/----------/ /-------- /| / / / / / | / /----------/ /-------- /----| / / \ / / | / / \____ /________ / | /_______ /--------/ /--------/ / / ---------- / __/ / / / / / /-------\ / / / / / / / / / / / / /________/ /________/ /________/ / /------ /\ -------- /\ / / / | / / | / /------- /---| / /---| / / / | / / | / / / | / / | / / / | / / | /________ /------- / / /-------\ \ / / / / / / \ / /------- / / /--------/ \ / / / / / \ / / / / / \ / / \______/ / \ / HOWLIN' MAD -H- 's PERFECT PLAYER'S GUIDE TO REAL BOUT- FATAL FURY Ver 1.20 You are free to distribute this list, but please give acknowledgment to me, Henry Adams (Howlin' Mad -H-). For any suggestions or questions concerning this guidebook, please contact me at s991755@yamata.icu.ac.jp If you have any new info concerning FFRB, please send them in. Shall any info you sent in appears in the updated versions, you will be given full credit for your support. Also, please keep in mind that unauthorized duplication or modification of any part of this Guidebook is illegal under copyright law. This document may not be used for commercially for profit. ------------------------------------------------------------------------------ ------------- BASIC MOVES Abbreviations- A, B, C, D = Corresponding Buttons F = Forward B = Back D = Down U = Up Directions can be combined with each other to specify diagonal directions. F -Walk Forward B -Walk Back/Guard/Aerial Guard (when in air) U -Jump D -Duck A - Punch B - Kick C - Fierce Attack F, F quickly - Forward Dash B, B quickly - Back dash FD(Hold) - Duck & walk F + A while in guarding motion - Counter attack (You can control your jump by the length of time you hold the joystick upwards. Also, if you dash before jumping, you can add velocity to your leap.) In Air D- change direction When opponent is line swaying D- Line attack When Opponent isn't line swaying D - Line sway (Back) D + Down - Line sway (front) A~C During line sway- Attack & return to middle line D During line sway- Return to middle line ------------------------------------------------------------------------------ ------------- SPECIAL MOVES * Indicates that the move is effective against sway lines. $ Indicates that the move is totally or partially invincible. DM -Can only be done when life meter is red or when the Pow meter blinks "S". SDM -Can only be done when Pow meter blinks "P". -=Classic Characters=- -Terry Bogard- D, DF, F + A - Power Wave D, DF, F + C -*Round Wave (New Move) D, DF, F + D - Passing Sway (New Move) D, DB, B + A or C - Burn Knuckle D, DB, B + B - Crack Shoot F, D, DF + B -$Power Dunk D(hold), U + A -$Rising Tackle (Old Move Reborn) DM- D, DB, B, DB, F + BC -*Power Guyser SDM- D, DB, B, DB, F + C -*Triple Guyser - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Andy Bogard- D, DF, F + C -$Sho-ryu-dan D, DF, F + B - Yami Abise Geri (flame kick) (New Move) D, DB, B + A - Hi-shou ken D, DB, B + C -*Geki Hi-shou ken (New Move) DB, D, DF, F + B - Ku- Hadan (Old Move reborn) DB, F + A or C - Zan-ei Ken DB, F + C from fierce Zan- ei Ken - Backfist Extra D, DF, F + D IN AIR - Shiranui Illusion D, DB, B + D - Tornado twist kick (New Move) DM- D(hold), DF, F + BC - Inferno spear SDM- DB, D, DF, F + C - Zanei Inferno spear (New move) * Andy lost his spider web move (D hold, U + P). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Joe Higashi- B, DB, D, DF, F + A - Hurricane uppercut B, DB, D, DF, F + C -*Split Hurricane (New Move) DB, F + B or C - Slash kick F, D, DF + B -$Tiger kick D, DB, B + K - Golden heel A Rapid - Explosion Punches (Old Move Reborn) D, DF, F + A during Explosion punches - Explosion Hook (New Move) DM- F, B, DB, D, DF + BC - Screw uppercut SDM- F, B, DB, D, DF + C - Sliding Screw uppercut - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Mai Shiranui- D, DF, F + A - Fan throw D, DB, B + C -*Triple Fan throw (New Move) D, DB, B + A - Dragon's tail B, DB, D, DF, F + C - Ankle tackle D + AB IN AIR - Mussasabi Air tackle D, D + C -$Fire replicas D, DF, F + D IN AIR - Shiranui Illusion DM- F, DB, F + BC - Fire ankle tackle SDM- F, DB, F + C -$Leotard Fire ankle tackle - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Geese Howard- D, DB, B + A - Reppu-ken D, DB, B + C - Double Reppu-ken B, DB, D, FD, F + B - High Tackle throw B, DB, D, FD, F + C - Mid Tackle throw D, DB, B + A IN AIR - Shippu-ken D, DB, B + C IN AIR -*Double Shippu-ken (New Move) B (hold), F + B or C - Ja-ei-ken DM- DB, F, DF, D, DB, B, DF + BC -*Raging Storm SDM- F, DF, D + C -*Thunder Break Final DM- F, DF, D, DB, B, F + A, A, B, C, C, C, B, C, Down, DownBack, Back + C - Deadly Rave * Final DM can only be done when Pow meter blinks "P". - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -=Characters From FF3=- -Franco Bash- D, DB, B + A or C - Double Kong B, DB, D, DF, F + D - Weaving blow Weaving Blow x 2 - Double Weaving B. (New Move) D, DF, F + B -*Power Bicycle B(hold), F + B -$Weaving Step (New Move) F, B from Weaving S - Step Stopper (New Move) D, DF, F + A - Meteor Shot (New Move) DB, F + C - Meteor Tackle (New Move) DM- D, DB, B, DB, F + BC - Omega shot (New Move) SDM- F, DF, D, DB, B + C - Aarmagedon Buster then D, DF, F + A or B or C - Straight, Backattack, Tackle D, DB, B + A or B or C - Hook, Highkick, Omega shot F, D, DF + A or B or C - Uppercut, Reverse Kick, Bicycle (All New Add-ons) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Mochizuki Sokaku- D, DF, F + A - Spikes B, DB, D, DF, F + B - Posessed Stick D, B, DB + B -$Fire Float D, DB, B + A - Petite Sokakus F, B, F + C - Demonic Punches A rapid -*Sokaku Illusion Attack 1 CIRCLE + C - Demonic Piledriver F, D, DF + B - Lightning Shots F, D, DF + A - Aerial Teleport (New Move) F + C or DF + C or DB + C or UF + C or D(button) during Sokaku Illusion Attack - Illusion Finisher (New Moves) DM- F, DF, D, DF, F + BC - Super Lightning Elemental SDM- F, DF, D, DF, F + C - The breath of Lightning - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Hon fu- F, D, DF + A -$Flaming Knunchucks D, DB, B + B - Aerial smasher DB(hold), F + B - Rolling Headbutt Rapid B during Rolling Headbutt - Finishing Headbutt Rapid A - Berserker crush (New Move) B, DB, D, DF, F + C - Ku-long's Prediction D, DB, B + C - Berserker flip (New Move) DM- D, DB, B, DB, F + BC - Explosion roll (New Move) SDM- D, DB, B, DB, F + C - Kadentsa's Storm - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Bob Wilson- D(hold), U + B or C -$Bison Horn D, DB, B + B or C - Rolling Turtle B(hold), F + B - Wild Wolf F, D, DF + B - Monkey Dance (New Move) DM- D, D, D + BC - Dangerous Wolf SDM- D, DB, B, D, DB, B + C - MadSpin Wolf (New Move) Rapid C During Madspin - WolfFang (New Move) *Bob's old DM has been replaced with his SDM from FF3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Blue Mary- D, DF, F + A - Spin Fall D, DF, F + C - M. Spider F, D, DF + B x 2 -$Vertical Arrow/M.Snatcher B(hold), F + B x 2 - Straight Slicer/StingFang(New Move) B(hold), F + C - M. Crab Clutch D, DB, B + B - Mid Tackle Throw (New Move) D, DB, B + C - High Tackle Throw (New Move) D, DB, B + A - Quick Sway B + A near opponent during Quick Sway - Backdrop B + B during Backdrop- Facelock DM- F, B, DB, D, DF, F + BC - M. Typhoon (Old move renewed) SDM- F, B, DB, D, DF, F + C -*M. Diving Smasher (New Move) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -=ReFreshed Characters for FFRB=- -Ryuji Yamazaki- D, DB, B + C(hold and let go) - Snake Punch D, DB, B + C(hold), FU(let go of C) - Upper Snake Punch B, DB, D, DF, F + B - Sadomaso D, DF, F + C - Quick Reflector F, DB, F + A or C - Knife Slash (New Move) A from Snake Punch (when holding) - Snake Cancel (New Move) DM- F, DF, D, DB, F + BC - La Guilotinne SDM- 1 Circle + C - La Drill (New Move) Rapid C during