Andere Lösungen

Pocket Fighter (e)

Cover
POCKET FIGHTER FAQ v0.2
by K. Megura  
for 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 Unpublished work Copyright 1998 Kao Megura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