========================================================================
Groove on Fight Combo FAQ
Version 0.7
Created By: Khris "The KiD" and Iron Kage Harold
E-mail addresses: KKidHibiki@aol.com, Kageh@aol.com
Last Updated: May 30, 1998
1234567890 <- If the numbers and dots don't line up,
.......... <- this FAQ will look like crap. =P
========================================================================
[Contents]
1. First-hand Info & Disclaimer
2. FAQ Version Updates
3. Groove on Fight Websights
4. Motion Notation
5. Combo Notation
6. Direction Notation
7. Button Notation
8. Individual character move lists and combos
9. Specific character critiques
10. Secrets
11. Additional Info
12. Info Needed
13. FAQ Made by The KiD
14. Acknowledgments
========================================================================
[First-hand Info]
This FAQ is for the Japanese Sega Saturn version of the game. I
don't think a PSX or Arcade version of this game exists, so you
don't have to worry about it.
If you want to print this FAQ, Notepad would be your best bet to
get a decent printout.
Any corrections, combos, additional info, and/or questions are
welcome. E-mail them to one of the e-mail addresses at the
beginning of this FAQ. They will be posted and you will receive
credit for your work.
Throughout this FAQ are notes from both Harold and I (and a few
extra comments from friends) on most of the combos. They are there
not only to give insight and comments on specific ones, but to
also give a little comic relief throughout the FAQ. Because face
it, reading a FAQ with just info is kinda boring. We're here to
liven things up. There are even a few where we discussed a combo
back and forth, talking about how frustrating it is to get hit by
it and such. =P
Harold and I also made up the names for the combos. If they're
retarded, hey, we tried. =)
The most updated version of this FAQ is at www.gamefaqs.com
[Disclaimer]
The authors iccur no liability from public or private use or
misuse of this document. The correctness and accuracy of the
material covered in this FAQ are not guaranteed, and the authors
will NOT be held responsible for any problems or damages caused in
any way from errors or omissions.
Private use of this document requires permission from the authors.
To edit the article for private use is also granted by the
authors. Publishing this document in any magazine or newspaper is
NOT granted unless permission is sought after from the authors
beforehand.
Basically, if you are gonna use my stuff, at least give me the
credit. I mean, come on, I did all this hard work. Gimme a little
something for it. For those who don't have a conscious and insist
on ripping off my stuff without giving me credibility, allow me to
say "Go to hell" ahead of time.
========================================================================
[Faq Version Updates]
Version 0.7 (May 30, 1998)
- Added Clean Pause trick, Assist Method, and list of FAQs made by
me and Kage.
Version 0.6 (May 11, 1998)
- Added how to do Duel Supers (I have no idea why I didn't list it
in the first place).
Version 0.5 (May 5, 1998) *Cinco de Mayo*
- Added how to get the secret characters (Damien, Bristol, and
Bristol-D) and the "Specific Character Critique" section. Finally
did spelling corrections.
Version 0.4 (April 1, 1998) *April Fool's Day*
- Added Bristol-D combos. (It's April Fools Day, so it seemed
perfect for him.)
Version 0.3 (March 26, 1998)
- Added a ton of combos for Solis, Remi, and Popura.
Version 0.2 (March 25, 1998)
- Once again changed the format of the FAQ to make it the best
readable. Added extra combos for Chris, M.A.D., Falco, Oume &
Otane, Gartheimer, and Damien. Dave claimed the Bristol section as
his domain.
Version 0.1 (March 24, 1998)
- Redone format to make the entire FAQ readable from the site.
Added new combos for Larry, Hizumi, M.A.D, & Bristol. A few
additions to the combo notation section and notes.
Version 0.0 (March 5, 1998)
-FAQ started.
========================================================================
[Groove on Fight Websights]
- Preview -
http://members.iex.net/~lamirand/saturn/groove.htm
- Reviews -
http://members.icanect.net/~degree/games/groove_on/review_1.htm
http://video.gamespot.com/sat/fight/grooveon/review.html
http://www.cnw.com/~trow/grooveF.HTML
http://www.cart-mart.com/planet32/saturnreviews/gofreview.html
http://www.cart-mart.com/planet32/saturnreviews/gofreview-02.html
http://www.gamefan.com/saturn/groove_fight/reviewspreviews.htm
http://www.sega-saturn.com/saturn/software/reviews/groove-1.htm
- Other FAQs -
http://www.gamefaqs.com/sega/saturn/faq/groove_on_fighting_a.txt
- Miscellaneous Sites -
http://www.ncsx.com/grooveon.htm
- Pics -
http://www.gamefan.com/saturn/groove_fight/moviespictures.htm
========================================================================
[Motion Notation]
Legend for the codes on performing the Special Moves:
(**Note: These codes are all for when character faces right.**)
QCF: Fireball Motion (D, DF, F) | \ --o + Button
o o
QCB: Reverse Fireball Motion (D, DB, B) | / o-- + Button
o o
DP: Dragon Punch Motion (F, D, DF) --o | \ + Button
o o
BP: Banishing Punch Motion (F, DF, D) --o \ | + Button
o o
*Note: I call it the Banishing Punch motion based on Zangief's move from
Super Street Fighter II Turbo even though nowadays, it is done with a
Dragon Punch motion.
FK: Flash Kick Motion (Charge D, U) | (charge), o + Button
o |
*Note: When charging for this code, you can charge at ANY of the three
down positions and when you press up to activate the move, you can go to
ANY of the three up positions.
SB: Sonic Boom Motion (Charge B, F) o-- (charge), --o + Button
*Note: When charging for this code, you can charge at ANY of the three
back positions and when you press forward to activate the move, you can
go to ANY of the three forward positions.
RSB: Reverse Sonic Boom (Charge F, B) --o (charge), o-- + Button
*Note: When charging for this code, you can charge at ANY of the three
forward positions and when you press forward to activate the move, you
can go to ANY of the three back positions.
DFU: Down to Forward to Up-Forward (D, DF, F, UF)
o
| \ --o /
o o
*Note: I don't think I've seen this motion in many other games. The only
character to have this motion is Tenjinbashi. Going from down to forward
to up, instead of up-forward, works also.
