FAQ/Movelist - Guide for Fatal Fury: Wild Ambition

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FATAL FURY: WILD AMBITION THE LEGEND OF THE LONE WOLVES FATAL FURY: WILD AMBIT
ION THE LEGEND OF THE LONE WOLVES FATAL FURY: WILD AMBITION THE LEGEND OF THE
LONE WOLVES FATAL FURY: WILD AMBITION THE LEGEND OF THE LONE WOLVES FATAL FURY
: WILD AMBITION THE LEGEND OF THE LONE WOLVES FATAL FURY: WILD AMBITION THE LE
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                        FATAL FURY: WILD AMBITION
                        =========================
                FAQ/Movelist v1.0 by EX Andy 

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GEND OF THE LONE WOLVES FATAL FURY: WILD AMBITION THE LEGEND OF THE LONE WOLVE
S FATAL FURY: WILD AMBITION THE LEGEND OF THE LONE WOLVES FATAL FURY: WILD AMB
ITION THE LEGEND OF THE LONE WOLVES FATAL FURY: WILD AMBITION THE LEGEND OF TH
E LONE WOLVES FATAL FURY: WILD AMBITION THE LEGEND OF THE LONE WOLVES FATAL FU
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Fatal Fury has finally hit SNK's Hyper Neo*Geo 64 platform, and in a big way.
Having learnt from the mistakes it made in its previous Samurai Shodown 64
titles, SNK has equipped Wild Ambition with big, colorful, healthy-looking
character models that run at a frame rate faster than 30 fps. Wild Ambition
is also packed full of beautifully detailed background stages and a host
of gameplay options. This FAQ/Movelist will reveal as many of those options
-- and provide as much character-specific information -- as possible.


Table of Contents:

I.)     BASICS: CONTROL LAYOUT AND COMMONLY-USED TERMS
II.)    HEAT METER EXPLAINED
III.)   STANDARD GAME FEATURES
IV.)    CHARACTER INFORMATION
           ANDY BOGARD
           BILLY KANE
           GEESE HOWARD
           JOE HIGASHI
           KIM KAPHWAN
           MAI SHIRANUI
           RAIDEN/BIG BEAR
           RYUJI YAMAZAKI
           TERRY BOGARD
           TOJI SAKATA
           TSUGUMI SENDO
           XIANGFEI LI
                      
V.)     CHARACTER PROFILES
VI.)    VERSION HISTORY, CREDITS, LEGALESE

======================================================
I.)     Basics: Control Layout and Commonly-Used Terms
======================================================

CONTROL LAYOUT AND COMMON TERMS

Joystick: (directions indicated while character is facing right)
  up-bk     up    up-fwd                
      O     O     O               BUTTONS:
       \    |    /
  bk  O-    n    -O fwd           A       B       C       D
       /    |    \                Light   Light   Heavy   3-D Movement
      O     O     O               Punch   Kick    Attack
  dwn-bk   dwn    dwn-fwd

Abbreviations Key:
n      = joystick "neutral" (centered)  A, B, C, D = Buttons A,B,C,D
up     = joystick up                    dwn        = joystick down
bk     = joystick back                  fwd        = joystick forward
up-bk  = diagonally up-back             up-fwd     = diagonally up-forward
dwn-bk = diagonally down-back           dwn-fwd    = diagonally down-forward

AB	 	= press buttons A and B at the same time
ABC 		= press buttons A, B, and C at the same time
,		= perform moves in normal succession
		  (e.g.: qcb, hcf means perform a qcb followed
		   normally by an hcf)
+		= perform simultaneously
		  (e.g.: fwd + C means push joystick forwards
		   and press button C at the exact same time)
~		= perform moves in rapid succession
		  (e.g. dwn-fwd + B ~ C means perform a
		   dwn-fwd + B followed immediately by pressing C)

qcf               = quarter-circle forward (dwn, dwn-fwd, fwd)
qcb               = quarter-circle back (dwn, dwn-bk, bk)
hcf               = half-circle forward (bk, dwn-bk, dwn, dwn-fwd, fwd)
hcb               = half-circle back (fwd, dwn-fwd, dwn, dwn-bk, bk)
fwd, dwn, dwn-fwd = forward, neutral, down, down-forward
bk, dwn, dwn-bk   = back, neutral, down, down-back
tap               = quickly tap the joystick in a direction
push              = push the joystick in a direction
hold              = hold the joystick in a direction, or
		    press and hold the specified button(s)
hold briefly      = hold the joystick briefly in one direction
                    (usually used for "Charge Moves")
standing          = perform maneuver while standing up
crouch            = perform maneuver while character is crouching
                    (joystick in dwn position)
jump              = perform maneuver after your character has jumped
mid-air		  = perform maneuver if your character is in the air

(something x2) = do something twice

n/a = not applicable

-------------------
ABOUT THE JOYSTICK:
-------------------
Wild Ambition's basic joystick control is as follows:

n        	  = stand
dwn     	  = crouch
bk      	  = standing block (defend against High and Mid attacks)
dwn-bk   	  = low block (defend against Low attacks)
fwd      	  = walk forwards
up      	  = jump vertically upwards
up-fwd  	  = jump forwards
up-bk             = jump backwards
tap bk, hold bk   = backdash (quickly retreat away from opponent)
tap fwd, hold fwd = forward dash (quickly advance towards opponent)
tap up            = hop vertically upwards
tap up-fwd        = hop forwards
tap up-bk         = hop backwards

------------------
ABOUT THE BUTTONS:
------------------
Wild Ambition uses a modified version of the Real Bout
Fatal Fury/Fatal Fury 3/RB2 button setup:

A = Light Punch  C = Heavy Attack
B = Light Kick   D = 3-D Movement/Quick Recover

  - Where the C-button "Heavy Attack" may be either a Kick or
    a Punch depending on the character and situation.
  - Where the D-button represents "3-D movement," that is,
    movement along the Z-axis (side-rolls), or Quick Recover
    when knocked down.

* Side-Roll Left  = n + D, or up + D
* Side-Roll Right = dwn + D

* Quick Recover = when knocked down, press D to quickly
  get back on your feet (you may have to tap the button repeatedly).
  Quick Recover may not be performed after getting hit with a Super
  Power, Overdrive, Normal Throw, and certain special move attacks, like
  Andy's Shoryudan. Quick Recover may also be done in mid-air(?).

* Normal Throw = fwd + C

  - NOTE: Wild Ambition has front- and back-throws. Performing a fwd + C
	  throw from the back of your opponent may look different from
	  a fwd + C throw from the front.

* Heat Blow (unblockable) = when POW meter is full, ABC

  - NOTE: Heat Blow is a totally unblockable attack that often sets up a
          Juggle or Stun combo on a successful hit. Heat Blow can only be
          performed with a full POW meter, and if used, will almost
          completely empty out the POW meter immediately afterwards
          to Danger level.

* Pursuit Attack = while opponent is on the ground, dwn-fwd + C
  (note: Some characters may be able to perform other sorts of
   pursuit attacks in addition to dwn-fwd + C)

* Taunt = AB (charges up your own POW meter)

* Counter Attack = while blocking, fwd + AB (uses up some Heat Meter)


ADDITIONAL ABBREVIATIONS:

WA    = Wild Ambition (this game), the only Fatal Fury game
        to appear on the Hyper Neo*Geo 64 platform; all other
        Fatal Fury games appear on the 16-bit Neo*Geo console
RB2   = Real Bout 2, Wild Ambition's immediate predecessor
RBS   = Real Bout Special, Real Bout 2's predecessor
RBFF  = Real Bout Fatal Fury, RBS' predecessor and the first
        of the Real Bout Games
FF3   = Fatal Fury 3, RBFF's predecessor
FFS   = Fatal Fury Special, FF3's predecessor
FF2   = Fatal Fury 2, FFS' predecessor
FF1   = Fatal Fury 1, the first Fatal Fury game

KoF   = The King of Fighters (fighting game series, also
        by SNK, only appears on the 16-bit Neo*Geo)


============================
II.)    HEAT METER EXPLAINED
============================

Wild Ambition has abandoned the old POW Meter system of Fatal
Fury and replaced it with the Heat Meter. Here's how it works:

- The Heat Meter starts at 50% full at the beginning of every match,
  though it can change between rounds of the same match. (e.g. if, by
  the end of the first round, I have a full Heat Meter, I will keep the
  full Meter and start the second round with a full Meter. But at the
  beginning of the next fight against the next opponent, my Heat
  Meter will again start at 50%.)

- Attacking and dealing damage causes your character's Heat Meter to
  fill up. Performing Taunts also fills your own Heat Meter.

- Getting hit or thrown and taking damage causes -BOTH- your character's
  Lifebar -AND- Heat Meter to deplete.

- After being hit or thrown for damage, if your character is not hit
  again for several seconds, your depleted Heat Meter will gradually
  increase towards 50% full.

- When your character's Heat Meter becomes completely full, the "MAX OK"
  message appears. Your character may then perform either an Overdrive
  Power or a Heat Blow.

- After performing either an Overdrive Power or a Heat Blow, the Heat Meter
  becomes almost completely empty. The same also applies if your character
  has taken a great deal of damage or performed one too many Counter
  Attacks. In cases like these, the "Danger" message appears over your
  Heat Meter.

- If a character with a "Danger" message gets hit by just a few more
  attacks or throws, his/her Heat Meter will empty out completely,
  causing Overheat. The Overheat message will appear onscreen, and that
  character will be dizzy (unable to move, attack, or block, and vulnerable
  to the opponent's attacks).


SUPER POWER ATTACK vs. OVERDRIVE POWER:

The DM/SDM system has changed somewhat from the standard Fatal Fury
system. In the old Fatal Fury system, there were two 'levels' of
"super move": the "S. Power" and "P. Power," otherwise known as
the "DM" and "SDM."

