~~~~~~~~~~~~~~~~~ "Let's do this!!" - Yugo Oogami ~~~~~~~~~~~~~~~~~ BBBBB LLL OOOO OOOO DDDD YY YY 222222222 BB BB LLL OO OO OO OO DD DD YYYY 22222222222 BBBBB LLL OO OO OO OO DD DD YY 2222 22222 BB BB LLL OO OO OO OO DD DD YY 2222 22222 BBBBBB LLLLLL OOOO OOOO DDDD YY 22222 22222 RRRRR OOOO A RRRRR 22222 RR RR OO OO AA AA RR RR 22222 RRRRR OO OO AA AA RRRRR 22222 RR RR OO OO AAAAAAA RR RR 222222222222 RR RR OOOO AA AA RR RR 222222222222 -BRINGER OF THE NEW AGE- BR2: PERFECT PLAYERS' GUIDE Ver. 2.6 Written by Deeshad New Disclaimer: This FAQ is written for fun and personal usage ONLY. It's okay to reproduce this FAQ for viewing purposes, which should be meant to better your game play and knowledge on the game being discussed below. It is NOT to be used for profitable and/or promotional means, (ex. a game magazine) nor should the contents from this page be copied in ANY way, used under a different name, or rewritten/changed in any manner. If the following is violated in any manner, that's plagiarism and I will have the right to take legal actions against any violators. If you want to place this on an FAQ web site or page that deals with games, please let me know FIRST and get ask for MY permission. If the permission is granted, please be sure to give credit to where it belongs. (ME!) If you have any questions or comments about this FAQ, feel free to contact me at . Black List Section ------------------- 1st Violator: EGM (Electronic Gaming Monthly); Scott Augustyn Where: June issue of Expert Gamer; Bloody Roar 2 Strategy Section Crime: Using this FAQ without permission; using the ideas of the author; (ex. made-up terminology and names; FAQ format) altering its contents; failing to give the author (me) credit; displaying this FAQ in a rather shabby and unimpressive manner Punishment: Not to give any profit to each of the magazines that they distribute/manufacture/take part in: -Electronic Gaming Monthly -EGM 2 -Expert Gamer -Expert Codebook If Crime Persists: A lawyer will be hired to take up case ---------------------------------- ---------------------------------- For some info straight from the makers of Bloody Roar 2 themselves, check out their Websites: Raizing Homepage www.raizing.co.jp/prd/br2/index Hudson Soft Homepage www.hudson.co.jp/new/bloody2/back1/index.html At the Raizing Hompage, you can learn all the moves and their names, while the story and Beast Drive illustrations and motion can be found at the Hudson Soft Homepage. (Japanese only) For the American version, you can find info about the storyline, features, characters (except for the secret characters) and hints straight from the Official Playstation Site at: Bloody Roar 2 page www.playstation.com/games/categories/fighting/bloody2/ Just to let you know, there are some changes from the Japanese version of BR2 in the American version. Some characters' names will be different, as well as the name of some of the "official" moves that are here. (whether it be translation errors, simplified translations, or just a complete rename) So, If you do pick it up (it's out now) and happen to read this FAQ and find things that are different, it's because this is all based on the Japanese version. Will there be an American version of this FAQ? I don't know, but it's not really necessary. Like pictures? Want to see some official art & sketches drawn for BR2? Check out this website: Bloody Roar 2 www2.itjit.ne.jp/~jnj/bloodyroarframe.html Like puzzles? Play two jigsaw puzzles with Long & Uriko on it. See if you can put them together by trying them at this page: Asobi no Heya (Play Room) www.oitaweb.ne.jp/hp/obata/puzzle/start.html If there should be any problems, go straight to each puzzle at: Uriko's Puzzle www.oitaweb.ne.jp/hp/obata/puzzle/1/paz15.html Long's Puzzle www.oitaweb.ne.jp/hp/obata/puzzle/2/paz15.html (Sorry, these are Japanese-only pages) This BR2 FAQ is written based on the PSX Japanese version of Bloody Roar 2. -------========================================------- This FAQ can be found at: GameFaqs Console Gamer Cheat Code Central About.com Want less talk? Check out the BRPPG: Mini-FAQ. That can be found at: GameFaqs Console Gamer -------========================================------- This game copyright (c) by Hudson Soft and (c) Eighting/Raizing. This FAQ is copyright (c) '99 Deeshad ================================= Contents: I) Story: Hostility Amongst the Races II) Game Modes III) Defensive System IV) "Bestorized" System V) Taking a Hit VI) Controls and Basic Functions VII) Characters and their Personal Descriptions A) Yugo B) Alice C) Long D) Uriko E) Bakuryu F) Marvel G) Busuzima H) Jenny I) Stun J) Gado K) Shen Long VIII) Secrets, Custom Features, And Tricks IX) Revisions and Contributors X) Final Words ================================ ---------------------------------- ---------------------------------- I) Story: Hostility Amongst the Races The huge, multinational foundation called Tyron met its demise due to "Bloody Roar", the bestial beings' fight. It is said that Tyron Foundation had engaged in sinister acts concerning the products of artificially-made and militarized bestial beings. These acts became as clear as daylight, so their fate fell into the hands of justice. However, due to the image of bestial beings with the power to exceed human beings, and Tyron's wicked research joined with tales saying, "We, the beasts, will oppose the human race and put them in great peril", the prejudice between both races continues on. At the center of the growing panic, people that take on the roles as "Beast Hunters" became well known to the public, thus amplifying the hostility and feelings of terror that arosed between the human beings and the bestial beings. With these "Beast Hunters" present, everyday changed. In every area bestial beings are suffering by suppression, every single one since the influence of the hunters had appeared. The bestial beings then called their situation, "the Beast Liberation Battle Line", as those humans who take the roles of "Beast Hunters" now declared war on them. However, because of the opposition of the suppression, many bestial beings live in hiding in due to the new terror that has been stirred up by the Liberation Battlefront, having doubts about the situation and the existance of the bestial beings. 5 years later since the fall of Tyron Foundation.... The human's and bestial being's Liberation Battlefront. And it's known that the bestial beings won't submit to the Battlefront of Liberation. As the 3 influences of distrust increases, the crisis that blankets the world continues to grow. ~~~~~~~~~~~~~~~~~~~~~~~~ Honorable me! Wheeeeeee! - Busuzima ~~~~~~~~~~~~~~~~~~~~~~~~ ---------------------------------- ---------------------------------- II) Game Modes In Bloody Roar 2, there are 7 modes present, each offering different gameplay (slightly): ARCADE ------ Basically the regular mode of the one can find. Straight from the arcade itself, you have to fight through 7 stages, each randomly hosting one of the 9 selectable characters. Once you defeat all 7, you'll go to the Final Stage, where you will have to fight Gado as the last boss. If you play straight through without continuing, you'll go to a Special Stage, where you'll have to go toe-to-toe with Shen Long, the secret character. If you play a normal game, (with 1 or more continues) you'll see the regular ending, which shows all the 9 characters doing their best combo/juggle during the Staff Roll. Play a great game and beat Sheng Long, you'll get the special Staff Roll which'll present all 11 characters doing a combo that involves their "Beast Drive". While you can always continue if you should lose against any of the first 8 characters, you cannot continue if you lose against Shen Long. You'll automatically be taken to the ending, which'll be the regular Staff Roll. VS -- Like any other VS mode in existence, you and a friend duke it out against each other, selecting anyone you please to represent your might. Also, check the Play Record in the Option mode and see how well your fave character is fairing out against the odds and set private competitions with your buddies. STORY ----- This is a very unique mode to be introduced into the Bloody Roar series. This can be looked as the missing pages from the game manual, (the actual manual only spoke about the game and its features. A separate pamphlet illustrates the characters, fighting descriptions, and their moves) for you'll get to learn about each of the characters' personal story line, their interaction with the other characters, and how they would deal with the problem present. All you have to do is select a character, (each with a little hint about their storyline under their name) and battle along as you get a glimpse more and more into the game's plot, guided with many picture illustrations of the action taking place. Similar to the Arcade mode, you'll get a different ending depending on whether you continue or not. SURVIVAL -------- In this mode, you have to fight through 1-round, 60-minute set stages against each of the characters in the game. Like its name you will have to fight in 99 battles, facing each of the characters more than once, where the difficulty increase with every turn. Your life bar will not be set full for each stages as regular. Instead, how much health that'll be recovered depends on how much damage you received from each fight and how long it took you. If you lose 95% of health and win by time, you'll start the next match with just that 5% health that remained. If you want to always start with a full life bar, practice hard, master your attacks & combos, and finish each match as quickly as possible, for it doesn't get easy. (Note that finishing this mode is a near-impossible feat, for the difficulty will increase to that insanely-hard level. If you're a pure game master, (unlike me) you could probably get close enough to completing this mode. However, if you have a Game Shark/Pro Action Replay handy along with a couple of cheats....) WATCH ----- Select the fighters to fight and just watch each match as the CPU takes control of both fighters. A good way to learn about all the secrets and tricks that each character possess. Here are some of the controls you have during this mode: -Select = Remove on-screen display (Life bar, Beast gauge, etc.) -R1 = Change camera views -Sq, X, or O = Reset camera view back to normal Note that the CPU's difficulty here is set permanently to "Bloody Hard" mode, so be ready to see some furious fights. CUSTOM ------ Similar to the "Omake" mode from the BR1, this mode lets you customize the game in special manners that you desire. At