UD: Up to Down (U, UF, F, DF, D or U, UB, B, DB, D)
o o
| / --o \ |
o o
OR
o o
| \ o-- / |
o o
+ Punch: Do the motion with any punch button
+ Kick: Do the motion with any kick button
+ : Hit the two indicated buttons at the same
time
(G): Can be done from the ground
(A): Can be done from the air
========================================================================
[Combo Notation]
-> means use the Chain Combo to hit the next button in the series
XX indicates Special Move cancellation, or 2-in-1
\/ indicates that you land after the last move and continue on the
ground
, indicates that no special combo method is needed in between the two
moves
/\ indicates that you jump after the last move
S. stands for standing
C. stands for crouching
DN. stands for holding down on the controller while attacking during a
jump
UP. stands for holding up on the controller while attacking during a
jump
T. stands for holding towards on the controller (direction you are
facing)
J. stands for Regular Jumping
DJ. stands for Double Jumping
D. stands for Dashing before performing the move
AD. stands for Air Dashing (For Remi only)
CU. stands for Cross-Up
+ stands for "and"
/ stands for "or"
(Move name) stands for a move that can be comboed in, but not necessary
Up+K stands for the pursuit attack. Pressing Up + any Kick does this
move. Some characters have pursuits where they leap across the
screen to hit downed opponents (Chris, M.A.D., Hizumi, Popura,
Falco, Damien) while others have stationary pursuits (Larry,
Solis, Tenjinbachi, Remi, Oume & Otane, Gartheimer, Bristol,
Bristol-D.)
* stands for that character's unblockable. All unblockables are done by
pressing GA + DA. The default on the Saturn controller has these
buttons to be C and Z.
** stands for that character's Super Move. All Supers are done with the
same motion: Dn, Dn + Kick.
*Shadow Move* indicates that move can be done out of a dash. Images
follow the character, inflicting more hits and damage. There is no
charging if a Shadow Move is off a charge motion.
Duel Supers
-----------
Don't think of X-Men vs. Street Fighter when you read this. That's
not the case in Groove on Fight. The Duel Supers in here work diffently.
All Duel Supers equal to a 22-hit combo. That's alot of hits, plus a
hell of alot of damage to back it up.
In a 1-player games, to perform a Duel Super, both teammates must
be active and you need a Level of your Super Meter. Have your partner
next to you and tag them in. Before both of them slap hands, immediately
hit Dn, Dn + Kick. If done correctly, your fighter will dash in, grab
the opponent, and throw him/her up into the air. Your partner will jump
in the air and knock the opponent back down to your fighter, who will
automatically begin the combo. 22-hits! Make note that this can be
blocked and it takes a Level of your Super Meter when used.
In a 3- or 4-player game, where someone have a human partner, to
perform the Duel Super is a little difficult. You have to get that
teamwork working. The player that is fighting must be the one to
initiate the tag. The player that is in the sidelines is the one that
has to press Dn, Dn + Kick before the tag is made. The player that made
the tag is the one that does the attack.
Assist Method
-------------
Borrowed straight from King of Fighters '94 is a trick to help out
your teammate if you were caught in a hold/grab. Now, your teammate can
jump in at any time and get a free hit off your opponent.
In a 1- or 2-player game, tapping F + R (Right shoulder button)
will make your teammate jump in from the sidelines and smack your
opponent.
In a 3- or 4-player game, your human teammate in the sidelines if
the one that controls the assist. They must simply move and stand over
the opponent, then press R. They will jump in and smack the opponent,
then jump back in the sidelines.
Even though they are only in play a second, they CAN be damaged.
An attack will knock them back in the sidelines, doing minor damage.
Each assist attack can be blocked.
========================================================================
[Direction Notation]
Up - Up
Dn - Down
Fw - Forward
Bk - Back
UpFw - Up-Forward
UpBk - Up-Back
DnFw - Down-Forward
DnBk - Down-Back
========================================================================
[Button Notation]
This is the default Saturn setup
LP Light Punch (X)
HP Heavy Punch (Y)
GA Overhead (Z)
LK Light Kick (A)
HK Heavy Kick (B)
DA Dash Attack (C)
RG Reflect Guard/Parry (B+Y)
SS Super Strike/Unblockable (C+Z)
K Kidding/Taunt (L)
Ch Change/Switch characters (R)
========================================================================
[Individual character move lists and combos]
~ Larry Light ~
Special Moves
-------------
Light Blast: QCF + Punch (G)(A)
Blaze Uppercut: DP + Punch (G) *Shadow Move*
Machine-Gun Punch: QCF + Kick (G)
Impact Connection: QCB + LP, QCB + HP, QCB + GA (G)
*Note: After the 2nd part of the combo, Larry switches
sides, so do the motion in the opposite direction.
Headbutt: Fw + HP (G)
Double Kick: Fw + HK (G)
Dashing Elbow: Fw, Fw + LP/HP (G)
Triple Takedown Kick: Fw, Fw + LP/HP (G)
Heavy Punch: GA (G)
Double Punch: J.GA (A)
Palm Smack: C.GA (G)
* Flaming Dash Punch: GA + DA (G)
** Historical Moment: Dn, Dn + Kick (G)
Combos
------
01) Larry's "The hits just keep on coming!" combo variations
J.HK \/ (C.LP ->) S.LP -> S.LK -> T.HK XX Light Blast
XX GA.Blaze Uppercut, Up+K
XX HP.Machine-Gun Punch
XX Impact Connection
J.HK \/ (C.LP ->) C.LP -> C.LK -> C.HP XX Light Blast
XX MP.Blaze Uppercut, Up+K
XX LK.Machine-Gun Punch
XX Impact Connection
J.HK \/ (C.LP ->) S.LP -> S.LK -> S.HP XX Impact Connection
(Harold's Note: Otherwise known as the "You THINK it's over, but
I'm gonna hit you some more" combos.)
(Khris' Note: You can add the additional Low Punch at the
beginning of each combo on big opponents (i.e.- Tenjinbashi,
Bristol). Also, for flashiness (is that a word?), use the Blaze
Uppercut. For power, use the Impact Connection.)
02) Blazing Soul combo
Have enemy in corner. J.GA \/ C.GA XX Historical Moment, Up+K
(Khris' Note: Ok, 9 times outta 10, the 2nd part of the Historical
Moment, the upward explosion, won't combo off.)
03) Fire Streak combo
Enemy full screen away. LP.Light Blast, GA.Shadow Blaze Uppercut
04) Larry's "Yeah, this MIGHT happen" combo.
Air RG, Air Throw
(Khris' Note: This is one of those "once in a lifetime" combos.
Having the timing and chance to execute the Reflect Guard on an
airborne attacking opponent is one thing, but even if that
happens, getting the air throw off is another.)
(Harold's Note: Khris never even pulled this combo off. Truth is
the CPU did it to him.)
(Khris' Response: But it works, and that's what's important! ^_^)
05) Dashing combos
Dashing Elbow XX Light Blast
XX GA.Blaze Uppercut, Up+K
XX LK.Machine-Gun Punch
XX Impact Connection
Triple Knockdown Kick <2 hits> XX Light Blast
XX GA.Blaze Uppercut, Up+K
XX HP.Machine-Gun Punch
XX Impact Connection
(Khris' Note: Just let the first 2 kicks of the Knockdown Kick
connect. The 3rd will floor them.)
