All-star overview
Trained by the great Chop-Chop Master Onion, the original PlayStation hip-hop hero has become an expert close-range fighter since his last adventure. PaRappa is an extremely fast character with excellent combo and mobility options. However, due to his diminutive stature, most of his attacks have a very short range that can be a major issue when dealing with ranged characters or heavy hitters. Luckily, PaRappa has a few options to compensate for his shortcomings, including the ability to generate AP Orbs, reflect projectiles, and pull enemies toward himself. Your main goal when playing as PaRappa is to use his combos and traversal attacks to build the 400AP needed for his Level 2 Super, Skater Boy.
WHY IS SKATER BOY THE BEST SUPER TO USE WITH PARAPPA?
- PaRappa is incredibly fast during Skater Boy, and it has the highest kill-per-use potential out of PaRappa’s three Super attack options.
- Skater Boy has no problems scoring two or three kills on larger levels, with the potential to kill upwards of four or five enemies on smaller levels.
- At 400AP, it’s worth the risk to activate Level 2 and potentially get more kills instead of struggling for the 600AP needed for his Level 3.
HOW DO YOU QUICKLY BUILD THE 400AP NEEDED FOR LEVEL 2 CONSIDERING PARAPPA’S SHORT RANGE?
-
Use Dash! (air
) and I’m a Fan! (
) to cover horizontal distances swiftly, and Uppercut! (
) or Thousand Kicks! (air
) for vertical space.
-
Hit enemies at mid-range with Come Here! (
), pulling them toward PaRappa and setting up big AP combos.
-
Reflect projectiles using Whack! (
), forcing ranged characters to think twice about shooting at PaRappa.
-
Deploy Boxy Groove (
) in secluded areas to soak up the AP Orbs and bait opponents into coming toward PaRappa’s location.
At first glance, it might seem like PaRappa can’t stand up to some of the beefier and faster All-Stars, but the millions of players who’ve come to know PaRappa the Rapper understand that he always finds a way to overcome life’s obstacles. Stay mobile, utilize his beneficial attack properties, and most important: ya’ gotta believe!
AT A GLANCE
Costumes
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Rundown
SUPER ATTACKS
Overview
| AP Level | AP REQ | Name | Duration | Unique Commands | Notes |
|---|---|---|---|---|---|
| 1 | 125 | Romantic Karate | — | — | Cannot act until grounded; opponent must contact orange flash |
Romantic Karate: PaRappa performs a flash kick that produces an orange flash of energy that kills any opponent it touches. Romantic Karate strikes above PaRappa’s head, so the flash can only catch grounded enemies within one character length of PaRappa, and enemies at that range can easily hit PaRappa out of the Super with a quick attack. However, Romantic Karate can work as an anti-air attack or to catch opponents on a thin platform above his head. Uppercut! (tap
) can be used as a set-up for a guaranteed kill; just activate the Super immediately upon landing, trapping the adversary within the orange flash after their air recovery.
| AP Level | AP REQ | Name | Duration | Unique Commands | Notes |
|---|---|---|---|---|---|
| 2 | 400 | Skater Boy | 6 seconds |
Press
or
to change direction,
to jump
|
— |
Skater Boy: Using his signature skateboard, PaRappa zooms across the level at super-speed for six seconds and kills anyone he touches. PaRappa maintains a constant forward momentum while Skater Boy is active, but you’re free to have him change direction and jump at any time. Try activating this Super close to an enemy, ideally more than one, and kill them immediately so you can have a chance to kill them again before Skater Boy ends. Remember to always jump before changing direction, as the kick-flip animation PaRappa performs on the ground eats up valuable Super time that could be spent chasing down opponents.
| AP Level | AP REQ | Name | Duration | Unique Commands | Notes |
|---|---|---|---|---|---|
| 3 | 600 | Doom Box Ft. PaRappa!!! | Instant | — | Max three kills |
Doom Box Ft. PaRappa!!!: PaRappa’s Level 3 Super recreates his climactic stage performance from the final level of his initial PlayStation adventure, only instead of winning the heart of Sunny Funny, his reward is the death of all enemies on the screen. It’s not too hard to acquire the 600AP needed to activate this Super, but Skater Boy has a higher kill potential for a lower AP cost. Activate the Super immediately once you’ve acquired the 600AP and verified all adversaries are currently spawned to maximize the amount of time you have to acquire more AP.
