Breakers
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violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Move names & instructions based on xxx
Most hexcodes taken xxx
etc.

Copyright 2005 Andrew K.K. Ah New

**************************************************
MISC.
-Arcade Soft dip:
 Page1:
 US Name/JP Name
  Option1 effect
  Option2 effect
  etc.
 More:
-Console Menu:
-Debug dipswitches:
1.1: effect
1.2: effect
etc.

-Hexcodes:
Address  Value  Effect
107c0a   63     Stop timer
1072eb   72     P1 Inf Life part 1
107333   77     P1 Inf Life part 2
10784b   72     P2 Inf Life part 1
107893   77     P2 Inf Life part 2
107344   03     P1 Inf Meter
1078a4   03     P2 Inf Meter

-Systems notes
-From left to right, the playable characters are:
 Sho (first player starts here)
 Pielle
 Condor
 Rila
 Tia
 Alison III
 Maherl
 Dao-Long (second player starts here)
-Mirror matches are allowed.
-Two players choosing the same character will have the same name
-CPU-controlled characters in mirror matches will have different names
-Each character has four colors, one for each of the buttons.
 -If one characters color is already taken by a mirror character, then the
  same button pressed will pick the 'next' color (A->B->C->D->A).
-Progression
-There are no bonus stages
-Each character has their own background
 -The playable characters seem to come from different 'countries'/areas:
   Sho: Japan
   Pielle: France
   Condor: Mid-western United States
   Rila: South America?
   Tia: Thailand?
   Alison III: Egypt
   Maherl: Near/Middle East
   Dao-Long: China
-Winposes: Seem to be three: one each for the first and second wins, and one
 for perfect wins
-Win Quote: Several, though I'm not sure if there's a system or if the quotes
 are random
-Sho has been used as the standard punching bag, meaning all height
values,etc. apply to him. They will almost surely be different for different
characters (maybe I'll list those in the future).

**************************************************(50 stars)
KEY TO BASIC MOVES
X-dimension: 'conditions'
j. jump
sf. stand far
sc. stand close
c. crouch
r. row

Y-dimension: 'buttons'
A press A
a tap A
A" press
A` tap
A_ press
A^ tap
B
Lx low attack
Mx medium
Hx hard
xS Slash
xP Punch
xK Kick
C
CD C+D
K> counter attack

Points on the chart: 'Values'
L: chase (only hits downed targets)
l: hits low (must crouch-block)
m: hits medium (can crouch-block or stand-block)
M: (will be blocked if target does a crouch-block or stand-block, but will
   miss entirely if target is in cn/cf)
h: overhead (must stand-block)
H: (will be blocked if target does a stand-block, but will miss entirely if
   target is crouching)
#: (will miss entirely unless target is in the air)
B: unblockable
x: not an attack
-A 'w' added after the main value means that the attack will whiff if the
 target is stand-blocking.

Between values:
Between rows:
 | same sprites, different speeds
 I same sprites, same speed
Between columns:
 - same sprites, different speeds
 = same sprites, same speed
Between attacks:
 . the attacks cannot connect to each other
 , the attacks can connect to each other

Just below the chart will be some 'extra notes':
Lists of moves with certain properties:
 Up: can function as anti-air attacks
 Sw: will sweep a standing/crouching opponent
 As: will 'air sweep' an airborn opponent (they will fall on their backs)
 Sl: will cause your base position to move forward and stay there after the
     move has finished
 Hp: will couse your character to 'hop' or at least be immune to some low
     attacks.
 Rw: will hit opponent into other row.
  R^: hit opponent into upper row.
  Rv: hit opponent into lower row.
 Dz: will dizzy opponent.
 th: throw (toss or slam)*
 gb: grab/hold*
  *Angle brackets point in direction that target lands (assume facing rt).
   Side of angle brackets indicate which direction to press.
 -Numbers in square brackets indicate what hit qualifies for the list.

KEY TO SPECIAL MOVES
Between entries:
-Indented entries indicates a followup to most recent less-indented entry.

Within entry:
Name line:

 Before the name:
   *  Special marker (DM,HDM,etc.)
  [ ] 'Type' of attack:
      0 F   Fireball
      * sF  short Fireball
      ` aF  air Fireball
      # zF  zone Fireball
      % brk flurry (named after Joe's Baku Retsu Ken)
      > T   'Torpedo' (horizontal move)
      ) sT  short Torpedo
      n arc arcing attack
      \ div diving
      ^ srk vertical (named after Street Fighter's Shou Ryuu Ken)
      & G   Grab
      K c   Counter
      $ tel teleport
      ~ indicates that the move is different from others of the same type
      / indicates that the move shares similarities to either type
      ... indicates that the move starts off as one type but becomes another

 At the name:
  Names not in parentheses indicates official name
  ( ) My description
  ?   Unsure name

