Robyrt's One Must Fall: Battlegrounds FAQThis page is simply an HTML version of my BG FAQ. Current version: 1.54, last updated 04/13/03. Your contributions are welcome; just email me with anything you think should be in there. Table of ContentsI. What is BG?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.
II. Beta TestingSorry, folks, this section is for beta testers only. That's the whole point of having an NDA, folks. :) III. Basic WalkthroughOK, you're a complete newbie. You've played Tekken maybe once, and that was for the giant panda. You have no idea what the controls list means and in your first multiplayer game you got killed by the arena before the other players had a chance. This section is for you. Step 1: Making a ServerFirst, go into the options menu and set the AI difficulty level all the way down, so your opponent won't bother you much. Then, find yourself a quiet spot to practice: start up a server, make it Demolition in the Desert on "turbo" speed, then choose the default pilot and the Jaguar robot. You'll have time to worry about the finer points of choosing a pilot and robot later. Step 2: Basic MovementLet's practice some movement. The arrow keys control your character: forward, back, left and right. (We shorten them to f, b, l, and r for readability.) Note that since this isn't an FPS, the arrow keys will turn your character instead of strafing. Now, this is fine for turning or backing away, but walking forward is rather slow. To run, tap and hold forward. This is the fastest movement available to you, but if you get hit while you're running, you'll fall flat on your face. Practice running for a while; make sure you can get around the arena without falling into the mines. STEP 3: Advanced MovementNow that you're familiar with running and walking, let's get on to the controls. They're arrayed like this: A S D F or as we LP RP E J Z X call them: LK RK These stand for Left Punch, Right Punch, Left Kick, Right Kick, Evade, and Jump. Try these out and see what they do. Note that although Evade makes you crouch, you can't do low moves. (They aren't necessary, as you'll see.) Also, your jump isn't very high. To superjump, press E+J. (The plus sign means to hit the buttons at the same time; you'll be doing a lot of that, so get used to it.) Another nifty function of the Evade button is to, you guessed it, evade attacks. To strafe, hold E and left or right. Hold forward while you're doing it (keep holding all 3 keys) and you'll move in a circle. This is called circle-strafing; circle around something to get the hang of it. However, it's kind of slow, so for really going sideways, you'll need a dodge: l,l+E or r,r+E. (Tap left/right twice and press E with the second tap). If you did it right, you'll roll to the side. This is almost as important as running, and works wonders for avoiding projectiles, jump attacks, etc. You also have a built-in 90-degree turn while doing your dodge: just tap the opposite direction from your dodge in the middle of your dodge animation and you'll turn to the side. This is great for somebody close to you, since you can dodge and then immediately turn to face them. Try using your newfound movement capabilities until you have at least minimal control. (Don't worry, you'll get better.) What's that little red bar mean? It's labeled "Stun", and when you run or dodge stuff, the light red part goes down. That's your stamina: if you're hit while your stamina is low (from doing too many attacks and quick movements) your stun bar will decrease to its level. If your stun bar is zero, you'll be unable to move until you recover: ouch! In particular, here's your first task: See those green platforms on the edge of the arena? Jump on top of one (either jump forward with f+J, or superjump with E+J and then hit forward) and pick up the "planes" powerup on it