POCKET FIGHTER FAQ v0.3
by Chris MacDonald
for the Sega Saturn (import)

 Unpublished work Copyright 1998-2001 Chris MacDonald

 This document is protected by US Copyright Law, and the Berne Copyright
 Convention of 1976.  It is for private and personal use only--it cannot
 be reprinted in part or in whole, or reproduced in any way or in any
 form (written or otherwise).  It is a free document that cannot be used
 in any sort of commercial transaction, including selling it or giving
 it away as a gift.  This FAQ cannot be referenced, altered, or used by
 anybody (including webmasters, publishers, and magazine staff) without
 my express written permission.  This FAQ was created and is owned by
 me, Chris MacDonald <kmegura (at) yahoo (dot) com>.  It can be found
 exclusively at (www.GameFAQs.com).  All copyrights and trademarks are
 acknowledged and respected that are not specifically mentioned herein.

 I expressly forbid the following publishers/publications from using this
 FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
 Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
 PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
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 law.

The Street Fighter game series and all other game elements / characters
mentioned in this FAQ are (c) Capcom of Japan.


=================
TABLE OF CONTENTS
=================

 1.  HOW TO PLAY
 2.  CHARACTER MOVE LIST
       - Chun-Li
       - Dan Hibiki
       - Felicia
       - Gouki
       - Ibuki
       - Ken
       - Lei-Lei
       - Morrigan
       - Ryu
       - Sakura Kasugano
       - Tabasa
       - Zangief
 3.  THE GAME ENGINE
       - Types of Attacks
       - Mighty Combo Gauge
       - The Gem System
       - Guard Crush System
       - Normal Combos / Flash Combos
       - Getting Items During a Round
 4.  SECRETS AND TRICKS
 5.  MISCELLANEOUS


=========================================================================
 1.  HOW TO PLAY
=========================================================================

 Your controls are as follows:

  ub  u  uf      Jump Up-Back            Jump Up         Jump Up-Forward
    \ | /
 b -- n -- f     Walk Back / Guard       Neutral         Walk Forward
    / | \
  db  d  df      Defensive Crouch        Crouch          Offensive Crouch


 The button setup is pretty simple:

 P   K   S       Punch               Kick                Special


 Abbreviations used in this FAQ:

  qcf - d,df,f        hcf - b,db,d,df,f        360 - f,df,d,db,b,ub,u,f
  qcb - d,db,b        hcb - f,df,d,db,b        720 - 360 (x2)

  (air) - the move can be done on the ground or while jumping
  x~x   - all possible ranges are allowed (for example, ub through uf,
          or P through S)


 Basic abilities available to all characters are listed below:

 GUARD ABILITIES
  Guard                         Hold b / db  (air)
  Guard Cancel                  While guarding, f + S
  Guard Crush                   Hold and release S  (or, d / f + S)
  Guard Return                  b + S against a Guard Crush

  - The Guard Return is a counterattack technique that only works
    against a Guard Crush.
  - You need one level of Mighty Combo Gauge energy to use the Guard
    Cancel (which is really nothing more than a counterattack to use
    while blocking).


 MOVEMENT
  Dash                          f,f / f,f (hold second f to run)
  Backstep                      b,b
  Dash Attack                   Dash or Run + P / K
  High Jump                     Tap db~df,ub~uf

  - Any move that you can do during a normal jump can be done during
    a Super Jump.


 THROWS
  Throw / Grabbing Throw        b / f + (P+K) when close
  Air Throw                     Press (P+K) when close  (air)
  Strong Throw                  hcb or hcf + (P+K) when close
  Special Throw                 hcb or hcf + (P+K) when close

  - Special Throws inflict more damage than normal throws.
  - Strong Throws cannot be escaped out of, and you can hold (P+K)
    to increase the damage done.  Note that the motion for a special
    throw or strong throw varies depending on who you're using.


 SPECIAL ATTACKS
  Mega Crush                    Press (P+K+S) at Level 1  (air)
  Item Ball Attack              With an item, (K+S) / db~df + (K+S)
  Oiuchi (Follow-Up Attack)     Knock your enemy down, u + P / K

  - The Mega Crush requires 1 Level of Mighty Combo Gauge energy and
    1 Level of Gem Gauge energy (any color).  If you have more than
    what's necessary, it drains all of that too (yes, everything!)
    However, a Mega Crush causes plenty of damage, and if you're fast,
    you can always pick up the Gems you release.
  - After you pick up an item ball, you can throw it at your enemy by
    pressing (K+S).  Try using various directions to alter the angle
    at which you throw / roll the ball.
  - The Oiuchi can be used when your opponent is on the floor, usually
    after a throw or knockdown attack.  It's basically a way of getting
    in a free hit.


