Movelist FAQ - Guide for Capcom vs. SNK 2: Millionaire Fighting 2001

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Capcom VS. SNK 2
- Millionaire Fighting 2001 -
Arcade/Dreamcast/Playstation 2
Movelist FAQ 6.6 (10/13/01)
Written by columbo
E-mail: [email protected]

This FAQ can also be found at:

GameFAQS (www.gamefaqs.com)
Cheat Code Central (www.cheatcc.com)
PS2 Domain (www.ps2domain.net)
Mr.Rom's EmuNews (emunews.topcities.com/)
Saotome Hangout (www.saotomehangout.f2s.com)
Gamespot (www.gamespot.com)
Fighter's Generation (www.gamegen.com/fightgen/)

=========================================================
TABLE OF CONTENTS
=========================================================

1.  LEGAL ISSUES
2.  INTRODUCTION
3.  CONVENTIONS
     - Directions
     - Buttons
     - Common Notations
     - Groove Notations
4.  GAME DATA
     - Ratio System
     - Ex Characters
     - Aesthetics
     - Groove Features
     - Grooves
5.  CHARACTER MOVELIST
     Capcom Side
      - Balrog      - Ken       - Sagat
      - Blanka      - Kyosuke   - Guile
      - Cammy       - Maki      - Yun
      - Chun-Li     - M.Bison   - Zangief
      - Dan         - Morrigan
      - Dhalsim     - Rolento
      - Eagle       - Ryu
      - E.Honda     - E.Ryu
      - Gouki       - Sakura
      - S.Gouki     - Vega

     Snk Side
      - Athena      - King      - Yamazaki
      - Benimaru    - Kyo       - Terry
      - Chang/Choi  - Mai       - Vice
      - Geese       - Nakoruru  - Yuri
      - Haohmaru    - Raiden
      - Hibiki      - Rock
      - Iori        - Rugal
      - R.B. Iori   - G.Rugal
      - Joe         - Ryo
      - Kim         - Todo
6.  RATIO TIER
7.  SPECIAL INTROS
8.  HIDDEN BOSSES AND SECRETS
     - About the Bosses
     - Defeating the Bosses
     - Hidden Modes
     - Hidden Characters
     - Hidden Stages
9.  COLOR EDIT'S
10. CAMEOS
     - Capcom
     - Snk
11. CREDITS
12. VERSION HISTORY

=========================================================
1. LEGAL ISSUES
=========================================================

You may not reproduce, sell, or distrubute this faq without my concent.
You can however print this guide for your own personal use.

Capcom VS. SNK 2 is a registered copyright of Capcom 1987-2001.
Copyright (C) 2001 By columbo.

=========================================================
2. INTRODUCTION
=========================================================

This FAQ is based on the import of Capcom VS. SNK 2 on the Dreamcast, I have
written this to help and guide others who share my passion for Capcom VS. SNK.

This is my second FAQ I have written and so far a lot of people seem
to like it =)

=========================================================
3. CONVENTIONS
=========================================================

----------------------------------------------------------
DIRECTIONS:
----------------------------------------------------------

f = foward      uf = up/foward
b = backwards   ub = up/back
u = up          df = down/foward
d = down        db = down/back

QCF = quarter circle forward (d, df, f)
QCB = quarter circle back (d, db, b)
HCF = half circle forward (b, db, d, df, f)
HCB = half circle back (f, df, d, db, b)
DP = "dragon punch" motion (f, d, df)
BDP = backward "dragon punch" motion (b, d, db)
360 = rotate the joystick in a full circle.
720 = rotate the joystick in a full circle twice.

----------------------------------------------------------
BUTTONS:
----------------------------------------------------------

P = any punch   PPP = all punches
K = any kick    KKK = all kicks

LP = light punch       LK = light kick
MP = medium punch      MK = medium kick
HP = hard punch        HK = hard kick

(air) = Can be done in the air or on the ground.
(air only) = Must be done in air.
(close) = Move must be done close to opponent.
(Lv3/MAX only) = Can only be done at level 3 in Capcom or max in SNK.
/ = Or (When used between two moves, they are interchangeable)
~ = Cancel quickly into another move.

----------------------------------------------------------
COMMON NOTATIONS:
----------------------------------------------------------

Taunt                 Press Start.
Throw                 HP or HK up close.
Dodge                 LP + LK
Guard Cancel          f + MP + MK
Delayed Stand         PPP
Forward Evade         f + LP + LK
Dash/Running          f, f
Hop backward          b, b
Quick Jump            d, u (quickly)

----------------------------------------------------------
GROOVE NOTATIONS:
----------------------------------------------------------

Custom Combo (A Groove only)      HP + HK
Parries (P Groove only)           f or d just before being hit.
Charge-Up (S Groove only)         Hold HP + HK
MAX Mode (N Groove only)          HP + HK
GCE (N Groove only)               LP + LK during block.
Just Defended (K Groove only)     Block just before being hit.

Note: The button used in a super determines the level of a super, for
example: LP = level 1, MP = level 2, HP = level 3.

=========================================================
4. GAME DATA
=========================================================

----------------------------------------------------------
RATIO SYSTEM:
----------------------------------------------------------

The horrid Ratio system that was present in Capcom VS. SNK has changed for
the better. Characters are not labeled with a Ratio level anymore; instead,
you can select your characters to fill a team of up to three, and then switch
the Ratio levels in between them. A team of three can have two characters at
Ratio 2 and one at Ratio 1; or you can have a team of two characters at Ratio
2; or one character at Ratio 3 and one character at Ratio 1; and one character
can be at Ratio 4.

----------------------------------------------------------
EX CHARACTERS:
----------------------------------------------------------

There are no more EX and regular version of characters. Characters seem to be a
mesh between the two, now. For example: Ryo has his Mouko Raishin Sechi and his
Zanretsu Ken. Cammy has the Axle Spin Knuckle and the Cannon Strike as well as
her standard collection of moves. Overall the characters feel a lot more
"complete".

----------------------------------------------------------
AESTHETICS:
----------------------------------------------------------

First I must say, Capcom VS. SNK 2 looks very nice and detailed. The
backgrounds are reminiscent of Marvel VS. Capcom 2, everything is well
animated and the 3Deffects are incredible. The backgrounds change in between
rounds as well. Also expect A LOT of cameos, you'll see tons of familer
faces popping up. Everyone from the Ikari Warriors to Darkstalkers to Power
Stone make an appearence.

----------------------------------------------------------
GROOVE FEATURES:
----------------------------------------------------------

AIR BLOCKING (C Groove):
Air blocking isn't as potent as you would expect, you can block anything in
air except ground based moves and supers. Making a lot of anti-air moves such
as Guile's Flash Kicks obsolete.

COUNTER ATTACKS (C,A,S,N Grooves):
Basically Alpha counters from SFA3, not very effective. They do little to no
damage depending on how much life your opponent has, also counter attacks can
be blocked. Counter Attacks are done by pressing f+MP+MK when blocking.

COUNTER ROLL (N Groove):
Similar to Counter Attacks except that you roll instead of attacking. Now this
itself is very useful against scrubs who abuse specials and supers. Counter
Rolls are performed by pressing f+LP+LK or b+LP+LK.

DASHING (C,A,P Grooves):
Regular forwards or backwards hop, nothing new here.

DODGE (S Groove):
Dodge causes your character to sidestep into the background while temperory
avoidingall incoming attacks except throws. The best thing about dodges is that
they don't leave you vulnerable to attacks after it's done. Also while your in
"dodge mode" you can perform two different attacks with either P or K. One of
the attacks sends your opponent sailing across the screen while the other is a
weak version that is bufferable into specials/supers.

ROLL (C,A,N Grooves):
Rolls are still invulnerable to low attacks and vulnerable to throws, but there
is a bit of lag time at end of a roll.

RUNNING (N,K Grooves):
If your a KOF veteran you'd pretty much know what to expect, there is a bit of
lag time after when you stop; that's if you don't cancel the run into anything.
Also running speeds also vary from each character, for ex: Zangief run speed is
about equal to Balrog's (Vega) walk. Running in general is a little slower than
in the KOF games.

SAFE FALL (A,S,N,K Grooves):
IMO this is better than Tactical Recovery, when performed correctly you will
tech roll backwards a short distance, also you hit the ground and rise quickly.
You perform Safe Falls by pressing 2 punch buttons upon being knocked down.

SHORT JUMPS (P,S,N,K Grooves):
Short Jumps are performed by quickly tapping up, the benefits of this feature
are to a solid offensive strategy. They inable you to get inside your opponent
and pressure your opponent (good ex. of this is Iori) into making stupid
mistakes,
also some anti-air moves won't work as effectivly against a short jump as
opposed to a regular jump.

TACTICAL RECOVERY (C,P Grooves):
Similar to the delayed get-up's in Capcom VS. SNK. You can perform a tactical
recovery by pressing any 2 punches upon being knocked down.

----------------------------------------------------------
GROOVES:
----------------------------------------------------------

Capcom VS. SNK 2 has six different grooves for your fighting pleasure, here
are the grooves and an explaination on how they work.

C GROOVE (Standard Capcom Groove)
- Air Blocking, Counter Attacks, Dashing.
All three levels of Super Combos are availible. Meter gains 4 points on
a hit, 1.3 on a guard, 0.4 when attack is missed. Meter also rises when
you are hit by a opponent or guarding attacks. You can also cancel supers
in this groove, for example: you can cancel a level 2 super into a level 1
super that does as much damage as a level 3 super. Canceling specials into
supers and vice versa are easier in this groove.

Power up:
Lv1: x1.01, Lv2: x1.02, Lv3: x1.05

A GROOVE (Street Fighter Alpha 3: V-ISM)
- Counter Attacks.
Only one level is availible. Meter gains 3 points on a hit, 1 on a guard,
0.3 when attack is missed. Meter also rises when hit by opponent or guarding
attacks. When executing the Custom Combo, 5 frames of time where only the
player can move exists, allowing for an attack if the opponent is not already
guarding. You cannot block during a Custom Combo. Level 1 supers are availible
when meter is at 50% or higher.

If the Custom Combo is interrupted, you will still have a remaining meter
minus 50%. Any attacks during a Custom Combo won't make your opponent dizzy,
stun value is set at 0. Also 2 seconds is not required for charge moves
during a Custom Combo. All normal attacks and special moves are cancelable.
During a Custom Combo you can cancel attacks into a super.

P GROOVE (Street Fighter 3: Third Strike)
- Dashing, Short Jumps, Tactical Recovery.
Only level 3 supers are availible in this groove. Meter gains 1.1 points on
a hit, 0.4 on a guard, 0.1 when attack is missed. Meter also rises when
parrying, getting hit by the opponent or guarding attacks. Parrying input
lasts for 8 frames on ground and 7 frames in air if lever is positioned
neutral within 3 frames after input. If a direction is held, the parrying will
last 4 frames instead. Parrying is also much tighter this time around.

S GROOVE (Basic SNK Groove)
- Dodge, Short Jumps.
Level 1 supers are unlimited when your life is below 15%, level 3 supers
are availible when your life is low and when your super meter is full.
Guard Canceling is unavailble. Meter rises when powering up, and also
when hit or guarding attacks.

Max Meter: x1.15 (Lasts for 166 counts on timer)

N GROOVE (King of Fighters '98)
- Guard Cancel, Running, Safe Fall, Short Jumps.
If a 'Power Max' is performed, your damage ratio increases by 20% and level 3
supers becomes available. Meter gains 3 points on a hit, 1 on a guard, 0.3 when
attack is missed. Meter also rises when hit by opponent or guarding attacks.

