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- ========================================================================
- Groove on Fight Combo FAQ
- Version 0.7
- Created By: Khris "The KiD" and Iron Kage Harold
- E-mail addresses: KKidHibiki@aol.com, Kageh@aol.com
- Last Updated: May 30, 1998
- 1234567890 <- If the numbers and dots don't line up,
- .......... <- this FAQ will look like crap. =P
- ========================================================================
- [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. Specific character critiques
- 10. Secrets
- 11. Additional Info
- 12. Info Needed
- 13. FAQ Made by The KiD
- 14. Acknowledgments
- ========================================================================
- [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
- not only to give insight and comments on specific ones, but to
- also give a little comic relief throughout the FAQ. Because face
- it, reading a FAQ with just info is kinda boring. We're here to
- liven things up. 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 responsible 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 article 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.
-
- Basically, if you are gonna use my stuff, at least give me the
- credit. I mean, come on, I did all this hard work. Gimme a little
- something for it. For those who don't have a conscious and insist
- on ripping off my stuff without giving me credibility, allow me to
- say "Go to hell" ahead of time.
- ========================================================================
- [Faq Version Updates]
-
- Version 0.7 (May 30, 1998)
- - Added Clean Pause trick, Assist Method, and list of FAQs made by
- me and Kage.
-
- Version 0.6 (May 11, 1998)
- - Added how to do Duel Supers (I have no idea why I didn't list it
- in the first place).
-
- Version 0.5 (May 5, 1998) *Cinco de Mayo*
- - Added how to get the secret characters (Damien, Bristol, and
- Bristol-D) and the "Specific Character Critique" section. Finally
- did spelling corrections.
-
- Version 0.4 (April 1, 1998) *April Fool's Day*
- - Added Bristol-D combos. (It's April Fools Day, so it seemed
- perfect for him.)
-
- Version 0.3 (March 26, 1998)
- - Added a ton of combos for Solis, Remi, and Popura.
-
- Version 0.2 (March 25, 1998)
- - Once again changed the format of the FAQ to make it the best
- readable. Added extra combos for Chris, M.A.D., Falco, Oume &
- Otane, Gartheimer, and Damien. Dave claimed the Bristol section as
- his domain.
-
- Version 0.1 (March 24, 1998)
- - Redone format to make 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
-
- - Other FAQs -
- http://www.gamefaqs.com/sega/saturn/faq/groove_on_fighting_a.txt
-
- - Miscellaneous 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
- 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
- AD. stands for Air Dashing (For Remi only)
- 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 pursuit attack. Pressing Up + any Kick does this
- move. Some characters have pursuits where they leap across the
- screen to hit downed opponents (Chris, M.A.D., Hizumi, Popura,
- Falco, Damien) while others have stationary pursuits (Larry,
- Solis, Tenjinbachi, Remi, Oume & Otane, Gartheimer, 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 done 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.
-
- Duel Supers
- -----------
- Don't think of X-Men vs. Street Fighter when you read this. That's
- not the case in Groove on Fight. The Duel Supers in here work diffently.
- All Duel Supers equal to a 22-hit combo. That's alot of hits, plus a
- hell of alot of damage to back it up.
- In a 1-player games, to perform a Duel Super, both teammates must
- be active and you need a Level of your Super Meter. Have your partner
- next to you and tag them in. Before both of them slap hands, immediately
- hit Dn, Dn + Kick. If done correctly, your fighter will dash in, grab
- the opponent, and throw him/her up into the air. Your partner will jump
- in the air and knock the opponent back down to your fighter, who will
- automatically begin the combo. 22-hits! Make note that this can be
- blocked and it takes a Level of your Super Meter when used.
- In a 3- or 4-player game, where someone have a human partner, to
- perform the Duel Super is a little difficult. You have to get that
- teamwork working. The player that is fighting must be the one to
- initiate the tag. The player that is in the sidelines is the one that
- has to press Dn, Dn + Kick before the tag is made. The player that made
- the tag is the one that does the attack.
