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    FAQ/Move List by EX Andy

    Version: 1.0 | Updated: 02/26/99 | Search Guide | Bookmark Guide

    Date: Fri, 26 Feb 1999 17:58:27 -0800 (PST)
    
    ==============================================================================
    FATAL FURY: WILD AMBITION THE LEGEND OF THE LONE WOLVES FATAL FURY: WILD AMBIT
    ION THE LEGEND OF THE LONE WOLVES FATAL FURY: WILD AMBITION THE LEGEND OF THE
    LONE WOLVES FATAL FURY: WILD AMBITION THE LEGEND OF THE LONE WOLVES FATAL FURY
    : WILD AMBITION THE LEGEND OF THE LONE WOLVES FATAL FURY: WILD AMBITION THE LE
    ==============================================================================
    
                            =========================
                            FATAL FURY: WILD AMBITION
                            =========================
                    FAQ/Movelist v1.0 by EX Andy <asp@slip.net>
    
    ==============================================================================
    GEND OF THE LONE WOLVES FATAL FURY: WILD AMBITION THE LEGEND OF THE LONE WOLVE
    S FATAL FURY: WILD AMBITION THE LEGEND OF THE LONE WOLVES FATAL FURY: WILD AMB
    ITION THE LEGEND OF THE LONE WOLVES FATAL FURY: WILD AMBITION THE LEGEND OF TH
    E LONE WOLVES FATAL FURY: WILD AMBITION THE LEGEND OF THE LONE WOLVES FATAL FU
    ==============================================================================
    
    Fatal Fury has finally hit SNK's Hyper Neo*Geo 64 platform, and in a big way.
    Having learnt from the mistakes it made in its previous Samurai Shodown 64
    titles, SNK has equipped Wild Ambition with big, colorful, healthy-looking
    character models that run at a frame rate faster than 30 fps. Wild Ambition
    is also packed full of beautifully detailed background stages and a host
    of gameplay options. This FAQ/Movelist will reveal as many of those options
    -- and provide as much character-specific information -- as possible.
    
    
    Table of Contents:
    
    I.)     BASICS: CONTROL LAYOUT AND COMMONLY-USED TERMS
    II.)    HEAT METER EXPLAINED
    III.)   STANDARD GAME FEATURES
    IV.)    CHARACTER INFORMATION
               ANDY BOGARD
               BILLY KANE
               GEESE HOWARD
               JOE HIGASHI
               KIM KAPHWAN
               MAI SHIRANUI
               RAIDEN/BIG BEAR
               RYUJI YAMAZAKI
               TERRY BOGARD
               TOJI SAKATA
               TSUGUMI SENDO
               XIANGFEI LI
                          
    V.)     CHARACTER PROFILES
    VI.)    VERSION HISTORY, CREDITS, LEGALESE
    
    ======================================================
    I.)     Basics: Control Layout and Commonly-Used Terms
    ======================================================
    
    CONTROL LAYOUT AND COMMON TERMS
    
    Joystick: (directions indicated while character is facing right)
      up-bk     up    up-fwd                
          O     O     O               BUTTONS:
           \    |    /
      bk  O-    n    -O fwd           A       B       C       D
           /    |    \                Light   Light   Heavy   3-D Movement
          O     O     O               Punch   Kick    Attack
      dwn-bk   dwn    dwn-fwd
    
    Abbreviations Key:
    n      = joystick "neutral" (centered)  A, B, C, D = Buttons A,B,C,D
    up     = joystick up                    dwn        = joystick down
    bk     = joystick back                  fwd        = joystick forward
    up-bk  = diagonally up-back             up-fwd     = diagonally up-forward
    dwn-bk = diagonally down-back           dwn-fwd    = diagonally down-forward
    
    AB	 	= press buttons A and B at the same time
    ABC 		= press buttons A, B, and C at the same time
    ,		= perform moves in normal succession
    		  (e.g.: qcb, hcf means perform a qcb followed
    		   normally by an hcf)
    +		= perform simultaneously
    		  (e.g.: fwd + C means push joystick forwards
    		   and press button C at the exact same time)
    ~		= perform moves in rapid succession
    		  (e.g. dwn-fwd + B ~ C means perform a
    		   dwn-fwd + B followed immediately by pressing C)
    
    qcf               = quarter-circle forward (dwn, dwn-fwd, fwd)
    qcb               = quarter-circle back (dwn, dwn-bk, bk)
    hcf               = half-circle forward (bk, dwn-bk, dwn, dwn-fwd, fwd)
    hcb               = half-circle back (fwd, dwn-fwd, dwn, dwn-bk, bk)
    fwd, dwn, dwn-fwd = forward, neutral, down, down-forward
    bk, dwn, dwn-bk   = back, neutral, down, down-back
    tap               = quickly tap the joystick in a direction
    push              = push the joystick in a direction
    hold              = hold the joystick in a direction, or
    		    press and hold the specified button(s)
    hold briefly      = hold the joystick briefly in one direction
                        (usually used for "Charge Moves")
    standing          = perform maneuver while standing up
    crouch            = perform maneuver while character is crouching
                        (joystick in dwn position)
    jump              = perform maneuver after your character has jumped
    mid-air		  = perform maneuver if your character is in the air
    
    (something x2) = do something twice
    
    n/a = not applicable
    
    -------------------
    ABOUT THE JOYSTICK:
    -------------------
    Wild Ambition's basic joystick control is as follows:
    
    n        	  = stand
    dwn     	  = crouch
    bk      	  = standing block (defend against High and Mid attacks)
    dwn-bk   	  = low block (defend against Low attacks)
    fwd      	  = walk forwards
    up      	  = jump vertically upwards
    up-fwd  	  = jump forwards
    up-bk             = jump backwards
    tap bk, hold bk   = backdash (quickly retreat away from opponent)
    tap fwd, hold fwd = forward dash (quickly advance towards opponent)
    tap up            = hop vertically upwards
    tap up-fwd        = hop forwards
    tap up-bk         = hop backwards
    
    ------------------
    ABOUT THE BUTTONS:
    ------------------
    Wild Ambition uses a modified version of the Real Bout
    Fatal Fury/Fatal Fury 3/RB2 button setup:
    
    A = Light Punch  C = Heavy Attack
    B = Light Kick   D = 3-D Movement/Quick Recover
    
      - Where the C-button "Heavy Attack" may be either a Kick or
        a Punch depending on the character and situation.
      - Where the D-button represents "3-D movement," that is,
        movement along the Z-axis (side-rolls), or Quick Recover
        when knocked down.
    
    * Side-Roll Left  = n + D, or up + D
    * Side-Roll Right = dwn + D
    
    * Quick Recover = when knocked down, press D to quickly
      get back on your feet (you may have to tap the button repeatedly).
      Quick Recover may not be performed after getting hit with a Super
      Power, Overdrive, Normal Throw, and certain special move attacks, like
      Andy's Shoryudan. Quick Recover may also be done in mid-air(?).
    
