This exhaustive moves list (complete with damage data) for Streets of Rage Remake v5.0a was painstakingly compiled by BigDarsh, to whom I cannot thank enough.

Please note: This list is a work-in-progress. When completed, it will have a graphical, user-friendly style akin to the other moves lists on this site. A more extensive and technical version of the moves list is otherwise available on our forum.

Sprites ripped from SORRv5 are used under the 'Fair use' clause of Copyright Law, seen here.


NOTE: I'm using the default configuration of the Genesis/Megadrive controller:


A - Special
B - Attack
C - Jump

X - Special Combo

Y - Series

Z - Back Attack

Land - Up+C

Press and hold in air when thrown to land on your feet and take no damage. NOTE: You cannot land on your feet from suplexes, sweeps and such (slams).

Vault - C when holding enemy

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

Grab

To grab an enemy and perform the holding moves, walk into him/her.

Shoulder throw

When held from behind, press C to kick (4-14 HP), then B when you land to throw the enemy over your shoulder (30 HP). Do this to a partner in 2 player mode to perform a team attack (32 HP).

Police Call/Magic

By pressing the Police button you can call in some heavy artillery to help you out. Available once per 1up, on level change, and through pickups.

Murphy (Player 1): 94 HP (Axel2)
Murphy (Player 2): 94 HP (Blaze2)
Murphy helicopter: 98 HP (Axel2)
Magic: 64 HP (Ash, Rudra, Elle)

Weapons (SOR2-style described)

Press B+C to throw any weapon (15 HP) (Axel2)

Stab: 16 HP (knife, kunai and broken bottle)
Swing: 24 HP (Metal pipe)
Slash: 38 HP (Katana)
Plank/Metal bat/Bat: 24 HP

Light saber: 48 HP

Bottle: 24 HP

Pistol: 10 HP per bullet (Axel2 infinite ammo)

Uzi: 10 HP per bullet

Bazooka: 25 HP per rocket
Grenade: 30 HP

Weapon Damage seems closer to SOR2, even when using SOR3 Weapon style.

 

Adam Hunter makes his first playable appearance in an SOR game since the original Streets of Rage, and while he isn't a speedster like Skate, Blaze, Shiva, or Rudra, what he lacks in speed he does make up for in reliability in his moveset and good damage output. His attacks can deal out a decent amount of power and cover some ground to boot. From what I've noticed unlike Axel, Adam has no problem approaching enemies like Electra, who likes to attack from a distance (especially when she's backed up by other goons) thanks to his Blitz-1/Blitz-2. Adam overall is a nice and balanced character.

 

Ground Attacks

Regular combo - B repeatedly
1: Jab (1 hit x 6 HP)
2: Jab (1 hit x 6 HP)
3: Uppercut (1 hit x 8 HP)
4: Roundhouse Kick (1 hit x 12 HP)


 

Roundhouse Kick - Y, or Hold B and release
1 hit x 12 HP, knockdown
Identical to last kick in combo.

 

Dive Kick - Forward, Forward, B and/or Running X
(No Stars): 1-3 hits, 6+6+16=28 HP
: Same as above, 6+6+20=32 HP

 

: Dashing Punch (20 HP)

 

: Dashing Punch into Uppercut (48 HP)

 

The upgraded attacks can also be accessed via X:

  • Dive Kick - X, Forward, Forward

  • Dashing Punch - X, Back, Forward

  • Dashing Punch into Uppercut - X, Down, Back, Forward

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

 

 

Special Attacks

Split Kick - A
1-2 hits, 4+20=24 HP, knockdown

 

Tactical Strike - Left+A or Right+A
2 hits, 32 HP, knockdown

 

Jumping Downward Punch - Forward, Forward, A
2 hits with 4+32=36 HP, knockdown on last hit

 

Jumping Attacks

Vertical Kick - C, then B
12 HP, knockdown

 

Flying Kick - C+Left or C+Right, then B
1 hit x 16 HP, knockdown

 

Flying Punch - C or C+Left or C+Right, then Down+B
1 hit x 12 HP

 

TIP: No knockdown, use it to grab enemies.

Holding Attacks

(From front)
Flurry - Toward+B
1. Knee (1 hit x 8 HP)
2. Knee (1 hit x 8 HP)

3. Gut Punch and Downward Chop (2 hits, 8+8=16 HP)

 

 

 

TIP: You can choose to do 1, 2, or all three of these attacks.
Elbow - B
1 hit x 20 HP, knockdown
 

 

Shoulder 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)
Suplex - B
1 hit x 32 HP, knockdown, slam

 

TIP: High damage but low chance to hit other enemies.

Weapon Specific Attacks

(With knife/kunai)
Jumping Slash - Forward, forward, B
2 hits, 24 HP, knockdown

 

(With bat/pipe/plank)
Dashing Thrust - Forward, forward, B
Multiple hits x 36 HP

 

Home Run - Forward+A
1 hit x 30 HP

 

Everyone's favorite gay stereotype returns for more 'action' in Streets of Rage Remake. Ash is not an easy character to play with. He's fun, though, and very powerful, but requires lots of practice to do a good run in Mania with him. He's a character that could be defined as high risk high reward, has tons of strong points but at the same time tons of flaws.

In general, you must be very careful in playing with Ash, but then again, he's also a fun character - not to be taken too seriously. What I could recommend is playing with him in lower difficulties to get used to his game and little by little cranking things up until reaching Mania. He's not the type to be played in Mania on a first attempt because it's so easy to feel overwhelmed. And I'm not talking about his brimming homosexuality.

Ground Attacks

Regular combo - B repeatedly
1: Bitch Slap (2 hits, 8+8=16 6 HP)
2: Bitch Slap (2 hits, 8+8=16 HP)
3: Big Hand (1 hit x 24 HP, knockdown)
 

 

Big Hand - Y, or Hold B and release
1 hit x 24 HP, knockdown
Identical to last attack in combo.

 

Booty Bump - Forward, Forward, B and/or Running X
(No Stars): 2 hits, 10+10=20 HP
: Same as above

 

: Pirouette Kick (3 hits, 40 HP)

 

: Flying Pirouette Kick (3 hits, 40 HP)

 

The upgraded attacks can also be accessed via X:

  • Booty Bump - X, Forward, Forward

  • Pirouette Kick - X, Down, Back

  • Flying Pirouette Kick - X, Forward, Down, Back

Backflip - Z, or hold B and press C (repeatedly if desired)
2 hits (8+14HP)


 

Special Attacks

Spinning Hammer - A
1 hit x 20 HP, knockdown

 

Pride Slide - Toward+A
1 hits x 24 HP, knockdown

 

Jumping Attacks

Jump Kick - C, then B
1 hit x 10 HP, knockdown

 

Drop Kick - C+Left or C+Right, then B
1 hit x 12 HP, knockdown

 

Flying Elbow - 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. Pelvic Thrust (1 hit x 8 HP)
2. Pelvic Thrust (1 hit x 8 HP)

3. Hard Pelvic Thrust (2 hits, 8+16=24 HP)

 

 

 

TIP: You can choose to do 1, 2, or all three of these attacks.
Crotch Thrust - B
2 hits (8+16 HP), knockdown
 
Body Slam - Back+B
1 hit x 28 HP, knockdown, slam

TIP: Low damage and low chance to hit other enemies.

