| Bloody Roar Move List |
| ver 0.01 |
| Mantained by Ignacio de Lucas |
\-----------------------------------/
Welcome to my Bloody Roar move list. I'm Spanish and English is
my second language, so please forgive any type of grammatical or
spelling errors that you may (will) find in this document. Thanks!
Preliminary Stuff
Beast Mode
Under your characer's life bar, there is another one called Beast Bar.
The Beast Bar increases over time, and every time you hit your
opponent (even if he/she blocks) or he hits you. When the first
blue bar fills, your character sparks and a orange bar with the
letter B in it replaces it (in fact, it is in this status when
you start a combat), which refills just like the blue one.
You are then able to use the beast button to enter Beast Mode at
any time. When you do so, the letter B dissapears and the bar
stops refilling, and indeed it drains with every hit from your
opponent (these have to connect, though). When it is empty,
the next move that throws you off your feet will cause you to
leave Beast Mode, and the blue bar will replace the orange one
once again.
While you are entering Beast Mode, you will be invulnerable to most
attacks and in fact you will hit anyone attacking you, if
only for around 5 points of damage (though they'll be pushed
quite far). You can enter Beast Mode from the ground or while
in the air, and even while running. In the last case, you
will perform your RUN+B attack as you transform.
Effects of Beast Mode:
Beast button moves may be performed (duh).
Specials moves may be linked in strings marked that way. Remember that
this also applies to strings that can only be followed by one
single special (ex. K,K,d,df,f+K can only be used in Beast Mode).
High pounce (u+P|K|B) may be used.
Character gradually regenerates "temporary" damage. Every time a
character is hit, he/she will suffer both permanent and
temporary damage. Temporary damage is marked by a lighter
color that permanent, and regenerates when in Beast Mode.
All temporary damage is turned into permanent each time you
turn into a human from Beast Mode.
Jumping ability is increased, from just a little (Greg) to
stratospherical heights (Alice).
Character gains the ability to wall-jump.
Juggling attack juggle opponents a lot more.
Pushing attacks push opponents a lot more.
You may enter Beast Rave.
Note that neither speed nor strength is altered.
Beast Rave
Whenever you are in Beast Mode, you may press the Beast Rave button
(Triangle by default) to enter Beast Rave.
Effects of Beast Rave:
Beast Bar decreases slowly (in addition to when being hit). When it
hits zero, Beast Rave is cancelled.
General character speedup.
Most attacks delay time is reduced to almost zero, so they flow
into the next one like if they were a string.
Other Stuff
Training Mode: CPU controlled character's behavior
A = Stand still, not blocking
B = Block every move at every height
C = Try to air recover after being juggled
D = Jump constantly
E = Block attacks after the first hit
F = Dodge or crouch every attack
G = Perform random single attacks
H = Block first attack, then counterattack
I = Perform random strings
J = Perform random juggling attacks
K = Crouch
L = Low crouch
M = Try to air recover and attack after being juggled
-----------
| Move List |
-----------
Move Legend
In Move Names:
GB = Guard Break
If move is blocked, opponent will be stunned out of his/her
guard for a moment, allowing to connect with another move.
JG = Juggle
Move throws opponent into the air if it connects. Opponent
can still air-recover to avoid being juggled.
SPG = Spinning Juggle
Move throws opponent spinning into the air if it connects.
Opponent can't air-recover.
BA = Back
You'll be facing the opposite direction after this move.
Most moves don't have a name yet, and most of the ones that are
there are from the game's booklet. Since I can barely read
Katakana, and take ages to translate Hiragana or Kanji, I'll
only be translating the moves of the non-Japanese characters
for now (not like I've done it already ^_^; I got somewhat
tired of it after Fox).
I've marked with a * the move names I've made myself (mostly for the
sake of comprehension).
In Move Motions:
a,b = Do a, then b.
a|b = Do either a or b.
a+b = Do a and b together.
[a] = You can do a if you want (optional)
SP = Special Move.
Any Special move (d,df,f+button or d,db,b+button) may
be linked after the string, but only in Beast Mode.
LC+ = From Low Crouch.
Every character can press d, then press and hold d to
crouch even lower than usual. This will only last about
1 and 1/2 seconds. While they are there, they will be
too low to be hit with high or medium attacks, but they'll
also be unable to block low attacks. In addition, they
will be unable to do anything else than rise or use a
LC+button attack.
