Voltage Fighter: Gowcaizer/ Choujin Gakuen Goukaiza *****#####*****#####*****@@@@@$$$$$@@@@@$$$$$@@@@@*****#####*****#####*****&&&& 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 2006 Andrew K.K. Ah New ************************************************** MISC. -Arcade Soft dip: Page1: US Name/JP Name Play Time/??? -Slowest,Slower,Normal(default),Faster,Fastest Continue/??? -On(default) or Off Difficulty/??? -From 1(easiest) to 8(hardest). Starts at 4 How To Play/??? -On(default) or Off Trace Mode/??? -Can Replace(default): Can choose whether or not to add a Copyable Attack to your stock. If you do add it, it will be the copied attack used from then on until it's replaced. Stock Select: Choose from a menu (assuming you have copied attacks in stock) before each fight (but not between rounds). Replace: Automatically gain defeated enemy's Copyable Attack, whether you like it or not, until you defeat the next enemy. Nothing: No Copying (and thus, no Hyper Copy attacks) whatsoever. Cont. Mode/??? -Stock Select (default): Choose from a menu Extend: Use whatever was used in the losing fight VS Trace/??? -Stock Select (default): Choose from a menu Win Through: Winner uses what was used in the winning fight Demo Sound/??? -With(default) or Without Credit/Level/??? -On/On(default),On/Off,Off/On,Off/Off -Console Menu: -Debug dipswitches: 1.6: -Hexcodes: (FF-style. See Kof94 for other style) Address Value Effect 1000a8 ba Stop timer part 1 1062e0 3c Stop timer part 2 102d08 xx P1 health 1035be xx P2 health xx= 64 full health 1f flashing health 01 doomed (one hit to kill) -Systems notes -Char Menu: The characters are all on a single row; from left to right: Gowcaizer (first player, second player, and CPU all start here) Captain Atlantis Karin Fudomaru Marion Shaia Shenlong Kyosuke Stinger Brider -Mirror matches are allowed -Color Selection: A/B for default color, C/D for alternate color -Progression -Bonus Stages: none -Backgrounds: One per character. -In vs matches, first person to select their character will have their character's background as the stage -Win Poses -Win Quotes -Gowcaizer 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 u_. up b_. back f_. forward r. rising f. falling 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 a. in the air 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. ************************************************** ***All Characters*** Taunt (x) ABC/BCD ***Gowcaizer*** BASIC MOVES A B C D *----------* jfr| # # # # | I I I I jur| # # # # | I I jbr| # # # # | I jbf| h h h h | I I I I juf| h h h h | I I I I jff| h h h h | sf| H H H m | I I sc| H H m,H m | c| m l m l *----------* up: jur.B jfr.B sc.D sw: c.D >th> sc.C th sc.C gb> sc.C COMMAND MOVES df+C (m.?) {up[2]} s.f,f+P/K (H) {a/s} SPECIAL MOVES [F] ??? (m-H) s.b.f+P [] ??? (H,H,H,m,H) {a/s[5],up[5]} b.f+K [zF] ??? (m) {a/s} d.u+P [T] ??? (H) {a/s} d.u+K HYPER COPY ATTACK [] ??? () {} d.u+CD SUPER MOVES [zF] ??? (4m) {a/s} d.qcb,f+BC ***Karin*** BASIC MOVES A B C D *------------* jfr| # # # # | I I I I jur| # # # # | I I I I jbr| # # # # | jbf| h h h h | I I I I juf| h h h h | I I I I jff| h h h h | sf| m m m,m m | I sc| m m H m,H | c| m l m l *------------* sw: c.D sl: sf.C sf.D c.D th> a.C th> sc.D COMMAND MOVES s.f,f+P/K (H) {a/s,Hp} SPECIAL MOVES [sF] ??? (m,m/m,m,m) {sl} b.f+P [T] ??? (h) hcf+P (reverse directions) (x) b/f+P -Can be done any number of times until you reach the edge of the screen (jump off cloud) (x) d+P/K [] ??? (H,m) {a/s} qcb,ub+K [] ??? (?) hcb+C -Only one may be on the screen at once HYPER COPY ATTACK [] ??? (?) hcb+CD -Up to