the start, you will be given both "Wall Display" and "Afterimage Mode". There are more, but you will have to figure out how to acquire them. (See "Secrets and Custom Features" for more on this) Along with this is the "Game Start" feature, where you can select to fight against a friend, a computer-controlled opponent, or all 11 of the characters one after another, and test the newly acquired custom features to your heart's content. OPTIONS ------- Pretty much explains itself by its name. Not to be confused with the Custom mode, this is where you can fiddle around with the game's basic features, like "Match Point", "Difficulty", and "Control Config". Some details on the more unique features: -Sound Option: change the game between stereo/mono, set the volume, listen to the sound effects & voices, and select the music for the game between "Arcade" or "Playstation". In "Arcade" mode, each stage has their own personal sound track. In "Playstation" mode, Each character has their own soundtrack. The second player's soundtrack will always be the music for each battle. -Movies and Pictures: Contains all the videos and endings from the game, as well as the illustrations from "Story Mode" -Play Data: Records your scores from each game mode, as well as charts each character's victories and how often they've been used and against who -Display Type: Adjusts the screen image to the size of your TV The "Memory Card" feature can also be found here, so remember to save your game as often as possible. *Just in case you're interested, the track played at the opening video is called "Carnation Reincarnation", played by that jamming group called "Kinniku Shoujo Tai" (Muscular Girl Zone).This track can be founded on two of their albums. One called "San Fransisco", (the remix version)and the other called "Saigo no Seisen" (original version), which translates as "The Last Holy War". Both albums have heavy metal-type of music. For the American version, there's a new mode added: TRAINING -------- For those that want to practice their combos, Guard Escapes, etc., you can use this mode for that purpose. It's also a good way to learn where and how each hit strikes, as well as what's useful and when. Since I do not have this, I don't know too much about it. (Anybody willing to share?) ~~~~~~~~~~ Here I go!! - Jin Long ~~~~~~~~~~ ---------------------------------- ---------------------------------- III) Defensive System The methods of defense have been focused on more in BR2, having a big effect on the gameplay. For starters, read below on the way a character's defense can effect the game. GUARDING The way you guard attacks still goes by the height of the attack executed at you. Here's a chart written up from the game manual that charts about the proper way to guard against an attack: ---------- --------- ------------- -------- High Guard Low Guard Mid-Air Guard Lie Down ---------- --------- ------------- -------- High Attack | O | -- | O (1x) | -- Mid Attack | O | X | O (1x) | -- Low Attack | X | O | O (1x) | X For this chart, a "O" means that an attack can be blocked in the position you're in. an "X" means it is not possible to block in that position. A "--" means that a defense doesn't apply, for the attack will not come in contact. Note that you can only block once in the air. Afterwards, you'll be hit no matter what. Here's a list on the 4 different heights in which most attacks can attack from. Note that aerial attacks will not be included in this, for just about all of them have to be blocked with a High Guard: High (H) : Attack aims at head level. A High Guard can defend against this, while a crouch or Lie Down will keep you under harm. Middle (M): Attack aims a midsection level. These attacks you have to be more aware of, for they can only be blocked high. A Low Guard is useless in this case, but Lie Down will still work just fine. Low (L) : Attack aims at leg/waist level. Unlike the others, this can be blocked in any manner, making it not as useful in getting through an opponent's defense. Ground (G): Attack aims at foot level. Too low for a High Guard, these can only be blocked by a Low Guard. This will also beat Lie Down. These will be used in each character's basic moves list, to label the height of those attacks. The abbreviated form will be used. Keeping an eye on the height of an attack is difficult, which is why it's best to get used to falling into defense in a smart, calm manner. If you don't know the height on which the attack will come from, (unless you memorized the opponent's moves) try to watch it as it comes and judge its motion, before you choose the best way to defend against it. If you can guess (or even know) the height of the attack, think about how you can follow up with an attack of your own. For instance, if you see Alice coming with a low kick attack, a low guard may be good for protection, but if you can hop above the attack and counterattack, you can get the upperhand in the fight. Study well. LIGHT VS HEAVY In the gaming world of BR2, there are now two different types of guards you can use, each with their own purpose. These two guards are called the Light guard and the Heavy guard respectfully. The Light guard is executed from the neutral position on the key pad, that is, you press nothing. (in case of a low attack, you press down only for Light guard) It works like a regular guard and, unlike the Heavy guard, your recovery time is very short. Due to this, you can counterattack almost soon after you block an attack. However, you cannot block "Guard Break" attacks from the Light Guard. (this'll be discussed a little bit further later) The Heavy guard will probably be the guard chosen favorite by many due to habit of its motion. The Heavy guard can be executed by either pressing in the opposite direction from your opponent (pressing backwards on the key pad), or by pressing the R1 button. (which'll put you in a guard position even if the opposition isn't attacking) While it's not possible to counterattack because of the slow recovery time from this guarding method, it will protect you from any attack, including "Guard Break" attacks. Each guard has its usage, so try to master both and use them when needed. DEFENSE AS A MEANS TO ATTACK Just to start off, my suggestion to using each of the two guards is to not press back on the key pad unless you want to walk backwards. Rely on the R1 button. That way, it'll be much more easier to differentiate between Light and Heavy guard. Now back to the subject, each guard can help in offensive means: -Guard Escape: Done from a Light guard by pressing forward just as you block an attack, this'll usually put you out of harm's path and allow for a more safer, carefree counterattack of choice. This can be done: -While standing -While crouching -In the air -Guard Attack: Implicates the attributes of a Light guard, for you will be protected against high and mid attacks. The only thing that'll stop you are low attacks, throws, and Guard Break attacks. -Cancelling Command Moves: By pressing the R1 (Heavy guard) button when doing any of the quarter-circle attacks, you can cancel them at mid point. This is helpful for faking out the opposition, canceling an attack done by accident, or just cancelling an attack because the situation no longer calls for it. While it's easier to do this with a Guard Attack, it may not be so with another Command move. -Motion Stopper: Pressing the R1 button while you're in motion (walking, dashing, crawling, or backstepping) will make you automatically stop in your tracks. A great way to to drop into defense when an attack is heading at you while you're moving, especially while you're backstepping away. GUARD BREAK Mentioned before were moves called "Guard Break". Guard Breaks are attacks that flash with light before execution. This can range from a single attack to a combo attack to even a Command move. In the case of a Guard Break: -Can only be blocked by a Heavy Guard -Stuns/knocks down anyone in a Light Guard -If hit while in a Light Guard, you'll usually lose (less than) half of the damage than if it were a clean hit -Can be blocked on the ground and in the air -All Guard Breaks hit from either high level or mid level** While there's a handful when in human form, a lot more of each character's attacks will turn into Guard Breaks in beast form, making it difficult to rely on a Light guard. While it's quite difficult to try and memorize each character and which attack is a Guard Break and which'll turn into a Guard Break once beastorized, the only way to avoid them is through good judgement and the Heavy guard button. **Jenny is the exception to this rule. In Jenny's combo B,B,B,d+B, the last hit, being a Guard Break attack, hits low. Thus, a low Hard guard can defend against it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Well, you're not worth it. You can't beat me." - Kakeru as "Bakuryu" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---------------------------------- ---------------------------------- IV) "Beastorized" System Just like its predecessor, the Beast Button is still present, allowing each character to transform into their "beast" form. However, there's alot of neat tricks added to transformation: -TRANSFORM!: Like in BR1, you can transform in the standard method, which is standing still and hitting the Beast button. This can also be done in the air as well. -DASH & TRANSFORM!: Again, this method is still in the game. Just run and hit the Beast button to "beastorize" and charge in at the same time. -ATTACK & TRANSFORM!: If you want to transform safely, but not obviously, do one of the Command moves while hitting the Beast button. You'll execute your Beast Command move and transform at the same time. Good for surprise attacks and getting into Beast mode without any problems. -COMBO & TRANSFORM!: Within the middle of a combos, hitting the Beast button will allow you to transform while continuing the assault. This can only be done in some combos, which have an extension to adding in Beast combos and attacks. With this, the opposition will have to keep guessing the outcome of your assault as you trip them up and take control! Note that if you do a regular transformation, (non-attacking) you'll be invincible as you become surrounded by an aura of energy. On the other hand, you can be hit as you perform any of the other transform-&-attack methods. It's now important to frequently change into Beast mode, for it possesses alot of advantages that you won't have as a human. These features are: -Attacks are now stronger as a beast -Characters' jumping skills increase -Characters can jump off walls -Recover