FATAL FURY WILD AMBITION MINI-FAQ v0.2
aka "Garou Densetsu Wild Ambition"
for the Sony PlayStation (import)
by Chris MacDonald
Unpublished work Copyright 1999-2001 Chris MacDonald
This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976. It is for private and personal use only--it cannot
be reprinted in part or in whole, or reproduced in any way or in any
form (written or otherwise). It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift. This FAQ cannot be referenced, altered, or used by
anybody (including webmasters, publishers, and magazine staff) without
my express written permission. This FAQ was created and is owned by
me, Chris MacDonald <kmegura (at) yahoo (dot) com>. It can be found
exclusively at (www.GameFAQs.com). All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned herein.
I expressly forbid the following publishers/publications from using this
FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
and Prima Games. Remember, plagiarism is a crime and is punishable by
law.
The Fatal Fury and Art of Fighting game series are (c) SNK of Japan
and SNK Corporation of America.
=================
TABLE OF CONTENTS
=================
1. HOW TO PLAY
- FAQ Notation
- Basic Commands
- The Heat Gauge
- Super Moves
- Overdrive Powers
- Heat Blow
2. CHARACTER MOVE LIST
- Andy Bogard
- Geese Howard
- Billy Kane
- Duck King
- Joe Higashi
- Kim Kaphwan
- Li Xiangfei
- Mai Shiranui
- Mr. Karate
- Raiden
- Ryuji Yamazaki
- Terry Bogard
- Toji Sakata
- Tsugumi Sendo
3. CODES AND SECRETS
- Other Modes
- Enable Duck King
- Enable Mr. Karate
- Geese's Hidden Outfit
- Arcade Version Codes
4. MISCELLANEOUS
- Menu Information
- Translations
5. AUTHOR'S NOTE
- Revision History
- Special Thanks
If you know Japanese and want to help contribute to this FAQ, I'm
looking for someone to translate the info. found at SNK's Fatal Fury
webpage, this section in particular:
My Japanese just isn't good enough to figure out the move notes and
stuff listed on that page.
========================================================================
1. HOW TO PLAY
========================================================================
This section outlines the basic controls for all characters:
(controller directions and results)
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- n -- f Walk Back / Block Neutral Walk Forward
/ | \
db d df Crouch / Low Block Crouch Crawl Forward
(button layout and effect)
Square Button : Punch Attack (You can configure these buttons
X Button (Cross) : Kick Attack and the R1,L1,R2,L2 shoulder
Circle Button : Special Attack buttons in the Key Config. menu.
Triangle Button : Line Sway Start and Select cannot be
Select : Cancels a choice re-configured, though).
Start : Confirms a choice
(FAQ abbreviations)
P,K,S,L - Punch, Kick, Special, Line Switch
qcf / qcb - Press (d,df,f) or (d,db,b) on the control pad.
hcf / hcb - Press (b,db,d,df,f) or (f,df,d,db,b) on the control pad.
Rotate 360 - Rotate the control pad in a complete circle. You can
start and end the circle at any point (i.e. start at uf
and end at uf, or b to b, etc.) The shorthand motion for
this is f,df,d,db,b,ub or the reverse.
(air) - The move can be performed while on the ground, or while
in the air (during a jump or after an air recovery).
x~x - All possible ranges are allowed (for example, ub through
uf, or P through S).
. / , - "," means the attack combos, "." means that it doesn't.
(special) - Means that the move has a special effect if you Counter
Hit with it.
Walk Back / Forward Press and hold b / f
Crouch Press and hold d
Crawl Forward Press and hold df
Standing Block Hold b when attacked
Crouching Block Hold db when attacked
Mid-Air Block Hold b / db when attacked in air
Guard Impact While blocking, tap f,f
Counter Attack While blocking, press f + PK
Quick Dash Tap f,f
Quick Dash to Dash Tap f,f, then hold f after Quick Dash
Dash Tap f,f, hold last f
Back Dash Tap b,b
Small Jump Tap ub~uf
Normal Jump Press ub~uf
Big Jump Dash, then press u / uf
Punch Attack Press P
Kick Attack Press K
Special Attack Press S
Special Attack (alternate) f + S
Special Attack (launcher) df + S
Pursuit Attack df + S when your foe is on the floor
Throw Techniques When close, f + S (or from behind)
Throw Escape Press f + S as you are thrown
Line Sway (into background) Press L
Line Sway (into foreground) Press d + L
Evade Press L the moment you hit the floor
Spin Opponent Around When close, press f + L
Fake Attack d / f + PS / KS (depends)
Taunt Press PK
Heat Blow Press PKS with a full Heat Gauge
Shiraha Counter Both characters attack at the same time
Guard Destroyed Keep attacking a blocking opponent
Counter Hits Attack someone as they attack you
Overhead Attacks (see each character's movelist)
- The Fake Attack is just that, a fake version of a special move or
super move.
- The Throw Escape only works for command throws. So, Mai's Fuusha
Kuzushi or Mr. Karate's Kyo Chuudan Tsuki would be escapable,
but Xiangfei's Kita Senri or Raiden's Thunder Death Driver would
not.
- You have to time a Pursuit Attack in order to get it to hit.
- Pressing f + L when close to your opponent makes you grab them
and spin them around so that they have their back to you. Be
careful, though, since some characters have special attacks that
they can use when you're behind them.
- You can even use the Counter Attack while crouching.
- If someone is performing a move and you hit them out of it, you've
performed a Counter Hit. Some moves that counterhit have special
effects (for example, with Raiden's Dokugiri or Terry's Power
Charge).
- If someone blocks attacks repeatedly, their guard will be destroyed,
which means that they stop blocking for a moment. If your timing
is good, you can hit them before they recover. The best way to
prevent this from happening is to jump or line sway instead of
blocking all the time, or if you do block an attack, use the Guard
Impact, which not only pushes your opponent away from you but doesn't
contribute to getting your guard destroyed.
- Overhead attacks are moves which must be blocked high (you'll still
get hit if you block low). Note that if someone does block low and
gets hit, you can then combo off of that overhead hit (into a
normal combo, not just a special move).
