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.cheatcc.com, 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) P, P, B. . . h,m,m. . . (follow with df + P extensions) P, K. . . h,m. . . (follow with f + K extensions) f + P, P *m,m [wall launch] f + P, B. . . *m,m. . . [launch] (follow with f + B extensions) df + P l d + P, P m,m db + P m b + P, K, K, K *m,M,M,m,M (recovers w/ back turned after first hit) b + P, K, d + K *m,M,l [juggle] (recovers w/ back turned after first hit) u + P, P M,m [launch] K, K, K, B. . . h,m,M,m [launch] (follow with f + B extensions) K, K, d + K h,m,l f + K, K m,M [wall launch] f + K, P. . . m,*m. . . (follow with b + P extensions) df + K, K l,m,M df + K, P. . . l,m. . . (follow with d + P extensions) d + K l [juggle] db + K, P. . . l,*m. . . (follow with f + P extensions) b + K, K M,m,M u + K, d + K. . . h,M,l. . . (follow with df + K extensions) B, K. . . m,M. . . (follow with f + K extensions) B, B m,M [wall launch] f + B, B, B m,h,h [launch] (can repeat f + B up to 3x, recovers in mid-air) f + B, f + B, f + B, f + B m,m,m,h,h [launch] (recovers in mid air) df + B, B, B, P m,l,l,m [launch] d + B l db + B l b + B, B m,m [launch] (recovers w/ back turned) u + B h,h [launch] (recovers in mid-air) OTHER ATTACKS: (f, f + P / f, P), P, P m,m,m [launch] F + P m (f, f + K / f, K) M [wall launch] F + K l (f, f + B / f, B). . . l (follow with P, P extensions) F + B - (recovers in mid-air) (air) P, P m,m (air) f + P M (air) K m (air) f + K M (air) b + K M (air) B, B, B, B m,m,m,m,m [aircombo] (air) f + B, f + B, f + B M,M,M [aircombo] (air) d + B M (air) u + B m,m [aircombo] (air) b + B M (backturned) P, P. . . m,*m. . . (folow with f + P extensions) (backturned) d + P m (backturned) K, d + K M,l [juggle] (backturned) d + K l (backturned) B m [launch] (recovers w/ back turned) (backturned) d + B l QCF,QCF + B M (Beast Drive) QCB,QCB + B M,M,M,M,M,M,M (Beast Drive, Hold B to delay, can be done in mid-air) CHARACTER DETAILS: Reiji's f, b + P will automatically counter attack incoming high / mid attacks. During sidewalk, Beast Form Reiji is in a perpetual state of flight so all attacks will juggle him. While in mid-air, Reiji can dash to fly. If you alternate dashes (forward and back) you can hover indefinately. Reiji can cancel his (air) B, B, B, B into any airborne attack, except b + B. Reiji's Beast Form throw has [launch] properties. ------------------------ 4j. Ryoho (The Dragon) ------------------------ COMMAND ATTACKS: QCF + P M [launch] QCB + P m [electric] (has very short projectile range) QCF + K, P, P l,m,m QCB + K - (switch to four elements stance) QCF + B M (projectile attack, hold B to shoot faster) QCB + B, B M,M,M,M,M [launch] (followup is a projectile attack, recovers w/ back turned if no followup) QCF + G t [stun] (opponent recovers w/ back turned, switch to four elements stance) STRIKE ATTACKS: P, P, P h,*h,m P, P, K h,*h,l f + P m [stun] df + P *m [juggle] d + P m db + P, P l,m [launch] b + P, P M,*m b + P, b + P, b + P, b + P. . . M,m,m,*M. . . (follow with u + P extensions) b + P, K M,h [spinfall] u + P, P, P, P *M,m,*m,m [wall launch] K, P, P, P, b m,h,*h,m,- (switch to four elements stance) K, P, P, d + K m,h,*h,l K, P, K m,h,m f + K m df + K m (recovers w/ back turned) d + K l db + K l b + K h [launch] u + K M [spinfall] B, B, B, B, B M,M,l,M,M [spinfall] B, B, B. . . M,M,l. . . (follow with d + B extensions) B, d + B. . . M,l. . . (follow with db + B extensions) f + B, B, B, B M,l,l,M [spinfall] f + B, B, B. . . M,l,l. . . (follow with d + B extensions) df + B M,M,M,M,M [spinfall] d + B, d + B. . . l,l. . . (follow with db + B extensions) db + B, d + B. . . l,M. . . (follow with (backturned) d + B extensions) b + B, B, B, B, B M,M,M,M,M,M,*M (hits downed opponents) u + B M,*M OTHER ATTACKS: (four elements stance) P M [wall launch] (four elements stance) f + P, P, K m,m,M [spinfall] (four elements stance) d + P, P l, m [wall launch] (four elements stance) b + P, B h (four elements stance) K, K l,h (hyper beast) B, B, B m,M,*M (hyper beast) f + B m (hyper beast) df + B, B l,M (hyper beast) d + B m [juggle] (hyper beast) db + B l (recovers w/ back turned) (hyper beast) b + B M [spinfall] (hyper beast) u + B M (hyper beast) (f, f + B / f, B) *M [launch] (hyper beast) F + B *M [launch] (f, f + P / f, P, B m [stun] F + P m (f, f + K / f, K) m F + K l (air) P m (air) f + P M (air) K m (air) f + K M (air) b + K M (air) B M [spinfall] (air) f + B M (projectile attack) (backturned) P, P h,h. . . (follow with P extensions) (backturned) d + P m (causes [wall launch] on juggle) (backturned) K h (backturned) d + K l (backturned) B M [wall launch] (backturned) d + B, d + B, d + B, d + B, d + B, d + B, B M,M,M,M,M,M,M [wall launch] QCF, QCF + B M(x25) [wall launch] (Beast Drive, projectile attack) QCB, QCB + B M(x14) (Beast Drive, projectile attack) CHARACTER DETAILS: Ryoho's (four elements) P becomes unblockable and does more damage if you wait until he glows red. Ryoho's Beast Form cannot block at all, but it does not suffer from recoils or stuns from any attacks and cannot be thrown. In Beast Form pressing P or K does the same as pressing the B button. In Beast Form Ryoho can perform all his air attacks repeatedly until he lands. During sidewalk and forward and backward dashes Beast Form Ryoho flies and can only perform air attacks. While in mid-air, Ryoho can dash to fly. If you alternate dashes (forward and back) you can hover indefinately. Ryoho's Beast Form down attack causes [launch]. Ryoho's Beast Form throw causes [wall launch]. Ryoho's Beast Form is perpetually in In Hyper Beast Form Ryoho remains human, retains all his P and K attacks, and all of his B attacks (including Command Attacks and Beast Drives) change. He also regains the ability to block, but will suffer from stuns and recoils. ---------------------------------- 4k. Ryoho & Mana (The Ninetails) ---------------------------------- COMMAND ATTACKS: QCF + P, B (Ryoho) M [launch] (Mana) m,m,m,m,m [launch] QCB + P m [electric] (has very short projectile range) f, HCF + P H QCF + K, P, P l,m,m QCB + K - (switch to four elements stance) QCF + B (Ryoho) m (Mana) m,m,m,m [launch] QCB + B (Ryoho) m (Mana) m,m,m,m QCF + G t [stun] (opponent recovers w/ back turned, switch to four elements stance) STRIKE ATTACKS: P, P, P, B (Ryoho) h,*h,M [wall launch] (Mana) M,M,M,M,M,M [launch] (causes [spinfall] if Ryoho strikes) P, P, K h,*h,l f + P m df + P m [juggle] d + P m db + P, P l,m [launch] b + P, b + P, b + P, P, K. . . M,m,m,M,m,h [spin fall] (launch after second hit, follow with b + K extensions) b + P, b + P, b + P, b + P. . . M,m,m,*M. . . (follow with u + P extensions) b + P, K. . . M,h [spin fall] (follow with b + K extensions) u + P, P, P, P *M,m,*m,m [wall launch] K, P, P, P, P. . . m,h,*h,m,M. . . (follow with b + P extensions) K, P, P, P, b m,h,*h,m,- (switch to four elements stance) K, P, P, d + K m,h,*h,l K, P, K m,h,m f + K m df + K, B (Ryoho) m (recovers w/ back turned) (Mana) M,M,M,M,M,M [launch] (causes [spinfall] if Ryoho strikes) d + K l db + K l b + K, B (Ryoho) h (Mana) m,m,m,m,m [launch] u + K, B (Ryoho) M (Mana) M,M,M,M,M,M [launch] (causes [spinfall] if Ryoho strikes) B (Mana) m OTHER ATTACKS: (four elements stance) P, P m,*m [launch] (four elements stance) f + P M [wall launch] (four elements stance) d + P, P l, l [wall launch] (four elements stance) b + P, B (Ryoho) h (Mana) m,m,m,m,m [launch] (four elements stance) K, K. . . l,h. . . (follow with b + K extensions) (f, f + P / f, P, B (Ryoho) m (Mana) M,M,M,M,M,M [launch] (causes [spin fall] if Ryoho strikes) F + P m (f, f + K / f, K) (Ryoho) m (Mana) m,m,m,m,m [launch] F + K l (air) P m (air) f + P M (air) K m (air) f + K M (air) b + K M (backturned) P, P h,h. . . (follow with P extensions) (backturned) d + P m (causes [wall launch] on juggle) (backturned) K h (backturned) d + K l QCF, QCF + B M (Beast Drive) QCB, QCB + B (Mana) M (Beast Drive) CHARACTER DETAILS: When in Beast Mode, only Mana becomes a beast (nine tails), Ryoho remains human. Because of this you can transform into a Beast, or Beast Charge for free (no cost to life bar) without tieing up Ryoho. Mana cannot become a Hyper Beast. Any time B is pressed, Mana does her basic B attack unless otherwise noted. Likewise, while she is attacking, Ryoho is free to perform his own attacks, but not the other way around. As a result, Mana must already be a Beast to perform any extensions to Ryoho's moves. Mana can be struck by the opponent. All damage done to Mana subtracts from the Beast bar while damage done to Ryoho subtracts from the life bar. Once the life bar is depleted, Mana's Beast Energy (wether she is beast or not) transfers to Ryoho and she loses the ability to transform or perform B button moves, likewise, if she is struck afterwards, damage will be done to the life bar. Ryoho's QCF,QCF + B Beast Drive changes dependant upon the opponents state. If the opponent is in human form, it does damage like normal to both meters. If the opponent is in Beast form, the opponent is automatically transformed back into a human and all damage is done to the Beast Meter. Wether it is a glitch or not, when it is performed on a Hyper Beast, it does almost zero damage (regardless of Mana's meter), and the opponent remains a Hyper Beast. The QCB, QCB + B Beast Drive causes Mana to attack from wherever she is currently located on screen. If she strikes the opponent, but Ryoho is currently in any sort of hit stun, the attack will fail. --------------------------- 4l. Shen Long (The Tiger) --------------------------- COMMAND ATTACKS: QCF + P M [wall launch] QCB + P m [electric] QCF + K m,h [juggle] QCB + K m QCF + B M QCB + B. . . l (follow with tiger stomp extensions) QCF + G t (you and opponent recover back turned) STRIKE ATTACKS: P, P, P. . . h,m,m. . . (follow with Combo Ring) P, P, P, u + B h,m,m,m [juggle] P, P. . . h,m. . . (follow with Combo Ring f + P, or f + K) P, K, d + K h,h,l (recovers w/ back turned after 2nd hit) f + P. . . m (follow with Combo Ring P, or K) df + P m d + P m db + P m b + P M [wall launch] u + P. . . h. . . (follow with Combo Ring) K. . . h. . . [juggle] (follow with Combo Ring d + P, or d + K) f + K m,m df + K, P m,*m d + K l db + K l b + K h (recovers w/ back turned) u + K h B, P. . . h,*m. . . (follow with P, P, P extensions) B, B, B h,*m,h (recovers w/ back turned) B, B, f + B h,*m,m [juggle] B, B, d + B h,*m,m B, d + B h,l f + B M df + B l d + B. . . l. . . (follow with Combo Ring d + P, or d + K) db + B, B l,m [wall launch] b + B m [launch] u + B M [juggle] OTHER ATTACKS: (Combo Ring) d + K. . . l. . . (follow with f + P or P or Combo Ring Ender) (Combo Ring) P. . . m. . . (follow with d + K or f + K or Combo Ring Ender) (Combo Ring) f + K. . . h. . . [juggle] (follow with P or d + P or Combo Ring Ender) (Combo Ring) d + P. . . l,l. . . (follow with f + K or K or Combo Ring Ender) (Combo Ring) K. . . m. . . (follow with d + P or f + P or Combo Ring Ender) (Combo Ring) f + P. . . *M. . . (follow with K or d + K or Combo Ring Ender) (Combo Ring) f, f + P m (Combo Ring Ender) (Combo Ring) d, d + P l (Combo Ring Ender) (Combo Ring) b + P *M [wall launch] (Combo Ring Ender) (Combo Ring) f, f + K m,m,m (Combo Ring Ender) (Combo Ring) d, d + K m [launch] (recovers w/ back turned on success, Combo Ring Ender) (Combo Ring) b + K m,m [launch] (recovers w/ back turned, Combo Ring Ender) (Combo Ring) B. . . m. . . (follow with B, B extensions, Combo Ring Ender) (Combo Ring) f, f + B m [launch] (Combo Ring Ender) (Combo Ring) d, d + B m [spinfall] (Combo Ring Ender) (tiger stomp) B, B, B, d + B M,m,M,m,m,*m,*l,*l (d + B can also be done after two B's) (tiger stomp) B. . . M,m. . . (B can be repeated up to 3x, follow with QCB + K) (tiger stomp) u + B. . . l. . . (can be done 6x, performs entire Combo Ring; d + K, P, f + K, d + P, K, f + P) (tiger stomp) f + B. . . *M. . . (can be done 6x, performs entire Combo Ring; f + P, K, d + P, f + K, P, d + K) (tiger stomp) d + B. . . *l,*l. . . (can be done 6x, performs entire Combo Ring; d + P, f + K, P, d + K, f + P, K) (tiger stomp) b + B. . . h. . . (can be done 6x, performs entire Combo Ring; f + K, P, d + K, f + P, K, d + P) (f, f + P / f, P) *m F + P M [wall launch] (f, f + K / f, K) l F + K H (f, f + B / f, B) m [launch] 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 (recovers w/ back turned) (backturned) d + P m (backturned) K h [juggle] (recovers w/ back turned) (backturned) d + K l (backturned) B M [wall launch] (backturned) d + B l OTHER ATTACKS: QCF, QCF + B M (Beast Drive) QCB, QCB + B t (Beast Drive) CHARACTER DETAILS: Shen Long's Human Form throw has [wall launch] properties. Shen Long's Snake Six Level Combo Ring is a series of attacks that can be strung together one after another in sequence. Combo Ring Examples: d + K, P, f + K, d + P, K, f + P d + K, f + P, K, d + P, f + K, P Only certain attacks can begin the Combo Ring. Shen Long cannot enter the Combo Ring without first executing one of these moves. 