Pocket Fighter (Capcom, SD 2D Fighting Game, PSX) Secrets FAQ V1.5 2/22/99 Written by: Richard Uyeyama (ru e ama best.com)* * Instances of the letter "y" and the "at" symbol have been removed (replaced with spaces) from the above e-mail address in order to prevent unscrupulous UCE (unsolicited commercial e-mail) bot processes from adding to the amount of e-mail I already get... The latest version of this file can be found at: Too Cute To Be a Puzzle Game http://www.best.com/~ruyeyama/psx/tctbapg.html Document formatting, organization, and wording Copyright 1998, 1999 by Richard Uyeyama. Permission granted by author to duplicate (unaltered) this document in its entirety for non-profit purposes only. All other rights reserved. Author reserves the right to rescind specific or general permission, if he sees a reason (such as loophole abuse) to do so. Pocket Fighter is a trademark of and is Copyright 1997, 1998 by Capcom Co., Ltd. All rights reserved. "Ryu! Yatto mitsuketa! Ne, shoubu shiyo!" -- Sakura Kasugano Table of Contents: 0. Document History I. Basic Stuff 1. Purpose of this Document 2. Versions of the Game this Document Covers 3. Note on Name Differences 4. Notation and Stuff II. Hidden Characters 1. Gouki and Dan III. Hidden Challengers 1. Gouki 2. Dan 3. Both Dan and Gouki IV. Unlisted Moves and Move Clarifications 0. All Characters 1. Ryu 2. Ken 3. Chun-Li 4. Sakura 5. Morrigan 6. Lei-Lei 7. Felicia 8. Tabasa 9. Ibuki 10. Zangief 11. Dan 12. Gouki V. Flash Combo Stuff 1. Basic Flash Combo Info 2. Special Hits (Character-specific info) VI. More on Mighty Combos 1. Special Mighty Combo Finish Screens 2. Manual Mighty Combos, and MCF Screen Patterns VII. Taunts, and Other Poses 1. Taunts A. General info B. Varying taunts C. Damaging taunts D. Cat toy taunt 2. Rest Poses 3. Intro and Win Poses 4. Morrigan Extra Win Pose VIII. Miscellany 1. Codes and Stuff 2. Costume Colors 3. Items and Item Carriers 4. Stages and Stage Assignments 5. Arcade Battle Mode Character/Stage Order 6. More Mirror Match Stuff 7. Running Battle Mode 8. Missing Stuff IX. Thanks and Stuff ------------------- 0. Document History ------------------- V1.5: 2/22/99 Sakura quote added near beginning of document =) MC Finish screen info on Sakura's Midare-harusame (moves section) Minor editing in a couple sections V1.4: 9/21/98 MC Finish screen info on Lei-Lei's Tenraiha (moves section) Dancer spacing info on Felicia's Crazy For You MC (moves section) Hisshou Buraiken restrictions for CPU challengers (moves section) MCF screen patterns added to Manual Mighty Combos section Taunt-finish counts as MCF for CPU challengers (taunts section) More missing stuff info (MCF screen, "mirror match" stuff) Minor editing in a few sections V1.3: 8/21/98 Further info (buttons/distance) on Rolling in moves section Dan's LV2 M.C. (Hisshou Buraiken) info added to moves section Character starting items added to items section "Hurry Up" message added to missing stuff section Minor editing in a couple sections V1.2: 7/21/98 Added info on getting both Hidden Challengers during the same game Clarification (f also works) to wall jump move (Chun-Li/Felicia) Further info (air, projectile refl./canc.) on Lei-Lei gong move Further info (goes through (MC) projectiles) on Lei-Lei panda MC Further info (projectile canceling) on Felicia sandscratch move Further info (projectile canceling) on Zangief f,d,df+P move Added Guard Crush specification (color) to Flash Combo section More info (Arcade Mode player challenges) on stage assignments Character-specific differences in Study added to Stages section More time bonus info in Running Battle Mode section Thanks section added Minor editing in various sections (7/9/98: SSat Pocket Fighter now on sale!) V1.1: 7/7/98 More Dan info (handicap) added to Hidden Characters section Guard/Block further info added to Moves section Added some info on hitting low-blocking characters to Moves section Added f+P and b+P info to Moves section Added aerial moves for Morrigan and Zangief (d+P/K) New Tabasa move (falling kick) added to Moves section Further info (low attacks) on Ibuki's Tsumuji added to Moves section New info for Zangief's Double Lariat (mobility, immunity) Flash Combo section added Taunt Finish screen info (Chun-Li/Sakura) added to Taunts section Thrown Items info added to Items and Item Carriers section Character/Stage order info (Arcade Battle) added to Miscellany Minor editing in various sections V1.0: 6/27/98 Launch version (6/11/98: PSX Pocket Fighter now on sale!) -------------- I. Basic Stuff -------------- I.1 Purpose of this Document This document is an informational resource for the Sony PlayStation game (J version, though doubtless a lot of the info will carry over to the U/C version as well) Pocket Fighter ("Super Gem Fighter - mini mix" in the U.S.). Pocket Fighter is an SD (cute) Capcom fighting game based on a puzzle game (Super Puzzle Fighter II X) based on a fighting game (Super Street Fighter II X)... no joke! Anyway, in this document, I'll be covering codes and secrets and other such information which may be of interest to Pocket Fighter fans. This is a Secrets FAQ (side note: I'm using "faq" herein with its more colloquial definition of "document of organized information", rather than its more traditional definition, which implies organizational headings in the form of questions (which the headings in this particular document are not)...), and not a moves list or strategy guide, btw, so I won't be including a complete moves/combo list, or character strategies, or anything like that in this document... Oh, as far as Tsukutte Fighter... since