=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Fatal Fury: Wild Ambition FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 2.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 1.1 Basic Game Legend 1.2 Chain Attack Legend 2. System 2.1 Basics 2.2 Heat Gauge 3. Characters 3.1 Terry Bogard 3.2 Joe Higashi 3.3 Raiden 3.4 Li Xiangfei 3.5 Kim Kaphwan 3.6 Mai Shiranui 3.7 Andy Bogard 3.8 Ryuji Yamazaki 3.9 Tsugumi Sendo 3.10 Geese Howard 3.11 Toji Sakata 3.12 Billy Kane - - - - - - - - - - - - - - - - - 3.13 Duck King 3.14 Mr. Karate 4. Misc. And Easter Eggs 4.1 Special Intros 4.2 Win Victories 4.3 Unlockables 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== 1.1 Basic Game Legend --------------------- ub u uf f - Forward S - Strong Attack + - And \ | / b - Back P - Punch / - Or b-- --f u - Up K - Kick , - Then / | \ d - Down L - Line Sway db d df qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) 1.2 Chain Attack Legend ----------------------- * - can perform special/super right after if connected E - ends string 1 - first hit must connect for this part to come out 2 - second hit must connect for this part to come out 3 - third hit must connect for this part to come out O - overhead _ - must be blocked low A - launches opponent into the air G - opponent must be on ground and must be close enough to connect the pursue (otherwise dash towards them before they recover to get close enough) < - backdash > - shifts to other side of opponent T - taunt H - first attack must be from a high jump for this part to come out =============================================================================== 2. System =============================================================================== ++++++++++++++ | 2.1 Basics | ++++++++++++++ Front Throw f + S close Back Throw f + S close to opponent's back Redirect f + L puts opponent in position so their back is facing you Throw Escape f + S just as you works on standard front are being thrown throws; the motion to (b + S just as escape is determined by you are being the motion used to thrown from f, activate the throw you b + S throw are being caught in; maneuvers) f + S / b, f + S / df, df + S throws are escaped with f + S, and f, b + S throws are escaped with b + S Throw Soften f + S while you are works on standard front being thrown throws; the motion to (b + S while you escape is determined by are being thrown the motion used to from f, b + S activate the throw you throw maneuvers) are being caught in; f + S / b, f + S / df, df + S throws are softened with f + S, and f, b + S throws are softened with b + S Redirect Escape f + L just as you are being redirected Crawl hold df Line Sway Into Background L / u + L Line Sway Into Foreground d + L Forward Run f, f, then hold f to continue run Dash Jump uf Halt b or stop holding f Dash Backward b, b Short aka Small Jump tap ub/u/uf High Jump press ub/u/uf Air Block ub/u/uf, b Block High b Block Low db will not block overheads Guard Impact tap f, f very pushes opponent away from quickly after you blocking an attack Guard Crush if you guard too often you will eventually have your guard broken Roll Recovery L after getting knocked down Dizzy Recovery shake joystick and tap the buttons rapidly when dizzied Taunt P+K fills Heat Gauge Reaching Attack f + S Float Launcher df + S launches opponent, however they will air recover if not hit after the launch; becomes a true launcher on counter hit Charging Attack f, f, P/K/S Pursue Attack df + S on downed some characters have a opponent taunt rather than an attack Kara Cancel input a special or super during the early frames of a normal/command attack Attack Clash if two attacks meet seems to have relatively at the very same tight timing in this time, you will game, making this a "clash" and very rare occurrence neither character will take damage +++++++++++++++++++++++++++++ | 2.2 Heat Gauge And Supers | +++++++++++++++++++++++++++++ Heat Gauge ---------- The Power Gauge in this game is different than that of the other Fatal Fury Real Bout games. The meter itself has a half way point. It starts at this point at the beginning of the match. The gauge tries to remain at this mid point throughout the match. If the gauge falls below the mid point it will gradually increase back to 50%. If your meter is above the mid point and you remain idle or do not attack, the meter will decrease back to the 50%. You can fill the meter by performing special moves, landing attacks, blocking attacks, and taunting. The Heat Gauge will decrease when you take damage. Once the meter is completely full it will read "MAX OK." You are now able to perform Heat Blow attacks or Overdrive Power Super. Using a portion of the Heat Gauge can also allow you to use a Counter Attack. If the meter ever empties completely you will be dizzied. The following are maneuvers that use the Heat Gauge: Counter Attack f + P+K while uses up and requires blocking an attack 60% of the Heat Gauge Heat Blow P+K+S Heat Gauge must be Maxed; uses up 80% of the Heat Gauge; unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Super refer to the Heat Gauge must be character's Maxed; uses up 99% movelist for of the Heat Gauge motion Super Desperation ----------------- You can perform a Super Desperation when your lifebar begins to flash red. While your lifebar is flashing, you can perform as many Super Desperations as you want. The Heat Gauge has