two may be on the screen at once (including the normal attack) SUPER MOVES [F] ??? (10m) {a/s} db/qcb/hcf,hcb+AC ***Fudomaru*** BASIC MOVES A B C D *----------* jfr| # H # H | I I I I jur| # H # H | # I I I jbr| # H # # | I I jbf| h h h h | I I I I juf| h h h h | I I I I jff| h h h h | sf| H H m m,H | I I I I sc| H H m m | c| m l m l *----------* sw: c.D sl: s.B s.D >th> a.C a.D sc.C sc.D COMMAND MOVES df+C (m,?) {up[2],sl} s.f,f+P/K (H) {a/s} SPECIAL MOVES [G] ??? (B) {sw>} hcb,f+C [c] ??? (<) {sw} dp+A/B/C -Button determines height: A=high B=medium C=low [brk] ??? (m,m,m,m) {sl[C]} b.f+P [] ??? (m) {a/s} qcf+P HYPER COPY ATTACK [] ??? (3m) {a/s} qcf+CD SUPER MOVES [F] ??? (m4) {a/s} db/qcb/hcf,hcb,f+AC ***Marion*** BASIC MOVES A B C D *--------------* jfr| ? # ? # | I I I I jur| ? # ? # | I I I I jbr| ? # ? # | | | jbf| h h h h | I I I I juf| h h h h | I I I I jff| h h h h | sf| H m H m | sc| H m m,H m | c| m l,m m l,m *--------------* -j_f.P can potentially do more than one hit (max I've seen is two). up: sc.C[2] sw: c.D[1] >th> sc.D sc.C a.d+C COMMAND MOVES s.f,f+P/K (x) -Reverse thrust (useful as a fakeout) sc.f+A (H) s.f+C (H,m) {sl[2]} df+C (m,m) {sl[2]} SPECIAL MOVES [T] ??? (m) {a/s} hcf+K [] ??? (x) d,d,u -A special gauge appears under your lifebar to indicate how much time you have left to fly -Can move around the screen with l/r/u/d -Lowering to the floor will prematurely end your flight -Getting hit will prematurely end your flight -If you are still in the air when your gauge runs out, you will descend to the floor very slowly. -You cannot attack normally in the air [div] ??? (h) {a/s} hcb+K -Button pressed determines angle of descent: B: straight down D: 45 degrees down [] ??? (m,) {sw} hcf,u/uf/f/df/d/db/b/ub+P -The direction pressed while pressing P will determine in what direction you will move while shooting. [] ??? (8m/11(?)m) {a/s} hcf+P [srk] ??? (H/m,m,#,#) {a/s} dp+P HYPER COPY ATTACK [arc] ??? (m,H,?,H,m,m) {sw[6?]} f,db,d,df+CD SUPER MOVES [] ??? (3m) {a/s} f,hcf+BC ***Shaia*** BASIC MOVES A B C D *----------------* jfr| # m m h | I I I I jur| # m m h | I I I I jbr| # m m h | jbf| # h # h | I I I I juf| # # # h | I I I I jff| # # # h | sf| H m H-m m,l,l | I I sc| H l H-m m | cf| m m.l m l | I I cc| m l m l *----------------* -Shaia's ground moves become slightly different if she finishes an attack before Ballboy returns. This usually happens with air attacks, but it also happens with some C/D attacks. -j_f.B will convert to (h) if done just before reaching the peak. } qcf,qcf+BC ***Kyosuke*** BASIC MOVES A B C D *--------* ju| H H H H | js| h h h h | sf| m H m ? | I sc| m m m H | c| m l H l *--------* up: sf.B sw: c.D th> sc.C COMMAND MOVES df+C (H.?) {up[2]} s.f,f+P/K (m) {a/s} SPECIAL MOVES [sF] ??? (m) {a/s} b.f+P [sT] ??? (m) {a/s} b.f+K [div] ??? (h) {as} a.270+P [] ??? (m) {a/s} d.u+K HYPER COPY ATTACK [] ??? (m) {a/s} d.u+CD SUPER MOVES [] ??? (m) {sw} qcb,hcf+BD or qcb,qcb,f+BD ***Brider*** BASIC MOVES A B C D *--------* ju| H h H H.h | js| h h h h | sf| H H m m,H | sc| H m H,m m | cf| m l m l | I I I cc| m l m,H,? l *--------* sw:c.D sc.D th< a.d+C a.d+D COMMAND MOVES s.f,f+P/K (m) {a/s} sc.b+D (h) sf.b+D (H) {a/s} s.f+D (H,H,m) {sl} df+C (m) {sw} df+D (l) {sw,sl} SPECIAL MOVES [sF] ??? (m2/m3) {a/s} s.qcb,ub+P [srk] ??? (m,#,#/m,#,#,#,#) {a/s} s.dp+P [T] ??? (m) {a/s} s.qcf,uf+K [div] ??? (H.H.H) {a/s} a.qcb,ub+K [arc] ??? (m,m) {a/s} s.qcf,qcf+BD HYPER COPY ATTACK [] ??? (m,m,m,m,m) {a/s} s.qcf,qcf+CD SUPER MOVES [] ??? () {} hcf,uf,db+BC? -After trying and trying, I still can't do this move. Anyone know how?