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. During Shen Long's QCB, QCB + B Beast Drive, if he is struck by a High or Mid attack during the startup it will auto activate. ------------------------- 4m. Shina (the Leopard) ------------------------- COMMAND ATTACKS: QCF + P m [juggle] QCB + P M [wall launch] f, b + P ? d, u + P ? QCF + K m (only works against airborne opponents) QCB + K m,m,m,m,m [electric] d, u + K ? b, f + K M [wall launch] QCF + B M QCB + B M [launch] QCF + G t STRIKE ATTACKS: P, P, P, P, f + P ? P, P, P, B. . . ? (follow with B extensions) P, P, K, K ? P, K. . . ?. . . (follow with K extensions) df + P, P ? df + P, K ? df + P, B ? b + P, db + B ? K, K, K ? K, K, f + K, b + K, u + P ? K, K, b + K ? df + K, K ? B, B, B ? B, B, d + K ? f + B, K ? f + B, B, B, B, B ? f + B, B, B, B, df + P. . . ? (follow with QCF + B) f + B, d + B ? OTHER ATTACKS: (f, f + P / f, P) ? F + P ? (f, f + K / f, K), K, K ? (f, f + K / f, K), K. . . ?. . . (follow with QCB + 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 - (Beast Drive) CHARACTER DETAILS: If the first hit of Shina's QCF, QCF + B Beast Drive misses or is blocked, she will perform two additional slashes, but not the rest of the Beast Drive. Once triggered, Shina's QCB, QCB + B Beast Drive will only execute if she is attacked. ----------------------- 4n. Stun (the Insect) ----------------------- COMMAND ATTACKS: QCF + P h QCB + P l b, f + P H f, b + P l (hits grounded opponents) QCF + K m QCB + K m [electric] QCF + B m QCB + B - b, f + B t QCF + G, HCB + G t (multi part throw) QCB + G, d, d + G, d, u, d + G t (multi part throw) STRIKE ATTACKS: P, P, P, K h,*h,*m,M P, P, P, df + K. . . h,*h,*m,-. . . [launch] (follow with df + K extensions) P, K. . . h,m. . . (follow with K extensions) f + P m [launch] df + P, K. . . m,-. . . [juggle] (follow with df + K extensions) d + P, K m,l db + P, df + K. . . m,-. . . (follow with df + K extensions) b + P M [wall launch] u + P h [stun] K, P, P m,*m,m f + K, K, b + P m,*m,M [wall launch] f + K, d + K. . . m,l. . . (follow with qcb + P) df + K, d + P -,m [juggle] df + K, d + K -,m [launch] d + K l db + K l,l b + K h u + K M B, B, d + B, df + B, u + B m,m,l,m,h B, B, d + B, d + B. . . m,m,l,l. . . (follow with d + B extensions) f + B M df + B M [launch] d + B, df + K. . . l,-. . . (follow with df + K extensions) db + B l b + B M [wall launch] u + B, df + K. . . M. . . (follow with df + K extensions) OTHER ATTACKS: (f, f + P / f, P) M,M,M F + P M (f, f + K / f, K) M (recovers w/ back turned) F + K l (recovers grounded) (f, f + B / f, B) m F + B M (recovers grounded) b + G t (close range throw, leaves opponent backturned) (air) P, P, K m,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 l QCF, QCF + B H (Beast Drive) QCB, QCB + B t (Beast Drive) CHARACTER DETAILS: In beast form, Stun is incredibly heavy, and most [launch] attacks will fail. Stun's Normal throw recovers w/ back turned. Stun's Beast Form throw has [wall launch] properties. Stun's QCB + B will automatically counter any high or mid attacks. In Hyper Beast Mode, Stun gets an incredible speed boost. -------------------------- 4o. Uranus (The Chimera) -------------------------- COMMAND ATTACKS: QCF + P ? QCB + P ? QCF + K ? QCB + K ? d, u + K ? QCF + B ? QCB + B ? QCF + G ? STRIKE ATTACKS: f + P, P, B ? K, K, K, K, K, K ? P, K ? d + K, K ? db + K, K ? db + P, P ? db + P, K ? f + P, P, f + P ? d + P, d + K ? u + P, B ? B, u + B ? B, B, B ? f + B, f + B ? b + B, f + B ? d + B, d + B ? OTHER ATTACKS: (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 ? (Beast Drive) CHARACTER DETAILS: In Beast Mode, using any non command P / K attack will automatically return her to Human Mode. In Hyper Beast Mode however, she can still use her P / K attacks with impunity. --------------------- 4p. Uriko (The Cat) --------------------- COMMAND ATTACKS: QCF + P m,m,m,m,m QCB + P h [electric] b, f + P m (can be cancelled before step, and after) QCF + K H [wall launch] QCB + K, f m,m QCF + B - (switch to prowling cat stance) QCB + B. . . h. . . (follow with sky sweeping extensions) QCF + G t [stun] STRIKE ATTACKS: P, P, P, P, P h,m,h,*m,m [juggle] P, P, P, K. . . h,m,h,m,m. . . (follow w/ df + K extensions) P, P, f + P h,m,m P, P, b + P. . . h,m,m. . . [wall launch] (follow w/ b + P, b + P extensions) P, P, d + P. . . h,m,l. . . (follow w/ Combo Ring d + P) P, K. . . h,m. . . [juggle] (follow w/ K extensions) f + P. . . m. . . (follow w/ Combo Ring f + P or f + K) df + P m d + P, d + K m,l db + P. . . m (follow w/ Combo Ring P) b + P, b + P, P. . . m,m,m. . . (follow w/ Combo Ring P or K or f + K or d + K, Uriko stuns herself if no attack is made) u + P m [juggle] K, K, u + K m,*m,h [launch] K, K. . . m,*m. . . (follow w/ Combo Ring K or d + K or f + K) f + K, K m,m [juggle] df + K, K. . . m,m. . . (follow w/ Combo Ring d + K or K or P or d + P, recovers w/ back turned after 1st attack) df + K, B. . . m,m,M,M [juggle] (recovers w/ back turned) d + K, K. . . l,*m. . . (follow w/ K, K extensions) db + K l b + K, K. . . h,*m. . . (follow w/ K, K extensions) u + K, K. . . h,*m. . . (follow w/ K, K extensions) B, B. . . m,m. . . (follow w/ Combo Ring P) B, B, B. . . m,m,m,m. . . (follow w/ b + B extensions) f + B h,h,h,*h d + B l db + B l b + B, K. . . m,m. . . (follow w/ df + K extensions) u + B M [wall launch] (recovers w/ back turned) OTHER ATTACKS: (Combo Ring) P. . . *m (follow with any Combo Ring K) (Combo Ring) f + K. . . m [juggle] (follow with any Combo