Art of Fighting 3 Path of the Warrior Perfect Guide
(Ver. 4.4)
Unpubished work by Toxic 17/01/2002
(also know as Toxic Avanger)
[email protected]
ICQ number: 146473636
Differences from ver 4.2
-Fixed code for selecting bosses (thanks to Hero_Fei).
-Minor Fixs Rody, Lenny, Ryo, Robert histories.
This guide must be only found on:
- www.gamefaqs.com
-
http://cheats.de
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What's in it:
- Why?
- Legal stuff
- Legend
- About (Guide Notes, What's new in AOF3)
- AoF3 Background (Game history)
- Characters (Includes combo descriptions and histories)
Rody Birts
Kasumi Todoh
Karman Cole
Jin Fu-Ha
Lenny Creston
Ryo Sakazaki
Robert Garcia
Wyler
Sinclair
Wang Koh San
- Overall (My thoughs on characters, why some times things fail)
- Stages per Character (CPU order)
- Moves Names (Names taken from Galen Komatsu FAQ)
- Special Days, codes (more thanks to Galen Komatsu)
- What's Needed
- Thanks
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Why?:
Art of Fighting 3 Path of the Warrior uses an inovator system of
2D image capture and has beautiful stages, but due to the difficult of the
game and the "odd" chain combo system everyone dislikes the game, with this
guide at least I want you to know a few combos, so if you don't like the game
it will be for personal reasons, about characters odd order, that was just
inspiration. By all means I think not as a perfect guide, just like the
sound of it.(:P) This guide was writed using DOS edit program, should be
perfect on Edit or WordPad
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Legal Stuff:
AOF 3 and its characters are trademarks of SNK and this FAQ must not
be reproduced in any other way than electronically, you have no reason for
selling or renting this product and never use the info of this Guide without
give credit where it is deserved, note that this game it's called "Art of
Fighting - Ryuuoko no Ken Gaiden in the japanese version and it has 298
megabits.
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Legend:
A: JAB
B: KICK
C: HARD BLOW
D: DIS - may leave you open, the longer the taunt takes, the biger
decreases the spirit gauge -
f: FOWARD
bk: BACK
d: DOWN
u: UP
ub, db, uf, df: BETWEEN THE DIRECTIONS - db: down and back -
when close bk + C: HIGH PARRY (Stops high attack throwing the enemy,
leaving them on the ground, you can be low hitted or throw,
cause no damage, still it is useful (Galen Komatsu FAQ list
this move as "Sabaki Motion" -what's that?- and the instruction
list this as redirection).
when close f + C: THROW - cannot be blocked or parried, cannot escape
from it, you can duck throw attempts -
hold any button: Charging stance -increase spirit gauge, leaves you
open -
f, f: Front step or dash.
bk, bk: Back step or back hop.
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About : -All characters have 2 colors, one is selected with the A button
an the other one is chosen with the D button.
-If something is between () is a move description.
-If something is between ** is a move PERFORMING description,
wich means effects on characters.
-Advice: you can leave the control neutral while performing a move,
but you got to be quick, this can help you if you want to perform
a quarter cirle motion without getting the direction if doesn't
work (mainky thinked for Karman DM, just hate getting a parry if I
miss the move...)
-Your characters stay the longer on the ground if they have been
damaged badly, while the less damage they recibe the quicker they
stand up.
-On the Juggle section a , means a different move, therefore:
f + A A is perform f + a and its follow up.
f + A, A is perform f + A and then jab.
- If you want to perform all Combos you better
understand this -
-If you want to run between the hits but your character has a ff
move you may try performing ff then back + button, to simplily hit;
Example:
Ryo: df + A, ff bk + A, A, A, f + A A C B
This combo would be imposible without that method... for some
strange reason, with Jin you can do ff N + A without getting his
ff move...
-They are combos that may sound like sick jokes, but they are ALL
tested against all or most characters; the harder combos are
explained in a section at the end of the juggles; there are combos
hard, but not explainded due to the fact that there are similar
juggles, thus explained there.
-Normal moves are moves wich use stick motions plus buttons and
DO NOT spend any spirit gauge.
-Special moves are moves wich use stick motions plus buttons
and DO spend spirit gauge.
-Desperation move is a move that can only be performed while
your character is flashing orange AND you have your entire
spirit gauge, normally they cannot be block.
-Kick counter or Punch counter are Normal moves that must be
performed JUST WHEN THE ATTACK IS ABOUT TO CONNECT. THOSE
MOVES STOP KICKS OR PUNCH DEPENDING ON THE () MESSAGE.
Really hard to perform, yet mostly great damage.
-Spirit gauge is the green bar under your energy, increased by
holding for some time any button or blocking attacks,
decreased by performing Special, Desparation moves or by
getting dissed. REMEMBER THAT YOU CAN INCREASE YOUR BAR WHEN
YOU ARE ON THE FLOOR, but remember to release the button BEFORE
you get up, or you will end up on the "charging stance" wich
leaves you open, also remember that espirit gauge raises a little
gradually, even if you are doing nothing and when you are with
low or no spirit bar left the special moves may not come out or
come out very, VERY weak; there are three levels of power on the
spirit gauge:
Green = Maximun power
Light Blue = Medium power
Purple = Almost no power
Many moves will act different or may not be available on the purple
level.
-Just like the others AoF, the longer the taunt, the bigger the
spirit gauge damage, Kasumi special taunt takes 90% of the spirit
gauge if you let her finish.
-Also from others Aof, you can dispel a energy ball by punching it
with GREAT timming, it does not matter what bunch you use, and it
does not matter what fireball it is, you may even dispel a
HaohShokohKen with a jab.
-Such has Fatal Fury games, you have a short jump (press
briefly the stick at jumping) and a long jump (hold the
stick).
-A (Fwd) simbol means HOLD FOWARD DURING THE MOVE.
-Most combos can be started after a jumping attack.
-Always perform a PURSUIT (df + A or B) after every combo, characters
may have different and usually stronger pursuits.
-Recovery Moves are moves that you use when your are laying on the
floor to get up a little faster using an attack, usually a normal
move; I have seen another way of recover wich is a very quick spirit
charge; performed by tapping C before the character falls to the
floor, but I'm sure that is not the right secuence for this,
otherwise I would perform it ratherly often; also there are two
tipes of knock downs, one from you fall sitting, from wich you
can't perform any recovery and the on you fall down, from this you
can properly recover.
-Almost every attack juggles on Counter, and for those who
already did, they send the opponent far way more up on Counter,
note that for same attacks I had experimented differents effects.