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

 

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

 

TIP: High damage and high chance to hit other enemies.

Weapon Specific Attacks

(With bat/pipe/plank)
Fencing Lunge - Forward, forward, B
1 hit x 28 HP

 

 

(With sword)
Dashing Slice - Forward+A
2 hits (32 HP)

 

SOR1 Axel was modeled back in the day to be the perfect balanced character regarding speed, technique, damage and stamina. After SOR2, the balanced model was replaced by Blaze while the speedy character became Skate, thus Axel in SOR2 became slightly more powerful and less speedy (kinda like Adam in SOR1).

SOR1 Axel has several advantages to his favor that I personally prefer him over the rest of the versions:

1) Faster. His moves are fast enough to perform well, same for his walking and running movement. His rush combo input it's fast enough to link several combos inside of it, thus, capable to pull out good damage.

2) Reach in ground moves. This is one of the departments that SOR2 and SOR3 Axels lack but SOR1 Axel doesn't. His reach is not as long as Zan's or Rudra but it's competent enough to keep enemies at bay.

3) Good melee weapon handling. Pipe swing is quick and has reach. Pipe special allows a very good end swipe that knocks down enemies approaching from behind. Knife and bottle reach is decent, not as good as it used to be with the original SOR1 Axel but a lot better than the other 2 versions. Sword is quite good even though has short range but has godly speed and it's running special is fine as well, pretty damaging.

4) Great combo potential. It's very easy to link up his rush combo into his 1-star blitz (IMHO, pretty strong) or his 3-hit combo forward special (which also is VERY damaging). Even though his natural damage input is a lot weaker than the other versions, with a well placed combo he can chunk out 70% to 75% off from a standard full lifebar.


How to play with SOR1 Axel

1) Abuse Grand Upper. Many people might argue his 1-star Blitz is weaker than his SOR2 one but in my opinion, this version of Grand Upper is as good as SOR2's. 5 to 6-hit attack, good to chip damage against blocking enemies, pulls out decent damage, comboable, reliable. Bit on the short range though, but still quite safe to use and abuse.

2) Abuse his standard rush combo. Since his range is quite good, it's easier to get a standard beat 'em up run by using the normal combo. However, it's better to combine it either with Grand Upper or forward A special.

3) Always stay on the move. His speed is quite decent and allows him to be always moving all over the screen. He's not as quick as Blaze/Rudra/Skate but you still can walk perfectly well and avoid enemies or catch their moves.

The run & grab tactic could work alright for him but it's not so effective since his grab damage is kinda puny but could be added to the whole set if you want to add variety or keep enemies away.

 

Ground Attacks

Regular combo - B repeatedly
1: Jab (1 hit x 6 HP)
2: Jab (1 hit x 6 HP)
3: Gut punch (1 hit x 8 HP)
4: Mid Roundhouse Kick (1 hit x 14 HP)

 

Mid Roundhouse Kick - Y, or Hold B and release
1 hit x 14 HP, knockdown
Identical to last kick in combo.

 

Grand Upper - Forward, Forward, B and/or Running X
(No Stars): 48 HP
: Same as above

 

: 52 HP (Spinning Punch)

 

: 68 HP (Spinning Punch into Grand Upper)

 

The upgraded attacks can also be accessed via X:

  • Grand Upper - X, Forward, Forward

  • Spinning Punch - X, Down, Forward

  • Spinning Punch into Grand Upper - X, Back, Down, Forward

Backward Smashing Fist - Z, or hold B and press C (repeatedly if desired)
12 HP

 

 

Special Attacks

Dragon Wing - A
1 hit x 16 HP, knockdown

 

Dragon Punch Combo - Left+A or Right+A
3 hits with 12+12+24=48 HP, knockdown on last hit

 

Jumping Attacks

Side Knee Kick - C, then B
12 HP, knockdown

 

Front Knee Attack - C+Left or C+Right, then B
1 hit x 16 HP, knockdown

 

Knee Press - C or C+Left or C+Right, then Down+B
1 hit x 12 HP

 

TIP: No knockdown, use it to grab enemies.

Holding Attacks

(From front)
Flurry - Toward+B
1. Knee (1 hit x 8 HP)
2. Knee (1 hit x 8 HP)

3. Knee to Uppercut (2 hits, 8+8=16 HP)

 

 

 

TIP: You can choose to do 1, 2, or all three of these attacks.
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 32 HP, knockdown, slam

 

TIP: High damage but low chance to hit other enemies.

Weapon Specific Attacks

(With bat/pipe/plank)
Dashing strike - Forward, forward, B
28 HP

 

(With sword)
Upward slash - Forward, forward, B
32 HP

 

(With sword)

Katana Side Slash - Forward+A
48 HP, also gives invulnerability

 

 

 

 

This Axel has a lot less range than his SOR1 counterpart and is slightly slower in movement and attack output. He's still good enough to make effective combos with his 1-star blitz and his specials. I find him harder to play with since his range is not so large and certain enemies with mid range attacks can trump him easily (Electra, or some bosses like Barbon).

His Grand Upper here hits only 3 times but it's still damaging (though still nowhere as strong as it used to be in SOR2), combo-friendly and the only abusable move in his arsenal of attacks. Due to his 3 hit attacks, sometimes it won't be as satisfying to knock off a bunch of punks at the same time like with Axel-1 but it's still resourceful.

Axel-2's jump is a lot better than Axel-1, it has better reach and a good vertical kick (press C then B immediately as you take off) that can trump some anti-air punks like Donovans or Barbons if done correctly.

His melee weapon ability is okay, with his primary strengths being with the pipe mostly. His running special is pretty good since it hits from the run then the swipe knocks the opponent down giving a painful 2-hit combo. With the knife he's lame, super short range and nothing special on it. I would suggest throwing knives away instead of using them.

Axel-2's offensive special is great to finish off enemies who don't block. With blocking enemies it's REALLY unsafe since enemies tend to block AND move away from it and then you're very vulnerable for counter-attacking. I still prefer to use Axel-1's more.

Overall, I find him less resourceful than Axel-1 but still fun to play with. Relies way too much on his blitzes 1 and 2.

