/| / `. / | / , | / .. `. / .... | ____---- / ..... | ____---- / / ....... `____---- ...... =__________ _______________________/___........______________________| | / ____ ____ ___ _ \.....| ____ _____ _ _ _______ | | | _ \ | _ | / _ \ | | |,....| | _ \ | _ || || || _ _ | | < | | | || | ||| | | || | |,,...| | | | || | | || || ||| | | || | | | |_| || |_ | |_| || | |,,,..| | |_| || | | || || | | | ____| __/ | ( | _| | _ || | \_,,,.| | _ ( | | | || || | | | / | | |\ \| | | | | || | \,,.| | | | || | | || || | | | | | | | | || |_||| | | || |_|| |,,,| | |_| || |_| || \/ | | | | | |_| |_||____||_| |_||____| |,,./ |____/ |_____| \__/ |_| | `_________ __ __ ___ __ |,,> __ __ /\______/ \ |__ |__| | |__| | |_/ |__ | | |__| \ / | TM | | | | | | | |__ | |__| | \ | _< |____ ..... ___________ ... _____________/ | .... __/ \__ .. \ | ,. / \___ \ | ,---' \__\ |___/ |/ REAL BOUT FATAL FURY FAQ version: 3.2 rel.6 Created: 27th February 1996 Last Updated: 14th December 1996 Copyright (c) 1996, Mark O'Neill (* FLEA *) <This email address is being protected from spambots. You need JavaScript enabled to view it.> or <This email address is being protected from spambots. You need JavaScript enabled to view it.> This Document may be freely copied, distributed or used in any way provided proper credit is given to it's author. ------=| CONTENTS |=---------------------------------------------------------- 1) Introduction 2) Game Details Rules Stage Features On Screen Info Ranking Misc Home/Arcade Version Endings 3) Basic Movement/Controls Oversway Oversway Attacks Dodge Attacks Guard Cancel Notes on Blocking When Getting Up; Recovery Attacks Pursue Attacks Combination Attacks Ultra Deadly Attack Hidden Power Attack 4) Power Guage 5) Stage Descriptions 6) Combo's 7) Individual Character Details Terry Bogard Andy Bogard Kim Kap Whan Duck King Joe Higashi Mai Shiranui Sokaku Mochizuki Bob Wilson Hon Fu Blue Mary Franco Bash Ryuji Yamazaki Jin ChonShu Jin ChonRei Billy Kane Geese Howard 8) Strategy Section [T.B.D. for next version (rel. 5 onwards)] Against Human Opponents Against Computer Opponents 9) Credits/Thanks 10) Version History 11) Post sites for this FAQ ------=| INTRODUCTION |=------------------------------------------------------ Welcome all NeoGeo/Beat'em up fans! The latest in the SNK Fatal Fury series sees Geese Howard in possession of the Secret Scrolls, who wants rid of them as he sees them as useless. He now makes arrangements for the latest King Of Fighter's tournament, and seeks to rule again. This is the BEST Fatal Fury game by far. The special moves are easier, combo's are more varied and adaptable, more features are included....and it is simply great fun to play (that's what a game is all about, after all). This FAQ is based upon the PAL CD version of the game (which I own). There may be slight differences between this and the arcade version, but only in terms of in-game options and settings. ------=| GAME DETAILS |=------------------------------------------------------ RULES : As is unique to the recent Fatal Fury series, the action is fought on 3 planes of existence (background, middle and foreground), the middle plane being the normal plane to fight in. Rounds consist of 'best of 3' rules (as standard). An extra round (with less time) will be fought if no winner is found after 3 rounds. The energy bar for each character is now similar in function to Killer Instinct, where two energy bars are 'overlaid' on each other. The top bar is the Yellow bar, which when depleted gives way to a Red bar, which will flash when it reaches around 90-95 percent. It is worth noting here that while two energy bars may seem excessive, a single Power Special Move can drain the entire Yellow energy bar and a small chunk of the Reb bar! Character portraits also change when the energy bar changes from yellow to red. For a 1 player game, 'King of Fighters' rules apply, where the player must defeat 3 opponents (still best of 3 rounds each) before moving onto the next stage, until after 4 stages (12 fights) Geese Howard is to be fought. After initially selecting your own player in a one player game, you then pick the first opponent to fight against (who heads the first 3 opponents). The order of the characters after selecting the first one is as follows (starting with Terry); Terry - Duck King - Chonshu - Blue Mary - Joe - Sokaku - Andy - Bob -> <- Mai - Franco - Kim - Chonrei - Hon Fu - (back to Terry) Ryuji Yamazaki and Billy Kane will be amongst the last 3 fighters of the 4th stage before meeting Geese Howard. STAGE FEATURES : There are 5 stage areas in the game, 4 of which are Match stages which have obstacles/hazards at each end, and can be weakened/smashed as detailed below. Refer to Stage Description section for further stage details/descriptions. As well the ability to knock an opponent 'out of the screen' at the end of a match, the game now also features the 'Ring Out' feature as used in the Virtua Fighter series. When the obstacles at either side of the stage are broken, they remain broken/missing for the next round(s). If both players Ring Out, the first one to do so is the loser of the round. It is also possible to 'teeter' on the edge of the screen (as if the character is about to fall). If the obstacle has been broken your character CANNOT be pushed off whilst you are blocking an attack from your opponent. You can only Ring Out if you jump/walk off, or do not block your opponents attack. The stage obstacles have durability values of 11 (at which point they will break). When hit by attacks the durability will decrease at the rate of the following:- If attacks are guarded by the opponent: Deadly Attacks 1 Ultra Deadly Attacks 2 (S.Power) Hidden Power Attacks 2 (P.Power) If attack(s) hit the opponent: Deadly Attacks 2 Ultra Deadly Attacks 5 (S.Power) Hidden Power Attacks 5 (P.Power) When the damage is more than 10, it'll be broken. The fifth stage is Geese Tower, where Geese Howard is fought. There are no obstacles on this stage. ON SCREEN INFO : For the first time in a Fatal Fury game, combos are rewarded with a showing of the number of hits inflicted on the opponent and the type of move used. Another first for Fatal Fury is the addition of a fighter's Power Gauge (see section below for details). A Perfect round is now rewarded with a different win pose for your character. (? - I think only Mai does this). There is also now free-flowing blood in the game, which is a welcome (but an unusual) addition to the Fatal Fury series. RANKING : As in Fatal Fury 3, rounds are graded for the player depending upon their performance (in terms of combo's, speed, skill etc). Each round is graded as follows:- score| -9000 | -8000 | -7000 | -6000 | -5000 | -4000 | -3000 | 3000- | | | | | | | | time | | | | | | | | --------+-------+-------+-------+-------+-------+-------+-------+-------- - 6 | SSS | SSS | SS | SS | S | S | S | AAA - 10 | SSS | SS | SS | S | S | S | AAA | AA - 15 | SS | SS | S | S | S | AAA | AA | AA - 20 | SS | S | S | S | AAA | AA | AA | A - 25 | S | S | S | AAA | AA | AA | A | A - 30 | S | S | AAA | AA | AA | A | A | B - 35 | AAA | AA | AA | A | A | B | B | C - 40 | AA | A | A | B | B | C | C | C - 45 | A | B | B | C | C | C | C | C 46- | B | C | C | C | C | C | C | C time up | C | C | C | C | C | C | C | C These grades receive marks as follows: SSS - 41 SS - 33 S - 25 AAA - 17 AA - 12 A - 9 B - 9 C - 5 At the end of the game, these marks are summed up and you will be awarded a Fighter Grade as follows: Holy Fighter - 850 Genius Fighter 849 - 650 Master Fighter 649 - 442 Ace Fighter 441 - 351 Hope Fighter 350 - 221 Average Fighter 220 - 156 Trainee Fighter 155 - 117 Beginner Fighter 117 - MISC : 'Fake' moves (the start animation of a Special Move) are easier to perform now, requiring only a direction and button press of AB for a Special Move, or BC for a Power Special move. The fakes are shown in each character's move section with their normal moves. One of 2 colours can be selected for each character, using either A or D buttons when selecting a character. The A button is the normal colour, the D button is the alternative colour. Music and