-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Power Instinct 3: Groove On Fight FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 4.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Meter Filling 3. Characters 3.1 Larry Light 3.2 Chris Wayne 3.3 Tenjinbashi Sujiroku 3.4 Yukinoue Hizumi 3.5 Max Ax Dax "M.A.D." 3.6 Solis R8000 3.7 Falco 3.8 Gouketsuji Oume & Gouketsuji Otane 3.9 Gartheimer Rudolph 3.10 Otogiri Remi 3.11 Hananokouji Popura --------------------------------------------------- 3.12 Damian Shade 3.13 Bristol Weller 3.14 Bristol-D 4. Misc. And Easter Eggs 4.1 Idle Animations 4.2 Select Screen 4.3 Other 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward LP - Light Punch P - Any Punch \ | / b - Back HP - Heavy Punch K - Any Kick b-- --f u - Up GA - Great Attack + - And / | \ d - Down LK - Light Kick / - Or db d df HK - Heavy Kick , - Then DA - Dash Attack qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== ************** * 2.1 Basics * ************** Throw f/b + HP close Air Throw f/b + HP close in air Double Jump ub/u/uf after any first jump Dash Forward f, f Halt b Dash Punch P Dash Kick K knocks opponent down Dash Overhead GA knocks opponent down Dash Backwards b, b invulnerable for a split second Block High b Block Low db will not block overheads Powerful Overhead GA overhead; opponent bounces slightly off ground and can be juggled; works like this for everyone except M.A.D. Strong Air Attack DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Launch Attack d + GA must be blocked low; opponent launches in air and can be juggled; works like this for everyone except M.A.D. Pursue Attack u + K/DA when opponent does not work if is on the floor opponent has their head smashed into the ground; these moves are marked "head grounder" in the move description Dash Attack DA character can dash past opponent if close enough High Attack Reflect HP+HK if a high attack hits while this is active, the character will push the opponent so that they will stagger back and be open for attack Unblockable Attack GA+DA unblockable Taunt Start adds a bit to your opponent's super meter Toss KOed Character d + HP/GA over the center of the KOed character Dizzy Recovery shake joystick and tap the buttons rapidly when dizzied Tag Out LP+LK tag must be made in order to tag out (getting hit, for example, can break up the tag); opponent on sidelines will slowly heal Dual Attack d, d + P/GA before the consumes one stock; tag is made dash in must connect to perform the Dual Attack; must also have both teammates usable Partner Attack f + LP+LK Meter Charge hold LP+LK will only work if you are by yourself (your team member is KOed) Super d, d + K/DA consumes one stock ********************* * 2.2 Meter Filling * ********************* The Super Meter fills every time you take damage and when the opponent blocks your attacks. When a stock fills completely your character will yell and be surrounded by energy (called a stress scream; the stress scream can hit an opponent and take off minor damage). During this short time you are invulnerable. You can also fill a stock automatically when one of your team members is KOed. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Larry Light * ******************************************************************************* Colors ------ LP - Brown pants w/ White hair HP - Blue pants w/ Blonde hair GA - Green pants w/ Dirty Blonde hair LK - White pants w/ Black hair HK - Yellow pants w/ White hair DA - Black pants w/ White hair Start - Red pants w/ Blue hair Throws ------ Shoulder Toss Pound f/b + HP/GA close f and b determine where opponent is thrown Neckringer f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Spin Kick HK in air 2 hits with both hits being overheads Hammer Spike DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Rolling Elbow DA can roll past opponent Destruction Hammer GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Larry will push the opponent so that they will stagger back and be open for attack Victory Of The Fist GA+DA unblockable Dash Elbow Dash Forward, P Triple Threat Dash Forward, K Impending Hammer Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Flying Headbutt f + HP the range is determined by how long you hold HP; head grounder Ankle Break d + HP must be blocked low Scissor Kick f + HK first part must be blocked low Mule Kick df + HK Elbow Drop u + K/DA when opponent is pursue attack on the ground Thrust Palm d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Light Blast qcf + P/GA LP=slow, HP=medium, GA=fast; will collide with other projectiles as both will be "destroyed" in the process Air Light Blast qcf + P/GA in air LP=slow, HP=medium, GA=fast; will collide with other projectiles as both will be "destroyed" in the process Driving Dribble f, d, df + P/GA LP=short and 2 hits, HP=medium and 3 hits, GA=long and 5 hits