*****#####*****#####*****@@@@@$$$$$@@@@@$$$$$@@@@@*****#####*****#####*****&&&& 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 various FF1 FAQs. Most hexcodes taken, iirc, from 'Haggar's Kawaks cheatfile, except for: Player 2's x-value (Haggar's file had it wrong), CPU's x-value. Copyright 2005 Andrew K.K. Ah New ********************************************* MISC. -Hexcodes Address Value Effect 1042f2 99 Stop Timer 100xb8 60 Infinite Life part 1 100xb9 60 Infinite Life part 2 100x30 * Character Select x=3 Player 1 4 Player 2 5 CPU *=01 Terry 02 Andy 03 Joe 04 Duck 05 Richard 06 Michael 07 Tung 08 Hwa Jai 09 Raiden 0a Billy 0b Geese -If you are going to be one of the bosses, make sure to change only *during* the round; changing at any other time causes the game to crash. -The Genesis and SNES versions of this game are somewhat different; they both have extra moves not found in the arcade/Neo-Geo version. I will not detail those moves here. -Some moves are done differently between the JP & US versions -Standing punches/kicks generally have two animations: a 'base' sprite, and an alternate sprite. The alternate sprites' values will be given in the A' & B' columns. -Two succesful attacks at the same range will start the 'alternation sequence'. The next succesful hit will be the alternate, then the normal, then alternate, then normal, and so on unless your attack misses, whiffs, or is blocked. Any of these three things happening 'breaks' the sequence and forces you to start over with two successes. -The successes can be interupted by attacks at different ranges. So you can land a sm.A, then land a sc.A, then land another sm.A; your next sm.P will be A'. Any 'failure' at sm will break the sequence, however. -Characters will sometimes have two block sprites: one for when they actually block an attack, and one for when the attack whiffs. -Just about any attack will sweep an opponant out of the air. -There are no dizzies in this game. -Characters can be knocked into the other plane usually by hitting them 2 or 3 times with sf.B/A or once with sf.A' -When characters are on different planes, both characters can walk b/f, the top character can jump, and the bottom character can crouch. -The top character can roll straight down by pressing db/d/df. The bottom character can jump straight up to the other plane by pressing up, or they can vary where they land by a fixed distance if they jump b/f. -Either the top or bottom character can do a homing row attack by pressing P/K while in a neutral state. If they instead press b/f+P/K, they will vary where they land much like they would with a row jump. -Dummy target: Andy ********************************************* KEY TO BASIC MOVES j. jump (any direction and either rising or falling) ju. jump up jur. jump up (rising) juf. jump up (falling) js. jump sideways jsr. jump sideways (rising) jsf. jump sideways (falling) jf. jump forward jfr. jump forward (rising) jff. jump forward (falling) jb. jump back jbr. jump back (rising) jbf. jump back (falling) s. stand (any distance) sf. stand far sm. stand medium sc. stand close c. crouch (at any distance and in any direction or lack thereof) cf. crouch forward cb. crouch back cn. crouch neutral cs. crouch forward/back 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. A "|" between rows or a "=" between columns means that the two attacks share the same sprites, but are of different speeds. An "I" between colums or a "-" between columns means that the two attacks share the same sprites and speed. A "." between attacks means that the attacks cannot connect A "," between attacks means that the attacks can connect Just below the chart will be some 'extra notes': The following are 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 -Numbers in square brackets indicate what hit qualifies for the list. Also included in the 'extra notes' section are any throws that the character has. Angle brackets on either side indicate what side the opponent ends up on. So: throw left if you press left, throw right if you press right >th< throw right if you press left, throw left if you press right >th> throw right regardless of whether you press left or right : sc/sm.C -Richard must press down to block (he cannot block (l) attacks). After blocking a single hit, Richard will do a weird handstand move for as long as you hold down; he is vulnerable during this. To block another hit, you must release and re-press down. -Richard's c.A causes him to block momentarily and move back slightly. Doing this multiple times acts as a quicker way to escape. SPECIAL MOVES (???) (?) {?