THE RUMBLE FISH
FAQ/MOVELIST
(v1.0, 5-12-04)
by Edward Chang (
[email protected])
Version History
v1.0 (5-12-04)
First version.
Table of Contents
1. Introduction
2. Main Story
3. Basics/Conventions
4. System
5. Movelist
--Zen
--Hikari
--Typhon
--Garnet
--Orville
--Boyd
--Viren
--Kaya
--Aran
6. Credits
1. INTRODUCTION
The Rumble Fish (sometimes denoted as just T.R.F.) is the latest 2D
fighting game to hit the Atomiswave arcade board produced by relatively
unknown company Dimps and Sammy, known for making Guilty Gear (in
collaboration with ArcSystem Works) and a slew of pachinko games. The
Rumble Fish stands out for being the most graphically advanced 2D fighting
game to date, with high resolution graphics that beat out Guilty Gear's
along with a very smooth animation style (thanks to the large number of
frames per move) and impressive effects. Clothes even get ripped and
headbands and such can get knocked lose as your character takes damage.
In exchange there are very few characters for a modern-day fighting game -
only 9 - but the depth of the technical system and the number of options
available to players still makes the game worth playing. Although the game
probably is destined for a console release sooner or later, so far nothing
about this has been announced, so for the moment this game remains in the
arcades only.
2. MAIN STORY
At the end of the 20th century...
A huge natural disaster destroys the Eastern section of a certain country.
As a result of this disaster the central economy crumbles, the tall buildings
of the central government are knocked down, and in the end a large total
of 158,000 lives are lost.
At the beginning of the 21st century...
The multiple enterprise corporation "Probe Nexus" begins reconstruction of
the destroyed Eastern section. Probe undertakes the destroyed area under its
own administration and creates a huge enterprise city. With the large market
and modern technology overflowing like boiled water, tall buildings that
dwarf all others, the world's largest market mall, and even a theme park
are built in this modern-day Babylon, this world's most valuable place.
Named Zone Prime, it symbolizes the birth of a new century.
And then, in the western block, in an undeveloped slum area...
3. BASICS/CONVENTIONS
Rumble Fish is played with a standard 8-directional joystick, and five
buttons. Four of these are attack buttons, designated Light Punch, Light
Kick, Strong Punch, and Strong Kick. The fifth button is the Dodge button,
which allows your character to do things like hop to avoid low attacks
or duck to avoid high attacks.
The following is a list of conventions used in this FAQ.
Directions
u/b -- up and back
u -- up
u/f -- up and forward
f -- forward
d/f -- down and forward
d -- down
d/b -- down and back
b -- back
u/b -- up and back
qcf -- quarter circle forward (d, d/f, f)
qcb -- quarter circle back (d, d/b, b)
hcf -- half circle forward (b, d/b, d, d/f, f)
hcb -- half circle back (f, d/f, d, d/b, b)
dp -- dragon punch (f, d, d/f)
rdp -- reverse dragon punch (b, d, d/b)
c. -- crouching
j. -- jumping
Buttons
LP -- Light Punch
LK -- Light Kick
SP -- Strong Punch
SK -- Strong Kick
D -- Dodge
Other
[x] -- button 'X' should be held
(T) -- throw; move must be performed extremely close to opponent and is
unblockable
(GC) -- guard cancel; move must be performed while in block stun
(HC) -- hit cancel; move must be performed while in hit stun
(DC) -- down cancel; move must be performed when knocked to the ground
(CC) -- Critical Cancellable; the move can be cancelled into an Offensive
Art or Critical Art (more explanation below)
(j.) -- move can also be performed while jumping
--> -- followup
4. SYSTEM
Gauges
There are a number of gauges you'll have to keep an eye on during battle. At
the top of the screen is your character portrait and a life gauge. As you take
damage this life gauge decreases, and if it reaches zero, you lose the round.
Under the life gauge next to the portrait is the guard gauge. Everytime you
block, this guard decreases some; if it reaches zero, then your guard will be
crushed and you'll be left wide open, so don't turtle! Next to the guard gauge
is an indicator on how many rounds you've won. In the arcade, winning two
rounds will win the match.
