/----------/    /--------     /|          /  
          /          /    /             /  |        /
        /----------/    /--------     /----|      /
      /  \            /             /      |    /
    /      \____    /________     /        |  /_______ 
   
           /--------/   /--------/  /        /   ----------
         /      __/   /        /  /        /        /
       /-------\    /        /  /        /        / 
     /        /   /        /  /        /        /
   /________/   /________/  /________/        /


         /------     /\     --------  /\        / 
        /           /  |      /      /  |      /
       /-------    /---|     /      /---|     /     
      /           /    |    /      /    |    /       
     /           /     |   /      /     |   /
    /           /      |  /      /      |  /________

         /-------  /       /   /-------\  \     /
        /         /       /   /        /   \   /
       /-------  /       /   /--------/     \ /
      /         /       /   /    \           /
     /         /       /   /      \         /
    /          \______/   /        \       /




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. 


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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.


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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.