THE RUMBLE FISH (PS2 VERSION) FAQ/MOVELIST (v1.0, 4-24-04) by Edward Chang (chang.459@osu.edu) Version History v1.0 (4-24-04) First version. Table of Contents 1. Introduction 2. Main Story 3. Basics/Conventions 4. System 5. Movelist --Zen --Hikari --Typhon --Garnet --Orville --Boyd --Viren --Kaya --Aran --Sheryl --Greed --Hazama 6. Game Modes 7. Secrets 8. Credits 1. INTRODUCTION The Rumble Fish (sometimes denoted as just T.R.F.) is the latest 2D fighting game to hit the Atomiswave arcade board produced by relatively unknown company Dimps and Sammy, known for making Guilty Gear (in collaboration with ArcSystem Works) and a slew of pachinko games. The Rumble Fish stands out for being the most graphically advanced 2D fighting game to date, with high resolution graphics that beat out Guilty Gear's along with a very smooth animation style (thanks to the large number of frames per move) and impressive effects. Clothes even get ripped and headbands and such can get knocked lose as your character takes damage. In exchange there are very few characters for a modern-day fighting game - only 9 - but the depth of the technical system and the number of options available to players still makes the game worth playing. The game received a console release on the PS2 in early 2005, and a sequel Rumble Fish 2 is currently in Japanese arcades. 2. MAIN STORY At the end of the 20th century... A huge natural disaster destroys the Eastern section of a certain country. As a result of this disaster the central economy crumbles, the tall buildings of the central government are knocked down, and in the end a large total of 158,000 lives are lost. At the beginning of the 21st century... The multiple enterprise corporation "Probe Nexus" begins reconstruction of the destroyed Eastern section. Probe undertakes the destroyed area under its own administration and creates a huge enterprise city. With the large market and modern technology overflowing like boiled water, tall buildings that dwarf all others, the world's largest market mall, and even a theme park are built in this modern-day Babylon, this world's most valuable place. Named Zone Prime, it symbolizes the birth of a new century. And then, in the western block, in an undeveloped slum area... 3. BASICS/CONVENTIONS Rumble Fish is played with a standard 8-directional joystick, and five buttons. Four of these are attack buttons, designated Light Punch, Light Kick, Strong Punch, and Strong Kick. The fifth button is the Dodge button, which allows your character to do things like hop to avoid low attacks or duck to avoid high attacks. The following is a list of conventions used in this FAQ. Directions u/b -- up and back u -- up u/f -- up and forward f -- forward d/f -- down and forward d -- down d/b -- down and back b -- back u/b -- up and back qcf -- quarter circle forward (d, d/f, f) qcb -- quarter circle back (d, d/b, b) hcf -- half circle forward (b, d/b, d, d/f, f) hcb -- half circle back (f, d/f, d, d/b, b) dp -- dragon punch (f, d, d/f) rdp -- reverse dragon punch (b, d, d/b) c. -- crouching j. -- jumping Buttons LP -- Light Punch LK -- Light Kick SP -- Strong Punch SK -- Strong Kick D -- Dodge Other [x] -- button 'X' should be held (T) -- throw; move must be performed extremely close to opponent and is unblockable (GC) -- guard cancel; move must be performed while in block stun (HC) -- hit cancel; move must be performed while in hit stun (DC) -- down cancel; move must be performed when knocked to the ground (CC) -- Critical Cancellable; the move can be cancelled into an Offensive Art or Critical Art (more explanation below) (j.) -- move can also be performed while jumping --> -- followup 4. SYSTEM Gauges There are a number of gauges you'll have to keep an eye on during battle. At the top of the screen is your character portrait and a life gauge. As you take damage this life gauge decreases, and if it reaches zero, you lose the round. Under the life gauge next to the portrait is the guard gauge. Everytime you block, this guard decreases some; if it reaches zero, then your guard will be crushed and you'll be left wide open, so don't turtle! Next to the guard gauge is an indicator on how many rounds you've won. In the arcade, winning two rounds will win the match. At the bottom of the screen are two gauges, the red Offense Gauge and the blue Defense Gauge. The Offense Gauge fills up as you attack the opponent. Regardless of whether you hit them or they guard it, you will gain some Offense Gauge. However, if you totally whiff, then you won't gain any Gauge at all, so don't think you can mash to build up Gauge! The Defense Gauge fills up as you guard attacks from the opponent. It also slowly fills up over time. Because of Guard Crush, though, be careful when trying to fill up the Defense Gauge! If both Offense and Defense Gauges are at 100%, they fuse and turn into a green Critical Gauge. During this time only, you can perform a Critical Art. You can still perform other actions that use Offense or Defense Gauge, but once you do the Critical Gauge vanishes (since both of your gauges are no longer at 100%). Dashing Tap forward twice quickly to dash forward. You can also tap backwards twice quickly to backstep; this has a little invincibility time so you can use this to get out of tough spots. High Jump By pressing in a downwards direction and then quickly pressing u/f, you can jump higher than normal. This also lets you travel further so it can be useful in certain situations. Throw Every character has a standard throw which is accomplished by getting close to the opponent and then pressing either forward or back and SP at the same time. Throws can also be escaped in this game by inputting the same command, but the window for this is rather tight. If a throw is escaped, both characters are knock back a small amount. Ground