----------Fatal Fury 3----------

	---Key:
P = tap punch, A or C button
WP = tap weak punch, A button
HP = tap hard punch, C button
K = tap kick, B or D button
WK = tap weak kick, B button
HK = tap hard kick, D 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
U/F = move or tap joystick in the direction diagonally between U and F
U/B = move or tap joystick in the direction diagonally between U and B
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
RQCF = (reverse quarter circle forward) rotate joystick from F to D 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
RDP = (reverse Dragon Punch motion) rotate joystick from B to D to D/B
B-F = hold joystick B then quickly tap F
D-U = hold joystick D then quickly tap U
D/B-F = hold joystick D/B then quickly tap F
* = moves with this symbol can be performed in the air and on the ground unless labeled as (air only)
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 (only hold B to block in air)
Counter Attack = F+WP immediately after blocking an incoming attack
Throw = F+ HP or HK when close (some characters don't have F+HK throws and some don't have F+HP throws) (UNBLOCKABLE)
*Air Throw = D+HP when close to opponent in air (only some characters can air throw) (UNBLOCKABLE)
Taunt = HP when far away
Hop = tap U quickly to hop up a bit instead of jumping like usual, can Hop forward or back by tapping U/F or U/B
Leap = hold U to jump higher than usual, can Leap forward or back by holding U/F or U/B
Dash Foreword = F, F
Dash Backward = B, B
Long Jump = U/F while performing Dash Forward
Quick Sway = tap D/F quickly to dodge high attacks (press HP during Quick Sway for a quick counter attack)
Crouching Walk = hold D/F
Shift to Background (Dodge) = WP+WK
Shift to Foreground (Dodge) = WK+HP
Roll into Foreground = U when in background
Roll into Background = D when in foreground
Attack into Background = WP+WK (when opponent is in background)
Attack into Foreground = WK+HP (when opponent is in foreground)

	---Other Things You Need to Know:
To perform a Super Move, your character's life bar must be flashing red.

To perform a Super 2 Move, your character's name must flash green and white and your life bar must be flashing red.  Super 2 Moves do more damage than Super Moves.  Super 2's can only be used once per round.  See "Tricks" section below to learn how to activate the Super 2's.

The playing field is made of three levels: the background, foreground, and the center (where game play starts).  Dodging causes your character to move into either the foreground or background.  When two characters are in different levels they may not hit each other with normal attacks or special attacks.  However, some Supers hit in all three levels.  You can dash when in the background or foreground but not jump or duck.  Hitting any single button when in the background or foreground will cause your character to jump back to the center and attack as usual.  You will automatically jump back to the center after a few seconds standing in the background or foreground.

Not all attacks can be blocked in the air.  Projectiles, jumping attacks, and basic attacks can be air blocked.  Special moves that aren't projectiles, Supers, and Super 2's cannot be air blocked.

Moves that cause the opponent to be knocked into the background or foreground (listed in the moves section below) will cause the opponent to go flying into the scenery or screen if the attack finishes them.  Moves that knock the opponent into the foreground send them flying toward the screen while screaming.  Moves that knock the opponent into the background will cause the opponent to hit items in the background such as the tree trunk in Joe's stage or the fish tank in Mai's stage (leaving a large crack in the glass) or the opponent may fall into the ponds, lakes, and pools in some of the stages causing a large splash.

"Fake" moves are used to trick the opponent into thinking that an attack is about to happen.  When a fake move is performed, the character will begin the motion for the regular attack and immediately stop and return to a fighting stance just before the move would actually happen.  For instance, Terry's fake Power Wave causes him to scream "POWER!" and lift his fist for the attack but he will stop just before he would say "WAVE!" and stand up ready to fight.

While jumping you can attack multiple times.  If you are fast enough you can attack with each button all in one jump.

Throws are UNBLOCKABLE and cannot be escaped.
Note: throws that are character specific special moves are blockable unless otherwise labeled.

If your character becomes stunned (stands on screen while you have no control over them) from taking too many hits then you may shake the joystick rapidly and tap all the buttons rapidly to recover from the stun quickly.

