Rakuga Kids - Strategy Guide (Page 01)
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=-----------------------------------------------------------------------------= =---------------------- Rakuga Kids:- The Syrup FAQ ^-^ ----------------------= =-----------------------------------------------------------------------------= =------------------------------V1.7 27/10/00----------------------------------= =-----------------------------------------------------------------------------= =--------= =Updates!= =--------= V1.1 20/10/00 (3526 words, 12 pages, 25KB):- My first update! Note that newer updates will appear AT THE BOTTOM so as to have things in a nice, chronological order:- * Fixed typos, grammatical errors, etc. I believe that the whole document is now in perfect English! * Added Best Combos for Darkness. * Added information about extra options. * A few other minor additions. * Started work on Chrono Bike FAQ:) =-----------------------------------------------------------------------------= V1.2 21/10/00 (4362 words, 15 pages, 30KB):- Quite a large update:- * Added information on the stages in the game. * Added a tip to Marsa's Strategy section. * Added a section comparing Inuzo to Mamezo. * Added a couple of things to the Secrets section. * Added a whole new section; Endings. =-----------------------------------------------------------------------------= V1.3 22/10/00 (5558 words, 18 pages, 37KB):- A medium update:- * Added a Magic guide for Astro, Cat.Kit, Marsa, C.H.O. and Beartank. * Added a tip to Roy's Strategy section. * Added more to the Extra Options section. * Sorry, I haven't added any more Endings. I just got PKMN Snap, so I've been playing that all weekend, but I've already finished it, so I should have more endings tomorrow. * Added an er, frequently unanswered questions section to Closing. =-----------------------------------------------------------------------------= V1.4 23/10/00 (5994 words, 20 pages, 40KB):- A fairly small update:- * Finished the Magic guide for all characters:) * Added Endings and Win Taunts for Astronots and Captain Cat.Kit. * Changed a few other, minor details. =-----------------------------------------------------------------------------= V1.5 24/10/00 (6203 words, 20 pages, 41KB):- A tiny update:- * Added a weird glitch that I found to Secrets. * Nothing else:( =-----------------------------------------------------------------------------= V1.6 26/10/00 (6555 words, 22 pages, 44KB):- A medium update:- * This might not seem like much to you, but I added Win Taunts and Endings for Marsa, Robot C.H.O., Beartank and Cools.Roy. That meant completing the game FOUR times! Phew! * Usual minor changes and typo fixes:) =-----------------------------------------------------------------------------= V1.7 27/10/00 (6836 words, 24 pages, 46KB):- A medium update:- * I've added Endings for Mamezo and Darkness so I now have endings up for everybody! * I still have no new Extra Options:( * This is the Final Update, at least until I open up some more Extra Options, so goodbye from my first ever FAQ. I'm sure that if you hold onto it, it'll be worth millions in years to come:) =-----------------------------------------------------------------------------= =----------------= =Legal Nonsense:)= =----------------= This document is Copyright Captain Syrup 2000. All rights reserved. Use it at your own risk:) =-----------------------------------------------------------------------------= =-----------= =Webmastas:)= =-----------= There are no restrictions on the placement of this document, as long as it is distributed free of charge, and not altered in any way. =-----------------------------------------------------------------------------= =-------------------= =Table o' Contents:)= =-------------------= I. Introduction:- Enter Rakuga Kids!:) II. Controls III. 3rd rate story:) IV. Translation/Menu Guide V. Training Mode VI. Magic VII. Fighters/Move List VIII. Secrets IX. Cheat Codes X. Endings XI. Credits XII. Contact XIII. Closing:- Exit Rakuga Kids:( =-----------------------------------------------------------------------------= =---------------= =I. Introduction= =---------------= Rakuga