=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rage Of The Dragons FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 5.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Barriers 3. Characters 3.1 Billy Lewis 3.2 Lynn Baker 3.3 Radel 3.4 Annie Murakami 3.5 Cassandra Murata 3.6 Oni Inomura 3.7 "Pepe" Jose Rodriguez 3.8 Pupa Salgueiro 3.9 Alice Carroll 3.10 Patrick Elias 3.11 Mr. Jones 3.12 Jae Mo Kang 3.13 Sonia Romanenko 3.14 Jimmy Lewis `````````````````````````````````` 3.15 Abubo Rao ---------------------------------- 3.16 Johann 4. Conclusion 4.1 What's Missing/Needed 4.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward HP - Heavy Punch P - Any Punch \ | / b - Back LP - Light Punch K - Any Kick b-- --f u - Up HK - Heavy Kick + - And / | \ d - Down LK - Light Kick / - Or db d df , - Then qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== ************** * 2.1 Basics * ************** Standard Throw f/b + HP close f and b determine where opponent is thrown Throw Escape perform throw right after opponent's throw attempt Taunt Start Dash Forward f, f Halt b Dash Backward b, b invulnerable for a split second Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Recovery Roll Back LP+LK after being knocked invulnerable for a short down period Dizzy Recovery shake joystick and tap P and K rapidly when dizzied Small Jump tap ub/u/uf High Jump press ub/u/uf Super Jump db/d/df, ub/uf / Dash Forward, uf Air Block ub/u/uf, b Block High b Block Low db will not block overheads Guard Crush if you guard too often you will lose your ability to block for a split second First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo N/A check character section; after the last hit of the combo you can cancel into a special or super; technically, you can type in some of the combo, then start from the beginning and type some of it in again (for example: Lynn's ground combo is LP, LP, LP, HP, HP. You can type in LP, LP, LP, LP, LP. The problems with this is you will only get a max of 6 hits as in the normal method, not all characters can connect again by resetting the combo, and you will not be able to cancel into a special or super after the final hit) Floating Jump ub/u/uf Air Combo N/A check character section; after the last hit of the combo you can cancel into a special or super; technically, you can type in some of the combo, then start from the beginning and type some of it in again (for example: Lynn's ground combo is LP, LP, LP, HP, HP. You can type in LP, LP, LP, LP, LP. The problems with this is you will only get a max of 6 hits as in the normal method, not all characters can connect again by resetting the combo, and you will not be able to cancel into a special or super after the final hit) Partner Tag LK+HP when "Change OK" is the partner will dash in displayed under tag and attack the opponent; partners meter if the attack lands you can combo from it Tag Out Rush qcf + LK+HP when "Change consumes one stock; rush OK" is displayed under in must connect (not the tag partners meter blocked) for move and tag out to occur Team Duplex qcf + LK+HP just after the consumes another stock; last hit from the Tag with mixed character Out Rush combo teams you get a regular double ranbu Duplex, but if you use the character's official partner you get a special Team Duplex Surrender LP+LK+HP+HK both partners must still be in the match to perform this; you will give your tag partner your remaining stocks Counter Attack HK+HP as soon as you block costs one stock; bounce the opponent's attack attack Power Gauge - Builds slowly when you are hit. It can also build when you land an attack, when you perform a special move, or when the opponent blocks your attack. Supers - A level one Super costs 1 stock while a level two Super costs 2 stocks. **************** * 2.2 Barriers * **************** Most stages in the game have barriers (Jones/Kang, Radel/Annie, Johann's stages do not). Barriers are set on both sides of the stage. These can be used to extend combos which in normal circumstances would not occur. A player will bounce off the barrier after certain moves, and are able to be juggled. A barrier can only be used once to bounce an opponent, because the second time someone hits the barrier it will be destroyed. In the process a larger portion of the stage