=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rabbit FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 3.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Beast Spirit 3. Characters 3.1 Wu-Ling 3.2 Tian-Ren 3.3 Rex 3.4 Yu-Lan 3.5 Ja-Koh 3.6 Egith 3.7 Hou-En 3.8 Little Eddy -------------------------- 3.9 Zao-Long 4. Conclusion 4.1 What's Missing/Needed 4.2 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 LK - Light Kick + - And / | \ d - Down HK - Heavy 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 * ************** Throw f/b + HP close f and b determine where opponent is thrown Dash Forward f, f (hold f to run) Halt b Dash Backward b, b Short Hop tap ub/u/uf High Jump press ub/u/uf Block High b Block Low db will not block overheads Air Block ub/u/uf, b Dodge will happen automatically this means neither you nor if you block high when your opponent will build close to certain up the Beast Meter maneuvers Deflect LP+LK will counter normal moves by staggering the opponent Technical Blow hcf + LP/LK/LP+LK immediately after performing a successful Deflect, enter in this command; you can make this easier by using Negative Edge (Press and hold LP+LK to perform the Deflect. If successful, you should still be holding onto LP+LK. Then perform the hcf motion and just release the buttons) Low Deflect d + LP+LK will counter low normal moves by staggering the opponent Technical Blow hcf + LP/LK/LP+LK immediately after performing a successful Deflect, enter in this command; you can make this easier by using Negative Edge (Press and hold LP+LK to perform the Deflect. If successful, you should still be holding onto LP+LK. Then perform the hcf motion and just release the buttons) Recover Roll hold f when on the floor invulnerable while rolling Recover Roll Back hold b when on the floor invulnerable while rolling Dizzy Recovery shake joystick and tap the buttons rapidly when dizzied On The Ground Hit you can get an extra hit on an opponent who's on the floor if you use a maneuver that hits low enough Chains most normals can be chained normal attacks can be chained together into each other, and even into command attacks (ala f + HP / f + HK); you can even link specials from the command attacks Negative Edge allows you to perform an example would be maneuvers by holding performing a qcf + P the attack button maneuver by instead holding down, performing P, qcf, releasing P; this the motion, then works for most special releasing the attack moves button ******************** * 2.2 Beast Spirit * ******************** The meter directly under your life bar is the Beast Meter. This meter builds up when you are hit, block an attack, land an attack, or use a special move. Once full, you gain a stock. It is with these stocks that you can utilize the moves and specials involving the beast spirits. Every character in the game has a unique beast spirit which they can summon during the match (which costs 1 stock). Once summoned, a timer will display at the bottom of the screen. Your spirit will last until the timer is empty. Using particular attacks in this mode can drain the timer faster. Every character has access to 2 unique attacks in this mode. One is the Beast Special, activated by pressing LP+HP+LK. The other is a Beast Force move. Commands vary on the Beast Force move and are listed for each character in their movelist. Every character can also utilize other character's Beast Force moves (consumes 1 stock). In single player mode, as you defeat characters, you obtain their spirit which will be listed across the bottom of the screen. In versus mode, you have all the spirits openly available. To scroll through the beast spirits, tap d. Once selected, you will have access to that spirit's Beast Force move. Once used, you cannot use that Beast Force again for that round. To use another character's Beast Force, press f, LP+HP+LK (or f, LP+HP+LK in air for the Hawk's Beast Force). Spirit Summon LP+HP+LK summons your unique beast spirit and allows you to use Spirit Moves; costs 1 stock Beast Special LP+HP+LK when spirit is active Beast Force commands vary refer to character's movelist Scroll Spirits tap d Use Beast Force f, LP+HP+LK costs 1 stock; cannot use (f, LP+HP+LK in air that particular Beast Force for Hawk spirit) again during the round; cannot be used during your Spirit Summon =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Wu-Ling * ******************************************************************************* Colors Spirit: Rabbit ------ Punch - Blue top w/ Red bottom and Green umbrella Kick - Red top w/ Iris bottom and Pink umbrella Throws ------ Flip Toss f/b + HP close f and b determine where opponent is thrown Air Powerbomb f/b + HP close in air f and b determine where opponent is thrown Basic Moves ----------- Split Kick HK in air an easy crossup; overhead Turn Strike HP opponent will