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EX Palen
08-20-14 01:46 PM
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The Beast's Rampage

 
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08-20-14 01:46 PM
EX Palen is Offline
| ID: 1069682 | 3568 Words

EX Palen
Spanish Davideo7
Level: 137


POSTS: 68/6183
POST EXP: 1095891
LVL EXP: 30553087
CP: 188035.7
VIZ: 10669052

Likes: 2  Dislikes: 0
Beast Drives were introduced in Bloody Roar 2 as the most powerful combo of each fighter. In Bloody Roar 3, the concept was expanded by adding a second Beast Drive for each fighter, as well as introducing Hyper Beast Mode. Primal Fury takes on the dynamics of Bloody Roar 3, and further expands one more concept, called Ability Plus, which grants the character extra abilities when turning into Hyper Beast Mode. It seems that each fighter is granted two Ability Plus, but since I’m not an expert player, I’ve been unable to find them all.

All Beast Drives are performed using the same motion. One is done with QCF QCF X, and the other one is QCB QCB X. QCF stands for Quarter Circle Front, that is, Down to Down-Forward to Forward, QCB stands for Quarter Circle Back, that is, Down to Down-Back to Back, and X is the button you have to press to successfully start the motion. Also, take note that the first hit of the Beast Drive must always connect, otherwise the attack won’t go through. As you will see below, there’s only one exception to this rule.

For easier differentiation, I’ll use the neutral “it” when referring to an opponent.

Alice the Rabbit
Bunny Love: QCF QCF X

Alice starts off with a frontflip. Just right after the hit, she reverts back to her human form. Then, she lifts up her opponent with her hip, and starts dealing a bunch of blows before performing a massive Rabbit Spiral and ending the Drive with a last hip attack. The name Bunny Love comes from the fact that, whenever the opponent is hit, a heart appears.

Lifting Star Lane: QCB QCB X

Alice delivers a powerful headbutt to her opponent’s stomach. Taking advantage of her opponent crouching in pain, she “folds” it into a ball. She then plays football with it (soccer for americans): she lifts it up with one leg, raises it higher with the other one and her chest, and finishes it off with a bicycle kick. Alice will revert back to her human form once the Drive ends.

Hyper Beast Mode: Alice gains more raw power, and all her kick attacks are now guard-breakers.

Bakuryu the Mole
Double Inferno: QCF QCF X
Bakuryu dashes through his opponent. After that, he creates an illusionary clone of himself, and both of them circle around their opponent at such a high speed that the friction ignites the opponent. After a few seconds, the clones stop, and dash through their opponent one last time at the same time, performing an X. After this, the opponent collapses, the clone dissipates and Bakuryu resumes his human form.

Magical Spear: QCB QCB X
Bakuryu digs into the ground and appears just below his opponent, no matter the distance. After sending the opponent into the air, Bakuryu resumes his human form and attacks the opponent in mid air from various angles, using his ninja skills to teleport from side to side. After a few hits, he appears right behind his opponent, grabbing it, and both fighters fall to the ground.

Hyper Beast Mode: Even if the opponent defends, Bakuryu’s attacks will still cause some damage.

Busuzima the Chameleon
Ultimate Die Through: QCF QCF X
Busuzima bites his opponent in the neck and launches it to the sky. He then appears just below it to bite it again and smash it to the ground three times with his tongue before launching it to a wall. After this, he regains his human form. The pattern in which he smashes his opponent seems based in the four cardinal points.

Busuzima’s Mandala: QCB QCB X
This is the exception to the first hit rule mentioned above. Actually, it can be fully blocked, avoided or even stopped if you anticipate his next move and hit or grab him before he does.

Busuzima will disappear from sight. He will reappear behind his opponent, slashing its back. Busuzima will repeat the same maneuver of disappearing and reappearing behind his opponent four more times: the first with a straight punch to the face/head, the second with a low kick, the third with a jumping punch and the last one with a double punch finisher, after which he regains his human form. This last hit can have two effects on the opponent, either sending it away or knocking it out on the spot between electricity jolts.

Hyper Beast Mode: Busuzima becomes invisible during the duration of the mode.

Cronos the Phoenix
Wall Scrape: QCF QCF X
Cronos lands his feet on his opponent’s face with a frontflip, sending it to the ground. Turning it into an ice surfboard, Cronos heads to the wall in front on him and starts surfing on the walls. When the hit count exceeds 20, if he reaches a corner, he will jump out of the walls and slam his opponent into the ground head first. Cronos then regains his human form with an elegant backflip.