Max Meter: x1.2 (Lasts for 150 counts on timer)

K GROOVE (Garou: Mark of the wolves)
- Running, Safe Fall, Short Jumps.
When your super meter is full, your attack power is increased by 35% and the
maximum damage the character takes is decreased by 1/8th (similar to the T.O.P.
in Garou). Meter gains 1/12th when Just defended. Meter also rises when hit
by opponent, but not when guarding attacks. 'Just Defense' input lasts for 6
frames- if the lever is moved during the time, the Just Defense will lose its
input. When executing multiple Just Defenses, the lever must be put to neutral
for 6 frames after the Just Defense input has ended, or it will not take effect.

During MAX: (Lasts for 180 counts on timer)
Normal moves: x1.35
Special moves: x1.3
Super moves: x1.1

=========================================================
5. CHARACTER MOVELIST
=========================================================

If any of the moves I listed here are incorrect please, send
me a E-mail.

CAPCOM SIDE
----------------------------------------------------------
BALROG (VEGA):                     Street Fighter 2
----------------------------------------------------------

THROWS
Rainbow Suplex                     b/f + HP
Stardust Drop                      b/f + HP (air only)
Cresent Line                       b/f + HK (air only)

COMMAND MOVES
Backslash                          PPP
Short Backslash                    KKK
Sankaku Tobi                       Jump against wall, press uf

SPECIAL MOVES
Rolling Crystal Flash              Charge b, then f + P
Scarlet Terror                     Charge b, then f + K
Sky High Claw                      Charge d, then u + P
Flying Barcelona Attack            Charge d, then u + K
Izuna Drop		                 Charge d, then u + K, then f/b/d + P

SUPERS
Flying Barcelona Special           Charge db,df,db,uf + K, then P
Rolling Izuna Drop	           Charge db,df,db,uf + K, then f/b/d + P
Scarlet Mirage                     Charge b, then f,b,f + K
Red Impact                         Charge b, then f,b,f + P (Lv3/MAX Only)

COMBOS
(C-Groove)
1. In corner, perform a level 2 Scarlet Mirage (at 6th hit)
   ~ level 1 Scarlet Mirage (11 Hits).

COMMENTS
- Claws must be attached for Balrog's Red Impact super to do damage.
----------------------------------------------------------
BLANKA:                            Street Fighter 2
----------------------------------------------------------

THROWS
Head Bite and Kick                 b/f + HP (Hit P rapidly)
Head Bite and Roll                 b/f + HK

COMMAND MOVES
Surprize Forward                   f + KKK
Surprize Back                      b + KKK
Rock Crush                         b + HP
Amazon River Run                   df + HP
Forward Kick                       db + HK

SPECIAL MOVES
Rolling Attack                     Charge b, then f + P
Vertical Rolling                   Charge d, then u + K
Backstep Rolling                   Charge b, then f + K
Electric Thunder                   Hit P rapidly

SUPERS
Direct Lightning                   Charge b, then f,b,f + P
Shout of Earth                     Charge d, then db,df,u + P (Hit P rapidly)
Ground Shave Rolling               Charge b, then f,b,f + K

COMBOS
(C-Groove)
1. Jump-in HK, d + HP ~ level 3 Direct Lighting (3 Hits).
----------------------------------------------------------
CAMMY WHITE:                       Super Street Fighter 2
----------------------------------------------------------

THROWS
Air Frankensteiner                 b/f + HK (air only)
Flying Neck Hunt                   b/f + HP (air only)
Hooligan Suplex                    b/f + HP
Frankensteiner                     b/f + HK

SPECIAL MOVES
Spiral Arrow                       QCF + K
Cannon Spike                       DP + K
Axle Spin Knuckle                  HCB + P
Hooligan Combination               HCF,uf + P
 - Cannon Strike                   Press K
 - Razor Edge Slicer               Neutral after Hooligan Combination
 - Fatal Leg Twister               b/f + K (close to the head)
 - Cross Scissor Pressure          b/f + K (close to the body)

SUPERS
Spin Drive Smasher 	           QCF,QCF + K
Reverse Shaft Breaker              QCB,QCB + K (Hit K rapidly)

COMBOS
(C-Groove)
1. Jump-in HK, d + LP, d + LK ~ level 2 Spin Drive Smasher
   (at 7th hit) ~ level 1 Reverse Shaft Breaker (15 Hits).
----------------------------------------------------------
CHUN-LI:                           Street Fighter 2
----------------------------------------------------------

THROWS
Koshuu Tou                         b/f + HP
Ryuusei Raku                       b/f + HP (air only)

COMMAND MOVES
Yousou Kyaku                       d + MK (air only)
Tenshin Shuu Kyaku                 df + HK
Sankaku Tobi                       Jump against wall, press uf

SPECIAL MOVES
Kikou Ken                          HCF + P
Hyakuretsu Kyaku                   Hit K rapidly
Tenshou Kyaku                      Charge d, then u + K

SUPERS
Kikou Shou                         QCF,QCF + P
Hoyokusen                          QCF,QCF + K

TARGET COMBOS
1. Jump then, df + HP, HP

COMBOS
(C-Groove)
1. In corner, df + HK, (juggle) level 2 Kikou Shou ~ level 1
   Kikou Shou (13 Hits).

2. Jump-in HP, MP ~ level 3 Hoyokusen ~ HP, HP (22 Hits).

COMMENTS
- Kikou Ken distance is determined by the button used.
  (Ex: LP travels long, HP travels short)
- Kikou Shou can negate normal projectiles.
- Chun-Li is no longer her CVS counterpart, she is more like a SF3 hybrid.
- All versions of the Hoyokusen can be jump canceled. (thanks to Suichi)
----------------------------------------------------------
DAN HIBIKI:                        Street Fighter Alpha
----------------------------------------------------------

THROWS
Seoi Nage                          b/f + HP
Otoko Nage                         b/f + HP (air only)

SPECIAL MOVES
Gadouken                           QCF + P
Koryuken                           DP + P
Dankukyaku                         QCB + K
Kuuchuu Dankukyaku                 QCB + K (air only)

SUPERS
Shinkuu Gadouken                   QCF,QCF + P
Koryurekka                         QCF,QCF + K
Hishoburaiken                      QCB,QCB + K
Chouhatsu Densetsu                 QCF,QCF + Start

TAUNTS
Air Chouhatsu                      Start (air only)
Zenten Chouhatsu                   QCF + Start
Kouten Chouhatsu                   QCB + Start
Shagami Chouhatsu                  Hold d, press Start

COMBOS
(C-Groove)
1. Jump-in HK, d + LP, d + LK ~ level 2 Shinkuu Gadouken
   (at 7th hit) ~ level 1 Shinkuu Gadouken (10 Hits).

2. Jump-in HK, d + LP, d + LK ~ level 3 Koryurekka (9 Hits).

3. Jump-in HK, d + LP, d + LK ~ level 3 Shinkuu Gadouken (8 Hits).

COMMENTS
- Dan plays a lot like his original SFA incarnation, which is good.
- If you sucessfully pull off the Chouhatsu Densetsu, you will gain
  a full super meter no matter what level you were at before.
  (thanks to Suichi)
----------------------------------------------------------
DHALSIM:                           Street Fighter 2
----------------------------------------------------------

THROWS
Yoga Noogie                        b/f + HP (Hit P rapidly)
Yoga Throw                         b/f + HK

COMMAND MOVES
Drill Zutsuki                      d + HP (air only)
Drill Kick                         d + K (air only)

SPECIAL MOVES
Yoga Fire                          QCF + P
Yoga Flame                         HCB + P
Yoga Blast                         HCB + K
Yoga Teleport                      HCF + PPP or KKK

SUPERS
Yoga Volcano 	    	           QCF,QCF + K
Yoga Stream 	    	           QCF,QCF + P
Yoga Tempest                       HCB,HCB + P (Lv3/MAX Only)

COMBOS
(C-Groove)
1. In corner, Jump-in b + HP, db + MP ~ level 2 Yoga Stream
   ~ level 1 Yoga Volcano (9 Hits).

COMMENTS
- Dhalsim has regained all of his pokes, so he is a much bigger
  threat than his CVS incarnation.
----------------------------------------------------------
EAGLE:                             Street Fighter
----------------------------------------------------------

THROWS
Chest Blow                         b/f + HP

SPECIAL MOVES
Manchester Black                   QCB + P
Canterbury Blue                    QCF+ P (Hold to Delay)
Oxford Red                         HCF + K
Liverpool White                    QCB + K
St.Andrew Green                    DP + P

SUPERS
Manchester Gold                    QCB,QCB + P
Union Jack Platinum                QCF,QCF + P

COMBOS
(C-Groove)
1. Jump-in HK, d + LP, d + LK ~ level 2 Union Jack Platinum
  (at 14th hit) ~ level 1 Union Jack Platinum (23 Hits).

COMMENTS
- St.Andrew Green has three different angles.
- Canterbury Blue can autoguard any normal projectile. Ex: The
  MP version of the Canterbury Blue can negate Ryu's Hadouken.
----------------------------------------------------------
EDMOND HONDA:                      Street Fighter 2
----------------------------------------------------------

THROWS
Tawara Nage                        b/f + HP
Saba Ori                           b/f + HK
Tsuriyane Nage                     b/f + HP (air only)

COMMAND MOVES
Harai Geri                         b/f + HK
Sumo Press                         d + HK (air only)

SPECIAL MOVES
Hyakuretsu Harite                  Hit P rapidly
Super Zutsuki                      Charge b, then f + P
Super Hyakkan Otoshi               Charge d, then u + K
Ooichou Nage                       360 + P (close)

SUPERS
Onimusou                           Charge b, then f,b,f + P
Orochi Kudaki                      720 + P (Lv3/MAX Only)

COMBOS
(C-Groove)
1. Jump-in HP, d + MK (at 3rd hit) ~ level 2 Onimusou (at 6th hit)
   ~ Super Hyakkan Otoshi (7 Hits).
----------------------------------------------------------
GOUKI (AKUMA):                     Super Street Fighter 2 Turbo
----------------------------------------------------------

THROWS
Seoi Nage                          b/f + HP
Tomoe Nage                         b/f + HK

COMMAND MOVES
Tenma Kuujin Kyaku                 Jump uf, d + MK at peak of jump

SPECIAL MOVES
Gou Hadouken                       QCF + P
Zankuu Hadouken                    QCF + P (air only)
Shakunetsu Hadouken                HCB + P
Gou ShouryuKen                     DP + P
Tatsumaki Senpuu Kyaku             QCB + K (air)
Hyakki Shuu                        DP + K
 - Hyakki Gouzan                   Neutral after Hyakki Shuu
 - Hyakki Goushou                  Press P
 - Hyakki Goudan                   Press K
 - Hyakki Gousai                   b/f + P (close to the head)
 - Hyakki Goutsui                  b/f + P (close to the body)
Ashura Senkuu                      DP/BDP + KKK or PPP

SUPERS
Messatsu Gou Shouryuken            QCF,QCF + P
Tenma Gouzankuu                    QCF,QCF + P (air only)
Messatsu Gouhadou                  HCB,HCB + P
Shun Goku Satsu                    LP,LP,f,LK,HP (Lv3/MAX only)

COMBOS
(C-Groove)
1. Jump-in HP ~ level 2 Tenma Gouzankuu ~ LK Tatsumaki Senpuu Kyaku (8 Hits).