06) DA combos
DA XX Light Blast
XX HP.Blaze Uppercut
XX LK.Machine-Gun Punch
XX Impact Connection
07) GA combos
S.GA XX Light Blast
XX Blaze Uppercut
XX HK.Machine-Gun Punch
XX Impact Connection
J.GA \/ Dashing Elbow XX Light Blast, Up+K
XX LP.Blaze Uppercut, Up+K
XX Impact Connection
XX Historical Moment, Up+K
(Khris' Note: Larry's Kill Combo is the one with the Historical
Moment ender (I'm talking 80-90%!!). The Impact Connection ender
is the hardest one to pull off because Larry zigzags back and
forth for the hits. Also, getting the Impact Connection to juggle
off the mini launcher is a pain.)
J.GA \/ C.GA XX Light Blast
XX DA.Machine-Gun Punch
XX GA.Blaze Uppercut, Up+K
XX Impact Connection
(Khris' Note: The Impact Connection ender does combo off, but
getting the first hit of the Impact Connection to connect requires
timing depending on the character.)
~ Chris Wayne ~ Special Moves
-------------
Lightning Slasher: QCB + Punch (G)
Spiral Turning Kicks: QCF + Kick (G)
*Note: Keep tapping the same Kick button for extra kicks and
an overhead kick.
Rising Drill Kick: BP + Kick (G) *Shadow Move*
Overdrive Combo: QCP + LP, QCF + HP, QCF + GA (G)
Diving Drill Kick: BP + Kick (A)
Diving Slash: BP + Punch (A)
Dashing Knee: DA away from opponent (G)
Side Kick: Fw + HK (G)
Dash Punch: Fw, Fw + LP/HP (G)
Knockdown Hop Kick: Fw, Fw + LK/HK (G)
Spur Stomp: GA (G)
Double Punch: J.GA (A)
Flip Kick: C.GA (G)
* Butterfly Knife: GA + DA (G)
** Lightning Stun Kick: Dn, Dn + Kick (G)
Combos
------
01) Harold's really big combo variations for Chris.
J.HK \/ S.LP -> (S.LP ->) S.LK -> S.HP XX Lightning Slasher
XX Spiral Turning Kicks
XX Rising Drill Kick, Up+K
XX Overdrive Combo, Up+K
XX Lightn. Stun Kick, Up+K
02) "Drill Kick Nightmare" combos.
(J.HK XX) Diving Drill Kick \/ S.LK -> S.HP XX Lightning Slasher
XX Spiral Turning Kicks
XX Rising Drill Kick, Up+K
XX Overdrive Combo, Up+K
XX Lightn. Stun Kick, Up+K
(Harold's Note: The first kick is optional. The Diving Drill Kick
can be comboed after it while you're still in the air.)
03) The "Chris SMASH!" combos.
J.GA \/ Dash Punch XX Lightning Stun Kick, Up+K
XX LK.Shadow Rising Drill Kick, Up+K
J.GA \/ C.GA XX Rising Drill Kick, Up+K
S.GA XX Rising Drill Kick, Up+K
S.GA -> C.GA XX LK.Spiral Turning Kicks
04) Dashing combos
Dash Punch XX Lightning Slasher
XX Spiral Turning Kicks
XX Rising Drill Kick, Up+K
XX Overdrive Combo, Up+K
XX Lightning Stun Kick, Up+K
05) DA combos
(Harold's Note: I'm pretty sure these are the only moves fast
enough to combo off.)
DA XX Lightning Slasher
XX Spiral Turning Kicks
XX Rising Drill Kick, Up+K
XX Overdrive Combo, Up+K
~ Tenjinbashi ~
Special Moves
-------------
Sakura Leaves: QCB + LP (G)
Feather Drop: QCB + LK (G)
Lightning Strike: QCB + HP (G)
Snowball: QCB + HK (G)
Triple Bite: LP + HP (G) *Shadow Move*
Brutal Combo: DFU + LP, DFU + HP, DFU + GA (G)
Bomb Attachment: DFU + Kick (G)
*Note: Switching characters does not make the bomb go away.
Launch: Fw + HK/DA close to opponent (G)
Hop Forward Low Punch: DnFw + HP (G)
Dashing Swipe: Fw + HP (G)
Straight Heavy Kick: Fw + HK (G)
Straight Light Kick: Rapid press LK (G)
*Note: The 3rd and following kicks will be straight light
kicks.
Dashing Elbow: Fw, Fw + LP/HP (G)
Dashing Knee: Fw, Fw + LK/HK (G)
Baton Smash: GA (G)
Double Punch: J.GA (A)
Lifting Flip: C.GA (G)
* Battering Ram: GA + DA (G)
** Human Skyrocket: Dn, Dn + Kick (G)
Combos
------
01) 'Bashi's 4th of July combo
(Bomb Attachment,) J.GA \/ C.GA XX Human Skyrocket, Up+K
(Khris' Note: Flashiness and power all in one combo. Able to do
50-60% damage. The Bomb Attachment at the beginning of the combo
will make this combo do about 75% damage, resulting in a human
opponent to wanna beat the hell out of you.)
02) 2-hit "Throw ya around like a rag doll" combo
Kick Throw, Air Throw
(Khris' Note: You have to time the right distance and height to
grab them out of the air. Easier in the corner.)
03) 'Bashi's "I guess..." combo
Air RG, Air Throw
(Khris' Note: Same as Larry's Air RG combo.)
04) Khris' "I can't believe you got hit by the feather!!" combo
Have enemy in corner. Kick Throw, Feather Drop, Up+K
05) GA combos
J.GA \/ C.GA XX Lightning Strike, Up+K
~ Hizumi ~
Special Moves
-------------
Teleport: Direction + LK + HK (G)
Forward - Other side of screen.
Down/No direction - Same spot.
Back - Behind starting point.
Flaming Pinwheel: QCF + Kick (G) *Shadow Move*
Stun Shockwave: QCF + Punch (G)
*Note: Opponent is stunned for the length of time the energy
is at their feet. Can jump to get out of stun.
Aerial Explosives: QCF + Punch (A)
Triple Exploding Jack Toss: LP + HP while backdashing (G)
Ninja Combo: QCB + LP, QCB + HP, QCB + GA (G)
Diving Punch: Dn + HP (A)
Slide Kick: DnFw + HK, K (G)
*Note: Press the 2nd kick after knocking opponent down.
