River City Ransom: Underground

River City Ransom: Underground

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Provie Move List - Inputs, Move price, Dojo locations, Levels at which they unlock
By JDeez
Provie Move List

This is a guide I've created to help players master Provie's moves, as the in game move list currently does not explain all the moves very well or how to execute them. This guide includes the moves you can get, how to execute them, the locations of the moves you can get, their price, and their level requirement. Long story short, you will unlock most moves by Level 22, and the final move at level 40 with max SPC stat.

Any feedback would be appreciated.

Buttons:
P = Punch
K = Kick
J = Jump
G = Grab
S = Special
B = Block

Forward and Back refers to the relative direction your character is facing.
A comma (,) between buttons means they are to be pressed in sequence like Punch, Punch, Kick (ie P, P, K)
A plus sign (+) between buttons means they are to be pressed at the same time like Punch + Kick (ie P+K)
   
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Default Moves
These are the basic moves that Provie starts out with:

Tricep Slash: P
Normal Punch, slower than Provie's normal kick.

Shin Kick: K
Normal Kick, Faster than Provie's normal punch.

Weapon Strike: P (While holding a weapon)
Attack with whatever weapon or object you are holding.

Throw Weapon: K (While holding a weapon)
Throws whatever weapon or object you are holding forward to attack the enemy.

Grab: G
Grab enemy when close/grab weapon or object/drop weapon or object.

Grapple Knee: G (from enemy's front), Tap K
Continuously hits the enemy with your Knee. Only works when enemy is grabbed from the front.

Split Punch Grab Attack: G, P
A single strike to the junk, when grabbing an enemy from behind. Works when grabbing from either side. Let's go of the enemy after the attack.

Full Nelson: G (from enemy's back), G
Puts enemy into a full nelson, preventing them from moving and leaving them open to attack from another player

Shoulder Lift: G (from enemy's back), Up + G
Lift's a grabbed enemy above your head for you to throw them.

Double Jump: J, J
Perform a double jump by jumping again in mid air.

Jump Twist Kick: J, K
Does a jumping kick attack in the air.

Special Move: Broken Propeller: J, S OR K,K,K,S (Once you unlock Hop Spin Kick)
As of Patch #4, now your default special move. Downward Spin attack from any jump height to hit enemes in the air or as you are about to land. Can also be used right after Hop Spin Kick (When you unlock it) as it seems to lift you off the ground long enough to use it, but the timing is very tight (Credit to BVA for finding this).

Broken Propeller can also be used twice while in the air at any time after a jump or double jump. You can possibly use this to chain hits in the air, or use the move as an triple or quad jump. Becareful though, as it doesn't give you too much forward distance, and once you use Broken Propeller you cannot do another regular jump or double jump, and you'll drop like a stone at the end of the animation.

Block Push: (While Holding B) , G
Push enemy back when they hit you while blocking. G must be pressed at the precise moment they strike for this to work.

Provie Escape: (While Holding B) Down, Up
Do a backflip to quickly escape from enemies.

Jump Jab: J, P
Does a jumping punch attack in the air.

Slidewayz: Dash (Foward, Forward), K
Does a sliding leg sweep move to knock enemies over.

Grapple Escape: Tap buttons (Also D-pad/wiggle control stick?)
Basically, mash buttons to get out of grabs.
Bought Moves
These are the moves that you can purchase from Dojos around the game:

Hop Spin Kick: K, K, K
Adds an additional attack to your normal kick to make it a simple three hit combo.

Handstand Side Kick: P, P, K
Adds an additional attack to your normal punch to make it a simple three hit combo.

Five hit Combo: P, P, K, K, K
When you have Both Hop Spin Kick and Handstand Side Kick, you can now execute a five hit combo with P, P, K, K, K.

Back Kick: P + K
Quickly kick an enemy behind you.

Flare: Forward + S (Attacks behind you)
Attack with a series of spinning handstand kicks to enemies behind you. You can can easily keep doing this back and forth to change direction, and if you find the right spot it will basically turn you into a human blender.

Windmill: S
Move forward as you attack with large sweeping kicks. Can be then chained into a spring kick, back spin, or Double Knee Drop.

Spring Kick: K while doing Windmill
Causes Provie to cancel out of windmill to deliver an axe kick.

Back Spin: P while doing Windmill
Spin on your back as you bowl over enemies infront of you. Can be then chanined into an Air Flare.

Air Flare: P while doing Back Spin
Unlocked automatically with Flare. Perform a Flare after the back spin. Can be chained into a Double Knee Drop

Wounded Knee: J, Hold down + K while in Mid Air over knocked down enemy
When over a downed enemy, Provie comes down on top of them with a diving knee attack. If you are quick you can fit in two shots while the enemy is down.

