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\/#/ \/#/ \/#/ \/#/[Version 1.8]\/#/ |_| |_|____|_|_| |_|
+--------------------------------------------------------------------+
| Groove On Fight Gouketsuji Ichizoku 3 [Power Instinct 3] Combo FAQ |
| "The KiD" "Synn Syous" |
|
[email protected] [email protected] |
| Last Updated: 2000.08.XX |
+--------------------------------------------------------------------+
Copyright 1998-2K The KiD and Synn
The following FAQ you are about to look through was made by the two people
cited below the bad ASCII art. Made for the use of personal and/or private
use only. If reproduced, it must only be done electronically. However, the
correctness and accuracy of any & all material listed with this FAQ is not
100% guaranteed. With that noted, the authors will NOT be held responsible
for any problems or damages caused in any way from errors or omissions. If
you mess something up, tough luck. Comprende? Good. If placed on a freely-
assessable, non-commercial webpage or site, this FAQ may be altered to fit
within certain guidelines. But the disclaimer and copyright info must stay
in its original form and state. That's simple to understand. For no reason
should this FAQ be used for any profitable and/or promotional purpose (ie-
published in guides, magazines, hint books, etc). Period. Nor should it be
given out as a gift with purchases. See, to write all this and have others
make money from it isn't what we did this for. If you wish to add this FAQ
to your "open to the public" site (as mentioned above), then send a letter
expressing what the page is about (please include the URL). One of us will
get back to you ASAP. In any other cases, just don't even bother to ask or
waste the time typing. The answer's no. N-O. All copyrights and trademarks
are acknowledged that are not specifically mentioned into this FAQ. Please
give credit where it's due. Or we will find you. Period. But for those who
don't have a conscious & insist on ripping off our stuff without giving us
any credibility, allow us to say "Go to hell" ahead of time. =) Plagiarism
sucks. "The KiD" and Synn have written, so it shall be spoken. Peace out!
Groove on Fight Gouketsuji Ichizoku 3 and its characters are (c) 1997 Atlus
Co., Ltd. and Atlus of Japan. All rights reserved.
This FAQ can be available at following places:
-------------------------------------------------- Groove On Fight Combo FAQ -
GameFAQs www.gamefaqs.com
'Cloud 9' 09th MS Platoon www.geocities.com/Tokyo/Flats/4578
——— Mokuji ——————————————————————————————————————————— Table of Contents ———
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I. FIRST-HAND INFORMATION
II. UNIVERSAL KEY
III. MONOGATARI
IV. OVERALL COMMAND LISTING
V. CHARACTER MOVE & COMBO LISTINGS
- Bristol-D
- Bristol Weller
- Chris Wayne
- Damian Shade
- Falco
- Gartheimer Redrufu
- Gouketsuji Oume & Gouketsuji Otane
- Hananokouji Popura
- Larry Light
- M.A.D.
- Otogiri Remi
- Solis R8000
- Tenjinbashi Sujiroku
- Yukinoue Hizumi
VI. ADVANCED FIGHTING TACTICS
- Combo Notation
- Combo Reading
- Duel Supers
- Engo Kougeki
- Geigeki Bougyo
- Mikata Nage
- Pursuit Attacks
- Recharging the Super Meter
- Shadow Move
- Super Strike
- Touch
- Yuujyou Power
VII. ZAKKI
- Special Thanks
- Secrets
- Action Replay Plus Codes
- Translations
- Revision History
- Websights
- Final Note
——— I. First-hand Information ——————————————————————————————————————————————
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This FAQ was specifically made for the Japanese Sega Saturn game. To my
knowledge, there are no Playstation, Arcade, or PC versions. So there is no
need to worry about different controller configurations.
- The character dialogue, win quotes, and endings are all in Japanese. There
is no way to convert any of that into English. Some of the things have
already been translated throughout this FAQ.
- It may be beneficial to read the "Combo Notation" section (Section VI)
before reading through the combos. There may be symbols and usage that
differs from other people's ways to list combos.
- Throughout the FAQ, notes are posted on various matters like specific moves
and combos from both Synn and myself (along with a couple of extra comments
from friends). They are available to not only give the reader more insight,
but to also provide a little comic relief. Because face it, reading just a
FAQ with just info-info-info are sometimes boring. We try (key word: 'try')
to liven things up.
- Each of the combo names are from the imagination of Synn and myself. If
they're stupid, hey, we tried. =)
- Have you the need to print this FAQ, 'WordPad' would be your best bet for
great output. Each margin should be 1". Mono-space font (i.e- Courier New)
will cause everything to fall into place nicely.
- Any corrections, combos, additional info, and/or questions are welcome.
Just E-mail what your have to one of the addresses that appear at the top
of this FAQ. There is no guarantee ALL will be posted, but whatever does
get added in will receive full credit for the work.
- If you haven't already, BUY THIS GAME!
——— II. Universal Key ——————————————————————————————————————————————————————
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- n -- f Retreat/Block Neutral Advance
/ | \
db d df Block Low/Crouch Crouch Offensive Crouch
Reverse left and right if on right side of screen or Player 2.
If a direction is capitalized in the move list section, hold that direction.
L R Kidding/Taunt Change
LP HP GA Light Punch Hard Punch Overhead
LK HK DA Light Kick Hard Kick Dash Attack
GA (Z button by default) is considered a punch (P) button.
DA (C button by default) is considered a kick (K) button.
Button notation can be changed in the Pad Setting Mode at the Options screen.
P - press any Punch button K - press any Kick button
+ - means "and" / - means "or"
(air) - can use while jumping
qcf / qcb - motion (d,df,f) or (d,db,b) on the controller
bf - motion (b,f) on the controller. no charge required
Charge - hold the indicated direction for a minimum of two seconds before
performing the following command(s)
——— III. Monogatari —————————————————————————————————————————————— Story ———
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- To be added in a future installment.
——— IV. Overall Command Listing ————————————————————————————————————————————
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The following list is an overall listing of moves that each character is able
to perform.
Standing Block Hold b when attacked
Crouching Block Hold db when attacked
Kuuchuu Block In air, hold b / db when attacked
Forward Dash Press f,f
Backdash/Backstep Press b,b
Double Jump ub~uf,ub~uf
Pursuit Press u + K when opponent is downed
Dizzy Hit opponent repeatedly
Dizzy Recovery Tap buttons and motion pad when dizzy
Engo Kougeki (ally assist) f + R shoulder
Mikata Nage (body throw) Stand over defeated body, d + HP / GA
Stress Shoot Execution (super) d,d + K (at least 1 Super level required)
Geigeki Bougyo (impact guard) Press B + Y
Super Strike (unblockable) Press C + Z
Kidding (taunt) Press L shoulder
Touch (tag) Press R shoulder / A + X
Recharge Super Meter When solo, hold R shoulder
——— V. Character Move & Combo Listings —————————————————————————————————————
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
‡‡ < B r i s t o l - D > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < The Demon Rage Lord > ‡‡
Faerie Kamikaze qcf + P
Satanic Upper f,d,df + P
Demon Fire (downward blast) qcb + LK
Demon Fire (upward blast) qcb + HK
Demon Fire (ripple blast) qcb + DA
Demonic Pulse qcf + K
(catgirl scratch) Press LP / LK
(demon saw) Press HP / HK (air)
(panther punch) Press GA
(demon trident) Jump, press LP / LK
(talon kick) Jump, press GA / DA
(fire troll) d + LP / LK
(zombie raise) d + HP / HK
(mule kick) d + GA
(dashing panther punch) f,f + LP / LK / HP / HK
(dashing delayed panther punch) f,f + GA
Hellbound Kicks qcb + LP, qcb + HP, qcb + GA
Energy Expulsion Press GA + DA [Unblockable]
Horrid Swarm d,d + K
- Bristol-D's pursuit is stationary.
- Bristol-D's taunt can hit opponent up to 3 times for 1 point of damage
each.
- Bristol-D is the only character in the game that has no Shadow move.
- The Demonic Pulse can effect the opponent in two different ways. If it hits
an opponent on the ground, it will cause them to become stunned for a
second, then collapse to the ground. They cannot be hit during that stun.
If the Demonic Pulse hits the opponent when they are off the ground, they
will land back on their feet and stagger backwards. They are vulnerable
during the stagger.
- The Horrid Swarm will track the opponent to a large degree. The swarm of
flies will move up and down to follow the opponent's position. If the
opponent tries to jump over it, then will backtrack a little. However, if
they are avoided with a teleport move (i.e- Hizumi's Tsuchi Gumo no Jutsu)
or air dash that puts you on the other side of the screen, the swarm will
not go back to strike. The large fly that concludes the super will fly
forward to strike regardless if the swarm of flies traps the opponent or
not.
________________
| Winning Quotes |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
________
| Combos |
¯¯¯¯¯¯¯¯
1) Bristol-'D-Day' combo:
j.HP \/ c.HP XX [qcf + LK], s.LP > s.LP (> s.LP) XX [qcf + LP-HP-GA],u+K
- The KiD's Note:
A replica of Remi's stun combo (Combo #1 in her section). The j.HP can
inflict up to 8 hits if you attack the opponent early enough, resulting
in a large combo (around 16-18 hits). After the [qcf + LK], you may have
to step in before attacking with the s.LPs so they combo.
2) Pest combo:
[d,d + K], various attacks,u+K
- The KiD's Note:
Once the first part of the Horrid Swarm hits the opponent, they're unable
to move. Pity for them. Bristol-D, on the other hand, can go in there and
cause even MORE damage in addition to that large bit of life the fly will
take away upon collision. Remember to NOT use an attack that will knock
the opponent down or the 2nd part of the Horrid Swarm will miss.
3) Wild Cat combo:
Opponent in corner. [f,f + GA], [f,f + LP] XX [qcf + LK], s.LP > s.LP >
s.LP XX [qcb + LP-HP-GA],u+K
- The KiD's Note:
As soon as the [f,f + GA] floors the opponent, immediately dash again and
do the [f,f + LP]. It will hit twice off the bounce from the [f,f + GA].
