Combo FAQ - Guide for Capcom vs. SNK

Scroll down to read our guide named "Combo FAQ" for Capcom vs. SNK on Dreamcast (DC), or click the above links for more cheats.

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     C A P C O M  V S  S N K  :  M I L L E N N I U M  F I G H T  2 0 0 0

 T H E  C O M B O  F A Q  O F  T H E  T W E N T Y - F I R S T  C E N T U R Y

               I S S U E - 0 . 4  //  M A R C H  0 1,  2 0 0 1
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 Copyright 2K1 "The KiD"

 The following FAQ you are looking         The most updated issue of the FAQ
 through was made by me, "The KiD"         will be given to www.gamefaqs.com
                 D    first. If found on any other site
 Made for the use of only personal    I    not sited below, it was taken out
 and/or private purposes. Whenever    S    from GameFAQs. That's a no-no. If
 reproduced, electronically is the    C    any game related sites would like
 way it must be done. However, the    L    this FAQ, once written permission
 correctness and accuracy of any &    A    is granted, the FAQ may be posted
 all material listed with this FAQ    I    in full and altered to fit within
 isn't 100% guaranteed. Any errors    M    preferences. This disclaimer plus
 or omissions that inflict damages    E    copyright info must remain in its
 or problems towards anything will    R    original form. Got a problem with
 NOT be the author's fault. That's         any preceding info? Then maybe it
 how affairs work here. Comprende?         would be best to try another FAQ.

   For no reason should this FAQ be used for profitable and/or promotional
   purposes (i.e- published in guides, magazines, hint books, etc). That's
   final.. Along with that note, nor is this document to be given out as a
   sort of gift with purchases. It's not my forte to write all this to get
   others rich. Any who have enough interest in this FAQ and wish to place
   it on their site, send a letter about your webpage (do include the URL)
   and I'll get back to you ASAP. In any other case, the answer's no. N-O.
   Just don't even bother to ask or waste the time writing. All copyrights
   and trademarks are acknowledged that aren't specifically printed within
   this FAQ. Please give credit where it's due.. or I'll find you. Period.
     Plagiarism sucks. "The KiD" has written, so it shall be spoken.  =)

 The Capcom characters are copyright 2000 Capcom Co., Ltd.
 The SNK characters are copyright 2000 SNK Co., Ltd. All rights reserved.

 This FAQ is available at the following places:
--------------------------- Capcom vs. SNK: Millennium Fight 2000 Combo FAQ -
GameFAQS                                                     www.gamefaqs.com

  A note to other sites: DO NOT rip off this document from GameFAQs.com and
  just place it on your webpage. It becomes an annoyance to find my work at
  other locations I KNOW I didn't send it to. With that stated, I take this
  moment to bitch at "Just the FAQs"  that have "stole"
  my 'Groove On Fight' and 'Bulleta' FAQs in the past. If you're that eager
  to have this FAQ as an addition to your site, it's not that hard to write
  a letter and just ask me for it. If you can't do that, make your own FAQ.

                 ..Alright, I'm done ranting and raving. Have a nice day. ^_^
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 • Table of Contents ]-------------------------------------------------------

 Part 1 : Introduction
 Part 2 : Button & Controller Configuration
 Part 3 : Combo Listing Notation
 Part 4 : How to Read the Combos
 Part 5 : Character Combos

    - Balrog / Vega           - Balrog EX               - Benimaru Nikaidou
    - Benimaru Nikaidou EX    - Blanka                  - Blanka EX
    - Cammy                   - Cammy EX                - Chun Li
    - Chun Li EX              - Dhalsim                 - Dhalsim EX
    - Edmond Honda            - Edmond Honda EX         - Geese Howard
    - Geese Howard EX         - Gouki / Akuma           - Guile
    - Guile EX                - Iori Yagami             - Kap Hwan Kim
    - Kap Hwan Kim EX         - Ken Masters             - Ken Masters EX
    - King                    - King EX                 - Kyou Kusanagi
    - Kyou Kusanagi EX        - Mai Shiranui            - Mai Shiranui EX
    - Mike Bison / Balrog     - Mike Bison EX           - Morrigan Aensland
    - Nakoruru                - Orochi Iori             - Raiden
    - Raiden EX               - Rugal Bernstein         - Rugal Bernstein EX
    - Ryou Sakazaki           - Ryou Sakazaki EX        - Ryuu
    - Sagat                   - Sagat EX                - Sakura Kasugano
    - Sakura Kasugano EX      - Satsui no Hadou Ryuu    - Terry Bogard
    - Terry Bogard EX         - Vega / M.Bison          - Vega EX
    - Vice                    - Vice EX                 - Yuri Sakazaki
    - Yuri Sakazaki EX        - Zangief                 - Zangief EX

 Part 6 : Video Bibliography
 Part 7 : Issue Revisions
 Part 8 : Special Thanks
 Part 9 : Final Note

 • Part 1 / Introduction ]---------------------------------------------------

 After being glued to MvC2 and the god that is Street Fighter Zero 3, it was
 hard to go back to this "basic" style of game. No insane juggle or Supers. A
 style that was ... easy to follow. Who would have thought we'd see that
 again, huh? Something to tide us over until SNK releases the sequel. In the
 meantime, enjoy the mayhem. ^_^

                     Share the wealth. Destroy the competition. Losing sucks.

 This FAQ is written with the assumption that you know the basis of terms and
 gameplay for "SNK vs. Capcom Millennium Fight 2000". If not, I advise you to
 look at the FAQs written and posted at  or other gamesites
 first before looking through this one. There is only limited info concerning
 button notation and gaming notes listed within this FAQ.

 Each combo was performed on Ryu unless otherwise stated.

 • Part 2 / Button & Controller Configuration ]------------------------------

   ub    u    uf       Jump Up-Back       Jump Up       Jump Up-Forward
     \   |   /
  b --   N   -- f      Move Back/Block    Neutral       Move Forward/Advance
     /   |   \
   db    d    df       Block Low/Crouch   Crouch        Offensive Crouch

        Reverse left and right if on right side of screen or Player 2.


  L Trigger       R Trigger               LP + HP         LK + HK


         X      Y                                LP     HP


         A      B                                LK     HK

      Button notation can be changed at the Button Config option screen.

 • Part 3 / Combo Listing Notation ]-----------------------------------------

s.    stands for STANDING            c.    stands for CROUCHING
j.    stands for JUMPING             cu.   stands for CROSS-UP

>     indicates the following attack will chain from the previous attack

XX    indicates 2-in-1s or Super Cancels

/\    indicates that you jump after the previous move/command

\/    indicates that you land to the ground after the previous move/command

,     indicates that no special combo method is needed between the two moves

( )   indicates a move that can be added into the combo, but not necessary
      normally used when a certain move may alter the combo

| |   indicated the number of hits a move must hit before moving on

+     stands for "and"

/     stands for "or"

*     stands for new or updated combos/infomation since the last FAQ revision

[Level 1]       - A Type 1 Super
                  Capcom Groove: Perform when Level 1+ with LP / LK.
                  SNK Groove: Perform when "MAX" energy or life is in red.

[Level 2]       - A Type 2 Super (Capcom Groove Only)
                  Capcom Groove: Perform with Level 2+ with HP / HK.

[Level 3/MAX]   - A Type 3 Super
                  Capcom Groove: Perform with Level 3 with LP + HP / LK + HK.
                  SNK Groove: Perform when "MAX" energy and life is in red.

 • Part 4 / How to Read the Combos ]-----------------------------------------

 Combos are listed in descending order by the amount of hits they do. So, the
 high hitting combos are at the top and go down to the smaller ones. If there
 was a way to tell the correct damage, each combo would have been listed that
 way. Below are what parts the combos are broken down into:

      Combo number ---o         o--- Number of hits    o-- Which Groove combo
                       \       /                      /        can be done in
                      [10][04 hit] -- Capcom or SNK Groove
                  o-----  j.HK \/ c.LP > c.LK XX Hadou Ken
                 /        (Jump HK \/ c.LP > c.LK XX qcf + P) ---o
                /                                                 \
           The combo                                        Controller motion
                                                            in which combo is
                                                            done

 There are normally a bunch of notes at the end of the combo section. Before
 a note is the number pertaining to whatever combo(s) it's for. They are
 there for combos that have either complex maneuvers, timing, or a certain
 aspect that needs to be noted due to possible confusion.

 A final point to add. I appreciate anyone submitting combos and info. But if
 you're going to send in something, help me a little and follow these steps:

  1) Check if the combo is listed.
     If it is, don't send it. If it's the same combo, just with one extra hit
     or a substitution of a hit (i.e- replacing j.HP with a j.HK), don't send
     it in. I hate to receive the same combos over and over. Can't credit one
     combo to eight different people.
  2) Make sure the combo -works-!
     Meaning, the moves have to connect one after the other in a manner where
     the opponent CANNOT block in the middle. If the combo doesn't work, then
     why bother wasting your time and mine with it? Make sure each hit better
     link from the last or the combo won't go into the FAQ.
  3) Include any information about the combo that is necessary.
     Believe it or not, there are combos that work on Zangief that won't work
     on Yuri Sakazaki. If a combo works only on a certain character or degree
     (i.e- height) of character, I don't want to sit for long hours and do it
     on someone it's not going to work on. Because if you don't specify, I'll
     assume it was done on Ryu as default.
  4) Please give the number of hits the combo does in all. That way I know if
     I'm doing the combo you're giving to me correctly.

 • Part 5 / Character Combos ]-----------------------------------------------
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  B a l r o g  (Vega in US)                                 kamen no kikoushi
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  B a l r o g  EX  (Vega EX in US)
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  B e n i m a r u  N i k a i d o                             senkou no bigaku
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 [01][18 hit] -- SNK Groove
     Opponent in corner. j.HK \/ s.LP > c.HP XX MAX Rai Kou Ken |10 hit|, Rai
     Kou Ken
     (Jump HK \/ s.LP > c.HP XX qcf,qcf + P, qcf,qcf + P)
     [ from "James Chen Combo Exhibition #1" ]

 [02][14 hit] -- Capcom Groove
     Opponent in corner. j.HK \/ s.HP XX Level 1 Rai Kou Ken |5 hit|, Level 2
     Rai Kou Ken
     (Jump HK \/ s.HP XX qcf,qcf + LP, qcf,qcf + HP)

 [03][12 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP XX Level 1 Rai Kou Ken |5 hit|, Level 1
     Rai Kou Ken
     (Jump HK \/ s.HP XX qcf,qcf + LP, qcf,qcf + LP)

 [04][12 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX Level 3/MAX Rai Kou Ken
     (Jump HK \/ s.HP XX qcf,qcf + PP)

 [05][09 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK > c.HP XX Level 3/MAX Den Ei Spark
     (Jump HK \/ c.LP > c.LK XX qcb,qcb + PP)

 [06][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Iai Geri
     (Jump HK \/ c.LP > c.LK XX qcf + K)

 [07][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK > c.HK
     (Jump HK \/ c.LP > c.LK > c.HK)

 [08][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX Shinkuu Kata Te Goma
     (Jump HK \/ s.HP XX hcb + K)

 [09][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Rai Jin Ken
     (Jump HK \/ s.HP XX qcf + HP)

 -  Once the last hit of the Rai Kou Ken connects, you have
   very little time to do the next Rai Kou Ken before the opponent falls out
   of range.
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  B e n i m a r u  N i k a i d o  EX
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 [01][14 hit] -- Capcom Groove
     Opponent in corner. j.HK \/ s.HP XX Level 1 Rai Kou Ken |5 hit|, Level 2
     Rai Kou Ken
     (Jump HK \/ s.HP XX qcf,qcf + LP, qcf,qcf + HP)

 [02][12 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP XX Level 1 Rai Kou Ken |5 hit|, Level 1
     Rai Kou Ken
     (Jump HK \/ s.HP XX qcf,qcf + LP, qcf,qcf + LP)

 [03][12 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX Level 3/MAX Rai Kou Ken
     (Jump HK \/ s.HP XX qcf,qcf + PP)

 [04][08 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Shinkuu Kata Te Goma
     (Jump HK \/ s.HP XX hcb + HK)

 [05][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Iai Geri
     (Jump HK \/ c.LP > c.LK XX qcf + K)

 [06][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK > c.HK
     (Jump HK \/ c.LP > c.LK > c.HK)

 [07][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Rai Jin Ken
     (Jump HK \/ s.HP XX qcf + HP)

 -  Once the fifth hit of the Rai Kou Ken connects, you have
   very little time to do the next Rai Kou Ken before the opponent hits the
   ground.
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  B l a n k a                                                 yasei no houkou
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 [01][17 hit] -- Capcom
     Opponent in corner. Punch Throw |7 hit|, Level 1 Shout of Earth |4 hit|,
     Level 2 Shout of Earth
     (When close, f + HP (charge db), df,db,uf + LP (charge db), df,db,uf +
     HP)
     [ from "SF2Freak's Combo Exhibition" ]

 [02][04 hit] -- Capcom or SNK Groove
     Stand close. c.LK > c.LK > s.HP |1 hit| XX HP Rolling Attack
     ((charge b) c.LK > c.LK > s.HP XX f + HP)
     [ from "James Chen Combo Exhibition #2" ]

 [03][04 hit] -- Capcom or SNK Groove
     j.HP \/ c.LK > s.HP |1 hit| XX HP Rolling Attack
     (Jump HP (charge b) \/ c.LK > s.HP XX f + HP)
     [ from "James Chen Combo Exhibition #2" ]