In the original Fatal Fury system, S. Powers:
- could be performed if a character had --EITHER-- a full
  POW meter, --OR-- a flashing red lifebar depleted more than 50%
- if performed with full POW Meter but not with a flashing
  lifebar, would empty out the POW Meter completely
- if performed with a flashing red lifebar, could be performed
  an unlimited number of times, without using up any POW meter

In the original Fatal Fury system, P. Powers:
- could --ONLY-- be performed if a character had --BOTH-- a
  full POW meter --AND-- a flashing red lifebar
- would always empty out the POW Meter completely afterwards
- were usually substantially stronger than S. Powers

Wild Ambition has changed things a bit; it has Super Power Attacks in place
of S. Powers and Overdrive Powers in place of P. Powers. For the most part,
each former Fatal Fury character's S. Power is now his/her Super Power
Attack (e.g. Andy's Chou ReppaDan, formerly his S. Power, is now his Super
Power Attack; Kim's Houou Tenbukyaku, formerly his S. Power, is now his
Super Power Attack); and each Fatal Fury character's former P. Power is now
his/her Overdrive Power (e.g. Terry's Triple Geyser, formerly his P. Power,
is now his Overdrive Power).

In Wild Ambition,

Super Power attacks:
- can only be performed if a character's lifebar is flashing red
- can be performed an unlimited number of times once the lifebar
  is flashing red
- CANNOT be performed if a character's lifebar isn't yet flashing
  red (i.e. if that character has 51% or more of his lifebar);
  not even if his/her Heat Meter is full
- do not use up any Heat Meter

Overdrive Powers:
- can only be performed if a character's Heat Meter is full
- as long as the Heat Meter is full, can be performed at
  any time, regardless of how much life a character has
- will almost completely empty out the Heat Meter to
  "Danger" level

==============================
III.)   STANDARD GAME FEATURES
==============================

The game features several real-time animated cutscenes; in the game's opening
sequence, Geese's black helicopter lands atop Geese Tower. Geese disembarks
from the helicopter, flanked by Ripper and Hopper (who look exactly as they
did on the cover of RBFF). He strides confidently from the helicopter along
the roof, remembering the day when two children (a young Terry and a young
Andy) watched their beloved stepfather die at Geese's hands (screen display
alternates between scenes of Geese walking along the rooftop, and sepia-tone
flashbacks of an anguished Terry and Andy). The scene changes abruptly to
the adult Terry, carrying his satchel (which he has carried with him since
Fatal Fury 1, released 1990) headed for the mysterious "King of The Fighters"
tournament to confront Geese. Cut to title.

1P vs. CPU play in Wild Ambition gives the player 8 CPU opponents;
the 8th opponent is Geese. After the 3rd opponent, the player is treated
to one of two cutscenes. If the player is using Geese or one of Geese's
men (Billy or Raiden), the now legendary scene of Terry getting out of
a taxi on Angel Street (the wooden fence in the background is covered
with posters of Geese from the cover of RBFF) with his satchel on his
shoulder is shown. As he begins walking down the street, Geese's black
helicopter swoops past him, kicking up a gust of wind that forces Terry
to clutch at his hat. If the player is -not- using Billy, Geese, or Raiden,
the cutscene instead shows the black helicopter landing atop Geese Tower
(similar to the game's intro). Geese dismounts, flanked by Ripper
and Hopper, and the music comes to a loud, ominous crescendo as the
camera closes in on Geese's face.

In terms of actual gameplay, Wild Ambition features an impressive array
of basic features, each of which merits its own explanation.

COUNTER:
Command:         interrupt an opponent's attack with your own
Description:     on a successful Counter, the blue "Counter"
                 message should appear onscreen. An attack that 
                 Counters may sometimes either launch the opponent
                 upwards in the air (Float) which allows the attacking
                 player to follow up with a juggle, or stagger the opponent
                 briefly, which renders them vulnerable to an
                 additional attack (Stun).

HEAT BLOW:
Command:         with full POW meter, press ABC
Description:     as described above, a totally unblockable attack that
                 requires a full POW meter to perform, will pull up
                 the blue "Heat Blow" message onscreen, and may Stun or
                 Float if successfully connected. Note that Heat Blow can
                 be used to escape from hit stun; i.e. if you are getting
                 hit with an attack, you can immediately break out by
                 performing a Heat Blow if your Heat Meter is full;
                 similar to the ABC Rage Explode of Samurai Shodown 4.

COUNTER ATTACK:
Command:         block, then fwd + AB
Description:     defending character blocks, then immediately
                 counterattacks his/her opponent. Though Counter
                 Attacks resemble KoF's CD Counters (because you
                 must block in order to activate Counter Attack),
                 Counter Attacks only use up a portion of your
                 Meter, instead of emptying it out completely.

GUARD IMPACT:
Command:         block an opponent's attack at the last
                 possible moment(?)
Description:     resembles the push-block system of Capcom's
                 X-Men vs. Street Fighter. Guard Impact may be
                 used in place of normal blocking (I'm not sure
                 of the exact circumstances); if used successfully,
                 the blue "Guard Impact" message should appear
                 onscreen. The defending character takes no damage,
                 and the attacking character is pushed away.

GUARD DESTROYED:
Command:         attack a blocking opponent repeatedly
Description:     as with the Guard Crush system of the recent
                 installments of the KoF series, if a character
                 blocks too many attacks within a short enough
                 period of time, the blue "Guard Destroyed" message
                 will appear onscreen, and that character will
                 stumble about briefly, unable to block (and
                 vulnerable to additional attacks).

OVERHEAT (dizzy):
Command:         when Heat Meter is empty, either by using it up
                 with too many Counter Attacks, performing an
                 Overdrive/Heat Blow and getting attacked afterwards,
                 or simply by getting hit too much
Description:     when the Heat Meter empties out completely,
                 your character becomes Overheated (dizzy),
                 and may not block, attack, or do anything
                 else. Overheated characters are completely
                 vulnerable to attack. Overheat can be shaken
                 off by wiggling the joystick and tapping buttons.

ESCAPE:
Command:         when grabbed with a Normal Throw, do fwd + C(?)
Description:     as with the throw-escapes in the recent installments
                 of the KoF series, a character may escape from a
                 normal throw without damage if s/he properly
                 executes the Escape command (I'm not completely
                 sure of the exact command yet). The blue "Escape"
                 message should appear onscreen, and the defending
                 player will shrug off the throw without taking
                 any damage.

MEGA POWER ATTACK:
Command:         fwd + C for most characters
Description:     A fancy name for a character's old Fatal Fury-style
                 far standing C attack. For example, Yamazaki's Mega Power
                 is his standing back-kick from FF3/RBFF.

"PURPLE REPEL":
Command:         ???
Description:     I've only performed this once or twice on accident;
                 most of the times I've seen this done, the CPU
                 did it against me. When "Purple Repel" is performed,
                 the defending character makes as though he/she is
                 going to block the attack, but instead knocks the
                 opponent away (does no damage). There is a brief
                 flash of purple light. This is different from Guard
                 Impact, which has an onscreen Guard Impact message
                 and no purple light.

STUN COMBOS:
Command:         after hitting an opponent with an attack that
                 stuns, follow up with another attack
Description:     seems to be quite a few of these in the game.
                 Almost every character has at least one normal or special
                 move attack that briefly stuns the opponent when connected.
                 Examples are Terry's fwd, fwd + C or Round Wave, or Kim's
                 Destruction Drubber. Experiment with your favorite
                 characters' stun attack(s) and see.


=============================
III.)   CHARACTER INFORMATION
=============================

NOTE: Moves marked with a "?" indicate that I am not sure of
        either the exact Japanese translation of the move's name,
        or the exact instructions/circumstances [in Japanese from
        the SNK Japan homepage] required to perform that move.
        (Or that I'm not yet sure about a certain aspect of that move;
         whether it's blockable, exactly how many hits in a combo, etc.)

NOTE: The combo lists are by no means meant to be exhaustive. I have
      only listed combos I have performed and can confirm myself.
      They are not the only combos in the game, and I'm not claiming
      they are either. For the most part, in addition to character-
      specific combo listings, the following combos seem standard for
      most characters, though they aren't guaranteed for all.

        (Chain Combos)
        Standing A -> Standing B -> Standing C            (Rush: 3+)
                                 -> Special Move Attack   (Rush: 3+)

        Standing A -> Standing B -> Crouching C

        Crouching A -> Crouching B -> Special Move Attack (Rush: 3+)

        Crouching A -> Crouching B -> Crouching C         (Rush: 3+)

        Crouching A -> Crouching B -> Standing C          (Rush: 3+)

        Standing C -> Standing C -> Standing C            (Rush: 3+)
                                 -> Special Move Attack   (Rush: 3+)
                                 -> Super Power Attack    (Rush: 3+)
                                 -> Overdrive Power       (Rush: 3+)

        (Juggle Combos)
        Standing A -> Standing B -> dwn-fwd + C (Float)
                                   -> Special Move Attack (Rush: 4+)

        dwn-fwd + C (Float) -> Special Move Attack        (Rush: 2+)

NOTE: About combos: Standing A -> Standing B -is- a chain combo
      (the same goes for Crouching A -> Crouching B). Combos like
      B -> C or C -> C are definitely Chain Combos, so any combos
      involving such chains have been recorded as such.