returning characters from Fatal Fury 3 remain largely unchanged (Bob Wilson's music has been re-mixed - it is better IMO). You gotta love Duck King's music! HOME/ARCADE VERSION : The arcade version has an option to allow 2 players to play for a single credit, although the game will end after the match has been won. (I have never seen the arcade version, so I don't know this for sure). ENDINGS : The endings (on my CD version) consist of cut scenes shown whilst the credits roll. There is an additional ending sequence if the game is completed with Terry or Andy. Like in Fatal Fury 3, certain characters will interact a little with others at the start of a battle (e.g: Terry meeting Geese). ------=| BASIC MOVEMENT/CONTROLS |=------------------------------------------- /=================< B A S I C C O N T R O L S >==================\ | | | (jump) | | A - Punch B - Kick | | UB U UF | | O O O C - Powerful attack | | \ | / | | (mid/ guard) B O- n -O F D - Oversway to Background/Foreground | | high / | \ (foreground if crouching) | | O O O -Hits opponent who is overswaying | | DB D DF -Roll to Background/Foreground | | (low guard) (crawl) when getting up | | (crouch) -Turn in the air | | | |--------------------------------------------------------------------| | | | Turn in air : Press and hold D whilst in the air to turn your | | character around to face the other way. Can also | | press an attack button whilst holding the D button | | | | Taunts : Press C when at distance from opponent | | (can be cancelled at any time) | | | | Holds/Throws : O- or -O + C button (or variations of) | | Some characters can also Air Throw | | | | Low Jump : Tap Jump direction | | | | High Jump : Hold Jump direction | | | | Crawl : Crawl forward (offensive crouch, Hold \ ) | | O | | Air Defense : O- in the air whilst being attacked | | (works against normal moves & projectiles) | | | | Jump Back : O- O- (also dodge projectiles) | | | | Forward Dash : -O -O (can also dash-jump for longer/higher jump) | | | \====================================================================/ OVERSWAY : Battles are usually fought in the middle plane. The mechanics of the 3 planes are given below. When your character is in either the background or foreground, they may only move forwards/backwards, dash or return to the middle plane (either by attacking or not). OVERSWAY ATTACKS : If you are in the middle plane and your opponent is in the background or foreground, you can do the following: - press D to hit them high & bring them back to the middle plane. - press | + D to hit them low & bring them back to the middle plane. O If you are in another plane and your opponent is in the middle plane, you can: - press A or B to hit them and return yourself to the middle plane. - press C to hit them into the opposite plane whilst you return to the middle plane. NOTE: Joe Higashi and Hon Fu will knock the opponent down without knocking them into the opposite plane. It is possible to use normal moves, combo's or Special moves to thrust an opponent into the background or foreground, and it is also possible to air juggle the opponent during this with some characters (if you have ever played against Franco Bash, you'll know about it!) DODGE ATTACKS : Similar to the system used in FF3. Immediately press -O + A when blocking an opponent's attack. I'm not sure if all character's can do this, I can only ever seem to do it with Geese. GUARD CANCEL : During an attack, all characters can use powerful 'Guard Cancel' techniques to break the enemy guard (like DarkStalkers II Guard Reversals). The Guard Cancel move can ONLY be done when the Power Guage is flashing. All characters have at least 1 of their special moves which can be used as a Guard Cancel. To perform a GC, whilst blocking an attack, perform the specific Special Move (shown in each characters section), which should result in a Guard Cancel Bonus and a trail of shadows being left whilst the move is performed. The move has to be performed immediately after blocking an attack. NOTES ON BLOCKING : Once you have started blocking an opponents attack (combo or special moves), you do not have to keep holding the joystick in the block position. The game has what I call 'Semi-Automatic' blocking, where your character will successfully block the remainder of the attacks if you blocked the first hit. This of course makes Guard Cancel Attacks a little easier to perform! WHEN GETTING UP; RECOVERY ATTACKS : Some characters can perform a special kind of attack whilst they are getting up off the ground (after being thrown/combo'd etc). When executing the move, before standing, your character will perform their attack on an unsuspecting hovering opponent! Details for the moves or variations for each character are given in their own section. All characters can also escape to the Background or Foreground by using the D button when getting up (roll away). Most characters will roll to the background, others that roll to the foreground are noted as so in their moves section. PURSUE ATTACKS : Some characters can perform follow-up attacks on an opponent who has been knocked down by a combo, throw or Special Move (combo's make the opponent stay down slightly longer than for a throw). Details for the moves or variations for each character are given in their moves section. COMBINATION ATTACKS : Just like in Fatal Fury 3. Pressing a series of buttons (sometimes with joystick direction) will perform cool looking chain-like combos, only the system is much better now. See each characters section for details, and the Combo Section below. ULTRA DEADLY ATTACK (S.POWER) : Known as the S.POWER move. Only possible when your character's energy bar is flashing OR the Power gauge is full or flashing. (Can also be done if both are flashing instead of the P.POWER move). These moves are based on Fatal Fury 3's ChoHissatsuWaza (supermoves). HIDDEN POWER ATTACK (P.POWER) : Known as the P.POWER move. Only possible when your character's energy bar is flashing AND the Power gauge is full or flashing. These moves are based on Fatal Fury 3's Cho-ChoHissatsuWaza (super-super moves), although they are much easier to perform now. ------=| POWER GAUGE |=------------------------------------------------------- Each character has at the bottom of the screen a bar which fills up when your character attacks the opponent (special or normal moves, blocked or not). When the bar becomes full, it flashes and displays above the gauge:- S.POWER 'GO!' or P.POWER and 'GO!' At this point, your character now has the following abilities (Power Specials); S.POWER - Ultra Deadly Attack ability, Guard Cancel powers (Power gauge OR/(AND) energy bar flashing) or P.POWER - Hidden Power Attack ability, Guard Cancel powers (Power gauge AND energy bar flashing) The bar will only go down when you have used the move successfully hitting the opponent or not). Partly charged gauges are carried over to the next round. If the move is not used, the gauge will begin to drain slowly. During this time the move will still be available until the bar is empty (only if bar is still flashing). NOTE: The Power Gauge will not be drained if an S.POWER move is used when a P.POWER move is available. ------=| STAGE DESCRIPTIONS |=------------------------------------------------ 1) SOUND BEACH Obstacles include frameworks of wood and old tires. If either side gives way, a Ring Out will occur with a player falling into the water. On the very far left is a neon sign which if broken will electrocute the unfortunate victim who touches it. On the very far right, the wooden structure will break and collapse if a character hits it. 2) WEST SUBWAY The obstacles here are the spectators of people watching the fight at both ends. If either side gives way, a Ring Out will occur with a player falling onto the train tracks or stumbling into a train which will subsequently depart! It is also possible to land on-top of the train, or in-front of it. 3) EAST-SIDE PARK The obstacle on the right is an elevator, which will give a ride to any un-willing passenger! It is also possible to be thrown/knocked into the elevator from above the elevator door (try using Yamazaki's 'Guillotine' move). On the left is a directory board which will give way to a sunken area, out of sight. 