it's technically a separate game (sort of), I won't be including any detailed information about it in this document. However, if you're utterly lost as to what's going on, here are a few words as to what Tsukutte Fighter's about: Create a fighter (you're actually constructing a computer AI) by answering personality questions, enhance his/her abilities with various Cards, get new Cards from opponents in Street Battle mode (2 Cards per character) and Survival Battle mode (new Card after 3, 6, 9, and 12 wins), play against your fighter in Test Battle mode, and pit your fighter against others in Rival Battle mode... Oh, one little "secret" I've found in Tsukutte Fighter... if you choose your character manually, you can actually select Dan or Gouki by pressing up or down (respectively) on the d-pad... I.2 Versions of the Game this Document Covers This FAQ was written up for the PSX version of Pocket Fighter, but some (but not all) of the information (such as character moves, some of the codes, and probably the hidden challenger conditions as well...) does carry over to the SSat version. And while some of the info herein does not (or cannot) apply to the arcade version of the game, a good amount of it actually does. For example, the Dan and Gouki challenger conditions and the Morrigan extra win pose(s) have been confirmed on the arcade game... as have most of the unlisted moves and a good number of the manual Mighty Combo commands... I.3 Note on Name Differences Between the Japanese and U.S. versions of this game, besides the title of the game (Pocket Fighter / Super Gem Fighter - mini mix), the names of three of the characters (Lei-Lei/Hsien-Ko, Tabasa/Tessa, and Gouki/Akuma) are also different. Since this FAQ was written up from the J version of the game, for the sake of consistency, I'll be using the Japanese names for both the game and the characters when referring to them in this document... I.4 Notation and Stuff Okay, in order to stave off any potential confusion, I thought I'd establish what standards of notation I'll be using in this document... In denoting d-pad positions and movements, I'll be using the following notation: n neutral Here's a visual chart: u up d down u u f forward ub uf uf ub b back b n f f n b df down-forward db df df db db down-back d d uf up-forward ub up-back (facing right) (facing left) Lowercase means a short movement/duration (or a tap), and uppercase means to hold it in that direction for a longer duration. And here are some other items of notation which might be useful: P Punch button K Kick button S Special button + at the same time as , then / or >= greater than or equal to <= less than or equal to --------------------- II. Hidden Characters --------------------- II.1 Gouki and Dan It's probably not necessary to mention this, but Gouki and Dan are "hidden" in the upper left and upper right (respectively) corners of the character select screen. No special code is necessary to access them. Note that, as usual in Capcom games, Dan has some sort of handicap. In Pocket Fighter, just like in Puzzle Fighter, Dan's handicap is that his attacks will produce only red gems... which makes it a lot harder to build up his yellow and blue attacks (which are probably more useful)... ----------------------- III. Hidden Challengers ----------------------- Note: I'm pretty sure about most of the numbers below, but if anybody happens to find an inaccuracy (something repeatable and consistent), let me know, and I'll look into it... III.1 Gouki In Arcade Battle mode, Gouki will appear as a hidden challenger before your 7th opponent, if you fulfill all of the following conditions without any continues or challengers: 1) Don't lose a single round. 2) Win at least 6 rounds with a Mighty Combo finish. 3) For >=1 match, average time remaining must be >=80 (80000 pts). 4) For >=1 match, average health remaining must be 128/144 (about 90%) or higher (25600 pts). 5) At the end of >=1 round, all your special moves must be at LV3, while your opponent's must all be at LV1. Tips: Since your opponents generally get harder the later you encounter them, try to take care of conditions 3 and 4 during your first opponent; if you learn to time it right, you can "cheap" the CPU with repeated Guard Crushes... For condition 5, remember that Guard Crushes can be used to reduce the level of your opponent's special moves... III.2 Dan In Arcade Battle mode, Dan will appear as a hidden challenger before your 7th opponent, if you fulfill all of the following conditions without any continues or challengers: 1) For >=4 consecutive matches, don't lose a single round. 2) Win 5 or fewer rounds with a Mighty Combo finish. 3) For >=3 matches, average time remaining must be >=60 (36000 pts). 4) For >=3 matches, average health remaining must be 96/144 (about 75%) or higher (19200 pts). 