Bloody Roar 4 FAQ / Moveslist v.85 by The Fenix (trufenix@cox.net) Last updated: 2/23/03 ################## Table of Contents: ################## 1) Introduction 2) Recent Updates 3) Gameplay Details a. Legend b. Human / Beast / Hyper Beast c. Basic Gameplay d. Advanced Gameplay 4) Character Specifics a. Alice b. Bakuryu c. Busuzima d. Gado e. Kohryu -INCOMPLETE- f. Jenny g. Long -INCOMPLETE- h. Nagi i. Reiji j. Ryoho k. Ryoho & Mana l. Shen Long m. Shina -INCOMPLETE- n. Stun o. Uranus -INCOMPLETE- p. Uriko q. Xion r. Yugo 5) Career Mode a. Career Mode Map b. Ability Listing 6) Secrets a. Hidden Characters b. Stage Breaks 7) Credits =============== 1) Introduction =============== Welcome to my (Fenix's) Bloody Roar 4 FAQ, written solely to fill the void of Bloody Roar 4 fan support. The information contained within is solely for personal use. Reproduction for profit or professional purposes is strictly prohibited. The latest version of this FAQ may be found at www.gamefaqs.com, and also at MAX: DNA which can be found at : http://members.cox.net/~trufenix/maxdna/index.html. Feel free to e-mail / contact me, at trufenix@cox.net. ================= 2) Recent Updates ================= 2/23/04 (.85) - Career Mode Map Section Completed Ability Listing Completed Ryoho Section Completed (PS2 back in action, only 4 hidden characters remain undocumented and some of the character specifics in the Career Mode section) 2/13/04 (.75) - Uriko Section Completed Career Mode Section Completed Some little updates all around. (Last update for a while, PS2 out for repairs) 2/10/04 (.70) - Ryoho & Mana Section Completed Alice Section Completed Uriko Section Started Fixed the rest of the formatting, I hope. (Sorry for the long break, PS2 on it's last legs) 12/29/03 (.55) - Nagi Section Completed Fixed some of the catastrophicaly bad formatting generated by my "unique" version of notepad. Why didn't anyone tell me?! 12/28/03 (.50) - Yugo Section Completed Career Mode Section Updated 12/27/03 (.45) - Career Mode Section Updated 12/22/03 (.42) - Shen Long Section Completed Career Mode Section Updated 12/21/03 (.37) - Xion Section Completed 12/20/03 (.32) - Jenny Section Completed Bakuryu Section Completed Busuzima Section Completed 12/15/04 (.18) - Reiji Section Completed Stun Section Completed Career Mode Section Started 12/14/03 (.07) - Everyone Else Pretty Much Started Reiji Section Completed Gado Section Completed FAQ Started. =================== 3) Gameplay Details =================== This section details the basic skills and techniques you can employ in Bloody Roar 4. Though each character has his or her own unique interpretations, this section will give you the foundations of play for everyone in the game. ------------ 3a. Legend ------------ BUTTON INPUT: f - forward F - forward run b - backward u - up d - down uf - up and forward df - down and forward ub - up and backward db - down and backward QCF - d,df, and f in one quick motion. QCB - d,db, and b in one quick motion. P - Punch K - Kick B - Beast G - Guard , - wait a moment between button presses + - press both buttons simultaneously (air) - attack must be done in the air. . . . - additional followup attacks available. ATTACK RANGES: h - High attack, must be blocked high, misses low. m - Mid attack, must be blocked high, strikes high and low. l - Low attack, must be blocked low, usually misses airborne opponents. t - Throw attack, cannot be blocked. * - An attack that can be cancelled into a command move. - - An attack that does not strike. . . . - see followup attack range. (ranges listed in CAPS are "heavy" ranged) NOTES: [aircombo] - All successive hits will only strike an airborne opponent. [electric] - A move that will not stop unless struck by a "heavy" attack. [juggle] - A move that will only launch if the enemy is already in the air or otherwise