=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Power Instinct 3: Groove On Fight FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 4.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Meter Filling 3. Characters 3.1 Larry Light 3.2 Chris Wayne 3.3 Tenjinbashi Sujiroku 3.4 Yukinoue Hizumi 3.5 Max Ax Dax "M.A.D." 3.6 Solis R8000 3.7 Falco 3.8 Gouketsuji Oume & Gouketsuji Otane 3.9 Gartheimer Rudolph 3.10 Otogiri Remi 3.11 Hananokouji Popura --------------------------------------------------- 3.12 Damian Shade 3.13 Bristol Weller 3.14 Bristol-D 4. Misc. And Easter Eggs 4.1 Idle Animations 4.2 Select Screen 4.3 Other 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward LP - Light Punch P - Any Punch \ | / b - Back HP - Heavy Punch K - Any Kick b-- --f u - Up GA - Great Attack + - And / | \ d - Down LK - Light Kick / - Or db d df HK - Heavy Kick , - Then DA - Dash Attack 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 * ************** Throw f/b + HP close Air Throw f/b + HP close in air Double Jump ub/u/uf after any first jump Dash Forward f, f Halt b Dash Punch P Dash Kick K knocks opponent down Dash Overhead GA knocks opponent down Dash Backwards b, b invulnerable for a split second Block High b Block Low db will not block overheads Powerful Overhead GA overhead; opponent bounces slightly off ground and can be juggled; works like this for everyone except M.A.D. Strong Air Attack DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Launch Attack d + GA must be blocked low; opponent launches in air and can be juggled; works like this for everyone except M.A.D. Pursue Attack u + K/DA when opponent does not work if is on the floor opponent has their head smashed into the ground; these moves are marked "head grounder" in the move description Dash Attack DA character can dash past opponent if close enough High Attack Reflect HP+HK if a high attack hits while this is active, the character will push the opponent so that they will stagger back and be open for attack Unblockable Attack GA+DA unblockable Taunt Start adds a bit to your opponent's super meter Toss KOed Character d + HP/GA over the center of the KOed character Dizzy Recovery shake joystick and tap the buttons rapidly when dizzied Tag Out LP+LK tag must be made in order to tag out (getting hit, for example, can break up the tag); opponent on sidelines will slowly heal Dual Attack d, d + P/GA before the consumes one stock; tag is made dash in must connect to perform the Dual Attack; must also have both teammates usable Partner Attack f + LP+LK Meter Charge hold LP+LK will only work if you are by yourself (your team member is KOed) Super d, d + K/DA consumes one stock ********************* * 2.2 Meter Filling * ********************* The Super Meter fills every time you take damage and when the opponent blocks your attacks. When a stock fills completely your character will yell and be surrounded by energy (called a stress scream; the stress scream can hit an opponent and take off minor damage). During this short time you are invulnerable. You can also fill a stock automatically when one of your team members is KOed. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Larry Light * ******************************************************************************* Colors ------ LP - Brown pants w/ White hair HP - Blue pants w/ Blonde hair GA - Green pants w/ Dirty Blonde hair LK - White pants w/ Black hair HK - Yellow pants w/ White hair DA - Black pants w/ White hair Start - Red pants w/ Blue hair Throws ------ Shoulder Toss Pound f/b + HP/GA close f and b determine where opponent is thrown Neckringer f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Spin Kick HK in air 2 hits with both hits being overheads Hammer Spike DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Rolling Elbow DA can roll past opponent Destruction Hammer GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Larry will push the opponent so that they will stagger back and be open for attack Victory Of The Fist GA+DA unblockable Dash Elbow Dash Forward, P Triple Threat Dash Forward, K Impending Hammer Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Flying Headbutt f + HP the range is determined by how long you hold HP; head grounder Ankle Break d + HP must be blocked low Scissor Kick f + HK first part must be blocked low Mule Kick df + HK Elbow Drop u + K/DA when opponent is pursue attack on the ground Thrust Palm d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Light Blast qcf + P/GA LP=slow, HP=medium, GA=fast; will collide with other projectiles as both will be "destroyed" in the process Air Light Blast qcf + P/GA in air LP=slow, HP=medium, GA=fast; will collide with other projectiles as both will be "destroyed" in the process Driving Dribble f, d, df + P/GA LP=short and 2 hits, HP=medium and 3 hits, GA=long and 5 hits Super Driving Dribble Dash Forward, f, d, LP=3 hits; HP=5 hits; df + P/GA GA=10 hits; can also be done if you use a dashing P or K and then perform the f, d, df + P/GA motion Thrust Step qcf + K/DA LK=short, HK=medium, DA=long; if move connects (not blocked), opponent is pushed to the edge of the screen behind them Impact Connection qcb + LP Shoulder Charge qcb + HP if done close you will dash behind the opponent Double Palm Break qcb + GA Dual Attack ----------- Larry Light Ning LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Historical Moment d, d + K/DA absorbs projectiles ******************************************************************************* * 3.2 Chris Wayne * ******************************************************************************* Colors ------ LP - Black chaps w/ Blue jeans HP - Blue chaps w/ Gray jeans GA - Gold chaps w/ Black jeans LK - Brown chaps w/ Maroon jeans HK - Black chaps w/ Gray jeans DA - Purple chaps w/ Pink jeans Start - Purple chaps w/ Brown jeans Throws ------ Knee And Elbow f/b + HP/GA close f and b determine where opponent is thrown; head grounder Suplex f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Hard Hammer DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Shin Kick LK must be blocked low Slide Backfist DA close will slide past opponent Dashing Knee DA far Spur Axe Kick GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Chris will push the opponent so that they