Fighting Layer: Difference between revisions

From SuperCombo Wiki
m (Company's name wasn't spelled correctly, was spelled AKIRA and not ARIKA. Why is this still a mistake people make)
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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 ==


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.





Revision as of 03:20, 15 July 2024

Fighting Layer
Fgtlayer CoverArt.jpg
Developers

ARIKA

Publishers

Namco

Systems

Arcade (Namco System 12)
December 1998

Player Resources

Offical ARIKA page

FAQ on movelists and tech.
Japanese Atwiki
logo


Introduction

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.


Notation

Joystick Notation

  • F - Forward - Tilt stick forward/towards the opponent. (X-axis)
  • B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
  • U - Up - Tilt stick upwards. (Y-axis)
  • D - Down - Tilt stick downwards. (Y-axis)
  • QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
  • QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
  • HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
  • HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
  • DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.

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.

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.

Six Button Notation

  • LP - light punch
  • MP - medium punch
  • HP - hard punch
  • P - any punch
  • PPP or 3P - all three punches simultaneously
  • LK - light kick
  • MK - medium kick
  • HK - hard kick
  • K = any kick
  • KKK or 3K - all three kicks simultaneously

Descriptors

Connectors

  • ~ = Immediately after, e.g "MP~HP" means press Hard Punch IMMEDIATELY after Medium Punch.

State Modifiers

  • 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.
  • 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.
  • 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.
  • cl. -The following move should be performed 'close' to the opponent in the standing position so that the close animation of the move activates.

Game Mechanics

Universal Abilities

  • Basic Movement: Walk, Jump, and Crouch
  • Forward and Back dashing
  • 3d plane movement (in and out of screen)
  • Blocking
  • Normal Moves
  • Special Moves (including Air specials)
  • Super Moves
  • Special -> Super cancelling
  • Super -> Super cancelling
  • Reversals / Meaty Attacks
  • "EX" Reversals
  • Throw and Throw Reversals
  • Universal Overhead
  • Counter Hits
  • Hit Clash
  • Super Illusion

System Info

Damage

Damage is somewhat random. Some moves can be mashed for more damage.

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Versions
Misc
Characters
Allen Snider
Blair Dame
Cappricio
Clemence Kleiber
Exodus
George Jensent
Hong Gillson
Janis Luciani
Jigjid Bartol
Joe Fendi
Lan Yinghua
Preston Ajax
Shang Fenghuang
Sessyu Tsukikage
Tetsuo Kato
Boss Characters
Vold Ignitio
Knight
Shark
Falcon
Tiger