Dodge By simply pressing the D button, your character will duck (thereby avoiding high attacks) while moving forward some. Think of it as similar to a crouch dash from a 3D fighting game. Aerial Dodge By pressing D and down at the same time, your character will do a short hop (thus avoiding low attacks). Since airborne opponents cannot be thrown, you can also use this if you're expecting a throw attempt. Dodge Attack During a Ground or Aerial Dodge, you can press attack buttons to do special Dodge Attacks. Aerial Dodge Attacks always hit mid (thus must be blocked standing); Ground Dodge Attack properties differ by character. Recovery If you get hit into the air by the opponent, you can press an attack button to recover and possibly avoid further damage. There is a height limit on Recovery (can't do it too close to the ground). You can also press the joystick in a backwards or forwards direction to alter your trajectory during Recovery. Note that you cannot use Recovery right away when being hit, so it's not like you will always be able to avoid air combos. Jolt Attack A special attack done by pressing both LP and LK at the same time. You must have 100% Offense Gauge to do this, and doing so will consume all of it. This performs a very quick, unblockable attack; if it hits the opponent, they will be stunned in a sort of slow-mo fashion, and you'll be able to perform followup combos that you wouldn't otherwise be able to do. Since this attack is rather fast, if you're up against a turtler you can use this to surprise them and continue on the offensive. Advanced Attack A special attack done by pressing both SP and SK at the same time. This will take 50% of your Offense Gauge. This is a rushdown type attack where your character charges forward quickly and attacks the opponent. You can cancel basic attacks into the Advanced Attack, and if it hits, you can continue with even more basic attacks for a rushdown combo. Offensive Arts A special attack that takes 100% of the Offense Gauge; the command differs by character. These are your standard "super moves"; their properties differ by character, but most of them are very damaging. Quick Recovery A defensive technique done by pressing D when knocked into the air. Unlike standard Recovery, you can do this as soon as you're hit, so you can actually Quick Recover and then counterattack the opponent who's still recovering from his move! In exchange, this takes 50% of the Defense Gauge to perform. Like normal Recovery, you can input a direction to change your trajectory. Impact Break A defensive technique done by pressing back and D or down/back and D at the same time, when receiving an opponent's attack. This will cut your guard stun to almost nothing, allowing you to counterattack; think of it as operating similar to parrying. This takes 50% of the Defense Gauge to perform. Attacks that hit low must be Impact Break'ed with d/b+D; failure to time this properly or failure to select the right block level will waste gauge. Defensive Arts A special attack that takes 100% of the Defense Gauge; the command differs by character. These are like "super moves" as well; however, as these are defensive in nature, most of them are used in certain situations only. Some are reversals; some can only be performed while blocking, and a few can only be performed when actually getting hit! See each character's section for more details. Critical Arts A special attack that can only be performed when both Offense and Defense Gauges are at 100%, and that takes 100% of both gauges; the command differs by character. These are extremely powerful super moves that if they connect will take a large chunk of your opponent's lifebar; however, don't expect to get the chance to use this that often. Rush Combo Combos that can be performed by cancelling basic attacks into more basic attacks. In general you can go from a light to a light attack, a light to a strong attack, or a strong to a strong attack; however you cannot put three or more lights or strongs in a row. Thus, a quick rush combo might look like LK -> LP -> SP -> SK. Rush combos can be performed in a variety of instances (so some can be crouching attacks and some standing attacks); you can also perform airborne Rush Combos. Critical Cancel Certain special moves are designated Critical Cancellable. These moves, if they connect with the opponent, can be cancelled into an Offensive Art or a Critical Art. This in itself takes no gauge to perform, so if you are comboing the opponent successfully you might as well do it! 5. MOVELIST This movelist is arranged by character in the same order as the character select screen. ------------------------------------------------------------------------------ ZEN ------------------------------------------------------------------------------ Zen is your 'standard' type character with the right move for almost every situation. He's fairly easy for beginners to pick up, but by the same token, he can feel 'boring' after awhile. Miscellaneous Moves Ryuuzusai f+SP Special Moves Zanshinken qcf+P Kaijingeki qcb+P (CC) Sengouken dp+P (CC) --> Followup --> P (CC) Gasaikyaku qcb+K Kakonhou d, d+K Offensive Art Koujin Resshingeki f, hcf+P Defensive Art Houshinshou qcb, qcb+P Critical Art Ragou qcf, hcb+P -Ryuuzusai is a mid attack. -Zanshinken is a short-range projectle. The weak version is faster than the the strong version, but the strong version has less vulnerabliity on block. -Kaijingeki is a thrusting elbow attack. The weak version is fast enough to combo from strong attacks; the strong version is slower but travels further. This move floats on counterhit. -Sengouken is a whirwind-producing uppercut. The weak version does three hits and is invincible until just before the attack begins; the strong version is six hits and is invincible until