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========================================================================
Groove on Fight Combo FAQ
Version 0.1
Created By: Khris "The KiD" and Iron Kage Harold
E-mail addresses: Shin_Kid@hotmail.com, Kageh@aol.com
Last Updated: March 24, 1998
========================================================================
[Contents]
1. First-hand Info & Disclaimer
2. FAQ Version Updates
3. Groove on Fight Websights
4. Motion Notation
5. Combo Notation
6. Direction Notation
7. Button Notation
8. Individual character move lists and combos
9. Additional Info
10. Acknowledgements
========================================================================
[First-hand Info]
This FAQ is for the Japanese Sega Saturn version of the game. I
don't think a PSX or Arcade version of this game exists, so you
don't have to worry about it.
If you want to print this FAQ, Notepad would be your best bet to
get a decent printout.
Any corrections, combos, additional info, and/or questions are
welcome. E-mail them to one of the e-mail addresses at the
beginning of this FAQ. They will be posted and you will receive
credit for your work.
Throughout this FAQ are notes from both Harold and I (and a few
extra comments from friends) on most of the combos. They are there
to give insight and comments on specific ones. There are even a
few where we discussed a combo back and forth, talking about how
frustrating it is to get hit by it and such. =P
Harold and I also made up the names for the combos. If they're
retarded, hey, we tried. =)
The most updated version of this FAQ is at www.gamefaqs.com
[Disclaimer]
The authors iccur no liability from public or private use or
misuse of this document. The correctness and accuracy of the
material covered in this FAQ are not guaranteed, and the authors
will NOT be held resonsible for any problems or damages caused in
any way from errors or omissions.
Private use of this document requires permission from the authors.
To edit the artical for private use is also granted by the
authors. Publishing this document in any magazine or newspaper is
NOT granted unless permission is sought after from the authors
beforehand.
========================================================================
[Faq Version Updates]
Version 0.1 (March 24, 1998)
-Made the entire FAQ readable from the site. Added new combos for
Larry, Hizumi, M.A.D, & Bristol. A few additions to the combo
notation section and notes.
Version 0.0 (March 5, 1998)
-Faq started.
========================================================================
[Groove on Fight Websights]
- Preview -
http://members.iex.net/~lamirand/saturn/groove.htm
- Reviews -
http://members.icanect.net/~degree/games/groove_on/review_1.htm
http://video.gamespot.com/sat/fight/grooveon/review.html
http://www.cnw.com/~trow/grooveF.HTML
http://www.cart-mart.com/planet32/saturnreviews/gofreview.html
http://www.cart-mart.com/planet32/saturnreviews/gofreview-02.html
http://www.gamefan.com/saturn/groove_fight/reviewspreviews.htm
http://www.sega-saturn.com/saturn/software/reviews/groove-1.htm
- FAQ -
http://www.gamefaqs.com/sega/saturn/faq/groove_on_fighting_a.txt
- Misellaneous Sites -
http://www.ncsx.com/grooveon.htm
- Pics -
http://www.gamefan.com/saturn/groove_fight/moviespictures.htm
========================================================================
[Motion Notation]
Legend for the codes on performing the Special Moves:
(**Note: These codes are all for when character faces right.**)
QCF: Fireball Motion (D, DF, F) | \ --o + Button
o o
QCB: Reverse Fireball Motion (D, DB, B) | / o-- + Button
o o
DP: Dragon Punch Motion (F, D, DF) --o | \ + Button
o o
BP: Banishing Punch Motion (F, DF, D) --o \ | + Button
o o
*Note: I call it the Banishing Punch motion based on Zangief's move from
Super Street Fighter II Turbo even though nowadays, it is done with a
Dragon Punch motion.
FK: Flash Kick Motion (Charge D, U) | (charge), o + Button
o |
*Note: When charging for this code, you can charge at ANY of the three
down positions and when you press up to activate the move, you can go to
ANY of the three up positions.
SB: Sonic Boom Motion (Charge B, F) o-- (charge), --o + Button
*Note: When charging for this code, you can charge at ANY of the three
back positions and when you press forward to activate the move, you can
go to ANY of the three forward positions.
RSB: Reverse Sonic Boom (Charge F, B) --o (charge), o-- + Button
*Note: When charging for this code, you can charge at ANY of the three
forward positions and when you press forward to activate the move, you
can go to ANY of the three back positions.
DFU: Down to Forward to Up-Forward (D, DF, F, UF)
o
| \ --o /
o o
*Note: I don't think I've seen this motion in many other games. The only
character to have this motion is Tenjinbashi. Going from down to forward
to up, instead of up-forward, works also.
