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Bloody Roar II: FAQ/Move List by Deeshad Version 2.

6, Last Updated 1999-09-12 View/Download Original File Hosted by GameFAQs Return to Bloody Roar II (PS) FAQs & Guides Liked this FAQ? Click here to recommend this item to other users. ~~~~~~~~~~~~~~~~~ "Let's do this!!" - Yugo Oogami ~~~~~~~~~~~~~~~~~

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-BRINGER OF THE NEW AGEBR2: PERFECT PLAYERS' GUIDE Ver. 2.6 Written by Deeshad

New Disclaimer: This FAQ is written for fun and personal usage ONLY. It's okay to reprod uce this FAQ for viewing purposes, which should be meant to better your game play and knowledge on the game being discuss ed below. It is NOT to be used for profitable and/or promotional means, (ex. a game magazine) nor should the conten ts from this page be copied in ANY way, used under a different name, or rewritten/changed in any manner. If the fol lowing is violated in any manner, that's plagiarism and I will have the right to take legal actions against any vi olators. If you want to place this on

an FAQ web site or page that deals with games, please let me know FIRST and get ask for MY permission. If the permission is granted, please be sure to give credit to where it belongs. (ME!) If you have any questions or comments about this FAQ, feel free to contact me at <hanzouds@hotmail.com>. Black List Section ------------------1st Violator: EGM (Electronic Gaming Monthly); Scott Augustyn Where: June issue of Expert Gamer; Bloody Roar 2 Strategy Section Crime: Using this FAQ without permission; using the ideas of the author; (ex. ma de-up terminology and names; FAQ format) altering its contents; failing to give the author (me) credit; displaying this FAQ in a rather shabby and unimpressive manner Punishment: Not to give any profit to each of the magazines that they distribute /manufacture/take part in: -Electronic Gaming Monthly -EGM 2 -Expert Gamer -Expert Codebook If Crime Persists: A lawyer will be hired to take up case

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For some info straight from the makers of Bloody Roar 2 themselves, chec k out their Websites: Raizing Homepage index Hudson Soft Homepage y2/back1/index.html At the Raizing Hompage, you can learn all the moves and their names, whi le the story and Beast Drive illustrations and motion can be found at the Hudson Soft Homepage. (Japanese onl y) For the American version, you can find info about the storyline, feature s, characters (except for the secret characters) and hints straight from the Official Playstation Site at: Bloody Roar 2 page s/fighting/bloody2/ Just to let you know, there are some f BR2 in the American version. Some characters' names will be different, as well l" moves that are here. (whether it be translation errors, simplified translations, ou do pick it up (it's out now) and happen to read this FAQ and find things that all based on the Japanese version. www.playstation.com/games/categorie www.hudson.co.jp/new/blood www.raizing.co.jp/prd/br2/

changes from the Japanese version o as the name of some of the "officia or just a complete rename) So, If y are different, it's because this is

Will there be an American version of this FAQ? I don't know, but it's not really necessary. Like pictures? Want to see some official art & sketches drawn for BR2? C heck out this website: Bloody Roar 2 me.html Like puzzles? Play two jigsaw puzzles with Long & Uriko on it. See if yo u can put them together by trying them at this page: Asobi no Heya (Play Room) www.oitaweb.ne.jp/hp/obata/puzzle/s tart.html If there should be any problems, go straight to each puzzle at: Uriko's Puzzle /paz15.html Long's Puzzle /paz15.html (Sorry, these are Japanese-only pages) www.oitaweb.ne.jp/hp/obata/puzzle/2 www.oitaweb.ne.jp/hp/obata/puzzle/1 www2.itjit.ne.jp/~jnj/bloodyroarfra

This BR2 FAQ is written based on the PSX Japanese version of Bloody Roar 2.

-------========================================------This FAQ can be found at: GameFaqs Console Gamer Cheat Code Central About.com <www.gamefaqs.com> <www.console-gamer.com> <www.cheatcc.com> <vgstrategies.about.com>

Want less talk? Check out the BRPPG: Mini-FAQ. That can be found at: GameFaqs Console Gamer <www.gamefaqs.com> <www.console-gamer.com>

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This game copyright (c) by Hudson Soft and (c) Eighting/Raizing. This FAQ is copyright (c) '99 Deeshad

================================= Contents:

I) Story: Hostility Amongst the Races II) Game Modes III) Defensive System IV) "Bestorized" System V) Taking a Hit VI) Controls and Basic Functions VII) Characters and their Personal Descriptions A) Yugo B) Alice C) Long D) Uriko E) Bakuryu F) Marvel G) Busuzima H) Jenny I) Stun J) Gado K) Shen Long VIII) Secrets, Custom Features, And Tricks IX) Revisions and Contributors X) Final Words ================================ ------------------------------------------------------------------I) Story: Hostility Amongst the Races The huge, multinational foundation called Tyron met its demise due to "B loody Roar", the bestial beings' fight. It is said that Tyron Foundation had engaged in sinister acts concerning the products of artificially-made and militarized bestial beings. These acts became as clear as daylight, so their fate fell into the hands of justice. However, due to the image of besti al beings with the power to exceed human beings, and Tyron's wicked research joined with tales sayi ng, "We, the beasts, will oppose the human race and put them in great peril", the prejudice between b oth races continues on. At the center of the growing panic, people that take on the roles as "Be ast Hunters" became well known to the public, thus amplifying the hostility and feelings of terror t hat arosed between the human beings and the bestial beings. With these "Beast Hunters" present, eve ryday changed. In every area bestial beings are suffering by suppression, every single one since the inf luence of the hunters had appeared. The bestial beings then called their situation, "the Beast Liberat ion Battle Line", as those humans who take the roles of "Beast Hunters" now declared war on them. However, because of the opposition of the suppression, many bestial bein gs live in hiding in due to the new terror that has been stirred up by the Liberation Battlefront, having doubts about the situation and the existance of the bestial beings.

5 years later since the fall of Tyron Foundation.... The human's and bestial being's Liberation Battlefront. And it's known t hat the bestial beings won't submit to the Battlefront of Liberation. As the 3 influences of distrust increas es, the crisis that blankets the world continues to grow.

~~~~~~~~~~~~~~~~~~~~~~~~ Honorable me! Wheeeeeee! - Busuzima ~~~~~~~~~~~~~~~~~~~~~~~~ -------------------------------------------------------------------

II) Game Modes In Bloody Roar 2, there are 7 modes present, each offering different gam eplay (slightly): ARCADE -----Basically the regular mode of the one can find. Straight from the arcade itself, you have to fight through 7 stages, each randomly hosting one of the 9 selectable characters. Once you defeat all 7, you'll go to the Final Stage, where you will have to fight Gado as the last boss. If yo u play straight through without continuing, you'll go to a Special Stage, where you'll have to go toe-to -toe with Shen Long, the secret character. If you play a normal game, (with 1 or more continues) you'll see the reg ular ending, which shows all the 9 characters doing their best combo/juggle during the Staff Roll. Play a great game and beat Sheng Long, you'll get the special Staff Roll which'll present all 11 characters doing a combo that involves their "Beast Drive". While you can always continue if you should lose against any of t he first 8 characters, you cannot continue if you lose against Shen Long. You'll automatically be taken to the ending, which'll be the regular Staff Roll. VS -Like any other VS mode in existence, you and a friend duke it out agains t each other, selecting anyone you please to represent your might. Also, check the Play Record in the Option mo de and see how well your fave character is fairing out against the odds and set private competitions with your buddies.

STORY ----This is a very unique mode to be introduced into the Bloody Roar series. This can be looked as the missing pages from the game manual, (the actual manual only spoke about the game and its features. A separate pamphlet illustrates the characters, fighting descriptions, and their moves) for you'll g et to learn about each of the characters' personal story line, their interaction with the other characters, an d how they would deal with the problem present. All you have to do is select a character, (each with a little h int about their storyline under their name) and battle along as you get a glimpse more and more into the game's plot, guided with many picture illustrations of the action taking place. Similar to the Arcade mode, you'll get a different ending depending on whether you continue or not. SURVIVAL -------In this mode, you have to fight through 1-round, 60-minute set stages ag ainst each of the characters in the game. Like its name you will have to fight in 99 battles, facing each of the characters more than once, where the difficulty increase with every turn. Your life bar will not be set full for each stages as regular. Instead, how much health that'll be recovered depends on how much damage you received from each fi ght and how long it took you. If you lose 95% of health and win by time, you'll start the next match with just that 5 % health that remained. If you want to always start with a full life bar, practice hard, master your attacks & combo s, and finish each match as quickly as possible, for it doesn't get easy. (Note that finishing this mode is a near-impossible feat, for the difficulty wil l increase to that insanely-hard level. If you're a pure game master, (unlike me) you could probably get close enough to completing this mode. However, if you have a Game Shark/Pro Action Replay handy along with a couple of cheats....) WATCH ----Select the fighters to fight and just watch each match as the CPU takes control of both fighters. A good way to learn about all the secrets and tricks that each character possess. Here are some of the controls you have during this mode: -Select = Remove on-screen display (Life bar, Beast gauge, etc.) -R1 = Change camera views -Sq, X, or O = Reset camera view back to normal Note that the CPU's difficulty here is set permanently to "Bloody Hard" mode, so be ready to see some furious fights. CUSTOM -----Similar to the "Omake" mode from the BR1, this mode lets you customize t

he game in special manners that you desire. At the start, you will be given both "Wall Display" and "Afterimage Mode ". There are more, but you will have to figure out how to acquire them. (See "Secrets and Custom Features" for more o n this) Along with this is the "Game Start" feature, where you can select to fight against a friend, a computer-contr olled opponent, or all 11 of the characters one after another, and test the newly acquired custom features to you r heart's content. OPTIONS ------Pretty much explains itself by its name. Not to be confused with the Cus tom mode, this is where you can fiddle around with the game's basic features, like "Match Point", "Difficulty", and "Co ntrol Config". Some details on the more unique features: -Sound Option: change the game between stereo/mono, set the volume, list en to the sound effects & voices, and select the music for the game between "Arcade" or "Playst ation". In "Arcade" mode, each stage has their own personal sound track. In "Playstation" mode, E ach character has their own soundtrack. The second player's soundtrack will always be the music for each battle. -Movies and Pictures: Contains all the videos and endings from the game, as well as the illustrations from "Story Mode" -Play Data: Records your scores from each game mode, as well as charts e ach character's victories and how often they've been used and against who -Display Type: Adjusts the screen image to the size of your TV The "Memory Card" feature can also be found here, so remember to save yo ur game as often as possible. *Just in case you're interested, the track played at the opening video is called "Carnation Reincarnation", played by that jamming group called "Kinniku Shoujo Tai" (Muscular Girl Zone).This track c an be founded on two of their albums. One called "San Fransisco", (the remix version)and the other called "Saigo no Se isen" (original version), which translates as "The Last Holy War". Both albums have heavy metal-type of music. For the American version, there's a new mode added: TRAINING -------For those that want to practice their combos, Guard Escapes, etc., you c an use this mode for that purpose. It's also a good way to learn where and how each hit strikes, as well as what's useful and when. Since I do not have this, I don't know too much about it. (Anybody willing to share?)

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Here I go!! - Jin Long ~~~~~~~~~~ -------------------------------------------------------------------

III) Defensive System The methods of defense have been focused on more in BR2, having a big ef fect on the gameplay. For starters, read below on the way a character's defense can effect the game. GUARDING The way you guard attacks still goes by the height of the attack execute d at you. Here's a chart written up from the game manual that charts about the proper way to guard against an attack : -----------High Guard own -----------High Attack | Mid Attack | Low Attack | O O X | | | ---------X O | | | ------------O (1x) O (1x) O (1x) | | | ------X Low Guard Mid-Air Guard Lie D -------------------------

For this chart, a "O" means that an attack can be blocked in the positio n you're in. an "X" means it is not possible to block in that position. A "--" means that a defense doesn't apply, f or the attack will not come in contact. Note that you can only block once in the air. Afterwards, you'll be hit no matter what. Here's a list on the 4 different heights in which most attacks can attac k from. Note that aerial attacks will not be included in this, for just about all of them have to be blocked with a High Guard: High (H) : Attack aims at head level. A High Guard can defend against this, whi le a crouch or Lie Down will keep you under harm. Middle (M): Attack aims a midsection level. These attacks you have to be more aw are of, for they can only be blocked high. A Low Guard is useless in this case, but Lie Down will still w ork just fine. Low (L) : Attack aims at leg/waist level. Unlike the others, this can be block ed in any manner, making it not as useful in getting through an opponent's defense. Ground (G): Attack aims at foot level. Too low for a High Guard, these can only be blocked by a Low Guard. This will also beat Lie Down. These will be used in each character's basic moves list, to label the he ight of those attacks. The abbreviated

form will be used. Keeping an eye on the height of an attack is difficult, which is why it' s best to get used to falling into defense in a smart, calm manner. If you don't know the height on which the attac k will come from, (unless you memorized the opponent's moves) try to watch it as it comes and judge its motion , before you choose the best way to defend against it. If you can guess (or even know) the height of the attack, think about how you can follow up with an attack of your own. For instance, if you see Alice coming with a low kic k attack, a low guard may be good for protection, but if you can hop above the attack and counterattack, you can g et the upperhand in the fight. Study well. LIGHT VS HEAVY In the gaming world of BR2, there are now two different types of guards you can use, each with their own purpose. These two guards are called the Light guard and the Heavy guard respect fully. The Light guard is executed from the neutral position on the key pad, that is, you press nothing. ( in case of a low attack, you press down only for Light guard) It works like a regular guard and, unlike the Heavy g uard, your recovery time is very short. Due to this, you can counterattack almost soon after you block an attack. However, you cannot block "Guard Break" attacks from the Light Guard. (this'll be discussed a little bit further later) The Heavy guard will probably be the guard chosen favorite by many due t o habit of its motion. The Heavy guard can be executed by either pressing in the opposite direction from yo ur opponent (pressing backwards on the key pad), or by pressing the R1 button. (which'll put you in a guard posi tion even if the opposition isn't attacking) While it's not possible to counterattack because of the slow re covery time from this guarding method, it will protect you from any attack, including "Guard Break" attacks. Ea ch guard has its usage, so try to master both and use them when needed. DEFENSE AS A MEANS TO ATTACK Just to start off, my suggestion to using each of the two guards is to n ot press back on the key pad unless you want to walk backwards. Rely on the R1 button. That way, it'll be muc h more easier to differentiate between Light and Heavy guard. Now back to the subject, each guard can help in o ffensive means: -Guard Escape: Done from a Light guard by pressing forward just as yo u block an attack, this'll usually put you out of harm's path and allow for a more safer, carefree counterattac k of choice. This can be done: -While standing -While crouching

-In the air -Guard Attack: Implicates the attributes of a Light guard, for you wi ll be protected against high and mid attacks. The only th ing that'll stop you are low attacks, throws, and Guard Br eak attacks. -Cancelling Command Moves: By pressing the R1 (Heavy guard) button wh en doing any of the quarter-circle attacks, you can cancel them at mid point. This is helpful for faking out the oppositi on, canceling an attack done by accident, or just cancelli ng an attack because the situation no longer calls for it. W hile it's easier to do this with a Guard Attack, it may not be s o with another Command move. -Motion Stopper: Pressing the R1 button while you're in motion (walki ng, dashing, crawling, or backstepping) will make you automatically stop in your tracks. A great way to to drop into defense when an at tack is heading at you while you're moving, especially while you're ba ckstepping away. GUARD BREAK Mentioned before were moves called "Guard Break". Guard Breaks are attac ks that flash with light before execution. This can range from a single attack to a combo attack to even a Command move. In the case of a Guard Break: -Can only be blocked by a Heavy Guard -Stuns/knocks down anyone in a Light Guard -If hit while in a Light Guard, you'll usually lose (le ss than) half of the damage than if it were a clean hit -Can be blocked on the ground and in the air -All Guard Breaks hit from either high level or mid lev el** While there's a handful when in human form, a lot more of each character 's attacks will turn into Guard Breaks in beast form, making it difficult to rely on a Light guard. While it's quite difficult to try and memorize each character and which attack is a Guard Break and which'll turn into a Guard Break once beastorized, the only way to avoid them is through good judgement and the Heavy guard button.

**Jenny is the exception to this rule. In Jenny's combo B,B,B,d+B, the last hit, being a Guard Break attack, hits low. Thus, a low Hard guard can defend against it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Well, you're not worth it. You can't beat me." - Kakeru as "Bakuryu" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------------------------------------------IV) "Beastorized" System Just like its predecessor, the Beast Button is still present, allowing e ach character to transform into their "beast" form. However, there's alot of neat tricks added to transformation : -TRANSFORM!: Like in BR1, you can transform in the standard method, which is sta nding still and hitting the Beast button. This can also be done in the air as well. -DASH & TRANSFORM!: Again, this method is still in the game. Just run and hit th e Beast button to "beastorize" and charge in at the same time. -ATTACK & TRANSFORM!: If you want to transform safely, but not obviously, do one of the Command moves while hitting the Beast button. You'll execute your Beast Command move and transform a t the same time. Good for surprise attacks and getting into Beast mode without any problems. -COMBO & TRANSFORM!: Within the middle of a combos, hitting the Beast button wil l allow you to transform while continuing the assault. This can only be done in some combos, which have a n extension to adding in Beast combos and attacks. With this, the opposition will have to keep guessing t he outcome of your assault as you trip them up and take control! Note that if you do a regular transformation, (non-attacking) you'll be invincible as you become surrounded by an aura of energy. On the other hand, you can be hit as you perfor m any of the other transform-&-attack methods. It's now important to frequently change into Beast mode, for it possesse s alot of advantages that you won't have as a human. These features are: -Attacks are now stronger as a beast -Characters' jumping skills increase -Characters can jump off walls -Recover health into the temporary damage (white area) of your li fe gauge

-There are more cancel points (cancelling attacks into Command at tacks) -Attacks have more power to knock foes away & higher in the air -Characters can endure more damage -All attacks will now take off block damage. This depends on the character when they're a beast and the attack executed. Each attack may ei ther take off health, or both health & the temporary damage in your life gauge . The Beast gauge will fill up on its own, along with executing attacks an d taking damage as well. This makes it easier to transform into a beast frequently. However, once a beast , your Beast gauge will go down not only if you take damage, but if you're blocking attacks, so be caref ul. Once a beast, there are a couple of ways in which you can revert from be ast back to human: -Being knocked down when the Beast gauge is emptied -Being juggled in the air when the Beast gauge is emptied -Executing a character's Beast Drive (See below) -Certain moves/throws may cause you to revert back to normal Note that once you've reverted back to human, any temporary damage area in your life gauge will turn into permanent damage. Remember that while you can be a skilled player, you 'll have disadvantages as a human if going against a beastorized character. Try to keep your beast form on as long as you can. BEAST DRIVE: SAVAGE INSTANT KILL The newest feature to be put into the Bloody Roar series is the "Beast D rive". The "Beast Drive" is an all-out attack that does big damage onto the opposition if they get hit. S ome notes on using the Beast Drive: -You have to be in Beast mode -All have to be blocked with a Heavy guard. (Guard Break) -Uses up entire Beast Gauge (amount doesn't effect the damage inflicte d) -If you miss, you'll be wide open as you revert back into human form -Each character's Beast Drive have different attributes To use the Beast Drive, you you just input the motion. (different for each character) Once the move ends, (whether it hits or not) you'll revert back to human, and will have t o slowly fill your Beast gauge again. Just like a regular Command Attack move, this can be cancelled into during some combos, which'll ensure that this move hits.

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"My revenge has only begun!" - Stun ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -------------------------------------------------------------------

V) Taking a Hit In the midst of a battle, there are a couple of interactions that should be considered, for it can effect the outcome. These interactions come into effect during these situations: taking a clean hit, taking a hit from behind, countered as you attack, and taking a hit while stunned. Here's an explanation on each: Clean Hit - while what happens depends on the hit itself, usually nothing specia l happens. Back Hit - it's easier to be stunned in certain manners that make it even harder to turn around. Also, some effects that take place may differ from the effects that happen at a character's front. Counter Hit* - a character will fall into certain stun postures depending on the hit and where it's aimmed at. Sometimes, nothing may happen. "Stunned" Hit - While in a stun posture, you'll usually be knocked off your feet . Depending on the attack and where it's aimmed at, where and how you fall may vary. (This is how most launcher moves work) In other cases, you may not fall down, usually because the hit is weak or doesn't have that potential to knock down a character. Also, if an attack hit s just as a character has almost fully recovered, even if it is meant to knock down a character, it may register as a clean hit. (This is the case for most attacks) In other instances, some hits might cause opponents to instantly be knoc ked off their feet in various manners. Some may just knock you into the air, while others may make you hit the ground hard enough to bounce. This, as well as the former stated should be kept in mind, for your winn ing combos and juggles can be determined by this. Also, depending on what form you're in and how your h it connects, each attack may have a different effect. (i.e. Shen Long's LD+K will launch a character as a counter while in human form, but once he transforms, it'll make his foe spiral) Keep in mind that once a character is in a "stun" posture, he/she cannot be grabbed by most moves considered to be a throw. Although moves like Bakuryu's Zu gokku Zuki and Marvel's Demolition Fang still can be executed, Busuzima's Daijoubutsu Throw and Uriko's Kikkyo Byot en will not work. *Note that a counter hit occurs before an attack is executed or as an attack has

reached its fullest extension. Once a character is recovering from hit/her attack, any hits taken in at that ti me will count as a "clean hit". STUN POSTURE: BOTH A BLESSING AND A DOWNFALL Here's a list of the different types of stun postures in the game, and h ow they can come into effect: Type ---1)Kneel (kn) ly by an 2)Trip (tp) hands as r you by a sweep 3)Stumble Forward (sf)** by an attack, 4)Stumble Back (sb)** t by an attack, 5)Head Clasp (hc) ong attack 6)Turn Around (tn) f attack, causing 7)1-Leg (lg) causing you to hop 8)Choke (ch) ng you to hold it 9)Wobble (wo) causes you to stagger 10)Spiral (sp) , that you are made to Behind You're hit mid/high in the back causing you to stumble forward. Forward You're hit mid/high in the fron causing you to stumble back Forward Forward You're hit in the head by a str You're hit by a whiplash-type o you to spin around Forward Your foot has been stepped on, around Forward You're hit in the throat, causi in pain Front/Behind You're hit from the side, which as you adjust your position Ground/Air You're hit so hard into the air spin Also remember that stun postures also come into effect not just by takin g a hit. Some throws can cause you to be stunned. Where ----Front/Behind Description -----------Brought down to one knee, usual overhead hit Front/Behind You support yourself up by your one leg is kicked out from unde

WHEN KNOCKED OFF YOUR FEET Here's a list of the how you can be sent airborne/thrown to the ground i n the game, and how they can come into effect:

Type ---1) Launcher (ln) he air 2) Banish (bh) e across the stage, and usually 3) Sweep (sw) under you, making you airborne abit mind that any character that is air-

Description -----------You're sent flying straight into t You're knocked away with such forc fly into a wall Your feet are literally swept from before you hit the ground. Keep in borne (whether juggled or not) & i

s hit by any (strong) low kick attack before he/she hits the ground, thi s will also come into effect. 4) Floored (fr) hard 5) Sliding (sld) you go flying ground-level, ide across the ground 6) Bounce** (bc) that makes you bounce You're hit from above with a force on the ground Keep in mind that being knocked off your feet can also come into effect not just by taking a hit. Some throws can cause you to be launched or floored. As with "stun posture", the re are different outcomes for most moves depending on your form, and how & when your attack connects. In each character's movelist, certain moves may have one or more of the abbreviations from either "stun posture" or "when knocked off your feet" list. Since almost every attack c an cause some form of effect, only those that play a more unique role in the game will most likely be labeled. **If these conditions are in effect, that character is considered to be "airborn e", thus they can be air grabbed, (ex. Bakuryu's Raikou Izuna Otoshi) or bobbed up by a launching-type move. (ex . Marvel's "Taskforce Upper") You're sent smack into the ground, You're hit with such momentum that and continue your travel as you sl

DAMAGE CONTROL Depending on when, how, and how many times you're hit, the damage may va ry. Here's a chart on how much damage a character may receive depending on the condition: TYPE ---Clean Hit Back Hit Counter Hit "Stunned" Hit Juggle Guard Crushed Wall/Ground Slam Ground Hit AMOUNT OF DAMAGE ---------------Normal Increases alot Increases abit~alot Normal Normal~Decreases abit About half damage Little damage Very little damage

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You thought you were winning? Hah! - Shen Long ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -------------------------------------------------------------------

VI) Controls and Basic Functions f b d u = = = = forward back crouch jump P = Punch K = Kick B = Beast Tri = Throw R1 = Heavy Guard

MOVING -----f = Walk forward b = Walk backward t a second) df = Crawl forward db = Crawl backward ast form only) f,f = Quick Forward ny in beast form only) f,f (Hold) = Dash ion's VS Mode only)

b,b = Backstep d,d (hold) = Lie down (last for abou Dash, then jump = Super jump Jump at a wall, f = Wall jump (in be f,f or b,b in the air = Hover** (Jen L1 or L2 = Slant Move (American vers

**You can hover for an infinite amount of time. To do this, you have to alternat e directions

by pressing f,f and b,b one after the other. All attacks that can be done in the air can still be performed, as well as wall jumping. You can also hover after a wall jump. THROWING -------P+K \ or > Standing throw (both with miss animation) R1+P / d+P+K \ or > Crouching throw (both with miss animation) d+R1+P / P+K = Throw escape (must be done just as the opposition initiates a throw. Will not work against back throws) *Note that a throw escape can only be done against the basic grabs stated above. It cannot be performed against Command Attack throws, air throws, or any special throws. (i.e . Stun's f + P, Gado's Dash + P) WHEN LAUNCHED/SENT FLYING ------------------------P+K = Air Recovery : -When launched into the air -When juggled -When sent flying into a wall (not when you're slammed into a wall and take damage. This is just as you're about to hit a wall) P+K = Ground Recovery : -When knocked off your feet (Float) -When you're about to be sent sliding on the ground *Note that you cannot recover if you're sent spiralling in the air. Keep in mind that if you do an Air Recovery, you are not invincible right at the start of your this. Abou t a second after you execute this, you can block. In final round, killing blow slams a character into a wall = Wall Break *Note that this cannot happen in the "Room" Stage IN THE AIR ---------Jump, P = Simple downward punch Jump, K = Simple flying side kick Jump, B = Simple flying front kick u + P, K, or B = Leap Attack (varies)

Jump, f or b + {P} = Hammer Drop Jump, f + {K} = Drop Kick Jump, b + {K} = Reverse Drop Kick Jump, f or b + B or {B} = Flying Be

ast Attack

ON THE FLOOR -----------d+P, K, or B = Ground attack (Varies between characters) When knocked down: -Press in any direction to roll on the ground -Tap P repeatedly to increase your recovery speed -Press K to flip up with a kick attack B-BUTTON ATTACK (IN HUMAN FORM) ------------------------------Press B when Beast Gauge is empty: -Do a mid-level attack -All around protection (hits from the front and back) -Little offense ability (works up close) -Each unique for all characters

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Is that the best you can do?" - Janne "Marvel" Gado ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------------------------------------------VII. Characters and their Personal Descriptions Before you read each of the characters' personal data, read this part fo r some important guidelines used in writing this section: Symbols and Abbreviations ------------------------* = Can cancel into a Command attack [H] = Hold down the preceding button [T] = Back is turned to the opponent < > = Can transform into a Beast through this attack { } = Guard Break LD = Lie Down {c} = If you see this after an attack, it means it'll become a Guard Break when you transform into a beast (ex. df + K {c}) # = In some special cases, you can only cancel into a Command Attack only when you're a beast, even if it is an attack that can be done as a human x = Some Basic moves hit more than once, but cannot be determined how many times . (i.e. Long's Dash B) This will be next to the height of that attack, indicating it is a

multi-hitter. (ex. for an attack that hits high, its height will be labeled as "Hx") Strategies & Combos Section only -------------------------------/ = Indicates the points in which a combo breaks, and what has to follow in next = = Indicates when you cancel into a Command Attack - = Indicates when entering a Circle Combo (Long, Uriko, & Shen Long only) == = Indicates when a Rokugou Shiki Shuryo Waza is being used (Long, Uriko, & Sh en Long only) H = Done in human form (only) B = Done in beast form (only) H/B = Can be done in either form H~B = Done from human form into beast form B<-H = Recommended in beast form unless you want to start combo/juggle while in human form, then transform [C] = Move is done as a counter attack [Bk] = Back Attack If a combo has many variations and each are listed below combo, each are labled depending on what type of attack they are: -> = continuation to a combination attack (in other words, it's not a separate c ombo) = = cancel into this move (i.e. a Command attack) -- = go into a Circle Combo (Long, Uriko, & Shen Long only) == = use a Rokugou Shiki Shuryo Waza (Long, Uriko, & Shen Long only) - = start of a new attack/combo; a break in the previous combo Characters' Bios ---------------Each character's Fighting Style description is straight out from the pam phlet, (except for Shen Long and Gado) while their Storyline is just a summary of the b eginning of each character's role from Story mode. Characters' Moves and Combos ---------------------------I know almost ALL the names for each move and attack. Some were not give n a name, so I will be adding a substitue in their place, putting them in parenthesis. Howeve r, not all moves in parenthesis are made up. If a move has various outcomes, then they will most like be in parenthesis. Some moves may be given a description if necessary. (It may b e inbetween parenthesis as well) Some moves and combos have numerous enders or ways it can be used. Not t o be redundant, I'm branching all of them together, listing them one after another un der the

move or combo they belong to. So, if you see anything that has a ":" afterwards, this will indicate that more than one method will follow as an ender. Either that, or ther e will be a note refering to whatever that can follow up.Also, for some reason, there might be more than one method to do a combo. If you use another method that differs from mine, neit her mine nor yours is wrong. Characters' Strategies/Combos ----------------------------For each character's Strategy/Combo section, I'm only putting in various types of combos and juggles. As in all games, there are an infinite number of ways to mak ing a combo, as long as it works for the player. The ones I'm putting down are examples of th e ones I use, from the Staff Rolls, (both #1 and #2) and some really spectacular or really cra zy ones to play with. (especailly on those that don't like to recover when launched) Don't just limit yourself to these. Experiment with these and make some of your own. Depending on each character's form, some combos/juggles may work a littl e different. Remember that juggles have to be executed fast in human form, while your foes wi ll have a longer hangtime while you're in beast form. Also, there's a weight and size diff erence between both human and beast form, so some combos/juggles may be harder to do on a foe in human form than in beast form. Finally, not all combos/juggles are perfect. Due to the Recovery move, t hey can be broken. Remember that if your opponent recovers high in the air during your jugg le, that it can still be initiated and completed. You just have to delay a bit/time it right . This is my first time of writing an FAQ, so if you should find anything strange, confusing, or hard to understand, bear with me. This is preliminary work and may change as time goes on.

