REAL BOUT SPECIAL: DOMINATED MIND
 System: Sony PlayStation
 Developer/Publisher: SNK (1998)

 Final Impact Guide
 By Kelvin Koh
 (July 9th '98)


Contents:
 1. Introduction
 2. Final Impact Guide




====================================================================
1. INTRODUCTION
====================================================================


   Real Bout Special: Dominated Mind (RBS:BM)is finally out for the
PlayStation!

  The PS version has a lot of features removed from it, such as the
twin plane fighting system, special moves, fancy combos, and lots of
frames of animation for the characters.

  However, SNK has added some new features exclusively for the PS
version. This includes a new character Alfred, movies, some new moves
for the older characters, the Quick Approach, and also, most attractive
of all, the Final Impacts.

   The Final Impact is something new to the Fatal Fury series. It is
actually very similar to the Super Cancels from those Capcom games that
we are all so familiar with.

   In RBS:DM, you can perform certain moves, and when they conncect,
you can cancel them midway into either a Super Move (S.Power) or a
Potential Super Move (P.Power).

   However, unlike the typical Capcom fighting game, you cannot
repeatedly cancel your Super Moves one after another.

   In this game, you are limited to canceling a move into either a
Super or a Potential Super, and it ends there. Furthermore, in RBS:DM,
the moves that you can use to start and end a Final Impact are all
fixed. This somewhat limits the player when it comes to performing the
respective character's Final Impact cancels.

   Furthermore, the way of canceling your moves in this game is very
different. In Capcom's fighting games, you can super cancel by doing
the motion for the move, then followed by the Super Move.

   However, in RBS:DM, Final Impacts are done by using "shortcut"
motions whereby you have to perform the commands for both moves for
your Final Impact in just one motion. Sounds pretty complicated, right?

   Hence, I have written this FAQ to help those who have problems
adjusting to this new system in the game, and to assist them in pulling
off the Final Impacts for each character. I hope you will find this FAQ
useful! ^_^





====================================================================
2. FINAL IMPACT GUIDE
====================================================================

   This guide will state the Final Impact Starters and Enders for each
character, so that you will know which moves can be used in a Final
Impact cancel. There is also a little explanation provided for some
Finals Impact where needed.

   Note that most of your Final Impacts will only work when you cancel
the move during the FIRST hit when it connects.
   Try using them in combos for plenty of hits, and major damage!



KEY LEGEND

Directions:
 F - Forward
 B - Back
 D - Down
 U - Up


Buttons:
 Cross Button - Punch (P)
 Circle Button - Kick (K)
 Square Button - Strong Attack (S)



*Note: This guide assumes that you already know the basics of the game
and the moves of the various characters.


---------------------------------------------------------------------
TERRY BOGARD 
---------------------------------------------------------------------


[Final Impact Starters]
Power Wave (D,DF,F + P/S)
Power Dunk (F,D,DF + K)
Quick Burn (F,D,DF + P)
Rising Tackle (D,charge,U + P)


[Final Impact Enders]
Triple Geyser (D,DF,F,D,DF,F + S)


---[FINAL IMPACT GUIDE]-----------------------------------------------



[Power Wave -> Triple Geyser]


Method 1:

 D,DF,F,D,DF,F + P (for Power Wave), then quickly press S (for Triple
Geyser)


Explanation: 
   The Triple Geyser and Power Wave commands are both done with just
one motion and 2 button presses, as the command for the Power Wave is
already within the motion for the Triple Geyser.
   Most of the other Final Impact cancels are also done in this way.



Method 2:

 D,DF,F + P (for Power Wave), then quickly perform D,DF,F + S (for
Triple Geyser)

Explanation: 
   The first Down-to-Forward motion for the Triple Geyser has already
been performed earlier for the Power Wave. So now, all you have to do
is to perform the second Down-to-Forward motion with the Strong Attack
button to complete the Double Fireball motion for the Triple Geyser.
 Most of the other Final Impact cancels are also done in this way.





[Power Dunk/Quick Burn -> Triple Geyser]

Method 1:
 D,DF,F,D,DF,F + K or P (for Power Dunk/Quick Burn), then quickly press S 
(for Triple Geyser)


Explanation: 
   The Power Dunk is now being executed by using a Double Fireball
Motion with the K Button. After the first hit of the Power Dunk/Quick
Burn connects, immediately press the Strong Attack Button for the
Triple Geyser.



