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    FAQ/Move List by Roman Niucumir

    Version: 1.000 | Updated: 12/08/06 | Printable Version | Search This Guide

    US Title/JP Title
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    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 Bun's FAQ
    
    Copyright 2006 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: (FF-style. See Kof94 for other style)
     Address  Value  Effect
     1099f5   3c     Stop Timer part 1
     100226   2b     Stop Timer part 2
     1009b6   z      Player 1 Life part 1
     109088   y      Player 1 Life part 2
     1009b8   z      Player 2 Life part 1
     109360   y      Player 2 Life part 2
      z=60 Full
        18 Red
        01 Doomed
      y=ff Full
        3f Red
        03 Doomed
    
    -Systems notes
     -Super moves require one stock of the move's element
     -Desperation moves require three stocks of either element.
    -Char Menu
     -The normally choosable characters are all on a single row. From left to
      right, they are:
       Susano-O (1p and 2p both start here)
       Benten
       Chichi & Nene
       Son Gokuu
       Binten
       Syuten-Dozi
       Seena
       Igret
     -Mirror matches: allowed
     -Color Selection: A for normal color, D for alternate color
    -Progression
     -Bonus Stage: none
     -Backgrounds: 1 per character
     -Win Pose
     -Win Quote
    -Susano-O 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).
    
    **************************************************
    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.
    
    KEY TO SPRITES/FRAMES
      ,  Seperates sprites
     ( ) frame count of named sprite
         -Does not include wait periods.
         -Parentheses w/o names haven't been named yet.
         -Name w/o a frame count is same as closest earlier name w/i the same move.
     { } Wait period
     [ ] Hit sprite
     < > Might be a hit sprite
      x  Variable length
      ?  Length unknown as of yet
      >  Pointed target
      <  Repeat as needed (go back to '>')
     ... Pointer? To fill in later?
      v  Pointer (look for a '-' preceding a child move)
     -   Pointed (from 'v' in parent move)
       ^ Return to pointer one level up. More ^ =more levels up.
      *  Interuption point (for specific actions)
      _  Free point; if none indicated, assume any frame is free.
       ; Comment (usually for variable declarations)
          Variable Decl
          Interuption: move@sXfY (X=Sprite number, Y=Frame number)
           Press button at designated frame.
     -Sprites that look the same have the same name (ideally ^_^#).
      However, they can (and usually will) have different frame counts.
     -Keep in mind that moves can be interrupted (i.e. being stuffed by an
      enemy's attack or doing an air move too late to complete)
    
    **************************************************
    ***All Characters***
    [] (forward dash) (x)
    a/s.f,f
    
    [] (backward hop) (x)
    s.b,b
    
    [] (upward charge) (H) {}
    s.u+AB
    
    [] (downward dive) (h)
    a.d+AB
    
    [] (charge 1) (x)
    s.ABC
    
    [] (charge 2) (x)
    s.BCD
    
    [] (throw escape) (x)
    uqcf+A/B
    
    [] (hard hit) (m) {a/s}
    f+BC
    
    ***Susano O***
    Charge 1: Thunder
    Charge 2: Fire
    
    BASIC MOVES
        A B  C   D
      *------------*
     j| h h  h   h
      |
    sf| m m  m   m
      | I I
    sc| m m m,m m,m
      |
     c| m l  m   l
      *------------*
    
    up: c.C
    sw: c.D
    as: sc.D[2]
        c.C
    <th> sc.C/D
    
    COMMAND MOVES
    s.f+C (m,m) {sl}
    
    SPECIAL MOVES
    [F] ??? (m)
    s.qcf+P
    
    [F] ??? (m)
    s.qcf,qcf+P
    
    [srk] ??? (m,m,H) {a/s}
    a/s.dp+P
    
    [] ??? (m,m,m) {a/s}
    a/s.rdp+K
    
    SUPER MOVES
    [zF] ??? (4m) {a/s}
    a.qcf,d+AB
    -Thunder
    
    [] ??? () {a/s}
    s.ABC,hcb+A,B,C,D,A,B,C
    -Fire
    
    DESPERATION MOVES
    [T] ??? (m) {a/s}
    a/s.qcf,qcb+CD
    -If done in air, the move will start after landing.
    
