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- HOWLIN' MAD -H- 's
- PERFECT PLAYER'S GUIDE TO REAL BOUT- FATAL FURY
- Ver 1.20
-
- You are free to distribute this list, but please give acknowledgment to me,
- Henry Adams (Howlin' Mad -H-).
- For any suggestions or questions concerning this guidebook, please contact me
- at s991755@yamata.icu.ac.jp
- If you have any new info concerning FFRB, please send them in. Shall any info
- you sent in appears in the updated versions, you will be given full credit
- for your support.
- Also, please keep in mind that unauthorized duplication or modification of
- any part of this Guidebook is illegal under copyright law. This document may
- not be used for commercially for profit.
- ------------------------------------------------------------------------------
- -------------
-
-
-
- BASIC MOVES
- Abbreviations-
- A, B, C, D = Corresponding Buttons
- F = Forward
- B = Back
- D = Down
- U = Up
- Directions can be combined with each other to specify diagonal directions.
-
- F -Walk Forward
- B -Walk Back/Guard/Aerial Guard (when in air)
- U -Jump
- D -Duck
-
- A - Punch
- B - Kick
- C - Fierce Attack
- F, F quickly - Forward Dash
- B, B quickly - Back dash
- FD(Hold) - Duck & walk
- F + A while in guarding motion - Counter attack
- (You can control your jump by the length of time you hold the joystick upwards.
- Also, if you dash before jumping, you can add velocity to your leap.)
-
- In Air
- D- change direction
-
- When opponent is line swaying
- D- Line attack
-
- When Opponent isn't line swaying
- D - Line sway (Back)
- D + Down - Line sway (front)
- A~C During line sway- Attack & return to middle line
- D During line sway- Return to middle line
- ------------------------------------------------------------------------------
- -------------
-
-
-
- SPECIAL MOVES
- * Indicates that the move is effective against sway lines.
- $ Indicates that the move is totally or partially invincible.
- DM -Can only be done when life meter is red or when the Pow meter blinks "S".
- SDM -Can only be done when Pow meter blinks "P".
-
-
- -=Classic Characters=-
-
-
- -Terry Bogard-
- D, DF, F + A - Power Wave
- D, DF, F + C -*Round Wave (New Move)
- D, DF, F + D - Passing Sway (New Move)
- D, DB, B + A or C - Burn Knuckle
- D, DB, B + B - Crack Shoot
- F, D, DF + B -$Power Dunk
- D(hold), U + A -$Rising Tackle (Old Move Reborn)
-
- DM-
- D, DB, B, DB, F + BC -*Power Guyser
-
- SDM-
- D, DB, B, DB, F + C -*Triple Guyser
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
- -Andy Bogard-
- D, DF, F + C -$Sho-ryu-dan
- D, DF, F + B - Yami Abise Geri (flame kick) (New Move)
- D, DB, B + A - Hi-shou ken
- D, DB, B + C -*Geki Hi-shou ken (New Move)
- DB, D, DF, F + B - Ku- Hadan (Old Move reborn)
- DB, F + A or C - Zan-ei Ken
- DB, F + C from
- fierce Zan- ei Ken - Backfist Extra
- D, DF, F + D IN AIR - Shiranui Illusion
- D, DB, B + D - Tornado twist kick (New Move)
-
- DM-
- D(hold), DF, F + BC - Inferno spear
-
- SDM-
- DB, D, DF, F + C - Zanei Inferno spear (New move)
- * Andy lost his spider web move (D hold, U + P).