by pressing E. You now hold it in your left hand, so turn to face your AI opponent and press LP (see above diagram if you can't remember) to throw it. Sit back and watch the jets you just summoned! Two sides of the arena contain this powerup; the other two have a "bounce pad", which bounces you up to the top of the pyramid. Get on top, pick up the nuke on the pyramid with E, and then blow things away. :) Step 4: Basic AttacksOK, you can run around places, you can superjump to get around places, you can dodge enemy attacks, now you need the fun part. Attacking. :-) Hit Esc for the menu, then add an AI bot. (Make sure he's on the opposite team; his pilot and robot are irrelevant.) Remember those four punch/kick buttons? Run up to face your opponent and dish out some pain! ... Ah, I see. He just sits there and blocks everything you throw at him. A very important skill: to block incoming attacks (projectiles, punches, you name it) just don't press anything. That's right, let go of the keyboard and you'll automatically defend anything coming straight at you. Now go back to your hapless AI opponent, run behind him, and start attacking. Notice that he (and you, for that matter) can't block anything behind or from the sides. Thus, if you find yourself taking damage mysteriously, you're under attack from behind, so turn around! Now that you've familiarized yourself with your four basic heavy attacks, let's do some light ones. To do a light attack, hold forward and hit the appropriate button. So if you want to do a less clumsy version of Jag's RP, hit f+RP for a different, faster and weaker attack. Familiarize yourself with these eight attacks, then look at your 8 jump attacks (the same as on the ground: press a button for a heavy attack, forward + a button for a light attack). Of course, you won't be using all of them, but it's good to have them in the back of your mind for emergencies. Once you know your basic attacks, you can start trying out a central concept of fighting games, the "combo" (short for "move combination"). These are attacks in a particular sequence that the opponent can't block or escape once the first one hits. If you're successful, text at the left of the screen will tell you how many hits you just chained together. Unfortunately, doing these isn't as easy as mashing buttons. For a simple one, get up close behind the opponent and do f+RK, LP. (As soon as your f+RK hits, press LP). If you did it correctly, it should say "2 Hit Combo". Why this specific combo instead of one more powerful? Because LP (your uppercut move) knocks the opponent up off their feet, it's called a "launcher". While the other guy is falling, he's completely defenseless, so you can hit him and add to the combo easily. (More on this later.) Step 5: Special and Super MovesNow that you've got the hang of some basic moves, try the most basic special move, the Jag Leap: f,f+P. Tap forward twice, and on the second tap press either punch button as well. If you do it right, your Jag will rush forward with blue trails. Notice that LP and RP make different Leaps: one fast, one long-ranged. The usefulness of this move should be immediately apparent: it gets you in close, it retaliates against blocked attacks, that sort of thing. Now get behind your opponent and press f,f+PP: both punch buttons at the same time instead of just one. You should do a red leap forward that starts off an impressive combo. Note that this also uses up one-third of your "energy" bar at the bottom of the screen, so it's a super move. Since it's a super move, it also has the potential to completely destroy the other bot: get him down to a sliver of health, then use f,f+PP (the Berserker Rage super) to finish him off. This is called a "destruction" and is accompanied by an immense feeling of reward in the form of pyrotechnics. :-) Since you'll often