===========================================================================
MOVES LIST FOR REGULAR AND SECRET CHARACTERS IN STREETS OF RAGE 3 (ver 1.0)
===========================================================================


Last update: 2002-OCT-14
------------------------------------------------------------------------------
Compiled and copyrighted 2001-2002 by Anton Berglin (AKA Truncated on
GameFAQs) - con_carnage@hotmail.com. It's mine, all mine (except for the
trademarks of their respective owners) and you can't use it for anything 
other
than personal use without asking me.

Please contact me if you find any mistakes, omitted moves, or have 
additional
information. Of course you will be given full credit.

Counting hits and damage is much more difficult in SoR3 than in SoR2, so 
there
are many (?). Fewer hits with higher damage have generally been substituted
for more hits with lower damage, plus extra knockdown frames in the middle 
of
an attack.

Credits go out to:
* Streets of Rage Online (www.classicgaming.com/soronline) - Inspired me to
write this.
* SEGA Force (discontinued Swedish SEGA magazine) - Taught me a thing or two
about this game back in the days.
* My brothers - for renting and playing this game with me countless times.


==============
- CONTENTS -
==============

-Generic moves
* Invulnerability
-Weapons       _
-Axel         /
-Blaze       /   * Ground attacks
-Dr.Zan     /    * Special attacks
-Skate    -<     * Jumping attacks
-Roo        \    * Holding attacks
-Shiva       \   * Weapon specific attacks (if any)
-Ash          \_ * Other notes (if any)


Before we get on to the moves list...
Legend:
knockdown - hit that causes your enemy to fall
XX hits   - maximum XX number of hits for a move
x YY HP   - each hit does YY healthpoints of damage
slam      - throw that can't be landed from
(?)       - uncertain information
NOTE      - technical information
TIP       - gameplay information


===================
- GENERIC MOVES -
===================

These aren't as generic as the title would have you belive, see below for a
table.

Jump - C
--------
SoR3 features air control, meaning you have some chance to steer your
character midair. This was in SoR1, but removed in SoR2. You still cannot 
turn
around like you could in SoR1, but can instead steer after you've kicked.

Dash/Roll - press twice in any direction
----------------------------------------
Dashes forward (hold button) or rolls up/down. Diagonals don't work. Rolls 
are
longer in SoR3 than in Bare Knuckle 3, the Japanese counterpart.

Land - Up+C
-----------
Press and hold in air when thrown to land on your feet and take no damage. 
You
do not have to land from your co-player's throws.

NOTE: You cannot land on your feet with suplexes, sweeps and such. I have
marked these moves SLAM. You can damage nearby enemies with slamming moves 
too
but they generally have to be closer. Getting hit by a thrown person takes 
32
HP (only the enemies suffer from this). (?)

Vault - C when holding enemy
----------------------------
Switch side when holding an opponent. If done twice the opponent will break
loose.

Special attack - A
------------------
When you press A you do your special technique. This makes you invulnerable,
so you can use it to dodge projectiles and long range weapons even if you
don't hit any enemies with it. This move will cost you some life (2-6 HP,
generally much less than getting hit) if the strength bar isn't full 
(reading
OK).
The special tech has been changed in another way too - both defensive and
offensive special makes you invulnerable. In some cases you just want the
invulnerability and not the attack (for instance dodging a shuriken or a
train), choose the one which lasts longer.

Grab
----
To grab an enemy and perform the holding moves, walk into him. As opposed to
SoR2 you can punch an enemy so that he starts "shaking" and then walk into
them, whereas it was either punching or grabbing before.

For most enemies you can do a slow combo (only the first punch repeatedly)
until they're dead. This works when they are all coming from the same
direction.

Shoulder throw - When held from behind, press C to kick, then B when you 
land
-----------------------------------------------------------------------------
Throws an opponent holding you from behind. It could also be noted that this
is Zan's only kick in the whole game. Damages are as follows:

       Axel  Blaze   Skate  Roo   Dr.Zan
Kick   8(k)  4+8(k)  8(k)   4(k)  8(k)+8+8(k)
Throw  24    28      24     30    36


Launch co-player - Use any of the nonslamming moves on your partner
-------------------------------------------------------------------
Launches your parner into his team air attack (if he/she has one). The team
attack hurts 32 HP.

Team air attack - Grab your partner and press C
-----------------------------------------------
Launches yourself into your team air attack. Works both from front and 
behind.
The team attack hurts 32 HP.

