Fight Fever *****#####*****#####*****@@@@@$$$$$@@@@@$$$$$@@@@@*****#####*****#####*****&&&& This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. All move instructions and hexcodes have been found by the author. 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: Address Value Effect 108111 99 Timer Freeze 10c603 78 P1 Life 10c703 78 P2 Life 10cab1 x P1 Char 10cbb1 x P2 Char x=00 Han Baedal 01 Miyuki 02 Rophen Heimer 03 Golrio 04 Nick Commando 05 Chintao 06 Kim Hoon 07 Master Taekuk 08 Magic Dunker 09 Karate Kenji -Set the Char code after choosing a character and before the stage loads. -Systems notes -Char Menu Han Baedal[1] Miyuki[2] Rophen Heimer Magic Dunker Master Taekuk Golrio Kim Hoon Chintao Nick Commando -Master Taekuk is normally unchoosable in 1p mode. -Mirror matches are allowed -Color Selection: One color per button, default color chosen by 'A'. -Progression -Bonus Stage -Backgrounds: One per character -Win Pose -Win Quote -Dummy target: Baedal 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) ************************************************** *****Han Baedal***** Korea BASIC MOVES A B C D *------------* ju| h h h h | js| h h h h | sf| H H * m,H | I sm| H m m m,*,H | sc| H m H H | c| m l m l *------------* -sf.C will hit if target is in cn/cf, will whif if target is in cb. -sm.D will whiff if target is blocking, will hit an unblocking target. Misc: j.A-j.C j.B-j.D c.A-c.C c.B-c.D up: sm.C sc.D as: js.P/K sw: sm.D[3] sf.D[2] th> sc.C COMMAND MOVES [] back roll (x) {sl} b,b [] forward roll (x) {sl} f,f SPECIAL MOVES [F] ??? (m) {as} s.qcf+P [div] ??? (m) {sw} a.df+B [brk] ??? () {a/s} s.f,b,f+C [arc] ??? (H-m) {sw[1]} s.hcf+B *****Miyuki***** Japan BASIC MOVES A B C D *--------------* ju| h h h h | js| h h,H h h,H | sf| ? H ? m,H,? | sm| H m m m,H | sc| H m H H | c| m m m m *--------------* Misc: j.A=j.C j.B=j.D c.A=c.C c.B=c.D up: sf.B D[2,3] sm.D[2] sc.D sw: sf.D[3] sm.D[2] as: js.B/D th< sc.C COMMAND MOVES [] back roll (x) {sl} b,b [] forward roll (x) {sl} f,f SPECIAL MOVES [F] ??? (m) {as} s.qcb+P [arc] ??? (m*) {a/s} s.d,u+B -Will miss if target is in cb -Will hit once if target is in cn/cf [brk] ??? (m) {a/s} s.f,qcf+C [T] (flying butt attack) (H-m) {a/s} s.hcf+B -Seems to work only when Miyuki is in 'back' half of screen. *****Rophen Heimer***** Germany BASIC MOVES A B C D *----------* ju| h H h H | js| h h h h | sf| ? m H H | sm| H m H m,* | I sc| H m H H | c| m l * l,* *----------* -sf.C will hit if target is in cn/cf, will whif if target is in cb. -sm.B will connect an extra time if blocked. -sm.D will connect an extra time if blocked. -c.D will connect an extra time if crouch-blocked. Misc: ju.A=ju.C js.A=js.C ju.B=ju.D js.B=js.D sm.B=sm.D sf.A-sm.C c.A-c.C c.B-c.D up: ju.B/D sf.D sc.D c.A/C as: js.A/C sf.D th> sc.C COMMAND MOVES [] back roll (x) {sl} b,b [] forward roll (x) {sl} f,f SPECIAL MOVES [F] ??? (m) {as} s.qcb+P [] ??? (m,m) {up[2],a/s} s.d,u+B [arc] ??? (m) {a/s} s.hcf+B [T] ??? (m,H) {a/s} s.f,bqcd,df+C *****Golrio***** Brasil BASIC MOVES A B C D *--------------* ju| h h h h | js| h h h h | sf| H m m m.* | I sm| H H.* m.* m.* | sc| m m m.* m.