Double Knee Drop: P while doing a Flare OR P, P while doing a windmill to attack behind you.
Allows Provie to Cancel out of the Flare, jump into the air to attack with a forward diving knee.
Can also be executed by pressing P, P during Windmill, which makes the attack change direction and attack behind you.

Jump Spin Kick: J, K, K
A second kick added to your jump twist kick in the air. Sometimes tough to get out without enough height/enemies to hit in the air.

Corkscrew: Up + S
Launch enemies very close to you into the air with a continous upward spinning kick.

Boom Box: Hold P and then release when fully charged.
Causes a blast to come out of a boom box damaging enemies infront of you. Becareful as overcharging can cause the attack to fail, but so does not charging enough. You character will start flashing very fast when its almost ready but the timing to let go is very tricky with this move. Not worth using in my opinion.

Pop-up/Evasive Roll: Hold Forward/Back + Repeatedly Tap J when knocked down.
Allows Provie to roll away from danger when knocked down. Shows up in the third Dojo as "Pop-up" but shows up in your in-game move list as "Evasive Roll"

Gainer: Dash (Foward, Foward), P
Launches enemies close infront of you with a strong kick, knocking them down.

Jump Splits: J, Down + K
Perform a split while in midair to kick enemies on either side of you

Spin Cycle: P, K, P, K, K (five hit combo)
Credit to Meiz for this combo.
Adds a leg sweep allowing you to do a five hit combo.

Splits Punch: K, K, K, P (Four hit combo) OR P, P, K, K, K, P (Six hit combo)
Adds JVCD like split-punch attack to the groin to your Kick combo. This now enables you to do a punch kick combo up to six hits.

Donkey Launcher: G, Forward/Back + K
Throw an enemy into the air by grabbing them and rolling backwards as you launch them with a kick. You can grab the enemy from either front or back.
Broken\Mislabelled Moves?
Below are moves that are either broken, mislabelled, or have some sort of condition or input requirement that is very unclear\difficult.

Pop-up (Bought Move): Mislabelled move. After you buy it, it shows up as Evasive Roll which shows up in your move list after you buy Pop-up.
Dojo Locations & Moves Price/Level Requirements
Below are the locations of the Dojos and the moves available at each, along with their price and level requirements. I tried to get these as accurate as possible by grinding money off of parking meters or early area thugs as much as I could, and only getting ATK, STR, and STA boosts so I would not over level and miss the requirement. The lowest level I have been able to reach the third Dojo so far has been Level 13.

Blade's Dojo
Location:Grotto St. Alley, East of the Grotto Mall

    Moves Available:
  • Hop Spin Kick - $9.50 - Unlocks at Level 2
  • Back Kick - $10.00 - Unlocks at Level 6
  • Flare - $35.00 - Unlocks at Level 10
  • Windmill - $35.00 - Unlocks at Level 10
  • Boom Box -$24.00 - Unlocks at Level 22


Ryoma's Dojo
Location:Oak Hill Mall, East of the Subway stop, West of the Abandoned Warehouse

    Moves Available:
  • Handstand Side Kick - $9.00 - Unlocks at Level 3
  • Wounded Knee - $12.00 - Unlocks at Level 6
  • Back Spin - $15.00 - Unlocks at Level 20 (Requires Windmill)
  • Jump Spin Kick - $14.50 - Unlocks at Level 8
  • Corkscrew - $12.00 - Unlocks at Level 17


Suzu/Kim's Dojo
Location:Ocean Heights Mall, accessible once the Crossed Streams Forest area is opened up during story progress.

To reach Ocean Heights Mall, you can get there by:
  • Taking the Bike Trail Path through the forest and jump across the moving river logs heading East until you reach North Ravine Lane, then head North to Ocean Heights Ghetto, then West to Ocean Heights Mall.
    I do not reccomended this path as it is extremely hard to platform and easy to die. Even with Provie's double jump/another character using the Energy Drink Double Jump, you have to be very precise to land or it will basically insta-kill you.

    OR

  • Going to McNamara Street in Rollingwood near "Fine A Suit" shop, and going North into the Ocean Heights Alley. From there you can climb the ladder to the Ocean Heights Rooftops and head West, jumping across the marked ramps untill you reach a ladder down. Once on the ground, head West, and you will reach Ocean Heights Mall.

    Moves Available:
  • Splits Punch - $8.50 - Unlocks at Level 13
  • Gainer - $14.25 - Unlocks at Level 13
  • Double Knee Drop - $13.00 - Unlocks at Level 13 (Requires Flare)
  • Pop Up - $9.00 - Unlocks at Level 13 (Shows up in Move list as Evasive Roll)
  • Spin Cycle - $8.50 - Unlocks at Level 13
  • Jump Splits - $10.00 - Unlocks at Level 13
  • Donkey Launcher - $12.50 - Unlocks at Level 13
  • Spring Kick - $18.00 - Unlocks at Level 13 (Requires Windmill)
Merlin's and the Final Move
You might have noticed a set of double doors (On the left) in the Armstrong Tunnel East of A&R Auto that are closed off, saying "Closed - Come Back Tomorrow" or "Closed - Come Back Tonight", no matter what time of day you go there.