Ring P) (Combo Ring) f + P. . . m (follow with any Combo Ring K) (Combo Ring) d + K. . . l (follow with any Combo Ring P) (Combo Ring) d + P. . . l,l (follow with any Combo Ring K) (Combo Ring) K. . . m,m (follow with any Combo Ring P) (Combo Ring) f, f + P m,m (Combo Ring ender) (Combo Ring) d, d + P m (Combo Ring ender) (Combo Ring) b + P M,M (Combo Ring ender, can be cancelled w/ G after backstep) (Combo Ring) f, f + K h,M (Combo Ring ender, Uriko launches herself if first hit misses) (Combo Ring) d, d + K l,l (Combo Ring ender) (Combo Ring) b + K M [launch] (Combo Ring ender) (prowling cat) P l,l (recovers in prowling cat stance) (prowling cat) K l,l,l (recovers in prowling cat stance) (prowling cat) B, B, B H,H,H,H,H,H [aircombo] (recovers in mid air) (sky sweeping) B, B, B h,M,M [launch] (sky sweeping) f + B. . . m. . . (can be repeated up to 7x, performs entire Combo Ring; f + K, f + P, d + K, d + P, K, P and Combo Ring Ender; f, f + P) (sky sweeping) d + B. . . l,l. . . (can be repeated up to 7x, performs entire Combo Ring; d + P, d + K, f + P, f + K, P, K and Combo Ring Ender; d, d + K) (sky sweeping) b + B. . . m. . . (can be repeated up to 7x, performs entire Combo Ring; f + K, P, K, d + P, d + K, f + P and Combo Ring Ender; b + K) (sky sweeping) u + B. . . l,l. . . (can be repeated up to 7x, performs entire Combo Ring; d + P, K, P, f + K, f + P, d + K and Combo Ring Ender; d, d + P) (f, f + P / f, P), P -,l (f, f + P / f, P), K -,m [launch] F + P m (Uriko stuns herself on contact, recovers w/ back turned) (f, f + K / f, K) h,m,m F + K h,h [launch] (f, f + B / f, B) M [launch] F + B l (recovers w/ back turned) (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 m,m (backturned) d + P l (backturned) K. . . m. . . (follow w/ Combo Ring d + K or K or P or d + P) (backturned) d + K l (backturned) B M,*M [juggle] (recovers w/ back turned) (backturned) d + B - (recovers w/ back turned) QCF, QCF + B M (Beast Drive, stuns herself on miss) QCB, QCB + B L,M,M (Beast Drive, stuns herself on miss) CHARACTER DETAILS: Uriko's QCB + K, f followup can only be performed if the first stomp hits. If she bounces into a wall, she will jump off of it and not continue with the second hit. Uriko can walk back and forward during her prowling cat stance. Uriko's b + P can be held to make unblockable and heavy ranged. Uriko's Phoenix Six Level Combo Ring is a series of attacks that can be strung together one after another in sequence. Unlike Long and Shen Long, Uriko is free to put the Combo Ring attacks together in any order, so long as she alternates punches and kicks, and she has not done that move previously. Meaning she can perform all six combo ring attacks in any order she wants. Only certain attacks can begin the Combo Ring. Uriko cannot enter the Combo Ring without first executing one of these moves. Combo Ring Enders can be used after any Combo Ring Attack or during any of Uriko's (sky sweeping) (u / f / d / b) + B (x7) attacks prior to the last attack, and conclude the Combo Ring wether they succeed or not. After Uriko's (prowling cat) B, B, B attack it is possible to air recover, and continue attacking / land on your feet. Uriko's QCF, QCF + B Beast Drive does more damage depending on how many walls you bounce off of during it. Uriko's QCB, QCB + B Beast Drive causes her to run to the wall behind her, and jump off it at the opponent. During her run, you can use the direction controls to determine which wall she runs to, though you can never make her run directly at the opponent. You can also alter the speed / direction in which she jumps off the wall by holding a given direction. If by some chance the opponent does get ran into, her low attack will launch them high enough into the air to be caught when she bounces off. This Beast Drive is slightly different depending upon wether she catches them in mid air or not. ---------------------- 4q. Xion (the Unborn) ---------------------- COMMAND ATTACKS: QCF + P m [juggle] QCB + P m [electric] QCF + K m QCB + K m,m [launch] QCF + B M [launch] QCB + B M [wall launch] QCF + G t STRIKE ATTACKS: P, P, P, P h,*m,h,m P, P, P, K, K, K, K h,*m,h,h,l,*m,H [wall launch] P, P, P, K, K, K, b + K h,*m,h,h,l,*m,- P, P, P, K, K, d + K h,*m,h,h,l,l P, P, P, B. . . h,*m,h,h. . . (follow with B extensions) P, P, d + P, P h,*m,m,l P, P, K, B, K h,m,m,m,M,M [launch] P, P, b + K h,m,- f + P, P, B m,m,m [launch] df + P, P, K m,m,m df + P, P, b + K m,m,- d + P l db + P, P, d + K m,m,l db + P, P, b + K. . . m,m,m. . . (follow with b + B extensions) u + P, P m,m [wall launch] K, K, K m,*h,H K, K, d + K, K, K, K m,*h,l,m,*m,*m,*M f + K, K, K h,l,*m f + K, P, K h,m,h f + K, P, d + K h,m,l df + K m d + K l db + K l b + K, K m,*M u + K m [juggle] (recovers w/ back turned) B, P. . . h,h. . . (follow with P, P, P extensions) B, K, K h,l,h B, K, B h,l,l B, B, K h,h,l B, B, B h,h,*H f + B, B, B, B, u + K m,*m,m,M,M,m df + B *m d + B, B m,l db + B m b + B, B M,*M u + B m OTHER ATTACKS: (f, f + P / f, P) m F + P M [wall launch] (f, f + K / f, K), K. . . H,h. . . (follow with P, P, P, K extensions) F + K l (f, f + B / f, B), B, B m,m,M [wall launch] F + B M,m [wall launch] (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 m (backturned) d + P m (backturned) K h (recovers w/ back turned) (backturned) d + K l (backturned) B h (backturned) d + B M QCF, QCF + B M,M,M,M,M,M (Beast Drive) QCB, QCB + B M (Beast Drive) CHARACTER DETAILS: If the first hit of Xion's QCF, QCF + B Beast Drive is blocked, or misses, he continues with 5 heavy mid ranged strikes but not the rest. In Hyper Beast Mode, All of Xion's attacks can be cancelled into command attacks, and Beast Drives. --------------------- 4r. Yugo (the Wolf) --------------------- COMMAND ATTACKS: QCF + P, f + P, f + P h,h,M,M [juggle] QCF + P. . . h,h. . . (follow with P, P extensions) QCB + P m [electric][juggle] QCF + K m (switch to flicker stance) QCB + K - QCF + B m QCB + B, B -,m QCB + B, d + B -,M [launch] QCF + G t [stun] QCF + G, P t,M [launch] QCF + G, K - (switch to flicker stance) STRIKE ATTACKS: P, P, P, P h,h,*h,h P, P, P, (f + P / b + P). . . h,h,*h,(m / H). . . (follow with f + P / b + P extensions) P, P, P, df + P. . . h,h,*h,m. . . (follow with df + P extensions) P, P, P, d + P h,h,*h,m P, P, P, u + P h,h,*h,m P, P, P, K h,h,*h,h P, P, P, df + K. . . h,h,*h,*-. . . (follow with df + K extensions) P, P, P, d + B h,h,*h,m [juggle] P, P, db + P. . . h,h,l. . . (follow with db + P extensions) P, P, K h,h,m P, P, B. . . h,h,*m. . . (follow with B, B extensions) P, K. . . h,h. . . (follow with K extensions) f + P, f + P, f + P m,m,*m (any f + P can be interchanged with corresponding b + P) f + P, f + P, db + P. . . m,m,l. . . (follow with db + P extensions) f + P, K m,m f + P, B. . . m,*m. . . (follow with B, B extensions) df + P, df + P, df + P, df + P m,m,m,m,M [juggle] df + P, df + P, df + P, df + K. . . m,m,m,m,-. . . (follow with df + K extensions) d + P m db + P, d + P l,m b + P, b + P, P H,H,h b + P, b + P, b + P, d + P H,H,H [wall launch] (any b + P can be interchanged with corresponding f + P, d + P can be done after any hit) b + P, b + P, df + K. . . H,H,-. . . (follow with df + K extensions) b + P, b + P, d + B H,H,m [juggle] b + P, b + P, b + B H,H,H [wall launch] b + P, B, B, B H,m,m,*M b + P, B, B, d + P H,m,m,m (d + P can be done after any hit) b + P, B, B, df + P. . . H,m,m,m. . . (follow with df + P extensions, df + P can be done after any hit) u + P h K, K h,*h K, d + K h,l f + K m df + K, d + K *-,- (switch to flicker stance, can repeat d + K indefinately) d + K, df + K. . . l,*- (follow with df + K extensions) db + K, df + K. . . -,*-. . . (follow with df + K extensions) db + K, d + K -,- (switch to flicker stance, can repeat d + K indefinately) b + K l u + K m B, P. . . h,h. . . (follow with P extensions) B, K. . . h,h. . . (follow with K extensions) B, B, B h,*m,M,m B, B, b + B h,*m,M [wall launch] B, d + B h,l f + B, f + P. . . M,m. . . (follow with f + P extensions) df + B, f + P l,M [spin fall] d + B m [juggle] db + B, B l,m (recovers w/ back turned) b + B M [wall launch] u + B m,m OTHER ATTACKS: (flicker stance) P, P, P, P, P h,h,h,m,m,m [launch] (all hits can be cancelled into all other flicker moves, except b + P, recovers in flicker stance) (flicker stance) f + P m,m,m [launch] (recovers in flicker stance) (flicker stance) df + P m (recovers in flicker stance) (flicker stance) d + P m (recovers in flicker stance) (flicker stance) b + P - (flicker stance) u + P M [spin fall] (flicker stance) f + K - (recovers in flicker stance) (flicker stance) d + K - (recovers in flicker stance, can cancel into all flicker moves) (flicker stance) b + K - (recovers in flicker stance) (flicker stance) u + K - (f, f + P / f, P) h F + P m (f, f + K / f, K), P, P, P m,h,*h,H [wall launch] F + K l (f, f + B / f, B) M F + B M [wall launch] (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 [juggle] (backturned) P h (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,m,m,m,m,m,m,m,m,M,m,m,m,m,M (Beast Drive) CHARACTER DETAILS: Unlike most Command Attacks, Yugo can cancel his QCF + P, f + P, f + P at any point before the final blow is performed. During flicker stance, Yugo can dash back and forth to move, but unlike f + K / b + K it can not be cancelled into from certain moves. Yugo's QCB + K (and flicker stance b + P) will automatically counter attack all high / mid attacks if struck. Yugo's QCB + B, B followup can only be done if he reaches a wall. If he reaches a wall and B is not pressed, he will jump off on his own. The followups to Yugo's QCF + G throw can only be done if the throw succeeds. Yugo's QCB, QCB + B beast drive always performs the first 10 hits on execution. If none of them strike he will stop punching, but if any of them do strike (blocked or not), he will perform 5 additional hits. If the tenth hit is not blocked the last five will be an inescapable autocombo. ============== 5) Career Mode ============== --------------------- 5a. Career Mode Map --------------------- Each section (A-ZZ) of the career mode map is made up of one or more nodes (#). Each node represents a fight with a cpu controlled character. The stage and opponent will always be random unless it unlocks a "Capture Command" ability, in which case you will face the abilities owner. Once you win, you are awarded a certain amount of DNA points which are added to both your current DNA and MAX DNA, and a path (-/|\) opens to another node. Node Rewards are as follows: Section A: 100 Section B-G: 200 Section H-M: 300 Section N-V: 400 Section W-AE: 500 Section AF-AM: 600 Section AN-AR: 700 Section AS-AU: 800 You can repeat nodes to earn additional DNA points, but you will only earn 50 points. Career Mode begins at node A-5, and there is no set order you must follow, save the progressions of the path. If each node is completed once, you will have earned a total 96,000 MAX DNA. PATH LISTING: N W 8 8 /|\ /|\ 4-5-6 4-5-6 \|/ \|/ 2 2 | | O | X | 8 8 / / \ 4 5 6 4 6 \|/ \ / 2 2 | | H P | Y | AF 8 8 8 8 /|\ | / \ /|\ 4-5-6 5 4 6 4-5-6 \|/ | / \|/ 2 2 2 2 | | | | B I | Q | Z | AG | AN 8 8 8 8 8 \ | / |\ \ 6---4-5-6---4 6---4-5 6 6---4 5-6 / | \ / / / | 2 2 2 2 2 2 | | | | | | C | J | R | AA | AH | AO | AS 8 8 8 8 8 8 8 / \ |\ |\ | /|\ 4 4 5-6 5 4-5 6 5 6 4-5-6---4-5-6 \ \ / | \ |/ \ \|/ 2 2 2 2 2 2 2 | | | | | | A D | K S | AB | AI | AP | AT | 8 8 8 8 8 8 / \ / \ / \ / \ / \ | 5-6---4 6---4-5-6---4 5-6---4 6---4-5 6---4 5-6 5 \ / \ / \ / \ / | 2 2 2 2 2 2 | | | | | E | L T AC | AJ | AQ | AU | 8 8 8 8 8 8 8 | /| \ | / / /|\ 4-5-6---4 5 6---4-5 6---4 5-6---4 6---4-5-6 | | / \ / | \ / \|/ 2 2 2 2 2 2 2 | | | | | | F | M | U | AD | AK | AR | 8 8 8 8 8 8 \ |\ /|\ | / | 4-5-6---4 5 6---4 5 6 5 4 5-6---4-5-6 \ \| / | \ | 2 2 2 2 2 2 | | | | G | V | AE | AL | 8 8 8 8 /|\ /|\ /|\ | 4-5-6 4-5-6 4-5-6 5 \|/ \|/ \|/ | 2 2 2 2 | AM | 8 /|\ 4-5-6 \|/ 2 NODE LISTING: -=A=- 5) vs. Gado (100) 6) vs. Nagi (100) -=B=- 2) vs. Nagi (200) 6) vs. Jenny (200) 8) vs. Xion (200) -=C=- 2) vs. Stun (200) 4) vs. Xion (200) 8) vs. Alice (200) Unlock "Block Evade" Evade Ability -=D=- 2) vs. Alice (200) Unlock "Recovery" 4) vs. Xion (200) 6) vs. Shen Long (200) 8) vs. Jenny (200) Unlock "Heavy Block Always On" -=E=- 2) vs. Gado (200) 4) vs. Bakuryu (200) 5) vs. Stun (200) Unlock "Counter Evade" 6) vs. Yugo (200) 8) vs. Busuzima (200) -=F=- 2) vs. Shen Long (200) 4) vs. Stun (200) 5) vs. Yugo (200) Unlock "Hyper Jump" 6) vs. Xion (200) 8) vs. Alice (200) -=G=- 2) vs. Yugo (200) Unlock "Yugo QCF + B" Capture Command 4) vs. Stun (200) Unlock "Stun QCB + P" Capture Command 5) vs. Xion (200) 2 Rounds, Unlock "Charge Effect 1" 6) vs. Alice (200) Unlock "Alice QCF + K" Capture Command 8) vs. Alice (200) Unlock "Alice QCF + P" Capture Command -=H=- 2) vs. Bakuryu (300) Unlock "Bakuryu QCF + P" Capture Command 4) vs. Yugo (300) Unlock "Yugo QCF + K" Capture Command 5) vs. Nagi (300) 2 Rounds, Unlock "Charge Effect 2" 6) vs. Alice (300) Unlock "Alice QCB + B" Capture Command 8) vs. Yugo (300) Unlock "Yugo QCB + K" Capture Command -=I=- 2) vs. Jenny (300) 4) vs. Xion (300) 5) vs. Stun (300) 6) vs. Gado (300) 8) vs. Yugo (300) -=J=- 2) vs. Jenny (300) 4) vs. Nagi (300) Unlock "Air Cancel" 5) vs. Uriko (300) 6) vs. Jenny (300) Unlock "Command Move follows High Move" 8) vs. Gado (300) -=K=- 4) vs. Uriko (300) 5) vs. Jenny (300) Unlock "Fast Evade" 6) vs. Gado (300) -=L=- 2) vs. Gado (300) 4) vs. Uriko (300) 5) vs. Yugo (300) Unlock "Wider Throw Window" 8) vs. Uriko (300) -=M=- 2) vs. Yugo (300) 4) vs. Yugo (300) Unlock "Command Move follows Command Move and can cancel" 5) vs. Shen Long (300) 6) vs. Yugo (300) Unlock "Heavy Block with Short Stall" 8) vs. Xion (300) -=N=- 2) vs. Shina (400) Unlock "Shina QCF + B" Capture Command 4) vs. Long (400) Unlock "Long QCB + P" Capture Command 5) vs. Gado(400) 2 Rounds, Unlock "New Combo 2" 6) vs. Gado (400) Unlock "Gado QCF + K" Capture Command 8) vs. Busuzima (400) Unlock "Busuzima QCF + P" Capture Command -=O=- 2) vs. Busuzima (400) 4) vs. Bakuryu (400) Unlock "Ground Damage Bonus" Attack Ability 5) vs. Xion (400) Unlock "Scratch Damage Bonus" Attack Ability 6) vs. Busuzima (400) Unlock "Air Damage Bonus" Attack Ability 8) vs. Bakuryu (400) -=P=- 2) vs. Shen Long (400) 5) vs. Nagi (400) Unlock "Throw at Cancel Point" 8) vs. Yugo (400) -=Q=- 2) vs. Gado (400) 4) vs. Busuzima (400) 6) vs. Uriko (400) 8) vs. Bakuryu (400) -=R=- 2) vs. Yugo (400) 5) vs. Shen Long (400) Unlock "Block Effect with Command Move" 8) vs. Bakuryu (400) Unlock "Command Move Damage Effect Rank Up" -=S=- 2) vs. Gado (400) Unlock "Defense Bonus" 4) vs. Uriko (400) 5) vs. Gado (400) Unlock "Command Move follows Mid Move" 6) vs. Alice (400) 8) vs. Gado (400) -=T=- 2) vs. Xion 6) vs. Xion Unlock "Block Effect with Standard Move" 8) vs. Xion -=U=- 2) vs. Uriko 4) vs. Gado 5) vs. Bakuryu Unlock "Kick Damage Bonus" 6) vs. Busuzima 8) vs. Yugo -=V=- 2) vs. Alice Unlock "Alice QCB + K" Capture Command 4) vs. Yugo Unlock "Yugo QCB + B" Capture Command 5) vs. Gado 2 Rounds, Unlock "New Combo 1" 6) vs. Gado Unlock "Gado QCB + P" Capture Command 8) vs. Alice Unlock "Alice QCF + B" Capture Command -=W=- 2) vs. Yugo 4) vs. Stun (500) Unlock "Stun QCB + B" Capture Command 5) vs. Xion (500) 2 Rounds, Unlock "New Combo 4" 6) vs. Jenny (500) Unlock "Jenny QCB + P" Capture Command 8) vs. Jenny (500) Unlock "Jenny QCF + B" Capture Command -=X=- 2) vs. Gado Unlock "Air Damage Stall Increase" 4) vs. Xion 6) vs. Shen Long 8) vs. Jenny Unlock "Ground Damage Stall Increase" -=Y=- 2) vs. Yugo Unlock "Beast Damage Stall Increase" 4) vs. Stun 6) vs. Yugo 8) vs. Yugo -=Z=- 2) vs. Shen Long Unlock "Punch Damage Bonus" 4) vs. Yugo 5) vs. Jenny Unlock "Block Break Punch" 6) vs. Jenny 8) vs. Yugo -=AA=- 2) vs. Shen Long 4) vs. Uriko 5) vs. Busuzima Unlock "Command Move follows Low Move" 6) vs. Bakuryu Unlock "Human Mode" 8) vs. Gado -=AB=- 2) vs. Alice (500) 4) vs. Xion (500) 6) vs. Nagi (500) 8) vs. Uriko (500) Unlock "Faster Human Form" -=AC=- 2) vs. Shen Long (500) 4) vs. Nagi (500) 5) vs. Nagi (500) Unlock "Block Break Kick" 6) vs. Gado (500) 8) vs. Busuzima (500) -=AD=- 2) vs. Shen Long (500) 5) vs. Jenny (500) Unlock "Punch Damage Stall Increase" 8) vs. Shen Long (500) -=AE=- 2) vs. Yugo (500) Unlock "Yugo QCF + P" Capture Command 4) vs. Shina (500) Unlock "Shina b, f + K" Capture Command 5) vs. Shen Long (500) 2 Rounds, Unlock "New Combo 3" 6) vs. Bakuryu (500) Unlock "Bakuryu QCB + B" Capture Command 8) vs. Busuzima (500) Unlock "Busuzima QCB + K" Capture Command -=AF=- 2) vs. Shen Long Unlock "Shen Long QCF + K" Capture Command 4) vs. Shen Long Unlock "Shen Long QCF + B" Capture Command 5) vs. Shina Unlock "Shina QCB + K" Capture Command 6) vs. Jenny Unlock "Jenny QCF + P" Capture Command 8) vs. Uranus Unlock "Uranus QCB + B" Capture Command -=AG=- 2) vs. Nagi (600) Unlock "Block Break Beast" 6) vs. Stun 8) vs. Alice Unlock "Add Block Break to Command Move" -=AH=- 2) vs. Alice (600) 5) vs. Nagi (600) Unlock "Weight Up" 6) vs. Gado (600) Unlock "Weight Down" 8) vs. Nagi (600) -=AI=- 2) vs. Uriko (600) 4) vs. Jenny (600) 5) vs. Yugo (600) Unlock "Hyper Beast" 6) vs. Busuzima () 8) vs. Stun (600) -=AJ=- 2) vs. Busuzima (600) 4) vs. Busuzima (600) 5) vs. Bakuryu (600) Unlock "Heavy Block Effect with Command Move" 6) vs. Uriko (600) 8) vs. Nagi (600) -=AK=- 2) vs. Jenny (600) 4) vs. Uriko (600) 5) vs. Bakuryu (600) Unlock "Heavy Block: Blocks Unblockable and Short Stall" 6) vs. Gado (600) 8) vs. Stun (600) Unlock "Add Block Break to Standard Move" -=AL=- 2) vs. Busuzima (600) 5) vs. Gado (600) Unlock "Beast Guage Restored Over Time" 8) vs. Gado (600) -=AM=- 2) vs. Uranus (600) Unlock "Uranus QCF + B" Capture Command 4) vs. Reiji (600) Unlock "Reiji QCB + P" Capture Command 5) vs. Nagi (600) 2 Rounds, Unlock "New Combo 5" 6) vs. Jenny (600) Unlock "Jenny QCF + K" Capture Command 8) vs. Gado (600) Unlock "Gado d, u + P" Capture Command -=AN=- 2) vs. Bakuryu Unlock "Beast Damage Bonus" 4) vs. Yugo Unlock "Standard Move Damage Effect Rank Up" 5) vs. Jenny 6) vs. Gado Unlock "Anti-Damage Suppression" -=AO=- 2) vs. Jenny (700) Unlock "Faster Beast Form" 4) vs. Shen Long (700) 5) vs. Jenny (700) 6) vs. Xion (700) 8) vs. Jenny (700) -=AP=- 2) vs. Stun () 4) vs. Jenny (700) Unlock "Kick Damage Stall Increase" 5) vs. Gado (700) 6) vs. Gado (700) Unlock "Heavy Block: Blocks Unblockable" 8) vs. Busuzima (700) -=AQ=- 2) vs. Bakuryu (700) 4) vs. Xion (700) Unlock "Heavy Block Effect with Standard Move" 6) vs. Jenny (700) Unlock "Command