    * Normal Throw = fwd + C
    
      - NOTE: Wild Ambition has front- and back-throws. Performing a fwd + C
    	  throw from the back of your opponent may look different from
    	  a fwd + C throw from the front.
    
    * Heat Blow (unblockable) = when POW meter is full, ABC
    
      - NOTE: Heat Blow is a totally unblockable attack that often sets up a
              Juggle or Stun combo on a successful hit. Heat Blow can only be
              performed with a full POW meter, and if used, will almost
              completely empty out the POW meter immediately afterwards
              to Danger level.
    
    * Pursuit Attack = while opponent is on the ground, dwn-fwd + C
      (note: Some characters may be able to perform other sorts of
       pursuit attacks in addition to dwn-fwd + C)
    
    * Taunt = AB (charges up your own POW meter)
    
    * Counter Attack = while blocking, fwd + AB (uses up some Heat Meter)
    
    
    ADDITIONAL ABBREVIATIONS:
    
    WA    = Wild Ambition (this game), the only Fatal Fury game
            to appear on the Hyper Neo*Geo 64 platform; all other
            Fatal Fury games appear on the 16-bit Neo*Geo console
    RB2   = Real Bout 2, Wild Ambition's immediate predecessor
    RBS   = Real Bout Special, Real Bout 2's predecessor
    RBFF  = Real Bout Fatal Fury, RBS' predecessor and the first
            of the Real Bout Games
    FF3   = Fatal Fury 3, RBFF's predecessor
    FFS   = Fatal Fury Special, FF3's predecessor
    FF2   = Fatal Fury 2, FFS' predecessor
    FF1   = Fatal Fury 1, the first Fatal Fury game
    
    KoF   = The King of Fighters (fighting game series, also
            by SNK, only appears on the 16-bit Neo*Geo)
    
    
    ============================
    II.)    HEAT METER EXPLAINED
    ============================
    
    Wild Ambition has abandoned the old POW Meter system of Fatal
    Fury and replaced it with the Heat Meter. Here's how it works:
    
    - The Heat Meter starts at 50% full at the beginning of every match,
      though it can change between rounds of the same match. (e.g. if, by
      the end of the first round, I have a full Heat Meter, I will keep the
      full Meter and start the second round with a full Meter. But at the
      beginning of the next fight against the next opponent, my Heat
      Meter will again start at 50%.)
    
    - Attacking and dealing damage causes your character's Heat Meter to
      fill up. Performing Taunts also fills your own Heat Meter.
    
    - Getting hit or thrown and taking damage causes -BOTH- your character's
      Lifebar -AND- Heat Meter to deplete.
    
    - After being hit or thrown for damage, if your character is not hit
      again for several seconds, your depleted Heat Meter will gradually
      increase towards 50% full.
    
    - When your character's Heat Meter becomes completely full, the "MAX OK"
      message appears. Your character may then perform either an Overdrive
      Power or a Heat Blow.
    
    - After performing either an Overdrive Power or a Heat Blow, the Heat Meter
      becomes almost completely empty. The same also applies if your character
      has taken a great deal of damage or performed one too many Counter
      Attacks. In cases like these, the "Danger" message appears over your
      Heat Meter.
    
    - If a character with a "Danger" message gets hit by just a few more
      attacks or throws, his/her Heat Meter will empty out completely,
      causing Overheat. The Overheat message will appear onscreen, and that
      character will be dizzy (unable to move, attack, or block, and vulnerable
      to the opponent's attacks).
    
    
    SUPER POWER ATTACK vs. OVERDRIVE POWER:
    
    The DM/SDM system has changed somewhat from the standard Fatal Fury
    system. In the old Fatal Fury system, there were two 'levels' of
    "super move": the "S. Power" and "P. Power," otherwise known as
    the "DM" and "SDM."
    
    In the original Fatal Fury system, S. Powers:
    - could be performed if a character had --EITHER-- a full
      POW meter, --OR-- a flashing red lifebar depleted more than 50%
    - if performed with full POW Meter but not with a flashing
      lifebar, would empty out the POW Meter completely
    - if performed with a flashing red lifebar, could be performed
      an unlimited number of times, without using up any POW meter
    
    In the original Fatal Fury system, P. Powers:
    - could --ONLY-- be performed if a character had --BOTH-- a
      full POW meter --AND-- a flashing red lifebar
    - would always empty out the POW Meter completely afterwards
    - were usually substantially stronger than S. Powers
    
    Wild Ambition has changed things a bit; it has Super Power Attacks in place
    of S. Powers and Overdrive Powers in place of P. Powers. For the most part,
    each former Fatal Fury character's S. Power is now his/her Super Power
    Attack (e.g. Andy's Chou ReppaDan, formerly his S. Power, is now his Super
    Power Attack; Kim's Houou Tenbukyaku, formerly his S. Power, is now his
    Super Power Attack); and each Fatal Fury character's former P. Power is now
    his/her Overdrive Power (e.g. Terry's Triple Geyser, formerly his P. Power,
    is now his Overdrive Power).
    
    In Wild Ambition,
    
    Super Power attacks:
    - can only be performed if a character's lifebar is flashing red
    - can be performed an unlimited number of times once the lifebar
      is flashing red
    - CANNOT be performed if a character's lifebar isn't yet flashing
      red (i.e. if that character has 51% or more of his lifebar);
      not even if his/her Heat Meter is full
    - do not use up any Heat Meter
    
    Overdrive Powers:
    - can only be performed if a character's Heat Meter is full
    - as long as the Heat Meter is full, can be performed at
      any time, regardless of how much life a character has
    - will almost completely empty out the Heat Meter to
      "Danger" level
    
    ==============================
    III.)   STANDARD GAME FEATURES
    ==============================
    
    The game features several real-time animated cutscenes; in the game's opening
    sequence, Geese's black helicopter lands atop Geese Tower. Geese disembarks
    from the helicopter, flanked by Ripper and Hopper (who look exactly as they
    did on the cover of RBFF). He strides confidently from the helicopter along
    the roof, remembering the day when two children (a young Terry and a young
    Andy) watched their beloved stepfather die at Geese's hands (screen display
    alternates between scenes of Geese walking along the rooftop, and sepia-tone
    flashbacks of an anguished Terry and Andy). The scene changes abruptly to
    the adult Terry, carrying his satchel (which he has carried with him since
    Fatal Fury 1, released 1990) headed for the mysterious "King of The Fighters"
    tournament to confront Geese. Cut to title.
    