will stagger back and be open for attack Balisong GA+DA unblockable Headache Smash Dash Forward, P Flying Side Kick Dash Forward, K Charging Spur Axe Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Side Kick f + HK Scrape Kick u + K/DA when opponent is pursue attack on the ground Flip Kick d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Lightning Slasher qcb + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process; tends to go under most projectiles in the game Lightning Slashers qcb + GA will collide with other projectiles as both will be "destroyed" in the process; tends to go under most projectiles in the game Leg Bomber qcf + LK Spiral Leg Bomber qcf + HK Deadly Axe tap K rapidly overhead Spiral Leg Bomber S qcf + DA Spiral Leg Follow Up tap K rapidly Deadly Axe continue to tap K rapidly overhead Rolling Cannon f, df, d + K/DA LK=short and 1 hit, HK=medium and 3 hits, DA=far and 6 hits Super Rolling Cannon Dash Forward, f, LK=3 hits, HK=5 hits, df, d + K/DA DA=11 hits; can also be done if you use a dashing P or K and then perform the f, df, d + K/DA motion Tai Chi Rolling Cannon f, df, d + K/DA in LK=steepest angle, air HK=medium dive, DA=longest dive Head Slasher qcf + P/GA in air LP=stationary, HP=short, GA=long Overdrive Kick qcf + LP One Two Kick qcf + HP Deadly Axe qcf + GA head grounder Dual Attack ----------- Slice And Dice LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Lightning Break d, d + K/DA lightning portion must connect (not blocked) for entire super to come out ******************************************************************************* * 3.3 Tenjinbashi Sujiroku * ******************************************************************************* LP - White costume w/ Red trim HP - Off White costume w/ Blue trim GA - Off White costume w/ Green trim LK - Blue costume w/ Red trim HK - Red costume w/ Gray trim DA - Gray costume w/ Light Gray trim Start - Yellow costume w/ Red trim Throws ------ Faceless Drag f/b + HP/GA close f and b determine where opponent is thrown Skyward And Beyond f/b + HK/DA close f and b determine where opponent is thrown Death Driver f/b + HP/GA close in air f and b determine where opponent is thrown; head grounder Basic Moves ----------- Taiko Stick Slam DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Shin Kick LK must be blocked low Side Kicks tap LK rapidly Hopping Backhand DA close will hop past opponent Hop Chop DA far Taiko Stick Smash GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Tenji will push the opponent so that they will stagger back and be open for attack Battering Ram GA+DA unblockable Reverse Elbow Dash Forward, P Eagle Hop Dash Forward, K Flying Taiko Stick Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Taiko Split f + HP in air overhead Taiko Cutter f + HP Low Taiko Stick d + HP must be blocked low Hopping Low Taiko Stick df + HP must be blocked low Stomach Kick f + HK Tribal Dance u + K/DA when opponent is pursue attack on the ground Rejecting Flip d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Haru qcb + LP if move connects (not blocked), opponent will be launched in air and can be juggled Natsu qcb + HP absorbs projectiles Shishi Gashira LP + HP 3 hits Super Shishi Gashira Dash Forward, LP+HP 3 hits; this actually has a difference animation than the normal Shishi Gashira that gives it more striking distance; can also be done if you use a dashing P or K and then perform the LP+HP combination Aki qcb + LK Fuyu qcb + HK San Nen Goroshi qcf, uf + K/DA LK=short dash, HK=medium dash, DA=long dash; dash in must connect (not blocked) to perform the entire move; Tenjinbashi will set a bomb above the opponent's head that will explode 3 seconds later Tenchinin qcf, uf + LP connects close; unblockable Sanding Spin qcf, uf + HP Uppercut qcf, uf + GA Dual Attack ----------- Rage Destruction LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Tsuuten Roku Shaku d, d + K/DA the explosions absorb projectiles; explosions must connect (not blocked) to perform the entire super ******************************************************************************* * 3.4 Yukinoue Hizumi * ******************************************************************************* LP - Dark Gray costume w/ Brown hair HP - Blue costume w/ Brown hair GA - Amaranth costume w/ Red hair LK - Yellow costume w/ Brown hair HK - Off White costume w/ Bole hair DA - Black costume w/ Black hair Start - Red costume w/ Light Brown hair Throws ------ Cartwheel Powerbomb f/b + HP/GA close f and b determine where opponent is thrown; head grounder Izuna Drop f/b + HP/GA close in air f and b determine where opponent is thrown; head grounder Basic Moves ----------- Needle Kick DA/GA in air overhead; opponent bounces slightly off ground and can be juggled What's That Start Hizumi's taunt, which can hit opponent and deal a sliver of damage; will add energy to the opponent's Super Meter Reverse Leg Smack HK must be blocked low Murdering Knife Toss DA close will slide past opponent Dashing Swipe DA far Forward Cartwheel GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Hizumi will push the opponent so that they will stagger back and be open for attack Tantou Charge GA+DA unblockable Gut Palm Dash Forward, P Hop Kick Dash Forward, K Hopping Cartwheel Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Finishing Blow d + HP in air overhead Low Chop d + HP must be blocked low Tantou Swipe f + HP Tricky Feet f + HK both parts must be blocked low Slide df + HK must be blocked low Heel Crush HK must be blocked low Foot Spike u + K/DA when opponent is pursue attack on the ground Rising Snap Kick d + GA must be blocked low; opponent launches in air and can be juggled (easy to link in a Hyakurai Jutsu) Special Moves ------------- Kage Shibari qcf + P/GA LP=short shock wave, HP=medium shock wave, GA=long shock wave; if move connects (not blocked), the opponent will be "stunned" (they cannot move back or forward and they cannot block properly); the "stun" can be ended if the opponent jumps or performs any attack maneuver (otherwise it will last 3 seconds) Hyakurai Jutsu Trio qcf + LP in air will collide with other projectiles as both will be "destroyed" in the process Hyakurai Jutsu Duo qcf + HP/GA in air HP=high, GA=low; will collide with other projectiles as