Streets of Rage Online
[ Moves List ]
SOR2 expanded the character roster to 4; check out arguably the best lineup in the trilogy.

Special thanks go to Anton Berglin for creating the superb moves list used here.

- Generic Moves

- Max
- Axel
- Blaze
- Skate

[ Streets of Rage 2 Menu ]

Generic Moves
Up+C - Press and hold in air when thrown to land on your feet and take no damage.

TIP: If you are two people playing you can throw each other at the enemies. Players are invincible and knock down everything in their path while being thrown. You seem to be unhittable for about a second after landing too. Be aware that hitting an enemy mid-air delays your landing, don't let go of Up+C too early!
NOTE: You cannot land on your feet with suplexes, sweeps and the like. I have marked these moves SLAM. You can damage nearby enemies with slamming moves too but they generally have to be closer.

A - when you press A without a direction you do your defensive special technique. This makes you invulnerable, so you can use it to dodge projectiles and long range weapons even if you don't hit any enemies with it.

NOTE: Defensive special uses life only when you hit something, offensive special always takes life and does NOT make you invulnerable. The cost is 1/13 of a lifebar for both moves, meaning you can do 12 specials per life (the 13:th would leave you with 0 life).

To grab an enemy and perform the holding moves, walk into him. If you jump and do your downward attack so that he starts "shaking", it will be a lot easier.

For most enemies you can do a slow combo (only the first punch repeatedly) until they're dead. This works when they are all coming from the same direction.

There are four weapon classes:

  • Swords and pipes; identical weapons to all playable characters except the sword does more damage.
  • Knives; identical to ninja knives for all characters except Blaze (see Blaze's Other tips)
  • Ninja knives; possibly more damage than regular knives although not confirmed.
  • Grenades; which I do not recommend using.
You drop your current weapon if you grab someone, pick up another weapon, get beaten up or grabbed (not your best move). When a weapon has been dropped three times, by you or anyone else, it disappears. You can also throw your weapon away anytime you like by holding B and pressing C.

The exception is the grenades which you pick up live and throw with B. I think noone has ever managed to drop one three times before it goes off.

Damages are weapon specific and do in no way depend on the wielder, only the technique and speed when using them do.

Max Thunder

Max, an ex pro-wrestler, is a friend of Axel and has joined up to help save the city. Very slow, but very strong, Max requires a different playing style to that of Axel or Blaze. He cannot vault, but has a huge selection of painful throws that can often take out an enemy in one go.

Ground Attacks

Regular combo - B repeatedly
1: Chop (2 hits)
2: Chop (2 hits)
3: Hook (4 hits)
4: Hammer punch (1 hit, knockdown)

NOTE: The chops actually does two hits, but the first goes upward. To see this stand close to two barrels. This almost never happens with regular enemies, although you might acidentally chop a Jet when he tries to kick you sometimes.

TIP: The hook is the strongest punch, damage per hit, in Max's combo. The first hit (elbow) goes backward from you. You can get in all 4 hits only if you stand inside an enemy. Jump and elbow down to get inside an enemy without grabbing them to do this.

TIP: You have to stand close enough for the hook to do 2 hits minimum, or else there is a risk (and a big one, in harder difficulties) that the enemy will get in a punch before your last knockdown hit. Also, since it is the most damaging punch, getting two hits will be the difference between doing the combo one or two times on most enemies.

Hammer punch - Hold B and release
1 hit, knockdown
Identical to last punch in combo.

Slide - Forward, Forward, B
For close enemies: 2 hits, second hit knockdown
For medium distance: 1 hit, knockdown
For far enemies: 1 hit

TIP: You can at any time interrupt your regular combo with a slide if you're approached from behind. This knocks the enemy down at once and gets you out of danger.
TIP: You can do the slide at the right distance from an enemy so that you hit him just before Max rises. This way he'll be stunned and you can continue comboing him, grab him, or slide again to knock him down directly. TIP: Max is slow. If you need to get away from somewhere quick, sliding repeatedly is much faster than walking.
TIP: If Signal enemies and Max slides toward each other, Max's move has predecence. Warning: If they aren't knocked down by the hit there is a risk they will throw you.
Mule Kick - Hold B and press C (repeatedly if desired)
1: Elbow backward (1 hit)
2: Kick backward (1 hit, knockdown)

NOTE: Both moves are executed consecutively on one press of C.
TIP: This is the best move when held from behind. Execute it as soon as you get released, and you will hit before the one holding. If there is an enemy in front of you too though, you'd be better off with a press on the A button.
NOTE: You cannot perform this move if you're wielding a weapon, the same move throws the weapon. BUT, if it's a pipe you're holding and someone grabs you from behind, press B instead, Max will hit backwards with a pipe too.

