Art of Fighting (Neo Geo) Strategy Guide
Developer: SNK Corporation/SNK Playmore
Publisher: SNK Corporation/SNK Playmore
Licensing: SNK Corporation/SNK Playmore
Released: September 24th, 1992
Table of Contents
1. DISCLAIMER
2. Rules/guidelines on re-posting this guide
3. Button layout
4. Jack Turner’s Special Moves
5. John Crawley’s Special Moves
6. King’s Special Moves
7. Lee Pai Long’s Special Moves
8. Micky Rodgers’ Special Moves
9. Mr. Big’s Special Moves
10. Mr. Karate’s Special Moves
11. Robert Garcia’s Special Moves & Desperation Attacks
12. Ryo Sakazaki’s Special Moves & Desperation Attacks
13. Ryuhaku Todo’s Special Move
14. Vs. Ryuhaku Todo (Scene 1 Karuta)
15. Vs. Jack Turner (Scene 2 Mac’s Bar)
16. Vs. Lee Pai Long (Scene 3 China Town)
17. Vs. King (Scene 4 L’Amor)
18. Vs. Micky Rodgers (Scene 5 Down Town)
19. Vs. John Crawley (Scene 6 The Guardian)
20. Vs. Mr. Big (Scene 7 The Factory)
21. Vs. Mr. Karate (Scene 8 The Karate Gym)
22. Review
23. Cheats
24. Special Thanks To
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- 1. DISCLAIMER: I do not own anything related to SNK Corporation/SNK Playmore or any other video game companies/manufacturers. Everything related to the Art of Fighting series (games, characters, etc) are trademarks and property of SNK Corporation/SNK Playmore and I am not taking credit for any of their work. This guide is not to be sold for profit; it is to be used for personal (gaming) use only. I am not making any money whatsoever off of this guide. As is the same with all of my other guides that I’ve created, this guide is not copyrighted in any way, shape, or form; the review is also not copyrighted. This guide was created by me for the sole purpose of helping those who are struggling with the game.
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- 2. Rules/guidelines on re-posting this guide
If you wish to post this guide on another website, ask me beforehand (send me a private message or contact me on my profile) and tell me where you want to post it. I will consider letting you post the guide. If I decline your request, don’t ask me again or I will report you for spamming. If I decide to accept it and let you do so, you are required by me to obey these rules/guidelines:
1. The text in the guide can’t be changed, removed, or modified in any way, shape, or form.
2. All credit must be given to me (Josh@Sega-16.com.)
If this guide is re-posted on this website (Sega-16.com) or any other without my given permission, I will contact the administrator(s) on the website and report your post in regards to plagiarism. I will also send a suggestion that you have your posting privileges revoked and have your account banned.
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- 3. Button Layout
A button: Punch
B button: Kick
C button: Throw
D button: Taunt/Provocate
Pressing throw when in the air near a wall will execute a wall jump attack.
Characters with throws and wall jump attacks: Mr. Karate, Robert Garcia, Ryo Sakazaki
Characters with throws only: Jack Turner
Characters with wall jump attacks only: John Crawley, King, Lee Pai Long, Ryuhaku Todo
Characters without throws or wall jump attacks: Micky Rodgers, Mr. Big
Standing = High
Crouching = Low
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- 4. Jack Turner’s Special Moves
Super Drop Kick: Down back, toward + Kick
Description: Jack jumps toward the opponent with a drop kick.
Special priorities: Goes over some projectiles, can hit the opponent from behind if timed correctly which makes it difficult to block, knockdown possible.
Knuckle Pad: Down, down toward, toward + Punch
Description: Jack hops toward the opponent and delivers a punch to his opponents’ face.
Special priorities: Knockdown possible.
Slide Kick: Down, down toward, toward + Kick
Description: Jack slides toward the opponent with a low hitting kick.
Special priorities: Must be blocked low.
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- 5. John Crawley’s Special Moves
Flying Attack: Down back, toward + Punch
Description: John jumps in the air and spins his hands rapidly while upside down.
Special priorities: Goes over some projectiles, knockdown possible.
Overdrive Kick: Down, down back, back + Kick
Description: John delivers a flurry of kicks, alternating between low and high, ending with a backhand to the face.
Special priorities: Must be blocked low, knockdown possible.