both will be "destroyed" in the process Hou Sen Ka No Jutsu qcf + K/DA LK=long, low, and 6 hits, HK=medium, medium, and 8 hits, DA=short, high, and 10 hits Super Sen Ka No Jutsu Dash Forward, qcf + K/DA LK=short, very low, and 10 hits, HK=long, high, and 12 hits, DA=long, very high, and 14 hits; can also be done if you use a dashing P or K and then perform the qcf + K/DA motion Makibishi Dash Backward, LP+HP Gumo No Jutsu LK+HK reappears in the same spot Gumo No Jutsu Forward f + LK+HK teleports behind opponent Gumo No Jutsu Back b + LK+HK teleports backwards Ren Geki qcb + LP Ninjitsu Launch qcb + HP Hidden Explosive qcb + GA Dual Attack ----------- Pressure Points LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Juumonji Kasumi Kuzushi d, d + K/DA dash in must connect (not blocked) to perform the entire super ******************************************************************************* * 3.5 Max Ax Dax "M.A.D." * ******************************************************************************* LP - White jacket w/ Brown pants and Red tie HP - Green jacket w/ Dark Gray pants and Yellow tie GA - Light Orange jacket w/ Gray pants and Purple tie LK - Blue jacket w/ Burnt Umber pants and Yellow tie HK - Red jacket w/ Off White pants and Orange tie DA - Off White jacket w/ Dark Gray pants and Gray tie Start - Purple jacket w/ Green pants and Purple, Blue tie Throws ------ Max Fire Hose f/b + HP/GA close f and b determine where opponent is thrown; can link in many of the Megahorn attacks after the throw Bear Hug f/b + HK/DA close f and b determine where opponent is thrown Lucky Roll f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Helicopter Forward f, f in air Air Uppercut P overhead; if done high enough you can start another Helicopter chain Double Kick K overhead; if done high enough you can start another Helicopter chain Shock Therapy GA/DA overhead; opponent bounces slightly off ground and can be juggled; because M.A.D. descends slower from this move than the normal version, you can use another air attack afterwards (can also start another Helicopter chain) Landing b/d guide descent with joystick; can use air attacks from landing Jump Free ub/u/uf can use air attacks from Jump Free or start another Helicopter chain Helicopter Escape b, b in air unlike the Helicopter Forward, there are no unique attacks from this; pressing an attack button will perform the regular air attack assigned to that button and M.A.D. will descend to the ground as usual Landing f/d can use air attacks from landing Jump Free ub/u/uf can use air attacks from Jump Free or start another Helicopter chain Mad Chop HP in air overhead; can perform two in a row if fast enough; knocks opponent down Shock Therapy DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Max Slap HP in air overhead Spring Loaded Punch LP far Wake Up! LP close 2 hits M.A.D. Dozer HP will hit twice if close enough Stretch Foot HK Why? DA can slide past opponent Dynamite GA if move connects (not blocked) opponent is sent high into the air and can be juggled (however, the window is pretty tight so not much will reliably juggle) Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, M.A.D. will push the opponent so that they will stagger back and be open for attack Iron Press GA+DA unblockable Collapse Dash Forward, P Flying Butt Strike Dash Forward, K Dynamite Delivery Dash Forward, GA if move connects (not blocked) opponent is sent high into the air and can be juggled (however, the window is pretty tight so not much will reliably juggle) Air Spring Punch u/uf, f + LP overhead Catcher's Mitt ub, f + LP overhead Double Drill f + HP in air overhead Hidden Yo-Yo f + HP Wrench Smash df + LP Sleeve Headbutt df + HP Fire Spoon d + HP knocks opponent down Long Double Trip d + HK must be blocked low Jump Drill u + K/DA when opponent is pursue attack on the ground Freeze Ray d + GA absorbs projectiles Special Moves ------------- Megahorn "Fall Down" qcf + LP head grounder; will collide with other projectiles as both will be "destroyed" in the process Megahorn "Come Here" qcf + HP if move connects (not blocked) it knocks opponent down and pulls them toward you where they can juggled; will collide with other projectiles as both will be "destroyed" in the process Megahorn "Don't Attack" qcf + GA if move connects (not blocked) opponent will be unable to attack for 2 seconds (although they still can use throws); will collide with other projectiles as both will be "destroyed" in the process Megahorn "Back It Up" qcf + LK if move connects (not blocked) it will cause your opponent to stagger back which in turn stuns them for a short while; will collide with other projectiles as both will be "destroyed" in the process Megahorn "Go Away" qcf + HK if move connects (not blocked) it knocks opponent down and away from you (they can still be juggled); will collide with other projectiles as both will be "destroyed" in the process Megahorn "Don't Jump" qcf + DA if move connects (not blocked) the opponent will be unable to jump for 2 seconds; will collide with other projectiles as both will be "destroyed" in the process Max Drill qcf + P/GA in air LP=short jump, HP=high jump, GA=very high jump Straight Ray Gun tap LP rapidly after being knocked down (before hitting the floor) Skyward Ray Gun tap HP rapidly after being knocked down (before hitting the floor) Down And Up Ray Gun tap GA rapidly after being knocked down (before hitting the floor) Floor Ray Gun tap LP rapidly after being knocked down (when on the floor) Upward Floor Ray Gun tap HP rapidly after being knocked down (when on the floor) Dual Floor Ray Gun tap GA rapidly after being knocked down (when on the floor) Max Sparkler f, d, df + P/GA LP=stationary and 1 hit; HP=short and 3 hits, GA=long and 5 hits Super Max Sparkler Dash Forward, f, d, LP=3 hits, HP=5 hits, df + P/GA GA=7 hits; can also be done if you use a dashing P or K and then perform the f, d, df + P/GA motion Max Net LP+HP overhead Max Servant LK+HK leech appears mid screen; if opponent is near leech it will attack; you can attack the opponent while they are being bitten by the leech (it ends the leech attack but still combos) Far Max Servant f + LK+HK leech appears across the screen; if opponent is near leech it will attack; you can attack the opponent