----------Real Bout Fatal Fury Special----------

	---Key:
P = tap punch, A button
K = tap kick, B button
C = tap C button, fierce attack
(D) = tap 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
RQCB = (reverse quarter circle back) rotate joystick from B 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)
Throw = F or B +C when close (UNBLOCKABLE)
*Air Throw = D+C when close to opponent in air (only some characters can air throw) (UNBLOCKABLE)
Taunt = C when far away (can be stopped at any point by pressing any button)
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
Air Turn = (D) when in air to turn and face the other direction
Dash Foreword = F, F
Dash Backward = B, B
Crouching Walk / Crawl = hold D/F
Shift to Background (Dodge) = (D)
Roll to Background = RQCB+(D) while falling to the ground after being hit (H.POWER)
Attack into Background / Foreground = P, K, C or D+C (when opponent is in another level (P and K cause you to jump into your opponent's level and attack, while C and D+C will cause you to knock your opponent into the level you are standing in)

	---Other Things You Need to Know:
At the bottom of the screen there is a Power Gauge that fills up when you attack your opponent.  This gauge fills up and displays "H.POWER" when half full then "S.POWER" or "P.POWER" indicating that you have enough Power to perform an S. Power Move or P. Power Move.  When the gauge is filled and displaying either H., S., or P. Power you will have the ability to Roll to Background after being knocked down or perform a Break Shot as described below.  A Break Shot will deplete the gauge by half and rolling to the background will deplete the gauge by 1/4.  If you use an S. Power Move when only "S.POWER" is available or if you use a P. Power move when "P.POWER" is available then you will empty the gauge.  However, using an S. Power Move when a P. Power Move is available (Power gauge flashing and life flashing red) won't deplete the gauge at all.  When the gauge is filled to capacity it will begin to slowly drain.  During the time it is draining you will have the ability to execute the Power Moves but once it is emptied you will have to refill it to regain the ability to use the Power Moves.

To perform an S. Power Move, your character's life bar must be flashing red or your Power Gauge must be full or flashing "S.POWER."  You start with a yellow life bar that uncovers a red bar.  When the yellow bar is completely gone the red one will begin to deplete as you are hit.  When your red bar is at about 95% it will then begin to flash.

To perform a P. Power Move, your character's life bar must be flashing red and your Power Gauge must be full or flashing "P.POWER."  P. Power Moves do more damage than S. Power Moves.

The playing field is made of two levels: the background and the foreground (where game play starts).  Dodging causes your character to move into the background.  Some special moves and Power Moves hit in both levels (hits in both levels).  Hitting P or K when in the opposite level from your opponent will cause your character to jump into the other level and attack as usual.  Hitting C or D+C when in the opposite level from your opponent will cause you to hit your opponent into the level you are standing in.  Hitting (D) will return you to the foreground.  You will automatically jump back to the foreground after a few seconds standing in the background.

Each stage, except for the one where you fight Geese, has obstacles at either end that can be broken by hitting your opponent into them.  When a character is knocked into an object and it breaks, the character will be stunned for a few seconds leaving them unable to block or attack.  Some obstacles will causes damage to anyone standing next to them without having the obstacle break.

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, S. Powers, and P. Powers cannot be air blocked.

"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.

When blocking an attack you may choose to perform a certain special move to counter attack your opponent.  This move, called a "Break Shot," will come out immediately after your opponent hits you and they are still in their attack animation.  The move command must be input immediately after blocking or just as you block an incoming attack.  Your Power Gauge must be at H.POWER to perform a counter attack in this manner, however, it will cause you to lose half of your current Power level.  You will get bonus points and you'll see a trail of shadows behind your character if you perform the Break Shot correctly.  Here are the character moves that can be used as Break Shots:
Terry - Power Dunk
Andy - Kuhadan
Kim - Kusajin
Duck - Dancing Dive
Joe - Tiger Kick
Mai - Ryuenbu
Sokaku - Nozaru Gari
Bob - Monkey Dance
Hon Fu - Seikuurekkakon (DP+P version)
Mary - Vertical Arrow
Franco - Double Kong
Yamazaki - Sabaki-no Aikuchi
Chon Shu - Teio Shinganken (HCB+C version)
Chon Rei - Teio Tenjinken (DP+C version)
Billy - Karyu Tsuigekikon
Cheng - Body Ball (B-F+C version)
Tung - Ressenkyaku
Laurence - Bloody Spin (B-F+C version)
Krauser - Leg Tomahawk
Geese - Jaeiken (B-F+K version)
EX Andy - Yami Abisekeri
EX Mary - Vertical Arrow
EX Billy - Karyu / Suiryu Tsuigekikon
EX Tung - Senshippo

After knocking your opponent to the ground, you may hit them again with a Pursuit attack.  Each character does something different and the moves are listed in the move section below for each character.

