=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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
leech attack but still
combos)
Max Original qcb + LP
Drill Face qcb + HP
Laser qcb + GA
Dual Attack
-----------
Max Hunting 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
-----
Maximum Service d, d + K/DA each leech will try to
attack when it nears the
opponent; if it misses
or is block, the leech
will crawl off screen;
you are able to attack
the opponent near the
end of the super
(knocking off the
attacking leeches but
still performing a
combo)
*******************************************************************************
* 3.6 Solis R8000 *
*******************************************************************************
LP - Silver costume w/ Dark Gray trim
HP - Light Blue costume w/ Blue trim
GA - Gold costume w/ Gray trim
LK - Red costume w/ Black trim
HK - Gray costume w/ Pink trim
DA - Black costume w/ Gray trim
Start - Silver costume w/ Red-Orange trim
Throws
------
Slam Heel Crusher f/b + HP/GA close f and b determine where
opponent is thrown
Air Slam Heel Crusher f/b + HP/GA close in air f and b determine where
opponent is thrown
Basic Moves
-----------
Stomp Out HK in air 2 hits; both hits are
overheads
Quick Air Smash DA/GA in air overhead; opponent
bounces slightly off
ground and can be
juggled
Machine Gun Punch HP will hit three times if
close enough
Down Kick LK must be blocked low
Back Kick DA close will slide past opponent
Slide Uppercut DA far
Solis 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,
Solis will push the
opponent so that they
will stagger back and
be open for attack
High Voltage GA+DA unblockable
Jaw Opener Dash Forward, P
Flying Side Kick Dash Forward, K
Impending Smash Dash Forward, GA overhead; opponent
bounces slightly off
ground and can be
juggled
Air Shock Cable f + HP in air if move connects (not
blocked), it will stun
opponent for a short
while
Shock Cable f + HP
Low Machine Gun Punch d + HP will hit three times if
close enough
Front Kick f + LK
Slicing Foot f + HK
Slide In Trip d + HK must be blocked low
Metal Heel u + K/DA when opponent is pursue attack
on the ground
Golf Swing d + GA must be blocked low;
opponent launches in
air and can be juggled
Special Moves
-------------
Stun Bullet qcf + P/GA LP=short bullet mode,
long shrapnel mode,
HP=medium bullet mode,
medium shrapnel mode,
GA=long bullet mode,
short shrapnel mode;
during "bullet" mode
(or the very beginning
of the move where the
projectile is still
together) the Stun
Bullet will go through
projectiles; during
"shrapnel" mode (or the
end of the move where
the projectile is
apart) other
projectiles will blast
through the Stun
Bullet; if you shoot a
Stun Bullet from far
and it connects (not
blocked), the opponent
will stagger back
(leaving them in a
short stun) in which
case you can Dash
Forward and use an
attack to combo
Stun Platinum f, d, df + P/GA LP=no start up time and
is on screen for half
a second, HP=short
start up time and is on
screen for 2 seconds,
GA=long start up time
and is on screen for 3
seconds; if move
connects (not blocked)
opponent will be
stunned for a short
time (for the duration
that the trap remains
onscreen); if the
"trap" touches a
blocking opponent it
will no longer be of
use even though it
remains on screen; can
have one ground Stun
Platinum and one air
Stun Platinum on the
screen at the same time
Air Stun Platinum f, d, df + P/GA in air LP=no start up time and
is on screen for half a
second, HP=short start
up time and is on
screen for 2 seconds,
GA=long start up time
and is on screen for 3
seconds; if move
connects (not blocked)
opponent will be
stunned for a short
time (for the duration
that the trap remains
onscreen); if the
"trap" touches a
blocking opponent it
will no longer be of
use even though it
remains on screen; can
have one air Stun
Platinum and one ground
Stun Platinum on the
screen at the same time
TNT Charge hold LP+HP/LP+GA/HP+GA/ the longer the charge the
LK+HK/LK+DA/HK+DA, more damage and when
release released; since the TNT
Charge can be charged
with different
combinations, it is
possible to charge for
2 TNT Charges at the
same time; Charge for:
2-3 seconds = Level 1
(1 hit)
4-5 seconds = Level 2
(2 hits)
6-9 seconds = Level 3
(3 hits)
10+ seconds = Level 4
(4 hits)
Super TNT Charge hold LP+HP/LP+GA/HP+GA/ can also be done if you
LK+HK/LK+DA/HK+DA, use a dashing P or K
release during a forward and then release your
dash charged combination.
