Fighters History Dynamite

From Super Fighting Wiki
Jump to navigation Jump to search
Fighter's History Dynamite
26647 front.jpg
Developer(s) Data East
Publisher(s) Data East
Release Date JP: March 17th, 1994

NA: April 28th, 1994


Fighter's History Dynamite (Also known as Karnov's Revenge) is a game created by the now-defunct company Data East. It is the second in the Fighter's History series (and the last that hit arcades), which famously drew the legal wrath of Capcom during the mid-90s. While the original Fighter's History was nothing special outside of its ripoff character designs and hilariously misquoted voices, Fighter's History Dynamite added two new characters and two playable bosses, as well as a complete re-tweaking of the engine to make it more combo-friendly. Although the game never achieved mainstream success, it maintains a bit of a cult following to this day.


This is a fairly simple game system wise. There are four buttons and you can block and backdash. Normal throws are a direction and a button press. The system may be simple, but don't be fooled! It's difficult to master.


  • Directional commands are listed assuming your character is facing right onscreen (1P side). B.png and F.png are reversed if you're facing the other direction.

Basic Controls

U.png - Jump

B.png - Retreat (guard during enemy attack)

D.png - Crouch

DB.png - Guard low (during enemy attack)

F.png - Advance

B.pngB.png Back Dash (repeatable)

A button - LP.png - Light Punch

B button - HP.png - Hard Punch

C button - LK.png - Light Kick

D button - HK.png - Hard Kick

Basic Mechanics

  • Any normal attack chains into any other normal attack on hit or block, including the same normal attack repeatedly. All normals also chain into any special attack, including command throws and they will execute if the character is within range.
  • Backdashes are all invincible for a bit. There are no forward dashes except for Zazie's command dash.
  • There is no damage scaling for normal attacks. Special moves, however, will scale if there are more than 2 in a combo (the 2nd and every subsequent one will do half of their base damage).
  • Throws cannot be escaped or softened. You can counter-mash to reduce hold damage.
  • There are no super attacks in this game. There are "secret" moves that require unusual inputs and typically are stronger attacks.

Walk Speeds

  • Very Fast: Ryoko
  • Fast: Yungmie
  • Average: Matlok, Clown, Ray, Mizoguchi, Jean, Feilin
  • Slow: Zazie, Samchay, Lee
  • Very Slow: Karnov
  • Slowest: Marstorius


Throws are performed by holding Back or Forward on the joystick when close to the opponent, and then pressing Hard Punch (some characters also have throws done with Hard Kick). Regular throws can not be softened or escaped in any way. As in the old SF2's, throws can be performed on reversal frame on wakeup if the opponent is close enough (throw range is fairly good in this game).

Clown and Samchay have "grab" throws in which you can do more damage during the grab by mashing the joystick/buttons. The opponent can also counter-mash and break out faster. Clown can do over 25% damage with enough mashing, giving him the best normal throw in the game.

Ray, Jean, and Ryoko have air throws. Air throws do slightly more damage than regular throws, but generally aren't seen too often in play.

Marstorius and Ryoko have special command throws. Unlike regular throws, their special throws can actually be buffered into off a regular attack, and will combo during hit stun if you're in range. Special throws have no whiff animation - if you buffer into a special throw off a blocked normal attack, you will instantly interrupt the animation of the previous normal attack with another normal attack (the button you just hit).


Dizzies work differently from most other games. Each character has a unique piece of clothing on their body, which is damaged when hit, indicated by the object flashing. Once the object takes three hits it will fall off and the character will become dizzy. You can only lose the item once per round, so there's no fear of multiple dizzies or redizzies. Clothing is positioned in different places depending on the character, so some characters (depending on their attacks) will have an easier time dizzying certain other characters.

After a character has been dizzied, any further attacks to that character's weak spot will deal 1.5x damage for the rest of the round. Doing a simple combo on a dizzied opponent consisting of attacks that hit their weak spot can result in huge damage.

Each character's weak point will be listed in their individual section.

Charge Moves

Charge time for the majority of charge-based special moves is very short - 40 frames, or two-thirds of a second. Some moves require more charge time, however. They are:

  • Ray's Thunder Dynamite Tackle (64 frames)
  • Marstorius' Dash Lariat (80 frames)
  • Marstorius' Kneel Kick (80 frames)
  • Jean's Rondato (64 frames)

"Charge buffering" exists in this game too. Instead of doing a move as just charge Back, Forward + button, you can instead do it as charge Back, Forward, Back + button. This allows you to immediately start charging immediately after the move is performed. You can also substitute the last press of Back with Down-Back as well. You can even charge immediately after a flash-kick type move by going Down, Up, Down + button, but you have to be fast!