------------------------------------------------------------------------------
ANDY BOGARD:
------------------------------------------------------------------------------
FIGHTING STYLE: KOPPO
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS

        qcb + A                  =       Hishoken
        qcb + C                  =       Geki Hishoken
        fwd,dwn,dwn-fwd + A      =       Shoryudan
                                          (cannot Quick Recover)
        hcf + B                  =       Kuuhadan
        hcb + B                  =       Bakushin
                                          (unblockable?)
        dwn-bk, fwd + C          =       Zaneiken
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        fwd + B                  =       Shower Kick
        bk + B                   =       Spinning Buddhist's Robe Kick
        dwn-bk + C               =       Reverse Spin Kick
        bk + C                   =       Reverse Mid-Air Returning Leg Lift

        fwd, fwd + A             =       Rolling Flipkick
        while standing,          =       Rapid Palm Combo Attack
         tap A x 3                        (first A is a normal standing
                                           A, second A initiates the
                                           Rapid Palm, third A completes it)
        dwn-fwd + C              =       Upward Palm Strike
                                          (floats)
------------------------------------------------------------------------------
NORMAL THROWS:

        fwd + C (front)          =       Leg-Cutter
        fwd + C (back)           =       Shiranui Spider Clutch
------------------------------------------------------------------------------
                                 =
COMMAND THROWS:

        fwd, bk + C              =       Ripe Melon Strike
------------------------------------------------------------------------------
Super Power Attack:

        qcb, dwn-bk, fwd + BC    =       Chou ReppaDan
------------------------------------------------------------------------------
Overdrive Power:

        qcf, dwn-bk, fwd + C     =       Zantetsu
------------------------------------------------------------------------------
CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)

        Close standing C -> Hishoken                      (Rush: 2)
        Close standing C -> Zaneiken A/C                  (Rush: 2)

        Standing A -> Standing B -> Hishoken              (Rush: 3)
        Standing A -> Standing B -> Zaneiken A/C          (Rush: 3)
        Standing A -> Standing B -> Kuuhadan              (Rush: 4)
        Standing A -> Standing B -> Shoryudan             (Rush: 6)

        Crouching A -> Crouching B -> Hishoken            (Rush: 3)
        Crouching A -> Crouching B -> Crouching C         (Rush: 3)

        Standing C -> Standing C -> Hishoken              (Rush: 3)
        Standing C -> Standing C -> Zaneiken              (Rush: 3)
        Standing C -> Standing C -> DanDaDan              (Rush: 9?)

        Rapid Palm Combo Attack -> Standing B -> Hishoken (Rush: 6?)

        Standing A -> Standing C -> Standing C            (Rush: 3)
        Standing B -> Standing B -> fwd + B               (Rush: 3)
        Standing B -> Standing B -> Standing C            (Rush: 3)
        Crouching B -> Standing C

JUGGLE COMBOS:

        dwn-fwd + C (Float) -> Shoryudan                  (Rush: 4?)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Andy seems like a cross between his RB2 and RBS versions. He has
the RB2 (or RBS EX) Geki Hishoken and the RB2 qcb,hcf+BC ChouReppaDan
(does not require a charge). Andy's hcb + B "Shiranui Slide Grab" is
his hcb + C special attack from RBS; it doesn't seem comboable but
may be unblockable. Zaneiken does not have a finisher. In addition,
SNK Japan's page makes a particular mention about the defensive
properties on the Geki Hishoken, though I'm not sure exactly what
those properties are yet.

Note that Andy's A-button palette-swap (white clothes) has the FF2
long hair, while the D-button palette (black) has the RBFF short ponytail.
For whatever reason, Andy's background stage is in a snowy field in Norway
at night; you can just see a cabin peeking up over the horizon.

Fans of Andy's voice actor (or "seiyuu") should be pleased; Andy
is still voiced by Mr. Keiichi Nanba, who has voiced Andy since FF2.

According to SNK Japan's Page, Andy's Geki Hishoken apparently has
certain defensive properties associated with it. What those properties
are, I'm not sure (about the translation); maybe a Guard Cancel?

I have seen two special character-intro sequences with Andy; against Terry,
he and Terry clasp arms, and Andy says the same sample he did in the RBS
Terry/Andy intro; Terry agrees, "OK!.....Andy--..." When Andy fights
against Mai, she prances about and says something to him that causes
him to cover his eyes in disbelief/disgust.

Win Poses: (I've seen 3)
#1: Andy clenches his fists at his sides, and says "Yoshi!"
    ("All right!") (from FF2)
#2: Andy dusts off his leg, turns away, and mutters "Shoushi!"
    ("Pathetic!")
#3: Andy spreads his arms apart and exhales. (from FF3)
------------------------------------------------------------------------------


------------------------------------------------------------------------------
BILLY KANE:
------------------------------------------------------------------------------
FIGHTING STYLE: SELF-TAUGHT STAFF-FIGHTING
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        hold bk briefly, fwd + A =       3-Section Cane Mid-Level Thrust
         after Pole Extend       =       Flaming Stab
          attack: bk, fwd + C     

        qcb + A                  =       Sparrow Drop
        qcf + A, tap A           =       Whirlwind Cane
        dwn-bk, qcf + B          =       Super Cane Attack
         (or hcf + B)
         while doing Super Cane  =       Super Whirlwind Cane
          Attack, press C                  (flies over low attacks)
         while doing Super Cane  =       Super Flying Sky Cane
          Attack, at apex of
          jump(?), up + C         

        qcb + B                  =       Fire Dragon Pursuit Cane
                                          (aka Dragon Rave)
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        bk + B                   =       Head Splitting Low-Aimed Attack
        fwd + B                  =       Great Spin Kick
        dwn-bk + C               =       Back-Hopping Kick
        bk, dwn-fwd + B          =       Steep Dragon Opposite Kick

        fwd + C                  =       Pole-Vault Kick
------------------------------------------------------------------------------
THROWS:

        fwd + C (front)          =       Fishing Rod Throw
        fwd + C (back)           =       3-Section Cane Over-Shoulder Throw
------------------------------------------------------------------------------
                                 =
COMMAND THROWS:

        fwd, bk + C              =       Hell Drop
------------------------------------------------------------------------------
Super Power Attack:

        fwd, hcf + BC            =       Super Flaming Whirlwind Cane
        fwd, dwn-fwd, dwn + C    =       Crimson Flower
------------------------------------------------------------------------------
Overdrive Power:

        fwd, hcf + C             =       Salamander Stream
------------------------------------------------------------------------------
COMBOS: (can all be preceded by a deep jump C for an additional hit)

        Standing C -> Dragon Rave                   (Rush: 4)
        Standing C -> Whirlwind Cane                (Rush: 8?)

CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)

        Standing A -> Standing B -> Dragon Rave           (Rush: 5)

        Crouching A -> Crouching B -> Dragon Rave         (Rush: 5)

        Standing C -> Standing C -> Dragon Rave           (Rush: 5)
        Standing C -> Standing C -> 3-Section Cane        (Rush: 4)
         Mid-Level Thrust -> Flaming Stab
        Standing C -> Standing C -> Salamander Stream     (Rush: 7?)


------------------------------------------------------------------------------
ADDITIONAL NOTES:

Billy seems to most closely resemble his RB2 version. He has the Dragon
Rave as an offensive special attack, not a reversal; in fact, there is no
sign of his Real Bout/KoF '97 reversals anywhere. As with RB2, he has the
Sparrow Drop, Whirlwind Club Twirl, Super Cane Attack, Mid-Level Cane
Thrust with Finisher, and Whirlwind Fire Club Twirl and Salamander Stream.

Note that his A-button palette-swap is the old RBFF outfit of brown boots,
black leather pants, and a black leather jacket (worn over Billy's bare
chest) with the "No Smoking" symbol on the back. The D-button palette is
the outfit that Billy wore on the cover of RBFF; pimped out in black
dress shoes, black dress slacks, and a black waistcoat vest worn over a
night-blue dress shirt with a yellow tie and cuffs. Billy's stage takes
place at dusk on Southtown Bridge; a "King Of The Fighters" poster hangs
prominently over the arch, while a crowd of spectators holds up signs to
spell out the word "VICTORY."

Billy is still voiced by Mr. Atsushi Yamanishi, the same actor who provided
his voice in RBFF onward. Billy has at least two special character-intro
sequences; Kim gives him the usual "Aku wa yurusan!" pose. Billy also bows
to Geese (as in RBFF-RB2); Geese simply beckons Billy impatiently, "Come on!"

Win Poses: (I've seen 3)
#1: Billy stands tall, taps his pole on his shoulder. (from FF2/KoF '95)
#2: Billy spins his pole, plants it firmly on the ground, and
    turns away. (from RBFF/KoF '97)
#3: Billy leans on his pole, points towards his opponent, and
    says something that sounds like "Hey, chill!"
------------------------------------------------------------------------------


------------------------------------------------------------------------------
GEESE HOWARD: (Boss character, selectable by code, see below)
------------------------------------------------------------------------------
FIGHTING STYLE: KOBUJUTSU
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        qcb + A                  =       Reppuken
        qcb + C                  =       Jaeiken
        hcf + B                  =       Atemi Nage Rasen Reversal (high)
        hcf + C                  =       Atemi Nage Kogetsu Reversal (mid)
        hcf + A                  =       Gedan Atemi Uchi Reversal (low)
        qcf + A/C (in mid-air)   =       Shippuken
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        dwn-fwd + BC             =       Apocalyptic Murder Two Part Kick
        while crouching, fwd + B =       Reckless Flying Kick
        jump, press C, then C,C, =       Rapid Hop Palm
         then dwn + C
        bk + B                   =       Lightning Spin Kick
------------------------------------------------------------------------------
THROWS:

        fwd + C (front)          =       Tiger Killer Throw
        fwd + C (back)           =       Spinning Ring Drop
------------------------------------------------------------------------------
                                 =
COMMAND THROWS:

        bk, fwd + C              =       Vacuum Throw
        fwd, bk + C              =       Tiger Killer Palm
------------------------------------------------------------------------------
Super Power Attack:

        dwn-bk, hcb,             =       Razing Storm
         dwn-fwd + BC            
        hold dwn-bk briefly,     =       Reppugorenha
         bk, fwd + BC          
------------------------------------------------------------------------------
Overdrive Power:

        hcb,fwd + A,             =       Deadly Rave
         A,A,B,B,B,C,C,C, qcb + C

        fwd, hcf + C, then       =       Razing Deadend
         Atemi Nage (high or mid:
          hcf + B/C)
------------------------------------------------------------------------------
COMBOS:

        hcf + A (reversal) -> Jaeiken -> dwn-fwd + C      (Rush: 7)

CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)

        Standing A -> Standing B -> Jaeiken ->            
                                     dwn-fwd + C          (Rush: 7)

        Standing C -> Standing C -> Reppuken              (Rush: 3)
        Standing C -> Standing C -> Jaeiken ->
                                     dwn-fwd + C          (Rush: 7)

        Standing A -> Standing B -> dwn-fwd + C (float) ->(Rush: 5)
         Standing A -> Standing B
------------------------------------------------------------------------------
ADDITIONAL NOTES:

GEESE IS SELECTABLE! If he isn't immediately visible at the Character Select
Screen, put the cursor on Billy, then move the joystick to the right.
Geese should appear.