4) Various Demon combos:
Opponent in corner. j.HP \/ s.HP XX [qcf + HP]
Close to opponent in corner. s.GA XX [qcf + LK], Throw
j.HP \/ s.HP XX [f,d,df + GA],u+K
XX [qcb + LK],u+K
XX [qcb + LP-HP-GA],u+K
5) GA combos:
Opponent in corner. j.GA \/ c.GA XX [f,d,df + GA],u+K
XX [qcb + DA],u+K
XX [qcb + LP-HP-GA],u+K
XX [qcf + LK], s.LP > s.LP XX [f,d,df +
HP],u+K
j.GA \/ [f,f + HP] XX [qcf + LP]
XX [f,d,df + P],u+K
XX [qcb + HK],u+K
XX [qcb + LP-HP-GA],u+K
‡‡ < B r i s t o l W e l l e r > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < One-legged Assassin > ‡‡
Patriot Arrow qcf + K
Axe Uppercut f,d,df + K [Shadow Move]
Mach Flight qcb + K
(advancing axe kick) Press DA away from opponent
(punch + kick combo) Press HP
(advancing triple turn kick) Press HK
(delayed axe kick) Press GA
(axe kick slam) Jump, press GA / DA
(lift kick) d + GA
(dashing punch + kick) f,f + LP / HP
(dashing throat kick) f,f + LK / HK
No Mercy qcb + LP, qcb + HP, qcb + GA
Goodbye Press GA + DA [Unblockable]
Public Execution d,d + K
- Bristol's pursuit is stationary.
- The Axe Uppercut hits on its descent.
- The Mach Flight consists of two hits. The second hit happens only if the
flying kick hits.
________________
| Winning Quotes |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1) Koroshi wa shimasen. Watashi no okagede zan tta isshou o taisetsu ni..
2) Ooku no jakusha wa, jibun ga sore to kizuke ka zu ni shinu.. aware na.
3)
________
| Combos |
¯¯¯¯¯¯¯¯
- DJ's Note:
Yes! This is MY domain.. even though I contributed NOTHING to this FAQ.
If you like the character, check out "Drunken Master 2" starring Jackie
Chan. Hard to find, but definitely worth it!
- The KiD's & Synn's Note:
Yeah.. "his" domain..
1) "I'll kick ya 'til you die from it!" combos:
j.HK \/ s.LP > s.LK > (s.LK >) s.HP XX [qcf + HK]
XX [qcb + K],u+K
XX [qcb + LP-HP-GA],u+K
2) Low Kick Genocide combo:
j.LK \/ c.LP > c.LP > (c.LP >) c.LK > s.HP XX [qcf + HK]
XX [qcb + K],u+K
XX [qcb + LP-HP-GA],u+K
3) "How'd the hell he combo off a gu.." *BANG!* combo:
j.GA \/ c.GA XX [d,d + K]
- The KiD's Note:
This is an "off-guard" combo. What do I mean by that? Only the first (and
weakest) hit of the [d,d + K] will actually register in the combo meter.
The 2nd whiffs, but the 3rd may or may not hit the opponent, depending if
they block or not upon landing. This combo will not work if the opponent
is anywhere near the corner.
4) GA combos:
j.GA \/ [f,f + HP], c.GA XX [qcb + LP-HP-GA],u+K [NEW!]
j.GA \/ [f,f + HP] XX [qcf + LK]
XX [f,d,df + HK],u+K
XX [qcb + K],u+K
- The KiD's Note:
Depending on the size of the opponent (and/or timing), Bristol may
sometimes end up on the other side of the opponent after the [f,f + HP].
Thus, you have to do the motion you want in the opposite direction. The
[qcb + K] combo ender is easier on a large opponent.
j.GA \/ c.GA XX [qcb + K],u+K
Opponent in corner. j.GA \/ c.GA XX [f,d,df + K],u+K
‡‡ < C h r i s W a y n e > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < Kodoku no Baddo Bo~i > ‡‡
Lightning Slash (one spark) qcb + LP / HP
Lightning Slash (two sparks) qcb + GA
Rolling Cannon (80 degrees) f,df,d + LK / HK [Shadow Move]
Rolling Cannon (45 degrees) f,df,d + DA [Shadow Move]
Spiral Leg Bomber qcf + K, tap same K rapidly
Tai Chi Rolling Cannon Jump, f,df,d + K
Head Slasher Jump, qcf + P
(dashing knee) Press DA away from opponent
(spur axe kick) Press GA
(double knuckle slam) Jump, press GA / DA
(advancing side kick) f + HK
(flip kick) d + GA
(dash punch) f,f + LP / HP
(knockdown side kick) f,f + LK / HK
Overdrive Kick qcf + LP, qcf + HP, qcf + GA
Balisong Press GA + DA [Unblockable]
Lightning Break d,d + K
- Chris' pursuit is mobile.
________________
| Winning Quotes |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1)
2) ..Kie ro. Moku shou ri da.
3) Gesu wa shinde ro!
People of low status, DIE!
4) Itai ka? Kurushii ka? ..hahaha.
Was it painful? Was it difficult? ..Ha ha ha!
________
| Combos |
¯¯¯¯¯¯¯¯
1) Synn's really big combo variations:
j.HK \/ s.LP > (s.LP >) s.LK > s.HP XX [qcb + GA]
XX [qcf + DA]
XX [f,df,d + K],u+K
XX [qcf + LP-HP-GA],u+K
XX [d,d + K],u+K
2) Drill Kick Nightmare combos:
(j.HK XX) [In air, f,df,d + HK] \/ s.LK > s.HP XX [qcb + P]
XX [f,df,d + K],u+K
XX [qcf + K, tap K rapidly]
XX [qcf + LP-HP-GA],u+K
XX [d,d + K],u+K
- Synn's Note:
The first kick is optional. The [In air, f,df,d + HK] can be comboed
after it while you're still in the air.
3) The "Chris SMASH!" combos <aka "GA Combos">:
j.GA \/ [f,f + HP] XX [f,df,d + LK],u+K
XX [d,d + K],u+K
j.GA \/ c.GA XX [f,df,d + K],u+K
s.GA XX [f,df,d + K],u+K
4) Dashing combos:
[f,f + HP] XX [qcb + P]
XX [f,df,d + K],u+K
XX [qcf + K, tap K rapidly],u+K
XX [qcf + LP-HP-GA],u+K
XX [d,d + K],u+K
‡‡ < D a m i a n S h a d e > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < Kenshin Bitoko no Bishounen > ‡‡
Elemental Uppercut qcb + P [Shadow Move]
Rosebud (one rose) Charge b,f + LP
Rosebud (two roses) Charge b,f + HP
Rosebud (three roses) Charge b,f + GA
Body Check Charge b,f + K
(retractable club strike) Press GA
(retractable club slam) Jump, press GA / DA
(retractable club lift) d + GA
(hop punch) f,f + LP / HP
(hop knockdown kick) f,f + LK / HK
Pretty Boy Combo qcb + LK, qcb + HK, qcb + DA
Spiked Overhead Press GA + DA [Unblockable]
Triple Take Assault d,d + K
- Damian's pursuit is mobile.
________________
| Winning Quotes |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1) ..Boku ja nai, boku ga yatta n ja nai..
2) Boku.. Makeru to atode o shi oki sa re ru n desu.. dakara..
I.. ??
3) B..boku, sonna tsumori ja. Gomennasai.
I, ?? ?? ??. I'm sorry.
4) Moto shite kudasai. Na, nandemo shimasu kara..
________
| Combos |
¯¯¯¯¯¯¯¯
1) "Coming Out The Closet" combo: [NEW!]
Opponent in corner. j.HK \/ s.LK > s.HK XX [Charge b,f + HP], s.LK XX
[qcb + LK-HK-DA],u+K
- The Kid's Note:
This combo almost looks as it could be converted into an infinite. The
first time I did it, the ending was with a GA.Rosebud instead of his
Combo attack. Since the Rosebud doesn't knock the opponent down, I
thought I'd have enough time to add another attack that can 2-in-1 back
into the Rosebud, thus leading into an infinite. No luck. This combo
works better on large opponents because after the [Charge b,f + HP],
Damian has to kick out for the linker. Against Popura and sometimes ones
like Larry or Hizumi, his foot may not reach.
2) Standard Combo Variations:
j.HK \/ c.LP > c.LP > c.LK > s.HK XX [Charge b,f + P]
XX [Charge b,f + K],u+K
XX [qcb + LK-HK-DA],u+K
3) Damian's "What the hell?!" Lover combo:
Opponent in corner. Triple Take Assault, C.GA XX GA.Elemetal Uppercut,u+K
4) Hop Punch combos:
[f,f + HP] XX [qcb + GA],u+K
XX [qcb + LK-HK-DA],u+K
5) GA combos:
Opponent in corner. j.GA \/ c.GA XX Duel Super
Opponent in corner. j.GA \/ c.GA XX [qcb + P],u+K
Opponent in corner. j.GA \/ [f,f + HP] XX [qcb + GA],u+K
- The KiD's Note:
Kinda hard to pull the last one off because you have to hit the opponent
with the [f,f + HP] at the peak of the bounce from the j.GA.
