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Fatal Fury - Wild Ambition (e)

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FATAL FURY: WILD AMBITION THE LEGEND OF THE LONE WOLVES FATAL FURY: WILD AMBIT
ION THE LEGEND OF THE LONE WOLVES FATAL FURY: WILD AMBITION THE LEGEND OF THE
LONE WOLVES FATAL FURY: WILD AMBITION THE LEGEND OF THE LONE WOLVES FATAL FURY
: WILD AMBITION THE LEGEND OF THE LONE WOLVES FATAL FURY: WILD AMBITION THE LE
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                        FATAL FURY: WILD AMBITION
                        =========================
                        FAQ/Movelist v0.0 by EX Andy

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GEND OF THE LONE WOLVES FATAL FURY: WILD AMBITION THE LEGEND OF THE LONE WOLVE
S FATAL FURY: WILD AMBITION THE LEGEND OF THE LONE WOLVES FATAL FURY: WILD AMB
ITION THE LEGEND OF THE LONE WOLVES FATAL FURY: WILD AMBITION THE LEGEND OF TH
E LONE WOLVES FATAL FURY: WILD AMBITION THE LEGEND OF THE LONE WOLVES FATAL FU
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Fatal Fury has finally hit SNK's Hyper NeoGeo 64 platform, and in a big way.
Having learnt from the mistakes it made in its previous Samurai Shodown 64
titles, SNK has equipped Wild Ambition with big, colorful, healthy-looking
character models that run at a frame rate faster than 30 fps. Wild Ambition
is also packed full of beautifully detailed background stages and a host
of gameplay options. This FAQ/Movelist will reveal as many of those options
-- and provide as much character-specific information -- as possible.


Table of Contents:

I.)     BASICS: CONTROL LAYOUT AND COMMONLY-USED TERMS
II.)    HEAT METER EXPLAINED
III.)   STANDARD GAME FEATURES
IV.)    CHARACTER INFORMATION
           ANDY BOGARD
           BILLY KANE
           JOE HIGASHI
           KIM KAPHWAN
           MAI SHIRANUI
           RAIDEN/BIG BEAR
           RYUJI YAMAZAKI
           TERRY BOGARD
           TOJI SAKATA
           TSUGUMI SENDO
	     GEESE HOWARD
           ? ? ? ? ? (Ryo...????)
V.)     VERSION HISTORY, CREDITS, LEGALESE

======================================================
I.)     Basics: Control Layout and Commonly-Used Terms
======================================================

CONTROL LAYOUT AND COMMON TERMS

Joystick: (directions indicated while character is facing right)
  up-bk     up    up-fwd                
      O     O     O               BUTTONS:
       \    |    /
  bk  O-    n    -O fwd           A       B       C       D
       /    |    \                Light   Light   Heavy   3-D Movement
      O     O     O               Punch   Kick    Attack
  dwn-bk   dwn    dwn-fwd

Abbreviations Key:
n      = joystick "neutral" (centered)  A, B, C, D = Buttons A,B,C,D
up     = joystick up                    dwn        = joystick down
bk     = joystick back                  fwd        = joystick forward
up-bk  = diagonally up-back             up-fwd     = diagonally up-forward
dwn-bk = diagonally down-back           dwn-fwd    = diagonally down-forward

AB	 	= press buttons A and B at the same time
ABC 		= press buttons A, B, and C at the same time
,		= perform moves in normal succession
		  (e.g.: qcb, hcf means perform a qcb followed
		   normally by an hcf)
+		= perform simultaneously
		  (e.g.: fwd + C means push joystick forwards
		   and press button C at the exact same time)
~		= perform moves in rapid succession
		  (e.g. dwn-fwd + B ~ C means perform a
		   dwn-fwd + B followed immediately by pressing C)

qcf               = quarter-circle forward (dwn, dwn-fwd, fwd)
qcb               = quarter-circle back (dwn, dwn-bk, bk)
hcf               = half-circle forward (bk, dwn-bk, dwn, dwn-fwd, fwd)
hcb               = half-circle back (fwd, dwn-fwd, dwn, dwn-bk, bk)
fwd, dwn, dwn-fwd = forward, neutral, down, down-forward
bk, dwn, dwn-bk   = back, neutral, down, down-back
tap               = quickly tap the joystick in a direction
push              = push the joystick in a direction
hold              = hold the joystick in a direction, or
		    press and hold the specified button(s)
hold briefly      = hold the joystick briefly in one direction
                    (usually used for "Charge Moves")
standing          = perform maneuver while standing up
crouch            = perform maneuver while character is crouching
                    (joystick in dwn position)
jump              = perform maneuver after your character has jumped
mid-air		  = perform maneuver if your character is in the air

(something x2) = do something twice

n/a = not applicable

-------------------
ABOUT THE JOYSTICK:
-------------------
Wild Ambition's basic joystick control is as follows:

n        	  = stand
dwn     	  = crouch
bk      	  = standing block (defend against High and Mid attacks)
dwn-bk   	  = low block (defend against Low attacks)
fwd      	  = walk forwards
up      	  = jump vertically upwards
up-fwd  	  = jump forwards
up-bk             = jump backwards
tap bk, hold bk   = backdash (quickly retreat away from opponent)
tap fwd, hold fwd = forward dash (quickly advance towards opponent)
tap up            = hop vertically upwards
tap up-fwd        = hop forwards
tap up-bk         = hop backwards

------------------
ABOUT THE BUTTONS:
------------------
Wild Ambition uses a modified version of the Real Bout
Fatal Fury/Fatal Fury 3 button setup:

A = Light Punch  C = Heavy Attack
B = Light Kick   D = 3-D Movement

  - Where the C-button "Heavy Attack" may be either a Kick or
    a Punch depending on the character and situation.
  - Where the D-button represents "3-D movement," that is,
    movement along the Z-axis.

* Side-Roll Left  = n + D, or up + D
* Side-Roll Right = dwn + D

* Normal Throw = fwd + C

  - NOTE: Wild Ambition has front- and back-throws. Performing a fwd + C
	  throw from the back of your oppponent may look different from
	  a fwd + C throw from the front.

* Heat Blow (unblockable) = when POW meter is full, ABC

  - NOTE: Heat Blow is a totally unblockable attack that may set up a
          Juggle or Stun combo on a Counter. Heat Blow can only be
          performed with a full POW meter, and if used, will almost
          completely empty out the POW meter immediately afterwards.

* Pursuit Attack = while opponent is on the ground, dwn-fwd + C

* Taunt = AB (charges up your own POW meter)

* Reversal Attack = while blocking, fwd + AB (uses up some Heat Meter)


ADDITIONAL ABBREVIATIONS:

WA    = Wild Ambition (this game), the only Fatal Fury game
        to appear on the Hyper NeoGeo 64 platform; all other
        Fatal Fury games appear on the 16-bit NeoGeo console
RB2   = Real Bout 2, Wild Ambition's immediate predecessor
RBS   = Real Bout Special, Real Bout 2's predecessor
RBFF  = Real Bout Fatal Fury, RBS' predecessor and the first
        of the Real Bout Games
FF3   = Fatal Fury 3, RBFF's predecessor
FFS   = Fatal Fury Special, FF3's predecessor
FF2   = Fatal Fury 2, FFS' predecessor
FF1   = Fatal Fury 1, the first Fatal Fury game

KoF   = The King of Fighters (fighting game series, also
        by SNK, only appears on the 16-bit NeoGeo)


============================
II.)    HEAT METER EXPLAINED
============================

Wild Ambition has abandoned the old POW Meter system of Fatal
Fury and replaced it with the Heat Meter. Here's how it works:

- The Heat Meter starts at 50% full at the beginning of every match,
  though it can change between rounds of the same match. (e.g. if, by
  the end of the first round, I have a full Heat Meter, I will keep the
  full Meter and start the second round with a full Meter. But at the
  beginning of the next fight against the next opponent, my Heat
  Meter will again start at 50%.)

