_______________________________________________ \ \ F I G H T I N G L A Y E R \ a Sessyu Guide \ Version 1.0 (01 Jan 99) \ by Mike Abdow \__________________________________________ ___________________ \ LEGAL DISCLAIMER \_________________ No part of this document may be reproduced for sale, profit, or commercial purposes without the express permission of the author. This document may be freely distributed among the video gaming community. Copyright Mike Abdow 1999. All rights reserved. Fighting Layer and related characters are copyright Arika/Namco, 1998. __________________ \ VERSION HISTORY \________________ Version 1.0 (01 Jan 99) - 1st release ___________ \ CONTENTS \_________ 1.0 ABOUT THIS GUIDE 2.0 MOVEMENT ARTS 3.0 THROWING ARTS 4.0 BASIC ARTS 4.1 Light Punch (LP) 4.2 Medium Punch (MP) 4.3 Heavy Punch (HP) 4.4 Light Kick (LK) 4.5 Medium Kick (MK) 4.6 Heavy Kick (HK) 5.0 SPECIAL ARTS 5.1 Shuriken (qcf+P) 5.2 Morning Star High (hcb+P) 5.3 Morning Star Low (hcb+K) 5.5 Kamikaze ((air)LP+MP+HP) 5.6 Running Strike (P+K) 6.0 COMBO ARTS 7.0 GLOSSARY 8.0 ACKNOWLEDGEMENTS _________________________ \ 1.0 ABOUT THIS GUIDE \_______________________ This is a guide for Sessyu, one of the fighters in Arika/Namco's latest effort - Fighting Layer. It describes his Movement, Basic, Special and Super Art techniques, finishing with Combo Arts. This guide may be obtained from one of the following locations: - http://www.fighters.net - http://www.gamefaqs.com Powered by vi. Best viewed with a fixed width font, 80 columns. Any comments, corrections or questions may be directed to me via email on myke@progsoc.uts.edu.au. ______________________ \ 2.0 MOVEMENT ARTS \____________________ - Run (f): Sessyu will always run forward, never walk. - Sidestep In (f+HP): Evade into the screen. - Sidestep Out (f+HK): Evade out of the screen. - Dashing (f,f or b,b): Dash forward or back. - Switching (f,f+P): Grabs opponent and switches places with them, exposing their back momentarily. ______________________ \ 3.0 THROWING ARTS \____________________ - Aiki Throw (b+P) - Leg Toss (b+K) ___________________ \ 4.0 BASIC ARTS \_________________ The following section describes Sessyu's basic attacks which are activated with button presses. I've disgtinguished between the Standing, Crouching, and Jumping versions where I thought appropriate. The (c) denotes that the attack can be cancelled by either a Special or Super Art. The (c?) means I'm not sure. ________________________ \ 4.1 Light Punch (LP) - Standing(c): high jab. - Standing x 2(c): high jab, sword strike combo. - Standing x 3(c): high jab, sword strike-upper combo. Floats. - Standing x 4(c): high jab, sword strike-upper, turning swipe combo. - Crouching(c): a quick crouching punch. __________________________ \ 4.2 Medium Punch (MP) - Standing(c)/Crouching(c): Sword swipe. _________________________ \ 4.3 Heavy Punch (HP) - Standing(c): A sword strike which hits twice when close up. - Crouching: A low sword swipe, knocking over the opponent. - Jumping: Another knockdown hit with the sword. - Evading(c): Performed by b+HP, Sessyu steps to the side and executes a turning sword strike. ________________________ \ 4.4 Light Kick (LK) - Standing(c)/Crouching(c): Quick execution, with short range. _________________________ \ 4.5 Medium Kick (MK) - Standing(c): good range and alright for poking. Cancellable. - Crouching(c): again, good range and great for combo'ing. Cancellable. - Jumping: is excellent for crossups, and also good as anti-air especially when used during a jump straight up. ________________________ \ 4.6 Heavy Kick (HK) - Standing(c?): A high hitting roundhouse kick. It will miss a crouching opponent so probably OK as anti-air. - Crouching: A sweep which will knockdown the opponent. The initiation time is very slow, you're probably better off using the crouching MK cancelled into a Special. - Jumping: Terribly slow initiation time so start this one early. Not to be used in anti-air games and only used for the sure frontal jump-in. _____________________ \ 5.0 SPECIAL ARTS \___________________ The following section describes Sessyu's Special Arts. All Special Arts can be cancelled by Super Arts, but will not combo unless the opponent is close enough to where the Super is started. _________________________ \ 5.1 Shuriken (qcf+P) Sessyu quickly lets fly a few Shuriken at his opponent. Attack strength determines the number of Shuriken: LP 3 shuriken MP 4 shuriken HP 5 shuriken Recovery after Shuriken is quite fast. You can run in behind them, or jump in at the opponent to keep the pressure on. Running in close enough and doing the Morning Star works OK. __________________________________ \ 5.2 Morning Star High (hcb+P) A Morning Star is twirled three times high in the air. Can be crouched under. Attack strength