 REVERSALS
  Throw Escape                  Press (P+K) the moment you are thrown
  Down Escape                   When reversed, b / f + P~S
  Easy Reversal                 When reversed, tap S repeatedly
  Ukemi (Tumble)                Press (P+K) when reversed in air
  Counter Crush                 Use Mega Crash when reversed in air

  - The Throw Escape works against normal and special throws, but not
    command throws (like Zangief's Screw Piledriver), or Strong Throws.
  - You can use the Down Escape to roll left or right when you're
    knocked to the floor.
  - The Easy Reversal makes you get off the ground with a special
    move when you're knocked to the floor (you can also do this
    manually if you want).
  - The Ukemi ability makes you flip up in the air and flash when you've
    been knocked up into the sky.  It's helpful when you don't want to
    get juggled, since you can attack right after you use the Ukemi.
  - The Counter Crush is simply a powerful version of the normal wall
    rebound that has the same requirements (and penalties) as the Mega
    Crush.

 A note on the modes of play:

   ARCADE BATTLE is the standard arcade-style battle against 8 foes.

   FREE BATTLE is your standard Versus Mode for two-player battles.

   RUNNING BATTLE is a Survival-type mode where you fight all the other
   characters using only one Life Gauge, although you can refill it by
   getting lots of Gems and beating your enemy in as short a time as
   possible.

   TRAINING allows you to fight a non-attacking opponent to improve
   your skills.  You can also fight 1P or 2P battles in this mode.


=========================================================================
 2.  CHARACTER MOVE LIST
=========================================================================

 Characters are listed alphabetically:

 ------------------------------------------------------------------------
 CHUN-LI
 ------------------------------------------------------------------------

  LEVEL UP DEADLY TECHNIQUES:
    Kikou Ken                      hcf + P
    Hishou Kyaku                   f,d,df + K
    Hyakuretsu Kyaku               Tap K rapidly

  NON-LEVEL UP DEADLY TECHNIQUES:
    Spinning Bird Kick             hcf + K

  SPECIAL TECHNIQUES:
    Yousou Kyaku                   Jump, db~df + K
    Sankaku Tobi                   Jump against a wall, press f
    (forward kick)                 f + K
    (upward kick)                  df + P
    (roundhouse kick)              df + K

  MIGHTY COMBOS:
    Kikou Shou                     qcf,qcf + P
    Rinkaishou                     hcb,hcf + P
    Hazan Hishou Kyaku             qcf,d,df + K


 ------------------------------------------------------------------------
 DAN HIBIKI
 ------------------------------------------------------------------------

  LEVEL UP DEADLY TECHNIQUES:
    Gadou Ken                      qcf + P
    Kouryuu Ken                    f,d,df + P
    Dankuu Kyaku                   qcb + K

  SPECIAL TECHNIQUES:
    (uppercut)                     df + P
    (front kick)                   df + K

  MIGHTY COMBOS:
    Shinkuu Gadou Ken              qcf,qcf + P
    Kouryuu Rekka                  qcf,d,df + K
    Oyaji Blast                    qcb,hcf + P
    Hisshou Burai Ken              hcb,hcf + S  (at Level 2)
    Jun Koku Satsu                 P,P,f,K,S  (at Level 3)
    Chouhatsu Densetsu             qcf,qcf + Chouhatsu

  - Dan may flash during the Kouryuu Ken (a 1-in-8 chance), but it
    doesn't actually do anything (it makes him invincible in the other
    SF games, but not in this one).
  - Remember Dan's pathetic weakness in SPFIIT?  Think he's lost that
    hinderance?  Of course not, he's Dan!  No matter what attack you
    make with him, you'll only earn Red Power Gems.  Sure, getting a
    Level 3 Gadouken quickly is a nice plus, but it'll be a lot harder
    improving your other two Deadly Techniques!


 ------------------------------------------------------------------------
 FELICIA
 ------------------------------------------------------------------------

  LEVEL UP DEADLY TECHNIQUES:
    Sand Splash                    qcf + K
    Rolling Buckler                qcf + P,P
    Delta Kick                     f,d,df + K, tap K rapidly

  NON-LEVEL UP DEADLY TECHNIQUES:
    Rolling Scratch                qcb + P, tap P rapidly
    Hysteric Star                  Tap P rapidly
    Gamo Screw                     Rotate 360 + (P+K)

  SPECIAL TECHNIQUES:
    Sankaku Tobi                   Jump against a wall, press f
    (upper kick)                   df + P
    (toe kick)                     df + K

  MIGHTY COMBOS:
    Please Help Me                 hcb,hcf + P
    Crazy For You                  hcf,hcb + K
    Dancing Flash                  qcf,d,df + P

  - Felicia has two special throws (hcf / hcb + (P+K)).  Interestingly
    enough, she can power up her Gamo Screw just like a Strong Throw,
    though (hold (P+K)).


