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Rabbit
FAQ By: Goh_Billy (
[email protected])
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;</pre><pre id="faqspan-2">
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
[email protected]. 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