This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
All move instructions and hexcodes have been found by the author.
Copyright 2011 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
108111 99 Timer Freeze
10c603 78 P1 Life
10c703 78 P2 Life
10cab1 x P1 Char
10cbb1 x P2 Char
x=00 Han Baedal
01 Miyuki
02 Rophen Heimer
03 Golrio
04 Nick Commando
05 Chintao
06 Kim Hoon
07 Master Taekuk
08 Magic Dunker
09 Karate Kenji
-Set the Char code after choosing a character and before the stage loads.
-Systems notes
-Char Menu
Han Baedal[1] Miyuki[2] Rophen Heimer
Magic Dunker Master Taekuk Golrio
Kim Hoon Chintao Nick Commando
-Master Taekuk is normally unchoosable in 1p mode.
-Mirror matches are allowed
-Color Selection: One color per button, default color chosen by 'A'.
-Progression
-Bonus Stage
-Backgrounds: One per character
-Win Pose
-Win Quote
-Dummy target: Baedal OR
-xxx 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).
**************************************************
KEY TO BASIC MOVES
X-dimension: 'conditions'
a__ air (jump/hop/leap)...
h__ hop...
j__ jump...
l__ leap/super jump
u_ ...up...
s_ ...to either side...
f_ ...forward (towards the target)...
b_ ...backward (away from the target)...
l_ ...left...
r_ ...right...
r ...while rising
p ...at the peak
f ...while falling
g_ ground (stand or crouch)...
s_ stand...
c_ crouch...
f ... far
m ... medium
c ... close
r row
Y-dimension: 'buttons'
A press A
a tap A
A" press
A` tap
A_ press
A^ tap
A' alternate animation and values
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)
W: (will be blocked if target stand-blocks, will hit if target crouch-blocks,
and 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 horizontally 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
| indicates that the move is different depending on certain conditions
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:
AB press both A and B
+ press both buttons at the same time
/ press either button
, then
. charge preceding button, then
! mash preceding button
qcf quarter circle forward (d,df,f)
qcb quarter circle back (d,db,b)
fqcd forward quarter circle down (f,df,d)
fqcu forward quarter circle up (f,uf,u)
bqcd back quarter circle down (b,db,d)
bqcu back quarter circle up (b,ub,u)
uqcf up quarter circle forward (u,uf,f)
uqcb up quarter circle back (u,ub,b)
hcf half circle forward (b,db,d,df,f)
hcb half circle back (f,df,d,db,b)
uhcf up half circle forward (b,ub,u,uf,f)
uhcb up half circle back (f,uf,u,ub,b)
dp dragon punch (f,d,df)
idp inverse dragon punch (d,f,df)
rdp reverse dragon punch (b,d,db)
cdp converse dragon punch (f,u,uf)
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)
**************************************************
*****Han Baedal***** Korea
BASIC MOVES
A B C D
*------------*
ju| h h h h
|
js| h h h h
|
sf| H H * m,H
| I
sm| H m m m,*,H
|
sc| H m H H
|
c| m l m l
*------------*
-sf.C will hit if target is in cn/cf, will whif if target is in cb.
-sm.D will whiff if target is blocking, will hit an unblocking target.
*****Miyuki***** Japan
BASIC MOVES
A B C D
*--------------*
ju| h h h h
|
js| h h,H h h,H
|
sf| ? H ? m,H,?
|
sm| H m m m,H
|
sc| H m H H
|
c| m m m m
*--------------*
[arc] ??? (m*) {a/s}
s.d,u+B
-Will miss if target is in cb
-Will hit once if target is in cn/cf
[brk] ??? (m) {a/s}
s.f,qcf+C
[T] (flying butt attack) (H-m) {a/s}
s.hcf+B
-Seems to work only when Miyuki is in 'back' half of screen.
*****Rophen Heimer***** Germany
BASIC MOVES
A B C D
*----------*
ju| h H h H
|
js| h h h h
|
sf| ? m H H
|
sm| H m H m,*
| I
sc| H m H H
|
c| m l * l,*
*----------*
-sf.C will hit if target is in cn/cf, will whif if target is in cb.