Super Driving Dribble Dash Forward, f, d, LP=3 hits; HP=5 hits; df + P/GA GA=10 hits; can also be done if you use a dashing P or K and then perform the f, d, df + P/GA motion Thrust Step qcf + K/DA LK=short, HK=medium, DA=long; if move connects (not blocked), opponent is pushed to the edge of the screen behind them Impact Connection qcb + LP Shoulder Charge qcb + HP if done close you will dash behind the opponent Double Palm Break qcb + GA Dual Attack ----------- Larry Light Ning LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Historical Moment d, d + K/DA absorbs projectiles ******************************************************************************* * 3.2 Chris Wayne * ******************************************************************************* Colors ------ LP - Black chaps w/ Blue jeans HP - Blue chaps w/ Gray jeans GA - Gold chaps w/ Black jeans LK - Brown chaps w/ Maroon jeans HK - Black chaps w/ Gray jeans DA - Purple chaps w/ Pink jeans Start - Purple chaps w/ Brown jeans Throws ------ Knee And Elbow f/b + HP/GA close f and b determine where opponent is thrown; head grounder Suplex f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Hard Hammer DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Shin Kick LK must be blocked low Slide Backfist DA close will slide past opponent Dashing Knee DA far Spur Axe Kick GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Chris will push the opponent so that they will stagger back and be open for attack Balisong GA+DA unblockable Headache Smash Dash Forward, P Flying Side Kick Dash Forward, K Charging Spur Axe Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Side Kick f + HK Scrape Kick u + K/DA when opponent is pursue attack on the ground Flip Kick d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Lightning Slasher qcb + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process; tends to go under most projectiles in the game Lightning Slashers qcb + GA will collide with other projectiles as both will be "destroyed" in the process; tends to go under most projectiles in the game Leg Bomber qcf + LK Spiral Leg Bomber qcf + HK Deadly Axe tap K rapidly overhead Spiral Leg Bomber S qcf + DA Spiral Leg Follow Up tap K rapidly Deadly Axe continue to tap K rapidly overhead Rolling Cannon f, df, d + K/DA LK=short and 1 hit, HK=medium and 3 hits, DA=far and 6 hits Super Rolling Cannon Dash Forward, f, LK=3 hits, HK=5 hits, df, d + K/DA DA=11 hits; can also be done if you use a dashing P or K and then perform the f, df, d + K/DA motion Tai Chi Rolling Cannon f, df, d + K/DA in LK=steepest angle, air HK=medium dive, DA=longest dive Head Slasher qcf + P/GA in air LP=stationary, HP=short, GA=long Overdrive Kick qcf + LP One Two Kick qcf + HP Deadly Axe qcf + GA head grounder Dual Attack ----------- Slice And Dice LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Lightning Break d, d + K/DA lightning portion must connect (not blocked) for entire super to come out ******************************************************************************* * 3.3 Tenjinbashi Sujiroku * ******************************************************************************* LP - White costume w/ Red trim HP - Off White costume w/ Blue trim GA - Off White costume w/ Green trim LK - Blue costume w/ Red trim HK - Red costume w/ Gray trim DA - Gray costume w/ Light Gray trim Start - Yellow costume w/ Red trim Throws ------ Faceless Drag f/b + HP/GA close f and b determine where opponent is thrown Skyward And Beyond f/b + HK/DA close f and b determine where opponent is thrown Death Driver f/b + HP/GA close in air f and b determine where opponent is thrown; head grounder Basic Moves ----------- Taiko Stick Slam DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Shin Kick LK must be blocked low Side Kicks tap LK rapidly Hopping Backhand DA close will hop past opponent Hop Chop DA far Taiko Stick Smash GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Tenji will push the opponent so that they will stagger back and be open for attack Battering Ram GA+DA unblockable Reverse Elbow Dash Forward, P Eagle Hop Dash Forward, K Flying Taiko Stick Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Taiko Split f + HP in air overhead Taiko Cutter f + HP Low Taiko Stick d + HP must be blocked low Hopping Low Taiko Stick df + HP must be blocked low Stomach Kick f + HK Tribal Dance u + K/DA when opponent is pursue attack on the ground Rejecting Flip d + GA must be blocked low; opponent launches in air and can be juggled Special Moves ------------- Haru qcb + LP if move connects (not blocked), opponent will be launched in air and can be juggled Natsu qcb + HP absorbs projectiles Shishi Gashira LP + HP 3 hits Super Shishi Gashira Dash Forward, LP+HP 3 hits; this actually has a difference animation than the normal Shishi Gashira that gives it more striking distance; can also be done if you