=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Rage Of The Dragons
FAQ By: Goh_Billy (
[email protected])
Version #: 5.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Barriers
3. Characters
3.1 Billy Lewis
3.2 Lynn Baker
3.3 Radel
3.4 Annie Murakami
3.5 Cassandra Murata
3.6 Oni Inomura
3.7 "Pepe" Jose Rodriguez
3.8 Pupa Salgueiro
3.9 Alice Carroll
3.10 Patrick Elias
3.11 Mr. Jones
3.12 Jae Mo Kang
3.13 Sonia Romanenko
3.14 Jimmy Lewis
``````````````````````````````````
3.15 Abubo Rao
----------------------------------
3.16 Johann
4. Conclusion
4.1 What's Missing/Needed
4.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward HP - Heavy Punch P - Any Punch
\ | / b - Back LP - Light Punch K - Any Kick
b-- --f u - Up HK - Heavy Kick + - And
/ | \ d - Down LK - Light Kick / - Or
db d df , - Then
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
===============================================================================
2. System
===============================================================================
**************
* 2.1 Basics *
**************
Standard Throw f/b + HP close f and b determine where
opponent is thrown
Throw Escape perform throw right after
opponent's throw attempt
Taunt Start
Dash Forward f, f
Halt b
Dash Backward b, b invulnerable for a split
second
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Recovery Roll Back LP+LK after being knocked invulnerable for a short
down period
Dizzy Recovery shake joystick and tap P
and K rapidly when
dizzied
Small Jump tap ub/u/uf
High Jump press ub/u/uf
Super Jump db/d/df, ub/uf / Dash
Forward, uf
Air Block ub/u/uf, b
Block High b
Block Low db will not block overheads
Guard Crush if you guard too often you
will lose your ability
to block for a split
second
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo N/A check character section;
after the last hit of
the combo you can
cancel into a special
or super; technically,
you can type in some of
the combo, then start
from the beginning and
type some of it in
again (for example:
Lynn's ground combo is
LP, LP, LP, HP, HP.
You can type in LP,
LP, LP, LP, LP. The
problems with this is
you will only get a
max of 6 hits as in the
normal method, not all
characters can connect
again by resetting the
combo, and you will
not be able to cancel
into a special or super
after the final hit)
Floating Jump ub/u/uf
Air Combo N/A check character section;
after the last hit of
the combo you can
cancel into a special
or super; technically,
you can type in some of
the combo, then start
from the beginning and
type some of it in
again (for example:
Lynn's ground combo is
LP, LP, LP, HP, HP.
You can type in LP,
LP, LP, LP, LP. The
problems with this is
you will only get a
max of 6 hits as in the
normal method, not all
characters can connect
again by resetting the
combo, and you will
not be able to cancel
into a special or super
after the final hit)
Partner Tag LK+HP when "Change OK" is the partner will dash in
displayed under tag and attack the opponent;
partners meter if the attack lands you
can combo from it
Tag Out Rush qcf + LK+HP when "Change consumes one stock; rush
OK" is displayed under in must connect (not
the tag partners meter blocked) for move and
tag out to occur
Team Duplex qcf + LK+HP just after the consumes another stock;
last hit from the Tag with mixed character
Out Rush combo teams you get a regular
double ranbu Duplex,
but if you use the
character's official
partner you get a
special Team Duplex
Surrender LP+LK+HP+HK both partners must still
be in the match to
perform this; you
will give your tag
partner your remaining
stocks
Counter Attack HK+HP as soon as you block costs one stock; bounce
the opponent's attack attack
Power Gauge - Builds slowly when you are hit. It can also build when you
land an attack, when you perform a special move, or when the
opponent blocks your attack.
Supers - A level one Super costs 1 stock while a level two Super costs 2
stocks.
****************
* 2.2 Barriers *
****************
Most stages in the game have barriers (Jones/Kang, Radel/Annie, Johann's
stages do not). Barriers are set on both sides of the stage. These can be
used to extend combos which in normal circumstances would not occur. A player
will bounce off the barrier after certain moves, and are able to be juggled.
A barrier can only be used once to bounce an opponent, because the second time
someone hits the barrier it will be destroyed. In the process a larger portion
of the stage will open up. The easiest and most basic way to "bounce" an
opponent off the wall is to trip them when their back is near one or use a
throw and toss them into it. Other moves can work as well. All moves that can
cause the opponent to bounce off the wall are labeled "bounce
attacks."