dodge with a standing block Blind Kick HK opponent will dodge with a standing block Charging Split HK Blind Kick must touch opponent (or be high dodged) for this follow up to come out Handle Poke LP must be blocked low Command Moves ------------- Deflect LP+LK will counter normal moves by staggering the opponent Umbrella Massacre hcf + LP/LK/LP+LK enter command immediately after performing a successful Deflect Umbrella Smash LP+HP in air overhead Chopping Axe LK+HK overhead; opponent will dodge with a standing block Spirit Summon LP+HP+LK allows you to use Spirit Moves; costs 1 stock Stepping Swing f + HP opponent will dodge with a standing block Quick Step f + HK opponent will dodge with a standing block Crescent Kick HK Quick Step must touch opponent (or be high dodged) for this follow up to come out Jawing Umbrella d + LP opponent will dodge with a standing block Umbrella Charge d + HP must be blocked low Special Moves ------------- Blast Scraper qcf + P absorbs projectiles Rising Storm f, d, df + P Rushing Pommel qcb + P Rabbit Step f, f + HP very quickly it helps with timing if the after performing a normal moves touch the normal move opponent; can use this to sometimes add an extra hit if you are chaining normals together; will also work after certain command attacks (ala f + HP / f + HK) Swift Feet qcb + K dash in must connect (not blocked) to perform the entire maneuver Spirit Moves ------------ Double Jump ub/u/uf, ub/u/uf Cramped Back Dash b, b your back dash will lose considerable distance Tornado Drill LP+HP+LK drains spirit timer a bit when used; absorbs projectiles Energetic Blast b, hcb + HP drains a lot of the spirit timer when used; orbs and final blast absorb projectiles ******************************************************************************* * 3.2 Tian-Ren * ******************************************************************************* Colors Spirit: Hawk ------ Punch - Purple pants w/ Red trim Kick - Light Gray pants w/ Yellow trim Throws ------ One Handed Slam f/b + HP close f and b determine where opponent is thrown Mystic Stomp f/b + HK close in air f and b determine where opponent is thrown Basic Moves ----------- Ofuda Drill HP opponent will dodge with a standing block Scissor Kick HK opponent will dodge with a standing block Command Moves ------------- Deflect LP+LK will counter normal moves by staggering the opponent Purify hcf + LP/LK/LP+LK enter command immediately after performing a successful Deflect Confident Stomp LK+HK in air overhead Ofuda Weight LP+HP overhead; opponent will dodge with a standing block Spirit Summon LP+HP+LK allows you to use Spirit Moves; costs 1 stock Sliding Palm f + HP opponent will dodge with a standing block Shoulder Rush HP Sliding Palm must touch opponent (or be high dodged) for this follow up to come out Flying Kick f + HK opponent will dodge with a standing block; low dodge Strong Kick HK Flying Kick must touch opponent (or be high dodged) for this follow up to come out Low Poke d + LP must be blocked low Special Moves ------------- Electric Spark qcf + P will collide with other projectiles as both will be "destroyed" in the process Burning Sky qcb + P absorbs projectiles Demon Breaker f, f + HP very quickly it helps with timing if the after performing a normal moves touch the normal move opponent; can use this to sometimes add an extra hit if you are chaining normals together; will also work after certain command attacks (ala f + HP / f + HK) Fire Bird Rush hcf + K Phoenix Kick qcb + K in air Spirit Moves ------------ Float hold u in air can hold uf or ub to float and move back and forth Air Dash f, f in air Air Back Dash b, b in air Sailing f, f when Hawk is near you if the Hawk spirit is next to you when you perform a normal forward dash, you will be slowed down considerably Phoenix Dive LP+HP+LK in air drains spirit timer a bit when used; absorbs projectiles Inferno Horizon u, ub, b, db, d + HP in drains a lot of the spirit air timer when used; dive in must connect (not blocked) for entire maneuver to come out; dive in absorbs projectiles ******************************************************************************* * 3.3 Rex * ******************************************************************************* Colors Spirit: Tiger ------ Punch - Green pants w/ Red trim and Red tonfas Kick - Brown pants w/ Green trim and Dark Gray tonfas Throw ----- Riding Dropkick f/b + HK close f and b determine where opponent is thrown Basic Moves ----------- Snap Blow HP opponent will dodge with a standing block Back Kick HK opponent will dodge with a standing block Low Tap LK must be blocked low Command Moves ------------- Deflect LP+LK will counter normal moves by staggering the opponent Inferno Rush hcf + LP/LK/LP+LK enter command immediately after performing a successful Deflect Diagonal Kick LK+HK in air overhead Gutted Blow LP+HP