------------------------------------------------------------------------
THE HEAT GAUGE
------------------------------------------------------------------------
A gauge with a life of it's own ;) Well, not really, but the gauge is
pretty annoying. Here's how it works:
- The Heat Gauge starts off at the 50% mark. This is it's equilibrium,
so if you have less than 50%, it slowly refills to that point. If
you have more than 50%, it slowly decreases back to 50 percent.
This only happens when you're not being attacked or making an attack
(i.e. moving or standing still).
- Making an attack, damaging your opponent, and taunting can help
fill up your Heat Gauge. Getting damaged makes the Heat Gauge
decrease. Using a Counter Attack makes it deplete somewhat, and
using a Heat Blow drains a lot of power (around 80%). Using an
Overdrive Power makes it almost completely empty.
- When you fill up the Heat Gauge to 100%, it reads "MAX OK", and will
stay at 100% for a certain amount of time. You can use the Heat
Blow or your character's Overdrive Power with a MAXed Heat Gauge.
- If the Heat Gauge gets too low, it reads "DANGER". If you lose
what power you have left (you hit 0%), then your character
becomes overheated (they are momentarily dizzy and cannot defend
or attack). One time when you must be careful about getting
overheated is after using an Overdrive Power or Heat Blow, since
your Heat Gauge will decrease significantly.
------------------------------------------------------------------------
SUPER MOVES
------------------------------------------------------------------------
Super Moves ("Chou Hissatsu Waza" or "Super Deadly Techniques" in
Japanese), are unlike other moves in that, they can _only_ be used when
your first life gauge has been depleted and your remaining gauge is
flashing red. Once it's flashing, you can use Super Moves repeatedly,
until you die or until the next round.
Note that performing a Super Move when you have flashing life and a
MAXed out Heat Gauge has no effect, unlike in other SNK games.
Overdrive Powers have varying commands depending on the character,
but are always done by entering a command and pressing S. Unlike other
moves, they can _only_ be used when your Heat Gauge is at MAX. If you
perform an Overdrive Power that misses, the Heat Gauge will still empty
out.
Note that performing an Overdrive Power when you have flashing life and
a MAXed out Heat Gauge has no effect, unlike in other SNK games.
The Heat Blow is done by pressing PKS (no matter which character you
use). It can _only_ be used when your Heat Gauge is at MAX. Once
you perform the Heat Blow, your Heat Gauge almost completely empties.
Not only is the Heat Blow unblockable, but you can follow it with an
attack or combo (since it dizzies your opponent). Furthermore, you
can use it while being attacked, comboed, etc. This doesn't work
against Super Move or Overdrive Powers, though.
========================================================================
2. CHARACTER MOVESLIST
========================================================================
Preceeding each moveslist is a short bio-sheet for each character.
Moves are listed in this order: command throws, command attacks, special
moves, Super Moves, and Overdrive Powers. After the moves is a list of
combination attacks, then some notes on playing with that character (if
notes are needed).
A note on special throws--some throws won't connect if your opponent
is crouching, or if they are facing the other way (like Andy's Bakushin
or Terry's Neck Breaker Drop).
------------------------------------------------------------------------
ANDY BOGARD
------------------------------------------------------------------------
Nationality: America
Fighting Style: Koppou (basic understanding of Ninja arts)
Birthday: 8 / 16
Height: 171 cm
Weight: 67 kg
Blood Type: A
Hobby: Shugyou (Training / Discipline)
Favorite Food: Nattou (fermented soybean) Spaghetti
Dislikes: Dogs
Of Importance: Photograph of him and Hanzou Shiranui back
from his early days of training
Best Sport: Short Track
Sokugai When close, f + S
Shiranui Chichu Karami When close, f + S (from behind)
Jukuka Uchi When close, f,b + S
Abise Geri f + K (an overhead)
Kaiten Kesa Geri b + K
Ushiro Chuu Kaeri Shuu Age b + S
Gyaku Mawashi Geri db + S
Age Tsura df + S
Zan'ei Ken db,f + S
Hishou Ken qcb + P (d + PS to fake)
Geki Hishou Ken qcb + S
Bakushin hcb + K (unblockable)
Shouryuu Dan f,d,df + P
Kuuha Dan db,qcf + K
Choureppa Dan qcb,db,f + KS (d + KS to fake)
Zantetsu qcb,db,f + S
------------------------------------------------------------------------
BILLY KANE
------------------------------------------------------------------------
Nationality: England
Fighting Style: Boujutsu (Pole Techniques)
Birthday: 12 / 25
Height: 179 cm
Weight: 77 kg
Blood Type: B
Hobby: Doing laundry
Favorite Food: Boiled eggs
Dislikes: Order (being ordered around?)
Of Importance: His younger sister, Lily
Best Sport: Pole Vaulting
Ippon Zuri Nage When close, f + S
Sansetsu Kon Seoi Nage When close, f + S (from behind)
Jigoku Otoshi When close, f,b + S
Dai Kaiten Geri f + K
Zugatsu Gegata Geki b + K
Taryuu Taikyaku b,df + K
Seimen Tobigeri db + S
Sansetsu Kon Chuudan Uchi Charge b,f + P (d + PS to fake)
Kaen Sansetsu Kon Chuudan Tsuki Tap b,f + S during S.K. Chuudan Uchi
Senpuu Kon qcf + P, tap P rapidly
Suzume Otoshi qcb + P
Karyuu Tsuigeki Kon qcb + K
Kyoushuu Hishou Kon db,qcf + K, move b / f
Kyoushuu Senpuu Kon Press S before you leave the ground
during Kyoushuu Hishou Kon
Kyoushuu Hikuu Kon Press u + S at apex of jump during
Kyoushuu Hishou Kon
Chou Kaen Senpuu Kon f,b,db,d,df + KS
Salamander Stream f,b,db,d,df + S
Guren Sakkon f,df,d + S
------------------------------------------------------------------------
DUCK KING
------------------------------------------------------------------------
Nationality: America
Fighting Style: Martial Arts
Birthday: 2 / 2
Height: 179 cm
Weight: 62 kg
Blood Type: B
Hobby: Dance, dance, dance!
