Real Bout Garou Densetsu (リアルバウト餓狼伝説) is the sequel to Garou Densetsu 3: Road to the Final Victory. It was ported to the Sega Saturn in 1996 and released exclusively in Japan. Had it been brought to the West, it would have likely been renamed Real Bout Fatal Fury like the other versions of the game.
The Saturn version was only released as a bundle containing a 1MB RAM cart (which is required to run the game).
After the events of Garou Densetsu 3, Geese Howard has obtained the powerful Jin Scrolls and decides to reassert his position as lord of South Town by holding another King of Fighters tournament, intending to take revenge against his old adversary Terry Bogard once and for all.
Gameplay
Character select
Gameplay
Real Bout Garou Densetsu is a fighting game. It retains most of the mechanics of Garou Densetsu 3, such as the three-plane "oversway" battle system, with a main lane for fighting and foreground and background planes for avoiding attacks or leaping towards the opponent, and a grading system for the victor in every round. However, the game reduces the number of attack buttons from four to three: a standard punch and kick button and a "Power Attack" button (which can be either a punch or kick, depending on the character). Desperation moves have been replaced with a Power Gauge, which fills during a match and allows the use of more powerful special abilities when it is full, similar to gauges used in other fighting games. It retains the roster from the previous game but re-adds the fan-favorite characters Billy Kane, Duck King, and Kim Kaphwan.
In the single-player game, after selecting a character to play, the player can choose any character aside from the three bosses (Billy Kane, Ryuji Yamazaki, and Geese Howard) as the first opponent. The game was promoted as being the final showdown against Geese Howard, who appears as the final boss and has not appeared in a Fatal Fury story since. There is no dedicated two-player mode, but a second player can enter the game at any time by pressing START to start a two-player match.
Characters move with and . They dash with or ; dashes can be canceled by tapping in the opposite direction. Characters crouch with and can move forward while crouched with (or when facing left). They jump upward with ; holding jumps higher than tapping . They jump behind and ahead with or . Characters can perform a punch with , a kick with , or a "Power Attack" with . Characters have different attacks depending on whether they are standing, crouching, or jumping. Pressing when far away from an opponent performs a taunt. Every fighter has special techniques performed by inputting specific directions with an attack button.
Characters can block attacks by holding the D-Pad in the opposite direction of the opponent. Blocking while standing guards against high attacks (from a standing or jumping opponent), while blocking while crouched defends against both high and low attacks. Blocking can also be done in midair. Throws that can be performed by holding the D-Pad toward the opponent and pressing the strong attack button while in close range. Many characters have additional throws and grabs that use different button combinations.
Fights take place in three-plane battlegrounds. Players fight primarily in the middle plane but can move (or "sway") into the background with or the foreground with +. The player can perform an attack in a sway plane by pressing any attack button, which returns the character to the main plane. Likewise, the player can attack an opponent who is in a sway plane with . When characters are finished by a move that knocks them into the foreground, they are knocked into the screen. Most stages now have ring-outs, similar to 3D fighting games such as Virtua Fighter. Each side of the stage is guarded by a barrier; if a fighter's attacks force the opponent to hit a barrier enough times, the barrier is destroyed, and a fighter can win by knocking the opponent out of bounds. This is accompanied by a unique animation, such as the opponent falling into water or being knocked into a train car before it leaves. It is possible for both fighters to fall out of bounds. Destroyed barriers remain down for the remainder of the match.
The vitality gauge now has two levels. It is initially colored yellow and fills with red as the fighter takes damage. After it is fully red, it starts to flash and fills with black as the fighter takes damage. The character is defeated when the vitality gauge is fully black. Each character has a Power Gauge that fills as the character performs normal or special techniques. When the gauge is at least half-full, it becomes colored yellow, indicating that the player can perform Break Shots, special counterattacks that can be performed after blocking an attack. When the Power Gauge reaches maximum level while the player still has more than half of the vitality gauge remaining, it enters "S. Power" level and begins to deplete gradually. During this time, the player can perform Break Shots or a Super Power moves, which are powerful moves similar to Desperation moves in the previous games. Using a Super Power move consumes any remaining energy in the Power Gauge. When the Power Gauge reaches maximum level while the player has less than half of the vitality gauge remaining (when the vitality gauge is flashing red), the Power Gauge enters "P. Power" level and gradually drains. In this state, the player can perform both Break Shots and Super Power moves indefinitely until the gauge runs out. The player can also perform a Hidden Power move, an even more powerful special ability (similar to the hidden Desperation moves in the previous game, which consumes the remaining Power Gauge. The contents of the Power Gauge are carried over between rounds but not matches.
