+B-d,df,f+{B}
NOTES: d,df,f+{B} (Demolition Fang) can be canceled by R1.
---------------------------------------------------------------------------------------------
8)SHOTGUN BLIND SCRATCH P-P-d+B, T
---------------------------------------------------------------------------------------------
9)LIGHTNING SCRATCH df+P-f+{B}-{B}
---------------------------------------------------------------------------------------------
10)DARKNESS SCRATCH df+P-f+{B}-d+B, T
---------------------------------------------------------------------------------------------
11)HEAT BLASTER.... K-b+P-
...DOUBLE CLAW ...B*-{B}
...STROME ...B*-d+B
---------------------------------------------------------------------------------------------
12)HEAT BLASTER NAIL TO.... K-b+P-
...SKY LAUNCHER STRIKE ...f+K-K-{K}
...SOLID LAUNCHER STRIKE ...f+K-f+K-{K}
...GROUND LAUNCHER STRIKE ...f+K-d+K-{K}
...FEINT SKY/SOLID/GROUND LAUNCHER ...f+K-(f+ or d+)K-P
---------------------------------------------------------------------------------------------
````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````
-=STUN: THE ONE WHO LIVES IN DARKNESS=-
FULL NAME: Steven Goldberg
COUNTRY: America
AGE: 36
HEIGHT: 186 cm
WEIGHT: 120 kg
OCCUPATION: Unknown
LIKES: He can't remember
DISLIKES: Doesn't want to remember
BEAST FORM: Insect
-------------
|BASIC ATTACKS|
-------------
--------------------------------------------------------------------------------------------
| NAME | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
SHELL PUNCH P H 12
BIOFORCE THROW f+P M 7 ln
VERMIN BLOW b+{P} M 23
HANDKNIFE d+P SM 8
VERMIN UPPER df+P M 13 sb; ln (s/c)
ASSAULT SLASH db+P M 15 hc
BODY SLASHER f,f+{P}(x3) M-M-SM 18 bnd
SHELL TACKLE DASH+P{c} M 18 ba
GROUND MESH LD+P M 13
SPINAL BREAK BACK, P H 12
VERMIN NAIL BACK, d+P SM 10
HEAD CRUSHER u+P H 17 kn; bnd (s/c)
FLYING SHELL PUNCH JUMP, P SM 9
FLYING HEAD CRUSHER JUMP, f+{P} M 23 bnd
LID CRUSH FOE IS DOWN, d+P L 6
SOLID KICK K M 10
THRUST KICK f+K M 14
LAUNCHING KICK b+K H 18 hc (s/c)
KNEE CRUSH d+K L 8
GROUND STEP df+K - -
HEEL HAMMER db+K L(x2) 14 sw
KNEE BLAST f,f+K{c} M(x2) 12 T, fl; ba (s/c)
DUAL SOLID KICK DASH+K L(x2) 19 sw
LEG UPPER LD+K M 15 ln; sp (s/c)
BRASH HIGH KICK BACK, K(c) H 21
GROUND BRASH KICK BACK, d+K L 15 sw
LEG GUILLOTINE u+{K} M 18 bnd
JUMPING HIGH KICK JUMP, K SM 15
JUMPING BUG KICK (FRONT) JUMP, f+{K} M 18 ba
JUMPING BUG KICK (BACK) JUMP, b+{K} M 18 ba
BONE SCRATCH FOE IS DOWN, d+K L 6
BEETLE HEAD B M 11
ROLLING BUG HEAD f+{B} M 16
THRUST BUG HEAD b+{B} M 21 ba
MANTIS FANG d+B L 14 tp; sw (s/c)
BUG MIDDLE df+{B} M 12 sp
BUG GROUND db+B L 18 tp (s/c)
CHARGE BUG HEAD f,f+B M 18 fl; ba (s/c)
JET BEETLER DASH+{B} M 26 ba
GROUND HORN LD+B L 17 tp; sw (s/c)
DUAL CLAW KICK BACK, B M 18 fl; ba (s/c)
BUG CLAW BACK, d+B L 15
HORN CHOP u+{B} M 22 bnd
FLYING BUG KICK JUMP, B M 18
BUG PRESS JUMP, f+{B} M 23 bnd
HORN PRESS FOE IS DOWN,B L 12
*NOTES*
-Only the 1st hit of Body Slasher is a Guard Break. 2nd & 3rd hit can be blocked by either a
Light Guard or Hard guard.
-Ground Step will allow Stun to go under High attacks, as well as most Middle attacks that do not
strike too low. Same goes for Semi-Mid attacks.
-Bug Press will put Stun in the Down position. Although he cannot do a Rising Attack, he can do
everything else associated with Down position (Roll, Recovery Speed Boost, etc.).
----------------
|THROW TECHNIQUES|
----------------
*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: CRYING THROW | NAME: BUG HACK
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 30 | DMGE: 27
*EITHER FORM*
-------------
NAME: STUN BOMB
CMND: d+P+K
HGHT: LOW
DMGE: 33
----------
NAME: STUN THROW
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 33
----------
NAME: AIR BOMBER
CMND: d+P+K (in midair)
HGHT: AIR
DMGE: 28
----------
NAME: SPIRAL RAID
CMND: d,d+P+K
HGHT: LOW
DMGE: 37
----------
NAME: STUN CRUSH
CMND: d,df,f+P+K
HGHT: HIGH
DMGE: 28
ADDT: Press the directional keys or attack buttons during Stun Crush to recover faster
(Opponent only)
ADDT: Press the attack buttons to get up before the opponent (Stun only)
ADDT: Press any of the directional keys to roll (Stun only)
-FROM STUN CRUSH DO THE FOLLOWING-
NAME: BRAIN CRASH BOMB
CMND: d,db,b+P+K
DMGE: 19
*NOTES*
-The timing for Stun to execute Brain Crash Bomb after Stun Crush isn't hard at all. Just as
Stun slams his opponent into the ground, do the motion for Brain Crash Bomb immediately.
This will also work if it is done just slightly before Stun slams his opponent.
-If Stun Crush is the only part executed, Stun can get up very fast afterwards. Not only does
Stun stand up quicker than his opponent, but he can also hit his opponent before he/she fully
recovers. This is a good maneuver for Stun to use to stay on the offensive.
-In defense, the opponent can speed up his/her recovery time during Stun Crush by pressing any
buttons. If done correctly, Opponent will try to stand/roll after being slammed. This can help
to get away if Stun gets up beforehand, but the opposition will still have no offensive
advantages.
----------
NAME: DRAG
CMND: b+P+K
HGHT: HIGH
DMGE: 0
EFFT: tn
----------
NAME: DARK SANCTION COMBO (1ST PART)
CMND: f,df,d,db,b+P+K
HGHT: HIGH
-NEXT-
(2ND PART)
CMND: d,d+P+K
-NEXT-
(3RD PART)
CMND: d,u+P+K
DMGE: 63
*NOTES*
-The timing for Stun to execute each part of Dark Sanction Combo can be tricky, but not
impossible. Each time Stun slams his opponent into the ground, the motion for the next
part should be done immediately. This will also work if it is done just slightly before Stun
slams his opponent. Just be wary of the timing.
----------
---------------
|COMMAND ATTACKS|
---------------
1)
NAME: SPIDER DROP
CMND: d,df,f+P
TYPE: THROW (STRIKE)
HGHT: H
STOP: YES
DMGE: 24
----------
2)
NAME: HORNET GRAB
CMND: d,df,f+K
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 26
----------
3)
NAME: ANTLER BOMB
CMND: d,db,b+P
TYPE: THROW (STRIKE)
HGHT: L
STOP: YES
DMGE: 37
----------
4)
NAME: GRASSHOPPER LEG
CMND: d,db,b+K
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 15
----------
5)
NAME: RIOT BEETLE
CMND: d,df,f+B
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 30
----------
6)
NAME: BIO REJECT
CMND: d,db,b+B
TYPE: GUARD REVERSAL
HGHT: M
STOP: NO
DMGE: 17
*NOTES*
-This technique will make Stun counter any attack that hits high or middle, front or back.
Protected by a Light Guard, Stun will not take damage during this.
-Throws, low attacks, and Guard Breaks are what will stop this technique.
----------
7)
NAME: LIGHTNING MINE
CMND: b,f+{P}
TYPE: THROW (STRIKE)
HGHT: H
STOP: YES
DMGE: 23
----------
8)
NAME: BIO SHOCK
CMND: f,b+P
TYPE: GROUND ATTACK
HGHT: L
STOP: YES
DMGE: 27
----------
PRESET BEAST DRIVE: BOOSTING BURST
------------------------------------------------------------
BD #1: d,df,f (x2) + B | BD #2: d,db,b (x2) + B |
------------------------------------------------------------
NAME: VTOL BUSTER | NAME: BOOSTING BURST
TYPE: THROW (GRAB) | TYPE: THROW (GRAB)
HGHT: M | HGHT: ALL
DMGE: 70 | DMGE: 86
ADDT: NONE | ADDT: NONE
*NOTES ON VTOL BOMBER*
-Although Stun is in the air, this Beast Drive cannot be ducked under, nor blocked. The only
way to escape is to either Lie Down or hit Stun.
-Stun launches his opponent at the end of this Beast Drive. Stun can follow up with an attack
either before his opponent hits the ground to juggle (1-hit max), or after his opponent hits
the ground (ex. Antler Bomb).
*NOTES ON BOOSTING BURST*
-It is not possible to execute this from an attack with a Cancel Point.
----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)SHELL RUSH P-P*-P*
NOTES: 3rd hit causes "sb", or "ln" (if it connects as a counterattack).
--------------------------------------------------------------------------------------------
2)SHELL RUSH GUILLOTINE P-P*-P*-{K}
NOTES: NOTES: 3rd hit causes "sb", or "ln" (if it connects as a counterattack). 4th hit will put
Stun in the Down position. Although he cannot do a Rising Attack, he can do everything else
associated with Down position (Roll, Recovery Speed Boost, etc.).
--------------------------------------------------------------------------------------------
3)SHELL FACE SCRATCH P-P*-P*-LIGHTNING MINE
NOTES: Stun's old combo. Although the last part has been turned into a Command Attack (Lightning
Mine), this combo works exactly like the original from Bloody Roar 2.
--------------------------------------------------------------------------------------------
4)SHELL RUSH FORWARD P-P*-P*-df+K
NOTES: Last part is the same as Stun's regular df+K (Ground Step).
--------------------------------------------------------------------------------------------
5)SHELL SLASHER P-K-P*-P
NOTES: Last part causes "hc".
--------------------------------------------------------------------------------------------
6)HANDKNIFE COMBO d+P-K
--------------------------------------------------------------------------------------------
7)VERMIN UPPER FORWARD df+P-df+K
NOTES: 1st part causes "sb". Last part is the same as Stun's regular df+K (Ground Step).
--------------------------------------------------------------------------------------------
8)ASSAULT SLASH FORWARD db+P-df+K
NOTES: 1st part causes "hc". Last part is the same as Stun's regular df+K (Ground Step).
--------------------------------------------------------------------------------------------
9)SOLID CUTTER COMBO K-P*-P
NOTES: Last part causes "hc".