Phoenix Rage: QCB QCB X
Cronos grabs his opponents and draws out its beast power. This, in turn, charges Cronos own beast meter, who reverted back to human just after the drive started. As you can see, this Beast Drive is completely harmless, and has more of an strategic view rather than direct usefulness.

Hyper Beast Mode: Cronos is one of two characters to gain a new form while in Hyper Beast Mode. He changes from the inoffensive, weak and small Penguin he is while in Beast Mode to turn into a Phoenix. His abilities skyrocket, while he regains his original height. His attacks also greatly differ from his Beast Mode, and so do his Beast Drives.

Wall Scrape: QCF QCF X
Cronos bashes his opponent to the ground. He then heads to the wall in front of him and scraps his opponent alongside it for a while. Again, when the hit count exceeds 20, he flies up and blasts his opponent at point blank range. Cronos will hover for a few seconds before landing again, although you can still attack before you touch the ground. If the Mode’s time limit is reached during the drive, Cronos will regain his human form just after he lands.

Phoenix Fury: QCB QCB X
Cronos grabs his opponent and draws out its beast power. This time, instead, the absorbed power remains stored in Cronos’ other hand, and with it, he stabs his opponent in the stomach for a considerable amount of damage. The stabbed opponent is then thrown backwards. This drive can easily be followed up with a combo for massive damage. If the Mode’s time limit is reached during the drive,
Cronos regains his human form just after the drive ends.

Phoenix Fireball
Cronos has a third Beast Drive while in Hyper Beast Mode. So far, I’ve been unable to do it in battle, and I’ve only seen it being used against me by the computer. It’s a rather simple drive, in which Cronos stands still before launching a fireball horizontally. Aware of the drive’s low usefulness (the ball is not fired immediately), the computer only uses it after launching me high in the air. It’s not very damaging, and I don’t’ really miss anything from being unable to use it in battle.

Gado the Lion
G-Bomber: QCF QCF X
Gado grabs his opponent with one hand, and lifts it over his head. He then concentrates his energy towards his enemy, choking him. After the enemy is weakened, Gado regains his human form and smashes it to the ground head first.

G-Cannon:QCB QCB X

Gado uppercuts his opponent high into the air, and before it lands again, smashes it to the wall behind him with a strike from his forearm. Gado regains his human form after the hit, making a gesture to his opponent and saying “GET UP”. The opponent bounces off the wall and into the air before falling to the ground. The fun part of this Drive is the stage in which it is used and the distance to the wall. If the distance is short, the opponent will pass Gado and land in front of him. If the distance is too great, not available in all stages, the opponent
will still land behind Gado. But if the distance is correct, the falling opponent will strike Gado down!

Hyper Beast Mode: All of Gado’s attacks, even the weakest punch or kick, become guard breakers.

Ganesha the Elephant
Elephant Power Toss: QCF QCF X
Ganesha uppercuts his opponent using his trunk, then makes it bounce into the air again after landing on his belly. He then swings his trunk, waiting for the opponent to land, and taking advantage of the bounce after the landing to deliver the final blow with his trunk and send the opponent into the farthest wall. Ganesha resumes his human form after this blow.

Elephant Suplex: QCB QCB X
Ganesha grabs his opponent and does a front flip, twisting his opponent’s back. He then prepares to jump, with his opponent resting in his shoulders. During the big jump, he resumes his human form, and grabs his opponent between his legs face down. Taking what it resembles a meditation stance, Ganesha falls down to the ground, with such force that it seemingly breaks the ground, and his opponent
gets a hard hit on the head.

Hyper Beast Mode: Ganesha will not flinch when hit by a normal punch or kick. He still receives damage, but he will not flinch, so only guard breakers can stop him.

Jenny the Bat
Sky High Temper: QCF QCF X
Jenny flies above her opponent, and grabs its head with her feet. She lifts it up, landing some powerful kicks while in the air, before launching it back to the ground. Jenny lands on her opponent’s neck, already in her human form, and innocently twists its neck before stepping away.

Crimson Glider: QCB QCB X
Jenny flies up and dashes through her opponent, repeating the process nine more times. Her opponent crumbling down, Jenny reverts back to her human form and lands, stepping on her opponent for a few more hits.

Hyper Beast Mode: As a bat, Jenny gains the ability to drain health with every hit she lands on her opponent, even after it has been knocked out.

