These aren't as generic as the title would have you believe, see below for a table.

Jump - C

SoR3 features air control, meaning you have some chance to steer your character midair. This was in SoR1, but removed in SoR2. You still cannot turn around like you could in SoR1.

Dash/Roll - press twice in any direction

Dashes forward (hold button) or rolls up/down. Diagonals don't work. Rolls are longer in SoR3 than in Bare Knuckle III, the Japanese counterpart.

Land - Up+C

Press and hold in air when thrown to land on your feet and take no damage. You do not have to land from your co-player's throws.

NOTE: You cannot land on your feet with suplexes, sweeps and such. I have marked these moves SLAM. You can damage nearby enemies with slamming moves too but they generally have to be closer. Getting hit by a thrown person takes 32 HP (only the enemies suffer from this).

Vault - C when holding enemy

Switch side when holding an opponent. If done twice the opponent will break loose.

Special attack - A

When you press A you do your special technique. This makes you invulnerable, so you can use it to dodge projectiles and long range weapons even if you don't hit any enemies with it. This move will cost you some life (2-6 HP, generally much less than getting hit) if the strength bar isn't full (reading OK).

The special tech has been changed in another way too - both defensive and offensive special makes you invulnerable. In some cases you just want the invulnerability and not the attack (for instance dodging a shuriken or a train), choose the one which lasts longer.

Grab

To grab an enemy and perform the holding moves, walk into him. As opposed to SoR2 you can punch an enemy so that he starts "shaking" and then walk into them, whereas it was either punching or grabbing before. For most enemies you can do a slow combo (only the first punch repeatedly) until they're dead. This works when they are all coming from the same direction.

Shoulder throw - When held from behind, press C to kick, then B when you land

Throws an opponent holding you from behind. It could also be noted that this is Zan's only kick in the whole game. Damages are as follows:

Axel Blaze Skate Roo Dr.Zan
Kick 8(k) 4+8(k) 8(k) 4(k) 8(k)+8+8(k)
Throw 24 28 24 30 36

Launch co-player - Use any of the nonslamming moves on your partner

Launches your parner into his team air attack (if he/she has one). The team attack hurts 32 HP.

Team air attack - Grab your partner and press C

Launches yourself into your team air attack. Works both from front and behind. The team attack hurts 32 HP.

Vault Shoulder throw Team air attack Launch co-player
Axel Yes Yes Yes Yes
Blaze Yes Yes Yes Yes
Skate Yes Yes Yes Yes
Zan Yes Yes Yes Yes
Roo Yes Yes* Yes Yes/No*
Shiva Yes No No No*
Ash No No No No*

NOTE: Everyone can do the generic moves not listed in the table.
NOTE: Roo's shoulder throw is slamming (try in Duel or against Mona&Lisa).
Despite of that, it launches a co-player into his team attack.
NOTE: Ash and Shiva has nonslamming throws, but they do not launch the
co-player's air attack. You can still land from them.

Invulnerability

You are invulnerable when:
  • performing any of the throws
  • vaulting
  • doing your defensive OR offensive special
  • you get up after being knocked down (about 1 second)
  • you are being thrown (mid-air, but not in team attack)
  • you land from a throw with Up+C (about 1 second)
  • picking anything up
  • you kick when held from behind, or hold someone kicking
This means you might want to wait a while before you vault/throw to avoid that shuriken coming your way...

Weapons

The weapons return, more plentiful, and weaker than ever. Damage is lower, and weapons last only for a limited amount of hits. Also they are a mess damage-wise, as the damage varies with user, and with which frame you hit.
  • Grenade, 56 HP ...... No longer tossed by bikers, instead just lying around in stages.
  • Sword, 12-20 HP ..... Used by ninjas.
  • Bat, 20-24 HP ....... Not used by any enemy.
  • Plank, 8 HP ......... Not used by any enemy.
  • Pipe, 16 HP ......... Used by Donovans.
  • Knife, 8-10 HP ...... Used by Galsias.
  • Kunai, 8-10 HP ...... Used by ninjas.
A weapon is lost if it runs out of energy or is dropped three times, by you or the enemy. It is lost directly if Zan drops it. You drop your weapon when you are knocked down or grabbed. You no longer drop your weapon when you grab someone.