    1P vs. CPU play in Wild Ambition gives the player 8 CPU opponents;
    the 8th opponent is Geese. After the 3rd opponent, the player is treated
    to one of two cutscenes. If the player is using Geese or one of Geese's
    men (Billy or Raiden), the now legendary scene of Terry getting out of
    a taxi on Angel Street (the wooden fence in the background is covered
    with posters of Geese from the cover of RBFF) with his satchel on his
    shoulder is shown. As he begins walking down the street, Geese's black
    helicopter swoops past him, kicking up a gust of wind that forces Terry
    to clutch at his hat. If the player is -not- using Billy, Geese, or Raiden,
    the cutscene instead shows the black helicopter landing atop Geese Tower
    (similar to the game's intro). Geese dismounts, flanked by Ripper
    and Hopper, and the music comes to a loud, ominous crescendo as the
    camera closes in on Geese's face.
    
    In terms of actual gameplay, Wild Ambition features an impressive array
    of basic features, each of which merits its own explanation.
    
    COUNTER:
    Command:         interrupt an opponent's attack with your own
    Description:     on a successful Counter, the blue "Counter"
                     message should appear onscreen. An attack that 
                     Counters may sometimes either launch the opponent
                     upwards in the air (Float) which allows the attacking
                     player to follow up with a juggle, or stagger the opponent
                     briefly, which renders them vulnerable to an
                     additional attack (Stun).
    
    HEAT BLOW:
    Command:         with full POW meter, press ABC
    Description:     as described above, a totally unblockable attack that
                     requires a full POW meter to perform, will pull up
                     the blue "Heat Blow" message onscreen, and may Stun or
                     Float if successfully connected. Note that Heat Blow can
                     be used to escape from hit stun; i.e. if you are getting
                     hit with an attack, you can immediately break out by
                     performing a Heat Blow if your Heat Meter is full;
                     similar to the ABC Rage Explode of Samurai Shodown 4.
    
    COUNTER ATTACK:
    Command:         block, then fwd + AB
    Description:     defending character blocks, then immediately
                     counterattacks his/her opponent. Though Counter
                     Attacks resemble KoF's CD Counters (because you
                     must block in order to activate Counter Attack),
                     Counter Attacks only use up a portion of your
                     Meter, instead of emptying it out completely.
    
    GUARD IMPACT:
    Command:         block an opponent's attack at the last
                     possible moment(?)
    Description:     resembles the push-block system of Capcom's
                     X-Men vs. Street Fighter. Guard Impact may be
                     used in place of normal blocking (I'm not sure
                     of the exact circumstances); if used successfully,
                     the blue "Guard Impact" message should appear
                     onscreen. The defending character takes no damage,
                     and the attacking character is pushed away.
    
    GUARD DESTROYED:
    Command:         attack a blocking opponent repeatedly
    Description:     as with the Guard Crush system of the recent
                     installments of the KoF series, if a character
                     blocks too many attacks within a short enough
                     period of time, the blue "Guard Destroyed" message
                     will appear onscreen, and that character will
                     stumble about briefly, unable to block (and
                     vulnerable to additional attacks).
    
    OVERHEAT (dizzy):
    Command:         when Heat Meter is empty, either by using it up
                     with too many Counter Attacks, performing an
                     Overdrive/Heat Blow and getting attacked afterwards,
                     or simply by getting hit too much
    Description:     when the Heat Meter empties out completely,
                     your character becomes Overheated (dizzy),
                     and may not block, attack, or do anything
                     else. Overheated characters are completely
                     vulnerable to attack. Overheat can be shaken
                     off by wiggling the joystick and tapping buttons.
    
    ESCAPE:
    Command:         when grabbed with a Normal Throw, do fwd + C(?)
    Description:     as with the throw-escapes in the recent installments
                     of the KoF series, a character may escape from a
                     normal throw without damage if s/he properly
                     executes the Escape command (I'm not completely
                     sure of the exact command yet). The blue "Escape"
                     message should appear onscreen, and the defending
                     player will shrug off the throw without taking
                     any damage.
    
    MEGA POWER ATTACK:
    Command:         fwd + C for most characters
    Description:     A fancy name for a character's old Fatal Fury-style
                     far standing C attack. For example, Yamazaki's Mega Power
                     is his standing back-kick from FF3/RBFF.
    
    "PURPLE REPEL":
    Command:         ???
    Description:     I've only performed this once or twice on accident;
                     most of the times I've seen this done, the CPU
                     did it against me. When "Purple Repel" is performed,
                     the defending character makes as though he/she is
                     going to block the attack, but instead knocks the
                     opponent away (does no damage). There is a brief
                     flash of purple light. This is different from Guard
                     Impact, which has an onscreen Guard Impact message
                     and no purple light.
    
    STUN COMBOS:
    Command:         after hitting an opponent with an attack that
                     stuns, follow up with another attack
    Description:     seems to be quite a few of these in the game.
                     Almost every character has at least one normal or special
                     move attack that briefly stuns the opponent when connected.
                     Examples are Terry's fwd, fwd + C or Round Wave, or Kim's
                     Destruction Drubber. Experiment with your favorite
                     characters' stun attack(s) and see.
    
    
    =============================
    III.)   CHARACTER INFORMATION
    =============================
    
    NOTE: Moves marked with a "?" indicate that I am not sure of
            either the exact Japanese translation of the move's name,
            or the exact instructions/circumstances [in Japanese from
            the SNK Japan homepage] required to perform that move.
            (Or that I'm not yet sure about a certain aspect of that move;
             whether it's blockable, exactly how many hits in a combo, etc.)
    
    NOTE: The combo lists are by no means meant to be exhaustive. I have
          only listed combos I have performed and can confirm myself.
          They are not the only combos in the game, and I'm not claiming
          they are either. For the most part, in addition to character-
          specific combo listings, the following combos seem standard for
          most characters, though they aren't guaranteed for all.
    
            (Chain Combos)
            Standing A -> Standing B -> Standing C            (Rush: 3+)
                                     -> Special Move Attack   (Rush: 3+)
    
            Standing A -> Standing B -> Crouching C
    
            Crouching A -> Crouching B -> Special Move Attack (Rush: 3+)
    
            Crouching A -> Crouching B -> Crouching C         (Rush: 3+)
    
            Crouching A -> Crouching B -> Standing C          (Rush: 3+)
    
            Standing C -> Standing C -> Standing C            (Rush: 3+)
                                     -> Special Move Attack   (Rush: 3+)
                                     -> Super Power Attack    (Rush: 3+)
                                     -> Overdrive Power       (Rush: 3+)
    
            (Juggle Combos)
            Standing A -> Standing B -> dwn-fwd + C (Float)
                                       -> Special Move Attack (Rush: 4+)
    
            dwn-fwd + C (Float) -> Special Move Attack        (Rush: 2+)
    
    NOTE: About combos: Standing A -> Standing B -is- a chain combo
          (the same goes for Crouching A -> Crouching B). Combos like
          B -> C or C -> C are definitely Chain Combos, so any combos
          involving such chains have been recorded as such.
    