no effect on the Super Desperations in this game. Super Desperation refer to the lifebar must be flashing character's red movelist for motion =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Terry Bogard * ******************************************************************************* Colors Win Victories ------ ------------- K/S - Red jacket and hat P - Turns around and tosses hat P/L - Black jacket and hat K - Wipes hat on pants and puts it back on s - Rolls arm and then puts hand on bicep L - Shrugs and waves hand near head Throws ------ Buster Throw f + S close Neck Hanging Crusher f + S close to opponent's back Back Spin Attack f, b + S close Redirect f + L puts opponent in position so their back is facing you Neck Breaker Drop Dash Forward, P+K Basic Moves ----------- Crawl hold df Air Knee K from short jump overhead Rotating Kick S from u high jump overhead Hook Punch tap P rapidly Short Arm Uppercut S 2 hits when close Command Moves ------------- Flying Turn Kick f + K can be easily kara cancelled Launching Knee df + K Power Dunk S overhead Jawing Kick f + S Uppercut df + S float launches; true launcher on counter hit Fierce Roundhouse b + S can be easily kara cancelled Shoulder Charge f, f, P/K/S Punt Kick Dash Forward, f + S overhead Smash Fist df + S on downed pursue attack opponent Feint Power Geyser d + K+S Back Turned Moves ----------------- Backfist P/K/S Sweep d + P/K/S Special Moves ------------- Power Wave qcf + P will collide with other projectiles as both will be "destroyed" in the process Round Wave qcf + S (hold S to absorbs projectiles; empower) empowering this move allows you to stun the opponent if the maneuver connects (not blocked) Power Charge b, df + P launches on counter hit Burning Knuckle qcb + P/S P=short, S=long Rising Tackle Charge d for 1 first part must be blocked second, u + P low Crack Shoot qcb + K Super Desperation ----------------- Power Geyser qcb, db, f + K+S absorbs projectiles Heat Blow --------- Final Burn P+K+S unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Supers ---------------------- Triple Geyser qcb, db, f + S absorbs projectiles Heat Up Geyser f, b, db, d, df + S first part must touch opponent to perform the entire maneuver; geyser portion absorbs projectiles Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E) | S (*, E) K (O, E) | S (E) | d + S (*, _, E) | | ----> f + S (*) -----> S (E) | | ----> d + S (_) -----> df + S (G, E) d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E) d + S (*, E) S (O, E) Kick Starters ````````````` K (*) --------> K (E) d + K (*, _)---> d + S (_) -----> df + S (G, E) Strong Starters ``````````````` S (*) --------> S (*) -----> S (E) ******************************************************************************* * 3.2 Joe Higashi * ******************************************************************************* Colors Win Victories ------ ------------- K/S - Yellow shorts w/ Black trim P - Hands on hips and laughs P/L - Blue shorts w/ White trim K - Scratches back of his head and waves off S - Falls to knees and puts both arms up L - Punches twice and flexes arm Throws ------ Jaws Special f + S close Spinning Flame Top f + S close to opponent's back Joe Cut f, b + S close Neck Sumo df, df + S close Knees Of Hell K, K Joe Final f + S Redirect f + L puts opponent in position so their back is facing you Basic Move ---------- Crawl hold df Command Moves ------------- Quick Uppercut b + P High Kick f + K can be easily kara cancelled Gold Knee Child S overhead Tiger Sword b + K overhead; can be easily kara cancelled Slide Kick df + K must be blocked low Side Kick f + S Rising Elbow df + S float launches; true launcher on counter hit Knee Strike f, f, P/K/S Special Taunt df + S on downed pursue taunt opponent Feint Hurricane Upper d + P+S Feint Screw Upper d + K+S Back Turned Moves ----------------- High Swipe Kick P/K/S Sweep d + P/K/S Special Moves ------------- Hurricane Upper hcf + P will collide with other projectiles as both will be "destroyed" in the process Exploding Hurricane hcf + S will collide with other projectiles as both will be "destroyed" in the process TNT Punch tap P repeatedly Dynamite Fist qcf + P overhead Dynamite Elbow qcf + S Tiger Kick f, d, df + K Golden Heel qcb + K overhead Powerful Slash Kick db, f + S / Charge first part must connect (not db, f + S blocked) to perform entire maneuver Super Desperation ----------------- Screw Upper f, b, db, d, absorbs projectiles df + K+S Heat Blow --------- Tiger Elbow P+K+S unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Super --------------------- Turbulence Upper f, b, db, d, df + S Joe's dashing uppercut must connect (not blocked) to perform the entire maneuver; if Joe's attack doesn't connect then the screw upper portion can absorb projectiles Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, T, E) S (*, E) K (E) S (E) d + S (*, _, E) d + P (*)------> d + K (*, _)----> d + S (_) -----> df + S (G, T, E) | S (*, O, E) | | ----> K (*) -----> u + S (O, E) b + P --------> S -----> f + S (*, O, A) -----> df + S (G, T, E) Kick Starters ````````````` K (*) --------> qcb + S (*, E) Strong Starters ``````````````` S (*) --------> S (*) -----> S (E) ******************************************************************************* * 3.3 Raiden * ******************************************************************************* Colors Win Victories ------ ------------- K/S - Blue costume w/ Yellow trim P - Points finger up in the air for victory P/L - Blue costume w/ Orange trim K - Steps forward and pats bicep (no shirt) s - Sets up and spits mist L - Crosses arms and then flexes both arms Throws ------ Front Suplex f + S close Scrap Driver f + S close to opponent's back Dr. Bomb f, f + S close Death Lake Stomp b, f + S close Buffalo Carry f, b + S close Neck Hanging Tree while crouching press df + S close Redirect f + L puts opponent in position so their back is facing you Basic Moves ----------- Crawl hold df Double Knee Drop S from short jump overhead Command Moves ------------- Buffalo Senton ub/uf, d + S overhead; only works on high jump Double Sledgehammer f + K overhead; can be easily kara cancelled Hammer Swing df + K both parts must be blocked low; can be easily kara cancelled Buffalo Ball db + K Crushing Buffalo f + S Double Scoop df + S float launches; true launcher on counter hit Clothesline f, f, P/K/S Butt Drop df + S on downed pursue taunt opponent Feint Poison Mist d + P+S Feint Giant Bomb f + P+S Back Turned Moves ----------------- Turn Chop P/K/S Arm Sweep d + P/K/S Special Moves ------------- Poison Mist qcb + P/S P=straight, S=upward; stuns on counter hit; the mist itself can absorb projectiles Giant Bomb db, f + S / Charge db, f + S Thunder Death Driver 360 + S connects close and it is unblockable Super Drop Kick Charge K for 5 seconds, release Super Desperations ------------------ Thor's Hammer f, b, db, d, df + K+S Berserk Trident 360 + K+S connects close and it is unblockable Heat Blow --------- Bull Headbutt P+K+S unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Super --------------------- Circle Hurricane f, b, d, u + S connects close and it is unblockable; does not drain heat meter if move whiffs Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E) S (E) d + S (*, _, E) d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E) S (O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S (O, E) Strong Starters ``````````````` S (*) --------> S (*) -----> S (*, A) -----> df + S (G, E) ******************************************************************************* * 3.4 Li Xiangfei * ******************************************************************************* Colors Win Victories ------ ------------- K/S - Red top P - Has two swords and ends with pose P/L - Green top K - Crosses arms and smiles s - Jumps up and down for joy L - Spins with hands behind head Throw ----- Thousand Reverse Feast f + S close Gem Issuing Hand f + S close to opponent's back Redirect f + L puts opponent in position so their back is facing you Basic Moves ----------- Crawl hold df Rapid Blows To Backhand tap P rapidly Command Moves ------------- Back Flip db, db Quick Arrow P Quick Arrow df, df + P can be easily kara cancelled Top Kick f + K can be easily kara cancelled Low Foot b + K must be blocked low; can be easily kara cancelled Needle Kick f + S High Snap Kick df + S float launches; true launcher on counter hit Charging Back f, f, P/K/S Whirlwind Kick Dash Forward, f + S overhead Low Whirlwind Kick d + K must be blocked low Crushing Stomp df + S on downed pursue attack opponent Feint Tremendous Talus d + K+S Back Turned Moves ----------------- Double Stab P/K/S Sweep d + P/K/S Special Moves ------------- Dream World Wave qcf + P/S P=short, S=long Piercing Sacred Elbow qcb + P Annihilation Kick qcf + K rolling elbow must connect (not blocked) to perform the maneuver Burst Heaven Mount f, d, df + K Fluttering Crash qcb + K must touch opponent to perform the entire maneuver; unblockable Drunken Crash qcb + S (hold S must touch opponent to to delay perform the entire maneuver) maneuver; unblockable; Xiangfei can be struck out of move with a low attack, from behind, or a projectile; move functions as a high counter attack as well Abort L while holding S and delaying maneuver / L after fourth step forward Super Desperations ------------------ Tremendous Talus f, b, db, d, df + K+S Sacred Dragon Starter S Follow Up qcf + P+K Sacred Dragon Starter must connect (not blocked) to perform this follow up Finish b, f + P+K Heat Blow --------- Angelic Flip P+K+S unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Super --------------------- Fanatic Fang 360 + S connects close; unblockable; the missed blast can hurt the opponent Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E) S (E) d + S (*, _, E) d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E) S (O, E) Kick Starters ````````````` f + K --------> K -----> K (*, _, E) Strong Starters ``````````````` S (*) --------> S (*) -----> S (E) Dash Forward,--> S (*) -----> S (*, A, E) f + S (O) d + K (*, _, E) L (<, T, E) d + L (>, E) ******************************************************************************* * 3.5 Kim Kaphwan * ******************************************************************************* Colors Win Victories ------ ------------- K/S - White costume w/ Blue trim P - Crosses arms and puts them at side P/L - Yellow costume w/ Black K - Puts hands together and bows trim S - Flip kicks L - Performs Cloud Of Dust and puts arm out Throw ----- Body Drop f + S close Crescent Moon Kick f + S close to opponent's back Redirect f + L puts opponent in position so their back is facing you Basic Moves ----------- Crawl hold df Straight Jump Kick K from u high jump overhead Command Moves ------------- Hopping Axe Kick f + K