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Fatal Fury - Wild Ambition (e)

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                         Fatal Fury:Wild Ambition

                    FAQ/Movelist for Mr. Karate, v.0.2

                               by Kevin Eav

Disclaimer: This document and contents, including wording, grammar, and
punctuation are copyright Kevin Eav.  Mr. Karate, Fatal Fury:Wild
Ambition, and any other names or unique identifiers used within this
document are copyright SNK.  This document is free for distribution
provided that it is unaltered in any form--in name, author identification,
or actual document content.

     This is primarily to be a movelist for Mr. Karate, the first
available hidden character (of two) in the game Fatal Fury:Wild Ambition.
I will discuss the properties of his attacks, and perhaps some general
strategy; I will not provide any sort of character information initially.
It is to be a relatively short document, however, I may expand it in
further versions.  I will also not be including the common moves--dashing,
counterattacking, and the like, because those may be found in Andrew
Seyoon Park's excellent general FAQ for this game, found at
www.gamefaqs.com.

Version History
0.2 6/27/99 -- Added combos, corrected some info, changed some layout.
0.1 6/26/99 -- Put down beginning information, basic information.

Legend:
ub  u  uf      ub--Up-back       u--Up       uf--Up-forward
 b  n  f        b--Back          n--Neutral   f--Forward
db  d  df      db--Down-back     d--Down     df--Down-forward

qcf -- Quarter-Circle Forward (d, df, f)
qcb -- Quarter-Circle Back (d, db, b)
hcf -- Half-Circle Forward (b, db, d, df, f)
hcb -- Half-Circle Back (f, df, d, db, b)
dp  -- 'Dragon Punch' (f, d, df)
rdp -- Reverse 'Dragon Punch' (b, d, db)

'Back' and 'Forward' are relative to the direction your fighter is facing.

P refers to the Punch button, K to the Kick button, and S to the Special
button.

Counterattack: A rising elbow uppercut, similar to Tsugumi's d, df, f+P.
Front Throw: Takuma grabs the opponent, flips them over and lands with his
shoulder in their sternum, then flips away.
Back Throw: Mr. Karate pushes the opponent forward then punches them in
the kidney, knocking them down.

Command Attacks
---------------
Axe Kick
f+K

Takuma brings his foot up, then slams it downward.  The axe kick is a
two-hit attack, and the second attack is an overhead.

Roundhouse Kick
After Axe Kick, C

Takuma follows up the axe kick with a hard roundhouse kick.

Step-in Shin Smash
df+K

Takuma takes a quick step then smashes his foot down on the opponent's
shin.

Oniguruma
f+C

As in KoF'98, Takuma lunges forward with a hard punch. Unlike KoF, Takuma
does not knock down and he performs two hits.

Back Spin Kick
db+C

Takuma suddenly spins, lunging forward with a high back spinning kick.
Similar to his close standing D, but not angled as high.

Uppercut
df+C

Takuma strikes with a hard standing uppercut. This attack will launch the
opponent.

Special Attacks
---------------

Ko-oh-ken
qcf+P or S
Hits: 1/1
Damage: 20 (or 30)
Takuma's favorite fireball.  The P version travels slowly and reaches
half-screen; the S version is faster and travels 2/3rds of the screen.
If the opponent is hit by the 'explosion' of the Ko-oh-ken, they get
knocked down and take an additional 10 damage points for a total of 30.

Dragon Punch(No, not really)
dp+P or S
Hits: 2/3
Damage: 50/70
This is probably the strangest that SNK could have done--giving Mr.
'Kyokugenryu Needs No Uppercut' an... you guessed it, uppercut.  It seems
to be a pretty standard uppercut, good for air-defense.

Hienshippukyaku
qcf+K, repeat
Hits: 2 (max)
Damage: 39 (one hit)/50 (both hits)
SNK retuned the Hienshippukyaku pretty heavily in this game.  No longer
does it fly straight and fast like the Hienshippukyaku of yore; now it's a
rising kick that can be followed up with a second kick after the first.
It isn't a combo tool any longer.

Zanretsuken
f, b, f+P
Hits: 21
Damage: 55
Another old standby, SNK decided to take the KoF'98 command for this
attack.  As before, Takuma launches a series of fast fists; an opponent
caught in this will be subjected to a series of punches, then will be
uppercutted and then punched away.

Mouko Burai Gan
qcb+S
Hits: 1
Damage: 30 (31 as counter)
Takuma pauses, then throws a hard straight punch that will knock the
opponent down.  If, however, they attack while Takuma is in his
reared-back pose, he'll hit them with the punch (which will be surrounded
with a blue glow), then turn away, crossing his arms as they're blown
backwards by an explosion.

Kyokugenryuu Punch Dance
rdp+P
Hits: 5
Damage: 58
Unlike the usual punch dance attacks, this one starts with an overhead
elbow, then goes into a series of attacks ending in an uppercut that
knocks down.  Good damage, and must be blocked high.

Air Ko-oh-Ken
in air, qcf+S
Hits: 1
Damage: 20
Borrowing from Ryo's old bag, Takuma sends a fireball down at a 45-degree
angle.  Somewhat slow, and of limited use IMO, but still handy to have.

Haohshokoken (Super Power)
f, hcf+K+S (air)
db+K+S (fake)
Hits: 1
Damage: 122
The old standby. It moves fairly quickly and hits hard.  And, now, it can
be done in midair.

Ryuko Ranbu (Overdrive Power)
qcf, hcb+S
Hits: 22
Damage: 180
Takuma pauses as the Overdrive lightning flash shows, then lunges forward
(a considerably smaller distance than ever before) and, if he hits his
opponent, goes into a long rush-combo, ending with the usual Haohshokoken.

Combos
------

All of these combos can be preceded with a jump-in attack for an extra hit
on the meter/extra damage.

P ->P ->P ->P ->P          (Rush: 5)

    P ->*K ->S              (Rush: 3)
           ->d+S            (Rush: 3)
           ->df+S           (Rush: 3)
           ->dp+P/S       (Rush: 4/5)
           ->qcf+K x2       (Rush: 4)
           ->f, b, f+P     (Rush: 23)

d+P ->*d+K ->qcf+K x2       (Rush: 4)
           ->dp+P/S       (Rush: 4/5)

   *S ->*S ->S           (Rush: 3/4)
           ->qcf+P/S      (Rush: 2/3)
           ->dp+P/S      (Rush:3/4/5)
           ->qcf+K x2     (Rush: 3/4)
           ->f, b, f+P  (Rush: 22/23)
           ->qcf, hcb+S (Rush: 23/24)

*--These are the 'interruptible' attacks; follow the arrows underneath for
the appropriate commands.  In the case of the S->S->S chain, the slashes
indicate interruption on the first or second hit, and/or strength of the
move involved (i.e. dp+P/S, Rush: 3/4/5; 3 hits interrupted at the first
S, with dp+P, 4 hits with dp+S, 4 hits, interrupted on the second S with
dp+P, 5 hits interrupted at the second S with dp+S.)