health into the temporary damage (white area) of your life gauge -There are more cancel points (cancelling attacks into Command attacks) -Attacks have more power to knock foes away & higher in the air -Characters can endure more damage -All attacks will now take off block damage. This depends on the character when they're a beast and the attack executed. Each attack may either take off health, or both health & the temporary damage in your life gauge. The Beast gauge will fill up on its own, along with executing attacks and taking damage as well. This makes it easier to transform into a beast frequently. However, once a beast, your Beast gauge will go down not only if you take damage, but if you're blocking attacks, so be careful. Once a beast, there are a couple of ways in which you can revert from beast back to human: -Being knocked down when the Beast gauge is emptied -Being juggled in the air when the Beast gauge is emptied -Executing a character's Beast Drive (See below) -Certain moves/throws may cause you to revert back to normal Note that once you've reverted back to human, any temporary damage area in your life gauge will turn into permanent damage. Remember that while you can be a skilled player, you'll have disadvantages as a human if going against a beastorized character. Try to keep your beast form on as long as you can. BEAST DRIVE: SAVAGE INSTANT KILL The newest feature to be put into the Bloody Roar series is the "Beast Drive". The "Beast Drive" is an all-out attack that does big damage onto the opposition if they get hit. Some notes on using the Beast Drive: -You have to be in Beast mode -All have to be blocked with a Heavy guard. (Guard Break) -Uses up entire Beast Gauge (amount doesn't effect the damage inflicted) -If you miss, you'll be wide open as you revert back into human form -Each character's Beast Drive have different attributes To use the Beast Drive, you you just input the motion. (different for each character) Once the move ends, (whether it hits or not) you'll revert back to human, and will have to slowly fill your Beast gauge again. Just like a regular Command Attack move, this can be cancelled into during some combos, which'll ensure that this move hits. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "My revenge has only begun!" - Stun ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---------------------------------- ---------------------------------- V) Taking a Hit In the midst of a battle, there are a couple of interactions that should be considered, for it can effect the outcome. These interactions come into effect during these situations: taking a clean hit, taking a hit from behind, countered as you attack, and taking a hit while stunned. Here's an explanation on each: Clean Hit - while what happens depends on the hit itself, usually nothing special happens. Back Hit - it's easier to be stunned in certain manners that make it even harder to turn around. Also, some effects that take place may differ from the effects that happen at a character's front. Counter Hit* - a character will fall into certain stun postures depending on the hit and where it's aimmed at. Sometimes, nothing may happen. "Stunned" Hit - While in a stun posture, you'll usually be knocked off your feet. Depending on the attack and where it's aimmed at, where and how you fall may vary. (This is how most launcher moves work) In other cases, you may not fall down, usually because the hit is weak or doesn't have that potential to knock down a character. Also, if an attack hits just as a character has almost fully recovered, even if it is meant to knock down a character, it may register as a clean hit. (This is the case for most attacks) In other instances, some hits might cause opponents to instantly be knocked off their feet in various manners. Some may just knock you into the air, while others may make you hit the ground hard enough to bounce. This, as well as the former stated should be kept in mind, for your winning combos and juggles can be determined by this. Also, depending on what form you're in and how your hit connects, each attack may have a different effect. (i.e. Shen Long's LD+K will launch a character as a counter while in human form, but once he transforms, it'll make his foe spiral) Keep in mind that once a character is in a "stun" posture, he/she cannot be grabbed by most moves considered to be a throw. Although moves like Bakuryu's Zugokku Zuki and Marvel's Demolition Fang still can be executed, Busuzima's Daijoubutsu Throw and Uriko's Kikkyo Byoten will not work. *Note that a counter hit occurs before an attack is executed or as an attack has reached its fullest extension. Once a character is recovering from hit/her attack, any hits taken in at that time will count as a "clean hit". STUN POSTURE: BOTH A BLESSING AND A DOWNFALL Here's a list of the different types of stun postures in the game, and how they can come into effect: Type Where Description ---- ----- ------------ 1)Kneel (kn) Front/Behind Brought down to one knee, usually by an overhead hit 2)Trip (tp) Front/Behind You support yourself up by your hands as one leg is kicked out from under you by a sweep 3)Stumble Forward (sf)** Behind You're hit mid/high in the back by an attack, causing you to stumble forward. 4)Stumble Back (sb)** Forward You're hit mid/high in the front by an attack, causing you to stumble back 5)Head Clasp (hc) Forward You're hit in the head by a strong attack 6)Turn Around (tn) Forward You're hit by a whiplash-type of attack, causing you to spin around 7)1-Leg (lg) Forward Your foot has been stepped on, causing you to hop around 8)Choke (ch) Forward You're hit in the throat, causing you to hold it in pain 9)Wobble (wo) Front/Behind You're hit from the side, which causes you to stagger as you adjust your position 10)Spiral (sp) Ground/Air You're hit so hard into the air, that you are made to spin Also remember that stun postures also come into effect not just by taking a hit. Some throws can cause you to be stunned. WHEN KNOCKED OFF YOUR FEET Here's a list of the how you can be sent airborne/thrown to the ground in the game, and how they can come into effect: Type Description ---- ------------ 1) Launcher (ln) You're sent flying straight into the air 2) Banish (bh) You're knocked away with such force across the stage, and usually fly into a wall 3) Sweep (sw) Your feet are literally swept from under you, making you airborne abit before you hit the ground. Keep in mind that any character that is air- borne (whether juggled or not) & is hit by any (strong) low kick attack before he/she hits the ground, this will also come into effect. 4) Floored (fr) You're sent smack into the ground, hard 5) Sliding (sld) You're hit with such momentum that you go flying ground-level, and continue your travel as you slide across the ground 6) Bounce** (bc) You're hit from above with a force that makes you bounce on the ground Keep in mind that being knocked off your feet can also come into effect not just by taking a hit. Some throws can cause you to be launched or floored. As with "stun posture", there are different outcomes for most moves depending on your form, and how & when your attack connects. In each character's movelist, certain moves may have one or more of the abbreviations from either "stun posture" or "when knocked off your feet" list. Since almost every attack can cause some form of effect, only those that play a more unique role in the game will most likely be labeled. **If these conditions are in effect, that character is considered to be "airborne", thus they can be air grabbed, (ex. Bakuryu's Raikou Izuna Otoshi) or bobbed up by a launching-type move. (ex. Marvel's "Taskforce Upper") DAMAGE CONTROL Depending on when, how, and how many times you're hit, the damage may vary. Here's a chart on how much damage a character may receive depending on the condition: TYPE AMOUNT OF DAMAGE ---- ---------------- Clean Hit Normal Back Hit Increases alot Counter Hit Increases abit~alot "Stunned" Hit Normal Juggle Normal~Decreases abit Guard Crushed About half damage Wall/Ground Slam Little damage Ground Hit Very little damage ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You thought you were winning? Hah! - Shen Long ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---------------------------------- ---------------------------------- VI) Controls and Basic Functions f = forward P = Punch Tri = Throw b = back K = Kick R1 = Heavy Guard d = crouch B = Beast u = jump MOVING ------ f = Walk forward b,b = Backstep b = Walk backward d,d (hold) = Lie down (last for about a second) df = Crawl forward Dash, then jump = Super jump db = Crawl backward Jump at a wall, f = Wall jump (in beast form only) f,f = Quick Forward f,f or b,b in the air = Hover** (Jenny in beast form only) f,f (Hold) = Dash L1 or L2 = Slant Move (American version's VS Mode only) **You can hover for an infinite amount of time. To do this, you have to alternate directions by pressing f,f and b,b one after the other. All attacks that can be done in the air can still be performed, as well as wall jumping. You can also hover after a wall jump. THROWING -------- P+K \ or > Standing throw (both with miss animation) R1+P / d+P+K \ or > Crouching throw (both with miss animation) d+R1+P / P+K = Throw escape (must be done just as the opposition initiates a throw. Will not work against back throws) *Note that a throw escape can only be done against the basic grabs stated above. It cannot be performed against Command Attack throws, air throws, or any special throws. (i.e. Stun's f + P, Gado's Dash + P) WHEN LAUNCHED/SENT FLYING ------------------------- P+K = Air Recovery : -When launched into the air -When juggled -When sent flying into a wall (not when you're slammed into a wall and take damage. This is just as you're about to hit a wall) P+K = Ground Recovery : -When knocked off your feet (Float) -When you're about to be sent sliding on the ground *Note that you cannot recover if you're sent spiralling in the air. Keep in mind that if you do an Air Recovery, you are not invincible right at the start of your this. About a second after you execute this, you can block. In final round, killing blow slams a character into a wall = Wall Break *Note that this cannot happen in the "Room" Stage IN THE AIR ---------- Jump, P = Simple downward punch Jump, f or b + {P} = Hammer Drop Jump, K = Simple flying side kick Jump, f + {K} = Drop Kick Jump, B = Simple flying front kick Jump, b + {K} = Reverse Drop Kick u + P, K, or B = Leap Attack (varies) Jump, f or b + B or {B} = Flying Beast Attack ON THE FLOOR ------------ d+P, K, or B = Ground attack (Varies between characters) When knocked down: -Press in any direction to roll on the ground -Tap P repeatedly to increase your recovery speed -Press K to flip up with a kick attack B-BUTTON ATTACK (IN HUMAN FORM) ------------------------------- Press B when Beast Gauge is empty: -Do a mid-level attack -All around protection (hits from the front and back) -Little offense ability (works up close) -Each unique for all characters ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Is that the best you can do?" - Janne "Marvel" Gado ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---------------------------------- ---------------------------------- VII. Characters and their Personal Descriptions Before you read each of the characters' personal data, read this part for some important guidelines used in writing this section: Symbols and Abbreviations ------------------------- * = Can cancel into a Command attack [H] = Hold down the preceding button [T] = Back is turned to the opponent < > = Can transform into a Beast through this attack { } = Guard Break LD = Lie Down {c} = If you see this after an attack, it means it'll become a Guard Break when you transform into a beast (ex. df + K {c}) # = In some special cases, you can only cancel into a Command Attack only when you're a beast, even if it is an attack that can be done as a human x = Some Basic moves hit more than once, but cannot be determined how many times. (i.e. Long's Dash B) This will be next to the height of that attack, indicating it is a multi-hitter. (ex. for an attack that hits high, its height will be labeled as "Hx") Strategies & Combos Section only -------------------------------- / = Indicates the points in which a combo breaks, and what has to follow in next = = Indicates when you cancel into a Command Attack - = Indicates when entering a Circle Combo (Long, Uriko, & Shen Long only) == = Indicates when a Rokugou Shiki Shuryo Waza is being used (Long, Uriko, & Shen Long only) H = Done in human form (only) B = Done in beast form (only) H/B = Can be done in either form H~B = Done from human form into beast form B<-H = Recommended in beast form unless you want to start combo/juggle while in human form, then transform [C] = Move is done as a counter attack [Bk] = Back Attack If a combo has many variations and each are listed below combo, each are labled depending on what type of attack they are: -> = continuation to a combination attack (in other words, it's not a separate combo) = = cancel into this move (i.e. a Command attack) -- = go into a Circle Combo (Long, Uriko, & Shen Long only) == = use a Rokugou Shiki Shuryo Waza (Long, Uriko, & Shen Long only) - = start of a new attack/combo; a break in the previous combo Characters' Bios ---------------- Each character's Fighting Style description is straight out from the pamphlet, (except for Shen Long and Gado) while their Storyline is just a summary of the beginning of each character's role from Story mode. Characters' Moves and Combos ---------------------------- I know almost ALL the names for each move and attack. Some were not given a name, so I will be adding a substitue in their place, putting them in parenthesis. However, not all moves in parenthesis are made up. If a move has various outcomes, then they will most like be in parenthesis. Some moves may be given a description if necessary. (It may be inbetween parenthesis as well) Some moves and combos have numerous enders or ways it can be used. Not to be redundant, I'm branching all of them together, listing them one after another under the move or combo they belong to. So, if you see anything that has a ":" afterwards, this will indicate that more than one method will follow as an ender. Either that, or there will be a note refering to whatever that can follow up.Also, for some reason, there might be more than one method to do a combo. If you use another method that differs from mine, neither mine nor yours is wrong. Characters' Strategies/Combos ----------------------------- For each character's Strategy/Combo section, I'm only putting in various types of combos and juggles. As in all games, there are an infinite number of ways to making a combo, as long as it works for the player. The ones I'm putting down are examples of the ones I use, from the Staff Rolls, (both #1 and #2) and some really spectacular or really crazy ones to play with. (especailly on those that don't like to recover when launched) Don't just limit yourself to these. Experiment with these and make some of your own. Depending on each character's form, some combos/juggles may work a little different. Remember that juggles have to be executed fast in human form, while your foes will have a longer hangtime while you're in beast form. Also, there's a weight and size difference between both human and beast form, so some combos/juggles may be harder to do on a foe in human form than in beast form. Finally, not all combos/juggles are perfect. Due to the Recovery move, they can be broken. Remember that if your opponent recovers high in the air during your juggle, that it can still be initiated and completed. You just have to delay a bit/time it right. This is my first time of writing an FAQ, so if you should find anything strange, confusing, or hard to understand, bear with me. This is preliminary work and may change as time goes on. ~~~~~~~~~~~~~~ Oh, I'm sorry. - Jenny Bartoli ~~~~~~~~~~~~~~ ---------------------------------- ---------------------------------- ---------------------------------- A) ==== YUGO ==== ======================================= ------- PROFILE ------- Full Name: YUGO OOGAMI Beast Form: WOLF F.Style: BOXING Nationality: JAPAN Age: 22 Height: 177 cm (Human); 180 cm (Beast) Weight: 81 kg (Human); 84 (Beast) Occ: PROFESSIONAL BOXER Likes: STEAK Dislikes: WASABI ====================================== Story: BACK TO BATTLEFIELD As Tyron Foundation went down in flames, Yugo came across a young boy standing in the midst of the burning company. Questioning the young boy's reasons for being there, he couldn't learn anything, for the boy himself didn't know. Concerned about his welfare, Yugo decided to take him under his care and escaped with the young boy. 5 years have passed sinced that time. Taking up the occupation Pro-Boxing, Yugo continued to fight and hone his skills through this sport. The young boy, who is known as Kakeru, was also doing well in his new life as well, as he went to school and engaged in the activities of a normal young boy. There was still some questions to be answered about Kakeru's previous life, however, and his possible connection with the fallen Tyron Foundation. With the current situation between humans and beasts, the two had to keep a low profile, lest they want their new lifestyle to come to an end. One day, as the two were outside, they were attacked by a mysterious guy. Leaving Yugo for wounded, he kidnapped Kakeru, ignoring the boxer's plea and claiming that the young boy's name is "Bakuryu". Filled with rage, the wild youth is now set to hit the scene and to extract justice -- where it belongs. ================================ FIGHTING STYLE DESCRIPTION Through his boxing style, Yugo combines both speed and power together to fight. Everything about him represents him as the standard "All-Mighty character". ================================ COSTUME COLORS p (Normal) = Orange vest, brown pants, black gloves, shoes, and belt / Gray-furred wolf K (2nd) = Blue vest and wrist straps, black gloves and shoes, grayish pants / Gray & tan-furred wolf B (Extra) = Blue vest and pants, black gloves, red shirt / Sky blue furred-wolf Start (Secret) = Brown vest, shoes, and gloves, dark gray pants and shirt / Rusty tan-furred wolf ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ============ Normal Moves ============ ----- ----- HUMAN BEAST ----- ----- FACING FORWARD -------------- Ground Ground ------ ------- ------------------------------------------------ ------------------------------------------------ Name | Motion | Height | Attributes Name | Motion | Height | Attributes ------------------------------------------------ ------------------------------------------------ -Jab | P | H | -Wolf Claw | B | H | -Straight | f+P | H | -Twin Fang Dive | f+B | H | -Left Hook | b+P | M | -Mangetsu Zan | b+{B} | M | (bh) -Squat Jab | d+P | L | -Kogetst Gaeshi | d+B | M | (sb)/(ln) -Upper | df+P | M | (hc) -Jizuri Zan | df+B | G | -Sway | db+P | - | dodge back -Bu Roukyaku | db+B | G | [T] -Jump Straight | u+P | H | (kn) -Flying Over Tail| u+B | M | -Mawashi Geri | K | H | -Arc Wrist | f,f+{B} | M | (bc) -Kakato Otoshi | f+{K} | M | (kn)/(fr) -Body Cannon | Dash+{B}| M | (bh) -Backspin High | b+K | H | -Spinning Claw | LD+B | M | (ln) Kick | | | ------------------------------------------------ -Low Kick | d+K | G | -Side Kick | df+K | M | (hc) -Backspin Low | db+K | G | (tp) Kick | | | -Sobat | u+K | M | -Jump Upper | f,f+P | M-H | [T],(ln) -One-Step Knee | f,f+K | M | (hc) -Shoulder Tackle | Dash,P | M | -Ground Slicer | Dash,K | G | (tp) -Smash | LD,P | H | (ln) -Jack Knife Kick | LD,K | M | ------------------------------------------------ FACING BACKWARD --------------- Ground Ground ------ ------- ------------------------------------------------ ------------------------------------------------ Name | Motion | Height | Attributes Name | Motion | Height | Attributes ------------------------------------------------ ------------------------------------------------ -Light Hook | P | H | (tn) -Back Turn Claw | B | M | (bc) -J.F. Upper** | d+P | H | -Make Inu | d+B | G | retreat -Back Turn High | K | H | ------------------------------------------------ Kick | | | -Back Turn Low | d+K | G | Kick | | | ------------------------------------------------ **Wanna know what J.F. stands for? It's "Joe Fraiser" abbreviated. Sounds funny, but that's what was written on the Raizing Homepage. THROWS ------ Front (Standing) = Seoi Nage Front (Standing) = Senketsuga Front (Crouching) = Knee Blast (ln) Front (Crouching) = Knee Blast (ln) Back = Ura Nage Back = Ura Nage ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- =========== RUSH SYSTEM =========== Yugo uses a unique system which most of his combos evolve around. Divided into three groups, each "Rush" provides numerous hit enders for him to utilize, while it is possible to switch from one "Rush" to another. Study this well: ----------- ----------- Blast Rush Strike Rush ----------- ----------- -

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

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

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

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