use a dashing P or K and then perform the LP+HP combination Aki qcb + LK Fuyu qcb + HK San Nen Goroshi qcf, uf + K/DA LK=short dash, HK=medium dash, DA=long dash; dash in must connect (not blocked) to perform the entire move; Tenjinbashi will set a bomb above the opponent's head that will explode 3 seconds later Tenchinin qcf, uf + LP connects close; unblockable Sanding Spin qcf, uf + HP Uppercut qcf, uf + GA Dual Attack ----------- Rage Destruction LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Tsuuten Roku Shaku d, d + K/DA the explosions absorb projectiles; explosions must connect (not blocked) to perform the entire super ******************************************************************************* * 3.4 Yukinoue Hizumi * ******************************************************************************* LP - Dark Gray costume w/ Brown hair HP - Blue costume w/ Brown hair GA - Amaranth costume w/ Red hair LK - Yellow costume w/ Brown hair HK - Off White costume w/ Bole hair DA - Black costume w/ Black hair Start - Red costume w/ Light Brown hair Throws ------ Cartwheel Powerbomb f/b + HP/GA close f and b determine where opponent is thrown; head grounder Izuna Drop f/b + HP/GA close in air f and b determine where opponent is thrown; head grounder Basic Moves ----------- Needle Kick DA/GA in air overhead; opponent bounces slightly off ground and can be juggled What's That Start Hizumi's taunt, which can hit opponent and deal a sliver of damage; will add energy to the opponent's Super Meter Reverse Leg Smack HK must be blocked low Murdering Knife Toss DA close will slide past opponent Dashing Swipe DA far Forward Cartwheel GA overhead; opponent bounces slightly off ground and can be juggled Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, Hizumi will push the opponent so that they will stagger back and be open for attack Tantou Charge GA+DA unblockable Gut Palm Dash Forward, P Hop Kick Dash Forward, K Hopping Cartwheel Dash Forward, GA overhead; opponent bounces slightly off ground and can be juggled Finishing Blow d + HP in air overhead Low Chop d + HP must be blocked low Tantou Swipe f + HP Tricky Feet f + HK both parts must be blocked low Slide df + HK must be blocked low Heel Crush HK must be blocked low Foot Spike u + K/DA when opponent is pursue attack on the ground Rising Snap Kick d + GA must be blocked low; opponent launches in air and can be juggled (easy to link in a Hyakurai Jutsu) Special Moves ------------- Kage Shibari qcf + P/GA LP=short shock wave, HP=medium shock wave, GA=long shock wave; if move connects (not blocked), the opponent will be "stunned" (they cannot move back or forward and they cannot block properly); the "stun" can be ended if the opponent jumps or performs any attack maneuver (otherwise it will last 3 seconds) Hyakurai Jutsu Trio qcf + LP in air will collide with other projectiles as both will be "destroyed" in the process Hyakurai Jutsu Duo qcf + HP/GA in air HP=high, GA=low; will collide with other projectiles as both will be "destroyed" in the process Hou Sen Ka No Jutsu qcf + K/DA LK=long, low, and 6 hits, HK=medium, medium, and 8 hits, DA=short, high, and 10 hits Super Sen Ka No Jutsu Dash Forward, qcf + K/DA LK=short, very low, and 10 hits, HK=long, high, and 12 hits, DA=long, very high, and 14 hits; can also be done if you use a dashing P or K and then perform the qcf + K/DA motion Makibishi Dash Backward, LP+HP Gumo No Jutsu LK+HK reappears in the same spot Gumo No Jutsu Forward f + LK+HK teleports behind opponent Gumo No Jutsu Back b + LK+HK teleports backwards Ren Geki qcb + LP Ninjitsu Launch qcb + HP Hidden Explosive qcb + GA Dual Attack ----------- Pressure Points LP+LK, then d, d + P/GA dash in must connect to before the tag is perform the Dual made Attack; must also have both teammates usable Super ----- Juumonji Kasumi Kuzushi d, d + K/DA dash in must connect (not blocked) to perform the entire super ******************************************************************************* * 3.5 Max Ax Dax "M.A.D." * ******************************************************************************* LP - White jacket w/ Brown pants and Red tie HP - Green jacket w/ Dark Gray pants and Yellow tie GA - Light Orange jacket w/ Gray pants and Purple tie LK - Blue jacket w/ Burnt Umber pants and Yellow tie HK - Red jacket w/ Off White pants and Orange tie DA - Off White jacket w/ Dark Gray pants and Gray tie Start - Purple jacket w/ Green pants and Purple, Blue tie Throws ------ Max Fire Hose f/b + HP/GA close f and b determine where opponent is thrown; can link in many of the Megahorn attacks after the throw Bear Hug f/b + HK/DA close f and b determine where opponent is thrown Lucky Roll f/b + HP/GA close in air f and b determine where opponent is thrown Basic Moves ----------- Helicopter Forward f, f in air Air Uppercut P overhead; if done high enough you can start