Characters
Move lists assume the player is facing right. If facing left, and should be reversed.
All of the characters from Garou Densetsu 3 return, with the bosses now playable. Billy Kane, Duck King, and Kim Kaphwan return from Fatal Fury and Fatal Fury 2.
Several moves have "fake" versions that play the initial animation and sound clip for the move without actually performing the move, in order to bait a response from the opponent.
Terry Bogard
Terry Bogard is a young fighter from South Town who defeated Geese Howard in the first King of Fighters tournament. Geese has resurfaced and seeks revenge against Terry.
Move list (Special moves)
Name
Command
Description
Burn Knuckle
P or POWER +P+K (fake)
Terry leaps forward with a burning fist. The move travels faster and farther when performed with POWER .
Power Wave
P or POWER +P+K (fake)
Terry punches the ground, causing a wave of energy to roll across the floor. When performed with P, the wave sweeps across the entire screen. When performed with POWER , the wave is taller but only travels about three quarters of the width of the screen.
Power Dunk
K
Terry rises into the air with a knee strike, then smashes downward with a burning fist at the peak of the jump.
Rising Tackle
Hold for 2 seconds, then +P
Terry spins into the air while upside down and holding an arm out.
Crack Shoot
K
Terry jumps forward while kicking in a circle.
Passing Sway
SWAY
Terry does an elbow strike, followed by a spinning jump kick, landing in the background plane.
Move list (Command normals)
Name
Command
Description
Rising Upper
+P
Terry performs an uppercut.
Backspin Kick
+K
Terry steps forward with a spinning hook kick, which knocks his opponent into the background plane.
Charging Kick
+ POWER during dash
Terry slides forward with a high kick toward his opponent's face.
Move list (Power moves)
Name
Command
Description
Power Geyser
K+ POWER +K+ POWER (fake)
Terry punches the ground, causing a geyser of energy to erupt from the ground in front of him.
Hidden: Triple Geyser
POWER
Terry punches the ground, causing three energy gesyers to erupt from the ground in a series, which can juggle the opponent from one into the next.
Andy Bogard
Andy Bogard is Terry's younger brother. He has studied the ninjutsu arts under Mai's grandfather, Hanzo Shiranui.
Move list (Special moves)
Name
Command
Description
Hishoken
P +P+K (fake)
Andy throws a long-ranged burst of ki energy from his hand.
Geki Hishoken
POWER
Andy generates a large ball of ki energy in front of him.
Shoryudan
POWER
Andy jumps into the air while fanning his arms around him.
Zeneiken
P or POWER +P+K (fake)
Andy charges forward while ramming with his shoulder and knee. The move travels faster and farther when performed with POWER and can be followed up with a dashing punch by pressing POWER again during the move.
Kuuhadan
K
Andy launches off the ground with his hands, flying feet-first toward his opponent.
Yami Abise Geri
K
Andy rolls backward with a flaming kick.
Genei Shiranui
SWAY before landing from jump
Andy falls onto the background plane and rolls into a ball, hitting with a low kick that knocks his opponent into the foreground plane.
Shippu Tatsumaki Geri
SWAY
Andy does a jumping kick and lands in the background plane.
Move list (Command normals)
Name
Command
Description
Rising Palm
+P
Andy thrusts upward with a palm.
Abise Keri
+K
Andy performs a cartwheel kick.
Shiranui Kumo Karami
+ POWER in midair
Andy tries to grab his opponent while falling. If he lands on his opponent, he captures them in a chokehold from behind.
Move list (Power moves)
Name
Command
Description
Cho Reppa Dan
Hold for 2 seconds, then +K+ POWER +K+ POWER (fake)
Andy launches off the ground with his hands, flying at his opponent with a flaming kick.