while they are being bitten by the leech (it ends the leech attack but still combos) Close Max Servant b + LK+HK leech appears in front of M.A.D.; if opponent is near leech it will attack; you can attack the opponent while they are being bitten by the leech (it ends the leech attack but still combos) Max Original qcb + LP Drill Face qcb + HP Laser qcb + GA Dual Attack ----------- Max Hunting LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Maximum Service d, d + K/DA each leech will try to attack when it nears the opponent; if it misses or is block, the leech will crawl off screen; you are able to attack the opponent near the end of the super (knocking off the attacking leeches but still performing a combo) ******************************************************************************* * 3.6 Solis R8000 * ******************************************************************************* LP - Silver costume w/ Dark Gray trim HP - Light Blue costume w/ Blue trim GA - Gold costume w/ Gray trim LK - Red costume w/ Black trim HK - Gray costume w/ Pink trim DA - Black costume w/ Gray trim Start - Silver costume w/ Red-Orange trim Throws ------ Slam Heel Crusher f/b + HP/GA close f and b determine where opponent is thrown Air Slam Heel Crusher f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Stomp Out HK in air 2 hits; both hits are overheads Quick Air Smash DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Machine Gun Punch HP will hit three times if close enough Down Kick LK must be blocked low Back Kick DA close will slide past opponent Slide Uppercut DA far Solis Smash GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Solis will push the opponent so that they will stagger back and be open for attack High Voltage GA+DA unblockable Jaw Opener Dash Forward, P Flying Side Kick Dash Forward, K Impending Smash Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Air Shock Cable f + HP in air if move connects (not blocked), it will stun opponent for a short while Shock Cable f + HP Low Machine Gun Punch d + HP will hit three times if close enough Front Kick f + LK Slicing Foot f + HK Slide In Trip d + HK must be blocked low Metal Heel u + K/DA when opponent is pursue attack on the ground Golf Swing d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Stun Bullet qcf + P/GA LP=short bullet mode, long shrapnel mode, HP=medium bullet mode, medium shrapnel mode, GA=long bullet mode, short shrapnel mode; during "bullet" mode (or the very beginning of the move where the projectile is still together) the Stun Bullet will go through projectiles; during "shrapnel" mode (or the end of the move where the projectile is apart) other projectiles will blast through the Stun Bullet; if you shoot a Stun Bullet from far and it connects (not blocked), the opponent will stagger back (leaving them in a short stun) in which case you can Dash Forward and use an attack to combo Stun Platinum f, d, df + P/GA LP=no start up time and is on screen for half a second, HP=short start up time and is on screen for 2 seconds, GA=long start up time and is on screen for 3 seconds; if move connects (not blocked) opponent will be stunned for a short time (for the duration that the trap remains onscreen); if the "trap" touches a blocking opponent it will no longer be of use even though it remains on screen; can have one ground Stun Platinum and one air Stun Platinum on the screen at the same time Air Stun Platinum f, d, df + P/GA in air LP=no start up time and is on screen for half a second, HP=short start up time and is on screen for 2 seconds, GA=long start up time and is on screen for 3 seconds; if move connects (not blocked) opponent will be stunned for a short time (for the duration that the trap remains onscreen); if the "trap" touches a blocking opponent it will no longer be of use even though it remains on screen; can have one air Stun Platinum and one ground Stun Platinum on the screen at the same time TNT Charge hold LP+HP/LP+GA/HP+GA/ the longer the charge the LK+HK/LK+DA/HK+DA, more damage and when release released; since the TNT Charge can be charged with different combinations, it is possible to charge for 2 TNT Charges at the same time; Charge for: 2-3 seconds = Level 1 (1 hit) 4-5 seconds = Level 2 (2 hits) 6-9 seconds = Level 3 (3 hits) 10+ seconds = Level 4 (4 hits) Super TNT Charge hold LP+HP/LP+GA/HP+GA/ can also be done if you LK+HK/LK+DA/HK+DA, use a dashing P or K release during a forward and then release your dash charged combination. Charge for: 2-3 seconds = Level 1 (1 hit) 4-5 seconds = Level 2 (2 hits) 6-9 seconds = Level 3 (3 hits) 10+ seconds = Level 4 (4 hits) Gyrator qcb + K/DA LK=short, HK=medium, DA=long Absolute Beat qcf + LK Step Kick qcf + HK Split qcf + DA Dual Attack ----------- Machine Gun Blitz LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Solis Multiplier d, d + K/DA will go through projectiles; if any part of the super is blocked it will end ******************************************************************************* * 3.7 Falco * ******************************************************************************* LP - Steel Blue costume HP - Pink costume GA - Green costume LK - Dark Gray costume HK - Orange costume DA - White costume Start - Red costume Throws ------ Gambling Dig f/b + HP/GA close f and b determine where opponent is thrown Cane Stab Driver f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Cane Slam DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Hidden Dove Start Falco's taunt, which can hit opponent and deal a sliver of damage; will add energy to the opponent's Super Meter Low Cane Swipe HP must be blocked low Reverse Cane DA close will jump past opponent Gut Cane DA far Cane Flick GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Falco will push the opponent so that they will stagger back and be open for attack Killer Draw GA+DA unblockable Flying Gut Cane Dash Forward, P Flying Hop Kick Dash Forward, K Forward Cane Flick Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Diving Cane Sweep d + HP in air must be blocked low Low Cane Sweep f + HP must be blocked low Low Hand Swipe d + HP must be blocked low Hop Kick f + HK Low Boot d + HK both hits must be blocked low Sliding Low Boot df + HK both hits must be blocked low Simple Stab u + K/DA when opponent