--------------------------------------------------------------------------------------------
10)THRUST KNEE SMASH f+K-K*
--------------------------------------------------------------------------------------------
11)THRUST BLOW f+K-K*-b+{P}
NOTES: Last part causes "ba".
--------------------------------------------------------------------------------------------
12)THRUST KNEE CRUSH f+K-d+K
NOTES: Last hit causes "tp" only if it connects as a counter.
--------------------------------------------------------------------------------------------
13)COMBO ANTLER BOMB f+K-d+K-Antler Bomb
NOTES: 2nd hit causes "tp" only if it connects as a counter.
--------------------------------------------------------------------------------------------
----------------------------
|COMBINATION ATTACKS -BEAST-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)BEETLE RUSH B-B
--------------------------------------------------------------------------------------------
2)BEETLE RUSH BEAT B-B-d+B
NOTES: Last hit causes "tp", or "sw" only if it connects as a counter.
--------------------------------------------------------------------------------------------
3)CHAOS BEETLE RUSH B-B-d+B-d+B
NOTES: 3rd hit causes "tp", or "sw" only if it connects as a counter. Last hit causes "tp"
regularly, or "sw" if 1) 3rd hit stunned opponent beforehand or 2) it connects as a counter.
--------------------------------------------------------------------------------------------
4)BRUTAL BEETLE RUSH B-B-d+B-df+B
NOTES: 3rd hit causes "tp", or "sw" only if it connects as a counter. Last hit causes "ln",
enabling Stun to follow-up with any attack of his liking (including a Chase Jump).
--------------------------------------------------------------------------------------------
5)VIOLENT BEETLE RUSH B-B-d+B-df+B-u+B
NOTES: 3rd hit causes "tp" or "sw" (if it connects as a counter), 4th hit causes "ln", and
the last hit causes "bnd".
--------------------------------------------------------------------------------------------
6)MANTIS FANG FORWARD d+B-df+K
NOTES: 1st hit causes "tp", or "sw" only if it connects as a counter. Last part is the same as
Stun's regular df+K (Ground Step).
---------------------------------------------------------------------------------------------
7)HORN CHOP FORWARD u+{B}-df+K
NOTES: 1st hit causes "bnd". Last part is the same as Stun's regular df+K (Ground Step).
--------------------------------------------------------------------------------------------
````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````
-=SHEN LONG: JUSTICE, ALONG WITH POWER=-
------
|PROILE|
------
FULL NAME: Shen Long (it's the only name that he remembers)
COUNTRY: None
AGE: 32 (according to Long's body)
HEIGHT: 179 cm
WEIGHT: 73 kg
OCCUPATION: Ruffian
LIKES: A town brawl
DISLIKES: Pitch black areas
BEAST FORM: Tiger
-------------
|BASIC ATTACKS|
-------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
JASEN/SNAKE STAB P H 6
SHINBO SHOSUI/ADVANCING WHIP f+P M 15 hc
KOCHO SHO/BUTTERFLY PALM b+{P} M 20 ba
KASEI JASEN/DOWNWARD SNAKE STAB d+P SM 4
TOTENHO/SKY'S CANNON df+P M 10
OKEN/STRAIGHT FIST db+P# M 14 hc
RIMON CHOCHU/BAKGATE ELBOW f,f+P* M 15 hc
SEN SHIPPO/QUICK-STEP ARROW DASH+P M 26 ba
ZANSUI/TEARING WHIP LD+P M 15 hc
KI KANHOSUI/KNEELING FACE SMASH BACK, P U 14
SHENLONG HOUSUI/SHEN LONG SMASH BACK, d+P SM 20 ba
TOKU SORANSHU/LEAPING TWIN COUNTER u+P U 14 hc
FISTS
TOSUI/SOARING SLASH JUMP, P SM 10
RAKU SOSUI/DIVING TWIN SLASH JUMP, f+{P} M 26 bnd
GEKICHISUI/EARTH BEAT FOE IS DOWN, d+P SM 7
SHAHO BUNKYAKU/ANGLED KICK K H 11
SOKOCHU/CARTWHEEL f+K M-M 19 kn
KOSENTAI/BACK SPIN KICK b+K U 19 T, sb//ln; ln//sp (s/c)
ZENSOTAI/FRONT SWEEP d+K L 7
TOTAI/KICKING THROUGH df+K M 14 hc
KOSOTAI/REVERSE SWEEP db+K L 14 tp; sw (s/c)
FUSHIN KOSOTAI/DUCKING REVERSE SWEEP f,f+K L 15 tp; sw (s/c)
KOSEN HEBITE HISHITAI/SNAKE TAMER'S DASH+{K} H 25 ba
TURNING FLYING SHRED KICK
SENKYU TAI/PIERCING BOW FOOT LD+K M 16 sb//ln; ln//sp (s/c)
KOSHUTAI/BACK KICK BACK, K H 17 sb; ln (s/c)
TENSHIN SOTAI/TURN TRIP BACK, d+K L 9 tp; sw (s/c)
KOSEN HITAI/TWISTING JUMPKICK u+K H 20 sb//ln; ln//sp (s/c)
HISHITAI/FLYING THRUST KICK JUMP, K SM 16
FUMON TOKAI/WINDGATE SHATTER (FRONT) JUMP, f+{K} M 17 ba
FUMON TOKAI/WINDGATE SHATTER (BACK) JUMP, b+{K} M 17 ba
SHINKYAKU/QUAKING FOOT FOE IS DOWN, d+K SM 10
KOSOGEKI/TIGER CLAW ATTACK B H 10
MOKO TOTAI/FIERCE TIGER LEG DROP f+B M 23 kn; bnd (s/c)
HAISHIN RYUBI/BACKWARD DRAGON'S TAIL b+B M 20 T, ln; sp (s/c)
FUKKO ZAN/CROUCHING TIGER SLASH d+B L 10
FUKKO SOHA/CROUCHING TIGER DOUBLE df+B L 18 tp; sw (s/c)
CLAW
TENBEN KAGETSU/LOOMING MOON IN HEAVEN db+B L 12 T, tp; sw (s/c)
RAKANBEN/ARHAT'S WHIP f,f+B M 16 ln; sp (s/c)
FUJU HOKO/WILD BEAST ROAR DASH+{B} M 26 ba
SHISHI SHOTENHO/LION'S BIG ROAST LD+B SM 19 ln; sp (s/c)
TETSUZAN KO/LEANING IRON MOUNTAIN BACK, {B) SM 23 ba
SHINCHIKU SO/SWAYING BAMBOO CLAW BACK, d+B L 16 tp; sw (s/c)
BYOSHIN CHUKYAKU/FELINE FLIPKICK u+B M 23 sb; ln (s/c)
JUTOKYAKU/RISING BEAST KICK JUMP, B SM 20
BYOSHIN CHUGEKI/FELINE SPIN ATTACK JUMP, f+B M 24
GA KOBOKU SHOKU/FEASTING OF THE FOE IS DOWN,B SM 10
STARVED TIGER
*NOTES*
-Shen Long will sidestep during the startup of Kocho Sho, which allows him not only to avoid most
attacks, but to counterattack as well.
-Ki Kanhosui and Koshutai will keep Shen Long's back turned to his opponent.
-Shen Long will sidestep abit during the startup of Oken, which allows him not only to avoid most
attacks, but to counterattack as well.
````````````````````````````````````````````````````````````````````````````````````
----------------------------------------------
|SHIN-I-ROKU-GO-KEN: CIRCLE COMBO USER SECTION|
----------------------------------------------
Shini Rokugo Ken (Fist of the Mind & Cosmos) is the fighting system which Shen Long uses in
battle. This time around, however, he uses a brand new fighting style.
ROKUGO JARIN SHIKI (STYLE OF THE UNIVERSAL SNAKE CIRCLE)
---------------------------------------------------------
Shen Long changed his previous style and created a new Circle Combo, one that fits his
personality. Consisting of 6 different attacks, each attack follows each other in
a circle-like motion, in any direction desired. While this Circle Combo can be started in
numerous ways, each attack follows each other in a set manner one after another. Also, the
same attack cannot be used twice.
---------------------------------------------------------------------------------------
NAME: TAIKYOKU KIKO SHO | NAME: SUNTAI | NAME: SOSUI | NAME: TOKYAKU |
TRNS: TAICHI ENERGIZED PALM | TRNS: SHORT LEG | TRNS: JAMMING WHIP | TRNS: RISING FOOT |
CMND: {P}# | CMND: d+K | CMND: f+{P}* | CMND: K |
HGHT: M | HGHT: L | HGHT: M | HGHT: M |
DMGE: 20 | DMGE: 14 | DMGE: 18 | DMGE: 15 |
| | EFFT: hc | |
---------------------------------------------------------------------------------------
NAME: KASEI CHOSHU | NAME: HEBITE BUNKYAKU |
TRNS: HEAVY DUELING HANDS | TRNS: SNAKE TAMER SPLIT KICK |
CMND: d+P# | CMND: f+K |
HGHT: L-L | HGHT: M |
DMGE: 15 | DMGE: 16 |
---------------------------------------------------------
*NOTES*
-If Sosui strikes as a counter, any attack afterwards will connect. This includes another part of
the R.J.S, a Circle Combo Ender, the Beast Drive Attack "Ankei", a Command Attack, or a regular
attack (if fast enough).
ROKUGO JARIN SHIKI SHURYO WAZA (ENDER OF THE STYLE OF THE UNIVERSAL SNAKE CIRCLE)
---------------------------------------------------------------------------------
This Circle Combo can be followed up with any one of the "Rokugo Jarin Shiki Shuryo Waza",
which can be inputted from any one attack of the R.J.S.
------------------------------------------------------------
NAME: DAKO | NAME: SENSHI | NAME: HAIKO |
TRNS: TIGER STRIKE | TRNS: SHORT WHIRL | TRNS: BACK PRESS |
CMND: b+{P}* | CMND: b+K | CMND: f,f+P |
HGHT: M | HGHT: M-M | HGHT: M |
DMGE: 20 | DMGE: 10 | DMGE: 31 |
EFFT: ba | EFFT: ln, T | EFFT: fl; ba (s/c) |
-----------------------------------------------------------------------------------------
NAME: KOSEN MUEI KYAKU | NAME: KASEI SODA | NAME: ZESSO RENKAN HITAI |
TRNS: STEEL LINE SHADOLESS KICK | TRNS: HEAVY TWIN STRIKE | TRNS: "PAIN-BRINGER" ROLLING |
CMND: f,f+K{c} | CMND: d,d+P | FLYING KICKS |
HGHT: M-M-M | HGHT: L | CMND: d,d+K{c} | |
DMGE: 36 | DMGE: 16 | HGHT: L |
EFFT: kn | EFFT: tp; sw (s/c) | DMGE: 40 |
| | EFFT: ln, T |
-----------------------------------------------------------------------------------------
NAME: KOUN RIN | NAME: ROKUGO FUKKO | NAME: ROKUGO SHOTENHO |
TRNS: ROUND GOOSE CLOUD | TRNS: UNIVERSAL CROUCHING TIGER | TRNS: UNIVERSAL BIG ROAST |
CMND: B*-B | CMND: B*-d+B | CMND: B*-f+B |
HGHT: M-H | HGHT: M-L | HGHT: M-M |
DMGE: 30 | DMGE: 25 | DMGE: 29 |
EFFT: sb; ln (s/c) | EFFT: tp; sw (s/c) | EFFT: ln |
---------------------------------------------------------------------------------------
NAME: ROKUGO RAKAN BEN | NAME: ROKUGO SENKYU TAI |
TRNS: UNIVERSAL RAKAN'S WHIP | TRNS: UNIVERSAL PIERCING BOW THIGH |
CMND: f,f+B | CMND: d.d+{B} |
HGHT: M | HGHT: SM |
DMGE: 18 | DMGE: 16 |
EFFT: ln | EFFT: sp |
------------------------------------------------------------------
NAME: MOKO KOHAZAN |
TRNS: SAVAGE TIGER MOUNTAIN SHREDDING |
CMND: d,d,d+B |
TYPE: BEAST DRIVE ENHANCED |
HGHT: M |
DMGE: 81 |
--------------------------------------
*NOTES*
-Shen Long will sidestep during the startup of Haiko, enabling him to counter against a retaliation
from his foe. On the other hand, the reach of Haiko is abit sketchy, meaning there's a high chance
of it to miss if Shen Long is not close enough to his foe.