Kohryu the Iron Mole
Chamber of Doom: QCF QCF X
Kohryu dashes through his opponent, catching it in a strange device that works like a prison with electromagnetic boundaries. Outside it, Kohryu regains his human form and creates an imaginary clone of himself. They both attack simultaneously with some kicks and punches, before lacerating his opponent with a north-south karate chop, which makes the opponent fall to the ground, ending the Drive
while the clone dissipates.

Missile Crusher: QCB QCB X
Kohryu jumps backwards to dig a hole. He appears below his opponent’s feet, launching it into the air. Before it lands, he launches a barrage of missiles towards it from two launchers appearing below his armpits, before launching the big finisher one from his “beak”. Kohryu regains his human form as he sees his opponent fall to the ground.

Hyper Beast Mode: I’ve noticed nothing special regarding Kohryu while in Hyper Beast Mode.

Long the Lion
Course to Heaven: QCF QCF X
Long strikes his opponent with his forearm and then stomps the ground, reverting back to human. If the first strike connects, then the Drive moves on. Long lands a few more punches on his opponent before stomping the ground again, charging the final strike with his elbow which sends the opponent into the wall.

Ferocious Tiger Laceration: QCB QCB X
Long approaches his opponent in four steps. If successful, he lowers his arms on his opponent, raises it back to his feet with a knee upper, and sends it into the wall. For some reason, the Beast Form of Long is what bashes his opponent into the wall, and keeps pummeling it a short while after, in what it seems a blue ethereal form, while Long himself stands at the point he first hit his opponent, now in human form. At Long’s command, the ethereal beast disappears, and the Drive ends. At first, a player may see this as a powerful attack, but in reality it’s easy to stop this Drive from working with a low punch or kick, or simply getting out of the way, although the first method is easier and safer.

Hyper Beast Mode: Long’s attacks become counter hits, which deal more damage and have a bigger effect in making the opponent flinch or stagger. This makes Long a perfect combo maker.

Shenlong the Tiger
Tiger Darkness Attack: QCF QCF X
Shenlong karate chops the opponent in the side of its neck, all the while regaining his human form. He then walks towards the fallen opponent, slaps it friendly in the cheek, which somehow fills it up with energy, and, turning his back to his opponent, blasts it with this strange energy.

Ferocious Tiger Laceration: QCB QCB X
Being Long’s clone, Shenlong also shares this Beast Drive with him. Shenlong approaches his opponent in four steps, which are noticeably wider than Long’s. If successful, he lowers his arms on his opponent, raises it back to his feet with a knee upper, and sends it into the wall. Again, it’s Shenlong’s Beast Form what bashes his opponent into the wall and keeps pummeling it a while after, albeit in a red ethereal form, while Shenlong himself stands at the point he first hit his opponent, now in human form. At Shenlong’s command, the ethereal beasts disappears, and the Drive ends. Once again, the Drive can be stopped by hitting Shenlong with a low kick or punch, since getting out of the way is harder with his wider steps.

Hyper Beast Mode: Shenlong’s defense is powered up, now being able to fend off guard breaker attacks.

Shina the Leopard
Mad Trap: QCF QCF X
Shina erects a barrier around her for a few seconds. If no attack hits her, she simply reverts back to human form, delivering a powerful blow to any opponent standing near her. If she gets hit, however, she bites her opponent and smashes it to the ground twice with her jaws. She then slashes it five more times, before biting it again and throwing it away. Shina reverts back to human at this point, like having hurt her human jaw in the process.

Cross Blade Zapper: QCB QCB X
Shina launches three slashes at his opponent. If the first one doesn’t connect, the other two are still performed, but the Drive ends there. If the first slash connects, after the third one the opponent will be sent flying, with Shina catching up. She then launches it to the ground again, and from above and somehow slashes it from the distance with both her arms. She then lands some distance away in human form, celebrating the success of the Drive.

Hyper Beast Mode: Shina also gains the Counter Hit ability, making her hits more powerful and easier to land combos, something needed in characters like Shina.

Stun the Insect
VTOL Basher: QCF QCF X
Stun flies up a bit and bashes his opponent with his horn. He grabs it with his horn and hands as it falls, and flies up to the sky just to plummet to the ground. He then breaks his opponent’s back, and sends it flying backwards after a last uppercut with his horn. Stun then reverts back to human.

Boosting Burst: QCB QCB X
Stun grabs his opponent up close, and performs a hammer throw with it, crashing it into one of the walls. He then flaps its wings, and dashes towards his opponent at a high speed, impaling it with his horn. Finally, he throws his opponent to the ground, reverting back to human afterwards.