stunned. [launch] - A move that hits the enemy high enough to be juggled afterwards. [spinfall] - A shorter launch that does not allow air recovery. [stun] - A move that stuns the enemy long enough for another strike. [wall launch] - A move that slams the enemy into a wall. --------------------------------- 3b. Human / Beast / Hyper Beast --------------------------------- Each character in Bloody Roar is armed with a "Beast Form" where they take the shape of their alter ego, usually an animal. In Beast Form, characters are stronger and faster in general. Some attacks that were not heavy may now be heavy, and some attacks that weren't cancellable may now be cancellable. Likewise, in Beast form, more moves will cause [launch], [wall launch], and [stun]. The ability to use Beast Form is governed by the "Beast Meter" which resides below your lifebar on screen. If struck while in beast form, the beast meter depletes, instead of your life. Whenever hit or hitting in human form, the beast meter increases, and by pressing the beast button, you can transform. Similarily, if your life meter is completely depleted, you will automatically transform and fight with your Beast Meter for the remainder of the round. By holding the beast button, you can charge life energy to increase your Beast Meter before transforming. If you charge all of your life away, you will transform into a hyper beast, which is even faster, stronger, and all around more capable than regular beast. -------------------- 3c. Basic Gameplay -------------------- Movement: Basic movement is achieved by pressing the directional pad in any of the 8 major directions. Forward / Back to walk, Up directions to jump, Down directions to crouch. You can execute a "dash" by tapping forward or backwards. You can execute a "run" by double tapping and holding the direction. You can execute a "sidestep" by tapping upwards or downwards. You can execute a "sidewalk" by double tapping and holding the direction. By jumping towards a wall and then jumping again, you can double jump. Attack: Basic attack is achieved by press punch, kick, or beast (while in Beast / Hyper Beast mode). Attacks are different while standing, jumping, or crouching, and likewise change if certain directions are held or pressed in conjunction. Each character can attempt a throw by pressing f + G. A throw cannot be defended against, but requires you to be very close. Each character has a different throw both in the air and on the ground, and they yield different results dependant upon wether your opponent is facing towards or away or crouching. When your opponent is down, only certain attacks while strike. During that time pressing d + (P / K / B) will perform a special "down only" attack. Defense: Anytime you are not attacking, your character does a basic defense. If the enemy does a "heavy" attack to your basic defense, your guard will be broken, and you will be vulnerable to attack. To protect against heavy attacks, you must press G for a heavy guard. There are two types of heavy guard, the first type (block) defends against the attack but causes some excess recoil, the second type (evade) dodges the attack, but causes your character to automatically counter attack when G is released. During an evade, if G is released prematurely or with poor timing, your counter may fail and you will be vulnerable to more attack. In the air, you can guard a single attack with the G button, but any further attacks will succeed. "Block" Characters: Alice, Bakuryu, Gado, Jenny, Kohryu, Long, Ryoho, Shen Long, Shina, Stun, Xion "Evade" Characters: Busuzima, Nagi, Reiji, Ryoho & Mana, Uriko, Yugo ----------------------- 3d. Advanced Gameplay ----------------------- Command Attacks: Command attacks are activated using special combinations of directions and buttons. A command attack is usually