‡‡ < F a l c o > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < Mr. Gamble > ‡‡
Bluff Shuffle (straight) qcf + LP
Bluff Shuffle (up-rebounding) qcf + HP
Bluff Shuffle (down-rebounding) qcf + GA
Face or Back (backwards flip) f,d,df + LP
Face or Back (1/4 forward flip) f,d,df + HP
Face or Back (1/2 forward flip) f,d,df + GA
Face of Back into Bluff Shuffle Press P after Face or Back [Shadow Move]
20 degree toss Press LP
45 degree toss Press HP
90 degree toss Press GA
Reversal Slot Press LP + HP
3 Cherries - 3 doves fly at opponent
3 Hearts - Falco regains life
3 Lightning Bolts - Lightning causes Falco to stumble back. No damage
3 Skulls - Both characters fall. No damage
3 $ - 10 coins fall on opponent
3 Sevens - 8 coins & 4 doves strike opponent
3 Unlike Objects - 1 coin falls on opponent
Insight Dash qcf + K
(cane flick) Press GA
(cane slam) Jump, press GA / DA
(diving cane sweep) Jump, d + HP
(hop kick) f + HK
(cane flip) d + GA
(slide kick) df + HK
(cane jab) f,f + LP / HP
(leap kick) f,f + LK / HK
Three Characters qcb + LP, qcb + HP, qcb + GA
Killer Draw Press GA + DA [Unblockable]
Stormy Poker d,d + K
- Falco's pursuit is stationary.
- Falco's taunt can hit opponent for 1 point of damage.
- During the Bluff Shuffle, Falco is able to throw out two cards. After the
first card is thrown, press the button of the second toss you'd like to
perform. No need for another 'qcf' motion. You are able to toss the two
cards at the same angle or two different angles (i.e- up-rebounding and
straight).
- During a normal Face or Back, Falco can toss out a single card. Pressing a
Punch button again after the move is executed tosses a card in any one of
three possible downward angles (listed above). The Shadow Move version of
the Face of Back allows Falco to toss out up to three cards. Those cards
can all travel in the same direction, or one card for each angle.
- The coins that fall from the Reversal Slot all have tracking ability.
- The Lightning Bolt caused from the Reversal Slot will hit the opponent if
Falco is close to them.
- If 3 Skulls are gotten from the Reversal Slot, a weight will fall and cause
both players to fall to the ground. Jumping will not avoid the fall caused
from the weight.
- The Insight Dash is a counter-attack move. If Falco is hit with a physical
or projectile attack during his forward leap, he takes no damage and
counters with a Cane Flick-type attack. He can then get a guaranteed
pursuit afterwards.
________________
| Winning Quotes |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1)
________
| Combos |
¯¯¯¯¯¯¯¯
1) Falco's "When does the hurting stop?" ???-Hit combos:
[LP + HP] (3 Sevens), [f,f + LP] XX [qcf + LP,LP], (Two more coins fall),
[f,f + HP] XX [qcb + LP-HP-GA],u+K
XX [qcb + LP-HP], [f,f + HK],u+K
XX [d,d + K]
- Synn's Note:
Timing is crucial for the first Card Toss. It must connect JUST as the
birds and coins stop falling so you have enough time to dash in with the
Cane Jab while the last two coins are hitting your opponent.
- The KiD's Note:
Just drop the controller after the 1st hit.. Oh well, anyway, here's my
own ghetto version of this combo.
[LP + HP] (3 Sevens), s.LP > s.LP > s.LP > s.LP > s.LP > s.LK > (2 more
coins fall) [f + HK] XX [qcb + LP-HP-GA],u+K
XX [qcb + LP-HP], [f,f + HK],u+k
XX [d,d + K]
- The Kid's Note:
Not as flashy as Synn's, but it gets the job done. ^_^
2) Standard Combo Variations:
j.HP \/ s.LP > s.LK > [f + HK] XX [qcb + LP-HP-GA],u+K
XX [qcb + LP-HP], [f,f + HK],u+K
- The KiD's Note:
Instead of doing the entire Three Characters combo, you can instead go up
to the 2nd part (where the opponent is electrocuted), then have Falco do
a Leap Kick [f,f + HK] when opponent is in range.
j.HP \/ s.LP > s.LP > s.HP XX [qcb + LP-HP-GA],u+K
XX [qcb + LP-HP], [f,f + HK],u+K
j.HP \/ c.LP > (c.LP >) c.HP XX [qcf + LP,LP]
XX [qcb + LP-HP-GA],u+K
XX [qcb + LP-HA], [f,f + HK],u+K
- The KiD's Note:
Doing the second c.LP will sometimes cause the Bluff Shuffle to miss.
03) Slot combos:
[LP + HP] (3 $)/(3 Cherries)/(3 Unlike Objects), (See combo #02)
04) Dashing combos:
[f,f + HP] XX [qcb + LP-HP-GA],u+K
XX [qcb + LP-HP], [f,f + HK],u+K
XX Stormy Poker
05) GA combos:
j.GA \/ c.GA XX [f,d,df + GA, Press LP]
XX [qcf + LP]
j.GA \/ [f,f + LP] XX [d,d + K]
Opponent in corner. j.GA \/ c.GA XX [d,d + K],u+K
‡‡ < G a r t h e i m e r R e d r u f u > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < Hagane no Karada, Tetsu no Kokoro > ‡‡
Iron Mine Hold LP + HP, release to detonate
Heavy Solid Kick Charge d,u + K [Shadow Move]
Grind Rush (w/o explosion) Charge b,f + LK
Grind Rush (w/ explosion) Charge b,f + HK / DA
Grind Break Hold f + tap LP rapidly
Body Smasher Charge d,u + P
Heavy Tread (straight down) Jump, u,d + LP
Heavy Tread (mid) Jump, u,d + HP
Heavy Tread (far) Jump, u,d + GA
(dashing ball swipe) Press DA away from opponent
(steel ball punch) Press GA
(double steel ball strike) Press HP,HP
(steel ball slam) Jump, press GA / DA
(slide kick) d + HK
(rising steel ball punch) d + GA
(steel twirl) f,f + LP / HP
(flying kick) f,f + LK / HK
Gain Control Charge b,f + LP, bf + HP, bf + GA
Mace Drop Press GA + DA [Unblockable]
Iron Dust Bomber d,d + K
- Gartheimer's pursuit is stationary.
- Holding down the buttons for the Iron Mine will cause the blaze to travel
along the ground further. It will travel until it reaches a full-screen
distance or hits the opponent. Releasing the buttons at anytime will cause
the blaze to detonate.
- The Body Smasher has tracking ability.
- The 2nd and 3rd part of the Gain Control does not require a charge.
Gartheimer can't do the second part of the Gain Control unless the first
part hits.
________________
| Winning Quotes |
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1)
________
| Combos |
¯¯¯¯¯¯¯¯
1) Insane Bomber combo: [NEW!]
Opponent in corner. Iron Dust Bomber, C.GA XX Duel Super
- The KiD's Note:
Don't immediately do the c.GA after the [d,d + K]. Wait until they start
falling down again.
2) Standard Combo Variations:
j.HK |2 hit| \/ (c.LP >) s.LK > s.HK XX [LP + HP],u+K
XX [Charge b,f + HK],u+K
XX [Charge b,f + LP-HP-GA],u+K
j.HK |2 hit| \/ (c.LP >) c.LK > c.HP XX [LP + HP],u+K
XX [Charge d,u + K],u+K
XX [Charge b,f + HK],u+K
XX [Charge b,f + LP-HP-GA],u+K
3) Death from Above combo:
j.LP XX [In air, u,d + HP]
4) GA combos:
Opponent in corner. Stand close. j.GA \/ [f,f + HP], c.GA XX Duel Super
[NEW!]
j.GA \/ [f,f + HP], c.GA XX [Charge b,f + LP-HP-GA] [NEW!]
j.GA \/ c.GA XX [Charge b,f + LP-HP-GA],u+K
j.GA \/ [f,f + HP] XX [d,u + K],u+K
‡‡ < G o u k e t s u j i O u m e & G o u k e t s u j i O t a n e > ‡‡‡‡‡
‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < Kyoufu, Futago no Umetane Gattai > ‡‡
Gan Sai Ha (straight) Charge b,f + LP
Gan Sai Ha (arcing up) Charge b,f + HP
Gan Sai Ha (two attacks) Charge b,f + GA
Kou Shiki Gan Sai Ha (close) Charge f,b + LP
Kou Shiki Gan Sai Ha (mid) Charge f,b + HP
Kou Shiki Gan Sai Ha (far) Charge f,b + GA
Ikaku Gan (backwards) Charge d,u + LP [Shadow Move]
Ikaku Gan (vertical) Charge d,u + HP [Shadow Move]
Ikaku Gan (forwards) Charge d,u + GA [Shadow Move]
Bodou Kourin (midscreen) LP + HP
Bodou Kourin (across screen) f + LP + HP
Bodou Kourin (over Oume/Otane) b + LP + HP
Sei Ryuu Ranbu Dan (forward) Hold f + press LP rapidly
Sei Ryuu Ranbu Dan (angled) Hold f + press HP rapidly
Sei Ryuu Ranbu Dan (trick angle) Hold f + press GA rapidly
Ten Bu Kyaku (10 degrees) Jump, u,d + LK
Ten Bu Kyaku (45 degrees) Jump, u,d + HK
Ten Bu Kyaku (gliding) Jump, u,d + DA
(bicycle kick) Press HK
(body whack) Press GA
(body slam) Jump, press GA / DA
(reaching jab) f + HP
(slide kick) d + HK
(jumping uppercut) d + GA
(de-aging dash punch) f,f + LP / HP
(piggyback kick) f,f + LK / HK
Chi Bu Kyaku Charge b,f + LK, bf + HK, bf + DA
Young Love Press GA + DA [Unblockable]
Ichizoku d,d + K
- Oume & Otane's pursuit is stationary.
- The opponent is able to struggle out of the Kou Shiki Gan Sai Ha by
wiggling the control pad.
- The Sei Ryuu Ranbu Dan (trick angle) fires three fireballs in a
diagonal upwards. The fourth fireball arcs back downward.
- The 2nd and 3rd part of the Chi Bu Kyaku do not require a charge. After the
first part, Oume & Otane may switch sides while going back and forth, so do
the motion in the opposite direction.
________________
| Winning Quotes |
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1)
________
| Combos |
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1) "Millennium" combo: [NEW!]
For Bristol-D, Chris, Damian, Gartheimer, Oume & Otane, Solis:
Stand close. c.LK > c.LP > s.LK > c.LP x3 > s.LK > c.LP x3..