5) At the end of >=1 round (that you win?), all of your special moves must be at LV1, while your opponent's must all be at LV3. Tips: I usually try to fulfill conditions 1, 3, and 4 during the first four opponents, then try for condition 5 during the next two matches (if you've won every round in the first four matches, it's okay to lose a round during the fifth and/or sixth...). For condition 5, remember that P+K+S (Mega Crush - requires at least 1 on your Mighty Combo meter (it'll rid you of your *entire* Mighty Combo meter, btw)), among its other effects, rids you of all your gems... III.3 Both Dan and Gouki As it turns out, it's actually possible to get both Dan and Gouki (in that order) as hidden challengers (Arcade Battle mode) in the same game! Basically, you just have to use the Dan battle to complete the Gouki conditions, and Gouki will be your next opponent (CPU challenger). The only mutually exclusive condition is condition 2 (which would necessitate that Dan be first), but all of the other Gouki conditions can be taken care of before the Dan battle. Of course, in regards to condition 2, you'll have to have exactly 4 or 5 Mighty Combo Finishes previous to the Dan battle, or you won't be able (in a best of 3 match) to fulfill the condition for Gouki... Oh, and remember, even though the Dan conditions do not outright prohibit losing a round, the Gouki conditions do, so if you want to face both challengers, make sure not to lose a single round! Tips: Try to fulfill both sets of conditions 3 and 4 during the first 3 battles (try to fulfill Gouki's in the first match, if possible), then you'll have opponents 4-6 to fulfill condition 5 for both, and to accumulate a minimum of 4 (assuming settings are for a best of 3 match), but no more than 5 Mighty Combo Finishes. If you've done all that, then during the Dan battle, all you'll have to do is simply complete Gouki's condition 2 by bringing the M.C. Finish total to 6 (or more)... If you missed any of the other Gouki conditions before getting to Dan, you can also try to complete those during the Dan battle, of course... though in general, it's better to get things taken care of earlier, so... ------------------------------------------ IV. Unlisted Moves and Move Clarifications ------------------------------------------ The following are moves that are not listed in the game manual, or listed moves whose details have been either clarified or expanded upon (these will be marked with a *)... In addition to unlisted special moves, I'll also be listing some moves which can hit low-blocking characters (which I guess is sort of special). Oh, and I'll also be listing f+P and/or b+P for any character who has such a move, since having such a move would necessitate having to put the d-pad back to neutral (or back, for those without a b+P move) before starting a Flash Combo... which is important information to have, I think. IV.0 All Characters: -------------------- *Guard (b/db): You may also block while in the air (it looks like for air blocking, ub is also okay). Also, unlike in most (all?) other Capcom fighting games, characters will take no "block damage" from blocking special moves or Supers (Mighty Combos)...! *Guard Crush: Each character has 3 Guard Crush (unblockable) attacks. Each Guard Crush will release different colored gems from the target, as follows: S: Red f+S: Yellow (B+S (hit S while walking backwards) also works) d+S: Blue Holding down the S button will result in a stronger attack; at maximum strength, a Guard Crush which connects will not only release from an opponent *all* Gems of the appropriate color, but also release a chest... A Guard Crush may be countered with b+S. Guard Cancel: (while blocking) f+S (uses 1 charge on Mighty Combo meter) Counter Crush: (while falling) P+K+S (req. >= 1 on Mighty Combo meter; uses *entire* meter (not just 1 charge); rids you of *all* gems) Easy Reversal: (while down) S repeatedly Rolling: (while down) hold f or b and press P or K or S repeatedly. S will roll the longest distance, P the shortest, and K somewhere in between. Aerial Throw: (in air, close) P+K Super Jump: d/df/db,u (uf and ub super jump in that direction) IV.1 Ryu: --------- *Hurricane Kick (d,db,b+K): This move may be done in the air. Downward Hook: f+P. This move can hit twice. This move will hit low-blocking characters. Quick Jab: b+P Arc Kick: f,f+K. This move will hit low-blocking characters. IV.2 Ken: --------- *Hurricane Kick (d,db,b+K): This move may be done in the air. *Shinryuuken (b,d,db+S): Repeatedly hitting any button(s) will give you even more hits (24 max? (I've gotten up to 16, but I've actually seen the CPU do 24 hits...!)). Arc Kick: f,f+K. This move will hit low-blocking characters. Axe Kick: f+K. This move will hit low-blocking characters. IV.3 Chun-Li: ------------- Spinning Bird Kick: b,db,d,df,f+K Heel Spike: (in air) d/df/db+K Wall Jump: (when jumping against a wall) f/uf (away from wall) Cheerleader Attack: f,f+K. This move will hit low-blocking characters. IV.4 Sakura: ------------ *Shunka-shuutou (b,db,d,df,f+K): After you connect, repeatedly hitting the K button will give you even more hits (6, 8, and 10 hits max for LV1-3, respectively). *Midare-harusame (f,d,df+S): You'll get a different Mighty Combo Finish white screen, depending upon whether Sakura is on the ground or in the air when she defeats her opponent. Downward Roundhouse: f+K. This move will hit low-blocking characters. IV.5 Morrigan: -------------- *Soul Fist (d,df,f+P): This move may be done in the air. Flying Dash: (while holding S) f,F or b,B Tail Spike: (in air) d/df/db+K. If at the right distance and timed right, this move can hit more than once. Shoe Attack: f+P IV.6 Lei-Lei: ------------- *Ankihou (Weapon Toss) (d,df,f+P): Holding down the P button will result in a stronger attack; at maximum strength, a projectile which connects will instantly dizzy the opponent... *Henkyouki (d,db,b+P): This move may be done in the air. Each gong wave will cancel 1 level of a projectile attack (i.e. 3 gong waves are necessary to cancel a LV3 projectile). Also, the gong itself will reflect any projectile attacks (even Mighty Combo projectiles!) that hit it, with the following exceptions/clarifications: Sakura - to reflect a LV2 or LV3 attack, you must do the Henkyouki in the air (the gong won't reflect if you're standing on the ground); this is probably more trouble than