after the attack begins. The strong version only can be linked to the followup, a downwards punch, with P. Recovery is slow so expect to be counterattacked if blocked. -Gasaikyaku is a hop and downwards strike that hits mid. The strong version hops further forward than the weak version. -Kakonhou is a powerup-type move. The weak version gives you one powerup, the strong two powerups (but it leaves you vulnerable a lot longer). The maximum number of powerups you can have stored is two. When you have powerups, Zen's other moves are enhanced in the following ways: -Zanshinken's range extends to about a screen's length and does 4 hits. -Kaijingeki becomes fast enough to combo from a weak attack. -Sengouken gains more invincibility time. -Gasaikyaku becomes faster and two hits, and it floats the opponent on hit. -Koujin Resshingeki is a charging ranbu-type super. It's fast enough to combo, but the invincibility time doesn't last long enough to be a perfect reversal. -Houshinshou sends out a shock wave from Zen. The damage isn't much but it's got a lot of recovery time, and so it's useful for defensive purposes. This move can also be performed as a Guard Cancel. -Ragou is a palm strike that links to a punch that creates a large hurricane. It is quite fast and is invincible for a long time. If the first attack whiffs, the hurricane still comes out, but it's slow enough that it can be countered. COMBOS c.LK -> c.SP -> SK -> weak Kaijingeki Kakonhou -> Gasaikyaku -> Ragou Jolt Attack -> Dash -> c.SP -> c.SK -> weak Gasaikyaku -> c.SP -> c.SK -> weak Kaijingeki or weak Kakonhou ------------------------------------------------------------------------------ HIKARI ------------------------------------------------------------------------------ Hikari is trained in a Japanese martial arts style that focuses on defense. She is able to counter almost every nonprojectile move with her Oborotefu, meaning that if you have perfect timing, you can get around almost anything. Hikari is sisters with Kaya. Special Moves Oborotefu: Sora qcb+LP Oborotefu: Tsuchi qcb+LK Oborotefu: Kiri qcb+SP (CC) Kurumanagi hcf+P (CC) Momiji-barai hcf+K (CC) Mikagegaeshi (T) rdp+P Offensive Art Murakumo-barai (j.)qcb, qcb+P Defensive Art Oborotefu: Ama b, hcb+SK Critical Art Amanagi hcf, hcf+P --> Followup --> [d], u+P -Oborotefu is a counter attack. While the counter is active, you can input a command for a different Oborotefu (except Ama) to change the level that you are countering one time only. Sora counters jump attacks; afterwards the opponent is thrown into the air and cannot recover, so you can jump to followup. Tsuchi counters low attacks; afterwards the opponent bounces off the ground, and followup is possible. Kiri counters all non-low ground attacks; no followup is possible after Kiri. -Kurumanagi is a spinning charge type attack. Weak does 2 hits, strong does 3. The weak version combos from strong attacks; strong combos from a strong counterhit only, but is vulnerable for less. -Momiji-barai is a dashing low attack. The strong version then follows with an uppercut. The weak version can be comboed after if it hits on a counter. -Mikagegaeshi is a command throw that hits the opponent a few times, then tosses them into the air. -Murakumo-barai is a charging attack that then aims upward to float the opponent. It has invincibility time, but not enough to be used effectively as a reversal. It links from strong attacks or a weak Kurumanagi; it can be performed in midair. -Oborotefu: Ama is a reversal like the other Obortefu's; however, it reverses any and all non-projectile, non-throw attack regardless of attack level. It doesn't do that much damage, but followup attacks are possible. -Amanagi is a charging upper. By holding down P, the distance travelled before the uppercut can be lengthened; the followup attack then performs some rising attacks against the floated opponent. COMBOS c.LK -> c.LK -> c.SP -> SK -> weak Kurumanagi Oborotefu: Ama -> j.(LK -> LP -> SK -> SP) Jolt Attack -> (dash in SP -> SK)x3 ------------------------------------------------------------------------------ TYPHON ------------------------------------------------------------------------------ Typhon is the speediest character, and what he lacks in power he makes up for in long versatile combos and high mobility. A good Typhon is quite annoying to fight against. Miscellaneous Moves Soutoushou f+SP Sankakutobi on wall, f or u/f Special Moves Tenkeishou (j.)qcf+P Shukukeihou f, hcf+P Retsusouan (T) rdp+P Mouchoushuu qcb+P/K Renkatsukyaku qcf+K (1st hit CC) Bakkishou dp+K Offensive Art Shukukei: Houshouan qcf, qcf+P Defensive Art Kongoutoutai b, hcb+K Critical Art Typhon-shiki: Chouzetsu Renkeihou qcf, hcb+P -Sankakutobi is just a wall triangle jump. -Tenkeishou is a small projectile. The weak version travels forward, the strong version travels diagonally upward. It can also be performed in midair, in which case weak aims down close to Typhon whereas far aims further away. -Shukukeihou is a triangle-shaped, slow-moving projectile that does three hits. -Retsusouan is a command throw; followup is possible afterwards. -Mouchoushuu is a hop towards the wall at Typhon's back; the P version then attacks with a palm strike, the K version with a kick. The weak attack aims approximately 1/3 of the screen away from the wall, the strong 2/3s. Before reaching the wall, inputting d or d/b will cause Typhon to drop to the ground upon reaching the wall without attacking; inputting u or u/f causes Typhon to hop to the other wall after reaching the first wall and attacking from there. -Renkatsukyaku is a charging kick combination. Weak does 2 kicks, strong does three. The strong version only knocks the opponent down. -Bakkishou causes Typhon to take a small jump, then fire a wave of ki directly downwards. Weak jumps forward about half a screen, strong about a screen's length; if the opponent is within that range, the attack commences. After it hits Typhon jumps up and back again. -Shukukei: Houshouan creates a large ball of ki directly in front of Typhon. It is fast enough to combo and is also invincible for a long time; however if it is guarded close you will get counterattacked. -Kongoutoutai causes ki to emanate from Typhon. It is invincible for a long time, but is very short range and hard to hit with. -Typhon-shiki: Chouzetsu Renkeihou is a fast sequence of projectiles that lock the opponent in. It can be critical cancelled from the first hit of Renkatsukyaku. COMBOS c.LK -> LP -> SP -> SK -> strong Renkatsukyaku Retsusouan -> dash -> c.LK -> c.SK -> c.SP -> j.