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Billy Lewis *
*******************************************************************************
Colors
------
LP - Blue costume
LK - Black costume
HP - Brown costume
HK - Green costume
Throw
-----
Throat Toss f/b + HP close f and b determine where
opponent is thrown;
bounce attack
Basic Moves
-----------
Punch To Palm HP close 2 hits
High Blast Kick HK close 2 hits
Sobat HK far can dodge some low
attacks
Command Moves
-------------
Axe Kick f + LK overhead
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo LK, LP, HP, HK, HK
Floating Jump ub/u/uf
Air Combo LP, LK, LK, HP, HK
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Single Slash qcf + LP
Slashing Cross qcf + P will collide with other
projectiles as both
will be "destroyed"
in the process
Double Slash qcf + HP
Flaming Cross qcf + P will absorb projectiles;
bounce attack
Lightning Tail qcf + K move must connect (not
blocked) for the entire
maneuver to come out;
bounce attack
Ko Ryu Kyaku f, d, df + K HK=adds a slide at the
start of the move which
must be blocked low;
bounce attack
Blue Rage qcb + K LK=bounce attack
Double Rage qcb + HK follow up for HK Blue
Rage only
Rage Finish qcb + HK bounce attack
Air Blue Rage qcb + K in air LK=overhead; bounce
attack
Double Air Rage qcb + HK follow up for HK Air Blue
Rage only
Air Rage Finish qcb + HK bounce attack
Special Team Duplex
-------------------
Dragon Bite qcf + LK+HP just after
the last hit from the
Tag Out Rush combo with
Lynn as your partner
Level One Super
---------------
Back Slasher qcb, hcf + LK energy pillar will
absorb projectiles;
bounce attack
Level Two Super
---------------
Double Back Slasher qcb, hcf + HK energy pillars will
absorb projectiles
bounce attack
*******************************************************************************
* 3.2 Lynn Baker *
*******************************************************************************
Colors
------
LP - Yellow costume
LK - Red-Orange costume
HP - Black costume
HK - White costume
Throws
------
Toss Over f/b + HP close f and b determine where
opponent is thrown;
bounce attack
Air Toss Over f + HP close in air bounce attack
Basic Move
----------
N/A
Command Moves
-------------
Down Palm f + LP overhead
Crossup Kick b + LK in air overhead
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo LP, LP, LP, HP, HP
Floating Jump ub/u/uf
Air Combo LP, LP, LP, HP, HP
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Ko Ryu Sho Zan qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed"
in the process
Ryu En Hou f, d, df + P
Karasu Kyaku qcf + K
Kyaku Binta K bounce attack
Enretsu Ken hcb + P LP=short with 1 hit,
HP=long with 2 hits;
bounce attack
Ko Ryu Kyaku Charge d for 2 seconds, LK=short with 1 hit,
u + K HK=further with 2 hits;
bounce attack
Special Team Duplex
-------------------
Dragon Bite qcf + LK+HP just after
the last hit from the
Tag Out Rush combo with
Billy as your partner
Level One Super
---------------
Tobi Ryu qcb, hcf + LK second hit is an
overhead; bounce attack
Level Two Super
---------------
Shin Tobi Ryu qcb, hcf + HK second hit is an
overhead; second hit
must connect (not
blocked) to perform
the entire super;
bounce attack
*******************************************************************************
* 3.3 Radel *
*******************************************************************************
Colors
------
LP - Orange costume w/ Black trim
LK - Black costume w/ Orange trim
HP - Purple costume w/ Blue trim
HK - Gray costume w/ Red trim
Throw
-----
Leg Cyclone f/b + HP close f and b determine where
opponent is thrown
bounce attack
Basic Moves
-----------
Short Slide Kick LK far
Balance Kick HK close 2 hits
Roll Dropkick HK far low dodge
Command Moves
-------------
Slide Knee d + LK must be blocked low
Double Spike df + LK
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo LP, LP, LP, HP, HK
Floating Jump ub/u/uf
Air Combo LP, LP, LP, HP, HK
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Glass Escape qcf + P LP=short, HP=long; bounce
attack
Dead Dragon f, d, df + P LP=short, HP=long; bounce
