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    Move List by Truncated

    Version: 1.0 | Updated: 10/14/02 | Search Guide | Bookmark Guide

    
    ===========================================================================
    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.
    
    

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