----------Pocket Fighter----------

	---Key:
P = tap punch
K = tap kick
S = tap special
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
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
* = moves with this symbol can be performed in the air and on the ground unless labeled as (air only)
stuns opponent = opponent will be unable to block for about 2 seconds if the move hits
will hit fallen opponent = the move will strike an opponent who has just been knocked down if your character is close enough and if the move is done fast enough
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)
Guard Cancel = F+S immediately after blocking an incoming attack (level 1)
Forward Dash / Run = F, F (hold second F tap to run, release F to stop)
Backward Dash / Back-Flip = B, B
Super Jump = D, U (quickly)
*Throw = P+K when close (all characters can throw their opponents while they are both close to each other in air) (UNBLOCKABLE)
*Throw Escape = P+K while being thrown
Taunt = Start
Safe Roll = B or F + P, K or S after being knocked down (F to roll forward or B to roll back)
Easy Reversal = S rapidly after being knocked down (will cause your character to perform a special move that rises into the air such as the Shoryuken)
*Air Recovery = P+K after being knocked into the air, this will allow you to regain control of your character to prevent being attacked further while falling helplessly
Pursuit = U+ P or K after knocking the opponent to the ground
Guard Crush = S, D+S, or F+S (hold S to delay attack and increase damage) (UNBLOCKABLE)
Guard Return = B+S just before being hit with a Guard Crush
*Mega Crush = P+K+S (creates powerful force field around character) (level 1) (must have 2 levels of Gem Gauge energy as well) (releases all gems and uses all Mighty Combo energy)
*Counter Crush = P+K+S after being knocked into the air (creates powerful force field around character) (level 1) (must have 2 levels of Gem Gauge energy as well) (releases all gems and uses all Mighty Combo energy)
Item Ball Throw = K+S
Dash Attack = P or K while dashing forward for a special attack that will knock the opponent back

	---Other Things You Need to Know:
Below your life bar there is a meter that increases when you are hit, perform certain attacks, or collect gems.  This is the Mighty Combo Meter.  It can hold nine levels of Mighty Combo energy.  One level of Mighty Combo energy is used up when you perform a Mighty Combo or perform a Guard Cancel.  Some Mighty Combos require two levels (level 2) or three levels (level 3) of Mighty Combo energy to be used; they are labeled in each characters move section.

At the bottom of the screen there are three colored gauges (red, yellow, blue).  These are Gem Gauges.  As you collect gems the gauges of the corresponding color will fill up increasing the power of the special move associated with that gauge.  Small gems add a little energy to the gauges while bigger gems can add a full level.  Diamonds add energy to all three Gem Gauges.  The gauges can be charged to three level.

As your Gem Gauges increase in level your special moves will gain new powers.  All special moves cause more damage when their gauge increases, projectile moves go farther and faster across the screen and may increase in size, moves that rise into the air go higher, some moves will electrocute or burn the opponent, some moves last longer, and most moves will hit the opponent with more hits.

Throws are UNBLOCKABLE.  They can still be escaped so that you take less damage and don't fall helplessly to the ground.
Note: throws that are character specific special moves and Special Throws are blockable unless otherwise labeled, however, Strong Throws are UNBLOCKABLE, and neither special move throws, Special Throws, nor Strong Throws can be escaped.

Strong Throws are UNBLOCKABLE and can be delayed by holding P+K.  They will cause more damage the longer you hold P+K just like a Guard Crush.

Throws that have your character grab the opponent and repeatedly hit them can cause more damage, more hits, and be sped up by shaking the joystick rapidly and tapping all the buttons rapidly.  If you are caught by one of these throws then you may shake the joystick rapidly and tap all the buttons rapidly to escape the throw sooner and take less damage.

If your character becomes stunned (stands on screen while you have no control over them) from taking too many hits or from getting hit with a move that instantly stuns (stuns opponent) then you may shake the joystick rapidly and tap all the buttons rapidly to recover from the stun quickly.