- Attacking and dealing damage causes your character's Heat Meter to
  fill up. Performing Taunts also fills your Heat Meter.

- Getting hit or thrown and taking damage causes -BOTH- your character's
  Lifebar -AND- Heat Meter to deplete.

- After being hit or thrown for damage, if your character is not hit
  again for several seconds, your depleted Heat Meter will go back up
  to about 50% full.

- When your character's Heat Meter becomes completely full, the "MAX OK"
  message appears. Your character may then perform either an Overdrive
  Power or a Heat Blow.

- After performing either an Overdrive Power or a Heat Blow, the Heat Meter
  becomes almost completely empty. The same also applies if your character
  has taken a great deal of damage or performed one too many Reversal
  Attacks. In cases like these, the "Danger" message appears over your
  Heat Meter.

- If a character with a "Danger" message gets hit by just a few more
  attacks or throws, his/her Heat Meter will empty out completely,
  causing Overheat. The Overheat message will appear onscreen, and that
  character will be dizzy (unable to move, attack, or block, and vulnerable
  to the opponent's attacks).


SUPER POWER ATTACK vs. OVERDRIVE POWER:

The DM/SDM system has changed somewhat from the standard Fatal Fury
system. In the old Fatal Fury system, there were two 'levels' of
"super move": the "S. Power" and "P. Power," otherwise known as
the "DM" and "SDM."

In the original Fatal Fury system, S. Powers:
- could be performed if a character had --EITHER-- a full
  POW meter, or a flashing red lifebar depleted more than 50%
- if performed with full POW Meter but not with a flashing
  lifebar, would empty out the POW Meter completely
- if performed with a flashing red lifebar, could be performed
  an unlimited number of times, without using up any POW meter

In the original Fatal Fury system, P. Powers:
- could --ONLY-- be performed if a character had --BOTH-- a
  full POW meter --AND-- a flashing red lifebar
- would always empty out the POW Meter completely afterwards
- were usually substantially stronger than S. Powers

Wild Ambition has changed things a bit; it has Super Power Attacks in place
of S. Powers and Overdrive Powers in place of P. Powers. For the most part,
each former Fatal Fury character's S. Power DM is now his/her Super Power
Attack (e.g. Andy's Chou ReppaDan, formerly his S. Power, is now his Super
Power Attack; Kim's Houou Tenbukyaku, formerly his S. Power, is now his
Super Power Attack); and each Fatal Fury character's former P. Power is now
his/her Overdrive Power (Terry's Triple Geyser, formerly his P. Power,
is now his Overdrive Power).

Super Power attacks:
- can only be performed if a character's lifebar is flashing red
- can be performed an unlimited number of times once the lifebar
  is flashing red
- CANNOT be performed if a character's lifebar isn't yet flashing
  red (i.e. if that character has 51% or more of his lifebar);
  not even if his/her Heat Meter is full
- do not use up any Heat Meter

Overdrive Powers:
- can only be performed if a character's Heat Meter is full
- as long as the Heat Meter is full, can be performed at
  any time, regardless of how much life a character has
- will almost completely empty out the Heat Meter to
  "Danger" level

==============================
III.)   STANDARD GAME FEATURES
==============================

The game features several animated cutscenes; in the game's opening sequence,
Geese's black helicopter lands atop Geese Tower. Geese disembarks from
the helicopter, flanked by Ripper and Hopper (who look exactly as they
did on the cover of RBFF). He strides confidently from the helicopter,
remembering that day when  two children (a young Terry and a young Andy)
watched their beloved stepfather died at Geese's hands (screen display
alternates between scenes of Geese walking along the rooftop, and sepia-tone
flashbacks of an anguished Terry and Andy). The scene changes abruptly to
the adult Terry, carrying his satchel (which he carried with him since
Fatal Fury 1, released 1990) headed for the mysterious "King of The Fighters"
tournament to confront Geese. Cut to title.

1P vs. CPU play in Wild Ambition gives the player 8 CPU opponents,
the 8th of which is Geese. After the 3rd opponent, the player is treated
to one of two cutscenes. If the player is using Geese or one of Geese's
men (Billy or Raiden), the now lengendary scene of Terry getting out of
a taxi on Angel Street (the wooden fence in the background is covered
with posters of Geese from the cover of RBFF) with his satchel on his
shoulder. As he begins walking down the street, Geese's black helicopter
swoops past him, kicking up a gust of wind that forces Terry to clutch
at his hat. If the player is -not- using Billy, Geese, or Raiden, the
cutscene instead shows the black helicopter landing atop Geese Tower
(similar to the game's intro); Geese dismounts, flanked by Ripper
and Hopper, and the music comes to a loud, ominous crescendo as the
camera closes in on Geese's face.

In terms of actual gameplay, Wild Ambition features an impressive array
of basic features, each of which merits its own explanation.

COUNTER:
Command:         interrupt an opponent's attack with your own
Description:     on a successful Counter, the blue "Counter"
                 message should appear onscreen. An attack that 
                 Counters may sometimes either launch the opponent
                 upwards in the air (Float) which allows the attacking
                 player to follow up with a juggle, or stagger the opponent
                 briefly, which renders them vulnerable to an
                 additional attack (Stun).

HEAT BLOW:
Command:         with full POW meter, press ABC
Description:     as described above, a totally unblockable attack that
                 requires a full POW meter to perform. Will pull up
                 the blue "Heat Blow" message onscreen, and may Stun or
                 Float on a Counter. Note that Heat Blow can be used 
                 to escape from hit stun; i.e. if you are getting
                 hit with an attack, you can immediately break out by
                 performing a Heat Blow if your Heat Meter is full.

REVERSAL ATTACK:
Command:         block, then fwd + AB
Description:     defending character blocks, then immediately
                 counterattacks his/her opponent. Though Reversal
                 Attacks resemble KoF's CD Counters (because you
                 must block in order to activate Reversal Attack),
                 Reversal Attacks only use up a portion of your
                 Meter, instead of emptying it out.

GUARD IMPACT:
Command:         block an opponent's attack at the last
                 possible moment(?)
Description:     resembles the push-block system of Capcom's
                 X-Men vs. Street Fighter. Guard Impact may be
                 used in place of normal blocking (I'm not sure
                 of the exact circumstances); if used successfully,
                 the blue "Guard Impact" message should appear
                 onscreen. The defending character takes no damage,
                 and the attacking character is pushed away.

GUARD CRUSH:
Command:         attack a blocking opponent repeatedly
Description:     as with the Guard Crush system of the recent
                 installments of the KoF series, if a character
                 blocks too many attacks within a short enough
                 period of time, the blue "Guard Crush" message
                 will appear onscreen, and that character will
                 stumble about briefly, unable to block (and
                 vulnerable to additional attacks).

OVERHEAT (dizzy):
Command:         when Heat Meter is empty, either by using it up
                 with too many Reversal Attacks, performing an
                 Overdrive/Heat Blow and getting attacked afterwards,
                 or simply by getting hit too much.
Description:     when the Heat Meter empties out completely,
                 your character becomes Overheated (dizzy),
                 and may not block, attack, or do anything
                 else. Overheated characters are completely
                 vulnerable to attack. Overheat can be shaken
                 off by wiggling the joystick and tapping buttons.

ESCAPE:
Command:         when grabbed with a Normal Throw, do fwd + C(?)
Description:     as with the throw-escapes in the recent installments
                 of the KoF series, a character may escape from a
                 normal throw without damage if s/he properly
                 executes the Escape command (I'm not completely
                 sure of the exact command yet). The blue "Escape"
                 message should appear onscreen, and the defending
                 player will shrug off the throw without taking
                 any damage.