UD: Up to Down (U, UF, F, DF, D or U, UB, B, DB, D)
o o
| / --o \ |
o o
OR
o o
| \ o-- / |
o o
+ Punch: Do the motion with any punch button
+ Kick: Do the motion with any kick button
<Button Name> + <Button Name>: Hit the two indicated buttons at the same
time
(G): Can be done from the ground
(A): Can be done from the air
========================================================================
[Combo Notation]
-> means use the Chain Combo to hit the next button in the series
XX indicates Special Move cancellation, or 2-in-1
\/ indicates that you land after the last move and continue on the
ground
, indicates that no special combo method is needed in between the two
moves
/\ indicates that you jump after the last move
S. stands for standing
C. stands for crouching
OC. stands for offensive crouching
DN. stands for holding down on the controller while attacking during a
jump
UP. stands for holding up on the controller while attacking during a
jump
T. stands for holding towards on the controller (direction you are
facing)
J. stands for Regular Jumping
DJ. stands for Double Jumping
D. stands for Dashing before performing the move
CU. stands for Cross-Up
+ stands for "and"
/ stands for "or"
(Move name) stands for a move that can be comboed in, but not necessary
Up+K stands for the persuit attack. Pressing Up + any Kick does this
move. Some characters have persuits where they leap across the
screen to hit downed opponents (Chris, Hizumi, Popura) while
others have stationary persuits (Larry, Solis, Tenjinbachi,
Bristol, Bristol D.)
* stands for that character's unblockable. All unblockables are done by
pressing GA + DA. The default on the Saturn controller has these
buttons to be C and Z.
** stands for that character's Super Move. All Supers are down with the
same motion: Dn, Dn + Kick.
*Shadow Move* indicates that move can be done out of a dash. Images
follow the character, inflicting more hits and damage. There is no
charging if a Shadow Move is off a charge motion.
========================================================================
[Direction Notation]
Up - Up
Dn - Down
Fw - Forward
Bk - Back
UpFw - Up-Forward
UpBk - Up-Back
DnFw - Down-Forward
DnBk - Down-Back
========================================================================
[Button Notation]
This is the default Saturn setup
LP Light Punch (X)
HP Heavy Punch (Y)
GA Overhead (Z)
LK Light Kick (A)
HK Heavy Kick (B)
DA Dash Attack (C)
RG Reflect Guard (Y+B)
SS Super Strike/Unblockable (Z+C)
K Kidding/Taunt (L)
Ch Change/Switch characters (R)
========================================================================
[Individual character move lists and combos]
~ Larry Light ~
Special Moves
-------------
Light Blast: QCF + Punch (G)(A)
Blaze Uppercut: DP + Punch (G) *Shadow Move*
Machine-Gun Punch: QCF + Kick (G)
Impact Connection: QCB + LP, QCB + HP, QCB + GA (G)
*Note: After the 2nd part of the combo, Larry switches
sides, so do the motion in the opposite direction.
Headbutt: Fw + HP (G)
Double Kick: Fw + HK (G)
Dashing Elbow: Fw, Fw + LP/HP (G)
Triple Takedown Kick: Fw, Fw + LP/HP (G)
Heavy Punch: GA (G)
Double Punch: J.GA (A)
Palm Smack: C.GA (G)
*Flaming Dash Punch: GA + DA (G)
**Historical Moment: Dn, Dn + Kick (G)
Combos
------
01) Larry's "The hits just keep on coming!" combo variations
J.HK \/ (C.LP ->) S.LP -> S.LK -> T.HK XX Light Blast
XX GA.Blaze Uppercut, Up+K
XX HP.Machine-Gun Punch
XX Impact Connection
J.HK \/ (C.LP ->) C.LP -> C.LK -> C.HP XX Light Blast
XX MP.Blaze Uppercut, Up+K
XX LK.Machine-Gun Punch
XX Impact Connection
J.HK \/ (C.LP ->) S.LP -> S.LK -> S.HP XX Impact Connection
(Harold's Note: Otherwise known as the "You THINK it's over, but
I'm gonna hit you some more" combos.)
(Khris' Note: You can add the additional Low Punch at the
beginning of each combo on big opponents (ie- Tenjinbashi,
Bristol). Also, for flashiness (is that a word?), use the Blaze
Uppercut. For power, use the Impact Connection.)
02) Blazing Soul combo
Have enemy in corner. J.GA \/ C.GA XX Historical Moment, Up+K
(Khris' Note: Ok, 9 times outta 10, the 2nd part of the Historical
Moment, the upward explosion, won't combo off.)
03) Fire Streak combo
Enemy full screen away. LP.Light Blast, GA.Shadow Blaze Uppercut
04) Larry's "Yeah, this MIGHT happen" combo.
Air RG, Air Throw
(Khris' Note: This is one of those "once in a lifetime" combos.
Having the timing and chance to execute the Reflect Guard on an
airborne attacking opponent is once thing, but even if that
happens, getting the air throw off is another.)