Method 2:

 F,D,DF,F + K or P (for Power Dunk/Quick Burn), then quickly perform
D,DF,F + S (for Triple Geyser)


Explanation: 
   The first Down-to-Forward motion for the Triple Geyser has already
been performed earlier for the Power Dunk/ Quick Burn. So now, all you
have to do is to perform the second Down-to-Forward motion with the
Strong Attack button to complete the Double Fireball motion for the
Triple Geyser.




[Rising Tackle -> Triple Geyser]

  D,charge,DF,F,U + P (for Rising Tackle), then quickly D,DF,F + S 
(for Triple Geyser)


Explanation:
  Wow! This one is a real toughie to pull off! The first Down-to
Forward-to-Up motion is for performing the Rising Tackle, and at the
same time, it performs the first Down-to-Forward motion for the Triple
Geyser. After that, the Triple Geyser motion is completed with the
second Down-to-Forward motion at the end.



---------------------------------------------------------------------
ALFRED
---------------------------------------------------------------------


[Final Impact Starters]
Critical Wing (D,DB,B + P/S)
Mayday-Mayday (While jumping: D,DB,B + K, then press K repeatedly)


[Final Impact Enders]
Shock Stall (While jumping: D,DB,B + KS)
Wave Rider (D,DB,B,D,DB,B + S)




---[FINAL IMPACT GUIDE]-----------------------------------------------



[Critical Wing -> Wave Rider]


 Method 1:

 D,DB,B,D,DB,B + P (for Critical Wing), then quickly press S for (Wave
Rider)

Explanation: 
   Uses the same explanation as Terry's Final Impacts.
   This is simple to use and does a lot of damage when used it combos!



 Method 2:

 D,DB,B + P (for Critical Wing), then D,DB,B + S (for Wave Rider)


Explanation:
 Similar to Terry's [Power Wave -> Power Geyser], but in the opposite
direction.


[Mayday-Mayday -> Shock Stall]

 Jump, perform D,DB,B + K, then K (for Mayday-Mayday), then after first
or second hit, perform D,DB,B + KS (for Shock Stall)

Explanation:
   Nothing to explain here. This Final Impact cancel is quite simple to
perform. Just remember to try and jump as high as you can while
performing the Mayday-Mayday, and to perform the Shock Stall after the
first or second hit.




---------------------------------------------------------------------
ANDY BOGARD
---------------------------------------------------------------------


[Final Impact Starters]
Zan Ei Ken (DB,F + P/S)
Hi Sho Ken (D,DB,B + A)


[Final Impact Enders]
Zan Ei Reppa (D,DF,F,D,DF,F + S)



---[FINAL IMPACT GUIDE]-----------------------------------------------

   
[Zan Ei Ken -> Zan Ei Reppa]


Method 1:

  B,DB,D,DF,F + P (for Zan Ei Ken), then perform D,DF,F + S 
(for Zan Ei Reppa)


Explanation:
  The Zan Ei Ken's {DB,F + P} motion can be quite difficult to pull
off. However, it can also be simplified by performing a half-circle
forward motion. After that, you can finish the second Down-to-Forward
motion to complete the Zan Ei Reppa.


Method 2:

 {B,DB,D,DF,F} 2 times with P (for Zan Ei Ken), then quickly press S 
(for Zan Ei Reppa)


Explanaion:
  The Zan Ei Ken motion is incorporated into the double Half-Circle
Forward motion, and the motion for the Zan Ei Reppa is also completed
this way.



[Hi Sho Ken -> Zan Ei Reppa]

 Peform D,DF,F,D,DB,B + P (for Hi Sho Ken), then quickly perform D,DF,F
+ S (for Zan Ei Reppa)

Explanation:
  This one is quite complicated!
  The first Fireball (Down-to-Forward) motion is performed with the Zan
Ei Reppa in mind. However, mid-way, you quickly change the motion, and
do a Down-to-Back motion for the Hi Sho Ken. After the Hi Sho Ken is
performed, Andy will release his fireball. At this point, quickly
perform the second Fireball {Down-to-Forward} motion to complete your
Double Fireball motion to perform the Zan Ei Reppa.