it's worth, especially for LV3, which seems really temperamental (I seem to have the best luck when the bottom of the gong is somewhere around the middle of the fireball)... Morrigan - aerial fireballs get reflected straight across... Lei-Lei - for LV3, only one of the projectiles can be reflected, so since the three are clustered close together, you'll probably get hit by one of the others if you try for a reflect... Ibuki - LV1 and LV2 can be reflected, but will be reflected diagonally downward (not across); since this is pretty hard to position/time correctly, and the projectile doesn't get reflected back at Ibuki anyway, it's probably not worth the trouble... I don't think Ibuki's LV3 or MC can be reflected (or if it is possible, it's probably even harder than the LV1 and LV2 to time/position properly...). Dan - his MC fireball cannot be reflected, but can be cancelled with only three gong waves...! Gouki - red fireball requires two gong waves to cancel; aerial fireballs will get reflected straight across; for a LV3 aerial fireball, only one of the two can be reflected; I'm not sure if an aerial MC fireball (even one of the two) can be reflected... *Tenraiha (f,df,d,db,b+S): You'll get a different Mighty Combo Finish white screen if you finish your opponent with the second part of this MC (spiked balls) instead of the first. *Rairaikyuu (d,df,f+S): This Mighty Combo can go through projectiles, MC projectiles, and Lei-Lei's Henkyouki. Teleport: (while holding S) f,F Aerial Dash: (in air) f,f or b,b Panda Chains: f+P IV.7 Felicia: ------------- *Rolling Buckler (d,df,f+P): Hitting the P button again will send Felicia into an uppercut. At LV3, hitting the P button repeatly after that will give you even more hits (6 hits max). *Sand Splash (d,df,f+K): This move can cancel projectiles. LV1 will cancel 1 LV of projectile. LV2 will cancel 3 LVs of projectile. LV3 will, if timed correctly, cancel even an entire MC projectile! *Delta Kick (f,d,df+K): After you connect, repeatly hitting the K button may give you even more hits (4/6/10 for LV1/2/3, if opponent doesn't start blocking after the initial hits). *Rolling Scratch (d,db,b+P): After connecting, hitting the P button repeatly will give you even more hits (5 hits max). *Spinning Pile Driver: (See notes for Zangief's SPD) *Crazy For You (f,df,d,db,b+S): The spacing of the (5) dancers will vary according to the distance Felicia is from the wall in front of her. The closer she is, the closer together the dancers will be, and the faster they will kick... Wall Jump: (when jumping against a wall) f/uf (away from wall) IV.8 Tabasa: ------------ *Dragon Blow (d,df,f+P): This move can cancel projectiles (each LV cancels one LV of projectile). *Dragon Apocalypse (f,d,df+S): Hitting any button repeatedly after connecting will give you even more hits (12 max). Falling (Cat) Kick: (during a super jump) d/df/db+K IV.9 Ibuki: ----------- *Hien (b,d,db): This move will hit low-blocking characters. *Tsumuji (d,db,b+K): You can kick up to three times by doing d,db,b+K,K,K. Also, any of the kicks after the first one may be made a low kick (which will knock down your opponent if it's not blocked) by doing d/df/db+K instead. Thus, you can do one of four combinations of three (Mid-level or Low) attacks: M M M, M M L, M L L, or M L M. IV.10 Zangief: -------------- *Spinning Pile Driver: While the manual lists a specific 360 degree motion from f to d and all the way back around to f, it looks like all that's necessary is a 270 degree motion, which can start at f/b/u/d, and go in either direction (clockwise or counter-clockwise, regardless of which side you're on). The easiest to do from the ground (without causing your character to jump) are probably "f,df,d,db,b,ub,u+P+K" and "b,db,d,df,f,uf,u+P+K"... *Double Lariat (P+S): You can move left or right by pressing the d-pad in either direction during this move. Also, while doing this move, Zangief is temporarily immune to most fireball attacks (including Ryu's, Ken's, Chun-Li's (but not at LV3), Sakura's (but not at LV3) Morrigan's (but not aerial), Dan's, and Gouki's (normal and red, but not aerial)) and Mighty Combo fireball attacks (including Ryu's, Sakura's, Dan's, and Gouki's (but not aerial)). Interestingly, this move also seems to grant him immunity to some other moves as well, including Lei-Lei's umbrella Mighty Combo... =/ *Banishing Flat (f,d,df+P): This move can cancel projectiles (each LV cancels one LV of projectile). *Russian Beat (f,d,df+S): If you repeatedly, alternatingly (i.e. don't just hit the same button a whole bunch of times) hit buttons during this Mighty Combo (for example: P,K,P,K,...), you can get a couple extra hits (max 10 hits). *Final Atomic Buster: (see SPD (above) for S move d-pad notes) Also, when executing this Mighty Combo manually (see Manual Mighty Combos section, below), it looks like all that's necessary is a 630 degree motion (rather than a 720), but I haven't tested this extensively, so... Besides, it's a *lot* easier just using the S button (and a 270 degree motion), so... Belly Flop: (in air) d/df/db+P Knee Attack: (in air) d/df/db+K Flying Knee Attack: f,f+K. This move will hit low-blocking characters. IV.11 Dan: ---------- *Junkokusatsu (f,df,d,db,b+S): This Mighty Combo uses 3 charges from the Mighty Combo meter. *Super Taunt: You can use any button assigned to taunt (not just the Select button) to do this Mighty Combo. Hisshou Buraiken: f,df,d,db,b,db,d,df,f+S. This Mighty Combo uses 2 charges from the Mighty Combo meter. Note: This M.C. will only give you a "Mighty Combo Finish" white screen if the uppercut part of the