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1.1. About the game
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Asura Buster is the little-known sequel to a little known game called
Asura Blade. Released in 2000 by Fuuki, it's a fun weapons-based
fighter that's fast and combo-friendly. The basic game style is
similar to Asura Blade, but things have been tweaked for a much more
balanced game.
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1.2. About this guide
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This guide aims to detail any useful or interesting information
regarding Asura Buster. It's still got a bit of a ways to go, but the
most important stuff is all here. Comments, corrections, additions,
and so on are more than welcome!
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2. HOW TO PLAY
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u
ub | uf up-back up up-forward
\ | /
b -- n -- f back neutral forward
/ | \
db | df down-back down down-forward
d
A B C Weak Attack Medium Attack Strong Attack
AB Press A and B (or any two buttons) together
ABC Press all three buttons together
j Jump in any direction, i.e. uf, u, or ub
360 Do a 360 motion with the joystick, hitting all 8 directions
charge Hold the indicated direction for at least 1 second
ub~db Any direction in the range between ub and db
(air) Can be done in the air
in air Must be done in the air
qcf or hcf Input (d, df, f) or (b, db, d, df, f)
qcb or hcb Input (d, db, b) or (f, df, d, db, b)
dp Input (f, d, df)
launcher Rebound opponent off edge of screen, repeatable x3
v.launcher Same as launcher, but sends opponent straight up
float Lift opponent to allow juggling, but not a launcher
overhead Move must be blocked standing (not crouch-blocked)
super armour Move is not interrupted when character is hit
input-move Any Special, EX, or Super Move, or Boost Mode
hold b when attacked Standing block
hold db when attacked Crouching block
hold ub~db when attacked in air Air block
tap b,b Dash/hop backwards
tap f,f Dash/hop forwards
tap uf while dashing forwards High jump
press AB (air) Bash attack, is a launcher
press ABC Taunt, interruptible with any move
tap d, d + C Guard Breaker
joystick command + attack Special move
special move command + AB EX move, uses one super meter segment
joystick command x2 + attack Super move, uses full super meter
tap d, d + ABC Boost Mode, uses full super meter
hold f when blocking Guard Deflector, AKA Push Back
input-move while blocking (air) Guard Cancel
f/b when on ground Roll wake-up
j when on ground Jump wake-up
press ABC when in hitstun in air Break Fall, uses one meter segment
press ABC immediately when KO'd Last Chance, once per match only
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2.3. Combos and Cancel Chart
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--- [ 2.3.1. Standard Cancel Chain ] -----------------------------------
For all characters: A (repeatable) -> B -> C -> AB -> input-move
A is repeatable x3 in air (more in some special cases like with a
double-jump). The chain can be started at any point, steps can be
skipped. Non-cancellable moves end the chain. Typically, AB on the
ground in only cancellable in the last few frames if at all, and isn't
too useful; in the air, AB is always cancellable for characters with
an air special move.
You can also cancel into a guard breaker instead of an input-move, but
I don't think there's much if any use in doing so.
Additionally, a small number of input-moves can be cancelled into any
other input-move, but it's generally not too useful.
Normal Cancel
Before the move ends, you cancel into another move following the
standard chain, and the ending animation of the first move gets
"cancelled" into the second one. Moves can be buffered somewhat,
i.e. you have a small window when you can press the button for
the next move and it will come out as soon as possible.
This is all standard stuff if you've played any decent fighting
game before.
Delayed Cancel
Similar to a normal cancel, except you wait longer before
pressing the button for the next move. Moves that can be
cancelled both normal and delayed usually have a small (or
sometimes not so small) period of time between the windows for
each cancel type, during which you cannot cancel the move at
all.
Delayed cancels are generally not bufferable and thus require
tighter timing; mashing the button doesn't usually work. Mostly
applied to jumping moves, although I classify certain ground
moves that have a wait after the hit and aren't bufferable as
delayed cancels.
Kara-Cancel (empty cancel)
Similar to a normal cancel except the move doesn't actually need
to hit for you to be able to cancel it. Unlike in some Capcom
games, you can't do anything tricky (that I know of) like giving
the properties of one move to another with kara-cancels. It's
mainly just useful if you miss with one attack completely.
Generally A-button attacks on the ground are kara-cancellable,
as are most cancellable air moves.
--- [ 2.3.3. Attacking Twice in Mid-Air ] ------------------------------
Many jumping moves allow you to attack a second time in mid-air
without landing, after a fairly long delay. This is not the same as a
cancel, you can attack with the same move twice, or any other move,
after the first. What's more useful, however, is that you can block in
the air after attacking.
The wait time can generally be called "short", where attacking just as
you jump allows you to attack again around the time you begin to
descend, or "long", where attacking just as you jump still doesn't let
you attack until you're close to landing (and sometimes not at all if
you don't hit with the first attack, since that adds a small delay).
X Cancellable, normal or delayed
C Normal cancel only
D Delayed cancel only
k Kara-cancellable
s Second attack in air after short wait
l Second attack in air after long wait
r Repeatable into itself or other weak attacks; implies "s" in air
/ Divides hits
// Hit is not unique, i.e. 2nd hit has same properties as 1st
- Not cancellable or repeatable
. Move is not unique, i.e. f+B is the same as a normal standing B
* Move has other properties described below chart
f + B Low kick, must be crouch-blocked
C Knockdown
d + C Knockdown
f + C Overhead punch, very slow but lots of hitstun
C in air Knockdown
b,b + attack Air attack during back-hop
--- [ 3.1.2. Special Moves ] -------------------------------------------
Buster Hammer: Swings a morning star flail, with good range.
d,df,f + A Swings morning star low, up to 4 hits
B Swings at standing height, up to 5 hits
C Swings high, up to 5 hits, last hit is a v.launcher
AB Swings at standing height for up to 6 hits. Can combo
into another move if done from right up close.
Buster Horn: Goat runs forward with his sword out. Lots of start-up
and recovery time.
d,df,f + A Runs a short distance, up to 6 hits
B Runs a medium distance, up to 7 hits
C Runs a larger distance, up to 10 hits
AB Runs a very long distance, with super armour. Does up to
14 hits. Will do more damage than with C from far away,
but up close it's almost the same. A bit less start-up
time though.
f,d,df + A Swings instantly for one hit
B Swings fast for two hits
C Swings fairly fast for three hits and a knockdown
AB Swings very fast, six hits, last hit floats
--- [ 3.1.3. Super Moves ] ---------------------------------------------
Bastard's Cradle: d,df,f,d,df,f + A/B/C
18-hit autocombo. Slow to come out, won't combo from anything except
f+C. If the first hit misses or is blocked, Goat won't follow through
with the rest of the move.
joystick/button A B C AB
----------------------------------------------------------
neutral Ckr C - -
ducking Ckr C - .
forwards . C C .
jumping Xkr X - -
--- [ 3.1.5. Boost Mode: Hyper Body ] ----------------------------------
* All attacks have super armour.
* Standing C, f + C, and jumping C do more damage.
