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Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter F » Fatal Fury: Wild Ambition - Strategy Guide (Page 02)

Fatal Fury: Wild Ambition - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Fatal Fury: Wild Ambition - Strategy Guide (Page 02).

Geese is back, and I think he turned out great. He has all the
essentials: Reppuken, Jaeiken, Atemi Nage Reversals and Pursuit
Throw. He also has the FF3/RBFF "circular cage" Razing Storm as
his Super Power; not the "angled forward cage" of RBS/RB2; what's more,
the Razing Storm is back to its rightful joystick motion (dwn-bk,
hcb, dwn-fwd + BC). It might have been nice for him to get his RB2
360 + A Vacuum Throw, but it can be done using bk, fwd + C anyway.
 
Deadly Rave can in fact be performed as soon as the Heat Meter fills
up; it is not necessary to perform the Deadend first. After performing the
fwd, hcf + C Razing Deadend, Geese's body emits swirls of glowing smoke
(much like RBS Geese). Certain of Geese's Reversals are powered up,
and I believe that Geese may only be able to do the unfinished Deadly
Rave Combo (which involves Geese performing the first 7 hits of the
Deadly Rave, then going right into a normal chain combo) after he has
performed the Deadend.
 
Geese's A-palette is his old FF3/RBFF white kimono tunic/orange hakama
pants. His D-palette is his RBFF grey kimono/dark blue hakama. For
whatever reason, Geese's fighting stance most closely resembles his
KoF '96 stance; Geese stands tall, opens his hands into loose claws,
and lets his arms hang at his sides. His background stage takes place
in Geese Tower; in a 1P vs. Com fight, he is the 8th opponent, and before
that last fight, the player is treated to a real-time animation sequence of
Geese performing several Kobujutsu demonstration attacks. Geese Tower
resembles the RBFF Geese Tower stage; a simple, open area with lots of
polished hardwood floor. As mentioned previously, Geese has a special
character-intro when fighting against Billy, Terry and Toji.

Geese has a hidden outfit: to choose it, put the cursor on him at the
character-select screen, and press and hold start. Then use button
A to choose Geese in a black suit (RBFF...?), or D to choose him in a
brown suit (FF3...?). NOTE: This outfit is apparently only available
after a certain number of days/weeks; in other words, it's time-released.

Geese is voiced by Mr. Kong Kuwata, the same gentleman who has provided
his voice since FF3.

Win Poses: (I've seen 4)

#1: Geese turns toward the player, beckons with his hand, and
    grunts "Come on!" (from FF3)
#2: Geese puts his hands on his hips, closes his eyes, and
    tosses his head back and laughs (from FF3)
#3: Geese crosses his arms and sneers at his fallen opponent.
#4: Geese wags his finger at his opponent and scolds him/her.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
JOE HIGASHI:
------------------------------------------------------------------------------
FIGHTING STYLE: MUEI THAI
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        dwn-bk, fwd + C          =       Slash Kick
        qcb + B                  =       Golden Heel Hurter
        fwd, dwn, dwn-fwd + B    =       Tiger Kick
        hcf + A                  =       Hurricane Upper
        after Hurricane Upper,   =       Bakuretsu Hurricane
         hcf + C
        tap A repeatedly         =       TNT Punches
         after TNT Punches,      =       TNT Punches Hook Finisher       
          qcf + A                         (cannot be blocked low)
         after TNT Punches,      =       TNT Punches Elbow Finisher       
          qcf + C               
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        bk + A                   =       Vertical Upper
        dwn-fwd + B              =       Sliding (must be blocked low)
        bk + B                   =       Tiger Sword
        fwd + B                  =       Slide Deep
         after Slide Deep,       =       Gold Knee Child        
          press C                      

        dwn-fwd + C              =       Uppercut Punch (floats)
------------------------------------------------------------------------------
THROWS:
        fwd + C (front)          =       Joe Special
        fwd + C (back)           =       Spinning Flame's Top
------------------------------------------------------------------------------                                 =
COMMAND THROWS:

        fwd, bk + C              =       Joe Cut
        (dwn-fwd) x 2 + C        =       Neck Sumo
         after Neck Sumo,        =       Hell Knees
          press B x 2            
           after Hell Knees,     =       Joe Final
            fwd + C
------------------------------------------------------------------------------
Super Power Attack:

        fwd, hcf + BC            =       Screw Upper
------------------------------------------------------------------------------
Overdrive Power:

        fwd, hcf + C             =       Turbulence Upper
------------------------------------------------------------------------------
CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)

        Standing A -> Standing B -> Tiger Kick            (Rush: 4)
        Standing A -> Standing B -> Standing C            (Rush: 3)
        Standing C -> Standing C -> Hurricane Upper       (Rush: 3)
        Standing C -> Standing C -> Standing C            (Rush: 3)

        Standing A -> Standing B -> Standing B
        Crouching A -> Standing B -> up + C
        Standing A -> Standing C
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Joe most closely resembles his RBS version, though his Overdrive
Power most closely resembles his SDM Muei Thai Storm of KoF '97/'98
(in Wild Ambition, Joe tosses a Screw Upper, then viciously pummels
 his opponent with wild punches and kicks, and finishes with a
 tremendous uppercut). He has the unstoppable, unquestionable,
extremely high-priority RBS Tiger Kick, single and double Hurricane
Uppers, the Golden Heel Hurter and the Screw Upper. The Slash Kick only
has one version (the strong double-kick version). He also has his
old Taunt pursuit.

The only difference between the A- and D-versions of Joe is a
simple palette-swap: A-palette Joe wears the RBFF saffron trunks,
while D-palette Joe wears the RBFF/KoF '95 purple trunks. Joe's
stage is a clearing in a Thailand forest at sunset.

Joe still has his RBS Taunt Pursuit and RBS "Nanchatta?" taunt. Joe
is still voiced by Mr. Nobuyuki Hiyama, who has done Joe's voice from
FF3 onward.

Win Poses: (I've seen 3)
#1: kneels forwards, raises fists in the air, and shouts
    "Yoshaa!" (from FF1)
#2: puts hands on hips, tosses head back and laughs hysterically
    (from FF3)
#3: performs a few kicks, clenches his fists, and says something.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
KIM KAPHWAN:
------------------------------------------------------------------------------
FIGHTING STYLE: TAEKWONDO
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        qcb + B/C                =       Hangetsuzan
        hold dwn briefly, up + B =       HienZan
        hold dwn briefly, up + A =       Kuusajin
         after Kuusajin,         =       Ascension Kick
          dwn + A                         (cannot be performed if Kuusajin
                                           is blocked or whiffed)
        jump, dwn + B            =       Hishokyaku
         after Hishokyaku,       =       Commandment Kick
          dwn-fwd + B            
        qcf + B                  =       Ambition Kick
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        fwd + B                  =       Neri Chagi (cannot be blocked low)
        when opponent is behind  =       Ring-Style Kick
         you, press B

        during taunt(?),         =       POW Chargeup(?)
         press BC
        dwn-fwd + B              =       Half-Moon Kick
                                         (ed. note: the kana for this move
                                          reads "bandal chagi," which is
                                          incorrect Korean, should be
                                          "banwuhl chagi")
         if Half-Moon Kick hits, =       Razorblade Kick                                 
          press C         
        jump, BC                 =       Paired Dragon Kick (must be blocked
                                          backwards as a crossup)

        dwn-fwd + C              =       Upward Thrust Kick (floats)
        fwd, fwd + A             =       Dora Yup Chagi (bufferable into
                                          ground specials/Overdrive only)
        dwn, dwn                 =       Out/In (turn around)
         after Out/In, press C   =       Axe Kick
         after Out/In, press A,B =       Pushaway kicks
------------------------------------------------------------------------------
THROWS:

        fwd + C (front)          =       Body Drop

       fwd + C (back)           =       Crescent Moon Kick         
------------------------------------------------------------------------------                                 =
COMMAND THROWS:

        NONE
------------------------------------------------------------------------------
Super Power Attack:

        jump, hcf + BC           =       Houou Tenbukyaku
------------------------------------------------------------------------------
Overdrive Power:

        qcb, hcf + C             =       Hououkyaku
------------------------------------------------------------------------------
CHAIN COMBOS: (except for the last two, these can all be preceded by a deep
               jump C for an additional hit)

        Crouching A -> Crouching B -> Hienzan       (Rush: 3)
        Crouching A -> Crouching B -> Hangetsuzan B (Rush: 4)
        Crouching A -> Crouching B -> Kuusajin ->
         Kuusajin Spin Kick Finisher                (Rush: 5)

        Standing C -> Hououkyaku                    (Rush: 15)

        (Standing A) x 2 -> Standing B              (Rush: 3)
        (Standing A) x 2 -> Standing B ->           (Rush: 3)
         Hangetsuzan B

        Standing C -> Standing C -> Standing C      (Rush: 3)
        Standing C -> Standing C -> Hououkyaku      (Rush: 16)

        Standing C -> Standing B -> dwn + B ->      (Rush: 5)
         dwn-fwd + B (Hishokyaku, Finisher)

        Jump A -> Jump B -> Hishokyaku -> Finisher  (Rush: 5?)

        Jump C -> Hishokyaku -> Finisher            (Rush: 4?)

        Out/In -> Pushaway Kicks                    (Rush: 2)

        Standing C -> Standing B -> Standing C      (Rush: 3)

        Jump A -> Jump B -> Jump C                  (Rush: 3)

        Dash, dwn + B -> C                          (Rush: 2?)
        Dash, dwn + B -> fwd + C                    (Rush: 2?)

        (Standing A) x 4
        (Standing A) x 3 -> Crouching A

        while...? Standing A/B -> Standing B

        while...? fwd + B

JUGGLE COMBOS:

        dwn-fwd + C (Float) -> Hienzan              (Rush: 3)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Kim is most similar to his RB2 version; the Kuusajin is a charge move,
and has a finisher (as in RB2), while the Hienzan does not have a
finisher. Note that, as in RB2, the Hienzan has very little horizontal
range in from of Kim, so it is probably best used as air-defense, or at
very close range (as in RB2). To my knowledge, Kim is the only character
with an aerial chain combo (jump A, B, C). His fwd, fwd + A Dora Yup Chagi
is a bit different from the KoF version, in that it can only be buffered
into ground special move attacks [and his Overdrive Power], as opposed
to the KoF version, which could only be buffered into aerial specials/DMs.

Kim's A-button palette-swap is his old white/blue uniform,
while his D-button palette is canary yellow (no trace of green, unlike
the KoF '97 D-button palette). Kim's stage is a Korean country market;
fish and produce merchants ply their wares underneath an inflatable
outdoor "roof."

Though Kim sounds very different in Wild Ambition, the game's ending
credits confirm that Kim is again voiced by Mr. Satoshi Hashimoto, who
has voiced Kim since the beginning (FF2). Kim has a special character-intro
sequence when fighting against Geese, Yamazaki and Billy (possibly Raiden
too, I'm not sure): he clenches his fist, and grunts "Aku wa yurusan!"
("Evil can't be forgiven!")