RUN+ = While Running.
Push f, then push and hold f for a short while before doing
the move. Not the same as f,f+move.
JUMP+ = While Jumping.
JUMP, = While Landing From Jumping.
Do when you are about to land again from a jump.
x5 = Repeat Five Times.
Also in Move Damages and Hit Levels
any punch|kick string = Substitute by any string that starts
from P or K, INCLUDING the initial P or K.
I have not included the U,D,F,B terminology for holding
directions, because:
A) it led to ambiguous situations (how long does the button have to
be pressed),
B) it conflicted with the Beast Button (B), and
C) it is not neccesary, since all these moves can be done by pressing
the direction again with every button press. For example:
F+B,B can be done as f+B,f+B, and that's the way I have
represented it.
In Move Damages:
x,y = Hits x and y do not form a combo (i.e. you can block y after
being hit by x).
x-y = Hits x and y form a combo (i.e. you can't block y after
being hit by x).
In Hit Levels:
l = Move hits low (will hit standing opponents and crouching
non-defenders, as well as low crouchers).
m = Move hits medium (will hit crouching opponents and standing
non-defenders).
h = Move hits medium (will hit standing non-defenders only).
SP = Hits as for the Special used
throw = Move is a throw.
Regular high throws (P+K) will hit standing opponents.
Regular low throws (P+K) will hit crouching opponents.
Special throws will only be performed after the move
before them hits, and in that case they are a combo
so will always hit. Exceptions to this are Bakuryu and
Alice's air throws, which, as far as I know, can't be
avoided if they hit.
Note also that since all special throws are preceded by a
regular low|medium|high hit, it is possible to perform
them on jumping opponents and even as a juggle :)
as string = Hits as for the String used
----------------------
| Jumping Common Moves |
----------------------
Oddly enough, all jumping moves except JUMP+b|f+B and JUMP,d+B
are exactly the same for all characters (damage and hit levels
included).
JUMP+P 10 m
JUMP+K 16 m
JUMP+B 20 m
JUMP+(f|b)+P 25 m
JUMP+f+K 20 m
JUMP+b+K 20 m
JUMP,d+P 20 l
JUMP,d+K 22 l
------
| Yugo |
------
Regular Moves
P,P,P,K 10-12,14,25 hhmh Combo Extra (SJG)
P,P,P,d+K 10-12,14,13 hhml Low Combo Extra
P,P,P,d+B 10-12,14,20 hhmm Low Combo Slash (JG)
P,P,P,SP 10-12,14,SP hhmSP
P,P,f+P 10-12,20 hhm Wantsuu? Lead Body
P,P,K 10-12,22 hhh Wantsuu? Kick
P,P,d+K 10-12-12 hhl Wantsuu? Low Kick
P,P,B,SP 10-12-14,SP hhmSP Fist Claw, Special
P,K,K 10,15,27 hhh Knuckle Kicks
P,K,d+K 10,15,13 hhl
f+P 20 m
df+P,df+P,df+P,df+P 15,15,7-7,25 mmmmm Final Machinegun Upper (SJG)
df+P,df+P,df+P,SP 15,15,7-7,SP mmmmSP
d+P,n+K 8,18 lm Squats Jab Riser
d+P,d+K 8,20 ll
db+P 16 l
b+P,b+P,b+P 17,17,17 hhl Triple Knuckle Combo
b+P,b+P,b+B 17,17,32 hhm Full Moon Knuckle Combo
b+P,d+P 17-16 hl Low Spin Knuckle
u+P 28 m
f,f+P 7-28 mh (SJG,BA)
RUN+P 28 m
LC+P 22 m
K,K 15,27 hh High Kick Twin
K,d+K 15,13 hl Spiral Kick
f+K 20 m (GB)
df+K,K 18,15 mm
d+K,P,K 13,14,18 lmm Hide Combo (JG)
d+K,P,SP 13,14,SP lmSP
db+K 20 l
b+K 30 h
u+K 24 m
f,f+K,d+K 17,14 ml Low Jack Knife
RUN+K 23 l (BA)
LC+K,K 17-13 mm Heel Tusk
B,B,B 12,14,6-8 mmmm Triple Slash
B,B,SP 12,14,SP mmSP
B,d+P 12,18 mm Twin Claw
B,d+K 12,13 ml
B,d+B 12,18 ml
B,f+B 12,8-17 mmm Slash Dive
B,any punch string 12-as string m,as string
B,any kick string 12,as string m,as string
f+B 8-17 mm
df+B,d+P 18,25 lm
d+B 20 m (JG)
db+B,B 11,18 lm (BA)
b+B 32 m
u+B 26 m
f,f+B 26 m
b,b+B 14 l
RUN+B 32 m
LC+B 24 m (SJG)
JUMP+(f|b)+B 25 h
JUMP,d+B 25 l
Special Moves
d,df,f+P,f+P,f+P 15,18,27 mmm Final Elbow Strike
d,db,b+P 33 m (JG)
d,df,f+K 26 m
d,db,b+K 18 l (JG)
d,df,f+B 13-27 m,throw (BA)
d,db,b+B - - Backwards Wall Jump *
d,db,b+B,P|K|B 35 m Wall Beast Cannon *
d+P 7 down
d+K 10 down
d+B 11 down
u+P|K|B 20 down
------
| Long |
------
Long can start a special series of strings, the "Six Goose
Circle Ceremony", from some of his regular strings, which are
marked with (Any), (For), (Neu) and (Dow).