more powerful than a basic attack. Command Attacks can be cancelled (usually only before any hits) by pressing G. Some basic attacks can be cancelled into Command Attacks. Executing a Command Attack that uses the B button while in human form will execute the attack and transform simultaneously. (note: In Hyper Beast form, just about every attack can be cancelled) Beast Drive: A special Command attack that is only available in Beast form. Beast Drives do damage to both your enemies life bars, and beast bars simultaneously, but subtract a great deal of your own Beast Bar. The more Beast meter you have upon execution, the more damage it will do if successful. Wether it works or not, your character will automatically revert to human form upon completion. (note: In Hyper Beast form you can execute unlimited Beast Drives without changing back or losing Beast Bar) Damage Recovery: By rapidly pressing buttons and directions, you can recover from [stun] moves faster, likewise, pressing any button in mid air will allow you to recover from a [launch] state so you can block. You can escape any (non beast drive) basic throw attempt by pressing any button at the exact moment you are thrown. (note: If the [stun] or [launch] move returns you to human mode, you will be unable to recover) Fast Evade: During a basic guard, tapping forward at the precise momement the enemy attacks allows you to sidestep around them. Counter Evade: By pressing G at the exact moment an enemy strikes with a Heavy attack, you will evade all damage and recover fast enough to counter attack. ====================== 4) Character Specifics ====================== ------------------------ 4a. Alice (The Rabbit) ------------------------ COMMAND ATTACKS: QCF + P m,m,m,m,m [launch] QCB + P m [juggle] f, b + P *- (charges a large amount of Beast Meter) QCF + K l QCB + K, (b + K / K), B m,m,M (holding back during second flips over the enemy) d, u + K - QCF + B M [launch] QCB + B h,m (recovers w/ back turned, only hits on the way down) QCF + G t [stun] (opponent recovers w/ back turned) STRIKE ATTACKS: P, P, P, f + P, B h,h,m,*m,h. . . (follow with B extensions) P, P, P, d + P, db + B h,h,m,l,l P, P, P, f + K h,h,m,m P, K. . . h,h. . . (follow with K extensions) f + P, P m,*m df + P, P, P, d + K m,m,*m,l df + P, P, P, u + B m,m,*m,m (recovers w/ back turned on hit) d + P, d + K. . . l,l. . . (follow with d + K extensions) db + P, K l,l (can cancel w/ G before first strike) b + P, K m,m (can cancel w/ G before first strike) b + P, d + K m,l (can cancel w/ G before first strike) u + P m [juggle] K, K, (f + K / d + K / b + K) h,h,(m/l/h) K, P, d + K h,*m,l f + K, d + K, d + P m,l,*m f + K, b + K, f + K m,m,m (2nd hit causes [juggle]) df + K, K, K, b + K l,l,m,m [juggle] df + K, K, b + K l,l,m [juggle] df + K, K, db + B l,l,l d + K, K l,l db + K l (recovers w/ back turned) b + K h u + K m,m B, B, B, (f + B / b + B / d + B) h,h,m,(*h/m/l) f + B h df + B, B, B, u + K l,m,m,- (recovers w/ back turned) df + B, B, B, B l,m,m,m (recovers w/ back turned on 2nd and 3rd hit) df + B, B, B, d + B l,m,m,l d + B, B, d + K, d + P l,l,l,*m d + B, B, B, B, B l,l,m,m,*m [juggle] db + B l b + B m u + B m (recovers w/ back turned on hit) OTHER ATTACKS: (f, f + P / f, P) l F + P m [juggle] (f, f + K / f, K), P. . . m,h. . . (follow with P extensions, 1st hit causes [juggle]) F + K l (f, f + B / f, B) m [juggle] F + B M [launch] (air) P, P m,m (air) f + P M (air) K m (air) f + K M [wall launch] (air) b + K M [wall launch] (air) B, B m,m (air) f + B m (backturned) P, P. . . h,h. . . (follow with P extensions) (backturned) d + P m (backturned) K m (backturned) d + K l (backturned) B m [juggle] (backturned) d + B l QCF,QCF + B M,m (Beast Drive, recovers w/ back turned on miss) QCB,QCB + B M (Beast Drive) In Beast form Alice has tremendous jumping height. Alice's Beast