=============================
III.)   CHARACTER INFORMATION
=============================

NOTE: Moves marked with a "*" denote a move that was taken
        directly from either the Wild Ambition moves sticker
        on the arcade cabinet or from the SNK of Japan Homepage:

          http://www.neogeo.co.jp/wild_ambition/

        Many of the moves on that page are written with a great
        deal of "kanji" characters; I'm not familiar with most
        of them, so I wasn't able to translate many. If you
        can figure some of them out, please give me a shout
        at .

NOTE: Moves marked with a "+" denote a move that was -NOT-
        listed on the SNK of Japan homepage, but that I
        discovered myself while playing.

NOTE: Moves marked with a "?" indicate that I am not sure of
        either the exact Japanese translation of the move's name,
        or the exact instructions/circumstances [in Japanese from
        the SNK Japan homepage] required to perform that move.
        (Or that I'm not yet sure about a certain aspect of that move;
         whether it's unblockable, exactly how many hits in a combo, etc.)

NOTE: The combo lists are by no means meant to be exhaustive. I have
      only listed combos I have performed and can confirm myself;
      they are not the only combos in the game(!), and I'm not claiming
      they are either(!). For the most part, in addition to character-
      specific combo listings, the following combos seem standard for
      most characters, though they are not guaranteed for all.

        Standing A -> Standing B -> Standing C            (Rush: 3+)
                                 -> Special Move Attack   (Rush: 3+)

        Crouching A -> Crouching B -> Special Move Attack (Rush: 3+)

        (Chain Combo)
        Crouching A -> Crouching B -> Crouching C         (Rush: 3+)

        (Chain Combo)
        Standing A -> Standing B -> dwn-fwd + C (Float)
                                   -> Special Move Attack (Rush: 4+)

        (Chain Combo)
        Standing C -> Standing C -> Standing C            (Rush: 3+)
                                 -> Special Move Attack   (Rush: 3+)
                                 -> Super Power Attack    (Rush: 3+)
                                 -> Overdrive Power       (Rush: 3+)

        (Juggle Combo)
        dwn-fwd + C (Float) -> Special Move Attack        (Rush: 2+)

NOTE: About combos: I'm pretty sure Standing A -> Standing B is
      a link combo, not a chain (the same goes for Crouching A ->
      Crouching B), so I have A -> B -> Special combos listed
      as "Combos," not "Chain Combos." Combos like B -> C or
      C -> C are definitely Chain Combos, so any combos involving
      such chains have been recorded as such.
------------------------------------------------------------------------------
ANDY BOGARD:
------------------------------------------------------------------------------
FIGHTING STYLE: KOPPO
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS

        *qcb + A                  =       Hishoken
        *qcb + C                  =       Geki Hishoken
        *fwd,dwn,dwn-fwd + A      =       Shoryudan
        *hcf + B                  =       Kuuhadan
        *hcb + B                  =       Shiranui Slide Grab(?)
        *dwn-bk, fwd + C          =       Zaneiken
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        *fwd + B                  =       Yami Abisegeri (backflip kick)
        *bk + B                   =       ?
        *dwn-bk + C               =       ?
        *bk + C                   =       ?

        +fwd, fwd + A             =       Rolling Flipkick
        +while standing,          =       Rapid Palm Combo Attack
         tap A x 3                        (first A is a normal standing
                                           A, second A initiates the
                                           Rapid Palm, third A completes it)
        +dwn-fwd + C              =       Upward Palm Strike
                                          (floats)
------------------------------------------------------------------------------
NORMAL THROWS:

        *fwd + C (front)          =       ?
        *fwd + C (back)           =       ?
------------------------------------------------------------------------------                                 =
COMMAND THROWS:

        *fwd, bk + C              =       ?
------------------------------------------------------------------------------
Super Power Attack:

        *qcb, dwn-bk, fwd + BC    =       Chou ReppaDan
------------------------------------------------------------------------------
Overdrive Power:

        *qcf, dwn-bk, fwd + C     =       DanDaDan
------------------------------------------------------------------------------
COMBOS:

        Close standing C -> Hishoken                      (Rush: 2)
        Close standing C -> Zaneiken A/C                  (Rush: 2)

        Standing A -> Standing B -> Hishoken              (Rush: 3)
        Standing A -> Standing B -> Zaneiken A/C          (Rush: 3)
        Standing A -> Standing B -> Kuuhadan              (Rush: 4)
        Standing A -> Standing B -> Shoryudan             (Rush: 6)

        Crouching A -> Crouching B -> Hishoken            (Rush: 3)
        Crouching A -> Crouching B -> Crouching C         (Rush: 3)

        Standing C -> Standing C -> Hishoken              (Rush: 3)
        Standing C -> Standing C -> Zaneiken              (Rush: 3)

CHAIN COMBOS:

        Rapid Palm Combo Attack -> Standing B -> Hishoken (Rush: 6?)

JUGGLE COMBOS:

        dwn-fwd + C (Float) -> Shoryudan                  (Rush: 4?)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Andy seems like a cross between his RB2 and RBS versions. He has
the RB2 (or RBS EX) Geki Hishoken and the RB2 qcb,hcf+BC ChouReppaDan
(does not require a charge). Andy's hcb + B "Shiranui Slide Grab" is
his hcb + C special attack from RBS. To my knowledge, Zaneiken does
not have a finisher.

Note that Andy's A-button palette-swap (white clothes) has the RBS/RB2
long hair, while the D-button palette (black) has the RBFF short ponytail.
For whatever reason, Andy's background stage is in a snowy field in Norway
at night; you can just see a cabin peeking up over the horizon.

Fans of Andy's voice actor (or "seiyuu") should be pleased; Andy
is still voiced by Mr. Keichi Nanba, who has voiced Andy since FF2.

I have seen two special character-intro sequences with Andy; against Terry,
he and Terry clasp arms, and Andy says the same sample he did in the RBS
Terry/Andy intro; Terry agrees, "OK!.....Andy--..." When Andy fights
against Mai, she prances about and says something to him that causes
him to cover his eyes in disbelief/disgust.

Win Poses: (I've seen 2)
#1: Andy clenches his fists at his sides, and says "Yoshi!"
    ("All right!") (from FF2)
#2: Andy dusts off his leg, turns away, and mutters "Shoushi!"
    ("Pathetic!")
------------------------------------------------------------------------------


------------------------------------------------------------------------------
BILLY KANE:
------------------------------------------------------------------------------
FIGHTING STYLE: SELF-TAUGHT STAFF-FIGHTING
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        *hold bk briefly, fwd + A =       Pole Extend Attack
         *after Pole Extend       =       Pole Extend Attack Flame Finisher
          attack: bk, fwd + C     

        *qcb + A                  =       Sparrow Drop
        *qcf + A, tap A           =       Whirlwind Club Twirl
        *dwn-bk, qcf + B          =       Super Club Attack
         (or hcf + B)
         *while doing Super Club  =       Flying Whirlwind Club Dive(?)
          Attack, press C                  (flies over low attacks)
         *while doing Super Club  =       ?
          Attack, at apex of
          jump(?), up + C         

        *qcb + B                  =       Dragon Rave
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        *bk + B                   =       ?
        *fwd + B                  =       Spinning Pole Kick
        *dwn-bk + C               =       ?
        *bk, dwn-fwd + B          =       ?