-
- Assist Method
- -------------
- Borrowed straight from King of Fighters '94 is a trick to help out
- your teammate if you were caught in a hold/grab. Now, your teammate can
- jump in at any time and get a free hit off your opponent.
- In a 1- or 2-player game, tapping F + R (Right shoulder button)
- will make your teammate jump in from the sidelines and smack your
- opponent.
- In a 3- or 4-player game, your human teammate in the sidelines if
- the one that controls the assist. They must simply move and stand over
- the opponent, then press R. They will jump in and smack the opponent,
- then jump back in the sidelines.
- Even though they are only in play a second, they CAN be damaged.
- An attack will knock them back in the sidelines, doing minor damage.
- Each assist attack can be blocked.
-
- ========================================================================
- [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/Parry (B+Y)
- SS Super Strike/Unblockable (C+Z)
- 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 (i.e.- 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 one 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' Response: 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.)
-
- 06) DA combos
-
- DA XX Light Blast
- XX HP.Blaze Uppercut
- XX LK.Machine-Gun Punch
- XX Impact Connection
-
- 07) 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: Larry's Kill Combo is the one with the Historical
- Moment ender (I'm talking 80-90%!!). 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 \/ Dash Punch XX Lightning Stun Kick, Up+K
- XX LK.Shadow Rising Drill Kick, Up+K
-
- 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: Flashiness and power all in one combo. 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. 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
- ------
- (Public Service Announcement: Ladies and Gentleman, fellow Groove
- on Fight players. Each character has their own strengths and weaknesses,
- resulting in this little thing called "balance". Hizumi's strenth is the
- combo. Below are some of the strongest combos ever to grace the genre of
- fighting games. Each of them able to take off mass units of life,
- resulting in your teammate coming into play within the first 6 or 7
- second into the round. If at any point that you feel the need to release
- some stress and cause physical harm to the person controlling the ninja,
- DO NOT hesitate to do so. I repeat, DO NOT hesitate. Preferably in the
- middle in one of his combos, causing him to mess it up. Inflicting
- physical damage to your opponent early in the round will ultimately make
- him lose his grip on the controller, resulting in your character to
- clean house. I hope this helps you in your playing. Thank you for your
- time. ^_^)
-
- 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 necessary. 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' combos... hurh hurh, get it? Jack someone up? Jacks...? D'oh.
-
- Have enemy in corner. Triple Exploding Jack Toss (while opponent
- is getting off the ground), Katana Swipe XX Ninja Combo, Up+K
-
- Triple Exploding Jack Toss (while opponent is getting up off the
- ground), Dashing Shockwave combos (See combo #02)
-
- (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/dash punch off.)
-
- (Khris' Note: I've seen Harold do these cheap... err, "skillful"
- combos after #01 combos, so the ending results are pretty
- devastating.)
-
- 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' Response: 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
-
- 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 indefinitely 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, Up+K
-
- (Harold's Note: The Up+K only works after "Come Here" and "Go
- Away." "Fall Down" only combos in the corner. "Stumble Back" will
- never connect.)
-
- 02) Standard Combo Variations
-
- J.HK \/ D.LP, D.LP -> S.HP XX Original Combo, Up+K
- XX Sparkler Punch, Up+K
-
- 03) Drill Ya combo
-
- J.HK XX LP.Air Drill \/ Up+K
-
- (Harold's Note: Air Drill combos while you're still in the air.)
-
- 04) M.A.D.'s 'mad' combos
-
- (Single Leech,) "Stumble Back", Dashing Trip XX Leech Barrage,
- Dashing Trip XX Original Combo, Up+K
- XX GA.Shadow Sparkler Punch, Up+K
-
- J.GA \/ Dashing Trip XX Leech Barrage, Dashing Trip
- XX Original Combo, Up+K
- XX GA.Shadow Sparkler Punch, Up+K
-
- (Harold's Note: Yeah, it LOOKS pretty nasty and takes off a hell
- of a lot, but your opponent can struggle out of the leech bites.