-After Zessho Renkan Hitai, Shen Long will land on the ground before his opponent with his back
turned. It is possible to follow up with a Back attack.
-Moko Kohazan can only be executed after all 6 parts of the "Snake Circle" has been executed. This
is the same as Shen Long's Beast Drive version, minus the Light Guard & advancing forward motion.
ROKUGO JARIN SHIKI KAISHI WAZA (STARTER OF THE STYLE OF THE UNIVERSAL SNAKE CIRCLE)
-----------------------------------------------------------------------------------
These are the techniques used to go into Shen Long's Circle Combo. Some are single hits, while
others are Combination Attacks.
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT HEIGHT DAMAGE | |
--------------------------------------------------------------------------------------------
1)SHINPO SHOSUI/ADVANCING WHIP f+P M 15
NOTES: Will cause "sb". Go into "Snake Circle" through "Taikyoku Kiko Sho" or "Tokyaku".
--------------------------------------------------------------------------------------------
2)TOKU SORANJU/LEAPING TWIN COUNTER FISTS u+P H 14
NOTES: Will cause "sb". Go into "Snake Circle" through any attack.
--------------------------------------------------------------------------------------------
3)RENJA TAIKYOKU CHU/MULTIPLE SNAKE TAICHI P-P-P# H-M-M 21
ELBOW
NOTES: Go into "Snake Circle" through any attack
--------------------------------------------------------------------------------------------
4)RENSO JASEN/MULTI-CLAW SNAKE STAB B-P* H-M 19
NOTES: Go into "Snake Circle" through any attack
--------------------------------------------------------------------------------------------
5)KASEI JATOTSU/HEAVY SNAKE THRUST P-P H-M 12
NOTES: Go into "Snake Circle" through "Sosui" or "Hebite Bunkyaku"
--------------------------------------------------------------------------------------------
6)SHAHO BUNKYAKU/ANGLED KICK K H 11
NOTES: Go into "Snake Circle" through "Kasei Choshu" or "Suntai"
--------------------------------------------------------------------------------------------
7)FUKKO ZAN/CROUCHING TIGER SHRED d+B L 10
NOTES: Go into "Snake Circle" through "Kasei Choshu" or "Suntai"
--------------------------------------------------------------------------------------------
--------------------------------------
|ROKUGO KOURIN & KORIN SHIKI FLOW CHART|
--------------------------------------
TAIKYOKU KIKO SHO <-----------> SUNTAI <----------------> SOSUI
P d+K f+P
/\ /\
| ROKUGO JARIN SHIKI |
\/ \/
HEBITE BUNKYAKU <----------> KASEI CHOSHU <-------------> TOKYAKU
f+K d+P K
| |
| |
| |
\ /
\ /
\/
-----------------------------------------------------------------------------------------
| |
| HAIKO DAKO KASEI SODA KOSEN MUEI KYAKU SENSHI |
| f,f+P b+P d,d+P f,f+K b+K |
| |
| KOUN RIN ROKUGO JARIN SHIKI SHURYO WAZA ZESSHO RENKAN HITAI |
| B-B d,d+K |
| |
| ROKUGO FUKKO ROKUGO SHOTENHO ROKUGO RAKAN BEN ROKUGO SENKYU TAI MOKO KOHAZAN |
| B-d+b B-f+B f,f+B d,d+B b,b+B |
| |
-----------------------------------------------------------------------------------------
````````````````````````````````````````````````````````````````````````````````````
-------------
|BASIC ATTACKS|
-------------
(UNDER CONSTRUCTION)
----------------
|THROW TECHNIQUES|
----------------
*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: HOSHIN HAKKEI | NAME: TOSHIN KINGO SUI
TRNS: GUN BARREL BLAST | TRNS: TRAMPLED GOLDEN BLUGEON
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 25 | DMGE: 36
*EITHER FORM*
-------------
NAME: FUKI SHISTU
TRNS: KNEE STAMP
CMND: d+P+K
HGHT: LOW
DMGE: 34
----------
NAME: CHITO
TRNS: GROUNDED
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 34
----------
---------------
|COMMAND ATTACKS|
---------------
1)
NAME: ZESSHO JAKEI KEN
TRNS: LATCHING SNAKE FIST
CMND: d,df,f+{P}
TYPE: ATTACK
HGHT: H
STOP: YES
DMGE: 31
*NOTES*
-Shen Long sway back quickly during startup, enabling him to avoid his opponent's attacks at times
& go for the counterhit.
----------
2)
NAME: KINNA TANRAN SHU
TRNS: DRAWN-BACK COUNTERBLOW
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 16
----------
3)
NAME: NIKI BUNKYAKU
TRNS: DOUBLE-RISING SPLIT KICKS
CMND: d,df,f+K {c}
TYPE: LAUNCH ATTACK
HGHT: SM-H
STOP: YES
DMGE: 21
----------
4)
NAME: MUEI KYAKU
TRNS: SHADOWLESS KICK
CMND: d,db,b+K {c}
TYPE: THROW (STRIKE) / ATTACK
HGHT: H
STOP: NO
DMGE: 34 / 15~21
*NOTES*
-When Muei Kyaku doesn't connect as a throw, Shen Long will hit his opponent and land. If Muei
Kyaku strikes a crouching or airborne opponent, damage will be 21. If it strikes a downed or
downbounded opponent, damage will be 15.
----------
5)
NAME: KEIZETSU GA
TRNS: NECK-TEARING TOOTH
CMND: d,df,f+B
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 29
----------
6)
NAME: KONGO TOTAI
TRNS: GOLDEN MORTAR POUND
CMND: d,db,b+B
TYPE: GROUND ATTACK
HGHT: L
STOP: YES
DMGE: 4
-FROM KONGO TOTAI, GO INTO ANY OF THE FOLLOWING-
NAME: AUTO ROKUGO JARIN SHIKI (AUTO R.J.S):
TRNS: AUTOMATIC STYLE OF THE UNIVERSAL SNAKE CIRCLE
TYPE: COMBINATION ATTACK
HGHT: VARIES
DMGE: 70
-INPUT ONE OF THE FOLLOWING-
-------------------------------------------------------------------------------------------
NAME: R.J.S (YO) | NAME: R.J.S (CHI) | NAME: R.J.S (IN) | NAME: R.J.S (TEN) |
TRNS: R.J.S (POSITIVE) | TRNS: R.J.S (EARTH) | TRNS: R.J.S (NEGATIVE) | TRNS: R.J.S (SKY) |
CMND: f+B (x6) | CMND: d+B (x6) | CMND: b+B (x6) | CMND: u+B (x6) |
-------------------------------------------------------------------------------------------
*NOTES*
-Auto Rokugo Jarin Shiki is basically the same as Shen Long's manually executed Rokugo Jarin
Shiki. The only difference is that the motion for each 6 parts of R.K.S. is virtually the
same, according to which variation of Auto R.J.S. is done.
-The direction key used for each variation of Auto R.J.S. has to be held throughout the entire
sequence until the very end.
-Unfortunately, Moko Kohazan (Circle Combo Ender version) cannot be executed through an Auto
R.J.S.
-OR-
NAME: KONGO SOKO TAI / KONGO RENKO TAI
TRNS: GOLDEN PAIRED SUBMISSION LEGS / GOLDEN MULTIPLE SUBMISSION LEGS
CMND: B-B / B-B-B
HGHT: {M}-{M} / {M}-{M}-{M}
DMGE: VARIES
-ADDITIONAL COMMANDS TO FOLLOWUP WITH DURING KONGO SOKO/RENKO TAI-
NAME: KINGO SOKO NICHIGETSU HA / KINGO RENKO NICHIGETSU HA
TRNS: GOLDEN PAIRED/MULTIPLE SUBMISSION SUN & MOON HOOKING
CMND: d+B* after the 2nd or 3rd {B}
HGHT: M(x3)-L(x2)
DMGE: VARIES
-OR-
NAME: KINGO SOKO MUEI KYAKU / KINGO RENKO MUEI KYAKU
TRNS: GOLDEN PAIRED/MULTIPLE SUBMISSION SHADOWLESS KICK
CMND: d,db,b+{K} after the 1st, 2nd, or 3rd {B}
HGHT: M
DMGE: 34
*NOTES*
-When Muei Kyaku doesn't connect as a throw, Shen Long will hit his opponent and land. If Muei
Kyaku strikes a crouching or airborne opponent, damage will be 21. If it strikes a downed
or downbounded opponent, damage will be 15.
-The last hit of Kingo Soko/Renko Nichigetsu Ha is when Shen Long can cancel into any Command
Attack or Beast Drive Attack.
----------
-----------
|BEAST DRIVE|
-----------
PRESET BEAST DRIVE: MOKO KOHAZAN
-------------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + B |
-------------------------------------------------------------------
NAME: ANKEI | NAME: MOKO KOHAZAN
TRNS: DARK BEHEADING | TRNS: SAVAGE TIGER MOUNTAIN SHREDDING
TYPE: ATTACK | TYPE: GUARD REVERSAL / THROW (GRAB)
HGHT: M | HGHT: M
DMGE: 58 | DMGE: 81
ADDT: NONE | ADDT: NONE
*NOTES ON ANKEI*
-When this Beast Drive finishes, Shen Long will stand with his back to his downbounded opponent. If
fast enough, Shen Long can still hit his opponent with a Back Attack K or d+K. His regular Pursuit
Attack P & K will work fine just as well.
*NOTES ON MOKO KOHAZAN*
-There are 2 outcomes to this Beast Drive: 1) Shen Long will attack if his opponent strikes him
(Guard Reversal) 2) Shen Long will try to grab his opponent after stomping forward (Throw).
-For the 1st outcome, Shen Long will counter any attack his opponent does to him with an
unblockable throw. Protected with a Light Guard, Shen Long will take high & middle attacks
without receiving damage and try to counter. Throws, low attacks, and Guard Breaks will stop
him, on the other hand, knocking him immediately to human form.
-For the 2nd outcome, Shen Long will try to grab his opponent after taking 4 steps. Any
character that's in front of him after the 4th step will get caught.
-Despite the distance, Shen Long travels very far, and moves extremely fast (more than Long's
version).Shen Long will be upon his opponent & attack in no time.
