Subject: Primal Rage FAQ v2.8, 1/8
From: vctr113062@aol.com (Vctr113062)
Date: 15 Sep 1996 01:49:36 -0400
Message-ID: <51g5dg$7te@newsbf02.news.aol.com>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
______ __ __
| __ \.----.|__|.--------.---.-.| |
| __/| _|| || | _ || |
|___| |__| |__||__|__|__|___._||__|
______
| __ \.---.-.-----.-----. ____
___ | <| _ | _ | -__| .-~. /_"-._
`-._~-. |___|__||___._|___ |_____| / /_ "~o\ :Y
\ \ |_____| / : \~x. ` ')
] Y / | Y< ~-.__j
/ ! Primal Rage 2.3 FAQ _.--~T : l l< /.-~
/ / 09/15/'96 ____.--~ . ` l /~\ \<|Y
/ / v 2.8 .-~~" /| . ',-~\ \L|
/ / / .^ \ Y~Y \.^>/l_ "--'
/ Y .-"( . l__ j_j l_/ /~_.-~ .
Y l / \ ) ~~~." / `/"~ / \.__/l_
| \ _.-" ~-{__ l : l._Z~-.___.--~
| ~---~ / ~~"---\_ ' __[>
l . _.^ ___ _>-y~
\ \ . .-~ .-~ ~>--" /
\ ~---" / ./ _.-'
"-.,_____.,_ _.--~\ _.-~
~~ ( _} -Row
`. ~(
) \
/,`--'~\--'~\
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
by Evan Gridley (ejg1@cornell.edu), updated & maintained by Victar
(vctr113062@aol.com)
ADAPTED FROM THE PRIMAL RAGE 1.7 FAQ
BY ZARGON a.k.a. MASTER LAO (YU8954@NOVA.GMI.EDU)
AND PERICOM (EQR5MALIKI@CLUSTR.NORTH-LONDON.AC.UK)
PROOFREAD BY UNDERMIND (imfacyc@prism.gatech.edu)
owner of Mardi Gras Games
This file is Copyright 1994 (barely...) 1995, & 1996. All rights
reserved. Distribution of this file, in whole or in part is permitted,
provided that it isn't modified in any form and that proper credit is
given to the authors.
Atari and Primal Rage are trademarks of Atari TWI. All copyrights are
owned by their respective owners, no infringement intended.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++++What's New++++++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Changes from Primal Rage 2.3 FAQ v2.7
PR for IBM PC patch noted
32X PR cheat code added
"Rage on Records" web site added
PR merchandise info/rumors added
a little PR2 info slipped in
Changes from Primal Rage 2.3 FAQ v2.6
Updates to PR for home versions section (no Mac PR :-()
Chaos' FoFury corrected (it's really 2+3, D-T-U-A)
Final word on Chaos' BOUNCER named combos
PSX PR *does* have combo names! ^_^
PR action figures are here!! ("Meet the Critters" updated :)
PR card game rules added
Where to order the PR music soundtrack!!!
PR pulled from the store shelves?!?
Changes from Primal Rage 2.3 FAQ v2.5
Chart added to Jumping section
*Major* updates to PR for home versions section!!!
PR action figures are coming!
Changes from Primal Rage 2.3 FAQ v2.4
Combos added, all Armadon's, Blizzard's, & Vertigo's named combos
FOUND!
Move descriptions modified (Blizzard's Punching Bag *not* infinite)
List of strong -> weak interruptible attacks added to Combos
Cheat menus elaborated, Genesis cheat code FOUND!
Notes added to PR for home versions section
PR for 32-bit systems release date pushed back to 2/16/96 :-(
Exact Game Zero WWW site for this FAQ!
Minor corrections
Changes from Primal Rage 2.3 FAQ v2.31
Combos added, all Diablo's named combos FOUND!
No combo names in Genesis PR either, & Genesis cheat doesn't work
:-(
Block high/low lists cover all basic & special moves
Whoops! 2 air hits + Air Throw is impossible!
Move descriptions modified (Inferno Flash *is* blockable in ver
2.3!)
Additions to No-Cheeze section
Blizzard, Talon, & Vertigo in Dragon magazine #223!
Get this FAQ from Game Zero's WWW site!
Changes from Primal Rage 2.3 FAQ v2.2
Combos added, all Sauron's named combos FOUND!
SNES/Genesis cheats added to PR for home systems
Corrections to high/low blocking section
Additions to No-Cheeze section
Post-mortem Combos added to Combos section
Combo minimum hit mistakes fixed (TRAIN WRECK takes only 7 hits!)
Other minor corrections
Changes from Primal Rage 2.3 FAQ v2.1
Whoops! Pterodactyls worth only 1% health
Combos added, *all* combo names found!
Changes from Primal Rage 2.3 FAQ v2.0
Combos added, all Talon's named combos FOUND!
Combo key revamped
Info tidbits added to some move descriptions (PR Guide again)
No Cheeze meter correction, notes added
New Info added to Eat a Worshiper (w/help from the PR Guide)
Info added to PR for home systems (I got SNES PR!!!)
Trivialities (Jason Leong in Sauron's ending :)
Changes from Primal Rage 2.3 FAQ v1.9
Vertigo's moves modified
Combos added (new combo names!)
Moves that "trigger" combo names added where known
Lots of PR for home systems info added
Minor stuff (Talon's flexible tail is creative license! :)
Changes from Primal Rage 2.3 FAQ v1.8
Many combos added
Lightning combos marked, percentiles and min. required hits added
where known
Talon's Pounce & Flip, Frantic Fury corrected
Talon's Run description modified
New Final Battle Bug added
Free Play info added
Quick/Fierce vs. High/Low mistake in "Normal Moves" section fixed
Special moves that extend combos marked with a "^"
All tabs replaced with spaces
Teeny little things
Changes from Primal Rage 2.3 FAQ v1.71
Combos added
Barney Armadon color mistake fixed
Anti-CPU strategies added
Buffer your hop jumps, even in combos!
Jumping, Final Battle sections moved
Minor stuff
Changes from Primal Rage 2.3 FAQ v1.6
Combos added (streakers confirmed :)
ASCII fixed *again*, esp. in moves section
NEW UPGRADE is not coming...? :-(
misc. minor stuff
Changes from Primal Rage 2.3 FAQ v1.5
Combos added
Simultaneous Attack Collisions added
Infernal & Gut Buster moves fixed
Some move descriptions modified (esp. Cannonball, Inferno Flash)
Raining Cows (and Bricks & Ice Balls!) confirmed
New Final Battle bug added
Note to Combos section added (& "streakers"?)
PR coming to home systems!!!
Cross-up corner trap added
More boss/upgrade rumors added
More streamlining & misc stuff
Changes from Primal Rage 2.3 FAQ v1.0
Storyline (from the GamePro PR Arcade Players Guide!)
Meet the Critters (with statistics swiped from the Guide!)
All 3rd fatalities confirmed
Blizzard's Mega Punch descriptions corrected, many move descriptions
elaborated
Combos added
Colors section elaborated
Ballistic section elaborated (guess what source!)
Scoring info added! (love that Guide!)
More ASCII streamlining & touch-ups
Ending pictures better described (still more thanx to the Guide!)
Misc. trivial stuff
Changes from Primal Rage 2.3 FAQ v0.9
More info on all 3rd fatalities added
Info on Final Battle added
Raining Cows added to Secrets
New colors added
Combo section updated a little
Moves also described in simplified code
Total Domination, Quick Kill, Scoring info added
CPU AI patterns added
Several other misc. things added
ASCII touch-ups & streamlining
spell-checker, proofreading, minor corrections
Changes from FAQ (v1.3) for Primal Rage 1.7
FAQ Updated for 2.3 Chips!
Atari pack-in Chip info -- from the source!
Combination Names!
New Fatality Names!
0.6 more PR!!! (???)
Old combo listings removed/changed
Additions from FAQ (v 1.12):
Even more accurate moves list!
NEW CHIP INFO!!!
Additions from FAQ (v 1.0):
Sauron's Flesh Eating is there...oops!
Armadon's Leaping Uppercut correction
Primal Rage is on the Web! (see Latest and Greatest)
Additions from FAQ (v .93):
Chaos' Golden Shower and both Vertigo's fatalities have been
confirmed
Armadon's Meditation and Sauron's Flesh Eating fatalities!
Combos like mad...multiple hits in the air explained
Some minor corrections (Chaos, Diablo)
Additions from FAQ (v .9):
Letter system is back to match the template on the game
Clock and Counter changed to Toward and Away, respectively
Volleyball secret on Sauron's stage!
Corrections (Armadon, Diablo)
Talon's Jugular Bite FOUND!
More combos, endings
Jumping section
Additions from FAQ (v .86):
The minimum movements needed have been checked!
Corrections for many of the characters!
Joystick visuals added to Special Moves section
Tabs are fixed!!!
Slide for Talon and the apes added to the Normal Moves section
More descriptions
A couple more combos
Endings!
Additions from FAQ (v .82):
New Headings
What's New section
New Intro
Combos section
Offense and Defense Section
New moves, fatalities, and how to chomp on humans!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++ Table of Contents+++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Introduction (What is Primal Rage)
1.1 Storyline
1.2 Meet the Critters
2. Moves List (What can they do? The basic, funky, and wacky stuff)
2.1 Normal Moves
2.2 Special Moves
2.3 Jumping
2.4 Combos
3. Brain Gauge (duh...what's that?)
4. Offense and Defense (attack! uh, run away!)
4.1 Offense
4.2 Defense
4.2.1 Blocking
4.2.2 Cross-up attacks
4.2.3 Avoiding Projectiles
4.3 Simultaneous Attack Collisions
4.4 Total Domination, Quick Kill & Scoring
4.5 CPU AI patterns
4.6 Final Battle
5. Endings (Spoilers here)
6. Misc stuff (That's cheeze! No, it's not! and other stuff)
6.1 Colors!
6.2 Cheeze alert!
6.3 Eat a worshiper!
6.4 Going ballistic
6.5 Sudden Death & the Clock
6.6 Secrets
6.6.1 Volleyball
6.6.2 Bowling
6.6.3 Raining Cows 'n' stuff!
6.7 Free Play!
6.8 PR Version
6.9 NEW UPGRADE is not coming. :-(
7. PR for home systems!!!!
7.1 PR is out for ten home systems! Quick List.
7.2 Brief descriptions of PR for various systems
7.2.1 Game Boy/Game Gear PR
7.2.2 SNES PR
7.2.3 Genesis PR
7.2.4 IBM PC CD-ROM PR
7.2.5 32X PR
7.2.6 3DO PR
7.2.7 Jaguar CD PR
7.2.8 PSX PR
7.2.9 Saturn PR
7.3 SNES, Genesis, 32X cheat codes & menus
7.4 PR pulled from the store shelves?!?
8. Beyond the Game (Merchandising! :)
8.1 PR chars in Dragon magazine!
8.2 PR action figures!
8.3 PR cards & cardgame rules
8.4 PR soundtrack is out!!!
8.5 PR comic book...?
9. PR2 preview! Whee!!!!!
10. Latest and Greatest (where and how to get this FAQ)
10.1 Send me e-mail! (Confirmations? Corrections? Combos? Mail 'em! :)
11. Credits (who we "borrowed" stuff from and famous people)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++ 1. Introduction+++++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*************************************************
In the future civilization dies in the cataclysms.
The Draconians were born from the death of old Earth.
Who will rule the new Urth?
*************************************************
Fighting games have recently swamped the arcades. They range from really
bad animation and graphics to just a plain old copy of another game.
Primal Rage changes that by having excellent graphics and unique
characters. But you say, "Who made this? Those dudes that made Asteroids?"
Yup, that's them. They have released two games in 1994 and Primal Rage is
one of them! Using what's called "Stop-Motion Animation," the graphics are
intense. You are given seven characters to choose from: prehistoric
dinosaurs, giant apes, and mythological creatures. Atari has put a lot of
work into it. Two years worth! The special moves system is also new and
different (see Special Moves). Primal Rage debuted at the 1994 CES in
Chicago, and was voted "Showstopper" by Game Pro Magazine.
Go see for yourself!
///1.1 Storyline///
Before there were humans, gods walked the earth. They embodied the
essence of Hunger, Survival, Life, Death, Insanity, Decay, Good, and Evil.
They fought countless battles up through the Mesozoic Wars. Then Balsafas,
an archmage from a parallel dimension, anticipated the threat that Earth's
gods posed. He was not powerful enough to kill the gods, so instead he
banished one to a rocky tomb within the moon. This disrupted the fragile
balance between the gods; pandemonium ensued, and a great explosion threw
clouds of volcanic dust into the atmosphere. The dinosaurs died out, and
the surviving gods went into suspended animation.
Now, the impact of a huge meteor strikes the Earth. Its destructive
force wipes out civilization, rearranges the continents, and frees the
imprisoned gods. Get ready to rumble...
///1.2 Meet the Critters///
ARMADON, God of Life
a.k.a. "The Protector of the Ecosystem," "Tank Boy"
Based on: Triceratops, Ankylosaurus, Stegosaurus
Height: 17 feet
Length: 27 feet
Weight: 2.25 tons
Rage Factor: +121%
Consumption Rate: 570 lbs. per day
Domain: the Hollows, a big underground chamber filled with stalactites and
stalagmites. There are numerous cave openings with worshipers living in
them.
A big guy with lots of horns and spikes, Armadon is a slow mover and poor
jumper but has some of the game's easier combos, which are quite damaging
for their length. His combos run up to a maximum of 9-10 hits. Unlike the
other reptiles, Armie doesn't really "bite" but rather attacks with the
horn on his face. Probably the easiest character to use against the CPU,
because of his strength & high priority basic attacks. His original name
was "Spike" (perhaps that was before the game designers saw "The Land
Before Time"... ^_^)
[from action figure Primal Profile]: "Guardian of the delicate and
fragile ecological balance, Armadon was the last of the dino-beasts to
emerge from his subterranean confines. Connected with Earth's lifeforce
and energy flow, Armadon ascended to save the planet from the dino-beasts
who want ultimate control over it. Ironically the battle for power raging
among the beasts has caused a nearly irreversible terminal imbalance on
the planet they are fighting to rule. Unable to tolerate the titans'
destruction of the planet, Armadon's mission is to put an end to the
battle for supremacy and the immense devastation caused by it."
BLIZZARD, God of Good
a.k.a. "The Noble Protector of Evolution," "Fahrenheit -451"
Based on: Gorilla/King Kong
Height: 20 feet
Weight: 1.8 tons
Rage Factor: +153%
Consumption Rate: 715 lbs. per day
Domain: the Cliff, an icy and mountainous area. There's a temple in the
mountainside to the right. The big mountain in the background has the
faint pattern of an ape face.
Blizzard is a big ape with powers of elemental cold and semi-invulnerable
rushing punches (sort of a de-evolved cross between Sub-Zero & Balrog :).
His freezing abilities are excellent for setting up killer combos, and his
air throw is good for cheezing the CPU. He can jump really high, too, but
lacks a Leaping Attack. Blizzard's recorded combos run up to 14 hits, more
if his multi-hit Punching Bag special move is involved.
[from action figure Primal Profile]: "In order for life to continue
its natural progression, a delicate balance must be struck. This is the
atmosphere that Blizzard has fought for millions of years to maintain.
Enraged by the massive destruction he saw when he emerged from his primal
slumber, Blizzard has embarked on a relentless execution mission. As
guardian of natural evolution, Blizzard is determined to return Urth to
its former state. As leader of the Virtuous Beasts (Armadon, Blizzard,
Sauron, & Talon) Blizzard battles to return the balance to the Urth, even
if it means destroying each and every dino-beast in the process!"
