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PR FAQ 3/7

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Vctr113062

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Dec 31, 1995, 3:00:00 AM12/31/95
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///DIABLO/// (The Inferno)
_________________________________________________
| ^ Fireball (Slow): Diablo spits a fireball that travels across the
screen. Can be followed up with the Pulverizer if the the opponent is far
away, certain basic attacks if the opponent is medium distance away and in
the corner, or a long jump with air attacks if the opponent is an entire
screen length away and in the corner. Projectile.
|
|Hold 2+4; move joystick D-T
|
| . O | \ --O
| . O O O
|_________________________________________________
| Fireball (Fast): This move is easier to finish combos with than the Slow
Fireball. Projectile.
|
|Hold 1+3; move joystick D-T
|
| O . | \ --O
| O . O O
|_________________________________________________
| ^ Torch: A short-range, very damaging flame blast from Diablo's mouth.
The flame must burn for a moment before it can hit his opponent; hold the
buttons down for the Torch to last up to five seconds (if you release the
buttons immediately, Diablo's mouth opens but no flames come out - a "Fake
Torch" taunt! :). Enemy projectiles pass harmlessly through him. On the
arcade version only, he is also immune to Armadon's Iron Maiden. The Torch
will stun Diablo's victim for a short time. The Torch is too slow to be
combo'd after a hit, but it can be followed up with various attacks.
|
|Hold 1+3; move joystick U-T
|
| O . O O
| O . | / --O
|_________________________________________________
| ^ Hot Foot: Diablo lowers his head and spits a fiery blast that goes
about half-way across the screen at his opponent's feet, knocking him
down. If Diablo's victim is cornered then the Hot Foot can be followed up
with a low 1, which will bounce him in the air for two more volley hits.
Anti-projectile.

Note: It is easier to volley opponents after the Hot Foot on home versions
of PR. Some opponents (Armadon, Talon) are more easily volleyed than
others. Vertigo cannot be volleyed after the Hot Foot.
|
|Hold 2+4; move joystick UA, DT
|
| . O O \
| . O \ O
|_________________________________________________
| ^ Mega Lunge: Diablo ducks, charges, and throws his head up. On the
arcade version, Diablo can follow up the Mega Lunge victim with volley
hits if the victim is cornered. On home versions, the victim does not have
to be in the corner to get volleyed. Anti-air & anti-projectile.
|
|Hold 1+4; move joystick D-T
|
| O . | \ --O
| . O O O
|_________________________________________________
| The Pulverizer: Leap into the air and stomp on your opponent a few times
(but only hits once). Recovery time after a missed landing is virtually
nil. Used to be Unblockable on ver 1.7, but not 2.3. Leaping Attack; can
be combo'd with a Slow Fireball from far away, but little else.
|
|Hold 1+4; move joystick U-T-D
|
| O . O O \ |
| . O | / --O O O
|_________________________________________________
| ^ Inferno Flash: Diablo teleports in a flash of fire. If the opponent
is nearby and in the open, Diablo will reappear on his other side. If the
opponent is nearby and in the corner, Diablo will reappear on the same
side. If the opponent is far away, Diablo may reappear in the same place.
The fire during Diablo's disappearance (not his reappearance) is a
short-range attack that will damage the enemy and stun him for a short
time. Can be followed up with various attacks if the victim is cornered.
Teleport; used to be Unblockable on version 1.7, but not version 2.3.
|
|Hold 2+3+4; move joystick U
|
| . O O
| O O |
|_________________________________________________
| *Incinerator: Diablo rears back and blows a HUGE blast of fire that
burns the flesh off the bones! Fatality.
|
|Hold all buttons; move joystick UA-D-DT
|
| O O O O-- / | \
| O O \ O O O
|_________________________________________________
| *Fireball: Diablo blasts a big fireball that roasts your opponent!
Fatality.
|
|Hold 2+3+4; move joystick T, T, T
|
| . O --O --O --O
| O O
|_________________________________________________
| *Infernal: Diablo stomps on the ground and sends his opponent down a
fiery fissure, to hell. Fatality. Version 2.3 only.
|
Hold 1+3+4; tap joystick U, D, U, D, D

| O . O | O | |
| O O | O | O O
|_________________________________________________
| **Chomp a human: Diablo dips his head down and chews up a worshiper.
|
|hold all buttons; move joystick D, U, D
|
| O O | O |
| O O O | O
|_________________________________________________

