SNK'S
GAL FIGHTERS
------------------------------

Clash of Top Notch Tottie
FAQ and Moves Guide
Neo Geo Pocket Color Version
By Doctor Bilstein

Contents
-----------
1: Introduction - What are Women?
2: Notes on gameplay
3: A look at the ladies
4: How to get the hidden gals
5: Items: huh?

1: INTRODUCTION
--------------------------

Hello you. Doctor Bilstein here once again, bouncing back
from his action packed Match of the Millennium guide to
bring you the low-down on Gal Fighters, as it is an odd
little number. SNK have used their usual lazy talents to
scoop up all the characters from other NGP games and slap
them in another game. But wait! Something a lickle STRANGE
goin' on....

Disclaimer
--------------
I am honestly not bothered what you do with this FAQ. Let's
face it, if you printed this out and sold it at school,or
wiped your buttacks on it,  how would I ever know? It's your
call. But if you were to steal the info, then you would be
constantly reminded how much better I did it than you did.
That's satisfaction enough for me! Let's move on!

Version History
--------------------
I really hate version histories. But in the case of Gal
Fighters, it's unfortunately necessary as I haven't
discovered everything about it yet. So, begrudgingly:
1) Unlocked all hidden characters and completed on all
difficulty settings. Have not found all the Pretty Burst
effects or items, I'll probably have to do Vs. mode for
that.
2) Fiddled about a bit with a few things, like Whip's Pretty
Burst.

What are Women?
----------------------
A good question. Women are bizarre creatures, often
ignoring the conventions of society or etiquette in favour
of odd and incomprehensible actions. Now,  Gal Fighters
features, unsurprisingly, all gals. Now, in the year 2000,
you'd have thought this game would be a strong political
statement, paving the way for tough, brazen women fighters.
How wrong you are. This game features airheaded simple
bimbos whose only concern is things like their hair or their
hamsters. They constantly bicker about who's the cutest or
who's got the best boyfriend. Gal Fighters is unbelievably
sexist. And so, to understand the women in this game, we
must think like women.
This ride is gonna be a dangerous one...



2: NOTES ON THE GAMEPLAY
------------------------------------------

System.
----------
Gal Fighters plays pretty much like a King of Fighters, but
it's a lot faster (it can be set to a LUDICROUS speed!) and
the super system is like Street Fighter Alpha, except you
can't do super moves on any other 'level', i.e, supers are
always the same strength. It's kind of smooth, and plays
very nicely overall. You can't do supers when your energy
flashes, either.

The CPU
------------
An odd thing about Gal Fighters is the computer controlled
opponents. No matter what the difficulty, the CPU will
ALWAYS block incoming special moves and especially supers.
Therefore, the use of combos is highly encouraged. If you're
a beat 'em up veteran this should give you little problem.
This guide is written assuming you have a good knowledge of
Street Fighter at least. It gets quite annoying that the
computer is still essentially a rubbish player, yet
consistently blocks your attacks. This also makes special
grabs harder to hit with as the CPU will always try to avoid
them.
Basically, as long as you use combos which contain specials
or supers, you'll be fine.

Commands
--------------
Gal Fighters has probably the most easy-going command input
of any fighting game ever. All special moves are so easy to
do, even novices will be doing every special and super every
time. This is probably my favourite thing about the game, as
I tend to lose all dragon punching ability under pressure.
Not so any more!

The Running Ruck
-----------------------
Something else not mentioned in the manual is that if you
both run at each other, the gals will cat fight in a huge
cloud of dust, and you'll be prompted to rapidly push the
buttons. Should you win, which you invariably will against
the CPU, they'll be stunned for a millisecond. If you're
quick enough, do that super or combo now!

3: CHECK OUT THE LADIES!
-----------------------------------------

Here we go then, with each individual character. Firstly,
here's how I explain the special move commands. They're
based on Street Fighter, as that is the London method of
move description. To recap:

Fireball- D, DF, F
Hurricane Kick - D, DB, B
Dragon Punch: F, D, DF
Yoga Flame- B, DB, D, DF, F
Reverse Yoga Flame- F, DF, D, DB, B (obviously)

So, when a movement like Miss X's Maiden Masher is described
it would be 'Fireball~Reverse Yoga Flame.'