2. Jump-in HP, d + LP, d + LK ~ level 2 Messatsu Gou Shouryuken
   (at 9th hit) ~ level 1 Tenma Gouzankuu (13 Hits).

3. Jump-in HP, d + LP, d + LK ~ level 2 Messatsu Gou Shouryuken
   (at 9th hit) ~ LK Tatsumaki Senpuu Kyaku (at 10th hit), (juggle)
   level 1 Messatsu Gou Shouryuken (12 Hits).
----------------------------------------------------------
SHIN GOUKI (SHIN AKUMA):           Capcom VS. SNK 2
----------------------------------------------------------

THROWS
Seoi Nage                          b/f + HP
Tomoe Nage                         b/f + HK

COMMAND MOVES
Tenma Kuujin Kyaku                 Jump uf, d + MK at peak of jump

SPECIAL MOVES
Gou Hadouken                       QCF + P
Zankuu Hadouken                    QCF + P (air only)
Shakunetsu Hadouken                HCB + P
Gou ShouryuKen                     DP + P
Tatsumaki Senpuu Kyaku             QCB + K (air)
Tenma Shurettou                    d,d + PPP/KKK (counter move)
Ashura Senkuu                      DP/BDP + KKK or PPP

SUPERS
Messatsu Gou Shouryuken            QCF,QCF + P
Tenma Gouzankuu                    QCF,QCF + P (air only)
Messatsu Gouhadou                  HCB,HCB + P
Kongou Kokuretsu Zan               HCB,HCB + K (Lv3/MAX only)
Shun Goku Satsu                    LP,LP,f,LK,HP (Lv3/MAX only)

TARGET COMBOS
1. MP, HP

COMBOS
(C-Groove)
1. Jump-in HP, d + HP ~ Kongou Kokuretsu Zan (3 Hits).
   (Note: This also works in P,S,N,K Grooves)

COMMENTS
- Zankuu Hadouken lanches twice in air.
- The Kongou Kokuretsu Zan is an auto-attack, meaning it will attack
  according on where your opponent is located.
- Shun Goku Satsu goes full screen and hits 33 times instead of 15.
- Speed matches Riot Blood Iori.
----------------------------------------------------------
KEN MASTERS:                       Street Fighter
----------------------------------------------------------

THROWS
Seoi Nage                          b/f + HP
Jigoku-Guruma                      b/f + HK
Jigoku-Fuusha                      b/f + HP (air only)

COMMAND MOVES
Fumikomi Mae Geri                  f + MK
Shiden Kakato Otoshi               f + HK

SPECIAL MOVES
Hadouken                           QCF + P
Shoryuken                          DP + P
Zenpou-Tenshin                     QCB + P
Tatsumaki Senpuu Kyaku             QCB + K (air)
Nata Otoshi Geri                   HCF + WK
Kamabarai Geri                     HCF + MK
Oosoto Mawashi Geri                HCF + HK
 - Inazuma Kakato Wari             b + MK
Ryusenkyaku                        BDP + K

SUPERS
Shouryureppa		           QCF,QCF + P
Shinryuken                         QCF,QCF + K (Hit K rapidly)
Shippu Jinraikyaku                 QCB,QCB + K (Lv3/MAX Only)

COMBOS
(C-Groove)
1. Jump-in HP, d + MK ~ level 2 Shinryuken (at 15th hit), (juggle)
   level 1 Shinryuken (22+ Hits).
----------------------------------------------------------
KYOSUKE KAGAMI:                    Rival Schools
----------------------------------------------------------

THROWS
Monkey Toss                        b/f + HP
Knee Thrust                        b/f + HK

COMMAND MOVES
Aerial Launcher                    df + HK

SPECIAL MOVES
Cross Cutter                       QCF + P
Denjin Upper                       DP + P
Shadow Wave                        QCF + P (air only)
Shadow Breaker                     QCB + P
Shadow Cut Kick                    QCF + K (air)

SUPERS
Saikyo Cross Cutter                QCF,QCF + P
Super Denjin Upper                 QCB,QCB + P
Double Shadow Cut Kick             QCF,QCF + K (air)
Final Symphony Remix               HCB,HCB + K (Lv3/MAX Only)

COMBOS
(C-Groove)
1. Jump-in HP, d + MK ~ level 2 Saikyo Cross Cutter ~ level 1
   Super Denjin Upper ~ (air jump) LP,LK,MP ~ Shadow Cut Kick (15 Hits).

COMMENTS
- Super Denjin Upper can be jump canceled.
- Kyosuke is one of the few xcter with air chains.
- You follow the Denjin Upper or Double Shadow Cut Kick with a Shadow
  Cut Kick. (thanks to Suichi)
- Final Symphony Remix can be followed up with a Super Denjin Upper.
----------------------------------------------------------
MAKI:                              Final Fight 2
----------------------------------------------------------

THROWS
Punch Kick Combo                   b/f + HP
Knee Thrust                        b/f + HK

COMMAND MOVES
Rebbuu Kyaku                       KKK (takes off life)
Sankaku Tobi                       Jump against wall, press uf

SPECIAL MOVES
Genko                              QCF + P
Hayagake                           QCF + K
 - Jyaku De Wazaga Hassei          LK, then K (LK stops)
 - Chuu De Wazaga Hassei           MK, then K (MK does a slide)
 - Kyou De Wazaga Hassei           HK, then K (FK does a mid-level hit)
Tengu Daoshi                       HCF + P (air only)
Hassou Kyaku                       QCB + P/K (air only)
Saka Hayagake                      QCB + K
 - Jyaku De Wazaga Hassei          LK, then K (LK stops)
 - Chuu De Wazaga Hassei           MK, then K (MK does a high jump)
 - Kyou De Wazaga Hassei           HK, then K (HK does a far high jump)

SUPERS
Bushin Gou Raiha                   QCF,QCF + P
Tesshin Hou                        QCF,QCF + K (Hit K rapidly)
Ajara Tengu                        720 + P (close)(air)

TARGET COMBOS
1. LP, MP, HP, HK
2. LP, MP, HP, d + HP

COMBOS
1. Jump-in HP, HP ~ Hayagake: Chuu De Wazaga Hassei (4 Hits).

(C-Groove)
1. In corner, Jump-in HP, d + LP, d + LK ~ level 2 Bushin Gou Raiha
  (at 8th hit) ~ level 1 Tesshin Hou (11 Hits).

COMMENTS
- The Hayagake can be canceled into the Saka Hayagake and vice versa.
----------------------------------------------------------
MIKE BISON (BALROG):               Street Fighter
----------------------------------------------------------

THROWS
Gut Bomber                         b/f + HP
Kuuchuu Head Bomber                b/f + HP (air only)

SPECIAL MOVES
Dash Straight                      Charge b, then f + P
Dash Ground Straight               Charge b, then df + P
Dash Uppercut                      Charge b, then f + K
Dash Ground Uppercut               Charge b, then df + K
Turn Punch                         Charge any PPP/KKK then release
Buffalo Headbutt                   Charge d, then u + P

SUPERS
Crazy Buffalo                      Charge b then f,b,f + P
Gigaton Blow                       Charge b then f,b,f + K (Lv3/MAX Only)

COMBOS
(C-Groove)
1. Jump-in HP, HK ~ level 2 Crazy Buffalo (at 5th hit) ~ level 1
   Crazy Buffalo (8 Hits).

2. Jump-in HP, HK ~ level 3 Crazy Buffalo or Gigaton Blow.
   (Note: This also works in P,S,N,K Grooves)

COMMENTS
- The Turn Punch has 10 levels, when you release the button at level 10
  he'll say Final! and deliver the most damaging version of the Turn Punch.

 Level       Charge for
  1           2 sec.
  2           3 sec.
  3           4 sec.
  4           7 sec.
  5           13 sec.
  6           20 sec.
  7           28 sec.
  8           38 sec.
  Final       48 sec.
----------------------------------------------------------
MORRIGAN AENSLAND:                 Darkstalkers
----------------------------------------------------------

THROWS
Shoulder Throw                     b/f + HP
Extended Arm Throw                 b/f + HK

COMMAND MOVES
Shell Kick                         d + K (air only)

SPECIAL MOVES
Soul Fist                          QCF + P (air)
Shadow Blade                       DP + P
Vector Drain                       HCB + P (close)

SUPERS
Soul Eraser                        QCF,QCF + P (air)
Cardinal Blade		           QCF,QCF + K
Valkirie Turn                      HCB + K,K (air only)
Darkness Illusion                  LP,LP,f,LK,HP (air) (Lv3/MAX only)

TARGET COMBOS
1. LP, LK, MP, MK

COMBOS
(C-Groove)
1. Cross up MK, LP, LK, HK (at 6th hit) ~ Darkness Illusion (33 Hits).

COMMENTS
- Darkness Illusion travels full screen now.
----------------------------------------------------------
ROLENTO SCHUGERG:                  Final Fight
----------------------------------------------------------

THROWS
Colonel Carrier                    b/f + HP
Deadly Package                     b/f + HK
Fatality Package                   b/f + HP (air only)

COMMAND MOVES
Spike Rod                          d + MK (air only)
Fake Rod                           f + MK
Quick Jump                         d,u
Scouter Jump                       KKK

SPECIAL MOVES
Patriot Circle                     QCF + P (Perform 3 times)
Stinger                            DP + K, then P/K
Mekong Delta Air Raid              QCB + P, then press P
Mekondelta Escape                  QCB + K then P/K
Mekong Delta Attack                Press PPP, then P when you land

SUPERS
Mine Sweeper                       QCB,QCB + P
Steel Rain                         QCF,QCF + K
Take No Prisoners                  QCF,QCF + P

COMBOS
(C-Groove)
1. Jump-in HP, d + MK ~ level 3 Take No Prisoners (3 Hits).

2. Perform a level 3 Steel Rain (when it connects), d + MK ~
   Patriot Circle (18 Hits).

COMMENTS
- If you kill someone with Rolento's taunt, he will snap his fingers
  and say "True Victory".
----------------------------------------------------------
RYU:                               Street Fighter
----------------------------------------------------------

THROWS
Seoi Nage                          b/f + HP
Tomoe Nage                         b/f + HK

COMMAND MOVES
Sakotsu Wari                       f + MP
Senpuu Kyaku                       f + MK
Kyuubi Kudaki                      f + HP

SPECIAL MOVES
Hadouken                           QCF + P
Shakunetsu Hadouken                HCF + P
Shoryuken                          DP + P
Tatsumaki Senpuu Kyaku             QCB + K (air)

SUPERS
Shinkuu Hadouken                   QCF,QCF + P
Shinku Tatsumaki Senpukyaku        QCB,QCB + K
Shin Shouryuken 	                 QCF,QCF + K (Lv3/MAX only)

COMBOS
(C-Groove)
1. Jump-in HP, d + LP, d + LK ~ level 2 Shinkuu Hadouken
  (at 7th hit) ~ level 1 Shinkuu Hadouken (10 Hits).