Favorite Food: Butter corn
Dislikes: Terry's Rising Tackle
Of Importance: His pet bird P-Chan
Best Sport: Street basket(ball)
Rolling Neck Throw When close, f + S
Rolling Neck Throw (rear) When close, f + S (from behind)
Mad Spin b + P (an overhead)
Needle Low df + K
Hop Buoy d,d + S
Motor Motor~ df + S during Hop Buoy
Sway Kick While blocking, press f + K
Aero Turn In air, press the L button
Dancing Charge df + S when your enemy is on the ground
(spin attack feint) At apex of jump or when falling, d + PK
Head Spin Attack Charge b,f + P / S (f + PS to fake)
Flying Spin Attack In air, qcb + P / S
Secret Kick Press S after qcb + S in air
Dancing Dive qcb + K
Break Storm f,d,df + K
Break Storm King f,d,df,f,uf + K
Beat Rush Star f,b,f + S
Beat Rush Star (Fake) Tap P during Beat Rush Star
Beat Rush Star (Up) Tap K during Beat Rush Star
Beat Rush Star (Down) Tap S during Beat Rush Star
Break Spiral When close, hcf,uf,d + KS
Spiral Brother In air, hcf + KS
Space Cowboy qcb,db,f + S
Combination Attacks:
P,K,S P,K.d+S P,K.df+S d+P,d+K.d+S d+P,d+K.S
S,S,S K,S P.S (second hit only hits an airborne foe)
- You can use the Flying Spin Attack, Spin Attack Feint, or Spiral
Brother during the Mad Spin (before it hits).
- You can cancel the end of the Hop Buoy with the Break Spiral, if
you're close.
- You can cancel the first hit of the Motor Motor~ into a special
attack. The second hit leaves the enemy stunned, and if you wish
you can follow it (into a special move or combination attack).
- The Aero Turn makes you face in the opposite direction (think Real
Bout). Once you're facing the other way, you can still attack or
use special moves (try qcb + P for a quick getaway!)
- The Dancing Charge doesn't hit your opponent, although it is a
pursuit attack-style move. Instead, it fills up your Heat Gauge
somewhat.
- Note that the fake version of the Head Spin Attack imitates the
strong version (charge b,f + S), and not the weak one.
- If you miss with the strong Flying Spin Attack, Duck will crash into
the floor.
- The Secret Kick only works if you perform the strong version of the
Flying Spin Attack in air, and it hits. Just press S while Duck
rebounds off of his opponent, and he'll kick his foe.
- The three Beat Rush Star finishers only work if you tap a button
after the 3rd or 5th hit. They won't come out any sooner (or later).
- During the Beat Rush Star, you can use the (Up) finisher (tap Kick
during the move), then once Duck is in the air, you can use the
Flying Spin Attack, Spin Attack Feint, or Spiral Brother. For some
reason SNK's page lists the (Up) -> Spiral Brother cancel as the
"Break Spiral Brother", but the combo doesn't seem to do any
additional damage or anything like that. Anyone know why this combo
has a special name?
- The Break Spiral and Spiral Brother is unblockable. Note that the
Spiral Brother only hits an airborne foe (but you can combo into it
from a jumping attack, though).
------------------------------------------------------------------------
GEESE HOWARD
------------------------------------------------------------------------
Nationality: America
Fighting Style: Kobojutsu (Weapon Techniques)
Birthday: 1 / 21
Height: 183 cm
Weight: Unknown
Blood Type: B
Hobby: None in particular
Favorite Food: Steak (cooked rare)
Dislikes: People who get in his way
Of Importance: Himself
Best Sport: None (but he's good at billiards)
Kosetsu Nage When close, f + S
Rinkai Otoshi When close, f + S (from behind)
Shinkuu Nage When close, b,f + S
Kosetsu Shou When close, f,b + S
Amatou Sakkatsu Nidan Geri df + KS
Raikou Mawashi Geri b + K
Hien Shikkyaku While crouching, f + K
Tobi Renda Shou In air, press S, then S,S,(d + S)
(special pursuit) df + S after Jaei Ken or Deadly Rave
Shippuu Ken In air, qcf + P / S
Reppuu Ken qcb + P (d + PS to fake)
Jaei Ken qcb + S
Gedan Atemi Uchi hcf + P (counters high attacks)
Atemi Nage: Rasen hcf + K (counters mid attacks)
Atemi Nage: Kogetsu hcf + S (counters low attacks)
Raging Storm db,hcb,df + KS (d + KS to fake)
Kyokuu Reppuu Zan Charge db,b,f + KS
Raging Dead End f,b,db,d,df + S, then hcf + P / S
Deadly Rave hcb,f + P, then P,P,K,K,K,S,S,S,qcb + S
Combination Attacks:
P,K,S P,K.d+S P,K.df+S d+P,d+K.d+S d+P,d+K.S
S,S,S P,K.df+S, then P,K (df+S at final hit...doesn't work?)
- You can only get full hits off of the Tobi Renda Shou if you use
it against an airborne opponent.
- The "Atemi" moves are all counters; if Geese is hit while posing,
he'll take no damage and attack his enemy instead.
- After performing the Raging Dead End, Geese's hands will glow for
a limited period of time. If you use the Gedan Atemi Uchi or
Atemi Nage: Kogetsu successfully (it counters), then Geese will
do a special series of attacks instead of the standard counter.
- You can stop the Deadly Rave at any time, or even start a combo
off the last hit (instead of using qcb + S).
