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Art Of Fighting
FAQ By: Goh_Billy ([email protected])
Version #: 2.0
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Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Spirit Gauge
3. Characters
3.1 Ryuhaku Todoh
3.2 Ryo Sakazaki
3.3 Robert Garcia
3.4 Jack Turner
3.5 Lee Pai Long
3.6 King
3.7 Micky Rodgers
3.8 John Crawley
------------------------------------
3.9 Mr. Big
3.10 Mr. Karate
4. Misc. And Easter Eggs
4.1 Bonus Games
4.2 Ultimate KO King
5. Conclusion
5.1 What's Missing/Needed
5.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward P - Punch (acts as a T - Taunt
\ | / b - Back Light Punch) (aka Raz)
b-- --f u - Up K - Kick (acts as a + - And
/ | \ d - Down Light Kick) / - Or
db d df HA - Hard Attack , - Then
(produces a Heavy
Punch or Kick
depending on last
button press)
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)
===============================================================================
2. System
===============================================================================
2.1 Basics
----------
Throw HA close only Ryo, Robert, Jack, and
Mr. Karate have a throw
Block High b
Blow Low db will not block overheads
Reverse Kick HA in air cross up attack; overhead;
only Todoh, Ryo, Robert,
Lee, King, John, and Mr.
Karate can perform a
Reverse Kick
Triangle Jump jump towards the wall only Todoh, Ryo, Robert, Lee,
and press u + HA King, John, and Mr. Karate
can perform a Triangle Jump
Dive Kick jump towards the wall overhead; only Todoh, Ryo,
and press HA Robert, Lee, King, John,
and Mr. Karate can perform
a Dive Kick
Dash Forward f, f can attack out of dash; Mr.
Big and Lee have a forward
roll instead of a dash
Halt b
Duck Halt d
Halt And Jump ub/u/uf
Back Dash b, b can attack out of dash; Mr.
Big and Lee have a backward
roll instead of a dash
Halt f
Duck Halt d
Halt And Jump ub/u/uf
Light Punch P
Heavy Punch HA (after a P press) if the last button press was P
then HA becomes a Heavy
Punch; Special Moves only
use HA in the motion if
specifically stated
Light Kick K
Heavy Kick HA (after a K press) if the last button press was K
then HA becomes a Heavy
Kick; Special Moves only
use HA in the motion if
specifically stated
High Strike P+HA
Low Strike K+HA most need to be blocked low
Taunt T taunting drains the
opponent's spirit gauge
Recharge Spirit hold P/K replenishes your spirit
gauge; you can cancel out
of a spirit charge
Dizzy Recovery shake joystick and tap
the buttons rapidly
when dizzied
Destroy Projectile if an attack strikes a
projectile at the
appropriate height
and time, the
projectile will be
destroyed
Super perform when you have need to unlock this maneuver
around 80% of your in 1 player mode; only Ryo,
spirit gauge filled Robert, and Mr. Karate have
a Super move
Desperation perform when you have only Ryo and Robert have a
around 80% of your Desperation move
spirit gauge filled
and your lifebar is
below 25%
Motion Delay - The game allows you to enter in part of a Special Move's motion,
delay, then finish the motion to execute the maneuver. Take for
example Ryo's Ko'ou Ken special. You can enter the qcf motion,
delay a second, and then press P to have him finally throw the
fireball. You can even move during the delay!
Air Barrage - You can enter in multiple air normals during a single jump.
This includes HA maneuvers.
Knockdowns - Many HA strikes can knock the opponent down but the conditions
and results are not consistent enough to mention in the move
list details. It's even possible to knockdown and dizzy an
opponent off your very first attack!
2.2 Spirit Gauge
----------------
The Spirit Gauge is located directly under your lifebar. The Spirit Gauge
is drained after performing Special Moves, Supers, Desperations, or is depleted
when your opponent taunts. The Spirit Gauge is recharged by holding the P or K
button (while standing) or simply waiting as it autofills slowly.
When your Spirit Gauge is full or mostly filled, it will be green. Using
Special Moves in this color will assure your Specials are the most powerful.
When your Spirit Gauge is much lower, it will become yellow. Specials used in
this area will be weaker than those performed in a green bar. When your
spirit gauge is near empty or completely empty, the bar will be pink. Some
specials will not even come out when the Spirit Gauge is at this level. And
the specials that do activate are usually very weak or useless.