(Harold's Note: Khris never even pulled this combo off. Truth is
the CPU did it to him.)
(Khris' Responce: But it works, and that's what's important!)
05) Dashing combos
Dashing Elbow XX Light Blast
XX GA.Blaze Uppercut, Up+K
XX LK.Machine-Gun Punch
XX Impact Connection
Triple Knockdown Kick <2 hits> XX Light Blast
XX GA.Blaze Uppercut, Up+K
XX HP.Machine-Gun Punch
XX Impact Connection
(Khris' Note: Just let the first 2 kicks of the Knockdown Kick
connect. The 3rd will floor them.)
00) DA combos
DA XX Light Blast
XX HP.Blaze Uppercut
XX LK.Machine-Gun Punch
XX Impact Connection
05) GA combos
S.GA XX Light Blast
XX Blaze Uppercut
XX HK.Machine-Gun Punch
XX Impact Connection
J.GA \/ Dashing Elbow XX Light Blast, Up+K
XX LP.Blaze Uppercut, Up+K
XX Impact Connection
XX Historical Moment, Up+K
(Khris' Note: The most damaging is, of course, the one with the
Historical Moment ender. The Impact Connection ender is the
hardest one to pull off because Larry zigzags back and forth for
the hits. Also, getting the Impact Connection to juggle off the
mini launcher is a pain.)
J.GA \/ C.GA XX Light Blast
XX DA.Machine-Gun Punch
XX GA.Blaze Uppercut, Up+K
XX Impact Connection
(Khris' Note: The Impact Connection ender does combo off, but
getting the first hit of the Impact Connection to connect requires
timing depending on the character.)
~ Chris Wayne ~
Special Moves
-------------
Lightning Slasher: QCB + Punch (G)
Spiral Turning Kicks: QCF + Kick (G)
*Note: Keep tapping the same Kick button for extra kicks and
an overhead kick.
Rising Drill Kick: BP + Kick (G) *Shadow Move*
Overdrive Combo: QCP + LP, QCF + HP, QCF + GA (G)
Diving Drill Kick: BP + Kick (A)
Diving Slash: BP + Punch (A)
Dashing Knee: DA away from opponent (G)
Side Kick: Fw + HK (G)
Dash Punch: Fw, Fw + LP/HP (G)
Knockdown Hop Kick: Fw, Fw + LK/HK (G)
Spur Stomp: GA (G)
Double Punch: J.GA (A)
Flip Kick: C.GA (G)
*Butterfly Knife: GA + DA (G)
**Lightning Stun Kick: Dn, Dn + Kick (G)
Combos
------
01) Harold's really big combo variations for Chris.
J.HK \/ S.LP -> (S.LP ->) S.LK -> S.HP XX Lightning Slasher
XX Spiral Turning Kicks
XX Rising Drill Kick, Up+K
XX Overdrive Combo, Up+K
XX Lightn. Stun Kick, Up+K
02) "Drill Kick Nightmare" combos.
(J.HK XX) Diving Drill Kick \/ S.LK -> S.HP XX Lightning Slasher
XX Spiral Turning Kicks
XX Rising Drill Kick, Up+K
XX Overdrive Combo, Up+K
XX Lightn. Stun Kick, Up+K
(Harold's Note: The first kick is optional. The Diving Drill Kick
can be comboed after it while you're still in the air.)
03) The "Chris SMASH!" combos.
J.GA \/ C.GA XX Rising Drill Kick, Up+K
S.GA XX Rising Drill Kick, Up+K
S.GA -> C.GA XX LK.Spiral Turning Kicks
04) Dashing combos
Dash Punch XX Lightning Slasher
XX Spiral Turning Kicks
XX Rising Drill Kick, Up+K
XX Overdrive Combo, Up+K
XX Lightning Stun Kick, Up+K
05) DA combos
(Harold's Note: I'm pretty sure these are the only moves fast
enough to combo off.)
DA XX Lightning Slasher
XX Spiral Turning Kicks
XX Rising Drill Kick, Up+K
XX Overdrive Combo, Up+K
~ Tenjinbashi ~
Special Moves
-------------
Sakura Leaves: QCB + LP (G)
Feather Drop: QCB + LK (G)
Lightning Strike: QCB + HP (G)
Snowball: QCB + HK (G)
Triple Bite: LP + HP (G) *Shadow Move*
Brutal Combo: DFU + LP, DFU + HP, DFU + GA (G)
Bomb Attachment: DFU + Kick (G)
*Note: Switching characters does not make the bomb go away.
Launch: Fw + HK/DA close to opponent (G)
Hop Forward Low Punch: DnFw + HP (G)
Dashing Swipe: Fw + HP (G)
Straight Heavy Kick: Fw + HK (G)
Straight Light Kick: Rapid press LK (G)
*Note: The 3rd and following kicks will be straight light
kicks.