COMMENTS
- Shin Shoryuken is harder to combo into now.
----------------------------------------------------------
EVIL RYU:                          Street Fighter Alpha 2
----------------------------------------------------------

THROWS
Seoi Nage                          b/f + HP
Tomoe Nage                         b/f + HK

COMMAND MOVES
Sakotsu Wari                       f + MP
Senpuu Kyaku                       f + MK
Tenma Kuujin Kyaku                 Jump uf, d + MK at peak of jump

SPECIAL MOVES
Hadouken                           QCF + P
Shakunetsu Hadouken                HCF + P
Shoryuken                          DP + P
Tatsumaki Senpuu Kyaku             QCB + K (air)
Ashura Senkuu                      DP/BDP + KKK or PPP

SUPERS
Shinkuu Hadouken                   HCB,HCB + P
Messatsu Gou Shouryuken            QCF,QCF + P
Denjin Hadouken                    HCB,HCB + K (Hold to Delay) (Lv3/MAX only)
Shun Goku Satsu                    LP,LP,f,LK,HP (Lv3/MAX only)

COMBOS
(C-Groove)
1. Jump-in HP, d + LP, d + LK ~ level 2 Messatsu Gou Shouryuken
  (at 8th hit) ~ HK Tatsumaki Senpuu Kyaku (11 Hits).
----------------------------------------------------------
SAKURA KASUGANO:                   Street Fighter Alpha 2
----------------------------------------------------------

THROWS
Sakura Jime                        b/f + HP
Sailor Shoot                       b/f + HK

COMMAND MOVES
Flower Kick                        f + MK

SPECIAL MOVES
Hadou Shou                         QCF + P
Shou'ou Ken                        DP + P
Shunpuu Renkyaku                   QCB + K (air)
 - Crouch Forward                  QCB + LK
 - Forward Kick                    QCB + HK
Ouka Kyaku                         QCF + K (air only)
Sakura Otoshi                      DP + K Then P,P,P

SUPERS
Shinkuu Hadouken	                 QCF,QCF + P
Haruissen		                 QCB,QCB + K
Midarezakura                       QCF,QCF + K

COMBOS
1. d + LK, LK ~ HP Shou'ou Ken.

2. Cross over MK, d + LK, d + LK, LK ~ HP Shou'ou Ken (9 Hits).

(C-Groove)
1. Jump-in HP, d + LP, d + LP ~ level 2 Haruissen (at 8th hit)
   ~ level 1 Shinkuu Hadouken (11 Hits).

2. Jump-in HP, d + LP, d + LP ~ level 2 Haruissen (at 7th hit)
   ~ HP Shou'ou Ken (12 Hits).

COMMENTS
- Sakura Otoshi makes her rise higher with each hit.
----------------------------------------------------------
VEGA (M.BISON):                    Street Fighter 2
----------------------------------------------------------

THROWS
Deadly Throw                       b/f + HP
Deadly Rise                        b/f + HK

SPECIAL MOVES
Psycho Vanish                      DP + P
Psycho Impact                      Charge b, then f + P
Double Knee Press                  Charge b, then f + K
Somersault Skull Diver             Charge d, then u + P, then P in air
Head Press                         Charge d, then u + K
 - Somersault Sky Diver            Press P
Vega Warp                          DP + KKK or PPP

SUPERS
Heartbreak Despair                 Charge b, then f,b,f + P
Knee Press Nightmare               Charge b, then f,b,f + K

COMBOS
(C-Groove)
1. Jump-in HK, d + HP ~ level 2 Knee Press Nightmare (at 7th hit)
   ~ level 1 Heartbreak Despair (10 Hits).

(A-Groove)
1. Jump-in HK, d + MP, LK Double Knee Press, Activate CC, HP, repeat
   Psycho Vanish (79 hits), (juggle) Knee Press Nightmare (81 Hits).
----------------------------------------------------------
VICTOR SAGAT:                      Street Fighter
----------------------------------------------------------

THROWS
Tiger Carry                        b/f + HP
Tiger Rage                         b/f + HK

SPECIAL MOVES
Tiger Shot                         QCF + P
Ground Tiger Shot                  QCF + K
Tiger Uppercut                     DP + P
Tiger Crush                        DP + K
Tiger Knee                         QCF,uf + K

SUPERS
Tiger Raid		                 QCB,QCB + K
Tiger Genocide                     QCF,QCF + K
Tiger Cannon                       QCF,QCF + P
Ground Tiger Cannon 	           QCB,QCB + P

COMBOS
(C-Groove)
1. Jump-in HK, d + LK ~ level 2 Tiger Raid, HP Tiger Uppercut.

2. Jump-in HK, d + MK ~ level 2 Tiger Raid (at 9th hit) ~ level 1
   Ground Tiger Cannon (13 Hits).
----------------------------------------------------------
WILLIAM F. GUILE:                  Street Fighter 2
----------------------------------------------------------

THROWS
Shoulder Throw                     b/f + HP
Front Suplex                       b/f + HK
Body Slam                          b/f + HP (air only)
Backbreaker                        b/f + HK (air only)

COMMAND MOVES
Rolling Sobat                      b/f + MK
Spinning Backfist                  f + HP

SPECIAL MOVES
Sonic Boom                         Charge b, then f + P
Somersault Kick                    Charge d, then u + K

SUPERS
Sonic Hurricane                    Charge b, then f,b,f + P
Total Wipeout                      Charge b, then f,b,f + K
Somersault Strike                  Charge d, then df,db,u + K

COMBOS
(C-Groove)
1. Jump-in HP, d + LP, d + LK ~ level 2 Total Wipeout ~ level 1
   Somersault Strike (11 Hits).
----------------------------------------------------------
YUN:                               Street Fighter 3
----------------------------------------------------------

THROWS
Elbow                              b/f + HP
Monkey Toss                        b/f + HK

COMMAND MOVES
Senpuu Kyaku                       f + MK
Dakai                              f + HP
Raigeki Shuu                       Jump u/uf, then df + K

SPECIAL MOVES
Zesshou Hohou                      QCF + P
Tetiuzan Kou                       DP + P
Kobokushi                          QCB + P
Nishoukyaku                        DP + K
Zenpou Tenshin                     HCB + K (close)

SUPERS
Raijin Mahken                      QCF,QCF + P
Raishin Mahhaken                   QCF,QCF + K
You Hou                            QCB,QCB + P (Lv3/MAX Only)
Hiten Souryuu-jin                  QCB,QCB + K (air) (Lv3/MAX Only)

TARGET COMBOS
1. MP, HP, b + HP
2. d + MP, d + HP
3. LP, LK, MP

COMBOS
(C-Groove)
1. Jump-in HP, LP, LK, MP ~ level 3 Raishin Manhaken (23 Hits).

2. In corner, Jump-in HP, d + MK ~ level 3 You Hou, (juggle) MK ~
   (air jump) LP, f + HP (8 Hits).

3. In corner, Jump-in HP, HP (at 3rd hit) ~ level 2 Raishin Manhaken
   (at 18 hit) ~ MP Tetiuzan Kou, (juggle) MK ~ (air jump) LP, f + HP
   (22 hits).

COMMENTS
- Kobokushi can destory normal projectiles.
- You Hou can be followed up with an attack.
- The MP/HP versions of Tetiuzan Kou can be followed up with an attack.
----------------------------------------------------------
ZANGIEF:                           Street Fighter 2
----------------------------------------------------------

THROWS
Pile Driver                        f + HP
Back Drop                          b + HP
Kamitsuki                          b/f + HK

COMMAND MOVES
Double Lariat                      PPP
Quick Double Lariat                KKK

SPECIAL MOVES
Banishing Flat                     DP + P
Screw Piledriver                   360 + P (close)
Atomic Suplex                      360 + K (close)
Flying Power Bomb                  360 + K

SUPERS
Final Atomic Buster                720 + P (close)
Aerial Russian Slam                QCF,QCF + K
----------------------------------------------------------




SNK SIDE
----------------------------------------------------------
ATHENA ASAMIYA:                    King of the Fighters '94
----------------------------------------------------------

THROWS
Bit Throw                          b/f + HP
Psychic Throw                      b/f + HK
Psychic Shoot                      u/d + HP

COMMAND MOVES
Double Knee                        f + MK

SPECIAL MOVES
Psycho Ball Attack                 QCB + P
Psycho Sword                       DP + P (air)
Phoenix Arrow                      QCB + K (air only)
Super Psychic Throw                HCF + P
Psycho Reflector                   HCB + K
Psychic Teleport                   QCF + K

SUPERS
Shining Crystal Bit                HCB,HCB + P (air)
 - Crystal Shoot                   QCB + P (Hold to delay)
Phoenix Fang Arrow                 QCF,QCF + K (air only)

TARGET COMBO
1. MP, f + MK

COMBOS
(C-Groove)
1. Jump-in MP ~ level 2 Phoenix Fang Arrow (at 19th hit) ~ level 1
   Shining Crystal Bit (juggle for 1 hit), quickly connect the Crystal
   Shoot (Hold P for one more hit), when opponent falls release the P
   button (24 Hits).

COMMENTS
- The distance of the Psychic Teleport is determined by the button
  used. (Ex: LK goes short, MK is half screen, HK is full screen)
- Psycho Reflector can negate projectiles.
- Super Psychic Throw can be followed up with a juggle.
----------------------------------------------------------
BENIMARU NIKAIDO:                  King of the Fighters '94
----------------------------------------------------------

THROWS
Front Suplex                       b/f + HP
Catch and Shoot                    b/f + HK
Spinning Knee Drop                 b/f + HP (air only)

COMMAND MOVES
Drill Kick                         d + HK (air only)

SPECIAL MOVES
Raijin Ken                         QCF + P (If HP version is used, press P,P)
Iai Geri                           QCF + K
 - Handou Sandan Geri              d,u + K
Inazuma Kick                       DP + K
Kougan Corridor                    HCB,f + P (close)
Shinkuu Katate Goma                HCB + K (press PPP + KKK to cancel)

SUPERS
Raikou Ken                         QCF,QCF + P
Denei Spark                        QCF,QCF + K
Electrigger                        HCB,HCB + P (close)

COMBOS
1. Jump-in MK, d + LK ~ Iai Geri, Handou Sandan Geri (5 Hits).

(C-Groove)
1. In corner, Jump-in HP, d + MP ~ level 2 Raikou Ken ~ level 1
   Raikou Ken (14 Hits).
----------------------------------------------------------
CHANG KOEHAN w/ CHOI BOUNGE:       King of the Fighters '94
----------------------------------------------------------

THROWS
Hagan Geki                         b/f + HP (Hit P rapidly)
Kusari Jime                        b/f + HK

SPECIAL MOVES
Tekkyuu Dai Kaiten                 Hit P rapidly (Press PPP to cancel)
Tekkyuu Funsai Geki                Charge b, then f + P
Dai Hakai Nage                     HCB,f + P (close)
Flying Slash                       HCB + K (Choi's move)
Tatsumaki Shippuu Zan              DP + K (Choi's move)
Senpuu Hi En Sashi                 HCF + K (Choi's move)

SUPERS
Tekkyuu Dai Bousou                 QCF,HCB + P
Shin! Super Shinkuu Zan            HCB,HCB + K (Choi's super)

COMBOS
(C-Groove)
1. (Medium distance) Perform Senpuu Hi En Sashi, Jump-in HK, d + LP,
   d + LK ~ level 2 Tekkyuu Dai Bousou (at 17th hit) ~ level 1
   Tekkyuu Dai Bousou (28 Hits).
----------------------------------------------------------
GEESE HOWARD:                      Fatal Fury
----------------------------------------------------------

THROWS
Shinkuu Nage                       b/f + HP
Pickup Slam                        b/f + HK

SPECIAL MOVES
Reppu Ken                          QCF + LP/MP
Double Reppu Ken                   QCF + HP
Shippu Ken                         QCB + P (air only)
Gedan Atemi Nage                   HCB + LP
Chuudan Atemi Nage                 HCB + MP
Joudan Atemi Nage                  HCB + HP
Jaeiken                            HCB + K

SUPERS
Raising Storm                      db,HCB,df + P
Deadly Rave                        HCB,f + LK,LP,LP,LK,LK,MP,MK,HP,HK, QCB + HP
(Lv3/MAX Only)

COMBOS
(C-Groove)
1. Jump-in/Cross up MK, LK, LP, MP ~ Deadly Rave, LP, LK ~ LK Jaeiken
   (18 Hits). (Note: Don't do the QCB + HP motion in the Deadly Rave)
----------------------------------------------------------
HAOHMARU:                          Samurai Shodown
----------------------------------------------------------

THROWS
Ground Throw                       b/f + HP
Backflip                           b/f + HK

SPECIAL MOVES
Ougi SenpuRetsuZan                 QCF + P
Fake SenpuRetsuZan                 QCF + K
Ougi KogetsuZan                    DP + P
Ougi ResshinZan                    QCB + P

SUPERS
Hiougi TenhaFujinZan               QCF,QCF + P
Tenha Danku Retsu Zan              HCB,f + P (close) (Lv3/MAX Only)

COMBOS
(C-Groove)
1. Jump-in HP, d + MK ~ level 2 Hiougi TenhaFujinZan (at 10th hit)
   ~ level 1 Hiougi TenhaFujinZan (19 Hits).

