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+====================+
| LAST BRONX F.A.Q. |
+====================+
Version: 1.0
Date: 1997.08.01
Author: Han (Arcade-3D)
E-mail: JMZHANG@CIVIL.Watstar.UWaterloo.CA
Copyright (C)1997 Han (Arcade-3D). All rights reserved.
Last Bronx is (C)1996 SEGA(R). All rights reserved.
Table Of Contents
=================
The Story
Basic Game Play
Attack Cancelling
Combat Roll
Jumping
Ground Attack
Rising From The Ground
Guard And Attack
Throwing
Completion
Mirror Match
General Move List
Description Of Commands
Basic Move
Body Attack
Down Attack
Throw
Individual Character Move List
Tomiie Hiroshi
Nagi Hojyo
Joe Inagai
Lisa Kusanami
Yoko Kono
Zaimoku Saburou
Yusaku Kudo
Kurosawa Toro
Ken Kono (Redeye)
Tricks And Codes
Credits
The Story
=========
In the days just before the Bubble broke...
Tension, chaos and snowballing rage culminated in the first all-Tokyo Street
War tournaments. Young gangs met in violence and slid into a wasteland of ruin
down streets drenched in their own blood.
Then, an enlightened gang of bikers - SOUL CREW put an end to that bloody era
in Tokyo's history, overwhelming all resistance through their unstoppable
fighting skills and their Free Soul philosophy. Appealing to metalheads,
thrashers and neo-punks alike, the SOUL CREW blazed a way for the freedom and
future of Tokyo's youth. Once again the streets grew safe and calm...
...until, under circumstances still shrouded in mystery, the SOUL CREW leader
was viciously killed, throwing the Tokyo balance of power into upheaval. The
delicate peace was shattered as every young street tribe with pride, dreams or
ambitions felt the shockwaves like a call to arms. The second Tokyo Street War
Tournament was ignited.
Here is where the Last Bronx saga begins.
The Street War fights have been called many things by many people "...a
struggle for the undisputed mastery of Tokyo..."; "...a game for little
kids..."; "...a break from all that boring peace and quiet..."; "...a
joke."
But, no matter what their feelings on the subject, the leader of every street-
fighting gang in town received the following ominously worded invitation:
Fellow Citizens:
We have all grown tired of this bitter strife. And so I now call on each
of you in the name of peace and love. You all know how useless and regrettable
these recent squabbles are, and how wasteful of the blood of the young. I have
a modest proposal to remedy this unfortunate situation: I call for a fighting
tournament solely between the chosen leaders of each worthy gang a decisive
battle that will spare the limbs and lives of the young, while settling the
thorny question of which group has the power needed to rule Tokyo.
I have already taken the liberty of arranging the arenas of combat I will
inform you of the exact dates and times for each match in the near future. Of
course, the fights will be held in secrecy, and the results will not be made
public. This is a fight for honor, not fame; only the particpants will know
where they stand in regard to each other when the fighting has ended.
A final word: I regret that under no circumstances can a refusal to
partcipate in these games be accepted. In the event that any of you do not
attend, I will make arrangements to have flowers sent to the funeral. I look
forward to meeting each of you at the appointed hour.
RED RUM
Several of the recipients of this very peculiar letter shrugged it off as a
practical joke or believed it to be a trap set by a rival gang, but when
members of their groups were left half-dead after brutal assaults, the truth
of its warning became very clear. There would be no RSVPs.
And so the latest battle for the streets of Tokyo begins in an atmosphere of
secrecy and mistrust. Who is the shadowy Red Rum? What is the true purpose of
this new tournament? Eight young fighters set off into this vortex of
mysteries, seeking answers, and the right to call themselves worthy of the
Last Bronx.
Basic Game Play
===============
Attack Cancelling
-----------------
Also refered as G-cancel. To perform it, press guard button during an attack
motion. This allows you to abandon an attack after it has been launched. It
can be performed at any time between the time when the attack is launched and
the moment when it makes contact with the opponent. You can G-cancel just
about any move, even in the middle of a combo. This includes sweeps, and
ground attacks (d/f+P on a fallen opponent). However, there are one or two
moves that cannot be G-cancelled (or so it seems). Eg. Yusaku's PK move
(punch-roundhouse). Using the Attack Cancel feature allows characters in the
game to execute a disorienting array of feints and fake attacks. Mastering G-
cancel gives you access to a whole new level of realistic fighting tactics.
But more importantly, it creates an atmosphere of uncertainty that leaves your
opponents second-guessing every move, trying to read each other's minds. "Is
it just another fake left, or could this one be the real McCoy?" The only way
to survive this combat arena is to develop quick reflexes, quicker wits and a
keen sense of who's kidding who? Hehehe...