---------------------------------------------------------------------
JOE HIGASHI
---------------------------------------------------------------------


[Final Impact Starters]
Hurricane Upper (B,DB,D,DF,F + P)
Tiger Kick (F,D,DF + K)


[Final Impact Enders]
Slide Screw (D,DF,F,D,DF,F + S)



---[FINAL IMPACT GUIDE]-----------------------------------------------


[Hurricane Upper -> Slide Screw]


Method 1:

 {B,DB,D,DF,F} 2 times with P (for Hurricane Upper), then quickly press
S (for Slide Screw)

Explanation:
  Similar as Terry's Final Impacts.


Method 2:

 B,DB,D,DF,F + P (for Hurricane Upper), then D,DF,F + S (for Slide
Screw)

Explanation:
  Similar to Andy's [Zan Ei Ken -> Zan Ei Reppa].



[Tiger Kick -> Slide Screw]


Method 1:

 D,DF,F,D,DF,F + K (for Tiger Kick), then quickly press S (for Slide Screw)


Method 2:

 F,D,DF,F + P (for Tiger Kick), then quickly perform D,DF,F + S 
(for Slide Screw)


Explanation:
  Both are similar to Terry's [Power Dunk -> Triple Geyser].



---------------------------------------------------------------------
MAI SHIRANUI
---------------------------------------------------------------------


[Final Impact Starters]
Ryu En Bu (D,DB,B + P)
Ka Cho Sen (D,DF,F + P/S)
Cho Hisatsu Shinobi Hachi (F,DB,F + KS)


[Final Impact Enders]
Leotard Hachi (F,DB,F + S)



---[FINAL IMPACT GUIDE]-----------------------------------------------


[Ryu En Bu -> Leotard Hachi]

  F,DF,D,DB,B + P (for Ryu En Bu), the quickly press F + S (for Leotard
Hachi)

Explanation:
   The Leotard Hachi is now performed more complicatedly with
{F,DF,D,DB,B,F + S}, as it has the Down-to-Back motion in this command
for the player to perform the Ryu En Bu.


[Ka Cho Sen -> Leotard Hachi]

   D,DF,F + P (for Ka Cho Sen), then DB,F + S (for Leotard Bachi)


Explanation;
   The last Forward command in the Ka Cho Sen is borrowed by the
Leotard Bachi {F,DB,F}.



[Cho Hisatsu Shinobi Hachi -> Leotard Hachi]

   F,DB,F + KS (for Cho Hisatsu Bachi), then quickly press S (for
Leotard Bachi)


Explanation:
   This one's quite simple. It's just performing the same motion for
both moves, and ending with 2 different button presses.



---------------------------------------------------------------------
GEESE HOWARD
---------------------------------------------------------------------


[Final Impact Starters]
Reppu Ken/Double Reppu Ken (D,DB,B + P/S)


[Final Impact Enders]
Raging Storm (DB,F,DF,D,DB,B,DF + KS)
Deadly Rave (D,DB,B,F + P,P,P,K,K,K,S,S,S, then D,DB,B + S)



---[FINAL IMPACT GUIDE]-----------------------------------------------


[Reppu Ken/Double Reppu Ken -> Raging Storm]

 DB,F,DF,D,DB,B + P/S (for Reppu Ken) then DF + KS (For Raging Storm) 

Explanation:
   The Down-to-Back command for the Reppu Ken is already present in the
Raging Storm's command, so all you have to do is to insert the Punch
Button for the Reppu Ken at where the Down-to-Back motion ends.



[Reppu Ken/Double Reppu Ken -> Deadly Rave]

   D,DB,B + P/S (for Reppu Ken), then F + P~ (for Deadly Rave)

Explanation:
   This one is quite easy to figure out. ^_^
   Chain all the hits of the Deadly Rave together for one big combo!




---------------------------------------------------------------------
SOKAKU MOCHIZUKI
---------------------------------------------------------------------


[Final Impact Starters]
Makibishi (D,DF,F + P)
Rai Jin Gu (F,D,DF + K)


[Final Impact Enders]
Bu Zan Dan (D,DF,F,D,DF,F + S)
 

---[FINAL IMPACT GUIDE]-----------------------------------------------


[Makibishi -> Bu Zan Dan]
 
Method 1:

  D,DF,F,D,DF,F + P (for Makibishi), then quickly press S (for Bu Zan Dan)


Method 2:

 D,DF,F + P (for Makibishi), then D,DF,F + S (for Bu Zan Dan)


Explanation:
   Similar to Terry's [Power Wave -> Triple Geyser].