 

Ground Attacks

Regular combo - B repeatedly
1: Jab (1 hit x 6 HP)
2: Jab (1 hit x 6 HP)
3: Straight punch (1 hit x 8 HP)
4: Low sidekick (1 hit x 10 HP, knockdown when attack 5 fails)
5: High sidekick (1 hit x 14 HP, knockdown)
Double Sidekick - Y, or Hold B and release
2 hits, 10+14 HP, knockdown
Identical to two last kicks in combo, except the second kick never fails.
Grand Upper - Forward, Forward, B and/or Running X
(No Stars): 24+4+20=48 HP
: Same as above

 

: 52 HP (Spinning Punch)

 

: 68 HP (Spinning Punch into Grand Upper)

 

The upgraded attacks can also be accessed via X:

  • Grand Upper - X, Forward, Forward

  • Spinning Punch - X, Down, Forward

  • Spinning Punch into Grand Upper - X, Back, Down, Forward

Backfist - Z, or hold B and press C (repeatedly if desired)
1: Elbow backwards (1 hit x 8 HP)
2: Backfist backwards (1 hit x 12 HP, knockdown)


NOTE: Both moves are executed consecutively on one press of C / Z.
 

Special Attacks

Dragon Wing - A
1 hit x 16 HP, knockdown

 

Dragon Smash - Left+A or Right+A
8 hits with 74 HP, knockdown on last hit

 

Tatsumaki Kick - Forward, Forward, A
16 HP

 

Jumping Attacks

Vertical kick - C, then B
2 hits, 10+20=30 HP
Jumping Sidekick - C+Left or C+Right, then B
1 hit x 8 HP, knockdown

 

Knee Press - C or C+Left or C+Right, then Down+B
1 hit x 12 HP

 

TIP: No knockdown, use it to grab enemies.

Holding Attacks

(From front)
Flurry - Toward+B
1. Knee (1 hit x 8 HP)
2. Knee (1 hit x 8 HP)
3. Double knee (2 hits, 8+10=18 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 22 HP, knockdown

 

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.

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

 


 

 

This Axel definitely departs completely from the other two with a very big difference: He's VERY fast but also VERY weak! His movement speed is about the same as the others but his attacks are a lot faster, about as fast as BKIII Shiva; this allows him to recover quite quickly from attacks and keep the speed going without a problem. His speed also allows him to pull off combos with ease.

However, when it comes to his damage output it's low, VERY low. I think even Blaze and Rudra do more damage. An Axel-1 or 2 would kill a beginner Galsia with his rush combo, whereas Axel-3 doesn't. His B>B>B>F>F>B combo would take around 35% of a full lifebar while his B>B>B>F>A combo would take 45% of a full lifebar at most. He definitely plays with the trope of the fast but weak type of character and requires tons of patience to master.

Another gripe I found was that his melee weapon handling is SHIT. The pipe swing starts a lot slower (animation is like Axel-1 but underwater) and takes around 3 frames to recover, same for the running attack. Damage is the same as the others just slow. Knife is still awful, katana is quite slow too, but his running special still hits an enemy from behind while landing, which is pretty awesome.

He still has good reach in his kick and trumps many attacks. However, generally his reach is low, just like his SOR2 counterpart. Enemies with longer arms own him badly face to face.

His Grand Upper is quite different from the rest; this one has around 6 to 7 hits on it and the uppercut launches the enemy upwards more. Playing with him in the SOR1 elevator is lots of fun (excepting those annoying Haku-Ohs that keep recovering in the air). You can own Abadede, Shiva or any enemy who loves to do specials to interrupt your attack without a problem... but it will take you forever to beat them.

All in all Axel-3 is a dynamic character to play with, but you need to be very patient since his damage is so low. His weapon handling sucks, but if you don't use weapons then that shouldn't be a problem.


 

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)
Double Sidekick - Y, or Hold B and release
2 hits, 8+4 HP, knockdown
Identical to two last kicks in combo, except the second kick never fails.

 

Grand Upper - Forward, Forward, B and/or Running X
(No Stars): 20 HP
: Same as above

 

: 46 HP (Spinning Punch)

 

: 62 HP (Spinning Punch into Grand Upper)

 

The upgraded attacks can also be accessed via X:

  • Grand Upper - X, Forward, Forward

  • Spinning Punch - X, Down, Forward

  • Spinning Punch into Grand Upper - 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.
 

Special Attacks

Dragon Wing - A
1 hit x 16 HP, knockdown

 

NOTE: You 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 36 HP, knockdown on last hit

 

Jumping Attacks

Vertical kick - C, then B
2 hits, 8+8=16 HP
Jumping Sidekick - C+Left or C+Right, then B
1 hit x 12 HP, knockdown

 

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, 4+8=12 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

 

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.

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-1 is the most well-rounded and balanced of all the three Blazes. Every single one of her attacks has a solid use somewhere. As my favorite version of the character, she has better combos, speed and flying kick, but loses life easily and her special attack is weak compared to Blaze-2.

Blaze-1's back attack looks useless (like Shiva's), but it's actually pretty sweet. It has surprising priority, and maintains an active hitbox for as long as her foot is extended. Aside from being an effective way to cover your backside, it's also a great move to replace the last hit of her flurry and reduce lag time.

With weapons, Blaze is best with knives and swords.

Ground Attacks
Regular combo - B repeatedly
1: Jab (1 hit x 4 HP)
2: Jab (1 hit x 4 HP)
3: Mid Kick (1 hit x 8 HP)
4: Flip Kick (2 hits with 8+12=20 HP)

 

Flip Kick - Y, or hold B and release
2 hits with 8+12=20 HP

Identical to attack four in the combo.

 

Vertical slash - Forward, Forward, B and/or Running X
(No Stars): 40 HP, knockdown
: Same as above

 


: Slide Kick (4 hits with 24 HP, knockdown)

 


: Slide Kick and Flip (0-6 hits with 40 HP, knockdown)

 

The upgraded attacks can also be accessed via X:

  • Vertical Slash - X, Forward, Forward

  • Slide Kick - X, Forward, Up

  • Slide Kick and Flip - X, Down, Forward, Up

Roundhouse Kick - Z, or hold B and press C (repeatedly if desired)
1 hit x 12 HP, knockdown

 


 

Special Attacks

Embukyaku (Backflip) - A
1 hit x 24 HP, knockdown

 

NOTE: You 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 32 HP, knockdown on last

 

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 10 HP

 

TIP: No knockdown, use it to grab enemies.

Holding Attacks

(From front)
Flurry - Toward+B
1: Knee (1 hit x 8 HP)
2: Knee (1 hit x 8 HP)
3: Flip Kick (2 hits, 8+12=20 HP)

 

Front Kick - B
1 hit x 16 HP, knockdown, slam

 

Back sacrifice throw - Away+B
1 hit x 32 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

 

Weapon Specific Attacks

(With knife/kunai)

Dashing upward slash - Forward, forward, B
3 hits with 4+8+20=32 HP, knockdown

 

360 degree slashing attack - Toward+A
2 hits with 8+8=16 HP, knockdown, also gives invulnerability

 

(With sword)

Charge with sword - Forward, forward, B
1-6 hits with total 42 HP, knockdown on some

 

 

Blaze-2 is the most damaging of the 3 Blaze types. She is stronger than Blaze-1 and loses less life, but her combos are inferior to the SOR1 version.