-When the enemy is on the air and falling down you will lose ALL
df and db movements, its a shame; at least on many Counter hits you
still can use df moves (like Ryo's counter A, df B C d + A).
-Overhead means that must be blocked high, Sweep means that
must be blocked low.
-Stun and Feint: Stun means that the enemy is walking back after you
hit them and the enemy is left standing (You can juggle from this)
and Feint is the one who stun, but left the enemy on the floor
(You can combo but it is awfuly difficult to send the enemy on the
air).
-A (Stn) means that the overhead attack will stun when blocked low.
-If a combo seems to difficult you may try dashing or walking
between the hits, also combos had different timming depending
of the foe, I could separate them in:
Big: Wyler, Rober, Karman, Rody, Ryo.
Medium: Jin, Wang.
Small: Sinclair, Kasumi and Lenny.
-When you are flashing orange you can perform The Desparation
move and your character does more damage, note that Robert and
Ryo have a different stance when flashing red.
-All jabs can be interrupted with a normal B, so if you want to
input A and then f + B or f + A, you have to wait a little,
all jabs can be interrupted by C, but I mainly listed the more
useful ones.
-On the corner your attacks send you way back, but it allows
combos such has Ryo:
f, bk+B+C, f+A A, A, A, f+A A C B, A, ff + A, (ground) qcb + A
* Tested against Karman, started from about half screen
from the corner *
-On the moves when it say d + A it means to press the joystick
and the button at the same time.
-"Ultimate Knock Out" (UKO) will occur if you finish off your foe
using a Desperation Move when he/she is at 10/05% of energy or less,
the benefict of this is that the enemy will be eliminated no matter
if is the first round, when a character is UKOed he "dies" with a
especial secuence, unless you UKOed using Karman DM.
-Special Day occurs when your character is in is birth day, the good
thing is that he/she can use DM no matter how full his energy is.
-Finshing the game without losing a round will be rewarded with an
unique SD image of your character.
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Art of Fighting 3 Background:
All stories are my own interpetration of the events that happen to
occur in Aof3, I have no SNK sources to back up what I say.
In this game, most characters are looking for someone and they will
surely find him\her on GlassHill Valley, I'm sure this a Mexican province,
due to the kind of scenarios displayed on the game, but it is may suspition
that this place is the same as south town, I mean, made up from nothing.
Robert goes to GlassHill Valley scorting a childhood friend, Freia
Lawrence, since Robert disapears from his house not telling anyone his father
send an agent from the "Garcia Fundation" to track him, his name his Karman
Cole; this man contacts Ryo and ask him Roberts whereabouts, hearing word he
is in GlassHill he promptly goes there, feeling trouble Ryo and Yuri also
travel to GlassHill (and if there are not trouble, there is always time for a
good vacations, Huh?).
In GlassHill they found some strange people looking for Robert, Freia,
Wyler or Ryo so the Kyokugen ryuu lords quickly enter into action.
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Characters:
...............................................................................
How it works:
Name of character: Who he is and what he seeks.
In game notes
- Recovery Moves:
- Normal Moves:
- Special Moves:
- Desperation Move:
- Juggle starters:
- Juggles:
- Combo Description:
- Playing as Character:
...............................................................................
Rody Birts: A private investigator hired by Wyler to look for Freia, he works
with a beautiful woman named Lenny Creston, also he has a bad
reputation as a private eye; as a second note, Rody is totally
convinced that Wyler wants to find Freia for Romantic purposes.
- Recovery Moves: d + A (Sweep)
Hold any button (Spirit Charge)
df + A (Sweep)
db + B (Sweep, follow up with B)
- Normal Moves: df + B (Overhead, Stn)
A C (You may Press A as many times as you want)
db + B B (Double sweep)
f + B B (first hit Stn and Overhead)
f + A A (Can be followed by f+ B B or db+ B)(Fwd)
f + A B (Fwd)
A + B (Can be followed by d + B B or bk + A)
bk + A (Can be duck)
df + A (Overhead, Stn)
bk + A (Kick counter, hard to do)
d + A (Sweep)
- Special Moves: qcf + A or C
f, bk, f + A *
qcf + B
* Just like a normal throw, but much better range *
- Desparation Move: f, bk, f, bk, f + C
- Juggle Starters: f + A A B (3 hits)
bk + A (1 hit)
f + B (1 hit)
df + A (1 hit)
A + B bk + A (2 hits)
- Juggles: bk + A (+ 1 hit)
f + A A, db + B B (+ 4 hits)
A + B (+ 3 hits)
A + B d + B B (+ 3 hits)
A + B bk + A (+ 2 hits)
f + A A f+ B B (+ 4 hits)
qcf + B (+ 3 hits)
qcf + C (+ 1 hit)*
f + A, f + A A, db + B B (+ 5 hits)
f + A, f + A A f + B B (+ 5 hits)
f + A, qcf + A (+ 4 hits)(Not for Lenny)
f + A, A + B bk + A (+ 3 hits)(Not for Wang)
f + A, A + B d + B B (+ 4 hits)**
f + A A, f + A A f + B B (+ 6 hits)***
f + A A, f + A A, db + B B (+ 6 hits)***
* After Counter bk + A or df + A *
** For Wang, Ryo, Karman, 3 hits for everybody else *
*** Does not work on Lenny, Todoh and Wang **
Combo Description: Ratherly easy combos for such damage, just focus on high
and quickness, don't aproach your foe between the hits
Rody can use his combos after all of his juggle starters,
the most crappy one his df + A, that is because it has
to much range and leave you far away of your foe; but
I use it a lot, since it has great range.
Hard combos explanation:
f + A A db + B B
The key for doing this one is the deep of the
attacks and the delay of the punches.
A + B d + B B
This is easy as long as you connect the attacks
very deep.
f + A A, f + A A B B
The trick is to give the two first hits fast and
high, that will allow you to land the rest very
deeply. Does not work on Lenny, Todoh and Wang.
Playing as Rody: Rody has great range and quick moves, you can either focus
on a pocking character or a "reactionary" character (means
he strikes back after defending or before been attacked,
remember that you have a good variation with his f + A
chains, also keep in mind that the f, bk, f + A special move
can stop the enemy at certain distance when he is attacking
you (like Whip's HCF + P), this is a very flexible character
and that make him a good choice, note that when you perform
qcf + A or C with low spirit (purple) you will see a taunt
like move, leaves you really open but it's an odd thing.
...............................................................................
Kasumi Todoh: She seeks Ryo Sakazaki, hoping that he may know her father
whereabouts, her father (Ryuhaku Todoh) as vanish since he was
defeated by Ryo and she has escaped home, just like Robert. She
uses her family fighting style and she has trouble speaking
English; all the words between " " are japanese, her escape is
not a happiness matter to her mother Shizuka, note that she
uses Aikido, I have also heard that she uses "Todoh style
ancient martial arts"; she was born in Japan.