Hidden: Zanei Reppa
POWER
Andy slides forward with a shoulder strike, then launches through the air with a flaming kick.
Joe Higashi
Joe Higashi is a Japanese Muay Thai champion who has been refining his kickboxing techniques in Hong Kong with Cheng Sinzan.
Move list (Special moves)
Name
Command
Description
Hurricane Upper
P or POWER +P+K (fake)
Joe punches into the air, generating a cyclone that moves across the ground. When performed with P, the cyclone moves across the entire screen. When performed with POWER , Joe generates two cyclones that only travel about half the width of the screen.
Baku Retsu Ken
PPPPP
Joe punches rapidly in a cone shape in front of him. While performing this move, Joe can follow up with a downward punch that can hit up to two times with P.
Slash Kick
K +P+K (fake)
Joe turns and launches himself forward with a flaming kick. If it connects, he follows up with an additional kick before landing.
Tiger Kick
K +P+K (fake)
Joe rises diagonally upward with a flaming knee strike.
Ougon no Kakato
K
Joe jumps forward while doing a fiery rolling kick.
Pressure Knee
SWAY
Joe does a knee strike, followed by a standing kick, moving into the foreground plane.
Move list (Command normals)
Name
Command
Description
Hiza Jigoku
+K (close)
Joe grabs and knees his opponent repeatedly.
Vertical Upper
+P
Joe performs an uppercut.
Crouching Upper
+P
Joe strikes upward with an elbow.
Joe Sobat
+K
Joe performs a reverse heel kick, which knocks his opponent into the foreground plane.
Slide Kick
+K
Joe slides forward with a sweep kick, which knocks his opponent over.
Move list (Power moves)
Name
Command
Description
Screw Upper
K+ POWER +K+ POWER
Joe punches into the air, generating a tall inferno that covers the full height of the screen.
Hidden: Slide Screw
POWER
Joe punches into the air, generating a tall inferno that covers the full height of the screen and slides forward across the ground.
Franco Bash
Franco Bash is a retired heavy kickboxing champion who now works as an airplane mechanic.
Move list (Special moves)
Name
Command
Description
Meteor Shot
P +P+K (fake)
Franco punches downward, causing a wave to ripple out on the floor a short distance in front of him.
Double Kong
P or POWER
Franco throws a hook with each hand. The move knocks down the opponent when performed with POWER .
Power Bicycle
K
Franco steps forward and performs a high heel kick, which knocks his opponent into the foreground.
Meteor Tackle
POWER
Franco charges forward with a shoulder ram. It can be followed up with punch that hits up to two additional times by pressing POWER again during the move.
Waving Blow
SWAY
Franco steps into the foreground, then punches while stepping into the background. He can follow up with a punch from the background into the foreground by pressing SWAY again during the move.
Waving Step
Hold for 2 seconds, then +K
Franco steps forward, weaving through his opponent and any attacks. The move can be interrupted with K.
Move list (Command normals)
Name
Command
Description
Bash Tornado
+K
Franco performs a reverse heel kick.
Move list (Power moves)
Name
Command
Description
Final Omega Shot
K+ POWER
Franco punches downward with great force, which knocks his opponent over.
Hidden: Armageddon Buster
POWER
Franco punches and uppercuts his opponent into the air. This move has several follow-ups for additional punches or kicks: the Straight-Up with P, the Back Finish with K, the Tackle with POWER , the Hook with P, the High Kick with K, the Omega Shot with POWER , the Uppercut with P, the Reverse High Kick with K, and the Bicycle with POWER .
Mai Shiranui
Mai Shiranui is a kunoichi and a member of the Shiranui ninja clan. She is the principle inheritor of the Shiranui-ryuu Ninjutsu style, learned from her grandfather, Hanzo.
Move list (Special moves)
Name
Command
Description
Kachousen
P +P+K (fake)
Mai throws her folding fan at her opponent.
Midare Kachousen
POWER
Mai clasps her arms in front of her and throws multiple stacked fans across the screen.