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Ryuhaku Todoh *
*******************************************************************************
Colors
------
1 Player - Orange top and Dark Gray pants
Mirror Match - Bronze top and Blue Gray pants
Throw
-----
N/A
Basic Moves
-----------
Reverse Jump Kick HA in air cross up attack; overhead
Heavy Thrust Punch HA (after a P press)
Heavy Reach Kick HA (after a K press)
Command Moves
-------------
Triangle Jump jump towards the wall
and press u + HA
Dive Kick jump towards the wall overhead
and press HA
Crashing Forearm P+HA
Shin Kick K+HA must be blocked low
Special Move
------------
Kasane Ate qcf + P maneuver can sometimes break
through a standing block;
Green=strong; Yellow=weak;
Pink=very weak where
energy is reduced to a
single wave
Super
-----
N/A
Desperation
-----------
N/A
*******************************************************************************
* 3.2 Ryo Sakazaki *
*******************************************************************************
Colors
------
1 Player - Orange uniform
Mirror Match - Purple uniform
Throw
-----
Tomoe Nage HA close opponent ends up behind Ryo
unless you are in the
corner (will not throw
opponent into the corner)
Basic Moves
-----------
Reverse Kick HA in air cross up attack; overhead
Iron Hook HA (after a P press)
a step away
Heavy Straight HA (after a P press)
far
Prop Kick HA (after a K press)
a step away
Roundhouse HA (after a K press)
far
Command Moves
-------------
Triangle Jump jump towards the wall
and press u + HA
Dive Kick jump towards the wall overhead
and press HA
Gut Punch P+HA
Shin Kick K+HA must be blocked low
Special Moves
-------------
Ko'ou Ken qcf + P Green=strong; Yellow=weak;
Pink=very weak where
it no longer acts as a
projectile but a close
range blast
Kohou f, d, df + P does NOT drain the spirit
gauge
Hien Shippuu Kyaku qcf + K / db, f + K / first part must touch the
Charge db, f + K opponent for the entire
maneuver to come out;
Green=strong; Yellow=weak;
Pink=very weak, short, and
has no second part
Zanretsu Ken f, b, f + HA / Charge one of his punches must touch
f, b, f + HA the opponent for the entire
maneuver to come out;
Green=strong; Yellow=weak;
Pink=move will not come out
Super
-----
Haou Shoukou Ken f, hcf + P move will only work when
you have around 80% of
your spirit gauge filled;
cannot be projectile killed
and will absorb normal
projectiles
Desperation
-----------
Ryuuko Ranbu qcf + HA (hold HA), unblockable; dash in must
then press P touch opponent for entire
Desperation to come out;
move will only work when
you have around 80% of
your spirit gauge filled
and your lifebar is below
25%
*******************************************************************************
* 3.3 Robert Garcia *
*******************************************************************************
Colors
------
1 Player - Mauve Purple shirt w/ Azure White pants
Mirror Match - Black shirt w/ Gray pants
Throw
-----
Kubikiri Nage HA close opponent ends up behind
Robert unless you are in
the corner (will not throw
opponent into the corner)
Basic Moves
-----------
Reverse Kick HA in air cross up attack; overhead
Spike Elbow HA (after a P press)
a step away
Heavy Straight HA (after a P press)
far
Sobat HA (after a K press)
a step away
Swatting Roundhouse HA (after a K press)
far
Command Moves
-------------
Triangle Jump jump towards the wall
and press u + HA
Dive Kick jump towards the wall overhead
and press HA
Buster Punch P+HA
Shin Kick K+HA must be blocked low
Special Moves
-------------
Ryuugeki Ken qcf + P Green=strong and is a Blow
Back attack; Yellow=weak;
Pink=very weak where
it no longer acts as a
projectile but a close
range blast
Ryuuga f, d, df + P does NOT drain the spirit
gauge
Hien Senpuu Kyaku qcf + K / db, f + K / first part must touch the
Charge db, f + K opponent for the entire
maneuver to come out;
Green=strong; Yellow=weak;
Pink=very weak, short, and
has no second part
Genei Kayku f, b, f + HA / Charge one of his kicks must touch
f, b, f + HA the opponent for the entire
maneuver to come out;
Green=strong; Yellow=weak;
Pink=move will not come
out
Super
-----
Haou Shoukou Ken f, hcf + P move will only work when
you have around 80% of
your spirit gauge filled;
cannot be projectile killed
and will absorb normal
projectiles
Desperation
-----------
Ryuuko Ranbu qcf + HA (hold HA), unblockable; dash in must
then press P touch opponent for entire
Desperation to come out;
move will only work when
you have around 80% of
your spirit gauge filled
and your lifebar is below
25%
*******************************************************************************
* 3.4 Jack Turner *
*******************************************************************************
Colors
------
1 Player - Blue jacket and Gray pants
Mirror Match - Green jacket and Pink Lavender pants
Throw
------
Body Slam HA close opponent ends up behind Jack
