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            ,     

ART OF FIGHTING GUIDE
For the arcade version
By FFOGalvatron 2005

----------------------------------------------------

CONTENTS

1) INTRODUCTION

2) ABOUT ART OF FIGHTING

3) STORY

4) CONTROLS

5) GENERAL MOVES
   -Taunting
   -Weak punch
   -Weak kick
   -Strong punch
   -Strong kick
   -Hook punch
   -Shin kick
   -Throwing
   -Dash forward
   -Dash back
   -Charge spirit
   -Off the wall attack

6) THE SPIRIT SYSTEM

7) GAME MODES
   -Story mode
   -V.S. mode

8) MOVES LIST
   -Ryo
   -Robert
   -Todo
   -Jack
   -Lee
   -King
   -Micky
   -John
   -Mr. Big
   -Mr. Karate

9) STORY MODE GUIDE
   -Todo
   -Jack
   -Lee
   -King
   -Micky
   -John
   -Mr. Big
   -Mr. Karate

10) BONUS GAMES
   -Bottle smash
   -Ice smash
   -Initiate super death blow
 
11) CHEATS

12) FAQ

13) DISCLAIMER

----------------------------------------------------




----------------------------------------------------

1) INTRODUCTION

Welcome to my FAQ for the arcade version of the
game "Art of Fighting". This guide will have all
kinds of things you need to know about the game,
such as how things work, how to do all of the 
special moves etc.

----------------------------------------------------




----------------------------------------------------

2) ABOUT ART OF FIGHTING

Despite their first challenger to Street Fighter 2,
SNK's Fatal Fury failed in just about ever way.
However, SNK refused to give up and in 1992, 2
new fighting games from the company appeared:
Fatal Fury 2 and Art of Fighting. Art of Fighting
went on to be oe very popular game due to it being
quite different from other fighting games around at
the time due to the "spirit" system.

----------------------------------------------------




----------------------------------------------------

3) STORY

In South Town, the two strongest fighters around are
Ryo Sakazaki and Robert Garcia. Both are trained in
the art of Kyokugen style karate, and can beat all
opponents who challenge them.

One day, a man asks Ryo to join him. That man is
known as Mr. Big, and Ryo declines the offer.
However, Mr. Big is offended by this and swears
revenge on Ryo.

One day Ryo and Robert return to their dojo only
find the place in ruins. Ryo's sister Yuri is also
missing. After some searching, Ryo finds a paper
note, revealing that Mr. Big has had his men
kidnap Yuri!

Now Ryo and Robert have to find and rescue Yuri,
and when they go outside an old fighter named Todo
appears...and Ryo and Robert get ready to start
their search.

----------------------------------------------------

4) CONTROLS

Art of Fighting uses all 4 of the buttons on a Neo
Geo.


Button functions:

A: Weak punch, set C button to strong punch
B: Weak kick, set C button to strong kick
C: Strong punch or strong kick
D: Taunt


Joystick functions (when facing right, reverse 
when facing left):

UP: 
Jump straight up in the air.

UP RIGHT:
Jump toward the opponent.

RIGHT:
Move toward the opponent.

DOWN:
Crouch

DOWN LEFT:
Duck and block.

LEFT:
Move away from the opponent. If the opponent is 
attacking you, hold to block.

UP LEFT:
Jump back away from the opponent.

----------------------------------------------------




----------------------------------------------------

5) GENERAL MOVES

TAUNTING
To taunt your opponent, press the D button. Taunting
will lower your opponent's spirit gauge, but will
leave you vulnerable to attack when you do so so be
careful when you taunt. Taunting when far away from
the opponent is a good idea, but still, be careful.


WEAK PUNCH
Press A to punch the opponent, if it hits it will
cause a little damage.


WEAK KICK
Press B to kick the opponent, if it hits it will
cause a little damage.


STRONG PUNCH
Press A to do a weak punch. This will set the C
Button to strong punch, press C to do a strong
punch.


STRONG KICK
Press B to do a weak kick. This will set the C
Button to strong kick, press C to do a strong
kick.


HOOK PUNCH
Press A and C together for a punching attack.


SHIN KICK
Press B and C together to kick the opponent in
the shins.


THROWING
Move close to the opponent, hold left or right,
then press C to grab and throw them. Throws do
a good amount of damage. NOTE: Not all characters
can throw.


DASH FORWARD
Press right twice (when facing right, press left
twice when facing left) to dash at the opponent.
This is good for cheaply throwing the opponent.


DASH BACK
Press left twice (when facing right, press left
twice when facing left) to quickly dash back
away from the opponent. Very useful to avoid
attacks by the opponent.


CHARGE SPIRIT
Hold A or B to charge up you spirit gauge when
it is low to regain spirit.