Characters that have throw combos (moves that are performed after grabbing an opponent with another throw) can be escaped by pressing the same button as the attacker does to activate the throw just after they press the button.  If your opponent grabbed you with a F+HK throw then tapped HK to activate a throw combo, you can escape the throw by pressing HK just after they pressed it the second time.

Combo Techniques cannot be blocked or countered if the first hit is not blocked.  Once the first hit lands, the opponent won't be able to stop the attack.  The button taps for combos must be very quick and precise.  Combos should be performed when very close to your opponent unless otherwise listed in the moves section below.

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

When two projectiles meet they cancel each other.  The button used to throw a projectile doesn't matter when projectiles hit each other; a projectile thrown with QCF+WP will cancel a projectile thrown with QCF+HP.  Power Moves that create projectiles will also cancel special move projectiles and continue to travel across the screen.  Some other special moves and Power Moves will cancel projectiles.

The A button is a weak punch and the C button is a hard punch.  The same applies to the B button being a weak kick and the D button being a hard kick.  Weak attacks are faster and cause a little damage whereas hard attacks are slower and cause much more damage.  The same is true for a special move performed with the different buttons.  A fireball attack performed with QCF+A is less damaging, may go only a short distance across the screen, but will be performed quickly leaving your character less vulnerable to attack.  A fireball attack performed with QCF+C is more damaging, goes farther across the screen, but takes longer for your character to recover from performing the attack leaving you open to a counter attack from your opponent.  This doesn't apply to all special moves, but this is the general concept.

	---Move Section Formation:
	---Character Name---
Special Move Name (More Descriptive Name) - move command (special notes)
-_Super_-
Name of Super Move (More Descriptive Name) - Super Move command (special notes)
-_Super 2_-
Name of Super 2 Move (More Descriptive Name) - Super 2 Move command (special notes)
-_Flash_-
Technique to make your character's name flash in order to perform a Super 2.
-_Combo Techniques_-
button sequences to perform quick combos
-_Special_-
Any special abilities that the character has.



	---Terry Bogard---
Uppercut - D/B+HP
Backspin Kick - F+HK (hits opponent into background)
Power Dunk (Leaping Firefist) - DP+K
Burn Knuckle (Rushing Firefist) - QCB+P
Fake Burn Knuckle - QCB+WK+HK
Crack Shoot (Jumping Overhead Kick) - QCB-U/B+K
Fake Crack Shoot - QCB-U/B+WP+HP
Power Wave (Ground Energy Wave) - QCF+P
Fake Power Wave - QCF+WK+HK
-_Super_-
Power Geyser (Large Stationary Power Wave) - QCB, HCF+HP+HK
Fake Power Geyser - QCB, HCF+WK+HP
-_Super 2_-
Triple Geyser - QCB-F+HP+HK
-_Flash_-
D/B+HP (uppercut), cancel move into F+HP (straight punch), name flashes during combo, cancel move into Triple Geyser
-_Combo Techniques_-
HP, HP, HP
WP, WK, HK
WP, WP, HP
F+HP, HP, HP, HK
HP, HP, D/B+HP
WP, HP, HP, HP
WP, F+HP, HP, HK, HK
-_Special_-
None.


	---Andy Bogard---
Abisekeri (Turn Kick) - F+HK
Zanneiken (Rushing Elbow) - D/B-F+P
Fake Zanneiken - D/B-F+WK+HK
Shoryudan (Rising Smack) - DP+P
Fake Shoryudan - DP+WK+HK
Shiranui Kumokarami (Spider Hold) - D-U+HK
*Genei Shiranui (Shadow Illusion) - QCF+HK (air only)
Hishoken (Fireball) - QCB+P
Fake Hishoken - QCB+WK+HK
-_Super_-
Choreppadan (Flaming Lunge Kick) - QCF+HP+HK
Fake Choreppadan - QCF+WP+HP
-_Super 2_-
Bokosuka Reppadan - QCB-F+HP+HK
-_Flash_-
HK, cancel move into D+HP (palm uppercut), name flashes, cancel move into Bokosuka Reppadan
-_Combo Techniques_-
HP, HP, HP
WP, HP, HP, HP, HK
WK, WK, WK, HP
WP, HP, HP, HK
WK, WK, WK
-_Special_-
None.