form throw recovers w/ back turned. If Alice's QCF,QCF + B Beast Drive strikes with the initial blow, it will continue for 19 more hits, if it misses she will turn around and perform a very short range mid attack. ------------------------ 4b. Bakuryu (The Mole) ------------------------ COMMAND ATTACKS: QCF + P h (only works against airborne enemies, recovers w/ back turned otherwise) QCB + P m,m,m,m,m [electric][wall launch] f, b + P - d, u + P t (recovers w/ back turned on miss) QCF + K - (recovers w/ back turned) QCB + K m f, b + K - d, u + K m QCF + B M QCB + B M [launch] QCF + G t [wall launch] STRIKE ATTACKS: P, P, P, P, f + P h,h,h,h,m [juggle] P, P, P, P, B. . . h,h,h,h,h. . . (follow with B extensions) P, P, P, d + K, P h,h,h,l,*m P, P, P, df + P. . . h,h,h,m. . . (follow with df + P extensions) P, P, K, K h,h,m,m P, P, d + K, P h,h,l,*m P, K. . . h,h. . . (follow with K extensions) f + P h df + P, K m,m df + P, P m,*m df + P, B m,*l d + P m db + P l (recovers w/ back turned) b + P, db + B m,m (in human mode, second hit can only be done if first hits) u + P - (recovers w/ back turned) K, K, K h,*m,h K, K, f + K. . . h,*m,m. . . (follow with f + K extensions) K, K, b + K h,*m,m [juggle] f + K, b + K, u + P m,m,- [juggle] (recovers w/ back turned) df + K, K, K l,*h,*h df + K, f + K l,m df + K, d + K l,l d + K l db + K l b + K m u + K m [juggle] B, B, B h,*h,M B, B, d + K. . . h,*h,l. . . (follow with df + K extensions) B, B, d + B h,*h,l,l B, d + B h,l (recovers w/ back turned) f + B, K. . . m,h. . . (follow with K extensions) f + B, B, B, B, df + P. . . m,m,m,m,*m. . . (follow with df + P extensions or qcf + B) f + B, B, B, B, B m,*m,m,m,M [launch] f + B, d + B m,l (recovers w/ back turned) df + B l d + B l db + B m [juggle] b + B m (can delay hit by holding B) u + B m OTHER ATTACKS: (f, f + P / f, P) m F + P l (f, f + K / f, K), K, K, d + K, K m,m,m,m,m F + K h (f, f + B / f, B) M F + B M (air) P, P m,m (air) f + P M (air) K, K m,m (air) f + K M [wall launch] (air) b + K M [wall launch] (air) B, B m,m (air) f + B m (backturned) P. . . h (follow with P extensions) (backturned) d + P m (backturned) K h (backturned) d + K l (backturned) B m (backturned) d + B - QCF, QCF + B M (Beast Drive) QCB, QCB + B M (Beast Drive) CHARACTER DETAILS: Bakuryu's Human form throw recovers w/ back turned. Bakuryu's f, b + P will reverse any incoming high / mid attacks with a heavy overhead strike. Bakuryu's QCF + K is actually a short range teleport, normally he appears behind them, but if the enemy is too far away or in the corner he will appear in front of them with his back turned. Bakuryu's f, b + K will reverse any incoming low attacks and teleport behind the enemy. Bakuryu's QCB, QCB + B Beast Drive homes in on the enemies location, so it must be blocked. Bakuryu's QCB, QCB + B Beast Drive recovers backturned on success In Hyper Beast form, Bakuryu can cancel all non command attacks into command attacks or Beast Drives. ------------------------------ 4c. Busuzima (The Chameleon) ------------------------------ COMMAND ATTACKS: QCF + P M QCB + P m [electric] b, f + P - [electric] QCF + K l (switches to serious stance, hits grounded opponents) QCB + K, K, K, K, K, K m,m,m,m,m,M d, u + K m QCF + B, B, B m,m,M (1st and 2nd hit juggle, 3rd launches) QCB + B - f, b + B, QCF + B m,m,m,m,m,m,m,m d, u + B, f + B. . . -,m. . . (follow with f + B extensions) b, f + B M QCF + G t STRIKE ATTACKS: P, P, P, f + P, f + P m,*m,*m,*m,*m,*h,m [wall launch] P, P, P, K, d + K m,*m,*m,*m,l P, P, P, K, b + K m,*m,*m,*m,*M P, P, P, B m,*m,*m,*m,m [launch] P, P, d + K m,*m,M P, K. . . m,m. . . (follow with K extensions) f + P, f + P, f + P, f + P, f + P, f + P *m,*m,*m,*m,m,M [wall launch] f + P, f + P, f + P, f + P, K *m,*m,*m,*m,h [wall launch] (K can be done after any f + P) df + P, df + P, f + P m,m,h (recovers w/ backturned, f + P can be done after any df + P) df + P, df + P, b + P m,m,m d + P l db + P m b + P M [wall launch] u + P - (recovers w/ back turned) K, P, P. . . m,*m,*m. . . (follow with P, P extensions) K, d + K, P. . . m,l,*m. . . (follow with P, P extensions) K, B m,M f + K, f + K, f + P, f + P h,*m,*-,m,M df + K l d + K l db + K l (recovers w/ back turned) b + K *M u + K M [wall launch] B, d + B, B, B m,*m,*m,m f + B, B m,m [launch] df + B, df + B m,m (first hit juggles) d + B M db + B, d + B l,m [juggle] b + B, b + B, b + B, b + B m,m,*m,M [launch] b + B, b + B, b + B, d + B m,m,*m,M b + B, u + B m,- u + B, u + B, u + B, u + B h,h,h,H [aircombo][juggle] OTHER ATTACKS: (serious stance) P, P, P, K, K m,*m,m,h,M (1st hit recovers in serious stance) (serious stance) P, P, P, d + B m,*m,m,l (recovers in serious stance) (serious stance) K, K h,M (1st hit recovers in serious stance) (serious stance) B, K, K M,h,M (1st hit recovers in serious stance) (serious stance) d + B l (recovers in serious stance) (f, f + P / f, P) M F + P M [wall launch] (f, f + K / f, K) l [stun] F + K h,h,h [wall launch] (f, f + B / f, B) m (strikes backwards) F + B m (strikes backwards) (air) P, P m,m (air) f + P M (air) K, K m,m (air) f + K M [wall launch] (air) b + K M [wall launch] (air) B, B m,m (air) f + B m (backturned) P. . . h (follow with P, P extensions) (backturned) d + P l (backturned) K - (recovers w/ back turned) (backturned) d + K m (recovers w/ back turned) (backturned) B m (recovers w/ back turned) (backturned) d + B l (recovers w/ back turned) QCF, QCF + B m (Beast Drive) QCB, QCB + B m,m,l,m,M (Beast Drive) CHARACTER DETAILS: During serious stance, Busuzima can walk forward or backward and maintain stance. Pressing down performs a fully cancellable taunt. After QCB + B Busuzima remains invisible for a few seconds, or until he gets hit. In Hyper Beast form, he remains invisible permanently. Busuzima's QCB, QCB + B Beast Drive homes in on the opponent, and must be blocked. The final blow is unblockable. --------------------- 4d. Gado (The Lion) --------------------- COMMAND ATTACKS: QCF + P, f + K M,M [launch] QCF + P, d + K M,l QCB + P M (hold P for more damage) b, f + P m d, u + P H [wall launch] QCF + K m,m QCB + K, b, f + P, QCF + P. . . m,M,M. . . [electric] (follow with QCB + P) QCF + B M QCB + B M [launch] QCF + G t [wall launch] STRIKE ATTACKS: P, P, f + P h,h,m P, P, f + K h,h,M [launch] f + P, P, P m,*m,*m f + P, K m,h f + P, P, f + K . . . m,*m,m. . . (follow with f + K extensions) df + P, P m,M df + P, d + K m,l d + P m db + P m b + P, P, B . . . h,*m, *m. . . (follow with B, B extensions) u + P M K, K, K h,h,h K, b + P. . . h,h. . . (follow with b + P extensions) K, K, f + K. . . h,h,m. . . (follow with f + K extensions) f + K, (K / f + K / d + K), (K / P) m,(h/m/l),(M/-) (punch fakes final attack) df + K m d + K l db + K l b + K h u + K M B, B, f + K. . . h,*m,m. . . (follow with f + K extensions) B, B, B h,*m,M [wall launch] B, B, d + B h,*m,l B, d + B h,*l f + B, B M,*M f + B, d + B M,l (Recovers w/ back turned) df + B l d + B l db + B l (Recovers w/ back turned) b + B M [wall launch] (Recovers w/ back turned) u + B. . . m. . . (follow with QCF + B) OTHER ATTACKS: (f, f + P / f, P) h,M F + P m (f, f + K / f, K) m [launch] F + K l (f, f + B / f, B) *m F + B M (air) P, P m,m (air) f + P M (air) K, K m,m (air) f + K M (air) b + K M (air) B, B m,m (air) f + B m (backturned) P h (backturned) d + P m (backturned) K h (backturned) d + K l (backturned) B m (backturned) d + B m QCF,QCF + B t (Beast Drive) QCB,QCB + B M (Beast Drive) CHARACTER DETAILS: The f + K / d + K followups to QCF + P can only be done if the inital hit succeeds. They can still be blocked. During QCB + P, holding P until Gado automatically releases makes the attack unblockable. In Hyper Beast form, all of Gado's attacks