Katana Swipe: Fw + HP (G)
Double Step Kick: Fw + HK (G)
Dash Punch: Fw, Fw + LP/HP (G)
Dashing Hop Kick: Fw, Fw + LK/HK (G)
Dashing Low Swipe: DA away from opponent (G)
Flip Kick: GA (G)
Double Punch: J.GA (A)
Rising Kick: C.GA (G)
* Knife Charge: GA + DA (G)
** Rising Blade Charge: Dn, Dn + Kick (G)
Hizumi's Taunt hits for low damage.
Combos
------
(Public Service Announcement: Ladies and Gentleman, fellow Groove
on Fight players. Each character has their own strengths and weaknesses,
resulting in this little thing called "balance". Hizumi's strenth is the
combo. Below are some of the strongest combos ever to grace the genre of
fighting games. Each of them able to take off mass units of life,
resulting in your teammate coming into play within the first 6 or 7
second into the round. If at any point that you feel the need to release
some stress and cause physical harm to the person controlling the ninja,
DO NOT hesitate to do so. I repeat, DO NOT hesitate. Preferably in the
middle in one of his combos, causing him to mess it up. Inflicting
physical damage to your opponent early in the round will ultimately make
him lose his grip on the controller, resulting in your character to
clean house. I hope this helps you in your playing. Thank you for your
time. ^_^)
01) Harold's "If these don't knock you dizzy, NOTHING will" combos
(HP.Stun Shockwave,) J.DN.HP \/ C.LP -> C.LP -> (C.LP ->) C.LK ->
S.HK XX LK.Flaming Pinwheel, Up+K
XX Ninja Combo, Up+K
(Harold's Note: The Stun Shockwave isn't necessary. It has to hit
pretty close so that you have time to jump in after it.)
(Dave's Note: UGH! Not this combo!)
(Khris' Note: Harold, if you hit me ONE more time with any of
these damn combos...)
02) Dashing Shockwave Combos
Dash Punch XX HP.Stun Shockwave, Dash Punch XX Ninja Combo, Up+K
XX LK.Pinwheel, Up+K
(Harold's Note: For some reason or another, these combos are
REALLY powerful (We're talking 80%!!) I think it's because the
Dash Punch takes off a lot of energy.)
03) 5-Hit TNT combo
J.Diving Punch XX LP.Aerial Explosives \/ Up+K
(Harold's Note: Yes, the first two parts of this combo are done in
the air. You can two-in-one most air special moves after regular
air attacks.)
04) 'Jack' combos... hurh hurh, get it? Jack someone up? Jacks...? D'oh.
Have enemy in corner. Triple Exploding Jack Toss (while opponent
is getting off the ground), Katana Swipe XX Ninja Combo, Up+K
Triple Exploding Jack Toss (while opponent is getting up off the
ground), Dashing Shockwave combos (See combo #02)
(Harold's Note: Jack toss must be done early enough to hit
opponent just as he/she is getting up and allow Hizumi enough time
to get the Katana swipe/dash punch off.)
(Khris' Note: I've seen Harold do these cheap... err, "skillful"
combos after #01 combos, so the ending results are pretty
devastating.)
05) Hizumi's 3-Hit "Heh... Your dead" combo.
(Harold's Note: You MUST say this when doing the combo.)
(Khris' Note: If Harold says that ONE more time...)
HP.Stun Shockwave, Rising Blade Charge, Up+K
(Khris' Response: Try to hold in the urge to beat the hell out
your opponent if you get hit with this combo. It's a long shot,
but try REALLY hard.)
06) Dashing combos
(HP.Stun Shockwave,) Dash Punch XX Ninja Combo, Up+K
XX LK.Flaming Pinwheel, Up+K
07) DA combos
(HP.Stun Shockwave,) DA XX Ninja Combo, Up+K
XX LK.Flaming Pinwheel, Up+K
XX LP.Stun Shockwave
08) GA combos
(HP.Stun Shockwave,) J.GA XX LK.Flaming Pinwheel, Up+K
(HP.Stun Shockwave,) J.GA \/ C.GA, Up+K
(HP.Stun Shockwave,) D.GA XX LK.Flaming Pinwheel, Up+K
(HP.Stun Shockwave,) J.GA, Dash Punch XX DA.Flaming Pinwheel, Up+K
XX Rising Blade Charge, Up+K
(Harold's Note: Yes, you read that right. The Rising Blade Charge
hits them out of the air. Oh yeah... don't forget to say
"Heh...your dead.")
~ M.A.D. ~
Special Moves
-------------
Giant Butterfly Net: LP + HP (G)
Single Leech: Direction + LK + HK (G)
Forward - Across screen
Down/No direction - Mid-screen
Back - Front of your character
Airhorn Ailments: QCF + Any Button (Proper button is by name)
"Fall Down": LP (G)
Makes opponent fall.
"Come Here": HP (G)
Makes opponent flip toward you.
"Don't Attack": GA (G)
Makes opponent unable to attack.
"Stumble back": LK (G)
Makes opponent stumble back.
"Go Away": HK (G)
Makes opponent fall backwards.
"Don't Jump": DA (G)
Makes opponent unable to jump for a moment.
Sparkler Punch: DP + Punch (G) *Shadow Move*
*Note: The HP and GA can be doubled up indefinitely by
rapidly pressing the same punch button.
Air Drill: QCF + Punch (A)
Original Combo: QCB + LP, QCB + HP, QCB + GA (G)
Ray Gun: Up + Punch rapidly after being knocked down (G)
Back Hoe: HP (G)
Flaming Torch Punch: C.HP (G)
Spring Punch: LP (G)
Double Smack: LP close to opponent (G)
Adjustable Wrench: DnFw + LP (G)
Firehose Throw: Fw/Bk + HP/GA close to opponent (G)
Bear Hug: Fw/Bk + HK/DA close to opponent (G)
Yo-Yo: Fw + HP (G)
Twirl Punch: DA (G)
Dynamite: GA (G)
Freeze Ray: C.GA (G)
Dashing Trip: Fw, Fw + HP (G)
Dash Kick: Fw, Fw + HK (G)
Extending Spring Punch: J.LP (A)
Baseball Glove Punch: DnFw + LP while jumping back. (A)
Shock Sword Attack: J.GA/DA (A)
Double Drill Punch: Fw + HP (A)
Helicopter: Fw, Fw (A)
*Note: You can perform regular attacks from this.
* Iron Press: GA + DA (G)
** Leech Barrage: Dn, Dn + Kick (G)
Combos
------
01) Variable Ailment combos
Firehose Throw XX Airhorn Ailments, Up+K
(Harold's Note: The Up+K only works after "Come Here" and "Go
Away." "Fall Down" only combos in the corner. "Stumble Back" will
never connect.)
