/-------------------------------------\ |ONE MUST FALL: BATTLEGROUNDS FAQ | |Under Construction! | |by Robyrt (robyrt@marney.org) | \-------------------------------------/ Last Revision: Started arenas, 7/9/04 Table of Contents ----------------- I. Introduction II. Game System III. Single-Player IV. Arenas 1. Arctic Depths 2. Blade Pit 3. Blast Furnace 4. Dante's Chasm 5. Desert 6. Inferno 7. Laser Ball 8. Mount Haishiro 9. Neo Vegas 10. Pharaoh's Fire 11. Power Plant 12. Space Station V. Robots 0. Legend 1. Chronos 2. Force 3. Gargoyle 4. Jaguar 5. Katana 6. Mantis 7. Pyros 8. Warlord VI. Credits /-------------\ I. Introduction \-------------/ One Must Fall: Battlegrounds (OMF:BG, or BG for short) is, as advertised, the first 3D online fighting game. Why is this important? Because to get a proper perspective on playing, you have to know what kind of game it is. * 3D: Range and dodging are very important in this game. One step is the difference between a successful throw and a horribly obvious missed throw attempt, and one dodge is the difference between a fireball and a free super for your opponent. Know where you are in the arena at all times. * Online: You WILL get teamed up on, attacked from behind, and harassed by projectile-throwing newbies. Know where your enemies and teammates are, and move accordingly. * Fighting: This is not Half-Life, nor is it Street Fighter. However, being able to combo, retaliate, and outprioritize is essential. Even a mage needs to use his staff sometimes, especially at close range. /-------------\ II. Game System \-------------/ 1. GAME BASICS -------------- * MOVEMENT: The arrow keys control basic movement on the ground or in the air. Blocking: Stand in place or walk backwards (B) to block incoming frontal attacks. Attacks from the side or back cannot be blocked. Running: Tap and hold forward (f,F). You move faster while running but in this state, any hit you take will knock you down and you cannot stop immediately. Ducking: Hold E to duck. This will ultimately duck some attacks, and also picks up any powerups near you, including Force's charges. Dodging: Press l,l+E to dodge left and r,r+E to dodge right. Pressing the opposite direction of your dodge during the dodge will make you turn 90 degrees in that direction after the dodge finishes. Strafing: Hold L+E or R+E to walk sideways. Hold F while strafing to turn in a circle while strafing. Superjumping: Press E+J to jump higher than normal. In BG, a superjump is just like a normal jump in all respects except height. * SCORING: This differs for each gametype: Last Man Standing: The last player left alive gets one point. Winning is calculated by the player's score. Last Team Standing: When one team is eliminated, surviving players get one point and their team gets one point. Winning is calculated by the team's score. Demolition: Players get one point for each point of damage they inflict on other players. Bonuses are awarded every round to the player with the most damage inflicted, least damage received, most powerful combo and highest hits in a combo. Winning is calculated by the player's score. Team Demolition: Players get one point for each point of damage they inflict on the other team. For each point of damage a player receives (even from hazards or teammates) the other team gets one point. Bonuses are awarded every round to the player with the most damage inflicted and least damage received and their teams. Winning is calculated by the team's score. * TEAM PLAY: Normal attacks will pass through a teammate, but special and super attacks can still damage them. Be careful! * COMBOS: Right below the score readouts is a readout (number of hits and damage) for any combos (sequences of moves that are guaranteed once the first hit connects) you perform. To see example combos for individual bots, see their respective sections in part VI. Note that once a combo has started, the attacker may use each of his moves only once and the defender is unable to interrupt the combo or otherwise avoid damage except by air evades. * PILOT STATS: Each pilot has four statistics: Power: Amount of damage and chip your moves do Agility: Speed of movement and attacks Endurance: Amount of damage your bot takes, recharge rate of stamina bar Focus: Recharge rate of energy bar, charge rate of projectiles All selectable pilots have a total of 200 stat points, with each statistic having between 1 and 100 points. 