GUILTY GEAR ISUKA ROBO KY MARK II FACTORY MODE (v1.0, 8-5-04) by Edward Chang (chang dot 459 at osu.edu) Version History v2.0 (12-13-04) Corrections to the requirements to get RK MkII's chips. v1.0 (8-5-04) Completed description of all Data Bank moves. v0.9 (8-3-04) Secrets section added with some preliminary data. v0.8 (8-1-04) Preliminary version, data listed. More complete descriptions to follow. Table of Contents 1. Introduction 2. Factory Mode Basics 3. Scramble Mode 4. Robo Ky Mark II Basic Moves 5. Data Bank 6. Secrets 7. Credits 1. INTRODUCTION This is a guide for Guilty Gear Isuka's console release on the PS2. It deals with a new mode added for the PS2 release, namely Robo Ky II Factory Mode. This lets you take Robo Ky, customize his moves and attributes, and then use him in versus battles and so on. Your Robo Ky's info is saved onto the system file in the memory card, so you and a friend can make different versions of Robo Ky and then match them head to head. This FAQ makes use of SJIS encoding in order to display Japanese characters. I included this feature so that if you do not know Japanese, you can easily match up the characters on your TV screen to the characters in this guide. You will need to have support for viewing Japanese characters on your computer, however. Certain versions of Windows should have it built in; otherwise, you'll either need to get a program like NJStar Communicator, or you'll need to get Japanese character support for Internet Explorer (free from Microsoft) and open this file in IE instead of Notepad/Wordpad. 2. FACTORY MODE BASICS Upon selecting Factory Mode from the main menu, you'll be brought to the Factory Mode menu. This menu has five options, Data Bank, Color Edit, Rename, Scramble, and Exit. DATA BANK: The meat of factory mode. Upon selecting this mode, you'll be brought to a menu where you can actually start tweaking Robo Ky. More info on this mode in a little bit. COLOR EDIT: Works exactly like the Color Edit mode in the main menu. For some reason Robo Ky Mk II must have his color edited within Factory Mode, and not from the main menu's Color Edit option. You can pick from a selected list of default colors; you can also edit the palette as much as you wish. To use color designated in Color Edit mode, press left/right at the character select screen once you've selected RKII until you find it. Here are some buttons used in Color Edit mode: O - select. Hold down and press left/right to select multiple boxes. Once multiple boxes are selected, press O again to adjust the uniform brightness of those boxes or select Gradation to make all the colors in the range gradations of the same color. X - cancel. L2 - Undo. R2 - Redo S - Copy. Can be used on multiple boxes. T - Paste. Can be used on multiple boxes. RENAME: Lets you rename your own profile. This name appears on top of your lifebar even if you are not playing Robo Ky Mark II. This doesn't really let you change RKII's name; it's more like your own personal name since it shows up regardless of who you are playing as. There is an 8-character maximum. SCRAMBLE: Lets you play GG Boost Mode, only with RKII. Scramble's functionality is almost identical to Boost Mode, with the only exception being you earn experience for use in the Data Bank. Naturally, you can only use RKII in Scramble. EXIT: Naturally, brings you back to the main menu. Upon selecting Data Bank you'll find several more options: Data Analyze, Ability Tuning, and Exit. DATA ANALYZE: Brings up a list of moves that can be used by Robo Ky Mark II. In order to use moves, you must first have enough Experience to "buy" the move; then you must equip the move onto RKII with the Ability Tuning function. See Section 4 for a list of learnable moves. ABILITY TUNING: This menu is split into three functions, parameter customize, technique customize, and RC customize. Parameter Customize lets you alter RKII's base stats. He has 10 stats, and they are arranged in opposite pairs: Speed <-> Jump Attack <-> Defense Charge <-> Strength Weight <-> Thermostat Aerial Move <-> Spirit Speed refers to movement only, it does not speed up his moves. Jump refers to how high he can jump. Attack and Defense are self-explanatory. Charge refers to how fast his power gauge fills up. Strength is basically how much life he has. Weight is how heavy he is (the heavier he is, the less susceptible he is to certain air combos). Thermostat refers to how fast he overheats. Aerial Move refers to airdash ability. Finally, Spirit refers to the hidden "Guts" parameter, which determines damage scaling as you go down in health. Raising an attribute by 5 points lowers the opposite attribute by 1 point. Also, intially you will not be able to raise attributes; you must first purchase kits in the Data Analyze mode, and then equip the kits (by pressing O on the Parameter Customize screen, then selecting the kit to equip). Each kit you equip lets you add 20 points to that particular stat. So for instance, if I purchased and Attack Kit, I could raise my Attack to +20. This would coincidentally lower my Defense stat