Fighters History: Mizoguchi Kiki Ippatsu!!
Super Famicom
FAQ by: GalFord ([email protected])


<<--DISCLAIMER-->>

This FAQ is free and may not be used for profit or promotional purposes;
this MEANS being used by ANY Publisher nor in ANY Magazine (OK?), or be used
in a Website without the Writers Consent.  It may not be changed, altered
nor edited in anyway.  Breaching these rules are grounds for the seeking of
removal and/or prosecution.
This FAQ was created and slaved over by Bob Ritchings a.k.a. GalFord
([email protected]).

This FAQ should ONLY be found at the following websites:-

www.GameFAQs.com (And affiliates)
www.galfordspatch.cjb.net

If you have found this FAQ on any other site whatsoever, please do not
hesitate to contact the author.  Thank you.

Fighters History and all characters within are (c) DATA EAST. 1993
Fighters History: Mizoguchi Kiki Ippatsu is (c) DATA EAST. 1994/5


<<--VERSION HISTORY-->>

23/08/01
Version 3.0 (Final)
Added a few combos here and there.  A few little formatting changes as well.

03/08/01
Version 2.0
Corrected command for Ryoko's Tenshi Cho Yama Arashi, as well as a few
bits and peices here and there.  Added the SECRETS section and moved the
code to gain Chelnov there.

02/08/01
Version 0.1
First created.  Moves Lists, Mode explanations and translations done.
Combos will be included in the next revision.


<<--CONTENTS-->>

DISCLAIMER
VERSION HISTORY
MENU EXPLANATIONS
-TITLE SCREEN
-MIZOGUCHI MODE
-CPU BATTLE
-VERSUS
-EXTRA
 --TAG BATTLE
 --SURVIVAL MODE
 --PRACTICE MODE
   -FREE
   -EXERCISE
-OPTIONS
LEGEND
CHARACTERS
-MIZOGUCHI
-LEE
-RYOKO
-FEILIN
-ZAZIE
-YUNGMIE
-CLOWN
-KARNOV
-CHELNOV
SECRETS
CLOSING WORDS
CREDITS


<<--MENU EXPLANATIONS-->>

--::TITLE SCREEN::--

>From the title screen, the following menus/modes are available:-


::MIZOGUCHI::

In this mode you can only play as Mizoguchi as he travels about in the
story mode that I can't understand an awful lot of.  (My Japanese Skills are
very lacking)


::CPU BATTLE::

Pick anyone of the cast of fighters and defeat allcomers to gain victory!
Can you reach the mysterious fighter at the end?


::VERSUS::

-START
>From here, pick your characters and FIGHT!

-STAGE
Pick a Stage to fight on from the 9 selectable.

-CONFIG
Brings up the following OPTIONS Menu.
  - {BUTTON}
    Here you can setup your button config to suit your tastes.
  - {TYPE EDIT}
    Change character attributes such as Strength, Defense and Speed.
  - {SPEED}
    Choose from three speed settings to play the game at.
  - {GAME LEVEL}
    How hard do you want the CPU players to be?
  - {TIME LEVEL}
    On or Off, it's your choice.
  - {LIFE GAUGE}
    Do you want to be able to see how much energy you have left?
  - {BRIGHT}
    When this is ON, the screen will be dark until someone is hit.
  - {SOUND}
    Stereo or Mono?
  - {EXIT}
    Guess what this does?

-EXIT
Does what it says...


::EXTRA::

-TAG
Pick two characters to fight with and take them into a battle.
When you pick this option you have 6 choices:
- 1P vs CPU
- 1P vs 2P
- 1P 2P vs CPU
- 1P 2P vs 3P 4P (Break out the multitap, folks!! ^_^)
- CPU vs CPU
- EXIT

After you pick one of these modes (Barring EXIT) you are taken to the
MODE SELECT Menu.  Here you can choose one of the following:-

- START
  Start the Tag Battle here.

- STAGE
  Pick a Stage to fight on from the 9 selectable.

- CONFIG
  Brings up this OPTIONS menu.
  - {BUTTON}
    Here you can setup your button config to suit your tastes.
  - {TYPE EDIT}
    Change character attributes such as Strength, Defense and Speed.
  - {SPEED}
    Choose from three speed settings to play the game at.
  - {GAME LEVEL}
    How hard do you want the CPU players to be?
  - {TIME LEVEL}
    On or Off, it's your choice.
  - {LIFE GAUGE}
    Do you want to be able to see how much energy you have left?
  - {BRIGHT}
    When this is ON, the screen will be dark until someone is hit.
  - {SOUND}
    Stereo or Mono?
  - {EXIT}
    Guess what this does?