------------------------------------------------------------------------
JOE HIGASHI
------------------------------------------------------------------------
Nationality: Japan
Fighting Style: Muay Thai
Birthday: 3 / 29
Height: 180 cm
Weight: 71 kg
Blood Type: AB
Hobby: Fighting
Favorite Food: Fried Alligator
Dislikes: Having to dress up
Of Importance: His headband
Best Sport: Any kind of fighting
Joe Special When close, f + S
Honoo no Koma Mawashi When close, f + S (from behind)
Joe Cut When close, f,b + S
Kubisumo When close, df,df + S
Hiza Jigoku Tap K rapidly during Kubisumo
Joe Final Press f + S after Hiza Jigoku
Vertical Upper b + P
Tiger Sword b + K
Slide Deep f + K
Ougon no Hiza Kozou Press S during Slide Deep
Sliding df + K
Hurricane Upper hcf + P (d + PS to fake)
Bakuretsu Hurricane hcf + S during Hurricane Upper
Tiger Kick f,d,df + K
Slash Kick db,f + S
Ougon no Kakato qcb + K (an overhead)
Bakuretsu Ken Tap P rapidly
Bakuretsu Hook qcf + P during Bakuretsu Ken
Bakuretsu Elbow qcf + S during Bakuretsu Ken
Screw Upper f,b,db,d,df + KS (d + KS to fake)
Turbulence Upper f,b,db,d,df + S
------------------------------------------------------------------------
KIM KAPHWAN
------------------------------------------------------------------------
Nationality: Korea
Fighting Style: Taekwondo
Birthday: 12 / 21
Height: 176 cm
Weight: 78 kg
Blood Type: A
Hobby: Karaoke
Favorite Food: Yakiniku (Japanese cooked meat dish)
Dislikes: Evil
Of Importance: His two sons
Best Sport: Physical exercises
Karada Otoshi When close, f + S
Engetsu Shuu When close, f + S (from behind)
Souryuu Kyaku In air, press KS
Neri Chagi f + K (an overhead)
Bandal Chagi df + K
Myondokal Chagi Press S when Bandal Chagi hits
Bakkan Tap d,d
Kazawa Kyaku Press K when your opponent is behind you
Haki Kyaku qcf + K (special)
Hangetsu Zan qcb + K
Hien Zan Charge d,u + K
Kuu Sa Jin Charge d,u + P
Tenshou Kyaku Press d + P when Kuu Sa Jin hits
Hishou Kyaku In air, press d + K
Kai Kyaku Press df + K when Hishou Kyaku hits
Hou'ou Tenbu Kyaku In air, hcf + KS
Hou'ou Kyaku qcb,db,f + S (d + KS to fake)
- Using the Bakkan makes Kim turn his back to his opponent.
- At SNK's page, they say that a possible combination attack is to
use the 'foundation techniques.f + K'. Anyone know how this
is supposed to work?
------------------------------------------------------------------------
LI XIANGFEI
------------------------------------------------------------------------
Nationality: America
Fighting Style: Chuugoku Kenhou Zenpan (all Chinese arts)
Birthday: 5 / 25
Height: 160 cm
Weight: 45 kg
Blood Type: B
Hobby: Going home and sleeping
Favorite Food: Squid gyoza
Dislikes: Ettiquette
Three Sizes: Bust 77, Waist 54, Hips 79
Of Importance: Friends
Best Sport: Short Track
Ryoukuchi Kou'en When close, f + S
Inshu Kusu When close, f + S (from behind)
Kaiten Komateki Kyaku f + K
Kakai Tai b + K
Senpuu Kyaku f,f + S
Sen Shippo df,df + P
Tenshin Tap db,db
Tenshin Sen Shippo Press P during Tenshin
Nanpa Shou qcf + P
Nanpa Dai qcf + S
Senri Chuu'ou: Kankuu qcb + P, if it hits, qcf + K
Kita Senri qcb + K
Suida qcb + S, press and hold to delay
Tenhou Zan f,d,df + K
Dai Tetsujin f,b,db,d,df + KS (d + KS to fake)
Chou Hakuryuu: Kai Hit with S, then qcf + PK / b,f + PK
Majinga When close, rotate 360 + S
- During the Suida, Xiangfei can only be hit by projectiles, or from
the behind. If you're delaying this move, you can cancel it by
pressing L. If you want to cancel it during the move, you have to
wait until Xiangfei's fourth hiccup before pressing L (if you press
it beforehand or afterwards, the move won't be cancelled).
- The Kita Senri, Suida, and Majinga are unblockable.
------------------------------------------------------------------------
MAI SHIRANUI
------------------------------------------------------------------------
Nationality: Japan
Fighting Style: Shiranui-style Ninpou (Ninja Arts)
Birthday: 1 / 1
Height: 165 cm
Weight: 46 kg
Blood Type: B
Hobby: Dieting
Favorite Food: Ozouni (New Year's dish)
Dislikes: Spiders
Three Sizes: Bust 87, Waist 54, Hips 90
Of Importance: Her grandmother's kanzashi (ornamental hairpin)
Best Sport: Badminton
Fuusha Kuzushi When close, f + S
Yo Zakura When close, f + S (from behind)
Yume Zakura When close, db~df + S (only in air)
Shouri Ryuu b + K
Shinobi Zakura f + P
Sakura Shu Press K during Shinobi Zakura
Hien Kyaku f + K
Hien Renkyaku f + K during Hien Kyaku, then f + K
Kachou Sen qcf + P (d + PS to fake)
Ryuu Enbu qcb + P
Hissatsu Shinobi Bachi hcf + S
Kagerou no Mai Charge d,u + S
Musasabi no Mai In air, d + PK
Chou Hissatsu Shinobi Bachi f,b,db,d,df + KS
Shin Hana Arashi f,b,db,d,df + S
------------------------------------------------------------------------
Mr. KARATE
------------------------------------------------------------------------
Nationality: Japanese
Fighting Style: Kyokugen-ryuu Karate (Extreme Style Karate)
Birthday: 8 / 2
Height: 179 cm
Weight: 68 kg
Blood Type: O
Hobby: Doing carpentry on the weekend
Favorite Food: Mochi rice cakes, nattou (fermented soybeans)
Dislikes: Bugs with multiple legs
Of Importance: A motorcycle he found and restored
Best Sport: None
Tani Otoshi When close, f + S
Kyo Chuudan Tsuki When close, f + S (from behind)
Kakato Otoshi Geri f + K (overhead)
Dai Gatana Press S during Kakato Otoshi Geri
Sokusaki Goroshi df + K
Koshuu Senkyaku db + S
Kiryoku Juujitsu Hold P + K + S
Ko'ou Ken qcf + P / S (hold) (d + PS to fake)
Kuuchuu Ko'ou Ken In air, qcf + S
Ko Hou f,d,df + P / S
Kyokugen-ryuu Renkyoku Ken b,d,db + P
Zanretsu Ken f,b,f + P
Shichou Ken qcb + P
Hien Shippuu Kyaku qcf + K, qcf + K
Haou Shoukou Ken f,hcf + KS (air) (d + KS to fake)
Ryuuko Ranbu qcf,hcb + S
- If you counter-hit a crouching opponent with the Sokusaki Goroshi,
they will be stunned.