overhead Half Moon Kick df + K can be easily kara cancelled Razor Blade Kick S Half Moon Kick must connect (not blocked) to perform this follow up Double Kick f + S 2 hits Spike Kick df + S float launches; true launcher on counter hit Flying Turn Kick Dash Forward, f + P / f, f, P/K/S Paired Dragon Kick K+S in air use as a crossup Turn Around d, d refer to Back Turned Moves section Special Taunt df + S on downed pursue taunt opponent Feint Phoenix Flattner d + K+S Back Turned Moves ----------------- Blind High Kick P/K Slice Kick K Powerful Axe Kick S Sweep d + P/K/S Turn Around d, d Special Moves ------------- Cloud Of Dust Charge d for 1 if only this part is second, u + P performed Kim will end up with his back turned Flap In Cloud d + P Cloud Of Dust must connect (not blocked) to perform this follow up Spirit Of Conquest Kick qcf + K absorbs projectiles Crescent Moon Slash qcb + K/S K=short, S=long Flying Swallow Slice Charge d for 1 second, u + K Soaring Kick d + K in air Judgment Kick df + K Soaring Kick must touch opponent to allow this follow up; must be blocked low Super Desperation ----------------- Phoenix Kick Dance hcf + K+S in air move must connect (not blocked) to perform entire super Heat Blow --------- Phoenix Axe Kick P+K+S unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Super --------------------- Phoenix Flattner qcb, db, f + S dash in must connect (not blocked) to perform entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, T, E) | S (E) | d + S (*, _, E) | | ----> P -----> P -----> P (*, E) d + P (*, _, E) d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, T, E) S (O, E) Dash Forward,--> d + K (_) -----> S -----> df + S (G, T, E) f + P (*) f + S P with back----> K -----> df + S (G, T, E) turned (*) ub/uf, P-------> K (*, 1, H, O)--> S (*, 2, H, O, E) (*, 0) Kick Starters ````````````` df + K --------> S (1, E) -----> df + S (G, T, E) K with back----> K -----> df + S (G, T, E) turned (*) Strong Starters ``````````````` S (*) --------> S (*) -----> S (E) | | ----> K (*) -----> S (_) -----> df + S (G, T, E) ******************************************************************************* * 3.6 Mai Shiranui * ******************************************************************************* Colors Win Victories ------ ------------- K/S - Red costume P - Stands straight with fan out P/L - Blue costume K - Lays down and opens fan S - Opens fan and puts it near her face L - Shakes closed fan back and forth Throws ------ Windmill Breaker f + S close Night Cherry Strangle f + S close to opponent's back Dreamy Cherry Splash d + S close in air Redirect f + L puts opponent in position so their back is facing you Basic Move ---------- Crawl hold df Command Moves ------------- Forward Roll f + P Cherry Raid K must be blocked low Flying Knee f + K can be easily kara cancelled Air Snap Kick f + K Flip Kick f + K Air Snap Kick must connect (not blocked) to perform this follow up Rising Dragon b + K maneuver leaves Mai with her back turned Blossom Fan f + S Fan Uppercut df + S float launches; true launcher on counter hit Butt Bump f, f, P/K/S Butt Drop df + S on downed pursue attack opponent Feint Butterfly Fan d + P+S Feint Solar Flash Dance b + P+S Back Turned Moves ----------------- Back Fan P/K/S Sweep d + P/K/S Special Moves ------------- Butterfly Fan qcf + P will collide with other projectiles as both will be "destroyed" in the process Dragon Blaze Dance qcb + P absorbs projectiles Deadly Ninja Bees hcf + S Solar Flash Dance Charge d for 1.5 absorbs projectiles seconds, u + S Flying Squirrel d + P+K in air from high jumps only Super Desperation ----------------- Super Deadly Ninja Bees f, b, db, d, df + K+S Heat Blow --------- Night Bird P+K+S unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Super --------------------- Neo Lotus Storm f, b, db, d initial part must connect df + S (not blocked) to perform the entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E) f + K (*, E) S (E) d + K (*, _, E) d + S (*, _, E) d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E) d + S (*, _, E) S (O, E) Kick Starters ````````````` K (*) --------> S (E) d + K (*)------> df + S -----> df + S (G, E) f + K --------> f + K -----> f + K (2, E) Strong Starters ``````````````` S (*) --------> S (*) -----> S (E) ******************************************************************************* * 3.7 Andy Bogard * ******************************************************************************* Colors Win Victories ------ ------------- K/S - White costume P - Takes wide stance and pulls arms apart P/L - Blue costume K - Crosses arms and then pulls down to side S - Strikes forward and then bows L - Wipes leg off and then turns around Throws ------ Leg Cutter f + S close Spider Hold f + S close to opponent's back Ripe Melon Strike f, b + S close Redirect f + L puts opponent in position so their back is facing you Basic Moves ----------- Crawl hold df Downward Chop tap P rapidly Command Moves ------------- Falling Roll Kick f + K can be easily kara cancelled Spinning Axe Kick b + K overhead; can be easily kara cancelled Spinning Palm Strike f + S Rising Palm df + S float launches; true launcher on counter hit Reverse Leg Lift b + S Reverse Spin Kick db + S can be easily kara cancelled Flying Roll Kick f, f, P/K/S Ground Slash df + S on downed pursue attack opponent Feint Flying Slice d + P+S Feint Super Ripping Shot d + K+S Back