:-TAG BATTLE EXPLANATION-:
After you have chosen your Tag-team partners and set-up the battle to your
taste, you will then enter the battle.  The fight takes place on a single
screen background with two flashing 'Touch!' markers at the side of the
screen.  The Left marker is Player 1's Tag Zone and the Right marker is
Player 2's Tag Zone.  When you want to tag, enter your Tag Zone and press the
SELECT button.  The game will pause for a second, allowing you to get ready
with your next fighter.  If you enter your opponent's Tag Zone, the fighter
that has not been tagged in may damage you.  You will take damage (Although,
not an awful lot thankfully) even if you block whilst in the opposite Tag
Zone, so be careful!  The round is over when just one of the characters'
energy bars is empty.  This calls for strategic tagging! =)


-SURVIVAL
Misleading name for a Team Battle mode!!  Pick 5 characters and defeat the
other team.
When you enter this mode you are presented with 4 options:-
- 1P vs CPU
- 1P vs 2P
- CPU vs CPU
- EXIT
When you pick your mode (Except for EXIT), you're taken to another menu.
Being on familiar grounds now, here's the menu again. :P

- START
  Start the 'Survival' battle here.

- STAGE
  Pick your starting Stage out of the 9 selectable.

- CONFIG
  Brings up this OPTIONS menu.
  - {BUTTON}
    Here you can setup your button config to suit your tastes.
  - {TYPE EDIT}
    Change character attributes such as Strength, Defense and Speed.
  - {SPEED}
    Choose from three speed settings to play the game at.
  - {GAME LEVEL}
    How hard do you want the CPU players to be?
  - {TIME LEVEL}
    On or Off, it's your choice.
  - {LIFE GAUGE}
    Do you want to be able to see how much energy you have left?
  - {BRIGHT}
    When this is ON, the screen will be dark until someone is hit.
  - {SOUND}
    Stereo or Mono?
  - {EXIT}
    Guess what this does?


:-SURVIVAL MODE EXPLANATION-:
As I mentioned before, it's not a traditional survival mode but rather a
team battle mode.  Pick your options and set-up then enter the main mode
and pick 5 characters to fight with.  Fight to the best of your ability and
try to be the team that is left standing at the end.  Everytime you defeat
an opponent, you gain a little energy back.  Your energy is then carried
over to the next round.  You can use the same character in your team more
than once. (In fact, you could have 5 Ryoko's on the team.  Scary thought!)


-PRACTICE

-{EXERCISE}-
Aha! So, you thought that Street Fighter EX+a on the Playstation was the
first game to have a mode in which you had to satisfy certain goals to
proceed onto the next task?  Nope.
When you enter this mode, you pick your character and proceed to a dojo
background where you are given a task to do (In Japanese) which you must
complete 3 times before you are allowed to move onto the next one.
Completion of all of the characters tasks will reward you will normally
reward you with a complex command for a rather powerful special move.
**Details of each characters EXERCISE MODE tasks, are listed in their
respective sections**

-{FREE)-
Practice your moves, combos or whatever here to your heart's content.
Pressing SELECT when in this mode will exit you back the the PRACTICE menu.
-{EXIT}-
Go back the previous menu.

-EXIT
Return to the Title Screen.


::OPTIONS::
Configure the game in many ways.  Customize the game to your liking.

- BUTTON
 Here you can setup your button config to suit your tastes.
- TYPE EDIT
 Change character attributes such as Strength, Defense and Speed.
- SPEED
 Choose from three speed settings to play the game at.
- GAME LEVEL
 How hard do you want the CPU players to be?
- TIME LEVEL
 On or Off, it's your choice.
- LIFE GAUGE
 Do you want to be able to see how much energy you have left?
- BRIGHT
 When this is ON, the screen will be dark until someone is hit.
- SOUND
 Stereo or Mono?
- EXIT
 Guess what this does?



<<--LEGEND-->>

U = Up
D = Down
B = Back (Away from opponent)
F = Forward (Towards opponent)
UB, UF, DB, DF = Combinations of the above.
J = Jumping
C = Crouching
S = Standing

QCF = Quarter Circle Forward (Execute a smooth motion from D to F)
QCB = Quarter Circle Backward (Execute a smooth motion from D to B)
HCF = Half Circle Forward (Execute a smooth motion from B, D to F)
HCB = Half Circle Backward (Execute a smooth motion from F, D to B)
BTD = Back to Down (Execute a smooth motion from B to D)
CBF = Charge Back, Forwards (Hold B for 2 secs, then slide to F)
CDU = Charge Down, Up (Hold D for 2 secs, then slide to U)
WP = Weak Punch (Default button is Y)
WK = Weak Kick (Default button is B)
HP = Heavy Punch (Default button is X)
HK = Heavy Kick (Default button is A)


<<--CHARACTERS-->>

-Explanation of characters and their moves.  Profiles are split into
sections such as:-

THROWS - What throws a character has.
VARIANTS - Any extra attacks a character may have.
SPECIAL MOVES - All special moves are listed here.
INFORMATION - General rambling about the character and their moves.
COMBOS - A few combos for your pleasure.
EXERCISE - Details of what you must do to complete the Exercise tasks.


