Capcom vs. SNK 2 Mark of The Millennium 2001 FAQMove List by Columbo
Capcom vs. SNK 2 Mark of The Millennium 2001 FAQMove List by Columbo
Capcom vs. SNK 2 Mark of The Millennium 2001 FAQMove List by Columbo
9 | Last Updated: 2001-11-23 | View/Download Original File Hosted by Return to Capcom vs. SNK 2: Mark of the Millennium 2001 (PS2) FAQs & Guides Liked this FAQ? Click here to recommend this item to other users. Capcom VS. SNK 2 - Millionaire Fighting 2001 Arcade/Dreamcast/Playstation 2 Movelist FAQ 6.9 (11/23/01) 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 - Special Notations - Common Notations - Groove Notations 4. GAME DATA - Ratio System - Ex Characters - Aesthetics - Groove Features - Grooves 5. CHARACTER MOVELIST Capcom Side - Balrog - Ken - Blanka - Kyosuke - Cammy - Maki - Chun-Li - M.Bison - Dan - Morrigan - Dhalsim - Rolento - Eagle - Ryu - E.Honda - E.Ryu - Gouki - Sakura - S.Gouki - Vega Snk Side - Athena - Benimaru - Chang/Choi - Geese - Haohmaru - Hibiki - Iori King Kyo Mai Nakoruru Raiden Rock Rugal
6. 7. 8.
- R.B. Iori - G.Rugal - Joe - Ryo - Kim - Todo RATIO TIER SPECIAL INTROS HIDDEN BOSSES AND SECRETS - About the Bosses - Defeating the Bosses - Hidden Modes - Hidden Characters - Hidden Stages COLOR EDIT'S CAMEOS - Capcom - Snk CREDITS 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 b u d = = = = foward backwards up down uf ub df db = = = = up/foward up/back down/foward 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 K = any kick PPP = all punches KKK = all kicks LK = light kick MK = medium kick HK = hard kick
--------------------------------------------------------SPECIAL NOTATIONS: --------------------------------------------------------(air) (air only) (close) (Lv3/MAX only) / ~ Can be done in the air or on the ground. Must be done in air. Move must be done close to opponent. Can only be done at level 3 in Capcom or max in SNK. Or (Two moves are interchangeable) Cancel quickly into another move.
--------------------------------------------------------COMMON NOTATIONS: --------------------------------------------------------Taunt Throw Dodge Guard Cancel Delayed Stand Forward Evade Dash/Running Hop backward Quick Jump Press Start. HP or HK up close. LP + LK f + MP + MK PPP f + LP + LK f, f b, b d, u (quickly)
--------------------------------------------------------GROOVE NOTATIONS: --------------------------------------------------------Custom Combo (A Groove only) Parries (P Groove only) Charge-Up (S Groove only) MAX Mode (N Groove only) GCE (N Groove only) Just Defended (K Groove only) HP + HK f or d just before being hit. Hold HP + HK HP + HK LP + LK during block. 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 avoiding all 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 or 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 a bit of lag time after when you stop; that's if you run into anything.Also running speeds also vary from for ex: Zangief run speed is about equal to Balrog's speed. Running in general is a little slower than in expect, there is don't cancel the each character, (Vega) walking 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 Stardust Drop Cresent Line COMMAND MOVES Backslash Short Backslash Sankaku Tobi SPECIAL MOVES Rolling Crystal Flash Scarlet Terror Sky High Claw Flying Barcelona Attack Izuna Drop SUPERS Flying Barcelona Special Rolling Izuna Drop Scarlet Mirage Red Impact b/f + HP b/f + HP (air only) b/f + HK (air only) PPP KKK Jump against wall, press uf Charge Charge Charge Charge b, then f + P b, then f + K d, then u + P d, then u + K Charge d, then