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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 shouji's arcade FAQ
Most hexcodes taken xxx
etc.
Copyright 2006-2007,2009 Andrew K.K. Ah New
**************************************************
MISC.
-Arcade Soft dip:
Page1:
US Name/JP Name
Option1 effect
Option2 effect
etc.
More:
-Console Menu: Press l/r to move between the three lists
Game Level
Easy
Normal*
Hard
MVS
POW Charge
Manual*
Auto
Language
Japanese
English*
Spanish
-Debug dipswitches:
These don't seem to have any effect
-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
-Characters can be as far away as the entire stage.
-Power Gauge increases automatically, up to a maximium of 7 stocks.
-Char Menu
-The normally selectable characters are all on a single row. From left to
right, they are:
Fernandez (only available in Console vs mode)
Rai (1p start here)
Slash
Tesse
Politank-Z
Mauru
Dandy-J
Arina (2p start here)
Bonus-Kun (only available in Console vs mode)
-Mirror matches: Allowed
-Color Selection: 4, one for each of the buttons
-Progression
-Bonus Stage
-Backgrounds
-Win Pose
-Win Quote
-Dummy target: Rai OR
-Rai 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)
) 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
qcf quarter circle forward (d,df,f)
qcb quarter circle back (d,db,b)
fqcd forward quarter circle down (f,df,d)
bqcd back quarter circle down (b,db,d)
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)
dp dragon punch (f,d,df)
idp inverse dragon punch (d,f,df)
rdp reverse dragon punch (b,d,db)
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)
[] ??? (2) {as}
P
-This and its followups can only be done if you hit the target; it won't
work if target blocks or you miss. Also, if target gets dizzied you won't
be able to finish this move.
[] ??? (1) {as}
P
[] ??? (1) {as}
f+P
-Sends target flying into the wall.
u. [F] ??? (2m) {a/s}
s.qcf+AB
-Super Projectile
-Negates projectiles
u. [aF] ??? (2m) {a/s}
a.qcf+AB
-Negates (normal?) projectiles
u. [T] ??? (m3) {a/s}
s.qcb+AB
-Negates projectiles
-Can do in air when in 'Super' mode
u. [srk] ??? (m,m,#) {a/s}
s.dp+AB
-Negates projectiles
[] ??? (5) {as}
P
-This and its followups can only be done if you hit the target; it won't
work if target blocks or you miss. Also, if target gets dizzied you won't
be able to finish this move.
-Must be done before the third hit.
[] ??? (1) {as}
f+P
-Sends target flying into the wall.
[] ??? (1) {as}
d+P
u. [brk] ??? (B32?) {a/s}
s.d,d+AB/CD
-Has a very long startup time.
-Negates projectiles (the ones that it hits, anyway; Rai's s.qcf+P will go
right under it).
-Can slide l/r during the move.
***Slash***
BASIC MOVES
A B C D
*------------*
j| h h h h
|
s| m m l H
|
c| l m l l,l,l
*------------*
4. [tel] ??? (x) {x}
a/s.rdp+Atk
-Warps you to different places relative to your position, depending on what
button you press:
A=Left in opposite height (if on ground, warps you to the air, and vice
versa)
B=Opposite height
C=Right in opposite height
D=Right in same height
u. [G] (B?) {sw>}
sc.hcb+D
EX ATTACK
1. [T] ??? (11m) {sw}
s.f,hcf+CD
u. [] ??? (m,3(m4)) {as}
s.qcf+AB
-Super Projectile?
-Negates projectiles
u. [brk] ??? (5(m,m)) {a/s}
s.qcb+AB
-Negates projectiles
u. [srk] ??? (m,m2,#,#,#) {a/s}
s.dp+AB
-Negates projectiles
u. [] (B,B7) {a/s}
s.d,d+AB/CD
-Has a very long startup time.
-Negates projectiles
***Tesse***
BASIC MOVES
A B C D
*--------*
j| h H h h
|
s| m,m m.m m H
|
c| l l l l
*--------*
up: s.B[1]
s.D
sw: j.B
s.D
c.B
c.D
as: j.B
s.D
c.B
c.D
sl: c.D
>th> a.B
sc.B
-Tesse's jumps are kind of 'floaty'; you can shorten her jump slightly by
attacking early.
-Hitting target deep w/j.D will add {sw}
-a.b/d/f+B sends target flying into the wall.
SP ATTACK
1. [] ??? (*) {*}
a/s.qcf+P
-The length that P is held down determines what Tesse throws. What is thrown
is indicated by a thought bubble (A) or what Tesse is saying (B). In order:
1 "E" Cup (m) {}
-Tossed in a small, narrow arc.
-Super Projectile?
-Negates (normal?) projectiles
2 "To" Plate (m) {}
-Flies straight for awhile, then descends.
-Super Projectile?
-Negates (normal?) projectiles
3 "N" Book (h) {}
-Tossed in a medium arc.
-Super Projectile?
-Negates (normal?) projectiles
4 "To" Dog (l) {}
-Walks slowly along the floor.
-Super Projectile?
-Negates (normal?) projectiles
5 "Doko" Bird (m) {as}
-Flies across screen like a normal projectile.
-Super Projectile?
-Negates (normal?) projectiles
6 "Dake" Cactus (m) {a/s}
-Tossed in a very high, very narrow arc.
-Super Projectile?
-Negates (normal?) projectiles
-Dizzies target unless target is already in a dizzy.
7 "Are" Bomb (m) {as}
-Rolls quickly along floor.
-Super Projectile?
-Negates (normal?) projectiles
-Explosive, so will still explode if negated.
8 "Yada" Missile (m) {a/s}
-Flies across screen
-Super Projectile?