:::::::::::::
<<MIZOGUCHI>>
:::::::::::::

Name: Mizoguchi Makoto
Tactical Weak Point: Headband

The main character of the game.  At first he seems to be a poor copy of Ryu
or Ken of Street Fighter fame.  But, work a little with him and you'll soon
find out that he has lots of uses.

--THROWS--

Face Crush = F or B+Heavy Punch
Spinning Heel Throw = F or B+Heavy Kick

--VARIANTS--
None

--SPECIAL MOVES--

Tiger Bazooka = QCF+Punch
Kou Ryuu Sai = B, DB, D+Punch
Ren Zoku Keri = QCF+Kick (x5) (This move can be chained upto 5 times)
Kuuchu Ren Zoku Keri = Jump, then QCF+Kick (x4) (Only after a jumping attack)
Gottsui Tiger Bazooka = QCF+All 4 Attack Buttons
Sho Ten Sai = B, DB, D+All 4 Attack Buttons

--INFORMATION--

The Tiger Bazooka has a little lag on it's startup time so be wary that it
can be seen and jumped over with relative ease.  If anything, it should only
be combo'd and/or used at full screen to annoy the opponent.
Mizoguchi doesn't really have great anti-air moves, but a Weak Kou Ryuu Sai
can be timed to work as such.  I prefer to use either a Standing Heavy Kick
or a Crouching Heavy Punch to keep out jumping nasties. :)
Remember that the Ren Zoku Keri (QCF+Kick) is your friend.  Apart from being
a move that can batter an enemy to pieces, you can drop the fifth blow to
carry on the combo with something else.
Try to ONLY use the Gottsui Tiger Bazooka (QCF+All 4 attack buttons) when
the opponent is dizzy.  The damage may be great if it connects, but the
wind-up time on it is freaking HUGE!  Pull this off against an active
opponent and you can kiss your energy goodbye as they stamp you into the
ground with any combo of their choice.
The Sho Ten Sai is a great move, but to get the best results you should only
use this up close as it will drag them upwards whilst combo-ing them.  If you
miss with the first hit then you'll carry on with the move and sail upwards,
and the opponent has a chance to beat you silly.

First appeared in Fighters History (Arcade, SNES) as well as Fighters
History: Mizoguchi Kiki Ippatsu!! (SNES) and Fuunseiki (Outlaws of the Lost
Dynasty 2), which only appeared on the Sega Saturn.  In all three games he's
hardly changed much at all.. but I don't think that's a bad thing, seeing as
he's fun to use.

--COMBOS--

J HK, C WK, C WK, C, HK
J HK, C WK, S HK, QCF+HP
J HK, C WK, S HK, BTD+HP
J HK, C WK, S HK, QCF+HK <x5>
J HK, S HK, QCF+HK <x4>, BTD+HP (9 Hits)
J HK, S HK, QCF+HK <x4>, C WK <x2>, S HK, QCF+HK <x5> (14 Hits)
J HK, S HK, QCF+HK <x4>, BTD+All 4 Attack buttons (17 Hits)

**Scrubby Combo Alert!!**
J HK, S HK, QCF+HK <x4>, S HK, QCF+HK <x4>, S HK, QCF+HK <x4> etc...
Yes, it's a bloody infinite combo.. not that it's needed at all,
but it's in there all the same.

--EXERCISE--

TASK 1:  Standing Close Heavy Punch, Kou Ryuu Sai (D, DB, B+Punch)
You must score 4 hits with the above combo.

TASK 2:  Standing Close Heavy Kick (2 Hits), Ren Zoku Keri (QCF+Kick) x4,
Kou Ryuu Sai (D, DB, B+Heavy Punch)
After the 2 hits of the Heavy Kick, only do 4 Ren Zoku Keri's and as you
drop to the floor start the motion for the Kou Ryuu Sai.
You must score 9 hits with the above combo.

TASK 3:  Gottsui Tiger Bazooka (QCF+All 4 attacks), Standing Heavy Kick
(2 Hit), Ren Zoku Keri (QCF+Kick) x4, Sho Ten Sai (B, DB, D+All 4 attacks)
This is best suited to the corner.  Push your foe into the corner and start
the Gottsui Tiger Bazooka (QCF+All 4 attacks), as soon as you see Mizoguchi
retract and start to stand up, hit the Heavy Kick button to ram that axe kick
home.  Cancel to the 4 Ren Zoku Keri's (QCF+Kick) and as you drop from the
fourth one, jam in the Sho Ten Sai (B, DB, D+All 4 attacks) for 18 hits!


:::::::
<<LEE>>
:::::::

Name: Lee Diendo
Tactical Weak Point: Knees

An interesting character.  No projectile attacks, but he really doesn't
need any at all.  He has speed, power and huge combo potential.  So, there's
got to be a drawback, right?  Yep.  For the most part, his moves are somewhat
awkward to pull off, and you really need to practice with him before you can
start to take people down with any finesse.  One of my favourite characters.