 [04][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK > DB + HK XX HP Rolling Attack
     (Jump HK (charge b) \/ c.LK > DB + HK XX f + HP)
     [ from "SF2Freak's Combo Exhibition" ]

 -  You can press the buttons rapidly to add more hits to the punch
   throw. However, don't do that for the first Shout of Earth. There's a last
   hit that pops the opponent up so the second Shout of Earth can connect.
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  B l a n k a  EX
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 [01][04 hit] -- Capcom or SNK Groove
     Stand close. c.LK > c.LK > s.HP |1 hit| XX HP Rolling Attack
     ((charge b) c.LK > c.LK > s.HP XX f + HP)
     [ from "James Chen Combo Exhibition #2" ]

 [02][04 hit] -- Capcom or SNK Groove
     j.HP \/ c.LK > s.HP |1 hit| XX HP Rolling Attack
     (Jump HP (charge b) \/ c.LK > s.HP XX f + HP)
     [ from "James Chen Combo Exhibition #2" ]

 [03][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK > DB + HK XX HP Rolling Attack
     (Jump HK (charge b) \/ c.LK > DB + HK XX f + HP)
     [ from "SF2Freak's Combo Exhibition" ]
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  C a m m y                                      ningen heiki [Lethal Weapon]
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 [01][11 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ DB + HP > DB + HK XX Level 3/MAX Spin Dive
     Smasher
     (Jump HP \/ DB + HP > DB + HK XX qcf,qcf + KK)
     [ from "SF2Freak's Combo Exhibition" ]

 [02][11 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX Level 3/MAX Spin Drive Smasher
     (Jump HK \/ s.HP XX qcf,qcf + KK)

 [03][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX HK Spiral Arrow
     (Jump HK \/ c.LP > c.LK XX qcf + HK)

 [04][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.LK > s.LP XX HK Cannon Spike
     (Jump HP \/ s.LK > s.LP XX f,d,df + HK)
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  C a m m y  EX
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 [01][17 hit] -- Capcom Groove
     Stand close. Level 1 Reverse Shaft Breaker |7 hit| \/ Level 2 Reverse
     Shaft Breaker |6 hit| \/ Level 3 Reverse Shaft Breaker
     (qcb,qcb + LK, qcb,qcb + HK, qcb,qcb + KK)
     [ from Kevin Eav ]

 [02][12 hit] -- Capcom Groove
     j.HK \/ c.HK XX Level 1 Reverse Shaft Breaker |5 hit| \/ Level 2 Reverse
     Shaft Breaker
     (Jump HK \/ s.HK XX qcb,qcb + LK, qcb,qcb + HK)

 [03][11 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ DB + HP > DB + HK XX Level 3/MAX Spin Dive
     Smasher
     (Jump HP \/ DB + HP > DB + HK XX qcf,qcf + KK)
     [ from "SF2Freak's Combo Exhibition" ]

 [04][11 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX Level 3/MAX Spin Drive Smasher
     (Jump HK \/ s.HP XX qcf,qcf + KK)

 [05][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.LK > s.LP XX HK Cannon Spike
     (Jump HP \/ s.LK > s.LP XX f,d,df + HK)

 [06][02 hit] -- Capcom or SNK Groove
     HK Cannon Strike \/ HK Cannon Spike
     (Jump, qcb + HK \/ f,d,df + HK)

 -  As you can see, all three Levels are used in this combo. How
   so?! Well, this combo will really only work in practice mode and/or you
   have a Gameshark where you have infinite Super Combo meter.
 -  Once the c.HK sweeps the opponent into the air, quickly go into
   the Reverse Shaft Breaker to juggle. Tap the buttons rapidly so the
   Reverse Shaft Breaker scores more hits.
 -  The Cannon Strike must hit the lowest point of the opponent
   (i.e- the tip of their foot or lower half of their leg). There is not much
   stun from the Cannon Strike, so Cammy must be as close to landing as
   possible so the Cannon Spike will combo from it.
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  C h u n - L i                                          miwaku no kyakusenbi
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 [01][18 hit] -- SNK Groove
     Opponent in corner. j.HP \/ s.LP > s.LP > s.LK XX MAX Sen Retsu Kyaku |7
     hit|, Ha Zan Ten Shou Kyaku
     (Jump HP (charge b) \/ s.LP > s.LP > s.LK XX f,b,f + K (charge db),
     df,db,uf + K)
     [ from "James Chen Combo Exhibition #1" ]

 [02][16 hit] -- SNK Groove
     Opponent in corner. j.HP \/ c.HP XX MAX Sen Retsu Kyaku |7 hit|, Kikou
     Shou |4 hit|, Ha Zan Ten Shou Kyaku
     (Jump HP (charge b) \/ c.HP XX f,b,f + K, qcf,qcf + P (charge db),
     df,db,uf + K)
     [ from "SF2Freak's Combo Exhibition" ]

 [03][14 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ s.LP XX Level 1 Sen Retsu Kyaku |5 hit|,
     Level 1 Kikou Shou |4 hit|, Level 1 Ha Zan Ten Shou Kyaku
     (Jump HP (charge b) \/ s.LP XX f,b,f + LK, qcf,qcf + LP (charge db),
     df,db,uf + LK)
     [ from "James Chen Combo Exhibition #2" ]

 [04][09 hit] -- Capcom Groove
     Opponent in corner. Stand close. Kaku Kyaku Raku \/ Level 1 Kikou Shou
     |4 hit|, Level 2 Ha Zan Ten Shou Kyaku
     (DF + LK \/ qcf,qcf + LP (charge db), df,db,uf + HK)
     [ from "SF2Freak's Combo Exhibition" ]

 [05][03 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP Kikou Ken
     (Jump HP \/ s.HP XX hcf + HP)

 -  Once the fifth hit of the Sen Retsu Kyaku connects, you
   have very little time to do the Kikou Shou before the opponent hits the
   ground. Same goes after the Kikou Shou into the Ha Zan Ten Shou Kyaku.
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  C h u n - L i  EX
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  D h a l s i m                                                yoga no kiseki
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 [01][06 hit] -- Capcom or SNK Groove
     Opponent in corner. Stand close. HK Yoga Blast XX Level 3/MAX Yoga
     Volcano
     (hcb + HK XX qcf,qcf + KK)

 [02][06 hit] -- Capcom or SNK Groove
     c.HK XX Level 3/MAX Yoga Volcano
     (c.HK XX qcf,qcf + KK)

 [03][03 hit] -- Capcom or SNK Groove
     j.B + HP \/ B + HP XX HP Yoga Fire
     (Jump B + HP \/ b + HP XX qcf + HP)

 [04][02 hit] -- Capcom or SNK Groove
     Dhalsim 1/2 screen away. LP Yoga Fire, s.HP
     (qcf + LP, s.HP)

 -  Combo also works on jumping opponents in the corner.
 -  Once the c.HK sweeps the opponent into the air, quickly go into
   the Yoga Volcano to juggle.
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  D h a l s i m  EX
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 [01][06 hit] -- Capcom or SNK Groove
     Opponent in corner. Stand close. Yoga Flame XX Level 3/MAX Yoga Tempest
     (hcf + P XX hcf,hcf + KK)

 [02][06 hit] -- Capcom or SNK Groove
     Opponent in corner. Stand close. Yoga Blast XX Level 3/MAX Yoga Tempest
     (hcf + K XX hcf,hcf + KK)

 [03][02 hit] -- Capcom or SNK Groove
     Dhalsim 1/2 screen away. LP Yoga Fire, F + HP
     (qcf + LP, F + HP)

 -  Combo also works on jumping opponents in the corner.
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  E d m o n d  H o n d a                                   goukai sumou power
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  E d m o n d  H o n d a  EX
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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  G e e s e  H o w a r d                                      aku no charisma
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 [01][06 hit] -- Capcom or SNK Groove
     c.LK > c.HK XX Level 3/MAX Raging Storm
     (c.LK > c.HK XX db,hcb,df + PP)
     [ from "James Chen Combo Exhibition #1" ]

 -  Once the c.HK sweeps the opponent into the air, quickly go into
   the Raging Storm to juggle.
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  G e e s e  H o w a r d  EX
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 [01][06 hit] -- Capcom or SNK Groove
     c.LK > c.HK XX Level 3/MAX Raging Storm
     (c.LK > c.HK XX db,hcb,df + PP)
     [ from "James Chen Combo Exhibition #1" ]

 -  Once the c.HK sweeps the opponent into the air, quickly go into
   the Raging Storm to juggle.
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  G o u k i  (Akuma in US)
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 [01][09 hit] -- Capcom or SNK Groove
     j.HK XX Level 3/MAX Tenma Gou Zan Kuu
     (Jump HP XX qcf,qcf + PP)
     [ from "James Chen Combo Exhibition #2" ]

 [02][08 hit] -- Capcom Groove
     j.LK XX Tatsumaki Zankuu Kyaku |1 hit| \/ /\ Tatsumaki Zankuu Kyaku |2
     hit| \/ Level 2 Messatsu Gou Shou Ryuu
     (j.LK XX qcb + K \/ /\ qcb + K \/ qcf,qcf + HP)
     [ from "James Chen Combo Exhibition #1" ]

 -  After landing from the second Tatsumaki Zankuu Kyaku, wait a
   split second so he opponent falls about Gouki's head height before you
   cancel into the Messatsu Gou Shou Ryuu. You won't whiff the juggle then.
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  G u i l e                                                 onsoku no ryoudan
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 [01][15 hit] -- SNK Groove
     cu.LK \/ c.LP > c.LP > c.LK XX MAX Somersault Strike |8 hit| \/
     Somersault Strike
     (Cross-up LK (charge db) \/ c.LP > c.LP > c.LK XX df,db,uf + K (charge
     db) \/ df,db,uf + K)
     [ from "James Chen Combo Exhibition #1" ]

 [02][14 hit] -- SNK Groove
     Opponent in corner. Full screen away. LP Sonic Boom (dash forward) /\
     j.HP \/ s.HP XX MAX Total Wipeout |5 hit| \/ Somersault Strike |4 hit|
     \/ Somersault Strike
     (charge b,f + LP (f,f) /\ Jump HP (charge b) \/ s.HP XX f,b,f + P
     (charge db), df,db,uf + K (charge db), df,db,uf + K)
     [ from "SF2Freak's Combo Exhibition" ]

 [03][12 hit] -- Capcom Groove
     Opponent in corner. Guile 1/2 screen away. LP Sonic Boom, (roll) c.LP >
     c.LP > c.LK XX Level 2 Somersault Strike |5 hit| \/ Level 1 Somersault
     Strike
     (charge b,f + LP (charge db), (LP + LK) c.LP > c.LP > c.LK XX df,db,uf +
     HK (charge db) \/ df,db,uf + LK)
     [ from "James Chen Combo Exhibition #1" ]

 [04][07 hit] -- Capcom or SNK Groove
     Opponent in corner. Guile 3/4 screen away. LP Sonic Boom (dash forward)
     /\ j.HP \/ s.LP XX LP Sonic Boom, c.LP > c.LP XX HK Somersault Kick
     (charge b,f + LP (f,f) /\ Jump HP (charge b) \/ s.LP XX f + LP, c.LP >
     c.LP XX u + HK)

 [05][04 hit] -- Capcom or SNK Groove
     j.HP \/ c.LK > c.LP XX HK Somersault Kick
     (Jump HP (charge d) \/ c.LK > c.LP XX u + HK)

 -  Roll immediately after the Sonic Boom is released to hit the
   opponent with the Jab just as the Sonic Boom connects.
 -  As you let the first Sonic Boom go, super jump over and hit the
   opponent with the HP. While Guile is in the air, hold back to begin
   charging for the second Sonic Boom. The c.LPs will link as the opponent is
   in stun; doubling as charging for you to conclude with a Somersault Kick.
   The combo works better on large opponents.
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  G u i l e  EX
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 [01][15 hit] -- SNK Groove
     cu.LK \/ c.LP > c.LP > c.LK XX MAX Somersault Strike |8 hit| \/
     Somersault Strike
     (Cross-up LK (charge db) \/ c.LP > c.LP > c.LK XX df,db,uf + K (charge
     db) \/ df,db,uf + K)
     [ from "James Chen Combo Exhibition #1" ]

 [02][12 hit] -- Capcom Groove
     Opponent in corner. Guile 1/2 screen away. LP Sonic Boom, (roll) c.LP >
     c.LP > c.LK XX Level 2 Somersault Strike |5 hit| \/ Level 1 Somersault
     Strike
     (charge b,f + LP (charge db), (LP + LK) c.LP > c.LP > c.LK XX df,db,uf +
     HK (charge db) \/ df,db,uf + LK)
     [ from "James Chen Combo Exhibition #1" ]

 [03][07 hit] -- Capcom or SNK Groove
     Opponent in corner. Guile 3/4 screen away. LP Sonic Boom (dash forward)
     /\ j.HP \/ s.LP XX LP Sonic Boom, c.LP > c.LP XX HK Somersault Kick
     (charge b,f + LP (f,f)/\ Jump HP (charge b) \/ s.LP XX f + LP, c.LP >
     c.LP XX u + HK)

 [04][04 hit] -- Capcom or SNK Groove
     j.HP \/ c.LK > c.LP XX HK Somersault Kick
     (Jump HP (charge d) \/ c.LK > c.LP XX u + HK)

