|June 2||Added Basic Controls and Game system info|
|June 9||Added Basic Movelists for Greed, Hazama and Beatrice with descriptions|
|June 24||Added Basic Movelists for Zen, Hikari. Added descriptions for most of Zen’s moves. Added Credits section.|
|June 25||Updated Zen’s moves and description. Added descriptions for Hikari’s moves. Added movelists and descriptions for Kaya & Mito|
|June 27||Added tables to make things look neater (thx for feedback)|
||Added movelist and description for Bazoo, Lud, Sheryl, Garnet, Viren, Orville, Aran, Typhon, Boyd
Added Misc section
|Dec 20||Added combos and tips for Zen, Lud, Aran, Hikari, Mito, Kaya, Garnet, Bazoo, Sheryl, Boyd, Orville, Typhon|
|May 8 2008||Updated Greed, Hazama and Beatrice|
This is just my personal effort in compiling some RF2 info here. Of course it won’t contain everything related to the gameplay but I’ll try my best anyway. And this will be my first attempt in doing up a FAQ-like thing for a game. Maybe I can submit a text document to gamefaqs if I ever get this done. Once complete, it should be one of the most complete RF2 FAQ/Guide around on the Net (at least for English ones. I’m sure the japs have their sources).
Well then, let’s first start with the basic controls. U can’t get anywhere without knowing them right? :D Took the picture from the official site (which explains the jap characters) and edited it a little though nothing significant has been changed.
|The usual up, down, left and right for the joystick. Tabbing the joystick forward twice will run forward, tabbing the joystick backward twice will result in a small hop backwards (use with caution). There’s 5 buttons that u can press namely Light Punch (LP), Strong Punch (SP), Light Kick (LK), Strong Kick (SK) and Dodge (D).|
|The attack buttons are pretty self-explanatory. The Dodge button is a little more complicated. It can of course, dodge through simple attacks such as projectiles by pressing forward D to move forward and avoid the projectile with a correct timing. While on the ground, pressing anything with a downward direction and D will result in a small jump (with shadow effects). It can also be pressed while in air but it’ll leave quite an opening if misused. I dont really use this much for dodging since I’m not at that level yet.
There’s still more to the functions of this button. Another use for it is the ability to perform Impact Break while guarding an attack from opponent. It uses up 1 Defensive bar (I’ll come to that later) but it will allow you to recover earlier from the block stance to have a chance in inflicting a damaging counterattack on your opponent. But of course with with caution to avoid wasting of precious Defensive bar and possibly providing an opening while trying to perform your counterattack.
Next, while on the ground and before u get up on your feet, pressing left or right and D will allow you to roll in that direction and recover. However, if your opponent manages to predict your movement, you’ll probably get whacked a little once again since there seems to be some opening while recovering this way.
One last use for it is to recover from certain air attacks that u normally can’t recover from by pressing D while in the air. It uses 1 Defensive bar but when used correctly, it’ll save you from eating more damage from your opponent’s juggling. Performing air recovery is simply pressing any of the attack buttons while in the air but there are some restrictions.
|Basic grab/throw for all characters: while being close to opponent, press forward/backward SP. Pretty standard for most 2D fighting games.|
|Health Bar||pretty obvious to see where it is while playing.|
It’s placed below your health bar and it looks like what’s shown in the picture above. Do monitor your guard bar status as you really dont have to experience one, where you’ll be “stunned” for a significant period of time and your opponent will be able to happily perform his/her most deadly combo.
|Offensive bars||Shown as OFF in the very first picture at the top. Quite obviously, it’s the one that’ll allow you to perform your Offensive Arts (OA). As far as I know, OAs use 1 offensive bar.|
|Defensive bars||Shown as DEF in the very first picture. Allows you to perform your Defensive Arts (DA). The number of bar/s required to perform a DA varies with the character you use, and conditions to perform a DA may vary from character to character.|
|Critical||As shown in the picture. Will appear to be like that when all 3 Offensive bars and 3 Defensive bars are charged. Allows to perfom your Critical Art (CA), which of course has different effects for each character. Though CAs generally do a huge damage at 1 go, it is usually not very advisable to rely heavily on it as it requires much time to charge all that and OAs & DAs can be performed appropriately to improve your gameplay.|
|Now with the basics covered, now on to some of the special button combinations of RF2.|
|Jolt Attack (JA)||Done by pressing LP & LK together. Able to perform in air. Basically, it’s an unblockable move that will launch your opponent into the air, allowing you to juggle in hits to perform a damaging combo. The jolt attack itself isn’t deadly, it’s the juggle combo after that that’s painful. From what I observe, seems that the opponent wont be launched into the air if he/she isn’t on the ground.|
|Advanced Attack (AA)||Done by pressing SP & SK together. Uses 1 Offensive bar. Allows you to
continue with more basic attacks (those 4 buttons) after performing this
attack. Rather decent damage and doesnt require any movement from the joystick, hence it’s easy to link it in once you get the timing. Can be used to pressurise/play mind games with opponents too (more suitable for VS humans).
|Boost Dive||Done by pressing alternate attack buttons, meaning LP&SK or LK&SP. Uses 1 Offensive bar and 1 Defensive bar. Properties of each character’s boost dive is different. Will try my best to include those that I know at the characters FAQ&Guide part.|
|Final part – Basic Attack combinations: In RF2, basic attack combinations are achieved by pressing the attack buttons in sequences that the character allows for “combo-ing”. But anyhow, the system is such that you can perform basic attacks (whether they link or not) as long as your basic attacks follow in a light attack->light attack, light-> strong attack or strong->strong attack. Pretty essential as it’s the starting of your combos and also useful in “poking” opponents are trying to counter their certain actions.|
|Damage system||This game, like Marvel fighting games, is somewhat similar whereby the longer your combo, the less damage each of the moves deal as compared to the damage inflicted when done individually. Example: A basic attack combination then an advanced attack followed by a DM combo will see noticably less damage coming from the DM as compared to when it hits the opponent directly from the start. Havent really figured a good way to perform reset combos. Will be good if you’re able to trick your opponent and perform some “resets”|
With that, I’ll move on to the introduction of characters, their moves and some basic combos that I’ve managed to figure out.