Special Attacks

Knuckle bomb - A
1 hit, knockdown

Thunder tackle - Toward+A
Unknown (large) number of hits
Close enemies: knockdown on second hit
Far enemies: knockdown on first hit

TIP: Use enemies ability to block hits to their disadvantage. Charge with this move, and you will do untold number of hits since they are never knocked down. Blocked hits do less damage, but since you're doing tens of them and the move is designed to hurt a lot from just two, the damage can be quite large anyway.
TIP: When mowing through large amounts of enemies, one of them may get in a punch because you stop a while at every hit.

Jumping Attacks

Jumping Hammer Punch - C, then B
1 hit, knockdown.

TIP: This is a very underrated move. Great for taking out Jets (when they do the flying punch) and Zamza & co. Much easier to "time" than jumping forward.
TIP: This move actually hits enemies above behind Max as well. Pointless but fun.
Drop Kick - C+Left or C+Right, then B
1 hit, knockdown

Elbow drop - C or C+Left or C+Right, then Down+B
1 hit

TIP: No knockdown, use it to grab enemies.
TIP: Goes "lower" than Max's other jumping attacks, useful against motorcycles which otherwise can be tricky to hit.

Holding

(From front)
Flurry - Toward+B
1. Knee (1 hit)
2. Knee (1 hit)
3. Headbutt (2 hits, knockdown)

TIP: You can chose to do 1, 2 or all three of these attacks. The extra hit on the third attack is seldom worth it though, knock your enemy down with any of the other moves instead for more damage.
Choke hold / Neck twister(?) - B
5 consecutive hits, knockdown on last.

NOTE: There is no official name for this attack, and it very hard to see what the hell Max is up to. It hurts a lot though. On some enemies it looks as if Max is twisting their neck.
TIP: This move cannot be stopped when started, neither by you or the opponent, only by outer interference. This is highly useful for Abadede who usually always specials out of being beaten up, but bad whenever there are more enemies around.
TIP: This move does MASSIVE damage, even more than the Atomic drop. It is much more risky though.
Brain Buster - Away+B
1 hit, knockdown, slam

Jumping throw - C or C+Left or C+Right, then B
1 hit, knockdown

NOTE: Peculiar enough this move is NOT a slamming move, meaning you can land on your feet if it's performed on you.
NOTE: Max, unlike the others characters, cannot vault over the enemy to perform the Behind moves, he uses this move and the Atomic Drop instead.
(From behind)
German Suplex - B
1 hit, knockdown, slam

NOTE: Really hurts. Not such a big deal if you panic and do this move instead of the somewhat better jumping one.
Atomic Drop - C or C+Left or C+Right, then B
1 hit, knockdown, slam.

TIP: Up to two thirds of a lifebar. Hurts quite a bit if you land it on other enemies too.
Other Notes on Max:
  • Max is slow, but with an iron pipe even he can change the world in the right direction. :) Max is the only character to hit both ways with pipes and swords. Face away from an enemy for speed, face towards him for range, damage is the same either way.
  • Max (or at least I when I play him) have trouble with the fireshooting Kazuya, who outspeed him. Try to corner them (they have no throws) and let loose hell.
  • Atomic Drop does the most damage from behind. Two knees plus the choke hold does the most damage from front, but also leaves Max very vulnerable. Two knees and a back or jumping throw is much faster and also does decent damage.
  • Max can do a total of 14 (!) sucessive hits without the opponent being able to respond, somewhere around 1+3/4 lifebars. Jump and elbow down (1), chop (1), chop (1), hook (4, since you're inside the opponent), grab, knee (1), knee (1), choke hold (5). This is not such a good idea if the opponent knows specials or if there are other people around.
Axel Stone

Axel returns for a second outing on the Streets of Rage with some great new moves that make him the easiest character to play with.