P is a punch, K is a kick.

Do you get me?
Sir I get you sir!

And here's what each gal's profile will look like:

Name: What they call themselves.
Nickname; What I call them.
Works: What games they have previously been in.
Commentary: My opinions on this bird.
Down the Pub: What would happen if you and your mates saw
her down the local drinking establishment Friday night?

For special moves, I've added the *NEW* and *!!* symbols.
NEW obviously denotes a new Gal Fighters only move, whereas
!! denotes the move is changed in some way, followed by an
explanation. This appears next to moves which are old but
have a new name as well. (such as Athena's Psycho Reflector
which is now Kensou Reflector.)

Also, *GONE!* denotes moves the character usually has but
are missing.

Blue Moves: Your special attacks.

Green Moves: Command type moves that don't require a
controller motion and don't take off block damage.

Supers: Requires some slightly complex command and a 'Gal
Gauge' stock to pull off!

Pretty Burst: I like this new concept. Pressing DOWN, DOWN
and both buttons will use up a super level and initiate some
unique attack that kind of works like taunting in the dull
Street Fighter 3 3rd Strike.

Tragic Ending: The character's stupid ending.

A Note about Air Throws
-------------------------------
In this game, most of the characters are able to throw
people in the air. The only ones who can't are Miss X,
Shermie, Yuki, Shiki and Whip. It'll be noted on their
profiles that they CAN'T air throw. Everyone else can,
simply by pushing any direction except up whilst touching
the enemy in the air, and P or K. I'm not really sure why
I've done it this way, but there you go.

Off we go!

MAI SHIRANUI
Nickname: Ms. Filthy
Works: Fatal Fury 2- present, KOF 94-present, KOF R1+2, Real
Bout 1+2, First Contact, Match of the Millennium
Commentary: A firm favourite (in more ways than one) since
early days, Mai may be slightly losing her charm but is
still a very solid character, and difficult to lose with. In
this version she is slightly stronger than usual, and also
has the added bonus of the largest breasts in the game.
Down the Pub: You and your mates would definitely be
checking her out, if not for the fact she may fall out of
that costume at any time. She'd get a bit tipsy, so you'd
offer her that final Archer's and lemonade, only to be
interposed by a large Bogard inquiring if you were looking
at his bird, and if so what you intended to do about it.
This wouldn't be much of a problem, but as you were brawling
with gangly long-haired Andrew, his esteemed brother Terence
would drop his pint and place a Burning Knuckle right into
the side of your head.

Blue Moves:
KachoSen Fan Toss: Fireball + P
Ryu En Bu Dragon Blaze: Hurricane Kick + P
Night Prowler: Hurricane Kick + K
Flying Squirrel Drop: Hurricane Kick and P in the air.
Deadly Ninja Bees: Yoga flame + K. *!!* She now draipses on
her wondrous chest instead of doing an elbow drop. It now
hits low at the end. If anything, it's better.
Phoenix Fandango: Down, up K.  There's no need to charge.
*NEW!* Mai had a similar move in Real Bout. She engulfs
herself in a pillar of fire, used to counter aerial attacks.

Green Moves:
Leaping Queen of Birds: F+K
Hammer Drop: D+ P in the air
Sliding Beauty: DF + K
Parachute Drop: D+ K in the air. *NEW! * Mai stops where she
is and comes straight down on the enemy booty first.

*GONE!* The charge up Squirrel Drop method.

Supers:
Super Deadly ninja bees: Hurricane kick~yoga flame + K
Gigantic Fan Whack: Double fireball + P. *NEW!* Mai smacks
the enemy with a screen sized fan. Takes the enemy right out
of the air, so best used as an air counter.
Phoenix Jig: Double hurricane kick + P

Pretty Burst: Mai taunts the opponent whilst dressed in that
big gown. The opponents' super gauge drains to 0 when they
realise she might be naked underneath.