        +fwd + C                  =       Pole-Vault Kick
------------------------------------------------------------------------------
THROWS:

        *fwd + C (front)          =       ?
        *fwd + C (back)           =       ?
------------------------------------------------------------------------------                                 =
COMMAND THROWS:

        *fwd, bk + C              =       ?
------------------------------------------------------------------------------
Super Power Attack:

        *fwd, hcf + BC            =       Whirlwind Fire Club Twirl
------------------------------------------------------------------------------
Overdrive Power:

        *fwd, hcf + C             =       Salamander Stream
------------------------------------------------------------------------------
COMBOS:

        Close Standing C -> Dragon Rave                   (Rush: 3)
        Close Standing C -> Whirlwind Club Twist          (Rush: 8?)
        Standing A -> Standing B -> Dragon Rave           (Rush: 4)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Billy seems to most closely resemble his RB2 version. He has the Dragon
Rave as an offensive special attack, not a reversal; in fact, there is no
sign of his Real Bout/KoF '97 reversals anywhere. As with RB2, he has the
Sparrow Drop, Whirlwind Club Twirl, Super Club Blow, Pole Extend with
Finisher, and Whirlwind Fire Club Twirl and Salamander Stream.

Note that his A-button palette-swap is the old RBFF outfit of brown boots,
black leather pants, and a black leather jacket (worn over Billy's bare
chest) with the "No Smoking" symbol on the back. The D-button palette is
Billy wearing the outfit he wore on the cover of RBFF; pimped out in black
dress shoes, black dress slacks, and a black waistcoat vest worn over a
night-blue dress shirt with a yellow tie and cuffs. Billy's stage takes
place at dusk on Southtown Bridge; a "King Of The Fighters" poster hangs
prominently over the arch, while a crowd of spectators hold up signs to
spell out the word "VICTORY."

Billy sounds similar to his hyperactive RBFF/KoF '97-98 versions; apparently
he is voiced by the same actor who did his voice in RBFF onward. Billy has
at least two special character-intro sequences; Kim gives him the usual
"Aku wa yurusan!" pose. Billy also bows to Geese (as in RBFF-RB2); Geese
simply beckons Billy impatiently, "Come on!"

Win Poses: (I've seen 3)
#1: Billy stands tall, taps his pole on his shoulder. (from FF2/KoF '95)
#2: Billy spins his pole, plants it firmly on the ground, and
    turns away. (from RBFF/KoF '97)
#3: Billy leans on his pole, points towards his opponent, and
    says something that sounds like "Hey, chill!"
------------------------------------------------------------------------------


------------------------------------------------------------------------------
JOE HIGASHI:
------------------------------------------------------------------------------
FIGHTING STYLE: MUEI THAI
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        *dwn-bk, fwd + C          =       Slash Kick
        *qcb + B                  =       Golden Heel Hurter
        *fwd, dwn, dwn-fwd + B    =       Tiger Kick
        *hcf + A                  =       Hurricane Upper
        *hcf + C                  =       Double Hurricane Upper
        *tap A repeatedly         =       TNT Punches
         *after TNT Punches,      =       TNT Punches Hook Finisher       
          qcf + A                         (cannot be blocked low)
         *after TNT Punches,      =       TNT Punches Elbow Finisher       
            qcf + C               
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        *bk + A                   =       Baachikaru(?) Upper
        *dwn-fwd + B              =       Sliding (must be blocked low)
        *bk + B                   =       Tiger Sword
        *fwd + B                  =       Slide Deep(?)
         *after Slide Deep,       =       ?        
          press C                      

        +dwn-fwd + C              =       Uppercut Punch (floats)
------------------------------------------------------------------------------
THROWS:
        *fwd + C (front)          =       Joe Special
        *fwd + C (back)           =       ?
------------------------------------------------------------------------------                                 =
COMMAND THROWS:

        *fwd, bk + C              =       Joe Cut
        *(dwn-fwd) x 2 + C        =       ?
         *after ?     ,           =       ??
          press B x 2            
          *after ?? fwd + C       =       Joe Final

------------------------------------------------------------------------------
Super Power Attack:

        *fwd, hcf + BC            =       Screw Upper
------------------------------------------------------------------------------
Overdrive Power:

        *fwd, hcf + C             =       Taabiransu(?) Upper
------------------------------------------------------------------------------
COMBOS:

        Standing A -> Standing B -> Tiger Kick            (Rush: 4)

CHAIN COMBOS:

        Standing A -> Standing B -> Standing C            (Rush: 3)
        Standing C -> Standing C -> Hurricane Upper       (Rush: 3)
        Standing C -> Standing C -> Standing C            (Rush: 3)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Joe most closely resembles his RBS version, though his Overdrive
Power most closely resembles his SDM Muei Thai Storm of KoF '97/'98
(in Wild Ambition, Joe tosses a Screw Upper, then viciously pummels
 his opponent with wild punches and kicks, and finishes with a
 tremendous uppercut). He has the unstoppable, unquestionable
RBS Tiger Kick, single and double Hurricane Uppers, the Golden
Heel Hurter and the Screw Upper; the Slash Kick only has one
version though (the strong double-kick version).

The only difference between the A- and D-versions of Joe is a
simple palette-swap: A-palette Joe wears the RBFF saffron trunks,
while D-palette Joe wears the RBFF/KoF '95 purple trunks. Joe's
stage is a clearing in a Thailand forest at sunset.

Joe still has his RBS Taunt Pursuit and RBS "Nanchatta?" taunt. Joe
is still voiced by the same gentleman who has done his voice from
FF3 onward.

Win Poses: (I've seen 3)
#1: kneels forwards, raises fists in the air, and shouts
    "Yoshaa!" (from FF1)
#2: puts hands on hips, tosses head back and laughs hysterically
    (from FF3)
#3: performs a few kicks, clenches his fists, and says something.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
KIM KAPHWAN:
------------------------------------------------------------------------------
FIGHTING STYLE: TAEKWONDO
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        *qcb + B/C                =       Hangetsuzan
        *hold dwn briefly, up + B =       HienZan
        *hold dwn briefly, up + A =       Kuusajin
         *after Kuusajin,        =        Kuusajin Spin Kick Finisher
          dwn + A                         (cannot be performed if Kuusajin
                                           is blocked or whiffed)
        *jump, dwn + B            =       Hishokyaku
         *after Hishokyaku,       =       Hishokyaku Slide Kick Finisher
          dwn-fwd + B            
        *qcf + B                  =       Destruction Drubber Stomp
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        *fwd + B                  =       Neri Chagi (cannot be blocked low)
        *during taunt(?),         =       POW Chargeup(?)
         press BC
        *dwn-fwd + B              =       Bandaru(?) Chagi
         *while doing Bandaru     =       Myondokaru(?) Chagi 
          Chagi, press C         
        *jump, BC                 =       Crossup Kick (must be blocked
                                           backwards)
        *dwn, dwn                 =       Bakkan (turn around)

        +dwn-fwd + C              =       Upward Thrust Kick (floats)
------------------------------------------------------------------------------
THROWS:

        *fwd + C (front)          =       ?
        *fwd + C (back)           =       ?         
------------------------------------------------------------------------------                                 =
COMMAND THROWS:

        NONE
------------------------------------------------------------------------------
Super Power Attack:

        *jump, hcf + BC           =       Houou Tenbukyaku
------------------------------------------------------------------------------
Overdrive Power:

        *qcb, hcf + C             =       Hououkyaku
------------------------------------------------------------------------------
COMBOS:

        Crouching A -> Crouching B -> Hienzan       (Rush: 3)
        Crouching A -> Crouching B -> Hangetsuzan B (Rush: 4)
        Crouching A -> Crouching B -> Kuusajin ->
         Kuusajin Spin Kick Finisher                (Rush: 5)

        Standing C -> Hououkyaku                    (Rush: 15)

CHAIN COMBOS:

        (Standing A) x 2 -> Standing B              (Rush: 3)
        (Standing A) x 2 -> Standing B ->           (Rush: 3)
         Hangetsuzan B

        Standing C -> Standing C -> Standing C      (Rush: 3)
        Standing C -> Standing C, Hououkyaku        (Rush: 16)

        Standing C -> Standing B -> dwn + B ->      (Rush: 5)
         dwn-fwd + B (Hishokyaku, Finisher)

JUGGLE COMBOS:

        dwn-fwd + C (Float) -> Hienzan              (Rush: 3?)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Kim is most similar to his RB2 version; the Kuusajin is a charge move,
and has a finisher (as in RB2), while the Hienzan does not have a
finisher. Note that, as in RB2, the Hienzan has very little horizontal
range in from of Kim, so it is probably best used as air-defense
(as in RB2).