M.C. finishes off the opponent; even without the white screen, though, the game will still credit you with a "Mighty Combo Finish"; alas, without the white screen, though, it won't count for the purposes of the CPU challenger conditions... Flying Knee Attack: f,f+K. This move will hit low-blocking characters. IV.12 Gouki: ------------ *Hurricane Kick (d,db,b+K): This move may be done in the air. *Shungokusatsu (f,df,d,db,b+S): This Mighty Combo uses 3 charges from the Mighty Combo meter. Also, if this M.C. is done manually (P,P,f,K,S), you'll get to see the hits being made (but the gems will be tossed in both directions)... Short Teleport: f,d,df+K or b,d,db+K Long Teleport: f,d,df+P+S or b,d,db+P+S Red Fireball: f,df,d,db,b+P Falling Kick: (during a forward jump or forward super jump) d/db/df+K -------------------- V. Flash Combo Stuff -------------------- V.1 Basic Flash Combo Info Used properly, Flash Combos are one of the most useful (imho) tactics in the game. All Flash Combos start with the P button (a standing P hit), and use the P and/or K buttons for a maximum of 4 attacks. Here is the basic Flash Combo tree, and a listing of all possible 4-part Flash Combos: P ----- P / \ / P P P P P / P P P K / \ / \ P P K P / K ----- K P P K K P \ P ----- P P K P P \ / \ / P K P K K / P K K P \ / \ P K K K K ----- K Experiment with Flash Combos in Training mode to figure out timing and usefulness (some FCs have longer pauses between moves than others). By becoming familiar with the various FCs, you can learn not only which ones are good for you to use (remember, you don't always have to do four hits...), but also how to take advantage of your opponent's FCs... V.2 Special Hits (Character-specific info) There are four types of special attacks which appear in Flash Combos: low attacks, attacks that hit low-blocking characters, Guard Crushes, and throws/grabs. Each character has a Flash Combo hit that does each of the above, with the following exceptions: Chun-Li has no Flash Combo low attack, and Dan has no low attack or low-blocker attack. Here follows a listing by character as to the location of each of these Flash Combo special hits. I'll be using the following abbreviated Flash Combo chart, and the following notation: P P L: Low attack P K K H: Hits low-blocking character P GC: Guard Crush (r/y/b = red/yellow/blue) K P P TG: Throw/Grab K K Ryu . . Morrigan . . Ibuki . . . L GCr . L GCr . L TG . . . . H TG . H TG . H GCb . . . . . . Ken . . Lei-Lei . . Zangief . . . L TG . H GCr . L GCr . . . . H GCy . L TG . H TG . . . . . . Chun-Li . . Felicia . . Dan . . . . TG . L GCy . . GCr . . . . H GCr . H TG . . TG . . . . . . Sakura . . Tabasa . . Gouki . . . L GCr . L GCr . H GCy . . . . H . . H TG . L TG . TG . . . . ------------------------- VI. More on Mighty Combos ------------------------- VI.1 Special Mighty Combo Finish Screens For three of the Mighty Combos in the game, if you win a round with that Mighty Combo (i.e. Mighty Combo Finish), you'll get a special Mighty Combo Finish screen: Ibuki: Hayate (f,d,df+S) Dan: Junkokusatsu (f,df,d,db,b+S) Gouki: Shungokusatsu (f,df,d,db,b+S) VI.2 Manual Mighty Combos, and MCF Screen Patterns Besides the normal commands (using the S button) listed in the manual for Mighty Combos, there are actually "manual" commands that do not require (with the exceptions of "P,P,f,K,S" and "P,S,K,K,u") the S button. btw, I'm listing these by the names given to them in the Japanese manual... Also, in the far right column, I'll be listing the Mighty Combo Finish white screen patterns you get for each Mighty Combo. There are only 5 patterns in the PSX version of Pocket Fighter; I'll assign them numbers in the right column, as follows: 1 horizontal lines 2 vertical lines 3 diagonal lines 4 lines outward from bottom center 5 wave, pointing right (Ibuki and Dan only) RYU Shinkuu-hadouken (d,df,f)x2 +P 1 Boufuu-tatsumaki-sempuukyaku (d,db,b)x2 +K 4 Reppuu-jinraishou P,P,f,K,S 4 KEN Shouryuu-reppa d,df,f,d,df+P 3 (uf) Shinryuuken d,df,f,d,df+K 2 Shippuu-jinraikyaku (d,db,b)x2 +K 4 CHUN-LI Kikoushou (d,df,f)x2 +P 4 Rinkaishou f,df,d,db,b,db,d,df,f+P 1 Hazan-hishoukyaku d,df,f,d,df+K 2 Taunt-finish: 4 SAKURA Shinkuu-hadouken (d,df,f)x2 +P 1 Midare-harusame d,df,f,d,df+K 1/3 (uf) Haruranman f,df,d,db,b,db,d,df,f+P 1 Taunt-finish: 4 MORRIGAN Darkness Illusion P,P,f,K,S 4 Death Blade d,df,f,d,df+P 3 (uf) Parasite Tempest (d,db,b)x2 +K 4 LEI-LEI Tenraiha P,S,K,K,u 4/2 Rairaikyuu (d,df,f)x2 +K 1 Tenkaisan d,df,f,d,df+P 2 FELICIA Please Help Me f,df,d,db,b,db,d,df,f+P 4 Crazy For You b,db,d,df,f,df,d,db,b+K 4 Dancing Flash d,df,f,d,df+P 3 (uf) TABASA Astron Cannon (d,db,b)x2 +P 1 Untouchable Force f,df,d,db,b,db,d,df,f+P+K 4 Dragon Apocalypse d,df,f,d,df+K 3 (uf) IBUKI Kasumi-suzaku (d,df,f)x2 +P 3 (df) Jiraiya f,df,d,db,b,db,d,df,f+K 4 Hayate d,df,f,d,df+P 5 ZANGIEF Russian Beat d,df,f,d,df+K 1 Heavy Bite (d,db,b)x2 +P+K 2 Final Atomic Buster (720 degree motion)+P+K 4 DAN Shinkuu-gadouken (d,df,f)x2 +P 1 Oyaji-Blast f,df,d,db,b,db,d,df,f+P 1 Kouryuu-rekka d,df,f,d,df+K 3 (uf) Junkokusatsu P,P,f,K,S 5 Chouhatsu-densetsu (no manual command) (n/a) Hisshou Buraiken (manual command unknown) 2 GOUKI Messatsu-gouhadou f,df,d,db,b,db,d,df,f+P 1 Tenma-gouzankuu (same, but in air) 3 (df) Messatsu-goushouryuu d,df,f,d,df+P 3 (uf) Shungokusatsu P,P,f,K,S 4 Note: If you execute Gouki's Shungokusatsu manually, you'll get to see the hits actually being made... Screen pattern variations: Gouki's and Dan's LV3 MCFs have a kanji printed on the screen ("ten" (sky/heaven) and "chichi" (father), respectively). Zangief's Final Atomic Buster goes between blue and pink, instead of blue and white. ---------------------------- VII. Taunts, and Other Poses ---------------------------- VII.1 Taunts A. General info - Taunting is done with the, umm... taunt button. A character may taunt his/her opponent a maximum of 16 times per match. Oh, except for Dan, who may taunt as much as he wants (Dan can also charge his Mighty Combo meter by taunting...!). B. Varying taunts - Some characters have different taunts according to which direction the d-pad is being held. However, even if a character has more than one taunt, the maximum number of taunts he/she may do per round still stays the same. Here's a listing of which characters have more than one taunt: Ryu - 1: n/u/f/b/uf/ub+Taunt. 