 -  Roll immediately after the Sonic Boom is released to hit the
   opponent with the Jab just as the Sonic Boom connects.
 -  As you let the first Sonic Boom go, super jump over and hit the
   opponent with the HP. While Guile is in the air, hold back to begin
   charging for the second Sonic Boom. The c.LPs will link as the opponent is
   in stun; doubling as charging for you to conclude with a Somersault Kick.
   The combo works better on large opponents.
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  I o r i  Y a g a m i                                     hukushuu no shi en
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 [01][19 hit] -- SNK Groove
     MAX Ura Hyaku Hachi Shiki: Ya Sakazuki |5 hit|, s.HP XX MAX Kin Sen Ni
     Hyaku Juu Isshiki: Ya Otome
     (qcb,hcf + P, s.HP XX qcf,hcb + P)

 [02][16 hit] -- Capcom Groove
     Level 1 Ura Hyaku Hachi Shiki: Ya Sakazuki |3 hit|, s.HP XX Level 2 Kin
     Sen Ni Hyaku Juu Isshiki: Ya Otome
     (qcb,hcf + LP, s.HP XX qcf,hcb + HP)

 [03][15 + 01 hit] -- Capcom or SNK Groove
     Opponent in corner. Iori 1/4 screen away. c.HK, LP Hyaku Hachi Shiki:
     Yami Barai, s.HP XX Level 3/MAX Kin Sen Ni Hyaku Juu Isshiki: Ya Otome
     (c.HK, qcf + LP, s.HP XX qcf,hcb + PP)
     [ from "James Chen Combo Exhibition #1" ]

 [04][12 hit] -- Capcom or SNK Groove
     Stand close. Kuru Kaze, c.LP > c.LK XX Level 1 Kin Sen Ni Hyaku Juu
     Isshiki: Ya Otome
     (hcb,f + P, c.LP > c.LK XX qcf,hcb + LP)
     [ from "James Chen Combo Exhibition #2" ]

 [05][06 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX HP Hyaku Ni Juu Nana Shiki: Aoi Hana (x3)
     (Jump HK \/ c.LP > c.LK XX qcb + HP (x3))

 [06][05 hit] -- Capcom or SNK Groove
     Stand close. Kuzu Kaze, s.HP XX HP Hyaku Ni Juu Nana Shiki: Aoi Hana
     (x3)
     (hcb,f + P, s.HP XX qcb + HP (x3))

 [07][05 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP Hyaku Ni Juu Nana Shiki: Aoi Hana (x3)
     (Jump HP \/ s.HP XX qcb + HP (x3))

 [08][05 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP Hyaku Shiki: Oni Yaki
     (Jump HP \/ s.HP XX f,d,df + HP)

 [09][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Ni Kyaku Juu Ni Shiki: Kotozuki In
     (Jump HK \/ s.HP XX hcb + HK)

 [10][03 hit] -- Capcom or SNK Groove
     Full screen away. LP Hyaku Hachi Shiki: Yami Barai, HK Ni Kyaku Juu Ni
     Shiki: Kotozuki In
     (qcf + LP, hcb + HK)

 -  As soon as the Ya Sakazuki hits, immediately start charging the
   super meter again. But the time the meter if full, the Ya Sakazuki should
   be scoring the fourth or fifth hit.
 -  The c.HK is there to make the Yami Barai hit the back of the
   opponent; thus making it hit late. It'll travel through the opponent and
   only hit when they are fully at their feet again. That gives Iori enough
   time to stand and attack with a s.HP that will combo after the Yami
   Barai's hit.
 -  The Kuzu Kaze only stuns the opponent for a split second
   after Iori switches sides, so you have to hit them with the s.HP quickly.
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  K a p  H w a n  K i m                                   kon shin no sei dou
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*[01][21 hit] -- Capcom or SNK Groove
     cu.HK \/ c.LK > c.LK > c.LP XX Level 3/MAX Hou Ou Kyaku
     (Cross-up HK \/ c.LK > c.LK > c.LP XX qcb,db,f + KK)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

 [02][19 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP |1 hit| XX Level 3/MAX Hou Ou Kyaku
     (Jump HK \/ s.HP XX qcb,db,f + KK)

 [03][12 hit] -- Capcom or SNK Groove
     j.HP XX Level 3/MAX Hou Ou Ten Bu Kyaku
     (Jump HP XX qcf,hcb + KK)
     [ from "James Chen Combo Exhibition #2" ]

 [04][05 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX HK Hi En Zan, Hi En Zan Tsuika Kougeki
     (Jump HK (charge d) \/ c.LP > c.LK XX u + HK, d + HK)

 [05][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK > c.LP > c.HK
     (Jump HK \/ c.LK > c.LP > c.HK)
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  K a p  H w a n  K i m  EX
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*[01][21 hit] -- Capcom or SNK Groove
     cu.HK \/ c.LK > c.LK > c.LP XX Level 3/MAX Hou Ou Kyaku
     (Cross-up HK \/ c.LK > c.LK > c.LP XX qcb,db,f + KK)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

*[02][18 hit] -- Capcom Groove
     cu.HK \/ c.LP > c.LK XX Level 2 Hou Ou Hiten Kyaku, Level 1 Hou Ou Kyaku
     (Cross-up HK \/ c.LP > c.LK XX qcf,qcf + HK, qcb,db,f + LK)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

 [03][17 hit] -- Capcom Groove
     j.HK \/ s.LK XX Level 2 Hou Ou Hiten Kyaku, Level 1 Hou Ou Kyaku
     (Jump HK \/ s.LK XX qcf,qcf + HK, qcb,db,f + LK)
     [ from "HououKen" ]

*[04][07 hit] -- Capcom or SNK Groove
     cu.HK \/ c.LK > c.LK > c.LP > c.HK XX HP Kuu Sa Jin
     (Cross-up HK \/ c.LK > c.LK > c.LP> c.HK XX u + HP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

*[05][06 hit] -- Capcom or SNK Groove
     cu.HK \/ s.LK XX Level 2 Hou Ou Hiten Kyaku, Level 1 Hou Ou Hiten Kyaku,
     HP Kuu Sa Jin
     (Cross-HK \/ s.LK XX qcf,qcf + HK, qcf,qcf + LK (charge d), u + HP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

*[06][06 hit] -- Capcom or SNK Groove
     cu.HK \/ c.LP > s.LK XX HP Kuu Sa Jin
     (Cross-up HK (charge d) \/ c.LP > s.LK XX u + HP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

 -  The Hou Ou Kyaku will catch opponent as they are falling.
*-  Remember that trick from old school SF2 for Guile? Where you
   can do a crouching attack into a standing one and still perform the Flash
   Kick? The same principle works here. Press LK just as you roll the control
   pad/joystick neutral, pressing up immediately after plus HP to get the Kuu
   Sa Jin.
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  K e n  M a s t e r s                                     hi en no shou ryuu
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 [01][17 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ s.LP XX LP Shou Ryuu Ken \/ Level 3/MAX Shin
     Ryuu Ken
     (Jump HP \/ s.LP XX f,d,df + P \/ qcf,qcf + KK)
     [ seen in "James Chen Combo Exhibition #1" ]

 [02][17 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK > c.HK XX Level 3/MAX Shin Ryuu Ken
     (Jump HK \/ c.LK > c.HK XX qcf,qcf + KK)
     [ from "James Chen Combo Exhibition #1" ]

 [03][14 hit] -- Capcom Groove
     Opponent near corner. j.LK XX Tatsumaki Senpuu Kyaku |1 hit| \/ c.LK >
     c.HK XX Level 1 Shou Ryuu Reppa |3 hit| \/ Level 2 Shin Ryuu Ken
     (j.LK XX qcb + K \/ c.LK > c.HK XX qcf,qcf + LP \/ qcf,qcf + HK)
     [ from "James Chen Combo Exhibition #1" ]

 [04][13 hit] -- Capcom Groove
     Opponent in corner. j.HP \/ s.LP XX LP Shou Ryuu Ken \/ Level 1 Shou
     Ryuu Reppa |3 hit| \/ Level 2 Shin Ryuu Ken
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,qcf + LP \/ qcf,qcf + HK)
     [ seen in "SF2Freak's Combo Exhibition" ]

 [05][13 hit] -- Capcom or SNK Groove
     cu.HK \/ c.LK > c.LP > c.LK > DB + HK XX Shippuu Jinrai Kyaku
     (Cross-up HK \/ c.LK > c.LP > c.LK > DB + HK XX qcb,qcb + K)
     [ from "James Chen Combo Exhibition #1" ]

 [06][12 hit] -- Capcom or SNK Groove
     Ken in corner. Opponent 1/3 screen from corner. cu.HK \/ c.LK > c.LK >
     c.HK XX Shippuu Jinrai Kyaku
     (Cross-up HK \/ c.LK > c.LK > c.HK XX qcb,qcb + K)
     [ from "SF2Freak's Combo Exhibition" ]

 [07][09 hit] -- Capcom Groove
     Opponent 1/3 screen from corner. j.HP \/ s.LP XX LP Shou Ryuu Ken \/
     Level 2 Shou Ryuu Reppa |4 hit| \/ Level 1 Shin Ryuu Ken
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,qcf + HP \/ qcf,qcf + LK)

 [08][09 hit] -- SNK Groove
     Opponent in corner. j.HP \/ s.LP XX LP Shou Ryuu Ken \/ Shou Ryuu Reppa
     |3 hit| \/ Shin Ryuu Ken
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,qcf + P \/ qcf,qcf + K)

 [09][07 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Level 1 Shou Ryuu Reppa
     (Jump HK \/ c.LP > c.LK XX qcf,qcf + LP)

 [10][07 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Tatsumaki Senpuu Kyaku
     (Jump HK \/ s.HP XX qcb + HK)

 [11][05 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP XX HP Shou Ryuu Ken
     (Jump HK \/ s.LP XX f,d,df + HP)

 [12][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK > DB + HK XX Hadou Ken
     (Jump HK \/ c.LK > DB + HK XX qcf + P)

 [13][04 hit] -- Capcom or SNK Groove
     j.HP \/ c.LK > c.HP XX Hadou Ken
     (Jump HP \/ c.LK > c.HP XX qcf + P)

 [14][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Hadou Ken
     (Jump HK \/ c.LP > c.LK XX qcf + P)

 [15][03 hit] -- Capcom or SNK Groove
     j.HP \/ c.HP XX Hadou Ken
     (Jump HP \/ c.HP XX qcf + P)

 -  Tap the buttons rapidly so the Shin Ryuu Ken
   scores more hits.
 -  The LP Shou Ryuu Ken pops the opponents into the air
   at the perfect height to allow Ken to land and cancel into a Shou Ryuu
   Reppa. That will catch the opponent and juggle them.
 -  Once the c.HK sweeps the opponent into the air, quickly go
   into the Shin Ryuu Ken to juggle.
 -  The reason for the specific distance is because once you get
   to the Shou Ryuu Reppa's second loop, Ken would have juggled his opponent
   into the corner. Thus, they fall down straight and Ken can land and juggle
   the opponent again with the Shin Ryuu Ken.
 -  The Shippuu Jinrai Kyaku needs a Level 3/MAX to perform.
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  K e n  M a s t e r s  EX
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 [01][09 hit] -- Capcom Groove
     Opponent 1/4 screen from corner. j.HP \/ s.LP XX LP Shou Ryuu Ken \/
     Level 1 Shou Ryuu Reppa |3 hit| \/ Level 2 Shou Ryuu Reppa
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,qcf + LP \/ qcf,qcf + HP)

 [02][07 hit] -- Capcom Groove
     j.HP \/ s.LP XX LP Shou Ryuu Ken \/ Level 2 Shou Ryuu Reppa
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,qcf + HP)

 [03][07 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Level 1 Shou Ryuu Reppa
     (Jump HK \/ c.LP > c.LK XX qcf,qcf + LP)

 [04][07 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Tatsumaki Senpuu Kyaku
     (Jump HK \/ s.HP XX qcb + HK)

 [05][05 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP XX HP Shou Ryuu Ken
     (Jump HK \/ s.LP XX f,d,df + HP)

 [06][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK > DB + HK XX Hadou Ken
     (Jump HK \/ c.LK > DB + HK XX qcf + P)

 [07][04 hit] -- Capcom or SNK Groove
     j.HP \/ c.LK > c.HP XX Hadou Ken
     (Jump HP \/ c.LK > c.HP XX qcf + P)

 [08][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Hadou Ken
     (Jump HK \/ c.LP > c.LK XX qcf + P)

 [09][03 hit] -- Capcom or SNK Groove
     j.HP \/ c.HP XX Hadou Ken
     (Jump HP \/ c.HP XX qcf + P)

 -  The LP Shou Ryuu Ken pops the opponents into the air at the
   perfect height to allow Ken to land and cancel into a Shou Ryuu Reppa.
   That will catch the opponent and juggle them.
 -  The reason for the specific distance is because once you get to
   the Shou Ryuu Reppa's second loop, Ken would have juggled his opponent
   into the corner. Thus, they fall down straight and Ken can land and juggle
   the opponent again with the Shin Ryuu Ken.
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  K i n g                                                   juugeki no reijin
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 [01][16 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP XX HK Trap Shot |10 hit|, Surprise Rose
     (Jump HK \/ s.HP XX b,d,db + HK, f,d,df + K)

 [02][14 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP XX HK Trap Shot |10 hit|, Level 1
     Silent Flash
     (Jump HK \/ s.HP XX b,d,db + HK, qcb,qcb + LK)