attack
Head Execution hcb + P connects close;
unblockable
Glass Smash qcb + P
Screw Back hcb + K LK=two kicks and bounce
attack, HK=three kicks
Special Team Duplex
-------------------
Shock Treatment qcf + LK+HP just after
the last hit from the
Tag Out Rush combo with
Annie as your partner
Level One Super
---------------
Shadow Sword qcf, hcb + LP bounce attack
Level Two Super
---------------
Shadow Sword Destroyer qcf, hcb + HP bounce attack (unless
opponent's back is
against the barrier
and super is finished
near the wall)
*******************************************************************************
* 3.4 Annie Murakami *
*******************************************************************************
Colors
------
LP - Black costume w/ White trim
LK - Purple costume w/ Pink trim
HP - Dark Purple costume w/ Purple trim
HK - Brown costume w/ Orange trim
Throws
------
Backflip Toss f/b + HP close f and b determine where
opponent is thrown;
bounce attack
Air Backflip Toss f + HP close in air bounce attack
Basic Moves
-----------
Low Step LK close must be blocked low
Sliding Spike HK far
Command Moves
-------------
Slide Punt d + LK must be blocked low
Double Knee f + LK
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo LP, LP, LK, HP, HP
Floating Jump ub/u/uf
Air Combo LP, LP, LK, HK, HP
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Zuum qcf + P LP=short with one slash,
HP=long with two
slashes; bounce attack
Magical Comet qcf + P in air LP=descends at a steeper
angle; will collide
with other projectiles
as both will be
"destroyed" in the
process
Zuum Cross f, d, df + LP bounce attack
Zuum Cross And Fall f, d, df + HP bounce attack; falling
portion is actually an
overhead
Cat Leap hcb + P LP=short, HP=long;
overhead; first part
must connect (not
blocked)for entire
maneuver to come out;
can catch opponent in
air; bounce attack
Ichi Ni Zan hcb + K LK=short, HK=long; first
part must connect (not
blocked) for entire
maneuver to come out
Special Team Duplex
-------------------
Shock Treatment qcf + LK+HP just after
the last hit from the
Tag Out Rush combo with
Radel as your partner
Level One Super
---------------
Crossing Wrath qcb, qcb + LP (hold LP to the projectile itself
delay) will absorb other
projectiles; If held,
the energy "shield"
will also absorb
projectiles; the shield
can hit the opponent,
but once it strikes
you lose absorbing
properties for the
"shield" and will be
vulnerable to attack
until the projectile is
thrown; bounce attack
Level Two Super
---------------
Double Crossing Wrath qcb, qcb + HP (hold HP to the projectiles will
delay) absorb other
projectiles; If held,
the energy "shield"
will also absorb
projectiles; the shield
can hit the opponent,
but once it strikes
you lose absorbing
properties for the
"shield" and will be
vulnerable to attack
until the projectiles
are thrown; bounce
attack
*******************************************************************************
* 3.5 Cassandra Murata *
*******************************************************************************
Colors
------
LP - White costume
LK - Blue costume
HP - Red-Orange costume
HK - Pink costume
Throw
-----
Powerful Lift f/b + HP close f and b determine where
opponent is thrown;
bounce attack
Basic Move
----------
N/A
Command Moves
-------------
Snapping Axe f + LK overhead
Slide Kick df + LK must be blocked low
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo LP, LK, HP, HP, HK
Floating Jump ub/u/uf
Air Combo LP, LK, HP, HP, HK
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Angel Wings f, d, df + P LP=1 hit, HP=3 hits;
bounce attack
Innocence hcb + P high counter attack;
bounce attack
Illusion qcf + K LK=short, reappears
in front of opponent
when move connects;
HK=long, reappears
behind opponent when
move connects
Fallen Angel qcb + K in air LK=descends at a steeper
angle; bounce attack
Special Team Duplex
-------------------
Darkness Falls qcf + LK+HP just after
the last hit from the
Tag Out Rush combo with
Oni as your partner
Level One Supers
----------------
Ground White Wave qcb, hcf + LP bounce attack