In my opinion Blaze-2 is second only to Max for damage output one on one, and might even beat him overall fighting groups. Played right nobody can tear through a crowd of punks faster than her. Her main disadvantage is range/priority and lacking any one technique that's really dominating, except perhaps the jump kicks. You really have to know all her moves to get the most out of Blaze-2.

Ground Attacks
Regular combo - B repeatedly
1: Jab (1 hit x 4 HP)
2: Jab (1 hit x 4 HP)
3: Reverse elbow (6 per hit, up to 3 hits 6+6+6=18 HP)
4: High frontkick (10 HP close / (8+8=16 HP) mid / 8 HP far, knockdown)

NOTE: Stand close for multiple hits on the elbow.

High frontkick - Y, or hold B and release
10 HP close / (8+8=16 HP) mid / 8 HP far, knockdown
Identical to attack four in the combo.

 

Vertical slash - Forward, Forward, B and/or Running X
(No Stars): 40 HP, knockdown
: (same as above, plus extra hit which deals 8. (48 HP)


: Forward Flip (4 hits with 38 HP, knockdown)


: Forward Flip and Slide (0-6 hits with 46 HP, knockdown)

The upgraded attacks can also be accessed via X:

  • Vertical Slash - X, Forward, Forward

  • Slide Kick - X, Forward, Up

  • Slide Kick and Flip - X, Down, Forward, Up

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

 


 

 

Special Attacks

Embukyaku (Backflip) - A
1 hit x 24 HP, knockdown

 


NOTE: You 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
44 HP, knockdown

 

Jumping Attacks

Roundhouse kick - C, then B
1 hit x 24 HP, knockdown.

 

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

 

Flying chop - C or Left+C or Right+C, then Down+B
1 hit x 12 HP

 

TIP: No knockdown, use it to grab enemies.

 

Holding Attacks

(From front)
Flurry - Toward+B
1: Knee (1 hit x 8 HP)
2: Knee (1 hit x 8 HP)
3: Chop (1 hit x 16 HP)

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

 

Back sacrifice throw - Away+B
1 hit x 32 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

 

Weapon Specific Attacks

(With knife/kunai)
Double slash - B
3 hits, 4+16+16=36 HP, knockdown

 

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

 

360 degree slashing attack - Toward+A
2 hits (8+8=16 HP), knockdown, also gives invulnerability

 

(With sword)
Charge with sword - Forward, forward, B
42 HP, knockdown on some

 

 

 

Blaze-3 is the most versatile of the three Blazes with her increased technique. She also has good speed, but lacks power. She probably has the best flying kick in the game, better than Blaze-2's, and her high-end (3 star) blitz is very reliable for knocking down hordes of enemies.

 

 

Ground Attacks
Regular combo - B repeatedly
1: Jab (1 hit x 4 HP)
2: Jab (1 hit x 4 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 and/or Running X
(No Stars): 20 HP, knockdown
: (same as above)

 


: Forward Flip (4 hits with 38 HP, knockdown)

 


: Forward Flip and Slide (0-6 hits with 46 HP, knockdown)

 

The upgraded attacks can also be accessed via X:

  • Vertical Slash - X, Forward, Forward

  • Slide Kick - X, Forward, Up

  • Slide Kick and Flip - X, Down, Forward, Up

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

 


 

 

Special Attacks

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

 


NOTE: You 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
28 HP, knockdown

 

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)

 

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

 

Back sacrifice throw - Away+B
1 hit x 32 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

 

Weapon Specific Attacks

(With knife/kunai)
Double slash - B
2 hits, 16+16=32 HP, knockdown

 

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

 

360 degree slashing attack - Toward+A
2 hits (8+8=16 HP), knockdown, also gives invulnerability

 

(With sword)
Thrust - B
1 hit x 38 HP, knockdown

 

Charge with sword - Forward, forward, B
42 HP, knockdown on some

 

 

 

Syndicate Dominatrix Electra gets her first playable appearance in Streets of Rage Remake, and she's probably the most underrated character of them all. Most of Elle's moves are pretty useful and it takes nearly all of them to keep you from getting beat down. Elle is a multi-hitter (and a very slow one) so certainly she'll get the most benefit with the SOR3 delay hit option. While Elle does require extra finesse, it is much less than some other characters.

Elle is best used with SoR 3 Pause Delay, SoR 3 Combo Type and SoR 3 Collision Type.

Elle's primary weakness is her very slow attacks, but this weakness can fortunately be turned into an advantage with proper placement. That's where this strategy comes in. Lashes in your basic combo will allow you to close in on most enemies (without suffering retaliation) so that you can hit them with the back stroke of the vertical snap which will cause extra damage. You need to get point blank, however, for the full effect which also causes your target to turn his back to you on the final hit.

Elle's blitzes are another very important part of her repertoire. The only one not vital is obviously Blitz 3. You'll want to use the first 3 interchangeably with the situation. Blitz 0 & 1 are especially great vs. other Electras but #2 is a good alternative if they need to be interrupted ASAP. I catch myself using Blitz 2 quite often due to the effect it has on AI.

 

Ground Attacks
Regular combo - B repeatedly
1: Lash (2 hits, 6+4=10 HP)
2: Lash (2 hits, 6+4=10 HP)
3: 540° Vertical Snap (3 hits with 4+4+4=12 HP)
4: Crescent Kick (1 hit x 14 HP, knockdown)

NOTE: The combo itself is very lengthy and there are short delays between each swing which can result in taking a hit, especially from bikers (parallel) and enemies that block (when up close).

Crescent Kick - Y, or hold B and release
1 hit x 14 HP, knockdown
Identical to attack four in the combo.

 

Spinning Lash - Forward, Forward, B and/or Running X
(No Stars): 32 HP, knockdown
: Lashing Uppercut (32 HP, knockdown)


: Dashing Shock (4 hits with 20 HP, knockdown)


: Spinning Lash and Jolt (32 HP, knockdown)

The upgraded attacks can also be accessed via X:

  • Lashing Uppercut - X, Forward, Forward

  • Dashing Shock - X, Back, Down

  • Spinning Lash and Jolt - X, Forward, Back, Down

Vertical Lash - Z, or hold B and press C (repeatedly if desired)
3 hits, 4+4+4 HP, knockdown on some


 

 

Special Attacks

Electric Lash - A
6 hits, 6+6+6+6+6+6=36 HP, knockdown


NOTE: You 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.

Whip Flail - Toward+A
3 hits, 4+4+16=24 HP, knockdown

 

Jumping Attacks

Vertical Front Kick - C, then B
2 hits, 4+16 HP, knockdown.