For M.A.D.:
Stand close. s.LP x2 > c.LP > s.LP > s.LK > c.LP x2 > s.LP > s.LK > c.LP x2
> s.LP > s.LK..
For Popura:
Stand close. s.LP x3 > s.LK > s.LP x3 > s.LK > s.LP x3..
For Remi:
Stand close. c.LP x2 > s.LK > c.LP x2 > s.LK > c.LP x2..
For Tenjinbashi:
Stand close. c.LK > c.LP x2 > s.LK > c.LP x3 > s.LK > c.LP x3..
Unable to find an infinite to work on: Bristol, Falco, Hizumi
- The KiD's Note:
Finally.. it's been revised. An infinite combo DOES exist in Groove On
Fight. The somewhat weird part about it is that it varies depending on
the opponent. But unlike the one that was posted before, these all work
in the corner also. The speed that you do the c.LPs is VERY important.
They have to be done in a steady motion. If you rush, for some reason it
won't knock the opponent to the right range where the s.LK will link.
Performing the one on Popura is very difficult because it's hard to get
past 7 hits sometimes. But, as little proof as this may give that it
works, I have gotten up to 15 hits on it before knocking her dizzy. As
you may notice, three characters still do not have combos against them.
Fan of those three have taken a sigh of relief, I'm sure. Anyway, I'm
unsure if any exist, but I've gotten up to 8 on Hizumi with the combo
that is used against Popura. But it stopped there. So, I'm still looking.
2) "Sudden Rush of Youth" combo: [NEW!]
Opponent in corner. j.LK \/ c.LP > (c.LP >) c.LK > s.HK XX [Charge b,f +
LK-HK-DA],u+K
3) Standard Combo Variations:
j.LK \/ c.LP > c.HP XX [Charge d,u + HP],u+K
XX [Charge b,f + LK-HK-DA],u+K
- The KiD's Note:
Hard to combo in the Chi Bu Kyaku unless you're real close.
j.LK \/ s.LP > s.LK, Throw
j.LK \/ s.LP > c.LK > s.HK XX [Charge d,u + HP],u+K
- The KiD's Note:
On tall people, do the j.LK as you're rising and the whole attack can
score up to 8-hits.
4) GA Combos:
j.GA \/ c.GA XX [Charge d,u + GA],u+K
‡‡ < H a n a n o k o u j i P o p u r a > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < Chou Mahou Kogyaru > ‡‡
Shoujo Commando qcf + P
Kuru Kuru Candy Press LK + HK
Kuru Kuru Poi (straight) qcf + LK [Shadow Move]
Kuru Kuru Poi (angled-up) qcf + HK [Shadow Move]
Kuru Kuru Poi (upward) qcf + DA [Shadow Move]
Bikkuri Bako Press LP + HP
Relief Hold LP after Bikkuri Bako
Teleportation Hold GA after Bikkuri Bako
Cupid Jump, press LP + HP
Downward Arrow Press LP after Cupid
Slow Straight Arrow Press HP after Cupid
Fast Straight Arrow Press GA after Cupid
Downwards Horn Blow Press LK after Cupid
Straight Horn Blow Press HK after Cupid
Double Horn Blow Press DA after Cupid
(wand smash) Press GA
(pogo stick) Jump, press LK, keep pressing u + LK
(wand slam) Jump, press GA / DA
(grand slam) f + HP
(wand wiggle) d + GA
(gymnast assault) df + HP
(dashing wand smack) f,f + LP / HP
(dashing kick combo) f,f + LK / HK
Popura Special qcb + LP, qcb + HP, qcb + GA
Nurse Popura Press GA + DA [Unblockable]
Tulip d,d + K
- Popura's pursuit is mobile.
- The Bikkuri Bako has three different effects. Doing the move by itself will
produce a box that a small teddy bear will run across the screen and jump
into. Holding LP will create a dog-like animal to appear. If the opponent
crouches, the dog will.. relieve himself on to them for damage. It's
unblockable. Holding GA will have Popura teleport forward to where the box
lands.
- During the Cupid, Popura can move anywhere around the screen freely. If
she is hit during the Cupid, she will change back to normal.
- You can only get an additional bounce from the Pogo Stick if it hits the
opponent.
________________
| Winning Quotes |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
X) Kya~~~! Popura, WON!!
Yay~~~! Popura, WON!!
________
| Combos |
¯¯¯¯¯¯¯¯
1) Ren Lee's "Tag-Team Death Blow" combo: [NEW!]
Opponent in corner. [LP + HP], [LK + HK], [qcf + LP] /\ j.GA \/ c.GA XX
Duel Super,u+K
- The KiD's Note:
Took me a couple of tries to do this combo after I received it, but it
works. This combo's obnoxious. I suppose that's why I like it. A couple
of notes to point out though. First, I wasn't sure if the [LP + HP] was
suppose to hit or not. It may be done just to have the box land behind
the opponent to score the extra hit from the bear. If the [LP + HP] does
hit, the opponent will be able to block the [LK + HK] afterwards. It's
NOT guaranteed. However, if they are hit by the [LK + HK], the opponent
can struggle out the candy wrapping. When doing the [qcf + LP], don't be
too close else the jellyfish will hit before you have a chance to attack
with the j.GA.
2) "It's that easy" combo:
j.HK \/ c.LP > c.LP > c.HP XX [qcb + LP-HP-GA]
3) Popura's Sweet combos:
- The KiD's Note: Get it? Sweet.. Candy.. Oh, forget it.
[LK + HK] /\ j.GA \/ c.GA XX [qcf + HK],u+K
XX [d,d + K],u+K
4) Gymnast combo:
[df + HP] > c.LP > c.HP XX [qcb + LP-HP-GA]
‡‡ < L a r r y L i g h t > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < Sawayaka Bouken Kyouju > ‡‡
Light Blast qcf + P (air)
Driving Dribble f,d,df + P [Shadow Move]
Thrust Step qcf + K
(heavy knuckle) Press GA
(hammer fist) Jump, press GA / DA
(headbutt) f + HP (time holding HP determines range)
(double spin kick) f + HK
(palm smack) d + GA
(dashing elbow) f,f + LP / HP
(triple takedown kick) f,f + LK / HK
Impact Connection qcb + LP, qcb + HP, qcb + GA
Victory of the Fist Press GA + DA [Unblockable]
Historic Moment d,d + K
- Larry's pursuit is stationary.
- The Headbutt has 3 different ranges; each depending on the length of time
HP is pressed. Tapping HP will make Larry perform the headbutt where he is.
Pressing HP, then releasing quickly will have Larry slide forward a small
distance. Holding HP will make Larry delay the headbutt until he's traveled
a long distance.
- After the second part of the Impact Connection, Larry switches sides, so do
the motion in the opposite direction.
- Yes, the Impact Connection is exactly the same as Akira's 'Stun Palm of
Doom' from Virtua Fighter.
________________
| Winning Quotes |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1) Sou kurai gan suru na yo na. Genki shutsu se yo!
2) Kyou no kougi wa koko made da!
Today's lecture is over!
3) Mata rekishi o tsukucchi matta ze!
I've made history again!
4)
________
| Combos |
¯¯¯¯¯¯¯¯
1) The Thirst of Victory combo: [NEW!]
Opponent full screen away. [qcf + LP], Engo Kougeki /\ j.HK \/ s.LP > s.LK
> t.HK XX [f,d,df + GA], [GA + DA] /\ j.GA \/ [f,f + HP] XX [d,d + K]
- No, this combo will not count as one, but it's all guaranteed. Here's why
and how. As soon as you land from the [f,d,df + GA], perform Larry's
unblockable. I've played against some great GoF players and there seems
to be no way to avoid it. Once that unblockable hits, the opponent is
knocked dizzied. So guess what? You get to go unleash hell! Posted after
the [GA + DA] is Larry's most powerful combo. So you are sure to win
after that. However, you can do any combo after the dizzy you want.
2) Finale Rosso combo: [NEW!]
Opponent in corner and a little over 1/2 screen away. [qcf + LP], dash
in, Engo Kougeki /\ j.HK \/ c.GA XX Duel Super
- The KiD's Note:
There are a couple of hard parts; one being positioning. Granted, there's
a slim chance that anyone would pull this combo off in actual combat, but
it's nice show-off material. As you dash in after the [qcf + LP], buffer
in the Engo Kougeki so you can still get in close as your partner jumps
in for the attack. The next hard part is getting the c.GA to combo. It's
not a fast attack, so you have to make sure the j.HK hits deep against
the opponent. That will increase the chance of the c.GA to hit as the
opponent is still in hit animation.
3) "The hits just keep on coming!" combos:
j.HK \/ (c.LP >) s.LP > s.LK > T.HK XX [qcf + P]
XX [f,d,df + P],u+K
XX [qcf + HK]
XX [qcb + LP-HP-GA]
j.HK \/ (c.LP >) c.LP > c.LK > c.HP XX [qcf + GA]
XX [f,d,df + GA],u+K
XX [qcf + HK],u+K
XX [qcb + LP-HP-GA]
j.HK \/ (c.LP >) s.LP > s.LK > s.HP XX [qcb + LP-HP-GA]
- Synn's Note:
Otherwise known as the "You THINK it's over, but I'm gonna hit you some
more" combos.
- The KiD's Note:
You can add the additional c.LP at the beginning of each combo on big
opponents (i.e- Tenjinbashi, Bristol). If you want flash, use the [f,d,df
+ P] ender. For power, use the [qcb + LP-HP-GA] ender.
4) Blazing Soul combo:
Opponent in corner. j.GA \/ c.GA XX [d,d + K],u+K
- The KiD's Note:
Ok, the second part of the [d,d + K] (the upward explosion) won't combo
off. But it still does a hell of alot of damage.
5) Fire Streak combo:
Opponent 3/4 screen away. [qcf + LP], [Shadow Move f,d,df + GA],u+K
6) Larry's "Yeah, this MIGHT happen" combo:
Air Geigeki Bougyo, Air Throw
- The KiD's Note:
This is one of those "once in a lifetime" combos. Having the timing and
chance to execute the Geigeki Bougyo on an airborne attacking opponent is
one thing, but if that happens, getting the air throw off is another.