COMMENTS
- Haohmaru can do insane guard damage with his normal moves,
  especially his HP.
----------------------------------------------------------
HIBIKI TAKANE:                     Last Blade 2
----------------------------------------------------------

THROWS
Shoulder Toss                      b/f + HP
Sword Slash                        b/f + HK

COMMAND MOVES
Kami Hitoe                         KKK
 - Ma o Tsumeru                    f + K
 - Moko Koto                       b + K

SPECIAL MOVES
Touma ni te Kiru Nari              QCF + P
Chikayori te Kiru Nari             QCB + P
Suigetsu o Tsuku Nari              DP + K
I o Awasu Nari                     HCF + K

SUPERS
Hasshou Suru Shinki Nari           QCB,HCF + P
Shi o Osorenu Kokoro Nari          f,HCF + P (Lv3/MAX Only)
Shikabane o koete iku nari         HCB,f + LK,LP,MP,HP (Lv3/MAX Only)
                                   Then LP,MP,HP,LP,MP, QCF + HP or
                                   LP,MP,HP,LK,MK, QCF + HK,HK or
                                   LK,MK,LK,HK (can be juggled)

COMBOS
(C-Groove)
1. Jump-in HK, MP ~ MP Chikayori te Kiru Nari ~ level 3 Hasshou Suru
   Shinki Nari (5 Hits).

COMMENTS
- If Chikayori te Kiru Nari connects, you can follow up with
  Touma ni te Kiru Nari or Hasshou Suru Shinki Nari.
- The Suigetsu o Tsuku Nari can be followed with, Touma ni te Kiru
  Nari or Hasshou Suru Shinki Nari. (thanks to Suichi)
----------------------------------------------------------
IORI YAGAMI:                       King of the Fighters '95
----------------------------------------------------------

THROWS
Sakahagi                           b/f + HP/HK

COMMAND MOVES
Ge Shiki: Yuri Ori                 b + LK (air only)
Ge Shiki: Goufu In                 f + LK
Backhand                           f + MP

SPECIAL MOVES
108 Shiki: Yami Barai              QCF + P
100 Shiki: Oniyaki                 DP + P
127 Shiki: Aoi Hana                QCB + P (Repeat 3 times)
212 Shiki: Kototsuki In            HCB + K
Kuzukaze                           HCB,f + P (close)

SUPERS
Ura Shiki 180: Ya Sakazuki         QCB,HCF + P (Hold to delay)
Kin Sen Ni Shiki 1201: Ya Otome    QCF,HCB + P

TARGET COMBO
1. MP, f + MP

COMBOS
(C-Groove)
1. Kuzukaze, MP, f + MP ~ level 3 Kin Sen Ni Shiki 1201: Ya Otome (16 Hits).

2. Jump-in HP, MP, f + MP ~ level 2 Kin Sen Ni Shiki 1201: Ya Otome
   (at 11th hit) ~ level 1 Ura Shiki 180: Ya Sakazuki ~ (at 14th hit)
   Jump-in HP, MP, f + MP ~ 127 Shiki: Aoi Hana (Repeat 3 times) (20 hits).
----------------------------------------------------------
RIOT BLOOD IORI YAGAMI:            King of the Fighters '97
----------------------------------------------------------

THROWS
Sakahagi                           b/f + HP/HK

COMMAND MOVES
Ge Shiki: Yuri Ori                 b + LK (air only)
Ge Shiki: Goufu In                 f + LK
Backhand                           f + MP

SPECIAL MOVES
108 Shiki: Yami Barai              QCF + P
100 Shiki: Oniyaki                 DP + P
127 Shiki: Aoi Hana                QCB + P (Repeat 3 times)
212 Shiki: Kototsuki In            HCB + K
Kuzukaze                           HCB,f + P (close)

SUPERS
100 Shiki: Oni Honou               QCF,QCF + P
Kin Sen Ni Shiki 1201: Ya Otome    QCF,HCB + P

TARGET COMBO
1. MP, f + MP

COMBOS
(C-Groove)
1. Jump-in HK, MP, f + MP ~ level 2 Kin Sen Ni Shiki 1201: Ya Otome
   (at 12th hit) ~ level 1 Kin Sen Ni Shiki 1201: Ya Otome (21 Hits).

COMMENTS
- Movement is faster than regular Iori.
----------------------------------------------------------
JOE HIGASHI:                       Fatal Fury
----------------------------------------------------------

THROWS
Hiza Jigoku                        b/f + HP (Hit P rapidly)
Leg Throw                          b/f + HK

SPECIAL MOVES
Hurricane Upper                    HCF + P
Tiger Kick                         DP + K
Slash Kick                         HCF + K
Bakuretsu Ken                      Hit P rapidly
 - Bakuretsu Finisher              QCF + P
Golden Heel                        QCB + K

SUPERS
Screw Upper                        QCF,QCF + P
Bakuretsu Hurricane Tiger Kakato   QCF,HCB + P
Double Cyclone Upper               QCB,QCB + P (Lv3/MAX Only)

COMBOS
(C-Groove)
1. Jump-in HP, d + HP ~ level 2 Screw Upper ~ HK Golden Heel (9 Hits).

2. Jump-in HP, d + LP, d + LK ~ level 2 Bakuretsu Hurricane Tiger Kakato
   (at 13th Hit) ~ level 1 Bakuretsu Hurricane Tiger Kakato (21 Hits).
----------------------------------------------------------
KIM KAPHAWN:                       Fatal Fury 2
----------------------------------------------------------

THROWS
Sakkyaku Nage                      b/f + HP
Kubi Kime Otoshi                   b/f + HK

COMMAND MOVES
Neri Chagi                         f + HK
 - Stance Change                   After HK or Neri Chagi, Hold HK
  - Side Jump HK                   b/f + LP
  - Reverse Neri Chagi             HP
  - Spin Side Kick                 LK

SPECIAL MOVES
Hangetsu Zan                       QCB + K
Haki Kyaku                         d,d + K
Hishou Kyaku                       QCF + K (air only)
Kuusajin                           Charge d, then u + P
Hien Zan                           Charge d, then u + K
 - Tenshou Zan                     After HK Hien Zan, d + HK

SUPERS
Hou'ou Tenbu Kyaku                 QCB,db,f + K
Hou'ou Kyaku                       QCF,HCB + K (air only)
Houou Hiten Kyaku                  QCF,QCF + K

COMBOS
(C-Groove)
1. Jump-in HK, d + LK ~ Haki Kyaku ~ level 3 Hou'ou Tenbu Kyaku (20 Hits).

2. Jump-in HK, d + LK ~ level 2 Houou Hiten Kyaku, (juggle) level 1
   Hou'ou Tenbu Kyaku (17 Hits).

COMMENTS
- The Haki Kyaku can be canceled into the Hou'ou Tenbu Kyaku.
- When in C-Groove, Kim can connect his Houou Hiten Kyaku (level 2.
  to his Hou'ou Tenbu Kyaku (level 1.. Perform the Hou'ou Tenbu Kyaku
  when your opponent is falling after being hit with the Houou Hiten
  Kyaku. This is also possible in S-Groove, in desperation mode.
----------------------------------------------------------
KING:                              Art of Fighting
----------------------------------------------------------

THROWS
Hook Buster                        b/f + HP
Hold Rush                          b/f + HK

SPECIAL MOVES
Venom Strike                       QCF + K
 - Double Strike                   QCF + K
Surprise Rose                      DP + K
Trap Shot                          BDP + K
Tornado Kick                       HCB + K
Mirage Kick                        QCB + P

SUPERS
Illusion Dance                     QCF,HCB + K
Silent Flash       	           QCB,QCB + K

COMBOS
1. Jump-in HK, d + LP ~ Mirage Kick, Surprise Rose.

(C-Groove)
1. Jump-in HK, d + LP, d + LK ~ level 2 Silent Flash (at 5th hit)
   ~ HK Trap Shot (17 Hits).
----------------------------------------------------------
KYO KUSANAGI:                      King of the Fighters '94
----------------------------------------------------------

THROWS
Hatsugane                          b/f + HP
Issetsu Seoi Nage                  b/f + HK

COMMAND MOVES
88 Shiki                           df + HK
Axe Kick                           f + MK
Ge Shiki: Nakaku Otoshi            d + HP (air only)

SPECIAL MOVES
114 Shiki: Ara-Gami                QCF + LP/MP
 - 128 Shiki: Kuno-Kizu            QCF + P
  - 127 Shiki: Yano-Sabi           HCB + P after Ara-Gami or P after Kuno-Kizu
   - 125 Shiki: Nanase             Press K
   - Ge Shiki: Migiri Ugachi       Press P
105 Shiki: Doku-Gami               QCF + HP
 - 401 Shiki: Tsumi-Yomi           HCB + P
  - 402 Shiki: Batsu-Yomi          f + P
Oboro Guruma                       DP + K
75 Shiki Kai                       QCF + K,K
R.E.D. Kick                        BDP + K
100 Shiki: Oni Yaki                DP + P
202 Shiki: Kototsuki You           HCB + K

SUPERS
Ura 108 Shiki: Orochi Nagi         QCB,HCF + P (Hold to Delay)
Final Showdown                     QCF,QCF + P

COMBOS
(C-Groove)
1. Jump-in HP, d + HP ~ MK/HK 75 Shiki Kai, (juggle) HK Oboro Guruma
   (7 Hits). (Note: Time when the opponent falls to connect the 7th hit)

2. In corner, Jump-in HP, d + HP ~ MK/HK 75 Shiki Kai, (juggle)
   level 3 Ura 108 Shiki: Orochi Nagi (Hold HP button) (8 Hits).
   (Note: When opponent falls again after being juggled, release HP)

COMMENTS
- 75 Shiki Kai can be followed up with a juggle.
----------------------------------------------------------
MAI SHIRANUI:                      Fatal Fury 2
----------------------------------------------------------

THROWS
Shiranui Gourin                    b/f + HP
Fussha Kuzushi                     b/f + HK
Yume Zakura                        b/f + HP (air only)

COMMAND MOVES
Sankaku Tobi                       Jump against wall, press uf

SPECIAL MOVES
Kachou Sen                         QCF + P
Ryu Enbu                           QCB + P
Hissatsu Shinobi Bachi             HCF + K
Musasabi no Mai(Chijou)            Charge d, then u + P
Sun Fire Samba                     Charge d, then u + K
Musasabi no Mai(Kuuchuu)           QCB + P (air only)