         Vault    Shoulder throw  Has team air attack  Launch co-player
Axel     Yes      Yes             Yes                  Yes
Blaze    Yes      Yes             Yes                  Yes
Skate    Yes      Yes             Yes                  Yes
Zan      Yes      Yes             Yes                  Yes
Roo      Yes      Yes*            Yes                  Yes/No*
Shiva    Yes      No              No                   No*
Ash      No       No              No                   No*

NOTE: Everyone can do the generic moves not listed in the table.
NOTE: Roo's shoulder throw is slamming (try in Duel or against Mona&Lisa).
Despite of that, it launches a co-player into his team attack.
NOTE: Ash and Shiva has nonslamming throws, but they do not launch the co-
player's air attack. You can still land from them.


---------------
INVULNERABILITY
---------------

You are invulnerable when:
* performing any of the throws
* vaulting
* doing your defensive OR offensive special
* you get up after being knocked down (about 1 second)
* you are being thrown (mid-air, but not in team attack)
* you land from a throw with Up+C (about 1 second)
* picking anything up
* you kick when held from behind, or hold someone kicking

This means you might want to wait a while before you vault/throw to avoid 
that
shuriken coming your way...


=============
- WEAPONS -
=============

The weapons return, more plentiful, and weaker than ever. Damage is lower, 
and
weapons last only for a limited amount of hits. Also they are a mess damage-
wise, as the damage varies with user, and with which frame you hit.

Grenade, 56 HP ......No longer tossed by bikers, instead just lying around 
in
                     stages.
Sword, 12-20 HP .....Used by ninjas.
Bat, 20-24 HP .......Not used by any enemy.
Plank, 8 HP .........Not used by any enemy.
Pipe, 16 HP .........Used by Donovans.
Knife, 8-10 HP ......Used by Galsias.
Kunai, 8-10 HP ......Used by ninjas.

A weapon disappears if it runs out of energy or is dropped three times, by 
you
or the enemy. It disappears directly if Zan drops it. You drop your weapon
when you are knocked down or grabbed. You no longer drop your weapon when 
you
grab someone.


==========
- AXEL -
==========

--------------
GROUND ATTACKS
--------------

Regular combo - B repeatedly
----------------------------
1: Jab (1 hit x 4 HP)
2: Jab (1 hit x 4 HP)
3: Straight punch (1 hit x 12 HP)
4: Low sidekick (1 hit x 8 HP, knockdown when attack 5 fails)
5: High sidekick (1 hit x 4 HP, knockdown)

NOTE: Press rapidly or just hold B for both kicks. If you fail the first 
will
be knockdown, otherwise the second will be knockdown. This is MUCH easier 
than
it was in SoR2.

Double Sidekick - Y, or Hold B and release
------------------------------------------
2 hits x 6 HP, knockdown
Identical to two last kicks in combo, except the second kick never fails.

Quadruple Kick - B
----------------------------
5 hits x 16 HP

NOTE: Only available with Super Kick Axel. I've lost the GG code,
unfortunately. Anyone care to send it to me?

Bare Knuckle / Grand upper - Forward, Forward, B
------------------------------------------------
   : 6 hits with 2+4+4+4+4+4=22 HP, knockdown on last
*  : Same as above
** : 1-6 hits, total 22-28 HP, knockdown on some (?)
***: 2-6 hits, total 30-36 HP, knockdown on some (?)

The upgraded attacks can also be accessed via X:
Dashing Bare Knuckle - X, Forward, Forward
Dashing Dragon Smash - X, Down, Forward
Dashing Dragon Smash into Flaming Dragon Punch - X, Back, Down, Forward

Backfist - Z, or hold B and press C (repeatedly if desired)
-----------------------------------------------------------
1: Elbow backwards (1 hit x 4 HP)
2: Backfist backwards (1 hit x 8 HP, knockdown)

NOTE: Both moves are executed consecutively on one press of C / Z.
NOTE: You cannot perform this move if you're wielding a weapon, the same 
move
throws the weapon.


---------------
SPECIAL ATTACKS
---------------

Dragon Wing - A
---------------
1 hit x 16 HP, knockdown

NOTE: You now always knock the enemies the way you're facing, so if there is 
a
hole present, try to face that way when you do this.