Tapping S will cause you to perform a Guard Crush that hits downward like a swinging hammer.  A F+S Guard Crush will extend forward for a longer distance than a regular Guard Crush.  A D+S Guard Crush will act like an uppercut extending into the air.  A normal S Guard Crush will cause your opponent to release red gems, F+S makes the opponent release yellow gems, and D+S releases blue gems from the opponent.  All Guard Crushes are UNBLOCKABLE and can be delayed and cause more damage by holding S.

Press Start during a fight to taunt your opponent.  Some taunts actually cause damage to your opponent but nothing else.  You may taunt up to 16 times per match, except when using Dan who can taunt as much as you want.  When playing the home versions remember that taunts are done with a specific Taunt button and not the Start button.

Taunting will switch the order of the Item Balls you have in stock.  The Item Ball closest to the timer will be the first one you throw.

Item Balls go into effect immediately if they hit the opponent, but if they miss they will remain on the floor for a few seconds before exploding, shooting a beam, or disappearing.  Either character can be hit by a delayed Item Ball, they can also be hit back and forth if rolled on the ground until they activate.  Tap a direction at the same time you press K+S to control the direction in which you throw the Item Ball.  Holding D, D/B, or D/F will roll the ball along the floor for a certain distance while U, U/B, or U/F will throw the ball at a different arc in the air.

You may only hold three Item Balls at a time.

Item Balls have the following effects:
Flame Ball - burns opponent for damage
Ice Ball - freezes opponent stunning them for about 3 seconds
Skull ball - poisons opponent for damage and stuns them for about 3 seconds
Bomb Ball - explodes setting the opponent on fire for damage (more damage than Flame Ball)
Banana Ball - lays banana peel on floor and opponent slips and falls for damage if touching it
Stone Orb - turns opponent to stone stunning them for about 3 seconds
Lightning Ball - electrocutes opponent for damage

Food, Item Balls, and gems can be found by hitting the animals in the clouds that float along the top of the screen, by hitting the treasure chests that appear, or by hitting your opponent.  The items dropped are random.

When hitting the animals in the clouds to release items be careful not to hit the red demon cloud as he will shock you and cause a good amount of damage.

Treasure boxes appear at the beginning of every match and if you hit your opponent with a fully charged Guard Crush (hold S until the move happens automatically).  Hit the treasure chest to release the random items inside.

Food will restore some of your life bar if you are missing any.  Larger Food will restore more life.

Collect Food, Item Balls, and gems by having your character touch them.  They can be caught while falling not just when they are on the ground.

Unlike other Capcom fighting games, no special move or Mighty Combo will cause your opponent to take a little bit of damage if they block.  No move will cause damage to a blocking opponent.

If you finish your opponent with a Mighty Combo then you'll see a cool looking background as your opponent falls to the ground.

Hitting your opponent will cause random gems to fly out from their body.  Your opponent's Gem Gauges will not deplete in this method.  However, if you hit your opponent with a Guard Crush then they will release gems that they are using to power their Gem Gauges causing their Gem Gauges to lose power.

After hitting your opponent with a standing P you may perform a Flash Combo or Costume Combo by tapping any combination of P and K three times.  This combo results in your character changing clothes and attacking with strange objects.  Zangief can turn into a caveman and hit your opponent with a club while Ibuki can turn into a painter and splatter your opponent with paint.  Most characters have several costume changes while other have very few.  Flash Combos can be blocked but if the first hit connects the rest will as well but you may need to hold forward to advance while performing the combo.  Note that a four P combo's last hit can be blocked even if the first three punches connect and a combo that ends with a Guard Crush or Strong Throw can have the last hit avoided or countered while you are preparing the attack.  Some Flash Combos result in Guard Crushes or Strong Throws which are UNBLOCKABLE as usual.  Here is a sample of what most Flash Combos will do for the last hit (a blank _ indicates that you may use either a P or K):
P, P, _, P knocks the opponent into the air
P, P, _, K ends with your character's standard S Guard Crush (hold K to delay attack like regular Guard Crush)
P, K, _, P ends in a Strong Throw (hold P to delay throw like regular Strong Throw)
P, K, _, K knocks the opponent far back