Kids is a decent, but highly obscure N64 beat-em-up by Konami. (KCEK to be precise). Graphically speaking, it looks similar to Yoshi's Island, but the gameplay is almost identical to Street Fighter Alpha, if somewhat simplified, with similar moves and chain combos. Rakuga Kids was released in Japan (duh!) and Europe, but I am not sure that it was released in the U.S., as every source I can find on the Internet about this game implies that it has only had access to a Japanese copy. Anyway this FAQ is written for both those playing a Japanese or English copy, so I have written out key parts of the manual to help those who are trying to play through an imported copy. By the way, this is my first FAQ, so don't sue me if I mess up! Mmmmmkay, let's go! =-----------------------------------------------------------------------------= =------------= =II. Controls= =------------= These are the same as Street Fighter 2, Killer Instinct etc. You can alter the controls from the options menu or the pause screen. A Button: Weak Kick B Button: Weak Punch C-Pad: Left; Moderate Punch, Up; Strong Punch, Down; Moderate kick, Right; Strong Kick D-Pad: Character Movement Start Button: Pause, Enter, Access Menu Z Trigger: Taunt:) Analogue Stick: Character Movement Left Shoulder Button: N/A Right Shoulder Button: Magic (Super Combo) * All characters can Jump using Up-left, Up or Up-right on the D-Pad or Analogue Stick. Repeat the motion in mid-air to double jump. All fighters have a Cyclone Attack which can be used to set up Aerial Raves, (Mid-air Combos). It doesn't require any crayons. Press D-Right, D-Down-Right, D-Down, D-Down-Left, D-Left and B/C-Left/C-Up to perform it. Finally, all characters can throw the opponent with D-Right and C-Left/C-Up. (This can also be doe in mid-air). =-----------------------------------------------------------------------------= =---------------------= =III. 3rd rate story:)= =---------------------= This is just about the worst storyline EVER. Even worse than the one for Barbarella. Seriously. Well here is an edited version; (like you care). You've arrived in "Twinkle Town". It's an enchanted place and legend has it that long ago it was inhabited by wizards. One day some children find some crayons on the outskirts of town. Drawings from the crayons come to life and create havoc in town with their mischief. For you see, they once belonged to a wizard... A little camp, eh? But wait, there's more... Summer holidays are here! The Tinkles gang found eight crayons in a cave. But Val's bully of a brother stole the last two and the box! He drew a villain in a cloak and it came to life! We have to use our crayons to fight back! What a Klassic... =-----------------------------------------------------------------------------= =--------------------------= =IV. Translation/Menu Guide= =--------------------------= This is a Menu Guide for those playing an imported copy. (Or illiterate Gyppos:) Into screen:- When you turn the game on for the first time, a message will appear on the screen if you do not have a Controller Pak inserted. It says that you will not be able to save. Another message will appear if you have a Controller Pak with a save already on it. Press Start to skip these messages when they appear. If there is a Rumble Pak, Transfer Pak, etc., in the Controller when you start, a message will tell you that "the Controller Pak is defective". To get around this, power down, remove the Pak and turn the N64 back on. Title Screen:- Press Start. (Took me AGES to figure that out...) Or, alternatively wait for the boat to cross the screen to see the story or the demo. Main Menu:- Press A to progress and Z to go back. The chicken playing the game, (top-left), is Game Mode, the chicken scratching his lil' head, (top-right), is Option Mode and the Darth Vader chicken, (bottom), is Data Mode. Option Mode:- From the top, Difficulty, (left=easy, right=hard), Handicap (left=1P, right=2P), Time (Short, Middle, Long, Infinite), Rounds, (one, three, five), Screen Mode* (Painting, Drawing), Sound