Drill 8 times per sec - 2 x Drill 10 per sec - 3 x Drill 16 per sec - 4 x Drill (All New Moves) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Jin Chonshu- F, F + A - Elbow Smash D, DF, F + A or C - Energy Ball F, D, DF + A or C -$Twisting Uppercut F, FD, D, DB, B + A or B or C - Empreror's Teleport (New Move) Emperor's Teleport done in B - Air roll (New Move) DM- D, DB, B, F + BC - Soul Stealer SDM- D, DB, B, F + C -*Emperor's Fury - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Jin Chonrei- F, F + A - Elbow Smash F, F, F + A - Super Elbow Smash (New Move) D, DF, F + A or C - Energy Ball F, D, DF + A or C -$Twisting Uppercut D, DB, B, F + C - Soul Stealer D, DB, B + B - Energy Reflecter D, DF, F + B - Ground Roll (Old Move Renewed) DM- F, B, DB, D, DF + BC -*Emperor's Fury SDM- F, B, DB, D, DF + C - Emperor's Rage (New move) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Duck King- D, DF, F + A or C - Head Spin D, DB, B + A in air - Aerial Spin D, DB, B + B - Dancing Dive F, D, DF + B -$Neo. Blazing Storm (Old Move Renewed) Down x 2 in air - Aerial Fakeout (New Move) DF + C in dash - Ground Fakeout (New Move) DM- B, DB, D, DF, F, UF, D + BC -*Break Spiral SDM- D, D + ABC - Duck Dance (New Move) Then After Dance... D, DF, F, D, DF + BC - Break Hurricane D, DB, B, D, DB + BC - Dancing Caliver B(hold), F, B, F + BC - Rolling Punisher F, DF, D + BC - Diving Punisher (All New Moves) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Kim Kaphwan- D(hold), U + B -$Flip Kick D + B on apex of Flip Kick - Bash Kick (New Move) D, DB, B + B or C - Crecent Kick D + B in air - Stomping Kick F, D, DF + A -*Air Twister (New Move) DM- B, DB, D, DF, F + BC - Aerial Raid (New Move) SDM- D, DB, B, DB, F + C - Phoenix Combo - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Billy Kane- B(hold), F + A - Stick Attack B, F + C when Stick Attack hits - Stick Flamer (New Move) D, DB, B + A - Vertical Stick Attack A Rapid - Tornado Stick DB, D, DF, F + B -$Stick Highjump D, DB, B + B - High Stick Counter (New Move) D, DB, B + C - Mid Stick Counter (New Move) DM- D, DF, F, DF, D, DB, B + BC - Flaming Tornado Stick SDM- F, DF, D + C -$Scarlet Uppercut (New Move) ----------------------------------------------------------------------------- -------------- EXTRA ATTACKS Throw Moves throwing your opponent does not take as much damage as in any preceding series, but no doubt it is still useful. Throwing options: 1- Forward + C for all characters except Mary 2- Back + C for Geese, Sokaku, Mary 3- Other Throws- Joe, Hon Fu, Geese - DF + C Mai, Sokaku - D or DF or DB + C in air (Aerial throw) Mary, Geese, Sokaku - B + C then F + C Bob - FU, FU + C right when throwing (F + C) Andy - D, D + C in air (Aerial throw) Wake-Up Attacks If you press the C button at the right timing after falling down, certain characters can execute a surprise wake-up attack. Beware, for if it misses, you are opened to any attacks. The characters who can do Wake-Up Attacks are: Mai, Bob, Franco, Yamazaki, Blue Mary. (Except Blue Mary needs to do Down, Up + C) Ground Attacks If Your opponent is lying on the ground, certain characters can give them extra damage by doing down + C. beware, for the timing of when to execute the move is different between each character. The characters who can do Ground Attacks are: Andy, Geese, Sokaku, Bob, HonFu, Yamazaki, Duck, Billy, Blue Mary. (Blue Mary has one more- Up + C) Extra moves Although they are not special, these moves are a combination of a direction and button. They are usually normal moves with a unique aspect like not guardable while ducking or having a long reach. F + A Bob Yamazaki Chonshu Billy B + A Joe Mai Duck King DF + A Blue Mary DB + A Terry Andy Joe Geese Sokaku Bob Hon Fu Yamazaki F + B Terry Andy Mai Hon Fu Franco Chonrei Kim B + B Joe Geese DF + B Joe Duck King D + B in air Bob DF + C Chonshu AB Kim