At the bottom of the screen are two gauges, the red Offense Gauge and the blue
Defense Gauge. The Offense Gauge fills up as you attack the opponent.
Regardless of whether you hit them or they guard it, you will gain some
Offense Gauge. However, if you totally whiff, then you won't gain any Gauge
at all, so don't think you can mash to build up Gauge! The Defense Gauge fills
up as you guard attacks from the opponent. It also slowly fills up over time.
Because of Guard Crush, though, be careful when trying to fill up the Defense
Gauge!
If both Offense and Defense Gauges are at 100%, they fuse and turn into a
green Critical Gauge. During this time only, you can perform a Critical Art.
You can still perform other actions that use Offense or Defense Gauge, but
once you do the Critical Gauge vanishes (since both of your gauges are no
longer at 100%).
Dashing
Tap forward twice quickly to dash forward. You can also tap backwards twice
quickly to backstep; this has a little invincibility time so you can use this
to get out of tough spots.
High Jump
By pressing in a downwards direction and then quickly pressing u/f, you can
jump higher than normal. This also lets you travel further so it can be
useful in certain situations.
Throw
Every character has a standard throw which is accomplished by getting close
to the opponent and then pressing either forward or back and SP at the same
time. Throws can also be escaped in this game by inputting the same command,
but the window for this is rather tight. If a throw is escaped, both
characters are knock back a small amount.
Ground Dodge
By simply pressing the D button, your character will duck (thereby avoiding
high attacks) while moving forward some. Think of it as similar to a
crouch dash from a 3D fighting game.
Aerial Dodge
By pressing D and down at the same time, your character will do a short
hop (thus avoiding low attacks). Since airborne opponents cannot be thrown,
you can also use this if you're expecting a throw attempt.
Dodge Attack
During a Ground or Aerial Dodge, you can press attack buttons to do special
Dodge Attacks. Aerial Dodge Attacks always hit mid (thus must be blocked
standing); Ground Dodge Attack properties differ by character.
Recovery
If you get hit into the air by the opponent, you can press an attack button
to recover and possibly avoid further damage. There is a height limit on
Recovery (can't do it too close to the ground). You can also press the
joystick in a backwards or forwards direction to alter your trajectory
during Recovery. Note that you cannot use Recovery right away when being
hit, so it's not like you will always be able to avoid air combos.
Jolt Attack
A special attack done by pressing both LP and LK at the same time. You must
have 100% Offense Gauge to do this, and doing so will consume all of it.
This performs a very quick, unblockable attack; if it hits the opponent,
they will be stunned in a sort of slow-mo fashion, and you'll be able to
perform followup combos that you wouldn't otherwise be able to do.
Since this attack is rather fast, if you're up against a turtler you can
use this to surprise them and continue on the offensive.
Advanced Attack
A special attack done by pressing both SP and SK at the same time. This
will take 50% of your Offense Gauge. This is a rushdown type attack where
your character charges forward quickly and attacks the opponent. You can
cancel basic attacks into the Advanced Attack, and if it hits, you can
continue with even more basic attacks for a rushdown combo.
Offensive Arts
A special attack that takes 100% of the Offense Gauge; the command differs
by character. These are your standard "super moves"; their properties
differ by character, but most of them are very damaging.
Quick Recovery
A defensive technique done by pressing D when knocked into the air. Unlike
standard Recovery, you can do this as soon as you're hit, so you can
actually Quick Recover and then counterattack the opponent who's still
recovering from his move! In exchange, this takes 50% of the Defense Gauge
to perform. Like normal Recovery, you can input a direction to change your
trajectory.
Impact Break
A defensive technique done by pressing back and D or down/back and D at
the same time, when receiving an opponent's attack. This will cut your
guard stun to almost nothing, allowing you to counterattack; think of it
as operating similar to parrying. This takes 50% of the Defense Gauge
to perform. Attacks that hit low must be Impact Break'ed with d/b+D;
failure to time this properly or failure to select the right block level
will waste gauge.
Defensive Arts
A special attack that takes 100% of the Defense Gauge; the command differs
by character. These are like "super moves" as well; however, as these are
defensive in nature, most of them are used in certain situations only.
