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Fighter's History: Mizoguchi Kiki Ippatsu!!
FAQ By: Goh_Billy (
[email protected])
Version #: 2.0
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Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Weak Point
3. Characters
3.1 Clown
3.2 Liu Yungmie
3.3 Liu Feilin
3.4 Zazie Muhaba
3.5 Mizoguchi Makoto
3.6 Lee Diendo
3.7 Kano Ryoko
3.8 Karnov
`````````````````````````````
3.9 Chelnov
4. Misc. And Easter Eggs
5. Conclusion
5.1 What's Missing/Needed
5.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward HP - Heavy Punch P - Any Punch
\ | / b - Back LP - Light Punch K - Any Kick
b-- --f u - Up HK - Heavy Kick + - And
/ | \ d - Down LK - Light Kick / - Or
db d df L - Left Button , - Then
R - Right Button
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
===============================================================================
2. System
===============================================================================
**************
* 2.1 Basics *
**************
Throw f/b + HP close f and b determine where
opponent is thrown
Block High b
Block Low db will not block overheads
Backdash b, b
Air Attack Cancel have a normal air
attack touch the
opponent and then
immediately perform
an air special
Dizzy Recovery shake joystick and tap
P and K rapidly when
dizzied
Negative Edge allows you to perform an example would be
maneuvers by holding performing a qcf + P
the attack button maneuver by instead
down, performing holding P, qcf, releasing
the motion, then P
releasing the attack
button
******************
* 2.2 Weak Point *
******************
In Fighter's History, a character can only be dizzied once per round. There
is a unique way in which a character is dizzied in the game. Every character
has their own weak point. This weak point (usually a piece of clothing) will
begin to flash once it has been struck a few times. Once it flashes, the next
successful strike to that area will cause that item to pop off the character,
and in the process, causing the character to become dizzied. Every
character's weak zone is listed in the character's movelist next to their
color selection as well as here for convenience:
Clown: mask
Yungmie: waistband
Feilin: breastplate
Zazie: headband
Mizoguchi: headband
Lee: knees
Ryoko: headband
Karnov: necklace
Chelnov: helmet visor
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.12 Clown *
*******************************************************************************
Colors Weak Point: mask
------
LP - Purple w/ Red trim
HP - Orange w/ Purple trim
LK - Mellow Apricot w/ Yellow trim
HK - Mellow Apricot w/ Gray trim
Start - Dark Gray w/ Red trim
R/L + LP - Medium Green w/ Green trim
R/L + HP - Red w/ Yellow trim
R/L + LK - Gray w/ Tan trim
R/L + HK - Medium Gray w/ Amber trim
R/L + Start - Yellow w/ Green trim
Throw
-----
Circus Tumble f/b + HP close f and b determine where
opponent is thrown; shake
joystick and tap P and K
rapidly for more rolls
Basic Moves
-----------
Hand Flick LP far 2 hits
Driving Headbutt HP close 2 hits
Happy Twirl HK far low dodge
Command Move
------------
N/A
Special Moves
-------------
Pick A Card Charge b for 1.5 LP=slow, HP=fast; will
seconds, f + P collide with other
projectiles as both will
be "destroyed" in the
process
Head Stamp Charge db for 1.5 LP=slow, HP=fast; slight
seconds, uf + P, homing ability; if the
then b/f after head move touches the opponent
stamp to guide you can use b/f to guide
Clown's descent; maneuver
can sometimes crossup the
opponent, especially the
HP version executed from
afar
Spin Attack Charge b for 1.5 LK=slow, HK=fast; if this
seconds, f + K misses the opponent, Clown
will hit the edge of the
screen and bounce back to
land
Spin Drop Charge d for 1.5 LK=short, HK=far
seconds, u + K
*******************************************************************************
* 3.2 Liu Yungmie *
*******************************************************************************
Colors Weak Point: waistband
------
LP - Light Gray costume w/ Red trim and Blue belt
HP - Gray costume w/ Blue trim and Red belt
LK - Light Blue costume w/ Blue trim and Yellow belt
HK - Medium Gray costume w/ Blue trim and Yellow belt
Start - Yellow costume w/ Red trim and Red belt
R/L + LP - Green costume w/ Red trim and Red belt
R/L + HP - Khaki costume w/ Blue trim and Green belt
R/L + LK - Light Gray costume w/ Blue trim and Green belt
R/L + HK - Purple costume w/ Red trim and Blue belt
