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| | image = Fgtlayer_CoverArt.jpg | | | image = Fgtlayer_CoverArt.jpg |
| | version = | | | version = |
| | developer = AKIRA | | | developer = ARIKA |
| | publisher = Namco | | | publisher = Namco |
| | system = Arcade (Namco System 12) <br> December 1998 | | | system = Arcade (Namco System 12) <br> December 1998 |
| | resources = [https://www.arika.co.jp/product/fl_hp/fl_index.html Offical AKIRA page] | | | resources = [https://www.arika.co.jp/product/fl_hp/fl_index.html Offical ARIKA page] |
| | resources2 = [https://www.gamefaqs.com/arcade/574680-fighting-layer/faqs/50283 FAQ on movelists and tech.] | | | resources2 = [https://www.gamefaqs.com/arcade/574680-fighting-layer/faqs/50283 FAQ on movelists and tech.] |
| | resources3 = [https://www41.atwiki.jp/fightinglayer/ Japanese Atwiki] | | | resources3 = [https://www41.atwiki.jp/fightinglayer/ Japanese Atwiki] |
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| == Introduction == | | == Introduction == |
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| Fighting Layer is a 3D fighting game developed by AKIRA and published by Namco. The game only saw release in Japanese Arcades in late 1998. | | Fighting Layer is a 3D fighting game developed by ARIKA and published by Namco. The game only saw release in Japanese Arcades in late 1998. |
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| | | {{Content Box|header='''Calling all fighters!'''|content=[[File:lp.png|x64px|left]][[File:mp.png|x64px|left]] |
| ==Notation== | | See any information spots or formatting on the wiki that may be outdated, incorrect, not in English, or simply missing altogether? <br> |
| ===Joystick Notation===
| | <big><big>'''You can [[Special:CreateAccount|create an account]] to help edit this wiki! Any and all help is needed to document this excellent game!'''</big></big> |
| | | }} |
| *F - Forward - Tilt stick forward/towards the opponent. (X-axis)
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| *B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
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| *U - Up - Tilt stick upwards. (Y-axis)
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| *D - Down - Tilt stick downwards. (Y-axis)
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| *QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
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| *QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
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| *HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
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| *HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
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| *DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
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| X-axis functions can be used interchangeably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.
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| In addition to the letter notation, an Unicode arrow notation will be used. The symbols →, ↓, ← will be employed assuming your character is facing right, which is the initial position for the first player when a round starts. Thus, → will denote towards, ↓ denotes down, ← means back and ↑ means up. Finally, the symbols ↙, ↘, ↗ and ↖ will denote the diagonals. Unless stated otherwise, the player on the player 2 side will just reverse the commands left to right for similar results.
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| ===Six Button Notation===
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| *LP - light punch
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| *MP - medium punch
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| *HP - hard punch
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| *P - any punch
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| *PPP or 3P - all three punches simultaneously
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| *LK - light kick
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| *MK - medium kick
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| *HK - hard kick
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| *K = any kick
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| *KKK or 3K - all three kicks simultaneously
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| ===Descriptors===
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| ====Connectors====
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| *~ = Immediately after, e.g "MP~HP" means press Hard Punch IMMEDIATELY after Medium Punch.
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| ====State Modifiers====
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| *st. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. st.HP, perform a Hard Punch whilst standing.
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| *cr. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. cr.HP, perform a Hard Punch whilst crouching.
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| *j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j.HP, perform a Hard Punch whilst in the air.
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| *cl. -The following move should be performed 'close' to the opponent in the standing position so that the close animation of the move activates.
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| ==Terminology==
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| * Barrage Blow
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| Fighting Layer lingo for a super move.
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| * Barrage Gauge
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| Fighting Layer lingo for the super meter.
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| * Hard Attack
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| A universal overhead (must be blocked high). Can be charged. Staggers on hit.
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| * Hard Reversal
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| When waking up, this performs an invincible attack at the cost of 1 super meter.
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| * Super
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| Fighting Layer lingo for a... special move...
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| * Super Illusion (Elusion?)
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| An invincible roll to the side which also gives you full super meter. May only be used once per game.
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| ==Game Elements==
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| Fighting Layer consists of mainly 2d fighting game strategies but also has the 3d ability to move in and out of the screen.
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| ===Basic Elements===
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| * Life Meter
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| Life meters for both characters are displayed at the top of the screen. Once this is depleted through being hit, thrown, or taking block damage, the character with 0 life loses the round. Both characters may be reduced to 0 life at the same time, in which case the round is a draw.
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| * Timer
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| Fighting Layer is a timed game, and once time runs out the round is awarded to whichever character has more health. If health is even, the round is a draw.
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| * Barrage Gauge
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| What is commonly known as a super meter, the Barrage Gauge is displayed at the bottom of the screen. Up to 3 blocks of super can be stored, which may be used on Barrage Blows (supers) or Hard Reversals. The Barrage Gauge is filled through attacking and blocking moves.
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| * Super Illusion
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| A dragon icon just above the Barrage Gauge indicates whether a Super Illusion is available. The dragon is gold if so, or grey if not.
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| ===Universal Abilities===
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| * Basic Movement: Walk, Jump, and Crouch
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| * Forward and Back dashing
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| * 3d plane movement (in and out of screen)
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| * Blocking
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| * Normal Moves
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| * Special Moves (including Air specials)
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| * Super Moves
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| * Special -> Super cancelling
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| * Super -> Super cancelling
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| * Reversals / Meaty Attacks
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| * "EX" Reversals
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| * Throw and Throw Reversals
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| * Universal Overhead
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| * Counter Hits
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| * Hit Clash
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| * Super Illusion
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| ==System Info==
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| ===Damage===
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| Damage is somewhat random. Some moves can be mashed for more damage.
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| == Basic Strategy ==
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| == Advanced Strategy ==
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| == Fun Stuff ==
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| {{Navbox-Fgtlayer}} | | {{Navbox-Fgtlayer}} |
| [[Category: Fighting Layer]] | | [[Category: Fighting Layer]] |