River City Ransom: Underground

River City Ransom: Underground

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fortuiteer Feb 28, 2017 @ 7:23pm
Movesets - Validating the list
Which moves actually exist? Which ones certainly don't? How do you perform those that lack a (working) description?

EDIT: By now you can find better help in the "Guides" section, which means the movelist will probably not get updated any further, but questions still get answered.

Let's try to collect data on the topic. I'll fill everything that's posted here into the list below.
Apparently some moves can be unlocked although they are part of a combo that requires moves which can only be gained at higher level. It causes lots of confusion and grinding, but at least the game cannot be accused of hand-holding.

Hints for beginners:
- Go to the sauna, to increase your character's STA (hitpoints)! Do that at least twice, to double your initial STA. After that the upgrades get less efficient.
- You can perform every move from blocking, without letting go of the block-key.
That helps with defense and precision. Especially the dash attacks will connect more reliably when performed from a defensive (block) stance.
Just be sure to keep youself safe from rear attacks. Have a wall or other protection behind yourself. Also, dodge grapple attempts!
- To buy moves, it seems that aside of the money you also need to have the right level and SPC.

Moves and explanations:
(For the uninformed, please note that attacks need to connect with the enemy to enable execution of the follow up/combo! If you cannot perform a combo, chances are you still need to buy one of the moves required for it.)

Alex
Roundhouse = follow up to crescent kick
Grabs/Grapples/Throws:
Ground Pound = G, P
Spartan Kick = G (from behind), forward+K (must be at the same time)

Ryan
Acorn Breaker = down+K above downed enemy
Shove Kick = K, P, K (shove Kick)
Jump Backhand = J, P, K, P (jump backhand)
Uppercut = P, P, P, P (uppercut) -or- K, P, K, P (uppercut)
Acroroid = at 1 hp J+P+K (at 1hp or less!)
Backhand = P+K (attacks backward without changing facing direction)
Grabs/Grapples/Throws:
Back Grapple Kick = from behind G, P
Known Combos:
K, K, away+P+K, forward+S
K, K, away+P+K, down+S (more damaging & more risky than above combo)
K, P, K, P, J, S

Glen
Jump Roundhouse = K, P, K (roundhouse) -or- P, P, K, K (roundhouse)
Goal Kick = kick downed opponent!
Jump Knuckle = J, P, P
Spinning Back Fist = P+K
Blustery Kick = S
Dark Rainbow = down+S
Rockin' Demon = J+P+S (Glen must be at 1hp!)
Stiff Palm = K, K, P (stiff palm)
Pop Up = up+K (what's the purpose of this weak attack?)
Grabs/Grapples/Throws:

Known combos:
PPK
PPPP
PPPKK
PKPPKK
KKK
KKPP
Jump PKP

Paul
Jump Heavy Punch = J, P
Jump Jab = J, K
Right Straight = K, P, P, K (right straight)
Left Gut Punch and Left Hook are follow ups to his Right Cross (K)
Grabs/Grapples/Throws:

Known Combos:
PPKPPKPK
PKPKPKP
KPPK
KKPPK

Jump KP
Jump KKKP

Provie
Jump Twist Kick = J, K
Jump Spin Kick = J, P, K (spin kick)
Jump Splits Kick = J, down+K
Wounded Knee = J, down+K (above downed enemy)
Escape = B (hold), down, up (quickly)
[unknown spinkick] = back+S
Corkscrew = up+S (best performed after Split Punch combo)
Extended Ballbuster = P, P, K (handstand side kick), K (hop spin kick), K, P (splits punch, causes stun)
[unknown divekick] = ?
Handstand Side Kick = P, P, K (handstand side kick))
Hop Spin Kick = K, K, K (hop spin kick)
Splits Punch = K, K, K, P (splits punch)
Spin Cycle = P, K, P, K, K
Gainer = Dash P (Knocks down enemies)
Back Kick = P+K
Windmill = S
Back Spin = P (while in Windmill)
Spring Kick = K (while in Windmill)
Flare = P/K (while in Back Spin, attacks forward and backward respectively), Back+S
Double Knee Drop = P (while in Flare)
Broken Propeller = J, S (can cancel into itself once per jump)
Boom Box = charge P and release
Grabs/Grapples/Throws:
Donkey Launcher = G, away+K (timing is key)