4. GAME CONTROLS ---------------- A: Left Punch S: Right Punch D: Evade F: Jump Z: Left Kick X: Right Kick Left Arrow: Turns left Up Arrow: Moves forward Down Arrow: Moves backward Right Arrow: Turns right Esc: Takes you to the in-game menu Tab: Shows server statistics T: Chat Ctrl-Shift-Q: Exits OMF:BG F12: Take screenshot 5. DAMAGE SYSTEM AND HUD ------------------------ * HEALTH BAR: This is the yellow bar at the bottom of the screen. You start with 400 points of life. When they're all gone, you die. There is no way to regain life, but you can lose it by being hit by something or by blocking a move that does chip damage (i.e. most special and super moves). The more endurance you have, the less damage each hit or block does to your lifebar. * STUN BAR: This is the red bar right above your health bar. You start with 125 points of stun. When it's gone, you become briefly "stunned" and can't do anything (even block). Standing or walking backwards causes your stun bar to increase. Being hit causes your stun bar to decrease just like your health bar. The more endurance you have, the less damage each hit does to your stun bar. * STAMINA BAR: This is the light red bar inside your stun bar. You start with 125 points of stamina. When you are hit, your stun bar instantly decreases to the level of your stamina bar. Performing special or super moves, dodging and running decrease your stamina bar by a fixed amount. Standing or walking backwards cause it to increase very quickly, up to the current level of your stun bar. The more endurance you have, the faster your stamina recharges. It also recharges more quickly when an opponent is farther away from you. * ENERGY BAR: This is the blue bar right above your stun bar, divided into 3 levels (each of which glows blue when full). You start with one level. You gain energy by hitting an opponent with a normal or special move, by blocking a special or super move, by standing on an energy recharge pad, or by walking over an energy powerup. You use 1-2 energy levels to perform each super move. The more focus you have, the more energy you gain with all of these methods. * SCORE READOUT: Three pictures and numbers are in the top left corner of the screen. The top one is your pilot and your score. In non-team games, the second picture is the first place player and their score. In team games, the next two pictures are the two teams and their scores. * STATS READOUT: In the bottom left of the screen is your picture, your pilot stats, your name and your team name. In the bottom right is the same information for the opponent you are currently targeting. (After facing an opponent for a short time, you will automatically target that opponent.) Your targeted opponent's health, stun and stamina bars will also appear above his robot. * COMBO LIMITS: Inside a combo, each move can only be used once. For example, Jaguar can do f+LP,RK as a combo or RK,f+LP, but not f+LP,RK,f+LP: the second f+LP will whiff. * DAMAGE SCALING: Each successive hit in a combo does less damage than the one before it - up to a point. The first hit does full damage, the second hit does 80%, the third 65%, the fourth 50%, the fifth 35%, and all successive hits 15%. This means that you should concentrate on making the first five hits of your combo as powerful as