Mode, (Stereo, Mono), System Data, (Save, Load)**, Key Configuration, Extra Option*** * Painting Mode is the default Screen Mode. In drawing Mode, the characters only appear as outlines. Only good for novelty value. ** Data can only be saved onto a Controller Pak. *** This option only appears after a number of hours of play; see Secrets... Data Mode:- Here you can Load, Save and Delete characters created in Training Mode. A Controller Pak is needed to save and load. The fourth option is Exit. Game Mode:- The chicken reading, (top-left), is Story Mode, the chickens boxing, (top-right), are VS Mode, the chicken with the chick, (bottom-left), is Training Mode and the chicken weight-lifting, (bottom-right), is Practice Mode. (What exactly do all these chickens mean?) Story Mode:- More chickens:) The chicken twins, (left), are Battle Mode and the chicken walking into the book, (right), is Free Play Mode. Training Mode:- Choose a character and name it, or load a character from a Controller Pak. =-----------------------------------------------------------------------------= =----------------= =V. Training Mode= =----------------= The main "meat" of the game is not the Free Play Mode but the Training Mode. Basically, instead of controlling a character yourself, the CPU learns your playing style and fights for you. To create a character, go to Training Mode and choose a fighter. Name him/her and press start. You can now fight as many opponents as you like. Theoretically, the CPU will learn what you would do in any given situation, thus fighting in your style. In reality, it doesn't really work because there are too many situations for the computer to learn. Still, it's a nice idea and I've never seen another feature like it in another game. =-----------------------------------------------------------------------------= =---------= =VI. Magic= =---------= When you use an attack, (even if it doesn't connect), or take damage, the Magic Bar at the bottom of the screen will increase. When it is totally full, it will drain to zero again and a crayon will appear under the bar. (A maximum of three crayons can be held at once). These crayons can be used to perform Magic. (Super Combos). There are three types of Magic; Attack, Counterattack and Defence:- (These assume the fighter is facing right). Attack Magic:- Press R and D-Right or D-Down, D-Down-Right, D-Right, D-Down, D-Down-Right, D-Right, and B/C-Left/C-Up to perform your fighter's Attack Magic. Attack Magic is best used when you are on the offensive to put more pressure on your opponent. It will remove 80-100%+ of your opponent's Energy Bar. Counterattack Magic:- Press R or D-Left, D-Down-Left, D-Down and B/C-Left/C-Up to perform your fighter's Counterattack Magic. This Magic can ONLY be used while blocking. It is best used when blocking a major attack. It will remove up to 50% of your opponent's Energy Bar and break off their attack by sending them some distance away from you. Defence Magic:- Press R and D-Left or D-Down, D-Down-Left, D-Left, D-Down, D-Down-Left, D-Left, and B/C-Left/C-Up to perform your fighter's Defence Magic. It is best used when running away to prevent your opponent from attacking you. It will remove 2-10% of their Energy Bar and send them off the screen for a few seconds, giving you some time to escape. -To find out what each character's unique magic is, look in the Fighters/Move List. =-----------------------------------------------------------------------------= =-----------------------= =VII. Fighters/Move List= =-----------------------= Here is all the information available on each fighter including Move Lists and Combo Lists. (Move Lists assume that the fighter is facing right). The only thing I haven't given are endings. (Those can be fond in the Endings section). I have given best combos in three categories; Most Powerful, Most Hits and Best For Knockdowns. If part of a combo is in (brackets) it means that these steps must be chained together by entering the commands as quickly as possible. Note that the number of hits possible are the maximum. If you do not