u + K, then f/b/d + P db,df,db,uf + db,df,db,uf + b, then f,b,f b, then f,b,f K, then P K, then f/b/d + P + K + 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 Head Bite and Roll COMMAND MOVES Surprize Forward Surprize Back Rock Crush Amazon River Run Forward Kick SPECIAL MOVES Rolling Attack Vertical Rolling Backstep Rolling Electric Thunder SUPERS Direct Lightning Shout of Earth b/f + HP (Hit P rapidly) b/f + HK f + KKK b + KKK b + HP df + HP db + HK Charge b, then f + P Charge d, then u + K Charge b, then f + K Hit P rapidly Charge b, then f,b,f + P Charge d, then db,df,u + P (Hit P rapidly)
COMBOS (C-Groove) 1. Jump-in HK, d + HP ~ level 3 Direct Lighting (3 Hits). --------------------------------------------------------CAMMY WHITE: Super Street Fighter 2 --------------------------------------------------------THROWS Air Frankensteiner Flying Neck Hunt Hooligan Suplex Frankensteiner SPECIAL MOVES Spiral Arrow Cannon Spike Axle Spin Knuckle Hooligan Combination - Cannon Strike - Razor Edge Slicer - Fatal Leg Twister - Cross Scissor Pressure SUPERS Spin Drive Smasher Reverse Shaft Breaker b/f b/f b/f b/f + + + + HK (air only) HP (air only) HP HK
QCF + K DP + K HCB + P HCF,uf + P Press K Neutral after Hooligan Combination b/f + K (close to the head) b/f + K (close to the body) QCF,QCF + K 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). 2. Level 2 Spin Driver Smasher ~ QCB + MK (in air), (land) level 1 Reverse Shaft Breaker. (submitted by Louie Cheung) --------------------------------------------------------CHUN-LI: Street Fighter 2 --------------------------------------------------------THROWS Koshuu Tou Ryuusei Raku COMMAND MOVES Yousou Kyaku Tenshin Shuu Kyaku Sankaku Tobi SPECIAL MOVES Kikou Ken Hyakuretsu Kyaku Tenshou Kyaku SUPERS Kikou Shou Hoyokusen TARGET COMBOS 1. Jump then, df + HP, HP b/f + HP b/f + HP (air only) d + MK (air only) df + HK Jump against wall, press uf HCF + P Hit K rapidly Charge d, then u + K QCF,QCF + P QCF,QCF + K
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 Otoko Nage SPECIAL MOVES Gadouken Koryuken Dankukyaku Kuuchuu Dankukyaku SUPERS Shinkuu Gadouken Koryurekka Hishoburaiken Chouhatsu Densetsu TAUNTS Air Chouhatsu Zenten Chouhatsu Kouten Chouhatsu Shagami Chouhatsu b/f + HP b/f + HP (air only) QCF + P DP + P QCB + K QCB + K (air only) QCF,QCF QCF,QCF QCB,QCB QCF,QCF + + + + P K K Start
Start (air only) QCF + Start QCB + Start 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 COMMAND MOVES Drill Zutsuki Drill Kick SPECIAL MOVES Yoga Fire Yoga Flame Yoga Blast Yoga Teleport SUPERS Yoga Volcano Yoga Stream Yoga Tempest
b/f + HK d + HP (air only) d + K (air only) QCF HCB HCB HCF + + + + P P K PPP or KKK
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. - Dhalsim can taunt in air. --------------------------------------------------------EAGLE: Street Fighter --------------------------------------------------------THROWS Chest Blow SPECIAL MOVES Manchester Black Canterbury Blue Oxford Red Liverpool White St.Andrew Green SUPERS Manchester Gold Union Jack Platinum b/f + HP QCB + P QCF+ P (Hold to Delay) HCF + K QCB + K DP + P QCB,QCB + P 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 Saba Ori b/f + HP b/f + HK
Tsuriyane Nage COMMAND MOVES Harai Geri Sumo Press SPECIAL MOVES Hyakuretsu Harite Super Zutsuki Super Hyakkan Otoshi Ooichou Nage SUPERS Onimusou Orochi Kudaki