to -4. Technique Customize lets you change RKII's moves. His default moves are exactly the same as regular Robo Ky's. You'll notice that he has 7 so-called "Lanes". Each move purchasable in Data Analyze mode has an assocaited Lanes. Unless you have the Heracles Engine version Omega equipped, you cannot equip a move to a lane it does not belong to. Thus, you could not give him Stun Dipper and Megafist (both Lane 1 moves) at the same time. Each move also has an associated Memory value. RKII can have a total of 11800 Memory. You cannot assign moves that would bring the Memory over this total regardless of whether you have the Heracles Engine or not. Obviously, better moves take up more memory. The final option is RC Customize, which lets you customize the Roman Cancel status of moves. Upon selection, you'll see a list of moves you've learned so far. Pressing O on this menu brings up your items list, and here you can install FRC or YRC chips onto each move. Installing an FRC chip lets you make that move FRCable, even if the original move is not! Thus, even though Dizzy's Yoku Hanashi Aite ni Natte Kuremasu is not FRCable, RKII's version is, provided you install the chip. Chips are again purchased in Data Analyze mode. Installing a YRC chip reduces the amount of power needed to (F)RC a move. If a move has YRC (Yellow Roman Cancel) enabled, a standard roman cancel turns blue instead of red and only takes 25% power instead of 50%. A false roman cancel turns yellow instead of blue and only takes 12.5% power instead of 25%! Once you've customized Robo Ky as you wish, exit out of Factory Mode. Be sure to save all your changes to the memory card in Options. From then on, whenever you use RKII in Versus, Training, or Scramble modes, all changes you've made to him will be in effect. 3. SCRAMBLE MODE Scramble Mode is very nearly identical to Boost Mode. This is a new mode to GG Isuka's console release that is reminiscent of those old 2-D side- scrolling action games like Final Fight. In it, you take your selected character through five stages on various missions. Scramble Mode only lets you use RKII; however at the end of Scramble Mode, the points you've earned give you experience at a rate of 100:1. Thus if you finish Scramble Mode with a total of 1,000,000 points, you will have gained 10,000 experience points to use in Factory Mode. Thus, before you can power up your custom Robo Ky as you wish, you will have to play through Scramble Mode several times. The controls in Scramble/Boost Mode are slightly different from the regular Isuka controls: u - moves into the background d - moves into the foreground L1 - jump R1 + any direction - Boost Dash in that direction d,d - crouch The Boost Dash is the easiest way to get around so get used to getting it. To earn high points, you will have to get long combos and chains. A combo is multiple hits on one enemy; a chain is consecutive hits on multiple enemies. The two are linked in that the longer the combo you do on one enemy, the longer time can elapse before the chain is cancelled. Thus if you only hit an enemy once, if you do not hit another enemy straightaway you won't get a chain; however, get a 10-hit combo on an enemy, and you will have a few seconds before the chain status goes away, during which time you should continue to hit enemies to gain ever more points. At the end of each segment, you will be rated on maximum chain, maximum combo, and time remaining. You can potentially gain bonuses for All Chain (being in a chain for the entire mission) or No Damage (just like it says, not taking any damage). Finally, there is an Extra entry; the way to get the Extra points varies by mission and can include beating all of a leader's subordinates before beating him, getting a chain of a certain length, finishing a mission very quickly, and so on. The five stages are Fossil Hamlet, Zepp, Ninja Training, Hells Prison, and Ruins of a Castle. Each stage has five missions. The missions will show up at briefly at the beginning. Once you've cleared a mission, you can move forward. After clearing all five missions, a boss will challenge you. Defeating the boss finishes the stage. After finishing a stage, you can choose to continue, or return to the factory. Be warned that should you die in a stage, you will be sent back to the factory with only half experience (so 1,000,000 points would only get you 5,000 experience) so if you do not think you can clear the next stage, it would be better to go back to the Factory. The types of missions are as follows: Exterminate all enemies (敵を殲滅せよ) Simply defeat all enemies that appear. There will be a small indicator directly under the timer that shows how many enemies you have left to defeat. Defeat the enemy leader (敵リーダーを倒せ) You will have to defeat the leader, of the group of enemies. He will be glowing white. Once you defeat him, all other enemies will instantly die, so you can go immediately after the leader if you want a time bonus. (Sometimes the leader does not show up until you've defeated a number of his subordinates). Sometimes you will face