Kim's A-button palette-swap is his old white/blue uniform,
while his D-button palette is canary yellow (no trace of green, unlike
the KoF '97 D-button palette). Kim's stage is a Korean country market;
fish and produce merchants ply their wares underneath an inflatable
outdoor "roof."

Though Kim sounds very different in Wild Ambition, the game's ending
credits confirm that Kim is again voiced by Mr. Satshoshi Hashimoto, who
has voiced Kim since the beginning (FF2). Kim has a special character-intro
sequence when fighting against Geese, Yamazaki and Billy (possibly Raiden
too, I'm not sure): he clenches his fist, and shouts "Aku wa yurusan!"
("Evil can't be forgiven!")

Win Poses:  (I've seen 4)
#1: Kim shouts, performs a quick backflip, and stands ready,
#2: Kim performs two quick kicks in the air, then mutters something.
#3: Kim humbly gives the Shaolin Monk's bow, and says "Nakanaka
    ote maede." ("Such formidable skills.") (from RBFF)
#4: Kim stands at attention, grunts, and takes the Taekwondo
    "junbi" stance. (from FF2)
------------------------------------------------------------------------------


------------------------------------------------------------------------------
MAI SHIRANUI:
------------------------------------------------------------------------------
FIGHTING STYLE: SHIRANUI NINJUTSU
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        *qcb + A                  =       Ryuenbu
        *hcf + C                  =       Hissatsu Shinobibachi
        *qcf + A                  =       Kachosen
        *hold dwn briefly, up + C =       Kageroh No Mai
        *in mid-air, dwn + AB     =       Musasabi No Mai

------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        *fwd + B                  =       ?
         *after ???, fwd + B x 2  =       ?
        *bk + B                   =       ?
        *fwd + A                  =       ?
        *while...?, press B       =       ?
------------------------------------------------------------------------------
THROWS:
        *fwd + C (front)          =       ?
        *fwd + C (back)           =       ?
------------------------------------------------------------------------------                                 =
COMMAND THROWS:

        *mid-air, dwn-bk/dwn/     =       Air Throw
         dwn-fwd + C              
------------------------------------------------------------------------------
Super Power Attack:

        *fwd, hcf + BC            =       ChouHissatsu Shinobibachi
------------------------------------------------------------------------------
Overdrive Power:

        *fwd, hcf + C             =       ? (same as SDM from RB2)
------------------------------------------------------------------------------
COMBOS:

        Standing A -> Standing B -> Ryuenbu               (Rush: 3)

        Crouching A -> Crouching B -> Ryuenbu             (Rush: 3)
        Crouching A -> Crouching B -> Kagero no Mai       (Rush: 3)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Mai resembles a cross between her RBS and RB2 versions. She has
her standard Ryuenbu, Kachosen and Musasabi no Mai special attacks.
She also has the RBS version of her Kagero No Mai, and her Overdrive
Power is the SDM from RBS. Otherwise, she seems about the same as always.

The A- and D-versions of Mai are simple palette-swaps. Her A-palette
is her standard red outfit (resembles the RBS/RB2 outfit); D-palette
is the RBS blue outfit. Mai's background stage is a snowy field in
Japan (resembles Toji's background).

Mai is still voiced by Miss Akoya Sogi, who has provided her voice
since FF3/KoF '95. As noted, Mai has a special character-intro sequence
when fighting against Andy.

Win Poses: (I've seen 2)
#1: Mai shakes her head, and says "Mada mada, ne?" ("Not [quite able
    to beath me] yet, huh?")
#2: Lies down on the ground, flutters a fan, and says the same
    voice sample from her RBS/RB2 win pose. (from RBS/RB2)
------------------------------------------------------------------------------


------------------------------------------------------------------------------
RAIDEN/BIG BEAR:
------------------------------------------------------------------------------
FIGHTING STYLE: PROFESSIONAL WRESTLING
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        *qcb + A/C                =       DOKUGIRI (Poison Breath)
                                          (Stuns on a Counter)
        *dwn-bk, fwd + C          =       Giant Bomb
                                          (crouches under high attacks)
        *press and hold B for     =       Super Drop Kick
         at least 5 seconds
        *rotate joystick 360      =       Thunder Death Driver
         degrees + C   
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        *fwd + B                  =       Double Sledgehammer
        *jump, dwn + C            =       Buffalo Sentoun(?)
        *dwn-fwd + B              =       Hammer Swing
        *dwn-bk + B               =       Buffalo Ball
------------------------------------------------------------------------------
THROWS:
        *fwd + C (front)          =       Front Suplex
        *fwd + C (back)           =       Scrap Driver
------------------------------------------------------------------------------                                 =
COMMAND THROWS:

        *bk, fwd  + C             =       Death Rake Stomp
        *fwd, fwd + C             =       Dr. Bomb
        *fwd, bk  + C             =       Buffalo Carry
        *after...? dwn-fwd + C    =       Neck-Hanging Three
------------------------------------------------------------------------------
Super Power Attack:

        *fwd, hcf + BC            =       Thor's Hammer
        *rotate joystick 360      =       Berzerker Trident
           degrees + BC
------------------------------------------------------------------------------
Overdrive Power:

        *fwd, bk, dwn, up + C     =       Circle Hurricane
------------------------------------------------------------------------------
CHAIN COMBOS:

        Standing A -> Standing B -> Standing C            (Rush: 3)
        Standing C -> Standing C -> Standing C            (Rush: 3)
        Standing C -> Standing C -> Standing C            (Rush: 3)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Raiden has turned out beautifully in my opinion. He has moves from
FF1 (Dokugiri Poison Breath) and FF2 (several of his command throws,
Giant Bomb), and some new grapples that look and feel great. Thunder Death
Driver is a modified leaping piledriver that goes up quick and comes down
quicker with a satisfying crash and a bit of camera movement at the
very last second to give the move a touch of vertigo. The Thor's Hammer
super Power is utterly pathetic; Raiden performs his very slow Standing C ->
Standing C chain animation, then punches the ground, creating a billowing
cloud of blue lightning. The move itself is very slow to come out and
can be countered easily. The Berzerker Trident, on the other hand, is
quite impressive; Raiden grabs his opponent by the wrists and, without
letting go of the wrists, slams his opponent on to the ground, then
lifts the opponent up by the wrists over his back, snapping his opponent's
elbows in the process, does a leaping forward flip (still gripping his
opponent's wrists firmly) and smashes his opponent onto facefirst into
the ground with great conviction. The Circle Hurricane is another satisfying
attack; Raiden grabs his opponent's ankles and begins swinging him/her
around in a Giant Swing, but does a rather sloppy job of it; instead
of cleanly lifting his opponent off the ground and whirling him/her
around, he allows the back of his opponent's head to scrape painfully
along the ground four or five times before hurling him/her into the
horizon.

Both Raiden's A- and D-button palettes wear the FF1 mask, though
the A-palette wears the full spandex bodysuit (as in FF2), while the
D-palette fights barechested (as in FF1). Raiden's stage is a mountain
valley in the Australian outback in the late afternoon (resembles his
old FF2 stage); the rocks in the background bear intricate carvings
[presumably by Aborigine tribesmen].