b/f + HP (air only) b/f + HK d + HK (air only) Hit P rapidly Charge b, then f + P Charge d, then u + K 360 + P (close) Charge b, then f,b,f + P 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 Tomoe Nage COMMAND MOVES Zugai Hasatsu Tenma Kuujin Kyaku SPECIAL MOVES Gou Hadouken Zankuu Hadouken Shakunetsu Hadouken Gou Shouryuu Ken Tatsumaki Senpuu Kyaku Hyakki Shuu - Hyakki Gouzan - Hyakki Goushou - Hyakki Goudan - Hyakki Gousai - Hyakki Goutsui Ashura Senkuu SUPERS Messatsu Gou Shouryuu Tenma Gouzankuu Messatsu Gouhadou Shun Goku Satsu b/f + HP b/f + HK f + MP Jump uf, d + MK at peak of jump QCF + P QCF + P (air only) HCB + P DP + P QCB + K (air) DP + K Neutral after Hyakki Shuu Press P Press K b/f + P (close to the head) b/f + P (close to the body) DP/BDP + KKK or PPP QCF,QCF + P QCF,QCF + P (air only) HCB,HCB + P 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): Street Fighter Alpha 2 --------------------------------------------------------THROWS Seoi Nage Tomoe Nage COMMAND MOVES Zugai Hasatsu Tenma Kuujin Kyaku SPECIAL MOVES Gou Hadouken Zankuu Hadouken Shakunetsu Hadouken Gou Shouryuu Ken Tatsumaki Zankuu Kyaku Tenma Shurettou Ashura Senkuu SUPERS Messatsu Gou Shouryuu Tenma Gouzankuu Messatsu Gouhadou Misogi Shun Goku Satsu 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 Jigoku-Guruma Jigoku-Fuusha COMMAND MOVES Fumikomi Mae Geri Shiden Kakato Otoshi SPECIAL MOVES Hadouken Shoryuken b/f + HP b/f + HK b/f + HP (air only) f + MK f + HK QCF + P DP + P b/f + HP b/f + HK f + MP Jump uf, d + MK at peak of jump QCF + P QCF + P (air only) HCB + P DP + P QCB + K (air) d,d + PPP/KKK (counter move) DP/BDP + KKK or PPP QCF,QCF + P QCF,QCF + P (air only) HCB,HCB + P HCB,HCB + K (Lv3/MAX only) LP,LP,f,LK,HP (Lv3/MAX only)
Zenpou-Tenshin Tatsumaki Senpuu Kyaku Nata Otoshi Geri Kamabarai Geri Oosoto Mawashi Geri - Inazuma Kakato Wari Ryusenkyaku SUPERS Shouryureppa Shinryuken Shippu Jinraikyaku
+ P + K (air) + WK + MK + HK MK + K
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 Knee Thrust COMMAND MOVES Aerial Launcher SPECIAL MOVES Cross Cutter Denjin Upper Shadow Wave Shadow Breaker Shadow Cut Kick SUPERS Saikyo Cross Cutter Super Denjin Upper Double Shadow Cut Kick Final Symphony Remix b/f + HP b/f + HK df + HK QCF + P DP + P QCF + P (air only) QCB + P QCF + K (air) QCF,QCF QCB,QCB QCF,QCF HCB,HCB + + + + P P K (air) 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 Knee Thrust b/f + HP b/f + HK
COMMAND MOVES Rebbuu Kyaku Sankaku Tobi SPECIAL MOVES Genko Hayagake - Jyaku De Wazaga Hassei - Chuu De Wazaga Hassei - Kyou De Wazaga Hassei Tengu Daoshi Hassou Kyaku Saka Hayagake - Jyaku De Wazaga Hassei - Chuu De Wazaga Hassei - Kyou De Wazaga Hassei SUPERS Bushin Gou Raiha Tesshin Hou Ajara Tengu TARGET COMBOS 1. LP, MP, HP, HK 2. LP, MP, HP, d + HP
KKK (takes off life) Jump against wall, press uf QCF QCF LK, MK, HK, HCF QCB QCB LK, MK, HK, + P + K then K (LK stops) then K (MK does a then K (FK does a + P (air only) + P/K (air only) + K then K (LK stops) then K (MK does a then K (HK does a
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 Kuuchuu Head Bomber SPECIAL MOVES Dash Straight Dash Ground Straight Dash Uppercut Dash Ground Uppercut Turn Punch Buffalo Headbutt SUPERS Crazy Buffalo Gigaton Blow b/f + HP b/f + HP (air only) Charge Charge Charge Charge Charge Charge b, then f + P b, then df + P b, then f + K b, then df + K any PPP/KKK then release d, then u + P
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 Extended Arm Throw COMMAND MOVES Shell Kick SPECIAL MOVES Soul Fist Shadow Blade Vector Drain SUPERS Soul Eraser Cardinal Blade Valkirie Turn Darkness Illusion 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 Deadly Package Fatality Package COMMAND MOVES Spike Rod Fake Rod b/f + HP b/f + HK b/f + HP (air only) d + MK (air only) f + MK b/f + HP b/f + HK d + K (air only) QCF + P (air) DP + P HCB + P (close) QCF,QCF + P (air) QCF,QCF + K HCB + K,K (air only) LP,LP,f,LK,HP (air) (Lv3/MAX only)