After being knocked to the ground by an attack you may choose to perform a Recovery Attack.  This attack will cause you to attack immediately from the ground then stand up ready to fight.  It is useful when counter attacking against a Pursuit Attack.  Recovery Attacks are listed in each character's move section below.

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.

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.  Only the set combos for each character are listed.  All characters have a combo series that they can alter by using different patterns of buttons.  These aren't listed because the system gets too complicated to properly list here.

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+P will cancel a projectile thrown with QCF+C.  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.

A fireball attack performed with QCF+P 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---
Pursuit Attack - move command (will only hit fallen opponent)
Recovery Attack - move command
Special Move Name (More Descriptive Name) - move command (special notes)
-_S. Power_-
Name of S. Power Move (More Descriptive Name) - S. Power command (special notes)
-_P. Power_-
Name of P. Power Move (More Descriptive Name) - P. Power command (special notes)
-_Combo Techniques_-
button sequences to perform quick combos
-_Special_-
Any special abilities that the character has.



	---Terry Bogard---
Pursuit Attack - none
Recovery Attack - none
Uppercut - D/F+P
Backspin Kick - F+K (hits opponent into other level)
Charging Kick - F+C while dashing forward
Power Charge (Shoulder Ram) - B, F, F+P
Power Dunk (Leaping Firefist) - DP+K
Crack Shoot (Jumping Overhead Kick) - QCB+K
Rising Tackle (Rising Kick) - D-U+P
Power Wave (Ground Energy Wave) - QCF+P
Round Wave (Ground Energy Wave) - QCF+C (hits in both levels)
Burn Knuckle (Rushing Firefist) - QCB+ P or C
Fake Burn Knuckle - F+P+K
Passing Sway (Dodge) - QCF+(D) (moves Terry into other level)
-_S. Power_-
Power Geyser (Large Stationary Power Wave) - QCB, HCF+K+C
Fake Power Geyser - D+K+C
-_P. Power_-
Triple Geyser - QCB, HCF+C
-_Combo Techniques_-
P, C
D+P, D+C
D/F+P, C, C, C, F+C
-_Special_-
None.


	---Andy Bogard---
Pursuit Attack - none
Recovery Attack - none
Palm Uppercut - D/F+P
Abisekeri (Turn Kick) - F+K
Grab Explosion - HCB+C
Shoryudan (Rising Smack) - DP+C
Kuhadan (Flying Kick) - HCF+K
Zanneiken (Rushing Elbow) - D/B-F+ P or C
Shippuu Uraken (Rushing Elbow Follow Up) - D/B-F+C after hitting with Zanneiken
Fake Zanneiken - F+P+K
Hishoken (Fireball) - QCB+P
Fake Hishoken - D+P+K
-_S. Power_-
Choreppadan (Flaming Lunge Kick) - QCF+K+C
Fake Choreppadan -D+K+C
-_P. Power_-
Zanneireppa (Shadow Slash Break) - HCF+C
-_Combo Techniques_-
D/F+P, C, C, C, F+C
-_Special_-
None.


	---Kim Kaphwan--
Pursuit Attack - none
Recovery Attack - none
Axe Kick - F+K
Energy Kick - QCB+P (will cancel projectiles)
Hienzan (Upward Somersault Kick) - D-U+K
Bash Kick - D+K when at top of jump from Hienzan
*Hishokyaku (Flying Face Kick) - D+K (air only)
Slide Kick - D/F+K after hitting with Hishokyaku
Kusajin (Air Twister) - DP+P
Hangetsuzan (Forward Somersault Kick) - QCB+ K or C
Fake Hangetsuzan - F+P+K
-_S. Power_-
*Houou Tenbukyaku (Aerial Raid) - HCF+K+C (air only)
-_P. Power_-
Houou Kyaku (Kick Combo and Razor Kick) - QCB, HCF+C
Fake Houou Kyaku - D+K+C
-_Combo Techniques_-
C, C, F+C, DP+P
-_Special_-
None.


