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Fatal Fury Special/System

From SuperCombo Wiki

Game Mechanics


Hold DF to crawl along the ground. Sometimes called an offensive crouch.

Line Sway

Press A+B to jump to the opposite plane. If both fighters are on opposite planes, they cannot perform special moves, but can still move left or right. If a player is on the upper plane, he/she can jump, while the player one the bottom plane can crouch. If the player on the upper plane attempts to crouch, he/she will roll to the bottom plane, while the player on the bottom plane rolls to the upper plane if he/she attempts to jump.

Attacking a player on the opposite plane will have the character do a Line Sway Attack, depending on the button pressed. Press A or B for the Low Line Sway Attack, and C or D for the High Line Sway Attack. Pressing left or right on the D-Pad will move the character into that direction during the attack, instead of making the attack home-in on the opponent. All this attacks are overheads.

Strong Attack

Also known as the Line Blast, done by pressing C+D. When this attack connects, the opponent is thrown to the opposite plane. This attack can be done while crouching. The speed and hitboxes of the attacks vary by character and the current plane in which they are.


Press F+C when close to the opponent to throw them. Joe Higashi, Cheng Sinzan, Billy Kane, Laurence Blood, Geese Howard, and Wolfgang Krauser can also throw with F+D. Other characters have multiple throws with D (such as Big Bear and Axel Hawk), and some have air throws (Mai Shiranui and Duck King).

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

Defensive Attack

Press F+A while blocking. Sometimes called Guard Attack or Counter Attack (the latter is used in KOF94). This attack has upper body invincibility and can be canceled. It can be done while blocking a whiffed attack.

Guard Attacks have been ranked based on how each scores on a number of categories: reach, start-up, how easy it is to use, and finally, how well it compliments the rest of the character's moves.

Character Reach Start-Up Ease of Use Complimentary Factor
Geese 4 5 3 3
Andy 4 4 3 3
Joe 4 2 3 3
Axel 5 2 3 2
Mai 4 2 2 3
Bear 4 1 3 3
Jubei 2 4 1 2
Cheng 3 3 1 2
Krauser 3 2 2 2
Terry 1 4 1 1
Duck 2 2 1 1
Billy 2 2 1 2
Tung 2 2 1 1
Laurence 2 1 1 1


Press C while far away from opponent. Can be stopped at any time by pressing a direction in the D-Pad or any button.

Back Dash

Move the joystick back twice to retreat. Characters are invulnerable for a few seconds during the back dash.

Basic Strategy

Advanced Strategy


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 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.

Credit to Josh-TheFunkDOC

Game Navigation

Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Ryo Sakazaki
Terry Bogard
Tung Fu Rue
Wolfgang Krauser