overhead; opponent will dodge with a standing block Spirit Summon LP+HP+LK allows you to use Spirit Moves; costs 1 stock Headhunter f + HP opponent will dodge with a standing block Direct Smash HP Headhunter must touch opponent (or be high dodged) for this follow up to come out Side Kick f + HK opponent will dodge with a standing block High Kick HK Side Kick must touch opponent (or be high dodged) for this follow up to come out Ducking Strike d + LP must be blocked low Strong Low Strike d + HP must be blocked low Special Moves ------------- Alley Shot qcf + P will collide with other projectiles as both will be "destroyed" in the process Fiery Temper f, d, df + P Scorched Claws b, d, db + P Solid Backhand f, f + HP very quickly it helps with timing if the after performing a normal moves touch the normal move opponent; can use this to sometimes add an extra hit if you are chaining normals together; will also work after certain command attacks (ala f + HP / f + HK) Fervid Axe qcb + K the flame on his foot can absorb projectiles Spirit Moves ------------ Assistance LP / d + LP / HP / the Tiger spirit will perform d + HP / f + HP / HK / his own attack with you, d + HK / f + HK / LP+HP creating extra hits Dead Weight ub/u/uf when Tiger is the Tiger spirit will cause near you your jumps to be weighed down (ala short hops) Flaming Maw LP+HP+LK drains spirit timer a bit when used; absorbs projectiles Tiger Fury b, hcb + HP drains a lot of the spirit timer when used; dash in must connect (not blocked) for entire maneuver to come out ******************************************************************************* * 3.4 Yu-Lan * ******************************************************************************* Colors Spirit: Fox ------ Punch - Orange skirt w/ Purple trim Kick - Purple skirt w/ Orange trim Throw ----- Head Scissor Toss f/b + HK close f and b determine where opponent is thrown Basic Moves ----------- Pedal Swipe HP opponent will dodge with a standing block Charging Smack HP Pedal Swipe must touch opponent (or be high dodged) for this follow up to come out Crushing Kick HK opponent will dodge with a standing block Sobat HK Crushing Kick must touch opponent (or be high dodged) for this follow up to come out Low Tap LK must be blocked low Command Moves ------------- Deflect LP+LK will counter normal moves by staggering the opponent Critical Blows hcf + LP/LK/LP+LK enter command immediately after performing a successful Deflect Trap Kick LK+HK in air overhead Awkward Kick LK+HK overhead; opponent will dodge with a standing block Spirit Summon LP+HP+LK allows you to use Spirit Moves; costs 1 stock Short Spear f + HP opponent will dodge with a standing block; low dodge Long Spear f + HK opponent will dodge with a standing block; low dodge Low Punch d + LP must be blocked low Rising Pedal Swipe d + HP opponent will dodge with a standing block Special Moves ------------- Destructive Winds qcf + P will collide with other projectiles as both will be "destroyed" in the process; projectile must connect (not blocked) to perform the entire maneuver Steel Swatter f, d, df + P Venus Trap b, d, db + P if opponent steps on pedal, maneuver will activate; must be blocked low otherwise Charging Knee f, f + HP very quickly it helps with timing if the after performing a normal moves touch the normal move opponent; can use this to sometimes add an extra hit if you are chaining normals together; will also work after certain command attacks (ala f + HP / f + HK) Swift Cutter f, d, df + K Second Slice K Finish K Spirit Moves ------------ Tail Swipe LP+HP+LK the tail can strike the opponent, but it's main use is that it reflects projectiles Foxy Flash b, hcb + HK drains a lot of the spirit timer when used; dash in must connect (not blocked) for entire maneuver to come out ******************************************************************************* * 3.5 Ja-Koh * ******************************************************************************* Colors Spirit: Snake ------ Punch - Blue costume w/ Red ribbon Kick - Gray costume w/ Blue ribbon Throw ----- Rough Slam f/b + HP close f and b determine where opponent is thrown Basic Moves ----------- High Swipe HP opponent will dodge with a standing block Falling Heel HK opponent will dodge with a standing block Drill HK Falling Heel must touch opponent (or be high dodged) for this follow up to come out Trail Slash LP must be blocked low Horizontal Swipe LP Trail Slash must touch opponent for this follow up to come out Command Moves ------------- Deflect LP+LK will counter normal moves by staggering the opponent Feast hcf + LP/LK/LP+LK enter command immediately after performing a successful Deflect Invisible Sword LP+HP overhead; opponent will dodge with a standing block Spirit Summon LP+HP+LK allows you to use Spirit Moves; costs 1 stock Charging Slash f + HP opponent will dodge with a