Dashing Elbow: Fw, Fw + LP/HP (G)
Dashing Knee: Fw, Fw + LK/HK (G)
Baton Smash: GA (G)
Double Punch: J.GA (A)
Lifting Flip: C.GA (G)
*Battering Ram: GA + DA (G)
**Human Skyrocket: Dn, Dn + Kick (G)
Combos
------
01) 'Bashi's 4th of July combo
(Bomb Attachment,) J.GA \/ C.GA XX Human Skyrocket, Up+K
(Khris' Note: This combo is VERY powerful. Able to do 50-60%
damage. The Bomb Attachment at the beginning of the combo will
make this combo do about 75% damage, resulting in a human opponent
to wanna beat the hell out of you.)
02) 2-hit "Throw ya around like a rag doll" combo
Kick Throw, Air Throw
(Khris' Note: You have to time the right distance and height to
grab them out of the air. It's easier in the corner.)
03) 'Bashi's "I guess..." combo
Air RG, Air Throw
(Khris' Note: Same as Larry's Air RG combo.)
04) Khris' "I can't believe you got hit by the feather!!" combo
Have enemy in corner. Kick Throw, Feather Drop, Up+K
05) GA combos
J.GA \/ C.GA XX Lightning Strike, Up+K
~ Hizumi ~
Special Moves
-------------
Teleport: Direction + LK + HK (G)
Forward - Other side of screen.
Down/No direction - Same spot.
Back - Behind starting point.
Flaming Pinwheel: QCF + Kick (G) *Shadow Move*
Stun Shockwave: QCF + Punch (G)
*Note: Opponent is stunned for the length of time the energy
is at their feet. Can jump to get out of stun.
Aerial Explosives: QCF + Punch (A)
Triple Exploding Jack Toss: LP + HP while backdashing (G)
Ninja Combo: QCB + LP, QCB + HP, QCB + GA (G)
Diving Punch: Dn + HP (A)
Slide Kick: DnFw + HK, K (G)
*Note: Press the 2nd kick after knocking opponent down.
Katana Swipe: Fw + HP (G)
Double Step Kick: Fw + HK (G)
Dash Punch: Fw, Fw + LP/HP (G)
Dashing Hop Kick: Fw, Fw + LK/HK (G)
Dashing Low Swipe: DA away from opponent (G)
Flip Kick: GA (G)
Double Punch: J.GA (A)
Rising Kick: C.GA (G)
*Knife Charge: GA + DA (G)
**Rising Blade Charge: Dn, Dn + Kick (G)
Hizumi's Taunt hits for low damage.
Combos
------
01) Harold's "If these don't knock you dizzy, NOTHING will" combos
(HP.Stun Shockwave,) J.DN.HP \/ C.LP -> C.LP -> (C.LP ->) C.LK ->
S.HK XX LK.Flaming Pinwheel, Up+K
XX Ninja Combo, Up+K
(Harold's Note: The Stun Shockwave isn't neccesary. It has to hit
pretty close so that you have time to jump in after it.)
(Dave's Note: UGH! Not this combo!)
(Khris' Note: Harold, if you hit me ONE more time with any of
these damn combos...)
02) Dashing Shockwave Combos
Dash Punch XX HP.Stun Shockwave, Dash Punch XX Ninja Combo, Up+K
XX LK.Pinwheel, Up+K
(Harold's Note: For some reason or another, these combos are
REALLY powerful (We're talking 80%!!!) I think it's because the
Dash Punch takes off a lot of energy.)
03) 5-Hit TNT combo
J.Diving Punch XX LP.Aerial Explosives, \/ Up+K
(Harold's Note: Yes, the first two parts of this combo are done in
the air. You can two-in-one most air special moves after regular
air attacks.)
04) 'Jack' combo... hurh hurh, get it? Jack someone up? Jacks...? D'oh.
Triple Exploding Jack Toss (while opponent is getting off the
ground) -> Katana Swipe XX Ninja Combo, Up+K
(Harold's Note: Jack toss must be done early enough to hit
opponent just as he/she is getting up and allow Hizumi enough time
to get the Katana swipe off.)
(Khris' Note: I've witnessed Harold do this combo after combo #1,
so the ending results are pretty devestating.)
05) Hizumi's 3-Hit "Heh... Your dead" combo.
(Harold's Note: You MUST say this when doing the combo.)
(Khris' Note: If Harold says that ONE more time...)
HP.Stun Shockwave, Rising Blade Charge, Up+K
(Khris' Responce: Try to hold in the urge to beat the hell out
your opponent if you get hit with this combo. It's a long shot,
but try REALLY hard.)