get in situations where you need a quick, medium-range attack somewhere other than directly in front of you, different versions of the Jag Leap can be performed by tapping l,l+P or r,r+P (to turn 90 degrees and immediately Leap) or even b,b+P (a backflip and Leap upwards, to defend against jump attacks). You can even do a Leap in the air with f,f+P. It's actually easy to remember this stuff, since your special moves (no matter which bot you are) see heavy use on the multiplayer battlefield. Special moves are also important in combos (remember them?). For example, try adding an RP Jaguar Leap (f,f+RP) to your previous combo, making it f+RK, LK, f,f+RP. Of course, it's not nearly as impressive or powerful as your Berserker Rage super move, but with a little work, you can make combos that will severely punish anyone who leaves you an opening. Unfortunately, most of this stuff is useless (and possibly dangerous) against a blocking opponent. To hit someone blocking, use a throw, f+PP. Throws can't be blocked, but they have very little range, so get right up next to an opponent before you try one. If you did it right, you should grab him and kick him twice, sending him flying. If you just do a grab motion, you're not close enough. Throws are important because they can succeed against an otherwise ironclad defense. Now you're ready for some more specific strategy, covered in detail for your choice of bot and arena. Have fun! IV. Game System1. Game BasicsMOVEMENT
SCORING
TEAM PLAY
COMBOS
PILOT STATS
ROBOT STATS
2. Game ControlsA: 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-W: Toggle wireframe mode Ctrl-N: Toggle network display Ctrl-P: Toggle profiling information Ctrl-Shift-Q: Exits OMF:BG F12: Take screenshot 3. Damage System and HUD
4. Basic StrategyPositioning
Joining In
Pickup Confluence Some pickup weapons create convergence points, such as the pyramid in Desert. As well, the pickup weapon is highly desirable because of its power or uniqueness in the arena. Unless everyone is so busy that they fail to pay attention to that point, avoid it. Whoever goes there is likely to be attacked, and whoever gets the item even more so, as the item user cannot use the item in melee. However, some pickup weapons are spread out, and as such people pay significantly less attention to them, such as the 3 nukes in Pharoh. People holding pickups are likely to be rushed, because running away from them isn't likely to work well. Observing how the other players use and react to the pickup weapons and their locations is very important towards identifying good opportunities to join in. Laying Low
Make Them Fight Each Other
A Free-for-All is a Free-for-All
V. Arenas1. Blade PitHazards: Sawblades on edge of arena, 3 hits apiece; Spikes from bottom walls, 1 hit knocking you to center Powerups: 2 energy spheres on top walls, accessible by superjump from top edge Tips: Look for the red lights underneath each section of floor. Once it becomes a triangle, the spikes will trigger. General: The Bladepit is great for small numbers of people, as there isn't much space to run and spikes force you all into the center section if you're not careful. Remember this and keep the pressure on your opponent; prevent them from just running. You CAN reverse the spikes, so use that to your advantage. 2. CanyonHazards: Cannons on arena walls, player-controlled with laser sights Powerups: 4 energy spheres at ground level in arena corners; 2 cannon control centers on top of staircases; Individual cannon control centers next to cannons Tips: Once you own a cannon, your pilot photo will appear above it. Be careful - even your own cannons will shoot you if their targeting lasers find you, although they won't target you. Pyros and Jaguar can jump from one top railing to the other using superjump and firespins/leaps. Pyros can also get up the ramps quickly: simply run towards the shortest pillar and sj.f+LK three times. 