 ------------------------------------------------------------------------
 GOUKI
 ------------------------------------------------------------------------

  LEVEL UP DEADLY TECHNIQUES:
    Gou Hadou Ken                  qcf + P
    Zankuu Hadou Ken               Jump, qcf + P
    Gou Shouryuu Ken               f,d,df + P
    Tatsumaki Zankuu Kyaku         qcb + K  (air)

  NON-LEVEL UP DEADLY TECHNIQUES:
    Shakunetsu Hadou Ken           hcb + P
    Ashura Senku                   b,d,db / f,d,df + (P+S) / K
    Hyakki Shuu                    qcf,uf + P
    Hyakki Gou Zan                 Do nothing after Hyakki Shuu
    Hyakki Gou Shou                Press P after Hyakki Shuu
    Hyakki Gou Sen                 Press K after Hyakki Shuu
    Hyakki Gou Sai                 Press P after Hyakki Shuu when close
    Hyakki Gou Tsui                Press K after Hyakki Shuu

  SPECIAL TECHNIQUES:
    Gou Tomoe Nage                 b,d,db + (P+K)
    Tenma Kuujin Kyaku             Jump forward, db~df + K
    (overhead kick)                f + K
    (uppercut)                     df + P
    (front kick)                   df + K

  MIGHTY COMBOS:
    Messatsu Gou Hadou             hcb,hcf + P
    Tenma Gou Zankuu               Jump, hcb,hcf + P
    Messatsu Gou Shouryuu          qcf,d,df + P
    Shun Goku Satsu                P,P,f,K,S  (at Level 3)

  - If you perform the Shun Goku Satsu the hard way (listed above),
    you can see Gouki attack his opponent.  If you do it the easy way
    (hcb + S), then all you see is a white flash.


 ------------------------------------------------------------------------
 IBUKI
 ------------------------------------------------------------------------

  LEVEL UP DEADLY TECHNIQUES:
    Kunai                          qcf + P  (air)
    Kazekiri                       f,d,df + K
    Hien                           b,d,db + K

  NON-LEVEL UP DEADLY TECHNIQUES:
    Tsumuji                        qcb + K,K,K / qcb + K,(d+K),(d+K)

  SPECIAL TECHNIQUES:
    (split kick)                   df + P
    (spin kick)                    df + K

  MIGHTY COMBOS:
    Kasumi Suzaku                  qcf,qcf + P  (air)
    Hayate                         qcf,d,df + P
    Jiraiya                        hcb,hcf + K

  - You can choose to do a low kick during the Tsumuji or not, it's
    up to you to mix up the high and low kicks anyway you like.


 ------------------------------------------------------------------------
 KEN
 ------------------------------------------------------------------------

  LEVEL UP DEADLY TECHNIQUES:
    Hadou Ken                      qcf + P
    Shouryuu Ken                   f,d,df + P
    Tatsumaki Senpuu Kyaku         qcb + K  (air)

  SPECIAL TECHNIQUES:
    Inazuma Kakato Wari            f + K
    (uppercut)                     df + P
    (front kick)                   df + K

  MIGHTY COMBOS:
    Shouryuu Reppa                 qcf,d,df + P
    Shinryuu Ken                   qcf,d,df + K, tap P~S rapidly
    Shippuujinrai Kyaku            qcb,qcb + K

  - If Ken is unable to kick with the final ground kick of the
    Shippuujinrai Kyaku, he won't continue it and will instead pause.


 ------------------------------------------------------------------------
 LEI-LEI
 ------------------------------------------------------------------------

  LEVEL UP DEADLY TECHNIQUES:
    Anki Hou                       qcf + P  (hold P)
    Henkyou Ki                     qcb + P  (air)
    Chirei Tou                     hcf + K

  SPECIAL TECHNIQUES:
    (air dash)                     Jump, f,f / b,b
    (teleport dash)                Hold S, then f,f
    (double panda)                 f + P
    (chainsaw blade)               f + K
    (uppercut)                     df + P

  MIGHTY COMBOS:
    Tenrai Ha                      hcb + S
    Rairai Kyuu                    qcf,qcf + K
    Tenkaisan                      qcf,d,df + P

  - You can reflect projectiles with the Henkyou Ki, but they must
    actually hit the gong.