 [03][14 hit] -- Capcom or SNK Groove
     Opponent in corner. Full screen away. LK Venom Strike, Level 3/MAX
     Illusion Dance
     (qcf + LK, qcf,hcb + KK)

 [04][13 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX Level 3/MAX Silent Flash
     (Jump HK \/ s.HP XX qcb,qcb + KK)

 [05][12 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.LK XX LK Trap Shot |6 hit|, Surprise Rose
     (Jump HK \/ s.LK XX b,d,db + LK, f,d,df + K)

 [06][11 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ c.LK > s.LP XX LK Trap Shot |6 hit|, Level 1
     Silent Flash
     (Jump HP \/ c.LK > s.LP XX b,d,db + LK, qcb,qcb + LK)
     [ from "SF2Freak's Combo Exhibition" ]

 [07][10 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.LK XX LK Trap Shot |6 hit|, Level 1 Silent
     Flash
     (Jump HK \/ s.LK XX b,d,db + LK, qcb,qcb + LK)

 [08][07 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP XX Surprise Rose
     (Jump HK \/ s.LP XX f,d,df + K)

 [09][06 hit] -- Capcom or SNK Groove
     Opponent in corner. HP Throw |2 hit|, Surprise Rose
     (When close, f + HP, f,d,df + K)

 [10][06 hit] -- Capcom or SNK Groove
     j.HK \/ c.HK XX Surprise Rose
     (Jump HK \/ c.HK XX f,d,df + K)

 [11][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.HK XX Level 1 Silent Flash
     (Jump HK \/ c.HK XX qcb,qcb + LK)

 [12][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Double Strike
     (Jump HK \/ s.HP XX qcf,qcf + HK)

 [13][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Tornado Kick
     (Jump HK \/ s.HP XX hcb + HK)

 [14][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Venom Strike
     (Jump HK \/ s.HP XX qcf + HK)

 -  Once the c.HK sweeps the opponent into the air, quickly go
   into the Surprise Rose / Silent Flash to juggle; respectively.
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  K i n g  EX
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 [01][19 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP XX HK Trap Shot |10 hit|, Level 3/MAX
     Double Strike
     (Jump HK \/ s.HP XX b,d,db + HK, f,b,f,df,d + KK)

 [02][17 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX HK Moushuu Kyaku |7 hit|, Level 3/MAX Double
     Strike
     (Jump HK \/ c.LP > c.LK XX qcb + HK, f,b,f,df,d + KK)

 [03][14 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP XX HK Trap Shot |10 hit|, HK Tobi 2 Dan
     Hiza Geri
     (Jump HK \/ s.HP XX b,d,db + HK, f,d,df + HK)

 [04][14 hit] -- Capcom or SNK Groove
     Opponent in corner. Full screen away. LK Venom Strike, Level 3/MAX
     Illusion Dance
     (qcf + LK, qcf,hcb + KK)

 [05][12 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ c.LP > c.LK XX HK Moushuu Kyaku |7 hit|, HK
     Tobi 2 Dan Hiza Geri
     (j.HK \/ c.LP > c.LK XX qcb + HK, f,d,df + HK)

 [06][10 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.LK XX LK Trap Shot |6 hit|, HK Tobi 2 Dan
     Hiza Geri
     (Jump HK \/ s.LK XX b,d,db + LK, f,d,df + KK)

 [07][10 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX Level 3/MAX Double Strike
     (Jump HK \/ s.HP XX f,b,f,df,d + KK)

 [08][09 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Moushuu Kyaku
     (Jump HK \/ s.HP XX qcb + HK)

 [09][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP XX HK Tobi 2 Dan Hiza Geri
     (Jump HK \/ s.LP XX f,d,df + HK)

 [10][04 hit] -- Capcom or SNK Groove
     Opponent in corner. HP Throw |2 hit|, HK Tobi 2 Dan Hiza Geri
     (When close, f + HP, f,d,df + HK)

 [11][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.HK XX HK Tobi 2 Dan Hiza Geri
     (Jump HK \/ c.HK XX f,d,df + HK)

 [12][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Venom Strike
     (Jump HK \/ s.HP XX qcf + HK)

 -  Immediately after the seventh hit of the Moushuu Kyaku
   connects, perform the Double Strike at the opponent is flying upwards.
   They will fall onto each blast and be juggled.
 -  Once the c.HK sweeps the opponent into the air, quickly go into
   the Tobi 2 Dan Hiza Geri to juggle.
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  K y o u  K u s a n a g i                                   kake agaru guren
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 [01][14 hit] -- Capcom or SNK Groove
     c.LP > c.LP > c.LK XX Level 3/MAX Saishuu Kessen Ougi "Mu Shiki" (San
     Shin Ki no Ichi)
     (c.LP > c.LP > c.LK XX qcf,qcf + PP)
     [ from "Kyo_Kusanagi's Kyou Combo Exhibition" ]

 [02][13 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK XX Level 3/MAX Saishuu Kessen Ougi "Mu Shiki" (San Shin Ki
     no Ichi)
     (Jump HK \/ c.LK XX qcf,qcf + PP)
     [ from "Kyo_Kusanagi's Kyou Combo Exhibition" ]

 [03][08 + 01 hit] -- Capcom or SNK Groove
     Special opponent in corner. c.HK, Level 3/MAX Ura Hyaku Hachi Shiki:
     Orochi Nagi (don't hold button) |2 hit|, c.LK > c.LP > c.HP XX Hyaku Juu
     You Shiki: Ara Gami XX Hyaku Ni Juu Hachi Shiki: Ku Kizu XX Hyaku Juu Ni
     Go Shiki: Nana Se
     (c.HK, qcb,hcf + PP, c.LK > c.LP > c.HP XX qcf + P XX qcf + P XX Press
     K)
     [ from "Kyo_Kusanagi's Kyou Combo Exhibition" ]

 [04][07 hit] -- SNK Groove
     Opponent 1/2 screen from corner. j.LK \/ Level 3/MAX Ura Hyaku Hachi
     Shiki: Orochi Nagi (Kyou on fire; hold button) |1 hit|, (release Orochi
     Nagi) |3 hit|, Saishuu Kessen Ougi "Mu Shiki" (San Shin Ki no Ichi)
     (Jump LK \/ qcb,hcf + P, hold P, (wait 1/2 second) release P, qcf,qcf +
     P)
     [ from "Kyo_Kusanagi's Kyou Combo Exhibition" ]

 [05][06 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK > c.HP XX Hyaku Juu You Shiki: Ara Gami XX Hyaku Ni Juu
     Hachi Shiki: Ku Kizu XX Hyaku Juu Ni Go Shiki: Nana Se
     (Jump HK \/ c.LK > c.HP XX qcf + P XX qcf + P XX Press K)
     [ from "Kyo_Kusanagi's Kyou Combo Exhibition" ]

 [06][06 hit] -- Capcom or SNK Groove
     c.LK > c.LP > c.HP XX Hyaku Juu You Shiki: Ara Gami XX Hyaku Ni Juu
     Hachi Shiki: Ku Kizu XX Hyaku Juu Ni Go Shiki: Nana Se
     (c.LK > c.LP > c.HP XX qcf + P XX qcf + P XX Press K)
     [ from "Kyo_Kusanagi's Kyou Combo Exhibition" ]

 [07][06 hit] -- Capcom or SNK Groove
     c.HK XX Level 3/MAX Ura Hyaku Hachi Shiki: Orochi Nagi (Kyou on fire;
     hold button) |2 hit|, (release Orochi Nagi)
     (c.HK XX qcb,hcf + PP, hold P, (wait 1/2 second) release P)
     [ from "Kyo_Kusanagi's Kyou Combo Exhibition" ]

 [08][05 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX Hyaku Juu Yon Shiki: Ara Gami XX Hyaku Ni Juu Hachi
     Shiki: Ku Kizu XX Hyaku Juu Ni Go Shiki: Nana Se
     (Jump HK \/ s.HP XX qcf + P XX qcf + P XX Press K)

 [09][04 hit + 01 hit] -- Capcom or SNK Groove
     Opponent in corner. c.HK, Level 1 Ura Hyaku Hachi Shiki: Orochi Nagi,
     Level 1 Saishuu Kessen Ougi "Mu Shiki" (San Shin Ki no Ichi)
     (c.HK, qcb,hcf + LP, qcf,qcf + LP)
     [ from "Kyo_Kusanagi's Kyou Combo Exhibition" ]

 [10][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HK Ni Hyaku Juu Ni Shiki: Kotozuki You
     (Jump HP \/ s.HP XX hcb + HK)
     [ seen in "Kyo_Kusanagi's Kyou Combo Exhibition" ]

 [11][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP Hyaku Shiki: Oni Yaki
     (Jump HP \/ s.HP XX f,d,df + HP)

 -  This combo will only work on the following people: Balrog (Vega
   in US), Benimaru Nikaidou, Blanka, Cammy, Edmond Honda, Morrigan Aensland,
   and Zangief. It works about 60% of the time on Raiden. Personally, I don't
   know why there's a certain group of opponents that you can perform this
   on. It seemingly works on thin characters, but as you can see, Honda and
   Zangief are eligable. Once you knock the opponent down with s.HK, perform
   the Orochi Nagi as they hit the ground. They aren't suppose to be hit by
   the flames that surround Kyou. Don't hold the button, allowing the flames
   to be released immediately while the opponent is standing. If timing's
   right, only two of the three hits will connect to set the opponent ablaze.
   Plus, they won't fall down; allowing Kyou to continue the combo.
 -  The flames around Kyou's body will hit the opponent and pop
   them back into the air. Release Punch to unleash the flames and catch them
   as they are falling.
 -  The c.HK is there to make the Orochi Nagi hit the opponent late
   just as the flames are dissipating. It'll hit when they are fully at their
   feet again. That gives Kyou enough time to cancel into "Mu Shiki" to
   juggle from the Orochi Nagi's pop-up.
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  K y o u  K u s a n a g i  EX
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 [01][10 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ c.LK > c.LP > c.LK XX LK Nana Juu Go Shiki:
     Kai |2 hit| \/ Level 3/MAX Ura Hyaku Hachi Shiki: Orochi Nagi (Kyou on
     fire; hold button) |1 hit|, (release Orochi Nagi)
     (Jump HP \/ c.LK > c.LP > c.LK XX qcf + LK,LK \/ qcb,hcf + PP, hold P,
     (wait 1/2 second) release P)
     [ seen in "Kyo_Kusanagi's Kyou Combo Exhibition"; omit j.HP ]

 [02][09 hit] -- Capcom or SNK Groove
     Opponent in corner. Full screen away. LP Hyaku Shiki: Yami Barai (dash
     forward) /\ j.HK \/ c.LK XX LK Nana Juu Go Shiki: Kai |2 hit| \/ Level
     3/MAX Ura Hyaku Hachi Shiki: Orochi Nagi (Kyou on fire; hold button) |1
     hit|, (release Orochi Nagi)
     (qcf + LP (f,f) /\ Jump HK \/ c.LK XX qcf + LK,LK \/ qcb,hcf + PP, hold
     P, (wait 1/2 second) release P)
     [ from "Kyo_Kusanagi's Kyou Combo Exhibition" ]

 [03][09 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ c.LP > s.HP XX LK Nana Juu Go Shiki: Kai |2
     hit| \/ Level 3/MAX Ura Hyaku Hachi Shiki: Orochi Nagi (Kyou on fire;
     hold button) |1 hit|, (release Orochi Nagi)
     (Jump HK \/ c.LK > s.HP XX qcf + LK,LK \/ qcb,hcf + PP, hold P, (wait
     1/2 second) release P)
     [ from "James Chen Kyou Kusanagi Combo Exhibition" ]

 [04][08 hit] -- Capcom or SNK Groove
     Run mode activated. Opponent in corner. Full screen away. LP Hyaku Hachi
     Shiki: Yami Barai, (run forward) c.LK XX LK Nana Juu Go Shiki: Kai |2
     hit| \/ Level 3/MAX Ura Hyaku Hachi Shiki: Orochi Nagi (Kyou on fire;
     hold button) |1 hit|, (release Orochi Nagi)
     (qcf + LP, (f,f) c.LK XX qcf + LK,LK \/ qcb,hcf + PP, hold P, (wait 1/2
     second) release P)
     [ from "Kyo_Kusanagi's Kyou Combo Exhibition" ]

 [05][08 hit] -- Capcom or SNK Groove
     Opponent 1/2 screen from corner. HK Nana Juu Go Shiki: Kai |2 hit| \/
     (walk forward) s.HP XX LK Nana Juu Go Shiki: Kai |1 hit| \/ Level 3/MAX
     Ura Hyaku Hachi Shiki: Orochi Nagi (Kyou on fire; hold button) |1 hit|,
     (release Orochi Nagi)
     (qcf + HK,HK \/ s.HP XX qcf + LK,LK \/ qcb,hcf + PP, hold P, (wait 1/2
     second) release P)
     [ from "James Chen Kyou Kusanagi Combo Exhibition" ]

 [06][08 hit] -- Capcom or SNK Groove
     Opponent 3/4 screen from corner. HK Nana Juu Go Shiki: Kai |2 hit| \/
     (walk forward) LP Hyaku Shiki: Oni Yaki \/ Level 3/MAX Ura Hyaku Hachi
     Shiki: Orochi Nagi (Kyou on fire; hold button) |2 hit|, (release Orochi
     Nagi)
     (qcf + HK,HK \/ f,d,df + LP \/ qcb,hcf + PP, hold P, (wait 1/2 second)
     release P)
     [ from "James Chen Kyou Kusanagi Combo Exhibition" ]