~~~~~~~~~~~~~~ Oh, I'm sorry. - Jenny Bartoli ~~~~~~~~~~~~~~ ----------------------------------------------------------------------------------------------------

A) ==== YUGO ==== ======================================= ------PROFILE ------Full Name: YUGO OOGAMI Beast Form: WOLF F.Style: BOXING Nationality: JAPAN Age: 22 Height: 177 cm (Human); 180 cm (Beast) Weight: 81 kg (Human); 84 (Beast) Occ: PROFESSIONAL BOXER Likes: STEAK Dislikes: WASABI ====================================== Story: BACK TO BATTLEFIELD As Tyron Foundation went down in flames, Yugo came across a young boy st anding in the midst of the burning company. Questioning the young boy's reasons for being ther e, he couldn't learn anything, for the boy himself didn't know. Concerned about his welfare, Yu go decided to take him under his care and escaped with the young boy. 5 years have passed sinced that time. Taking up the occupation Pro-Boxin g, Yugo continued to fight and hone his skills through this sport. The young boy, who is known as Kakeru, was also doing well in his new life as well, as he went to school and engaged in the activities of a normal young boy. There was still some questions to be answered about Kakeru's previous life, however, and his possible connection with the fallen Tyron Foundation. With the current situa tion between humans and beasts, the two had to keep a low profile, lest they want their new lifestyl e to come to an end. One day, as the two were outside, they were attacked by a mysterious guy . Leaving Yugo for wounded, he kidnapped Kakeru, ignoring the boxer's plea and claiming that the yo ung boy's name is "Bakuryu". Filled with rage, the wild youth is now set to hit the scene and to e xtract justice -where it belongs. ================================ FIGHTING STYLE DESCRIPTION Through his boxing style, Yugo combines both speed and power together to fight. Everything about

him represents him as the standard "All-Mighty character". ================================ COSTUME COLORS p (Normal) = Orange vest, brown pants, black gloves, shoes, and belt / Gray-furr ed wolf K (2nd) = Blue vest and wrist straps, black gloves and shoes, grayish pants / Gr ay & tan-furred wolf B (Extra) = Blue vest and pants, black gloves, red shirt / Sky blue furred-wolf Start (Secret) = Brown vest, shoes, and gloves, dark gray pants and shirt / Rust y tan-furred wolf

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------============ Normal Moves ============ ----HUMAN ----FACING FORWARD -------------Ground --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Jab | P | H | | H | -Straight | f+P | H | | H | -Left Hook | b+P | M | | M | (bh) -Squat Jab | d+P | L | | M | (sb)/(ln) -Upper | df+P | M | (hc) | G | -Sway | db+P | | dodge back | G | [T] -Jump Straight | u+P | H | (kn) | M | -Mawashi Geri | K | H | } | M | (bc) Ground ------------------------------Name | Motion ----BEAST -----

-------------------------Wolf Claw | B f+B b+{B} d+B df+B db+B u+B

-Twin Fang Dive | -Mangetsu Zan |

-Kogetst Gaeshi | -Jizuri Zan -Bu Roukyaku | |

-Flying Over Tail| -Arc Wrist

| f,f+{B

-Kakato Otoshi | f+{K} | M | (kn)/(fr) B}| M | (bh) -Backspin High | b+K | H | | M | (ln) Kick | | | -----------------------Low Kick | d+K | G | -Side Kick | df+K | M | (hc) -Backspin Low | db+K | G | (tp) Kick | | | -Sobat | u+K | M | -Jump Upper | f,f+P | M-H | [T],(ln) -One-Step Knee | f,f+K | M | (hc) -Shoulder Tackle | Dash,P | M | -Ground Slicer | Dash,K | G | (tp) -Smash | LD,P | H | (ln) -Jack Knife Kick | LD,K | M | -----------------------------------------------FACING BACKWARD --------------Ground --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Light Hook | P | H | (tn) | M | (bc) -J.F. Upper** | d+P | H | | G | retreat -Back Turn High | K | H | ----------------------Kick | | | -Back Turn Low | d+K | G | Kick | | | ------------------------------------------------

-Body Cannon -Spinning Claw

| Dash+{ | LD+B

-------------------------

Ground ------------------------------Name | Motion

-------------------------Back Turn Claw | -Make Inu B

| d+B

-------------------------

**Wanna know what J.F. stands for? It's "Joe Fraiser" abbreviated. Sounds funny, but that's what was written on the Raizing Homepage. THROWS -----Front (Standing) = Seoi Nage uga Front (Crouching) = Knee Blast (ln) last (ln) Back = Ura Nage Front (Crouching) = Knee B Back = Ura Nage Front (Standing) = Senkets

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=========== RUSH SYSTEM =========== Yugo uses a unique system which most of his combos evolve around. Divide d into three groups, each "Rush" provides numerous hit enders for him to utilize, while it is possibl e to switch from one "Rush" to another. Study this well: ----------Blast Rush -----------<P>* (Extend into Strike Rush) -K -d+K, df+P* -B, B -B, b+{B} ----------Strike Rush -----------P, d+K, df+P* -f+P{c} (bh) -b+P -d+P -df+P* -K -d+B

---------Burst Rush ----------<P>,P (Extend into Strike Rush) -d+P -<P>, b+B -B, B, {P} (bh) -B, d+{P} -B, B, d+P Note that in order to go into Strike Rush through those two extensions, just continue from that extension and tag in any of the moves under Strike Rush.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=============== COMMAND ATTACKS =============== 1) Quick 1-2 Motion: d,df,f + <P> -or-

1-2 Blast Motion: d,df,f + <P>: -(Go into "Blast Rush") -(Through "Blast Rush", go into "Strike Rush") -or1-2 Body Upper Motion: d,df,f + <P>, f+{P}, f+P 2) Gekka Shou Motion: d, df, f + K (Launcher) 3) Silver Wolf Knuckle Motion: d, df, f + P (Guard Attack) (Launcher as a counter in Beast form) 4) Crescent Somersault Motion: d, db, b + K 5) Bloody Roar Motion: d, df, f + B (Throw) 6) Flying Berserk Motion: d, db, b + B: -(Rebound) You make contact with a wall. Can follow up with any air attack . -Meteor Crash Press P, K, or B to attack once near a wall BEAST DRIVE: SPIRAL FANG ------------------------MOTION: d,db,b,db,d,df,f + {B} DESCRIPTION: An upclose upperslash. If it connects, Yugo follows with a midair w ild slash combo, and ends with a blistering, neck-spiraling slam with streaks of energy surroundi ng him. HITS: 24 -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

---------------------------Combination Attacks (Human) ---------------------------Name -----Standing Lock 1-2 & Rush Input -----P,<P>,<P>*,P P,<P>: -(Go into "Blast Rush") -(Through "Blast Rush", go

into "Strike Rush") Knuckle Twin Kick (Knuckle Spiral Kick) Straight Faust & Rush into "Strike Rush") Dragon Finish Blow Combo Hook On & Rush into "Strike Rush") Sway Hook Combo db+P,b+P,b+P,b+P b+<P>,<P>,P,d+P b+<P>: -(Go into "Burst Rush") -(Through "Burst Rush", go P,K,K* P,K,d+K f+<P>: -(Go into "Blast Rush") -(Through "Blast Rush", go

*Note that this combo will work whether or not you press back for the first 2 pu nches. However, the last punch requires you to press back. Illusion Burst (Sway Back & Blow) Phantom Burst into "Strike Rush") Phantom Faust Twin Upper** Machine Gun Upper** Final Machine Gun Upper** db+P,f+<P>,f+{P},f+P df+P,P df+P,P,P* df+P,P,P*,{P} db+P,P,<P>: -(Go into "Strike Rush") db+P,d+P db+P,f+<P>: -(Go into "Blast Rush") -(Through "Blast Rush", go

**Each punch can be delayed for a good amount of time, making it easy to switch between these combos depending on the situation. Also, while it says in the manual to pr ess df with each punch, you only need to press it once with the first punch. After that, all other punches will work just fine. High Kick Twin K,K

Spiral Kick Low & Step In Squat Spin Kick Side Kick Twin Heel Tusk Panther Two ---------------------------Combination Attacks (Beast) ---------------------------Name -----Double Slash Triple Slash (Slash Flame Knuckle) Slash Low Slash Dive Double Wolf Kick Blind Blow Claw Twin Knuckle Slash Claw Twin Knuckle & Rush into

K,d+K d+K,df+P* d+K,d+K df+K,K LD+K,K f,f+K,P,P*

Input -----B,B* B,B*,{B} B,B*,b+{B} B,d+B B,f+B db+B,B df+B,f+{P} B,P,<P>,B* B,P,<P>: -(Go into "Blast Rush") -(Through "Blast Rush", go "Strike Rush")

(Claw Twin Kick) (Claw Spiral Kick)

B,K,K* B,K,d+K

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos == =================== -------

------------ABBREVIATIONS ------------S.W.K G.K.S C.S = B.R = = Silver Wolf Knuckle = Gekka Shou Crescent Somersault Bloody Roar

SELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------Command ------LD+B[C]/P,P,P/B,B,B l db+P,d+P[C]/f,f+B gressive opponents Silver Wolf Knuckle[C]: -u+B -LD+B/d+B/f,f+B df+P[C]/d+B/Crescent Somersault db+B[T]/P[Bk][C]/f,f+K,P,P=C.S df+K[C]: -df+P,P,P,P l -1-2 Blast=d+K,df+P: =Crescent Somersault low =C.S=R1/d+K high. Add another d+K if foe hasn't t. S.W.K[C]/P,P,P: =G.K.S: -P,P,P=G.K.S/C.S -P,P,P=B.R -B,B,B l LD+B[C]: =b+P,B,B,d+P/Crescent Somersault l =P,P,B,b+B Silver Wolf Knuckle[C]/B,P,P,B,b+B f,f+K[C]/Crescent Somersault LD+B[C]/P,P,P=1-2 Blast=P: =Bloody Roar l =Spiral Fang l df+K[C]/df+P,P,P=1-2 Blast=P=Spiral Fang l B B B H/B B B H~B Near a Wal Near a Wal Near a Wal Near a wal B B B Near a wal Form ---B B B B B B H/B H/B H/B Near a wal Foe blocks Foe blocks learned ye Notes ----Near a wal Against ag

db+B[tn]/Flying Berserk[Bk] (Cross over foe): -Meteor Crash B l -f,f+B B ries to hit you as you -Quick 1-2 e offense db+B[tn]/P[Bk][C]/Fying Berserk=Meteor Crash Lucky. u+P: -b+B -P,P,d+K,df+P=Crescent Somersault will not hit. Combo's to into ducking -1-2 Blast=d+K=Crescent Somersault -df+P: -d+K,d+K ->P,P,P & 3rd P of df+P to get all n. Near wall. -f,f+B er 1-2 Blast=P=Bloody Roar=R1/Grab ut hard H~B B H/B H H/B B H~B B B

Near a wal Opponent t cross over Jump on th Near wall.

1st punch trick foe Same thing Delay 2nd the hits i Strong end Stylish, b

--------------------------------------------Strategic Usages ---------------Silver Wolf Knuckle=R1: (In a combo or as a counter) -Grab (Slide in close before you cancel) -d+K (Opponent blocks high) -Quick 1-2 (Light guard through attack to take offense) -u+B or Crescent Somersault (Reverse opponent's low attack ) -b+B (Opponent is in Light guard) -Flying Berserk (Retreat or attack [if near wall]) Quick 1-2=R1: (In a combo or on the offense) -Grab (Slide in close before you cancel) -d+K (Opponent blocks high) -Silver Wolf Knuckle (Reverse opponent's attack) -Crescent Somersault (Opponent blocks/ducks low) -f,f+B (Overhead or reverse opponent's low attack) -b+B (Opponent is in Light guard)

-Nothing (Sway in)

----------------------------------------------------------------------------------------------B) ----ALICE ----======================================= ------PROFILE ------Full Name: ALICE TSUKAGAMI Beast Form: RABBIT F.Style: JUMPING Nationality: JAPAN-GERMANY Age: 22 Height: 158 cm (Human); 159 cm (Beast) Weight: 57 kg (Human); 58 (Beast) Occ: NURSE Likes: CAESAR SALAD, ICE CREAM SUNDAES Dislikes: ONIONS ====================================== Story: LOVE FOR THE WOUNDED With all her power, Alice was able to help Mitsuko to rescue Uriko from the clutches of Tyron Foundation. Furthermore, Alice managed to bring Uriko back to her senses, helping her to regain back her memory of who she really was. Because of this, Alice became clos e friends with the Nonomura family. 5 years have past since that time. Seeing how much of a difference she c an make, Alice now dedicates her time to helping people at a hospital as a nurse. One day, she noticed a young man storming out of the hospital, furiously ripping away his newly-received band ages. Recognizing him as Yugo, she called for him, wondering what was distressing him. However, he claimed that he knew her not, and ran off, going to face whatever hardships that lay before him. Surprised at his reactions, (and how Yugo could forget the face of a "beautiful young lady") she follows after him, ready to assist him in any way she could. ================================ FIGHTING STYLE DESCRIPTION

While feeble in power, Alice is a character that excels in speed and hig h jumping abilities. Her fighting style involves applying her attacks one after another by rushing at her foes. ================================ COSTUME COLORS p (Normal) = Pink uniform, cap, and sneakers, white leggings and gloves / Whitefurred rabbit K (2nd) = Whitish uniform, white gloves and leggings, blue shoes / Pink-furred r abbit B (Extra) = Orange uniform and shoes, white gloves and leggings / Creame-colored furred rabbit Start (Secret) = Red stockings, shoes, and trimmings, navy bluish uniform and gl oves, dark brownish hair and anklets / Black-furred rabbit

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------============ Normal Moves ============ ----HUMAN ----FACING FORWARD -------------Ground --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Jab | P | H | | H | -Throw Punch | f+P | M | | H | (hc) -Sway Knuckle | b+P | M | | M | -Squat Jab | d+P | L | | G | -Body Hook | df+P | M | | | -Low Sway Knuckle| db+P | G | Ground ------------------------------Name | Motion ----BEAST -----

-------------------------Blitz Punch -Step Punch -Rabbit Kick -Squat Blitz Punch | | | | | df+B B f+B b+B d+B

-Blast Leg Kick |

| G | (tp)/(sw) -Rabbit Hammer | u+P | M | (kn) | G | -Side High Kick | K | H | | M | -Arc Drop | f+{K} | M | | M | (ln) -Somersault | b+K | | retreat B}| M | (sp) Escape | | | | | -Squat Side Kick | d+K | G | } | M | -Step Toe Kick | df+K | G | -----------------------Reverse Foot | db+K | G | [T] Kick | | | -Jumping Toe Kick| u+K | M | (hc) -Slide Punch | f,f+P | G | -Rabbit Knee Pat | f,f+K | M | (sb) -Rabbit Tackle | Dash,P | M | -Rabbit Slider | Dash,K | G | (tp) -Hopping Hammer | LD,P | M | (ln) -Lunar Kick | LD,K | M | (ln) -----------------------------------------------FACING BACKWARD --------------Ground --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Turn Straight | P | H | | M | (fr)/(bn) -Squat Turn | d+P | L | | | Straight | | | | G | (tp) -Turn Kick | K | M | (bn) | | -Squat Turn Kick | d+K | G | ----------------------------------------------------------------------

-Needle Kick

db+B u+B

-Hide Shot Kick |

-Rising Toe Kick | f,f+B -Dash Somersault | Dash,{ Kick -Hopping Kick | | LD+{B

-------------------------

Ground ------------------------------Name | Motion

-------------------------Reverse Drop Kick -Squat Turn Hammer | | | d+B | B

-------------------------

THROWS -----Front (Standing) = Reverse Frankensteiner tomp Front (Crouching) = Jack Knife Heel Edge ife Heel Edge Front (Standing) = Rabbit S Front (Crouching) = Jack Kn

Back = Alice Pressure

Back = Alice Pressure

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=============== COMMAND ATTACKS ===============