Tragic Ending: Mai asks Andrew Bogard to marry her, but he
reveals he is really a woman. The Mai wakes up, it was all a
dream. Pity....


YURI SAKAZAKI
Nickname: Oh! My goddess!
Works: Art of fighting 2, KOF 94-present, KOF R1+2, Match of
the Millennium
Commentary: Now one of my favourite ever characters, Yuri
has been altered from her limited MotM version back to her
crazy dragon punching spin kicking ways. Unfortunately, the
Gal Fighters changes haven't been overtly kind, and to be
honest she is not one of the better characters. But I don't
care because she's Yuri.
Down the Pub: I'm not sure if Robert Garcia is Yuri's fella,
but even if he was I'd knock him out in one Shaolin finger
jab. Yuri would probably receive jeers and taunts from the
majority of the drunken louts, but I would chirpse her on
the sly and then deny all knowledge of it.

Blue Moves:
Yuri Super Knuckles: Hurricane kick + P *!!* Hold P to
charge up the damage. It's vicious if it hits on full power!
Tiger Flame Punch: Fireball + P
I'll Teach you: Reverse yoga flame~forwards + K
I Will Finally Knock you Down, Dad!: Forwards, backwards,
forwards + K. *NEW!* Mr. Karate runs on and does a screen
sized Haohshokohken, then tells little Yuri off! The
recovery time is not forgiving. Be careful, as you often end
up doing this instead of 'I'll Teach You' and vice versa.
Yuri-chan Uppercut: Dragon punch + P *!!* If you do the
motion again, Yuri will do a second uppercut for a double
hit.
Raiohken Hammer: Fireball + K *!!* She uses a hammer instead
of a fireball.
Yuri Spin kick: Hurricane kick +K.

Green Moves:
Booty Call: F + K

Supers:
Yuri Phoenix Dance: Fireball~reverse yoga flame + K
Yuri Super Uppercut: Double fireball + K *!!* For some
reason, she does paper-scissors-stone motions while
uppercutting.
New Yuri Bop: Double fireball + P. Make sure you're close.
Haoshokohken: Forwards~yoga flame + P. Rubbish, as the enemy
will always roll through it.

Pretty Burst: Yuri pulls out a bottle of pop (could be
absinthe) and glugs it down, giving her super speed for a
while. She's pretty quick anyway, so it isn't that useful.

Tragic Ending: Ryo takes the Talisman and chucks it in the
canal. When Yuri wishes for it back, it returns, but drained
of its power. Why'd Ryo do that? What a chief!

ATHENA ASIMAYA
Nickname: Itty bitty atena
Works: ALLEDGEDLY Psycho Soldier and 'Athena', plus KOF 94-
present, KOF R1+2 & Match of the Millennium.
Commentary: I always consider Athena rather dull and
uninteresting. However, in this version all her costume
changes and the simple fact she can teleport in the air make
her really rather appealing. Plus, her short hair looks so
much better.
Down the Pub: Athena must surely be the gaming world
equivalent of Billie. Suffice to say it would be hard to get
near her for all the drooling drunkards. I would probably
just have a drinking challenge with Chin Gensai so I had an
excuse to hit on Athena when the ambulance was taking us
both to the hospital. I may have thought too hard about this
particular section of the profiles.

Blue Moves:
Teleport: Fireball + K *!!* Can now be done in the air.
Also, she wears a nice little maid's outfit whilst she
teleports.
Psycho Ball: Hurricane kick + P.
Athena Sword: Dragon punch + P. Can be done in the air. *!!*
She wears the original Athena costume from the old Spectrum
game whilst doing it.
Kensou Reflector: Reverse yoga flame + K. *!!* For the heavy
version, she pulls out an unhappy looking Kensou Sie!
Phoenix Arrow: Hurricane kick + K in the air.
Bunny Rap: Yoga flame + P. Must be done up close. *!!* This
is the new version of her Psychic Throw, where she wears a
bunny girl outfit. You can tack things onto the end of it,
but it's trickier.
Treasure Sign: Backwards~reverse fireball + P. *NEW!* Athena
signs a photo of herself and dashes it at the enemy. It's no
different from any other projectile.