-Despite the outcome, the Beast Drive's the same all together. Shen Long will execute a throw
that is unblockable and will snag his opponent whether on ground or in the air. Even a
crouching character cannot avoid this! Fortunately, executing a super jump/hover over Shen
Long, sidestepping, Lie Down, or Guard Escape will keep any character out of harm's way.
````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````
-=XION: THE WRITHING "DEVIL"=-
------
|PROILE|
------
FULL NAME: Unknown
COUNTRY: Sweden
AGE: 22
HEIGHT: 173 cm
WEIGHT: 56 kg
OCCUPATION: Unknown
LIKES: Red
DISLIKES: Weakness of the heart
BEAST FORM: Unborn
-------------
|BASIC ATTACKS|
-------------
--------------------------------------------------------------------------------------------
| NAME | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
ENGAGE P H 10
TWILIGHT MASTER f+P M 13
CORRUPT LINK b+P M 14
TRICKER d+P L 8
MOBIUS TRIGGER df+P M 11
DOWN FORCE db+P M 13 T
CORE SMASHER f,f+P{c} M 17 fl; ba (s/c)
HARD KNOCK DASH+{P} M 18
CYCLONE LD+P M-M 18 ln
BRANDISHER BACK, P M 11
ANKLE HACKER BACK, d+P L 10
BLOCK RAIN u+{P}* M 19 bnd
AERO NAIL JUMP, P SM 10
RIOT RAIN JUMP, f+{P} M 25 bnd
EARTH BONE FOE IS DOWN, d+P L 10
KNEE SHOT K M 10
HUNTER f+K H 13
HALF MOON b+K M 16
WOOD CUTTER d+K L 11
PUSH DAGGER df+K SM 17
SLICER db+K L 15 tp; sw (s/c)
BREAKER f,f+(K) H 15
SLIDING KICK DASH+K L 22 tp; sw (s/c)
MIRAGE MOON LD+K{c} H 10
OVERHEAD KICK BACK, K H 18
ANKLE SLICER BACK, d+K L 15
ABSOLUTE AXIS u+K M-M 20 T
AERO DAGGER JUMP, K SM 16
AERO SMASHER (FRONT) JUMP, f+{K} M 20 ba
AERO SMASHER (BACK) JUMP, b+{K} M 20 ba
CRATER MAKER FOE IS DOWN, d+K M 12
WEDGE B H 14
CUTTER f+{B} M 13
GRAVITY SIZE b+{B} M 24 kn; bnd (s/c)
PAIL d+B SM 13
BERSERK df+B* M 17
SHADOW HACKER db+B SM 15
HALBERD f,f+B M 16
OVERBLAST DASH+{B} M-SM 23 ba
SPITTER LD+B M 18
ASSASSINATOR BACK, B H 18 ba
DOWNBLAST BACK, d+{B} L 16
BLOCK CIRCLE u+B M 20
NEGATIVE BRAND JUMP, B M 20
GALGA-LIN JUMP, f+B M 25
DIE-OUT FOE IS DOWN,B L 10
*NOTES*
----------------
|THROW TECHNIQUES|
----------------
*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: VERMILION TOWER | NAME: BLOODY KINGDOM
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 33 | DMGE: 35
*EITHER FORM*
-------------
NAME: 5TH REQUIM
CMND: d+P+K
HGHT: LOW
DMGE: 41
----------
NAME: AIR THROW
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 35
----------
---------------
|COMMAND ATTACKS|
---------------
1)
NAME: SUBLIMATED AIR
CMND: d,df,f+P
TYPE: LAUNCH ATTACK
HGHT: SM
STOP: YES
DMGE: 19
----------
2)
NAME: STRATO-VARIOUS
CMND: d,df,f+K {c}
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 35
----------
3)
NAME: CANON
CMND: d,df,f+{B}
TYPE: LAUNCH ATTACK
HGHT: M
STOP: YES
DMGE: 22
----------
4)
NAME: ENGAGE CROWN
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 23
EFFT: ba
----------
5)
NAME: EMPRESS RING
CMND: d,db,b+K
TYPE: MULTI-HIT ATTACK/LAUNCH ATTACK
HGHT: M-M
STOP: YES
DMGE: 19
----------
6)
NAME: ENORMOUS MURDER
CMND: d,db,b+{B}
TYPE: ATTACK
HGHT: M
STOP: YES
DMGE: 25
EFFT: ba; T
----------
-----------
|BEAST DRIVE|
-----------
PRESET BEAST DRIVE: KYOMU E SASAGERU 13 BEN
------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + {B}|
------------------------------------------------------------
NAME: OUTBREAK | NAME: KYOMU E SASAGERU 13 BEN
TYPE: MULTI-HIT ATTACK | TRNS: 13TH VOLUME: OFFERING TO THE VOID
HGHT: M | TYPE: ATTACK
DMGE: 67 | HGHT: M
ADDT: NONE | DMGE: 85
ADDT: NONE
*NOTES ON OUTBREAK*
-If the 1st hit connects, Xion will do a multi-hit assault that carries his opponent into the
air, with Xion finishing him/her with a powered up kick. If the 1st hit misses, Xion will do
a quick 6-hit combo, with the last hit causing "Downbound". Unfortunately, Xion cannot follow
up with anything (unless he's in Hyper-Beast mode....)
----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)LUNATIC LANCER P-P*-K
NOTES: Last hit causes "fr", or "ba" (if it connects as a counterattack).
--------------------------------------------------------------------------------------------
2)SHADOW LANCER P-P*-b+K
NOTES: Last part is just a feint, so it will not do any damage.
--------------------------------------------------------------------------------------------
3)ABEL P-P*-d+P-P
NOTES: Last hit causes "tp". or "ba" (if it connects as a counterattack).
--------------------------------------------------------------------------------------------
4)CAIN P-P*-P-P*
NOTES: Last hit causes "kn", or "bnd" (if it connects as a counterattack).
--------------------------------------------------------------------------------------------
5)LUNATIC SPIRAL P-P*-P-K-K-K*-{K}
NOTES: 2nd K hits low, while the 3rd K hits middle. If the 3rd K connects as an opponent crouches
low, then he/she will fall into the "sb" stun posture. This will allow Xion to connect with the
final K flawlessly, while his opponent cannot do anything to block it.
--------------------------------------------------------------------------------------------
6)SHADOW SPIRAL P-P*-P-K-K-K*-b+K
NOTES: 2nd K hits low, while the 3rd K hits middle. If the 3rd K connects as an opponent crouches
low, then he/she will fall into the "sb" stun posture. Last part is just a feint, so it will not
do any damage.
--------------------------------------------------------------------------------------------
7)LOST BABEL P-P*-P-K-K-d+K
NOTES: 2nd & 3rd K hits low, with the 3rd K causing "tp".
--------------------------------------------------------------------------------------------
8)CRUSADER b+P-P
NOTES: Last P hits low, causing "tp".
--------------------------------------------------------------------------------------------
9)MOBIUS TRIGGER df+P-P*
NOTES: 2nd hit will launch opponent if it connects as a counter.
--------------------------------------------------------------------------------------------
10)MOBIUS df+P-P*-K
NOTES: Last hit causes "fr", or "ba" (if it connects as a counterattack).
--------------------------------------------------------------------------------------------
11)UROBOROS df+P-P*-b+K
NOTES: Last part is just a feint, so it will not do any damage.
--------------------------------------------------------------------------------------------
12)DOWN FORCE db+P-P
--------------------------------------------------------------------------------------------
13)DOMINION MOON db+P-P-b+K-{K}*
--------------------------------------------------------------------------------------------
14)DI db+P-P-d+K
NOTES: Last part hits low, causing "tp".
--------------------------------------------------------------------------------------------
15)DOMINION AXIS db+P-P-u+K
--------------------------------------------------------------------------------------------
16)BLOCK SMASHER u+{P}*-P
NOTES: 1st P causes "bnd", while last P causes "ba".
--------------------------------------------------------------------------------------------
17)VELVET CHAIN K-
NOTES: Last hit causes "fr", or "ba" (if it connects as a counterattack).
--------------------------------------------------------------------------------------------
18)GUILTY CHAIN K-
--------------------------------------------------------------------------------------------
19)MYSTIC LINK f+K-P-K
--------------------------------------------------------------------------------------------
20)MYSTIC SLICER f+K-P-d+K
--------------------------------------------------------------------------------------------
21)MYSTIC CHAIN f+K-K-K*
-------------------------------------------------------------------------------------------
22)REAL MOON b+K-{K}*
--------------------------------------------------------------------------------------------
23)BREAKER f,f+{K}-K
--------------------------------------------------------------------------------------------
24)SHADOW BABEL f,f+{K}-K-b+K
NOTES: Last part is just a feint, so it will not do any damage.
--------------------------------------------------------------------------------------------
25)LOST BABEL f,f+{K}-K-K-d+K
--------------------------------------------------------------------------------------------
26)SPIRAL BABEL f,f+(K)-K-K-K*-{K}
--------------------------------------------------------------------------------------------
27)SHADOW BABEL f,f+{K}-K-K-K*-b+K
NOTES: Last part is just a feint, so it will not do any damage.
--------------------------------------------------------------------------------------------
28)SILLOUETTE MOON Lie Down, K{c)-K
--------------------------------------------------------------------------------------------
29)TYRANT B-B-{B}*
--------------------------------------------------------------------------------------------
30)RAVISHER B-B-K
--------------------------------------------------------------------------------------------
31)PHANTOM B-P....
...P*
...Anything that comes after the 3rd P of any P-P-P combo
...Any Beast combo starting with B
--------------------------------------------------------------------------------------------
32)EXECUTIONER'S ART B-K-B
--------------------------------------------------------------------------------------------
33)MURDER'S ART B-K-K
--------------------------------------------------------------------------------------------
34)DARKNESS BARON f+B-{B}*-{B}-{B}-u+{K}
--------------------------------------------------------------------------------------------
35)NAIL DRIVER d+B-d+B
--------------------------------------------------------------------------------------------
36)NAIL DIVIDER d+B-B-{B}*
--------------------------------------------------------------------------------------------
37)BARBAROI f,f+B-B-{B}
--------------------------------------------------------------------------------------------
38)DIO DA RAY Lie Down, B-B
NOTES: Last hit causes "sb". However, if 1st hit connects (which will cause "hc") then last hit
will launch opponent.
--------------------------------------------------------------------------------------------
39)PARADISE LOST f+P-
NOTES: Last hit causes "ln".