--THROWS--

Shoulder Carry = F or B+Heavy Punch

--VARIANTS--

None

--SPECIAL MOVES--

Sen Kyuu Tai = QCF+Kick
Zesshou Hou = QCF+Punch
Super Zesshou Hou = QCF, B+Punch
- Choshin Kou = F, F+Weak Punch (After either ZesshouHou)
- Tetsuzan Kou = F, F+Heavy Punch (After either ZesshouHou)
Kaen Zesshou Hou = QCB+Punch (Cannot continue afterwards)
Tsume no Tora = B, F, DB, DF+Both Punches
Chou Tetsuzan Kou = F, B, DB, D+Punch
Leaning Shoulder Throw = (When close) B, DF, DB+Kick


--INFORMATION--

The Sen Kyuu Tai is possibly the best anti-air move in the game.
After the Zesshou Hou and Super Zesshou Hou you can finish the move with
either the Choshin Kon or the Tetsuzan Kou, but only the Tetsuzan Kou will
knock the opponent over.  Mix it up once in a while and continue the assault
when they expect to be knocked over.
The Kaen Zesshou Hou knocks down.  No move can be linked afterwards.
The Tsume no Tora can negate projectile attacks, but it's tricky to just pull
that out when you see someone launching a fireball at you...
Chou Tetsuzan Kou, instant knockdown but covers a good portion of the screen.
The Leaning Shoulder Throw can be combo'd into from regular attacks.

Unfortunatly, Lee lost one of the coolest looking throws.  It only appeared
in Fighters History, but the animation is still in the game as the Tsume no
Tora.  He grabbed the opponent and planted his palm into their stomach as he
blasted them across the screen with a pulse of energy emitting from his palm.
Apart from that, Lee has done nothing but gain moves that have made him into
a really fun character to use as well as real combo monster.


--COMBOS--

J HP, C HP, QCF+HP, (F, F+HP)
J HP, C HP, QCB+HP
J HP, C WK, QCF+HK
J HP, C WP, C WK, C HP, QCF+HP, (F, F+HP)
J WP, S WK, (B, D, BD+HK)
J HP, C HP, (F, BTD+HP)

--EXERCISE--

TASK 1:  Crouching Heavy Punch, ZesshouHou (QCF+Punch)
This should score 2 hits on the the combo meter.

TASK 2:  Jumping Weak Punch, Crouching Weak Punch, Crouching Weak Kick,
Heavy Sen Kyuu Tai (QCF+Heavy Kick)
This should score 5 hits of the combo meter.

TASK 3:  Tsume no Tora (B, F, DB, DF+Both Punches) x2.
The only way to do this is to back the opponent into the corner then use the
Tsume no Tora which will get you 5 hits, now time the next Tsume no Tora very
carefully so that you execute the move just as you finish the first one.
Being impatient will get you a Zesshou Hou instead.
This should score 10 hits on the combo meter.


:::::::::
<<RYOKO>>
:::::::::

Name: Ryoko Kano
Tactical Weak Point: Headband

Uses Judo, but could teach Zangief a few things about throwing!  Can use her
throws in combos as well as having some of the best moves in the game.
Learning to use Ryoko well will help you win a LOT.  Again, one of my
favourite characters.

--THROWS--

Side Throw = F or B+Heavy Punch
Tomoe Nagi = DF+Heavy Punch
- Submission = D, D+Punch during Tomoe Nagi
Kyuu Raku = F or B+Heavy Punch (In Mid-Air)

--VARIANTS--

Rising Chop - D+Heavy Punch

--SPECIAL MOVES--

Zen Ten Ukemi = CBF+Kick
Cho Yama Arashi = HCF or HCB+Punch (When next to opponent)
Ippon Seoi = HCF or HCB+Punch (When near to opponent)
KuuChu Ippon Seoi = HCF or HCB+Punch (When next to opponent in midair)
Kata Guruma = F, UF, U, UB, B+Punch (When next to opponent)
Tenshi Cho Yama Arashi = HCF, D, DF+Weak Punch+Weak Kick (When next to
opponent)

--INFORMATION--

To get the Submission to work, just use the Tomoe Nagi (DF+Punch) and as
Ryoko falls back to throw them, input the command and she'll twist over to
lock their neck in a stranglehold.
The Zen Ten Ukemi (CBF+Kick) can be used rather cheaply.  Use it when up
close and as you come out of it, use the Ippon Seoi (HCF or HCB+Punch
when near to opponent) and you'll dash in afterwards to throw the enemy.
Seeing as they can't really block a throw, it's kind of annoying if it's done
to you a few times. :)
The Cho Yama Arashi (HCF or HCB+Punch when next to opponent) can be combo'd
into from most normal attacks.  If you're out of range for it then you'll get
the Ippon Seoi instead, so it's not all bad.
The Kata Guruma doesn't damage at all, but it throws the opponent skywards
so you can either jump attack them, use the Kyuu Raku Mid-Air Throw or the
Kuuchu Ippon Seoi to cause damage.
The Tenshi Cho Yama Arashi is a VERY cool move, but it has the most awkward
motion to pull of.  The only thing you can really combo it off of is a Close
Standing Heavy Kick.