SUPERS
Super Deadly Ninja Bees	           QCB,HCF + K
Crimson Firebird Diver             QCB,QCB + P (air only)
Swan's Fandango                    QCF,QCF + P

COMBOS
(C-Groove)
1. In corner, Jump-in HP, d + LP, d + LK ~ level 2 Swan's Fandango
   (at 5th hit) ~ level 1 Super Deadly Ninja Bees (11 Hits).
----------------------------------------------------------
NAKORURU:                          Samurai Shodown
----------------------------------------------------------

THROWS
Takedown Stab                      b/f + HP
Climbing Stomp                     b/f + HK

COMMAND MOVES
Sankaku Tobi                       Jump against wall, press uf

SPECIAL MOVES
Annu Mutsube                       BDP + P
Lela Mutsube                       QCF + P
Amube Yatoro                       HCB + P
Mamahaha Nitsukamaru               QCB + K
 - Tsukamari Kougeki               WK/MK or WP/MP
 - Descent from Mamahaha           FK
 - Yatoro Pokku                    FP
 - Shichikapu Ai                   QCF + P
 - Kamui Mutsube                   QCB + P

SUPERS
Shichikapu Kamui Irushika          HCB,HCB + P
Elelyu Kamui Risse                 HCB,HCB + K
Shirikoro Kamui Nomi               QCF,QCF + K (PPP + KKK to cancel) (Lv3/MAX
Only)

COMBOS
(C-Groove)
1. Jump-in HK, LP, LK ~ Annu Mutsube (4 Hits).
----------------------------------------------------------
RAIDEN:                            Fatal Fury
----------------------------------------------------------

THROWS
Pile Driver                        b/f + HP
Bear Hug                           b/f + HK

SPECIAL MOVES
Giant Bomb		                 Charge b, then f + P
Poison Spray		           HCB + P
Super Drop Kick		           Hold KK then release
Thunder Crush Bomb	           360 + K (close)
Combination Bodyblow               BDP + P
 - Headbutt 		           QCB + P
 - Front Suplex		           QCB + K
Jumping Lariat Drop	           DP + P

SUPERS
Destruction Drop	                 720 + K (close)
Flame Breath 		           HCB,HCB + P
Crazy Train 		           QCF,QCF + P

COMBOS
(C-Groove)
1. Jump-in HK, d + MK ~ level 2 Flame Breath (at 6th hit) ~ level 1
   Flame Breath (9 Hits).
----------------------------------------------------------
ROCK HOWARD:                       Garou: Mark of the Wolves
----------------------------------------------------------

THROWS
Kokuu Sen                          b/f + HP

COMMAND MOVES
Rolling Kick                       f + MK

SPECIAL MOVES
Reppuken                           QCF + LP/MP
Double Reppuken                    QCF + HP
Rising Tackle                      Charge d, then u + P
Hard Edge                          QCB + P
RageRun: Type Dunk                 QCB + WK
RageRun: Type Save                 QCB + MK
RageRun: Type Shift                QCB + HK
Shinkuu Nage                       360 + P
 - Breaking                        PPP From Shinkuu Nage
 - Rasetsu                         Hold on to PPP during Breaking
Crack Counter                      QCF + K

SUPERS
Raging Storm                       QCF,QCF + P
Shining Knuckle                    QCF,QCF + K
Deadly Rave Neo                    HCB,f + LK,LP,LP,LK,LK,MP,MK,HP,HK, QCB + HP
(Lv3/MAX only)

COMBOS
(C-Groove)
1. In corner, Jump-in HP, d + LP, d + LK, d + MK ~ level 2
   Shining Knuckle ~ HP Rising Tackle (15 Hits).

2. Jump-in HP, d + LP, d + LK ~ Deadly Rave Neo (18 Hits).

COMMENTS
- His special moves has a little lag on it.
- If Ragerun moves are done close, he will teleport behind the opponent.
----------------------------------------------------------
RUGAL BERNSTEIN:                   King of the Fighters '94
----------------------------------------------------------

THROWS
Scorpion Deathlock                 b/f + HP
Scorpion Blow                      b/f + HK

COMMAND MOVES
Double Tomahawk                    f + MK

SPECIAL MOVES
Reppuken                           QCF + P
Kaiser Wave                        f,HCF + P (Hold to Delay)
Dark Brarrier                      HCF + K
Genocide Cutter                    DP + K
Godpress                           HCB + P
Dark Smash                         QCF + P (air only)

SUPERS
Gigantic Pressure	                 QCF,HCB + P
Total Annihilation	           QCF,QCF + K

COMBOS
(C-Groove)
1. Jump-in HP, d + MP ~ level 2 Gigantic Pressure, (juggle)
   level 1 Total Annihilation (7 Hits).
----------------------------------------------------------
GOD RUGAL BERNSTEIN:               Capcom VS. SNK 2
----------------------------------------------------------

THROWS
Scorpion Deathlock                 b/f + HP
Scorpion Blow                      b/f + HK

SPECIAL MOVES
Reppuken                           QCF + P
Kaiser Wave                        f,HCF + P (Hold to Delay)
Rugal Execution                    HCB + K
Dark Brarrier                      HCF + K
Genocide Cutter                    DP + K
Godpress                           HCB + P
Dark Smash                         QCF + P (air only)
God Run                            DP/BDP + KKK or PPP

SUPERS
Gigantic Pressure	                 QCF,HCB + P
Genocide Heaven                    QCF,QCF + K
God End                            HCB,HCB + P (close)(Lv3/MAX only)
Final Judgement                    LP,LP,f,LK,HP (Lv3/MAX only)

COMBOS
(C-Groove)
1. Jump-in HK, God End (14 Hits).

COMMENTS
- Speed matches Riot Blood Iori.
----------------------------------------------------------
RYO SAKAZAKI:                      Art of Fighting
----------------------------------------------------------

THROWS
Hyouchuu Wari Nage                 b/f + HP
Tomoe Nage                         b/f + HK

COMMAND MOVES
Hyouchuu Wari                      f + MP

SPECIAL MOVES
Ko'ou Ken                          QCF + P
Kohou                              DP + P
Mouko Raishin Sechi                BDP + P
Zanretsu Ken                       f,b,f + P
Kyokugen-ryuu Ren Bu Ken           HCB + P
Hien Shippu Kyaku                  Charge db, then f + K

SUPERS
Ryuuko Ranbu                       QCF,HCB + P
Haoh Sho Koh Ken                   F, HCF + P
Tenchi Hakoken                     QCF,QCF + P (Lv3/MAX Only)

COMBOS
(C-Groove)
1. Jump-in HP, d + LP, d + LK ~ level 2 Ryuuko Ranbu
   (at 12th hit) ~ level 1 Ryuuko Ranbu (23 Hits).

2. Jump-in HP, d + LP, d + LK ~ level 2 Ryuuko Ranbu
   (at 12th hit) ~ HP Zanretsu Ken (26 Hits).

3. Jump-in HP, d + LP, d + LK ~ level 2 Ryuuko Ranbu
   (at 15th hit) ~ Ko'ou Ken (16 Hits).

4. Jump-in HP, d + LP, d + LK ~ level 3 Ryuuko Ranbu (18 Hits).
   (Note: This also works in P,S,N,K Grooves)
----------------------------------------------------------
RYUHAKI TODO:                      Art of Fighting
----------------------------------------------------------

THROWS
Pickup Slam                        b/f + HP
Jaw Breaker                        b/f + HK

SPECIAL MOVES
Kasane Ate                         QCF + P
Downward Kasane Ate                QCF + P (air only)
Tatsumakisouda                     HCB + P
Vertical Kasane Ate                DP + P

SUPERS
Cho Kasane Ate                     QCF,QCF + P
Kuzu Otoshi                        QCF,HCB + P

COMBOS
(C-Groove)
1. Jump-in HP, d + LP, d + LK ~ level 3 Cho Kasane Ate (12 Hits).

COMMENTS
- Todo is a very techincal fighter, he may seem weak at first
  but with practice he can be a serious problem.
----------------------------------------------------------
RYUJI YAMAZAKI:                    Fatal Fury 3
----------------------------------------------------------

THROWS
Shime Age                          b/f + HP
Bun Nage                           b/f + HK

COMMAND MOVES
Bussashi                           f + MP

SPECIAL MOVES
Hebi Tsukai(Joudan)                QCB + LP (Hold to delay)
Hebi Tsukai(Chuudan)               QCB + MP (Hold to delay)
Hebi Tsukai(Gedan)                 QCB + HP (Hold to delay)
 - Hebi Damashi                    During Hebi Tsukai Hold press HK.
Sadomaso                           HCF + K
Sabaki no Aikuchi                  DP + P
Yaki Ire                           DP + K
Bai Gaeshi                         QCF + P
Sunakake                           QCB + K

SUPERS
Bakudan Pachiki                    QCF,QCF + P
Yondan Drill           	           HCB,HCB + P (Hit P rapidly)

COMBOS
(C-Groove)
1. In corner, perform a level 2 Yondan Drill (Hit P rapidly until
   he does a Hebi Tsukai), just before he knocks the opponent away
   perform a level 1 Bakudan Pachiki (19 Hits).

2. Jump in HK, d + LP, d + LK ~ Sunakake, Hebi Tsukai(Gedan) (5 Hits).

COMMENTS
- Sunakake can followed with a Hebi Tsukai. (thanks to Suichi)
----------------------------------------------------------
TERRY BOGARD:                      Fatal Fury
----------------------------------------------------------

THROWS
Grasping Upper                     b/f + HP
Buster Throw                       b/f + HK

COMMAND MOVES
Rising Upper                       df + P

SPECIAL MOVES
Power Wave                         QCF + P
Burning Knuckles                   QCB + P
Crack Shot                         QCB + K
Power Dunk                         DP + K
Rising Tackle                      Charge d, then u + P

SUPERS
Power Geyser                       QCB,db,f + P
Buster Wolf                        QCF,QCF + K

TARGET COMBOS
1. HP, df + HP

COMBOS
(C-Groove)
1. In corner Jump-in HP/HK, HP, df + HP ~ level 2 Buster Wolf, (juggle)
   level 1 Power Geyser or Rising Tackle.

COMMENTS
- Buster Wolf comes out faster.
----------------------------------------------------------
VICE:                              King of Fighters '96
----------------------------------------------------------

THROWS
Death Blow                         b/f + HP
Back Rush                          b/f + HK

SPECIAL MOVES
Nail Bomb                          HCF + P (close)
Gore Fest                          HCB,f + P (close)
 - Tranquility                     QCF + P
Mayhem                             QCB + P
De-cide                            HCF + K
De-cide Slayer                     DP + K
Outrage                            QCB + K
Ravenous                           QCB + K (air only)

SUPERS
Negative Gain		           HCB,HCB + K
Withering Force		           QCF,QCF + P

COMBOS
(C-Groove)
1. Jump-in HP, d + LP, d + LK ~ HP Mayhem, De-cide Slayer (6 Hits).

COMMENTS
- Mayhem can be followed up with a De-cide Slayer.
----------------------------------------------------------
YURI SAKAZAKI:                     Art of Fighting 2
----------------------------------------------------------

THROWS
Oni Harite                         b/f + HP
Silent Nage                        b/f + HK

COMMAND MOVES
En Yoku                            f + MK

SPECIAL MOVES
Ko'ou Ken                          QCF + P
Saiha                              QCB + P
Raiou Ken                          QCF + K
Yuri Chou Upper                    DP + P
 - Double Chou Upper               After HP Chou Upper, DP + P
Hyakuretsu Binta                   HCB + K

SUPERS
Haoh Sho Koh Ken	                 f,HCF + P
Hein Hou Kyaku                     QCF,HCB + K
Hien Rekko                         QCF,QCF + P

COMBOS
(C-Groove)
1. Jump-in MK, d + LP, LK, MK ~ level 3 Hein Hou Kyaku (22 Hits).