Note: Greed, Hazama and Beatrice are not unlocked at the places I play with so their info will be significantly less and relied heavily on the SNK-Capcom forums.
References: SNK-Capcom forums, Official Site
Some things you might want to take note of:
F = forward, D = down, B = backward, J = Jump, c = crouch
QCF = Quarter-Circle Forward
QCB = Quarter-Circle Backward
HCF = Half Circle Forward
HCB = Half Circle Backward
SC = Super Cancel (requires no additional bar though)
Other acronyms already used & explained in the basic controls part so do refer to it.
|F + SP||Overhead elbow attack move.|
|F + SK||Longer reach than Standing SK|
|QCF + LP/SP||Projectile. A little more than half screen distance.|
|QCB + LP/SP||An attack similar’s to Terry’s (KOF) QCB+A/C.|
|F,D,DF + LP/SP||uppercut. anti-air move. short range. SP version can be followed up with SP for extra hit & damage.|
|QCB + LK/SK||Zen leaps into the air and kicks downwards.|
|D,D + LK/SK||Powers up his next special move. Read details @ Boost Dive|
|F,HCF + LP/SP||Offensive Art. Cancellable after QCB+LP/SP for a combo. Once it hits, Zen will do a string of attacks. After it ends, u can follow up with either LK/SK/QCF + LP most of the time.|
|QCBx2 + SP/SP||Defensive Art. Uses 2 Defensive bars. Blue energy appears around him. Knocks away attacking opponents. High priority, low damage as with all DAs.|
|QCF,HCB + LP/SP||Critical Art 1. Initial frames are for preparation and you’re vulnerable during this period of time. After that a HUGE projectile-like graphic appears and does decent damage as all CA do.|
|HCB,F + LK/SK -> SK -> SP -> LK -> LP -> LP -> LK -> SP -> QCB + LP/SP||Critical art 2. Similar mechanics to Rock’s (MOTW) F,HCF C special. Never pulled this off before. XD|
|Boost Dive||For a limited time all his special moves will have the effect of D,D LK/SK. Affected moves include projectile (full screen & a few hits), uppercut (now a big whirlwind of energy), QCB+LP/SP (more damage I think) & QCB+LK/SK (does more damage and launches opponent into air if it hits)|
|Combos||I’ll just add the longer combos here. You can break them down yourself into smaller combos if the positioning isn’t as good (for eg sometimes leaving out the HK at the end of the basic attack string so that you can link your QCB + LP or something), or you are unable to pull off such a long combo due to practicality =D
– (powered-up, opponent at other end of screen) QCF+LP, run forward, J. LK, J. SK (or other combis if it works; it’s 2 hits done together in 1 jump, not 2 jumps), LP, LK, SP, SK, AA, LP, LK, SP, SK, QCB + LP, (SC) F,HCF + LP/SP (or CA1 if your opponent at corner and you can reach him/her). or you could replace HK, QCB+LP as F,D,DF +LP/SP then super cancelling into OA.
– JA, then you can follow up with any combinations of attacks as you deem fit, depending on the opponent’s positioning wrt yours. Usually, J.SP, J.SK, then some “juggle” done on ground (eg, LP, SP, SK, F,D,DF + LP, (SC) OA)
– Of course, I haven’t researched this game enough. Do take a look at youtube videos to get a better idea on how to play Zen well. (the Japanese are good. lol)
||– Easy character to use, though some of his moves have some not so desirable recovery time (like QCB + LP/SP) so do make sure you don’t naively do any special move as you like. On the bright side, his basic damage for individual moves are quite damaging, though as with the game’s engine, as the combo gets longer, the real damage a subsequent move does is gonna be less than its full damage (if it were to connect alone separately)
– His anti-air move is rather painful and has really good priority if timed right. While you should try to take advantage of this move, don’t make it such that opponent will be able to predict when you’ll do this move as its recovery time isn’t all that fast either.
– His AA has a decent range and distance covered, so you could use it after a BLOCKED basic attack string to play mind games with your opponent, or simply harrass him further. It’s okay to use AA like this because Zen is able to charge his offensive bar pretty fast.
– You can add in an extra c.HK (for eg) after his OA ends, or even a QCF + LP
– Punish whenever your opponent makes a major blunder and let him/her feel the wrath of Zen. =D
Lud’s “Parrying” System
|Lud has a special system of his own, as he can “parry” moves and charge his gauge meter as shown on the left. The higher the temperature, it supposedly can increase the number of hits (for some moves) and the damage of special moves. The temperature will decrease over time, with a minimum of 0 of course. Unlike 3rd strike, I think Lud can’t parry projectiles.|
|F + LP||Parries Mid/High attacks|
|DF + LP||Parries Low attacks|
|Hold LP/SP for more than 1s||Upon release, he’ll perform a series of rapid punches, somewhat similar to Krizalid (KOF99) doing his DM.|
|QCF + LP/SP||Forward charge attack
– Follow up with F + LP/SP – second forward attack
– Follow up with UF (diagonal upwards) + LP/SP – a second attack in that direction
|F,D,DF + LP/SP||Anti-air move
– Follow up with F + LP/SP – forward charge
– Follow up with DF + LP/SP – diagonally downward 2nd charge
|(in air) QCF + LP/SP||similar to the ground one
– Follow up with F + LP/SP – 2nd attack
– Follow up with UF + LP/SP – well, same idea.