When two projectiles meet, the level of the projectile's Gem Gauge is used to determine what the effects will be.  A projectile with a higher level will cancel another projectile and continue moving.  Equal levels cause the projectiles to cancel each other.  Mighty Combos that create projectiles will cancel special move projectiles no matter what level they are and continue to travel across the screen.  Some other special moves will cancel projectiles but the level of the move must be higher than the projectile's level for them to cancel.

Even though there are only three buttons instead of the usual six in Capcom games, you can control the type of attack you perform by holding the joystick in a certain direction while tapping a button.  Holding a direction and tapping S causes a Guard Crush to occur in different directions as described above.  Holding back while pressing P or K will result in a quick and weak punch or kick for most characters, holding down and tapping P or K will result in a low-hitting attack, holding D/F and hitting punch will cause most characters to launch their opponent into the air with an uppercut or similar move, holding D/F and hitting K will cause your character to sweep their opponent and knock them to the ground.  Some characters don't follow this pattern but most do.

	---Move Section Formation:
	---Character Name---
Red Special Move Name (More Descriptive Name) - move command (special notes)
Yellow Special Move Name (More Descriptive Name) - move command (special notes)
Blue Special Move Name (More Descriptive Name) - move command (special notes)
-_Non-Level Up_-
Special Move Name (More Descriptive Name) - move command (special notes)
-_Mighty Combos_-
Mighty Combo Name (More Descriptive Name) - move command (special notes)
-_Special_-
Any special abilities that the character has.



	---Ryu---
Hadouken (Fireball) - QCF+P
Shoryuken (Rising Uppercut) - DP+P
*Tatsumaki Senpukyaku (Hurricane Kick) - QCB+K
-_Non-Level Up_-
Special Throw - HCB+P+K (must be very close)
Strong Throw - HCF+P+K (P rapidly for more hits) (must be very close) (UNBLOCKABLE)
Overhead Punch - F+P
Axe Kick - F+K
Tomoe Nage (Power Throw) - RDP+P+K (must be very close)
-_Mighty Combos_-
Shinkuu Hadouken (Super Fireball) - QCF+S or QCF, QCF+P
Boufuu Tatsumaki Senpukyaku (Stationary Super Hurricane Kick) - QCB+S or QCB, QCB+K
Reppu Jinrai Shou (Multi Punch and Uppercut) - DP+S or P, P, F, K, S
-_Special_-
None.


	---Ken---
Hadouken (Fireball) - QCF+P
Shoryuken (Rising Uppercut) - DP+P
*Tatsumaki Senpukyaku (Hurricane Kick) - QCB+K
-_Non-Level Up_-
Special Throw - HCB+P+K (must be very close)
Strong Throw - HCF+P+K (must be very close) (UNBLOCKABLE)
Overhead Axe Kick - F+K
-_Mighty Combos_-
Shoryu Reppa (Charging Triple Shoryuken) - DP+S or QCF, DP+P
Shinryuken (Vertical Flaming Shoryuken) - RDP+S or QCF, DP+K (rapidly tap any button for more hits)
Shippu Jinrai Kyaku (Super Auto Kick Combo) - HCF+S or QCB, QCB+K
-_Special_-
None.


	---Chun-Li---
Kikouken (Fireball) - HCF+P (stuns opponent at levels 2 and 3)
Rising Bird Kick (Rising Spin Kick) - DP+K
Lightning Legs - K rapidly
-_Non-Level Up_-
Special Throw - HCB+P+K (must be very close)
Strong Throw - HCF+P+K (must be very close) (UNBLOCKABLE)
*Head Stomp Kick - D+K (air only) (can perform multiple times in single jump)
Forward Kick - F+K
Spinning Bird Kick (Upside-Down Spin Kick) - HCF+K
-_Mighty Combos_-
Kikou-Sho (Power Shield) - QCF+S or QCF, QCF+P
Hazan Tenshou Kyaku (Super Rising Bird Kick) - DP+S or QCF, DP+K
Bike Stampede - HCB+S or HCB, HCF+P
-_Special_-
Can jump off walls by hitting the opposite direction on the joystick while jumping onto a wall.
All jumps including super jumps are higher than other characters.