* | c| m l m l *--------------* -sm.B[2] will only connect if blocked or if target is crouching (becomes (h)). -sm.D[2] will only connect if blocked or if target is crouching (beocmes (h)). -sm.C, sc.C, sf.D, sc.D will connect a second time if blocked. Misc: ju.A=ju.C js.A=js.C ju.B=ju.D js.B=js.D s.B-s.D c.A-c.C as: sf.B/D gb> sc.C COMMAND MOVES [] back roll (x) {sl} b,b [] forward roll (x) {sl} f,f SPECIAL MOVES [F] ??? (m) {as} s.qcb+P [] ??? (m) {a/s,sl} s.f,qcf+C [arc] ??? () {a/s} s.qcf,uf+B *****Nick commando***** USA BASIC MOVES A B C D *-------------------* ju| h h h h | js| h h h h | sf| H H h H.H* | sm| H H.H* H.m* H.H* | sc| H m m.m* m | c| m m m m.m*;l *-------------------* -'*' indicates that the hit will only connect if blocked at appropriate height. Misc: ju.A=ju.C js.A=js.C ju.B=ju.D js.B=js.D sf.B=sm.D sc.A-sm.C c.A=c.C c.B=c.D[1] up: sf.A as: js.P/K sf.B sf.D th> sc.C COMMAND MOVES [] back roll (x) {sl} b,b [] forward roll (x) {sl} f,f SPECIAL MOVES [F] ??? (m) {as} s.qcb+P [T] ??? (H) {} s.f,b,f+B [] ??? (m) {a/s} s.f,bqcd,df+A *****Chintao***** China BASIC MOVES A B C D *-----------* ju| h h h h | js| h h h h | sf| m m H m | sm| H H H H | sc| m* m H,m m | c| m l m l *-----------* -sc.A will whiff if crouch-blocked and hit if target is in cn/cf. Misc: ju.A=ju.C js.A=js.C ju.B=ju.D js.B=js.D sf.B=sf.D sm.B=sm.D sm.A-sf.C as: js.B/D sf.B/D sm.D th> sc.C COMMAND MOVES [] back roll (x) {sl} b,b [] forward roll (x) {sl} f,f SPECIAL MOVES [F] ??? (m) {as} s.qcb+P [] ??? (H,H*) {a/s,hp} s.qcf+B -Second hit connects only if blocked at appropriate height [arc] (wall jump) (m) {a/s} s.bqcd,df+C -Seems to work only when in back half of screen *****Kim Hoon***** Mexico BASIC MOVES A B C D *----------------* ju| h h h h | js| h h h h | sf| H H m* m,H | I sm| H m,H* m m,*,* | sc| H m H H | c| m l m l *----------------* -sm.B[2] will only connect if stand-blocked. -sf.C will whiff if crouch-blocked, will hit if target is in cn/cf. -sm.D[2,3] will whiff if blocked. Misc: ju.A=ju.C js.A=js.C ju.B=ju.D js.B=js.D c.A=c.C c.B=c.D up: sm.C sc.D as: js.P j.K sw: sf.D[2] sm.D[3] th> sc.C COMMAND MOVES [] back roll (x) {sl} b,b [] forward roll (x) {sl} f,f SPECIAL MOVES [F] ??? (m) {as} s.qcf+P [arc] ??? (m-H-m) {sw[1]} s.hcf+B [brk] ??? () {a/s} s.f,b,f+C [] ??? (m-H) {a/s,hp,sl} s.qcb+A *****Magic Dunker***** USA BASIC MOVES A B C D *----------------* ju| h h h h | js| h h h h | sf| H ?,? ?.? H | sm| m H H H | sc| H m H.H* m | c| m l m m.l* *----------------* -sf.B and sf.C don't connect with Han Baedal; he is too far away when standing. -sc.C will connect a second time when target is blocking. -c.D will connect a second time if target blocks the first hit. Misc: ju.A=ju.C js.A=js.C ju.B=ju.D js.B=js.D c.A~c.C up: sc.D sf.B[2] C[2] as: sf.D th< sc.C COMMAND MOVES [] back hop (x) {hp,sl} b,b [] forward hop (x) {hp,sl} f,f SPECIAL MOVES [] ??? (m-l) {a/s,hp} s.qcf+P [] ??? (H) {a/s,hp,sl} s.qcb+B [] ??? (m-H-#) {a/s,hp,sl} s.hcf+C [] ??? (H.H) {a/s,hp,sl} s.f,b,f+A *****Master Taekuk***** Korea BASIC MOVES A B C D *----------------* j| h h,h h h,h | sf| ? H? ? m | sm| H H H H* | sc| m,m* m