more than one leader; again the indicator under the timer will show you how many enemies you must defeat. Stay alive for 60 seconds (60秒間生き残れ) Just as it says, you need to stay alive for 60 seconds. At the end of the countdown all enemies will instantly be defeated. If you forget what the conditions were, you can tell this condition by the fact that the number indicator of enemies to defeat will be zero. Defeat X enemies (敵をX人倒せ) In principle, this is no different from Exterminate all enemies; they just tell you outright how many enemies you will be facing. Along the way you'll find breakable containers; these will contain some sort of item which can help you if you pick it up. Small Medal - gives you 1000 points Large Medal - gives you 2000 points Soda - restores a small amount of health Sandwich - restores a medium amount of health Steak - restores a large amount of health Ham - restores all of your health Red Potion - gives you infinite tension for a short time Blue Potion - gives you super speed for a short time Winged Bottle - warps you to a bonus stage after the mission finishes, then warps you to the stage's boss after the bonus stage, then warps you to a certain mission on the next stage after defeating the boss 4. ROBO KY MARK II BASIC MOVES Here is a basic movelist for RKII. All of his special moves are customizable and will be covered in the next section, "Data Bank". The given damage score is for a Robo Ky with +/- 0 Attack. Attack scores are given in percentage points, so if your Robo Ky has an Attack of +100 he will do +100% damage, or twice whatever is listed. Basic Moves Command C Damage Punch P R 25 Kick K R 16 Slash S (close) R/J 30 Far Slash S (far) R 38 Hard Slash H R/F/X 52 Dust D R/X 15 Crouching Punch d/db/df+P R/X 18 Crouching Kick d/db/df+K R/X 12 Crouching Slash d/db/df+S R/X 34 Crouching Hard Slash d/db/df+H R/F/X 50 Jump Punch (MA) P R 20 Jump Kick (MA) K R/J 22 Jump Slash (MA) S R/J 30 Jump Hard Slash (MA) H R/X 28 Air Dust (MA) D R 12x12 Forward Punch f+P R/X 55 Forward Hard Slash *1 f+H X 12 Dead Angle Attack (GC) f+two R/X 25 Throw (T) f/b+H R 55 Air Throw (MA)(T) f/b+H - 55 Back Attack K+S R/J 20 Line Change Attack F+P R/J 36 Line Tobashi Attack F+S R/J 37 Normal Moves Ita-Ky-geki *2 f,[f]+P/K/S/H F 50 Zadan-Ky *3 d/db/df+D - 0 Power Moves Gen-Ky Lovers *4 qcf, qcf+P - 12x27 *1 Exhaust. Does more damage if Robo Ky is more heated (30 or 50). *2 If not cancelled, Robo Ky gains power while recovering. Note this move must be done while in a full dash. *3 Lays a mat on the ground. Robo Ky gains power while standing on the mat. *4 Starts a countdown. During the countdown Robo Ky's power fills slowly automatically. After the countdown a shockwave goes off (the attack part of the move) and Robo Ky's power drops to zero. FRC Timing Hard Slash: ?-frame window from immediately when attack hits. Crouching Hard Slash: ?-frame window from when Robo Ky begins to recover from crouch. Ita-Ky-Geki: ?-frame window from just as attack hits. ****************************************************************************** EX Mode Changes New Moves Sweep d/db/df+D R/X 32 Tolonitrotoluene Henshitsu *1 qcf, qcf+P F 20xn *1 Power move. Tolonitrotoluene is TNT, btw. Altered Moves Crouching Slash d/db/df+S R 22 Crouching Hard Slash d/db/df+H R/X 40 Jump Slash (MA) S R/J 28 Jump Hard Slash (MA) H R 26 Forward Punch f+P R/X 40 Forward Hard Slash f+H R 54 Ky Netsuzai *1 rdp+S - 12 Zadan-Ky *2 rdp+P - 0 Gen-Ky Lovers *3 qcb, qcb+S - 12x27 Ky Kokoro no Ichigeki (AMA) hcb, f+H R 36+24+96 *1 Exhaust. Does more damage if Robo Ky is more heated (30 or 50). *2 Lays a mat on the ground. Robo Ky gains power while standing on the mat. *3 Starts a countdown. During the countdown Robo Ky's power fills slowly automatically. After the countdown a shockwave goes off (the attack part of the move) and Robo Ky's power drops to zero. Lost Moves Ita-Ky-Geki *EX Robo Ky's power gauge is divided into 20 bars instead of ten. FRC Timing TNT Henshitsu: ?-frame window as last missile appears ****************************************************************************** 5. DATA BANK Here is a list of the moves you can obtain in Data Analyze. Each move's entry in the list has a display in the lower right hand corner. The entries in this display are as follows: No. - The number of the move. Lv. - The attack level of the move. Attack levels range from 1-5; the higher the attack level, the longer the enemy is stunned. Points - How many experience points are required to purchase the move. Guard - What levels the move can be blocked. Split into Up, Mid, Low, and Air. A O indicates that the move can be blocked in that position; a - indicates the move cannot be blocked in that position; and a X indicates that the move will not hit in that position. FRC/YRC - Whether the move has FRC/YRC enabled yet or not. X indicates the move can be enhanced as such but has not had the proper chip installed; - indicates that the move may not be RC'ed; and O indicates that the proper chip has indeed been installed. Movie - Toggles whether to show the move in the background of the display. Press R2 to toggle the movie on or off. Memory - How much memory the move takes. RKII cannot exceed a max memory of 11800. A quick look at the list reveals that #76 is missing. By its location it seems to be some sort of general upgrade rather than a move, but I have not yet figured out what it does. Again, damages are given for an attack +/-0 Robo Ky. LANE 1 01. Kurattoku Ky? 