F + C from Dash Terry C from Dash Franco ------------------------------------------------------------------------------ ------------- THE GUARD CANCEL SYSTEM If the POW meter is yellow, you can cancel your guard and counter your opponent just as they attack. Think of it as the alpha counter in Street Fighter Alpha (Capcom Co.), or better yet the guard cancel system from King Of Fighters 95'. But unlike KoF95', only designated moves can be used to guard cancel attacks. The following is the list for all characters. Terry - Power Dunk Andy - Shou Ryu Dan Joe - Tiger Kick Mai - Dragon's tail Geese - Mid tackle throw, fierce Ja-ei ken Sokaku - Fire float Bob - Monkey dance Hon Fu - Flaming Knunchucks Mary - Straight slicer Franco - Double Kong Yamazaki - fierce Knife slash Chonshu - fierce Twisting uppercut Chorei - weak Twisting uppercut Duck - Dancing dive Kim - Air twister Billy - Mid & High stick counter, Scarlet Uppercut (SDM) ----------------------------------------------------------------------------- -------------- FAKEOUTS Fake out moves have been a tradition since FF3. Unfortunately, some characters lost a couple. Terry F + AB -Burnknuckle D + AB -Power Wave D + CD -Power Guyser (DM) Andy F + AB -Zan-Ei Ken D + AB -Hi-shou Ken D + BC -Inferno Spear (DM) Joe F + AB -Slash Kick D + AB -Hurricane Uppercut B + AB -Tigher Kick D + BC -Screw Uppercut (DM) Mai D + AB -Fan Throw B + AB -Dragon's Tail Geese D + AB -Reppu Ken F + AB -Ja-ei Ken D + BC -Raging Storm (DM) Sokaku D + AB -Spikes D + BC -Breath Of Lightning (SDM) Franco D + AB -MeteorShot Bob D + BC Madspin Wolf (SDM) Blue Mary None. Hon Fu B + AB -Flaming Knunchuks F + AB -Aerical Smasher Yamazaki None. Chonshu D + AB -Energy Ball D + BC -Soul Stealer (DM) Chonrei D + AB -Energy Ball D + BC -Emperor's Fury (DM) Duck D + BC -DuckDance (SDM) Kim F + AB -Crecent Kick D + BC -Phoenix Combo (SDM) ------------------------------------------------------------------------------ ------------- COMBINATION ATTACKS Usually known as chain combos, these normal attacks make a combination by being pressed in a rhysmical pattern. They can also be comboed to special moves when done right. Since there are too many patterns of Combination arts, they have been made into a simple chart here. (Ie.: For Terry, you can do A B ForwardC, DownA B BackdownC, etc...) Whatever combo that does not fit the chart have been listed separately. -Terry, Andy, Joe & Kim- A --> B --> C Down A Down B Forward C B BackDown C Down B Down or FD C Terry's Etc- AC DownAC Dash ACCCC Andy's Etc- (close up) CCCC Forward C Joe's Etc- AC DownBackA CC BackA CCCC Kim's Etc- ABBCC CC (not so up close) -Mai & Hon Fu- A --> A --> C Down A B Forward C B Down B BackDown C Down B Down or FD C *Mai can only chain the 2nd A from an A or a Down A. *HonFu can only chain the 2nd A from an A. Mai's etc- AC DownAC BCC Hon Fu's etc- AC DownBackA CC -Geese- A --> A --> C Down A Down A Forward C B B BackDown C Down B Down or FD C Geese's etc- ACCC ForwardC -Franco & Sokaku- A --> B --> C B Down B Forward C Down B BackDown C Down or FD C UP C * Only Franco Can do the Up C. Franco's etc- BC ACCC C(or UpC) Sokaku's etc- AC B ForwardCC CCCC DownC -Blue Mary- A --> B --> C B Down B Forward C Down B | BackDown C | Down or FD C | | --> ForwardC | | ---> M.Snatcher Mary's etc- AC -Yamazaki- A --> B --> C Down A Down B Forward C B Forward B BackDown C Down B Down or FD C Yamazaki's etc- BC B ForwardC ACC C(or BackC or ForwardC) -Billy, Chonshu, Chonrei- A --> A --> C Down A Down B Forward C B Down C Down B (The 2nd A can only be chained from an A or Down A. Billy's etc- A(or Down A), B, Down, DownFoward, Forward + C -Duck King- A --> B --> C B UpClose Down B Up C Down B Back C Down C duck's etc- AABBC C(or BackC) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EFFECTIVE COMBOS Since there are too many combos in the game, only the few