POCKET FIGHTER FAQ v0.2 by K. Megurafor the Sega Saturn (import) Unpublished work Copyright 1998 Kao Megura This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appears in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by me, Kao Megura . All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due. The Street Fighter game series and all other game elements / characters mentioned in this FAQ are (c) Capcom of Japan. This FAQ can be found at: ------------------------------------------------------------------------- GameFAQs www.gamefaqs.com Kao Megura's Home Page www.geocities.com/Tokyo/Pagoda/4610/ ================= 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 Hyaku Retsu Kyaku Tap K rapidly NON-LEVEL UP DEADLY TECHNIQUES: Spinning Bird Kick hcf + K SPECIAL TECHNIQUES: You Sou 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 Rin Kai Shou hcb,hcf + P Ha Zan Hishou Kyaku qcf,d,df + K ------------------------------------------------------------------------ DAN HIBIKI ------------------------------------------------------------------------ LEVEL UP DEADLY TECHNIQUES: Ga Dou Ken qcf + P Kou Ryuu Ken f,d,df + P Dan Kuu Kyaku qcb + K SPECIAL TECHNIQUES: (uppercut) df + P (front kick) df + K MIGHTY COMBOS: Shin Kuu Ga Dou Ken qcf,qcf + P Kou Ryuu Rekka qcf,d,df + K Oyaji Blast qcb,hcf + P Jun Koku Satsu P,P,f,K,S (at Level 3) Chouhatsu Densetsu qcf,qcf + Chouhatsu - Dan may flash during the Kouryuuken (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! - I somehow made Dan flash and perform a slew of superfast punches when trying to do the Oyaji Blast. I assume any character can do this, but I don't know how I did it. Any suggestions? ------------------------------------------------------------------------ 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 Zan Kuu Hadou Ken Jump, qcf + P Gou Shou Ryuu Ken f,d,df + P Tatsumaki Zan Kuu Kyaku qcb + K (air) NON-LEVEL UP DEADLY TECHNIQUES: Shakunetsu Hadou Ken hcb + P Ashura Sen Kuu 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 Kuu Jin 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 Zan Kuu Jump, hcb,hcf + P Messatsu Gou Shou Ryuu 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 Hi En 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 Ji Rai Ya 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 Shou Ryuu 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: Shou Ryuu Reppa qcf,d,df + P Shin Ryuu 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 instead pauses (and his ------------------------------------------------------------------------ LEI-LEI ------------------------------------------------------------------------ LEVEL UP DEADLY TECHNIQUES: An Ki Hou qcf + P (hold P) Henkyou Ki qcb + P (air) Ji Rei 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: Ten Rai Ha P,S,K,K,u (doesn't seem to work....) Rairai Kyuu qcf,qcf + K Ten Kai San 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 Vania 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 Shou Ryuu 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 Shun Ka Shuu Tou 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 always end up with one of the four possible endings. 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: The last hit of a P-P-?-P combo knocks your opponent into the air. The last hit of a P-P-?-K combo always ends in a S-type Guard Crush. The last hit of a P-K-?-P combo is always a Strong Throw. The last hit of a P-K-?-K combo knocks your foe across the screen. In a P-P-?-P combo, the final hit is always slow enough to be guarded against. Assuming your opponent is hit, and you do hit them again in the air, the combo count will begin again. In a P-P-?-K combo, it's best not to hold the final K button because you're doing a normal Guard Crush and will keep charging it until you let the button go (although if your opponent is blocking, you can charge it up until it is unblockable for a nasty surprise). ------------------------------------------------------------------------ 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: CHUN-LI Kikou Shou qcf + S Rin Kai Shou hcb + S Ha Zan Hishou Kyaku f,d,df + S DAN Shin Kuu Ga Dou Ken qcf + S Kou Ryuu Rekka f,d,df + S Oyaji Blast hcf + S Jun Koku Satsu hcb + S (at Level 3) 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 Zan Kuu Jump, hcf + S Messatsu Gou Shou Ryuu f,d,df + S Shun Goku Satsu hcb + S (at Level 3) IBUKI Kasumi Suzaku qcf + S (air) Hayate f,d,df + S Ji Rai Ya hcb + S KEN Shou Ryuu Reppa f,d,df + S Shin Ryuu Ken b,d,db + S, tap P~S rapidly Shippuujinrai Kyaku hcf + S LEI-LEI Ten Rai Ha hcb + S Rairai Kyuu qcf + S Ten Kai San 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 ------------------------------------------------------------------------ CHUN-LI Kikou Ken Chi Fist Hishou Kyaku Flying Leg Hyaku Retsu Kyaku Hundred Violet Legs You Sou Kyaku Hawk Talon Leg Sankaku Tobi Triangle Hop Kikou Shou Chi Palm Rin Kai Shou Ocean Circling Shout (?) Ha Zan Hishou Kyaku Supreme Mountain Flying Leg DAN HIBIKI Ga Dou Ken Self Taught Fist Kou Ryuu Ken Shiny Dragon Fist Dan Kuu Kyaku Sky Cutting Leg Shin Kuu Ga Dou Ken Quaking Sky Self Taught Fist Kou Ryuu Rekka Shiny Dragon Violent Fire Oyaji Blast Father Blast Jun Koku Satsu Weeping Martyr's Death Chouhatsu Densetsu Legendary Taunt GOUKI Gou Hadou Ken Great Surge Fist Zan Kuu Hadou Ken Sky Cutting Surge Fist Gou Shou Ryuu Ken Great Rising Dragon Fist Tatsumaki Zan Kuu Kyaku Tornado Sky Cutting Leg Shakunetsu Hadou Ken Scorching Heat Surge Fist Ashura Sen Kuu (God of War) Air Flash Hyakki Shuu Hundred Demon Attack Hyakki Gou Zan Hundred Great Slash Hyakki Gou Shou Hundred Great Raid Hyakki Gou Sen Hundred Great Edge Hyakki Gou Sai Hundred Great Smash Hyakki Gou Tsui Hundred Great Crash Gou Tomoe Nage Great Comma Design Throw Tenma Kuu Jin Kyaku Demon Air Blade Leg Messatsu Gou Hadou Great Surge of Murder & Destruction Tenma Gou Zan Kuu Demon Great Sky Cutting Messatsu Gou Shou Ryuu Great Rising Dragon of Murder & Dst. Shun Goku Satsu Imprisoning Death Flash IBUKI Kunai (no real translation) Kazekiri Wind Slash Hi En Flying Swallow Tsumuji Spin Kasumi Suzaku Misty Phoenix Hayate Quick Gale Ji Rai Ya Thunder Child (?) KEN Hadou Ken Surge Fist Shou Ryuu Ken Rising Dragon Fist Tatsumaki Senpuu Kyaku Tornado Whirlwind Leg Inazuma Kakato Wari Lightning Flash Heel Split Shou Ryuu Reppa Rising Dragon Render Shin Ryuu Ken God Dragon Fist Shippuujinrai Kyaku Kick with Lightning Speed LEI-LEI An Ki Hou Dark Weapon Cannon Henkyou Ki Echo Weapon Ji Rei Tou Earth Spirit Sword Ten Rai Ha Heaven Thunder Break Rairai Kyuu Thunder Ball Ten Kai San 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 Shun Ka Shuu Tou Spring Fire Collapse Attack Midare Harusame Spring Rain Riot Haru Ranman Glorious Spring ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ 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 Kao Megura