 

Flying 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 8 HP)
2: Knee (1 hit x 8 HP)
3: Knee and Overhead Bash (2 hits, 6+6=12 HP)

 

Lash - B
1 hit x 16 HP, knockdown

 

Circle throw - Away+B
1 hit x 32 HP, knockdown

 

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

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

 

Weapon Specific Attacks

(With knife/kunai)
Lash and slash - B
2 hits, 6+6=12 HP, knockdown

 

Dashing flurry - Forward, forward, B
3 hits, 32 HP

 

Electra Dash - Toward+A
3 hits, 24 HP, knockdown on some

 

(With Sword)

Katana Surge - Forward, forward, B
28 HP, knockdown on some

 

Max is certainly the slowest character of the whole roster and as implied by his huge muscles, the strongest of them all. Now, the "slow" part is only really in his walking and running movement, but even his running is quite decent and he still can move quite fast all over the screen thanks to his pretty awesome blitz moves. His slide lets him cover 3/4 of the screen easily in less than a second, his cross chop tackle the same and his 3-star blitz runs through the whole screen at once.

Now, many people think Max relies ONLY on his power damaging grabs, which is a completely false statement. Max's whole moveset is quite good in every possible sense. In the hands of an expert Max can be the most effective character to use.

Ground Attacks
Regular combo - B repeatedly
1: Chop (2 hits, 8 HP)
2: Chop (2 hits, 8 HP)
3: Hook (3 hits, 10+14+8=32 HP)
4: Hammer punch (1 hit, 16 HP knockdown)

Hammer Punch - Y, or hold B and release
1 hit x 16 HP, knockdown
Identical to attack four in the combo.

 

Slide - Forward, Forward, B and/or Running X
(No Stars): 16 HP, knockdown
:(same as above)

 


: Diving Tackle (2 hits, 8+30 HP, knockdown)


: Rushing Diving Tackle (24+8+30=62 HP, knockdown)

The upgraded attacks can also be accessed via X:

  • Slide - X, Forward, Forward

  • Diving Tackle - X, Down, Forward

  • Rushing Diving Tackle - X, Back, Down, Forward

Mule Kick - Hold B and press C (repeatedly if desired)
1: Elbow backward (1 hit, 8 HP)
2: Kick backward (1 hit, 16 HP, knockdown)

 


 

 

Special Attacks

Knuckle bomb - A
1 hit x 24 HP, knockdown

 

Thunder tackle - Toward+A
46 HP, knockdown

 

Jumping Attacks

Jumping Hammer Punch - C, then B
1 hit x 20 HP, knockdown.

 

Flying Kick - Left+C or Right+C, then B
1 hit x 12 HP, knockdown

 

Elbow Drop - C or Left+C or Right+C, then Down+B
1 hit x 16 HP


 

TIP: No knockdown, use it to grab enemies.

 

Holding Attacks

(From front)
Flurry - Toward+B
1: Knee (1 hit x 10 HP)
2: Knee (1 hit x 10 HP)
3: Headbutt (2 hits, 12+16=28 HP)

 

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

 

Bear Punch - B
5 consecutive hits, 16+16+16+16+16=80 HP, knockdown on last.

 

TIP: This move cannot be stopped when started, neither by you or the opponent, only by outer interference. This is highly useful for Abadede who usually always specials out of being beaten up, but bad whenever there are more enemies around.
TIP: This move does MASSIVE damage, even more than the Atomic drop. It is much more risky though.

 

Brain Buster - Away+B
1 hit, 34 HP, knockdown, slam

 

Power Bomb - X

1 hit, 54 HP, knockdown, slam

Note: Costs special meter

(From behind)
German Suplex - B
1 hit, 62 HP, knockdown, slam

 

NOTE: Really hurts. Not such a big deal if you panic and do this move instead of the somewhat better jumping one.

 

Jumping throw - C or C+Left or C+Right, then B
1 hit, 40 HP, knockdown

 

NOTE: Peculiar enough this move is NOT a slamming move, meaning you can land on your feet if it's performed on you.
NOTE: Max, unlike the others characters, cannot vault over the enemy to perform the Behind moves, he uses this move and the Atomic Drop instead.

 

Atomic Drop - C or C+Left or C+Right, then B
1 hit, 70 HP, knockdown, slam.

 

TIP: Up to two thirds of a lifebar. Hurts quite a bit if you land it on other enemies too.

 

Weapon Specific Attacks

(With pipe)
Jumping Smash - Forward, forward, B
2 hits, 40+40=80 HP, knockdown

 

(with Katana)

Horizontal Slash - Toward+A

20 HP, knockdown

 

So at last, Mr. X, the primary antagonist of the Streets of Rage saga finally makes his debut as a playable character. Now for a big guy, Mr. X is a deceptively speedy fighter. His punches comes out fast, and he has very good reach. It's useful for out-poking most of your enemies.

Mr. X's offensive special (Fwd + A) is super useful in that you can use it to snipe on enemies who are idle all the way on the other side of the screen. Getting your enemies softened up before they can even get near you is very helpful indeed. His regular blitz, the Tommy Gun Ram, is fast, powerful and has a big enough collision box that it can knock down an entire group of baddies. And he can throw an enemy so fast, efficiently and far that I could almost wipe out an entire group of bad guys just by throwing people around.

Definitely his strength lies in crowd control and he's effective as long he keeps standing at the upper areas of the stage. However, his A special is also a drawback when you need to get rid of enemies surrounding you and hitting you since it doesn't cover enemies from behind, even if you have invincibility frames while doing it, you'd still get swarmed if you don't get out from there.

Lack of police and not being able to use weapons also give him a big disadvantage as well, but if you know how to use X's advantages, I don't think it's a big problem.

Overall, Mr. X should be played in a completely different style from the rest of the characters and that's the key to performing well.

Ground Attacks
Regular combo - B repeatedly
1: Jab (1 hit, 4 HP)
2: Jab (1 hit, 4 HP)
3: Front Kick (1 hit, 8 HP)
4: Rifle butt (2 hits, 8+10=18 HP, knockdown)

 

Rifle Butt - Y, or hold B and release
2 hits, 8+10=18 HP, knockdown
Identical to attack four in the combo.

 

Tommy Gun Ram - Forward, Forward, B and/or Running X
(No Stars): 2 hits, 8+24=32 HP, knockdown
: (same as above)


: Spinning Tommy Gun Ram (6 hits, 6+6+6+6+6+6=36 HP, knockdown)


: Double Spinning Tommy Gun Ram (48 HP, knockdown)

The upgraded attacks can also be accessed via X:

  • Tommy Gun Ram - X, Forward, Forward

  • Spinning Tommy Gun Ram - X, Up, Down

  • Double Spinning Tommy Gun Ram - X, Forward, Up, Down

 

Back Rifle Butt - Z, or hold B and press C (repeatedly if desired)
1 hit, 16 HP, knockdown on some

 

Special Attacks

Sweeper - A
16 HP, knockdown

 

Tommy Gun - Toward+A
16-35 HP, knockdown

 

Jumping Attacks

Vertical Jumping Butt - C, then B
1 hit x 18 HP, knockdown.