///SAURON/// (The Cove)
_________________________________________________
| Primal Scream: Sauron roars and creates a short-range shield around
himself; does heavy damage to brain meter. Projectiles pass harmlessly
through him. Anti-air.
|
|Hold 1+3; move joystick D, U
|
| O . | O
| O . O |
|_________________________________________________
| ^ Earthquake Stomp: Jump on the ground to send your opponent flying
toward you, then volley him. Stomp. It used to be Unblockable in version
1.7, but not in version 2.3. Can be done in the air on version 2.3 only.
|
|Hold 1+2+4; move joystick U, D
|
| O O O | U, D
| . O | O
|_________________________________________________
| The Cranium Crusher: Shoryuken! ^_^ Sauron leaps head-first into the
air. Leaves you vulnerable if you miss. Anti-air.
|
|Hold 1+4; move joystick D, U
|
| O . | O
| . O O |
|_________________________________________________
| Leaping Bone Bash: Pounce on your opponent and bite off some of his
flesh. Used to be Unblockable on ver 1.7, but not 2.3. Leaping Attack
(cannot be combo'd).
|
|Hold 2+3; move joystick D, U, D
|
| . O | O |
| O . O | O
|_________________________________________________
| ^ Stun Roar: Fireball-like rings of sound fired from his mouth; does
heavy damage to brain meter. If Sauron's opponent is cornered a medium
distance away, the Stun Roar can be followed up with a standing 2 or a hop
jump + air hits. Projectile.
|
|Hold 1+3; move joystick A, T
|
| O . O-- --O
| O .
|_________________________________________________
| Air Throw: Grab opponent in the air. Useful in combos too. On arcade
version 2.3, Sauron can air-throw some opponents (Blizzard, Chaos, Diablo,
Sauron) when they are standing on the ground, unless they do a special
move. Unblockable (throw).
|
|Tap 2+4 when in the air directly above opponent
|
| . O
| . O
|_________________________________________________
| Neck Throw: Sauron bites his opponent in the neck and tosses them across
the screen. Unblockable (throw).
|
|Hold 2+4; move joystick T, A
|
| . O --O O--
| . O
|_________________________________________________
| *Carnage: Grab your opponent by the throat and shake him up. Fatality.
|
|Hold all buttons; move joystick A, T, A, T, A
|
| O O O-- --O O-- --O O--
| O O
|_________________________________________________
| *Flesh Eating: Sauron walks over to his fallen opponent and tears into
him, eating each piece as he rips it off. Fatality.
|
|Hold 1+3 and move joystick D, D; then hold all buttons and move joystick
U, U (Sometimes the fatality happens if you do other things, but this is
the fully confirmed, most reliable method.)
|
| O . | | then O O O O
| O . O O O O | |
|_________________________________________________
| *Grape Crusher: Sauron jumps onto the opponent as if doing an Earthquake
Stomp, squishing him flat! Fatality. Version 2.3 only.
|
Hold all buttons; tap joystick U, D, U, D, D

| O O O | O | |
| O O | O | O O
|_________________________________________________
| **Chomp a human: Sauron dips his head down and chews up a worshiper.
|
|Hold all buttons and move joystick D, D, U
|
| O O | | O
| O O O O |
|_________________________________________________

