Secrets FAQ by ruyeyama

Version: 1.5 | Updated: 02/22/99 | Printable Version

Pocket Fighter (Capcom, SD 2D Fighting Game, PSX)
Secrets FAQ
V1.5  2/22/99

Written by: Richard Uyeyama (ru e ama*

* Instances of the letter "y" and the "at" symbol have been removed
  (replaced with spaces) from the above e-mail address in order to prevent
  unscrupulous UCE (unsolicited commercial e-mail) bot processes from
  adding to the amount of e-mail I already get...

The latest version of this file can be found at:
  Too Cute To Be a Puzzle Game

Document formatting, organization, and wording Copyright 1998, 1999 by 
Richard Uyeyama.

Permission granted by author to duplicate (unaltered) this document in its 
entirety for non-profit purposes only.  All other rights reserved.  Author 
reserves the right to rescind specific or general permission, if he sees a 
reason (such as loophole abuse) to do so.

Pocket Fighter is a trademark of and is Copyright 1997, 1998 by Capcom 
Co., Ltd.  All rights reserved.

                        "Ryu!  Yatto mitsuketa!
                           Ne, shoubu shiyo!"

                              -- Sakura Kasugano

Table of Contents:

0. Document History
I. Basic Stuff
   1. Purpose of this Document
   2. Versions of the Game this Document Covers
   3. Note on Name Differences
   4. Notation and Stuff
II. Hidden Characters
   1. Gouki and Dan
III. Hidden Challengers
   1. Gouki
   2. Dan
   3. Both Dan and Gouki
IV. Unlisted Moves and Move Clarifications
   0. All Characters
   1. Ryu
   2. Ken
   3. Chun-Li
   4. Sakura
   5. Morrigan
   6. Lei-Lei
   7. Felicia
   8. Tabasa
   9. Ibuki
   10. Zangief
   11. Dan
   12. Gouki
V. Flash Combo Stuff
   1. Basic Flash Combo Info
   2. Special Hits (Character-specific info)
VI. More on Mighty Combos
   1. Special Mighty Combo Finish Screens
   2. Manual Mighty Combos, and MCF Screen Patterns
VII. Taunts, and Other Poses
   1. Taunts
      A. General info
      B. Varying taunts
      C. Damaging taunts
      D. Cat toy taunt
   2. Rest Poses
   3. Intro and Win Poses
   4. Morrigan Extra Win Pose
VIII. Miscellany
   1. Codes and Stuff
   2. Costume Colors
   3. Items and Item Carriers
   4. Stages and Stage Assignments
   5. Arcade Battle Mode Character/Stage Order
   6. More Mirror Match Stuff
   7. Running Battle Mode
   8. Missing Stuff
IX. Thanks and Stuff

0. Document History

V1.5: 2/22/99
      Sakura quote added near beginning of document  =)
      MC Finish screen info on Sakura's Midare-harusame (moves section)
      Minor editing in a couple sections
V1.4: 9/21/98
      MC Finish screen info on Lei-Lei's Tenraiha (moves section)
      Dancer spacing info on Felicia's Crazy For You MC (moves section)
      Hisshou Buraiken restrictions for CPU challengers (moves section)
      MCF screen patterns added to Manual Mighty Combos section
      Taunt-finish counts as MCF for CPU challengers (taunts section)
      More missing stuff info (MCF screen, "mirror match" stuff)
      Minor editing in a few sections
V1.3: 8/21/98
      Further info (buttons/distance) on Rolling in moves section
      Dan's LV2 M.C. (Hisshou Buraiken) info added to moves section
      Character starting items added to items section
      "Hurry Up" message added to missing stuff section
      Minor editing in a couple sections
V1.2: 7/21/98
      Added info on getting both Hidden Challengers during the same game
      Clarification (f also works) to wall jump move (Chun-Li/Felicia)
      Further info (air, projectile refl./canc.) on Lei-Lei gong move
      Further info (goes through (MC) projectiles) on Lei-Lei panda MC
      Further info (projectile canceling) on Felicia sandscratch move
      Further info (projectile canceling) on Zangief f,d,df+P move
      Added Guard Crush specification (color) to Flash Combo section
      More info (Arcade Mode player challenges) on stage assignments
      Character-specific differences in Study added to Stages section
      More time bonus info in Running Battle Mode section
      Thanks section added
      Minor editing in various sections
 (7/9/98: SSat Pocket Fighter now on sale!)
V1.1: 7/7/98
      More Dan info (handicap) added to Hidden Characters section
      Guard/Block further info added to Moves section
      Added some info on hitting low-blocking characters to Moves section
      Added f+P and b+P info to Moves section
      Added aerial moves for Morrigan and Zangief (d+P/K)
      New Tabasa move (falling kick) added to Moves section
      Further info (low attacks) on Ibuki's Tsumuji added to Moves section
      New info for Zangief's Double Lariat (mobility, immunity)
      Flash Combo section added
      Taunt Finish screen info (Chun-Li/Sakura) added to Taunts section
      Thrown Items info added to Items and Item Carriers section
      Character/Stage order info (Arcade Battle) added to Miscellany
      Minor editing in various sections
V1.0: 6/27/98
      Launch version
 (6/11/98: PSX Pocket Fighter now on sale!)