|QCB + LP/SP||Lud’s both fists clash together, producing some kind of “explosion” right in front of him. LP is only 1 hit. SP has 3 hits and covers more area of the screen (by “moving” forward)..|
|QCFx2 + LP/SP||Offensive Art 1. Well, it’s a more hits, higher damage version of his rapid punches special move mentioned above.|
|QCB,HCF + LK/SK||Offensive Art 2. Rushes forward and does multiple hits (something like Ryo’s [kof] QCF,HCB A/C).|
|QCB,HCF + LP/SP||Critical Art. Ignites his body in fire and rushes forward. Doesnt do very much damage for a CA when his gauge is at 0.|
|Boost Dive||No idea what it does. Havent tried it. From what I see, it makes his temperature gauge full for the boost time period.|
|Combos||As with Zen, I’ll just list a couple here that I know. You may want to look up some youtube videos to further explore the possibilities of Lud. As usual, modify the longer combos to suit the situation you’re in
– J. SK (or some other attack), LP, LK, SP, AA, LP, LK, SP, QCF + LP, run forward LP, c.HP, QCF + LP (can do for a varying number of cycles), end off with F + LP (the follow-up), (SC) OA2
||– Be careful whenever you wanna do c.LP or dash forward LP. You may end up doing one of his parries, which can be quite deadly since you’ll be like standing there =.=
– I suggest his basic attack chain (while trying for combo) to end at SP rather than SK cos after the latter, it’s not possible (or at least I’ve never succeeded) in connecting any special moves for a nice damaging combo.
– Can use AA to play mind games
– His shoulder knock move has decent priority, but do note that the recovery time can be punishable.
|F + SP||Overhead attack|
|QCF + LP/SP||Projectile, high|
|HCF + LP/SP||Big projectile. Longer time to execute. Sends opponent into air if it hits.|
|QCF + LK/SK||Projectile, low (but can blocked standing)|
|F,D,DF + LK||Anti-air kick|
|F,D,DF + SK||Anti-air kick, more hits, jumps higher. Can add extra hit with SK.|
|QCB + LK/SK||Relaxed pose, but dodges attack while in this stance.|
|QCB + LP/SP||The starter for his various attack style. I haven’t tried all. Go experiment. Below are the possible sequences, including the starter.
– QCB + LP/SP, QCB + LP/SP, F+LP/SP
– QCB + LP/SP, QCB + LP/SP, B+LP/SP
– QCB + LP/SP, QCB + LP/SP, D+LP/SP
– QCB+LP/SP, HCF+LP/SP, F+LP/SP.
– QCB+LP/SP, HCF+LP/SP, B+LP/SP.
– QCB+LP/SP, HCF+LP/SP, D+LP/SP.
– QCB+LP/SP, HCF+LP/SP, D+LK.
– QCB+LP/SP, HCF+LP/SP, F+SK.
– QCB+LP/SP, Forward+LK/SK, D+LK.
– QCB+LP/SP, Forward+LK/SK, F+SK.
– QCB+LP/SP, Forward+LK/SK, F+LP/SP
– QCB+LP/SP, Forward+LK/SK, B+LP/SP
– QCB+LP/SP, Forward+LK/SK, D+LP/SP.
|QCFx2 + LP/SP||Offensive Art. I don’t know how to describe it. Refer to some youtube video.|
|D,D + LK/SK, HCF + LP/SP||First enter D,D + LK/SK and Aran enters a stance. If he’s attacked, he’ll proceed with a dodge-counter. Input HCF+LP/SP during the dodge-counter.|
|HCF + LP/SP||Defensive Art. Uses 2 Defensive bars. Only while guarding, so no conflict with your big projectile.|
|QCF, HCB + LP/SP||Critical Art. Can hold on LP/SP for a while before releasing for extra damage.|
|Boost Dive||Something like V-ism of SFA3, or A groove of CVS2 but only works for physical attacks. Projectiles do not have “shadow” version. Very combo friendly. Hehe, must be used to set a decent high score.|
|Combos||As usual, follow the pointers as with previous characters. Lazy to retype them all. It’s a chore to read anyway.
– J.LK, J.SK (together in 1 jump), LP, LK, SP, SK, AA, LP, LK, SP, SK, (QCB + LP) x 2, (SC) OA, c.LK/LK/F,D,DF + LK/SK
– J.LK, J.SK (together in 1 jump), LP, LK, SP, SK, (QCB + LP) x 2, (SC) OA, Boost Dive, (timed correctly) d.Dodge + SK, [LP, LK, SP, SK, (QCB + LP) x 2] x N (where N should be about 4 cycles, modify the moves in between if necessary), (SC) OA. [needs all 3 OA bars from the start]
||– His QCB + LP starter has so many variations you can play around with your opponent. Do find out which moves have less recovery time with a good range etc and incorporate them into your gameplay style. But against the CPU, not (that) much skill is required.
– There’s a trick with his boost dive that can significantly increase your chance of landing the first hit, and subsequently a decently long combo on your opponent. I shan’t really tell you the method but ideas can be gained from watching youtube videos (though iirc there’s only 1 or 2 videos that explicitly shows you how in the middle of a VS match). But I can tell you it has something to do with your opponent on the ground and trying to get up.
– In my opinion, a good character to grind for top score, due to his boost dive property that can potentially bring your max combo to above 50 (means above 50K bonus after win against CPU).
– Can use AA to play mind games
|F + LP||overhead move. Comes out a little slow.|
|QCB + LP||Reversal/counter move for High physical attacks.|
|QCB + SP||Reversal/counter move for Mid physical attacks|
|QCB + LK||Reversal/counter move for Low physical attacks|
|HCF + LP/SP||Spins towards enemy. SP version ends with a move that knocks away opponent. LP version can be cancelled into her Offensive Art|
|HCF + LK/SK||Rushes towards enemy and sweeps enemy. SP version launches opponent into the air.|
|B,D,DB + LP/SP||Grab move. Throws opponent to other side. Needs to be done close range.|
|F,D,DF + LP/SP||Energy ball. Not a projectile. Launches opponent into the air if it hits. SP version is slower, but LP version takes a short while to generate the ball as well.|
|QCBx2 + LP/SP||Offensive Art. Rushes forward then spins upwards. Can be performed in air as well (only spinning in the air).|
|B,HCB + SK||Defensive Art.|
|HCFx2 + LP/SP||Critical Art. Similar to her OA but more hits, more damage and looks a lot nicer. Follow up move before the CA ends: Charge down, up + LP/SP. Never done it before.|
|Boost Dive||For a limited time, Hikari gains some minor healing.|
|Combos||The same pointers above do apply here too.