///TALON/// (The Strip)
_________________________________________________
| ^ Brain Basher: Talon flips in the air and lands on the opponent's head
(Bison who? :). Hold joystick toward or away to determine which way Talon
flips off. On version 2.3, Talon can follow the Brain Basher up with extra
attacks as he rebounds. Used to be unblockable on ver 1.7, but not 2.3.
Leaping Attack.
|
|Hold 2+3; move joystick A-U-T
|
| . O O O O
| O . O-- \ | / --O
|_________________________________________________
| Pounce & Flip: Talon runs forward, steps three times on his opponent,
and flips off [does no block-damage in version 2.3]. 3-hit move.
Anti-projectile.
|
|Hold 2+3; move joystick T-D-DT
|
| . O --O | \
| O . O O
|_________________________________________________
| Frantic Fury: Talon becomes a blur of claws and creeps toward opponent.
Keep holding the buttons to make it continue longer. Anti-air.
|
|Hold 1+4; move joystick D-T
|
| O . | \ --O
| . O O O
|_________________________________________________
| ^ The Slasher (a.k.a. "Double Slash"): Two fierce slashes, but only hits
once. Most projectiles pass harmlessly through him. This move can be
followed up with various attacks. Anti-air.
|
|Hold 1+3+4; move joystick D-T
|
| O . | \ --O
| O O O O
|_________________________________________________
| The Face Ripper: Talon jumps on the opponent and bites his face several
times, although this move counts as only one combo hit. Blanka who? ^_^
Unblockable (throw).
|
|Hold 2+4; move joystick D-T
|
| . O | \ --O
| . O O O
|_________________________________________________
| Jugular Bite: Talon jumps onto opponent and chomps his neck. 2-hit move.
|
| NOTE: Talon's opponent must be in a hit-reaction, i.e. this move can
only be used within a combo that connects (see combos section for combos
with Jugular Bite). Otherwise, Talon goes into his "missed throw"
animation...
|
|Hold 2+4; move joystick A, T
|
| . O O-- --O
| . O
|_________________________________________________
| Run Forward/Back: Talon can run toward or away very fast. This is good
for dodging (can outrun Battering Ram and Mega Punch). Another use is to
knock down your enemy, then Run into him, and you can push him into the
corner. Talon can only block high while he is running away, and cannot
block at all when he is running toward. Does not hit or damage opponent,
of course.
|
|Hold 1+3; hold joystick T or A
|
| O . --O or O--
| O .
|_________________________________________________
| *Heart Wrenching: Talon walks up to the opponent, cuts him open with his
lower claws, rips his heart out, and eats it. Fatality.
|
|Hold 1+3+4; move joystick T-D-A-U
|
| O . Full T-D-A-U
| O O Toward
|_________________________________________________
| *Shredder: Talon does a Frantic Fury; blood flies everywhere. Fatality.
On version 1.7, the opponent just falls down like usual. On version 2.3,
the opponent remains standing, horribly mangled.
|
|Hold 1+4; move joystick T-D-A-U
|
| O . Full T-D-A-U
| . O Toward
|_________________________________________________
| *Stampede: Talon whistles, and a stampede of similarly colored baby
Talons shred the fallen opponent with mini-Frantic Furies. If the victim
is in the corner, blood will spontaneously erupt from his chest before the
li'l ones reach him! Fatality. Version 2.3 only.
|
Hold all buttons; tap joystick T, A, U, D

| O O --O O-- O |
| O O | O
|_________________________________________________
| **Chomp a human: Talon scoops up a worshiper in his front claws and
devours him.
|
Hold all buttons; move joystick T-D
|
| O O --O \ |
| O O O O
|_________________________________________________