喰らっとくカイ? Points: - Memory: 1100 Command: qcf+S Damage: 10x3 at no power, 14x4 below half, 18x5 above half (EX) 20 at no power, 16x3 (S), 22x5 (H) FRC Timing: ?-frame window as bazooka first appears. Default Robo Ky move. Fires a small bazooka forward. At higher levels, the bazooka will lock the opponent down while you can continue to attack. In EX mode, S consumes two power blocks and H consumes three. 02. Stun Dipper スタンディッパー Points: 2000 Memory: 1300 Command: qcf+S Damage: 12+32 FRC Timing: ?-frame window just before second hit. Sliding move from Ky. FRC can be used as a fake-out (to tempt the opponent to keep blocking), after which you can throw them or set them up for some other tactic. 03. Hakushu de Mukaete Kudasai 拍手で迎えてください Points: 1000 Memory: 1200 Command: qcf+P/K/S/H Damage: 22xn FRC Timing: ?-frame window as hoop appears. May's dolphin-summoning move. P/K/S summon increasingly further from RKII, whereas H finds the opponent's current location and summons there. Holding the button down delays the summon, but holding it down long enough will cause multiple dolphins to appear. 04. Tandem Top タンデムトップ Points: 1000 Memory: 1200 Command: qcf+S/H Damage: 40/50 FRC Timing: ?-frame window as RKII completes spin. Millia's green disc move. S version is good in comboes, H version is effective after knocking the opponent down to force them into a guessing game on wakeup. Both versions can be FRCed. 05. Dranka Shade ドランカーシェイド Points: 400 Memory: 600 Command: qcf+S Damage: 30 FRC Timing: ?-frame window as screen reaches maximum extension. Eddie's shadow wall move, this will reflect projectiles. It also floats the opponent very high on counterhit, so using an FRC can allow an air combo after this move. 06. Megafist メガフィスト Points: 600 Memory: 600 Command: qcf+P/qcb+P Damage: 50 FRC Timing: ?-frame window as punch extends. Potemkin's jumping fist move. Stuns a decent amount; backwards version staggers on counterhit. 07. Nani ga Deru ka Na? 何が出るかな? Points: 800 Memory: 900 Command: qcf+S Damage: 80 (bomb), 36xn (meteor), 44 (hammer), 25 (mini-Robo Ky), 10 (poison) FRC Timing: None. Faust's item summon. Changing lines causes the items to disappear. Bombs can hurt both RKII and any opponents. Donuts and chocolate may also be summoned, which will heal whoever picks that item up. 08. Gekirin 逆鱗 Points: 600 Memory: 800 Command: (AMA) qcf+S Damage: 40, 30 (air), 32x3 (charged), 28x2 (air charged) FRC Timing: ?-frame window as kick completes arc. Jam's reverse kick. Good move that hits mid, can be charged with Asanagi no Kokyuu (in Lane 7) for more damage/hits. 09. Glitter is Gold グリターイズゴールド Points: 500 Memory: 400 Command: qcf+S Damage: 10 FRC Timing: None. Johnny's coin throw. Pretty much useless unless used in conjunction with Mist Finer, in which case it can power Mist Finer up to Level 2/3. 10. Rashousen 羅鍾旋 Points: 1000 Memory: 1700 Command: qcf+S Damage: 1+80 FRC Timing: None. Axl's exploding chain move. This move is unblockable and hence is very effective in a battle royale. It's rather slow, however, and this move cannot be FRCed to make up for it. Also takes up quite a bit of memory. 11. Shitsu 疾 Points: 500 Memory: 700 Command: qcf+S Damage: 18/30 FRC Timing: ?-frame window as projectile appears. Anji's butterfly projectile. If blocked, it turns into a second projectile that hits mid for 30 damage. Best used once the opponent is knocked down to set up the 'butterfly trap'; however this is more easily escaped in Isuka thanks to the addition of guard cancel line changes. 12. Exe Beast エグズビースト Points: 700 Memory: 700 Command: qcf+S (EX) qcf+S/H Damage: 36 (EX) 36/40 FRC Timing: ?-frame window as RKII begins to crouch. Testament's beast summon. Projectile will appear behind opponent. In EX mode, can be done with H to summon a beast that moves forward from RKII. Can be used in effective rushdown when FRCed. 13. Kouutsu Onkai 抗鬱音階 Points: 650 Memory: 800 Command: (AMA) qcf+S Damage: 12xn FRC Timing: ?-frame window as note first appears. (Only air version FRCable for EX) I-No's note projectile. The further it travels before hitting the opponent, the more hits it will do (and thus more damage). After the projectile appears, you can press and hold up or down to guide the projectile. EX version stays in place and responds to all four directional commands. 14. Undertow アンダートウ Points: 1000 Memory: 2100 Command: qcf+S Damage: 60 FRC Timing: ?-frame window as backfist hits. Slayer's unblockable backfist. Slow and only useful as a surprise move. Unlike Slayer's version, can be FRCed, and if it hits in a corner you can thus combo off of it. 15. Sono Mama Kaette Konaide Kudasai そのまま帰ってこないで下さい Points: 2000 Memory: 600 Command: (AMA) qcf+S/H Damage: 24; 40 (golf ball), 25 (flowerpot) FRC Timing: ?