Notes:
- This move list is completely based on the PSX version of the
game; I've been told that there is an arcade version, but I
have never seen it in any of the arcades I go to (could be
because down here in Australia we don't get arcade games
until they are obsolete...)
- Anyone wishing to print this document should do so in Notepad,
or at least use a single-width font in their word-processor
(eg. Courier font). Note the disclaimer below.
- Any corrections, additions, ideas, etc. are welcome. Please
email these to the address given at the bottom of this document.
- The latest version of this FAQ can be found at www.gamefaqs.com
Disclaimer:
- The author incurs no liability from public or private use or
misuse of this document. The correctness and accuracy of
the contents of this document are not guaranteed, and the author
will not be liable for any damage resulting from errors or
omissions.
- Permission for private use of this document is granted by the
author. Permission is also granted to edit the document for
PRIVATE use only. Permission is NOT granted for submissions of
any part of this document to any magazine or paper for their use,
unless permission is sought and granted by the author beforehand.
- This document may be distributed in its UNEDITED form.
Versions:
- Ver. 1.0: (15 November 1997)
Added moves for normal characters.
- Ver. 1.1: (22 November 1997)
Corrected Long's combos.
Added info on counter-attacks.
Added some combos.
- Ver. 1.2: (27 November 1997)
Added new rushing attacks for all characters.
Added new special move combos for all characters.
Added to common moves section.
Added "Miscellaneous information" section
- Ver. 1.3: (8 December 1997)
Added combos for various characters.
Added Omake information.
Added Miscellaneous information.
Added "Credits" section.
- Ver. 1.4: (16 December 1997)
Added combos for all characters.
Corrected Omake information.
Gameplay:
- The game combines elements of both Tekken and Virtua Fighter;
having the PPK combos of Virtua Fighter and the special move
styles of Tekken.
- Gameplay takes place inside a ring, although the fighting itself
is 2 dimensional (some characters, however, have moves which
move them into and out of the screen). Fighting, however, can
become more 3 dimensional if the "Slant Move" Omake is enabled.
(See Omake Section in "Miscellaneous information").
Conventions:
P: Punch button
K: Kick button
B: Beast button
lowercase dir: Tap direction; only hold for that attack
UPPERCASE DIR: Hold direction; hold until stated otherwise
X, Y: Button X then button Y
X/Y: Button X or button Y
X+Y: Button X and button Y
running While running (f, F obviously)
QCF: Quarter circle forward (d, df, f)
QCB: Quarter circle back (d, db, b)
Occasionally, there will be combos where to "B" (hold back on dir
pad) may be confused with "B" (beast button). Just test these out
to figure out the combos. Note that it would be very rare for the
button "B" to be pressed with another attack button (ie. P or K),
so these "B"s are probably the direction.
Abbreviations:
KD: Knocks opponent down
FA: Faces away (turns you around)
floats: Floats opponent
throw: Will execute a throw routine. Note: not all moves
marked "throw" are actually throws, but the program
is executing a throw routine. You can see this for
yourself if you do the move in Practice mode.
Common moves:
f, f Dash forward
f, F Run
b, b Dash backward
d, D Low crouch (will stay for about 1 sec.)
P+K Throw (opponent standing)
d+P+K Throw (opponent crouching)
P+K (in air) Land on feet if floated
u+P/K/B (beast) Pounce (opponent on ground)
Air attacks:
f+P/b+P (in air) Descending mid slam (KD)
f+K (in air) Double foot kick & backward roll (KD)
b+K (in air) Back double foot kick & forward roll
d+P (just before landing) Rushing low punch (KD)
d+K (just before landing) Sweep
While getting up:
direction Roll in direction pressed
K Kick-up attack
Beast mode:
- Underneath the stamina bar is the "beast bar" (again, I have no
idea what the proper name of this is). When there is a "B" at
the end of the bar, then by pressing the "B" button, the
character transforms into its beast form. A little energy is
healed when this happens.
