Fighter's History
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Tested on 'World ver 43-07'
All hexcodes found by myself.
Copyright 2011 Andrew K.K. Ah New
**************************************************
MISC.
-Hexcodes: (FF-style. See Kof94 for other style)
Address Value Effect
001009e5 63h/99d Timer stuck at 99 seconds
00100a00 FFh/255d P1 Inf Life
00100b00 FFh/255d P2 Inf Life
001005e4 x P1 Character
001006e4 x P2 Character
x= 1 Ray
2 Feilin
3 Ryoko
4 Matlock
5 Samchay
6 Lee
7 Mizoguchi
8 Jean
9 Marstorius
A Clown
B Karnov
-Systems notes
-Char Menu:
Ray Feilin Ryoko
Matlock Samchay Lee
Mizoguchi Jean Marstorius
-1p starts at Samchay
-Mirror matches: Allowed
-Color Selection: P=Default, K=Alternate
-Progression
-Bonus Stage
-Backgrounds: One per character
-Win Pose
-Win Quote
-Mizoguchi 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).
-Each character can be dizzied once per round, when their 'weak point' breaks.
Each character's weak point will flash when it gets closer to being broken.
**************************************************
KEY TO BASIC MOVES
X-dimension: 'conditions'
a__ air (jump/hop/leap)...
j__ jump...
u_ ...up...
s_ ...to either side...
s_ stand...
c_ crouch...
f ... far
c ... close
Y-dimension: 'buttons'
Lx low attack
Mx medium
Hx hard
xP Punch
xK Kick
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)
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.
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:
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
arc arcing attack
div diving
srk vertical (named after Street Fighter's Shou Ryuu Ken)
G Grab
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)
rdp reverse dragon punch (b,d,db)
X Any attack button
XX Any two attack buttons
**************************************************
*****Ray*****
Weak point: Lightning symbol on shirt
BASIC MOVES
P | K
L M H | L M H
*---------------*
ju| h h h h h h
| I I I
js| h h h h h h
|
sf| H m m m m m
|
sc| m m m.? m m m
|
c| m m m.? l l l
*---------------*
SPECIAL MOVES
[F] Big Tornado (m) <inf> {}
s.qcf+P
[sT] Dynamite (m) <.33S/.5S/.66S> {}
s.f,f+P
[arc] Wheel Kick (#.H.m) {}
s.qcb+K
*****Feilin*****
Weak point: Breastplate
BASIC MOVES
P | K
L M H | L M H
*--------------------*
ju| h h-h h--h h
| I
js| h h h h h.h h
|
sf| m-m H m m m.?.?
|
sc| m m m m m m
|
c| m m m l l l
*--------------------*
up: sf.MK
sc.HK
sw: c.HK
<th> sc.MP/HP
SPECIAL MOVES
[F] ??? (m) <inf> {}
s.qcf+P
[srk] ??? (m,m.?) {sw,sl}
s.d.u+P
[aF] ??? (h) {}
a.bqcd+P
-Must be done around peak of jump.
*****Ryoko*****
Weak point: headband
BASIC MOVES
P | K
L M H | L M H
*------------------*
ju| h h--h h-h h
| I I I
js| h h--h h h--h
|
sf| m m--H l m m
| I
sc| m m m l m m,m
|
c| m m.? l l l l
*------------------*
up: sc.HK[1]
c.MP[2]
sw: s.LK
c.HP
HK
<th> a.MP/HP
sc.MP
HP
c.MP/HP
SPECIAL MOVES
[] ??? (m,m) {}
b.f+P
[G] ??? (B) {sw>}
sc.hcb+MP/HP or
sc.hcf+MP/HP
[G] ??? (B) {sw>,sl}
sf.hcb+MP/HP or
sf.hcf+MP/HP
[] ??? () {}
a.hcf+MP/HP or
a.hcb+MP/HP
*****Matlock*****
Weak point: Glasses/earphones
BASIC MOVES
P | K
L M H | L M H
*------------------*
ju| H-H H.H h h--h
|
js| h h h h h h
|
sf| H m m m m m
|
sc| m m m m m m,m
|
c| m m m.? l l l
*------------------*
SPECIAL MOVES
[F] Spinning Blade (m) <inf> {}
b.f+P
[srk] Hurricane (l,m,H) {as?,sw[3]}
d.u+K
[arc] Overhead Kick (h) {sl}
b.f+K
*****Samchay*****
Weak point: Armband
BASIC MOVES
P | K
L M H | L M H
*--------------------*
ju| h h h h h h
| I
js| h--h h h h h
|
sf| H H H m m ?