 After the name:
  ( ) Height of the attacks (see 'Values' above)
      -A value followed by a number means that that number of hits will be
       of that height.
      -Numbers preceding parentheses indicate that the parenthesized sequence
       happens that many number of times.
      -A "/" seperates the weak and strong versions.
      -Dashes between two values indicates that the same hit could strike at
       either of the values, depending on the position of the attack.
      -Value followed by '->' indicates a conditional: the hit must connect
       for the values following to start, otherwise the part following the '|'
       will occur.
  < > Range of attacks
      S screenlength
      s spritelength
  { } Special properties (also see 'Values' above):
      a/s combination 'as' and 'sw'
      n/a none
      [ ] hit numbers for which the property holds
       |  separates properties of a conditional (see above)
       /  seperates different strengths (see above)
       :  the values following are only valid for the button preceding.

Instruction line:
 + press both buttons at the same time
 / press either button
 , then

KEY TO LINKS
'Line headers' consist of the moves being linked from:
-Indented 'buttons' are in most recent 'condition' (see above)
-Sprite numbers are in the most recent buttons.

Indented 'blocks' consist of moves being linked into:
-Each condition is followed by either
 a button name (if that button can be linked into) or
 x (if that button cannot be linked into)
-Special moves are preceded by their eligable buttons.

**************************************************
***Sho***
BASIC MOVES
   A B  C  D
 *------------*
ju| h h  h   h
 | I    I
js| h h  h   h
 |
sf| m m  m   m
 | I
sc| m m m.? m,m
 |
c| m l m.?  l
 *------------*

up: sf.B
   sc.C[2]
    c.C[2]
a/s: ju.D
sl: sf.C
      D
<th> sc.C
     a.C/D

COMMAND MOVES
a.A,A,A,A,.... (m)
a.u+C (M) {up}
a.d+B (h)
a.d+D (m)
sc.C,C,C (m,m,H) {up[3],sl[2,3]}
s.AC (h) {sl}
s.BC (m) {sl}
s.BD (l)

SPECIAL MOVES
[F] ??? (m) {as}
qcf+P

[?] ??? (m,m) {as}
qcf+K

[?] ??? (m,?,#) {a/s}
qcb+K,K,K

[brk] ??? (m13?) {a/s,sl[13]}
f,b,f+P

SUPER MOVES
[?] ??? (m11?) {a/s}
s.qcf,qcf+P

[?] ??? (m5?) {a/s}
a.qcf,qcf+P

[?] ??? (m16?) {a/s}
s/a.qcb,qcb+K

***Pielle***
   A B  C   D
 *------------*
ju| h h h.h  h
 | I    I   I
js| h h h.h  I
 |
sf| m m m.m H.m
 |
sc| m m #.m  m
 |
c| m l m.#  l
 *------------*

up: sc.C[1]
   sf.D[1]
    c.C[2]
sl: sf.D
    c.D
sw: c.D
<th<: a.C/D
<th>: s.C/D

COMMAND MOVES
a.d+A (h)
a.u+C (h)
s.AC (m) {as,sl}
s.BD (h) {sl}

SPECIAL MOVES
[F] ??? (m)
qcf+P

[srk] ??? (m/m,m) {as,sw[C],sl)
dp+p

[?] ??? (m,m,m) {as,sw[3])
qcb+P,P,P

[T] ??? (m3/m7) {a/s}
qcb+K

[?] ??? (h,m,#) {a/s}
a.d+ABC/BCD

SUPER MOVES
[?] ??? (m10,m2) {a/s,sl,up[10,12]}
qcf,qcf+P

[?] ??? (?13,m) {a/s,sl[14]}
qcb,qcb+P

[T] ??? (m8) {a/s,sl}
qcb,qcb+K

***Condor***
    A  B  C   D
 *--------------*
ju| H.m h  h   m
 |
js|  m  h  h   m
 |
sf|  H  m  m   m
 |
sc|  m  m m.? m,m
 |
c|  m  l  m   l
 *--------------*

up: sc.C[2]
a/s: ju.C
<th> s.D
>th> s.C
<th< s.A/B
g> c.A/B
  c.C
  c.D

-Condor cannot dash

COMMAND MOVES
a.d+C (h)
a.d+D (h)
s.f+C (m) {sl}

SPECIAL MOVES
[G] ??? (B) {sw}
275+P

[sT] ??? (l) {sw}
f,f+K

[] ??? (m) {a/s,sl}
qcf+K

[] ??? (m.?) {as,sl}
ABC/BCD
-Negates projectiles

SUPER MOVES
[] ??? (m,m->1) {a/s}
qcf,qcf+P

[G] ??? (B) {sw}
720+P

***Rila***
   A B  C    D
 *--------------*
ju| h h h.h   h
 |
js| h h  h    h
 |
sf| m m  m  m.?.?
 |
sc| m m m.?  #.m
 |
c| m l  m    l
 *--------------*

up: ju.C[1]
   sf.D[3]
   sc.C[2]
   sc.D[1]
sl: sf.C
   sf.D
    c.C
<th> sc.C

COMMAND MOVES
s.f+D (m) {sl}

SPECIAL MOVES
[] Spinning Claw (m,m,m,m...) {a/s,sl}
P,P,P,P...