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
- -Joe Higashi-
- B, DB, D, DF, F + A - Hurricane uppercut
- B, DB, D, DF, F + C -*Split Hurricane (New Move)
- DB, F + B or C - Slash kick
- F, D, DF + B -$Tiger kick
- D, DB, B + K - Golden heel
- A Rapid - Explosion Punches (Old Move Reborn)
- D, DF, F + A during
- Explosion punches - Explosion Hook (New Move)
-
- DM-
- F, B, DB, D, DF + BC - Screw uppercut
-
- SDM-
- F, B, DB, D, DF + C - Sliding Screw uppercut
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
- -Mai Shiranui-
- D, DF, F + A - Fan throw
- D, DB, B + C -*Triple Fan throw (New Move)
- D, DB, B + A - Dragon's tail
- B, DB, D, DF, F + C - Ankle tackle
- D + AB IN AIR - Mussasabi Air tackle
- D, D + C -$Fire replicas
- D, DF, F + D IN AIR - Shiranui Illusion
-
- DM-
- F, DB, F + BC - Fire ankle tackle
-
- SDM-
- F, DB, F + C -$Leotard Fire ankle tackle
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
- -Geese Howard-
- D, DB, B + A - Reppu-ken
- D, DB, B + C - Double Reppu-ken
- B, DB, D, FD, F + B - High Tackle throw
- B, DB, D, FD, F + C - Mid Tackle throw
- D, DB, B + A IN AIR - Shippu-ken
- D, DB, B + C IN AIR -*Double Shippu-ken (New Move)
- B (hold), F + B or C - Ja-ei-ken
-
- DM-
- DB, F, DF, D, DB, B, DF + BC -*Raging Storm
-
- SDM-
- F, DF, D + C -*Thunder Break
-
- Final DM-
- F, DF, D, DB, B, F + A, A, B, C, C, C, B, C, Down, DownBack, Back + C
- - Deadly Rave
-
- * Final DM can only be done when Pow meter blinks "P".
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
- -=Characters From FF3=-
-
-
- -Franco Bash-
- D, DB, B + A or C - Double Kong
- B, DB, D, DF, F + D - Weaving blow
- Weaving Blow x 2 - Double Weaving B. (New Move)
- D, DF, F + B -*Power Bicycle
- B(hold), F + B -$Weaving Step (New Move)
- F, B from Weaving S - Step Stopper (New Move)
- D, DF, F + A - Meteor Shot (New Move)
- DB, F + C - Meteor Tackle (New Move)
-
- DM-
- D, DB, B, DB, F + BC - Omega shot (New Move)
-
- SDM-
- F, DF, D, DB, B + C - Aarmagedon Buster
- then
- D, DF, F + A or B or C - Straight, Backattack, Tackle
- D, DB, B + A or B or C - Hook, Highkick, Omega shot
- F, D, DF + A or B or C - Uppercut, Reverse Kick, Bicycle
- (All New Add-ons)
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
-
- -Mochizuki Sokaku-
- D, DF, F + A - Spikes
- B, DB, D, DF, F + B - Posessed Stick
- D, B, DB + B -$Fire Float
- D, DB, B + A - Petite Sokakus
- F, B, F + C - Demonic Punches
- A rapid -*Sokaku Illusion Attack
- 1 CIRCLE + C - Demonic Piledriver
- F, D, DF + B - Lightning Shots
- F, D, DF + A - Aerial Teleport (New Move)
- F + C or
- DF + C or
- DB + C or
- UF + C or
- D(button) during
- Sokaku Illusion Attack - Illusion Finisher (New Moves)
-
-
- DM-
- F, DF, D, DF, F + BC - Super Lightning Elemental
-
- SDM-
- F, DF, D, DF, F + C - The breath of Lightning
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
- -Hon fu-
- F, D, DF + A -$Flaming Knunchucks
- D, DB, B + B - Aerial smasher
- DB(hold), F + B - Rolling Headbutt
- Rapid B during
- Rolling Headbutt - Finishing Headbutt
-
- Rapid A - Berserker crush (New Move)
- B, DB, D, DF, F + C - Ku-long's Prediction
- D, DB, B + C - Berserker flip (New Move)
-
- DM-
- D, DB, B, DB, F + BC - Explosion roll (New Move)
-
- SDM-
- D, DB, B, DB, F + C - Kadentsa's Storm
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
-
- -Bob Wilson-
- D(hold), U + B or C -$Bison Horn
- D, DB, B + B or C - Rolling Turtle
- B(hold), F + B - Wild Wolf
- F, D, DF + B - Monkey Dance (New Move)
-
- DM-
- D, D, D + BC - Dangerous Wolf
-
- SDM-
- D, DB, B, D, DB, B + C - MadSpin Wolf (New Move)
- Rapid C During Madspin - WolfFang (New Move)
-
- *Bob's old DM has been replaced with his SDM from FF3.
