Fighting Layer: Difference between revisions

From SuperCombo Wiki
(Minor modernization to the main page for Fighting Layer. Will work on cleaning it up more in the future.)
Line 1: Line 1:
<div style="float: left; padding-bottom: 30px;">
<imagemap>
Image:Fgtlayer_logo.png
rect 0 0 328 123  [[Fighting Layer]]
desc none
</imagemap>
</div>
<div style="float: right;">
<imagemap>
Image:MvC3HeaderButtons.png
rect 6 6 266 46  [[Fighting_Layer#Game_Elements]]
rect 267 0 594 47 [[Fighting_Layer#Game_Elements]]
rect 6 48 265 82 [[Fighting_Layer#Characters]]
rect 266 48 594 84 [[Fighting_Layer#System_Info]]
rect 6 83 264 121 [[Fighting_Layer#Miscellaneous]]
rect 264 84 594 121 [[Fighting_Layer#Basic_Strategy]]
desc none
</imagemap>
</div>
<div style="clear: both;">
</div>
{| align="right"
| __TOC__
|}


{{Infobox Game
| gamename    = Fighting Layer
| image        = Fgtlayer_CoverArt.jpg
| version      =
| developer    = AKIRA
| publisher    = Namco
| system      = Arcade (Namco System 12) <br> December 1998
| resources    = [https://www.arika.co.jp/product/fl_hp/fl_index.html Offical AKIRA page]
| resources2  = [https://www.gamefaqs.com/arcade/574680-fighting-layer/faqs/50283 FAQ on movelists and tech.]
| resources3  = [https://www41.atwiki.jp/fightinglayer/ Japanese Atwiki]
}}


[[Image:Fgtlayer Logo1.png|center|logo]] <br>


== Introduction ==
== Introduction ==


Released in late 1998, Fighting Layer is a fully 3D fighting game with many elements (and even characters) to the Street Fighter EX series, which was also developed by Arika.
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.




Line 77: Line 62:
*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.
*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.
*cl. -The following move should be performed 'close' to the opponent in the standing position so that the close animation of the move activates.
== Characters ==
* [[Fighting Layer/Allen Snider|Allen Snider]]
* [[Fighting Layer/Blair Dame|Blair Dame]]
* [[Fighting Layer/Cappricio|Cappricio]]
* [[Fighting Layer/Exodus|Exodus]]
* [[Fighting Layer/George Jensent|George Jensent]]
* [[Fighting Layer/Hong Gillson|Hong Gillson]]
* [[Fighting Layer/Janis Luciani|Janis Luciani]]
* [[Fighting Layer/Jig Jid Bartol|Jig Jid Bartol]]
* [[Fighting Layer/Lan Yinghua|Lan Yinghua]]
* [[Fighting Layer/Shang Fenghuang|Shang Fenghuang]]
* [[Fighting Layer/Sessyu Tsukikage|Sessyu Tsukikage]]
* [[Fighting Layer/Tetsuo Kato|Tetsuo Kato]]
Hidden:
* [[Fighting Layer/Joe Fendi|Joe Fendi]]
* [[Fighting Layer/Clemence Keliber|Clemence Keliber]]
* [[Fighting Layer/Preston Ajax|Preston Ajax]]


==Terminology==
==Terminology==
Line 181: Line 145:




== Other Fighting Layer links ==
{{Navbox-Fgtlayer}}
 
[http://www.arika.co.jp/product/fl/index.html Official Arika Fighting Layer page (Japanese)]
 
[https://www.gamefaqs.com/arcade/574680-fighting-layer/faqs/50283 An excellent FAQ/Movelist with tech stuff]
 
[https://www41.atwiki.jp/fightinglayer/ Japanese Atwiki where the movelist and combos are traslated]
 
[[Category: Fighting Layer]]
[[Category: Fighting Layer]]

Revision as of 03:03, 13 March 2024

Fighting Layer
Fgtlayer CoverArt.jpg
Developers

AKIRA

Publishers

Namco

Systems

Arcade (Namco System 12)
December 1998

Player Resources

Offical AKIRA page

FAQ on movelists and tech.
Japanese Atwiki
logo


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.


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.

Terminology

  • Barrage Blow

Fighting Layer lingo for a super move.

  • Barrage Gauge

Fighting Layer lingo for the super meter.

  • Hard Attack

A universal overhead (must be blocked high). Can be charged. Staggers on hit.

  • Hard Reversal

When waking up, this performs an invincible attack at the cost of 1 super meter.

  • Super

Fighting Layer lingo for a... special move...

  • Super Illusion (Elusion?)

An invincible roll to the side which also gives you full super meter. May only be used once per game.


Game Elements

Fighting Layer consists of mainly 2d fighting game strategies but also has the 3d ability to move in and out of the screen.

Basic Elements

  • Life Meter

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.

  • Timer

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.

  • Barrage Gauge

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.

  • Super Illusion

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.


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.


Basic Strategy

Advanced Strategy

Fun Stuff

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Allen Snider
Blair Dame
Cappricio
Clemence Keliber
Exodus
George Jensent
Hong Gillson
Janis Luciani
Jig Jid Bartol
Joe Fendi
Lan Yinghua
Preston Ajax
Shang Fenghuang
Sessyu Tsukikage
Tetsuo Kato