Charge for:
2-3 seconds = Level 1
(1 hit)
4-5 seconds = Level 2
(2 hits)
6-9 seconds = Level 3
(3 hits)
10+ seconds = Level 4
(4 hits)
Gyrator qcb + K/DA LK=short, HK=medium,
DA=long
Absolute Beat qcf + LK
Step Kick qcf + HK
Split qcf + DA
Dual Attack
-----------
Machine Gun Blitz 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
-----
Solis Multiplier d, d + K/DA will go through
projectiles; if any
part of the super is
blocked it will end
*******************************************************************************
* 3.7 Falco *
*******************************************************************************
LP - Steel Blue costume
HP - Pink costume
GA - Green costume
LK - Dark Gray costume
HK - Orange costume
DA - White costume
Start - Red costume
Throws
------
Gambling Dig f/b + HP/GA close f and b determine where
opponent is thrown
Cane Stab Driver f/b + HP/GA close in air f and b determine where
opponent is thrown
Basic Moves
-----------
Cane Slam DA/GA in air overhead; opponent
bounces slightly off
ground and can be
juggled
Hidden Dove Start Falco's taunt, which can
hit opponent and deal a
sliver of damage; will
add energy to the
opponent's Super Meter
Low Cane Swipe HP must be blocked low
Reverse Cane DA close will jump past opponent
Gut Cane DA far
Cane Flick 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,
Falco will push the
opponent so that they
will stagger back and
be open for attack
Killer Draw GA+DA unblockable
Flying Gut Cane Dash Forward, P
Flying Hop Kick Dash Forward, K
Forward Cane Flick Dash Forward, GA overhead; opponent
bounces slightly off
ground and can be
juggled
Diving Cane Sweep d + HP in air must be blocked low
Low Cane Sweep f + HP must be blocked low
Low Hand Swipe d + HP must be blocked low
Hop Kick f + HK
Low Boot d + HK both hits must be blocked
low
Sliding Low Boot df + HK both hits must be blocked
low
Simple Stab u + K/DA when opponent is pursue attack
on the ground
Cane Flip d + GA must be blocked low;
opponent launches in
air and can be juggled
Special Moves
-------------
Bluff Shuffle Straight qcf + LP will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Straight qcf + LP will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Up qcf + HP card will rebound of
ceiling and travel
diagonally downward;
will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Down qcf + GA card will rebound of
floor and travel
diagonally upward; will
collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Shuffle Up qcf + HP card will rebound of
ceiling and travel
diagonally downward;
will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Straight qcf + LP will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Up qcf + HP card will rebound of
ceiling and travel
diagonally downward;
will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Down qcf + GA card will rebound of
floor and travel
diagonally upward; will
collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Shuffle Down qcf + GA card will rebound of
floor and travel
diagonally upward; will
collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Straight qcf + LP will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Up qcf + HP card will rebound of
ceiling and travel
diagonally downward;
will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Down qcf + GA card will rebound of
floor and travel
diagonally upward; will
collide with other
projectiles as both
will be "destroyed" in
the process
Face Or Back Retreat f, d, df + LP
Bluff Diagonal Down P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Face Or Back In f, d, df + HP/GA HP=short, GA=far
Bluff Diagonal Down P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Super Face Back Retreat Dash Forward, f, d, can also be done if you
df + P use a dashing P or K
and then perform the f,
d, df + LP motion