	---Duck King---
Pursuit Attack - D+C
Recovery Attack - none
Overhead Hit - B+P
Slide Kick - D/F+K
Headspin Attack - QCF+ P or C
*Flying Spin Attack - QCB+P (air only)
Neo Break Storm (Cannonball Attack) - DP+K
Dancing Dive - QCB+K
*Duck Fake Air - D, D (air only) (does not hit) (F or B during move to land farther to the left or right)
Duck Fake Ground - D/F+C while dashing forward (does not hit)
Cross Head Spin (Dodge) - QCB+(D) (moves Duck into other level)
-_S. Power_-
Break Spiral - HCF-U/F-D+K+C (must be very close)
-_P. Power_-
Duck Dance - D, D+P+K+C (causes Duck to flash for 10 seconds, enhances other moves)
Fake Duck Dance - D+K+C
Enhanced Powers:
	(use these moves while flashing from the Duck Dance move)
	Enhanced Break Spiral - HCF-U/F-D+K+C (must be very close)
	Break Hurricane - QCF, QCF+K+C
	Dancing Calibre - QCB, QCB+K+C
	Rolling Banisher - B-F-B-F+K+C
	*Diving Banisher - RQCF+K+C (air only)
-_Combo Techniques_-
C, D+C, D+C, QCF-U/F+K
-_Special_-
Can air throw.


	---Joe Higashi---
Pursuit Attack - D+C
Recovery Attack - none
Knee Bash - D/F+C (must be very close) (UNBLOCKABLE)
Vertical Uppercut - B+P
High Elbow - D/F+P
Slide Kick - D/F+K
Joe Sobat (Roundhouse Kick) - B+K (hits opponent into other level)
Yokogin Kakato (Leaping Heal Kick) - QCB+K
Pressure Knee - DP+C
Bakuretsuken (Multi-Punch) - P rapidly
Bakuretsu Hook (Multi-Punch Ender) - QCF+P during Bakuretsuken
Slash Kick (Rushing Kick) - D/B-F+ K or C
Tiger Kick (Rising Knee) - DP+K
Fake Tiger Kick - B+P+K
Hurricane Upper (Tornado Projectile) - HCB+ P or C
Fake Hurricane Upper - D+P+K
-_S. Power_-
Screw Upper (Super Tornado) - F-HCF+K+C
Fake Screw Upper - D+K+C
-_P. Power_-
Advancing Screw - F-HCF+C
Fake Advancing Screw - D+K+C
-_Combo Techniques_-
P, C
K, C, C, QCF+C
B+P, C, C, C, F+C
-_Special_-
None.


	---Mai Shiranui---
Pursuit Attack - none
Recovery Attack - C rapidly
Cape Flick - B+P (hits opponent into other level)
Kageroh-no Mai (Fire Replicas) - D-U+C
*Musasabi-no Mai (Dive Attack) - D+P+K (air only)
Hisatsu Shinobibachi (Rolling Elbow) - HCF+C
Ryuenbu (Flaming Twist) - QCB+P
Midare Kachosen (Multi Fan Toss) - QCB+C (perform move five times rapidly for all five fans)
Kachosen (Fan Toss) - QCF+P
Fake Kachosen - D+P+K
-_S. Power_-
Cho Hisatsu Shinobibachi (Flaming Elbow) - F-HCF+K+C
-_P. Power_-
Leotard Shinobibachi - F-HCF+C (UNBLOCKABLE)
-_Combo Techniques_-
D+P, D+C
C, C, C, D+C
-_Special_-
Can air throw.
Can jump off walls by hitting the opposite direction on the joystick while jumping onto a wall.