Geese is back, and I think he turned out great. He has all the
essentials: Reppuken, Jaeiken, Atemi Nage Reversals and Pursuit
Throw. He also has the FF3/RBFF "circular cage" Razing Storm as
his Super Power; not the "angled forward cage" of RBS/RB2; what's more,
the Razing Storm is back to its rightful joystick motion (dwn-bk,
hcb, dwn-fwd + BC). It might have been nice for him to get his RB2
360 + A Vacuum Throw, but it can be done using bk, fwd + C anyway.
 
Deadly Rave can in fact be performed as soon as the Heat Meter fills
up; it is not necessary to perform the Deadend first. After performing the
fwd, hcf + C Razing Deadend, Geese's body emits swirls of glowing smoke
(much like RBS Geese). Certain of Geese's Reversals are powered up,
and I believe that Geese may only be able to do the unfinished Deadly
Rave Combo (which involves Geese performing the first 7 hits of the
Deadly Rave, then going right into a normal chain combo) after he has
performed the Deadend.
 
Geese's A-palette is his old FF3/RBFF white kimono tunic/orange hakama
pants. His D-palette is his RBFF grey kimono/dark blue hakama. For
whatever reason, Geese's fighting stance most closely resembles his
KoF '96 stance; Geese stands tall, opens his hands into loose claws,
and lets his arms hang at his sides. His background stage takes place
in Geese Tower; in a 1P vs. Com fight, he is the 8th opponent, and before
that last fight, the player is treated to a real-time animation sequence of
Geese performing several Kobujutsu demonstration attacks. Geese Tower
resembles the RBFF Geese Tower stage; a simple, open area with lots of
polished hardwood floor. As mentioned previously, Geese has a special
character-intro when fighting against Billy, Terry and Toji.

Geese has a hidden outfit: to choose it, put the cursor on him at the
character-select screen, and press and hold start. Then use button
A to choose Geese in a black suit (RBFF...?), or D to choose him in a
brown suit (FF3...?). NOTE: This outfit is apparently only available
after a certain number of days/weeks; in other words, it's time-released.

Geese is voiced by Mr. Kong Kuwata, the same gentleman who has provided
his voice since FF3.

Win Poses: (I've seen 4)

#1: Geese turns toward the player, beckons with his hand, and
    grunts "Come on!" (from FF3)
#2: Geese puts his hands on his hips, closes his eyes, and
    tosses his head back and laughs (from FF3)
#3: Geese crosses his arms and sneers at his fallen opponent.
#4: Geese wags his finger at his opponent and scolds him/her.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
JOE HIGASHI:
------------------------------------------------------------------------------
FIGHTING STYLE: MUEI THAI
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        dwn-bk, fwd + C          =       Slash Kick
        qcb + B                  =       Golden Heel Hurter
        fwd, dwn, dwn-fwd + B    =       Tiger Kick
        hcf + A                  =       Hurricane Upper
        after Hurricane Upper,   =       Bakuretsu Hurricane
         hcf + C
        tap A repeatedly         =       TNT Punches
         after TNT Punches,      =       TNT Punches Hook Finisher       
          qcf + A                         (cannot be blocked low)
         after TNT Punches,      =       TNT Punches Elbow Finisher       
          qcf + C               
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        bk + A                   =       Vertical Upper
        dwn-fwd + B              =       Sliding (must be blocked low)
        bk + B                   =       Tiger Sword
        fwd + B                  =       Slide Deep
         after Slide Deep,       =       Gold Knee Child        
          press C                      

        dwn-fwd + C              =       Uppercut Punch (floats)
------------------------------------------------------------------------------
THROWS:
        fwd + C (front)          =       Joe Special
        fwd + C (back)           =       Spinning Flame's Top
------------------------------------------------------------------------------
                                 =
COMMAND THROWS:

        fwd, bk + C              =       Joe Cut
        (dwn-fwd) x 2 + C        =       Neck Sumo
         after Neck Sumo,        =       Hell Knees
          press B x 2            
           after Hell Knees,     =       Joe Final
            fwd + C
------------------------------------------------------------------------------
Super Power Attack:

        fwd, hcf + BC            =       Screw Upper
------------------------------------------------------------------------------
Overdrive Power:

        fwd, hcf + C             =       Turbulence Upper
------------------------------------------------------------------------------
CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)

        Standing A -> Standing B -> Tiger Kick            (Rush: 4)
        Standing A -> Standing B -> Standing C            (Rush: 3)
        Standing C -> Standing C -> Hurricane Upper       (Rush: 3)
        Standing C -> Standing C -> Standing C            (Rush: 3)

        Standing A -> Standing B -> Standing B
        Crouching A -> Standing B -> up + C
        Standing A -> Standing C
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Joe most closely resembles his RBS version, though his Overdrive
Power most closely resembles his SDM Muei Thai Storm of KoF '97/'98
(in Wild Ambition, Joe tosses a Screw Upper, then viciously pummels
 his opponent with wild punches and kicks, and finishes with a
 tremendous uppercut). He has the unstoppable, unquestionable,
extremely high-priority RBS Tiger Kick, single and double Hurricane
Uppers, the Golden Heel Hurter and the Screw Upper. The Slash Kick only
has one version (the strong double-kick version). He also has his
old Taunt pursuit.

The only difference between the A- and D-versions of Joe is a
simple palette-swap: A-palette Joe wears the RBFF saffron trunks,
while D-palette Joe wears the RBFF/KoF '95 purple trunks. Joe's
stage is a clearing in a Thailand forest at sunset.

Joe still has his RBS Taunt Pursuit and RBS "Nanchatta?" taunt. Joe
is still voiced by Mr. Nobuyuki Hiyama, who has done Joe's voice from
FF3 onward.

Win Poses: (I've seen 3)
#1: kneels forwards, raises fists in the air, and shouts
    "Yoshaa!" (from FF1)
#2: puts hands on hips, tosses head back and laughs hysterically
    (from FF3)
#3: performs a few kicks, clenches his fists, and says something.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
KIM KAPHWAN:
------------------------------------------------------------------------------
FIGHTING STYLE: TAEKWONDO
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        qcb + B/C                =       Hangetsuzan
        hold dwn briefly, up + B =       HienZan
        hold dwn briefly, up + A =       Kuusajin
         after Kuusajin,         =       Ascension Kick
          dwn + A                         (cannot be performed if Kuusajin
                                           is blocked or whiffed)
        jump, dwn + B            =       Hishokyaku
         after Hishokyaku,       =       Commandment Kick
          dwn-fwd + B            
        qcf + B                  =       Ambition Kick
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        fwd + B                  =       Neri Chagi (cannot be blocked low)
        when opponent is behind  =       Ring-Style Kick
         you, press B

        during taunt(?),         =       POW Chargeup(?)
         press BC
        dwn-fwd + B              =       Half-Moon Kick
                                         (ed. note: the kana for this move
                                          reads "bandal chagi," which is
                                          incorrect Korean, should be
                                          "banwuhl chagi")
         if Half-Moon Kick hits, =       Razorblade 
Kick                                 
          press C         
        jump, BC                 =       Paired Dragon Kick (must be blocked
                                          backwards as a crossup)

        dwn-fwd + C              =       Upward Thrust Kick (floats)
        fwd, fwd + A             =       Dora Yup Chagi (bufferable into
                                          ground specials/Overdrive only)
        dwn, dwn                 =       Out/In (turn around)
         after Out/In, press C   =       Axe Kick
         after Out/In, press A,B =       Pushaway kicks
------------------------------------------------------------------------------
THROWS:

        fwd + C (front)          =       Body Drop

       fwd + C (back)           =       Crescent Moon Kick         
------------------------------------------------------------------------------
                                 =
COMMAND THROWS:

        NONE
------------------------------------------------------------------------------
Super Power Attack:

        jump, hcf + BC           =       Houou Tenbukyaku
------------------------------------------------------------------------------
Overdrive Power:

        qcb, hcf + C             =       Hououkyaku
------------------------------------------------------------------------------
CHAIN COMBOS: (except for the last two, these can all be preceded by a deep
               jump C for an additional hit)

        Crouching A -> Crouching B -> Hienzan       (Rush: 3)
        Crouching A -> Crouching B -> Hangetsuzan B (Rush: 4)
        Crouching A -> Crouching B -> Kuusajin ->
         Kuusajin Spin Kick Finisher                (Rush: 5)

        Standing C -> Hououkyaku                    (Rush: 15)

        (Standing A) x 2 -> Standing B              (Rush: 3)
        (Standing A) x 2 -> Standing B ->           (Rush: 3)
         Hangetsuzan B

        Standing C -> Standing C -> Standing C      (Rush: 3)
        Standing C -> Standing C -> Hououkyaku      (Rush: 16)

        Standing C -> Standing B -> dwn + B ->      (Rush: 5)
         dwn-fwd + B (Hishokyaku, Finisher)

        Jump A -> Jump B -> Hishokyaku -> Finisher  (Rush: 5?)

        Jump C -> Hishokyaku -> Finisher            (Rush: 4?)

        Out/In -> Pushaway Kicks                    (Rush: 2)

        Standing C -> Standing B -> Standing C      (Rush: 3)

        Jump A -> Jump B -> Jump C                  (Rush: 3)

        Dash, dwn + B -> C                          (Rush: 2?)
        Dash, dwn + B -> fwd + C                    (Rush: 2?)