Some are reversals; some can only be performed while blocking, and a few
can only be performed when actually getting hit! See each character's
section for more details.
Critical Arts
A special attack that can only be performed when both Offense and Defense
Gauges are at 100%, and that takes 100% of both gauges; the command
differs by character. These are extremely powerful super moves that if
they connect will take a large chunk of your opponent's lifebar; however,
don't expect to get the chance to use this that often.
Rush Combo
Combos that can be performed by cancelling basic attacks into more basic
attacks. In general you can go from a light to a light attack, a light
to a strong attack, or a strong to a strong attack; however you cannot
put three or more lights or strongs in a row. Thus, a quick rush combo
might look like LK -> LP -> SP -> SK. Rush combos can be performed in
a variety of instances (so some can be crouching attacks and some standing
attacks); you can also perform airborne Rush Combos.
Critical Cancel
Certain special moves are designated Critical Cancellable. These moves,
if they connect with the opponent, can be cancelled into an Offensive Art
or a Critical Art. This in itself takes no gauge to perform, so if you
are comboing the opponent successfully you might as well do it!
5. MOVELIST
This movelist is arranged by character in the same order as the character
select screen.
------------------------------------------------------------------------------
ZEN
------------------------------------------------------------------------------
Zen is your 'standard' type character with the right move for almost every
situation. He's fairly easy for beginners to pick up, but by the same token,
he can feel 'boring' after awhile.
Miscellaneous Moves
Ryuuzusai f+SP
Special Moves
Zanshinken qcf+P
Kaijingeki qcb+P (CC)
Sengouken dp+P (CC)
--> Followup --> P (CC)
Gasaikyaku qcb+K
Kakonhou d, d+K
Offensive Art
Koujin Resshingeki f, hcf+P
Defensive Art
Houshinshou qcb, qcb+P
Critical Art
Ragou qcf, hcb+P
-Ryuuzusai is a mid attack.
-Zanshinken is a short-range projectle. The weak version is faster than the
the strong version, but the strong version has less vulnerabliity on block.
-Kaijingeki is a thrusting elbow attack. The weak version is fast enough
to combo from strong attacks; the strong version is slower but travels
further. This move floats on counterhit.
-Sengouken is a whirwind-producing uppercut. The weak version does three hits
and is invincible until just before the attack begins; the strong version
is six hits and is invincible until after the attack begins. The strong
version only can be linked to the followup, a downwards punch, with P.
Recovery is slow so expect to be counterattacked if blocked.
-Gasaikyaku is a hop and downwards strike that hits mid. The strong version
hops further forward than the weak version.
-Kakonhou is a powerup-type move. The weak version gives you one powerup,
the strong two powerups (but it leaves you vulnerable a lot longer). The
maximum number of powerups you can have stored is two. When you have
powerups, Zen's other moves are enhanced in the following ways:
-Zanshinken's range extends to about a screen's length and does 4 hits.
-Kaijingeki becomes fast enough to combo from a weak attack.
-Sengouken gains more invincibility time.
-Gasaikyaku becomes faster and two hits, and it floats the opponent on hit.
-Koujin Resshingeki is a charging ranbu-type super. It's fast enough to
combo, but the invincibility time doesn't last long enough to be a perfect
reversal.
-Houshinshou sends out a shock wave from Zen. The damage isn't much but it's
got a lot of recovery time, and so it's useful for defensive purposes. This
move can also be performed as a Guard Cancel.
-Ragou is a palm strike that links to a punch that creates a large hurricane.
It is quite fast and is invincible for a long time. If the first attack
whiffs, the hurricane still comes out, but it's slow enough that it can
be countered.
COMBOS
c.LK -> c.SP -> SK -> weak Kaijingeki
Kakonhou -> Gasaikyaku -> Ragou
Jolt Attack -> Dash -> c.SP -> c.SK -> weak Gasaikyaku -> c.SP -> c.SK ->
weak Kaijingeki or weak Kakonhou
------------------------------------------------------------------------------
HIKARI
------------------------------------------------------------------------------
Hikari is trained in a Japanese martial arts style that focuses on defense.