- Normally the Dai Gatana doesn't combo when used after the Kakato
Otoshi Geri, but if that move hits a crouching opponent, the Dai
Gatana will combo.
- The Kiryoku Juujitsu fills up your Heat Gauge. Fans of AoF1 may
remember that the former Mr. Karate had this power (although he
could charge up much faster). Just don't attempt this when you
have a full Gauge, or you'll do the Heat Blow instead.
- Hitting someone with the 'explosion' part at the end of the Ko'ou
Ken inflicts more damage and knocks them into the air. For this
reason, the Ko'ou Ken works better from it's maximum range rather
than from up close.
- You can hold down P or S to charge the Ko'ou Ken, which makes it
cause more damage (especially if you use the explosion trick
mentioned above).
- The first hit of the Kyokugen-ryuu Renkyoku Ken is an overhead
attack. You can cancel the end of this move with any special
move. You can also cancel into the Haou Shoukou Ken, but it
won't hit. The Ryuuko Ranbu will only hit once.
- The Shichou Ken has a special feature that works only if it hits
an attacking opponent--not a counterhit, but simply having him
hit first. If your timing is right, the Shichou Ken will always
go through your opponent's attack and hit. When this happens,
there will be a pause, then the Shichou Ken will connect, causing
Mr. Karate to then pose while his opponent is caught in an
explosion. There is a further trick you can do with this; if
you out-hit your opponent successfully (you'll know if you did
this because of the animation pause), hold down S. Your opponent
will recovery normally, but will now be glowing yellow. You can
release S at any time to do the finishing explosion of the Shichou
Ken, but the longer you hold S down, the more damage the explosion
will inflict. Note that if you're hit while "delaying" the
explosion, then the move ends without your enemy being hurt.
- I should mention that in the game itself, the instructions read
"ukemi ji tame ari", which I believe is a reference to the ukemi
move (pressing L when you're knocked down). However, holding the
button I've used the ukemi recovery hasn't done anything, so I
don't know what the message is referring to.
- The 'K.u+S' combination attack is called 'Jigoku Mon' (Hell's
Gate). The last hit is an overhead attack and is cancellable, too.
Nationality: Australia
Fighting Style: Wrestling
Birthday: 3 / 3
Height: 202 cm
Weight: 210 kg
Blood Type: O
Hobby: Amusement Park "Chimeguri" (Security? / Rides?)
Favorite Food: Beef Au Jus
Dislikes: Koalas
Of Importance: Wrestling Mask collection (defeated foes' masks?)
Best Sport: American Football
Front Suplex When close, f + S
Scrap Driver When close, f + S (from behind)
Death Lake Stamp When close, b,f + S
Doctor Bomb When close, f,f + S
Buffalo Carry When close, f,b + S
Neck Hanging Three While crouching, df + S
Buffalo Centorn Jump b / f, d + S
Double Sledgehammer f + K (an overhead)
Hammer Swing df + K
Buffalo Ball db + K
Dokugiri qcb + P / S (d + PS to fake)
Giant Bomb db,f + S (f + PS to fake)
Super Drop Kick Hold K for 5 seconds or more and release
Thunder Death Driver When close, rotate 360 + S
Berserk Trident When close, rotate 360 + KS
Thor's Hammer f,hcf + KS
Circle Hurricane When close, f,b,d,u + S
- If you counterhit with the Dokugiri, Raiden's opponent will be
stunned momentarily.
- The Thunder Death Driver, Berserk Trident, and Circle Hurricane
are all unblockable.
Nationality: Japan
Fighting Style: Self-made Fighting Karate
Birthday: 8 / 8
Height: 192 cm
Weight: 96 kg
Blood Type: A
Hobby: His knife collection
Favorite Food: Sliced horsemeat
Dislikes: Labor (working)
Of Importance: Only concerned with making money for himself
Best Sport: None
Bun Nage When close, f + S
Kamahori When close, f + S (from behind)
Bussashi f + P (overhead)
Metsubushi Press S when knocked down
Kachi Wari df + P
Dokan df + K (overhead)
Jigoku Geri Dash, then press KS
Kachi Age In air, press KS
Hebi Tsukai: Taikuu qcb + P (hold to delay / power up)
Hebi Tsukai: Zenpou qcb + K (hold to delay / power up)
Hebi Tsukai: Gedan qcb + S (hold to delay / power up)
Hebi Damashi Press L while delaying Hebi Tsukai
Sadomazo hcf + K (f + PS to fake)
Bai Gaeshi (Kyuushuu) qcf + S, then perform again
Bai Gaeshi (Dan Hassha) qcf + hold S
Dokute f,db,f + P, tap P rapidly
Bakudan Pachiki When close, f,b,d,u + S
Guillotine f,b,db,d,df + KS
Shovel Charge db,b,f + KS
Drill Rotate 360 + S, tap S rapidly
- If delayed, the Zenpou Hebi Tsukai knocks down, and the Gedan
version will stun an opponent. The Taikuu version just knocks
someone further away.
- Ryuji will attack his opponent if he's hit during the Sadomazo.
However, not all attacks will trigger his counterattack--he'll
just take damage as he normally would if that happens.
- The Bai Gaeshi works a little different than in previous games.
The Kyuushuu version makes Ryuji absorb his opponent's projectile.
He can no longer absorb projectiles afterwards, but perform the
move again (qcf + S) and he'll throw a projectile of his own back
at his opponent. You can do this at any time after absorbing a
projectile, making it a great surprise attack.
