Fighter's Impact

Pretty sure no-one’s heard of this game. Its a older 3D fighter made by Taito for the FX-1B Arcade Board: http://www.system16.com/hardware.php?id=670&page=1#3306 and later ported (NTSC-J only) to the PSX. And even if you have, probably never seen it. Footage of it is almost nonexistant save for some quick stuff (no gameplay videos from what I see). Anyway, I decided to import it and finally got my PSX boot disc working so we can play. There’s no information on it from what I can see, besides a incredibly incomplete FAQ on Gamefaqs which tells little (although I admit it is funny). For those that want to join in the research and discovery for this game, its been available for Zinc and PSX emulator for awhile now. Unless Mame devs have updated, last time I checked arcade emulation supports the “A” revision but that’s okay since its the updated version anyways.

Anyway, since I imported the thing I got the instruction booklet with it and lo and behold, it has the movesets and system stuff all included. Thank goodness. I’m still in the beginning stages of studying this game and looks like me and my two co-horts will have to work from the ground-up as there’s been no play for this game.

This will start out mainly as a dumping ground for any random shit I discover so I can come back to it later. For now, however I do have the basic stuff. I’ll start listing the command lists, and then later move descriptions. That will probably be incomplete for awhile (move descriptions) as I will place priority on the characters I main before anyone else (as well as the ones my crew play). Anyway:

=== Basic Commands ===

Obviously, these are default commands (regarding the attack configuration)

  • Punch - Triangle Button

  • Kick - Circle

  • Special [Movement] - square

  • Throw - Special + Punch simultaneously

  • Dash - f,f

  • Jump - up / uf / ub

  • Run - f,f,f

  • Standing Guard - hold b when attacked

  • Crouching Guard - hold db when attacked

  • backdash - b,b

  • flip - uf/ub, then Special [Moevement]

  • Sidestep - up / down + Special [Movement]

  • Overhead attack - f+ Special [Movement]

  • Backstep - back + Special [Movement]

  • Down attack - d+P or K while opponent is floored

  • Wake-up - (after being downed) [Do nothing] Special, [attack] P or K

Notes:

  • The Special [Movement] button does nothing on its own.
  • In case of confusion with the sidestep and jumping, let me explain. Basically moving without holding the Special (Square) button makes your character control on a 2D plane. So holding up (no matter how you click it or tap it) for example, results in a jump. However holding up with the Special button results in a sidestep.
  • The block system is just like a typical 2D fighter (or Tekken if you will). Standing guard blocks highs and mid attacks. Crouching blocks lows but of course loses to mid attacks, which count as overhead.
  • The regular backdash (b,b) and backstep (back + Special movement) seem to fullfill the same purpose but have different animations and range. For example using Kaede, regular BD makes her backflip a short distance although somewhat slow. Backstep is faster, with her hopping back but for a shorter distance. So far this is all I see that differentiates the two.
  • The flip makes your character somersault in the air. If close enough you will be behind your opponent. Obviously this means you have an opportunity for punishment. However if not close enough, your character will still flip but your back will be exposed to the enemy. Use with caution.

=== Combo system ===
Fighter’s Impact has a unique combo system. You can do your character’s command moves in just about any order starting from just about anything (not all), but the key is only specific moves will actually combo, as some knockdown, some come out too slowly, etc. This also of course has the property of allowing you to do mix-ups and create your strings. Beware, though, link moves over your character’s max (at the start of the round you start with Zero slots and fill up as you perform strings, so do a 3 string and get three bars) and your character goes into a brief dizzy during which you are vulnerable.

=== Style Select System ===
Every character except for Yukiwo and the boss characters have three styles that substantially alter the way they play. There is a “main style” which is usually unique to each character, than two “sub styles” which many characters share (for example Kaede has substyle Tae Kwon do as well as Hornet). From looking at the movelist, if a character has a substyle and shares it with another character the movelists are identical but I believe you inherit some (if not all of your main character’s moves to it as well). The exception is if that style is the character’s main style (such as Sanson who’s main is Tae Kwon Do). I’m not fully learned on it yet and will update of course.

Alrighty, I’m going to document all the movelists in a separate excel/html document so I’ll just start listing combos and random shit at my leisure now.