    ------------------------------------------------------------------------------
    ANDY BOGARD:
    ------------------------------------------------------------------------------
    FIGHTING STYLE: KOPPO
    ------------------------------------------------------------------------------
    MOVELIST:
    ------------------------------------------------------------------------------
    SPECIAL MOVE ATTACKS
    
            qcb + A                  =       Hishoken
            qcb + C                  =       Geki Hishoken
            fwd,dwn,dwn-fwd + A      =       Shoryudan
                                              (cannot Quick Recover)
            hcf + B                  =       Kuuhadan
            hcb + B                  =       Bakushin
                                              (unblockable?)
            dwn-bk, fwd + C          =       Zaneiken
    ------------------------------------------------------------------------------
    ADDITIONAL ATTACKS:
    
            fwd + B                  =       Shower Kick
            bk + B                   =       Spinning Buddhist's Robe Kick
            dwn-bk + C               =       Reverse Spin Kick
            bk + C                   =       Reverse Mid-Air Returning Leg Lift
    
            fwd, fwd + A             =       Rolling Flipkick
            while standing,          =       Rapid Palm Combo Attack
             tap A x 3                        (first A is a normal standing
                                               A, second A initiates the
                                               Rapid Palm, third A completes it)
            dwn-fwd + C              =       Upward Palm Strike
                                              (floats)
    ------------------------------------------------------------------------------
    NORMAL THROWS:
    
            fwd + C (front)          =       Leg-Cutter
            fwd + C (back)           =       Shiranui Spider Clutch
    ------------------------------------------------------------------------------                                 =
    COMMAND THROWS:
    
            fwd, bk + C              =       Ripe Melon Strike
    ------------------------------------------------------------------------------
    Super Power Attack:
    
            qcb, dwn-bk, fwd + BC    =       Chou ReppaDan
    ------------------------------------------------------------------------------
    Overdrive Power:
    
            qcf, dwn-bk, fwd + C     =       Zantetsu
    ------------------------------------------------------------------------------
    CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)
    
            Close standing C -> Hishoken                      (Rush: 2)
            Close standing C -> Zaneiken A/C                  (Rush: 2)
    
            Standing A -> Standing B -> Hishoken              (Rush: 3)
            Standing A -> Standing B -> Zaneiken A/C          (Rush: 3)
            Standing A -> Standing B -> Kuuhadan              (Rush: 4)
            Standing A -> Standing B -> Shoryudan             (Rush: 6)
    
            Crouching A -> Crouching B -> Hishoken            (Rush: 3)
            Crouching A -> Crouching B -> Crouching C         (Rush: 3)
    
            Standing C -> Standing C -> Hishoken              (Rush: 3)
            Standing C -> Standing C -> Zaneiken              (Rush: 3)
            Standing C -> Standing C -> DanDaDan              (Rush: 9?)
    
            Rapid Palm Combo Attack -> Standing B -> Hishoken (Rush: 6?)
    
            Standing A -> Standing C -> Standing C            (Rush: 3)
            Standing B -> Standing B -> fwd + B               (Rush: 3)
            Standing B -> Standing B -> Standing C            (Rush: 3)
            Crouching B -> Standing C
    
    JUGGLE COMBOS:
    
            dwn-fwd + C (Float) -> Shoryudan                  (Rush: 4?)
    ------------------------------------------------------------------------------
    ADDITIONAL NOTES:
    
    Andy seems like a cross between his RB2 and RBS versions. He has
    the RB2 (or RBS EX) Geki Hishoken and the RB2 qcb,hcf+BC ChouReppaDan
    (does not require a charge). Andy's hcb + B "Shiranui Slide Grab" is
    his hcb + C special attack from RBS; it doesn't seem comboable but
    may be unblockable. Zaneiken does not have a finisher. In addition,
    SNK Japan's page makes a particular mention about the defensive
    properties on the Geki Hishoken, though I'm not sure exactly what
    those properties are yet.
    
    Note that Andy's A-button palette-swap (white clothes) has the FF2
    long hair, while the D-button palette (black) has the RBFF short ponytail.
    For whatever reason, Andy's background stage is in a snowy field in Norway
    at night; you can just see a cabin peeking up over the horizon.
    
    Fans of Andy's voice actor (or "seiyuu") should be pleased; Andy
    is still voiced by Mr. Keiichi Nanba, who has voiced Andy since FF2.
    
    According to SNK Japan's Page, Andy's Geki Hishoken apparently has
    certain defensive properties associated with it. What those properties
    are, I'm not sure (about the translation); maybe a Guard Cancel?
    
    I have seen two special character-intro sequences with Andy; against Terry,
    he and Terry clasp arms, and Andy says the same sample he did in the RBS
    Terry/Andy intro; Terry agrees, "OK!.....Andy--..." When Andy fights
    against Mai, she prances about and says something to him that causes
    him to cover his eyes in disbelief/disgust.
    
    Win Poses: (I've seen 3)
    #1: Andy clenches his fists at his sides, and says "Yoshi!"
        ("All right!") (from FF2)
    #2: Andy dusts off his leg, turns away, and mutters "Shoushi!"
        ("Pathetic!")
    #3: Andy spreads his arms apart and exhales. (from FF3)
    ------------------------------------------------------------------------------
    
    
    ------------------------------------------------------------------------------
    BILLY KANE:
    ------------------------------------------------------------------------------
    FIGHTING STYLE: SELF-TAUGHT STAFF-FIGHTING
    ------------------------------------------------------------------------------
    MOVELIST:
    ------------------------------------------------------------------------------
    SPECIAL MOVE ATTACKS:
    
            hold bk briefly, fwd + A =       3-Section Cane Mid-Level Thrust
             after Pole Extend       =       Flaming Stab
              attack: bk, fwd + C     
    
            qcb + A                  =       Sparrow Drop
            qcf + A, tap A           =       Whirlwind Cane
            dwn-bk, qcf + B          =       Super Cane Attack
             (or hcf + B)
             while doing Super Cane  =       Super Whirlwind Cane
              Attack, press C                  (flies over low attacks)
             while doing Super Cane  =       Super Flying Sky Cane
              Attack, at apex of
              jump(?), up + C         
    
            qcb + B                  =       Fire Dragon Pursuit Cane
                                              (aka Dragon Rave)
    ------------------------------------------------------------------------------
    ADDITIONAL ATTACKS:
    
            bk + B                   =       Head Splitting Low-Aimed Attack
            fwd + B                  =       Great Spin Kick
            dwn-bk + C               =       Back-Hopping Kick
            bk, dwn-fwd + B          =       Steep Dragon Opposite Kick
    
            fwd + C                  =       Pole-Vault Kick
    ------------------------------------------------------------------------------
    THROWS:
    
            fwd + C (front)          =       Fishing Rod Throw
            fwd + C (back)           =       3-Section Cane Over-Shoulder Throw
    ------------------------------------------------------------------------------                                 =
    COMMAND THROWS:
    
            fwd, bk + C              =       Hell Drop
    ------------------------------------------------------------------------------
    Super Power Attack:
    
            fwd, hcf + BC            =       Super Flaming Whirlwind Cane
            fwd, dwn-fwd, dwn + C    =       Crimson Flower
    ------------------------------------------------------------------------------
    Overdrive Power:
    
            fwd, hcf + C             =       Salamander Stream
    ------------------------------------------------------------------------------
    COMBOS: (can all be preceded by a deep jump C for an additional hit)
    
            Standing C -> Dragon Rave                   (Rush: 4)
            Standing C -> Whirlwind Cane                (Rush: 8?)
    
    CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)
    
            Standing A -> Standing B -> Dragon Rave           (Rush: 5)
    
            Crouching A -> Crouching B -> Dragon Rave         (Rush: 5)
    
            Standing C -> Standing C -> Dragon Rave           (Rush: 5)
            Standing C -> Standing C -> 3-Section Cane        (Rush: 4)
             Mid-Level Thrust -> Flaming Stab
            Standing C -> Standing C -> Salamander Stream     (Rush: 7?)
    
    
    ------------------------------------------------------------------------------
    ADDITIONAL NOTES:
    
    Billy seems to most closely resemble his RB2 version. He has the Dragon
    Rave as an offensive special attack, not a reversal; in fact, there is no
    sign of his Real Bout/KoF '97 reversals anywhere. As with RB2, he has the
    Sparrow Drop, Whirlwind Club Twirl, Super Cane Attack, Mid-Level Cane
    Thrust with Finisher, and Whirlwind Fire Club Twirl and Salamander Stream.
    
    Note that his A-button palette-swap is the old RBFF outfit of brown boots,
    black leather pants, and a black leather jacket (worn over Billy's bare
    chest) with the "No Smoking" symbol on the back. The D-button palette is
    the outfit that Billy wore on the cover of RBFF; pimped out in black
    dress shoes, black dress slacks, and a black waistcoat vest worn over a
    night-blue dress shirt with a yellow tie and cuffs. Billy's stage takes
    place at dusk on Southtown Bridge; a "King Of The Fighters" poster hangs
    prominently over the arch, while a crowd of spectators holds up signs to
    spell out the word "VICTORY."
    
    Billy is still voiced by Mr. Atsushi Yamanishi, the same actor who provided
    his voice in RBFF onward. Billy has at least two special character-intro
    sequences; Kim gives him the usual "Aku wa yurusan!" pose. Billy also bows
    to Geese (as in RBFF-RB2); Geese simply beckons Billy impatiently, "Come on!"
    
    Win Poses: (I've seen 3)
    #1: Billy stands tall, taps his pole on his shoulder. (from FF2/KoF '95)
    #2: Billy spins his pole, plants it firmly on the ground, and
        turns away. (from RBFF/KoF '97)
    #3: Billy leans on his pole, points towards his opponent, and
        says something that sounds like "Hey, chill!"
    ------------------------------------------------------------------------------
    
    
    ------------------------------------------------------------------------------
    GEESE HOWARD: (Boss character, selectable by code, see below)
    ------------------------------------------------------------------------------
    FIGHTING STYLE: KOBUJUTSU
    ------------------------------------------------------------------------------
    MOVELIST:
    ------------------------------------------------------------------------------
    SPECIAL MOVE ATTACKS:
    
            qcb + A                  =       Reppuken
            qcb + C                  =       Jaeiken
            hcf + B                  =       Atemi Nage Rasen Reversal (high)
            hcf + C                  =       Atemi Nage Kogetsu Reversal (mid)
            hcf + A                  =       Gedan Atemi Uchi Reversal (low)
            qcf + A/C (in mid-air)   =       Shippuken
    ------------------------------------------------------------------------------
    ADDITIONAL ATTACKS:
    
            dwn-fwd + BC             =       Apocalyptic Murder Two Part Kick
            while crouching, fwd + B =       Reckless Flying Kick
            jump, press C, then C,C, =       Rapid Hop Palm
             then dwn + C
            bk + B                   =       Lightning Spin Kick
    ------------------------------------------------------------------------------
    THROWS:
    
            fwd + C (front)          =       Tiger Killer Throw
            fwd + C (back)           =       Spinning Ring Drop
    ------------------------------------------------------------------------------                                 =
    COMMAND THROWS:
    
            bk, fwd + C              =       Vacuum Throw
            fwd, bk + C              =       Tiger Killer Palm
    ------------------------------------------------------------------------------
    Super Power Attack:
    
            dwn-bk, hcb,             =       Razing Storm
             dwn-fwd + BC            
            hold dwn-bk briefly,     =       Reppugorenha
             bk, fwd + BC          
    ------------------------------------------------------------------------------
    Overdrive Power:
    
            hcb,fwd + A,             =       Deadly Rave
             A,A,B,B,B,C,C,C, qcb + C
    
            fwd, hcf + C, then       =       Razing Deadend
             Atemi Nage (high or mid:
              hcf + B/C)
    ------------------------------------------------------------------------------
    COMBOS:
    
            hcf + A (reversal) -> Jaeiken -> dwn-fwd + C      (Rush: 7)
    
    CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)
    
            Standing A -> Standing B -> Jaeiken ->            
                                         dwn-fwd + C          (Rush: 7)
    
            Standing C -> Standing C -> Reppuken              (Rush: 3)
            Standing C -> Standing C -> Jaeiken ->
                                         dwn-fwd + C          (Rush: 7)
    
            Standing A -> Standing B -> dwn-fwd + C (float) ->(Rush: 5)
             Standing A -> Standing B
    ------------------------------------------------------------------------------
    ADDITIONAL NOTES:
    
    GEESE IS SELECTABLE! If he isn't immediately visible at the Character Select
    Screen, put the cursor on Billy, then move the joystick to the right.
    Geese should appear.
    