R/L + Start - Pink costume w/ Red trim and Blue belt
Throw
------
Kick Toss f/b + HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Falling Heel ub/uf, HK 2 hits; overhead
One Two Kick HP close 2 hits
Command Move
------------
Phoenix Fall d + HK in air
Special Moves
-------------
Fire Kick tap any P along with b/f will allow Fire Kick to
any K rapidly (use slide across the ground
b/f to guide move)
Instant Aura Smash qcf, uf + P LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Aura Smash hcb + P LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Air Aura Smash qcf + P in air LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Nerichagi f, db, d, df + K LK=slow and short, HK=fast
and far
Foot Rush qcb + K LK=slow and short, HK=fast
and far
Wall Jump jump toward the wall, holding b or f can slightly
then press a change the descent; can
direction away from perform any air normal
the wall + LP/LK/HP/HK after maneuver
Split d + HK
Aura Smash have an air normal
touch the opponent,
then qcf + P
*******************************************************************************
* 3.3 Liu Feilin *
*******************************************************************************
Colors Weak Point: breastplate
------
LP - Red top w/ Periwinkle bottoms
HP - Dark Gray top w/ Pink bottoms
LK - Red top w/ Silver bottoms
HK - Purple top w/ Yellow bottoms
Start - Dark Gray top w/ Gray bottoms
R/L + LP - Dark Gray top w/ Desert Sand bottoms
R/L + HP - Bronze top w/ Light Gray bottoms
R/L + LK - Gray top w/ Orange Red bottoms
R/L + HK - Gray top w/ Silver bottoms
R/L + Start - Gold top w/ Linen bottoms
Throw
-----
Mantis Slam f/b + HP close f and b determine where
opponent is thrown
Basic Move
----------
N/A
Command Moves
-------------
Flying Kick d + HK in air (at the
peak of the jump)
Crescent Slash f/b + HK far
Face Cracker f/b + HK close
Special Moves
-------------
Touroh Zan qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Diving Touroh Zan b, db, d + P in air LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Hakkaku Soubi Ken Charge d for 1.5 LP=short, HP=far
seconds, u + P
*******************************************************************************
* 3.4 Zazie Muhaba *
*******************************************************************************
Colors Weak Point: headband
------
LP - Burnt Orange costume
HP - Ecru costume
LK - Dark Gray costume
HK - Purple costume
Start - Carrot Orange costume
R/L + LP - Medium Gray costume
R/L + HP - Platinum costume
R/L + LK - Green costume
R/L + HK - Red costume
R/L + Start - Blue costume
Throw
-----
Choke Suplex f/b + HP close f and b determine where
opponent is thrown
Basic Move
----------
N/A
Command Move
------------
Reaching Straight b/f + HP far
Special Moves
-------------
Vulcan Hook tap P rapidly can use b/f to guide move
VERY slightly
Hellfire b, db, d + P
Deshikakato d, u + LK
Axe Deshikakato d, u + HK
Ducking f, f + K / f, f, K LK=short, HK=long;
invulnerable for a split
second (except you can
still be thrown)
Sliding f + K invulnerable for a split
second (except you can
still be thrown); continue
to use f + K to keep
sliding
Double Backstep f, b + LK completely invulnerable
during the fist hop
portion of the maneuver
Tricky Feet f, b + HK completely invulnerable
during the fist hop
portion of the maneuver
*******************************************************************************
* 3.5 Mizoguchi Makoto *
*******************************************************************************
Colors Weak Point: headband
------
LP - Gray pants
HP - Green pants
LK - Turquoise pants
HK - Very Light Gray pants
Start - Gold pants
R/L + LP - Slate Gray pants
R/L + HP - Dark Gray pants
R/L + LK - Metallic Gray pants
R/L + HK - Blue pants
R/L + Start - Onyx pants (Dark skin)
Throws
------
Neckringer Slam f/b + HP close f and b determine where
opponent is thrown
Shuffle Kick f/b + HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Axe Kick HK close 2 hits
Air Falling Axe u, HK 2 hits; overhead
Command Move
------------
N/A
Special Moves
-------------
Tiger Bazooka qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Koryuu Sai b, db, d + P LP=short, HP=long
Ren Zoku Keri qcf + K LK=short, HK=long; mashing K
with the qcf motion is a
good way to make sure all
the follow ups come out
Heat Kick K
Double Follow qcf + K
Finish qcf + K
Double Follow qcf + K
Kick And Finish qcf + K
