_____ ooooooooooooooo _____ | ___| _______ _ 88888888888888P | ___| _ ___ __ __ | |__ /|__ __/\ | | 8888888888888P | |__| | | | \ \_/ / | __/ \ | | / \ | | d8888P | __| | | | _\ / _ |_| /___ \| __ _____ |__ _ _d8888P _| | | |_| _ __ \_| |_ /_> / > /_> / > / / > | |_| |_ |_8|8|\b| |_| | \ | \ < \ < \ \_> \_> / > <_/ / / /_/ / <_/ | | | |_ | "|8|8\|o| | |_ \| \ \__ \ \_> \~\ \ 888888 .d88888P GarouDensetsu3 saikyo-wa, hitori-de ii. .,d888888P" Road To The Final Victory ,d8888888P"~ release 2 95f15 ~~~~~~~~ _ Basic Play Guide __________________________________________________ | O O O A Weak Punch | | \ | / B Weak Kick | Moves in this FAQ are given in the | O- N -O C Strong Punch | standard "right facing", (where your | / | \ D Strong Kick | opponent is on the right side of the | O O O (N = "neutral") | screen) mirror-image the notations |_____________________________| for left facing. Joystick control follows "standard" fighting game control conventions (up=jump, back=guard, etc...) With modifications: _________________________ | air O- air defense | Air defense provides protection from | O N short jump | normal attacks and projectiles. Short | | | jump is self explanatory; and may also |_________________________| be applied to forward & back jumps. _ Special Movement and Oversway _____________________________________ | -O -O Dash | | O- O- Backdash | Dash makes you quickstep towards | Dash O Dash Jump | your opponent, pushing upwards | / | lets you to dash jump. Quick- | \ N Quicksway | sway allows you to dodge attacks | O | to the upper body (your legs are | Quicksway C Quicksway Attack | still vulnerable.) Pressing C |__________________________________| during quicksway allows you to _____________________________ strike back. | AB Oversway to Foreline | Fighting takes place on three planes | BC Oversway to Backline | (unlike the two of previous games) |_____________________________| Most action takes place on the main line, movement to the fore and back lines may take place at will (or unwillingly too). Dashes may be done on auxiliary lines (but no jumps), moving the joystick towards the main line will return you (though you will return automatically after a short time). ________________________________ | AB Attack to Foreline | Attacking between lines have two | BC Attack to Backline | different modes depending on where |--------------------------------| you stand. If you're on the main | A B C D Attack to Mainline | line, AB or BC will strike out to |________________________________| the auxiliary lines. If you are the person in oversway, any button will produce an attack towards the main line. Special moves may not be performed across lines. _ Other _____________________________________________________________ | Guard -O A Defensive Attack | Upon guarding an opponent's | far N C Tease | attack, press forward and A to |__________________________________| perform the Defensive Attack. Teases are performed far from your opponent with the joystick centered. Unlike in the Art of Fighting series, the tease has no effect on gameplay (yes, I know about Mai) other than screwing with your (real-world) opponent's mind. _ Feint Moves _______________________________________________________ Some moves have feint motions available, any move listed with button combinations in parenthesis are feints. Certain use alternate motions to perform them, they are marked as so. _ Additional Notations _____________________________________________ air do motion in air near do motion near opponent (i.e. special throws) back hit knocks opponent towards back line fore hit knocks opponent towards fore line _ (Cho)ChoHissatsuWaza _______________________________________________ Now a staple element, (from it's introduction in Art of Fighting) the ChoHissatsuWaza (supermove) is a high-damage move usable anytime when your strength drops low. (Your strength meter will flash.) While not grounbreaking FF3 now sports "ChoChoHissatsuWaza" (you may figure out what that means =^) These require activation; at the "GO!" graphic, press ABCD+Start, (CDROM users, use ACD+Start) your name should turn green. (Even if it doesn't it still may have been activated.) Once it has been activated, it will remain on until your game ends. They are usable once per round when your strength is low and your name flashes (green/white). Conditions for the flash vary for each character (see corresponding character entry for more information) _ Boss Selection ____________________________________________________ Boss characters (Yamazaki and the brothers) are selectable on _home_ units: 1. Save after clearing SHIN (Elder Brother). 2. Load the data and select "NEW GAME". 3. When selecting a character, press (B) button over each of following characters in this order. (an audio cue will signal correct entries) Terry, Hon Fu, Mai, Geese, Bob, Sokaku, Andy, Bash, Joe, Mary. _ Stuff to Look For! ________________________________________________ "*" character details. "-" stage details. "+" stage details, applies only to VS CPU fights. Terry: * Growls at start of fight if against Geese. - Monkey friend (name?) sometimes falls into water. Andy: + "Defends" Mai if you use Terry, Andy, Joe, * Alternate start if using Geese. Joe: - Aligator sports a ribbon in round 4. - Final blow (may) send person into log. + Hwa Jai gets a cameo if you use Terry, Andy, Joe, or Mai. Mai: - Jubei Yamada goes for a swim. - Final blow (may) send person into aquarium glass. Geese: + Billy Kane makes a cameo (and a line) if using Terry, Andy, or Joe. Stage also erupts into flames from round 2. Franco: (none) Bob: + Richard Meyer gets a cameo and line in the intro if using Terry, Andy, Joe or Mai. - Kyo Kusanagi and Sie Kensou show up for PaoPao2's opening. Mary: - Person goes (reeling) up, chandelier comes down. Hon-Fu: - Cheng ShinZan flys in via helcopter. - Final blow (may) send character into crane cables. Sokaku: (none) Yamazaki: (none) If a person goes into oversway more than once, they may be sent into the background or foreground (out of "camera" view) with certain final blows. If a stage has no "floor" in the background (Mai's excepted) they may be sent flying back. If an obstacle stands in the way, they will strike it instead. _ Thanks for Various Stuff __________________________________________ Chris & Yves . . . . . . . . . . . . . . . . debruyne@imtsun3.epfl.ch Dave Villanueva . . . . . . . . . . . . . . . . . dvillnva@kaiwan.com SNK Corporation . . . . . . . . (for yet another kick-ass fighter =^) Gamest (Shinseisha magazine, contact your nearrest Japanese bookstore) _ Release History ____________________________________________________ 95d30.0 Rush premature "pre"release. Done just to be "done" 95e17.1 Supermoves corrected, missing (move) names added. (Ugly) first ASCII banner done. 95f15.2 Much overdue, and still incomplete update (hey, I'm workin' on it!) Added moves, boss usage info, basic play guide. _ Legalese (if this stuff actually holds up in court) ________________ Copyright 1995 Galen Komatsu. Fatal Fury 3 and all characters and story of said game is trademark of SNK Corporation. Gamest is a publication of Shinseisha (Japan). Author holds no affiliation with SNK Corporation or Shinseisha. Author grants free use and distribution provided no fee is charged beyond real, raw reproduction costs (you may charge for the paper it is on and/or for copy-center costs, but not for "time invested" printing or storing.) This document is to be distributed in it's entire form, file limiters (for each file) may be assumed as from the title banner to (game) name signature, any text outside may be considered extraneous and deleted. End users may print relevant sections for personal use. Contact author for inclusion in media, printed, electronic, or otherwise. If you have any questions, please contact author (address given below). If you do not agree with the above conditions, delete/remove this document from your posession now. Send Corrections, Additions, Money, Whatever to: gkomatsu@uhunix.uhcc.hawaii.edu ____ Fatal Fury 3 __ Road To The Final Victory __ GarouDensetsu 3 ____