    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
    ------------------------------------------------------------------------------
    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
    ------------------------------------------------------------------------------
    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!..."
    ------------------------------------------------------------------------------
    
    
    ------------------------------------------------------------------------------
    TOJI SAKATA:
    ------------------------------------------------------------------------------
    FIGHTING STYLE: KITANTAN-RYUU/DAINANRYU-AIKI JUUJUTSU
    ------------------------------------------------------------------------------
    MOVELIST:
    ------------------------------------------------------------------------------
    SPECIAL MOVE ATTACKS:
    
            qcb + A/C                =       Dual Pair Rapid Slash
            fwd, dwn, dwn-fwd + A    =       Aiki Mirror Slash
            hcf + A                  =       Tornado Capture (reversal)
            fwd, bk, dwn, up + C     =       Roaring Heaven Slash (throw)
    ------------------------------------------------------------------------------
    ADDITIONAL ATTACKS:
    
            dwn, dwn                 =       Two Sides
            while opponent is        =       Upward Throw
             behind you, press BC
            while opponent is        =       Ankle Splitter
             behind you, press AB
            while opponent is        =       Any Direction Slash
             behind you, press AC
    ------------------------------------------------------------------------------
    THROWS:
            fwd + C (front)          =       Every-Direction Throw
            fwd + C (back)           =       Knee Spin
    
    ------------------------------------------------------------------------------                                 =
    COMMAND THROWS:
    
            bk, fwd + C              =       Self-Attack Throw
            while opponent is        =       Reverse Self-Attack Throw
             behind you, dwn + C
              after Reverse          =       Single Feather Split
               Self-Attack Throw,
               dwn + C
              after Reverse          =       Concealed Center Slash
               Self-Attack Throw,
               up, dwn + C      
            in mid-air, dwn-bk/dwn/  =       Raven Drop (air throw)
             dwn-fwd + C             
    ------------------------------------------------------------------------------
    Super Power Attack:
    
            qcb, dwn-bk, fwd + BC,   =       Buddhist God of War
             hcf + C                  
    ------------------------------------------------------------------------------
    Overdrive Power:
    
            rotate joystick 360      =       Irreconciliable Rivals
             degrees + C              
    ------------------------------------------------------------------------------
    COMBOS: (can all be preceded by a deep jump C for an additional hit)
    
            Standing C -> qcb + A                             (Rush: 3)
    
    CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)
    
            Standing C -> Standing C -> qcb + A               (Rush: 4)
    ------------------------------------------------------------------------------
    ADDITIONAL NOTES:
    
    Toji is basically the same as Jubei Yamada of FF2/FFS; a slight,
    elderly Japanese grandfather who has several devastating grapples
    that he performs seemingly effortlessly. He has apparently lost one
    eye (one of his eyes is red, like Rugal's from KoF), and wears a
    shirt with a picture of a kabuki demon on the back (either a reference
    to Jubei "Judo Demon" Yamada, or to the Japanese "Yakuza" Mafia, or both).
    Toji also carries about a small black fan in one hand which he occasionally
    uses to swat his opponents. His Super Power resembles the Snowfall Slash
    attack of Ukyo from Samurai Shodown; he slashes quickly and repeatedly
    outward with his fan, creating a long cutting arc out in front of him;
    the hcf + C is a final tremendous slash that Toji delivers with a
    leaping somersault. In Toji's Overdrive, he waves his hands about in
    mystic gestures, and levitates his opponent in the air before blasting
    him/her away with a single burst of light, not unlike Geese's Rashoumon SDM
    from RB2.
    
    Toji's A-palette wears a green shirt, dark green pants, brown shoes
    and a tan hat; the D-palette wears a tan shirt, dark brown pants and
    shoes, and a brown hat. His background stage is an empty Japanese
    field in the dead of winter.
    
    Toji has a special character-intro sequence against Geese; the two
    sneer at each other; Toji brandishes his fan and says something to
    Geese, who nods and grins.
    
    (Can't remember any of Toji's win poses)
    ------------------------------------------------------------------------------
    
    
    ------------------------------------------------------------------------------
    TSUGUMI SENDO:
    ------------------------------------------------------------------------------
    FIGHTING STYLE: HIGH SCHOOL WRESTLING
    ------------------------------------------------------------------------------
    MOVELIST:
    ------------------------------------------------------------------------------
    SPECIAL MOVE ATTACKS:
    
            bk, dwn, dwn-bk +        =       To The Heaven's Palace Driver
             A/B/C
            hold bk briefly, fwd + A =       Naniwa Lariat
            qcf + C                  =       Octopus Heat
            qcf + A                  =       L'il Tsugumi Elbow
            hold dwn briefly,        =       Making Okonomiyaki 
    
             up + B,B,B,B,C                   ("okonomiyaki" is the Japanese
                                               'equivalent' of pizza)
            qcb + B                  =       Hunting Bridge
            press and hold B for     =       Super Drop Kick Lite
             at least 5 seconds,
             then release button
    ------------------------------------------------------------------------------
    ADDITIONAL ATTACKS:
    
            fwd + B                  =       Rolling Sobat
            bk + C (hold for up to   =       Straightforward Head Attack!
             3 seconds)
              when Straightforward   =       Rolling Breaker
               Head Attack! hits,
               dwn + C
            fwd, bk + C              =       Catch (reversal)
              after Catch,           =       Body Slam
               dwn + C                
              after Catch,           =       Ground Pass 
               fwd + C                
              after Catch,           =       Rope Throw
               bk + C                 
                after Rope Throw,    =       Re-Pulling
                 bk + C               
            when opponent attempts a =       Pulling Riser
             pursuit attack, 
             dwn, dwn + A
              if your timing on the  =       High-Up Sobat
               Pulling Riser is near
               perfect, press B        
            bk + B                   =       Straightforward Strongman Attack!
    ------------------------------------------------------------------------------
    THROWS:
            fwd + C (front)          =       Tsugumi Driver
            fwd + C (back)           =       Tsugumi Suplex
    ------------------------------------------------------------------------------                                 =
    COMMAND THROWS:
    
            dwn-fwd, dwn-fwd + C     =       Monkey Flip
            bk, dwn-bk, dwn + C      =       Tripping Up/Power Bomber
              (hcf + C)                      (Move may be different depending on
                                              whether opponent is crouching)
              druing Tripping Up,    =       Tsugumi Hip
               up + C
            while opponent is behind =       Rainbow German
             you, and is crouching,
             (dwn-fwd) x 2 + C
              during Rainbow German,  =       Hold
               press C x 3           
    ------------------------------------------------------------------------------
    Super Power Attack:
    
            fwd, hcf + BC, hcf + C  =       Flying Tsugumi Drop
            after Tripping Up,      =       Naniwa Deathlock
             hcf + BC
    ------------------------------------------------------------------------------
    Overdrive Power:
    
            qcb, dwn-bk, fwd + C     =      Loop Line Crush
    ------------------------------------------------------------------------------
    CHAIN COMBOS:
    
            Crouching A -> Crouching B -> Making Okonomiyaki  (Rush: 7)
            Standing A -> Standing B -> Standing C            (Rush: 3)
    
            Standing C -> Standing C -> up + C
            Standing B -> fwd + B -> dwn + C
    
            When crouching,
             B -> C -> up-fwd + C
             B -> C -> hcf + C
    ------------------------------------------------------------------------------
    ADDITIONAL NOTES:
    
    Tsugumi is essentially a combination of KoF '96-'98 Yuri, KoF's
    Kasumi Todo, and Galaxy Fight's Roomi. She is a "cute," irrepressibly
    cheerful high-school girl who is always smiling, winking, waving
    and giving a "V" ["Victory"] sign with her fingers. In terms of actual
    play, Tsugumi resembles Blue Mary; she has no command throw with any
    really complex joystick input, but several throws and grapples that
    are started from blockable specials, and some that are started from
    reversals. She has Roomi's Twirling Punch (Tsugumi's is simply bk + C,
    hold down button C) and she performs various "cute" attacks from her
    reversals and other specials; most of which end with a very silly
    "boing" sound.
    