Simple bnb with Kaede (Main style)

  • 6P, 6K (2-hit)

  • 6P, 2P, 3P, 4P, qcf+P (5-hit)

I’m looking for something to add on to the 4P or replace it since this combo isn’t really powerful at all…

EDIT: nevermind; just found my bread and butter. Pretty much most starters can be replaced with simply P or PP, which still count as valid combos and come out faster as well.

  • 6K, 2K, 3K (3-hit)

  • 6,6P ~ HCF+ P (2-hit)

  • 2P, 2K, 6P, qcf+P (4-hit)

  • P+K ~ P, anything

Silene (main style)

The more I experiment, the easier this gets. I’m beginning to figure out the different playstyles as well. For instance I found from Kaede’s Tae Kwon Do form that its based mostly on range, good lows/mixups. Not a ton of “true” combos though but landing just about any low nets you a free pounce attack.

bnb.

  • p,p,p,4+k,k (basic 5 hitter, doesn’t knock down)

  • 6K, 6P, 4+k,k (5 hits, good coming from a distance)

  • 2P, 2K, 6P, 6K, 4+K,K (5 hits) the 6K part tends to whiff unless this is done very close

Advanced bnb (drawn from exhibition combo vid shown [media=youtube]IbupdPt6Xbs&feature=related"[/media])

  • Kaede (Main Style) - 6S, (this appears to be a link) 6K, HCB+P, p, p, P+K, 2p, 2P+K, 236+P (missing some hits; that’s only 10 or 11 but close enough)

I’ll get the Silene one later (haven’t fully memorized her moveset yet; and I believe the SanSon one should work for anyone with Tae Kwon Do style.

Here’s a [media=youtube]aQtyDUEPRnc"[/media] I made tonight. Depending on how comfortable my co-horts in crime are with the system, match vids should be up next week.

[media=youtube]LuKZPRQetc8[/media]

Hey! I’ve been looking for the movelists for this forever. Any chance you can scan or upload them somehow?

@ Plexo_Tlipoca - could you list the notation of those combos?

putadshere, yes I have the movelists; what I want to do is list them in tables in a excel format but scanning would be faster and easier. I’ll see if my college has one so I get this done.

First of all, those combos only work against light characters (Kaede/Silene) and aren’t possible on the arcade version (it seems that all characters share the same weight= heavy).
I’ll try to explain the last combo of the video. You already know that you can chain almost all the moves into others, but there are a few that has fast recovery time and when you are jugglin your foe, it is possible to link a hit instead of chaining. That means that if you wait a little after done those moves, you can start a new string if you have enough time to do it, no matter what point of the string you are at.

Thus: last Silene combo, main style= 6S, 2P, 2K, P-P-P, 236+K, 6P, K, 6K, P+K, 214+P, 4K, 4P, 3P, [wait, P(link), 3P]x2, 6P, 4K, K, 6K, P+K, 41236+P, K.
The timing is tricky, specially for the last 3 hits.

Of course you can simplify all this and do this infinite: (234+K, P, 3P)xN. And that works for Sanson-Martial arts too (dunno if the same goes for Mark).

I have my personal movelists too, but i’ve never seen anything like that on the web for this game. Making a movelists would be a very good job.

I’m lookong forward to those matches!

One of the most difficult moves to learn is Kaede’s main style throw chain: S+P+K, HCF+PK, HCF+SP

Okay, sadly I had to shift attention of this game away because I’ve been focusing on other stuff but I’m getting back on it.

My college has no scanner where I can just copy all of the movelists direct to a comp so I will just have to write it all out. I’ll get back to updating and practicing right away. Also we actually recorded some matches the other day but I kept messing up my bnb so I threw them away; I’ll start another session asap.

If you can take a picture of the movelist on a digicam, I’ve got software that can scan and convert to text.

Finally. Three matches recorded today, here’s two of the links:

[media=youtube]bxLBitbbTO8[/media]

[media=youtube]OSSs_MoVBR0[/media]

Sorry this took so long. Because of that, I’m not quite satisfied but Ka may come tomorrow and we can record again. Some things I noticed:

  • The game is (obviously) emphasis on combos. However, its not as straightforward as say F:UC. You have to make sure your hitconfim is spot on and the usual fast attacks you start combos with aren’t usually the best for most situations (depending on character). You also have to make sure you don’t repeat the same normal in your combo counter…or you’ll get dizzied like Ka did.
  • Character normals are different; Kaede seems to be more of a defensive and responsive character for example due to her slow normals but good throws etc.