(LK -> LP -> SK -> SP)x2 Jolt Attack -> c.SK -> c.SP -> Tenkeishou -> c.SP -> c.SK -> f+SP ------------------------------------------------------------------------------ GARNET ------------------------------------------------------------------------------ Garnet uses virtually all kick attacks. She's a rather technical type that takes some learning to get used to, but once you do you'll be able to use her moves to respond to almost anything the opponent can throw at you. Miscellaneous Moves Pinhead Split f+LK Proud Slap f+SP Special Moves Piercing Heart qcb+LP/LK/SP (CC) --> Cancel --> SK --> Followup --> b/f+same button (CC) Gaze Slash dp+K --> Followup --> K Biting Jest qcf+K (CC) Scheme Stifle rdp+K Offensive Art Piercing Soul qcb, hcf+K Defensive Art Mimic Terror (DC) (T) b, hcb+K Critical Art Trick and Tease qcf, hcb+K --> Cancel --> K World's End d/f, b, d, d/b, f, b, f+P -Pinhead Split is a cancellable, mid-hitting attack. -Piercing Heart causes a long-reaching kick, LP diagonally upwards, LK straight forward, and SP downwards. The SP version hits low. By holding the attack button you can remain in attack pose and letting go will cause the attack to come out; alternatively pressing SK in this pose cancels the attack. Think of this move as acting similar to Yamazaki's Hebitsukai in KOF or Johnny's Mist Finer in Guilty Gear. The followup attack either draws inward (back) or pushes out (forward). This attack's properties depends on the attack button used. LP knocks the opponent away, LK staggers the opponent, and SP knocks the opponent down. -Gaze Slash is a hopping anti-air kick. The strong version spins around for a second hit. The invincibility lasts until just before the attack for the weak version or until after the attack begins for the strong version. The first hit of the strong version, or the weak version on counterhit, is not recoverable. -Biting Jest is a long reaching slide kick. The strong version can be linked to a followup floating kick with another K. The opponent cannot recover afterwards so air combo is possible. -Scheme Stifle is a short jump, and then a downwards aiming kick. This attack hits mid. On counterhit, this can be comboed into ground attacks. -Piercing Soul performs a Gaze Slash and then a large side kick. This is invincible for a long time and can be used as anti-air. -Mimic Terror can only be performed upon being knocked down; Garnet grabs the opponent with her feet and then throws them. -Trick and Tease acts like a crouching SP; upon hitting, it links into two strong Gaze Slashes and then a large side kick. This is fast enough that the opponent cannot block after the super 'flash'. By pressing K, the last hit can be cancelled and alternate followup is possible. -World's End is Garnet's hidden Critical Art. Yes, it is very hard to do. COMBOS Dash -> c.LK -> SK -> strong Biting Jest -> K -> Piercing Soul Advanced Attack -> c.LK -> c.SP -> SK -> SP Piercing Heart -> b/f+SP Jolt Attack -> Dash -> SK -> c.SP -> weak Scheme Stifle -> SK -> c.SP -> strong Biting Jest -> K ------------------------------------------------------------------------------ ORVILLE ------------------------------------------------------------------------------ Orville is the big power character of the game, with a wide range of powerful moves and throws. His slow speed is his weakest point, but if you can get close to the opponent, you'll be able to take them out in no time. Miscellaneous Moves Dropkick f+SK Low Dropkick d/f+SK Special Moves Assault Tackle qcf+P --> Followup --> P/K Snipethrough rdp+K Full Gravity Lock (T) hcb, f+P Sledge Revolver qcb+P Offensive Art Extension Heat d, d+P Defensive Art Hammer Fang (GC) hcf+P Critical Art Full Graviton Fall (T) hcb, hcb, f+P -Assault Tackle causes Orville to charge forward and tackle the opponent. Strong version travels slightly further than the weak version. While charging, Orville can absorb attacks as if he were standing blocking (low attacks interrupt the move). The P causes a double hammer type move after the tackle; inputting K causes Orville to stop. -Snipethrough is a hopping overhead type of throw. This will not throw crouching opponents; if performed near the edge of the screen, however, followup attacks are possible. -Full Gravity Lock is a command throw. The throw range is extremely long. -Sledge Revolver is a spinning clothesline-type move. The weak version combos from strong attacks; the strong version travels forward longer. There is a tiny bit of invincibility at the beginning of this move. -Extension Heat puts Orville into a "super armor" state. Afterwards Orville's Offense Gauge turns into a timer. While active, Orville will not stagger when being hit as long as he is on the ground. However, if thrown, the super armor state instantly ends. -Hammer Fang is a series of two punches that floats the opponent; followup is possible. This is a guard cancel, and is fast enough that it will catch most attacks. -Full Graviton Fall is a command throw. Unlike other command throws, this one takes a little bit of time from the completion