 

 

 

       

       

 

Axel has changed little since Streets of Rage 2, except that his special moves, notably his Grand Upper/Bare Knuckle move, have been toned down slightly. See Axel's Bare Knuckle III manual move list here. Thanks to Nestor J. Galeano for the scans.

 

Ground Attacks

Regular combo - B repeatedly
1: Jab (1 hit x 4 HP)
2: Jab (1 hit x 4 HP)
3: Straight punch (1 hit x 12 HP)
4: Low sidekick (1 hit x 8 HP, knockdown when attack 5 fails)
5: High sidekick (1 hit x 4 HP, knockdown)

NOTE: Press rapidly or just hold B for both kicks. If you fail the first will be knockdown, otherwise the second will be knockdown. This is MUCH easier than it was in SoR2.
Double Sidekick - Y, or Hold B and release
2 hits x 6 HP, knockdown
Identical to two last kicks in combo, except the second kick never fails.

Bare Knuckle / Grand Upper - Forward, Forward, B
(No Stars): 6 hits with 2+4+4+4+4+4=22 HP, knockdown on last
: Same as above

: 1-6 hits, total 22-28 HP, knockdown on some (?)

: 2-6 hits, total 30-36 HP, knockdown on some (?)

The upgraded attacks can also be accessed via X:
  • Dashing Bare Knuckle - X, Forward, Forward
  • Dashing Dragon Smash - X, Down, Forward
  • Dashing Dragon Smash into Flaming Dragon Punch - X, Back, Down, Forward
Backfist - Z, or hold B and press C (repeatedly if desired)
1: Elbow backwards (1 hit x 4 HP)
2: Backfist backwards (1 hit x 8 HP, knockdown)

NOTE: Both moves are executed consecutively on one press of C / Z.
NOTE: You cannot perform this move if you're wielding a weapon, the same move throws the weapon.

Special Attacks

Dragon Wing - A
1 hit x 16 HP, knockdown

NOTE: You now always knock the enemies the way you're facing, so if there is a hole present, try to face that way when you do this.
Dragon Smash - Left+A or Right+A
8 hits with 4+4+4+4+4+6+6+8=40 HP, knockdown on last hit

Jumping Attacks

Vertical kick - C, then B
1. Knee (1 hit x 8 HP)
2. Kick (1 hit x 8 HP, knockdown)
3. Knee (1 hit x 12 HP, knockdown)

NOTE: All three moves are executed consecutively on one press of B.
Jumping Sidekick - C+Left or C+Right, then B
1 hit x 12 HP, knockdown

TIP: Probably the best air attack in the game. Fast, long range, hits both high and low. Can be used to defeat Shiva flawless, amongst other things. Together with the air control you can kick enemies with anti-air moves by jumping forward and pressing back in the air.
Knee Press - C or C+Left or C+Right, then Down+B
1 hit x 8 HP

TIP: No knockdown, use it to grab enemies.

Holding Attacks

(From front)
Flurry - Toward+B
1. Knee (1 hit x 4 HP)
2. Knee (1 hit x 4 HP)
3. Double knee (2 hits x 8 HP, knockdown on second)

TIP: You can choose to do 1, 2 or all three of these attacks. The extra hit on the third attack is seldom worth it though, both throws do more damage.
Headbutt - B
1 hit x 16 HP, knockdown

NOTE: Just as powerful as the last attack in the flurry, so there really isn't much need for it.
Back throw - Back+B
1 hit x 24 HP, knockdown

TIP: Low damage but high chance to hit other enemies.
Vault - C
Switches side. If done twice the opponent will break loose.