selected to be effective and all-rounded have been listed here. Terry- Down A x 3, Down C, crack shoot Down A x 3, Down B, Down Forward + fierce punch, Rising tackle Andy A(or B) B Forward+C, Shou-Ryu Dan or DM Joe C x 4, Tiger kick Mai Down A x (desired number), Down C Geese Down B x 5, B, C Sokaku C Rapid C x 4, Special Move Bob C rapid B, B, C, UP+C B, B, DownBack+C, MonkeyDance or SDM Hon Fu Jump B, C, A, DownBack+B, DownBack+C, Flaming Knunchucks Blue Mary DownBack B x 2, DownBack C, Straight slicer, Sting fang A, B, C, Vertical Arrow x 2 Franco A,C,C,C, Meteor Shot Yamazaki A, B, DownBack+C, DM B, B, KnifeSlash, dash, ground attack Chonrei Down+A (rapid), A, Elbow attack A, B, Forward+C, DM Chonshu A, B, Forward+C, D, Elbow attack Duck King B, B, C, D, Headspin Jump C, Flyspin, DownBBC, D, Headspin Kim A x 1-5, B B C Billy A, A, Stick Attack, Stick Flamer ------------------------------------------------------------------------------ ------------- STRATEGIES 1- Try not to move on other lines- the movement is slower than in FF3, less effective, and you can easily be attacked by your opponent with the D button no matter if you're on the front or the back line. Thus, only use the line system if your opponent is making a big move (like a high jump or a DM). 2- This time, the jump ability of all the characters have increased. It takes less time to land and attack from the air than FF3. Take advantage of this and jump attack your opponents more often. 3- Try not to fight using big moves- once you get a weak attack into your opponent, you can easily combo it to a stronger attack. 4- The High tackle throws can counter jump attacks and special moves excluding projectiles. The Mid Tackle throws can counter all normal moves except foot sweeps. 5- Know your opponent- That's the basics of any game, but you have to especially keep in mind the characteristics of your opposing character- some have Down counters, others can grab your fly kicks, etc... 6- If you have a follow-up move, try to get your opponent lying on the ground using a combo instead of a normal foot sweep. It will leave them on the ground for a longer time. 7- If you want to see the "true ending", use Terry or Andy. 8- Don't rush trying to beat the game on VS CPU! You will get an ending no matter how many losses or continues, plus we've found no hidden boss at the end of the game even from a result of 15 SSS on the scoreboard. 9- Two notes about special moves in FFRB- most of them don't take much damage if guarded, but many of the special moves are also hard to counter. Thus applying pressure to your opponent using special moves is an effective technique- but just don't get TOO aggressive enough to be countered. 10- When attacking from the air, use the "turn around" system to your advantage. Jump behind your opponents and attack them from the back in air by turning around, just keep on pressing it rapidly and taunt your opponent... etc. 11- Try to "float" your opponents in the air, leaving them vulnerable to special moves and DMs. Most characters can do this by the combination attack of A B DownBack C. 12- Though basic enough, try to push your opponent off the end of the platform. Your opponent will not fall off unless you get a clean hit -anotherwards, it can take one weak punch to make your opponent fall off near the end of a platform, but no matter how much you make them guard your move, you'll never get them out of bounds. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Stages- 1-3 Sound Beach Sound Beach first appeared in FF1 when going against Michael Max. In FF3 it reappeared as Terry's stage. This time you fight against 3 opponents here, and the sky changes color as the time passes. Beware of the two wooden walls at the end of the piers, for if they break, you can fall out of bounds. (To break any of these boarders in FFRB, you must be attacking an opponent close to it.) Then Again, if you've played the game enough, perhaps it will be fun to see the reaction of the opponents. Also, you can electrocute your opponent if you hit them far off the right side of the screen (the neon sign), and into a different platform when to the left side. 4-6 West Subway This is an original stage that never appeared before. From Stages 4-5, there will be people (commuters?) standing besides the edge of the screen (stage 6 has no boarders). They'll all collapse like the wall in Sound Beach if you damage them enough. When the commuters on the sides go away, you can push them off the platforms during round 1 and 3. On round 2, you can push them into a subway car (or even "on top" of the subway car) and see them go away. Again, it is interesting to see the reactions of the characters as they pop inside. Some subway cars seem to be driven by a dark Terry Bogard. 7-9 East Side Park This is Mai's stage from FF3, but it must be a different area in the park because it looks more like a museum than an aquarium. On the right side of the stage, there is an elevator with a glass door. Give it enough damage and it will break. And on the Left side, these is a map(?) on a wooden frame. This also breaks if given enough beating. The reactions when your opponent falls into the elevator shaft is boring... and there's no reaction if you push them off the left side, because they will fall to the floor right underneath. But, if you somehow hit your opponent high enough to the left side, they will stick onto the ancient piniyatas (or at least, that's what they look like). 10-12 South Town Bridge You can see the Bridge that was once near Billy's stage in FF1. There is a boat right on the left side of all the cargo. hit the crates enough times and you will see. When the Boat is opened, you can roll right inside, and if it isn't, you'll just sink into the water (same reaction as in Sound Beach. On the right side, there are people working on some lighting right near a oil truck, and if you break their equipment, you'll be looking for some electrocution when out of bounds. Even more, you'll be seeing some fire in the next round because the oil truck will leak. Thank God the fire fighters will come around on time, but they won't help you from burning if you get out of bounds. Also, try to push your opponents to the left side very high- they'll hit the boat's exterior too. 13 Geese Tower This is where you fought against Geese in FF1, FF3, FFS, FF3... but this will be his last time fighting here, ever. Fortunately for him there's more than enough room to do the fighting here. In fact, you can keep on walking forever and never stop. That's right, this room is in a infinity loop, and there's no way of winning until you put an end to Geese's life! Other than that and the written stuff in the background which changes in a pattern every time you loop, there's nothing interesting about this stage. Of course to make the end dramatic, you can finish your opponent to the front of the stage (zoom) like in FF3, but of course you can do it in any other stages as well, unlike FF3. Also unlike FF3, you can't finish your opponent pushing them back of the stage and expect something to happen, because nothing spectacular will. ------------------------------------------------------------------------------ ------------- Endings- To not ruin the pleasure of ending the game, these descriptions will be very brief. Basically everyone's ending follows the same pattern: 4 snapshots, 1 of Geese lying on the floor with the player standing, and 3 portraying the life of the player afterwards. Terry and Andy does not have a snapshot of Geese lying down, but they have a special ending before their snapshots where they SuperDM Geese out off the tower but reaches him right in time to grab his hand, but Geese lets go and plunges to his