Her parry goes behind the opponent, can be followed by
presing A, she has a especial taunt aganist Kyokugen ryuu
users, qcb + A can be countered, also she has a close
standing A frame (an elbow).
- Recovery Moves: d + A (Sweep)
Hold any button (Spirit Charge)
df + A (Sweep)
ff + B (Overhead)
- Normal Moves: df + A (Overhead)
df + B (Overhead, Stn)
A C (Not from close standing A) *
A + B
A A + B (Not from close standing A) *
bk + B (Can be followed with A + B)
d + A (Sweep, Feints on Counter)
bk + A (Punch Counter, hard to perform, Stun)
f + B B (Fwd)
f + B A B (last hit can be replaced by C) (Fwd)
f + A A B (last hit can be replaced by C) (Fwd)
f + A B (Fwd)
ff + A (Can be followed with bk + B or d + B)
ff + B (Overhead, can be duck from close)
* You may Press A as many times as you want *
- Special Moves: qcf + A
qcb + A (Overhead, stun if hits)
- Desperation Move: b, hcb + A *
* Can be belayed by holding A,delay to long and she
will fall, can be blocked and has 3 levels of
strenght, from the last you cannot combo from *
- Juggle Starters: f + B (1 hit)
ff + A bk + B (2 hits)
bk + A (1 hit)(If succefuly performed)
qcb + A (1 hit)
b, hcb + A (1 hit)(Desparation move)
- Juggles: f + A f + B (+ 2 hits)(After f+B, do it right)
A, f + B A C (+ 5 hits)
ff + B (+ 1 hit)(Not from f+B, after DM)
qcf + A (+ 1 hit)(Not from f + B)
qcb + A, A, A + B (+ 3 hits)(On corner)
f + B B (+ 2 hits)*
f + B A B (+ 3 hits)(After DM)
f + B A C (+ 4 hits)(After DM)
bk + B, A + B (+ 2 hits)
A, bk + B , A + B (+ 3 hits)(Not from f + B)
[f + A], A, f + A A C (+ 5 hits)(After f+B, do it right)
f + A, A, bk + B, A + B (+ 4 hits)(After f + B)
f + A, A, f + B B (+ 4 hits)(After f + B)
f + A, A, f + A A C (+ 6 hits)(After f + B)
A, ff + A bk + B, A + B (+ 3 hits)(On Ryo)
A, A, ff+ A b + B (+ 4 hits)
* Only after counter d + A or DM *
** What is between [] is a follow up wich doesn't hit **
* After most "Stun" moves you can put a juggle starter
and juggle the opponent; the only exception is a
counter d + A wich after followed you cannot juggle
the enemy *
* A, A, A + B can combo, also A, A, A, C *
* Therefore a BIG combo would be:
qcb + A, ff + A bk +B (Follow up), A (Jab), f + A A C
(8 hits) *
Combo Description: Great combos, but they need practice, and quickness, don't
worry on dashing, just worry on the high and the timming.
A good thing while comboing with Kasumi is that her attacks
leave her close to the enemy, allowing the combos after many
sircunstances.
Hard combos explanation:
bk + B, A + B
This is easy as long as the first hit is deep and
the second is greatly delayed.
f + A, A, bk + B, A + B
If you master the other one, this would be easy,
but need to catch the enemy close. Not from f + B.
f + A, A, f + B B
This combo is really easy as long as you delay the
follow up the longer possible. After f + B.
f + A, A, f + A A C
It uses the same principe that the other one.
After f + B.
Playing as Kasumi: Kasumi has quick moves and has moves that make her advance
a lot, so she doesn't have trouble catching an off guard
enemy, but she lacks strong low attacks, so you will use
throwing in the high-low mind games, if you manage to
master her punch counter Kasumi will be one of the most
overpowered fighters of the game, a fact is that her low
attacks may be weak, but they are extremely bothersome;
note that I have been told that her taunt translates as
"Kyokugen ryuu.. that is nothing..". A second note is that
I'm sure that she checks a dictionary before talking in
english, not acording what says kof96 Joe Palanca's FAQ,
this game shows Kasumi having troubles speaking english
(She can't talk to Wyler because she doesn't understand
what he says). A third note is that I have seen another
first celebration, in wich after she laughs she sneezs
(only have seen it once, after many years playing, maybe
is like to see Tam - Tam's face in his ending in SSI).
...............................................................................
Karman Cole: Agent of the Garcia foundation, this man searches for Robert due
to request of Albert Garcia and his wife, in the past Robert
where unable to stand a fight with Karman because his
extraordinary fighting skills, note that he is German.
He has a especial taunt aganist Kyokugen ryuu users, his pursuit
can execute an especial action if you catch your foe whit his
legs towards you, this action has no efect on Sinclair and Wyler;
and this action can be inputed by d or db + A or B.
- Recovery Moves: d + A (Sweep)
Hold any button (Spirit Charge)
df + A (Sweep)
Any Special Move
- Normal Moves: A + B (Can be duck, followed by b + A A f + B)
bk + B B
f + B (Overhead)
f + A A (Can be followed by f + B) (Fwd)
bk + B + C (Dodge and kick, can't be hit low)
bk + A + C (Dodge and punch, can't be hit low)
bk + A (Kick counter, hard to do)
df + A (Overhead, Stn)
f + A A B (Fwd)
d + A (Sweep, Feints on Counter)
- Special Moves: qcb, f + A (Counter move for mid and high attacks)
qcf + B
f, bk, f + A (Overhead, Stn)
f, bk, f + B
- Desperation Move: hcb, hcb + C (Can be jumped)
- Juggle Starters: A, A, A, A + B (4 hits)*
A + B (1 hit)
bk + B (1 hit)
* From close, less jabs as further is the distance *
- Juggles: f, bk, f + A (+ 1 hit)(From A + B)
A, A, C (+ 3 hits)(Not from A+B)*
A, f + A A B (+ 5 hits)(Not from A + B)
f + A A B (+ 4 hits)(Not against Lenny)
A, qcf + B (+ 2 hits)(Not from A + B)
A, A, qcf + B (+ 3 hits)(Not from A + B)
qcf + B (+ 1 hit)(From A + B)
f + A A, qcf + B (+ 3 hits)(From A + B)
[f + A], A, f + A A B (+ 5 hits)(From A + B)**
[f + A], A + B f + A A B (+ 5 hits)(From A + B)
[f + A], A, qcf + B (+ 2 hits)(From A + B)
A, A + B f + A A f + B (+ 5 hits) ***
* This also works on a standing enemy. *
** [f + A] is a follow up that doesn't hit. **
*** Not from A+B, on Ryo and Rody, for others begin from
standing A counter ***
Combo Description: Fast fingers are need to combo with Karman, you must not
dash between the hits, just worry on catching your enemy
at the right high his bk + B may leave you far from the
enemy, when using it be sure of been close.