///VERTIGO/// (The Tomb)
_________________________________________________
| Venom Spit (Slow): Vertigo spits purple acid across the screen.
Projectile.
|
|Hold 1+3; move joystick T, T
|
| O . --O --O
| O .
|_________________________________________________
| Venom Spit (Fast): This move is much easier to use in combos than the
Slow Venom Spit. Projectile.
|
|Hold 2+4; move joystick T, T
|
| . O --O --O
| . O
|_________________________________________________
| ^ Voodoo Spell: Vertigo emits short-range hypnosis rings that do no
damage but stun her opponent until he shakes out of it (by rapidly moving
his joystick back and forth), setting him up for a short combo. This move
counts as a combo hit and cannot be blocked, yet can be avoided by
jumping. Don't use both the Voodoo Spell and the Come Slither in a combo,
or you'll get a No Cheeze meter! Unblockable.
|
|Hold 2+3; move joystick A, A
|
| . O O-- O--
| O .
|_________________________________________________
| ^ Come Slither (a.k.a. "Ankle Drag"): Get over here! Vertigo lashes her
tail at her opponent's feet and drags him over for some beating. This move
counts as a combo hit, yet inflicts no damage. It stuns your opponent for
a short time, unless he/she was already stunned by the Voodoo Spell - in
which case your opponent remains wide awake and will probably hurt you
before you recover. Projectiles will pass through Vertigo if the Come
Slither connects, but hit her if it does not connect. Don't use both the
Come Slither and the Voodoo Spell in a combo, or you'll get a No Cheeze
meter! Anti-projectile.
|
|Hold 1+3; move joystick A, A
|
| O . O-- O--
| O .
|_________________________________________________
| Scorpion Sting: Whips her tail across the screen, and a blade shoots out
too.
|
|Hold 2+3; tap joystick T, T
|
| . O --O --O
| O .
|_________________________________________________
| Ground Teleport: Rolls up in a ball and reappears _on the ground_ next
to opponent; choose which side by holding the joystick toward or away
after doing the move. Does not hit or damage opponent. Teleport. Can be
done in the air on version 2.3 only.
|
|Hold 2+4; move joystick D, D
|
| . O | |
| . O O O
|_________________________________________________
| Air Teleport: Rolls up in a ball and reappears _in the air_ next to
opponent; choose which side by holding the joystick toward or away after
doing the move. Does not hit or damage opponent. Can be done while on the
ground or in the air. Teleport. Version 2.3 only.
|
|Hold 2+4; move joystick D, U
|
| . O | O
| . O O |
|_________________________________________________
| *Petrify: Vertigo does a Voodoo Spell that turns her opponent into
stone, and then she Scorpion Stings him to bits. Fatality.
|
|Hold 2+4 and tap joystick A, A, A; then hold all buttons and tap joystick
T, T
|
| . O O-- O-- O-- then O O --O --O
| . O O O
|_________________________________________________
| *Shrink and Eat: Vertigo does a Voodoo Spell that shrinks her opponent.
She then eats him like a worshiper. Fatality.
|
|Hold 2+4 and tap joystick A, A, A; then hold all buttons and tap joystick
D, U
|
| . O O-- O-- O-- then O O | O
| . O O O O |
|_________________________________________________
| *La Vache Qui Rit ["The cow that smiles/laughs"]: Vertigo turns the
opponent into a cow that moos, runs away, and gets butchered by
McDonald's. ^_^ Fatality. Version 2.3 only.
|
Hold all buttons and tap joystick A, A, A, D, T

| O O O-- O-- O-- | --O
| O O O
|_________________________________________________
| **Chomp a human: Vertigo bends her neck down, lifts a worshipper high
up, and swallows him whole like a snake eating mice.
|
Hold all buttons; move joystick D-T-U
|
| O O | \ --O O O D-T-U
| O O O O / |
|_________________________________________________

///2.3 Jumping///

All characters can do three types of jumps in Primal Rage. First, to do
a standard jump, just press up or diagonally up like any other fighting
game. Pretty easy, eh? The second type of jump is the long jump. To do a
long jump, tap down, then do a "normal" jump immediately afterward (D, UT
or D, UA or D, U). This jump will be higher and faster than the standard
jump, and it will go much farther. No more characters whose only jump is a
drifter... The third type of jump is the most difficult, and most
surprising jump in any game. It is a "hop jump" (a.k.a. "tiger jump") and
you do it by pushing the direction you want to jump (T or A), then down,
then do the standard jump (i.e. T, D, UT, or A, D, UA). Additionally, the
hop jump can now be done straight up, just tap forward (or backward),
down, and straight up (T or A, D, U)! Unlike version 1.7, Primal Rage
version 2.3 lets you execute hop jumps versus the computer, and the
computer can use them against you, too!
For even more excitement, you can buffer in hop jumps so that they
interrupt your power attacks! Chris Tang (TA...@agames.com) writes:

>There are extremely effective techniques that utilize this move. My
favorite is jumping in with one or two hits, following up with two or
three ground attacks which end in a power. While the power comes out, I
buffer in the motion for the hop jump- F, D, U. As soon as my power makes
collision, my hop jump will send me straight up into the air, where I can
launch an attack to catch a low-blocking opponent off-guard. Also, this
technique can be used for hit-and-run blocked combos by using the
backwards hop-jump instead. This style of play is fast, frantic, and
aggressive. It's also a lot of fun.

