=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Slap Happy Rhythm Busters
FAQ By: Goh_Billy (
[email protected])
Version #: 2.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Beat Gauge
2.3 Types Of Knockdowns And Bounces
3. Characters
3.1 Ramos
3.2 Mia
3.3 Oreg
3.4 Nitro
3.5 Euri
3.6 Holeman
3.7 Trash
3.8 April
3.9 Garia
3.10 Zeköo
3.11 Vivian-Roxy
------------------------------
3.12 Frosty
3.13 Jaköo
3.14 Baron-Volt
3.15 Sledge
3.16 Chad-Gram
3.17 Mercantile
3.18 Tom Tom
3.19 Dark-Ramos
3.20 Rude Boy
3.21 Stealth
4. Codes
4.1 Unlockable Characters
4.2 Other
5. Conclusion
5.1 What's Missing/Needed
5.2 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 |
++++++++++++++
Dash Forward f, f
Dash Attack HP
Halt d
Dash Backward b, b
Halt d
Small Jump tap ub/u/uf
High Jump press ub/u/uf
Air Recovery P/K when being you can only Air Recover
juggled from certain situations,
as certain moves like
launchers (even if used
twice in a juggle) do
not allow an Air Recovery
directly afterward
Throw LP+LK close
Throw Escape LP+LK just as you
are being thrown
Universal Wall Bounce b + HP
Taunt press Select increases your Beat Gauge
considerably
Guard Meter - Displayed under your power meter, this keeps track of how close
one is to a guard break. This meter increases as you are hit.
Once it is full your character will flash yellow. During this
time you cannot block attacks.
Chain Combos - Every character has chainable attacks. For the most part,
characters are able to chain from one normal attack to another
normal attack of equal or greater strength. For example, Ramos
can chain together LP, d + LK, and then d + HP. You CANNOT
chain a normal to a weaker normal. Example, Ramos cannot chain
HP into LP.
++++++++++++++++++
| 2.2 Beat Gauge |
++++++++++++++++++
Beat Gauge - The beat gauge fills from both whiffing and landing attacks. In
general, the meter fills rather quickly. Supers can be performed
using one Stock. A Beat Rush attack can be used when you have
three stocks. When the initial hit of a Beat Rush connects,
the player will be thrust into a rhythm mini game. Match the
oncoming beats using the directional pad or the face buttons.
When using the face buttons, X=down arrow, square=left arrow,
triangle=up arrow, and circle=right arrow. You can utilize both
the directional pad and the face buttons at the same time to
help in completing the beat combo. The second player can also
try to match beats and in doing so will mix up the direction the
beats come from. At the bottom corner is a circular meter.
The yellow portion of the meter will decrease as each successful
beat is performed (Notice that the yellow portion is smaller
as the opponent's life is depleted more). You will see an F at
the top of the gauge. In the deciding round, if you deplete
the yellow portion and reach the F you will be treated with
a Fever Beat Rush finish. Too many mistakes and misses on beats
can prevent this from happening.
Guard Cancel Counter LP+HP / LK+HK while requires one Beat Gauge
guarding an attack stock; the counter
attack is determined
by what button
combination was used
Supers see character's supers require one Beat
movelist for motions Gauge stock
Beat Rush HP+HK requires three Beat Gauge
stocks; first hit must
connect to perform
the entire maneuver
+++++++++++++++++++++++++++++++++++++++
| 2.3 Types Of Knockdowns And Bounces |
+++++++++++++++++++++++++++++++++++++++
There are a variety of knockdowns and bounces in this game. Since juggling
is very important in this game, each is listed accordingly in the
characters' movelists. The types are:
Launcher - Opponent will be sent flying into the air and can be
juggled afterward. Some characters have launchers that
only have a small window to land a follow up attack.
Wall Bounce - The opponent will be sent flying all the way across the
screen and bounce off the opposing wall. You can juggle
opponents with a variety of attacks in this situation.
Often a move that reaches far or a maneuver that moves
across the screen will connect on follow up. If you are
able to knock the opponent to one of the actual stage
corners, you are able to have a smaller gap between you
and your opponent, thus opening up more juggle options.