4) SOUTHTOWN BRIDGE Located in the Dockyards. On the right is some scaffolding which when broken will spark with electricity. On the left is a pile of wooden boxes which when broken will allow a player to fall into the water or to stumble into the hold of the docked ship which is about to depart. 5) GEESE TOWER The only place to fight Geese Howard in a 1 player match. The lighting will change for the second round. The music and lighting will change if there is a third round. Special Note:- this stage will continually 'wrap-around' i.e; there are no walls/obstacles to the left or right. ------=| COMBO'S |=----------------------------------------------------------- The combo system is similar to the one used in Fatal Fury 3, but it is now much more adaptable. Instead of only being able to execute set combo's, a combo can now be adapted to make a variation by the position of the joystick during any part of the combo (see example, below). Most combo's have variations, but not all. Special Moves and Power Specials can also be used in combo's with devasting effects! The combo's for each character have been greatly revised since version 2.0 of the FAQ. The linking moves/button presses to create a combo are shown as a map of all possible combinations of button presses (with joystick direction if applicable). Each sucessive move choice is shown branched off from the last previous button press (reading from left to right). Some combo's can started with a dash forward. Terry's ACCC combo can ONLY be started this way. I have deliberately not included combo's comprising of jump-in attacks or Special Moves. For a more detailed insight into the combo system and combo's combined with jump attacks and special moves, refer to the Real Bout Combo Fury FAQ, by the Barberman! (see Credits section). If a button in the combo map has * after it, that indicates that at the end of the combo (or if that button is in a sequence) the button following press can be interupted with another move, e.g: a Special attack. For example, Terry's dash combo is:- (dash) A --> C --> C --> C* --> C A cool combo would be:- (dash) A --> C --> C --> C --> -O | \ + B Power Dunk interupts the O O final button press. ------=| INDIVIDUAL CHARACTER DETAILS |=-------------------------------------- Move notes; (close) - the move must be executed when next/close to an opponent (i.e: within throwing range). [Bg] - move knocks opponent into Background plane. [Fg] - move knocks opponent into Foreground plane. (gc) - move can be used for a Guard Cancel move. {} - moves shown in {} are Fake Moves. I have called Special Moves 'Deadly Attacks' in the move lists (it's what the manual called them). I also like the sound of it - it kind of makes the moves sound more 'menacing'. All moves shown are for characters facing to the right. For the combo sections; dn refers to any joystick direction of / or | or \ O O O d refers to | only O db or df refers to / or \ respectively O O +================+ | TERRY BOGARD | /===< HOLDS/THROWS >========+================+=============================\ | | | Buster Throw: -O + C | | or O- + C | | | +===< MISC >========================+======================================+ | | | | UpperCut: / + A | Recovery Attack: none | | O | | | | Pursue Attack: none | | Spinning Kick: -O + B [Bg]| | | | | | Charging Kick: dash, -O + C| | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | {|+AB}| | | Burn Knuckle: | / O- + A/C O | | | O O | | |------------------------------------------------+-------------------------| | Power Wave: | \ -O + A {-O+AB}| | | O O | | |------------------------------------------------+-------------------------| | Round Wave: | \ -O + C {-O+AB}| Hits in all 3 planes | | O O | but not full screen | |------------------------------------------------+-------------------------| | Power Dunk: -O | \ + B (gc)| | | O O | | |------------------------------------------------+-------------------------| | Crack Shoot: | / O- + B | | | O O | | |------------------------------------------------+-------------------------| | Rising Tackle: Hold | then O + A | | | O | | | |------------------------------------------------+-------------------------| | Passing Sway: | \ -O + D | Terry himself will move | | O O | to the Background | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | {|+BC}| | | Power Geyzer: | / O- / -O + BC O | Hits in all 3 planes | | O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | {|+BC}| | | Triple Geyzer: | / O- / -O + C O | Hits in all 3 planes | | O O O | | | | | #===< COMBO'S >==================================+=========================# | | | dn+A ----> dn+C* | | A -+--> C | | | | | B | C | | dn+B -+--> B ----> fwd+C [Bg] | | | dn+B db+C* | | | d/df+C | | +--> dn+C | | | | | | (dash) A ---> C ----> C ----> C* ----> C | | | \==========================================================================/ +===============+ | ANDY BOGARD | /===< HOLDS/THROWS >=========+===============+=============================\ | | | Shoulder Throw: -O + C in air above opponent: | | + C | | or O- + C (Spider hold) O O | | | +===< MISC >========================+======================================+ | | | | Upper Palm: / + A | Recovery Attack: none (D - Fg) | | O | | | | Pursue Attack: | + C | | Rolling Kick: -O + B | (dart throw) O | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | {-O+AB}| | | Shadow Slash: / -O + A/C | | | (ZanEi Ken) O | | | | | | Gale Back Punch: do same motion again | | | (Shippuu Uraken) [C button only] | | |------------------------------------------------+-------------------------| | Repeated Kick in: -O | \ + B | | | Darkness O O | | | (Yami AbiseGeri) | | |------------------------------------------------+-------------------------| | Dragon Blast: -O | \ + C (gc)| | | (Sho Ryu Dan) O O | | |------------------------------------------------+-------------------------| | Phantom Shiranui: in air, | \ -O + D | | | (Gen'ei Shiranui) O O [Fg] | | |------------------------------------------------+-------------------------| | Sky Breaking Blast: / | \ -O + B | | | (KuHa Dan) O O O | | |------------------------------------------------+-------------------------| | Flying Fist: | / O- + A {|+AB}| | | (Hisyo Ken) O O O | | |------------------------------------------------+-------------------------| | Violent Flying Fist: | / O- + C {|+AB}| Hits in all 3 planes | | (Geki Hisyu Ken) O O O | | |------------------------------------------------+-------------------------| | Gale Tornado Kick: | / O- + D | Andy himself will move | | (Shippu Tatsumaki Geri) O O | to the Background | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | {|+BC}| | | Ultra Break Blast: Hold | , \ -O + BC O | | | (Cho Reppa Dan) O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | Shadow Slash Break: / | \ -O + C | | | (ZanEi Reppa) O O O | | | | | #===< COMBO'S >==================================+=========================# | | | A C | | d/df+A ----> B ----> fwd+C [Fg] | | B dn+B db+C* | | dn+B d/df+C | | C* | | C ----> C ----> C ----> C ----> fwd+C [Fg] | | | \==========================================================================/ +================+ | KIM KAP WHAN | /===< HOLDS/THROWS >========+================+=============================\ | | | Shoulder Throw: -O + C | | or O- + C | | | +===< MISC >========================+======================================+ | | | | Axe Kick: -O + B | Recovery Attack: none (D - Fg) | | | | | Foot Stomp: AB | Pursue Attack: none | | | | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Flying Swallow Slash: Hold | then O + B | | | (Hi En Zan) O | | | | | | | when at top of move: | + B | | | O | | | | | |------------------------------------------------+-------------------------| | Half Moon Slash | / O- + B/C {-O+AB}| | | (HanGetsu Zan) O O | | |------------------------------------------------+-------------------------| | Flying Kick: in air, | + B | | | (Hisyo Kyaku) O | | |------------------------------------------------+-------------------------| | Air Dust: -O | \ + A (gc)| Hits in