– J.LK, J.SK (together in 1 jump), LP, LK, SP, AA, LP, LK, SP, HCF + LP/SP, (SC before the previous move’s last hit comes out) OA.
||– Take special care when you intend to dash forward and do A LP. If your joystick motion isn’t that good (me included), you’ll end up doing her F+LP special move, which can be quite deadly if it doesn’t connect. Deadly cos your recovery time is gonna cost you as your opponent probably will punish you for it.
– If you can somehow predict your opponents movements, this character’s reversal/counter moves are certainly gonna be to your liking. It’s quite deadly if you can use it effectively, instead of letting it become your downfall. Haha.
– Can use AA to play mind games
|Mito is a little special. She has 2 stances, somewhat like MayLee in KOF’01/’02. At the start of every stage (note: not round), she starts with Tsumi Stance. Subsequent rounds within the stage will be the same as whatever stance you were in in the previous round.|
|D + LP&SP||Switches to Batsu stance. U can hear a faint “Batsu!” from Mito.|
|QCF + LP/SP||Projectile.|
|F,D,DF + LP/SP||Anti air move. Cancellable into OA.|
|QCFx2 + LP/SP||Offensive art. Jumps into air and swipes downwards.|
|QCBx2 + LP/SP||Some offensive art that uses 3 offensive bars. No idea what it does.|
|HCB + LP/SP||Defensive Art. Only while guarding.|
|QCB,HCF + LP/SP||Critical Art. Havent seen/done it before.|
|F + LP&SP||Switches back to Tsumi Stance.|
|QCF + LP/SP||Rushes forward and pokes a few times with wooden sword. Can be cancelled into OA/CA with right timing.|
|QCB + LP/SP||Jumps foward and pokes a few times.|
|QCFx2 + LP/SP||Offensive Art. Stabs opponent with wooden sword.|
|QCBx2 + LP/SP||Defensive Art. Only can be done when u’re knocked down.|
|QCB,HCF + LP/SP||Critical Art. Rushes forward and “slices” through opponent and the words 天罚 appears.|
|Boost Dive||2 Hearts revolving around Mito. Those hearts can hit opponent to make certain combo strings possible. The Hearts regenerate after some time. Useful for doing Mito’s devastating combo which unfortunately I have no idea how.|
|Note: While doing any special move, press LP&SP together to switch between stances AFTER u have completed the move and have recovered from it. Doesnt work if u’re countered or u cancelled into an OA. This is what I’ve gathered from the few times I’ve used this character.|
|Combos||Same pointers apply here.
– Tsumi Stance
– SP, F,D,DF + LP/SP (up to 2 times)
– Batsu Stance
– J.SK, LP, LK, SP, SK, QCF + LP, (SC) OA/CA
– There’s also a boost dive combo. Not sure of the exact inputs either. Check out some youtube videos.
||– Her AA has a really short range, and it’s generally not very useful as compared to other characters.
– Batsu stance is less damaging per hit, but is more combo friendly
– Tsumi stance doesn’t seem to be very combo friendly, but the damage is significantly more than Batsu.
|F + LP||Overhead attack similar to that of Hikari’s.|
|QCF + LP/SP||Projectile. Full screen.|
|F,D,DF + LP/SP||Anti-air move. LP version is fast. SP version has some invincible frames at the beginning and comes out slower due to Kaya turning 1 round before executing it. LP version is cancellable into OA.|
|HCB + LP/SP||– LP version is counter move for High/Jumping physical attacks.
– SP is counter move for Low/Crouching physical attacks.
– Both allows Kaya to set up for more deadly combo. Play with computer a few times and you should get the idea.
B,HCB + LK/SK
|Grab move. Sets up for combo after it connects.|
|HCF + LK/SK||Rushes towards opponent. If it connects, you can try adding in more attacks after she is done with her “backstabs”.|
|(in air) QCF + LP/SP||Energy wave created in front of her. Lasts for the whole duration while in air. A little recovery time when u land after your opponent blocks it though. Be careful.|
|QCFx2 + LP/SP||Offensive Art. A string of attacks if it connects. Can add an extra Standing LK, depending on distance.|
|QCBx2 + LP/SP||Defensive Art. 2 Defensive bars. Only can be used while you’re being hit/combo-ed (not blocking). Good for breaking fatal combos.|
|HCBx2 + LP/SP||A tornado forms around her, both front and back. Can serve as anti-air move if needed. Opponent is unlikely to be able to jump over it.|
|Boost Dive||No idea what it does.|
|Combos||Same pointers apply here.
– J.LK, J.SK, LP, LK, SP, SK, QCF + LP/SP
– J.LK, J.SK (together in 1 jump), LP, LK, SP, SK, AA, LP, LK, SP, SK, F,D,DF + LP, (SC) OA.
– Similar to above, except the start of the combo is the counter move. You’ll know what I mean when you play against the CPU.
||– As with Hikari, be careful of the “karate chop” (F + LP) when trying to dash forward and do a LP. The recovery time is certainly something you don’t want your opponent to take advantage of.
– Her F,D,DF + LP/SP has high priority, and it hurts quite bad when it’s a counter hit. Punish your opponent with it. They’ll try not to jump so often. Then you can harrass them with your projectile or something else. Hehe.
