-------------------------------------------------------------------------------
NEW POWER INSTINCT ; MATRIMELEE
(SHIN GOUKETUJI ICHIZOKU ; MATRIMELEE)
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FAQ / MOVELIST
VERSION 01.1
by SYOCHAN
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CONTENTS ;
0. VERSION HISTORY [VER]
1. INTRODUCTION [INT]
2. GAME SYSTEM [SYS]
2.1 SYSTEM NOTATION [NOT]
2.2 REFEREE CONTROLS [REF]
2.3 STRESS METER [STR]
2.4 LIFE METER [LIF]
3. MOVE SETS [MOV]
3.01 ANNY [ANN]
3.02 BUNTARO [BUN]
3.03 CHINNEN [CHI]
3.04 CLARA [CLA]
3.05 ELIAS [ELI]
3.06 HIKARU [HIK]
3.07 JIMMY [JIM]
3.08 JONES [JON]
3.09 KANJI [KAN]
3.10 KEITH [KEI]
3.11 LYNN [LYN]
3.12 OLOF [OLO]
3.13 POOCHY [POO]
3.14 REIJI [REI]
3.15 SAIZO [SAI]
3.16 SHINTARO [SHI]
3.17 SISSY [SIS]
3.18 TANE [TAN]
3.19 UME [UME]
3.20 WHITE [WHI]
4. SECRETS [SEC]
5. CONTACT ME [ME!]
===============================================================================
0. VERSION HISTORY [VER]
01.1 - Basic FAQ,
Version history added,
Introduction added,
Game system added,
Most characters move sets added,
Secrets added,
===============================================================================
1. INTRODUCTION [INT]
Hi there and welcome to my first attempt at a FAQ. I wanted to make this
FAQ since at the time of writing, there is no other FAQ/Movelist for this game.
I just didn't want anybody missing out on another great game from SNK Playmore.
At the current state, ver01.1, all the information is a compilation of stuff
that I discovered in my play and from the Noise Factory website. Hopefully,
later versions will carry information provided by other players as well, I also
intend to include a combo and tactics section into this FAQ when I have devoted
more time to this game. That's really all for now...
===============================================================================
2. GAME SYSTEM [SYS]
Firstly, this game uses a common SNK Neo Geo layout, ie. buttons A,B,C,D.
As such, this FAQ shall refer to these buttons as A,B,C, and D.
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2.1 SYSTEM NOTATION [NOT]
Please note that these controls assume you are on the LEFT side of the
screen, mirror directions for the RIGHT side, ie. LEFT becomes RIGHT but UP
DOESN'T become DOWN! When two or more buttons are typed beside each other,
ie. AB, it means to press A and B together.
NOTATION = DESCRIPTION
A Light Punch
B Light Kick
C Hard Punch
D Hard Kick
START Taunt
u Direction UP = Jump
AIR u Second jump in the air
d Direction DOWN = Crouch
b Direction LEFT = Move's back enemy (also blocks)
AIR b Aerial block
f Direction RIGHT = Move's forward
HOLD Hold the designated button / direction
CLOSE Be beside enemy
AIR Can only be done when your character is in the air
BLOCK Can only be done during a successful block
f,f HOLD RUN
b,b Hops backwards
f+AB EVADES forward, temporary invincibility except against throws
b+AB EVADES backwards, same properties as forward evade
CLOSE f+C THROWS enemy when near them
CD KNOCKDOWN, forces enemy to fall to the ground upon connection
d+CD LAUNCHER, hits enemy into the air, opens up combo opportunities
BLOCK CD COUNTER that breaks enemy's attack but consumes 1 STRESS METER
-------------------------------------------------------------------------------
2.2 REFEREE CONTROLS [REF]
If you happen to see the Referee in the background during a fight, you can
call him on for some support!