	---Mochizuki Sokaku---
Pursuit Attack - D+C
Recovery Attack - none
Face Bash - RQCB+C after grabbing with B+C throw (must be very close) (UNBLOCKABLE)
Kimonjin (Piledriver) - rotate joystick 360 degrees toward opponent+C (must be very close) (UNBLOCKABLE)
Shakujoh Joudanuchi (Staff Uppercut) - D/F+P
Nozaru Gari (Wild Monkey Hunt) - QCB+P
Jashinkoh (Demon Staff Reflect) - HCB+K (reflects projectiles)
Jakonbu (Illusion Attack) - P rapidly
Tenha (Heaven Break) - D/B+C during Jakonbu
Fuha (Swipe) - D/F or F +C during Jakonbu (D/F=low swipe, F=mid swipe)
Kouha (Lower Break) - U/F+C during Jakonbu
Touha (Fell Break) - (D) during Jakonbu (hits opponent into other level)
Hyohidan (Demonic Punches) - F-B-F+C
Higikaminariotoshi (Lightning Shots) - DP+K
Makibishi (Spikes) - QCF+P
Fake Makibishi - D+P+K
Hametsu-no Honou (Flames of Doom) - QCB+(D) (moves Sokaku into other level)
-_S. Power_-
Ikazuchi (Summon Lightning Elemental) - RQCF, QCF+K+C (hits in both levels)
Fake Ikazuchi - D+K+C
-_P. Power_-
Raijin-no Ibuki (Breath of Lightning) - RQCF, QCF+C (UNBLOCKABLE)
Fake Raijin-no Ibuki - D+K+C
-_Combo Techniques_-
C, C, D+C, D+C, D+C
-_Special_-
Can air throw.


	---Bob Wilson---
Pursuit Attack - U+C or D/F, D/F+C
Recovery Attack - C rapidly
Thrust Kick - D/F+P
*Double Kick - D+K (air only) (must perform Leap jump)
Shoulder Charge - F, F+P
Sidewinder - QCB+C
Rolling Turtle - QCB+K (F or B to move while performing)
Wild Wolf - B-F+K
Bison Horn - D-U+C
Monkey Dance - DP+K
-_S. Power_-
Dangerous Wolf - F-HCF+K+C
Fake Dangerous Wolf - D+K+C
-_P. Power_-
Mad Spin Wolf - QCB, QCB+C
Wolf Fang - C during Mad Spin Wolf
-_Comb Techniques_-
C, C, U+C
C, C, C, U+C
C, C, C, C, F+C
D/F+P, D+K, D+C
-_Special_-
Can air throw.


	---Hon Fu---
Pursuit Attack - D+C
Recovery Attack - none
Face Bash - D/F+C (must be very close) (UNBLOCKABLE)
High Hit - D/F+P
Fumikomisokukeri (Spin Kick) - F+K
Hissho Kyakushukyaku (Berserker Flip) - QCB+C
Honou-no Teneuma (Berserker Crush) - QCB+P (P rapidly to keep move working)
Kyuryu-no Yomi (Counter Attack) - HCF+C (does not hit, counters attacking opponent) (must be very close)
Denkohsekka-no Chi (Rolling Head-Butt) - D/B-F+K
Denkoh Pachiki (Rolling Head-Butt Stop) - K during Denkohsekka-no Chi
Denkohsekka-no Ten (Air Slasher) - QCB+K
Seikuurekkakon (Fire Nunchakus) - DP+ P or C
Fake Seikuurekkakon - B+P+K
-_S. Power_-
Bakuhatsu Goro (Explosive Roll) - QCB, HCF+K+C
-_P. Power_-
Gadenza-no Arashi - QCB, HCF+C
-_Combo Techniques_-
D/F+P, C, C
-_Special_-
None.


	---Blue Mary---
Pursuit Attack - U+C
Recovery Attack - none
Elbow Bash - F-B+C after grabbing with F or B +C throw (must be very close) (UNBLOCKABLE)
Back Drop - D/F, D/F+P+K (must be very close) (UNBLOCKABLE)
Spin Kick - B+K
Spin Fall - QCF+P
Vertical Arrow - DP+K
M. Snatcher - DP+K after hitting with M. Snatcher
Straight Slice - B-F+K
Stun Slice - B-F+K after hitting with Straight Slice
M. Head Buster (Counter Ground Attacks) - QCB+K (does not hit, counters attacking opponent) (can follow up with Vertical Arrow)
Stun Gun Smasher (Counter Air Attacks) - QCB+C (does not hit, counters attacking opponent)
-_S. Power_-
M. Typhoon - F-HCF+K+C
-_P. Power_-
M. Driving Smasher - F-HCF+C (must be very close) (UNBLOCKABLE)
-_Combo Techniques_-
P, C
C, C, C, B-F+K
-_Special_-
None.