[Rai Jin Gu -> Bu Zan Dan]


Method 1:

 F,D,DF,F,D,DF,F + P (for Rai Jin Gu), then quickly press S (for Bu Zan Dan)

Method 2:

  F,D,DF,F + P (for Rai Jin Gu), then D,DF,F + S (for Bu Zan Dan)


Explanation:
   Similar to Terry's [Power Dunk -> Triple Geyser].






---------------------------------------------------------------------
BOB WILSON
---------------------------------------------------------------------


[Final Impact Starters]
Hedgehog (D,DB,B + P)
Rolling Turtle (D,DB,B + K)
Bison Horn (D,charge,U + S)



[Final Impact Enders]
Mad Wolf Spin (D,DB,B,D,DB,B + S repeatedly)



---[FINAL IMPACT GUIDE]-----------------------------------------------



[Hedgehog/Rolling Turtle -> Mad Wolf Spin]

Method 1:

  D,DB,B,D,DB,B + P/K (for Hedgehog/R.Turtle), then quickly press S
(for Mad Wolf Spin)


Method 2:

 D,DB,B + P/K (for Hedgehog/R.Turtle), then D,DB,B + S (for Mad Wolf
Spin)


Explanation:
   Similar to Alfred's [Critical Wing -> Wave Rider].



[Bison Horn -> Mad Wolf Spin]


 D,charge,DB,B,U + S (for Bison Horn), then quickly D,DB,B + S (for Mad
Wolf Spin)


Explanation:
   Similar to Terry's [Rising Tackle -> Triple Geyser], but in the 
pposite direction.



---------------------------------------------------------------------
HON FU
---------------------------------------------------------------------


[Final Impact Starters]
Sei Ku Rekka Kon (F,D,DF + P/S)
Den Kou Sekka no Chi (DB,charge,F + K)



[Final Impact Enders]
Cadenza no Arashi (D,DF,F,D,DF,F + S)


---[FINAL IMPACT GUIDE]-----------------------------------------------


[Sei Ku Rekka Kon -> Cadenza no Arashi]

Method 1:

 D,DF,F,D,DF,F + P/S (for Sei Ku Rekka Kon), then quickly press S (for
Cadenza no Arashi)


Method 2:

 F,D,DF,F + P/S (for Sei Ku Rekka Kon), then quickly perform D,DF,F + S
 (for Cadenza no Arashi)


Explanation:
   Similar to Terry's [Power Dunk -> Triple Geyser].




[Den Kou Sekka no Chi -> Cadenza no Arashi]

 DB,charge,D,DF,F + K (for Den Kou Sekka no Chi), then perform D,DF,F +
S (for Cadenza no Arashi)

Explanation:
   Quite similar to Andy's [Zan Ei Ken -> Zan Ei Reppa].




---------------------------------------------------------------------
BLUE MARY
---------------------------------------------------------------------


[Final Impact Starters]
Vertical Arrow -> M. Snatcher -> Face Lock
(F,D,DF + K -> F,D,DF + K -> DB,F +S)


[Final Impact Enders]
Mary Dynamite Swing (D,DF,F,D,DF,F + S)


---[FINAL IMPACT GUIDE]-----------------------------------------------


[Face Lock -> Mary Dynamite Swing]


 F,D,DF + K, followed by F,D,DF + K, followed by DB,D,DF,F + S (for
Face Lock), then D,DF,F + S (for Mary Dynamite Swing)

Explanation:
   Mary's Final Impact can only be done via this long chain.




---------------------------------------------------------------------
FRANCO BASH
---------------------------------------------------------------------


[Final Impact Starters]
Double Kong (D,DB,B + P)
Zapper (D,DF,F + P)


[Final Impact Enders]
Armageddon Buster (D,DB,B,D,DB,B + S)


---[FINAL IMPACT GUIDE]-----------------------------------------------


[Double Kong -> Armageddon Buster]


Method 1:

  D,DB,B,D,DB,B + P (for Double Kong), then quickly press S (for
Armageddon Buster)


Method 2:

 D,DB,B + P (for Double Kong), then D,DB,B + S (for Armageddon Buster)


Explanation:
   Similar to Alfred's [Critical Wing -> Wave Rider].