- Any combos in the movelist with a "B" can only be used when your
character is in beast mode (otherwise you'll turn into a beast if
you can).
- In the beast form, the moves do more damage, but the character is
slightly slower.
- Also, in this mode, it is possible to jump off the walls.
Counter-attacks:
- Bloody Roar does not have reversals in the Tekken sense, but it
is possible to dodge an attack and execute it almost immediately.
This is true even if the attack is blocked; the delay time is
dramatically reduced and your counter-attack will come out almost
immediately.
- To counter an attack, you have a fraction of a second AFTER the
opponent's attack has taken place, to press FORWARD. The
opponent's attack may or may not be blocked, as long as it
doesn't hit you. If it is executed correctly, you will flash and
step to the side. You can then enter into your favourite combo
immediately.
While facing away:
P Turning high chop
d/db+P Turning low chop
K Descending mid kick (KD)
d/db+K Sweep (KD)
B Turning overhead swipe (KD)
d/db+B Sweep (KD)
Special moves:
QCF+P Triple mid strike
QCB+P Charge-up rising backhand strike
QCF+K Rising kick
QCB+K Rising windmill kick
QCF+B Charging double-claw swipe
QCB+B Roll back (Press B while rolling to do jumping attack)
Combos:
P, P, P, P B, B, B, B, u+K
P, P, P, d+K B, B, special move
P, P, K f+B, B
P, K P, P, B, B
f+P, P, P, u+K ub+K, U+P, B
UF+K, K, K, K, P
UB+K, P, P
df+P, P, P
d+K, K
D+K, K
f+P, P, P, b+K
f+P, P, P, d+K
u+P, P
U+P, P
f, f+K, K
QCF+P, P
Moves:
P High Punch
f+P Strong high punch
df+P Turning low punch (FA)
d+P Low punch
db+P Mid attack (similar to Wang's "bowling" punch)
b+P Charge-up double palm (KD)
ub/u/uf+P Jumping head strike
K Back leg high kick
f+K Forward double-hit jumping roundhouse (KD)
df+K Mid kick
d+K Low kick
db+K Sweep kick (KD)
b+K Forward roundhouse kick (KD)
ub/u/uf+K Jumping reverse roundhouse kick (KD)
Beast mode:
B High slash
f+B Descending back leg slam (KD)
df+B Double claw slash sweep (KD)
d+B Low slash
db+B Back leg sweep (KD, FA)
b+B Back leg kick-up (KD, FA)
ub/u/uf+B Flip kick (KD)
While facing away:
P Turning elbow
d/db+P Low punch
K Roundhouse kick (KD)
d/db+K Turning sweep (KD)
B Back slam (KD)
d/db+B Low swipe (KD)
Special moves:
QCF+P Charging high punch
QCB+P Charge-up mid elbow
QCF+K Jumping double kick
QCB+K Head stomp (head stomp throw if at correct range)
QCF+B Diving neck throw (at correct range)
QCB+B Earthquake stomp
Combos:
- The combos are arranged with a starting combo (eg. P, P, P,)
followed by possible combinations. In most groups, there are
four combos: two combos which are mirror images of each other,
a normal finishing move and a beast finishing move. The finishing
moves are listed at the end of the combos.
- The finishing moves are split into two main types:
(i) normal finishing moves (marked as "finishing")
(ii) beast finishing moves (marked as "beast finishing")
Obviously, the latter can only be performed in beast mode. Also,
the beast finishing moves need slightly more precise timing.
- Under every mid chain (ie. after the starting combo), it is
possible to break the combo at any time and execute a finishing
move (or "B, beast finishing move" if in beast mode).