        (Standing A) x 4
        (Standing A) x 3 -> Crouching A

        while...? Standing A/B -> Standing B

        while...? fwd + B

JUGGLE COMBOS:

        dwn-fwd + C (Float) -> Hienzan              (Rush: 3)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Kim is most similar to his RB2 version; the Kuusajin is a charge move,
and has a finisher (as in RB2), while the Hienzan does not have a
finisher. Note that, as in RB2, the Hienzan has very little horizontal
range in from of Kim, so it is probably best used as air-defense, or at
very close range (as in RB2). To my knowledge, Kim is the only character
with an aerial chain combo (jump A, B, C). His fwd, fwd + A Dora Yup Chagi
is a bit different from the KoF version, in that it can only be buffered
into ground special move attacks [and his Overdrive Power], as opposed
to the KoF version, which could only be buffered into aerial specials/DMs.

Kim's A-button palette-swap is his old white/blue uniform,
while his D-button palette is canary yellow (no trace of green, unlike
the KoF '97 D-button palette). Kim's stage is a Korean country market;
fish and produce merchants ply their wares underneath an inflatable
outdoor "roof."

Though Kim sounds very different in Wild Ambition, the game's ending
credits confirm that Kim is again voiced by Mr. Satoshi Hashimoto, who
has voiced Kim since the beginning (FF2). Kim has a special character-intro
sequence when fighting against Geese, Yamazaki and Billy (possibly Raiden
too, I'm not sure): he clenches his fist, and grunts "Aku wa yurusan!"
("Evil can't be forgiven!")

Win Poses:  (I've seen 4)
#1: Kim shouts, performs a quick backflip, and stands ready,
#2: Kim performs two quick kicks in the air, then mutters something.
#3: Kim humbly gives the Shaolin Monk's bow, and says "Nakanaka
    ote maede." ("Such formidable skills.") (from RBFF)
#4: Kim stands at attention, grunts, and takes the Taekwondo
    "junbi" stance. (from FF2)
------------------------------------------------------------------------------


------------------------------------------------------------------------------
MAI SHIRANUI:
------------------------------------------------------------------------------
FIGHTING STYLE: SHIRANUI NINJUTSU
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        qcb + A                  =       Ryuenbu
        hcf + C                  =       Hissatsu Shinobibachi
        qcf + A                  =       Kachosen
        hold dwn briefly, up + C =       Kagero No Mai
        in mid-air, dwn + AB     =       Musasabi No Mai

------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        fwd + B                  =       Flying Swallow Kick
         after Flying Swallow    =       Flying Swallow Rapid Kick
          Kick, fwd + B, then
          fwd + B again from the
          final hit of the kick
        bk + B                   =       Rising Dragon
        fwd + A                  =       Concealed Cherry Tree
        during Concealed Cherry  =       Cherry Raid
         Tree, press B
------------------------------------------------------------------------------
THROWS:
        fwd + C (front)          =       Windmill Demolisher
        fwd + C (back)           =       Night Cherry
------------------------------------------------------------------------------
                                 =
COMMAND THROWS:

        mid-air, dwn-bk/dwn/     =       Dream Cherry (air throw)
         dwn-fwd + C              
------------------------------------------------------------------------------
Super Power Attack:

        fwd, hcf + BC            =       ChouHissatsu Shinobibachi
------------------------------------------------------------------------------
Overdrive Power:

        fwd, hcf + C             =       True Flower Tempest
------------------------------------------------------------------------------
CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)

        Standing A -> Standing B -> Ryuenbu               (Rush: 3)

        Crouching A -> Crouching B -> Ryuenbu             (Rush: 3)
        Crouching A -> Crouching B -> Kagero no Mai       (Rush: 3)

        Standing A -> Crouching B
        Standing A -> fwd + B
        Standing B -> Standing C

        Crouching A -> dwn-fwd + C
        Crouching B -> dwn-fwd + C
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Mai resembles a cross between her RBS and RB2 versions. She has
her standard Ryuenbu, Kachosen and Musasabi no Mai special attacks.
She also has the RBS version of her Kagero No Mai, while her Overdrive
Power is the SDM from RB2. Otherwise, she seems about the same as always.

The A- and D-versions of Mai are simple palette-swaps. Her A-palette
is her standard red outfit (resembles the RBS/RB2 outfit); D-palette
is the RBS/RB2 blue outfit. Mai's background stage is a snowy field in
Japan (resembles Toji's background).

Mai is still voiced by Miss Akoya Sogi, who has provided her voice
since FF3/KoF '95. As noted, Mai has a special character-intro sequence
when fighting against Andy.

Win Poses: (I've seen 2)
#1: Mai shakes her head, and says "Mada mada, ne?" ("Not [quite able
    to beat me] yet, huh?")
#2: Lies down on the ground, flutters a fan, and says the same
    voice sample from her RBS/RB2 win pose. (from RBS/RB2)
------------------------------------------------------------------------------


------------------------------------------------------------------------------
RAIDEN/BIG BEAR:
------------------------------------------------------------------------------
FIGHTING STYLE: PROFESSIONAL WRESTLING
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        qcb + A/C                =       Dokugiri (Poison Breath)
         (A = horizontal                  (Stuns on a Counter)
          C = diagonally upward)
        dwn-bk, fwd + C          =       Giant Bomb
                                          (crouches under high attacks)
        press and hold B for     =       Super Drop Kick
         at least 5 seconds,
         then release button
        near opponent,           =       Thunder Death Driver
         rotate joystick 360
         degrees + C
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        fwd + B                  =       Double Sledgehammer
        jump, dwn + C            =       Buffalo Sentoun(?)
        dwn-fwd + B              =       Hammer Swing
        dwn-bk + B               =       Buffalo Ball (roll)
------------------------------------------------------------------------------
THROWS:
        fwd + C (front)          =       Front Suplex
        fwd + C (back)           =       Scrap Driver
------------------------------------------------------------------------------
                                 =
COMMAND THROWS:

        bk, fwd  + C             =       Death Rake Stomp
        fwd, fwd + C             =       Dr. Bomb
        fwd, bk  + C             =       Buffalo Carry
        while crouching,         =       Neck-Hanging Three
         dwn-fwd + C 
------------------------------------------------------------------------------
Super Power Attack:

        fwd, hcf + BC            =       Thor's Hammer
        near opponent,           =       Berzerker Trident
         rotate joystick 360
          degrees + BC
------------------------------------------------------------------------------
Overdrive Power:

        near opponent,           =       Circle Hurricane
         fwd, bk, dwn, up + C
------------------------------------------------------------------------------
CHAIN COMBOS:

        Standing A -> Standing B -> Standing C            (Rush: 3)
        Standing C -> Standing C -> Standing C            (Rush: 3)
        Standing C -> Standing C -> Standing C            (Rush: 3)
        Standing B -> Standing B -> Standing C            (Rush: 3)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Raiden has turned out beautifully in my opinion. He has moves from
FF1 (Dokugiri Poison Breath) and FF2 (several of his command throws,
Giant Bomb), and some new grapples that look and feel great. Thunder Death
Driver is a modified leaping piledriver that goes up quick and comes down
quicker with a satisfying crash and a bit of camera movement at the
very last second to give the move a touch of vertigo. The Thor's Hammer
super Power is utterly pathetic; Raiden performs his very slow Standing C ->
Standing C chain animation, then punches the ground, creating a billowing
cloud of blue lightning. The move itself is very slow to come out and
can be countered easily. The Berzerker Trident, on the other hand, is
quite impressive; Raiden grabs his opponent by the wrists and, without
letting go of the wrists, slams his opponent on to the ground, then
lifts the opponent up by the wrists over his back, snapping his opponent's
elbows in the process, does a leaping forward flip (still gripping his
opponent's wrists firmly) and smashes his opponent face-first into
the ground with great conviction. The Circle Hurricane is another satisfying
attack; Raiden grabs his opponent's ankles and begins swinging him/her
around in a Giant Swing, but does a rather sloppy job of it; instead
of cleanly lifting his opponent off the ground and whirling him/her
around, he allows the back of his opponent's head to scrape painfully
along the ground several times before hurling him/her into the
horizon. Interestingly, if Raiden whiffs (misses) the Circle Hurricane,
he does not lose any Heat Meter.

Both Raiden's A- and D-button palettes wear the FF1 mask, though
the A-palette wears the full spandex bodysuit (as in FF2), while the
D-palette fights barechested (as in FF1). Raiden's stage is a mountain
valley in the Australian outback in the late afternoon (resembles his
old FF2 stage); the rocks in the background bear intricate carvings
[presumably by Aborigine tribesmen]. Raiden is voiced by a Mr.
John Hulaton.

Win Poses: (I've seen 4)
#1: Raiden jets his arm in the air and points upward, shouting "Whoa!"
    (from FF2)
#2: Raiden flexes his muscles and laughs. (from FF1)
#3: Raiden faces the opponent, gets down on one knee, and
    slaps his bicep.
#4: Raiden leans back, flings open his arms and spouts a
    Dokugiri cloud in the air.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
RYUJI YAMAZAKI:
------------------------------------------------------------------------------
FIGHTING STYLE: SELF-TAUGHT FIGHTING
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        qcb + A                  =       Upward Snake Arm
        qcb + B                  =       Mid Snake Arm
        qcb + C                  =       Downward Snake Arm
         (after any Snake Arm,
          hold down button to
          increase power)
          (after holding a Snake
           Arm, press D to cancel)
        hcf + B                  =       Sadomazo (reversal)
        qcf + C                  =       Baigaeshi Double Return
         (press C to absorb
          projectile, hold C
          to reflect)
        fwd, dwn-bk, fwd + A,    =       Doukushu Poison Hand
         tap A repeatedly                 (formerly the Judgement Dagger)
        near opponent,           =       Bakudan Pachiki Exploding Headbutt
         fwd, bk, dwn, up + C
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        fwd + A                  =       Bussashi Overhead Swipe
        while getting up from    =       Metsubushi Eye Injury
         being knocked down,              (wakeup attack)
         press C
        dwn-fwd + B              =       Dokkan
        dwn-fwd + A              =       Kachiwari Headsplitter
        while dashing, BC        =       Jigoku Geri Hell Kick
        while jumping, BC        =       Kachyage Head Lift
------------------------------------------------------------------------------
THROWS:
        fwd + C (front)          =       Bun Nage
        fwd + C (back)           =       Kamahori
------------------------------------------------------------------------------
                                 =
COMMAND THROWS:
        NONE (See Exploding Headbutt Throw in Special Move Attacks)
------------------------------------------------------------------------------
Super Power Attack:

        fwd, hcf + BC            =       Guillotine
        hold dwn-bk briefly,     =       Shovel
         bk, fwd + BC
------------------------------------------------------------------------------
Overdrive Power:

        near opponent            =       Drill
         rotate joystick 360              (if whiffed, player can continue
         degrees + C                       tapping button C to perform only
         (tap C rapidly to                 the leaping Drill attack; may
          increase power)                  be unblockable, I'm not sure yet)  
                                           
                                          
------------------------------------------------------------------------------
CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)

        Standing A -> Standing B -> Snake Arm B           (Rush: 4)

        Standing C -> Standing C -> Snake Arm B/C         (Rush: 4)
        Standing C -> Standing C -> Judgement Dagger ->
          tap A                                           (Rush: 9?)