THROWS
OVERVIEW
| Name | Command | AP Penalty | Properties | Hit Effect | Notes |
|---|---|---|---|---|---|
| Acrobat Kick |
Right Stick
|
15% | Unblockable;30AP of super armor | Lift | Combo starter |
Acrobat Kick: PaRappa does a handstand and uses both feet to lift his opponent into the air. You can easily juggle your challenger before they can recover by using
,
, or
immediately after the lift.
| Name | Command | AP Penalty | Properties | Hit Effect | Notes |
|---|---|---|---|---|---|
| Dance Kick |
Right Stick
or
|
15% | Unblockable;30AP of super armor | Eject tornado | — |
Dance Kick: A short hop into a front kick is all it takes to send your opponent into an eject tornado reaction. Dance Kick serves as PaRappa’s primary throw for getting an attacker out of his face, but it’s also possible to catch an enemy with
(hold) if the eject results in a wallbounce.
| Name | Command | AP Penalty | Properties | Hit Effect | Notes |
|---|---|---|---|---|---|
| Kung Fu Kick |
Right Stick
|
15% | Unblockable; 30AP of super armor | KD | — |
Kung Fu Kick: PaRappa uses his opponent as leverage to lift himself into the air, coming down with a brutal axe kick that results in a knockdown. Like with most down THROWS, use Kung Fu Kick to shut down a foe and reposition PaRappa for another attack opportunity.
: SQUARE ATTACKS
GROUND ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Punch! |
|
5~43 | Mashable; third tap starts rapid punches | Eject tornado (final hit) |
(first hit only)
|
— |
| 2 | Body Check! |
|
20 | Dash forward | Lift | — | — |
| 3 | Uppercut! |
|
20 |
Hold
to ascend higher and follow foe
|
Lift (tap); full launch (hold) | Any attack | — |
| 4 | Trip! |
|
20 | — | Sweep |
|
— |
“Kick, punch, it’s all in the mind.” Chop Chop Master Onion’s opening lines from the first stage of PaRappa the Rapper are ingrained into the mind of every PlayStation fan, and this philosophy is put into action by using the
button. Each of PaRappa’s melee attacks can lead into a combo opportunity. Punch! (
) starts with a single jab and can be mashed into a flurry of fists that banks 43AP in your Super Meter and ends in an eject tornado reaction. However, with a bit of button-pressing patience, you can cancel the first hit into Trip! (
) to sweep your opponent and lay the foundation for many of PaRappa’s highest AP-earning combos.
Body Check! (
) is a short forward dash worth 20AP and causes a lift reaction. Follow up a successful Body Check! with Uppercut! (
) to begin an air combo. Speaking of Uppercut!, this attack forces PaRappa into the air along with his opponent, the height of which can be controlled depending on if you tap or hold
: a tap causes a lift reaction, and a hold results in a full launch. Either version of Uppercut! can be canceled into the attack of your choice.
AIR ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Kick! |
Air
|
5 | — | — |
|
— |
| - | Kick! 2 |
Air
,
|
20 | — | KD | — | — |
| 2 | Leap! |
Air
|
10 | Dash forward | — | — | — |
| 3 | Uppercut! |
Air
|
20 | — | Lift | — | Long recovery |
| 4 | Thousand Kick! |
Air
|
6~39 | Mashable | KD (final hit) | — | Active until grounded |
PaRappa’s hand-to-hand combat skills are just as formidable in the air as they are on the ground, and nearly all of them can be used to combo after a successful Uppercut! attack. Kick! begins with a simple front kick worth 5AP, but a second press of
produces an overhead kick that banks 20AP and results in an instant knockdown.
Leap! is a forward dash kick that causes a basic hitstun reaction and should primarily be used as a navigational aid or lead-in to a ground combo. The air version of Uppercut! functions like its grounded counterpart but loses its ability to cancel into any attack.
Thousand Kick! (
) forces PaRappa to dive straight down, and on hit, the attack can be mashed into a flurry of feet that can bank up to 39AP and lay out your foe. Don’t worry if you miss the dive attack, as PaRappa can transition right into another attack or dodge the instant he lands.
: TRIANGLE ATTACKS
GROUND ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Whack! |
|
20 | Reflects projectiles | Eject spiral | — | Reflected projectiles retain their original properties |
| 2 | Smash! |
|
20 | — | KD | — | — |
| 3 | Flip! |
|
20 | Only hits above PaRappa | Full launch | — | — |
| 4 | Push! |
|
30 | — | Eject roll | — | — |
PaRappa’s
attack group uses his skateboard to extend the range of his overall melee game, resulting in powerful Attacks that serve as excellent combo enders or ways to shut down your opponent’s actions while you find a new opportunity for PaRappa to strike.