Hyper Beast Mode: Stun will always be flying a few inches from the ground, which dramatically increases his speed. He will also be able to fend off guard breaker attacks.

Uranus the Chimera
Chimera Sphere: QCF QCF X
Uranus jumps, reverting back to human, and flies towards her opponent, grabbing it. She then flies upwards carrying her opponent and creates an sphere around them. Inside it, she creates an illusionary clone of herself, and both of them launch a barrage of kicks against the opponent. When finished, she puts her legs around her opponent’s neck and plummets it to the ground, before launching some kind of electric blast to her defeated opponent with the help of her illusionary clone.

Chimera Power Slam: QCB QCB X
Uranus grabs her opponent up close, and raises it up with her arms and some kind of electric force. Once lifted up, she blasts her opponent’s ribs four times, before violently slamming it into the ground. Uranus reverts back to human after this.

Hyper Beast Mode: Uranus is the other character that gains a new form while in this mode. When transforming into the Chimera, Uranus is restricted only to use the beast attacks, the blocks and the QCF Punch/Kick and QCB Punch/Kick, because using every other attack reverts her back to human automatically. In Hyper Beast Mode, she keeps her human form, although her mannerisms and growls are that of her beast form, and she bypasses the aforementioned restriction, becoming a complete fighter. Her attacks also gain the Counter Hit ability, making her even more deadly.

Uriko the Half Beast
Surprise Cat Pounce: QCF QCF X
Uriko leaps towards her opponent. If successful, she will create a ball which can then be controlled by the player with the control stick, and can also bounce for more damage pressing X. After a short while, the ball will jump high and deform when landing, revealing a dizzy human Uriko and her knocked out opponent bouncing off. Be careful, because this attack can go out of bounds if not properly controlled.

Dance of the Phoenix: QCB QCB X
This Drive has three different variations, depending on how or when does Uriko catch her opponent. She first will start running towards the wall on her back, although you will be able to redirect her wherever you might want (even through your opponent, which will be sent flying upwards). You can also control how far and high she leaps after climbing the wall. After leaping, if she catches her opponent, the Drive will start, but if she fails, she will be left in the ground, unconscious in her human form.

If she catches her opponent from the front, she will sit on its shoulders and scrap its face. She will then launch it high, and, reverting to human form, will dash towards it as it falls, landing a powerful jumping kick that sends it to the wall. If she catches it from the back, she will immediately revert back to human while sitting in its shoulders, and will lay back, breaking her opponent’s back, before resuming the starting position. Her opponent, now kneeling in pain, can only wait for the final blow, a powerful and charged punch that sends even Uriko herself flying. At last, if she catches her opponent while in the air, she once again sits in its shoulders, reverting back to human immediately, and plummeting together to the ground.

Hyper Beast Mode: Once more, she gains the Counter Hit ability, and will also gain the ability to bypass her opponent’s defense to always deal the same amount of damage.

Xion the Unborn
Outbreak: QCF QCF X
Xion will bring both his arm blades down. After it, he launches some more slashes before doing a double slash down to the ground and finally lifting his opponent upwards. This motion is always played, but if the first hit doesn’t connect, it ends here, with Xion regaining human form. I the first hit does connect, then Xion, back into human form, jumps to the air and charges a powerful kick that smashes his opponent into the ground.

Ascension to Heaven: QCB QCB X
Xion performs an uppercut with one of his arm blades, sending his opponent flying. It lands on Xion, who slashes it with the blade-like wings on his back a few times before sending it flying backwards with both his arm blades. He then goes after it, spinning, and connects one more slash that smacks his opponent into the wall. Xion reverts back to human after this last hit.

Hyper Beast Mode: Even if the opponent defends, Xion’s attacks will still deal some damage.

Yugo the Wolf
Spiral Fang: QCF QCF X
Yugo uppercuts the opponent into the air. He then follows it, all the while dealing a barrage of hits while ascending. At the peak of the ascension, Yugo bites his opponent, and plummets it into the ground with his jaws. Once in the ground, Yugo reverts back to human.

King of Breaker: QCB QCB X
Yugo immediately reverts back to human, fire coming out of his fists. He then launches a barrage of punches towards his opponent, which ends in a powerful uppercut. If the attack is blocked at first, it ends in a powerful straight punch instead. I’m not really sure how the motion works to switch between the uppercut finisher and the direct finisher.