        Standing C -> Standing C -> Guillotine ->         (Rush: ?)
         C-Snake Arm

        Standing C -> Standing C -> Guillotine ->         (Rush: ?)
         Shovel

STUN COMBOS:

        Guillotine -> Snake Arm C                         (Rush: ?)
        Guillotine -> Shovel                              (Rush: ?)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Yamazaki seems similar to his RB2 version; his chain combos are
shorter than they were in RBFF/RBS, but still deadly. He has
all three Snake Arms, and can, as usual, "hold" them by holding
down the button (I'm not sure if that powers up the Snake Arms);
and can cancel a held Snake Arm by pressing D (true to Fatal Fury
fashion, Yamazaki receives no additional Meter if he cancels a
Snake Arm). The Double Return seems more or less the same, as
does the SadoMazo (Yamazaki flicks his tongue like a snake now).
Unfortunately, Ryuji has apparently decided to stop using a knife
(I have yet to see it); the Judgement Dagger is now a lunging open-handed
punch with red "Drill" coils around his hand; Yamazaki "stabs" his
opponent through with his hand, and lets him/her drop unless you tap
button A, in which case he "stabs" his opponent repeatedly with his
hand before dropping him/her. The Exploding Headbutt causes an orange
bitmapped explosion (each orange explosion is pixellated, but fairly
well-animated), and Yamazaki rubs his head in pain, as usual. The
Guillotine seems to have been modified somewhat; Yamazaki can barely
catch a standing opponent with it, and only if that opponent is
standing very close (otherwise Yamazaki will go clean over him/her).
On the other hand, the Guillotine is readily comboable from a Standing C ->
Standing C chain, and sets up a Stun Combo afterwards.

The Drill finishers have all been, to my knowledge, completely redrawn.
There seem to be 5 levels so far; I've only seen what appear to be
the top 3. Level 3 is the Headbutt variation, in which Yamazaki tosses
the opponent on the ground, then walks up behind his prone opponent and
gives him/her several headbutts to the back of the neck before Drilling
the opponent away. Level 4 is a new finish; Yamazaki grinds his opponents
face into the ground, presses his opponents head to the ground and
drags him/her forwards (as with the Guillotine, except that the opponent's
face is scraping along the ground) then hurls the opponent forward, so
that s/he lands upside-down, on his/her face. Yamazaki then Drills the
opponent's ass away. Level 5 is the Snake Arm variation: Yamazaki goes
completely insane and pummels the opponent with a two-armed barrage of
Snake Arms before Drilling the opponent away. NOTE: Unlike Raiden, Yamazaki
loses all of his Heat Meter if he whiffs (misses) his opponent with the
Drill; instead, he will crouch down briefly, then leap forwards and only
perform the Drill's last leaping punch. I'm not sure, but I think this
last punch may be unblockable.

Shovel, Yamazaki's other Super Power, is completely new. In it, Yamazaki
leans forward as though to perform a C-button Snake Arm, then "scoops"
wildly about along the ground, kicking up "sharp" blood-red gusts
of wind that buffet the opponent about for multiple hits.

Yamazaki has decided to lose the fur coat, and now begins each round
wearing sunglasses; at the beginning of each match, he takes them off and
glares at his opponent. His A- and D-palettes are simple color-swaps;
the A-palette is the old FF3 black shirt/pants/shoes; the D-palette is
the FF3 dark red shirt/pants/shoes. His background stage seems similar
to the stage from RB2; a rooftop somewhere in Hong Kong in the dead
of night, lit only by clusters of neon billboards in the background.

As mentioned, Yamazaki has a special character-intro sequence when fighting
Kim. Yamazaki is still voiced by Mr. Koji Ishii, who has provided Yamazaki's
voice since FF3.

Win Poses: (I've seen 4)
#1: Yamazaki stares down at his fallen opponent, winks, and sneers
    "Hyakunen haiyandayo." ("You're a hundred years too early [inexperienced
    to challenge me].")
#2: Yamazaki leans back, grabs his head with his hand, and shrieks/laughs
    maniacally. (RBS)
#3: Yamazaki grins and gives a thumbs up, then his face suddenly becomes
    sullen, and he gives a thumbs down.
#4: Yamazaki kneels over his fallen opponent, mutters something,
    then looks up and grins evilly.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
TERRY BOGARD:
------------------------------------------------------------------------------
FIGHTING STYLE: JEFF BOGARD/TUNG FU RUE HAKYOKUSAKEN
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        qcf + A                  =       Power Wave
        qcf + C                  =       Round Wave
        qcb + A/C                =       Burn Knuckle
        hold dwn briefly, up + A =       Rising Tackle
        dwn-fwd + B ~ C          =       Power Dunk
         (see Additional Attacks)
        qcb + B                  =       Crack Shoot
        bk, dwn-fwd + A          =       Power Charge
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        fwd + B                  =       BackSpin Kick
        fwd, fwd + C             =       Charge Kick (cannot be blocked low)
        dwn-fwd + B              =       Jumping Knee Kick (floats)
         after Jumping Knee      =       Power Dunk
          Kick, press C                 
        bk + C                   =       Fire Kick
------------------------------------------------------------------------------
THROWS:
        fwd + C (front)          =       Buster Throw
        fwd + C (back)           =       Neck-Hanging Crusher
------------------------------------------------------------------------------
                                 =
COMMAND THROWS:

        fwd, bk + C              =       BackSpin Attack
        while dashing forwards,  =       NeckBreaker Drop
         press AB                       
------------------------------------------------------------------------------
Super Power Attack:

        qcb, dwn-bk, fwd + BC    =       Power Geyser
------------------------------------------------------------------------------
Overdrive Power:

        qcb, dwn-bk, fwd + C     =       Overheat (Triple) Geyser
        fwd, hcf + C             =       Heat-Up Geyser
------------------------------------------------------------------------------
CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)

        Standing A -> Standing B -> Burn Knuckle A        (Rush: 3)
        Standing A -> Standing B -> Crack Shoot           (Rush: 6?)
        Standing A -> Standing B -> Standing B            (Rush: 3)
        Standing A -> Standing B -> Standing C            (Rush: 3)

        Crouching A -> Crouching B -> Burn Knuckle A      (Rush: 3)
        Crouching A -> Crouching B -> Crack Shoot         (Rush: 6?)
        Crouching A -> Crouching B -> Rising Tackle       (Rush: 7?)
        Crouching A -> Crouching B -> Crouching C         (Rush: 3)
        Crouching A -> Crouching B -> dwn-fwd + C         (Rush: 3)

        Standing C -> Standing C -> Burn Knuckle A        (Rush: 3)
        Standing C -> Standing C -> Crack Shoot           (Rush: 6?)
        Standing C -> Standing C -> Standing C            (Rush: 3)
        Standing C -> Standing C -> Heat Up Geyser        (Rush: 5)

        Standing A -> Standing C
        Standing B -> Standing B
        Crouching A -> Crouching C
        Crouching B -> Crouching C

        Standing A -> fwd + C -> Standing C
        Standing A -> Standing B -> Standing B
        Standing A -> Crouching C
------------------------------------------------------------------------------
ADDITIONAL NOTES:

In Wild Ambition, Terry seems more like his RB2 version than anything else.
He has the Power Charge (bk, dwn-fwd + A), but it seems to be of limited
use, and [to my knowledge] only Floats on a Counter. According to SNK
Japan's page, Terry can apparently cancel it into another special move,
though I'm still not sure of the specifics. Terry has the "two-part" Power
Dunk, and the Fire Kick, similar to his RB2 version. Unfortunately, the
Fire Kick is nowhere near as useful as it once was; it's only a one-hit
attack (Terry does not perform the low-hitting slide kick at all). He
sways slightly to the side, then performs a spinning back-kick. Also,
according to SNK Japan's page, Terry's Round Wave has additional uses; it
can be used as a pursuit attack to hit a fallen opponent, and it can be
"held" (hold down the C-button) to power it up. One last note: Rising Tackle
has also changed; the first hit is a low-hitting sweep kick, which forces a
defending opponent to block low.

Terry's A-button palette-swap is his old red cap & jacket light-blue denim
jeans; his D-palette is the FFS/RB2/KoF '97 dark gray cap & jacket and
light-grey jeans. Terry's background is in "U.S.A." (exactly where I'm
not sure); in the middle of a busy downtown street flanked by parked
cars and large brick apartment buildings covered with billboards,
posters, and graffiti. Watch for a small poster reading "RB" and for
Mr. Peanut (the Planter's Nuts[tm] mascot) somewhere on a wall.

Terry's Super Power and Overdrive Power are fairly straightforward and
resemble the old Power Geyser and Triple Geyser. The Power Geyser is
a bit better than the RBS/RB2 version; it has hit-frames above and
in front of Terry, so it can be used as air/ground-defense on anticipation
old-school style, though it is still an excellent move to use to trade
hits (as it was in RBS/RB2). The Overheat Geyser resembles the RBS/RB2
version, except that it comes out a bit more slowly and is -NOT- normally
comboable from a 2-in-1 with a bufferable normal move.