1) Rabbit Spiral Motion: d, df, f + P (Air Combo Move) 2) Round Slash Motion: d, df, f + K 3) Spinning Hopper Motion: d, db, b + P (Guard Attack) (Launcher in beast form) 4) Triple Somersault Motion: d, db, b + K, b + <K> {c}, b + {B}(sp) *If you omit b + {B}, move becomes the "Double Somersault" 5) Rabbit Flip Motion: d, df, f + B (Launcher) 6) Switch Moonsault Motion: d, db, b + B (Cross-over Move) 7) Air Raid Motion: d + P + K upclose in air (Throw)

BEAST DRIVE: LIFTING STAR LANE -----------------------------MOTION: d,df,f,d,df,f + {B} DESCRIPTION: Alice comes in with a headbutt to the gut. If it connects, she'll s tuff the opposition into a human ball, bounces them like a soccer ball for a bit, and ending with an overhead kick that sends them screaming away. HITS: 9 -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

---------------------------Combination Attacks (Human) ---------------------------Name ---Upper Rush Surasto Rush Blitz Combo.... ...High ...Middle ...Low Blitz Reverse Low Throw Punch Upper Sway Kick Combo Squat Blitz Combo Rabbit Step Low Sway Combo Heel Edge Combo... ...High ...Middle ...Low (No Name) Arc Drop Combo Arc Drop Combo Rush Low Kick Combo Leg Beat Combo Lunar Combo Turn.... ...Upper Rush ...Surasto Rush Rabbit Knee.... ...Upper Rush ...Surasto Rush ...Blitz ...Blitz ...Blitz ...Blitz Combo High Combo Middle Combo Low Reverse Low Input -----P,P,P,f+<P>* P,P,P,d+P P,K,K: -b+K {c} -f+K -d+K P,K,P,d+K f+P,P* b+P,K d[H],P,K,K df+P,P,P*,d+K db+P,K K,K: -b+K {c} -f+K -d+K K,P,d+K f+K,b+K,f+K f+K,d+K,d+P d[H],K,K df+K,K,K LD+K,f+K [T] P,P,P: -f+<P>* -d+P f,f + K,P: -P,P: -f+<P>* -d+P -K,K: -b+K {c} -f+K -d+K -P,K,P,d+K

---------------------------Combination Attacks (Beast) ---------------------------Name -----High Rabbit Combo Middle Rabbit Combo Low Rabbit Combo Low Rabit Rush Knee Low Rabbit Rush Ground Input -----B,B,B,f+B* B,B,B,b+B B,B,B,d+B d+B,d+B,B,B,B* db+B,B,B: -B (High) -d+B (Low) d[H],B,B,K,P P,P,P,f+P*,B,B,B: -f+B* -b+B -d+B f,f + K,P,P,P,f+P*,B,B,B: -f+B* -b+B -d+B

Low Rabbit Rush Slider Upper Rush & Rabbit Combo ...High ...Middle ...Low Knee Pat to Upper Rush & Rabbit Combo ...High ...Middle ...Low

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos == =================== ------------------ABBREVIATIONS ------------R.Spiral = Rabbit Spiral T.Somersault = Triple Somersault R.Slash - Round Slash

SELF-MADE COMBINATIONS AND AIR JUGGLES --------------------------------------

Command ------f,f+K[C]/df+P,P,P=Rabbit Flip/Air Raid f+P,f+P[C]: =Spinning Hopper o if necessary =Rabbit Spiral/K,K,b+K if necessary db+K[T]/K[Bk] u+K[C]/u+P/df+K,K or d+K,K b+B[C]/df+K,K,K nfusion b+K/f+K,b+K,f+K cool u+K[C]/LD+P: -P,P,P,f+P=R.Spiral/Round Slash -K,K,b+K/Round Slash if necessary f+B[C]/Rabbit Flip: -Air Raid corner -LD+K,f+K f,f+B[C]/P,P,P,f+P: ->B,B,B,f+B=Round Slash if necessary =Triple Somersault Spinning Hopper[C]: -d+K,K -LD+P/Triple Somersault -P,K,K/df+P,P,P=R.Spiral l. Add another R.Spiral east form -f,f+K: ->P,K,K,b+K Kick as long as you st form only. May need a wall. ->P,P,P,f+P: =T.Somersault =R.Slash Rabbit Flip[C]/B,B,B,f+B: =Spinning Hopper =Switch Moonsault f+B[C]/f,f+B/Rabbit Spiral/Lifting Star Lane done fast f+P,f+P[C]=Rabbit Flip/P,P,P,f+P,B,B,B,f+B: =R.Spiral/Air Raid l =Lifting Star Lane l

Form ---B H B H/B H B H~B B B

Notes -----

Delay comb Near wall

Up-Down co Just looks

Near wall

B B B B H B H/B

Done in a

Near wall

Near a wal while in b

H/B

Delay 1st can in bea

B B B B B Has to be

B<-H B<-H

Near a wal Near a wal

--------------------------------------------Strategic Usages ---------------Spinning Hopper=R1: (In a combo or as a counter) -Round Slash (Opponent blocks low) -Any combo (Light guard throught attack to take offense) -db+K[T],K (High-low) -f+K,u+K,b+B or u+P (Reverse low attacks) -Rabbit Flip (Opponent's in Light guard) -Switch Moonsault (Cross-over) -Grab (Upclose. Hard.) -LD+B (Light guard through high attack to counter)

----------------------------------------------------------------------------------------------C) ---LONG ---======================================= ------PROFILE ------Full Name: JIN LONG (Shin Long in the States) Beast Form: TIGER F.Style: CONBINATION ATTACKS Nationality: CHINA Age: 31 Height: 179 cm (Human); 184 cm (Beast) Weight: 70 kg (Human); 78 (Beast) Occ: NONE Likes: SILENCE, PEACE OF MIND Dislikes: DISHONESTY AND LIES ====================================== Story: DENIAL TO THE FATE The hungering to destroy. The lust for blood. The emotions of a true, co ld-blooded assassin. These feelings were a curse to Long for a long time. Long managed to run away fr om this cruel occupation, but he couldn't leave behind these thoughts, these emotions that agonized him fo r so long. To avoid these feelings from taking control once more, Long decided to isolate himself in a cav e up in the mountains. His fate was destined to fight, yet he was willing to deny this lifestyle for peace.

Sadly, Long will soon know that he can't hide from fate forever. 5 years later, he's now questioning himself with thoughts about whether or not he should once more engage in violence. These were brought upon by a young girl who has come for his help in taking on a major responsiblity. She wants to save her mother from the clutches of some evil men, one of them who even looks like Long himself! Despite her young age, she was willing to put everything on t he line to learn how to fight. Long could see that the young girl's will was strong and good, and was mo ved to give her what she needed. For a long time Long hid from such responsibilities, using his powers wh ere they were needed instead of seeing them as a curse. Evil was still out there, and in a form that seemed t o call for his attention. Now, donning on his battle gear, Long steps out into the world once again, with inten tions to look into this new danger. He's also curious about the one who's "identical to him like his own sh adow...." ================================ FIGHTING STYLE DESCRIPTION Long is the wielder of the ever-changing Circle Combo system, called "Sh in-I-Gou-Ken." (Fist of the Mind & Cosmos) He is truly an advance, technical character to handle. ================================ COSTUME COLORS p (Normal) = Turquois shirt, blue pants, gold & white wrist and ankle braces, bl ack sash, orange symbol / Orange-furred tiger K (2nd) = Brown pants and gloves, white & orange wrist and ankle braces, white s hirt, gray symbol / Grayishfurred tiger B (Extra) = Orange shirt, green & orange wrist and ankle braces, green sash, pur ple pants / Bluish-gray furred tiger Start (Secret) = Black shirt, black & gray wrist and ankle braces, white gloves, yellow symbol / Orange tiger

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

-------------------SHIN-I-ROKU-GOU-KEN: Rokugou Kourin Shiki (Style of the Universal -------------------Goose Circle) The "Rokugou Kourin Shiki" is a Circle combo that is the main weapon us

ed by Long. Consisting of 6 different attacks, each attack follows each other in a circle-like motion, in an y direction desired. While this Circle combo can be started in numerous ways, each attack follows each othe r in a set manner one after another. Also, the same attack cannot be used twice. Here's a diagram on this Ci rcle combo and the pattern it follows: Dakai <----------> Fujin Kyaku <----------> Tan Pa P# (hc) P* /\ \ | | \/ / Hidari Tan Kyaku <-----> Nichigetsu Ha <-----> Migi Tan Kyaku f+K d+P K \ / d+K f+

Also, this Circle combo can be followed up with any one of the "Rokugou Kourin Shiki Shuryo Waza", (Ender Techniques of the "Style of the Universal Goose Circle") which can be inp utted from any one attack of the R.K.S. It doesn't matter whether you complete the Cicle combo or not: Uramon Chochu Pon Ken Renju Houdou f,f+P# b+{P} d,d+P \\ || // Rokugou Kourin Shiki Shuryo Waza // || \\ Senpuu Kyaku Honshin RenKyaku Zensou Genkyak u f,f+K (kn) b+K d,d+K Also are *special* R.K.S Shuryo Waza techniques which can be done as a b east (or, when your Beast gauge is full): Kourin Un Rokugou Shouten Hou Rokugou Fukko

B*,{B} B*,f+B B*,d+B \\ || // \\ || // Rokugou Kourin Shiki Shuryo Waza // || \\ // || \\ Hangetsu Jin Rokugou Hekishuu Kouzan Heki d,d+{B} B* f,f+B (wo) LONG VS SHEN LONG: COMPARISION -----------------------------Not to be confused with Shen Long, Long is pretty unique on his own. Whi le lacking in power moves, Long makes up with with speedy attacks and movements. Thus, you should focus more on a spee

dy offense, while making some unbeatable combos.

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============ Normal Moves ============ ----HUMAN ----FACING FORWARD ----------------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Shou Da | P | H | | H | -Chuusui | f+P | M | | M | -Shichi Sunkou | b+P | M | (fr)/bn) | M | (bh) -Fukushou Da | d+P | M | | G | -Zansui | df+P | M | (sb) | M | [T],(sb) -Ouken | db+P | M | | | -Toukuu Shasui | u+P | M | (kn) | G | [T] -Heki Tai | K | H | | H | [T] -Soukou Tai | f+K | M-M | | M | -Kou Shuutai | b+K | M | [T],(sb) | M | -Zensou Tai | d+K | G | (hc) | M | (ln) -Soku Tai | df+K | M | | | -Kou Soutai | db+K | G | -----------------------Toukuu Bunkyaku | u+K | M | (sb) -Tetsuzan Kou | f,f+P | M | ------------------------Name | Motion ----BEAST -----

-------------------------Kosou Geki -Ko Bokushi -Ko Bokuha -Fukko Sousou -Haishin Kobi Kyaku | | | | | | db+B u+B B f+B b+{B} d+B df+B

-Tenpen Kagetsu | -Kanun Geki -Raken Ben -Fujuu Houkou |

| f,f+B | Dash,B LD+B

-Shishi Shouten | Ha |

-------------------------

-Shitchi Soutai | f,f+K | G | (tp) -Yousoku Ha | Dash,P | M | (fr)/(bn) -Shinryuu Kayku | Dash,K | M | (bn) -Rengeki Ryouken | LD,P* | M-M | -Senkyuu Tai | LD,K | M | (ln) ------------------------------------------------

FACING BACKWARD --------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Soutou Shou | P | M | (bn) | M | (fr)/(bn) -Tenshin Housui | d+P | L | | G | (tp) -Tenshin Sentai | K | H | -----------------------Tenshin Soutai | d+K | G | (tp) -----------------------------------------------GROUND -----------------------------Name | Motion

-------------------------Tetsuzan Kou -Shinchiku Sou | B

| d+B

-------------------------

THROWS -----Front (Standing) = Houshin Hakkei Kongou Sui Front (Crouching) = Fuuki Shitsu (ln) Shitsu (ln) Back = Ritou Front (Standing) = Toushin Front (Crouching) = Fuuki Back = Ritou

=============== COMMAND ATTACKS =============== 1) Sen Shippo Motion: d, df, f + P {c} 2) Renkan Tai Motion: d, df, f + K {c} (Launcher) 3) Gaimon Choushuu Motion: d, db, b + P (Guard Attack) 4) Muei Kyaku* Motion: d, db, b + K (kn) (Attack/Throw)

*There are a couple of tricks that this move possess. It can work as a cross-ove r and connect from behind, even if foe is blocking. Also, if it hits a character just before Long l ands, (usually if it crosses over) it will make him/her drop to one knee. This hits twice as an attac k alone. 5) Keisetsu Ga Motion: d, df, f + B (Throw) 6) Kongou Toutai Motion: d, db, b + B: -Auto Rokugou Kourin Shiki: -Kongou Kourin Shiki (You) f[H]+B(x6) (Start the R.K.S u" counterclockwise) -Kongou Kourin Shiki (Chi) d[H]+B(x6) (Start the R.K.S Ha" clockwise) -Kongou Kourin Shiki (In) b[H]+B(x6) (Start the R.K.S u" clockwise) -Kongou Kourin Shiki (Ten) u[H]+B(x6) (Start the R.K.S Ha" counterclockwise)

through the "Fujin Kyak through the "Nichigetsu through the "Fujin Kyak through the "Nichigetsu

-Kongou Soukou Tai / Kongou Renkou Tai B,B / B,B,B: -Kingou Soukou Nichigetsu Ha / Kingou Renkou Nichigetsu H a Press d+B after the 2nd (Sou) or 3rd (Ren) B (tp) -Kingou Soukou Muei Kyaku / Kingou Renkou Muei Kyaku Do d,db,b + K after the 1st (Sou), 2nd (Ren), or 3rd (So u) B -Kongou Koboku Ha P: (Gets stronger on the # of P pressed afterwards) -{P} pressed once = x1 (Weakest/fast/upclose) -{P) pressed twice = x2 (Average/decent/at a distance) -{P} pressed three times = x3 (Strongest/slow/far away) -{P}, (x1,x2,or x3) R1 = Cancel (May have to press R1 mor e than once) -Renshu Kou Hazan K,f+B (wo),d+P (Only works if it connects)* *Note that the last combo variant must be done extremely fast, just as each hit connects. Hitting the buttons repeatedly works more often, though. f+B will knock any character out of beast form if their beast gauge is empty, d+P will turn Long back to human. BEAST DRIVE: MOUKO KOU HAZAN ---------------------------MOTION: d,df,f,df,d,db,b + B (Advancing Throw) DESCRIPTION: Protected with a Light guard, Long stomps forward menacingly with h is hands before him. Long

executes an unavoidable grab after four stomps (even if you jump or crouch, you can t escape). If foe tries to hit him high or mid, he'll grab immediately on the follow stomp. If grab conn ects, he ll thrust his palm into his foe, and a ghostly image of his tiger form will slam and pummel the opp onent against a wall while Long does a pose in his human form. HITS: 22 Note: Long's Beast Drive can be stopped in the same way like a regular Guard Att ack, while doing a Super Jump or lying down just as Long executes his grabbing motion will enable you to escape.

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Combination Attacks (Human) ---------------------------Name -----Rensui Choryo ny point) Rensui Tan Pa/Tai Pa"/"Hidari Ren Shoutai Shouda Senkyaku huryo except "Honshin Ren Kyaku" or "Pon Ken") Jouho Ren (Kai/Kyaku) i"/"Migi Tan Kyaku") Ouken ", "Senpuu Kyaku", or K.S Shuryo) Rensui Kanun Geki Renfu Tai Kyaku" or P,P,P,u+B [T] K (Start the R.K.S by "Fujin "Nichigetsu Ha") f+P (Start the R.K.S by "Daka db+P (End with "Uramon Chochu "Kouzan Heki" of the R. Input -----P,P,P (Start the R.K.S from a

P,P (Start the R.K.S by "Tan Tan Kyaku") P,K P,K,d+K (End with any R.K.S S

Youshi Saiken ---------------------------Combination Attacks (Beast) ---------------------------Name -----Tsuuten Juuji Ha Juuji Rakan Fukko Juuji Sou Kosou Senkyaku Fukko Nichigetsu Ha igetsu Ha") Haishin Ren Kazan Tenpen Ren Kazan Rensui Sou Da point) Juuji Kanun Geki

df+P,P

Input -----B,B*,{B} B,B*,f+B B,B*,d+B B,d+B d+B (Start the R.K.S by "Nich df+B,B db+B,B B,P (Start the R.K.S from any B,P,u+B [T]

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos == =================== -------

------------ABBREVIATIONS ------------K.T KSG KKH R.T = = = = Kongou Toutai Keisetsu Ga Kongou Koboku Ha Renkan Tai

SELF-MADE COMBINATIONS AND AIR JUGGLES

-------------------------------------Command ------f+P-K-f+P=Sen Shippo o break foe's guard P,P,P: --d+K==b+P ttack to Guard Break --d+P==b+K onfusion b+K[T][C]/B[Bk] d+B-d+P==d,d+P onfusion b+K[T]/d+K[Bk][C]: -df+P/f+K -f+P -u+K/f+P-K==f,f+B -f,f+P df+K[C]/f+K/Sen Shippo done FAST!! u+P[C]/Renkan Tai/LD+K: -Keisetsu Ga -K.T=KKH (x2) counter this LD+B[C]/LD+P: =Muei Kyaku (No throw): -df+P,P -df+B[T]/B[Bk] l not work LD+B[C]/LD+K: -u+K/Renkan Tai/f+K/d+B -f+B or b+B f,f+B[C]/u+K/LD+K/u+B[T]/B[Bk] df+P[C]/Renkan Tai/P,P-f+P-K: ==d,d+B if necessary -P,P-f+K==d,d+P l u+K: -f,f+P -f+P K.S -b+K[T]/Transform ap against backH Counter tr stabbers H H Go into R. B Near a wal Near wall B B No one can H H H~B H H/B Has to be Form ---B Notes ----Pressure t

H H B B

High-low a High-low c

High-low c

B B

df+B,B wil

df+K/Renkan Tai/LD+K: -B,B=R.T/K-d+P==b+K if necessary -P,P,P-K/P,P-f+K==d,d+P l -b+B -Mouko Kou Hazan hits ground U+P[C],K.T=Renshu Kou Hazan onfusion f,f+K: -f+B opponent fly -b+P B High-low c B B After foe B Near a wal B Near wall

B H

Make your

--------------------------------------------Strategic Usages ---------------Gaimon Choushuu=R1: (In a combo or as a counter) -Muei Kyaku (Reverse [low] attacks) -Renkan Tai (Counter foe's Low attacks) -b+B, Sen Shippo (in beast form) (Opponent's in Light guard) -Any combo (Light guard through attack to take offense) -Grab (Slide in close. Hard to perfect) -db+K (Opponent blocks high) -f,f+P or K, b+P (Light guard through attack to take offense) Kongou Toutai=R1: (In a combo) -f+B, b+B, or Sen Shippo (Reverse opponent's attack) -Muei Kyaku or f+K (High counter against low attack) -LD+K (Opponent blocks low) Sen Shippo=R1: (From afar) -Grab (You leap in close) -Renkan Tai (Reverse opponent's attack attempts upclose) ---------------Mouko Kou Hazan: ----------------On the defense, go through opponent's attacks (high and mid only) -In a juggle, use when you know enemy will recover and/or counterattack fr om the air -On a grounded foe, use before opponent stands (it cannot be reversed or c ountered)

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D) ----URIKO ----======================================= ------PROFILE ------Full Name: URIKO NONOMURA Beast Form: HALF BEAST (CAT) F.Style: CONBINATION ATTACKS Nationality: JAPAN Age: 14 Height: 145 cm (Human); 145 cm (Beast) Weight: 38 kg (Human); 79 (Beast) Measurements: B74-W56-H76 Occ: STUDENT Likes: KAMABOKO, MAGURO Dislikes: MATH ====================================== Story: OUTSTANDING ADVENTURE OF A KITTEN Uriko was once the supreme product of the Tyron Foundation. She was resc ued and brought back to her senses by both her mother, Mitsuko, and Alice. For the next 5 years, after her great ordeal, Uriko lived the life of a normal school girl, while her mother was succe ssful running a store. Returned back to her normal life, it seemed as though Uriko and her mothe r were to live peaceful lives. One day, as Uriko was off to school, her mother was attacked by some mys terious men. One of the men resembled Long, which took her by surprise. She convinced herself th at it wasn t him, for his heart has turned away from such violent actions. Watching the group from an alley, Uriko decided to change into her "Ultimate Being" form and spring into action. Suddenl y her body changed strangely. Before her very eyes, she now looked at her once-human body and was a mazed that it was now in some form of a cat! The genes in her blood changed, so she can no longer use the form she once wielded as a weapon of the Tyron Foundation. Despite this, she continued he r chase when she was overcomed by a mysterious woman who, explaining that these men are from the former Tyron Foundation, plotted to use her mother for their new, heinous plots. This woman a lso adviced Uriko that, although she may be strong willed, it would be best that she went for help to get stronger. Taking this woman's advice, Uriko traveled up to the mountains of China, where Long was

said to be residing. Coming across a cave, she met the man who looked just like the man who kidnapped her mom! She explained her plight, and asked him to to teach her his "Shin-I-Rok u-Gou-Ken". After a moments of thoughts, Long obliged to Uriko s request. Now, with her strong heart and her newly acquired (yet not perfected) s kills, Uriko sets out to put an end to the evil group and rescue her mother. She's determine not to le t anything to get in her way. ================================ FIGHTING STYLE DESCRIPTION Uriko uses an incomplete copy of "Shin-I-Roku-Gou-Ken". While similar to Long's style, there's no weight behind her attacks. Due to this, Uriko has to rely on speed to be effe ctive. Her techniques are truly reckless & that of an amatuer. ================================ COSTUME COLORS P (Normal) = Blue chinese outfit w/purple trimmings, white sleeves w/blue cuffs, brown boots / Pale brown-furred cat K (2nd) = Green chinese outfit w/gold trims, white sleeves w/green & gold cuffs / Light orange-furred cat B (Extra) = Black boots, tights, and hair, black vest and gloves w/red outlines, white shirt / Brownfurred cat Start (Secret) = White vest, shorts, and shoes w/gold trims, blue shirt & underp ants / Dark-gray furred cat

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-------------------SHIN-I-ROKU-GOU-KEN: Rokugou Hourin Shiki (Style of the Universal -------------------Phoenix Circle) The "Rokugou Hourin Shiki" is a Circle combo that is the main weapon use d by Uriko. Consisting of 6 different attacks, each attack follows each other in a circle-like motion, in an y direction desired. While this Circle combo can be started in numerous ways, each attack follows each othe r in a set manner one after another. Also, the same attack cannot be used twice. Here's a diagram on this Ci rcle combo and the pattern it follows:

Dokuko Sho

<---------->

Ranten Kakyaku <-------> Kyuso Douzan f+P /\ | \/ Nichgetsu Ha <-----------> Soushi Tai d+P d+K f+K