Goat's a completely different character from what he used to be. A lot
of the changes are for the worse. He's still playable but you have to
adapt a completely different strategy than you would use in Asura
Blade. Super armour attacks can be very useful, but they can also land
you in trouble with some attacks, especially versus Vebel and King.
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3.2. Leon
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f + B Overhead attack, hops forward over low attacks
d + C Two hit slash, second hit knocks down
f + C Long-range overhead attack
b,b + attack Air attack during back-hop
--- [ 3.2.2. Special Moves ] -------------------------------------------
Excellent Slash: A quick, far-reaching slash forward.
charge b, f + A Small slash
B Medium slash, a bit more damage
C Large slash, a bit more damage still
AB Large slash up to 3 hits, 3rd hit is a knockdown
Crescent Edge: Leon jumps up and slashes while flipping in the air.
charge d, u + A Barely jumps off the ground
B Jumps a bit higher, does a bit more damage, knocks down
C Jumps higher, does more damage, knocks down and away
AB Does two flips for a total of 3 hits. Knocks down.
(looks like a launcher or float, but he doesn't
recover fast enough to follow up with anything...)
Flying Swan: Leon hops forward and slashes as he lands. Overhead.
d,df,f + A A quick hop up and forward
B A longer hop, up to 2 hits and knockdown
C Jumps the length of one screen, 2 hits and knockdown
AB Does an A-length hop but for 2 hits, and follows with a
B-length hop for another 2 hits. Last hit is a
v.launcher. If the first part hits someone on the
ground, the second will generally also hit.
--- [ 3.2.3. Super Moves ] ---------------------------------------------
Jihad: d, df, f, d, df, f + A/B/C
Leon turns his back and a large pillar of electricity comes down where
he stands. Does up to 6 hits if done from up close.
joystick/button A B C AB
----------------------------------------------------------
neutral Ckr C -/- -
ducking Ckr C -/- .
forwards . - - .
jump f/b Xkr Cl - -
jump up Xkr Cs l .
--- [ 3.2.5. Boost Mode: Speed Up ] ------------------------------------
* Movement speed is much faster.
* Jumps are much higher and further.
* Most normal attacks slightly faster.
* B and d + B are kara-cancellable.
* d + C knocks opponent much higher (but is still just a knockdown).
* d,df,f + C is a v.launcher (but counts as two launcher hits???).
* b,f + attack and d,u + attack always do medium-attack damage
regardless of the button you use. So they're stronger now with
button A and actually weaker with button C.
Leon replaces Lightning from Asura Blade, but he isn't much good. He's
got slow awkward slashes, charge special moves that aren't great, and
a general lack of combo ability. His qcf special move is ok since it
can be confusing, but not good enough to make up for the rest of his
faults.
f + B Overhead kick, passes over low attacks
B in air Two-hit attack that is great for cross-ups and juggles
d + C Knockdown
dash f, AB Bash kick, launcher
b,b + attack Air attack during back-hop. You can also do a Falling
Sword in mid-hop.
--- [ 3.3.2. Special Moves ] -------------------------------------------
Death Strike: A burst of fire that hits the ground and shoots up.
d,df,f + A Fire shoots up close, floats
B Half-screen distance, floats
C Full-screen distance, floats
AB Spread of fire across most of the screen, does up to 5
hits, floats.
Hell's Gate: A spinning uppercut-type move, v.launcher against enemies
who are airborne.
f,d,df + A Very low to the ground, up to 3 hits
B A bit higher, up to 4 hits
C Normal jump height, up to 6 hits
AB Very high with up to 9 hits. Last hit knocks the
opponent down and away. If the last hit misses, then
sometimes the attack is still a knockdown but other
times the opponent can recover in the air and
block/attack on the way down.
Extreme Polar Dynamic Misfortune: Yashaou jumps up and then kicks
downward at an angle.
d,db,b + A Travels about 1/2 screen
B Travels about 3/4 screen, does more damage, knockdown
C Travels a full screen, does even more damage, knockdown
AB Travels same distance as C, does up to 5 hits, knockdown
Falling Sword: A somersault forward with sword pointed down.
in air d,db,b + A One hit, barely moves forward
B Up to 3 hits, moves a bit further
C Up to 4 hits, last hit floats. Can combo from this.
AB Up to 9 hits, very easy to combo from
--- [ 3.3.3. Super Moves ] ---------------------------------------------
Chain Slanting Silk: d, df, f, d, df, f + A/B/C
Yashaou shoots a huge pillar of fire upwards at a 45 degree angle.
Does up to 5 hits and a decent amount of damage. Can be used as an
anti-air, but it's much less likely that all the hits will connect
that way and therefore is a bit of a waste.
Yashaou shoots a ton of fireballs from his hands. Seems to get most
hits if done from a half to a third of a screen away from your
opponent (the most I can get is 37). Really easy to hit with but the
damage isn't great considering how much meter it takes to use.
Yashaou pauses for a moment and then does a big swipe with his sword.
If it hits there's a huge cloud of fire that appears with a face in
it, presumably Asura. Does a whole lifebar's worth of damage, but it's
slow to come out -- I can't get it to combo from anything. It's also a
bit tricky to do the joystick motion and not end up doing a Hell's
Gate or Chain Slanting Silk.
joystick/button A B C AB
----------------------------------------------------------
neutral Ckr C/C - -*
ducking Ckr c - .
forwards . - . -
jumping Xkr C/Dks l Dks
* I think standing AB is in fact sometimes cancellable, slightly, but
it's finicky...
--- [ 3.3.5. Boost Mode: After Images ] --------------------------------
* Yashaou gains a mirror image of himself that mimics his actions
with a slight delay, i.e. all normal attacks get double the hits.
Many more combos are possible this way, especially in the air.
* The damage per single hit is usually less when in boost mode, but
because each hit is doubled, attacks still do more damage overall.
* If the mirror image hits with a bash or other launcher, the hit has
the launcher effect but doesn't count towards the 3 launcher limit.
By timing it so that your attack misses but the mirror image's
attack hits, it's possible to do many more than 3 launchers in a
combo.
* Air d,db,b + A/B/C does more damage
* d + C knocks the opponent way up into the air, but is still just a
knockdown
Yashaou was good in Asura Blade, but here he's a combo powerhouse. He
hasn't changed so much besides the loss of his weapon throw, so
Yashaou players should feel right at home. You probably don't want to
use your meter on super moves, they take too long to build up and
generally aren't worth it and/or are impractical to use.
Heat Wave: Rising uppercut slash, v.launcher against airborne
opponents and otherwise usually a knockdown.
A Short jump up, 3 hits
B Medium jump, 4 hits
C High jump, 5 hits
AB Higher jump, 6 hits. Last hit knocks opponent down and away. If
the last hit misses, the move usually works as a v.launcher instead.
--- [ 3.4.3. Super Moves ] ---------------------------------------------
Chain Slanting Silk: d, df, f, d, df, f + A/B/C
Sittara shoots a huge pillar of fire upwards at a 45 degree angle.