The Heat-Up Geyser Overdrive is a brand-new move: Terry delivers a wrenching
one-two punch to the opponent's gut, then blasts the opponent away with a
Power Geyser. Doesn't look quite as impressive as the Overheat Geyser,
but it is comboable. 

According to the game's ending credits, Terry is still voiced by Mr.
Satoshi Hashimoto, who has voiced Terry since FF2. As mentioned, Terry has
a special character-intro sequence when fighting against Andy, as well
as a special intro against Geese, in which he angrily shakes his fist
at Geese (as in RBFF); Geese grins and nods knowingly.

Win Poses: (I've seen 4)

#1 Terry tosses away his cap and shouts "OK!" (from FF1)
#2 Terry dusts his cap off on his knee, puts it back on
   and turns away from his opponent. (from FF3)
#3 Terry performs two kicks, then flips his opponent off
   ("gives his opponent the forearm")
#4 Terry shrugs, then waves off his fallen opponent (similar to
   KoF '98 Yashiro) and says a stilted "Goodbye!..."
------------------------------------------------------------------------------


------------------------------------------------------------------------------
TOJI SAKATA:
------------------------------------------------------------------------------
FIGHTING STYLE: KITANTAN-RYUU/DAINANRYU-AIKI JUUJUTSU
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        qcb + A/C                =       Dual Pair Rapid Slash
        fwd, dwn, dwn-fwd + A    =       Aiki Mirror Slash
        hcf + A                  =       Tornado Capture (reversal)
        fwd, bk, dwn, up + C     =       Roaring Heaven Slash (throw)
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        dwn, dwn                 =       Two Sides
        while opponent is        =       Upward Throw
         behind you, press BC
        while opponent is        =       Ankle Splitter
         behind you, press AB
        while opponent is        =       Any Direction Slash
         behind you, press AC
------------------------------------------------------------------------------
THROWS:
        fwd + C (front)          =       Every-Direction Throw
        fwd + C (back)           =       Knee Spin

------------------------------------------------------------------------------
                                 =
COMMAND THROWS:

        bk, fwd + C              =       Self-Attack Throw
        while opponent is        =       Reverse Self-Attack Throw
         behind you, dwn + C
          after Reverse          =       Single Feather Split
           Self-Attack Throw,
           dwn + C
          after Reverse          =       Concealed Center Slash
           Self-Attack Throw,
           up, dwn + C      
        in mid-air, dwn-bk/dwn/  =       Raven Drop (air throw)
         dwn-fwd + C             
------------------------------------------------------------------------------
Super Power Attack:

        qcb, dwn-bk, fwd + BC,   =       Buddhist God of War
         hcf + C                  
------------------------------------------------------------------------------
Overdrive Power:

        rotate joystick 360      =       Irreconciliable Rivals
         degrees + C              
------------------------------------------------------------------------------
COMBOS: (can all be preceded by a deep jump C for an additional hit)

        Standing C -> qcb + A                             (Rush: 3)

CHAIN COMBOS: (can all be preceded by a deep jump C for an additional hit)

        Standing C -> Standing C -> qcb + A               (Rush: 4)
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Toji is basically the same as Jubei Yamada of FF2/FFS; a slight,
elderly Japanese grandfather who has several devastating grapples
that he performs seemingly effortlessly. He has apparently lost one
eye (one of his eyes is red, like Rugal's from KoF), and wears a
shirt with a picture of a kabuki demon on the back (either a reference
to Jubei "Judo Demon" Yamada, or to the Japanese "Yakuza" Mafia, or both).
Toji also carries about a small black fan in one hand which he occasionally
uses to swat his opponents. His Super Power resembles the Snowfall Slash
attack of Ukyo from Samurai Shodown; he slashes quickly and repeatedly
outward with his fan, creating a long cutting arc out in front of him;
the hcf + C is a final tremendous slash that Toji delivers with a
leaping somersault. In Toji's Overdrive, he waves his hands about in
mystic gestures, and levitates his opponent in the air before blasting
him/her away with a single burst of light, not unlike Geese's Rashoumon SDM
from RB2.

Toji's A-palette wears a green shirt, dark green pants, brown shoes
and a tan hat; the D-palette wears a tan shirt, dark brown pants and
shoes, and a brown hat. His background stage is an empty Japanese
field in the dead of winter.

Toji has a special character-intro sequence against Geese; the two
sneer at each other; Toji brandishes his fan and says something to
Geese, who nods and grins.

(Can't remember any of Toji's win poses)
------------------------------------------------------------------------------


------------------------------------------------------------------------------
TSUGUMI SENDO:
------------------------------------------------------------------------------
FIGHTING STYLE: HIGH SCHOOL WRESTLING
------------------------------------------------------------------------------
MOVELIST:
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS:

        bk, dwn, dwn-bk +        =       To The Heaven's Palace Driver
         A/B/C
        hold bk briefly, fwd + A =       Naniwa Lariat
        qcf + C                  =       Octopus Heat
        qcf + A                  =       L'il Tsugumi Elbow
        hold dwn briefly,        =       Making Okonomiyaki 

         up + B,B,B,B,C                   ("okonomiyaki" is the Japanese
                                           'equivalent' of pizza)
        qcb + B                  =       Hunting Bridge
        press and hold B for     =       Super Drop Kick Lite
         at least 5 seconds,
         then release button
------------------------------------------------------------------------------
ADDITIONAL ATTACKS:

        fwd + B                  =       Rolling Sobat
        bk + C (hold for up to   =       Straightforward Head Attack!
         3 seconds)
          when Straightforward   =       Rolling Breaker
           Head Attack! hits,
           dwn + C
        fwd, bk + C              =       Catch (reversal)
          after Catch,           =       Body Slam
           dwn + C                
          after Catch,           =       Ground Pass 
           fwd + C                
          after Catch,           =       Rope Throw
           bk + C                 
            after Rope Throw,    =       Re-Pulling
             bk + C               
        when opponent attempts a =       Pulling Riser
         pursuit attack, 
         dwn, dwn + A
          if your timing on the  =       High-Up Sobat
           Pulling Riser is near
           perfect, press B        
        bk + B                   =       Straightforward Strongman Attack!
------------------------------------------------------------------------------
THROWS:
        fwd + C (front)          =       Tsugumi Driver
        fwd + C (back)           =       Tsugumi Suplex
------------------------------------------------------------------------------
                                 =
COMMAND THROWS:

        dwn-fwd, dwn-fwd + C     =       Monkey Flip
        bk, dwn-bk, dwn + C      =       Tripping Up/Power Bomber
          (hcf + C)                      (Move may be different depending on
                                          whether opponent is crouching)
          druing Tripping Up,    =       Tsugumi Hip
           up + C
        while opponent is behind =       Rainbow German
         you, and is crouching,
         (dwn-fwd) x 2 + C
          during Rainbow German,  =       Hold
           press C x 3           
------------------------------------------------------------------------------
Super Power Attack:

        fwd, hcf + BC, hcf + C  =       Flying Tsugumi Drop
        after Tripping Up,      =       Naniwa Deathlock
         hcf + BC
------------------------------------------------------------------------------
Overdrive Power:

        qcb, dwn-bk, fwd + C     =      Loop Line Crush
------------------------------------------------------------------------------
CHAIN COMBOS:

        Crouching A -> Crouching B -> Making Okonomiyaki  (Rush: 7)
        Standing A -> Standing B -> Standing C            (Rush: 3)

        Standing C -> Standing C -> up + C
        Standing B -> fwd + B -> dwn + C

        When crouching,
         B -> C -> up-fwd + C
         B -> C -> hcf + C
------------------------------------------------------------------------------
ADDITIONAL NOTES:

Tsugumi is essentially a combination of KoF '96-'98 Yuri, KoF's
Kasumi Todo, and Galaxy Fight's Roomi. She is a "cute," irrepressibly
cheerful high-school girl who is always smiling, winking, waving
and giving a "V" ["Victory"] sign with her fingers. In terms of actual
play, Tsugumi resembles Blue Mary; she has no command throw with any
really complex joystick input, but several throws and grapples that
are started from blockable specials, and some that are started from
reversals. She has Roomi's Twirling Punch (Tsugumi's is simply bk + C,
hold down button C) and she performs various "cute" attacks from her
reversals and other specials; most of which end with a very silly
"boing" sound.

Tsugumi's A-button Palette wears a white jacket with blue sleeves,
red shorts and red gloves. The D-palette wears a white jacket with
fluorescent green sleeves and shorts and red(?) gloves. Her stage
takes place in a dimly lit dance club named "Cosmic Bowling" (the
name of the club is written in large neon letters in the background).

For whatever reason, Tsugumi has a special character-intro with
Raiden; she bows playfully, then waves and says something.

