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publicly without advance written permission. Use of this guide on any other
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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 JPalanca's FAQ
Most hexcodes taken xxx
etc.
Copyright 2006 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: (FF-style. See Kof94 for other style)
Address Value Effect
xxxxxx xx xxx
xxxxxx xx xxx
xxxzxx xx xxx
xxxzxx y etc.
z=# xxx
# xxx
# etc
*=## xxx
## xxx
## etc
-Note on hexcodes
second line
etc
-Second note
-etc.
-Systems notes
-There are no 'walls' like in most fighting games; the stage just keeps
scrolling left or right.
-Char Menu
-The normally choosable characters are all on a single row. From left to
right, they are:
Gunter
Alvan
G.Done
Juri
Rolf (1p starts here)
Kazuma (2p starts here)
Roomi
Musafar
-Mirror matches: allowed
-Color Selection: Player 1 has the main color, Player 2 has the alternate
color. Press any key to select the character.
-Progression
-Bonus Stage
-Backgrounds: One per character
-Win Pose
-Win Quote
-Rolf 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'
ju. jump up
js. jump left or right
jl. jump left
jr. jump right
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)
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 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) {sl}
) sT short Torpedo {sl}
n arc arcing attack {sl}
\ div diving {sl}
^ srk vertical (named after Street Fighter's Shou Ryuu Ken) {up}
& 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.
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)
[] (forward run) (x) {sl}
s.f,f
-You can actually run a little ways past the target
-You can attack to cancel the run (you can even do special moves)
-Dash attacks cause block damage
[] (far jump) (x) {sl}
uf
***Rolf***
BASIC MOVES
A B C
*----------*
ju| h h W
|
js| h h h
|
sf| m m m
|
sc| m m.? m,m
|
c| l l l
*----------*
up: ju.C
sf.C
sc.B[2]
sw: c.C
as: c.C
<th< sc.B
>th> sc.C
-Fully landing an sc.C twice will send the target flying across the screen and
cause you to automatically start a run. (since the sc.C lasts for two hits,
you must land both hits twice to send the target flying).
COMMAND MOVES
c.df+A (l) {as}
c.df+B (l) {as}
c.df+C (m.?) {up[2],a/s}
-hitting a grounded target will send it higher and farther than hitting an
airborne target
a.ub/u/uf (x)
SPECIAL MOVES
[F] ??? (m) {as}
s.qcf+Atk
[F] ??? (m) {as,sl}
s.hcf+Atk
[sF] ??? (m,m) {a/s}
s.270+Atk
[srk] ??? (m,m) {a/s,sl}
s.dp+Atk
[] ??? (m,M,m/m,M,m/M,H,M) {as,sl}
s.qcb+Atk
LINKS (woefully incomplete as of yet)
ju.A
sf.A/B/C
sc.3/B/x
c.5/B/C
df+A/B/C
qcb+A/x/x
dp+A/B/C
B
js.A/x/x
sf.A/B/C
sc.3/B/x
c.4/B/C
df+A/B/C
qcb+A/x/x
dp+A/B/C
C
js.A/x/x
sf.A/B/x
sc.3/B/C
df+A/B/C
qcb+A/x/x
dp+A/B/C
qcf+A/B/C
qcb+A/B/C
dp+A/B/C
***Kazuma***
BASIC MOVES
A B C
*--------*
ju| h h h,h
|
js| h h h
|
sf| m m H
|
sc| m m m,m
|
c| l l l
*--------*
COMMAND MOVES
c.df+A (l) {as}
c.df+B (l) {as}
c.df+C (m) {up,a/s}
-hitting a grounded target will send it higher and farther than hitting an
airborne target
SPECIAL MOVES
[F] ??? (m) {as}
s.qcf+Atk
[srk] ??? (m,m,H) {a/s,sl}
dp+Atk
-hitting a grounded target will send it higher and farther than hitting an
airborne target
[G] ??? (B?) {sw>}
sc.f,hcf+D
[] ??? (m,m) {a/s}
a/s.qcb+Atk
***Roomi***
BASIC MOVES
A B C
*------------*
ju| W h H.h
| |
js| h h h.h
|
sf| m m m
|
sc| m m M.?.?
|
c| l,l l m,l
*------------*
up: ju.A?
ju.C[1]
sc.C[2,3]
sw: c.C
as: c.C
>th> sc.C
-sc.C will launch target in the air every second time you land it.
COMMAND MOVES
a.db/d/df+C (h) {a/s}
SPECIAL MOVES
[T] ??? (m) {a/s}
s.b.f+Atk
-hitting an airborne target will send it farther than hitting a grounded target
[div] ??? (m) {a/s}
a.ABC
-hitting an airborne target will send it farther than hitting a grounded target
[] ??? (m) {a/s}
s.270+Atk
-If you hit an airborne target you will not do a chase run afterwards.