I. Basic Stuff

I.1  Purpose of this Document

     This document is an informational resource for the Sony PlayStation 
game (J version, though doubtless a lot of the info will carry over to the 
U/C version as well) Pocket Fighter ("Super Gem Fighter - mini mix" in the 
U.S.).  Pocket Fighter is an SD (cute) Capcom fighting game based on a 
puzzle game (Super Puzzle Fighter II X) based on a fighting game (Super 
Street Fighter II X)... no joke!
     Anyway, in this document, I'll be covering codes and secrets and 
other such information which may be of interest to Pocket Fighter fans.  
This is a Secrets FAQ (side note: I'm using "faq" herein with its more 
colloquial definition of "document of organized information", rather than 
its more traditional definition, which implies organizational headings in 
the form of questions (which the headings in this particular document are 
not)...), and not a moves list or strategy guide, btw, so I won't be 
including a complete moves/combo list, or character strategies, or 
anything like that in this document...
     Oh, as far as Tsukutte Fighter... since it's technically a separate 
game (sort of), I won't be including any detailed information about it in 
this document.  However, if you're utterly lost as to what's going on, 
here are a few words as to what Tsukutte Fighter's about: Create a fighter 
(you're actually constructing a computer AI) by answering personality 
questions, enhance his/her abilities with various Cards, get new Cards 
from opponents in Street Battle mode (2 Cards per character) and Survival 
Battle mode (new Card after 3, 6, 9, and 12 wins), play against your 
fighter in Test Battle mode, and pit your fighter against others in Rival 
Battle mode...  Oh, one little "secret" I've found in Tsukutte Fighter... 
if you choose your character manually, you can actually select Dan or 
Gouki by pressing up or down (respectively) on the d-pad...

I.2  Versions of the Game this Document Covers

     This FAQ was written up for the PSX version of Pocket Fighter, but 
some (but not all) of the information (such as character moves, some of 
the codes, and probably the hidden challenger conditions as well...) does 
carry over to the SSat version.  And while some of the info herein does 
not (or cannot) apply to the arcade version of the game, a good amount of 
it actually does.  For example, the Dan and Gouki challenger conditions 
and the Morrigan extra win pose(s) have been confirmed on the arcade 
game... as have most of the unlisted moves and a good number of the manual 
Mighty Combo commands...

I.3  Note on Name Differences

     Between the Japanese and U.S. versions of this game, besides the 
title of the game (Pocket Fighter / Super Gem Fighter - mini mix), the 
names of three of the characters (Lei-Lei/Hsien-Ko, Tabasa/Tessa, and 
Gouki/Akuma) are also different.  Since this FAQ was written up from the 
J version of the game, for the sake of consistency, I'll be using the 
Japanese names for both the game and the characters when referring to them 
in this document...

I.4  Notation and Stuff

     Okay, in order to stave off any potential confusion, I thought I'd 
establish what standards of notation I'll be using in this document...

In denoting d-pad positions and movements, I'll be using the following 

   n   neutral              Here's a visual chart:
   u   up
   d   down                          u                      u
   f   forward                   ub     uf              uf     ub
   b   back                    b     n     f          f     n     b
   df  down-forward              db     df              df     db
   db  down-back                     d                      d
   uf  up-forward
   ub  up-back                (facing right)          (facing left)

Lowercase means a short movement/duration (or a tap), and uppercase means 
to hold it in that direction for a longer duration.

And here are some other items of notation which might be useful:

   P    Punch button
   K    Kick button
   S    Special button
   +    at the same time as
   ,    then
   /    or
   >=   greater than or equal to
   <=   less than or equal to

II. Hidden Characters

II.1  Gouki and Dan

     It's probably not necessary to mention this, but Gouki and Dan are 
"hidden" in the upper left and upper right (respectively) corners of the 
character select screen.  No special code is necessary to access them.
     Note that, as usual in Capcom games, Dan has some sort of handicap.  
In Pocket Fighter, just like in Puzzle Fighter, Dan's handicap is that his 
attacks will produce only red gems... which makes it a lot harder to build 
up his yellow and blue attacks (which are probably more useful)...

III. Hidden Challengers

Note: I'm pretty sure about most of the numbers below, but if anybody 
happens to find an inaccuracy (something repeatable and consistent), let 
me know, and I'll look into it...

III.1  Gouki

     In Arcade Battle mode, Gouki will appear as a hidden challenger 
before your 7th opponent, if you fulfill all of the following conditions 
without any continues or challengers:

       1) Don't lose a single round.
       2) Win at least 6 rounds with a Mighty Combo finish.
       3) For >=1 match, average time remaining must be >=80 (80000 pts).
       4) For >=1 match, average health remaining must be 128/144 (about
          90%) or higher (25600 pts).
       5) At the end of >=1 round, all your special moves must be at LV3,
          while your opponent's must all be at LV1.

Tips: Since your opponents generally get harder the later you encounter 
them, try to take care of conditions 3 and 4 during your first opponent; 
if you learn to time it right, you can "cheap" the CPU with repeated Guard 
Crushes...  For condition 5, remember that Guard Crushes can be used to 
reduce the level of your opponent's special moves...

III.2  Dan

     In Arcade Battle mode, Dan will appear as a hidden challenger before 
your 7th opponent, if you fulfill all of the following conditions without 
any continues or challengers:

       1) For >=4 consecutive matches, don't lose a single round.
       2) Win 5 or fewer rounds with a Mighty Combo finish.
       3) For >=3 matches, average time remaining must be >=60 (36000 pts).
       4) For >=3 matches, average health remaining must be 96/144 (about
          75%) or higher (19200 pts).
       5) At the end of >=1 round (that you win?), all of your special
          moves must be at LV1, while your opponent's must all be at LV3.

Tips: I usually try to fulfill conditions 1, 3, and 4 during the first 
four opponents, then try for condition 5 during the next two matches (if 
you've won every round in the first four matches, it's okay to lose a 
round during the fifth and/or sixth...).  For condition 5, remember that 
P+K+S (Mega Crush - requires at least 1 on your Mighty Combo meter (it'll 
rid you of your *entire* Mighty Combo meter, btw)), among its other 
effects, rids you of all your gems...

III.3  Both Dan and Gouki

     As it turns out, it's actually possible to get both Dan and Gouki (in 
that order) as hidden challengers (Arcade Battle mode) in the same game!  
Basically, you just have to use the Dan battle to complete the Gouki 
conditions, and Gouki will be your next opponent (CPU challenger).  The 
only mutually exclusive condition is condition 2 (which would necessitate 
that Dan be first), but all of the other Gouki conditions can be taken 
care of before the Dan battle.  Of course, in regards to condition 2, 
you'll have to have exactly 4 or 5 Mighty Combo Finishes previous to the 
Dan battle, or you won't be able (in a best of 3 match) to fulfill the 
condition for Gouki...
     Oh, and remember, even though the Dan conditions do not outright 
prohibit losing a round, the Gouki conditions do, so if you want to face 
both challengers, make sure not to lose a single round!

