Power Instinct/Gouketsuji Ichizoku
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Move names & instructions based on xxx
All hexcodes found by myself
Copyright 2011 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
00180304 90h/144d Timer stuck at 90 seconds
00180367 80h/128d P1 Life 1
00180699 E0h/224d P1 Life 2
00180369 80h/128d P2 Life 1
00180799 E0h/224d P2 Life 2
-Systems notes
-Char Menu:
Annie Reiji Keith Buffalo
Otane Saizo Angela Thin Nen
-1p starts at Reiji
-2p starts at Keith
-Mirror matches: allowed
-Color Selection:
Default: A/B/C
Alternate: D
-Progression
-Bonus Stage
-Backgrounds
-Win Pose
-Win Quote
-Dummy target: Reiji OR
-xxx 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'
a__ air (jump/hop/leap)...
h__ hop...
j__ jump...
l__ leap/super jump
u_ ...up...
s_ ...to either side...
f_ ...forward (towards the target)...
b_ ...backward (away from the target)...
l_ ...left...
r_ ...right...
r ...while rising
p ...at the peak
f ...while falling
g_ ground (stand or crouch)...
s_ stand...
c_ crouch...
f ... far
m ... medium
c ... close
r row
Y-dimension: 'buttons'
A press A
a tap A
A" press
A` tap
A_ press
A^ tap
A' alternate animation and values
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 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.
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
| 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)
idp inverse dragon punch (d,f,df)
rdp reverse dragon punch (b,d,db)
cdp converse dragon punch (f,u,uf)
X Any attack button
XX Any two attack buttons
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)
**************************************************
*****Common Moves*****
(double jump)
ub/u/uf in air
(back hop)
b,b
(forward hop)
f,f
(cancel hop)
d/u
(back slide)
b
(dash attack)
A/B/C/D
(dash attack)
A/B/C/D
*****Annie Hamilton***** Bird
BASIC MOVES
A B C D
*------------*
ju| h h h h.h
| I I I
js| h h h h
|
sf| m m m m
|
sc| m m m m
|
c| m l m,m l
*------------*
Misc: j.A-j.C
up: ju.D[2]
sw: c.D
<th< a/sc.C
COMMAND MOVES
dash+P (m) {}
dash+K (H) {a/s}
SPECIAL MOVES
[F] Swan Attack (m) <inf> {}
s.hcf+P
[aF] ??? (m) {}
a.qcf+P
-Must be done at peak of jump
[] ??? (m,m,m) {a/s,sl}
hold 'D' for five seconds, release.
-Can pass through some projectiles.
*****Reiji Oyama***** Gerbil?
BASIC MOVES
A B C D
*----------*
j| h h h h
|
sf| m m m m
|
sc| m H m,H m
|
c| m l m l
*----------*
up: sc.B
C[2]
D
sw: c.D
<th< a/sc.C
COMMAND MOVES
dash+P (m) {}
dash+K (H) {a/s}
SPECIAL MOVES
[F] ??? (m) <inf> {}
s.qcf+P
[srk] ??? (m,m) {sl,a/s}
s.dp+P
[brk] ??? () {}
s.K!
[div] ??? (m) {}
a.uhcf,df+K or
a.uhcb,db+K
*****Keith Wayne***** Mouse
BASIC MOVES
A B C D
*------------*
j| h h h h
|
sf| H m m m
|
sc| H m m.? m,H
|
c| m l m l
*------------*
up: sc.C[2]
D[2]
sw: c.D
>th> a/sc.C
COMMAND MOVES
dash+P (m) {}
dash+K (H) {a/s}
SPECIAL MOVES
[F] ??? (m) <inf> {}
s.qcb+P
[T] ??? (m,m,m) {a/s}
b.f+P
-will pass under some projectiles
[srk] ??? (m/m,m) {a/s,sl}
s.fqcd+K
[] ??? (m,m,m) {sl,hp}
s.qcf+K
[] ??? (m,m) {}
K
-Must be same stength as the previous entry
[] ??? (?) {a/s}
K
-Must be same stength as the previous entry
*****White Buffalo***** Horse
BASIC MOVES
A B C D
*----------*
j | h h h h
|
sf| m H m m,H
| I I
sc| m m m m,H
|
c| m l m l
*----------*
misc: j.A-j.C
-If target is in the air, White will sometimes to an alternate sm.D
up: sf.B
s.D[2]
as: c.D
sw: c.D
>th>* a.C <sl> {-}
sc.C <sl> {-}
-White will usually end up on the left of the target, but if he is too close
to the back side of the stage, he will end up on the right instead.
-Vice versa if facing left.