She is able to counter almost every nonprojectile move with her Oborotefu,
meaning that if you have perfect timing, you can get around almost anything.
Hikari is sisters with Kaya.
Special Moves
Oborotefu: Sora qcb+LP
Oborotefu: Tsuchi qcb+LK
Oborotefu: Kiri qcb+SP (CC)
Kurumanagi hcf+P (CC)
Momiji-barai hcf+K (CC)
Mikagegaeshi (T) rdp+P
Offensive Art
Murakumo-barai (j.)qcb, qcb+P
Defensive Art
Oborotefu: Ama b, hcb+SK
Critical Art
Amanagi hcf, hcf+P
--> Followup --> [d], u+P
-Oborotefu is a counter attack. While the counter is active, you can input
a command for a different Oborotefu (except Ama) to change the level that
you are countering one time only. Sora counters jump attacks; afterwards
the opponent is thrown into the air and cannot recover, so you can jump
to followup. Tsuchi counters low attacks; afterwards the opponent bounces
off the ground, and followup is possible. Kiri counters all non-low ground
attacks; no followup is possible after Kiri.
-Kurumanagi is a spinning charge type attack. Weak does 2 hits, strong does
3. The weak version combos from strong attacks; strong combos from a
strong counterhit only, but is vulnerable for less.
-Momiji-barai is a dashing low attack. The strong version then follows with
an uppercut. The weak version can be comboed after if it hits on a counter.
-Mikagegaeshi is a command throw that hits the opponent a few times, then
tosses them into the air.
-Murakumo-barai is a charging attack that then aims upward to float the
opponent. It has invincibility time, but not enough to be used effectively
as a reversal. It links from strong attacks or a weak Kurumanagi; it can
be performed in midair.
-Oborotefu: Ama is a reversal like the other Obortefu's; however, it
reverses any and all non-projectile, non-throw attack regardless of attack
level. It doesn't do that much damage, but followup attacks are possible.
-Amanagi is a charging upper. By holding down P, the distance travelled
before the uppercut can be lengthened; the followup attack then performs
some rising attacks against the floated opponent.
COMBOS
c.LK -> c.LK -> c.SP -> SK -> weak Kurumanagi
Oborotefu: Ama -> j.(LK -> LP -> SK -> SP)
Jolt Attack -> (dash in SP -> SK)x3
------------------------------------------------------------------------------
TYPHON
------------------------------------------------------------------------------
Typhon is the speediest character, and what he lacks in power he makes up for
in long versatile combos and high mobility. A good Typhon is quite annoying
to fight against.
Miscellaneous Moves
Soutoushou f+SP
Sankakutobi on wall, f or u/f
Special Moves
Tenkeishou (j.)qcf+P
Shukukeihou f, hcf+P
Retsusouan (T) rdp+P
Mouchoushuu qcb+P/K
Renkatsukyaku qcf+K (1st hit CC)
Bakkishou dp+K
Offensive Art
Shukukei: Houshouan qcf, qcf+P
Defensive Art
Kongoutoutai b, hcb+K
Critical Art
Typhon-shiki: Chouzetsu Renkeihou qcf, hcb+P
-Sankakutobi is just a wall triangle jump.
-Tenkeishou is a small projectile. The weak version travels forward, the
strong version travels diagonally upward. It can also be performed in midair,
in which case weak aims down close to Typhon whereas far aims further away.
-Shukukeihou is a triangle-shaped, slow-moving projectile that does three
hits.
-Retsusouan is a command throw; followup is possible afterwards.
-Mouchoushuu is a hop towards the wall at Typhon's back; the P version then
attacks with a palm strike, the K version with a kick. The weak attack
aims approximately 1/3 of the screen away from the wall, the strong 2/3s.
Before reaching the wall, inputting d or d/b will cause Typhon to drop
to the ground upon reaching the wall without attacking; inputting u or u/f
causes Typhon to hop to the other wall after reaching the first wall and
attacking from there.
-Renkatsukyaku is a charging kick combination. Weak does 2 kicks, strong
does three. The strong version only knocks the opponent down.
-Bakkishou causes Typhon to take a small jump, then fire a wave of ki
directly downwards. Weak jumps forward about half a screen, strong about
a screen's length; if the opponent is within that range, the attack
commences. After it hits Typhon jumps up and back again.