all 3 planes | | (Ku Sajin) O O | (sometimes) | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | | | | Chinese Phoenix: in air, O- / | \ -O + BC | | | Air Dance Kick O O O | | | (Hoh-Oh TenBu Kyaku) | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | {|+BC}| | | Chinese Phoenix Kick: | / O- / -O + C O | | | (Hoh-Oh Kyaku) O O O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> B -+--> B ----> C ----> C | | dn+A -+ | | | | | | | B | | C | | dn+B -+-> dn+B -+--> fwd+C* [Fg] | | db+C* | | d/df+C | | | \==========================================================================/ +=============+ | DUCK KING | /===< HOLDS/THROWS >==========+=============+==============================\ | | | Slam Dunk: -O + C Air Throw: | + C | | or O- + C O | | | +===< MISC >========================+======================================+ | | | | Overhead hit: O- + A | Recovery attack: none | | | | | Slide Kick: \ + B | Pursue Attack: | + C | | O | (ground spin) O | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Head Spin Attack: | \ -O + A/C | | | O O | | | (can be interupted) | | |------------------------------------------------+-------------------------| | Dancing Dive: | / O- + B (gc)| | | O O | | |------------------------------------------------+-------------------------| | Neo Break Storm: -O | \ + B | | | O O | | |------------------------------------------------+-------------------------| | Flying Spin Attack: in air, | / O- + A | | | O O | | |------------------------------------------------+-------------------------| | Duck Fake Air: in air, | | | Not an attack | | O O | | | | | | can press O- or -O after above to land either | | | left or right of the move. | | |------------------------------------------------+-------------------------| | Duck Fake Ground: dash, \ + C | Not an attack | | O | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | O | | | Break Spiral: O- / | \ -O / | + BC | | | O O O O (close)| | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | {|+BC}| | | Duck Dance: | | + ABC O | Not an attack | | O O | | | | - enhances other moves | | when flashing, you can do either of:- | by 1-1/2 times | | | | | O | - lasts about 10 seconds| | 1) Break Spiral: O- / | \ -O / | + BC | | | (enhanced) O O O O (close)| - will also build up | | | Power Gauge initially | | 2) Break Hurricane: | \ -O (x2) + BC | | | O O | | | | | | 3) Dancing Calibre: | / O- (x2) + BC | | | O O | | | | | | 4) Rolling Banisher: Hold O- , -O O- -O + BC | | | | | | 5) Diving Banisher: in air, -O \ | + BC | | | O O | | | | | #===< COMBO'S >==================================+=========================# | | | A C [Bg] | | B ----> B ----> up+C [Fg] | | dn+B dn+B bk+C | | dn+C | | | | A ----> A ----> B ----> B ----> C | | bk+C* | | | \==========================================================================/ +===============+ | JOE HIGASHI | /===< HOLDS/THROWS >=========+===============+=============================\ | | | Knee-kick combo: -O + C Knee Bash: \ + C | | or O- + C O | | | +===< MISC >========================+======================================+ | | | | High Elbow: / + A | Recovery Attack: none | | O | | | | | | Slide Kick: \ + B | Pursue Attack: none | | O | | | | NOTE:- Oversway to middle plane C | | Uppercut: O- + A | attack will knock opponent | | | down - not into other plane | | Roundhouse: O- + B [Fg] | | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | {-O+AB}| | | Slash Kick: / -O + B/C | | | O | | |------------------------------------------------+-------------------------| | Golden Heel: | / O- + B | | | (Ougon no Kakato) O O | | |------------------------------------------------+-------------------------| | Tiger Kick: -O | \ + B {O-+AB}| | | O O (gc)| | |------------------------------------------------+-------------------------| | Pressure Knee: | \ -O + D | Joe himself will move | | O O | to the Foreground | |------------------------------------------------+-------------------------| | Exploding Blast: | | | (BakuRetsu Ken) Tap A repeatedly | | | | | | Exploding Hook: | \ -O + A (during above)| | | (BajuRetsu Hook) O O | | |------------------------------------------------+-------------------------| | Exploding Hurricane: O- / | \ -O + A/C {|+AB}| C hits in all 3 planes | | (BakuRetsu Hurricane) O O O O | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | {|+BC}| | | Screw Upper: -O O- / | \ + BC O | | | O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | {|+BC}| | | Slide Screw: -O O- / | \ + C O | | | O O O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> C* | | d/df+A | C | | +--> B ----> fwd+C* [Fg] | | | dn+B db+C | | B | d/df+C | | d/db+B -+ | | | | db+A ----> C ----> C | | | | bk+A ----> C ----> C ----> C ----> C* | | | \==========================================================================/ +================+ | MAI SHIRANUI | /===< HOLDS/THROWS >========+================+=============================\ | | | Leg Flip: -O + C Air Throw: | + C | | or O- + C O | | | +===< MISC >========================+======================================+ | | | | Cape Flick: O- + A [Bg] | Recovery Attack: Tap C repeatedly | | | (double kick) | | | | | Thrust Kick: -O + B | Pursue Attack: none | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | {|+AB}| | | Flower Butterfly Fan: | \ -O + A O | | | (KaCho Sen) O O | | |------------------------------------------------+-------------------------| | Violent Flower Butterfly: | / O- + C | Hits in all 3 planes | | Fan O O | | | (Midare KaCho Sen) | | |------------------------------------------------+-------------------------| | Dragon Flame Dance: | / O- + A {O-+AB}| | | (Ryu En Bu) O O (gc)| | |------------------------------------------------+-------------------------| | Heat Haze Dance: | | + C | | | (Kagero no Mai) O O | | |------------------------------------------------+-------------------------| | Deadly Ninja Bees: O- / | \ -O + C | | | (Hissatsu Shinobi Bachi) O O O | | |------------------------------------------------+-------------------------| | Squirel Dance: in air, | + AB | | | (Musasabi no Mai) O | | |------------------------------------------------+-------------------------| | Phantom Shiranui: in air, | \ -O + D [Fg] | | | (Gen'ei Shiranui) O O | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | | | | Super Deadly Ninja Bees: -O / -O + BC | | | (Cho Hissatsu Shinobi Bachi) O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | Leotard Ninja Bees: -O / -O + C | | | (Leotard Shinobi Bachi) O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> C | | dn+A | dn+C* | | | | | +--> A -+ | | | | | | B | | C | | dn+b -+--> B -+--> fwd+C* [Fg] | | dn+B db+C | | d/df+C | | | | B ----> C ----> C | | | \==========================================================================/ +====================+ | SOKAKU MOCHIZUKI | /===< HOLDS/THROWS >======+====================+===========================\ | | | Reverse Slam: -O + C Air Throw: | + C | | O | | Shoulder Toss: O- + C (add -O + C for Face Bash) | | | | Demon's Gate Camp: rotate 360 + C | | (Kimon Jin) | | | +===< MISC >========================+======================================+ | | | | Staff Thrust: / + A | Recovery Attack: none | | O | | | | Pursue Attack: | + C | | | (lightning) O | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | {|+AB}| | | Makibishi Masher: | \ -O + A O | | | (Makibishi) O O | | |------------------------------------------------+-------------------------| | Wild Monkey Hunt: | / O- + A | | | (Nozaru Gari) O O | | |------------------------------------------------+-------------------------| | Possession Blast: -O O- -O + C | | | (Hyoi Dan) | | |------------------------------------------------+-------------------------| | Secret Power: -O | \ + B | | | Thunderbolt O O | | | (Higi Kaminari Otoshi) | | |------------------------------------------------+-------------------------| | Illusion Dream Camp: -O | \ + A | | | (GenMu Jin) O O | | |------------------------------------------------+-------------------------| | Evil Staff Dance: Tap A repeatedly | | | (JaKon Bu) | | | | | | during this move, any of the following can | | | be done to end the move; | | | | | | Heaven