is pursue attack on the ground Cane Flip d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Bluff Shuffle Straight qcf + LP will collide with other projectiles as both will be "destroyed" in the process Bluff Straight qcf + LP will collide with other projectiles as both will be "destroyed" in the process Bluff Up qcf + HP card will rebound of ceiling and travel diagonally downward; will collide with other projectiles as both will be "destroyed" in the process Bluff Down qcf + GA card will rebound of floor and travel diagonally upward; will collide with other projectiles as both will be "destroyed" in the process Bluff Shuffle Up qcf + HP card will rebound of ceiling and travel diagonally downward; will collide with other projectiles as both will be "destroyed" in the process Bluff Straight qcf + LP will collide with other projectiles as both will be "destroyed" in the process Bluff Up qcf + HP card will rebound of ceiling and travel diagonally downward; will collide with other projectiles as both will be "destroyed" in the process Bluff Down qcf + GA card will rebound of floor and travel diagonally upward; will collide with other projectiles as both will be "destroyed" in the process Bluff Shuffle Down qcf + GA card will rebound of floor and travel diagonally upward; will collide with other projectiles as both will be "destroyed" in the process Bluff Straight qcf + LP will collide with other projectiles as both will be "destroyed" in the process Bluff Up qcf + HP card will rebound of ceiling and travel diagonally downward; will collide with other projectiles as both will be "destroyed" in the process Bluff Down qcf + GA card will rebound of floor and travel diagonally upward; will collide with other projectiles as both will be "destroyed" in the process Face Or Back Retreat f, d, df + LP Bluff Diagonal Down P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Face Or Back In f, d, df + HP/GA HP=short, GA=far Bluff Diagonal Down P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Super Face Back Retreat Dash Forward, f, d, can also be done if you df + P use a dashing P or K and then perform the f, d, df + LP motion Bluff Diagonal Down P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Diagonal Down P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Diagonal P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Bluff Diagonal P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Bluff Diagonal Down P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Diagonal P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Bluff Diagonal P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Super Face Or Back In Dash Forward, f, d, can also be done if you df + HP/GA use a dashing P or K and then perform the f, d, df + HP/GA motion Bluff Diagonal Down P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Diagonal Down P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Diagonal P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Bluff Diagonal P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Bluff Diagonal Down P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Diagonal P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Bluff Diagonal P LP=steepest angle, HP=far; will collide with other projectiles as both will be "destroyed" in the process Bluff Straight GA will collide with other projectiles as both will be "destroyed" in the process Insight Dash qcf + K/DA LK=short, HK=medium, DA=long; high and low counter attack Reversal Slot LP+HP the outcome is random, but the follow ups listed are what happen according to what the slot reads One Gold Coin no slot symbols match Ten Gold Coins three dollar signs Dove Attack three cherries the doves will go through projectiles Coin And Doves three "7"s the doves will go through projectiles Giant Weight three skulls both characters will fall to the ground but neither takes any damage Falco Shocked three lightning bolts Falco staggers back (although he takes no damage he is stunned for a short time) Regain Life three hearts Falco regains some life First Character qcb + LP will collide with other projectiles as both will be "destroyed" in the process Second Character qcb + HP will collide with other projectiles as both will be "destroyed" in the process Third Character qcb + GA will collide with other projectiles as both will be "destroyed" in the process Dual Attack ----------- Cane Massacre LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Stormy Poker d, d + K/DA will absorb projectiles ******************************************************************************* * 3.8 Gouketsuji Oume & Gouketsuji Otane * ******************************************************************************* LP - Brown, Amber pants w/ Pink top HP - Green, Light Green pants w/ Ecru top GA - Green, Blue pants w/ Light Blue top LK - Light Blue, Gray pants w/ Off White top HK - Off White, Buff pants w/ Orange-Yellow top DA - Black, Dark Purple pants w/ Pale Purple top Start - Persian Red, Purple pants w/ Bright Orange top Throws ------ Youthful Kiss f/b + HP/GA close f and b determine where opponent is thrown Kneeling Crush f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Crawl hold df Falling Blade Kicks LK in air all hits are overheads Air Gouketsuji Wack DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Leaping Kick LK Bicycle Kick HK can hit up to 4 times Low Crawl Poke DA can crawl past opponent Gouketsuji Wack GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Oume or Otane will push the opponent so that they will stagger back and be open for attack Young Love GA+DA unblockable Youthful Backfist Dash Forward, P Leap Frog Kick Dash Forward, K Flying Gouketsuji Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Reaching Slice f + HP Thousand Deaths d + HP 6 hits Slide d + HK must be blocked low Double Heel Drop u + K/DA when opponent is pursue attack on the ground Rising Uppercut d + GA must be blocked low; opponent launches in air and can be juggled (however, the window is pretty tight so not much will reliably juggle) Special Moves ------------- Straight Gan Sai Ha Charge b for 2 seconds, will collide with other f + LP projectiles as both will be "destroyed" in the process Rising Gan Sai Ha Charge b for 2 seconds, will collide with other f + HP