[Zapper -> Armageddon Buster]


Peform D,DB,B,D,DF,F + P (for Zapper), then quickly perform D,DB,B + S
(for Armageddon Buster)

Explanation:
   Quite complicatd. Similar to Andy's [Hi Sho Ken -> Zan Ei Reppa],
but in the opposite direction.





---------------------------------------------------------------------
RYUJI YAMAZAKI
---------------------------------------------------------------------


[Final Impact Starters]
Judgement Dagger (F,DB,F + P)


[Final Impact Enders]
Drill (D-pad 360 degrees + S)




---[FINAL IMPACT GUIDE]-----------------------------------------------


[Judgement Dagger -> Drill]

   F,B,DB,D,DF,F + P (for Judgement Dagger), then continue with UF,U +
S (for Drill)

Explanation:
   The Drill can also be done with a three-quarter circle motion (270
degrees), instead of having to perform the full 360. Here, we perform
the Drill using one full Back-to-Down-to-Forward-to-Up motion. The
Final Impact is done first with a Forward for the Dagger's command. The
rest of its command (DB and F) are found in the 270 motion.





---------------------------------------------------------------------
JIN CHONSHU
---------------------------------------------------------------------


[Final Impact Starters]
TeiOh Tengan Ken (D,DF,F + P/S)
TeiOh Tenji Ken (F,D,DF + P/S)


[Final Impact Enders]
TeiOh Syuku Myo Ken (D,DF,F,D,DF,F + S)



---[FINAL IMPACT GUIDE]-----------------------------------------------


[TeiOh Tengan Ken -> TeiOh Myuku Kyo Ken]


Method 1:

 D,DF,F,D,DF,F + P/S (for TeiOh Tengan Ken), then quickly press S (for
TeiOh Syuku Myo Ken)



Method 2:

 D,DF,F + P/S (for TeiOh Tengan Ken), then quickly perform D,DF,F + S
(for TeiOh Syuku Myo Ken)


Explanation:
   Similar to Terry's [Power Wave -> Triple Geyser].




[TeiOh Tenji Ken -> TeiOh Syuku Myo Ken]

 Method 1:

 D,DF,F,D,DF,F + P/S (for TeiOh Tenji Ken), then quickly press S (for
TeiOh Syuku Myo Ken)


Method 2:

 F,D,DF,F + P/S (for TeiOh Tenji Ken), then quickly perform D,DF,F + S
(for TeiOh Syuku Myo Ken)


Explanation:
   Similar to Terry's [Power Dunk -> Triple Geyser].





---------------------------------------------------------------------
JIN CHONREI
---------------------------------------------------------------------


[Final Impact Starters]
TeiOh Tengan Ken (D,DF,F + P/S)
TeiOh Tenji Ken (F,D,DF + P/S)


[Final Impact Enders]
TeiOh Syuku Myo Ken (D,DF,F,D,DF,F + KS. Hold KS to charge.)



The manual also implies that his Shin Soku Ken (F,F + P) can also be
used to start his Final Impact, but I have yet to get it to work. If
anyone figures this one out, please inform me! ^_^


---[FINAL IMPACT GUIDE]-----------------------------------------------


[TeiOh Tengan Ken -> TeiOh Myuku Kyo Ken]


Method 1:

 D,DF,F,D,DF,F + P/S (for TeiOh Tengan Ken), then quickly press KS (for
TeiOh Syuku Myo Ken)



Method 2:

 D,DF,F + P/S (for TeiOh Tengan Ken), then quickly perform D,DF,F + KS
(for TeiOh Syuku Myo Ken)


Explanation:
   Exactly the same as Chonshu's Final Impact.



[TeiOh Tenji Ken -> TeiOh Syuku Myo Ken]

 Method 1:

 D,DF,F,D,DF,F + P/S (for TeiOh Tenji Ken), then quickly press KS (for
TeiOh Syuku Myo Ken)


Method 2:

 F,D,DF,F + P/S (for TeiOh Tenji Ken), then quickly perform D,DF,F + KS
(for TeiOh Syuku Myo Ken)


Explanation:
 Exactly the same as Chonshu's Final Impact.