    Tsugumi's A-button Palette wears a white jacket with blue sleeves,
    red shorts and red gloves. The D-palette wears a white jacket with
    fluorescent green sleeves and shorts and red(?) gloves. Her stage
    takes place in a dimly lit dance club named "Cosmic Bowling" (the
    name of the club is written in large neon letters in the background).
    
    For whatever reason, Tsugumi has a special character-intro with
    Raiden; she bows playfully, then waves and says something.
    
    Win Poses: (I've seen 3)
    #1: Tsugumi does Yuri's/Roomi's twirl punch followed by a "V" sign.
    #2: Tsugumi enthusiastically gives several "V" signs.
    #3: Tsugumi puts one hand on her hip, and points a finger with the
        other hand. She wags her finger at her fallen opponent (playfully
        scolding) and dances about gleefully.
    ------------------------------------------------------------------------------
    
    
    ------------------------------------------------------------------------------
    LI XIANGFEI:
    ------------------------------------------------------------------------------
    FIGHTING STYLE: WU SHU/KUNG FU
    ------------------------------------------------------------------------------
    MOVELIST: 
    ------------------------------------------------------------------------------
    SPECIAL MOVE ATTACKS: 
    
            qcf + A/C                =       Nanpa
            qcf + B                  =       Spinning Kick (?)
             after qcf + B, qcb + A  =       San Ri Chuu Ou Kankuu
              (hit)
             after qcf + B, qcb + B  =       San Ri Chuu Ou Shinsaiha
              (throw)
             after qcf + B,          =       Tenbau Zan cancel
              fwd, dwn, dwn-fwd + B  
             fwd, dwn, dwn-fwd + B   =       Tenbau Zan
             qcb + C (for about 6    =       Esaka (?)
              seconds, reversal if
              attacked)
    ------------------------------------------------------------------------------
    ADDITIONAL ATTACKS: 
            fwd + A                  =       Chi Mon Chou Chuu       
            bk + B                   =       Kou Sou Tai
    ------------------------------------------------------------------------------
    THROWS: 
            fwd or bk + C (front?)   =       Ryoku chi kou en
    ------------------------------------------------------------------------------                                 =
    COMMAND THROWS: ?
    ------------------------------------------------------------------------------
    Super Power Attack: 
            fwd, hcf + BC            =       Taitetsujin
            standing C,              =       Chouubairou
             (fwd, dwn-bk, fwd + AB)
              x2 ?????
    ------------------------------------------------------------------------------
    Overdrive Power:
            near 360 + C             =       Majinga
             (101 hits!)
    ------------------------------------------------------------------------------
    COMBOS: ?
    ------------------------------------------------------------------------------
    ADDITIONAL NOTES:
             
    I haven't actually seen Xiangfei in action, but I have received reports
    from reliable sources, and have in fact seen a screenshot from another
    version of Wild Ambition that clearly shows both her portrait and Geese's
    portrait in the character select screen, so her existence is confirmed.
    Apparently the mystery "? ? ? ? ?" voice talent, Mami Kingatsu, is
    the actress who provides Xiangfei's voice (a change from RB2, in which
    Xiangfei was voiced by Ms. Haruna Ikezawa, who also provided the voice
    for KoF '98 Athena).
    
    Though I haven't seen Xiangfei in action with my own eyes, I own the
    original RB2 on Neo*Geo home cartridge, and from the sound of it, Xiangfei
    hasn't changed much. It is not known at this point whether or not she
    has her 3-part Chouubairou Super Power from RB2, though it is entirely
    possible (which is why it is tentatively included in the movelist).
    
    Xiangfei apparently has two taunts; one in which she turns away from
    her opponent with her arms crossed; and one in which she makes a "funny
    face" at her opponent (sounds like both parts of her old RB2 taunt).
    Xiangfei's A- and D-versions are apparently palette-swaps; the A-palette
    is her RB2 red dress; the D-palette is a green dress. 
    
    Two of Xiangfei's win poses have been described to me:
    
    #1: Xiangfei draws two wushu swords and dances about (sounds
        similar to her RB2 win pose)
    #2: Xiangfei stands and laughs.(?)
    ------------------------------------------------------------------------------
    
    
    ==========================
    V.)     CHARACTER PROFILES
    ==========================
    (special thanks to Kao Megura for the info!)
    
    TERRY BOGARD
    
    Nationality:    America
    Fighting Style: Martial Arts + Jeff-style Kenka Sappou
                    (Deadly Brawling Arts)
    Birthday:       March 15
    Height:         182 cm
    Weight:         82 kg
    Blood Type:     O
    Hobby:          Video Games
    Favorite Food:  Fast Food
    Dislikes:       Slugs
    Of Importance:  Jeff's gloves
    Best Sport:     Basketball
    
    ANDY BOGARD
    
    Nationality:    America
    Fighting Style: Koppo
    Birthday:       8 / 16
    Height:         171 cm
    Weight:         67 kg
    Blood Type:     A
    Hobby:          Shugyou (Training / Discipline)
    Favorite Food:  Nattou Spaghetti
    Dislikes:       Dogs
    Of Importance:  Photograph of him and Hanzou Shiranui back from his
                    early days of training.
    Best Sport:     Short Track
    
    BILLY KANE
    
    Nationality:    England
    Fighting Style: Boujutsu (Pole Techniques)
    Birthday:       12 / 25
    Height:         179 cm
    Weight:         77 kg
    Blood Type:     B
    Hobby:          Doing laundry
    Favorite Food:  Boiled eggs
    Dislikes:       Order (being ordered around?)
    Of Importance:  His younger sister
    Best Sport:     Pole Vaulting
    
    JOE HIGASHI
    
    Nationality:    Japan
    Fighting Style: Muei Thai
    Birthday:       3 / 29
    Height:         180 cm
    Weight:         71 kg
    Blood Type:     AB
    Hobby:          Fighting
    Favorite Food:  Fried Wani
    Dislikes:       Seishousurukoto (Well-dressed people?)
    Of Importance:  His headband
    Best Sport:     Any kind of fighting
    