-frame window as projectile first appears. Zappa's ghost projectile. Although Zappa can perform this move until he runs out of ghosts, RKII does not have any ghosts and thus can only do this one at a time. If the ghost hits, the opponent becomes possessed, and golf balls, flowerpots, or banana peels (trips the opponent, does no damage) may randomly fly at them. 16. Roger Rush ロジャーラッシュ Points: 1000 Memory: 1200 Command: qcf+S Damage: 36x5 (EX) 36x3 FRC Timing: ?-frame window as projectile first appears. One of Bridget's bear summons. Will stagger on hit; disappears if RKII touches it. Unlike Bridget, RKII does not need to 'set' the location by setting a yoyo, although this means that he has less control over where the summon will appear. LANE 2 17. Ky-denpa カイ電波 Points: - Memory: 1000 Command: (T)hcb+K Damage: 8xn+35 FRC Timing: None. Default Robo Ky command throw. Sucks tension out of the opponent and gives power to Robo Ky. The more tension the opponent has, the more hits/ damage this throw will do. 18. Overhead Kiss オーバーヘッドキッス Points: 650 Memory: 900 Command: (T)hcb+K Damage: 40 FRC Timing: ?-frame window as hammer hits. May's command throw. Will cause a wall bounce that can be comboed off of. RKII can FRC this throw, although in most cases you don't need to FRC it to combo off of. 19. Damned Fang ダムドファング Points: 650 Memory: 1900 Command: (T)hcb+K Damage: 92 FRC Timing: ?-frame window on miss animation. Eddie's command throw. Only the whiff animation can be FRCed. Does a fair amount of damage for a command throw, so might as well go for it. 20. Potemkin Buster ポチョムキンバスター Points: 3000 Memory: 1700 Command: (T)hcb+K Damage: 140 FRC Timing: ?-frame window as RKII releases opponent. Potemkin's command throw. Has a very wide throw range; RKII can actually FRC this throw, making it comboable (Potemkin could only do so in a corner). 21. Gamma Blade uブレード Points: 800 Memory: 1100 Command: hcb+K Damage: 32 FRC Timing: None. Chipp's pseudo-projectile; holds the opponent in place briefly when it hits. EX version, like EX Chipp's version, does not hold the opponent in place, only knocks them down. 22. Youshijin 妖刺陣 Points: 300 Memory: 500 Command: hcb+K Damage: 12 FRC Timing: ?-frame window as spear first extends. Baiken's guard cancel spear. RKII does not perform this as a guard cancel. Floats very high on counterhit, meaning air combo is possible after doing this move. 23. Kenroukaku 剣楼閣 Points: 700 Memory: 1100 Command: (AMA) hcb+K Damage: 14x3, 12x3 (air), 15x4 (charged), 16x4 (air charged) FRC Timing: ?-frame window on first hit. Jam's invincible rising kick. Does more hits and more damage when charged with Asanagi no Kokyuu. 24. Hachisubako 蜂巣箱 Points: 550 Memory: 900 Command: hcb+K Damage: 60 FRC Timing: ?-frame window as hit completes. One of Axl's reversals. Can even reverse projectiles (although it's not guaranteed to hit in such a situation); if the reversal succeeds, the hit may be FRCed for further combo potential. 25. HITOMI Points: 900 Memory: 1100 Command: hcb+K Damage: 30 FRC Timing: None. Testament's tree summon. Upon setting, tree will come up if opponent walks over area or after a certain amount of time elapses. Only one tree may be set at a time. RKII does not have Master of Puppets so he cannot power this move up. 26. Chi wo Suu Uchuu 血を吸う宇宙 Points: 650 Memory: 700 Command: hcb+K Damage: 70 FRC Timing: ?-frame window on miss animation. Slayer's command throw. Whiff animation can be FRCed. Like Slayer's version in Isuka, does not stagger the opponent as before. 27. Jagged Roger ジャッグドロジャー Points: 1200 Memory: 800 Command: (AMA) hcb+K Damage: 20x3 (EX) 20x5 FRC Timing: ?-frame window as projectile appears. Another of Bridget's bear summons. Causes a bladed tanuki to appear on screen. Like Roger Rush, RKII does not set the location of this move by setting the yoyo, so he cannot control where this move will appear. 28. USB500 Points: 500 Memory: 1400 Command: hcb+K Damage: 7x18 FRC Timing: ?-frame window as bolts first hit. Unique Robo Ky air grab throw (similar to Anji's On). If FRCed, causes the opponent to be trapped in the globe of energy in midair for a short time, meaning you can thus air combo off of it. LANE 3 29. Mad Struggle マッドストラグル Points: 800 Memory: 1100 Command: j.qcf+S Damage: 8x6 FRC Timing: ?-frame window on first or fourth hits. Venom's downward charge move. Not that great, does not stun long and you may thus be counterattacked, but can be FRCed. RKII does not have the H version like Venom does. 30. Chounai-Ky Bargain 町内カイばーげん Points: - Memory: 1100 Command: j.qcf+S Damage: 20 at no power, 60 below half power, 25x4 above half power. (EX) 20 at no power, 40 (S), 25x4 (H) FRC Timing: None. Default Robo Ky projectile. When below half power, missile homes. When above half power, projectile splits into four pieces that all home. EX versions perform the same, though S consumes two power bars and H consumes three. 31. Midair Stun Edge 空中スタンエッジ Points: 450 Memory: 900 Command: j.qcf+S/H Damage: 33 FRC Timing: ?