Fighter's History *****#####*****#####*****@@@@@$$$$$@@@@@$$$$$@@@@@*****#####*****#####*****&&&& 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. Tested on 'World ver 43-07' All hexcodes found by myself. Copyright 2011 Andrew K.K. Ah New ************************************************** MISC. -Hexcodes: (FF-style. See Kof94 for other style) Address Value Effect 001009e5 63h/99d Timer stuck at 99 seconds 00100a00 FFh/255d P1 Inf Life 00100b00 FFh/255d P2 Inf Life 001005e4 x P1 Character 001006e4 x P2 Character x= 1 Ray 2 Feilin 3 Ryoko 4 Matlock 5 Samchay 6 Lee 7 Mizoguchi 8 Jean 9 Marstorius A Clown B Karnov -Systems notes -Char Menu: Ray Feilin Ryoko Matlock Samchay Lee Mizoguchi Jean Marstorius -1p starts at Samchay -Mirror matches: Allowed -Color Selection: P=Default, K=Alternate -Progression -Bonus Stage -Backgrounds: One per character -Win Pose -Win Quote -Mizoguchi 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). -Each character can be dizzied once per round, when their 'weak point' breaks. Each character's weak point will flash when it gets closer to being broken. ************************************************** KEY TO BASIC MOVES X-dimension: 'conditions' a__ air (jump/hop/leap)... j__ jump... u_ ...up... s_ ...to either side... s_ stand... c_ crouch... f ... far c ... close Y-dimension: 'buttons' Lx low attack Mx medium Hx hard xP Punch xK Kick 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) 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. 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: 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 arc arcing attack div diving srk vertical (named after Street Fighter's Shou Ryuu Ken) G Grab 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) rdp reverse dragon punch (b,d,db) X Any attack button XX Any two attack buttons ************************************************** *****Ray***** Weak point: Lightning symbol on shirt BASIC MOVES P | K L M H | L M H *---------------* ju| h h h h h h | I I I js| h h h h h h | sf| H m m m m m | sc| m m m.? m m m | c| m m m.? l l l *---------------* up: ju.LK MK sc.HP[2] HK c.HP[2] sw: c.HK