Bluff Diagonal Down P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Diagonal Down P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Diagonal P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Diagonal P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Diagonal Down P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Diagonal P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Diagonal P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Super Face Or Back In Dash Forward, f, d, can also be done if you
df + HP/GA use a dashing P or K
and then perform the f,
d, df + HP/GA motion
Bluff Diagonal Down P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Diagonal Down P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Diagonal P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Diagonal P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Diagonal Down P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Diagonal P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Bluff Diagonal P LP=steepest angle,
HP=far; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bluff Straight GA will collide with other
projectiles as both
will be "destroyed" in
the process
Insight Dash qcf + K/DA LK=short, HK=medium,
DA=long; high and low
counter attack
Reversal Slot LP+HP the outcome is random,
but the follow ups
listed are what happen
according to what the
slot reads
One Gold Coin no slot symbols match
Ten Gold Coins three dollar signs
Dove Attack three cherries the doves will go through
projectiles
Coin And Doves three "7"s the doves will go through
projectiles
Giant Weight three skulls both characters will fall
to the ground but
neither takes any
damage
Falco Shocked three lightning bolts Falco staggers back
(although he takes no
damage he is stunned
for a short time)
Regain Life three hearts Falco regains some life
First Character qcb + LP will collide with other
projectiles as both
will be "destroyed" in
the process
Second Character qcb + HP will collide with other
projectiles as both
will be "destroyed" in
the process
Third Character qcb + GA will collide with other
projectiles as both
will be "destroyed" in
the process
Dual Attack
-----------
Cane Massacre 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
-----
Stormy Poker d, d + K/DA will absorb projectiles
*******************************************************************************
* 3.8 Gouketsuji Oume & Gouketsuji Otane *
*******************************************************************************
LP - Brown, Amber pants w/ Pink top
HP - Green, Light Green pants w/ Ecru top
GA - Green, Blue pants w/ Light Blue top
LK - Light Blue, Gray pants w/ Off White top
HK - Off White, Buff pants w/ Orange-Yellow top
DA - Black, Dark Purple pants w/ Pale Purple top
Start - Persian Red, Purple pants w/ Bright Orange top
Throws
------
Youthful Kiss f/b + HP/GA close f and b determine where
opponent is thrown
Kneeling Crush f/b + HP/GA close in air f and b determine where
opponent is thrown
Basic Moves
-----------
Crawl hold df
Falling Blade Kicks LK in air all hits are overheads
Air Gouketsuji Wack DA/GA in air overhead; opponent
bounces slightly off
ground and can be
juggled
Leaping Kick LK
Bicycle Kick HK can hit up to 4 times
Low Crawl Poke DA can crawl past opponent
Gouketsuji Wack 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,
Oume or Otane will push
the opponent so that
they will stagger back
and be open for attack
Young Love GA+DA unblockable
Youthful Backfist Dash Forward, P
Leap Frog Kick Dash Forward, K
Flying Gouketsuji Dash Forward, GA overhead; opponent
bounces slightly off
ground and can be
juggled
Reaching Slice f + HP
Thousand Deaths d + HP 6 hits
Slide d + HK must be blocked low
Double Heel Drop u + K/DA when opponent is pursue attack
on the ground
Rising Uppercut d + GA must be blocked low;
opponent launches in
air and can be juggled
(however, the window is
pretty tight so not
much will reliably
juggle)
Special Moves
-------------
Straight Gan Sai Ha Charge b for 2 seconds, will collide with other
f + LP projectiles as both
will be "destroyed" in
the process
Rising Gan Sai Ha Charge b for 2 seconds, will collide with other
f + HP projectiles as both