death. (Note: thus only Terry and Andy's ending has Geese killed.) Terry- After killing Geese, Terry spends the rest of his time wandering around with his adopted boy form FF3, feeling empty that his arch enemy is now gone. Andy- Though feeling empty about losing his arch enemy, Andy sets off back to Japan with Mai, and continues his practices as a ninja. Joe- After beating Geese to the pulp, Joe sets back to Tai where he meets with his old friend Hwa Jai. After eating with little kids who adore Joe, he gets up to train using dummies of Terry and Andy. Mai- After Beating Geese, Mai has all the time in the world to stick around with Andy. And she does, even when he's learning the skills of becoming a ninja. Mai even thinks about marrying him as she takes a bath. Geese- After beating the impostor that Krauser sent out, Geese lives the good life as the evil ruler of SouthTown. Sounds "Untouchable"? Perhaps, but the ending is a total parody of the movie. Franco- After seeing that he's totally ready for action, Franco trains out to be back to the squared circle. Now's the time for the champ to take over the ring again. Sokaku- 2 of his shots are from the airport (this guy's afraid of heights? what's the deal? 2 shots!), and one is back in the entrance of his temple in Japan, where his followers are seen worshipping him. Bob- Back in PaoPao Cafe 2, Bob celebrates his victory with all his friends in F FRB. Sleep tight Bob, because managing a cafe might be harder than fighting! Hon- Fu After Knunchucking Geese to the ground, Hon Fu finds no rest with his lover because 1- on his ride back to Hong Kong, Kim (who he HATES) rode right in the back of him, and once back in Hong Kong, Yamazaki (who HonFu arrested in FF3) was found walking on the streets. Blue Mary- After getting rid of the biggest hazard in SouthTown (and also her Grandpa's killer), Mary goes back to work as an agent to get rid of the smaller evils. After a long days work, she and her Harley finds the way to a local bar to have a blue cocktail. Yamazaki Beating Geese to the ground, Yamazaki finally gets his hands on the mystic scrolls. He reads them, throws them on the floor and walks out of the room, taunting Geese. Did he REALLY understand what was written in there? Chonshu After Beating Geese, Chonshu gets his hands on the scroll, but his brother quickly comes and rips them apart, only to have Chonshu surprised on the floor. Ever since then, the brothers life a normal life as kids, playing games, beating other kids, being beaten by other kids... Chonrei See above. Duck King To celebrate his victory, Duck invites all his friends in FFRB over to a cafe (PaoPao Cafe 1?) and they all have a great time, not to mention a big gulp of beer. But the chick sure is cute, eh? Kim Flying back to Korea on a one-stop flight from Southtown to Hong Kong, Kim meets his old friend Hon Fu, who seems a bit surprised. After getting back to Korea, he is greeted in the terminal by his wife and students, not to mention two in particular. Billy After scribbling on the fake Geese's face and escorting the real one around, Billy finds time in his hands to re-kidnap his sister Lilly from Joe (FF3 ending) and still have time to do the laundry. ------------------------------------------------------------------------------ ------------- Revisions- Ver 1.00 First FFRB PPG (Perfect Player's Guide). Move commands, extra commands, combination arts, stage description and endings. Ver 1.20 Typos fixed, special moves additives restored. Ver 1.5 (scheduled for 2/24/96) 1- Background stories of the characters. 2- Hidden command for stage select and infinity DM/SDMs revealed (scheduled). 3- MSWindows WRITE Wersion scheduled to be released simultaneously. (Arrows instead of letter directions, pictures, etc...) "Perfect Player's Guide FFRB" Copyright 1996 HNM Arts. HNM and the HNM Arts logo copyright 1995, 1996.