Dragon Smash - Toward+A
-----------------------
8 hits with 4+4+4+4+4+6+6+8=40 HP, knockdown on last hit


---------------
JUMPING ATTACKS
---------------

Vertical kick - C, then B
-------------------------
1. Knee (1 hit x 8 HP)
2. Kick (1 hit x 8 HP, knockdown)
3. Knee (1 hit x 12 HP, knockdown)

NOTE: All three moves are executed consecutively on one press of B.

Jumping Sidekick - Left+C or Right+C, then B
--------------------------------------------
1 hit x 12 HP, knockdown

TIP: Probably the best air attack in the game. Fast, long range, hits both
high and low. Can be used to defeat Shiva flawless, amongst other things.
Together with the air control you can kick enemies with anti-air moves by
jumping forward and pressing back in the air.

Knee Press - C or Left+C or Right+C, then Down+B
------------------------------------------------
1 hit x 8 HP

TIP: No knockdown, use it to grab enemies.


---------------
HOLDING ATTACKS
---------------

From front:

Flurry - Toward+B
-----------------
1. Knee (1 hit x 4 HP)
2. Knee (1 hit x 4 HP)
3. Double knee (2 hits x 8 HP, knockdown on second)

TIP: You can choose to do 1, 2 or all three of these attacks. The extra hit 
on
the third attack is seldom worth it though, both throws do more damage.

Headbutt - B
------------
1 hit x 16 HP, knockdown

NOTE: Just as powerful as the last attack in the flurry, so there really 
isn't
much need for it.

Back throw - Back+B
-------------------
1 hit x 24 HP, knockdown

TIP: Low damage but high chance to hit other enemies.

From behind:

Body slam - B
-------------
1 hit x 28 HP, knockdown, slam

TIP: High damage but low chance to hit other enemies.


-----------------------
WEAPON SPECIFIC ATTACKS
-----------------------

With knife/kunai
----------------
Throw - B
1 hit with 8 HP

With bat/pipe/plank
-------------------
Dashing strike - Forward, forward, B
2 hits with 8+24=32 HP

With sword
----------
Upward slash - Forward, forward, B
1 hit x 32 HP (going forward or up) or 24 HP (going down)

Force bolts - Forward+A
1 hit x 28 HP, also gives invulnerability


===========
- BLAZE -
===========

--------------
GROUND ATTACKS
--------------

Regular combo - B repeatedly
----------------------------
1: Jab (1 hit x 4 HP)
2: Jab (1 hit x 4 HP)
3: Reverse elbow (2 hits with 4+8=12 HP)
4: High frontkick (1 hit x 8 HP, knockdown)

NOTE: Stand close for both hits on the elbow.

High frontkick - Y, or hold B and release
-----------------------------------------
Identical to attack four in the combo.

Vertical slash - Forward, Forward, B
------------------------------------
   : 0-3 hits with 4+4+12(k)+20(k)=0-28 HP, knockdown on marked
*  : Same as above
** : 0-5 hits with 2+4+4+12(k)+16(k)=0-32 HP, knockdown on marked
***: 0-6 hits with 2+2+2+2+4+8(k)+16(k)+20(k)+24(k)=0-30 HP, knockdown on
marked

The upgraded attacks can also be accessed via X:
Dashing Vertical Slash - X, Forward, Forward
Somersault Kick - X, Forward, Up
Somersault Kick into Power Slide - X, Down, Forward, Up
NOTE: You get 0 hits if you start too close.

360 Footsweep - Z, or hold B and press C (repeatedly if desired)
-----------------------------------------------------------------
1 hit x 8 HP, knockdown

NOTE: You cannot perform this move if you're wielding a weapon, the same 
move
throws the weapon.
NOTE: There is nothing 360 about this move as you no longer can knock down
enemies in front of you (you could in SoR2).


---------------
SPECIAL ATTACKS
---------------

Embukyaku (Backflip) - A
------------------------
1 hit x 16 HP, knockdown

NOTE: You now always knock the enemies the way you're facing, so if there is 
a
hole present, try to face that way when you do this.

Kikousho (Fireball) - Toward+A
------------------------------
7 hits with 2+2+4+4+4+4+8=28 HP, knockdown on last

NOTE: There is a small pause between hit 3 and 4 where enemies might break
free.


---------------
JUMPING ATTACKS
---------------

Roundhouse kick - C, then B
---------------------------
1 hit x 16 HP, knockdown.