Move follows Beast Drive" 8) vs. Nagi (700) -=AR=- 2) vs. Shen Long (700) Unlock "Command Move follows Standard Move" 4) vs. Bakuryu (700) 5) vs. Nagi (700) 6) vs. Shen Long (700) Unlock "Faster Hyper Beast Form" 8) vs. Xion (700) -=AS=- 2) vs. Uriko (800) Unlock "Uriko QCF + P" Capture Command 4) vs. Uranus (800) Unlock "Uranus QCF + K" Capture Command 5) vs. Ryoho & Mana (800) Unlock "Ryoho QCB + P" Capture Command 6) vs. Shen Long (800) Unlock "Shen Long QCB + K" Capture Command 8) vs. Bakuryu (800) Unlock "Bakuryu QCB + P" Capture Command -=AT=- 2) vs. Nagi (800) Unlock "Nagi QCB + K" Capture Command 5) vs. Busuzima (800) 3 Rounds, Unlock "New Beast Drive" 8) vs. Uriko (800) Unlock "Uriko QCB + P" Capture Command -=AU=- 2) vs. Long (800) Unlock "Long QCF + P" Capture Command 4) vs. Reiji (800) Unlock "Reiji QCF + K" Capture Command 5) vs. Alice (800) 6) vs. Xion (800) Unlock "Xion QCB + K" Capture Command 8) vs. Ryoho & Mana (800) Unlock "Ryoho QCF + B" Capture Command --------------------- 5b. Ability Listing --------------------- For each Career Mode character, you can equip up to 15 abilities simultaneously, which must be earned by winning battles in Career Mode. Abilities equipped subtract from your current DNA, and if you do not have enough you will not be able to equip. De-equipping an ability gives you that amount of DNA back. ATTACK ABILITY: Ground Damage Bonus (10000) - Increases damage done while opponent is on the ground. Air Damage Bonus (10000) - Increases damage done while opponent is in the air. Punch Damage Bonus (8000) - Increases damage done by punching attacks. Kick Damage Bonus (8000) - Increases damage done by kicking attacks. Beast Damage Bonus (8000) - Increases damage done by beast attacks. Scratch Damage Bonus (2000) - Increases damage done while opponent is blocking increased. Anti Damage Suppression (8000) - No damage scaling on combo attacks (all hits in a combo do max damage) STALL ABILITY: Ground Damage Stall Increase (3000) - Opponent will be stunned longer while blocking on the ground. Air Damage Stall Increase (3000) - Opponent will be stunned longer while blocking in the air (?) Punch Damage Stall Increase (2000) - Opponent will be stunned longer while blocking punch attacks. Kick Damage Stall Increase (2000) - Opponent will be stunned longer while blocking kick attacks. Beast Damage Stall Increase (2000) - Opponent will be stunned longer while blocking beast attacks. AMPLIFY ABILITY: Standard Move Damage Effect Rank Up (8000) - Standard Moves [stun] longer, [juggle]s become [launch], and [launch]s becomes [spinfall] Command Move Damage Effect Rank Up (8000) - Command Moves [stun] longer, [juggle]s become [launch], and [launch]s becomes [spinfall] BLOCK BREAK ABILITY: Block Break Punch (3000) - Enables your characters Heavy ranged punches. Block Break Kick (3000) - Enables your characters Heavy ranged kicks. Block Break Beast (3000) - Enables your characters Heavy ranged beast attacks. Add Block Break to Standard Move (10000) - All Standard attacks act like "Heavy" Add Block Break to Command Move (10000) - All Command attacks act like "Heavy" COMMAND MOVE ABILITY: Command Move follows High Move (2000) - Any high ranged attack can be cancelled into a command attack. Command Move follows Mid Move (2000) - Any mid ranged attack can be cancelled into a command attack. Command Move follows Low Move (2000) - Any low ranged attack can be cancelled into a command attack. Command Move follows Standard Move (2500) - Any single (non string) standard attack can be cancelled into a command attack. Command Move follows Command Move (2500) - Any command attack can be cancelled into a different command attack. Command Move follows Beast Drive (3000) - Any command attack can be cancelled into a Beast Drive. COMMAND ADDITIONAL ABILITY: Charge Effect 1 (5000) - Allows you to "charge" one of your command attacks. (if fully charged) Alice: Bakuryu: QCB + B M [launch] (unblockable) Busuzima: Gado: Kohryu: Jenny: Long: Nagi: Reiji: Ryoho: QCF + K L [launch] Ryoho & Mana: Shen Long: Shina: Stun: Uranus: Uriko: Xion: Yugo: Charge Effect 2 (2500) - Allows you to "charge" one of your command attacks. (if fully charged) Alice: Bakuryu: QCF + P (Charging allows this to work on non-airborne opponents) Busuzima: Gado: Kohryu: Jenny: Long: Nagi: Reiji: Ryoho: Ryoho & Mana: Shen Long: Shina: Stun: Uranus: Uriko: Xion: Yugo: New Combo 1 (1000) - A new attack string for your character. Alice: Bakuryu: b + P, P, B m,m,M (2nd attack can be followed by all df + P extensions except B, can hold B to delay 3rd attack. Busuzima: Gado: K, K, K, B h,h,h,M [wall launch] Kohryu: Jenny: Long: Nagi: Reiji: Ryoho: Ryoho & Mana: Shen Long: Shina: Stun: Uranus: Uriko: Xion: Yugo: New Combo 2 (1000) - A new attack string for your character. Alice: Bakuryu: b + K, K m,m [juggle] Busuzima: Gado: u + P, B. . . M,m. . . (follow with QCF + B) Kohryu: Jenny: Long: Nagi: Reiji: Ryoho: Ryoho & Mana: Shen Long: Shina: Stun: Uranus: Uriko: Xion: Yugo: New Combo 3 (1000) - A new attack string for your character. Alice: Bakuryu: u + P, K, K -,*h,*h (recovers w/ back turned) Busuzima: Gado: P, P, b + P. . . h,h,h. . . (follow with b + P extensions) Kohryu: Jenny: Long: Nagi: Reiji: Ryoho: Ryoho & Mana: Shen Long: Shina: Stun: Uranus: Uriko: Xion: Yugo: New Combo 4 (1000) - A new attack string for your character. Bakuryu: QCF + K, B, B -,m,m New Combo 5 (1000) - A new attack string for your character. Bakuryu: QCF + K, d + B -,- New Beast Drive (1000) - A new Beast Drive for your character. Bakuryu: HCF + B M,M (2nd hit is unblockable but must strike opponent in air, recovers w/ back turned on miss) Ryoho: HCF + B M [launch] (The first hit is unblockable, the rest can be broken if the opponent becomes a Beast) THROW BUILD-UP ABILITY: Wider Throw Window (15000) - Can use throws from further away Throw at Cancel Point (3000) - Can cancel any cancellable attack in to a throw DEFENSE ABILITY: Heavy Block Always On (1000) - Enables your character to perform a heavy guard. Heavy Block with Short Stall (5000) - Decreases the recovery time on a successful heavy guard. Heavy Block: Blocks Unblockable (10000) - Can