The Fatal Fury Special Thread

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THE ORIGONAL POSTS:
Here I’m reposting the main parts of the origonal FFS thread, lost during the big
03 crash. Thanks to Josh, Middlekick, Chazmaru, Bonuskun and anyone elso who contributed. Starting with my initial Tung Guide:

The way I play him is at a medium close range, just outside most normals, he’s strong there.
Standing Fierce is awsome, its fast, has huge range(for such a small character)
and hit midrange! You can manouver just outsde sweep range and punish/snuff
a huge amount of what the opponent may throw out. Tung is espeialy suited to
this type of playsince he has a command body torpedo move to gain ground.
The Sen-Shippo lunge punch is like Cammy’s cannon Drill in ST, it has a long
recovery time. The key is to use it at a range where it only just clips the
opponent at the end of its motion, this will bounce you out to safety and score
chip damage.
Try to think of the Shou-Ha fireball as just a giant invunerable hit box you can
put infront of yuorself on command, kind of like a huge Yoga Flame. It will
blast most normals, does excellent chip damage, makes an excellent meaty attack
as the hit box hangs around for ages after you have thrown it, you can land
opponents on it who jump in at certain ranges and if you trade hits with other
fireballs you always come off better because it does almost double the damage
(this technique is especially usefull against Cheng).
The crouching Roundhouse has excellent range than it seems and can go under
many fireballs (including Jubei’s Cooki), this is especially usefull as most characters fireball throwing frames step forward slightly so you whack their feet out from under them for free. This can also be cancelled into the Shou-Ha to form a good push out combo if they block. *Mddlekick “I like to do:max range low dXX->A senshippo…this seem very safe”
Working at this close range rally pays off when you cand do Tung’s Super. Try to
tag the Super onto blocked attacks, it does huge chip damage and pushes the
opponent right back. When you get this down you can really put the pressure on
inclose (this technique is so usefull I often take an extra hit just to get the
bar flashing red).
The Gekihou (vertical spirit attack) is usefull with really early anticipation
(cause it takes soo long to come out, they should have made this a Flash Kick
motion not Hundred Hands ), once it is out though it can stop many attack,
especially dash attacks like Duck King’s Blanka Ball. It can also avoid most
fireballs, the other day Cheng threw one of his arcing fireballs on my head and
it fell right through me onto the floor! I’ll have to practice with this move
more cause I bet you can do some bizzare things with it.
When inclose try to get the RessenKyaku (grab and kick move) off, it seems to
have a little bit of suck in range like a SPD.
His standing double hit Roundhouse can be worked into combos for huge damage, you can cancel the second hit into a special and even the Super!
Finaly remember how small Tung is, very hard to hit.
I don’t really know how strong my Tung is cause I don’t get any comp on this
game , but the character just really appeals to me (I grew up on Shaw Bros kung
Fu movies).
That all I can think of right now, anyother Master Tan Players, please
contribute.


Posted by Crayfish on 07:21:2001 12:43 PM:

Cheng SinZan.

Cheng is my other main character in FFSpecial. I love the way the designers have
worked real TaiChi movements into his arsenal(like his Feirce punch) and come up
with a totaly individual and effective style. Obviously being a TaiChi adept,
there is heavy emphasis on Chi energy attacks, his Kirai Hoh is one of the most
unorthadox and usefull fireballs in the game. Other things of note are his
combination charge/motion playing style and acid warped Bruce Lee spirit shouts!

The C+D (knock into the back line) attack, the one where Cheng gathers Chi
around his fist is an excellent anti air for attacks coming in at 45 degrees,
the same attack on the back line isn’t
as good.

His standing “Hop Kick” Roundhouse is an excellent footsie weapon when used at
full range. Try to hit the tip of low attacks with it. If an opponent tries to
trip you with a long range sweep, kick his feet with the Hop Kick. Very
effective! This footsie will cleanly beat just about any low attack.
Experiment with this and the standing Short(when you need a quicker attack)
against other attacks. They can beat things like Tung’s lunge punch, I think
even Duck’s Ball . Incredible priority. Still
experimenting but I think this could be one of the best attacks in the game.

  • Against Duck’s Ball attack the crouching Roundhouse is best and sets up a good
    meaty fireball.

At closer ranges on the ground I like his standing Jab, its fast and has good
range also you can immediatly cancel into the Hegan Geki (roll attack) for two
hits even at full range.

  • Crouching Jab has better range, can snuff many attacks and can cancel into
    Kirai Hoh also. Because its performed croucching you are charged for all other
    sprecials. You cannot chain low jabs together though.

His jumping Jab has good range and priority for air to air combat.

The Crouching double hit Roundhouse is a good pushout move.

  • And can be cancelled into the Kirai Hoh or Super after the first or second
    hits.

For me Chengs strong suit is the Kirai Hoh fireball. Because of its arcing
motion its much more intimidating and harder to aviod than a normal fireball
plus it explodes on impact with the ground, this is very usefull. Opponents
jumping in at certain angles can be shot down with a well timed Kirai Hoh also
remember that if you are ahead on energy you can always trade hits with certain
fireballs (like Terry’s) cause it flies over the top. The explosion frames have
a number of uses, it is great as a meaty attack, allowing you to follow up with
an almost instantanious fireball or roll (Im the type of player who will score
any chip damage they can get). Opponents can’t (so well) do the traditional jump
straight up over the Kirai Hoh to negate fireball pressure cause they land on
the explosion frames. Opponents jumping in at long range can be landed on the
explosion frames as well as opponents who try the quick escape (double tap back)
to avoid fireballs. I like to throw a Jab Kirai Hoh short of an opponent when I
anticipate some sort of dashing attack from full screen distance, they will dash
into the explosion frames.
*Remember the Bakurai Hoh (Super) works just like the Feirce fireball so you can
use these tactics with it as well.