COMMAND MOVES
dash+P (m) {}
dash+K (H) {a/s}
SPECIAL MOVES
[F] ??? (H) {}
s.hcf+P
-Will whiff targets that are standing too close.
[F] ??? (m) {}
d.u+P
[T] ??? (m) <.25S/.75S> {a/s}
b.f+P
-If hits, will send target across the screen.
[div] ??? (m) {a/s}
a.uhcf,df+P or
a.uhcb,db+P
-Angle depends on button pressed:
A: 60 degrees downward
C: 45 degrees downward
*****Otane Goketsuji***** Rabbit
BASIC MOVES
A B C D
*----------------*
ju| h h h h,h
| I I I
js| h h h h,h
|
sf| m m m m
|
sc| m m m,m,m,m m
|
cf| m l ?,?,?, l
| I
cc| m l m l
*----------------*
-Otane can crawl forward.
-Otane's forward and back dashes have {hp} property.
sw: c.D
sl: sf.B
sf.D
sc.B
sc.D
c.D
hp: sf.B
sf.D
sc.B
sc.D
>th> sc.C
a.C
-Throwing a target temporarily turns Otane into Young Otane.
COMMAND MOVES
dash+P (m) {}
dash+K (m) {a/s}
SPECIAL MOVES
[F] ??? (m) <inf> {}
b.f+P
[srk] ??? (m) {a/s}
d.u+P
[div] ??? (m) {}
u.d+K
a/s.u,d+K
[] ??? (H,m,m,H,H,m) {}
s.f+P!
*****Young Otane Goketsuji*****
BASIC MOVES
A B C D
*----------*
ju| h h h h
|
sf| m m m,m m
|
c| m l m,m l
*----------*
[div] ??? (m) {}
a/s.uhcf,df+P
a/s.uhcb,db+P
a/s.fhcu,ub+P
a/s.bhcu,uf+P
a/s.hcb,ub,u+P
a/s.hcf,uf,u+P
-Basically, do 225 degrees on the joystick, with a P on the last direction.
[sT] ??? (m) {}
s.hcf+K
*****Angela Belti***** Snake
BASIC MOVES
A B C D
*--------*
j| h h h h
|
sf| m m m m
|
sc| H l m m
|
c| m l m l
*--------*
as: c.D
sw: c.D
sl: c.D
>th> a.C
sc.C
COMMAND MOVES
dash+P (m) {}
dash+K (m) {a/s}
SPECIAL MOVES
[] ??? (m) {}
b.f+P
[T] ??? (m) {a/s}
b.f+K
[] ??? (m) {}
s.AC
[div] ??? (m) {a/s}
u.d+K or
a/s.u,d+K
*****Thin Nen***** Tiger
BASIC MOVES
A B C D
*--------*
j| h h h h
|
sf| m m m m
|
sc| m l m m
|
c| m l m l
*--------*
sw: c.D
sl: sf.B
sf.C
<th< a.C
sc.C
COMMAND MOVES
dash+P (m) {}
dash+K (H) {a/s}
SPECIAL MOVES
[F] ??? (m) {}
s.hcb+AC
-If hits, will immobilize target for a short while
[F] ??? (m3,m) {}
s.hcf+AC
[brk] ??? () {a/s}
b,f,b+P
[~arc] ??? (H?,#,m) {a/s[3]}
s.hcf,uf+K
**************************************************
FAQ CHANGES
2011/02/25 am 12:58-01:14 Start: Skeleton, animals, char menu
01:18-01:42 Hexcodes
pm 07:40 Added notes on copyright and mirror matches
09:15 Added note on color selection, punching bag
09:44 Common moves
2011/02/26 pm 10:08-10:24 Annie
2011/02/28 pm 09:00-09:27 Added Young Otane skeleton.
Added 4 moves each for Reiji, Keith, White, Saizo,
and Thin Nen, Three for Angela, Otane, and Young
Otane.
09:40 Added Otane's [div] to repladce the [brk] (which was just
her cf.C).
09:58 Added Angela's [div].
10:08 Added alternate instruction for Reiji's [div].
10:19 Added instruction for Otane's last move
10:23 Added alternate instruction for Angela's and Otane's dives.
10:24 Added alternate instruction for Saizo's and White's dives.
2011/03/05 am 01:12-01:25 Reiji
2011/03/06 am 12:43-01:04 Keith
2011/09/11 am 01:50-02:07 White basic moves and properties.
pm 11:50-2011/09/12 am 12:04 White cmd moves, sp move properties.
2011/12/24 am 09:02-09:27 Otane
09:28-09:44 Young OTane
pm 10:55-11:18 Saizo
11:18-11:30 Angela
11:30-11:42 Thin Nen
11:45 Added note on Otane's dash