=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Fighter's History: Mizoguchi Kiki Ippatsu!! FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 2.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 ``````````````````````````````````````````````````````````````````````````````` ******************************************************************************* * 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 billy_kane_32@hotmail.com. Credit will be given for your contribution. 5.2 Credits -Data East -Gamefaqs -And me for writing this faq