will be "destroyed" in
the process
Double Gan Sai Ha Charge b for 2 seconds, one will usually collide
f + GA with the projectile
with both being
"destroyed", while the
other set of teeth
makes it through
Kou Shiki Gan Sai Ha Charge f for 2 seconds, LP=short, HP=medium,
b + P/GA GA=far; if teeth do not
hit they will stay on
the ground for 3
seconds (where the
opponent can still walk
on top of them and be
harmed); will collide
with other projectiles
as both will be
"destroyed" in the
process (although when
they idle on the ground
only low projectiles
can destroy them such
as Chris's Lightning
Slasher)
Ikaku Gan Retreat Charge d for 2 seconds, 1 hit
u + LP
Ikaku Gan Charge d for 2 seconds, HP=short and 1 hit,
u + HP/GA GA=far and 1 hit
Super Ikaku Gan Retreat Dash Forward, d, u + LP 3 hits; can also be done
if you use a dashing P
or K and then perform
the d, u + LP motion
Super Ikaku Gan Dash Forward, d, u + HP/GA HP=4 hits, GA=5 hits; can
also be done if you use
a dashing P or K and
then perform the d,
u + HP/GA motion
Straight Ranbu Dan hold f and tap LP rapidly absorbs projectiles
Upward Ranbu Dan hold f and tap HP/GA rapidly HP=all shot upward,
GA=most shot upward
with one shot in a
falling angle; absorbs
projectiles
Bodou Kourin LP+HP
Bodou Kourin Far f + LP+HP
Bodou Kourin Close b + LP+HP
Ten Bu Kyaku u, d + K in air LK=steepest angle,
HK=far; overhead
Slide Ten Bu Kyaku u, d + DA in air descent is an overhead,
but the slide portion
is NOT
Chi Bu Kyaku Charge b for 2 seconds,
f + LK
Second Chi Bu b, f + HK if done close you will
end up behind the
opponent
Final Chi Bu b, f + DA
Dual Attack
-----------
Still Got It 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
-----
Ichizoku d, d + K/DA will absorb projectiles
*******************************************************************************
* 3.9 Gartheimer Rudolph *
*******************************************************************************
LP - Blue costume
HP - Purple costume
GA - Green costume
LK - Light Gray costume
HK - Vermilion costume
DA - Gray costume
Start - Orange costume
Throws
------
Hopping Tombstone f/b + HP/GA close f and b determine where
opponent is thrown;
head grounder
Surfs Up f/b + HP/GA close in air f and b determine where
opponent is thrown
Basic Moves
-----------
Collapse Kick HK in air 2 hits; both parts are
overheads
Double Trouble DA/GA in air overhead; opponent
bounces slightly off
ground and can be
juggled
First Steel Ball HP
Second Steel Ball HP
Stomp LK must be blocked low
Wind Kick HK will hit twice if close
enough
Trick One Two DA close will jump past opponent
Steel Ball Uppercut DA far
Head Pop 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,
Gartheimer will push
the opponent so that
they will stagger back
and be open for attack
Mace Drop GA+DA unblockable
Joyful Spin Dash Forward, P
Flying Jump Kick Dash Forward, K
Impending Head Pop Dash Forward, GA overhead; opponent
bounces slightly off
ground and can be
juggled
Downward Ball Toss f + HP in air overhead
Forward Ball Toss f + HP
Second Ball Toss f + HP
Low Ball Swing d + LP 2 hits
Slide df + HK must be blocked low
Iron Pushup u + K/DA when opponent is pursue attack
on the ground
Upward Smash d + GA must be blocked low;
opponent launches in
air and can be juggled
Special Moves
-------------
Body Smasher Charge d for 2 seconds, LP=slow, HP=medium,
u + P/GA GA=fast; head grounder
Heavy Tread u, d + P/GA in air LP=straight down,
HP=short, GA=far; head
grounder
Grind Break hold f and tap LP rapidly
Grind Rush Charge b for 2 seconds,
f + LK
Grind Rush Explosion Charge b for 2 seconds, HK=long with few hits,
f + HK/DA DA=very long with many
hits
Early Explosion K
Heavy Solid Kick Charge d for 2 seconds, LK=short and 1 hit,
u + K/DA HK=medium and 2 hits,
DA=far and 3 hits
Super Heavy Solid Kick Dash Forward, d, u + K/DA LK=2 hits, HK=4 hits,
DA=6 hits; can also be
done if you use a
dashing P or K and then
perform the d, u + K/DA
motion
Iron Mine hold LP+HP, and release the longer you hold
to detonate LP+HP, the further the