CHAOS, God of Decay
a.k.a. "The Mighty Techno-Witch Doctor," "Bodily Function Man"
Based on: gorilla/Son of Kong
Height: 17 feet
Weight: 1.1 tons
Rage Factor: 181.4%
Consumption Rate: <634 lbs. per day
Domain: the Ruins, a strip of land near the wreckage of what was once a
metropolis. A river flows in the background, and a beached yacht lies to
the left.
Similar to Blizzard but smaller, faster, and with slightly less jumping
power, Chaos is an ape prone to disgusting bodily functions. His flatulent
projectile is good for setting up combos, and his air Ground Shaker is
great for cheezing the CPU. By interrupting his 1+2 with a low 4, he can
string together combos up to 12+ hits in the corner. Though the entire PR
gang is quite vocal, Chaos is the only one who ever speaks a word - if he
loses a battle, he cries "No!" as he collapses. Chaos bears no relation
whatsoever to that diamond-lovin' "Martial Champions" babe.
[from action figure Primal Profile]: "In his quest for control and
domination over the world, Chaos has become his own worst nightmare. Right
after the Cataclysms, he existed as a renegade scientist who wanted to
take control of the new Urth. But his desire to dictate the process of
human evolution proved to be his undoing when he conducted a genetic
experiment that went horribly wrong. Instead, he was turned into a
hideously disgusting beast."
DIABLO, God of Evil
a.k.a. "The Evil Flame Thrower," "EXTRA Toasty"
Based on: Allosaurus (a relative of T-rex)
Height: 17 feet
Length: 29 feet
Weight: 1.2 tons
Rage Factor: +155.9%
Consumption Rate: <525 lbs. per day
Domain: The Inferno, a rocky volcanic island created by a geothermic
upheaval ten times as great as that which made the Hawaiian islands.
Pyramids and stone sculptures lie among the active volcanoes and lava.
A striped, bipedal fire-breathing reptile with a big mouth and useless
tiny foreclaws, quick on his feet and an excellent jumper. Instead of a
throw, he has a teleport with unblockable fire. Diablo's in-close game is
very weak (Chaos can even hit him out of Quick Attacks done within
range!), but the speed, power and versatility of his long range attacks
make him a good distance fighter. His combos top out at around 10 hits,
unless one buffers in hop jumps. Diablo bears no relation whatsoever to
that spandex-coated Marvel dweeb.
[from action figure Primal Profile]: "Now that Diablo, leader of the
Destructive Dinos (Chaos, Diablo, & Vertigo), has been released from his
fiery prison deep within the Urth, he seeks to turn the world into a
raging inferno. Determined to pursue his vision for Urth as a dominion of
evil, Diablo thrives on inflicting immense pain and agony on his enemies.
His followers and foes alike believe that Diablo is evil incarnate.
Annihilation of all other dino-beasts is essential for Diablo to continue
his reign of terror and carry out his gruesome vision for Urth."
SAURON, god of Hunger
a.k.a. "The Carnivorous King of Hunger," "Ray, the Ugly Shape-changer on
Steroids"
Based on: Tyrannosaurus Rex
Height: 20 feet
Length: 27 feet
Weight: 2.5 tons
Rage Factor: +149.6%
Consumption Rate: 780 lbs. per day
Domain: the Cove, a sandy beach next to the ocean. A decaying
Parthenon-like temple lies in the background surf.
Sauron is similar to Diablo but larger; he's the biggest critter in the
game, and consequently the biggest combo target. Both Diablo and Sauron
walk differently than real Allosaurs/Tyrannosaurs, which most likely held
their heads and upper bodies lower to the ground. He is somewhat slow (yet
presumably faster than real T-rexes ever were), a medium jumper, and
dishes out major damage. His air-throw and air Earthquake Stomp are
excellent for cheezing the CPU. Doing combos above 8 hits is almost
impossible unless you buffer in an extra jump. (The Ring, the Ring, WHERE
IS THE RING?!?!?)
[from action figure Primal Profile]: "For some dino-beasts,
immortality comes at a price. For Sauron, the cost is nothing less than an
insatiable appetite. From his first appearance on the new Urth, one of the
Virtuous Beasts, attracted many believers. All of Urth is the battlefield
for Sauron, as he towers into war after war, in his quest for domination!
Waging war with the primal titans is what Sauron lives for, for in their
defeat is tomorrow's lunch."
TALON, God of Survival
a.k.a. "The Protector of the Innocent," "The Little Bastard"
Based on: Deinonychus (a relative of Velociraptor)
Height: 16 feet
Length: 30 feet
Weight: 0.9 tons
Rage Factor: +109.77%
Consumption Rate: 408 lbs. per day
Domain: the Strip, a grassy stretch of land dotted with trees. The number
49 is faintly visible in the ground at center screen. A waterfall splashes
off to the right.
The smallest and fastest critter in the game, Talon is a striped raptor
with a feathered crest running along the back of his neck. His teeth are
visible only on the front half of his mouth, and he has a large upraised
claw on the second toe of each foot. (Deinonychi normally kept this claw
cocked so as not to interfere with moving about, but brought it down to
slash at their prey's belly). His size makes him a frustratingly small
target; he can even duck completely underneath most projectiles. That
combined with his excellent jumping ability makes up for his lack of a
projectile move. As further compensation, he also has the only special
moves in the game with auto-hits: his two-hit Jugular Bite, and three-hit
Pounce & Flip.
Talon is the only critter who flips during his jumps, and the only
reptile who can attack with his front claws. He cannot attack with his
tail, which incidentally is much more flexible than the rigid,
balancing-pole tails of real Deinonychi. His speed and high-priority air
attacks make him one of the easiest characters to use vs. human or CPU
opponents. His biggest weaknesses are probably his short range and the low
damage rating of virtually all his attacks (on version 2.3, at least).
Thanks to his combo-extending Slasher move, Talon can get 12-hit combos on
big characters with relative ease. It's hard to do more than 10 hits on
small characters. 15-hit combos are possible if a big opponent is
cornered. Talon bears no relation whatsoever to that cyborg loser from
Bloodstorm, or that gal hawk-warrior from "The Aniverse", or that
cat-wizard from "Marvel 3099", or...
[from action figure Primal Profile]: "Talon is in his most vicious
state when it comes to the defense of his raptor clan. Before the
Cataclysms, Talon's home was peaceful and harmonious; but now Talon and
his followers have been thrust into an unfamiliar life of power struggles,
battling between tribes and dino-beasts."
VERTIGO, Goddess of Insanity
a.k.a. "The Mesmerizing Sorceress," "I am Woman, Hear Me Hiss"
Based on: king cobra, Sellosaurus (mistakenly named "Efraasia")
Height: 18 feet
Length: 48 feet
Weight: 1.3 tons
Rage Factor: +120.37%
Consumption Rate: 597 lbs. per day
Domain: the Tomb, a grassy knoll with Stonehenge-style rock structures.
Images of Vertigo's petrified enemies are visible in the leftmost stones.
A full moon is in the sky.
The only female PR critter, Vertigo has a body shaped somewhat like that
of a Sellosaurus (a young Sellosaurus was once mistakenly called
"Efraasia", hence the word in GamePro's articles & PR Strategy Guide).
Like Sellosaurus, she is a lightly built with legs longer than her
forearms, and has a long neck & tail. Unlike Sellosaurus, she has only two
fingers on her front hands (Sellosaurus had five) and the head & hood of a
king cobra. Her hood is outlined with small spikes, and has white markings
on its back resembling a long-toothed skull. Her original name was
"Cobrasaur," but that was too obvious. ^_^ She spits venom and hisses
instead of crying out.
Vertigo can't jump much higher than Armadon; she's only a little
faster than him on the ground, and *painfully* slow in the air unless she
uses a long jump or hop jump. Vertigo is the weakest PR character in terms
of damage per attack, but her attacks possesses the longest reach, and
that combined with her Come Slither special move lets her do combos up to
14 hits on any opponent, in or out of the corner. She can cast spells,
too; her teleports and unblockable "Voodoo Spell" help make up for her
lack of a regular throw or leaping attack. Unlike the rest of the PR gang,
she cannot kick with her hind legs. Her lack of any basic or special
anti-air move outside of some jumping attacks is a significant liability.
Vertigo bears no relation whatsoever to that loopy count from "Batman
Adventures," or that mutantess from the X-Men cartoon...
[from action figure Primal Profile]: "Total insanity governs Vertigo's
every action. With her mesmerizing powers of mind control and mastery of
the unknown, she has attained mythical proportions among her followers.
Vertigo's followers are loyal and their devotion is complete, fanatical
and blind. She believes the defeat of all other dino-beasts can only be
accomplished by utilizing her sorcery and the power of her devout
followers... if she doesn't destroy their minds first."
????, God of Death?
a.k.a. "Property of Golden Axe III"
Based on: Advanced Dungeons & Dragons dracolich?
Height: ?
Length: ?
Weight: ?
Domain: Dinosaur Graveyard [of the Final Battle]? This area is littered
with mounds of dinosaur bones, including a couple big skeletons propped up
to the left. The ground has bright red cracks in it, and there's a huge,
swirling vortex in the sky.
There was going to be another PR upgrade that reportedly would add a
dragon-skeleton boss capable of flight & with an energy-siphoning power.
Alack, the upgrade plans were scrapped, so that the boss shall live only
in our imaginations... (and in my Mortal Kombat fanfic, "The Coming of
Winter." Sauron, Vertigo, & some of Talon's cousins also have bit parts!
E-mail me at vctr113062@aol.com for a copy. :)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
++++++++++++++++ 2. Move list++++++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
///2.1 Normal Moves///
Primal Rage has four buttons arranged in a square, and a joystick. The
first vertical column of buttons are "Quick" attacks. The second are
"Fierce." The upper horizontal row of buttons are "High" attacks, and the
bottom row are "Low" attacks. Both High buttons or both Low buttons
pressed together are an extra-damaging "Power" attack, just like the AB
and CD attacks in Samurai Shodown. The High Quick button also functions as
the "start" button.
In addition to ASCII representations, the buttons will be referred to as
1=High Quick, 2=High Fierce, 3=Low Quick, 4=Low Fierce. A "+" signifies
that two buttons are pressed together; for example, "1+2" indicates that
both the High Quick and the High Fierce buttons are pressed at the same
time.
Player 1 side joystick and button configuration:
Up-Away Up Up-Toward Strong
(UA) (U) (UT) ___|___
O O O | |
\ | / Quick Fierce
Away (A) O-- --O Toward (T) O O
/ | \ O O
O O O
Down-Away Down Down-Toward
(DA) (D) (DT)
"Standing" means that the character is standing normally during the move
(joystick is neutral); "low" or "crouching" means that the character is
crouching during the move (joystick is held down).
Key:
O = button pressed
. = button not pressed
U = Up
T = Toward
A = Away
D = Down
UT = Up & Toward
UA = Up & Away
DT = Down & Toward
DA = Down & Away
Full = Do a full circle
Toward = full circle clockwise when facing right (T-D-A-U)
Away = full circle counterclockwise when facing right (T-U-A-D)
(think of a wheel rolling "away" or "toward" you're opponent)
A hyphen (-) represents a fluid motion, in which you roll the joystick.
For example:
D-T is | \ --O which is Sub-Zero's (MK) freeze
motion
O O or Ken's (SF2) fireball motion.
A comma (,) means that you just tap the joystick. For example:
D, U is | O which is Guile's (SF2) flash kick
motion
O |
Note: many special moves let you get away with either tapping or rolling
the joystick, but most fatalities specifically require one or the other.
All characters:
O . = Quick Bite . O = Chomp O O = Big Chomp
. . . . . .
[or, 1=quick bite, 2=chomp, 1+2=big chomp]
. . = Quick Tail . . = Tail . . = Big Tail
O . . O O O
[3=quick tail, 4=tail, 3+4=big tail]
Move specific to Talon and the Apes (Chaos and Blizzard):
| . . = Slide
O O O
[crouching 3+4. BTW the apes' "slide kick" is reminiscent of Cammy's
crouching Roundhouse or Nakoruru's crouching CD]
Talon also has a short slide which is:
| . .
O . O
[crouching 4]
///2.2 Special Moves///
We'll be classifying special moves into eight types: Projectiles,
Leaping Attacks, Unblockables, Stomps, Teleports, Anti-air,
Anti-projectile and "generic" attacks. Projectiles & Teleports are
self-explanatory, and "generic attacks" are basically "special" punches or
kicks. The rest require some explanation. Leaping Attacks are specially
guided jumping attacks which were unblockable in version 1.7, and can only
be blocked high in version 2.3. Leaping Attacks are too slow to be combo'd
after basic attacks, although you can still interrupt basic attacks with
them, and some Leaping Attacks can be followed up with more hits. Stomps
are attacks in which the character stomps the ground and tries to shake up
his opponent. They were unblockable in version 1.7; you had to avoid them
by jumping. In version 2.3, you must either jump or block a Stomp low,
otherwise it will toss you into the air for a beating!
Unblockables are special moves which cannot be blocked, such as
throws. Attempting an Unblockable move on a character in block-stun will
causes a cheeze warning - see Misc. Info for more on cheezey stuff! If you
do a ground-based throw when your opponent is an invalid target (in the
air, in block-stun, still getting up from a knockdown, or too far away),
your character will go through a "missed throw" animation during which you
may get pounded. "Missed throw" animations can be used as taunts by the
creative! ^_^ One Unblockable move, Vertigo's Voodoo Spell, is not a
throw. You can always jump to avoid Unblockables, but if your opponent
fakes you into jumping at the wrong time, he can retaliate with an
anti-air move!
Anti-air moves work especially well against airborne opponents
(particularly since you cannot block in the air), but can also hit
opponents on the ground. Anti-air moves aren't necessarily 100%
invulnerable to all air attacks, so be careful! In general, your
character's exposed back or hindquarters are a vulnerable target, and most
special moves leave a character open to a low 3+4 or similar attacks.
Anti-projectile moves are useful for bypassing a projectile and attacking
the enemy at the same time. Leaping Attacks technically fall into this
category (if executed with *extremely* swift timing) but for practical
purposes they're given their own class. Throws that hit and a few other
moves render you temporarily immune to projectiles, but have an extremely
short attacking range (and if you're that close a smart opponent isn't
likely to toss projectiles anyway). The other anti-projectile moves
usually have a limited or very specific invulnerability area/period and
attacking range; if you mis-time the move you'll run into the projectile,
and if the enemy's too near or far, you won't hit him and may be
susceptible to counterattack.
The Primal Rage special move system works opposite the standard; to do
a special move, you press _and hold down_ the appropriate buttons, then
execute the joystick motion. Unlike certain Killer Instinct shadow moves,
you do not have to let go of the buttons to complete the special move.
You'd better do so anyway, though, unless you like to stand still forever
- you can't move or block while holding down the buttons for special
moves, except Talon's "Run".
Despite Primal Rage's attempt to revolutionize the "special move"
system, the new version 2.3 upgrade allows you to execute moves either
through the proprietary PR style or through "traditional" style
button/joystick motion. Probably due to a lot of "I can't do the moves"
(read the cabinet next time...!) from new players. So much for "onward and
upward."
The version 2.3 upgrade contains new programming which allows you to
execute joystick motions, _then_ press the requisite buttons. Even 360
degree moves like Blizzard's Punching Bag can be done the traditional way,
provided that you move joystick so quickly that Blizzard doesn't jump by
accident. In a few situations this has caused unintentional special moves,
but in general it does make the special moves more forgiving. (tho' some
would consider this bad... "oh, no, now _anyone_ can freeze my butt?" :)
All Special Moves listed work on a Primal Rage version 2.3 arcade
machine, SNES PR, or IBM PC PR with a four-button game pad. They should
all work on PSX, 3DO, Jaguar CD, and Saturn PR as well. As for Genesis &
32X PR, be aware that "version 2.3 only" moves & fatalities are not in
those versions. Game Boy/Game Gear PR have their own movelist separate
from this FAQ. If IBM PC PR is played with the keyboard or two-button game
pad, then the moves are different; see the PR for PC FAQ for more
information.