    ***BenTen***
    Charge 1: Thunder
    Charge 2: Breeze
    
    BASIC MOVES
        A B  C      D
      *-----------------*
     j| h h h,h    h,h
      |
    sf| m m  m      m
      | I I
    sc| m m m,m m,m,?,m,m
      |
     c| m l  m      l
      *-----------------*
    
    up: j.D[2]
        sc.D[3]
    sw: c.D
    <th> sc.C/D
    
    COMMAND MOVES
    s.f+C (m) {sl}
    
    SPECIAL MOVES
    [] ??? (m,m,m,m.#) {a/s,sl}
    a/s.dp+P
    
    SUPER MOVES
    [brk] ??? (m6)(m) {a/s}
    a/s.qcb,qcf+AB
    -Thunder
    -If done in air, the move will start after landing.
    
    [] ??? (m11) {a/s}
    qcf,b,f+BC
    -Breeze
    -If done in air, the move will start after landing.
    
    DESPERATION MOVES
    [] ??? (m) {a/s}
    a/s.f,b,hcb+AB
    -If done in air, the move will start after landing.
    
    ***ChiChi & NeNe***
    Charge 1: Breeze
    Charge 2: Thunder
    
    BASIC MOVES
         A   B   C   D
      *----------------*
     j|  h   h   h   h
      |
    sf| m,m  m   m   m
      |  I   I
    sc| m,m  m  m,m m,m
      |
     c| m,m l,l  m   l
      *----------------*
    
    up: c.C
    sw: c.D
    <th> sc.C/D
    
    COMMAND MOVES
    s.f+D (m,m) {sl}
    
    SPECIAL MOVES
    [] ??? (x)
    a/s.ABCD
    -Exchanges characters
    
    [] ??? (x)
    s.f,b,f+P
    -Puts both characters in play, though there is still a primary fighter.
    -Runs out after three attacks.
    
    [F] ??? (m)
    s.b.f+P
    
    [G] ??? (B) {th<}
    sc.qcb,qcf+C
    
    [brk] ??? (m,m,m,m,m,m/m,m,m,m,m,m,m,m,m) {a/s}
    s.dp+P
    -Only usable when ChiChi is the primary fighter
    
    [] ??? (m,m,m/m,m,m,m,m,m) {a/s[D6]}
    a/s.qcb+K
    -Only usable when NeNe is the primary fighter
    
    SUPER MOVES
    [T] ??? (m) {a/s}
    s.qcf,qcf+D
    -Breeze
    
    [brk] ??? (m6) {a/s}
    s.dp,dp+AB
    -Thunder
    
    DESPERATION MOVES
    [] ??? () {}
    s.b,f,db,df+ABCD
    -Not sure exactly what this is for. They seem invulnerable for a short while,
     but there may or may not be something else to this move.
    
    ***Son GoKuu***
    Charge 1: Breeze
    Charge 2: Fire
    
    BASIC MOVES
        A B  C   D
      *------------*
     j| h h  h  h,h
      |
    sf| m m m,m  m
      | I I I
    sc| m m m    m
      |
     c| m l  l   l
      *------------*
    
    up: j.D[1]
        sc.D
    as: sc.D
    sw: sc.D
        c.C
        c.D
    sl: c.D
    <th> sc.C/D
    
    COMMAND MOVES
    s.f+C (m) {sw}
    
    SPECIAL MOVES
    [srk] ??? (m,m) {a/s}
    s.dp+K
    
    [] ??? (m,m,m) {a/s,sl}
    s.qcf+P
    
    [] ??? (3m,m2)
    s.qcb,f+P
    
    SUPER MOVES
    [srk] ??? (m,H,#) {a/s,sl}
    a/s.bqcd,bqcd,AB
    -Breeze
    -If done in air, the move will start after landing.
    
    [] ??? (h,l,h,l,h) {a/s}
    s.qcf,qcf+BC
    -Fire
    
    DESPERATION MOVES
    [] ??? (3m) {a/s}
    a/s.f,b,f,b,f+ABC
    -If done in air, the move will start after landing.
    
    ***BinTen***
    Charge 1: Water
    Charge 2: Breeze
    
    BASIC MOVES
        A B  C   D
      *------------*
     j| h h  h  h,h
      |
    sf| m m m,m m,m
      | I I
    sc| m m  m  m,m
      |
     c| m l m,m  l
      *------------*
    
    up: c.C
    sw: c.D
    sl: c.D
    <th> sc.C/D
    
    COMMAND MOVES
    s.f+C (m) {sl}
    
    SPECIAL MOVES
    [] ??? (m) {a/s}
    a.qcf+A/B/C
    
    [] ??? (m3) {a/s}
    s.qcb+D
    
    [] ??? (l) {sw}
    s.hcb+A
    
    SUPER MOVES
    [] ??? (l) {sw}
    s.hcb+A,qcf,qcf+CD
    -Water
    -Will not use a stock unless the hcb+A part connects and the qcf,qcf+CD part
     is input.
    