of the input to actually activate. COMBOS c.SP -> Advanced Attack -> c.SP -> weak Sledge Revolver or Low Dropkick Sledge Revolver (counterhit) or Hammer Fang (2 hits) -> c.SP -> weak Sledge Revolver Jolt Attack -> c.SP -> strong Assault Tackle -> c.SP -> strong Assault Tackle -> P ------------------------------------------------------------------------------ BOYD ------------------------------------------------------------------------------ Boyd may look silly, but he's not to be underestimated. He's a power type character, and if you play your cards right he can wipe out a good portion of the opponent's health in no time flat. Miscellaneous Moves Soir Chop f+SP Soir Chop Fake b+SP Steel Head b, f+SK Special Moves Sunny Finger qcf+P (CC) Mellow Throw (T) hcf+K Fancy Kick qcb+K Shiny Punch dp+P (CC) Offensive Art Super Shiny Punch b, hcb+P Defensive Art Twin Sunny Finger qcf, qcf+P Critical Art Eccentric Motion qcf, hcb+P -Soir Chop is a mid-hitting attack. -Sunny Finger causes Boyd to move forward while an energy beam emanates from his finger. The strong version is slower but moves forward further. Neither combos from even a strong attack, but while Boyd is winding up he can avoid non-low attacks. If this attack hits, Boyd gains a "Sunly Mark" (see below). -Mellow Throw is a command throw that spins the opponent behind Boyd. This does no damage in and of itself, but after the throw followup is possible. -Fancy Kick causes Boyd to hop forward and attack with both feet. This hits mid. After connecting, Boyd hops back far. The weak version travels forward about two character lengths, the strong about three. -Shiny Punch is a jumping uppercut type move. The weak version can be comboed but has no invincibility. The strong version is slower but has some invincibility. -Super Shiny Punch causes Boyd to charge forward and perform a Shiny Punch; if it hits he then follows up with a finger-beam in midair, then causes an explosion under the opponent. The damage and hits this move causes depends on the number of Sunly Marks Boyd has stocked (9 is the maximum); afterwards the number of Marks goes back to zero. -Twin Sunny Finger. Boyd leans forward and attacks with finger beams from both hands. This move can be performed as a guard cancel. Each hit gives Boyd a Sunly Mark. -Eccentric Motion is a ranbu-type super that causes a large number of hits, then knocks down the oppoennt. This move has a lot of invincibility and travels forward about 2/3rds of the screen. This can be comboed; the strong version does slightly more damage. COMBOS j.(SK -> SP) -> LP -> SP -> c.SK Mellow Throw -> Dash -> c.SP -> SK -> Advanced Attack -> LP -> LK -> SP -> c.SK Jolt Attack -> c.SP -> weak Sunny Finger -> c.SP -> c.SK -> weak Sunny Finger ------------------------------------------------------------------------------ VIREN ------------------------------------------------------------------------------ Viren is sort of the 'dirty fighter' of the bunch, using stunguns and weapons to 'help' him along. With his various tricky moves (especially the Dashatis Rush), he can be used to confuse the opponent. Miscellaneous Moves Heroderma Smash f+SP Fissaria Raid j.d+LP Special Moves Crotarus Fling dp+P (CC) Dashatis Rush qcf+P --> Followup --> P/K (SP and LK CC) Ratikowda Capture hcf+K Salamander Flame qcb+K, K Offensive Art Atrax Fang f, hcf+P Defensive Art Dionea Trap (HC) b, hcb+K Critical Art Ofiofax Dance qcf, hcb+P -Heroderma Smash is a mid attack that can be cancelled. -Fissaria Raid is a downwards attack that can be comboed depending on how it hits. -Crotarus Fling causes Viren to swing a chain over his head and towards the ground. The weak version hits once, the strong version twice. -Dashatis Rush causes Viren to rush forward; Viren then has four possible followups. LP causes Viren to stop without attacking. SP causes Viren to attack with his stungun, then circle behind the opponent. LK causes Viren to attack low with his stungun. SK is a hop and attack that hits mid. -Ratikowda Capture causes Viren to rush forward and grab the opponent's feet with his chain. This counts as a low hit. If he connects, he flings the opponent upwards and kicks them. -Salamander Flame causes Viren to spray gunpowder in front of him; inputting K a second time causes the gunpowder to explode. The weak version does 1 hit, the strong version 2. -Atrax Fang causes Viren to rush forward with a bodyblow; if it hits, Viren then causes several explosive hits on the opponent. This is rather slow and will not combo other than from Critical Cancellable moves. -Dionea Trap must be performed while being hit; it causes Viren to attack with his stungun. The damage is small, but it allows you to interrupt your opponent's combos. -Ofiofax Dance causes Viren to rush forward with a bodyblow; if it hits, Viren attacks with a series of weapons, and then finally a stick of dynamite. This has quite a bit of invincibility, but is slow just like Atrax Fang. COMBOS Dash -> LK -> LP -> c.SK -> SK -> Dashatis Rush -> SP -> Atrax Fang/Ofiofax Dance Dashatis Rush -> SK -> LP -> c.SP -> SK -> Advanced Attack -> SP (2 hits) -> SK -> Dashatis Rush -> LK Jolt Attack -> (dash in SK -> c.SP)x3 ------------------------------------------------------------------------------ KAYA ------------------------------------------------------------------------------ Kaya doesn't have quite the defensive power that Hikari does but she makes up for it by being more versatile, having a range of projectiles, anti-airs, command throws, and so on. She's very well rounded. Special Moves Hiyoku qcf+P Tensen dp+P (CC) Oborotefu: Kumo hcb+P Getsuei (T) b, hcb+K Setsuren hcf+K Offensive Art Housen qcf, qcf+P Defensive Art Soujin (HC) qcb, qcb+P Critical Art Kinbu: Kumeisen hcb, hcb+P -Hiyoku is a large projectile. The weak version combos from strong