These moves have been personally confirmed by yours truly on a PR arcade
machine (yes, even Armadon's Meditation! I can actually do it now! :).
Note that the arcade manager can set a GORE/NO GORE switch. In NO GORE
mode, all the blood is turned off, all fatalities are disabled, and you
cannot eat people; they'll just bounce into the air. Major bummer...
^ indicates 'Combo Starter and/or Extender.' Marks special moves that
can be followed up with ground or volley hits.
All special moves can interrupt basic attacks; the overwhelming
majority of special moves can be combo'd after a basic attack, and most
special moves will end a combo. A few special moves, such as Armadon's
Iron Maiden, are too slow and require too much recovery time to be part of
a combo at all.
* indicates 'Finishing Move'
NOTE1: These can be done from ANYWHERE but don't stand too close or
you'll hit your opponent while trying to hold down the buttons! For those
'two-part' fatalities such as Vertigo's Petrify, hold the first two
buttons while you do the first set of joystick movements, then press the
remaining buttons WHILE STILL holding the first two buttons, and finish
the remaining joystick movements.
NOTE2: you _must_ do the fatalities _quickly_ or they won't work. Do
not pause between the halves of a two-part fatality. If you mess up, you
can typically re-enter the fatality at least once more before time runs
out, so keep trying and don't give up!
Easy enough? ^_^
** indicates 'Chomp a human for more life.' Chomp a Human moves can hit
opponents for a little damage.
///ARMADON/// (The Hollows)
_________________________________________________
| Bed-o'-Nails: Armadon balls up like a porcupine with spikes sticking
out; keep holding the buttons to make it last longer. Projectiles will
pass harmlessly over him. Easier to use in combos on Talon and/or on home
versions of PR. Anti-air.
|
|Hold 2+3; move joystick D, U
|
| . O | O
| O . O |
|_________________________________________________
| Iron Maiden: Jumps into the air and turns his back downward and lands on
opponent [the most damaging single move of the game]! Used to be
Unblockable on ver 1.7, but not 2.3. Leaping Attack (cannot be combo'd).
|
|Hold 2+3; move joystick A-U-T
|
| . O O O O
| O . O-- \ | / --O
|_________________________________________________
| ^ Mega Charge (a.k.a. "Rushing Uppercut"): Takes five steps and then
does an uppercut with his horn. On version 2.3, Armadon can volley his
opponent after the move hits. Anti-air; used to be anti-projectile on
version 1.7, but not in version 2.3.
|
|Hold 1+3; move joystick A-D-T
|
| O . O-- / | \ --O
| O . O O O
|_________________________________________________
| The Gut Gouger: Impales and tosses the opponent with his horn.
Unblockable (throw).
|
|Hold 1+2+3; move joystick T, A
|
| O O --O O--
| O .
|_________________________________________________
| Hornication Uppercut: Shouryuken! Armadon does a jumping nose spike.
Anti-air.
|
|Hold 1+2+3; move joystick DT-T-UT
|
| O O \ --O O
| O . O /
|_________________________________________________
| Spinning Death: Gets into a ball and spins across the screen. Used to be
anti-projectile on version 1.7, but not on version 2.3. Anti-air.
|
|Hold 1+4; move joystick A, T-D (or just circle joystick toward)
|
| O . O-- --O \ |
| . O O O
|_________________________________________________
| ^ Flying Spikes: Armadon shoots spikes from his tail. If Armadon's
opponent is cornered a medium distance away, the Flying Spikes can be
followed up with a standing 2, 1+2, etc. Projectile.
|
|Hold 2+4; move joystick A-U
|
| . O O O
| . O O-- \ |
|_________________________________________________
| *Gut Fling: Armadon digs his horn & beak into the opponent, slinging the
blood 'n' guts around. Fatality.
|
|Hold 1+2+3; move joystick D, D, D, D, U
|
| O O | | | | O
| O . OOOO |
|_________________________________________________
| *Meditation: Armadon curls up and creates electricity that zaps his
opponent. Fatality.
|
|Hold all buttons; tap joystick T, D, A, T, T
|
| O O --O | O-- --O --O
| O O O
|_________________________________________________
| *The Impaler: Armadon curls up and shoots several spikes up into the
air; they fall on his opponent, skewering him. Fatality. Version 2.3 only.
|
Hold all buttons; tap joystick D, A, U, D. (Sometimes the move happens if
you do other things, but this is the fully confirmed, most reliable
method.)
| O O | O-- O |
| O O O | O
|_________________________________________________
| **Chomp a human: Armadon brings his tail over his head and uses it to
snatch a sacrifice, proving that he's not purely herbivorous.
|
|Hold all buttons; move joystick U-T
|
| O O O O
| O O | / --O
|_________________________________________________
///BLIZZARD/// (The Cliff)
_________________________________________________
| Mega Punch (Short): Gives your opponent a big bash to the head.
Projectiles or attacks to his upper body will pass harmlessly through him
during the windup, just like all other Mega Punches. The Short Mega Punch
has a brief wind-up, short range, and little recovery time. It's quick
enough to use after a low 3+4. Anti-air & anti-projectile (also immune to
all Earthquake attacks).
|
|Hold 1+3; move joystick A, T
|
| O . O-- --O
| O .
|_________________________________________________
| Mega Punch (Quick): This punch has the fastest wind-up, medium range,
and the longest recovery time. It can be used after the low 3+4. Anti-air.
Anti-projectile against very fast projectiles only (also immune to all
Earthquake attacks).
|
|Hold all buttons; move joystick A, T
|
| O O O-- --O
| O O
|_________________________________________________
| Mega Punch (Long): This has the same wind-up and recovery time as the
Short Mega Punch, and the longest range. In version 1.7, it did more
damage than the other two Mega Punches. Anti-air & anti-projectile (also
immune to all Earthquake attacks).
|
|Hold 2+4; move joystick A, T
|
| . O O-- --O
| . O
|_________________________________________________
| Mega Punch (Fake): Blizzard winds up for a Long Mega Punch but doesn't
actually punch! Does not hit or damage opponent (duh :).
|
|Hold 1+3; move joystick D, U
|
| O . | O
| O . O |
|_________________________________________________
| ^ Freeze Breath (a.k.a. "Cold Breath"): Chill your opponent out Sub-Zero
style, immobilizing him for a brief time, and hit him with a combo before
he thaws. Don't use both the Freeze Breath and the Ice Geyser in a combo,
or you'll get a No Cheeze meter! The Freeze Breath is slower and more
difficult to combo after basic attacks than the Ice Geyser, but does
inflict slightly more damage. On version 2.3, enemies don't stay frozen
for as long. Projectile.
|
|Hold 1+2+4; move joystick A, T
|
| OO O-- --O
| . O
|_________________________________________________
| ^ Ice Geyser: Blizzard creates a vertical column of ice, inflicting a
little damage and freezing the opponent as per his Freeze Breath. Don't
use both the Ice Geyser and the Freeze Breath in a combo, or you'll get a
No Cheeze meter! Victim must be close and either in the air or not
blocking. Enemies don't stay frozen for as long on version 2.3. Anti-air.
|
|Hold 1+2+4; move joystick D, U
|
| O O | O
| . O O |
|_________________________________________________
| ^ Punching Bag: Grab and stun your opponent until he shakes out of it
(by rapidly moving his joystick back and forth). Quickly hit button 1
several times to beat him up, then before his brain meter regenerates and
he escapes your grasp, tap another button to deliver the wind up punch:
2=low arc, 3=medium arc, 4=high arc. The Punching Bag can be followed up
with various volley attacks. It is the punches, not the grab, that hurt
the opponent and count as combo hits. This is a fairly weak move in and of
itself. Multi-hit move. Unblockable (throw).
NOTE: Even if the victim does not actively shake out of the Punching Bag,
his brain meter slowly regenerates anyway, and once it's full the Punching
Bag comes to an end. Shaking out of the Punching Bag is pretty easy to do.
On an actively resisting second player or the CPU, one can typically get
5-7 hits out of this move (not counting follow-up attacks). On a passive
second player, I've gotten up to 43 hits with my own finger power, and an
absolute maximum of 48 hits using the turbo setting on my SNES joystick.
|
|Hold 1+4; move joystick T-D-A-U
| O . Full
| . O Toward
|_________________________________________________
| Air Throw: Grab opponent in the air. Useful in combos too. On arcade
version 2.3 only, Blizzard can air-throw some opponents (Blizzard, Chaos,
Diablo, Sauron) when they are standing on the ground, unless they do a
special move. Unblockable (throw).
|
|Tap 2+3 when in the air directly above opponent
|
| . O
| O .
|_________________________________________________
| Throw: Blizzard appears to do a hop-jump backward and air-throw his
opponent, even though this is a ground-based move. Unblockable (throw).
|
|Hold 2+3; move joystick A-U-T
|
| . O O O O
| O . O-- \ | / --O
|_________________________________________________
| *Brain Bash: Blizzard pounds opponent into the ground and punches his
brain out! Sheeva who? ^_^ Fatality.
|
|Hold 1+2+4; move joystick D, D-A-U-T
|
| O O | + Full
| . O O Toward
|_________________________________________________
| *To-Da-Moon: Blizzard does the punching bag, winds up, and knocks
opponent into the background! Fatality.
|
|Hold all buttons; move joystick D, D, D, D, U
|
| O O | | | | O
| O O OOOO |
|_________________________________________________
| *Redemption: Sends opponent's soul to heaven, leaving only the bones.
Fatality. Version 2.3 only.
|
Hold all buttons; tap joystick D, T, U, D, U
| O O | --O O | O
| O O O | O |
|_________________________________________________
| **Chomp a human: Blizzard scrapes his hand along the ground, grabs a
worshiper, gobbles him/her, and spits out the bones.
|
|Hold all buttons; roll joystick A-U-T-D
|
| O O Full
| O O Toward
|_________________________________________________
///CHAOS/// (The Ruins)
_________________________________________________
| Grab-'n'-Throw: Grabs opponent by the neck and tosses him across the
screen. Unblockable (throw).
|
|Hold 2+4; move joystick T, A
|
| . O --O O--
| . O
|_________________________________________________
| ^ Power Puke (Slow): Chaos pukes a blob of green vomit. If the opponent
is far away, Chaos can follow the Slow Power Puke up with a Battering Ram
that doesn't hit, but does bring him close enough to combo in some more
damage. Alternatively, he can follow up the far Slow Power Puke with the
Flying Butt Slam or a long jump + air combo. Projectile.
|
|Hold 2+3; move joystick U-T
|
| . O O O
| O . | / --O
|_________________________________________________
| Power Puke (Fast): This move is much easier to finish combos with than
the Slow Power Puke. Projectile.
|
|Hold 1+4; move joystick U-T
|
| O . O O
| . O | / --O
|_________________________________________________
| Fart of Fury: Chaos sticks his butt in the air and farts a poisonous,
slow-moving green cloud. Projectiles pass over him as he does so. If the
cloud makes contact, it does no damage and won't count as a combo hit, yet
it will stun the opponent until he shakes out of it (by rapidly moving his
joystick back and forth). Unlike other projectiles, the FoFury will
disappear after traveling a single screen length. Projectile (cannot be
combo'd).
|
|Hold 2+3; move joystick D-T-U-A
|
| . O | O O O
| O . O --O / | \ O--
|_________________________________________________
| ^ Ground Shaker (a.k.a. "Ground Pound," "Ground Smash"): Chaos jumps and
lands creating an earthquake. Can be followed up with various volley
attacks. Stomp. Unlike Sauron's Earthquake, it tends to throw Chaos'
opponent away from him on the arcade version. Given precise timing, enemy
projectiles will pass over Chaos' head as he slams the ground. Can be done
in the air on version 2.3 only.
|
|Hold 2+3; move joystick A, AU, AD
|
| . O O /
| O . O-- \ O
|_________________________________________________
| ^ Flying Butt Slam: Jumps and lands on opponent with his butt. Hold
joystick toward or away to determine which way he bounces off. Can be
combo'd after a Slow Power Puke from far away, but little else. Can be
followed up with low-hitting attack turned into a combo, such as low 3, 2,
1+2 etc. if it hits. Used to be Unblockable on ver 1.7, but not 2.3.
Leaping Attack.
|
||Hold 2+4; move joystick D-T-U-UT-DT
|
| . O | \ --O O O O --O \
| . O O O / | / O
|_________________________________________________
| ^ Battering Ram: Chaos puts his shoulder out and charges. He can usually
volley his opponent if it hits. Anti-air.
|
|Hold 1+3; move joystick T, T
|
| O . --O --O
| O .
|_________________________________________________
| *Golden Shower: Chaos raises a leg and urinates on the opponent; all
that's left are the bones. Fatality.
|
|Hold 1+3 and move joystick D, D; then hold all buttons and move joystick
A, T, A, T
|
| O . | | then O O O-- --O O-- --O
| O . O O O O
|_________________________________________________
| *Cannonball: Chaos does a cannonball into the water [lethally poisoning
the water supply ^_^]. Fatality. On version 1.7, this only works on stages
with water in the background [Chaos' Ruins, Sauron's Cove, & Talon's
Strip]. On version 2.3, this move will work on any stage; if there's no
water in the background, you won't see Chaos go for a swim, but you will
hear the "fatality music" and your opponent will be dead/flickering in the
final battle.
|
|Hold all buttons; move joystick AD, UT-DT-AD
|
| O O / O --O \ | /
| O O O / O O O
|_________________________________________________
| *The Churl: Chaos does an extremely slow Power Puke and walks off the
edge of the screen, emerging on the other side to suck the puke back in!
[This presumably grosses his opponent to death ^_^]. Fatality. Version 2.3
only.
|
Hold all buttons; tap joystick T, T, T, A, A, A.
| O O --O --O --O O-- O-- O--
| O O
|_________________________________________________
| **Chomp a human: Chaos scrapes his hand along the ground, grabs a
worshiper, gobbles him/her, and spits out the bones.
|
|Hold all buttons; move joystick T-D-A
|
| O O --O \ | / O--
| O O O O O
|_________________________________________________
///DIABLO/// (The Inferno)
_________________________________________________
| ^ Fireball (Slow): Diablo spits a fireball that travels across the
screen. Can be followed up with the Pulverizer if the opponent is far
away, certain basic attacks if the opponent is medium distance away and in
the corner, or a long jump with air attacks if the opponent is an entire
screen length away and in the corner. Projectile.
|
|Hold 2+4; move joystick D-T
|
| . O | \ --O
| . O O O
|_________________________________________________
| Fireball (Fast): This move is easier to finish combos with than the Slow
Fireball. Projectile.
|
|Hold 1+3; move joystick D-T
|
| O . | \ --O
| O . O O
|_________________________________________________
| ^ Torch: A short-range, very damaging flame blast from Diablo's mouth.
The flame must burn for a moment before it can hit his opponent; hold the
buttons down for the Torch to last up to five seconds (if you release the
buttons immediately, Diablo's mouth opens but no flames come out - a "Fake
Torch" taunt! :). Enemy projectiles pass harmlessly through Diablo. On the
arcade version only, he is also immune to Armadon's Iron Maiden. The Torch
will stun Diablo's victim for a short time. The Torch is too slow to be
combo'd after a hit, but it can be followed up with various attacks.
|
|Hold 1+3; move joystick U-T
|
| O . O O
| O . | / --O
|_________________________________________________
| ^ Hot Foot: Diablo lowers his head and spits a fiery blast that goes
about half-way across the screen at his opponent's feet, knocking him
down. If Diablo's victim is cornered then the Hot Foot can be followed up
with a low 1, which will bounce him in the air for two more volley hits.