Side kick - Left+C or Right+C, then B
-------------------------------------
1 hit x 12 HP, knockdown

Flying chop - C or Left+C or Right+C, then Down+B
-------------------------------------------------
1 hit x 8 HP

TIP: No knockdown, use it to grab enemies.


---------------
HOLDING ATTACKS
---------------

From front:

Flurry - Toward+B
-----------------
1: Knee (1 hit x 6 HP)
2: Knee (1 hit x 6 HP)
3: Chop (1 hit x 16 HP)

NOTE: It really bugs me that Blaze's flurry hurts more than Axel's
counterparts, even though he has the higher strength rating.
TIP: You can choose to do 1, 2 or all three of these attacks. The extra 
damage
on the third attack is seldom worth it though, knock your enemy down with 
any
of the other moves instead for more damage.
NOTE: Lots of people think that the last move an elbow, but pause the game 
and
see for yourself.

Throw - B
---------
1 hit x 32 HP, knockdown, slam

NOTE: This move works on the fat guys.

Back sacrifice throw - Away+B
-----------------------------
1 hit x 28 HP, knockdown

From behind:

Suplex - B
----------
1 hit x 32 HP, knockdown, slam


-----------------------
WEAPON SPECIFIC ATTACKS
-----------------------

With knife/kunai
----------------
Double slash - B
1 hit x 10 HP, knockdown

Dashing upward slash - Forward, forward, B
3 hits with 4+12+20=36 HP

360 degree slashing attack - Toward+A
3 hits (?) with total 12-24 HP, knockdown on some, also gives 
invulnerability

With sword
----------
Thrust - B
1 hit x 12 HP, knockdown

Charge with sword - Forward, forward, B
1-6 hits with total 6-40 HP, knockdown on some
NOTE: Sometimes you grab your opponent while charging.


===========
- SKATE -
===========

--------------
GROUND ATTACKS
--------------

Regular Combo - B repeatedly
----------------------------
1. Jab (1 hit x 4 HP)
2. Jab (1 hit x 4 HP)
3. Low kick (1 hit x 8 HP)
4. Roller kick (2 hits with 4+8=12 HP, second knockdown)

NOTE: Despite what it looks like, Skate no longer hits enemies behind him 
with
his combo.

Roller kick - Y, or hold B and release
--------------------------------------
Identical to attack four in the combo.

Quintuple hammer punch - B
--------------------------
5 hits x 16 HP, knockdown on last

NOTE: You have to be Super Skate to do this. It replaces his regular combo. 
To
get Super Skate, pick Skate and lose a life having zero points.
NOTE: The first hit has a bit longer range than the other four.

Dynamite headbutt - B while running
-----------------------------------
   : 1 hit x 16 or 20 HP, knockdown
*  : Same as above
** : 1-5 hits with 4+4+12(k)+4+4+4+4+12(k)+24(k)=12-28 HP, knockdown on 
marked
***: 1-5 hits with 4+4+12(k)+4+4+4+4+12(k)+4+4+4+24(k)=12-36 HP,
     knockdown on marked

NOTE: For ( ) and (*) you do 16 HP damage with the headbutt, 20 with the
somersault.
NOTE: During the (**) and the (***) you can actually steer where Skate is
going. Just press a direction. Skate is the only character with this
advantage.

The upgraded blitz attacks can also be accessed via the X button:
Dashing Headbutt  -  X, Forward, Forward
Roll Kick      -     X, Forward, Down
Rolling Flash Kick - X, Up, Forward, Back

Backflip kick - Z, or hold B and press C (repeatedly if desired)
----------------------------------------------------------------
2 hits with 4+8=12 HP, second knockdown

NOTE: You cannot perform this move if you're wielding a weapon, the same 
move
throws the weapon.


---------------
SPECIAL ATTACKS
---------------

Double spin kick - A
--------------------
1 hit x 16 HP, knockdown

NOTE: You now always knock the enemies the way you're facing, so if there is 
a
hole present, try to face that way when you do this.

Rolling punches - Toward+A
--------------------------
1-4 hits with 4+4+8+16(k)+4+4+8+16(k)+4+4+8+16(k)4+4+20(k)=16-32 HP,
knockdown on marked


---------------
JUMPING ATTACKS
---------------

Double back kick - C, then B
----------------------------
1 hit x 16 HP, knockdown

NOTE: I suppose the only thing double about this attack is that Skate uses
both of his feet performing it.