another Helicopter chain Double Kick K overhead; if done high enough you can start another Helicopter chain Shock Therapy GA/DA overhead; opponent bounces slightly off ground and can be juggled; because M.A.D. descends slower from this move than the normal version, you can use another air attack afterwards (can also start another Helicopter chain) Landing b/d guide descent with joystick; can use air attacks from landing Jump Free ub/u/uf can use air attacks from Jump Free or start another Helicopter chain Helicopter Escape b, b in air unlike the Helicopter Forward, there are no unique attacks from this; pressing an attack button will perform the regular air attack assigned to that button and M.A.D. will descend to the ground as usual Landing f/d can use air attacks from landing Jump Free ub/u/uf can use air attacks from Jump Free or start another Helicopter chain Mad Chop HP in air overhead; can perform two in a row if fast enough; knocks opponent down Shock Therapy DA/GA in air overhead; opponent bounces slightly off ground and can be juggled Max Slap HP in air overhead Spring Loaded Punch LP far Wake Up! LP close 2 hits M.A.D. Dozer HP will hit twice if close enough Stretch Foot HK Why? DA can slide past opponent Dynamite GA if move connects (not blocked) opponent is sent high into the air and can be juggled (however, the window is pretty tight so not much will reliably juggle) Command Moves ------------- High Attack Reflect HP+HK if a high attack hits while this is active, M.A.D. will push the opponent so that they will stagger back and be open for attack Iron Press GA+DA unblockable Collapse Dash Forward, P Flying Butt Strike Dash Forward, K Dynamite Delivery Dash Forward, GA if move connects (not blocked) opponent is sent high into the air and can be juggled (however, the window is pretty tight so not much will reliably juggle) Air Spring Punch u/uf, f + LP overhead Catcher's Mitt ub, f + LP overhead Double Drill f + HP in air overhead Hidden Yo-Yo f + HP Wrench Smash df + LP Sleeve Headbutt df + HP Fire Spoon d + HP knocks opponent down Long Double Trip d + HK must be blocked low Jump Drill u + K/DA when opponent is pursue attack on the ground Freeze Ray d + GA absorbs projectiles Special Moves ------------- Megahorn "Fall Down" qcf + LP head grounder; will collide with other projectiles as both will be "destroyed" in the process Megahorn "Come Here" qcf + HP if move connects (not blocked) it knocks opponent down and pulls them toward you where they can juggled; will collide with other projectiles as both will be "destroyed" in the process Megahorn "Don't Attack" qcf + GA if move connects (not blocked) opponent will be unable to attack for 2 seconds (although they still can use throws); will collide with other projectiles as both will be "destroyed" in the process Megahorn "Back It Up" qcf + LK if move connects (not blocked) it will cause your opponent to stagger back which in turn stuns them for a short while; will collide with other projectiles as both will be "destroyed" in the process Megahorn "Go Away" qcf + HK if move connects (not blocked) it knocks opponent down and away from you (they can still be juggled); will collide with other projectiles as both will be "destroyed" in the process Megahorn "Don't Jump" qcf + DA if move connects (not blocked) the opponent will be unable to jump for 2 seconds; will collide with other projectiles as both will be "destroyed" in the process Max Drill qcf + P/GA in air LP=short jump, HP=high jump, GA=very high jump Straight Ray Gun tap LP rapidly after being knocked down (before hitting the floor) Skyward Ray Gun tap HP rapidly after being knocked down (before hitting the floor) Down And Up Ray Gun tap GA rapidly after being knocked down (before hitting the floor) Floor Ray Gun tap LP rapidly after being knocked down (when on the floor) Upward Floor Ray Gun tap HP rapidly after being knocked down (when on the floor) Dual Floor Ray Gun tap GA rapidly after being knocked down (when on the floor) Max Sparkler f, d, df + P/GA LP=stationary and 1 hit; HP=short and 3 hits, GA=long and 5 hits Super Max Sparkler Dash Forward, f, d, LP=3 hits, HP=5 hits, df + P/GA GA=7 hits; can also be done if you use a dashing P or K and then perform the f, d, df + P/GA motion Max Net LP+HP overhead Max Servant LK+HK leech appears mid screen; if opponent is near leech it will attack; you can attack the opponent while they are being bitten by the leech (it ends the leech attack but still combos) Far Max Servant f + LK+HK leech appears across the screen; if opponent is near leech it will attack; you can attack the opponent while they are being bitten by the leech (it ends the leech attack but still combos) Close Max Servant b + LK+HK leech appears in front of M.A.D.; if opponent is near leech it will attack; you can attack the opponent while they are being bitten by the leech (it ends the