Galaxy Fight *****#####*****#####*****@@@@@$$$$$@@@@@$$$$$@@@@@*****#####*****#####*****&&&& 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. Move names & instructions based on JPalanca's FAQ Most hexcodes taken xxx etc. Copyright 2006 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 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 -There are no 'walls' like in most fighting games; the stage just keeps scrolling left or right. -Char Menu -The normally choosable characters are all on a single row. From left to right, they are: Gunter Alvan G.Done Juri Rolf (1p starts here) Kazuma (2p starts here) Roomi Musafar -Mirror matches: allowed -Color Selection: Player 1 has the main color, Player 2 has the alternate color. Press any key to select the character. -Progression -Bonus Stage -Backgrounds: One per character -Win Pose -Win Quote -Rolf 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) {sl} ) sT short Torpedo {sl} n arc arcing attack {sl} \ div diving {sl} ^ srk vertical (named after Street Fighter's Shou Ryuu Ken) {up} & 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 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) ************************************************** ***All Characters*** [] (back hop) (x) {sl} s.b,b [] (forward run) (x) {sl} s.f,f -You can actually run a little ways past the target -You can attack to cancel the run (you can even do special moves) -Dash attacks cause block damage [] (far jump) (x) {sl} uf ***Rolf*** BASIC MOVES A B C *----------* ju| h h W | js| h h h | sf| m m m | sc| m m.? m,m | c| l l l *----------* up: ju.C sf.C sc.B[2] sw: c.C as: c.C