Ground Attacks

Regular combo - B repeatedly
1: Jab (1 hit)
2: Jab (1 hit)
3: Straight punch (1 hit)
4: Low sidekick (1 hit, knockdown when attack 5 fails)
5: High sidekick (1 hit, knockdown)

NOTE: You have to press the B-button very fast to do both kicks. If you fail the first will be knockdown, otherwise the second will be knockdown.
TIP: Do NOT hold forward when hammering B for the second kick, this will for certain make you fail. Practice the timing, this single last kick is the difference between beating up dozens of enemies one or two times.
Double Sidekick - Hold B and release
2 hits, knockdown
Identical to two last kicks in combo, except the second kick never fails.

Grand Uppercut - Forward, Forward, B
3 hits (?), knockdown on last

NOTE: There is a bug version of this move, somewhat hard to pull off. Press: Forward, Forward, Back+B. Axel will perform the forward animation, sliding backwards. If you do it in Bare Knuckle 2 Beta it's the other way around, meaning Axel slides forward while doing the backwards animation, which looks even sillier.
TIP: This is Axels best move and probably the best in the game. Large damage (toned down in SoR3), and closing in on the enemy as you perform it.
TIP: With charging enemies like Fat Guys, Abadede, Zamza, and Bear, tap forward rapidly until the enemy charges, then press B. Axel's move has predecence. Warning: works very poorly with Jets.
TIP: This move can also be used to counter jumping kicks if timed correctly.
Backfist - Hold B and press C (repeatedly if desired)
1: Elbow backwards (1 hit)
2: Backfist backwards (1 hit, knockdown)

NOTE: Both moves are executed consecutively on one press of C.
NOTE: You cannot perform this move if you're wielding a weapon, the same move throws the weapon.
TIP: This is the best move when held from behind. Execute it as soon as you get released, and you will hit before the one holding. If there is an enemy in front of you too though, you'd be better off with a press on the A button.

Special Attacks

Dragon Wing - A
1 hit, knockdown

NOTE: Does not last very long and is poor from invulnerability perspective, but has good range both forward and backward.
Dragon Smash - Left+A or Right+A
8 hits, knockdown on last hit

NOTE: This move may seem deadly but is in fact rather bad. You are very vulnerable to attacks from behind and most bosses somehow break free of the onslaught of punches and gives you a taste of what it was like to be on the other side of those swirling fists.

Jumping Attacks

Vertical kick - C, then B
1. Knee (1 hit)
2. Kick (1 hit, knockdown)

TIP: Kicking on your way down if aiming at an groundbased target makes it easier to hit and is safer as well (if you miss on the way up, you hang there for a while, defenseless, if you're headed down you can continue punching if you miss).
Jumping Sidekick - C+Left or C+Right, then B
1 hit, knockdown

Knee Press - C or C+Left or C+Right, then Down+B
1 hit

TIP: No knockdown, use it to grab enemies.

Holding

(From front)
Flurry - Toward+B
1. Knee (1 hit)
2. Knee (1 hit)
3. Double knee (2 hits, knockdown)

TIP: You can chose to do 1, 2 or all three of these attacks. The extra hit on the third attack is seldom worth it though, knock your enemy down with any of the other moves instead for more damage. The headbutt is more powerful than the double knee.
Headbutt - B
1 hit, knockdown

TIP: Only use this move if you need to keep the opponent in the direction you're facing and don't have time to do a complete Flurry or Vault+Body slam.
Back throw - Back+B
1 hit, knockdown

Vault - C
Switches side. If done twice the opponent will break loose.

(From behind)
Body slam - B
1 hit, knockdown, slam

TIP: This move hurts more than the Back throw but will not hit other enemies unless they are very close.
Vault - C
Switches side. If done twice the opponent will break loose.

Blaze Fielding

Returning with Axel from Streets of Rage 1, Blaze is a much better character this time round. Her stats show that she is an all-round character, although beginners will find Axel easier to play with.