Anti-projectile.
Note: It is easier to volley opponents after the Hot Foot on home versions
of PR. Some opponents (Armadon, Talon) are more easily volleyed than
others. Vertigo cannot be volleyed after the Hot Foot.
|
|Hold 2+4; move joystick UA, DT
|
| . O O \
| . O \ O
|_________________________________________________
| ^ Mega Lunge: Diablo ducks, charges, and throws his head up. On the
arcade version, Diablo can follow up the Mega Lunge victim with volley
hits if the victim is cornered. On home versions, the victim does not have
to be in the corner to get volleyed. Anti-air & anti-projectile.
|
|Hold 1+4; move joystick D-T
|
| O . | \ --O
| . O O O
|_________________________________________________
| The Pulverizer: Leap into the air and stomp on your opponent a few times
(but only hits once). Recovery time after a missed landing is virtually
nil. Used to be Unblockable on ver 1.7, but not 2.3. Leaping Attack; can
be combo'd with a Slow Fireball from far away, but little else.
|
|Hold 1+4; move joystick U-T-D
|
| O . O O \ |
| . O | / --O O O
|_________________________________________________
| ^ Inferno Flash: Diablo teleports in a flash of fire. If the opponent
is nearby and in the open, Diablo will reappear on his other side. If the
opponent is nearby and in the corner, Diablo will reappear on the same
side. If the opponent is far away, Diablo may reappear in the same place.
The fire during Diablo's disappearance (not his reappearance) is a
short-range attack that will damage the enemy and stun him for a short
time. Can be followed up with various attacks if the victim is cornered.
Teleport; used to be Unblockable on version 1.7, but not version 2.3.
|
|Hold 2+3+4; move joystick U
|
| . O O
| O O |
|_________________________________________________
| *Incinerator: Diablo rears back and blows a HUGE blast of fire that
burns the flesh off the bones! Fatality.
|
|Hold all buttons; move joystick UA-D-DT
|
| O O O O-- / | \
| O O \ O O O
|_________________________________________________
| *Fireball: Diablo blasts a big fireball that roasts your opponent!
Fatality.
|
|Hold 2+3+4; move joystick T, T, T
|
| . O --O --O --O
| O O
|_________________________________________________
| *Infernal: Diablo stomps on the ground and sends his opponent down a
fiery fissure, to hell. Fatality. Version 2.3 only.
|
Hold 1+3+4; tap joystick U, D, U, D, D
| O . O | O | |
| O O | O | O O
|_________________________________________________
| **Chomp a human: Diablo dips his head down and chews up a worshiper.
|
|hold all buttons; move joystick D, U, D
|
| O O | O |
| O O O | O
|_________________________________________________
///SAURON/// (The Cove)
_________________________________________________
| Primal Scream: Sauron roars and creates a short-range shield around
himself; does heavy damage to brain meter. Projectiles pass harmlessly
through him. Anti-air.
|
|Hold 1+3; move joystick D, U
|
| O . | O
| O . O |
|_________________________________________________
| ^ Earthquake Stomp: Jump on the ground to send your opponent flying
toward you, then volley him. Stomp. It used to be Unblockable in version
1.7, but not in version 2.3. Can be done in the air on version 2.3 only.
|
|Hold 1+2+4; move joystick U, D
|
| O O O | U, D
| . O | O
|_________________________________________________
| The Cranium Crusher: Shouryuken! ^_^ Sauron leaps head-first into the
air. Leaves you vulnerable if you miss. Anti-air.
|
|Hold 1+4; move joystick D, U
|
| O . | O
| . O O |
|_________________________________________________
| Leaping Bone Bash: Pounce on your opponent and bite off some of his
flesh. Used to be Unblockable on ver 1.7, but not 2.3. Leaping Attack
(cannot be combo'd).
|
|Hold 2+3; move joystick D, U, D
|
| . O | O |
| O . O | O
|_________________________________________________
| ^ Stun Roar: Fireball-like rings of sound fired from his mouth; does
heavy damage to brain meter. If Sauron's opponent is cornered a medium
distance away, the Stun Roar can be followed up with a standing 2 or a hop
jump + air hits. Projectile.
|
|Hold 1+3; move joystick A, T
|
| O . O-- --O
| O .
|_________________________________________________
| Air Throw: Grab opponent in the air. Useful in combos too. On arcade
version 2.3, Sauron can air-throw some opponents (Blizzard, Chaos, Diablo,
Sauron) when they are standing on the ground, unless they do a special
move. Unblockable (throw).
|
|Tap 2+4 when in the air directly above opponent
|
| . O
| . O
|_________________________________________________
| Neck Throw: Sauron bites his opponent in the neck and tosses them across
the screen. Unblockable (throw).
|
|Hold 2+4; move joystick T, A
|
| . O --O O--
| . O
|_________________________________________________
| *Carnage: Grab your opponent by the throat and shake him up. Fatality.
|
|Hold all buttons; move joystick A, T, A, T, A
|
| O O O-- --O O-- --O O--
| O O
|_________________________________________________
| *Flesh Eating: Sauron walks over to his fallen opponent and tears into
him, eating each piece as he rips it off. Fatality.
|
|Hold 1+3 and move joystick D, D; then hold all buttons and move joystick
U, U (Sometimes the fatality happens if you do other things, but this is
the fully confirmed, most reliable method.)
|
| O . | | then O O O O
| O . O O O O | |
|_________________________________________________
| *Grape Crusher: Sauron jumps onto the opponent as if doing an Earthquake
Stomp, squishing him flat! Fatality. Version 2.3 only.
|
Hold all buttons; tap joystick U, D, U, D, D
| O O O | O | |
| O O | O | O O
|_________________________________________________
| **Chomp a human: Sauron dips his head down and chews up a worshiper.
|
|Hold all buttons and move joystick D, D, U
|
| O O | | O
| O O O O |
|_________________________________________________
///TALON/// (The Strip)
_________________________________________________
| ^ Brain Basher: Talon flips in the air and lands on the opponent's head
(Bison who? :). Hold joystick toward or away to determine which way Talon
flips off. On version 2.3, Talon can follow the Brain Basher up with extra
attacks as he rebounds. Used to be unblockable on ver 1.7, but not 2.3.
Leaping Attack.
|
|Hold 2+3; move joystick A-U-T
|
| . O O O O
| O . O-- \ | / --O
|_________________________________________________
| Pounce & Flip: Talon runs forward, steps three times on his opponent,
and flips off [does no block-damage in version 2.3]. 3-hit move.
Anti-projectile.
|
|Hold 2+3; move joystick T-D-DT
|
| . O --O | \
| O . O O
|_________________________________________________
| Frantic Fury: Talon becomes a blur of claws and creeps toward opponent.
Keep holding the buttons to make it continue longer. Anti-air.
|
|Hold 1+4; move joystick D-T
|
| O . | \ --O
| . O O O
|_________________________________________________
| ^ The Slasher (a.k.a. "Double Slash"): Two fierce slashes, but only hits
once. Most projectiles pass harmlessly through him. This move can be
followed up with various attacks. Anti-air.
|
|Hold 1+3+4; move joystick D-T
|
| O . | \ --O
| O O O O
|_________________________________________________
| The Face Ripper: Talon jumps on the opponent and bites his face several
times, although this move counts as only one combo hit. Blanka who? ^_^
Unblockable (throw).
|
|Hold 2+4; move joystick D-T
|
| . O | \ --O
| . O O O
|_________________________________________________
| Jugular Bite: Talon jumps onto opponent and chomps his neck. 2-hit move.
|
| NOTE: Talon's opponent must be in a hit-reaction, i.e. this move can
only be used within a combo that connects (see combos section for combos
with Jugular Bite). Otherwise, Talon goes into his "missed throw"
animation...
|
|Hold 2+4; move joystick A, T
|
| . O O-- --O
| . O
|_________________________________________________
| Run Forward/Back: Talon can run toward or away very fast. This is good
for dodging (can outrun Battering Ram and Mega Punch). Another use is to
knock down your enemy, then Run into him, and you can push him into the
corner before he finishes getting up. Talon can only block high while he
is running away, and cannot block at all when he is running toward. Does
not hit or damage opponent, of course.
|
|Hold 1+3; hold joystick T or A
|
| O . --O or O--
| O .
|_________________________________________________
| *Heart Wrenching: Talon walks up to the opponent, cuts him open with his
lower claws, rips his heart out, and eats it. Fatality.
|
|Hold 1+3+4; move joystick T-D-A-U
|
| O . Full T-D-A-U
| O O Toward
|_________________________________________________
| *Shredder: Talon does a Frantic Fury; blood flies everywhere. Fatality.
On version 1.7, the opponent just falls down like usual. On version 2.3,
the opponent remains standing, horribly mangled.
|
|Hold 1+4; move joystick T-D-A-U
|
| O . Full T-D-A-U
| . O Toward
|_________________________________________________
| *Stampede: Talon whistles, and a stampede of similarly colored baby
Talons shred the fallen opponent with mini-Frantic Furies. If the victim
is in the corner, blood will spontaneously erupt from his chest before the
li'l ones reach him! Fatality. Version 2.3 only.
|
Hold all buttons; tap joystick T, A, U, D
| O O --O O-- O |
| O O | O
|_________________________________________________
| **Chomp a human: Talon scoops up a worshiper in his front claws and
devours him.
|
Hold all buttons; move joystick T-D
|
| O O --O \ |
| O O O O
|_________________________________________________
///VERTIGO/// (The Tomb)
_________________________________________________
| Venom Spit (Slow): Vertigo spits purple acid across the screen.
Projectile.
|
|Hold 1+3; move joystick T, T
|
| O . --O --O
| O .
|_________________________________________________
| Venom Spit (Fast): This move is much easier to use in combos than the
Slow Venom Spit. Projectile.
|
|Hold 2+4; move joystick T, T
|
| . O --O --O
| . O
|_________________________________________________
| ^ Voodoo Spell: Vertigo emits short-range hypnosis rings that do no
damage but stun her opponent until he shakes out of it (by rapidly moving
his joystick back and forth), setting him up for a short combo. This move
counts as a combo hit and cannot be blocked, yet can be avoided by
jumping. Don't use both the Voodoo Spell and the Come Slither in a combo,
or you'll get a No Cheeze meter! Unblockable.
|
|Hold 2+3; move joystick A, A
|
| . O O-- O--
| O .
|_________________________________________________
| ^ Come Slither (a.k.a. "Ankle Drag"): Get over here! Vertigo lashes her
tail at her opponent's feet and drags him over for some beating. This move
counts as a combo hit, yet inflicts no damage. It stuns your opponent for
a short time, unless he/she was already stunned by the Voodoo Spell - in
which case your opponent remains wide awake and will probably hurt you
before you recover. Projectiles will pass through Vertigo if the Come
Slither connects, but hit her if it does not connect. Don't use both the
Come Slither and the Voodoo Spell in a combo, or you'll get a No Cheeze
meter! Anti-projectile.
|
|Hold 1+3; move joystick A, A
|
| O . O-- O--
| O .
|_________________________________________________
| Scorpion Sting: Whips her tail across the screen, and a blade shoots out
too.
|
|Hold 2+3; tap joystick T, T
|
| . O --O --O
| O .
|_________________________________________________
| Ground Teleport: Rolls up in a ball and reappears _on the ground_ next
to opponent; choose which side by holding the joystick toward or away
after doing the move. Does not hit or damage opponent. Teleport. Can be
done in the air on version 2.3 only.
|
|Hold 2+4; move joystick D, D
|
| . O | |
| . O O O
|_________________________________________________
| Air Teleport: Rolls up in a ball and reappears _in the air_ next to
opponent; choose which side by holding the joystick toward or away after
doing the move. Does not hit or damage opponent. Can be done while on the
ground or in the air. Teleport. Version 2.3 only.
|
|Hold 2+4; move joystick D, U
|
| . O | O
| . O O |
|_________________________________________________
| *Petrify: Vertigo does a Voodoo Spell that turns her opponent into
stone, and then she Scorpion Stings him to bits. Fatality.
|
|Hold 2+4 and tap joystick A, A, A; then hold all buttons and tap joystick
T, T
|
| . O O-- O-- O-- then O O --O --O
| . O O O
|_________________________________________________
| *Shrink and Eat: Vertigo does a Voodoo Spell that shrinks her opponent.
She then eats him like a worshiper. Fatality.
|
|Hold 2+4 and tap joystick A, A, A; then hold all buttons and tap joystick
D, U
|
| . O O-- O-- O-- then O O | O
| . O O O O |
|_________________________________________________
| *La Vache Qui Rit ["The cow that smiles/laughs"]: Vertigo turns the
opponent into a cow that moos, runs away, and gets butchered by
McDonald's. ^_^ Fatality. Version 2.3 only.
|
Hold all buttons and tap joystick A, A, A, D, T
| O O O-- O-- O-- | --O
| O O O
|_________________________________________________
| **Chomp a human: Vertigo bends her neck down, lifts a worshiper high up,
and swallows him whole like a snake eating mice.
|
Hold all buttons; move joystick D-T-U
|
| O O | \ --O O O D-T-U
| O O O O / |
|_________________________________________________
///2.3 Jumping///
All characters can do three types of jumps in Primal Rage. First, to do
a standard jump, just press up or diagonally up like any other fighting
game. Pretty easy, eh? The second type of jump is the long jump. To do a
long jump, tap down, then do a "normal" jump immediately afterward This
jump will be higher and faster than the standard jump, and it will go much
farther. No more characters whose only jump is a drifter... The third type
of jump is the most difficult, and most surprising jump in any game. A
"hop jump" (a.k.a. "tiger jump") is the shortest possible jump and
*extremely* fast! You do a hop jump by pushing the joystick in the
direction you want to jump, then down, then do the standard jump (either
tapping or rolling the joystick will work). Additionally, the hop jump can
now be done straight up, just tap toward (or away), down, and straight up!
Unlike version 1.7, Primal Rage version 2.3 lets you execute hop jumps
versus the computer, and the computer can use them against you, too!
Here's a chart to summarize the three different jumps:
Jump Type | Toward | Away | Up
________________________________
normal jump | UT | UA | U
long jump | D, UT | D, UA | D, U
hop jump | T, D, UT | A, D, UA | T or A, D, U
For even more excitement, you can buffer in hop jumps so that they
interrupt your power attacks! Chris Tang (TANG@agames.com) writes:
>There are extremely effective techniques that utilize this move. My
favorite is jumping in with one or two hits, following up with two or
three ground attacks which end in a power. While the power comes out, I
buffer in the motion for the hop jump- F, D, U. As soon as my power makes
collision, my hop jump will send me straight up into the air, where I can
launch an attack to catch a low-blocking opponent off-guard. Also, this
technique can be used for hit-and-run blocked combos by using the
backwards hop-jump instead. This style of play is fast, frantic, and
aggressive. It's also a lot of fun.
Note: Long jumps & hop jumps are not in Game Boy/Game Gear PR. They should
be in every other version, though.
///2.4 Combos///
Yes, you too can do devastating combos in PR. You can even volleyball
your opponent in the air! Combos are easy to execute. PR has a fully
orthogonal interrupt-driven combo system. That means the "rules" for
combos are [from GamePro's PR Guide]:
1. There are three "levels" of attacks: quick/fierce, power, & special
moves
2. Any special move can interrupt any quick, fierce, or power attack
3. Any power attack can interrupt any quick or fierce attack
NOTE1: Not all quick attacks can necessarily be combo'd into all fierce
attacks, though many can. Some fierce attacks can be combo'd with quick
attacks only if the enemy is very close. As an example: low 1, low 1, low
4 works great for Talon but not for Armadon. In a very few cases, a power
attack will interrupt a quick attack but will still be too slow to combo
(Talon's low 1, 3+4 will not combo).