OFF THE WALL ATTACK
Some characters can leap up to the wall, jump off
it and attack. To do this, jump up to a side of
the screen and press C, the character will leap
off and do an attack like a flying kick or 
something. Ryo, Robert, Todo, Lee, King, John
and Mr. Karate can do this.

----------------------------------------------------




----------------------------------------------------

6) THE SPIRIT SYSTEM

Art of Fighting is unlike many other 2D fighting
games. You cannot keep doing the same special moves
over and over again.

This is because of the "spirit" gauge which is
underneath your fighter's energy bar. Every time you
do a special move, the spirit gauge will drain
slightly. As you keep doing moves, the spirit gauge
will get less and less and your special moves will
look less impressive and do less damage.

Charge the spirit gauge back up to make your special
moves more powerful. However, when you do charge up
your special gauge, the opponent may well attack you
so you have to be careful when doing so.

Generally, the power of your special moves can
be broken up by the 3 colours of the spirit gauge.

GREEN
A special move will do a lot of damage.

YELLOW
A special move will do medium damage.

RED
A special move will do little or no damage.

When the spirit gauge is red, you will not be able
to do some special moves at all, whilst some you
can. E.G. Ryo can do his fireball with no spirit,
but he cannot do his Zanretsuken.

----------------------------------------------------




----------------------------------------------------

7) GAME MODES

STORY MODE
This is for one player only. You can choose either
Ryo or Robert, then you have to fight through CPU
controlled opponents and learn of where Yuri is.
Along the way you will get to play in bonus games
which can aid you in fights.


V.S. MODE
A 2 player V.S. competition. You can select any
of the characters, but you have to use codes to
play as Mr. Big and Mr. Karate.

----------------------------------------------------




----------------------------------------------------

8) MOVES LIST

Below is the complete moves list for all of the
characters in the game.


RYO SAKAZAKI

Fireball: QCF+A
This is Ryo's standard projectile attack and is a
blue fireball. It's a great move as Ryo throws the
fireball pretty quickly.

Deep uppercut: DPM+A
Ryo's dragon punch should be done when the opponent
jumps at you. For some reason, this move does not
drain the spirit gauge.

Lightning legs knockout kick: DB, F+B
A flying kick followed by another kick to the head
(the second kick will only be done with a higher
spirit level) This move isn't that great as it
takes Ryo a while to do, and doesn't do that much
damage.

Zanretsuken: F, B, F+C
If this hits the opponent, Ryo will punch them
multiple times. This move is pretty good, but
it takes off way too much spirit; if you have
a full spirit gauge it will go down to about 25%
when you do this move.

Hoaw-ken: F, HCF+A
A super fireball projectile. You can only do this
move if you learn how to do it (see the bonus games
section). This move requires quite a bit of spirit
to do, your spirit gauge has to be in the colour
green. If it hits the opponent, it does a lot of
damage.

Ryuko Ranbu: QCF, B (Backward)+A+C
This move can only be done when your health is
at 25% or under, and your spirit gauge is in the
green colour range. Ryo will dash at the opponent,
and then do a massive combo of punches and kicks.
To finish them off, Ryo will fo a deep uppercut.
This move cannot be blocked, and if it hits the
opponent will lose at least 60% of their health.




ROBERT GARCIA

Fireball: QCF+A
This is Roberts's standard projectile attack and is 
an orange fireball. It's a great move as Ryo throws 
the fireball pretty quickly.

Deep uppercut: DPM+A
Robert's dragon punch should be done when the 
opponent jumps at you. For some reason, this move 
does not drain the spirit gauge.

Lightning legs knockout kick: DB, F+B
A flying kick followed by another kick to the head
(the second kick will only be done with a higher
spirit level) This move isn't that great as it
takes Robert a while to do, and doesn't do that 
much damage.

Genreikyaku: F, B, F+C
If this hits the opponent, Robert will kick them
multiple times. This move is pretty good, but
it takes off way too much spirit; if you have
a full spirit gauge it will go down to about 25%
when you do this move.

Hoaw-ken: F, HCF+A
A super fireball projectile. You can only do this
move if you learn how to do it (see the bonus games
section). This move requires quite a bit of spirit
to do, your spirit gauge has to be in the colour
green. If it hits the opponent, it does a lot of
damage.

Ryuko Ranbu: QCF, B (Backward)+A+C
This move can only be done when your health is
at 25% or under, and your spirit gauge is in the
green colour range. Robert will dash at the 
opponent, and then do a massive combo of punches 
and kicks. To finish them off, Robert will fo a 
deep uppercut. This move cannot be blocked, and if 
it hits the opponent will lose at least 60% of 
their health.




TODO

Wall of flame: QCF+A
Todo's only special move is a short range wave of
power which has to be used when close to the
opponent for it to hit them.




