US Title/JP Title
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All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Move names & instructions based on MO'Neill's FAQ and Kitsune Sniper's Boss FAQ
Copyright 2006 Andrew K.K. Ah New
**************************************************
MISC.
-Arcade Soft dip:
Continue
-Infinite(default),
-Strangely, once you switch from Infinite, Infinite cannot be selected.
Demo Sound
-With(default) or Without
Rounds
-2Point Match(default) or 1Point Match
Round Time
-60sec(default),30sec,45sec
Auto Diff
-From 1 to 8. Default 4
Difficulty
-From 1(easiest) to 8(hardest). Default 4
CM Select
-With(default) or Without
How To Play
-With(default) or Without
Credit Disp.
-With(default),Without,"Free Play"
Level Disp.
-With(default) or Without
-Console Menu:
Difficality
-Easy,Normal(default),Hard, and MVS
Round(s)
-1 Point Match or 2 Points Match (default)
Time Limit
-30sec,60sec(default),99sec, or Unlimited
Enemy Select
-Auto(default) or Manual
Charge
-With(default),Without, or Full Time
Handy Cap
-Move left to weaken 1p, more right to weaken 2p
-Debug dipswitches:
2.1: Slow-motion
2.2: No damage for either character (no natural charge-building, either)
2.3: Full charge for both players
-Hexcodes: (FF-style. See Kof94 for other style)
Address Value Effect
102243 99 Infinite Time
100z51 y Life
100x11 w Gauge
z=4 Player 1
5 Player 2
y=00 Full
67 Doomed
68 Dead
x=5 Player 1
6 Player 2
w=68 Full
00 Empty
-Systems notes
-Char Menu: The characters are in two columns of either five or six, as such:
(Duke) (Shuko)
Marian Dulton
Eddie Rebecca
Billy Jimmy
Burnov Amon
Abobo Cheng-Fu
-1p starts at Billy, 2p starts at Jimmy
-Computer roulette starts at Amon, then goes clockwise around the menu
-Mirror matches are allowed
-Color Selection: A for default colors. B,C, or D for alternate colors
-Progression
-Bonus Stages: None
-Backgrounds: One per character
-Win Pose
-Win Quote
-Billy 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).
-Here's a weird trick: When someone air-blocks an attack, they are pushed
upwards a little bit. Some attacks are such that you can play hackey-sack with
the defending character by keeping them in the air with constant attacks. Try,
for example, to juggle an enemy in the air with Billy's s.A.
-After air blocking an attack, the defending character can jump again in the
air. This means that you can air-block, jump, air-block again, jump, and so
on indefinitely.
-You can also juggle enemies by simply hitting them repeatedly in the air
without them blocking, or alternating blocking and not blocking, or...etc.
**************************************************
KEY TO BASIC MOVES
X-dimension: 'conditions'
ju. jump up
js. jump left or right
h. hop (b,b or f,f)
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
X Any attack button
XX Any two attack buttons
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.
KEY TO SPRITES/FRAMES
, Seperates sprites
( ) frame count of named sprite
-Does not include wait periods.
-Parentheses w/o names haven't been named yet.
-Name w/o a frame count is same as closest earlier name w/i the same move.
{ } Wait period
[ ] Hit sprite
< > Might be a hit sprite
x Variable length
? Length unknown as of yet
> Pointed target
< Repeat as needed (go back to '>')
... Pointer? To fill in later?
v Pointer (look for a '-' preceding a child move)
- Pointed (from 'v' in parent move)
^ Return to pointer one level up. More ^ =more levels up.
* Interuption point (for specific actions)
_ Free point; if none indicated, assume any frame is free.
; Comment (usually for variable declarations)
Variable Decl
Interuption: move@sXfY (X=Sprite number, Y=Frame number)
Press button at designated frame.
-Sprites that look the same have the same name (ideally ^_^#).
However, they can (and usually will) have different frame counts.
-Keep in mind that moves can be interrupted (i.e. being stuffed by an
enemy's attack or doing an air move too late to complete)
(chase attack) (L)
d+X when an enemy is dizzied while downed
***Billy***
BASIC MOVES
A B C D
*--------------*
ju| H h h H,h.h
| I I
js| h h h H,h.h
| I I I I
h| m h m H,h.?
|
sf| H H m m
|
sc| H H m.? m,H
|
c| l m m.? l
*--------------*
***Billy after ABCD***
BASIC MOVES
A B C D
*----------------*
ju| h h h h
| I I I
js| h h h h
| I I I I
h| m h m m
|
sf| H,m H,H m m
|
sc| m H H m,H
|
c| l m m,? l
*----------------*
up: c.C[2]
sw: c.D
sl: sf.D
<th> sc/a.B/C/D
SPECIAL MOVES
[F] ??? (m)
qcf+X
[F] ??? (2m) {a/s[D]}
hcf+X
[srk] ??? (m,m,#?) {a/s}
dp+X
[T] ??? (m) {a/s}
qcb+X
***Jimmy***
BASIC MOVES
A B C D
*--------------*
ju| H h h H,h.h
| I I
js| h h h H,h.h
| I I I I
h| m h m m,h.?
|
sf| H H m m
|
sc| H H m.? m,H
|
c| l m m.? l
*--------------*
[] ??? (m) {a/s}
qcb+X
-Although there are 3(A&B),4(C),or 5(D) chances to hit, upon first contact,
Jimmy will stop the move.