possible, and then tacking on as many hits as possible after that. This is why many of the best combos end with a big long super move: super moves often connect for 10+ hits, and at the end of a combo, you want as many hits as you can to eke out that last shred of damage. /--------\ IV. Arenas \--------/ 1. ARCTIC DEPTHS Also known as "Iceberg". Spawn points are all along the top sections. The center section rotates, making projectiles nearly useless. In the center of the map there is an energy recharge spot, surrounded by bumpers that will get you back up to the sides of the arena - spend a few rounds practicing by yourself until you know how not to have them bounce you into the water, where you die. Stand on the center of the three bridges for a while to activate a cruise missile blast from an orbiting ship. 2. BLADE PIT Energy pickups are on the top level. So are two rotating sawblades which do a bit of damage. Behind each section of wall is a glowing panel - when it reaches red, the spikes will come out to cover that entire slice of floor (they knock down and bounce you into the center circle). They can be countered, but it means turning your back to the rest of the arena - not a good idea. The center circle is free of spikes. 3. BLAST FURNACE Known in beta testing as "Grudge Match," this is a lot like the Blade Pit, but less chaotic and less forgiving. Some hits into the kicker areas (the moving sections of wall) will just get you comboed halfway up the sides, some will carry you all the way up until you hit the kicker and are destroyed. Energy pickups are right in front of the kicker areas. 4. DANTE'S CHASM Known in beta testing as the "Canyon", this is actually quite a fun arena for team play. Standing next to a platform will put your picture above the corresponding cannon - it will now shoot at your opponents, doing a good chunk of damage. It can also shoot at you if it sees you, though, so stay out of the laser's way. Standing on top of the end of the ramps will gain you that entire side of the canyon, but it takes so long to get up that you'll have lost all your stamina by the time you get there, sso make sure you aren't followed. Energy pickups are at the ends of the arena. Note that you can usually get halfway up the ramps from the ground with a quick superjump and a move that takes you upward like Pyros a.fLK. 5. DESERT The edges of the arena are mines - the farther you're knocked back, the more mine hits it'll take to deposit you back inside, usually close to one of the interior points of the "X" the arena forms. Two opposite ends are jump pads that, with practice, will land you on top of the pyramid, where you can pick up the nuke and launch it on those below. The other ends hold a plane pickup, which when "thrown" calls the planes to attack your current target no matter where he is. (Great for getting someone off the pyramid!) Energy pickups are above the interior points of the "X". The hardest part of this level? Adjusting for the slight slope of the sides of the "X" and using the pyramid wall to extend your combos. 6. INFERNO 7. LASER BALL 8. MOUNT HAISHIRO 9. NEO VEGAS 10. PHARAOH'S FIRE 11. POWER PLANT 12. SPACE STATION /-------\ V. Robots \-------/ 0. LEGEND --------- f,b,l,r: Tap forward, back, left or right arrow keys d: Tap any direction LP: Left Punch (defaults to A) RP: Right Punch (defaults to S) PP: LP+RP simultaneously P: Either LP or RP LK: Left Kick (defaults to Z) RK: Right Kick (defaults to X) KK: LK+RK simultaneously K: Either LK or RK E: Evade (defaults to D) J: Jump (defaults to F) j.: Jump before you perform this move (sj. to superjump) a.: Perform move while airborne ,: Perform commands in quick succession +: Perform commands simultaneously Special and super moves are presented in this fashion: Name: Command - Notes - Damage/Chip A move does the "damage" value if it hits and the "chip" value if it's blocked. If the chip value is "ub" the move is unblockable. The chip values are based on zero block penetration. Normal moves are presented like this: Command: Description - Damage Normal moves automatically have a chip value of 10% their normal damage. *** Universal Moves: *** Nothing: Block (up to +1/2 stamina/sec) f: Walk forward b: Walk backward, block f,hold f: Run (-1/14 stamina/sec) E: Slide forward while ducking J: Running Jump (-1/6 stamina) LP/RP: Throw left/right pickup f/b: Direct distance of throw E: Duck, take/steal pickup F+E: Turn towards current target l/r+E: Strafe f/b: Circle-strafe ll+E/rr+E: Left/Right Evade (-1/6 stamina) J: Jump E+J: High Jump ff+J: Running Jump (-1/6 stamina) b: 180-degree turn bb+J: Backflip (-1/3 stamina) ll+J/rr+J: Side Jump (-1/3 stamina) r/l: 90-degree turn to opposite side a.dd+E: Air Evade (can be used while being hit, -1/8 stamina) Forward air evades turn up to 90 degrees toward your target. *** Pickups: *** All: length of throw can be controlled with f/b Lightning Ball: 22/ub - can use up to 3x, tracks opponent vertically, left hand Nuke: 58(19x6)/ub - right hand Planes: 47/ub - left hand Swarmers: 31/6 x4 - right hand Laser Ball: 73/ub - tracks opponent, right hand, see "Laser Ball" arena It is rumored that "Legend" is actually the name of the secret HAR in OMF:BG that you can get by fulfilling various near-impossible conditions, such as beating the Masters Tournaments on max difficulty with the Mizuno-MX pilot. Only time will tell... :-) 1. CHRONOS ---------- *** Normal Moves: *** Light: 14 Heavy: 36 LP: Headbutt - 32 fLP: Left hook RP: Uppercut fRP: Jab LK: Upwards acceleration cone - 26 fLK: Knee RK: Roundhouse fRK: Short kick a.LP: Downwards double punch a.fLP: Left jab a.RP: Jab and uppercut - 18(10+10) a.fRP: Right jab a.LK: Downwards acceleration cone a.fLK: Roundhouse a.RK: Flip kick a.fRK: Right kick l/r+P: Backhand - 24 (knockdown) *** Special Moves: *** Bomb Crystal: bf+P - makes pickup LP: Forward - 15/ub RP: Arcing - 15/ub Listed in manual as "Create Time-Acceleration Crystal" This crystal explodes when thrown, damaging nearby HARs. Stasis Beam: ff+P LP: Upward - 2/0 RP: Forward - 2/0 The Stasis Beam freezes an opponent for a short period of time. Stasis Crystal: bf+K - makes pickup LP: Forward - 1/ub RP: Arcing - 1/ub Listed in manual as "Create Stasis Crystal" This crystal explodes when thrown, freezing any HAR within its blast. Teleport Kick: ff+K LK: Target's front - 26/0 RK: Target's back - 26/0 Chronos teleports to the current target and kicks them. Side Acceleration Cone - ll/rr+K - 26/0 Counter Attack: LP+LK or RP+RK - LK Teleport Kick Throw: f+PP - 39/ub *** Super Moves: *** Bomb Barrage: bf+PP - 41(15x4)/ub Listed in manual as "Super Acceleration Crystals" Chronos launches a stream of bomb crystals. Super Stasis: bb+KK - 65/ub Listed in manual as "Mass Stasis" Any nearby opponents are frozen, then hit with a teleport punch. Teleport Assault: ff+PP - 70/0 Listed in manual as "Temporal Ambush" Chronos teleports to the current target, attacking them with a time-accelerated combo. 2. FORCE -------- *** Normal Moves: *** Light: 14 Heavy: 36 LP: Short uppercut fLP: Left jab RP: Two-handed uppercut fRP: Right jab LK: Step back and lunging kick fLK: Lunging kick RK: Flipkick (knockdown) fRK: Roundhouse - 36 a.LP: Downwards left jab a.fLP: Left jab a.RP: Two-handed uppercut a.fRP: Uppercut a.LK: Downwards double hammer a.fLK: Left jumpkick a.RK: Flipkick a.fRK: Roundhouse l/r+P: Backhand - 24 (knockdown) *** Special Moves: *** Bomb Charge: bf+P - makes pickup LP: Forward - 19/ub RP: Arcing - 19/ub Listed in manual as "Create Force Bomb" When thrown, the Bomb Charge seeks nearby opponents and explodes on contact. Deflector: ff+RK - hold RK to extend - reflects standard projectiles Force creates a shield capable of reflecting