Air White Wave qcf, hcb + LP in air first part is an
overhead; bounce attack
Level Two Supers
----------------
Ground White Wave Splash qcb, hcf + HP bounce attack
Air White Wave Splash qcf, hcb + HP in air first part is an
overhead; bounce attack
*******************************************************************************
* 3.6 Oni Inomura *
*******************************************************************************
Colors
------
LP - Red pants w/ Blue jacket
LK - Dark red pants w/ Purple jacket
HP - Red pants w/ Dark Red jacket
HK - Black pants w/ Purple jacket
Throws
------
Death Claw f/b + HP close f and b determine where
opponent is thrown;
bounce attack
Falling Doom f + HP close in air bounce attack
Basic Moves
-----------
Claw Upper HP close 2 hits
High Snap HK close 2 hits
Step Roundhouse HK far
Command Moves
-------------
Spin Claw f + LP
Sky High df + LK launches opponent
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo LP, LP, HP, HP, HK
Floating Jump ub/u/uf
Air Combo LP, LK, HP, HP, HK
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Rising Cutter f, d, df + P LP=fast, HP=slow; bounce
attack
The Ripper hcf + P LP=short, HP=far; move
must connect for entire
maneuver to be
performed; dash in is
unblockable; bounce
attack
Cold Steel qcb + P LP=short, HP=long
Second Steel qcb + P
Finish qcb + P bounce attack
Cutting Edge qcb + P in air LP=fast, HP=slow; bounce
attack
Special Team Duplex
-------------------
Darkness Falls qcf + LK+HP just after
the last hit from the
Tag Out Rush combo with
Cassandra as your
partner
Level One Super
---------------
Bloody Mess qcf, qcf + LK absorbs projectiles;
bounce attack
Level Two Super
---------------
Bloody Mess Charge qcf, qcf + HK (hold HK to energy portion absorbs
delay claw charge) projectiles; claw
charge is a guard
break; claw charge is a
bounce attack while the
energy portion is not
*******************************************************************************
* 3.7 "Pepe" Jose Rodriguez *
*******************************************************************************
Colors
------
LP - Orange belt w/ Blue-Green trim
LK - Yellow belt w/ Gray trim
HP - Blue belt w/ Gray trim
HK - Light Orange belt w/ Green-Blue trim
Throws
------
Frankensteiner f/b + HP close f and b determine where
opponent is thrown;
bounce attack
Air Frankensteiner f + HP close in air bounce attack
Basic Moves
-----------
Double Uppercut HP close 2 hits
Low Tap LK close must be blocked low
High Snap HK close 2 hits
Command Moves
-------------
Hopping Fist f + LP overhead; since this
move actually connects
while Pepe is still in
the air, you can only
cancel it into his
Temoc move
Wind Kicks df + LK
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo LP, LK, HP, HK, HK
Floating Jump ub/u/uf
Air Combo LK, LP, HP, HK, HK
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Istak qcb + P LP=short, HP=long; bounce
attack
Arriba f, d, df + LK bounce attack
Arriba Slash f, d, df + HK bounce attack
Cuautli hcb + K connects close;
unblockable; bounce
attack
Temoc qcb + K in air LK=descends at a steeper
angle; the lightning
portion is an overhead
while the dive kick is
not; bounce attack
Special Team Duplex
-------------------
Lightning Rod qcf + LK+HP just after
the last hit from the
Tag Out Rush combo with
Pupa as your partner
Level One Super
---------------
Quetzalcoatl qcf, qcf + LP dash in must connect
(not blocked) not
entire super to be
performed; bounce
attack
Level Two Super
---------------
Quetzalcoatl Blast qcf, qcf + HP dash in must connect
(not blocked) not
entire super to be
performed; bounce
attack
*******************************************************************************
* 3.8 Pupa Salgueiro *
*******************************************************************************
Colors
------
LP - Green pants w/ Orange trim and Light Blue shirt
LK - Black pants w/ Orange trim and White shirt
HP - Blue pants w/ Gray trim and Blue shirt
HK - Black pants w/ White trim and Dark Green shirt
Throws
------
Choking Slam f/b + HP close f and b determine where
opponent is thrown;