 ------------------------------------------------------------------------
 MORRIGAN
 ------------------------------------------------------------------------

  LEVEL UP DEADLY TECHNIQUES:
    Soul Fist                      qcf + P  (air)
    Shadow Blade                   f,d,df + P
    Parasite Roll                  qcb + K

  SPECIAL TECHNIQUES:
    Shell Kick                     Jump, d + K
    Vernier Dash                   Hold S, then b,b / f,f
    (shoe attack)                  f + P
    (uppercut fist)                df + P

  MIGHTY COMBOS:
    Darkness Illusion              P,P,f,K,S
    Death Blade                    qcf,d,df + P
    Parasite Tempest               qcb,qcb + K


 ------------------------------------------------------------------------
 RYU
 ------------------------------------------------------------------------

  LEVEL UP DEADLY TECHNIQUES:
    Hadou Ken                      qcf + P
    Shouryuu Ken                   f,d,df + P
    Tatsumaki Senpuu Kyaku         qcb + K  (air)

  SPECIAL TECHNIQUES:
    Tomoe Nage                     b,d,db + (P+K)
    Sakotsu Wari                   f + P
    (quick punch)                  b + P
    (overhead kick)                f + K
    (uppercut)                     df + P
    (front kick)                   df + K

  MIGHTY COMBOS:
    Shinkuu Hadou Ken              qcf,qcf + P
    Boufuu Tatsumaki Senpuu Kyaku  qcb,qcb + K
    Reppuu Jinrai Shou             P,P,f,K,S


 ------------------------------------------------------------------------
 SAKURA KASUGANO
 ------------------------------------------------------------------------

  LEVEL UP DEADLY TECHNIQUES:
    Hadou Ken                      qcf + P
    Shou'ou San                    f,d,df + P
    Shunka Shuutou                 hcf + K, tap K rapidly

  SPECIAL TECHNIQUES:
    Flower Kick                    f + K
    (double punch)                 df + P
    (slow sweep)                   df + K

  MIGHTY COMBOS:
    Shinkuu Hadou Ken              qcf,qcf + P
    Midare Harusame                qcf,d,df + K
    Haru Ranman                    hcb,hcf + P


 ------------------------------------------------------------------------
 TABASA
 ------------------------------------------------------------------------

  LEVEL UP DEADLY TECHNIQUES:
    Dragon Blow                    qcf + P
    Reverie Sword                  f,d,df + P
    Dragon's Roar                  qcf + K

  SPECIAL TECHNIQUES:
    (cat kick)                     f + K  (air)
    (hat tooth)                    df + P
    (cat roll)                     df + K
    (roll dive)                    During a Super Jump, db~df + K

  MIGHTY COMBOS:
    Astron Cannon                  qcb,d,db + P
    Untouchable Force              hcb,hcf + (P+K)
    Dragon Apocalypse              qcf,d,df + K, tap P~S rapidly


 ------------------------------------------------------------------------
 ZANGIEF
 ------------------------------------------------------------------------

  LEVEL UP DEADLY TECHNIQUES:
    Screw Piledriver               Rotate 360 + (P+K)
    Double Lariat                  Press (P+S), move b / f
    Banishing Flat                 f,d,df + P

  NON-LEVEL UP DEADLY TECHNIQUES:
    Iron Press                     Jump, d,d + P

  SPECIAL TECHNIQUES:
    Hammer Throw                   b / f + (P+K)
    Piledriver                     db~df + (P+K)
    Body Press                     Jump, d + P
    Double Knee Drop               Jump, d + K
    (strong upper)                 df + P
    Dynamite Kick                  df + K

  MIGHTY COMBOS:
    Russian Beat                   qcf,d,df + K
    Heavy Bite                     qcb,qcb + (P+K)
    Final Atomic Buster            Rotate 720 + (P+K)

  - You can move through projectiles using the Double Lariat.
  - The Banishing Flat can absorb projectiles.
  - During the Russian Beat, you can increase the number of hits
    done alternating between any two buttons rapidly (i.e., P,S,P,S...
    or K,P,K,P....)


=========================================================================
 3.  THE GAME ENGINE
=========================================================================

 ------------------------------------------------------------------------
 TYPES OF ATTACKS
 ------------------------------------------------------------------------

  Despite there being only two attack buttons in this game, there's a lot
  of different attacks that are possible, explained here.  Note that they
  are all _in general_ and may not apply to all characters.

         Standing P   -  Used to start a Flash Combo.
         Standing K   -  Pushes an enemy far away.
         Crouching P  -  The only attack that can be used in a combo.
         Crouching K  -  The only attack that can be used in a combo.
         df + P       -  Knocks an airborne foe high into the air.
         df + K       -  Reverses an opponent (knocks them down).
         Dashing P    -  Knocks an enemy far away.
         Dashing K    -  Knocks an enemy back only a little ways.