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
- -Blue Mary-
- D, DF, F + A - Spin Fall
- D, DF, F + C - M. Spider
- F, D, DF + B x 2 -$Vertical Arrow/M.Snatcher
- B(hold), F + B x 2 - Straight Slicer/StingFang(New Move)
- B(hold), F + C - M. Crab Clutch
- D, DB, B + B - Mid Tackle Throw (New Move)
- D, DB, B + C - High Tackle Throw (New Move)
- D, DB, B + A - Quick Sway
- B + A near opponent
- during Quick Sway - Backdrop
- B + B during Backdrop- Facelock
-
- DM-
- F, B, DB, D, DF, F + BC - M. Typhoon (Old move renewed)
-
- SDM-
- F, B, DB, D, DF, F + C -*M. Diving Smasher (New Move)
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
- -=ReFreshed Characters for FFRB=-
-
-
- -Ryuji Yamazaki-
- D, DB, B + C(hold and let go) - Snake Punch
- D, DB, B + C(hold), FU(let go of C) - Upper Snake Punch
- B, DB, D, DF, F + B - Sadomaso
- D, DF, F + C - Quick Reflector
- F, DB, F + A or C - Knife Slash (New Move)
- A from Snake Punch (when holding) - Snake Cancel (New Move)
-
- DM-
- F, DF, D, DB, F + BC - La Guilotinne
-
- SDM-
- 1 Circle + C - La Drill (New Move)
-
- Rapid C during Drill
- 8 times per sec - 2 x Drill
- 10 per sec - 3 x Drill
- 16 per sec - 4 x Drill
- (All New Moves)
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
- -Jin Chonshu-
- F, F + A - Elbow Smash
- D, DF, F + A or C - Energy Ball
- F, D, DF + A or C -$Twisting Uppercut
- F, FD, D, DB, B + A or B or C - Empreror's Teleport (New Move)
- Emperor's Teleport done in B - Air roll (New Move)
-
- DM-
- D, DB, B, F + BC - Soul Stealer
-
- SDM-
- D, DB, B, F + C -*Emperor's Fury
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
- -Jin Chonrei-
- F, F + A - Elbow Smash
- F, F, F + A - Super Elbow Smash (New Move)
- D, DF, F + A or C - Energy Ball
- F, D, DF + A or C -$Twisting Uppercut
- D, DB, B, F + C - Soul Stealer
- D, DB, B + B - Energy Reflecter
- D, DF, F + B - Ground Roll (Old Move Renewed)
-
- DM-
- F, B, DB, D, DF + BC -*Emperor's Fury
-
- SDM-
- F, B, DB, D, DF + C - Emperor's Rage (New move)
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
- -Duck King-
- D, DF, F + A or C - Head Spin
- D, DB, B + A in air - Aerial Spin
- D, DB, B + B - Dancing Dive
- F, D, DF + B -$Neo. Blazing Storm (Old Move Renewed)
- Down x 2 in air - Aerial Fakeout (New Move)
- DF + C in dash - Ground Fakeout (New Move)
-
- DM-
- B, DB, D, DF, F, UF, D + BC -*Break Spiral
-
- SDM-
- D, D + ABC - Duck Dance (New Move)
-
- Then After Dance...