Ryoko may rank as one of the cheapest characters in this game, but she's so
much fun to use it's untrue.  She's not changed much at all from the previous
games but she was fun to use in the first game and it's still evident here.


--COMBOS--

J HP, S HP, HCB/HCF+HP
J WP, S WP, HCB/HCF+HP
J WP, S HK (2 Hits), HCB/HCF+HP
J WP, S WP, (F, UF, U, UB, B+Punch), Jump then HCB/HCF+HP in Mid-Air
J WP, S WP, (F, UF, U, UB, B+Punch), Jump then F+HP in Mid-Air
S HK, (HCF, D, DF+Weak Punch+Weak Kick)

--EXERCISE--

TASK 1: Standing close Heavy Punch, Cho Yama Arashi (HCF or HCB+Punch)
This should score 2 hits on the combo meter.

TASK 2:  Jumping Weak Punch, Standing close Heavy Kick (2 Hits),
Ippon Seoi(HCF or HCB+Punch).
The trick here is to allow the Heavy Kick to connect twice, otherwise you'll
get the Cho Yama Arashi and not the Ippon Seoi.
This should score 4 hits on the combo meter.

TASK 3:  2 Weak Punches, Kata Guruma (F, UF, U, UB, B+Punch),
KuuChu Ippon Seoi (HCF or HCB+Punch).
Kinda tricky.  Bat your foe around the head twice and then throw them
skywards with the Kata Guruma.  As they are falling to the ground, jump to
meet them and input the command for the Kuuchu Ippon Seoi.
This should score 4 hits on the combo meter.


::::::::::
<<FEILIN>>
::::::::::

Name: Liu Feilin
Tactical Weak Point: Armoured Breastplate

Beautiful, graceful and in need of a challenge, Liu Feilin steps up once
again to prove her worth as a fighter.

--THROWS--

Sparrow Drop = F or B+Heavy Punch

--VARIANTS--

Wheel Kick = F+Heavy Kick (At the same time)
Hishou Kyaku = Jump, then D+Heavy Kick

--SPECIAL MOVES--

Touroh Zan = QCF+Punch
Kuuchu Touroh Zan = Jump, then B, DB, B+Punch
Hakkaku Soubi Ken = CDU+Punch

--INFORMATION--

Unfortunatly the Toroh Zan cannot be sucessfully combo'd from any normal
attack.  You can cancel into it from most attacks, but if the opponent blocks
straight afterwards, then the Toroh Zan will meet their defence.
The Kuuchu Toroh Zan however, is a great move.  Use this after a very deep
hitting jumping Heavy Punch to float down next to the foe.  This allows you
to carry the combo on.
The Hakkaku Soubi Ken (CDU+Punch) is a good anti-air and also quite good in
combos.  Abuse it to annoy the life out of the opponent.

Feilin hasn't changed at all from the prequels.  She still retains her good
Heavy Kick that is great for hitting people out of Mid-Air, as well as her
Kuuchu Toroh Zan that is just a cool combo opener!
She seems to be a Guile ripoff until you realise that she has different
uses than pinning an opponent into a corner and chipping away at their energy
whilst you make sure that they can't move.  She has enough speed to help
confuse an opponent as well as her best asset, the Kuuchu Toroh Zan.  This
move pushes you away as you fire it off, and you can harrass people silly
with it too.
One thing that you should be aware of about using Feilin, she's got fast
normal attacks that can be chained to each other quite well.  Abuse this to
make her one of the best harrassment characters in the game.

--COMBOS--

J WP, C WP, C WP, CDU+Punch
J HP, BTD+HP, C WK, CDU+Punch

--EXERCISE--

TASK 1:  Jumping Heavy Punch, Heavy Kuuchu Toroh Zan (B, DB, B+Punch)
Make sure that the Heavy punch is done fairly late, then cancel into the
Toroh Zan to complete the task.
This should score 2 hits on the combo meter.

TASK 2:  Jumping Weak Punch, Standing Weak Punch, Standing Weak Kick,
Crouching Heavy Kick.
This should score 4 hits on the combo meter.

TASK 3:  2 Crouching Weak Punches, Crouching Weak Kick, Heavy Hakkaku
Soubi Ken (CDU+Heavy Punch)
This should score 4 hits on the combo meter.


:::::::::
<<ZAZIE>>
:::::::::

Name: Zazie Muhaba
Tactical Weak Point: Headband

A African powerhouse with a soft spot for animals, he pounces like a Tiger!