 ------------------------------------------------------------------------
 MIGHTY COMBO GAUGE
 ------------------------------------------------------------------------

  To use a Mighty Combo, you first have to fill your Mighty Combo Gauge,
  which can be done by hitting an enemy, performing a special move, or
  gathering Gems.  Note that using a Level 3 move will earn you more
  MC energy per use/hit than a Level 1 attack.

  You can store up to nine levels of power in your MC gauge.  Mighty
  Combos cost only 1 level to use, though (both Dan and Gouki have
  MCs that cost 3 levels, however).  Once you have enough energy, enter
  the command the manual way, or the simple way (see elsewhere in this
  FAQ for details).  Mighty Combos are generally stronger than any other
  attack, even Level 3 moves or Guard Crushes, and will override or
  overpower any other attack.

  There are three other uses for the Mighty Combo Gauge:

   - If you have at least a Level 2 ranking for one of your Level Up
     Deadly Techniques and one or more levels of MC energy, you can
     use the Mega Crush (but this costs you all your MC energy and
     Gem Gauge energy).
   - Using the same requirements listed for the Mega Crush, you can
     also use a Counter Crush if you are reversed in mid-air.  Using
     a Counter Crush also drains you of all your MC energy and GG
     energy).
   - If you have at least one level of MC energy or higher, you can
     use the Guard Cancel.


 ------------------------------------------------------------------------
 THE GEM SYSTEM
 ------------------------------------------------------------------------

  Pocket Fighter would really be nothing more than your standard fighter
  (albeit a very cute and funny one) without the element of the Gems.
  The Gem system adds an interesting twist to normal gameplay as well as
  quite a bit of strategy.  Here's how it works:

   - Every character has 3 moves called "Level-Up Deadly Techniques".
     These three moves are shown at the bottom of the screen in red,
     yellow, and blue gauges (called Gem Gauges).

   - There are 3 colors of Power Gems, also red, yellow, and blue.  When
     you collect a Gem of a certain color, the gauge of the corresponding
     color fills a bit.  Small Gems fill the gauge only a fraction,
     while medium-sized Gems fill it a bit more.  Large Gems will max
     it out completely and knock it up a Level or more (see below).

   - There are also Rainbow Gems (shaped like diamonds).  They work like
     Power Gems, but add energy to all three gauges instead of just one).

   - When a Gem Gauge of a certain color fills completely, it upgrades
     from Level 1 to Level 2 and empties.  The move that corresponds
     with that gauge will become more powerful as well.  Fill the
     gauge again and it will upgrade to Level 3, making that move
     super-powerful.

  As an example, Ken's Hadou Ken is his "red" move.  When he collects
  enough Red Gems, the Hadou Ken reaches Level 2.  It becomes flaming
  and will set his opponent on fire when it hits.  When he collects
  even more Red Gems, it becomes a Level 3 Hadou Ken and increases in
  size.

  The general rule is that a higher-level move will do more hits and
  damage than a low-level move, and that it will override low-level
  moves in some instances (for example, a Level 3 fireball would
  negate a Level 2 fireball and continue across the screen.  Note,
  however, that a Mighty Combo projectile would beat out the Level 3
  fireball, though).

  Gems have other advantages as well: collecting them also adds to your
  Mighty Combo meter, and you can use them for the Mega Crush or Mega
  Counter attacks.

  So how do you get Gems?  There are several ways to do this:

   - One way is to hit your opponent.  Doing so will cause Gems of
     random colors to fall to the floor.  Note that these are merely
     Gems and _not_ the Gems your opponent is using to upgrade his or
     her Level-Up moves (see the next section for more info.)  Most
     attacks release small Gems, while Mighty Combos release medium
     and large Gems.

   - Or, you can use Guard Crushes.  They always release a large Gem at
     best, or else a combination of smaller gems equal to the amount of
     power your enemy has stored up.

   - Another way is to get them from a treasure box, which may have
     Gems inside of it.

  (Note that Gouki's Gou Hadou Ken and Zan Kuu Hadou Ken share the same
   Level Up box.)


 ------------------------------------------------------------------------
 GUARD CRUSH SYSTEM
 ------------------------------------------------------------------------

  There are three types of Guard Crushes:

      Press S for an Normal Guard Crush (releases Red Gems)
      Press f + S for a Long Guard Crush (releases Yellow Gems)
      Press d + S for an Upper Guard Crush (releases Blue Gems)

  Guard Crushes can't be blocked.  If you hold down the S button, your
  character will "charge" the Guard Crush.  Once a GC is fully charged,
  you'll get a treasure chest if it hits successfully.  Charging a GC
  also increases the damage it does.  The S version starts high, the
  f + S version has a long horizontal reach, and the d + S version has
  a good vertical reach.