unless you are in the
corner (will not throw
opponent into the corner)
Basic Moves
-----------
Big Dropkick HA in air overhead
Knuckle Pad HA (after a P press)
a step away or far
Big Boot Pad HA (after a K press)
a step away or far
Command Moves
-------------
Sneaky Headbutt P+HA
Shin Stomp K+HA must be blocked low
Special Moves
-------------
Hopping Knuckle Pad qcf + P Green=strong and very far;
Yellow=weak and far;
Pink=very weak and short
Sliding Kick qcf + K Green=strong and very far;
Yellow=weak and far;
Pink=very weak and short
Super Drop Kick db, f + K / Charge overhead; Green=strong and
db, f + K very far; Yellow=weak and
far; Pink=very weak and
short
Super
-----
N/A
Desperation
-----------
N/A
*******************************************************************************
* 3.5 Lee Pai Long *
*******************************************************************************
Colors
------
1 Player - Dark Gray costume w/ Light Gray trim
Mirror Match - Burgundy costume w/ Red trim
Throw
-----
N/A
Basic Moves
-----------
Leaping Kick K
Reverse Needle Kick HA in air cross up attack; overhead
Phase Punches HA (after a P press) 2 hits
Leaping Snap Kicks HA (after a K press) 2 hits
Command Moves
-------------
Triangle Jump jump towards the wall
and press u + HA
Dive Kick jump towards the wall overhead
and press HA
Forward Roll f, f different than the other
characters' standard
forward dash
Back Roll b, b different than the other
characters' standard
backward dash
Back Leaping Kick b + K
Back Leaping Snap Kicks b + HA (after a K 2 hits
press) a step away
or far
Back Kick K+HA
Special Moves
-------------
Miman Tetsu No Tsume qcf + P must be blocked low;
Green=strong and very far;
Yellow=weak and far;
Pink=very weak and spins
in place
Tetsu No Tsume qcf + K Green=strong and very far;
Yellow=weak and far;
Pink=very weak and spins
in place
Hyakuretsu Senpuu Kyaku db, f + K / Charge db, first part must touch the
f + K opponent for the entire
maneuver to come out;
Green=strong and far;
Yellow=weak and short;
Pink=very weak, short, and
has no follow up kicks
Hyakuretsuken f, b, f + HA / Charge one of his strikes must touch
f, b, f + HA the opponent for the entire
maneuver to come out;
Green=strong; Yellow=weak;
Pink=move will not come out
Super
-----
N/A
Desperation
-----------
N/A
*******************************************************************************
* 3.6 King *
*******************************************************************************
Colors
------
1 Player - Cool Gray pants
Mirror Match - Purple pants
Throw
-----
N/A
Basic Moves
-----------
Reverse Snap Kick HA in air cross up attack; overhead
Cracking Elbow HA (after a P press)
close
Double Straight HA (after a P press)
far
Face Kick HA (after a K press)
close
Double Kick HA (after a K press) 2 hits
far
Command Moves
-------------
Triangle Jump jump towards the wall
and press u + HA
Dive Kick jump towards the wall overhead
and press HA
Slide Kick d + K/HA (after a kick must be blocked low
press)
Elbow Swing P+HA
Shin Kick K+HA must be blocked low
Special Moves
-------------
Venom Strike qcf + K Green=strong; Yellow=weak;
Pink=very weak where
it no longer acts as a
projectile but a close
range blast
Moushuu Kyaku qcb + K Green=strong with many kicks;
Yellow=weak with some
kicks; Pink=very weak with
few kicks
Flying Strike db, f + K / Charge db, first part must touch the
f + K opponent for the entire
maneuver to come out;
Green=strong and far;
Yellow=weak and short;
Pink=very weak, short, and
has no follow up kick
Super
-----
N/A
Desperation
-----------
N/A
*******************************************************************************
* 3.7 Micky Rodgers *
*******************************************************************************
Colors
------
1 Player - Red shorts and shoes
Mirror Match - Gold shorts and shoes
Throw
-----
N/A
Basic Move
----------
Power Hook HA (after a P/K press)
Command Moves
-------------
Skyward Uppercut P+HA
Lean In Uppercut K+HA
Special Moves
-------------
Burning Upper qcf + P Green=strong; Yellow=weak;
Pink=very weak where
it no longer acts as a
projectile but a close
range blast
Rolling Upper qcf + K must be blocked low;
Green=strong; Yellow=weak;
Pink=very weak where
it no longer acts as a
projectile but a close
range blast
Super
-----
N/A
Desperation
-----------
N/A
*******************************************************************************
* 3.8 John Crawley *
*******************************************************************************
Colors
------
1 Player - Green costume
Mirror Match - Citron costume
Throw
-----
N/A
Basic Moves
-----------
Reverse Side Kick HA in air cross up attack; overhead
Spinning Backfirst HA (after a P press)
Sobat HA (after a K press)
close
Front Kick HA (after a K press)
far
Command Moves
-------------
Triangle Jump jump towards the wall
and press u + HA
Dive Kick jump towards the wall overhead