Tips: Try to fulfill both sets of conditions 3 and 4 during the first 3 
battles (try to fulfill Gouki's in the first match, if possible), then 
you'll have opponents 4-6 to fulfill condition 5 for both, and to 
accumulate a minimum of 4 (assuming settings are for a best of 3 match), 
but no more than 5 Mighty Combo Finishes.  If you've done all that, then 
during the Dan battle, all you'll have to do is simply complete Gouki's 
condition 2 by bringing the M.C. Finish total to 6 (or more)...  If you 
missed any of the other Gouki conditions before getting to Dan, you can 
also try to complete those during the Dan battle, of course... though in 
general, it's better to get things taken care of earlier, so...

IV. Unlisted Moves and Move Clarifications

     The following are moves that are not listed in the game manual, or 
listed moves whose details have been either clarified or expanded upon 
(these will be marked with a *)...
     In addition to unlisted special moves, I'll also be listing some 
moves which can hit low-blocking characters (which I guess is sort of 
     Oh, and I'll also be listing f+P and/or b+P for any character who has 
such a move, since having such a move would necessitate having to put the 
d-pad back to neutral (or back, for those without a b+P move) before 
starting a Flash Combo... which is important information to have, I think.

IV.0  All Characters:
 *Guard (b/db): You may also block while in the air (it looks like for
    air blocking, ub is also okay).  Also, unlike in most (all?) other
    Capcom fighting games, characters will take no "block damage" from
    blocking special moves or Supers (Mighty Combos)...!
 *Guard Crush: Each character has 3 Guard Crush (unblockable) attacks.
    Each Guard Crush will release different colored gems from the target,
    as follows:
        S: Red
      f+S: Yellow   (B+S (hit S while walking backwards) also works)
      d+S: Blue
    Holding down the S button will result in a stronger attack; at maximum
    strength, a Guard Crush which connects will not only release from an
    opponent *all* Gems of the appropriate color, but also release a
    chest...  A Guard Crush may be countered with b+S.
  Guard Cancel: (while blocking) f+S (uses 1 charge on Mighty Combo meter)
  Counter Crush: (while falling) P+K+S (req. >= 1 on Mighty Combo meter;
    uses *entire* meter (not just 1 charge); rids you of *all* gems)
  Easy Reversal: (while down) S repeatedly
  Rolling: (while down) hold f or b and press P or K or S repeatedly.
    S will roll the longest distance, P the shortest, and K somewhere in
  Aerial Throw: (in air, close) P+K
  Super Jump: d/df/db,u (uf and ub super jump in that direction)

IV.1  Ryu:
 *Hurricane Kick (d,db,b+K): This move may be done in the air.
  Downward Hook: f+P.  This move can hit twice.  This move will hit
    low-blocking characters.
  Quick Jab: b+P
  Arc Kick: f,f+K.  This move will hit low-blocking characters.

IV.2  Ken:
 *Hurricane Kick (d,db,b+K): This move may be done in the air.
 *Shinryuuken (b,d,db+S): Repeatedly hitting any button(s) will give you
    even more hits (24 max? (I've gotten up to 16, but I've actually seen
    the CPU do 24 hits...!)).
  Arc Kick: f,f+K.  This move will hit low-blocking characters.
  Axe Kick: f+K.  This move will hit low-blocking characters.

IV.3  Chun-Li:
  Spinning Bird Kick: b,db,d,df,f+K
  Heel Spike: (in air) d/df/db+K
  Wall Jump: (when jumping against a wall) f/uf (away from wall)
  Cheerleader Attack: f,f+K.  This move will hit low-blocking characters.

IV.4  Sakura:
 *Shunka-shuutou (b,db,d,df,f+K): After you connect, repeatedly hitting
    the K button will give you even more hits (6, 8, and 10 hits max for
    LV1-3, respectively).
 *Midare-harusame (f,d,df+S): You'll get a different Mighty Combo Finish
    white screen, depending upon whether Sakura is on the ground or in the
    air when she defeats her opponent.
  Downward Roundhouse: f+K.  This move will hit low-blocking characters.

IV.5  Morrigan:
 *Soul Fist (d,df,f+P): This move may be done in the air.
  Flying Dash: (while holding S) f,F or b,B
  Tail Spike: (in air) d/df/db+K.  If at the right distance and timed
    right, this move can hit more than once.
  Shoe Attack: f+P

IV.6  Lei-Lei:
 *Ankihou (Weapon Toss) (d,df,f+P): Holding down the P button will result
    in a stronger attack; at maximum strength, a projectile which connects
    will instantly dizzy the opponent...
 *Henkyouki (d,db,b+P): This move may be done in the air.  Each gong wave
    will cancel 1 level of a projectile attack (i.e. 3 gong waves are
    necessary to cancel a LV3 projectile).  Also, the gong itself will
    reflect any projectile attacks (even Mighty Combo projectiles!) that
    hit it, with the following exceptions/clarifications:
      Sakura - to reflect a LV2 or LV3 attack, you must do the Henkyouki
        in the air (the gong won't reflect if you're standing on the
        ground); this is probably more trouble than it's worth, especially
        for LV3, which seems really temperamental (I seem to have the best
        luck when the bottom of the gong is somewhere around the middle of
        the fireball)...
      Morrigan - aerial fireballs get reflected straight across...
      Lei-Lei - for LV3, only one of the projectiles can be reflected, so
        since the three are clustered close together, you'll probably get
        hit by one of the others if you try for a reflect...
      Ibuki - LV1 and LV2 can be reflected, but will be reflected
        diagonally downward (not across); since this is pretty hard to
        position/time correctly, and the projectile doesn't get reflected
        back at Ibuki anyway, it's probably not worth the trouble...
        I don't think Ibuki's LV3 or MC can be reflected (or if it is
        possible, it's probably even harder than the LV1 and LV2 to
        time/position properly...).
      Dan - his MC fireball cannot be reflected, but can be cancelled with
        only three gong waves...!
      Gouki - red fireball requires two gong waves to cancel; aerial
        fireballs will get reflected straight across; for a LV3 aerial
        fireball, only one of the two can be reflected; I'm not sure if an
        aerial MC fireball (even one of the two) can be reflected...
 *Tenraiha (f,df,d,db,b+S): You'll get a different Mighty Combo Finish
    white screen if you finish your opponent with the second part of this
    MC (spiked balls) instead of the first.
 *Rairaikyuu (d,df,f+S): This Mighty Combo can go through projectiles,
    MC projectiles, and Lei-Lei's Henkyouki.
  Teleport: (while holding S) f,F
  Aerial Dash: (in air) f,f or b,b
  Panda Chains: f+P