Hard combos explanation:
A, f + A A B
Only after bk + B, you should wait until the
enemy reachs the maximum high, you don't have
to wait to long, the rest is perfect timming.
A, A, qcf + B
This combo is easy, but make sure that you don't
tap the buttons or there will be three punches;
this is also from bk + B.
[f + A], A, f + A A B
Make sure that the follow up doesn't hit, but
don't delay it to long; that's about it.
[f + A], A, qcf + A
Same as before.
Playing as Karman: Counter attack character, his main strengh is the ability
to stop your enemy when attacking you, he got a poor low -
high hitting game, but his f, bk, f moves can go under
many attacks while dashing, I think this character is
much like Rody and Kasumi but less combo oriented; he may
lack combos, but he has a great strenght. Note that his
A + B may not work at all on Kasumi, unless she taunts or
is doing somethig that makes her stand straight. Second
note: I use a lot his df + A because is on of his few mid
attacks, other can be usually crouched; this moves juggles
on counter.
...............................................................................
Jin Fu-Ha: This persons was Eiji Kisaragi disciple, but for some reason Eiji
betray him (that may explain his chest and back scars), he wants
to know if he is tough enough to kill Eiji so he thinks an ideal
test: defeat the sworn enemy of Eiji, the one Eiji has never been
able to overcome -Ryo Sakazaki-; Jin has developed a very special
gift, the ability to sense the ki from people, he uses this to
trace the greatest ki he can find...
This character has double jump, C button his Overhead and Stn.
- Recovery Moves: d + A (Sweep)
Hold any button (Spirit Charge)
df + A (Sweep)
f f + B (Overhead)
- Normal Moves: bk + A
bk + B (Overhead, Stn)
ff + A (Overhead, Stn)
ff + B (Overhead, Stn, leaves you on the floor)
A + B (Overhead, Stn, hit laying enemies)
d + A (Sweep,Feints on counter) *
d + B (Sweep, can be followed by f + A)
df + A (Overhead, Stn)
df + B (Overhead, Stn)
d, u + A (only on laying opponent)
f + A A (Can be followed by f + C)(Fwd)
f + A A (Can be followed by f + B)(Fwd)
* Can be followed by d + B *
- Special Moves: qcf + A (Reflects fireballs)
d, bk, db + B (Makes you invisible)*
qcb + A
f, hcf + C (High/mid counter attack)
* Invisibility last about 4 seconds and
gets cancel if you are hit, continues
if you block, though. *
- Desperation Move: d, d + C (Can be block, cannot be hit)
- Juggle Starters: bk + A (1 hit)
ff + A (1 hit)
C (1 hit)
- Juggles: A, qcb + A (+ 2 hits)
A, f + A A B B (+ 6 hits)(Works not on Ryo)
f + A A C (+ 3 hits)
A, ff + A (+ 2 hits)
bk + A, A, qcb + A (+ 4 hits)(Works not on women)
qcb + A (+ 1 hit) (Only after C)
bk + A, ff + A (+ 2 hits)
bk + A, qcf + A (+ 2 hits)(Very difficult)
bk + A, f + A A B B (+ 6 hits)(Very difficult)
* Necesary to dash between bk + A and next hits;
but within the juggle, not as a starter *
Combo Description: Along Ryo, Jin's Combo are the hardest, beacuse of his
short hand range; it is crucial for you to dash after you
begin the combo, that's why you will be using his ff + A
so much, because it leaves you close to the enemy; bk + A
is the best, but it leaves you far away of your enemy and
has the shortest range.
Hard combos explanation:
bk + A, A, qcb + A
Not from C; the trick is to hit the enemy the
closest and the highest with the bk + A.
Works not on women.
bk + A, qcf + A
I have only get this twice, so no tips to help
you out.
bk + A, f + A A B B
I can only perform this after the bk + A, as
before, the key is to hit at the best high and
distance (The more high and closest distance).
Playing as Jin: This is the toughest character along Wyler, he may lack
range but have powerfull mind moves (d + B f + A, ff + A)
and his short range disadventages are his throwing potencial;
he also posses the strongest pursuits, so make the most of
it; note that he can be very nasty character if when you are
invisible you vary low or high (just like speed Zantetsu);
also rely on his counter. Note that Jin means men, or so I
have heard.
...............................................................................
Lenny Creston: Private investigator and partner of Rody Birts, their asignment
is to found Freia and promptly deliver her to Wyler, there it
seems to be a "Romanic Tension" between Lenny and Rody; please
do note that she is totally convinced that Wyler wants to find
Freia for romantic purposes.
- Recovery Moves: d + A (Sweep)
Hold any button (Spirit Charge)
df + A (Sweep)
ff + B (Overhead, juggle starter)
- Normal Moves: bk + B (Overhead, Stn, may hit twice)
bk + A + B
A + B (Dodge)
bk + A
ff + A (Can be followed up by f + B or bk + B)
ff + B (Can be followed up by A)
d + A (Sweep, hit ground enemies)
f + A A B (Last hit can be f + C or bk + B)(Fwd)
df + A (Overhead, Stn)
f + B B (Fwd)
f + A B (Fwd)
df + B
crouched B, bk + B (Second hit overhead, Stn)
- Special Moves: qcb + A
f, bk, f + A (Last hit overhead, Stn)
qcf + A
- Desperation Move: f, hcf + C
- Juggle Starters: bk + A + B (1 hit)
ff + B (1 hit)
ff + A, ff + B (2 hits)
- Juggles: A, A, f + A A C (+ 5 hits)
f + A, A, ff + B (+ 3 hits)
f + B B (+ 2 hits)
f + A A C (+ 3 hits)
f + A A bk + B (+ 4 hits)
qcb + A (+ 5 hits)
A, A, ff + A B (+ 4 hits)
f + A A, A, A, ff + A B (+ 6 hits)
f + A A, A, A, A, f + A A C (+ 8 hits)
qcf + A, f A A C (+ 4 hits)
qcf + A, ff + A B (+ 3 hits)
* No need of dashing before the hits *
Combo Description: Lenny's combos are easy, but you need to catch your foe at
the right high, you need to dash after the qcf + A.