bounce attack
Thoughtless Toss f + HP close in air bounce attack
Basic Move
----------
Low Swipe Kicks HK far 2 hits; the second kick
must be blocked low
Command Moves
-------------
Wrench Blow f + LP overhead
Tricky Feet df + LK all three kicks must be
blocked low
Double Trip d + HK 2 hits; both parts must
be blocked low; bounce
attack
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo LP, LP, LK, LK, HK
Floating Jump ub/u/uf
Air Combo LK, LK, HK, HK, HK
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Bencao qcf + P LP=straight, HP=upward;
will collide with other
projectiles as both
will be "destroyed"
in the process
Breeze Dancer f, d, df + K LK=short, HK=further
Wrench Strike d + P bounce attack
Parafuso hcb + K LK=short, HK=long; bounce
attack
Real Beat tap K repeatedly
Swift Exit qcf + K bounce attack
Queixada hold HK for 2 seconds,
release
Special Team Duplex
-------------------
Lightning Rod qcf + LK+HP just after
the last hit from the
Tag Out Rush combo with
Pepe as your partner
Level One Supers
----------------
Au Lande qcf, qcf + LK all hits are overheads;
bounce attack
Super Queixada hold HK for 10 seconds, overhead; bounce attack
release
Level Two Supers
----------------
Au Lande Frenzy qcf, qcf + HK all hits are overheads;
bounce attack
Ultimate Queixada Hold HK for 30 seconds, unblockable; bounce
release attack
*******************************************************************************
* 3.9 Alice Carroll *
*******************************************************************************
Colors
------
LP - Blue costume
LK - Dark Blue costume
HP - Red costume
HK - Light Blue costume
Throw
-----
Energy Blast f/b + HP close f and b determine where
opponent is thrown;
bounce attack
Basic Move
----------
Energy Dig HP far 2 hits
Command Moves
-------------
Orb Charge f + LP
Double Stomp d + LK in air overhead
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo LP, LP, HP, HP, HP
Floating Jump ub/u/uf
Air Combo LK, LP, HP, HK, HK
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Twinkle qcf + LP will collide with other
projectiles as both
will be "destroyed"
in the process; this
does go under some
projectiles such as
Jimmy's Red Rage
Twinkle Twinkle qcf + HP will collide with other
projectiles as both
will be "destroyed"
in the process; this
does go under some
projectiles such as
Jimmy's Red Rage
Rising Hell f, d, df + P LP=appears close,
HP=appears far; absorbs
projectiles; bounce
attack
Eat It qcb + P LP=fast and 1 hit,
HP=slow, two hits,
overhead, and bounce
attack
Heads Off qcb + K in air LK=descends at a steeper
angle, overhead, bounce
attack
Special Team Duplex
-------------------
Soul Destroyer qcf + LK+HP just after
the last hit from the
Tag Out Rush combo with
Elias as your partner
Level One Super
---------------
Red Rose Of Darkness hcb, f + LP Alice creates a shield
in front of her, and if
the opponent runs into
it, attacks it, or
throws a projectile at
it then the second
part of the super will
activate; both the
shield and the blast
absorb projectiles;
bounce attack (unless
opponent's back is
against the barrier
and super is performed
close to them)
Level Two Super
---------------
Red Rose Of Destruction hcb, f + HP Alice creates a shield
in front of her, and if
the opponent runs into
it, attacks it, or
throws a projectile at
it then the second
part of the super will
activate; both the
shield and the blast
absorb projectiles;
bounce attack (unless
opponent's back is
against the barrier
and super is performed
close to them)
*******************************************************************************
* 3.10 Patrick Elias *
*******************************************************************************
Colors
------
LP - Purple costume
LK - Black costume
HP - Maroon costume
HK - White costume
Throw
-----</pre><pre id="faqspan-2">
Heart Punch f/b + HP close f and b determine where
opponent is thrown;
bounce attack
Basic Moves
-----------
Shin Kick LK close must be blocked low
Forearm Blast HK close 2 hits
Command Moves
-------------
Punch Down f + LP overhead
Strong Uppercut d + HP 2 hits