Win Poses: (I've seen 4)
#1: Raiden jets his arm in the air and points upward, shouting "Whoa!"
    (from FF2)
#2: Raiden flexes his muscles and laughs. (from FF1)
#3: Raiden faces the opponent, gets down on one knee, and
    slaps his bicep.
#4: Raiden leans back, flings open his arms and spouts a
    Dokugiri cloud in the air.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
RYUJI YAMAZAKI:
------------------------------------------------------------------------------
FIGHTING STYLE: SELF-TAUGHT FIGHTING
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        *qcb + A                  =       Upward Snake Arm
        *qcb + B                  =       Mid Snake Arm
        *qcb + C                  =       Downward Snake Arm
        *hcf + B                  =       Sadomazo (reversal)
        *qcf + C                  =       Double Return
           (press C to absorb
            projectile, hold C
            to reflect)
        *fwd, dwn-bk, fwd + A,    =       Judgement Dagger
           tap A repeatedly
        *fwd, bk, dwn, up + C     =       Exploding Headbutt Throw
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        *fwd + A                  =       Overhead Swipe
        *dwn + C                  =       ?
           (while crouching)
        *dwn-fwd + B              =       Dokkan
        *dwn-fwd + A              =       ?
        *while dashing, BC        =       ?
        *while jumping, BC        =       Kachyage
------------------------------------------------------------------------------
THROWS:
        *fwd + C (front)          =       ?
        *fwd + C (back)           =       ?
------------------------------------------------------------------------------                                 =
COMMAND THROWS:
        NONE (See Exploding Headbutt Throw in Special Move Attacks)
------------------------------------------------------------------------------
Super Power Attack:

        *fwd, hcf + BC            =       Guillotine
        +...? + BC?               =       Ground Ripper(?)
------------------------------------------------------------------------------
Overdrive Power:

        *rotate joystick 360
          degrees + C             =       Drill
          (tap C rapidly to               (if whiffed, player can continue
           increase power)                 tapping button C to perform only
                                           the leaping Drill attack; may
                                           be unblockable, I'm not sure yet)
------------------------------------------------------------------------------
COMBOS:

        Standing A -> Standing B -> Snake Arm B           (Rush: 4)

CHAIN COMBOS:

        Standing C -> Standing C -> Snake Arm B/C         (Rush: 4)
        Standing C -> Standing C -> Judgement Dagger ->
          tap A                                           (Rush: 9?)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Yamazaki seems similar to his RB2 version; his chain combos are
shorter than they were in RBFF/RBS, but still deadly. He has
all three Snake Arms, and can, as usual, "hold" them by holding
down the button (I'm not sure if that powers up the Snake Arms);
and can cancel a held Snake Arm by pressing D (true to Fatal Fury
fashion, Yamazaki receives no additional Meter if he cancels a
Snake Arm). The Double Return seems more or less the same, as
does the SadoMazo (Yamazaki flicks his tongue like a snake now).
Unfortunately, Ryuji has apparently decided to stop using a knife
(I have yet to see it); the Judgement Dagger is now a lunging open-handed
punch with red "Drill" coils around his hand; Yamazaki "stabs" his
opponent through with his hand, and lets him/her drop unless you tap
button A, in which case he "stabs" his opponent repeatedly with his
hand before dropping him/her. The Exploding Headbutt causes an orange
bitmapped explosion (each orange explosion is pixellated, but fairly
well-animated), and Yamazaki rubs his head in pain, as usual. The
Guillotine seems to have been modified somewhat; Yamazaki can barely
catch a standing opponent with hit, and only if that opponent is
standing very close (otherwise Yamazaki will go clean over him/her).
The Drill finishers have all been, to my knowledge, completely redrawn.
At the time of this writing, I have only seen the Headbutt and Snake
Arm variations: in the Headbutt variation, Yamazaki tosses the opponent
on the ground, then walks up behind his prone opponent and gives him/her
several headbutts to the back of the neck. In the Snake Arm variation,
Yamazaki goes completely insane and pummels the opponent with a two-armed
barrage of Snake Arms.

I'm not sure about how to do the Ground Ripper Super Power; I've
only seen it done twice, both times by the CPU. In it, Yamazaki
claws wildly at the ground, kicking up "sharp" blood-red gusts
of wind that buffets the opponent about for multiple hits.

Yamazaki has decided to lose the fur coat, and now begins each round
wearing sunglasses; at the beginning of each match, he takes them off and
stares the opponent down. His A- and D-palettes are simple color-swaps;
the A-palette is the old FF3 black shirt/pants/shoes; the D-palette is
the RBFF dark red shirt/pants/shoes. His background stage seems similar
to the stage from RB2; a rooftop somewhere in Hong Kong in the dead
of night, lit only by clusters of neon billboards in the background.

As mentioned, Yamazaki has a special character-intro sequence when fighting
Kim. Yamazaki is still voiced by Mr. Koji Ishii, who has provided Yamazaki's
voice since FF3.

Win Poses: (I've seen 3)
#1: Yamazaki stares down at his fallen opponent, winks, and sneers
    "Hyakunen haiyandayo." ("You're a hundred years too early [inexperienced
    to challenge me].")
#2: Yamazaki leans back, grabs his head with his hand, and shrieks/laughs
    maniacally. (RBS)
#3: Yamazaki grins and gives a thumbs up, then his face suddenly becomes
    sullen, and he gives a thumbs down.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
TERRY BOGARD:
------------------------------------------------------------------------------
FIGHTING STYLE: JEFF BOGARD HAKYOUKUSAKEN
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        *qcf + A                  =       Power Wave
        *qcf + C                  =       Round Wave
        *qcb + A/C                =       Burn Knuckle
        *hold dwn briefly, up + A =       Rising Tackle
        *dwn-fwd + B, C           =       Power Dunk
          (see Additional Attacks)
        *qcb + B                  =       Crack Shoot
        *bk, dwn-fwd + A          =       Power Charge
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        *fwd + B                  =       BackSpin Kick
        *fwd, fwd + C             =       Charge Kick (cannot be blocked low)
        *dwn-fwd + B              =       Jumping Knee Kick (floats)
          *after Jumping Knee
           Kick, press C          =       Power Dunk
        *bk + C                   =       Fire Kick
------------------------------------------------------------------------------
THROWS:
        *fwd + C (front)          =       Buster Throw
        *fwd + C (back)           =       Neck Hanging Crusher
------------------------------------------------------------------------------                                 =
COMMAND THROWS:

        *fwd, bk + C              =       BackSpin Attack
        *while dashing forwards,
          press AB                =       NeckBreaker Drop
------------------------------------------------------------------------------
Super Power Attack:

        *qcb, dwn-bk, fwd + BC    =       Power Geyser
        +...? + BC?               =       One-Two Punch Geyser
------------------------------------------------------------------------------
Overdrive Power:

        *qcb, dwn-bk, fwd + C     =       Overheat (Triple) Geyser
------------------------------------------------------------------------------
COMBOS:


        Standing A -> Standing B -> Burn Knuckle A        (Rush: 3)
        Standing A -> Standing B -> Crack Shoot B         (Rush: 4)


        Standing C -> Standing C -> Standing C            (Rush: 3)

        Crouching A -> Crouching B -> Burn Knuckle A      (Rush: 3)
        Crouching A -> Crouching B -> Crack Shoot B       (Rush: 4)
        Crouching A -> Crouching B -> Rising Tackle       (Rush: ?)

CHAIN COMBOS:

        Standing A -> Standing B -> Standing B            (Rush: 3)
        Standing A -> Standing B -> Standing C            (Rush: 3)

        Crouching A -> Crouching B -> Crouching C         (Rush: 3)
        Crouching A -> Crouching B -> dwn-fwd + C         (Rush: 3)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

In Wild Ambition, Terry seems more like his RB2 version than anything else.
He has the Power Charge (bk, dwn-fwd + A), but it seems to be of limited
use, and [to my knowledge] only Floats on a Counter. Terry has the
"two-part" Power Dunk, and the Fire Kick, similar to his RB2 version.