will open up. The easiest and most basic way to "bounce" an opponent off the wall is to trip them when their back is near one or use a throw and toss them into it. Other moves can work as well. All moves that can cause the opponent to bounce off the wall are labeled "bounce attacks." =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Billy Lewis * ******************************************************************************* Colors ------ LP - Blue costume LK - Black costume HP - Brown costume HK - Green costume Throw ----- Throat Toss f/b + HP close f and b determine where opponent is thrown; bounce attack Basic Moves ----------- Punch To Palm HP close 2 hits High Blast Kick HK close 2 hits Sobat HK far can dodge some low attacks Command Moves ------------- Axe Kick f + LK overhead First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo LK, LP, HP, HK, HK Floating Jump ub/u/uf Air Combo LP, LK, LK, HP, HK Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Single Slash qcf + LP Slashing Cross qcf + P will collide with other projectiles as both will be "destroyed" in the process Double Slash qcf + HP Flaming Cross qcf + P will absorb projectiles; bounce attack Lightning Tail qcf + K move must connect (not blocked) for the entire maneuver to come out; bounce attack Ko Ryu Kyaku f, d, df + K HK=adds a slide at the start of the move which must be blocked low; bounce attack Blue Rage qcb + K LK=bounce attack Double Rage qcb + HK follow up for HK Blue Rage only Rage Finish qcb + HK bounce attack Air Blue Rage qcb + K in air LK=overhead; bounce attack Double Air Rage qcb + HK follow up for HK Air Blue Rage only Air Rage Finish qcb + HK bounce attack Special Team Duplex ------------------- Dragon Bite qcf + LK+HP just after the last hit from the Tag Out Rush combo with Lynn as your partner Level One Super --------------- Back Slasher qcb, hcf + LK energy pillar will absorb projectiles; bounce attack Level Two Super --------------- Double Back Slasher qcb, hcf + HK energy pillars will absorb projectiles bounce attack ******************************************************************************* * 3.2 Lynn Baker * ******************************************************************************* Colors ------ LP - Yellow costume LK - Red-Orange costume HP - Black costume HK - White costume Throws ------ Toss Over f/b + HP close f and b determine where opponent is thrown; bounce attack Air Toss Over f + HP close in air bounce attack Basic Move ---------- N/A Command Moves ------------- Down Palm f + LP overhead Crossup Kick b + LK in air overhead First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo LP, LP, LP, HP, HP Floating Jump ub/u/uf Air Combo LP, LP, LP, HP, HP Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Ko Ryu Sho Zan qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Ryu En Hou f, d, df + P Karasu Kyaku qcf + K Kyaku Binta K bounce attack Enretsu Ken hcb + P LP=short with 1 hit, HP=long with 2 hits; bounce attack Ko Ryu Kyaku Charge d for 2 seconds, LK=short with 1 hit, u + K HK=further with 2 hits; bounce attack Special Team Duplex ------------------- Dragon Bite qcf + LK+HP just after the last hit from the Tag Out Rush combo with Billy as your partner Level One Super --------------- Tobi Ryu qcb, hcf + LK second hit is an overhead; bounce attack Level Two Super --------------- Shin Tobi Ryu qcb, hcf + HK second hit is an overhead; second hit must connect (not blocked) to perform the entire super; bounce attack ******************************************************************************* * 3.3 Radel * ******************************************************************************* Colors ------ LP - Orange costume w/ Black trim LK - Black costume w/ Orange trim HP - Purple costume w/ Blue trim HK - Gray costume w/ Red trim Throw ----- Leg Cyclone f/b + HP close f and b determine where opponent is thrown bounce attack Basic Moves ----------- Short Slide Kick LK far Balance Kick HK close 2 hits Roll Dropkick HK far low dodge Command Moves ------------- Slide Knee d + LK must be blocked low Double Spike df + LK First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo LP, LP, LP, HP, HK Floating Jump ub/u/uf Air Combo LP, LP, LP, HP, HK Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Glass Escape qcf + P LP=short, HP=long; bounce