- Synn's Note:
Khris never even pulled this combo off. Truth is the CPU did it to him.
7) Dashing combos:
[f,f + HP] XX [qcf + P]
XX [f,d,df + GA],u+K
XX [qcf + LK]
XX [qcb + LP-HP-GA]
[f,f + HK] |2 hits| XX [qcf + P]
XX [f,d,df + GA],u+K
XX [qcf + HK]
XX [qcb + LP-HP-GA]
- The KiD's Note:
Let the first 2 kicks of the [f,f + HK] connect. The 3rd will floor 'em.
8) GA combos:
j.GA \/ [f,f + HP] XX [qcf + P],u+K
XX [f,d,df + LP],u+K
XX [qcb + LP-HP-GA]
XX [d,d + K],u+K
- The KiD's Note:
Larry's kill combo is the one with the [d,d + K] ender (I'm talking
70%!). The [qcb + LP-HP-GA] ender is the hardest one to pull off because
Larry zigzags back and forth for the hits. Also, getting the [qcb + LP-
HP-GA].
j.GA \/ c.GA XX [qcf + P]
XX [f,d,df + GA],u+K
XX [qcf + DA]
XX [qcb + LP-HP-GA]
- The KiD's Note
The [qcb + LP-HP-GA] ender does combo off, but getting the first hit of
it to connect requires timing depending on the character.
‡‡ < M. A. D. [Max Ax Dax] > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < (Kagaku Kyou) Junkyousha > ‡‡
Max Megahorn ("Fall Down") qcf + LP (Opponent falls)
Max Megahorn ("Come Here") qcf + HP (Opponent flips forward)
Max Megahorn ("Don't Attack") qcf + GA (Opponent can't attack)
Max Megahorn ("Back It Up") qcf + LK (Opponent stumbles back)
Max Megahorn ("Go Away") qcf + HK (Opponent falls back)
Max Megahorn ("Don't Jump") qcf + DA (Opponent can't jump)
Max Servant (midscreen) LK + HK
Max Servant (across screen) f + LK + HK
Max Servant (front of M.A.D) b + LK + HK
Max Sparkler f,d,df + P [Shadow Move]
Max Net LP + HP
Max Ray Gun (standing straight) Press 2 P before falling, tap LP rapidly
Max Ray Gun (standing diagonal) Press 2 P before falling, tap HP rapidly
Max Ray Gun (standing two beams) Press 2 P before falling, tap GA rapidly
Max Ray Gun (grounded straight) Press 2 P when on ground, tap LP rapidly
Max Ray Gun (grounded diagonal) Press 2 P when on ground, tap HP rapidly
Max Ray Gun (grounded two beams) Press 2 P when on ground, tap GA rapidly
Max Drill Jump, qcf + P
(firehose throw) When close, f / b + HP / GA
(double smack) When close, Press LP
(dynamite) Press GA
(shock sword) Jump, press GA / DA
(extended spring punch) Jump, f + LP
(double drill punch) Jump, f + HP
(helicopter) Jump, f,f or b,b
(catcher's mitt punch) Jump back, f + LP
(yo-yo punch) f + HP
(freeze ray) d + GA
(adjustable wrench punch) df + LP
(dashing trip) f,f + HP
(dash kick) f,f + HK
Max Combo Original qcb + LP, qcb + HP, qcb + GA
Iron Press Press GA + DA [Unblockable]
Maximum Service d,d + K
- M.A.D.'s pursuit is mobile.
- The Max Megahorn inflicts status ailments onto the opponent depending on
which one of the buttons is used to do it. "Don't Attack" and "Don't Jump"
are the only ones that have its effects last for 2 seconds once they hit.
M.A.D. is unable to inflict more than one ailment on a person. If one of
the ailments hits, it will override the previous one if the two were done
in succession.
- The opponent is able to struggle out of the leech bites from the Max
Servant and Maximum Service by wiggling the control pad.
- The Max Ray Gun can be done in two different situations. As M.A.D. is
falling, pressing any two Punch buttons right before he hits the ground
will act as a "quick recover". M.A.D. will pop back onto his feet and
counterattack with whichever Ray Gun usage you do. The second way is when
he is already lying on the ground, pressing any two Punch buttons will
input that the Ray Gun is to be used, followed by whichever direction
chosen. The ripple beam from the ray causes the opponent to be stunned for
a moment, leaving them vulnerable.
- M.A.D. cannot do the Double Drill Punch if he is jumping forward. However,
it can be done if M.A.D. does a forward Helicopter air dash.
- M.A.D. can perform regular attacks and any of his air moves from the
Helicopter.
- During the Max Sparkler, the HP and GA can be doubled up indefinitely by
rapidly pressing the same punch button.
________________
| Winning Quotes |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1)
________
| Combos |
¯¯¯¯¯¯¯¯
1) M.A.D.'s 'MAD!' combos:
([LK + HK],) [qcf + LK], [f,f + LP] XX [d,d + K], [f,f + LP]
XX [f,d,df + GA],u+K
XX [qcb + LP-HP-GA],u+K
j.GA \/ [f,f + LP] XX [d,d + K], [f,f + LP] XX [f,d,df + GA],u+K
XX [qcb + LP-HP-GA],u+K
- Synn's Note:
Yeah, it LOOKS pretty nasty and takes off a hell of a lot, but your
opponent can struggle out of the leech bites. So the second dash punch
will only work if your opponent is a idiot. I guess that's why it worked
on Khris. By the way, the [d,d + K] doesn't always combo because the
leeches fly out RANDOMLY. I know, I know.. it's f**kin' retarded.
2) Variable Megahorn combos:
(Opponent in corner.) [When close, f + HP / GA] XX [qcf + P],u+K
- Synn's Note:
The u+K only works after "Come Here" and "Go Away." "Fall Down" only
combos in the corner. "Back It Up" will never connect.
3) Standard Combo Variations:
j.HK \/ c.LP > c.LP > s.HP XX [f,d,df + HP],u+K
XX [qcb + LP-HP-GA],u+K
4) Drill Ya combo:
j.HK XX [In air, qcf + LP] \/ u+K
- Synn's Note:
The [qcf + LP] combos while you're still in the air.
‡‡ < O t o g i r i R e m i > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < Magical Sound Shower > ‡‡
Iru Firo (arcing up) Charge b,f + LP / HP
Iru Firo (arcing down) Charge b,f + GA
Kapurio~ra Charge d,u + P [Shadow Move]
Koruno Rifuresso Press LP + HP
Porutamento (10 degrees) Jump, u,d + LP
Porutamento (30 degrees) Jump, u,d + HP
Porutamento (45 degrees) Jump, u,d + GA
Ra Morute Jump, press LP + HP
Downward Fireballs Press LP after Ra Morute
Down Angled Fireballs Press HP after Ra Morute
Up Angled Fireballs Press GA after Ra Morute
Scythe Swipe Press LK after Ra Morute
Downwards Dive Attack Press HK after Ra Morute
Straight Dive Attack Press DA after Ra Morute
(musical scythe) Press GA
(scythe spiral) Jump, press GA / DA
(long trip) df + HK
(reverse front kick) f + LK
(swing kick) f + HK
(rising musical scythe) d + GA
(dive smack) f,f + LP / HP (air)
(jumping turn kick) f,f + LK / HK
(dashing scythe poke) f,f + GA
Triangle Charge b,f + LK, bf + HK, bf + DA
Musical Scythe Swipe Press GA + DA [Unblockable]
Requiem d,d + K
- Remi's pursuit attack is stationary.
- The Kapurio~ra hits on its descent.
- Unlike Bristol-D's Demonic Pulse, the Koruno Rifuresso will only effect the
opponent in one way. It will cause them to stagger backwards and render
them vulnerable to attacks.
- During the Ra Morute, Remi can move anywhere around the screen freely. If
she is hit during the Ra Morute, she will change back to normal.
- The 2nd and 3rd part of the Triangle do not require a charge. Remi can't do
the second part of the Triangle unless the first part hits. During the 2nd
and 3rd parts, Remi switched sides, so you need to do the motion in the
opposite direction.
________
| Combos |
¯¯¯¯¯¯¯¯
1) "Gotta Have Rhythm!" combo:
Opponent in corner and full screen away. [Charge b,f + LP], Engo Kougeki /\
[f,f + GA] \/ c.GA XX [LP + HP], s.LP > s.HP XX [Charge b,f + LK-HK-DA],u+K
- The KiD's Note:
A very flashy combo! ^_^ This is another combo that has a slim change on
getting used in actual combat UNLESS you omit this: [Charge b,f + LP],
Engo Kougeki. The [f,f + GA] is alot easier than a j.GA because it comes
out fast. After the c.GA, begin to charge back. Keep charging back when
doing the [LP + HP], s.LP > s.HP part of the combo. As soon as the second
hit of the s.HP connects, 2-in-1 into the [Charge b,f + LK-HK-DA]. Timing
here is kinda tricky because Remi winds up a little before attacking, so
you have to 2-in-1 immediately. After the opponent lands, walks over for
the pursuit. Remi's kawaii so no one will expect this from her. ^_^
2) *Ding!* combo:
[Jump, f,f + HP] \/ c.LP > c.LK > c.HP XX [Charge d,u + GA]
XX [Charge b,f + LK-HK-DA]
- The KiD's Note:
For any of the two enders, remember to start charging right after you
land from the [Jump, f,f + HP].