- D, DF, F, D, DF + BC - Break Hurricane
- D, DB, B, D, DB + BC - Dancing Caliver
- B(hold), F, B, F + BC - Rolling Punisher
- F, DF, D + BC - Diving Punisher
- (All New Moves)
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
- -Kim Kaphwan-
- D(hold), U + B -$Flip Kick
- D + B on apex of Flip Kick - Bash Kick (New Move)
- D, DB, B + B or C - Crecent Kick
- D + B in air - Stomping Kick
- F, D, DF + A -*Air Twister (New Move)
-
- DM-
- B, DB, D, DF, F + BC - Aerial Raid (New Move)
-
- SDM-
- D, DB, B, DB, F + C - Phoenix Combo
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
- -Billy Kane-
- B(hold), F + A - Stick Attack
- B, F + C when Stick Attack hits - Stick Flamer (New Move)
- D, DB, B + A - Vertical Stick Attack
- A Rapid - Tornado Stick
- DB, D, DF, F + B -$Stick Highjump
- D, DB, B + B - High Stick Counter (New Move)
- D, DB, B + C - Mid Stick Counter (New Move)
-
- DM-
- D, DF, F, DF, D, DB, B + BC - Flaming Tornado Stick
-
- SDM-
- F, DF, D + C -$Scarlet Uppercut (New Move)
- -----------------------------------------------------------------------------
- --------------
-
-
-
-
- EXTRA ATTACKS
-
- Throw Moves
- throwing your opponent does not take as much damage as in any preceding
- series, but no doubt it is still useful.
-
- Throwing options:
- 1- Forward + C for all characters except Mary
- 2- Back + C for Geese, Sokaku, Mary
- 3- Other Throws-
- Joe, Hon Fu, Geese - DF + C
- Mai, Sokaku - D or DF or DB + C in air (Aerial throw)
- Mary, Geese, Sokaku - B + C then F + C
- Bob - FU, FU + C right when throwing (F + C)
- Andy - D, D + C in air (Aerial throw)
-
-
- Wake-Up Attacks
- If you press the C button at the right timing after falling down, certain
- characters can execute a surprise wake-up attack. Beware, for if it misses,
- you are opened to any attacks.
- The characters who can do Wake-Up Attacks are:
-
- Mai, Bob, Franco, Yamazaki, Blue Mary.
- (Except Blue Mary needs to do Down, Up + C)
-
-
- Ground Attacks
- If Your opponent is lying on the ground, certain characters can give them
- extra damage by doing down + C. beware, for the timing of when to execute
- the move is different between each character.
- The characters who can do Ground Attacks are:
-
- Andy, Geese, Sokaku, Bob, HonFu, Yamazaki, Duck, Billy, Blue Mary.
- (Blue Mary has one more- Up + C)
-
-
- Extra moves
- Although they are not special, these moves are a combination of a direction
- and button. They are usually normal moves with a unique aspect like not
- guardable while ducking or having a long reach.
-
- F + A
- Bob
- Yamazaki
- Chonshu
- Billy
-
- B + A
- Joe
- Mai
- Duck King
-
- DF + A
- Blue Mary
-
- DB + A
- Terry
- Andy
- Joe
- Geese
- Sokaku
- Bob
- Hon Fu
- Yamazaki
-
- F + B
- Terry
- Andy
- Mai
- Hon Fu
- Franco
- Chonrei
- Kim
-
- B + B
- Joe
- Geese
-
- DF + B
- Joe
- Duck King
-
- D + B in air
- Bob
-
- DF + C
- Chonshu
-
- AB
- Kim
-
- F + C from Dash
- Terry
-
- C from Dash
- Franco
-
-
- ------------------------------------------------------------------------------
- -------------
-
- THE GUARD CANCEL SYSTEM
-
- If the POW meter is yellow, you can cancel your guard and counter your
- opponent just as they attack. Think of it as the alpha counter in Street
- Fighter Alpha (Capcom Co.), or better yet the guard cancel system from King
- Of Fighters 95'.
- But unlike KoF95', only designated moves can be used to guard cancel
- attacks. The following is the list for all characters.
-
- Terry - Power Dunk
- Andy - Shou Ryu Dan
- Joe - Tiger Kick
- Mai - Dragon's tail
- Geese - Mid tackle throw, fierce Ja-ei ken
- Sokaku - Fire float
- Bob - Monkey dance
- Hon Fu - Flaming Knunchucks
- Mary - Straight slicer
- Franco - Double Kong
- Yamazaki - fierce Knife slash
- Chonshu - fierce Twisting uppercut
- Chorei - weak Twisting uppercut
- Duck - Dancing dive
- Kim - Air twister
- Billy - Mid & High stick counter, Scarlet Uppercut (SDM)
-
-
- -----------------------------------------------------------------------------
- --------------
-
- FAKEOUTS
- Fake out moves have been a tradition since FF3. Unfortunately, some
- characters lost a couple.