	---Joe Higashi---
Vertical Uppercut - B+HP
Joe Sobat (Roundhouse Kick) - B+HK (hits opponent into foreground)
Slide Kick - D/F+HK
Slash Kick (Rushing Kick) - D/B-F+K
Fake Slash Kick - D/B-F+WP+HP
Yokogin Kakato (Leaping Heal Kick) - QCB+K
Tiger Kick (Rising Knee) - QCF-U/F+K
Fake Tiger Kick - DP+WP+HP
Hurricane Upper (Tornado Projectile) - HCF+P
Fake Hurricane Upper - HCF+WK+HK
-_Super_-
Screw Upper (Super Tornado) - F-HCF+HP+HK
-_Super 2_-
Advancing Screw - B-HCB+HP+HK
-_Flash_-
name flashes when far from opponent, at least half a screen away
-_Combo Techniques_-
HP, HP, HP
WK, HK, HK (must be far from opponent)
B+HP, HK
-_Special_-
Has F+HK throw.


	---Mai Shiranui---
Ryu-no Mai - B+HK (hits opponent into background)
Kageroh-no Mai (Fire Replicas) - D, D+WP+WK+HP
Ryuenbu (Flaming Twist) - QCB+P
Fake Ryuenbu - QCB+WK+HK
Kachosen (Fan Toss) - QCF+P
Fake Kachosen - QCF+WK+HK
Hisatsu Shinobibachi (Rolling Elbow) - HCF+HP
*Musasabi-no Mai (Dive Attack) - D+ WK+HP or HP+HK (air only)
*Fake Musasabi-no Mai - D+WP+WK (air only)
-_Super_-
Cho Hisatsu Shinobibachi (Flaming Elbow) - F-HCF+HP+HK
-_Super 2_-
Shiranui Hiohgi Hissatsushinobibachi - F-HCF+WK+HK
-_Flash_-
taunt by standing at least half a screen away and hold HP while taunting to make name flash
-_Combo Techniques_-
HP, HP, HP
HP, HP, HP, HK
HP, HP, D+WK
WK, F+WK, WK
-_Special_-
Has F+HK throw.
Has no F+HP throw.
Can air throw.
Can jump off walls by hitting the opposite direction on the joystick while jumping onto a wall.


	---Bob Wilson---
Sliding Head-Butt - F+HP
Hornet Attack (Power Throw) - U/F, U/F+HK after grabbing with F+HK throw (must be very close) (UNBLOCKABLE)
Ringsu Fang (Power Throw) - D/F, D/F+HK after grabbing with F+HK throw (must be very close) (UNBLOCKABLE)
*Jumping Underkick - D/F+HK (air only)
Bob Somersault - U+HP (may only be used after falling from an attack)
Rolling Turtle - WP+HP or WK+HK
Wild Wolf - B-F+K
Bison Horn - D-U+K
-_Super_-
Dangerous Wolf - D, D, D+WK+HP+HK
-_Super 2_-
Dangerous Bob - D/B-U/F+HP+HK
-_Flash_-
dashing forward will make name flash
-_Comb Techniques_-
HP, HP, HP
WP, WK, HP, HP, HK
HP, HK
-_Special_-
Has F+HK throw.
Has no F+HP throw.


	---Franco Bash---
Back Tornado - F+HK (hits opponent into foreground)
Double Kong - QCB+P
Fake Double Kong - QCB+WK+HK
Reaping Blow - HCF+P
Power Bicycle - QCF+K
Fake Power Bicycle - QCF+WP+HP
-_Super_-
Armageddon Buster - HCB+HP+HK
-_Super 2_-
Genocide Buster - HCB+HP+HK
-_Flash_-
HK (two hits), cancel move into D+HP (uppercut), name flashes, cancel move into Genocide Buster
-_Combo Techniques_-
HP, HP, HP
HP, HP, HP, HK
HP, HP, HP, HP, HK
-_Special_-
None.