Green Moves:
Booty Bounce: D+K in the air. Causes you to bounce away to
safety once it hits.
Thrash kick: F+K Psycho Ball: Hurricane kick + P

Supers:
Who Pon the Mike: Double reverse yoga flame + P.  Follow
with Hurricane Kick + P for a rubbish fireball. Can be done
in the air.*!!* This is formerly Shining Crystal Bits with a
new costume. However, you can only do a fireball with P. To
shoot it downwards, you must do the initial super in the
air.
Arrow o' Phoenix's Fang: Double fireball + K in the air.
Magical Temptation: Double hurricane kick + K. *NEW!* A
simple multi hit combo where Athena transforms into all her
costumes and ends with a bum barge.

Pretty Burst: Athena chomps on a Char Sui bun in the style
of Kensou Sie, restoring a small amount of her life. It
comes out very quickly though.

Tragic Ending: Athena wishes for her long hair back. Then,
she is offered the lead role in a film or Neighbours or
something, and is asked to cut it again for the part.


LEONA
Nickname: Lemsip
Works: KOF 96-present, KOF R1+2, Match of the Millennium
Commentary: Leona has been spiced up like a curry from hell!
She was excellent before and now she has FOUR supers and
shedloads of moves, all of them dangerously effective! Is
there no stopping this powerhouse? I'm sure she gets less
attractive with each game though. Never mind, I'm always
happy to have the green monster on my side!
Down the Pub: It's emphasised rather a lot in this game how
little Leona speaks. So chatting her up would be something
of a nightmare. Plus, what if she became Orochi Leona in
bed? You're better off ignoring her and swapping war stories
with the biggest geezers of all time, Ralf and Clark.

Blue Moves:
X-Caliber: Hurricane kick + P in the air. Now has hideous
range.
Baltic Launcher: Back for a bit then forwards and P.
Grand Saber: Back for a bit then forwards and K. Follow with
F+K. *!!* It's a slightly different animation- she slashes
with her hands, more like Sabretooth from X men vs. Street
Fighter than the traditional Leona. She's more 'Orochified'
in this version.
Moon Slasher: Down for a bit then up and P
Grand Grenade: Hurricane kick and K. Hold K down until
you're ready to chuck the grenade. *!!* This is a larger
Earring Bomb. Sometimes she'll chuck a bomb with a face,
dynamite, or even a miniature Heidern.
Grenade Grab: Yoga flame + P. Grab. Must be close. *NEW!*
Leona gets a command throw- she attaches a bomb to the enemy
and snaps her fingers, blowing them up.

*GONE!* Boomerang Hairband!

Green Moves:
Slash Kick: F+K

Supers:
Grateful Dead (Now I see where they got 'Happy Death'
from!): Double fireball + P. *!!* Another new method of
doing the Heidern classic- she uses a Blanka move, biting
the enemy's face in an Orochi rage!
Revolver Spark: Hurricane kick~yoga flame + K
V Slasher: Fireball~reverse yoga flame + P in the air.
Shoot Launcher: Double hurricane kick + K. *NEW!* Not very
useful, but cool enough. Leona changes into her 'executive'
clothes and a stealth bomber strafes the entire screen with
napalm. Not very damaging, and can be seen coming a mile
off.

Pretty Burst: Leona doubles back for a second and then
slashes with a large blade, like a horizontal Moon Slasher.
The enemy flashes blue for a while, which does... I have no
idea!

Tragic Ending: Leona wishes for her 'pain' to be gone. It
turns out to be a bad tooth.

NAKORURU
Nickname: Nik nak nok
Works: Samurai Shodown 1-4 + NGP version, Match of the
Millennium
Commentary: Wow! Nik nak is much improved since a certain
Match! She's got lots of deadly attacks, and the fact
they're all so easy to do makes her pretty dangerous. Her
supers are all pretty poor, though. She's kind of 'fiddly'
but good enough to produce solid bruckage. Better used as a
'single hit' character than someone who does intricate,
complex and Japanese combos.
Down the Pub: You'd spend ages laughing at her terribly bait
clothes, and her whining hippy babble would soon put you off
any idea of a meaningless romantic encounter. She doesn't
even know where she is half the time.