JACK TURNER

Super drop kick: DB, F+B
A drop kick which covers a huge range when done
with a high spirit level. The opponent can usually
only block this move, they don't have much hope
of avoiding it as it's so quick.

Sliding kick: QCF+B
With this move, Jack slides across the ground.
The opponent has to block this move low or jump
over it to avoid being hit.

Hopping punch: QCF+A
Jack does a couple of hops forward, then punches
the opponent with a straight punch which knocks
them over. This move is way too easy to avoid,
the opponent can simply duck to avoid being hit,
so don't use it that often.




LEE PAI YONG

Claw spin high: QCF+B
Lee will spin through the air with his claw
out, slicing the opponent up if it hits. This
is one very annoying move to annoy the opponent
with.

Claw spin low: QCF+A
This is a version of the above move, but this
time Lee will spin lower across the ground.

100 hand punch: F, B, F+C
This is EXACTLY the same as Ryo's Zanretsuken,
and whilst it seems like a good attack it
takes up far too much spirit to be truly
useful.

Flying combo kick: DB, F+B
Lee jumps forward and does a combo of kicks on
the opponent. This move doesn't take up much
spirit and is useful because Lee does this move
quickly.




KING

Venom strike: QCF+B
King's best move. This is a long projectile move
which is very fast and hard for the opponent to
avoid.

Kick combo: QCB+B
Do this move at close range. King will place
multiple kicks on the opponent. This move is
very fast and does a good amount of damage, so
use it often.

Flying knee strike: DB, F+B
Kinf will jump forward and knee the opponent,
then kick them in the head. This is a decent
move, but not as good as her other two.




MICKY RODGERS

NOTE: Any kick attack button pressed when
playing as Micky will result in a punch
attack.

Burning upper: QCF+A
This is a high projectile and looks like a
green boomerang. It's Micky's best move.

Rolling upper: QCF+B
A power wave style attack. Micky does a
projectile which travels across the ground.




JOHN CRAWLEY

Mega smash: QCF+A
John's projectile is a very effective move.
This is a long yellow coloured blast.

Flying attack: DB, F+A
This move has John flying over the opponents
head, continuously spinning and hitting the
opponent with his fists. This is a decent
move which can often catch the opponent out
completely.

Overdrive kick: QCB+B
Use this at close range only. John does a
combo of kicks, then does a backhand punch to
knock the opponent over. This does a lot of
damage and is a great move.




MR. BIG

Blaster wave: HCF+A
A powerful ground projectile attack which
does great damage to the opponent.

Flying smash: F, HCF, UR, U+A
This move is very hard to do but very
effective due to it having high priority.
Big will fly across the screen and smash
into the opponent, causing great damage.


Extra notes:
*Big cannot jump!
*In the story mode, Big has an extra
 special move which is a roll forward,
 then a strike. This move cannot be done
 when you control Big, however.




MR. KARATE (A.K.A. ?)

Fireball: QCF+A
This is Karate's standard projectile attack and is 
a blue fireball.

Deep uppercut: DPM+A
Karate's dragon punch should be done when the 
opponent jumps at you. For some reason, this move 
does not drain the spirit gauge.

Lightning legs knockout kick: DB, F+B
A flying kick followed by another kick to the head
(the second kick will only be done with a higher
spirit level) This move isn't that great as it
takes Ryo a while to do, and doesn't do that much
damage.

Zanretsuken: F, B, F+C
If this hits the opponent, Karate will punch them
multiple times. This move is pretty good, but
it takes off way too much spirit; if you have
a full spirit gauge it will go down to about 25%
when you do this move.

Hoaw-ken: F, HCF+A
A super fireball projectile. This move requires 
quite a bit of spirit to do, your spirit gauge 
has to be in the colour green. If it hits the 
opponent, it does a lot of damage.


Extra notes:
*Karate recovers from all of his special moves
 very quickly.
*Karate cannot do the Ryuko Ranbu.

----------------------------------------------------




----------------------------------------------------

9) STORY MODE GUIDE

When playing the game with just one player, you are 
in the story mode and have to fight through Mr. Big's 
enforcers until you get to Big himself who knows 
where the final fighter is.


FIRST OPPONENT: TODO
Todo will often taunt you, so dash at him and throw 
him when he does. He also has the nasty habit of 
doing off the wall kick attacks so be sure to block 
high. He also uses his special attack a lot at close 
range. Apart from that, he is easy to beat and no 
challenge at all most of the time.


SECOND OPPONENT: JACK
Fat boy Jack can do a lot of damage to you. His 
drop kick can be lethal, and he likes to use that
move a lot.


THRID OPPONENT: LEE
Lee is annoying and his combo kick special move is 
very tough to avoid. If you have learnt the super 
special move, use it on him as many times as you 
can. If not, be prepared for a tough fight. Lee 
jumps around  a lot and moves quickly, but try jump 
kicking him.


