---------------------------------------
SLAP HAPPY RHYTHM BUSTERS FAQ ver. 0.01
                 by
            Harold Santos
         y3kman@hotmail.com
---------------------------------------

Table of Contents
I.    Introduction
II.   Version History
III.  General Stuff
      -Game Mechanics
      -Game Descriptions and Terminologies
IV.   Move List
      -Move Notations
      -Character Moves
V.    Help Section
VI.   Copyright

--------------
I.Introduction
--------------
   Slap Happy Rhythm Busters is a fighting game by Polygon Magic and Ask. It 
was
released last June, 2000 and did not actually made noise, probably because 
it was
only released in Japan. Slap Happy is not your typical fighting game, like 
Tekken
and Street Fighter, because of its unique game mechanics. You still have the 
moves
and supers from Street Fighter AND an additional Beat Combo.  This feature 
is similar
to Dance Dance Revolution because you need to press buttons in time with the 
beat.

   Since I can't find any FAQ's for this game, I decided to make my own. 
This FAQ is
best viewed with Notepad maximized.:)

------------------
II.Version History
------------------
ver 0.01 - August 18, 2000 - My first Slap Happy Rhythm Busters FAQ

-----------------
III.General Stuff
-----------------
-Game Mechanics-
  a.  Controls for main menu
      start     -     to start
      X         -     to cancel
      circle    -     to start, to choose

  b.  Choices for main menu
      Arcade       -   One-player mode
      VS. mode     -   Two-player mode
      Practice     -   Practice mode your moves including the beat combo.
      DJ Practice  -   Practice your beat combo in easy or hard.
                       The secrets are unlocked with this mode.
      Options      -   Change the game settings, control configuration, save 
and load,
                       and view the "comics".

  c.  Controls for character selection screen
      X         -     cancel choice, return to main menu
      Circle    \
      Triangle   >    choose character outfit
      Square    /

-Game Descriptions and Terminologies-
  a.  Beat Combo
         A Beat Combo(BC) is performed by pressing the L2 button with three 
levels of
      beat meter.  The beat meter is located at the bottom of the screen and 
it starts
      at level 1.  Attacking, blocking, taunting and getting punched/kicked 
by the
      opponent will increase your meter from 1 -> 2 -> B.

         The Beat Combo is a terrific way of giving damage to your opponent. 
  But for
      the price of 3 beat meters, I personally don't use it often.  Because:
         1.  It is blockable.  You have to put it in a combo to hit an 
opponent.
         2.  It uses up three levels.  You can give more damage with a combo 
that ends
             with a super.  And you can do this three times.

         If you are new to this game, I suggest that you first clear some 
beat combos
      in DJ practice to get the rhythm.  Practicing beat combos will unlock 
certain
      characters but it doesn't necessarily mean that you can PLAY with 
them.

         During the game, I strongly recommend that you finish each round 
with a beat
      combo because some of the characters you have unlocked will be the 
"boss", like
      Jakoo and Dark Ramos.  Defeating them will make them playable.

  b.  Taunting
         Taunting is a very important aspect of this game. You can taunt 
your opponent
      by pressing the select button. There are two reasons why you should 
taunt:
         1.  It adds to your beat meter.
         2.  Some taunts CAN kill your enemies.  Let's take Ramos for 
example. His
             taunt will hit the opponent for 1 damage.  Unlike some other 
fighting
             games where taunting can never knockout an opponent, Slap Happy 
will
             allow you to give the ultimate humiliation.

  c.  Blocking
         You can block most of your opponent's attacks by pressing back or 
down-back.
      You can block ground and air attacks. Take note that throws and some 
supers are
      unblockable. There are some characters with overhead attacks, too.

  d.  Throwing
         Throwing is another important part of this game.  Throwing may be 
cheap but
      it works very well.  You can perform a throw when you are near an 
opponent.
      Throws are unblockable. You can counter a throw by pressing your throw 
button
      during the initial contact. If your game is in the highest difficulty 
setting,
      expect the computer to throw you at every opportunity.

  e.  Air Recovery
         Slap Happy allows you to air-recover when an opponent launches in 
the air.
      Pressing a button will let you air recover.  I usually press the 
"heavy punch"
      button because I play with Mia often. (This would be explained later 
in the
      move list). Do not abuse air recovery!  Sure you can strike back 
against your
      opponent very fast but your opponent can hit you also. If you try to 
recover,
      make sure you press a direction button. You can't air recover when you 
are
      already going down.

  f.  Damage Computation
         Like the other fighting games out there, Slap Happy follows the 
"more hits,
      decreasing damage" rule.  Meaning, the more you combo your opponent, 
the less
      powerful your move becomes.  Most supers deal maximum damage when they 
are NOT
      included in a combo.