attack Dead Dragon f, d, df + P LP=short, HP=long; bounce attack Head Execution hcb + P connects close; unblockable Glass Smash qcb + P Screw Back hcb + K LK=two kicks and bounce attack, HK=three kicks Special Team Duplex ------------------- Shock Treatment qcf + LK+HP just after the last hit from the Tag Out Rush combo with Annie as your partner Level One Super --------------- Shadow Sword qcf, hcb + LP bounce attack Level Two Super --------------- Shadow Sword Destroyer qcf, hcb + HP bounce attack (unless opponent's back is against the barrier and super is finished near the wall) ******************************************************************************* * 3.4 Annie Murakami * ******************************************************************************* Colors ------ LP - Black costume w/ White trim LK - Purple costume w/ Pink trim HP - Dark Purple costume w/ Purple trim HK - Brown costume w/ Orange trim Throws ------ Backflip Toss f/b + HP close f and b determine where opponent is thrown; bounce attack Air Backflip Toss f + HP close in air bounce attack Basic Moves ----------- Low Step LK close must be blocked low Sliding Spike HK far Command Moves ------------- Slide Punt d + LK must be blocked low Double Knee f + LK First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo LP, LP, LK, HP, HP Floating Jump ub/u/uf Air Combo LP, LP, LK, HK, HP Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Zuum qcf + P LP=short with one slash, HP=long with two slashes; bounce attack Magical Comet qcf + P in air LP=descends at a steeper angle; will collide with other projectiles as both will be "destroyed" in the process Zuum Cross f, d, df + LP bounce attack Zuum Cross And Fall f, d, df + HP bounce attack; falling portion is actually an overhead Cat Leap hcb + P LP=short, HP=long; overhead; first part must connect (not blocked)for entire maneuver to come out; can catch opponent in air; bounce attack Ichi Ni Zan hcb + K LK=short, HK=long; first part must connect (not blocked) for entire maneuver to come out Special Team Duplex ------------------- Shock Treatment qcf + LK+HP just after the last hit from the Tag Out Rush combo with Radel as your partner Level One Super --------------- Crossing Wrath qcb, qcb + LP (hold LP to the projectile itself delay) will absorb other projectiles; If held, the energy "shield" will also absorb projectiles; the shield can hit the opponent, but once it strikes you lose absorbing properties for the "shield" and will be vulnerable to attack until the projectile is thrown; bounce attack Level Two Super --------------- Double Crossing Wrath qcb, qcb + HP (hold HP to the projectiles will delay) absorb other projectiles; If held, the energy "shield" will also absorb projectiles; the shield can hit the opponent, but once it strikes you lose absorbing properties for the "shield" and will be vulnerable to attack until the projectiles are thrown; bounce attack ******************************************************************************* * 3.5 Cassandra Murata * ******************************************************************************* Colors ------ LP - White costume LK - Blue costume HP - Red-Orange costume HK - Pink costume Throw ----- Powerful Lift f/b + HP close f and b determine where opponent is thrown; bounce attack Basic Move ---------- N/A Command Moves ------------- Snapping Axe f + LK overhead Slide Kick df + LK must be blocked low First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo LP, LK, HP, HP, HK Floating Jump ub/u/uf Air Combo LP, LK, HP, HP, HK Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Angel Wings f, d, df + P LP=1 hit, HP=3 hits; bounce attack Innocence hcb + P high counter attack; bounce attack Illusion qcf + K LK=short, reappears in front of opponent when move connects; HK=long, reappears behind opponent when move connects Fallen Angel qcb + K in air LK=descends at a steeper angle; bounce attack Special Team Duplex ------------------- Darkness Falls qcf + LK+HP just after the last hit from the Tag Out Rush combo with Oni as your partner Level One Supers ---------------- Ground White Wave qcb, hcf + LP bounce attack Air White Wave qcf, hcb + LP in air first part is an overhead; bounce attack Level Two Supers ---------------- Ground White Wave Splash qcb, hcf + HP bounce