mine travels; if the
mine touches the
opponent (blocked or
not) it will detonate
automatically; the
actual explosion
absorbs projectiles
Gain Control Charge b for 2 seconds, this part must connect
f + LP (not blocked) so the
rest of follow ups can
activate
Dominate b, f + HP
Call Me Master b, f + GA
Dual Attack
-----------
Iron Masher 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
-----
Iron Dust Bomber d, d + K/DA will absorb projectiles
*******************************************************************************
* 3.10 Otogiri Remi *
*******************************************************************************
LP - Purple costume w/ Magenta hair
HP - Gold costume w/ Brown hair
GA - Red costume w/ Purple hair
LK - White costume w/ Blue hair
HK - Maroon costume w/ Gray hair
DA - Black costume w/ Blonde hair
Start - Bright Pink costume w/ Blonde hair
Throws
------
Music Bites f/b + HP/GA close f and b determine where
opponent is thrown
Musical Buzzsaw f/b + HP/GA close in air f and b determine where
opponent is thrown
Basic Moves
-----------
Ground Slide hold df
Swing Kicks HK in air overhead
Scythe Spin DA/GA in air overhead; opponent
bounces slightly off
ground and can be
juggled
Double Slap HP will hit twice if close
enough
Musical Scythe DA can slide past opponent
Hit That High Note 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,
Remi will push the
opponent so that they
will stagger back and
be open for attack
Musical Scythe Swipe GA+DA unblockable
Reaching Slap Dash Forward, P
Pretty Kick Dash Forward, K
Scythe Digging Dash Forward, GA overhead; opponent
bounces slightly off
ground and can be
juggled
Note Glide Forward f, f in air
Falling Slap P overhead
Falling Pretty Kick K overhead
Scythe Digging GA/DA overhead; opponent
bounces slightly off
ground and can be
juggled
Landing b/d b will make Remi descend
slightly backwards
while d will make her
descend straight down;
can use air attacks
from landing
Jump Free ub/u/uf can use air attacks from
Jump Free or start
another Note Glide
chain
Note Glide Back b, b in air unlike the Note Glide
Forward there are no
unique attacks from
this; pressing an
attack button will
perform the regular air
attack assigned to that
button and Remi will
descend to the ground
as usual
Jump Free ub/u/uf can use air attacks from
Jump Free or start
another Note Glide
chain
Reverse Stomach Kick f + LK
Note Dropkick f + HK
Reaching Trip df + HK must be blocked low
Fore! u + K/DA when opponent is pursue attack
on the ground
Scythe Uppercut d + GA must be blocked low;
opponent launches in
air and can be juggled
Special Moves
-------------
Iru Firo Charge b for 2 seconds, HP version rises higher;
f + P will collide with other
projectiles as both
will be "destroyed" in
the process
Iru Firo Fall Charge b for 2 seconds, will collide with other
f + GA projectiles as both
will be "destroyed" in
the process
Kapurio Ra Charge d for 2 seconds, LP=short and 1 hit,
u + P/GA HP=medium and 1 hit,
GA=long and 1 hit
Super Kapurio Ra Dash Forward, d, u + P/GA LP=3 hits, HP=4 hits,
GA=5 hits; can also be
done if you use a
dashing P or K and then
perform the d, u + P/GA
motion
Porutamento u, d + P/GA in air LP=steepest angle,
HP=medium, GA=far
Koruno Rifuresso LP+HP absorbs projectiles
Ra Morute LP+HP in air will morph into a small
flying version of
yourself which lasts
for 10 seconds or until
you are hit; use the
joystick to fly around
Downward Flames LP will collide with other
projectiles as both
will be "destroyed" in
the process
Diagonal Down Flames HP will collide with other
projectiles as both
will be "destroyed" in
the process
Upward Flames GA will collide with other
projectiles as both
will be "destroyed" in
the process
Scythe Swipe LK
Downward Dive HK
Straight Dive DA
Three Sides Charge b for 2 seconds, this part must connect
f + LK (not blocked) so the
rest of follow ups can
activate
Make A b, f + HK
Triangle b, f + DA
Dual Attack
-----------
Golfing 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