-sm.B will connect an extra time if blocked.
-sm.D will connect an extra time if blocked.
-c.D will connect an extra time if crouch-blocked.
*****Golrio***** Brasil
BASIC MOVES
A B C D
*--------------*
ju| h h h h
|
js| h h h h
|
sf| H m m m.*
| I
sm| H H.* m.* m.*
|
sc| m m m.* m.*
|
c| m l m l
*--------------*
-sm.B[2] will only connect if blocked or if target is crouching (becomes (h)).
-sm.D[2] will only connect if blocked or if target is crouching (beocmes (h)).
-sm.C, sc.C, sf.D, sc.D will connect a second time if blocked.
*****Nick commando***** USA
BASIC MOVES
A B C D
*-------------------*
ju| h h h h
|
js| h h h h
|
sf| H H h H.H*
|
sm| H H.H* H.m* H.H*
|
sc| H m m.m* m
|
c| m m m m.m*;l
*-------------------*
-'*' indicates that the hit will only connect if blocked at appropriate height.
*****Chintao***** China
BASIC MOVES
A B C D
*-----------*
ju| h h h h
|
js| h h h h
|
sf| m m H m
|
sm| H H H H
|
sc| m* m H,m m
|
c| m l m l
*-----------*
-sc.A will whiff if crouch-blocked and hit if target is in cn/cf.
[] ??? (H,H*) {a/s,hp}
s.qcf+B
-Second hit connects only if blocked at appropriate height
[arc] (wall jump) (m) {a/s}
s.bqcd,df+C
-Seems to work only when in back half of screen
*****Kim Hoon***** Mexico
BASIC MOVES
A B C D
*----------------*
ju| h h h h
|
js| h h h h
|
sf| H H m* m,H
| I
sm| H m,H* m m,*,*
|
sc| H m H H
|
c| m l m l
*----------------*
-sm.B[2] will only connect if stand-blocked.
-sf.C will whiff if crouch-blocked, will hit if target is in cn/cf.
-sm.D[2,3] will whiff if blocked.
*****Magic Dunker***** USA
BASIC MOVES
A B C D
*----------------*
ju| h h h h
|
js| h h h h
|
sf| H ?,? ?.? H
|
sm| m H H H
|
sc| H m H.H* m
|
c| m l m m.l*
*----------------*
-sf.B and sf.C don't connect with Han Baedal; he is too far away when standing.
-sc.C will connect a second time when target is blocking.
-c.D will connect a second time if target blocks the first hit.
*****Master Taekuk***** Korea
BASIC MOVES
A B C D
*----------------*
j| h h,h h h,h
|
sf| ? H? ? m
|
sm| H H H H*
|
sc| m,m* m m m*
|
c| m* l* m* l*
*----------------*
-sf.A and sf.C don't connect with Han Baedal; he is too far away when standing.
-sm.D will connect with a blocking target for a second 'H'.
-sc.A's second hit won't connect if the first hit hits, but will if the first
hit misses or is blocked.
-sc.D and c.P/K will connect a second time when target is blocking.
Misc: j.A=j.C
j.B=j.D
sf.A=sf.C
sm.A=sm.C
c.A-c.C
up: sf.A/C
as: js.A/C
j.B/D
sf.D
sm.D
hp: sf.D
COMMAND MOVES
[] back roll (x) {sl}
b,b
[] forward roll (x) {sl}
f,f
SPECIAL MOVES
[F] ??? (m) <inf> {as}
s.qcf+P
[div] ??? (m) {a/s}
a.df+B
[] ??? (m) {a/s}
s.f,bcd,df+A
[~arc] ??? (B?) {a/s}
s.d,u+C
-Seems to be able to do this consistantly only in a certain range of the screen
*****Karate Kenji***** Japan
BASIC MOVES
A B C D
*-------------*
ju| H h H h
|
js| h h h h
|
sf| H ?,? m H
|
sm| H H H mw
|
sc| H m H H
|
c| mw l mw l
*-------------*
-sf.B doesn't connect with Han Baedal; he is too far away when standing.
-sf.C has a 'safe spot' behind Kenji's hands, meaning that, if done too close,
the move will whiff.