Ryuenbu
P +P+K (fake)
Mai twirls around, whipping her opponent with the sash around her waist, which is set alight.
Hissatu Shinobibachi
P
Mai performs a cartwheel, then drops to the ground with an elbow strike.
Musabi no Mai
+P+K in midair
Mai dives diagonally downward with her arms spread out.
Kagero no Mai
POWER
Mai clasps her hands and creates two flame pillars that revolve around her.
Gen'ei Shiranui
SWAY in midair
Mai lands in the background, then slides into the foreground with a kick.
Move list (Command normals)
Name
Command
Description
Yume Zakura
+ POWER in midair (close)
Mai grabs her opponent in midair, then stands on top of them to slam them to the ground.
Ryu no Mai
+P
Mai spins around and attacks with the sash around her waist.
Backside Kick
+K
Mai slides forward with a high kick.
Move list (Power moves)
Name
Command
Description
Chou Hissatu Shinobibachi
+K+ POWER
Mai does a cartwheel kick, then flies through the air with an elbow strike while flames radiate from her body.
Hidden: Gekka Midare Botan
+ POWER
Mai does a backflip, then flies through the air with an elbow strike while glowing energy radiates from her body.
Bob Wilson
Bob Wilson is a capoeira student of Richard Meyer (from Fatal Fury) and helps him run his Pao Pao Cafe nightclubs.
Move list (Special moves)
Name
Command
Description
Rolling Turtle
K or POWER
Bob does a headspin while kicking outward. When performed with K, he moves forward while spinning. When performed with POWER , he spins in place.
Wild Wolf
Hold for 2 seconds, then +K
Bob rolls forward with a cartwheel kick.
Bison Horn
Hold for 2 seconds, then +K or POWER
Bob does a backflip while kicking.
Monkey Dance
K
Bob rises diagonally upward while spinning his legs around him in kicks.
Move list (Command normals)
Name
Command
Description
Sliding Headbutt
+P
Bob slides forward with a headbutt.
Standing Kick
+K in midair
Bob kicks downward with both legs while falling.
Elephant Tusk
+K
Bob kicks upward from a crouch.
Move list (Power moves)
Name
Command
Description
Dangerous Wolf
K+ POWER
Bob performs multiple advancing cartwheel kicks.
Hidden: Madly Spinning Wolf
POWER +K+ POWER (fake)
Bob hovers in place while spinning around with an outstretched leg.
Billy Kane
Billy Kane is a career criminal and the right-hand man of Geese Howard.
Move list (Special moves)
Name
Command
Description
Whirlwind Cudgel
PPPPP
Billy twirls his cudgel in front of him rapidly.
Mid-Section Club Cruncher
Hold for 2 seconds, then +P
Billy whips his cudgel in front of him, and it expands across the screen. It can be made flaming by quickly following up with + POWER before the move hits.
Swallow Drop
P
Billy whips his cudgel diagonally upward, and it expands into the air.
Super Pursuit Cudgel
K +P+K (fake)
Billy vaults into the air with his cudgel, then drops back to the ground while spinning his cudgel and performing a dive kick.
Fire Dragon Pursuit Club
K
Billy holds his cudgel in front of him. If his opponent hits him with a standing attack while he is doing this, he follows up with two alternating strikes using his cudgel, each of which can hit up to three times.
Water Dragon Pursuit Club
POWER
Billy holds his cudgel in front of him. If his opponent hits him with a jumping attack while he is doing this, he follows up with two alternating strikes using his cudgel, each of which can hit up to three times.
Move list (Command normals)
Name
Command
Description
Jigoku Otoshi
+K (close)
Billy lifts his opponent into the air with his cudgel and stabs them repeatedly.
Super Torso Thrust
+P
Billy thrusts his cudgel forwards.
Move list (Power moves)
Name
Command
Description
Super Fire Wheel
K+ POWER
Billy twirls his cudgel in front of him while the ends are on fire, creating a circle of flame that rolls forward a short distance.
Hidden: Red Lotus Killer Cudgel
POWER
Billy jumps into the air, striking with his flaming cudgel.
Hon-Fu
Hon-Fu is a nunchaku-wielding detective from Hong Kong.