-
- Terry
- F + AB -Burnknuckle
- D + AB -Power Wave
- D + CD -Power Guyser (DM)
-
- Andy
- F + AB -Zan-Ei Ken
- D + AB -Hi-shou Ken
- D + BC -Inferno Spear (DM)
-
- Joe
- F + AB -Slash Kick
- D + AB -Hurricane Uppercut
- B + AB -Tigher Kick
- D + BC -Screw Uppercut (DM)
-
- Mai
- D + AB -Fan Throw
- B + AB -Dragon's Tail
-
- Geese
- D + AB -Reppu Ken
- F + AB -Ja-ei Ken
- D + BC -Raging Storm (DM)
-
- Sokaku
- D + AB -Spikes
- D + BC -Breath Of Lightning (SDM)
-
- Franco
- D + AB -MeteorShot
-
- Bob
- D + BC Madspin Wolf (SDM)
-
- Blue Mary
- None.
-
- Hon Fu
- B + AB -Flaming Knunchuks
- F + AB -Aerical Smasher
-
- Yamazaki
- None.
-
- Chonshu
- D + AB -Energy Ball
- D + BC -Soul Stealer (DM)
-
- Chonrei
- D + AB -Energy Ball
- D + BC -Emperor's Fury (DM)
-
- Duck
- D + BC -DuckDance (SDM)
-
- Kim
- F + AB -Crecent Kick
- D + BC -Phoenix Combo (SDM)
-
- ------------------------------------------------------------------------------
- -------------
-
- COMBINATION ATTACKS
-
- Usually known as chain combos, these normal attacks make a combination by
- being pressed in a rhysmical pattern. They can also be comboed to special
- moves when done right. Since there are too many patterns of Combination arts,
- they have been made into a simple chart here. (Ie.: For Terry, you can do
- A B ForwardC, DownA B BackdownC, etc...) Whatever combo that does not fit
- the chart have been listed separately.
-
-
-
- -Terry, Andy, Joe & Kim-
-
- A --> B --> C
- Down A Down B Forward C
- B BackDown C
- Down B Down or FD C
-
- Terry's Etc-
- AC
- DownAC
- Dash ACCCC
-
- Andy's Etc-
- (close up) CCCC Forward C
-
- Joe's Etc-
- AC
- DownBackA CC
- BackA CCCC
-
- Kim's Etc-
- ABBCC
- CC (not so up close)
-
-
-
- -Mai & Hon Fu-
-
- A --> A --> C
- Down A B Forward C
- B Down B BackDown C
- Down B Down or FD C
- *Mai can only chain the 2nd A from an A or a Down A.
- *HonFu can only chain the 2nd A from an A.
-
- Mai's etc-
- AC
- DownAC
- BCC
-
- Hon Fu's etc-
- AC
- DownBackA CC
-
-
-
- -Geese-
-
- A --> A --> C
- Down A Down A Forward C
- B B BackDown C
- Down B Down or FD C
-
- Geese's etc-
- ACCC ForwardC
-
-
-
- -Franco & Sokaku-
- A --> B --> C
- B Down B Forward C
- Down B BackDown C
- Down or FD C
- UP C
- * Only Franco Can do the Up C.
-
- Franco's etc-
- BC
- ACCC C(or UpC)
-
- Sokaku's etc-
- AC
- B ForwardCC
- CCCC DownC
-
-
-
- -Blue Mary-
-
- A --> B --> C
- B Down B Forward C
- Down B | BackDown C
- | Down or FD C
- |
- |
- --> ForwardC
- |
- |
- ---> M.Snatcher
- Mary's etc-
- AC
-
-
-
- -Yamazaki-
-
- A --> B --> C
- Down A Down B Forward C
- B Forward B BackDown C
- Down B Down or FD C
-
- Yamazaki's etc-
- BC
- B ForwardC
- ACC C(or BackC or ForwardC)
-
-
-
- -Billy, Chonshu, Chonrei-
-
- A --> A --> C
- Down A Down B Forward C
- B Down C
- Down B
- (The 2nd A can only be chained from an A or Down A.