 

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

 

Diving Jumping Butt - C or Left+C or Right+C, then Down+B
1 hit x 16 HP
 

TIP: No knockdown, use it to grab enemies.

 

Holding Attacks

(From front)
Flurry - Toward+B
1: Headbutt (1 hit x 8 HP)
2: Headbutt (1 hit x 8 HP)
3: Headbutt (1 hit x 12 HP)

 

Knee - B
1 hit x 16 HP, knockdown

 

Overhead Toss - Away+B
1 hit x 32 HP, knockdown

 

Vaulting Double Kick - C
1 hit x 16 HP, knockdown
 

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

 

Roo is another underrated character, at least in terms of his usefulness in this game. He is, that said, very awkward to play because of his reliance on a few key moves. It's also important to note that he's way, way better than he was in SOR3/BKIII.

Roo's been given some serious upgrades in the form of a powerful throw (which also means he can safely end a frontal grab if you accidentally grab from behind and vault over), the ability to pick up and use (or more importantly, throw) weapons, one of the strongest 3 star blitzes in the game and his back attacks are still awesome. His moveset certainly relies on only a few of his moves and he's still a very unorthodox character, but what he can do he does really, really well.

Ground Attacks

Regular combo - B repeatedly
1: String Jab (2 hits, 4+4=8 HP)
2: Jab (1 hit x 4 HP)
3: Twopawed punch (1 hit x 4 HP)
4: Tailflip (3 hits, 4+8+8=20 HP)


 

Tailflip - Y, or hold B and release

3 hits, 4+8+8=20 HP
Identical to last attack in combo.

 

Noseslide - Forward, Forward, B and/or Running X
(No Stars): Max 9 hits with 4+4+4+4+2+4+2+4+2+4+2+2+2+4=44 HP, knockdown on last or ninth
: Extended Noseslide (38 HP, knockdown on some)

 

: Sliding Tail Sweep (40 HP, knockdown)


: Giant Sliding Tail Sweep (80 HP, knockdown)

The upgraded attacks can also be accessed via X:

  • Extended Nose Slide - X, Forward, Forward

  • Sliding Tail Sweep - X, Forward, Up

  • Giant Sliding Tail Sweep - X, Back, Forward, Up

 

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

 

 

Special Attacks

Tail Flip - A
36 HP, knockdown

 

Tornado kick - Toward+A
Close range 12 HP / Max range 32 HP, knockdown on last

 

Jumping Attacks

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

 

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

 

Buttbutt - 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. Double frontkick (4 HP)
2. Double frontkick (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.

Headbutt - B
1 hit x 12 HP, knockdown

 

Back Throw - Away+B
1 hit x 32 HP, knockdown

 

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


 

(From behind)
Kickrage - B
Multi, Max 20 HP, knockdown on last

 

Note: Makes you invulnerable and deals damage to bystanders like Max's Atomic Drop.

Weapon Specific Attacks

(With knife/kunai)

Jumping upward slash - Forward, forward, B
3 hits with 28 HP, knockdown

 

Spinning Slash - Toward+A
24 HP, knockdown on some

 

(With sword/pipe/bat/plank)
Spinning Swing - Forward, forward, B
32 HP, knockdown

 

Originally designed as an April Fools joke, Rudra was intended to be Shiva's sister. The name 'Rudra' comes from the Rigveda and is a synonym for the god Shiva and the two names are used interchangeably in that ancient text. She became very popular with fans, but some didn't like the idea of Shiva having a sister. So, she was later given an all-original background and included in the final game as a fully realised playable character.

Rudra is by far the fastest character of the whole roster. The speed is, of course, only in her movement since the speed of her rush combo is pretty much standard, however, the speed of her run and the movement of her blitz attacks are her main strengths and this should be exploited and abused at will.

Her damage output is a bit below the average but still more than capable of putting down enemies in no time. She's not as weak as Skate or Roo, maybe as strong as SOR1 Blaze. Her frontal grabs cause little damage but somehow are quite practical; however, the most abusable move is her grab from behind. Yes, that Izuna Drop slam is very damaging.

How to play with Rudra

So, what's the general strategy to play with Rudra? Run and grab. Yes, the speed of her run is uncanny and usually can catch most enemies off guard while you approach them (please, make sure to have the run vertically option on to take full advantage of it) and then grab, B, B, C for vault and Izuna-drop. Hell, you could even do this against some hardcore bosses like Shiva or X without sweat.

Overall, a fun and welcome new addition to the SOR character roster.

Ground Attacks
Regular combo - B repeatedly
1: Jab (1 hit x 4 HP)
2: Jab (1 hit x 4 HP)
3: Palm Strike (1 hit x 6 HP)
4: Low-High Kick (2 hits, 8+10 HP, knockdown)

 

Low-High Kick - Y, or hold B and release
2 hits, 8+10 HP, knockdown
Identical to attack four in the combo.

 

Shadow Strike - Forward, Forward, B and/or Running X
(No Stars): 3 hits, 8+8+8=16 HP, knockdown
: (same as above)


: Somersault Shadow Strike (42-44 HP, knockdown)


: Somersault Double Shadow Strike (48 HP, knockdown)

The upgraded attacks can also be accessed via X:

  • Shadow Strike - X, Forward, Forward

  • Somersault Shadow Strike - X, Down, Up

  • Somersault Double Shadow Strike - X, Back, Down, Up

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


 

 

Special Attacks

Ki Blades - A
1 hit x 24 HP, knockdown


NOTE: You 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.

Triple Shuriken - Toward+A
15 HP, knockdown

 

Jumping Attacks

Wide double kick - C, then B
1 hit x 24 HP, knockdown.

 

Flying kick - Left+C or Right+C, then B
1 hit x 16 HP, knockdown

 

Knee Dive - C or Left+C or Right+C, then Down+B
1 hit x 12 HP
 

TIP: No knockdown, use it to grab enemies.

 

Holding Attacks

(From front)
Flurry - Toward+B
1: Knee (1 hit x 8 HP)
2: Knee (1 hit x 8 HP)
3: Elbow to Side Kick (2 hits, 8+8=16 HP)

 

Energy Punch - B
4 hits, 5+5+5+5=20 HP, knockdown

 

Back Scissor Throw - Away+B
1 hit x 24 HP, knockdown

 

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

(From behind)
Izuna Drop - B
2 hits, 8+32=40 HP, knockdown, slam

 

Weapon Specific Attacks

(With kunai)
Triple Shuriken Throw - Forward, Forward, B
0-15 HP

 

(With sword)
Katana Thrust - Forward, Forward, B
1 hit x 40 HP, knockdown

 

Katana Special - Forward+A
60 HP, knockdown

 

Both versions of Shiva are very powerful in this game, but their playstyle is a little different. SOR2 Shiva is a master of combos and multi-hit attacks.