– also can use AA to play mind games
|F + SP||Hops forward and kicks twice.|
|F + LK||Overhead attack.|
|QCB + LP||Kicks at upward angle. Then u can do the following:
– Follow up with F/B + LP – a 2nd hit plus pushing the opponent in the direction you have pressed.
|QCB + LK||Kicks straight.
– Follow up with F/B + LK – works same as above
|QCB + SP||Kicks downward.
– Follow up with F/B + SP – works same as above.
|For the above 3 moves, you can hold on the the respective attack button to make Garnet in that stance and release later. Or you could choose to press the SK to return back to neutral position. This works similar to Yamazaki/Whip of KOF.|
|QCF + LK||Slide on ground. Needs to be blocked crouching.|
|QCF + SK||Initial animation is the same, but in this version you can follow up with a SK to add an additional hit and launch the opponent into the air, for more juggle. However if you combo this in AFTER an Advanced Attack, the opponent will not be launched into the air.|
|F,D,DF + LK||Anti-air. 1 hit.|
|F,D,DF + SK||Anti-air. Flies higher than LK version. Also has an additional hit after the initial leap.|
|B,D,DB + LK/SK||Hops and forward and kicks at a downward angle. Needs to be blocked high.|
|QCB,HCF + LK/SK||Offensive Art. Performs her anti air move then waits for opponent to fall before following up with an additional full screen beam move. This sequence is auto though.|
|B, HCB + LK/SK||Defensive Art. While knocked down|
|QCF,HCB + LK/SK||Critical Art. Damaging. Nice to look ^^|
|DF,B,D,DB,F,B,F + LP/SP||Critical Art 2. Weird input|
|Boost Dive||She’ll be able to see a “weak point” of her opponent. Striking that will deal some extra damage.|
|Combos||Same pointers apply here.
– J.LK, J.SK (together in 1 jump), LP, LK, SP, SK, QCF + SK.SK, <insert some juggle>/OA
– J.LK, J.SK (together in 1 jump), LP, LK, SP, SK, CA1
– J.LK, J.SK (together in 1 jump), LP, LK, SP, SK, AA, LP, LK, SP, SK, QCF + SK.SK/<insert some other useful string of attacks)
||– She can use AA to play mind games with her opponents.
– Her QCB + <attack> moves aim at different directions, so obviously it can be used against some people in mind games.
– Careful with the use of QCF + LK/SK since the recovery time is quite long if blocked.
|F + SP||Far-reaching punch|
|QCB + LP/SP||Bazoo leans backward in some kind of stance and it can avoid certain mid/high attacks from opponents. There are also 2 follow up attack options available after getting into position.
– Follow up with LP/SP – spring forward with something like a straight punch and it knocks (back a little) down opponent
– Follow up with LK/SK – spring forward with a downward punch, knocks down opponent. Range shorter than the above follow up.
|D,D + LP/SP/LK/SK||A concrete slab will drop down from the “sky”. Different location for different button pressed. Havent really figured out the exact logic of how to make use of the buttons. Holding on to whichever attack button u pressed will delay the slab from dropping. Useful tactic when playing against human players I guess.|
|Charge B, then F + LP/SP||Bazoo slams the ground in front of him and there’s a concrete block. The block needs 1 attack to be destroyed. Can be used to block off ground escape path of opponent or used to shield against 1 attack.|
|Charge B, then F + LK/SK||Bazoo sweeps up the ground and a “dirt wave” appears. It does a few hits.|
|QCFx2 + LP/SP||Offensive Art. His 2 punch super. Quite useful as it has decent range. Can try following up with an additional strike on the opponent when he/she is knocked down.|
|QCBx2,F + LP/SP||Offensive Art. No idea what this does. Heh.|
|QCF,HCB + LP/SP||Critical Art. Leaps forward and does a grab move. If he’s successful he’ll throw his opponent into the air and starts his frenzy punching. Quite damaging as with all critical art. :D|
|B,HCB + LP/SP||Defensive Art. Uses 2 Defensive bars. Works when he’s being hit/combo-ed. Very useful for breaking opponents fatal combos. There’s 1 video on youtube with a very good match with excellent usage of this great DA.|
|Boost Dive||Makes his concrete slabs that drop down much bigger and more damaging. Not sure if there are other properties|
|Combos||Not very good with him. You’ll need to refer to Youtube videos for this one.
– c.LP, c.LK, OA
||– I guess you have to make use of his AA to do some decent damage.
– Make use of his long limbs to your advantage
|F + SP||Overhead attack. Punches forward at a downward angle.|
|(in air) D + LP||Viren will take out his weapon and fly an angle forward & downwards.|
|QCF + LP/SP||Viren runs towards opponent.
– Follow up with LP – stop running.
– Follow up with SP – will take out his weapon and try to zap opponent. Whether it hits or is blocked, he’ll end up on the other side of his opponent.
– Follow up with LK – takes out his weapon and strikes low. Needs to be blocked low.
– Follow up with SK – takes out his weapon, jumps forward and strikes from above. Needs to be blocked high.
|F,D,DF + LP/SP||Anti-air move. Strikes with a curved arch.|
|(in air) QCF + LP/SP||Throws out a bomb, which will explode upon landing on the ground. Good for interrupting opponent or simply playing mind games etc.|
|HCF + LK/SK||Performs slide kick. If it hits, it’ll automatically connect with a sequence.|
|QCB + LK/SK||Breaks a container with flammable liquid.
– Follow up with LK/SK – more hits?
|F,HCF + LP/SP||Offensive Art 1.|
|B,HCB + LP/SP||Offensive Art 2. This one is gonna bring your guard meter all the way down down down. Though the initial start up is kinda slow.|
|B,HCB + LK/SK||Defensive Art. Only while being hit/combo-ed.|
|QCF, HCB + LP/SP||Critical Art.|
|Boost Dive||No idea, haven’t tried it.|
|Combos||Same pointers apply here.