Side kick - Left+C or Right+C, then B
-------------------------------------
1 hit x 12 HP, knockdown

Roller press - C or Left+C or Right+C, then Down+B
--------------------------------------------------
1 hit, 8 HP

TIP: No knockdown, use it to grab enemies.


---------------
HOLDING ATTACKS
---------------

From front:

Flurry - Toward+B or B
----------------------
1. Headbutt (1 hit x 6 HP)
2. Headbutt (1 hit x 6 HP)
3. Elbow (1 hit x 12 HP, knockdown)

TIP: You can choose to do 1, 2 or all three of these attacks. The extra 
damage
on the third attack is seldom worth it though, knock your enemy down with 
any
of the other moves instead for more damage.

Roller Uppercut - Away+B
------------------------
1 hit x 24 HP, knockdown

NOTE: This is a throw, despite what it might look like (and what it was in
SoR2). There is no slam, so Mona&Lisa will land from it. Your victim will
knock down other enemies like a regular throw.
NOTE: This throw will NOT launch a co-player's team attack.
NOTE: This move works on the fat guys.

Overhead throw - B while doing Vault
------------------------------------
1 hit x 24 HP, knockdown

TIP: Can be done while vaulting either way. You can vault twice and throw on
second vault since you don't let go of the opponent until you land.
NOTE: This move works on the fat guys.

From behind:

Migraine - B
------------
6 hits with 4+4+4+4+4+8=28 HP, knockdown on last

Overhead throw
--------------
Identical to the move from the front.


-----------------------
WEAPON SPECIFIC ATTACKS
-----------------------

With knife/kunai
----------------
Diving stab - Forward, forward, B
1 hit x 24 or 28 HP, knockdown

With bat, plank and pipe
------------------------
Standalone roller uppercut - Forward, forward, B
1-2 hits with total 12-32 HP, knockdown
NOTE: Does not absorb weapon energy as long as you hit with the pipe instead
of your feet (yes, not the other way around).

360 spinning attack - Toward+A
1-5 hits with total 12-36 HP, knockdown on some, also gives invulnerability


=============
- Dr. ZAN -
=============

--------------
GROUND ATTACKS
--------------

Regular combo - B repeatedly
----------------------------
1: Jab (1 hit x 4 HP)
2: Jab (1 hit x 4 HP)
3: Extending punch (2 hits x 6 HP, knockdown on last)

Extending punch - Y, or hold B and release
------------------------------------------
Identical to last punch in combo.

Dashing charge - Forward, Forward, B
------------------------------------
    : 1 hit x 16 HP
*   : 16+4 HP
**  : 16 HP
*** : 12-28 HP
TIP: You can at any time interrupt your regular combo with a charge if 
you're
approached from behind. This knocks the enemy down at once and gets you out 
of
danger.
TIP: This move is Zan's best friend. It cannot be used if Zan is holding a
weapon, which is a convincing reason not to pick one up. He can still use 
the
upgraded charging attacks via the X button, though.
TIP: This is the ONLY move you need to defeat Robot Axel.

Fast dashing charge - X, Forward, Forward
Double dashing charge - X, Back, Up
Triple dashing charge - X, Up, Back, Forward

Backwards punch - Z, or hold B and press C (repeatedly if desired)
------------------------------------------------------------------
1 hit x 8 HP, knockdown
NOTE: Unlike everyone else in the game, Zan does not throw his weapon when 
he
uses this move.


---------------
SPECIAL ATTACKS
---------------

Electric Body - A
-----------------
Max 4 hits x 4 HP, knockdown on fourth or last

NOTE: You now always knock the enemies the way you're facing, so if there is 
a
hole present, try to face that way when you do this.

Electric reach - Toward+A
-------------------------
Max 4 hits x 8 HP, knockdown on fourth or last


---------------
JUMPING ATTACKS
---------------

Downward Punch - C, then B
--------------------------
1 hit x 12 HP, knockdown

Shoulder tackle - C+Left or C+Right, then B
-------------------------------------------
1 hit x 12 or 8 HP, knockdown
NOTE: 12 HP for the somersault, 8 for the actual tackle.
TIP: By far the worst air attack in the game. Stay on the ground.