Combat Roll
-----------
The Combat Roll (or Rolling) maneuver lets a fighter get in close while
dodging an enemy's attack. The instant an opponent throws an high or mid-body
attack, push the guard, kick and punch buttons simultaneously to dodge the
attack and roll right up into the opponent's face. Used correctly, not only
will you avoid taking any damage, but your fighter will be in position to deal
out some bruises in return. The rolling is a good way of evening the odds
against opponents with long reaches, allowing fighters with short-range
weapons to get into striking distance without getting stricken. It also
broadens each fighter's attack arsenal, giving new range and depth to their
defense and counter-attack capabilities. One low punch or kick will knock you
down from your roll. However, the low punch or kick does not knock you down if
you use a crouch dash. Set up throws by rolling under an opponent's high or
middle level attack, and then throw him/her when you get up. It is possible to
cancel the end motions of rolling with G-cancelling. Nagi is special, because
she can cancel the end motions 5 frmames faster than other character.
Jumping
-------
Jumps are slightly more realistically-modelled. Slightly, because you can
still somersault over the opponent like nobody's business. Jump and kick by
pressing u+P, u/b+P or u/f+P. Using u+K usually results in one of your
character's moves, not a true jump.
Ground Attack
-------------
Pounce by pressing u+P. Some characters also have an u+K pounce. Pounces are
given a rather short range, and furthermore, I think not every knock-down move
allows for a pounce after that. There is no such thing as high pounce and low
pounce. A pounce is a pounce. Inflict damage on a fallen opponent by moving to
the opponent's fallen body and pressing d/f+P.
Rising From The Ground
----------------------
You cannot roll forward when getting up, only sideways or backwards (unlike
FV). A double roll is also possible (eg. roll back then to the side). You can
get up with a high or low kick, or roll and get up with a kick (again unlike
FV). High kick hits crouching defenders, low kick hits standing defenders.
Rising kicks are not knockdown moves, however... they only stun and push back
the opponent.
Guard And Attack
----------------
It is rumoured that you can do a fast guard motion by pressing f+G just before
the opponent's attack touches you. This has the advantage of a fast recovery,
so you can instantly strike back after the fast guard. The timing is kind of
severe, however, and is difficult to execute.
Throwing
--------
All P+G throws can be broken by pressing P+G. Failed throws have additional
animation frames, like FV. However, the punishment animation is very short,
and doesn't freeze you like a failed-throw in FV does. There are no back
throws in LB. Whenever an opponent jumps behind you, you automatically start
to turn around to face the opponent, during which time you can be thrown. But
you can also start moving or doing a move even while turning around.
Incidentally, turn-attacks have the mechanics of VF2, not FV (ie. you do not
have an extra punch when you turn around by attacking). All characters have a
crouch throw in d+P+G. Although the animation is the same for each character's
P+G and d+P+G throw (ie. you see the same thing on-screen), the P+G throw
cannot catch crouching defenders, and the d+P+G throw likewise cannot catch
standing defenders (no matter how close you are to the opponent). So you
cannot simply press d+P+G when you are near the opponent and hope to throw
him/her either way.
Completion
----------
Fight CPU enemies in the following order: Tommy, Nagi (one sexy chick!), Joe,
Lisa, Yoko, Zaimoku, Yusaku, Kurosawa, Red Eye. You do not fight against your
own character, and instead you skip to the next opponent. So there are eight
necessary battles (plus one more... will be explained later). The eighth
battle pits you against this bad dude called Red Eye, who has the same weapons
(and slightly more moves) as Yoko. You fight him on your own stage.
Mirror Match
------------
If you finish off all 8 enemies with the fastest time for your character, you
are given a bonus round (where the timer stops running, similar to fight with
Dural in VF2) in which you fight your Mirror Match, in a new battlefield
called the "Brilliant Room". This character has exactly the same moves as
yourself, except he/she is texture-mapped completely dull-gray (sometimes it
is bright metalic), and has a tough AI to beat.
General Move List
=================
Description Of Commands
-----------------------
The 8-way lever (joystick) and the 3 buttons are thus defined:
Lever is translated into numeric keypad code.
These commands assume that you are using the character on the left side.
7 8 9 K
4 5 6 P
1 2 3 G
G : guard button
P : punch button
K : kick button
S : start button
+ : and (press the buttons simultaneously)
/ : or (more than one command to excute the same move)
_ : hold (keep the lever held in that direction)
(Sit) : when you are sitting (lever is neutral)
(Back) : facing the enemy's back
(Wall) : near the wall
H : High-Attack (defend with a standing guard, or avoid by crouching)
M : Middle-Attack (defend with a standing guard)
L : Low-Attack (defend with a crouch guard, or avoid with a small jump)
Basic Move Command Description
| LAST BRONX F.A.Q. |
+====================+
Version: 1.0
Date: 1997.08.01
Author: Han (Arcade-3D)
E-mail: JMZHANG@CIVIL.Watstar.UWaterloo.CA
Copyright (C)1997 Han (Arcade-3D). All rights reserved.