determines range: LP short range, must be toe-to-toe with opponent MP medium range HP long range Followups (during Morning Star High): K Morning Star High-to-Low qcf+P Catch. Grabs the opponent with the chain, spins them toward him until they are dazed. Free hit afterwards but next hit will knock opponent off their feet. _________________________________ \ 5.3 Morning Star Low (hcb+K) A Morning Star is twirled three times low at knee level. Must be blocked low. Attack strength determines range: LK short range, must be toe-to-toe with opponent MK medium range HK long range Followups (during Morning Star Low): P Morning Star Low-to-High qcf+K Trip. Grabs the opponent with the chain around their ankle and pulls it, tripping them to the ground. ____________________________ \ 5.4 Airsplit (b,d,db+P) Sessyu disappears in a blur from the ground and reappears in the air. This in itself does not inflict any damage, but repositions Sessyu in the air where can freely attack as he drops back down. Attack strength determines position: LP above and behind original position MP above original position HP above and behind opponent _________________________________ \ 5.5 Kamikaze ((air)LP+MP+HP) Sessyu performs a forward dive from the air, landing into a forward roll during which he is very vulnerable. The Kamikaze can also followup Air Shurikens. _____________________________ \ 5.6 Running Strike (P+K) Can be charged by holding P+K. Sessyu runs through the opponent with his sword. Will hit a croucher. There are times when he doesn't run through the opponent, but instead dazes them for a moment. If this happens, then followup with a free combo! It can be used to cancel most Basic Arts, the most useful being the crouching attacks which will force them to block low then high. It can also be Super Cancelled. __________________ \ 6.0 SUPER ARTS \________________ _____________________________________ \ 6.1 Shuriken Barrage (qcf,qcf+P) Quite literally a barrage of shuriken being hurled at the opponent as Sessyu runs sideways. He ends with a roll before coming to his feet. _______________________________________ \ 6.2 Somersault Barrage (qcb,qcb+P) Sessyu appears in the air, above the opponent, spinning rapidly downward with his sword extended. Upon landing, he deals a final blow to the opponent. If the opponent was in the air when this connected, the final blow will miss. If, however, they were on the ground, the final blow will connect. Instead of letting it connect you can Super Cancel into the Shuriken Barrage for more hits. ___________________ \ 7.0 Combo Arts \_________________ This section is just to highlight the different ways in which Sessyu can Combo his Arts. Each Combo sequence is followed by a brief description or note. Greater Combos are possible by stringing together the different sequences shown below where they share a common attribute. For example, Combo (2) and Combo (4) can be combined into the following: LP, LP, LP, (sc)qcb,qcb+P, (sc)qcf,qcf+P On with the Combos: (1) LP, LP, LP, LP Two jabs followed by an upper slash (which floats the oppnent) and ending with a mid slash as the opponent falls. Just performing the first three LPs will float the opponent, giving you the option of either ending the combo with the canned followup (LP) or any other attack -- Basic, Special or Super Art. See the next combo. (2) LP,LP,LP, (sc)qcb,qcb+P The 3rd LP must be cancelled by the Somersault Barrage Super Art. (3) Shuriken or Morning Star, (sc)qcf,qcf+P Shuriken or Morning Star followed by a Shuriken Barrage. This is the generic Special Attack into Super Attack sequence. (4) qcb,qcb+P, (sc)qcf,qcf+P Super cancel the Somersault Barrage with the Shuriken Barrage as soon as you land. (5) hcb+LP, (sc)qcb,qcb+P The LP version of the Morning Star High is good as anti-air and will float the opponent. Super cancel into the Somersault Barrage to nail them while still in the air. (6) (air)LP+MP+HP, (sc)qcb,qcb+P If you hit an airborne opponent with the Kamikaze, you can Super Cancel into the Somersault Barrage. _________________ \ 8.0 Glossary \_______________ [Notation] (c)x Cancel previous attack with 'x' (sc)x Super Cancel previous attack with 'x' (air)x Perform 'x' while in the air [Buttons] LP Light Punch (Jab) MP Medium Punch (Strong) HP Heavy Punch (Fierce) LK Light Kick (Short) MK Medium Kick (Forward) HK Heavy Kick (Roundhouse) [Commands] f Tap Joystick Forward b Tap Joystick Back u Tap Joystick Up d Tap Joystick Down 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) Joystick and Button Layout Character facing Right.. ub u uf \ | / LP MP HP b - n - f O O O / | \ O O O db d df LK MK HK _________________________ \ 9.0 ACKNOWLEDGEMENTS \_______________________ Arika/Namco For producing a fun fighter _______________ \ end of guide \_____________