Hard combos explanation:
f + A A bk + B
If you want the four hits better perform this
close and deep (Usually dash before performing).
qcf + A, f + A A C
The two ploblem is to make the projectile very
early and the dashing very quickly.
qcf + A, ff + A B
Same as before, remember to dash before ff + A B,
so you have to input foward pour times.
Playing as Lenny: Lenny can make many things at a really far distance, her
throw has the longest range and her mind moves are weak but
long ranged; her easy juggles makes this character very
dangerous when wrongly blocked an overhead.
This character can be very cheap or very fun.
...............................................................................
Ryo Sakazaki: He feels uneasy and desperates looks for Robert feeling
troubles, he has come to GlassHill with his dear sister
Yuri Sakazaki; Ryo stands for the tiger as a symbol of
his strenght, note that this man uses Kyokugen-ryuu Karate,
I have been told that Kyokugen Ryuu is a true martial art
and that Ryo was born in Japan; Kyokugen Ryuu means "Extreme
Style Karate", and the true karate style is called "Kyokushin"
; and as a final note remember that Ryo is half american, his
mother name was Ronnet and she died a little before AoF1.
This character has triangle jump by presing A or B on the corner
(A just jump and B Jumps with kick) C button on air his
backwards (like Iori's bk + B), just as AoF 1, though you may
only get a few kick hits afterwards.
- Recovery Moves: d + A (Sweep)
Hold any button (Spirit Charge)
df + A (Sweep)
ff + B (Overhead)
- Normal Moves: f, bk + B + C
B + C
A + B (Dodge)
A C (You may Press A as many times as you want)
bk + B
ff + A A (Overhead on both hits, Stn)
f + B B (Fwd)
ff + B (Overhead, most character can duck it)
df + A (Overhead, Stn)
d + A (Sweep)
df df + A (Sweep)
df + B (Overhead, Stn, can be followed up by df + B)
df + B C d + A (Overhead, Stn)
df + B C (Overhead, Stn)
f + A B (Fwd)
f + A A B (Fwd)
f + A A C C (Last hit can be f + B)
d, u + A (Overhead, Stn)
- Special Moves: qcf + A or C
f, bk, f + A
db, f + B (Overhead)
f, d, df + A or C
qcb + A (Special pursuit)
- Desperation Move: f, hcf NEUTRAL B
* NEUTRAL means that you have to wait between
the motion and the button press *
- Juggle Starters: df + A (1 hit)
f, bk + B + C (1 hit)
d, u + A (1 hit)
- Juggles: A, A, C (+ 3 hits)*
A, A, f + A A C B (+ 6 hits)
f + A A C C (+ 4 hits)
f d df + C (+ 2 hits)**
A, A, f d df + A (+ 3 hits)
A, A, f bk f + A (+ 3 hits)
ff + A A (+ 2 hits)
f + B B (+ 2 hits)
A, A, A, C (+ 4 hits)***
A, f + A A C B, C (+ 6 hits)**
f + A B, f + A A C B (+ 6 hits)
f + B B, f + A A C B (+ 6 hits)****
f + A A C B, f + A A C B (+ 8 hits)
f + A A C B, f + A A C B, f + A B (+ 10 hits)
f + A A, A, A, f + A A C B (+ 8 hits)*****
* Works even if foe is standing *
** Not from df + A **
*** Can combo on floor ***
**** Only from f, bk + B + C ****
***** Not against womens *****
* remove AT LEAST one hit if your juggle begins
with df + A instead of f, bk + B + C *
Combo Description: Ryo's combos are the toughest to properly master, just rely
on d, u + A and be quick; always try to walk between the
juggle starter and the first hit, the other it is just
quickness and right high, tapping buttons will not always
work; it took me for about three weeks of game play to
perform all combos on all character.
Hard combos explanation:
A, f + A A C B, C
There is an ideal high in wich you can catch a foe,
there is also an ideal timming for the follow ups;
the combos I will list are nearly impossible, but
they have such a bad ass estetic; if you see them,
you are lucky. Not from df + A.
f + A B, f + A A C B
Same as before but easier; could be mastered.
f + B B, f + A A C B
The first part must be done DEEP and close, so the
two hits succeed and leave you at the distance to
apply the rest. Only from f, bk + B + C.
f + A A C B, f + A A C B, f + A B
Same as the first one, but more difficult.
Playing as Ryo: Flexible character and many destructive combos, Ryo doesn't
have long range, but when rightly timmed he can quickly
connect d, u + A even at far distance, if the enemy fails a
long range attack; one tip I think usefull is always keep
some distance from your enemy, enough to provoque him to
attack and miss. If you rather be offensive you must know
well this character and use accuratly his moves; he is like
Karman, great power but less range and more combos.
Althroug he is not the main character, I think he is far
more tough than Robert, as the AoF history line suppose.
...............................................................................
Robert Garcia: He meets a Childhood friend Named Freia Lawrence, hearing she
goes to GlassHill he follows her after hearing her worries
about a man called Wyler; the fact is that Wyler request some
special data from Freia; data to complete a drug wich has an
strange effect over the human body, Wyler says he as corrected
the drug mistake and he has make it estable, Freia fears
because the drug killed Wyler's dad; Robert stands for the
dragon, not as the opening of the game shows it; I belive that
in japanese culture the tiger and the dragon are the worst of
enemies, he also uses Kyokugen-ryuu and is the best friend and
rival of Ryo Sakazaki, note that I belive that Kyokugen Ryuu is
a true martial art, also note that Robert is from Italy;
Kyokugen Ryuu means "Extreme Style Karate".
The C button hits ground enemies, plus is an Overhead and Stn.
- Recovery Moves: d + A (Sweep)
Hold any button (Spirit Charge)
df + A (Sweep)
- Normal Moves: A + B (Overhead, Stn)
bk + B B B (Hold back during move, last hit overhead)
d, u + B (Overhead)
df + A (Overhead, Stn)
d + A (Sweep)
bk + A
df + B B B (Overhead, Stn, no need of holding df)
f + A B (Fwd) *
f + A A B (Fwd)
f + A A C B (Fwd)
f + A A C bk + B (Fwd)**
f + B B (first hit stun)(Fwd)
f + B d + A
* Random chance of stun on last hit, similar to
critical hits *
** Last hit overhead, Stn and wastes spirit
gauge **
- Special Moves: qcf + A or C
f, d, df + A or C
df, f + B (Overhead)
f, bk, f + B
in air qcb + B (Overhead)
f, hcf + C
- Desperation Move: f, hcf NEUTRAL B
* NEUTRAL means that you have to wait between
the motion and the button press *
- Juggle Starters: bk + A (1 hit)
A + B (1 hit)
f + B, bk + A (2 hits)
- Juggles: A, f bk f + B (+ 2 hits)
Qcf + A or C (+ 1 hit)(From bk + A)
f + A A C C (+ 4 hits)
A, A, f + A A C bk B (+ 6 hits)
A, A, f d df + A (+ 3 hits)
f + A A, f bk f + B (+ 3 hits)
A, f + A A, f bk f + B (+ 4 hits)
bk + B B (+ 2 hits)
f + A A C B (+ 4 hits)*
A, f d df + C (+ 3 hits)**
* From f + B, very difficult *
** Works not on Ryo, Wang and Robert **
* A + B is his worst juggle starter *
* A, df + A can combo on standing opponents *
Combo Description: Robert's combo are somewhat difficult, just give them
proper timming and be quick, always begin combos with
bk + A, his combos are easier and shorter version of
Ryo's.
