US Title/JP Title
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Move names & instructions based on Bun's FAQ
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
1099f5 3c Stop Timer part 1
100226 2b Stop Timer part 2
1009b6 z Player 1 Life part 1
109088 y Player 1 Life part 2
1009b8 z Player 2 Life part 1
109360 y Player 2 Life part 2
z=60 Full
18 Red
01 Doomed
y=ff Full
3f Red
03 Doomed
-Systems notes
-Super moves require one stock of the move's element
-Desperation moves require three stocks of either element.
-Char Menu
-The normally choosable characters are all on a single row. From left to
right, they are:
Susano-O (1p and 2p both start here)
Benten
Chichi & Nene
Son Gokuu
Binten
Syuten-Dozi
Seena
Igret
-Mirror matches: allowed
-Color Selection: A for normal color, D for alternate color
-Progression
-Bonus Stage: none
-Backgrounds: 1 per character
-Win Pose
-Win Quote
-Susano-O 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'
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.
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)
BASIC MOVES
A B C D
*----------------*
j| h h h h
|
sf| m,m m m m
| I I
sc| m,m m m,m m,m
|
c| m,m l,l m l
*----------------*
up: c.C
sw: c.D
<th> sc.C/D
COMMAND MOVES
s.f+D (m,m) {sl}
SPECIAL MOVES
[] ??? (x)
a/s.ABCD
-Exchanges characters
[] ??? (x)
s.f,b,f+P
-Puts both characters in play, though there is still a primary fighter.
-Runs out after three attacks.
[F] ??? (m)
s.b.f+P
[G] ??? (B) {th<}
sc.qcb,qcf+C
[brk] ??? (m,m,m,m,m,m/m,m,m,m,m,m,m,m,m) {a/s}
s.dp+P
-Only usable when ChiChi is the primary fighter
[] ??? (m,m,m/m,m,m,m,m,m) {a/s[D6]}
a/s.qcb+K
-Only usable when NeNe is the primary fighter
SUPER MOVES
[T] ??? (m) {a/s}
s.qcf,qcf+D
-Breeze
[brk] ??? (m6) {a/s}
s.dp,dp+AB
-Thunder
DESPERATION MOVES
[] ??? () {}
s.b,f,db,df+ABCD
-Not sure exactly what this is for. They seem invulnerable for a short while,
but there may or may not be something else to this move.
***Son GoKuu***
Charge 1: Breeze
Charge 2: Fire
BASIC MOVES
A B C D
*------------*
j| h h h h,h
|
sf| m m m,m m
| I I I
sc| m m m m
|
c| m l l l
*------------*
SUPER MOVES
[] ??? (m,m) {a/s,sl}
a/s.qcf,qcf+BC
-Thunder
-If done in air, the move will start after landing.
[G] ??? (B) {sw>}
sc.f,hcf+AB
-Fire
DESPERATION MOVES
[] ??? (m,m) {a/s,sl}
a/s.qcb,qcf+CD
-If done in air, the move will start after landing.
***Iirisu***
Charge 1: Thunder
Charge 2: Breeze
BASIC MOVES
A B C D
*------------*
j| h h h h,h
|
sf| m m m,m m
| I I
sc| m m m,m h,h
|
c| m l m l
*------------*
sw: c.D
<th> sc.C/D
COMMAND MOVES
s.f+C (m,m,m) {sl?}
SPECIAL MOVES
[srk] ??? (m,?/m,?,9#) {a/s,sl}
a/s.qcf,uf+P
[div] ??? (m) {a/s}
a.rdp+K
[] ??? (m) {a/s}
s.f,b,f+K
[] ??? (?)
d,u+A
-Iirisu will go into a blocking stance. If hit, press a button to warp to a
different part of the screen (or press nothing to stay where you are)
A: Left side of screen on ground
B: Left of center of screen in air
C: Right of center of screen in air
D: Right side of screen on ground
-Iirisu will take reduced damage while in the stance.
SUPER MOVES
[] ??? (m) {a/s}
a/s.qcb,qcf,qcb+AB
-Thunder
-If done on ground, Iirisu will jump into the air before starting the move.
[] ??? (m,H,7#) {a/s}
a/s.dp,dp+CD
-Breeze
-If done in air, the move will start after landing.
DESPERATION MOVES
[] ??? (m,m,h,h,m,m,h,h)
s.hcb,qcf+BC
-If the first hit is blocked, the rest of the move is cancelled.
-Each hit is blockable.
-The directions that Iirisu attacks from are opposite,r,l,r,l,r,l,r
-If the move is completed, Iirisu will return to the place where she started
the move.
***Lucifer***
Charge 1: Thunder
Charge 2: Fire
BASIC MOVES
A B C D
*--------------------*
j| m h,h,h m,m m,m
|
sf| m m m,m m,m,m
| I I
sc| m m m,m m,m
|
c| m l m,m,m l,m
*--------------------*
up: sf.D
sw: c.C[2,3]
c.D
as: c.C[2,3]
c.D
<th> sc.C/D
-Lucifer's dive can hit twice
COMMAND MOVES
s.f+C (m,m)
SPECIAL MOVES
[] ??? (5m)
s.b.f+P
[] ??? (5l) {a/s}
s.b.f+K
[] ??? (3(m3))
s.d.u+AB
SUPER MOVES
[] ??? (m4) {a/s}
a/s.b.f+ABC
-Thunder
-If done in air, the move will start after landing.
[] ??? (m,m,m) {a/s}
a/s.b,f,b,f+AB
-Fire
-If done in air, the move will start after landing.
DESPERATION MOVES
[F] ??? (m9) {a/s}
a/s.ABCD.
-Hold for 2sec for a small flame, 3sec for a larger one.
-If done in air, the move will start after landing.
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FAQ CHANGES
4/21/06-5?/06,12/5/06-12/8/06 Initial version