-
- Billy's etc-
- A(or Down A), B, Down, DownFoward, Forward + C
-
-
-
- -Duck King-
-
- A --> B --> C
- B UpClose Down B Up C
- Down B Back C
- Down C
-
- duck's etc-
- AABBC C(or BackC)
-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
- EFFECTIVE COMBOS
- Since there are too many combos in the game, only the few selected to be
- effective and all-rounded have been listed here.
-
- Terry-
- Down A x 3, Down C, crack shoot
- Down A x 3, Down B, Down Forward + fierce punch, Rising tackle
-
- Andy
- A(or B) B Forward+C, Shou-Ryu Dan or DM
-
- Joe
- C x 4, Tiger kick
-
- Mai
- Down A x (desired number), Down C
-
- Geese
- Down B x 5, B, C
-
- Sokaku
- C Rapid
- C x 4, Special Move
-
- Bob
- C rapid
- B, B, C, UP+C
- B, B, DownBack+C, MonkeyDance or SDM
-
- Hon Fu
- Jump B, C, A, DownBack+B, DownBack+C, Flaming Knunchucks
-
- Blue Mary
- DownBack B x 2, DownBack C, Straight slicer, Sting fang
- A, B, C, Vertical Arrow x 2
-
- Franco
- A,C,C,C, Meteor Shot
-
- Yamazaki
- A, B, DownBack+C, DM
- B, B, KnifeSlash, dash, ground attack
-
-
- Chonrei
- Down+A (rapid), A, Elbow attack
- A, B, Forward+C, DM
-
- Chonshu
- A, B, Forward+C, D, Elbow attack
-
- Duck King
-
- B, B, C, D, Headspin
- Jump C, Flyspin, DownBBC, D, Headspin
-
- Kim
- A x 1-5, B B C
-
- Billy
- A, A, Stick Attack, Stick Flamer
-
-
- ------------------------------------------------------------------------------
- -------------
-
-
-
- STRATEGIES
-
- 1- Try not to move on other lines- the movement is slower than in FF3, less
- effective, and you can easily be attacked by your opponent with the D button
- no matter if you're on the front or the back line. Thus, only use the line
- system if your opponent is making a big move (like a high jump or a DM).
-
- 2- This time, the jump ability of all the characters have increased. It takes
- less time to land and attack from the air than FF3. Take advantage of this
- and jump attack your opponents more often.
-
- 3- Try not to fight using big moves- once you get a weak attack into your
- opponent, you can easily combo it to a stronger attack.
-
- 4- The High tackle throws can counter jump attacks and special moves
- excluding projectiles. The Mid Tackle throws can counter all normal moves
- except foot sweeps.
-
- 5- Know your opponent- That's the basics of any game, but you have to
- especially keep in mind the characteristics of your opposing character-
- some have Down counters, others can grab your fly kicks, etc...
-
- 6- If you have a follow-up move, try to get your opponent lying on the
- ground using a combo instead of a normal foot sweep. It will leave them on
- the ground for a longer time.
-
- 7- If you want to see the "true ending", use Terry or Andy.
-
- 8- Don't rush trying to beat the game on VS CPU! You will get an ending no
- matter how many losses or continues, plus we've found no hidden boss at the
- end of the game even from a result of 15 SSS on the scoreboard.
-
- 9- Two notes about special moves in FFRB- most of them don't take much
- damage if guarded, but many of the special moves are also hard to counter.
- Thus applying pressure to your opponent using special moves is an effective
- technique- but just don't get TOO aggressive enough to be countered.
-
- 10- When attacking from the air, use the "turn around" system to your
- advantage. Jump behind your opponents and attack them from the back in air
- by turning around, just keep on pressing it rapidly and taunt your
- opponent... etc.
-
- 11- Try to "float" your opponents in the air, leaving them vulnerable to
- special moves and DMs. Most characters can do this by the combination attack
- of A B DownBack C.