06) Dashing combos
(HP.Stun Shockwave,) Dash Punch XX Ninja Combo, Up+K
XX LK.Flaming Pinwheel, Up+K
XX LP.Stun Shockwave
07) DA combos
(HP.Stun Shockwave,) DA XX Ninja Combo, Up+K
XX LK.Flaming Pinwheel, Up+K
XX LP.Stun Shockwave
08) GA combos
(HP.Stun Shockwave,) J.GA XX LK.Flaming Pinwheel, Up+K
(HP.Stun Shockwave,) J.GA \/ C.GA, Up+K
(HP.Stun Shockwave,) D.GA XX LK.Flaming Pinwheel, Up+K
(HP.Stun Shockwave,) J.GA, Dash Punch XX DA.Flaming Pinwheel, Up+K
XX Rising Blade Charge, Up+K
(Harold's Note: Yes, you read that right. The Rising Blade Charge
hits them out of the air. Oh yeah... don't forget to say
"Heh...your dead.")
~ M.A.D. ~
Special Moves
-------------
Giant Butterfly Net: LP + HP (G)
Single Leech: Direction + LK + HK (G)
Forward - Across screen
Down/No direction - Mid-screen
Back - Front of your character
Airhorn Ailments: QCF + Any Button (Proper button is by name)
Fall Down: LP (G)
Makes opponent fall.
Come Here: HP (G)
Makes opponent flip toward you.
Don't Attack: GA (G)
Makes opponent unable to attack.
Stumble back: LK (G)
Makes opponent stumble back.
Go Away: HK (G)
Makes opponent fall backwards.
Don't Jump: DA (G)
Makes opponent unable to jump for a moment.
Sparkler Punch: DP + Punch (G) *Shadow Move*
*Note: The HP and GA can be doubled up indefinetly by
rapidly pressing the same punch button.
Air Drill: QCF + Punch (A)
Original Combo: QCB + LP, QCB + HP, QCB + GA (G)
Ray Gun: Up + Punch rapidly after being knocked down (G)
Back Hoe: HP (G)
Flaming Torch Punch: C.HP (G)
Spring Punch: LP (G)
Double Smack: LP close to opponent (G)
Adjustable Wrench: DnFw + LP (G)
Firehose Throw: Fw/Bk + HP/GA close to opponent (G)
Bear Hug: Fw/Bk + HK/DA close to opponent (G)
Yo-Yo: Fw + HP (G)
Twirl Punch: DA (G)
Dynamite: GA (G)
Freeze Ray: C.GA (G)
Dashing Trip: Fw, Fw + HP (G)
Dash Kick: Fw, Fw + HK (G)
Extending Spring Punch: J.LP (A)
Baseball Glove Punch: DnFw + LP while jumping back. (A)
Shock Sword Attack: J.GA/DA (A)
Double Drill Punch: Fw + HP (A)
Helicopter: Fw, Fw (A)
*Note: You can perform regular attacks from this.
*Iron Press: GA + DA (G)
**Leech Barrage: Dn, Dn + Kick (G)
Combos
01) Variable Ailment combos
Firehose Throw XX Airhorn Ailments
~ Solis R8000 ~
Special Moves
-------------
Stun Blast Projectile: QCF + Punch (G)
Energy Shock Crystal: DP + Punch (G)(A)
Flip Smash: QCB + Kick (G)
*Note: Can be down in midair out of a backdash
TNT Charge: Hold LP + HP for 2 sec., Release. (G) *Shadow Move*
Shock Cable: Fw + HP (G)(A)
Machine-Gun Punch: HP/C.HP (G)
Straight Kick: Fw + LK (G)
Straight Hard Kick: Fw + HK (G)
Creeping Trip: C.HK (G)
Dash Punch: DA away from opponent (G)
Fast Dash Punch: Fw, Fw + LP/HP (G)
Hop Kick: Fw, Fw + LK/HK (G)
Nice Legs Combo: QCF + LK, QCF + HK, QCF + GA (G)
Pistol Whip Smash: GA (G)
Double Punch: J.GA (A)
Rising Smash: C.GA (G)
*High Voltage: GA + DA (G)
**Solis' Melody Puree: Dn, Dn + Kick (G)
Combos
------
01) Solis' "Angry Bitch" combos
J.LK \/ S.LP -> S.LK -> S.HP XX Nice Legs Combo
J.LK \/ C.LP -> S.LK -> S.HP XX (LP.Energy Shock Crystal XX)
Solis' Melody Puree
(Khris' Note: The reason that the LP.Energy Shock Crystal can be
left out of the combo is because Solis may be a little far and the
Crystal will whiff.)
02) GA combos
J.GA \/ C.GA XX Solis' Melody Puree
~ Falco ~
Special Moves
-------------
Slots: LP + HP (G)
3 Skulls - Both characters fall.
3 $ - 10 coins fall on opponent.