- As for the Dan Hassha version, it simply reflects the projectile of
Ryuji's opponent back at them--Ryuji doesn't throw his own fireball.
- The Bakudan Pachiki and Drill are unblockable.
- During the Drill, tap S rapidly to choose what style of Drill
you want. There are five levels--jumping fist, stomps and kicks,
rapid headbutts, ground guillotine, or rapid Hebi Tsukais. If you
perform the Drill from far away, Yamazaki will not miss his throw,
but will instead charge up and do the Level 1 version, no matter
how much you tap S. For the record, it's hard as heck to get
anything higher than rapid headbutts without using a rapid-fire
controller. That, or my fingers are just slow :)
------------------------------------------------------------------------
TERRY BOGARD
------------------------------------------------------------------------
Nationality: America
Fighting Style: Martial Arts + Jeff-style Kenka Sappou
(Deadly Brawling Arts)
Birthday: March 15
Height: 182 cm
Weight: 82 kg
Blood Type: O
Hobby: Video Games
Favorite Food: Fast Food
Dislikes: Slugs
Of Importance: Jeff's gloves
Best Sport: Basketball
Buster Throw When close, f + S
Neck Hanging Crusher When close, f + S (from behind)
Back Spin Attack When close, f,b + S / b,f + S
Neck Breaker Drop Dash, then press P + K
Back Spin Kick f + K
Jumping Knee Kick df + K
Power Dunk Press S during Jumping Knee Kick
Fire Kick b + S
Power Wave qcf + P
Round Wave qcf + S, hold S
Burn Knuckle qcb + P / S
Crack Shoot qcb + K
Power Charge b,df + P (special)
Power Geyser qcb,db,f + KS (d + KS to fake)
Triple Geyser qcb,db,f + S
Heat Up Geyser f,db,d,df + S
- The Neck Breaker Drop is a dashing throw.
- The Power Dunk is an overhead attack.
- The Rising Tackle hits low (first hit only).
- You can hit someone who is on the floor with the Round Wave.
- If you counterhit with the Power Charge, you can cancel it into
a special move.
Nationality: Japan
Fighting Style: Dai Kitanan-ryuu Aikido Jutsu
(Great Southern Style Aikido Techniques)
Birthday: 10 / 17
Height: 162 cm
Weight: 52 kg
Blood Type: AB
Hobby: None
Favorite Food: Monaka (?)
Dislikes: Old people being mistreated?
(Toshiyori atsukaisuru yakko)
Of Importance: Himself
Best Sport: None
Shihou Nage When close, f + S
Hiza Mawashi When close, f + S (from behind)
Karasu Otoshi When close, db~df + S (only in air)
Irimi Nage When close, b,f + S
Katahane Wari Press d + S during Irimi Nage
Ura Irimi Nage d + S when your opponent is behind you
Hinaka Satsu Press u,d + S during Ura Irimi Nage
Hyouri Tap d,d
Kurubushi Wari Press PK when your foe is behind you
Haki Age Press KS when your foe is behind you
Shihou Giri Press PS when your foe is behind you
Nisou Renzan qcb + P / S (d + PS / KS to fake)
Tatsumaki Hobaku hcf + P
Aiki Kyousatsu f,d,df + P
Gouten Satsu When close, f,b,d,u + S
Marishiten qcb,db,f + KS, then hcf + S
Fugutaiten When close, rotate 360 + S
- The easiest way to pull off the Hinaka Satsu is to press d + S
when you have your oppoenent behind you, then u + S. This is
because you have to do the moves really fast.
- Using the Hyouri makes Toji turn his back to his opponent.
- Toji has a variation of the fake Nisou Renzan, which is done by
pressing d + KS. However, he says "Shine" (Die) during the
fakeout, which is weird since he doesn't say that during the
normal Nisou Renzan. Maybe it's a fakeout for a different move?
- The Tatsumaki Hobaku is a counter-attack, just like Ryuji's
Sadomazo or Geese's Atemi counters.
- The Aiki Kyousatsu will negate projectiles. If it does so, it
will flash and hit Toji's opponent (it has a really good range).
- The Gouten Satsu and Fugutaiten are unblockable.
------------------------------------------------------------------------
TSUGUMI SENDO
------------------------------------------------------------------------
Nationality: Japan
Fighting Style: Wrestling
Birthday: 9 / 10
Height: 162 cm
Weight: 43 kg
Blood Type: O
Hobby: Cooking (but she's not very good at it)
Favorite Food: Octopus dumplings (takoyaki) from the
neighboorhood store
Dislikes: Ghost stories
Three Sizes: Bust 83, Waist 56, Hips 85
Of Importance: Special photograph of her and her mother
Best Sport: Swimming
Tsugumi Driver When close, f + S
Tsugumi Suplex When close, f + S (from behind)
Monkey Flip When close, df,df + S
Rainbow German db,db + S if foe is behind + crouching ?
Hold Press S,S,S during Rainbow German
Catch When close, f,b + S
Body Slam Press d + S during Catch
Grand Pass Press f + S during Catch
Rope Nage Press b + S during Catch
Hiki Modoshi Press b + S during Rope Nage (?)
Hiki Kikoshi d + P if your foe does a pursuit attack
High Up Sobat Press K during Hiki Kikoshi (hard to do)
Rolling Sobat f + K
Benkeijiki Geki! b + K
Noutenjiki Geki! b + S (hold to charge up to 3 levels)
Rolling Breaker d + S when Noutenjiki Geki! hits
Octopus Heat qcf + S
Tsugumi-chan Elbow qcf + P
Hunting Blitz qcb + K
Tsuutenkaku Driver b,d,db + P / K / S
Naniwa Lariat Charge b,f + P (f + PS to fake)
Okonamiyaki Ire Charge d,u + K,K,K,K,S
Power Bomber b,db,d + S against a crouching foe
Tripping Up b,db,d + S against a standing foe
Tsugumi Hip Press u + S during Tripping Up
Super Drop Kick Light Hold K for 5 seconds or more and release
Flying Tsugumi Drop f,b,db,d,df + KS
Naniwa Death Lock After Tripping Up, hcf + KS
Rope Line Crash qcb,db,f + S
- The Octopus Heat, Hunting Blitz, Tsuutenkaku Driver, Power Bomber,
Tripping Up, Naniwa Death Lock, and Rope Line Crash are all
unblockable. The Flying Tsugumi Driver is only unblockable if done
from up close.