	---Sakura---
Hadouken (Fireball) - QCF+P
Shouohken (Umbrella Uppercut) - DP+P
Shunka Shuutou (Running Arm-Flail) - HCF+K (K rapidly for more hits)
-_Non-Level Up_-
Special Throw - HCB+P+K (must be very close)
Strong Throw - HCF+P+K (must be very close) (UNBLOCKABLE)
Overhead Kick - F+K
-_Mighty Combos_-
Shinkuu Hadouken (Super Fireball) - QCF+S or QCF, QCF+P
Midare Harusame (Charging Triple Shoohken) - DP+S or QCF, DP+K
Haru Ranman (Muscle Man Beat-Down) - HCB+S or HCB, HCF+P
-_Special_-
None.


	---Morrigan---
*Soul Fist (Bat Projectile) - QCF+P (travels at 45 degree angle from air)
Shadow Blade (Rising Shadow Uppercut) - DP+P
Parasite Roll (Spinning Wing Slap) - QCB+K
-_Non-Level Up_-
Special Throw - HCF+P+K (must be very close)
Strong Throw - HCB+P+K (must be very close) (UNBLOCKABLE)
*Shell Kick (Forward Thrust Kick) - D+K (air only)
Wing Spikes - F+P
-_Mighty Combos_-
Darkness Illusion (Double Team Auto Combo) - HCF+S or P, P, F, K, S
Death Blade (Charging Triple Shadow Blade) - DP+S or QCF, DP+P
Parasite Tempest (Super Stationary Parasite Roll) - QCB+S or QCB, QCB+K
-_Special_-
Can air dash by holding S then tapping F, F or B, B while in air.
Hold U+P+S+Start after defeating your opponent with a "Perfect" victory for a special victory pose.


	---Hsien-Ko (Lei-Lei)---
Ankihou (Random Item Toss) - QCF+P (hold P to delay attack and throw larger object that can stun opponent)
*Henkyouki (Gong Shield) - QCB+P (reflects projectiles and causes damage to close opponent)
Jireitou (Ground Knife) - HCF+K
-_Non-Level Up_-
Special Throw - HCB+P+K (must be very close)
Strong Throw - HCF+P+K (must be very close) (UNBLOCKABLE)
Double Panda - F+P
Chain Saw - F+K
-_Mighty Combos_-
Tenraiha (Giant Weight From Above) - HCB+S or K, K, P, P, U
Rairaikyuu (Panda Ball) - QCF+S or QCF, QCF+K
Tenkaisan (Umbrella Spin) - DP+S or QCF, DP+P
-_Special_-
Can air dash by tapping F, F while jumping.
Can perform a short teleport dash by holding S then tapping F, F.


	---Felicia---
Litterbox Kick (Kick Up Sand) - QCF+K
Rolling Buckler (Rolling Attack) - QCF+P (P during roll for rising claw slash)
Delta Kick (Rising Kick) - DP+K (K rapidly for more hits)
-_Non-Level Up_-
Special Throw - HCB+P+K (must be very close)
Special Throw 2 - HCF+P+K  (P rapidly for more hits) (must be very close)
Strong Throw - rotate joystick 360 degrees toward opponent+P+K (must be very close) (UNBLOCKABLE)
Hysteric Star (Electric Body) - P rapidly
Rolling Scratch (Bouncing Rolling Buckler) - QCB+P (P rapidly during roll for repeated claw slashes)
-_Mighty Combos_-
Please Help Me (Cat Pack Auto Combo) - HCF+S or HCB, HCF+P
Dancing Flash (Claw Combo) - DP+S or QCF, DP+P
Crazy for You (Chorus Line Kick) - HCB+S or HCF, HCB+K
-_Special_-
Can jump off walls by hitting the opposite direction on the joystick while jumping onto a wall.


