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FAQ/Move List by Roman Niucumir

Version: 1.000 | Updated: 12/13/06

Galaxy Fight
*****#####*****#####*****@@@@@$$$$$@@@@@$$$$$@@@@@*****#####*****#####*****&&&&

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 JPalanca's FAQ
Most hexcodes taken xxx
etc.

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
 xxxxxx   xx     xxx
 xxxxxx   xx     xxx
 xxxzxx   xx     xxx
 xxxzxx   y      etc.
  z=# xxx
    # xxx
    # etc
  *=## xxx
    ## xxx
    ## etc
  -Note on hexcodes
   second line
   etc
  -Second note
  -etc.

-Systems notes
 -There are no 'walls' like in most fighting games; the stage just keeps
  scrolling left or right.
-Char Menu
 -The normally choosable characters are all on a single row. From left to
  right, they are:
   Gunter
   Alvan
   G.Done
   Juri
   Rolf (1p starts here)
   Kazuma (2p starts here)
   Roomi
   Musafar
 -Mirror matches: allowed
 -Color Selection: Player 1 has the main color, Player 2 has the alternate
                   color. Press any key to select the character.
-Progression
 -Bonus Stage
 -Backgrounds: One per character
 -Win Pose
 -Win Quote
-Rolf 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'
 ju. jump up
 js. jump left or right
 jl. jump left
 jr. jump right
 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)
 W: (will be blocked if target stand-blocks, will hit if target crouch-blocks,
    and 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) {sl}
       ) sT  short Torpedo {sl}
       n arc arcing attack {sl}
       \ div diving {sl}
       ^ srk vertical (named after Street Fighter's Shou Ryuu Ken) {up}
       & 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***
[] (back hop) (x) {sl}
s.b,b

[] (forward run) (x) {sl}
s.f,f
-You can actually run a little ways past the target
-You can attack to cancel the run (you can even do special moves)
-Dash attacks cause block damage
 
 [] (far jump) (x) {sl}
 uf

***Rolf***
BASIC MOVES
    A  B   C 
  *----------*
ju| h  h   W
  |
js| h  h   h
  |
sf| m  m   m
  |
sc| m m.? m,m
  |
 c| l  l   l
  *----------*

up: ju.C
    sf.C
    sc.B[2]
sw: c.C
as: c.C
<th< sc.B
>th> sc.C
-Fully landing an sc.C twice will send the target flying across the screen and
 cause you to automatically start a run. (since the sc.C lasts for two hits, 
 you must land both hits twice to send the target flying).

COMMAND MOVES
c.df+A (l) {as}
c.df+B (l) {as}
c.df+C (m.?) {up[2],a/s}
-hitting a grounded target will send it higher and farther than hitting an
 airborne target
a.ub/u/uf (x)

SPECIAL MOVES
[F] ??? (m) {as}
s.qcf+Atk

[F] ??? (m) {as,sl}
s.hcf+Atk

[sF] ??? (m,m) {a/s}
s.270+Atk

[srk] ??? (m,m) {a/s,sl}
s.dp+Atk

[] ??? (m,M,m/m,M,m/M,H,M) {as,sl}
s.qcb+Atk

LINKS (woefully incomplete as of yet)
ju.A
    sf.A/B/C
    sc.3/B/x
     c.5/B/C
    df+A/B/C
    qcb+A/x/x
    dp+A/B/C
   B
    js.A/x/x
    sf.A/B/C
    sc.3/B/x
     c.4/B/C
    df+A/B/C
    qcb+A/x/x
    dp+A/B/C
   C
    js.A/x/x
    sf.A/B/x
    sc.3/B/C
    df+A/B/C
    qcb+A/x/x
    dp+A/B/C
qcf+A/B/C
 qcb+A/B/C
 dp+A/B/C