Terry's A-button palette-swap is his old red cap & jacket light-blue denim
jeans; his D-palette is the FFS/RB2/KoF '97 dark gray cap & jacket and
light-grey jeans. Terry's background is in "U.S.A." (exactly where I'm
not sure); in the middle of a busy downtown street flanked by parked
cars and large brick apartment buildings covered with billboards,
posters, and graffiti. Watch for a small poster reading "RB" and for
Mr. Peanut (the Planter's Nuts[tm] mascot) somewhere on a wall.

Terry's Super Power and Overdrive Power are fairly straightforward and
resemble the older Power Geyser and Triple Geyser. I'm not sure about how
to do the One-Two Punch Geyser, a move I've only seen done twice, each time
by accident by inexperienced players at Golfland; Terry delivers a wrenching
one-two punch to the opponent's gut, then blasts the opponent away with a
Power Geyser.

According to the game's ending credits, Terry is still voiced by Mr.
Satoshi Hashimoto, who has voiced Terry since FF2. As mentioned, Terry has
a special character-intro sequence when fighting against Andy.

Win Poses: (I've seen 4)

#1 Terry tosses away his cap and shouts "OK!" (from FF1)
#2 Terry dusts his cap off on his knee, puts it back on
   and turns away from his opponent. (from FF3)
#3 Terry performs two kicks, then flips his opponent off
   ("gives his opponent the forearm")
#4 Terry shrugs, then waves off his fallen opponent (similar to
   KoF '98 Yashiro) and says a stilted "Goodbye!..."
------------------------------------------------------------------------------


------------------------------------------------------------------------------
TOJI SAKATA:
------------------------------------------------------------------------------
FIGHTING STYLE: DAINANRYU-AIKI JUUJUTSU
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        *qcb + A/C                =       ? (double fan swat attack)
        *fwd, dwn, dwn-fwd + A    =       ?
        *hcf + A                  =       Reversal
        *fwd, bk, dwn, up + C     =       Flip Around Throw
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        *dwn, dwn                 =       Turn Around
        *while...?, press BC      =       ?
        *while...?, press AB      =       ?
        *while...?, press AC      =       ?
------------------------------------------------------------------------------
THROWS:
        *fwd + C (front)          =       ?
        *fwd + C (back)           =       ?
------------------------------------------------------------------------------                                 =
COMMAND THROWS:

        *bk, fwd + C              =       ?
         *in the middle of...?    =       ?
          dwn + C                
        *while...?, dwn + C       =       ?
         in the middle of...?
         up, dwn + C           
        *in mid-air, dwn-bk/dwn/  =       ?
         dwn-fwd + C             
------------------------------------------------------------------------------
Super Power Attack:

        *qcb, dwn-bk, fwd + BC,
         hcf + C                 =       ?
------------------------------------------------------------------------------
Overdrive Power:

        *rotate joystick 360
         degrees + C             =       ?
------------------------------------------------------------------------------
COMBOS:

        Standing C -> qcb + A                             (Rush: 3)

CHAIN COMBOS:

        Standing C -> Standing C -> qcb + A               (Rush: 4)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Toji is basically the same as Jubei Yamada of FF2/FFS; a slight,
elderly Japanese grandfather who has several devastating grapples
that he performs seemingly effortlessly. He has apparently lost one
eye (one of his eyes is red, like Rugal's from KoF), and wears a
shirt with a picture of a kabuki demon on the back (either a reference
to Jubei "Judo Demon" Yamada, or to the Japanese Mafia "Yakuza," or both).
Toji also carries about a small black fan in one hand which he occasionally
uses to swat his opponents. I haven't seen Toji's Overdrive, but his
Super Power resembles the Snowfall Slash attack of Ukyo from Samurai
Shodown; he slashes quickly and repeatedly outward with his fan, creating
a long cutting arc out in front of him.

Toji's A-palette wears a green shirt, dark green pants, brown shoes
and a tan hat; the D-palette wears a tan shirt, dark brown pants and
shoes, and a brown hat. His background stage is an empty Japanese
field in the dead of winter.

Toji has a special character-intro sequence against Geese; the two
sneer at each other; Geese beckons Toji on, while Toji brandishes
his fan and says something to Geese.

(Can't remember any of Toji's win poses)
------------------------------------------------------------------------------


------------------------------------------------------------------------------
TSUGUMI SENDO:
------------------------------------------------------------------------------
FIGHTING STYLE: HIGH SCHOOL WRESTLING
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        *bk, dwn, dwn-bk +        =       ..? Driver
          A/B/C
        *hold bk briefly, fwd + A =       Naniwa Lariat
        *qcf + C                  =       North Star Pass Heat
        *qcf + A                  =       L'il Tsugumi Elbow
        *hold dwn briefly,        =       ...? Yaki(?) Person...?
         up + B,B,B,B,C
        *qcb + B                  =       Hunting Bridge
        *B                        =       Super Drop Kick Right
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        *fwd + B                  =       Rolling Sobat
        *bk + C (hold for up to   =       Twirl Punch!
          3 seconds)
          *after Twirl Punch,     =       Rolling Breaker
           dwn + C
        *fwd, bk + C              =       Catch
          *after Catch,           
           dwn + C                =       Body Slam
          *after Catch,           
           fwd + C                =       Ground Pass
          *after Catch,           
           bk + C                 =       Rope...?
            *after Rope...?,      =       ?
             bk + C               
        *while...?,               =       ?
          dwn, dwn + A
        *while timing...?         =       High-Up Sobat
         press B
        *while...? bk + B         =       ?
------------------------------------------------------------------------------
THROWS:
        *fwd + C (front)          =       Tsugumi Driver
        *fwd + C (back)           =       Tsugumi Suplex
------------------------------------------------------------------------------                                 =
COMMAND THROWS:

        *(dwn-fwd) x 2 + C        =       Chin Key(?) Flip
        *while...?, bk, dwn-bk,   =       Tripping Up/Power Bomber
          dwn + C (hcf + C)
           *after Tripping Up,    =       Tsugumi Hip
            up + C
        *while...?                =       Rainbow German
         (dwn-fwd) x 2 + C                
          *after Rainbow German,  =       Horde/Hoard(?)
           press C x 3           
------------------------------------------------------------------------------
Super Power Attack:

         *fwd, hcf + BC           =       Flying Tsugumi Drop
------------------------------------------------------------------------------
Overdrive Power:

         *qcb, dwn-bk, fwd + C    =       Loop Line Crush(?)
------------------------------------------------------------------------------
COMBOS:

        Crouching A -> Crouching B -> ...? Yaki Person..? (Rush: 7)

CHAIN COMBOS:

        Standing A -> Standing B -> Standing C            (Rush: 3)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Tsugumi is essentially a combination of KoF '96-'98 Yuri, KoF's
Kasumi Todo, and Galaxy Fight's Roomi. She is a "cute," irrepressibly
cheerful high-school girl who is always smiling, winking, waving
and giving a "V" ["Victory"] sign with her fingers. In terms of actual
play, Tsugumi resembles Blue Mary; she has no command throw with any
really complex joystick input, but several throws and grapples that
are started from blockable specials, and some that are started from
reversals. She has Roomi's Twirling Punch (Tsugumi's is simply bk + C,
hold down button C) and performs various "cute" attacks from her
reversals and other specials; most of which end with a very silly
"boing" sound.

Tsugumi's A-button Palette wears a white jacket with blue sleeves,
red shorts and red gloves. The D-palette wears a white jacket with
flourescent green sleeves and shorts and red(?) gloves. Her stage
takes place in a dimly lit dance club named "Cosmic Bowling" (the
name of the club is written in large neon letters in the background).

For whatever reason, Tsugumi has a special character-intro with
Raiden; she bows playfully, then waves and says something.