-----
Requiem d, d + K/DA
*******************************************************************************
* 3.11 Hananokouji Popura *
*******************************************************************************
LP - Pink costume
HP - Green costume
GA - Blue costume
LK - Yellow costume
HK - Orange costume
DA - Black costume
Start - Red costume
Throws
------
Judo Throw f/b + HP/GA close f and b determine where
opponent is thrown
Here's A Hand f/b + HK/DA close f and b determine where
opponent is thrown
Giant Squeeze f/b + HP/GA close in air f and b determine where
opponent is thrown
Basic Moves
-----------
Magic Wand HP in air all hits are overheads
Royal Gem DA/GA in air overhead; opponent
bounces slightly off
ground and can be
juggled
Oops LK must be blocked low
Flying Butt Attack DA can roll past opponent
Stretch Wand Slam 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,
Popura will push the
opponent so that they
will stagger back and
be open for attack
Nurse Popura GA+DA unblockable
Jawing Wand Dash Forward, P
Dangerous Skipping Dash Forward, K
Impending Wand Slam Dash Forward, GA overhead; opponent
bounces slightly off
ground and can be
juggled
Trick Wand f + HP in air overhead
Pogo Wand u + LK in air (keep overhead; as long as you
pressing u + LK to land on the opponent
continue) with a Pogo Wand, you
can continue to perform
another one
Grand Slam f + HP
Gymnast Assault df + HP
Butt Drop u + K/DA when opponent is pursue attack
on the ground
Wand Wiggle d + GA must be blocked low;
opponent launches in
air and can be juggled
Special Moves
-------------
Shoujo Commando qcf + P/GA LP=slow, HP=medium,
GA=fast; will collide
with other projectiles
as both will be
"destroyed" in the
process
Bikkuri Bako LP+HP uppercut will strike as
well as the tiny bear
that runs across the
floor
Relief hold P doing this, the bear will
NOT run across the
floor; instead a rabid
dog comes out and
does...nothing?
Teleportation hold GA a simple teleport; doing
this, the bear will
NOT run across the
floor
Cupid LP+HP in air will morph into Cupid
that lasts for 10
seconds or until you
are hit; use the
joystick to fly around
Downward Arrow LP will collide with other
projectiles as both
will be "destroyed" in
the process
Straight Arrow HP/GA HP=slow, GA=fast; will
collide with other
projectiles as both
will be "destroyed" in
the process
Downward Horn LK absorbs projectiles
Straight Horn HK absorbs projectiles
Double Horn DA absorbs projectiles
Poi Straight qcf + LK move must connect to
perform entire maneuver
Poi Upward qcf + HK move must connect to
perform entire maneuver
Poi Up qcf + DA move must connect to
perform entire maneuver
Super Poi Straight Dash Forward, qcf + LK can also be done if you
use a dashing P or K
and then perform the
qcf + LK motion
Super Poi Upward Dash Forward, qcf + HK can also be done if you
use a dashing P or K
and then perform the
qcf + HK motion
Super Poi Up Dash Forward, qcf + DA can also be done if you
use a dashing P or K
and then perform the
qcf + DA motion
Kuru Kuru Candy LK+HK will collide with other
projectiles as both
will be "destroyed" in
the process if move
connects (not blocked)
the opponent will be
wrapped up for 2
seconds (or until you
hit them), allowing you
a free hit
Popura Special qcb + LP
Fencing qcb + HP
Sword qcb + GA
Dual Attack
-----------
Popura Disguise 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
-----
Tulip d, d + K/DA tulip absorbs
projectiles; tulip must
connect (not blocked)
in order to perform the
entire super
-------------------------------------------------------------------------------
*******************************************************************************
* 3.12 Damian Shade *
*******************************************************************************
Note that this is the Arcade version of Damian Shade. The Saturn version
of Damian Shade has more moves and is more "complete". The Arcade version has
many missing/different moves. But he is listed in the guide anyway for
completeness.