– J.SK, LP, LK, SP, SK, AA, LP, LK, SP, SK, QCF + LP/SP.SP (the last part I forget liao, please double check when you play =D)
||– Can use AA to play mind games
– His pokes are quite good
– The “petrol bomb” from him is quite irritating. Sometimes the com uses it nicely. Interesting isn’t it.
– Can use his QCF + LP/SP move to play mind games, depending on which follow-up you choose. hehe.
|F + SK||Flying Kick.|
|DF + SK||Another Flying Kick, but hits low.|
|QCF + LP/SP||Leans forward and charge. Has some auto guard properties so be careful.
– Follow up with LP/SP – Swing both fists into the air. Knocks down opponent
– Follow up with LK/SK – Stops the charge. go play mind games with this :D
|QCB + LP/SP||Swings both fists into the air|
|HCB,F + LP/SP||Grab move. Flings opponent into air before slamming them onto the ground. This move’s damage seems to be more damaging when opponent has more health. I guess its damage formula is a MinDmg + %Hp(Foe)|
|QCF + LK/SK||Similar to his QCF + LP/SP but this one has no Auto Guard property and he’ll attempt to grab his opponent. Another way to play mind games.|
|F,D,DF + LK/SK||A move similar to Clark’s F,D,DF + A/C move. People who play KOF will understand. If you don’t, then well…|
|QCFx2 + LP/SP||Offensive Art. Multi hit auto combo string.|
|HCF + LP/SP||Defensive Art. Only can be done while guarding.|
|HCBx2,F + LP/SP||Critical Art. Grab Move. Super crazy damage even though I never once saw the actual full damage…|
|Boost Dive||Not quite sure what it does. I *think* it’s some sort of armor mode, or mech zangief-ish mode.|
|Combos||Same pointers apply here.
– J.SK, LP, LK, SP, AA, LP, LK, SP, OA
|Tips/Further Comments||– Can use AA to play mind games
– Variety of charging (forward) moves, but their result isn’t the same. Mind games + pressuring FTW.
– F,D,DF + LK/SK has a good priority and decent damage. Ouch.
– As with many grappler characters in various fighting games, you must know how far your grab “range” is and make full use of it. And of course, make sure your joystick motion is good.
|F + SP||Overhead attack|
|B + SP||Similar animation as above, but it’s a fake move. Lol.|
|QCF + LP/SP||Points forward with his finger, but the range is a little longer than his finger’s. SP version will move Boyd forward a little and it comes out a little slower.|
|QCB + LP/SP||Points downwards with his finger.|
|You may notice that Boyd has a special gauge of his own too. But unlike Lud, he doesn’t need to parry moves to charge it. Rather, he needs to HIT his opponent with either of the 2 above mentioned special moves. Blocked attacks do not count. Yeah well, a max of 13 charges can be stored, which will make your OA
really damaging. The OA alone will damage about 50% of your opponent’s full HP. The bonus damage dealt by each charge during his OA seems to be independent of the damage scaling system.
|F,D,DF + LP/SP||Anti air. SP version will have more hits, more invincible frames and more recovery time.|
|QCB + LK/SK||Jumps forward and stomps the ground. He will jump back and away from his opponent when it’s hit or blocked.|
|near opponent, HCF + LK/SK||Grab move. Does no damage but pushes opponent to other side of him. Also allows for setting up of further combo/hits.|
|B,HCB + LP/SP||Offensive Art. Damage will increase with number of Scorpion charge you have. It is believed that the extra bonus damage coming from the scorpion charges are fixed damage and is not affected by the damage/combo system of the game. If it hits, it’ll use up all the charges without fail.|
|QCFx2 + LP/SP||Defensive Art. Uses 2 defensive bars. He points upward in the forward direction. Very high priority as with DAs, does little damage though. Useful to repel opponent’s pressing attacks.|
|QCF,HCB + LP/SP||Critical Art. Auto combo long string of attacks if it hits.|
|Boost Dive||Not sure it does, but it definitely has something to do with his Scorpion charge thing.|
|Combos||Same pointers apply here.
– J.SK, J.SP (together in 1 jump), LP, LK, SP, AA, LP, LK, SP, c.SK, QCB + LK/SK
– J.SK, J.SP (together in 1 jump), LP, LK, SP, AA, LP, LK, SP, OA/CA
||– find ways to raise your number of charges and then find a good opportunity to land the OA on your opponent for some devastating damage.
– his limbs are rather short, so do take extra care in harrassing/poking opponents
– his movement is a little slow as well, though he’s supposed to be an assassin. hohum. you might want to take note of that when you’re up against faster characters.
– his AA has not bad a range (though not say very far), considering his size and usual range
|F + SP||punches forward with both fists|
|(in air) D + LK||kicks downwards with both feet but doesn’t descend|
|QCF + LP||projectile that travels forward|
|QCF + SP||anti air projectile|
|F, HCF + LP/SP||triangular projectile, forward (3 hits)|
|near opponent B,HCB + LP/SP||grab move|
|F,D,DF + LK/SK||triple kick auto combo. SK version will knock opponent away after 3rd hit. can be cancelled into OA|
|QCF + LK/SK||triangular jump across screen. i think there’s a QCB + LK/SK version too. not too sure.|
|(in air) QCF + LK/SK|
|QCFx2 + LP/SP||Offensive Art. Big energy ball.|
|B,HCB + LK/SK||Defensive Art.|
|QCF,HCB + LP/SP||Critical Art. Super short ranged. Can be blocked. But great damage, comparing to his usual self.|
|Boost Dive||No idea what it does, but rings appear around his wrists.|
|Combos||Same pointers apply here.
– J.SK, LP, LK, SP, SK, AA< LP, LK, SP, SK, F,D,DF + SK, (SC after 2nd last hit is landed) OA
– J.SK, LP, LK, SP, c.SK, AA, <insert juggle>
– J.SK, LP, LK, SP, SK, CA (usually SK will be quite far, so yah)
||– Being so small, his limbs are shorter, less range. Hardly abusable.
