by William Linaksita.
THE TACTICS:
What do you do if you manage to escape a throw? If you escape the following
throws, the
following things can be done.
Key:
T = Front throw
ST = Side throw
BT = Back Throw
A = Advatage to you
D = Disadvantage to you
E = Equal
B = Both at throwing Distance
VS Akira
E = Shiiha (16+P+G) & Shishihougetsu (3+P+G)
A = Shinporiko (1+P+G)
VS Pai
ST = Unshinnyurin(6+P+G) & Hienshoukou (3+P+G) & Senpuuenjin (46+P+G)
E = Tenchitouraku (64+P+G)
VS Lau
Unshinnyuurin (6+P+G) & Ryushukato (42+P+G)
VS Wolf
BT = Brain Buster (P+G) & S.S.D (33+P+G)
E = Catch (6+P+G) & Change (After Catch 6+P+G)
VS Jeffrey
D = Double Head Butt (46+P+G, 6+P+G) & Body Lift (4+P+G)
ST = Machinegun Hammer (16+P+G)
FT = Front Back Breaker (466+P+G)
VS Kage
E = Taitou (P+G)
ST = Uishin (42+P+G) & Kagegasumi (46+P+G)
VS Sarah
ST = Front Suplex (P+G) & Leghold Throw (46+P+G)
VS Jacky
ST = Sadistic Hanging Knee (33+P+G)
E = Knee Strike (64+P+G)
VS Lion
D = Hatoushutoutai (P+G)
FT = Saishuhoukou (66+P+G)
ST = Shichiseitouhichou (9+P+G)
VS Aoi
ST = Koate (P+G) & Engatsupa (1+P+G)
VS Shun & Taka
Apparently these two guys are completely safe if the opponents escape. THROW!!!
Is Shun drinking too much? Well if he is then wake him up!! Shun has a
point meter on how nuch he has drunk. Everytime he drinks, the meter goes up by one. This will depend on the move i.e. P+G will go up by 5 whilst P+K+G only goes up by 1. And the more he drinks the stronger he gets, new moves, more power. So what the others have to do is to wake him up. And each character has a specific move to wake Shun up. Here are the
moves:
AOI
Hirate or "slaps" (P+KP+KP+K)
Jyouseiryusensho (44+P+K)
Taka-Arashi:
Mageharite (P+K)
Akira:
Jyouhoshoushou (46+P)
Jacky:
Beat Knuckle (P+K)
Sarah:
Snapside chop (3+P)
Elbow Side Chop (6+P3+P)
Lau:
Kosousho (46+P)
Houousousho (6+P46+P)
Pai:
Rikensui (1+P)
Wolf:
Tommahawk Flash (6+P+K)
Tommahawk Chop (4+P)
Jeffrey:
Kenka Hook (46+P)
Tornado Hammer (64+P)
Kage:
Rakusenjinkaeshi (6+P+KP+K)
Fusenjin (P+K)
Chove-kawashi or simply "super-escape". This escape will allow you to
escape moves much
better than usual. To do it simply press K+E, then cancel the kick.
When K+E is preesed,
your character ducks lower than a normal E. By canceling the kick, you
are reducing the risk
of being countered. USE IT!!
If you do same move more than once to an opponent in the air, the
damage goes down. So
what you have to do is to use different kind of moves for combos.
THE CODES:
When you are playing someone, keep holding on to start until the stage
select screen. With a 1/16 chance, the Dural stage will apear.
While you are using Jeffrey in the Dural desert stage (done with the
code above), try a Toe-Kick Splash Mountain (2+K while it hits 236+P+G). A flying train will appear from the background and will fly away.
When in the Desert stage (the normal one), try to go to the most
forefront of the stge, meaning escape towards the stage front (2+E). The easiest way is to use Shun
and Sarah. Use 1P shun and 2P Sarah. Press E 4 times for shun. Make Sarah turn around by
66+P. Run together in the same direction. Which will be the scrreen front. Once
you reach an invisible wall, Use Shun to beat Sarah PERFECT. If done properly, you'll
probably find a little winking
snowman
When you are using Pai and you win an excellent against Akira at Akira
stage, hold
2+P+G+E and she'll blow a kiss.
hold 1+P+G+E when you have just won using Kage. He will say "Peace"
and give the
"peace" sign.
Actually the code above can also be used for Jacky.
THE NOTES:
When you use Kage's Koenraku (4+P+G) aginst the wall, the opponent will hit
the top bit of
the wall and will take away about two-punch worth of power.
Do Kage's code at Akira stage to see something different.... a typical
japanese slapstick gag.
If you look carefully at second-player Jacky's jacket, you will notice
that it says "Jackey" with
the extra "e".
While AM2 was still developing this, ideas such as using a chair
during the match, use a
bamboo pole as a weapon, and Kage hanging from the roof in Jacky
stage, were brought up.
To escape the throws, do the same command but within 10 frames. For
long commands like
Wolf's Giantswing, do the first and last command i.e. 46+P+G
Aoi's Summersault-counter (7+P+K) has no limits. That is if Jacky does
his summersault-kick
oon one end of screen, Aoi can still counter even if she's at the
other end. Same things can be
seen with the following:
Akira's Tetsuzanko or "body-check" still exists but within
throwing distance. Throw
Akira if you know he's gonna do that.
Jeffry can still throw Shun when Shun sits down...
In Pai's stage (roof-top), if you look carefully, there is a sign at the at the corner of where the two walls meet. It has blue charchters and is written in chinese. This is actually an advertisement for SEGA for it's "Sonic The Hedgehog", and the promotion of Kage's roll
(41236+P or 63214+P).
There are rumours that there are a gold, silver and bronze Durals.
This is 2/3 true 1/3 false. Gold and silver Dural exists but not bronze.