-frame window as projectile appears. Ky's midair projectile. Unlike Ky, RKII's FRC point is immediately as the projectile appears, not right before landing, making this slightly more versatile than Ky's version. 32. Bad Moon バッドムーン Points: 700 Memory: 700 Command: j.qcf+S Damage: 24+19x2 FRC Timing: ?-frame window as descent begins or ends. Millia's air-to-ground move. Has two FRC points, meaning you can either cancel the move, or combo after the move hits. A decent move for rushdowns. 33. Ai 愛 Points: 800 Memory: 1000 Command: j.qcf+S Damage: 1+30 FRC Timing: ?-frame window immediately as bomb is released. Faust's midair bomb move. The explosion can hurt both RKII and any opponent. Good for keeping the opponent at bay or for counteracting any anti-air moves. 34. Chemical Aijou ケミカル愛情 Points: 1500 Memory: 1500 Command: (AMA) hcb, f+K Damage: 50 FRC Timing: ?-frame window as energy bolt first appears. I-No's wide-screen projectile. Reaches very far; can be FRCed to air combo in certain situations. LANE 4 35. Ky-Genshou カイ現象 Points: - Memory: 700 Command: qcb+S (EX) qcf+K Damage: 30 at no power, 40 below half power, 50 above half power. (EX) 30, 40 when mildly heated, 50 when almost overheated. FRC Timing: ?-frame window as RKII turns into a horse. Default Robo Ky move. Causes RKII to charge forward as if on a horse. Speed and attack power both go up as power goes up. EX version responds to the status of the heat gauge, not the power bar. 36. Riot Stamp ライオットスタンプ Points: 800 Memory: 600 Command: qcb+S Damage: 40 FRC Timing: ?-frame window right after bouncing off wall. Sol's wall stomp move. If cornered, can serve as a quick overhead. Like Sol's version, FRC point is immediately after leaving the wall. 37. Greed Sever グリードセバー Points: 1500 Memory: 1400 Command: qcb+S -> S Damage: 25+42 FRC Timing: ?-frame window on second hit. Ky's default overhead move. Unlike Ky, RKII can add a second hit by pushing S again very quickly once it hits; this second hit can be FRCed for even more combo potential. 38. Lust Shaker ラストシェイカー Points: 850 Memory: 900 Command: qcb+S or mash S Damage: 12xn FRC Timing: None. Millia's hair shaking move. Great for racking up hit counts in Scramble Mode, can also be good to cause guard damage or simply to lock the opponent down. 39. Invite Hell インヴァイトヘル Points: 1000 Memory: 800 Command: qcb+S/H Damage: 40 FRC Timing: ?-frame window as drill appears. Eddie's drill summon. Unlike Eddie, RKII only has the S/H versions and not the P/K versions, thus he cannot summon drills behind himself. However, RKII can FRC both the S and H versions of the move. 40. Slide Head スライドヘッド Points: 550 Memory: 600 Command: qcb+S Damage: 40 FRC Timing: ?-frame window as RKII hits ground. Potemkin's ground shake. If RKII hits the ground, this move is an unblockable shockwave that trips the opponent but does no damage. Indicated damage is for when the move actually hits the opponent, in which case it is not unblockable. 41. Mist Finer ミストファイナー Points: 1500 Memory: 2000 Command: qcb+P/K/S Damage: 35/32/29, 60 (Level 2), 22x9/20x9/19x9 (Level 3) (EX) 68/60/64, 80/72/76 (Level 2) FRC Timing: ?-frame window as party favor extends (first hit on Level 3). Johnny's standard move. Can be powered up to Level 2/3 by using Glitters is Gold. Level 2 can hit multiple opponents and makes the opponent unable to tech. Level 3 is a multitude of slashes. In EX mode, no longer powered up by Glitters is Gold and functions as a reversal. Level 2 reversals indicate that the command is input exactly as the hit comes in. 42. Kai 戎 Points: 600 Memory: 800 Command: qcb+P/S Damage: 32/50 FRC Timing: ?-frame window on hitting ground (P), ?-frame window on starting descent (S). Anji's stomp. S version much higher than P version, both can be used to confuse the opponent. 43. Ball Seisei ボール生成 Points: 600 Memory: 900 Command: qcb+P/K/S/H Damage: - FRC Timing: ?-frame window immediately as ball appears. Venom's ball summon. Balls will show up in varying patterns depending on which ball is summoned last. Damage and speed depends on the attack used to actually put the balls in motion. 44. Zeinest ゼイネスト Points: 900 Memory: 800 Command: (AMA) qcb+S Damage: 10 FRC Timing: None. Testament's web summon. Up to two webs may be placed at once. Traps the opponent if they pass through the area it appears. 45. Yoku Hanashi Aite ni Natte Kuremasu よく話し相手になってくれます Points: 900 Memory: 700 Command: qcb+P/K/S/H Damage: 25x3/25x2/45/45 FRC Timing: ?-frame window after crow appears. Dizzy's ice fish summon. P and K are multiple bites, with K travelling further. S and H are lasers, S moving upwards and H moving downwards. After summoning, must wait for about 1 second before this move can be performed again. 46. Mappa Hunch マッパハンチ Points: 900 Memory: 900 Command: qcb+P/S Damage: 40 (EX) 20 FRC Timing: ?