projectiles. Gravity Well: bb+K - anti-air only LK: Short - 10/ub RK: Long - 20/ub The Gravity Well grabs airborne opponents and slams them to the ground. Meteor Call: bb+P LP: Long - 26/5 RP: Wide - 30/7 Force calls a hail of meteorites from space. Repulsor: ff+LK - hold LK to extend - max 24(7x7)/14 The Repulsor damages opponents while pushing them away from Force. Side Repulsor: ll+LK or rr+LK - hold LK to extend - 24(7x7)/14 Vortex Charge: bf+K - makes pickup LK: Forward - 30/ub RK: Arcing - 30/ub Listed in manual as "Create Gravity Vortex" When thrown, the Vortex Charge will attract nearby HARs, damaging them on contact. The longer the Charge is held, the stronger the pull will be. Counter Attack: LP+LK or RP+RK - RK Gravity Well (without air-only restriction) Throw: f+PP - 39/ub *** Super Moves: *** Black Hole: bf+PP - uses 2 energy bars, requires 2 vortexes - 60?/ub The Black Hole exerts a powerful attraction on all nearby HARs. Any HAR pulled into the Black Hole is damaged continually for its duration. Bomb Wave: bf+PP - requires 2 bombs - 45/8 Listed in manual as "Super Force Bomb" The Bomb Wave is a fast-moving row of Bomb Charges that spreads out as it travels away from Force. Super Gravity Well: bb+KK - anti-air only - 50?/ub The Super Gravity Well pulls opponents from the sky and slams them to the ground with extreme force. Super Meteor Call: bb+PP - can be done in air - max 37/7 Force calls a massive barrage of meteorites to attack opponents on all sides. 3. GARGOYLE ----------- *** Normal Moves: *** Light: 14 Heavy: 36 LP: Wing attack (launches) fLP: Left jab RP: Uppercut - 14 fRP: Right jab - 25 LK: Flip kick - 29 fLK: Short kick RK: Lunging kick - 29 fRK: Lunging punch a.LP: Overhead hammer a.fLP: Left jab a.RP: Spinning uppercut a.fRP: Right jab a.LK: Axekick a.fLK: Short kick a.RK: Drill kick a.fRK: Jumpkick l/r+P: Short Scream - 9 *** Special Moves: *** Aero Spike: bf+LP - 28/6 - hold LP to aim Listed in manual as "Aero-Spike" The Aero Spike is a fast-moving projectile. Glide: ff+P or a.ff+P - arrow keys to aim LP: Upwards - 9/0 per hit RP or a.LP: Forwards - 9/0 per hit a.RP: Downwards - 9/0 per hit Listed in manual as "Talon Glide" Gargoyle takes to the air, becoming a controlled projectile. Leg Grab: a.ff+K LK: Near - 40/0 RK: Far - 40/0 Gargoyle swoops to the ground, grabbing and slamming an opponent. Sonic Scream: bb+K - max 25/4 - hold K to extend Gargoyle emits a high-frequency shriek that rattles an opponent's HAR. Side Scream: ll+K or rr+K - max 25/4 - hold K to extend Whirlwind: bf+RP - 19/3 - hold RP to aim Gargoyle creates a whirlwind that follows the current target. Counter Attack: LP+LK or RP+RK - 36/0 Throw: f+PP - 39/ub *** Super Moves: *** Super Glide: ff+PP or a.ff+PP - 22/0 per hit - arrow keys to aim Gargoyle takes flight and performs a powerful, looping Glide. Super Leg Grab: a.ff+KK - 76/0 Gargoyle grabs an opponent, slashes and shreds them with claws, then slams them to the ground. Super Scream: bb+KK - 36/8 The Super Scream damages and repels all nearby HARs. 4. JAGUAR --------- *** Normal Moves: *** Light: 13 Heavy: 34 LP: Uppercut fLP: Left jab RP: Spinning slash fRP: Forward punch - 23 LK: Axekick fLK: Hop and spin kick - 15 RK: Roundhouse fRK: Fast roundhouse a.LP: Uppercut a.fLP: Left jab a.RP: Spinning slash a.fRP: Right jab a.LK: Flipkick a.fLK: Left kick a.RK: Roundhouse a.fRK: Right kick l/r+P: Side swipe - 23 *** Special Moves: *** Concussion Cannon: bf+P - hold P to aim LP: Fast - 28/6 RP: Tracking - 28/6 Air Concussion Cannon: a.bf+P LP: Near - 28/6 RP: Far - 28/6 Jaguar Leap: ff+P or a.ff+P LP/a.LP: Short - 23/5 RP: Long - 23/5 a.RP: Downwards - 23/5 Jaguar lunges forward, slashing with both arms. Side Jaguar Leap: ll+P or rr+P LP: Short - 23/5 RP: Long - 23/5 Backflip + Upwards Jaguar Leap: bb+P LP: Short - 23/5 RP: Long - 23/5 Overhead Throw: a.PP - 39/ub