standing block Stomach Kick f + HK opponent will dodge with a standing block Down Fist d + LP must be blocked low Ribbon Sweep d + HP must be blocked low Special Moves ------------- Venom Slash f, d, df + P absorbs projectiles Snake Bite hcf + P Catch And Slam b, d, df + P connects on jumping opponents and throws them; will also connect on some characters who are standing if close Lethal Tail hcb + P Zap Uppercut f, f + HP very quickly it helps with timing if the after performing a normal moves touch the normal move opponent; can use this to sometimes add an extra hit if you are chaining normals together; will also work after certain command attacks (ala f + HP / f + HK) Spirit Moves ------------ Sailing f, f / b, b when Snake if the Snake spirit is next is near you to you when you perform a normal forward dash or backward dash, you will be slowed down considerably Venom Stream LP+HP+LK drains spirit timer a bit when used; absorbs projectiles Paralyzing Tunnel b, hcb + HP drains a lot of the spirit timer when used; absorbs projectiles ******************************************************************************* * 3.6 Egith * ******************************************************************************* Colors Spirit: Ox ------ Punch - Purple costume w/ Red and Gold trim Kick - Blue costume w/ Purple and Silver trim Throws ------ Head Banger f/b + HP close f and b determine where opponent is thrown Elbow Drop df + HP close throw doesn't work when Ox spirit is active Basic Moves ----------- High Claw HP opponent will dodge with a standing block Stomach Kick HK opponent will dodge with a standing block Low Tap LK must be blocked low Command Moves ------------- Deflect LP+LK will counter normal moves by staggering the opponent The Horns hcf + LP/LK/LP+LK enter command immediately after performing a successful Deflect Splat LP+HP in air overhead Downward Claw LP+HP overhead; opponent will dodge with a standing block Spirit Summon LP+HP+LK allows you to use Spirit Moves; costs 1 stock Clawing Uppercut f + HP opponent will dodge with a standing block Headbutt HP Clawing Uppercut must touch opponent (or be high dodged) for this follow up to come out Pressure Boot f + HK opponent will dodge with a standing block Low Chop d + LP must be blocked low Low Claw d + HP must be blocked low Special Moves ------------- Sharp Edge f, d, df + P grab must connect (not blocked) to perform the entire maneuver Heavy Spike 360 + P grab must connect to perform the entire maneuver; unblockable Axe Handle Swipe f, f + HP very quickly it helps with timing if the after performing a normal moves touch the normal move opponent; can use this to sometimes add an extra hit if you are chaining normals together; will also work after certain command attacks (ala f + HP / f + HK) Stampede qcb + K absorbs projectiles Frankensteiner qcf + K in air when works best if performed just near standing before you land from your opponent's head jump; unblockable Spirit Moves ------------ Helping Hand f, d, df + P / 360 + P increases reach on special move throws Dead Weight ub/u/uf when Ox is near the Ox spirit will cause your you jumps to be weighed down (ala short hops) Gored Slam LP+HP+LK drains spirit timer a bit when used; dash in must connect (not blocked) to perform the entire maneuver Charging Bull b, hcb + HK drains a lot of the spirit timer when used; absorbs projectiles ******************************************************************************* * 3.7 Hou-En * ******************************************************************************* Colors Spirit: Wolf ------ Punch - Blue bottoms w/ Green top Kick - Gray bottoms w/ Orange top Throw ----- Toss Away f/b + HP close f and b determine where opponent is thrown Basic Moves ----------- Rock Fist HP opponent will dodge with a standing block Sneaky Kick HK opponent will dodge with a standing block Front Kick LK opponent will dodge with a standing block Command Moves ------------- Deflect LP+LK will counter normal moves by staggering the opponent Slap Fight hcf + LP/LK/LP+LK enter command immediately after performing a successful Deflect Air Gorilla Smash LP+HP in air overhead Gorilla Smash LP+HP overhead; opponent will dodge with a standing block Spirit Summon LP+HP+LK allows you to use Spirit Moves; costs 1 stock Boulder Punch f + HP opponent will dodge with a standing block Heavy Slap HP Boulder Punch must touch opponent (or be high dodged) for this follow up to come out Crouch Kick f + HK opponent will dodge with a standing block Double Fist HK Crouch Kick must touch opponent (or be high dodged) for this follow up to come out Low Elbow d + LP must be blocked low Low Rock Punch d + HP must be blocked low Special Moves ------------- Lightning Blow f, d, df + P the actual punch can absorb projectiles, but it's difficult to time Tremor b, d, db + P must be blocked low Air Ram qcb + P in air