Blue Moves:
Annu Mutsube: Reverse Hurricane Kick + P. Note it is the
only move that requires such a motion.
Lela Mutsube: Dragon punch + P.
Mamahaha Call: Hurricane kick + P.
Mamahaha Grab: Hurricane kick + P Once on the eagle, press
P+K together to do the diving strike and P to slash
normally.
Kamui Rimse: reverse dragon punch + P
Tessa Rimse: Yoga flame+ P. *NEW!* Nakoruru does a flurry of
slashes and finishes with a big rising slash. Rather good,
and rather needed.

Green Moves:
Heel Drop: D+ K in the air.
Reverse Slash: B+ P
Upper Slash: F+ P
Over'ead kick: F+K
(All these green moves are new from Match of the Millennium
and Samurai Shodown 2 on the NGP.)

Supers:
Elena Kamui Risse: Backwards~reverse fireball + K. It's the
Samurai Shodown way of doing things.
Rimururu: Reverse yoga flame~forwards+ K. *NEW!* Nik nak's
little sister leaps on riding a huge block of ice, or
crystal or whatever she uses, and charges across the screen.
Shikuroo's Fang: Double hurricane kick + P. *NEW!* Her
Treachery wolf attacks by dashing, with Nik Nak holding onto
its tail.
Nik Nak Rush: F, B, F +P *NEW!* Nakoruru simply runs at the
enemy, limbs flailing, then falls flat on her silly face.

Pretty Burst: Nakoruru puts her hands together and initiates
a 'Balm of Nature', causing her to flash yellow. The effect?
Clueless.

Tragic Ending: Pops off home with her tea towel headed sis.

SHERMIE
Nickname: Sherbet fountain
Works: KOF 97-98, KOF R1+2
Commentary: Shermie is quite a sick character... on other
games. The annoying way the CPU behaves restricts her
somewhat, as the chance of you using your grabs with
completely reckless abandon is reduced drastically. Also, as
seen in KOF 98, you are able to use her super grabs whilst
out of range, making them harder to hit with. Against human
opponents, Shermie will excel, but she has to be relegated
to middle usefulness in 1P mode.
I like the way she proves her womanhood by chatting
mindlessly on her mobile though.
Down the Pub: Dunno about that haircut, or those boots, but
a few pints down and I'd be dying to release some Orochi
power into her. Oooh, multi grabs!

Blue Moves:
Shermie Whip: Hurricane kick + P Can follow with  fireball +
K. Not technically a grab as it is blockable. Good for
counters.
Shermie Spiral: Yoga Flame + P. Grab. Can follow with
fireball + K. When you know the move, you'll soon see what
direction to do a fireball in. (usually the other direction)
Shermie Axe: F, B, F, K *NEW!* A rushing combo, a bit like
Iori's... I mean Miss X's Dark Crescent Slice.
Shermie Shoot: Yoga flame + K Grab.
Shermie Clutch: Dragon punch + K It's an aerial throw.
Shermie Spin Kick: Hurricane kick + K *!!* She travels much
higher in the air this time.

Green Moves:
Shermie Spaghetti: F +K
*NO AIR THROW*

Supers:
Shermie Carnival: Double yoga flame + P
Shermie Flash: Double reverse yoga flame + P
Shermie Special: Double fireball + K *NEW!* It's a super
version of Shermie Shoot. Make sure you put it in a combo or
the enemy CPU will dodge it every time.

Pretty Burst:  'Be Gentle to Me.' Shermie blows a kiss in
the form of a horizontally travelling heart, which inflicts
an unknown status ailment should it hit.

Tragic Ending: Shermie asks for a new cage for her hamster.
Yashiro, dapper of dappers, reminds her she could have used
the wish to free Orochi. 'Uh oh!' replies the French floozy.