m m* | c| m* l* m* l* *----------------* -sf.A and sf.C don't connect with Han Baedal; he is too far away when standing. -sm.D will connect with a blocking target for a second 'H'. -sc.A's second hit won't connect if the first hit hits, but will if the first hit misses or is blocked. -sc.D and c.P/K will connect a second time when target is blocking. Misc: j.A=j.C j.B=j.D sf.A=sf.C sm.A=sm.C c.A-c.C up: sf.A/C as: js.A/C j.B/D sf.D sm.D hp: sf.D COMMAND MOVES [] back roll (x) {sl} b,b [] forward roll (x) {sl} f,f SPECIAL MOVES [F] ??? (m) {as} s.qcf+P [div] ??? (m) {a/s} a.df+B [] ??? (m) {a/s} s.f,bcd,df+A [~arc] ??? (B?) {a/s} s.d,u+C -Seems to be able to do this consistantly only in a certain range of the screen *****Karate Kenji***** Japan BASIC MOVES A B C D *-------------* ju| H h H h | js| h h h h | sf| H ?,? m H | sm| H H H mw | sc| H m H H | c| mw l mw l *-------------* -sf.B doesn't connect with Han Baedal; he is too far away when standing. -sf.C has a 'safe spot' behind Kenji's hands, meaning that, if done too close, the move will whiff. Misc: ju.A=ju.C ju.B=ju.D js.A=js.C js.B=js.D c.A=c.C c.B=c.D up: sc.D as: js.P j.K sf.D sm.D hp: sf.D COMMAND MOVES [] back hop (x) {hp,sl} b,b [] forward hop (x) {hp,sl} f,f SPECIAL MOVES [~F] ??? (l) {a/s} s.qcf+P [sT] ??? (m) {a/s} s.qcb+B [sT] ??? (m) {a/s} s.hcf+C [arc] ??? (l) {a/s} s.f,b,f+A ************************************************** FAQ CHANGES 2010/10/08 pm10:00 Initial. Char menu. Char names and countries. Han's SP. 2010/10/08 pm10:46 BA/CM/SP moves skeleton for all characters. Note on Taekuk. Hexcodes: Timer, 1p Life, 2p Life 2010/10/?? ????:?? Bunch of moves for the characters. 2010/10/17 pm01:51 [T] move for Baedal, Miyuki. R.Heimer's arc. Changed instructions for 'd.u' and Kim Hoon's [T]. Added Dunker's fourth move, Miyuki [brk] instruction. Added Golrio's 2nd move Added Move place-holders for Golrio's and Nick's third moves Added Kim Hoon's fourth move pm06:21 Added Chintao's walljump instruction pm06:34 Added Nick's third move instruction pm06:41 Added Raphen's [T] instruction, Golrio's [arc] instruction pm06:54 Added Taekuk's third and fourth moves. pm11:37 Added Game info, P1 char hexcodes, Kenji's moves 2010/10/20 pm08:30 Added Basic move skeletons to chars Added Basic move info for Baedal Added Special move properties for Baedal 2010/10/22 am07:15 Added Miyuki misc equivalencies, note on flying butt attack. 2010/10/24 pm12:29 Added Miyuki Basic info for weak attacks. 2010/11/07 am11:20 Added Miyuki ju.B value, Basic strong attacks Added Miyuki special move properties 2010/11/25 am11:31 Added R. Heimer info. Miyuki throw info. 2010/12/10 pm01:01 Moved Basic Move notes to before Misc. Added Golrio info. pm03:13 Added Nick Commando info. pm03:47 Added Chintao info. pm05:28 Added Kim Hoon info. Changed Han's [T] to [arc]. 2010/12/16 pm04:51 Added M. Dunker info. 2011/01/28 pm08:05 Added Taekuk info. pm08:21 Added Kenji info. pm08:43 Added dash/hop info for all but Taekuk and Kenji. Changed note on my sources and copyright date. Deleted '50 stars' notes and 'style' note on hexcodes. Added note on the Character hexcodes.