(From behind)
Body slam - B
1 hit x 28 HP, knockdown, slam

TIP: High damage but low chance to hit other enemies.
Vault - C
Switches side. If done twice the opponent will break loose.

Weapon Specific Attacks

(With bat/pipe/plank)
Dashing strike - Forward, forward, B
2 hits with 8+24=32 HP

(With sword)
Upward slash - Forward, forward, B
1 hit x 32 HP (going forward or up) or 24 HP (going down)

 

(With sword)

Force bolts - Forward+A
1 hit x 28 HP, also gives invulnerability

 

 

             

              

             

Blaze has also changed little since the last game, remaining the all-round character. Her moves remain the same, except that her double-slash attack with a knife is not as useful anymore. See Blaze's Bare Knuckle III manual move list here. Thanks to Nestor J. Galeano for the scans.

 

Ground Attacks
Regular combo - B repeatedly
1: Jab (1 hit x 4 HP)
2: Jab (1 hit x 4 HP)
3: Straight punch (1 hit x 12 HP)
3: Reverse elbow (2 hits with 4+8=12 HP)
4: High frontkick (1 hit x 8 HP, knockdown)

     

NOTE: Stand close for both hits on the elbow.

High frontkick - Y, or hold B and release
1 hit x 8 HP, knockdown
Identical to attack four in the combo.

Vertical slash - Forward, Forward, B
(No Stars): 0-3 hits with 4+4+12(k)+20(k)=0-28 HP, knockdown on marked
: Same as above


: 0-5 hits with 2+4+4+12(k)+16(k)=0-32 HP, knockdown on marked


: 0-6 hits with 2+2+2+2+4+8(k)+16(k)+20(k)+24(k)=0-30 HP, knockdown on marked

The upgraded attacks can also be accessed via X:

  • Dashing Vertical Slash - X, Forward, Forward

  • Somersault Kick - X, Forward, Up

  • Somersault Kick into Power Slide - X, Down, Forward, Up
     

NOTE: You get 0 hits if you start too close.

360° Footsweep - Z, or hold B and press C (repeatedly if desired)
1 hit x 8 HP, knockdown



NOTE: You cannot perform this move if you're wielding a weapon, the same move throws the weapon.
NOTE: There is nothing 360 about this move as you no longer can knock down enemies in front of you (you could in SoR2).

Special Attacks

Embukyaku (Backflip) - A
1 hit x 16 HP, knockdown


NOTE: You now always knock the enemies the way you're facing, so if there is a hole present, try to face that way when you do this.

Kikousho (Fireball) - Toward+A
7 hits with 2+2+4+4+4+4+8=28 HP, knockdown on last

NOTE: There is a small pause between hit 3 and 4 where enemies might break free.

Jumping Attacks

Roundhouse kick - C, then B
1 hit x 16 HP, knockdown.

Side kick - Left+C or Right+C, then B
1 hit x 12 HP, knockdown

Flying chop - C or Left+C or Right+C, then Down+B
1 hit x 8 HP
 

TIP: No knockdown, use it to grab enemies.

Holding Attacks

(From front)
Flurry - Toward+B
1: Knee (1 hit x 6 HP)
2: Knee (1 hit x 6 HP)
3: Chop (1 hit x 16 HP)

NOTE: It really bugs me that Blaze's flurry hurts more than Axel's counterparts, even though he has the higher strength rating.
TIP: You can choose to do 1, 2 or all three of these attacks. The extra damage on the third attack is seldom worth it though, knock your enemy down with any of the other moves instead for more damage.
NOTE: Lots of people think that the last move an elbow, but pause the game and see for yourself.

Throw - B
1 hit x 32 HP, knockdown, slam


NOTE: This move works on the fat guys.

Back sacrifice throw - Away+B
1 hit x 28 HP, knockdown

Vault - C
Switches side. If done twice the opponent will break loose.


