Galaxy Fight (Galaxyfg) | |
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Developers |
SunSoft |
Publishers |
Sunsoft |
Systems |
Arcade |
NeoGeo JP:February 25, 1995 | |
NeoGeo CD JP:February 21st, 1995 | |
Playstation JP: May 3, 1996 EU: April 30, 1996 | |
Sega Saturn JP:November 22, 1995 NA:July 3, 1996 EU:1995 | |
Playstation Network JP: Match 28th, 2007 NA:December 14th, 2010 PAL:January 11, 2012 | |
Wii Virtual Console JP: March 23, 2010 US:February 28th, 2019 | |
Playstation 4 AS: April 6, 2017 NA:April 27,2017 | |
Xbox One WW:April 6,2017 | |
Online Play |
FightCade2 (PC) |
Player Resources | |
Community Channels |
Introduction
Galaxy Fight: Universal Warriors is a 2D fighting game originally released by Sunsoft in 1995. It features a neat pixel art style and a cast of 8 playable characters. The most immediately notable gameplay features are infinite stages (meaning no corners) and a bonkers Guard Cancel system, allowing you to execute dashes and specials while blocking. Galaxy Fight offers a 4 button scheme similar to other SNK games, but only 3 of them are used to attack, the 4 button is a taunt, it can be seem as the prequel to Waku Waku 7 but other than that and characters like Bonus Kun this 2 games are rather different, being Galaxy Fight a more old school aproach with no Super bar.
Game Mechanics
Buttons:
There are three normal attack buttons and a taunt button.
Throws:
- While close to an opponent,
or
+
/
/
button (depending on character; usually B or C).
- Throws are instant and have a startup of 1 frame.
- Throws have amazing range.
- If both players throw at the same time, the winner will be randomly selected.
- Some characters can also air-throw.
- Throwing an opponent reduces the stun that was built-up previously.
Blocking:
- During block stun or a block string, you can stop inputting a direction, and the game will automatically block high for you.
- The opponent can work around this by delaying their attacks or by hitting low.
Back Dash:
Forward Dash:
. The character will keep dashing until you stop.
- You can stop dashing by inputting
or by doing any attack. Doing a weak attack is a common way to stop dashing, as it keeps some of the dash momentum.
- Attacks done while dashing deal 50% more damage.
- Medium and Strong normal attacks while dashing deal chip damage.
- Some dash attacks may also cause a huge blowback to the opponent when hit, during which your character will automatically auto-chase. Some dash attacks need to hit multiple times for this to occur.
Cross Ups:
- Cross Ups are performed by inputting an attack or jump while dashing past your opponent. If performed correctly, your character will immediately perform the action while facing the opponent on the opposite side. If performed too early, your character will perform the attack, but face away from the opponent. The timing is strict, but Cross Ups are an important tool for certain characters.
- When performing a special attack during a Cross Up, you have to reverse the motion input. For example, Rolf's Cross-Up Rapid Crush requires him to do 236+A/B/C instead of 214+A/B/C.
- Cross Ups keep the properties of dashing attacks.
Dash Cancel:
- Dash Cancels are performed by inputting forward twice to cancel the recovery of a normal attack. Only certain normal attacks are dash cancellable.
Stop Cancel:
- Stop Cancels are performed by inputting back twice to cancel the recovery of a dashing normal attack. Any normal attack that is Special Cancellable during a dash is Stop Cancellable.
Guard Cancel:
- While blocking, you can Guard Cancel to either dashes OR a special move.
- Special moves lose their invincibility (if any) when Guard Cancelled to.
- Back Dashing while guarding is a good way to escape pressure.
Stuns:
There are three types of stun in the game. They are skull, bubble, and star stun. Each have different properties when landed.
- Skull Stun: A combo that sends the opponent in a tumble will result in a skull stun. Examples of a tumble include Kazuma's dashing close 5C, or Rolf's B/C Planet Breaker. The player can input any direction on the lower half of the control stick when they see their character tumbling to avoid being stunned when they get up. The only characters who CANNOT cancel Skull Stun are Roomi and Rolf.
- Bubble Stun: A combo that ends with bubble stun means that the next combo/launcher will not stun. Rapidly moving the control stick gets you out of bubble stun faster.
- Star Stun: Star stuns do not allow the opponent to reduce the stun in any way.
Other Mechanics
- All normal attacks that are special cancellable can also be cancelled to either forward or back dash. This can be used to extend combos, increase pressure, or to make attacks safe.
- All projectiles can be stopped by hitting them with a well-timed normal attack.
- You can cancel the recovery of 5A by inputting down. This is good for connecting 5A with stronger normal attacks.
- During the startup frames of a crouching block, you are vulnerable for a couple of frames. This means that opponent can hit you when going from neutral to crouch block.
To-Do Table
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