Does up to 5 hits and a decent amount of damage. Can be used as an
anti-air, but it's much less likely that all the hits will connect
that way and therefore is a bit of a waste.
Sittara pauses for a moment and then does a big swipe with his sword.
If it hits there's a huge cloud of fire that appears with a face in
it, presumably Asura. Does a whole lifebar's worth of damage, but it's
slow to come out -- I can't get it to combo from anything. It's also a
bit tricky to do the joystick motion and not end up doing a Heat Wave
or Chain Slanting Silk.
joystick/button A B C AB
----------------------------------------------------------
neutral Ckr C - D
ducking Ckr C - .
forwards . C C .
jumping Xkr Cl Dl Dkl
--- [ 3.4.5. Boost Mode: After Images ] --------------------------------
* Sittara gains a mirror image of himself that mimics his actions
with a slight delay, i.e. all normal attacks get double the hits.
Many more combos are possible this way, especially in the air.
* Unlike Yashaou, all Sittara's special attacks get more hits too.
* It's possible to combo d,df,f + C over and over again on some
characters until your super meter runs out.
* The damage per single hit is usually less when in boost mode, but
because each hit is doubled, attacks still do more damage overall.
* If the mirror image hits with a bash or other launcher, the hit has
the launcher effect but doesn't count towards the 3 launcher limit.
By timing it so that your attack misses but the mirror image's
attack hits, it's possible to do many more than 3 launchers in a
combo.
* The exception to the above seems to be f + C, which just knocks the
opponent in the air a tiny bit and seems to count as two launchers.
Despite being related to Yashaou plot-wise, and in fact having the
same super moves, Sittara plays quite differently. He's less of an
agile comboer and a bit more of a power-type character. His fireballs
are super-abusable, and should be one of your main weapons. EX
fireballs are generally the best use of super meter.
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3.5. Rose Mary
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Weapon: Demon Sword Stage: Lux (Courtyard)
Meter Length: 2 bars Defence Level: Normal
Colours: (A) Purple (B) Orange (C) Beige
(AB) Red (AC) Teal (BC) Pink (ABC) Dark Grey
d + B 3rd hit floats
df + B Overhead
d + C Knockdown
--- [ 3.5.2. Special Moves ] -------------------------------------------
Evil Arrow: A demon projectile that flies straight out.
d,df,f + A Slow projectile
B Medium speed projectile
C Fast projectile
AB Shoots a curled up demon, who uncurls if he hits, up to
5 hits. Can link into another move if done from up close.
Air Evil Arrow: A demon projectile that flies at an angle.
in air d,df,f + A Shoots at about 30 degrees downward
B Shoots at about 5 degrees downward
C Shoots at about 10 degrees upward
AB Shoots 5 demons at various angles
Death Size: Rose jumps forward while her sword spins in a circle.
f,d,df + A Small jump, up to 3 hits plus knockdown
B Medium jump, up to 4 hits plus knockdown
C Large jump, up to 6 hits, knockdown if close
AB Medium jump, up to 15 hits, knockdown if close
Rose's Fake: Rose teleports somewhere else on-screen.
d,db,b + A Teleports towards the corner your opponent faces
B Teleports towards the middle of the screen
C Teleports towards the corner behind your opponent
AB Instead of teleporting, Rose Mary turns black with green
demon wings, and rushes forwards. Does up to 15 hits,
last hit is a launcher.
--- [ 3.5.3. Super Moves ] ---------------------------------------------
Mephisto Third: d, df, f, d, df, f + A/B/C
A giant demon appears behind rose and spits a large fireball which
stays in place. Will hit up about two-thirds of a screen's distance,
and do up to 19 hits. The last hit is a v.launcher, although the
opponent goes much higher than they would from most v.launchers.
joystick/button A B C AB
----------------------------------------------------------
neutral Ckr C/D -/- D
ducking Ckr C///- - .
down-fwd . C . .
jumping Xkr C//-/- Dkl* Dks
* Seems that Rose's jumping C can cancel into d,df,f + A/B/C/AB much
sooner than it can cancel into AB, for whatever reason.
--- [ 3.5.5. Boost Mode: Two Swords ] ----------------------------------
* Rose gains a second sword, adding more hits to most of her normal
attacks.
* Normal attacks that gain extra hits usually do less damage per hit,
but more damage overall.
* Pretty much all of her normal attacks are cancellable except d+C.
* Standing d,df,f + A/B/C fires two demons in a straight line.
* In the air, d,df,f + A/B/C fires two demons that travel at
different angels. Using the A button is equal to a normal A-button
and B-button attack at the same time, B is equal to B and C, and C
is equal to A and C.
Rose returns mostly unchanged from Asura Blade. Her biggest change
(besides a boob job...) is that her fireballs aren't so abusable any
more, but are more useful in the air. d,db,b + AB is a nice touch and
is no longer a complete waste of meter.
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3.6. Alice
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Weapon: Necronomicon Stage: Deep Woods
Meter Length: 2.5 bars Defence Level: Normal
Colours: (A) Purple (B) Gold (C) Blue
(AB) Dark Blue (AC) Green (BC) Turquoise (ABC) Black
f + B Overhead book smash
d + C Knockdown
j in air Double-jump
uf~df in air Wall-jump when near edge of screen
Note that if you press up-forward to wall-jump when you're near the
edge of the screen, and you haven't double-jumped yet, you'll do the
double-jump instead. So just use forward. Also, jump, wall-jump,
double-jump, wall-jump is possible if not entirely practical.
--- [ 3.6.2. Special Moves ] -------------------------------------------
Alice's Skeleton, which is important for two of her special moves,
will always try to follow her. However he moves much slower than she
does. Certain attacks can also be used to change his position, as
described below.
Skull Mine: Alice throws out a bomb that rests on the ground or hovers
in the air for a few seconds or until your opponent touches it.
Collides with other projectiles as normal. There doesn't seem to be a
limit (apart from the timer on the bomb) to how many you can have on
screen. The damage on this move seems a bit random...
(air) d,df,f + A Small bomb, lasts up to 2 seconds, up to 2 hits
B Medium-sized bomb, up to 3 seconds and 3 hits
C Large bomb, up to 4 seconds and 4 hits
AB Alice throws a large bomb which lasts to 2
seconds. It seems to do only one hit, but won't
explode until the 2 seconds are up. When it does
explode, it shoots out 4 little bombs with a
medium-sized bomb in the middle.
Skull Catapult: Alice's Skeleton throws her. You must be near the
Skeleton for this move to work, and you're invincible until you land.
f,d,df + A Alice gets thrown backwards a short distance
B Alice is thrown forwards, quite high and pretty far
C Thrown forwards, low and more than a screen's length
AB Alice's Skeleton picks her up and carries her as he runs
forward. Does up to 11 hits. You're still invincible for
the duration of this move.
Skull Dance: Alice's Skeleton flashes, and can then be made to attack.
(air) d,db,b + A Skeleton controllable for 2 seconds
B Controllable for 3 seconds
C Controllable for 4 seconds
AB Skeleton runs forward a few steps, then
automatically does a series of attacks: d+A, d+A,
B, C, A, d+C, AB, according to the chart below.