attacks; the strong version is slower but is less vulnerable. -Tensen causes Kaya to surround herself with two energy waves. The strong version has Kaya move forward slightly first. The weak version combos from strong attacks and is Critical Cancellable. The strong version is not comboable but has long invincibility time and is still CCable. -Oborotefu: Kumo reverses ground, non-low attacks. The reversal itself has no damage, but afterwards Kaya can followup with a combo. -Getsuei is a command throw that has Kaya attack the opponent's midsection. Afterwards the oppoennt crumples and Kaya can follow up for more attacks. -Setsuren causes Kaya to charge forward with an uppercut. If this hits, Kaya moves behind the opponent and gives them a knifehand. The strong version is slower but travels further. While charging forward, you can press K to have the attack begin earlier. -Housen causes Kaya to charge forward while hitting a series of attacks. This move has lots of invincibility and is very fast and so is well-suited to reversal. -Soujin can only be performed while being hit; it has a lot of invincibility time so you can interrupt opponent's combos quite easily. -Kinbu: Kumeisen causes a large whirlwind to appear that floats the opponent, then Kaya finishes with an upwards-thrusting attack. This can combo from a strong attack and has lots of invincibility time. COMBOS c.LK -> c.SP -> c.SK -> weak Hiyoku Getsuei -> c.LK -> c.SP -> SK -> weak Tensen -> Housen Jolt Attack -> (dash in SP -> SK)x3 Oborotefu: Kumo -> c.SP -> SK -> weak Tensen ------------------------------------------------------------------------------ ARAN ------------------------------------------------------------------------------ Aran's long reach and fast moves give him the advantage when on the offensive. As long as you can keep the opponent busy with a rushdown, you'll be able to win pretty handily with Aran. Miscellaneous Moves Blow Lancer f+SP Special Moves Vanishing Strike qcf+P Vanishing Strike Feint qcf+K --> Followup --> K Vertical Strike dp+K Vanguard Strike qcb+P (CC) --> Second Strike --> hcf+P or qcb+P or LK (CC) --> Third Strike --> P or d+P or f+P or LK or SK (CC) Axle Strike hcf+K Phantom Phase qcb+K Offensive Art Strike Burst qcf, qcf+P Defensive Art Strike Edge (GC) hcf+P Critical Art Infinity Strike qcf, hcb+P -Blow Lancer is a fast mid-hitting move; however it cannot be cancelled. -Vanishing Strike is a high projectile that can be ducked. Using the K button instead causes a feint, but it lasts fairly long and thus isn't very useful. -Vertical Strike causes Aran to kick upwards to float the opponent. The strong version can be linked to the followup with K. Both weak and strong versions are invincibile in the beginning. -Vanguard Strike is a hook punch type move. The weak version combos even from weak attacks; the strong version does not combo, but travels further. -Second Strike is a followup to Vanguard Strike. qcb+P is an uppercut; hcf+P is a straight punch that knocks the opponent down. LK is a feint. -Third Strike is a followup to the qcb+P version of Second Strike. P is a straight punch that combos. d+P and f+P are a low attack and mid attack, respectively, that do not combo. LK and SK are both feints. The f+P version is not Critical Cancellable. -Axle Strike is a stronger version of Vanishing Strike that knocks the opponent down. This projectile is slower, but can hit crouching opponents (other than Typhon). -Phantom Phase is a special dodge type move. The weak version avoids upper body attacks, the strong version low attacks. This dodge is cancellable into Vertical or Vanguard Strike. -Strike Burst is an elbow strike to strong uppercut. Invincibility lasts until after the move begins, so it can be used as a reversal. -Strike Edge is a guard cancel move. You have the advantage even if blocked so this is a great move for interrupting opponent rushdowns. -Infinity Strike is a charge-up punch. The button can be held up to charge longer; the longer the move is charged, the more hits this move does (up to a max of 9). The invinciblity time does not last long enough for you to charge recklessly, though. COMBOS Dash -> LP -> c.LK -> c.SP -> weak Vanguard Strike -> qcb+P, P -> c.K c.P -> SK ->Advanced Attack -> c.LK -> SK -> c.SP -> weak Vanguard Strike -> qcb+P, P -> c.K Jolt Attack -> SP -> Axle Strike -> SK (1 hit) -> c.SP -> SP -> c.SK ------------------------------------------------------------------------------ SHERYL ------------------------------------------------------------------------------ Sheryl is one of the four new characters in The Rumble Fish 2, but as a special promo they included her in the console release of The Rumble Fish. Sheryl is a German assassin that uses wires and electricity to do the job. Unlike most of the rest of the cast, she is a definite keep-away character that requires a lot of strategy and forethought. Miscellaneous Moves Akzent f+SP Special Moves Einsatz qcf+LP Scharfer Einsatz qcf+SP --> Angle Change --> LP/LK Anblasen (j.)qcb+P Schneidend dp+P Anfang dp+K --> Lange Harte --> K --> Kurze Harte --> P --> Cancel --> D Weitab rdp+P Offensive Art Schlussstrich qcf, qcf+P Defensive Art Wogend b, hcb+K Critical Art Uberschlagen qcf, hcb+P -Akzent is a two-hit mid attack; it can be cancelled into Sheryl's OA or CA, making it quite useful as a damage source. -Einsatz causes Sheryl to shoot a wire forward. It hits both when it goes out and when Sheryl draws it back in, and goes through projectiles. This combos from a strong attack. -Scharfer Einsatz is a more powerful version of Einsatz. It travels longer, can be held down to charge, and if LP or LK is pressed at the moment of release it can be made to shoot upwards or downwards (LP shoots upwards and LK shoots downwards). It does not start up as fast so it cannot be