--------------------------------------------------------------------------------------------
40)CHAIN BREAKER K-
--------------------------------------------------------------------------------------------
````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````
-=KOHRYU: THE STEEL PHANTOM=-
------
|PROILE|
------
FULL NAME: None, although its development number is Beta-0389
COUNTRY: None
AGE: It's been out of the factory for 26 days
LENGTH: 1550 mm
WEIGHT: 0.1082 t
PURPOSE: Test model of a fully operational combat soldier type of robot
LIKES / DISLIKES: Has no need for such things
BEAST FORM: Iron Mole
-------------
|BASIC ATTACKS|
-------------
(UNDER CONSTRUCTION)
----------------
|THROW TECHNIQUES|
----------------
*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: HOSHIN TENGEKI | NAME: ZANMETSU TATSUMAKI GEKI
TRNS: WHIRLING CRUMBLER | TRNS: SHREDDING HURRICANE ATTACK
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 35 | DMGE: 28
*EITHER FORM*
-------------
NAME: URATEN
TRNS: BACKSPIN
CMND: d+P+K
HGHT: LOW
DMGE: 0
-FROM URATEN DO EITHER ONE OF THE FOLLOWING-
NAME: URASEN ENMAKU DAN | NAME: URASEN IZUNA OTOSHI
TRNS: HIDDEN FLASH SMOKE BOMB | TRNS: HIDDEN FLASH LIGHTNING DROP
CMND: d+P+K | CMND: u+P+K
TYPE: TELEPORT | TYPE: THROW (GRAB)
DMGE: 0 | DMGE: 30
----------
NAME: URA IZUNA OTOSHI
TRNS: REVERSE LIGHTNING DROP
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 33
----------
NAME: IZUNA OTOSHI
TRNS: LIGHTNING DROP
CMND: d+P+K (in midair)
HGHT: AIR
DMGE: 25
----------
---------------
|COMMAND ATTACKS|
---------------
1)
NAME: RASEN IZUNA OTOSHI
TRNS: SPIRAL LIGHTNING DROP
CMND: d,df,f+P {c}
TYPE: THROW (STRIKE)
HGHT: H
STOP: YES
DMGE: 34
*NOTES*
-On standing opponents, Kohryu will strike its opponent, doing minor damage.
-If Rasen Izuna Otoshi is blocked while foe is airborne, he/she will be staggered. In this case
(as well as if Kohryu's opponent's far away on the ground) Kohryu will land with its back
turned to his opponent.
----------
2)
NAME: ENMAKU DAN
TRNS: SMOKE BOMB
CMND: d,df,f+K
TYPE: TELEPORT
HGHT: NONE
STOP: YES
DMGE: 0
ADDT: Press R1 during Enmaku Dan (Nise Enmaku)
*NOTES*
-Kohryu will appear behind its opponent if done from upclose to (in most cases) mid range. If
far away from its foe, Kohryu will appear in front of its foe with its back turned.
-In the case where Kohryu's back is turned to its opponent, doing Enmaku Dan will teleport
it away from its foe, with Kohryu facing its opponent.
-"Nise Enmaku" (fake smoke), not a real move, adds more elements to Kohryu's tricky style of
fighting. In order to do it properly, press R1 IMMEDIATELY once the smoke bomb from Kohryu's
hand hits the ground. If done correctly, smoke will surround Kohryu, but he will not teleport.
----------
3)
NAME: ZUGOKKU ZUKI
TRNS: EXCRUTIATING HEAD THRUST
CMND: d,df,f+{B}
TYPE: ATTACK
HGHT: M
STOP: YES
DMGE: 36
----------
4)
NAME: KOHRYU EIJIN
TRNS: KOHRYU SHADOW MOTION
CMND: d,db,b+P
TYPE: GUARD ATTACK
HGHT: M
STOP: YES
DMGE: 18
----------
5)
NAME: ENJIN RASEN KYAKU (CHUU / KA)
TRNS: SMOKESCREEN SPIRAL KICK (MIDDLE / LOW)
CMND: d,db,b+K / d,db,b+K,d
TYPE: TELEPORT & ATTACK
HGHT: M / L
STOP: YES
DMGE: 26 / 18
-FROM ENJIN RASEN KYAKU, DO EITHER ONE OF THE FOLLOWING-
---------------------------------------------------------------------------------------------
NAME: GI RASEN | NAME: ENJIN RAIKO KYAKU | NAME: ENJIN IZUNA OTOSHI |
TRNS: FAKE SPIRAL | TRNS: SMOKESCREEN THUNDER FLASH KICK | TRNS: SMOKE SCREEN LIGHTNING DROP |
CMND: P | CMND: f | CMND: u |
HGHT: NONE | HGHT: H-M-M-M | HGHT: AL |
DMGE: 0 | DMGE: 24 | DMGE: 34 |
---------------------------------------------------------------------------------------------
NAME: ENJIN HAGANE KOMA |
TRNS: SMOKESCREEN STEEL SCREW |
CMND: {b} |
HGHT: M(x7)-SM(x2) |
DMGE: 67 |
------------------------------
-WHEN KOHRYU LANDS ANYWHERE ELSE BESIDES FROM BEHIND OPPONENT DURING ENJIN IZUNA OTOSHI-
------------------------------------------------------------
POST: FRONT; STANDING | POST: FRONT; STANDING |
NAME: HOSHIN TENGEKI | NAME: ZANMETSU TATSUMAKI GEKI |
TRNS: WHIRLING CRUMBLER | TRNS: SHREDDING HURRICANE ATTACK |
TYPE: GRAB THROW | TYPE: GRAB THROW |
DMGE: 35 | DMGE: 28 |
-----------------------------------------------------------------
POST: FRONT; CROUCHING | POST: UNDER; AIR |
NAME: URATEN | NAME: KUCHU RASEN IZUNA OTOSHI |
TRNS: BACK SPIN | TRNS: MIDAIR SPIRAL LIGHTNING DROP |
TYPE: GRAB THROW | TYPE: STRIKE THROW |
DMGE: VARIES | DMGE: 30 |
-----------------------------------------------------------------
*NOTES*
-Enjin Rasen Kyaku and Gi Rasen has Kohryu appear above & drop down in the same spot it was in
originally. Enjin Raiko Kyaku has Kohryu appear above the spot it disappeared from, but it will
then dive down at an angle forward towards its opponent. Enjin Izuna Otoshi has Kohryu appearing
above its opponent, then flipping behind him/her. Lastly, Enjin Hagane Koma makes Kohryu appear
directly above & drop down onto its opponent.
-While the distance & placement of Enjin Rasen Kyaku, Gi Rasen, and Enjin Raiko Kyaku are
consistent, Enjin Izuna Otoshi and Enjin Hagane Koma adjust according to the distance between
Kohryu & its opponent. Enjin Izuna Otoshi and Enjin Hagane Koma will work as normally as long
as the opponent isn't too far away. Too far away and those moves will miss, for Kohryu will not
appear above its opponent.
-The actual outcome of this Command Throw involves Kohryu landing behind its opponent and executing
a German suplex-type of slam. This throw will be activated while its foe is either standing or
crouching.
-Hoshin Tengeki is Kohryu's regular throw in human form, while Zanmetsu Tatsumaki Geki is its
regular throw in beast form. Either one will be initiated when Kohryu lands in front of its
standing opponent.
-Uraten is Kohryu's regular crouching throw in either human or beast form. This will be initiated
when it lands in front of its crouching opponent. Kohryu can also use the follow-ups of Uraten
(i.e. Urasen Enmaku Dan and Urasen Izuna Otoshi).
-When Kohryu teleports, it can perform Kuchu Rasen Izuna Otoshi only when it appears upside-down
in midair. Opponent must also be in the air directly under Kohryu. Once it flips over, this throw
cannot be initiated.
----------
6)
NAME: SHOTEN KAKIAGE
TRNS: SKYWARD SHRED
CMND: d,db,b+{B)
TYPE: LAUNCH ATTACK
HGHT: M
STOP: YES
DMGE: 23
----------
-----------
|BEAST DRIVE|
-----------
------------------------------------------------------------------
BD #1: d,df,f (x2) + B | BD #2: d,db,b (x2) + {B} |
------------------------------------------------------------------
NAME: YAMI KAGURA | NAME: ITA NO SAKASU
TRNS: SYMPHONY OF DARKNESS | TRNS: UNDERGROUND MISSILE BARRAGE
TYPE: ATTACK | TYPE: TELEPORT & ATTACK
HGHT: M | HGHT: L
DMGE: 73 | DMGE: 70
ADDT: NONE | ADDT: NONE
*NOTES ON YAMI KAGURA*
-At the start of this Beast Drive, Kohryu sways back & ducks low before sliding forward to attack.
This enables it to go under most High-level attacks, as well as to avoid on-coming attacks if the
distance is right.
-When Kohryu connects with this Beast Drive, it will slide behind its foe before splitting into
two images. The image that appears in front of the Kohryu's foe (opposite of where Kohryu was
standing before it became two images) is where Kohryu will reappear after the ending of this
Beast Drive.
-At the ending of its Beast Drive, Kohryu can follow up with any attack that strikes Middle~Low (if
fast enough). The same with Kohryu's Pursuit Attacks.
*NOTES ON ITA NO SAKASU*
-If this is blocked, Kohryu will leap into the air a short distance before dropping to the ground.
During this time it will be left wide open to any attack.
-This will only strike opponents that are on the ground. Furthermore, it only strikes on a low
level. Not only is it that any character that goes airborne will not get hit, but can easily
counterattack from the air.
----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT |
--------------------------------------------------------------------------------------------
1)Rasen Ryu Eijin P-P-P-
NOTES: Last part can be delayed abit. If it hits, can launch an opponent.
--------------------------------------------------------------------------------------------
2)Rento Izuna Otoshi P-P-P-
NOTES: Best used in a juggle, so that Rasen Izuna Otoshi connects for a throw
--------------------------------------------------------------------------------------------
3)Rento Fushin Gaeri P-P-P-u+P
--------------------------------------------------------------------------------------------
4)San Rento.... P-P-P....
...Ryuei Hougeki ...df+P-P
...Ryuei Nichirin Kyaku ...df+P-K
...Rasen Barai ...d+K
...Rasen Ura Hiji ...d+K-P
--------------------------------------------------------------------------------------------
5)Rento.... P-P....
...Jinkyaku ...K
...Rakujin Kyaku ...K,K*
...Kari Ashi ...K-d+K
...Engetsu Shu ...b+K*
...Rasen Barai ...d+K
...Rasen Ura Hiji ...d+K-P
--------------------------------------------------------------------------------------------
6)Renga P-K
--------------------------------------------------------------------------------------------
7)Tanto.... P....
...Ryuga.... ...K-K*....
...Rakutsui Getsu Hangetsu Otoshi ...f+K
...Rakutsui Getsu Eijin Kyaku ...f+K-b+K*
...Rakutsui Getsu Engetsu Shuu ...b+K*
--------------------------------------------------------------------------------------------
8)Ryuei.... df+P....
...Hogeki ...P#
...Nichirin Zan ...K
--------------------------------------------------------------------------------------------
9)Ryuga Rakutsui Kyaku K-K*
--------------------------------------------------------------------------------------------
10)Ryuga.... K-K*....
...Rakutsui Getsu Hangetsu Otoshi ...f+K
...Rakutsui Getsu Eijin Kyaku ...f+K-b+K*
...Rakutsui Getsu Engetsu Shuu ...b+K
--------------------------------------------------------------------------------------------
11)Getsu Eiji Kyaku f+K-b+K*
--------------------------------------------------------------------------------------------
12)Onmyo Gaeshi u+K-f+K-b+K*
--------------------------------------------------------------------------------------------
13)Retsujin.... df+K....
...Nadare Geri ...K*-K*
...Kari Geri ...f+K
...Kusazuri Geri ...d+K
--------------------------------------------------------------------------------------------
14)Shippu.... f,f+K....