--THROWS--

Hell Driver = F or B+Heavy Punch

--VARIANTS--

None

--SPECIAL MOVES--

Vulcan Hook = Press Punch repeatedly
Hellfire = B, DB, D+Punch
Sliding = F, F+Kick (Press F+Kick again for another Sliding)
Hop Back = F, B+Kick
Hell Heel = D, U+Weak Kick
Hell Axe = D, U+Heavy Kick

--INFORMATION--

The Vulcan Hook isn't a bad move, just one that you'll try not to rely on.
Hellfire is great anti-air as well as being nicely combo-able.
Sliding as a few uses, it goes through most projectile attacks (With timing),
advances across the screen quite fast and allows you to get closer to the
opponent to either Vulcan Hook/Hellfire/Hell Heel/Throw them to death.
The Hop Back does exactly that.  Apart from that however, it makes you jump
forwards straight after as well.  It's a good way of feinting in hope that
your foe will throw and attack and miss... but I suck at using this move.

Zazie was introduced for Fighters History Dynamite.  While not being the most
original character ever, he does have some original moves.  He makes up for
his lack of attacking specials with a good repetoire of evasions and
diversions.

--COMBOS--

J HP, S HP, (D, U+HK)
J HP, S WK, BTD+HP
J HP, C WP, C WK, C HK

--EXERCISE--

TASK 1:  Standing Weak Kick, Hellfire (B, DB, D+Punch)
This should score 3 hits on the combo meter.

TASK 2:  Jumping Weak Punch, Standing Weak Punch, Vulcan Hook (Press
Punch repeatedly)
This should score 5 hits on the combo meter.

TASK 3:  Jumping Heavy Kick, Standing Weak Kick, Standing Heavy Punch,
Hellfire (B, DB, D+Punch)
This should score 4 hits on the combo meter.


:::::::::::
<<YUNGMIE>>
:::::::::::

Name: Liu Yungmie
Tactical Weak Point: Waist Sash

Out to prove that Tae Kwon Do knows no equal!  Yungmie cannot lose!

--THROWS--

Tomoe Nagi = F or B+Heavy Punch

--VARIANTS--

Phoenix Fall = Jump, then D+Heavy Kick

--SPECIAL MOVES--

Wall Jump = At screen edge, then press opposite direction and any button
Aura Smash = HCB+Punch
Kuchuu Aura Smash = Jump, then QCF+Punch
Kaen Kyaku = Any 2 attacks repeatedly (Can then move forwards)
Nerichagi = F, DB, DF+Kick
Foot Rush = D, DB, B+Kick

--INFORMATION--

Make good use of Yungmie's Wall Jump, as it can get you away from annoying
corner traps and/or take you straight in for the attack.
The Aura Smash is a good projectile but has a little wind-down on it, so be
careful when flinging these around.
The Kuuchu Aura Smash is good for annoying the life out of people as you can
launch one just above head-height the jump in to attack!  Don't forget that
you can also cancel into this from a jumping Heavy Kick, giving you more time
to combo things in!
I'm not really fond of the Kaen Kyaku, as I always tend to pull it off by
accident when I'm comboing.  It's quite good as a deterrant against foes who
jump-in a lot.. but you have the...
Nerichagi instead.  It hits on the way up, and sails down with a hit too,
meaning that attacking her while she falls is a bit of a no-no.
Her Foot Rush special is a nice combo ender, but be warned that although it
looks nice, you can duck it. >_<

Yungmie was introduced in Fighters History Dynamite, and has appeared in two
other games: Fighters History: Mizoguchi Kiki Ippatsu!! (SNES) and Fuunseiki
(Outlaws of the Lost Dynasty 2)(Sega Saturn).  In all three games she has
been changed slightly, but still retaining her speed and high-grade
annoyingness with her rapid weak attacks!

--COMBOS--

J HK, QCF+HP, C WK <x2>, C HK
J HK, S HP, QCB+HK
J HP, C WK, S HP, HCB+HP, (F, DB, DF+HK)
J HP, C WK, S HP, HCB+HP, S HP, HCB+HP, QCB+HK (Corner Only)

--EXERCISE--

TASK 1:  Jumping Heavy Kick, Heavy Kuuchu Aura Smash (QCF+Heavy Punch)
Not that hard, but getting the Kuuchu Aura Smash to connect can be tricky.
This should score 2 hits on the combo meter. (But I always get 3 due to the
fact that the Jumping Heavy Kick hits twice)

TASK 2:  Jumping Heavy Kick, Heavy Kuuchu Aura Smash (QCF+Heavy Punch),
3 Crouching Weak Kicks, Crouching Heavy Kick.
Ok.. a little more tricky.  The Jumping Heavy Kick MUST hit for 2 hits or
the task won't be completed.  Be careful not to just ram the Weak Kick after
the Kuuchu Aura Smash or the CPU will think that you're still hitting Heavy
Punch (From the Aura Smash) as well and you'll get the Kaen Kyaku.  After the
Aura Smash hold Down on the pad and wait until you've landed before you start
to hit the Weak Kick button.  3 of those, then chain a Heavy Kick onto the
end and you're all done.
This should score 7 hits on the combo meter.