Air Ren Zoku Keri have an air normal mashing K with the qcf
touch the opponent, motion is a good way to
then qcf + K make sure all the follow
up come outs
Kick And Finish qcf + K
Gottsui Tiger Bazooka qcf + LP+LK+HP+HK long start up time; absorbs
projectiles
Shoten Sai b, db, d + LP+LK+HP+HK perform close and connect
move (not blocked) to have
the entire maneuver come
out
*******************************************************************************
* 3.6 Lee Diendo *
*******************************************************************************
Colors Weak Point: knees
------
LP - Periwinkle costume w/ Red belt
HP - Orange costume w/ Red belt
LK - Gray costume w/ Blue belt
HK - Green costume w/ Purple belt
Start - Dark Gray costume w/ Red belt
R/L + LP - Blue costume w/ Dark Gray belt
R/L + HP - Tan costume w/ Blue belt
R/L + LK - Purple costume w/ Red belt
R/L + HK - Gold costume w/ Red belt
R/L + Start - Charcoal costume w/ Black belt
Throw
-----
Fireman's Carry f/b + HP close f and b determine where
opponent is thrown
Basic Move
----------
N/A
Command Move
------------
N/A
Special Moves
-------------
Zesshou Hou qcf + P LP=short, HP=long
Choshin Kou f + LP Zesshou Hou must touch the
opponent for this follow
up to be possible
Tetsuzan Kou f + HP Zesshou Hou must touch the
opponent for this follow
up to be possible
Super Zesshou Hou qcf, b + P LP=short, HP=very long
Choshin Kou f, f + LP Super Zesshou Hou must touch
the opponent for this
follow up to be possible
Tetsuzan Kou f, f + HP Super Zesshou Hou must touch
the opponent for this
follow up to be possible
Kaen Zesshou Hou qcb + P LP=short, HP=far
Chou Tetsuzan Kou f, b, db, d + P LP=short, HP=far
Senkyuu Tai qcf + K LK=short, HK=far
Shoulder Check b, df, db + HK close unblockable; can be comboed
into
Mouko Kouhazan b, f, db, df + LP+HP absorbs projectiles
(including Mizoguchi's
Gottsui Tiger Bazooka)
*******************************************************************************
* 3.7 Kano Ryoko *
*******************************************************************************
Colors Weak Point: headband
------
LP - Off White costume w/ Red trim
HP - Orange costume w/ Blue trim
LK - Sky Blue costume w/ Red trim
HK - Gray costume w/ Blue trim
Start - Green costume w/ Red trim
R/L + LP - Yellow costume w/ Red trim
R/L + HP - Brown costume w/ Powder Blue trim
R/L + LK - Light Gray costume w/ Yellow trim
R/L + HK - Cool Gray costume w/ Off White trim
R/L + Start - Carnation Pink costume w/ Green trim
Throws
------
Side Slam f/b + HP close f and b determine where
opponent is thrown
Layback Toss df/db + HP close df throws the opponent in
front of Ryoko while db
throws the opponent
behind Ryoko
Submission Hold d, d + P shake joystick and tap P
and K rapidly for more
chest crunches
Izuna Drop f/b + HP close in air f and b determine where
opponent is thrown
Basic Moves
-----------
Short Sweep LK must be blocked low; grounds
opponent
Axe Kick HK close 2 hits
Command Move
------------
Double Fist Sweep df/db + HP must be blocked low
Special Moves
-------------
Cho Yama Arashi hcf/hcb + P close unblockable; can be comboed
into
Ippon Seoi hcf/hcb + P at about Ryoko will fly forward to
sweep distance grab the opponent; dash in
is unblockable
Air Ippon Seoi hcf/hcb + P in air unblockable
next to opponent
(the grab will work
close to the opponent
or at a sweep
distance away and at
any distance between
those two points)
Kata Guruma b, ub, u, uf, f + P using the command that
close / f, uf, u, ub, starts with b throws the
b + P close opponent in front of Ryoko
while using the command
that starts with f throws
the opponent behind Ryoko;
this move inflicts no
damage of its own (it
instead sets the opponent
up in the air where they
can be attacked);
unblockable
Single Zenten Ukemi Charge b for 1.5 can use this to get in close
seconds, f + LK for your special move
throws
Double Zenten Ukemi Charge b for 1.5 can use this to get in close
seconds, f + HK for your special move
throws
Tenshi Cho Yama Arashi hcf, d, df + LP+LK unblockable
close
*******************************************************************************
* 3.8 Karnov *
*******************************************************************************
Colors Weak Point: necklace
------
LP - Red pants w/ Silver trim
HP - Ash Gray pants w/ Silver trim
LK - Slate Gray pants w/ Yellow trim
HK - Straw pants w/ Silver trim
Start - Gray pants w/ Yellow trim
R/L + LP - Ecru pants w/ Gray trim