	---Blue Mary---
Back Drop - rotate joystick 360 degrees toward opponent+HP (must be very close) (UNBLOCKABLE)
Face Rock - HP after grabbing with Back Drop (must be very close) (UNBLOCKABLE)
Head Throw - D/F+HK (must be very close) (UNBLOCKABLE)
Axle Hold - HK after grabbing with Head Throw (must be very close) (UNBLOCKABLE)
Step Rolling - F+HK (hits opponent into foreground)
Spin Fall - QCF-U/F+WP
M. Slider - QCF-U/F+HP
Vertical Arrow - DP+WK
M. Snatcher - DP+HK
Fake Vertical Arrow - DP+WP+HP
Straight Slider - B-F+WK
M. Crab Clutch - B-F+HK
-_Super_-
M. Typhoon - HCF-U/F+WK+HK
-_Super 2_-
M. Cyclone - B-HCB+HP
-_Flash_-
unknown
-_Combo Techniques_-
HP, HP, HP
WP, HP, HP, HP, HP
HP, HP, HK
WP, F+HP, HP, HP, DP+HK
WK, WK, HK (must be far from opponent)
WP, HP, HP, HP
-_Special_-
Has no F+HP throw.


	---Geese Howard---
Shunku Nage (Throw) - D/F+HP (must be very close) (UNBLOCKABLE)
Kosatsu Nage (Throw) - B+HP (must be very close) (UNBLOCKABLE)
Zetsumei Hitonakauchi (Throw) - HP after grabbing with Kosatsu Nage (must be very close) (UNBLOCKABLE)
Urakumokakushii (Throw) - U/F+HP (must be very close) (UNBLOCKABLE)
Zetsumei Hitchushime (Throw) - HP after grabbing with Urakumokakushii (must be very close) (UNBLOCKABLE)
Raikohmawashikeri - B+HK (hits opponent into foreground)
Reppuken (Ground Flame) - QCF+P (QCF+HP=double Reppuken)
Fake Reppuken - QCF+WK+HK
*Shippuuken (Gale Slice) - QCB+P (air only)
Jaeiken - B-F+K
Fake Jaeiken - QCB-F+WK+HK
Ateminage (Knockdown Throw) - HCF+K
-_Super_-
Raging Storm (Energy Explosion) - HCF, HCB-D/F+HP+HK
Fake Raging Storm - HCF, HCB-D/F+WP+HP
-_Super 2_-
Raging Storm 2 - QCB-F+HP+HK
-_Flash_-
D+HP (palm uppercut), cancel move into HP, name flashes, cancel move into Razing Storm 2
-_Combo Techniques_-
HP, HP, HP
HK, HK
-_Special_-
Has F+HK throw.
Has no F+HP throw.


	---Hon Fu---
Back Flip (Throw) - B+HP (must be very close) (UNBLOCKABLE)
Keirakurada (Throw) - B+HK (must be very close) (UNBLOCKABLE)
Fumikomisokukeri (Inward Kick) - F+HK
Seikuurekkakon (Fire Nunchakus) - DP+P
Fake Seikuurekkakon - DP+WK+HK
Kyuryu-no Yomi (Counter Attack) - F+K (may only be used after blocking an attack)
Denkohsekka-no Ten (Air Slasher) - D/B-F+K
Denkohsekka-no Chi (Rolling Head-Butt) - QCB-U/B+K
-_Super_-
Kadentsuxa-no Arashi - QCB, HCF+WK+HK
-_Super 2_-
Kadentsuxa-no Taifuu - HCB, HCB+HP+HK
-_Flash_-
dashing backwards will make name flash, Kadentsuxa-no Taifuu can only be performed when the game timer is an odd number while name is flashing, Super 2 cannot be performed if the game timer is set to infinite
-_Combo Techniques_-
HP, HP, HP
HP, HP, HP, HP, HK
HP, HP, HK
-_Special_-
Has no F+HP throw.