-frame window at end of charge. Slayer's charging fist punch. EX version does less damage, but unlike EX Slayer, RKII cannot follow this move up with linkable attacks. Not very useful in EX mode. LANE 5 47. Ky-maku Home Run カイ幕ホームラン Points: - Memory: 2300 Command: dp+H (EX) (AMA)dp+S/H Damage: 30 at no power, 30+50 below half power, 16+30+110 above half power. (EX) 30 at no power, 20+40 (S), 30+50 (air S) 40+60 (H), 16+60 (air H) FRC Timing: None. Default Robo Ky move. In normal mode, if the first hit hits above half power, turns into the Ita-Ky-Geki super. In EX mode, S consumes 2 power blocks and H consumes three. 48. Volcanic Viper ヴォルカニックヴァイパー Points: 2000 Memory: 1400 Command: (AMA) dp+S/H Damage: 40+25, 32+20 (air S), 40+20 (air H) FRC Timing: ?-frame window on first hit. Sol's anti-air move. Does two hits. RKII does not have the Dragon Install version, naturally. 49. Restive Rolling レスティブローリング Points: 600 Memory: 1100 Command: dp+H Damage: 30+20xn FRC Timing: ?-frame window as RKII leaves the ground. May's anchor spin move. After performing, a direction + H may be pressed to direct May to spin in that direction. 50. Tsuyoshishiki Ten'i 毅式転移 Points: 500 Memory: 400 Command: dp+P/K/S/H Damage: - FRC Timing: ?-frame window as RKII reappears. Chipp's teleportation. Can be FRCed to reduce recovery time. P and K make RKII move forward, S moves backward, and H seeks to the nearest opponent and makes RKII appear in midair above him. 51. Youzansen 妖斬扇 Points: 500 Memory: 1200 Command: j.dp+H Damage: 44 FRC Timing: ?-frame window as RKII completes arc. Baiken's air move. Does a 360 arc that hits in all directions. Can be FRCed late which doesn't help much in comboes but cuts down on recovery time. 52. Ryuujin 龍刃 Points: 1200 Memory: 1000 Command: (AMA) dp+H Damage: 54, 66 (air), 90 (charged), 98 (air charged) FRC Timing: ?-frame window as RKII first charges forward. Jam's charging kick. Very powerful when charged, can cause wall bounce. 53. Axl Bomber アクセルボンバー Points: 600 Memory: 1000 Command: j.dp+H Damage: 45 FRC Timing: ?-frame window at beginning of attack. Axl's upwards air thrust. RKII can only do the air version, which has had its damage toned down in Isuka, so the "Axl Bomber Loop" is not nearly as effective now. 54. On 陰 Points: 1000 Memory: 2000 Command: dp+H Damage: 90 FRC Timing: ?-frame window at beginning of ascent. Anji's air catch throw. If FRCed, causes RKII to recover in midair (which can thus be used for a fast mid attack or mixup); cannot be FRCed if the throw succeeds. 55. Carcass Ride カーカスライド Points: 1200 Memory: 500 Command: dp+S/H Damage: 36/50 FRC Timing: ?-frame window as ball first appears. Venom's billiard ball bounce. S version is at a shallow angle and travels further. H version is at a steep angle but does not travel as far. 56. Starship スターシップ Points: 1000 Memory: 1100 Command: (AMA) dp+H Damage: 22x4, 18x3 (air) FRC Timing: ?-frame window on third hit. Bridget's invincible wakeup move. If FRCed on the 3rd hit, can be continued into an air combo. LANE 6 57. Dame na Yatsu wa Nani wo Yatte mo Dame 駄目な奴は何をやっても駄目 Points: - Memory: 1500 Command: qcf, qcf+S Damage: 10x18+50 FRC Timing: ?-frame window on first punch. Robo Ky's default super. Causes a fast series of punches and then a headbutt. Useful for getting high combo scores in Scramble mode. 58. Tyrant Rave ver. Beta タイランレイブver.Beta Points: - Memory: 1700 Command: qcf, qcf+S Damage: 80+60 FRC Timing: ?-frame window on first hit. Sol's giant flame super. Covers a large area of the screen so can be effective when many opponents are bunched up together. 59. Gamma Ray ガンマレイ Points: - Memory: 3300 Command: qcf, qcf+S Damage: 13+26x2+25xn FRC Timing: ?-frame window on second laser. Dizzy's gigantic super. Takes 100% tension but does insane amounts of damage. Unlike Dizzy, RKII can FRC on the second laser (before the second tension spark and thus consuming only 75% tension); since the first hit causes all following hits to be done at 200% damage, this makes the following air combo extremely damaging. 60. Bellows Malice ベロウズマリス Points: - Memory: 700 Command: qcf, qcf+S Damage: 40xn FRC Timing: None. Zappa's Raou super. Covers a huge area of the screen and can do lots of damage, though usually not many of the hits will actually hit. Decent against multiple opponents. LANE 7 61. Flying 飛行 Points: 700 Memory: 600 Command: u,u Damage: - FRC Timing: ?-frame window as ascent or descent begins. Eddie's flying maneuver. Can be FRCed to reduce vulnerability, though not terribly useful. 62. Triple Jump 3段ジャンプ Points: 1200 Memory: 700 Command: u,u,u Damage: - FRC Timing: None. Chipp's triple jump ability. Very useful for mobility purposes. 63. Suzuran 爵走 Points: 1200 Memory: 1000 Command: hcb+K Damage: - FRC Timing: ?-frmae window at end of run. Baiken's run forward. Auto-guards any non-low attacks, making it useful to get close to the opponent. 64. Asanagi no Kokyuu 朝凪の呼吸 Points: 400 Memory: 1700 Command: d,d+K/S/H Damage: - FRC Timing: ?-frame window as orb of energy appears. Jam's powerup, will give charges for Ryuujin, Kenroukaku, or Gekirin. Only one charge each may be stored at a time. Unlike Jam's version, can be FRCed to cut down on time while still retaining the charge (Jam's version is naturally faster). 