are heavy ranged. ---------------------------- 4e. Kohryu (The Iron Mole) ---------------------------- COMMAND ATTACKS: QCF + P m (Only works against airborne opponents, recovers w/ back turned otherwise) QCB + P l [electric] QCF + K - (recovers w/ back turned) QCB + K ? QCF + B M,M,M,M,M,M (projectile attack) QCB + B M [launch] b, f + B ? (projectile attack) d, u + B ? [stun] QCF + G t STRIKE ATTACKS: P, P, P, P, f + P h,h,h,h,m [juggle] P, P, P, P, B. . . h,h,h,h,h. . . (follow with B extensions) P, P, P, d + K, P h,h,h,l,*m P, P, P, df + P. . . h,h,h,m. . . (follow with df + P extensions) P, P, K, K h,h,m,m P, P, K, d + K ? P, P, b + K ? P, P, d + K, P h,h,l,*m P, K. . . h,h. . . (follow with K extensions) df + P, K m,m df + P, P m,*m b + P, db + B m,m (in human mode, second hit can only be done if first hits) K, K ? K, f + K. . . ? K, b + K ? f + K, b + K, u + P m,m,- [juggle] (recovers w/ back turned) df + K, K, K l,*h,*h df + K, f + K l,m df + K, d + K l,l d + K l db + K l b + K m u + K, f + K, b + K ? B, B, B h,*h,M B, B, d + K. . . h,*h,l. . . (follow with df + K extensions) B, B, d + B h,*h,l,l B, d + B h,l (recovers w/ back turned) f + B, K. . . m,h. . . (follow with K extensions) f + B, B, B, B, B, df + P ? (follow with QCF + B) f + B, B, B, B, B m,*m,m,m,M [launch] f + B, B, d + B ? OTHER ATTACKS: (f, f + P / f, P) m F + P l (f, f + K / f, K), K, K, d + K, K m,m,m,m,m F + K h (f, f + B / f, B) M F + B M (air) P, P m,m (air) f + P M (air) K, K m,m (air) f + K M [wall launch] (air) b + K M [wall launch] (air) B, B m,m (air) f + B m (backturned) P. . . h (follow with P extensions) (backturned) d + P m (backturned) K h (backturned) d + K l (backturned) B m (backturned) d + B - OTHER ATTACKS: QCF, QCF + B ? (Beast Drive) QCB, QCB + B M (Beast Drive) CHARACTER DETAILS: Kohryu's QCF + K is actually a short range teleport, normally he appears behind them, but if the enemy is too far away or in the corner he will appear in front of them with his back turned. Kohryu's b, f + B fires a small missle that will home in on the opponent. Kohryu's d, u + B strikes the entire screen simultaneously, and must be blocked. Kohryu's QCB,QCB + B homes in on the opponent, it must be blocked to avoid damage. --------------------- 4f. Jenny (The Bat) --------------------- COMMAND ATTACKS: QCF + P - (switch to flamingo stance) QCB + P m [electric] b, f + P h QCF + K m (recovers w/ back turned on hit) QCB + K m,m [juggle] QCF + B M [launch] (recovers w/ back turned) QCB + B, (P / K / S) m (button determines angle, can be done in air) QCF + G t [stun] STRIKE ATTACKS: P, P, f + K. . . h,h,m. . . (follow with f + K extensions) P, P, d + K h,h,l P, P, B. . . h,h,m. . . (follow with B extensions) f + P m df + P, P m,m (recovers with back turned) d + P m db + P l,l (recovers with back turned) b + P *M [spinfall] u + P h [launch] k h f + K, K, K, K, K m,m,*m,h,h,m [juggle] f + K, K, K, K, d + K m,m,*m,h,h,l f + K, K, K, b + K m,m,*m,m [juggle] (recovers with back turned) df + K, K, K, K l,l,l,m df + K, K, d + K. . . l,l,l,l. . . (follow with d + K extensions) df + K, K, b + K l,l,m (recovers w/ back turned) d + K, K l,l db + K l b + K m [juggle] (recovers with back turned) u + K h B, B, B, B, B m,m,m,m,h,h [wall launch] (cannot continue if second hit misses) B, B, B, d + B m,m,m,L (cannot continue if second hit misses) f + B, B, B m,m,m,m,m [aircombo][wall launch] (recovers airborne) df + B *m,*m d + B l db + B l b + B h,h (recovers w/ back turned) u + B h OTHER ATTACKS: (flamingo stance) K, K, K, K, K, K, K m,m,*m,*m,m,m,M [wall launch] (recovers in flamingo after 2nd, and 6th hits, recovers w/ back turned after 5th) (flamingo stance) d + (K / P) (l/-) (recovers in flamingo, can be done after 2nd or 6th hit of combo above, P fakes the attack) (flamingo stance) B. . . m. . . (follow with B, B extensions if it