attack Air White Wave Splash qcf, hcb + HP in air first part is an overhead; bounce attack ******************************************************************************* * 3.6 Oni Inomura * ******************************************************************************* Colors ------ LP - Red pants w/ Blue jacket LK - Dark red pants w/ Purple jacket HP - Red pants w/ Dark Red jacket HK - Black pants w/ Purple jacket Throws ------ Death Claw f/b + HP close f and b determine where opponent is thrown; bounce attack Falling Doom f + HP close in air bounce attack Basic Moves ----------- Claw Upper HP close 2 hits High Snap HK close 2 hits Step Roundhouse HK far Command Moves ------------- Spin Claw f + LP Sky High df + LK launches opponent First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo LP, LP, HP, HP, HK Floating Jump ub/u/uf Air Combo LP, LK, HP, HP, HK Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Rising Cutter f, d, df + P LP=fast, HP=slow; bounce attack The Ripper hcf + P LP=short, HP=far; move must connect for entire maneuver to be performed; dash in is unblockable; bounce attack Cold Steel qcb + P LP=short, HP=long Second Steel qcb + P Finish qcb + P bounce attack Cutting Edge qcb + P in air LP=fast, HP=slow; bounce attack Special Team Duplex ------------------- Darkness Falls qcf + LK+HP just after the last hit from the Tag Out Rush combo with Cassandra as your partner Level One Super --------------- Bloody Mess qcf, qcf + LK absorbs projectiles; bounce attack Level Two Super --------------- Bloody Mess Charge qcf, qcf + HK (hold HK to energy portion absorbs delay claw charge) projectiles; claw charge is a guard break; claw charge is a bounce attack while the energy portion is not ******************************************************************************* * 3.7 "Pepe" Jose Rodriguez * ******************************************************************************* Colors ------ LP - Orange belt w/ Blue-Green trim LK - Yellow belt w/ Gray trim HP - Blue belt w/ Gray trim HK - Light Orange belt w/ Green-Blue trim Throws ------ Frankensteiner f/b + HP close f and b determine where opponent is thrown; bounce attack Air Frankensteiner f + HP close in air bounce attack Basic Moves ----------- Double Uppercut HP close 2 hits Low Tap LK close must be blocked low High Snap HK close 2 hits Command Moves ------------- Hopping Fist f + LP overhead; since this move actually connects while Pepe is still in the air, you can only cancel it into his Temoc move Wind Kicks df + LK First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo LP, LK, HP, HK, HK Floating Jump ub/u/uf Air Combo LK, LP, HP, HK, HK Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Istak qcb + P LP=short, HP=long; bounce attack Arriba f, d, df + LK bounce attack Arriba Slash f, d, df + HK bounce attack Cuautli hcb + K connects close; unblockable; bounce attack Temoc qcb + K in air LK=descends at a steeper angle; the lightning portion is an overhead while the dive kick is not; bounce attack Special Team Duplex ------------------- Lightning Rod qcf + LK+HP just after the last hit from the Tag Out Rush combo with Pupa as your partner Level One Super --------------- Quetzalcoatl qcf, qcf + LP dash in must connect (not blocked) not entire super to be performed; bounce attack Level Two Super --------------- Quetzalcoatl Blast qcf, qcf + HP dash in must connect (not blocked) not entire super to be performed; bounce attack ******************************************************************************* * 3.8 Pupa Salgueiro * ******************************************************************************* Colors ------ LP - Green pants w/ Orange trim and Light Blue shirt LK - Black pants w/ Orange trim and White shirt HP - Blue pants w/ Gray trim and Blue shirt HK - Black pants w/ White trim and Dark Green shirt Throws ------ Choking Slam f/b + HP close f and b determine where opponent is thrown; bounce attack Thoughtless Toss f + HP close in air bounce attack Basic Move ---------- Low Swipe Kicks HK far 2 hits; the second kick must be blocked low Command Moves ------------- Wrench Blow f + LP overhead Tricky Feet df + LK all three kicks must be blocked low Double Trip d + HK 2 hits; both parts must be blocked low; bounce attack First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo LP, LP, LK, LK, HK Floating Jump ub/u/uf Air Combo LK, LK, HK, HK, HK Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Bencao qcf + P LP=straight, HP=upward; will collide with other projectiles as both will be "destroyed" in the process Breeze Dancer f, d, df + K LK=short, HK=further Wrench Strike d + P bounce attack Parafuso hcb + K LK=short, HK=long; bounce attack Real Beat tap K repeatedly Swift Exit qcf + K bounce attack Queixada hold HK for 2 seconds, release Special Team Duplex ------------------- Lightning Rod qcf + LK+HP just after the last hit from the Tag Out Rush combo with Pepe as your partner Level One Supers ---------------- Au Lande qcf, qcf + LK all hits are overheads; bounce attack Super Queixada hold HK for 10 seconds, overhead; bounce attack release Level Two Supers ---------------- Au Lande Frenzy qcf, qcf + HK all hits are overheads; bounce attack Ultimate Queixada Hold HK for 30 seconds, unblockable; bounce release attack ******************************************************************************* * 3.9 Alice Carroll * ******************************************************************************* Colors ------ LP - Blue costume LK - Dark Blue costume HP - Red costume HK - Light Blue costume Throw ----- Energy Blast f/b + HP close f and b determine where opponent is thrown; bounce attack Basic Move ---------- Energy Dig HP far 2 hits Command Moves ------------- Orb Charge f + LP Double Stomp d + LK in air overhead First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo LP, LP, HP, HP, HP Floating Jump ub/u/uf Air Combo LK, LP, HP, HK, HK Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Twinkle qcf + LP will collide with other projectiles as both will be "destroyed" in the process; this does go under some projectiles such as Jimmy's Red Rage Twinkle Twinkle qcf + HP will collide with other projectiles as both will be "destroyed" in the process; this does go under some projectiles such as Jimmy's Red Rage Rising Hell f, d, df + P LP=appears close, HP=appears far; absorbs projectiles; bounce attack Eat It qcb + P LP=fast and 1 hit, HP=slow, two hits, overhead, and bounce attack Heads Off qcb + K in air LK=descends at a steeper angle, overhead, bounce attack Special Team Duplex ------------------- Soul Destroyer qcf + LK+HP just after the last hit from the Tag Out Rush combo with Elias as your partner Level One Super --------------- Red Rose Of Darkness hcb, f + LP Alice creates a shield in front of her, and if the opponent runs into it, attacks it, or throws a projectile at it then the second part of the super will activate; both the shield and the blast absorb projectiles; bounce attack (unless opponent's back is against the barrier and super is performed close to them) Level Two Super --------------- Red Rose Of Destruction hcb, f + HP Alice creates a shield in front of her, and if the opponent runs into it, attacks it, or throws a projectile at it then the second part of the super will activate; both the shield and the blast absorb projectiles; bounce attack (unless opponent's back is against the barrier and super is performed close to them) ******************************************************************************* * 3.10 Patrick Elias * ******************************************************************************* Colors ------ LP - Purple costume LK - Black costume HP - Maroon costume HK - White costume Throw ----- Heart Punch f/b + HP close f and b determine where opponent is thrown; bounce attack Basic Moves ----------- Shin Kick LK close must be blocked low Forearm Blast HK close 2 hits Command Moves ------------- Punch Down f + LP overhead Strong Uppercut d + HP 2 hits Double Low f + LK all parts must be blocked low First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo LP, LK, LP, HP, HK Floating Jump ub/u/uf Air Combo LP, HP, HK, HK, HK Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Holy Flare qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Sinful f, d, df + P connects close; unblockable; bounce attack Magnus qcb + P LP=stationary, HP=long; absorbs projectiles; bounce attack Hell Or Heaven hcf + K LK=short, HK=long; must connect (not blocked) to perform entire move; gains life back; bounce attack Special Team Duplex ------------------- Soul Destroyer qcf + LK+HP just after