***Kazuma***
BASIC MOVES
    A B  C 
  *--------*
ju| h h h,h
  |
js| h h  h
  |
sf| m m  H
  |
sc| m m m,m
  |
 c| l l  l
  *--------*

up: ju.C[1]
    sf.C
    sc.C[1]
sw: c.C
as: c.C
<th< sc.B
>th> sc.C

COMMAND MOVES
c.df+A (l) {as}
c.df+B (l) {as}
c.df+C (m) {up,a/s}
-hitting a grounded target will send it higher and farther than hitting an
 airborne target

SPECIAL MOVES
[F] ??? (m) {as}
s.qcf+Atk

[srk] ??? (m,m,H) {a/s,sl}
dp+Atk
-hitting a grounded target will send it higher and farther than hitting an
 airborne target

[G] ??? (B?) {sw>}
sc.f,hcf+D

[] ??? (m,m) {a/s}
a/s.qcb+Atk

***Roomi***
BASIC MOVES
     A  B   C 
  *------------*
ju|  W  h  H.h
  |     |
js|  h  h  h.h
  |
sf|  m  m   m
  |
sc|  m  m M.?.?
  |
 c| l,l l  m,l
  *------------*

up: ju.A?
    ju.C[1]
    sc.C[2,3]
sw: c.C
as: c.C
>th> sc.C
-sc.C will launch target in the air every second time you land it.

COMMAND MOVES
a.db/d/df+C (h) {a/s}

SPECIAL MOVES
[T] ??? (m) {a/s}
s.b.f+Atk
-hitting an airborne target will send it farther than hitting a grounded target

[div] ??? (m) {a/s}
a.ABC
-hitting an airborne target will send it farther than hitting a grounded target

[] ??? (m) {a/s}
s.270+Atk
-If you hit an airborne target you will not do a chase run afterwards.

[] ??? (m) {sl}
qcf+Atk

 [] ??? (m) {sl}
 qcf+Atk

  [] ??? (m) {a/s}
  qcf+Atk
  -hitting an airborne target will send it farther than hitting a grounded 
   target, except:
  -Will launch target in the air every second time you land it.

***Musafar***
BASIC MOVES
     A   B   C 
  *------------*
ju| h.h  H   h
  |
js|  h   h   h
  |
sf|  m   m   m
  |
sc|  m  m,m  m
  |
 c|  l   l  l,l
  *------------*

up: sc.B
    sc.C
sw: sc.B
    c.C
as: sc.B
    c.C
>th> sc.B
     sc.C
     a.C
<th< a.B
-Musafar's sc.B/C will launch target in the air every second time you land it.
-The sc.C throw will set up target for another attack; it does not ground
 target on its own.

COMMAND MOVES
s.f+C while blocking (m) {a/s}
-Will launch target in the air every second time you land it.
s.df+C while blocking (l) {sw}

SPECIAL MOVES
[F] ??? (m) {sl}
s.b.f+Atk
-Will sweep an airborne or standing target, but not a crouching one.

[T] ??? (m) {a/s}
s.hcb+Atk
-Will send an airborne target flying farther than a grounded one.
-Every second hit with this move will send the target flying across the screen
 and will cause you to automatically run after towards the target.

[srk] ??? (H) {a/s}
c.d.u+Atk
-Will send an airborne target flying farther than a grounded one.
-Every second hit will send the target flying higher and farther.

[arc] ??? (m) {a/s}
s.270+Atk
-Sends target flying high and far.

[] ??? (#) {up,sl}
dash.d+A

[] ??? (m) {sw,sl}
dash.d+B
-Sends target flying high and far.

[] ??? (l) {a/s,sl}
dash.d+C

***Gunter***
BASIC MOVES
    A  B   C 
  *----------*
ju| h  h   h
  | I
js| h  h   h
  |
sf| m  m  H,m
  |
sc| m m,m m,m
  |
 c| l l,l  l
  *----------*

up: sf.C[1]
sw: sf.C[2]
    sc.C[2]
    c.C
as: sc.C[2]
    c.C
>th> sc.C
-Fully landing an sc.C twice will send the target flying across the screen and
 cause you to automatically start a run. (since the sc.C lasts for two hits, 
 you must land both hits twice to send the target flying).
-sc.C and will hit an airborne target slightly farther than a grounded one.