comboed, but it knocks the opponent down. At the proper distance, the downwards version will hit low. -Anblasen causes Sheryl to make a mark on the screen, LP causes her to make the mark towards her feet while SP makes the mark at the level of her head. This move can also be done in midair. Up to four marks may be placed at once; they are numbered to indicate in which order you placed them. -Schneidend causes an electrified projectile to home in on the marks placed by Anblasen, in order. The projectile does damage by itself, and when it reaches a mark it causes a larger electrical explosion that also does damage. -Anfang causes Sheryl to hang from the ceiling. She can hit opponents as she rises, making this move a somewhat effective anti-air attack. -Lange Harte causes Sheryl to dive down at an angle with a kick attack. The LK version causes her to land simply, whereas the SK version causes her to backflip away from the opponent after hit or guard. -Kurze Harte causes Sheryl to drop straight down with a kick. The LP version starts up faster. This move floats on counterhit allowing for possible followup. This move, unlike Lange Harte, also has some invincibility time on it. -Weitab causes Sheryl to shoot a wire upwards, which then comes shooting back down at an angle, once for the LP version and three times for the SP version. If the wire hits the opponent on the way down, Sheryl catches the opponent and kicks them, knocking them down. -Schlussstrich causes Sheryl to shoot her wire forward similar to Einsatz; if it hits the opponent, even in the air, it catches them and she strikes the opponent a few times with electricty before knocking them down. This move's hit box is abnormally large and can actually be used as anti-air. -Wogend causes Sheryl to create a barrier around her; if the opponent attempts to attack while the barrier is up, Sheryl catches them with an electrified reversal attack instead. The reversal floats so further comboing is possible. -Uberschlagen makes Sheryl shoot a wire forward like in Schlussstrich; if it catches the opponent, she kicks them away and then a large explosion hits them. Again, the hit box is abnormally large and this move can be used on people who are trying to jump in unawares, and as an added bonus it has lots of invincibility time. ------------------------------------------------------------------------------ GREED ------------------------------------------------------------------------------ Greed is the boss of the game and one tough mother. He can also be unlocked as a playable character, but he doesn't get the super boss enhancements that he does when you fight him (in other words, he doesn't get infinite gauge like he does in Arcade mode). Still, he's one of the better characters and not to be underestimated. Miscellaneous Moves Ember on wall, f or u/f Pilum Provoke Special Moves Tasram qcf+P Brunag qcb+P Anthler qcb+K Geiborg b,f+LP Offensive Art Anwar qcf, qcf+K Defensive Art Flagarch qcb, qcb+K Critical Art Klau Soras qcb, hcf+P -Ember is a triangle jump. -Pilum is a palm attack that cannot be cancelled; however, on counterhit it floats and can be comboed after. -Tasram causes Greed to create some fire. The LP version creates a projectile that travels along the ground, whereas the SP version causes a large explosion that can be used for anti-air that lasts for quite a long time. -Brunag causes Greed to swipe at the opponent. The LP version does two hits while the SP version does 4; both pull the opponent in. The move is fast enough to combo from a light attack. -Anthler is a flip kick that hits mid. On a counterhit, it can be comboed into a weak attack. -Geiborg is a parry that, if timed precisely at the moment of an opponent's attack, stuns them. This takes no gauge to perform but is much harder to time than Impact Breaks. -Anwar puts Greed into a powered up mode; his Offense gauge turns into a timer. While the Timer is active, Greed can cancel any special move into any other special move (but he cannot cancel moves into themselves). LP and SP versions of a move count as different for this purpose, so for instance a LP Brunag can be cancelled into an SP Brunag. -Flagarch is a powered up version of Anthler that has lots of invincibility time. This move can also be performed as a Guard Cancel. -Klau Soras is a ranbu-type super that starts with a charging elbow; the third hit hits mid so this can crush unwary opponents. ------------------------------------------------------------------------------ HAZAMA ------------------------------------------------------------------------------ Hazama is the secretary of Probe Nexus's president and a mysterious sort all around. Like Sheryl, he was added to the console version of Rumble Fish, though he does not appear to be in Rumble Fish 2. Hazama has exceedingly good moves and probably is broken enough to be banned from tournament play. Miscellaneous Moves Houshinshou f+SP Special Moves Soutenzan dp+P Kouhazan qcf+P Hanhekishou hcf+K Tenrinshuu rdp+K Senku qcb+K Kaishinryuuten no Kamae d, d+K --> Renhekishou --> SP --> Choushinchuu --> LP --> Senkyuukyaku --> SK --> Koushuutai --> LK --> Cancel --> D Kuukashou qcb+P Offensive Art Tenra Sou'unkyaku qcf, qcf+K Defensive Art Chisetsu Souhekishou qcf, qcf+P Crticial Art Shishin Mumei Renbugeki qcf, hcb+P -Houshinshou is an overhead 2-hit attack. The second hit draws the opponent in. -Soutenzan is a two-hit anti-air attack. Both have good amounts of invincibility; the strong version makes Hazama travel pretty far forward as well. -Kouhazan is a charging attack. Both versions combo from strong attacks. The LP version only does one hit whereas the SP version does 3 hits and knocks the opponent down. -Hanhekishou causes Hazama to raise a barrier that reflects projectiles. -Tenrinshuu is a backflip kick that hits mid