...Nidan Geri ...K
...Mikazuki Otoshi ...K-K
...Inazuma Otoshi ...K-K-d+K-K# {c}
...Rasen Renkyaku ...K-Enjin Rasen Kyaku
NOTES: In "Shippu Rasen Renkyaku", Kohryu can go into the other variations of Enjin Rasen Kyaku
--------------------------------------------------------------------------------------------
15)Rakurai LD+K-K*
--------------------------------------------------------------------------------------------
16)Metsubushi to.... T, P....
NOTES: See combos #1~7 and start from the 2nd attack from each of those combos
--------------------------------------------------------------------------------------------
----------------------------
|COMBINATION ATTACKS -BEAST-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION INPUT |
--------------------------------------------------------------------------------------------
1)Dokuso Eizan Geki B-B*-{B}
--------------------------------------------------------------------------------------------
2)Renkaki.... B-B*....
...Ten To Ho ...d+B
...Retsujin Nadare Geri ...d+K-K*-K*
...Retsujin Kari Geri ...d+K-f+K
...Retsujin Kusazuri Geri ...d+K-d+K
--------------------------------------------------------------------------------------------
3)Dokukaki Shiten Kyaku B-d+B, T
--------------------------------------------------------------------------------------------
4)Doku Tsuki Shiten Kyaku f+B-d+B, T
--------------------------------------------------------------------------------------------
5)Dokusen Ten To Ho f+B-B*-d+B
--------------------------------------------------------------------------------------------
6)Dokuso Bakuju Rengeki f+B-B*-B-B-{B}
--------------------------------------------------------------------------------------------
7)Dokuso Ryuei Nichirin Kyaku f+B-B*-B-df+P-K
-or-
f+B-B*-B-B-df+P-K
--------------------------------------------------------------------------------------------
8)Jabu Ro Zugokku Zuki f+B-B*-B-df+P-Zugokku Zuki
-or-
f+B-B*-B-B-df+P-Zugokku Zuki
--------------------------------------------------------------------------------------------
9)Dokusen Rakutsui Kyaku f+B-K-K*
--------------------------------------------------------------------------------------------
10)Doku Tsuki.... f+B....
NOTES: Follow up with combos #9 & 10 from Kohryu's combo list in human form
--------------------------------------------------------------------------------------------
11)Rento to Dokuso.... P-P-P-
...Dokukaki Shiten Kyaku ...d+B, T
...Dokuso Eizan Geki ...B*-{B}
...Renkaki.... ...B*....
...Ten To Ho ...d+B
...Retsujin Nadare Geri ...d+K-K*-K*
...Retsujin Kari Geri ...d+K-f+K
...Retsujin Kusazuri Geri ...d+K-d+K
--------------------------------------------------------------------------------------------
12)Metsubushi to Rento to Dokuso.... T, P-P-P-
NOTES: See combo #11 for follow-ups
--------------------------------------------------------------------------------------------
13)Ryusen Renkaki Age b+P-db+B
NOTES: 1st hit has to connect in order for the last hit to work
--------------------------------------------------------------------------------------------
14)Mukurosaki d+B(x5)
NOTES: Opponent has to be in Down position for this to work
--------------------------------------------------------------------------------------------
````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````
-=URANUS: WARPED DIMENSION=-
------
|PROILE|
------
FULL NAME: Unknown
COUNTRY: Unknown
AGE: Unknown
HEIGHT: 165 cm
WEIGHT: 54 kg
OCCUPATION: Unknown
LIKES: Blazing fire
DISLIKES: Stagnant air
BEAST FORM: Chimera
-------------
|BASIC ATTACKS|
-------------
--------------------------------------------------------------------------------------------
| NAME/TRANSLATION | MOTION | HEIGHT | DAMAGE | EFFECT |
--------------------------------------------------------------------------------------------
090 P H 9
091 f+P M 10
092 b+{P} M 3 ln
093 d+P SM 7
094 df+P M 12 sb (s/c)
095 db+P L 11 T, tp (s/c)
096 f,f+P L 11 tp; sw (s/c)
097 DASH+{P} M 25 bnd
09A LD+P M 18 sp
09B BACK, P H 10
09C BACK, d+P - - T
100 u+
11E JUMP, P SM 9
121 JUMP, f+{P} M 25 bnd
09F FOE IS DOWN, d+P SM(X5) 15
0A0 K H 11
0A1 f+K* M 11 kn; bnd (s/c)
0A2 b+{K} H 24 sp
0A3 d+K L 7 tp (s/c)
0A4 df+K SM 14 hc (s/c)
0A5 db+K L 11 tp
0A6 f,f+{K} H 14 hc (s/c)
0A7 DASH+{K} M-M 22 kn
0AA LD+K L 22
0AB BACK, K M 11 hc (s/c)
0AC BACK, d+K L 9
109 u+K M 14 sb; ln (s/c)
12A JUMP, K SM 15
12D JUMP, f+{K} M 19 ba
13F JUMP, b+{K} M 19 ba
0AF FOE IS DOWN, d+K M 7
0B0 B M 10
0B1 f+B SM 14
0B2 b+{B}* SM 21 tn (s/c)
0B3 d+B L 16 T
0B4 df+{B} M 15 ln
0B5 db+B L 13 T
0B6 f,f+{B} M 28
0B7 DASH+{B} M(x7) 32
0BA LD+B L 21 tp
0BB BACK, {B} SM 32 ba
0BC BACK, d+B SM 21
112 u+{B} M 32
136 JUMP, B M 10
139 JUMP, f+{B} M 31 bnd
0BF FOE IS DOWN,B L 12
*NOTES*
-"092" is a Strike Throw that launches Uranus' opponent. While she cannot do a Chase Jump from
this, Uranus can jump up afterwards naturally do perform an Air Combo or an Air Throw.
-"09A" is a Guard Reversal.
-"09C" will teleport Uranus behind her opponent. This can be done continuously, while her back
will always be turned to her opponent.
-"100" teleports Uranus forward before she attacks. It will keep Uranus facing in the same
direction no matter what, whether she teleports behind her opponent or not.
-"0AA" is a Strike Throw.
````````````````````````````````````````````````````````````````````````````````````
-------------------------
|URANUS' FREE COMBO SYSTEM|
-------------------------
Unlike the other characters in the game, Uranus doesn't have a solid combo. Instead, Uranus
has attacks that can branch from one another in a unique order. Uranus possesses 7 different
combo sets: one being the main combo set that contains 3 of the minor combo sets, and 3 which
I feel are more independent due to the way they are executed. Down below are every combo
possibilities Uranus is capable of executing, all the way down to Cancel Points and Guard Breaks.
If there are any questions or mistakes, please let me know at
*NOTE: "T,P" and "T,K" means that Uranus' back has to be turned before pressing P or K.
---------------------
| COMBO SET #1 (MAIN) |
---------------------
P-K
//
d+K-K (Uranus' back will be turned)
// \
===K K
|| \
|| d+K-d+K-K*
||
||
||
|| P-K
|| //
===K-K (Uranus' back will be turned)
|| \
|| K ====u+{B} (Will launch foe; can execute a Chase Jump)
|| ||
|| (Can execute Air Combo) ||
|| f+{P} ===B*-{B}*-d+B-d+{B} (Will launch foe; can execute a Chase Jump)
|| // ||
P======P-P-P-f+P-
|| \ || //
|| K ===B*-{B}*
|| || \
|| || b+B(Uranus' back will be turned)
|| ||
|| || f+{B}
|| || //
|| ===B*
|| \
|| d+B (Uranus' back will be turned)
||
||
|| P-K
|| //
|| P-K-K (Uranus' back will be turned)
|| // \
T,P=====P K
|| \
|| K-d+K-d+K-K*
||
|| ===K*
|| ||
|| ||
|| ===b+P-b+{P} (Strike Throw)
|| ||
===P=== P-K (Teleport & Attack)
|| || // ===K-K-K-K-{K}
|| ===d+P-d+P || P-K
|| || \ || //
|| || P ===K-K========= ===d+K-K (Uranus' back will be turned)
|| || (Teleport) || || || \
|| || || || || K
|| ===d+P-K======== || ||
|| || =========d+K-d+K-K*
|| || || ||
|| ===K-K-K======= ||
|| || || ||
|| || || ===f+K*
|| ===K-K-K-K=====
||
|| ===K*
|| ||
|| ||
|| ===b+P-b+{P}
|| ||
===P-P-P=== P-K (Teleport & Attack)
|| // ===K-K-K-K-{K}
===d+P-d+P || P-K
|| \ || //
|| P ===K-K========= ===d+K-K (Uranus' back will be turned)
|| (Teleport) || || || \
|| || || || K
===d+P-K======== || ||
|| =========d+K-d+K-K*
|| || ||
===K-K-K======= ||
|| || ||
|| || ===f+K*
===K-K-K-K=====
----------------------
| COMBO SET #2 (MINOR) |
----------------------
====u+{B} (Will launch foe; can execute a Chase Jump)
||
(Can execute Air Combo) ||
f+{P} ===B*-{B}*-d+B-d+{B} (Will launch foe; can execute a Chase Jump)
// ||
f+P-
\ || //
K ===B*-{B}*
|| \
|| b+B(Uranus' back will be turned)
||
|| f+{B}
|| //
===B*
\
d+B (Uranus' back will be turned)
----------------------
| COMBO SET #3 (MINOR) |
----------------------
===K-K-K-K-{K}
|| P-K
|| //
===K-K========= ===d+K-K (Uranus' back will be turned)
|| || || \
|| || || K
K========= || ||
|| =========d+K-d+K-K*
|| || ||
===K-K-K======= ||
|| || ||
|| || ===f+K*
===K-K-K-K=====
----------------------
| COMBO SET #4 (MINOR) |
----------------------
====u+{B} (Will launch foe; can execute a Chase Jump)
||
||
===B*-{B}*-d+B-d+{B} (Will launch foe; can execute a Chase Jump)
||
B====== f+{B}
|| //
===B*-{B}*
|| \
|| b+B(Uranus' back will be turned)
||
|| f+{B}
|| //
===B*
\
d+B (Uranus' back will be turned)
----------------------------
| INDEPENDENT COMBO SETS |
----------------------------
P-K (Teleport & Attack)
//
d+K-K (Uranus' back will be turned)
// \
#1) T,K===K K
\
d+K-d+K-K*
f+{B}
//
#2) b+{B}
\
d+B-d+{B} (Will launch foe; can execute a Chase Jump)
f+{B}
//
#3) f+B*
\
d+B (Uranus' back will be turned)
````````````````````````````````````````````````````````````````````````````````````
----------------
|THROW TECHNIQUES|
----------------
*HUMAN FORM* | *BEAST FORM*
-----------------------------------------------------------------
NAME: 140 | NAME: 143
CMND: P+K (From opponent's front) | CMND: P+K (From opponent's front)
HGHT: HIGH | HGHT: HIGH
DMGE: 33 | DMGE: 38
*EITHER FORM*
-------------
NAME: 141
CMND: d+P+K
HGHT: LOW
DMGE: 33
----------
NAME: 142
CMND: P+K (From opponent's back)
HGHT: HIGH
DMGE: 38
----------
NAME: 145
CMND: d+P+K (in midair)
HGHT: AIR
DMGE: 25
----------
---------------
|COMMAND ATTACKS|
---------------
1)
NAME: 1A0 "ASCENSION"
CMND: d,df,f+P
TYPE: ATTACK
HGHT: M-SM-SM-SM
STOP: NO
DMGE: 18
----------
2)
NAME: 1A1 "PENITENCE"
CMND: d,df,f+K
TYPE: LAUNCH ATTACK
HGHT: L
STOP: YES
DMGE: 25
----------
3)
NAME: 1A2 "METEOR"
CMND: d,df,f+{B}
TYPE: THROW (STRIKE)
HGHT: M
STOP: YES
DMGE: 26
----------
4)
NAME: 1A3 "SACRIFICE"
CMND: d,db,b+P
TYPE: GUARD ATTACK/LAUNCH ATTACK
HGHT: M(x4)-H
STOP: YES
DMGE: 17
----------
5)
NAME: 1A4 "MIRAGE"
CMND: d,db,b+
TYPE: TELEPORT
HGHT: NONE
STOP: NO
DMGE: 0
-FROM 1A4 "MIRAGE", DO EITHER ONE OF THE FOLLOWING-
--------------------------------------
NAME: C27 | NAME: C28 | NAME: C31 |
CMND: {K} | CMND: {P} | CMND: {B} |
HGHT: L | HGHT: M | HGHT: SM |
DMGE: 15 | DMGE: 15 | DMGE: 32 |
EFFT: sp | EFFT: bnd | EFFT: ba |
---------------------------------------
-OR-
NAME: 1A4 "WRECK"
CMND: d,db,b+{K} (in beast form only)
TYPE: MULTI-HIT ATTACK
HGHT: M-M
STOP: YES
DMGE: 30
*NOTES*
-Uranus' 1A4 "Mirage" can be varied in numerous ways. At startup, there will be 2 images of
Uranus: one crouching down and the other a few inches off the ground. Depending on the next
button pressed determines which image Uranus will become....