chain quickly enough, there will be fewer hits in your combo. Combos which require crayons to perform will have a number of + after them, corresponding to the number of crayons needed. =-----------------------------------------------------------------------------= Fighter:- Astronots Master:- Andy Win Taunts:- How about going for another spin?, And now I'll make you a star too!, Earth looks so blue? It's very beautiful!, Yes! Yes! Yes! (...) Stage:- Rocket Park; A playground where children pretend that they are astronauts. Story:- Andy's dream is to become an astronaut or an adventurer. That's why his fighter is a dream opponent: an astronaut. Astronots is an all-round hero, fast and skilled on both offence and defence. Move List:- Astroshot:- D-Down, D-Down-Right, D-Right and B/C-Left/C-Up. Astrojet:- D-Right, D-Down, D-Down-Right and B/C-Left/C-Up. Astrokick:- D-Down, D-Down-Left, D-Left and A/C-Down/C-Right. Stardust Drop:- D-Right and C-Left. Magic:- Attack Magic:- Planet Attack; About ten plants appear in front of Astro. He then pulls out a cue and uses it to knock a smaller, white planet into them, as if he was playing snooker:) If the planets hit the opponent, they cause major damage. Counterattack Magic:- Space Shoot; Astro's Magic causes a black hole to appear behind his opponent! If his unfortunate nemesis steps backwards a little, they will be sucked in, dumped back on to the ground and bounce up off the screen for a second or two. Defence Magic:- Star Tours; Great Pun (!) Seriously, this is the most impressive attack in the entire game! Astro shoots a laser beam at the opponent, attaching them to a giant rocket. They will start to cry and a five-second countdown will begin. At the end of the countdown you see the rocket fly in to outer space, before exploding and sending Astro's opponent back to Earth. This is the only time you see one of the characters leave the stage in the entire game! Anyway, even though this attack looks almost incredibly painful, it only makes a scratch on the opponents energy, so don't bother using it in a fight. Whoops, I've just written an entire paragraph about one Magic. Still, such an amazing attack deserves it:) Best Combos:- Power:- D-Down, D-Down-Left, D-Left and A/C-Down/C-Right. (3 Hits). Hits:- (A, B, D-Left and R). (12 Hits). + Knockdowns:- (C-Down, C-Right). (2 Hits). Strategy:- Astronots is an all rounder, being almost, (if not totally), identical to Ryu in SFA. Astro can be played in a variety of different ways, but it is best to concentrate on varying your tactics if you want to win. With strengths in so many areas, Astro can constantly surprise your opponent if he is played correctly. His biggest strength is the powerful Astrokick, so don't be afraid to go for the kill if your opponent is slow or low on energy. Overall, an excellent character, but not recommended for beginners. =-----------------------------------------------------------------------------= Fighter:- Captain.Cat.Kit Master:- DDJ Win Taunts:- Is your battery running down?, You can't get me like that, Too slow man! You make me yawn! Stage:- Sky Hoop; A basketball court. (This stage is full of graffiti signed by DDJ and Cat.Kit! There are various strange messages, including "Jesus loves you"! Religious graffiti? In a Nintendo game? Bizarre). Story:- DDJ dreams of becoming a pro basketball player. His fighter is slightly built and moves rhythmically. He makes up for his lack of power with blindingly fast moves. Move List:- Big Big Typhoon:- D-Down, D-Down-Right, D-Right and A/C-Down/C-Right. Giant Arc:- D-Down, D-Down-Left, D-Left and A/C-Down/C-Right. Tom's Kick:- D-Left, D-Down, D-Down-Left and A/C-Down/C-Right. World in the Hoop:- D-Right and C-Left. Airforce Cat:- D-Down, D-Down-Right, D-Right and B/C-Left/C-Up or D-Down, D-Down-Right, D-Right A/C-Down/C-Right. Magic:- Attack Magic:- Hello Mister DJ; Cat.Kit runs off the screen, only to be replaced by two robot which look like part of a cheap and nasty stereo system. Cat.Kit reappears in front of the screen, orders the robots to "Make some noise boys!" and stands there as the