3) Standard Combo Variations:
j.LK / [f,f + HP] \/ s.LP > s.HP |2 hit| XX [Charge b,f + LK-HK-DA],u+K
j.LK / [f,f + HP] \/ c.LP > c.HP XX [Charge d,u + GA]
XX [Charge b,f + LK-HK-DA],u+K
4) "Air Mail!" combo:
[f,f + HP] XX [u,d + HP]
5) GA combos:
j.GA / [f,f + GA] \/ [f,f + HP] XX [LP + HP], Throw,u+K
XX [d,u + GA]
j.GA / [f,f + GA] \/ c.GA XX [Charge b,f + HP]
XX [Charge d,u + P],u+K
XX [LP + HP], Throw,u+K
XX [Charge b,f + LK-HK-DA],u+K
‡‡ < S o l i s R 8 0 0 0 > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < Jounetsu no Future Police > ‡‡
Stun Bullet qcf + P
Stun Platinum f,d,df + P
Soar Platinum Jump, f,d,df + P
Gyrator qcb + K
TNT Charge Hold any 2 P or K, release [Shadow Move]
(gliding upper) Press DA away from opponent
(machine-gun punch) Press HP / d + HP
(step-in smash) Press GA
(double punch) Jump, press GA / DA
(shock cable) f + HP (air)
(thrust kick) f + LK
(straight kick) f + HK
(creeping trip) d + HK
(rising smash) d + GA
(dash upper) f,f + LP / HP
(hop side kick) f,f + LK / HK
Absolute Beat qcf + LK, qcf + HK, qcf + DA
High Voltage Press GA + DA [Unblockable]
Solis Multiplier d,d + K
- Solis' pursuit is stationary.
- The Stun Platinum and Soar Platinum can be onscreen simultaneously.
- The Gyrator can be done in midair from a backdash.
- The range and number of explosions of the TNT Charge determines how long
you hold the buttons down. The full TNT Charge hits only four times.
________________
| Winning Quotes |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1) Mirai no onnanoko wa tsuyoi n dakara.
________
| Combos |
¯¯¯¯¯¯¯¯
1) "Angry Bitch" combo: [NEW!]
Opponent in corner. j.LK \/ s.LP > s.LK > s.HP |2 hit| XX [f,d,df + LP],
c.GA XX Duel Super,u+K
- The KiD's Note:
For some reason or another, the c.GA won't register as part of the combo
after the [f,d,df + LP] even though there is no possible way that the
opponent can escape. Still, the entire thing is a 90% damage combo and
30-hits! ^_^
2) Standard Combo Variations:
j.HP \/ s.LP > s.LK > s.HP XX [qcf + GA]
XX [qcb + HK]
XX [qcf + LK-HK-DA],u+K
XX [d,d + K],u+K
j.LK \/ c.LP > s.LK > s.HP |2 hit| XX [f,d,df + LP] XX [d,d + K]
- The KiD's Note:
The only way to get the [f,d,df + LP] to connect is to have the s.HP hit
ONLY 2 times. If the full 3 hits connect, Solis will be a little far and
the Crystal will whiff.
3) R8000 Dynamite combo:
Charge up the TNT Charge with any 2 K buttons. j.HP \/ s.LP > s.LP > s.HP
XX [Release both K]
4) "Here, hold this." combo:
One person defeated. Opponent in corner. j.LK \/ s.LP > s.HP XX [f,d,df +
LP], Mikata Nage, c.HP
- The KiD's Note:
Very hard! The person on the ground can't be in the corner or be in the
way of the previous attacks.
5) Dashing combos:
[f,f + HP] XX [qcf + P]
XX [f,d,df + LP], [f + HP]
XX [qcb + HK]
XX Shadow TNT Charge,u+K
XX [qcf + LK-HK-DA],u+K
6) GA combos: [NEW!]
j.GA \/ c.GA XX [qcf + LP], [f,f + HP] XX [qcf + P]
XX [qcf + LP], [f + HP]
XX [qcb + HK]
XX Shadow TNT Charge,u+K
XX [qcf + LK-HK-DA],u+K
- The KiD's Note:
The [qcf + LP] must be timed after the c.GA so it hits the opponent and
makes them stumble back.
j.GA \/ [f,f + HP] XX [f,d,df + LP], [f + HP]
XX [qcb + HK]
XX Shadow TNT Charge
XX [d,d + K],u+K
j.GA \/ c.GA XX [qcf + P]
XX [qcb + DA],u+K
XX TNT Charge
XX [d,d + K],u+K
‡‡ < T e n j i n b a s h i S u j i r o k u > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < Matsuri Shi, Todoroku > ‡‡
Haru qcb + LP
Natsu qcb + HP
Aki qcb + LK
Fuyu qcb + HK
Shishi Gashira Press LP + HP [Shadow Move]
San Nen Goroshi qcf,uf + K
(launch) When close, f + HK / DA
(taiko stick smash) Press GA
(straight light kicks) Press LK rapidly
(taiko stick slam) Jump, press GA / DA
(dashing swipe) f + HP
(straight front kick) f + HK
(lifting flip) d + GA
(hop forward low punch) df + HP
(dashing elbow) f,f + LP / HP
(dashing knee) f,f + LK / HK
Tenchinin qcf,uf + LP, qcf,uf + HP, qcf,uf + GA
Battering Ram Press GA + DA [Unblockable]
Tsuuten Roku Shaku Dama d,d + K
- Tenjinbashi's pursuit is stationary.
- If an opponent is hit by the San Nen Goroshi, switching characters will not
make the bomb go away. The bomb will not effect the person it's condemning
if they are knocked to the ground.
- Tenjinbashi can't do the second part of the Tenshinin unless the first
part hits.
________________
| Winning Quotes |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1)
________
| Combos |
¯¯¯¯¯¯¯¯
1) 'Bashi's 4th of July combo:
[qcf,uf + K], j.GA \/ c.GA XX [d,d + K],u+K
- The KiD's Note:
Flashiness and power all in one combo. The [qcf,uf + K] is used because
after the c.GA, the bomb explodes and makes the opponent juggle in the
air so the [d,d + K] will combo easier.
2) Sakura Season Celebration combo: [NEW!]
Opponent near corner. [qcf + LP] /\ j.GA \/ c.GA XX Duel Super
3) The Storm of Autumn combos: [NEW!]
[qcb + LK] /\ j.HK \/ s.LP (> s.LP), [f + HP] XX [qcb + HP]
- The KiD's Note:
If you try this combo in the corner, you can add in the second s.LP.
Opponent in corner. [qcb + LK] /\ j.HK \/ s.LP > s.LP, c.GA XX Duel Super
- The KiD's Note:
After the second s.LP, the leaf from the [qcb + LK] hits and allows the
c.GA to combo.
4) "Throw ya around like a rag doll" Kick Throw combos:
Kick Throw /\ Air Throw
- The KiD's Note:
You have to time the right distance and height to grab them out of the
air. Easier in the corner.
Opponent in corner. Kick Throw, [qcb + LK]
- The KiD's Note:
Surprisingly.. the leaf does a LOT of damage.
Kick Throw /\ j.GA \/ c.GA,u+K
5) GA combo:
j.GA \/ c.GA XX [qcb + HP],u+K
‡‡ < Y u k i n o u e H i z u m i > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < The Ninja-Otaku > ‡‡
Kage Shibari qcf + P
Tsuchi Gumo no Jutsu (same spot) LK + HK
Tsuchi Gumo no Jutsu (opposite) f + LK + HK
Tsuchi Gumo no Jutsu (backwards) b + LK + HK
Hou Sen Ka no Jutsu (low arc) qcf + LK [Shadow Move]
Hou Sen Ka no Jutsu (mid arc) qcf + HK [Shadow Move]
Hou Sen Ka no Jutsu (high arc) qcf + DA [Shadow Move]
Makibishi Press LP + HP while backdashing
Hyakurai Jutsu (close) Jump, qcf + LP
Hyakurai Jutsu (upwards) Jump, qcf + HP
Hyakurai Jutsu (far) Jump, qcf + GA
(dashing swipe) Press DA away from opponent
(forward flip kick) Press GA
(head kick) Jump, press GA / DA
(diving punch) Jump, d + HP
(tantou swipe) f + HP
(double step low kick) f + HK
(rising kick) d + GA
(slide kick) df + HK,HK
(dash palm) f,f + LP / HP
(dashing hop kick) f,f + LK / HK
Ren Geki Tan Jin no Jutsu qcb + LP, qcb + HP, qcb + GA
Tantou Charge Press GA + DA [Unblockable]
Juumonji Kasumi Kuzushi d,d + K
- Hizumi's pursuit is mobile.
- Hizumi's taunt can hit an opponent for 1 point of damage.
- Only one Kage Shibari can be on screen at one time.
- The Kage Shibari stuns the opponent for the length of time the energy is
travelling at their feet. To get out the stun, simply jump out of it.
- Press Kick again for the second hit of the Slide Kick after knocking
opponent down. It's able to hit downed opponents.
- The Tantou Charge travels full screen.
________________
| Winning Quotes |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1) Daseze omae ra! Sukoshi wa ore bou o you minara e!!
2) Baka baka ba~ka! Ninja wa dokodemo saikyou nan da yo!
Stupid stupid stu~pid! Ninja are the strongest anywhere!
________
| Combos |
¯¯¯¯¯¯¯¯
1) Synn's "If these don't knock you dizzy, NOTHING will" combos:
([qcf + HP],) [f,f + HP] \/ c.LP > c.LP > c.LP > (c.LP >) c.LK >
s.HK XX [qcf + LK],u+K
XX [qcb + LP-HP-GA],u+K
- Synn's Note:
The [qcf + HP] isn't necessary. It has to hit pretty close so that you
have time to jump in after it.
- Dave's Note:
UGH! Not this combo!
- The KiD's Note:
Synn, if you hit me ONE more time with any of these damn combos..
2) Dashing Shockwave combos:
[f,f + LP] XX [qcf + HP], [f,f + HP] XX [qcf + LK],u+K
XX [qcb + LP-HP-GA],u+K
- Synn's Note:
For some reason or another, these combos are REALLY powerful (We're
talking 80%!). I think it's because the [f,f + LP] and [f,f + HP] takes
off a lot of energy.
3) Ren Lee's "Dizzy Chain" combo: [NEW!]