Break: / + C | | | (Ten Ha) O | | | | | | Swipe Break [low]: \ + C [mid]: -O + C | | | (Fu Ha) O (Toppa) | | | | | | Lower Break: O + C | | | (Kou Ha) / | | | | | | Fell Break: D (will hit in Bg or Fg) | | | (Tou Ha) | | |------------------------------------------------+-------------------------| | Evil God Staff: O- / | \ -O + B | Not an attack. | | (Jashin Kon) O O O | Reflects projectiles | |------------------------------------------------+-------------------------| | Flames Of Doom: | O- / + B (gc)| | | (Hametsu no Honou) O O | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | {|+BC}| | | Thunder: -O \ | \ -O + BC O | | | (Ikazuchi) O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | {|+BC}| | | Breath Of Thunder God: -O \ | \ -O + C O | | | (Raijin no Ibuki) O O O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> C | | | | | | | | B | B C* [Bg] | | dn+B -+-> dn+B ----> fwd+C | | d/df+C | | db+C* | | | | B ---> fwd+C ---> fwd+C* [Fg] | | | | C ----> C ----> C ----> C* ----> | | + C | | O O | | | \==========================================================================/ +==============+ | BOB WILSON | /===< HOLDS/THROWS >=========+==============+==============================\ | | | Falcon: -O + C (follow up with Hornet Attack) | | or O- + C | | | +===< MISC >========================+======================================+ | | | | Thrust Kick: / + A | Recovery Attack: Tap C repeatedly | | O | (somersault kick) | | | | | Shoulder Charge: -O + A | Pursue Attack 1: O + C | | | (leg drop) | | | | | | Double Kick: in air, | + B | Pursue Attack 2: O O + C | | O | (hornet attack) / / | | (must be a High Jump) | | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Rolling Turtle: | / O- + B/C | Can move left/right | | O O | during C version | |------------------------------------------------+-------------------------| | Bison Horn: Hold | then O + B/C | | | O | | | |------------------------------------------------+-------------------------| | | | | Wild Wolf: Hold O- then -O + B | | | | | |------------------------------------------------+-------------------------| | Monkey Dance: -O | \ + B (gc)| | | O O | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | {|+BC}| | | O | | | Dangerous Wolf: -O O- / | \ -O + BC | | | O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | Mad Spin Wolf: | / O- | / O- + C | | | O O O O | | | | | | Wolf Fang: Tap C during above | | | | | #===< COMBO'S >==================================+=========================# | | | A C | | d/df+A -+--> B ----> fwd+C* [Fg] | | B | df+C | | dn+B +--> C db+C* | | | | C ----> C -+--> C -+--> C* -+--> C | | | | | | | | *| +--> up+C | | *| +-> up+C | | +-> up+C | | | \==========================================================================/ +==========+ | HON FU | /===< HOLDS/THROWS >===========+==========+================================\ | | | Leg Flip: -O + C Face Bash: \ + C | | or O- + C O | | | +===< MISC >========================+======================================+ | | | | High NC hit: / + A | Recovery Attack: none | | O | | | | Pursue Attack: | + C | | Spinning Head Kick: -O + B | (low NC hit) O | | | | | | NOTE:- Oversway to middle plane C | | | attack will knock opponent | | | down - not into other plane | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Nine Dragon Foresight: O- / | \ -O + C | A counter move. Can also| | (KuuRon no Yomi) O O O (close) | be used as an anti-air | | | move; produces an 8 hit | | Black Dragon [when used as anti-air move] | air juggle! | | (KokuRyu) | | |------------------------------------------------+-------------------------| | Lightning Speed Earth: Hold / then -O + B | | | (Denkousekka no Chi) O | | | | | | Lighting Pachiki: press B during above | | | (Denkou Pachiki) [stop roll/multi-hit) | | |------------------------------------------------+-------------------------| | Lightning Speed Heaven: | / O- + B {-O+AB}| | | (Denkousekka no Ten) O O | | | | | |------------------------------------------------+-------------------------| | Sure Victory Counter-: | / O- + C | | | Attack O O | | | (Hissho Kyakushu Kyaku) | | |------------------------------------------------+-------------------------| | Mastery of Air Intense: -O | \ + A {O-+AB}| | | Fire O O | | | (Seikuu Rekka Kon) (gc)| | |------------------------------------------------+-------------------------| | | | | Fire Stallion: Tap A repeatedly | | | (Honou no Taneuma) | | | | | | - must keep up good button tapping rythm | | | else Hon Fu will come off worse! | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | | | | Explosive Goro: | / O- / -O + BC | | | (Bakuhatsu Goro) O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | Storm In Gadentsa: | / O- / -O + C | | | (Gadenza no Arashi) O O O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> C | | | | | +--> A -+ | | dn+A | | | | B | B | C | | dn+B -+-> dn+B -+--> fwd+C* [Fg] | | d/df+B db+C* | | d/df+C | | | | db+A ----> C ----> C | | | \==========================================================================/ +=============+ | BLUE MARY | /===< HOLDS/THROWS >==========+=============+==============================\ | | | Leg Flip: O- + C (add -O + C for Leg Lock) | | | | Mary's other throws are started with the Quick Sway (below) | | | +===< MISC >========================+======================================+ | | | | Crouching Punch: \ + A | Recovery Attack: | O + C | | O | (fire kick) O | | | | | | Spin Kick, Leg Kick: O- + B | Pursue Attack 1: O + C | | | (leg drop) | | | | | | | Pursue Attack 2: | + C | | | (foot stomp) O | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Spin Fall: | \ -O + A | | | O O | | |------------------------------------------------+-------------------------| | M. Spider: | \ -O + C | | | O O | | |------------------------------------------------+-------------------------| | Straight Slice: Hold O- then -O + B (gc)| | | | | | - Stun Slice: after above, O- -O + B | | |------------------------------------------------+-------------------------| | | | | M. Crab Crunch: Hold O- then -O + C | | | | | |------------------------------------------------+-------------------------| | Vertical Arrow: -O | \ + B | | | O O | | | - M. Snatcher: do same move again | | |------------------------------------------------+-------------------------| | M. Head Buster: | / O- + B | Not an attack. | | O O | Counter attack (ground) | | - can follow up with Vertical Arrow then | | | M. Snatcher. | | |------------------------------------------------+-------------------------| | Stun Gun Smasher: | / O- + C | Not an attack. | | O O | Counter attack (air) | |------------------------------------------------+-------------------------| | Quick-sway: | / O- + A | Not an attack. | | O O | | | | Dodge projectiles and | | Back Drop: during Quick Sway add O- + A | set up for throw. | | Face Rock: during Back Drop add O- + B | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | | | | M. Typhoon: -O O- / | \ -O + BC | Unblockable. | | O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | M. Driving Smasher: -O O- / | \ -O + C | | | O O O (close)| | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> C* | | | C | | +--> B ----> bk+C* [Fg] | | B | dn+B -+ df+C | | dn+B -+ | d+C | | | db+C* | | | | | +--> fwd+C --> -O | \ + B | | O O | | | | dn+A ----> A ----> A ----> A ----> A | | | \==========================================================================/ +===============+ | FRANCO BASH | /===< HOLDS/THROWS >=========+===============+=============================\ | | | Elbow Bash: -O + C | | or O- + C | | | +===< MISC >========================+======================================+ | | | | Roundhouse Kick: -O + B [Fg] | Recovery Attack: Tap C repeatedly | | | (power uppercut) | | Step Axe: dash, C | (D - Fg) | | | | | When hitting opponents to Fg, | Pursue Attack: none | | press D to air-juggle them. | | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | (gc)| Use C version for Guard | | Double Kong: | / O- + A/C | Cancel move | | O O | | |------------------------------------------------+-------------------------| | Power Bicycle: | \ -O + B [Fg] | Also hits in Bg plane | | O O | | | | | | (can press D after move to air-juggle opponent)| | |------------------------------------------------+-------------------------| | Meteo Shot: | \ -O + A {|+AB}| | | O O O | | |------------------------------------------------+-------------------------| | Meteo Tackle: / -O + C | | | O | | | | | | Meteo Back Blow: during M.T, do motion again | | |------------------------------------------------+-------------------------| | Waving Blow: O- / | \ -O + D | Hits in all 3 planes | | O O O | | | | | | Double W.B: during W.B, do motion again | | |------------------------------------------------+-------------------------| | | Not an attack | | Waving Step: Hold O- then -O + B | | | | - goes through any | | Quick Step: add O- -O + B or | projectile/opponent | | add -O O- + B | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | | | | Final Omega Shot: | / O- / -O + BC | | | O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | Harmagedon Buster: -O \ | / O- + C | This is only a set-up | | O O O (close)| move, which knocks the | | | opponent into the air | | this sets up opponent for; | who can be air-juggled | | | with any mix of 1),2),3)| | 1) Hook: 2) High Kick: 3) Straight | [up to 3 times]; | | | / O- + A | / O- + B | \ -O + A| | | O O O O O O | | +-- --+ then 4),5) or 6) | | 4) Back Finish: 5) Tackle: | [once only]; | | | \ -O + B | \ -O + C | | | O O O O | then 7) is the Final | | | Omega Buster move | | 6) -O | \ + A - Upperhigh Kick | (Omega Shot). | | O O or B - Reverse High Kick | | | or C - Bicycle | | +-- --+ | | 7) Omega Shot (Final): | | | | / O- + C | | | O O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> C ----> C ----> C ----> fwd+C* [Bg] | | | up+C | | | B C C | | dn+B -+-> dn+B ----> fwd+C | | | db+C* | | | fwd+C d/df+C | | B -+--> C* up+C [Bg] | | | \==========================================================================/ +==================+ | RYUJI YAMAZAKI | /===< HOLDS/THROWS >========+==================+===========================\ | | | Reverse Toss: -O + C Head Butt: \ + C | | or O- + C O | | | +===< MISC >========================+======================================+ | | | | Double Punch: -O + A | Recovery Attack: Tap C repeatedly | | | (dust throw) | | Uppercut: / + A | (D - Fg) | | O | | | | Pursue Attack: | + C | | | (palm smash) O | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Snake Tamer [forward]: | / O- + C | Hold C to delay attack | | (Hebi Tsukai [Zenpou]) O O | | | | While holding C, press | | | A to abort attack | |------------------------------------------------+-------------------------| | O | | | Snake Tamer [Anti-air]: | / O- + C then / | Hold C to delay attack | | (Hebi Tsukai [Taikuu]) O O | | | | While holding C, press | | | A to abort attack | |------------------------------------------------+-------------------------| | Double Return: | \ -O + C | Not an attack. | | (Bei Gaeshi) O O | Returns SOME projectiles| |------------------------------------------------+-------------------------| | Judging Dagger: -O / -O + A/C (gc)| Use C version for Guard | | (Sabaki no Aikuchi) O | Cancel move | |------------------------------------------------+-------------------------| | Sadism/Masochism: O- / | \ -O + B | Taunts, counter attacks | | (SadoMaso) O O O | if opponent attacks | | | during taunt | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | | | | Guillotine: -O \ | / -O + BC | | | O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | Yondan Drill: rotate 360 + C (close) | If C is tapped 16 times | | | within 1 second... | | then tap C repeatedly for stronger Drill; | | | | | | 4 Stage Drill [2] - tap 8 times for a second | | | 4 Stage Drill [3] - tap 10 times for a second | | | 4 Stage Drill [4] - tap 16 times for a second | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> C ----> C ----> fwd+C | | | bk+C | | | B C C* | | dn+B -+-> d+B ----> fwd+C | | | fwd+B db+C* | | | | | | | | B -+-> fwd+C [Fg] | | C [Bg] | | | \==========================================================================/ +===============+ | JIN CHONSHU | /===< HOLDS/THROWS >=========+===============+=============================\ | | | Energy Burst: -O + C | | or O- + C | | | +===< MISC >========================+======================================+ | | | | Spinning Backhand: -O + A | Recovery Attack: none | | | | | Ground Roll: \ + C | Pursue Attack: none | | O | | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Emperor God's Foot: -O -O + A | includes throw | | (Teio JinSoku Ken) | | |------------------------------------------------+-------------------------| | Emperor Heaven Eye: | \ -O + A/C {|+AB}| | | (Teio Tengan Ken) O O O | | | | | |------------------------------------------------+-------------------------| | Emperor Heaven Ear: -O | \ + A/C (gc)| Use C version for Guard | | (Teio Tenji Ken) O O | Cancel move | |------------------------------------------------+-------------------------| | | | | Emperor God's Eye: -O \ | / O- + A/B/C | Teleport positions; | | (Teio ShiGan Ken) O O O | | | | A - infront | | Emperor God's Eye Steel Drop: Press A/B/C | B - above | | (Tei ShiGan KouRaku) during above for | C - behind | | Roll Attack from | | | the air | | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | {|+BC}| | | Emperor Leak Out Slash: | / O- -O + BC O | | | (Teio Rojin Ken) O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | | | | Emperor Destiny Slash: | / O- -O + C | | | (Teio SyukuKyo Ken) O O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> A -+ | | dn+A -+ | | | | | | | | | C | | B -+-> dn+B -+--> fwd+C* [Bg] | | dn+B dn+C | | | | A ----> B ----> B ----> C | | dn+C | | fwd+A ---> d+C | | | \==========================================================================/ +===============+ | JIN CHONREI | /===< HOLDS/THROWS >=========+===============+=============================\ | | | Energy Burst: -O + C | | or O- + C | | | +===< MISC >========================+======================================+ | | | | Axe Kick: -O + B | Recovery Attack: none | | | | | | Pursue Attack: none | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | Emperor God's Foot: -O -O + A | Does not throw, unlike | | (Teio JinSoku Ken) | ChonShu. | | or -O -O -O + A for longer | | | version | | |------------------------------------------------+-------------------------| | Emperor Heaven Eye: | \ -O + A/C {|+AB}| | | (Teio Tengan Ken) O O O | | |------------------------------------------------+-------------------------| | Emperor Heaven Ear: -O | \ + A/C (gc)| Use A version for Guard | | (Teio Tenji Ken) O O | Cancel move | |------------------------------------------------+-------------------------| | Emperor Leak Out Slash: | / O- -O + C | | | (Teio Rojin Ken) O O | | |------------------------------------------------+-------------------------| | Emperor Heart Slash: | / O- + B | Not an attack. | | (Teio Tashin Ken) O O | Reflects projectiles | |------------------------------------------------+-------------------------| | Dragon Turn Over: | \ -O + B | Not an attack. | | (Ryu TenShin) O O | (ground roll) | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | {|+BC}| | | Emperor Destiny Slash: -O O- / | \ + BC O | Hits in all 3 planes | | (Teio SyukMyo Ken) O O O | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | {|+BC}| | | Emperor Dragon Voice: -O O- / | \ + C O | | | Slash O O O | | | (Teio RyuSei Ken) | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> A -+ | | dn+A -+ | | | | | | | | | C | | B -+-> dn+B -+--> fwd+C* [Bg] | | dn+B dn+C | | | \==========================================================================/ +==============+ | BILLY KANE | /===< HOLDS/THROWS >==========+==============+=============================\ | | | Pole Throw: -O + C Pole Spin: -O + B | | or O- + C | | | +===< MISC >========================+======================================+ | | | | Pole Stab: -O + A | Recovery Attack: none (D - Fg) | | | | | | Pursue Attack: | + C | | | (pole whack) O | | | | +===< DEADLY ATTACKS >==============+============+========( notes )========+ | | | | SanSetsuKon Mid Hit: Hold O- then -O + A | | | (SanSetsuKon ChuDan Uchi) | | | | | | Flame SanSetsuKon Mid