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)
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Punch - Triangle Button
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Kick - Circle
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Special [Movement] - square
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Throw - Special + Punch simultaneously
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Dash - f,f
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Jump - up / uf / ub
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Run - f,f,f
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Standing Guard - hold b when attacked
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Crouching Guard - hold db when attacked
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backdash - b,b
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flip - uf/ub, then Special [Moevement]
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Sidestep - up / down + Special [Movement]
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Overhead attack - f+ Special [Movement]
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Backstep - back + Special [Movement]
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Down attack - d+P or K while opponent is floored
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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.