  • The tactic I mentioned about trading hits with other fireballs cause Cheng’s
    fireball flies over the top means that when you can do the
    Super this totaly shuts down many characters long range fireball game! Remember also
    Cheng’s must be the easiest Super in the game, also it only ‘seems’ to need the
    same charge time as the normal fireball 2 secs not 3 as quoted in the FAQ.

The Short Hegan Geki (roll attack) is good for punishing whiffed attacks and
covering distance quickly. I also like to whiff the Short Hegan Geki just short
of an opponent and then throw them, just like Blanka’s whiffed Ball into
throw in SF2. The Roundhouse Hegan Geki is too slow and telegraphed to punish
anything other than the largest openings.

The throw is great cause you can follow up with a meaty Kirai Hoh and then have
options.

The standing Feirce, Roundhouse and short are all usefull for positioning,
especialy for setting up meaty fireballs after throws.

The hold and headbutt throw is usefull for putting alot of distance between you
and your opponent.

The Fierce Dai-Taikobarauchi (Flying Belly Blast) is great if you anticipate a
fireball and can be used as an anti air. The Jab version can be manipulated
heavily in flight to confuse your opponent like Bisons flying fist thingie in ST
(it certainly confuses CPU AI Billy Cane!). If you hold back with this you will
go back down the same as you came up after reaching the height of the jump, so
you can bait opponents into whiffing anti airs then punish them with a Short
roll. I will have to experiment with this move much more cause I’m sure its got
some really good uses. Anyone?

  • The great thing about both the roll and the belly blast is that they knock
    down, this sets up Cheng’s meaty game which is very strong thanks to those
    wonderfull explosion frames.

  • Cheng, although he has a fireball motion should always be charging downback
    unless you need to use a standing attack. That way you can go into Belly Blast
    and Super at any time.

Thats all I can think of right now, anyone else please add. Overall I think
Cheng is a very strong character, although much of his fireball pressure game is
negated if you use the line system. He is certainly MY srongest character.*

*Just to add a little to my Cheng SinZan profile. After experimenting more with
the standing Roundhouse “hop kick” it seems more and more like DJ’s crouching
Strong in ST. Its strange, it can snuff alot of moves (even high ones) without
even seeming to make contact. Ofcourse proper vs play is essential to test out
its true uses but it seems really good.

Crayfish.


Posted by Josh-TheFunkDOC on 07:25:2001 04:35 AM:

Geese:

So I was pretty much left with just his normals. And he has some darned good
stuff. The standing B into Reppuken is a very good tactic, but from a distance I
find myself using sweep into Reppuken more often. The sweep in general is a very
nice move aside from its slow startup.

In the air, even though when you press C he does like 5 of those palmstrikes, I
still find both his jumping weak attacks better. Jumping B is, as you’ve seen in
the video, his crossup move. But most of the time I use jumping A. Seems to have
the same priority as B (Really good), but it’s at a downward angle. When I land
I follow up with a blocked move into Reppuken. It seems to me that the close
standing C into Reppuken only combos when they’re in the corner.

Low C: His only anti-air besides the high reversal (More on that later) and
Raging Storm (ditto). Hits twice if close. Another good move to cancel into
Reppuken, as the startup time is good. Priority ain’t bad; it trades with Duck’s
jumping B.

*Also, the CPU Geese, when it’s on the opposite line, loves to jump to your line
and low C after. If all 3 hits connect, that’s a 40% damage combo.

Far away standing C: VERY important move. Actually, I can’t call it “far away”,
as you have to be almost on top of your opponent to hit his close version.
Anyway, this move has kinda shitty startup time, but it beats EVERYTHING that
isn’t completely invincible (i.e. Most anti-air specials at startup). It hits
Duck out of his ball easily, and beats any normal move I can think of (Except
Guard Attacks, of course. ). Just don’t use it too close to the enemy, or they
can react more easily.

Far away standing D: For me, his BEST normal move. It’s like having a dash that
hits them. Only prob with this move is that if you do it too close to the enemy,
the recovery time if blocked is bad. That’s only of you’re very close, though.
If you’re mid-range, it won’t be a problem. Anyway, this move actually has fast
startup, and travels quickly and far. After I hit one of these, I do blocked
move into Reppuken, then do another standing D and repeat for a little while.
This is a better tactic than you’d think, as the priority of this move is very
good. Hell, I once hit Andy out of his DP during its upwards arc with this.

Double Reppuken: This move has turned out to be more useless than I thought.
Just note that its startup is a lot slower than the A Reppuken, but the fireball
is larger and travels more quickly. In future games, it’s a better move up close
because it hits twice.

Reppuken: As I’ve said by now, I never use the Reppuken other than cancelling
normals into it. It becomes a whole different ballgame when you play versus with
a fellow line-switch hater.

Shippuken (Air fireball): With line switch this move is utter tripe. Without the
line switch, the A version is very useful. I don’t like the C version because it
travels more quickly and leaves him floating backwards in the air longer
(Translation: More time for your opponent to do something to you). Even the A
version has a nice long recovery. For that reason, never use this if you’re in
the corner.

Reversals (Don’t know their names): Geese can never seem to decide whether he
wants to have 2 or 3 reversals, as that number varies between games. In this
particular incarnation, he has 2. These are the high reversal and the mid
reversal.

The high one reverses all jumping attacks, and all specials and DM’s besides
fireballs and throws.
The mid one reverses all standing normals, including CD attacks. I’m not so sure
about Guard Attacks, but I would think it would work on them.
*And, it does reverse crouching attacks that hit high.

BTW, in the games when he has 3 reversals, the third one reverses all crouching
attacks.

And finally…

Raging Storm: I can do this move very consistently on a keyboard after some
practice. In fact, I can cancel the first hit of low C into it. The wierd thing
was that it didn’t connect afterwards, and I was doing this on Cheng. I think
it can only combo after a crossup, and maybe only on crouching characters or
something. Anyway, this is the move I was the most disappointed in after trying
it more. Weakness #1 being that its horizontal range is almost nonexistant. And
the other, more significant weakness being…you can get hit during its startup
(Which is a pretty large timeframe). Seriously. Even as anti-air, you’d have to
do it early because of the lack of invincibility. I would love to see what makes
this such an outstanding move, because right now I’m not convinced it’s anything
more than a poor man’s Power Geyser.