Hyper Beast Mode: Yugo seems able to land combos more easily, like if the opponent took a little more time to recover from the hits taken.
Beast Drives were introduced in Bloody Roar 2 as the most powerful combo of each fighter. In Bloody Roar 3, the concept was expanded by adding a second Beast Drive for each fighter, as well as introducing Hyper Beast Mode. Primal Fury takes on the dynamics of Bloody Roar 3, and further expands one more concept, called Ability Plus, which grants the character extra abilities when turning into Hyper Beast Mode. It seems that each fighter is granted two Ability Plus, but since I’m not an expert player, I’ve been unable to find them all.

All Beast Drives are performed using the same motion. One is done with QCF QCF X, and the other one is QCB QCB X. QCF stands for Quarter Circle Front, that is, Down to Down-Forward to Forward, QCB stands for Quarter Circle Back, that is, Down to Down-Back to Back, and X is the button you have to press to successfully start the motion. Also, take note that the first hit of the Beast Drive must always connect, otherwise the attack won’t go through. As you will see below, there’s only one exception to this rule.

For easier differentiation, I’ll use the neutral “it” when referring to an opponent.

Alice the Rabbit
Bunny Love: QCF QCF X

Alice starts off with a frontflip. Just right after the hit, she reverts back to her human form. Then, she lifts up her opponent with her hip, and starts dealing a bunch of blows before performing a massive Rabbit Spiral and ending the Drive with a last hip attack. The name Bunny Love comes from the fact that, whenever the opponent is hit, a heart appears.

Lifting Star Lane: QCB QCB X

Alice delivers a powerful headbutt to her opponent’s stomach. Taking advantage of her opponent crouching in pain, she “folds” it into a ball. She then plays football with it (soccer for americans): she lifts it up with one leg, raises it higher with the other one and her chest, and finishes it off with a bicycle kick. Alice will revert back to her human form once the Drive ends.

Hyper Beast Mode: Alice gains more raw power, and all her kick attacks are now guard-breakers.

Bakuryu the Mole
Double Inferno: QCF QCF X
Bakuryu dashes through his opponent. After that, he creates an illusionary clone of himself, and both of them circle around their opponent at such a high speed that the friction ignites the opponent. After a few seconds, the clones stop, and dash through their opponent one last time at the same time, performing an X. After this, the opponent collapses, the clone dissipates and Bakuryu resumes his human form.

Magical Spear: QCB QCB X
Bakuryu digs into the ground and appears just below his opponent, no matter the distance. After sending the opponent into the air, Bakuryu resumes his human form and attacks the opponent in mid air from various angles, using his ninja skills to teleport from side to side. After a few hits, he appears right behind his opponent, grabbing it, and both fighters fall to the ground.

Hyper Beast Mode: Even if the opponent defends, Bakuryu’s attacks will still cause some damage.

Busuzima the Chameleon
Ultimate Die Through: QCF QCF X
Busuzima bites his opponent in the neck and launches it to the sky. He then appears just below it to bite it again and smash it to the ground three times with his tongue before launching it to a wall. After this, he regains his human form. The pattern in which he smashes his opponent seems based in the four cardinal points.

Busuzima’s Mandala: QCB QCB X
This is the exception to the first hit rule mentioned above. Actually, it can be fully blocked, avoided or even stopped if you anticipate his next move and hit or grab him before he does.

Busuzima will disappear from sight. He will reappear behind his opponent, slashing its back. Busuzima will repeat the same maneuver of disappearing and reappearing behind his opponent four more times: the first with a straight punch to the face/head, the second with a low kick, the third with a jumping punch and the last one with a double punch finisher, after which he regains his human form. This last hit can have two effects on the opponent, either sending it away or knocking it out on the spot between electricity jolts.

Hyper Beast Mode: Busuzima becomes invisible during the duration of the mode.

Cronos the Phoenix
Wall Scrape: QCF QCF X
Cronos lands his feet on his opponent’s face with a frontflip, sending it to the ground. Turning it into an ice surfboard, Cronos heads to the wall in front on him and starts surfing on the walls. When the hit count exceeds 20, if he reaches a corner, he will jump out of the walls and slam his opponent into the ground head first. Cronos then regains his human form with an elegant backflip.

Phoenix Rage: QCB QCB X
Cronos grabs his opponents and draws out its beast power. This, in turn, charges Cronos own beast meter, who reverted back to human just after the drive started. As you can see, this Beast Drive is completely harmless, and has more of an strategic view rather than direct usefulness.