The last hit acts like a launcher, but doesn't
count towards your limit of 3.
While controllable, the Skeleton attacks when you push buttons A, B,
C, or AB. Alice will attack as normal during this time, and can do
other special moves and such normally. However even if Alice can't
attack (knocked down, in the middle of a non-cancellable attack, etc.)
the Skeleton can still be made to attack.
A Skeleton does a quick punch
d+A Skeleton kicks low
B Skeleton kicks forward
C Skeleton hops forward and kicks
d+C Skeleton slide-kicks forward, is usually a knockdown
AB Skeleton punches high, does up to 2 hits
Finally, the instances in which you can activate the Skull Dance are
inconsistent. If you do it when Alice can do any other input-move,
she'll snap her fingers and the Skeleton is usually under your
control, as long as he wasn't already. But you can do the move at
other times (i.e. when knocked down) and the Skeleton will still
flash, but is sometimes controllable and sometimes not. It seems to
work with AB at any time, though.
--- [ 3.6.3. Super Moves ] ---------------------------------------------
Alice Falls: d, df, f, d, df, f + A/B/C
A large number of Alice clones fall from the sky and explode on
impact. Seems to be unavoidable, but not very damaging. I've gotten up
to 15 hits, it usually does around 12.
joystick/button A B C AB
----------------------------------------------------------
neutral Ckr C -/- -
ducking Ckr C - .
forwards . C . .
jumping Xkr* Xs Dl* Dkl*
* Alice can repeat her jumping A up to 6 times by double-jumping
after the first 3.
* Jumping C and AB can be cancelled into a double-jump and
immediately into another move.
--- [ 3.6.5. Boost Mode: Power Increase ] ------------------------------
* Alice moves a little bit faster and jumps a tiny bit higher.
* I think some normal attacks are marginally faster, but it's hard to
say...
* f + B is a v.launcher.
* Strangely, Alice can still do the EX version of the Skull Dance
(d,db,b + AB) in boost mode. It still costs a segment of super
meter.
* Alice's boost mode is quite pointless, really. :P
The most complex character in the game, and indeed one of the more
unusual characters in any fighting game, Alice is very difficult to
master. But in the hands of an expert, she's an unstoppable, deadly
force. Use the Skull Dance all the time, throw bombs everywhere,
counter anything with f,d,df + AB, and jump around like a madman
(madgirl?). Her small stature helps to avoid attacks, you can duck
many normal moves.
But again, use the Skull Dance. The skeleton is invincible and can do
a bunch of damage in a hurry. Or get the enemy between the two of you
and mash on the A button for a few seconds. And remember that the EX
skull dance works even as you're in the middle of getting beaten up by
a combo. You can't go wrong!
While a completely redesigned character, her old version from Asura
Blade lives on as a secret character named "Alice !".
f + B Overhead kick, hops over low attacks
d + C Knockdown
AB Bash attack, v.launcher against standing opponents
f,f Quick hop forward (instead of a dash)
hop f, AB Bash kick, always a normal launcher
uf~df in air Wall-jump when near edge of screen
b,b + attack Air attack during back-hop. You can also do a Falling
Star Spear in mid-hop.
Chen-Mao cannot do a high-jump, since she has no forward dash.
--- [ 3.7.2. Special Moves ] -------------------------------------------
Kneading Spirit Palm: Chen-Mao shoots a small energy blast. Does not
counter projectiles.
d,df,f + A Does up to 3 hits, last hit knocks down
B Up to 4 hits and knockdown
C Up to 5 hits and knockdown
AB Chen-Mao envelops herself in a large green sphere, doing
up to 16 hits. She seems to be invincible for the
duration of this move. Last hit floats.
Red Sparrow Kick: Chen-Mao kicks up and over her head.
f,d,df + A Instantly fast kick, 1 hit
B Very fast kick, up to 2 hits
C Fast kick, up to 4 hits
AB Instantly fast kick that does up to 7 hits. Overhead and
knockdown.
Rock Crushing Attack: Chen-Mao hops forward with her palm out.
d, db, b + A Very short and fast hop forward
B Short, fast hop forward, knockdown
C Longer hop forward, knockdown with more airtime
AB Three hops forward with an attack at each hop. Last
hit is a launcher.
Roar of Heaven's Cannon: "Fitting name for a butt attack." --Apollyon
d,db,b, f + A Shorter jump forward
B Medium-distance jump
C Longer jump forward, knockdown
AB Longer jump, does up to 7 hits and ends in a
launcher. If you get more than 4 hits, it's likely to
count as 2 launchers.
Falling Star Spear: Angled kick downwards. If done from high enough
you can get a second Falling Star Spear in before you land.
in air d,db,b + A Small forward distance, up to 2 hits
B Medium distance, up to 3 hits and knockdown
C Long distance, up to 4 hits and knockdown
AB Long distance, up to 10 hits, last hit is a launcher
--- [ 3.7.3. Super Moves ] ---------------------------------------------
Suzaku's Dancing Fist: d, df, f, d, df, f + A/B/C
Chen-Mao rushes forward with her elbow out. If she hits (not blocked)
she commences a series of moves. Unfortunately they occasionally don't
always all seem to connect, and the move is sometimes blockable after
the first 2 or 3 hits. When it does work, which is most of the time,
it usually gets 17 hits.
joystick/button A B C AB
----------------------------------------------------------
neutral Ckr* C D -
ducking Ckr* C C* .
forwards . - . -
jumping Xkr Xs* Dl D
* Chen-Mao's standing and ducking A attacks can actually be cancelled
on the second frame, which is before the move has a chance to hit.
* Ducking C can be cancelled, but normally won't combo as it's a
knockdown.
* The delay between two jumping B attacks is VERY short, to the point
where it's possible to get two of them in a combo from the same
jump.
--- [ 3.7.5. Boost Mode: After Images ] --------------------------------
* Chen-Mao gains a mirror image of herself that mimics her actions
with a slight delay, i.e. all normal attacks get double the hits.
Many more combos are possible this way, especially in the air.
* The damage per single hit is usually less when in boost mode, but
because each hit is doubled, attacks still do more damage overall.
* If the mirror image hits with a bash or other launcher, the hit has
the launcher effect but doesn't count towards the 3 launcher limit.
By timing it so that your attack misses but the mirror image's
attack hits, it's possible to do many more than 3 launchers in a
combo.
* Chen-Mao's standing AB is functionally a launcher, since the mirror
image hits right after the v.launcher hit, giving it normal
launcher effect. The only way you'll get a v.launcher is if you do
it from just far enough away that the mirror image misses, or so
only the mirror image hits.
* f + B can now be cancelled into air d,db,b + A/B/C.
* Standing C cancels more easily.
* Jumping C and AB can now be cancelled normally as well as delayed.