and press HA
Shin Stomp K close must be blocked low
Wild Swing P+HA close
Short Arm Uppercut P+HA far
Shin Kick K+HA far must be blocked low
Special Moves
-------------
Mega Smash qcf + P Green=strong; Yellow=weak;
Pink=very weak where
it no longer acts as a
projectile but a close
range blast
Flying Attack db, f + P / Charge db, first part must touch the
f + P opponent for the entire
maneuver to come out;
Green=strong, far, and
with many hits;
Yellow=weak, short, and
with some hits; Pink=very
weak, short, and only one
hit
Overdrive Kick qcb + K Green=strong with many hits;
Yellow=weak with some hits;
Pink=very weak with few
hits
Super
-----
N/A
Desperation
-----------
N/A
-------------------------------------------------------------------------------
*******************************************************************************
* 3.9 Mr. Big *
*******************************************************************************
+++Mr. Big cannot jump+++
Colors
------
1 Player - Purple jacket
Mirror Match - Black jacket
Throw
-----
N/A
Basic Moves
-----------
Double Baton K has two parts but can only
hit once
Smash And Thrust P/HA (after a P press) has two parts but it is too
close slow to combo
Side Swipe HA (after a P press) 2 hits
far
Quadruple Baton Stab HA (after a K press) has four parts but can only
hit twice during the first
or last part as the pause
in the middle doesn't allow
all hits to combo
Command Moves
-------------
Forward Roll f, f different than the other
characters' standard
forward dash
Back Roll b, b different than the other
characters' standard
backward dash
Cross Baton Uppercut P+HA
Special Moves
-------------
Grand Blaster qcf + P Green=strong; Yellow=weak;
Pink=very weak where
it no longer acts as a
projectile but a close
range blast
Cross Diving qcf, uf, u + P Green=strong; Yellow=weak;
Pink=very weak and short
Super
-----
N/A
Desperation
-----------
N/A
*******************************************************************************
* 3.10 Mr. Karate *
*******************************************************************************
Colors
------
1 Player - Medium Gray uniform
Mirror Match - Green uniform
Throw
-----
Tomoe Nage HA close opponent ends up behind Mr.
Karate unless you are in
the corner (will not throw
opponent into the corner)
Basic Moves
-----------
Reverse Kick HA in air cross up attack; overhead
Iron Hook HA (after a P press)
a step away
Heavy Straight HA (after a P press)
far
Prop Kick HA (after a K press)
a step away
Roundhouse HA (after a K press)
far
Command Moves
-------------
Triangle Jump jump towards the wall
and press u + HA
Dive Kick jump towards the wall overhead
and press HA
Dodge Straight f, f, P first part is a high dodge
Dodge Roundhouse f, f, K first part is a high dodge
Gut Punch P+HA
Shin Kick K+HA must be blocked low
Special Moves
-------------
Ko'ou Ken qcf + P Green=strong; Yellow=weak;
Pink=very weak where
it no longer acts as a
projectile but a close
range blast
Kohou f, d, df + P does NOT drain the spirit
gauge
Hien Shippuu Kyaku qcf + K / db, f + K / first part must touch the
Charge db, f + K opponent for the entire
maneuver to come out;
Green=strong; Yellow=weak;
Pink=very weak, short, and
has no second part
Zanretsu Ken f, b, f + HA / Charge one of his punches must touch
f, b, f + HA the opponent for the entire
maneuver to come out;
Green=strong; Yellow=weak;
Pink=move will not come out
Super
-----
Haou Shoukou Ken f, hcf + P move will only work when
you have around 80% of
your spirit gauge filled;
cannot be projectile killed
and will absorb normal
projectiles
Desperation
-----------
N/A
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
4.1 Bonus Games
```````````````
Playing a 1 player game functions slightly different than a 2 player game.
The Super moves for Ryo/Robert must be unlocked by beating a particular mini
game. You also have the ability to extend your lifebar or spirit gauge. In a
2 player game the Super moves for Ryo/Robert are already accessible. There are
3 bonus games:
Rite Of Spiritual Fortification - Time your punch to cut the bottles with
your hand and if successful your spirit
gauge will be extended
Rite Of Physical Fortification - Tap punch rapidly to charge meter and if
successful your lifebar will be extended
Initiation Of Super Special Attacks - Use your Super move to complete the task
and if successful you will gain access to
your Super maneuver
4.2 Ultimate KO King
````````````````````
Defeat King with a Special Move (most work), a Super, or a Desperation to
tear her top.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Clean up and corrections
-If you have anything to add, any corrections I need to make, please email me
at [email protected]. Credit will be given for your contribution.
5.2 Credits
-SNK
-Gamefaqs
-And me for writing this faq
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