Last Bronx is (C)1996 SEGA(R). All rights reserved.
Table Of Contents
=================
The Story
Basic Game Play
Attack Cancelling
Combat Roll
Jumping
Ground Attack
Rising From The Ground
Guard And Attack
Throwing
Completion
Mirror Match
General Move List
Description Of Commands
Basic Move
Body Attack
Down Attack
Throw
Individual Character Move List
Tomiie Hiroshi
Nagi Hojyo
Joe Inagai
Lisa Kusanami
Yoko Kono
Zaimoku Saburou
Yusaku Kudo
Kurosawa Toro
Ken Kono (Redeye)
Tricks And Codes
Credits
The Story
=========
In the days just before the Bubble broke...
Tension, chaos and snowballing rage culminated in the first all-Tokyo Street
War tournaments. Young gangs met in violence and slid into a wasteland of ruin
down streets drenched in their own blood.
Then, an enlightened gang of bikers - SOUL CREW put an end to that bloody era
in Tokyo's history, overwhelming all resistance through their unstoppable
fighting skills and their Free Soul philosophy. Appealing to metalheads,
thrashers and neo-punks alike, the SOUL CREW blazed a way for the freedom and
future of Tokyo's youth. Once again the streets grew safe and calm...
...until, under circumstances still shrouded in mystery, the SOUL CREW leader
was viciously killed, throwing the Tokyo balance of power into upheaval. The
delicate peace was shattered as every young street tribe with pride, dreams or
ambitions felt the shockwaves like a call to arms. The second Tokyo Street War
Tournament was ignited.
Here is where the Last Bronx saga begins.
The Street War fights have been called many things by many people "...a
struggle for the undisputed mastery of Tokyo..."; "...a game for little
kids..."; "...a break from all that boring peace and quiet..."; "...a
joke."
But, no matter what their feelings on the subject, the leader of every street-
fighting gang in town received the following ominously worded invitation:
Fellow Citizens:
We have all grown tired of this bitter strife. And so I now call on each
of you in the name of peace and love. You all know how useless and regrettable
these recent squabbles are, and how wasteful of the blood of the young. I have
a modest proposal to remedy this unfortunate situation: I call for a fighting
tournament solely between the chosen leaders of each worthy gang a decisive
battle that will spare the limbs and lives of the young, while settling the
thorny question of which group has the power needed to rule Tokyo.
I have already taken the liberty of arranging the arenas of combat I will
inform you of the exact dates and times for each match in the near future. Of
course, the fights will be held in secrecy, and the results will not be made
public. This is a fight for honor, not fame; only the particpants will know
where they stand in regard to each other when the fighting has ended.
A final word: I regret that under no circumstances can a refusal to
partcipate in these games be accepted. In the event that any of you do not
attend, I will make arrangements to have flowers sent to the funeral. I look
forward to meeting each of you at the appointed hour.
RED RUM
Several of the recipients of this very peculiar letter shrugged it off as a
practical joke or believed it to be a trap set by a rival gang, but when
members of their groups were left half-dead after brutal assaults, the truth
of its warning became very clear. There would be no RSVPs.
And so the latest battle for the streets of Tokyo begins in an atmosphere of
secrecy and mistrust. Who is the shadowy Red Rum? What is the true purpose of
this new tournament? Eight young fighters set off into this vortex of
mysteries, seeking answers, and the right to call themselves worthy of the
Last Bronx.
Basic Game Play
===============
Attack Cancelling
-----------------
Also refered as G-cancel. To perform it, press guard button during an attack
motion. This allows you to abandon an attack after it has been launched. It
can be performed at any time between the time when the attack is launched and
the moment when it makes contact with the opponent. You can G-cancel just
about any move, even in the middle of a combo. This includes sweeps, and
ground attacks (d/f+P on a fallen opponent). However, there are one or two
moves that cannot be G-cancelled (or so it seems). Eg. Yusaku's PK move
(punch-roundhouse). Using the Attack Cancel feature allows characters in the
game to execute a disorienting array of feints and fake attacks. Mastering G-
cancel gives you access to a whole new level of realistic fighting tactics.
But more importantly, it creates an atmosphere of uncertainty that leaves your
opponents second-guessing every move, trying to read each other's minds. "Is
it just another fake left, or could this one be the real McCoy?" The only way
to survive this combat arena is to develop quick reflexes, quicker wits and a
keen sense of who's kidding who? Hehehe...