02) Standard Combo Variations
J.HK \/ D.LP, D.LP -> S.HP XX Original Combo, Up+K
XX Sparkler Punch, Up+K
03) Drill Ya combo
J.HK XX LP.Air Drill \/ Up+K
(Harold's Note: Air Drill combos while you're still in the air.)
04) M.A.D.'s 'mad' combos
(Single Leech,) "Stumble Back", Dashing Trip XX Leech Barrage,
Dashing Trip XX Original Combo, Up+K
XX GA.Shadow Sparkler Punch, Up+K
J.GA \/ Dashing Trip XX Leech Barrage, Dashing Trip
XX Original Combo, Up+K
XX GA.Shadow Sparkler Punch, Up+K
(Harold's Note: Yeah, it LOOKS pretty nasty and takes off a hell
of a lot, but your opponent can struggle out of the leech bites.
So the second dash punch will only work if your opponent is a
idiot. I guess that's why it worked on Khris. By the way, the
Leech Barrage super doesn't always combo because the leeches fly
out RANDOMLY. I know, I know... it's f**kin' retarded.)
(Khris' Note: I won't even comment on these combos, or Harold's
Note, BUT I will say that I'm not a idiot!)
~ Solis R8000 ~
Special Moves
-------------
Stun Blast Projectile: QCF + Punch (G)
Energy Shock Crystal: DP + Punch (G)(A)
Flip Smash: QCB + Kick (G)
*Note: Can be down in midair out of a backdash
TNT Explode: Hold LP + HP for 2 sec., Release. (G) *Shadow Move*
Shock Cable: Fw + HP (G)(A)
Machine-Gun Punch: HP/C.HP (G)
Straight Kick: Fw + LK (G)
Straight Hard Kick: Fw + HK (G)
Creeping Trip: C.HK (G)
Dash Punch: DA away from opponent (G)
Fast Dash Punch: Fw, Fw + LP/HP (G)
Hop Kick: Fw, Fw + LK/HK (G)
Nice Legs Combo: QCF + LK, QCF + HK, QCF + GA (G)
Pistol Whip Smash: GA (G)
Double Punch: J.GA (A)
Rising Smash: C.GA (G)
* High Voltage: GA + DA (G)
** Solis' Melody Puree: Dn, Dn + Kick (G)
Combos
------
01) Solis' "Angry Bitch" combos
J.LK \/ S.LP -> S.LK -> S.HP XX GA.Stun Blast Projectile
XX HK.Flip Smash
XX Nice Legs Combo, Up+K
XX Solis' Melody Puree
J.LK \/ C.LP -> S.LK -> S.HP <2 hit> XX LP.Energy Shock Crystal XX
Solis' Melody Puree
(Khris' Note: The only way to get the LP.Energy Shock Crystal is
to have the S.HP hit ONLY 2 times. If the full 3 hits connect,
Solis will be a little far and the Crystal will whiff.)
02) R8000 Dynamite combo
Charge TNT Explode. J.LP \/ C.LP -> C.LP -> C.LK XX TNT Explode
03) Dashing combos
Fast Dash Punch XX Stun Blast Projectile
XX HK.Flip Smash
XX Shadow TNT Explode
XX Nice Legs combo, Up+K
XX Energy Shock Crystal XX Shock Cable
-> S.HP
04) DA combos
DA XX Stun Blast Projectile
XX Flip Smash
XX TNT Explode
XX Nice Legs combo, Up+K
XX Energy Shock Crystal XX Shock Cable
-> S.HP
05) GA combo
J.GA \/ Fast Dash Punch XX TNT Explode
XX HK.Flip Smash
XX Solis' Melody Puree, Up+K
XX Energy Shock Crystal XX Shock Cable
-> S.HP
J.GA \/ C.GA XX Stun Blast Projectile
XX TNT Explode
XX DA.Flip Smash
XX Solis' Melody Puree, Up+K
~ Falco ~
Special Moves
-------------
Slots: LP + HP (G)
3 Skulls - Both characters fall.
3 $ - 10 coins fall on opponent.
3 Cherries - 3 doves fly at opponent.
3 Lightning Bolts - Lightning strikes Falco and he stumbles
back.
3 Hearts - Regains a little life.
3 Sevens - 11 coins fall and 3 doves fly at opponent.
3 Unlike Objects - 1 coin falls on opponent.
Straight Card Toss: QCF + LP (G)
*Note: Can be doubled up.
Upward Ricocheting Card Toss: QCF + HP (G)
*Note: Can be doubled up.
Downward Ricocheting Card Toss: QCF + GA (G)
*Note: Can be doubled up.
Doubling up card tosses: Press the button of the second toss you'd
like to perform. No need for the QCF motion. You can toss
cards at two different angles.
Rising Spin into Card Toss: DP + Punch, Punch (G) *Shadow Move*
LP - Downward toss
HP - Mid-range downward toss
GA - Straight toss
*Note: The Shadow version of the move can toss all three
card directions.
Jumping Cane Attack: QCF + Kick (G)
*Note: This move only hits if Falco is attacked on his
forward jump.
Mahjong Combo: QCB + LP, QCB + HP, QCB + GA (G)
Diving Cane Trip: BP + HP (A)
Cane Jab: Fw, Fw + LP/HP (G)
Hop Kick: Fw + HK (G)
Long Hop Kick: Fw, Fw + LK/HK (G)
Slide Kick: DnFw + HK (G)
Cane Flick: GA (G)
Cane Slam: J.GA (A)
Cane Flip: C.GA (G)
* Dashing Sword Slash: GA + DA (G)
** Poker Straight: Dn, Dn + Kick (G)
Falco's Taunt hits for low damage.
Combos
------
01) Standard combo variations
J.HP \/ S.LP -> S.LK -> Hop Kick XX Mahjong Combo, Up+K
J.HP \/ S.LP -> S.LP -> S.HP XX Mahjong Combo, Up+K
J.HP \/ C.LP -> (C.LP ->) C.HP XX LP.Straight Card Toss <2 hits>
XX Mahjong Combo, Up+K
02) Falco's "When does the hurting stop?" ???-Hit combos
Slots (3 Sevens), Cane Jab XX LP.Straight Card Toss <2 hits>, (Two
more coins fall), Cane Jab XX Mahjong Combo, Up+K
XX Poker Straight
(Harold's Note: Timing is crucial for the first Card Toss. It must
connect JUST as the birds and coins stop falling so you have
enough time to dash in with the Cane Jab while the last two coins
are hitting your opponent.)
(Khris' Note: Just drop the controller after the 1st hit... and
deck your opponent!!)