-Shukukei: Houshouan creates a large ball of ki directly in front of
Typhon. It is fast enough to combo and is also invincible for a long time;
however if it is guarded close you will get counterattacked.
-Kongoutoutai causes ki to emanate from Typhon. It is invincible for a long
time, but is very short range and hard to hit with.
-Typhon-shiki: Chouzetsu Renkeihou is a fast sequence of projectiles
that lock the opponent in. It can be critical cancelled from the first
hit of Renkatsukyaku.
COMBOS
c.LK -> LP -> SP -> SK -> strong Renkatsukyaku
Retsusouan -> dash -> c.LK -> c.SK -> c.SP -> j.(LK -> LP -> SK -> SP)x2
Jolt Attack -> c.SK -> c.SP -> Tenkeishou -> c.SP -> c.SK -> f+SP
------------------------------------------------------------------------------
GARNET
------------------------------------------------------------------------------
Garnet uses virtually all kick attacks. She's a rather technical type that
takes some learning to get used to, but once you do you'll be able to use her
moves to respond to almost anything the opponent can throw at you.
Miscellaneous Moves
Pinhead Split f+LK
Proud Slap f+SP
Special Moves
Piercing Heart qcb+LP/LK/SP (CC)
--> Cancel --> SK
--> Followup --> b/f+same button (CC)
Gaze Slash dp+K
--> Followup --> K
Biting Jest qcf+K (CC)
Scheme Stifle rdp+K
Offensive Art
Piercing Soul qcb, hcf+K
Defensive Art
Mimic Terror (DC) (T) b, hcb+K
Critical Art
Trick and Tease qcf, hcb+K
--> Cancel --> K
-Pinhead Split is a cancellable, mid-hitting attack.
-Piercing Heart causes a long-reaching kick, LP diagonally upwards, LK
straight forward, and SP downwards. The SP version hits low. By holding the
attack button you can remain in attack pose and letting go will cause
the attack to come out; alternatively pressing SK in this pose cancels
the attack. Think of this move as acting similar to Yamazaki's Hebitsukai
in KOF or Johnny's Mist Finer in Guilty Gear.
The followup attack either draws inward (back) or pushes out (forward). This
attack's properties depends on the attack button used. LP knocks the
opponent away, LK staggers the opponent, and SP knocks the opponent down.
-Gaze Slash is a hopping anti-air kick. The strong version spins around for
a second hit. The invincibility lasts until just before the attack for the
weak version or until after the attack begins for the strong version.
The first hit of the strong version, or the weak version on counterhit, is
not recoverable.
-Biting Jest is a long reaching slide kick. The strong version can be linked
to a followup floating kick with another K. The opponent cannot recover
afterwards so air combo is possible.
-Scheme Stifle is a short jump, and then a downwards aiming kick. This
attack hits mid. On counterhit, this can be comboed into ground attacks.
-Piercing Soul performs a Gaze Slash and then a large side kick. This is
invincible for a long time and can be used as anti-air.
-Mimic Terror can only be performed upon being knocked down; Garnet grabs
the opponent with her feet and then throws them.
-Trick and Tease acts like a crouching SP; upon hitting, it links into two
strong Gaze Slashes and then a large side kick. This is fast enough that
the opponent cannot block after the super 'flash'. By pressing K, the
last hit can be cancelled and alternate followup is possible.
COMBOS
Dash -> c.LK -> SK -> strong Biting Jest -> K -> Piercing Soul
Advanced Attack -> c.LK -> c.SP -> SK -> SP Piercing Heart -> b/f+SP
Jolt Attack -> Dash -> SK -> c.SP -> weak Scheme Stifle -> SK -> c.SP ->
strong Biting Jest -> K
------------------------------------------------------------------------------
ORVILLE
------------------------------------------------------------------------------
Orville is the big power character of the game, with a wide range of
powerful moves and throws. His slow speed is his weakest point, but if you
can get close to the opponent, you'll be able to take them out in no time.