P* /\ | \/ Sousou Taiko <-------> K

Also, this Circle combo can be followed up with any one of the "Rokugou Hourin Shiki Shuryo Waza", (Ender Techniques of the "Style of the Universal Phoenix Circle") which can be i nputted from any one attack of the R.H.S. It doesn't matter whether you complete the Cicle combo or not: Gaku Ratotsu*** Tenmon Kaishu Renju Houdou f,f+P# b+{P} d,d+P \\ || // Rokugou Hourin Shiki Shuryo Waza // || \\ Enma Senrin** Fugaku Sanjuuroku Mon Yukio Renrin f,f+K [T]: b+K d,d+K -Mezu Tai -Gozu Tai (Guard Break) **The R.H.S Shuryo Waza "Enma Senrin" has two outcomes. If the initial move is b locked, she'll flip over and kick the opponent in the back of the head. (Called "Mezu Tai") If the initia l move isn't blocked, she'll flip over a greater height, and fall on her stunned opponent. (Called "Gozu Tai" ) Be careful if you get the second outcome, for the recovery time is extremely long. If it should connect bu t the opponent isn't under you, you'll hit the ground, and be left open for a major counter attack. ***Just as you execute the Gaku Ratotsu, pressing R1 will cancel the attack. Uri ko will only jump back without attacking. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------SHIHOU SHINITSU NO E -------------------The "Shihou Shinitsu no E" is Uriko's unique combo system. While not as extensive at the R.H.S, this combo system should be well used due to the numerous ways it can be started and ended. From this, a player can also go into the R.H.S as well. Here's how it goes: Kyouha Tai (Hitoe) K

|| || \/ Fujin Kyaku (Itsue) (Mie) d+K --> --> K* /\ || || Rouraku Sen-Otsu (Yoe) b+K **"Futae" can go into the "Rokugou Hourin Shiki" through "Sousou Taiko", "Ranten Kakyaku", or "Soushi Tai". While "Hitoe", "Yoe", and "Itsue" are soley starters for this combo syst em, "Mie" can be used to both start this combo system or end it. Thus, "Mie" can be used twice. ------------------------------------------------------------------<---> u+K Gasoku Tai-Kaname (Futae)** Rouraku Sen-Kou

============ Normal Moves ============ ----HUMAN ----FACING FORWARD -------------Ground --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Kyousui | P | H | | M | -Hisui Chouchuu | f+P | M | |H-H-H-H | -Gouha Shou | b+P {c} | M | (hc) | M-M | (kn) -Shimo Susuki | d+P | L | | G | -Youshi Senrin | df+P* | M | Ground ------------------------------Name | Motion ----BEAST -----

-------------------------Byou Sougeki -Houkou Sen | | B f+B* b+B d+B df+{B

-Matatabi no Mai | -Soshu -Shishi Odoshi | |

} | M | (tp) -Sen Shippo | db+P | H | -Tousou Ten | db+B | G | (tp) -Soushou Ten | u+P | M | (ln) -Chou Yuusen | u+{B} | H | (bn) -Kyouha Tai | K | M | -Ri Shouryuu | f,f+B | M | (ln) -Migi Tan Kyaku | f+K | M | (ln) -Ryuubi Katsu | Dash,B | G | [T] -Rouroku Sen-Otsu| b+K | H | (tn) -Byou Tengeki | LD+B | M | -Zensou Tai | d+K | G | -----------------------------------------------Kinsen Tenfu | df+K | H-M | [T] -Kamaitachi | db+K | G | (tp) -Rouraku Sen-Kou | u+K | H | -Tenha | f,f+P | | Roll -Senren Hou | f,f+K | H-H-M | -Shami Sen** | Dash,P | M | [T],(fr)/(bn) -Kagura Goma | Dash,K | M-M | (sp) -Rengeki Souken | LD,<P> | M-M | -Sakaguruma | LD,K | M-H | (fr) -----------------------------------------------**Note that the Shami Sen attack has two outcomes. If it connects, Uriko will bo unce away and land on her feet, even if blocked. If the attack hits nothing, she'll painfully tumble on th e ground before coming to a stop, slowly rising to her feet. Be sure this attack hits. At least you can bo unce away and stand a chance if blocked. FACING BACKWARD --------------Ground --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Kyouraku Kou | P | M-M | | M | (fr)/(bn) -Haishin Keisa | d+P | G | (tp) | | retreat -Ryouou Senshitsu| K | M | -----------------------Tenshin Soutai | d+K | G | (tp) -----------------------------------------------THROWS -----Front (Standing) = In dachi Front (Standing) = Tenun Se Ground ------------------------------Name | Motion

-------------------------Joumon Houkai -Okubyou | B

| d+B

-------------------------

nshou (hc) Front (Crouching) = Houshin (hc) (hc) Back = Rasen Kouraku

Front (Crouching) = Houshin Back = Rasen Kouraku

=============== COMMAND ATTACKS ===============

1) Houkou Jin Motion: d,df,f + P (Multi-hit attack) 2) Gekirin Kyaku Motion: d,df,f +K {c} (Launcher) 3) Gofugaku Shou Motion: d,db,b + P (Guard Attack) 4) Hien Raku* Motion: d,db,b + <K> (hc): -Soukyuu Hien Raku f (Bound off) or B (Ball attack) When you're near a wall after bouncing off your foe's head: -(Yukigumo) You're facing the wall (Backflip away) -(Neyuki) Your back is to the wall (Falling Heel) *Naturally, this move alone will hit twice if the conditions are right. Also, if done close to a Light Guarding foe where you strike behind foe's head, opponent may turn and b lock attack automatically. (rare) However, if done upclose, foe will turn and get hit, no ma tter which guard they're in. If this move is executed without pressing in any directions, she'll bounce backwards automatically off her foe. 5) Pinfu Motion: d,df,f + B (Stance Change): -Hekireki Heiwa B rapidly -Senmen Pinfu P -Masou Pinfu K -Chuutsui Pinfu f+B (Run forward) *Note that all except f+B will hit. If you hold in any direction and press P or K rapidly, Uriko will get out of this stance. Also, pressing B when Uriko's Beast Gauge is empty will

cause her to change back into human once she hits the ground, especially if she hits a wall in the process. 6) Senten Chouraku Motion: d,db,b + {B}: -Senten Fuuki B,B,{B} -Auto Rokugou -Senten f[H] + kwise) -Senten b[H] + terclockwise) -Senten d[H] + ckwise) -Senten u[H] + nterclockwise)

Hourin Shiki: Hourin B(x6) (Start the R.H.S through the "Rantan Kyaku" cloc Houyoku B(x6) (Start the R.H.S through the "Rantan Kyaku" coun Houbu B(x6) (Start the R.H.S through the "Nichigetsu Ha" clo Houshou B(x6) (Start the R.H.S through the "Nichigetsu Ha" cou

7) Koppa Hen Motion: d + P + K upclose in air (Throw) BEAST DRIVE: KIKKYO BYOTEN -------------------------MOTION: D,DB,B,DB,D,DF,F + {B} DESCRIPTION: Uriko will leap at her foe's head. If move connects, she'll curl up into a ball with her foe, being encased in a ball of energy. She'll bound all over the stage like a pinbal l, and slam down onto the ground at the end. While her opponent will be bouncing and flopping away on the ground, Uriko will rise up dazed. *Note: Press in any direction and any button rapidly to control the direction an d height of the attack. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Combination Attacks (Human) ---------------------------Name -----Raikan Tenbu h "Dokuko", Input -----P,P,P,P: -(Start the R.H.S throug

"Ranten Kakyaku", or " Kyuso Dousan Shou") *This combo has to be done fast because of one reason. The 3rd punch will turn h er around if nothing else follows up. If the combo's too slow, it'll stop after the 3rd punch . Also, while the 4th punch can be delayed to a certain degree, if you don't input anything af ter about 2 seconds, she'll lose her balance and will turn her back to her opponent. Raijin Ga "Nichigetsu Ha") Kyoukai u no E through "Hitoe") Yomo Shin Ichinisan Sanou Ren Raikan Houbu Dokuko", "Ranten Kakyaku", or "Kyu so Dousan Shou") Raikan Ga "Nichigetsu Ha") Renkan Tai Kinsen Senshitsu Sousou Taiko", "Nichigetsu Ha", or "Sous hi Tai") *Inputting this combo fast will allow her to do everything without a pause. If y ou don't do anything after df+K, Uriko will turn her back to her opponent. However, the rest of the combo can still be done, just slower. Tenha.... ...Sousui ...Senkyuu Tai f,f+P: -P -K f+K,K# df+K,K: -(start the R.H.S through " db+P,P,d+P: -(Start the R.H.S through P,K,K*,u+K d[H],P,K db+P,P,P,P: -(Start the R.H.S through " P: -(Start the Shihou Shinits P,P,d+P: -(Start the R.H.S through

*Note that both enders for the Tenha can be delayed slightly. If you add the end er about a second or two later, Uriko will attack almost at the end of the Tenha Senkyu. Ryouou Senshitsu [T],K:

-(Start the R.H.S through "Sousou Taiko", "Nichigetsu Ha", or "Sou shi Tai")

---------------------------Combination Attacks (Beast) ---------------------------Name -----Byousou Pekeji Ken "Dokuko") Soushuu Byouten Rishou Rekkuu B,B,B* LD+P,f+B Input -----B,B: -(Start the R.H.S through

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos == =================== -------

------------ABBREVIATIONS ------------GRK S.C S.F H.J M.P H.H SHR = Gekirin Kyaku Senten Chouraku Senten Fuuki = Houkou Jin = Masou Pinfu = Hekireki Heiwa = Soukyuu Hien Raku

SELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------Command ------u+P[C]: -u+K,K,u+K -P,K,K: H Near a wall Form ---Notes -----

=Koyuki=Seppi =Pinfu=Hekireki Heiwa oe air recovers --K==b+K df+P=Houkou Jin GRK/P,P,P,P-P=S.C=S.F b+P[C]/df+K[tn]/d+K[Bk]: =GRK/GRK/d+P,K -df+K[tn] if necessary -u+K,K-d+K==b+K -b+B =Houkou Jin or LD+K hit fast =u+B f,f+B[C]: -P,P,P,P-f+K==d,d+P -LD+P,f+B: -S.C=S.F/K,K-f+K==b+K -P,P,P,P-P==d,d+K -f,f+K/GRK

H~B H~B H H/B H~B H H/B H B H/B B B B B B

Do this if f

Do this fast Repeat combo

Execute last

Near wall

u+P[C]/K,K-f+K==d,d+P H f,f+B[C]/f+K/f,f+K/GRK/Houkou Jin B st & carefully b+K[C]/f,f+P,K[C][tn]/d+K[Bk]: -f,f+P,K/H.J H/B -f+K/f+K/Kikkyo Byoten B -df+P=H.J H nst reversals -Grab H/B n the defense -Pinfu=M.P,H.H B his fast f+K[C]/f+B: =Pinfu=Hekireki Heiwa correctly to bobup t shouldn't be done B

Time hits fa Do this fast Counter agai Opponent's o Tricky; do t

Time 2nd hit foe. Last hi too fast

=Hien Raku: =SHR(Push f) correctly to bobup ku will hit foe twice =SHR(Push B)/P,P,d+P-d+P land before foe after -f,f+K/Hien Raku ts like a ground attack -f,f+P,K/df+B -b+B/df+B

Time 2nd hit foe. Hien Ra

Hard! Should SHR

B B B

Hien Raku ac Early & fast Early & fast

f,f+B[C]/P,P,P,P-P==f,f+P: -Dash+B t recover -f,f+P,P rs & blocks high -Dash+P rs & blocks low b+K[C]: -df+B -d+K,K-d+K-d+P==f,f+P h anything you like -u+K,K-K==b+P foe does or does not attack f,f+B[C]/P,P,P,P-P-f+K-f+P==f,f+K en executing the last ts Low Grab: -f,f+P,K/d+P,K ! -f+K/db+P/df+B rrectly f+K[C]/f+K,K/Koppa Hen (Air Throw) f+K[C]/u+P/f+K/b+P beast form, but timing is too f+K[C]/u+P/f+K/b+B/df or db + B it twice

B B B

Enemy doesn' Enemy recove Enemy recove

B H/B H/B B

Followup wit Will hit if Near wall wh couple of hi

H B B H

Do this fast Time db+P co Near Wall Stronger in critical

b+B has to h

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E) ------BAKURYU ------Real Name: KAKERU (Keiji in the States) Nationality: JAPAN Beast Form: MOLE Story: OVER THE PAINFUL MEMORIES "Why is it so dark like this? What am I doing here? I don t understand." These are the words that ran through his mind. A young boy, standing in t he midst of a burning building, alone and confuse. Lost, he knew not where to go until a young

man name Yugo found him. With no other alternatives, the young followed Yugo out of the destro yed building, to be in a place that was much more safer. For the next couple of years the youn g boy took the name Kakeru, and lived under the care of his savior, Yugo. He felt content, for he could now have a life that he could call his own. Still, Kakeru was bothered by the fact that he couldn't remember anythin g before that time he soon amongst the flaming rubble of the falling building once known as th e Tyron Foundation. What was even more troublesome were his moods of anger, these violen t feelings that would come up once in awhile. Since there were no answers them, he decided to ig nore them as best as he could. One day, Yugo was attacked and Kakeru was taken into the clutches of a s trange man, who claimed that Kakeru was truly Bakuryu. Confused by this accusation, he soon beca me brainwashed, and took on the identity of a cold-hearted assassin. With the knowledge of Katou Ryu Ninjutsu at his disposal, the newly-awakened Bakuryu sets out to eliminate various targets, one of them being Yugo. ================================ FIGHTING STYLE DESCRIPTION As a light-weighted kid, along with many ninjutsu techniques, Bakuryu br ings his foes to confusion. His ability to make tricky attacks will make him a favorite to player s. ================================ COSTUME COLORS p (Normal) = Golden outfit w/brown outlines, silver shin & arm guards, brown glo ves & tabi (shoes), red scarf and obi (belt) / Brown-furred mole with red eyes K (2nd) = Blue tabi (shoes) and outfit with black outlines, gray shin and arm gu ards, white scarf and obi (belt) / Silver-blue mole with red eyes B (Extra) = Blazing red outfit w/gray outlines, silver shin and arm guards, brow n gloves and tabi (shoes), gray scarf and obi (belt) / Reddish mole with green eyes Start (Secret) = Silver outfit w/black outlines, gray shin and arm guards, navy blue tabi (shoes) and gloves, white scarf and obi (belt) / Gray mole with orange eyes

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

============ Normal Moves ============ ----HUMAN ----FACING FORWARD -------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Tantou | P | H | | H | -Ryuusentou Yoko | f+P | H | (tn) | M | Giri | | | | M | (bc) -Ryuusentou Tate | b+<P> | M | (hc) | L | Giri | | | | G | (tp) -Senpa | d+P | L | | M | (ln) -Ryuu Eijin | df+P | M | (hc) | M | (kn) -Kusunagi Tou | db+P | G | [tn] | | -Fushin Gaeri | u+P | | crossover } | M | (bh) -Ryuuga Kyaku | K | H | B}| M | [T],(bh) -Hangetsu Otoshi | f+K | M | | | -Eijin Kyaku | b+K | M | (hc) | G | (tp) -Teishi Shuu | d+K | G | -----------------------Suneuchi | df+K | G | -Kagebarai | db+K | G | (tp),(sw) -Nichirin Kyaku | u+K | K | (sb) -Sougeki Ha | f,f+P | M | (fr),(bn) -Fuuretsu Kyaku | f,f+K | M | (sb) -Jizuri Tou | Dash,P | G | (tp)/(sw) -Shinkuu Kyaku | Dash,K | H | (bn) -Tsumuji Hiji | LD,P | M | (hc) -Bakuryuu Hou | LD,K | M | (hc) -----------------------------------------------GROUND ------------------------------Name | Motion ----BEAST -----

-------------------------Doku Kaki -Doku Tsuki -Eizan Geki | | | B f+B b+{B} d+B df+B db+B u+B

-Gedan Doku Kaki | -Jizuri Dan -Kaki Age -Kyuushuu Dokugeki Ha | | | |

-Sou Dokugeki Ha | f,f+{B -Sou Doku Tatsu- | Dash,{ maki Ha | LD+B

-Ashikubi Otoshi |

-------------------------

FACING BACKWARD --------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Metsubishi | P | H | | M | (sp) -Kaishin Tantou | d+P | L | | | retreat -Haijin Kyaku | K | M | (sb) -----------------------Ashi Kake | d+K | G | (tp) -----------------------------------------------THROWS -----Front (Standing) = Houshin Tengeki u Tatsumaki Geki Front (Crouching) = Ura Ten (Position Transfer) n (Position Transfer) Back = Ura Izuna Otoshi Front (Standing) = Zanmets Front (Crouching) = Ura Te Back = Ura Izuna Otoshi GROUND ------------------------------Name | Motion

-------------------------Harasaki -Riei | B

| d+B

-------------------------

=============== COMMAND ATTACKS =============== 1) Raikou Izuna Otoshi Motion: d,df,f + P {c} (Air-based Attack/Throw) *Note that its startup is an attack first. If it hits, then Bakuryu can complete this move into a throw. This will hit tall characters on the ground, but throw will not be init iated. If opponent is too low in the air, move will hit, but will not grab. As a beast, this move b ecomes unblockable in the air upclose. 2) Enmaku Dan Motion: d,df,f + K (Position Transfer) -or(Gi Enmaku) Motion: d,df,f + K, then press R1 (Disappear/Reappear) *The Enmaku Dan will teleport Bakuryu behind his opponent, while the "Gi Enmaku"

will make him disappear for a moment. The trick to doing this is to press the R1 button just a s the bomb in Bakuryu's hand hits the ground. The log and smoke will appear, while he'll disap pear for about a second before reappearing back in the same spot. Also, the log can be hit at t imes, giving Bakuryu some protection. On a side note, sometimes when you're hit during this m ove, or if you cancel it early, the smokebomb will fall out of his hand, bounce away, and explo de on its own. 3) Enjin Rasen Kyaku Motion: d,db,b + K (Skyward Teleport & Attack) -or(Tenen no Mai) Motion: d,db,b + K, hold P (Skyward Teleport) *While the Enjin Rasen Kyaku will make you drop from the sky with a spinning kic k, the "Tenen no Mai" makes you drop from the sky doing nothing. Note that the log can be hit at times, giving Bakuryu some protection. Also, sometimes when you're hit during this move, or if you cancel it early, the smokebomb will fall out of his hand and bounce away, exploding on its own. 4) Kouki Ryuu Gekihou Motion: d,db,b + P (Guard Attack) 5) Zugokku Zuki Motion: d,df,f + {B} (Throw) 6) Shoten Kaki Age Motion: d,db,b + {B} (Launcher) 7) Izuna Otoshi Motion: d + P + K upclose in air (Throw) BEAST DRIVE: BUNSHIN KAEN JIGOKU -------------------------------MOTION: b,f,b,db,d,df,f + {B} DESCRIPTION: Taking a step forward, Bakuryu takes a swipe a his foe. If it conne cts, he'll dash by, leaving a trail of fire behind him, burning his foe. Disappearing, he'll circle around his opponent a couple of times, engulfing him/her in flames all the while. In ending, he spli ts into two ghostly images, both leaving a trail of fire that form an "X" as they dash by the burnin g foe, slicing and burning him/her one last time.

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---------------------------Combination Attacks (Human) ---------------------------Name -----Rasen Ryuu Eijin Rentou Izuna Otoshi Rentou Fushin Gaeri San Rentou.... ...Ryuuei Hougeki ...Ryuuei Nichirin Kyaku ...Rasen Barai ...Rasen Ura Hiji Rentou.... ...Jinkyaku ...Rakujin Kyaku ...Kari Ashi ...Engetsu Shuu ...Rasen Barai ...Rasen Ura Hiji Renga Tantou.... ...Ryuuga.... ...Rakutsui Getsu ...Rakutsui Getsu ...Rakutsui Getsu ...Rakutsui Getsu Ryuuei.... ...Hougeki ...Nichirin Zan Ryuuga Rakutsui Kyaku Ryuuga.... ...Rakutsui ...Rakutsui ...Rakutsui ...Rakutsui Getsu Getsu Getsu Getsu Hangetsu Otoshi Eijin Kyaku Getsuei Gaeri Engetsu Shuu Input -----P,P,P,<P>,f+P# P,P,P,<P>,Raikou Izuna Otoshi P,P,P,u+P P,P,P: -df+P,P -df+P,K -d+K -d+K,P P,P: -K -K,K# -K,d+K -b+K -d+K -d+K,P P,K P: -K,K*: Hangetsu Otoshi Eijin Kyaku Getsuei Gaeri Engetsu Shuu df+P: -P# -K K,K* K,K*: -f+K -f+K,b+K -f+K,b+K,u+P -b+K f+K,b+K df+K: -K*,K* -f+K -d+K -f+K -f+K,b+K -f+K,b+K,u+P -b+K

Getsu Eiji Kyaku Retsujin.... ...Nadare Geri ...Kari Geri ...Kusazuri Geri

Shippuu.... ...Nidan Geri ...Mikazuki Otoshi ...Inazuma Otoshi ...Rasen Renkyaku Rakurai Metsubushi Rengeki Tantou, so follow up

f,f+K: -K -K,K -K,K,d[H]+K,K {c} -K,Enjin Rasen Kyaku LD+K,K* [T] P: -Metsubushi is the same as from the 2nd P of any P co

mbo -Follow up with any combo s tarting with K ---------------------------Combination Attacks (Beast) ---------------------------Name -----Dokusou Eizan Geki Renkaki.... ...Ten Tou Hou ...Retsujin Nadare Geri ...Retsujin Kari Geri ...Retsujin Kusazuri Geri Dokukaki Shiten Kyaku Doku Tsuki Shiten Kyaku Dokusen Ten Tou Hou Dokusou Bakujuu Rengeki Dokusou Ryuuei Nichirin Kyaku Input -----B,B*,{B} B,B*: -d+B -d+K,K*,K* -d+K,f+K -d+K,d+K B,d+B [T] f+B,d+B [T] f+B,B*,d+B f+B,B*,B,B,{B} f+B,B*,B,df+P,K -orf+B,B*,B,B,df+P,K Jabu Rou Zugokku Zuki f+B,B*,B,df+P,Zugokku Zuki -orf+B,B*,B,B,df+P,Zugokku Zuki Dokusen Rakutsui Kyaku Doku Tsuki.... starting with K) Rentou to Dokusou Rengeki ...Dokukaki Shiten Kyaku P,P,P,<P>,B: -d+B [T] f+B,K,K* f+B: -(Follow up with any combo

...Dokusou Eizan Geki ...Renkaki.... ...Ten Tou Hou ...Retsujin Nadare Geri ...Retsujin Kari Geri ...Retsujin Kusazuri Geri Metsubushi to Rentou to Dokusou Rengeki ...Dokukaki Shiten Kyaku ...Dokusou Eizan Geki ...Renkaki.... ...Ten Tou Hou ...Retsujin Nadare Geri ...Retsujin Kari Geri ...Retsujin Kusazuri Geri Ryuusen Renkaki Age

-B*,{B} -B*: -d+B -d+K,K*,K* -d+K,f+K -d+K,d+K [T] P,P,P,<P>,B: -d+B [T] -B*,{B} -B*: -d+B -d+K,K*,K* -d+K,f+K -d+K,d+K b+P,db+B

*Note that b+P has to connect in order for the last hit to work. Mukurosaki d+B,B,B,B,B

*Note that this'll only work when the opponent has been knocked down ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos == =================== ------------------ABBREVIATIONS ------------R.I.O = Raiko Izuna Otoshi SELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------Command ------f+K,b+K[C]/f,f+P o throw off opponent u+K[C]/f,f+P one fast as a human; foe will while beast, so no problems f+P[C]: Form ---H H/B Notes ----Delay b+K t Has to be d be launched