Automatic Guard

After blocking an attack, you're automatically able to block every following attack automatically as long as you're still in the original blockstun. So you can hold Back to block a jumping attack, and if they do any low attacks afterward you can automatically block them even if you remain in high block. Once blockstun has ended, you must then block the next move in the correct direction.

Stand/Crouch Shifting

When in either blockstun or hitstun, it's possible to switch from a standing to crouching position (and vice versa) between hits of your opponent's combo or block string. You might think it would be better to always go into crouching position once you are being hit, as going into crouch could make some high attacks whiff. But there is a very important additional factor in play in this game - when you go into a crouching position, it changes the hitbox for your weak spot too. Attacks that might not have hit your weak spot when you were standing could very well register when you're crouching instead!

Example - if Ray does his Thunder Dynamite Tackle against a crouching Karnov, three hits will register on his weak point and dizzy him instantly! But, if Karnov remains standing, none of the hits will connect against his weak point and he will not be dizzied. It's very important to learn how your character's hitbox changes in crouch - don't assume it's always a good idea to hold Down-Back once a combo starts!


All characters in this game have the same amount of health. There is no damage bonus for counter hits, only the 1.5x modifier when a character's exposed weak point is hit.

There is a bit of scaling involved when a normal is chained into another normal, and the same happens when 2 special moves are done in the same combo: the second and all the subsequent special moves will be scaled.

When a character is down to a little less than 25% health (not the same time the music speeds up, but a little after that), all damage from normal attacks is reduced by 50%. Damage from special moves and throws are unaffected. This makes it harder to kill with a chain combo that isn't cancelled into a special move near the end of the round. Unfortunately there's no visual clue to see when you're taking reduced damage from normal attacks.

Super Moves

A popular misconception is that there are super moves in the game, which is not true. Some characters do have secret moves which can be performed at any time, but they're only considered secret in the sense that they did not show up on movelists distributed with the game. The secret moves tend to have input motions that aren't as "obvious" to discover as other moves.

Advanced Mechanics

Input Leniency (Buffering/Splitting)


Command Throw Canceling

As mentioned in the Throws section, command throws in FHD have the property of being bufferable from normal attacks. They also have no whiff animation: if the opponent blocks your normal (or gets hit by a sweep, which can never combo), the cancel into throw will not come out, and instead, the normal used for the command throw will.

You can keep doing this over and over to pressure the opponent. It's advisable to stick to doing the Light Punch version of command throws, as jabs are safe and have very little recovery.

Mastering this technique is essential if you want to play Marstorius or Ryoko at a high level.

Charge Splitting

Unlike games like Street Fighter, the input system in FHD is very lenient when it comes to the last motion of charge moves - Back, Forward + button moves can be finished with Down-Forward or Up-Forward, and Up, Down + button moves can be finished with Up-Back or Up-Forward.

As you can imagine, this trick can be useful for several charge characters. Let's say, you throw a sonic boom type move, and your opponent jumps forward; if you charged down-back and released the boom with down-forward, you will have kept down charge for your respective flash kick move, allowing you to hit them out of the air before they even reach you!

This technique is important for Clown, Jean, and especially Matlok, as it can give characters who have trouble navigating through fireballs a very tough time.

Hands Glitch

The hands glitch is a well known element in high level FHD play. It involves the instant version of Zazie and Jean's mash attacks. In essence, it makes these generally weak moves do massive damage in certain situations.

The two most well known ways to trigger glitch damage are:

  • Quickly cancelling normal moves into the instant version of hands (for example, stHP xx ABCD hands as either character).
  • Hitting with a specific frame of the hands move.

When fighting against Jean or Zazie, it's important to understand how to defend against this too. For example, against opponents who are crouching, Jean can loop his version of hands glitch by canceling a light normal into hands, walking in and repeating the process, which can drain an entire life bar in about 3 or 4 repetitions. For this reason, it's always advisable to not downback after being dizzied by Jean or after being caught in a combo, as he will drain your life instantly if your opponent's execution is on point. Minimizing the damage taken from hands could mean the difference between staying alive and losing the round.

P1/P2 Differences


Tier List

This is just an example tier list based on high level play, as it is virtually impossible for most players to agree on a unified list. Every character in this game is competitive and has something going for them, so unless you're playing at the absolute highest level, tier lists will never automatically determine the outcome of a match. In the end, take all tier lists you see for this game with a grain of salt.

S Karnov, Lee Diendo, Ray McDougal, Zazie Muhaba
A Jean Pierre
B Mizoguchi Makoto, Samchay Tomyamgun, Liu Yungmie
C Marstorius, Clown, Matlok Jade
D Kano Ryoko, Liu Feilin