========================================================================
3. SECRETS AND CODES
========================================================================
ENABLE DUCK KING
------------------------------------------------------------------------
Beat the game with all the normally-selectable characters.
ENABLE MR. KARATE
------------------------------------------------------------------------
Beat the game with any character, without losing a round or continuing.
ENABLE DATA MODE
------------------------------------------------------------------------
Beat the game once on any difficulty level. You have to beat the game
with a character in order to pick them in Data Mode. To unlock the
"Backbone" and "Command" options, you also have to beat the game with
every character.
ENABLE TEAM BATTLE MODE
------------------------------------------------------------------------
Beat the game with every character.
GEESE'S HIDDEN OUTFIT
------------------------------------------------------------------------
Highlight Geese, hold Start, then press any button.
ARCADE VERSION TRICKS
------------------------------------------------------------------------
- To select Geese, go to Billy (hold start) and press right.
- To select Xiangfei, once all characters are clear, insert coin,
press and hold PKL at the title screen, then press Start. (?)
- To select Geese in a suit, do the Xiangfei trick, then highlight
Geese, hold Start, and press P or L.
People have told me that the Xiangfei code doesn't work, and I'm sorry
to say that I don't know why. The only arcade that had WA near where
I live replaced it with a second Tekken Tag Tournament machine.
------------------------------------------------------------------------
MODE INFORMATION
------------------------------------------------------------------------
When selecting a character, press Select to cancel your selection.
Chouhatsu Taunt
Dai Jump Big Jump
Dashing Shou Jump Dash Small Jump
Down Kougeki Down Attack (Pursuit Attack)
Haigo Mawarikomi Spin Opponent Around
Iryoku Dai Kougeki Great Power Attack
Jiku Zurashi Line Change
Karada Atari Kougeki Body Blow Attack
Kick Kougeki Kick Attack
Nage Meke Throw Escape
Nage Waza Throw Techniques
Punch Kougeki Punch Attack
Shou Jump Small Jump
Ukemi Evade
ANDY BOGARD
Abise Geri Shower Kick
Bakushin Bomb Quake
Chou Reppa Dan Super Ripping Bullet
Geki Hishou Ken Violent Flying Fist
Gyaku Mawashi Geri Reverse Spin Kick
Hishou Ken Flying Fist
Jukuka Uchi Ripe Melon Strike
Kaiten Kesa Geri Spinning Stole Kick
Kuuha Dan Sky Ripping Bullet
Shiranui Chichu Karami Shiranui Spider Hold
Shouryuu Dan Rising Dragon Bullet
Sokugai Leg Cutter
Ushiro Chuu Kaeri Shuu Age Reverse Mid-Air Returning Leg Lift
Zan'ei Ken Phantom Slash Fist</pre><pre id="faqspan-2">
Zantetsu Penetrating Slash
BILLY KANE
Chou Kaen Senpuu Kon Super Flaming Whirlwind Cane
Dai Kaiten Geri Great Spin Kick
Guren Sakkon Red Lotus Deadly Cane
Ibbon Zuri Nage Fishing Rod Throw
Jigoku Otoshi Hell Drop
Kaen Sansetsukon Chuudantsuki Flaming T.P.C. Mid-Level Stab
Karyuu Tsuigeki Kon Fire Dragon Pursuit Cane
Kyoushuu Hikuu Kon Flying Sky Assault Cane
Kyoushuu Hishou Kon Flying Assault Cane
Kyoushuu Senpuu Kon Whirlwind Assault Cane
Sansetsu Kon Chuudan Uchi Three Part Cane Mid-Level Thrust
Sansetsu Kon Seoi Nage Three Part Cane Over-The-Shoulder Throw
Seimen Tobigeri Hopping Back Attack
Senpuu Kon Whirlwind Cane
Suzume Otoshi Sparrow Drop
Taryuu Taikyaku Steep Dragon Opposite Kick
Zugatsu Gegata Geki Head Splitting Low Aimed Attack
GEESE HOWARD
Amatou Sakkatsu Nidan Geri Collapse of Heaven Deadly Two Part Kick
Atemi Nage: Kogetsu Hit Self Throw: Crescent Moon
Atemi Nage: Rasen Hit Self Throw: Spiral
Gedan Atemi Uchi Low-Level Hit Self Strike
Hien Shikkyaku Reckless Flying Kick
Jaei Ken Evil Shadow Fist
Kosetsu Shou Tiger Killing Palm
Kosetsu Nage Tiger Killing Throw
Kyokuu Reppuu Zan Empty Sky Gale Slash
Raikou Mawashi Geri Lightning Spin Kick
Reppuu Ken Storm Fist
Rinkai Otoshi Spinning Ring Drop
Shinkuu Nage Vacuum Throw
Shippuu Ken Gale Fist
Tobi Renda Shou Hopping Rapid Palm
JOE HIGASHI
Bakuretsu Elbow Exploding Elbow
Bakuretsu Hook Exploding Hook
Bakuretsu Hurricane Exploding Hurricane
Bakuretsu Ken Exploding Fist
Hiza Jigoku Knee Hell
Honoo no Koma Mawashi Spinning Top of Flame
Kubisumo Neck Sumo
Ougon no Hiza Kozou Golden Knee Child
Ougon no Kakato Golden Heel
KIM KAPHWAN
Bakkan Out / In
Bandal Chagi Half Moon Kick
Engetsu Shuu Crescent Moon Kick
Haki Kyaku Ambition Kick
Hangetsu Zan Half Moon Slash