TASK 3:  Jumping Heavy Kick, Heavy Kuuchu Aura Smash (QCF+Heavy Punch),
Crouching Weak Kick, Weak Nerichagi (F, DB, DF+Weak Kick)
This, is a pain in the backside.  As before, be careful and wait until you
drop and start crouching after the Aura Smash, then cancel to the Weak
Nerichagi (F, DB, DF+Weak Kick) to complete the Task.
This should score 5 hits on the combo meter.


:::::::::
<<CLOWN>>
:::::::::

Name: Known only as 'Clown'
Tactical Weak Point: Facemask

What manner of scheme had Clown got up his sleeve?  Can he be upto no good
once again?

--THROWS--

Jugging Throw - F or B+Heavy Punch

--VARIANTS--

None

--SPECIAL MOVES--

Pick A Card = CBF+Punch
Head Stamp = CDB, UF+Punch
Spin Attack = CDB, F+Kick
Spin Drop = CDB, U+Kick

--INFORMATION--

The Pick A Card is a bit of a let down.  It's not that fast, damage is not
anything major and the wind-down time is a little more than you'd like.
The Head Stamp is one of the most annoying moves in the game.  The only
thing you have to watch out for is when the move is blocked you're wide
open for a pounding.  You can steer yourself away as you fall, but whether
it'll be enough...
Clown's Spin Attack is just like Blanka's of Street Fighter fame, apart from
the fact that it's FAST.  Abuse this move, but be wary of people that can
react to it and attack you out of it.
The Spin Drop's not bad, but it's speed my have you being hit more that you
hit with it.

Clown was the Mid-boss in the original Fighters History.  He was a pain in
the backside then, and nothing's changed.  Erratic as ever, no matter what
you throw at him he'll manage to hit you at least once.

--COMBOS--

J HK, C WP, C WK, CBF+HP
J HK, C WP, C WK, S HP, CBF+HP
J HK, C WP, C WK, CBF+HK
J HK, C WP, C WK, S HP, CBF+HK

--EXERCISE--

TASK 1:  Crouching Heavy Punch, Heavy Pick A Card (CBF+Heavy Punch)
This must score 2 hits on the combo meter.

TASK 2:  Crouching Weak Punch, Crouching Weak Kick, Spin Attack (CBF+Kick)
This must score 3 hits on the combo meter.

TASK 3:  Jumping Heavy Punch, Standing Weak Punch, Standing Close Heavy Punch
(1 Hit), Heavy Spin Attack (CBF+Heavy Kick).
AAARGH!!  Why is this so darn hard???  It doesn't sound like it, and pulling
it off isn't hard either.  But the computer wants you to get a Standing Weak
Punch WITHOUT getting the close-range animation for it.  Grrr..
This should score 4 hits on the combo meter.


::::::::::
<<KARNOV>>
::::::::::

Name: Jinborov Karnovski
Tactical Weak Point: Necklace

The Ex-Champion is back!  This time he WON'T lose to Mizoguchi!

--THROWS--

Headbutt - F or B+Heavy Punch

--VARIANTS--

None

--SPECIAL MOVES--

Fireball = QCF+Punch
High Fire Breath = F, F+Punch
Low Fire Breath = F, F+Kick
Super 100 Kick = CBF+Kick
Balloon Attack = Jump, then HCB, UB+Punch
Aerial Cossack = CDU+Kick

--INFORMATION--

The Fireball (QCF+Punch) is a bit slow for a projectile, but worth it as the
recoil time on it doesn't really allow the opponent to batter you senseless.
The Fire Breath's (F, F+Any Attack) are good to use once in a while to confuse
the opponent silly.
Abuse the Super 100 Kick like there's no tomorrow.  It's fast, recovers in no
time what-so-ever and does nice damage too.
The Balloon Attack gets my award for strangest move ever.  It can be used to
float above your opponents head and as the move finishes Karnov drops with an
attack.  After this attack you can add another jumping attack just by pressing
any attack button.
The Aerial Cossack is a nice addition to Karnov's moves, and counts as a good
combo ender too.  As an anti-air move it's not great, but with a little
practice, you'll rip people out of the air like flies.

Karnov has the ability to execute rapid Weak Punches when jumping.
This helps out when combo-ing as you can jump in with two attacks then carry
on from there.

Old-school gamers should recognize Karnov.  He was the star of his own
game back in 1987 which appeared in the arcades as well as on the
Commadore64, AmstradCPC464 and the Sinclair Spectrum in 1988.  He still
breathes fire, but has sadly lost the ability to pull ladders out of
his bum.  Oh well.. can't have everything! ^_^

--COMBOS--

J HK, C WP, C WK, CDU+WK
J HK, S HP (2 Hits), QCF+HP
J HK, S HP (2 Hits), (F, F+HP/HK)
J HK, S HP (2 Hits), CBF+HK

--EXERCISE--

TASK 1:  Standing Close Heavy Kick, Heavy Fireball (QCF+Punch)
This should score 2 hits on the combo meter.