[T] ??? (m) {a/s[C]}
b.f+P

[srk] ??? (m/m2,H,#4) {a/s,sl}
d.u+K

[] ??? (m,m/m,m,m) {sw[D2]}
db.df+K

SUPER MOVES
[] ??? (m,m?,m?,#3) {a/s}
b.f,b,f+P

[] ??? (m) {}
db.df,db,u+K

***Tia***
   A  B   C   D
 *--------------*
ju| h h,h  h   h
 |        I   I
js| h  h   h   h
 |
sf| m  m   m  m,m
 |
sc| m  m   m   m
 |
c| m  l  m.?  l
 *--------------*

up: ju.B[1]
   sf.D
   sc.D
    c.C[2]
sl: sf.C
   sf.D
>th> a.C/D
<th> sc.C

COMMAND MOVES
a.u+C (h.?) {up}
s.AC (m,m) {sl}
s.BD (m,h) {sl}

SPECIAL MOVES
[brk] ??? () {sl}
K,K,K,K....

[F] Rapid Gale (m) {as}
qcf+P

[srk] Rising Upper (m,m,#) {a/s,sl}
dp+P

[] ??? (m) {as}
a/s.qcb+K

SUPER MOVES
[] ??? (m3,H,#5,#) {a/s}
qcf,qcf+P

[] ??? (h,m5?,#) {a/s}
qcf,qcf+K

[T] ??? (#/H/m22) {a/s}
a/s.qcb,qcb+K, u/d to control height

***Alison III***
   A B C   D
 *------------*
ju| h h h   h
 | I I I   I
js| h h h   h
 |
sf| m m m #.H.H
 | I I I   I
sc| m m m   H
 |
c| m l l   m
 *------------*

up: j.B
   s.D[1,2]
sl: c.D
<th> sc.C
>th> a.C/D

COMMAND MOVES
a.d+A (m)
a.d+B (h.h) {up[2]}
a.d+C (m)
a.d+D (m)
s.b+A (m)
s.b+B (l)
s.b+C (m)
s.b+D (l) {sw,sl}
s.AC (#.h) {as[1],sl}
s.BD (H,m?,h) {up[1]}

SPECIAL MOVES
[sF] ??? (m) {a/s}
hcf+P

[sT] ??? (m) {a/s}
a/s.qcf+K

[] ??? (h) {a/s}
a/s.qcb+K

SUPER MOVES
[F] ??? (m) {a/s}
qcf,qcf+P

[] ??? (m,m,m,?,m) {a/s}
qcb,qcb+P

***Maherl***
   A B  C  D
 *----------*
ju| h h  h  h
 | I
js| h h h.h h
 |
sf| m m  m  m
 |
sc| m m m,m m
 |
c| m l  m  l
 *----------*

sl: ju.C
   sf.C
   sf.D
    c.C
<th> sc.C
>g> sc.D

COMMAND MOVES
a.d+B (h)
a.d+C (h)
s.AC (m) {sl}

SPECIAL MOVES
[] ??? (m3/m,?,m,?,m) {a/s,sl}
hcf+P

[] ??? (m2/m3) {a/s}
qcb+P

[] ??? (H,m/m2) {a/s}
qcb+K

[arc] ??? (h,h) {a/s}
ABC/BCD (b/f to vary direction and length)

SUPER MOVES
[G] ??? (B) {sw}
270+K

[] ??? (m2,m4) {a/s}
qcf,qcf+P

[] ??? (m,m,m,m) {a/s}
qcb,qcb+P

***Dao-Long***
    A  B    C        D
 *------------------------*
ju| h.H h   h.H       h
 |
js|  h  h h.h.?.? h,h,h,h,h
 |
sf|  m  m    m        m
 |     I
sc|  m  m   m.?       m
 |
c|  m  l    m        l
 *------------------------*

up: ju.C[2]
   sc.C[2]
   sc.D
sl: ju.B
   ju.C
<th> sc.C

COMMAND MOVES
s.AC (m) {as,sl}
s.BD (m) {as,sl}
s.CD (h) {as,sl}

SPECIAL MOVES
[F] Ko Ryuu Ga (m) {as}
b.f+P

[srk] Sen Kyuu Tai (m,m/m,m,M) {a/s}
d.u+K

SUPER MOVES
[F] ??? (m8) {a/s}
b.f,b,f+P

[] ??? (m) {a/s}
b.f,b,f+K

[srk] Ren Kyuu Tai (m2,#(12-28)) {a/s}
db.df,db,ub+K,K,K...

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FAQ CHANGES
11/29-x/05