	---Franco Bash---
Pursuit Attack - none
Recovery Attack - C rapidly
Back Tornado - F+K (hits opponent into other level)
Big Punch - P+K
Power Stomp - QCF-U/F+K
Double Kong - QCB+P
Waving Blow - HCF+(D) (moves Franco into other level)
Meteor Tackle - D/B-F+C
Meteor Back Blow - D/B-F+C during Meteor Tackle
Meteor Shot - QCF+P
Fake Meteor Shot - D+P+K
-_S. Power_-
Final Omega Shot - QCB, HCF+K+C
-_P. Power_-
Armageddon Buster - HCB+C (must be very close) (knocks opponent into air, follow up with any combination or P, K, and C hits)
-_Combo Techniques_-
P, C
C, C, C, C, F+C
-_Special_-
None.


	---Ryuji Yamazaki---
Pursuit Attack - U+C
Recovery Attack - C rapidly
Head-Butt - F-B-D-U+C (must be very close) (UNBLOCKABLE)
Double Punch - F+P
Uppercut - D/F+P
Hebitsukai (Quick Slash) - QCB+ P, K, or C (P=high slash, K=mid-level slash, C=low slash) (hold button to delay attack and strike at all three heights)
Baikaeshi (Projectile Reflection) - QCF+C (reflects most projectiles) (hold C to delay attack)
Sabaki-no Aikuchi (Knife Slash) - F-D/B-F+P
Sadomazo (Taunt Counter) - HCF+K (will taunt opponent and strike back if hit by an attack)
-_S. Power_-
Guillotine (Exploding Grab) - RQCF-D/B-F+K+C
-_P. Power_-
Yondan Drill (Power Slam) - rotate joystick 360 degrees toward opponent+C (must be very close) (C very rapidly after performing move command for stronger attack)
-_Combo Techniques_-
P, C
F+P, C, C, C, C, B+C
-_Special_-
None.


	---Jin Chon Shu---
Pursuit Attack - none
Recovery Attack - none
Spinning Backhand - B+P
Ground Roll - D/F+C
Teio Jinsokuken (Elbow Smash) - F, F+P
Teio Tenjinken (Spinning Uppercut) - DP+ P or C
Teio Shinganken (Teleport) - HCB+ P, K, or C (P=appear in front of opponent, K=appear above opponent, C=appear behind opponent) (P, K, or C after appearing above opponent for a rolling attack)
*Air Teio Shinganken (Air Teleport) - RQCF+K (air only) (must perform Leap jump)
Teio Tenganken (Energy Ball) - QCF+ P or C
-_S. Power_-
*Teio Rojinken (Energy Drain) - QCB-F+K+C
Fake Teio Rojinken - D+K+C
-_P. Power_-
Teio Syukukyuken (Emperor's Fury) - QCB-F+C
-_Combo Techniques_-
C, C, C, F-B+C
-_Special_-
Extremely fast foot speed.


	---Jin Chon Rei---
Pursuit Attack - none
Recovery Attack - none
Axe Kick - F+K
Teio Jinsokuken (Elbow Smash) - F, F+P (perform while dashing forward for long-ranged attack)
Teio Tenjinken (Spinning Uppercut) - DP+ P or C
Teio Rojinken (Energy Drain) - QCB-F+C
Teio Tashinken (Reflector) - QCB+K (reflects projectiles)
Ryutenshin (Ground Roll) - QCF+K (does not hit)
Teio Tenganken (Energy Ball) - QCF+C (hold C to charge attack up to 5 levels)
-_S. Power_-
Teio Syukmyoken (Emperor's Fury) - F-HCF+K+C
Fake Teio Syukmyoken - D+K+C
-_P. Power_-
Teio Ryuseiken (Emperor's Rage) - F-HCF+C
Fake Teio Ryuseiken - D+K+C
-_Combo Techniques_-
P, C
C, C, D+C, QCF+C
-_Special_-
Jumping C attack is an Energy Ball.