         Another interesting note is how a move gives damage.  Let's take 
Ramos for
      example.
             Move          Total Damage
             ----          ------------
             lp        ->       21
             lk        ->       21
             hp        ->       37
             hk        ->       37
             lp, lp    ->       37
             lk, lk    ->       37
             hp, d+hp  ->       67      (this is a heavy punch followed by a 
launcher)
             hk, hk    ->       67
             hk, d+hk  ->       72      (this is a heavy kick followed by a 
sweep)

      You don't need to pull-off fancy combos to deal big damage in this 
game.

  g.  Launchers
         Slap Happy allows you to launch your opponent in the air.  This is 
usually
      done with d+hp (down + heavy punch).  There are only a few characters 
that have
      impressive "aerial raves". So why bother launching your opponent in 
the air?
      If your opponent is not good at air recovery, you can punish him by 
either going
      up in the air or wait for him to get down (before he reaches the 
ground). One
      important thing about launchers, you can only launch you opponent in 
the air
      three (3) times. Would it be fun to juggle to death your opponent?

  h.  Dash Attacks
         Dash attacks are performed by pressing forward, forward then heavy 
punch.
      (f,f hp). To dash-attack properly, press forward twice, do not hold 
the last
      forward. When a dust appears, press the heavy punch.  All dash attacks 
involve
      the heavy punch.

         So why bother dash-attacking? The main reason why you should do 
this is to
      give additional to damage to a helpless opponent. After launching your 
opponent
      in the air and he does not recover, in most situations your opponent 
will be out
      of reach for any of your moves.  Dash attacks are your solution to 
this problem.
      But do not try to dash attack a standing opponent. The computer and 
most of your
      friends will see this coming and block your attack. Dash attacks have 
poor
      recovery time.

  i.  Bounce-off Wall(BOW)
         You can bounce your enemies off walls in this game. The good thing 
about
      bouncing your enemies is that they can't block or air-recover after 
hitting the
      wall. So what should you do if you connect with a BOW attack? Combo 
your enemy.
      BOW combos are difficult to pull-off because you must know what moves 
can really
      hit your opponent. Do not try to a BOW attack outside of a combo. BOW 
attacks
      have the worst recovery time in this game. Most characters can only 
bounce their
      opponents once. I was able to bounce my enemy twice with April, 
though.
  j.  Combo Types
         There are three types of combos in this game: normal combo, BOW 
combo and
      corner combo.Corner combos are made when you have cornered your 
opponent. BOW
      combos are those that you follow-up after bouncing your enemies off a 
wall. The
      normal combos are performed anywhere except from the corner with your 
enemy
      initially standing.The easiest and most powerful is the corner combo. 
BOW combos
      are the hardest and least powerful. While normal combos are of medium 
strength
      and difficulty.

         Normal and corner combos can bounce enemies off the walls.


------------
IV.Move List
------------
-Move Notations-
f     -     forward
ff    -     forward, forward        (dash)
b     -     back
bb    -     back, back
u     -     up                      (pressing and releasing will result to a 
jump)
d     -     down
bf    -     back, forward
db    -     down, back              (you can also press down, down-back, 
back)
df    -     down, forward           (you can also press down, down-forward, 
forward)
dd    -     down, down
P     -     any punch button
lp    -     light punch             (square by default)
hp    -     heavy punch             (triangle by default)
PP    -     both punch buttons      (R1 by default)
K     -     any kick button
lk    -     light kick              (X by default)
hk    -     heavy kick              (circle by default)
KK    -     both kick buttons       (R2 by default)
air!  -     can only be done when in air
(air) -     can also be done when in air


   The following characters are placed in the order you see them at the 
character
selection screen, and not by their availability.  This list is just a move 
list.