Move list (Special moves)
Name
Command
Description
Honoo no Taneuma
PPPPP
Hon-Fu flails his nunchaku around him on each side, ending by swinging both flaming nunchaku down to the ground if the player keeps pressing P; otherwise, Hon-Fu hits himself with his nunchaku and is vulnerable for a moment. If the opponent is hit, they are swept into the nunchaku and tossed between them.
Seikuu Rekka Kon
P +P+K (fake)
Hon-Fu rises into the air while swinging a flaming nunchaku upward.
Denkou Sekka no Ten
Hold for 2 seconds, then +K +P+K
Hon-Fu rolls forward along the ground, which damages opponents in the way. He can finish with a headbutt by pressing PPPPP.
Denkou Sekka no Chi
K
Hon-Fu somersaults forward, coming down while swinging his nunchaku.
Hisshou Gyakushuukyaku
POWER
Hon-Fu jumps to the edge of the screen behind him while spinning his nunchaku, then bounces off the screen and falls diagonally downward while kicking and spinning his nunchaku.
Kuuron no Yomi
POWER against grounded opponent
Hon-Fu kicks upward from a crouch. If he hits a grounded opponent, he blocks multiple attacks from his opponent, then counters with a high kick that sends his opponent spinning away.
Kokuryuu
POWER against airborne opponent
Hon-Fu kicks upward from a crouch. If he hits an airborne opponent, he follows up with a series of kicks while flying forwards, ending with a backflip kick.
Move list (Command normals)
Name
Command
Description
Keiraku Randa
+ POWER (close)
Hon-Fu jumps on top of his opponent and hits them multiple times.
Fumikomi Sokugeri
+K
Hon-Fu steps forward with a high kick.
Haetataki
+P
Hon-Fu whips his nunchaku diagonally upward.
Move list (Power moves)
Name
Command
Description
Bakuhatsu Goroo
K+ POWER
Hon-Fu advances forward while swinging his nunchaku, finishing by jumping with a flaming nunchaku.
Hidden: Cadenza no Arashi
POWER
Hon-Fu dashes forward, then performs a barrage of attacks, finishing by jumping with a flaming nunchaku.
Ryuji Yamazaki
Ryuji Yamazaki is a dangerous Japanese criminal who fights with one hand in his pocket.
Move list (Special moves)
Name
Command
Description
Sabaki no Aikuchi
+P or POWER
Ryuji slashes with his knife.
Sadomazo
K
Ryuji taunts his opponent. If his opponent attacks him while he is doing this, he counters with a charging punch.
Hebitsukai
POWER
Ryuji charges his arm. When POWER is released, he performs a fast punch that reaches halfway across the screen. The longer the button is held, the more damage the punch does if it connects. The punch can be direct diagonally upward to hit an airborne opponent by holding when the button is released.
Baigaeshi
POWER
Ryuji swings his hand up, which does no damage but can grab a projectile out of the air and throw it back toward the caster.
Move list (Command normals)
Name
Command
Description
Headbutt
+ POWER (close)
Ryuji grabs and headbutts his opponent repeatedly.
Bussashi
+P
Ryuji punches downward, which hits up to two times and can attack opponents who are crouch-blocking.
Move list (Power moves)
Name
Command
Description
Guillotine
POWER
Ryuji leaps forward, coming down with a flaming fist. If it connects, he drags his opponent along the ground with it before throwing them into the air.
Hidden: Driller
D-Pad in a 360° rotation, then POWER (close)
Ryuji grabs and throws his opponent into the air, then pummels them with multiple strikes upon landing.
Sokaku Mochizuki
Sokaku Mochizuki is a Japanese Buddhist monk whose clan are the ancient enemies of the Shiranui school.
Move list (Special moves)
Name
Command
Description
Makibashi
P +P+K (fake)
Sokaku tosses a set of caltrops on the ground in front of him.
Yaen Kari
P
Sokaku summons miniature versions of himself that swarm and attack his opponent.
Jashin Kon
K
Sokaku spins his shakujo in front of him, which does no damage but can reflect projectiles back to their casters.