and floats the opponent high on counterhit, allowing for followup. -Senku is a quick invincible dash. The SK version goes through the opponent and automatically goes into Kaishin stance, unless the opponent is already up against a wall. -Kaishinryuuten no Kamae puts Hazama into a stance necessary for some moves. Hazama cannot block in this stance and if he moves the stance is cancelled. -Renhekishou is a charging attack with a huge range. It is vulnerable if blocked, but floats on counterhit. -Choushinchuu is a charging elbow attack. -Senkyuukyaku causes Hazama to kick the opponent into the air, after which an air combo is possible. -Koushuutai is an anti-air kick; followup is possible on a counterhit. -Kuukashou causes Hazama to duck briefly (which can dodge attacks), then hit the opponent with a two-hit rising attack; followup is possible. The SP version can be charged to keep Hazama crouching, and it also causes Hazama to move forward further first. -Tenra Sou'unkyaku causes Hazama to charge the length of the screen with a kick. If the kick hits, Hazama follows up with an explosion on the opponent. -Chisetsu Souhekishou causes Hazama to emanate an energy wave on both sides. Like all Defensive Arts, this has a good deal of invincibility time, but unusually for a DA it does pretty good damage. -Shishin Mumei Renbugeki is a critical art that, if it hits, causes Hazama to launch into a 14-hit combo for insane damage. If performed with LP, the first attack is similar to LP Kouhazan so it has good horizontal range, whereas if the move is performed with SP the first hit is an upwards kick that is useful for anti-air purposes. 6. GAME MODES As this is a console release of the game, there are of course extra menu options beyond the standard Arcade mode of play. They are as such: STORY MODE Play Story Mode. Story Mode is not very elaborate (the only real difference from the Arcade version is a special picture and intro at the beginning), but you can pick Sheryl or Hazama who were not in the Arcade version of the game. ARCADE MODE Play the Arcade version of the game. Since this is a relatively straight Arcade translation, Sheryl and Hazama are not selectable in this mode, and Greed may only be unlockable with a button code (since I do not know the button code for Greed, I don't know if he is selectable in this mode or not). VERSUS MODE The classic Versus mode, this requires two controllers. Beat up your friends. TRAINING MODE A pretty standard training mode, where you can practice your combos and so on. The Training Mode menu (accessed by pressing Start) has the following options: Gauge Setting - choose whether to have the Offense and Defense gauge maxed at all times or not. Life Regain - choose whether the training mode dummy and the player automatically regain health. If this is turned off KOs will occur. Enemy Settings - control the dummy. With Guard, "Normal" means the CPU will block at random. With Recovery "Random" means the computer will air recover sometimes, "Normal" means the computer will recover all of the time when possible, and "Quick" means the computer will always use Quick Recoveries (if they have Defense Gauge). "Enemy State" allows you to control the dummy's state; if set to "Human", the 2P controller can be used to control the dummy. The rest of the entries are fairly self-explanatory. Command List - self-explanatory. Press left or right to view either character's list. Key Config - self-explanatory. Default - return all settings to default. Display - choose whether to display button inputs or not. Restart - restart the battle. Character Select - return to the character select screen. Exit - return to the title screen. SURVIVAL MODE Like most survival modes, you pick a character and keep defeating challengers as they come. This mode is not affected by the settings in Options. Your health carries over from round to round, but you do gain some back for defeating opponents. The highest level is 100. GALLERY MODE See character and miscellaneous art. See the secrets section for how to unlock each Gallery. OPTIONS MODE Set the game options. You can set the following: Game Level - difficulty. Ranges from 1 (easiest) to 8 (hardest) Time Limit - set to 30, 60, 90 seconds, or infinite time. Rounds - set to best out of 1, 3, or 5 rounds. Key Config - self-explanatory. Sound - set the sound to Stereo or Mono output. Hikari Voice - a secret option that needs to be unlocked (see below). Changes the system voice to Hikari's voice. Display Settings - allows you to shift the screen to fit your TV. Data - allows you to save or load data. Auto Save - allows you to let the game auto save or not. Default - return to default settings. Exit - return to the title screen. 7. SECRETS CHARACTER GALLERIES Beat Story Mode with a character to unlock that character's gallery in Gallery Mode. The settings do not matter. MISCELLANEOUS GALLERIES Beat Arcade Mode to unlock Misc Gallery 1 and Survival Mode to unlock Misc Gallery 2. HIKARI VOICE Beat Story Mode with Hikari to unlock the Hikari Voice option. Settings do not matter. GREED AND BATTLE HALL Beat Story Mode once with any character to unlock Greed and Greed's stage, the Battle Hall. Settings do not matter. HAZAMA AND LABORATORY Play Story Mode with any character and defeat everyone up to and including Greed with no continues (settings do not matter). Afterwards, Hazama will challenge your character. Defeat him to unlock him and his stage, the Laboratory. 8. CREDITS Sammy and Dimps for yet another impressive fighting game. Storyline info comes from the official Rumble Fish site: (http://www.dimps.co.jp/rumblefish/) Holystar for the German spellings of all of Sheryl's moves. This FAQ copyright 2004 to Edward Chang. Retransmission in any form without express permission of the author is strictly forbidden.