projectiles as both will be "destroyed" in the process Double Gan Sai Ha Charge b for 2 seconds, one will usually collide f + GA with the projectile with both being "destroyed", while the other set of teeth makes it through Kou Shiki Gan Sai Ha Charge f for 2 seconds, LP=short, HP=medium, b + P/GA GA=far; if teeth do not hit they will stay on the ground for 3 seconds (where the opponent can still walk on top of them and be harmed); will collide with other projectiles as both will be "destroyed" in the process (although when they idle on the ground only low projectiles can destroy them such as Chris's Lightning Slasher) Ikaku Gan Retreat Charge d for 2 seconds, 1 hit u + LP Ikaku Gan Charge d for 2 seconds, HP=short and 1 hit, u + HP/GA GA=far and 1 hit Super Ikaku Gan Retreat Dash Forward, d, u + LP 3 hits; can also be done if you use a dashing P or K and then perform the d, u + LP motion Super Ikaku Gan Dash Forward, d, u + HP/GA HP=4 hits, GA=5 hits; can also be done if you use a dashing P or K and then perform the d, u + HP/GA motion Straight Ranbu Dan hold f and tap LP rapidly absorbs projectiles Upward Ranbu Dan hold f and tap HP/GA rapidly HP=all shot upward, GA=most shot upward with one shot in a falling angle; absorbs projectiles Bodou Kourin LP+HP Bodou Kourin Far f + LP+HP Bodou Kourin Close b + LP+HP Ten Bu Kyaku u, d + K in air LK=steepest angle, HK=far; overhead Slide Ten Bu Kyaku u, d + DA in air descent is an overhead, but the slide portion is NOT Chi Bu Kyaku Charge b for 2 seconds, f + LK Second Chi Bu b, f + HK if done close you will end up behind the opponent Final Chi Bu b, f + DA Dual Attack ----------- Still Got It LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Ichizoku d, d + K/DA will absorb projectiles ******************************************************************************* * 3.9 Gartheimer Rudolph * ******************************************************************************* LP - Blue costume HP - Purple costume GA - Green costume LK - Light Gray costume HK - Vermilion costume DA - Gray costume Start - Orange costume Throws ------ Hopping Tombstone f/b + HP/GA close f and b determine where opponent is thrown; head grounder Surfs Up f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Collapse Kick HK in air 2 hits; both parts are overheads Double Trouble DA/GA in air overhead; opponent bounces slightly off ground and can be juggled First Steel Ball HP Second Steel Ball HP Stomp LK must be blocked low Wind Kick HK will hit twice if close enough Trick One Two DA close will jump past opponent Steel Ball Uppercut DA far Head Pop GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Gartheimer will push the opponent so that they will stagger back and be open for attack Mace Drop GA+DA unblockable Joyful Spin Dash Forward, P Flying Jump Kick Dash Forward, K Impending Head Pop Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Downward Ball Toss f + HP in air overhead Forward Ball Toss f + HP Second Ball Toss f + HP Low Ball Swing d + LP 2 hits Slide df + HK must be blocked low Iron Pushup u + K/DA when opponent is pursue attack on the ground Upward Smash d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Body Smasher Charge d for 2 seconds, LP=slow, HP=medium, u + P/GA GA=fast; head grounder Heavy Tread u, d + P/GA in air LP=straight down, HP=short, GA=far; head grounder Grind Break hold f and tap LP rapidly Grind Rush Charge b for 2 seconds, f + LK Grind Rush Explosion Charge b for 2 seconds, HK=long with few hits, f + HK/DA DA=very long with many hits Early Explosion K Heavy Solid Kick Charge d for 2 seconds, LK=short and 1 hit, u + K/DA HK=medium and 2 hits, DA=far and 3 hits Super Heavy Solid Kick Dash Forward, d, u + K/DA LK=2 hits, HK=4 hits, DA=6 hits; can also be done if you use a dashing P or K and then perform the d, u + K/DA motion Iron Mine hold LP+HP, and release the longer you hold to detonate LP+HP, the further the mine travels; if the mine touches the opponent (blocked or not) it will detonate automatically; the actual explosion absorbs projectiles Gain Control Charge b for 2 seconds, this part must connect f + LP (not blocked) so the rest of follow ups can activate Dominate b, f + HP Call Me Master b, f + GA Dual Attack ----------- Iron Masher LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Iron Dust Bomber d, d + K/DA will absorb projectiles ******************************************************************************* * 3.10 Otogiri Remi * ******************************************************************************* LP - Purple costume w/ Magenta hair HP - Gold costume w/ Brown hair GA - Red costume w/ Purple hair LK - White costume w/ Blue hair HK - Maroon costume w/ Gray hair DA - Black costume w/ Blonde hair Start - Bright Pink costume w/ Blonde hair Throws ------ Music Bites f/b + HP/GA close f and b determine where opponent is thrown Musical Buzzsaw f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Ground Slide hold df Swing Kicks HK in air overhead Scythe Spin DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Double Slap HP will hit twice if close enough Musical Scythe DA can slide past opponent Hit That High Note GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Remi will push the opponent so that they will stagger back and be open for attack Musical Scythe Swipe GA+DA unblockable Reaching Slap Dash Forward, P Pretty Kick Dash Forward, K Scythe Digging Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Note Glide Forward f, f in air Falling Slap P overhead Falling Pretty Kick K overhead Scythe Digging GA/DA overhead; opponent bounces slightly off ground and can be juggled Landing b/d b will make Remi descend slightly backwards while d will make her descend straight down; can use air attacks from landing Jump Free ub/u/uf can use air attacks from Jump Free or start another Note Glide chain Note Glide Back b, b in air unlike the Note Glide Forward there are no unique attacks from this; pressing an attack button will perform the regular air attack assigned to that button and Remi will descend to the ground as usual Jump Free ub/u/uf can use air attacks from Jump Free or start another Note Glide chain Reverse Stomach Kick f + LK Note Dropkick f + HK Reaching Trip df + HK must be blocked low Fore! u + K/DA when opponent