Hyper Beast Mode: Cronos is one of two characters to gain a new form while in Hyper Beast Mode. He changes from the inoffensive, weak and small Penguin he is while in Beast Mode to turn into a Phoenix. His abilities skyrocket, while he regains his original height. His attacks also greatly differ from his Beast Mode, and so do his Beast Drives.

Wall Scrape: QCF QCF X
Cronos bashes his opponent to the ground. He then heads to the wall in front of him and scraps his opponent alongside it for a while. Again, when the hit count exceeds 20, he flies up and blasts his opponent at point blank range. Cronos will hover for a few seconds before landing again, although you can still attack before you touch the ground. If the Mode’s time limit is reached during the drive, Cronos will regain his human form just after he lands.

Phoenix Fury: QCB QCB X
Cronos grabs his opponent and draws out its beast power. This time, instead, the absorbed power remains stored in Cronos’ other hand, and with it, he stabs his opponent in the stomach for a considerable amount of damage. The stabbed opponent is then thrown backwards. This drive can easily be followed up with a combo for massive damage. If the Mode’s time limit is reached during the drive,
Cronos regains his human form just after the drive ends.

Phoenix Fireball
Cronos has a third Beast Drive while in Hyper Beast Mode. So far, I’ve been unable to do it in battle, and I’ve only seen it being used against me by the computer. It’s a rather simple drive, in which Cronos stands still before launching a fireball horizontally. Aware of the drive’s low usefulness (the ball is not fired immediately), the computer only uses it after launching me high in the air. It’s not very damaging, and I don’t’ really miss anything from being unable to use it in battle.

Gado the Lion
G-Bomber: QCF QCF X
Gado grabs his opponent with one hand, and lifts it over his head. He then concentrates his energy towards his enemy, choking him. After the enemy is weakened, Gado regains his human form and smashes it to the ground head first.

G-Cannon:QCB QCB X

Gado uppercuts his opponent high into the air, and before it lands again, smashes it to the wall behind him with a strike from his forearm. Gado regains his human form after the hit, making a gesture to his opponent and saying “GET UP”. The opponent bounces off the wall and into the air before falling to the ground. The fun part of this Drive is the stage in which it is used and the distance to the wall. If the distance is short, the opponent will pass Gado and land in front of him. If the distance is too great, not available in all stages, the opponent
will still land behind Gado. But if the distance is correct, the falling opponent will strike Gado down!

Hyper Beast Mode: All of Gado’s attacks, even the weakest punch or kick, become guard breakers.

Ganesha the Elephant
Elephant Power Toss: QCF QCF X
Ganesha uppercuts his opponent using his trunk, then makes it bounce into the air again after landing on his belly. He then swings his trunk, waiting for the opponent to land, and taking advantage of the bounce after the landing to deliver the final blow with his trunk and send the opponent into the farthest wall. Ganesha resumes his human form after this blow.

Elephant Suplex: QCB QCB X
Ganesha grabs his opponent and does a front flip, twisting his opponent’s back. He then prepares to jump, with his opponent resting in his shoulders. During the big jump, he resumes his human form, and grabs his opponent between his legs face down. Taking what it resembles a meditation stance, Ganesha falls down to the ground, with such force that it seemingly breaks the ground, and his opponent
gets a hard hit on the head.

Hyper Beast Mode: Ganesha will not flinch when hit by a normal punch or kick. He still receives damage, but he will not flinch, so only guard breakers can stop him.

Jenny the Bat
Sky High Temper: QCF QCF X
Jenny flies above her opponent, and grabs its head with her feet. She lifts it up, landing some powerful kicks while in the air, before launching it back to the ground. Jenny lands on her opponent’s neck, already in her human form, and innocently twists its neck before stepping away.

Crimson Glider: QCB QCB X
Jenny flies up and dashes through her opponent, repeating the process nine more times. Her opponent crumbling down, Jenny reverts back to her human form and lands, stepping on her opponent for a few more hits.

Hyper Beast Mode: As a bat, Jenny gains the ability to drain health with every hit she lands on her opponent, even after it has been knocked out.

Kohryu the Iron Mole
Chamber of Doom: QCF QCF X
Kohryu dashes through his opponent, catching it in a strange device that works like a prison with electromagnetic boundaries. Outside it, Kohryu regains his human form and creates an imaginary clone of himself. They both attack simultaneously with some kicks and punches, before lacerating his opponent with a north-south karate chop, which makes the opponent fall to the ground, ending the Drive
while the clone dissipates.