Known Combos:
(assuming you're facing right,
^S means you can add any of the S moves)
KPKKK, ^S
KKKP,>>P, ^S
PKPKPK, ^S
KKKP,up+S
PKPKK
PPKKKP

>>P, S(air), up+S
S, P(delay)P
S, K
<+S, P
S after any combo - Windmill Finisher
PPKKKS (Immediate, very hard timing) - Broken Propeller Finisher
S,P,P/K,P - Windmill to Back Spin to Flare to Double Knee Drop
Dash P, S (Immediate) - Gainer to Broken Propeller

Bruno
Shooting Star = J+P after aerial attack (timing is key)
Back Elbow = P+K (launches backwards, so aim accordingly)
Hellbow = hold P, release
Leg Twist = K over downed enemy
Poison Mist = up+S (exactly in front of enemy)
Back Elbow = P+K
Acrotactics = Dash, S
Acrotactics Blade Kick = K during Acrotactics
Acrotactics Buster Driver = P during Acrotactics
Drop Kick = Dash, K
Frog Splash = Dash, P
Gravity Kick = P, K, K -or- K, K, K
Haymaker = S
Heel Kick = K, K
Jump Dropkick = J, K
Jump Elbow = J, P
Kick = K
Leg Drop = J, down+K
Moonstalker = left/right+S
Poof Kick = down+S
Punch = P
Throat Cut = P, P
Citizen's Elbow = at 1hp G+S over downed enemy (1hp or less required!)
MJ Spinning Thrust = ?
Grabs/Grapples/Throws:
Elbow Strike = G, P
Atomic Drop = G from behind, P
Suplex = G, left/right+K
BBT = G, left/right+P
Hurricanrana = G in mid-air or during Acrotactics (tough to land and low damage, though the damage might improve by increasing THR and/or ATK)
Known Combos:
PKK
PPKPK
KPKPK
KKK
PPKPPKK

Rudy
Atomic Punch = dash+P
Big Boot = dash+K
Chop = P
Clothesline = P, P, P
Dropkick = K, K -or- P, P, K
Flying Elbow = P+K
Jump Headbutt = J, P
Jump Squirrel = J, D+P
Missile Dropkick = J, K
Mud Stomp = P over downed enemy
Rudy Rush = left/right+S
Scoop Slam = down+S
Sonic Clap = up+S
Spinning Lariat = S
Towel Whip = ?
Grabs/Grapples/Throws:
Shining Wizard = G, K
Grapple Headbutt = G, P (enemy stays grabbed)
Grapple Switch = G, P+K
Grapple Slap = G from behind, P
Belly Suplex = G from front, up+P
Irish Whip = G, left/right+K
Tossup = G, up+K (must be at the same time)
Pavement Breaker = J, G against enemy in the air/juggled enemy
Piledriver = G, J, P
Rudy Salad = G, J, K
Powerbomb = G from front, down+P (follow up with Whiplash, see below)
Whiplash = G near downed opponent's legs, P (repeat, but time carefully)
Rolling Blunder = G from behind, left/right+P (enemy stays grabbed)
Tornado DDT = dash+G
Hammerbomb = G, S (you need to be at 1hp or less AND full supermeter required)
Known Combos:
KPPK

Mike
Inch Punch - K, P (backslap), P (inch punch) -or- K, K, P (inch punch)
Backhand = P+K
Backslap = P, P
Bobsled = Dash+S (Movelist says over downed enemy, works otherwise)
Butt Bounce = Dash+K, keep kicking to repeat
Cartwheel = S
Spinny Thing = K over downed enemy's head
Thumb Punch = hold P, release
Sumo Stomp = hold K, release
Circus Kick = K, K -or- P, K (buying Circus Kick may disable KKP inch punch combo)
Spine Moosher = up+S (might require at least 31 SPC)
Tanooki Drop = J, S
Grabs/Grapples/Throws:
Alley Oop = G, up+P
Barrel Toss = G, down+P
Hackey Sack = G, up+K
Hurly Burley = G, left/right+P
Flip Fatter = G from behind, P
Jump Hurly Burley = G, J, away+K (throws opposite way you are facing)
Spikey Mikey = G, J, P (Movelist says J, G, P)
Last edited by fortuiteer; Mar 14, 2017 @ 7:07pm
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Showing 1-15 of 189 comments
gou Feb 28, 2017 @ 7:24pm 
goal kick is just kicking a guy lying on the floor
Over 9000 Feb 28, 2017 @ 7:26pm 
Need to Add Provie jump kick to the list, seems broken.
QQ Feb 28, 2017 @ 7:28pm 
I've had issues performing some of these moves too. Namely Glenn's jumpround house. I suspected that maybe I need additional stats before I can perform the ability. I don't know.
Yuga-Suggah Feb 28, 2017 @ 7:31pm 
Alex's Roundhouse is actually a part of a three kick combo it seems. You have to have the cresent kick in order do do his roundhouse. It's weird because it seems like the roundhouse is the second attack in the kick combo.
Aurumlamina Feb 28, 2017 @ 7:33pm 
It seems that the moves that don't work are part of a combo. Hopefully we get a wiki or something up soon!
fortuiteer Feb 28, 2017 @ 7:40pm 
Originally posted by Aurumlamina:
It seems that the moves that don't work are part of a combo. Hopefully we get a wiki or something up soon!