Turned Moves ----------------- Turn Chop P/K/S Sweep d + P/K/S Special Moves ------------- Rising Dragon Blast f, d, df + P Flying Slice qcb + P will collide with other projectiles as both will be "destroyed" in the process Sky Ripping Shot hcf + K Explosion Quake hcb + K must touch opponent to perform the entire maneuver; unblockable Violent Flying Fist qcb + S absorbs projectiles (note, however, there is considerable start up time before this move can absorb anything) Phantom Slash db, f + S / Charge db, f + S Super Desperation ----------------- Super Ripping Shot qcb, db, f + K+S Heat Blow --------- Crunch Punch P+K+S unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Super --------------------- Thorough Shredding Rush qcb, db, f + S palm strike must connect (not blocked) to perform entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E) | S (E) | d + S (*, _, E) | | ----> S (*) -----> S (E) d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E) S (O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S (*, A) -----> df + S (G, E) f + K (_, E) d + K (*, _)---> S (E) Strong Starters ``````````````` S (*) --------> S (*) -----> S (E) ******************************************************************************* * 3.8 Ryuji Yamazaki * ******************************************************************************* Colors Win Victories ------ ------------- K/S - Black costume w/ Blonde P - Steps forward with hands behind back hair K - Stomps into a crouch stance and smiles P/L - Red costume w/ White hair S - Puts hands on head and laughs L - Puts hand up and gives a thumb down Throws ------ Grab And Toss f + S close Clear Out f + S close to opponent's back Redirect f + L puts opponent in position so their back is facing you Basic Move ---------- Crawl hold df Command Moves ------------- Down Fist f + P overhead; can be easily kara cancelled Headsplitter df + P must be blocked low Tempering Boot df + K second part is an overhead Back Kick f + S
Uppercut Swing df + S float launches; true
launcher on counter hit
Rage Uppercut K+S in air 2 hits
Disastrous Headbutt f, f, P/K/S
Dropping Hell Kick Dash Forward, overhead
f + K+S
Hell Stomp df + S on downed pursue attack
opponent
Sand Shower tap S repeatedly wake up move
when you are
knocked down
Feint Sadomazo f + P+S
Back Turned Moves
-----------------
Sneaky Forearm P/K/S
Sweep d + P/K/S
Special Moves
-------------
Venom Claw f, db, f + P
Venom Stabs tap P very rapidly Venom Claw must connect
(not blocked and the
attack should be
relatively close so that
Yamazaki's hand impales
the opponent) to be able
to perform this follow
up
Snake Tamer qcb + P/K/S (hold P=high, K=mid, S=low; S
button to delay version must be blocked
and empower) low; S version when e
empowered can stun
opponent
Abort L
Sadomazo hcf + K high counter attack
Double Return qcf + S absorbs projectiles; will
only return Mai's Butterfly
Fan
Absorb perform Double will absorb the projectile
Return on a and all you to stock it
projectile for use later with follow
up
Super Projectile qcf + S will only work if you
successfully absorbed
projectile from previous
part
Projectile perform Double
Return on a
projectile and
continue to
hold S
Explosive Headbutt f, b, d, u + S connects close; unblockable
Super Desperations
------------------
Guillotine f, b, db, d, the descent catch is an
df + K+S overhead
Shovel Charge db for 1 attacks must be blocked
second, b, low
f + K+S
Heat Blow
---------
Tempering Kick P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Yondan Drill 360 + S , tap S will connect close and is
repeatedly to unblockable; if grab
empower misses Yamazaki will still
charge and perform level
1 ending; when grab
connects tap S very
rapidly:
level 1, 4 hits
level 2, 9 hits
level 3, 10 hits
level 4, 23 hits
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E)
S (E)
d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E)
S (O, E)
Kick Starters
`````````````
None
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
*******************************************************************************
* 3.9 Tsugumi Sendo *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Black shorts and White P - Wobbles arm then puts forward "V" sign
jacket w/ Blue trim K - Wobbles arm then points upward
P/L - Red shorts and Black jacket S - Puts arm forward three times then jumps
w/ Yellow L - Turns around and shakes finger
Throws
------
Tsugumi Driver f + S close
Tsugumi Suplex f + S close to
opponent's back
Monkey Flip df, df + S close launches
Rainbow German df, df + S close
to crouching
opponent's back
Hold S, S, S timing on this follow up
is ridiculous; activate
the first part of the
extended hold by
pressing S at the last
special camera angle
before the camera
returns to normal and
Tsugumi releases the
Rainbow German; after
this rhythmically
press S two more times
to produce two more
extended holds; mashing
S appears not to work
and will make the Hold
follow up fail as a
result
Redirect f + L puts opponent in position
so their back is facing
you
Basic Move
----------
Crawl hold df
Command Moves
-------------
Pulling Riser d, d + P when the
opponent
attempts a
pursue attack
High Up Sobat K during Pull Riser timing is tricky on this
follow up
Rolling Sobat f + K can be easily kara cancelled
Shin Crush Kick b + K must be blocked low; can be
easily kara cancelled
Skull Crush Kick f + S
Uppercut df + S float launches; true