Win Poses:  (I've seen 4)
#1: Kim shouts, performs a quick backflip, and stands ready,
#2: Kim performs two quick kicks in the air, then mutters something.
#3: Kim humbly gives the Shaolin Monk's bow, and says "Nakanaka
    ote maede." ("Such formidable skills.") (from RBFF)
#4: Kim stands at attention, grunts, and takes the Taekwondo
    "junbi" stance. (from FF2)
------------------------------------------------------------------------------


------------------------------------------------------------------------------
MAI SHIRANUI:
------------------------------------------------------------------------------
FIGHTING STYLE: SHIRANUI NINJUTSU
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        qcb + A                  =       Ryuenbu
        hcf + C                  =       Hissatsu Shinobibachi
        qcf + A                  =       Kachosen
        hold dwn briefly, up + C =       Kagero No Mai
        in mid-air, dwn + AB     =       Musasabi No Mai

------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        fwd + B                  =       Flying Swallow Kick
         after Flying Swallow    =       Flying Swallow Rapid Kick
          Kick, fwd + B, then
          fwd + B again from the
          final hit of the kick
        bk + B                   =       Rising Dragon
        fwd + A                  =       Concealed Cherry Tree
        during Concealed Cherry  =       Cherry Raid
         Tree, press B
------------------------------------------------------------------------------
THROWS:
        fwd + C (front)          =       Windmill Demolisher
        fwd + C (back)           =       Night Cherry
------------------------------------------------------------------------------                                 =
COMMAND THROWS:

        mid-air, dwn-bk/dwn/     =       Dream Cherry (air throw)
         dwn-fwd + C              
------------------------------------------------------------------------------
Super Power Attack:

        fwd, hcf + BC            =       ChouHissatsu Shinobibachi
------------------------------------------------------------------------------
Overdrive Power:

        fwd, hcf + C             =       True Flower Tempest
------------------------------------------------------------------------------
CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)

        Standing A -> Standing B -> Ryuenbu               (Rush: 3)

        Crouching A -> Crouching B -> Ryuenbu             (Rush: 3)
        Crouching A -> Crouching B -> Kagero no Mai       (Rush: 3)

        Standing A -> Crouching B
        Standing A -> fwd + B
        Standing B -> Standing C

        Crouching A -> dwn-fwd + C
        Crouching B -> dwn-fwd + C
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Mai resembles a cross between her RBS and RB2 versions. She has
her standard Ryuenbu, Kachosen and Musasabi no Mai special attacks.
She also has the RBS version of her Kagero No Mai, while her Overdrive
Power is the SDM from RB2. Otherwise, she seems about the same as always.

The A- and D-versions of Mai are simple palette-swaps. Her A-palette
is her standard red outfit (resembles the RBS/RB2 outfit); D-palette
is the RBS/RB2 blue outfit. Mai's background stage is a snowy field in
Japan (resembles Toji's background).

Mai is still voiced by Miss Akoya Sogi, who has provided her voice
since FF3/KoF '95. As noted, Mai has a special character-intro sequence
when fighting against Andy.

Win Poses: (I've seen 2)
#1: Mai shakes her head, and says "Mada mada, ne?" ("Not [quite able
    to beat me] yet, huh?")
#2: Lies down on the ground, flutters a fan, and says the same
    voice sample from her RBS/RB2 win pose. (from RBS/RB2)
------------------------------------------------------------------------------


------------------------------------------------------------------------------
RAIDEN/BIG BEAR:
------------------------------------------------------------------------------
FIGHTING STYLE: PROFESSIONAL WRESTLING
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        qcb + A/C                =       Dokugiri (Poison Breath)
         (A = horizontal                  (Stuns on a Counter)
          C = diagonally upward)
        dwn-bk, fwd + C          =       Giant Bomb
                                          (crouches under high attacks)
        press and hold B for     =       Super Drop Kick
         at least 5 seconds,
         then release button
        near opponent,           =       Thunder Death Driver
         rotate joystick 360
         degrees + C
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        fwd + B                  =       Double Sledgehammer
        jump, dwn + C            =       Buffalo Sentoun(?)
        dwn-fwd + B              =       Hammer Swing
        dwn-bk + B               =       Buffalo Ball (roll)
------------------------------------------------------------------------------
THROWS:
        fwd + C (front)          =       Front Suplex
        fwd + C (back)           =       Scrap Driver
------------------------------------------------------------------------------                                 =
COMMAND THROWS:

        bk, fwd  + C             =       Death Rake Stomp
        fwd, fwd + C             =       Dr. Bomb
        fwd, bk  + C             =       Buffalo Carry
        while crouching,         =       Neck-Hanging Three
         dwn-fwd + C 
------------------------------------------------------------------------------
Super Power Attack:

        fwd, hcf + BC            =       Thor's Hammer
        near opponent,           =       Berzerker Trident
         rotate joystick 360
          degrees + BC
------------------------------------------------------------------------------
Overdrive Power:

        near opponent,           =       Circle Hurricane
         fwd, bk, dwn, up + C
------------------------------------------------------------------------------
CHAIN COMBOS:

        Standing A -> Standing B -> Standing C            (Rush: 3)
        Standing C -> Standing C -> Standing C            (Rush: 3)
        Standing C -> Standing C -> Standing C            (Rush: 3)
        Standing B -> Standing B -> Standing C            (Rush: 3)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Raiden has turned out beautifully in my opinion. He has moves from
FF1 (Dokugiri Poison Breath) and FF2 (several of his command throws,
Giant Bomb), and some new grapples that look and feel great. Thunder Death
Driver is a modified leaping piledriver that goes up quick and comes down
quicker with a satisfying crash and a bit of camera movement at the
very last second to give the move a touch of vertigo. The Thor's Hammer
super Power is utterly pathetic; Raiden performs his very slow Standing C ->
Standing C chain animation, then punches the ground, creating a billowing
cloud of blue lightning. The move itself is very slow to come out and
can be countered easily. The Berzerker Trident, on the other hand, is
quite impressive; Raiden grabs his opponent by the wrists and, without
letting go of the wrists, slams his opponent on to the ground, then
lifts the opponent up by the wrists over his back, snapping his opponent's
elbows in the process, does a leaping forward flip (still gripping his
opponent's wrists firmly) and smashes his opponent face-first into
the ground with great conviction. The Circle Hurricane is another satisfying
attack; Raiden grabs his opponent's ankles and begins swinging him/her
around in a Giant Swing, but does a rather sloppy job of it; instead
of cleanly lifting his opponent off the ground and whirling him/her
around, he allows the back of his opponent's head to scrape painfully
along the ground several times before hurling him/her into the
horizon. Interestingly, if Raiden whiffs (misses) the Circle Hurricane,
he does not lose any Heat Meter.

Both Raiden's A- and D-button palettes wear the FF1 mask, though
the A-palette wears the full spandex bodysuit (as in FF2), while the
D-palette fights barechested (as in FF1). Raiden's stage is a mountain
valley in the Australian outback in the late afternoon (resembles his
old FF2 stage); the rocks in the background bear intricate carvings
[presumably by Aborigine tribesmen]. Raiden is voiced by a Mr.
John Hulaton.

Win Poses: (I've seen 4)
#1: Raiden jets his arm in the air and points upward, shouting "Whoa!"
    (from FF2)
#2: Raiden flexes his muscles and laughs. (from FF1)
#3: Raiden faces the opponent, gets down on one knee, and
    slaps his bicep.
#4: Raiden leans back, flings open his arms and spouts a
    Dokugiri cloud in the air.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
RYUJI YAMAZAKI:
------------------------------------------------------------------------------
FIGHTING STYLE: SELF-TAUGHT FIGHTING
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        qcb + A                  =       Upward Snake Arm
        qcb + B                  =       Mid Snake Arm
        qcb + C                  =       Downward Snake Arm
         (after any Snake Arm,
          hold down button to
          increase power)
          (after holding a Snake
           Arm, press D to cancel)
        hcf + B                  =       Sadomazo (reversal)
        qcf + C                  =       Baigaeshi Double Return
         (press C to absorb
          projectile, hold C
          to reflect)
        fwd, dwn-bk, fwd + A,    =       Doukushu Poison Hand
         tap A repeatedly                 (formerly the Judgement Dagger)
        near opponent,           =       Bakudan Pachiki Exploding Headbutt
         fwd, bk, dwn, up + C
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        fwd + A                  =       Bussashi Overhead Swipe
        while getting up from    =       Metsubushi Eye Injury
         being knocked down,              (wakeup attack)
         press C
        dwn-fwd + B              =       Dokkan
        dwn-fwd + A              =       Kachiwari Headsplitter
        while dashing, BC        =       Jigoku Geri Hell Kick
        while jumping, BC        =       Kachyage Head Lift
------------------------------------------------------------------------------
THROWS:
        fwd + C (front)          =       Bun Nage
        fwd + C (back)           =       Kamahori
------------------------------------------------------------------------------                                 =
COMMAND THROWS:
        NONE (See Exploding Headbutt Throw in Special Move Attacks)
------------------------------------------------------------------------------
Super Power Attack:

        fwd, hcf + BC            =       Guillotine
        hold dwn-bk briefly,     =       Shovel
         bk, fwd + BC
------------------------------------------------------------------------------
Overdrive Power:

        near opponent            =       Drill
         rotate joystick 360              (if whiffed, player can continue
         degrees + C                       tapping button C to perform only
         (tap C rapidly to                 the leaping Drill attack; may
          increase power)                  be unblockable, I'm not sure yet)  
                                           
                                          
------------------------------------------------------------------------------
CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)

        Standing A -> Standing B -> Snake Arm B           (Rush: 4)

        Standing C -> Standing C -> Snake Arm B/C         (Rush: 4)
        Standing C -> Standing C -> Judgement Dagger ->
          tap A                                           (Rush: 9?)

        Standing C -> Standing C -> Guillotine ->         (Rush: ?)
         C-Snake Arm

        Standing C -> Standing C -> Guillotine ->         (Rush: ?)
         Shovel

STUN COMBOS:

        Guillotine -> Snake Arm C                         (Rush: ?)
        Guillotine -> Shovel                              (Rush: ?)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Yamazaki seems similar to his RB2 version; his chain combos are
shorter than they were in RBFF/RBS, but still deadly. He has
all three Snake Arms, and can, as usual, "hold" them by holding
down the button (I'm not sure if that powers up the Snake Arms);
and can cancel a held Snake Arm by pressing D (true to Fatal Fury
fashion, Yamazaki receives no additional Meter if he cancels a
Snake Arm). The Double Return seems more or less the same, as
does the SadoMazo (Yamazaki flicks his tongue like a snake now).
Unfortunately, Ryuji has apparently decided to stop using a knife
(I have yet to see it); the Judgement Dagger is now a lunging open-handed
punch with red "Drill" coils around his hand; Yamazaki "stabs" his
opponent through with his hand, and lets him/her drop unless you tap
button A, in which case he "stabs" his opponent repeatedly with his
hand before dropping him/her. The Exploding Headbutt causes an orange
bitmapped explosion (each orange explosion is pixellated, but fairly
well-animated), and Yamazaki rubs his head in pain, as usual. The
Guillotine seems to have been modified somewhat; Yamazaki can barely
catch a standing opponent with it, and only if that opponent is
standing very close (otherwise Yamazaki will go clean over him/her).
On the other hand, the Guillotine is readily comboable from a Standing C ->
Standing C chain, and sets up a Stun Combo afterwards.

The Drill finishers have all been, to my knowledge, completely redrawn.
There seem to be 5 levels so far; I've only seen what appear to be
the top 3. Level 3 is the Headbutt variation, in which Yamazaki tosses
the opponent on the ground, then walks up behind his prone opponent and
gives him/her several headbutts to the back of the neck before Drilling
the opponent away. Level 4 is a new finish; Yamazaki grinds his opponents
face into the ground, presses his opponents head to the ground and
drags him/her forwards (as with the Guillotine, except that the opponent's
face is scraping along the ground) then hurls the opponent forward, so
that s/he lands upside-down, on his/her face. Yamazaki then Drills the
opponent's ass away. Level 5 is the Snake Arm variation: Yamazaki goes
completely insane and pummels the opponent with a two-armed barrage of
Snake Arms before Drilling the opponent away. NOTE: Unlike Raiden, Yamazaki
loses all of his Heat Meter if he whiffs (misses) his opponent with the
Drill; instead, he will crouch down briefly, then leap forwards and only
perform the Drill's last leaping punch. I'm not sure, but I think this
last punch may be unblockable.