Ja Kon Mai
PPPPP
Sokaku creates a shadow clone that advances forward while attacking with his shakujo. The shadow clone can use its shakujo to strike into the air with + POWER , strike from a crouch with + POWER or SWAY , strike downward with + POWER , or strike ahead with + POWER .
Hametsu no Honou
+K
Sokaku transforms into a big ball of fire.
Genmu Jin
P
Sokaku disappears, then reappears falling above his opponent while stabbing with his shakujo.
Higi Kaminari Otoshi
K
Sokaku drives his shakujo into the ground, creating multiple lightning bolts that strike in advancing distances.
Hyoi Dan
POWER
Sokaku summons a demon spirit that punches and screams at his opponent.
Kimon Jin
D-Pad in 360° rotation, then POWER (close)
Sokaku summons a demon spirit that carries his opponent high into the air before slamming them into the ground.
Move list (Command normals)
Name
Command
Description
Mudoh Shibari Nage Nage
+ POWER (close)
Sokaku tosses his opponent with his shakujo. This move can be followed up with + POWER to strike the opponent with the shakujo while on the ground.
Shoten Satsu
+ POWER in midair (close)
Sokaku grabs his opponent in midair and falls to the ground on top of them.
Shakujo Upper
+P
Sokaku thrusts his shakujo high into the air.
Move list (Power moves)
Name
Command
Description
Ikazuchi
K+ POWER
Sokaku drives his shakujo into the ground, summoning a demon spirit in a pillar of lightning.
Hidden: Kishin Shokan
POWER +K+ POWER (fake)
Sokaku drives his shakujo into the ground, summoning a demon spirit that screams at his opponent.
Blue Mary
Blue Mary is a freelance special agent and a practitioner of the grappling style of sambo.
Move list (Special moves)
Name
Command
Description
Spin Fall
P
Mary leaps forward and falls with an axe kick.
Vertical Arrow
K
Mary jumps and kicks diagonally upward. It can be interrupted with a scissor takedown by pressing K again during the move.
Mary Spider
POWER
Mary flips over her opponent, then takes them down with a neck hold.
Straight Slicer
Hold for 2 seconds, then +K
Mary crouches and slides forward with a sweep kick. After knocking her opponent over, she can hit them with a stun gun by pressing K.
Mary Crab Clutch
Hold for 2 seconds, then + POWER
Mary crouches and slides forward, then grabs her opponent with her legs and slams them to the ground and into a hold.
Mary Head Buster
K against grounded attack
Mary taunts her opponent. If she is attacked by a grounded opponent during this, she catches the attack, rolls backward, and throws the opponent high into the air.
Stun Gun Smasher
POWER against airborne attack
Mary taunts her opponent. If she is attacked by an airborne opponent during this, she catches the attack and slams her opponent into the ground while charged with electricity.
Quick Sway
P
Mary dodges a high attack. If close, she can grab her opponent and perform a back drop with + during the quick sway. While the dropping the opponent, she can instead perform a neck lock with +.
Move list (Command normals)
Name
Command
Description
Step Kick
+K
Mary steps forward with a spinning hook kick, followed by a low sweep.
Move list (Power moves)
Name
Command
Description
Mary Typhoon
K+ POWER
Mary jumps onto her opponent's shoulders, grabs their head between her feet, and throws them.
Hidden: Mary Driving Smasher
POWER
Mary grabs her opponent and flips backward, slamming them into the ground with a large explosion on impact.
Kim Kaphwan
Kim Kaphwan is a taekwondo master from Korea who fights in the name of justice.
Move list (Special moves)
Name
Command
Description
Hangetsuzan
K or POWER +P+K (fake)
Kim rolls forward with a somersaulting crescent kick.
Hienzan
Hold for 2 seconds, then +K
Kim flips backward, slicing through the air with a circular kick. He can follow up with a falling kick by pressing +K during the move.
Hishoukyaku
+K in midair
Kim dives diagonally downward, then stomps repeatedly on his opponent.
Kuusajin
P
Kim spins diagonally upward while kicking.
Move list (Command normals)
Name
Command
Description
Nerichagi
+K
Kim lifts his leg high, then comes down with an axe kick that can hit twice.
Low Kick
P+K
Kim does a low kick.