That has been all of what I have found about Geese so far. How I long for some
versus play. sigh

Josh the FunkDOC


Posted by BonusKun on 07:30:2001 11:26 AM:

Hm To coin a phrase, Skill is in the eye of the beholder.

I played a lot of Fatal Fury Special these past few days and came across a lot
of weird and interesting things with Jubei. I find that using him for cross ups
and then doing crouching ‘B’ or ‘A’ and following up with either a
Senbei-Shuriken or Nihon-Seoi Dash makes it very easy for a lot of other player
to get caught in trap. The Senbei-Shuriken I would recommend doing instead of
the Nihon-Seoi Dash seeing as you can keep adding more hits even after you throw
the heh Cookie.

Neko-Jarashi HCB+C up close is a cool command throw for just doing a fair
amount of damage. It’s like a Zangief’s piledriver but it’s esier to get results
with it.

The Ooizuna-Otoshi I only really use for stunned oppoents due to it being a
charge down/up move which needs to be done very close. I find that Jubei’s
abilites make him an excellent turtle fighter but he CAN be offensive if you
desire to go that route. A varity of jumping D’s can be used to do similar
combos overall and just make anyone facing Jubie have a bad day.

I don’t know if Jubei is really considered top tier but, I think he is up there.
The game is just too damn easy to win with using him. I think I’ll see what else
I can do with him seeing as I think he might have some other things I haven’t
tried yet. Either way, I hope what i said is worth the read. I don’t consider
myself an awesome player but, I stil love this game enough to play it.

Posted by Josh-TheFunkDOC on 07:31:2001 12:34 AM:
OK…I’ve been playing all Axel lately, and here are various tips for anybody
interested in him.

Anti-Air:

Axel has 5 moves that are viable anti-airs: His far B, far D, low C, CD attack,
and his DM.

Far D: Only use this when the enemy jumps from a far distance and the damage
from it will kill them. Priority is decent.

Low C: This works only if the enemy’s right next to you because its horizontal
range is zilch. Kinda sad, as the priority is excellent.

CD Attack: The best if they’re close. I prefer far B if they jump from a
distance (explained below). Except on the Billy/Axel/Laurence stages, on which
this should be your one and only anti-air.

Far B: This is my favorite because its priority is awesome and you can cancel it
into a tornado upper. They’ll land right on it and be forced to block or line
switch. Note that the hitbox of this move isn’t as high as the others, so don’t
use it too early.

Desperation Move: As the startup on this is horrible, only use if you can
psychically predict when your enemy will jump. If you actually do get it out,
then it’s great, as no normal will beat it.

Special and Desperation Moves:

Tornado Upper: His main special move, without a doubt. Its startup and recovery
are very good for a projectile, almost as good as Krauser’s Blitz Balls. I
mainly cancel into it after certain normal moves (see normal moves and general
strategy sections in part 2).

Dash Uppercut (Don’t know the exact name): Its startup is very slow, but the
recovery is good. Good move to use after a low D. Low D -> Dash Upper is a good
tactic for getting close (see strategies section in part 2).

Axel Dance: This move is key to playing Axel up close. Mash the low A, and one
of them will get canceled into this for nice block damage. AFAIK, this is his
only special move that combos (Not sure about the dash upper). Make sure NOT TO MASH ANYMORE after the move starts, as he’ll throw more punches that’ll
completely whiff. As you can imagine, that is a Bad Thing, and he looks like a
doofus too.

“BUST YEW UP!” (Once again, can’t remember exact name): His Desperation Move.
I’ve heard this mentioned as one of the hardest moves to do in the game, but I
don’t agree. For me it’s slightly easier than a Raging Storm. This is a move
that, unlike the Dash Upper, I can hardly find any good uses at all. Its startup
is even worse than the dash upper, and there is no invincibility at any point in
it. If any of it hits, the enemy is knocked down and loses about 1/3 of his
life. If blocked, it will do 2 hits of block damage, no more. This is a Very
Bad Thing because usually the last punch will not connect at all if the move is
blocked, giving your enemy a year to figure out what to do to you.

Guard Attack:

Axel’s Guard Attack is one of the best in the game, without a doubt. The reason
is because its range is incredible; it’s his longest-ranged physical attack.

Jumping Attacks:

A and B: Both are exactly the same. I prefer C and D over these usually. I do
use these to counter certain attacks (Duck’s ball or Krauser’s Leg Tomahawk)
because they stay out longer.

C and D: All his jumping attacks have the same animation and priority. Only
difference is that these don’t stay out as long as A/B, but they do more damage,
cause longer hit stun(Duh ), and hit twice. The latter three reasons are why I
use these.

One final note: All his jumping attacks can cross up.

And I have to go for a bit, so that’ll be it for now. The normal moves and
general strategy sections will be in my next post.

To BonusKun: I read all of your info on Jubei and liked it. Glad to see somebody
who still loves this game.

Josh the FunkDOC

Posted by Josh-TheFunkDOC on 07:31:2001 05:33 AM:
Now back to where I left off with Axel.

Ground Normal Moves:

A: The far standing A is his fastest and longest-ranged (I think)standing normal
and is cancelable.
The low A is my favorite move to use when up close. It’s his fastest normal,
period. It’s always a good idea to cancel this into a tornado upper or Axel
Dance.

B: The far B is one of my favorite moves with Axel. It has good range, comes out
almost instantly, hits crouchers, is cancelable, and beats out almost any
physical attack I can think of. Its flaw is the recovery; even if you connect
with this, most characters can sweep you or do worse while you’re recovering.
The way around this is to cancel it into a tornado upper.
The low B has good startup and recovery , is his longest-ranged low move along
with the D, and is cancelable. However, I almost always prefer the low D over
this (see below).