03) Slot combos
Slots (3 $)/(3 Cherries)/(3 Unlike Objects), (See combo #01)
04) Dashing combos
Cane Jab XX Mahjong Combo, Up+K
XX Poker Straight
05) GA combos
J.GA \/ C.GA XX GA.Rising Spin into Card Toss - Downward Toss
XX LP.Straight Card Toss <1 hit>
J.GA \/ Cane Jab XX Poker Straight
C.GA XX LP.Straight Card Toss <1 hit>
XX GA.Rising Spin into Card Toss - Downward Toss
Have enemy in corner. J.GA \/ C.GA XX Poker Straight
(Khris' Note: The C.GA XX Poker Straight, Up+K combo only works in
the corner.)
~ Oume & Otane ~
Special Moves
-------------
Denture Toss: SB + Punch (G)
Biting Denture Trap: RSB + Punch (G)
Screaming Head: FK + Punch (G) *Shadow Move*
Statue Drop: Direction + LP + HP (G)
Forward - Far side of screen
Down/No direction - Midscreen
Back - Drop over Oume & Otane
Quadruple Fireball: Hold Fw + Rapid Punch (G)
Spinning Dive: UD + Kick (A)
Energy Combo: SB + LK, SB + HK, SB + DA (G)
*Note: The 2nd and 3rd part of the combo does not require a
charge.
Slide Kick: C.HK (G)
Bicycle Kick: Fw + HK (G)
Reaching Jab: Fw + HP (G)
De-aging Dash Punch: Fw, Fw + LP/HP (G)
Piggyback Kick: Fw, Fw + LK/HK (G)
Body Whack: GA (G)
Body Slam: J.GA (A)
Jumping Uppercut: C.GA (G)
* Young Love Hurts: GA + DA (G)
** Angry Mob: Dn, Dn + Kick (G)
Combos
------
01) Standard combo variations
J.LK \/ C.LP -> C.HP XX HP.Screaming Head, Up+K
J.LK \/ C.LP -> C.LK XX Energy Combo, Up+K
J.LK \/ S.LP -> S.LK, Punch Throw
J.LK \/ S.LP -> C.LK -> S.HK XX HP.Screaming Head, Up+K
02) GA Combos
J.GA \/ C.GA XX HP.Screaming Head, Up+K
-> C.HP
03) "FOREVER!" combo
Infinite- C.LP -> C.LK -> S.LK -> C.LP -> C.LK -> S.LK...
(Khris' Note: Even though this is an infinite combo, it's not
really that cheap. First of all, sometimes this combo isn't worth
the trouble because the timing for the C.LP after the S.LK has to
be PERFECT. You have to time it so that AS SOON AS you hit the
ground, the C.LP will be executed. Honestly, this is an "almost"
infinite combo. It will combo until you drive your opponent into
the corner. Then, it won't connect anymore.)
~ Gartheimer Redrufu ~
Special Moves
-------------
Iron Mine: Press and hold LP + HP, Release to detonate (G)
Heavy Solid Kick: FK + Kick (G) *Shadow Move*
Body Smash: FK + Punch (G)
Ground Rush: SB + K (G)
Rapid Ball Punch: Hold Fw + Rapid LP (G)
Heavy Body Smash: UD + P (A)
Gain Control: SB + LP, SB + HP, SB + GA (G)
*Note: The 2nd and 3rd part of the combo does not require a
charge.
Dashing Ball Swipe: DA away from opponent (G)
Double Steel Ball Strike: HP, HP (G)
Slide Kick: C.HK (G)
Hop Kick: Fw, Fw + LK/HK (G)
Steel Twirl: Fw, Fw + LP/HP (G)
Ball Smash: GA (G)
Ball Slam: J.GA (A)
Low Ball Smash: C.GA (G)
* Mace Drop: GA + DA (G)
** Iron Storm: Dn, Dn + Kick (G)
Combos
------
01) Standard Combo Variations
J.HK <2 hits> \/ (C.LP,) C.LK -> S.HK XX Gain Control, Up+K
XX HK.Ground Rush, Up+K
J.HK <2 hits> \/ (C.LP,) C.LK -> C.HP XX Heavy Solid Kick, Up+K
02) GA Combos
J.GA \/ C.GA XX Gain Control, Up+K
J.GA \/ Steel Twirl XX Shadow Heavy Solid Kick, Up+K
~ Remi ~
Special Moves
-------------
Air Strike: SB + Punch (G)
Scythe Uppercut: FK + Punch (G) *Shadow Move*
Knife Ride: DFU + Punch (A)
Whiplash: LP + HP (G)
Classical Triangle: SB + LK, SB + HK, SB + GA (G)
*Note: The 2nd and 3rd part of the combo does not require a
charge. After the 2nd hit, Remi may have switched sides, so
you my need to do the motion in the opposite direction.
Little Witch: LP + HP (A)
LP - Downward Fireballs
HP - Slightly Angled Downward Fireballs
GA - Slightly Angled Upwards Fireballs
LK - Scythe Swipe
HK - Downwards Dive Attack
DA - Straight Dive Attack
Bend Over Kick: Fw + LK (G)
Swing Kick: Fw + HK (G)
Long Trip: DnFw + HK (G)
Jumping Turn Kick: Fw, Fw + LK/HK (G)
Dive Smack: Fw, Fw + LP/HP (G) (A)
Dashing Scythe Poke: Fw, Fw + GA (G)
Musical Scythe: GA (G)
Scythe Slam: J.GA (A)
Rising Musical Scythe: C.GA (G)
* Musical Scythe Swipe: GA + DA (G)
** Requiem: Dn, Dn + Kick (G)
Combos
------
01) Remi's standard combo variations
J.LK/AD.Dive Smack \/ S.LP -> S.HP XX Classical Triangle, Up+K
J.LK/AD.Dive Smack \/ C.LP -> C.HP XX GA.Scythe Uppercut
XX Classical Triangle, Up+K
02) "Air Mail!" combo
J.GA/AD.Dive Smack XX Knife Ride
03) Remi's 11-hit "Put the smack down!" combo
Have enemy in corner. J.GA/Dashing Scythe Poke \/ C.GA XX
Whiplash, S.LP -> S.HP XX Classical Triangle, Up+K
(Khris' Note: I just knew Remi had to have a big combo!! Ok, this
it how it works: The Dashing Scythe Poke is alot easier than the
J.GA because it comes out all of a sudden. Now, after the C.GA,
begin to charge back. 2 hits so far. Keep charging back and do the
Whiplash, S.LP -> S.HP part of the combo. 6 hits now. As soon as
the 2nd hit of the S.HP connects, 2-in-1 into the Classical
Triangle. Timing here is kinda tricky because Remi winds up a
little before attacking, so you have to 2-in-1 immediately. After
the enemy lands, walk over to them for the pursuit. 11 hits baby!
I like this combo so much because it's hard to get a combo like
this with a charge character. Besides, Remi's cute and no one will
expect something like this from her.)