 [07][08 hit] -- Capcom or SNK Groove
     Opponent middle of entire stage. HK Nana Go Juu Shiki: Kai |2 hit| \/ LK
     Nana Go Juu Shiki: Kai |2 hit| \/ Level 3/MAX Ura Hyaku Hachi Shiki:
     Orochi Nagi (Kyou on fire; hold button) |1 hit|, (release Orochi Nagi)
     (qcf + HK,HK \/ qcf + LK,LK \/ qcb,hcf + PP, hold P, (wait 1/2 second)
     release P)
     [ from "Kyo_Kusanagi's Kyou Combo Exhibition" ]

 [08][08 hit] -- Capcom or SNK Groove
     j.HP \/ c.LK XX Level 3/MAX Ura Hyaku Hachi Shiki: Orochi Nagi (Kyou on
     fire; hold button) |3 hit|, (release Orochi Nagi)
     (Jump HP \/ c.LK XX qcf,hcf + PP, hold P, (wait 1/2 second) release P)
     [ from "James Chen Kyou Kusanagi Combo Exhibition" ]

 [09][07 hit] -- Capcom or SNK Groove
     j.HP \/ c.LK > c.LK > c.LK XX HK Hyaku Isshiki: Oboroguruma
     (Jump HP \/ c.LK > c.LK > c.LK XX b,d,db + HK)
     [ from "James Chen Kyou Kusanagi Combo Exhibition" ]

 [10][06 hit] -- Capcom or SNK Groove
     j.HP \/ s.LP > s.LK XX HK Hyaku Isshiki: Oboroguruma
     (Jump HP \/ s.LP s.LK XX b,d,db + HK)
     [ from "Kyo_Kusanagi's Kyou Combo Exhibition" ]

 [11][05 hit] -- Capcom Groove
     Opponent middle of entire stage. HK Nana Juu Go Shiki: Kai |2 hit| \/ LK
     Nana Juu Go Shiki: Kai |2 hit| \/ Level 2 Ura Hyaku Hachi Shiki: Orochi
     Nagi
     (qcf + HK,HK \/ qcf + LK,LK \/ qcb,hcf + HP)
     [ from "James Chen Kyou Kusanagi Combo Exhibition" ]

 [12][05 hit] -- Capcom Groove
     Opponent in corner. Kyou 1/3 screen away. HK Nana Juu Go Shiki: Kai |2
     hit| \/ s.HP XX Level 2 Ura Hyaku Hachi Shiki: Orochi Nagi
     (qcf + HK,HK \/ s.HP XX qcb,hcf + HP)
     [ from "Kyo_Kusanagi's Kyou Combo Exhibition" ]

 [13][05 hit] -- Capcom or SNK Groove
     HK Nana Juu Go Shiki: Kai |2 hit| \/ (walk forward) s.HP XX HK Hyaku
     Isshiki: Oboroguruma
     (qcf + HK,HK \/ s.HP XX b,d,db + HK)
     [ from "James Chen Kyou Kusanagi Combo Exhibition" ]

 [14][04 hit] -- Capcom or SNK Groove
     Opponent screen distance from corner. HK Nana Juu Go Shiki: Kai |2 hit|
     \/ (walk forward) s.HP XX Level 1 Ura Hyaku Hachi Shiki: Orochi Nagi
     (qcf + HK,HK, s.HP XX qcb,hcf + LP)
     [ from "James Chen Kyou Kusanagi Combo Exhibition" ]

 [15][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HK Ni Hyaku Juu Ni Shiki: Kotozuki You
     (Jump HP \/ s.HP XX hcb + HK)

 [16][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP Hyaku Shiki: Oni Yaki
     (Jump HP \/ s.HP XX f,d,df + HP)

 [17][03 hit] -- Capcom or SNK Groove
     Full screen away. LP Hyaku Hachi Shiki: Yami Barai, HK Ni Hyaku Juu Ni
     Shiki: Kotozuki You
     (qcf + LP, hcb + HK)
     [ from "Kyo_Kusanagi's Kyou Combo Exhibition" ]

 -  The flames around Kyou's body will hit the
   opponent and pop them back into the air. Release Punch to unleash the
   flames and catch them as they are falling.
 -  The Dreamcast "Run" feature must be on.
 -  After the first Kai, Kyou and the opponent should be in the
   corner. You can only cancel into the second Kai after Kyou's standing
   close HP. Thus, Kyou has to be right under the opponent as they are
   falling. The second kick from the LK Kai will be the one that hits and
   relaunches the opponent.
 -  The opponent won't be popped off the top of Kyou when he's
   surrounded by flames. Rather, they'll be about their head level to be hit
   with two of the hits before being launched.
 -  The opponent must be practically in the middle of the entire
   stage for this to work. The pair of Kai will eventually drive them into
   the corner and set them up high enough to have Kyou land and nail them
   with the Orochi Nagi.
 -  You must be VERY close to the opponent or the flames from the
   Orochi Nagi's start up won't hit.
 -  The distancing is rather difficult. It has to be set up that
   once Kyou connects with the s.HP after the Kai, the screen slides over and
   the opponent is sent in the corner. You have to cancel into the Orochi
   Nagi as soon as the punch hits so once they fall back toward the ground,
   they can be caught by it.
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  M a i  S h i r a n u i                                    youen naru bu tou
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 [01][13 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK XX Level 3/MAX Chou Hissatsu Shinobi Bachi
     (Jump HK \/ s.HK XX qcb,hcf + KK)

*[02][10 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ c.HP XX LP Ryuu En Bu, Level 3/MAX Chou
     Hissatsu Shinobi Bachi
     (Jump HP \/ c.HP XX qcb + LP, qcb,hcf + PP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

 [03][10 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Level 1 Chou Hissatsu Shinobi Bachi
     (Jump HK \/ c.LP > c.LK XX qcb,hcf + LK)

*[04][08 hit] -- Capcom or SNK Groove
     Mai in corner. Opponent close. HP Masasabi no Mai (to opposite wall) \/
     Level 3/MAX Chou Hissatsu Shinobi Bachi
     (charge d,u + HP \/ qcb,hcf + PP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

 [05][06 hit] -- Capcom or SNK Groove
     j.HK XX Level 3/MAX Shiranui Ryuu Ougi: Beni Suzaku
     (Jump HK XX qcb,qcb + PP)
     [ seen in "James Chen Combo Exhibition #2"; Level 3/MAX replaced by
     Level 2 ]

 [06][05 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ c.LP > c.LK XX HP Ryuu En Bu
     (Jump HK \/ c.LP > c.LK XX qcb + HP)

 [07][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Ryuu En Bu
     (Jump HK \/ s.HP XX qcb + HP)

 [08][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Hissatsu Shinobi Bachi
     (Jump HK \/ s.HP XX hcf + HK)

 [09][03 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP Ka Chou Sen
     (Jump HP \/ s.HP XX qcf + HP)

 [10][02 hit] -- Capcom or SNK Groove
     Opponent in corner. Full screen away. LP Ka Chou Sen, HK Hissatsu
     Shinobi Bachi
     (qcf + LP, hcb + HK)

 -  The Chou Hissatsu Shinobi Bachi acts differently depending on
   when it was cancelled into. Sometimes, the full seven hits from it connect
   to knock the opponent down. Other times, it gets only a few hits to slide
   the opponent backwards as Mai is traveling. Very weird.
*-  You must make Mai fly to the wall over on the opposite side of
   the screen; not the one behind her. When she flies back, she will hit them
   into the corner, enabling her to land to juggle with the Chou Hissatsu
   Shinobi Bachi.
 -  Make the j.HK hit as high on the opponent as possible. That way
   once you cancel into the Beni Suzaku, all five hits will connect.
 -  The Ryuu En Bu hits twice on full. If Mai is not close to
   the opponent, it may just hit only once.
 -  On certain opponents (normally large ones), this combo can be
   done anywhere.
 -  As soon as Mai gets another fan after the Ka Chou Sen, go into
   the Hissatsu Shinobi Bachi to fly over and combo.
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  M a i  S h i r a n u i  EX
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*[01][13 hit] -- Capcom Groove
     j.HK \/ c.LK > c.LK XX Level 2 Chou Hissatsu Shinobi Bachi |8 hit| \/
     Level 1 Sui Chou no Mai
     (Jump HK \/ c.LK > c.LK XX qcb,hcf + HP \/ qcf,qcf + LP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

 [02][13 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK XX Level 3/MAX Chou Hissatsu Shinobi Bachi
     (Jump HK \/ s.HK XX qcb,hcf + KK)

*[03][10 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ c.HP XX LP Ryuu En Bu, Level 3/MAX Chou
     Hissatsu Shinobi Bachi
     (Jump HP \/ c.HP XX qcb + LP, qcb,hcf + PP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

 [04][10 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Level 1 Chou Hissatsu Shinobi Bachi
     (Jump HK \/ c.LP > c.LK XX qcb,hcf + LK)

*[05][09 hit] -- Capcom or SNK Groove
     cu.LK \/ c.LK > s.LK > c.HK XX Level 3/MAX Sui Chou no Mai
     (Cross-up LK \/ c.LK > s.LK > c.HK XX qcf,qcf + PP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

*[06][08 hit] -- Capcom or SNK Groove
     Mai in corner. Opponent close. HP Masasabi no Mai (to opposite wall) \/
     Level 3/MAX Chou Hissatsu Shinobi Bachi
     (charge d,u + HP \/ qcb,hcf + PP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

 [07][07 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX Level 3/MAX Sui Chou no Mai
     (j.HK \/ s.HP XX qcf,qcf + PP)

 [08][05 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ c.LP > c.LK XX HP Ryuu En Bu
     (Jump HK \/ c.LP > c.LK XX qcb + HP)

 [09][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Ryuu En Bu
     (Jump HK \/ s.HP XX qcb + HP)

 [10][03 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP Ka Chou Sen
     (Jump HP \/ s.HP XX qcf + HP)

*-  Opponent can't be close to the corner of the Sui Chou no Mai
   will not all hit.
 -  The Chou Hissatsu Shinobi Bachi acts differently depending on
   when it was cancelled into. Sometimes, the full seven hits from it connect
   to knock the opponent down. Other times, it gets only a few hits to slide
   the opponent backwards as Mai is traveling. Very weird.
 -  The HP Ryuu En Bu hits twice on full. If Mai is not close to
   the opponent, it may just hit only once.
 -  On certain opponents (normally large ones), this combo can be
   done anywhere.
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  M i k e  B i s o n  (Balrog in US)
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 [01][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK > c.LP XX HP Dash Ground Straight
     (Jump HK (charge db) \/ c.LK > c.LP XX df + HP)

 [02][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX HP Buffalo Headbutt
     (Jump HK (charge d) \/ c.LP > c.LK XX u + HP)
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  M i k e  B i s o n  EX  (Balrog EX in US)
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  M o r r i g a n  A e n s l a n d
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 [01][33 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.LK > F + HK |4 hit| XX Darkness Illusion
     (Jump HK \/ s.LK > F + HK XX LP,LP,f,LK,HP)
     [ from "SF2Freak's Combo Exhibition" ]

 [02][25+ hit] -- Capcom or SNK Groove
     (Opponent in/near corner.) Level 3/MAX Valkyrie Turn |20+ hit| \/ c.LP
     |2 hit| > c.LK > c.HK
     (hcf + KK \/ c.LP > c.LK > c.HK)
     [ from "SF2Freak's Combo Exhibition" ]

 [03][23 hit] -- Capcom or SNK Groove
     Opponent in corner. Full screen away. LP Soul Fist, (dash forward) /\
     j.LP XX Kuuchuu Darkness Illusion
     (qcf + LP (f,f) /\ j.LP XX LP,f,LK,HP)
     [ from "SF2Freak's Combo Exhibition" ]

 [04][15+ hit] -- Capcom Groove
     (Opponent in/near corner.) Level 1 Valkyrie Turn |10+ hit| \/ Level 2
     Cardinal Blade
     (hcb + LK \/ qcf,qcf + HP)
     [ from "SF2Freak's Combo Exhibition" ]

 [05][10 hit] -- Capcom Groove
     Opponent in corner. j.HK \/ s.LP XX LP Shadow Blade \/ Level 1 Cardinal
     Blade |6 hit| \/ Level 2 Cardinal Blade
     (Jump HK \/ s.LP XX f,d,df + LP \/ qcf,qcf + LP \/ qcf,qcf + HP)
     [ from "James Chen Combo Exhibition #1" ]

 [06][09 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK > c.HK > DF + HK XX Level 3/MAX Cardinal Blade
     (Jump HK \/ c.LK > c.HK > DF + HF XX qcf,qcf + PP)
     [ from "James Chen Combo Exhibition #1" ]

 -  The Darkness Illusion needs a Level 3/MAX to perform.
 -  Perform the Darkness Illusion motion as Morrigan is spinning.
 -  Depending on the height of the opponent, the more hits
   Morrigan can get from the Valkyrie Turn before she lands. Obviously, the
   more taller they are (i.e- Sagat), the better. The hardest part it to aim
   the Valkyrie Turn to the highest point on the opponent where it won't
   carry Morrigan overhead to whiff. The combo doesn't neccessarily need to
   be done with the opponent in the corner. However, it is easier that way
   since it will hit them immediately as Morrigan pops back on screen.
 -  After you let the Soul Fist go, super jump over and perform the
   Darkness Illusion motion once you're in hitting range so that the LP will
   hit and stun until the command is complete to have the Super connect.
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  N a k o r u r u
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  O r o c h i  I o r i
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 [01][15 + 01 hit] -- Capcom or SNK Groove
     Opponent in corner. Iori 1/4 screen away. c.HK, LP Hyaku Hachi Shiki:
     Yami Barai, s.HP XX Level 3/MAX Kin Sen Ni Hyaku Juu Isshiki: Ya Otome
     (c.HK, qcf + LP, s.HP XX qcf,hcb + PP)
     [ from "James Chen Combo Exhibition #1" ]