Moves:
P High punch
f+P Turning mid swipe
df+P Rising mid strike
d+P Low punch
db+P Leg strike (FA)
b+P Turning mid backhand
ub/u/uf+P Jump over opponent
K High kick
f+K Forward flip kick
df+K Shin kick
d+K Low kick
db+K Sweep (KD)
b+K Revolving side kick
ub/u/uf+K Flip kick
Beast mode:
B High slash
f+B Step-in mid slash
df+B Slide (KD)
d+B Low slash
db+B Uppercut slash (KD)
b+B Step-back double-claw slash (KD)
ub/u/uf+B Jump-in slam (KD)
While facing away:
P High punch
d/db+P Low punch
K Turning roundhouse (KD)
d/db+K Sweep (KD)
B Turning slash (KD)
d/db+B Quick crawl away
Special moves:
QCF+P Air throw (opponent must be at correct range in the air.
Usually will only work in beast mode).
QCB+P Charge-up mid palm
QCF+K Ninja disappear: appear behind opponent (at correct range)
QCB+K Ninja disappear: spinning move in front of opponent
QCF+B Stab and slash (throw)
QCB+B Slashing uppercut (floats)
Rushing attacks:
running +P Charging leg sweep
running +K Running jump kick
running +B Diving attack and spring back (FA)
f, f+P Rushing double palm
f, f+K Rising kick
f, f+B Rushing double claw
b, b+B Rush back, jumping swipe
Crouching attacks (from d, D position):
P Mid strike
K, K Rising face kick, forward flip kick
B Low double swipe
Ground attacks (opponent on ground):
d+P Ground punch
d+K Ground kick
d+B, B, B, B, B Ground slashes
Combos:
P, P, P, P, f+P B, B, B
P, P, P, u+P B, B, d+B
P, P, P, d+K, P B, B, D+K, K
P, P, d+K, P B, B, d+K, K, K
P, P, K, K B, B, d+K, f+K
P, P, K, d+K f+B, B, B, B, B
P, K, K, K f+B, B, d+B
P, K, K, f+K, b+K, u+P f+B, B, special move
K, K, K f+B, K, K, K
K, K, f+K, b+K, u+P f+B, K, K, f+K, b+K, u+P
K, K, b+K f+B, K, K, b+K
df+P, P
df+P, K
df+K, K, K
DF+K, K
f+K, b+K
f, f+K, K, K
f, f+K, K, QCB+K
While facing away:
P Turning high punch
d/db+P Turning low punch
K Turn around kick (KD)
d/db+K Standing sweep (KD)
B Turning claw (KD)
d/db+K Rising handspring kick (floats)
Special moves:
QCF+P Rushing elbow
QCB+P Charge-up uppercut
QCF+K Jumping knee
QCB+K Flip kick
QCF+B Neck rip (throw, FA)
QCB+B Jump back (if close enough to a wall, press P or B
or K to attack off the wall)
Combos:
P, P, P, K B, B, B
P, P, P, d+K B, B, special move
P, P, f+P B, P, K, d+K
P, P, K B, P, P, P, d+K
P, K, K DF+B, P
B+P, P, P DB+B, B
DF+P, P, P, P P, P, B
QCF+P, F+P, P
K, K
K, d+K
D+K, K
df+K, K
f, f+K, d+K
Combos:
P, P, f+P B, B, B
f+P, P, P B, B, d+B
f+P, K B, B, special move
df+P, P B, d+B, B, special move
DF+P, K f+B, B
b+P, P f+B, d+B
K, K, K d+B, B, special move
K, K, f+K, d+K, K P, P, d+B
K, b+P, P df+P, f+B, B
f+K, K, K K, b+P, P, B, d+B
Moves:
P High punch
f+P High slam (KD)
df+P Mid punch
d+P Low jab
db+P Mid backhand
b+P Double descending strike
ub/u/uf+P Jumping strike
K Face stomp kick
f+K Step-in mid kick
df+K Low kick (front leg)
d+K Shin kick
db+K Low kick (back leg)
b+K Back lifting kick (floats)
ub/u/uf+K Jumping rising kick (floats)
Beast mode:
B Face swipe
f+B Backhand
df+B Double hammer (KD)
d+B Low slash
db+B Low double claw swipe
b+B Face slap (FA)
ub/u/uf+B Lifting slap (floats)
While facing away:
P Turning face strike
d/db+P Turning low punch
K Turn-around kick (KD)
d/db+K Sweep (KD)
B Mid backhand (KD)
d/db+K Low power punch (KD)
Special moves:
QCF+P Leg grab & swing throw
QCB+P Wind up punch (tap B+P, P, etc. to wind up, and
P to hit)
QCF+K Lifting throw (forward)
QCB+K Charge-up kick
QCF+B Grab & triple slam throw
QCB+B Lifting throw (backward)
Rushing attacks:
running +P Low dive
running +K Flying face stomp
running +B Charging belly hit (for lack of a better name...)