Ground Attacks

Regular combo - B repeatedly
1: Jab (1 hit)
2: Jab (1 hit)
3: Reverse elbow (3 hits)
4: High frontkick (1 or 2 hits, knockdown)

NOTE: Attack number four is somewhat strange. Depending on your distance you can get: 1 hit with knockdown (close), 2 hits with knockdown on second (medium), and 1 hit without knockdown (far). Blaze advances a bit if you get knockdown on the last hit.
NOTE: The first hit in the reverse elbow hits backward from where you're standing, but you can get in all three if you stand inside the opponent. This means you will get only one hit on the kick, so you have to grab your opponent afterwards for it to pay off.
TIP: If you get the right distance you can continue comboing until the enemy is dead. Warning: This quirk sometimes also leaves the enemy standing without you being prepared for it.
TIP: Watch out with that automatic advance. If you're trying to tackle as few enemies at a time (which is a good idea), there is a risk you'll "set off" more of them than you want to.
High frontkick - Hold B and release
(1 or 2 hits, knockdown)
Identical to attack four in the combo.

Vertical slash - Forward, Forward, B
2 hits, knockdown on second

NOTE: With the right (or wrong, if you rather see it that way) distance you only get one hit, leaving the opponent standing.
TIP: As opposed to the other characters, i would not recommend aborting your combo to do this move. It has decent damage but is much too slow, you can be uppercutted or just plain miss.
360° sweep - Hold B and press C (repeatedly if desired)
1 hit, knockdown

NOTE: You cannot perform this move if you're wielding a weapon, the same move throws the weapon.
NOTE: The forward range of this move is very short.
TIP: This move is also slow. Use A when grabbed from behind instead.

Special Attacks

Embukyaku (Backflip) - A
1 hit, knockdown

NOTE: Somewhat lacking in range.
Kikousho (Fireball) - Toward+A
1 hit, knockdown

Jumping Attacks

Roundhouse kick - C, then B
1 hit, knockdown.

TIP: As with Max, great for taking out Jets (when they do the flying punch) and Zamza & co. Much easier to "time" than jumping forward.
Side kick - C+Left or C+Right, then B
1 hit, knockdown

TIP: Excellent for counterattacking jumping enemies (Fat guys, Ninjas, Shiva, Abadede; hard to hit Elektras though). Nice range also. If your timing is right you can dropkick Donovans with no problem.
Flying chop - C or C+Left or C+Right, then Down+B
1 hit

TIP: No knockdown, use it to grab enemies.

Holding

(From front)
Flurry - Toward+B
1: Knee
2: Knee
3: Chop

TIP: You can chose to do 1, 2 or all three of these attacks. The extra damage on the third attack is seldom worth it though, knock your enemy down with any of the other moves instead for more damage.
NOTE: Lots of people think that the last move an elbow, but pause the game and see for yourself.
Throw - B
1 hit, knockdown, slam

NOTE: It's hard to make out how Blaze exactly slams her opponent to the ground, but it think she puts one foot behind the opponents foot and pushes him in a back-down manner, thus her jump backwards. Shun-Li from SFII has a very similar move.
TIP: Decide between this and the back sacrifice throw depending on wether there is a risk of hitting your partner and a chance of hitting other enemies.
Back sacrifice throw - Away+B
1 hit, knockdown

Vault - C
Switches side. If done twice the opponent will break loose.

(From behind Suplex - B
1 hit, knockdown, slam

Vault - C
Switches side. If done twice the opponent will break loose.

Other notes on Blaze:
  • Blaze is faster than the two stars would have you think (that is, faster than Axel).
  • Blaze's only downside is probably her stamina.
  • Blaze is an excellent weapon user and whacks away quite a few hits/min with good range. With swords and pipes you can easily hit enemies jumping at you. With knives she has a special move, press B:
    1. Stab (2 hits)
    2. Slash (1 hit, knockdown)
    Both are done every time you press B. Two hits on the stab if you're close, good reach and damage. Only drawback is that if you miss you still perform the second attack into thin air. Also, this doesn't work with ninja knives.
  • It is completely impossible to fight in a skirt like that. (not confirmed:)
Eddie "Skate" Hunter

Skate is Adam's rollerblading little brother. He is a very quirky character to play; he is quite weak and you will find yourself relying a lot on special moves even against lesser enemies. Recommended for more experienced players or those looking for something different to Axel or Blaze.