Ground Bounce - Same as a launcher, only the opponent will hit the floor
first, and then bounce up into the air.
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Ramos *
*******************************************************************************
Colors
------
LP - White hair, Gray shorts, Red top, Black vest
HP - Blonde hair, Light Gray shorts, Gray top, Light Gray vest
HK - Red hair, White shorts, White top, Red vest
Throw
-----
Human Spike LP+LK close
Command Moves
-------------
Inferno Backfist b + HP wall bounce
Flame Uppercut d + HP launcher
Rushing Flame Dash, HP
Special Moves
-------------
Burning Disc qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Queuing Upper d, d + P LP=short and 3 hits,
HP=further and 6 hits
Burst Flare b, f + P LP=short and 2 hits,
HP=long and 5 hits;
HP version is a wall
bounce if close enough
to one of the actual
stage corners
Supers
------
Club Cannon qcf + LP+HP
Jangling Rush b, f + LP+HP
Beat Rush
---------
Club Mix Destroyer HP+HK
*******************************************************************************
* 3.2 Mia *
*******************************************************************************
Colors
------
LP - Light Blue top, Blue pants, Brown hair
HP - Red top, White pants, Red hair
HK - White top, Blue pants, Red hair
Throw
-----
Shoulder Launch LP+LK close
Basic Moves
-----------
Sky Orb ub/u/uf, HP 4 hits; overhead
Iron Fist Fury LP, LP, HP, HP first attack must touch
opponent to complete
entire string
Whirlwind Kick HK wall bounce
Swift Kicks LK, LK, HK first attack must touch
opponent to complete
entire string
Command Moves
-------------
Palm Thrust b + HP wall bounce
Rising Energy Fist d + HP launcher
Dashing Iron Fist Dash, HP
Special Moves
-------------
Haganshou qcf + P LP=1 hit, HP=3 hits and
wall bounce
Houhoko b, f + P LP=short, HP=long
Kyuudankyaku d, d + K LP=short and 3 hits,
HP=further and 4 hits
Supers
------
Resshin Saihaiken qcf + LP+HP
Oukagiten Enbu d, d + LK+HK first part must connect
(not blocked) to perform
entire maneuver; last
part is a wall bounce
but Mia recovers too
slow for follow up
Beat Rush
---------
Last Dance HP+HK
*******************************************************************************
* 3.3 Oreg *
*******************************************************************************
Colors
------
LP - Red jacket, Blue trim
HP - Blue jacket, Yellow trim
HK - Yellow jacket, with Blue trim
Throw
-----
Chokeslam LP+LK close
Basic Moves
-----------
Body Splash ub/u/uf, HP overhead
Axle Handle Smash HP if opponent is in air
and relatively close
they will floor
bounce; overhead
Side Kick HK knocks down
Command Moves
-------------
Driving Punch b + HP wall bounce
Energy Arc d + HP launcher
Shoulder Charge Dash, HP
Special Moves
-------------
Jerky Upper qcf + P both versions launch,
however HP version
launches opponent
higher
Devastating Straight LP/HP press the punch button
that corresponds to
the initial button
used in Smashing
Uppercut; wall bounce
Rejection Ride qcb + P connects close and is
unblockable, however
it can be ducked
Wheel Head b, f + P HP version does more
damage; wall bounce
Supers
------
Overheat Full Course qcf + LP+HP connects close and is
unblockable
Wheelspin Head b, f + LP+HP
Beat Rush
---------
Final Cab Ride HP+HK
*******************************************************************************
* 3.4 Nitro *
*******************************************************************************
Colors
------
LP - Brown costume
HP - Gray costume
HK - Purple costume
Throw
-----
Machine Gun LP+LK close
Basic Moves
-----------
Wrecking Ball ub/u/uf, HP floor bounce; overhead
Air Machine Gun ub/u/uf, LP 4 hits; overhead
Landing Jets ub/u/uf, HK 3 hits; overhead
Dig Fist HP floor bounce; overhead;
becomes wall bounce if
it connects on airborne
opponent
Buzzsaw HK 5 hits; knocks down