IV.7  Felicia:
 *Rolling Buckler (d,df,f+P): Hitting the P button again will send Felicia
    into an uppercut.  At LV3, hitting the P button repeatly after that
    will give you even more hits (6 hits max).
 *Sand Splash (d,df,f+K): This move can cancel projectiles.  LV1 will
    cancel 1 LV of projectile.  LV2 will cancel 3 LVs of projectile.  LV3
    will, if timed correctly, cancel even an entire MC projectile!
 *Delta Kick (f,d,df+K): After you connect, repeatly hitting the K button
    may give you even more hits (4/6/10 for LV1/2/3, if opponent doesn't
    start blocking after the initial hits).
 *Rolling Scratch (d,db,b+P): After connecting, hitting the P button
    repeatly will give you even more hits (5 hits max).
 *Spinning Pile Driver: (See notes for Zangief's SPD)
 *Crazy For You (f,df,d,db,b+S): The spacing of the (5) dancers will vary
    according to the distance Felicia is from the wall in front of her.
    The closer she is, the closer together the dancers will be, and the
    faster they will kick...
  Wall Jump: (when jumping against a wall) f/uf (away from wall)

IV.8  Tabasa:
 *Dragon Blow (d,df,f+P): This move can cancel projectiles (each LV
    cancels one LV of projectile).
 *Dragon Apocalypse (f,d,df+S): Hitting any button repeatedly after
    connecting will give you even more hits (12 max).
  Falling (Cat) Kick: (during a super jump) d/df/db+K

IV.9  Ibuki:
 *Hien (b,d,db): This move will hit low-blocking characters.
 *Tsumuji (d,db,b+K): You can kick up to three times by doing
    d,db,b+K,K,K.  Also, any of the kicks after the first one may be made
    a low kick (which will knock down your opponent if it's not blocked)
    by doing d/df/db+K instead.  Thus, you can do one of four combinations
    of three (Mid-level or Low) attacks: M M M, M M L, M L L, or M L M.

IV.10  Zangief:
 *Spinning Pile Driver: While the manual lists a specific 360 degree
    motion from f to d and all the way back around to f, it looks like all
    that's necessary is a 270 degree motion, which can start at f/b/u/d,
    and go in either direction (clockwise or counter-clockwise, regardless
    of which side you're on).  The easiest to do from the ground (without
    causing your character to jump) are probably "f,df,d,db,b,ub,u+P+K"
    and "b,db,d,df,f,uf,u+P+K"...
 *Double Lariat (P+S): You can move left or right by pressing the d-pad in
    either direction during this move.  Also, while doing this move,
    Zangief is temporarily immune to most fireball attacks (including
    Ryu's, Ken's, Chun-Li's (but not at LV3), Sakura's (but not at LV3)
    Morrigan's (but not aerial), Dan's, and Gouki's (normal and red, but
    not aerial)) and Mighty Combo fireball attacks (including Ryu's,
    Sakura's, Dan's, and Gouki's (but not aerial)).  Interestingly, this
    move also seems to grant him immunity to some other moves as well,
    including Lei-Lei's umbrella Mighty Combo... =/
 *Banishing Flat (f,d,df+P): This move can cancel projectiles (each LV
    cancels one LV of projectile).
 *Russian Beat (f,d,df+S): If you repeatedly, alternatingly (i.e. don't
    just hit the same button a whole bunch of times) hit buttons during
    this Mighty Combo (for example: P,K,P,K,...), you can get a couple
    extra hits (max 10 hits).
 *Final Atomic Buster: (see SPD (above) for S move d-pad notes)  Also,
    when executing this Mighty Combo manually (see Manual Mighty Combos
    section, below), it looks like all that's necessary is a 630 degree
    motion (rather than a 720), but I haven't tested this extensively,
    so...  Besides, it's a *lot* easier just using the S button (and a 270
    degree motion), so...
  Belly Flop: (in air) d/df/db+P
  Knee Attack: (in air) d/df/db+K
  Flying Knee Attack: f,f+K.  This move will hit low-blocking characters.

IV.11  Dan:
 *Junkokusatsu (f,df,d,db,b+S): This Mighty Combo uses 3 charges from the
    Mighty Combo meter.
 *Super Taunt: You can use any button assigned to taunt (not just the
    Select button) to do this Mighty Combo.
  Hisshou Buraiken: f,df,d,db,b,db,d,df,f+S.  This Mighty Combo uses 2
    charges from the Mighty Combo meter.  Note: This M.C. will only give
    you a "Mighty Combo Finish" white screen if the uppercut part of the
    M.C. finishes off the opponent; even without the white screen, though,
    the game will still credit you with a "Mighty Combo Finish"; alas,
    without the white screen, though, it won't count for the purposes of
    the CPU challenger conditions...
  Flying Knee Attack: f,f+K.  This move will hit low-blocking characters.