Missile Crusher: QCB QCB X
Kohryu jumps backwards to dig a hole. He appears below his opponent’s feet, launching it into the air. Before it lands, he launches a barrage of missiles towards it from two launchers appearing below his armpits, before launching the big finisher one from his “beak”. Kohryu regains his human form as he sees his opponent fall to the ground.

Hyper Beast Mode: I’ve noticed nothing special regarding Kohryu while in Hyper Beast Mode.

Long the Lion
Course to Heaven: QCF QCF X
Long strikes his opponent with his forearm and then stomps the ground, reverting back to human. If the first strike connects, then the Drive moves on. Long lands a few more punches on his opponent before stomping the ground again, charging the final strike with his elbow which sends the opponent into the wall.

Ferocious Tiger Laceration: QCB QCB X
Long approaches his opponent in four steps. If successful, he lowers his arms on his opponent, raises it back to his feet with a knee upper, and sends it into the wall. For some reason, the Beast Form of Long is what bashes his opponent into the wall, and keeps pummeling it a short while after, in what it seems a blue ethereal form, while Long himself stands at the point he first hit his opponent, now in human form. At Long’s command, the ethereal beast disappears, and the Drive ends. At first, a player may see this as a powerful attack, but in reality it’s easy to stop this Drive from working with a low punch or kick, or simply getting out of the way, although the first method is easier and safer.

Hyper Beast Mode: Long’s attacks become counter hits, which deal more damage and have a bigger effect in making the opponent flinch or stagger. This makes Long a perfect combo maker.

Shenlong the Tiger
Tiger Darkness Attack: QCF QCF X
Shenlong karate chops the opponent in the side of its neck, all the while regaining his human form. He then walks towards the fallen opponent, slaps it friendly in the cheek, which somehow fills it up with energy, and, turning his back to his opponent, blasts it with this strange energy.

Ferocious Tiger Laceration: QCB QCB X
Being Long’s clone, Shenlong also shares this Beast Drive with him. Shenlong approaches his opponent in four steps, which are noticeably wider than Long’s. If successful, he lowers his arms on his opponent, raises it back to his feet with a knee upper, and sends it into the wall. Again, it’s Shenlong’s Beast Form what bashes his opponent into the wall and keeps pummeling it a while after, albeit in a red ethereal form, while Shenlong himself stands at the point he first hit his opponent, now in human form. At Shenlong’s command, the ethereal beasts disappears, and the Drive ends. Once again, the Drive can be stopped by hitting Shenlong with a low kick or punch, since getting out of the way is harder with his wider steps.

Hyper Beast Mode: Shenlong’s defense is powered up, now being able to fend off guard breaker attacks.

Shina the Leopard
Mad Trap: QCF QCF X
Shina erects a barrier around her for a few seconds. If no attack hits her, she simply reverts back to human form, delivering a powerful blow to any opponent standing near her. If she gets hit, however, she bites her opponent and smashes it to the ground twice with her jaws. She then slashes it five more times, before biting it again and throwing it away. Shina reverts back to human at this point, like having hurt her human jaw in the process.

Cross Blade Zapper: QCB QCB X
Shina launches three slashes at his opponent. If the first one doesn’t connect, the other two are still performed, but the Drive ends there. If the first slash connects, after the third one the opponent will be sent flying, with Shina catching up. She then launches it to the ground again, and from above and somehow slashes it from the distance with both her arms. She then lands some distance away in human form, celebrating the success of the Drive.

Hyper Beast Mode: Shina also gains the Counter Hit ability, making her hits more powerful and easier to land combos, something needed in characters like Shina.

Stun the Insect
VTOL Basher: QCF QCF X
Stun flies up a bit and bashes his opponent with his horn. He grabs it with his horn and hands as it falls, and flies up to the sky just to plummet to the ground. He then breaks his opponent’s back, and sends it flying backwards after a last uppercut with his horn. Stun then reverts back to human.

Boosting Burst: QCB QCB X
Stun grabs his opponent up close, and performs a hammer throw with it, crashing it into one of the walls. He then flaps its wings, and dashes towards his opponent at a high speed, impaling it with his horn. Finally, he throws his opponent to the ground, reverting back to human afterwards.

Hyper Beast Mode: Stun will always be flying a few inches from the ground, which dramatically increases his speed. He will also be able to fend off guard breaker attacks.

Uranus the Chimera
Chimera Sphere: QCF QCF X
Uranus jumps, reverting back to human, and flies towards her opponent, grabbing it. She then flies upwards carrying her opponent and creates an sphere around them. Inside it, she creates an illusionary clone of herself, and both of them launch a barrage of kicks against the opponent. When finished, she puts her legs around her opponent’s neck and plummets it to the ground, before launching some kind of electric blast to her defeated opponent with the help of her illusionary clone.

