=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Slap Happy Rhythm Busters FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 2.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Beat Gauge 2.3 Types Of Knockdowns And Bounces 3. Characters 3.1 Ramos 3.2 Mia 3.3 Oreg 3.4 Nitro 3.5 Euri 3.6 Holeman 3.7 Trash 3.8 April 3.9 Garia 3.10 Zeköo 3.11 Vivian-Roxy ------------------------------ 3.12 Frosty 3.13 Jaköo 3.14 Baron-Volt 3.15 Sledge 3.16 Chad-Gram 3.17 Mercantile 3.18 Tom Tom 3.19 Dark-Ramos 3.20 Rude Boy 3.21 Stealth 4. Codes 4.1 Unlockable Characters 4.2 Other 5. Conclusion 5.1 What's Missing/Needed 5.2 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 | ++++++++++++++ Dash Forward f, f Dash Attack HP Halt d Dash Backward b, b Halt d Small Jump tap ub/u/uf High Jump press ub/u/uf Air Recovery P/K when being you can only Air Recover juggled from certain situations, as certain moves like launchers (even if used twice in a juggle) do not allow an Air Recovery directly afterward Throw LP+LK close Throw Escape LP+LK just as you are being thrown Universal Wall Bounce b + HP Taunt press Select increases your Beat Gauge considerably Guard Meter - Displayed under your power meter, this keeps track of how close one is to a guard break. This meter increases as you are hit. Once it is full your character will flash yellow. During this time you cannot block attacks. Chain Combos - Every character has chainable attacks. For the most part, characters are able to chain from one normal attack to another normal attack of equal or greater strength. For example, Ramos can chain together LP, d + LK, and then d + HP. You CANNOT chain a normal to a weaker normal. Example, Ramos cannot chain HP into LP. ++++++++++++++++++ | 2.2 Beat Gauge | ++++++++++++++++++ Beat Gauge - The beat gauge fills from both whiffing and landing attacks. In general, the meter fills rather quickly. Supers can be performed using one Stock. A Beat Rush attack can be used when you have three stocks. When the initial hit of a Beat Rush connects, the player will be thrust into a rhythm mini game. Match the oncoming beats using the directional pad or the face buttons. When using the face buttons, X=down arrow, square=left arrow, triangle=up arrow, and circle=right arrow. You can utilize both the directional pad and the face buttons at the same time to help in completing the beat combo. The second player can also try to match beats and in doing so will mix up the direction the beats come from. At the bottom corner is a circular meter. The yellow portion of the meter will decrease as each successful beat is performed (Notice that the yellow portion is smaller as the opponent's life is depleted more). You will see an F at the top of the gauge. In the deciding round, if you deplete the yellow portion and reach the F you will be treated with a Fever Beat Rush finish. Too many mistakes and misses on beats can prevent this from happening. Guard Cancel Counter LP+HP / LK+HK while requires one Beat Gauge guarding an attack stock; the counter attack is determined by what button combination was used Supers see character's supers require one Beat movelist for motions Gauge stock Beat Rush HP+HK requires three Beat Gauge stocks; first hit must connect to perform the entire maneuver +++++++++++++++++++++++++++++++++++++++ | 2.3 Types Of Knockdowns And Bounces | +++++++++++++++++++++++++++++++++++++++ There are a variety of knockdowns and bounces in this game. Since juggling is very important in this game, each is listed accordingly in the characters' movelists. The types are: Launcher - Opponent will be sent flying into the air and can be juggled afterward. Some characters have launchers that only have a small window to land a follow up attack. Wall Bounce - The opponent will be sent flying all the way across the screen and bounce off the opposing wall. You can juggle opponents with a variety of attacks in this situation. Often a move that reaches far or a maneuver that moves across the screen will connect on follow up. If you are able to knock the opponent to one of the actual stage corners, you are able to have a smaller gap between you and your opponent, thus opening up more juggle options. Ground Bounce - Same as a launcher, only the opponent will hit the floor first, and then bounce up into the air. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Ramos * ******************************************************************************* Colors ------ LP - White hair, Gray shorts, Red top, Black vest HP - Blonde hair, Light Gray shorts, Gray top, Light Gray vest HK - Red hair, White shorts, White top, Red vest Throw ----- Human Spike LP+LK close Command Moves ------------- Inferno Backfist b + HP wall bounce Flame Uppercut d + HP launcher Rushing Flame Dash, HP Special Moves ------------- Burning Disc qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Queuing Upper d, d + P LP=short and 3 hits, HP=further and 6 hits Burst Flare b, f + P LP=short and 2 hits, HP=long and 5 hits; HP version is a wall bounce if close enough to one of the actual stage corners Supers ------ Club Cannon qcf + LP+HP Jangling Rush b, f + LP+HP Beat Rush --------- Club Mix Destroyer HP+HK ******************************************************************************* * 3.2 Mia * ******************************************************************************* Colors ------ LP - Light Blue top, Blue pants, Brown hair HP - Red top, White pants, Red hair HK - White top, Blue pants, Red hair Throw ----- Shoulder Launch LP+LK close Basic Moves ----------- Sky Orb ub/u/uf, HP 4 hits; overhead Iron Fist Fury LP, LP, HP, HP first attack must touch opponent to complete entire string Whirlwind Kick HK wall bounce Swift Kicks LK, LK, HK first attack must touch opponent to complete entire string Command Moves ------------- Palm Thrust b + HP wall bounce Rising Energy Fist d + HP launcher Dashing Iron Fist Dash, HP Special Moves ------------- Haganshou qcf + P LP=1 hit, HP=3 hits and wall bounce Houhoko b, f + P LP=short, HP=long Kyuudankyaku d, d + K LP=short and 3 hits, HP=further and 4 hits Supers ------ Resshin Saihaiken qcf + LP+HP Oukagiten Enbu d, d + LK+HK first part must connect (not blocked) to perform entire maneuver; last part is a wall bounce but Mia recovers too slow for follow up Beat Rush --------- Last Dance HP+HK ******************************************************************************* * 3.3 Oreg * ******************************************************************************* Colors ------ LP - Red jacket, Blue trim HP - Blue jacket, Yellow trim HK - Yellow jacket, with Blue trim Throw ----- Chokeslam LP+LK close Basic Moves ----------- Body Splash ub/u/uf, HP overhead Axle Handle Smash HP if opponent is in air and relatively close they will floor bounce; overhead Side Kick HK knocks down Command Moves ------------- Driving Punch b + HP wall bounce Energy Arc d + HP launcher Shoulder Charge Dash, HP Special Moves ------------- Jerky Upper qcf + P both versions launch, however HP version launches opponent higher Devastating Straight LP/HP press the punch button that corresponds to the initial button used in Smashing Uppercut; wall bounce Rejection Ride qcb + P connects close and is unblockable, however it can be ducked Wheel Head b, f + P HP version does more damage; wall bounce Supers ------ Overheat Full Course qcf + LP+HP connects close and is unblockable Wheelspin Head b, f + LP+HP Beat Rush --------- Final Cab Ride HP+HK ******************************************************************************* * 3.4 Nitro * ******************************************************************************* Colors ------ LP - Brown costume HP - Gray costume HK - Purple costume Throw ----- Machine Gun LP+LK close Basic Moves ----------- Wrecking Ball ub/u/uf, HP floor bounce; overhead Air Machine Gun ub/u/uf, LP 4 hits; overhead Landing Jets ub/u/uf, HK 3 hits; overhead Dig Fist HP floor bounce; overhead; becomes wall bounce if it connects on airborne opponent Buzzsaw HK 5 hits; knocks down Command Moves ------------- Low Machine Gun d + LK 6 hits Blast Kick b + HP wall bounce Heavy Scoop d + HP launcher Double Knee Strike Dash, HP Special Moves ------------- Drill Crusher qcf + P LP=short and 3 hits, HP=far and 5 hits; wall bounce Crane Throw qcb + P must connect (not blocked) to perform entire maneuver; launcher Supers ------ Death Crush Crane qcb + LP+HP must connect (not blocked) to perform entire maneuver Melt Ray Down d, d + LK+HK Beat Rush --------- Satellite Laser HP+HK ******************************************************************************* * 3.5 Euri * ******************************************************************************* Colors ------ LP - White top, Orange shorts, Gray hair HP - White top, Pink shorts, Magenta hair HK - Blue top, Pink shorts, Dark Blonde hair Throw ----- Poison Bump LP+LK close Basic Moves ----------- Jetpack Escape b, b can cancel into Air Dash or Air Jetpack Escape Air Dash f, f in air can cancel into Air Jet Escape or another Air Dash Air Jetpack Escape b, b