[qcf + HP] /\ CU.j.HP \/ c.LP > c.HP > c.LK > s.HK XX [qcb + LP-HP-GA],u+K
- The KiD's Note:
I thought for sure all of Hizumi's big combos were found. Well, I was
wrong. Remember Street Fighter 2 Turbo? When Guile and Vega (Balrog in
Japan) were the only ones that had re-dizzy combos? I thought for sure
I'd never see another game that presented that. I was wrong again. This
combo brings back that flare of the re-dizzy. That great feeling of
knocking the opponent senseless twice in succession. The only problem is
linking in that c.LK. At times, you may be pushed too far after the c.HP.
To remedy that so the combo works, make sure the cross-up HP hits "deep"
on the opponent before you land.
4) 5-Hit TNT combo:
[Jump, d + HP] XX [In air, qcf + LP] \/ u+K
- Synn's Note:
The first two parts of this combo are done in the air. You can 2-in-1
most air special moves after regular air attacks.
5) 'Jack' combos.. hurh hurh, get it? Jack someone up? Jacks..? D'oh.:
Opponent in corner. [Backdash, LP + HP](while opponent is getting up),
[f + HP] XX [qcb + LP-HP-GA],u+K
[Backdash, LP + HP] (while opponent is standing), <See combo #2>
- Synn's Note:
Jack toss [Backdash, LP + HP] must be done early enough to hit opponent
just as he/she is getting up and allow Hizumi enough time to get the
[f + HP]/[f,f + LP] off.
- The KiD's Note:
I've seen Synn do these cheap.. err, "skillful" combos after #1 combos,
so the ending results are pretty devastating.
6) Hizumi's 3-Hit "Heh.. You're dead" combo:
- Synn's Note:
You MUST say that when doing the combo.
- The KiD's Note:
This combo is so BASE!!!
[Backdash, LP + HP], [d,d + K],u+K
7) Dashing combos:
([qcf + HP],) [f,f + LP] XX [qcf + LK],u+K
XX [qcb + LP-HP-GA],u+K
8) DA combos:
([qcf + HP],) DA XX [qcf + LP]
XX [qcf + LK],u+K
XX [qcb + LP-HP-GA],u+K
9) GA combos:
([qcf + HP],) j.GA XX [qcf + LK],u+K
([qcf + HP],) j.GA \/ c.GA,u+K
([qcf + HP],) d.GA XX [qcf + LK],u+K
([qcf + HP],) j.GA, [f,f + HP] XX [qcf + DA],u+K
XX [d,d + K],u+K
- Synn's Note:
Yes, you read that right. The [d,d + K] hits them out of the air. Oh
yeah.. don't forget to say "Heh.. you're dead."
——— VI. Advanced Fighting Tactics ——————————————————————————————————————————
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
‡‡ < combo notation > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
> means the next attack will chain from the previous attack
XX indicates Special Move cancellation, or 2-in-1s
\/ indicates that you land after the last move and continue on the ground
/\ indicates that you jump after the last move
, indicates that no special combo method is needed between the two moves
?-? is only used for each person's "Combo Technique". It means to do the
motion of the move before each of the indicated buttons is pressed. For
example, if you are doing Larry's Impact Connection, it will be displayed
in the combo listings as [qcb + LP-HP-GA]. Meaning, first do [qcf + LP]
for the first hit, [qcb + HP] for the second, [qcb + GA] for the third.
d. stands for dashing
s. stands for standing
c. stands for crouching
j. stands for jumping
CU. stands for cross-up
DN. stands for holding down on the controller while attacking during a jump
T. stands for holding towards on the controller
( ) stands for a move that can be comboed in, but not necessary
[ ] represents that a specific character special move is to be done. The
motion for the move is within the brackets.
u+K stands for a pursuit attack
‡‡ < combo reading > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
The listing of all combos in this FAQ are written in a way to hopefully make
it easier to read. Rather than listing each combo in a huge sequence, the
'base' of each combo is shown with a listing of all possible enders to it.
Unless listed alternatively, all combos normally follow the same structure as
the one below:
Jumping Attack \/ Attack > Attack > Attack > XX Combo Ender #1
XX Combo Ender #2
XX Combo Ender #3
Each possible ender to a specific combo is aligned in a column at the end of
the string. Thus, the combo can be concluded with any ender; all doing their
own significant damage. Keep in mind that some enders have different effects
than others, but any specific notes are listed in each character's sections.
‡‡ < duel supers > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
Requirements: Both teammates active
At lease one (1) stock of Super meter
The system of Duel Supers are not the same as the ones in the "Vs" games.
Duel Supers have two methods in which they must be performed (depending on
the number of players):
• In 1- or 2-player games (one human player on a team)
First initiate the tag. Before the characters slap hands, immediately hit
d,d + Punch. If done correctly, your fighter will dash forward, grab the
opponent, and throw them up into the air. Your partner will jump up after
them only to send the opponent back down to the fighter, who will
automatically begin the combo.
• In 3- or 4-player games (two human players on a team)
The person who controls the character that is currently in play has to
initiate the tag. The sidelined character will then jump out into play.
This is when the person who controls THAT character has to press d,d +
Punch before the tag is made.
The player that called for the tag is the one that does the whole attack. All
Duel Supers equal up to be exactly 22 hits.
‡‡ < engo kougeki > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < f + R shoulder > ‡‡
The Engo Kougeki will cause your teammate to leap out into the fighting field
to hit the opponent, then leap back into the sidelines.
• In 1- or 2-player games (one human player on a team)
The player controls his/her teammate to jump in from the sidelines and
smack your opponent.
• In 3- or 4-player games (two human players on a team)
Your human teammate in the sidelines is the one that controls the assist.
They only have to press the R shoulder button to activate it.
Even though your teammate jumps into play for a second, they can be damaged.
If they are hit with an attack, they will get knocked back in the sidelines,
sustaining the damage.
Engo Kougeki attacks can be blocked.
‡‡ < geigeki bougyo > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < press B + Y > ‡‡
Once B + Y are pressed, your character takes up different blocking animation.
If they are hit in that blocking stance, a *clash* sound is heard, and the
attacker is sent staggering back. They are then vulnerable to an attack.
If the Geigeki Bougyo is done and no attack strikes it, you will be left
vulnerable coming out the stance.
A Geigeki Bougyo can be used to stop projectiles without taking any damage.
‡‡ < mikata nage > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < d + HP / GA > ‡‡
Once a character is defeated, their body remains on the fighting field. By
moving over to stand over that fallen player, do d + HP / GA and you will
pick up the body and toss it forward.
Mikata Nage attacks can be blocked.
‡‡ < pursuit attack > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
As in many 3D games, once you knock the opponent to the ground, you are able
to get in another hit before they stand again. Some characters have pursuits
that are "mobile," where they leap across the screen to hit downed opponents.
However, others have "stationary" pursuits, where they only hit a downed
opponent if they are right next to them. The character's pursuit ability is
posted in each of their specific sections.
‡‡ < recharging the super meter > ‡‡‡‡‡‡‡‡ < when solo, hold R shoulder > ‡‡
When one member of your team is defeated, the tag button becomes a recharge
button. Holding it down will charge up your Super Meter (similar to holding
the attack buttons in "Samurai Spirits" games). You character is vulnerable
as they are charging.
‡‡ < shadow move/dash hissatsu waza > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
Each character (with the exception of Bristol-D) has one specific move that
doubles as a Shadow Move, or "Dash Hissatsu Waza" (Dash Special Kill Art). A
Shadow Move is a powered-up version of the original move that is performed
from a forward dash. For example, Larry's Shadow Move is his Driving Dribble.
As Larry is dashing forward, input the Driving Dribble command (f,d,df + P).
Afterimages follow the character, resulting in an attack that produces more
hits and/or damage. If the Shadow Move is a move with a charge motion, the
charging is omitted.
‡‡ < super strike > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < press C + Z > ‡‡
Each character has one unblockable move that can be performed anytime. There
are no specific requirements to use a Super Strike. Once activated, your
character sparkles for a second, then attacks.
‡‡ < touch > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡ < press A + X / R shoulder > ‡‡
Touch is the term concerning tagging back and forth between your teammates.
Once A + X / R shoulder is pressed, your in play fighting character waves,
and the character in the background will leap out to slap hands with them.
The tag is not official until the *slap!* sound is heard. Thus, the opponent
can interrupt the tag to knock that character back into the sidelines.
• In 3- or 4-player games (two human players on a team)
A Touch can only be done if the teammate is in the proximity of the in-
play character. If the character in the sidelines is not onscreen when the
in play character calls for a "Touch", they will wave their hand and be
vulnerable since there is no one there to tag with.
A character in the background will slowly regain energy. It's able to restore
completely (unlike in the "Vs" series or "Tekken Tag Tournament").
*Note: If a character does a non-physical attack (i.e- projectile attack)
that travels, then that character does a Touch, that attack will disappear
the moment you press the tag button.
‡‡ < yuujyou power > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
As soon as a teammate on a side is defeated, the other member immediately
jumps into play. As a result, that side's Stress Shoot Super meter rises up
to give them a free Level up.
——— VII. Zakki ——————————————————————————————— Miscellaneous Information ———
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
‡‡ < special thanks > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
- CJayC and GameFAQs.com <gamefaqs.com>
For the best site for any video game information out there.
- Atlus <www.atlus.com> <www.atlus.co.jp>
For creating one of the craziest and combo-filled 2D fighters ever.
- Sutorappedo Kuruu
For each of them being player 2, 3, and 4.
- Susano Orbatos <
[email protected]>
Thanks for adding this FAQ to your great site! ^_^
- Diamond Donavin Douglas <
[email protected]>
We didn't post them before, but he gave us the way to get the secret
characters.
- Marcia Andrada <
[email protected]>
She's presented us with Duel Supers, the Clean Pause, the Assist Method,
and Recharging the Super Meter. Thanks Marcia!! ^_^
- Ren Lee <
[email protected]>
Introduced the idea of comboing Duel Supers, plus some combos.