Frosty
Jakoo
Baron Volt
Sledge
Chad-Gram
Ramos
Mia
Oreg
Nitro
Euri
Holemon
Thrash
April
Garia
Zekoo
Vivian-Roxy
Mercantile
Tomtom
Dark Ramos
Rude Boy
Stealth

--------
-Frosty------------------
--------
Regular moves:   df+P   -   Freeze gun.  Light punch hits ground near 
Frosty.
                                         Heavy punch hits ground far from 
Frosty.
                 df+K   -   Snowman's head. Light kick hits near Frosty.
                                            Heavy kick hits far from Frosty.

Launcher     :   none

Dash attack  :   ff, hp -   Falling headbutt

BOW attack   :   b+hp

Super moves  :   df+PP  -   Ice Cube Cannon
                 df+KK  -   Grab and Stab

Notes        :   1. The "Ice Cube Cannon" is similar to Cable's Hyper Viper 
Beam.
                    It doesn't hit opponents who are very close to Frosty.  
To be
                    able to get the most of this move, try bouncing your 
enemies off
                    the wall.
                 2. The "Grab and Stab" move is unblockable but you must 
perform it
                    similar to a throw. It is possible to combo this move 
but it is
                    extremely hard.

-------
-Jakoo-------------------
-------
Regular moves:   df+P   -   Wave attack
                 df+K   -   Window thingy
                 dd+P   -   Rising Blade

Launcher     :   d+hp

Dash attack  :   ff, hp -   Slice

BOW attack   :   b+hp

Super moves  :   df+PP  -   Slash, Slash, Slash
                 dd+PP  -   Super Sword Thrust

Notes        :   1. The Super Sword Thrust will only connect once against an 
airborne.
                    The first hit will connect but the rest will miss.
                 2. The "Slash, Slash, Slash" move is unblockable but you 
must perform
                    it similar to a throw. It is possible to combo this move 
but it is
                    extremely hard.

------------
-Baron Volt--------------
------------
Regular moves:   bf+P   -   Power Roll
                 db+P   -   Earthquake

Launcher     :   hk

Dash attack  :   ff, hp -   Single Roll

BOW attack   :   b+hp

Super moves  :   bf+PP  -   Super Roll
                 db+PP  -   Super Quake

Notes        :   1. The "Super Quake" is impossible to connect in a combo.
                 2. The hits for the "Super Roll" will greatly decrease in a 
combo.

--------
-Sledge------------------
--------
Regular moves:   dd+P   -   Punch Barrage.Light punch hits 12 times.
                                          Heavy punch hits 24 times.
                 db+P   -   Jump and Punch
                 bf+P   -   Headbutt

Launcher     :   d+hk

Dash attack  :   ff, hp -   Shoulder Ram

BOW attack   :   b+hp

Super moves  :   df+PP  -   Grab and Slam
                 bf+PP  -   Super Headbutt

Note         :   The "Grab and Slam" move is unblockable but you must 
perform it
                 similar to a throw. It is possible to combo this move but 
it is
                 extremely hard.

-----------
-Chad Gram---------------
-----------
Regular moves:   df+P   -   Spit
                 dd+P   -   Rising Tackle


Launcher     :   hk

Dash attack  :   ff, hp -   Push

BOW attack   :   b+hp

Super moves  :   dd+PP  -   Super Rising Tackle
                 df+KK  -   Chad-Gram Rush

Notes        :   1. Chad-Gram's heavy punch will miss at close range.
                 2. If "Super Rising Tackle" misses, expect the worst.

-------
-Ramos-------------------
-------
Regular moves:   df+P   -   Burning Record
                 bf+P   -   Punch Rush
                 dd+P   -   Rising Punch

Launcher     :   d+hp

Dash attack  :   ff, hp -   Dash Punch

BOW attack   :   b+hp

Super moves  :   df+PP  -   Burning Beam
                 bf+PP  -   Super Punch Rush

Notes        :   1. If the "Burning Beam" hits the legs of a jumping 
opponent, he
                    will not be able to block.
                 2. Ramos can knockout his opponent with a taunt.