Mega Smash: Down, down toward, toward + Punch
Description: John throws a projectile attack at the opponent.
Special priorities: None.
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- 6. King’s Special Moves
Venom Strike: Down, down toward, toward + Kick
Description: King throws a projectile at the opponent.
Special priorities: Knockdown possible.
Double Strike: Down back, toward + Kick
Description: King will leap into the air with a flying knee attack. If it connects, or is blocked, she will follow it up with a mid-air kick.
Special priorities: Goes over some projectiles, knockdown possible.
Tornado Kick: Down, down back, back + Kick
Description: King will alternate between mid and high kicks, ending with a high roundhouse kick.
Special priorities: Must be blocked high, knockdown possible.
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- 7. Lee Pai Long’s Special Moves
Claw Spin (High): Down, down toward, toward + Kick
Description: Lee will spin around rapidly with his claws extended outward; goes straight across the screen horizontally.
Special priorities: Knockdown possible.
Claw Spin (Low): Down, down toward, toward + Punch
Description: Lee will spin around rapidly with his claws extended outward; he goes down at a 45 degree angle when the move starts and rises at a 45 degree angle when the move is about to end. This goes across the screen horizontally.
Special priorities: Knockdown possible.
100 Kicks: Down back, toward + Kick
Description: Lee will jump toward the opponent while kicking his feet rapidly.
Special priorities: Goes over some projectiles, knockdown possible.
Hyakuretsu-Ken: Toward, back, toward + Throw
Description: Lee will hit his opponent rapidly.
Special priorities: Must be blocked while standing.
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- 8. Micky Rodgers’ Special Moves
Burning Upper: Down, down toward, toward + Punch
Description: Micky throws a projectile at the opponent.
Special priorities: Knockdown possible.
Rolling Upper: Down, down toward, toward + Kick
Description: Micky throws a projectile at the opponent that travels along the ground.
Special priorities: Must be blocked low, knockdown possible.
(Micky Rodgers cannot use kicks.)
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- 9. Mr. Big’s Special Moves
Ground Blaster: Down, down toward, toward + Punch
Description: Mr. Big throws a projectile at the opponent that travels along the ground.
Special priorities: Must be blocked low, knockdown possible.
Cross Diving: Down, down toward, toward, up toward, up + Punch
Description: Mr. Big launches himself at the opponent with his kali sticks in front of him.
Special priorities: Goes over some projectiles, knockdown possible.
(Mr. Big cannot jump.)
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- 10. Mr. Karate’s Special Moves
Kooh-Ken: Down, down toward, toward + Punch
Description: Mr. Karate throws a projectile at the opponent.
Special priorities: Knockdown possible.
Uppercut: Toward, down, down toward + Punch
Description: Mr. Karate does a jumping uppercut.
Special priorities: Doesn’t lower your Spirit Gauge.
Hienshipu-Kick: Down back, toward + Kick
Description: Mr. Karate jumps at the opponent with a flying kick. If it connects, or is blocked, he will deliver a standing kick.
Special priorities: Goes over some projectiles, knockdown possible, both kicks must be blocked high.
Zanretsuken: Toward, back, toward + Throw
Description: Mr. Karate will punch his opponent rapidly.
Special priorities: Must be blocked while standing.
Haow-Ken: Toward, back, down back, down, down toward, toward + Punch
Description: Mr. Karate throws a projectile at his opponent that nearly fills up the screen.
Special priorities: Requires 75% or more spirit to use, knockdown possible.
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- 11. Robert Garcia’s Special Moves & Desperation Attacks
Ryugeki-Ken: Down, down toward, toward + Punch
Description: Robert throws a projectile at the opponent.
Special priorities: Knockdown possible.
Uppercut: Toward, down, down toward + Punch
Description: Robert does a jumping uppercut.
Special priorities: Doesn’t lower your Spirit Gauge.
Hienshipu-Kick: Down back, toward + Kick
Description: Robert jumps at the opponent with a flying kick. If it connects, or is blocked, he will deliver a mid-air kick.
Special priorities: Goes over some projectiles, knockdown possible, both kicks must be blocked high.
Genei-Kick: Toward, back, toward + Throw
Description: Robert will kick his opponent rapidly.
Special priorities: Must be blocked while standing.
Haow-Ken: Toward, back, down back, down, down toward, toward + Punch
Description: Robert throws a projectile at his opponent that nearly fills up the screen.