SHIKI
Nickname: Sheek Kebab with chili sauce, barbecue sauce, and
no salad. Green chilis.
Works: Samurai Shodown, er, 3-4 I reckon, plus the NGP
version
Commentary: Shiki doesn't really do a lot, and cringingly
reminds me of the despicable Samurai Shodown series. She
does have one move which can win the game on its own, but
past that she can't really be recommended for much more
than.... Hold on, she can't be recommended for much more!
Down the Pub: That red eye and tattoo are pretty hot stuff!
Mind you, I reckon you'd be to scared to try and pull her.
Sly glances and a stealthy arse pinch would be about it, I
reckon.

Blue Moves:
Dew Flash: Fireball + P
Heavenly Halo Blast: Dragon punch + P
Wheel of Justice: Hurricane kick + P
Frankensteiner: Dragon punch and K (grab- do it close!)
Shrike Drop: Fireball + P in the air, then press P to hit
with a hammer or K to slap.
Dark Bubble: Hurricane kick or fireball + K. It's a
teleport. Use the direction of the motion to select your
travel direction.

Green Moves:
Front Heel Kick: F+K
*NO AIR THROW*

Supers:
Heaven & Hades Wave:Back, forwards, down, P.
Transmigration of Souls: F, B, F + P or K. *NEW!* Shiki
disappears then comes out of a trapdoor in the floor,
knocking the enemy up in the air. The explosion of her
disappearance can cause damage. P and K don't really  change
where she comes out. It's such a lame move I can't be
bothered to discuss it any more.

Pretty Burst: 'NRG Syphon'. Summons a whacking great snake
which races across the screen to constrict the enemy, and
add the life onto Shiki!

Tragic Ending: Not too tragic really. She wishes to be
reunited with her presumably lost child. Bloody single
mothers.


AKARI ICHIJYOU
Nickname: I wish I'd never started this nicknames thing
again.
Works: Last Blade 1+2, Match of the Millennium
Commentary: Wow! A different sprite! I loved Akari in the
Match, but she's been changed slightly here. I can't work
out if she's better or worse though. Who cares? She's packed
pull of fun moves and now has the copy move, making her
wicked and wild and well versatile!
Down the Pub: She isn't old enough to go to the pub, so you
might buy some alcopops and cigarettes for her and some
disgusting teenage friends to drink in the park or outside a
garage.

Blue Moves:
Captive Oni Blast: Fireball + P. A weak one goes the full
screen.
Chang Throat Blast: Dragon punch +P or K. The P version is
the normal one, with weak P to appear on the side you were
on, and strong P for the other side. The K version makes you
drop onto the enemy's head. *!!* Inexplicably, the creature
that spits Akari out is now the big bearded buffoon of KOF,
Chang Kohan!
Hell'z Windstaff: Down for a bit then up and P.
The Wanderer: Reverse yoga flame + K *NEW!* Wherever Akari
throws the Wanderer, a double of the character you are
fighting appears. I think she had this move in Last Blade,
but it's new for the NGP. While you are the Wanderer, you
can't use super moves or Pretty Bursts.
Lucky Kitty: Reverse yoga flame + P. Must be done close.
*!!* The move was previously a snakelike creature in a bell.

*GONE!* The ability to follow up Hell'z Windstaff.

Green Moves:
Foot Stomp: D + K in the air
Here's My Card: B + P
Big Long Kick: F+K

Supers:
Team Rocket Blast Off at the Speed of Light: Hurricane
kick~yoga flame + P. Hold P to increase range of her jump.
*!!* It used to be a centipede, now it's a rocket.
There Ain't No Party Like an S Club Party: Reverse yoga
flame~forwards + K
Maximum Spider: Double hurricane kick + K in the air. *NEW!*
If you've played any Capcom game with Spiderman in it,
you'll know why this move is so called.

Pretty Burst: Akari kneels down and prays for a short time,
before filling her super meter to FULL! That's 3 levels for
one! One of the best pretty bursts, for sure!

Tragic Ending: Akari can't think what to wish for. That's
about it really.