3 Cherries - 3 doves fly at opponent.
3 Lightning Bolts - Lightning strikes Falco and he stumbles
back.
3 Hearts - Regains a little life.
3 Sevens - 11 coins fall and 3 doves fly at opponent.
3 Unlike Objects - 1 coin falls on opponent.
Straight Card Toss: QCF + LP (G)
*Note: Can be doubled up.
Upward Richocheting Card Toss: QCF + HP (G)
*Note: Can be doubled up.
Downward Richocheting Card Toss: QCF + GA (G)
*Note: Can be doubled up.
Doubling up card tosses: Press the button of the second toss you'd
like to perform. No need for the QCF motion. You can toss
cards at two different angles.
Rising Spin into Card Toss: DP + Punch, Punch (G) *Shadow Move*
LP - Downward toss
HP - Mid-range downward toss
GA - Straight toss
*Note: The Shadow version of the move can toss all three
card directions.
Jumping Cane Attack: QCF + Kick (G)
*Note: This move only hits if Falco is attacked on his
forward jump.
Majhong Combo: QCB + LP, QCB + HP, QCB + GA (G)
Diving Cane Trip: BP + HP (A)
Cane Jab: Fw, Fw + LP/HP (G)
Hop Kick: Fw + HK (G)
Long Hop Kick: Fw, Fw + LK/HK (G)
Slide Kick: DnFw + HK (G)
Cane Flick: GA (G)
Cane Slam: J.GA (A)
Cane Flip: C.GA (G)
*Dashing Sword Slash: GA + DA (G)
**Poker Straight: Dn, Dn + Kick (G)
Falco's Taunt hits for low damage.
Combos
------
01) Standard combo variations
J.HP \/ S.LP -> S.LK -> Hop Kick XX Majhong Combo, Up+K
J.HP \/ S.LP -> S.LP -> S.HP XX Majhong Combo, Up+K
J.HP \/ C.LP -> (C.LP ->) C.HP XX LP.Straight Card Toss <2 hits>
XX Majhong Combo, Up+K
02) Falco's "When does the hurting stop?" ???-Hit combos.
Slots (3 Sevens) -> D.P/Cane Jab, (As many hits as you can get
in), (Coins & Birds Stop Falling), LP.Straight Card Toss <2
hits>, (Two more coins fall) XX LP.Straight Card Toss <2 hits>
XX Majhong Combo (Wall), Up+K
XX Poker Straight (Wall), Up+K
(Harold's Note: The 'As many hits as you can get in' combos off
because the coins and birds are still hitting. Timing is crucial
for the first Card Toss.)
(Khris' Note: Just drop the controller after the 1st hit... and
deck your opponent!!)
03) Slot combos
Slots (3 $)/(3 Cherries)/(3 Unlike Objects), (Falco combos #01)
04) Dashing Majhong combo
Cane Jab XX Majhong Combo, Up+K
05) GA combos
J.GA \/ C.GA XX GA.Rising Spin into Card Toss - Downward Toss
XX LP.Straight Card Toss (1-Hit)
C.GA XX LP.Straight Card Toss (1-Hit)
XX GA.Rising Spin into Card Toss - Downward Toss
XX Poker Straight, Up+K
(Khris' Note: The C.GA XX Poker Straight, Up+K combo only works in
the corner.)
~ Oume & Otane ~
Special Moves
-------------
Denture Toss: SB + Punch (G)
Biting Denture Trap: RSB + Punch (G)
Screaming Head: FK + Punch (G) *Shadow Move*
Statue Drop: Direction + LP + HP (G)
Forward - Far side of screen
Down/No direction - Midscreen
Back - Drop over Oume & Otane
Quadruple Fireball: Hold Fw + Rapid Punch (G)
Spinning Dive: UD + Kick (A)
Energy Combo: SB + LK, SB + HK, SB + DA (G)
*Note: The 2nd and 3rd part of the combo does not require a
charge.
Slide Kick: C.HK (G)
Bicycle Kick: Fw + HK (G)
Reaching Jab: Fw + HP (G)
De-aging Dash Punch: Fw, Fw + LP/HP (G)
Piggyback Kick: Fw, Fw + LK/HK (G)
Body Whack: GA (G)
Body Slam: J.GA (A)
Jumping Uppercut: C.GA (G)
*Young Love Hurts: GA + DA (G)
**Angry Mob: Dn, Dn + Kick (G)
Combos
------
01) Standard combo variations
J.LK \/ C.LP -> C.HP XX HP.Screaming Head, Up+K
J.LK \/ C.LP -> C.LK XX Energy Combo, Up+K
J.LK \/ S.LP -> S.LK, Punch Throw
02) GA Combos
J.GA \/ C.GA XX HP.Screaming Head, Up+K
XX C.HP
XX)
Infinite- C.LP -> C.LK -> S.LK -> C.LP -> C.LK -> S.LK...