Regular Moves
P,P,P,(Any) 8-8,11 hmm
P,P,P,SP 8-8,11 hmm
P,P,(For) 8-8 hm
P,K,d+K, 8-13,10, hhl Sweeping Combo, *
f,f+P 30 m Shoulder Slam *
d,d+P 12,1x15,14 m Lightning Punches *
f,f+K 36 m Splits Stomp *
d,d+K 16 l Sweep *
f+P,(Neu) 12 h
df+P 12 l (BA)
d+P 6 l
db+P 16 m
b+P 23 m
u+P 16 h
f,f+P 17 m
RUN+P 28 m
LC+P,P 17,22 mm
K,(Dow) 13 h
f+K 10-14 mm
df+K 16 m
d+K 9 l
db+K 16 l
b+K 22 h
u+K 22 h
f,f+K 18 l
RUN+K 30 h
LC+K 23 l (SJG)
B,P,(Any) 13,11 hm
B,P,SP 13,11 hm
B,B,B 13,14,30 hmh
B,B,f+B 13,14-20 hmm
B,B,d+B 13,14,17 hml
B,B,SP 13,14,30,SP hmhSP
B,d+B 13,16 hl
f+B 24 m
df+B 21 l
d+B 11 l
db+B 14 l (BA)
db+B,n+B 14,15 ll
b+B 22 m (SJG,BA)
u+B 24 m
f,f+B 22 m (JG)
b,b+B 23 m
RUN+B 28 m
LC+B 22 m (JG)
JUMP+(f|b)+B 25 m
JUMP,d+B 27 l
Special Moves
d,df,f+P 30 h
d,db,b+P 28 m (EG)
d,df,f+K 10-15 lh (JG)
d,db,b+K 2-10-10-20 m,throw
d,df,f+B 3-30 m,throw
d,db,b+B, 1|2|3|4 l
B,[B],[B],d,db,b+K 22,22,22,42 mmmm,throw
B,B,[B],d+B 22,22,22,11,8,8-8 mmmmlll
B,B,[B],d+B,SP 22,22,22,11,8,SP mmmmlSP
f+B x6 16-12,6-6,14,18,11 mmllhml Circle String A *
b+B x6 14,18,11,16-12,6-6 hmlmmll Circle String B *
d+B x6 6-6,14,18,11,16-12 llhmlmm Circle String C *
u+B x6 11,16-12,6-6,14,18 lmmllhm Circle String D *
The four Circle strings may be followed or interrupted by an ender
just like a regular Circle string.
Strings ending in (Any) can be followed by any move in the circle.
Strings ending in (Neu) can be followed by either P or K.
Strings ending in (For) can be followed by either f+P or f+K.
Strings ending in (Dow) can be followed by either d+P or d+K.
Once inside the Circle, moves can be performed following any of
the two directions indicated by the arrows, but no move may be
performed more than once.
The => arrows mark which links are a combo. In other words:
P,f+k ,
d+P,K ,
f+P,K , and
f+P,d+K are combos.
The Circle can be followed, or interrupted at any time after the
first attack, by an ender.