---------------------------------------------------------------------
DUCK KING
---------------------------------------------------------------------


[Final Impact Starters]
Head Spin Attack (D,DF,F + P/S)
Neo Break Storm (F,D,DF + K)
Dancing Dive (D,DB,B + K)
Beat Rush (F,B,F + S)


[Final Impact Enders]
(After Duck Dance)
Rolling Punisher (B, charge, F,B,F + KS)
Dancing Caliber (D,DB,B,D,DB,B + KS)
Break Hurricane (D,DF,F,D,DF,F + KS)

   The manual does not list the moves for his Final Impact Enders!
   However, his Final Impact Enders are actually his secret moves,
which can only be done after he has been powered up with the Duck Dance
(D,D + all 3 Buttons). After his is powered up, Duck can perform these
secret moves unlimitedly until the power bar is depleted.
   One of the secret moves not mentioned here is his Diving Punisher
(Jump, F,DF,D + KS), as it cannot be used in a Final Impact.


---[FINAL IMPACT GUIDE]-----------------------------------------------


[Head Spin Attack -> Break Hurricane]

Method 1:

 D,DF,F,D,DF,F + P (for Head Spin Attack), then quickly press KS (for
Break Hurricane)

Method 2:

 D,DF,F + P (for Head Spin Attack), then quickly perform D,DF,F + KS 
(for Break Hurricane)




[Neo Break Storm -> Break Hurricane]


Method 1:
 D,DF,F,D,DF,F + K (for Neo Break Storm), then quickly press KS (for
Break Hurricane)


Method 2:

 F,D,DF,F + K (for Neo Break Storm), then quickly perform D,DF,F + KS
(for Break Hurricane)



[Dancing Dive -> Dancing Caliber]


Method 1:

 D,DB,B,D,DB,B + K (for Dancing Dive), then quickly press KS (for
Dancing Caliber)


Method 2:

 D,DB,B + K (for Dancing Dive), then D,DB,B + KS (for Dancing Caliber)



[Beat Rush -> Rolling Punisher]

 DB, charge, F,B,F + S (for Beat Rush), then press KS (for Rolling
Punisher)




---------------------------------------------------------------------
KIM KAPHWAN
---------------------------------------------------------------------


[Final Impact Starters]
Hi Sho Kyaku (Jump, D + K)


[Final Impact Enders]
Ho Oh Ten Bu Kyaku (Jump, D,DF,F + S)


---[FINAL IMPACT GUIDE]-----------------------------------------------


[Hi Sho Kyaku -> Ho Oh Ten Bu Kyaku]

   Jump, D + K (for Hi Sho Kyaku), DF,F + S (for Ho Oh Ten Bu Kyaku)

Explanation:
  This one's quite easy. I don't think any explanation is needed! ^_^




---------------------------------------------------------------------
CHENG SINZAN
---------------------------------------------------------------------


[Final Impact Starters]
Ki Rai Hou (D,DF,F + P)
Baku Rai Hou (DB, charge, D,DF,F + KS)


[Final Impact Enders]
Tenchi Bujin Hou (D,DF,F,D,DF,F + S)


---[FINAL IMPACT GUIDE]-----------------------------------------------


[Ki Rai Hou -> Tenchi Bujin Hou]

 Method 1:

 D,DF,F,D,DF,F + P (for Ki Rai Hou), then quickly press S (for Tenchi
Bujin Hou)



Method 2:

 D,DF,F + P (for Ki Rai Hou), then quickly perform D,DF,F + S (for
Tenchi Bujin Hou)



[Baku Rai Hou -> Tenchi Bujin Hou]

  DB,charge,D,DF,F + KS (for Baku Rai Hou), then perform D,DF,F + S
(for Tenchi Bujin Hou)



---------------------------------------------------------------------
TUNG FU RUE
---------------------------------------------------------------------


[Final Impact Starters]
Re Sen Kyaku (F,D,DF + K)
Big Energy Wave (DB,charge,F + S)
Fury Fireball (D,DF,F + P)


[Final Impact Enders]
Geki Hou (D,DF,F,D,DF,F + S)


---[FINAL IMPACT GUIDE]-----------------------------------------------


[Re Sen Kyaku -> Geki Hou]