    [] ??? (m5) {a/s}
    s.d.b,f+BC
    -Breeze
    -BinTen can jump after the charging down; he will start the move after landing.
    
    DESPERATION MOVES
    [] ??? (l) {a/s}
    a/s.b,f,b,qcf+ABCD
    -If done in air, the move will start after landing.
    
    ***(ShyuuTen DoZi?)***
    Charge 1: Fire
    Charge 2: Water
    
    BASIC MOVES
        A B  C    D
      *--------------*
     j| h h h,h h.H,h
      |
    sf| m m  m    m
      | I I
    sc| m m m,m  m,m
      |
     c| m l  m    l
      *--------------*
    
    up: j.D[2]
    sw: sc.D[2]
        c.D
    as: sc.D[2]
    <th> sc.C/D
    
    COMMAND MOVES
    s.f+C (m) {sl}
    
    SPECIAL MOVES
    [] ??? (m,m,m) {a/s,sl}
    s.qcf+K
    
    [] ??? (m,m) {a/s,sl,up[2]}
    s.dp+P
    
    [] ??? (m2) {a/s,up}
    s.f.u+P
    
    [G] ??? (B) {th>}
    sc.qcb,f+P
    
    SUPER MOVES
    [sF] ??? (m7) {a/s}
    a/s.bqcd,bqcd+AB
    -Fire
    -If done in air, the move will start after landing.
    
    [G] ??? (B) {}
    sc.b,f+C, then d,d+C, then d,d+BC
    -Water
    
    DESPERATION MOVES
    [] ??? (m) {a/s,up,sl}
    a/s.dp,dp+AB, mash C
    -If done in air, the move will start after landing.
    
    ***Shiina***
    Charge 1: Breeze
    Charge 2: Water
    
    BASIC MOVES
        A B  C  D
      *------------*
     j| h h h.h h.h
      |
    sf| m m m,m  m
      | I I
    sc| m m  m   m
      |
     c| m l m,m  l
      *------------*
    
    sw: sc.D
        c.D
    as: sc.D
    <th> sc.C/D
    
    COMMAND MOVES
    s.f+C (h)
    
    SPECIAL MOVES
    [sF] ??? (m)
    s.b.f+P
    
    [c] ??? (?)
    a/s.qcf,qcf+B
    -Will deflect attacks, including projectiles
    -If done in air, the move will start after landing.
    
    [] ??? (m,m,H/m,m,#) {a/s,sl,up}
    s.d.u+K
    
    [brk] ??? (8m/9m) {a/s[D9]}
    a/s.b.f+K
    
    SUPER MOVES
    [] ??? (m) {a/s}
    a/s.hcf+AB
    -Breeze
    -If done in air, the move will start after landing.
    
    [] ??? (m) {a/s}
    a/s.d,d,d+ABC
    -Water
    -If done in air, the move will start after landing.
    
    DESPERATION MOVES
    [] ??? (?m) {a/s}
    a/s.d.b,f+BC
    -If done in air, the move will start after landing.
    
    ***Iguretto***
    Charge 1: Thunder
    Charge 2: Fire
    
    BASIC MOVES
        A B  C  D
      *----------*
     j| h h  h  h
      |
    sf| m m m,m m
      | I I
    sc| m m m,m m
      |
     c| m l m,m l
      *----------*
    
    up: ju.D
        sf.C[1]
        sc.C[2]
        sc.D
    sw: sf.C[2]
        sf.D
        c.D
    as: sf.C[2]
        sf.D
    <th> sc.C/D
    
    COMMAND MOVES
    s.f+C (m) {sl}
    
    SPECIAL MOVES
    [srk] ??? (m,m,H,#) {up,sl,a/s}
    a/s.d.u+K
    -Can delay the K to make the move start in the air.
    
    [] ??? (l,m) {a/s}
    s.b.f+K
    
    [] ??? (m) {a/s}
    s.b.qcf+P
    -If this move connects, enemy is floored until you hit the 'double' that
     appears.
    
    SUPER MOVES
    [] ??? (l,m,m) {a/s}
    a/s.b.hcb+AB
    -Thunder
    -If done in air, the move will start after landing.
    
    [] ??? (h) {a/s}
    a/s.b.f,qcf+BC
    -Fire
    -If done in air, the move will start after landing.
    