Chen-Mao is really fun to play, but unfortunately she's not really
that great a character. Too many moves with low range mean she has a
hard time doing lots of combos or even getting hits in sometimes. And
since she's otherwise the archetypical speed character, she needs
those big combos to make up for her lack of offensive power. An
unreliable super move and lack of a high jump don't help matters
either. She does great in boost mode, and her EX attacks are all quite
effective, but it's not enough to make up for her faults.
d + B Foot stomp, knocks down on first hit when close
B in air (uf/ub) 5-hit drill attack that overpowers most normal attacks
d + C Big axe swing, overhead knockdown
f + C Slow long-range punch, overhead and knockdown
C in air Knockdown
--- [ 3.8.2. Special Moves ] -------------------------------------------
I-Beam: Taros shoots a laser, setting off explosions on the ground.
Long wind-up but quick recovery, so you can hit your opponent into the
blasts.
f,d,df + A Sparse explosions, few hits
B More explosions, the first explosion is further away
C Less sparse, even more hits
AB Dense explosions that travel about a whole screen's length.
Killing Gear: Taros rushes forward with two large gears spinning in
place of his hands.
d,db,b + A Travels half a screen, up to 5 hits
B 3/4s of a screen, up to 7 hits
C Travels the whole screen, does up to 9 hits
AB Rushes forward with two big spiked wheels, doing up to
27 hits. Goes just a bit less distance than with C. Last
hit is a v.launcher.
Crono Screwdriver: Taros flies up/forward, with a spinning blade for
legs. This move has strange juggle/launcher properties; sometimes it
works as a launcher, sometimes it counts as two launchers, sometimes
it just knocks down.
in air d,df,f + A Taros leaps straight up
B Taros leaps up, and arcs forwards
C Little height, but travels the whole screen
AB Taros travels a similar arc as with button C, but
with a bit more height. Usually gets between 10
and 15 hits.
--- [ 3.8.3. Super Moves ] ---------------------------------------------
Invincible Sword: d, df, f, d, df, f + A/B/C
Taros winds up and then swings a giant sword downwards. Seems
unavoidable unless you can get behind him before he swings. Damage is
OK but not great, considering how much start-up time the move has.
joystick/button A B C AB
----------------------------------------------------------
neutral Cr/Cr C -/- -
ducking Cr C/C* - .
forwards . . - .
jump f/b Cr/Cr* C///-/- - D
jump up . X/X* . .
* d + B will knockdown if done from close, do two hits if done from
about 1/3 of a screen, and do one hit if done from a bit further.</pre><pre id="faqspan-2">
In all cases, it's cancellable.
* You cannot do a second attack after jumping f/b + A, unlike with
most characters.
* I'm not sure exactly how many hits are in jumping up + B. Usually
it only hits once, but sometimes twice either in a combo, or not.
Maybe 3 hits are possible... In any case it always seems
cancellable as long as you get at least one hit.
--- [ 3.8.5. Boost Mode: Hyper Body ] ----------------------------------
* All attacks have super armour.
* Standing C and f + C do more damage.
* Standing C is cancellable on either hit. Second hit is a
v.launcher.
Taros is back from Asura Blade with very few changes. He's still one
of the better characters in the game, due to his immense power and
combo ability. He can be slow, but he moves quite quick when he dashes
and his A-button attacks are as fast and comboable as anyone's, so it
doesn't hinder him much. His boost mode is pretty simple, but it can
be quite effective.
d + B Multi-hit kick, float on 2nd hit
f + B Overhead swipe
C in air v.launcher against airborne opponents
j in air Double-jump
uf~df in air Wall-jump when near edge of screen
Note that if you press up-forward to wall-jump when you're near the
edge of the screen, and you haven't double-jumped yet, you'll do the
double-jump instead. So just use forward. Also, jump, wall-jump,
double-jump, wall-jump is possible if not entirely practical.
--- [ 3.9.2. Special Moves ] -------------------------------------------
Poison Spit: Zam-B hocks out a big ball of acid. Causes float.
d,df,f + A Arcs up with little forward momentum
B Arcs about 45 degrees, travels 3/4 of screen
C Arcs forward, travels a bit more than one screen
AB Same arc as C, but the spit blob travels much slower and
can hit multiple times. Overpowers most other projectiles.
Dark Nail: Zam-B hops forward with his hand outstretched.
d,db,b + A Short hop, hits once
B Medium hop, up to 2 hits, second hit knocks down
C Long hop, up to 3 hits, last hit knocks down higher
AB Even longer hop for up to 5 hits and knockdown
Gargoyle Boost: Zam-B flies down at an angle with his hand
outstretched. The gestures he makes with his hands are moves from the
game Rock, Paper, Scissors... ?
in air d,db,b + A Flies down with his fist. Rock!
B Flies a bit faster, knocks down. Scissors!
C A bit faster still, knockdown. Paper!
AB Pauses briefly and then flies down quite fast,
doing all three attacks. Cheater! Last hit is a
v.launcher.
--- [ 3.9.3. Super Moves ] ---------------------------------------------
Mad Crow: d, df, f, d, df, f + A/B/C
Zam-B spits out a deluge of acid blobs in all different angles and
speeds, 23 in all although there's no way they'll all hit. The last
one works the same as his EX acid spit.
joystick/button A B C AB
----------------------------------------------------------
neutral Ckr C/C -///- -
ducking Ckr C//-* - .
forwards . C . .
jumping Xkr* X* Dk* Dk*
* I'm not sure how many hits are actually in d + B. On most
characters it only hits twice, it can get up to 3 on larger
opponents. Anything after the second hit seems non-cancellable.
* Zam-B can repeat his jumping A up to 6 times by double-jumping
after the first 3.
* Jumping B can be kara-cancelled after a double-jump, i.e. j, B
(miss), j, C.
* Jumping C and AB can be cancelled into a double-jump and
immediately into another move.
* Jumping AB can be kara-repeated after a double-jump, i.e. j, AB
(miss), j, AB.
--- [ 3.9.5. Boost Mode: Power Increase ] ------------------------------
* Standing and ducking A do two hits.
* Standing B and ducking C do more damage.
* Ducking B does up to 5 hits, cancellable on any hit. Last hit is a
v.launcher.
* Standing C does up to 8 hits, although you'll sometimes get only 6.
The first 3 are cancellable. The last hit (at 6 or 8 hits) is a
launcher.
* Jumping C is always a v.launcher.
* d,df,f + A/B/C shoots two projectiles at once. Using the A button
is equal to a normal A-button and B-button attack at the same time,
B is equal to B and C, and C is equal to A and C.
* d,db,b + C is a v.launcher.
* Air d,db,b + A/B/C are now knockdown/v.launcher/launcher
respectively, and all do more damage.
Zam-B's been tweaked a little, and combined with the new game system,
he's much better than he used to be. He's still able to hop around
like a lunatic and be really annoying, but he can actually do some
good damage with his combos without having to use meter. The 1.5 meter
length is a bit short, but it does mean his super move is never that
far away, and it's actually a good one.