– His grab move special is quite a pain to execute, but it’s useful, as demonstrated by the CPU on me many times. Lol.
|QCF + LP||Projectile, full screen|
|QCF + SP||Giant Pillar of energy, anti-air property.|
|QCB + LP/SP||Scratches opponent. SP has a longer duration.|
|QCB + LK/SK||Greed pounces at his enemy, while performing one quick front flip. In the process of this Special, he strikes out with his leg. If his foe is standing on the ground, he/she does not get knocked down.|
|B,F LP/LK||No idea what this does.|
|QCFx2 + LK/SK||Offensive Art. Super-cancel-able during his QCB + LP/SP move. Greed raises his foot up, & then stomps down on the ground, right in front of him. The Hit Detection is right at the end of his foot. If this Super connects, his opponent is launched flying upwards, into the air. This sets them up to be attacked some more, by Greed. Short ranged though.|
|QCBx2 + LK/SK||Defensive Art. Uses 1 Defensive bar. Almost in Slow motion, Greed raises his leg very high up, before bringing it down. Since it’s a Defensive Super, it has a high priority, & it also repels away pressuring enemies.|
|QCB,HCF + LP/SP||Critical Art. Greed basically rushes forward, performing a short, but very damaging series of Punching & Kicking Flaming Auto-Combos. This CA Super ends with Greed executing an upwards flying fire kick. This CA also combos pretty easily from his QCB+LP/SP Special. By the way, all stages of this CA will occur, whether or not Greed’s enemy blocks it.|
|Boost Dive||No idea what it does.|
|Combos||Jump SK (or SP or whatever) -> LP -> LK -> SP -> AA -> LP -> LK -> SP -> c.SK -> QCF + LP/SP (OTG)
– Feel free to modify the above combo to suit your current situation (power bar, distance etc)
– Try your luck with youtube videos for more combos.
|Tips||None at the moment.|
|F + SP||Downward attack. Overhead|
|QCF + LP||Her bow & wire attack. Mid-range. The 2nd hit will pull opponent back towards her.|
|QCF + SP||Similar to LP version. But there are some follow ups
– Follow up by Holding SP then releasing it – She will delay firing for a while. If it hits, it knocks down opponent.
– Follow up by pressing LP immediately after releasing SP from QCF + SP – fire at upward angle. Can be used as anti air movie. Can knock down opponent as well.
– Follow up by pressing LK immediately after releasing SP from QCF + SP – fires at downward angle. Needs to be blocked crouching. Can knock down opponent.
|QCB + LP/SP/LK/SK||Can also be performed in the air. She plants a “bomb” and a target numbered 1-4 will appear. A maximum of 4 planted points.
– Punches plant at the head area. Kicks plant at legs.
– Light attacks are planted at your own position.
– Strong attacks are planted at opponent’s.
– To detonate, input F,D,DF + LP/SP – sheryl will shoot out at the targets, going in sequence
starting with 1 till the last number, before returning to her. So you can predict the trajectory and perhaps set up some mind games with your opponent. More useful in VS imo.
|B,D,DB + LP/SP||Shoots upwards, bolt descends to ground at an angle. LP has 1, SP has 3 downward bolt attacks.|
|F,D,DF + LK/SK||Shoots upwards and she lifts herself into the air, with support. Some follow up moves after that.
– Follow up with LP/SP – she’ll kick diagonally forward/downward. Whether the opponent blocks or gets his, she’ll flip back into the original position. Opponents that get hit are knocked down.
– Follow up with LK/SK – SK is similar to LP/SP version. LK works slightly differently as she’ll land in front of her opponent whether they are hit or not.
– Follow up with Dodge button – It’s to cancel her position in air and return to ground. Think Yamazaki/Whip’s (KOF) cancelling with D after their hcb moves.
|QCFx2 + LP/SP||Offensive Art. She shoots out a bolt and if it hits the rest of the sequence is auto. QCF + LP can be cancelled into this OA.|
|B,HCB + LK/SK||Defensive Art.|
|QCF, HCB + LP/SP||Critical Art. Similar to OA but nicer graphics and loads more damage. Painful|
|Boost Dive||No idea what it does. Havent tried it.|
|Combos||Same pointers apply here. You may want to refer to YouTube videos for further assistance
– J.SK, LP, LK, SP, SK, AA, LP, LK, SP, SK, QCF + LP, (SC) OA/CA
||– as mentioned earlier, the setting up of “planted mines” can be useful, as least from what I observe from youtube videos.
– can use AA to play some more mind games.
|QCF + LP||Steps forward and thrusts out his hand. Doesnt knock down opponent, 1 Hit only.|
|QCF + SP||Similar to LP Version. After the initial part, he will leap up & forward a bit, lashing out his arm. Seems to be an overhead attack and knocks away opponent and does 3 hits.|
|F,D,DF + LP/SP||Anti air move, with the standard joystick motion.|
|QCB + LP/SP||He bends low and seems to be immune to certain attacks, after
which he will follow up with an attack.
|HCF + LK/SK||A force field that is able to reflect most projectiles.|
|B,D,DB + LK/SK||Overhead back flip attack. Has anti-air properties but isnt so reliable|
|QCB + LK/SK||Teleport move. LK teleports to front of opponent, SK teleports to behind opponent. If Hazama ends up behind opponent, he will switch fighting stance.|
|D,D + LK/SK||Different fighting stances, depending on the follow-up you do.