Special priorities: Requires 75% or more spirit to use, Initiate Super Death Blow bonus game must be beaten to use this attack in one player mode, knockdown possible.
Ryuuko Ranbu: Down, down toward, toward + Throw then punch (quickly)
Description: Robert dashes toward to opponent. If the dash connects, he will hit the opponent with multiple punches and kicks, ending the combo with an Uppercut.
Special priorities: Requires 75% or more spirit and 25% or less health to use, always knocks down, unblockable.
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- 12. Ryo Sakazaki’s Special Moves & Desperation Attacks
Kooh-Ken: Down, down toward, toward + Punch
Description: Ryo throws a projectile at the opponent.
Special priorities: Knockdown possible.
Uppercut: Toward, down, down toward + Punch
Description: Ryo does a jumping uppercut.
Special priorities: Doesn’t lower your Spirit Gauge.
Hienshipu-Kick: Down back, toward + Kick
Description: Ryo jumps at the opponent with a flying kick. If it connects, or is blocked, he will deliver a standing kick.
Special priorities: Goes over some projectiles, knockdown possible, both kicks must be blocked high.
Zanretsuken: Toward, back, toward + Throw
Description: Ryo will punch his opponent rapidly.
Special priorities: Must be blocked while standing.
Haow-Ken: Toward, back, down back, down, down toward, toward + Punch
Description: Ryo throws a projectile at his opponent that nearly fills up the screen.
Special priorities: Requires 75% or more spirit to use, Initiate Super Death Blow bonus game must be beaten to use this attack in one player mode, knockdown possible.
Ryuuko Ranbu: Down, down toward, toward + Throw then punch (quickly)
Description: Ryo dashes toward to opponent. If the dash connects, he will hit the opponent with multiple punches and kicks, ending the combo with an Uppercut.
Special priorities: Requires 75% or more spirit and 25% or less health to use, always knocks down, unblockable.
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- 13. Ryuhaku Todo’s Special Move
Firewall: Down, down toward, toward + Punch
Description: Todo creates a short ranged projectile to attack the opponent.
Special priorities: Knockdown possible.
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- 14. Vs. Ryuhaku Todo (Scene 1 Karuta)
Todo will often jump and kick at you when you throw a Kooh-Ken/Ryugeki-Ken; he will either get hit by the projectile or his foot will hit it and the projectile will dissipate. If he gets hit, taunt him then charge your Spirit Gauge. If he is dizzy, throw him.
Difficulty: 2/5
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- 15. Vs. Jack Turner (Scene 2 Mac’s Bar)
Jack will usually jump toward you and kick in mid-air. Block it and throw him when he lands on the ground. Jack will also use his Super Drop Kick to get closer to throw you. Block it and throw him. When he walks toward you, he will usually do a sliding punch, so use a crouching kick when he does.
Difficulty: 2/5
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- 16. Vs. Lee Pai Long (Scene 3 China Town)
When you crouch, Lee will often jump at you, so stand up and kick him when he gets near you during his jump to knock him down. Taunt him as he falls. If he uses his Claw Spin attacks, use a jump kick to hit him and knock him down.
Difficulty: 1/5
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- 17. Vs. King (Scene 4 L’Amor)
King will often start off the round with a Venom Strike projectile or a Double Strike attack. If she uses the Venom Strike, crouch and punch it to make it dissipate. If she uses the Double Strike, use a standing kick to knock her down. Taunt her as often as possible to drain her energy. Throw Kooh-Ken/Ryugeki-Ken projectiles when far away as she will often walk into them.
Difficulty: 3.5/5
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- 18. Vs. Micky Rodgers (Scene 5 Down Town)
Micky will start off the fight with a Rolling Upper; crouch and press the kick button to make the projectile dissipate. He will usually follow up with another one; if he does, repeat the procedure. When his Spirit Meter is in the red, get yourself into a corner and crouch block (hold down back.) Micky will jump toward you, so stand up and kick him when he does, then charge your spirit if you’ve lost any. If he walks toward you, he will more often than not use a Rolling Upper; just stay crouching and press the kick button rapidly to hit him a few times.