This is because this shop is specifcally closed until you get to the point in the story where the entrance to the Crossed Streams Forest is opened. Once you have gotten to this point in the story, the doors to this shop will finally open during night.

Once inside Merlin's you'll see the the shopkeeper: A maid straight out of the original River City Ransom, who does not look like she's having a good time. She sells a single move for Provie, and that is her final move: Suburb Blaster. It costs $90.50.


However, the shopkeeper does not allow you to purchase this move unless you have a certain amount of SPC(Special) stat. This amount is 63, and you can only get this much with Provie by grinding levels and items until you reach Level 40.

Suburb Blaster: P+S (When low health)
Credit to Youngstown for figuring out the health requirement
Provie summons a boombox, raises it above her head, slams it into the ground to create a shockwave around her. You do not need to be 1 hp to use it, but just low enough health that the first white pip on your health bar begins to flash.

WARNING: This move consumes your entire SPC meter to use, and has about a half second start up. It also does not hit enemies that are knocked down on the ground, and seems to only hit them if they are directly beside you on the same x axis. If you are surrounded by enemies, and since enemies tend to launch attacks very quickly in this game, its very easy to get knocked out of the animation for this move and completely whiff with it, leaving you with low health and your SPC meter empty. This may be more useful for multiplayer situations.
36 Comments
tuxdelux 18 May, 2020 @ 6:56am 
Air Flare can be obtained at level 14.
btw, one attack that can be done to a grounded enemy is Grab then Throw.
tuxdelux 15 May, 2020 @ 10:23am 
which are ground attacks?
Five7 29 Nov, 2017 @ 7:47am 
Also, you are missing Air Flare from the list of moves in Blade's Dojo.

It's $9.50, I am unable to learn it at level 10. I'll have to keep checking to figure out the level requirement.
Five7 29 Nov, 2017 @ 7:07am 
for some reason you're able to unlock Backspin are around level 8 or 9, before you can unlock Windmill. Makes no sense. But I just bought it at level 9.
Hermit Trismegistus 2 Apr, 2017 @ 1:08pm 
it may be from another recent update, but every character actually has Evasive Roll in their default movelist; it's unlocked once a character reaches 27 AGI or higher. Unfortunately this means that Provie's Pop Up really is nowhere to be found in her actual movelist, and I don't know anyone who's even figured out what it does or how it's done yet.

Additionally, every character has a bonus move that's learned automatically after you buy all their available moves (except the secret skill from Merlin's obviously). For Provie, it's Freeze Frame: press G during Windmill or Flare to immediately cancel into a pose, from which you can further switch to followup attacks like hitting P to launch into a Flare behind you. Really useful for when thugs get on your backside while you're focusing on their buddies.
nalim_86 18 Mar, 2017 @ 1:05am 
Nice guide!
I'm helping with another guide and found some things, that you might wanna add to your guide:
Broken Propeller can also be done after Gainer (forward, forward, P), you just have to hold S to start first one, and then can do a second one. Somehow it seem to work only outside (not in hideouts) or when Gainer connects (with heavy bag).
And additionally it can be done after any Hop Spin Kick in combo like in P, K, P, K, S, S or P, P, K, K, K, S, S.
autodidakto 15 Mar, 2017 @ 3:59pm 
Boombox has a SPC requirement as well as a level requirement. It's no more than 31, maybe 30 or 29.
Darkman007 13 Mar, 2017 @ 10:01pm 
Чехов, так там же кнопка специально :) S
autodidakto 13 Mar, 2017 @ 4:01pm 
Something for the mislabel/bugs: After buying Flare, I can perform it just fine with Forward + S, but in my move list it says "K from back spin" (which you cant get til level 20) "or P from freeze frame. Annoyingly "Air flare" is in my movelist, which I can't perform because I'm not high enough level to buy the back spin.

"Provie Escape" is in my movelist as S while blocking. That must be wrong.
JDeez  [author] 10 Mar, 2017 @ 1:44am 
Update #4 fixed some stuff! Updated the guide with some initial changes, might add some more soon:

-Jump Twist Kick is now fixed to be the default jump kick attack. Will have to check if Jump Spin Kick took its place exactly on level and price.
-Figured out shoulder lift is Grab the enemy from behind, then hit Up+G
-Broken Propeller is now a default special move for Provie.
-They added a single split punch when grabbing an enemy from behind and pressing P.