IV.12  Gouki:
 *Hurricane Kick (d,db,b+K): This move may be done in the air.
 *Shungokusatsu (f,df,d,db,b+S): This Mighty Combo uses 3 charges from the
    Mighty Combo meter.  Also, if this M.C. is done manually (P,P,f,K,S),
    you'll get to see the hits being made (but the gems will be tossed in
    both directions)...
  Short Teleport: f,d,df+K or b,d,db+K
  Long Teleport: f,d,df+P+S or b,d,db+P+S
  Red Fireball: f,df,d,db,b+P
  Falling Kick: (during a forward jump or forward super jump) d/db/df+K

V. Flash Combo Stuff

V.1  Basic Flash Combo Info

     Used properly, Flash Combos are one of the most useful (imho) tactics 
in the game.  All Flash Combos start with the P button (a standing P hit), 
and use the P and/or K buttons for a maximum of 4 attacks.
     Here is the basic Flash Combo tree, and a listing of all possible 
4-part Flash Combos:

                   P ----- P
                 /   \   /                 P P P P
               P       /                   P P P K
             /   \   /   \                 P P K P
           /       K ----- K               P P K K
           \       P ----- P               P K P P
             \   /   \   /                 P K P K
               K       /                   P K K P
                 \   /   \                 P K K K
                   K ----- K

     Experiment with Flash Combos in Training mode to figure out timing 
and usefulness (some FCs have longer pauses between moves than others).  
By becoming familiar with the various FCs, you can learn not only which 
ones are good for you to use (remember, you don't always have to do four 
hits...), but also how to take advantage of your opponent's FCs...

V.2  Special Hits (Character-specific info)

     There are four types of special attacks which appear in Flash Combos: 
low attacks, attacks that hit low-blocking characters, Guard Crushes, and 
throws/grabs.  Each character has a Flash Combo hit that does each of the 
above, with the following exceptions: Chun-Li has no Flash Combo low 
attack, and Dan has no low attack or low-blocker attack.
     Here follows a listing by character as to the location of each of 
these Flash Combo special hits.  I'll be using the following abbreviated 
Flash Combo chart, and the following notation:

            P P         L: Low attack
          P K K         H: Hits low-blocking character
        P               GC: Guard Crush (r/y/b = red/yellow/blue)
          K P P         TG: Throw/Grab
            K K

   Ryu       . .         Morrigan   . .         Ibuki     . .
           . L GCr                . L GCr               . L TG
         .                      .                     .
           . H TG                 . H TG                . H GCb
             . .                    . .                   . .

   Ken       . .         Lei-Lei    . .         Zangief   . .
           . L TG                 . H GCr               . L GCr
         .                      .                     .
           . H GCy                . L TG                . H TG
             . .                    . .                   . .

   Chun-Li   . .         Felicia    . .         Dan       . .
           . . TG                 . L GCy               . . GCr
         .                      .                     .
           . H GCr                . H TG                . . TG
             . .                    . .                   . .

   Sakura    . .         Tabasa     . .         Gouki     . .
           . L GCr                . L GCr               . H GCy
         .                      .                     .
           . H .                  . H TG                . L TG
             . TG                   . .                   . .

VI. More on Mighty Combos

VI.1  Special Mighty Combo Finish Screens

     For three of the Mighty Combos in the game, if you win a round with 
that Mighty Combo (i.e. Mighty Combo Finish), you'll get a special Mighty 
Combo Finish screen:

       Ibuki: Hayate (f,d,df+S)
       Dan: Junkokusatsu (f,df,d,db,b+S)
       Gouki: Shungokusatsu (f,df,d,db,b+S)

VI.2  Manual Mighty Combos, and MCF Screen Patterns

     Besides the normal commands (using the S button) listed in the manual 
for Mighty Combos, there are actually "manual" commands that do not 
require (with the exceptions of "P,P,f,K,S" and "P,S,K,K,u") the S button.  
btw, I'm listing these by the names given to them in the Japanese 
     Also, in the far right column, I'll be listing the Mighty Combo 
Finish white screen patterns you get for each Mighty Combo.  There are 
only 5 patterns in the PSX version of Pocket Fighter; I'll assign them 
numbers in the right column, as follows:

       1  horizontal lines
       2  vertical lines
       3  diagonal lines
       4  lines outward from bottom center
       5  wave, pointing right (Ibuki and Dan only)

   RYU        Shinkuu-hadouken               (d,df,f)x2 +P         1
              Boufuu-tatsumaki-sempuukyaku   (d,db,b)x2 +K         4
              Reppuu-jinraishou              P,P,f,K,S             4

   KEN        Shouryuu-reppa        d,df,f,d,df+P                  3 (uf)
              Shinryuuken           d,df,f,d,df+K                  2
              Shippuu-jinraikyaku   (d,db,b)x2 +K                  4

   CHUN-LI    Kikoushou           (d,df,f)x2 +P                    4
              Rinkaishou          f,df,d,db,b,db,d,df,f+P          1
              Hazan-hishoukyaku   d,df,f,d,df+K                    2
                                                     Taunt-finish: 4

   SAKURA     Shinkuu-hadouken   (d,df,f)x2 +P                     1
              Midare-harusame    d,df,f,d,df+K                     1/3 (uf)
              Haruranman         f,df,d,db,b,db,d,df,f+P           1
                                                     Taunt-finish: 4

   MORRIGAN   Darkness Illusion   P,P,f,K,S                        4
              Death Blade         d,df,f,d,df+P                    3 (uf)
              Parasite Tempest    (d,db,b)x2 +K                    4

   LEI-LEI    Tenraiha     P,S,K,K,u                               4/2
              Rairaikyuu   (d,df,f)x2 +K                           1
              Tenkaisan    d,df,f,d,df+P                           2

   FELICIA    Please Help Me   f,df,d,db,b,db,d,df,f+P             4
              Crazy For You    b,db,d,df,f,df,d,db,b+K             4
              Dancing Flash    d,df,f,d,df+P                       3 (uf)

   TABASA     Astron Cannon       (d,db,b)x2 +P                    1
              Untouchable Force   f,df,d,db,b,db,d,df,f+P+K        4
              Dragon Apocalypse   d,df,f,d,df+K                    3 (uf)

   IBUKI      Kasumi-suzaku   (d,df,f)x2 +P                        3 (df)
              Jiraiya         f,df,d,db,b,db,d,df,f+K              4
              Hayate          d,df,f,d,df+P                        5