Quake Toss 360 + P grab must connect (not blocked) to perform the entire maneuver Shoulder Ram f, f + HP very quickly it helps with timing if the after performing a normal moves touch the normal move opponent; can use this to sometimes add an extra hit if you are chaining normals together; will also work after certain command attacks (ala f + HP / f + HK) Spirit Moves ------------ Fire Geyser LP+HP+LK drains spirit timer a bit when used; geyser absorbs projectiles Hungry Wolf b, hcb + HP drains a lot of the spirit timer when used; the wolf must swallow the opponent for the entire maneuver to come out; the swallow portion is unblockable ******************************************************************************* * 3.8 Little Eddy * ******************************************************************************* Colors Spirit: Peccary ------ Punch - Blue costume w/ Red trim Kick - Green costume w/ Red trim Throw ----- Takeoff f/b + HP close f and b determine where opponent is thrown Basic Moves ----------- Skyward Punch HP opponent will dodge with a standing block Back Kick HK opponent will dodge with a standing block Stretch Kick HK Back Kick must touch opponent (or be high dodged) for this follow up to come out Mic Hog LK opponent will dodge with a standing block; low dodge Command Moves ------------- Deflect LP+LK will counter normal moves by staggering the opponent Center Stage hcf + LP/LK/LP+LK enter command immediately after performing a successful Deflect Spiked Mace LP+HP in air overhead Blunt Mace LP+HP overhead; opponent will dodge with a standing block Spirit Summon LP+HP+LK allows you to use Spirit Moves; costs 1 stock Solo f + HP opponent will dodge with a standing block Flying Kick f + HK opponent will dodge with a standing block; low dodge Sound Test d + LP must be blocked low Ninja Star d + HP must be blocked low Slide Kick d + LK must be blocked low Special Moves ------------- Hard Hitting hcf + P (use b/f to guide) Electric f, d, df + P absorbs projectiles Shocking qcb + P Takeoff b, d, db + P Smash Hit P Balloon Dropkick f, f + HP very quickly it helps with timing if the after performing a normal moves touch the normal move opponent; can use this to sometimes add an extra hit if you are chaining normals together; will also work after certain command attacks (ala f + HP / f + HK) Spirit Moves ------------ Boar Dash f, f when Peccary is near different animation, and as you far as I can tell, that's the only difference Boar Shield back dash or jump away from the Peccary will slowly try your beast spirit to catch up with you, and in the process, act as a shield to attacks and projectiles Electric Boar LP+HP+LK drains spirit timer a bit when used; absorbs projectiles; can activate move again, before the Peccary spirit even returns to you Malfunction b, hcb + HK drains a lot of the spirit timer when used; geysers of energy absorb projectiles ------------------------------------------------------------------------------- ******************************************************************************* * 3.9 Zao-Long * ******************************************************************************* Colors ------ Any - Eggplant and Flax costume Throw ----- Death Stab f/b + HP close f and b determine where opponent is thrown Basic Moves ----------- High Blades HP opponent will dodge with a standing block Low Blades HK must be blocked low Low Tap LK must be blocked low Command Moves ------------- Deflect LP+LK will counter normal moves by staggering the opponent Mid Blades LK+HK overhead; opponent will dodge with a standing block Charging Blades f + HP Charging Shin Kick f + HK must be blocked low Open Claw d + LP must be blocked low Rising Blades d + HP opponent will dodge with a standing block Slide Kick d + HK must be blocked low Special Moves ------------- Destroyer Blast qcf + LP dash in must connect (not blocked) to perform the entire maneuver Bladed Drill qcf + HP absorbs projectiles Vortex Gate qcf + LK must connect (not blocked) to perform the entire maneuver; this will strip the opponent of one of their spirits from their list; Zao-Long will also become very fast for a limited amount of time; the energy rectangles absorb projectiles =============================================================================== 4. Conclusion =============================================================================== 4.1 What's Missing/Needed -Clean up and corrections -Any missing moves? Does Egith have another special move? -Advantage and disadvantage moves for activating Yu-Lan's Fox, Hou-En's Wolf, ect? -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 -Aorn -Electronic Arts -Gamefaqs -drunkenmaster226 for his vid on Rabbit and general info that was helpful in compiling this faq -dubdesignnet for his movelist vid on Rabbit that I used as a guide to check my work -And me for writing this faq