04) *Ding!* combo
Have enemy in corner. J.LK/AD.Dive Smack \/ C.LP -> C.LK -> C.HP
XX GA.Scythe Uppercut
XX Classical Triangle
05) GA combos
J.GA/Dashing Scythe Poke \/ Dive Smack XX Whiplash XX Punch Throw
XX GA.Shadow Scythe Upper.
J.GA/Dashing Scythe Poke \/ C.GA XX HP.Air Strike
XX Scythe Uppercut, Up+K
XX Whiplash XX Punch Throw
XX Classical Triangle, Up+K
~ Popura ~
Special Moves
-------------
Jellyfish Bazooka: QCF + Punch (G)
Ribbon Twirl: QCF + Kick (G) *Shadow Move*
Kuru Kuru Candy: LK + HK (G)
Teddy Bear Uppercut: LP + HP (G)
*Note: A little bear will run and jump in the box, hitting
anything in its way.
Popura Special: QCB + LP, QCB + HP, QCB + DA (G)
Cupid: LP + HP (A)
LP - Downward Arrow
HP - Slow Straight Arrow
GA - Fast Straight Arrow
LK - Downwards Horn Blow
HK - Straight Horn Blow
DA - Straight and Downwards Horn Blow
Batter Up: Fw + HP (G)
Gymnast Attack: DnFw + HP (G)
Dashing Kick Combo: Fw, Fw + LK/HK (G)
Dashing Wand Smack: Fw, Fw + LP/HP (G)
Pogo Stick: LK (A)
*Note: Keep pressing LK for multiple bounces.
Wand Club: GA (G)
Wand Slam: J.GA (A)
Wand Wiggle: C.GA (G)
* Nurse Popura: GA + DA (G)
** Chomp: Dn, Dn + Kick (G)
Combos
------
01) "It's that easy" combo
J.LK \/ C.LP -> C.LP -> C.LK XX Popura Special
02) Popura's Sweet combos
(Khris' Note: Get it? Sweet.. Candy.. Oh, forget it.)
(Kuru Kuru Candy /\) J.GA \/ C.GA XX Chomp, Up+K
XX LK./HK.Ribbon Twirl, Up+K
03) Teddy Upper combo
S.LP -> S.LK -> S.HP XX Teddy Bear Uppercut. Jump over a downed
opponent. S.LP -> S.LP -> S.LK -> S.HP XX Popura Special
(Khris' Note: This is actually two different combos in one. The
one that ends in the Teddy Bear Uppercut is just to get one extra
hit in the next combo. Popura can combo the extra S.LP in the 2nd
combo because that little annoying teddy bear knocks them back
just enough to pull it off.)
04) Gymnast combos
Gymnast Attack XX Popura Special
XX Teddy Bear Uppercut
-> S.LP -> S.HP XX Popura Special
~ Damien Shieido ~
Special Moves
-------------
Elemental uppercut: QCB + Punch (G)
Rosebud: SB + Punch (G)
Body Check: SB + Kick (G)
Damien Combo: QCB + LK, QCB + HK, QCB + DA (G)
Hop Kick: Fw, Fw + LK/HK (G)
Hop Punch: Fw, Fw + LP/HP (G)
Retractable Club Strike: GA (G)
Retractable Club Slam: J.GA (A)
Retractable Club Swipe: C.GA (G)
* Spiked Heels: GA + DA (G)
** My Boyfriends' Back: Dn, Dn + Kick (G)
Combos
------
01) Standard Combo Variations
J.HK \/ C.LP, C.LP, (C.LP,) C.LK -> S.HK XX Damien Combo, Up+K
XX Rosebud
XX Body Check, Up+K
02) Damien's "What the hell?!" Boyfriend combo
Have enemy in corner. My Boyfriends' Back, C.GA XX GA.Elemetal
Uppercut, Up+K
03) Hop Punch Combos
Hop Punch XX GA.Shadow Elemental Uppercut, Up+K
XX Damien Combo, Up+K
04) GA combos
Have enemy in corner. J.GA \/ C.GA XX Elemental Uppercut, Up+K
~ Bristol Weller ~
Special Moves
-------------
Sonic Boom: QCF + Kick (G)
Axe Uppercut: DP + Kick (G) *Shadow Move*
Comin' at ya: QCB + Kick (G)
*Note: There are 2 hits to this move. The 2nd hit only
appears if the first hits.
No Mercy: QCB + LP, QCB + HP, QCB + GA (G)
Axe Kick: DA away from opponent (G)
Ankle Kick: LP (G)
Punch/Kick Combo: HP (G) Triple Turn Kick: HK (G)
Dashing Throat Kick: Fw, Fw + LK/HK (G)
Dashing Punch & Kick: Fw, Fw + LP/HP (G)
Reverse Axe Kick: GA (G)
Axe Kick Slam: J.GA (A)
Lift Kick: C.GA (G)
* Goodbye: GA + DA (G)
** Death Wish: Dn, Dn + Kick (G)
Combos
------
(Dave's Note: Yes! This is MY domain! If you like these combos, or the
character in general, check out "Drunken Master 2" starring Jackie
Chan. Hard to find, but definitely worth it!)
01) Bristol's "I'll kick ya 'til you die from it!" combos
J.HK \/ S.LP -> S.LK -> S.LK -> S.HP XX HP.Sonic Boom
XX Comin' at ya, Up+K
XX No Mercy, Up+K
02) "Mercy?! Shyeah, right!" combo
J.HK \/ C.LP -> C.LP -> C.LK XX No Mercy, Up+K
03) Low Kick Genocide combo
J.LK \/ C.LP -> C.LP -> C.LP -> C.LK -> S.HP XX LK.Sonic Boom
XX Comin' at ya, Up+K
03) Bristol's "How'd the hell he combo off a gu..." *BANG!* combo
J.GA \/ C.GA XX Death Wish
(Khris' Note: Ok, here's the rundown on this combo. First, your
opponent can't be in the corner of the Death Wish won't combo.
Second, this is what I call an "off-guard" combo. Why? Well, the
first hit of the Death Wish is the only one that combos. The 2nd
whiffs, but the 3rd may or may not hit your opponent, depending if
they block or not upon landing.)