-Pressing K (C27) will make Uranus do a sliding kick that'll go under Middle~High attacks
(crouching image). Pressing P (C28) makes Uranus drop down from the air with a punch (airborne
image). Pressing B (C31) will make Uranus to disappear and attack in Beast form.
-If Uranus is close to her opponent when she executes C31, she'll appear behind her opponent
and attack. If she's far away, she'll appear before her opponent and attack.
-If neither 3 buttons are pressed, Uranus will just teleport forward after about a second from
startup.
----------
6)
NAME: 1A5 "TEMPEST"
CMND: d,db,b+B
TYPE: MULTI-HIT ATTACK
HGHT: M(x4)
STOP: YES
DMGE: 24
EFFT: ln
----------
7)
NAME: 1A0
CMND: {P} (In beast form only)
TYPE: BEAST DRIVE ENHANCED
HGHT: M-SM-SM
DMGE: 22
*NOTES*
-Uranus's Beast Gauge will be filled 1/4 after this is executed. This is if it doesn't hit. If
it connects with her opponent, then the Beast Gauge will fill around 3/4.
-If Uranus is hit before this actually goes into attack phase, then this move will be stopped
and Uranus will stay in beast form.
-The 1st hit is a Guard Break. The following 2 are not Guard Breaks.
----------
8)
NAME: 1A1
CMND: {K} (In beast form only)
TYPE: BEAST DRIVE ENHANCED
HGHT: L-L-L
DMGE: 36
EFFT: sw
*NOTES*
-Uranus's Beast Gauge will be filled 1/4 after this is executed. This is if it doesn't hit. If
it connects with her opponent, then the Beast Gauge will fill around 3/4.
-If Uranus is hit before this actually goes into attack phase, then this move will be stopped
and Uranus will stay in beast form.
-The 1st hit is a Guard Break. The following 2 are not Guard Breaks.
----------
9)
NAME: 1A2
CMND: {P} or {K} (In beast form only)
TYPE: BEAST DRIVE ENHANCED
HGHT: M-M-M
DMGE: 45
*NOTES*
-Uranus's Beast Gauge will be filled 1/4 after this is executed. This is if it doesn't hit. If
it connects with her opponent, then the Beast Gauge will fill around 3/4.
-If Uranus is hit before this actually goes into attack phase, then this move will be stopped
and Uranus will stay in beast form.
-All 3 hits are Guard Breaks.
----------
-----------
|BEAST DRIVE|
-----------
----------------------------------------------------------------
BD #1: d,df,f (x2) + {B} | BD #2: d,db,b (x2) + B |
----------------------------------------------------------------
NAME: 1B5 "BAPTISM" | NAME: 1B8 "APOCALYPSE"
TYPE: ATTACK | TYPE: THROW (GRAB)
HGHT: M | HGHT: ALL
DMGE: 69 | DMGE: 89
ADDT: NONE | ADDT: NONE
*NOTES ABOUT 1B8 "APOCALYPES"
-It is not possible to execute this from an attack with a Cancel Point.
-At the end of this Beast Drive, Uranus launches her opponent. Before he/she can hit the ground,
Uranus can follow up with an attack and/or combo to juggle her opponent.
----------------------------
|COMBINATION ATTACKS -HUMAN-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)C26 d+P-d+K
--------------------------------------------------------------------------------------------
2)CH0B df+K-K*
NOTES: 2nd hit causes Bound
--------------------------------------------------------------------------------------------
3)C30 u+P*-{B}
NOTES: u+P will keep Uranus facing in the same direction no matter what, whether she
teleports behind her opponent or not.
--------------------------------------------------------------------------------------------
4)CH11 f,f+{K}-{K}
--------------------------------------------------------------------------------------------
5)09 T, d+P-K
--------------------------------------------------------------------------------------------
----------------------------
|COMBINATION ATTACKS -BEAST-|
----------------------------
--------------------------------------------------------------------------------------------
| NAME INPUT |
--------------------------------------------------------------------------------------------
1)C01 ALPHA B-u+{B}
NOTES: Last hit will launch opponent into the air. From there, Uranus can do a Chase Jump.
--------------------------------------------------------------------------------------------
2)C21 d+B-d+{B}
NOTES: Last hit will launch opponent into the air. From there, Uranus can do a Chase Jump.
--------------------------------------------------------------------------------------------
````````````````````````````````````````````````````````````````````````````````````
````````````````````````````````````````````````````````````````````````````````````
-------------------
G) SECRETS & TRICKS
-------------------
SECRET CHARACTERS
-----------------
1) FIGHT AGAINST KOHRYU: Play Arcade mode and finish the 1st 4 matches without losing a round
or continuing. In the 5th match, instead of facing one of the regular 12 characters, Kohryu will
be your next opponent.
2) FIGHT AGAINST URANUS: Play Arcade mode defeat all 9 opponents (including Xion) without any
continues (it's OK to lose a round, though). If done correctly, a "Special Stage" will appear
after you defeat Xion, with Uranus being the final opponent. Note that facing Kohryu is not
necessary to make Uranus appear.
3) PLAY AS KOHRYU: Following Secret #1, when you square off against Kohryu, defeat it in any
manner. After Kohryu is defeated, continue the game as regular. Whether you beat the game or
not, Kohryu will be accessible in any mode. At the Character Select screen, go to the bottom
row and move the cursor all the way to the left or right off the screen. Kohryu's portrait will
appear. Note that if you lose against Kohryu, it will not appear for the rematch. Instead, another
character will take its place.
4) PLAY AS URANUS: Following Secret #2, when you face off against Uranus, you have to defeat
her no matter what. If you lose, then the game will end and you will see your character's
ending. Once Uranus has been defeated, She can be used in any mode. At the Character Select
screen, go to the top row and move the cursor all the way to the left or right off the screen.
Uranus' portrait will appear.
EXTRA MODES
-----------
*NOTE THAT EXTRA MODE CAN BE ACCESSED IN OPTION MODE. ONCE ANY ONE OF THE EXTRA MODES HAS BEEN
UNLOCKED, THE TITLE "EXTRA MODE" WILL APPEAR UNDER THE "SAVE OPTIONS". SOME OF THE MODES CAN BE
USED "SURVIVAL MODE" STYLE AND/OR "VERSUS MODE" STYLE.
EXTRA MODE #1 - SUDDEN DEATH SURVIVAL: Defeat 9 characters in Survival mode. When playing
this mode, you & your opponent will have no energy in the Life Gauge, while it takes only 1
blow (no matter how weak) to win. "Survival mode" style only.
EXTRA MODE #2 - NO GUARD BATTLE: In Arcade mode, get 1st place in Ranking. As the name states,
characters cannot block (no Light or Hard guard). However, Guard Escape can be used. "Survival
mode" and "Versus mode" style available.
EXTRA MODE #3 - HIGHEST DIFFICULTY: Beat Arcade mode with no continues. In this mode, play
against the computer-controlled characters on the highest difficulty available in this game.
This is the same difficulty used in CPU Battle mode. Very hard indeed. "Survival mode" style
only.
EXTRA MODE #4 - KNOCK DOWN BATTLE: After Extra Mode #1 has been unlocked, rank 1st place in
Survival mode. In this mode, any attack will either knock down or knock away a character. Not
all attacks will do this, though. For instance, Throws will connect & have its special effect
as regularly, while a Rising Attack will strike as regularly. All attacks, though, will do
twice the damage. "Survival mode" and "Versus mode" style available.
EXTRA MODE #5 - HIGH-SPEED MODE: Fight in 100 matches or more (it doesn't matter who is used).
When this has been done, rank in any place in Survival mode. In this mode, all attacks (except
throws) will be executed twice as fast, (believe it or not, the speed's faster than that in
Hyper Beast mode) enabling combos that are normally impossible. (Try it. You'll see what I
mean) The only catch is, damage is drastically reduced, meaning battles will last for a very
long time if combos aren't made. "Survival mode" and "Versus mode" style available.
EXTRA MODE #6 - LOW-SPEED MODE: Use all characters at least once in either Arcade, Versus, or
Survival mode. Then, rank in any place in Arcade mode (it doesn't matter who is used). opposite
to Extra mode #5, all attacks (except for throws) will be twice as slow. So slow, that attacks
can easily be Guard Escaped. The only problem is, most combos can easily be stopped, no matter
how fast or dominating it is in regular speed. Damage is also increased(?). "Survival mode" and
"Versus mode" style available.
EXTRA MODE #7 - HYPER BEAST BATTLE: Use any character 10 times or more in any mode except in
Practice mode. Then, rank in any place in Arcade mode with that character. All characters will
be in Hyper Beast mode in each and every round, there will be no timer, and Hyper Beast mode
will never end. "Survival mode" and "Versus mode" style available.
EXTRA MODE #8: SUMO WRESTLING BATTLE: Use any character 20 times or more in any mode in
Practice mode. Rank any place in Survival mode with that character. In this mode, the only way
to win is for the opposition to fall down completely onto the ground. Other conditions also
exist, where being slammed into a wall will automatically mean defeat, (possible because the
character's going to hit the ground, and Recovery doesn't work) while most throws will also
mean victory as long as the opposition hits the ground & is down. The good side to this is
that characters do not take any damage from any attack, while Recovery is very important &
must be done as soon a possible. "Survival mode" and "Versus mode" style available.
TRICKS
------
CLEAN PAUSE: In any mode, press/hold either L or R buttons remove the options menu off the
screen.