is pursue attack on the ground Scythe Uppercut d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Iru Firo Charge b for 2 seconds, HP version rises higher; f + P will collide with other projectiles as both will be "destroyed" in the process Iru Firo Fall Charge b for 2 seconds, will collide with other f + GA projectiles as both will be "destroyed" in the process Kapurio Ra Charge d for 2 seconds, LP=short and 1 hit, u + P/GA HP=medium and 1 hit, GA=long and 1 hit Super Kapurio Ra Dash Forward, d, u + P/GA LP=3 hits, HP=4 hits, GA=5 hits; can also be done if you use a dashing P or K and then perform the d, u + P/GA motion Porutamento u, d + P/GA in air LP=steepest angle, HP=medium, GA=far Koruno Rifuresso LP+HP absorbs projectiles Ra Morute LP+HP in air will morph into a small flying version of yourself which lasts for 10 seconds or until you are hit; use the joystick to fly around Downward Flames LP will collide with other projectiles as both will be "destroyed" in the process Diagonal Down Flames HP will collide with other projectiles as both will be "destroyed" in the process Upward Flames GA will collide with other projectiles as both will be "destroyed" in the process Scythe Swipe LK Downward Dive HK Straight Dive DA Three Sides Charge b for 2 seconds, this part must connect f + LK (not blocked) so the rest of follow ups can activate Make A b, f + HK Triangle b, f + DA Dual Attack ----------- Golfing LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Requiem d, d + K/DA ******************************************************************************* * 3.11 Hananokouji Popura * ******************************************************************************* LP - Pink costume HP - Green costume GA - Blue costume LK - Yellow costume HK - Orange costume DA - Black costume Start - Red costume Throws ------ Judo Throw f/b + HP/GA close f and b determine where opponent is thrown Here's A Hand f/b + HK/DA close f and b determine where opponent is thrown Giant Squeeze f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Magic Wand HP in air all hits are overheads Royal Gem DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Oops LK must be blocked low Flying Butt Attack DA can roll past opponent Stretch Wand Slam GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Popura will push the opponent so that they will stagger back and be open for attack Nurse Popura GA+DA unblockable Jawing Wand Dash Forward, P Dangerous Skipping Dash Forward, K Impending Wand Slam Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Trick Wand f + HP in air overhead Pogo Wand u + LK in air (keep overhead; as long as you pressing u + LK to land on the opponent continue) with a Pogo Wand, you can continue to perform another one Grand Slam f + HP Gymnast Assault df + HP Butt Drop u + K/DA when opponent is pursue attack on the ground Wand Wiggle d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Shoujo Commando qcf + P/GA LP=slow, HP=medium, GA=fast; will collide with other projectiles as both will be "destroyed" in the process Bikkuri Bako LP+HP uppercut will strike as well as the tiny bear that runs across the floor Relief hold P doing this, the bear will NOT run across the floor; instead a rabid dog comes out and does...nothing? Teleportation hold GA a simple teleport; doing this, the bear will NOT run across the floor Cupid LP+HP in air will morph into Cupid that lasts for 10 seconds or until you are hit; use the joystick to fly around Downward Arrow LP will collide with other projectiles as both will be "destroyed" in the process Straight Arrow HP/GA HP=slow, GA=fast; will collide with other projectiles as both will be "destroyed" in the process Downward Horn LK absorbs projectiles Straight Horn HK absorbs projectiles Double Horn DA absorbs projectiles Poi Straight qcf + LK move must connect to perform entire maneuver Poi Upward qcf + HK move must connect to perform entire maneuver Poi Up qcf + DA move must connect to perform entire maneuver Super Poi Straight Dash Forward, qcf + LK can also be done if you use a dashing P or K and then perform the qcf + LK motion Super Poi Upward Dash Forward, qcf + HK can also be done if you use a dashing P or K and then perform the qcf + HK motion Super Poi Up Dash Forward, qcf + DA can also be done if you use a dashing P or K and then perform the qcf + DA motion Kuru Kuru Candy LK+HK will collide with other projectiles as both will be "destroyed" in the process if move connects (not blocked) the opponent will be wrapped up for 2 seconds (or until you hit them), allowing you a free hit Popura Special qcb + LP Fencing qcb + HP Sword qcb + GA Dual Attack ----------- Popura Disguise LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Tulip d, d + K/DA tulip absorbs projectiles; tulip must connect (not blocked) in order to perform the entire super ------------------------------------------------------------------------------- ******************************************************************************* * 3.12 Damian Shade * ******************************************************************************* Note that this is the Arcade version of Damian Shade. The Saturn version of Damian Shade has more moves and is more "complete". The Arcade version has many missing/different moves. But he is listed in the guide anyway for completeness. LP - Dark Gray costume HP - Purple costume GA - Green costume LK - Light Gray costume HK - Brown costume DA - Dark Gray costume Start - Gamboge costume Throw ----- N/A Basic Moves ----------- Air Cat Scratch DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Limp Punch LP/LK Damian shakes his hand after the move leaving him open for attack Hard Limp Punch HP/HK Damian shakes his hand after the move leaving him open for attack Hop Punch DA can hop past opponent Cat Scratch GA overhead; opponent bounces slightly off ground but Damian shakes his hand afterwards making it impossible to juggle them Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Damian will push the opponent so that they will stagger back and be open for attack Powerful Scratch GA+DA unblockable Improper Punch Dash Forward, P Flying Kick Dash Forward, K Flying Cat Scratch Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Tapping Foot d + LP/LK must be blocked low Hard Tapping