Miscellaneous Moves
Dropkick f+SK
Low Dropkick d/f+SK
Special Moves
Assault Tackle qcf+P
--> Followup --> P/K
Snipethrough rdp+K
Full Gravity Lock (T) hcb, f+P
Sledge Revolver qcb+P
Offensive Art
Extension Heat d, d+P
Defensive Art
Hammer Fang (GC) hcf+P
Critical Art
Full Graviton Fall (T) hcb, hcb, f+P
-Assault Tackle causes Orville to charge forward and tackle the opponent.
Strong version travels slightly further than the weak version. While
charging, Orville can absorb attacks as if he were standing blocking (low
attacks interrupt the move). The P causes a double hammer type move after
the tackle; inputting K causes Orville to stop.
-Snipethrough is a hopping overhead type of throw. This will not throw
crouching opponents; if performed near the edge of the screen, however,
followup attacks are possible.
-Full Gravity Lock is a command throw. The throw range is extremely long.
-Sledge Revolver is a spinning clothesline-type move. The weak version
combos from strong attacks; the strong version travels forward longer.
There is a tiny bit of invincibility at the beginning of this move.
-Extension Heat puts Orville into a "super armor" state. Afterwards Orville's
Offense Gauge turns into a timer. While active, Orville will not stagger
when being hit as long as he is on the ground. However, if thrown, the
super armor state instantly ends.
-Hammer Fang is a series of two punches that floats the opponent; followup
is possible. This is a guard cancel, and is fast enough that it will catch
most attacks.
-Full Graviton Fall is a command throw. Unlike other command throws, this
one takes a little bit of time from the completion of the input to actually
activate.
COMBOS
c.SP -> Advanced Attack -> c.SP -> weak Sledge Revolver or Low Dropkick
Sledge Revolver (counterhit) or Hammer Fang (2 hits) -> c.SP -> weak Sledge
Revolver
Jolt Attack -> c.SP -> strong Assault Tackle -> c.SP -> strong Assault Tackle
-> P
------------------------------------------------------------------------------
BOYD
------------------------------------------------------------------------------
Boyd may look silly, but he's not to be underestimated. He's a power type
character, and if you play your cards right he can wipe out a good portion
of the opponent's health in no time flat.
Miscellaneous Moves
Soir Chop f+SP
Soir Chop Fake b+SP
Steel Head b, f+SK
Special Moves
Sunny Finger qcf+P (CC)
Mellow Throw (T) hcf+K
Fancy Kick qcb+K
Shiny Punch dp+P (CC)
Offensive Art
Super Shiny Punch b, hcb+P
Defensive Art
Twin Sunny Finger qcf, qcf+P
Critical Art
Eccentric Motion qcf, hcb+P
-Soir Chop is a mid-hitting attack.
-Sunny Finger causes Boyd to move forward while an energy beam emanates from
his finger. The strong version is slower but moves forward further. Neither
combos from even a strong attack, but while Boyd is winding up he can avoid
non-low attacks. If this attack hits, Boyd gains a "Sunly Mark" (see below).
-Mellow Throw is a command throw that spins the opponent behind Boyd. This
does no damage in and of itself, but after the throw followup is possible.
-Fancy Kick causes Boyd to hop forward and attack with both feet. This hits
mid. After connecting, Boyd hops back far. The weak version travels forward
about two character lengths, the strong about three.
-Shiny Punch is a jumping uppercut type move. The weak version can be comboed
but has no invincibility. The strong version is slower but has some
invincibility.
-Super Shiny Punch causes Boyd to charge forward and perform a Shiny Punch;
if it hits he then follows up with a finger-beam in midair, then causes
an explosion under the opponent. The damage and hits this move causes
depends on the number of Sunly Marks Boyd has stocked (9 is the maximum);
afterwards the number of Marks goes back to zero.
-Twin Sunny Finger. Boyd leans forward and attacks with finger beams from
both hands. This move can be performed as a guard cancel. Each hit gives Boyd
a Sunly Mark.
-Eccentric Motion is a ranbu-type super that causes a large number of hits,
then knocks down the oppoennt. This move has a lot of invincibility and
travels forward about 2/3rds of the screen. This can be comboed; the strong
version does slightly more damage.