B Hop kick that can (barely) pass over some low attacks
f + B Hop then crouch-punch, can pass over low attacks, hits low
C Flip-kick, hops over low attacks, cancels into air attacks
d + C Knockdown
f + C Hop punch, passes over low attacks, overhead & v.launcher
f,f / b,b Teleport dash, can pass through opponents and some attacks
dash, AB Bash kick, hops back and over low attacks, launcher
d,d + C Guard breaker, can pass over some low attacks
uf~df in air Wall-jump when near edge of screen
--- [ 3.10.2. Special Moves ] ------------------------------------------
Moment: Rokurouta pauses briefly, then throws a shuriken.
d,df,f + A Little pause before throwing shuriken
B Slightly longer pause, shuriken moves a bit faster
C Longer pause, faster shuriken, still takes longest to hit
AB A ring of shuriken are thrown, hitting up to 5 times.
Beats out most normal projectiles.
The Mighty Will Fall: Rokurouta waves a scroll banner in the air.
f,d,df + A Up to 2 hits, with less recovery time
B Up to 3 hits
C Waves the banner for up to 6 hits. After the 4th hit,
there is a very brief moment where you can cancel into
an input-move, although it won't combo.
AB Waves the banner for up to 14 hits. Last hit is a
v.launcher.
Elusive Phantom: Rokurouta flies up and over his opponent, and then
off-screen, then reappears on the side he started on and attacks with
a kick that knocks down.
f,df,d,db,b + A Wide-angled kick forwards
B Sharp angled kick about 2/3 of the screen in, overhead.
C Sharp angled kick about 1/3 of the screen in, overhead.
AB Sliding kick along the ground, hits low, v.launcher
Daredevil: Rokurouta catches some wind and flies around the screen.
in air d,db,b + A Flies backwards
B Flies forwards
C Swoops down and forwards, can be followed with
any air input-move
AB Flies up and over like with the Elusive Phantom,
reappears and attacks with a wide-angled overhead
kick for up to 5 hits. Last hit is a launcher
(although it's often hard to follow up).
--- [ 3.10.3. Super Moves ] --------------------------------------------
Many Flowers Bloom: in air 360 + A/B/C
Rokurouta levitates in the air while small circles radiate in all
directions around him. Usually gets at least 18 hits if done when
close. After the move is over, he'll fall straight down but you can do
any other input move in the air.
Unlike many games, here a 360 means you need to hit all 8 points on
the joystick. I seem to have much better luck if I start and end with
up. It doesn't matter if you go clockwise or counterclockwise.
joystick/button A B C AB
----------------------------------------------------------
neutral Ckr C -/C* -
ducking Ckr C C* .
forwards . C - -
jumping Xkr Xks* Xkl Dkl
* Second hit of standing C cancels into air attacks.
* Ducking C is a knockdown, so doesn't usually combo.
* Jumping B seems to be somewhat repeatable into itself. You can do a
second jumping B after a first, on the same jump, quicker than you
can do a jumping A whether it hits or misses. Though you can still
cancel into C/AB/input-move quicker than either.
--- [ 3.10.5. Boost Mode: After Images ] -------------------------------
* Different than most "After Images" boost mode, Rokurouta gets a
mirror image that appears on the other side of his opponent, and
tries to keep the same distance (though it will never go off-
screen).
* Standing A, ducking A, ducking B, and forward + B all do two hits,
cancellable on either hit.
* Standing B does 4 hits, is cancellable into an air move after on
hits 2-4.
* Standing C does 3 hits, cancellable into an air move after the 3rd
hit. If all 3 hits connect, cancelling into AB doesn't usually hit.
* d,df,f + A/B/C will OCCASIONALLY do two hits, but not often.
One of the few brand-new characters, Rokurouta is a decent fighter
full of trick-moves. His style revolves around confusing the opponent
and moving around quickly. However once you get to know how all his
moves work, he becomes much easier to deal with. He's still got enough
mix-up to put pressure on a skilled opponent, but you need to be much
more careful about it. His Elusive Phantom and Daredevil moves seem
great at first, but they're very easy to get hit out of by someone who
knows what's coming.
f + A Longer reaching but slightly slower A-button attack
f + B Longer reaching but slightly slower B-button attack
d + C Knockdown
df + C Knockdown, further reach than d+C
d,d + C Guard breaker, can hop over low attacks
--- [ 3.11.2. Special Moves ] ------------------------------------------
Moon of Tsukiyomi: Zinsuke slashes and forms a circular barrier. Can
counter some attacks, but not projectiles.
d,df,f + A Very little start-up time, lasts about 1 second
B Very little start-up time, lasts about 1.5 seconds
C Little start-up time, lasts about 2 seconds, knocks down
AB No start-up time, lasts about 2 seconds, launcher
First Destination: A quick jumping slash up and forward.
f,d,df + A Small hop, almost no forward movement. Float?
B Bigger hop, a bit of forward movement, float
C Decent sized jump, travels about half the screen, knockdown
AB Jumps like in C, does up to 2 hits
Severing Sound: Zinsuke does a long slash outwards. Has a lot of
recovery time, but you can cancel some of it into an input-move. With
good timing, it can even combo into something else up close.
d,db,b + A Slashes straight out
B Slashes at about 30 degrees upwards
C Slashes at about 45 degrees upward
AB Slashes 3 times in a row, corresponding to B, C,
A-button attacks. Can cancel almost immediately after
the 3rd slash, and will combo into f,d,df + C when done
from close.
Sever: Zinsuke dashes forward and slashes his sword.
d,db,b,f + A Slashes right away, barely moves forward
B Runs a few steps then slashes
C Runs about 1/2 screen and then slashes
AB Runs most of the screen very quickly and then slashes,
launcher
--- [ 3.11.3. Super Moves ] --------------------------------------------
Two Passes: d, db, b, d, db, b + A/B/C
Zinsuke does a light slash with a faint outline at about 45 degrees
upwards, reaching across most of the screen. If it hits, the opponent
is frozen in place for a moment, then Zinsuke does a much more
powerful slash along the same path. It is possible to hit the opponent
with the first and then miss with the second, but it happens extremely
rarely.
joystick/button A B C AB
----------------------------------------------------------
neutral Ckr C -/- -
ducking Ckr C - .
forwards C C . .
down-fwd . . D* .
jump f/b Xkr Xks* Xkl l
jump up Xkr Xks Dl .
* df + C is cancellable, but is a knockdown, so it won't usually
combo.
* Jumping (uf/ub) B seems to be somewhat repeatable into itself. You
can do a second jumping B after a first, on the same jump, quicker
than you can do a jumping A whether it hits or misses. Though you
can still cancel into C/AB quicker than either.
--- [ 3.11.5. Boost Mode: Power Increase ] -----------------------------
* Contrary to it's name, Zinsuke gains speed in his boost mode. He
moves a lot faster and jumps higher. The speed of his attacks seem
about the same, however.
* Standing C can be cancelled on the 1st hit and delayed-cancelled on
the 2nd.
* Ducking C can be delayed-cancelled, and causes float.
* df + C causes float.
* d,df,f + A/B/C does a little bit more damage. C version sends the
opponent flying but is still just a knockdown.