C: The far C is a good move to poke with, as its range is better than the far
D’s. Recovery is kinda harsh, so it’s best to use at its maximum range.
The close C is a quick move that hits crouchers and is cancelable. Not bad at
all.
The crouching C is only good for anti-air. Its hitbox is a bit high; most
characters can duck under it. No horizontal range.

D: The far D isn’t necessarily bad, but there’s little reason to use it over the
C for ground fighting.
The close D is even quicker than the C and is cancelable. I should use this move
more often.
The low D has the same animation and priority as the low B. It has only
slightly more startup and recovery than the B, which is why I prefer it. It
tends to hit moves at a bit farther range than it looks. It is cancelable; good
to use the dash upper after this as well as the tornado.

Combos:

Axel only has one combo that I ever use. Hell, come to think of it, I think this
is the only combo he has :stuck_out_tongue: :

Jump C/D, low A -> A Axel Dance

The Dance will get 2 hits if you jump from the front, or 3 hits if the combo is
a crossup.

General Strategies:

Generally, I like to play Axel at mid-range. All his far normals except the low
A and C have great reach; use it. Stand B into tornado upper is one of my
favorite tactics; just don’t use too much against guys with
invincible-at-startup DP’s (i.e. The 3 heroes, Kim, Duck) or other
fireball-punishers (Cheng’s belly flop). Against those characters, I favor the
sweep into tornado as it pushes them farther back if blocked. Don’t keep using
standing B against other characters though; be patient and poke with his other
normals, especially the low B/D (Against Krauser and Geese, put heavy emphasis
on the un-reversable low attacks). As I’ve told you by now, he is really lacking
in speed, but makes up for it in range and priority.
Playing Axel at full-screen ain’t bad either. Like I said, his projectile is one
of the best. If they jump, CD their ass, or do far B and cancel into tornado to
continue this. Don’t get too predictable with that, though, as if they jump
early enough they can still get you.
Against some characters like Jubei, I like to switch between mid-screen and
rushdown Axel. The latter involves using jumping attacks or low D -> A Dash
Upper to get close and from there pressuring with constant low A’s into Axel
Dance. That’s pretty damned fun right there.

And that’s it. Comments, anyone?

Josh the FunkDOC

Posted by Crayfish on 08:08:2001 03:30 PM:

JOE HIGASHI.

After the soft internal Tai Chi style of Cheng I fancied a change. What better
than the most rugged external style of all, Muay Thai. Joe is a really solid FB
trap and anti air character.

FIREBALL.
The Hurricane is a very fast FB with excellent recovery and means he can go head
to head with just about anyone in FB wars. As with most jab projectiles in this
game, the Jab version is very slow and is really good for meaty and follow up
tactics.
Because the Hurricane is a full character height characters like Tung and Jubei
can’t sweep underneath it to negate fireball pressure and the quick recovery
sets up Joe’s FB trap and anti air game (which is incredibly strong.

ANTI AIR. FB TRAPPING.
This to me is Joe’s strongest area, he has multiple options in just about all AA
situations. *If an opponent is able to close in when you are trying to zone him
remember to make liberal use of the Quick Retreat (double tap back) to regain
the range.

The standing Roundhouse is is a good weapon. Although it looks like a pure 45
degree AA, it has infact got a huge striking area. its horizontal range is huge
meaning it can cope with jumping attacks coming in from between 60 and 30
degrees. The recovery is so quick and you stay planted to the ground so you can
really get good patterns going with just this and the Hurricane! Terrific move.

The Tiger Kick is almost unstoppable AA. Its startup is very slow but is almost
completely invunerable and stays that way until it has reached the peak of its
motion. The only downside is its limited range and slow recovery, meaning you
will often land close to an opponent after countering with this with almost no
time to plan you next move, so the standing Roundhoue is better for zoning
opponents.

Opponents jumping in out of range can be landed on the crouching Roundhouse, ST
Dhalsim style.

With good anticipation, opponents jumping in at high angles can be shot down by
the Screw Upper (Super). The start up time is slow but the good thing is, once
it has started to come out it will come out all the way even if Joe is hit, so
unless you are one hit from death you can trade hits with any air attack and
come off better. * The Screw Upper starts to come out about 3 frames into the
move so you still need fairly good anticipation even to trade.

In some situations (like an opponent jumping at full screen range or jumping
backwards) the Slash Kick can be used to knock them out of the air. This is a
surprisingly good tactic.

MISC.

When fighting in close I like the crouching Jab. Its fast, will snuff many
attacks and can be chained into other c.Jabs or the crouching Roundhouse. The
standing Jab is just as good but can be ducked under especially by short
characters. I find multipe jabs chained together is often better than the TNT
punch because they don’t push you out and will always combo.

The horizontal range of the far standing Roundhouse as mentioned above is big.
You can even beat some low attacks (like Terry’s crouching Roundhouse) with
certain timings. Experiment with the strange hitting properties of this move.
The close s.Roundhouse is a knee attack that can be handy for a close attack
because it hits low, unlike the close standing Feirce or Jab.

The Tiger Kick can dig under (Dragon Punch style) most normal attacks that
opponents stick out to poke. This is an excellent tactic that sort of makes up
for Joe’s weak med range and footsie game, but make sure you timing is good
cause the whiff recovery is awfull.

When jumping at an opponent the Rounhouse has excellent reach and is very
similar to Sagats mirror move in ST. Very intimidating when used at full range.
It is also an excellent cross up weapon.

The jump straight up Short is good when used at full range for dropping on
opponents heads when they are getting up, again this is a very intimidating move
because of its range and tricky striking angle.

The Screw Upper as mentioned above can trade hit well with a little
anticipation. This is also true against dashing attacks. Remember this attack is
a screen height, character thick collision box that takes half a bar you can put
infront of yourself on commad, thats one hell of a weapon. Experiment with it.