SPECIAL MOVES
[T] ??? (m3) {a/s}
s.b.f+Atk
-Will send an airborne target flying farther than a grounded one.
-Every second hit with this move will send the target flying across the screen
 and will cause you to automatically run after towards the target.

[arc] ??? (m) {a/s}
s.dp+Atk

[G] ??? (B) {sw>}
s.270+Atk

[G] ??? (B) {sw>}
s.270+ABC

[] ??? (m2/m3/m4) {a/s}
s.hcb+Atk

***Alvan***
BASIC MOVES
    A  B  C 
  *--------*
ju| h  h  h
  |       I
js| h  h  h
  |
sf| m  M  m
  | I
sc| m m,m m
  |
 c| l  l
  *--------*

up: ju.A
    sc.B[2]
sw: sc.C
    c.C
as: sc.C
    c.C
>th> sc.B
     sc.C
-sc.C and c.C will hit an airborne target slightly farther than a grounded one.
-sc.b/f+C will cause Alvan to drop to the floor unless you mash C, in which
 case the move becomes <th<.
-Running causes j.B, j.C, sf.B, sf.C, and sc.C to all electrocute target upon
 contact, giving them all {a/s}.

SPECIAL MOVES
[] ??? (m) {as}
ju.u+B

[] ??? (m) {a/s}
a/s.qcf+Atk
-Gains {sl} if done in air.

[] ??? (H) {a/s}
s.dp+Atk

[] ??? (#) {as}
s.d.u+Atk

[] ??? (m) {a/s}
s.hcf+Atk

[] ??? (m3) {a/s[3]}
s.ABC

SUPER MOVES
[] ??? (x) {x}
f,hcf+ABC
-Life bar must be flashing for this move to work
-Makes Alvan glow gold, and increases the damage he does.

***G.Done***
BASIC MOVES
    A B  C 
  *--------*
ju| h H  h
  | I I  I
js| h H  h
  |
sf| M H  m
  |
sc| m H m,H
  |
 c| l l  l
  *--------*

up: ju.B
    sf.B
sw: c.C
as: c.C
sl: c.C
th> sc.A
    sc.B
    sc.C
>th sc.A
    sc.C
<th sc.B
-You and the target must be *very* close (almost as close as possible) for the
 sc.B to work.

COMMAND MOVES
c.df+C (HB) {up,a/s}
-The 'HB' means that it is unblockable but will miss crouching targets.
-Will send a grounded target flying farther than an airborne one.

SPECIAL MOVES
[] ??? (m) {sl}
dashf.B

[] ??? (m) {sw,sl}
dashc.C
-Every hit with this move will send the target flying across the screen
 and will cause you to automatically run after towards the target.

[] ??? (l) {a/s,sl}
dashf.C

[] ??? (m) {a/s,sl}
dash.dp+Atk
-Will send an airborne target flying farther than a grounded one.

[] ??? (m) {as}
a.fqcd+Atk

[] ??? (h) {a/s}
a.qcf+Atk

[] ??? (h) {a/s}
a.dp+Atk

[div] ??? (m) {as}
a.hcf+Atk
-Sends target flying moderately far.

[] ??? (x) {sl}
s.qcf+Atk
-You are invincible during this move

***Juri***
BASIC MOVES
    A B   C 
  *----------*
ju| h h   h
  | I
js| h h h.h.h
  |
sf| H H   m
  |
sc| m m  m,m
  |
 c| l l l,l,l
  *----------*

up: ju.C
    js.C[1]
    sc.C[1]
sw: c.C
as: c.C
<th< a.C
     sc.C
-Fully landing an sc.C twice will send the target flying across the screen and
 cause you to automatically start a run. (since the sc.C lasts for two hits, 
 you must land both hits twice to send the target flying).
-Fully landing an dashf.A three times will send the target flying across the 
 screen and cause you to automatically start a run.

COMMAND MOVES
s.b+B (l,l) {x}

SPECIAL MOVES
[T] ??? () {sw}
s.f,hcf+ABC
-Sends target flying high and far.