Method 1:
 D,DF,F,D,DF,F + K (for Re Sen Kyaku), then quickly press S (for Geki
Hou)

Method 2:

 F,D,DF,F + K (for Re Sen Kyaku), then quickly perform D,DF,F + KS (for
Geki Hou)




[Big Energy Wave -> Geki Hou]

DB,charge,D,DF,F + S (for Big Energy Wave), then perform D,DF,F + S
(for Geki Hou)




[Fury Fireball -> Geki Hou]


Method 1:
 D,DF,F,D,DF,F + P (for Fury Fireball), then quickly press S (for Geki
Hou)

Method 2:

 D,DF,F + P (for Fury Fireball), then quickly perform D,DF,F + KS (for
Geki Hou)


   

---------------------------------------------------------------------
LAURENCE BLOOD
---------------------------------------------------------------------


[Final Impact Starters]
Bloody Saber (B,DB,D,DF,F + P/S)
Bloody Slash (D,DF,F,D,DF,F + KS)


[Final Impact Enders]
Final Death Bloody (D,DF,F,D,DF,F + S)


---[FINAL IMPACT GUIDE]-----------------------------------------------


[Bloody Saber -> Final Death Bloody]

Method 1:

 {B,DB,D,DF,F} 2 times with P (for Bloody Saber), then quickly press S
(for Final Death Bloody)



Method 2:

 B,DB,D,DF,F + P/S (for Bloody Saber), then quickly perform D,DF,F + S 
(for Final Death Bloody)


Explanation:
   Similar to Joe's [Hurricane Upper -> Slide Screw].



[Bloody Slash -> Final Death Bloody]

 {D,DF,F,D,DF,F} twice + KS (for Bloody Slash), then press S (for Final
Death Bloody)


Explanation:
 This one's quite simple. It's just performing the same motion for both
moves, and ending with 2 different button presses.
   


---------------------------------------------------------------------
WOLFGANG KRAUSER
---------------------------------------------------------------------


[Final Impact Starters]
Blitz Ball (D,DB,B + P/S)


[Final Impact Enders]
Kaiser Wave (B, charge, UF + KS)


---[FINAL IMPACT GUIDE]-----------------------------------------------

[Blitz Ball -> Kaiser Wave]

   D,DB,B + P/S (for Blitz Ball), and continue to hold back for about 2
to 3 counts before pressing UF + KS (for Kaiser Wave)

Explanation:
   The Blitz Ball does not have to connect in order to execute this
Final Impact.
   The timing is a bit tricky. You have to finish performing the Kaiser
Wave before the Blitz Ball goes too far out.



---------------------------------------------------------------------
BILLY KANE
---------------------------------------------------------------------


[Final Impact Starters]
San Setsu Kon (B, charge, F + P)
Dragon Flame (D,DB,B + K)


[Final Impact Enders]
Cho Ka En Senpu Kon (D,DF,F,D,DF,F + KS)


---[FINAL IMPACT GUIDE]-----------------------------------------------


[San Setsu Kon -> Cho Ka En Senpu Kon]

DB,charge,D,DF,F + P (for San Setsu Kon), then perform D,DF,F + S (for
Cho Ka En Senpu Kon)

Explanation:
   Here, the San Setsu Kon is charged while ducking (DB, charge, F + P) 
   Similar to Hon Fu's [Den Kou Sekka no Chi -> Cadenza no Arashi].




[Dragon Flame -> Cho Ka En Senpu Kon]

 Peform D,DF,F,D,DB,B + K (for Dragon Flame), then quickly perform
D,DF,F + S (for Cho Ka En Senpu Kon)

Explanation:
   Similar to Andy's [Hi Sho Ken -> Zan Ei Reppa].




============================[THE END]=================================
   


    Thanks for reading!  ^_^
    If anyone has any comments, information, or if you have found a
mistake, please feel free to e-mail me. Also, if you intend to
post my FAQ, please inform me first.


This FAQ was created by Kelvin Koh.
   E-mail: kelkwl@mbox4.singnet.com.sg
   Come visit my page at
   http://www.geocities.com/Tokyo/Shrine/2884/index.htm



   Copyright 1998 by Kelvin Koh. All rights reserved. (July 9th '98)