Chimera Power Slam: QCB QCB X
Uranus grabs her opponent up close, and raises it up with her arms and some kind of electric force. Once lifted up, she blasts her opponent’s ribs four times, before violently slamming it into the ground. Uranus reverts back to human after this.

Hyper Beast Mode: Uranus is the other character that gains a new form while in this mode. When transforming into the Chimera, Uranus is restricted only to use the beast attacks, the blocks and the QCF Punch/Kick and QCB Punch/Kick, because using every other attack reverts her back to human automatically. In Hyper Beast Mode, she keeps her human form, although her mannerisms and growls are that of her beast form, and she bypasses the aforementioned restriction, becoming a complete fighter. Her attacks also gain the Counter Hit ability, making her even more deadly.

Uriko the Half Beast
Surprise Cat Pounce: QCF QCF X
Uriko leaps towards her opponent. If successful, she will create a ball which can then be controlled by the player with the control stick, and can also bounce for more damage pressing X. After a short while, the ball will jump high and deform when landing, revealing a dizzy human Uriko and her knocked out opponent bouncing off. Be careful, because this attack can go out of bounds if not properly controlled.

Dance of the Phoenix: QCB QCB X
This Drive has three different variations, depending on how or when does Uriko catch her opponent. She first will start running towards the wall on her back, although you will be able to redirect her wherever you might want (even through your opponent, which will be sent flying upwards). You can also control how far and high she leaps after climbing the wall. After leaping, if she catches her opponent, the Drive will start, but if she fails, she will be left in the ground, unconscious in her human form.

If she catches her opponent from the front, she will sit on its shoulders and scrap its face. She will then launch it high, and, reverting to human form, will dash towards it as it falls, landing a powerful jumping kick that sends it to the wall. If she catches it from the back, she will immediately revert back to human while sitting in its shoulders, and will lay back, breaking her opponent’s back, before resuming the starting position. Her opponent, now kneeling in pain, can only wait for the final blow, a powerful and charged punch that sends even Uriko herself flying. At last, if she catches her opponent while in the air, she once again sits in its shoulders, reverting back to human immediately, and plummeting together to the ground.

Hyper Beast Mode: Once more, she gains the Counter Hit ability, and will also gain the ability to bypass her opponent’s defense to always deal the same amount of damage.

Xion the Unborn
Outbreak: QCF QCF X
Xion will bring both his arm blades down. After it, he launches some more slashes before doing a double slash down to the ground and finally lifting his opponent upwards. This motion is always played, but if the first hit doesn’t connect, it ends here, with Xion regaining human form. I the first hit does connect, then Xion, back into human form, jumps to the air and charges a powerful kick that smashes his opponent into the ground.

Ascension to Heaven: QCB QCB X
Xion performs an uppercut with one of his arm blades, sending his opponent flying. It lands on Xion, who slashes it with the blade-like wings on his back a few times before sending it flying backwards with both his arm blades. He then goes after it, spinning, and connects one more slash that smacks his opponent into the wall. Xion reverts back to human after this last hit.

Hyper Beast Mode: Even if the opponent defends, Xion’s attacks will still deal some damage.

Yugo the Wolf
Spiral Fang: QCF QCF X
Yugo uppercuts the opponent into the air. He then follows it, all the while dealing a barrage of hits while ascending. At the peak of the ascension, Yugo bites his opponent, and plummets it into the ground with his jaws. Once in the ground, Yugo reverts back to human.

King of Breaker: QCB QCB X
Yugo immediately reverts back to human, fire coming out of his fists. He then launches a barrage of punches towards his opponent, which ends in a powerful uppercut. If the attack is blocked at first, it ends in a powerful straight punch instead. I’m not really sure how the motion works to switch between the uppercut finisher and the direct finisher.

Hyper Beast Mode: Yugo seems able to land combos more easily, like if the opponent took a little more time to recover from the hits taken.
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11-20-14 01:43 AM
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EX Palen Interesting post. Stuff like this guide for signature combos is always appreciated. Unfortunately that's all I have to say about this as I'm not too familiar with the game itself.
EX Palen Interesting post. Stuff like this guide for signature combos is always appreciated. Unfortunately that's all I have to say about this as I'm not too familiar with the game itself.
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Affected by 'Laziness Syndrome'

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Last Post: 3396 days
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