Difficulty: 2/5
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- 19. Vs. John Crawley (Scene 6 The Guardian)
John’s main move is the Mega Smash (he’ll use it even if he doesn’t have any spirit left.) Use wall jumps as often as possible to knock him down or to hit his projectile attacks. If he uses the Rising Attack when close, stand and block it then throw him when he lands. If he is far away when he does this, just use a standing kick to knock him out of the air.
Difficulty: 3/5
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- 20. Vs. Mr. Big (Scene 7 The Factory)
Mr. Big will often start off the round with his Cross Diving attack, so jump and kick him when he does to knock him down. If he is dizzy, throw him or use a Kooh-Ken/Ryugeki-Ken. If not, get far away from him and repeat the procedure.
Difficulty: 2/5
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- 21. Vs. Mr. Karate (Scene 8 The Karate Gym)
Walk away from Mr. Karate and taunt him to make him throw a Haow-Ken. Jump back and press the kick button while in mid-air to hit the projectile. Mr. Karate will then jump toward you; throw a projectile when he does. If Mr. Karate is dizzy, throw a Haow-Ken (if you have learned the move by beating the “Initiate Super Death Blow” bonus game) or throw a Kooh-Ken/Ryugeki-Ken. Get into a corner and crouch block. Mr. Karate will jump toward you much like Micky Rodgers and Lee. Stand up and kick him when he is near you, then taunt him as he is falling down. Repeat this pattern until he is knocked out.
Difficulty: 2.5/5
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- 22. Review
Art of Fighting/Ryuuko No Ken (Neo Geo) review
Story
Mr. Big has kidnapped Takuma Sakazaki’s daughter, Yuri. Takuma’s son, Ryo, and Ryo’s friend, Robert Garcia, have to rescue Yuri.
The graphics in this game look amazing; the animation is good, the arenas are unique, and the attention to detail is exquisite. The game also has an awesome zooming effect; the camera will zoom-in when the fighters are near each other, and it will zoom-out when the fighters are away from each other. The graphics also have a level of realism; when the fighters are hit in the face, their faces will get bruised up as more attacks make contact. Mr. Big and John Crawley can also have their sunglasses knocked off when they are hit in the face.
Getting into the audio, the music in this game is great, the sound effects are crisp and loud, and the voices are done well, although Mr. Big and Jack Turner share some of the same voice clips (as do Ryuhaku Todo and Mr. Karate.)
The control in this game is pretty good, although in rare instances it can be a bit stiff. The gameplay requires you to be very strategic and plan out your maneuvers because of one of its innovations; the Spirit Gauge. The Spirit Gauge limits the amount of special attacks you can perform. The strength of your special moves is determined by the color of the Spirit Gauge; green makes your special moves as good as they can get, yellow makes them slightly less effective (they do less damage, they have shorter range, etc), and red makes them nearly useless. You can refill the gauge by holding the punch button or the kick button. Some of the special attacks in this game require your Spirit Gauge to be filled up to a certain point. You can’t go and constantly use special attacks lest you be left with ineffective special moves and normal moves to attack with. You can drain your opponents’ Spirit Gauge by pressing the taunt/provocate button and they can do the same to you. If you attack a projectile with the correct move, the projectile will dissipate. You can only choose either Ryo Sakazaki or Robert Garcia in one player mode, but you can choose the other six characters in addition to Ryo and Robert in two player mode (the sub-boss and final boss are unlockable by fulfilling specified requirements.)
Art of Fighting is an incredible Neo Geo game; it has excellent visuals, great music, good sound quality, and the gameplay is great. This game is a must own for anybody who is into fighting games; even if you aren’t, you should give it a go.
Art of Fighting (Neo Geo)
Graphics: 10/10
Audio: 9/10
Gameplay: 9/10
Fun Factor: 8/10
Overall: 36/40 (9/10)
Grade: A- (90%)
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- 23. Cheats
Unlock Mr. Big
When you reach Mr. Big in one player mode, lose to him and enter a two player match. Mr. Big will now be a selectable character in two player mode.
Unlock Mr. Karate
When you reach Mr. Karate in one player mode, lose to him and enter a two player match. Mr. Karate will now be a selectable character in two player mode.
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- 24. Special Thanks To
SNK Corporation/SNK Playmore for creating the Art of Fighting series.
Sega-16 forum users Cornholio857, Aarzak, goldenband, agostinhobaroners, and djshok for the support.
Total time it took to write this guide: 4 hours.

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