NOTE2: All characters can start a combo by stringing most of their quick
attacks together (example: Talon's 3, 3, 3, 3 combo), and it is
occasionally possible to string fierce attacks together (Armadon's
in-close 2, 2, 2). Each character has a few stronger basic attacks that
can be interrupted with basic attacks of equal or weaker strength. Most of
these happen to be in-close attacks. Here's a list of examples I've found
in the arcade and on my PC (note: some of these work better on certain
opponents, or combo'd after air hits).
Armadon: in-close 2, 2, 2 | in-close 4, 2 | in-close 3+4, low 1
Blizzard, Chaos: in-close 2, 1 | in-close 1+2, 1 | 1+2, low 4 | low 3+4,
low 4
Diablo, Sauron: low 2, low 1 | in-close 4, 3 | in-close 3+4, 3
Talon: in-close 2, 3 | 4, low 1 | 3+4, low 1
Vertigo: in-close 1+2, 1 | in-close 4, low 4 | in-close 3+4, low 4
Basic and special moves can both be "buffered" into a combo. In a
combo that alternates between bites and tail attacks, you must tap the
buttons quickly. In a combo that chains bites together or chains tail
attacks together, you must tap the buttons even more quickly. Combo hits
can be done at any time - whenever you hit an opponent, you can tack on
another hit, unless the knockback pushes your opponent too far away. EVEN
IN THE AIR! You can do a maximum of two attacks in the air (and possibly
follow up with Chaos' air Ground Shaker or Sauron's air Earthquake). Air
hits make great combo starters or enders! Each character has certain air
combos that are easier to use, because they have better range, are harder
to counter, or are less likely to knock the opponent too far back. Here
are some of the easier air combo starters:
Armadon: air 4, air 3+4 | air 2, air 1+2
Blizzard, Chaos: air 4, air 3+4 | air 4, air 1+2
Diablo, Sauron: air 4, air 3+4 | air 4, air 1+2
Talon: air 4, air 1+2 | air 2, air 1+2
Vertigo: air 3, air 3+4 | air 4, air 3+4
Note that if your air hit(s) strike your opponent too high, you might not
be able to extend the combo with ground hits. Hitting too high doesn't
occur as frequently as in games like SF2, though, especially if you use a
long/hop jump, get two air hits, or fight a small opponent.
Special attacks can be used to end any combination, or prolong it! Many
special moves such as Blizzard's Ice Geyser have a greater range when used
within combos, and every character has at least one special move that can
be followed up with more hits or volleys. Note that any given combo cannot
have more than five of the same basic attack, one low 3+4, and one of any
given special move (slow and fast projectiles are considered different
special moves).
Are your combos still too short? Extend them by using two jumps! Just
buffer a hop-jump into your air hits, and you can score another couple air
hits followed by the rest of your combo! Sauron's 8-hit THE SECRET OF THE
COW combo is an example of this: air 4, air 3+4, (hop jump) air 4, air
1+2, 1, 2, 1+2, Primal Scream.
And there's a bonus (three, actually)! Be forewarned that if you get a No
Cheeze meter, then your combo will end and the cheezey move you did won't
count as a combo hit or inflict damage.
Thunder claps with lightning will happen if you do at least 4 hits _and_ a
minimum of 35% damage. To find out how many hits & how much damage your
combo did, just look at the left or right side of the screen, depending on
whether you're on the one-player or two-player side. [When the CPU does
combos on you, its side will display the number of hits in the combo but
not the damage rating, and the CPU never gets lightning or combo names.]
If you haven't seen it, the thunder and lightning are incredible.
Especially when you're not expecting it (but I guess you are now. =) In
v2.3, you get as many claps as you got hits! (in 1.7 you could only get
10!) [Notes: Vertigo can get one clap of lightning in version 2.3 if she
uses a teleport in any combo. PR for the IBM PC only bequeaths one clap of
lightning no matter how many hits your combo had.] Due to the decreased
damages for attacks in v2.3, lightning is less often seen, but IT IS
THERE! Finding combos that do more than 35% damage is harder now than
ever, though!
Unfortunately, it isn't any easier to get lightning during the Final
Battle. Even though attacks on a dead/flickering opponent will do extra
damage [see Final Battle section], the damage percentiles calculated to
determine lightning & displayed on the side of the screen will reflect how
much damage the combo would have done, if your opponent were alive &
healthy.
Don't despair if you can't get a thunderbolt 'n' lightning (very very
frightening(ly!)) combo; there is another reward for using special moves
in combos! If you use certain moves in a combination, a "name" for the
combo will be printed out in the top center of the screen! Unfortunately,
only the arcade version 2.3, PR for the IBM personal computer, and PR for
the Sony Playstation are known to have combo names. There are no combo
names in PR arcade version 1.7, or PR for the SNES, Genesis, Game Boy,
Game Gear, 32X, Jaguar CD; probably not 3DO or Saturn PR either.
All of the named combos have three 'levels.' The named combos are
usually activated by one or more special moves, though a few are triggered
by certain basic moves or some combination of basic + special moves. There
is also a minimum hit requirement, which can be anywhere from 3 to 50 hits
for a given combo name. For example, if you use Sauron's Neck Throw in a
combo which hits at least 4 times, you'll see "CRUNCHY." If the combo hits
at least 6 times, you'll see "EXTRA CRUNCHY." If the combo hits at least 7
times you'll see "TAKE A BITE OUTTA CRIME!" So the combo naming scheme
goes something like that - the first level is "[NAME]", the second level
is usually "SUPER [NAME]" or some modifier, and the third level is a weird
variation on the first two, with an exclamation "!" or question "?" mark
at the end (one has "...").
On both versions, "streakers" or naked worshipers (Nudalities!!! :)
will dash across the screen if Vertigo does a 5-hit or higher combo ending
in the Come Slither, or Armadon does a 5-hit or higher combo ending with
the Hornication Uppercut. No one has been able to eat these guys, and not
for lack of trying, so perhaps it isn't possible to chomp them.
///Post-Mortem Combos///
PR lets you finish your combos even if your opponent runs out of health in
the middle of 'em. "Post-mortem" combos occur when the opponent is
defeated before the last hit of the combo takes place. If you finish your
second victory with a post-mortem combo, you'll still have the usual
chance to do a fatality.
There are only two cases when post-mortem combos don't work. First,
post-mortem combos cannot be done during the Final Battle. Second, the
instant that one critter is defeated, all projectiles will no longer touch
either player for what's left of the round. This makes it easier to do
fatalities, since a late projectile won't hit your victim by accident and
mess up your attempt. A side effect, however, is that post-mortem combos
ending with a projectile don't entirely work; the projectile will pass
harmlessly through your opponent. In order to get combo names that are
tied into projectile finishes, the entire combo must hit while your enemy
is still healthy enough to take it.
Key:
(1) (2) Numbers are for which buttons are being pressed.
(3) (4)
air - hit the buttons while you are jumping
low - hit the buttons while crouching
in-close - denotes a very close-range basic attack, usually with
special animation & extra damage; e.g. Blizzard's in-close 2 is a more
damaging headbutt instead of a punch
whiff - move does not actually hit opponent
[corner] - victim must be in the corner when combo starts
[corner cross-up glitch] - Armadon or Talon must be the victim, and
they must be crossed up, in the corner, _and_ recovering from a Leaping
Attack. In the arcade version only, this produces a freak situation with
zero knockback; you can string up to five crouching quick attacks in a row
for extra-long combos. This glitch doesn't seem to work when I play as
Armadon.
[cross-up]- victim must be hit behind his center of mass when combo
starts (easiest to do when you just dodged his Leaping Attack by jumping
straight up)
[deep] - victim must be close by/hit deep when combo starts
[medium] - victim must be medium distance away when combo starts (may
be very precise)
[far] - victim must be far away when combo starts
[very far] - victim must be on the other side of the screen when combo
starts
[arcade] - combo may not work on home versions, due to increased
knockback
[cheezey] - combo will earn a No Cheeze meter
(A, B, C, D, S, T, or V) - combo works best on character(s) whose
initial is listed. Other characters tend to be too small or get knocked
too far back.
* - combo is known to earn lightning
x% - ver. 2.3 damage percentiles are added where known, assuming that
the attacker hasn't gone ballistic in a two-player game (see section 6.4,
"Going Ballistic").
Combo names are listed both with combos and separately. Thanks to Sir
Galahad's search of the text file of PR for the IBM PC, we now have _all_
combo names, and yours truly has personally devised & done a combo to earn
each name! :-) The triggering move(s) of a combo names are listed in
{curly brackets}. Minimum hit requirements are listed in (parentheses).
Combo names with the same trigger are grouped together, from shortest to
longest. Corrections or additions are quite welcome.
///ARMADON///
PINCUSHION COMBO {Mega Charge, Bed-o'-Nails} (4)
SUPER PINCUSHION COMBO (7)
VENTILATION! (9)
DIVEBOMBER {Hornication Uppercut} (5)
SUPER DIVEBOMBER (6)
ATOMIC BOMB COMBO! (7)
DEATH DART COMBO {Flying Spikes} (5)
SUPER DEATH DART COMBO (6)
BULLSEYE! (7)
GUT BUSTER {Gut Gouger} (5)
SUPER GUT BUSTER (6)
MAJOR INTESTINAL TRAUMA! (7)
STEAMROLLER COMBO {Mega Charge, Spinning Death} (5)
SUPER STEAMROLLER COMBO (7)
ROLLING THUNDER! (10)
FREIGHT TRAIN {Mega Charge, Hornication Uppercut} (5)
TRAIN WRECK (7)
THE DERAILER! (10)
3 Hit: air 1, 1, Gut Gouger or Hornication Uppercut
4 Hit: [deep (T)] low 4, low 3+4, Mega Charge, Bed-o'-Nails = PINCUSHION
COMBO (28%)
*4 Hit: air 1+2, 2, 1+2, Gut Gouger = 36%
*4 Hit: 3+4, Mega Charge, low 2, Hornication Uppercut = 36%
5 Hit: 2, 3+4, Mega Charge, 4, Spinning Death = STEAMROLLER COMBO
5 Hit: [corner, medium] Flying Spikes, 2, 3+4, Mega Charge, low 2 =
DEATH DART COMBO (31%)
*5 Hit: air 2, air 1+2, 2, 1+2, Hornication Uppercut = DIVEBOMBER (36%)
*5 Hit: air 2, air 1+2, 2, 1+2, Gut Gouger = GUT BUSTER (37%)
6 Hit: low 1, low 1, low 3+4, Mega Charge, 2, Flying Spikes = SUPER
DEATH DART COMBO
6 Hit: low 1, low 1, low 3+4, Mega Charge, 2, Hornication Uppercut =
FREIGHT TRAIN (33%)
*6 Hit: air 2, air 1+2, low 1, low 2, low 1+2, Hornication Uppercut =
SUPER DIVEBOMBER (38%)
*6 Hit: air 2, air 1+2, in-close 2, 2, 1+2, Gut Gouger = SUPER GUT BUSTER
(43%)
*7 Hit: [cross-up, arcade (A, T)] air 2, air 1+2, low 1, low 1, low 1,
low 1+2, Hornication Uppercut = ATOMIC BOMB COMBO! (38%)
*7 Hit: [deep (A, D, S, T, V)] air 2, air 1+2, 1, 1, 2, 1+2, Gut Gouger =
MAJOR INTESTINAL TRAUMA! (40%)
*8 Hit: air 2, air 1+2, low 1, low 1, low 3+4, Mega Charge, 2, Flying
Spikes = BULLSEYE! (40%)
*8 Hit: air 4, air 3+4, low 1, low 1, low 3+4, Mega Charge, 2,
Hornication Uppercut = TRAIN WRECK (42%)
*8 Hit: air 2, air 1+2, low 1, low 1, low 3+4, Mega Charge, 4, Spinning
Death = SUPER STEAMROLLER COMBO (42%)
*8 Hit: [cross-up (S, T)] air 2, air 1+2, 1, 2, 1+2, Mega Charge, low 2,
Bed-o'-Nails = SUPER PINCUSHION COMBO (44%)
*9 Hit: [cross-up (T)] air 2, air 1+2, low 1, low 1, low 1, low 3+4, Mega
Charge, low 2, Bed-o'-Nails = VENTILATION! (42%)
*10 Hit: [corner, deep (V)] air 2, air 1+2, low 1, low 1, low 1, low 2,
low 3+4, Mega Charge, 1, Spinning Death = ROLLING THUNDER! (45%)
*10 Hit: [corner, deep (V)] air 2, air 1+2, low 1, low 1, low 1, low 2,
low 3+4, Mega Charge, 3, Hornication Uppercut = THE DERAILER! (46%)
///BLIZZARD///
JACK HAMMER {air 3+4, 4, 3+4 in that sequence} (4)
SUPER JACK HAMMER (6)
I'VE FALLEN, AND I CAN'T GET UP! (11)
BLIZZARD'S BRUISER COMBO {Ice Geyser, 1+2, low 3+4} (4)
BLIZZARD'S BONE BREAKER (7)
DOES IT HURT? (10)
COME FLY WITH ME {low 3+4, Ice Geyser, Air Throw} (6)
IT'S THE ONLY WAY TO FLY (7)
BOOM SHAKALAKA! (9)
LIGHTNING JAB COMBO {Punching Bag} (7)
SUPER LIGHTNING JAB COMBO (18)
UNLEASH THE POWER OF RAGE! (50)
MIDNIGHT SLAM {Punching Bag, Air Throw} (7)
SUPER MIDNIGHT SLAM (18)
BE KIND TO ANIMALS! (50)
CRUSHED ICE {two air 3+4s, two 1+2's, low 3+4} (8)
CRYSTAL CRASHER (9)
HAVE AN ICY TASTE OF TANG! (14)
*note* Mega Punch combos are iffy sometimes - you need to pick which
of the 3 MPs to use depending on range, whether the opponent is "bouncing
up" from being hit out of a special move, etc.