– Follow up with LP – Forward Elbow Strike
– Follow up with SP – Overhead Energy Arc Swipe
– Follow up with LK – Flying Upper Kick
– Follow up with SK – Upward Kick Launcher
– Follow up with D + SK – Low Trip Kick
|QCFx2 + LK/SK||Offensive Art. Hazama throws out a Green Fireball. Immediately after that, he performs a Flying Kick, in which his foot “absorbs” the fireball (stay with me now). If either the Green Fireball or his leg hit his foe, the rest of the Super Automatically Connects. Hazama then fly kicks right “through” his stunned enemy. While standing behind them, he will perform a quick “salute” pose, causing his opponent to explode. A very flashy & stylish super to witness. During this whole process, the action switches between Slow Motion, & Normal Speed. If done at the corner, more hit can be followed up after the OA ends, judging from the videos I’ve seen around.|
|QCFx2 + LP/SP||Defensive Art. Uses 1 Defensive Bar. Hazama teleports forward pretty fast. Then, he raises both arms upwards, while releasing Electrical Blasts from them. This super kind of looks like a combination of his HCF+LK/SK Projectile Reflector, & his Teleportation Warp.|
|QCF,HCB + LP||Critical Art. Hazama warps forward, & begins a long series of very outlandish karate chops, kicks, & punches. It’s all an Auto-Combo, which continues with him launching his opponent into the air, only to keep on beating the crap out of them. Hazama then lands before his foe does & goes into one of his “Stances,” before warping forward to hit the falling body. This CA eventually ends with his victim exploding.|
|QCF,HCB + SP||In this slight variation of his CA, Hazama does NOT warp forward. Instead, he stands in one spot, & kicks his leg upwards. This typically acts as an Anti-Air Attack, just in case you want to catch jumping enemies with his CA. If this super does connect, it will produce all of the exact same stylish hits, & effects described above for the LP Version.|
|Boost Dive||No idea. Never seen it before|
|Combos||Jump SK (or SP or whatever) -> LP -> LK -> SP -> SK -> AA -> LP -> LK -> SP -> QCF + LP -> super cancel OA -> OTG
– Modify the above combo to suit your current power bar, distance etc.
|Tips||None at the moment.|
|Selectable with a code AFTER another code has been input into the game by the arcade operators. On Character Selection Screen, start on Hazama and do the following:
UP 4 times, Right 2 times, Down 4 times, Left 2 times, Down once. Beatrice’s portrait should now appear at the bottom. Have to input the code everytime you want to select her, be it a new game or continued game or a new challenger etc.
|QCF + LP||Projectile. I suppose it’s the high pillars that stretches half screen.|
|QCF + SP||Projectile. More range, less height. Can be jumped over.|
|F,D,DF + LP/SP||The godly anti air move (at least when the CPU uses it). Seems unrecoverable in mid-air for opponent. I tried many times before, doesnt seem to work. Which means more juggle for Beatrice. Hic.|
|HCB + LP||More powerful version of QCF + LP.|
|HCB + SP||More powerful version of QCF + SP.|
|HCF + LK||Beatrice Warp-Dashes forward for a certain distance before stopping. Now, if her Opponent tries to hit her during certain stages in this Warp-Dash Moves, Beatrice will automatically Warp-Shift past them & quickly move BEHIND them.|
|HCF + SK||Beatrice Warp-Dashes forward for a certain distance before stopping. Once again, if her Opponent tries to hit her during certain stages in this Warp-Dash Moves, Beatrice will automatically Warp-Shift backwards from them & quickly move further away them, in some cases out of their Normal Attacking Range.|
|QCB + LK/SK||Can be performed in air too. Beatrice executes a Back-Flip maneuver, before using her legs to kick downwards at the end of it. This Special, which can also be done in the air/while Beatrice is jumping, may strike her foe as an Overhead Attack, if they are blocking low.|
|QCFx2 + LP/SP||Offensive Art. As she points upwards, Beatrice turns around to back her Opponent. Meanwhile, a Huge Beam of Energy is either blasted down from the sky, or erupts upwards from the ground (or both). Either way, her enemy is struck several times & helplessly launched upwards. The Beam strikes & explodes on the ground area in front of Beatrice. Plus, the Beam itself is virtually impossible to fully jump over.|
|B,HCB + LK/SK||Defensive Art. Uses 2 Defensive bars.|
|QCB,F,QCDown,Up + LP/SP||Critical Art. Wow. kinda weird input huh. But looking at it closely it’s not that hard to remember. Beatrice first executes an enhanced version of her F,D,DF+LP/SP Special. After her foe is launched upwards by that attack, Beatrice automatically jumps up after them. She then swings her arm in a Downward Arc hitting them. Immediately after this happens & while Beatrice is still suspended in Mid-Air, a series of several Green Energy Waves erupt in rapid sequence, one after another. This enhanced row of Projectiles, which are exploding upwards from the ground below, all strike her target for massive damage.|
|Boost Dive||Did try it out, though I’m not exactly sure of the exact effects.|
|Combos||Jump SK (or SP or others) -> LP -> LK -> SP -> SK -> AA -> LP -> LK -> SP -> OA -> OTG hit
– Modify the above combo to suit your current power bar status, distance etc.
|Tips||None at the moment|
|Note: CPU Beatrice is generally much more buffed and stronger than Human controlled ones in terms of damage, number of hits etc etc|
If you can somehow get the arcade operators to input these following passwords, you’ll be able to play Greed, Beatrice and Hazama, and Time Attack and Survival modes will become playable.Once accessing the bios, go to the Game Settings menu, then Other Setting, and select the password slot. Then enter the following passwords to unlock features. Note that the passwords need to be entered in the slot specified below or they will not work.
– MACROSTOMA (1st slot) – Unlocks Greed, Hazama and Beatrice
– SMARAGDINA (2nd slot) – Unlocks Time Attack and Survival Modes
|Special Game Modes
– Time Attack Mode – Hold both LK and SK before pressing Start.
– Survival Mode – Hold both LP and SP before pressing Start.
Credits & Special Thanks:
1) Dimps for making such a game. And for the images.
2) SNK-Capcom forums for their movelist & description
3) Clarence and Yida for intro-ing me this game and teaching me the basics.
4) XX & Yida for their suggestions and feedback.
Last updated: 8 May 2008