----------Art of Fighting 1----------

	---Key:
P = tap punch, A button
K = tap kick, B button
C = tap C button
F = move or tap joystick in the direction toward your opponent
B = move or tap joystick in the direction away from your opponent
U = move or tap joystick up
D = move or tap joystick down
D/F = move or tap joystick in the direction diagonally between D and F
D/B = move or tap joystick in the direction diagonally between D and B
QCF = (quarter circle forward) rotate joystick from D to F in one smooth, continuous motion
QCB = (quarter circle back) rotate joystick from D to B in one smooth, continuous motion
HCF = (half circle forward) rotate joystick from B to D to F in one smooth, continuous motion
HCB = (half circle back) rotate joystick from F to D to B in one smooth, continuous motion
DP = (Dragon Punch motion) rotate joystick from F to D to D/F
B-F = hold joystick B then quickly tap F
D/B-F = hold joystick D/B then quickly tap F
must be very close (or) when close = get as close to your opponent as possible, stand right next to them in order to grab them

	---Basic Moves:
Block = hold B when being attacked high or D/B when being attacked low
Forward Dash / Run = F, F
Backward Dash / Back-Flip = B, B
Throw = F+C when close (UNBLOCKABLE)
Restore Spirit Energy = hold P or K
Uppercut = C+P
Shin Kick = C+K
Hard Punch = tap C immediately after P
Hook = tap C immediately after P when close to opponent
High Kick = tap C immediately after K
Taunt = press D button (will reduce opponent's Spirit energy)
Rebound = jump off walls by hitting the opposite direction on the joystick while jumping onto a wall

	---Other Things You Need to Know:
Each character has the usual life bar at the top of the screen but there is also a Spirit Meter.  Spirit energy is required to perform some special moves.  You gain a bit of Spirit energy when you attack or block incoming attacks.  Some moves require your Spirit Meter to be charged to a higher point to perform; those moves are indicated in the move sections below.

Throws are UNBLOCKABLE and cannot be escaped.

Most special moves will cause your opponent to take a little bit of damage if they block.

When two projectiles meet they cancel each other.

	---Move Section Formation:
	---Character Name---
Special Move Name (More Descriptive Name) - move command (special notes)
-_Special_-
Any special abilities that the character has.



	---Ryo / Robert---
Deep Uppercut - DP+P (no Spirit energy used)
Koowken / Ryugekiken (Fireball) - QCF+P
Hienshipukyaku (Flying Double Kick) - D/B-F+K
Zanretsuken / Geneikyaku (Quick Punch / Kick) - F-B-F+C
Haowken (Super Fireball) - F-HCF+P
Ryukobanbu (Super Rush Combo) - QCF+C+P (must have less than 1/4 life bar remaining and more than 3/4 Spirit Meter remaining)
-_Special_-
None.


	--Todo Ryuhaku---
Kasaneate (Ground Rake) - QCF+P
-_Special_-
None.


	---Jack Turner---
Cho Drop Kick - D/B-F+K
Sliding Kick - QCF+K
Kyoku Knuckle Pad (Hopping Punch) - QCF+P
Forward Sliding Knee - QCF+C
-_Special_-
Cannot Rebound.


	---Lee Pai Long---
Iron Nails (Spinning Ginsu Attack) - QCF+ P or K (P=low attack, K=high attack) (QCF+K will cancel projectiles)
Flying Kick Combo - D/B-F+K
Hyakuretsuken (Multi Punch) - F-B-F+C
-_Special_-
Cannot throw.


	---King---
Venom Strike (Fireball) - QCF+K
Flying Knee and Kick - D/B-F+K
Reppukyaku (Multi Kick) - QCB+K
-_Special_-
Cannot throw.
Cannot charge Spirit Meter by holding P or K.
Loses shirt when defeated by special move.


	---Micky Rogers---
Burning Upper (Fireball) - QCF+P
Rolling Upper (Ground Flame) - QCF+K
-_Special_-
Cannot kick.
Cannot Rebound.
Cannot throw.


	---John Crawley---
Mega-Smash (Energy Projectile) - QCF+P
Overdrive Kick (Kick Combo) - QCB+K
Flying Attack - D/B-F+P
-_Special_-
Cannot throw.
Cannot charge Spirit Meter by holding P or K.


	---Mr. Big (boss)---
Ground Flame - HCF+P
Flying Torpedo - F, rotate joystick 270 degrees back to up+P
-_Special_-
Cannot kick.
Cannot jump.


	---Mr. Karate (boss)---
Deep Uppercut - DP+P (no Spirit energy used)
Koowken (Fireball) - QCF+P
Hienshipukyaku (Flying Double Kick) - D/B-F+K
Zanretsuken (Quick Punch) - F-B-F+C
Haowken (Super Fireball) - F-HCF+P
-_Special_-
Attacks are identical to Ryo / Robert.
Faster than Ryo / Robert.
Moves use less Spirit energy than Ryo / Robert's.
Ducks instead of crouches.



	---Play as Bosses:
To play as Mr. Big and Mr. Karate you must defeat them in Story Mode.

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