Move list (Power moves)
Name
Command
Description
Hou'ou Tenbukyaku
K+ POWER in midair
Kim drops diagonally downward with a kick. If it connects, he performs multiple backflip kicks in midair, finishing with a spinning kick.
Hidden: Hou'oukyaku
POWER +K+ POWER (fake)
Kim dashes forward, then performs a series of kicks, kicking his opponent into the air with a burst of energy.
Jin Chonrei
Jin Chonrei is the younger twin brother of Jin Chonshu and one of the defenders of the Jin Scrolls.
Move list (Special moves)
Name
Command
Description
Teiou Tengenken
P or POWER +P+K (fake)
Chonrei flings an energy ball across the screen.
Teiou Tenjiken
P or POWER
Chonrei rises into the air while spinning his arms out.
Ryuutenshin
K
Chonrei rolls along the ground. He rolls longer if K is held for longer. This move does no damage but can be used to pass through opponents.
Teiou Tashinken
K after opponent launches projectile
Chonrei crosses his arms, which can reflect projectiles back toward their casters.
Teiou Rojinken
+ POWER
Chonrei throws an energy ball across the screen, which knocks his opponent down on impact, then returns to him. The energy ball heals Chonrei after it returns to him.
Move list (Command normals)
Name
Command
Description
Ryuusatsukyaku
+K
Chonrei steps forward with an axe kick.
Move list (Power moves)
Name
Command
Description
Teiou Shukumyouken
K+ POWER +K+ POWER (fake)
Chonrei throws an energy blast across the screen.
Hidden: Teiou Ryuuseiken
K POWER
Chonrei throws a burst of fire in front of him.
Jin Chonshu
Jin Chonshu is the older twin brother of Jin Chonrei and one of the defenders of the Jin Scrolls.
Move list (Special moves)
Name
Command
Description
Teiou Tengenken
P or POWER +P+K (fake)
Chonshu flings an energy ball across the screen.
Teiou Tenjiken
P or POWER
Chonshu rises into the air while spinning his arms out.
Teiou Shinganken
P, K, or POWER
Chonshu disappears and reappears in the same spot with P, above his opponent with K, or behind his opponent with POWER . When reappearing above his opponent, he can roll into a ball by pressing P, K, or POWER , which damages his opponent when he lands on them.
Move list (Command normals)
Name
Command
Description
Ryuukaitou
+ POWER
Chonshu rolls along the ground a short distance, which can knock down opponents.
Kourinsatsu
+P
Chonshu steps forward and swings his arm downward.
Move list (Power moves)
Name
Command
Description
Teiou Rojinken
K+ POWER +K+ POWER (fake)
Chonshu throws an energy ball across the screen, which knocks his opponent down on impact, then returns to him. The energy ball heals Chonshu after it returns to him.
Hidden: Teiou Shukumyouken
K POWER
Chonshu throws an energy blast across the screen.
Duck King
Duck King is a young fighter who mixes breakdancing into his fighting style.
Move list (Special moves)
Name
Command
Description
Head Spin Attack
P or POWER
Duck King rolls into a ball and flies across the screen like a cannonball. The move travels farther and hits more times when performed with POWER and can be followed up with a downward kick with POWER POWER POWER POWER POWER .
Flying Spin Attack
P in midair
Duck King rolls into a ball and falls diagonally downward.
Break Storm
K
Duck King flies diagonally upward while kicking.
Dancing Dive
K
Duck King flies through the air with a knee strike.
Duck Feint Air
in midair
Duck King puffs his clothes and floats in the air momentarily.
Duck Feint Ground
+ POWER during dash
Duck King slides on his knees, which can pass through his opponent.
Move list (Command normals)
Name
Command
Description
Reverse Breaker
+ POWER in midair (close)
Duck King grabs his opponent in midair and slams them into the ground.
Needle Thrust
+K
Duck King slides along the ground, which can sweep opponents.
Mad Spin Hammer
+P
Duck King pulls his fists back, then smashes them down in front of him.
Move list (Power moves)
Name
Command
Description
Break Spiral
K+ POWER (close)
Duck King kicks his opponent into the air, then attacks them with breakdancing kicks upon landing.
