========================================== Pocket Fighter for Wonderswan *Capcom* ========================================== By: Gregor Simeonov Email: gregor@idirect.ca __ ___ ___ __ /\ \ / / \ |\ | | \ | | \ /__\ \ /\ / | | | \ | | | |-- |__/ / \ \/ \/ \__/ | \| |___/ |___ | \ \ \ |\ /| /\ |\ | | /\ \ | \/ | /__\ | \ | | /__\ \ | | / \ | \| | / \ | \____________________________________/ FAQ http://www.wondermania.com Wonder Mania-- The only dedicated english Wonderswan site! Table of Contents: - Introducton - Abbreviations - Move list - Combo system - Card Battle Mode - Credits -Introduction- Pocket Fighter for Wonderswan is one of the more valuable games for Wonderswan. Not only does it respresent the power that a Wonderswan console posses, but it challenges fighting games that appear on more popular systems such as the Gameboy or Neo Geo Pocket. Pocket Fighter is very similar to the Playstation, Sega Saturn and Arcade versions of the game. All the combos, super moves, control schemes and graphical portraits are the same, except now it's in your pocket. Although the directional pads of the Wonderswan were not designed in favor of fighting games, it sure does te job and leaves you satisfied with an aobe average Wonderswan game. Included is a card fihgting mode which enhances the experience. Luckily, most of the menus are in english, so it's easy to find your way around. If you don't have this game yet, it's time to do some searching:). -Abbreviations- P - Press the "punch" button, varies between key configurations K - Press the "kick" button " " S - Press the "special" button " " C - Press the "chohatsu" or "taunt" button " " PK - Punch+ Kick, the "throw" command These terms refer to the motion of the direction pad. D - down, push down on the d-pad F - forward, towards the opponent U - up B - back, away from the opponent DF - down+forward, diagonal DB - down+back, diagonal UF - up+forward, diagonal UB - up+back, diagonal =========== |MOVE LIST| =========== Standard moves: these are moves that have the same commands and work with every character. Dash: F,F Backstep: B,B Speedy attacks: F,F + K or F,F + P Super jump: D,U Recover: (from fall) PK or S Sweep: DF + K Upper Cut: DF + p Special Overhead (unblockable): F + S Special Upper (unblockable): DF + S ----- *RYU* ----- Extra moves- Overhead Punch: F + P Overhead Kick: F + K Jab: B + P Leg Throw: (close) B,D,DB + PK Super Throw: (close) B,DB,D,DF,F + PK Special moves- Hado-Ken: D,DF,F + P Shoryu-Ken: F,D,DF+ P Tatsumaki Senpu-Kyaku: D,DB,B + K (can be done in air) Super moves- Shinkuu Hado-Ken: D,DF,F + S Shinkuu Tatsumaki Senpu-Kyaku: D,DB,B + S Shin Shoryuken: F,D,DF + S ----- *Ken* ----- Extra moves- Overhead Kick: F + K Super Throw: (close) B,DB,D,DF,F + PK Special moves- Hado-Ken: D,DF,F + P Shoryu-Ken: F,D,DF + P Tatsumaki Senpu-kyaku: D,DB,B + K Super moves- Shoryu Reppa: F,D,DF + S Shinryu-Ken: B,D,DB + S Shinpu Jinrai Kyaku: B,DB,D,DF,F + S --------- *Chun-Li* --------- Extra moves- Flash Kick: F + K Stomp: (over opponent in air) D + K Super Throw: (close) B,DB,D,DF,F + PK Special moves- Lightning Kick: K (tapped repeatedly) Kiko-Ken: B,DB,D,DF,F + P Spinning Bird Kick: B,DB,D,DF,F + K Kikoshin: F,D,DF + K Super moves- Kiko-Sho: D,DF,F + S Shin-Kikoshin: F,D,DF + S Bike Attack: F,DF,D,DB,B + S -------- *Sakura* -------- Extra moves- Overhead Kick: F + K Super Throw: (close) B,DB,D,DF,F + PK Special moves- Hado-Ken: D,DF,F + P Sho Ho Ken: F,D,DF + P Sakura Rush (yay): B,DB,D,DF,F + K Super moves- Shinkuu Hado-Ken: D,DF,F + S Midare-Zakura: F,D,DF + S Body Guard: F,DF,D,DB,B +S ---------- *Morrigan* ---------- Extra moves- Power Stab: F + K Valkyrie Kick: (falling in air) D + K Vector Drain: (close) B,DB,D,DF,F + PK Super Throw: (close) F,DF,D,DB,B + PK Flying Dash: Hold S, then F,F or B,B Special moves- Sould Fist: D,DF,F + P Shadow Blade: F,D,DF + P Shinning Tail Slash: D,DB,B + K Super moves- Darkness Illusion: B,DB,D,DF,F + S Super Blade: F,D,DF + S Super Tail Slash: D,DB,B + S --------- *Lei-Lei* --------- Extra moves- Arm Smack: F + P Chainsaw Stab: F + K Super Throw: (close) B,DB,D,DF,F, + PK Air Dash: (in air) F,F or B,B Special moves- Shuri-Ken: D,DF,F + P Shield Beam: D,DB,B + P Ground Blade: F.DF.D.DB.B + P Super moves- Massive Throw: F,DF,D,DB,B + S Roller: D,DF,F + S Umbrella Pop: F,D,DF + S --------- *Felicia* --------- Extra moves- Cat Shock (à la Blanka): P (tapped repeadetly) Super Throw: (close) F,DF,D,DB,B,UB,U,UF + PK Special moves- Cat Roll: D,DF,F + P (press P more times to finish with uppercut) Cat Sweep: D,DF,F + K Cat Spike: F,D,DF + K Cat Bounce: D,DB,B + P (press P repeatedly for more hits) Super moves- Dancing Flash: F,D,DF + S Help me!: B,DB,D,DF,F, + S Dancing Kitty: F,DF,D,DB,B + S -------- *Tabasa* -------- Extra moves- Kat Kick: (in air) F + K Super Throw: (close) F,DF,D,DB,B + PK Special moves- Dragon Fang: D,DF,F + P Roll Attack: D,DF,F + K Rolling Upper: F,D,DF + P Super moves- Beam: D,DF,F + S Robo Grapple: F,DF,D,DB,B + S Dragon Roll: F,D,DF + S ------- *Ibuki* ------- Extra moves- Super Throw: (close) B,DB,D,DF,F + PK Special moves- Kunai Dagger: D,DF,F + P (can be done in air) Penguin Drop: B,D,DB + K Kazekiri: F,D,DF + K Sword Slice: D,DB,B + K (repeat for more hits) Super moves- Kasumi: D,DF,F + S Toad Blast: F,DF,D,DB,B, + S Yoroi Doushi: F,D,DF + S --------- *Zangief* --------- Extra moves- Knee Drop: (in air) D + K Body Slam: (in air) D + P Rock Slam: (in air) D,D + P Press Grab: (close) D + PK or DF + PK or DB + PK Whip Grab: (close) F + PK or B + PK Super Grab: (close) F,DF,D,DB,B + PK Special moves- Spinning Pile Driver: F,DF,D,DB,B,UB,U,UF + PK Lariat: P + S Banishing Fist: F,D,DF + P Super moves- Russian Dance: F,D,DF + S Dash Bite Attack: B,DB,D,DF,F + S Atomic Buster: F,DF,D,DB,B,UB,U,UF + S ----- *Dan* ----- Extra moves- Super Throw: (close) B,DB,D,DF,F, + PK Special moves- Gad-Ken: D,DF,F + P Koryu-Ken: F,D,DF + P Danku-Ken: D,DB,B + K Super moves- Shinkuu Gado-Ken: D,DF,F + S Father Nose Blast: B,DB,D,DF,F + S Shoryu-Rekka: F,D,DF + S Father Raging Demon: (lvl. 3 or higher) F,DF,D,DB,B + S Hisshou Burai Ken (madly hard to pull): F,DF,D,DB,B,DB,D,DF,F + S Chohatsu-densetsu: D,DF,F,D,DF,F + C ------- *Akuma* ------- Extra moves- Overhead Kick: F + K Tenma Kuujin Kyaku: (in air) DF + K Leg Throw: (close) B,D,DB + PK Super Throw: (close) B,DB,D,DF,F, + PK Special moves- Gou Hadou Ken: D,DF,F + P (can be done in air) Shoryu-Ken: F,D,DF + P Tatsumaki Senpu-Kyaku: D,DB,B + K Ashura Senkuu Forward (teleport forward): F,D,DF + K Ashura Senkuu Backward (teleport backward): B,D,DB + K Hyakki Shuu: D,DF,F,UF,U + P During Hyakki Shuu- Hyakki Gou Shou: P Hyakki Gou Sen: K Hyakki Gou Sai: (close) hold B or F + P Hyakki Gou Tsui: (close) hold B or F + K Super moves- Messatsu Gou Hadou: D,DF,F + S Tenma Gou Zankuu: (in air) D,DF,F + S Messatsu Gou Shoryu: F,D,DF + S Shun Goku Satsu: (lvl. 3 or higher) F,DF,D,DB,B + S ////////////////// --|COMBO SYSTEM|-- ////////////////// The Combo system in Pocket Fighter is very simple. Even though the combo counter was removed from the Wonderswan version, classic Pocket Fighter combos with idealistic character animations remained. If you are not familiar with them just yet, it's real easy. Every combo starts with the Punch button, then you can make variations of the proceeding buttons. Also, all full combos consist of four buttons pressed simutanesously, however, not all of the four hits are successful, since the comp[uter can usually block the