: -(Go into "Blast Rush") -(Through "Blast Rush", go into "Strike Rush") -or- 1-2 Body Upper Motion: d,df,f +

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

,

*,P 1-2 & Rush P,

: -(Go into "Blast Rush") -(Through "Blast Rush", go into "Strike Rush") Knuckle Twin Kick P,K,K* (Knuckle Spiral Kick) P,K,d+K Straight Faust & Rush f+

: -(Go into "Blast Rush") -(Through "Blast Rush", go into "Strike Rush") Dragon Finish Blow Combo b+

,

,P,d+P Hook On & Rush b+

: -(Go into "Burst Rush") -(Through "Burst Rush", go into "Strike Rush") Sway Hook Combo db+P,b+P,b+P,b+P *Note that this combo will work whether or not you press back for the first 2 punches. However, the last punch requires you to press back. Illusion Burst db+P,P,

: -(Go into "Strike Rush") (Sway Back & Blow) db+P,d+P Phantom Burst db+P,f+

: -(Go into "Blast Rush") -(Through "Blast Rush", go into "Strike Rush") Phantom Faust db+P,f+

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

,B* Claw Twin Knuckle & Rush B,P,

: -(Go into "Blast Rush") -(Through "Blast Rush", go into "Strike Rush") (Claw Twin Kick) B,K,K* (Claw Spiral Kick) B,K,d+K ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ------- =================== == Strategies & Combos == =================== ------- ------------- ABBREVIATIONS ------------- S.W.K = Silver Wolf Knuckle G.K.S = Gekka Shou C.S = Crescent Somersault B.R = Bloody Roar SELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------- Command Form Notes ------- ---- ----- LD+B[C]/P,P,P/B,B,B B Near a wall db+P,d+P[C]/f,f+B B Against aggressive opponents Silver Wolf Knuckle[C]: -u+B B -LD+B/d+B/f,f+B B df+P[C]/d+B/Crescent Somersault B db+B[T]/P[Bk][C]/f,f+K,P,P=C.S B df+K[C]: -df+P,P,P,P H/B Near a wall -1-2 Blast=d+K,df+P: =Crescent Somersault H/B Foe blocks low =C.S=R1/d+K H/B Foe blocks high. Add another d+K if foe hasn't learned yet. S.W.K[C]/P,P,P: =G.K.S: -P,P,P=G.K.S/C.S B -P,P,P=B.R B -B,B,B B Near a wall LD+B[C]: =b+P,B,B,d+P/Crescent Somersault B Near a wall =P,P,B,b+B B Silver Wolf Knuckle[C]/B,P,P,B,b+B B f,f+K[C]/Crescent Somersault H/B LD+B[C]/P,P,P=1-2 Blast=P: =Bloody Roar B Near a Wall =Spiral Fang B Near a Wall df+K[C]/df+P,P,P=1-2 Blast=P=Spiral Fang H~B Near a Wall db+B[tn]/Flying Berserk[Bk] (Cross over foe): -Meteor Crash B Near a wall -f,f+B B Opponent tries to hit you as you cross over -Quick 1-2 B Jump on the offense db+B[tn]/P[Bk][C]/Fying Berserk=Meteor Crash B Near wall. Lucky. u+P: -b+B B -P,P,d+K,df+P=Crescent Somersault H~B 1st punch will not hit. Combo's to trick foe into ducking -1-2 Blast=d+K=Crescent Somersault H/B Same thing -df+P: -d+K,d+K H ->P,P,P H/B Delay 2nd & 3rd P of df+P to get all the hits in. Near wall. -f,f+B B Strong ender 1-2 Blast=P=Bloody Roar=R1/Grab H~B Stylish, but hard ------------------------------ ---------------- Strategic Usages ---------------- Silver Wolf Knuckle=R1: (In a combo or as a counter) -Grab (Slide in close before you cancel) -d+K (Opponent blocks high) -Quick 1-2 (Light guard through attack to take offense) -u+B or Crescent Somersault (Reverse opponent's low attack) -b+B (Opponent is in Light guard) -Flying Berserk (Retreat or attack [if near wall]) Quick 1-2=R1: (In a combo or on the offense) -Grab (Slide in close before you cancel) -d+K (Opponent blocks high) -Silver Wolf Knuckle (Reverse opponent's attack) -Crescent Somersault (Opponent blocks/ducks low) -f,f+B (Overhead or reverse opponent's low attack) -b+B (Opponent is in Light guard) -Nothing (Sway in) -------------------------- --------------------------------------------- -------------------------- B) ----- ALICE ----- ======================================= ------- PROFILE ------- Full Name: ALICE TSUKAGAMI Beast Form: RABBIT F.Style: JUMPING Nationality: JAPAN-GERMANY Age: 22 Height: 158 cm (Human); 159 cm (Beast) Weight: 57 kg (Human); 58 (Beast) Occ: NURSE Likes: CAESAR SALAD, ICE CREAM SUNDAES Dislikes: ONIONS ====================================== Story: LOVE FOR THE WOUNDED With all her power, Alice was able to help Mitsuko to rescue Uriko from the clutches of Tyron Foundation. Furthermore, Alice managed to bring Uriko back to her senses, helping her to regain back her memory of who she really was. Because of this, Alice became close friends with the Nonomura family. 5 years have past since that time. Seeing how much of a difference she can make, Alice now dedicates her time to helping people at a hospital as a nurse. One day, she noticed a young man storming out of the hospital, furiously ripping away his newly-received bandages. Recognizing him as Yugo, she called for him, wondering what was distressing him. However, he claimed that he knew her not, and ran off, going to face whatever hardships that lay before him. Surprised at his reactions, (and how Yugo could forget the face of a "beautiful young lady") she follows after him, ready to assist him in any way she could. ================================ FIGHTING STYLE DESCRIPTION While feeble in power, Alice is a character that excels in speed and high jumping abilities. Her fighting style involves applying her attacks one after another by rushing at her foes. ================================ COSTUME COLORS p (Normal) = Pink uniform, cap, and sneakers, white leggings and gloves / White-furred rabbit K (2nd) = Whitish uniform, white gloves and leggings, blue shoes / Pink-furred rabbit B (Extra) = Orange uniform and shoes, white gloves and leggings / Creame-colored furred rabbit Start (Secret) = Red stockings, shoes, and trimmings, navy bluish uniform and gloves, dark brownish hair and anklets / Black-furred rabbit ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ============ Normal Moves ============ ----- ----- HUMAN BEAST ----- ----- FACING FORWARD -------------- Ground Ground ------ ------- ------------------------------------------------ ------------------------------------------------ Name | Motion | Height | Attributes Name | Motion | Height | Attributes ------------------------------------------------ ------------------------------------------------ -Jab | P | H | -Blitz Punch | B | H | -Throw Punch | f+P | M | -Step Punch | f+B | H | (hc) -Sway Knuckle | b+P | M | -Rabbit Kick | b+B | M | -Squat Jab | d+P | L | -Squat Blitz | d+B | G | -Body Hook | df+P | M | Punch | | | -Low Sway Knuckle| db+P | G | -Blast Leg Kick | df+B | G | (tp)/(sw) -Rabbit Hammer | u+P | M | (kn) -Needle Kick | db+B | G | -Side High Kick | K | H | -Hide Shot Kick | u+B | M | -Arc Drop | f+{K} | M | -Rising Toe Kick | f,f+B | M | (ln) -Somersault | b+K | - | retreat -Dash Somersault | Dash,{B}| M | (sp) Escape | | | Kick | | | -Squat Side Kick | d+K | G | -Hopping Kick | LD+{B} | M | -Step Toe Kick | df+K | G | ------------------------------------------------ -Reverse Foot | db+K | G | [T] Kick | | | -Jumping Toe Kick| u+K | M | (hc) -Slide Punch | f,f+P | G | -Rabbit Knee Pat | f,f+K | M | (sb) -Rabbit Tackle | Dash,P | M | -Rabbit Slider | Dash,K | G | (tp) -Hopping Hammer | LD,P | M | (ln) -Lunar Kick | LD,K | M | (ln) ------------------------------------------------ FACING BACKWARD --------------- Ground Ground ------ ------- ------------------------------------------------ ------------------------------------------------ Name | Motion | Height | Attributes Name | Motion | Height | Attributes ------------------------------------------------ ------------------------------------------------ -Turn Straight | P | H | -Reverse Drop | B | M | (fr)/(bn) -Squat Turn | d+P | L | Kick | | | Straight | | | -Squat Turn | d+B | G | (tp) -Turn Kick | K | M | (bn) Hammer | | | -Squat Turn Kick | d+K | G | ------------------------------------------------ ------------------------------------------------ THROWS ------ Front (Standing) = Reverse Frankensteiner Front (Standing) = Rabbit Stomp Front (Crouching) = Jack Knife Heel Edge Front (Crouching) = Jack Knife Heel Edge Back = Alice Pressure Back = Alice Pressure ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- =============== COMMAND ATTACKS =============== 1) Rabbit Spiral Motion: d, df, f + P (Air Combo Move) 2) Round Slash Motion: d, df, f + K 3) Spinning Hopper Motion: d, db, b + P (Guard Attack) (Launcher in beast form) 4) Triple Somersault Motion: d, db, b + K, b + {c}, b + {B}(sp) *If you omit b + {B}, move becomes the "Double Somersault" 5) Rabbit Flip Motion: d, df, f + B (Launcher) 6) Switch Moonsault Motion: d, db, b + B (Cross-over Move) 7) Air Raid Motion: d + P + K upclose in air (Throw) BEAST DRIVE: LIFTING STAR LANE ------------------------------ MOTION: d,df,f,d,df,f + {B} DESCRIPTION: Alice comes in with a headbutt to the gut. If it connects, she'll stuff the opposition into a human ball, bounces them like a soccer ball for a bit, and ending with an overhead kick that sends them screaming away. HITS: 9 ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------- Combination Attacks (Human) ---------------------------- Name Input ---- ------ Upper Rush P,P,P,f+

* Surasto Rush P,P,P,d+P Blitz Combo.... P,K,K: ...High -b+K {c} ...Middle -f+K ...Low -d+K Blitz Reverse Low P,K,P,d+K Throw Punch Upper f+P,P* Sway Kick Combo b+P,K Squat Blitz Combo d[H],P,K,K Rabbit Step df+P,P,P*,d+K Low Sway Combo db+P,K Heel Edge Combo... K,K: ...High -b+K {c} ...Middle -f+K ...Low -d+K (No Name) K,P,d+K Arc Drop Combo f+K,b+K,f+K Arc Drop Combo Rush f+K,d+K,d+P Low Kick Combo d[H],K,K Leg Beat Combo df+K,K,K Lunar Combo LD+K,f+K Turn.... [T] P,P,P: ...Upper Rush -f+

* ...Surasto Rush -d+P Rabbit Knee.... f,f + K,P: -P,P: ...Upper Rush -f+