-----
-Mia-------------------------
-----
Regular moves:   jump, hp   -   Air "Kikouken"
                 df+P       -   Kikouken
                 bf+P       -   Palm Strike
                 dd+K       -   Rising Kick

Launcher     :   d+hp

Dash attack  :   ff, hp -   Rushing Punch

BOW attacks  :   b+hp
                 df+P

Super moves  :   df+PP  -   Super Kikouken
                 dd+KK  -   Super Rising Kick

Notes        :   1. In my opinion, the best character in the game.
                 2. Because she is small, she can dash towards an enemy even 
if
                    there is a projectile coming towards her. This requires 
timing.

------
-Oreg--------------------
------
Regular moves:   db+P   -   Grab and Slam
                 df+P   -   Uppercut
                 bf+P   -   Headbutt

Launcher     :   d+hp

Dash attack  :   ff, hp -   Shoulder Ram

BOW attack   :   b+hp

Super moves  :   df+PP  -   Super Grab and Slam
                 bf+PP  -   Super Headbutt

Note         :   The "Super Grab and Slam" move is unblockable but you must 
perform
                 it similar to a throw. It is possible to combo this move 
but it is
                 extremely hard.

-------
-Nitro-------------------
-------
Regular moves:   df+P   -   Driller
                 db+P   -   Grab and Slam
                 bf+P   -   Boot Booster

Launchers    :   d+hp
                 jump hp

Dash attack  :   ff, hp -   Dash Attack

BOW attack   :   b+hp

Super moves  :   db+PP  -   Super Driller
                 dd+KK  -   Laser Attack

Notes        :   1. The "Laser Attack" super is impossible to connect in a 
combo.
                 2. Nitro can knockout his enemies with his taunt.


------
-Euri--------------------------
------
Regular moves:   (air) df+P   -   Flamethrower
                 (air) db+P   -   Exhaust
                 (air) ff     -   Air Dash
                 (air) bb
                       bf+K   -   Green Ball

Launcher     :   hk

Dash attack  :   none

BOW attack   :   b+hp

Super moves  :        df+PP  -   Super Flamethrower
                 air! df+KK  -   Super Air Combo

Note         :   It doesn't matter what kind of punch or kick button you use 
when
                 playing as Euri. Flamethrower(lp) deals 32 damage while 
F.Thrower(hp)
                 deals 33 damage.  The Exhaust has the same damage level for 
both
                 punches. The Green Ball also deals the same damage for the 
light
                 and heavy kicks.

---------
-Holemon-----------------
---------
Regular moves:   df+P   -   Bird Cage
                 bf+P   -   Cleaver Rush
                 dd+K   -   Rising Tackle

Launcher     :   d+hp

Dash attack  :   ff, hp -   Belly Slide

BOW attack   :   b+hp

Super moves  :   bf+PP  -   Super Cleaver Rush
                 dd+KK  -   Super Bounce

Note         :   none


--------
-Thrash------------------
--------
Regular moves:   df+P   -  Vacuum
                 db+P   -  Overhead Smack
                 bf+P   -  3-hit Smack

Launchers    :   d+hp
                 hk

Dash Attack  :   ff, hp

BOW Attack   :   b+hp

Super moves  :   db+PP  -  Super Smacker
                 df+PP  -  Super Vacuum

Note         :   As the name implies, "Super Vacuum" doesn't damage 
opponent.


-------
-April-------------------------
-------
Regular moves:   (air) df+P   -   Knife Throw
                 (air) dd+P   -   Air Shot
                       b+lk   -   Wire Grab

Launchers    :   d+hp
                 hk

Dash attack  :   ff, hp -   Dash and Slash

BOW attacks  :   b+hp
                 hk

Super moves  :   df+PP  -   Super Knife Throw
                 dd+PP  -   Super Air Shot

Notes        :   1. To effectively use the "Super Knife Throw" against a 
falling
                    enemy, you must time it so that you are aiming for the 
head.
                 2. Unfortunately, the Wire Grab is blockable.
                 3. To maximize the hits for the "Super Air Shot", try this 
on a
                    cornered enemy.