Circle Enders
f,f+P 30 m Back Slam *
f,f+K 36 m Splits Stomp *
b+P 20 m Shoulder Slam *
b+K 8-12 mm Kick, Roundhouse (SJG) *
d,d+P 12-1x15-14 m Lightning Punches *
d,d+K 16 l Sweep *
B,B 14,30 mh Claw, Whirl Kick (BA) *
B,f+B 14,20 mm Claw, Lift (JG) *
B,d+B 14,17 ml Claw, Low Claw *
B,SP 14,SP mSP Claw, Special *
------
| Gado |
------
Regular Moves
P,P,f+P 10-14,24 hmm Shotgun Combination Fire
P,P,f+K 10-14,22 hmm Shotgun Comb. Drive (JG)
P,P,d+B 10-14,23 hml Shotgun Scratch (BA)
f+P,P,P 12-12,20 mmm Tomahawk Buster
f+P,K 12,22 mh Tomahawk Drive
df+P,P 17,22 mm Shield? Smash
df+P,d+K 17,20 ml Shield? Slash
df+P,f+B,B 17,20,15 mmm Lightning Scratch
df+P,f+B,d+B 17,20,23 mml Darkness Scratch (BA)
d+P 8 l
db+P 18 l
b+P,P,B,B 18,18,15,18 hmmm Spinning Strike *
u+P 30 m
f,f+P 25 m
RUN+P 1,25 m,throw
LC+P,P 15-20 mm Site? Break
K,K,K 12-14,23 hhh Trooper Combination
K,K,f+K,K,K 12-14,12-15,20 hhmmm
K,K,f+K,d+K,K 12-14,12-14,20 hhmlm
K,b+P,P,B, 12,18,18,15, hhmm Hit Blaster Twin
f+K,K,K 12-15,20 mmm Sky Launcher Strike
f+K,d+K,K 12-14,20 mlm
B 18 m
d+B 19 l
f+K,K,K 12-15,20 mmm Sky Launcher Strike
f+K,d+K,K 12-14,20 mlm
df+K 20 m
d+K 11 l
db+K 23 l
b+K 23 h
u+K 30 m
f,f+K 16 m (JG)
RUN+K 24 l
LC+K 20 m (JG)
B,B,B 15,18,18 hmm Triple Scratch
B,B,d+B 15,18,19 hml Triple Low Scratch
B,B,f+K,K,K 15,18,12-15,20 hmmmm
B,B,f+K,d+K,K 15,18,12-14,20 hmmlm
B,d+B,B,SP 15,14,18,SP hmm,SP
f+B,B 20,15 mm Violent Scratch
f+B,SP 20,SP m,SP
df+B,d,df,f+B 22,20-5-5-11 mm,throw Bloody Rage
d+B,B,SP 14,18,SP mm,SP
db+B 23 l (BA)
b+B 24 m
u+B 24 m
f,f+B 29 m
b,b+B 10-15 mm
RUN+B 32 m
LC+B 20 l
JUMP+(f|b)+B 25 m
JUMP,d+B 25 l
Special Moves
d,df,f+P,K 8-7-7-8,20 m,throw,m
d,df,f+P,d+K 8-7-7-8,20 m,throw,l
d,db,b+P 52 m
d,df,f+K 13-18 mm
d,db,b+K 12-10-12 mlh
d,df,f+B 15-5-5-5-11 m,throw
d,db,b+B 38 m (SJG)
P,P,P 12-13,18 hhm
P,P,K 12-13,20 hhm
P,P,d+K 12-13,23 hhl
P,P,B,B, 12-13,13,15, hhmm
f+B 20 m
d+B,B,u+B 18-20-20 lmh
SP SP SP
P,K,P 12,17,20 hhm
f+P,K 10-24 hh
f+P,f+K,K 10-16-18 hmm
df+P 16 m (JG)
d+P,d+K 8,12 ll
db+P,P 21,22 mm
b+P 20 m
u+P 22 m
f,f+P 26 m
RUN+P 26 m
LC+P 24 m (JG)
K,P 17,20 hm
f+K,K 16,18 mm
f+K,d+K 16,16 ml
df+K,d+K,d+K 13,13,16 lll
df+K,d+K,n+K 13,13,18 llm
d+K 12 l
db+K 22 l
b+K 23 m (BA)
u+K 30 m
f,f+K 20 m
RUN+K 30 l
LC+K 25 m
B,B,f+B 13,15,20 mmm
B,B,d+B,B,u+B 13,15,18-20-20 mmlmh
B,B,SP 13,15,SP mmSP
f+B 20 m
df+B 18 m (SJG)
d+B 23 l
db+B,B,u+B 18-20-20 lmh
b+B 18 m
u+B 30 m
f,f+B 16 m
b,b+B 25 m (SJG)
RUN+B 25 m
LC+B 26 l