Combat Roll
-----------
The Combat Roll (or Rolling) maneuver lets a fighter get in close while
dodging an enemy's attack. The instant an opponent throws an high or mid-body
attack, push the guard, kick and punch buttons simultaneously to dodge the
attack and roll right up into the opponent's face. Used correctly, not only
will you avoid taking any damage, but your fighter will be in position to deal
out some bruises in return. The rolling is a good way of evening the odds
against opponents with long reaches, allowing fighters with short-range
weapons to get into striking distance without getting stricken. It also
broadens each fighter's attack arsenal, giving new range and depth to their
defense and counter-attack capabilities. One low punch or kick will knock you
down from your roll. However, the low punch or kick does not knock you down if
you use a crouch dash. Set up throws by rolling under an opponent's high or
middle level attack, and then throw him/her when you get up. It is possible to
cancel the end motions of rolling with G-cancelling. Nagi is special, because
she can cancel the end motions 5 frmames faster than other character.
Jumping
-------
Jumps are slightly more realistically-modelled. Slightly, because you can
still somersault over the opponent like nobody's business. Jump and kick by
pressing u+P, u/b+P or u/f+P. Using u+K usually results in one of your
character's moves, not a true jump.
Ground Attack
-------------
Pounce by pressing u+P. Some characters also have an u+K pounce. Pounces are
given a rather short range, and furthermore, I think not every knock-down move
allows for a pounce after that. There is no such thing as high pounce and low
pounce. A pounce is a pounce. Inflict damage on a fallen opponent by moving to
the opponent's fallen body and pressing d/f+P.
Rising From The Ground
----------------------
You cannot roll forward when getting up, only sideways or backwards (unlike
FV). A double roll is also possible (eg. roll back then to the side). You can
get up with a high or low kick, or roll and get up with a kick (again unlike
FV). High kick hits crouching defenders, low kick hits standing defenders.
Rising kicks are not knockdown moves, however... they only stun and push back
the opponent.
Guard And Attack
----------------
It is rumoured that you can do a fast guard motion by pressing f+G just before
the opponent's attack touches you. This has the advantage of a fast recovery,
so you can instantly strike back after the fast guard. The timing is kind of
severe, however, and is difficult to execute.
Throwing
--------
All P+G throws can be broken by pressing P+G. Failed throws have additional
animation frames, like FV. However, the punishment animation is very short,
and doesn't freeze you like a failed-throw in FV does. There are no back
throws in LB. Whenever an opponent jumps behind you, you automatically start
to turn around to face the opponent, during which time you can be thrown. But
you can also start moving or doing a move even while turning around.
Incidentally, turn-attacks have the mechanics of VF2, not FV (ie. you do not
have an extra punch when you turn around by attacking). All characters have a
crouch throw in d+P+G. Although the animation is the same for each character's
P+G and d+P+G throw (ie. you see the same thing on-screen), the P+G throw
cannot catch crouching defenders, and the d+P+G throw likewise cannot catch
standing defenders (no matter how close you are to the opponent). So you
cannot simply press d+P+G when you are near the opponent and hope to throw
him/her either way.
Completion
----------
Fight CPU enemies in the following order: Tommy, Nagi (one sexy chick!), Joe,
Lisa, Yoko, Zaimoku, Yusaku, Kurosawa, Red Eye. You do not fight against your
own character, and instead you skip to the next opponent. So there are eight
necessary battles (plus one more... will be explained later). The eighth
battle pits you against this bad dude called Red Eye, who has the same weapons
(and slightly more moves) as Yoko. You fight him on your own stage.
Mirror Match
------------
If you finish off all 8 enemies with the fastest time for your character, you
are given a bonus round (where the timer stops running, similar to fight with
Dural in VF2) in which you fight your Mirror Match, in a new battlefield
called the "Brilliant Room". This character has exactly the same moves as
yourself, except he/she is texture-mapped completely dull-gray (sometimes it
is bright metalic), and has a tough AI to beat.
General Move List
=================
Description Of Commands
-----------------------
The 8-way lever (joystick) and the 3 buttons are thus defined:
Lever is translated into numeric keypad code.
These commands assume that you are using the character on the left side.
7 8 9 K
4 5 6 P
1 2 3 G
G : guard button
P : punch button
K : kick button
S : start button
+ : and (press the buttons simultaneously)
/ : or (more than one command to excute the same move)
_ : hold (keep the lever held in that direction)
(Sit) : when you are sitting (lever is neutral)
(Back) : facing the enemy's back
(Wall) : near the wall
H : High-Attack (defend with a standing guard, or avoid by crouching)
M : Middle-Attack (defend with a standing guard)
L : Low-Attack (defend with a crouch guard, or avoid with a small jump)
Basic Move Command Description
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