Win Poses: (I've seen 3)
#1: Tsugumi does Yuri's/Roomi's twirl punch followed by a "V" sign.
#2: Tsugumi enthusiastically gives several "V" signs.
#3: Tsugumi puts one hand on her hip, and points a finger with the
    other hand. She wags her finger at her fallen opponent (playfully
    scolding) and dances about gleefully.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
LI XIANGFEI:
------------------------------------------------------------------------------
FIGHTING STYLE: WU SHU/KUNG FU
------------------------------------------------------------------------------
MOVELIST: 
------------------------------------------------------------------------------
SPECIAL MOVE ATTACKS: 

        qcf + A/C                =       Nanpa
        qcf + B                  =       Spinning Kick (?)
         after qcf + B, qcb + A  =       San Ri Chuu Ou Kankuu
          (hit)
         after qcf + B, qcb + B  =       San Ri Chuu Ou Shinsaiha
          (throw)
         after qcf + B,          =       Tenbau Zan cancel
          fwd, dwn, dwn-fwd + B  
         fwd, dwn, dwn-fwd + B   =       Tenbau Zan
         qcb + C (for about 6    =       Esaka (?)
          seconds, reversal if
          attacked)
------------------------------------------------------------------------------
ADDITIONAL ATTACKS: 
        fwd + A                  =       Chi Mon Chou Chuu       
        bk + B                   =       Kou Sou Tai
------------------------------------------------------------------------------
THROWS: 
        fwd or bk + C (front?)   =       Ryoku chi kou en
------------------------------------------------------------------------------
                                 =
COMMAND THROWS: ?
------------------------------------------------------------------------------
Super Power Attack: 
        fwd, hcf + BC            =       Taitetsujin
        standing C,              =       Chouubairou
         (fwd, dwn-bk, fwd + AB)
          x2 ?????
------------------------------------------------------------------------------
Overdrive Power:
        near 360 + C             =       Majinga
         (101 hits!)
------------------------------------------------------------------------------
COMBOS: ?
------------------------------------------------------------------------------
ADDITIONAL NOTES:
         
I haven't actually seen Xiangfei in action, but I have received reports
from reliable sources, and have in fact seen a screenshot from another
version of Wild Ambition that clearly shows both her portrait and Geese's
portrait in the character select screen, so her existence is confirmed.
Apparently the mystery "? ? ? ? ?" voice talent, Mami Kingatsu, is
the actress who provides Xiangfei's voice (a change from RB2, in which
Xiangfei was voiced by Ms. Haruna Ikezawa, who also provided the voice
for KoF '98 Athena).

Though I haven't seen Xiangfei in action with my own eyes, I own the
original RB2 on Neo*Geo home cartridge, and from the sound of it, Xiangfei
hasn't changed much. It is not known at this point whether or not she
has her 3-part Chouubairou Super Power from RB2, though it is entirely
possible (which is why it is tentatively included in the movelist).

Xiangfei apparently has two taunts; one in which she turns away from
her opponent with her arms crossed; and one in which she makes a "funny
face" at her opponent (sounds like both parts of her old RB2 taunt).
Xiangfei's A- and D-versions are apparently palette-swaps; the A-palette
is her RB2 red dress; the D-palette is a green dress. 

Two of Xiangfei's win poses have been described to me:

#1: Xiangfei draws two wushu swords and dances about (sounds
    similar to her RB2 win pose)
#2: Xiangfei stands and laughs.(?)
------------------------------------------------------------------------------


==========================
V.)     CHARACTER PROFILES
==========================
(special thanks to Kao Megura for the info!)

TERRY BOGARD

Nationality:    America
Fighting Style: Martial Arts + Jeff-style Kenka Sappou
                (Deadly Brawling Arts)
Birthday:       March 15
Height:         182 cm
Weight:         82 kg
Blood Type:     O
Hobby:          Video Games
Favorite Food:  Fast Food
Dislikes:       Slugs
Of Importance:  Jeff's gloves
Best Sport:     Basketball

ANDY BOGARD

Nationality:    America
Fighting Style: Koppo
Birthday:       8 / 16
Height:         171 cm
Weight:         67 kg
Blood Type:     A
Hobby:          Shugyou (Training / Discipline)
Favorite Food:  Nattou Spaghetti
Dislikes:       Dogs
Of Importance:  Photograph of him and Hanzou Shiranui back from his
                early days of training.
Best Sport:     Short Track

BILLY KANE

Nationality:    England
Fighting Style: Boujutsu (Pole Techniques)
Birthday:       12 / 25
Height:         179 cm
Weight:         77 kg
Blood Type:     B
Hobby:          Doing laundry
Favorite Food:  Boiled eggs
Dislikes:       Order (being ordered around?)
Of Importance:  His younger sister
Best Sport:     Pole Vaulting

JOE HIGASHI

Nationality:    Japan
Fighting Style: Muei Thai
Birthday:       3 / 29
Height:         180 cm
Weight:         71 kg
Blood Type:     AB
Hobby:          Fighting
Favorite Food:  Fried Wani
Dislikes:       Seishousurukoto (Well-dressed people?)
Of Importance:  His headband
Best Sport:     Any kind of fighting

KIM KAPHWAN

Nationality:    Korea
Fighting Style: Tai Kwon Do
Birthday:       12 / 21
Height:         176 cm
Weight:         78 kg
Blood Type:     A
Hobby:          Karaoke
Favorite Food:  Yakiniku (Japanese cooked meat dish)
Dislikes:       Evil
Of Importance:  His two sons
Best Sport:     Physical exercises

MAI SHIRANUI

Nationality:    Japan
Fighting Style: Shiranui-style Ninpou (Ninja Arts)
Birthday:       1 / 1
Height:         165 cm
Weight:         46 kg
Blood Type:     B
Hobby:          Dieting
Favorite Food:  Ozouni (New Year's dish)
Dislikes:       Spiders
Of Importance:  Her grandmother's "Keiken no Kanzashi" (?)
Best Sport:     Badminton

RAIDEN

Nationality:    Australia
Fighting Style: Wrestling
Birthday:       3 / 3
Height:         202 cm
Weight:         210 kg
Blood Type:     O
Hobby:          Amusement Park "Chimeguri" (Security? / Rides?)
Favorite Food:  Beef Au Jus
Dislikes:       Koalas
Of Importance:  Wrestling Mask collection (defeated foes' masks?) 
Best Sport:     American Football

TOJI SAKATA

Nationality:    Japan
Fighting Style: Kitanan-ryuu Aikido Jutsu
                (Great Southern Style Aikido Techniques)
Birthday:       10 / 17
Height:         162 cm
Weight:         52 kg
Blood Type:     AB
Hobby:          None
Favorite Food:  Monaka (?)
Dislikes:       Old people being mistreated?
                (Toshiyori atsukaisuru yakko)
Of Importance:  Himself
Best Sport:     None

TSUGUMI SENDO

Nationality:    Japan
Fighting Style: Wrestling
Birthday:       9 / 10
Height:         162 cm
Weight:         43 kg
Blood Type:     O
Hobby:          Cooking (but she's not very good at it)
Favorite Food:  Octopus dumplings (takoyaki) from the neighboorhood store
Dislikes:       Ghost stories
Of Importance:  Special photograph of her and her mother
Best Sport:     Swimming

RYUJI YAMAZAKI

Nationality:    Japan
Fighting Style: Self-made Fighting Karate
Birthday:       8 / 8
Height:         192 cm
Weight:         96 kg
Blood Type:     A
Hobby:          His knife collection
Favorite Food:  Umazashi? (Sliced Horsemeat)
Dislikes:       Labor (working)
Of Importance:  He's only concerned with making money for himself?
                (Jibun no rieki ni kakawaru nito)
Best Sport:     None


===========================================
VI.)     VERSION HISTORY, CREDITS, LEGALESE
===========================================

VERSION HISTORY OF THIS DOCUMENT:

        v0.0    Completed 12:20 A.M. 20 January, 1999
                Based solely on marathon sessions at
                Sunnyvale Golfland and partially translated
                movelists of SNK of Japan; many glaring
                omissions, including combos and special
                move names

        v0.1    Completed 9:52 P.M. 25 January, 1999
                Added Darklancer's information on Xiangfei,
                the "other" secret character, as well as
                his info on Geese's hidden outfit. Also added
                a handful of combos and extra info on some
                characters, also cleaned up some formatting
                and spelling errors.

        v1.0    Completed 5:37 P.M. 26 February, 1999
                Added lots of updated info, including combos and
                move properties I discovered during play. Also
                added a great deal of translated information from
                SNK of Japan's Page thanks to Kao Megura, who took
                the time to translate a lot of Kanji.


STILL MISSING FROM THE GUIDE:

-A few more Kanji translations
-Toji and Tsugumi's seiyuu
-More Combos
-Might add a strategy section


CREDITS:

SNK OF JAPAN
http://www.neogeo.co.jp
For not only providing [incomplete] movelists for me to source,
but also for turning out such a great game.

SNK U.S. TECHNOLOGIES
http://www.snkusa.com
For (presumably) also playing a pivotal role in Wild Ambition's
development, and for being quick enough to send it to Sunnyvale
as early as they did.

Sunnyvale Golfland
(408) 245-8434
For getting in Wild Ambition as soon as they did, as well as being an
excellent arcade overall. Let's all go to the lobby, let's all go to the
lobby, let's all go to the lobby, and get ourselves some snacks!

The Professor
mmcafe@deathsdoor.com
http://mmcafe.telnet.or.jp
For providing information on the fighting styles of Toji and Tsugumi.

Greg Kasavin
For helping me get to (and defeat) Geese

Darklancer
gamer@technologist.com
http://home.pacific.net.sg/~lancer
For providing movelist and additional info on Li Xiangfei, the mysterious
"other secret character," as well as for providing corrections for
Geese's movelist and the hidden code to use Geese in a suit.

Kao Megura
kmegura@hotmail.com
http://i.am/kao
A big thank-you to Kao for the character profile info and all the
kanji translations from SNK Japan's site, including Additional Character
Info I had completely overlooked.

LEGALESE        

        This document is intended for entertainment purposes, and may
        not be copied, modified or distributed without express written
        or verbal consent from the author. (Or to put it another way:
        don't try to steal from this FAQ/Movelist. If you want to source
        this document or use it on your site, you have to contact me and
        ask me first.) It may NOT under any circumstances be reproduced or
        distributed for any sort of profit. In other words, this guide may
        not be sold in any way, shape, or form, whether reprinted in your
        crummy old magazine or posted to your crummy old pay site.

------------------------------------------------------------------------------
Neo*Geo, Fatal Fury series, The King of Fighters (KoF) series, Samurai Shodown
series and all characters from these series copyright 1999 SNK Corporation.
X-Men vs. Street Fighter copyright 1997 Capcom.
Mr. Peanut copyright 1999 Planters Nuts.

Fatal Fury: Wild Ambition FAQ/Movelist v1.0
Copyright (c) 1999 by Andrew S. Park aka EX Andy 
END OF FILE
------------------------------------------------------------------------------



	-Andrew Park
	 Assistant Editor, GameSpot
	 http://www.gamespot.com

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