LP - Dark Gray costume
HP - Purple costume
GA - Green costume
LK - Light Gray costume
HK - Brown costume
DA - Dark Gray costume
Start - Gamboge costume
Throw
-----
N/A
Basic Moves
-----------
Air Cat Scratch DA/GA in air overhead; opponent
bounces slightly off
ground and can be
juggled
Limp Punch LP/LK Damian shakes his hand
after the move leaving
him open for attack
Hard Limp Punch HP/HK Damian shakes his hand
after the move leaving
him open for attack
Hop Punch DA can hop past opponent
Cat Scratch GA overhead; opponent
bounces slightly off
ground but Damian
shakes his hand
afterwards making it
impossible to juggle
them
Command Moves
-------------
High Attack Reflect HP+HK if a high attack hits
while this is active,
Damian will push the
opponent so that they
will stagger back and
be open for attack
Powerful Scratch GA+DA unblockable
Improper Punch Dash Forward, P
Flying Kick Dash Forward, K
Flying Cat Scratch Dash Forward, GA overhead; opponent
bounces slightly off
ground and can be
juggled
Tapping Foot d + LP/LK must be blocked low
Hard Tapping Foot d + HP/HK must be blocked low
Pounce Scratch u + K when opponent is pursue attack
on the floor
Mega Kick d + GA must be blocked low;
opponent launches in
air and can be juggled;
you can actually
perform an infinite
with this (simply use
over and over; dash in
or move in to gain
distance between
launches; once the
opponent is in the
corner you don't need
to move, just use
d + GA over and over)
Special Moves
-------------
N/A
Dual Attack
-----------
N/A
Super
-----
N/A
*******************************************************************************
* 3.13 Bristol Weller *
*******************************************************************************
Note that this is the Arcade version of Bristol Weller. The Saturn version
of Bristol Weller has more moves and is more "complete". But he is listed in
the guide anyway for completeness.
LP - Tan costume
HP - Gray costume
GA - Green costume
LK - White costume
HK - Buff costume
DA - Black costume
Start - Red costume
Throws
------
Foot Plant f/b + HP/GA close f and b determine where
opponent is thrown
Air Foot Plant f/b + HP/GA close in air f and b determine where
opponent is thrown
Basic Moves
-----------
Air Axe Kick DA/GA in air overhead; opponent
bounces slightly off
ground and can be
juggled
Punch Kick HP 2 hits
Triple Threat HK 3 hits
Sneaky Kick DA close can slide past opponent
Sliding Chop Kick DA far
Powerful 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,
Bristol will push the
opponent so that they
will stagger back and
be open for attack
Goodbye GA+DA unblockable
Dash Punch Kick Dash Forward, P
Eye Opener Dash Forward, K
Flying Axe Kick Dash Forward, GA overhead; opponent
bounces slightly off
ground and can be
juggled
Heel Crush u + K when opponent is pursue attack
on the floor
Lift Kick d + GA must be blocked low;
opponent launches in
air and can be juggled
Special Moves
-------------
Patriot Arrow qcf + K/DA LK=slow, HK=medium,
DA=fast; goes through
projectiles
Axe Uppercut f, d, df + K/DA LK=short and 3 hits,
HK=medium and 4 hits,
DA=far and 5 hits
Super Axe Uppercut Dash Forward, f, d, LK=4 hits, HK=5 hits,
df + K/DA DA=7 hits; can also be
done if you use a
dashing P or K and then
perform the f, d,
df + K/DA motion
Mach Flight qcb + K/DA LK=short, HK=medium,
DA=long; move must
touch the opponent
(blocked or not) to
perform the entire
maneuver
Dual Attack
-----------
Bristol Freeze LP+LK, then d, d + P/GA Bristol and his partner
before the tag is will be "stuck" and
made cannot move until the
opponent strikes
Bristol
Super
-----
Public Execution d, d + K/DA
*******************************************************************************
* 3.14 Bristol-D *
*******************************************************************************
Note that this is the Arcade version of Bristol-D. The Saturn version of
Bristol-D has more moves and is more "complete". But he is listed in the
guide anyway for completeness.