REF in background - press BC - brings REF to foreground and allows these;
REF in front - press b/f+BC - use REF as sheild to allow quick counters
REF behind - press b/f+BC - use REF as a human projectile
-------------------------------------------------------------------------------
2.3 STRESS METER [STR]
Your chosen character's life is displayed at the top of the screen and on
the bottom is where your Stress Meter is. This is basically a bar that lets you
use COUNTER, STRESS SHOT, IPPATSU OUGI, AND KINJITE. When one bar fills up,
your character will scream and release an aura for a second. This aura
protects the player from any further attack, thereby breaking any combos and
this aura also cannot be blocked in the air. The downside of this stress meter
is that you cannot build it up by attacking. You can only build it up by doing
actions the game would deem stressful. That means getting attacked whether
blocked or not will build the stress meter, as will having your attacks blocked
by the enemy. This is similar to the RAGE bar in SNK's Samurai Showdown series,
where the player at an disadvantage will recieve more stress meter to help them
out. Taunting successfully also builds up your stress meter.
TECHNIQUE = STRESS METER CONSUMPTION
COUNTER 1 METER
STRESS SHOT 1 METER
IPPATSU OUGI 2 METERS
KINJITE 3 METERS
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2.4 LIFE METER [LIF]
Your characters life is shown across the top of the screen like most
fighting games. In Matrimelee, the life drains when you receive damage but you
will see two overlapping bars when you do get hit, the lime green bar on top,
and a red bar underneath. The green bar records your health, once that is down
to nothing, you'll be KO'd. The red bar always appears when you get hit. It
shows recoverable health. By avoiding further damage after an attack, the red
bar slowly turns green, giving more life to you. In theory, this means you can
defeat someone very quickly if you stay close and combo them heavily to avoid
their red bar from recovering. This also means you may want to play on the
defensive when you are in trouble to regain some precious health. If you are
knocked into the air, and fail to perform a safe landing, ie. hit the ground,
then you will automatically lose all of the red bar. Final note, when you
build up a Stress Meter and 'scream' the red bar will refill completely.
===============================================================================
3. MOVE SETS [MOV]
Here there are move lists for the characters. This section is organized so,
you can see the character's name, quick stats, and move commands followed by a
description of the move. Character's are sorted alphabetically by their ingame
names, ie. the names displayed under their life bars. Moves are written in
level, ie.normal moves at top and Stress Shots and Ippatsu Ougis at the bottom.
My descriptions may take several lines so each line should describe one motion
of the move, special notes such as overheads and sweeps will be marked on a new
line in the description with brackets. Notations as follows;
QCF - quarter circle forward - d,df,f
QCB - quarter circle back - d,db,b
FDP - forward dragon punch - f,d,df
RDP - reverse dragon punch - b,d,db
HCF - half circle forward - b,db,d,df,f
HCB - half circle back - f,df,d,db,b
+ - press buttons on both sides of the symbol simultaneously
HOLD - hold designated button while carrying on with the move
CHARGE - hold designated button for 1 second
RAPID - tap button rapidly
[#] - start of move link chain
; - move is done after previous move
* - Stress Shot
** - Ippatsu Ougi
*** - Kinjite
-------------------------------------------------------------------------------
3.01 ANNY [ANN]
A - reverse jab
B - thrusting side kick
(moves forwards)
C - reverse slap
D - roundhouse kick
CD - jumping reverse turn kick
CLOSE A - jab
CLOSE B - knee thrust
CLOSE C - 2 hit uppercut
CLOSE D - forward somersault axe kick
CLOSE b/f + C - hip throw slam
d + A - jab
