Breakers *****#####*****#####*****@@@@@$$$$$@@@@@$$$$$@@@@@*****#####*****#####*****&&&& 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 xxx Most hexcodes taken xxx etc. Copyright 2005 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: Address Value Effect 107c0a 63 Stop timer 1072eb 72 P1 Inf Life part 1 107333 77 P1 Inf Life part 2 10784b 72 P2 Inf Life part 1 107893 77 P2 Inf Life part 2 107344 03 P1 Inf Meter 1078a4 03 P2 Inf Meter -Systems notes -From left to right, the playable characters are: Sho (first player starts here) Pielle Condor Rila Tia Alison III Maherl Dao-Long (second player starts here) -Mirror matches are allowed. -Two players choosing the same character will have the same name -CPU-controlled characters in mirror matches will have different names -Each character has four colors, one for each of the buttons. -If one characters color is already taken by a mirror character, then the same button pressed will pick the 'next' color (A->B->C->D->A). -Progression -There are no bonus stages -Each character has their own background -The playable characters seem to come from different 'countries'/areas: Sho: Japan Pielle: France Condor: Mid-western United States Rila: South America? Tia: Thailand? Alison III: Egypt Maherl: Near/Middle East Dao-Long: China -Winposes: Seem to be three: one each for the first and second wins, and one for perfect wins -Win Quote: Several, though I'm not sure if there's a system or if the quotes are random -Sho 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). **************************************************(50 stars) KEY TO BASIC MOVES X-dimension: 'conditions' j. jump 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) 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) ) sT short Torpedo n arc arcing attack \ div diving ^ srk vertical (named after Street Fighter's Shou Ryuu Ken) & 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. ************************************************** ***Sho*** BASIC MOVES A B C D *------------* ju| h h h h | I I js| h h h h | sf| m m m m | I sc| m m m.? m,m | c| m l m.? l *------------* up: sf.B sc.C[2] c.C[2] a/s: ju.D sl: sf.C D