Hien Zan Flying Swallow Slash
Hishou Kyaku Flying Kick
Hou'ou Kyaku Phoenix Kick
Hou'ou Tenbu Kyaku Phoenix Heavenly Kick Dance
Kai Kyaku Commandment Kick
Karada Otoshi Body Drop
Kazawa Kyaku Ring Style Kick
Kuu Sajin Air Grit
Myondokal Chagi Razorblade Kick
Neri Chagi Descending Leg
Souryuu Kyaku Paired Dragon Kick
Tenshou Kyaku Ascention Kick
LI XIANGFEI
Chou Hakuryuu: Kai Super White Dragon Modified
Dai Tetsujin Great Iron Man
Inshu Kusu Gem Issuing Hand
Kaiten Komateki Kyaku Spinning Top Target Kick
Kakai Tai Low Hanging Thigh
Kita Senri Great Spirit Flash
Majinga True Heart Fang
Nanpa Shou Small Dream Wave
Nanpa Dai Great Dream Wave
Senpuu Kyaku Whirlwind Kick
Sen Shippo Arrow Rapid Walk
Senri Chuu'ou: Kankuu Flashing Elbow Emperor's Sky Pierce
Suida Very Drunk
Ryoukuchi Kou'en Thousand Strong Reverse Feast
Tenhou Zan Collapsing Heaven Mountain
Tenshin Body Roll
Tenshin Sen Shippo Body Roll Arrow Rapid Walk
MAI SHIRANUI
Chou Hissatsu Shinobi Bachi Super Deadly Ninja Bees
Fuusha Kuzushi Windmill Demolisher
Hien Kyaku Flying Swallow Kick
Hien Renkyaku Flying Swallow Rapid Kick
Hissatsu Shinobi Bachi Deadly Ninja Bees
Kachou Sen Flower Butterfly Fan
Kagerou no Mai Dance of the Heat Haze
Musasabi no Mai Dance of the Giant Flying Squirrel
Ryuu Enbu Dragon Blaze Dance
Sakura Shu Cherry Raid
Shin Hana Arashi Pure Flower Storm
Shinobi Zakura Concealed Cherry
Shouri Ryuu Rising Dragon
Yo Zakura Night Cherry
Yume Zakura Dream Cherry
Mr. KARATE
Dai Gatana Great Sword
Haou Shoukou Ken Supreme King Flying Roaring Fist
Hien Shippuu Kyaku Flying Swallow Gale Kick
Jigoku Mon Hell's Gate
Kakato Otoshi Geri Heel Drop Kick
Kiryoku Juujitsu Perfect Willpower
Ko Hou Tiger Cannon
Ko'ou Ken Tiger Gleam Fist
Koshuu Senkyaku Attacking Tiger Spin Kick
Kuuchuu Ko'ou Ken Mid-Air Tiger Gleam Fist
Kyo Chuudan Tsuki Empty Overhead Thrust
Kyokugen-ryuu Renkyoku Ken Extreme Limit Style Rapid Extreme Fist
Ryuuko Ranbu Dragon / Tiger Boisterous Dance
Shichou Ken Omen of Death Fist
Soku Sakigoroshi Forward Leg Killer
Tani Otoshi Valley Drop
Zanretsu Ken Momentary Violence Fist
RAIDEN
Dokugiri Poison Mist
RYUJI YAMAZAKI
Bai Gaeshi: Dan Hassha Double Return: Bullet Fire
Bai Gaeshi: Kyuushuu Double Return: Absorb
Bakudan Pachiki Bomb Headbutt
Bun Nage Mosquito Throw
Bussashi Stabbing
Dokan n/a
Dokute Poison Hand
Hebi Tsukai: Taikuu Snake Tamer: Anti-Air
Hebi Tsukai: Zenpou Snake Tamer: Forward
Hebi Tsukai: Gedan Snake Tamer: Lower Level
Hebi Damashi Snake Trick
Jigoku Geri Hell Kick
Kachi Age Head Lift
Kachi Wari Head Splitter
Kamahori n/a
Metsubushi Eye Injury
Sadomazo Sadism / Masochism
TOJI SAKATA
Aiki Kyousatsu Aikido Mirror Slash
Fugutaiten Irreconcilable Rivals
Gouten Satsu Roaring Heaven Slash
Haki Age Throw Upwards
Hinaka Satsu Concealed Center Slash
Hiza Mawashi Knee Spin
Hyouri Two Sides
Irimi Nage Self-Attack Throw
Karasu Otoshi Raven Drop
Katahane Wari Shuttlecock Split
Kurubushi Wari Ankle Splitter
Marishiten (name of the Buddhist God of War)
Nisou Renzan Dual Paired Rapid Slash
Shihou Giri Every Direction Slash
Shihou Nage Every Direction Throw
Tatsumaki Hobaku Tornado Capture
Ura Irimi Nage Reverse Self-Attack Throw
TSUGUMI SENDO
Benkeijiki Geki! Straightforward Strongman Attack!
Hiki Kikoshi Pulling Riser
Hiki Modoshi Re-pulling
Naniwa Lariat (a place in Japan) Lariat
Noutenjiki Geki! Straightforward Head Attack!
Okonamiyaki Ire (japanese pizza) Preparation
Tsugumi-chan Elbow Little Tsugumi Elbow
Tsuutenkaku Driver Heading to the Palace of Heaven Driver
Rope Nage Rope Throw
------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------
Version 0.2 (March 20, 2000)
- Finally bought my own copy (okay, so that was back in December, but
hey, I'm lazy), and tested out some more stuff. General corrections
and revisions throughout the FAQ.
Version 0.1 (July 3, 1999)
- First release, not much to say. I should note that this is a
friend's game, not mine, so not everything has been verified yet.
------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------
Psyke
- For info. on how to evade, and releasing Duck King.
Ura no Ura
- For information taken from this page (www2.airnet.or.jp/~tac).
Clarence DeRamos
- For buying this game, helping me test out stuff in the FAQ, and for
kicking my ass with Tsugumi repeatedly.
EX Andy
- For command attack info. and other misc. info., taken from his
neato arcade Wild Ambition FAQ v1.0 (found at www.gamefaqs.com).
SNK of Japan
- For information taken from their homepage (www.neogeo.co.jp).
Unpublished work Copyright 1999-2001 Chris MacDonald