3. CityHazards: None Powerups: Energy sphere at ground level in arena center Tips: This is a very basic arena. No frills, no stupid hazards, just nice big walls for your lasers to reflect off of, two recessed places to hide when plotting your next assault, and a juicy powerup in the center. 4. DesertHazards: Mines past edges of arena, hits dependent on distance to arena Powerups: Fighter jet call (LP) on opposite edges, on platform accessible by superjump from ground; Nuke (RP) on top of pyramid, accessible by bounce pad from opposite edges; 4 energy spheres in corners of arena, accessible by superjump from floor Tips: Always enter the bounce pads from the pyramid side, or you'll risk missing the top entirely. The nuke can be controlled with f/b just after it's thrown; the jets are instantly triggered on your target. General: Desert is the most "stable" arena, and great for big matches. The pyramid is always a popular spot, so take advantage of this: Force players can throw meteors, vortexes or black holes at the guy on top, Pyros players can get up the pyramid with repeated jumping f+RP into firespin, and Jags can seriously punish players with an aimed laser or super cannon. Throw planes whenever possible, and since energy is free if you can superjump into it, focus isn't much of a consideration. 5. Fire PitHazards: Super fireballs generated at arena edges, aimed by flying drones; Wall break damage at arena edges Powerups: 4 energy spheres at arena edges Tips: Where there's one fireball, there are sure to be more. Just imagine there is a scrubby Pyros player outside your field of vision and you'll do fine in this very simple arena. 6. IcebergHazards: Water (instant death) past edges of arena, either open or behind breakable walls Powerups: Cruise missiles on bridges in top area (top accessible by bounce pad in center); Energy recharge inside center bounce pad Tips: Don't trust the bounce pad, as it will often bounce you into the water unless you time it correctly. The cruise missiles attack your target every time the red lights finish one slow/fast cycle, but can be turned against you (more on this later). General: Expect to do a lot of running on this map, since there's plenty of wide open spaces and little in the way of incentive to keep standing. When possible, try to pressure your opponent to the edge so he can't dodge or retreat. While you CAN recharge your energy, make sure you've got a secure position before doing so, as you're asking for a projectile super in the face. To make an opponent come to you, activate the missiles and throw projectiles until he gets annoyed. To avoid the missiles, either run at full speed towards him (they'll barely miss you, given a modicum of agility) or stand under him about halfway between the bounce pad and the edge of the bottom platform so that the missiles will hit the bridge he's standing on while they streak towards you. To get up to the top without relying on the bounce pad, Pyros can superjump and firespin, f+LK, or f+RP. Be aware of throw-happy opponents, as Jag's and Force's throws will often throw you into the water. 7. LaserballHazards/Powerups: The ball (a right hand powerup) is in the center of the arena. Pressing RP will throw it until it either hits the ground and explodes, goes through the opposing team's field goal and activates, or hits another player and passes the ball to them. The ball will also activate if it is run to the opposing team's end zone. When it activates, it flies to the center of the arena and shoots a laser at all members of the opposing team. If the ball is outside the flashing line of the playfield and on the ground, it will automatically bounce itself back inside that area. Tips: The ball is extremely powerful when it activates, so be sure to have at least one teammate with high agility, high endurance, and a Jaguar or Katana to run the ball to the endzone repeatedly. 