* ...Surasto Rush -d+P -K,K: ...Blitz Combo High -b+K {c} ...Blitz Combo Middle -f+K ...Blitz Combo Low -d+K ...Blitz Reverse Low -P,K,P,d+K ---------------------------- Combination Attacks (Beast) ---------------------------- Name Input ------ ------ High Rabbit Combo B,B,B,f+B* Middle Rabbit Combo B,B,B,b+B Low Rabbit Combo B,B,B,d+B Low Rabit Rush Knee d+B,d+B,B,B,B* Low Rabbit Rush Ground db+B,B,B: -B (High) -d+B (Low) Low Rabbit Rush Slider d[H],B,B,K,P Upper Rush & Rabbit Combo P,P,P,f+P*,B,B,B: ...High -f+B* ...Middle -b+B ...Low -d+B Knee Pat to Upper Rush & Rabbit Combo f,f + K,P,P,P,f+P*,B,B,B: ...High -f+B* ...Middle -b+B ...Low -d+B ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ------- =================== == Strategies & Combos == =================== ------- ------------- ABBREVIATIONS ------------- R.Spiral = Rabbit Spiral T.Somersault = Triple Somersault R.Slash - Round Slash SELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------- Command Form Notes ------- ---- ----- f,f+K[C]/df+P,P,P=Rabbit Flip/Air Raid B f+P,f+P[C]: =Spinning Hopper H Delay combo if necessary =Rabbit Spiral/K,K,b+K B Near wall if necessary db+K[T]/K[Bk] H/B u+K[C]/u+P/df+K,K or d+K,K H b+B[C]/df+K,K,K B Up-Down confusion b+K/f+K,b+K,f+K H~B Just looks cool u+K[C]/LD+P: -P,P,P,f+P=R.Spiral/Round Slash B -K,K,b+K/Round Slash B Near wall if necessary f+B[C]/Rabbit Flip: -Air Raid B Done in a corner -LD+K,f+K B f,f+B[C]/P,P,P,f+P: ->B,B,B,f+B=Round Slash B Near wall if necessary =Triple Somersault B Spinning Hopper[C]: -d+K,K H -LD+P/Triple Somersault B -P,K,K/df+P,P,P=R.Spiral H/B Near a wall. Add another R.Spiral while in beast form -f,f+K: ->P,K,K,b+K H/B Delay 1st Kick as long as you can in beast form only. May need a wall. ->P,P,P,f+P: =T.Somersault B =R.Slash B Rabbit Flip[C]/B,B,B,f+B: =Spinning Hopper B =Switch Moonsault B f+B[C]/f,f+B/Rabbit Spiral/Lifting Star Lane B Has to be done fast f+P,f+P[C]=Rabbit Flip/P,P,P,f+P,B,B,B,f+B: =R.Spiral/Air Raid B<-H Near a wall =Lifting Star Lane B<-H Near a wall ------------------------------ ---------------- Strategic Usages ---------------- Spinning Hopper=R1: (In a combo or as a counter) -Round Slash (Opponent blocks low) -Any combo (Light guard throught attack to take offense) -db+K[T],K (High-low) -f+K,u+K,b+B or u+P (Reverse low attacks) -Rabbit Flip (Opponent's in Light guard) -Switch Moonsault (Cross-over) -Grab (Upclose. Hard.) -LD+B (Light guard through high attack to counter) -------------------------- --------------------------------------------- -------------------------- C) ---- LONG ---- ======================================= ------- PROFILE ------- Full Name: JIN LONG (Shin Long in the States) Beast Form: TIGER F.Style: CONBINATION ATTACKS Nationality: CHINA Age: 31 Height: 179 cm (Human); 184 cm (Beast) Weight: 70 kg (Human); 78 (Beast) Occ: NONE Likes: SILENCE, PEACE OF MIND Dislikes: DISHONESTY AND LIES ====================================== Story: DENIAL TO THE FATE The hungering to destroy. The lust for blood. The emotions of a true, cold-blooded assassin. These feelings were a curse to Long for a long time. Long managed to run away from this cruel occupation, but he couldn't leave behind these thoughts, these emotions that agonized him for so long. To avoid these feelings from taking control once more, Long decided to isolate himself in a cave up in the mountains. His fate was destined to fight, yet he was willing to deny this lifestyle for peace. Sadly, Long will soon know that he can't hide from fate forever. 5 years later, he's now questioning himself with thoughts about whether or not he should once more engage in violence. These were brought upon by a young girl who has come for his help in taking on a major responsiblity. She wants to save her mother from the clutches of some evil men, one of them who even looks like Long himself! Despite her young age, she was willing to put everything on the line to learn how to fight. Long could see that the young girl's will was strong and good, and was moved to give her what she needed. For a long time Long hid from such responsibilities, using his powers where they were needed instead of seeing them as a curse. Evil was still out there, and in a form that seemed to call for his attention. Now, donning on his battle gear, Long steps out into the world once again, with intentions to look into this new danger. He's also curious about the one who's "identical to him like his own shadow...." ================================ FIGHTING STYLE DESCRIPTION Long is the wielder of the ever-changing Circle Combo system, called "Shin-I-Gou-Ken." (Fist of the Mind & Cosmos) He is truly an advance, technical character to handle. ================================ COSTUME COLORS p (Normal) = Turquois shirt, blue pants, gold & white wrist and ankle braces, black sash, orange symbol / Orange-furred tiger K (2nd) = Brown pants and gloves, white & orange wrist and ankle braces, white shirt, gray symbol / Grayish- furred tiger B (Extra) = Orange shirt, green & orange wrist and ankle braces, green sash, purple pants / Bluish-gray furred tiger Start (Secret) = Black shirt, black & gray wrist and ankle braces, white gloves, yellow symbol / Orange tiger ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- -------------------- SHIN-I-ROKU-GOU-KEN: Rokugou Kourin Shiki (Style of the Universal -------------------- Goose Circle) The "Rokugou Kourin Shiki" is a Circle combo that is the main weapon used by Long. Consisting of 6 different attacks, each attack follows each other in a circle-like motion, in any direction desired. While this Circle combo can be started in numerous ways, each attack follows each other in a set manner one after another. Also, the same attack cannot be used twice. Here's a diagram on this Circle combo and the pattern it follows: Dakai <----------> Fujin Kyaku <----------> Tan Pa P# (hc) d+K f+P* /\ /\ | | \/ \/ Hidari Tan Kyaku <-----> Nichigetsu Ha <-----> Migi Tan Kyaku f+K d+P K Also, this Circle combo can be followed up with any one of the "Rokugou Kourin Shiki Shuryo Waza", (Ender Techniques of the "Style of the Universal Goose Circle") which can be inputted from any one attack of the R.K.S. It doesn't matter whether you complete the Cicle combo or not: Uramon Chochu Pon Ken Renju Houdou f,f+P# b+{P} d,d+P \\ || // Rokugou Kourin Shiki Shuryo Waza // || \\ Senpuu Kyaku Honshin RenKyaku Zensou Genkyaku f,f+K (kn) b+K d,d+K Also are *special* R.K.S Shuryo Waza techniques which can be done as a beast (or, when your Beast gauge is full): Kourin Un Rokugou Shouten Hou Rokugou Fukko B*,{B} B*,f+B B*,d+B \\ || // \\ || // Rokugou Kourin Shiki Shuryo Waza // || \\ // || \\ Hangetsu Jin Rokugou Hekishuu Kouzan Heki d,d+{B} B* f,f+B (wo) LONG VS SHEN LONG: COMPARISION ------------------------------ Not to be confused with Shen Long, Long is pretty unique on his own. While lacking in power moves, Long makes up with with speedy attacks and movements. Thus, you should focus more on a speedy offense, while making some unbeatable combos. ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ============ Normal Moves ============ ----- ----- HUMAN BEAST ----- ----- FACING FORWARD -------------- ------------------------------------------------ ------------------------------------------------ Name | Motion | Height | Attributes Name | Motion | Height | Attributes ------------------------------------------------ ------------------------------------------------ -Shou Da | P | H | -Kosou Geki | B | H | -Chuusui | f+P | M | -Ko Bokushi | f+B | M | -Shichi Sunkou | b+P | M | (fr)/bn) -Ko Bokuha | b+{B} | M | (bh) -Fukushou Da | d+P | M | -Fukko Sousou | d+B | G | -Zansui | df+P | M | (sb) -Haishin Kobi | df+B | M | [T],(sb) -Ouken | db+P | M | Kyaku | | | -Toukuu Shasui | u+P | M | (kn) -Tenpen Kagetsu | db+B | G | [T] -Heki Tai | K | H | -Kanun Geki | u+B | H | [T] -Soukou Tai | f+K | M-M | -Raken Ben | f,f+B | M | -Kou Shuutai | b+K | M | [T],(sb) -Fujuu Houkou | Dash,B | M | -Zensou Tai | d+K | G | (hc) -Shishi Shouten | LD+B | M | (ln) -Soku Tai | df+K | M | Ha | | | -Kou Soutai | db+K | G | ------------------------------------------------ -Toukuu Bunkyaku | u+K | M | (sb) -Tetsuzan Kou | f,f+P | M | -Shitchi Soutai | f,f+K | G | (tp) -Yousoku Ha | Dash,P | M | (fr)/(bn) -Shinryuu Kayku | Dash,K | M | (bn) -Rengeki Ryouken | LD,P* | M-M | -Senkyuu Tai | LD,K | M | (ln) ------------------------------------------------ FACING BACKWARD --------------- GROUND GROUND ------ ------ ------------------------------------------------ ------------------------------------------------ Name | Motion | Height | Attributes Name | Motion | Height | Attributes ------------------------------------------------ ------------------------------------------------ -Soutou Shou | P | M | (bn) -Tetsuzan Kou | B | M | (fr)/(bn) -Tenshin Housui | d+P | L | -Shinchiku Sou | d+B | G | (tp) -Tenshin Sentai | K | H | ------------------------------------------------ -Tenshin Soutai | d+K | G | (tp) ------------------------------------------------ THROWS ------ Front (Standing) = Houshin Hakkei Front (Standing) = Toushin Kongou Sui Front (Crouching) = Fuuki Shitsu (ln) Front (Crouching) = Fuuki Shitsu (ln) Back = Ritou Back = Ritou =============== COMMAND ATTACKS =============== 1) Sen Shippo Motion: d, df, f + P {c} 2) Renkan Tai Motion: d, df, f + K {c} (Launcher) 3) Gaimon Choushuu Motion: d, db, b + P (Guard Attack) 4) Muei Kyaku* Motion: d, db, b + K (kn) (Attack/Throw) *There are a couple of tricks that this move possess. It can work as a cross-over and connect from behind, even if foe is blocking. Also, if it hits a character just before Long lands, (usually if it crosses over) it will make him/her drop to one knee. This hits twice as an attack alone. 5) Keisetsu Ga Motion: d, df, f + B (Throw) 6) Kongou Toutai Motion: d, db, b + B: -Auto Rokugou Kourin Shiki: -Kongou Kourin Shiki (You) f[H]+B(x6) (Start the R.K.S through the "Fujin Kyaku" counterclockwise) -Kongou Kourin Shiki (Chi) d[H]+B(x6) (Start the R.K.S through the "Nichigetsu Ha" clockwise) -Kongou Kourin Shiki (In) b[H]+B(x6) (Start the R.K.S through the "Fujin Kyaku" clockwise) -Kongou Kourin Shiki (Ten) u[H]+B(x6) (Start the R.K.S through the "Nichigetsu Ha" counterclockwise) -Kongou Soukou Tai / Kongou Renkou Tai B,B / B,B,B: -Kingou Soukou Nichigetsu Ha / Kingou Renkou Nichigetsu Ha Press d+B after the 2nd (Sou) or 3rd (Ren) B (tp) -Kingou Soukou Muei Kyaku / Kingou Renkou Muei Kyaku Do d,db,b + K after the 1st (Sou), 2nd (Ren), or 3rd (Sou) B -Kongou Koboku Ha P: (Gets stronger on the # of P pressed afterwards) -{P} pressed once = x1 (Weakest/fast/upclose) -{P) pressed twice = x2 (Average/decent/at a distance) -{P} pressed three times = x3 (Strongest/slow/far away) -{P}, (x1,x2,or x3) R1 = Cancel (May have to press R1 more than once) -Renshu Kou Hazan K,f+B (wo),d+P (Only works if it connects)* *Note that the last combo variant must be done extremely fast, just as each hit connects. Hitting the buttons repeatedly works more often, though. f+B will knock any character out of beast form if their beast gauge is empty, d+P will turn Long back to human. BEAST DRIVE: MOUKO KOU HAZAN ---------------------------- MOTION: d,df,f,df,d,db,b + B (Advancing Throw) DESCRIPTION: Protected with a Light guard, Long stomps forward menacingly with his hands before him. Long executes an unavoidable grab after four stomps (even if you jump or crouch, you can’t escape). If foe tries to hit him high or mid, he'll grab immediately on the follow stomp. If grab connects, he’ll thrust his palm into his foe, and a ghostly image of his tiger form will slam and pummel the opponent against a wall while Long does a pose in his human form. HITS: 22 Note: Long's Beast Drive can be stopped in the same way like a regular Guard Attack, while doing a Super Jump or lying down just as Long executes his grabbing motion will enable you to escape. ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------- Combination Attacks (Human) ---------------------------- Name Input ------ ------ Rensui Choryo P,P,P (Start the R.K.S from any point) Rensui Tan Pa/Tai P,P (Start the R.K.S by "Tan Pa"/"Hidari Tan Kyaku") Ren Shoutai P,K Shouda Senkyaku P,K,d+K (End with any R.K.S Shuryo except "Honshin Ren Kyaku" or "Pon Ken") Jouho Ren (Kai/Kyaku) f+P (Start the R.K.S by "Dakai"/"Migi Tan Kyaku") Ouken db+P (End with "Uramon Chochu", "Senpuu Kyaku", or "Kouzan Heki" of the R.K.S Shuryo) Rensui Kanun Geki P,P,P,u+B [T] Renfu Tai K (Start the R.K.S by "Fujin Kyaku" or "Nichigetsu Ha") Youshi Saiken df+P,P ---------------------------- Combination Attacks (Beast) ---------------------------- Name Input ------ ------ Tsuuten Juuji Ha B,B*,{B} Juuji Rakan B,B*,f+B Fukko Juuji Sou B,B*,d+B Kosou Senkyaku B,d+B Fukko Nichigetsu Ha d+B (Start the R.K.S by "Nichigetsu Ha") Haishin Ren Kazan df+B,B Tenpen Ren Kazan db+B,B Rensui Sou Da B,P (Start the R.K.S from any point) Juuji Kanun Geki B,P,u+B [T] ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ------- =================== == Strategies & Combos == =================== ------- ------------- ABBREVIATIONS ------------- K.T = Kongou Toutai KSG = Keisetsu Ga KKH = Kongou Koboku Ha R.T = Renkan Tai SELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------- Command Form Notes ------- ---- ----- f+P-K-f+P=Sen Shippo B Pressure to break foe's guard P,P,P: --d+K==b+P H High-low attack to Guard Break --d+P==b+K H High-low confusion b+K[T][C]/B[Bk] B d+B-d+P==d,d+P B High-low confusion b+K[T]/d+K[Bk][C]: -df+P/f+K H -f+P H -u+K/f+P-K==f,f+B H~B -f,f+P H df+K[C]/f+K/Sen Shippo H/B Has to be done FAST!! u+P[C]/Renkan Tai/LD+K: -Keisetsu Ga B -K.T=KKH (x2) B No one can counter this LD+B[C]/LD+P: =Muei Kyaku (No throw): -df+P,P B -df+B[T]/B[Bk] B df+B,B will not work LD+B[C]/LD+K: -u+K/Renkan Tai/f+K/d+B B -f+B or b+B f,f+B[C]/u+K/LD+K/u+B[T]/B[Bk] B df+P[C]/Renkan Tai/P,P-f+P-K: ==d,d+B Near wall if necessary -P,P-f+K==d,d+P B Near a wall u+K: -f,f+P H -f+P H Go into R.K.S -b+K[T]/Transform H Counter trap against back- stabbers df+K/Renkan Tai/LD+K: -B,B=R.T/K-d+P==b+K B Near wall if necessary -P,P,P-K/P,P-f+K==d,d+P B Near a wall -b+B B -Mouko Kou Hazan B After foe hits ground U+P[C],K.T=Renshu Kou Hazan B High-low confusion f,f+K: -f+B B Make your opponent fly -b+P H ------------------------------ ---------------- Strategic Usages ---------------- Gaimon Choushuu=R1: (In a combo or as a counter) -Muei Kyaku (Reverse [low] attacks) -Renkan Tai (Counter foe's Low attacks) -b+B, Sen Shippo (in beast form) (Opponent's in Light guard) -Any combo (Light guard through attack to take offense) -Grab (Slide in close. Hard to perfect) -db+K (Opponent blocks high) -f,f+P or K, b+P (Light guard through attack to take offense) Kongou Toutai=R1: (In a combo) -f+B, b+B, or Sen Shippo (Reverse opponent's attack) -Muei Kyaku or f+K (High counter against low attack) -LD+K (Opponent blocks low) Sen Shippo=R1: (From afar) -Grab (You leap in close) -Renkan Tai (Reverse opponent's attack attempts upclose) ---------------- Mouko Kou Hazan: ---------------- -On the defense, go through opponent's attacks (high and mid only) -In a juggle, use when you know enemy will recover and/or counterattack from the air -On a grounded foe, use before opponent stands (it cannot be reversed or countered) -------------------------- --------------------------------------------- -------------------------- D) ----- URIKO ----- ======================================= ------- PROFILE ------- Full Name: URIKO NONOMURA Beast Form: HALF BEAST (CAT) F.Style: CONBINATION ATTACKS Nationality: JAPAN Age: 14 Height: 145 cm (Human); 145 cm (Beast) Weight: 38 kg (Human); 79 (Beast) Measurements: B74-W56-H76 Occ: STUDENT Likes: KAMABOKO, MAGURO Dislikes: MATH ====================================== Story: OUTSTANDING ADVENTURE OF A KITTEN Uriko was once the supreme product of the Tyron Foundation. She was rescued and brought back to her senses by both her mother, Mitsuko, and Alice. For the next 5 years, after her great ordeal, Uriko lived the life of a normal school girl, while her mother was successful running a store. Returned back to her normal life, it seemed as though Uriko and her mother were to live peaceful lives. One day, as Uriko was off to school, her mother was attacked by some mysterious men. One of the men resembled Long, which took her by surprise. She convinced herself that it wasn’t him, for his heart has turned away from such violent actions. Watching the group from an alley, Uriko decided to change into her "Ultimate Being" form and spring into action. Suddenly her body changed strangely. Before her very eyes, she now looked at her once-human body and was amazed that it was now in some form of a cat! The genes in her blood changed, so she can no longer use the form she once wielded as a weapon of the Tyron Foundation. Despite this, she continued her chase when she was overcomed by a mysterious woman who, explaining that these men are from the former Tyron Foundation, plotted to use her mother for their new, heinous plots. This woman also adviced Uriko that, although she may be strong willed, it would be best that she went for help to get stronger. Taking this woman's advice, Uriko traveled up to the mountains of China, where Long was said to be residing. Coming across a cave, she met the man who looked just like the man who kidnapped her mom! She explained her plight, and asked him to to teach her his "Shin-I-Roku-Gou-Ken". After a moments of thoughts, Long obliged to Uriko’s request. Now, with her strong heart and her newly acquired (yet not perfected) skills, Uriko sets out to put an end to the evil group and rescue her mother. She's determine not to let anything to get in her way. ================================ FIGHTING STYLE DESCRIPTION Uriko uses an incomplete copy of "Shin-I-Roku-Gou-Ken". While similar to Long's style, there's no weight behind her attacks. Due to this, Uriko has to rely on speed to be effective. Her techniques are truly reckless & that of an amatuer. ================================ COSTUME COLORS P (Normal) = Blue chinese outfit w/purple trimmings, white sleeves w/blue cuffs, brown boots / Pale brown-furred cat K (2nd) = Green chinese outfit w/gold trims, white sleeves w/green & gold cuffs / Light orange-furred cat B (Extra) = Black boots, tights, and hair, black vest and gloves w/red outlines, white shirt / Brown- furred cat Start (Secret) = White vest, shorts, and shoes w/gold trims, blue shirt & underpants / Dark-gray furred cat ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- -------------------- SHIN-I-ROKU-GOU-KEN: Rokugou Hourin Shiki (Style of the Universal -------------------- Phoenix Circle) The "Rokugou Hourin Shiki" is a Circle combo that is the main weapon used by Uriko. Consisting of 6 different attacks, each attack follows each other in a circle-like motion, in any direction desired. While this Circle combo can be started in numerous ways, each attack follows each other in a set manner one after another. Also, the same attack cannot be used twice. Here's a diagram on this Circle combo and the pattern it follows: Dokuko <----------> Ranten Kakyaku <-------> Kyuso Douzan Sho P* f+K f+P /\ /\ | | \/ \/ Sousou Taiko <-------> Nichgetsu Ha <-----------> Soushi Tai K d+P d+K Also, this Circle combo can be followed up with any one of the "Rokugou Hourin Shiki Shuryo Waza", (Ender Techniques of the "Style of the Universal Phoenix Circle") which can be inputted from any one attack of the R.H.S. It doesn't matter whether you complete the Cicle combo or not: Gaku Ratotsu*** Tenmon Kaishu Renju Houdou f,f+P# b+{P} d,d+P \\ || // Rokugou Hourin Shiki Shuryo Waza // || \\ Enma Senrin** Fugaku Sanjuuroku Mon Yukio Renrin f,f+K [T]: b+K d,d+K -Mezu Tai -Gozu Tai (Guard Break) **The R.H.S Shuryo Waza "Enma Senrin" has two outcomes. If the initial move is blocked, she'll flip over and kick the opponent in the back of the head. (Called "Mezu Tai") If the initial move isn't blocked, she'll flip over a greater height, and fall on her stunned opponent. (Called "Gozu Tai") Be careful if you get the second outcome, for the recovery time is extremely long. If it should connect but the opponent isn't under you, you'll hit the ground, and be left open for a major counter attack. ***Just as you execute the Gaku Ratotsu, pressing R1 will cancel the attack. Uriko will only jump back without attacking. ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- -------------------- SHIHOU SHINITSU NO E -------------------- The "Shihou Shinitsu no E" is Uriko's unique combo system. While not as extensive at the R.H.S, this combo system should be well used due to the numerous ways it can be started and ended. From this, a player can also go into the R.H.S as well. Here's how it goes: Kyouha Tai (Hitoe) K || || \/ Fujin Kyaku (Itsue) Gasoku Tai-Kaname (Futae)** Rouraku Sen-Kou (Mie) d+K --> --> K* <-- --> u+K /\ || || Rouraku Sen-Otsu (Yoe) b+K **"Futae" can go into the "Rokugou Hourin Shiki" through "Sousou Taiko", "Ranten Kakyaku", or "Soushi Tai". While "Hitoe", "Yoe", and "Itsue" are soley starters for this combo system, "Mie" can be used to both start this combo system or end it. Thus, "Mie" can be used twice. ---------------------------------- ---------------------------------- ============ Normal Moves ============ ----- ----- HUMAN BEAST ----- ----- FACING FORWARD -------------- Ground Ground ------ ------- ------------------------------------------------ ------------------------------------------------ Name | Motion | Height | Attributes Name | Motion | Height | Attributes ------------------------------------------------ ------------------------------------------------ -Kyousui | P | H | -Byou Sougeki | B | M | -Hisui Chouchuu | f+P | M | -Houkou Sen | f+B* |H-H-H-H | -Gouha Shou | b+P {c} | M | (hc) -Matatabi no Mai | b+B | M-M | (kn) -Shimo Susuki | d+P | L | -Soshu | d+B | G | -Youshi Senrin | df+P* | M | -Shishi Odoshi | df+{B} | M | (tp) -Sen Shippo | db+P | H | -Tousou Ten | db+B | G | (tp) -Soushou Ten | u+P | M | (ln) -Chou Yuusen | u+{B} | H | (bn) -Kyouha Tai | K | M | -Ri Shouryuu | f,f+B | M | (ln) -Migi Tan Kyaku | f+K | M | (ln) -Ryuubi Katsu | Dash,B | G | [T] -Rouroku Sen-Otsu| b+K | H | (tn) -Byou Tengeki | LD+B | M | -Zensou Tai | d+K | G | ------------------------------------------------ -Kinsen Tenfu | df+K | H-M | [T] -Kamaitachi | db+K | G | (tp) -Rouraku Sen-Kou | u+K | H | -Tenha | f,f+P | - | Roll -Senren Hou | f,f+K | H-H-M | -Shami Sen** | Dash,P | M | [T],(fr)/(bn) -Kagura Goma | Dash,K | M-M | (sp) -Rengeki Souken | LD,