Command Moves
-------------
Low Machine Gun d + LK 6 hits
Blast Kick b + HP wall bounce
Heavy Scoop d + HP launcher
Double Knee Strike Dash, HP
Special Moves
-------------
Drill Crusher qcf + P LP=short and 3 hits,
HP=far and 5 hits;
wall bounce
Crane Throw qcb + P must connect (not
blocked) to perform
entire maneuver;
launcher
Supers
------
Death Crush Crane qcb + LP+HP must connect (not
blocked) to perform
entire maneuver
Melt Ray Down d, d + LK+HK
Beat Rush
---------
Satellite Laser HP+HK
*******************************************************************************
* 3.5 Euri *
*******************************************************************************
Colors
------
LP - White top, Orange shorts, Gray hair
HP - White top, Pink shorts, Magenta hair
HK - Blue top, Pink shorts, Dark Blonde hair
Throw
-----
Poison Bump LP+LK close
Basic Moves
-----------
Jetpack Escape b, b can cancel into Air Dash
or Air Jetpack Escape
Air Dash f, f in air can cancel into Air Jet
Escape or another Air
Dash
Air Jetpack Escape b, b in air can cancel into Air Dash or
Air Jetpack Escape
Punt Kick HK launcher
Command Moves
-------------
Heavy Push b + HP wall bounce
Slide Kick d + HK must be blocked low
Butt Bump Dash, HP
Special Moves
-------------
Gas Shot qcf + P HP version does slightly
more damage
Air Gas Shot qcf + P in air HP version does slightly
more damage
Hip Pack Shot qcb + P LP=short, HP=far
Air Hip Pack Shot qcb + P in air LP=short, HP=far
Shooting Sugar qcf + K in air HK version is 2 hits
Gumgum Throw b, f + K connects close and is
unblockable
Supers
------
Gas Over Shoot qcf + LP+HP
Sugar Rave Limit qcf + LK+HK in air
Beat Rush
---------
Candyland Demise HP+HK
*******************************************************************************
* 3.6 Holeman *
*******************************************************************************
Colors
------
LP - Lime Green top, Blue apron trim
HP - Dark Gray top, Red apron trim
HK - Orange top, Gray apron trim
Throw
-----
Pancake Slam LP+LK close
Basic Moves
-----------
Falling Squash HP 3 hits
Chainsaw Thrust HK 3 hits
Command Moves
-------------
Belly Thrust b + HP wall bounce
Chainsaw Uppercut d + HP launcher
Belly Slide Dash, HP
Special Moves
-------------
Birdcage qcf + P LP=short, HP=far; if
this connects with
opponent (not blocked)
the opponent will
turn into a chick and
cannot block with the
only available movement
being ub/u/uf; lasts
for 4 seconds
Mince Cleaver b, f + P LP=if only one hit
connects to the opponent,
it becomes a floor
bounce; HP=floor bounce
Butcher Press d, d + K second part is an
overhead
Supers
------
Maniac Slaughter b, f + LP+HP last part is a wall bounce
but it appears Holeman
cannot follow up
Endless Butcher Press d, d + LK+HK all parts are overheads
Beat Rush
---------
Wheeler HP+HK
*******************************************************************************
* 3.7 Trash *
*******************************************************************************
Colors
------
LP - Orange costume with Gray trim
HP - White costume with Blue trim
HK - Blue costume with Orange trim
Throw
-----
Strangle LP+LK close
Basic Moves
-----------
Broom Spin HP 6 hits
Flip Kick HK launcher
Command Moves
-------------
Dropkick b + HP wall bounce
Broom Uppercut d + HP launcher
Charging Hand Dash, HP
Special Moves
-------------
Cleanup qcf + P LP=short reach, HP=long
reach; must connect
with opponent (not
blocked) to perform
entire maneuver;
launcher
Release LP will launch opponent
sooner
Struck Dust qcb + P LP=short, HP=long; short
window for follow up
with ground bounce
Triple Dart b, f + P wall bounce
Supers
------
Vacuum Box qcf + LP+HP must connect with
opponent (not blocked)
to perform entire
maneuver; launcher
Release LP will launch opponent
General Cleaning qcb + LP+HP
Beat Rush
---------
Garbage Day HP+HK