 [02][09 hit] -- Capcom Groove
     Iori in corner. Opponent 1/3 screen from corner. Ge Shiki: Yuri Oni \/
     c.LK > s.HP XX HP Hyaku Ni Juu Nana Shiki: Aoi Hana (x2), Level 2 Ura
     Hyaku Shiki: Oni Hono'o
     (Cross-up F + LK \/ c.LK > s.HP XX qcb + HP (x2), qcf,qcf + HP)
     [ from "James Chen Combo Exhibition #1" ]

 [03][06 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX HP Hyaku Ni Juu Nana Shiki: Aoi Hana (x3)
     (Jump HK \/ c.LP > c.LK XX qcb + HP (x3))

 [04][05 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP Hyaku Ni Juu Nana Shiki: Aoi Hana (x3)
     (Jump HP \/ s.HP XX qcb + HP (x3))

 [05][05 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP Hyaku Shiki: Oni Yaki
     (Jump HP \/ s.HP XX f,d,df + HP)

 [06][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Ni Kyaku Juu Ni Shiki: Kotozuki In
     (Jump HK \/ s.HP XX hcb + HK)

 [07][03 hit] -- Capcom or SNK Groove
     Full screen away. LP Hyaku Hachi Shiki: Yami Barai, HK Ni Kyaku Juu Ni
     Shiki: Kotozuki In
     (qcf + LP, hcb + HK)

 -  The c.HK is there to make the Yami Barai hit the back of the
   opponent; thus making it hit late. It'll travel through the opponent and
   only hit when they are fully at their feet again. That gives Iori enough
   time to stand and attack with a s.HP that will combo after the Yami
   Barai's hit.
 -  Iori has a special kick that he can aim back at the opponent if
   he jumps over them. Hold the controller towards the opponent and press LK
   to kick out toward them. The kick, also, will drag them closer to Iori.
   The distance is important because after the second Aoi Hana, the opponent
   has to be in the corner or the Oni Hono'o will miss.
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  R a i d e n                                                    housou train
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 [01][10 hit] -- Capcom or SNK Groove
     cu.D + HP \/ c.LP > c.HP XX LP Combination: Body Blow (Headbutt) |2 hit|
     XX Level 3/MAX Fire Press
     (Cross-up D + HP \/ c.LP > c.HP XX d,b,db + LP, qcb + P XX hcb,hcb + PP)
     [ seen in "James Chen Combo Exhibition #1" ]

 [02][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.LP XX LP Combination: Body Blow (Headbutt)
     (Jump HP \/ s.LP XX b,d,db + LP, qcb + P)

 -  Though it not neccesary for the most part, it might be best to
   make it so Raiden knocks the opponent into the corner after the
   Combination: Body Blow. Therefore, the Fire Press has a higher chance of
   connecting.
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  R a i d e n  EX
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 [01][09 hit] -- Capcom or SNK Groove
     cu.D + HP \/ c.HP XX Level 3/MAX Crazy Train
     (Cross-up D + HP \/ c.HP XX qcf,qcf + PP)
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  R u g a l  B e r n s t e i n                     gyakysatsu no koukyoukyoku
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 [01][10 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Level 3/MAX Genocide Heaven
     (Jump HK \/ c.LP > c.LK XX qcf,qcf + KK)

 [02][09 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK XX Level 3/MAX Genocide Heaven
     (Jump HK \/ s.HK XX qcf,qcf + KK)

 [03][05 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX Level 3/MAX Gigantic Pressure
     (Jump HP \/ s.HP XX qcf,hcb + PP)

 [04][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP God Press
     (Jump HP \/ s.HP XX hcb + HP)

 [05][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK XX Genocide Cutter
     (Jump HK \/ s.HK XX f,d,df + K)

 [06][03 hit] -- Capcom or SNK Groove
     Full screen away. LP Reppuu Ken, HP God Press
     (qcf + LP, hcb + HP)
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  R u g a l  B e r n s t e i n  EX
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 [01][10 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Level 3/MAX Genocide Heaven
     (Jump HK \/ c.LP > c.LK XX qcf,qcf + KK)

 [02][09 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK XX Level 3/MAX Genocide Heaven
     (Jump HK \/ s.HK XX qcf,qcf + KK)

 [03][05 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX Level 3/MAX Gigantic Pressure
     (Jump HP \/ s.HP XX qcf,hcb + PP)

 [04][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK XX Genocide Cutter
     (Jump HK \/ s.HK XX f,d,df + K)
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  R y o u  S a k a z a k i                                     muteki no ryuu
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 [01][18 hit] -- Capcom or SNK Groove
     cu.HK \/ s.LP > s.HP XX Level 3/MAX Ryuu Ko Ranbu
     (Cross-up HK \/ s.LP > s.HP XX qcf,hcb + PP)

 [02][17 hit] -- Capcom or SNK Groove
     Opponent in corner. Ryou 1/2 screen away. Kuuchuu LP Ko Ou Ken \/ s.HK
     XX Level 3/MAX Ryuu Ko Ranbu
     (Mid-air qcf + LP \/ s.HK XX qcf,hcb + PP)

 [03][16 hit] -- Capcom or SNK Groove
     Full screen away. LP Ko Ou Ken, Level 3/MAX Ryuu Ko Ranbu
     (qcf + LP XX qcf,hcb + PP)

 [04][16 hit] -- Capcom or SNK Groove
     j.HK \/ s.LK XX HP Zan Retsu Ken
     (Jump HK \/ s.LK XX f,b,f + HP)

 [05][08 hit] -- Capcom or SNK Groove
     j.HP \/ s.LK > s.LP XX Level 3/MAX Ha Ou Shou Kou Ken
     (Jump HP \/ s.LK > s.LP XX f,hcf + PP)

 [06][07 hit] -- Capcom or SNK Groove
     Opponent in corner. Ryou 1/2 screen away. Kuuchuu LP Ko Ou Ken \/ s.HK
     XX Level 3/MAX Ha Ou Shou Kou Ken
     (Mid-air qcf + LP \/ s.HK XX f,hcf + PP)

 [07][03 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX Ko Ou Ken
     (Jump HP \/ s.HP XX qcf + P)

 -  Ryou must jump towards the opponent at the beginning. It
   might even be better to super jump to get maximum height. Perform the Ko
   Ou Ken at the peak of Ryou's jump. That allows time to have Ryou land as
   the Ko Ou Ken hits so the s.HK can link from it.
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  R y o u  S a k a z a k i  EX
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 [01][18 hit] -- Capcom or SNK Groove
     cu.HK \/ s.LP > s.HP XX Level 3/MAX Ryuu Ko Ranbu
     (Cross-up HK \/ s.LP > s.HP XX qcf,hcb + PP)

 [02][08 hit] -- Capcom or SNK Groove
     j.HP \/ s.LK > s.LP XX Level 3/MAX Ha Ou Shou Kou Ken
     (Jump HP \/ s.LK > s.LP XX f,hcf + PP)

 [03][04 hit] -- Capcom or SNK Groove
     cu.HK \/ c.LP > s.HP XX Tenchi Ha Ou Ken
     (Cross-up HK \/ c.LP > s.HP XX qcf,qcf + P)

 [04][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.LK > s.LP XX Ko Ou Ken
     (Jump HK \/ s.LK > s.LP XX qcf + P)

 [05][03 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX Ko Ou Ken
     (Jump HP \/ s.HP XX qcf + P)

 -  The Tenchi Ha Ou Ken needs a Level 3/MAX to perform.
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  R y u u                                                  eien no chousensha
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 [01][14 hit] -- Capcom or SNK Groove
     cu.HK \/ c.LP > s.HP XX Level 3/MAX Shinkuu Tatsumaki Senpuu Kyaku
     (Cross-up HK \/ c.LP > s.HP XX qcb,qcb + KK)
     [ from "James Chen Combo Exhibition #1" ]

 [02][14 hit] -- Capcom or SNK Groove
     j.HK \/ s.LK XX Level 3/MAX Shinkuu Tatsumaki Senpuu Kyaku
     (Jump HK \/ s.LK XX qcb,qcb + KK)

 [03][12 hit] -- SNK Groove
     Opponent in corner. j.HP \/ c.LP > c.LK XX MAX Shinkuu Hadou Ken |5
     hit|, Shinkuu Tatsumaki Senpuu Kyaku
     (Jump HP \/ c.LP > c.LK XX qcf,qcf + P, qcb,qcb + K)
     [ seen in "James Chen Combo Exhibition #1"; c.LP > c.LK replaced with
     c.HP ]

 [04][11 hit] -- Capcom Groove
     Opponent in corner. j.LK XX Tatsumaki Senpuu Kyaku |1 hit| \/ Level 1
     Tatsumaki Senpuu Kyaku |4 hit|, Level 2 Tatsumaki Senpuu Kyaku
     (Jump LK XX qcb + K \/ qcb,qcb + LK, qcb,qcb + HK)
     [ from "James Chen Combo Exhibition #1" ]

 [05][11 hit] -- Capcom Groove
     Opponent in corner. j.HK \/ c.LP > c.LK XX Level 2 Shinkuu Hadou Ken |4
     hit|, Level 1 Shinkuu Tatsumaki Senpuu Kyaku
     (Jump HK \/ c.LP > c.LK XX qcf,qcf + HP, qcb,qcb + LK)

 [06][10 hit] -- Capcom or SNK Groove
     cu.HK \/ c.LK > c.LP > c.LK > DB + HK XX Level 3/MAX Shinkuu Hadou Ken
     (Cross-up HK \/ c.LK > c.LP > c.LK XX DB + HK XX qcf,qcf + PP)
     [ from "James Chen Combo Exhibition #1" ]

 [07][08 hit] -- Capcom or SNK Groove
     cu.HK \/ c.LK > c.LK > c.HK XX Shin Shou Ryuu Ken
     (Cross-up HK \/ c.LK > c.LK > c.HK XX qcf,qcf + K)
     [ from "James Chen Combo Exhibition #1" ]

 [08][07 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ s.LP XX LP Shou Ryuu Ken \/ Shin Shou Ryuu
     Ken
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,qcf + K)
     [ seen in "James Chen Combo Exhibition #1"; s.LP replaced with c.LK ]

 [09][07 hit] -- Capcom or SNK Groove
     j.HP \/ c.LP > c.HK XX Shin Shou Ryuu Ken
     (Jump HP \/ c.LP > c.HK XX qcf,qcf + K)

 [10][06 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Level 1 Shinkuu Hadou Ken
     (Jump HK \/ c.LP > c.LK XX qcf,qcf + LP)

 [11][05 hit] -- Capcom or SNK Groove
     Opponent in corner. Kuuchuu Tatsumaki Senpuu Kyaku |1 hit| \/ Shin Shou
     Ryuu Ken
     (Mid-air qcb + K \/ qcf,qcf + K)

 [12][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK > DB + HK XX Hadou Ken
     (Jump HK \/ c.LK > DB + HK XX qcf + P)

 [13][04 hit] -- Capcom or SNK Groove
     j.HP \/ c.LK > c.HP XX Hadou Ken
     (Jump HP \/ c.LK > c.HP XX qcf + P)

 [14][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Hadou Ken
     (Jump HK \/ c.LP > c.LK XX qcf + P)

 [15][03 hit] -- Capcom or SNK Groove
     j.HP \/ s.LP XX HP Shou Ryuu Ken
     (Jump HP \/ s.LP XX f,d,df + HP)

 [16][03 hit] -- Capcom or SNK Groove
     j.HP \/ c.HP XX Hadou Ken
     (Jump HP \/ c.HP XX qcf + P)

 -  Once the last hit of the Shinkuu Hadou Ken connects, you
   have very little time to do the Shinkuu Tatsumaki Senpuu Kyaku before the
   opponent falls out of range.
 -  Once the fourth hit of the Shinkuu Tatsumaki Senpuu Kyaku
   connects, you have very little time to do the Shinkuu Tatsumaki Senpuu
   Kyaku again before the opponent falls out of range.
 -  The Shin Shou Ryuu Ken needs a Level 3/MAX to perform.
 -  Once the c.HK sweeps the opponent into the air, quickly go into
   the Shin Shou Ryuu Ken to juggle.
 -  The last revolution of the Tatsumaki Senpuu Kyaku will knock
   the opponent off the ground. Upon Ryu landing, execute the Shin Shou Ryuu
   Ken to catch them.
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  R y u u j i  Y a m a z a k i                             shikei shikkou nin
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*[01][05 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > s.LP > s.HP XX LK Hebi Tsukai
     (Jump HK \/ c.LP > s.LP > s.HP XX qcb + LK)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

 [02][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP > s.HP XX HP Sabaki no Aikuchi
     (Jump HK \/ s.LP > s.HP XX f,d,df + HP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]
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  R y u u j i  Y a m a z a k i  EX
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*[01][18 hit] -- Cacpom or SNK Groove
     j.HK \/ c.LP > c.LP > s.LP > c.HK XX Level 3/MAX Guillotine
     (Jump HK \/ c.LP > c.LP > s.LP > c.HK XX qcf,qcf + PP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