Hard combos explanation.
f + A A, f bk f + B
Be close, and hit highly; the rest is easy.
A, f + A A, f bk f + B
Be close and a ideal high, just as Ryo's this is a
Godly kind of combo.
Playing as Robert: This is the first game on where Robert and Ryo are
scentialy different, the principal difference is that
Robert can send the enemy on air more easily; this could
be described as a "plain fighter", he only wants to beat
the crap out of you using fast reflexes and big combos,
not using weir high - low tactics (He does have, but you
need to be very constant to get the most of it - because
no one fears a weak low strike wich doesn't event knock
down, so you may not follow up with a pursuit-)
...............................................................................
- Wyler: Wyler belives he has perfected a powerful drug that in the past took
his father life, the problem his that escential data for the drug is
missing, but he knows who has it: the daughter of his father partner,
Freia Lawrence. The true background is that when the drug proved been
unsucceful, Freia's father feels that Wyler father has no salvation
so he took his daughter and the data of the drug and he took of,
leaving Wyler's dad to his luck (he didn't have much, because he
didn't survived).
This character cannot be thrown, cannot stop his spirit gauge Charge
and he is more heavy than others characters.
- Recovery Moves: d + A (Overhead)
Hold any button (Spirit Charge)
- Normal Moves: bk + B
A, C *
d + A (Overhead, Stn)
f + B B (Overhead, Stn)(Fwd)
df + A (Overhead, Stn)
f + A A C (Overhead on last hit)(Fwd)
* Push A as many times you want,
C is an Overhead and Stn *
- Special Moves: qcf + A
d, u + A *
f, bk, f + A (Overhead, Stn)
* It can bounce fireballs, such as Ryo's
Koh ken, it also Feints on counter *
- Desperation Move: None
- Juggle Starters: d + A (1 hit) *
f + B (1 hit)
f + A A (2 hits)
being thrown (0 hit, -Feints-)
* Sometimes hit twice, when it does you cannot juggle
if you performing while crouching with A it will hit
only one time and will always juggle *
- Juggles: A, A, A, A, A (+ 5 hits)
B (+ 2 hits)
qcf + A (+ 1 hit)(From f + B and throw attempts)
bk + B (+ 1 hit)
f + B B (+ 2 hits)*
f + A A (+ 2 hits)(From f + B)
f + A A, A, A, A (+ 5 hits)(Not from f + B)
f + A A, d + A (+ 4 hits)(Not from f + B)
f + A A, d u + A (+ 3 hits)(Not from f + B)
* Can be from throw attempt or f+B *
Combo Description: Wyler combos are easy, just make sure to walk if you input
f A A and hit your enemy the highest posible.
Hard combos explanation:
f + A A, d + A
The best high is required for this, walk before
performing.
f + A A, A A A
Same as before.
Playing as Wyler: This character is good pissing off people, been in front
of you giving so many quicks attacks, I think Wyler is a
offensive character due to the fact that is dash his quick
and he is to cheap as a defensive, I said that because not
fearing most throws destroy some character mind games.
I love being a doctor Jekill that wants to become Mr. Hide.
...............................................................................
- Sinclair: In the surface she helps Wyler to complete his experiments, but
in fact she does not want him to succeed and she is looking for
someone who can convince Wyler of desist of his ambition, wich is
fulfill his father dream.
This character cannot throw.
- Recovery Moves: d + A (Sweep)
Hold any button (Spirit Charge)
df + A (Sweep)
- Normal Moves: f + A (Follow with bk + B or B) *
df + A (Overhead, Stn)
bk + A (Overhead, Stn)
A C (You may Press A as many times as you want)
bk + A + B
bk + B (Second hit overhead, Stn)
d + A (Sweep)
d + B (Sweep)
* Last hit Overhead, Stn *
- Special Moves: f, bk, f + A
qcb + A
d, u + A (Overhead) *
* Feints on Overhead and hits on floor *
- Desperation Move: f, hcf + A
- Juggle Starters: d, u + A (1 hit)
f + A B (3 hits)
bk + A (2 hits)
B (1 hit)
- Juggles: A (+ 2 hits)(from d, u + A)
bk + A, A (+ 3 hits)
qcb + A (+ 4 hits)
A, qcb + A (+ 5 hits)
A, A, C (+ 3 hits)
*input always d, u + A after every combo*
Combo Description: These combos are simple and easy, just do it quick, if you
input bk + A as juggle starter you have plenty of time to
run; if bk + A doesn't hit twice, quickly input qcb + A or
standing C.
Hard combos explanation:
bk + A, A
Be the closest and do it early, thats all.
A, A, C
Dash and do it quick.
Playing as Sinclair: She got very anoying low attacks and overheads, but they
may leave you open if blocked, my advice is to be careful
and focus on landing her strong combos; 2 notes, if you
are wondering what f, bk, f + A is good for I say is good
to thick damage when your enemy is about stand up, the
other note is that sometimes when you finish combos with
d, u + A the enemy will recover before you can block, but
I always input that motivated by it's insane damage; If
you want not to take risk, use note 1.
...............................................................................
- Wang Koh San: This person is going to participate in a drawing contest,
therefore he travels seeking inspiration for his draw, that
leads him to GlassHill, hearing word of a person who is
working on a drug he belives that a new sample would be
interesting to his friend the doctor Lee Pai Long, this
person uses the lost art of Shin-Roku-Goh Ken.
Pursuit hits twice, the CPU has performed on me his pursuit
twice while I was on the floor; in his ending he shows a draw,
I've seen him pick four differents; f, bk + A + C throw works
on Wyler, jumping C and jumping A + B hits grounded enemies.