robots shower the screen with musical notes, hopefully causing extreme damage to the opponents. A powerful and cool attack:) Counterattack Magic:- Good-bye Mister; Cat.Kit grows giant headphones and a CD appears underneath the opponent. Cat.Kit spins it and his opponent flies across the screen and bounces back, like a Cyclone Attack. Defence Magic:- First Scramble; Cat.Kit grabs the opponent and runs on the spot until he catches fire. A klaxon sound, and three other cats dressed in fireman's uniform draw um, one of those things that fire hose get their water from in the U.S. You know, yeah, a hydrant. Anyway, they draw a hydrant with sprat cans, which promptly bursts, sending the enemy across the screen. Just another bizarre moment in the world of Rakuga Kids:) Best Combos:- Power:- (A, B, D-Left and R). (Varies greatly; but up to 12 Hits). + Hits:- (B, A, B, A, B, A, B, A). (8 Hits). Knockdowns:- (B, A, C-Down), D-Left, D-Down, D-Down-Left and A/C-Down/C-Right. (4 Hits). Strategy:- Cat.Kit is a VERY fast character and is the best chainer in the game, so play offensively. If you can, try and trap you opponent in the corner of the screen and use strong punches and kicks on them. Cat.Kit is weak, but the damage from lots of hits will soon add up. If you get a crayon, use it to power his attack magic which is very powerful and makes Cat.Kit invulnerable for a second or two. Another great character and a fantastic choice for beginners. =-----------------------------------------------------------------------------= Fighter:- Marsa Master:- Nola Win Taunts:- You're still green, Come anytime. I'll cook you something, Can you lock-on to me?, I suppose my beauty has distracted you. Stage:- Orange Bridge; A bridge over the river that runs through town. It is the only way to reach the Grand Hall and Mama's Factory. Story:- Nola's backpack is full of mysterious items. The young witch Marsa is just like Nola. She has lots of tricks and uses them all. Move List:- Marsa's Prized Possession:- D-Down, D-Down-Right, D-Right and B/C-Left/C-Up. Rooster Step:- (In mid-air); D-Down, D-Down-Right, D-Right and A/C-Down/C-Right. Marsa Jump:- D-Down, D-Down-Left, D-Left and A/C-Down/C-Right. Peacock:- D-Right, D-Down, D-Down-Right and B/C-Left/C-Up. Rooster's Cracker:- D-Right and C-Left. Magic:- Attack Magic:- Jack-o-Lantern; I love this attack:) You know that bit in Cinderella, where she rides to the ball in a giant pumpkin? Well this is just like it, except the pumpkin is pulled by a chicken, and Marsa's opponent is sure as hell not going to meet a handsome prince:) Instead, the absurd carriage explodes, decimating nearly 100% of their Energy Bar! Counterattack Magic:- Marsa's Friend; A red flower will sprout and knock Marsa's enemy away. Defence Magic:- Cute Flower; Marsa will water a plant pot and push it into the opponent. A scary, (not cute), yellow flower will pop out of the plant pot sending Marsa's enemy into the stratosphere! Note that if the attack misses, a confused looking mole will pop out instead:) Best Combos:- Power:- (B, C-Left, D-Right and R). (3 Hits). + Hits:- D-Right, D-Down, D-Down-Right and B/C-Left/C-Up. (5 Hits). Knockdowns:- (B, C-Left, D-Left and R), D-Right, D-Down, D-Down-Right and B/C-Left/C-Up. (4 Hits). Strategy:- Marsa is a difficult character to use, but can be almost unbeatable in the hands of an expert. Her moves are quite weak and she isn't especially fast, so she will probably lose in a war of attrition. The key is to play defensively. Use Marsa Jump to escape whenever danger strikes and rely on Rooster Step to "Hit and Run". Win slowly or wait for the time to run out. If you can win a fight on the hardest difficulty without being hit, you're getting the idea:) When using crayons, Defence Magic is usually the best option to stall, but if you need to do a lot of damage, Marsa's Power Combo, (See above), is also a good option; it inflicts nearly 100% damage! A brilliant character and my personal favourite:) !Extra Tip:- Unlike other characters who can only double-jump, Marsa can triple-jump. This is a major