f, f+P Dashing hammer
f, f+K Flying kick (FA)
f, f+B Mid punch
b, b+B Backward flop
Crouching attacks (from d, D position):
P Lifting strike (floats)
K Leg stomp
B Lifting throw (backward)
While facing away:
P Turning backhand fist
d/db+P Turning low punch
K Jump back attack (KD, still FA)
d/db+K Standing sweep (KD)
B Mid back stomp kick (KD)
d/db+B Low swipe (KD)
Special moves:
QCF+P Neck slam (throw)
QCB+P Charge-up head strike
QCF+K Neck throw (King style throw)
QCB+K Earthquake stomp
QCF+B Lift & smash throw
QCB+B Wind up (repeatedly tap B to attack for 9 hits)
While facing away:
P Turning face punch
d/db+P Turning low punch
K Turning mid kick (KD)
d/db+K Sweep (KD)
B Jumping back stomp kick (KD)
d/db+B Low punch-sweep (KD)
Special moves:
QCF+P Rising spin attack
QCB+P Charge-up mid forearm attack
QCF+K Handstand flip kick
QCB+K Flip kick
QCF+B Jump-in head throw
QCB+B Jump & land kick attack
(i) Omake section:
- This menu under the options menu allows access to extra
options when certain events are achieved.
- Menu Method
- Big arm type Finish with no continues
- No gauge mode Finish with Yugo
- Camera mode Finish with Alice
- No lighting mode Finish with Long
- No guard mode Finish with Gado
- No wall mode Finish with Mitsuko
- Wall display off Finish with Fox
- Vitality recover Finish with Bakuryu
- Small stage Finish with Greg
- Big stage Get past 10 in Survival Mode
- Slant move Finish Time Attack Mode under
10 minuntes.
- Afterimage mode Finish game on level 4 with
all characters.
- Sailor Alice Finish with Alice on level 6
difficulty without continues.
- Most of these are self explanatory. However, a couple of them
aren't so obvious:
- Big and Small stages: these two stages are accessible in
Practice mode after unlocking these Omake.
- Slant move: characters can move into and out of the screen
(Toshinden style) by pressing L1 or L2.
- Afterimage mode: removes background images and instead shows
motion-blur effects on a black background as the characters
fight.
- Sailor Alice: dresses Alice up in Sailor Moon clothes.
(ii) Miscellaneous stuff:
- Pressing the following buttons when selecting a character will
make the character "deformed":
L2: equivalent of "Big Head" character type.
R2: equivalent of "Kids" character type.
L2+R2: equivalent of "Big Arm" character type.
- Pressing SELECT during the knock-out replay will play the replay
again at another camera angle. This can be repeated indefinitely.
Credits:
Thanks to the following for their contributions:
- Mint For miscellaneous moves, combos and ideas, and the
"Big Stage" and "Slant Move" Omake methods.
- Megaman For the "Sailor Alice" Omake method.
- Henry LaPierre For various Omake methods and many combos.
- Everyone else who has contacted me with ideas, minor contributions,
support and encouragement.
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- I would appreciate any extra info that you might have on the game.
Any moves, combos, information, cheats, etc. are welcome.
- E-mail to Geoff Chiang at: shadow9578@hotmail.com
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