Double Low f + LK all parts must be blocked
low
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo LP, LK, LP, HP, HK
Floating Jump ub/u/uf
Air Combo LP, HP, HK, HK, HK
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Holy Flare qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed"
in the process
Sinful f, d, df + P connects close;
unblockable; bounce
attack
Magnus qcb + P LP=stationary, HP=long;
absorbs projectiles;
bounce attack
Hell Or Heaven hcf + K LK=short, HK=long; must
connect (not blocked)
to perform entire
move; gains life back;
bounce attack
Special Team Duplex
-------------------
Soul Destroyer qcf + LK+HP just after
the last hit from the
Tag Out Rush combo with
Alice as your partner
Level One Super
---------------
Maximum Delirium hcb, f + LP must connect (not
blocked) to perform
the entire super;
gains life back; bounce
attack
Level Two Super
---------------
Super Maximum Delirium hcb, f + HP must connect (not
blocked) to perform
the entire super;
gains life back; bounce
attack
*******************************************************************************
* 3.11 Mr. Jones *
*******************************************************************************
Colors
------
LP - Yellow w/ Gray trim
LK - White w/ Blue-Gray trim
HP - Blue w/ Purple trim
HK - Pink w/ Purple-Blue trim
Throws
------
Toss To Ground f/b + HP close f and b determine where
opponent is thrown;
bounce attack
Air Toss To Ground f + HP close in air bounce attack
Basic Move
----------
Bicycle Kick ub/uf, HK 2 hits; both hits are
overheads
Command Moves
-------------
Down Elbow f + LP overhead
Slide Double df + LK both parts must be
blocked low
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo LP, LK, HP, HK, HP
Floating Jump ub/u/uf
Air Combo LP, LK, LK, HP, HP
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Funky Impact qcf + P LP=fast, HP=slow; the
start up has high
autoguard; bounce
attack (unless
opponent's back is
against the barrier
and move is performed
close to them)
Retro Knuckle qcb + P LP=short, HP=long; bounce
attack
Gaudy Punch tap P
Arc Fliegan qcb + K LK=stationary, HK=long;
bounce attack
Special Team Duplex
-------------------
Out Of My Way qcf + LK+HP just after
the last hit from the
Tag Out Rush combo with
Kang as your partner
Level One Super
---------------
Groove Master qcb, qcb + LK sliding part must be
blocked low; bounce
attack
Level Two Super
---------------
Enter The Groove Master qcb, qcb + HK sliding part must be
blocked low; bounce
attack
*******************************************************************************
* 3.12 Jae Mo Kang *
*******************************************************************************
Colors
------
LP - Blue pants w/ Red trim
LK - Green pants w/ Purple trim
HP - Gray pants w/ Red trim
HK - Pink pants w/ Black trim
Throw
-----
Somersault Toss f/b + HP close f and b determine where
opponent is thrown;
bounce attack
Basic Move
----------
Lazy Dropkick HK far
Command Moves
-------------
Sumo Charge df + LP the last slap is a
bounce attack (unless
opponent's back is
against the barrier
and move is performed
close to them)
Stomach Set df + HP this is a high counter
attack
Sumo Stomp f + LK overhead
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo LP, LP, LP, LP, HP
Floating Jump ub/u/uf
Air Combo LP, LP, LP, LP, HP
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Fire Bomb qcf + P LP=fast, HP=slow; absorbs
projectiles; bounce
attack
Kang Screw f, d, df + P LP=low, HP=high; bounce
attack
Rolling Fire qcb + P LP=short, HP=further;
bounce attack
Kang Anger hcf + K LK=short, HK=long; the
charge has high
autoguard; bounce
attack (unless
opponent's back is
against the barrier and
move is performed close
to them)
Special Team Duplex
-------------------
Out Of My Way qcf + LK+HP just after
the last hit from the
Tag Out Rush combo with
Jones as your partner
Level One Super
---------------
Body Press Special hcb, hcb + LP connects close;
unblockable; bounce
attack
Level Two Super
---------------
Body Press Crush Special hcb, hcb + HP connects close;
unblockable; bounce