I'd be very puzzled if Glen's jump kick turned out to be part of a combo that he doesn't have access to at start.
Aurumlamina Feb 28, 2017 @ 7:43pm 
From what we've seen so far, the evidence points to that conclusion.
Guts Feb 28, 2017 @ 7:48pm 
Ryan's shove kick is part of his combo. Combo goes as follows.

Kick, Punch, Kick (Shove Kick) and you later unlock a 4th move to this combo which is a punch and sends the enemy into the air.
Apocalypse2099 Feb 28, 2017 @ 7:54pm 
Alex' ground pound how to perform?
Serpentine Dreams Feb 28, 2017 @ 7:57pm 
So I just bought some skills and I can confirm that after buying the jump spin kick Provie could suddenly kick when I pressed the kick button in the air. Which just means that there are multiple problems.

First off, you never could do the jump kick that was first presented to you in the movelist. Perhaps it was meant to be considered a universal move, but it seems that this particular skill was able to be unlocked. Which is kind of dumb considering you just paid x amount of money just to unlock a button.
Aurumlamina Feb 28, 2017 @ 7:58pm 
Originally posted by Serpentine Dreams:
So I just bought some skills and I can confirm that after buying the jump spin kick Provie could suddenly kick when I pressed the kick button in the air. Which just means that there are multiple problems.

First off, you never could do the jump kick that was first presented to you in the movelist. Perhaps it was meant to be considered a universal move, but it seems that this particular skill was able to be unlocked. Which is kind of dumb considering you just paid x amount of money just to unlock a button.

Could be that she wasn't supposed to start with it and they forgot to remove it from her starting moves.
Serpentine Dreams Feb 28, 2017 @ 8:02pm 
Originally posted by Aurumlamina:
Originally posted by Serpentine Dreams:
So I just bought some skills and I can confirm that after buying the jump spin kick Provie could suddenly kick when I pressed the kick button in the air. Which just means that there are multiple problems.

First off, you never could do the jump kick that was first presented to you in the movelist. Perhaps it was meant to be considered a universal move, but it seems that this particular skill was able to be unlocked. Which is kind of dumb considering you just paid x amount of money just to unlock a button.

Could be that she wasn't supposed to start with it and they forgot to remove it from her starting moves.

That's what I was thinking too. I hope they address crap like this in the coming updates.
SoulEchelon Feb 28, 2017 @ 8:03pm 
Provie:

Her Jump Spin Kick is actually an unlockable called Jump Twist Kick. It says just "K" in the movelist but it's actually "J", "K" like the Jump Spin Kick says.

Her Wounded Knee ability works as well, but it's also mislabeled. When an enemy is down, you have to jump right above them then press down+"K" to make it work.
Serpentine Dreams Feb 28, 2017 @ 8:06pm 
Originally posted by SoulEchelon:
Provie:

Her Jump Spin Kick is actually an unlockable called Jump Twist Kick. It says just "K" in the movelist but it's actually "J", "K" like the Jump Spin Kick says.

Her Wounded Knee ability works as well, but it's also mislabeled. When an enemy is down, you have to jump right above them then press down+"K" to make it work.

Thank you.
gokajern Feb 28, 2017 @ 8:08pm 
I already beat the game and haven't been able to pull off the final move (the one you get from the secret shop) with Glen, it says J+P+S.
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Date Posted: Feb 28, 2017 @ 7:23pm
Posts: 189