Date: Fri, 26 Feb 1999 12:10:49 -0800 (PST) Fatal Fury Wild Ambition Billy Kane FAQ By Jim Tamangan. (firstname.lastname@example.org) This FAQ is best viewed in one of those Monospaced fonts...u know, like um...oh yeah Courier, DOS type, or better...Just open this in Notepad or Wordpad. Disclamer! Fatal Fury Wild Ambition, and Billy Kane are Trademarks of SNK.. And this is an unofficial FAQ. Now I made this FAQ, and I don't like people going and nicking it as their own. It is not to be used for personal profit, and if u are gonna use on your webpage, tell me, and give credit where credit is due.^_^ About the Game! Fatal Fury Wild Ambition is SNK's second "3D" conversion for one of their many coveted games on the Hyper 64 board (The first was the, IMHO, the abysmal Samurai Shodown 64) and they sure learned their mistakes ^_^. The chronological section for where this game is placed is quite, well weird. If u examine the game carefully, then u will notice the following: 1) Raiden is called "Raiden" and not Big Bear. 2) Geese has no scar on his chest! What does this state? Well this means it is like a remake of Fatal Fury! But all the characters have moves from their previous outings. Such as DMs, and SDMs. Terry's Power Charge, and High Angle Geyser for example. It is like, well, when Capcom made the Alpha series. But this does not detract from the game, so enjoy. The New Super System! I think I better explain the new "super" move system as well. Whereas before, u could perform DMs when u either had a full charge bar, or your life bar was flashing red, or SDMs when u had a full charge bar AND your life was flashing red. Now u can only use your DM (which is now renamed as the Super Drive) when your life is red. As for the SDMs (or the Overdrive move), u can only use this if u have a full charge bar! Now, to your charge bar starts at 50% at the beginning of match. The more u attack this bar goes up. If however, u start slowing down, your bar will gradually drop back to the 50% mark. When u take unblocked damage, both your energy bar and your charge bar will drop! YES THAT IS BOTH BARS!!!! IF your charge bar reaches 0% then u "overheat" and become dizzy! Also using a HEAT move will drop the bar to 1%. Also using the Guard Reversal, and Guard Counter, as well as the Heat explosion will also drop the bar. The amount of charge u have is carried to the next road. So if u have a somewhere between 51% to 100% then that is carried to the next round, NOT the next match! If your charge bar is below 50% it is reseted back to 50% for the next round. About Billy Kane! Name: William Kane Birthdate: 25/12 Nationality: British Weight: 77 kg Height: 179cm Style: Self Taught 3 section staff. Job: Personal Bodyguard of Geese Howard. Appearances: Fatal Fury (Boss) Fatal Fury 2 Fatal Fury Special Fatal Fury 3 (cameo only) King of Fighters 95 King of Fighters 96 (cameo only) King of Fighters 97 King of Fighters 98 Real Bout Fatal Fury Real Bout Fatal Fury Special Real Bout Fatal Fury 2 Real Bout Fatal Fury Dominated Mind (mouthful or what) Fatal Fury Wild Ambition LEGEND A= A button (punch) B= B button (kick) C= C button (Heavy attack) D= D button (plane shift) f forward b back QCF Quarter Circle Forward QCB Quarter Circle Back QCD Quarter Circle Down starting from forward -> Means the following hit combos, or chains ~ means press the next button very fast after the previous button. 1 NORMAL MOVES! Standing A Quick hit with the back of the cane Standing B ???? Standing C Swings the cane in front of himself Crouching A Small poke with the cane. Crouching B Extends his lead foot out. Crouching C Sweeps with his lead foot Jump A Small tap with the end of the cane Jump B Medium angled fly kick (note Jump straight up and B produces a lower angled kick.) Jump C Holds the cane in the middle and swings it downwards. 2 MANUAL MOVES! b+B Billy twist and bring his cane down. f+B Billy hops forward hitting with the tip of his cane, following with A roundhouse kick b, Dwnfwd+B Billy looks as if he is about to start a Soaring Crackdown cane but he doesn't leave the ground. Instead he slams his feet back down in a Circular arc. This is an over head Dwnfwd+C Billy does and "uppercut" with the cane. This is a launcher and U can juggle your opponent for a second hit (Try using Sparrow Drop). Dwnfwd+C (opponent lying on the floor) Billy will ram the end of his cane into your opponent. This work when u have knocked your opponent to the floor but all his combos either knock them to far away OR they don't knock then down at all! f+C (close) Throw move. Billy throws the person up and hits him 4 times with his Cane b+C (close) Throws the opponent over his head to the other side using the tip of his cane. f,b+C (close) ???? f+C (Behind, close) Billy wraps the cane around the opponents neck and throws them over! 3 COMMAND MOVES! Note? Any move names with a ?? next to them means I don't know the SNK official name and just stuck in a name that describes the move! Mid Section Club Cruncher: b, charge, f+A Billy extends his