*[02][05 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LP XX LK Suna Kake XX LK Hebi Tsukai
     (Jump HK \/ c.LP > c.LP XX f,d,df + LK XX qcb + LK)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

*[03][05 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > s.LP > s.HP XX LK Hebi Tsukai
     (Jump HK \/ c.LP > s.LP > s.HP XX qcb + LK)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

 [04][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP > s.HP XX HP Sabaki no Aikuchi
     (Jump HK \/ s.LP > s.HP XX f,d,df + HP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]
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  S a g a t                                                  sekigan no teiou
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 [01][16 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK |2 hit| XX Level 3/MAX Tiger Genocide
     (Jump HK \/ s.HK XX qcf,qcf + PP)

 [02][10 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK |2 hit| XX Level 3/MAX Tiger Raid
     (Jump HK \/ s.HK XX qcb,qcb + KK)

 [03][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Ground Tiger Shot
     (Jump HK \/ s.HP XX qcf + HK)

 [04][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK |1 hit| XX Tiger Crush
     (Jump HK \/ s.HK XX f,d,df + K)

 [05][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Tiger Uppercut
     (Jump HK \/ s.HP XX f,d,df + HP)

 [06][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Tiger Shot
     (Jump HK \/ s.HP XX qcf + HP)
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  S a g a t  EX
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 [01][09 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK |2 hit| XX Level 3/MAX Ground Tiger Cannon
     (Jump HK \/ s.HK XX qcf,qcf + PP)

 [02][09 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK |2 hit| XX Level 3/MAX Tiger Cannon
     (Jump HK \/ s.HK XX qcb,qcb + KK)

 [03][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Ground Tiger Shot
     (Jump HK \/ s.HP XX qcf + HK)

 [04][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK |1 hit| XX Tiger Crush
     (Jump HK \/ s.HK XX qcf,uf + K)

 [05][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Tiger Uppercut
     (Jump HK \/ s.HP XX f,d,df + HP)

 [06][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Tiger Shot
     (Jump HK \/ s.HP XX qcf + HP)
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  S a k u r a  K a s u g a n o                              super joshikousei
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 [01][15 hit] -- Capcom Groove
     On large opponent. cu.HK \/ c.LK > c.LK > c.LK > c.LK XX HP Kou Ou Ken
     |6 hit| XX Level 2 Shinkuu Hadou Ken
     (Cross-up HK \/ c.LK > c.LK > c.LK > c.LK XX f,d,df + HP XX qcf,qcf +
     HP)
     [ from "SF2Freak's Combo Exhibition" ]

 [02][14 hit] -- Capcom or SNK Groove
     j.HP \/ s.LP > s.LK XX HP Kou Ou Ken |6 hit|, Level 3/MAX Shinkuu Hadou
     Ken
     (Jump HP \/ s.LP > s.LK XX f,d,df + HP, qcf,qcf + PP)

 [03][10 hit] -- Capcom or SNK Groove
     j.HP \/ s.LP > s.LK XX HP Kou Ou Ken |6 hit|, LP Kou Ou Ken
     (Jump HP \/ s.LP > s.LK XX f,d,df + HP, f,d,df + LP)

 [04][09 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX Level 3/MAX Haru Ichiban
     (Jump HK \/ s.HP XX qcb,qcb + KK)

 [05][08 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP > s.LK XX Level 3/MAX Shinkuu Hadou Ken
     (Jump HK \/ s.LP > s.LK XX qcf,qcf + PP)

 [06][05 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Shunpuu Ren Kyaku (LK ender)
     (Jump HK \/ s.HP XX qcb + HK, qcb + LK)
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  S a k u r a  K a s u g a n o  EX
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  S a t s u i  n o  H a d o u  R y u u
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 [01][11 hit] -- Capcom Groove
     cu.HK \/ c.LK > c.LP > c.LK > c.HK XX LK Tatsumaki Senpuu Kyaku |1 hit|
     \/ LK Tatsumaki Senpuu Kyaku |1 hit| \/ Level 2 Messatsu Gou Shou Ryuu
     (Cross-up HK \/ c.LK > c.LP > c.LK > c.HK XX qcb + LK \/ qcb + LK \/
     qcf,qcf + HP)
     [ from "James Chen Combo Exhibition #1" ]

 [02][11 hit] -- SNK Groove
     Opponent in corner. j.HP \/ s.LP > s.LP XX MAX Shinkuu Hadou Ken |5
     hit|, Messatsu Gou Shou Ryuu
     (Jump HP \/ s.LP > s.LP XX hcb,hcb + P, qcf,qcf + P)

 [03][10 hit] -- Capcom Groove
     j.HK \/ c.LP > c.LK XX LK Tatsumaki Senpuu Kyaku |1 hit| \/ LP Shou Ryuu
     Ken |2 hit| \/ Level 2 Messatsu Gou Shou Ryuu
     (Jump HK \/ c.LP > c.LK XX qcb + LK \/ f,d,df + LP \/ qcf,qcf + HP)

 [04][10 hit] -- Capcom Groove
     Opponent in corner. j.HP \/ s.LP > s.LP XX Level 1 Shinkuu Hadou Ken |3
     hit|, Level 2 Messatsu Gou Shou Ryuu
     (Jump HP \/ s.LP > s.LP XX hcb,hcb + LP, qcf,qcf + HP)

 [05][10 hit] -- Capcom or SNK Groove
     cu.HK \/ c.LP > s.HP XX Level 3/MAX Messatsu Gou Shou Ryuu
     (Cross-up HK \/ c.LP > s.HP XX qcf,qcf + PP)

 [06][10 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Level 3/MAX Messatsu Gou Shou Ryuu
     (Jump HK \/ c.LP > c.LK XX qcf,qcf + PP)

 [07][08 hit] -- Capcom Groove
     cu.HK \/ c.LK > c.LK > c.HK XX Level 2 Messatsu Gou Shou Ryuu
     (Cross-up HK \/ c.LK > c.LK > c.HK XX qcf,qcf + HP)

 [08][07 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ s.LP XX LP Shou Ryuu Ken \/ Level 1 Messatsu
     Gou Shou Ryuu
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,qcf + LP)

 [09][07 hit] -- Capcom Groove
     j.HP \/ c.LK > c.HK XX Level 2 Messatsu Gou Shou Ryuu
     (Jump HP \/ c.LK > c.HK XX qcf,qcf + HP)

 [10][06 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX LK Tatsumaku Senpuu Kyaku |1 hit| \/ HP Shou Ryuu
     Ken
     (Jump HK \/ c.LP > c.LK XX qcb + LK \/ f,d,df + HP)

 [11][05 hit] -- Capcom or SNK Groove
     j.HP \/ s.LP XX HP Shou Ryuu Ken
     (Jump HP \/ s.LP XX f,d,df + HP)

 [12][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK > DB + HK XX Hadou Ken
     (Jump HK \/ c.LK > DB + HK XX qcf + P)

 [13][04 hit] -- Capcom or SNK Groove
     j.HP \/ c.LK > c.HP XX Hadou Ken
     (Jump HP \/ c.LK > c.HP XX qcf + P)

 [14][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Hadou Ken
     (Jump HK \/ c.LP > c.LK XX qcf + P)

 [15][03 hit] -- Capcom or SNK Groove
     j.HP \/ c.HP XX Hadou Ken
     (Jump HP \/ c.HP XX qcf + P)

 -  Once the last hit of the Shinkuu Hadou Ken connects, you
   have very little time to do the Messatsu Gou Shou Ryuu before the opponent
   falls out of range.
 -  The Messatsu Gou Shou Ryuu may not get the last hit to connect,
   depending on the opponent and placement. Better in the corner.
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  T e r r y  B o g a r d                                            wild wolf
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 [01][13 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ s.HP |2 hit| XX Level 3/MAX Buster Wolf |6
     hit|, HP Rising Tackle
     (Jump HP \/ s.HP XX qcf,qcf + KK (charge d), u + HP)

 [02][10 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP |2 hit| XX Level 3/MAX Buster Wolf |6 hit| XX LP Burn
     Knuckle
     (Jump HP \/ s.HP XX qcf,qcf + KK, qcb + LP)

 [03][10 hit] -- SNK Groove
     j.HK \/ s.HP |2 hit| XX MAX Buster Wolf |6 hit|, Power Geyser
     (Jump HK \/ s.HP XX qcf,qcf + K, qcb,db,f + P)
     [ seen in "James Chen Combo Exhibition #1"; s.HP replaced with c.HP ]

 [04][08 hit] -- Capcom Groove
     j.HP \/ s.HP |2 hit| XX Level 2 Buster Wolf |4 hit|, Level 1 Power
     Geyser
     (Jump HP \/ s.HP XX qcf,qcf + HK, qcb,db,f + LP)

*[05][06 hit] -- Capcom Groove
     Opponent in corner. j.HP \/ c.HP XX Level 1 Buster Wolf |2 hit|, c.HP XX
     Level 2 Power Geyser
     (Jump HP \/ s.HP XX qcf,qcf + LK, c.HP XX qcb,db,f + HP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

*[06][06 hit] -- Capcom or SNK Groove
     Opponent 2/3 screen from corner. j.HK \/ s.LP > DF + HP XX Level 3/MAX
     Power Geyser
     (Jump HK \/ s.LP > DF + HP XX qcb,db,f + PP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

 [07][06 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP |2 hit| XX Level 1 Buster Wolf |2
     hit|, c.HK
     (Jump HK \/ s.HP XX qcf,qcf + K, c.HK)

 [08][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP |2 hit| XX Level 1 Power Geyser
     (Jump HP \/ s.HP XX qcb,db,f + P)

 [09][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP |2 hit| XX LP Burn Knuckle
     (Jump HP \/ s.HP XX qcb + LP)

 [10][02 hit] -- Capcom or SNK Groove
     Full screen away. LP Power Wave, HP Burn Knuckle
     (qcf + LP, qcb + HP)

 -  Start charging down for the Rising Tackle as the Buster Wolf is
   hitting. Perform it when the opponent is close to hitting the ground.
 -  As soon as the last hit of the Buster Wolf connects, do the
   motion for the Power Geyser as the opponent is still rising to juggle.
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  T e r r y  B o g a r d  EX
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*[01][11 hit] -- Capcom or SNK Groove
     j.HP \/ c.LP > c.LK XX Level 3/MAX Buster Wolf |6 hit|, (walk forward)
     c.HP XX LK Power Dunk
     (Jump HP \/ c.LP > c.LK XX qcf,qcf + PP, c.HP XX f,d,df + LK)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

 [02][11 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ s.HP |2 hit| XX Level 3/MAX Buster Wolf |6
     hit|, HK Power Dunk
     (Jump HP \/ s.HP XX qcf,qcf + KK, f,d,df + HK)

 [03][10 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP |2 hit| XX Level 3/MAX Buster Wolf |6 hit| XX LP Burn
     Knuckle
     (Jump HP \/ s.HP XX qcf,qcf + KK, qcb + LP)

 [04][10 hit] -- SNK Groove
     j.HK \/ s.HP |2 hit| XX MAX Buster Wolf |6 hit|, Power Geyser
     (Jump HK \/ s.HP XX qcf,qcf + K, qcb,db,f + P)
     [ seen in "James Chen Combo Exhibition #1"; s.HP replaced with c.HP ]

 [05][08 hit] -- Capcom Groove
     j.HP \/ s.HP |2 hit| XX Level 2 Buster Wolf |4 hit|, Level 1 Power
     Geyser
     (Jump HP \/ s.HP XX qcf,qcf + HK, qcb,db,f + LP)

 [06][07 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP |2 hit| XX Level 1 Buster Wolf |2
     hit|, HK Power Dunk
     (Jump HK \/ s.HP XX qcf,qcf + K, f,d,df + HK)

*[07][06 hit] -- Capcom Groove
     Opponent in corner. j.HP \/ c.HP XX Level 1 Buster Wolf |2 hit|, c.HP XX
     Level 2 Power Geyser
     (Jump HP \/ c.HP XX qcf,qcf + LK, c.HP XX qcb,db,f + HP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

*[08][06 hit] -- Capcom or SNK Groove
     Opponent 2/3 screen from corner. j.HK \/ s.LP > DF + HP XX Level 3/MAX
     Power Geyser
     (Jump HK \/ s.LP > DF + HP XX qcb,db,f + PP)
     [ from "James Chen Fatal Fury Combo Exhibition" ]

 [09][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP |2 hit| XX Level 1 Power Geyser
     (Jump HP \/ s.HP XX qcb,db,f + P)

 [10][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP |2 hit| XX LP Burn Knuckle
     (Jump HP \/ s.HP XX qcb + LP)

 [11][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.LK XX Power Dunk
     (Jump HK \/ s.LK XX f,d,df + K)

 -  Catch the opponent with the Power Dunk when they are close
   to hitting the ground so both hits connect.
 -  As soon as the last hit of the Buster Wolf connects, do the
   motion for the Power Geyser as the opponent is still rising to juggle.
 -  Depending on character, this combo has to be altered. On small
   to medium characters (Vice, Ryu, Balrog), it must be done in the corner,
   using the LK version of the Power Dunk. On large characters (Raiden,
   Zangief), it can be done anywhere, using either Kick button strength.
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  V e g a  (M. Bison in US)                                senritsu no ma jin
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 [01][12 hit] -- Capcom or SNK Groove
     cu.HK \/ s.LK > s.LK > s.LK XX Level 3/MAX Knee Press Nightmare
     (Cross-up HK (charge b) \/ s.LK > s.LK > s.LK XX f,b,f + KK)
     [ from "James Chen Combo Exhibition #2" ]