* d,db,b + A/B/C Does two slashes one after the other. Using the A
button is equal to an A-button attack followed by a B-button attack
at the same time, B is equal to B then C, and C is equal to C then
A. Additionally, A causes float, B is a high knockdown, and C is a
launcher.
Zinsuke is one of my favourite characters, blending a deadly mix of
speed, strength, and range. He's got lots of combo ability, but also
lots of fairly safe one-hit attacks that do a decent amount of damage.
His main weakness is that he takes a while to recover from many of his
special moves, but if you're careful it doesn't prove to be much of a
problem.
---------------------------------------------------------------------------
3.12. Alice !
---------------------------------------------------------------------------
Weapon: Necronomicon Stage: Deep Woods
Meter Length: 1.5 bars Defence Level: Stronger+
Colours: (A) Violet (B) Red (C) Gold
(AB) Turquoise (AC) Green (BC) Pink (ABC) Crimson
f + B Overhead book smash
C 3-hit skeleton attack, knockdown on 3rd hit
d + C Knockdown
C in air Knockdown
j in air Double-jump
uf~df in air Wall-jump when near edge of screen
Note that if you press up-forward to wall-jump when you're near the
edge of the screen, and you haven't double-jumped yet, you'll do the
double-jump instead. So just use forward. Also, jump, wall-jump,
double-jump, wall-jump is possible if not entirely practical.
--- [ 3.12.2. Special Moves ] ------------------------------------------
Hello Skull: Alice ! throws a skull projectile, knocks down on impact.
Skulls cause float, but there's not much chance to follow up.
d,df,f + A Slower skull, less wind-up
B Medium-speed skull, a bit more wind-up
C Fast skull, about the same wind-up as in B
AB A fast skull with little wind-up that hits up to 5 times
Skull Upper: Alice ! summons a skeleton to punch out from the ground.
f,d,df + A Skeleton appears a few steps from Alice !, knockdown
B Appears about 1/2 a screen's distance away, knockdown
C Appears almost a whole screen away, knockdown
AB 5 skeleons appear in a row. Oddly, they can do up to
8(?) hits total. Last hit is a v.launcher.
Skull Feild: Alice ! summons 3 skulls in a pattern around her. Each
skull can cancel out a normal projectile. Skulls cause float, but
there's not much chance to follow up. Damage is somewhat inconsistent,
doing minimal damage if the skull appears right where the opponent is.
d,db,b + A Skulls appear close by
B Skulls appear a bit further away from Alice !
C Skulls appear much further away
AB A triangular pattern of 10 skulls appears
--- [ 3.12.3. Super Moves ] --------------------------------------------
Meteor Skull: d, df, f, d, df, f + A/B/C
A very very large skull drops into the centre of the screen and
explodes into several pieces. Each piece plus the skull itself can hit
one or more times, and causes float. Number of hits is very
unpredictable, I've gotten as few as 3 and as many as 9. If you do
hit, you have lots of chance to follow up with other moves.
joystick/button A B C AB
----------------------------------------------------------
neutral Ckr C -//- -
ducking Ckr C - .
forwards . . C .
jumping Xkr* Xs D* -
* Alice ! can repeat her jumping A up to 6 times by double-jumping
after the first 3.
* Jumping C can be cancelled into a double-jump and immediately into
another move, and kara-repeated into itself.
* Four skulls float down from the top of the screen to surround
Alice !. Any time you press button A, be it to attack or not, a
skull will float out a small distance doing extra damage if it
hits. Unfortunately, Alice !'s meter is so small, that the boost
mode is half-over by the time the skulls reach her.
* Jumping B also sends a skull out, for whatever reason.
* Alice !'s normal attacks all do more damage, even without the extra
hits from the skulls.
* f + B is a v.launcher.
* d,db,b + A/B/C does different patterns of skulls. A does 4 skulls
in a triangular pattern (one in the center) near to Alice !, B does
the same pattern but more spread out, and C does 7 skulls in a
hexagonal pattern (one in the center, again).
* f,d,df + A/B/C summons several skeletons and does a few hits. Last
hit on C floats.
Alice in her original form... mostly. She's actually been improved
since Asura Blade, as her Skull Field is much more useful, and her
bash is quicker. On the other hand, her projectile has a much longer
start-up time, and her super meter is a low 1.5 bars. Not quite as
capable as her newer incarnation, but still not bad and fun to play
for nostalgia's sake.
Nanami is not a normal character, and doesn't have any of her own
moves or stats; instead, she becomes whatever character she's up
against. She does have her own pre-fight intros though, and they're
quite funny. Against King, Nanami always fights as Rokurouta. In the
bonus stage, she'll fight as Vebel. If both players pick Nanami, they
will both fight as the same randomly-determined character.
B 3-hit move, 3rd hit floats
C 3-hit move, 3rd hit floats
As it (he?) has no super meter, Vebel has no EX moves, super moves, or
boost mode, and cannot do a break fall. It also can't do a guard break
or high jump.
--- [ 3.14.2. Special Moves ] ------------------------------------------
4-1-2-3-6: Vebel shoots a giant laser from its mouth. Despite what it
looks like, it won't hit someone at the very far side of the screen
(air) b,db,d,df,f + A Does a quick laser blast, up to 9 hits
B 9 hits, seems identical to button A?
C Longer blast, does up to 18 hits
6-3-2-1-4: Vebel spins up and forward with spikes all around. It is
completely invincible for the duration of this move. It's hard to say
the exact number of hits you'll get, but it's always lots.
(air) f,df,d,db,b + A Jumps up, only moves forward a little
B Arcs up and forwards
C Moves very far forwards, easily gets 21+ hits
Vebel is a boss character, and as such it (he??) is missing a number of
moves that the other players get. It doesn't need any of them though,
since its regular moves and special moves are incredibly overpowered.
Vebel's only real weakness is that it's so big that it's hard to miss,
and you can usually get a bunch of extra hits in when you start a
combo.
It seems the only way to play as Vebel is to play against it with
Nanami, or to use MAME cheats. Reason being, it's way way overpowered.
The computer doesn't abuse this nearly as much as it could, even on
the highest difficulty.
---------------------------------------------------------------------------
3.15. King
---------------------------------------------------------------------------
Weapon: Fists, Giant Dagger Stage: Castle of Baskervilles (Indoors)
Meter Length: none Defence Level: Strongest
King isn't a regular character at all. Or even a regular person since
"he" seems to be a King and Queen in one. King's main attacks are to
wave his fists around, and then occasionally summon something akin to
a meteor shower. Combos and multi-hit moves generally don't work as
such on King, but the good news is that King doesn't have any damage
reduction either, so all hits that actually hit will do their full
damage.
Beating King is actually quite easy. Just block at the start and
retreat to the corner, then attack the fist when it's nearby. Some
attacks will end up knocking you down too, for whatever reason. If
that happens, pick a different attack. Don't try anything fancy, just
stick to your basic moves and block whenever you have to. When the
meteors start coming, just block until they stop. Also, NEVER USE
SUPER ARMOUR AGAINST KING, because instead of getting knocked down by
a fist, you'll eat a huge amount of damage. After one round, the
battle is over.