-df+K,K,K=Raiko Izuna Otoshi -Enmaku Dan (foe does a back attack): -Grab o execute back attack in order ully grab them from behind -Zugokku Zuki hard to escape -Bunshin Kaen Jigoku ery difficult -Enjin Kyaku or counter back attack -Transform o anticipate your game -f+B,B,B,B/R.I.O t. b+K[C]/Zugokku Zuki u+K[C]/df+P,K: -P,P,P,P=Raiko Izuna Otoshi only hit, but no grab -Raiko Izuna Otoshi grab -u+K: -f,f+B -f+B,d+B u+K[C]: -df+P,K/P,P,P,P,f+P/df+K,d+K l -db+B: -Zugokku Zuki te db+B too fast. If foe recovers, kku Zuki -Bunshin Kaen Jigoku use foe can recover -f,f+K/K,K,K -f,f+K,K,K,d+K,K/Mukurosaki f,f+K[C]: -f+K,b+K,u+P/Mukurosaki g -K,K=Enmaku Dan/Mukurosaki -P,P,P,P=Raiko Izuna Otoshi t -b+B/df+K,d+K t P,P,d+K[C],db+P[T]: -d+B or u+P [BK] egroup your senses -B [Bk] ance is right, you'll reverse whatnt throws out -P [Bk] the offensive

H/B H/B

Near a wall Enemy has t to successf

H~B B H/B H~B B

Easy to do, Timing is v Trick foes Foe tries t Do this fas

B<-H B B B B H B Do near wal Don't execu cancel Zugo B B B B B B B Cool lookin Likewise Do this fas Do this fas Tricky beca R.I.O will R.I.O will

B B

Retreat & r If the dist ever oppone

H/B

Try to take

f,f+K[C],K/K,K,b+K/f,f+K/f,f+K,K,K,d+K,K/ Mukurosaki orrectly, and be rewarded greatly df+K,K/u+K/Bunshin Kaen Jigoku ake combo work f,f+K[C],K/LD+K,K=Shoten Kaki Age: -f+B,d+B -db+B/Raiko Izuna Otoshi b+P/Enmaku Dan (Teleport behind foe): -Grab t! If foe hesitates, they can't escape -df+B/Enjin Kyaku e indeed! Your back will be to foe after Kyaku is a counter from back attack. -b+B y beat any attack foe attempts LD+K[C],K: =Zugokku Zuki =Bunshin Kaen Jigoku =Enmaku Dan/Mukurosaki Dan for an easier version b+P,db+B/f,f+K/f,f+K,K,K,d+K,K Enmaku Dan/u+B/f+B,B,d+B eone's on the offense to attack from behind db+P[T]/d+K[Bk] effective f,f+K,K/Jump uf,Izuna Otoshi near a wall

B B

Time hits c Hold u to m

B B H B Do this fas Very strang df+B. Enjin B Will usuall

B B B B<-H B H B

Omit Emmaku

Do when som Simple, but Press u if

--------------------------------------------Strategic Usages ---------------Kouki Ryuu Gekihou=R1: (In a combo or as a counter) -u+P or Enmaku Dan (Escape/Psyche out) -db+K (Reverse foe's Guard Attack) -Zugokku Zuki (Foe's in Light guard) -df+K (Light Guard through attack to take low offense/Foe i s blocking high) -df+B (Foe blocks high) -b+B (Reverse opponent's [low] counter) -Raiko Izuna Otoshi in beast form (foe jumps up to escape/a ttack) Shoten Kaki Age=R1: (In a combo) -Grab (Get close to blocking foe)

-df+B (foe blocks high) -f+B,B,etc. or P,P,etc. (Get close to take offense) -Kouki Ryuu Gekihou (Foe attempts a reversal) -Bunshin Kaen Jigoku (Hard! Get in close & hope they attak jus t as move's executed) Zugokku Zuki=R1: (In a combo or as offense against defensive opponents) -Grab (upclose on blocking foe) -db+P or df+B (Foe blocks high) -df+K,d+K (Low offense on high-blocking foe) -Enmaku Dan (Psyche-out)

-----------------------------------Enmaku Dan & # successions of Usages: -----------------------------------1 TIME - Teleport behind: =Dashing opponents =Combo-oriented opponents =Foes that execute a Guard Reversal in the midst of your combo (best in a c ombo that has a cancel point) 2 TIMES - Teleport to: =Confuse defensive (blocking) foes =Trick aggressive players to turn after 1st teleport & attack =Fool blocking foe during your combo offense (best in a combo that has a ca ncel point) 3 TIMES - Teleport: =Against skilled players that are expecting to catch you after 2nd teleport =To mix up your assault on a defensive opponent to find an opening

----------------------------------------------------------------------------------------------F) -----MARVEL -----======================================= ------PROFILE ------Real Name: JANNE GADO (Shina Gado in the States) Beast Form: LEOPARD F.Style: SINGLE & CONTINUOUS ATTACKS Nationality: FRANCE Age: 19 Height: 167 cm (Human); 170 cm (Beast)

Weight: 60 kg (Human); 62 (Beast) Occ: MERCENARY Likes: VICTORY Dislikes: MAKE-UP & FRILLY CLOTHES ====================================== Story: YOUNG MERCENARY Her name is Janne. However, she is called "Marvel". This is her nickname due to her gifted abilities. At the age of 15, she fought side by side with her father in many mil itary wars and battles. Her father, called the "Legendary Mercenary", was a great model in her eyes, driving her to be her best as a mercenary herself. When she grew older she heard that her father had engaged in the termina tion of Tyron Foundation. What's even more, she was now aware that Gado was also engaging in " the Beast Liberation Battle Line", but his intentions are unknown. "Why is he also keeping silent fro m me? Are we not of the same blood relation?" Marvel questioned this, wondering what's really goi ng on. Wanting answers, she decided to go look for her father. Little did she know that this ac t would also plunge her into the fray that was beginning to grow.... ================================ FIGHTING STYLE DESCRIPTION Backed with power her blows are like a rifle, for every shot after anoth er she does is effective. Her basic style is that of what Gado developed, a style that she's adopting as h er own. ================================ COSTUME COLORS p (Normal) = Creme-color hair, white shirt and gloves, light brown boots and arm band / Beige-furred leopard K (2nd) = Navy blue clothes, pea-green gloves and boots, yellow symbol and armba nd / Pale-white furred leapord B (Extra) = Blue shirt, shorts, sneakers, and gloves, black wristbands and socks , golden hair and symbol / Black-furred leopard with red-glowing eyes Start (Secret) = Black clothes and armband, golden gloves, boots, and symbol / O range-furred leopard -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

============ Normal Moves ============ ----HUMAN ----FACING FORWARD -------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------M-VI Knuckle | P | H | | M | -Hunting Elbow | f+P | M | | M | -Spinning Elbow | b+P | H | (hc) | M | (bn) -Pouching Knuckle| d+P | L | | G | -Amazonnes Blow | df+P | M | | - | crawl -Ground Chop | db+P | G | | G | [T] -Diving Chop | u+{P} | M | (kn)/(bc) | M | -G-III Kick | K | H | | | -Assault Knee | f+K | M | | M | (kn) -Turn Ride Kick | b+K | H | (fr),(sp) B}| H | (bn) -Low Ride Kick | d+K | G | | G | (sw) -Middle Ride Kick| df+K | M | (hc) -----------------------Kick Mine | db+K | G | (tp)/(sw) -Sky Gunner | u+K {c} | M | -Shoulder Burst | f,f+P(c) | M | -Double Leg | f,f+{K} | H | (fr) Missile** | | | -Absolute Fire | Dash,P | M | Hit/Throw -Mine Slider | Dash,K | G | -Elbow Upper | LD,P | M-H | -Ground Heel Kick| LD,K | M | -----------------------------------------------GROUND ------------------------------Name | Motion ----BEAST -----

-------------------------Angry Fist -Violent Claw -Back Kick -Double Claw | | | | B f+B b+{B} d+B df+B db+B u+B

-Leopard Walking | -Turn Scratch -Somersault Scratch -Leopard Head -Brutal Raid | | |

| f,f+B* | Dash,{ LD+B

-Ground Scratch |

-------------------------

**If this move is not blocked or doesn't connect with opponent, she'll land with her back turned to her foe. However,

if the opponent should duck this and she crosses over, she'll land facing her fo e. FACING BACKWARD --------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Turn Knuckle | P | H | | M | (fr),(bn) -Squat Turn | d+P | L | | L | Knuckle | | | -Reverse Kick | K | H | -----------------------Low Reverse Kick| d+K | G | (tp) -----------------------------------------------THROWS -----Front (Standing) = Brain Buster ht Fang Front (Crouching) = Trap Leg Throw eg Throw Back = Toughness Driver Front (Standing) = Dam Sig Front (Crouching) = Trap L Back = Toughness Driver GROUND ------------------------------Name | Motion

-------------------------Back Drop Kick | B

-Squat Turn Claw | d+B -------------------------

=============== COMMAND ATTACKS ===============

1) Taskforce Upper Motion: d,df,f + P (Launcher) 2) Scramble Snatch Motion: d,df,f + K (Air Throw) -orFlying Trap (1st) Motion: d,df,f + K (Air Throw) (2nd) Motion: d,u +<K> (Cross-Over Attack) (3rd) Motion: b,f + B (Diving Slash)

*Note that the 1st part for Flying Trap will be a throw only when foe is airborn e. On tall opponents, or on anyone who bobs up slightly under her, it'll hit like a regular attack. 2nd part will strike from behind as she flips. Also, like with a ny human-and-beast-based attack, 3rd part can be done even if you've not already transformed. 3) Assault Blow Motion: d,db,b + {P} 4) Trident Shoot Motion: d,db,b + K (Guard Attack) 5) Demolition Fang Motion: d,df,f + B (Throw) 6) Rising Laser Motion: d,db,b + {B} (Launcher)

BEAST DRIVE: CROSS BLADE ZAPPER -------------------------------MOTION: D,DB,B,D,DB,B + {B} DESCRIPTION: Marvel starts off with 3 slow, wild slashes. If the 1st slash conne cts, the 3rd slash will knock the opponent into the air. Charging up energy into her claws as she g oes airborne, Marvel knocks the opponent down to the ground and cuts the earth with claw-shaped shock waves, along with the battered foe. She lands as a human and gives a big "Yeah!!". *Note that if the 1st slash doesn't connect, this attack will not work in the ma nner stated above. Instead, they'll hit like regular Guard Break attacks, (Though highly blockable) and the 3rd slash will still launch her foe as a clean hit, or send them spiralling if it counters an attack. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Combination Attacks (Human) ---------------------------Name -----M-VI Shooting M-VI Stinger M-VI.... ...Hell Fire Input -----P,P P,P,<P>*,K* P,P: -K

...Napalm M-VI Gun Hunting.... ...Dive Elbow ...Arrow Spinning Knuckle Amazoness.... ...Head Butt ...Scratch G-III Double P,K f+P:

-d+K

-f+P*,f+P* -K b+P,<P>* df+<P>: -{P} -d+K K,K

*If you delay the first kick up to the point where her leg goes down, press kick again and she'll continue the combo switching to her other leg. Same goes for any other combo tha t starts with K. G-III Combination (G-III Variation Attack) ...Assault.... ...Striker ...Hell Fire ...Napalm ...Kick Sparrow ...Kick Mine (...Feint Rush) ...(Feint) Kick Surprise ...(Feint) Kick Bomb G-III Spinning Elbow Assault Kick Rush Assault... ...Striker ...Hell Fire ...Napalm ...Kick Sparrow ...Kick Mine (...Feint Rush) ...(Feint) Kick Surprise ...(Feint) Kick Bomb K,K,K K,K: -f+K,K,K: -P,P,<P>*,K* -P,P,K* -P,P,d+K -f+{K} -d+K -f+K: -K,P -d+K,K# (or P) -f+K,K# (or P) K,b+P,<P> f+K,K,K f+K: -K,K: -P,P,<P>*,K* -P,P,K* -P,P,d+K -f+{K} -d+K -K,P -d+K,K# (or P) -f+K,K# (or P)

---------------------------Combination Attacks (Beast) ---------------------------Name Input

-----Angry Claw.... ...Assault.... ...Striker ...Hell Fire ...Napalm ...Kick Sparrow ...Kick Mine (...Feint Rush) ...(Feint) Kick Surprise ...(Feint) Kick Bomb Angry Slash Angry Claw Judgement Triple Low Scratch Violent Scratch Violent Ground Walking Fang Lightning Scratch Darkness Scratch Spinning Elbow... ...Angry Fist o starting with f+K) ...Angry Claw ...Angry Slash Shotgun Scratch M-VI Violent... ...Scratch ...Ground G-III Anger Beret Combo +B,B (G-III Angry Variation Attack)

-----B,B*: -f+K,K,K: -P,P,<P>*,K* -P,P,K* -P,P,d+K -f+{K} -d+K -f+K: -K,P -d+K,K# (or P) -f+K,K# (or P) B,d+B B,B*,d+B B,B*,d+B f+B,{B} f+B,d+B [T] df+B, Demolition Fang df+P,f+B,{B} df+P,f+B,d+B [T] b+P,<P>* -B*(Go into Any Kick comb -B*,{B} -B*,d+B P,P,d+B [T] P,P,P,f+B: -{B} -d+B [T] K,b+P,<P>*,B*,f+K,K,K,P,P,P,f K,b+P,<P>*,B*: -{B} -d+B [T] -(Go into any Kick combo

sarting with f+K) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos ==

=================== ------------------ABBREVIATIONS ------------T.S = Trident Shoot R.S = Taskforce Upper S.Snatch = Scramble Snatch F.Trap = Flying Trap SELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------Command ------b+P,P[C]=Trident Shoot P,P,d+K/TFU/P,P,P=Scramble Scratch per has to be done db+K/Taskforce Upper/P,P,P: =TFU/P,P,P=TFU: -f,f+P speed if foe recovers -TFU/u+K speed if foe recovers =Trident Shoot b+P,P[C]: =Rising Laser/Taskforce Upper/b+B t & carefully =Cross Blade Zapper t & carefully ->B: =Demolition Fang ->d+B LD+P[C]/LD+P/f+K,K,K,P,P,P,K ound Punch combo part. to be done early and strike only once in beast form to work. LD+P[C]/LD+P/LD+P/b+K db+P[C]: -df+K -db+K df+K[C]: -TFU/f+K,K,K,P,P,P=Cross Blade Zapper do to her height as a beast. all. B H H B TFU will miss So, do near w Form ---H H Notes ----Taskforce Up fast H H H H~B B H~B H~B H/B Need wall ar 2nd LD+P has Do combo fas Do combo fas Change combo Change combo

-TFU/f+P,P=Demolition Fang -f+P,K -df+P,d+K usion -df+P,f+B,d+B LD+P,TFU: -Transform . Add another LD+P if -Cross Blade Zapper fore executing R.S P,P,d+K/f+K,K,K,d+K: -d+K gh; warning to non-low -df+K w; confusion -f+P,K -df+P,d+K usion -F.Trap 1st=2nd -Trident Shoot=R1: -db+K gh -u+P n a Light guard LD+P/Rising Laser/Taskforce Upper/K,K,K cial. Foe can't fall b+P[C],P=Assault Blow LD+P/LD+P/u+B/LD+B ming is a bit hard. If twice, rest of the combo

H~B H H B<-H H~B B

Do combo fast High-low conf Confusion Do combo fast necessary. Delay abit be

H~B H~B H~B H~B H~B H~B H~B B

Foe blocks hi blockers Foe blocks lo High-Low conf Confusion Foe blocks hi Opponent is i Timing is cru too low.

H~B B Near wall. Ti both LD+P hit has to be don

e fast. LD+P/P,P,P,K/db+K scape in human form, spiral ast form. Since the height is low in hum an form, you have to hold db immediately i f you want the last attack to work. --------------------------------------------Strategic Usages ---------------Trident Shoot = R1 (In a combo or as a counter): H/B Not easy to e after K in be

-db+K (Opponent bloks high) -df+K (Light guard thing [air] attack to stun) -f+P or f+K (Light guard through attack to take offense) -u+P (Foe's in Light guard or reverses low) -u+B or Demolition Fang (Opponent reverses low) -Grab (You step in close) Assault Blow = R1: (In a combo or as a counter) -Trident Shoot (Opponent tries to counter) -b+B (Psyke out/faster attack) -Flying Trap (Confusion/crossover) -Nothing (Fake) -df+B (Low counter under foe's high attack) -db+K (Opponent blocks high close) -----------Flying Trap: -----------*1st Part: -Cross over (Confusion) -Escape attacks and counter from behind *2nd Part: -Double cross over (Confusion) -Hit careless, non-blocking foes *3rd Part: -Reverse opponent's counter attacks -Finish off foe if 2nd part hits foe from behind -Chase foe if they try to escape

-----------------------------------------------------------------------------------------------

G) -------BUSUZIMA -------====================================== ------PROFILE ------Real Name: HAJIME BUSUZIMA Beast Form: CHAMELEON F.Style: DECEPTION Nationality: JAPAN Age: 35 Height: 191 cm (Human); 197 cm (Beast) Weight: 67 kg (Human); 74 (Beast) Occ: SCIENTIST Likes: EXPERIMENTS (particularly animal experiments) Dislikes: ???

====================================== Story: APPALLING SCIENCE Busuzima is a scientist for the Former Tyron Foundation. Although the lu xury of a well-established company and highly funded lab researches are no longer at his disposal, that hasn't stopped this scientist. Maintaining a secret lab in an obscurred are a, he continues to live out the dreams and goals of the fallen company: creating bestial beings more superior than the human race. Lately, Busuzima has indiscriminately been making numerous tests subject s out of people. With the conflict between human and bestial beings, he's taking advantage of thi s to create a secret army of superior bestial beings once more, continuing the ambitions that the former Tyron Foundation had held dearly to. With his growing army of beast soldiers and hench men, and the new "Leader" to guide them into taking control of the war into their own favor, Busu zima couldn't be any happier. (especially since his prized "Bakuryu" has been "returned" to him) So, continuing with his "hobby" , he decides to go out & have a ball fin ding some new "victims" for his daily games -- seeing the outcome of a human mixed with a crea ture of any sort. ================================ FIGHTING STYLE DESCRIPTION With the ability to disappear, sidestep, and so on, Busuzima has many te chniques to trample his foes. He's a character type who fights dirty. ================================ COSTUME COLORS p (Normal) = Green shirt, blue sleeves, and symbol, reddish shorts, and wristban ds, yellow geta (shoes), green hair and goatee / Green-skinned chameleon K (2nd) = Purple hair, goatee, and sleeves, gold shorts and wristbands, yellow s hirt and geta (shoes) / Purple-skinned chameleon B (Extra) = Purple shorts, wrist bands, and symbol, pink shirt with brick red sl eeves, orange geta (shoes), lavender hair and goatee / Reddish-pink skinned chameleon Start (Secret) = lime-colored shorts, pale shirt with green sleeves and design, white geta, greenis hair and goatee / Silver-skinned chameleon -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

============ Normal Moves ============ ----HUMAN ----FACING FORWARD -------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Zenkai Chop | P | M | | M | -Taiman Straight | f+P | M | | M | -Kubiori Uraken | b+P {c} | H |[T],(fl)/(bn) | M | -Sune Subushi | d+P | G | | {M} | (kn) Punch | | | | | -Yaki Knuckle | df+P | M | | M | (ln) -Koshiori Uraken | db+P {C)| M | (fl)/(bn) | G | -Bakkure | u+P | | Turn | M** | -Sokukou Knee | K | M | | | -Chinpira Kick | f+K | H | | M** | (bc) -Kakato Jigoku | b+{K} | M | (kn) | | -Sune Hakkei | d+K | G | | M** | (bc) -Jisuberi Kick | df+K | G | (tp) | | -Sukatsu Kyaku | db+K | G | [T] | G | -Tokukou Kick | u+{K} | M | (bn) -----------------------Zugai Wari | f,f+{P} | M | (bc) -Soku Fumi | f,f+K | L | (lg) -Busuzima Tackle | Dash,{P} | M | (bn) -Busuzima | Dash,{K} | Hx | [T] Boomerang | | | -Takeyari Upper | LD,P | M | (ln)/(sp) -Denguri Keri | LD,K | G | (kn) GROUND -----------------------------Name | Motion ----BEAST -----

-------------------------Yubizume Punch | -Kaomen Attack -Nobiiru Claw -Bokusatsu Knuckle -Hana Upper -Kaomen Slider -Somersault Shippo -Tsukkomi Somersault -Bassou Somersault -Flap Zuzuki | | | | | | | | | f,f+B | | Dash,B | | LD+B df+B db+B u+B B f+B b+B d+{B}

-------------------------

-----------------------------------------------**Note that these moves will hit anyone behind him. For the u+P, it will hit upc lose if opponent walks forward only. You'll only get that (bc) attribute when foe's behi nd you. FACING BACKWARD --------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Bun Naguri | P | M | | M | (fr) -Ketsu Naguri | d+P | G | | G | (tp)/(sw) -Busuzima Honrou | K | | Sidestep -----------------------Busuzima Hassha | d+K {c} | M | (bn) -----------------------------------------------GROUND -----------------------------Name | Motion

-------------------------Daigo Tai Kick | -Zakone Kick B

| d+B

-------------------------

*Note that only P and d + P will make Busuzima face foe THROWS -----Front (Standing) = Tama Tsubushi (Launcher) Front (Crouching) = Shiri Seme Back = Busuzima Throw Front (Standing) = Bero Throw Front (Crouching) = Shiri Seme Back = Busuzima Throw

=============== COMMAND ATTACKS =============== 1) Bukkomi Chop Motion: d,df,f + P (ch) (Stun Attack) 2) Busuzima Maji Motion: d,df,f + <K> (Stance Change): -Advancing / Retreating f / b to move -Revert to Normal Stance Motion: u or R1 (cancel) -Maji de Punch Motion: P,P*,P -Maji de Kick Motion: K,{K}

-Maji Nobi Punch Motion: B or d+B -Maji de Harai Motion: B or d+B -Chouhatsu Motion: d [H] Note that doing just the 1st punch or 1st kick during Busuzima Maji, Busuzima wi ll remain in this stance. To get out of the stance, press either u or R1. 3) Busuzima Homerun Motion: d,db,b + P (Guard Attack) 4) Busuzima Exercise Motion: d,db,b + K, K, K, K, K, {K} (Juggling Attack) *If timed correctly, you can use this as a multi-hitting attack against an oppon ent on the ground. Note that it doesn't seem to work on a bestorized character, though. Also, each press of t he Kick button will make Busuzima hit twice. Use wisely in order to make good combos & be tricky. 5) Shishometsu Attack** Motion: d,df,f + B (Attack & Disapper) 6) Shishometsu** Motion: d,db,b + B (Disappear) **Shishometsu Attack will leave Busuzima invisible for a short duration of time, while Shishometsu has a longer duration. Shishometsu can be done continuously to keep him invisibl e as well, just so long as you do not move forward or attack. Also, when you become invisible, you will appear once you're hit. BEAST DRIVE: DAIJOUBUTSU THROW ------------------------------MOTION: d,df,f,d,df,f + {B} (Throw) DESCRIPTION: Busuzima will leap forward, attempting to catch his opponent with h is mouth. If it connects, he'll throw them high above the center of the stage, disappearing and reappearing under him/her. Catching his foe, he'll slam that character back and forth with his ton gue in three complete sucession. Afterwards, he'll let go, sending his battered foe into a wa ll (which does very little damage) -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