 

(From behind)
Suplex - B
1 hit x 32 HP, knockdown, slam

Vault - C
Switches side. If done twice the opponent will break loose.


Weapon Specific Attacks

(With knife/kunai)
Double slash - B
1 hit x 10 HP, knockdown

Dashing upward slash - Forward, forward, B
3 hits with 4+12+20=36 HP

360 degree slashing attack - Toward+A
3 hits (?) with total 12-24 HP, knockdown on some, also gives invulnerability

(With sword)
Thrust - B
1 hit x 12 HP, knockdown

Charge with sword - Forward, forward, B
1-6 hits with total 6-40 HP, knockdown on some


NOTE: Sometimes you grab your opponent while charging.

 

 

 

 

         


          

               

 

Skate has had some changes since Streets of Rage 2, notably the replacement of his corkscrew kick with a rolling punch attack (which is more useful but not as impressive).  He is no longer the only character able to dash and is still far too weak for the average Streets of Rage player. See Skate's Bare Knuckle III manual move list here. Thanks to Nestor J. Galeano for the scans.

 

Ground Attacks

Regular Combo - B repeatedly
1. Jab (1 hit x 4 HP)
2. Jab (1 hit x 4 HP)
3. Low kick (1 hit x 8 HP)
4. Roller kick (2 hits with 4+8=12 HP, second knockdown)
 


NOTE: Despite what it looks like, Skate no longer hits enemies behind him with his combo.

Roller kick - Y, or hold B and release
Identical to attack four in the combo.

Quintuple hammer punch - B
5 hits x 16 HP, knockdown on last



NOTE: You have to be Super Skate to do this. It replaces his regular combo. To get Super Skate, pick Skate and lose a life having zero points.
NOTE: The first hit has a bit longer range than the other four.

Dynamite headbutt - B while running
(No Stars): 1 hit x 16 or 20 HP, knockdown
: Same as above

: 1-5 hits with 4+4+12(k)+4+4+4+4+12(k)+24(k)=12-28 HP, knockdown on marked


: 1-5 hits with 4+4+12(k)+4+4+4+4+12(k)+4+4+4+24(k)=12-36 HP, knockdown on marked



NOTE: For ( ) and () you do 16 HP damage with the headbutt, 20 with the somersault.
NOTE: During the () and the () you can actually steer where Skate is going. Just press a direction. Skate is the only character with this advantage.

The upgraded blitz attacks can also be accessed via the X button:

  • Dashing Headbutt - X, Forward, Forward
  • Roll Kick - X, Forward, Down
  • Rolling Flash Kick - X, Up, Forward, Back

Backflip kick - Z, or hold B and press C (repeatedly if desired)
2 hits with 4+8=12 HP, second knockdown


 

NOTE: You cannot perform this move if you're wielding a weapon, the same move throws the weapon.
 

Special Attacks

Double spin kick - A
1 hit x 16 HP, knockdown
 


NOTE: You now always knock the enemies the way you're facing, so if there is a hole present, try to face that way when you do this.

Rolling punches - Toward+A
1-4 hits with 4+4+8+16(k)+4+4+8+16(k)+4+4+8+16(k)4+4+20(k)=16-32 HP, knockdown on marked

Jumping Attacks

Double back kick - C, then B
1 hit x 16 HP, knockdown



NOTE: I suppose the only thing double about this attack is that Skate uses both of his feet performing it.

Side kick - Left+C or Right+C, then B
1 hit x 12 HP, knockdown

 

Roller press - C or Left+C or Right+C, then Down+B
1 hit, 8 HP
 

TIP: No knockdown, use it to grab enemies.

Holding Attacks

(From front)
Flurry - Toward+B or B
1. Headbutt (1 hit x 6 HP)
2. Headbutt (1 hit x 6 HP)
3. Elbow (1 hit x 12 HP, knockdown)
 


TIP: You can choose to do 1, 2 or all three of these attacks. The extra damage on the third attack is seldom worth it though, knock your enemy down with any of the other moves instead for more damage.