=========================================================
6. RATIO TIER
=========================================================

All Ratio Tier's were gauged on the damage inflicted by S.Gouki's 8 hit
combo. To perform S.Gouki's 8 hit combo, obtain unlimited groove points
by clearing Survival Mode, then in Groove Edit Mode, select a gauge type.
I suggest picking a C gauge. Then is system menu turn all the following
from off to on.

1. Chain Combo
2. Air Chain Combo.
3. Super Combo Cancel.
4. Cancel Any Move.

If any of the above are not turned on then the Kongou Kokurestu Zan cannot
be juggled. Also turning anything else on/off in the Sub System Menu won't
affect the combo, Blocking and Just Defense won't the affect the combo either.

The combo goes as follows:
Jump-in MK + HP, MP, HP, d + HK ~ LK Tatsumaki Zankuu Kyaku, (juggle) LK
Tatsumaki Zankuu Kyaku, (juggle) Kongou Kokurestu Zan (8 Hits).

The Ratio Tier depends on it's ratio system. Here is the description for the
combo against the ratio system:

Shin Gouki's Combo.            Any normal character.
Ratio 1                VS      Ratio 1 (Knock Out)
Ratio 1                VS      Ratio 2 (Cannot)
Ratio 1                VS      Ratio 3 (Cannot)
Ratio 1                VS      Ratio 4 (Cannot)

Shin Gouki's Combo.            Any normal character.
Ratio 2                VS      Ratio 1 (Knock Out)
Ratio 2                VS      Ratio 2 (Knock Out)
Ratio 2                VS      Ratio 3 (Cannot)
Ratio 2                VS      Ratio 4 (Cannot)

Shin Gouki's Combo.            Any normal character.
Ratio 3                VS      Ratio 1 (Knock Out)
Ratio 3                VS      Ratio 2 (Knock Out)
Ratio 3                VS      Ratio 3 (Knock Out)
Ratio 3                VS      Ratio 4 (Cannot)

Shin Gouki's Combo.            Any normal character.
Ratio 4                VS      Ratio 1 (Knock Out)
Ratio 4                VS      Ratio 2 (Knock Out)
Ratio 4                VS      Ratio 3 (Knock Out)
Ratio 4                VS      Ratio 4 (Cannot)

Shin Gouki's Combo.            Evil Ryu, R.B. Iori, S.Gouki, G.Rugal
Ratio 1                VS      Ratio 1 (Knock Out)
Ratio 1                VS      Ratio 2 (Knock Out)
Ratio 1                VS      Ratio 3 (Knock Out)
Ratio 1                VS      Ratio 4 (Knock Out)

Shin Gouki's Combo.            Evil Ryu, R.B. Iori, S.Gouki, G.Rugal
Ratio 2                VS      Ratio 1 (Knock Out)
Ratio 2                VS      Ratio 2 (Knock Out)
Ratio 2                VS      Ratio 3 (Knock Out)
Ratio 2                VS      Ratio 4 (Knock Out)

Shin Gouki's Combo.            Evil Ryu, R.B. Iori, S.Gouki, G.Rugal
Ratio 3                VS      Ratio 1 (Knock Out)
Ratio 3                VS      Ratio 2 (Knock Out)
Ratio 3                VS      Ratio 3 (Knock Out)
Ratio 3                VS      Ratio 4 (Knock Out)

Shin Gouki's Combo.            Evil Ryu, R.B. Iori, S.Gouki, G.Rugal
Ratio 4                VS      Ratio 1 (Knock Out)
Ratio 4                VS      Ratio 2 (Knock Out)
Ratio 4                VS      Ratio 3 (Knock Out)
Ratio 4                VS      Ratio 4 (Knock Out)

Note: The Ratio Tier was developed and perfected by Ah B ([email protected])

=========================================================
7. SPECIAL INTROS
=========================================================

Here are the confirmed special intros so far.

BALROG(VEGA) VS. ALL FEMALES- Balrog removes his mask, spins and bows. If Balrog
wins, he will toss a rose over his opponent's fallen body.

BALROG(VEGA) VS. BENIMARU/KYOSUKE - Balrog spins and tosses a rose.

BALROG(VEGA) VS. ANY UGLY OPPONENT - Balrog turns his back and shakes his
head in disgust.

BENIMARU VS. FEMALES - Benimaru tosses a heart in the air before he shocks
his hair so it stands on end.

BENIMARU VS. KYO - In some stages Goro Daimon will watch from the background.

CHANG VS. EAGLE - Chang picks his nose and flicks a booger at Eagle.
Eagle then blocks the booger with one of his staffs.

CHANG VS. KIM - Chang points at Kim while saying something. When he finishes,
Kim just shakes his head.

CHUN-LI VS. CRIMINALS - Chun-Li points and says "Kane shinasai" (Even your
best isn't good enough.)

CHUN-LI VS. MAI - Same as before, slighty different.

CHUN-LI VS. YAMAZAKI - Hon-Fu (from FF3. jumps in to protect Chun-Li, but
is quickly dispatched by a Hebi Tsuki from Yamazaki.

CHUN-LI VS. YUN - Yun politely bows and Chun-Li does the same.

DAN VS. JOE - Joe points and taunts Dan, Dan returns the favor.

DAN VS. YURI - Yuri does Dan's victory pose while Dan does his regular taunt
and his victory pose.

GEESE VS. ROCK - Rock says something to his father in a angry tone. Geese does
his normal intro.

GEESE VS. VEGA(M.BISON) - Geese hits Vega's cape with a Double Reppu Ken.

HAOHMARU VS. GOUKI(AKUMA) - Says something in japanese. Gouki does his normal
intro.

HAOHMARU VS. HIBIKI - Haohmaru strokes his chin while muttering something.
Hibiki does her normal intro.

IORI VS. KYO - They show their respective flames while taunting one another.

IORI VS. VEGA(M.BISON) - Vega says "Sono kubi kakitaryaru!" (I will cut
your neck!). Iori replies, "Doushita?, Sugu rakunish teyaru!" (What's wrong?
I'll end  your suffering quickly!) then shoots fire at him which Vega hops over.

KEN VS. TERRY - Ken picks up Terry's hat and tosses it to him and says "Sore!"
(Here!)

KIM VS. CRIMINALS - Kim faces the background and says, "Akurai Yirosan!"
(Evil is Unforgivable!), turns around and yells "Ha!" in a fighting stance.

KING VS. RYO - King has a hat on, then throws it away. Ryo does his normal
pose.

KING VS. SAGAT - King says to Sagat, "Ateni narua" (I can trust you) who
simply laughs.

MAI VS. JOE - Joe hurls a few whirlwinds at Mai, who isn't paying attention
to him. The whirlwinds stop short and only blow her hair and clothing a bit.
Joe tells her to Come on, she then turns around and scolds him.

MAKI VS. TODO - Todo and Kasumiare standing there pointing, Todo says "Witness
the power of Todoh style Martial Arts!". Maki responds as well.

NAKORURU VS. HAOHMARU - Haohmaru strokes his chin while muttering something.
Nakoruru does her normal intro.

NAKORURU VS. YUN - Yun politely bows with his cap off to Manali, who is
standing next to Nakoruru.

ROLENTO VS. HIBIKI - Rolento throws a knife at her while she's tieing her
shoelaces.

RUGAL VS. GUILE - A statue of Guile is between the two fighters. Guile cuts
it in half with a Sonic Boom. Rugal uses a Reppuken to destroy the remains
of the statue.

RUGAL VS. VEGA(M.BISON) - Rugal says "Sonotch karamo watashingo torikum
dekurio!" (I will take your power from you!). Rugal's panther growls at
M.Bison.

RYU VS. KEN - They both tap their fists together.

RYU VS. KYO - Kyo shoots fire towards Ryu and says "Humph..Sono tedo Jado
jenaika? Honkide Ikuze!" (Humph..My power doesn't scare you? Well I'm gonna'
show you everything that I have, LET'S GO!)

RYU VS. RYO - They both jump backwards into their fighting positions
(a la Art of Fighting).

SAGAT VS. DAN - *Not an intro* Dan will cry and scream "OYAJII!!" when he
defeats Sagat.

SAGAT VS. JOE - Joe points and taunts Sagat while Sagat responds with his
"Hmph!" taunt.

SAGAT VS. RYU - Ryu tightens his belt as Sagat clenches his glowing scar
while staring at Ryu.

TERRY VS. GEESE - Terry clenches his fist as Geese snickers.

TERRY VS. ROCK - Terry gives a thumb's up while calling Rock "Rookie", and
Rock replies with "Tekagen nashi daze, Terry!" (I'm not gonna lay off, Terry)

VEGA(M.BISON) VS. BALROG(VEGA) - Vega spins and tosses a rose.

VICE VS. CAMMY - Vice taunts Cammy while Cammy does her normal intro.

VICE VS. EVIL RYU/GOUKI(AKUMA) - Vice says "Anta no hime kikosete morao
wa! (Let me hear you scream!). Evil Ryu/Gouki does their normal intro.

VICE VS. RUGAL - Mature appears behind Vice and says, "Isatsua Muki daiyo!"
(Let's skip the introductions) and bows to Rugal who says, "Yo karo Zenyo
kude Kurugai" (Well then, Show me your true power).

YAMAZAKI VS. MAKI - Maki leans over and says "Say what are you looking at?",
Yamazaki responds with "Mono tari nay na" (I need something more than you),
while streching.

YAMAZAKI VS. TERRY - Yamazaki throws a dagger at Terry and says "Tsukuyo"
(Take this). Terry breaks it with a punch. Yamazaki replies, "Kokay suruzo
kora!" (You'll pay for that!)

YURI VS. RYO - Yuri poses and says to Ryo, "Oni-Chan, Kakugo suruchi!"
(Brother, PREPARE YOURSELF!). Ryo then shakes his head in embarassment.

YURI VS. SAKURA - Yuri poses and says, "Osu!" (greetings) and Sakura replies,
"Kotchira koso, Yoroshiku onegai shimasu" (Thank you, I'm pleased to meet you)
and bows.

ZANGIEF VS. EAGLE - Eagle does his Manchester Black and Zangief does his Double
Larait then they bounce off each other a few times and taunt each other.

ZANGIEF VS. RAIDEN - They grapple with each other before jumping into their
fighting positions.

=========================================================
8. HIDDEN BOSSES AND SECRETS
=========================================================

To reach the hidden bosses, you must get a good enough G.P.S.
(Groove Point System) score.

Here are some tips to reach the hidden bosses:
1. Finish the round with a super.
2. Win the round with a perfect.
3. Use a character with high hitting combos or supers. (Ex: Terry Bogard)
4. Use a Ratio 4 character.
5. Get the finest K.O. (Wining the round using steps 1-3.
6. Do not use a continue.

After 4-5 stages, a Ratio 4 Vega (M.Bison) or Geese will interupt your game
unless you are fighting very badly. After that, the final stage begins. The
last stage is held under the Osaka Castle, in a tournament ring similar to
a squared circle for wrestling. Your opponents are normal characters.

Now depending on how good you did, one of three things will happen.