hits) (flamingo stance) K, K, f + K. . m,m,m. . . (follow with f + K, K extensions) (f, f + P / f, P) m F + P m (f, f + K / f, K) M [spinfall] (hold K to increase damage, and launch height) F + K l (f, f + B / f, B) H F + B, B m,h [wall launch] (air) P, P m,m (air) f + P M (air) K, K m,m (air) f + K M (air) b + K M (air) B, B, B m,m,m [aircombo] (air) f + B, B, B m (3rd hit can only be done if 2nd hits) (air) d + B M (air) u + B m [juggle] (backturned) P m (recovers w/ back turned) (backturned) d + P m (backturned) K. . . h. . . (follow with f + K extensions) (backturned) d + K l (recovers w/ back turned) (backturned) B m [juggle] (backturned) d + B l QCF, QCF + B h (Beast Drive) QCB, QCB + B M (Beast Drive) CHARACTER DETAILS: While in Flamingo stance, Jenny can walk forward and backward maintaining the stance. During the Flamingo 7 hit combo, you can cancel into the final hit by pressing b + K on any hit after the 2nd. While in mid-air, Jenny can dash to fly. If you alternate dashes (forward and back) you can hover indefinately. In mid air, Jenny can cancel her P, P, K, K, and B, B, B strings into each other. In beast form, Jenny's air punch and kick attacks all look and function slightly different. Jenny's u + P must be crouched or avoided, it cannot be blocked except in mid air. Jenny's QCF, QCF + B Beast Drive must be crouched or avoided, it cannot be blocked except in mid air. ---------------------- 4g. Long (The Tiger) ---------------------- COMMAND ATTACKS: QCF + P M [wall launch] QCB + P m [electric] QCF + K ? [juggle] QCB + K ? b, f + K, f + B, d + P ? b, f + K, f + B, b + B ? QCF + B M QCB + B. . . ? (follow with tiger stomp extensions) QCF + G. . . t [stun] (follow with Combo Ring) STRIKE ATTACKS: P, P, P, u + B ? df + P, P ? P, K, d + K ? B, B, B ? B, B, d + B ? B, B, f + B ? B, d + B ? B, P, u + B ? db + B, B ? df + B, B ? P, P. . . ?. . . (follow with Combo Ring f + P or f + K or f + P + B or f + K + B) P, P, P. . . ?. . . (follow with Combo Ring) B, P. . . ?. . . (follow with Combo Ring) OTHER ATTACKS: (Combo Ring) P. . . ? (Combo Ring) f + P. . . ? (Combo Ring) d + P. . . l,l (Combo Ring) K. . . ? (Combo Ring) f + K. . . ? (Combo Ring) d + K. . . l (Combo Ring) f, f + P ? (Combo Ring ender) (Combo Ring) d, d + P ? [wall launch] (Combo Ring ender) (Combo Ring) b + P ? (Combo Ring ender) (Combo Ring) f, f + K ? (Combo Ring ender) (Combo Ring) d, d + K ? (Combo Ring ender) (Combo Ring) b + K m,h (Combo Ring ender) (tiger stomp) P, P, P, P, f + B, d + P ? (tiger stomp) P, P, P, P, f + B, b + B ? (tiger stomp) B, d + B ? (B can be repeated up to 3x) (tiger stomp) B. . . ?. . . (B can be repeated up to 3x, follow with QCB + K) (tiger stomp) u + B. . . ? (can be done up to 6 times, performs entire Combo Ring) (tiger stomp) f + B. . . ? (can be done up to 6 times, performs entire Combo Ring) (tiger stomp) d + B. . . ? (can be done up to 6 times, performs entire Combo Ring) (tiger stomp) b + B. . . ? (can be done up to 6 times, performs entire Combo Ring) (f, f + P / f, P) ? F + P ? (f, f + K / f, K) ? F + K ? (f, f + B / f, B) ? F + B ? (air) P ? (air) K ? (air) B ? (backturned) P ? (backturned) K ? (backturned) B ? QCF, QCF + B ? (Beast Drive) QCB, QCB + B t (Beast Drive) CHARACTER DETAILS: Long's Human Mode throw has [wall launch] properties. During Long's QCB, QCB + B Beast Drive, if he is struck by a High or Mid attack during the startup it will auto activate. Long's Hawk Six Level Combo Ring is a series of attacks that can be strung together one after another in sequence. The Combo Ring Enders can be used after any Combo Ring Attack or during any of Long's (tiger stomp) (u / f / d / b) + B (x6) attacks and conclude the Combo Ring wether they succeed or not. ------------------------- 4h. Nagi (The Spurious) ------------------------- COMMAND ATTACKS: QCF + P, P, K. . . m,m,l. . . (follow