2: d/df/db+Taunt. Ken - 1: n/u/f/b/uf/ub+Taunt. 2: d/df/db+Taunt. Felicia - 1: n/d/u+Taunt. 2: f/b/df/db/uf/ub+Taunt. Dan - 1: n/u/f/b/uf/ub+Taunt. 2: d/df/db+Taunt. 3: (in air) Taunt (24 to charge M.C.) (32 for M.C.) (96 for M.C.) Also, some of the taunts have slightly different audio samples in mirror matches (same character on both sides). These include taunts for Sakura, Lei-Lei (mallet), Felicia (T2), and Dan (T1,2). C. Damaging taunts - Sakura's taunt and Chun-Li's normal taunt will, if close enough to an opponent, cause 1 pixel of damage (this also charges the Mighty Combo meter a minimal amount, and releases a small gem) to him/her... Interestingly, if you win a round with either of these taunts (i.e. whittle opponent down to exactly zero health, then hit him/her with the taunt), you'll get a Finish screen just like a Mighty Combo Finish (except that it's listed simply as "FINISH", rather than "MIGHTY COMBO FINISH"). The screen pattern used (for both Sakura's and Chun-Li's taunt-finish) is, I think, the same one that's used for Chun-Li's Kikoushou finish... Even more interestingly, such a Taunt-finish will count as a Mighty Combo Finish, for the purposes of the CPU challenger conditions...! D. Cat toy taunt - Chun-Li uses a special taunt when facing either Felicia or Tabasa. It's a cat toy (Tabasa's not a cat, but she uses a cat in some of her attacks). The cat toy taunt causes no damage, and has the standard 16 uses... VII.2 Rest Poses Some characters have special poses when resting (d-pad is held d, db, or df). In most cases, this occurs during mirror matches (same character on both sides). Here's a listing of rest poses: Ken vs. Ken - In addition to twitching his nose every once in a while (which he does normally), Ken will also blink every so often... Chun-Li vs. Chun-Li - If left undisturbed, Chun-Li will blink a couple times, close her eyes, then finally become bored or tired (or both) enough to begin napping... Sakura vs. Sakura - Sakura will blink every so often... Lei-Lei vs. Lei-Lei - Lei-Lei (and Lin-Lin) will blink every so often... Felicia vs. anybody - Every so often, Felicia will scratch behind her ear... For Felicia vs. Felicia, she blinks and twitches her ear a bit first, then scratches... Tabasa vs. Tabasa - The glow in her belt or sash (or whatever it is) will be visible, and Tabasa will blink twice every so often... Dan vs. Dan - That lock of hair will sway a bit, and every so often, he'll do that eyebrow thing... Gouki vs. Gouki - Gouki will actually blink once in a while...! (I think this is the only place Gouki ever blinks...) VII.3 Intro and Win Poses From what I've seen, it appears that every character has only 1 intro pose (what they do at the beginning of a match), except for Dan, who has two. Note, however, that the CPU (in Arcade Battle mode and in Free Battle mode) will use different intro poses for Tabasa and Zangief... As far as win poses, every character has 2, except for Ryu (who has only 1), Morrigan (who has only 1), Dan (who has only 1), and Tabasa (who has 3). In addition to these, Gouki also gets a special win pose for a Shungokusatsu Mighty Combo Finish... Ibuki has a third win pose she uses for non-match-winning rounds... and Morrigan actually has a special win pose, which is detailed below. I don't think there's any way to choose your win pose (or Dan's intro pose), but if anybody finds a method of doing so, do let me know... =) VII.4 Morrigan Extra Win Pose Playing as Morrigan, if at the end of a match-winning round (previous rounds don't matter), you have full health ("Perfect" victory - grabbing food to bring health back up to max is okay, btw...), then by holding u+P+S+Taunt (before the win pose, obviously), you can get Morrigan to do a special win pose (it's that one where she sits in the air with her bats hovering around her). Note that in a Morrigan vs. Morrigan battle, she will say something different than to everybody else... In the Arcade version of this game (and also the SSat version!), if you do this against Chun-Li, Sakura, or Dan, instead of getting the standard extra win pose, you'd get Morrigan copying her opponent's win pose (including the costume). (For those of you who have seen/played Puzzle Fighter, these poses are just like the ones you see in one of the Intermission sequences...) Unfortunately, in the PSX version of Pocket Fighter, against Chun-Li, Sakura, and Dan, Morrigan still does the standard extra pose. So maybe these were taken out, or something... =/ Ah well. ---------------- VIII. Miscellany ---------------- VIII.1 Codes and Stuff System reset - press SELECT+START (hold SELECT first) on the 1P controller to reset the game to the Capcom logo. Don't worry... this doesn't reset your game settings/data (i.e. you won't have to reload your save file)... Free Battle Rematch - Hold L1 (on either controller) after a battle in Free Battle mode to play