Jaguar grabs an opponent, performing a flip-and-throw attack. Particle Beam: bf+K - hold K to aim LK: Fast - 11/3 RK: Ricochet - 11/3 The Particle Beam hits instantly. Counter Attack: LP+LK or RP+RK - RP Jaguar Leap Throw: f+PP - 35/ub *** Super Moves: *** Berserker Dash: ff+PP - 67/0 Listed in manual as "Berzerker Dash" Jaguar charges forward and attacks with a rapid and devastating combo. Super Concussion Cannon: bf+PP - 69/40 Jaguar fires a series of Concussion blasts, each one travelling further than the previous. Super Particle Beam: bf+KK - hold KK to aim - 49/24 Jaguar fires a series of Particle Beams, each one travelling further than the previous. 5. KATANA --------- *** Normal Moves: *** Light: 14 Heavy: 36 LP: Uppercut fLP: Left slice RP: Double-handed slice fRP: Spinning slice - 25 LK: Upwards kick (launcher) fLK: Fast kick RK: Flipkick fRK: Forward cartwheel a.LP: Left spinning slice a.fLP: Left slice a.RP: Right spinning slice a.fRP: Right slice a.LK: Drill kick a.fLK: Head stomp a.RK: Flipkick a.fRK: Cartwheel l/r+P - Side slice - 24 *** Special Moves: *** Razor Spin: ff+K LK: Forward - 23(10x3)/2 RK: Upward - 23(10x3)/2 Katana somersaults forward, slashing at nearby opponents. Rebound Strike: dd+J or a.dd+J - 28/6 - activates when it hits a wall Also known as "Wall Kick" Katana uses a nearby wall to leap at the closest opponent and kick them. Rising Blade: ff+P LP: Short - 31/2 RP: Long - 42/3 Katana spins while slashing opponents. Side Rising Blade: ll+P or rr+P LP: Short - 28(18+13)/2 RP: Long - 34(13x4)/3 Sonic Blade: bf+P - hold P to aim LP: Ricochet - 21/2 RP: Tracking - 21/2 Katana strikes its blades together, producing a rolling shockwave. Backflip: bb+E Counter Attack: LP+LK or RP+RK - RP Rising Blade Throw: f+PP - 39/ub *** Super Moves: *** Blade Storm: ff+KK - 60/6 Listed in manual as "Super Blade Spin" Katana whirls forward with both blades slashing. Opponents caught in the Blade Storm are carried along with Katana. Super Razor Spin: a.ff+KK - up to 53/6 Katana performs an extended version of the Razor Spin. Super Rising Blade: ff+PP - 60/15 Katana performs an extended version of the Rising Blade. 6. MANTIS --------- *** Normal Moves: *** Heavy: 32 Light: 13 LP: Double-handed punch fLP: Jab RP: Uppercut fRP: Spin punch LK: Flip over and kick from behind (launch) fLK: Step back and lunging kick RK: Double spin kick - 13+13 fRK: Roundhouse a.LP: Downwards spider bomb - 19 a.fLP: Spin punch a.RP: Forwards spider bomb - 19 a.fRP: Uppercut a.LK: Spin kick a.fLK: Left slice a.RK: High kick a.fRK: Right slice l/r+P: Side spider bomb - 19 *** Special Moves: *** Acid Spit: bf+P - hold P to aim LP: Fast - 28/6 RP: Tracking - 28/6 Mantis fires a gob of acidic gel. Fly Drone: bb+K - makes pickup LP: Forward - 25(9x4)/0 RP: Arcing - 25(9x4)/0 Listed in manual as "Flying Drone" The Fly Drone, when released, will thrust its lance into a nearby HAR and self-destruct. Side Attack: ll+P or rr+P - 19/1 Mantis quickly creates and drops a Spider Bomb to either side, where it explodes. Slide Combo: f,f+K LK: Slow - 23(13+13)/1 RK: Fast - 30/1 Listed in manual as "Insect Strike", also known as "Slide Kick" Spider Drone: bb+P - makes pickup, see below LP: Long - 19/ub RP: Short - 19/ub The Spider Drone, when released, walks towards nearby HARs and self-destructs. If no HAR is nearby, the Spider Drone becomes dormant and can be detonated at will. Drop Mines: PP - drops spiders you're holding as mines Detonate Mines: KK - detonates your mines Counter Attack: LP+LK or RP+RK - RK Insect Strike Throw: f+PP - 19/ub *** Super Moves: *** Spider Ball: bf+PP - also releases 6 spiders - 37/ub (+spiders) Listed in manual as "Super Drone Infestation" Mantis launches a cluster of Spider Drones that breaks apart upon impact. Super Slide Combo: ff+KK - 78/1 Listed in manual as "Savage Strike" Mantis slides toward an opponent and delivers a rapid, dizzying combo from all sides. Super Swarm: bf+KK - releases 4 flies - 45/0 Listed in manual as "Fly Swarm Infestation" Mantis releases a swarm of Fly Drones, each one travelling further than the previous. 