with db + K extensions) QCB + P, B m,M [wall launch] QCF + K l (press back to abort and recover backturned) QCF + K, K -,m [juggle] QCF + K, B -,M,M [spinfall] QCF + K, f + B. . . -,M,m. . . (follow with F + B extensions) QCB + K m [electric] (hold K to delay) QCF + B M [wall launch] QCB + B m [electric] (hold B to delay) b, f + B, B, B, B, B, B, B M,m,m,m,m,m,M [wall launch] (can use d + B on any hit after 2nd and before final) d, u + B m (recovers w/ back turned on success) QCF + G t STRIKE ATTACKS: P, P, P, P, B. . . h,h,*m,m,m. . . (follow with B extensions) P, P, P, P, d + B. . . h,h,*m,m,l. . . (follow with db + B extensions) P, P, P, f + P, K. . . h,h,*m,m,l. . . (follow with db + K extensions) P, P, P, f + P, B h,h,*m,m,M [wall launch] P, P, P, d + P, K. . . h,h,*m,l,l. . . [wall launch] (follow with db + K extensions) P, P, P, K. . . h,h,*m,h. . . (follow with b + K extensions) P, P, K, K, B. . . h,h,m,h,m. . . (follow with df + B extensions) P, K, K h,m,*h,l f + P, f + P, K. . . m,m,l. . . (follow with db + K extensions f + P, f + P, B m,m,M [wall launch] f + P, K. . . m,m,*h. . . (follow with f + K extensions) f + P, f + B. . . m,M. . . (follow with f + B extensions) df + P, B m,H [spinfall] d + P m [juggle] db + P, f + P, K. . . m,m,l. . . (follow with db + K extensions) db + P, f + P, B m,m,M [wall launch] db + P, K m,*M b + P, P *H,m [launch] (recovers w/ back turned) b + P, K. . . *H,m. . . (follow with b + K extensions) u + P m [juggle] (recovers w/ back turned) K, K, B m,h,m f + K, K m,*h,h df + K, K, K m,m,*M d + K l db + K, K, B l,h,M [wall launch] b + K, K h,m [wall launch] b + K, B h,M [launch] u + K *M B, B, B m,m,*M B, B, d + B, B m,m,l,M [launch] f + B, B, K. . . M,M,m. . . (follow with df + K extensions) f + B, B, B, B M,M,M,H f + B, B, d + B M,M,l df + B, B, B m,m,M df + B, d + B. . . m,l. . . (follow with db + B extensions) d + B l db + B, B l,m [spinfall] db + B, d + B l,l b + B M [wall launch] u + B H [spinfall] OTHER ATTACKS: (f, f + P / f, P) m,m [juggle] (hold P to delay) F + P, B *M,M,M,M,M [wall launch] (f, f + K / f, K) M [wall launch] F + K, K. . . l,l. . . (follow with db + K extensions) (f, f + B / f, B), B M,*m (1st hit causes [spin fall]) F + B, B, B M,m,M,m,H (air) P, P m,m (air) f + P M (air) K, K m,m (air) f + K M [wall launch] (air) b + K M [wall launch] (air) B, B m,m (air) f + B M [wall launch] (air) d + B M (backturned) P, B m,H [spinfall] (backturned) d + P, P. . . m,m. . . (follow with db + P extensions) (backturned) K m (backturned) d + K l (backturned) B M (backturned) d + B l QCF, QCF + B M (Beast Drive, recovers w/ back turned on success) QCB, QCB + B M (Beast Drive, Hold B to delay) CHARACTER DETAILS: During QCF + K Nagi runs at the opponent. If nothing is pressed she will do a low slide kick. Followups can only be done before the slide. During QCB + K if K is held until Nagi auto releases, the attack has heavy range. If Nagi's QCF + B misses because the enemy is down, she will continue with five mid range strikes that will hit a down enemy. If Nagi's QCB, QCB + B Beast Drive is blocked, she will follow with an unblockable attack. During QCB, QCB + B (and QCB + B) holding B until Nagi automatically releases changes the attack and makes it unblockable. ---------------------- 4i. Reiji (The Crow) ---------------------- COMMAND ATTACKS: QCF + P M [launch] QCB + P, P M,M [wall launch] QCB + P, f + P M,t [wall launch] QCB + P, b + P. . . M,-. . . [wall launch] (follow with f, b + P extensions) f, b + P, f + P -,t QCF + K m,h QCB + K, P l,m [electric][wall launch] QCF + B, B m,M [wall launch] (Can be done in mid air) QCB + B M,M,M [launch] (Can be done in mid air) QCF + G t STRIKE ATTACKS: P, P, P. . . h,m,*m. . . (follow with b + P extensions) P, P, K, K, K h,m,*h,M,*M P, P, d + K. . . h,m,l. . . (follow with db + K extensions)