attack
*******************************************************************************
* 3.13 Sonia Romanenko *
*******************************************************************************
Colors
------
LP - Red costume w/ Pink hair
LK - Brown costume w/ Blonde hair
HP - Purple costume w/ White hair
HK - Gray costume w/ Blonde hair
Throw
-----
Frankensteiner Slam f/b + HP close f and b determine where
opponent is thrown;
bounce attack
Basic Move
----------
N/A
Command Moves
-------------
Sliding Axe f + LK overhead
Sliding Snake df + LK both parts must be
blocked low
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo LP, LP, HP, HP, HK
Floating Jump ub/u/uf
Air Combo LK, LP, LK, LP, HP
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Snake qcf + LP will collide with other
projectiles as both
will be "destroyed"
in the process
Snake Hold qcf + LK/HP/HK Sonia tosses a knife a
short distance, and if
the opponent is not
hit with the initial
toss the knife will
spin and then fly in
a direction according
to the button you used;
LK=diagonally up;
HP=straight;
HK=straight up; will
collide with other
projectiles as both
will be "destroyed"
in the process
Fascination Sharp hcb + P connects close;
unblockable; bounce
attack
Snake Whip f, d, df + K LK=low HK=high; the last
part is an overhead,
however the HK version
will only connect as
an overhead on big
characters such as
Kang; bounce attack
Snake Bite qcb + LK start up roll is
invulnerable; bounce
attack
Snake Fangs qcb + HK start up roll is
invulnerable; first
kick must be blocked
low; bounce attack
Special Team Duplex
-------------------
Slice And Burn qcf + LK+HP just after
the last hit from the
Tag Out Rush combo with
Jimmy as your partner
Level One Supers
----------------
Guardian Mercy Short qcf, qcf + LP absorbs projectiles;
bounce attack
Guardian Mercy Far qcf, qcf + LK absorbs projectiles;
bounce attack
Level Two Supers
----------------
Guardian Death Short qcf, qcf + HP absorbs projectiles;
bounce attack
Guardian Death Far qcf, qcf + HK absorbs projectiles;
bounce attack
*******************************************************************************
* 3.14 Jimmy Lewis *
*******************************************************************************
Colors
------
LP - Black pants w/ Red top
LK - Purple-Blue pants w/ Red top
HP - Brown pants w/ Off White top
HK - Maroon pants w/ Blue top
Throw
-----
Grab And Toss f/b + HP close f and b determine where
opponent is thrown;
bounce attack
Basic Moves
-----------
Punch To Uppercut HP close 2 hits
Shin Kick LK close must be blocked low
Sobat HK far can dodge some low
attacks
Command Moves
-------------
Down Elbow f + LP overhead
Step Uppercut df + LP first part is a high
autoguard
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo LP, LP, LK, HP, HP
Floating Jump ub/u/uf
Air Combo LK, LP, HP, HK, HK
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Red Rage qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed"
in the process
Sho Ryu Dan f, d, df + P LP=short, HP=further;
bounce attack
Cannon Kick qcb + K LK=short, HK=long and
bounce attack;
overhead
Heat Hurricane hcb + LP
Hurricane Charge hcb + HP bounce attack
Heat Elbow u this must be entered
right after the second
part of the Hurricane
Charge, before the
third part comes out;
overhead
Heat Upper d this must be entered
right after the second
part of the Hurricane
Charge, before the
third part comes out;
must be blocked low;
bounce attack
Special Team Duplex
-------------------
Slice And Burn qcf + LK+HP just after
the last hit from the
Tag Out Rush combo with
Sonia as your partner
Level One Super
---------------
Gun Blow qcb, hcf + LP flame knuckle must
connect (not blocked)
to perform the entire
super; bounce attack
Level Two Super
---------------
Super Gun Blow qcb, hcf + HP flame knuckle must
connect (not blocked)
to perform the entire
super; bounce attack
```````````````````````````````````````````````````````````````````````````````
To use the Abubo, at the character select screen tap up four
times, down three times, left two times and right one time.