REPEATING THE REPLAY: Anytime a round is finished and the Replay screen comes up, press
Triangle button to replay it from the start. This can be done as many times to one's liking.
AFTERIMAGE REPLAY: Anytime a round is finished and the Replay screen comes up, hold P+K+G
simultaneously to make the screen have a blur effect. This can be done until the replay scene
is completely over and the victorious character does hit/her victory pose.
MARVEL'S G-III SWITCH UP: While playing as Marvel, start any of her K,K combos. After the
1st kick, delay afterwards up to the point where her kicking leg goes down & almost touches the
ground. Press kick again to make Marvel continue the combo as she switches legs.
"FALSE" GUARD: Do a mistimed Guard Escape, or press Forward while holding R1 (Resembles a Heavy
Guard). The easiest way to do this is to hold R1 & press Forward. Anytime an attack is executed
by the opposition while your character's in Hard Guard pose, he/she will suddenly drop out of it
and move forward. No a good thing, your character will get hit.
DROPPING THE "BOMB": While playing as Bakuryu or Kohryu, cancel or take a blow during "Enmaku
Dan" or "Enjin Rasen Kyaku" just as either character's about to throw down their smokebomb. If
done correctly, the bomb will fall out of either character's hands, bounce a little, and
disappear.
"100" CANCEL: While playing as Uranus, knock/juggle her opponent into the with any attack. Just
as that attack connects, immediately cancel into u+P, "100" (based off of Air Combo System; see
"Juggles & Air Combos" topic in "Combo System", located in the "In-depth Discussions [Part 1]"
section). As soon as u+P hits airborne opponent, press u+P again. Repeat this as much as
possible, which will make Uranus teleport back & forth around her opponent indefinitely.
Or, If your timing is fast enough, cancel u+P at startup into another u+P anytime during this
trick BEFORE the previous u+P connects with opponent. If done right, u+P can be canceled about
3-4 times before foe hits the ground without ever hitting the opposition. Why does this
happened? I have no idea.
--------------------------------
H) IN-DEPTH DISCUSSIONS (PART 2)
--------------------------------
---------------------------------
|RATINGS ON CHARACTERS' LIFE GAUGE|
---------------------------------
The characters in BR3 can take a certain amount of damage before he/she is KO'd. Comparing each
character to one other will also show that some characters take more damage than another character.
This is not, however, based on the number of "points" in a character's Life Gauge. By default,
each character has 200 "points". The difference in each character's Life Gauge is the length of
its endurance to taking damage.
Below is a chart on each character's Life Gauge I made up, which was tested against Yugo. Each
characters were pitted against Yugo's Beast Drive Attack, Spiral Fang, then followed up by a number
of hits from his db+P (Leg Slash). The number of hits it took to KO each character was first tested
in VS mode, then calculated in Practice mode. This experiment was done while all characters
(including Yugo) were in human form. Take note that the weakest version of Spiral Fang was used (were
the Beast Gauge was empty) twice, while db+P was used a number of times until it knocked out the
character being tested.
Ratings on the length of the Life Gauge:
1 = Lowest; cannot take a great amount of damage
2 = Average; can take a decent amount of damage
3 = Higher; can take more damage than normal
4 = Highest; can take a great amount of damage
----------
|HUMAN FORM|
----------
# SPIRAL FANG
(EMPTY GAUGE) # db+P RATING
------------- ------ ------
YUGO - 2 -----> 5 = 3
ALICE - 2 -----> 4 = 2
LONG - 2 -----> 5 = 3
MARVEL - 2 -----> 4 = 2
BUSUZIMA - 2 -----> 4 = 2
JENNY - 2 -----> 4 = 2
BAKURYU - 2 -----> 4 = 2
URIKO - 2 -----> 3 = 1
GADO - 2 -----> 6 = 4
STUN - 2 -----> 6 = 4
SHENLONG - 2 -----> 3 = 1
XION - 2 -----> 4 = 2
KOHRYU - 2 -----> 6 = 4
URANUS - 2 -----> 3 = 1
Next, a test was performed on each character's Life Gauge while in beast form. This was much harder
than the former, due to the fact that each character's Life Gauge started to recover energy after
a second or two when that character received no more damage. In order to prevent that, a different
method was used. Pitted against Yugo again, each character took a consistant amount of hits from
Yugo's P-P-P-P combo (Strike Rush) without any pause or break. This action was done until the
character was KO'd in VS mode, then calculated in Practice mode.
The number of times Strike Rush was executed is read as "#x". For example, the number of times Alice
had Strike Rush executed on her before it KO'd her was 5 times exactly. So, "5x" will be written to
represent the number of times Strike Rush was used. On some characters, though, the last hit of
Strike Rush did not KO him/her. Sometimes, it took the th 1st hit of Strike Rush to do it. In this
case, the number of times Strike Rush was executed plus the number of hits of an incompleted Strike
Rush O'ed a character is read as "#x+#" For example, Strike Rush was executed 5 times on Bakuryu,
but Bakuryu still remains standing. Executing Strike Rush once more, Bakuryu is KO'd on the 1st hit.
Thus, it will be written as "5x+1"
For this experiment I'm unable to guarantee that the rating on each character's Life Gauge in Beast
mode is definite due to some inconsistancies. The way characters take damage is very different from
each other, making it hard to tell the number of "points" in each character's Life Gauge. Yugo's
Strike Rush wasn't as consistant as I thought it would be; although I tried my best executed each
time as one finished consistantly, I certain there were instances where it let up just enough for
some characters to recover 1 to 2 "points" in his/her Life Gauge. Still, this chart gives a general
idea on how each character's Life Gauge in Beast mode takes damage. If I decide to try another method
to determine the Life Gauge in Beast mode percisely, then I'll change this. For the moment, though....
----------
|BEAST FORM|
----------
# P-P-P-P
(STRIKE RUSH) DAMAGE # HITS RATING
------------- ------ ------ ------
YUGO - 5x+1 -----> (40x5)+10 21 = 2
ALICE - 5x -----> 41x5 20 = 1
LONG - 5x+1 -----> (40x5)+10 21 = 2
MARVEL - 5x+1 -----> (40x5)+10 21 = 2
BUSUZIMA - 5x+1 -----> (41x5)+10 21 = 2
JENNY - 5x -----> 41x5 20 = 1
BAKURYU - 5x+1 -----> (41x5)+10 21 = 2
URIKO - 4x+3 -----> (44x4)+30 19 = 1
GADO - 6x -----> 36x6 24 = 3
STUN - 7x -----> 30x7 28 = 4
SHENLONG - 5x+1 -----> (40x5)+10 21 = 2
XION - 5x+1 -----> (41x5)+10 21 = 2
KOHRYU - 5x+1 -----> (40x5)+10 21 = 2
URANUS - 6x -----> 36x6 24 = 3
----------------------------------
|RATINGS ON CHARACTERS' BEAST GAUGE|
----------------------------------
For this experiment, I tested how long each character is able to stay in beast form after taking a
number of hits. In order to make this work, each character takes continuous hits from Yugo's LD+P
(Smash) until his/her Beast Gauge is empty (as far as it can be seen). Next, in order to knock each
character out of Beast mode definitely, Clinch is used, since it stuns a character & puts him/her in
the Down position without actually knocking him/her with force. This experiment was done in Practice
mode. Note that Yugo is in human form during this experiment. He can also be in beast form to
accomplish this, but I chose to use his human form (no particular reasons).
An interesting thing about the Beast Gauge is that it seems to relate directly to the amount of
damage a character receives. The higher the damage, the faster the Beast Gauge will be drained. The
amount of "points" that is read as damage can also be used to measure the length of each character's
Beast Gauge. If a figure were to be shown, I would say that each character's Beast Gauge has around
130 "points" of energy in it.
Ratings on the length of the Beast Gauge:
1 = Lowest; Beast Gauge will be empty after taking a good number of hits
2 = Average; Beast Gauge will have a little amount of energy left after taking numerous hits
3 = Higher; Takes twice as much hits to drain the Beast Gauge
4 = Highest; Very difficult to drain the Beast Gauge
# df+P df+ P (DAMAGE) # CLINCH CLINCH (DAMAGE) RATING
------ -------------- -------- --------------- ------
YUGO - 11 12 1 3 = 2
ALICE - 10 13 1 4 = 1
LONG - 11 12 1 3 = 2
MARVEL - 11 12 1 3 = 2
BUSUZIMA - 10 13 1 4 = 1
JENNY - 10 13 1 4 = 1
BAKURYU - 10 13 1 4 = 1
URIKO - 10 13 1 4 = 1
GADO - 12 11 1 3 = 3
STUN - 14 9 2 2+3 = 4
SHENLONG - 11 12 1 3 = 2
XION - 10 13 1 4 = 1
KOHRYU - 11 12 1 3 = 2
URANUS - 12 11 1 3 = 3
After each character takes a number of hits from Yugo's LD+P, Clinch is performed. If done
correctly, each character will fall out of Beast mode after the 1st hit of Clinch. In Stun's case,
on the other hand, it took 2 hits from Clinch to accomplish this. It seems that the length of
endurance for Stun's Beast Gauge is very high. Yet, it helps to give a close measure of each
character's Beast Gauge. It's best to just use 14 hits from Yugo's df+P, for adding in one more hit
will most likely overexceed the amount of energy in his Beast Gauge by far.
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------------------------------
I) RECOGNITION TO CONTRIBUTORS
------------------------------
*There is a contributor, however I may have lost his e-mail. I would greatly appreciate the one
who gave me the Afterimage Replay to please send me an e-mail again. But in ahead of time,
thanks!
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-------------------
J) REVISION HISTORY
-------------------
8/5/01
- Initial release. Missing a few characters, moves, and information. Not yet on the level of a
real FAQ.
8/12/01
- All characters are now listed
- All discussions under "In-depth Discussions (Part 1)" are now complete
- In each character's Command Attack listings, a new label about whether or not a specific
Command Attack can be stopped or not has been added
- Yugo's Basic Attack list has been put up, a starter for this part in each Character's section
- Yugo's Command Attack list has been put up
10/22/01
- Expanded the Intro section, adding stuff needed to say on each update of this FAQ.
- Added Yugo & Uranus' Free Combo System lists
- Added info about Uranus' Chase Jump in both human & beast form
- Fixed errors and added new/missing info in each character's section, mainly in Long and Uriko's
section
- Added additional note about canceling Alice's Double & Triple Somerset and Yugo's Quick 1-2
- Added additional info about a stun-causing hit, which can be found under "Damage Control" in
the "In-depth Discussions (Part 1)" section
- Rewrote The info on Guard Reversals, located under "Offense & Defense" in the "In-depth
Discussions (Part 1)" section
10/28/01
- Added Gado and Jenny's Basic Attack and Combination Attack Lists.
- Added a new trick, located in the "Secrets & Tricks" section.
11/13/01
- Added Stun's Basic Attack and Combination Attack lists.
1/21/02
- Re-edited entire FAQ, making corrections/changes where necessary.
- Added Midair outcome to Bakuryu's Tenjin Izuna Otoshi and Kohryu's Enjin Izuna Otoshi.
- Completed Xion and Shenlong's sections
- Added "In-depth Discussions (Part 2)" section, with 2 listings under this section
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Questions? Comments? Secrets? Let me know at
This FAQ is copyright (C) '01 by Deeshad