launcher on counter hit
Wind Punch b + S (hold S to has three levels of
empower) strength
Rolling Breaker d + S Wind Punch must connect
(not blocked) to
perform the follow up;
execute motion at the
moment the Wind Punch
hits the opponent
Bull Charge f, f, P/K/S
Catch f, b + S connects close;
unblockable
Grand Pass f + S switches to the back of
opponent
Rope Throw b + S switches to the back of
opponent if follow up
isn't used
Re-Pulling continue to hold b
from previous
motion and press
S
Body Slam d + S
Elbow Drop df + S on downed pursue attack
opponent
Feint Osaka Naniwa Lariat f + P+S
Back Turned Moves
-----------------
Backfist P/K/S
Sweep d + P/K/S
Special Moves
-------------
Tsugumi Elbow qcf + P absorbs projectiles;
when successful in
absorbing a
projectile Tsugumi
will activate a
sweep type maneuver
Osaka Naniwa Lariat Charge b for 1
second, f + P
Tower Drop Driver b, d, db + P/K/S P=short, K=medium,
S=far; must touch
opponent to perform
the entire maneuver;
unblockable
Hunting Bridge qcb + K must connect (not
blocked) to perform
the entire maneuver;
it can hit airborne
opponents but will
only act as a kick
attack
Okonomi Preperation Charge d for 1 this first kick must
second, u + K be blocked low
Kick Combo K, K, K, S the last part is an
overhead
Super Drop Kick Lite Charge K for 5
seconds, release
Octopus Heat qcf + S counter attack to jump
maneuvers and special
moves (not projectiles)
Tripping Up b, db, d + S close unblockable
to standing
opponent
Tsugumi Hip u + S
Power Bomber b, db, d + S close unblockable
to crouching
opponent
Super Desperations
------------------
Flying Tsugumi Drop f, b, db, d,
df + K+S
Pulling Flying Tsugumi Drop f, b, db, d unblockable
df + K+S close
Tripping Up Set Up b, db, d + S close unblockable
to standing
opponent
Osaka Naniwa Death Lock hcf + K+S
Heat Blow
---------
Burning Lariat P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Loop Line Crash qcb, db, f + S dash in must touch
opponent to perform
the entire maneuver;
unblockable
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E)
S (*, E) S (E)
d + S (_, E) d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E)
S (O, E)
Kick Starters
`````````````
K (*) --------> K -----> d + S (_) -----> df + S (G, E)
d + K (*, _)---> S -----> uf + S (O) -----> df + S (G, E)
hcf + S (E)
Strong Starters
```````````````
S (*) --------> S (*) -----> S (*, E)
u + S (O, E)
*******************************************************************************
* 3.10 Geese Howard *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Red pants P - Crosses arms and sneers
P/L - Blue pants K - Turns around and crosses arms
Hold Start, K/S - Black suit S - Puts hands on hips and laughs
Hold Start, P/L - Brown suit L - Points and shakes finger
Throws
------
Tiger Killing Throw f + S close
Spinning Ring Drop f + S close to
opponent's back
Vacuum Throw b, f + S close
Mauling Tiger Crunch f, b + S close
Redirect f + L puts opponent in position
so their back is facing
you
Basic Moves
-----------
Crawl hold df
Clawed Palm tap P rapidly
Jump Kick S from a short jump overhead
Rapid Air Palm S, S, S, d + S from 4 hits; all parts are
high jump overheads
Command Moves
-------------
Rolling Axe Kick b + K overhead; can be easily kara
cancelled
Wind Blade crouch, f + K
Heavy Palm Strike f + S
Rising Palm df + S float launches; true
launcher on counter hit
Double Murdering Kick df + K+S second part must be blocked
low; can be easily kara
cancelled
Swipe Elbow f, f, P/K/S
Crushing Palm Thrust df + S on downed pursue attack
opponent who is
facing up
Thunder Break Throw df + S on downed pursue attack
opponent who is
facing down
Feint Gale Fist d + P+S
Feint Raging Storm d + K+S
Back Turned Moves
-----------------
Backfist P/K/S
Sweep d + P/K/S
Special Moves
-------------
Gale Fist qcb + P will collide with other
projectiles as both will
be "destroyed" in the
process
Hurricane Fist qcf + P/S in air will collide with other
projectiles as both will
be "destroyed" in the
process
Evil Shadow Charge qcb + S dash must connect (not
blocked) to perform entire
maneuver
Thunder Break Throw df + S on downed pursue attack
opponent
Below The Belt Blast hcf + P low counter attack; stuns
opponent
Spiral Parrying Throw hcf + K counter attack to jump
maneuvers and special
moves (not projectiles)
Crescent Moon hcf + S high counter
Super Desperations
------------------
Raging Storm db, hcb, df + K+S absorbs projectiles
Empty Wind Blast Charge db for 1.5 absorbs projectiles
seconds, b,
f + K+S
Heat Blow
---------
Deadly Backfist P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Raging Power f, b, db, d, df + S Geese will have energy
surround him for around
8 seconds and follow up
can only occur during
this time
Raising Dead End hcf + K/S K=counter attack to jump
maneuvers and special
moves (not projectiles),
S=high counter
Deadly Rave hcb, f + P, P, P, K dash in must connect (not
K, K, S, S, S blocked) for the entire
super to be performed
Finish qcb + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> P (3) --------+
S (E) df + S (G, E) |
d + S (*, _, E) |
|
|
K (E) <-------+
df + S (G, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E)
S (O, E)
Kick Starters
`````````````
None
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
*******************************************************************************
* 3.11 Toji Sakata *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - White and Green shirt w/ P - Taps closed fan on shoulder