d + B - low toe jab
d + C - reverse punch
d + D - extended leg circle sweep
(moves forward)
d + CD - backward flip double kick
AIR A - 45 degrees finger jab
AIR B - 45 degrees toe jab
AIR C - double axe handle
AIR b/f + C - extended chop
AIR D - 45 degrees reverse kick
AIR b/f + D - front kick
f + B - forward flip kick, flip back
(overhead)
df + A - upward slap
(anti air)
D HOLD - for 3 seconds for overhead leg crush
(must be blocked high)
for 6 seconds for strong overhead leg crush
(must be blocked high)
QCF + A - full screen swan projectile
QCF + C - full screen curved swan projectile
(after half screen curves in 30 degrees arc)
FDP + A - jumps low with a rainbow trail in her hand
(anti air move)
FDP + C - jumps high with a rainbow trail in her hand
(anti air move)
AIR QCF + A - 30 degrees aerial projectile
AIR QCF + C - 60 degrees aerial projectile
*HCB,HCB + C - rolls 1/2 screen distance,
grabs enemy and throws them into orbit
**b,f + A,db,df + C - throws ring horizontally across screen
(unblockable)
angel appears and fires laser while Anny prays
-------------------------------------------------------------------------------
3.02 BUNTARO [BUN]
A - straight jab to chest
B - side kick to the hips
C - reverse punch to chest
D - reverse horizontal spin kick
CD - strong thrust kick to hips
(moves forwards)
CLOSE A - elbow jab to chest
CLOSE B - knee to hips
CLOSE C - forward punch to chest
CLOSE D - reverse turn kick to head
CLOSE b/f + C - Judo back throw
d + A - jab to knee
d + B - toe jab to shins
d + C - reverse punch to shins
d + D - ground slide sweep
d + CD - upward side kick
(launcher)
AIR A - 60 degrees jab
AIR B - knee poke
AIR C - horizontal straight punch
AIR b/f + C - elbow drop
AIR D - reverse horizontal spin kick
AIR b/f + D - 60 degrees side kick
f + A - head butt
(must be blocked high)
df + C - shoulder charge
FDP + B - low back somersault kick
(1/2 screen height, 1/4 screen range)
(anti air move)
FDP + D - high back somersault kick
(full screen height, 1/2 screen range)
(anti air move)
HCB + B/D - horizontal teleport kick
(1/3 screen range)
HCB + A/C - taunt counter,
double elbow to top of head
[1] AIR QCF + B - 30 degrees dive kick
; QCF + B - second dive kick followup
; QCF + D - ground slide followup
[2] AIR QCF + D - 45 degrees dive kick
; QCF + B - second dive kick followup
; QCF + D - ground slide followup
[3] d,d + B/D - ground stomp
; HCB + B/D - horizontal teleport kick
(1/2 screen range)
(drains one stomp)
; HCB + A/C - taunt counter,
double elbow to top of head,
upward knee thrust
(drains one stomp)
; d,d + B/D - double ground stomp
; HCB + B/D - horizontal teleport kick
(2/3 screen range)
(drains one stomp)
; HCB + A/C - taunt counter,
double elbow to top of head
upward knee thrust,
reverse turn kick
(drains one stomp)
; d,d + B/D - triple ground stomp
;HCB + B/D - horizontal teleport kick
(full screen range)
(drains one stomp)
;HCB + A/C - taunt counter,
double elbow to top of head
upward knee thrust,
reverse horizontal spin kick,
low back somersault kick
(drains one stomp)
*QCB, HCF + D - high back somersault kick,
45 degrees dive kick,
stomp on enemy
(doesn't finish if back somersault kick misses)
**b HOLD, D,B,D,B - 1/2 screen shoulder charge,
knee jab, side kick, reverse turn kick,
double elbow from above, straight punch,
2 low back somersault kicks,
horizontal teleport kick, combs hair
-------------------------------------------------------------------------------
3.03 CHINNEN [CHI]
f + B - overhead double kick
df + B - ground slide
f,b,f + A/C - rapid punches
A finishes with straight punch
C finishes with uppercut
QCB + A/C - delayed full screen skull projectile
HCF + B/D - upward spin kick into dive kick
(dive kick is an overhead)
HCF + AC - throws a ward that lifts enemy into the air
*A HOLD, B HOLD, C - full screen running skeleton projectile
**QCF,HCB + B - full screen ranbu
(vacuum)
***b,df,uf,db,ub,f + D - crazy combo rush
(can only be done during the stress scream)
(unblockable, i think?)