Foot d + HP/HK must be blocked low Pounce Scratch u + K when opponent is pursue attack on the floor Mega Kick d + GA must be blocked low; opponent launches in air and can be juggled; you can actually perform an infinite with this (simply use over and over; dash in or move in to gain distance between launches; once the opponent is in the corner you don't need to move, just use d + GA over and over) Special Moves ------------- N/A Dual Attack ----------- N/A Super ----- N/A ******************************************************************************* * 3.13 Bristol Weller * ******************************************************************************* Note that this is the Arcade version of Bristol Weller. The Saturn version of Bristol Weller has more moves and is more "complete". But he is listed in the guide anyway for completeness. LP - Tan costume HP - Gray costume GA - Green costume LK - White costume HK - Buff costume DA - Black costume Start - Red costume Throws ------ Foot Plant f/b + HP/GA close f and b determine where opponent is thrown Air Foot Plant f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Air Axe Kick DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Punch Kick HP 2 hits Triple Threat HK 3 hits Sneaky Kick DA close can slide past opponent Sliding Chop Kick DA far Powerful Axe Kick GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Bristol will push the opponent so that they will stagger back and be open for attack Goodbye GA+DA unblockable Dash Punch Kick Dash Forward, P Eye Opener Dash Forward, K Flying Axe Kick Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Heel Crush u + K when opponent is pursue attack on the floor Lift Kick d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Patriot Arrow qcf + K/DA LK=slow, HK=medium, DA=fast; goes through projectiles Axe Uppercut f, d, df + K/DA LK=short and 3 hits, HK=medium and 4 hits, DA=far and 5 hits Super Axe Uppercut Dash Forward, f, d, LK=4 hits, HK=5 hits, df + K/DA DA=7 hits; can also be done if you use a dashing P or K and then perform the f, d, df + K/DA motion Mach Flight qcb + K/DA LK=short, HK=medium, DA=long; move must touch the opponent (blocked or not) to perform the entire maneuver Dual Attack ----------- Bristol Freeze LP+LK, then d, d + P/GA Bristol and his partner before the tag is will be "stuck" and made cannot move until the opponent strikes Bristol Super ----- Public Execution d, d + K/DA ******************************************************************************* * 3.14 Bristol-D * ******************************************************************************* Note that this is the Arcade version of Bristol-D. The Saturn version of Bristol-D has more moves and is more "complete". But he is listed in the guide anyway for completeness. LP - Black costume HP - Gray costume GA - Green costume LK - Dark Gold costume HK - Brown costume DA - Dark Gray costume Start - Purple costume Throw ----- Soul Drain f/b + HP/GA close f and b determine where opponent is thrown Basic Moves ----------- Little Devil LP/LK in air overhead Air Demon Wheel HP/HK in air all hits are overheads Eagle Landing DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Demon Cat Scratch LP/LK Demon Wheel HP/HK 8 hits Sliding Cat Scratch DA can slide past opponent Panther's Rage GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Bristol-D will push the opponent so that they will stagger back and be open for attack Energy Expulsion GA+DA unblockable Flying Panther's Rage Dash Forward, P/K/GA overhead; opponent bounces slightly off ground and can be juggled Fire Troll d + LP/LK Dead Rising d + HP/HK must be blocked low; it's possible to get 3 hits with this move Self Burial u + K when opponent is Bristol-D will be on the floor "buried" under the ground with only his head showing; he cannot do anything until the opponent strikes his head to "release" him Mule Kick d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Fairy Kamikaze qcf + P/GA LP=4 hits, HP=7 hits; GA=higher off the ground and 10 hits; one fairy will usually strike the projectile with both being "destroyed" while the rest make it through Satanic Upper f, d, df + P/GA LP=short, HP=medium, GA=far Demonic Pulse qcf + K/ DA LK=short, HK=medium, DA=far; will absorb projectiles Demon Fire Down qcb + LK absorbs projectiles Demon Fire Up qcb + HK absorbs projectiles Demon Fire Ripple qcb + DA absorbs projectiles Dual Attack ----------- Tag Burial LP+LK, then d, d + P/GA Bristol-D and his partner before the tag is will be "stuck" (with made Bristol-D under the ground with only his head showing); the opponent must strike Bristol-D's head to allow him to move again Super ----- Horrid Swarm d, d + K/DA flies absorb projectiles; if you block them, they will still swam around you but will not do damage; note that when the giant insect flies off screen it can still hit you =============================================================================== 4 Misc. And Easter Eggs =============================================================================== *********************** * 4.1 Idle Animations * *********************** The following characters have a special idle animation (stand still during a match and do nothing): M.A.D. - Lets steam out his back Solis - Looks at screen Oume and Otane - Switch positions Remi - Lays down on note Popura - Kneels down bored ********************* * 4.2 Select Screen * ********************* You can make funny noises on the select screen: press u - "Dah" press d - "Do" After selecting both your characters: press LP - weird grunt press HP - lowest tone beep press GA - low tone beep press LK - medium tone beep press HK - high tone beep press DA - highest tone beep press u - "Dah" press d - "Do" ************* * 4.3 Other * ************* *In Gouketsuji Oume & Gouketsuji Otane's super the "Ichizoku", you can see the cast of Power Instinct 2. *You might notice Olof from Matrimelee is heavily based off of Bristol Weller from this game. =============================================================================== 5. Conclusion =============================================================================== 5.1 What's Missing/Needed -Clean up 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 -Atlus -Sega -Gamefaqs -And me for writing this FAQ