Poke: O- -O + C | | | (Kaen SanSetsuKon ChuDan after above move | | | Tsuki) | | |------------------------------------------------+-------------------------| | Sparrow Drop: | / O- + A | | | (Suzume Otoshi) O O | | |------------------------------------------------+-------------------------| | Whirlwind Pole: Tap A repeatedly | Stops most projectiles | | (Senpu Kon) | | |------------------------------------------------+-------------------------| | Assault Flying Pole: / | \ -O + B {O-+AB}| | | (KyoSyu Hisho Kon) O O O | | | | | | can press O- or -O during above to land | | | either left or right of the opponent | | |------------------------------------------------+-------------------------| | Fire Dragon Pursue: | / O- + B (gc)| Not an attack. | | (KaRyu TsuiGeki Kon) O O | Counter attack (ground) | |------------------------------------------------+-------------------------| | Water Dragon Pursue: | / O- + C | Not an attack. | | (SuiRyu TsuiGeki Kon) O O | Counter attack (air) | | | | +===< S.POWER >====(Ultra Deadly Attack)=========+=========================+ | | | | Ultra Flame Whirlwind: | \ -O \ | / O- + BC | | | Pole O O O O O | | | (Cho Kaen Senpu Kon) | | | | | +===< P.POWER >====(Hidden Power Attack)=========+=========================+ | (gc)| | | Blaze Death Pole: -O \ | + C | | | (Guren Sakkon) O O | | | | | #===< COMBO'S >==================================+=========================# | | | A -+--> B ----> |\ -O + C | | dn+A -+ O O | | | | | B | A C | | dn+B -+-> dn+A ----> fwd+C* [Bg] | | d+B dn+C | | | \==========================================================================/ +================+ | GEESE HOWARD | /===< HOLDS/THROWS >=========+================+============================\ | | | Shoulder Toss: -O + C Face Grab: \ + C | | O | | | | Reverse Slam: O- + C (add -O + C for Face Bash) | | | | Reverse Throw: / + C (add O + C for Body Rock) | | O / | | (leaves opponent vulnerable briefly) | | | +===< MISC >========================+======================================+ | | | | Upper Palm: / + A | Recovery Attack: none (D - Fg) | | O | | | | | | Spin Kick: O- + B [Bg] | Pursue Attack 1: | + C | | | (re-throw) O | | | | | | Pursue Attack 2: -O \ | / O- + C| | | (explosion) O O O | | | - don't know the correct details | | | of this move to do consistantly. | +===< DEADLY ATTACKS >==============+===========+=========( notes )========+ | {-O+AB}| Use C version for Guard | | Evil Shadow Slash: Hold O- , -O + B/C | Cancel move | | (JaEi Ken) (gc)| | |-----------------------------------------------+--------------------------| | Heavy Wind Slash: | / O- + A {|+AB}| | | (Reppu Ken) O O O | | |-----------------------------------------------+--------------------------| | Double Heavy Wind Slash: | / O- + C {|+AB}| | | (Double Reppu Ken) O O O | | |-----------------------------------------------+--------------------------| | Gale Slash: in air, | / O- + A | Can move left or right | | (Shippu Ken) O O | after fireball thrown | |-----------------------------------------------+--------------------------| | Double Gale Slash: in air, | / O- + C | | | (Double Shippu Ken) O O | | |-----------------------------------------------+--------------------------| | Upper Knockdown Throw: O- / | \ -O + B | Counter attack (high/air)| | (Joudan Atemi Nage) O O O | | |-----------------------------------------------+--------------------------| | Mid Knockdown Hit: O- / | \ -O + C (gc)| Counter attack (mid) | | (Chudan Atemi Uchi) O O O | | | | | +===< S.POWER >====(Ultra Deadly Attack)========+==========================+ | {|+BC}| | | O | Hits in all 3 planes | | Raging Storm: | | | / -O \ | / O- \ + BC| | | O O O O O | | | | | +===< P.POWER >====(Hidden Power Attack)========+==========================+ | | | | 1). Thunder Break: -O \ | + C | 1) Hits in all 3 planes | | O O | | | | | | 2). Deadly Rave: -O \ | / O- -O + A ; | 2) Perform when near to | | O O O | opponent to connect | | | with first hit | | after the above motion, press the following | | | button presses (each one preceeding the | | | next and correctly timed); | | | | | | A, B, C, C, C, B, C, | / O- + C | | | O O | | #===< COMBO'S >=================================+==========================# | | | A | | A -+-> dn+A -+ | | d/df+A | | | | | | C | | B -+--> B -+--> fwd+C* [Bg] | | dn+B db+C* | | d/df+C | | | | A ----> C ----> C ----> C* ----> fwd+C | | | \==========================================================================/ ------=| STRATEGY SECTION |=-------------------------------------------------- AGAINST HUMAN OPPONENTS : AGAINST COMPUTER OPPONENTS : [started in rel.5 To be completed...] Ryuji Yamazaki - If your character has a slide (Joe or Duck King), simply keep foot-sliding him, he will nearly always dodge to another plane where you can hit hime with a D attack (high or low). Repeat until beaten! If you have no slide, beware! His anti-air Snake Tamer is one to watch out for, and remember he will start return your projectiles after a while. Jin ChonShu - He likes to 'Dragon Punch' your jump attacks most times, so if you can fake an air attack or land short of him, you can easily nail him when he lands. He also likes to attack you constantly with his 'Emperor God's Foot' move, usually every time you get up from the last one he floored you with! Blue Mary - She will nearly always counter your moves with her 'M. Head Buster' or 'Stun Gun Smasher' moves; keep hitting her with low attacks to avoid this. ------=| CREDITS/THANKS |=---------------------------------------------------- Author of this FAQ (ME!)............................Mark O'Neill (* FLEA *) Special Thanx (& Honorary Mention)..................Gary (SMILER) Clinton [fellow play tester] "Just call me Kim Kap Whan!" SNK Corp............................................The best game in the Fatal Fury series yet. Roach <This email address is being protected from spambots. You need JavaScript enabled to view it.>......................Additions, corrections throughout. Combo's, fake moves. Alan Abraham <This email address is being protected from spambots. You need JavaScript enabled to view it.>.............Duck King info. Gregorio Diaz <This email address is being protected from spambots. You need JavaScript enabled to view it.>.....................Geese move info. Blue Mary 'wet look' info! H. "Sousui" Kotani <This email address is being protected from spambots. You need JavaScript enabled to view it.>.......Stage and Ranking details. Additional move info for all characters. LOTS of combo details. Corrections, corrected and Japanese move names. James Ponikvar <This email address is being protected from spambots. You need JavaScript enabled to view it.>..................General info. New Strategy Section (yet To Be Done). Barberman <This email address is being protected from spambots. You need JavaScript enabled to view it.>.................Info, ideas. Ref: RBFF Combo Fury FAQ. Mentions :- Chad <This email address is being protected from spambots. You need JavaScript enabled to view it.>...........................Blue Mary info (not used) Mohd.Adisa <This email address is being protected from spambots. You need JavaScript enabled to view it.>....................Endings info (not used) a special mention to my penpal JoJo... /===========================\ | HALLOWED HALL OF FAME |_ #===========================# \ | | | | 1. FLEA | | | 2. H. "Sousui" Kotani | | | 3. James Ponikvar | | | | | \===========================/ | \___________________________/ Any additional information, suggestions, corrections, (friendly) critism, move names, combo's, codes etc. would be gratefully appreciated, and you will get your name in the credits of this FAQ. I would especially like the move names to be more correct (I have made many of them up myself). You may also be allowed entry to my 'Hallowed Hall of Fame' for something you provide which is really special! I can be e-mailed at:- CompuServe: 100125,2055 (attn: Mark O'Neill) InterNet: This email address is being protected from spambots. You need JavaScript enabled to view it. This email address is being protected from spambots. You need JavaScript enabled to view it.