in air can cancel into Air Dash or Air Jetpack Escape Punt Kick HK launcher Command Moves ------------- Heavy Push b + HP wall bounce Slide Kick d + HK must be blocked low Butt Bump Dash, HP Special Moves ------------- Gas Shot qcf + P HP version does slightly more damage Air Gas Shot qcf + P in air HP version does slightly more damage Hip Pack Shot qcb + P LP=short, HP=far Air Hip Pack Shot qcb + P in air LP=short, HP=far Shooting Sugar qcf + K in air HK version is 2 hits Gumgum Throw b, f + K connects close and is unblockable Supers ------ Gas Over Shoot qcf + LP+HP Sugar Rave Limit qcf + LK+HK in air Beat Rush --------- Candyland Demise HP+HK ******************************************************************************* * 3.6 Holeman * ******************************************************************************* Colors ------ LP - Lime Green top, Blue apron trim HP - Dark Gray top, Red apron trim HK - Orange top, Gray apron trim Throw ----- Pancake Slam LP+LK close Basic Moves ----------- Falling Squash HP 3 hits Chainsaw Thrust HK 3 hits Command Moves ------------- Belly Thrust b + HP wall bounce Chainsaw Uppercut d + HP launcher Belly Slide Dash, HP Special Moves ------------- Birdcage qcf + P LP=short, HP=far; if this connects with opponent (not blocked) the opponent will turn into a chick and cannot block with the only available movement being ub/u/uf; lasts for 4 seconds Mince Cleaver b, f + P LP=if only one hit connects to the opponent, it becomes a floor bounce; HP=floor bounce Butcher Press d, d + K second part is an overhead Supers ------ Maniac Slaughter b, f + LP+HP last part is a wall bounce but it appears Holeman cannot follow up Endless Butcher Press d, d + LK+HK all parts are overheads Beat Rush --------- Wheeler HP+HK ******************************************************************************* * 3.7 Trash * ******************************************************************************* Colors ------ LP - Orange costume with Gray trim HP - White costume with Blue trim HK - Blue costume with Orange trim Throw ----- Strangle LP+LK close Basic Moves ----------- Broom Spin HP 6 hits Flip Kick HK launcher Command Moves ------------- Dropkick b + HP wall bounce Broom Uppercut d + HP launcher Charging Hand Dash, HP Special Moves ------------- Cleanup qcf + P LP=short reach, HP=long reach; must connect with opponent (not blocked) to perform entire maneuver; launcher Release LP will launch opponent sooner Struck Dust qcb + P LP=short, HP=long; short window for follow up with ground bounce Triple Dart b, f + P wall bounce Supers ------ Vacuum Box qcf + LP+HP must connect with opponent (not blocked) to perform entire maneuver; launcher Release LP will launch opponent General Cleaning qcb + LP+HP Beat Rush --------- Garbage Day HP+HK ******************************************************************************* * 3.8 April * ******************************************************************************* Colors ------ LP - Blue hair, Black skirt, Black top HP - Orange hair, Blue skirt, Brown top HK - Orange hair, Brown skirt, Brown top Throw ----- Dead End LP+LK close Basic Moves ----------- Quick Dagger LP, LP first attack must touch opponent to complete entire string Axe Kick LK, LK first attack must touch opponent to complete entire string Gun Blast HP 3 hits Flip Kick HK 2 hits; will wall bounce if it connects with an airborne opponent; a way to easily cause a wall bounce is to cancel the Flip Kick out of a Gun Blast or an Axe Kick Command Moves ------------- Trap Wire b + LK wire must connect (not blocked) to perform entire maneuver; launcher Shotgun b + HP wall bounce Dagger Slash d + HP hits multiple times; launcher Assassin Dagger Dash, HP Special Moves ------------- Western Edge qcf + P with collide with other projectiles, with top daggers negating and bottom daggers usually sneaking by Air Western Edge qcf + P in air will collide with other projectiles as both will be "destroyed" in the process Hanging Shotgun d, d + P shots are overheads Supers ------ Agile Dance Edge qcf + LP+HP first dagger must connect (not blocked) to perform entire maneuver Eternity Pendulum d, d + LP+HP shots are overheads Beat Rush --------- Bulls Eye HP+HK ******************************************************************************* * 3.9 Garia * ******************************************************************************* Colors ------ LP - White hair, Green top HP - White hair, Blue-Green top HK - Pink hair, Black top Throw ----- Piranha Feast LP+LK close Basic Moves ----------- Air Flip Kick ub/u/uf, HK 2 hits; overhead Command Moves ------------- Slide Kick d + HK must be blocked low Sword Swipe b + HP wall bounce Sword Launch d + HP launcher Turn Swipe Dash, HP Special Moves ------------- Somtam qcf + P LP=short with 45 degree angle, HP=far and horizontal Nuasadoun qcb + P LP=short, HP=far; absorbs projectiles Gaichie qcf + K LK=slow, HK=fast Supers ------ Somtam Gaiyan qcf + LP+HP first sword must connect (not blocked) to perform entire maneuver Moosate Bobian qcf + LK+HK Beat Rush --------- Demon Feast HP+HK ******************************************************************************* * 3.10 Zeköo * ******************************************************************************* Colors ------ LP - Black hair, Gray bottoms HP - Black hair, Brown bottoms HK - White hair, Blue bottoms Throw ----- Driving Sword LP+LK close Basic Moves ----------- Reaching Sword HP becomes launcher if it connects with an airborne oppponent, but opponent can still air recover Command Moves ------------- Slide Kick d + HK must be blocked low Power Slash b + HP wall bounce Sword Uppercut d + HP launcher Final Slice Dash, HP Special Moves ------------- Nami Slash qcf + P LP=short, HP=far Tenshouken d, d + P LP=short and 3 hits, HP=further and 5 hits Shouji-Otoshi Giri qcf + K LK=short, HK=far; sword slice must connect (not blocked) to perform entire maneuver Supers ------ Kurofune Raiko qcf + LP+HP Hayate Tenshouken d, d + HP Beat Rush --------- Assassination HP+HK ******************************************************************************* * 3.11 Vivian-Roxy * ******************************************************************************* Colors ------ LP - Red-Orange hair, Black top-Black top HP - Red-Orange hair, Pink top-Blue top HK - Red-Blonde hair, Red top-Blue top Throw ----- Double Team LP+LK close Basic Moves ----------- Human Wheel ub/u/uf, HK 2 hits; overhead Cannonball HP 3 hits Crescent Kick HK 5 hits Command Moves ------------- Dropkick b + HP wall bounce Human Bullet d + HP 3 hits; launcher Double Headbutt Dash, HP 2 hits Special Moves ------------- One, Two, Bang qcf + P floor bounce with 2 hits, but it appears there is no way to follow up Guruguru Bang qcb + P Reverse Bang qcf + K LK=2 hits, HK=5 hits; first punch must connect (not blocked) to perform entire maneuver Supers ------ Bokoboko Bang qcf + LP+HP Mechyamechya Bang qcf + LK+HK first punch must connect (not blocked) to perform entire maneuver Beat Rush --------- Double Dive Kick HP+HK ------------------------------------------------------------------------------- ******************************************************************************* * 3.12 Frosty * ******************************************************************************* Colors ------ LP - Black costume, Gray shoes HP - Blue costume, Blue shoes HK - Red costume, Orange shoes Throw ----- Frost Bite LP+LK close Command Moves ------------- Double Kick Slide d + HK must be blocked low Frozen Fist b + HP wall bounce Head Slide Dash, HP Special Moves ------------- Frosty Beam qcf + P LP=short, HP=long Head Hunting qcf + K LK=short, HK=long; will collide with other projectiles as both will be "destroyed" in the process Supers ------ Spread Bazooka qcf + LP+HP Sweet Manslaughter qcf + LK+HK connects close and is unblockable Beat Rush --------- Shattering Ice HP+HK ******************************************************************************* * 3.13 Jaköo * ******************************************************************************* Colors ------ LP - Gray hair, Dark Gray pants HP - Red hair, Brown pants HK - Blonde hair, Blue pants Throw ----- Driving Sword LP+LK close Basic Moves ----------- Reaching Sword HP becomes launcher if it connects with an airborne oppponent, but opponent can still air recover Command Moves ------------- Slide Kick d + HK must be blocked low Power Slash b + HP wall bounce Sword Uppercut d + HP launcher Final Slice Dash, HP Special Moves ------------- Nami Slash qcf + P LP=short, HP=far Tenshouken d, d + P LP=short and 3 hits, HP=further and 5 hits Shouji-Otoshi Giri qcf + K LK=short, HK=far; sword slice must connect (not blocked) to perform entire maneuver Supers ------ Fuujinranbuken qcf + LP+HP connects close and is unblockable Hayate Tenshouken d, d + HP Beat Rush --------- Murdering Slash HP+HK ******************************************************************************* * 3.14 Baron-Volt * ******************************************************************************* Colors ------ LP - Laurel Green costume HP - Blue costume HK - Red costume Throw ----- Head Crusher LP+LK close Basic Moves ----------- Monkey Flip HK launcher Command Moves ------------- Hammer Smash b + HP wall bounce Cannonball Dash, HP overhead Special Moves ------------- Nara Congo qcb + P LP=short, HP=far; overhead and floor bounce Bolgani-Turn b, f + P LP=short and 5 hits, HP=far and 8 hits Supers ------ Tando Nara Congo qcb + LP+HP overhead; wall bounce Bolgani Over Spin b, f + LP+HP initial roll must connect (not blocked) to perform entire maneuver Beat Rush --------- From Heaven To Hell HP+HK ******************************************************************************* * 3.15 Sledge * ******************************************************************************* Colors ------ LP - Red hair, Red pants HP - Gray hair, Black pants HK - Blonde hair, Black pants Throw ----- Chokeslam LP+LK close Basic Moves ----------- Body Splash ub/u/uf, HP overhead Dig Fist HP overhead Command Moves ------------- Drop Shoulder d + LK/HK in air HK is a steeper dive Driving Punch b + HP wall bounce Fist Trip d + HP must be blocked low Shoulder Charge Dash, HP Special Moves ------------- Flying Bomb qcb + P LP=short, HP=far; overhead Dengeki Spike d, d + P LP=11 hits, HP=24 hits; LP version is a launcher Wheel Head b, f + P HP version does more damage Supers ------ Overheat Full Course qcf + LP+HP unblockable Wheelspin Head b, f + LP+HP Beat Rush --------- Dominating Fist HP+HK ******************************************************************************* * 3.16 Chad-Gram * ******************************************************************************* Colors ------ LP - Brown skin, Gray costume with Black trim HP - Pink Lavender skin, Orange costume with Blue trim HK - Blue Green skin, Red costume with Dark Red trim Throw ----- Heavy Hammer LP+LK close Basic Moves ----------- Death Spin ub/u/uf, HK 3 hits; overhead Big Swat HK launcher Command Moves ------------- Double Fist b + HP wall bounce Double Palm Dash, HP Special Moves ------------- Bad Smell qcf + P LP=short, HP=far Rising Chad d, d + P LP=short, HP=further Supers ------ Skydive Chad d, d + LP+HP Chad Missile qcf + LK+HK Beat Rush --------- Violent Chad HP+HK ******************************************************************************* * 3.17 Mercantile * ******************************************************************************* Colors ------ LP - Purple jacket and Brown wolf HP - Steel Blue jacket and Dark Gray wolf HK - Green jacket and Gray wolf *Note that if the wolf's Guard Meter ever fills and reaches guard break, Mercantile will be forced into the match. He can only attack by pointing. *The wolf cannot be thrown Throw ----- Throat Rip LP+LK close Basic Moves ----------- Drill Jaws ub/u/uf, HP 5 hits; overhead Double Hind Kick HK 2 hits Command Moves ------------- Hind Flip b + HP wall bounce Wolf Leap d + HP launcher Charging Bite d + HK must be blocked low Headbutt Dash, HP Special Moves ------------- Duruuk qcf + P LP=7 hits, HP=9 hits Suvoborg d, d + P HP version has steeper climb Liuvov qcf + K connects close and is unblockable Supers ------ Munoga Duruuk qcf + LP+HP wall bounce, however wolf doesn't recover fast enough to follow up Dovall Chestova d, d + LP+HP first attack must connect (not blocked) to perform entire maneuver Beat Rush --------- Fierce Wolf HP+HK ******************************************************************************* * 3.18 Tom Tom * ******************************************************************************* Colors ------ LP - Blue shirt and Dark Gray shorts HP - Yellow shirt and Blue shorts HK - Light Gray shirt and Blue pants Throw ----- Tagged LP+LK close Basic Moves ----------- Ghost Pound ub/u/uf, HK floor bounce Ghost Flip HK launcher with small window to follow up Command Moves ------------- Heavy Spray b + HP wall bounce Charging Spray Dash, HP Special Moves ------------- Graffiti Shot qcf + P LP=short, HP=long; LP version becomes wall bounce if it connects to airborne opponent Flash Hand d, d + P LP=short, HP=long; launcher Supers ------ Scribble Rise qcf + LP+HP Mad Painting qcf + LK+HK first part must connect (not blocked) to perform entire maneuver Beat Rush --------- Graffiti Sky HP+HK ******************************************************************************* * 3.19 Dark-Ramos * ******************************************************************************* Colors ------ LP - Brown skull and Pale brown trim HP - Gray skull and Blue trim HK - Gray skull and Red