  The importance of the Guard Crush is that it doesn't make Gems pop out
  of your opponent; it causes your opponent to drop Gems that he or she
  is using for his / her Level Up Deadly Techniques (One level's worth
  or less per successful Guard Crush).  For example, let's say Dan is
  fighting Gouki:

    Dan's Kou Ryuu Ken (his Yellow Gem attack) is at Level 3.  If Gouki
    uses a f + S Guard Crush against Dan and it hits, a Large Yellow
    Gem will fly out of Dan, and his Kou Ryuu Ken drops to Level 2
    (since Large Gems are worth 1 Level).

  This affects Level Up moves only and not Mighty Combo moves or any
  other type of attack.  Bascially, GCs are useless against someone with
  only Level 1 moves, unless you just want to cause some damage.  Note
  that hitting someone with a fully-charged GC also produces a treasure
  box, but this contains normal random gems and not gems that your
  opponent is using.


 ------------------------------------------------------------------------
 NORMAL COMBOS / FLASH COMBOS
 ------------------------------------------------------------------------

  Normal combos are still possible.  You can't combo anything from a
  standing Punch because that starts the Flash Combo, but other stuff is
  still possible (jump-ins, two-in-ones, etc.).  See "Types of Attacks"
  above for details.

  Flash Combos are very linear, but fun to watch, as your character
  does funny actions or dons silly costumes for each new hit.  They're
  moderately damaging, and can be finished in various ways.   The basic
  Flash Combo layout looks like this:

                    N u m b e r    o f    H i t s
              ------------------------------------------
                1          2         3        4      4

                              / -> Punch -> Punch / Kick
                      -> Punch                |      |
                    /         \ -> Kick  -> Punch / Kick
                   /
              Punch
                   \
                    \         / -> Punch -> Punch / Kick
                      -> Kick                 |      |
                              \ -> Kick  -> Punch / Kick

  No matter how you enter a Flash Combo, you'll end up with a special
  ending attack.  The second hit (Punch or Kick) in the Flash Combo
  determines which two endings will be available to you (a Punch ending
  or a Kick ending).  There are similarities in every character's Flash
  Combos:

    - Some ending attacks knock your opponent into the air.
    - Some ending attacks are an S-type Guard Crush.
    - Some ending attacks are a Strong Throw.
    - Some ending attacks knock your opponent across the screen.


 ------------------------------------------------------------------------
 GETTING ITEMS DURING A ROUND
 ------------------------------------------------------------------------

  Aside from all the Gems flying around, there are other types of items
  that appear on-screen.  Ways of getting them include:

  Treasure Boxes - One appears at the start of the match, and you can
                   make more appear by beating up your opponent.  These
                   can hold Gems, Food, or Item Balls.

  Item Carrier   - Little guys in clouds will fly by, and will drop
                   Item Balls or Food if you hit them.  Watch out for
                   the red one (Kaminari), as he'll shock you if you
                   attack him!

  The items that can be dropped are Food (this restores your life if
  you're missing any--the bigger the Food, the more life restored), and
  Item Balls.  You can collect an Item Ball by passing over it, and
  once you have one in stock (you can hold three at a time), you can
  press (K+S) to throw it, or use a direction as well:

    ub + (K+S)  -  Falls a little short of a K+S attack.
    uf + (K+S)  -  Falls between using ub + K+S or just K+S.
    u  + (K+S)  -  Thrown vertically, has a short range.
    db + (K+S)  -  Rolls right next to you.
    d  + (K+S)  -  Rolls a bit further away.
    df + (K+S)  -  Rolls pretty far away.

  A thrown item ball will then causes damage to your opponent if it
  hits them, or inflict some other unwanted effect:

    Honoo    (Flame)     - Your foe is burned.
    Koori    (Water)     - Your foe is frozen momentarily.
    Doku     (Skull)     - Your foe is poisoned.
    Bakudan  (Bomb)      - Like Honoo, with more range.
    Banana   (Banana!)   - Your foe slips and falls to the floor.
    Sekika   (Petrify)   - Your foe is petrified.
    Kaminari (Lightning) - Your foe is shocked.

  Item Balls work immediately if they hit, otheriwise, they usually
  go into effect in a moment, causing anyone in their immediate
  vincity to be affected (for example, a missed Sekika will fire a
  petrifying ray after a while).  Note that you can juggle opponents
  with multiple Item Balls (easiest with the Banana Item Balls).


=========================================================================
 4.  SECRETS AND TRICKS
=========================================================================

 ------------------------------------------------------------------------
 PLAY AS DAN HIBIKI
 ------------------------------------------------------------------------
   To choose him, move your cursor to the upper-right corner.