- Recovery Moves: d + A (Sweep)
Hold any button (Spirit Charge)
df + A (Sweep)
ff + A (Sweep)
- Normal Moves: bk + A
bk + B
d + A (Feints in Counter, Sweep)
A + B
B + C
dbk + B (Sweep)
In air A + B (Hits on floor)
close f, bk + A + C (Throw, can't crouch it)
df + B (Overhead)
df + A (Overhead, Stn)
f + B B (Fwd)
f + A A (Can be followed by f + B B)(Fwd)
f + A B B (Fwd)
f + A C
f + A A C (Last hit Overhead, Stn)(Fwd)
d + A + B (Sweep, can be followed up by f+B or f+A)
df + C (Overhead, Stn, can be followed up by d + B)
ff + A (Sweep)
- Special Moves: d, d + A (Hits Low)
f, d, df + A
HCF + B (Overhead) *
* Has a follow up that I cannot discover;
if you not follow up after it you can
combo bk + A *
- Desperation Move: bk, f, f + C
- Juggle Starters: bk + B
f + A A
A + B
- Juggles: f + A B B (+ 3 hits)
f + A A B B (+ 3 hits)
bk + A (+ 1 hit)
d + A, bk + A (+ 2 hits)*
f + A A, bk + A (+ 3 hits)*
f + B B (+ 2 hits)
d + A + B, f + A (+ 2 hits)
bk + B (+ 1 hit)
A + B (+ 1 hit)
f + B B (+ 2 hits)
ff + A (+1 hit)(Not on Karman or from bk + B)
* Works not on Jin, Kasumi, Wang and Wyler *
* You can finish your combo with jumping A + B *
* f + B B won't juggle on Wyler *
Combo Description: Nothing great here, ff + A will not work at all on Karman,
no matter wich juggle starter you use, if you want to start
combos with f + A A you must run after it; you can't combo
ff + A on Rody after f + A A; also any f + A A f + B B
juggles won't work on Wyler.
Hard combos explanation:
f + A B B
This combo is challenging if you begin with
f + A A, then give a big dash and catch the enemy
at good high.
f + A A B B
Same as before but needs better high.
Playing as Wang: Many overheads and many sweeps to keep the enemy awake; a
friend of mine can dispatch a player winthin a few seconds
just reling in his strong variations, this character lacks
good combos but he gets great charisma with is db + B taunt;
also got a sexy dis and a real note is the fact that the CPU
uses a follow up after his hcf + B move, dunno how its done.
If you pursuit with jumping A + B or jumping C the enemy
shall recover faster than you, though both attack do good
damage.
---------------------------------------------------------------------------------------
Overall: A odd thing when playing vs in Aof 3 is that the characters can play
much a like (Kasumi can play as Jin, but not so daedly variations);
but playing against a charecter is very especific (focus on range;
weight, high and other stuff); I'm praying that SNK comes with Aof4,
in wich they correct some mistakes (Knowing wich combo to perform on
different characters could be a bore unless you like the game, also
combo df and db moves would have been nice, altrough machine does
it).
A GREAT FAULT IS THAT THERE IS NOT A JUGGLE STARTER THAT LEAVES
YOU CLOSE TO THE ENEMY, THAT IS WHY SOME COMBOS IN AOF3 ARE
IMPOSIBLE AT THE WRONG DISTANCE, AND THAT IS EXACTLY THE SECRET
OF TEKKEN GAMES EASY JUGGLES, NO MATTER THE DISTANCE YOU CONNECT
THE ATTACK, USUALLY LEAVES YOU AT A GOOD DISTANCE TO COMBO.
Am I dreaming on new fixed games? The new and spectacular
Sengoku 2001 gives me hope.
That will not happen if SNK remains in bankruptcy.
I could say this games is like Savage Regin; there are not many
character that ecxeeds on style, in fact many lack it, and that's
why you like them (Think of Ramon, he thinks the stylish person in
the earth and he is not; that is his "charisma").
I say Seth from KoF 2k is a clone of Karman Cole, the both are
dressing elengantly and the both sturdy.
I also say Venessa is a clone of Rick Strowd, due to their dodging
techniques and their front and back teleports (Rick has a back jump
punch and a dashing combination - close enough - ).
The seiyuus (voice actor) on the game are (dunno who is who):
Atsushi Maetsuka
Masaki Usui
Manjaro Koich
Eiji Yano
Harumi Ikomada
Kumi Ishida
Masae Yumi
Jai
----------------------------------------------------------------------------------------
Stages per Character:
How it works:
Name1 Name 2
1 Stage Name1 1 Stage Name2
2 Stage Name1 2 Stage Name2
3 Stage Name1 3 Stage Name2
4 Stage Name1 4 Stage Name2
5 Stage Name1 5 Stage Name2
6 Stage Name1 6 Stage Name2
7 Stage Name1 7 Stage Name2
8 Stage Name1 8 Stage Name2
9 Stage Name1 9 Stage Name2
Robert: Ryo: Rody: Lenny: Wang:
1 Rody Rody Robert Wang Lenny
2 Wang Wang Jin Karman Robert
3 Jin Lenny Kasumi Kasumi Ryo
4 Sinclair Sinclair Ryo Ryo Jin
5 Kasumi Jin Sinclair Rody Kasumi
6 Lenny Kasumi Karman Jin Rody
7 Karman Karman Lenny Robert Karman
8 Ryo Robert Wang Sinclair Sinclair
9 Wyler Wyler Wyler Wyler Wyler
Kasumi Jin Wyler Sinclair Karman
1 Rody Rody Wang Lenny Jin
2 Lenny Robert Kasumi Robert Lenny
3 Jin Karman Karman Ryo Rody
4 Robert Kasumi Ryo Jin Sinclair
5 Wang Wang Rody Kasumi Kasumi
6 Sinclair Sinclair Jin Rody Wang
7 Karman Lenny Lenny Karman Ryo
8 Wyler Wyler Sinclair Wang Wyler
9 Ryo Ryo Robert Wyler Robert
---------------------------------------------------------------------------------
Move Names:
Rody Birts:
A + B Rapid Rod
Db + B Slide Low Kick
Bk + B Dodge Knee Kick
Bk + A Over Swing
Pursuit Bounding Rod
Throw Hook Throw
Qcf + B Middle Impact TT
Qcf + A Revolving Rod
F, bk, f + A Descisive (?) Impact *
DM Hyper Tonfa
* (Galen Komatsu listed this with ?)
