Disclaimer: This document and contents, including wording, grammar, and
punctuation are copyright Kevin Eav. Mr. Karate, Fatal Fury:Wild
Ambition, and any other names or unique identifiers used within this
document are copyright SNK. This document is free for distribution
provided that it is unaltered in any form--in name, author identification,
or actual document content.
This is primarily to be a movelist for Mr. Karate, the first
available hidden character (of two) in the game Fatal Fury:Wild Ambition.
I will discuss the properties of his attacks, and perhaps some general
strategy; I will not provide any sort of character information initially.
It is to be a relatively short document, however, I may expand it in
further versions. I will also not be including the common moves--dashing,
counterattacking, and the like, because those may be found in Andrew
Seyoon Park's excellent general FAQ for this game, found at
www.gamefaqs.com.
Version History
0.2 6/27/99 -- Added combos, corrected some info, changed some layout.
0.1 6/26/99 -- Put down beginning information, basic information.
Legend:
ub u uf ub--Up-back u--Up uf--Up-forward
b n f b--Back n--Neutral f--Forward
db d df db--Down-back d--Down df--Down-forward
'Back' and 'Forward' are relative to the direction your fighter is facing.
P refers to the Punch button, K to the Kick button, and S to the Special
button.
Counterattack: A rising elbow uppercut, similar to Tsugumi's d, df, f+P.
Front Throw: Takuma grabs the opponent, flips them over and lands with his
shoulder in their sternum, then flips away.
Back Throw: Mr. Karate pushes the opponent forward then punches them in
the kidney, knocking them down.
Command Attacks
---------------
Axe Kick
f+K
Takuma brings his foot up, then slams it downward. The axe kick is a
two-hit attack, and the second attack is an overhead.
Roundhouse Kick
After Axe Kick, C
Takuma follows up the axe kick with a hard roundhouse kick.
Step-in Shin Smash
df+K
Takuma takes a quick step then smashes his foot down on the opponent's
shin.
Oniguruma
f+C
As in KoF'98, Takuma lunges forward with a hard punch. Unlike KoF, Takuma
does not knock down and he performs two hits.
Back Spin Kick
db+C
Takuma suddenly spins, lunging forward with a high back spinning kick.
Similar to his close standing D, but not angled as high.
Uppercut
df+C
Takuma strikes with a hard standing uppercut. This attack will launch the
opponent.
Special Attacks
---------------
Ko-oh-ken
qcf+P or S
Hits: 1/1
Damage: 20 (or 30)
Takuma's favorite fireball. The P version travels slowly and reaches
half-screen; the S version is faster and travels 2/3rds of the screen.
If the opponent is hit by the 'explosion' of the Ko-oh-ken, they get
knocked down and take an additional 10 damage points for a total of 30.
Dragon Punch(No, not really)
dp+P or S
Hits: 2/3
Damage: 50/70
This is probably the strangest that SNK could have done--giving Mr.
'Kyokugenryu Needs No Uppercut' an... you guessed it, uppercut. It seems
to be a pretty standard uppercut, good for air-defense.
Hienshippukyaku
qcf+K, repeat
Hits: 2 (max)
Damage: 39 (one hit)/50 (both hits)
SNK retuned the Hienshippukyaku pretty heavily in this game. No longer
does it fly straight and fast like the Hienshippukyaku of yore; now it's a
rising kick that can be followed up with a second kick after the first.
It isn't a combo tool any longer.
Zanretsuken
f, b, f+P
Hits: 21
Damage: 55
Another old standby, SNK decided to take the KoF'98 command for this
attack. As before, Takuma launches a series of fast fists; an opponent
caught in this will be subjected to a series of punches, then will be
uppercutted and then punched away.
Mouko Burai Gan
qcb+S
Hits: 1
Damage: 30 (31 as counter)
Takuma pauses, then throws a hard straight punch that will knock the
opponent down. If, however, they attack while Takuma is in his
reared-back pose, he'll hit them with the punch (which will be surrounded
with a blue glow), then turn away, crossing his arms as they're blown
backwards by an explosion.
Kyokugenryuu Punch Dance
rdp+P
Hits: 5
Damage: 58
Unlike the usual punch dance attacks, this one starts with an overhead
elbow, then goes into a series of attacks ending in an uppercut that
knocks down. Good damage, and must be blocked high.
Air Ko-oh-Ken
in air, qcf+S
Hits: 1
Damage: 20
Borrowing from Ryo's old bag, Takuma sends a fireball down at a 45-degree
angle. Somewhat slow, and of limited use IMO, but still handy to have.
Haohshokoken (Super Power)
f, hcf+K+S (air)
db+K+S (fake)
Hits: 1
Damage: 122
The old standby. It moves fairly quickly and hits hard. And, now, it can
be done in midair.
Ryuko Ranbu (Overdrive Power)
qcf, hcb+S
Hits: 22
Damage: 180
Takuma pauses as the Overdrive lightning flash shows, then lunges forward
(a considerably smaller distance than ever before) and, if he hits his
opponent, goes into a long rush-combo, ending with the usual Haohshokoken.
Combos
------
All of these combos can be preceded with a jump-in attack for an extra hit
on the meter/extra damage.
*--These are the 'interruptible' attacks; follow the arrows underneath for
the appropriate commands. In the case of the S->S->S chain, the slashes
indicate interruption on the first or second hit, and/or strength of the
move involved (i.e. dp+P/S, Rush: 3/4/5; 3 hits interrupted at the first
S, with dp+P, 4 hits with dp+S, 4 hits, interrupted on the second S with
dp+P, 5 hits interrupted at the second S with dp+S.)