JUMP+(f|b)+B 30 m
JUMP,d+B 25 l
Special Moves
d,df,f+P 8-32 m,throw
d,db,b+P 30 h
d,df,f+K 18-22 h,throw
d,db,b+K 1|2|..|33 l
d,df,f+B 8-15-19 m,throw,h
d,db,b+B,Bx9 8-8-8-8-8-8-8-8-20 hhhhhhhhm
d,db,b+B,f+B 30 m (BA,SJG)
P,P,P,P,SP 7-7-11,18,SP hhhhSP Needle Finish, Special
P,P,P,K 7-7-11,(8) hhh(m) Needle, Fake knee (???) *
P,P,P,d+K 7-7-11,22 hhhl Low Spin Finish
P,P,K 7-7,25 hhh
P,P,B,B 7-7-18,22 hhmm
P,P,d+B 7-7-7,12 hhll
P,K 7,16 hh
f+P,P,P,K 10-11,13,(13) mmm(m)
f+P,P,P,b+K, 10-11,13,8 mmmm
[ub+K]x3, 8,8,8 mmm
ub+P 13-16 mm
u+P,u+P 13-16 mm
u+P,n+P 25 m
u+P,B 23 m
f+P,P,P,d+K 10-11,13,14 mmml
f+P,P,P,u+K 10-11,13,22 mmmm
df+P,P,SP 15,15,SP mmSP
d+P 7 l
db+P 10-10 ll (BA)
b+P 20 h
ub+P 13-16 mm
u+P,n+P 25 m
u+P,u+P 13-16 mm
u+P,B 23 m
f,f+P 16 m
RUN+P 25 l
LC+P 27 m
K 16 h
f+K 25 h
df+K 18 m
d+K,n+K 12,20 lm
d+K,d+K 12,20 ll
db+K 22 l
b+K,K,d+K 30,25,22 hml
ub+K,[ub+K]x3, 8,8,8,8, mmmm
ub+P 13-16 mm
u+P,u+P 13-16 mm
u+P,n+P 25 m
u+P,B 23 m
u+K 22 m
uf+K,[uf+K]x3, 8,8,8,8, mmmm (BA)
uf+P 13-16 mm (BA)
u+P,u+P 13-16 mm (BA)
u+P,n+P 25 m (BA)
u+P,B 23 m (BA)
f,f+K,K 17,15 mm
RUN+K 25 m
LC+K 10-13 ll
B,B,B,B,u+K 13-13,14,22,22 mmmmm
B,B,SP 13-13,SP mmSP
f+B,B 18,22 mm
df+B 19 l
d+B 20 l
db+B 24 l (BA)
b+B 29 m
u+B 29 m
f,f+B 24 m
b,b+B 20 m
RUN+B 31 m
LC+B 23 m
JUMP+(f|b)+B 25 h
JUMP,d+B 25 l
Special Moves
d,df,f+P,P 10-10-16,25 mmmm
d,db,b+P 28 m
d,df,f+K 26 m (JG)
d,db,b+K 17,6-6-6-7 lmmmm (Same stance or far)
d,db,b+K 17-6-6-7 lmmm (Mirror stance and near)
d,df,f+B 30 m
d,db,b+B,B 30 m Roll back, surprise leap *
P,P,P 12-11,18 hhm
P,P,d+P 12-11,16 hhl
P,P,f+P 12-11,21 hhh
P,K,d,db,b+K 12-16,32 hhm (JG)
P,d+B,d,df,f+P 12,7,1-52 hll,throw
f+P 21 h
df+P,P,P 17,14,14 mmm
d+P,d+K,K 8,7,13 lll
db+P,d,df,f+K 19,1-22-22 mm,throw
b+P,d+P 6-15,15 mml
b+P,f+K 6-15,17-17 mmlm
u+P,P 12,21 mm (SJG)
u+P,d+P 12,19 ml
f,f+P,P 13,18 mm
f,f+P,d+K 13,15 ml
RUN+P 24 l
LC+P 24 m (JG)
K 16 h
f+K,d+B 22,18 hl
df+K 13 l
d+K 12 l
db+K 14 l
b+K,K,B,B,B 20,15,18,18,23 mmmmm (BA)
b+K,K,B,[B],d+B 20,15,18,18,20 mmmml (BA)
u+K 21 m (JG)
f,f+K 36 h (BA)
RUN+K 30 m
LC+K 18 l
B,B,B,B,B,B 14,12,16,18,18,23 hhmmmm (BA)
B,B,B,B,[B],d+B 14,12,16,18,18,20 hhmmml (BA)
B,B,SP 14,12,SP hhSP
B,f+B 14,20 hm
B,d+B 14,17 hl
f+B,SP 16,SP hSP
df+B 23 m
d+B 10 l
db+B 21 l
b+B,B,B,B 18,18,18,23 hmmm (BA)
b+B,B,[B],d+B 18,18,18,20 hmml (BA)
u+B 19 m (SJG)
f,f+B,SP 17 m
b,b+B 31 l
RUN+B 31 m
LC+B 1,45 h,throw
JUMP+(f|b)+B 30 m
JUMP,d+B 27 l
I've been able to play as Uriko via an Action Replay / Game Shark
