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- ISM/Groove/FX
- ---------------------------------------------------------------
- X-FX (Yellow, Up) Super Street Fighter II Turbo 0
- N-FX (Red, Left) Vampire Savior 10
- V-FX (Blue, Right) Street Fighter Alpha 3 V-ISM 20
- S-FX (Green, Down) No specific fighting game 30
- Hold Start to select the following FX's:
- P-FX (Pink, Down) Street Fighter III 40
- F-FX (Purple, Right) Street Fighter IV 50
- G-FX (Orange, Left) Garou: Mark of the Wolves 60
- M-FX (Aqua, Up) TMNT: Tournament Fighters 70
- var(33) Custom Combo active
- var(49) FX Selected
- ---------------------------------------------------------------
- X-FX
- -Damage Boost
- -Restricted to a specific super
- -1 Meter only
- -Can't Dash
- -Can't air block
- -No Trip Guard (can't block out of landing state)
- -Universal J.MP juggles
- -CPS-1 Chains (LK, LK+MP/HP, alternating between
- standing/crouching i.e. C.LK to S.HP)
- N-FX
- -Can chain multiple normals, but not multiple ones of the same
- chain into special moves unlike IK1 characters (and by
- extension, Vampire/Darkstalkers 1 characters). Works like
- Hunter Chains.
- -Most Supers are performed with half circle + 2 punches or
- kicks.
- -Can ES/EX moves
- -Some characters have access to their Command Throw only under
- N-FX.
- -Supers have no Super Pause
- V-FX
- -Can't use super moves (except Atelier Morphs)
- -Custom Combos (2 buttons of the same strength)
- -Can't Dash
- -Normals knock down airborne opponents out of their attacks.
- S-FX
- -Some characters run instead of just dashing.
- -Guard Cancel (1 meter), most of them have 13 invincibility
- frames.
- -Fall Recovery
- -Some characters can combo into their command throws.
- ---------------------------------------------------------------
- FX's added in Hyper Infight Kids:
- P-FX
- -Parry
- -Universal Overhead (MP+MK)
- -Can't air block
- -Can ES/EX Moves
- -Cancel Special Moves into Super Moves
- -Most normal throws are performed with LP+LK.
- F-FX
- -Focus Attack (MP+MK)
- -Focus Attack Dash Cancel
- -Can't air block
- -Can ES/EX Moves
- -Cancel Special Moves into Super Moves
- -Most normal throws are performed with LP+LK.
- G-FX
- -Just Defend (similar to Street Fighter III parrying)
- Gain a tiny bit of HP.
- -Feints: Partial attack animations that can be done by:
- Forward+LP+MP
- Down+LP+MP
- -Fall Recovery
- -Variable jump heights
- M-FX
- -Restricted to a specific super, which is performed with MP+MK
- -1 Meter only
- -Can't front dash (back dashes can still be used)
- -Can't air block
- -Supers have no Super Pause
- ---------------------------------------------------------------
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