---------------------------Combination Attacks (Human) ---------------------------Name -----Zenkai Seiken Retsuden Zenkai Butchigiri Sukatsu Kyaku Zenkai Kakato Jigoku Zenkai Butchigiri Upper (No Name) Zenkai Sokukou Knee #1 Variation.... ...Seiken Retsuden ...Butchigiri Sukatsu Kyaku ...Kakato Jigoku ...Butchigiri Upper Input -----P,P*,<P>,f+P,f+{P} P,P*,<P>,K,d+K [T] P,P*,<P>,K,b+{K} P,P*,<P>,B P,P*,d+{K} P,K,P: -P*,<P>: -f+P,f+{P} -K,d+K [T] -K,b+{K} -B -P*,d+{K} P,K,d+K,: -P*,<P>: -f+P,f+{P} -K,d+K [T] -K,b+{K} -B -P*,d+{K} K,d+K,P*,<P> K,P: -P*,<P>: -f+P,f+{P} -K,d+K [T] -K,b+{K} -B -P*,d+{K} K,d+K: -P*,<P>: -f+P,f+{P} -K,d+K [T] -K,b+{K} -B -P*,d+{K} f+P,K f+P,f+P,K f+P,f+P,f+P,K

Zenkai Sokukou Knee #2 Variation.... ...Seiken Retsuden ...Butchgiri Sukatsu Kyaku ...Kakato Jigoku ...Butchigiri Upper

Baribari Chop Sokukou Knee #1 Variation ...Seiken Retsuden ...Butchigiri Sukatsu Kyaku ...Kakato Jigoku ...Butchigiri Upper

Sokukou Knee #2 Variation ...Seiken Retsuden ...Butchigiri Sukatsu Kyaku ...Kakato Jigoku ...Butchigiri Upper

Taiman Aku Kick Taiman Akutou Kick Taiman Gokuaku Kick

Taiman Chou Gokuaku Kick Taiman Straight Retsuden Chinpira Usogeri Retsuden Yaki Blow Yakiyaki.... ...Ura Ken ...Blow Tako Naguri k that follows the 3rd punch of any

f+P,f+P,f+P,f+P,K f+P,f+P,f+P,f+P,f+P,f+{P}: f+K,f+K,f+P,f+P,f+{P} df+P,f+P [T] df+P,df+P: -b+P -f+P, [T] [T],P,<P>: -<P>: -Follow with any attac P,P,<P> combo

---------------------------Combination Attacks (Beast) ---------------------------Name -----Chameleon Rush time to fake) Nobiiru Rush nytime Slide Shoten Upper Somersault.... ...Kaomen Slider ...Shoten Upper Double Kaomen Slider Kaomen Attack Hana Spike (No Name) b+B,d+B,B*,{B} (Press u+{B} a to fake) f+B,f+B u+B: -db+B,d+B -f+B,f+B db+B,d+B df+B,B B,d+K,P*,P: -f+P,f+{P} -K,d+K [T] -K,b+{K} -B P,P*,P,B P,K,{B} K,{B} LD+B,df+B Input -----B,d+B,B*,{B} (Press u+{B} any

Zenkai Butchigiri Upper Zenkai Butchgiri Knuckle Sokukou Bokusatsu Knuckle Zuzuki Upper Spike

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos == =================== ------------------ABBREVIATIONS ------------SSA = Shishometsu Attack SELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------Command ------Bukkomi Chop: -df+K -b+P -db+K[T]: -u+B[Bk] t -d+B[Bk] t db+K[C][T]/Transform t Bukkomi Chop/f,f+K: -df+K ight. Before foe fully recovers, you with f,f+K, which may register as a combo -db+B -f+B t f,f+K: -u+P[T]/d+K[Bk] especially if they try to attack -df+B/B,d+B,B,B/d+P/P Ground attack ng. Use wall if necessary -d+B -LD+P,Jump,f+B -Busuzima Exercise hitter around B B B B H/B Trick foe, Tricky timi Looks nice Easiest 12B B Do this fas Form ---H/B H/B B B H~B Do this fas Do this fas Do this fas Notes -----

Time this r can connect

LD+P[C]/B attack/db+K[T] ooks nice f+B,B[C]/df+P,P,b+P l LD+P[C]: -Shishometsu Attack/P,K,P,P,K -P,K/f,f+P en P & K, or omit for the full power -u+K Bukkomi Chop/f,f+K/LD+P/u+P[T]/u+B[Bk] cks have to be done fast! f,f+K/db+K[T]: -d+B[Bk] t knockdown, so do instantly -d+B[Bk]/f,f+B[Bk]/B[Bk]/K[Bk]/ t be delayed abit, so it won't knockd+B[Bk]/B[Bk] is not a combo. Instead, this is an how to be tricky & aggressive when your

Weak, but l

Do near wal

H~B H B B

Delay betwe of f,f+P Last 2 atta

B B

2nd hit mus 2nd hit mus down. This example on back is tur

ned. Do everything fast, and one's bound to hit. db+K[T]/K[Bk]/Transform ricky. Works too. LD+P[C]: -Busuzima Exercise Time it right & all hits will connect. -P,P=SSA/SSA/df+K or f,f+P ly if foe doesn't recover. Near wall if -df+B,B -P,P,d+K decent -P,P=Busuzima Exercise t be too close or too far once last move P,P,=Busuzima Homerun=R1/b+P or db+P merun fast & do enders fast to fool foes. y in beast form. f,f+K/SSA/LD+P/df+P,P,b+P t! df+B[C]/B,d+B,B,B/df+K t as 3rd attack is executed in order to do Bukkomi Chop/Daijoubutsu Throw t! H~B B Do this fas Hold df jus last attack B Do this fas B H/B Tough! Can' comes out. Cancel B.Ho Do db+P onl B B B H Near wall. Use df+K on necessary. Simple, but H~B Weak, but t

LD+P[C]/b+B,d+B,B=Daijoubutsu Throw ng! b+B can be replaced with B. Need wall, not be too close or too far once D.Throw

Tricky timi but you can comes out.

--------------------------------------------Strategic Usages ---------------Busuzima Homerun = R1: (In a combo or as a counter) -Busuzima Exercise (Reverse foe's attack for an easy combo) -Shishoumetsu (Escape & turn invisible) -df+K,db+K, or db+B (Opponent blocks high) -P,etc. (Light guard through attack to take the offense) -u+K,b+K, or db+P in Beast form (Opponent's in Light guard) -LD+K (Low reverse opponent's high attack)

-----------------------------------------------------------------------------------------------

H) ----JENNY ----======================================= ------PROFILE ------Full Name: JENNY BURTORY Beast Form: BAT F.Style: LOWER BODY (LEGS) Nationality: ENGLAND Age: UNKNOWN Height: 170 cm (Human); 173 cm (Beast) Weight: 52 kg (Human); 50 (Beast) Occ: MODEL (Real occupation: freelance special ops spy) Likes: RED WINE AFTER A HOT SHOWER Dislikes: SPLIT ENDS ====================================== Story: OBSERVER'S EYE

Jenny is a secret agent that works behind the scenes, getting to the bot tom of any situation and gathering information for her employers. Having the blood of a beast is also a plus on her side, giving her the strength and abilities that most ordinary agents don't possess. S he does her job good, no matter what the outcome may be. Jenny is also a close friend to a very famous war hero name Alan Gado. S ince the outbreak of the "Battlefront of Liberation" between humans and beasts, she has been secre tly communicating with Gado about the situation. With the situation not changing for the better, G ado decides that the best resolution for this is to take action and get to the bottom of the whol e situation. With the knowledge of a secret group contributing to the cause of the war, Gado puts Jenny on the case to investigate an the matter thoroughly, so that it doesn't get out of hand anym ore. Heading onto the scene, Jenny hangs out in the shadows, watching all tha t goes on and those that play a crucial part to the situation. She goes out to take care of the dirt y work, while Gado sits back and calls the shot. Sure, he claims that he'll send her backup once sh e gets into the heart of the matter. But it seems like he has too much fate in Jenny to doubt th at she can't handle it on her own.... ================================ FIGHTING STYLE DESCRIPTION Focusing mainly on leg techniques, Jenny uses a far-range type of fighti ng style. Moreover, after bestialization, the addition of her flying ability, she can depend on hit & run strategies to wear down her opponents ================================ COSTUME COLORS p (Normal) = Black boots and collar, red outfit, blond hair / Dark brown-furred bat K (2nd) = Black outfit, pumps, and collar, red hair / Black-furred bat B (Extra) = Blue outfit and collar, black tights, dark lavender boots, laveder h air / Purplish furred bat Start (Secret) = Yellow outfit, black pumps and collar, brown hair / Golden-furr ed bat -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

============

Normal Moves ============ ----HUMAN ----FACING FORWARD -------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Slap | P | H | | M | -Swim Slap | f+P | M | | M-M | -You Fool | b+P | H | (hc) | | -Leg Slap | d+P | M | | H-H | [T] -Cutting High | df+P | L | [T] | G | -Double Leg Slap | db+P | G-G | [T] | G | (tp) -Jump Out | u+P | H | | - | Retreat -Ghost Line | K | H | | H | (kn) -Passion Kick | f+K | M | } | H | (bn) -Bye-Bye Kick | b+K | M | [T] | M | (ln) -Under's Pick | d+K | G | | M | (ln) -Needle's Pick | df+K | G | -----------------------Ground Shaving | db+K | G | (sw) -Enamul Rainbow | u+K | M | (kn) -Pile Banker | f,f+P | M | (fr) -Cool Somer-Edge | f,f+K | M | (sb) -Push Out | Dash,P{c}| M | (bn) -Cocetish Slider | Dash,K | L | (tp) -Leg Cutter | LD,P | G | (tp) -Enamul Arch | LD,K | M | (kn) -----------------------------------------------FACING BACKWARD --------------GROUND -----GROUND ------GROUND -----------------------------Name | Motion ----BEAST -----

-------------------------Rend Claw -Nightmare Departure -Spinning Claw -Leg's Pick -Sweep Claw -Get Scared -Back Surprise -Slash Talon -Wind Rider -Talon Cyclone | | | | | | | | b+B d+B df+B db+B u+B B f+B

| f,f+{B | Dash+B | LD+B

-------------------------

---------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Repulse Elbow | P | M | | M | (ln) -Turn Slap | d+P | L | | G | (tp) -Turn Hook Heel | K | H | -----------------------Repulse Heel | d+K | G | (tp) Stomp | | | -----------------------------------------------THROWS -----Front (Standing) = Sweet Neck Break r Front (Crouching) = Sweet Disgrace race Back = Sweet Riding

------------------------Name | Motion

-------------------------Back Upper Talon| -Cutting Turn B

| d+B

-------------------------

Front (Standing) = Blood Sucke Front (Crouching) = Sweet Disg Back = Sweet Riding

=============== COMMAND ATTACKS =============== 1) Twist Motion: d,df,f + P (Stance Change): -Active / Passive Twist f / b to move -Twist Change d+P -Twist Heel Change d+K -Twisted Explosion: -1st Variation K,K,d+K -2nd Variation K,K,K,K,K [T] -3rd Variation K,K,K,K,K,K,d+K -Final Variation K,K,K,K,K,K,{K} *During any Twist combo, Jenny will fall out of Twist if you stop at the 1st, 2n d, 3rd, or 4th kick. 2) Eccentric Kick Motion: d,df,f + K (Multi-Hit Attack)

3) Brilliant Slash Motion: d,db,b + P (Guard Attack) 4) Roll-Up Hurricane Motion: d,db,b + K 5) Bat Wing Blade Motion: d,df,f + {B} (Launcher) 6) Flap Wing Motion: d,db,b + B: -Press nothing (Fly back) -Drill Talon B (Attack) *Note that Flap Wing can also be done in the air.

BEAST DRIVE: SKY HIGH TEMPEST -----------------------------MOTION: F,B,DB,D,Df,f + {B} DESCRIPTION: Jenny jumps into the air a certain distance, and will attempt a gra b with her feet (talons). If it connects, she'll throw her opponent above her, pummeling him/her with a se ries of kicks. Next, she'll grab her foe, throwing him/her back to the ground. Finally, she'll land o n the fallen foe with a her feet, apologizing for her rudeness as she walks all over him/her. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Combination Attacks (Human) ---------------------------Name -----Slap Slap o starting with f+K -Follow up with any comb o starting with B Passion Heel.... ...Fool ...Bye-Bye o starting with f+B Passionate Heel Rush Sly Kick f+K,K,<K>*,K,K or d+K d+K,K f+K,K,<K>*: -b+P -b+K [T] -Follow up with any comb Input -----P,<P>* -Follow up with any comb

Enamul Knife Enamul.... ...Blade ...Blade Fool Enamal Sly Kick Gloss Edge Turn Hook Heel To Passion ...Passionate Heel Rush ...Passion Heel Fool ...Passion Heel Bye-Bye bo starting with f+B

df+K,K df+K,K,K: -K -b+P df+K,K,d+K,K LD+K,K [T], K,K,<K>*: -K,K or d+K -b+P -b+K [T] -Follow up with any com

---------------------------Combination Attacks (Beast) ---------------------------Name -----Complete Death Order ects will combo Complete Death Order Flap in to execute Drill Wind Slider nnects will combo Nightmare Walking gain to execute Drill Wind Death Order Input -----B,B,B,B,B (Only if 3rd K conn follow through) B,B,B, Flap Wing (Press B aga

B,B,B,d+{B} (Only if 3rd K co follow through) f+B,B,B, Flap Wing (Press B a Talon) Dash,B,B

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos == =================== ------------------ABBREVIATIONS -------------

BWB - Bat Wing Blade SELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------Command ------LD+B/b+B[tn]/B[Bk]/db+K b+K[C][tn]: -d+K[Bk]/d+K[Bk] -P[Bk]/u+P[Bk] -Transform -Flap Wing[Bk]=Drill Talon must cross over foe. It done at the last moment before descension . If foe doesn't turn around, follow wit h a Bat Wing Blade. b+P[C]: -K -P,P: ->B,B,B=Flap Wing t to retreat ->f+K,K,K,K,K t to take offense -Grab work if opponent goes on defense LD+B[C]/P,P: =Eccentric Kick st ->f+K,K,K,f+B,B,B st. Do this near wall. =Roll-Up Hurricane df+P[C]/K[Bk]/b+K[tn]/P[Bk]/d+K[Bk] u+K/: -u+K/df+K,K,d+K,K st. Kick combo will strike as a ack. -Roll-Up Hurrican -b+K[tn]/B[Bk]/BWB[tn]/B[Bk]: -BWB/f+B,B,B o the 1st BWB the combo should go y rhythm, and should not be rushed. Afterwards , do the rest of the combo fast. -Eccentric Kick ove. Do last hit fast. -b+K[tn]/Transform -b+K[tn]/B[Bk]: -Jump,B/f,f+B B H~B B Do this fa Same as ab H/B B from b+K t on a stead H/B H~B H/B H/B If you wan If you wan Only will Form ---B H H H~B B Notes -----

Flap Wing has to be

B B B H H/B

Do this fa Do this fa

Do this fa ground att

st -Jump,f+B/f+B,B,B ork on big/transformed characters -u+K[tn]/B[Bk]/db+P[tn]/ d+K[Bk] st df+P[C][tn]/B[Bk]/LD+B: -df+P[tn]/B[Bk]/LD+B/df+P[tn]/ B[Bk]/b+K[tn]/P[Bk]/d+K[Bk] t. Don't get confused. -df+P[tn]/B[Bk]/Excentric Kick t. -Brilliant Slash -f+B,B,B b+K[C][tn]/B[Bk]/LD+B/LD+K/LD+P df+B/u+B[tn] cks or doesn't turn around, foe t f,f+K: -f,f+K/df+B -df+P[tn]/B[Bk]/Twist=K,K,d+K df+P[tn]/K[Bk],K,K,b+K[tn]/u+P[Bk] to retreat Bat Wing Blade/P,P: ->f+K,K,K,K,K =Twist=K,K,K,K,K,K,K b+P[C]/b+K[tn]/K[Bk]/df+P[tn]/d+P[Bk]/d+K,K LD+B[C]/B,B,B,d+B rucial LD+B[C]/f+K,K,K=Sky High Tempest t. Near a wall. 2nd hit/combo has early in order for the Beast Drive to hit. Bat Wing Blade/P,P,f+K,K,K: =Bat Wing Blade ->b+K[tn]/P[Bk]/d+K[Bk] u+K/b+K[tn]/B[Bk]/Bat Wing Blade[tn]/B[Bk]: -df+P[tn]/B[Bk]: -Eccentric Kick t -b+B[tn]/d+B[Bk] this combo -BWB[tn]/B[Bk]/ df+K,K,d+K,K Roll-Up Hurricane/df+K,K,(d+)K,K H~B H~B Near a wall Near a wall B B H If you need B Seems to w only B Do this fa

B B B B B

Do this fas Do this fas

If foe atta will get hi

H~B H~B H B B

Near a wall Near a wall

Timing is c Do this fas to be done

B B B H/B

Do this fas Do not rush

Rely more o

n df+K,K,d+K,K more unless you can execute the other one fast

-----------------------------------------------------------------------------------------------

I) ---STUN ---======================================= ------PROFILE ------Real Name: STEVEN GOLDBERG Beast Form: INSECT F.Style: GRAPPLER/WRESTLER Nationality: USA Age: 35 Height: 186 cm (Human); 190 cm (Beast) Weight: 90 kg (Human); 98 (Beast) Occ: NONE (formerly a scientist) Likes: FOOTBALL Dislikes: BUSUZIMA ====================================== Story: RETURN OF THE BUG GUY A scholor on living creatures, scientists Steven Goldburg was hired to t ake part in a secret project held by the national coorporation called Tyron Foundation. His interests are on "human beastorization", which is why he was chosen. He got to know another sc ientist, a Japanese man name Busuzima, who is also invovled in the same activities as Steven, but his vi ews are somewhat different. Busuzima is very much into performing tests on people, if the researc h is just in its preliminary stages. It seems that there was once a a creature named "Stun", one of Tyron's s pecial soldiers who was a human and insect combined. No longer in existence, this secret project is mean t to create another one to take the former beast's place. Steven got a bit too involved with things, tho ugh By accident, he exposed the secret project where he was a member in, which angered the superiors of Tyron Foundation alot. With this exposure. there was a price that had to be paid. Busuzima saw the perf ect way -- making Steven

the guinnea pig for this secret project. Making the misfortunate scientist to g o through the test, the results weren't too good. As his body was being deformed, Steven's heart was fil led with sadness, darkness, and rage. Yet, he was powerless to do anything. After the experiment was complet ed, the unnecessaties needed to be discarded -- including the subject. Waking up in a shed, Steven looked at his half-bandaged body and saw how distorted and deformed it became. He was a freak! He believed that this is the fate that he de served, for he engaged in things that were very sinful. He was going to stay were he was and die, when a s trange man entered. Somehow, Steven could sense that this man was also a bestial being, but different form th ose of Tyron Foundation. The man insulted him, calling him a "foul person", and because all the crimes th at he had participated in with Tyron Foundation had caught up with him, he's now paying for it dearly. Steven t ried to speak, but due to his new body, his mouth was almost useless. Thus, he couldn't reply to the ma n's comments, for it was too painful an action. Seeing the man as a threat, he fought with him, and managed t o knock him out. It didn't seem like Steven will have any peace to stay hidden and disapp ear from this world. With his new accursed body, he decided that "Steven Goldburg" is dead, and only "Stun" re mains. Staring at the city from the doorway of the shed, he figured he might as well head out into the worl d and see what was possible for him to do. Revenge had filled his mind, so making Busuzima suffer for his ac cursed state was a possibility. He painfully stumbled along, taking whatever route that lied before him. (truthf ully, he just wants to curl up in a dark corner and die quietly) ================================ FIGHTING STYLE DESCRIPTION Stun is a power character, surpassing in throws and a system of rushing techniques. Though he has to avoid being reckless, for that can be a problem. So, Stun is an advanc ed character, utilizing both close and far range distance to battle. ================================ COSTUME COLORS p (Normal) = Orange shorts and cap, blue skin, sky blue shirt / Blue skin insect K (2nd) = Blue clothing and cap, black skin, brown belt / Black skin insect B (Extra) = Brownish clothes and cap, green skin, gray belt / Green skin insect Start (Secret) = Red shorts and cap, black shirt, pink skin / Pink skin insect

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============ Normal Moves ============ ----HUMAN --------BEAST -----

FACING FORWARD -------------Ground --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Shell Punch | P | H | | M | -Bio Force Throw | f+P | M | (ln) | M | (fr)/(bn) -Vermin Blow | b+{P} | M | (bn) | M | (bn) -Hand Knife | d+P | L | | G | (tp) -Vermin Upper | df+P | M | (ln) } | M | (ln) -Bio Shock** | db+P | G | | G | -Head Crush | u+P | H | (bc) | M | -Solid Kick | K | M | | M | (bn) -Thrust Kick | f+K | M | B}| M | (bn) -Launching Kick | b+K | H | (ln) | L | (tp) -Knee Crash | d+K | G | -----------------------Ground Step | df+K | | Move Front -Rolling Back | db+K | | Move Back -Leg Guillotine | u+{K} | M | (bc) -Body Slasher | f,f+{P} | M-M-M | (bc) -Knee Blast | f,f+K(c)| M | [T],(fr) -Shell Tackle | Dash,{P} | M | (bn) -Dual Solid Kick | Dash,K | L | (kn)/(sw) -Ground Mes | LD,P | M | (ln) -Leg Upper | LD,K | M | (ln) -----------------------------------------------Ground ------------------------------Name | Motion

-------------------------Beetle Head | B f+{B} b+{B} d+B df+{B db+B u+B

-Rolling Bug Head| -Thrust Bug Head | -Mantis Fang -Bug Middle -Bug Ground -Horn Chop | | | |

-Charge Bug Head | f,f+B -Jet Beetle -Ground Horn | Dash+{ | LD+B

-------------------------

**The strength of Bio Shock depends on the distance the opponent is. The closer Stun is to his foe, the stronger Bio Shock's damage will be.

FACING BACKWARD --------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Spinal Break | P | H | (tn) | M | (bn) -Vermin Nail | d+P | L | | L | -Brash High Kick | K | H {c}| -----------------------Ground Brash | d+K | G | Kick | | | -----------------------------------------------THROWS -----Front (Standing) = Crying Throw Front (Crouching) = Stun Bomb Back = Stun Throw Front (Standing) = Bug Hug Front (Crouching) = Stun Bomb Back = Stun Throw GROUND ------------------------------Name | Motion

-------------------------Dual Claw Kick | -Bug Claw B

| d+B

-------------------------

=============== COMMAND ATTACKS =============== 1) Spider Drop Motion: d,df,f + P (High Throw) 2) Hornet Grab Motion: d,df,f + K (Mid level Throw) 3) Antler Bomb Motion: d,db,b + P (Low Throw) 4) Grasshopper Leg Motion: d,db,b + K (Guard Attack) 5) Riot Beetle Motion: d,df,f + B (Throw) 6) Bio Reject Motion: d,db,b + B (High/Mid Guard Reversal) 7) Stun Crash Motion: d,df,f + P + K (or P + G) (Upclose) -to-

Blink Rush Drop Motion: d,db,b + P + K (or P + G) *Note that the opponent can easily escape Blink Rush Drop by pressing P + K 8) Air Bomber Motion: d + P + K (Air Throw) BEAST DRIVE: BOOSTING BURST --------------------------MOTION: F,DF,D,DB,B,F,DF,D,DB,B + B (Throw) DESCRIPTION: Upclose, Stun will attempt a throw. If it connects, he'll swing his foe around and hurl him/her into a wall. Powering up as his wings flap rapidly, he'll rush into his foe full force, impaling him/her. Effortlessly, he'll then dump his foe to the ground.