- So the second dash punch will only work if your opponent is a
- idiot. I guess that's why it worked on Khris. By the way, the
- Leech Barrage super doesn't always combo because the leeches fly
- out RANDOMLY. I know, I know... it's f**kin' retarded.)
-
- (Khris' Note: I won't even comment on these combos, or Harold's
- Note, BUT I will say that I'm not a idiot!)
-
-
- ~ 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 Explode: 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 GA.Stun Blast Projectile
- XX HK.Flip Smash
- XX Nice Legs Combo, Up+K
- XX Solis' Melody Puree
-
- J.LK \/ C.LP -> S.LK -> S.HP <2 hit> XX LP.Energy Shock Crystal XX
- Solis' Melody Puree
-
- (Khris' Note: The only way to get the LP.Energy Shock Crystal is
- to have the S.HP hit ONLY 2 times. If the full 3 hits connect,
- Solis will be a little far and the Crystal will whiff.)
-
- 02) R8000 Dynamite combo
-
- Charge TNT Explode. J.LP \/ C.LP -> C.LP -> C.LK XX TNT Explode
-
- 03) Dashing combos
-
- Fast Dash Punch XX Stun Blast Projectile
- XX HK.Flip Smash
- XX Shadow TNT Explode
- XX Nice Legs combo, Up+K
- XX Energy Shock Crystal XX Shock Cable
- -> S.HP
-
- 04) DA combos
-
- DA XX Stun Blast Projectile
- XX Flip Smash
- XX TNT Explode
- XX Nice Legs combo, Up+K
- XX Energy Shock Crystal XX Shock Cable
- -> S.HP
-
- 05) GA combo
-
- J.GA \/ Fast Dash Punch XX TNT Explode
- XX HK.Flip Smash
- XX Solis' Melody Puree, Up+K
- XX Energy Shock Crystal XX Shock Cable
- -> S.HP
-
- J.GA \/ C.GA XX Stun Blast Projectile
- XX TNT Explode
- XX DA.Flip Smash
- XX Solis' Melody Puree, Up+K
-
- ~ 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 Ricocheting Card Toss: QCF + HP (G)
- *Note: Can be doubled up.
- Downward Ricocheting 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.
- Mahjong 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 Mahjong Combo, Up+K
-
- J.HP \/ S.LP -> S.LP -> S.HP XX Mahjong Combo, Up+K
-
- J.HP \/ C.LP -> (C.LP ->) C.HP XX LP.Straight Card Toss <2 hits>
- XX Mahjong Combo, Up+K
-
- 02) Falco's "When does the hurting stop?" ???-Hit combos
-
- Slots (3 Sevens), Cane Jab XX LP.Straight Card Toss <2 hits>, (Two
- more coins fall), Cane Jab XX Mahjong Combo, Up+K
- XX Poker Straight
-
- (Harold's Note: Timing is crucial for the first Card Toss. It must
- connect JUST as the birds and coins stop falling so you have
- enough time to dash in with the Cane Jab while the last two coins
- are hitting your opponent.)
-
- (Khris' Note: Just drop the controller after the 1st hit... and
- deck your opponent!!)