Black pants K - Lifts hat with fan and eye glows
P/L - Red and White shirt w/ S - Slashes with fan
Brown pants L - Throws fan and crosses arms
Throws
------
Every Direction Throw f + S close
Knee Spin f + S close to
opponent's back
Raven Drop d + S close in air
Self Attack Throw b, f + S close
Shuttlecock Split d + S
Reverse Throw d + S when back is
turned and
opponent is close
behind you
Roaring Heaven Slash u, d + S
Redirect f + L puts opponent in position
so their back is facing
you
Basic Moves
-----------
Crawl hold df
Air Fan Uppercut S from short jump overhead
Command Moves
-------------
Fan Stab f + S
Swipe Uppercut df + S float launches; true
launcher on counter hit
Charging Fan Swipe f, f, P/K/S
Turn Around d, d refer to Back Turned
Moves section
Piercing Fan df + S on downed pursue attack
opponent
Feint Symbiotic Slice d + P+S
Feint Heaven Thrust d + K+S
Back Turned Moves
-----------------
Reverse Throw d + S when
opponent is
close behind
you
Roaring Heaven Slash u, d + S
Blind Fan Swipe P/K/S
Ankle Splitter P+K must be blocked low
Hopping Slash P+S overhead
Upward Strike K+S
Fan Sweep d + P/K
Special Moves
-------------
Cyclone Seizure hcf + P high counter attack
Mirror Murder f, d, df + P a projectile counter
attack; will absorb
projectiles and
counter with a
blast attack; can
hit normally as
well
Symbiotic Slice qcb + P/S P=stationary, S=far
Thundering Heavens Homicide f, b, d, u + S unblockable
close
Super Desperation
-----------------
God Of War qcb, db, f + K+S absorbs projectiles
Heaven Thrust hcf + S overhead
Heat Blow
---------
Roaring Bop P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Mortally Inspire 360 + S close unblockable
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E)
S (E)
d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E)
S (O, E)
Kick Starters
`````````````
None
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
*******************************************************************************
* 3.12 Billy Kane *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Black costume w/ Yellow P - Turns around and puts palm forward
trim K - Sticks pole in ground and leans on it
P/L - Black costume w/ Blue dress S - Performs Whirlwind Pole and then poses
shirt L - Taps pole on shoulder
Throws
------
Fishing Rod Throw f + S close
Cane Strangle Shoulder Toss f + S close to
opponent's back
Hell Drop f, b + S close
Redirect f + L puts opponent in position
so their back is facing
you
Basic Move
----------
Crawl hold df
Command Moves
-------------
Spin Kick f + K 2 hits
Head Splitting Cane b + K can be easily kara cancelled
Steep Dragon Kick b, df + K second part is an overhead
Prop Spin Kick f + S
Snapping Cane df + S float launches; true
launcher on counter hit
Scissor Kick Flip db + S
Pole Charge f, f, P/K/S
Pole Stab df + S on downed pursue attack
opponent
Feint Cudgel Cruncher d + P+S
Back Turned Moves
-----------------
Quick Turn Swipe P/K/S
Sweep d + P/K/S
Special Moves
-------------
Whirlwind Pole qcf + P (tap P absorbs projectiles
repeatedly to
continue to spin
pole)
Cudgel Cruncher Charge b for 1 absorbs projectiles
second, f + P
Flame Cudgel Cruncher b, f + S Cudgel Cruncher must connect
(not blocked) to perform
this follow up
Sparrow Drop qcb + P
Fire Pursuit Cane qcb + K
Pursuit Assault Cane db, qcf + K control descent with b or f
Clubber Rush S press S early during the
Pursuit Assault Cane
Gliding Crackdown Cane u + S press u + S at the apex of
the Pursuit Assault Cane
jump
Super Desperations
------------------
Super Fire Wheel f, b, db, d, absorbs projectiles
df + K+S
Scarlet Uppercut f, df, d + S
Heat Blow
---------
Baseball Swing P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Salamander Streamer f, b, db, d, df + S flames absorb projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E)
S (E)
d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E)
S (O, E)
Kick Starters
`````````````
None
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*******************************************************************************
* 3.13 Duck King *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Purple pants and White top P - Puts arms up and then jumps and spins
w/ Orange trim K - Slides on knees and points
P/L - White pants and White top S - Performs short Break Spiral and lays down
w/ Blue trim L - Dances and steps on his chick
Throws
------
Rolling Neck Throw f + S close
Reverse Neck Throw f + S close to
opponent's back
Redirect f + L puts opponent in position
so their back is facing
you
Basic Moves
-----------
Crawl hold df
Attention Chop tap P rapidly
Headbutt S 2 hits
Command Moves
-------------
Mad Spin b + P overhead
Slide df + K must be blocked low
Needle Kick while blocking press f + K before the
press f + K opponent's attack hits
your blocking animation
or f + K when an attack
whiffs your block
animation
Step Side Chop f + S
Raising Kick df + S float launches; true
launcher on counter hit
Hop Buoy d, d + S
Motor Motor df + S 2 hits; both hits must be
blocked low
Spear Headbutt f, f, P/K/S
Aero Turn L in air turns Duck King around in
air
Special Taunt df + S on downed pursue taunt
opponent
Feint Head Spin Attack f + P+S
Feint Flying Spin Attack d + P+S in air only works on high jumps
Back Turned Moves
-----------------
Forearm Shot P/K/S
Chopping Sweep d + P/K/S
Special Moves
-------------