The Slash Kick is a good surprise attack. Like Tung’s Lunge Punch use it at a
range where it will bounce you out to safety unless you are confident of a clean
hit.

The crouching Roundhouse is usefull for sliding under most FB’s (even Krouser’s
low fireball!!!). Use this move sparingly in close because all characters can snuff it
before it gets going and its recovery is also slow meaning many characters can
punish you if it is blocked even at full range.

*I love to use this chip damage combo:
When you have knocked an opponent down in a corner throw an early Screw Upper
then hammer Punch. The last frames of the Screw Upper should hit the back of the
opponent just as they get up, then you will chip them with another two hits of
TNT punch before being pushed out to safety.

I have not found any real uses for the TNT punch outside of the above mentioned
chip combo. I have never landed that impressive looking last punch. Anyone any
suggestions.

Well thats all I can think of for now. I am going to be breaking down Lowrence
Blood in the next few days so stay tuned.

Crayfish.


Posted by Middlekick on 08:11:2001 03:17 AM:

btw. Terry has some sick,sick,sick combos. If you can start the combo with their
back towards you, you can do something like: Jump d->low a x 7->low cXXb
crackshoot.

Posted by Middlekick on 08:12:2001 05:16 AM:

Oh man, Duck King, I’m starting to see why he’s so good…
His normals are awesome.
stand c-wicked poke…it has loads of priority,moves him forward,has good
recovery which can be abused eg. stand c->stand c->stand c then if they try to
counter, you can go into his duck dive combo(low a->low bXXduck dive(more later)

Stand a-the comboers weapon of choice. He can also do a rolento/gen style
walking poking sequence. The close a hits ducking(ha!)opponents too.

slide-anti fb. I bet you could also do stuff like max range slide into his super
grab as a good baiting tactic.

anti-air comes in the form his b break storm(d works also but the startup time
is bit too much for my liking), low d(spin kick) slide, or jump straight up d.

His roll is safe, it’s better to do it off a blocked normal(low c comes to
mind), that way they cannot counter you. I always use the a version as it’s a
lot quicker and I don’t think the c version combos from his weak attacks.

Duck can kill you with one combo. The infinite I posted earlier can be done
anywhere! not just in corners…however it’s very difficult to infinite them
from the front…it’s a lot easier it you have their back to you. If you do get
an opening from the front, do this combo:
stand a x 5~6(hold forward)stand bxxD duck dive. Not only does this combo do
about 50%, it also dizzies! furthermore, when you finish the combo, they are
right in the corner where you can kill 'em with the infinite. Another dizzy
combo is jump d->low c(2 hits)d duck dive.

I still can’t do his super yet, but I can imagine him doing stuff like from
nearly full screen:whiff a roll into the grab super for a nice trick. Let’s not
forget about his kara cancels…

Josh-thefunkDOC: They’re are a number of way to get the opponent’s back facing
you:

1.get them dizzy then jump over them, voila! monster combo coming up!
Sometimes you don’t even need to jump over them.

2.They switch planes then come back to the original plane, sometimes they’ll
face the other way

  1. The opposite of 2, you switch planes and come back, they can be doing a move,
    and when you hit them, you’ll get their back facing you

4.Specials which cross under you…e.g I’m Terry in the corner, I jump straight
up, Duck rolls into the corner, I land and have his back facing me.

5.Special which just leave them facing the other during their recovery.

There is another way to get them facing the other direction(it’s in the Max
vids) I’m not sure about that one yet.

I finally got to face Ryo, man he’s tough…fb dp traps, huge damage, extremely
quick fb and awesome recovery, and a 3 hit dp that dizzies instantly.


Posted by Josh-TheFunkDOC on 01:06:2002 04:06 AM:
A couple notes after my last session of FF Special:

  1. Yeah, Cheng’s fireball is way weaker in Special. The good thing is that it
    travels a lot farther than it did in FF2, and is more floaty and travels more
    slowly. However, it has WAY more startup and recovery time than in FF2. Like I
    said, that move was lethal in FF2 because he could throw like 5 or 6 of them in
    a row; the FB had no recovery and almost no startup time. Seeing the fireball in
    Special now is just…ugh. One other major loss he suffered is that his far
    standing C is no longer bufferable; in FF2 it was, and far standing C ->
    fireball was a great tactic.

  2. I was experimenting with some of the whiff-cancelling like you’ve seen in the
    videos. It’s pretty simple most of the time; with Geese, for instance, do D,
    D/F+C, F+C to to a crouching fierce immediately cancelled into Double Reppuken.
    Or Axel: Do QCF + B~A or C (in case you’re not familiar with this notation, it
    means you press B then ASAP press A or C; it’s best to put one finger over one
    button and one over the other) to do a standing B whiff-cancelled into Tornado
    Upper. The interesting thing is that unlike in SF, some moves can’t be
    whiff-cancelled; with Axel, for example, his far standing D cannot be
    whiff-cancelled. There’s no real rhyme or reason as to which moves can be
    whiff-cancelled, it seems to be totally random; using Axel once more as an
    example, I thought his standing D didn’t work because it is not a bufferable
    move. So I tried his sweep, a move which is bufferable, and that doesn’t work
    either. So you’ll just have to go by good ol’ trial and error to figure it out.
    I can semi-consistently do Big Bear’s close standing C -> command throw
    whiff-cancel, the one you’ve seen on the video; it’s kinda hard to do and
    doesn’t have any real purpose since his command throw is easy to do on the
    ground anyway. Duck King’s crouching D -> DM whiff-cancel, on the other hand,
    seems VERY useful…except it’s insanely hard. I have only managed to do that
    once out of many tries, and still don’t know how I did it.
    A good tactic I learned from this “experimenting”: Geese’s crouching C ->
    Reversal is a useful whiff-cancel to know. It’s easy, too: All you need to do is
    move from Back to Down/Forward and press C, then move to Forward and press B or
    D. The reason it is useful is because the beginning animation of crouching C is
    clearly visible to the opponent, which can bait them into the reversal.
    And one more peculiar little note: It seems that you can whiff-cancel a normal
    move into a command normal. Take Duck King, for instance…do his crouching D,
    and IMMEDIATELY move the joystick to the D/F position. You’ll see the beginning
    animation of the crouching D and then it’ll go straight into his slide. This is
    REALLY weird, because you could never do this in SF. But I like it.