 ------------------------------------------------------------------------
 PLAY AS GOUKI
 ------------------------------------------------------------------------
   To choose him, move your cursor to the upper-left corner.


 ------------------------------------------------------------------------
 FIGHT DAN HIBIKI
 ------------------------------------------------------------------------
   To fight Dan before fighting your normal boss:

    - For 4 or more consecutive battles, don't lose a single round.
    - Finish five or less battles with a Mighty Combo Finish.
    - Finish three rounds or more within 40 seconds.
    - Finish three rounds or more with 75% or higher health.
    - Finish two rounds or more with all 3 deadly techniques at
      Level 1, while your opponent's techniques are all at Level 3.


 ------------------------------------------------------------------------
 FIGHT GOUKI
 ------------------------------------------------------------------------
   To fight Gouki before fighting your normal boss:

    - Don't lose a single round.
    - Finish six or more battles with a Mighty Combo Finish.
    - Finish two rounds or more within 20 seconds.
    - Finish two rounds or more with 90% or higher health.
    - Finish two rounds or more with all 3 deadly techniques at
      Level 3, while your opponent's techniques are all at Level 1.


 ------------------------------------------------------------------------
 MORRIGAN'S SPECIAL POSES
 ------------------------------------------------------------------------
   Win the final round of a battle with full life, then input the
   following: u + (P+S+Chouhatsu).  If fighting Dan, Chun-Li, or Sakura,
   she'll do imitations of their win poses.  If fighting anyone else,
   Morrigan will do her old taunt from Night Warriors.


 ------------------------------------------------------------------------
 QUICK CONTINUE IN FREE MODE
 ------------------------------------------------------------------------
  If you want to restart the match that just ended using the same
  characters and settings, have the first player hold the Left Shift
  button.  The battle will then begin again.


=========================================================================
 5.  MISCELLANEOUS
=========================================================================

 ------------------------------------------------------------------------
 SIMPLE MIGHTY COMBOS
 ------------------------------------------------------------------------

 Any character's Mighty Combo can be performed the normal way (listed in
 the moveslist section), or done the easy way.  It doesn't matter which
 method you use (excluding Gouki's Shun Goku Satsu).  The simple methods
 are listed below.  I only know the simple method for Lei-Lei's Tenraiha
 and Dan's Hisshou Buraiken, so if someone figures out the long method,
 I'd love to hear it.

  CHUN-LI
    Kikou Shou                     qcf + S
    Rinkaishou                     hcb + S
    Hazan Hishou Kyaku             f,d,df + S

  DAN
    Shinkuu Gadou Ken              qcf + S
    Kouryuu Rekka                  f,d,df + S
    Oyaji Blast                    hcf + S
    Jun Koku Satsu                 hcb + S  (at Level 3)
    Hisshou Burai Ken              hcb,hcf + S

  FELICIA
    Please Help Me                 hcf + S
    Crazy For You                  hcb + S
    Dancing Flash                  f,d,df + S

  GOUKI
    Messatsu Gou Hadou             hcf + S
    Tenma Gou Zankuu               Jump, hcf + S
    Messatsu Gou Shouryuu          f,d,df + S
    Shun Goku Satsu                hcb + S  (at Level 3)

  IBUKI
    Kasumi Suzaku                  qcf + S  (air)
    Hayate                         f,d,df + S
    Jiraiya                        hcb + S

  KEN
    Shouryuu Reppa                 f,d,df + S
    Shinryuu Ken                   b,d,db + S, tap P~S rapidly
    Shippuujinrai Kyaku            hcf + S

  LEI-LEI
    Tenrai Ha                      hcb + S
    Rairai Kyuu                    qcf + S
    Tenkaisan                      f,d,df + S

  MORRIGAN
    Darkness Illusion              hcf + S
    Death Blade                    f,d,df + S
    Parasite Tempest               qcb + S

  RYU
    Shinkuu Hadou Ken              qcf + S
    Boufuu Tatsumaki Senpuu Kyaku  qcb + S
    Reppuu Jinrai Shou             f,d,df + S

  SAKURA
    Shinkuu Hadou Ken              qcf + S
    Midare Harusame                f,d,df + S
    Haru Ranman                    hcb + S

  TABASA
    Astron Cannon                  qcf + S
    Untouchable Force              hcb + S
    Dragon Apocalypse              f,d,df + S, tap P~S

  ZANGIEF
    Russian Beat                   f,d,df + S
    Heavy Bite                     hcf + S
    Final Atomic Buster            Rotate 360 + S


 ------------------------------------------------------------------------
 TRANSLATIONS
 ------------------------------------------------------------------------

 All translations were done by yours truly.  My Japanese is not that
 great, so there are undoubtedly some mistakes.  Some translations were
 also based on information contributed by readers to my other FAQs.