-------
-Garia-------------------
-------
Regular moves:   df+P   -   Sword Thrust. Light punch hits opponent near 
Garia.
                                          Heavy punch hits opponent far from 
Garia.
                 db+P   -   Tarot Card.   Light punch hits near Garia.
                                          Heavy punch hits far from Garia.
                 df+K   -   Sand Lion

Launcher     :   d+hp

Dash attack  :   ff, hp -   Slap

BOW attack   :   b+hp

Super moves  :   df+PP  -   Super Sword Thrust
                 df+KK  -   Super Sand Lion

Notes        :   1. The Super Sword Thrust doesn't hit cornered enemies. To 
combo
                    this, make sure your opponent is in the upper-half of 
the screen.
                 2. To maximize the hits for the Super Sand Lion, make sure 
your
                    opponent is in the lower-half of the screen.


-------
-Zekoo-------------------
-------
Regular moves:   df+P   -   Wave Attack
                 dd+P   -   Rising Blade
                 df+K   -   Window Thingy

Launcher     :   d+hp

Dash attack  :   ff, hp -   Slash

BOW attack   :   b+hp

Super moves  :   df+PP  -   Super Wave Attack
                 dd+PP  -   Super Sword Thrust

Note         :   The "Super Sword Thrust" only hits once against a falling 
enemy.


---------------
-Vivian & Roxy-----------
---------------
Regular moves:   df+P   -   Uppercut + Kick
                 db+P   -   VR Spin
                 df+K   -   Double Uppercut

Launcher     :   d+hp (?)

Dash attack  :   ff, hp

BOW attack   :   b+hp

Super moves  :   df+PP  -   VR Rush
                 df+KK  -   Gun Attack

Note         :   V&R lack a decent launcher.


------------
-Mercantile--------------
------------
Regular moves:   df+P   -   Wolf Rush
                 dd+P   -   Rising Attack
                 df+K   -   Wolf Grab

Launcher     :   d+hp

Dash attack  :   ff, hp -   Wolf Bite

BOW attack   :   b+hp

Super moves  :   df+PP  -   Super Wolf Rush
                 dd+PP  -   Super Rising Attack

Notes        :   1. You can't put in a combo the "Super Rising Attack".
                 2. When the wolf gets beaten up, the old geezer will 
replace it.


--------
-Tomtom------------------
--------
Regular moves:   df+P   -   Vandal Rush
                 dd+P   -   The Hand

Launcher     :   hk

Dash attack  :   ff, hp -   Spray Attack

BOW attack   :   b+hp

Super moves  :   df+PP  -   Super Vandal Rush
                 df+KK  -   Tomtom Spray Barrage

Note         :   The super moves of Tomtom have decent range.

------------
-Dark Ramos--------------
------------
Regular moves:   df+P   -   Burning Record
                 dd+P   -   Rising Punch
                 bf+P   -   Punch Rush

Launcher     :   d+hp

Dash attack  :   ff, hp -   Dash Punch

BOW attack   :   b+hp

Super moves  :   df+PP  -   Burning Beam
                 df+KK  -   Super Punch Rush

Note         :   Please refer to Ramos' section.


----------
-Rude Boy----------------
----------
Regular moves:   bf+P   -   Dash Punch
                 db+P   -   Overhead Slash
                 db+K   -   Counter Stance


Launcher     :   d+hp

Dash attack  :   ff, hp -   Rushing Punch

BOW attack   :   b+hp

Super moves  :   df+PP  -   Rude Guy
                 db+PP  -   Super Crescent Slash

Notes        :   1. The Counter Stance is ineffective against projectiles 
and throws.
                 2. The Super Crescent Slash range is longer than it looks 
like.
                 3. The Super Crescent Slash is an overhead attack.

---------
-Stealth-----------------
---------
Regular moves:   df+P   -   Energy Shot
                 dd+P   -   Plasma Orb
                 db+P   -   Rush Punch
                 bf+P   -   Stealth Hold

Launcher     :   d+hp

Dash attack  :   ff, hp -   Stealth Punch

BOW attacks  :   b+hp
                 db+P

Super moves  :   db+PP  -   Super Rush Punch
                 dd+PP  -   Super Plasma Orbs

Note         :   none



--------------
V.Help Section
--------------
1. I want to give decent names to the moves. Can you give some suggestions?
2. If you have any corrections, please e-mail me.

------------
VI.Copyright
------------
This FAQ is (c)2000 by Harold Santos.