R/L + HP - Medium Gray pants w/ Dark Gray trim
R/L + LK - Platinum pants w/ Baby Blue trim
R/L + HK - Rust pants w/ Dark Gray trim
R/L + Start - Green pants w/ Yellow trim
Throw
-----
Finishing Headbutt f/b + HP close f and b determine where
opponent is thrown
Basic Move
----------
Downward Poke LP in air overhead; can cancel
Downward Poke into another
air normal
Command Move
------------
Head Slide d + HK must be blocked low
Special Moves
-------------
Fireball qcf + P LP=low bounce, HP=high
bounce; will collide with
other projectiles as both
will be "destroyed" in the
process
Fire Breath f, f + P / f, f, P HP=stays out longer; absorbs
projectiles
Low Fire Breath f, f + K / f, f, K HK=stays out longer; absorbs
projectiles
Balloon Attack hcb, ub + P, then use HP=longer inflation time;
b/f to guide move during the inflation,
Karnov is invulnerable
(except to air throws);
the attack happens after
the inflation; b/f can be
used to guide move during
inflation and during the
descent; can perform an
air attack directly after
the belly flop that occurs
after Karnov deflates
Air Balloon Attack hcb, ub + P in air, HP=longer inflation time;
then use b/f to guide during the inflation,
move Karnov is invulnerable
(except to air throws);
the attack happens after
the inflation; b/f can be
used to guide move during
inflation and during the
descent; can perform an
air attack directly after
the belly flop that occurs
after Karnov deflates
Super 100 Kick Charge b for 1.5 LK=short, HK=long
seconds, f + K
Aerial Cossack Charge d for 1.5 LK=short, HK=far
seconds, u + K
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*******************************************************************************
* 3.9 Chelnov *
*******************************************************************************
Colors Weak Point: helmet visor
------
LP - Mahogany shoulder pads w/ Yellow chest armor
HP - Auburn shoulder pads w/ Yellow chest armor
LK - Green shoulder pads w/ Amber chest armor
HK - Gray shoulder pads w/ Lilac chest armor
Start - Lavender shoulder pads w/ Yellow chest armor
R/L + LP - Battleship Gray shoulder pads w/ Yellow chest armor
R/L + HP - Metallic Gold shoulder pads w/ Yellow chest armor
R/L + LK - Blue shoulder pads w/ Amber chest armor
R/L + HK - Ash Gray shoulder pads w/ Gray chest armor
R/L + Start - Dark Gray shoulder pads w/ Yellow chest armor
Throw
-----
Crashing Skull Slam f/b + HP close f and b determine where
opponent is thrown
Basic Move
----------
Driving Punch HP close 2 hits
Command Move
------------
Head Stomp d + HK in air (use can use b/f after maneuver
b/f immediately touches opponent (blocked
after d + HK to or not) to guide maneuver;
slightly guide can perform another air
maneuver) attack after maneuver
touches opponent (blocked
or not)
Special Moves
-------------
Chelnov Beam qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Missile Charge b for 1.5 LP=missile goes low,
seconds, f + P HP=missile goes high; will
collide with other
projectiles as both will
be "destroyed" in the
process
Fire Wheel f, f + P in air LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Vulcan hcb + P/HK LP=boomerang flies up at a
steep angle, MP=boomerang
flies diagonally upward,
HK=boomerang flies
diagonally downward and if
it doesn't hit the
opponent it will bounce
off the floor and fly
upward; will collide with
other projectiles as the
boomerang will bounce away
and the other projectile
will be "destroyed"
Atomic Runner hcb + LP+LK+HP+HK projectile absorbs other
projectiles
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
Unlock Chelnov
--------------
After the intro finishes you will be at the Title Screen. Once at the title
screen press down, down, up, up, right, left, L button, R button. If
successful you will be able to select Chelnov now.
Unique Icons
------------
Every character has a unique object that circles their head when dizzied and
acts as their win victory icon. Here is a list of these unique icons for each
character:
Clown: red flowers
Yungmie: carousel horses
Feilin: fairies
Zazie: roosters
Mizoguchi: octopuses
Lee: crescent moons
Ryoko: penguins
Karnov: spacemen
Chelnov: chicks hatching
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Cleanup and corrections
-If you have anything to add, any corrections I need to make, please email me
at
[email protected]. Credit will be given for your contribution.
5.2 Credits
-Data East
-Gamefaqs
-And me for writing this faq