That’s all for now. And BTW, I still have no idea how in the hell you do Billy’s
Pole Vault cancels…

Josh the FunkDOC

I’ve created a Fatal Fury Special wiki; I believe this is a great and underrated game and would like to see some of the top strategies. Crayfish, you can use the wikipedia to put down the information you have about Fatal Fury Special.

http://www.shoryuken.com/wiki/index.php/Fatal_Fury_Special

In first place sorry but I don’t speak english very well, I can understand a bit the context of the posts but I’ve some problems to explains my ideas :bgrin: :looney:

Anyway another golden thread by Crayfish, I love so much Fatal Fury Special
thx for this topics

http://www.vgtab.net/videos/?N=D many versus matches here (ffs folder btw)

I thought Fatal Fury Special was pretty good but kinda hard…

Does anyone feel this way?

I have the arcade FFS emulated, I also have the SNES version emulated too…

I find the SNES music is 100% better for some reason…

Am I alone?

To me, the best SNK fighters are

FFS + Samurai Showdown 2. and I still stand by them. KoF be damned.

Jubei is a top tier character

When he goes into the SDM Mode. A simple Jump Attack (light kick), down light kick, CD Attack, buffered into SDM is a combo. It is unblockable. Either the opponent eats the light kick + CD attack which kicks him to the other plane or take the SDM

Besides with his variation of charging slam, pizza and high damage, he is defintely a Tier 1.

My take, along with him, I think Kim / Geese / Cheng / Terry /Big Bear (the charged attack is too much) etc.

Now anyone play Samurai Showdown 2?

Yes Jubei is certainly evil, and you have to know how to fight him in this game or he’ll make you spit blood with frustration. The short charge time of the ‘Cookie Cutter’ projectile combined with his uber AA low.D sweep attack can zone very effectively (only a handfull of air attacks in the game can beat his slide). Once your mobility is limited, he can start mixing up between Cookies and the ‘Nihon Seoi’ dashing grab, then working in ticks like the one you already mentioned.
The best Jubei grab tactic I’ve yet seen is one Middlekick does. He cancels (short)B Nihon Seoi dash off a low.C so that it just whiffs, then goes straight into the UF + C ‘Choke Hold’. Many people dont know abt it, but the Choke Hold is as powerfull as a Super! This technique works much like Boxer’s whiffed Dashupper into throw in the SF2 games.
Due to the sweep, you cannot jump against Jubei, fortunately in FFS many characters have ground attacks that can beat sweep attacks clean (like Terry’s CD, Cheng’s standing D, Mai’s Flame Fandango etc), these will also beat the dash grab, really enabling you to stand your ground, where you can then start to bring your characters own strengths into the match. Some characters will then be able to outfireball Jubei, forcing him to jump or can win on snuff/hit-trades with longrange attacks. Some even have moves that can go under the Cookie Cutter like Joe and Tung’s low.D.
I used to think Jubei was overpowered, but now that I’ve learned to hold ground with many characters, I really enjoy fighting him.
Just watch the Terry vs Jubei matches in my matchvideo’s bundle to see how good this match can be, esp this one: http://www.vgtab.net/videos/ffs/movie9.wmv (see how well Terry is able to hold his ground using fireball and CD, and how Jubei airthrows Terry’s Crackshoot on reaction :karate: (thnx BiolloInTrip for the mirror)

Yes Sam Sho 2 is very good, but if you want to talk abt it please go here or another SamSho thread, this one is for FFS. Thnx:
http://www.shoryuken.com/forums/showthread.php?t=102758

Crayfish.

Wow, I used to play a shit load of FFS on my old AES system. Just some fuzzy memories I thought I’d post up during my months playing it.

  • Seeing the levels change on Round 4

  • Figuring out how to knock cookies, fans, etc. out of certain charcters (via the score)

  • Finding Kaiser Wave on my own

  • Fighting Ryo for the first time…I didn’t even know he was in there

  • Accessing Ryo via a Gamest magazine I bought in China Town

  • I used to use Jubei the most, I was pretty beastly with him, not sure hows he ranked, maybe my opponents were srubs, but one of my corner ticks was something like this on a blocking opponent:

Jump B, crouch A, crouch A, C+D cancel into Desperation throw

I don’t recall anyone escaping this, and you had to be on the first plane to do it due to the CD animation there.

  • Ryos defensive A was BS…that fucking back kick went through everything!

  • Laurence Bloods Desperation move via the pretzel motion was a bitch for me at the time! :mad:

Well lets hope that this game returns full force when the Battle Archives get on shelves…

Very nic work TarkanX, soz I didn’t notice Ur post before. I’ll deffo look to add in findings to the wiki in the long term. Am slightly concerned that the stuff I know of is not at the level of the Japanese, but I guess were not going to get that either way. Good news is that there are a couple of other fans of this game like JoshFunkDoc and Middlekick who are good at breaking down system stuff, combos general strats too. Hopefully the thread will prompt some good input.