-
- 12- Though basic enough, try to push your opponent off the end of the
- platform. Your opponent will not fall off unless you get a clean hit
- -anotherwards, it can take one weak punch to make your opponent fall off
- near the end of a platform, but no matter how much you make them guard your
- move, you'll never get them out of bounds.
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - -
-
-
- Stages-
-
- 1-3 Sound Beach
- Sound Beach first appeared in FF1 when going against Michael Max. In FF3 it
- reappeared as Terry's stage. This time you fight against 3 opponents here,
- and the sky changes color as the time passes. Beware of the two wooden walls
- at the end of the piers, for if they break, you can fall out of bounds.
- (To break any of these boarders in FFRB, you must be attacking an opponent
- close to it.)
- Then Again, if you've played the game enough, perhaps it will be fun to see
- the reaction of the opponents. Also, you can electrocute your opponent if you
- hit them far off the right side of the screen (the neon sign), and into a
- different platform when to the left side.
-
- 4-6 West Subway
- This is an original stage that never appeared before. From Stages 4-5, there
- will be people (commuters?) standing besides the edge of the screen (stage 6
- has no boarders). They'll all collapse like the wall in Sound Beach if you
- damage them enough.
- When the commuters on the sides go away, you can push them off the platforms
- during round 1 and 3. On round 2, you can push them into a subway car (or
- even "on top" of the subway car) and see them go away. Again, it is
- interesting to see the reactions of the characters as they pop inside.
- Some subway cars seem to be driven by a dark Terry Bogard.
-
- 7-9 East Side Park
- This is Mai's stage from FF3, but it must be a different area in the park
- because it looks more like a museum than an aquarium. On the right side of
- the stage, there is an elevator with a glass door. Give it enough damage and
- it will break. And on the Left side, these is a map(?) on a wooden frame. This
- also breaks if given enough beating.
- The reactions when your opponent falls into the elevator shaft is boring...
- and there's no reaction if you push them off the left side, because they
- will fall to the floor right underneath. But, if you somehow hit your
- opponent high enough to the left side, they will stick onto the ancient
- piniyatas (or at least, that's what they look like).
-
- 10-12 South Town Bridge
- You can see the Bridge that was once near Billy's stage in FF1. There is a
- boat right on the left side of all the cargo. hit the crates enough times
- and you will see. When the Boat is opened, you can roll right inside, and
- if it isn't, you'll just sink into the water (same reaction as in Sound Beach.
- On the right side, there are people working on some lighting right near a
- oil truck, and if you break their equipment, you'll be looking for some
- electrocution when out of bounds. Even more, you'll be seeing some fire in
- the next round because the oil truck will leak. Thank God the fire fighters
- will come around on time, but they won't help you from burning if you get
- out of bounds.
- Also, try to push your opponents to the left side very high- they'll hit
- the boat's exterior too.
-
-
- 13 Geese Tower
- This is where you fought against Geese in FF1, FF3, FFS, FF3... but this
- will be his last time fighting here, ever. Fortunately for him there's more
- than enough room to do the fighting here. In fact, you can keep on walking
- forever and never stop. That's right, this room is in a infinity loop, and
- there's no way of winning until you put an end to Geese's life!
- Other than that and the written stuff in the background which changes in a
- pattern every time you loop, there's nothing interesting about this stage.
- Of course to make the end dramatic, you can finish your opponent to the front
- of the stage (zoom) like in FF3, but of course you can do it in any other
- stages as well, unlike FF3. Also unlike FF3, you can't finish your opponent
- pushing them back of the stage and expect something to happen, because
- nothing spectacular will.
-
-
- ------------------------------------------------------------------------------
- -------------
-
-
-
- Endings-
- To not ruin the pleasure of ending the game, these descriptions will be
- very brief. Basically everyone's ending follows the same pattern:
- 4 snapshots, 1 of Geese lying on the floor with the player standing,
- and 3 portraying the life of the player afterwards.
- Terry and Andy does not have a snapshot of Geese lying down, but they have
- a special ending before their snapshots where they SuperDM Geese out off the
- tower but reaches him right in time to grab his hand, but Geese lets go and
- plunges to his death.
- (Note: thus only Terry and Andy's ending has Geese killed.)