	---Billy Kane---
Pursuit Attack - D+C
Recovery Attack - none
Pole Spin (Throw) - F+K (must be very close) (UNBLOCKABLE)
Karyu Tsuigekikon (Dragon Flame) - QCB+K
Sansetsukon Chudan Uchi (Staff Blow) - B-F+P
Kaen Sansetsukon Chudan Tsuki (Second Staff Blow) - B-F+C after hitting with Sansetsukon Chudan Uchi
Suzumeotoshi (Sparrow Drop) - QCB+P
Senpuukon (Staff Spin) - P rapidly
Senpuuhishoukon (Pole Vault) - HCF+K (F or B during move to land to the left or right of opponent)
Fake Senpuuhishoukon - B+P+K
-_S. Power_-
Cho Kaen Senpuukon (Flaming Staff Spin) - QCF, HCB+K+C
-_P. Power_-
Guren Sakkon (Super Staff Uppercut) - QCF, HCB+C
-_Combo Techniques_-
P, C
D+P, C
D+C, C, QCF+C
-_Special_-
None.


	---Cheng Sinzan---
Pursuit Attack - none
Recovery Attach - none
Head-Butt - D/F+C (must be very close) (UNBLOCKABLE)
Energy Ball - P+K (hits opponent into other level)
Energy Balls - F+P
Belly Counter - HCB+K (will inflate like balloon and bounce back at them if hit by an attack during inflation)
Belly Flop - D-U+P
Body Ball - B-F+ P or C
Fake Body Ball - F+P+K
Dropping Fireball - QCF+P
Rising Fireball - DP+P
Fake Dropping Fireball / Rising Fireball - D+P+K
-_S, Power_-
Bakurai Hoh (Super Dropping Fireball) - D/B-QCF+K+C
-_P. Power_-
Collapse of Creation - HCB+C
-_Combo Techniques_-
P, C
C, C, F+C, B-F+C
-_Special_-
None.


	---Tung Fu Rue---
Pursuit Attack - none
Recovery Attack - none
Uppercut - D/F+P
Super Taunt - C rapidly while taunting (does not hit)
Senshippo (Step Knuckle) - QCB+ P or C
Ressenkyaku (Thousand Kick) - DP+K
Shouhai (Power Wave) - D/B-F+C
Fireball Spit - QCF+P
Fake Fireball Spit - D+P+K
-_S. Power_-
Senpu Gou Ken (Super Hurricane) - RQCF-U+K+C
Fake Senpu Gou Ken - D+K+C
-_P. Power_-
Outrageous Man - F-HCF+C (hold C to delay attack and increase damage)
-_Combo Techniques_-
D/F+P, C, F+C
-_Special_-
None.


	---Laurence Blood---
Pursuit Attack - none
Recovery Attack - none
Spin Kick - F+K (hits opponent into other level)
*Saber Poke - D+P (air only) (must perform Leap jump)
Ole! Dodge - P+K
Bloody Axle - QCF+C
Bloody Cutter - P, K, or C during Bloody Axle
Bloody Press - B-F+C during Bloody Axle (must be very close)
Bloody Shooter - QCB+ P, K, or C during Bloody Axle
Bloody Saber - QCF+P (perform move three times rapidly for three consecutive attacks)
Bloody Spin - B-F+ P or C
-_S. Power_-
Bloody Flash - D/F-HCF-D/B+K+C
Fake Bloody Flash - D+K+C
-_P. Power_-
Final Death Bloody - QCF, HCB+C
-_Combo Techniques_-
P, C
C, C, C, C, F+C
-_Special_-
Can air throw.