COMBOS
j.(SK -> SP) -> LP -> SP -> c.SK
Mellow Throw -> Dash -> c.SP -> SK -> Advanced Attack -> LP -> LK -> SP ->
c.SK
Jolt Attack -> c.SP -> weak Sunny Finger -> c.SP -> c.SK -> weak Sunny Finger
------------------------------------------------------------------------------
VIREN
------------------------------------------------------------------------------
Viren is sort of the 'dirty fighter' of the bunch, using stunguns and
weapons to 'help' him along. With his various tricky moves (especially
the Dashatis Rush), he can be used to confuse the opponent.
Miscellaneous Moves
Heroderma Smash f+SP
Fissaria Raid j.d+LP
Special Moves
Crotarus Fling dp+P (CC)
Dashatis Rush qcf+P
--> Followup --> P/K (SP and LK CC)
Ratikowda Capture hcf+K
Salamander Flame qcb+K, K
Offensive Art
Atrax Fang f, hcf+P
Defensive Art
Dionea Trap (HC) b, hcb+K
Critical Art
Ofiofax Dance qcf, hcb+P
-Heroderma Smash is a mid attack that can be cancelled.
-Fissaria Raid is a downwards attack that can be comboed depending on
how it hits.
-Crotarus Fling causes Viren to swing a chain over his head and towards
the ground. The weak version hits once, the strong version twice.
-Dashatis Rush causes Viren to rush forward; Viren then has four possible
followups. LP causes Viren to stop without attacking. SP causes Viren
to attack with his stungun, then circle behind the opponent. LK causes
Viren to attack low with his stungun. SK is a hop and attack that hits
mid.
-Ratikowda Capture causes Viren to rush forward and grab the opponent's
feet with his chain. This counts as a low hit. If he connects, he
flings the opponent upwards and kicks them.
-Salamander Flame causes Viren to spray gunpowder in front of him;
inputting K a second time causes the gunpowder to explode. The weak
version does 1 hit, the strong version 2.
-Atrax Fang causes Viren to rush forward with a bodyblow; if it hits,
Viren then causes several explosive hits on the opponent. This is rather
slow and will not combo other than from Critical Cancellable moves.
-Dionea Trap must be performed while being hit; it causes Viren to attack
with his stungun. The damage is small, but it allows you to interrupt your
opponent's combos.
-Ofiofax Dance causes Viren to rush forward with a bodyblow; if it hits,
Viren attacks with a series of weapons, and then finally a stick of
dynamite. This has quite a bit of invincibility, but is slow just like
Atrax Fang.
COMBOS
Dash -> LK -> LP -> c.SK -> SK -> Dashatis Rush -> SP -> Atrax Fang/Ofiofax
Dance
Dashatis Rush -> SK -> LP -> c.SP -> SK -> Advanced Attack -> SP (2 hits) ->
SK -> Dashatis Rush -> LK
Jolt Attack -> (dash in SK -> c.SP)x3
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KAYA
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Kaya doesn't have quite the defensive power that Hikari does but she makes up
for it by being more versatile, having a range of projectiles, anti-airs,
command throws, and so on. She's very well rounded.
Special Moves
Hiyoku qcf+P
Tensen dp+P (CC)
Oborotefu: Kumo hcb+P
Getsuei (T) b, hcb+K
Setsuren hcf+K
Offensive Art
Housen qcf, qcf+P
Defensive Art
Soujin (HC) qcb, qcb+P
Critical Art
Kinbu: Kumeisen hcb, hcb+P
-Hiyoku is a large projectile. The weak version combos from strong attacks;
the strong version is slower but is less vulnerable.
-Tensen causes Kaya to surround herself with two energy waves. The strong
version has Kaya move forward slightly first. The weak version combos
from strong attacks and is Critical Cancellable. The strong version is not
comboable but has long invincibility time and is still CCable.
-Oborotefu: Kumo reverses ground, non-low attacks. The reversal itself has
no damage, but afterwards Kaya can followup with a combo.
-Getsuei is a command throw that has Kaya attack the opponent's midsection.
Afterwards the oppoennt crumples and Kaya can follow up for more attacks.