```````````````````````````````````````````````````````````````````````````````
*******************************************************************************
* 3.15 Abubo Rao *
*******************************************************************************
Colors
------
LP - Brown pants w/ Pink shirt and Normal skin
LK - Gray pants w/ Orange shirt and Dark skin
HP - Green-Blue pants w/ Light Blue shirt and Light skin
HK - Gray pants w/ Maroon shirt and Green skin
Throw
-----
Goodbye f/b + HP close f and b determine where
opponent is thrown;
bounce attack
Basic Moves
-----------
Iron Crush HP close 2 hits
Ape Crunch HK close 3 hits
Command Moves
-------------
Body Splash f + LP overhead
Hammer Crush df + LP can act as bounce attack,
but only if opponent's
back is against the
barrier and move is
performed close to them
Reaching Fist df + HP must be blocked low
First Impact HP+HK follow ups can only occur
if move connects (not
blocked)
Ground Combo LP, LP, LK, LK, HK
Floating Jump ub/u/uf
Air Combo LP, LP, HP, HK, HK
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Steel Crusher qcf + LP (hold LP to the initial pose he
delay) strikes has high
autoguard; you can
delay the initial pose
for 4 seconds until
the follow up occurs;
the follow up will
occur after you release
LP, after delaying for
4 seconds, or after
a high attack is
autoguarded; bounce
attack
Steel Bender qcf + HP the initial pose he
strikes has high
autoguard; you can
delay the initial pose
for 4 seconds until
the follow up occurs;
the follow up will
occur after you release
HP, after delaying for
4 seconds, or after
a high attack is
autoguarded; must be
blocked low; bounce
attack (unless
opponent's back is
against the barrier and
move is performed close
to them)
Flea Feint f, d, df + LP opponent can still be hit
by this if they are
high enough off the
ground; bounce attack
Flea Catch f, d, df + HP opponent can be hit by
start up if they are
high enough off the
ground which acts as
a bounce attack; second
part has full screen
distance and must be
either jumped or
blocked low and is also
a bounce attack
Destruction hcb + P close unblockable; bounce attack
Violent Instinct hcf + K LK=one wall/barrier slam;
HK=three wall/barrier
slams; this move must
connect (not blocked)
for entire maneuver to
come out; Abubo will
charge the opponent
with sumo slaps until
the opponent either
reaches a wall or a
barrier, in which he
will then crush them
against it
Level One Super
---------------
War Path hcb, hcb + LP connects close;
unblockable; bounce
attack
Level Two Super
---------------
Mega War Path hcb, hcb + HP connects close;
unblockable; bounce
attack
-------------------------------------------------------------------------------
*******************************************************************************
* 3.16 Johann *
*******************************************************************************
Colors
------
LP - Gray costume w/ Maroon trim
LK - colors of the character you select will assign themselves (not very well)
to Johann's sprite
HP - colors of the character you select will assign themselves (not very well)
to Johann's sprite
HK - colors of the character you select will assign themselves (not very well)
to Johann's sprite
*****Notes*****
-Johann has no crouching LP attack and no air attacks with LP, LK, and HP.
-Johann does not attack when he is tagged in.
-If you perform a Tag Out Rush with Johann, he will simply glitch; He
will be invulnerable for awhile, but once he floats towards the enemy
he will lose that and be open to attack.
-If a Team Duplex is perform with Johann as your partner, the other character
will attack, while Johann strikes his glitch pose (he will not attack).
When the Duplex is over the opponent will be in a permanent dizzy, that is
until you strike them with some sort of an attack.
-Johann has no First Impact
***************
Throw
-----
Painful Scream f/b + HP close f and b determine where
opponent is thrown;
can link attacks after
the throw such as the
Signs of Doom; bounce
attack
Basic Moves
-----------
Power Thrust HP bounce attack
Snap Roundhouse LK close 2 hits
Whirlwind HK 3 hits; last part must be
blocked low
Command Moves
-------------
Rising Wind d + HP
Wind Twirl d + LK/HK must be blocked low;
bounce attack
Swift Escape LP+LK invulnerable for a short
period
Back Roll b + LP+LK invulnerable for a short
period
Forward Roll f + LP+LK invulnerable for a short
period
Special Moves
-------------
Surge of Anger qcb + LP absorbs projectiles
Silent Sorrow qcb + HP absorbs projectiles;
bounce attack
Signs of Doom qcb + LK absorbs projectiles;
bounce attack
Painful Scream qcb + HK close unblockable; can link
attacks after the throw
such as the Signs of
Doom; bounce attack
Level One Super
---------------
Burnt Offering qcf, hcb + LP absorbs projectiles;
bounce attack
Level Two Super
---------------
Scorched Offering qcf, hcb + HP absorbs projectiles;
bounce attack
===============================================================================
4. Conclusion
===============================================================================
4.1 What's Missing/Needed
-Possible missing moves or supers
-Cleanup and corrections
-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
- Playmore
- Noise Factory
- Gamefaqs
- And me for writing this faq