Shiva has one flaw, in that he lacks a police call alternative. While on normal/hard difficulties it doesn't matter much, on harder settings it can pose a problem especially on later stages, where there are large crowds and you're heavily outnumbered. Luckily, Shiva is very good at basically everything else, so his strength lies in correctly using all the means he has to defeat enemies.

SOR2 Shiva must be played more slowly than his SOR3 counterpart (especially if using his native Pause Delay). Take advantage of the huge hitbox and range of his jabs to keep the enemies at bay, rely on his specials and jumping kicks to keep the situation under control, and rack up hits with the Blitzes when the opportunity arises.

SOR2 Shiva's grappling game is just as damaging as his SOR3 counterpart, but it's not as fast (the difference isn't big, though), so it plays a slightly smaller role in extending his damage output before knocking down an enemy. SOR2 Shiva, however, excels in linking his main combo with the Blitzes. Ending the combo with the Final Crash, other than being quite damaging (especially if using the 1 Star version), it's also safer than it looks: the recovery time it's usually fast enough to prevent other enemies to sneak in a hit. Connecting the combo with the 2 Stars Blitz can be risky if surrounded (and a little tricky to do if using the X button combination), but the resulting damage it's huge.

Also, while overall his mobility isn't on par with SOR3 Shiva, it should not be underestimated: he is still one of the fastest characters in the roster.

In conclusion, as SOR2 Shiva the rules should be: take your time, don't be reckless, and make full use of the variety the character offers to decimate the enemies.

Ground Attacks

Regular combo - B repeatedly
1: Left Hook (2 hits, 4+4=8 HP)
2: Left Hook (2 hits, 4+4=8 HP)
3: Palm Strike (1 hit x 8 HP)
4: Upwards kick (2 hits, 4+8=12 HP, knockdown)
 

Upwards kick - Y, or hold B and release

2 hits, 4+12=16 HP, knockdown
Identical to attack four in the combo.

 

Final Crash - Forward, Forward, B and/or Running X
(No Stars): 3 hits, 28 HP, knockdown or 4 hits, 36 HP, knockdown
: Extended Final Crash (3 hits, 36 HP, knockdown or 4 hits, 44 HP, knockdown)


: Jumping Reverse Kick (4 hits, 8+8+8+16=40 HP, knockdown)


: Jumping Reverse Kick and Somersault Kick (5 hits, 8+8+8+12+12=48 HP, knockdown)

The upgraded attacks can also be accessed via X:

  • Extended Final Crash - X, Forward, Forward

  • Jumping Reverse Kick - X, Up, Forward

  • Jumping Reverse Kick and Somersault Kick - X, Down, Up, Forward

Reverse Kick - Y, hold B and press C
1 hit x 12 HP, knockdown
 


 

 

Special Attacks

Flaming Kick - A
1 hit x 20 HP, knockdown

 

Tiger Palm - Toward+A
1 hit x 36 HP, knockdown

 

Jumping Attacks

Downward Kick - C, then B
1 hit x 16 HP, knockdown.

 

Jumping frontkick - C+Left or C+Right, then B
1 hit x 12 HP, knockdown

 

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: Punch (1 hit x 8 HP)
2: Punch (1 hit x 8 HP)
3: Punch (1 hit x 8 HP)

4: Stomach Punch (1 hit x 12 HP, knockdown)

 

Elbow Strike - B
1 hit x 20 HP, knockdown

 

Leg Throw - Away+B
1 hit x 32 HP, knockdown

 

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

 

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

 

Weapon Specific Attacks

(With knife)
Running Slash - Forward, Forward, B
1 hit x 20 HP

 

(With sword)
Running Katana Slash - Forward, Forward, B
1 hit x 40 HP, knockdown

 

Side Katana Slash - Forward+A
48 HP, knockdown

 

SOR3 Shiva is all about moving around and taking full advantage of his speed.

As SOR3 Shiva, the mantra is: stay on the move. He is blazingly quick and he can combo, grapple and jump his way out with extreme swiftness and ease. Common jabs are so fast and have such priority that they're usually all that it takes to interrupt or outrange enemies' attacks.

Thanks to the the awesome speed of his frontal flurry combo, grabbing an enemy right after the first two or three hits of the main combo is quite safe to do, more than with other characters: unless heavily surrounded (and playing on the hardest settings), most of the times you'll be able to execute the flurry combo and perform a finisher before other enemies can interrupt you. This, in conjunction with the good damage of his throw and slam, means that you should use and abuse his grappling moves.

2 and 3 Star Blitzes are good to surprise distant enemies and to move from one side of the screen to another while dishing out damage in the process. They're also useful to get away from crowded situations.

Also, let's not forget about the offensive special, which provides a quick and powerful one-hit knockdown move: invaluable against fast bosses such as Jet, Abadede, Zamza and Shiva himself.

In conclusion, getting the most out of SOR3 Shiva means learning how to capitalize on his great speed and on the short recovery time of his moves.

Ground Attacks

Regular combo - B repeatedly
1: Left Hook (2 hits, 4+4=8 HP)
2: Left Hook (2 hits, 4+4=8 HP)
3: Palm Strike (1 hit x 8 HP)
4: Upwards kick (2 hits, 4+8=12 HP, knockdown)

 

Upwards kick - Y, or hold B and release

2 hits, 4+12=16 HP, knockdown
Identical to attack four in the combo.

 

Final Crash - Forward, Forward, B and/or Running X
(No Stars): 3 hits, 30 HP, knockdown
: (same as above, 34-35 HP, knockdown)

 


: Jumping Reverse Kick (2 hits, 8+24=32 HP, knockdown)


: Jumping Reverse Kick and Somersault Kick (4 hits, 8+8+8+16=40 HP, knockdown)

The upgraded attacks can also be accessed via X:

  • Final Crash - X, Forward, Forward

  • Jumping Reverse Kick - X, Up, Forward

  • Jumping Reverse Kick and Somersault Kick - X, Down, Up, Forward

Reverse Kick - Y, hold B and press C
1 hit x 12 HP, knockdown
 


 

 

Special Attacks

Flaming Kick - A
1 hit x 20 HP, knockdown

 

Tiger Palm - Toward+A
1 hit x 36 HP, knockdown

 

Jumping Attacks

Downward Kick - C, then B
1 hit x 16 HP, knockdown.