    DESPERATION MOVES
    [] ??? (l) {sw}
    a.360+AB
    
    LINKS
    sc.C/D,f+D,f+D
    sc.C/D,f+C
    
    ***Behemoth***
    Charge 1: Thunder
    Charge 2: Fire
    
    BASIC MOVES
        A B  C    D
      *--------------*
     j| h h h,#   h
      |
    sf| m m  m  m,m,m
      | I I
    sc| m m m,m   m
      |
     c| m l m,m   l
      *--------------*
    
    up: j.C[2]
        sf.D[2]
        sc.C[2]
    sw: c.D
    sl: c.D
    <th> sc.C/D
    
    COMMAND MOVES
    [] ??? (m)
    s.f+C
    
    SPECIAL MOVES
    [T] ??? (m5) {a/s}
    a/s.qcb+A
    
    [] ??? (#,m) {a/s}
    s.qcf+P
    
    [zF] ??? (3m)
    s.dp+C
    
    SUPER MOVES
    [] ??? (m,m) {a/s,sl}
    a/s.qcf,qcf+BC
    -Thunder
    -If done in air, the move will start after landing.
    
    [G] ??? (B) {sw>}
    sc.f,hcf+AB
    -Fire
    
    DESPERATION MOVES
    [] ??? (m,m) {a/s,sl}
    a/s.qcb,qcf+CD
    -If done in air, the move will start after landing.
    
    ***Iirisu***
    Charge 1: Thunder
    Charge 2: Breeze
    
    BASIC MOVES
        A B  C   D
      *------------*
     j| h h  h  h,h
      |
    sf| m m m,m  m
      | I I
    sc| m m m,m h,h
      |
     c| m l  m   l
      *------------*
    
    sw: c.D
    <th> sc.C/D
    
    COMMAND MOVES
    s.f+C (m,m,m) {sl?}
    
    SPECIAL MOVES
    [srk] ??? (m,?/m,?,9#) {a/s,sl}
    a/s.qcf,uf+P
    
    [div] ??? (m) {a/s}
    a.rdp+K
    
    [] ??? (m) {a/s}
    s.f,b,f+K
    
    [] ??? (?)
    d,u+A
    -Iirisu will go into a blocking stance. If hit, press a button to warp to a
     different part of the screen (or press nothing to stay where you are)
     A: Left side of screen on ground
     B: Left of center of screen in air
     C: Right of center of screen in air
     D: Right side of screen on ground
    -Iirisu will take reduced damage while in the stance.
    
    SUPER MOVES
    [] ??? (m) {a/s}
    a/s.qcb,qcf,qcb+AB
    -Thunder
    -If done on ground, Iirisu will jump into the air before starting the move.
    
    [] ??? (m,H,7#) {a/s}
    a/s.dp,dp+CD
    -Breeze
    -If done in air, the move will start after landing.
    
    DESPERATION MOVES
    [] ??? (m,m,h,h,m,m,h,h)
    s.hcb,qcf+BC
    -If the first hit is blocked, the rest of the move is cancelled.
    -Each hit is blockable.
    -The directions that Iirisu attacks from are opposite,r,l,r,l,r,l,r
    -If the move is completed, Iirisu will return to the place where she started
     the move.
    
    ***Lucifer***
    Charge 1: Thunder
    Charge 2: Fire
    
    BASIC MOVES
        A   B     C     D
      *--------------------*
     j| m h,h,h  m,m   m,m
      |
    sf| m   m    m,m  m,m,m
      | I   I
    sc| m   m    m,m   m,m
      |
     c| m   l   m,m,m  l,m
      *--------------------*
    
    up: sf.D
    sw: c.C[2,3]
        c.D
    as: c.C[2,3]
        c.D
    <th> sc.C/D
    -Lucifer's dive can hit twice
    
    COMMAND MOVES
    s.f+C (m,m)
    
    SPECIAL MOVES
    [] ??? (5m)
    s.b.f+P
    
    [] ??? (5l) {a/s}
    s.b.f+K
    
    [] ??? (3(m3))
    s.d.u+AB
    
    SUPER MOVES
    [] ??? (m4) {a/s}
    a/s.b.f+ABC
    -Thunder
    -If done in air, the move will start after landing.
    
    [] ??? (m,m,m) {a/s}
    a/s.b,f,b,f+AB
    -Fire
    -If done in air, the move will start after landing.
    
    DESPERATION MOVES
    [F] ??? (m9) {a/s}
    a/s.ABCD.
    -Hold for 2sec for a small flame, 3sec for a larger one.
    -If done in air, the move will start after landing.
    
    **************************************************
    FAQ CHANGES
    4/21/06-5?/06,12/5/06-12/8/06 Initial version