advantage! =-----------------------------------------------------------------------------= Fighter:- Robot C.H.O. Master:- Jerry Win Taunts:- Looked as easy as pie...and it was, You finally used some power, Sorry. I'm actually quite strong, It's dangerous if I'm in front. Stage:- Viva!! School; A yellow school bus parked in front of the, um, school. (Viva is French for forever, I think). Story:- Jerry has surpassing strength to go with a big appetite. He drew Robot C.H.O. on the school bus. The robot is a powerful attacker and excels at close-quarter combat. Move List:- Thunder Throw:- D-Right, D-Down-Right, D-Down, D-Down-Left, D-Left and A/C-Down/C-Right. Spark The Shock:- D-Down, D-Down-Left, D-Left and B/C-Left/C-Up. Locomotive attack:- D-Down, D-Down-Right, D-Right and B/C-Left/C-Up. Thunder Cross:- D-Right and C-Left. Magic:- Attack Magic:- Cutter Press; C.H.O.'s chest opens, and out comes a pencil, which he uses to draw a conveyor belt, leading into a machine which cuts the opponent into nine pieces. Counterattack Magic:- Traffic Control; Loads of traffic will appear out of nowhere and knock the opponent flying. Defence Magic:- Press Factory; A paintbrush will appear from C.H.O.'s chest and draw a "grab the prize" game. The opponent will be one of the prizes, and the grabber will throw them aside! Best Combos:- (Robot C.H.O. can't chain); Only has two combos:- D-Down, D-Down-Left, D-Left and B/C-Left/C-Up, or D-Right, D-Down-Right, D-Down, D-Down-Left, D-Left and A/C-Down/C-Right. (Both 3 Hits). Strategy:- Concerning Robot C.H.O., the best strategy is to never chose him at all! He is slow, can't chain, can hardly jump and his moves have such a limited range that it is nearly impossible to hit the opponent, especially with magic. The only way to win is to trap your opponent in a corner with Spark The Shock, but this is extremely difficult. Easily the worst character in the game; good luck with C.H.O.:) =-----------------------------------------------------------------------------= Fighter:- Beartank Master:- Clione Win Taunts:- OK, what game shall we play next?, Hee, hee, hee! That's pathetic!, I'm tired. This is too boring, Sorry. Let's play! Stage:- Mama's Factory; A toy factory in a remote part of town. I assume that the factory is owned by Clione's mother. Story:- Clione is wilful, quick to tears, and just loves bears. Her fighter is a super bear with very fast moves. It is equipped with a tank that increases its power. Move List:- Bear Bomb:- D-Down, D-Down-Right, D-Right and B/C-Left/C-Up. Bear Attack:- D-Down, D-Down-Right, D-Right and A/C-Down/C-Right, A/C-Down/C-Right, A/C-Down/C-Right. Bear Spin:- D-Right, D-Down, D-Down-Right and B/C-Left/C-Up. Bear Illusion:- D-Down, D-Down-Left, D-Left and A/C-Down/C-Right. Bear Flip:- D-Down, D-Down-Left, D-Left and B/C-Left/C-Up. Bear Hip Attack:- D-Right and C-Left. Magic:- Attack Magic:- Reo Marine; Beartank will throw of piece of raw meat into the air, and a red bear/submarine/sunflower will eat it, (by literally opening it's head!), before slamming into the opponent, causing an instant five-hit combo:) Counterattack Magic:- Rabi Taxi; (Note:- I'm pretty sure there is a typo in the instruction manual here, considering the disturbing lack of orthodox Judaism involved in this attack. Perhaps "Rabbit Taxi" might be a more appropriate title!?) Anyway, when the opponent's attack connects, an exclamation mark comes out of Beartank's head, followed by the appearance of a bizarre rabbit/policeman/taxi thing which proceeds to push Beartank's opponent away. Defence Magic:- L.A. Jet; A helipad-like structure appears under Beartank's opponent, and an elephant/Boeing 747 cross-over falls onto it. Beartank shakes the creature's trunk, before it flies off, with Beartank's opponent as the only "passenger". Best Combos:- Power and Hits:- (B, C-Left, C-Down, D-Right and R). (8 Hits). + Knockdowns:- (B, C-Left, C-Down, C-Right), D-Right, D-Down, D-Down-Right and B/C-Left/C-Up. (5 Hits). Strategy:- Totally cute and an amazing fighter! Bear tank is both manically fast and very powerful. Playing her fairly offensively and chaining