(Khris' Note: Even though this is an infinite combo, it's not
really that cheap. First of all, this combo sometimes isn't worth
the trouble because the timing for the C.LP after the S.LK has to
be PERFECT. You have to time it so that AS SOON AS you hit the
ground, the C.LP will be executed. Honestly, this is an "almost"
infinite combo. It will combo until you drive your opponent into
the corner. Then, it won't connect anymore.)
~ Gartheimer Redrufu ~
Special Moves
-------------
Iron Mine: Press and hold LP + HP, Release to detonate (G)
Heavy Solid Kick: FK + Kick (G) *Shadow Move*
Body Smash: FK + Punch (G)
Ground Rush: SB + K (G)
Rapid Ball Punch: Hold Fw + Rapid LP (G)
Heavy Body Smash: UD + P (A)
Gain Control: SB + LP, SB + HP, SB + GA (G)
*Note: The 2nd and 3rd part of the combo does not require a
charge.
Dashing Ball Swipe: DA away from opponent (G)
Double Steel Ball Strike: HP, HP (G)
Slide Kick: C.HK (G)
Hop Kick: Fw, Fw + LK/HK (G)
Steel Twirl: Fw, Fw + LP/HP (G)
Ball Smash: GA (G)
Ball Slam: J.GA (A)
Low Ball Smash: C.GA (G)
*Mace Drop: GA + DA (G)
**Iron Storm: Dn, Dn + Kick (G)
Combos
------
01) Well get back to you on these combos as well. =P
~ Remi ~
Special Moves
-------------
Air Strike: SB + Punch (G)
Scythe Uppercut: FK + Punch (G) *Shadow Move*
Knife Ride: DFU + Punch (A)
Horn Whiplash: LP + HP (G)
Classical Triangle: SB + LK, SB + HK, SB + GA (G)
*Note: The 2nd and 3rd part of the combo does not require a
charge. After the 2nd hit, Remi may have switched sides, so
you my need to do the motion in the opposite direction.
Little Witch: LP + HP (A)
LP - Downward Fireballs
HP - Slightly Angled Downward Fireballs
GA - Slightly Angled Upwards Fireballs
LK - Scythe Swipe
HK - Downwards Dive Attack
DA - Striaght Dive Attack
Bend Over Kick: Fw + LK (G)
Swing Kick: Fw + HK (G)
Long Trip: DnFw + HK (G)
Jumping Turn Kick: Fw, Fw + LK/HK (G)
Dive Smack: Fw, Fw + LP/HP (G) (A)
Dashing Scythe Poke: Fw, Fw + GA (G)
Musical Scythe: GA (G)
Scythe Slam: J.GA (A)
Rising Musical Scythe: C.GA (G)
*Musical Scythe Swipe: GA + DA (G)
**Requiem: Dn, Dn + Kick (G)
Combos
------
01) "Ding!" combo
J.LK \/ C.LP -> (C.LK ->) C.HP XX Classical Triangle, Up+K
02) GA combos
J.GA \/ C.GA XX Scythe Uppercut, Up+K
XX Classical Triangle, Up+K
~ Popura ~
Special Moves
-------------
Jellyfish Bazooka: QCF + Punch (G)
Ribbon Twirl: QCF + Kick (G) *Shadow Move*
Kuru Kuru Candy: LK + HK (G)
Teddy Bear Uppercut: LP + HP (G)
*Note: A little bear will run and jump in the box, hitting
anything in its way.
Popura Special: QCB + LP, QCB + HP, QCB + DA (G)
Cupid: LP + HP (A)
LP - Downward Arrow
HP - Slow Straight Arrow
GA - Fast Straight Arrow
LK - Downwards Horn Blow
HK - Straight Horn Blow
DA - Straight and Downwards Horn Blow
Batter Up: Fw + HP (G)
Gymnast Attack: DnFw + HP (G)
Dashing Kick Combo: Fw, Fw + LK/HK (G)
Dashing Wand Smack: Fw, Fw + LP/HP (G)
Pogo Stick: LK (A)
*Note: Keep pressing LK for multiple bounces.
Wand Club: GA (G)
Wand Slam: J.GA (A)
Wand Rattle: C.GA (G)
*Nurse Popura: GA + DA (G)
**Chomp: Dn, Dn + Kick (G)
Combos
------
01) Popura's Sweet combos
(Khris' Note: Get it? Sweet.. Candy.. Oh, forget it.)