-
- 03) Slot combos
-
- Slots (3 $)/(3 Cherries)/(3 Unlike Objects), (See combo #01)
-
- 04) Dashing combos
-
- Cane Jab XX Mahjong Combo, Up+K
- XX Poker Straight
-
- 05) GA combos
-
- J.GA \/ C.GA XX GA.Rising Spin into Card Toss - Downward Toss
- XX LP.Straight Card Toss <1 hit>
-
- J.GA \/ Cane Jab XX Poker Straight
-
- C.GA XX LP.Straight Card Toss <1 hit>
- XX GA.Rising Spin into Card Toss - Downward Toss
-
- Have enemy in corner. J.GA \/ C.GA XX Poker Straight
-
- (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
-
- J.LK \/ S.LP -> C.LK -> S.HK XX HP.Screaming Head, Up+K
-
- 02) GA Combos
-
- J.GA \/ C.GA XX HP.Screaming Head, Up+K
- -> C.HP
-
- 03) "FOREVER!" combo
-
- 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, sometimes this combo 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) Standard Combo Variations
-
- J.HK <2 hits> \/ (C.LP,) C.LK -> S.HK XX Gain Control, Up+K
- XX HK.Ground Rush, Up+K
-
- J.HK <2 hits> \/ (C.LP,) C.LK -> C.HP XX Heavy Solid Kick, Up+K
-
- 02) GA Combos
-
- J.GA \/ C.GA XX Gain Control, Up+K
-
- J.GA \/ Steel Twirl XX Shadow Heavy Solid Kick, Up+K
-
-
- ~ Remi ~
- Special Moves
- -------------
- Air Strike: SB + Punch (G)
- Scythe Uppercut: FK + Punch (G) *Shadow Move*
- Knife Ride: DFU + Punch (A)
- 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 - Straight 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) Remi's standard combo variations
-
- J.LK/AD.Dive Smack \/ S.LP -> S.HP XX Classical Triangle, Up+K
-
- J.LK/AD.Dive Smack \/ C.LP -> C.HP XX GA.Scythe Uppercut
- XX Classical Triangle, Up+K
-
- 02) "Air Mail!" combo
-
- J.GA/AD.Dive Smack XX Knife Ride
-
- 03) Remi's 11-hit "Put the smack down!" combo
-
- Have enemy in corner. J.GA/Dashing Scythe Poke \/ C.GA XX
- Whiplash, S.LP -> S.HP XX Classical Triangle, Up+K
-
- (Khris' Note: I just knew Remi had to have a big combo!! Ok, this
- it how it works: The Dashing Scythe Poke is alot easier than the
- J.GA because it comes out all of a sudden. Now, after the C.GA,
- begin to charge back. 2 hits so far. Keep charging back and do the
- Whiplash, S.LP -> S.HP part of the combo. 6 hits now. As soon as
- the 2nd hit of the S.HP connects, 2-in-1 into the Classical
- Triangle. Timing here is kinda tricky because Remi winds up a
- little before attacking, so you have to 2-in-1 immediately. After
- the enemy lands, walk over to them for the pursuit. 11 hits baby!
- I like this combo so much because it's hard to get a combo like
- this with a charge character. Besides, Remi's cute and no one will
- expect something like this from her.)
-
- 04) *Ding!* combo
-
- Have enemy in corner. J.LK/AD.Dive Smack \/ C.LP -> C.LK -> C.HP
- XX GA.Scythe Uppercut
- XX Classical Triangle
-
- 05) GA combos
-
- J.GA/Dashing Scythe Poke \/ Dive Smack XX Whiplash XX Punch Throw
- XX GA.Shadow Scythe Upper.
-
- J.GA/Dashing Scythe Poke \/ C.GA XX HP.Air Strike
- XX Scythe Uppercut, Up+K
- XX Whiplash XX Punch Throw
- 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 Wiggle: C.GA (G)
- * Nurse Popura: GA + DA (G)
- ** Chomp: Dn, Dn + Kick (G)
-
- Combos
- ------
- 01) "It's that easy" combo
-
- J.LK \/ C.LP -> C.LP -> C.LK XX Popura Special
-
- 02) 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
-
- 03) Teddy Upper combo
-
- S.LP -> S.LK -> S.HP XX Teddy Bear Uppercut. Jump over a downed
- opponent. S.LP -> S.LP -> S.LK -> S.HP XX Popura Special
-
- (Khris' Note: This is actually two different combos in one. The
- one that ends in the Teddy Bear Uppercut is just to get one extra
- hit in the next combo. Popura can combo the extra S.LP in the 2nd
- combo because that little annoying teddy bear knocks them back
- just enough to pull it off.)