   ZANGIEF    Russian Beat          d,df,f,d,df+K                  1
              Heavy Bite            (d,db,b)x2 +P+K                2
              Final Atomic Buster   (720 degree motion)+P+K        4

   DAN        Shinkuu-gadouken     (d,df,f)x2 +P                   1
              Oyaji-Blast          f,df,d,db,b,db,d,df,f+P         1
              Kouryuu-rekka        d,df,f,d,df+K                   3 (uf)
              Junkokusatsu         P,P,f,K,S                       5
              Chouhatsu-densetsu   (no manual command)            (n/a)
              Hisshou Buraiken     (manual command unknown)        2

   GOUKI      Messatsu-gouhadou      f,df,d,db,b,db,d,df,f+P       1
              Tenma-gouzankuu        (same, but in air)            3 (df)
              Messatsu-goushouryuu   d,df,f,d,df+P                 3 (uf)
              Shungokusatsu          P,P,f,K,S                     4

Note: If you execute Gouki's Shungokusatsu manually, you'll get to see the 
hits actually being made...

Screen pattern variations: Gouki's and Dan's LV3 MCFs have a kanji printed 
on the screen ("ten" (sky/heaven) and "chichi" (father), respectively).  
Zangief's Final Atomic Buster goes between blue and pink, instead of blue 
and white.

VII. Taunts, and Other Poses

VII.1  Taunts

     A. General info - Taunting is done with the, umm... taunt button.  A 
character may taunt his/her opponent a maximum of 16 times per match.  Oh, 
except for Dan, who may taunt as much as he wants (Dan can also charge his 
Mighty Combo meter by taunting...!).

     B. Varying taunts - Some characters have different taunts according 
to which direction the d-pad is being held.  However, even if a character 
has more than one taunt, the maximum number of taunts he/she may do per 
round still stays the same.  Here's a listing of which characters have 
more than one taunt:
       Ryu - 1: n/u/f/b/uf/ub+Taunt.  2: d/df/db+Taunt.
       Ken - 1: n/u/f/b/uf/ub+Taunt.  2: d/df/db+Taunt.
       Felicia - 1: n/d/u+Taunt.  2: f/b/df/db/uf/ub+Taunt.
       Dan - 1: n/u/f/b/uf/ub+Taunt.  2: d/df/db+Taunt.  3: (in air) Taunt
             (24 to charge M.C.)      (32 for M.C.)      (96 for M.C.)
     Also, some of the taunts have slightly different audio samples in 
mirror matches (same character on both sides).  These include taunts for 
Sakura, Lei-Lei (mallet), Felicia (T2), and Dan (T1,2).

     C. Damaging taunts - Sakura's taunt and Chun-Li's normal taunt will, 
if close enough to an opponent, cause 1 pixel of damage (this also charges 
the Mighty Combo meter a minimal amount, and releases a small gem) to 
     Interestingly, if you win a round with either of these taunts (i.e. 
whittle opponent down to exactly zero health, then hit him/her with the 
taunt), you'll get a Finish screen just like a Mighty Combo Finish (except 
that it's listed simply as "FINISH", rather than "MIGHTY COMBO FINISH").  
The screen pattern used (for both Sakura's and Chun-Li's taunt-finish) is, 
I think, the same one that's used for Chun-Li's Kikoushou finish...
     Even more interestingly, such a Taunt-finish will count as a Mighty 
Combo Finish, for the purposes of the CPU challenger conditions...!

     D. Cat toy taunt - Chun-Li uses a special taunt when facing either 
Felicia or Tabasa.  It's a cat toy (Tabasa's not a cat, but she uses a cat 
in some of her attacks).  The cat toy taunt causes no damage, and has the 
standard 16 uses...

VII.2  Rest Poses

     Some characters have special poses when resting (d-pad is held d, db, 
or df).  In most cases, this occurs during mirror matches (same character 
on both sides).  Here's a listing of rest poses:

     Ken vs. Ken - In addition to twitching his nose every once in a while 
(which he does normally), Ken will also blink every so often...
     Chun-Li vs. Chun-Li - If left undisturbed, Chun-Li will blink a 
couple times, close her eyes, then finally become bored or tired (or both) 
enough to begin napping...
     Sakura vs. Sakura - Sakura will blink every so often...
     Lei-Lei vs. Lei-Lei - Lei-Lei (and Lin-Lin) will blink every so 
     Felicia vs. anybody - Every so often, Felicia will scratch behind her 
ear...  For Felicia vs. Felicia, she blinks and twitches her ear a bit 
first, then scratches...
     Tabasa vs. Tabasa - The glow in her belt or sash (or whatever it is) 
will be visible, and Tabasa will blink twice every so often...
     Dan vs. Dan - That lock of hair will sway a bit, and every so often, 
he'll do that eyebrow thing...
     Gouki vs. Gouki - Gouki will actually blink once in a while...!  (I 
think this is the only place Gouki ever blinks...)

VII.3  Intro and Win Poses

     From what I've seen, it appears that every character has only 1 intro 
pose (what they do at the beginning of a match), except for Dan, who has 
two.  Note, however, that the CPU (in Arcade Battle mode and in Free 
Battle mode) will use different intro poses for Tabasa and Zangief...
     As far as win poses, every character has 2, except for Ryu (who has 
only 1), Morrigan (who has only 1), Dan (who has only 1), and Tabasa (who 
has 3).  In addition to these, Gouki also gets a special win pose for a 
Shungokusatsu Mighty Combo Finish... Ibuki has a third win pose she uses 
for non-match-winning rounds... and Morrigan actually has a special win 
pose, which is detailed below.
     I don't think there's any way to choose your win pose (or Dan's intro 
pose), but if anybody finds a method of doing so, do let me know... =)

VII.4  Morrigan Extra Win Pose

     Playing as Morrigan, if at the end of a match-winning round (previous 
rounds don't matter), you have full health ("Perfect" victory - grabbing 
food to bring health back up to max is okay, btw...), then by holding 
u+P+S+Taunt (before the win pose, obviously), you can get Morrigan to do a 
special win pose (it's that one where she sits in the air with her bats 
hovering around her).  Note that in a Morrigan vs. Morrigan battle, she 
will say something different than to everybody else...
     In the Arcade version of this game (and also the SSat version!), if 
you do this against Chun-Li, Sakura, or Dan, instead of getting the 
standard extra win pose, you'd get Morrigan copying her opponent's win 
pose (including the costume).  (For those of you who have seen/played 
Puzzle Fighter, these poses are just like the ones you see in one of the 
Intermission sequences...)  Unfortunately, in the PSX version of Pocket 
Fighter, against Chun-Li, Sakura, and Dan, Morrigan still does the 
standard extra pose.  So maybe these were taken out, or something... =/  
Ah well.