Roller Uppercut - Away+B
1 hit x 24 HP, knockdown
 


NOTE: This is a throw, despite what it might look like (and what it was in SoR2). There is no slam, so Mona&Lisa will land from it. Your victim will knock down other enemies like a regular throw.
NOTE: This throw will NOT launch a co-player's team attack.
NOTE: This move works on the fat guys.

Vault - C
Switches side. If done twice the opponent will break loose.

Overhead throw - B while doing Vault
1 hit x 24 HP, knockdown



TIP: Can be done while vaulting either way. You can vault twice and throw on second vault since you don't let go of the opponent until you land.
NOTE: This move works on the fat guys.

(From behind)
Migraine - B
6 hits with 4+4+4+4+4+8=28 HP, knockdown on last

Overhead throw
Identical to the move from the front.

Weapon Specific Attacks

(With knife/kunai)
Diving stab - Forward, forward, B
1 hit x 24 or 28 HP, knockdown

(With bat, plank and pipe)
Standalone roller uppercut - Forward, forward, B
1-2 hits with total 12-32 HP, knockdown


NOTE: Does not absorb weapon energy as long as you hit with the pipe instead of your feet (yes, not the other way around).

360° spinning attack - Toward+A
1-5 hits with total 12-36 HP, knockdown on some, also gives invulnerability

 

 





Zan is a bizarre character, who has Max's strength but is able to vault over opponents. His animation is very strange; obviously the programmers wanted him to appear robotic in motion, but the overall effect is of sub-standard animation. Matters aren't helped by the fact that some of his animations are re-used (compare his dropping air attack to his team attack animation) and that his upgraded blitz attacks have no imagination (they are simply his charge attack double or tripled). However, things aren't all bad - his weapons usage is interesting, as weapons turn into a glowing ball of energy (which means he is equally competent with each weapon) that can be thrown.

See Zan's Bare Knuckle III manual move list here. Thanks to Nestor J. Galeano for the scans.

 

Ground Attacks

Regular combo - B repeatedly
1: Jab (1 hit x 4 HP)
2: Jab (1 hit x 4 HP)
3: Extending punch (2 hits x 6 HP, knockdown on last)

Extending punch - Y, or hold B and release
Identical to last punch in combo.

Dashing charge - Forward, Forward, B
(No Stars): 1 hit x 16 HP
: 16+4 HP

: 16 HP
: 12-28 HP



TIP: You can at any time interrupt your regular combo with a charge if you're approached from behind. This knocks the enemy down at once and gets you out of danger.
TIP: This move is Zan's best friend. It cannot be used if Zan is holding a weapon, which is a convincing reason not to pick one up. He can still use the upgraded charging attacks via the X button, though.
TIP: This is the ONLY move you need to defeat Robot Axel.

The upgraded blitz attacks can also be accessed via the X button:

  • Fast dashing charge - X, Forward, Forward
  • Double dashing charge - X, Back, Up
  • Triple dashing charge - X, Up, Back, Forward

Backwards punch - Z, or hold B and press C (repeatedly if desired)
1 hit x 8 HP, knockdown


NOTE: Unlike everyone else in the game, Zan does not throw his weapon when he uses this move.

Special Attacks

Electric Body - A
Max 4 hits x 4 HP, knockdown on fourth or last

NOTE: You now always knock the enemies the way you're facing, so if there is a hole present, try to face that way when you do this.

Electric reach - Toward+A
Max 4 hits x 8 HP, knockdown on fourth or last

Jumping Attacks

Downward Punch - C, then B
1 hit x 12 HP, knockdown

Shoulder tackle - C+Left or C+Right, then B
1 hit x 12 or 8 HP, knockdown


NOTE: 12 HP for the somersault, 8 for the actual tackle.
TIP: By far the worst air attack in the game. Stay on the ground.