block unblockable attacks Heavy Block: Blocks Unblockable and Short Stall (20000) - Same as above, only with decreased recovery time. Note: You can only have one of the above four equipped at one time. Defense Bonus (5000) - Increases defense to all incoming attacks. Block Effect with Command Move (6000) - All command attacks act like [electric] Block Effect with Standard Move (9000) - All normal attacks act like [electric] Heavy Block Effect with Command Move (15000) - Command attacks cannot be stopped or interupted by counter attack. Heavy Block Effect with Command Move (15000) - Standard attacks cannot be stopped or interupted by counter attack. EVADE ABILITY: Fast Evade (3000) - Enables the ability to perform Fast Evades. Block Evade (3000) - Enables the ability to perform "Evade" type heavy guards. Counter Evade (3000) - Enables the ability to perform Counter Evades. Recovery (1000) - Enables the ability to perform air recovery. BEAST ABILITY: Hyper Beast (3000) - Enables the ability to become a Hyper Beast Beast Guage Restored Over Time (30000) - Beast Guage automatically regenerates. Hyper Jump (1000) - Allows your character to jump higher. Air Cancel (1000) - Can cancel any [launch] or [juggle] attack into a jump. STATUS CHANGE ABILITY: Weight Up (1500) - Character does not jump or get [launch]'d as high. Weight Down (1500) - Character jumps and gets [launch]'d higher. Faster Human Form (25000) - Character is faster when in Human Form. Faster Beast Form (25000) - Character is faster when in Beast Form. Faster Hyper Beast Form (25000) - Character is faster when in Hyper Beast Form. STATUS LOCK ABILITY: Human Mode (30000) - Remain in human mode for the entire fight (like Ryoho). CAPTURE COMMAND ABILITY: When you equip a Capture Command Ability, you lose your natural command attack with that motion in favor of another characters. There are some cases (usually combos) where the original ability can still be used even if it has been replaced. All Capture Commands cost 1000 DNA points to equip. Any differences from their natural use will be listed. Note: Equipping a Capture Command Ability will automatically un-equip any "Charge Effect" abilities. Alice Capture Commands: QCF + P QCF + K QCF + B QCB + K (cannot perform any followups) QCB + B Bakuryu Capture Commands: QCF + P QCB + P QCB + B Busuzima Capture Commands: QCF + P QCB + K Gado Capture Commands: d, u + P (replaces your QCF + P) QCF + K QCB + P Jenny Capture Commands: QCF + P (can only perform Flamingo 7 hit combo afterwards, no variations or other Flamingo moves) QCF + K QCF + B QCB + P Long Capture Commands: QCF + P QCB + P Nagi Capture Commands: QCB + K Reiji Capture Commands: QCF + K QCB + P. . . (each character has their own unique follows ups. . .) Bakuryu: P M [stun] (projectile attack) Ryoho Capture Commands: QCF + B (performs Hyper Beast version of this attack) QCB + P (is [electric] though it doesn't look like it) Shen Long Capture Commands: QCF + K QCF + B QCB + K Shina Capture Commands: b, f + K (replaces your QCF + K) QCF + B QCB + K Stun Capture Commands: QCB + P QCB + B Uranus Capture Commands: QCF + K QCF + B QCB + B Uriko Capture Commands: QCF + P QCB + P Xion Capture Commands: QCB + K Yugo Capture Commands: QCF + P. . . (each character has their own unique follow ups. . .) Bakuryu: f + P, f + P m,t (recovers w/ back turned on miss) QCF + K (can only perform Flicker 5 hit combo afterwards, no other variations) QCF + B QCB + K QCB + B ========== 6) Secrets ========== ----------------------- 6a. Hidden Characters ----------------------- Hidden Characters are unlocked by earning a certain amount of MAX DNA points in Career Mode. After completing the bout that pushes you over the limit, the new character will be unlocked in addition to any other bonuses earned. The neccessary amount of points must be met any one career mode character, it cannot be leveraged across many characters. Unlock Shina (the Leopard): Earn 5000 MAX DNA points with any one character in Career Mode Unlock Long (the Tiger): Earn 10000 MAX DNA points with any one character in Career Mode Unlock Kohryu (the Iron Mole): Earn 30000 MAX DNA points with any one character in Career Mode Unlock Uranus (the Chimera): Earn 50000 MAX DNA points with any one character in Career Mode Unlock Ryoho (the Dragon): Earn 100000 MAX DNA points with any one character in Career Mode ------------------ 6b. Stage Breaks ------------------ Stage Breaks are accomplished when a character is [wall launch]'d into a wall when it is flashing red. The wall will shatter, sometimes revealing additional fighting areas. Some walls can only be broken with the final blow of a match. Stage 1 - The Ice House All : Final KO Only Stage 2 - The Dojo Wall Opposite the Painting : To Stage 2a Stage 2a - The Courtyard All : Final KO Only Stage 3 - The Sewers Either wall facing more water : Extended Sewers Either extended wall facing more water : KO Only Stage 4 - The Underpass All : Final KO Only Stage 5 - The Rooftop Wall Facing the Open Rooftop : To Stage 5a All other walls : Final KO Only Stage 5a - Inside Building None Stage 6 - The Aquarium Little wall at the back of the area : To Stage 6a Stage 6a - Inside Aquarium Unknown Stage 7 - The Prison Arena ALL : Final KO Only Stage 8 - The Slums Little Wall behind Player 1 : To Stage 8a Stage 8a - The Junkyard All : Final KO Only Stage 9 - Ryoho's Asylum All : Final KO Only Stage 10 - Ryoho's Asylum Ruined All : Final KO Only Stage 11 - Phantom Asylum All : Final KO Only ========== 7. Credits ========== You -For reading this, and subsequently supporting me. Remember to check http://members.cox.net/~trufenix/maxdna/index.html for more up to date and expanded information on Bloody Roar 4. Adrien Light -Info regarding Stage 5 Wall Breaks and Stage 5a Hudson, Konami, and Eighting -For keeping this series of fighters going and distributing it to the world. WWW.BLOODY-ROAR.COM -Filling in a lot of moveslist gaps from my own knowledge and the awful BR4 instruction manual. Gamefaqs -For hosting this, and being a great hub of video game info in general. The gang on the Gamefaqs BR4 Message Board -Random information about the game.