Hidden: Duck Dance
P+K+ POWER +K+ POWER (fake)
Duck King starts to flash, empowering his moves for a duration. He can perform additional special moves while this effect is active: the Break Hurricane with K+ POWER , the Dancing Caliber with K+ POWER , the Rolling Punisher by holding for 2 seconds, then +K+ POWER , and the Diving Punisher with K+ POWER in midair.
Geese Howard
Geese Howard is a crime boss who controls South Town. After obtaining the Jin Scrolls, he reconsolidates his power over South Town and seeks vengeance from the Bogard brothers.
Move list (Special moves)
Name
Command
Description
Reppuuken
P or POWER +P+K (fake)
Geese sends a violent shockwave across the ground. He creates a larger shockwave with POWER , but there is a longer start-up delay.
Shippuuken
P or POWER in midair
Geese throws a fireball diagonally downward. He throws two fireballs downward with POWER .
Jaeiken
Hold for 2 seconds, then +K or POWER +P+K (fake)
Geese dashes forward while generating a fireball in his hands. When performed with K, he throws the fireball after running into his opponent. When performed with POWER , he dashes a longer distance and performs multiple strikes after running into his opponent.
Atemi Nage Joudan
K
Geese catches a jumping attack from his opponent and counters with a throw.
Urakumogakushi
POWER
Geese catches a standing attack from his opponent and counters with a flaming punch.
Move list (Command normals)
Name
Command
Description
Kosatsu Nage
+ POWER (close)
Geese picks up and slams his opponent against the ground behind him. It can be followed up with multiple palm strikes to the opponent's face by pressing + POWER during the move.
Kosatsu Shou
+ POWER (close)
Geese holds his opponent in the air by the neck.
Face Grab
+ POWER (close)
Geese pushes his opponent behind him by the face. It can be changed to a headlock by pressing + POWER after grabbing the opponent.
Shouten Myoujou'uchi
+P
Geese thrusts upward with a palm.
Raiko Mawashi Geri
+K
Geese steps forward with a crescent kick.
Move list (Power moves)
Name
Command
Description
Raging Storm
K+ POWER +K+ POWER (fake)
Geese ducks and calls energy spikes around him.
Hidden: Thunder Break
POWER
Geese ducks and calls down multiple lightning strikes around him.
Hidden: Deadly Rave
+PPK POWER POWER POWER K POWER POWER
Geese performs a series of attacks, ending by throwing a fireball from his hands.
Stages
Instead of each character having a unique stage, there are only five stages. The single-player game is divided into four stages with three opponents each, followed by a fight against the final boss, Geese Howard. As in previous games, every stage has three recolors, but the stage variation changes for each successive opponent rather than each round (with the exception of the final fight against Geese). Geese Tower is the only stage that does not have any ring-outs.
South Town Sound Beach 1
South Town Sound Beach 2
South Town Sound Beach 3
West Subway 1
West Subway 2
West Subway 3
East Side Park 1
East Side Park 2
East Side Park 3
South Town Bridge 1
South Town Bridge 2
South Town Bridge 3
Geese Tower 1
Geese Tower 2
Geese Tower 3
Versions
Real Bout Garou Densetsu was originally released for Neo Geo hardware, before being brought to the Neo Geo CD and eventually, the Saturn and PlayStation. The Saturn conversion is thought to be based on the Neo Geo CD port, complete with added arranged CD audio soundtrack.
The conversions is relatively accurate, however support for stereo audio was dropped for unknown reasons. Music also plays louder than other versions of the game, masking some sound effects (although some may be missing entirely).
Unlike its PlayStation counterpart, the Saturn is able to retain the the full set of Neo Geo animations, does not compromise on audio quality, and loads slightly faster (although both are beaten by the arcade original which has no loading screens at all, and all three load faster than the Neo Geo CD version). The PlayStation does implement versus, survival and tutorial modes not seen in other versions of the game, however.
If the player disables the time limit in the Neo Geo CD version, the Neo Geo logo is used instead of a countdown clock; on the Saturn and PlayStation versions, it is replaced with an infinity symbol (∞).