last one. There are quite a bit of possibilities for the combos, and the number of succesful hits very between the characters, but all the commands are the same. For example, this is a combo: P,K,P,P or P,P,P,K . This is a key part in causing some damage in this game. |{{{{{{{{}}}}}}}}| |CARD BATTLE MODE| |{{{{{{{{}}}}}}}}| Pocket Fighter for Wonderswan was equipped with a unique, but repetative card battle mode. You accumulate your number of cards every time you beat the game. If the difficulty and number of rounds are higher, you get more cards at the end. I'm not going to list all the cards (maybe when I get all of them and find time), but I will give a basic know-how of the battle system, for those who can't undertsnad Japanese. Cards: p\k : These are the "combo" or "attack" cards, they have symboles of a hand and a foot on it, and a number on the top-left and bottom-right corners. The higher the numbers, the stronger the attack. To make a combo, you need to have four p/k cards avaiable. special: These are the "special move" cards, it sort of looks like a turtle's shell on the image, and has a number on the top-left and bottom-right corners. When you choose this card, you can also choose which special move you want to do (uppercut, fireball etc...). This is where the accumulated cards come i play. If you acquired the card, the "special move" card enables you to use it, so you will either receive a 2nd or 3rd lvl. special move, or a super. gem: These are the "gem" cards, they have a picture of a Gem on it. Place these before your p/k or special cards for a stronger attack. UP: This is the "dodge" card. The design of the card is an arrow pointing upwards. Place this card to attempt to dodge small combos against you. Also, try placing it before p/k cards for a greater chance of success against the computer. G: These are the "Guard" cards. The design of the card is a big G against a brick wall. Use these cards to block the computers attacks. Pie: These are the "health" cards. They have a picture of a piece of cake +2 and a number on the bottom. Use them to recover life. The higher the number, the more life you will regain. How it works: Put together various combos of the different cards listed above. You qill see that not all cards can go together, since they will be shaded and inaccesible if they do not go with the card you just place. Only the player with the higher value of cards set will do dammage to the opponent, but the opponent will be able to dodge or regain health during your attack. To have a higher chance of winning, you must not only use force but strategy against your computer. If the computer hasn't done a combo in a couple of rounds, it means that his "combo" cards are accumulating. Therefore, instead of risking doing a special move or combo which is weaker than the opponent's, use a Guard card if available. If you have to use a single p/k card, dispense the one with the largest value (numbers on card). This will be to your advantage because you will raise the value of your cards during the attack. If you are pulling a 4-card combo, the value will already be high enough to beat the computer's. //-------\\ ::Credits:: \\-------// -I'd like to thank Bandai for releasing such a nifty little system, even though it's not out overseas. -Thanks to JapAnime.com who personally went out and searched their local Jap stores for my copy of Pocket Fighter, that was service at it's best. -Capcom for releasing awesome fighting titles. -GameFaqs and S:SNGP which inspired me to write this FAQ and make a Wonderswan site. By: Gregor Simeonov Email: gregor@idirect.ca 2001 WONDERMANIA!! http://www.wondermania.com --Copyright 2001-- No sale of FAQ permitted, email me if you want to use it for a site.