cane forward about 2/3s the screen. Basically his version of a "fireball". It is slower than in most versions but his recovery time is pretty good. And it pushes the opponent back a bit. But beware if someone jumps in while u are doing this. Cos u are toast then! **** Club cruncher finisher: after club cruncher- b,f+C Second hit after the initial clubcruncher. Sets your opponent on fire, knocking them to the ground. Good when u get it in there, takes loads of energy! ***** Soaring Crackdown cane: QCF+B Billy Pole vaults into the air and comes down with the cane spinning on your opponents head. Quick, although if u miss do it from a distance say goodbye to Billy for he has a neon sign on him saying hit me! ** Forward propeller spin??: after Soaring crackdown cane-C quickly! Oh I love this move. Billy begins a pole vault this shoots forward while spinning the cane like a propeller infront of him. Since he is airborne he will go over some low attacks. The recovery time is also great as well ***** Angled Propeller spin??: after Soaring crackdown- Up+C just as he begins to fall. Billy shoots into the air and begins to decend then pauses mid air and changes his move to downward angle propeller spin. This is a pretty useless, though it does have it's good point. Like, um, like yeah! People will not be able to guess where u land! I suppose. ** Whirlwind cane: QCF+A Billy spins his cane in front of him. The range sucks on this but it can stop fireballs. Recovery is a bit slow. *** Dragon Rave: QCB+B Not the counter from the Real Bout 1 game, but rather the attack move like in Real Bout Special. Billy whips the cane in front of him with both ends of the cane. Not all that for range and the recovery is slow! ** Sparrow Drop: QCB+A Shoots the cane at about 45% upwards into the air. Great air defence IF u can predict opponents who will jump in. If not, don't use it cos it is slow to come out! Recovery isn't all that great either. It hits opponents who are standing RIGHT NEXT to you but the Damage dealt isn't all that!! *** 4 SUPER MOVES Salamander Stream. F, HCF+C (Overdrive, full charge bar only) SDM he gained in Real Bout 2. Range is ok. Recovery time is good. But I still do not advocate using this move. The final "buster" bit of this move has fooled people before and this can get u out of a tight spot. *** Fire Whirlwind spin: F, HCF+BC (Super Drive, red bar only) Billy's old super move. Unlike in the old Fatal Furys where this only had to touch the opponent to do monstrous damage, this now has been switched to the multiple hit form (Like in KOF series). Still this is great air defence AND it CAN hit people who jump into it for a second hit. Therefore a GREAT super. ***** Leaping Spiral Fire cane??: QCD+C (Super Drive, red bar only) Billy's SDM from Real Bout. Billy leaps into the air while a circle of fire, much like the Fire Whirlwind Spin, surrounds him. If it wasn't for the horrendous recovery as he comes down, this would also be 5 star. Great in combos as well!! 5 String moves Strings are a succession of moves that are special but do not all Connect if one move is not blocked. They are usually done to fool people who are blocking in a certain way. In the strings are sections that WILL combo. It is usually the end part that does not combo. Here is a list of strings. It is by no means complete and there may be more. Some may even be actual combos!! Standing A->Standing B, DwnFwd+C (this also acts as a launcher) Crouching A->Crouching B->Crouching C Crouching A_>Crouching B, Dwnbk+C (The final part is an overhead) 6 Chain Moves These ARE Combos! All hits will connect if u land the first hit! Standing A->Standing B->Standing C (3 hits) Standing A->Standing B->Standing B (3 hits) Standing B->Standing B (2 hits) Standing B->Standing C (2 hits) Standing C(2 hits)->Standing C (3 hits altogether) 7 COMBOS What u have been waiting for! These are the combos that will rip Apart your opponent.. maybe. Standing A->Standing B->Whirlwind cane (QCF+A) 4 hits Standing A->Standing B->Dragon Rave (QCB+B) 5 hits Standing A->Standing B->Forward propeller spin (QCF+B~C) 8 hits Crouching A->Crouching B->Whirlwind cane (QCF+A) 4 hits Crouching A->Crouching B->Dragon rave (QCB+B) 5 hits Standing C(2hits)->Whirlwind cane (QCF+A) 4 hits Standing C(2hits)->Dragon Rave (QCB+B) 5 hits Standing C(2hits)->Midsection club cruncher and finisher (b, charge, f+A, b,f+C) 4 hits (1) Standing C(2hits)->Leaping spiral Fire cane (QCD+C) 5+hits (2) Note (1) this is Billy's best combo!!! The charge for the club cruncher isn't all that long so just hold back as u connect with the C first hit! Note (2) U have to be quite close for this combo to work. U can most probably preceed most combos with a jumping C but this has to be VERY deep and to tell u the truth I cannot do this properly Well this is the beginning! I have more "research" to do on this game and when I can I will update this Guide!! If u have some stuff that u can help me with (names of moves would help!) I will credit u for it! Until next time... happy playing!