trim Throw ----- Human Spike LP+LK close Command Moves ------------- Inferno Backfist b + HP wall bounce Flame Uppercut d + HP launcher Rushing Flame Dash, HP Special Moves ------------- Burning Disc qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Queuing Upper d, d + P LP=short and 3 hits, HP=further and 6 hits Burst Flare b, f + P LP=short and 2 hits, HP=long and 5 hits; HP version is a wall bounce if close enough to one of the actual stage corners Supers ------ Club Cannon qcf + LP+HP Jank Death Rush qcf + LK+HK first hit must connect (not blocked) to perform entire maneuver Beat Rush --------- Hellfire Punch HP+HK ******************************************************************************* * 3.20 Rude Boy * ******************************************************************************* Colors ------ LP - Purple costume with Orange trim HP - Black costume with Yellow trim HK - White costume with Red trim Throw ----- Telekinesis Slam LP+LK close Basic Moves ----------- Side Kick HK 2 hits Command Moves ------------- Spiral Sword d + LK in air overhead Orb Blast b + HP wall bounce Energy Uppercut d + HP launcher Smash Fist Dash, HP Special Moves ------------- Moon slicer qcb + P LP version has overhead properties toward the end of the maneuver Pulse Direct b, f + P small launch window on LP version Double Slash LP/HP press the punch button that corresponds to the initial button used in Pulse Direct; first part must touch opponent to allow this follow up Interceptor qcb + K counter attack; launcher Supers ------ Rude Change qcf + LP+HP changes to bigger version with same moveset; perform Super again to morph back Chaos Sword qcb + LP+HP overhead Pulse Direct b, f + P Nuclear Slasher LP+HP Beat Rush --------- Orb Slicer HP+HK ******************************************************************************* * 3.21 Stealth * ******************************************************************************* Colors ------ LP - Tan costume HP - Dark Gray costume HK - Gray costume Throw ----- Telekenesis Slam LP+LK close Basic Moves ----------- Teleport Dash f, f can dash past opponent Slash Swipe HP 2 hits Slash Axe HK 2 hits; overhead Command Moves ------------- Dark Fist b + HP wall bounce Slash Uppercut d + HP launcher with small window to follow up Gut Punch Dash, HP Special Moves ------------- Asteroid Flare qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Cosmo Fusion qcb + P LP=4 hits, HP=6 hits; wall bounce Q-ball d, d + P LP=short, HP=far; overhead Magnet Sphere b, f + P connects close and is unblockable Supers ------ Cosmo Explosion qcb + LP+HP wall bounce Q Limit d, d + LP+HP Beat Rush --------- Cosmic Destroyer HP+HK =============================================================================== 4. Codes =============================================================================== +++++++++++++++++++++++++++++ | 4.1 Unlockable Characters | +++++++++++++++++++++++++++++ Frosty - Clear 8 Beat Rushes in DJ Practice mode. Then play Arcade mode. Finish a match with a Beat Rush Fever on Frosty's stage. He will then challenge you. Defeat him to unlock him. Jaköo - Clear 24 Beat Rushes in DJ Practice mode. Play Arcade mode and defeat Jaköo to unlock him. Baron-Volt - Beat Arcade mode twice to unlock him. Sledge - Beat Arcade mode four times to unlock him. Chad-Gram - Beat Arcade mode once to unlock them. Mercantile - Beat Arcade mode five times to unlock him. Tom Tom - Beat Arcade mode three times to unlock him. Dark-Ramos - Clear 16 Beat Rushes in DJ Practice mode. Play Arcade mode and defeat Dark-Ramos to unlock him. Rudeboy - Clear 40 Beat Rushes in DJ Practice mode. Play Arcade mode and defeat Rudeboy to unlock him. Stealth - Beat Arcade mode six times to unlock him. +++++++++++++ | 4.2 Other | +++++++++++++ Loading Comics Option - Clear 32 Beat Rushes in DJ Practice mode. Space Background - Clear all easy and hard levels in DJ Practice mode. Fever Mode - First unlock Rudeboy. Then clear both his easy and hard Beat Rushes.
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5. Conclusion
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5.1  What's Missing/Needed
-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.

5.2  Credits
-Polygon Magic
-ASK Co.
-MrTea for information on Guard Cancel Counters, halting dashes, and general
 info and corrections
-Echo, chickengeorgewashington, BeserkGamer, fauxwalter, Zerodash from
 Giantbomb for their section on Slap Happy Rhythm Busters for
 move names and general game info
-Gamefaqs
-And me for writing this faq