Swiping Punch - C or C+Left or C+Right, then Down+B
1-2 hits x 8 HP


NOTE: Keep hammering punch and you will do the second hit just before you land.
TIP: No knockdown, use it to grab enemies.
 

Holding Attacks

(From front)
Flurry - B
1. Backhand slap (1 hit x 8 HP)
2. Backhand slap (1 hit x 8 HP)
3. Downward punch (1 hit x 12 HP, knockdown)



NOTE: Poorly animated, so I could very well be wrong on what kind of attack Zan does here.
TIP: You can choose to do 1, 2 or all three of these attacks. The third attack is seldom worth it though, knock your enemy down with any of the other moves instead for more damage.

One armed overhead throw - Away+B
1 hit x 34 HP, knockdown

Vault - C
Switches side. If done twice the opponent will break loose.


(From behind)
Backwards throw - B
1 hit x 30 HP, knockdown

Concussion slam - Towards+B or Away+B
1 hit x 30 HP, knockdown, slam
 


NOTE: Ah, it's Zan's coolest move. Zan lifts the little bugger up on straight arms, shakes him a bit and roars in anger before he smacks them into the concrete. Priceless.
NOTE: Zan somehow has the strength to lift the fat guys and shake them around a little, but not to throw them down without being landed on. Faulty hydraulics I guess :P

Weapon Specific Attacks

(With any weapon)
Throw fireball - Forward, Forward, B
1 hit x 20 HP


Throw slow fireball - Forward+A
1 hit x 20 HP


NOTE: Unlike any of the other characters, no-one can pick up a weapon Zan has dropped.
NOTE: Also gives invulnerability.

 

 

 

 

 

        



 

The first secret character is Roo, the fighting kangaroo. Like the others he is unable to wield weapons, but has the most developed animation and moves of the 3 secret characters. Roo jumps almost twice as high in SoR3 as in Bare Knuckle III.

 

Ground Attacks

Regular combo - B repeatedly
1: Jab (2 hits x 4 HP) (BK: 1x4)
2: Jab (2 hits x 4 HP) (BK: 1x4)
3: Twopawed punch (1 hit x 4 HP)
4: Tailflip (1 to 3 hits x 4 HP, see below)

 

NOTE: The jab always hits twice for large enemies, but twice only when you're close and at same depth for small enemies (e.g. Skate and Robots). Most of the time you can consider it as a 8 HP move. (?)
NOTE: The Tailflip is a bit quirky. Depending on where your enemy is, you get: 3 hits, knockdown (close), 1 hit (far), and 2 hits, knockdown (behind). For small enemies you can also get 2 hits (medium).

Tailflip - Y, or hold B and release
Identical to last attack in combo.

Noseslide - Forward, Forward, B
Max 9 hits with 4+4+4+4+2+4+2+4+2+4+2+2+2+4, knockdown on last or ninth
 

NOTE: Since only the last hit knocks down you will find yourself sliding through enemies if you start close. Typically the total is 26-30.

Tailsweep - Z, or hold B and press C (repeatedly if desired)
Close behind: 1 hit x 4 HP, knockdown
Medium behind: 2 hits x 4 HP, knockdown on last
Far behind: 1 hit x 4 HP,
Close front: 1 hit x 4 HP
 

TIP: Doing the tailsweep will move your character a little backwards. With the right range (far) there is no knockdown. This makes it ideal for a cowardly tactic on bosses. They will be knocked back a bit on every hit, just continue sweeping until the boss is outside the screen. Not much damage per hit, but it's safe.

Special Attacks

Tailspin - A
Max 5 hits x 4 HP, knockdown on last or fifth

Tornado kick - Toward+A
Max 7 hits x 4 HP, knockdown on last or seventh hit



NOTE: Unlike the other characters' Toward+A moves, this move will also hit enemies behind Roo.