code I've made. It does not work too well in practice mode,
graphically at least, but if you choose her with the Square
button it work fine in all other modes. Well, except when
the game crashes ^_^; but it happens rarely, and never (as
far as I've seen) in VS mode (unless both characters select
her, in which case the game will ALWAYS crash). This seems to
happen if you try to fight the CPU controlled Uriko with her,
too, so there's no way to end the game with her.
The strangest thing is that all seems to work fine for the most
part: she can be played in VS mode normally, and she has moves
that can be performed just like any other character's. Is there
a way to select her normally, then?
Now, about the codes: since I had to modify "who do you
have your cursor over", there is a set of codes for Quick
select (including VS and the other modes) and another one
for Arcade or C.G. select. Try to use just the one you need,
since the other one may glitch the selection screen a bit
(nothing serious, though).
1P Chooses Uriko - Shortcut Select
301FF8D4 0008
2P Chooses Uriko - Shortcut Select
301FF8D5 0008
1P Chooses Uriko - Arcade or C.G Select
301FFB5C 0008
2P Chooses Uriko - Arcade or C.G Select
301FFB5D 0008
Remember not to select her with both players at a time!
As Human
Regular Moves
P,P,P,K 10-10,13,22 hmmm
P,P,P,d+K 10-10,13,19 hmml
f+P,P,P,d+K 11-11,13-17 mmml
f+P,P,P,u+K 11-11,13,22 mmmm
df+P 19 m (Bakuryu-like)
d+P,d+K,n+K 7,14,15 llm (Alice-like)
d+P,d+K,d+K 7,14,14 lll (Alice-like)
db+P 10-10 ll (BA,Fox-like)
b+P 20 m
u+P 24 m
f,f+P 28 m
RUN+P 28 m
LC+P 10 m
K,d+K 13,18 hl
f+K 17 h
df+K 22 m
d+K,n+K 14,15 lm (Alice-like)
d+K,d+K 14,14 ll (Alice-like)
db+K 15 l
b+K 24 h
u+K 24 m
f,f+K 13-15 lm
RUN+K 23 l
LC+K 18 m
Special Moves
d,df,f+P 1|2|...|26 l
d,db,b+P 9-9-9-9-9-9 mmmmmm
d,df,f+K 15-17 m
d,db,b+P 25 m
Note : As there is no way to make her turn into her monster form
in practice mode, I haven't been able to include the damage
points for this form's moves. Note also that she can't use
any P or K attacks while in this form, except the jumping ones
and the throws. Also, her low crouch stays just a split second,
making it a bit difficult to do her LC+B.
Regular Moves
B,B,B,B ??,??,??,?? hmmm
B,B,B,d+B ??,??,??,?? hmml
B,B,d+B ??,??,?? hhl
f+B ?? m
df+B,df+B,df+B,df+B ??-??-??-?? mmmm (JG)
df+B,d+B,d+B ??,??,?? mll
d+B,d+B,d+B ?? lll
db+B ?? l
b+B ?? m (GB)
u+B ?? m (GB)
LC+B ??-?? mm
JUMP+(f|b)+B ?? h
JUMP,d+B ?? l