-------------------------------------------------------------------------------
3.04 CLARA [CLA]
f + A - long wand down swipe
(overhead)
QCF + A/C - throws her wand at the enemy
QCB + A/C - turns wand into a hammer and hits the floor
f,HCF + BD - blows a kiss at enemy that will lift them into the air
(C version has shockwave that hits standing enemies)
QCB + B/D - spins herself
(free to move left or right during this move)
AIR QCB + B/D - spins and falls forwards
*QCF,QCF + C - throws dust at the enemy, turns them into an animal
**HCF,QCD + C,C - fires shadow across ground,
time the giant rabbit to eat the enemy
-------------------------------------------------------------------------------
3.05 ELIAS [ELI]
QCF + A/C - throws a circle of fire at the enemy
QCB + A/C - uppercuts with a pillar of fire
(steps forward during C version)
CLOSE f,d,df + A/C - grabs enemy and rapidly punches them
HCF + B/D - runs forwards and grabs the enemy,
drains their energy and absorbs it himself
(blockable)
*HCB,f + A - runs forwards and grabs the enemy,
drains their energy and absorbs it himself
(blockable)
**HCB,f + C - runs forwards and grabs the enemy,
drains their energy and absorbs it himself
(blockable)
-------------------------------------------------------------------------------
3.06 HIKARU [HIK]
AGE 13
SEX FEMALE
BLOOD AB
A - quick elbow jab aimed at the face
B - quick step with back leg,
kicks with front leg to the shin
(moves forwards)
C - horizontal staff swipe
D - roundhouse kick aimed at the head
CD - horizontal staff thrust
CLOSE C - shoulder slam with flat side of staff
CLOSE D - knee thrust aimed at the head
CLOSE b/f + C - shoulder slam with falt edge of staff
d + A - quick staff swipe at shins
d + B - pokes with her toe
d + C - crouching back swing with staff
d + D - sliding heel sweep
d + CD - upward staff swing
(launcher)
AIR A - 45 degrees spinning staff
AIR B - knee strike
AIR C - downward staff swing
AIR D - 45 degrees heel thrust
f + B - Knee hop
(must be blocked high)
df + A - forward roll
(doesn't roll past enemy like the evade)
FDP + A - creates sphere with a single staff spin,
jumps with a low staff uppercut
(anti air move)
FDP + C - creates 2 spheres by spinning twice,
jumps with a high staff uppercut
(anti air move)
HCB + B - rolls 1/3 screen forwards,
low sweep,
(must be crouch blocked)
upward staff strike
HCB + D - rolls 1/3 screen backwards,
runs 1/2 screen forwards,
low staff sweep,
(must be crouch blocked)
upward staff strike
AIR QCB + B - 20 degrees dive kick
AIR QCB + D - 45 degrees dive kick
FDP + B - short staff counter
(physical attacks only)
FDP + D - long staff counter
(physical attacks only)
*QCB, HCF + AC - 5 sphere staff spins,
2 hit high staff uppercut
(no vacuum)
*AIR QCB, HCF + AC - 45 degrees dive kick,
5 sphere staff spins,
2 hit high staff uppercut
(no vacuum)
(more damage than ground version)
(doesn't finish if kick misses)
**d, QCF + D - super staff counter,
horizontal staff swipe,
upward staff strike,
second upward staff strike launcher,
20 degrees dive kick,
6 hit high staff uppercut
(vacuum)
-------------------------------------------------------------------------------
3.07 JIMMY [JIM]
QCF + A/C - full screen flame projectile
FDP + A/C - spins while jumping into the air with a spiral of fire
QCB + B/D - forward somersault axe kick
HCB + A - elbow strike, reverse punch, flame fist
[1]HCB + C - elbow strike, reverse punch
;QCF + C - flame fist
;QCB + C - flame elbow
(overhead)
;FDP + C - flame uppercut
(must be blocked low)
*QCB,HCF + A - 7/8 screen flying fist, uppercut
**QCB,HCF + C - 7/8 screen flying fist, uppercut
punches the ground releasing a pillar of fire
-------------------------------------------------------------------------------
3.08 JONES [JON]
QCF + A/C - palm strike
(has auto gaurd)
QCB + A/C - jumps forwards with a straight punch
RAPID A/C - rapid punches
QCB + B/D - spins with his legs creating sphere around himself