65. Hover Jump ホバージャンプ Points: 800 Memory: 400 Command: rdp+K Damage: - FRC Timing: None. I-No's ground-to-air dash. Can be used for mixup games, though a little hard to use properly since it is a command move and not a straightforward dash. MISCELLANEOUS 66. Speed Kit スピードKit Points: 700 Memory: - Adds 20 to the possible speed parameter. 67. Jump Kit ジャンプKit Points: 600 Memory: - Adds 20 to the possible jump parameter. 68. Attack Kit アタックKit Points: 900 Memory: - Adds 20 to the possible attack parameter. 69. Defense Kit ディフェンスKit Points: 900 Memory: - Adds 20 to the possible defense parameter. 70. Charge Kit チャージKit Points: 800 Memory: - Adds 20 to the possible charge parameter. 71. Strength Kit ストレングスKit Points: 900 Memory: - Adds 20 to the possible strength parameter. 72. Weight Kit ウエイトKit Points: 600 Memory: - Adds 20 to the possible weight parameter. 73. Thermostat Kit サーモスタットKit Points: 600 Memory: - Adds 20 to the possible thermostat parameter. 74. Aerial Kit エアリアルKit Points: 700 Memory: - Adds 20 to the possible aerial move parameter. 75. Spirit Kit スピリットKit Points: 600 Memory: - Adds 20 to the possible spirit parameter. 76. ??? 77. FRC Chip Points: 600 Memory: - When installed on a move, allows that move to be FRCed. Not all moves can be made FRCable. 78. YRC Chip Points: 800 Memory: - When installed on a move, turns normal roman cancels into false roman cancels (thus making them only 25% power) and false roman cancels into yellow roman cancels (making them cost only 12.5% power). 79. Heracles Engine Version Omega ヘラクレスエンジン Points: 50000 Memory: - Once purchased, can be installed or uninstalled at will. Removes all lane restrictions, so that two Lane 1 moves can be used at the same time. When in effect, all commands revert to their original commands (thus Nani ga Deru Ka Na? becomes qcf+P instead of qcf+S, etc.). Be warned that assigning two moves with the same command generally causes one of the moves to be unusable. 6. SECRETS There are various things that can be unlocked in Scramble Mode. Please note that warp items can only be picked up while a mission is active; if you wait until after the mission, it reverts to what it was before. Thus for instance, in 1-A, after getting the Chain 20 that you need for the Extra Bonus, IMMEDIATELY break up the container and pick up the warp item before you defeat the remaining enemies. GIANT ROBO KY With difficulty set to at least normal, earn at least 1,400,000 points by the time you finish Stage 5; do not use any warp points. You will be given an option to return to the factory. Choose not to and you'll end up facing a Giant Robo Ky. He's big and tough, but if you stick right next to him and pound away you should be able to defeat him. Defeating him unlocks Kakusei Sol and Kakusei Ky (the powered-up versions you just fought at the end of Stage 5); press Start twice over their character pictures so that a blue medal shows up in order to use them. Note that you must have first unlocked EX Sol and EX Ky. TYRANT RAVE VERSION BETA To unlock this chip in Data Analyze, perform the following: 1. In 1-D, defeat five or more enemies with an overdrive, then break the container and pick up the warp item. 2. In 2-D, defeat the man in black that shows up before defeating the enemy leader. Break the pot and pick up the warp item. 3. In 3-E, break the pot and pick up the chip to unlock Tyrant Rave. BELLOWS MALICE To unlock this chip in Data Analyze, perform the following: 1. In 2-A, defeat the first group of 6 enemies quickly so that you earn the Extra Bonus (before the clock hits 110). Break the pot and pick up the warp item. 2. In 3-A, defeat the man in yellow who shows up partway through the mission if you go far to the right. A container will appear; break it and pick up the warp item. 3. Complete 4-B normally. 3. In 4-C, defeat all 15 of the leader's subordinates first. Break the pot and pick up the warp item. 4. In 5-D, defeat all of the leader's subordinates first. A container will appear; break it and pick up the chip to unlock Bellows Malice. GAMMA RAY To unlock this chip in Data Analyze, perform the following: 1. In 1-A, earn a chain of at least 20, then break the pot and pick up the warp item. 2. In 2-B, get at least a 30-hit combo, then break the pot and pick up the warp item. 3. In 3-C, take no damage until the timer reaches 110 (guard damage is ok). Break the container and pick up the warp item. 4. In 4-D, defeat enemies until the extra bonus indicator shows (10 sec left), then break the upper pot and pick up the warp item. 5. In 5-E, break the pot and pick up the chip to unlock Gamma Ray. Earning a chain of 20 in 1-A can be tough, as there are only 14 enemies. To succeed, you'll need to LOWER your attack power to at most +20 or so, so you don't kill enemies in one hit; then mash K, hitting a group of enemies, turn around, and mash K and hit another group. The key point is if you hit the same enemy twice with enough time in between hits, it'll count as more than one towards a chain. 7. CREDITS Sammy, ArcSystem Works, and Ishiwatari Daisuke for another great game This FAQ copyright 2004 to Edward Chang. Retransmission in any form without express permission of the author is strictly forbidden.