‡‡ < secrets > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
- Play as Damian Shade Beat the game with Gartheimer on Normal.
- Play as Bristol Weller Beat the game with Damian on Normal.
- Play as Bristol-D Beat the game with Bristol on Normal.
- Clean Pause While paused, press X + Y + Z simultaneously.
- Quick Match Restart After "K.O." is displayed, hold down the L
and R shoulder buttons and press Start. The
match will restart like the one before.
- Omake Art Gallery Beat the game with any character on Normal
difficulty and you will open up the "Omake"
section that features art of that character.
Beat the game with all characters and the
"Etc." and "GOH Series" art sections open.
- Credit Speed-up Scroll Keep pressing Start as credits are rolling.
- Credit Smash When the credits scroll at the end of the
game, you can move your character around and
perform any moves to destroy the names.
- Extract Windows .BMP Files Use a SSCG extractor and load the CD in your
computer. Go to the part where the files are
named Gal_**.bin. Change the extension to
Gal_**.bit and then one-by-one extract them.
There are more than 50 images worth 62.5 MB!
‡‡ < action replay plus codes > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
Master Code F6000924 FFFF
Infinite Energy
Player 1 Character 1 160C8F06 00DF
Player 1 Character 2 160C9006 00DF
Infinite Energy
Player 2 Character 1 160C8F86 00DF
Player 2 Character 2 160C9086 00DF
Full Power Bar
Player 1 160D7F68 5F00
Player 2 160D7F6A 5F00
Infinite Time 160D78FE 0163
Omake
Enable Omake Option 160CF088 0104
Enable Omake Larry 360CF078 00FF
Enable Omake Chris 360CF079 00FF
Enable Omake Popura 360CF07A 00FF
Enable Omake Remi 360CF07B 00FF
Enable Omake Solis 360CF07C 00FF
Enable Omake M.A.D. 360CF07D 00FF
Enable Omake Tenjinbashi 360CF07E 00FF
Enable Omake Hizumi 360CF07F 00FF
Enable Omake Oume & Otane 360CF080 00FF
Enable Omake Falco 360CF081 00FF
Enable Omake Gartheimer 360CF082 00FF
Enable Omake Damian 360CF083 00FF
Enable Omake Bristol 360CF084 00FF
Enable Omake Bristol-D 360CF085 00FF
‡‡ < translations > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
-[ General Terms ]-
Hissatsu Waza Certain Kill Art
Dash Hissatsu Waza Dash Special Kill Art
Engo Kougeki Protection Attack
Geigeki Bougyo Ambush Attack Defense
Mikata Nage Ally Throw
Yuujyou Power Friendship Power
-[ Bristol-D ]-
Faerie Kamikaze Faerie Divine Wind
-[ Chris Wayne ]-
Kodoku no Baddo Bo~i Bad Boy of Solitude
Tai Chi Rolling Cannon Anti-Ground Rolling Cannon
-[ Damian Shade ]-
Kenshin Bitoko no Bishounen Handsome Youth of Devotional Virtue
-[ Gartheimer Redrufu ]-
Hagane no Karada, Tetsu no Kokoro Body of Steel, Heart of Iron
-[ Gouketsuji Oume & Gouketsuji Otane ]-
Kyoufu, Futago no Umetane Gattai Be Afraid, Twins of Variety Unite
Gan Sai Ha Boulder Smash Tooth
Kou Shiki Gan Sai Ha First Class Style Boulder Smash Tooth
Ikaku Gan Menacing Face
Bodou Kourin Your Mother Descent
Sei Ryuu Ranbu Dan Star Flow Boisterous Dance Bullet
Ten Bu Kyaku Heaven Dance Leg
Chi Bu Kyaku Earth Dance Leg
Ichizoku A Family
-[ Hananokouji Popura ]-
Chou Mahou Kogyaru Super Sorcery Little Gal
Shoujo Commando Little Girl Commando
Bikkuri Bako Surprised ??
Kurukuru Small spinning object, winding up a long
string, etc.
-[ Larry Light ]-
Sawayaka Bouken Kyouju Invigorating Risk Professor
-[ M.A.D. ]-
(Kagakukyou) Junkyousha (Science Doctrine) ??
-[ Otogiri Remi ]-
Iru Firo ??
Kapurio~ra ??
Koruno Rifuresso ??
Porutamento ??
Ra Morute ??
*I personally have no idea if Remi's attacks translate into anything. I've
been told they are really in Spanish. But the Japanese katakana made it
hard to get the Spanish words out of it to translate. So, if anyone has any
idea on what they are are how to translate them, please drop me a line.
-[ Solis R8000 ]-
Jounetsu no Future Police Future Police of Enthusiasm
-[ Tenjinbashi Sujiroku ]-
Matsuri Shi, Todoroku Festival Expert, Roaring
Haru Spring
Natsu Summer
Aki Fall
Fuyu Winter
Shishi Gashira Lion Head
San Nen Goroshi Three Year Murder
Tenchinin Heaven and Earth and Man
Tsuu Ten Roku Shaku Dama Six Scale Coin Heavenly Commute
-[ Yukinoue Hizumi ]-
Kage Shibari Shadow Hanging
Tsuchi Gumo no Jutsu Art of the Earth Spider
Hou Sen Ka no Jutsu Art of the Phoenix Wizard Fire
Makibishi Sprinkling Foot Tacks
Hyakurai Jutsu Hundred Thunderclaps Technique
Ren Geki Tan Jin no Jutsu Art of Charcoal Dust Group Attack
Juumonji Kasumi Kuzushi Cross Mist Demolisher
‡‡ < revision history > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
Version 1.8 <2000.08.XX>
- Reformatted entire FAQ
- Added combos for everyone
- Oume and Otane's Infinite combo revised
- Revised info in Popura's section
- Added the Quick Restart trick
Version 1.7 <1999.09.21>
- Overall editing of FAQ, including some special move names
- Added some win quotes
- Added more into Advance Fighting Tactics section
Version 1.6 <1999.04.01> * April Fool's Day *
- FAQ is over a year old! =)
- Went through each combo and made changes
- Reformatted FAQ
- Added Action Replay Plus Codes
Version 1.5 <1998.12.21>
- Added the ASCII design
- Changed FAQ around a lot
Version 1.4 <1998.12.17>
- Some pics that are embedded in the game, that you need the extractor for,
can be found on a webpage! The link in the website section
- Added more character info
- Updated websites
Version 1.3 <1998.11.26>
- Added remaining correct character info
- Changed FAQ format
Version 1.2 <1998.10.31> * Halloween *
- Added ALOT of info concerning proper move names
- Added character's alias
- Changed format of the FAQ
- Still have to finish translations
- Editing
Version 1.1 <1998.10.09>
- Editing
Version 1.0 <1998.10.05>
- Added Recharge Meter trick
- Added more websites
- Added Bitmap Extraction technique
- Added on.. *ahem* ..Dave's Bristol section
Version 0.9 <1998.07.30>
- Added Omake Art Gallery secret
- Added Credit Smash trick
- Added Mikata Nage move
- Edited Duel Supers section
- Minor corrections/additions
Version 0.8 <1998.07.24>
- Dropped "Specific Character Critique" section
- Re-modeled FAQ again to brand new format
Version 0.7 <1998.05.30>
- Added Clean Pause trick
- Added Assist Method
- Editing
Version 0.6 <1998.05.11>
- Added info on Duel Supers
Version 0.5 <1998.05.05> * Cinco de Mayo *
- Added how to get the secret characters (Damian, Bristol, & Bristol-D)
- Added "Specific Character Critique" section
- Spelling corrections
Version 0.4 <1998.04.01> * April Fool's Day *
- Added Bristol-D combos (seemed perfect since it's April Fool's Day)
Version 0.3 <1998.03.26>
- Added a ton of combos for Popura, Remi, & Solis
Version 0.2 <1998.03.25>
- Changed format of the FAQ again
- Added combos for Chris, Damian, Falco, Gartheimer, M.A.D., & Oume & Otane
- Dave claimed Bristol section as his domain
Version 0.1 <1998.03.24>
- Format redone to make entire FAQ readable
- Added combos for Bristol, Hizumi, Larry, & M.A.D.
- Added additions to the combo notation section and notes
Version 0.0 <1998.03.05>
- FAQ started and submitted to GameFAQs.com
‡‡ < websites > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
- Preview -
www.cart-mart.com/planet32/gof.html
- Reviews -
www.cart-mart.com/planet32/saturnreviews/gofreview.html
www.cart-mart.com/planet32/saturnreviews/gofreview-02.html
www.cyberdrive.net/~gskalba/reviews/saturn/GrooveFight.htm
www.geocities.com/TimesSquare/Arena/7063/testnt1298.html
videogames.com/sat/fight/grooveon/review.html
videogames.com/sat/fight/grooveon/review161ba.html
videogames.com/sat/fight/grooveon/review255e.html
- Miscellaneous Sites -
www.ncsx.com/grooveon.htm
- Pics -
www.videogames.com/sat/fight/grooveon/screenindex.html
- CD Extract Pics -
members.tripod.com/~athenaasamiya/groove.html
- Movies -
videogames.com/sat/fight/grooveon/media.html
‡‡ < final note > ‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
Ossu, minna! Welcome to the millennium! And we all survived! Well, not like
anything happened.. Anyhoo, Synn's and my GoF FAQ is still going strong! Over
two years old, and it plans to get bigger at the days pass! =) There's still
alot of work to be done before this giant FAQ is completely done, but it'll
be well worth it!
Here's a list of things that will show up in future installments:
- game storyline
- Remi's special move names
- character win quotes translations
- character ending translations
- character stories/profiles
- strategies
In addition to what is listed above, any other info (combos, questions,
cheats, etc.) that is put in the FAQ, the person will receive credit.
Ja, minna-san!
- The KiD & Synn
_____________________ "See you next Groove on Fight!" _____________________