Swiping Punch - C or C+Left or C+Right, then Down+B
---------------------------------------------------
1-2 hits x 8 HP
NOTE: Keep hammering punch and you will do the second hit just before you
land.
TIP: No knockdown, use it to grab enemies.


---------------
HOLDING ATTACKS
---------------

From front:

Flurry - B
----------
1. Backhand slap (1 hit x 8 HP)
2. Backhand slap (1 hit x 8 HP)
3. Downward punch (1 hit x 12 HP, knockdown)

NOTE: Poorly animated, so I could very well be wrong on what kind of attack
Zan does here.
TIP: You can choose to do 1, 2 or all three of these attacks. The third 
attack
is seldom worth it though, knock your enemy down with any of the other moves
instead for more damage.

One armed overhead throw - Away+B
---------------------------------
1 hit x 34 HP, knockdown

From behind:

Backwards throw - B
-------------------
1 hit x 30 HP, knockdown

Concussion slam - Towards+B or Away+B
-------------------------------------
1 hit x 30 HP, knockdown, slam

NOTE: Ah, it's Zan's coolest move. Zan lifts the little bugger up on 
straight
arms, shakes him a bit and roars in anger before he smacks them into the
concrete. Priceless.
NOTE: Zan somehow has the strength to lift the fat guys and shake them 
around
a little, but not to throw them down without being landed on.


-----------------------
WEAPON SPECIFIC ATTACKS
-----------------------

With any weapon:

Throw fireball - Forward, Forward, B
------------------------------------
1 hit x 20 HP

Throw slow fireball - Forward+A
-------------------------------
1 hit x 20 HP

NOTE: Unlike any of the other characters, noone can pick up a weapon Zan has
dropped.
NOTE: Also gives invulnerability.


=========
- ROO -
=========

--------------
GROUND ATTACKS
--------------

Regular combo - B repeatedly
----------------------------
1: Jab (2 hits x 4 HP) (BK: 1x4)
2: Jab (2 hits x 4 HP) (BK: 1x4)
3: Twopawed punch (1 hit x 4 HP)
4: Tailflip (1 to 3 hits x 4 HP, see below)

NOTE: The jab always hits twice for large enemies, but twice only when 
you're
close and at same depth for small enemies (e.g. Skate and Robots). Most of 
the
time you can consider it as a 8 HP move. (?)
NOTE: The Tailflip is a bit quirky. Depending on where your enemy is, you 
get:
3 hits, knockdown (close), 1 hit (far), and 2 hits, knockdown (behind). For
small enemies you can also get 2 hits (medium).

Tailflip - Y, or hold B and release
---------------------------------------------
Identical to last attack in combo.

Noseslide - Forward, Forward, B
-------------------------------
Max 9 hits with 4+4+4+4+2+4+2+4+2+4+2+2+2+4, knockdown on last or ninth

NOTE: Since only the last hit knocks down you will find yourself sliding
through enemies if you start close. Typically the total is 26-30.

Tailsweep - Z, or hold B and press C (repeatedly if desired)
------------------------------------------------------------
Close  behind:  1 hit x 4 HP, knockdown
Medium behind:  2 hits x 4 HP, knockdown on last
Far    behind:  1 hit x 4 HP,
Close   front:  1 hit x 4 HP

TIP: Doing the tailsweep will move your character a little backwards. With 
the
right range (far) there is no knockdown. This makes it ideal for a cowardly
tactic on bosses. They will be knocked back a bit on every hit, just 
continue
sweeping until the boss is outside the screen. Not much damage per hit, but
it's safe.


---------------
SPECIAL ATTACKS
---------------

Tailspin - A
------------
Max 5 hits x 4 HP, knockdown on last or fifth

Tornado kick - Toward+A
-----------------------
Max 7 hits x 4 HP, knockdown on last or seventh hit

NOTE: Unlike the other characters Toward+A moves, this move also hit enemies
behind Roo.


---------------
JUMPING ATTACKS
---------------

Roundhouse tail - C, then B
---------------------------
1 hit x 12 HP, knockdown

Dropkick - C+Left or C+Right, then B
------------------------------------
1 hit x 8 HP, knockdown

Buttbutt - C or C+Left or C+Right, then Down+B
----------------------------------------------
1 hit x 4 HP

TIP: No knockdown, use it to grab enemies.