|
sc| H H.? m m m m,m
|
c| m m m.? l l l
*--------------------*
up: c.HP[2]
sw: c.HK
<gb> sc.MP/HP
MK/HK
SPECIAL MOVES
[F] ??? (m) <inf> {}
s.qcf+P
[] ??? (m,m) {}
s.qcf+K
[sT] ??? (m,m) {}
s.P+K
-the P and the K must be of the same strength.
*****Lee*****
Weak point: Knees
BASIC MOVES
P | K
L M H | L M H
*----------------*
ju| h h h h h h
| I
js| h-h h h h h
|
sf| m m m m m m
|
sc| m m m.? m-m m
|
c| m m m l l l
*----------------*
up: ju.LK
MK
sf.HK
sc.HK
sw: c.HK
<th> sc.MP
HP
SPECIAL MOVES
[sT] ??? (m) {hp}
s.qcf+P
-Must touch target in order to do:
[] ??? (m) {}
f,f+MP
[sT] ??? (m) {}
s.qcf,b+P
-Shorter and faster than the other [sT]
-Must touch target in order to do:
[] ??? (m) {}
f,f+MP
[srk] ??? (m,m) {sw>,sl}
s.qcf+K
*****Mizoguchi*****
Weak point: Headband
BASIC MOVES
P | K
L M H | L M H
*------------------*
ju| h-h h h h H,h
| I I I
js| h-h h h h h
|
sf| H m---m m-m m
|
sc| m m m.?.? m m m,m
|
c| m m m.? l l l
*------------------*
[] ??? () {sl,hp}
K or qcf+K
-'K' can only be used if the previous entry was done by 'qcf+K'
*****Jean*****
Weak point: French flag on thigh
BASIC MOVES
P | K
L M H | L M H
*------------------*
ju| h h h h-h h.?
| I I I I
js| h h h h h h
|
sf| H-H H m m m
|
sc| H m m m m m.?
|
c| m m m.? l l l
*------------------*
*****Marstorius*****
Weak point: Bearskins on lower legs
BASIC MOVES
P | K
L M H | L M H
*------------------*
ju| h h h h h h
| I
js| h h h h h h
|
sf| H H m m m m
|
sc| m m H.m m m m
|
c| m.? m H.m l l-l
*------------------*
-Clown and Karnov are kind of screwy in my version of FH. Clown can't attack
at all, and Karnov can barely attack, and some of his attacks are glitchy.
**************************************************
FAQ CHANGES
2011/02/15 am 12:25 Initial
01:14 Hexcodes and basic notes
01:23 Character skeletons
10:02 Corrected spelling of 'Samchay' and 'Feilin'
10:02-10:27 Ray. Note on weak points.
2011/02/20 pm 10:17-10:33 Feilin, weak point for Ray.
10:36-10:55 Ryoko
2011/02/21 am 01:18-01:36 Move instrctions and weak points.
02:21-02:40 Matlock
pm 12:33-12:48 Samchay
12:48-01:00 Lee
02:58-03:16 Mizoguchi
06:55 Added [aF] move for Feilin
07:00-07:03 Added second [sT] and followup moves for Lee
07:10-07:21 Jean
07:25-07:40 Marstorius
08:12 note on Clown and Karnov
08:18 pared down instruction section