-
- 04) Gymnast combos
-
- Gymnast Attack XX Popura Special
- XX Teddy Bear Uppercut
- -> S.LP -> S.HP XX Popura Special
-
-
- ~ 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) Standard Combo Variations
-
- J.HK \/ C.LP, C.LP, (C.LP,) C.LK -> S.HK XX Damien Combo, Up+K
- XX Rosebud
- XX Body Check, Up+K
-
- 02) Damien's "What the hell?!" Boyfriend combo
-
- Have enemy in corner. My Boyfriends' Back, C.GA XX GA.Elemetal
- Uppercut, Up+K
-
- 03) Hop Punch Combos
-
- Hop Punch XX GA.Shadow Elemental Uppercut, Up+K
- XX Damien Combo, Up+K
-
- 04) GA combos
-
- Have enemy in corner. J.GA \/ C.GA XX 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: Yes! This is MY domain! If you like these combos, or the
- character in general, check out "Drunken Master 2" starring Jackie
- Chan. Hard to find, but definitely worth it!)
-
- 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) Bristol D-Day combo
-
- Have enemy in corner. J.HP/HK \/ C.GA/Dash.Panther Punch/S.HP/HK
- XX Energy Stun Rings, S.LP -> S.LP -> S.LP -> S.LP XX Mule
- Kicks from Hell, Up+K
-
- (Khris' Note: Basically, this is pretty much the same as Remi's
- 11-hit combo with the stun move in the center and the triple
- motion combo at the end. The first J.HP/HK can inflict up to
- 8-9 hits, resulting in a large combo. If you are lucky and have
- good distance, so CAN change the C.GA into a S.HP/HK for 8 MORE
- hits, but most times it doesn't work. Altogether, this entire
- combo can do 90% damage... Talk about cheap!!)
-
- 02) Various Demon combos
-
- Have enemy in corner. J.HP/HK \/ S.HP/HK XX LP/HP.Flying Imps
-
- J.HP/HK \/ S.HP/HK XX Demon Uppercut, Up+K
- XX Mule Kicks from Hell, Up+K
-
- 03) GA combos
-
- Have enemy in corner. J.GA \/ C.GA XX Demon Uppercut, Up+K
- XX DA. Fire Demon, Up+K
- XX Mule Kicks from Hell, Up+K
-
- J.GA \/ Dashing Panther Punch XX LP.Flying Imps
- XX Demon Uppercut, Up+K
- XX DA.Fire Demon, Up+K
- XX Mule Kicks from Hell, Up+K
- ========================================================================
- [Specific Character Critique]
- Welcome to the Critique section of the FAQ. This is where people
- from all around are invited to give their thoughts on specific
- characters in Groove On Fight. Below are each of the characters with
- brief comments on each of them. Enjoy and send in any comments you wish
- to add.
-
- - Larry -
-
- "Larry is da MAN!" from: Khris "The KiD"
- Geez, where to even start! Ok, might as well get the obvious out the
- way. Larry IS the Ryu-esque character of Groove On Fight. Light Blast is
- equal to the Hadou-ken and Blaze Uppercut is the Shouryuu-ken. Simple.