LP - Black costume
HP - Gray costume
GA - Green costume
LK - Dark Gold costume
HK - Brown costume
DA - Dark Gray costume
Start - Purple costume
Throw
-----
Soul Drain f/b + HP/GA close f and b determine where
opponent is thrown
Basic Moves
-----------
Little Devil LP/LK in air overhead
Air Demon Wheel HP/HK in air all hits are overheads
Eagle Landing DA/GA in air overhead; opponent
bounces slightly off
ground and can be
juggled
Demon Cat Scratch LP/LK
Demon Wheel HP/HK 8 hits
Sliding Cat Scratch DA can slide past opponent
Panther's Rage 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,
Bristol-D will push the
opponent so that they
will stagger back and
be open for attack
Energy Expulsion GA+DA unblockable
Flying Panther's Rage Dash Forward, P/K/GA overhead; opponent
bounces slightly off
ground and can be
juggled
Fire Troll d + LP/LK
Dead Rising d + HP/HK must be blocked low; it's
possible to get 3 hits
with this move
Self Burial u + K when opponent is Bristol-D will be
on the floor "buried" under the
ground with only his
head showing; he cannot
do anything until the
opponent strikes his
head to "release" him
Mule Kick d + GA must be blocked low;
opponent launches in
air and can be juggled
Special Moves
-------------
Fairy Kamikaze qcf + P/GA LP=4 hits, HP=7 hits;
GA=higher off the
ground and 10 hits; one
fairy will usually
strike the projectile
with both being
"destroyed" while the
rest make it through
Satanic Upper f, d, df + P/GA LP=short, HP=medium,
GA=far
Demonic Pulse qcf + K/ DA LK=short, HK=medium,
DA=far; will absorb
projectiles
Demon Fire Down qcb + LK absorbs projectiles
Demon Fire Up qcb + HK absorbs projectiles
Demon Fire Ripple qcb + DA absorbs projectiles
Dual Attack
-----------
Tag Burial LP+LK, then d, d + P/GA Bristol-D and his partner
before the tag is will be "stuck" (with
made Bristol-D under the
ground with only his
head showing); the
opponent must strike
Bristol-D's head to
allow him to move again
Super
-----
Horrid Swarm d, d + K/DA flies absorb projectiles;
if you block them, they
will still swam around
you but will not do
damage; note that when
the giant insect flies
off screen it can still
hit you
===============================================================================
4 Misc. And Easter Eggs
===============================================================================
***********************
* 4.1 Idle Animations *
***********************
The following characters have a special idle animation (stand still during a
match and do nothing):
M.A.D. - Lets steam out his back
Solis - Looks at screen
Oume and Otane - Switch positions
Remi - Lays down on note
Popura - Kneels down bored
*********************
* 4.2 Select Screen *
*********************
You can make funny noises on the select screen:
press u - "Dah"
press d - "Do"
After selecting both your characters:
press LP - weird grunt
press HP - lowest tone beep
press GA - low tone beep
press LK - medium tone beep
press HK - high tone beep
press DA - highest tone beep
press u - "Dah"
press d - "Do"
*************
* 4.3 Other *
*************
*In Gouketsuji Oume & Gouketsuji Otane's super the "Ichizoku", you can see the
cast of Power Instinct 2.
*You might notice Olof from Matrimelee is heavily based off of Bristol Weller
from this game.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Clean up and corrections
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com. Credit will be given for your contribution.
5.2 Credits
-Atlus
-Sega
-Gamefaqs
-And me for writing this FAQ