-Negates (normal?) projectiles
-Explosive, so will still explode if negated.
-Comes out automatically if you hold 'P' too long.
u. [] ??? (*) {}
a/s.qcf+AB
-The length that P is held down determines what Tesse throws. What is thrown
is indicated by what Tesse is saying.
"E" Cup, Plate, and Book
"To" Plate, Book, and Dog
"U" Book, Dog, and Bird
"N" Dog, Bird, and Cactus
"Do" Bird, Cactus, Bomb
"Ko" Cactus, Bomb, Missile
"Da" Cactus, Bomb, Missile
"Are" Cactus, Bomb, Missile
"Ya" Cactus, Bomb, Missile
-Cactus, Bomb, and Missile come out automatically if you hold 'P' too long.
u. [T] ??? (m) {a/s}
s.dp+AB
-Negates projectiles
u. [T] ??? (m) {a/s}
s.rdp+AB
-Negates projectiles
u. [] ??? (2(4m)) {as}
s.qcf+CD
u. [] ??? (B20) {a/s}
s.d,d+AB/CD
-Has a very long startup time.
***Politank-Z***
BASIC MOVES
A B C D
*------------------*
j| #.#.H # h 6h
|
s| m.m m m,m m,m,m
|
c| l,l m l,l l,l
*------------------*
COMMAND MOVES
c.df (x) {sl}
recovery attack (l,l,?) {a/s}
j.db/d/df+D (l) {a/s}
j.A,A (#.#.H) {x}
-Negates projectiles?
s.A,A (m.m) {x}
-Negates projectiles.
s.AC/BC (h) {x}
-Negates projectiles.
s.C,C (m) {x}
C (m) {x}
C (m) {x}
-These bombs count as normal projectiles
-Negates projectiles?
s.f+B (m5) {a/s}
B (m5) {a/s}
-Negates projectiles.
B (m5?) {as,sw[5?]}
-Negates projectiles.
s.f+D (m5) {a/s,sl}
-Negates projectiles.
D (m3) {a/s,sl}
-Negates projectiles.
dash.D (l9) {a/s,sl}
SP ATTACK
1. [] ??? (H,m-l) {*}
s.qcf+P
-How long 'P' is held down determines what is thrown. The longer 'P' is held
down, the farther the projectile is thrown. From nearest to farthest, they
are:
Black ball {as}
-Normal Projectile
-Negates (normal?) projectiles
White ball {as}
-Normal Projectile
-Negates (normal?) projectiles
Orange Missile {as}
-Normal Projectile
-Negates (normal?) projectiles
White Missile {as,sw[3]}
-Normal Projectile
-Negates (normal?) projectiles
Candy-looking thing {as,sw[3]}
-Normal Projectile?
-Negates projectiles
2. [] ??? (H-m) {*}
s.qcf+K
-Poisons target that it hits, stunning them for a short time
EX ATTACK
1. [] ??? (6(l2) {a/s}
rdp+AB
-Can move l/r during this move.
u. [] ??? (5(H,l3)) {as}
qcf+AB
-Will shoot out all 5 projectiles, from nearest to farthest. This time the
projectiles themselves cannot hit you, only their explosions can.
u. [] ??? (2(H-m)) {*}
qcf+CD
-Poisons target that it hits, stunning them for a short time
u. [] ??? (l4?,l12?,h9?) {a/s}
bqcd+CD
-Negates projectiles.
-First 'h' hit sends target flying into the wall.
u. [] ??? (13(B5?)) {a/s}
d,d+AB/CD
-Negates projectiles.
***Mauru***
BASIC MOVES
A B C D
*-------------*
ju| h m h h.h
| I I
js| h h 6h h.h
|
s| m m.m m m.?
|
c| l l l l
*-------------*
-a.b/f+B sends target flying into the wall.
-sc.b/f+B sends target flying into the wall.
-Dandy J. cannot run indefinitely.
-Dandy J. can 'attack' (or attempt to) during a forward hop; there isn't enough
time for the attack to come out, but it does shorten Dandy J.'s hop a little.
SP ATTACK
1. [sF] ??? (*) {*}
a/s.qcf+P
-Hold down 'P' to charge up the star. There are four different levels:
1 Small yellow star (m) {x}
-Busts through normal projectiles
2 Medium small yellow star (m) {x}
-Busts through normal projectiles
3 Medium large pink star (m3) {as}
-Busts through normal projectiles
4 Large pink star (m5) {a/s}
-Busts through normal projectiles
-'A' sends the star straight forward, 'B' sends the star at a 45 degree
angle (up if on the ground, down if in the air).
SP ATTACK
[] ??? (m) {a/s}
s.qcf+P
-sends target flying horizontally towards the back wall
[] ??? (m) {a/s}
s.qcf+K
-sends target flying up and towards the back wall
[srk] ??? (m,H/m,H2,#2) {a/s,sl}
s.dp+P
[c] ??? () {a/s}
s.qcb+K
[G] ??? (B) {sw<}
s.hcb+D
EX ATTACK
[srk] ??? (m,m5,H3) {a/s}
s.dp+AB
[c] ??? () {a/s}
s.qcb+CD
[] (Dokidoki) () {a/s}
s.f,hcf+AB
[T] (Harahara) (B) {a/s}
s.d,d+AB/CD
-Has a very short startup time
**************************************************
FAQ CHANGES
12/13/06-??/??/07? Initial version. To do: figure out the projectile canceling
stuff.
7/31/09 Added select screen data for Fernandez and Bonus-Kun.
Added Bonus-Kun movelist.
8/23/09 Added Fernandez movelist, console menu note, debug note, select screen
notes.