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One player may compete against the computer, or two players may simultaneousy compete against each other. Each player has an 8-way joystick and 5 buttons.
The buttons on the arcade are laid out in a slightly different fashion for just this game:
The A and B buttons are light attacks while the C and D buttons are hard attacks. In general, light attacks are less powerful and faster, and hard attacks are more powerful but slower. The CH button (also known as button E) stands for Change Partner, and only figures in to team attacks, not to any one fighter's individual moves.
The joystick works intuitively in that pressing left will generally move your character left, and pressing right will generally move your character right. But it is more important to think in terms of relative direction.
For this reason, all instructions are given with respect to forward and backward since the left and right directions change purpose when your character switches directions.
The following directions assume that your character is facing right, the starting direction of every fight for player one, who begins on the left side:
This section assumes you understand the basics of most fighting games. Please see other examples such as the rules for The King of Fighters.
| Boss | Wins | D-Assaults | Bonus | Continues | Health |
|---|---|---|---|---|---|
| Goodman | 8 | at least 6 that connect | none | none | team health above 50% |
| King Leo | 6 | none | 1 | no more than 1 | none |
| NEO-DIO | 6 | at least 4 that connect | 2 | none | none |
| Mizuchi | If you fail to meet any of the above requirement combinations. | ||||
Throughout each battle, only one fighter from each team may actively battle against an opponent. By pressing the CH button, your team will switch combatants, the current fighter leaves the screen and is replaced by a team member as long as he or she is not stunned from an attack. Tagging characters are invincible while their feet are off the ground.
When a fighter takes damage, the two portions of the health meter decreases separately. The green portion of the health meter indicates a fighter's current health. The red portion decreases slightly slower, and indicates the maximum amount of health the fighter may heal while outside of the fight. Once a fighter is fully off-screen, they will begin to regain a small portion of his or her health over a period of time, up to the limit set by the red portion of the bar (i.e. the green portion will never exceed the red portion). Even if that fighter returns to play, all remaining unhealed red portion of his life remains available for healing.
If you press the CH button while blocking, your current fighter will counterattack with a knockdown attack that does no damage, then switch out. The move requires level of super meter. Your fighter is invincible while flashing white during the attack, but your incoming partner is vulnerable to attacks. This move can be done anywhere as long as you're blocking. You do not need the "D-Assault OK" message on-screen to use the Guard Cancel Tag Attack, but keep in mind if the move hits, your opponent will get half of a super meter added to their gauge. In a 2-player match, if one character was already KOed, the Guard Cancel Tag Attack will only have your remaining fighter performing the knockdown attack, since there's no partner to tag with.
A Double Assault allows both members of your team to launch an attack on your opponent. To perform a Double Assault, enter
+CH. It does not switch characters, it does not require stock, and can be chained into. The move does little damage, but it reduces the amount of health your opponent can heal (indicated by the red areas at the lifebar). Upon connecting with the D-Assault, the screen background will turn blue. After the move ends, the screen resets to the center even if the move was done in the corner. The D-Assault ends with the hit character being sent flying across the opposite end of the screen. You may only use the Double Assault when the message "D-Assault OK" appears above your stock gauges. The message will reappear again after a short while if you didn't use anything involving the CH button. A Double Assault can hit jumping or juggled opponents, but it has almost no priority, and can be defeated by just about any other attack. Upon a successful D-Assault, your partner's lifebar will flash red for some time, which allows them to do more damage. Normal attacks will do block damage, and blocked attacks reduce opponent's guard meter more. This is known as Hyper Charge mode. The Hyper Charge mode lasts until your "D-Assault OK" message reappears, regardless of whether you switched characters or not. A Double Assault will miss if you tried to combo a normal attack against a jumping/mid-air opponent, even if on a Counter hit. Certain team combinations have access to special D-Assaults.
All fighters can dash toward or away from their opponent. To perform a dash, tap the joystick twice in the direction you would like to dash (forward or backward). Your character will then perform a run or hopping animation and move quickly in that direction. You may also attack while you are in the process of dashing. This will cause you to execute an attack while you continue to move. You may also jump forward while dashing forward for an extended jump. If you hold the joystick forward after dashing forward, your character will break into a run.
Fighters can perform two different kind of jumps. They can jump as fighters normally do by pressing the joystick up for straight jumps, and up and to the right or left for diagonal leaps. However, if you quickly move the joystick down and up, your character will jump higher than average.
Press
+
to execute a Tectical Step. This will cause your character to dodge, then dash forward. During a frontstep, your character is fully invincible (even throws will miss) while flashing white, and for about half the dash animation. They become vulnerable as they stop. Tactical Step's cost one half of a single super meter gauge. Unlike KOF's recovery roll, you may cancel your frontstep into an attack, but doing so will end your invincibility. Likewise, you may cancel an attack into a Tactical Step, but doing so will cost a full super meter gauge. If you press
+
after being knocked down, you execute a Fallbreaker. If you do, you will get up quicker and roll away from your opponent.
Moves with autoguard can block incoming attacks during certain frames of their animation. Autoguard can block normally unblockable attacks, so long as they are physical or projectile attacks and not throws. Certain moves have autoguard in a specific area only, such as Ryo's Joudan/Gedan Uke moves (his arm) while some moves have full body autoguard (Ryo's Buryoko Ranbu). You will still take blocking damage from autoguarding special moves, but being able to hit opponent while they're vulnerable makes it worthwhile. Autoguarding does not lower your Guard Meter, but note that while you can autoguard moves that do multiple hits, the autoguard frames may end before it's finished blocking the entire attack, so you may end up taking the remaining hits.
Certain moves result in a property known as Critical Wite. Moves with Critical Wire property will cause an opponent to rebound off the wall and leave them open to juggles. Guard Crush happens when a character blocks too much until their Guard Meter is depleted; the character will be stunned for a moment when they block. Upon being Guard Crushed, that character's Guard Meter will be refilled.
All fighters can perform Taunts by pressing the Start button. (This is changed to
on the PlayStation 2.) When taunting, a fighter performs a typically humorous animation, during which time, they are completely vulnerable. Taunting will increase your super meter gauge slightly.