King cannot be played at all normally. Even with MAME cheats, you
can't play with King properly. I'm not doing a movelist or other stuff
because it's not really applicable.
===========================================================================
4. OTHER INFO
===========================================================================
To play as Alice !, AKA Young Alice, Alice from Asura Blade, Original
Alice, etc., do the following at the character selection screen:
* Highlight Yashaou and press Start
* Highlight Goat and press Start
* Highlight Rose Mary and press Start
* Highlight Taros and press Start
* Highlight Zam-B and press Start
* Select the purple random select box.
To play as Nanami, do the following at the character selection screen:
* Highlight Sittara and press Start
* Highlight Leon and press Start
* Highlight Alice and press Start
* Highlight Chen-Mao and press Start
* Highlight Zinsuke and press Start
* Highlight Rokurouta and press Start
* Select the green random select box.
---------------------------------------------------------------------------
4.2. Single-Player Game
---------------------------------------------------------------------------
In a one-player game, there is some order to the opponents you fight:
1st match Randomly chosen character
2nd match Randomly chosen character
3rd match Vebel
Bonus round
4th match Randomly chosen character
5th match Character-specific fight
6th match King
7th match Character-specific fight
...except sometimes Vebel is the 4th match and the bonus stage is
after that. And occasionally, it seems that even if Vebel is the 3rd
match, the bonus stage comes after the 4th match. (?)
The bonus stage gives you 30 seconds to beat up a whole bunch of
wolves that rush at you. (15 seconds if you lose one round in the
match before the bonus stage.) Blue wolves are worth one KO, red
wolves are worth 5. The maximum number of KO's is 75, but with 15
seconds only 25 KO's are possible. It's really not that hard (or fun),
most characters can just duck and mash on A until it's over.
The 5th match is always fought at the Castle of Baskervilles
(Outdoors).
The 7th match is only accessible if you beat the whole game winning
every round, never using a last chance or winning by timeout. You
can't continue and you can't have the other player join in at any
time. It's always fought at the Castle of Baskervilles (Indoors).
The character-specific match-ups are as follows:
Character 5th match 7th (bonus) match
----------------------------------------------------------
Goat Sittara Goat
Leon Rose Mary Leon
Yashaou Zinsuke Sittara
Sittara Zinsuke Yashaou
Rose Mary Leon Taros
Alice Zam-B Alice !
Chen-Mao Rokurouta Chen-Mao
Taros Taros Rose Mary
Zam-B Alice ! Alice
Rokurouta Chen-Mao Zinsuke
Zinsuke Yashaou Rokurouta
Alice ! Zam-B Alice
Nanami Alice Rokurouta
Different characters take different amounts of damage. This is
indicated in the characters' profiles, but here's a chart for
comparison, ranked least damage to most. Characters on the same line
take exactly the same amount of damage. The difference isn't too much;
for example, against Goat's standing C, there's a difference of two
points of damage (out of a total of 240) between any level and the one
above or below it. It is somewhat noticable with combos and multi-hit
super moves, though.
* King (takes the least damage)
* Vebel
* Alice !
* Taros, Zinsuke
* Goat, Yashaou, Sittara, Rose, Alice, Chen-Mao
* Leon, Zam-B, Rokurouta (all take the most damage)
qcb*2: Graceful Dragon's Tooth
This is probably wrong. The middle Kanji "ryuu" has a lot of meanings.
Axe, Kill, Style of, Method of, Dragon and Bend over. And the final
Kanji actually means "molar".
qcf*2: Chain Slanting Silk
Depending on if you translate the kanji separately or together, it
could also mean Chain Silk Mandala. Mandala being a schematized
representation of the cosmos in which contains an image of a deity or
an attribute of a deity.
air qcf: Will-o'-the-Wisp
Literally, "Elf Fire." But will-o'-the wisp is a more common
translation in other video games, such as the Final Fantasy series.
qcf*2: Suzaku's Dancing Fist
Literally, it's Heavenly Bird link dancing fist. I just took a little
liberty, since Suzaku is an important Heavenly bird in the Chinese /
Japanese Mythos.
air qcf: Crono Screwdriver
Crono, as opposed to Chrono, derives from the greek god Cronus. Who
was a god of Harvest. But in today's Judeo/Christian world of art, is
more commonly known as "The Grim Reaper". Hence this is obviously more
of a killing attack than a time attack.
qcf*2: Mad Crow
As this was an English word written in katakana, this is its only
meaning. What a crow has to do with a bunch of spit attacks, though,
is beyond me.
(plusminus: I imagine it has to do with the way he looks? It's kind of
bird-like...)
qcf: Moment
Also can translate into lightning speed. Neither make sense to me,
when he obviously throws a Hira-shuriken, but all his move names are
philosophical.
dp: The Mighty will Fall
Just my loose translation. Can also be The Prosperous Must Decay, All
Glory Fades, What goes up must come down etc...
qcf: Moon of Tsukiyomi
Tsukiyomi is the Shinto deity that rules over the night sky and the
moon. Shared the sky with sister Amaterasu, the goddess of the sun.
dp: First Destination
It literally means "Ahead Ahead", and I have no idea how else to
translate it.
(plusminus: Going with an online translator for this one...)
qcb, f: Sever
Literally: To cut and become with out.
--- [ 5.1.9. Alice ! ] -------------------------------------------------
Vebel's moves don't translate into anything, per se... at least not
words. Instead, they translate into the motions on how to perform his
moves (as going by the numeric keypad). As for what the FL means on
the two moves that are done in the air, I have no clue.
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5.2. Special Thanks
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Apollyon
Lots of translation stuff, pointing out some moves and info,
finding Japanese sites about the game, some MAME info, and more
that I can't remember.
DEATHSCHILD
Posting the movelists, PCB vs. MAME comparisons, other MAME
info, general info about the game, and more.
Ultimate Kensuke
Posting a few general insights into the game, making a combo
vid, inspiring me to make a better combo vid, and HOPEFULLY
making an even better one that trumps mine. ;)
Maj
General combo video assistance.
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5.3. Version History
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v1.0 -- 2008-01-12
First release! All (?) basic info about how the game works, full
special move lists with descriptions, cancel charts, some other
info. Lots more additional typing to do in the form of
describing gameplay, secrets/rumours/glitches, more translation
info, etc. etc., but it's a good start. Layout is already
planned for the next version.
v0.4 -- 2007-12-19
Switched from plain text to linuxdoc markup, figured out how to
add proper formatting to make it look nicer with a ridiculous
sed script. I should learn DocBook, but for now I think it'll do
the trick. Wasted more time converting the Asura Blade logo to
ASCII art.
v0.3 -- 2007-12-03
I think I know pretty much how the game works by now. Time to
write it all down properly.
v0.1 -- 2007-11-30
My random notes seem to be organizing themselves into something
resembling a FAQ. Take that, second law of thermodynamics!