Ground Attacks

Regular Combo - B repeatedly
1. Jab (1 hit)
2. Jab (1 hit)
3. Low kick (1 hit)
4. Roller kick (2 hits, second knockdown)

TIP: The first hit of the roller kick is aimed backwards. Stand inside your enemy to get all 5 hits.
TIP: The first three attacks do almost no damage, and the fourth is moderate at best. You will find yourself relying a lot on grabbing the enemy with Skate.
Roller kick - Hold B and release
2 hits, knockdown
Identical to attack four in the combo.

Run - Forward, Forward (hold)
Skate is the only character able to run.

NOTE: If Skate is facing the opposite way from where you want to run, it will take one keypress to make him turn around, and two more to start running.
Dynamite headbutt - B while running
1 hit, knockdown

TIP: If you're doing your regular combo you can at any time interrupt it for this move, it is more powerful than the last kick.
TIP: You can mow down large amounts of enemies with this move. Warning: There is a small risk that Donovans or Kazuyas will do their anti-air move, especially if there are a lot of enemies (you temporarily lose speed when hitting something).
Backflip kick - Hold B and press C (repeatedly if desired)
2 hits, knockdown on second

NOTE: You cannot perform this move if you're wielding a weapon, the same move throws the weapon.
NOTE: You have to stand close to an opponent to get both hits with this move.

Special Attacks

Double spin kick - A
1 hit, knockdown

NOTE: Somewhat lacking in range, also constantly misses Jets.
Corkscrew kick - Toward+A
6 hits (?), knockdown on last

TIP: Another of Skate's attacks being target of anti-air moves, use with caution. Also it's fully possible to miss the knockdown hit and go straight through your target.

Jumping Attacks

Double back kick - C, then B
1 hit, knockdown

NOTE: I suppose the only thing double about this attack is that Skate uses both of his feet performing it.
Side kick - C+Left or C+Right, then B
1 hit, knockdown

Roller press - C or C+Left or C+Right, then Down+B
1 hit

TIP: No knockdown, use it to grab enemies.

Holding

(From front)
Flurry - Toward+B or B
1. Headbutt (1 hit)
2. Headbutt (1 hit)
3. Elbow (1 hit, knockdown)

TIP: You can chose to do 1, 2 or all three of these attacks. The extra damage on the third attack is seldom worth it though, knock your enemy down with any of the other moves instead for more damage.
Roller Uppercut - Away+B
2 hits, knockdown

NOTE: Trivia - In SoR3, this move is a nonslamming, landable throw. Here it's just a kick.
NOTE: This move hurts... quite a bit in fact. Not as much as the Migraine, but it's much faster. Not bad for a teenager.
Vault - C
Switches side. If done twice the opponent will break loose.

Overhead throw - B while doing Vault
1 hit, knockdown

TIP: Can be done while vaulting either way. You can vault twice and throw on second vault since you don't let go of the opponent until you land.
TIP: Don't bother throwing if you're not hitting someone else. Both the Roller Uppercut and the Migraine do more damage.
(From behind)
Migraine - B
6 hits, knockdown on last

NOTE: You are not invulnerable while doing this, surrounding enemies with high attacks might knock you off. Also, unlike Max's chokehold it's interruptable by the target, Abadede WILL special out.
TIP: This is Skate's most powerful move. For what it's worth the first and last hits seem to do more damage than the four inbetween.
Vault - C
Switches side. If done twice the opponent will break loose.

Overhead throw - B while doing Vault
1 hit, knockdown

TIP: Can be done while vaulting either way. You can vault twice and throw on second vault since you don't let go of the opponent until you land.
TIP: Don't bother throwing if you're not hitting someone else. Both the Roller Uppercut and the Migraine do more damage.
Other notes on Skate:
  • Skate is the only character able to throw opponents both forward and backward, but also the only character to completely lack slamming moves.
  • Skate is blazingly fast with a knife. Being by far the worst character with a pipe he has terrible speed and reach.
  • Skate can do 12 consecutive hits. Roller press (1), punch (1), punch (1), kick (1), grab, headbutt (1), headbutt, (1), vault, migraine (6).
  • Skates ground moves are very weak but his holding moves are quite good. It is fortunate he is a good grabber being so fast.