8. Pharaoh's FireHazards: Mines past edges of arena, hits dependent on distance to arena Powerups: Fighter jet call (LP) on center circle; Nuke (RP) on isolated platforms, accessible by bounce pads on arena edges Tips: Always enter the bounce pads from the center side, or you'll risk missing the platform entirely. The nuke can be controlled with f/b just after it's thrown; the jets are instantly triggered on your target. General: The number one thing to be aware of on this map is mines. One dodge or firespin could mean a couple hits and a new location in the center, a turkey shoot for fireball-throwing fools everywhere. The number two thing is nukes; if you see someone fly through the air, you can either lie in wait for them as they bounce back with a projectile super or run to the sides to avoid a possible nuke blast. If you manage to get in the center early in a round, get back out as quickly as possible; later, when only 2-4 people are left, you can safely make a run for the planes and start throwing projectiles to catch someone off guard. Since there's so little room to maneuver on this map, Jag has problems using its superior agility, and even Pyros has to forfeit some damage lest it take a few mine shots itself. 9. Power PlantHazards: Moving drones with vertical lightning attacks; Wall impact damage Powerups: Lightning strike (LP) on arena edges; Energy pad on center platform Tips: One of the drones circles the energy pad, so don't stay there too long. Run your opponent into the wall repeatedly for massive damage (Gargoyle's throw works wonders here, for up to 25 hits). 10. Space StationHazards: None that I know of Powerups: 2 energy spheres on raised platforms Tips: Blah blah blah. VI. Robots0. Legendf,b,l,r: Tap forward, back, left or right arrow keys F,B,L,R: Hold forward, back, left or right arrow keys 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.: "Jumping" (perform move while airborne) sj.: "Superjumping" (perform move while superjumping) ,: Perform commands in quick succession +: Perform commands simultaneously ->: Perform move quickly after the previous move finishes Special and super moves are presented in this fashion:
Normal moves are presented like this:
All damage values are based on Gracy vs. Gracy/Force. These values are only accurate against Force; see Game Basics for more information. 1. ChronosSpecial Moves: Stasis Cone: f,f+P LP: Upward - 2/0 RP: Forward - 2/0 Teleport Kick: f,f+K LK: Forward - 42/0 RK: Backward - 42/0 Bomb Crystal: b,f+P LP: Long - 17/ub RP: Short - 17/ub Stasis Crystal: b,f+K LP: Long - 2/ub RP: Short - 2/ub Side Power Cone: l,l+K or r,r+K - 31/0 Counter Attack: LP+LK or RP+RK Throw: f+PP - 21.5/ub Super Moves: Super Teleport: f,f+PP - 82/0 Super Bomb Crystal: b,f+PP - 50/ub Normal Moves: LP: Headbutt f+LP: Left hook RP: Uppercut f+RP: Right jab LK: Upwards power cone f+LK: Forward kick RK: High kick f+RK: Short kick j.LP: Downwards double punch j.f+LP: Left jab j.RP: Jab and uppercut j.f+RP: Right jab j.LK: Downwards powercone j.f+LK: Left jumpkick j.RK: Forwards power cone j.f+RK: Right jumpkick Combos: LK,LP,RP -> air combo air combo -> freeze cone -> air combo air combo -> super matter phasing 2. ForceAbbreviations: BO: Requires bomb charge(s) VO: Requires vortex charge(s) Special Moves: Create Bomb: b,f+P - makes BO charge LP: Forward - 21/ub RP: Arcing - 21/ub Create Vortex: b,f+K - makes VO charge LK: Forward - 37/ub RK: Arcing - 37/ub Meteor Call: b,b+P LP: Long - 37/3 RP: Wide - 37/3 Gravity Well: b,b+K - anti-air only LK: Short - 10/ub RK: Long - 20/ub Reflector: f,f+K - hold K to extend LK: Projectile - 21/4 RK: Shield - reflects cannons, fireballs, LP Whirlwind Side Reflector: l,l+LK or r,r+LK - hold LK to extend - 21/4 Counter Attack: LP+LK or RP+RK - 20/ub Throw: f+PP - 44/ub Super Moves: Super Meteor Call: b,b+PP - 45/4 Super Gravity Well: b,b+KK - anti-air only - 60/ub Super Bomb: BO b,f+PP - 46/0 Super Vortex: VO b,f+PP - uses 2 energy bars - 69/ub Normal Moves: LP: Uppercut - 18 f+LP: Left jab - 14.5 RP: Two-handed uppercut - 36 f+RP: Right jab - 14.5 LK: Charge kick - 36 f+LK: Forward charge kick - 14.5 RK: Flipkick - 36 f+RK: Roundhouse - 36 j.LP: Downwards left jab - 36 j.f+LP: Left jab - 14.5 j.RP: Two-handed uppercut - 36 j.f+RP: Forward uppercut - 14.5 j.LK: Knee - 36 j.f+LK: Fake jumpkick - 0 j.RK: Flipkick - 36 j.f+RK: Roundhouse - 14.5 Combo Tree (pre-1100): /--> f+LP -> f+RP | f+RK --+--> Throw -> LP Meteor Call (downslope only) ^ | | | \--+--+--> RK --+--> RK --+--> Gravwell -> Meteor Call / Super Meteor Call | ^ | | | | | | /----------\ \--> LK--+ \--> LK | | | | | V | +------> RP --+--> Super Gravwell --+--> Meteor Call -> Meteor Call | | | \------> LP --/ \--> Super Meteor Call Throw ^ | LP --+--> f+J -> j.f+LP -> any jump move except j.f+LK | \--> LP -> RP 3. GargoyleSpecial Moves: Glide: f,f+P or j.f,f+LP - can be aimed LP: Slow - 9/0 per hit RP: Fast - 9/0 per hit Downwards Glide: j.f,f+RP - 9/0 per hit Talon Dive: j.f,f+K LK: Near - 59/0 RK: Far - 59/0 Whirlwind: b,f+P LP: Projectile - 31/3.5 RP: Tornado - 21/0 Scream: b,b+K - hold K to extend LK: Short - 26/3 RK: Long - 35/5 Side Scream: l,l+K or r,r+K - hold K to extend LK: Short - 26/3 RK: Long - 35/5 Counter Attack: LP+LK or RP+RK - 37.5/0 Throw: f+PP - 44/ub Super Moves: Super Talon Dive: j.f,f+KK - 71/0 Super Scream: b,b+KK - 44/11 Normal Moves: LP: Wing attack - 19 f+LP: Left jab - 15 RP: Uppercut - 15 f+RP: Right jab - 26 LK: Overhead kick - 37.5 f+LK: Forward high kick - 15 RK: Double-footed kick - 37.5 f+RK: Forward punch - 15 j.LP: Overhead hammer - 37.5 j.f+LP: Left jab - 15 j.RP: Uppercut - 19 j.f+RP: Right jab - 15 j.LK: Axekick - 37.5 j.f+LK: Short kick - 15 j.RK: Roundhouse - 37.5 j.f+RK: Double-footed kick - 15 Combos:
4. JaguarSpecial Moves: Jaguar Leap: f,f+P or j.f,f+LP LP: Short - 25.5/2.5 RP: Long - 25.5/2.5 Downwards Jaguar Leap: j.f,f+RP - 25.5/2.5 Side Jaguar Leap: l,l+P or r,r+P LP: Short - 25.5/2.5 RP: Long - 25.5/2.5 Backflip + Upwards Jaguar Leap: b,b+P LP: Short - 25.5/2.5 RP: Long - 25.5/2.5 Concussion Cannon: b,f+P - hold P to aim LP: Fast - 31/3.25 RP: Tracking - 31/3.25 Air Concussion Cannon: j.b,f+P LP: Near - 31/3.25 RP: Far - 31/3.25 Laser: b,f+K - hold K to aim LK: Fast - 12.5/1.25 RK: Ricochet - 12.5/1.25 Overhead Throw: j.PP - 43.5/ub Backflip: b,b+J Counter Attack: LP+LK or RP+RK - RP Jaguar Leap Throw: f+PP - 40/ub Super Moves: Berserker Rage: f,f+PP - 88/0 Super Concussion Cannon: b,f+PP - 87/19.5 Super Laser: b,f+KK - hold KK to aim - 52/10.33 Normal Moves: LP: Uppercut - 19 f+LP: Left jab - 15 RP: Spinning slash - 31 f+RP: Forward punch - 27 LK: Axekick - 38 f+LK: Hopkick - 15 RK: Roundhouse - 38 f+RK: Fast roundhouse - 15 j.LP: Uppercut - 27 j.f+LP: Left jab - 15 j.RP: Spinning slash - 38 j.f+RP: Right jab - 15 j.LK: Flipkick - 38 j.f+LK: Left kick - 15 j.RK: Roundhouse - 38 j.f+RK: Right kick - 15 Combos: ! j.f+RK, j.LK, LK, f+LP, RK, LP, j.f+RP, j.LP (land), j.PP, j.ff+RP, ff+PP (20 hits) ! j.LK, LK, RK, LP, j.f+RP, j.LP (land), j.PP, j.ff+RP, ff+PP (156 damage) j.LK, LK, RK, LP, j.f+RK, j.PP, j.ff+RP, ff+PP j.LK, LK, f+LP, RK, LP, j.f+RP, j.LP, b,f+PP Combo Links: j.f+RK or j.f+LK -> j.LK j.LK -> LK LK -> ground combo f+LP -> RK RK -> LP (launch) f+RK -> LP (launch) launch -> j.f+RP -> j.LP (launch) launch -> j.f+RK -> j.PP -> j.ff+RP -> ff+PP or b,f+KK 5. KatanaSpecial Moves: Rising Blade: f,f+P LP: Short RP: Long Side Rising Blade: l,l+P or r,r+P LP: Short RP: Long Sonic Blade: b,f+P - hold P to aim LP: Large RP: Tracking Spinning Razor: f,f+K LK: Forward - 29/0 RK: Upward - 29/0 Wall Kick: f,f+J or b,b+J or l,l+J or r,r+J - 27/3 Air Wall Kick: j.f,f+J or j.b,b+J or j.l,l+J or j.r,r+J - 27/3 Backflip: b,b+E Counter Attack: LP+LK or RP+RK - RP Rising Blade Throw: f+PP Super Moves: Super Rising Blade: f,f+PP Super Spinning Razor: f,f+KK Normal Moves: LP: Slow double slice f+LP: Left slice RP: Jab and slow slice f+RP: Spinning slice LK: Upwards kick f+LK: Fast kick RK: Flipkick f+RK: Forward cartwheel j.LP: Spinning double slice j.LK: Spinning dive kick j.f+LK: Forward kick 6. MantisSpecial Moves: Slide Kick: f,f+K LK: Short RK: Long Venom Shot: b,f+P - hold P to aim LP: Fast RP: Tracking Spider: b,b+P - makes spider Flier: b,b+K Drop Spiders: PP - drops any spiders you're holding Destroy Spiders: KK - detonates your spiders Side Spider Bomb: l,l+P or r,r+P Retreating Spider Bomb: b,b+J Counter Attack: LP+LK or RP+RK Throw: f+PP Super Moves: Super Spider Bomb: b,f+PP - releases 6 spiders Super Flier: b,f+KK Normal Moves: LP: Double-handed punch f+LP: Left jab RP: Uppercut f+RP: Right jab LK: Lunging kick f+LK: High kick RK: Double spin kick f+RK: Roundhouse j.LP: Downwards spider bomb j.f+LP: Left jab j.RP: Forwards spider bomb j.f+RP: Quick uppercut j.LK: Downwards kick j.f+LK: Short kick j.RK: High kick j.f+RK: Roundhouse 7. PyrosSpecial Moves: Fire Spin: f,f+P or j.f,f+P LP: Stationary - 40/3 RP: Forward - 46/5 Side Fire Spin: l,l+P or r,r+P LP: Short - 40/3 RP: Long - 46/5 Fireball: b,f+P - hold P to aim LP: Fast - 21.2/3.33 RP: Tracking - 21.2/3.33 Flame Thrower: b,b+P LP: Upwards - 44/1 RP: Forwards - 44/4 Counter Attack: LP+LK or RP+RK - RP Fire Spin Throw: f+PP - 40/ub Super Moves: Super Fire Spin: f,f+PP or j.f,f+PP - 73/11 Super Fireball: b,f+PP - 47/ub Super Flame Thrower: b,b+PP - 93/10 Normal Moves: LP: Flame burst - 19 f+LP: Left jab - 19 RP: Charge punch - 46 f+RP: Right jab - 19 LK: Flipkick (launcher) - 23.5 f+LK: Upward flipkick (launcher) - 19 RK: Diving kick - 46 f+RK: Punt kick - 19 j.LP: Forward flames - 46 j.f+LP: Diving punch - up to 32 j.RP: Downward flames - 46 j.f+RP: Short diving punch - 19 j.LK: Diving kick - 46 j.f+LK: Flipkick (launcher) - 19 j.RK: Roundhouse - 46 j.f+RK: Small diving kick - 19 Combo Tree (pre-1100): j.LK -> j.LK RK RP --> f+RK j.LP | | | | | LK <-------+----+---+------+-----/ | Firespin/ <-----+----> RK -> LK -> Firespin super firespin | \----> f+RK -> LK -> f+RK -> LK -> f+RK Throw --> j.f+LP | \--> RP Firespin 8. WarlordAbbreviations: MI: Uses missile arm(s) GR: Uses grenade arm(s) CL: Uses claw arm(s) MA: Uses mace arm(s) Special Moves: Missile Arm: f,f+K - changes arm to MI LK: left arm RK: right arm KK: both arms Grenade Arm: b,b+K - changes arm to GR LK: left arm RK: right arm KK: both arms Claw Arm: l,l+K - changes arm to CL LK: left arm RK: right arm KK: both arms Mace Arm: r,r+K - changes arm to MA LK: left arm RK: right arm KK: both arms Missile: MI b,f+P - hold P to aim LP: fast - 37/5 RP: tracking - 37/5 Grenade: GR b,f+P - hold P to aim - 15/ub Claw Grab: CL f,f+P LP: throw backwards - 52.5/ub RP: throw forwards - 52.5/ub Left Claw Grab: CL l,l+LP - 52.5/ub Right Claw Grab: CL r,r+RP - 52.5/ub Reverse Claw Grab: CL b,b+P LP: throw backwards - 52.5/ub RP: throw forwards - 52.5/ub Mace Rush: MA f,f+LP - 46/5.25 Earthquake Smash: MA f,f+RP - 31.25/ub Left Shoulder Ram: l,l+P - 36/0 - RP only with left claw Right Shoulder Ram: r,r+P - 36/0 - LP only with right claw Counter Attack: LP+LK or RP+RK - 19/0 Super Moves: Super Missile: MI b,f+PP - 51/9 Super Grenade: GR b,f+PP - 36/ub Super Mace: MA f,f+PP - 67/ub Normal Moves: LP: Left swipe - 53 f+LP: Left jab - 19 RP: Overhead strike - 53 f+RP: Downward punch - 19 LK: Double-footed kick - 53 f+LK: Forward shoulder ram - 19 RK: Stomp - 39 f+RK: Punt kick - 19 VII. Credits
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