Head Spin Attack Charge b for 1 P=short, S=far
second, f + P/S
Flying Spin Cannonball qcb + P in air only works on high jumps
Flying Spin Attack qcb + S in air only works on high jumps;
will crash and burn if
move misses
Secret Kick S Flying Spin Attack must
touch opponent to be
able to perform this
follow up
Dancing Dive qcb + K first part must be blocked
low
Break Storm f, d, df + K first part must be blocked
low
Break Storm King f, d, df, f, uf + K first part must be blocked
low
Beat Rush f, b, f + S
Fake P
Dance Hop K first part must be blocked
low; can use Feint
Flying Spin Attack,
Flying Spin Attack,
Flying Spin Cannonball,
and Spiral Brother
Custom after this
maneuver
Raking Feet S must be blocked low
Super Desperations
------------------
Break Spiral hcf, uf, d + K+S unblockable
close
Spiral Brother Custom hcf + K+S in air must touch opponent to
perform entire maneuver;
unblockable
Heat Blow
---------
Crescent Smash P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Space Cowboy qcb, db, f + S must connect (not blocked)
to perform the entire
super; must be blocked
low
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, T, E)
S (E) S (E)
d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, T, E)
S (O, E)
Kick Starters
`````````````
K (*) --------> S (E)
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
*******************************************************************************
* 3.14 Mr. Karate *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Orange pants and Black top P - Crosses arms then puts them in front
w/ Gray trim K - Raises arms over head then crosses arms
P/L - Red pants and Red top w/ S - Punches and then expels energy
Blue trim L - Puts fist on chin
Throws
------
Valley Drop f + S close
Empty Overhead Thrust f + S close to
opponent's back
Redirect f + L puts opponent in position
so their back is facing
you
Basic Moves
-----------
Crawl hold df
Jump Kick S from ub/uf high overhead
jump
Straight Punch tap P rapidly
Command Moves
-------------
Heel Drop f + K 2 hits; second part is
an overhead; can be
easily kara cancelled
Side Kick S
Shin Crusher df + K must be blocked low; can
be easily kara cancelled
Step Punch f + S
Short Uppercut df + S float launches; true
launcher on counter hit
Tiger Spin Kick db + S can be easily kara cancelled
Hooking Punch f, f, P/K/S
Tiger Blast df + S on downed pursue attack
opponent
Willpower Charge Hold P+K+S will charge up your POW
meter
Feint Tiger Gleam Fist d + P+S
Feint Supreme Roaring Fist d + K+S
Back Turned Moves
-----------------
Gut Kick P/K/S
Sweep d + P/K/S
Special Moves
-------------
Tiger Gleam Fist qcf + P/S (hold to P=short, S=far; holding
delay and empower) the button will delay
the move and will also
make the fireball explode
at the end of its journey
with a bigger explosion;
will collide with other
projectiles as both will
be "destroyed" in the
process
Air Tiger Gleam Fist qcf + S in air will collide with other
projectiles as both will
be "destroyed" in the
process
Tiger Cannon f, d, df + P/S P=short, S=far
Extreme Limit Fist b, d, db + P must connect (not blocked)
to perform the entire
maneuver; overhead;
launches
Momentary Violence Fist f, b, f + P must connect (not blocked)
to perform the entire
maneuver
Swallow Gale Kick qcf + K
Knockout Kick qcf + K Swallow Gale Kick must
touch opponent to allow
for follow up
Death Fist qcb + S high counter attack
Delayed Death Fist hold S with previous delays the glowing spark
motion when you explosion; will activate
successfully explosion when you
activate maneuver release S; the move
empowers the longer S
is held; if hit during
delay the opponent will
lose spark and the
explosion will not be
possible
Super Desperations
------------------
Supreme Roaring Fist f, b, db, d, df, absorbs projectiles
f + K+S
Air Supreme Roaring Fist f, b, db, d, df, absorbs projectiles
f + K+S in air
Heat Blow
---------
Lightning Arm P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Tiger Boisterous Dance qcf, df, d, db, dash in must connect to
b + S perform entire super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> (G, E)
S (E)
d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> (G, E)
S (O, E)
Kick Starters
`````````````
K (*) --------> u + S (*, O, E)
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
**********************
* 4.1 Special Intros *
**********************
Terry vs Andy
Terry vs Geese
Joe vs Joe
Raiden vs Tsugumi
Xiangfei vs Terry/Kim/Toji
Kim vs Raiden/Yamazaki/Geese/Billy
Mai vs Andy
Geese vs Raiden/Andy/Mr. Karate
Geese vs Billy
Toji vs Geese
*********************
* 4.2 Win Victories *
*********************
You can choose your win victory in this game. Simply hold the corresponding
button after you KO your opponent. Each character's section has which win
victory you will receive by holding each button.
*******************
* 4.3 Unlockables *
*******************
Unlock Duck King - Beat the game will every character in Arcade mode.
Unlock Mr. Karate - Beat the game with any character without losing a
round or using a continue in Arcade mode.
Unlock Team Battle Mode - Beat the game with every character.
Unlock Data Mode - Beat the game with any character in Arcade mode.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Cleanup and corrections
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com. Credit will be given for your contribution.
5.2 Credits
-SNK
-Gamefaqs
-And me for writing this faq