Shovel, Yamazaki's other Super Power, is completely new. In it, Yamazaki
leans forward as though to perform a C-button Snake Arm, then "scoops"
wildly about along the ground, kicking up "sharp" blood-red gusts
of wind that buffet the opponent about for multiple hits.

Yamazaki has decided to lose the fur coat, and now begins each round
wearing sunglasses; at the beginning of each match, he takes them off and
glares at his opponent. His A- and D-palettes are simple color-swaps;
the A-palette is the old FF3 black shirt/pants/shoes; the D-palette is
the FF3 dark red shirt/pants/shoes. His background stage seems similar
to the stage from RB2; a rooftop somewhere in Hong Kong in the dead
of night, lit only by clusters of neon billboards in the background.

As mentioned, Yamazaki has a special character-intro sequence when fighting
Kim. Yamazaki is still voiced by Mr. Koji Ishii, who has provided Yamazaki's
voice since FF3.

Win Poses: (I've seen 4)
#1: Yamazaki stares down at his fallen opponent, winks, and sneers
    "Hyakunen haiyandayo." ("You're a hundred years too early [inexperienced
    to challenge me].")
#2: Yamazaki leans back, grabs his head with his hand, and shrieks/laughs
    maniacally. (RBS)
#3: Yamazaki grins and gives a thumbs up, then his face suddenly becomes
    sullen, and he gives a thumbs down.
#4: Yamazaki kneels over his fallen opponent, mutters something,
    then looks up and grins evilly.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
TERRY BOGARD:
------------------------------------------------------------------------------
FIGHTING STYLE: JEFF BOGARD/TUNG FU RUE HAKYOKUSAKEN
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        qcf + A                  =       Power Wave
        qcf + C                  =       Round Wave
        qcb + A/C                =       Burn Knuckle
        hold dwn briefly, up + A =       Rising Tackle
        dwn-fwd + B ~ C          =       Power Dunk
         (see Additional Attacks)
        qcb + B                  =       Crack Shoot
        bk, dwn-fwd + A          =       Power Charge
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        fwd + B                  =       BackSpin Kick
        fwd, fwd + C             =       Charge Kick (cannot be blocked low)
        dwn-fwd + B              =       Jumping Knee Kick (floats)
         after Jumping Knee      =       Power Dunk
          Kick, press C                 
        bk + C                   =       Fire Kick
------------------------------------------------------------------------------
THROWS:
        fwd + C (front)          =       Buster Throw
        fwd + C (back)           =       Neck-Hanging Crusher
------------------------------------------------------------------------------                                 =
COMMAND THROWS:

        fwd, bk + C              =       BackSpin Attack
        while dashing forwards,  =       NeckBreaker Drop
         press AB                       
------------------------------------------------------------------------------
Super Power Attack:

        qcb, dwn-bk, fwd + BC    =       Power Geyser
------------------------------------------------------------------------------
Overdrive Power:

        qcb, dwn-bk, fwd + C     =       Overheat (Triple) Geyser
        fwd, hcf + C             =       Heat-Up Geyser
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CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)

        Standing A -> Standing B -> Burn Knuckle A        (Rush: 3)
        Standing A -> Standing B -> Crack Shoot           (Rush: 6?)
        Standing A -> Standing B -> Standing B            (Rush: 3)
        Standing A -> Standing B -> Standing C            (Rush: 3)