-Setsuren causes Kaya to charge forward with an uppercut. If this hits,
Kaya moves behind the opponent and gives them a knifehand. The strong
version is slower but travels further. While charging forward, you can press
K to have the attack begin earlier.
-Housen causes Kaya to charge forward while hitting a series of attacks.
This move has lots of invincibility and is very fast and so is well-suited
to reversal.
-Soujin can only be performed while being hit; it has a lot of invincibility
time so you can interrupt opponent's combos quite easily.
-Kinbu: Kumeisen causes a large whirlwind to appear that floats the opponent,
then Kaya finishes with an upwards-thrusting attack. This can combo from
a strong attack and has lots of invincibility time.
COMBOS
c.LK -> c.SP -> c.SK -> weak Hiyoku
Getsuei -> c.LK -> c.SP -> SK -> weak Tensen -> Housen
Jolt Attack -> (dash in SP -> SK)x3
Oborotefu: Kumo -> c.SP -> SK -> weak Tensen
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ARAN
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Aran's long reach and fast moves give him the advantage when on the offensive.
As long as you can keep the opponent busy with a rushdown, you'll be able
to win pretty handily with Aran.
Miscellaneous Moves
Blow Lancer f+SP
Special Moves
Vanishing Strike qcf+P
Vanishing Strike Feint qcf+K
--> Followup --> K
Vertical Strike dp+K
Vanguard Strike qcb+P (CC)
--> Second Strike --> hcf+P or qcb+P or LK (CC)
--> Third Strike --> P or d+P or f+P or LK or SK (CC)
Axle Strike hcf+K
Phantom Phase qcb+K
Offensive Art
Strike Burst qcf, qcf+P
Defensive Art
Strike Edge (GC) hcf+P
Critical Art
Infinity Strike qcf, hcb+P
-Blow Lancer is a fast mid-hitting move; however it cannot be cancelled.
-Vanishing Strike is a high projectile that can be ducked. Using the K
button instead causes a feint, but it lasts fairly long and thus isn't
very useful.
-Vertical Strike causes Aran to kick upwards to float the opponent. The
strong version can be linked to the followup with K. Both weak and strong
versions are invincibile in the beginning.
-Vanguard Strike is a hook punch type move. The weak version combos even
from weak attacks; the strong version does not combo, but travels further.
-Second Strike is a followup to Vanguard Strike. qcb+P is an uppercut;
hcf+P is a straight punch that knocks the opponent down. LK is a feint.
-Third Strike is a followup to the qcb+P version of Second Strike. P
is a straight punch that combos. d+P and f+P are a low attack and mid
attack, respectively, that do not combo. LK and SK are both feints. The
f+P version is not Critical Cancellable.
-Axle Strike is a stronger version of Vanishing Strike that knocks the
opponent down. This projectile is slower, but can hit crouching opponents
(other than Typhon).
-Phantom Phase is a special dodge type move. The weak version avoids
upper body attacks, the strong version low attacks. This dodge is
cancellable into Vertical or Vanguard Strike.
-Strike Burst is an elbow strike to strong uppercut. Invincibility lasts
until after the move begins, so it can be used as a reversal.
-Strike Edge is a guard cancel move. You have the advantage even if blocked
so this is a great move for interrupting opponent rushdowns.
-Infinity Strike is a charge-up punch. The button can be held up to charge
longer; the longer the move is charged, the more hits this move does
(up to a max of 9). The invinciblity time does not last long enough for
you to charge recklessly, though.
COMBOS
Dash -> LP -> c.LK -> c.SP -> weak Vanguard Strike -> qcb+P, P -> c.K
c.P -> SK ->Advanced Attack -> c.LK -> SK -> c.SP -> weak Vanguard Strike ->
qcb+P, P -> c.K
Jolt Attack -> SP -> Axle Strike -> SK (1 hit) -> c.SP -> SP -> c.SK
6. CREDITS
Sammy and Dimps for yet another impressive fighting game.
Storyline info comes from the official Rumble Fish site:
(
http://www.dimps.co.jp/rumblefish/)
This FAQ copyright 2004 to Edward Chang. Retransmission in any form
without express permission of the author is strictly forbidden.