That must have been fantastic, I always wanted a Neo when I was young, mainly for this game. I still remember seeig the first pics of it in GamePro, showing Tung’s Gekihou ‘Chi muscle man’ move, and just being blown away by all the backgrounds and supermoves. Must have been amazing to have Ryo show up totaly unexpected. Lots of that stuff got spoilt though magazines. So many cool hidden features in FFS, especialy the round4 background events you mentioned. Would have been amazing to have Akuma show up in ST without seeing it in a mag first too. Nice stories :tup:

A nice review of the game from Neo-Geo.com:
http://www.neo-geo.com/reviews/neo-reviews/ffspecial/ffspecial1.html

Even tho Neo-Geo.com forum threads tend to be big on flashy giff animations of Mai Shiranui’s tits, and low on content, this one actually has some decent info:
http://www.neo-geo.com/forums/showthread.php?t=77007&highlight=fatal+fury+special

Will post up a breakdown of Lawrence at some time soon. I had writen a bunch of stuff down on him, but just gotta find it again, duh.

Crayfish.

Keep up the good work Crayfish.

Wow, I didn’t even know about this collection.

THANK YOU SNK.

I am really really looking forward to this!

any insights on Mai? Here super seems to be pretty safe if blocked. Espcially when in the corner. And she is crazy good when on her own level lol. While Ryuenbu (qcb + P) is pretty good on wake-up but has always been

Mai, as far as I can see atm, is the most broken character in the game. she has two moves, the Flame Fandango and air throw which would have needed serious attention if another rev. had been made. Without these she is a very well designed, fun to play (and against) character. Using her fireball, standing A, D & C+D to hold ground etc… But the Flame Fandango has invulnerable frames, its completely retarded. It should be a slow, vulnerable startup - high priority late, good recovery type move (kinda like a knockdown version of Hugo’s Clap from SF3) but the invulnerability means its an all round ubermove. The only alternative is to try to constantly Guard Attack it…
Then there is the air throw… Air throwing is one of the most rewarding, skillful elements of oldschool games. And an airthrow is a perfect component of Mai’s arsenal, whom just like Hyper Fighting Chun Li has no command AA special. But the airthrow Mai has been given is just stupid, you dont need to use foresight and good positioning. It can just grab you from anywhere pretty much, even from near crossover positions.
These two moves totaly spoil Mai, such a shame. Oh and dont mention her background specific pole diving either… To me she’s the ST Akuma of this game, beatable, but drags the game down to such an extent as to be not worth bothering with…
http://www.eonet.ne.jp/~789/maivsjoe.wmv

Someone ask abt a different character pls…

Was just thinking, the best possible feature the Garou Battle Archives collection could have (besides that cool color edit) would be a stage select. You would then be able to finaly negate the worst system feature (lineswitchng) by playing on Billy, Axel and Lawrence’s stages :slight_smile: !!! The only downside would be missing out on all those other gorgeous locations.

Can anyone decipher if such a feature is included?:
http://plusd.itmedia.co.jp/games/articles/0606/09/news045.html

Crayfish.

Fatal Fury Special was indeed way underrated.

Hell, I think the Garou series as a whole is way unappreciated…even by SNK fans themselves. Metal Slug, Samurai Shodown, and KOF snatch up all the glory while FFS, Real Bout, and MOTW are ignored.

Unfortunately I had only had access to the, uh, “PC version” of FFS which is lost now because the hard drive on my old computer crapped out.

But Jubei and Duck are the SHIT.

Excellent response over at Neo-Geo: http://www.neo-geo.com/forums/showthread.php?t=146503

Got an interesting message from a small Italian FFS scene thru the boards too. Hpe some of these guys will join up here so that it isn’t such a one man effort trying to support this game.
After having my disgust of bull fighting overpowered by my love of area control-poking characters, I’ve broken down Lawrence for this entry… well at least SNK made him a badguy.

LAWRENCE BLOOD.

GROUND GAME:

Lawrence has brought a sword to a fistfight! He’s a grade A poking character, not just with his sword specials, but his normals too.
Standing HK is much like Dictator’s M/HK from SF2. Fast, mid-range hitting, but with much more range, this is one of the best normals in the game. This can outrange, snuff and punish so many other moves, its often a major factor in how the matchup is played. Awsome, almost certainly needs toning down imo.
Crouching HP has almost as much range and speed, better priority and can be canceled too! Lawrence’s vulnerable area is very low and rearward when this move is at full stretch giving it great priority and ability to stuff other long range moves like Billy’s Club Blow extremely well.
In keeping with his Vega ripp-off job outline, Lawrence has a sliding sweep. Very nice for advancing while retaining charge, mixing up attacking levels and Dhalsim style AA.
Crouching LK is Ur low counter-poke, although slow and short ranged, this will beat most moves within its hitting area. Good for use against sweeps and characters who like to pressure, tick or combo off close light moves (Duck, Terry, Jubei etc…). Try going from c.LK into c.HPxx*Special Move.for a nice push out sequence.
Standing HP is very much like Sagat’s mirror move in SF2. It is especialy usefull in FFS due to the large number of lunging moves that come in at head height. Duck’s Dancing Dive (Knee attack), Terry’s Crack Shoot etc… can all be stuffed clean with this move.
Close s.HK is a mid-range hitting knee with excellent recovery. It can be canceled into the Bloody Saber for a fast, high power 2hit knockdown combo.
Close s.HP ‘cape swipe’ has slower recovery than the close s.HK knee, but its very usefull due to being a fast mid-range hit that will generaly exonerate your whiffed throw attempts.
Standing LP ‘cape flick’ (much like the stingy towels you’d give eachother on the school swimming trips) doesn’t have the mid-range hitting ability of some of his bigger pokes, but due to its excellent speed and good range it can be an incredibly frustrating jap with which to stick and snuff offensive action. Deffo one of the more insulting moves in the game.
His C+D line attack isn’t particularly special, but is very usefull due to the fact you will often be fighting on his deathmatch, running of the bulls 1plane stage, yay!!
HP Throw is good since it allows Lawrence to regain a good bt of distance between you and Ur opponent.
HK Throw ‘cape hold’, is interesting. If you do full damage with the throw Ur opponent will fall to the floor, but if they mash out of the hold they will land on thier feet, giving you some ST Ken like throw pattern options.
If the opponent mashes out of the hold:
Ur recovery is so quick you can walk up and throw again.
Or you can walk forward, close s.HK (knee)xx Bloody Sabre.
Or walk forward slightly, c.HK sweep etc…
*Specials:
Bloody Saber is an awsome poking tool. If your on the ground this move will go head to head with anything outside an SDM (or the stupid GA obv…). Its priority, huge range and low hitting angle mean that no hitbox is safe from its rapier tip. Its particularly good at shutting down Fireball patterns, as even if you trade you will generaly do more damage and get a knockdown. It comes in two flavours:
The first is the stationary LP version. This hits much like the s.HK but it has even more range (around half the screen), knocks down and has WAAAY more priority.
The second is the dashing HP version. Depending on the size or action of your opponent, this can hit from a full screens distance! Make sure to range this well tho, as it continues to push into Ur opponent after contact leaving you very vulnerable.
Bloody Spin seems an odd move to me. Doesnt sit with the rest of his design. I suspect the designers felt duty bound to include a Vega style charge b-f .P move… It operates much like Dictator’s LP Psycho Crusher from SF2, it allows you hove forward and score two (too) safe hits of chip damage. Being able to cancel this off c.HP is just overkill to me, and takes away from the rest of his beautifuly designed ground game.