- Now, alot of people think that Ryu-type Shotokan characters are cheap as
- all hell. Thank god Larry isn't. He's got similar moves, granted, but
- they aren't as effective as their counterparts. Next, Larry's got one of
- the strongest moves to grace a video game, the Stun Palm. That's right,
- Larry has an exact rip-off of Akira's Stun Palm of Doom from Virtua
- Fighter, but Larry's doesn't involve the complex motions like Akira's
- does. Plus, who can pass up a name like "Impact Connection"? It sounds
- better that "Stun Palm of Doom" IMO. Finally, the Historical Moment
- super. Ok, it's not as cool as Hizumi's, or as powerful as Bristol's,
- but I KNOW you have to feel some humiliation to get hit by a huge
- flaming meteor! Words can't describe how brutal it is. =) One last note,
- look at his combos! Able to jump kick, then do an impressive 4-hit
- ground chain, then 2-in-1 into any special move. Insane!! Ok, that's my
- $.03 (inflation, ya know) on the Lightman. If anything else develops on
- him, I'll keep ya all in touch. Laters!
- ~Khris "The KiD" <KKidHibiki@aol.com>
-
-
- - Chris -
-
-
- - Tenjinbashi -
-
-
- - Hizumi -
-
-
- - M.A.D. -
-
-
- - Solis -
-
-
- - Falco -
-
-
- - Oume & Otane -
-
-
- - Gartheimer -
-
-
- - Remi -
-
-
- - Popura -
-
- "'Kawaii' is the operative word" from: Khris "The KiD"
- Let me just say this, Popura is a FUN character. I'm not saying she
- can't fight or she's not capable to win, but any character that changes
- costumes for each of her special moves deserves laughter. She has a few
- good attacks such as her Teddy Bear Uppercut that comes out instantly
- and her long reaching Batter-Up and Popura Special. Unfortunately, when
- it comes to power, she falls a little short, but her speed makes up for
- it. I really don't have too much else to say on Popura until I play her
- a little more to try and unleash her hidden power, if one such exists.
- So to close, Popura is not a champion character, but very fun to watch
- and play as. If you need a laugh, Popura is the one to use.
- ~Khris "The KiD" <KKidHibiki@aol.com>
-
-
- - Damien -
-
-
- - Bristol -
-
-
- - Bristol-D -
-
- "100% Cheap" from: Kage
- Hmm, where to begin? Ok, what's the deal with this character. Maybe it's
- just me, but getting hit with a Standing HP and taking 8+ hits as a
- result does not totally agree with me. Neither is getting hit with a
- bunch of a million of his little minions. You can't touch him! If that
- doesn't convince you on his cheese, he has the cheapest super ever. It
- tracks you WHEREVER you go!! Huh?! Is that right? I know final bosses
- are supposed to have powerul moves, but there's a big difference in
- "power" and "cheese". Anyway, just show no respect for anyone that uses
- him.
- ~Kage <Kageh@aol.com>
-
-
- ========================================================================
- [Secrets]
-
- ~ Secret Characters ~
- Damien - Beat the game with Gartheimer on Normal.
- Bristol - Beat the game with Damien on Normal.
- Bristol-D - Beat the game with Bristol on Normal.
-
- - Clean Pause -
- While paused, press X + Y + Z simultaneously.
- ========================================================================
- [Additional Info]
- We welcome any extra info that you might have on the game such as
- combos, info, questions, cheats, critiques, etc. You will receive credit
- for your anything posted in this FAQ.
- ========================================================================
- [Info Needed]
- - Character ending translations!
- - More combos! (You can never have enough!)
- ========================================================================
- [FAQs made by The KiD]
- 1> Groove on Fight Combo FAQ (Saturn)
- 2> Angel Eyes FAQ (PSX)
- 3> Waku Waku 7 Mini FAQ (Saturn)
-
- [FAQs made by Kage]
- 1> Groove on Fight Combo FAQ (Saturn)
- 2> Tekken 3 Forest Law Guide (PSX)
- ========================================================================
- [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.
- - Diamond Donavin Douglas <jlittleton@phonetech.com>
- We didn't post them before, but he gave us the way to get the
- secret characters.
- - Marcia Andrada <solis_r8000@hotmail.com>
- She caught somethings we didn't list before: Duel Supers, the
- Clean Pause, and the Assist Method.
-
- [This is the end of the Groove on Fight Combo FAQ]
- ========================================================================
-
-