Jumping Attacks

Roundhouse tail - C, then B
1 hit x 12 HP, knockdown

Dropkick - C+Left or C+Right, then B
1 hit x 8 HP, knockdown

Buttbutt - C or C+Left or C+Right, then Down+B
1 hit x 4 HP
 

TIP: No knockdown, use it to grab enemies.

Holding Attacks

(From front)
Flurry - B
1. Double frontkick (2 hits x 4 HP)
2. Double frontkick (1 hit x 4 HP)
3. Tailstanding double frontkick (2 hits x 4 HP, knockdown on last)



TIP: You can chose to do 1, 2 or all three of these attacks.

Vault - C
Switches side. If done twice the opponent will break loose.


 

(From behind)
Kickrage - B
9 hits x 2 HP = 18 HP, knockdown on last

NOTE: This move does more hits than Roo kicks. :)
NOTE: Surrounding enemies never attack you while you're doing this, even though you appear to be a sitting kangaroo... duck. In fact this move somehow counts as a throw, meaning you are invincible through the whole animation.
NOTE: If the enemy you started the attack on dies, the attack will end regardless if anyone else is being hit.
NOTE: When you attack, the enemy will be let loose for a frame, which means that those blocking pests sometimes gets their guard up before the first kick. If this happens Roo will still perform the whole attack into thin air.

 

 

 

 





Shiva is the second secret character. Like Roo & Ash he cannot use weapons, but who wants to anyway when you've got Shiva's moves? Although his animation and moves are limited because he is essentially only a boss character, he is great fun to play. However, he is actually too strong in my opinion, as using him takes away any challenge in completing the game. Shiva does not have official stats, so his stats here come from BKIII:DX.

Besides the moves detailed here, Shiva has one more move when you face him the second time - a cut n' paste job of the vault, get-up-from-the-ground and the downward palmstrike sprites.

 

Ground Attacks

Regular combo - B repeatedly
1: Palmstrike (1 hit x 6 HP)
2: Palmstrike (1 hit x 6 HP)
3: Elbow (2 hits x 6 HP)
4: Upwards kick (1 hit x 16 HP, knockdown)
 


NOTE: As a boss character, Shiva's combo is missing the elbow. Trivia: In SoR2 it's elbow - palmstrike - kick.

NOTE: For some strange reason the tip of Shiva's toes in the top position of the kick can hit things... backwards. Stand far up on the screen with your back to where a barrel falls down in level three to see this.
NOTE: Anyone who has trained martial arts knows that a kick like this is completely impossible to get any power with in real life.

High frontkick - Y, or hold B and release
Identical to attack four in the combo.

Elbow - Y, or Forward Forward B, or hold B and press C
2 hits x 6 HP
 


NOTE: It seems the programmers were a little lazy here, as Shiva has more moves than you can execute yourself, but this one (which really is Shiva's flurry attack) is just thrown in on several standard key combinations.
TIP: You can continue doing this move until your enemy is dead since there is no knockdown, just watch your back. Doesn't work at all with blocking enemies and poorly with bosses (except for Jet) as they are knocked back on every hit. You can follow them though, or play with two Shivas and beat up the boss between each other. Cowardly but satisfying.

Special Attacks

Final Crash - A
2 hits with 20+28=48 HP, knockdown
 


NOTE: The boss Shiva has both this kick (presumably Toward+A) and a still standing special missing from the playable character: A reverse flaming axekick! Too bad, since that move is very cool. Also there is no flash when you do hit with this move yourself.
TIP: When you are grabbed from the front and do this move it sometimes fails and the enemy grabs you directly again - but due to some bug all of the enemy's flurry attacks will miss then. Save life and don't special twice in a row.

Jumping Attacks

Downward palm - C, then B
1 hit x 10 HP, knockdown.


 

Jumping frontkick - C+Left or C+Right, then B
1 hit x 10 HP, knockdown

NOTE: The same animation is used for another of boss Shiva's attacks you're unable to perform, where he lies on the ground and dashes up into this kick.