AIR AND ANTI AIR:
Jumping LP & HP ‘rigid cape’ both have excellent range and priority. Jump straight up and jump toward LP/HP can be very intimidating to ground based opponents and with good timing and ranging can go Air to Air quite well with other moves.
Jumping LK & HK are a sharp verticaly angled attack suited for lose range jump-ins and combo starters.
*Special:
The Bloody Cutter is much like Dictatory headstomp from SF2, except that you are unable to control it after it makes contact. This move is pretty quick, but you have to be 100% certain your going to hit with it (generaly against fireball throwing/recovery frames) because you opponent gets to land the combo of thier choice if they block it.
AA:
Lawrence’s main tactical weakness is his limited AA options in many situatons.
Standing LK looks to cover a nice high angle of air attacks, but has little priority making it easy to trade with and since most jumpins are heavy attacks U often come off worse.
As already mentioned, c.HK makes for nice Dhalsim style sliding AA, tho is of limited use when under close range pressure.
Lawrence has the most badass looking airthow ever, this is usefull for helping to bridge his pre-super AA gap. *Notice how the designers of SF3 copied Hugo’s air throw almost frame for frame from this.

SUPER:
Once Lawrence is able to perform his SDM, his AA deficiency is more than made up for. The Bloody Flash is an awsome AA and ground move, opperating very much like Charlotte’s Splash Gradation (7 pointed Star) supermove from Samurai Showdow 2. The problem is its execution, its command, described eariler in the thread as a ‘Pretzel Motion’ is surely one of the hardest in fighting games history! I’ve certainly yet to master it, tho the rewards are certainly worth working for.

GENERAL NOTES.
Keep Lawrence mobile and constanly threatening long range pain.
When closing in from a distance against an opponent getting to his feet, you can switch between full-range jump in HP and sliding c.HK to mix up high - low threats, with HP Bloody Saber as a third option to mix-in should Ur opponent try an early ground move or fireball. Lawrence closing in from between full to 3/4 - 1/2screen range should force Ur opponent to make a choice of action, try to make him choose wrong…
Keeping Lawrence mobile not only allows you to maximise his poking superiority, but minimises his vulnerability to damage. I’ve just found out that Lawrence is among a handfull of characters in the game with a glass jaw, requiring a shockingly small number of hits to see stars.

Crayfish. *pls note, this is what I beleive all bull fighters deserve

The more I learn about this game, the more I appreciate its incredible design, the wonderfully crafted arsenals of each character, that make for such rich tactical range and footsie games, the pressure strings mixed between fireball pressure, pokes, throws and high-low game with sweeps and sweep punishing normals and high risk C+D attacks…the more I HATE the stupid fucking Guard Attack, Line Switching and Backstep. After they had poached all those Capcom staff to come and design potentialy the greatest tactics fighter, some prick from SNK must have submitted his ‘innovations’:

“So here you go, 15 characters all with totaly individual arsenals, attack strengths, footspeeds and intricately configured hitbox layouts, timings and angles”
*“thanks, I’m just going to add in an almost invulnerable move for the entire cast that beats every other move that is performed by pushing forward + A”
“cool…”
*“also an extra plane, that allows you to reset an unfavorable tactical situation and cover an entire screens distance negating the entire distance, zoning, fireball pressure with two button presses”
“great, why didn’t I think of that. Two planes is obv better than one afterall…”
*“ofcorse, oh oh and a backstep that not only nullifies all the footspeed variation, midscreen distance pressure game, but its also an invulnerable dodge too”
“fantastic, its onwards and upwards for fighting games from here on in!”

Crayfish. :rolleyes:

Dizzy Points

Every character in FFS has a stun gauge which when filled will make them dizzy.
From the All About Garou Densetsu Special book, here are the stun points for each character:

Jubei, Tung Fu Rue: 11
Mai: 13
Terry, Billy: 14
Andy, Chin, Duck: 15
Joe, Kim: 16
Laurence: 17
Axel, Geese, Ryo: 18
Krauser, Bear: 22

There’s another chart listed, which I think is a stun point chart for all moves. The strange thing though, is, according to the guide, every character’s normal – including jump attacks and line jumping attacks, special move, Line attack and Guard Attack all do the same amount of stun.

Weak attack: 2
Strong attack: 4
Weak special move: 3
Strong special move: 6
Guard attack: 5
Line attack: 5
DM: 4
Throw: 3

I could be wrong about this though because using the chart, I shoud be able to dizzy Jubei or Tung with Terry’s full-screen Strong Power Wave-> Strong Crack Shoot combo, with 1 unused point to spare (the combo will score 12 points of stun). However, the combo does not dizzy. Perhaps the stun damage is scaled.