*QCB,QCB + B - slides forwards, diagonal rising kick
(slide must be blocked low)
-------------------------------------------------------------------------------
3.09 KANJI [KAN]
[1]f + A - balances on his stick
; d - gets off his stick
; A/C - whacks with his cane
(overhead)
; B/D - does a spinning roll
(overhead)
HCB + A/C - old man projectile runs across screen
A/C RAPID - rapid stick poking
HCF + B/D - slaps enemy with his sash
f,HCF + A/C - jumps into the air with a headbutt
*b CHARGE, f + BD - runs at enemy and combos with a fart finish
**BD,B,B,D - flicks his sash at enemy,
if hit turns into a samurai and slashes continuously
-------------------------------------------------------------------------------
3.10 KEITH [KEI]
QCB + A/C - full screen ground level projectile
b CHARGE, f + A/C - runs forwards with a punch rush
QCB + B/D - 60 degrees aerial flying kick
QCF + B - horizontal flying kick
AIR QCF + B/D - horizontal fly kick combo
[1] QCF + C - horizontal flying kick
; QCF + C - additional 2 kicks
;QCF + C - ground slide finisher
(must be crouch blocked)
*QCB,HCF + C - throws a wave of projectiles along the ground,
does a combo rush during the projectile
**QCF,QCF + C - runs forward with an uppercut,
exploding uppercut
-------------------------------------------------------------------------------
3.11 LYNN [LYN]
QCF + A/C - full screen projectile
HCB + A/C - steps forward with palm strikes
d CHARGE, u + B/D - upward dive kick
[1]FDP + A/C - exploding double palm strike
;QCF + B/D - upward dive kick
;d + B/D - downward kick
*QCB,HCF + B - upward dive kick,
downward dive kick,
**QCB,HCF + D - upward dive kick,
downward dive kick,
slide on opponent
-------------------------------------------------------------------------------
3.12 OLOF [OLO]
(IF OLOF STANDS WITH HIS LEG RAISED, HE'LL AUTO COUNTER ATTACKS!!)
QCB + B/D - steps forwards with an upward kick, forward kick
FDP + B/D - upward dive kick, downward axe kick
(overhead)
QCF + A/C - full screen projectile
QCF + B - projectile aimed at the ground and rebounds
QCF + D - projectile aimed diagonally into the air
[1]AIR QCB + B/D - horizontal flying kick, upward kick
; QCB + B/D - upward projectile
*QCF,HCB + D - teleports forwards with a 2 kicks,
if hit, he'll throw his shades into the air,
follows with a kick rush,
catches shades and puts them back on
**b,db,b,f + A - ???
(isn't a counter, I've tried)
**b,db,b,f + C - steps forward with a very powerful punch
(unblockable)
(takes some damage himself)
-------------------------------------------------------------------------------
3.13 POOCHY [POO]
QCB + A/C - digs up 2 random objects at the enemy
(each thing has different effects)
QCF + A/C - swings his ears, small dog runs out with C version
QCF + B/D - running shoulder charge
QCB + B/D - small leap backwards and dives forwards
AIR QCB + B/D - dives down
*A HOLD, B HOLD, C - very large dog runs across screen
**f,b,f,b,f,b,f,b - spins and a tornado flys across the screen
(do during stress scream for 2 tornados)
-------------------------------------------------------------------------------
3.14 REIJI [REI]
B/D RAPID - rapid kicks
QCF + A/C - full screen projectile
FDP + A/C - multi hit jumping uppercut
CLOSE HCB + D - Judo back throw into a mounted punch barrage
AIR QCB + B/D - dive kick into aerial roundhouse kick
[1]*HCB,f + C - runs and performs a combo rush
; FDP + C - flaming overhead back knuckle
**QCF,QCF + C - chops the ground and a tiger bust rises from the ground
-------------------------------------------------------------------------------
3.15 SAIZO [SAI]
QCF + A/C - full screen projectile
AIR QCB + A/C - diagonal cannonball
HCF + B/D - forward elbow dash
QCB + A/C - bomb throw
QCB + B - fake bomb throw
*QCF,HCB + C - leaps into the air and throws many bombs
*AIR QCF,HCB + C - throws many bombs
**db,df,db,df + D - shadow moves across the screen and performs a combo
-------------------------------------------------------------------------------