Whack! (
) is a sideways skateboard swipe that causes a minor eject reaction, but none of PaRappa’s Attacks has the speed or reach for a follow-up attack. The true usefulness of Whack! is its hidden ability to reflect projectiles. Perform the attack and observe the orange energy cone that appears in front of PaRappa; this energy is what enables the reflection, sending the projectile back to its original owner but now belonging to PaRappa. Whack! is an essential move for competing against ranged characters like Radec or Jak that would otherwise be able to keep PaRappa at a safe distance for the entire match.
Protecting PaRappa from Attacks above his head is easy with Flip! (
). On activation, PaRappa performs a handplant and spins the skateboard with his feet, causing a full launch reaction. Flip! is a good anti-air option for PaRappa, but it can only hit grounded foes at point-blank range.
Push! (
) and Smash! (
> ) are both shut-down focused Attacks: Smash! is an overhead slam that results in an instant knockdown and can catch multiple opponents at once, while Push! is a low front push of the board that causes an eject roll. Either one can be used to quickly put a stop to your enemy’s actions.
AIR ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Whack! |
Air
|
20 | Reflects projectiles | Eject spiral | — | Reflected projectiles retain their original properties |
| 2 | Dash! |
Air
|
20 | Active until grounded | Lift | — | — |
| 3 | Flip! |
Air
|
20 | Forces PaRappa upwards | Full launch | — | — |
| 4 | Slam! |
Air
|
20 | — | KD | — | — |
The air version of Whack! retains its essential projectile reflection properties and hit effect and can be used to push back opponents in the air. Dash! (air
) causes PaRappa to mount his board to beeline diagonally downward until grounded, causing a lift reaction on hit. It’s easily PaRappa’s most useful method for traversing a stage swiftly while also setting up combos against grounded foes. Just remember to hold
during the attack if you need PaRappa to pass through thin platforms.
The air version of Flip! adds a little extra lift to PaRappa’s vertical state when needed and should be used to end air combos. Due its long recovery period, don’t rely on air Flip! to save PaRappa if he gets knocked off of a ledge. Slam! (air
) is an instant knockdown attack with incredible range, striking opponents in a wide arc that starts directly in front of PaRappa and ends just behind his feet. If you’re nervous about using Dash! to dive into a group of enemies, perform Slam! instead to force the entire group to the ground.
: CIRCLE ATTACKS
GROUND ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Come Here! |
|
10 | Pulls foe to PaRappa | — | — | Long recovery on whiff |
| 2 | I’m a Fan! |
|
20 | Dash forward | Butt-drop | — | Cannot act until grounded on hit |
| 3 | Blast it Up! |
|
30 | — | Eject spiral | — | — |
| 4 | Boxy Groove |
|
— | Generates 30AP worth of AP Orbs over five seconds | — | — | Cannot act until grounded; only one Boxy in play at a time |
All of PaRappa’s
attacks represent his love for hip-hop, using his microphone and his friend Boxy Box to harass opponents and gain better positioning on the playing field. Come Here! (
) sends out PaRappa’s microphone to reel in an adversary, creating a combo opportunity. It’s great at catching foes that are attempting to retreat or keep PaRappa at a distance, but Come Here! is a very risky move because of its incredibly long recovery on whiff.
PaRappa’s second microphone attack, I’m a Fan! (
), causes the hip-hop hero to rush forward while spinning the mic 360 degrees around his body. It causes a butt-drop on hit and recovers fast enough that Come Here! can be used to bring the opponent in for a big combo set-up. Blast it Up! (
) brings PaRappa’s talking boom box, Boxy, into the mix with an overhead area of effect attack that ejects foes all around PaRappa. The explosion can only hit grounded adversaries at point-blank range, but it is a very effective anti-air tool.
Boxy Groove (
) places Boxy Box onto the playfield to lay down some funky beats while generating AP Orbs. PaRappa and Toro are the only two characters in the game that can self-generate AP, but Toro’s naps give him AP directly; any character can grab the AP Orbs that pop out of Boxy Box. If you need the AP, try to drop Boxy Box in an unoccupied area of the stage so you can collect the energy for yourself, but a craftier strategy is to use Boxy Groove as a honey pot to lure enemies. Place Boxy Box in an area that’s difficult to escape, and position PaRappa to activate a Super attack if one or more of your opponents tries to take the bait!