FOURTH OPPONENT: KING
King has powerful special moves. Her main attack is 
the venom strike projectile which does a lot of 
damage. Her two hit kick can also cost you a lot 
of health. Use the super special move, if you have 
it, as  much as you can but be aware, she can often 
stop you from pulling it off. Unlike the arcade 
version, King's shirt will not rip in any way.


FIFTH OPPONENT: MICKY
Micky likes to taunt a lot so play that to your 
advantage. He uses both of his projectile attacks 
a lot. Most of the time you can use jump kicks 
to beat him.


SIXTH OPPONET: JOHN
John's main attack is the mega smash projectile. Try 
jump kicking him a lot to hurt hum, but be aware at 
close range as his Overdrive kick special is highly 
damaging. If he does the flying attack, uppercut him 
with the deep uppercut special move.


SEVENTH OPPONENT: MR. BIG
This guy is tough and cheap. Use the super special 
move as much as possible but be prepared to lose a 
lot as Big can recharge his spirit  level in no time 
at all and has a lot of health.


EIGHT OPPONENT: KARATE
Karate has all the same moves that you do but is 
more powerful and can charge his spirit gauge from 
nothing to full in less than a second. I have no 
tactics here: you just have to be lucky and 
whenever he misses with a special move, get a hit in.

----------------------------------------------------




----------------------------------------------------

10) BONUS STAGES

After you win various fights in the story mode,
you will get to do a bonus game. There are 3 to
choose from:


BOTTLE SMASH
The aim of this one is to smash off the tops of 5 
bottles on a table. Do so and your spirit gauge 
will increase. To do this, you must press the A 
button when the bar reaches the maximum. You MUST 
get all 5 to be rewarded.


ICE SMASH
To be given more health, you have to break 5 
pillars of ice which are stacked on top of each 
other. Press the A button to store up power. The 
bar must be full when the time runs out or you 
will not be powerful enough to break all of the ice 
and will not be rewarded.


INITIATE SUPER DEATH BLOW
Perform the super special move a number of times 
to learn it and use it in game. The move is a super 
projectile called the Hoaw-ken in this game, 
and the command is:

F, HCF+HP

If you manage to do it enough times before the 
time runs out, (how many times you do it depends 
on what difficulty level the game is on)you learn 
the move.

----------------------------------------------------




----------------------------------------------------

11) CHEATS

Play as Mr. Big in V.S. Mode
Play through the story mode until you get to Mr. Big.
When you do so, get player 2 to join in and Mr. Big
will be on the character select screen.


Play as Mr. Karate in V.S. mode
Play through the story mode until you get to Karate.
When you do so, get player 2 to join in and Karate
will be on the character select screen.

----------------------------------------------------




----------------------------------------------------

12) FAQ

Which is the best home version of the game?
The SNES version. It is the most like the arcade,
much better than the Mega Drive/Genesis version,
has more moves than the arcade version as well as
having an extended ending. I've heard of the PC
Engine version, but I have not been able to try
it.

Who is Mr. Karate?
Don't read this if you don't want to know yet.
Mr. Karate is revealed to be Ryo and Yuri's
father in the SNES version of Art of Fighting
first, as well as it being revealed in the intro
sequence to Art of Fighting 2. His real name is
Takuma.

Is there a command for Big's roll move?
As far as I know, there is not and only the CPU
controlled Mr. Big can do the rolling strike
special move. In the home versions of the game,
you can do this move.

Are there more Art of Fighting arcade games?
Yes -Art of Fighting 2 appeared in arcades in
1994 and was a popular game, and in 1996 Art
of Fighting 3 was released, which was not
that popular due to 3D graphics being popular
at the time, despite Art of Fighting 3 having
some of the best 2D graphics seen.

Does John say something different in the Japanese
version?
Yes -his taunt has him saying "HEY -Katta Kar!"
This was changed for other regional versions.

Is King a man or a woman?
A woman. In some promotional material for the
game, it was listed that King was a man, but
this was wrong.

Can you tear up some of King's clothes?
Yes -knock her out with a special move and her
top will tear away.

----------------------------------------------------




----------------------------------------------------

13) DISCLAIMER

Only GameFAQs and Neoseeker can use this FAQ. Anyone else 
must e-mail me.  My e-mail is:

ffogalvatron@hotmail.co.uk

This may be not be reproduced under any circumstances 
except for personal, private use. It may not be placed 
on any web site or otherwise distributed publicly 
without advance written permission. Use of this guide 
on any other web site or as a part of any public 
display is strictly prohibited, and a violation of 
copyright.

So I mean business. Haw.

2005 FFOGalvatron

----------------------------------------------------