	---Wolfgang Krauser---
Pursuit Attack - D+C
Recovery Attack - none
Lift Up Blow - HCB+K (must be very close) (UNBLOCKABLE)
Double Punch - F+K+C
*Stomach Splash - D+C (air only) (must perform Leap jump)
High Blitz Ball (High Fireball) - QCB+P
Low Blitz Ball (Low Fireball) - QCB+C
Leg Tomahawk - QCF+K
Dangerous Thrust - HCF+P (must be very close) (does not cause damage, causes opponent to drop guard and leaves them vulnerable) (UNBLOCKABLE)
Phoenix Thrust - HCF+C (does not hit, counters high-hitting special moves)
-_S. Power_-
Kaiser Wave (Crescent Energy Wave) - B-U/F+K+C (hold C to delay attack and cause more damage) (hits in both levels if charged to maximum power)
Fake Kaiser Wave - D+K+C
-_P. Power_-
Gigantic Cyclone - HCB, RQCF+C (must be very close)
Deadly Rave - HCB-F+P (must be very close)
After first hit of Deadly Rave, press the following buttons in the correct order in an even pattern rather quickly:
P, K, C, K, C, P, K, C, then any of the following three moves:
C, C	or	QCB+P+C	or	HCB, HCB+C
-_Combo Techniques_-
P, C
C, C, QCF+C
-_Special_-
None.


	---Geese Howard (hidden character)---
Pursuit Attack - D+C
Recovery Attack - none
Face Grab - D/F+C (must be very close) (UNBLOCKABLE)
Palm Uppercut - D/F+P
Spin Kick - B+K (hits opponent into other level)
Low Swipe - P+K
Quick Swipe - F+P immediately after blocking an attack
Jaeiken (Shadow Slice) - B-F+ K or C
Joudan Atemi Nage (High Counter Attack) - HCF+K
Chudan Atemi Uchi (Mid Counter Attack) - HCF+C
*Shippuuken (Gale Slice) - QCB+P (P again for Double Shippuuken) (air only)
*Double Shippuuken (Double Gale Slice) - RDP+C (perform twice rapidly for both hits) (air only)
Reppuken (Ground Flame) - QCB+ P or C (QCB+C=double Reppuken)
Fake Reppuken - D+P+K
-_S. Power_-
Raging Storm (Energy Explosion) - HCF, HCB-D/F+K+C
Fake Raging Storm - D+K+C
-_P. Power_-
Thunder Break - RQCF+C (hits in both levels)
Deadly Rave - HCB-F+P (must be very close)
After first hit of Deadly Rave, press the following buttons in the correct order in an even pattern rather quickly:
P, P, K, K, K, C, C, C, QCB+C
-_Combo Techniques_-
P, C, C, C, F+C
-_Special_-
None.


	---EX Andy Bogard (hidden character)---
Pursuit Attack - D+C
Recovery Attack - none
Palm Uppercut - D/F+P
Yami Abisekeri (Flame Kicks) - RDP+K
Zanneiken (Rushing Elbow) - D/B-F+C
Hishoken (Fireball) - QCB+P
Geki Hishoken (Fireball) - QCB+C
-_S. Power_-
Choreppadan (Flaming Lunge Kick) - QCF+K+C
-_P. Power_-
Zanneireppa (Shadow Slash Break) - HCF+C
-_Combo Techniques_-
D/F+P, C, C, C
-_Special_-
Can air throw by using D, D+C while close to opponent in air.


	---EX Blue Mary (hidden character)---
Pursuit Attack - D+C
Recovery Attack - none
Leg Flick - D/F+P
Leg Break - QCB+C (must be very close) (UNBLOCKABLE)
M. Slider - DP+C
Straight Slider - B-F+K
M. Crab Clutch - HCF+K after hitting with Straight Slider
Vertical Arrow - DP+K
M. Snatcher - DP+K after hitting with Vertical Arrow
-_S. Power_-
M. Typhoon - F-HCF+K+C (UNBLOCKABLE)
-_P. Power_-
M. Driving Smasher - unknown
-_Combo Techniques_-
P, C
K, K
-_Special_-
None.


	---EX Billy Kane (hidden character)---
Pursuit Attack - D+C
Recovery Attack - none
Pole Spin (Throw) - F+K (must be very close) (UNBLOCKABLE)
Sansetsukon Chudan Uchi (Staff Blow) - B-F+P
Kaen Sansetsukon Chudan Tsuki (Second Staff Blow) - B-F+C after hitting with Sansetsukon Chudan Uchi
Suzumeotoshi (Sparrow Drop) - QCB+P
Senpuukon (Staff Spin) - P rapidly
Karyu / Suiryu Tsuigekikon (Ground / Air Staff Counter) - QCB+K (does not hit, counters attacking opponent)
Senpuuhishoukon (Pole Vault) - HCF+K (F or B during move to land to the left or right of opponent)
-_S. Power_-
Cho Kaen Senpuukon (Flaming Staff Spin) - QCF, HCB+K+C
-_P. Power_-
Guren Sakkon (Super Staff Uppercut) - RQCF+C
-_Combo Techniques_-
P, C
D+P, C
D+C, C, QCF+C
-_Special_-
None.