[] ??? (m) {sl}
qcf+Atk
[] ??? (m) {sl}
qcf+Atk
[] ??? (m) {a/s}
qcf+Atk
-hitting an airborne target will send it farther than hitting a grounded
target, except:
-Will launch target in the air every second time you land it.
***Musafar***
BASIC MOVES
A B C
*------------*
ju| h.h H h
|
js| h h h
|
sf| m m m
|
sc| m m,m m
|
c| l l l,l
*------------*
up: sc.B
sc.C
sw: sc.B
c.C
as: sc.B
c.C
>th> sc.B
sc.C
a.C
<th< a.B
-Musafar's sc.B/C will launch target in the air every second time you land it.
-The sc.C throw will set up target for another attack; it does not ground
target on its own.
COMMAND MOVES
s.f+C while blocking (m) {a/s}
-Will launch target in the air every second time you land it.
s.df+C while blocking (l) {sw}
SPECIAL MOVES
[F] ??? (m) {sl}
s.b.f+Atk
-Will sweep an airborne or standing target, but not a crouching one.
[T] ??? (m) {a/s}
s.hcb+Atk
-Will send an airborne target flying farther than a grounded one.
-Every second hit with this move will send the target flying across the screen
and will cause you to automatically run after towards the target.
[srk] ??? (H) {a/s}
c.d.u+Atk
-Will send an airborne target flying farther than a grounded one.
-Every second hit will send the target flying higher and farther.
[arc] ??? (m) {a/s}
s.270+Atk
-Sends target flying high and far.
[] ??? (#) {up,sl}
dash.d+A
[] ??? (m) {sw,sl}
dash.d+B
-Sends target flying high and far.
[] ??? (l) {a/s,sl}
dash.d+C
***Gunter***
BASIC MOVES
A B C
*----------*
ju| h h h
| I
js| h h h
|
sf| m m H,m
|
sc| m m,m m,m
|
c| l l,l l
*----------*
up: sf.C[1]
sw: sf.C[2]
sc.C[2]
c.C
as: sc.C[2]
c.C
>th> sc.C
-Fully landing an sc.C twice will send the target flying across the screen and
cause you to automatically start a run. (since the sc.C lasts for two hits,
you must land both hits twice to send the target flying).
-sc.C and will hit an airborne target slightly farther than a grounded one.
SPECIAL MOVES
[T] ??? (m3) {a/s}
s.b.f+Atk
-Will send an airborne target flying farther than a grounded one.
-Every second hit with this move will send the target flying across the screen
and will cause you to automatically run after towards the target.
[arc] ??? (m) {a/s}
s.dp+Atk
[G] ??? (B) {sw>}
s.270+Atk
[G] ??? (B) {sw>}
s.270+ABC
[] ??? (m2/m3/m4) {a/s}
s.hcb+Atk
***Alvan***
BASIC MOVES
A B C
*--------*
ju| h h h
| I
js| h h h
|
sf| m M m
| I
sc| m m,m m
|
c| l l
*--------*
up: ju.A
sc.B[2]
sw: sc.C
c.C
as: sc.C
c.C
>th> sc.B
sc.C
-sc.C and c.C will hit an airborne target slightly farther than a grounded one.
-sc.b/f+C will cause Alvan to drop to the floor unless you mash C, in which
case the move becomes <th<.
-Running causes j.B, j.C, sf.B, sf.C, and sc.C to all electrocute target upon
contact, giving them all {a/s}.
SPECIAL MOVES
[] ??? (m) {as}
ju.u+B
[] ??? (m) {a/s}
a/s.qcf+Atk
-Gains {sl} if done in air.
[] ??? (H) {a/s}
s.dp+Atk
[] ??? (#) {as}
s.d.u+Atk
[] ??? (m) {a/s}
s.hcf+Atk
[] ??? (m3) {a/s[3]}
s.ABC
SUPER MOVES
[] ??? (x) {x}
f,hcf+ABC
-Life bar must be flashing for this move to work
-Makes Alvan glow gold, and increases the damage he does.
***G.Done***
BASIC MOVES
A B C
*--------*
ju| h H h
| I I I
js| h H h
|
sf| M H m
|
sc| m H m,H
|
c| l l l
*--------*
up: ju.B
sf.B
sw: c.C
as: c.C
sl: c.C
th> sc.A
sc.B
sc.C
>th sc.A
sc.C
<th sc.B
-You and the target must be *very* close (almost as close as possible) for the
sc.B to work.
COMMAND MOVES
c.df+C (HB) {up,a/s}
-The 'HB' means that it is unblockable but will miss crouching targets.
-Will send a grounded target flying farther than an airborne one.
SPECIAL MOVES
[] ??? (m) {sl}
dashf.B
[] ??? (m) {sw,sl}
dashc.C
-Every hit with this move will send the target flying across the screen
and will cause you to automatically run after towards the target.