*******************************************************************************
* 3.8 April *
*******************************************************************************
Colors
------
LP - Blue hair, Black skirt, Black top
HP - Orange hair, Blue skirt, Brown top
HK - Orange hair, Brown skirt, Brown top
Throw
-----
Dead End LP+LK close
Basic Moves
-----------
Quick Dagger LP, LP first attack must touch
opponent to complete
entire string
Axe Kick LK, LK first attack must touch
opponent to complete
entire string
Gun Blast HP 3 hits
Flip Kick HK 2 hits; will wall bounce
if it connects with an
airborne opponent; a
way to easily cause
a wall bounce is to
cancel the Flip Kick
out of a Gun Blast
or an Axe Kick
Command Moves
-------------
Trap Wire b + LK wire must connect (not
blocked) to perform
entire maneuver;
launcher
Shotgun b + HP wall bounce
Dagger Slash d + HP hits multiple times;
launcher
Assassin Dagger Dash, HP
Special Moves
-------------
Western Edge qcf + P with collide with other
projectiles, with top
daggers negating and
bottom daggers usually
sneaking by
Air Western Edge qcf + P in air will collide with other
projectiles as both will
be "destroyed" in the
process
Hanging Shotgun d, d + P shots are overheads
Supers
------
Agile Dance Edge qcf + LP+HP first dagger must connect
(not blocked) to perform
entire maneuver
Eternity Pendulum d, d + LP+HP shots are overheads
Beat Rush
---------
Bulls Eye HP+HK
*******************************************************************************
* 3.9 Garia *
*******************************************************************************
Colors
------
LP - White hair, Green top
HP - White hair, Blue-Green top
HK - Pink hair, Black top
Throw
-----
Piranha Feast LP+LK close
Basic Moves
-----------
Air Flip Kick ub/u/uf, HK 2 hits; overhead
Command Moves
-------------
Slide Kick d + HK must be blocked low
Sword Swipe b + HP wall bounce
Sword Launch d + HP launcher
Turn Swipe Dash, HP
Special Moves
-------------
Somtam qcf + P LP=short with 45 degree
angle, HP=far and
horizontal
Nuasadoun qcb + P LP=short, HP=far; absorbs
projectiles
Gaichie qcf + K LK=slow, HK=fast
Supers
------
Somtam Gaiyan qcf + LP+HP first sword must connect
(not blocked) to perform
entire maneuver
Moosate Bobian qcf + LK+HK
Beat Rush
---------
Demon Feast HP+HK
*******************************************************************************
* 3.10 Zeköo *
*******************************************************************************
Colors
------
LP - Black hair, Gray bottoms
HP - Black hair, Brown bottoms
HK - White hair, Blue bottoms
Throw
-----
Driving Sword LP+LK close
Basic Moves
-----------
Reaching Sword HP becomes launcher if it
connects with an
airborne oppponent,
but opponent can still
air recover
Command Moves
-------------
Slide Kick d + HK must be blocked low
Power Slash b + HP wall bounce
Sword Uppercut d + HP launcher
Final Slice Dash, HP
Special Moves
-------------
Nami Slash qcf + P LP=short, HP=far
Tenshouken d, d + P LP=short and 3 hits,
HP=further and 5 hits
Shouji-Otoshi Giri qcf + K LK=short, HK=far; sword
slice must connect
(not blocked) to
perform entire maneuver
Supers
------
Kurofune Raiko qcf + LP+HP
Hayate Tenshouken d, d + HP
Beat Rush
---------
Assassination HP+HK
*******************************************************************************
* 3.11 Vivian-Roxy *
*******************************************************************************
Colors
------
LP - Red-Orange hair, Black top-Black top
HP - Red-Orange hair, Pink top-Blue top
HK - Red-Blonde hair, Red top-Blue top
Throw
-----
Double Team LP+LK close
Basic Moves
-----------
Human Wheel ub/u/uf, HK 2 hits; overhead
Cannonball HP 3 hits
Crescent Kick HK 5 hits
Command Moves
-------------
Dropkick b + HP wall bounce
Human Bullet d + HP 3 hits; launcher