AIR ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Aerial Come Here! |
Air
|
10 | Pulls foe to PaRappa | — | — | Long recovery on whiff |
| 2 | Aerial I’m a Fan! |
Air
|
20 | Dash forward | Butt-drop | — | Cannot act on hit until after flip |
| 3 | Aerial Blast it Up! |
Air
|
30 | — | Eject spiral | — | — |
| 4 | Aerial Boxy Groove |
Air
|
— | Generates 30AP worth of AP Orbs over five seconds | — | — | Can act shortly after dropping; only one Boxy in play at a time |
None of PaRappa’s
attacks changes their properties in the air, retaining their original purposes, but they can open up the way the attacks are used. Enemies caught by the air version of Come Here! recover too quickly to land any attack other than a two-hit Kick! combination. I’m a Fan! can be used to cover horizontal distances in the air when Dive! isn’t a safe or preferable option.
Shut down the approach of aerial foes by using Blast it Up! while airborne. Be aware that it suffers the same range limitations of the ground version, so enemies below its sphere of influence won’t be affected. Using Boxy Groove in the air throws the boom box straight down from PaRappa’s position. PaRappa won’t be able to collect the AP Orbs from way up above, but hopefully, power-hungry opponents become distracted and buy you some time to set up your next attack.
COMBOS
MAIN COMBOS
Note: All combos assume your character is facing the right side of the screen.
I. Against grounded foe:
,
,
(mash)
64~68AP
PaRappa’s bread and butter combo is also one of his simplest, requiring only three inputs and putting you halfway to a Level 1 Super. Immediately cancel into
once you’ve confirmed the first hit, and begin mashing
as soon as the sweep connects. Your opponent is forced to fall right into PaRappa’s rapid-fire punches and into an eject tornado! Try connecting this combo after grabbing your foe with
to add an extra 10AP to your Meter.
II. Against grounded foe: (air)
, land,
,
(hold), (air)
80AP
This combo illustrates how Dash! can be used to set up a big combo. After the initial hit, immediately press
to knock the opponent even higher. Delay the input of the first
(hold) input to ensure that the challenger falls just enough for the uppercut to hit, then immediately enter the final input to finish off the attack. If your adversary blocks the initial hit, go for a throw with the right stick instead.
III. Against grounded foe, corner:
(wallbounce)
(mash)
70~75AP
A simple but high-value combo, this series of attacks takes advantage of PaRappa’s speed and the eject reaction caused by Blast it Up! in the corner. You and your opponent need to be between two to six character lengths away from the wall. Simply press
and start mashing
after the hit, catching your enemy after the wallbounce for massive AP gain. Once you get the timing down, you can create even better corner combos by intercepting the wallbounce with
or
to launch foes into the air.
COMBO APPENDIX
| Combo | +AP | Notes |
|---|---|---|
,
,
(hold),
,
|
70 | Variation on Combo I that leaves PaRappa in an aerial state while your opponent is forced to ground level in a knockdown state. |
,
,
,
(mash)
|
90 |
Input
just before your challenger recovers from their lift state.
|
ADVANCED STRATEGIES
PaRappa has a lot going for him, including incredible speed and excellent combo options, but he’s limited by the short-range nature of his attacks. In order to succeed with PaRappa, you must learn how to close the gap between PaRappa and his opponents while minimizing any threat of a counter attack. Come Here! is a good place to start, since it reels in a single enemy without PaRappa having to go anywhere.
Grabbing an opponent with the mic can be more difficult than it sounds due to the time it takes for the attack to travel. PaRappa is exposed from the moment you press
, and if the attack misses, you better be prepared to get hit by an opportunistic opponent. In order to minimize PaRappa’s exposure during Come Here!, try to grab adversaries from behind while they’re occupied by another character or in the process of grabbing an item. Come Here! can interrupt an opponent during their Level 1 Super start-up, as well, but catching an enemy this way is more a matter of luck than skill.
Mashing out PaRappa’s basic
attack is a staple of his offensive game.
Your other options for closing the distance are Dash!, I’m a Fan!, Body Check!, and Leap!. Each of these attacks moves PaRappa forward in some way. For short-range distances, Body Check! and Leap! are your ground and air options, respectively. Each attack travels a short distance and can interrupt attacks on hit, but Body Check! has the only combo potential out of the two. For longer distances, I’m a Fan! can be used on the ground or in the air while protecting PaRappa from physical contact on all sides, but it lacks any combo potential. Dash! is the true star of the show in this regard, diving diagonally downward and opening up an opponent for huge combos on hit. This attack should serve as your primary method of getting PaRappa around the map swiftly and safely. Make sure to take advantage of an enemy after a successful hit, and you can earn enough AP for PaRappa’s Level 2 Super in as little as four combos.
Remember to hold
during Dash! to catch enemies below thin platforms.
or
to jump