7. PYROS -------- *** Normal Moves: *** Light: 15 Heavy: 37 LP: Fake and small flame - 15 fLP: Left jab RP: Charge punch fRP: Right jab LK: Flipkick fLK: Short flipkick RK: Hop forward and diving kick fRK: Short kick a.LP: Forward flames a.fLP: Diving punch - up to 28(12x3) a.RP: Downward flames a.fRP: Short diving punch a.LK: Diving kick a.fLK: Short flipkick a.RK: Roundhouse a.fRK: Small diving kick l/r+P: Side flame - 25 *** Special Moves: *** Fire Spin: ff+P or a.ff+P LP: Stationary - 32(12x4)/4 RP: Forward - 32(12x4)/4 Pyros uses jet thrust to spin and strike nearby opponents. Side Fire Spin: ll+P or rr+P - 36(12x6)/6 Fireball: bf+P - hold P to aim LP: Fast - 28/6 RP: Tracking - 28/6 Pyros fires a ball of flame. Flamethrower: bb+P LP: Upwards - 33(11x6)/9 RP: Forwards - 29(11x4)/7 Listed in manual as "Flame Thrower" Pyros fires a blast of flame that damages opponents and pushes them away. Counter Attack: LP+LK or RP+RK - RP Fire Spin Throw: f+PP - 35/ub *** Super Moves: *** Super Fire Spin: ff+PP or a.ff+PP - 60/39 Pyros creates a whirlwind of flame, carrying multiple opponents into the air then blasting them away. Super Fireball: bf+PP - 43/ub Pyros creates and throws a massive ball of fire that bounces around the arena. Super Flamethrower: bb+PP - usually 80/39 Listed in manual as "Super Flame Thrower" Pyros shoots flame from both hands, covering a large area. 8. WARLORD ---------- *** Normal Moves: *** Light: 19 Heavy: 47 LP: Spinning punch fLP: Left punch RP: Double-handed overhead strike fRP: Right punch LK: Stomp - 28 fLK: Shoulder ram RK: Hop forward and stomp - 28 fRK: Short kick a.LP: Spinning punch a.fLP: Left swipe a.RP: Double-handed overhead strike a.fRP: Right swipe a.LK: Double-footed kick a.fLK: Shoulder ram RK: Jump downward and stomp - 35 a.fRK: Jumpkick l/r+P: Backhand - 32 *** Switching Arms: *** LK: left hand RK: right hand KK: both hands Mace Hand: rr+K Missile Hand: ff+K Mortar Hand: bb+K Claw Hand: ll+K *** Special Moves: *** Claw Grab: dd+P - claw hand only, ll+RP and rr+LP don't work LP: Throw backwards - 47/ub RP: Throw forwards - 47/ub Listed in manual as "Grapple Slam" Warlord grabs an opponent and throws them forward or backward. Mace Smash: ff+P - mace hand only LP: Lunging mace attack - 40(23x2)/10 RP: Earthquake smash - 28/ub - turns slightly toward target Listed in in-game help as two separate attacks Missile Swarm: bf+P - hold P to aim, rocket hand only LP: Fast - 31/3 RP: Tracking - 31/3 Listed in manual as "Rocket Launcher" Warlord fires a pack of 3 missiles. Mortar: bf+P - hold P to aim, mortar hand only LP: Bouncing - 13/ub RP: Arcing - 13/ub Listed in manual as "Mortar Launcher" Warlord fires an explosive shell. Counter Attack: LP+LK or RP+RK - fLK *** Super Moves: *** Mace Run: ff+PP - 78/ub - mace hands only Listed in manual as "Super Mace Smash" Warlord charges forward, slamming the ground with paired Maces. Mortar Assault: bf+PP - 24/ub - mortar hands only Listed in manual as "Mortar Bombardment" Warlord fires two shells that split apart and rain warheads on a wide area. Super Claw Grab: ff+PP - 83/ub for one opponent - claw hands only Listed in manual as "Super Grapple" Warlord lunges forward, grabbing nearby HARs in both arms and viciously smashing them. Super Missile Swarm: bf+PP - 49/7 - rocket hands only Listed in manual as "Missile Barrage" Warlord fires a wave of 12 missiles. /---------\ VI. CREDITS \---------/ Diversions Entertainment: The game itself, which is their copyright. Judy Elam, Katana, Relnah, Spockmeat, Spoony, X-BoT: Help on beta versions of this FAQ Robyrt (Robert Marney): Everything else That's it! Now go play OMF:BG!