} qcf+P CPU Richard can also: -Block (standing) -Row switch on his own -Hang from the ceiling kick around wildly -Stay in the handstand, during which he can: -kick -move b/f -row switch -go directly into his ceiling hang ***Michael*** BASIC MOVES A' B' A B *----------------* j| x x x x | sf| x ? Hw x | | sm| Hw ? Hw Hw,Hw | | sc| m,? ? m====m | c| x x m====m *----------------* up: sc.A'[2] th>: sc/sm.C -Holding d also makes Michael stick out his fist in a manner similar to c.A/B. This hit is unblockable and will rehit (i.e. an enemy can keep walking into it and be hit every time) as long as Michael stays in this animation. Michael will stay in this animation until he is hit or you press db/A/B. He will then crouch like a 'normal' fighter. -Michael's row attack does not hit or do any damage. -Michael can't seem to block (though I've seen the CPU s.block and even s.dodge once). SPECIAL MOVES Tornado Upper (m) JP: qcb+P US: qcf+P CPU Michael can backhop (a la FF2), during which he is immune. ***Tung*** BASIC MOVES f+C A B *----------* j| x H,h=H,h | sf| m===m===m | I sm| M===M m | I sc| l===l m | I c| x l===l *----------* -Tung cannot block (though I've seen the CPU s.block). -Tung's row attack does not hit or do any damage. SPECIAL MOVES CPU Tung can: -s.block -Row switch freely -Do sf.A/B with energy around his palm (only seems to do this in his third form). -Actually *use* his Hyde form (he seems stuck in perpetual transform when I use him) -While in Hyde form, Tung can: -s.block -row switch freely -s.P, s.K -shoot two fire waves (one forward and one backward) -do a 'helicopter' move (similar to his dm in FFS) ***Hwa Jai*** BASIC MOVES A' A B *-----------* jur| x # H | I juf| x M h | I js| x M=M | sf| m.? H H | sm| H,H--H m | sc| M H m | c| x m ? *-----------* up: sf.A' sw: jur.B th<: sc/sm.C -Hwa Jai doesn't seem to be able to block. SPECIAL MOVES -CPU Hwa Jai can actually do stuff in drunk mode (he seems to get stuck in a perpetual 'pass me the bottle!' when I use him). -While drunk, Hwa Jai can use his dreaded Rocket Kick (similar to Joe's Tiger Kick). ***Raiden*** BASIC MOVES A' B' A B *----------------* jur| x x Hw=Hw | I juf| x x h===h | js| x x h===h | sf| x x H l | sm| M,M x M===M | sc| #.m=#.m H,m=H,m | c| x x l===l *----------------* up: sc.A'/B'[1] th<: sc/sm.C SPECIAL MOVES (slide kick) (H) qcf+P (over a half-screen away) (face grab) (B) {sw} qcf+P (up to a half-screen away) (spit) (H) {sw} JP: qcb,ub+K US: db,uf+K CPU Raiden can: -Block (standing) -Row switch freely -Use another throw that causes him to switch places with you. ***Billy*** BASIC MOVES A' B' A B *---------------* jur| x x H H.H | I I juf| x x h h.h | js| x x h.h h | sf| M H,H M H,H | sm| ?3 Hw3 H Mw | I I sc| x Hw3 m Mw | c| x x m x *---------------* sw: jur.A B sl: sm/sf.B th<: sc/sm.C -Billy cannot be thrown. -Billy cannot block. -Holding d before recovering from a hit will make Billy completely intangible (i.e. all hits/projectiles/characters will pass right through him) as long as d is held. -sm/sf.B will hit foes 'from behind' at certain distances. The only sure way for a foe to avoid getting hit is to duck. -c.B still makes enemies go into block animation (if they are holding b/db) -sm.A' is cosmetically identical to sc/sm.B' but does not seem to actually hit anyone. -sm.A' has autoguard; Billy will stop after blocking. SPECIAL MOVES (pole twirl & throw) (M.m) {up[1],sw[unless foe is crouching]} JP: qcb+P US: qcf+P -Can be used to dissipate projectiles. -If the first hit connects/is blocked/counters a projectile, Billy will not finish the throw. -Human-controlled Billy does not have a 'wait period' between throwing a pole and having another one. CPU Billy: -Can block (standing or ducking) -Can be thrown. -Has a 'wait period' between throwing a pole and retrieving a new one. -Will lose his pole if thrown. -Can take damage when in his waiting state. ***Geese*** BASIC MOVES A B *-------* jur| Mh=Mh | juf| h==h | jsr| Mh=Mh | jsf| h==h | sf| H--H | sm| H==H | sc| m.?-m | c| m--m *-------* up: sc.B A[2] sl: sf.A B th<: sc/sm.C -Geese can c.block, but he will have to take a hit before he actually starts blocking. SPECIAL MOVES Reppu Ken (m) {sw[unless foe is crouching]} -only seems to work facing left. JP: Mash P US: Mash P OR qcf+K (counter) {sw} -Geese will counter anything that involves bodily contact w/foe. JP: qcf,uf+K -Projectiles will pass right through Geese. US: ??? (throw) (B) {sw<} JP: sc.hcf+P US: sc.qcf+P CPU Geese can: -block (standing) ************************* FAQ CHANGES 3/21/05 Initial version