 [02][08 hit] -- Capcom Groove
     Opponent near corner. HP Somersault Skull Diver \/ c.HP XX Level 1 Knee
     Press Nightmare |4 hit|, Level 2 Knee Press Nightmare
     (charge d,u + HP (charge b) \/ c.HP XX f,b,f + LK (charge b), f,b,f +
     HK)
     [ from "James Chen Combo Exhibition #2" ]

 [03][05 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX HK Double Knee Press
     (Jump HK (charge b) \/ c.LP > c.LK XX f + HK)

 [04][05 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP XX LP Psycho Banish
     (Jump HK \/ s.LP XX f,d,df + LP)

 -  In the video, as Vega is doing the Somersault Skull Diver, the
   opponent walks forward. That's because you have to start charging for the
   first Knee Press Nightmare while he's in the air, but as you are holding
   back, it controls Vega's flight during the Somersault Skull Diver. So the
   opponent must move forward to be hit with the air punch, then you can land
   and add on the rest of the combo.
_____________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  V e g a  EX  (M. Bison EX in US)
_____________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 [01][12 hit] -- Capcom or SNK Groove
     cu.HK \/ s.LK > s.LK > s.LK XX Level 3/MAX Knee Press Nightmare
     (Cross-up HK (charge b) \/ s.LK > s.LK > s.LK XX f,b,f + KK)
     [ from "James Chen Combo Exhibition #2" ]
_____________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  V i c e                                                    kowaku no saidan
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 [01][03 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX Deicide
     (Jump HP \/ s.HP XX hcf + K)

 -  For guaranteed results that the Deicide will hit the opponent,
   use the LK version. The HK one does more damage, but may not work if the
   opponent is in the corner or Vice is to close.
_____________________________________________________________________________
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  V i c e  EX
_____________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 [01][05 hit] -- Capcom or SNK Groove
     j.HP \/ c.LP > c.LK XX HP Mayhem, Deicide: Slayer
     (Jump HP \/ c.LP > c.LK XX qcb + HP, f,d,df + K)

 [02][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Mayhem, Deicide: Slayer
     (Jump HK \/ s.HP XX qcb + HP, f,d,df + K)

 [03][03 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX Deicide
     (Jump HP \/ s.HP XX hcf + K)

 -  The combos will not work in the corner because the Deicide:
   Slayer won't catch the opponent.
 -  For guaranteed results that the Deicide will hit the opponent,
   use the LK version. The HK one does more damage, but may not work if the
   opponent is in the corner or Vice is to close.
_____________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  Y u r i  S a k a z a k i                                 gyakuten yoyuucchi
_____________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 [01][11 hit] -- Capcom or SNK Groove
     j.HK \/ s.LK XX HK Hyaku Retsu Binta
     (Jump HK \/ s.LK XX hcb + HK)

 [02][08 hit] -- Capcom or SNK Groove
     j.HP \/ s.LK > s.LP XX Level 3/MAX Ha Ou Shou Kou Ken
     (Jump HP \/ s.LK > s.LP XX f,hcf + PP)

 [03][06 hit] -- Capcom or SNK Groove
     j.HP \/ s.LP XX HP Yuri Chou Upper (Kuu Ga) |2 hit| XX HP Double Yuri
     Chou Upper (Ura Kuu Ga)
     (Jump HP \/ s.LP XX f,d,df + HP XX f,d,df + HP)

 [04][05 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP > s.LK XX Level 1 Ha Ou Shou Kou Ken
     (Jump HK \/ s.LP > s.LK XX f,hcf + LP)

 [05][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.LK > s.LP > c.HK
     (Jump HP \/ s.LK > s.LP > c.HK)

 [06][03 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ c.HP XX HP Ko Ou Ken
     (Jump HP \/ c.HP XX qcf + HP)

 [07][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.LK XX LP Ko Ou Ken
     (Jump HK \/ s.LK XX qcf + LP)
_____________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  Y u r i  S a k a z a k i  EX
_____________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 [01][19 hit] -- Capcom or SNK Groove
     Opponent 3/4 screen away. LP Ko Ou Ken, Level 3/MAX Hi En Hou Ou Kyaku
     (qcf + LP, f,b,hcb + KK)

 [02][11 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP XX LK Hyaku Retsu Binta
     (Jump HK \/ s.LP XX f,b,f + LK)

 [03][09 hit] -- Capcom or SNK Groove
     Opponent in corner. Yuri 1/2 screen away. LK Rai Ou Ken \/ /\ j.HK \/
     s.LK > s.LP XX Level 3/MAX Ha Ou Shou Kou Ken
     (qcf + LK \/ /\ Jump HK \/ s.LK > s.LP XX f,hcf + PP)

 [04][08 hit] -- Capcom or SNK Groove
     j.HP \/ s.LK > s.LP XX Level 3/MAX Ha Ou Shou Kou Ken
     (Jump HP \/ s.LK > s.LP XX f,hcf + PP)

 [05][05 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP > s.LK XX Level 1 Ha Ou Shou Kou Ken
     (Jump HK \/ s.LP > s.LK XX f,hcf + LP)

 [06][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.LK > s.LP > c.HK
     (Jump HP \/ s.LK > s.LP > c.HK)

 -  The Rai Ou Ken must hit the opponent's foot or lower half of
   their leg. It gives the best time for Yuri to land and rejump to hit them
   with the j.HK.
_____________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  Z a n g i e f                                                 akaki cyclone
_____________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_____________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  Z a n g i e f  EX
_____________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 • Part 6 / Video Bibliography ]---------------------------------------------

Below are the URLs to any videos used within this FAQ to get combos from. Any
combo that was taken from a video has the video's name directly under it. All
you have to do is match that name with the one below and copy the URL to your
MPEG/movie viewer and download the content.

 - James Chen Combo Exhibition #1
   http://www.infohwy.com/~javierm/jc-CvS/CvS-FirstLow.mpg
     ( Low Bandwidth  / 13,292K )
   http://www.infohwy.com/~javierm/jc-CvS/CvS-FirstMid.mpg
     ( High Bandwidth / 24,363K )

 - James Chen Combo Exhibition #2
   http://www.infohwy.com/~javierm/jc-CvS/CvS-SecondLow.mpg
     ( Low Bandwidth  / 5,008K )
   http://www.infohwy.com/~javierm/jc-CvS/CvS-SecondMid.mpg
     ( High Bandwidth / 9,005K )

 - James Chen Fatal Fury Combo Exhibition
   http://www.infohwy.com/~javierm/jc-CvS/CvS-FatalFuryLow2.mpg
     ( Low Bandwidth  / 10,865K )
   http://www.infohwy.com/~javierm/jc-CvS/CvS-FatalFuryMid2.mpg
     ( High Bandwidth / 19,497K )

 - James Chen Kyou Kusanagi Combo Exhibition
   http://www.infohwy.com/~javierm/jc-CvS/CvS-KyoLow.mpg
     ( Low Bandwidth  / 4,060K )
   http://www.infohwy.com/~javierm/jc-CvS/CvS-KyoMid.mpg
     ( High Bandwidth / 7,510K )

 - Kyo_Kusanagi's Kyou Combo Exhibition
   http://www.infohwy.com/~javierm/cvs/CvSKyo.mpg                 ( 13,215K )

 - SF2Freak's Combo Exhibition
   http://www.infohwy.com/~javierm/cvs/cvs1-low2.mpg
     ( Low Bandwidth  / 6,300K )
   http://www.infohwy.com/~javierm/cvs/cvs1-2.mpg
     ( High Bandwidth / 16,610K )

 • Part 7 / Issue Revisions ]------------------------------------------------

 - Issue 0.4  <2001.03.01>
   The next video is done: Fatal Fury Combo Exhibition! James Chen gives us
   combos for Kap Hwan Kim, Mai Shiranui, Ryuji Yamazaki and Terry Bogard!
   Too bad we didn't see any for Geese. Five issues down, lots to go. ^_^

 - Issue 0.3  <2001.02.26>
   All you Kyou Kusanagi fans (including me!), rejoice! Both of the Kyou
   combo videos from James Chen and "Kyou_Kusanagi" are taken apart and each
   combo is in here. Combos for both versions of Kyou. Woohoo! As for that
   Nakoruru section, umm.. I'll get back to you. ^_^ 

 - Issue 0.2  <2001.02.25>
   As you can see, everyone now (well, except for poor Balrog, E.Honda, and
   Zangief) has at least a combo in their section now. Many are doubles that
   can be used in either normal or EX mode, but it's something, huh? The
   second of James Chen's videos and SF2Freak's Exhibition video have been
   spliced and added as well. Next on the agenda: James Chen's Kyou Kusanagi
   video and my huge Nakoruru section! ..Then maybe I'll find something for
   Zangief.. _

 - Issue 0.1  <2001.02.22>
   Thankfully, alot got added in this revision. Corrections and alterations
   to things. Adjustments here and there. James Chen's Exhibition #1 video
   combos have been placed in; the "harder" ones picked apart. Added in the
   URLs for videos that'll be set in here in the future. Two solo additions
   from Kevin Eav and "HououKen" with Cammy EX and Kim EX combos. Now to get
   to work on the second video!

 - Issue 0.0  <2001.02.12>
   Don't say it. I already know. 1) Do you have a fetish with combo FAQs? And
   2) Do you know this looks like crap? "Yes!" to both. Ok, it's not exactly
   a fetish. Anyway, I decided this to be my next challenge after that huge
   MvC2 Combo FAQ that's floating around. Actually, this SHOULD have been out
   before the New Year, but I got sidetracked on a little gem entitled
   "Guilty Gear X". All in all, once I ripped through this game and got all
   the chars, I went ahead and set this FAQ up. I know there's a couple of
   videos lying around on the web; including one or two by my man, James
   Chen. So, I'll be sure to include those combos in some manner. Look for
   this FAQ to have a different format in a couple of revisions from now.
   Especially an ASCII art title. As for now, sorry this is crap version and
   it looks like hell. Give me a little time. Until then, laters!

 • Part 8 / Special Thanks ]-------------------------------------------------

 - Capcom of America / Capcom Japan        [www.capcom.com][www.capcom.co.jp]
   SNK / NeoGeo Japan                                      [www.neogeo.co.jp]
   Thanks to both companies for FINALLY coming together to make this game!
   After all the rumors.. All the wishing.. All the.. Well, after a lot of
   other things, it's finally in our hands. Thank you Capcom and SNK! One
   final note. Capcom: "Marvel vs. DC" now. ^_^ SNK: Return Pocket Color!

 - GameFAQs / CJayC                                        [www.gamefaqs.com]
   Without either, I'd be lost in so many games. Plus, I'd have nowhere to
   post all my awesome FAQS. ^_^;

 - Sutorappedo Kuruu                                                [various]
   They never really do anything to help me, but I always wind up giving them
   a shout out. It's the least I can do, right?

 - Shoryuken.com                                          [www.shoryuken.com]
   One of your greatest sources for Street Fighter and Capcom-associated
   material next to Capcom.com itself!

 - James Chen                                                           [???]
   More and more of his videos pop up on various sites! What a guy! ^_^
   Already posted are his combos from his Exhibition #1 video. His guide to
   combos can be found at . All of his videos ranging from
   Marvel vs. Capcom 2 to SNK vs. Capcom can be found in an archive at
   .
   -  Combos from Exhibition #2 of his collection for SvC.
   -  The Kyou Kusanagi EX combos added from his video.
   -  Garou Densetsu (Fatal Fury) Character video inputted.

 - "SF2Freak"                                                           [???]
   Usage of his video for a total of fourteen extra combos!

 - "Kyo_Kusanagi"                                                       [???]
   Combos for both Kyou and Kyou EX from his video; sixteen combos in all!

 - "HououKen"                                              [HououKen@aol.com]
   Combo for Kap Hwan Kim EX as well as info to use for other combos.

 - Kevin Eav                                            [keav@ea.oac.uci.edu]
   A Cammy EX combo using each level of her Reverse Shaft Breaker.

 • Part 9 / Final Word ]-----------------------------------------------------

 Oss'!
 Kind of had a toss up if I wanted to see this game as hectic and insane as
 the other "Vs." games out there, or just like it is. Mai doing an aerial
 rave ending with a mid-air Chou Hissatsu Shinobi Bachi? Hmm.. Still, I think
 alot of people are happy. Others wanted something better. Can't please
 everyone. Just have to wait until the sequel, ne? =O Oh, and Capcom.. Why'd
 you put in E. Honda?! Fei Long, damnit!

  Like what you see? Have anything you want to add for all to see? Feel free
  to send in your combos. Of course you'll get credit for anything posted in
  the FAQ as well as the bragging rights of getting in a combo before anyone
  else. You know the drill. You know the e-mail address. So I'll just leave.
                                           ..By the way, thanks for reading!

  Sayounara, adios, ciao, xie xie, au revoir, and all that other stuff.   =P
  - "The KiD" 
  _________________________________________________________________________
 | "The object of war is not to die for your country, but to make the other|
 | poor sons-of-bitches die for theirs."                  -- George Patton |
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
---------------------------------------- (c) Deal With It Productions 2K1 ---


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