Kuru Kuru Candy /\ J.GA \/ C.GA XX Chomp, Up+K
XX LK./HK.Ribbon Twirl, Up+K
~ Damien Shieido ~
Special Moves
-------------
Elemental uppercut: QCB + Punch (G)
Rosebud: SB + Punch (G)
Body Check: SB + Kick (G)
Damien Combo: QCB + LK, QCB + HK, QCB + DA (G)
Hop Kick: Fw, Fw + LK/HK (G)
Hop Punch: Fw, Fw + LP/HP (G)
Retractable Club Strike: GA (G)
Retractable Club Slam: J.GA (A)
Retractable Club Swipe: C.GA (G)
*Spiked Heels: GA + DA (G)
**My Boyfriends' Back: Dn, Dn + Kick (G)
Combos
------
01) Damien's "What the hell?!" Boyfriend combo
Have enemy in corner. My Boyfriends' Back, C.GA XX GA.Elemetal
Uppercut
02) GA combos
Have enemy in corner. J.GA \/ C.GA X Elemental Uppercut, Up+K
~ Bristol Weller ~
Special Moves
-------------
Sonic Boom: QCF + Kick (G)
Axe Uppercut: DP + Kick (G) *Shadow Move*
Comin' at ya: QCB + Kick (G)
*Note: There are 2 hits to this move. The 2nd hit only
appears if the first hits.
No Mercy: QCB + LP, QCB + HP, QCB + GA (G)
Axe Kick: DA away from opponent (G)
Ankle Kick: LP (G)
Punch/Kick Combo: HP (G)
Triple Turn Kick: HK (G)
Dashing Throat Kick: Fw, Fw + LK/HK (G)
Dashing Punch & Kick: Fw, Fw + LP/HP (G)
Reverse Axe Kick: GA (G)
Axe Kick Slam: J.GA (A)
Lift Kick: C.GA (G)
*Goodbye: GA + DA (G)
**Death Wish: Dn, Dn + Kick (G)
Combos
------
(Dave's Note: If you like these combos, or the character in general,
watch Jackie Chan's "Drunken Master 2".)
01) Bristol's "I'll kick ya 'til you die from it!" combos
J.HK \/ S.LP -> S.LK -> S.LK -> S.HP XX HP.Sonic Boom
XX Comin' at ya, Up+K
XX No Mercy, Up+K
02) "Mercy?! Shyeah, right!" combo
J.HK \/ C.LP -> C.LP -> C.LK XX No Mercy, Up+K
03) Low Kick Genocide combo
J.LK \/ C.LP -> C.LP -> C.LP -> C.LK -> S.HP XX LK.Sonic Boom
XX Comin' at ya, Up+K
03) Bristol's "How'd the hell he combo off a gu... BANG!" combo
J.GA \/ C.GA XX Death Wish
(Khris' Note: Ok, here's the rundown on this combo. First, your
opponent can't be in the corner of the Death Wish won't combo.
Second, this is what I call an "off-guard" combo. Why? Well, the
first hit of the Death Wish is the only one that combos. The 2nd
whiffs, but the 3rd may or may not hit your opponent, depending if
they block or not upon landing.)
04) GA combos
J.GA \/ Dashing Punch & Kick XX JP.Sonic Boom
XX HK.Axe Uppercut, Up+K
XX DA.Comin' at ya, Up+K
J.GA \/ C.GA XX Comin' at ya, Up+K
Have enemy in corner. J.GA \/ C.GA XX Axe Uppercut, Up+K
~ Bristol-D ~
Special Moves
-------------
Flying Imps: QCF + Punch (G)
Demon Uppercut: DR + Punch (G)
Fire Demon: QCB + Kick (G)
Energy Stun Rings: QCF + Kick (G)
Mule Kicks from Hell: QCB + LP, QCB + HP, QCB + GA (G)
Evil Saw: HP/HK (G) (A)
Cat Claw: LP/LK (G)
Raise the Dead: C.HP/C.HK (G)
Fire Troll: C.LP/C.LK (G)
Demon Trident: C.LP/C.LK (A)
Talon Drop: J.GA/J.DA (A)
Dashing Panther Punch: Fw, Fw + LP/HP/LK/HK/GA (G)
Panther Punch: GA (G)
Mule Kick: C.GA (G)
Energy Expulsion: GA + DA (G)
The Fly: Dn, Dn + Kick (G)
Bristol D's taunt hits for low damage.
Combos
------
01) Same deal. We'll get combos to ya soon. =O
========================================================================
[Additional Info]
We welcome any extra info that you might have on the game such as
moves, combos, infomation, questions, cheats, etc. You will receive
credit for your anything posted in this FAQ.
========================================================================
[Acknowledgments]
Thanks to the following:
- Atlus For creating one of the craziest and
combo-filled 2D fighters
- StraPped CreW For each of them being player 2, 3, and 4.
[This is the end of the Groove on Fight Combo FAQ]
========================================================================