---------------
HOLDING ATTACKS
---------------

From front:

Flurry - B
----------
1. Double frontkick (2 hits x 4 HP)
2. Double frontkick (1 hit x 4 HP)
3. Tailstanding double frontkick (2 hits x 4 HP, knockdown on last)

TIP: You can chose to do 1, 2 or all three of these attacks.

From behind:

Kickrage - B
------------
9 hits x 2 HP = 18 HP, knockdown on last

NOTE: This move does more hits than Roo kicks. :)
NOTE: Surrounding enemies never attack you while you're doing this, even
though you appear to be a sitting kangaroo... duck. In fact this move 
somehow
counts as a throw, meaning you are invincible through the whole animation.
NOTE: If the enemy you started the attack on dies, the attack will end
regardless if anyone else is being hit.
NOTE: When you attack, the enemy will be let loose for a frame, which means
that those blocking pests sometimes gets their guard up before the first 
kick.
If this happens Roo will still perform the whole attack into thin air.


------------------
Other notes on Roo
------------------

* Roo can't use weapons, but you can try to pick them up three times anyway.
Then at least none of the enemies gets hold of them.
* Roo jumps almost twice as high in SoR3 as in the original japanese 
version,
Bare Knuckle 3.


===========
- SHIVA -
===========

Shiva does not have offical stats since he can only be chosen ingame, but
compared to the others I would give him these:
Strength: 3 (Same as Axel)
Speed: 2 (Same as Blaze)
Jump: 2 (Better than Zan)
Technique: 1 (Same as Roo)
Reach: 4 (Better than anyone else)
.. and I know it doesn't sum up to ten stars.

--------------
GROUND ATTACKS
--------------

Regular combo - B repeatedly
----------------------------
1: Palmstrike (1 hit x 6 HP)
2: Palmstrike (1 hit x 6 HP)
3: Elbow (2 hits x 6 HP)
4: Upwards kick (1 hit x 16 HP, knockdown)

NOTE: As a boss character, Shiva's combo is missing the elbow. Trivia: In 
SoR2
it's elbow - palmstrike - kick.
NOTE: For some strange reason the tip of Shiva's toes in the top position of
the kick can hit things... backwards. Stand far up on the screen with your
back to where a barrel falls down in level three to see this.
NOTE: Anyone who has trained martial arts knows that a kick like this is
completely impossible to get any power with in real life.

High frontkick - Y, or hold B and release
-----------------------------------------
Identical to attack four in the combo.

Elbow - Y, or Forward Forward B, or hold B and press C
------------------------------------------------------
2 hits x 6 HP

NOTE: It seems the programmers were a little lazy here, as Shiva has more
moves than you can execute yourself, but this one (which really is Shiva's
flurry attack) is just thrown in on several standard key combinations.
TIP: You can continue doing this move until your enemy is dead since there 
is
no knockdown, just watch your back. Doesn't work at all with blocking 
enemies
and poorly with bosses (except for Jet) as they are knocked back on every 
hit.
You can follow them though, or play with two Shivas and beat up the boss
between each other. Cowardly but satisfying.


---------------
SPECIAL ATTACKS
---------------

Final Crash (?) - A
-------------------
2 hits with 20+28=48 HP, knockdown

NOTE: The boss Shiva has both this kick (presumably Toward+A) and a still
standing special missing from the playable character: A reverse flaming
axekick! Too bad, since that move is very cool. Also there is no flash when
you do hit with this move yourself.
TIP: When you are grabbed from the front and do this move it sometimes fails
and the enemy grabs you directly again - but due to some bug all of the
enemy's flurry attacks will miss then. Save life and don't special twice in 
a
row.


---------------
JUMPING ATTACKS
---------------

Downward palm - C, then B
-------------------------
1 hit x 10 HP, knockdown.

Jumping frontkick - C+Left or C+Right, then B
---------------------------------------------
1 hit x 10 HP, knockdown
NOTE: The same animation is used for another of boss Shiva's attacks you're
unable to perform, where he lies on the ground and dashes up into this kick.

Downward palm - C or C+Left or C+Right, then Down+B
---------------------------------------------------
1 hit x 8 HP
TIP: No knockdown, use it to grab enemies.