-
- Terry-
- After killing Geese, Terry spends the rest of his time wandering around with
- his adopted boy form FF3, feeling empty that his arch enemy is now gone.
-
- Andy-
- Though feeling empty about losing his arch enemy, Andy sets off back to
- Japan with Mai, and continues his practices as a ninja.
-
- Joe-
- After beating Geese to the pulp, Joe sets back to Tai where he meets with
- his old friend Hwa Jai. After eating with little kids who adore Joe, he gets
- up to train using dummies of Terry and Andy.
-
- Mai-
- After Beating Geese, Mai has all the time in the world to stick around with
- Andy. And she does, even when he's learning the skills of becoming a ninja.
- Mai even thinks about marrying him as she takes a bath.
-
- Geese-
- After beating the impostor that Krauser sent out, Geese lives the good life
- as the evil ruler of SouthTown. Sounds "Untouchable"? Perhaps, but the
- ending is a total parody of the movie.
-
- Franco-
- After seeing that he's totally ready for action, Franco trains out to be
- back to the squared circle. Now's the time for the champ to take over the
- ring again.
-
- Sokaku-
- 2 of his shots are from the airport (this guy's afraid of heights? what's
- the deal? 2 shots!), and one is back in the entrance of his temple in Japan,
- where his followers are seen worshipping him.
-
- Bob-
- Back in PaoPao Cafe 2, Bob celebrates his victory with all his friends in F
- FRB. Sleep tight Bob, because managing a cafe might be harder than fighting!
-
- Hon- Fu
- After Knunchucking Geese to the ground, Hon Fu finds no rest with his
- lover because 1- on his ride back to Hong Kong, Kim (who he HATES) rode
- right in the back of him, and once back in Hong Kong, Yamazaki (who
- HonFu arrested in FF3) was found walking on the streets.
-
- Blue Mary-
- After getting rid of the biggest hazard in SouthTown (and also her
- Grandpa's killer), Mary goes back to work as an agent to get rid of the
- smaller evils. After a long days work, she and her Harley finds the way
- to a local bar to have a blue cocktail.
-
- Yamazaki
- Beating Geese to the ground, Yamazaki finally gets his hands on the mystic
- scrolls. He reads them, throws them on the floor and walks out of the room,
- taunting Geese. Did he REALLY understand what was written in there?
-
- Chonshu
- After Beating Geese, Chonshu gets his hands on the scroll, but his brother
- quickly comes and rips them apart, only to have Chonshu surprised on the
- floor. Ever since then, the brothers life a normal life as kids, playing
- games, beating other kids, being beaten by other kids...
-
- Chonrei
- See above.
-
- Duck King
- To celebrate his victory, Duck invites all his friends in FFRB over to a
- cafe (PaoPao Cafe 1?) and they all have a great time, not to mention a big
- gulp of beer. But the chick sure is cute, eh?
-
- Kim
- Flying back to Korea on a one-stop flight from Southtown to Hong Kong,
- Kim meets his old friend Hon Fu, who seems a bit surprised. After getting
- back to Korea, he is greeted in the terminal by his wife and students, not
- to mention two in particular.
-
- Billy
- After scribbling on the fake Geese's face and escorting the real one around,
- Billy finds time in his hands to re-kidnap his sister Lilly from Joe
- (FF3 ending) and still have time to do the laundry.
-
-
- ------------------------------------------------------------------------------
- -------------
-
- Revisions-
-
- Ver 1.00
- First FFRB PPG (Perfect Player's Guide).
- Move commands, extra commands, combination arts, stage description
- and endings.
-
- Ver 1.20
- Typos fixed, special moves additives restored.
-
- Ver 1.5 (scheduled for 2/24/96)
- 1- Background stories of the characters.
- 2- Hidden command for stage select and infinity DM/SDMs revealed
- (scheduled).
- 3- MSWindows WRITE Wersion scheduled to be released simultaneously.
- (Arrows instead of letter directions, pictures, etc...)
-
-
-
- "Perfect Player's Guide FFRB"
- Copyright 1996 HNM Arts.
- HNM and the HNM Arts logo copyright 1995, 1996.
-
-
-
-