Fatal Fury 2 Walkthrought
Running through “Fatal Fury 2” on SNES isn’t about “memorize every combo and steamroll,” it’s about careful reads on matchups, stages, and their little traps. However you called it back in the day—“Fatal Fury 2,” “Garou Densetsu 2,” even “Legend of the Hungry Wolf”—fight order and understanding the two-plane ring matter more than rote inputs. Let’s map an easy route and sort out where it’s safe to move and where it’s smarter to stand your ground and bait a whiff.
Opening rotation: pick your order
Start with the folks who are predictable at range. Cheng Sinzan loves to toss chunky chi blobs and belly-flop—hold mid-range and answer his rolling body with a step to the back plane. Once he slides past, hop back to the front and cash out with a sweep into a quick jab finish. Don’t “hero” through those slow orbs: a line switch is the cleanest answer.
Joe Higashi spins up with tornadoes, but Hurricane Upper travels straight: step to the rear plane, half-step forward—and you’re in. Don’t jump from mid-screen—Tiger Kick will snatch you. Up close, force him to block low and snag him with a delayed sweep; after a knockdown, press with a short hop kick—Joe often wakes with a button that whiffs under a tight jump-in.
Jubei Yamada blows up lazy jumps with a counter-throw. Play off feints: step—pause—another step—then jump. If he anti-airs, immediately slip to the back plane and pop back with a throw. His post-block rolls are telegraphed: stand your ground, let him glide by, and tag him with a medium kick.
Big Bear is terrifying in the corner: his grabs chunk half your bar. Hold center ring, and stuff his bull-rushes with a timely plane switch. When Bear whiffs the shoulder, calmly return and take your guaranteed: low kick—short string—reset. Don’t let him walk you to the ropes: sometimes even a single back jump is worse than one step to the rear line.
Kim Kaphwan builds pressure with jump-ins and razor legs. Don’t hop at him—sit half a step outside your mid punch. His “falling” kick collapses with a step to the back plane; catch the turn with a throw. If Kim starts hammering low strings, answer with a delayed sweep into a body shot.
Mai Shiranui plays the tempo: fan in your face—flame spin right after. Don’t try to poke through the spin—step to the rear plane, wait it out, then return with a throw. Meet her floaty jumps with early air-to-air; react late and she’ll land behind you. Up close, don’t swing wild—her fast jabs beat most.
How the two lines work—free value
In “Fatal Fury 2,” plane switch isn’t a party trick—it’s a “save button” against predictable threats. Versus Joe’s and Cheng’s projectiles, it’s basically a teleport to safety. Versus counter players like Jubei, it forces a whiff and hands you a free throw. On stages like Big Bear’s “ring,” it looks like there’s no space—but that second line still exists, and the best corner escape is a plane shift, not a jump that gets sniped.
Remember one more “FF2” quirk: long animations leave fat recovery. Bait Mai’s spin—switch—return—take the punish. Same deal with Kim after his dive, and Joe after a missed Slash Kick. We’ve already broken down two-plane fundamentals in /gameplay/, but for a clean clear keep one rule in mind: see a long animation—step to the back line and prep the return.
The boss quartet
Billy Kane keeps you at arm’s length. Don’t “jump from downtown”: the staff will clip you before liftoff. Hunt for close range: step under a poke into instant sweep, or switch planes during his spin. When he’s twirling right in your face, don’t panic—a short step to the rear plane waits it out; then pop back for a throw. Don’t get herded to the edge—there he carpets you with long pokes without gaps.
Axel Hawk smells blood in the corner. Don’t “fight through” his rush—he wants the clash. Best answers: neutral jump heavy kick to stuff the entry, or a plane switch when you see the obvious run-up. After a blocked dash he’s got big recovery: a guaranteed sweep lands almost every time. Skip the clinch—you’ll get scooped.
Laurence Blood slices distance with lunges. Bloody Saber can be avoided by stepping inside the arm or bailing to the back plane. His nasty trick—max-range lunge timed with your walk-up—dies to a feint: show movement, stop—Laurence sails past—you cash out with a medium kick into a jump-in to keep pressure. If he starts swishing the cape, don’t mash: wait for it to drop, then approach.
Wolfgang Krauser is the exam. Don’t try to hop mid-screen over Blitz Ball—early anti-air will tag you. Safer: switch planes and creep in. When he shoulder-checks, meet him late with a kick or just block and take the sweep punish. The real terror is Kaiser Wave: at red life you’ve got two outs—already be on the back plane and wait it out, or be close enough to step behind him at startup. Don’t drag the round: the longer you stall, the more he pulls out the heavy artillery.
Desperation and closing rounds
In “Garou Densetsu 2,” Desperation Moves unlock at flashing red—everyone gets a comeback card. Inputs are picky, but worth it. Terry Bogard caps strings with Power Geyser—best after a point-blank knockdown so the wave doesn’t sail past. Kim’s got a long guard-crusher in the red—press it only on a confirm so you don’t get blown up. Mai can rob rounds in the corner with her super dash: make them block low first, then finish. Joe’s super kick hits like a truck, but whiff it and you’ll get bodied—use sparingly.
Throwing a raw DM at bosses is sketchy. Versus Billy, fish for a knockdown and plant the super meaty. Versus Axel—only after a blocked rush. With Laurence—when he lands from a lunge. And against Krauser, don’t get greedy: better a guaranteed sweep into a short follow-up than hero-ball into a face-full of Kaiser Wave. For character context and move lists, swing by /history/—we’re staying focused here on a clean clear.
Lastly—about closing the arcade loop in “Legend of the Hungry Wolf.” It’s comfy to finish with the ones who don’t tilt you. If Kim or Mai tax your nerves, slot them earlier and warm up on Cheng and Joe. Don’t fear retries: continue brings you back to the same foe, and each new attempt makes their scripts more readable. Remember the “Fatal Fury 2” mantra: two planes—two chances. Slip away, wait it out, come back—and cash in. That’s how you steal the nastiest rounds, including the Krauser duel that made plenty of players fall for “Fatal Fury 2” in the first place.