3.16 SHINTARO [SHI]
HCB + A/C - leaping double hammer smash
AIR HCB + A/C - leaps forward with a double hammer smash
FDP + B/D - upward bicycle kick
QCD + A/C - auto guard into punch rush
*QCF,QCF + C - swing punch into elbow jab into 5 hit jump uppercut
**b HOLD, C,A,C,A - swinging punch into combo rush
***CLOSE FDP,b + C - elbow jab into 13 hit jump uppercut
-------------------------------------------------------------------------------
3.17 SISSY [SIS]
QCF + A/C - Abubo attacks from her box
(Abubo is the Sub Boss from 'Rage of the Dragons')
FDP + A/C - a sword comes vertically from her box
QCF + B/D - giant frog comes from her box and goes across the screen
*QCB,HCF + A - many bombs fly out of her box and explode
**QCB,HCF + C - fires enemy with a gun and turns them into a frog
-------------------------------------------------------------------------------
3.18 TANE [TAN]
b CHARGE, f + A/C - fires dentures into the air
b CHARGE, f + B/D - giant head appears in front of her
CLOSE HCB + A/C - multi hit grab that switches positions
d CHARGD, u + B/D - upward drill kick
*QCF,QCF + C - giant head flys across screen
**b,db,b,f + C - demon hand comes from a mirror and crushes enemy
-------------------------------------------------------------------------------
3.19 UME [UME]
QCF + A/C - full screen flying dentures
FDP + A/C - jumping giant head attack
HCB + A/C - throws multiple full screen projectiles
AIR QCF + B/D - diving drill
*QCF,QCF + A/B/C/D - an exploding pillar from the ground
**db,df,b,f + AC - giant granny flies at enemy and kisses them
***QCF,QCF,QCF + C - throws her head into the ground,
4 exploding pillars appear under enemy
-------------------------------------------------------------------------------
3.20 WHITE [WHI]
QCF + A/C - full screen projectile
b CHARGE, f + B/D - runs on spot then kicks a buffalo projectile
AIR QCB + A/C - delayed diving elbow
[1] b CHARGE, f + A/C - steps forward, elbow strike, big slap
; FDP + C - uppercut
;AIR CLOSE b/f + C - air grab
*QCF,HCB + C - rips a totem pole from the ground
**CLOSE HCB,HCB + C - jumping rolling crush,
3 jumping power bombs
slaps enemy to slam against wall
-------------------------------------------------------------------------------
The move lists aren't finished yet, still missing;
- all the moves, haven't got many kinjite's yet
- correct move names
- need to tidy the layout a bit
- give everyone as much detail as Hikaru, Buntaro and Anny
- other things I can't think of at this time
- help will be much appreciated, and credited
- details for contacting me in the relevant section
===============================================================================
4. SECRETS [SEC]
This is where the secrets for the game go;
- RAGE OF THE DRAGONS CHARACTERS
To play as the RotD fighters (Elias, Jimmy, Jones, Lynn) do this at the
character select screen [UP, UP, UP, UP, DOWN, DOWN, DOWN, LEFT, LEFT, RIGHT]
(note ; this is the Abubo code in RotD)
- PLAY AS PRINCESS SISSY
To play as Sissy, the games boss, just pick any character and HOLD ABCD
untill the prefight screen appears. If done correctly, Sissy will replace your
fighter.
===============================================================================
5. CONTACT ME [ME!]
I can be e-mailed at the following address;
[email protected]
Please feel free to send e-mails offering suggestions, corrections, etc.
Please mark subject as 'Matrimelee' or 'Poweer Instinct'
If not, I will probably regard it as junk mail and not read it
===============================================================================
6. CREDITS
Copyright 2003 SYOCHAN
(just pop me a mail if you plan to do anything with this FAQ, ok?)
Samurai Showdown is a trademark of SNK
Rage of the Dragons is a trademark of Evoga / Plamore / Noise Factory
Matrimelee is a trademark of Playmore / Moise Factory / Atlus
I am in no way associated to these companies
===============================================================================