[] ??? (m,M) {a/s,sl}
s.dp+Atk
-Sends an airborne target moderately far.
-Sends a grounded target high and far every second hit with this move. So if
 you fully land one move the target will be sent flying and if you land the
 first hit twice the target will be sent flying.

[] ??? (m,5m) {sw[5],as,sl}
s.qcf+Atk

[] ??? (m.H.#) {a/s,sl}
s.qcb+Atk
-Sends an airborne target moderately far.
-Every second hit on a grounded target with this move will send target flying
 high and far.

[] ??? (3?/4?/5?) {as,sw[3/4/5]}
a.hcf+Atk

***Yacopu***
BASIC MOVES
   A B C 
 *------*
j| h-h-h
 |
s| m-m-m
 | 
c| l-l-l
 *------*

sw: c.C
as: c.C
sl: c.Atk
-Crouching does not affect Yacopu's height; it is only there to produce
 different attacks.
-Hitting twice with s.B or s.C (or hitting once with each) will send the target
 flying across the screen and cause you to automatically start a run. This
 applies to dashing versions as well.

***Bonus***
BASIC MOVES
    A B C 
  *------*
ju| h-h-h
  |
js| h-h-h
  |
sf| m-m-m
  |
sc| m-m-m
  *------*

-Cannot run or backhop
-Cannot crouch
-Cannot block

SPECIAL MOVES
[F] ??? (m) {as,sw[C]}
s.qcf+Atk

***Felden***
BASIC MOVES
    A   B     C 
  *--------------*
ju| h ?.h.h   Hw
  | I
js| h---h-----h
  |
sf| m---m     *
  |
sc| H   *   H,H,m
  |
 c| *   l     l
  *--------------*

up: sc.C[1]
sw: c.C
<th< sc.B
>th> sc.C
-Felden's 'height' above the ground is constantly changing, making some attacks
 fluctuating in their height values.
-sf.C fluctuates between 'H' and 'm'
-sc.B fluctuates between '#,m' and 'H,m'
-c.A fluctuates between 'Hl'(will whiff crouching targets but will not be
 blocked if target is in standing block) and 'l'
-sc.C[3] will send the target flying across the screen and cause you to 
 automatically start a run.

COMMAND MOVES
a.db/d/df+C (h,h) {a/s}

SPECIAL MOVES
[] ??? (m) {a/s}
s.qcf+Atk

[F] ??? (m) {a/s}
a.qcf+Atk

[srk] ??? (m2,H,?/m2,H,?/m2,?,?) {a/s}
s.dp+Atk

[G] ??? (B) {sw>}
sc.hcf+Atk
-Will send the target flying across the screen and cause you to automatically
 start a run.

[] ??? (m) {sl}
dashf.C

***Rouwe***
BASIC MOVES
    A  B   C 
  *----------*
ju| h  h   h
  | I
js| h  h  h,h
  |
sf| m  m   m
  |
sc| m m,m  m
  |
 c| l  l   l
  *----------*

up: js.C[2]?
sw: c.C
as: c.C
>th> sc.B
>gb> sc.C
-sc.C will send a grounded target flying across the screen and cause you to
 automatically start a run.

COMMAND MOVES
c.df+C (Hl) {up,as}
-will whiff crouching targets but will not be blocked if target is in standing
 block.

SPECIAL MOVES
[] ??? (m,m) {as,sw[1]}
s.qcf+Atk

[srk] ??? (m,m,H) {as}
s.dp+Atk
-Every two hits with this move will send the target flying high and far. So
 landing two hits from one move or one hit twice will send the target flying.

[] ??? (H,m,H,m/H,m,m,H,m/H,m,m,m,H,m) {as}
s.qcb+Atk

[] ??? (m,m,m,m,m) {up[1],as[5]}
s.b/f+B
-The last hit will send a grounded target flying across the screen and cause
 you to automatically start a run.

[] ??? (m,m,m,m) {up[4],as[4]}
s.b/f+C
-The last hit will send a grounded target flying high and far.

**************************************************
FAQ CHANGES
12/8/06-12/13/06 Initial version

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