TASK 2:  Jumping Weak Punch, 2 Crouching Weak Punches, Weak Super 100 Kick
(CBF+Weak Kick)
This should score 6 hits on the combo meter.

TASK 3:  Jumping Heavy Kick, Crouching Weak Punch, 2 Standing Weak Punches,
Heavy Super 100 Kick (CBF+Heavy Kick)
This should score 7 hits on the combo meter.


:::::::::::
<<CHELNOV>>
:::::::::::

Name: Chelnov
Tactical Weak Point: Helmet Visor

Chelnov is the Boss, accessable ONLY by a code (See SECRETS section).
Old school gamers should recognize Chelnov.  Yes, it's the same Chelnov from
the 1988 Arcade/Genesis/MegaDrive game Atomic Runner.

--THROWS--

Head Smash = F or B+Heavy Punch

--VARIANTS--

Bouncing = D+Heavy Kick when jumping

--SPECIAL MOVES--

Laser = QCF+Punch
Vulcan = HCB+Any Punch/Heavy Kick
Missle = CBF+Punch
Aerial Molotov = Jump, then F, F+Punch
Atomic Runner = HCB+All 4 Buttons

--INFORMATION--

Chelnov's Laser (QCF+Punch) is a staple projectile, but it has one major
drawback.  It will not hit a crouching opponent.  All someone has to do to
avoid it is duck down and watch it sail over their head.
The Vulcan is a tricky little move.  The Weak Punch variant travels in an
upwards arc, the Heavy Punch version has a lower arc and the Heavy Kick
version aims down first, then rebounds off of the floor to travel up.
The Missile is great!  A homing fireball attack? O_o  How cheap is this??
Nope, I take that back.. The Aerial Molotov is cheap.  I mean c'mon!!  How
easy a command do you want for a high-priority air-fireball?
The Atomic Runner is akin to Mizoguchi's Gottsui Tiger Bazooka.  It's very
powerful, but has enough wind-up time for your opponent to jump in and kill
you outright.  And no.. he doesn't go "SSJ" when he does the move.  *Groan*

Chelnov is quite the powerhouse.  That understandable though, seeing as he IS
the boss character in the game.  Although he suffers from the same drawback
as every other playable boss character: A little awkward to use, but hardly
any fun at all.  It's almost too easy to beat people with him due to the
fact that he has so many projectile moves.

--COMBOS--

J HK, C WP, C WK <x2>, C HK
J HK, S HP, QCF+HP
J HP, S HP, QCF+HP, S HP, QCF+HP, C HK
J HP, C WP <x2>, C HP, CBF+HP

--EXERCISE--

Chelnov has no Exercise tasks.


<<--SECRETS-->>

ACCESS CHELNOV:-
Watch the opening intro and when the title screen appears and the announcer
calls out 'Fighters History' input the following code on Pad 1: -

Down, Down, Up, Up, Right, Left, L Button, R Button.

You should hear Mizoguchi cry out and the Chelnov will be selectable.


<<--CLOSING WORDS-->>

I always wondered just why no-one ever made an FAQ for this.  I suppose it
was due to the stigma that befell the first ever game (It being a 'Rip-off'
of Capcom's Street Fighter 2).  After I got Fighters History Dynamite for
my NeoGeo CD I found out that the characters were fun to use and most of them
weren't the shameless rip-offs that the seemed to be.  I came across this
SNES 'sequel' to the series and found that it had a lot more than Dynamite
had to offer.  The characters had certain moves changed, some added, and a
few characters taken out (Which I thought was a shame, as I liked most of
the missing characters. ;_; )  Still, I couldn't figure out the EXERCISE
mode until quite a while later (And picking up a little Japanese).
Still no FAQ's were written for this game.. so, I decided to write one
myself.  I wonder if people have actually heard of this 'sequel'?

If there are any mistakes that you can correct (I'm sure there are a few),
comments you'd like to give or just ask a question or two then you can
contact me at the following e-mail address:- [email protected]
And I'll get back to you as soon as I can.


<<--CREDITS-->>

Data East - For making this great little game (And series).
I would have loved to have seen an up to date sequel of this with Super
Meters etc, etc..

GameFAQs - For displaying my FAQs, as always.  And for having some of the
best message boards on the 'Net. ^_^

Ralf kix - For finding out the command to Chelnov's Aerial Molotov!

Me - Well.. SOMEONE had to type all this out!  Hehe.

You - And SOMEONE had to read all of this stuff too!  Give yourself a pat on
the back for your efforts!!

This FAQ is (c) Bob 'GalFord' Ritchings 2001