VIII. Miscellany

VIII.1  Codes and Stuff

     System reset - press SELECT+START (hold SELECT first) on the 1P 
controller to reset the game to the Capcom logo.  Don't worry... this 
doesn't reset your game settings/data (i.e. you won't have to reload your 
save file)...

     Free Battle Rematch - Hold L1 (on either controller) after a battle 
in Free Battle mode to play an immediate rematch (same characters, same 
costumes, same stage, same rules).  If you and your opponent aren't 
planning to change characters anyway, then you can save a lot of load time 
this way...

     Alternate Credits Music - In Arcade Battle mode, after finishing a 
game, hold the O button before the credits start, and the credits will 
start out with Felicia saying "Minna, arigato!" ("Thank you, everybody!"), 
then a longer variation of the opening theme will start playing.  This 
piece of music isn't long enough to last the entire credits sequence, 
however, so after it's done, the normal end credits music will start up...

VIII.2  Costume Colors

     Each character has four costume colors, which can be selected, when 
you choose your character, as follows:

       1: P button
       2: K button
       3: S button
       4: two of the above buttons at once (or SELECT button)

     Actually, this is not entirely accurate, since when selecting 
characters (and also when speeding up between-battle screens), the game 
doesn't take into account reassigned keys(!), if you've reassigned them 
from the default (I like assigning the triangle button as K, to make the 
setup feel a bit more like the arcade button setup...).  So, technically, 
the above should say [square], [X], and [O] for 1-3, respectively... but 
the above listing is how it should have been.  =)
     In Free Battle Mode (or Training Mode), if both sides choose the same 
character and costume, the side that chose first will get that costume, 
while the side that chose second will get the costume color one number 
higher (or costume 1, in the case of costume 4).

VIII.3  Items and Item Carriers

     Item Carriers are those guys on clouds you occasionally see drifting 
across the top area of the screen during a battle.  By hitting an item 
carrier with an attack (after which it will quickly leave the playing 
field), you can get it to release certain items which you (or your 
opponent) can then pick up.  There are five different types of item 
carriers, each releasing a different type of item:

   Name       description                               items released

   Son-Son    monkey                                    Gems
   Ton-Ton    pig                                       food
   Kappa      kappa (a green, kinda frog-like thing)    thrown items
   Sanzou     blonde guy (and horse)                    Rainbow Gems
   Kaminari   oni (a red, demon-like thing)             Big Items

     Be careful near the Kaminari, however, since if you touch it with a 
non-attack, it will electrically zap you for a bit of damage (kaminari = 
thunder).  Of course, the Kaminari does release some nice items (large 
food, large gems, large rainbow gems), so...

     As far as thrown items... there are seven types (fire, ice, stone, 
lightning, bomb, poison gas, and banana).  A character may carry up to 
three thrown items at a time (if your character is already carrying three, 
he/she cannot acquire any more (picking up new items will not replace old 
ones) unless he/she frees up a space by using one).  You can change the 
priority order of your items (the one slightly larger than the others is 
the one which will be thrown first) by pressing the Taunt button (each 
time you press the Taunt button, the order will move up by one space (1st 
becomes last, 2nd becomes first, 3rd becomes 2nd)).
     Tip: In order to keep from taunting (and thus standing there waiting 
to get hit by your opponent), you can switch the order of your thrown 
items by hitting the Taunt button in the air (during a jump).  Oh, you can 
also safely hit the Taunt button while doing another move, or recovering 
from getting hit...

     And in case anybody's interested, here's a list of the thrown items 
each character begins a match with:
         Ryu       lightning        Felicia  lightning
         Ken       fire             Tabasa   ice
         Chun-Li   ice              Ibuki    fire
         Sakura    banana           Zangief  stone
         Morrigan  bomb             Dan      banana
         Lei-Lei   bomb             Gouki    poison gas

VIII.4  Stages and Stage Assignments

     There are 8 stages (backgrounds) in the game (not counting Running 
Battle mode), which, in the order they're listed in Free Battle mode, I'll 
designate (these are not necessarily their proper names) as:
       Bar          Toy Store   Ski Resort                Jungle
       Ramen Shop   Study       Moonlight & Dark Castle   Castle Entry
     Since there are more characters (12) than there are stages (8), each 
character cannot be assigned a unique stage.  However, in Training Mode, 
each character does get assigned a specific stage (the 2P character will 
determine the stage, btw, regardless of which controller you're using...), 
as do characters in Arcade Mode player challenges (in which the stage is 
determined by the challenging character).  In case anybody's interested, 
here's the list of stage assignments used for both:

   Ryu        Study                    Felicia   Bar
   Ken        Castle Entry             Tabasa    Moonlight & Dark Castle
   Chun-Li    Jungle                   Ibuki     Toy Store
   Sakura     Jungle                   Zangief   Castle Entry
   Morrigan   Ramen Shop               Dan       Ramen Shop
   Lei-Lei    Ski Resort               Gouki     Moonlight & Dark Castle

     Oh, one interesting thing about the Study background is that if 
Felicia is involved in a battle on that stage, she won't be seen napping 
on the floor in the background (right side), and similarly, if Morrigan is 
involved in a battle on that stage, Lillith (who helps out in one of her 
Mighty Combos (Darkness Illusion)) won't be seen happily seated on a 
windowsill in the backgruond (left side)...