	---Tessa (Tabasa)---
Dragon Blow (Dragon Arm Punch) - QCF+P
Reverie Sword (Rising Chain Saw) - DP+P
Dragon's Roar (Rolling Dragon Ball) - QCF+K
-_Non-Level Up_-
Special Throw - HCF+P+K (must be very close)
Strong Throw - HCB+P+K (must be very close) (UNBLOCKABLE)
*Cat Kick - F+K
*Roll Dive - D+K (air only) (must perform Super Jump)
Cat Roll - D/F+K
-_Mighty Combos_-
Astron Cannon (Energy Beam) - QCF+S or QCB, RDP+P
Untouchable Force (Charging Robot) - HCB+S or HCB, HCF+P+K (UNBLOCKABLE)
Dragon Apocalypse (Dragon Morph) - DP+S or QCF, DP+K (rapidly tap any button for more hits)
-_Special_-
None.


	---Zangief---
Spinning Piledriver - rotate joystick 360 degrees toward opponent+P+K (must be very close) (UNBLOCKABLE)
Spinning Lariat (Spinning Clothesline) - P+S (F or B to move while performing) (will pass through projectiles)
Banishing Flat (Green Hand) - DP+P (will cancel projectiles)
-_Non-Level Up_-
Special Throw - QCF+P+K (must be very close)
Strong Throw - HCB+P+K (must be very close) (UNBLOCKABLE)
Hammer Throw - F or B +P+K (must be very close) (UNBLOCKABLE)
Piledriver - D+P+K (must be very close) (UNBLOCKABLE)
*Siberian Splash (Belly Flop) - D+P (air only)
*Iron Press (Iron Belly Flop) - D, D+P (air only)
*Double Knee Drop - D+K (air only)
-_Mighty Combos_-
Russian Beat (Rapid Low Kicks) - DP+S or QCF, DP+K (rapidly tap any two buttons in an alternating pattern for more hits)
Heavy Bite (Lunging Super Head Bite) - HCF+S or QCB, QCB+P+K
Final Atomic Buster (Super Spinning Piledriver Combo) - rotate joystick 360 degrees toward opponent+S or rotate joystick 360 degrees toward opponent twice+P+K (UNBLOCKABLE)
-_Special_-
P rapidly during normal P+K throw for more hits.


	---Ibuki---
*Kunai Throw (Hopping Weapon Toss) - QCF+P
Kazekiri (Rising Kick) - DP+K
Hien (Penguin Face Kick) - RDP+K
-_Non-Level Up_-
Special Throw - HCB+P+K (must be very close)
Strong Throw - HCF+P+K (must be very close) (UNBLOCKABLE)
Tsumuji (Quick Spin Kicks) - QCB+K (K during second hit for extra third hit, D+K during second hit for extra sweep kick)
-_Mighty Combos_-
*Kasumi Suzaku (Multi Weapon Toss) - QCF+S or QCF, QCF+P
Ji Rai Ya (Frog Flame) - HCB+S or HCB, HCF+K
Hayate (Samurai Super Slice) - DP+S or QCF, DP+P
-_Special_-
None.