Double Headbutt Dash, HP 2 hits
Special Moves
-------------
One, Two, Bang qcf + P floor bounce with 2 hits,
but it appears there is
no way to follow up
Guruguru Bang qcb + P
Reverse Bang qcf + K LK=2 hits, HK=5 hits;
first punch must
connect (not blocked)
to perform entire
maneuver
Supers
------
Bokoboko Bang qcf + LP+HP
Mechyamechya Bang qcf + LK+HK first punch must connect
(not blocked) to
perform entire
maneuver
Beat Rush
---------
Double Dive Kick HP+HK
-------------------------------------------------------------------------------
*******************************************************************************
* 3.12 Frosty *
*******************************************************************************
Colors
------
LP - Black costume, Gray shoes
HP - Blue costume, Blue shoes
HK - Red costume, Orange shoes
Throw
-----
Frost Bite LP+LK close
Command Moves
-------------
Double Kick Slide d + HK must be blocked low
Frozen Fist b + HP wall bounce
Head Slide Dash, HP
Special Moves
-------------
Frosty Beam qcf + P LP=short, HP=long
Head Hunting qcf + K LK=short, HK=long; will
collide with other
projectiles as both will
be "destroyed" in the
process
Supers
------
Spread Bazooka qcf + LP+HP
Sweet Manslaughter qcf + LK+HK connects close and is
unblockable
Beat Rush
---------
Shattering Ice HP+HK
*******************************************************************************
* 3.13 Jaköo *
*******************************************************************************
Colors
------
LP - Gray hair, Dark Gray pants
HP - Red hair, Brown pants
HK - Blonde hair, Blue pants
Throw
-----
Driving Sword LP+LK close
Basic Moves
-----------
Reaching Sword HP becomes launcher if it
connects with an
airborne oppponent,
but opponent can still
air recover
Command Moves
-------------
Slide Kick d + HK must be blocked low
Power Slash b + HP wall bounce
Sword Uppercut d + HP launcher
Final Slice Dash, HP
Special Moves
-------------
Nami Slash qcf + P LP=short, HP=far
Tenshouken d, d + P LP=short and 3 hits,
HP=further and 5 hits
Shouji-Otoshi Giri qcf + K LK=short, HK=far; sword
slice must connect
(not blocked) to
perform entire maneuver
Supers
------
Fuujinranbuken qcf + LP+HP connects close and is
unblockable
Hayate Tenshouken d, d + HP
Beat Rush
---------
Murdering Slash HP+HK
*******************************************************************************
* 3.14 Baron-Volt *
*******************************************************************************
Colors
------
LP - Laurel Green costume
HP - Blue costume
HK - Red costume
Throw
-----
Head Crusher LP+LK close
Basic Moves
-----------
Monkey Flip HK launcher
Command Moves
-------------
Hammer Smash b + HP wall bounce
Cannonball Dash, HP overhead
Special Moves
-------------
Nara Congo qcb + P LP=short, HP=far; overhead
and floor bounce
Bolgani-Turn b, f + P LP=short and 5 hits, HP=far
and 8 hits
Supers
------
Tando Nara Congo qcb + LP+HP overhead; wall bounce
Bolgani Over Spin b, f + LP+HP initial roll must connect
(not blocked) to perform
entire maneuver
Beat Rush
---------
From Heaven To Hell HP+HK
*******************************************************************************
* 3.15 Sledge *
*******************************************************************************
Colors
------
LP - Red hair, Red pants
HP - Gray hair, Black pants
HK - Blonde hair, Black pants
Throw
-----
Chokeslam LP+LK close
Basic Moves
-----------
Body Splash ub/u/uf, HP overhead
Dig Fist HP overhead
Command Moves
-------------
Drop Shoulder d + LK/HK in air HK is a steeper dive
Driving Punch b + HP wall bounce
Fist Trip d + HP must be blocked low
Shoulder Charge Dash, HP
Special Moves
-------------
Flying Bomb qcb + P LP=short, HP=far;
overhead
Dengeki Spike d, d + P LP=11 hits, HP=24 hits;
LP version is a
launcher
Wheel Head b, f + P HP version does more
damage
Supers