an immediate rematch (same characters, same costumes, same stage, same rules). If you and your opponent aren't planning to change characters anyway, then you can save a lot of load time this way... Alternate Credits Music - In Arcade Battle mode, after finishing a game, hold the O button before the credits start, and the credits will start out with Felicia saying "Minna, arigato!" ("Thank you, everybody!"), then a longer variation of the opening theme will start playing. This piece of music isn't long enough to last the entire credits sequence, however, so after it's done, the normal end credits music will start up... VIII.2 Costume Colors Each character has four costume colors, which can be selected, when you choose your character, as follows: 1: P button 2: K button 3: S button 4: two of the above buttons at once (or SELECT button) Actually, this is not entirely accurate, since when selecting characters (and also when speeding up between-battle screens), the game doesn't take into account reassigned keys(!), if you've reassigned them from the default (I like assigning the triangle button as K, to make the setup feel a bit more like the arcade button setup...). So, technically, the above should say [square], [X], and [O] for 1-3, respectively... but the above listing is how it should have been. =) In Free Battle Mode (or Training Mode), if both sides choose the same character and costume, the side that chose first will get that costume, while the side that chose second will get the costume color one number higher (or costume 1, in the case of costume 4). VIII.3 Items and Item Carriers Item Carriers are those guys on clouds you occasionally see drifting across the top area of the screen during a battle. By hitting an item carrier with an attack (after which it will quickly leave the playing field), you can get it to release certain items which you (or your opponent) can then pick up. There are five different types of item carriers, each releasing a different type of item: Name description items released Son-Son monkey Gems Ton-Ton pig food Kappa kappa (a green, kinda frog-like thing) thrown items Sanzou blonde guy (and horse) Rainbow Gems Kaminari oni (a red, demon-like thing) Big Items Be careful near the Kaminari, however, since if you touch it with a non-attack, it will electrically zap you for a bit of damage (kaminari = thunder). Of course, the Kaminari does release some nice items (large food, large gems, large rainbow gems), so... As far as thrown items... there are seven types (fire, ice, stone, lightning, bomb, poison gas, and banana). A character may carry up to three thrown items at a time (if your character is already carrying three, he/she cannot acquire any more (picking up new items will not replace old ones) unless he/she frees up a space by using one). You can change the priority order of your items (the one slightly larger than the others is the one which will be thrown first) by pressing the Taunt button (each time you press the Taunt button, the order will move up by one space (1st becomes last, 2nd becomes first, 3rd becomes 2nd)). Tip: In order to keep from taunting (and thus standing there waiting to get hit by your opponent), you can switch the order of your thrown items by hitting the Taunt button in the air (during a jump). Oh, you can also safely hit the Taunt button while doing another move, or recovering from getting hit... And in case anybody's interested, here's a list of the thrown items each character begins a match with: Ryu lightning Felicia lightning Ken fire Tabasa ice Chun-Li ice Ibuki fire Sakura banana Zangief stone Morrigan bomb Dan banana Lei-Lei bomb Gouki poison gas VIII.4 Stages and Stage Assignments There are 8 stages (backgrounds) in the game (not counting Running Battle mode), which, in the order they're listed in Free Battle mode, I'll designate (these are not necessarily their proper names) as: Bar Toy Store Ski Resort Jungle Ramen Shop Study Moonlight & Dark Castle Castle Entry Since there are more characters (12) than there are stages (8), each character cannot be assigned a unique stage. However, in Training Mode, each character does get assigned a specific stage (the 2P character will determine the stage, btw, regardless of which controller you're using...), as do characters in Arcade Mode player challenges (in which the stage is determined by the challenging character). In case anybody's interested, here's the list of stage assignments used for both: Ryu Study Felicia Bar Ken Castle Entry Tabasa Moonlight & Dark Castle Chun-Li Jungle Ibuki Toy Store Sakura Jungle Zangief Castle Entry Morrigan Ramen Shop Dan Ramen Shop Lei-Lei Ski Resort Gouki Moonlight & Dark Castle Oh, one interesting thing about the Study background is that if Felicia is involved in a battle on that stage, she won't be seen napping on the floor in the background (right side), and similarly, if Morrigan is involved in a battle on that stage, Lillith (who helps out in one of her Mighty Combos (Darkness Illusion)) won't be seen happily seated on a windowsill in the backgruond (left side)... VIII.5 Arcade Battle Mode Character/Stage Order In Arcade Battle mode, the 8th (last) opponent and stage for each character are pre-assigned (they're always the same), as follows: RYU Tabasa Study KEN Morrigan Castle Entry CHUN-LI Felicia Jungle SAKURA Ryu Jungle MORRIGAN Chun-Li Ramen Shop LEI-LEI Zangief Ski Resort FELICIA Ken Bar TABASA Lei-Lei Moonlight & Dark Castle IBUKI Sakura Toy Store ZANGIEF Felicia Castle Entry DAN Sakura Ramen Shop GOUKI Lei-Lei Moonlight & Dark Castle With only a few exceptions (which will be detailed