Win Poses: (I've seen 3)
#1: Tsugumi does Yuri's/Roomi's twirl punch followed by a "V" sign.
#2: Tsugumi enthusiastically gives several "V" signs.
#3: Tsugumi puts one hand on her hip, and points a finger with the
    other hand. She wags her finger at her fallen opponent (playfully
    scolding) and dances about gleefully.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
GEESE HOWARD: (Boss character, selectable by code, see below)
------------------------------------------------------------------------------
FIGHTING STYLE: KOBUJUTSU
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        *qcb + A                  =       Reppuken
        *qcb + C                  =       Jaeiken
        *hcf + B                  =       Atemi Nage Reversal (high)
        *hcf + C                  =       Atemi Nage Reversal (mid)
        *hcf + A                  =       Atemi Nage Reversal (low)
        *qcf + A/C                =       ?

------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        *dwn-fwd + BC             =        ?
        *???...fwd + B            =        ?
        *jump, C,C,C, dwn + C     =        Rapid Palms
        *bk + B                   =        Axe Kick
------------------------------------------------------------------------------
THROWS:

        *fwd + C (front)          =        ?
        *fwd + C (back)           =        ?
------------------------------------------------------------------------------                                 =
COMMAND THROWS:

        *bk, fwd + C              =        ?
        *fwd, bk + C              =        ?
------------------------------------------------------------------------------
Super Power Attack:

        *dwn-bk, hcb,             
          dwn-fwd + BC            =       Razing Storm
        +hcb, fwd, dwn-fwd, dwn,
          dwn-bk + BC             =       Super Reppuken Attack(?)
------------------------------------------------------------------------------
Overdrive Power:

        *fwd, hcf + C, then       =       Razing Deadend
          Atemi Nage (low or mid:
          hcf + A/C)
          +after Razing Deadend,
           hcb,fwd + A,....?      =       Deadly Rave
           (AAABBBCCC, qcb + C?)
           (ABCCCBC, qcb + C?)
------------------------------------------------------------------------------
COMBOS:

        Standing A -> Standing B -> Jaeiken ->            
                                     Pursuit Throw        (Rush: 7)
CHAIN COMBOS:

        Standing C -> Standing C -> Reppuken              (Rush: 3)
        Standing C -> Standing C -> Jaeiken ->
                                     Pursuit Throw        (Rush: 7)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

GEESE IS SELECTABLE! At the Character Select Screen, put the cursor
on Billy, then move the joystick to the right. Geese should appear.

Geese is back, and I think he turned out great. He has all the
essentials: Reppuken, Jaeiken, Atemi Nage Reversals and Pursuit
Throw. He also has the FF3/RBFF "circular cage" Razing Storm as
his Super Power; not the "angled forward cage" of RBS/RB2; what's more,
the Razing Storm is back to its rightful joystick motion (dwn-bk,
hcb, dwn-fwd + BC). It might have been nice for him to get his RB2
360 command throw, but it can be done using bk, fwd + C, so no big
loss there. The Razing Deadend Overdrive seems like nothing more than
a Deadly Rave setup; after performing fwd, hcf + C, Geese's body emits
swirls of glowing smoke (much like RBS Geese), and is able to perform
the Deadly Rave, which is started, as usual, with an hcb, fwd + A.
The button sequence does not seem to be the RBS/RB2 hcb, fwd + A,
AAABBBCCC, qcb + C command, and may be the old RBFF command,
hcb, fwd + A, ABCCCBC, qcb + C, I'm not sure.

Geese's A-palette is his old FF3/RBFF white kimono tunic/orange hakama
pants. His D-palette is his RBFF grey kimono/dark blue hakama. For
whatever reason, Geese's fighting stance most closely resembles his
KoF '96 stance; Geese stands tall, opens his hands into loose claws,
and lets his arms hang at his sides. His background stage takes place
in Geese Tower; in a 1P vs. Com fight, he is the 8th opponent, and
the player is treated to a real-time animation sequence of Geese
performing several Kobujutsu demonstration attacks. Geese Tower resembles
the RBFF Geese Tower stage; a simple, open area with lots of polished
hardwood floor.

Geese is voiced by Mr. Kong Kuwata, the same gentleman who has provided
his voice since FF3.

Win Poses: (I've seen 3)

#1: Geese turns toward the player, beckons with his hand, and
    grunts "Come on!" (from FF3)
#2: Geese puts his hands on his hips, closes his eyes, and
    tosses his head back and laughs (from FF3)
#3: Geese crosses his arms and sneers at his fallen opponent.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
? ? ? ? ?:
------------------------------------------------------------------------------
FIGHTING STYLE: ? (KYOKUGEN KARATE???)
------------------------------------------------------------------------------
MOVELIST: ?
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS: ?
------------------------------------------------------------------------------
ADDITIONAL ATTACKS: ?
------------------------------------------------------------------------------
THROWS: ?
------------------------------------------------------------------------------                                 =
COMMAND THROWS: ?
------------------------------------------------------------------------------
Super Power Attack: ?
------------------------------------------------------------------------------
Overdrive Power: ?
------------------------------------------------------------------------------
COMBOS: ?
------------------------------------------------------------------------------
ADDITIONAL NOTES:

I have no substantial information about "? ? ? ? ?" except the following:
I managed to see one ending (Kim's); there was a standard roll of
credits which showed the voice characterizations for each character,
including Geese. After Geese's name was "? ? ? ? ?", written as though
it were the name of a character. I didn't get a good look at the name,
but I'm pretty sure it was "Masaki" something; quite possibly "Masaki
Usui," the gentleman who has provided voice characterization for Ryo
in every single game in which Ryo has appeared, including FFS (Fatal
Fury Special, in which Ryo was a super-secret hidden character).
Note that I didn't reach Geese with a perfect record (e.g. I didn't
have 2-0's for each fight; I had lost several rounds and had to
continue twice). In FFS, the condition to fight CPU Ryo was
to go through the entire game undefeated 2-0 for each fight (though
continues were allowed); in RBS/RB2, the condition to reach the
secret Boss (Geese or Alfred) was to go through the game undefeated
2-0 for each fight and earn at least 750,000 points. I'm not sure
what the exact conditions are to meet "? ? ? ? ?" but it could be
something similar (this is a Fatal Fury game, after all). I'm also
fairly certain that "? ? ? ? ?" is indeed Ryo. If you do manage to
find out who "? ? ? ? ?", drop me a line!
------------------------------------------------------------------------------


==========================================
V.)     VERSION HISTORY, CREDITS, LEGALESE
==========================================

VERSION HISTORY OF THIS DOCUMENT:

        V0.0    Completed 12:20 A.M. 20 January, 1999
                Based solely on marathon sessions at
                Sunnyvale Golfland and partially translated
                movelists of SNK of Japan; many glaring
                omissions, including combos and special
                move names


CREDITS:

SNK OF JAPAN
http://www.neogeo.co.jp
For not only providing [incomplete] movelists for me to source,
but also for turning out such a great game.

SNK OF US TECH
http://www.snkusa.com
For (presumably) also playing a pivotal role in Wild Ambition's
development, and for being quick enough to send it to Sunnyvale
as early as they did.

Sunnyvale Golfland
(408) 245-8434
For getting in Wild Ambition as soon as they did, as
well as being an excellent arcade overall.

Greg Kasavin
For helping me get to (and defeat) Geese


LEGALESE        

        This document is intended for entertainment purposes,
        and may not be copied, modified or distributed without
        express written or verbal consent from the author. (Or
        to put it another way: don't try to steal from this FAQ
        without so much as crediting me. If you want to source
        this document, contact me and ask me first.) It may NOT
        under any circumstances be reproduced or distributed
        for any sort of profit.

------------------------------------------------------------------------------
Fatal Fury series, The King of Fighters (KoF) series, Samurai Shodown
series and all characters from these series copyright 1999 SNK Corporation.
Mr. Peanut copyright 1999 Planters Nuts

Fatal Fury: Wild Ambition FAQ/Movelist v0.0 by EX Andy
END OF FILE
------------------------------------------------------------------------------