	---Akuma (Gouki) (hidden character)---
*Gou Hadouken (Fireball) - QCF+P (travels at 45 degree angle from air)
Gou Shoryuken (Rising Uppercut) - DP+P
*Gou Tatsumaki Senpukyaku (Hurricane Kick) - QCB+K
-_Non-Level Up_-
Special Throw - HCB+P+K (must be very close)
Strong Throw - HCF+P+K (must be very close) (UNBLOCKABLE)
*Diving Demon Kick (60 Degree Dive Kick) - D+K (air only) (must jump forward)
Overhead Kick - F+K
Gou Tomoe Nage (Power Throw) - RDP+P+K (must be very close)
Shakunetsu Hadouken (Flaming Fireball) - HCB+P (stuns opponent)
Teleport Dash - DP or RDP + K or P+S
		DP=forward teleport		RDP=backwards teleport		K=short teleport		P+S=far teleport
Air Roll - QCF-U/F+P (P or K while rolling to attack)
		P when far=air punch		K when far=body drop		P when close=backbreaker		K when close=piledriver
-_Mighty Combos_-
*Messatsu Gou Hadou (Super Fireball) - HCF+S or HCB, HCF+P
Messatsu Gou Shoryu (Charging Triple Gou Shoryuken) - DP+S or QCF, DP+P
Shun Goku Satsu (Raging Demon Combo) - HCB+S or P, P, F, K, S (level 3) (UNBLOCKABLE)
-_Special_-
Performing the Shun Goku Satsu using the easy method (HCB+S) will result in a white screen and sounds of a beating while performing the move the hard way (P, P, F, K, S) will allow you to see the entire attack.


	---Dan (hidden character)---
Gadouken (Short Fireball) - QCF+P
Kouryuken (Rising Uppercut) - DP+P
Gale Kick (Flying Spin Kick) - QCB+K
-_Non-Level Up_-
Special Throw - HCB+P+K (must be very close)
Strong Throw - HCF+P+K (must be very close) (UNBLOCKABLE)
-_Mighty Combos_-
Shinkuu Gadouken (Super Short Fireball) - QCF+S or QCF, QCF+P
Kouryu Rekka (Super Rising Uppercut) - DP+S or QCF, DP+K
Oyaji Beam (Father's Nose Beam) - HCF+S or QCB, HCF+P
Hisho Burai Ken (Standing Power Combo) - HCB, HCF+S (level 2)
Jun Koku Satsu (Raging Father Combo) - HCB+S or P, P, F, K, S (level 3) (UNBLOCKABLE)
Super Taunt - QCF, QCF+Start (causes no damage)
-_Special_-
Has 1-in-8 chance of flashing while performing the Kouryuken.
Press Start while in air for Air Taunt.
Press Start while crouching for Low Taunt.
All taunts increase Super Meter dramatically but take a long time to perform.
Only causes red gems to be released from opponent.



	---Tricks and Codes:

	---Fight Akuma (Gouki):
To fight against Akuma before fighting your final boss you must meet the following conditions: finish six or more opponents with a Mighty Combo, finish two or more rounds in under twenty seconds, finish two or more rounds with 90% or more of your life bar remaining, finish two or more rounds with all three of your Gem Gauges at level 3 while all three of your opponent's are at level 1.

	---Fight Dan:
To fight against Dan before fighting your final boss you must meet the following conditions: for four consecutive battles you cannot lose a single round, finish five or less opponents with a Mighty Combo, finish three or more rounds in under forty seconds, finish three or more rounds with 75% or more of your life bar remaining, finish two or more rounds with all three of your Gem Gauges at level 1 while all three of your opponent's are at level 3.

	---Play as Akuma (Gouki):
At the character select screen, move to Ryu and press left to highlight Akuma.  Press a button to select him.

	---Play as Dan:
At the character select screen, move to Ken and press right to highlight Dan.  Press a button to select him.

	---Play Opening Song During Credits (home versions only):
After defeating the game in Arcade Mode, press and hold the circle button on the Playstation or the B and C buttons on the Saturn just before the ending credits appear.  If you do this right you will hear Felicia say "Minna, Arigato!" ("Everyone, Thanks!") and you'll hear the opening song playing instead of the usual end game song.  The opening song is shorter and will end before the credits have finished but the ending song will start and continue until the credits are finished.

	---Screen Saver (Saturn version only):
Place the Pocket Fighter Saturn CD into your PC CD-ROM and search for the screen saver file named "Pocket".  Right-click on the file and select "Install" to add it to your system.

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