  CHUN-LI
    Kikou Ken                      Chi Fist
    Hishou Kyaku                   Flying Kick
    Hyakuretsu Kyaku               Hundred Rending Kicks
    Yousou Kyaku                   Hawk Talon Leg
    Sankaku Tobi                   Triangle Hop
    Kikou Shou                     Chi Palm
    Rinkaishou                     Ocean Circling Shout (?)
    Hazan Hishou Kyaku             Supreme Mountain Flying Kick

  DAN HIBIKI
    Gadou Ken                      Self Taught Fist
    Kouryuu Ken                    Shiny Dragon Fist
    Dankuu Kyaku                   Sky Cutting Kick
    Shinkuu Gadou Ken              Quaking Sky Self Taught Fist
    Kouryuu Rekka                  Shiny Dragon Conflageration
    Oyaji Blast                    Father Blast
    Jun Koku Satsu                 Weeping Martyr's Death
    Hisshou Burai Ken              Certain Victory Bandit Fist
    Chouhatsu Densetsu             Legendary Taunt

  GOUKI
    Gou Hadou Ken                  Great Surge Fist
    Zankuu Hadou Ken               Sky Cutting Surge Fist
    Gou Shouryuu Ken               Great Rising Dragon Fist
    Tatsumaki Zankuu Kyaku         Tornado Sky Cutting Kick
    Shakunetsu Hadou Ken           Scorching Heat Surge Fist
    Ashura Senkuu                  (God of War) Air Flash
    Hyakki Shuu                    Evil Pandemonium Attack
    Hyakki Gou Zan                 Evil Pandemonium Great Slash
    Hyakki Gou Shou                Evil Pandemonium Great Raid
    Hyakki Gou Sen                 Evil Pandemonium Great Edge
    Hyakki Gou Sai                 Evil Pandemonium Great Smash
    Hyakki Gou Tsui                Evil Pandemonium Great Crash
    Gou Tomoe Nage                 Great Overhead Judo Throw
    Tenma Kuujin Kyaku             Demon Air Blade Kick
    Messatsu Gou Hadou             Great Surge Deadly Attack
    Tenma Gou Zankuu               Demonic Great Sky Cutting
    Messatsu Gou Shouryuu          Great Rising Dragon Deadly Attack
    Shun Goku Satsu                Imprisoning Death Flash

  IBUKI
    Kunai                          (a type of weapon)
    Kazekiri                       Wind Slash
    Hien                           Flying Swallow
    Tsumuji                        Spin
    Kasumi Suzaku                  Misty Phoenix
    Hayate                         Quick Gale
    Jiraiya                        Thunder Child (?)

  KEN
    Hadou Ken                      Surge Fist
    Shouryuu Ken                   Rising Dragon Fist
    Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
    Inazuma Kakato Wari            Lightning Flash Heel Split
    Shouryuu Reppa                 Rising Dragon Renderer
    Shinryuu  Ken                  Divine Dragon Fist
    Shippuujinrai Kyaku            Swift as Lightning Kick

  LEI-LEI
    Anki Hou                       Dark Weapon Cannon
    Henkyou Ki                     Echo Weapon
    Chireitou                      Earth Spirit Sword
    Tenrai Ha                      Heaven Thunder Break
    Rairai Kyuu                    Thunder Ball
    Tenkaisan                      Revolving Heavens Umbrella

  RYU
    Sakotsu Wari                   Collarbone Split
    Shinkuu Hadou Ken              Vacuum Surge Fist
    Boufuu Tatsumaki Senpuu Kyaku  Storm Tornado Whirlwind Leg
    Reppuu Jinrai Shou             Gale Thunderclap Palm

  SAKURA
    Shou'ou San                    Cherry Blossom Umbrella
    Shunka Shuutou                 Spring Fire Collapse Attack
    Midare Harusame                Spring Rain Riot
    Haru Ranman                    Glorious Spring


 ------------------------------------------------------------------------
 SPECIAL THANKS
 ------------------------------------------------------------------------

 Mike Corbitt  <makoto@mem.net>
  - For the motion for Dan's Hisshou Buraiken!  Yahooey!

 Richard Uyeyama  (www.best.com/~ruyeyama/)
  - Lots of unlisted character move info. and secrets info. taken from
    his excellent Pocket Fighter Secrets FAQ.

 Capcom of Japan  (www.capcom.co.jp/)
  - Various information taken from their Pocket Fighter page.

 Unpublished work Copyright 1998-2001 Chris MacDonald