SSSSSSSSs oOOOOOo NNNN NNNNN IIII CCCCCCCC SSSSSSSSSSSs OOOOOOOOOOO NNNNN NNNNN IIII CCCCCCCCCC SSSSSs SS OOOOOOOOOOOOOOO NNNNNN NNNNN IIII CCCCCCCCCC SSSSS OOOOOOO OOOOOO NNNNNNN NNNNN IIII CCCCCc Cc SSSSSS OOOOO OOOOO NNNNNNNN NNNNN IIII CCCCC SSSSSSSSS OOOO OOOO NNNNNNNNNNNNNN IIII CCCCC SSSSSSSSS OOOO OOOOO NNNNNNNNNNNNNN IIII CCCCC SSSSS OOOOOo OOOOOOO NNNNN NNNNNNNN IIII CCCCCc Cc SSs ssSSSS OOOOOOOOOOOOOOO NNNNN NNNNNNN IIII CCCCCCCCCC sSSSSSSSSSSS OOOOOOOOOOO NNNNN NNNNNN IIII CCCCCCCCCCC SsSSSSSSS oOOOOOo NNNNN NNNNN IIII CCCCCCCCC _____ _ _ _____ _____ _ ____ _ _ _____ _____ _____ _____ |_ _|| |_| || ___| | ___|| | / __| | |_| ||_ _|| ___|| __ \/ ___/ | | | _ || __| | __| | | | |_ \ | _ | | | | __| | _ /\___ \ |_| |_| |_||_____| |_| |_| \___ / |_| |_| |_| |_____||_| \_\/____/ __ _____ ______ _______ | '___ \ / __ \ / ___ \ | / \ || /__\ | | / \ | | | | || _____/ | | | | | | | || \____ | \___/ | |__| |__| \______/ \_______/ ============================================================================ I N F R E Q U E N T L Y A S K E D Q U E S T I O N S by Archit "ShadowSonic" N. Chakravarti ============================================================================ REVISION HISTORY ---------------- 4/9/2003 - Version 1.01 - INITIAL RELEASE Whee! Finally got this off the drawing board. This is the initial release of the Sonic the Fighters Neo IAQ, but it is quite possible there may be a few more revisions before the final version. 2/9/2003 - Version 1.0 Finally, the document is almost complete. I'm axing the voice samples section since it will take too long. Maybe I'll add it in later. Other than that, just minor editing and balance checks to be done before the final release! Changes made: - Voice Samples section deleted. - Finished up Extras section. - Changed Evade and Slide to High Dodge and Low Dodge. - Added normal throws for all characters. See below for how they work. - Changed a few descriptions here and there to make things more clear. 5/8/2003 - Version 0.9 The Intro/Winpose/Winquote section is done. Yay. I've also begun hunting down various errors in the document (like repeated move motions, and inadequate descriptions). Thanks to Penguin for pointing these out! Also, added a Music section to the Extras section. 9/7/2003 - Version 0.8a Started work on the Misc section. So far the Intro/Winpose/Winquotes section is complete. 8/7/2003 - Version 0.8 Mode information is now complete. In the home stretch now...just the Miscellaneous section is left to complete! Also, added some stuff to the story description, and changed the character synopses to better reflect their purposes in the game. 7/7/2003 - Version 0.7 Some balance changes: - AMY => Flower Dance now has a Level 3 version. - MIGHTY => Added Champion's Smash to his movelist. - BIG => Switched Big's Hyper and his Go Froggy! Super. Changed the name of the Hyper to "Froggy, come back!" Hyper is no longer escapable. - ESPIO => True Shining Fist now has a Level 3 version. - VECTOR => Changed the properties of the Groovy! attack. Mega Groovy! now has a Level 3 version. - VOID => Dark Wave no longer has to be done as a projectile is reflected. Removed Story mode from the list, but ending cutscenes and stuff will still be in Arcade mode. 6/7/2003 - Version 0.6 Made some changes to how super levels work. See the relevant section for details. Also, started adding the non-gameplay information, such as storyboards, winposes, intros and so on. This stuff could take a while... 2/7/2003 - Version 0.5a Some cosmetic changes to the movelists (added bigger headers). 29/6/2003 - Version 0.5 Movelists for new characters added: Rouge, Vector and Big are now in the game. As far as I know, no new characters will be added. 16 playable seems about enough :) 17/6/2003 - Version 0.4 Moved the winpose/intros to the Extras section of the IAQ. Added Strengths/ Weaknesses notes for all playable characters. Balance changes: - VOID => Gave him his Wheel of Doom followup from the Dark Wheel as well as a new Super, Dark Rain. - SONIC => Merged his Spin Attack and Hyper Spin Attack. Replaced the dual followups from the Grinding Kick with a new move, Sonic Treble. - TAILS => Sky Drill and Giga Drill now cause Tails to revert to his Normal Stance after being done. Added list of moves that are stance cancellable. - SHADOW => Removed the Spin Attack and Chaos Spike. - SUPER SONIC => Changed the Lightning Barrage to a "deadly rave" style super a la Rock from MOTW or Geese from KOF'96. 9/6/2003 - Version 0.3 All movelists are completed, and I have made the decision to axe Speed Chains from the game, seeing that the free cancelling in Hyperburst mode pretty much makes them redundant. Also added the organisation (finally). The Modes and Extras information will be added in the next update. Credits section added. Still a lot of gameplay tweaks to be added. Boss has been changed from Foxxus to Void from Sonic Shuffle. 