---------------
HOLDING ATTACKS
---------------

From front:

Flurry - B
----------
1: Palmstrike (1 hit x 6 HP)
2: Palmstrike (1 hit x 6 HP)
3: Palmstrike (1 hit x 10 HP, knockdown)

NOTE: Gee, what an imaginative combo. When boss Shiva does this it's elbow,
elbow, plus some unknown move. He never does the last one but instead always
vaults and finishes with the body slam. Also his elbows are only one hit 
each
as opposed to the two that the playable Shiva does. Trivia: In SoR2, Shiva
does three elbows of two hits each before he vaults.
TIP: These moves are identical to Shiva's first regular combo attack, 
meaning
they have the same (superb) range and speed.

From behind:

Body slam - B
-------------
1 hit x 30 HP, knockdown, [slam]

NOTE: This is one of the very few throws that you can use on the fat guys.
It's (almost) identical to Axel's body slam which doesn't work, so I guess
Shiva is just stronger. (Or maybe the programmers were lazy with Shiva.
Again.)
NOTE: This throw is not slamming! I'm not kidding, you can land from it!
Mona&Lisa won't land from it though, so you can play the game as if it was.
Boss Shiva's version is unlandable.


--------------------
Other notes on Shiva
--------------------

* Besides the ones mentioned above, Shiva has one more move when you face 
him
the second time - a cut n' paste job of the vault, get-up-from-the-ground 
and
the downward palmstrike sprites.
* Shiva can't use weapons, but you can try to pick them up three times
anyway. Then at least none of the enemies gets hold of them.


=========
- ASH -
=========

Ash does not have offical stats since he can only be chosen ingame, but
compared to the others I would give him these:
Strengh: 4 (Stronger than anyone else)
Speed: 4 (Faster than anyone else)
Jump: 0 (Worse than anyone else)
Technique: 0 (Worse than anyone else)
Reach: 2 (About the same as Blaze)


--------------
GROUND ATTACKS
--------------

Regular Combo - B repeatedly
----------------------------
1. Hammer punch (1 hit x 16 HP)
2. Hammer punch (1 hit x 16 HP)
3. Double hammer punch (2 hits x 16 HP)
4. Triple hammer punch (3 hits x 16 HP, last knockdown)

NOTE: Boss Ash never punches. The frames for all ground attacks are the 
throw
animations recycled which is probably the reason for his moves' dullness.
NOTE: The total damage for this combo is 112. The total HP of a lifebar is
104.

Triple hammer punch - Y, or hold B and release
----------------------------------------------
Identical to attack four in the combo.

Advancing triple hammer punch - Forward, forward, B
---------------------------------------------------
3 hits x 16 HP, knockdown on last

Back attack - Z, or hold B and press C (repeatedly if desired)
--------------------------------------------------------------
1 hit x 16 HP, knockdown

NOTE: This attack is identical in animation to Ash's back throw.
TIP: You're virtually unhittable while doing this. A bug? Let's you handle
those pesky bikers, at least.


---------------
SPECIAL ATTACKS
---------------

Triple hammer punch - A
-----------------------
3 hit x 16 HP, knockdown on last
NOTE: This is the same move as the Y button only you can break out of grabs
with it.

Triple hammer punch - Toward + A
--------------------------------
1 hit x 16 HP, knockdown on last

NOTE: Same animation as the move above, but only the first hit seems to
register.


---------------
HOLDING ATTACKS
---------------

From front:

Flurry - Toward+B or Away+B
---------------------------
1. Laugh (0 HP)
2. Laugh (0 HP)
3. Laugh (0 HP, no knockdown)

TIP: You're painfully stupid if you do 1, 2 or all three of these attacks. 
It
lets go of your enemy if you don't want to throw him, but you could just as
well just press away or A.

Superslam - B
-------------
1 hit x 28 HP, knockdown, slam

NOTE: Ash flies backwards quite a distance. Watch out for grabbing enemies
with your back towards a hole.

From behind:

Back throw - B
--------------
1 hit x 32 HP, knockdown

NOTE: It's a shame it can't be used very often since Ash is unable to vault.
Tossing enemies with Ash is great fun.
NOTE: This and Skate's roller uppercut and Shiva's throw are as far as I 
know
the only nonslamming throws that does not launch a team air attack.


------------------
Other notes on Ash
------------------

* Ash has no jumping attacks. Ash has no special worth speaking of. Ash
cannot use weapons. Still, Ash will kick everyone's ass, just because he is 
so
insanely strong.
* Ash can't use weapons, but you can try to pick them up three times anyway.
Then at least none of the enemies gets hold of them.


===============
Version history
===============

1.0 - 2002-OCT-14
First official version.