 

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

 

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: Punch (1 hit x 8 HP)
2: Punch (1 hit x 8 HP)
3: Punch (1 hit x 8 HP)

4: Stomach Punch (1 hit x 12 HP, knockdown)

 

Elbow Strike - B
1 hit x 20 HP, knockdown

 

Leg Throw - Away+B
1 hit x 32 HP, knockdown

 

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

 

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

 

Weapon Specific Attacks

(With knife)
Dashing Slash - Forward, Forward, B
2 hits x 22 HP

 

(With sword)
Running Katana Double Slash - Forward, Forward, B
2 hits x 48 HP, knockdown

 

Side Katana Slash - Forward+A
48 HP, knockdown

 

One of the most underrated yet more dynamic characters of the roster, Skate (or Eddie/Sammy, whatever you want to call him) is certainly not a slouch and can be extremely reliable. He relies mostly on constant movement and abuse of his blitzes and some of his grabs.

His damage output is quite a mixed bag; while standard rush combos are the lowest damaging attacks, he makes it up with the insane damage potential of his blitzes, migraine and corkscrew kick. His reach is horrible, not as bad as Roo's but still terrible. He's also short so his jabs can't really be used effectively.

With weapons you must stick with knives and pipes/planks/bats. He is terrible swinging the pipes, though, so try to avoid that. His Matrix spin kick is pretty awesome and fun to use.

Skate-2 is by far the best version of the two available.

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 4 HP)
4. Roller kick (16 HP, knockdown)

 

Roller kick - Y, or hold B and release

1 hit x 16 HP, knockdown
Identical to attack four in the combo.

 

Dynamite headbutt - Forward, Forward, B and/or Running X

(No Stars): 1 hit x 24 or 40 HP, knockdown
: Same as above

 

 

: Forward Flip Kick (3 hits, 27-29 HP, knockdown on 3rd)


: Flip Split Kick (5 to 6 hits, 42 HP, knockdown on last)


NOTE: For ( ) and () you do 40 HP damage with the headbutt, 24 with the somersault.

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

  • Dynamite Headbutt - X, Forward, Forward
  • Forward Flip Kick - X, Forward, Down
  • Flip Split Kick - X, Up, Forward, Back

Backflip kick - Z, or hold B and press C (repeatedly if desired)
2 hits with 16+24=40 HP, second knockdown

 


 

Special Attacks

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


 

Corkscrew Kick - Toward+A
66 HP

 

Jumping Attacks

Double back kick - C, then B
1 hit x 24 HP, knockdown

 

Side kick - Left+C or Right+C, then B
1 hit x 16 HP, knockdown

 

Roller press - C or Left+C or Right+C, then Down+B
1 hit, 20 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 16 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
2 hits (16+24=40 HP), knockdown

Note: Makes you invulnerable and deals damage to bystanders like Max's Atomic Drop.

Elbow - B
1 hit x 16 HP, knockdown

 

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

 

Overhead throw - B while doing Vault
1 hit x 30 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.
 

(From behind)
Migraine - B
6 hits with 48 HP, knockdown on last

Note: Makes you invulnerable and deals damage to bystanders like Max's Atomic Drop.

Weapon Specific Attacks

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

 

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

 

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

 

Skate-3 is similar to his SOR2 counterpart, but he has much lower damage and a lower reach. He has some different moves as well...

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, 4+8=12 HP, knockdown)


 

Roller kick - Y, or hold B and release

2 hits, 4+8=12 HP, knockdown
Identical to attack four in the combo.

 

Dynamite headbutt - Forward, Forward, B and/or Running X

(No Stars): 1 hit x 20 HP, knockdown
: Same as above

 

: Rolling Attack (5 hits, 24 HP, knockdown on last)


: Rolling Split Kick (7 hits, 24 - 36 HP, knockdown on last)


NOTE: For ( ) and () you do 20 HP damage with the headbutt, 20 with the somersault.

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

  • Dynamite Headbutt - X, Forward, Forward
  • Rolling Attack - X, Forward, Down
  • Rolling Split 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

 


 

Special Attacks

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


 

Rolling punches - Toward+A
3 hits, 28 HP, knockdown

 

Jumping Attacks

Double back 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

 

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
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

 

Elbow - B
1 hit x 12 HP, knockdown

 

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

 

Overhead throw - B while doing Vault
1 hit x 30 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.
 

(From behind)
Migraine - B
6 hits with 32 HP, knockdown on last

Note: Makes you invulnerable and deals damage to bystanders like Max's Atomic Drop.

Weapon Specific Attacks

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

 

(With bat, plank and pipe)
Standalone roller uppercut - Forward, forward, B
1-2 hits with total 12-36 HP, knockdown

 

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

 

Dr. Gilbert Zan, researcher turned cyborg. He's highly underrated as a character due to extremely bad jumping attacks, low damage on his basic punch combo (worst in the game) and relatively weak blitzes. However, his basic combo has ridiculous reach, execution speed and priority making it great for a keep-away game, and his blitzes are great at rushing down enemies (particularly his 2 and 3 star ones), not to mention he has good damage on his slam attack.

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

2 hits x 6 HP, knockdown on last
Identical to last punch in combo.

 

Dashing charge - Forward, Forward, B and/or Running X
(No Stars): 1 hit x 16 HP
 

: Extended Dashing charge (2 hits, 4+16=20 HP)

 

: Dashing Electric Reach (1 hit x 20 HP, knockdown)

: Dashing Double Electric Reach (1 hit x 24 HP, knockdown on last)

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

  • Extended Dashing charge - X, Forward, Forward
  • Dashing Electric Reach - X, Back, Up
  • Dashing Double Electric Reach - X, Up, Back, Forward

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

 

Special Attacks

Electric Body - A
Max 4 hits x 5 HP, knockdown on fourth or last

 

Electric reach - Toward+A
Max 3 hits, 8+8+16=32 HP, knockdown on last

 

Energy Ball Toss - Forward, Forward, A
1 hit x 15 HP, knockdown

 

Jumping Attacks

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

 

Shoulder tackle - C+Left or C+Right, then B
2 hits, 8+12=20 HP, knockdown

 

 

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

 

TIP: No knockdown, use it to grab enemies.
 

Holding Attacks

(From front)
Flurry - Toward+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)

 


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 24 HP, knockdown

 

Kick - B
1 hit x 16 HP, knockdown

 

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

 

(From behind)
Backwards throw - B
1 hit x 28 HP, knockdown

 

Concussion slam - Towards+B or Away+B
1 hit x 32 HP, knockdown, slam

 

Weapon Specific Attacks

(With knife/kunai)
Downward Slash - Forward, forward, B
2 hits x 24 HP, knockdown

 

(With knife ONLY)
Rocket Dive - Toward+A
2 hits x 32 HP, knockdown

 

(With gun/machine gun)

Smart Gun Rig - Forward, forward, A

Full burst, 35 HP

 

Note: Costs special meter, not ammo

(With bazooka)

Double Explosive Ball Toss - Forward, forward, A

First ball 27 HP, knockdown

 

Note: Costs special meter, not ammo. The explosion can't reach you.

(With bat, plank and pipe)
Rushing Spin - Forward, forward, B
1-4 hits with total 26 HP, knockdown

 

 

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