| M-M | -Sakaguruma | LD,K | M-H | (fr) ------------------------------------------------ **Note that the Shami Sen attack has two outcomes. If it connects, Uriko will bounce away and land on her feet, even if blocked. If the attack hits nothing, she'll painfully tumble on the ground before coming to a stop, slowly rising to her feet. Be sure this attack hits. At least you can bounce away and stand a chance if blocked. FACING BACKWARD --------------- Ground Ground ------ ------- ------------------------------------------------ ------------------------------------------------ Name | Motion | Height | Attributes Name | Motion | Height | Attributes ------------------------------------------------ ------------------------------------------------ -Kyouraku Kou | P | M-M | -Joumon Houkai | B | M | (fr)/(bn) -Haishin Keisa | d+P | G | (tp) -Okubyou | d+B | - | retreat -Ryouou Senshitsu| K | M | ------------------------------------------------ -Tenshin Soutai | d+K | G | (tp) ------------------------------------------------ THROWS ------ Front (Standing) = In dachi Front (Standing) = Tenun Senshou (hc) Front (Crouching) = Houshin (hc) Front (Crouching) = Houshin (hc) Back = Rasen Kouraku Back = Rasen Kouraku =============== COMMAND ATTACKS =============== 1) Houkou Jin Motion: d,df,f + P (Multi-hit attack) 2) Gekirin Kyaku Motion: d,df,f +K {c} (Launcher) 3) Gofugaku Shou Motion: d,db,b + P (Guard Attack) 4) Hien Raku* Motion: d,db,b + (hc): -Soukyuu Hien Raku f (Bound off) or B (Ball attack) When you're near a wall after bouncing off your foe's head: -(Yukigumo) You're facing the wall (Backflip away) -(Neyuki) Your back is to the wall (Falling Heel) *Naturally, this move alone will hit twice if the conditions are right. Also, if done close to a Light Guarding foe where you strike behind foe's head, opponent may turn and block attack automatically. (rare) However, if done upclose, foe will turn and get hit, no matter which guard they're in. If this move is executed without pressing in any directions, she'll bounce backwards automatically off her foe. 5) Pinfu Motion: d,df,f + B (Stance Change): -Hekireki Heiwa B rapidly -Senmen Pinfu P -Masou Pinfu K -Chuutsui Pinfu f+B (Run forward) *Note that all except f+B will hit. If you hold in any direction and press P or K rapidly, Uriko will get out of this stance. Also, pressing B when Uriko's Beast Gauge is empty will cause her to change back into human once she hits the ground, especially if she hits a wall in the process. 6) Senten Chouraku Motion: d,db,b + {B}: -Senten Fuuki B,B,{B} -Auto Rokugou Hourin Shiki: -Senten Hourin f[H] + B(x6) (Start the R.H.S through the "Rantan Kyaku" clockwise) -Senten Houyoku b[H] + B(x6) (Start the R.H.S through the "Rantan Kyaku" counterclockwise) -Senten Houbu d[H] + B(x6) (Start the R.H.S through the "Nichigetsu Ha" clockwise) -Senten Houshou u[H] + B(x6) (Start the R.H.S through the "Nichigetsu Ha" counterclockwise) 7) Koppa Hen Motion: d + P + K upclose in air (Throw) BEAST DRIVE: KIKKYO BYOTEN -------------------------- MOTION: D,DB,B,DB,D,DF,F + {B} DESCRIPTION: Uriko will leap at her foe's head. If move connects, she'll curl up into a ball with her foe, being encased in a ball of energy. She'll bound all over the stage like a pinball, and slam down onto the ground at the end. While her opponent will be bouncing and flopping away on the ground, Uriko will rise up dazed. *Note: Press in any direction and any button rapidly to control the direction and height of the attack. ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------- Combination Attacks (Human) ---------------------------- Name Input ------ ------ Raikan Tenbu P,P,P,P: -(Start the R.H.S through "Dokuko", "Ranten Kakyaku", or "Kyuso Dousan Shou") *This combo has to be done fast because of one reason. The 3rd punch will turn her around if nothing else follows up. If the combo's too slow, it'll stop after the 3rd punch. Also, while the 4th punch can be delayed to a certain degree, if you don't input anything after about 2 seconds, she'll lose her balance and will turn her back to her opponent. Raijin Ga P,P,d+P: -(Start the R.H.S through "Nichigetsu Ha") Kyoukai P: -(Start the Shihou Shinitsu no E through "Hitoe") Yomo Shin Ichinisan P,K,K*,u+K Sanou Ren d[H],P,K Raikan Houbu db+P,P,P,P: -(Start the R.H.S through "Dokuko", "Ranten Kakyaku", or "Kyuso Dousan Shou") Raikan Ga db+P,P,d+P: -(Start the R.H.S through "Nichigetsu Ha") Renkan Tai f+K,K# Kinsen Senshitsu df+K,K: -(start the R.H.S through "Sousou Taiko", "Nichigetsu Ha", or "Soushi Tai") *Inputting this combo fast will allow her to do everything without a pause. If you don't do anything after df+K, Uriko will turn her back to her opponent. However, the rest of the combo can still be done, just slower. Tenha.... f,f+P: ...Sousui -P ...Senkyuu Tai -K *Note that both enders for the Tenha can be delayed slightly. If you add the ender about a second or two later, Uriko will attack almost at the end of the Tenha Senkyu. Ryouou Senshitsu [T],K: -(Start the R.H.S through "Sousou Taiko", "Nichigetsu Ha", or "Soushi Tai") ---------------------------- Combination Attacks (Beast) ---------------------------- Name Input ------ ------ Byousou Pekeji Ken B,B: -(Start the R.H.S through "Dokuko") Soushuu Byouten B,B,B* Rishou Rekkuu LD+P,f+B ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ------- =================== == Strategies & Combos == =================== ------- ------------- ABBREVIATIONS ------------- GRK = Gekirin Kyaku S.C Senten Chouraku S.F Senten Fuuki H.J = Houkou Jin M.P = Masou Pinfu H.H = Hekireki Heiwa SHR = Soukyuu Hien Raku SELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------- Command Form Notes ------- ---- ----- u+P[C]: -u+K,K,u+K H Near a wall -P,K,K: =Koyuki=Seppi H~B =Pinfu=Hekireki Heiwa H~B Do this if foe air recovers --K==b+K H df+P=Houkou Jin H/B GRK/P,P,P,P-P=S.C=S.F H~B Do this fast b+P[C]/df+K[tn]/d+K[Bk]: =GRK/GRK/d+P,K H -df+K[tn] H/B Repeat combo if necessary -u+K,K-d+K==b+K H -b+B B =Houkou Jin or LD+K H/B Execute last hit fast =u+B B f,f+B[C]: -P,P,P,P-f+K==d,d+P B -LD+P,f+B: -S.C=S.F/K,K-f+K==b+K B Near wall -P,P,P,P-P==d,d+K B -f,f+K/GRK B u+P[C]/K,K-f+K==d,d+P H f,f+B[C]/f+K/f,f+K/GRK/Houkou Jin B Time hits fast & carefully b+K[C]/f,f+P,K[C][tn]/d+K[Bk]: -f,f+P,K/H.J H/B Do this fast -f+K/f+K/Kikkyo Byoten B -df+P=H.J H Counter against reversals -Grab H/B Opponent's on the defense -Pinfu=M.P,H.H B Tricky; do this fast f+K[C]/f+B: =Pinfu=Hekireki Heiwa B Time 2nd hit correctly to bobup foe. Last hit shouldn't be done too fast =Hien Raku: =SHR(Push f) B Time 2nd hit correctly to bobup foe. Hien Raku will hit foe twice =SHR(Push B)/P,P,d+P-d+P B Hard! Should land before foe after SHR -f,f+K/Hien Raku B Hien Raku acts like a ground attack -f,f+P,K/df+B B Early & fast -b+B/df+B B Early & fast f,f+B[C]/P,P,P,P-P==f,f+P: -Dash+B B Enemy doesn't recover -f,f+P,P B Enemy recovers & blocks high -Dash+P B Enemy recovers & blocks low b+K[C]: -df+B B -d+K,K-d+K-d+P==f,f+P H/B Followup with anything you like -u+K,K-K==b+P H/B Will hit if foe does or does not attack f,f+B[C]/P,P,P,P-P-f+K-f+P==f,f+K B Near wall when executing the last couple of hits Low Grab: -f,f+P,K/d+P,K H Do this fast! -f+K/db+P/df+B B Time db+P correctly f+K[C]/f+K,K/Koppa Hen (Air Throw) B Near Wall f+K[C]/u+P/f+K/b+P H Stronger in beast form, but timing is too critical f+K[C]/u+P/f+K/b+B/df or db + B B b+B has to hit twice -------------------------- --------------------------------------------- -------------------------- E) ------- BAKURYU ------- Real Name: KAKERU (Keiji in the States) Nationality: JAPAN Beast Form: MOLE Story: OVER THE PAINFUL MEMORIES "Why is it so dark like this? What am I doing here? I don’t understand." These are the words that ran through his mind. A young boy, standing in the midst of a burning building, alone and confuse. Lost, he knew not where to go until a young man name Yugo found him. With no other alternatives, the young followed Yugo out of the destroyed building, to be in a place that was much more safer. For the next couple of years the young boy took the name Kakeru, and lived under the care of his savior, Yugo. He felt content, for he could now have a life that he could call his own. Still, Kakeru was bothered by the fact that he couldn't remember anything before that time he soon amongst the flaming rubble of the falling building once known as the Tyron Foundation. What was even more troublesome were his moods of anger, these violent feelings that would come up once in awhile. Since there were no answers them, he decided to ignore them as best as he could. One day, Yugo was attacked and Kakeru was taken into the clutches of a strange man, who claimed that Kakeru was truly Bakuryu. Confused by this accusation, he soon became brainwashed, and took on the identity of a cold-hearted assassin. With the knowledge of Katou Ryu Ninjutsu at his disposal, the newly-awakened Bakuryu sets out to eliminate various targets, one of them being Yugo. ================================ FIGHTING STYLE DESCRIPTION As a light-weighted kid, along with many ninjutsu techniques, Bakuryu brings his foes to confusion. His ability to make tricky attacks will make him a favorite to players. ================================ COSTUME COLORS p (Normal) = Golden outfit w/brown outlines, silver shin & arm guards, brown gloves & tabi (shoes), red scarf and obi (belt) / Brown-furred mole with red eyes K (2nd) = Blue tabi (shoes) and outfit with black outlines, gray shin and arm guards, white scarf and obi (belt) / Silver-blue mole with red eyes B (Extra) = Blazing red outfit w/gray outlines, silver shin and arm guards, brown gloves and tabi (shoes), gray scarf and obi (belt) / Reddish mole with green eyes Start (Secret) = Silver outfit w/black outlines, gray shin and arm guards, navy blue tabi (shoes) and gloves, white scarf and obi (belt) / Gray mole with orange eyes ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ============ Normal Moves ============ ----- ----- HUMAN BEAST ----- ----- FACING FORWARD -------------- GROUND GROUND ------ ------- ------------------------------------------------ ------------------------------------------------ Name | Motion | Height | Attributes Name | Motion | Height | Attributes ------------------------------------------------ ------------------------------------------------ -Tantou | P | H | -Doku Kaki | B | H | -Ryuusentou Yoko | f+P | H | (tn) -Doku Tsuki | f+B | M | Giri | | | -Eizan Geki |