VIII.5  Arcade Battle Mode Character/Stage Order

     In Arcade Battle mode, the 8th (last) opponent and stage for each 
character are pre-assigned (they're always the same), as follows:

       RYU          Tabasa    Study
       KEN          Morrigan  Castle Entry
       CHUN-LI      Felicia   Jungle
       SAKURA       Ryu       Jungle
       MORRIGAN     Chun-Li   Ramen Shop
       LEI-LEI      Zangief   Ski Resort
       FELICIA      Ken       Bar
       TABASA       Lei-Lei   Moonlight & Dark Castle
       IBUKI        Sakura    Toy Store
       ZANGIEF      Felicia   Castle Entry
       DAN          Sakura    Ramen Shop
       GOUKI        Lei-Lei   Moonlight & Dark Castle

     With only a few exceptions (which will be detailed below), the first 
seven opponents and stages seem to be assigned randomly (no character or 
stage may appear more than once) from the remaining nine characters (Dan 
and Gouki will not appear, and no mirror matches will occur in the normal 
line-up) and seven stages.

     Exceptions to the 8 opponents, 8 stages rule:
       Felicia - Ski Resort appears twice; Toy Store is missing.
       Gouki - Ramen Shop appears twice; Jungle is missing.

     Exceptions to the random character assignment rule:
       Dan - Ken is always opponent 7 (sub-boss?).
       Gouki - Ryu is always opponent 7 (sub-boss?).

VIII.6  More Mirror Match Stuff

     Besides rest poses and taunt audio samples, there are actually a good 
number of other differences that occur during mirror matches.  I'm not 
going to bother listing them all (that's a whole lotta compilation work  
=) ), but here are a few examples:

   Sakura vs. Sakura - Intro audio sample is slightly different; missed
      Guard Crush counter (b+S) audio sample.
   Morrigan vs. Morrigan - Intro quote is different; in both of her win
      poses (normal and special), her hair is blowing a bit in the wind...
   Lei-Lei vs. Lei-Lei - Backwards walk is different.
   Tabasa vs. Tabasa - Backwards walk is different.
   Dan vs. Dan - Audio samples different in his Super Taunt, at least two
      of his Mighty Combos (besides the Super Taunt), and at least two of
      his Guard Crushes...
   Gouki vs. Gouki - Gouki doesn't glow black in his intro pose...

     There are a good deal more differences in various characters' mirror 
matches, so if such things interest or amuse you, keep your eyes (and 
ears) open during mirror matches...!

VIII.7  Running Battle Mode

     Well, I haven't actually found anything special hidden in Running 
Battle mode (I was originally hoping it'd reveal a secret character or 
something... ^^; ), but I thought I should at least say a few words about 
it, so...
     Running Battle mode is basically a timed, 12-character (Gouki is 
always last, but I think the rest are assigned randomly...) endurance 
match.  Ultimately, you're ranked by your time (how long it takes you to 
complete the Running Battle), so finding quick ways of eliminating 
opponents (timed right, repeated Guard Crushes work decently well for me; 
also, certain Flash Combos tend to work well against the CPU opponents...) 
is the best way of improving your rankings.
     Oh, as far as recovering health after a battle, your character will 
recover an amount of health determined by 1) how quickly you vanquished 
your opponent (bonus = 50 - number of whole seconds used), and 2) your gem 
count for each of your special moves.  At max level (LV3), each of your 
special moves will earn you 24 points, for a total of 72 points, if you've 
maxed out all three.  I think total health is 144 points, so even without 
a time bonus, 72 points would be a pretty nice recovery (50%) of health...
     One last note: For some reason, Running Battle mode must be played 
from the 1P controller...

VIII.8  Missing Stuff

     While the PSX version of Pocket Fighter is (imho) a pretty good 
adaptation of the arcade game, there are a few things in the arcade game 
which didn't seem make it to the PSX version.  I've yet to encounter the 
"knock your opponent around the world" dizziness scene in the PSX version, 
so it seems likely that this was left out (probably for reasons of PSX 
memory restrictions).  And as I've mentioned earlier in this document, the 
Dan, Sakura, and Chun-Li winning poses for Morrigan seem to be missing 
from the game as well...  Also, the "Hurry Up" message which I've seen 
appear in the arcade game at 30, 20, and 10 seconds remaining, doesn't 
seem to be in the PSX version...  Finally, the "triangle motif" MC Finish 
screen seems to be entirely missing; in its place, the pattern used for 
Zangief's Final Atomic Buster (which is unique to that MC in the arcade 
version) is used instead.  (note: the SSat version of the game does 
include all of these things, for those of you who were wondering...)
     Also, I've noticed that Lei-Lei's and Tabasa's mirror match specific 
backwards walks seem to be their standard backwards walks (i.e. against 
all opponents) in the arcade version.  Presumably, some of the other 
mirror match "extras" may also be things which have been restricted to 
mirror matches in the PSX version for reasons of memory conservation... =/
     And as far as things which (imho) would've been nice to have in a 
home version...  There doesn't seem to be a sound test or voice test 
option anywhere in the game...  And while an auto-save option hasn't been 
prevalent in previous Capcom releases, I did find it odd that there was no 
Auto-Load process (which I have seen in previous Capcom PSX releases) in 
effect for Pocket Fighter (so make sure to manually load your save file 
(but be careful not to save/write over it...!) each time you run the 
     Overall, though, I'm pretty happy with this home version of the game.  
Not that I wouldn't have been happier with some of the above things 
included as well, of course, but... =)

IX. Thanks and Stuff

Thanks to:
  Kao Megura, for pointing out the wall jump move clarification (f/uf), 
for answering some questions about the SSat version of the game, for 
mentioning Dan's LV2 Super to me, and for checking all (!) of the M.C. 
Finish screens on the SSat version for me...
  Mike Corbitt, for pointing out Dan's LV2 Super to Kao Megura...

The latest version of this file can be found at:
  Too Cute To Be a Puzzle Game