Kasumi Todo:
Bk + B Shiranamai
Parry, then A TsuyuBarai
Bk + A (Countering Punchs) Sakken OnUchi
Bk + B (Countering Kicks) Sassho OnKyaku
A + B Gohsen
Ff + B Hisou
Ff + A SouShoDan
Ff + A, d + B SouShoDan, Kusanagi
Ff + A, bk + B SouShoDan, SoushoYaritotsuKyaku
Pursuit Kanwari
Throw MochiMawashiZen- Otoshi *
Qcb + A Todo-ryu: RaihoHoh
Qcf + A Todo-ryu: KasaneAte
DM Todo-ryu: Hiden ChoKasaneAte
*(I don't know if Galen Komatsu listed this with "-" because he lacks the
space or if it's writed with that)*
Karman Cole:
A + B Standing Back Knuckle
Bk + A (Countering high kicks) Cut Straight
Bk + A (Countering medium kicks) Cut High Kick
Bk + A + C Dodge Straight
Bk + B + C Dodge High Kick
Bk + B High Point Heel
Special pursuit Surroto Knuckle
Pursuit Under Straight
F, bk, f + A Quick Under Straight
F, bk, f + B Quick Back Knuckle
Qcb, f + A Hefutigaa Shuutohsuaguria
Qcf + B Gebarutigaa Fuusutoritto Fon Oopen
DM Aofoi' Nandaaforugente Byurufe
Jin Fu-Ha:
Ff + A Head Thrust
Bk + A Body Thrust
Bk + B SokutaiGeki
A + B Kaikyaku KakatoOtoshi
Ff + B Fuha-ryu TatsumakiKeri
B, u + A pursuit TenchuuRaku
Pursuit TenshinDan
Throw TengekiSatsu
Qcb + A ShinkuuZankubiToh
Qcf + A Ryueijin
D, bk, db + B Shinobikakure
F, hcf + C MougoRyusatsujin
DM TohshinShoh
Lenny Creston:
Bk + A Over Swing Long
Bk + A + B Over Swing Shot
Ff + A Bush Impact
Bk + A Low Somersault
Ff + B Chest Bump
Ff + B, A Chest Bump, Impact to Bump
Pursuit Squash Kick
Throw Twine Throw
F, bk, f + A Whip Rush
Qcb + A 4 Swish Rave
Qcf + A Flick Shot
DM Flick Break
Ryo Sakazaki:
Bk + B FuusatsuKeri
Ff + A A TorageUchi
Ff + b KakuGyakuSho
Df, fd + A Fumikomu Kadan Seiken
F, bk + B + C High Spin Kick
A + B Step Back Sway
B + C AteKeri
D, u + A Tsurabe Uchi
Df + B B Mid level Kick, Driving Kick
Df + B C C Mid Level Kick, Knee Storm
Pursuit KimeUchi
Throw Shoulder Throw
Qcf + A KohKen
F, d, df + A Kohoh
Db, f + B Hienshippuu Kyaku
F, bk, f + B ZanretsuKen
Qcb + A pursuuit KohGeki
F, hcf + C HaohShokohKen
DM RyuukohRanbu
Robert Garcia:
A + B Burning Knuckle
Bk + A Back Blow
Df + B B B Mid Level Kick, Double Middle, Raging Kick
Bk + B B B Triple Kick
D, u + B Jumping Heel
F A A A, bk + B Rush 3 hits, RyuuZanshoh
Pursuit Yankee Kick
Throw Shoulder Throw
Qcf + A RyuuGekiKen
F, d, df + A Ryuuga
Air qcb + A HienRyuujinKyaku
Db, f + B Hienshippuu Kyaku
F, bk, f + B GeneiKayku
F, hcf + C HaohShokohKen
DM RyuukohRanbu
Wyler:
Bk + B Akousu Kick
Pursuit Buster Hip
Throw Buster Throw
F, bk, f + A Red Shoulder
Qcf + A Black Out
D, u + A Bounce Back
Sinclair:
Bk + A + B Turning Stab
Bk + B Switch Back Sword
Bk + A Turning Edge
Pursuit Guillotine Swing
Qcb + A Spinning Sword
F, bk, f + A Vision Cutter
D, u + A Dive Sword
DM Hyper Aura Slash
Wang Koh San:
BC Left-side Kick
Bk + B Right-side Kick
Bk + A HakuhjaTojin
Db + B Ifuoh
Jumping A + B Flying Butt Strike
Df + C, d + B Head Charge, Leg Sweep
D + A + B, f + A Whirlwind Rush, KohbokuSho
D + A + B, f + B Whirlwind Rush, Head Charge
Ff + A Jikottsu
Pursuit ???
Throw YanagiHou
F, bk + A + C Backroll Jab
D, d + A Kyoretsu Jirai Shiri kun
F, d, df + A Hisho Ishi Atama kun
Hcf + B Muteki Ranbu kun
DM KyuukyokuOgi Randa kun
-------------------------------------------------------------------------------
Special Days:
Rody 24 July
Kasumi 29 March
Karman 13 Juny
Lenny 20 May
Ryo 2 August
Robert 25 December
Wyler ????
Sinclair ????
Wang 17 April
I have heard that Wyler and Sinclair are time released Characters
that goes unlocked after the April 27.
Galen Komatsu submits a code in order to select them; wich is:
For Sinclair: Put the cursor on Jin, press B, move left B,
move left B, keep like that until Robert.
For Wyler: Put the cursor on Robert and press C, right C,
right C, keep it up until Jin.
Upon success, you will heard the taunt voice of the characters and
an arrow pointing the corner will appear... follow it and select
them
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What's needed:
Constructive critics (this is just my fifth actual FAQ, altrought
they never meet the net).
Character Speechs
I'm thinking about include character speechs, but I only got those
from KoFs FAQs, dunno about the rest of the characters.
I didn't put many details on the moves because it is a pain to read a
lot on a FAQ of a game that as low popularity (I even heard SNK is
ASHAMED of the AoF series; altrough I found this game to be
interesting -but needs work-).
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Thanks:
At last is done, but it could not be here without:
Galen Komatsu
[email protected]
Info on move names and some corrections; God of all mens
along Geese Howard and Shinishi Kudou.
Mr. Karate Dunno his adress
Some histories from his "SNK buttons file"
Kao Megura
[email protected]
Inspiration. I've noticed that there is no FAQ
without listing this person; talking about acurracy
SNK
Making an interesting but not faultless game
and many other games. "The mother of all fighting
games companies"
Hero_Fei
Fixed Sinclair selecting code and support.
Toxic
[email protected]
Juggles, opinions, propierties and adds.
Juan
For being Insane and a Dodge Ball player.
Mad Man's Cafe
Good news site and nice board.
There is also many people who indirectly
helped me out due to contributions to others AoF3
FAQs, can't remember them all, but they recive
credit on the FAQs in wich they participate;
therefore thanks to everyone who has write a AoF3 FAQ.
"Hey!!, You are not up to Dodge Ball!!"