Downward palm - C or C+Left or C+Right, then Down+B
1 hit x 8 HP

TIP: No knockdown, use it to grab enemies.

Holding Attacks

(From front)
Flurry - B
1: Palmstrike (1 hit x 6 HP)
2: Palmstrike (1 hit x 6 HP)
3: Palmstrike (1 hit x 10 HP, knockdown)



NOTE: Gee, what an imaginative combo. When boss Shiva does this it's elbow, elbow, plus some unknown move. He never does the last one but instead always vaults and finishes with the body slam. Also his elbows are only one hit each as opposed to the two that the playable Shiva does. Trivia: In SoR2, Shiva does three elbows of two hits each before he vaults.
TIP: These moves are identical to Shiva's first regular combo attack, meaning they have the same (superb) range and speed.

Vault - C
Switches side. If done twice the opponent will break loose.


 

(From behind)
Body slam - B
1 hit x 30 HP, knockdown, [slam]

NOTE: This is one of the very few throws that you can use on the fat guys. It's (almost) identical to Axel's body slam which doesn't work, so I guess Shiva is just stronger. (Or maybe the programmers were lazy with Shiva. Again.)
NOTE: This throw is not slamming! I'm not kidding, you can land from it! Mona&Lisa won't land from it though, so you can play the game as if it was. Boss Shiva's version is unlandable.

 

 

 

 




Ash is normally found only in Bare Knuckle III. He cannot wield weapons and has very few attacks. He is amazingly quick and, like Shiva, is far too strong to use in a normal game. Ash will kick everyone's ass, just because he is so insanely strong. Ash does not have an official portrait or stats, so the ones I am using here come from BKIII:DX.

 

Ground Attacks

Regular Combo - B repeatedly
1. Hammer punch (1 hit x 16 HP)
2. Hammer punch (1 hit x 16 HP)
3. Double hammer punch (2 hits x 16 HP)
4. Triple hammer punch (3 hits x 16 HP, last knockdown)

NOTE: Boss Ash never punches. The frames for all ground attacks are the throw animations recycled which is probably the reason for his moves' dullness.
NOTE: The total damage for this combo is 112. The total HP of a lifebar is 104.

Triple hammer punch - Y, or hold B and release
Identical to attack four in the combo.

Advancing triple hammer punch - Forward, forward, B
3 hits x 16 HP, knockdown on last

Back attack - Z, or hold B and press C (repeatedly if desired)
1 hit x 16 HP, knockdown

NOTE: This attack is identical in animation to Ash's back throw.
TIP: You're virtually unhittable while doing this. A bug? Let's you handle those pesky bikers, at least.

Special Attacks

Triple hammer punch - A
3 hit x 16 HP, knockdown on last

NOTE: This is the same move as the Y button only you can break out of grabs with it.

Triple hammer punch - Toward + A
1 hit x 16 HP, knockdown on last
 


NOTE: Same animation as the move above, but only the first hit seems to register.

Holding Attacks

(From front)
Flurry - Toward+B or Away+B
1. Laugh (0 HP)
2. Laugh (0 HP)
3. Laugh (0 HP, no knockdown)

TIP: You're painfully stupid if you do 1, 2 or all three of these attacks. It lets go of your enemy if you don't want to throw him, but you could just as well just press away or A.

Superslam - B
1 hit x 28 HP, knockdown, slam

NOTE: Ash flies backwards quite a distance. Watch out for grabbing enemies with your back towards a hole.

(From behind)
Back throw - B
1 hit x 32 HP, knockdown

NOTE: It's a shame it can't be used very often since Ash is unable to vault. Tossing enemies with Ash is great fun.
NOTE: This, Skate's roller uppercut and Shiva's throw are (as far as I know) the only nonslamming throws that do not launch a team air attack.

 

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