5/5/2003 - Version 0.2a The IAQ has been spaced to fit in 76 spaces horizontally, and most uses of the "tab" key should be deleted. Thanks to Emmy for helping out with this as well as the below-mentioned balance changes! 1/5/2003 - Version 0.2 Lots of balance changes made to the characters whose movelists have been completed. - SONIC => Removed the Super Peel Out. - KNUCKLES => Removed the Burning Drive. - MIGHTY => Removed Champion's Counter, made Chaotix Charge non-chainable. The Ultimate Champion is no longer a Counter Hyper. - AMY => Added the Trip followup to her Piko Dash. Piko Upper can now reflect projectiles. - ESPIO => Removed Devil Slicer. Re-tweaked Daedalus Slasher. - CHAOS => Movelist was completed. No changes yet. - TIKAL => Sorrow Angel was removed. Angelic Beam can now be done in air. - METAL SONIC => Removed Metal Charge. Up for some more re-tweaking. - SHADOW => Made Warp Pressure vulnerable to projectiles. Will be changed in next version. Next update: Speed Chains, as well as Super Sonic, Hyper Shadow and Foxxus' movelists. 19/4/2003 - Version 0.1a Still no organisation, but Shadow's and Espio's movelists have been completed, and I've added some more detailed notes on Speed Chains and the basic control scheme. This is shaping up pretty well... 29/3/2003 - Version 0.1 No Table of Contents or any conceivable form of organisation yet. But I've got everything I want in the IAQ already, except for movelists. I'm also trying to figure out the position of Speed Chains in the gameplay. *********************************************************** TABLE OF CONTENTS *********************************************************** 1. INTRODUCTION - The Story - Game Introduction - Basic Terminology 2. GAMEPLAY - Basic Gameplay System - Universal Techniques - Individual Techniques - Chaining - Hyperburst Mode 3. CHARACTER MOVELISTS - Sonic the Hedgehog - Miles "Tails" Prower - Knuckles the Echidna - Amy Rose - Mighty the Armadillo - Tikal - Espio the Chameleon - Vector the Crocodile - Big the Cat - Shadow the Hedgehog - Rouge the Bat - Chaos Zero - Dr. Eggman - Metal Sonic - Super Sonic (Secret Character) - Hyper Shadow (Secret Character) - Void (Boss Character) 4. GAME MODES - Arcade Mode - Vs. Mode - Time Attack - Team Battle Mode - Survival Mode - Standard Survival - Blitz Survival - Practice Mode 5. MISCELLANEOUS - Intros, Winposes and Winquotes - Endings - Music - Stages - Extras 6. CREDITS *********************************************************** *********************************************************** ---------------------------------------------------------------------------- 1. INTRODUCTION ---------------------------------------------------------------------------- THE STORY ========= The time has come again for evil to rise and threaten the world. The time has come again for the forces of good to unite against those of evil. It is time for those forces to clash... The being Void, from the dream dimension of Maginaryworld, has emerged from his vortex of dreams to seek the power of the Chaos Emeralds. Having been thwarted in his quest for the Precioustones, he now surges forth to control the ultimate source of power in the waking world... But who said he wouldn't face opposition? Sonic and his friends - and some of his enemies - face their greatest challenge yet as they try to stop the ultimate evil from claiming the ultimate power. GAME INTRODUCTION ================= SONIC THE FIGHTERS NEO is a 2D fighting game based around characters created by Yuji Naka's Sonic Team in 1990. It plays like a traditional 2D fighter, but adds a few twists of its own. The focus of the game is on speed. The basic speed of the game is very similar to the King of Fighters series, but the game speed is dramatically increased through the use of various gameplay features such as Hyperburst Mode. The objective of the game is to reduce your opponent's life bar to zero, by using various attacking techniques such as normal, command, special, Super, and Hyper moves. A full description of game modes is given in Section 4. BASIC TERMINOLOGY ================= Here is a list of basic terminology that you will see in this document. Assuming your character is facing right: JOYSTICK/D-PAD DIRECTIONS (Top view) ub u uf uf - upward-forward b - backward \ | / u - upward df - downward-forward b --O-- f ub - upward-backward d - downward / | \ f - forward db - downward-backward db d df QCF - Move the joystick through d,df,f QCB - Move the joystick through d,db,b HCF - Move the joystick through b,db,d,df,f HCB - Move the joystick through f,df,d,db,b DP - Move the joystick through f,d,df RDP - Move the joystick through b,d,db 360 deg - Rotate the joystick in a full circle Charge x,y - Hold direction x for one second, then press in direction y +