First, if you beat your opponent on the last stage held under the Osaka Castle
and you didn't fight a boss, this means you did poorly. You will basically be
given an award at ceremony and no ending will be shown.

Second, if you did ok, a mystery opponent will be looking down at ceremony
and lighting will flash in the background. Either Gouki (Akuma) or Rugal, will
be waiting at roof of the Osaka castle for a duel against each other and
will take time off and fight with you as a warmup. The characters are their
normal selves at Ratio 4. The stage is on the rooftop of the Osaka castle
(raining), resembling a bit of Ryu's Suzaku castle back in SF2. When beaten,
Gouki or Rugal will comment that player was not worth their time, and goes
on to fight their true adversary (Rugal or Gouki) who appears in the background.
No ending will be shown.

Third, if you did really good, either Gouki (Akuma) or Rugal have finished
their duel and will turn into the God of fighting and challenge you with their
new power. Both bosses have zero recovery time from dizzyness, and are Ratio 4's.
The stage is specially designed for them; the city of Osaka burning into flames,
with the castle in the background. When beaten, a ending will be shown. There
are now endings per character (w00t), but they're only in text messages below
the screen, as the staff roll scrolls along.

Here are the Groove Point Ratings for the different endings.
Note: The boss you face is determined by the groove you pick.

First Ending:
Vega (M.Bison) - 0-299 GP
Geese - 0-299 GP

Second Ending:
Gouki (Akuma) - 300-799 GP
Rugal - 300-799 GP

Third Ending:
Shin Gouki (Akuma) - 800-1999 GP
God Rugal - 1200+ GP

----------------------------------------------------------
ABOUT THE BOSSES:
----------------------------------------------------------

Shin Gouki (Akuma): Shin Gouki plays very similar to regular Gouki except that
he has the power of Orochi flowing through him. In his pre-bout intro, the words
"Man of God" show up on his back in kanji instead of "Heaven". Also S.Gouki's
movements have increased as well, about the same speed as Riot Blood Iori. But
he is rather easy to defeat since the CPU throws so many Hadoukens.

God Rugal Bernstein: Definitely the harder of the two bosses. In his pre-bout
intro, he tosses Gouki aside like trash (ouch). His skin color is similar to
Gouki's, also his outfit is normal Rugal's outfit except that it's ripped in
certain places. His Genocide Cutter has priority over just about anything and
he can take out Ratio 1's within 3 to 4 moves.

----------------------------------------------------------
DEFEATING THE BOSSES:
----------------------------------------------------------

Shin Gouki (Akuma): For S.Gouki, I strongly recommend picking a good keep away
character that does good damage. Either Dhalsim or Todo fits this description,
the most important thing to keep in mind is that for S.Gouki to do any real
damage, he has to be in close range. For Todo, just abuse his Kasane Ate and
his Cho Kasane Ate. Dhalsim was made to annoy S.Gouki IMO, remember teleport
whenever he gets close, abuse the Yoga Flame and Yoga Stream.

God Rugal Bernstein: For G.Rugal, I recommend picking Zangief or Blanka. A ratio
4 Blanka is a nightmare for G.Rugal, abuse Rolling Attacks whenever he throws a
Reppuken. Zangief in C or N Groove works best when G.Rugal is close, roll behind
him and abuse the Screw Piledriver or the Final Atomic Buster.

----------------------------------------------------------
HIDDEN MODES:
----------------------------------------------------------

Boss Battle Mode:

After you unlocked this mode, you can fight the hidden bosses (Shin Gouki,
God Rugal) anytime you wish without having to earn any GP ratings. You can
unlock this mode by beating the hidden bosses, then holding X+Y and hitting
A when entering Arcade Mode. Also if you beat Boss Battle Mode then you can
unlock the EX options.

Groove Edit Mode:

With this option you can create and tweak your own groove to your likeing.
You can create up to 2 grooves, but you must have EX MODE turned on for your
grooves to appear in the arcade/ect modes. You start off with 4000 points
towards creating your groove, Everything is completely tweakable, from the
groove power meters to the groove abilities (parrying, just Defense, air block,
dodge/roll, ect). If you beat Survivor Mode, you get unlimited custom groove
points.

----------------------------------------------------------
HIDDEN CHARACTERS:
----------------------------------------------------------

Other than the two previously mentioned bosses, the other hidden characters are
Riot Blood Iori and Evil Ryu; who are unlocked on the home versions.

----------------------------------------------------------
HIDDEN STAGES:
----------------------------------------------------------

There are only 2 hidden stage that can be unlocked, the Osaka Temple Roof
and the Osaka Temple Ruins. You can unlock these stages by beating the game
and playing on that particular stage.

=========================================================
9. COLOR EDIT'S
=========================================================

If you have any custom color edit's, feel free to E-mail them.

CAPCOM
----------------------------------------------------------
Chun-Li
by columbo
----------------------------------------------------------
31-25-18
29-19-13
24-14-10
19-11-09
13-08-04
08-05-01
22-22-22
15-15-15
09-09-09
31-31-31
31-31-30
03-05-07
04-03-03
02-05-11
02-03-04
----------------------------------------------------------
Dan
by columbo
----------------------------------------------------------
06-05-07
30-20-16
23-16-17
21-16-09
18-09-09
15-07-05
30-30-31
20-12-00
15-19-22
11-08-18
09-11-13
09-08-13
04-08-12
15-09-09
11-09-09
----------------------------------------------------------
Ken
by columbo
----------------------------------------------------------
28-28-28
27-22-16
26-17-16
28-17-11
21-12-08
15-06-00
30-26-00
27-19-00
20-12-00
10-07-00
07-06-03
05-04-01
03-01-00
08-04-06
11-07-07
----------------------------------------------------------
Nude Cammy
Sent in by John.W
----------------------------------------------------------
05-05-31
31-29-23
31-29-20
31-21-15
27-15-11
19-11-07
13-07-03
31-28-23
31-29-22
31-28-02
26-08-08
31-31-31
19-11-07
31-25-31
22-11-00
----------------------------------------------------------
Ryu
by columbo
----------------------------------------------------------
28-28-28
31-20-11
21-15-11
22-18-15
20-11-06
13-08-03
30-00-00
22-00-00
16-00-00
14-14-15
14-14-14
10-11-11
10-10-10
10-10-10
02-02-02
----------------------------------------------------------
Shin Gouki
by columbo
----------------------------------------------------------
24-24-24
17-12-08
14-04-05
17-03-01
12-01-00
09-00-01
18-04-00
20-07-06
16-13-07
07-07-06
06-03-05
06-01-02
03-03-03
02-02-02
09-07-06

SNK
----------------------------------------------------------
Benimaru
by columbo
----------------------------------------------------------
31-27-20
29-22-14
27-17-09
20-11-06
14-07-02
31-31-25
22-24-09
24-20-04
20-18-10
19-14-09
17-15-14
15-12-10
09-07-05
09-08-04
22-21-30
----------------------------------------------------------
God Rugal
by columbo
----------------------------------------------------------
26-20-20
20-14-14
18-10-10
12-06-04
20-21-20
18-22-24
10-16-18
06-10-10
02-04-06
00-02-04
16-10-02
16-08-06
07-04-06
07-02-03
05-00-01
----------------------------------------------------------
Mai
by columbo
----------------------------------------------------------
31-29-21
31-24-16
29-17-12
24-10-06
14-05-01
09-04-01
31-31-31
23-26-26
10-09-12
11-15-15
01-01-01
31-31-31
03-00-00
31-31-31
01-06-12
----------------------------------------------------------
Riot Blood Iori
by columbo
----------------------------------------------------------
30-26-27
18-18-11
22-12-12
10-06-00
25-25-22
24-24-28
14-14-17
12-09-09
08-08-08
05-01-02
01-01-02
16-05-00
12-03-00
06-02-00
07-01-00
----------------------------------------------------------
Ryo
by columbo
----------------------------------------------------------
30-28-22
26-20-12
31-25-15
28-20-10
25-14-04
20-09-05
18-05-03
16-15-13
12-12-13
12-12-12
09-10-09
12-02-00
10-08-08
06-06-06
06-00-00
----------------------------------------------------------
Terry
by columbo
----------------------------------------------------------
31-23-17
21-18-12
22-12-08
14-06-00
20-07-07
23-04-03
15-03-02
06-01-00
30-30-30
21-21-23
14-16-16
09-11-15
06-08-08
02-04-08
28-22-06
----------------------------------------------------------
Todo
by columbo
----------------------------------------------------------
23-18-18
22-18-09
19-14-08
20-08-03
14-04-02
07-07-07
09-08-10
05-05-05
23-23-23
19-21-21
09-08-09
06-07-06
05-06-08
04-04-04
02-03-03

=========================================================
10. CAMEOS
=========================================================

Here are the following characters that make cameos in the backgrounds and in the
game.

CAPCOM                           Location

Alex (Street Fighter 3)          Nairobi
Batsu (Rival Schools)            Appears in Kyosuke's Final Symphony Remix.
Dudley (Street Fighter 3)        London
Edge (Rival Schools)             ?
Elena (Street Fighter 3)         London
Fokker (Power Stone)             Nairobi
Gan (Rival Schools)              ?
Hinata (Rival Schools)           Appears in Kyosuke's Final Symphony Remix.
Hsien-Ko (Darkstalkers)          Shanghai
June (Star Gladiator)            Shanghai
Mei-Ling (Warzards)              London
Rose (SFA 2)                     London
Rouge (Power Stone)              Nairobi
Yang (Street Fighter 3)          Appears in a few of Yun's supers.

SNK                              Location

Bao (KOF '99)                    Shanghai
Billy Kane (Fatal Fury)          London
Carman Cole (Art of Fighting 3)  London
Chin Gentsai (KOF '96)           Shanghai
Clark Steel (KOF '94)            Nairobi
Goro Daimon (KOF '94)            Festival Stage
Heidern (KOF '94)                Nairobi
Honfu (Fatal Fury 3)             Appears in Chun Li VS. Yamazaki intro.
Kasumi (Art of Fighting)         Appears in Todo's intros.
Kensou (KOF '96)                 ?
Kyoshiro (Samurai Shodown)       Festival Stage
Leona (KOF '96)                  Nairobi
Lilly Kane (Fatal Fury)          London
Manali (Samurai Shodown)         Appears in Nakoruru's intros.
Mature (KOF '96)                 Appears in Vice VS. Rugal intro.
Ralf Jones (KOF '94)             Nairobi
Shermie (KOF '97)                Shanghai
Takuma (Art of Fighting)         ?
Xiang Fie (Fatal Fury)           Shanghai

=========================================================
11. CREDITS
=========================================================

Madman's Cafe (www.mmcafe.com)
Credit goes out to MMCafe for information on the grooves, hidden bosses,
character moves, and Capcom VS. SNK 2 beta test reports.

Shoryuken (www.shoryuken.com)
I also had a great pool of resource to draw from here as well, thanks to all
the great people that make this site happen.

I would also like to thank the following people for supporting me, without
their help this FAQ would be very incomplete and inaccurate.

Jason La ([email protected]) - For helping with the movelist.
Jazzie Don ([email protected]) - For helping with the character intros.
Tyler - For help with the movelist.
Willie Hawkins - For helping with the movelist.
Wueno Garcia Lopez - For helping with the movelist.
Suichi - BIG THANKS for helping out with the character intros and movelist.
Sopitas - For help with the cameos.
Ah B - For helping out with the movelist.

=========================================================
12. VERSION HISTORY
=========================================================

Version 6.6 - Latest version was posted on 10/13/01.
New Yun combo added.


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