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---------------------------Combination Attacks (Human) ---------------------------Name -----Shell Blow Shell Rush Shell Face Scratch Input -----P,P* P,P*P (sb) P,P*,P,{P} (Attack & Throw)

*Note that each punch combo has their own uses depending on the situation. Also, if the 3rd P hits in "Shell Face Scratch", the 4th P will not connect unless you're near a wall. Shell Rush Guillotine Shell Rush Bomb Shell Slasher Solid Cutter Combo Thrust Knee Smash Thrust Blow Thrust Shock Thrust Knee Crash Combo Antler Bomb P,P*,P,{K} P,P,P,d+K, Antler Bomb P,K,P*,P (tn) K,P,P f+K,K f+K,K,b+{P} f+K,K,db+P f+k,d+K f+K,d+K,Antler Bomb

Handknife Combo

d[H],P,K

---------------------------Combination Attacks (Beast) ---------------------------Name -----Beetle Rush Beetle Rush Beat Chaos Beetle Rush Brutal Beetle Rush Violent Beetle Rush Input -----B,B B,B,d+B B,B,d+B,d+B B,B,d+B,df+B B,B,d+B,df+B,u+B

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos == =================== ------------------ABBREVIATIONS ------------SELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------Command ------f,f+P/Antler Bomb LD+P/P,P=Spider Drop f+P/B,B: ->d+B,d+B ->d+B,df+B: ->u+P/Bio Shock Shock, you have to hold ombo ends ->d+B/df+B/Antler Bomb LD+P[C]: -Spider Drop B H Form ---H~B H B B To use Bio df before c Notes -----

-b+K/Bio Shock Shock.... -df+P/Antler Bomb -f+P/u+K -f+K,d+K,Antler Bomb rucial. Opponent must be hit rder to work. -Riot Beetle b+K[C]/df+K/Stun Crash work if opponent goes on defense. u+P/df+P: -d+P,K -Hornet Grab LD+P: -df+B[tn]/B[Bk] annot be done close. Very strange o to do. -LD+P/df+P: -f,f+B each hit. Keep foe close to head -df+B/Riot Beetle each hit. keep foe close to head d+B/df+P/df+B/LD+B P[Bk][C]: -f+P/Riot Beetle -P,P,P,P l -f,f+P/d+P,K t -f,f+K P[Bk][C]/df+K/Grab or Boosting Burst ork if foe attacks while back is o be a high attack. K,P,P[C]/Hornet Grab LD+K/df+P/Jump,f+B ts like a ground attack u+B/df+P: -df+B/Riot Beetle -f+P/df+P/Spider Drop -f,f+P/Antler Bomb t -df+P/Grasshopper Leg t. Still hard to do. u+B/df+B/B,B,d+B,df+B,u+B t. Still hard to do. df+B/P,P: ->P,P

H H H H

To use Bio

Timing is c by d+K in o

B H~B Risky. Will

H B B First hit c & hard comb B B Don't rush level. Don't rush level. B H~B H H H H~B This will w turn. Has t H/B B B B B B B Do near wal Do this fas

Last hit ac

Do this fas Do this fas Do this fas

Do this fas

t. P combo should be done early. Do near wal l. =Any Command Throw f+P/Air Bomber throw foe into wall f+P/df+P/f+B/d+B t! If done correctly, f+B will hit hits ground. Hold d just as f+B hits in order to execute last hit. u+P/f+P/df+B: -f+P/df+B inite as long as foe doesn't recover -f,f+B -Any Command Throw -u+P/Antler Bomb one fast -b+B or b+P t, enders will hit as a ground attack -Dash+P t u+P/f+P/u+P/Antler Bomb t P[Bk][C]/Charge-in Transform f+P/Jump,Transform throw foe into a wall f+P/f+P/f+P/f+P.... inite as long as foe doesn't recover B B B B B B H H~B H~B H~B This is inf B H/B B f+P should Do this fas before foe

Has to be d If done fas Do this fas Do this fas f+P should This is inf

--------------------------------------------Strategic Usages ---------------Antler Bomb=R1: (In a combo) -db+K (Retreat) -df+P, f+P, f,f+B, or u+K (Opponent blocks low) -Hornet Grab (Opponent blocks/ attacks low [from a distance]) -Spider Drop (Opponent jumps & attempts a counterattack) -Riot Beetle (Opponent tries to counter) Grasshopper Leg=R1: (In a combo or as a counter) -b+P or b+B (Reverse an opponent's Guard Attack/Crush) -df+K (Get close to grab) -Antler Bomb (Foe blocks high) -f+P (Light guard though offense to grab) -f+B (Light guard through offense or foe's in Light guard) -Bio Reject (Light guard through slow offense...stylish, but r eckless)

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J) ---GADO ---Full Name: ALAN GADO Nationality: FRANCE Beast Form: LION Story: 2 DAYS OF THE OLD TIGER Since the fall of Tyron Foundation, Alan Gado had disappeared. Retiring from fighting, his life is rather comfortable, for he has more than enough to survive with his weal th. Yet, after 5 years, he still observes how the differences between human and bestial beings are conti nuing. In fact, the prejudice seems to have amplified. As written in the September addition of European Millenium press, the te rror and violence between these two races is continuing on, but as alway, it is said that the best ial beings are the threat. The "beast problem", as stated in the paper, doesn't seem like it will b e resolved anytime soon. It is also stated that one man had made an effort in terminating the main cause of the "beast problem". His name is Alan Gado, and he was successful in shutting down the larg e Tyron Foundation. His whereabouts, however, are unknown. Jenny, a friend to this old war hero, questioned his inactiveness in the whole Battlefront of Liberation. Being out of the game for so long, a thought crossed her mind that m aybe he wasn't sure about himself right now, that he might not have what it takes to fight like the way he did in the past. Deciding to engage in a little spar, Gado came on top with no problem. Now, cert ain that there are no problems, he decides to head out and take control of the whole situation. Beside s finding out who's behind the whole violence and such, he intends to find those individuals who too k part in the fall of the Tyron Foundation. ================================ FIGHTING STYLE DESCRIPTION Utilizing a basic fighting style combined with military techniques, Gado strikes with lethal power. With his large size & a strength like a cannon, he can topple his foes wi th just a few hits. ================================ COSTUME COLORS

p (Normal) = Black shirt, shoes, and gloves, brown pants, golden hair, green sym bol / Gold-furred lion K (2nd) = White shirt, pants, and hair, brown gloves and shoes, gold symbol / Re d-furred lion B (Extra) = Brown pants, grayish shirt, black gloves, shoes, and hair, turquois symbol / Blue-furred lion Start (Secret) = Orange hair, black gloves and shoes, green clothes, gold symbol and belt / Hellfire redfurred lion ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------============ Normal Moves ============ ----HUMAN --------BEAST -----

FACING FORWARD -------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Jab | P | H | | M | -Tomahawk Shot | f+P | M | | M | (fr)/(bn) -Turning Elbow | b+P | M | | M | [T]/(bn) | | -Squat Jab | d+P | L | | | -Shell Shot | df+P | M | | G | (tp) -Ambush Cannon | db+P | L | | M | (ln) -Drop Chop | u+P | M | (fr)/(bc) | G | [T] -Rising Barrel | K | H | | | -Needle Launcher | f+K | M | | M | -Spin Turret | b+K {c} | H | (bn) GROUND -----------------------------Name | Motion

-------------------------Nail Scratch -Nail Spear -Banishing | Scratch -Nail Sweep -Twin Scratch | | | | | | d+B df+B db+B B f+{B} b+{B}

-Squat Back Turn | Scratch -Somersault Scratch | | |

u+B

| | -Spread Mine | d+K | G | | M | (bn) -Intense Shoot | df+K | M | B}| M | (bn) -Heating Wheel | db+K | G | | L | (tp) -Air Cannon | u+{K} | M | (bn) -----------------------Streak Fire | f,f+P {c}| M | (bn) -Knee Drive | f,f+{K} | M | (ln) -Absolute Fire | Dash,P | M | Hit/Throw -Mine Slider | Dash,K | L | -Rise Shoot | LD,P | M | -Vertical Barrel | LD,K | M | (ln) -----------------------------------------------FACING BACKWARD --------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Turn Knuckle | P | H | | M | (bn) -Squat Turn | d+P | L | | L | Knuckle | | | -----------------------Reverse Kick | K | H | -Low Reverse | d+K | G | Kick | | | -----------------------------------------------THROWS -----Front (Standing) = Grab Knock-Down ang Front (Crouching) = Shake Bomb Back = Surprise Crash (ln)

-Dino Head -Brutal Raid

| f,f+B* | Dash+{ LD+B

-Ground Scratch |

-------------------------

GROUND ------------------------------Name | Motion

-------------------------Back Drop Kick | B

-Squat Turn Kick | d+B -------------------------

Front (Standing) = Dam Sight F Front (Crouching) = Shake Bomb Back = Surprise Crash (ln)

=============== COMMAND ATTACKS =============== 1) Heat Capture Motion: d,df,f + P {c} (Throw)

-orHeat Capture Middle Kick Motion: d,df,f + P {c}, K (Grab/Hit) -orHeat Capture Low Kick Motion: d,df,f + P {c}, d + K (Grab/Hit) 2) Rage Cutter Motion: d,df,f + K 3) Assault Blow Motion: d,db,b + {P} 4) Danger Spin Motion: d,db,b + K (Guard Attack) -or(Quad Flash Break) Motion: d,db,b + K, f + {P}, d,df,f + {P}, d,db,b + {P} 5) Demolition Fang Motion: d,df,f + {B} (Throw) 6) Rising Laser Motion: d,db,b + {B} (Launcher) BEAST DRIVE: G-CANNON --------------------MOTION: D,DF,F,DF,D,DB,B + {B} DESCRIPTION: Gado will execute an uppercut. if it connects, his opponent will go ing flying into the air. During foe's hangtime, Gado will channel all his beast energy into his arm as he transforms back to human. Once his foe falls down, He'll blast them against a wall with a powere d up backhand, which'll send them tumbling and wobbling on the ground while he flexes his arm.

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---------------------------Combination Attacks (Human) ---------------------------Name -----Input ------

Shotgun Combination G Heavy Weight Shotgun G Shotgun Combination Drive Spinning Strike Twin Tomahawk Tomahawk.... ...Buster ...Drive Shell.... ...Smash ...Slash Trooper Combination Lea/Commando Edge Combination.... ...High ...Middle ...Low ...Feint Heat Blaster Twin Sky Launcher Strike Solid Launcher Strike Ground Launcher Strike Sky/Solid/Ground Launcher Feint Strike Sight Break ---------------------------Combination Attacks (Beast) ---------------------------Name -----Double Scratch Triple.... ...Scratch ...Low Scratch tarting with f+K Trap Nail Destroy Scratch Blind Scratch Bloody Rage

P,<P> P,<P>,f+P P,<P>,f+{K} b+P,<P>* f+P,P* f+P: -P*,P* -K df: -{P} -df+K K,K,{K} K,K,f+K: -K/K,K -f+K/f+K,K -d+K/d+K,K -(f+ or d+)K,P K,b+P,<P>* f+K,K,K f+K,f+K,K f+K,d+K,K f+K,(f+ or d+)K,P LD+P,P

Input -----B,B* B,B*: -{B} -d+B -Follow with any combo s B,d+B* f+{B},{B}* f+{B},d+B [T] df+B, Demolition Fang

Shotgun Scratch Lightning Scratch Darkness Scratch Heat Blaster.... ...Nail ...Double Claw ...Strome ...Needle ...Sky Launcher Strike ...Solid Launcher Strike ...Ground Launcher Strike ...Sky/Solid/Ground Launcher Feint Strike

P,P,d+B df+P,f+{B},{B} df+P,f+{B},d+B [T] K,b+P,<P>*: -B* -B*,{B} -B*,d+B -B*,f+K -B*,f+K,K,K -B*,f+K,f+K,K -B*,f+K,d+K,K -B*,f+K,(f+ or d+)K,P

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos == =================== ------------------ABBREVIATIONS ------------R.Laser = Rising Laser SELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------Command ------LD+K[C]: -u+P -b+B t -f,f+B=Demolition Fang b+P,P[C]=Rising Laser: -f+P,d+K -f+K,d+K,K LD+K: -df+P,d+K B B H Form ---H B B Notes -----

Do this fas

-Rage Cutter/Rage Cutter -f+B,B -B,d+B=Rage Cutter Rising Laser[C]: -f,f+K,f,f+P -P,P,f+K/LD+B LD+P/P[C]: =Heat Capture t -LD+K/b+P,P=R.Laser: -Rage Cutter/d+K -Demolition Fang -B,d+B=R.Laser r acts like a ground -K,K,f+K,K,K/K Ground Attack -u+K -df+P,f+B,d+B df+K[C]/Jump,f+B mp, you have to be above before you attack. Attack

H B B B B<-H B B B B Do this fas

Last R.Lase attack

H B H~B B When you ju foe's head will strike

from behind. df+K[C]/Walk forward/Jump,b+K . You have to take only 1 you jump. Once above foe's foe's head, attack. LD+P,P[C]/LD+K/b+P,P=G-Cannon b+P[C],P: =Assault Blow =Quad Flash Break Do this fast. Still blockable =Rising Laser: -B,B,d+B -f+K,d+K,K -f,f+K/df+B efully LD+P,P[C]/LD+K/Transform LD+P,P[C]: -LD+K/u+B/LD+B -Jump,B/f+P,K/d+K Do combo carefully -Jump,B/Jump,B/P,P,f+K/LD+B Do combo carefully B B B Near a wall Near wall. Near wall. H~B Near a wall B H/B H/B B Tough to do step before

Near wall. abit.

H~B H~B H~B

Do this car

--------------------------------------------Strategic Usages ---------------Danger Spin = R1: -b+B (Light guard through attack to counter attack) -Demolition Fang (Reverse opponent's attack) -LD+B (Opponent blocks high) -Heat Capture (in beast form) (Opponent's in Light guard) -u+P or u+P (Opponent's in Light guard) -Quad Flash Break (Light guard through attack to take offense) -G-Cannon (Light guard through attack to take offense)

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K) --------SHEN LONG --------Full Name: SHEN LONG Nationality: NONE (He's a clone) Beast Form: TIGER Story: REINCARNATION The world was going into a dark period. With the creation of bestial bei ngs who were believed to be higher than human beings, Many were determine to prove that. "We, the beas ts, will oppose the human race and put them in great peril!" Many followed that saying and met the opposin g race with violence. Beasts in the form of soldiers were created, so to carry out these heinous goals and fight. Thus, this war will grow until there is a winner. Although Tyron Foundation had fallen, there goals and ambitions seem to continue on. More soldiers were being produced with orders to fight in the war and oppose the human race. T hese beasts were to be better than those who they mirrored, so they were augmented with supreme power. Shen Lo ng, the strongest of them all, lead them in this evil mission. He was perfect, for his heart was black as void and held no emotions. He wasn't afraid of bloodshed, and would willingly produce it to fill his violent h unger. He was like another who used to engage in the same violence, except that Shen Long had no knowledge of h im. In fact, many have mistaken him as the former assassin named Long, but they could tell that this man was dif ferent. Why does Shen Long exist? And who is he really...?

================================ FIGHTING STYLE DESCRIPTION A user of the Circle Combo, "Shin-I-Roku-Gou-Ken", Shen Long is an advan ce player by far. His style is similar to Long, except more focused on injuring his foes with deadly force. ================================ COSTUME COLORS p (Normal) = Purple shoes and shirt w/red & gold stripes, gray gloves and pants, gold belt, red& gold symbol / Gray-furred tiger K (2nd) = Purplish shirt w/white trims, purple gloves, blue pants / Red-furred t iger B (Extra) = Green pants, gloves, and belt, brick red shirt with gold trims, red and gold symbol / White-furred tiger Start (Secret) = Sky blue shirt white trims, greenish pants, white gloves, black belt, gold and red symbol / Orange-furred tiger -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------SHIN-I-ROKU-GOU-KEN: Rokugou Kourin Shiki (Style of the Universal Goose Circle) -------------------The "Rokugou Kourin Shiki" is a Circle combo that is the main weapon us ed by Shen Long. Consisting of 6 different attacks, each attack follows each other in a circle-like motion, in any direction desired. While this Circle combo can be started in numerous ways, each attack follows each other in a set manner one after another. Also, the same attack cannot be used twice. Here's a diagram on this Circle comb o and the pattern it follows: Dakai <----------> Fujin Kyaku <----------> Pon K en P#{c} P}* /\ /\ | | \/ \/ Sokuchuu Kyaku <-----> Nichigetsu Ha <-----> Migi Tan Kyaku f+K d+P K d+K f+{

When you do all parts of the Circle combo in beast form, Shen Long's hit s'll get stronger as he starts to flash. As you imput the last part, he will turn red and inflict great damage.

Also, this Circle combo can be followed up with any one of the "Rokugou Kourin Shiki Shuryo Waza", (Ender Techniques of the "Style of the Universal Goose Circle") which can be inputted f rom any one attack of the R.K.S. It doesn't matter whether you complete the Cicle combo or not: Youshi Senrin Shichisun Ko Renshu Houdou f,f+P b+{P} d,d+P {c} \\ || // Rokugou Kourin Shiki Shuryo Waza // || \\ Hangetsu Jin Honshin RenKyaku Zensou Genkyaku f,f+{K} b+K d,d+K Also are *special* R.K.S Shuryo Waza techniques which can be done as a b east (or, when your Beast gauge is full): Kourin Un o B*,B B*,f+B B*,d+B \\ || // \\ || // Rokugou Kourin Shiki Shuryo Waza || || Rokugou Hekishuu B* SHEN LONG VS LONG: COMPARISION -----------------------------Not to be confused with Long, Shen Long is pretty unique on his own. Whi le lacking in speed, Shen Long makes up with power attacks and more Guard Crush moves. Thus, you should focus more on finding weak points to get hits in, while breaking your opponent's defense. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------============ Normal Moves ============ ----HUMAN ----FACING FORWARD ----BEAST ----Rokugou Shouten Hou Rokugou Fukk

-------------Ground --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Shouda | P | H | | H | -Jouho Shouken | f+P | H | | M | (kn)/(bc) -Koboku Ha | b+{P} | M | (bn) | M | [T] | | -Fuku Shouda | d+P | L | | G | -Shien Shousui | df+P | G | [T] | G | (tp) -Ouken | db+P# | L | | G | [T] -Toukuu Shasui | u+P | M | (hc) | M | -Hekitai | K | H | | | -Soukou Tai | f+K | M-M | (kn) | M | (ln) -Koushuu Tai | b+K | H | (sp) } | M | (bn) -Zensou Tai | d+K | G | (tp)/(sw) | M | (ln) -Sokutai | df+K | M | (hc) -Kousou Tai | db+K | G | -----------------------Senpuu Kyaku | u+K | H | (bn) -Rimon Chouchuu | f,f+P# | M | (bn) -Shitchi Soutai | f,f+K | G | (ln) -Sen Shippo | Dash,{P} | M | (bn) -Shinryuu Kyaku | Dash,{K} | H | (bn) -Zansui | LD,P | M | -Senkyuu Tai | LD,K {c}| M | (ln) -----------------------------------------------FACING BACKWARD --------------GROUND --------------------------------------------------------------------------Name | Motion | Height | Attributes | Height | Attributes ----------------------------------------------------------------------Choushin Chuu | P | M | | M | (bn) -Tenshin Housui | d+P | L | GROUND -----------------------------Name | Motion Ground ------------------------------Name | Motion

-------------------------Kosou Kyaku -Mouko Toutai | | B f+B b+B d+B df+B db+B u+B

-Haishin Ryuubi | | -Fukko Zan | -Fukko Sousou |

-Tenpen Kagetsu | -Byoushin Chuukyaku -Rakan Ben -Fujuu Houkou | |

| f,f+B* | Dash+{B LD+B

-Shishi Shouten |

Hou -------------------------

-------------------------Tetsuzan Kou -Shinchiku Sou | | {B} d+B

| L | -Tenshin Sentai | K | H | -----------------------Tenshin Soutai | d+K | G | (tp) -----------------------------------------------THROWS -----Front (Standing) = Houshin Hakkei Kougou Sui Front (Crouching) = Fuuki Shitsu Shitsu Back = Ritou

-------------------------

Front (Standing) = Toushin Front (Crouching) = Fuuki Back = Ritou

=============== COMMAND ATTACKS =============== 1) Zesshou Hohou Motion: d, df, f + {P} 2) Renkan Tai Motion: d, df, f + K {c} (Launcher) 3) Gaimon Choushuu Motion: d, db, b + P (Guard Attack) 4) Muei Kyaku Motion: d, db, b + K {c} (kn) (Throw) *There are a couple of tricks that this move possess. It can work as a cross-ove r and connect from behind, even if foe is blocking. Also, if it hits a character just before Shen L ong lands, (usually if if crosses over) it will make him/her drop to one knee. This hits twice as an attack. 5) Keisetsu Ga Motion: d, df, f + {B} (Throw) 6) Kongou Toutai Motion: d, db, b + B: -Auto Rokugou Kourin Shiki: -Kongou Kourin Shiki (You) f[H]+B(x6) (Start the R.K.S lockwise) -Kongou Kourin Shiki (Chi) d[H]+B(x6) (Start the R.K.S yaku" clockwise) -Kongou Kourin Shiki (In) b[H]+B(x6) (Start the R.K.S Ha" clockwise) -Kongou Kourin Shiki (Ten) u[H]+B(x6) (Start the R.K.S

through the "Pon Ken" c through the "Sokuchuu K through the "Nichigetsu through the "Fujin Kyak

u" clockwise) -Kongou Soukou Tai / Kongou Renkou Tai B,B / B,B,B: -Kingou Soukou Nichigetsu Ha / Kingou Renkou Nichigetsu H a Press d+B after the 2nd (Sou) or 3rd (Ren) B (tp) -Kingou Soukou Muei Kyaku / Kingou Renkou Muei Kyaku Do d,db,b + K after the 1st (Sou), 2nd (Ren), or 3rd (So u) B

BEAST DRIVE: MOUKO KOU HAZAN ---------------------------MOTION: d,df,f,df,d,db,b + B (Advancing Throw) or MOTION: d,d,d + B after 6th hit during his Circle Combo (Throw) DESCRIPTION: Protected with a Light guard, Shen Long stomps forward menacingly with his hands before him. He'll execute an unavoidable grab after four stomps (even if you jump or cr ouch, you can t escape). If foe tries to hit him high or mid, he'll grab immediately on the foll ow stomp. If this is done through the second motion, he will automatically grab without stomping forward. In order to make this work, though, it has to be done 1) during beast form 2) after the 6th hit of his Circl e Combo (when he flashes completely red) 3)either P or f+P has to be the 6th hit (possibly because these two have cancel points). If either connects, he ll thrust his palm into his foe, and a ghostly image o f his tiger form will slam and pummel the opponent against a wall while Shen Long does a pose in his human form. Unlike Long's version, Shen Long moves incredibly fast, going to the halfway point of e ach stage. HITS: 22 Note: Shen Long's Beast Drive can be stopped in the same way like a regular Guar d Attack, while doing a Super Jump or lying down just as Shen Long executes his grabbing motion will ena ble you to escape.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

---------------------------Combination Attacks (Human) ---------------------------Name Input

---Rensui Choryo ny point): Rensui Pon Ken/Tai Ken" or Jouho Renkai/Renkyaku kai" or Renshou Tai Rensen Uramon Chochu .S Shuryo Kyaku" or