04) GA combos
J.GA \/ Dashing Punch & Kick XX JP.Sonic Boom
XX HK.Axe Uppercut, Up+K
XX DA.Comin' at ya, Up+K
J.GA \/ C.GA XX Comin' at ya, Up+K
Have enemy in corner. J.GA \/ C.GA XX Axe Uppercut, Up+K
~ Bristol-D ~
Special Moves
-------------
Flying Imps: QCF + Punch (G)
Demon Uppercut: DR + Punch (G)
Fire Demon: QCB + Kick (G)
Energy Stun Rings: QCF + Kick (G)
Mule Kicks from Hell: QCB + LP, QCB + HP, QCB + GA (G)
Evil Saw: HP/HK (G) (A)
Cat Claw: LP/LK (G)
Raise the Dead: C.HP/C.HK (G)
Fire Troll: C.LP/C.LK (G)
Demon Trident: C.LP/C.LK (A)
Talon Drop: J.GA/J.DA (A)
Dashing Panther Punch: Fw, Fw + LP/HP/LK/HK/GA (G)
Panther Punch: GA (G)
Mule Kick: C.GA (G)
* Energy Expulsion: GA + DA (G)
** The Fly: Dn, Dn + Kick (G)
Bristol D's taunt hits for low damage.
Combos
------
01) Bristol D-Day combo
Have enemy in corner. J.HP/HK \/ C.GA/Dash.Panther Punch/S.HP/HK
XX Energy Stun Rings, S.LP -> S.LP -> S.LP -> S.LP XX Mule
Kicks from Hell, Up+K
(Khris' Note: Basically, this is pretty much the same as Remi's
11-hit combo with the stun move in the center and the triple
motion combo at the end. The first J.HP/HK can inflict up to
8-9 hits, resulting in a large combo. If you are lucky and have
good distance, so CAN change the C.GA into a S.HP/HK for 8 MORE
hits, but most times it doesn't work. Altogether, this entire
combo can do 90% damage... Talk about cheap!!)
02) Various Demon combos
Have enemy in corner. J.HP/HK \/ S.HP/HK XX LP/HP.Flying Imps
J.HP/HK \/ S.HP/HK XX Demon Uppercut, Up+K
XX Mule Kicks from Hell, Up+K
03) GA combos
Have enemy in corner. J.GA \/ C.GA XX Demon Uppercut, Up+K
XX DA. Fire Demon, Up+K
XX Mule Kicks from Hell, Up+K
J.GA \/ Dashing Panther Punch XX LP.Flying Imps
XX Demon Uppercut, Up+K
XX DA.Fire Demon, Up+K
XX Mule Kicks from Hell, Up+K
========================================================================
[Specific Character Critique]
Welcome to the Critique section of the FAQ. This is where people
from all around are invited to give their thoughts on specific
characters in Groove On Fight. Below are each of the characters with
brief comments on each of them. Enjoy and send in any comments you wish
to add.
- Larry -
"Larry is da MAN!" from: Khris "The KiD"
Geez, where to even start! Ok, might as well get the obvious out the
way. Larry IS the Ryu-esque character of Groove On Fight. Light Blast is
equal to the Hadou-ken and Blaze Uppercut is the Shouryuu-ken. Simple.
Now, alot of people think that Ryu-type Shotokan characters are cheap as
all hell. Thank god Larry isn't. He's got similar moves, granted, but
they aren't as effective as their counterparts. Next, Larry's got one of
the strongest moves to grace a video game, the Stun Palm. That's right,
Larry has an exact rip-off of Akira's Stun Palm of Doom from Virtua
Fighter, but Larry's doesn't involve the complex motions like Akira's
does. Plus, who can pass up a name like "Impact Connection"? It sounds
better that "Stun Palm of Doom" IMO. Finally, the Historical Moment
super. Ok, it's not as cool as Hizumi's, or as powerful as Bristol's,
but I KNOW you have to feel some humiliation to get hit by a huge
flaming meteor! Words can't describe how brutal it is. =) One last note,
look at his combos! Able to jump kick, then do an impressive 4-hit
ground chain, then 2-in-1 into any special move. Insane!! Ok, that's my
$.03 (inflation, ya know) on the Lightman. If anything else develops on
him, I'll keep ya all in touch. Laters!
~Khris "The KiD"
- Chris -
- Tenjinbashi -
- Hizumi -
- M.A.D. -
- Solis -
- Falco -
- Oume & Otane -
- Gartheimer -
- Remi -
- Popura -
"'Kawaii' is the operative word" from: Khris "The KiD"
Let me just say this, Popura is a FUN character. I'm not saying she
can't fight or she's not capable to win, but any character that changes
costumes for each of her special moves deserves laughter. She has a few
good attacks such as her Teddy Bear Uppercut that comes out instantly
and her long reaching Batter-Up and Popura Special. Unfortunately, when
it comes to power, she falls a little short, but her speed makes up for
it. I really don't have too much else to say on Popura until I play her
a little more to try and unleash her hidden power, if one such exists.
So to close, Popura is not a champion character, but very fun to watch
and play as. If you need a laugh, Popura is the one to use.
~Khris "The KiD"
- Damien -
- Bristol -
- Bristol-D -
"100% Cheap" from: Kage
Hmm, where to begin? Ok, what's the deal with this character. Maybe it's
just me, but getting hit with a Standing HP and taking 8+ hits as a
result does not totally agree with me. Neither is getting hit with a
bunch of a million of his little minions. You can't touch him! If that
doesn't convince you on his cheese, he has the cheapest super ever. It
tracks you WHEREVER you go!! Huh?! Is that right? I know final bosses
are supposed to have powerul moves, but there's a big difference in
"power" and "cheese". Anyway, just show no respect for anyone that uses
him.
~Kage
========================================================================
[Secrets]
~ Secret Characters ~
Damien - Beat the game with Gartheimer on Normal.
Bristol - Beat the game with Damien on Normal.
Bristol-D - Beat the game with Bristol on Normal.
- Clean Pause -
While paused, press X + Y + Z simultaneously.
========================================================================
[Additional Info]
We welcome any extra info that you might have on the game such as
combos, info, questions, cheats, critiques, etc. You will receive credit
for your anything posted in this FAQ.
========================================================================
[Info Needed]
- Character ending translations!
- More combos! (You can never have enough!)
========================================================================
[FAQs made by The KiD]
1> Groove on Fight Combo FAQ (Saturn)
2> Angel Eyes FAQ (PSX)
3> Waku Waku 7 Mini FAQ (Saturn)
[FAQs made by Kage]
1> Groove on Fight Combo FAQ (Saturn)
2> Tekken 3 Forest Law Guide (PSX)
========================================================================
[Acknowledgments]
Thanks to the following:
- Atlus
For creating one of the craziest and combo-filled 2D fighters
- StraPped CreW
For each of them being player 2, 3, and 4.
- Diamond Donavin Douglas
We didn't post them before, but he gave us the way to get the
secret characters.
- Marcia Andrada
She caught somethings we didn't list before: Duel Supers, the
Clean Pause, and the Assist Method.
[This is the end of the Groove on Fight Combo FAQ]
========================================================================