a lot is a good strategy, but you can also easily win by dodging attacks, then countering with strong punches and kicks. Another way of playing is to trick your opponent with Bear Illusion, then using a well timed Bear Attack. A great choice for beginners and experts alike, and my second favourite character:) =-----------------------------------------------------------------------------= Fighter:- Cools.Roy Master:- Roy Win Taunts:- It's insulting to be fought so weakly!, What, it's over already?, C'mon baby, try a little harder!, C'mon baby, light my fire!, Wanna take a bet I'll always win? Stage:- Grand Hall; A large mansion connected to Mama's Factory. Since Roy and Clione are both very rich and their stages are connected, I believe that they are brother and sister. Story:- Easy-going, talkative Roy wants to be a gentleman. His fighter is a cool guy with a stunningly executed, balanced blend of offence and defence. Move List:- Cool Gatling:- D-Down, D-Down-Right, D-Right and B/C-Left/C-Up. Justice Attack:- D-Right, D-Down, D-Down-Right and B/C-Left/C-Up. Rodeo Drive:- D-Down, D-Down-Left, D-Left and A/C-Down/C-Right. Heavy Kick:- (In mid-air); D-Down, D-Down-Right, D-Right and A/C-Down/C-Right. Wooden Horse:- D-Right and C-Left. Magic:- Attack Magic:- Crazy Bull; Roy pulls out a red handkerchief, shouts "Hey Cow!", and an odd looking bull stampedes across the screen. Counterattack Magic:- Call Me Master; Roy calls out something along the lines of "Hey Alfred(?)", as a man dressed up like a cactus answers with "Master Calls", as he swings into the enemy upside-down. Disturbingly odd... Defence Magic:- Seven Bridge Railway; Roy ties up the opponent with a length of rope and pushes them along a railway which leads up off the screen. Best Combos:- Power:- (B, A, C-Left, D-Right and R). (4 Hits). + Hits:- (B, A, C-Left, D-Left and R), D-Down, D-Down-Left, D-Left and A/C-Down/C-Right. (9 Hits). + Knockdowns:- (B, C-Left, C-Down), D-Down, D-Down-Left, D-Left and A/C-Down/C-Right. (8 Hits). Strategy:- Roy is the Ken to Astro's Ryu and as such should be played similarly, though Roy is slower and stronger, so it works well to rely on his power moves like Rodeo Drive. Roy's combos are excellent, so chain a lot and use crayons for Attack Magic. Roy is good for an Astro player experimenting with a more offensive style or any intermediate player. !Extra Tip:- While every other Rakuga Kid's Cyclone Attack throws the opponent to the right, Roy's Cyclone flings the opponent leftward. Be aware of this when playing as or against Roy; it can be used as a major surprise tactic. =-----------------------------------------------------------------------------= Fighter:- Mamezo Master:- Val Win Taunts:- I'm the champion of the UNIVERSE!, I am STRONG! I am the BEST!, You STILL here? I'm gonna get ya!, Go home and cry your eyes out!, I'm too cool for you, wimp! Stage:- Rough "B" Rock; A dark alley in the bad part of town. Story:- Rambunctious Val is always mean to everyone. His fighter is evil and unleashes a vicious attack. Move List:- Flip Dynamite:- D-Down, D-Down-Right, D-Right and B/C-Left/C-Up. Turkey Turkey:- D-Down, D-Down-Left, D-Left and B/C-Left/C-Up. Rapid Missile:- D-Down, D-Down-Right, D-Right A/C-Down/C-Right. Air Snipe:- D-Down, D-Down-Left, D-Left and A/C-Down/C-Right. Hide and Seek:- D-Down, D-Down-Left, D-Left and B/C-Left/C-Up. Mamezo Shock Attack:- D-Right and C-Left. Magic:- Attack Magic:- Scramble Delivery; Another classy attack:) A 'phone box appears behind Mamezo, which he uses to order a pizza; "I'll take an extra large". The pizza arrives promptly, delivered by a moped riding dog, who proceeds to run Mamezo's opponent down:) Counterattack Magic:- Knock Knock Knock; A door appears, which Mamezo knocks on; "Knock Knock!" the door opens, and a blue monster asks "Who's there?" before slamming the door in the face of Mamezo's opponent. Defence Magic:- Hell Express; Mamezo pushes the opponent into a lift, then drops a bomb down after them. Best Combos:- (Mamezo can't chain physical attacks);
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