the last hit from the Tag Out Rush combo with Alice as your partner Level One Super --------------- Maximum Delirium hcb, f + LP must connect (not blocked) to perform the entire super; gains life back; bounce attack Level Two Super --------------- Super Maximum Delirium hcb, f + HP must connect (not blocked) to perform the entire super; gains life back; bounce attack ******************************************************************************* * 3.11 Mr. Jones * ******************************************************************************* Colors ------ LP - Yellow w/ Gray trim LK - White w/ Blue-Gray trim HP - Blue w/ Purple trim HK - Pink w/ Purple-Blue trim Throws ------ Toss To Ground f/b + HP close f and b determine where opponent is thrown; bounce attack Air Toss To Ground f + HP close in air bounce attack Basic Move ---------- Bicycle Kick ub/uf, HK 2 hits; both hits are overheads Command Moves ------------- Down Elbow f + LP overhead Slide Double df + LK both parts must be blocked low First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo LP, LK, HP, HK, HP Floating Jump ub/u/uf Air Combo LP, LK, LK, HP, HP Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Funky Impact qcf + P LP=fast, HP=slow; the start up has high autoguard; bounce attack (unless opponent's back is against the barrier and move is performed close to them) Retro Knuckle qcb + P LP=short, HP=long; bounce attack Gaudy Punch tap P Arc Fliegan qcb + K LK=stationary, HK=long; bounce attack Special Team Duplex ------------------- Out Of My Way qcf + LK+HP just after the last hit from the Tag Out Rush combo with Kang as your partner Level One Super --------------- Groove Master qcb, qcb + LK sliding part must be blocked low; bounce attack Level Two Super --------------- Enter The Groove Master qcb, qcb + HK sliding part must be blocked low; bounce attack ******************************************************************************* * 3.12 Jae Mo Kang * ******************************************************************************* Colors ------ LP - Blue pants w/ Red trim LK - Green pants w/ Purple trim HP - Gray pants w/ Red trim HK - Pink pants w/ Black trim Throw ----- Somersault Toss f/b + HP close f and b determine where opponent is thrown; bounce attack Basic Move ---------- Lazy Dropkick HK far Command Moves ------------- Sumo Charge df + LP the last slap is a bounce attack (unless opponent's back is against the barrier and move is performed close to them) Stomach Set df + HP this is a high counter attack Sumo Stomp f + LK overhead First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo LP, LP, LP, LP, HP Floating Jump ub/u/uf Air Combo LP, LP, LP, LP, HP Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Fire Bomb qcf + P LP=fast, HP=slow; absorbs projectiles; bounce attack Kang Screw f, d, df + P LP=low, HP=high; bounce attack Rolling Fire qcb + P LP=short, HP=further; bounce attack Kang Anger hcf + K LK=short, HK=long; the charge has high autoguard; bounce attack (unless opponent's back is against the barrier and move is performed close to them) Special Team Duplex ------------------- Out Of My Way qcf + LK+HP just after the last hit from the Tag Out Rush combo with Jones as your partner Level One Super --------------- Body Press Special hcb, hcb + LP connects close; unblockable; bounce attack Level Two Super --------------- Body Press Crush Special hcb, hcb + HP connects close; unblockable; bounce attack ******************************************************************************* * 3.13 Sonia Romanenko * ******************************************************************************* Colors ------ LP - Red costume w/ Pink hair LK - Brown costume w/ Blonde hair HP - Purple costume w/ White hair HK - Gray costume w/ Blonde hair Throw ----- Frankensteiner Slam f/b + HP close f and b determine where opponent is thrown; bounce attack Basic Move ---------- N/A Command Moves ------------- Sliding Axe f + LK overhead Sliding Snake df + LK both parts must be blocked low First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo LP, LP, HP, HP, HK Floating Jump ub/u/uf Air Combo LK, LP, LK, LP, HP Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Snake qcf + LP will collide with other projectiles as both will be "destroyed" in the process Snake Hold qcf + LK/HP/HK Sonia tosses a knife a short distance, and if the opponent is not hit with the initial toss the knife will spin and then fly in a direction according to the button you used; LK=diagonally up; HP=straight; HK=straight up; will collide with other projectiles as both will be "destroyed" in the process Fascination Sharp hcb + P connects close; unblockable; bounce attack Snake Whip f, d, df + K LK=low HK=high; the last part is an overhead, however the HK version will only connect as an overhead on big characters such as Kang; bounce attack Snake Bite qcb + LK start up roll is invulnerable; bounce attack Snake Fangs qcb + HK start up roll is invulnerable; first kick must be blocked low; bounce attack Special Team Duplex ------------------- Slice And Burn qcf + LK+HP just after the last hit from the Tag Out Rush combo with Jimmy as your partner Level One Supers ---------------- Guardian Mercy Short qcf, qcf + LP absorbs projectiles; bounce attack Guardian Mercy Far qcf, qcf + LK absorbs projectiles; bounce attack Level Two Supers ---------------- Guardian Death Short qcf, qcf + HP absorbs projectiles; bounce attack Guardian Death Far qcf, qcf + HK absorbs projectiles; bounce attack ******************************************************************************* * 3.14 Jimmy Lewis * ******************************************************************************* Colors ------ LP - Black pants w/ Red top LK - Purple-Blue pants w/ Red top HP - Brown pants w/ Off White top HK - Maroon pants w/ Blue top Throw ----- Grab And Toss f/b + HP close f and b determine where opponent is thrown; bounce attack Basic Moves ----------- Punch To Uppercut HP close 2 hits Shin Kick LK close must be blocked low Sobat HK far can dodge some low attacks Command Moves ------------- Down Elbow f + LP overhead Step Uppercut df + LP first part is a high autoguard First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo LP, LP, LK, HP, HP Floating Jump ub/u/uf Air Combo LK, LP, HP, HK, HK Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Red Rage qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Sho Ryu Dan f, d, df + P LP=short, HP=further; bounce attack Cannon Kick qcb + K LK=short, HK=long and bounce attack; overhead Heat Hurricane hcb + LP Hurricane Charge hcb + HP bounce attack Heat Elbow u this must be entered right after the second part of the Hurricane Charge, before the third part comes out; overhead Heat Upper d this must be entered right after the second part of the Hurricane Charge, before the third part comes out; must be blocked low; bounce attack Special Team Duplex ------------------- Slice And Burn qcf + LK+HP just after the last hit from the Tag Out Rush combo with Sonia as your partner Level One Super --------------- Gun Blow qcb, hcf + LP flame knuckle must connect (not blocked) to perform the entire super; bounce attack Level Two Super --------------- Super Gun Blow qcb, hcf + HP flame knuckle must connect (not blocked) to perform the entire super; bounce attack ``````````````````````````````````````````````````````````````````````````````` To use the Abubo, at the character select screen tap up four times, down three times, left two times and right one time. ``````````````````````````````````````````````````````````````````````````````` ******************************************************************************* * 3.15 Abubo Rao * ******************************************************************************* Colors ------ LP - Brown pants w/ Pink shirt and Normal skin LK - Gray pants w/ Orange shirt and Dark skin HP - Green-Blue pants w/ Light Blue shirt and Light skin HK - Gray pants w/ Maroon shirt and Green skin Throw ----- Goodbye f/b + HP close f and b determine where opponent is thrown; bounce attack Basic Moves ----------- Iron Crush HP close 2 hits Ape Crunch HK close 3 hits Command Moves ------------- Body Splash f + LP overhead Hammer Crush df + LP can act as bounce attack, but only if opponent's back is against the barrier and move is performed close to them Reaching Fist df + HP must be blocked low First Impact HP+HK follow ups can only occur if move connects (not blocked) Ground Combo LP, LP, LK, LK, HK Floating Jump ub/u/uf Air Combo LP, LP, HP, HK, HK Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Steel Crusher qcf + LP (hold LP to the initial pose he delay) strikes has high autoguard; you can delay the initial pose for 4 seconds until the follow up occurs; the follow up will occur after you release LP, after delaying for 4 seconds, or after a high attack is autoguarded; bounce attack Steel Bender qcf + HP the initial pose he strikes has high autoguard; you can delay the initial pose for 4 seconds until the follow up occurs; the follow up will occur after you release HP, after delaying for 4 seconds, or after a high attack is autoguarded; must be blocked low; bounce attack (unless opponent's back is against the barrier and move is performed close to them) Flea Feint f, d, df + LP opponent can still be hit by this if they are high enough off the ground; bounce attack Flea Catch f, d, df + HP opponent can be hit by start up if they are high enough off the ground which acts as a bounce attack; second part has full screen distance and must be either jumped or blocked low and is also a bounce attack Destruction hcb + P close unblockable; bounce attack Violent Instinct hcf + K LK=one wall/barrier slam; HK=three wall/barrier slams; this move must connect (not blocked) for entire maneuver to come out; Abubo will charge the opponent with sumo slaps until the opponent either reaches a wall or a barrier, in which he will then crush them against it Level One Super --------------- War Path hcb, hcb + LP connects close; unblockable; bounce attack Level Two Super --------------- Mega War Path hcb, hcb + HP connects close; unblockable; bounce attack ------------------------------------------------------------------------------- ******************************************************************************* * 3.16 Johann * ******************************************************************************* Colors ------ LP - Gray costume w/ Maroon trim LK - colors of the character you select will assign themselves (not very well) to Johann's sprite HP - colors of the character you select will assign themselves (not very well) to Johann's sprite HK - colors of the character you select will assign themselves (not very well) to Johann's sprite *****Notes***** -Johann has no crouching LP attack and no air attacks with LP, LK, and HP. -Johann does not attack when he is tagged in. -If you perform a Tag Out Rush with Johann, he will simply glitch; He will be invulnerable for awhile, but once he floats towards the enemy he will lose that and be open to attack. -If a Team Duplex is perform with Johann as your partner, the other character will attack, while Johann strikes his glitch pose (he will not attack). When the Duplex is over the opponent will be in a permanent dizzy, that is until you strike them with some sort of an attack. -Johann has no First Impact *************** Throw ----- Painful Scream f/b + HP close f and b determine where opponent is thrown; can link attacks after the throw such as the Signs of Doom; bounce attack Basic Moves ----------- Power Thrust HP bounce attack Snap Roundhouse LK close 2 hits Whirlwind HK 3 hits; last part must be blocked low Command Moves ------------- Rising Wind d + HP Wind Twirl d + LK/HK must be blocked low; bounce attack Swift Escape LP+LK invulnerable for a short period Back Roll b + LP+LK invulnerable for a short period Forward Roll f + LP+LK invulnerable for a short period Special Moves ------------- Surge of Anger qcb + LP absorbs projectiles Silent Sorrow qcb + HP absorbs projectiles; bounce attack Signs of Doom qcb + LK absorbs projectiles; bounce attack Painful Scream qcb + HK close unblockable; can link attacks after the throw such as the Signs of Doom; bounce attack Level One Super --------------- Burnt Offering qcf, hcb + LP absorbs projectiles; bounce attack Level Two Super --------------- Scorched Offering qcf, hcb + HP absorbs projectiles; bounce attack =============================================================================== 4. Conclusion =============================================================================== 4.1 What's Missing/Needed -Possible missing moves or supers -Cleanup and corrections -If you have anything to add, any corrections I need to make, please email me at billy_kane_32@hotmail.com. Credit will be given for your contribution. 4.2 Credits - Playmore - Noise Factory - Gamefaqs - And me for writing this faq