SUPER MOVES
[] ??? (x) {}
ABCD
[T] ??? (m,#,#,#) {a/s}
dp+XX
***Jimmy after ABCD***
BASIC MOVES
A B C D
*----------------*
ju| h h h h
| I I I
js| h h h h
| I I I I
h| m h m m
|
sf| H,m H m m
|
sc| m H H m,H
|
c| l m m,? l
*----------------*
up: c.C[2]
sw: c.D
sl: sf.D
<th> sc/a.B/C/D
SPECIAL MOVES
[F] ??? (m)
qcf+X
[F] ??? (2m) {a/s[D]}
hcf+X
[~srk] ??? (m,m,?) {}
dp+X
[T] ??? (m) {a/s}
qcb+X
***Marion***
BASIC MOVES
A B C D
*------------*
ju| H h h h,?
| I I
js| h.h h h H,h
| I I I I
h| m.m m h H,h
|
sf| H m m H,H
|
sc| m m m m,H
|
c| l m l m
*------------*
SPECIAL MOVES
[] ??? (m),(H,H,h,h),(m) {a/s}
d.u+X
[] ??? (m.?.?.?.?.?.?) {a/s}
b.f+X
[G] ??? (B) {sw<}
sc.hcb+X
SUPER MOVES
[srk] ??? (m,H,#4) {a/s}
d.u+XX
***Dulton***
BASIC MOVES
A B C D
*----------*
ju| h h H h
| I I I
js| h h H h
| I I I I
h| m h m h
|
sf| H H H H
|
sc| H H m H
|
c| m l m.? m
*----------*
SPECIAL MOVES
[F] ??? (m/2m/3m/4m) {a/s[B3,C4]}
qcf+X
[brk] ??? (m,m/m,m,m/m,m,m,m/m,m,m,m,m) {sl,a/s[2/3/4/5]}
mash X
[sT] ??? (m,m) {a/s}
b.f+X
SUPER MOVES
[F] ??? (m) {a/s}
qcf+XX
[brk] ??? (3(m,m),m,m) {sl,a/s[8]}
mash XX
***Eddie***
BASIC MOVES
A B C D
*------------*
ju| h h h h
| I I I I
js| h h h h
| I I I I
h| m h m m
|
sf| m m m m
|
sc| H H H.? H,H
|
c| m l H,m l
*------------*
***Rebecca***
BASIC MOVES
A B C D
*----------------*
ju| H h h H,h
| I I
js| h h h H,h
| I I I I
h| m h m H,h
|
sf| H m H,H H,m,m
|
sc| m m m H,H
|
c| m,m m m,? l
*----------------*
***Burnov***
BASIC MOVES
A B C D
*----------*
ju| H h h H.h
| I I I I
js| H h h H.h
| I I I I
h| H h m H.?
| I
sf| H m H H.h
|
sc| l m m m
|
c| m l m m,m
*----------*
***Amon***
BASIC MOVES
A B C D
*----------------*
ju| H h h H,h
| I I
js| h h h H,h
| I I I I
h| m h m H,m
|
sf| H m m.m ?.?.h
|
sc| m m.? m.? H,?,h
|
c| m l ?.m l
*----------------*
***Abobo***
BASIC MOVES
A B C D
*--------------*
ju| h h h H
| I I I I
js| h h h H
| I I I I
h| m h m H
|
sf| H H H H
|
sc| m H H.m ?.H.h
|
c| m l m.? l
*--------------*
[G] ??? (B) {sw}
sc.hcf/hcb+X
-Throws backwards unless you are close to the back wall, in which case the
move throws forward
[G] ??? (B) {sw>}
sc.qcf+X
SUPER MOVES
[] ??? (3(?.m.l)) {a/s}
fqcd+XX
[G] ??? (B) {>th>}
sc.hcf/hcb+XX
***Cheng-Fu***
BASIC MOVES
A B C D
*----------------*
ju| h H h.H.h h
| I
js| h h.h h h
| I I I I
h| m h.h m ?
|
sf| H m m H,H
|
sc| H m m m
|
c| m m l m,l
*----------------*
SPECIAL MOVES
[] ??? (3m/4m/5m/6m) {a/s[3/4/5/6]}
qcf+X
[arc] ??? (H.m) {a/s}
qcb+X
[] ??? (m,h) {a/s}
dp+X
SUPER MOVES
[] ??? (m) {a/s}
dp+XX
[] ??? (7m) {}
qcf+XX
-Can at any time follow up with one of the command moves or special moves
***Duke***
BASIC MOVES
A B C D
*----------------*
ju| H-H--H H.?,?,?
|
js| h-h--h ?.?.h,H
| I I I I
h| m-m--m ?.h,m
| I
sf| m-m H #.h,H
|
sc| m H m,m m,H,m
|
c| l-l l m.#,?,?
*----------------*
[] ??? (m) {a/s}
b.f+X
-A/B to teleport in front, C/D to teleport in back.
[] ??? (m),(#/#/#/H) {a/s}
dp+X
[div] ??? (h) {a/s}
a.bqcd+X
[arc] ??? (h) {a/s}
d.u+X
SUPER MOVES
[T] ??? (m5) {a/s}
qcf+XX
[srk] ??? (m,H,#6) {a/s}
dp+XX
[div] ??? (h4) {a/s}
a.bqcd+XX
***Shuko***
BASIC MOVES
A B C D
*------------*
ju| h h--h H.h
| I I I I
js| h h--h H.h
| I I I I
h| m m--m H.?
| I
sf| m-m m H.h
|
sc| H-H H.m-H.m
|
c| l-l m.? l
*------------*