    KIM KAPHWAN
    
    Nationality:    Korea
    Fighting Style: Tai Kwon Do
    Birthday:       12 / 21
    Height:         176 cm
    Weight:         78 kg
    Blood Type:     A
    Hobby:          Karaoke
    Favorite Food:  Yakiniku (Japanese cooked meat dish)
    Dislikes:       Evil
    Of Importance:  His two sons
    Best Sport:     Physical exercises
    
    MAI SHIRANUI
    
    Nationality:    Japan
    Fighting Style: Shiranui-style Ninpou (Ninja Arts)
    Birthday:       1 / 1
    Height:         165 cm
    Weight:         46 kg
    Blood Type:     B
    Hobby:          Dieting
    Favorite Food:  Ozouni (New Year's dish)
    Dislikes:       Spiders
    Of Importance:  Her grandmother's "Keiken no Kanzashi" (?)
    Best Sport:     Badminton
    
    RAIDEN
    
    Nationality:    Australia
    Fighting Style: Wrestling
    Birthday:       3 / 3
    Height:         202 cm
    Weight:         210 kg
    Blood Type:     O
    Hobby:          Amusement Park "Chimeguri" (Security? / Rides?)
    Favorite Food:  Beef Au Jus
    Dislikes:       Koalas
    Of Importance:  Wrestling Mask collection (defeated foes' masks?) 
    Best Sport:     American Football
    
    TOJI SAKATA
    
    Nationality:    Japan
    Fighting Style: Kitanan-ryuu Aikido Jutsu
                    (Great Southern Style Aikido Techniques)
    Birthday:       10 / 17
    Height:         162 cm
    Weight:         52 kg
    Blood Type:     AB
    Hobby:          None
    Favorite Food:  Monaka (?)
    Dislikes:       Old people being mistreated?
                    (Toshiyori atsukaisuru yakko)
    Of Importance:  Himself
    Best Sport:     None
    
    TSUGUMI SENDO
    
    Nationality:    Japan
    Fighting Style: Wrestling
    Birthday:       9 / 10
    Height:         162 cm
    Weight:         43 kg
    Blood Type:     O
    Hobby:          Cooking (but she's not very good at it)
    Favorite Food:  Octopus dumplings (takoyaki) from the neighboorhood store
    Dislikes:       Ghost stories
    Of Importance:  Special photograph of her and her mother
    Best Sport:     Swimming
    
    RYUJI YAMAZAKI
    
    Nationality:    Japan
    Fighting Style: Self-made Fighting Karate
    Birthday:       8 / 8
    Height:         192 cm
    Weight:         96 kg
    Blood Type:     A
    Hobby:          His knife collection
    Favorite Food:  Umazashi? (Sliced Horsemeat)
    Dislikes:       Labor (working)
    Of Importance:  He's only concerned with making money for himself?
                    (Jibun no rieki ni kakawaru nito)
    Best Sport:     None
    
    
    ===========================================
    VI.)     VERSION HISTORY, CREDITS, LEGALESE
    ===========================================
    
    VERSION HISTORY OF THIS DOCUMENT:
    
            v0.0    Completed 12:20 A.M. 20 January, 1999
                    Based solely on marathon sessions at
                    Sunnyvale Golfland and partially translated
                    movelists of SNK of Japan; many glaring
                    omissions, including combos and special
                    move names
    
            v0.1    Completed 9:52 P.M. 25 January, 1999
                    Added Darklancer's information on Xiangfei,
                    the "other" secret character, as well as
                    his info on Geese's hidden outfit. Also added
                    a handful of combos and extra info on some
                    characters, also cleaned up some formatting
                    and spelling errors.
    
            v1.0    Completed 5:37 P.M. 26 February, 1999
                    Added lots of updated info, including combos and
                    move properties I discovered during play. Also
                    added a great deal of translated information from
                    SNK of Japan's Page thanks to Kao Megura, who took
                    the time to translate a lot of Kanji.
    
    
    STILL MISSING FROM THE GUIDE:
    
    -A few more Kanji translations
    -Toji and Tsugumi's seiyuu
    -More Combos
    -Might add a strategy section
    
    
    CREDITS:
    
    SNK OF JAPAN
    http://www.neogeo.co.jp
    For not only providing [incomplete] movelists for me to source,
    but also for turning out such a great game.
    
    SNK U.S. TECHNOLOGIES
    http://www.snkusa.com
    For (presumably) also playing a pivotal role in Wild Ambition's
    development, and for being quick enough to send it to Sunnyvale
    as early as they did.
    
    Sunnyvale Golfland
    (408) 245-8434
    For getting in Wild Ambition as soon as they did, as well as being an
    excellent arcade overall. Let's all go to the lobby, let's all go to the
    lobby, let's all go to the lobby, and get ourselves some snacks!
    
    The Professor
    mmcafe@deathsdoor.com
    http://mmcafe.telnet.or.jp
    For providing information on the fighting styles of Toji and Tsugumi.
    
    Greg Kasavin
    For helping me get to (and defeat) Geese
    
    Darklancer
    gamer@technologist.com
    http://home.pacific.net.sg/~lancer
    For providing movelist and additional info on Li Xiangfei, the mysterious
    "other secret character," as well as for providing corrections for
    Geese's movelist and the hidden code to use Geese in a suit.
    
    Kao Megura
    kmegura@hotmail.com
    http://i.am/kao
    A big thank-you to Kao for the character profile info and all the
    kanji translations from SNK Japan's site, including Additional Character
    Info I had completely overlooked.
    
    LEGALESE        
    
            This document is intended for entertainment purposes, and may
            not be copied, modified or distributed without express written
            or verbal consent from the author. (Or to put it another way:
            don't try to steal from this FAQ/Movelist. If you want to source
            this document or use it on your site, you have to contact me and
            ask me first.) It may NOT under any circumstances be reproduced or
            distributed for any sort of profit. In other words, this guide may
            not be sold in any way, shape, or form, whether reprinted in your
            crummy old magazine or posted to your crummy old pay site.
    
    ------------------------------------------------------------------------------
    Neo*Geo, Fatal Fury series, The King of Fighters (KoF) series, Samurai Shodown
    series and all characters from these series copyright 1999 SNK Corporation.
    X-Men vs. Street Fighter copyright 1997 Capcom.
    Mr. Peanut copyright 1999 Planters Nuts.
    
    Fatal Fury: Wild Ambition FAQ/Movelist v1.0
    Copyright (c) 1999 by Andrew S. Park aka EX Andy <asp@slip.net>
    END OF FILE
    ------------------------------------------------------------------------------
    
    
    
    	-Andrew Park
    	 Assistant Editor, GameSpot
    	 http://www.gamespot.com
    

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