YUKI
Nickname: Yeuck!
Works: The King of Fighters Kyo
Commentary: Ye gods SNK! New and original characters? How
unlike you! Seriously though, Yuki is a bit of a Dan as far
as ability goes. Plenty of moves, but all rather
ineffectual, and her supers are brass. Still, she is quite
fun to use. Note I only said QUITE fun...
Down the Pub: Firstly, she's Kyo's bird good and proper.
Secondly, she's a total loser just like her boyfriend
really, so she probably doesn't even go to the pub. You'd
only pull her to piss off Kyo, really, which is a good a
reason as any.

Blue Moves:
Schoolbag Deflector: Reverse yoga flame + K
Spinning Schoolbag: Hurricane kick +P
Rape Alarm: Fireball + K. Dangerous!  Sends a big 'NO!' into
the air, like a huge rising blast! Can also hit near and
ground based enemies!
Sack O'Junk: Fireball + P. Its range is questionable.
Grab n' Squeeze: Reverse yoga flame + P (grab)
Get away from me!: F+ P repeatedly. (hold F and tap P.) It's
like a 100-hand style attack that inflicts rubbish damage.

Green Moves:
Whoops!: DF + K
*NO AIR THROW*

Supers:
Falling Girder: Forwards~yoga flame + K. Don't expect to hit
with it.
On A Ragga Tip: Double fireball + P Yuki gets stressed and
runs into the enemy battering them.
Send In the Clones: F, B, F, P.  A huge horde of Kyo clones
rush across the screen!

Pretty Burst: Yuki chomps on a hamburger to restore a decent
amount of life.

Tragic Ending: Yuki wishes that Iori stay as Miss X forever!


WHIP
Nickname: Kerry, heh heh
Works: KOF 99
Commentary: Another (relative) newcomer, Whip is toned both
up and down for this version. She doesn't have all of her
moves, but those she does have are more powerful- especially
the gun! She has one crushing weakness preventing her from
being an excellent character- she only has one super, and
it's utterly rubbish.
Down the Pub: Dunno about the clothes, but you'd be well in
there, especially after rebounding off boring old Leona.
Once you were behind closed doors though, you may never
return alive. Be very careful of girls who call themselves
Whip.

Blue Moves:
Assassin's Strike 'BB': Dragon punch with P or K. You can
come down in different places with different strengths and
buttons.
Hook Shot 'Wind': Hurricane kick + P in the air.
Boomerang Shot 'SC' Yoga flame + P
Strength Shot: Reverse yoga flame + P, hold P and then
release when ready to attack!

Green Moves:
Desert Eagle: B+ P, up to 7 times. *!!* It's much better
than in KOF. There's no real recovery time, and each time
you stop doing it the bullets reload automatically. You can
shoot a downed opponent with it!
*NO AIR THROW*

Supers:
Sonic Slaughter 'KW': Hurricane kick~yoga flame + P.
Terribly rubbish.

Pretty Burst: Whip shouts out a bunch of Playstation
buttons. If the shout hits, they flash grey, which disables
you from doing super moves. You can do the motion, and it
flashes, but no super comes out. It also doesn't cost you
the super energy.

Tragic Ending: Whip asks for the curse on her to be
released. (What curse?) The talisman agrees, but it'll take
a few years. That's it.


MISS X
Nickname: Obviously Flaming
Works: No, as she says, she's not Yagami, she's Miss X, so
she has no previous games.
Commentary: As if. Miss X is clearly and blatantly Iori
Yagami, our insane friend and Kyo's rival. Which means she's
extremely good. In this version, some of Miss X's hand slaps
have foolish attack priority, and sick combos are easily
available to novices and veterans alike. But why'd he do it?
What does he get out of it?
Down the Pub: You'd be in for a horrible Begbie-esque
surprise if you lifted this 'lady's' skirt.

Blue Moves:
Dark Thrust: Fireball + P
Deadly Flower: Hurricane kick + P. Can be done up to three
times.
Fire Ball: Dragon punch + P
Scum Gale: Reverse yoga flame, forwards and P. Throw, no
damage but moves enemy to other side and leaves a combo
opportunity.
Orochi Wave: Dragon punch with K. Good combo opportunity.
Dark Crescent Slice: Reverse yoga flame + K.