3 Hit: low 4, low 3+4, Mega Punch
3 Hit: air 3+4, low 1, low 3+4
4 Hit: low 1, low 1, low 3+4, Short Mega Punch
4 Hit: air 3+4, 1, low 4, low 3+4
4 Hit: air 3+4, low 3, low 3+4, Mega Punch
4 Hit: Ice Geyser, 1+2, low 4, low 3+4 = BLIZZARD'S BRUISER COMBO (22%)
4 Hit: air 4, air 3+4, 4, 3+4 = JACK HAMMER (32%)
5 Hit: air 4, air 1+2, low 4, low 3+4, Mega Punch
6 Hit: Freeze Breath, air 4, air 3+4, 4, 3+4, Quick Mega Punch = SUPER
JACK HAMMER
6 Hit: low 4, 1+2, low 4, low 3+4, Ice Geyser, (jump toward) Air Throw =
COME FLY WITH ME (34%)
6 Hit: [corner (A, B, C, V)] low 4, low 3+4, low 4, 1+2, Ice Geyser,
(jump toward) Air Throw = COME FLY WITH ME (34%)
7 Hit: Freeze Breath, 5-hit Punching Bag, (jump toward) Air Throw =
MIDNIGHT SLAM
7 Hit: Ice Geyser, low 4, 1+2, low 4, 1+2, low 4, low 3+4 = BLIZZARD'S
BONE BREAKER (32%)
*7 Hit: low 4, 1+2, low 4, low 3+4, Ice Geyser, (jump toward) air 3+4,
Air Throw = IT'S THE ONLY WAY TO FLY (38%)
8 Hit: Freeze Breath, 5-hit Punching Bag, (jump toward) air 2, 1+2 =
LIGHTNING JAB COMBO
8 Hit: air 3+4, 1, Ice Geyser, air 3+4, 1, 1, low 3+4, Long Mega Punch
*8 Hit: [deep] air 3+4, low 4, 1+2, low 4, 1+2, Ice Geyser, (jump toward)
air 3+4, low 3+4 = CRUSHED ICE (45%)
*9 Hit: low 4, 1+2, low 4, 1+2, low 4, low 3+4, Ice Geyser, air 3+4, Air
Throw = BOOM SHAKALAKA! (46%)
*10 Hit: low 4, 1+2, Ice Geyser, (jump toward) air 4, air 3+4, 1, 2, 1+2,
low 4, low 3+4 = DOES IT HURT? (44%)
*11 Hit: air 4, air 3+4, low 4, 1+2, low 4, 1+2, low 4, low 3+4, Ice
Geyser, (jump toward) air 3+4, Air Throw = CRYSTAL CRASHER (57%)
*11 Hit: air 4, air 3+4, low 4, 1+2, low 4, 1+2, Ice Geyser, (jump toward)
air 4, air 3+4, 4, 3+4 = I'VE FALLEN, AND I CAN'T GET UP! (58%)
*14 Hit: [corner (A, B, C, V)] air 4, air 3+4, 3, 2, 1+2, low 4, 1+2, Ice
Geyser, (jump toward) air 4, air 3+4, low 1, low 1, low 3+4, low 4 = HAVE
AN ICY TASTE OF TANG! (66%)
*14 hit: [corner (A, B, C, V)] air 4, air 3+4, low 4, 1+2, low 4, 1+2,
Ice Geyser, air 4, air 3+4, low 4, low 3+4, low 4, 4, 4 (73%)
*16 Hit: air 4, air 3+4, low 4, 1+2, low 4, 1+2, low 4, Ice Geyser, 5-hit
Punching Bag, (jump toward) air 1+2, Air Throw = MIDNIGHT SLAM (68%)
*18 Hit: air 4, air 3+4, low 4, 1+2, Ice Geyser, 11-hit Punching Bag,
(walk toward) 1+2, Long Mega Punch = SUPER LIGHTNING JAB COMBO
*26 Hit: 25-hit Punching Bag, (jump toward) Air Throw = SUPER MIDNIGHT
SLAM (35%)
*50 Hit: air 4, air 3+4, 2, 1+2, low 4, Ice Geyser, air 4, air 3+4, 1,
1+2, 39-hit Punching Bag, (jump toward) Air Throw = BE KIND TO ANIMALS!
*50 Hit: air 4, air 3+4, low 4, 1+2, low 4, Ice Geyser, air 4, air 3+4, 2,
1+2, 39-hit Punching Bag, (jump toward) air 3+4 = UNLEASH THE POWER OF
RAGE!
*52 Hit: air 4, air 3+4, 3, 2, 1+2, low 4, 1+2, Ice Geyser, 43-hit
Punching Bag, (walk toward) 4 = UNLEASH THE POWER OF RAGE!
///CHAOS///
NON-DAIRY COMBO {Grab 'n' Throw} (3)
SUPER NON-DAIRY COMBO (4)
TOFU! (5)
SEWER SPEWER {Fast Power Puke} (3)
SUPER SEWER SPEWER (4)
WAKE UP AND SMELL THE CHAOS! (5)
LUNCH LAUNCHER {Slow Power Puke, Fast Power Puke} (3)
SUPER LUNCH LAUNCHER (4)
CHUNKY CREAM CORN COMBO! (5)
HURLER COMBO {Slow Power Puke} (3)
HYPER HURLER COMBO (4)
TASTES BETTER COMING UP! (6)
WACKY COMBO {low 3+4, Battering Ram} (4)
SUPER WACKY COMBO (7)
THE CADELINA SPECIAL! (10)
THE SPINNER {two 1+2s} (5)
SUPER SPINNER (6)
DEVASTATOR! (7)
THE SPANKY {two air 1+2s} (5)
SUPER SPANKY (6)
THE FLYSWATTER! (7)
THE BOUNCER {air Ground Shaker}
SUPER BOUNCER
MASTER OF DISASTER!
Note: I talked with a PR programmer about Chaos' BOUNCER combo names. It
seems that some glitch prevents the BOUNCER names from appearing when one
does a combo involving Chaos' air Ground Shaker (believe me, I've tried).
The BOUNCER names exist only in the game's text files. :-(
3 Hit: [far] Slow Power Puke, (whiff Battering Ram) 1, Fast Power Puke
= LUNCH LAUNCHER (13%)
3 Hit: Ground Shaker, Battering Ram, 1+2
3 Hit: [far] Slow Power Puke, Flying Butt Slam, low 4 = HURLER COMBO
3 Hit: low 4, low 3+4, Slow Power Puke = HURLER COMBO (19%)
3 Hit: 2, 1+2, Fast Power Puke = SEWER SPEWER (21%)
3 Hit: 2, 1+2, Grab-'n'-Throw = NON-DAIRY COMBO (26%)
4 Hit: [far] Slow Power Puke, (whiff Battering Ram) 4, 1, Fast Power
Puke = SUPER LUNCH LAUNCHER (18%)
4 Hit: low 1, low 1, low 3+4, Battering Ram = WACKY COMBO (19%)
4 Hit: 1, 2, 1+2, Slow Power Puke = HYPER HURLER COMBO (22%)
4 Hit: air 4, air 3+4, 1, Fast Power Puke = SUPER SEWER SPEWER (24%)
4 Hit: air 4, air 3+4, in-close 2, Grab-'n'-Throw = SUPER NON-DAIRY
COMBO (31%)
5 Hit: [far] Slow Power Puke, (whiff Battering Ram) 1, 2, 1+2, Fast
Power Puke = CHUNKY CREAM CORN COMBO! (25%)
5 Hit: [far] Slow Power Puke, Flying Butt Slam, low 3, 1, Fast Power
Puke = CHUNKY CREAM CORN COMBO! (25%)
5 Hit: air 3, air 1+2, Ground Shaker, (jump toward) air 3, air 1+2 =
THE SPANKY (27%)
5 Hit: air 4, air 3+4, 4, 1, Fast Power Puke = WAKE UP AND SMELL THE
CHAOS! (28%)
*5 Hit: 1+2, low 4, 1+2, low 4, low 3+4 = THE SPINNER (35%)
*5 Hit: air 4, air 3+4, 2, 1+2, Grab-'n'-Throw = TOFU! (37%)
*5 Hit: [deep] air 1+2, in-close 1+2, Battering Ram, in-close 1+2, (jump
toward) air 1+2 = THE SPANKY (39%)
6 Hit: [corner, far] Slow Power Puke, (long jump toward) air 4, air
3+4, low 1, low 1, low 3+4 = TASTES BETTER COMING UP! (29%)
6 Hit: air 4, air 3+4, 1, 2, 1+2, Slow Power Puke = TASTES BETTER
COMING UP! (32%)
*6 Hit: [deep] air 1+2, 3, 3+4, Battering Ram, in-close 2, (jump toward)
air 1+2 = SUPER SPANKY (38%)
*6 Hit: air 4, air 3+4, 2, 1+2, low 4, 1+2 = SUPER SPINNER (39%)
*7 Hit: air 4, air 1+2, (jump again) air 3+4, Ground Shaker, Battering
Ram, low 2, 1+2 = ?
*8 Hit: air 4, air 3+4, low 1, low 1, low 3+4, Battering Ram, low 2,
low 1+2 = SUPER WACKY COMBO (37%)
*8 Hit: air 4, air 1+2, in-close 1, 2, 1+2, Battering Ram, in-close 2,
(jump toward) air 1+2 = THE FLYSWATTER! (39%)
*9 Hit: [corner cross-up glitch, arcade (A, T)] air 4, air 3+4, low 1,
low 1, low 1, low 1, low 1, low 3+4, Battering Ram = SUPER WACKY COMBO
*9 Hit: air 4, air 3+4, low 4, 1+2, low 4, 1+2, low 4, low 3+4, low 4 =
DEVASTATOR!
*10 Hit: [corner] air 4, air 3+4, 1, 2, 1+2, low 4, low 3+4, Battering
Ram, low 2, low 1+2 = THE CADELINA SPECIAL! (48%)
///DIABLO///
BURN, BABY, BURN {Torch, Inferno Flash, Hot Foot} (3)
DISCO INFERNO (6)
PYROMANIAC! (10)
FLAMING FACE COMBO {Slow Fireball} (4)
SUPER FLAMING FACE COMBO (5)
WARM IT UP, DIABLO! (6)
BURNING EYEBALL COMBO {Fast Fireball} (4)
MELTING EYEBALL COMBO (5)
FLAMING BALL OF DOOM! (7)
DOUBLE FIREBALL {Slow Fireball, Fast Fireball} (4)
DOUBLE FIREBALL DELUXE (5)
GREAT BALLS OF FIRE! (7)
HEADACHE {Mega Lunge} (4)
MIGRAINE (6)
SKULL SPLITTER! (8)
ORIGINAL RECIPE COMBO {Torch, Hot Foot} (4)
EXTRA CRISPY COMBO (6)
YOU WANT FRIES WITH THAT COMBO? (9)
AFTERBURNER {Inferno Flash} (5)
SUPER AFTERBURNER (6)
SPONTANEOUS COMBUSTION! (8)
3 Hit: [corner, medium] Slow Fireball, 3+4, Fast Fireball = 22%
3 Hit: [corner, deep] Torch, Inferno Flash, Hot Foot = BURN, BABY, BURN
(36%)
4 Hit: 1, 2, 1+2, Mega Lunge = HEADACHE
4 Hit: 3, 2, 1+2, Slow Fireball = FLAMING FACE COMBO (25%)
4 Hit: 3, 2, 1+2, Fast Fireball = BURNING EYEBALL COMBO (25%)
4 Hit: [corner, medium (A, B, C, D, S, T)] Slow Fireball, 2, 3+4, Fast
Fireball = DOUBLE FIREBALL (27%)
*4 Hit: Torch, 3, 2, 1+2 = 35%
*4 Hit: Torch, 2, 1+2, Hot Foot = ORIGINAL RECIPE COMBO (42%)
5 Hit: air 4, air 3+4, 2, 1+2, Slow Fireball = SUPER FLAMING FACE COMBO
5 Hit: [deep] low 3, low 3, 2, 1+2, Inferno Flash = AFTERBURNER
5 Hit: low 3, low 3, 2, low 3+4, Fast Fireball = MELTING EYEBALL COMBO
(25%)
5 Hit: [corner, very far] Slow Fireball (long jump toward) air 4, air
3+4, 1+2, Fast Fireball = DOUBLE FIREBALL DELUXE (29%)
6 Hit: [deep] air 4, air 3+4, low 3, 2, 1+2, Inferno Flash = SUPER
AFTERBURNER
*6 Hit: Torch, low 3, low 3, 2, 1+2, Hot Foot = EXTRA CRISPY COMBO (42%)
*6 Hit: [corner, (A, B, C, D, S, T)] Torch, Inferno Flash, Hot Foot, low
1, 1+2, in-close 2 = DISCO INFERNO (49%)
*6 hit: [corner] Torch, 1+2, Inferno Flash, 2, 1+2, Hot Foot = DISCO
INFERNO (51%)
*7 Hit: air 4, air 3+4, 3, 3, 2, 1+2, Slow Fireball = WARM IT UP, DIABLO!
(36%)
*7 Hit: air 4, air 3+4, 3, 3, 2, 1+2, Fast Fireball = FLAMING BALL OF
DOOM! (36%)
*7 Hit: air 4, air 3+4, low 3, low 3, 2, low 3+4, Mega Lunge = MIGRAINE
(36%)
*7 Hit: [corner, very far] Slow Fireball, (long jump toward) air 4, air
3+4, 1, low 2, 1+2, Fast Fireball = GREAT BALLS OF FIRE! (37%)
*8 Hit: [corner] air 4, air 3+4, low 1, 1+2, Inferno Flash, low 1, 1+2,
Slow Fireball = SPONTANEOUS COMBUSTION!
*8 Hit: [corner] Torch, low 1, 2, 1+2, Inferno Flash, low 1, low 1, low 1
= SPONTANEOUS COMBUSTION! (45%)
*9 Hit: [corner] air 4, air 3+4, low 3, low 3, 2, 1+2, Mega Lunge, 2, 2 =
SKULL SPLITTER! (42%)
*9 Hit: [corner cross-up glitch, arcade (A)] Torch, in-close 4, low 3, low
3, low 3, low 3, low 3, in-close 3+4, Hot Foot = YOU WANT FRIES WITH THAT
COMBO? (45%)
*9 Hit: [corner (A, B, C, D, S, T)] Torch, 1, 1, 2, 1+2, Hot Foot, low 1,
2, 1+2 = YOU WANT FRIES WITH THAT COMBO? (51%)
*10 Hit: [corner cross-up glitch, arcade (A)] Torch, low 3, low 3, low 3,
low 3, low 3, in-close 3+4, Inferno Flash, 1+2, Hot Foot = PYROMANIAC!
(51%)
*10 Hit: [corner] Torch, low 3, 2, 1+2, Inferno Flash, low 1, low 1, 2,
1+2, Hot Foot = PYROMANIAC! (58%)
*15 Hit: [corner] Torch, (hop jump up) air 4, air 1+2, in-close 3, 1+2,
(hop jump up) air 4, air 3+4, 3, 1+2, Inferno Flash, low 1, low 3+4, Mega
Lunge, 2, 1+2 = SPONTANEOUS COMBUSTION!
///SAURON///
THE STOMPER {Earthquake Stomp} (4)
THE SUPER STOMPER (5)
YOUR DRIVING DAYS ARE OVER, PUNK! (6)
THE SAURON SLAM {Earthquake Stomp, Air Throw} (4)
EARTHQUAKE SHAKER (5)
HAVE A NICE DAY! (6)
UP, UP, AND AWAY {Earthquake Stomp, Cranium Crusher} (4)
BUMP, SET, CRUSH (5)
IT'S A BEAUTIFUL DAY IN THE NEIGHBORHOOD! (6)
CRUNCHY {Neck Throw} (4)
EXTRA CRUNCHY (6)
TAKE A BITE OUTTA CRIME! (7)
EAR SPLITTER {Primal Scream} (4)
SUPER EAR SPLITTER (6)
THE SECRET OF THE COW! (7)
ROARING TERROR {Stun Roar} (4)
SUPER ROARING TERROR (6)
IN YO' FACE DISGRACE! (8)
ROCKET LAUNCHER {Cranium Crusher} (4)
SUPER ROCKET LAUNCHER (6)
THANK YOU FOR FLYING SAURON AIRLINES! (8)
3 Hit: air Earthquake Stomp, 4, Cranium Crusher
4 Hit: 3, 2, 1+2, Stun Roar = ROARING TERROR (23%)
4 Hit: 1, 2, 1+2, Neck Throw = CRUNCHY
4 Hit: [medium] Stun Roar, 2, 1+2, Neck Throw = CRUNCHY
4 Hit: low 1, low 1, low 3+4, Cranium Crusher = ROCKET LAUNCHER (25%)
4 Hit: 3, 2, 1+2, Primal Scream = EAR SPLITTER (28%)
4 Hit: air 4, air 1+2, air Earthquake Stomp, 1+2 = THE STOMPER
4 Hit: air 3+4, air Earthquake Stomp, (jump again) air 3, Air Throw = THE
SAURON SLAM (32%)
*4 Hit: air 3+4, air Earthquake Stomp, in-close 1+2, Cranium Crusher = UP,
UP, AND AWAY (38%)
5 Hit: air 4, air 3+4, air Earthquake Stomp, low 2, low 1+2 = THE SUPER
STOMPER
*5 Hit: air 1+2, (jump again) air 4, air Earthquake Stomp, (jump again)
air 3, Air Throw = EARTHQUAKE SHAKER (37%)
*5 Hit: air 4, air 3+4, air Earthquake Stomp, in-close 1+2, Cranium
Crusher = BUMP, SET, CRUSH (40%)
*6 Hit: [corner] air 4, air 3+4, (jump up) air 4, air 1+2, 1, 1 = 35%
*6 Hit: [deep] air 4, (jump again) air 4, air 3+4, air Earthquake Stomp,
1, 4 = YOUR DRIVING DAYS ARE OVER, PUNK!