	---Mochizuki Sokaku---
Mukenjigoku Nage (Throw) - B+HP (must be very close) (UNBLOCKABLE)
Mudohshibari Nage (Throw) - D+HK (must be very close) (UNBLOCKABLE)
Jigokumon (Throw) - HK after grabbing with Mudohshibari Nage (must be very close) (UNBLOCKABLE)
Kimonjin (Piledriver) - rotate joystick 360 degrees toward opponent+HP (must be very close) (UNBLOCKABLE)
Shakujoh Joudanuchi (Staff Uppercut) - D/B+HP
Makibishi (Spikes) - QCF+WP
Jashinkoh (Demon Staff Strike) - HCF+HP
Hametsu-no Hono (Fire Buster) - QCB-D/B+WK
Jakonmai - HK rapidly
Hyohidan (Demonic Punches) - F-B-F+HK
Yaenkari - QCB+HK
Higiraiotoshi (Lightning Shots) - DP+HK
-_Super_-
Ikazuchi (Summon Lightning Elemental) - RQCF, QCF+HP+HK
-_Super 2_-
Kishinshokan - HCB+HP+HK
-_Flash_-
name flashes after being hit by a HP or HK, perform Kishinshokan as retaliation attack
-_Combo Techniques_-
HP, HP, HP
WK, HK
WK, HK, D/F+HK
-_Special_-
Has no F+HP throw.
Can air throw.


	---Ryuji Yamazaki (boss)---
Hebitsukai (Quick Slash) - QCB+HP (F+HP or U/F+HP for extra hit)
Baikaeshi (Projectile Reflection) - QCF+HP (reflects most projectiles)
Sadomazo (Taunt Counter) - HCF+HK (will taunt opponent and strike back if hit by high attack)
-_Super_-
Girochin (Exploding Grab) - QCF+WK+HK (must be very close)
-_Super 2_-
Power Attack - HCB+HP+HK
-_Flash_-
dashing backwards will make name flash
-_Combo Techniques_-
none
-_Special_-
Has no throw.


	---Jin Chon Rei (boss)---
Rush Attack - D/B-F+P
Spinning Upper - DP+P
Energy Drain - QCB-F+HP+HK (must be very close)
Powerball - QCF+K
Reflector - QCB+HK (reflects projectiles)
-_Super_-
Charged Powerball - F-HCF+WK+HK
-_Super 2_-
Super Charged Powerball - HCB+HP+HK
-_Flash_-
name flashes when far from opponent, at least half a screen away
-_Combo Techniques_-
none
-_Special_-
Has no throw.


	---Jin Chon Shu (hidden boss)---
Rush Attack - D/B-F+P
Spinning Upper - DP+P
Powerball - QCF+K
-_Super_-
Energy Drain - QCB-F+HP+HK (must be very close)
-_Combo Techniques_-
none
-_Special_-
Has no Super 2.
Has no throw.



	---Tricks and Codes:

	---Activate Super 2 Moves:
In order to be able to perform a Super 2 move you must first unlock them.  At the "GO!" graphic when you start a fight, press and hold these buttons: A+B+C+D+Start, (for CD-ROM, use A+C+D+Start buttons).  If you did it right then your name should turn green, but even if it didn't change color it still may have been activated.  Once you have activated the Super 2's once it will remain on until your game ends.

	---Fight Jin Chon Shu:
To fight against Jin Chon Shu, defeat the entire game without continuing.  You will face him in a special match after defeating the final bosses.

	---Play as Bosses (home versions only):
To play as Yamazaki, Jin Chon Rei, and Jin Chon Shu, save the game after beating the last boss, load the data and select "New Game," on the character select screen press the B button over each of following characters in this order: Terry, Hon Fu, Mai, Geese, Bob, Sokaku, Andy, Franco, Joe, Mary, you'll hear a sound after each correct entry.  The bosses will appear on the selection screen.

	---Little Fighters (Neo-Geo version only):
In versus mode, hold the B and C buttons on both controllers after selecting your fighters and continue to hold the buttons during the "Now Loading" screen until the match starts.  This code must be reentered for each fight.

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