///2.4 Combos *** NEW INFO! ***///

Yes, you too can do devastating combos in PR. You can even volleyball
your opponent in the air! Combos are easy to execute. PR has a fully
orthogonal interrupt-driven combo system. That means the "rules" for
combos are [from GamePro's PR Guide]:

1. There are three "levels" of attacks: quick/fierce, power, & special
moves
2. Any special move can interrupt any quick, fierce, or power attack
3. Any power attack can interrupt any quick or fierce attack

NOTE1: Not all quick attacks can necessarily be combo'd into all fierce
attacks, though many can. Some fierce attacks can be combo'd with quick
attacks only if the enemy is very close. As an example: low 1, low 1, low
4 works great for Talon but not for Armadon. In a very few cases, a power
attack will interrupt a quick attack but will still be too slow to combo
(Talon's low 1, 3+4 will not combo).

NOTE2: All characters can start a combo by stringing most of their quick
attacks together (example: Talon's 3, 3, 3, 3 combo), and it is
occasionally possible to string fierce attacks together (Armadon's
in-close 2, 2, 2). Each character has a few stronger basic attacks that
can be interrupted with basic attacks of equal or weaker strength. Most of
these happen to be in-close attacks. Here's a list of examples I've found
in the arcade and on my PC (note: some of these work better on certain
opponents, or combo'd after air hits).

Armadon: in-close 2, 2, 2 | in-close 4, 2 | in-close 3+4, low 1
Blizzard, Chaos: in-close 2, 1 | in-close 1+2, 1 | 1+2, low 4 | low 3+4,
low 4
Diablo, Sauron: low 2, low 1 | in-close 4, 3 | in-close 3+4, 3
Talon: in-close 2, 3 | 4, low 1 | 3+4, low 1
Vertigo: in-close 1+2, 1 | in-close 4, low 4 | in-close 3+4, low 4

Basic and special moves can both be "buffered" into a combo. In a
combo that alternates between bites and tail attacks, you must tap the
buttons quickly. In a combo that chains bites together or chains tail
attacks together, you must tap the buttons even more quickly. Combo hits
can be done at any time - whenever you hit an opponent, you can tack on
another hit, unless the knockback pushes your opponent too far away. EVEN
IN THE AIR! You can do a maximum of two attacks in the air (and possibly
follow up with Chaos' air Ground Shaker or Sauron's air Earthquake). Air
hits make great combo starters or enders! Each character has certain air
combos that are easier to use, because they have better range, are harder
to counter, or are less likely to knock the opponent too far back. Here
are some of the easier air combo starters:

Armadon: air 4, air 3+4 | air 2, air 1+2
Blizzard, Chaos: air 4, air 3+4 | air 4, air 1+2
Diablo, Sauron: air 4, air 3+4 | air 4, air 1+2
Talon: air 4, air 1+2 | air 2, air 1+2
Vertigo: air 3, air 3+4 | air 4, air 3+4

Note that if your air hit(s) strike your opponent too high, you might not
be able to extend the combo with ground hits. Hitting too high doesn't
occur as frequently as in games like SF2, though, especially if you use a
long/hop jump, get two air hits, or fight a small opponent.

Special attacks can be used to end any combination, or prolong it! Many
special moves such as Blizzard's Ice Geyser have a greater range when used
within combos, and every character has at least one special move that can
be followed up with more hits or volleys. Note that any given combo cannot
have more than five of the same basic attack, one low 3+4, and one of any
given special move (slow and fast projectiles are considered different
special moves).