------
Overheat Full Course qcf + LP+HP unblockable
Wheelspin Head b, f + LP+HP
Beat Rush
---------
Dominating Fist HP+HK
*******************************************************************************
* 3.16 Chad-Gram *
*******************************************************************************
Colors
------
LP - Brown skin, Gray costume with Black trim
HP - Pink Lavender skin, Orange costume with Blue trim
HK - Blue Green skin, Red costume with Dark Red trim
Throw
-----
Heavy Hammer LP+LK close
Basic Moves
-----------
Death Spin ub/u/uf, HK 3 hits; overhead
Big Swat HK launcher
Command Moves
-------------
Double Fist b + HP wall bounce
Double Palm Dash, HP
Special Moves
-------------
Bad Smell qcf + P LP=short, HP=far
Rising Chad d, d + P LP=short, HP=further
Supers
------
Skydive Chad d, d + LP+HP
Chad Missile qcf + LK+HK
Beat Rush
---------
Violent Chad HP+HK
*******************************************************************************
* 3.17 Mercantile *
*******************************************************************************
Colors
------
LP - Purple jacket and Brown wolf
HP - Steel Blue jacket and Dark Gray wolf
HK - Green jacket and Gray wolf
*Note that if the wolf's Guard Meter ever fills and reaches guard break,
Mercantile will be forced into the match. He can only attack by pointing.
*The wolf cannot be thrown
Throw
-----
Throat Rip LP+LK close
Basic Moves
-----------
Drill Jaws ub/u/uf, HP 5 hits; overhead
Double Hind Kick HK 2 hits
Command Moves
-------------
Hind Flip b + HP wall bounce
Wolf Leap d + HP launcher
Charging Bite d + HK must be blocked low
Headbutt Dash, HP
Special Moves
-------------
Duruuk qcf + P LP=7 hits, HP=9 hits
Suvoborg d, d + P HP version has steeper
climb
Liuvov qcf + K connects close and is
unblockable
Supers
------
Munoga Duruuk qcf + LP+HP wall bounce, however
wolf doesn't recover
fast enough to follow
up
Dovall Chestova d, d + LP+HP first attack must
connect (not blocked)
to perform entire
maneuver
Beat Rush
---------
Fierce Wolf HP+HK
*******************************************************************************
* 3.18 Tom Tom *
*******************************************************************************
Colors
------
LP - Blue shirt and Dark Gray shorts
HP - Yellow shirt and Blue shorts
HK - Light Gray shirt and Blue pants
Throw
-----
Tagged LP+LK close
Basic Moves
-----------
Ghost Pound ub/u/uf, HK floor bounce
Ghost Flip HK launcher with small
window to follow up
Command Moves
-------------
Heavy Spray b + HP wall bounce
Charging Spray Dash, HP
Special Moves
-------------
Graffiti Shot qcf + P LP=short, HP=long; LP
version becomes wall
bounce if it connects
to airborne opponent
Flash Hand d, d + P LP=short, HP=long;
launcher
Supers
------
Scribble Rise qcf + LP+HP
Mad Painting qcf + LK+HK first part must
connect (not blocked)
to perform entire
maneuver
Beat Rush
---------
Graffiti Sky HP+HK
*******************************************************************************
* 3.19 Dark-Ramos *
*******************************************************************************
Colors
------
LP - Brown skull and Pale brown trim
HP - Gray skull and Blue trim
HK - Gray skull and Red trim
Throw
-----
Human Spike LP+LK close
Command Moves
-------------
Inferno Backfist b + HP wall bounce
Flame Uppercut d + HP launcher
Rushing Flame Dash, HP
Special Moves
-------------
Burning Disc qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Queuing Upper d, d + P LP=short and 3 hits,
HP=further and 6 hits
Burst Flare b, f + P LP=short and 2 hits,
HP=long and 5 hits;
HP version is a wall
bounce if close enough
to one of the actual
stage corners
Supers
------
Club Cannon qcf + LP+HP
Jank Death Rush qcf + LK+HK first hit must connect
(not blocked) to
perform entire
maneuver
Beat Rush
---------
Hellfire Punch HP+HK