	---EX Tung Fu Rue (hidden character)---
Pursuit Attack - none
Recovery Attack - none
Uppercut - D/F+P
Super Taunt - C rapidly while taunting (does not hit)
Senshippo (Step Knuckle) - QCB+ P or C
Gekihou (Shock Blow) - HP rapidly (cancels most projectiles)
Ressenkyaku (Thousand Kick) - DP+K (must be very close)
Shouhai (Power Wave) - D/B-F+P
Fake Shouhai - D+P+K
-_S. Power_-
Senpu Gou Ken (Super Hurricane) - RQCF-U+K+C
Fake Senpu Gou Ken - D+K+C
-_P. Power_-
Million Kick - QCB, HCF+C
-_Combo Techniques_-
none
-_Special_-
None.


	---Iori Yagami (hidden character on Game Boy version only)---
Pursuit Attack - none
Recovery Attack - none
Hyakuhachishiki-Yakibarai (Ground Flame) - QCF+P
Hyakunijuushiki-Aoihana (Dashing Punches) - QCB+P (perform move three times rapidly for three hits)
Hyakushiki-Oniyaki (Jumping Fire Twist) - DP+P
Nihyakujuunishiki-Kotozukiin (Dashing Exploding Grab) - QCB+K
Kuzu Kaze (Power Throw) - HCF+P (must be very close)
-_S. Power_-
Kin Sennihyakujuuichishiki-Yaotome (Dashing Grab and Combo) - QCB, HCF+P
-_P. Power_-
Final Maiden Masher - QCF, QCF+P
Final Chrono Flame - QCB, QCB+P (hold P to delay attack and extend attack's range)
-_Combo Techniques_-
none
-_Special_-
None.



	---Tricks and Codes:

	---Fight Geese Howard:
To fight against Geese, defeat the entire game without losing a single round (you don't need to win every round perfect, but you cannot lose a single round to any opponent), get a ranking greater than "C" in every battle, score a ranking of "S" at least once, score at least 750,000 before you do battle with Krauser.  You will face him in a special match after defeating Krauser.

	---Play as Geese (home versions only):
During the attract mode after turning on the system, wait for the "Ranking Screen" (High Score table) appears and perform the following:
rotate joystick 360 degrees from left to down/left and hold the joystick down/left, tap A, B, C, and release down/left, you will here Geese say "Come on" if you did it correctly.

	---Play as EX characters:
For the home versions you must first enter the Geese code above.
On the character select screen, move your cursor to Andy, Mary, Billy, or Tung (which ever character that you want to use in EX form), hold Start, tap: B, B, C, C, press and hold B, wait one second, press and hold C, press A or D (depending on which costume color you want), release Start, B, and C.  You will now have the EX version of the character you had your cursor on.

	---Game Boy Version Only Codes:

	---Random Opponent Select:
To let the computer randomly select your first opponent, hit Start+B when asked to select your opponent.

	---Fight Geese Howard:
To fight against Geese, defeat the entire game on normal or hard difficulty.  You will face him in a special match after beating Krauser.

	---Fight Iori Yagami:
To fight against Iori Yagami from King of Fighters, defeat Geese and wait for the credits to scroll by.  You will face him in another special match after the game's credits have all been displayed.

	---Play as Geese and Iori:
To use Geese or Iori you must enter the following code:
At the Options screen, go to "Sound Test" and hold left+A.  When you enter the option, go to "SOFT DIP" and change the first zero (0) to one (1).  Now exit and start the game.  On the character select screen, go to Billy's face and hit Start to select Iori, or go to Krauser's face and hit Start to select Geese.

	---Move Change:
On the Game Boy you can perform any P. Power Move using only QCF, QCF+ P or K (depending on what button is listed above).

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