[] ??? (l) {a/s,sl}
dashf.C
[] ??? (m) {a/s,sl}
dash.dp+Atk
-Will send an airborne target flying farther than a grounded one.
[] ??? (x) {sl}
s.qcf+Atk
-You are invincible during this move
***Juri***
BASIC MOVES
A B C
*----------*
ju| h h h
| I
js| h h h.h.h
|
sf| H H m
|
sc| m m m,m
|
c| l l l,l,l
*----------*
up: ju.C
js.C[1]
sc.C[1]
sw: c.C
as: c.C
<th< a.C
sc.C
-Fully landing an sc.C twice will send the target flying across the screen and
cause you to automatically start a run. (since the sc.C lasts for two hits,
you must land both hits twice to send the target flying).
-Fully landing an dashf.A three times will send the target flying across the
screen and cause you to automatically start a run.
COMMAND MOVES
s.b+B (l,l) {x}
SPECIAL MOVES
[T] ??? () {sw}
s.f,hcf+ABC
-Sends target flying high and far.
[] ??? (m,M) {a/s,sl}
s.dp+Atk
-Sends an airborne target moderately far.
-Sends a grounded target high and far every second hit with this move. So if
you fully land one move the target will be sent flying and if you land the
first hit twice the target will be sent flying.
[] ??? (m,5m) {sw[5],as,sl}
s.qcf+Atk
[] ??? (m.H.#) {a/s,sl}
s.qcb+Atk
-Sends an airborne target moderately far.
-Every second hit on a grounded target with this move will send target flying
high and far.
[] ??? (3?/4?/5?) {as,sw[3/4/5]}
a.hcf+Atk
***Yacopu***
BASIC MOVES
A B C
*------*
j| h-h-h
|
s| m-m-m
|
c| l-l-l
*------*
sw: c.C
as: c.C
sl: c.Atk
-Crouching does not affect Yacopu's height; it is only there to produce
different attacks.
-Hitting twice with s.B or s.C (or hitting once with each) will send the target
flying across the screen and cause you to automatically start a run. This
applies to dashing versions as well.
***Bonus***
BASIC MOVES
A B C
*------*
ju| h-h-h
|
js| h-h-h
|
sf| m-m-m
|
sc| m-m-m
*------*
-Cannot run or backhop
-Cannot crouch
-Cannot block
SPECIAL MOVES
[F] ??? (m) {as,sw[C]}
s.qcf+Atk
***Felden***
BASIC MOVES
A B C
*--------------*
ju| h ?.h.h Hw
| I
js| h---h-----h
|
sf| m---m *
|
sc| H * H,H,m
|
c| * l l
*--------------*
up: sc.C[1]
sw: c.C
<th< sc.B
>th> sc.C
-Felden's 'height' above the ground is constantly changing, making some attacks
fluctuating in their height values.
-sf.C fluctuates between 'H' and 'm'
-sc.B fluctuates between '#,m' and 'H,m'
-c.A fluctuates between 'Hl'(will whiff crouching targets but will not be
blocked if target is in standing block) and 'l'
-sc.C[3] will send the target flying across the screen and cause you to
automatically start a run.
COMMAND MOVES
a.db/d/df+C (h,h) {a/s}
SPECIAL MOVES
[] ??? (m) {a/s}
s.qcf+Atk
[F] ??? (m) {a/s}
a.qcf+Atk
[srk] ??? (m2,H,?/m2,H,?/m2,?,?) {a/s}
s.dp+Atk
[G] ??? (B) {sw>}
sc.hcf+Atk
-Will send the target flying across the screen and cause you to automatically
start a run.
[] ??? (m) {sl}
dashf.C
***Rouwe***
BASIC MOVES
A B C
*----------*
ju| h h h
| I
js| h h h,h
|
sf| m m m
|
sc| m m,m m
|
c| l l l
*----------*
up: js.C[2]?
sw: c.C
as: c.C
>th> sc.B
>gb> sc.C
-sc.C will send a grounded target flying across the screen and cause you to
automatically start a run.
COMMAND MOVES
c.df+C (Hl) {up,as}
-will whiff crouching targets but will not be blocked if target is in standing
block.
SPECIAL MOVES
[] ??? (m,m) {as,sw[1]}
s.qcf+Atk
[srk] ??? (m,m,H) {as}
s.dp+Atk
-Every two hits with this move will send the target flying high and far. So
landing two hits from one move or one hit twice will send the target flying.
[] ??? (m,m,m,m,m) {up[1],as[5]}
s.b/f+B
-The last hit will send a grounded target flying across the screen and cause
you to automatically start a run.
[] ??? (m,m,m,m) {up[4],as[4]}
s.b/f+C
-The last hit will send a grounded target flying high and far.
**************************************************
FAQ CHANGES
12/8/06-12/13/06 Initial version