Are your combos still too short? Extend them by using two jumps! Just
buffer a hop-jump into your air hits, and you can score another couple air
hits followed by the rest of your combo! Sauron's 8-hit THE SECRET OF THE
COW combo is an example of this: air 4, air 3+4, (hop jump) air 4, air
1+2, 1, 2, 1+2, Primal Scream.

And there's a bonus (three, actually)! Be forewarned that if you get a No
Cheeze meter, then your combo will end and the cheezy move you did won't
count as a combo hit or inflict damage.

Thunder claps with lightning will happen if you do at least 4 hits _and_ a
minimum of 35% damage. To find out how many hits & how much damage your
combo did, just look at the left or right side of the screen, depending on
whether you're on the one-player or two-player side. [When the CPU does
combos on you, its side will display the number of hits in the combo but
not the damage rating, and the CPU never gets lightning or combo names.]

If you haven't seen it, the thunder and lightning are incredible.
Especially when you're not expecting it (but I guess you are now. =) In
v2.3, you get as many claps as you got hits! (in 1.7 you could only get
10!) [Notes: Vertigo can get one clap of lightning in version 2.3 if she
uses a teleport in any combo. PR for the IBM PC only bequeaths one clap of
lightning no matter how many hits your combo had.] Due to the decreased
damages for attacks in v2.3, lightning is less often seen, but IT IS
THERE! Finding combos that do more than 35% damage is harder now than
ever, though!
Unfortunately, it isn't any easier to get lightning during the Final
Battle. Even though attacks on a dead/flickering opponent will do extra
damage [see Final Battle section], the damage percentiles calculated to
determine lightning & displayed on the side of the screen will reflect how
much damage the combo would have done, if your opponent were alive &
healthy.
Don't despair if you can't get a thunderbolt 'n' lightning (very very
frightening(ly!)) combo; there is another reward for using special moves
in combos! If you use certain moves in a combination, a "name" for the
combo will be printed out in the top center of the screen! Note that you
don't get combo names in PR arcade version 1.7, or PR for the
SNES/Genesis/Game Boy/Game Gear. Arcade version 2.3 and PR for the IBM PC
do have combo names, though!
All of the named combos have three 'levels.' The named combos are
usually activated by one or more special moves, though a few are triggered
by certain basic moves or some combination of basic + special moves. There
is also a minimum hit requirement, which can be anywhere from 3 to 50 hits
for a given combo name. For example, if you use Sauron's Neck Throw in a
combo which hits at least 4 times, you'll see "CRUNCHY." If the combo hits
at least 6 times, you'll see "EXTRA CRUNCHY." If the combo hits at least 7
times you'll see "TAKE A BITE OUTTA CRIME!" So the combo naming scheme
goes something like that - the first level is "[NAME]", the second level
is usually "SUPER [NAME]" or some modifier, and the third level is a weird
variation on the first two, with an exclamation "!" or question "?" mark
at the end (one has "...").
On both versions, "streakers" or naked worshipers (Nudalities!!! :)
will dash across the screen if Vertigo does a 5-hit or higher combo ending
in the Come Slither, or Armadon does a 5-hit or higher combo ending with
the Hornication Uppercut. No one has been able to eat these guys, and not
for lack of trying, so perhaps it isn't possible to chomp them.

///Post-Mortem Combos///

PR lets you finish your combos even if your opponent runs out of health in
the middle of 'em. "Post-mortem" combos occur when the opponent is
defeated before the last hit of the combo takes place. If you finish your
second victory with a post-mortem combo, you'll still have the usual
chance to do a fatality.
There are two exceptions: first, post-mortem combos cannot be done
during the Final Battle. Second, the instant that one critter is defeated,
all projectiles will no longer touch either player for what's left of the
round. This makes it easier to do fatalites, since a late projectile won't
hit your victim by accident and mess up your attempt. A side effect,
however, is that post-mortem combos ending with a projectile don't
entirely work; the projectile will pass harmlessly through your opponent.
In order to get combo names that are tied into projectile finishes, the
entire combo must hit while your enemy is still healthy enough to take it.


Vctr113062

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Jan 4, 1996, 3:00:00 AM1/4/96
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