Green Moves:
Reverse Kick: B+ K in the air. Still useless.
Double Strike: F+ P, then P again rapidly
Axe kick: F + K
*NO AIR THROW*

Supers:
Maiden Masher: Fireball~reverse yoga flame + P *!!* Miss X
wields a knife and fork and tucks into the enemy with a
violent appetite!
'One For the Road' Blast: Hurricane kick~yoga flame + P.
Moped Mayhem: Double hurricane kick and K. *NEW!* Miss X
zooms off the screen on a Blue Peter moped, then zooms on
from the other side and promptly crashes it into the enemy.
Not really very useful or damaging.
Blast Talons: Double fireball + K

Pretty Burst: Everybody, Move your Body, Backstreet's Back
Alright!
Miss X jams away on a guitar for a good while, but if s/he
finishes, the enemy will hop uncontrollably for, well,
easily enough time for you to murder them!

Tragic Ending: Nothing really. Kyo turns up, and Miss X
declares this tournament isn't over.

4. How to get the hidden gals
------------------------------------
Well, all I did is complete the game with everyone. First
Yuki turned up after a couple of completions, then Whip,
then Miss X when I had finished it with everyone else. Once
you finish it with everyone you get an extra ending and an
'All clear!' message.

Miss X may or may not be linked to the Free Coupon, but I
doubt it.

Incidentally, sometimes Yuki challenges you before Whip. I
have no idea why.

5. Items!
------------

The items are the little extra edge that NGP games often
have in them. You get items by doing certain things, but
some I reckon are random. Here are all the ones I've
discovered.

Items got from simply beating people (random?)
----------------------------------------------------------
Hairpin: Get it from Mai Shiranui. Enemy's super bar fills
up slower.
Tattoo Seal: Got from Shiki. Enemy suffers a 1/4 life
penalty.
Earrings: Obtained from Leona. Your gauge begins on level 3!
Explosive: Gauge- Got from Whip. Powers up your supers
(handy, as supers don't do much damage)
Belt:  Got from Nakoruru. It says, 'Win on a descision.' I
think this means if you get a double KO, or maybe Time Over,
the match goes to you.
Kyo Medal: You get it when you perfect someone. No effect.

Game completion items
----------------------------
Spare Mask: Finish the game on level 4. Halves enemy's life
gauge.
School Uniform: Finish it on level 5. Enemy can't use
supers! Deadly in 2p mode!

Others
---------
Invitation: You get one when you lose to Miss X. No effect.

Unsure items
----------------
Pearl Earrings: Got from Akari, I think. Increases defence.
Family Photo: No effect. I got it once when I finished the
game on level 2, and another time upon completing the game.
Related to Yuri? (you see it at the start of Art of Fighting
1 and 2)
Free Coupon: No effect, and no idea. I'm sure I got it from
losing to Miss X one time.
Picture of Kyo: Invincible for 5 seconds. It shows you it in
the manual!


What I am Unsure About
------------------------------
Do No Effect Items actually have any use at all? If not why
are you allowed to equip them?


6: CONCLUSION
------------------------
My second FAQ is done! Well, SNK will make it easy on me by
endlessly re-using the same characters. To sum up, we have
learnt from this game that women are trivial, foolish,
fickle and above all strange. Perhaps not the message we
should be transmitting to our nations' youth, but to quote
ickle Athena:
       'I'm cute, so take it easy on me!'
Reminds me of the Malibu Stacey Simpsons episode.

All the characters are pretty good, well, good enough. Gal
fighters isn't really made for extensive play as far as I
can see. But it's a cracking good ruck and a good chuckle!

What's wrong with...
Blue Mary (Fatal Fury/RB/KOF)
Janne (World Heroes)
Carol (that silly boomerang fighters game)

Glad they left King out though, she's a mutter.


Contact the Doctor on [email protected]
Why not tell me if you have any info about the girls, or
what the Pretty Bursts actually do.
Thanks to: The Chuckle Brothers, the other half of the
population, Wong Ti Fe and the Ghost Stroke.