*6 Hit: air 4, air 3+4, low 3, 2, low 3+4, Primal Scream = SUPER EAR
SPLITTER (37%)
*6 Hit: air 4, air 1+2, (jump again) air 4, air Earthquake Stomp, 1,
Cranium Crusher = IT'S A BEAUTIFUL DAY IN THE NEIGHBORHOOD! (39%)
*6 Hit: air 3+4, 3, 3, 2, 1+2, Neck Throw = EXTRA CRUNCHY (40%)
*7 Hit: air 4, air 3+4, 3, 3, 2, 1+2, Stun Roar = SUPER ROARING TERROR
(37%)
*7 Hit: [deep] air 4, air 3+4, low 3, low 3, 2, low 3+4, Primal Scream =
THE SECRET OF THE COW! (39%)
*7 Hit: air 4, air 3+4, 3, 3, 2, 1+2, Neck Throw = TAKE A BITE OUTTA
CRIME! (41%)
*7 Hit: air 4, air 3+4, 3, 3, 2, low 3+4, Cranium Crusher = SUPER ROCKET
LAUNCHER (41%)
*7 Hit: air 4, air 3+4, (jump again) air 4, air 1+2, air Earthquake Stomp,
(jump again) air 3, Air Throw = HAVE A NICE DAY! (44%)
*7 Hit: air 4, air 3+4, (jump again) air 4, air 1+2, air Earthquake Stomp,
1, Cranium Crusher = IT'S A BEAUTIFUL DAY IN THE NEIGHBORHOOD! (44%)
*8 Hit: [deep, arcade (D, S, T, V)] air 4, air 3+4, low 3, low 3, 3, 2,
1+2, Stun Roar = IN YO' FACE DISGRACE! (38%)
*8 Hit: [deep, arcade (D, S, T, V)] air 4, air 3+4, low 3, low 3, 3, 2,
low 3+4, Cranium Crusher = THANK YOU FOR FLYING SAURON AIRLINES! (41%)
*8 Hit: air 4, air 3+4, (hop jump) air 4, air 1+2, 1, 2, 1+2, Primal
Scream = THE SECRET OF THE COW!
///TALON///
YUMMY {Face Ripper} (4)
DELICIOUS (5)
TALON'S FACE RIPPER IS MMM-MMM GOOD! (7)
THE SKULL SLICER {Brain Basher} (4)
SUPER SKULL SLICER (5)
FULL FRONTAL LOBOTOMY! (9)
THROAT POPPER COMBO {Jugular Bite} (5)
SUPER THROAT POPPER COMBO (7)
GO FOR THE JUGULAR! (8)
SLIDER {two low 4s} (5)
SUPER SLIDER (7)
SLIDE, SLIDE, SLIPPIDY SLIDE... (11)
ELEGANT {Pounce & Flip} (6)
GLORIOUS (7)
WARP FACTOR NINE! (9)
3 Hit: air 1+2, 1, 1+2
4 Hit: [corner, arcade] 3, 3, 3, 3 = 16%
4 Hit: [deep, arcade] air 3+4, low 4, 1+2, Face Ripper = YUMMY
4 Hit: [corner] Brain Basher, (hold joystick toward) air 1+2, low 1, low
1 = THE SKULL SLICER (21%)
5 Hit: 1, low 4, 1+2, Jugular Bite = THROAT POPPER COMBO
5 Hit: air 1+2, low 1, low 1, low 4, low 3+4 = 25%
5 Hit: [corner] Brain Basher, (hold joystick toward) air 1+2, low 1, low
1, low 3+4 = SUPER SKULL SLICER (25%)
5 Hit: [cheezey (A, B, D, S, V)] low 4, 3+4, Slasher, low 1, low 1, low
4 = SLIDER (26%)
6 Hit: air 1+2, 2, 1+2, Pounce & Flip = ELEGANT
6 Hit: [deep, arcade] low 1, low 1, Slasher, low 1, low 4, Face Ripper =
DELICIOUS
7 Hit: [cheezey (A, B, D, S, V)] low 1, low 1, low 4, 3+4, Slasher, low
1, low 1, low 4 = SUPER SLIDER
7 Hit: [deep, arcade] low 1, low 1, Slasher, low 1, low 4, 1+2, Face
Ripper = TALON'S FACE RIPPER IS MMM-MMM GOOD! (31%)
7 Hit: air 4, air 1+2, 1, low 4, 1+2, Jugular Bite = SUPER THROAT POPPER
COMBO
8 Hit: low 1, low 1, Slasher, low 1, low 4, 1+2, Jugular Bite = GO FOR
THE JUGULAR! (32%)
8 Hit: low 1, low 1, Slasher, low 1, low 4, Pounce & Flip = GLORIOUS
*9 Hit: [(B, D, S, V)] low 1, low 1, low 2, 3+4, Slasher, low 1, low 1,
low 4, 3+4 = 35%
*9 Hit: [cross-up] air 1+2, low 1, low 1, Slasher, low 1, low 1, low 1,
low 4, low 3+4 = 35%
*9 Hit: Brain Basher, air 4, low 1, Slasher, low 1, low 1, low 4, low
3+4, Frantic Fury = FULL FRONTAL LOBOTOMY!
*10 Hit: air 2, air 1+2, low 1, low 1, Slasher, low 1, low 1, low 4, low
3+4, Frantic Fury = 40%
*12 Hit: [deep] air 4, air 1+2, 1, low 4, 1+2, Slasher, 1, 2, 1+2, Pounce
& Flip = WARP FACTOR NINE! (44%)
*12 Hit: [cheezey, corner (B, D, S, V)] air 4, air 1+2, low 1, low 1, low
2, 3+4, Slasher, low 1, low 1, low 4, 3+4, low 1, low 4 = SLIDE, SLIDE,
SLIPPIDY SLIDE... (46%)
*15 Hit: [corner (B, D, S, V)] Brain Basher, (hold joystick toward) air 2,
air 1+2, low 1, low 1, low 2, 3+4, Slasher, low 1, low 1, low 4, 3+4,
Pounce & Flip = FULL FRONTAL LOBOTOMY! (56%)
///VERTIGO///
THE SPITTER {Slow Venom Spit} (5)
SUPER SPITTER (6)
HERE'S LOOKIN' AT YOU, KID! (8)
THE WHIP {air 4, 3+4, Scorpion Sting} (5)
SUPER WHIP COMBO (7)
CRACK THAT WHIP! (9)
BLINDER {Fast Venom Spit} (5)
SUPER BLINDER (7)
YOU'LL PUT YOUR EYE OUT! (11)
STREAKER COMBO {Come Slither, Scorpion Sting} (7)
SUPER STREAKER COMBO (10)
THE PEEPLES PUNISHER! (13) [named after a PR programmer]
3 Hit: low 3, low 3+4, Scorpion Sting
4 Hit: air 3+4, 2, 1+2, Scorpion Sting
5 Hit: Voodoo Spell, 1, 2, 1+2, Fast Venom Spit = BLINDER (18%)
5 Hit: Come Slither, 1, 2, 1+2, Scorpion Sting
5 Hit: low 1, low 1, low 2, low 3+4, Scorpion Sting = 25%
5 Hit: air 3, air 3+4, 2, 1+2, Scorpion Sting
5 Hit: low 1, low 1, low 1+2, Come Slither, Slow Venom Spit = THE
SPITTER
5 Hit: air 4, air 3+4, 4, 3+4, Scorpion Sting = THE WHIP (32%)
6 Hit: low 1, low 1, low 2, low 1+2, Come Slither, Slow Venom Spit =
SUPER SPITTER
6 Hit: 2, 1+2, Come Slither, 2, 1+2, Scorpion Sting
7 Hit: [deep, arcade] low 1, low 1, low 1, low 2, low 1+2, Come Slither,
Slow Venom Spit = SUPER SPITTER
7 Hit: air 4, air 3+4, Voodoo Spell, 1, 1, 1+2, Fast Venom Spit = SUPER
BLINDER (28%)
7 Hit: [medium] 3+4, Come Slither, (walk toward) low 1, low 1, low 2,
low 3+4, Scorpion Sting = STREAKER COMBO
*7 Hit: air 4, air 3+4, 4, 3+4, Come Slither, 1+2, Scorpion Sting =
SUPER WHIP COMBO (36%)
8 Hit: Voodoo Spell, (hop jump toward) air 4, air 3+4, low 1, low 1, low
2, low 3+4, Scorpion Sting
9 Hit: low 1, low 1, low 2, low 1+2, Come Slither, (hop jump toward) air
4, air 3+4, 1, Slow Venom Spit = HERE'S LOOKIN' AT YOU, KID!
*9 Hit: air 4, air 3+4, 4, 3+4, Come Slither, (walk toward) 1, 1, 2,
Scorpion Sting = CRACK THAT WHIP! (35%)
*10 Hit: air 4, air 3+4, 1, 2, 1+2, Come Slither, 1, 2, 1+2, Fast Venom
Spit = SUPER BLINDER
*11 Hit: low 1, low 1, low 2, low 1+2, Come Slither, (hop jump toward) air
4, air 3+4, 1, 1, 1+2, Fast Venom Spit = YOU'LL PUT YOUR EYE OUT! (38%)
*12 Hit: air 4, air 3+4, low 1, low 1, low 2, low 1+2, Come Slither, (walk
toward) low 1, low 1, low 2, low 1+2, Scorpion Sting = SUPER STREAKER
COMBO
*13 Hit: [deep] air 3, low 1, low 1, low 2, low 1+2, Come Slither, (hop
jump toward) air 4, air 3+4, low 1, low 1, low 2, low 3+4, Scorpion Sting
= THE PEEPLES PUNISHER! (50%)
*14 Hit: air 4, air 3+4, low 1, 1, 2, 1+2, Come Slither, (hop jump toward)
air 4, air 3+4, low 1, 1, 2, 1+2, Scorpion Sting = THE PEEPLES PUNISHER!
These are only some of the combos possible. There are probably millions
more! Try combining different parts from different combos to get a new
one!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++ 3. Brain Gauge+++++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Under your health bar (the big artery extending from your heart) is your
Brain Gauge. Each time you take or block a hit, your brain gauge goes
down. If your brain gauge ever reaches "empty" when you get hit (_not_
while blocking), electricity will loudly crackle around your brain and you
will become stunned. Although you can't get stunned while blocking, you
can still be taken to "empty" brain, allowing a quick stun with few
successful hits thereafter.
Brain power regenerates quickly; as long as you don't get hit for a
while you will soon be fine. However, if you _do_ become stunned, shake
the joystick left and right (nothing else will help!) to regain your brain
faster. Once it reaches "full" again you will return to normal. This also
works for "auto stuns" from certain special moves: Blizzard's Punching
Bag, Chaos' FoFury, and Vertigo's Voodoo Spell. Auto stuns from other
special moves (Blizzard's Freeze Breath and Ice Geyser, Diablo's Inferno
Flash and Torch, Vertigo's Come Slither) last for only a short while
whether you try to shake out of it or not.
Note that if a character's brain meter is emptied during a combo,
he'll become dizzy when the combo is completed. If his brain meter is
emptied with a hit or combo that knocks him down, he'll be dizzy when he
gets back up.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
++++++++++++++ 4. Offense and Defense++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
///4.1 Offense///
Mix it up! Using attacks that require the opponent to block low and
high alternately can be very disturbing (not to mention frustrating!), so
know which attacks must be blocked high and which low! Same goes for being
on defense - see that section for more details. Stomps can be blocked low
on version 2.3. The old "Leaping Attacks" can now be blocked with standing
blocks (just press away!), although your recovery time from the block is
seriously long, so the only bad result of doing a Leaping Attack is being
vulnerable in the air (though you do also land close to your opponent, so
if you're a distance fighter...). The exception is Talon's Brain Basher -
it's possible for an opponent like Armadon to block it and then uppercut
him with a low 1+2.
Remember that on version 2.3, all blocked basic attacks and nearly all
blocked special attacks _do damage_ to your opponent. Unlike most other
games, this damage is indeed significant, and will tip any close match.
Block damage can be used to beat reclusive opponents, human or CPU, if you
can sustain an assault for long enough. Just do "dink" damage for the
entire round, and when the clock runs out and the other guy has no health
left...
///4.2 Defense///
4.2.1 Blocking
Blocking in Primal Rage starts off simple: to block a high attack, pull
directly away from your opponent on the joystick. To block a low attack,
pull down and away on the joystick. Don't touch or hold down the buttons
while doing this, or you won't be blocking! If you get hit once, and
someone starts to unleash a combo, you can't block it. That's why it's
called a combo! So, the moral of the story is... don't get hit! ^_^ On the
other hand, sometimes a human player or even the CPU will accidentally
pause in the middle of a combo, unintentionally ending it early and giving
you a chance to block their next attack.
New in version 2.3 is block damage. Well, not entirely new, but now all
blocked basic attacks & almost all blocked special attacks do significant
"tick" damage to the blocker's heart meter, and slight damage to the brain
gauge. However, you can't usually die from taking block damage, no matter
how little health you have left! So turtle up when you're running on
empty! [Note: there seems to be an unintentional exception: if the block
damage of a move precisely equals the amount of health left, then blocking
it can be fatal. This has been seen many times with block damage from
basic attacks like Vertigo's low 3+4, and special attacks like Armadon's
Iron Maiden.]
Block these attacks high. Many involve a descending overhead strike. Note
that all Leaping Attacks must be blocked high.
1) Armadon's low 3 and Iron Maiden
2) Blizzard's 3+4
3) Chaos' 4, 3+4, and Flying Butt Slam
4) Diablo's Pulverizer
5) Sauron's Leaping Bone Bash
6) Talon's 1+2 and Brain Basher
7) All air attacks, of course. Be extra careful on combo'd air attacks -
you have to block both hits high!
Block these low; most of them involve a strike to the feet. Note that
Earthquakes and everyone's low 3+4 must always be blocked low:
1) Armadon's low 4 and low 3+4
2) Blizzard's low 3, low 4, and low 3+4
3) Chaos' low 3, low 4, low 3+4, and Ground Shaker
4) Diablo's low 3, low 4, low 3+4, and Hot Foot
5) Sauron's low 3, low 4, low 3+4, and Earthquake Stomp
6) Talon's low 4 and low 3+4
7) Vertigo's low 3+4 and Come Slither
All basic & special moves not on either list can be blocked high or low
(except Unblockable special moves, which cannot be blocked at all). I
checked on my SNES! ^_^
4.2.2 Cross-up Attacks
Beware cross-up air attacks, which hit you so far behind that you
must push the joystick forward to block! Each character has a center of
mass located at about the abdomen. If an attack hits you in front of your
center of mass, you can defend normally. If it hits behind your center of
mass, you must hold your joystick in the opposite direction instead. The
2.3 CPU Talon likes to do cross-up air 1+2s on you as you're getting up
from a knockdown! When buffering a special air attack into air cross-up
hits, do the move in the direction you're facing when airborne. Do special
moves the ordinary way when buffering them into ground hits, cross-up or
not.