below), the first seven opponents and stages seem to be assigned randomly (no character or stage may appear more than once) from the remaining nine characters (Dan and Gouki will not appear, and no mirror matches will occur in the normal line-up) and seven stages. Exceptions to the 8 opponents, 8 stages rule: Felicia - Ski Resort appears twice; Toy Store is missing. Gouki - Ramen Shop appears twice; Jungle is missing. Exceptions to the random character assignment rule: Dan - Ken is always opponent 7 (sub-boss?). Gouki - Ryu is always opponent 7 (sub-boss?). VIII.6 More Mirror Match Stuff Besides rest poses and taunt audio samples, there are actually a good number of other differences that occur during mirror matches. I'm not going to bother listing them all (that's a whole lotta compilation work =) ), but here are a few examples: Sakura vs. Sakura - Intro audio sample is slightly different; missed Guard Crush counter (b+S) audio sample. Morrigan vs. Morrigan - Intro quote is different; in both of her win poses (normal and special), her hair is blowing a bit in the wind... Lei-Lei vs. Lei-Lei - Backwards walk is different. Tabasa vs. Tabasa - Backwards walk is different. Dan vs. Dan - Audio samples different in his Super Taunt, at least two of his Mighty Combos (besides the Super Taunt), and at least two of his Guard Crushes... Gouki vs. Gouki - Gouki doesn't glow black in his intro pose... There are a good deal more differences in various characters' mirror matches, so if such things interest or amuse you, keep your eyes (and ears) open during mirror matches...! VIII.7 Running Battle Mode Well, I haven't actually found anything special hidden in Running Battle mode (I was originally hoping it'd reveal a secret character or something... ^^; ), but I thought I should at least say a few words about it, so... Running Battle mode is basically a timed, 12-character (Gouki is always last, but I think the rest are assigned randomly...) endurance match. Ultimately, you're ranked by your time (how long it takes you to complete the Running Battle), so finding quick ways of eliminating opponents (timed right, repeated Guard Crushes work decently well for me; also, certain Flash Combos tend to work well against the CPU opponents...) is the best way of improving your rankings. Oh, as far as recovering health after a battle, your character will recover an amount of health determined by 1) how quickly you vanquished your opponent (bonus = 50 - number of whole seconds used), and 2) your gem count for each of your special moves. At max level (LV3), each of your special moves will earn you 24 points, for a total of 72 points, if you've maxed out all three. I think total health is 144 points, so even without a time bonus, 72 points would be a pretty nice recovery (50%) of health... One last note: For some reason, Running Battle mode must be played from the 1P controller... VIII.8 Missing Stuff While the PSX version of Pocket Fighter is (imho) a pretty good adaptation of the arcade game, there are a few things in the arcade game which didn't seem make it to the PSX version. I've yet to encounter the "knock your opponent around the world" dizziness scene in the PSX version, so it seems likely that this was left out (probably for reasons of PSX memory restrictions). And as I've mentioned earlier in this document, the Dan, Sakura, and Chun-Li winning poses for Morrigan seem to be missing from the game as well... Also, the "Hurry Up" message which I've seen appear in the arcade game at 30, 20, and 10 seconds remaining, doesn't seem to be in the PSX version... Finally, the "triangle motif" MC Finish screen seems to be entirely missing; in its place, the pattern used for Zangief's Final Atomic Buster (which is unique to that MC in the arcade version) is used instead. (note: the SSat version of the game does include all of these things, for those of you who were wondering...) Also, I've noticed that Lei-Lei's and Tabasa's mirror match specific backwards walks seem to be their standard backwards walks (i.e. against all opponents) in the arcade version. Presumably, some of the other
mirror match "extras" may also be things which have been restricted to
mirror matches in the PSX version for reasons of memory conservation... =/
And as far as things which (imho) would've been nice to have in a
home version... There doesn't seem to be a sound test or voice test
option anywhere in the game... And while an auto-save option hasn't been
prevalent in previous Capcom releases, I did find it odd that there was no
Auto-Load process (which I have seen in previous Capcom PSX releases) in
effect for Pocket Fighter (so make sure to manually load your save file
(but be careful not to save/write over it...!) each time you run the
game!)...
Overall, though, I'm pretty happy with this home version of the game.
Not that I wouldn't have been happier with some of the above things
included as well, of course, but... =)
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IX. Thanks and Stuff
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Thanks to:
Kao Megura, for pointing out the wall jump move clarification (f/uf),
for answering some questions about the SSat version of the game, for
mentioning Dan's LV2 Super to me, and for checking all (!) of the M.C.
Finish screens on the SSat version for me...
Mike Corbitt, for pointing out Dan's LV2 Super to Kao Megura...
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The latest version of this file can be found at:
Too Cute To Be a Puzzle Game
http://www.best.com/~ruyeyama/psx/tctbapg.html
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