------=| VERSION HISTORY |=---------------------------------------------------

  1.0  -  Initial version.  Most things covered.
 rel.1
27/2/96

  1.1  -  Many updates throughout, fake move corrections.
 rel.2    Major additions to Franco Bash and Duck King.
27/4/96   Banner corrections.
          This version is much more 'correct'.

  2.0  -  Added (all known) Guard Cancels.
 rel.3    Updates/corrections throughout.
 4/6/96   Added Geese's 'secret' P.POWER move.
          Combo sections revised, Title banner further refinement.
          Probably last version.

  3.0  -  Detailed Ranking info added and details of obstacles durability.
 rel.4    Additional move info for most characters.
 7/8/96    [Addition of Strategy Section  -  T.B.D. ].
          Detail of Combo breakdowns for each character.
          Many thanks to H. "Sousui" Kotani" and James Ponikvar - 
           acheived Hall of Fame status!  2.0 last version - HA!

  3.1  -  Corrected names and added Japanese names for moves for all
 rel.5    characters.  Thanks again to H. "Sousui" Kotani (I'm not worthy!)
 8/10/96  Minor character details/move corrections throughout.
          Started on the strategy section.
          Revised Geese's moves section.

 v3.2 -   Add interupts to combo sections, and other minor revisions.
 rel.6    Guard Cancel does NOT drain Power Guage as once thought!
 13/12/96





------=| POST SITES FOR THIS FAQ |=-------------------------------------------

  InterNet:

    web;  - www.gamefaqs.com

    ftp;  - brawl.mindlink.net


  CompuServe:

    - Video Games Forum         (Go VIDGAM)   [NeoGeo Library section]

    - Video Game Central Forum  (Go VIDPUB)   [Coin-ops Library section]


  You can also contact me directly and I will be happy to send you a copy.


  If anybody out there wants to, please add this to your FTP site/Web site.
  (If you do, let me know so I can update the Post Sites section in the FAQ).


Remember - a game is for life, not just for Christmas!

!!! ENJOY !!!

* FLEA *

-- End --
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