Armadon's Spinning Death is another example. If Armie times it
precisely as you get up, he'll be spinning behind your center of mass -
you must hold the joystick in the opposite direction you'd otherwise hold
it, or you will get hurt. The 2.3 CPU Armadon does this every once in a
while.
There is a particular arcade version only cross-up corner-trap that
can get you a No Cheeze meter! Take Vertigo vs player (or CPU) Armadon.
Armadon does the Iron Maiden when Vertigo is standing in the right-hand
corner. Vertigo jumps up to avoid the attack, and comes down directly
above Armadon, who is recovering from his special move. Facing away from
the corner [left], she bites him with lots of low 1s. The low 1s hit
Armadon behind his center of mass, so the knockback sends him back toward
the corner, right into Vertie's jaws! If Vertie tries to use more than
five 1s in a single combo she'll get a No Cheeze meter, which is the only
thing that keeps this trap from turning into a an infinite combo.
4.2.3 Avoiding Projectiles
Jumping to avoid projectiles can be hazardous to your health. If you take
off with a long jump or Leaping Attack as soon as your opponent begins to
fire, you might be able to score a hit, but then again you might not clear
the projectile and/or jump straight into an anti-air attack. All
characters seem to be more vulnerable to projectiles underneath them if
they do a jumping High Attacks (jumping Low Attacks are safer). For
example, if Vertigo does a jumping quick bite, rendering her body
horizontal way above Blizzard's Freeze Breath, she'll get frozen anyway.
So, what do you do when you opponent think's he's Ryu? Four other possible
options...
a) Some parts of some moves are invulnerable to some attacks (sometimes
:). Moves such as Chaos' FoFury, Diablo's Torch, Sauron's Primal Scream, &
Talon's Slasher will allow projectiles to pass through or over your
character without hitting you. Teleports will let you avoid the projectile
completely. And then there's all the anti-projectile moves other than
Leaping Attacks...
b) Depending on who you are, you can just fire a projectile to cancel
your opponent's projectile. Some projectiles pass through some other
projectiles, though, so be warned!
c) If your projectile doesn't cancel the opponent's projectile and you
still have some time, you can fire another projectile. The second
projectile will cancel your opponent's projectile! Diablo vs. Chaos is a
good example. This hasn't been tested on everyone, so it might not work
for some!
d) Some characters are can duck underneath some projectiles when they
crouch, or block low. For example, Vertigo can duck completely under
Blizzard's Freeze Breath if you hold the joystick straight down (not
down&back), while Diablo & others can duck completely underneath Sauron's
Stun Roar if they crouch or block low. On the other hand, no one can duck
underneath Chaos' Power Puke. Some characters' basic attacks (such as
Vertigo's crouching bites, or Talon's low claw attacks and slide kicks)
can hit a nearby projectile thrower without trading damage.
///4.3 Simultaneous Attack Collisions///
kuan@agames.com (Frank Kuan): writes:
Here's an interesting bit if info about version 2.3.
When SIMULTANEOUS collisions occur between normal (quick, fierce) and
power (two button), it follows this general formula:
1. quick wins over fierce
2. fierce beats power
3. power beats quick.
There are a few exceptions. An air attack done during a quick hop attack
has less priority than any other attack. On version 1.7, it was more
streetfighter'ish in the sense that any normal attack may have a "sweet
spot" where at the right range and timing, it would always beat anything
else. Version 2.3 was tuned so that "sweet spots" on normal and power
attacks were removed, so that simultaneous collisions would occur more
often and it would follow the arbitration rules of above.
The beauty of the 3 rules of arbitration is that it GUARANTEES the
usefulness of every single normal/power attack in the game. It's like
rock/papers/scissors. If Talon uses air high power too much, you KNOW you
can beat him with any fierce attack.
///4.4 Total Domination, Quick Kill, & Scoring///
4.4.1 Total Domination
In version 2.3, winning a "perfect" battle (i.e. without losing *any*
health, not even block-damage) is acknowledged as a "TOTAL DOMINATION."
These are not always as hard to get as one might think, especially in
certain matches vs the CPU (try repeatedly using Sauron's air 3, Air Throw
on CPU Diablo).
4.4.2 Quick Kill
A normal PR round lasts for 60 seconds. On version 2.3, vanquishing your
opponent in the first 10 seconds of the round merits a "QUICK KILL" award.
This is *much* harder to get than a TOTAL DOMINATION, though not
impossible (try swiftly & repeatedly using Diablo's standing 1+2 on CPU
Armadon, or stunning CPU Blizzard with five of Vertigo's standing 3+4s,
teleporting next to him, and finishing him off with a lethal combo).
4.4.3 Scoring
PR has a scoring system just like most other video games out there.
When the arcade game is in demo mode, you can bring up the high score
screen anytime by hold the joysticks toward one another. Hold the
joysticks away from each other to bring up the credits screen.
If you beat the top score then you get to enter up to 15 letters, and
the character you played will crouch atop a shadowy hill (facing right if
you used the 1-player side, or left if you used the 2-player side)
whenever the scores are displayed. You have plenty of time to enter your
name, since the countdown begins with 20 seconds and renews to 15 seconds
every time you enter a letter, until it runs out or you enter the "end"
square.
If your score is worthy of a 2nd through 10th place slot, then you
just get to enter three letters. On version 1.7, your name would be
completely eliminated from the roster if it were bumped off the top slot.
On version 2.3, the name in the top slot name is merely bumped to second
place by a higher score, and then only its first three letters are
visible.
Note that the operator can allow only certain letter combinations in
the Full Name entry, if he wishes. The PR Censor has a default setting to
Strict, and if you enter a censored word it will be replaced by a string
of j's (except for the first letter).
Unfortunately, you cannot see your score on the game screen during
your battles. In between battles, when the game shows you what area you
have just conquered, your score is represented by the "number of
worshipers" in the lower right-hand corner. The scores in the chart below
are for version 1.7, though I doubt they've been changed much for version
2.3...
Action Worshipers/Points Awarded
each continue 1
every 1% damage inflicted on opponent 100
first four hits in a single combo 1,000 per hit
fifth and successive hits in a single combo 2,000 per hit
(maximum 20,000 per combo)
eating one of your opponent's followers 10,000
(except during Bonus Round)
opponent eats one of your followers -10,000
you eat one of your own followers -40,000
(except during the Bonus Round)
Total Domination, or Quick Kill, 20,000
or both in same round
doing a finishing move 50,000
world domination 100,000
winning the game 200,000
bonus for winning with less than 10 continues 1,000,000
bonus for winning without continuing 5,000,000
(these last three bonuses aren't cumulative)
///4.5 CPU AI patterns///
The CPU AI in version 2.3 has been almost completely overhauled. From
the second battle on up, the CPU tends to use all its special moves more
(except fatalities, which it never does), more elaborate combos, and
cannot be as easily suckered with a constant barrage of attacks as before.
But in addition to its new strengths, the CPU has also gained new
weaknesses. Generally, you can win by anticipating and retaliating against
the CPU's tendency to jump and/or use special moves. Here are some very
brief weaknesses to exploit, if you want to rule the new Urth...
CPU Armadon
Use anti-air moves or Armadon/Blizzard/Chaos/Talon's low 1+2 to hit
CPU Armadon out of the air when he jumps, which is very often. Block and
retaliate against his Mega Charge. He's also a sucker for Armadon's Mega
Charge, Diablo's Mega Lunge, and Chaos/Sauron's air Earthquake. Vertigo
can go for a low 1+2, Fast Venom Spit combo, or bite him out of the air
with her low 2 if she's far enough away, then do a Venom Spit as he gets
up. He'll probably either do the Iron Maiden or jump with a 4; she can
wait until after he swings his tail, knock him down with another bite, and
repeat. Use her air-to-air teleport to escape his corner-traps.
Want to practice your ground combos? Knock Armie down and crouch next
to him. Wait for him to get up and try his tail-over-the-head attack. Then
nail him with a combo that begins with a low 1. Your low 1 is faster than
his attack; you'll hit him out of it and work him over! If you slip up and
attack too early, he'll just block your attempted combo, which is not as
much fun. ^_^
Want to practice your air combos? Knock Armie down and toss a
projectile at him just as he gets up. If the projectile hits him, he'll
often do the Iron Maiden; jump straight up and pound him with a combo on
the way down.
Armadon always starts his turn in the Final Battle with an off-screen
wail; then he leaps in with the Iron Maiden.
CPU Blizzard
Armadon and Vertigo can repeatedly swat him with their standing 3+4
from far enough away; Blizzard can repeatedly use the Short Mega Punch
followed by low 1s; Blizzard and Sauron can Air Throw him if he doesn't
Ice Geyser them first. Diablo and Sauron can chomp him with their standing
2 when he's just within their range; Chaos and Sauron can use their air
Earthquakes; Talon can get him with combos starting with a low 4 from a
short distance away. On home versions, Talon can do a low 4 out of range;
when Blizzard retaliates with an out-of-range Ice Geyser, Talon can close
in with the real attack. Characters with projectiles can knock Blizzard
down and toss a projectile so that it is in the middle of the screen (not
quite about to hit him) when he gets up. He'll long jump over it and do a
combo ending in a Mega Punch. Block the combo and retaliate with one of
your own. Everyone can long jump or hop jump back in the hope of suckering
Blizzard into a Mega Punch, duck/block the move, knock him down, and
repeat.
Blizzard always starts his round in the Final Battle with the Freeze
Breath from off screen; then he jumps in.
CPU Chaos
He almost always follows up his Power Puke or FoFury with either the
Battering Ram or the Flying Butt Slam. Block/dodge the moves and
retaliate. Armadon can jump in on him with air 4, air 3+4. Blizzard and
Sauron can repeatedly air throw him even if he's on the ground. Chaos and
Sauron can fall back on their air Earthquakes. Diablo can long-jump in
with air 3+4s; if he leaps from the right distance, Chaos will jump into
the attack, especially if Chaos is just getting up from a knockdown. Talon
can nail him by long-jumping in with combos that start with air 2, air
1+2. Vertigo can teleport to the ground on his opposite side and nail him
with a combo that starts with a low 1.
Chaos always starts the Final Battle with the FoFury from off-screen
(block or long jump away to avoid it); then he leaps in with the Flying
Butt Slam.
CPU Diablo
He tends to jump in response to your jumps. Leap toward him with your
air 3 or air 4 until you knock him down; then as he gets up, jump toward
him with an air throw or air combo, and he'll probably jump into it. The
key is not to do the air attack until after he jumps. Hang back when he
starts going crazy with out-of-range attacks, though, because he's about
to leap forward with his high-priority air 1+2. When you're getting up
from a knockdown, he likes to try a three-hit cross-up combo followed by
the Pulverizer. Block the combo, then jump and hit him out of the air.
Diablo always starts the Final Battle with a roar from off screen
(his voice is more hoarse than Sauron's - probably a side effect of all
that smoking :); then he teleports in, appearing a short distance away.
CPU Sauron
He likes to use his air Earthquake Stomp followed up with his
standing 1+2 a lot. When he goes for the Earthquake, long jump toward him
(avoiding the stomp) and combo him. He'll try walk up to you and bite you,
too; wait until he's in range and scratch him with low 1s.
Sauron always starts the Final Battle with a roar from off screen.
Then he jumps straight down from above with an Earthquake Stomp, but this
particular earthquake won't damage you and he won't follow it up with his
standing 1+2.
CPU Talon
He has the most vicious of all the overhauled CPU AI's. He'll fall
for Armadon's Iron Maiden, Chaos' & Sauron's air Earthquakes, or Diablo's
air 3+4 a lot. Blizzard can tick block-damage off him with combos
involving the Fake Mega Punch. Talon can target his alter ego's backside
with the air 1+2. Everyone can hop jump toward him and make him block some
air attack(s). He'll frequently respond with his Slasher or a slide kick +
Frantic Fury combo; low block and quickly retaliate.
Talon always starts the Final Battle with a yowl from off screen,
then jumps in with the Brain Basher.
CPU Vertigo
Like Diablo, she tends to jump in response to your jumps. If you jump
toward her with a high priority air attack(s) (such as Vertigo's 3+4, the
other lizards' 1+2, or the apes' 2 or 4) then she'll most likely leap into
it. This way, you can stun her with repeated combos like Armadon's air
1+2, 1+2; Sauron's air 1+2, Primal Scream; Talon's air 4, air 1+2;
Vertigo's air 4, air 3+4. Again, the key is not to attack until after she
leaves the ground. If her jumping bites hit you instead, then you probably
either jumped from the wrong distance or attacked too soon. She's
vulnerable to combos starting with a low 1 whenever she uses her
ground-to-ground teleport, and she almost never uses air teleports except
in response to certain special attacks, such as projectiles.
Vertigo always starts the Final Battle with a hiss from off screen,
then teleports in, appearing on the ground a short distance away.
///4.6 Final Battle///
After using one character to conquer all seven territories, the last
of which must be won from the CPU, you are awarded "WORLD DOMINATION." If
a second player joins in during the first six matches, beating him will
conquer the territory and ruler you otherwise would have fought, even if
the second player didn't use that character. If that's the case, though,
then you lose the opportunity to do a fatality on the ruler you didn't
fight. If a second player joins in while you are fighting for your seventh
territory, you must re-conquer the entire world after beating him. If you
join in during any match and beat the other player, you must conquer all
the other territories afterward, even if he conquered some of them and
you're using the same character as he did. You'll also have to re-conquer
the world if you lose a match and continue on the other side, or with a
different character (changing your character's color won't make a
difference though :).
After winning WORLD DOMINATION, you arrive at a stage where you have
to fight all seven characters again in one big round, with the clock
turned off. This is called the "Final Battle." It takes place on a special
"Dinosaur Graveyard" stage. There are no worshipers or pterodactyls moving
about in the background. If you die during the Final Battle then you can
continue from the precise point at which you left off [the continue
countdown is 15 seconds instead of the usual 10], but you cannot change
characters and if a second player joins in the Final Battle ends (see
Final Battle Bugs in version 2.3).
Fortunately, there are three ways to make the Final Battle easier.
The first is to do fatalities on as many opponents as you can (remember
that you can't do a fatality on an opponent if your second win is a "time
over" victory, or if you don't fight him because a second player has
joined in). Dead enemies will flicker like ghosts in the Final Battle, and
every attack you do to them will inflict extra damage. Regardless of
whether a given enemy is solid or flickering, the instant you exhaust his
health meter he will collapse and revert to bones, which become part of
the background. Unlike normal rounds, you can't finish a big combo if your
opponent expires in the middle of it. When an enemy dies, you stand still
and will remain frozen until you hear the voice of your next foe.
The second advantage is to know each CPU foes' signature entrance,
anticipate it, and dodge or retaliate (signature entrances are described
in section 4.5, "CPU AI PATTERNS"). There are two ways to tell which
opponent you'll fight next. One is to watch for the name under the enemy's
health meter, which appears just as the battle starts. The other is to
listen for the enemy's voice (or projectile sound, for the apes). Each PR
character has a unique voice for their wordless battle cries/screams of
pain.
Your third advantage is that before arriving at this stage, you have
a chance to acquire more than 100% total strength. The game will say "NOW
YOU MUST REPLENISH YOUR HEALTH BEFORE THE FINAL BATTLE," and a 20-second
bonus round commences. It takes place on the background of the last enemy
you beat, and all you do is eat worshipers and pterodactyls for more
strength. It is possible to obtain a maximum of 100% extra health, which
will appear in a green life meter after your red life meter has been
exhausted. You can eat both people & pterodactyls in the bonus round by
doing each character's 'Eat a worshiper' move, or use a normal bite to eat
just the pterodactyls. The humans are much more nutritious than the
pterodactyls, which give you a mere 1% heal