-----P,P,P (Start the R.K.S from a -u+B P,P (Start the R.K.S by "Pon "Sokuchuu Kyaku") f+P (Start the R.K.S from "Da "Migi Tan Kyaku") P,K P,K,d+K (can end with any R.K except "Honshin Ren "Shichisun Ko")

Renfu Tai Kyaku" or Youshi Saiken ---------------------------Combination Attacks (Beast) ---------------------------Name -----Fukko Nichigetsu Ha Nichigetsu Juuji Hekishuu Kanun Juuji Ha Juuji Rakan Fukko Juuji Sou Kosou Senkyaku Tenben Ren Kazan Sou Shou Da Rensui Sou Da point) Juuji Kanun Geki

K (Start the R.K.S by "Fujin "Nichigetsu Ha") LD+P,{P}

Input -----B (Start the R.K.S through " Ha" or "Fujin Kyaku") B,B* B,B*,B [T] B,B*,f+B B,B*,d+B B,d+B db+B,B B,P,u+B B,P (Start the R.K.S from any B,P,u+B

------------------------------------------------------------------------------

-----------------------------------------------------------------------------------------------------------------------------=================== == Strategies & Combos == =================== ------------------ABBREVIATIONS ------------SELF-MADE COMBINATIONS AND AIR JUGGLES -------------------------------------Command ------f+P=K-f+P=Zesshou Hohou are Guard Breaks. VERY LD+K[C]/f+P-K/b+P LD+B[C]/B,B,B[T]/B[Bk] df+P[T]/d+K/b+P ects, last hit will connect f+P-P=Renkan Tai: -Renkan Tai/LD+K/Kongou Toutai carefully -f,f+B/f+B/Kongou Toutai -LD+K/Renkan Tai: -f+B l work if LD+K connects. -f+k l work if LD+K connects. db+P[C]/b+K , b+K will register as a won't knockdown u+P[C]/Renkan Tai: -u+K n non-recovery fighters -Renkan Tai/Renkan Tai/K-d+P==d,d+K e fast. If foe air recovers, attacks abit df+K[C]: -P,P-f+P=Zesshou Hohou H 1st hit won B H Will work o Must be don just delay Form ---H/B Notes ----Last 2 hits Handy B B H/B If d+K conn

B B B B H

Time combo

Flashy. Wil Flashy. Wil If too slow clean hit &

't hit, but will distract -b+K t -f+K/Renkan Tai/f,f+P/f,f+K , but could work if fast enough db+P: -df+K -Renkan Tai/Keisetsu Ga f+P-K-f+P[C]=Muei Kyaku one FAST!! P,K,d+K==d,d+P f d+K connects K-d+P==b+K/K-d+P==d,d+P f,f+K/K-d+K-f+P: --K-d+P-f+K-P: -Mouko Kou Hazan If foe panics, it's all over -d,d+K nent blocks high -d,d+P confused & blocks low -b+K e reliable than d,d+P -Zesshou Hohou=R1/Grab ves up in escaping & blocks ==d,d+K arly =Muei Kyaku sses over, foe's caught =Kongou Toutai=Auto R.K.S (You or In) r will keep foe on bay. Judge ion before you choose between

H H

Do this fas Interesting

H B H/B H/B Has to be d Will work i

B B B B B B B H~B

BIG DAMAGE! Safety/Oppo Opponent is Safer & mor Opponent gi End combo e If this cro Shock facto foe's react You (mid) o

r In (low) df+P[T]/d+K[C]/LD+P: -f+P-K==b+K/f+K ard to get LD+P to hit in time all -K-d+P==f,f+K P abit to get all hits in df+P[T]/d+K[C]/d+P will get this result easier

Extremely h Do near a w

H/B H

Hesitate d+ Most people

--------------------------------------------Strategic Usages ----------------

Gaimon Choushuu = R1: (In a combo or as a counter) -df+P (Opponent blocks high) -Zesshou Hohou or b+P (Reverse opponent's counter/Opponent's in Light guard) -f+K (beat foe's low counter attempt) -Any combo (Light guard through attack to take offense) -Kongou Toutai from human form (Throw opponent off guard & a ttack) Zesshou Hohou = R1: (From a distance) -Grab (Get upclose to blocking foe) -Renkan Tai (Reverse opponent's attack attempts upclose) Kongou Toutai=R1: (In a combo) -b+P, or Zesshou Hohou (Reverse opponent's attack/Foe's bloc king low) -Muei Kyaku or f+K (High counter against low attack) -LD+K or f+B (Opponent blocks low) ----------------------------------------------------------------------------------------------------

VIII) Secrets, Custom Features, And Tricks

======= SECRETS ======= To Get ------4th costume (Press Start at Selection screen) -Gado -The "Special Stage" (to fight Shen Long) -Shen Long Do This ------Beat Arcade with each character

Beat Arcade Mode (Continue if necessary) Play Arcade Mode with no continues Beat him in Arcade Mode (You have to win. If you lose, you won't obtain him) 1)Beat Arcade Mode with a continue -or2)Beat Story Mode with no continues 1)Beat Arcade Mode with no continues -or2)Beat Story Mode with no continues

-Ending #2

-Ending #1

-Play on "Bloody Hard" Mode ode Game

Hold all L & R buttons as you select any m (Speed Timer will be red instead of blue. play is insane!)

-See BR1 Gado amera nument

Fight in the "Tatami" Stage, and get the c to turn to the huge, circular rock-like mo (He's sitting on top)

=============== CUSTOM FEATURES =============== To Get ------Model Type -Recovery Speed -Any Cancel Point -Charge Speed -Blood Effect Do This ------Beat Story Mode (Continue if necessary) Beat Story Mode (No Continues) Beat 15 & up characters in Survival Mode Get all pictures from Story Mode ???

*Note that all of Custom mode's features work in the "Game Start" option only.

====== TRICKS ====== -Clean Pause -Afterimage Victory nd -Multicolor L/R Beat Meter . On the BGM Meters' colors -View Illustrations to remove text -Full-Screen Illustrations when a picture full-screen During Story mode, press any L or R button to look at the entire picture At the "Movies and Illustrations" screen, is selected, press R1 or R2 to enlarge it Press R2 while game is pause Hold P,K, and B when you win the final rou At the Option Screen, select Sound Options Player, press R1 or R2 to change the Beat

-3D Grid Field Victory your foe has -Fight in 3D Grid Field xecute your (Custom Mode only) ancel into ts.

Execute your character's Beast Drive once been defeated in the last round Put "Any Cancel Point" on. During match, e character's Beast Drive, and immediately c another Command attack before move ends/hi

(*Note that this effect will turn off once the round ends, you revert back to hu man form, [one hit will do] or you execute your Beast Drive again.) -Invisible Bakuryu xecute "Enjin nother Command attack before you teleport into the sky. (*Note that taking a hit, executing the "Enjin Rasen Kyaku" or "Enmaku Dan", or starting the next round will make you visible again. Also, this trick be done with the "Enma ku Dan", but it's very difficult and works rarely.) -Invisible Busuzima xecute "Shishoanother Command attack. (Note that taking a hit, executing the "Shishometsu", "Shishometsu Attack" or "D aijoubutsu Throw", or starting the next round will make you visible again.) Put "Any Cancel Point" on. During match, e metsu Attack", and immediately cancel into Put "Any Cancel Point" on. During match, e Rasen Kyaku, and immediately cancel into a

=============================== EXPLANATIONS ON CUSTOM FEATURES ===============================

Wall Display - Basically allows you to have the wall visible or invisible. If th ey're invisible, they will appear once they have been broken. Afterimage Mode - Let's you play the game with an afterimage effect on all chara cters on a black screen. Good luck using this, for the eyes are the first to go. Model Type - Lets you choose your character's look. There are four choices : "No rmal", "Big Head", "Big Arms", and "Kids". "Normal" is what you're usually playing as (undeformed). "Big Head" is where your head is enormously huge. You're a bigger target to high attacks. "Big Arms" is where

your arms are like tree trunks. (or where you resemble many dedicated body builders) You have longer rea ch and about more range to your attacks. "Kids" lets you be shrunk into the size of a dwarf. Everything is shrunk (each to different proportions) while gravity plays and even stronger role, restricting the height of your ascension for most of your attacks, as well as your jumping skills. You'll have shorter reach with your attacks, meaning you have to readjust to this new gameplay. Recovery Speed - This determines how fast you can recover health into the tempor ary (white) damage area of your life guage in beast form. Setting it on zero will take away that ability, w hile setting it on 8 will almost allow you to recover energy instantly. Can make battles last even longer. Any Cancel Point - With this on, you can make every single attack have cancel po ints, where you can cancel into any Command Attack. When I say everything, I mean everything. From normal a ttacks to combination attacks to even Command attacks! Each move has their own delay and cancel point time, so the next attack might have a slight delay before execution. If you cancel a Command attack, you can make some crazy combos and have some strange effects, (This also goes for Beast Drive moves) but you can't cancel the same move twice. Also, while P, K, or B in the air may have cancel points, f+P, f+K, and f+B don't seem to have any real cancel points. The same can be said for throws. Charge Speed - Using this, you can make your Beast gauge fill up faster. The hig her the number, the sooner it'll fill up on its own and when you attack. Put it on zero, and you'll start t he match with the usual half-filled meter, but it will not increase. You'll only get one chance of using it. Once it 's empty, you cannot use it again. Using this option will enable you to use the advantages of beast form more often . Blood Effect - Turning this on will allow you to play the game with blood. Turni ng it off will...well, remove the blood. Not exactly anything to get excited about. ~~~~~~ "Huh?" - Jenny Burtory ~~~~~~ -------------------------------------------------------------------

IX) Revisions and Contributors ----------------Revision History: -----------------

-(2/12/99) My first attempt at an FAQ!!! Lacking in a lot, it's kind of hard to call this an "FAQ". At the moment, I'm only putting up an explanation on the game modes, functions, and secrets. -(2/16/99) Kind of rushed this out, for there was alot of questions being direct ed towards me. Added the "Characters and their Personal Descriptions" section, which consists of each character and their bio, story, fighting style, and movelist. Still incomplete, tho ugh. (missing a couple of storylines and the full movelist for the secret characters) Oh, an d I also fixed any spelling and grammatical errors. -(2/25/99) Whew! Finally put up the newest version. Now considered a "real" vers ion, I've finished adding in the secret characters' moves and all. Actually, to put it i n simpler words, I've redone just about everything. New format (which might change once mor e), removed misguiding/ incorrect info (i.e. the "non-moving" throw), fixed spelling/grammati cal errors, added more moves/discovered the correct ways to doing some moves, added more cod es & secrets, removed the "Gameplay" section, (by now everyone should know how different BR2 is ) added "B-Button Attack" function under the "Basic Controls and Functions" setion, added the " reverting back to human from beast form" guideline under the "'Beastorized' System" section, and added the "Revisions and Contributors" section. If I missed anything, then you'll find it if you reread this FAQ. Oh, and like the new BR2 logo? I know I do. -(3/7/99) With thoughts about my new BR2 project, I'll probably be making littl e updates here and there. Finished the "Story" section, added in the "Hover ability" in "Basic Moves and Functions", added correct method for the "Clean Pause" trick, added the full variation on Alice's f,f+K,P combo, and added in a trial version on the back attacks/throws format for so me characters. Corrected/added a few things that came to my observation. (ex. Guard Break attacks, c ancel points, Guard Escapes) -(3/13/99) Kind of saw some errors that I couldn't pass off. Besides the usual s pelling/grammatical corrections, I finalized the correct outcome of Busuzima's Beast Driv e, added some more details on throw escapes, and rewrote Stun's Fighting Style descripti on a bit. Not much, really, until the next update. -(3/22/99) Been busy completing all that I promised to put in. Here's a list to make things simpler: -Finished remaining characters' stories -Added a little to Yugo's storyline, (should've been there in the fir st place. Probably

deleted it by accident or something...) -Removed the "Beast Drive" section, but added its usage under "'Beast orized' System" Section -Added the "Taking a Hit" section (a must-read) -Removed standard air attacks (the one everyone has) and added them t o "Controls and Basic Functions" section in one shot -Added made-up descriptions on Shen Long's and Gado's Fighting Style -Changed the appearance for each character's movelist abit -Added the "Bloody Hard" mode in the "Secrets & Custom Features" Sect ion -Added some info on Alice's Triple Somersault -Fixed up/added some more (correct) info to both Long & Shen Long's m ovelist -Added all character's throws and back attacks -Added costume colors list in "Characters and their Personal Descript ions" section -Started trial test on labeling moves that produce "Stun posture" and "When knocked off your feet" effects (3/24/99) Did an unexpected update, mainly because of the new Custom feature tha t was found (actually, I just have alot of free time at the moment): -Added more details on Long's and Shen Long's Beast Drive and d,db,b + K attack -Added -Added -Added -Added ck list -Renamed the "Secrets and Custom Features" section and added the "Tric ks" list -Added in Custom feature explanations in the "Secrets, Custom Features , and Tricks" section -Added more detail on Uriko's "Enma Senrin" from her "Rokugou Hourin S hiki Shuryo Waza" -Added missing Dash + B & a few others to Uriko's Move list, as well a s removed a misguiding f + K (Rantan Kakyaku) from her Combination Attack df + K,K -Added more Stun postures, etc. labels -Added "Tenen no Mai", the variant to Bakuryu's "Enjin Rasen Kyaku" (4/6/99) Alot of things have changed, but nothing major. Just arranging the app earance of the FAQ, as well as testing out each characters' moves: -Finalized the correct method in using Long's and Shen Long's Beast Dr ive -Fixed spelling & grammatical errors -Rewrote/added some extra info to the "Game Modes" section -Corrected some moves' names/made up some names for the Circle Combo C haracter's Moves -Did some further translations on Yugo's moves, as well as corrected " Tairon" to "Tyron" -Added "Motion Stopper" in the "Defensive System" section -Rewrote/added more info in the "Taking a Hit" section -Added "Damage Control" list in the "Taking a Hit" section -Added an extra combo extension to Alice's "Arc Drop Combo" new combination attack(s) for Gado, Stun, and Busuzima "Wobble" to the "Stun Posture" List the Custom feature, "Charge Speed" new cancel points to Bakuryu's and Shen Long's combination atta

-Added some more little tricks in the "Secrets, Custom Features, and T ricks" section -Put in the functions during "Watch" mode -Added some more info on Marvel's Beast Drive -Added "Wall Break" in "Controls and Basic Functions" section -In each character's Combination Moves list, "Lie Down" had been abbre viated to "LD". Note is also added to the guidelines in "Characters and their Personal Descri ptions". (4/12/99) Finally starting on BR2 Strategy/Combo Guide! The only thing is it's g oing to be added to this FAQ. I'm waaaaaay too busy to start another BR2 FAQ just on that stuff ....: -Put in the correct translation for Bakuryu's d,df,f + P move -Corrected Cancel Point & Guard Break for Yugo's "Final Machine Gun Up per" combo -Added in the first installation of each character's strategy/combo se ctions, starting with Yugo -Added in some details and explanations concerning each character's st rategy/combo section in the "Characters and their Personal Descriptions" section. (4/15/99) Oops! I made a mistake with the Strategies/Combos section. Forgot to i ndicate what some of those symbols meant in the last version! Well, it'll be more clearer now.... : -Added in abbreviation notes and symbols from each player's Strategies /Combos section in the "Characters and their Personal Descriptions" section -Redesigned the layout of the "Characters and their Personal Descripti ons" section -Rewrote info on Long's "Yamakuda" attack -Added in Alice's and Long's Strategy/Combo section, as well as added in some extra stuff into Yugo's section -Added in a 2nd method to executing Stun's "Stun Crush" throw -Added a note (and corrected the name) to Marvel's f,f + K attack -Added missing "[T]"'s to some moves while removed the commas that wer e before them (5/15/99) Things are abit slow in terms of finding new secrets for BR2. Nothing big is being done, except for getting every character's Strategy/Combo section up: -Added notes about stun postures and throws in the "Taking a Hit" sect ion -Added/rewrote some more info for the "Damage Control" List in the "Ta king a Hit" section -Fixed spelling/grammatical errors; removed info that didn't belong -Added extra symbol/more descriptions for the Strategy/Combo guideline s in the "Characters and their Personal Descriptions" section, in hope that it'll make things "clear er". -Removed Fighting Analysis part from each character's Strategy/Combo s ection. Why? Need to leave something for any BR2 lovers to write about....

-Added Uriko's, Marvel's, Jenny's, Stun's, and Gado's Strategy/Combo s ections -Added a note on Marvel's combos that starts with K -Added a note about Guard Break attacks concerning Jenny in the "Defen sive System" section. -Because more than one result happens when executing one of Yugo's and Jenny's attacks, I've added two made up names and explanations for those moves (the same is so on the Raizing's Website) (6/1/99) I am not too pleased with plagiarism. I'm now questioning if I should continue on with this FAQ and add in anything else, especially since more things have been found: -Added a new disclaimer and a Black List Section. See the top of this FAQ -Added the address and info on the BR2 section found in the Official P laystation Site at the top -The previous translation of "Panther" to "Panzer", one of Yugo's atta cks, has been changed back to the former -I've fixed the translation error to Alice's Beast Drive move to "Lift ing Star Lane" (all fault on this belongs to me) -The previous translation of Kakeru's Fighting Style (I think I had ad ded it to this FAQ before) has been changed back -Due to spelling errors, Jenny's last name has finally been fixed (6/10/99) I'm baaaaaaaack! I just can't let myself get discouraged so easily. Es pecially now that I have the official names for almost each character's moves straight from Raizing: -Added more character profile info, starting with Yugo. -Undergoing the painstaking task of rewriting each character's movesli st, mainly because I have the proper names for each character's moves. I'm starting this with Yugo. -Discovered errors with Yugo's moveslist. It was a long & stressful pr ocess, but Yugo's been tested & his full, complete combination list is added, all the way down to each attack's attributes. (i.e Guard Break, Beast Extension, etc.) -Discovered new moves/features/combos for both Bakuryu & Uriko, the bi ggest one being that they both have air throws -Characters with different names in the American version will be added next to the Japanese names -Wrote some more info concerning Air Recovery -Added last & final Custom option, "Blood" Effect". The only problem i s, I don't know how to unlock it. (Actually, after discovering its usage, I really don't want to) (6/18/99) New update. Very tired. Too busy. Kakeru's Strategy/Combo section...wh en? -Every character's Command moves have been given their official names -Alice's section has been updated with the official names, while Long' s section has undergone a major face lift. It's been rewritten, but all the info's still there. -Stupid me!! I only tested the Recovery Speed option once and got it m

ixed up. Check the "Secrets, Custom Features, and Tricks" section for its correct usage. -Added one last note about Long's/Shen Long's Mouko Kou Hazan -Seeing that Yugo's combos repeat alot, I've decided to follow Raizing 's format and list them represented by the "Rush" System -Rewrote BR2-related sites' info/addresses, while added new ones -Uriko's section has been redone abit, and her new combo system, the " Shihou Shinitsu no E", has been added -Marvel's section has been updated, along with missing combos that I s eemed to have forgotten to put in -Added a few more combos to Yugo's, Uriko's, and Marvel's Strategy/Com bo section (7/15/99) .....well, only 50% of my goal was completed...since the last update. -Remaining characters' sections have been updated, while Kakeru, Busuzi ma, and Shen Long now have their Strategy/Combo section up -Because things are changing in the FAQ, additional notes are being add ed/removed in "Characters and their Personal Descriptions" and "Taking a Hit" section -Been trying to find a reason why to take away the float (fl) descripti on. It's basically the same as launch (ln), and makes it difficult to label moves. So, float (fl) has been removed. Ho wever, a new (and very useful) "When Knocked Down" description, called "Banish" (bh), has been added to the "Taking a Hit " section. Apart from that, more labeling has been done. -Here's one I haven't said in a long time: "fixed all spelling/grammati cal errors". No, really! -Had a nasty habit of using "Guard Crush" instead of "Guard Break". (SN K fans will understand) That has been fixed. -Fixed up some of the BR2-related web addresses -After making the same blunder twice, I have finally corrected (3rd tim e) Uriko's combos, "df+K,K" and "[T] K" -Because of Kakeru's Strategy/Combo section, I've decided to add one mo re note about his Raiko Izuna Otoshi -New format for all characters' basic attacks -Gained some new info about the American version. Added short descripti on about "Training mode" in "Game Modes" section, and "Slant Move" in "Controls and Basic Functions" section. (7/21/99) Ahh, it never fails. When you continue to work on something that hasn' t been touched in ages, you forget what was and what wasn't fixed, changed, or added in. Seems like the best example f or that is the previous update sent out a couple of days ago. Well, it didn't go unnoticed. (only for a couple of days, that is) -Added in Busuzima's and Stun's full profiles. (I could've sworn I alr eady did so) -Added in Busuzima's Basic attacks, (taken out on my fault) while upda ting Kakeru's & Marvel's section -Noticed this for awhile, but I like it so much that I had to add it. New "When knockdown" label, called "Sweep" (sw). You know where to find it. -Been contemplating this for awhile and have finally made up my mind. Added the label "x", with its info in "Characters

and their Personal Descriptions" section. -Been on a rampage with labels. Expect more. (7/30/99) It's done! -Updated remaining character's sections, while added labels as if it w ere Christmas -I knew many of each character's basic moves list had errors, mainly b ecause of uncertainty of the height for some attacks. So, I sat down and played the game once more, and corrected just abou t each character's section.... -...which leads to another aspect I had to solve. I noticed that not a ll low-based attacks hit low, while any guard/defense could defend against these attacks. So, I made things simpler by addi ng "Ground" level. Explanation can be found in the "Defensive System" section. -Fixed errors. Many errors. -Added more strategies to certain characters' "Combo & Strategy" secti on. -Busuzima's B.Exercise got an extra note added to it, while Long & She n Long got one extra note within their Rokugou Kou Shiki. -Did I forget anything? (9/12/99) Surprise! Yep, even I didn't think I would make another update, but s ome cool info was given to me that had to be known: -Corrections made concerning the CPU-only Beast Drive attack for Long and Shen Long. An actual move for Shen Long. Check check the contributor's list to know who gave this valuable info. -Very little corrections done in various areas I forget. Nothing major , anyway. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Come back when you're ready!! - Alan Gado ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---------------------

------------------------------------**Contributors to the Bloody Roar 2 FAQ** ------------------------------------====== [NAME] ====== Ray Benson <rbenson@pacificnet.net> btaining the ode, the Raizing

=============== [Contributions] =============== -For the 2nd method on o Endings through Story M Homepage address, and i

nfo on the Kinniku Shoujo Tai" group.

NMXI@aol.com nd "Afterimage Arturo Martnez <luisxv@df1.telmex.net.mx> e trick, and the e's "Arc Drop Combo" Jeremy Hettler <nasa00@capslock.net> and "Slant Move" ican version Orlando Jos Luque Moraira n Long's Beast <OrlandoJ@santandersupernet.com>

-For the "Clean Pause" a Victory" tricks -For the "Bloody Hard" mod other extension to Alic -For the "Training Mode" description in the Amer -For the 2nd motion to She Drive attack

------------------------------------------------------------------X) -----------Final Words: -----------Another update? Only time will tell.... Questions? Comments? Another secret or tip? Let me know at <hanzouds@hot mail.com>.

------------------------------------------------------------------The beast has been tamed. Let it be so. That's that! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Aaah!! Blood came out of my nose!" - Uriko Nonomura ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Bloody Roar II: FAQ/Move List by Deeshad Version 2.6, Last Updated 1999-09-12 View/Download Original File Hosted by GameFAQs Return to Bloody Roar II (PS) FAQs & Guides

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