        Crouching A -> Crouching B -> Burn Knuckle A      (Rush: 3)
        Crouching A -> Crouching B -> Crack Shoot         (Rush: 6?)
        Crouching A -> Crouching B -> Rising Tackle       (Rush: 7?)
        Crouching A -> Crouching B -> Crouching C         (Rush: 3)
        Crouching A -> Crouching B -> dwn-fwd + C         (Rush: 3)

        Standing C -> Standing C -> Burn Knuckle A        (Rush: 3)
        Standing C -> Standing C -> Crack Shoot           (Rush: 6?)
        Standing C -> Standing C -> Standing C            (Rush: 3)
        Standing C -> Standing C -> Heat Up Geyser        (Rush: 5)

        Standing A -> Standing C
        Standing B -> Standing B
        Crouching A -> Crouching C
        Crouching B -> Crouching C

        Standing A -> fwd + C -> Standing C
        Standing A -> Standing B -> Standing B
        Standing A -> Crouching C
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ADDITIONAL NOTES:

In Wild Ambition, Terry seems more like his RB2 version than anything else.
He has the Power Charge (bk, dwn-fwd + A), but it seems to be of limited
use, and [to my knowledge] only Floats on a Counter. According to SNK
Japan's page, Terry can apparently cancel it into another special move,
though I'm still not sure of the specifics. Terry has the "two-part" Power
Dunk, and the Fire Kick, similar to his RB2 version. Unfortunately, the
Fire Kick is nowhere near as useful as it once was; it's only a one-hit
attack (Terry does not perform the low-hitting slide kick at all). He
sways slightly to the side, then performs a spinning back-kick. Also,
according to SNK Japan's page, Terry's Round Wave has additional uses; it
can be used as a pursuit attack to hit a fallen opponent, and it can be
"held" (hold down the C-button) to power it up. One last note: Rising Tackle
has also changed; the first hit is a low-hitting sweep kick, which forces a
defending opponent to block low.

Terry's A-button palette-swap is his old red cap & jacket light-blue denim
jeans; his D-palette is the FFS/RB2/KoF '97 dark gray cap & jacket and
light-grey jeans. Terry's background is in "U.S.A." (exactly where I'm
not sure); in the middle of a busy downtown street flanked by parked
cars and large brick apartment buildings covered with billboards,
posters, and graffiti. Watch for a small poster reading "RB" and for
Mr. Peanut (the Planter's Nuts[tm] mascot) somewhere on a wall.

Terry's Super Power and Overdrive Power are fairly straightforward and
resemble the old Power Geyser and Triple Geyser. The Power Geyser is
a bit better than the RBS/RB2 version; it has hit-frames above and
in front of Terry, so it can be used as air/ground-defense on anticipation
old-school style, though it is still an excellent move to use to trade
hits (as it was in RBS/RB2). The Overheat Geyser resembles the RBS/RB2
version, except that it comes out a bit more slowly and is -NOT- normally
comboable from a 2-in-1 with a bufferable normal move.

The Heat-Up Geyser Overdrive is a brand-new move: Terry delivers a wrenching
one-two punch to the opponent's gut, then blasts the opponent away with a
Power Geyser. Doesn't look quite as impressive as the Overheat Geyser,
but it is comboable. 

According to the game's ending credits, Terry is still voiced by Mr.
Satoshi Hashimoto, who has voiced Terry since FF2. As mentioned, Terry has
a special character-intro sequence when fighting against Andy, as well
as a special intro against Geese, in which he angrily shakes his fist
at Geese (as in RBFF); Geese grins and nods knowingly.

Win Poses: (I've seen 4)

#1 Terry tosses away his cap and shouts "OK!" (from FF1)
#2 Terry dusts his cap off on his knee, puts it back on
   and turns away from his opponent. (from FF3)
#3 Terry performs two kicks, then flips his opponent off
   ("gives his opponent the forearm")
#4 Terry shrugs, then waves off his fallen opponent (similar to
   KoF '98 Yashiro) and says a stilted "Goodbye!..."
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