*******************************************************************************
* 3.20 Rude Boy *
*******************************************************************************
Colors
------
LP - Purple costume with Orange trim
HP - Black costume with Yellow trim
HK - White costume with Red trim
Throw
-----
Telekinesis Slam LP+LK close
Basic Moves
-----------
Side Kick HK 2 hits
Command Moves
-------------
Spiral Sword d + LK in air overhead
Orb Blast b + HP wall bounce
Energy Uppercut d + HP launcher
Smash Fist Dash, HP
Special Moves
-------------
Moon slicer qcb + P LP version has
overhead properties
toward the end of
the maneuver
Pulse Direct b, f + P small launch window on
LP version
Double Slash LP/HP press the punch button
that corresponds to
the initial button
used in Pulse Direct;
first part must touch
opponent to allow
this follow up
Interceptor qcb + K counter attack; launcher
Supers
------
Rude Change qcf + LP+HP changes to bigger version
with same moveset;
perform Super again to
morph back
Chaos Sword qcb + LP+HP overhead
Pulse Direct b, f + P
Nuclear Slasher LP+HP
Beat Rush
---------
Orb Slicer HP+HK
*******************************************************************************
* 3.21 Stealth *
*******************************************************************************
Colors
------
LP - Tan costume
HP - Dark Gray costume
HK - Gray costume
Throw
-----
Telekenesis Slam LP+LK close
Basic Moves
-----------
Teleport Dash f, f can dash past opponent
Slash Swipe HP 2 hits
Slash Axe HK 2 hits; overhead
Command Moves
-------------
Dark Fist b + HP wall bounce
Slash Uppercut d + HP launcher with small
window to follow up
Gut Punch Dash, HP
Special Moves
-------------
Asteroid Flare qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Cosmo Fusion qcb + P LP=4 hits, HP=6 hits; wall
bounce
Q-ball d, d + P LP=short, HP=far; overhead
Magnet Sphere b, f + P connects close and is
unblockable
Supers
------
Cosmo Explosion qcb + LP+HP wall bounce
Q Limit d, d + LP+HP
Beat Rush
---------
Cosmic Destroyer HP+HK
===============================================================================
4. Codes
===============================================================================
+++++++++++++++++++++++++++++
| 4.1 Unlockable Characters |
+++++++++++++++++++++++++++++
Frosty - Clear 8 Beat Rushes in DJ Practice mode. Then play Arcade mode.
Finish a match with a Beat Rush Fever on Frosty's stage. He will
then challenge you. Defeat him to unlock him.
Jaköo - Clear 24 Beat Rushes in DJ Practice mode. Play Arcade mode and
defeat Jaköo to unlock him.
Baron-Volt - Beat Arcade mode twice to unlock him.
Sledge - Beat Arcade mode four times to unlock him.
Chad-Gram - Beat Arcade mode once to unlock them.
Mercantile - Beat Arcade mode five times to unlock him.
Tom Tom - Beat Arcade mode three times to unlock him.
Dark-Ramos - Clear 16 Beat Rushes in DJ Practice mode. Play Arcade mode and
defeat Dark-Ramos to unlock him.
Rudeboy - Clear 40 Beat Rushes in DJ Practice mode. Play Arcade mode and
defeat Rudeboy to unlock him.
Stealth - Beat Arcade mode six times to unlock him.
+++++++++++++
| 4.2 Other |
+++++++++++++
Loading Comics Option - Clear 32 Beat Rushes in DJ Practice mode.
Space Background - Clear all easy and hard levels in DJ Practice mode.
Fever Mode - First unlock Rudeboy. Then clear both his easy and hard
Beat Rushes.
</pre><pre id="faqspan-2">
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-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.
5.2 Credits
-Polygon Magic
-ASK Co.
-MrTea for information on Guard Cancel Counters, halting dashes, and general
info and corrections
-Echo, chickengeorgewashington, BeserkGamer, fauxwalter, Zerodash from
Giantbomb for their section on Slap Happy Rhythm Busters for
move names and general game info
-Gamefaqs
-And me for writing this faq