Quick Jump Scouter Jump SPECIAL MOVES Patriot Circle Stinger Mekong Delta Air Raid Mekondelta Escape Mekong Delta Attack SUPERS Mine Sweeper Steel Rain Take No Prisoners
d,u KKK QCF + P (Perform 3 times) DP + K, then P/K QCB + P, then press P QCB + K then P/K Press PPP, then P when you land QCB,QCB + P QCF,QCF + K 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 Tomoe Nage COMMAND MOVES Sakotsu Wari Senpuu Kyaku Kyuubi Kudaki SPECIAL MOVES Hadouken Shakunetsu Hadouken Shoryuken Tatsumaki Senpuu Kyaku SUPERS Shinkuu Hadouken Shinku Tatsumaki Senpukyaku Shin Shouryuken b/f + HP b/f + HK f + MP f + MK f + HP QCF + P HCF + P DP + P QCB + K (air) QCF,QCF + P QCB,QCB + K 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 Tomoe Nage COMMAND MOVES Sakotsu Wari Senpuu Kyaku Tenma Kuujin Kyaku SPECIAL MOVES Hadouken Shakunetsu Hadouken Gou Shouryuu Ken Tatsumaki Senpuu Kyaku Ashura Senkuu SUPERS Shinkuu Hadouken Messatsu Gou Shouryuu Metsu Hadouken Shun Goku Satsu
b/f + HP b/f + HK f + MP f + MK Jump uf, d + MK at peak of jump QCF + P HCF + P DP + P QCB + K (air) DP/BDP + KKK or PPP HCB,HCB + P QCF,QCF + P HCB,HCB + K (Hold to Delay) (Lv3/MAX only) 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 Sailor Shoot COMMAND MOVES Flower Kick SPECIAL MOVES Hadou Shou Shou'ou Ken Shunpuu Renkyaku - Crouch Forward - Forward Kick Ouka Kyaku Sakura Otoshi SUPERS Shinkuu Hadouken Haruissen Midarezakura 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). b/f + HP b/f + HK f + MK QCF + P DP + P QCB + K (air) QCB + LK QCB + HK QCF + K (air only) DP + K Then P,P,P QCF,QCF + P QCB,QCB + K QCF,QCF + K
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 Death Suplex SPECIAL MOVES Psycho Punish Psycho Crusher Double Knee Press Devil Reverse Head Press - Somersault Skull Diver Vega Warp SUPERS Mega Psycho Crusher Knee Press Nightmare b/f + HP b/f + HK DP + P Charge b, then f Charge b, then f Charge d, then u Charge d, then u Press P DP + KKK or PPP
+ + + +
P K P, then P in air 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 Tiger Rage SPECIAL MOVES Tiger Shot Ground Tiger Shot Tiger Uppercut Tiger Crush Tiger Knee SUPERS Tiger Raid Tiger Genocide Tiger Cannon Ground Tiger Cannon b/f + HP b/f + HK QCF + P QCF + K DP + P DP + K QCF,uf + K QCB,QCB + K QCF,QCF + K QCF,QCF + P 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 Front Suplex Body Slam Backbreaker COMMAND MOVES Rolling Sobat Spinning Backfist SPECIAL MOVES Sonic Boom Somersault Kick SUPERS Sonic Hurricane Total Wipeout Somersault Strike b/f b/f b/f b/f + + + + HP HK HP (air only) HK (air only)
b/f + MK f + HP Charge b, then f + P Charge d, then u + K Charge b, then f,b,f + P Charge b, then f,b,f + K 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 Monkey Toss COMMAND MOVES Senpuu Kyaku Dakai Raigeki Shuu SPECIAL MOVES Zesshou Hohou Tetiuzan Kou Kobokushi Nishoukyaku Zenpou Tenshin SUPERS Raijin Mahken Raishin Mahhaken You Hou Hiten Souryuu-jin TARGET 1. MP, 2. d + 3. LP, COMBOS COMBOS HP, b + HP MP, d + HP LK, MP b/f + HP b/f + HK f + MK f + HP Jump u/uf, then df + K QCF + P DP + P QCB + P DP + K HCB + K (close) QCF,QCF QCF,QCF QCB,QCB QCB,QCB + + + + P K P (Lv3/MAX Only) K (air) (Lv3/MAX Only)
(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 Back Drop Kamitsuki COMMAND MOVES Double Lariat Quick Double Lariat SPECIAL MOVES Banishing Flat Screw Piledriver Atomic Suplex Flying Power Bomb f + HP b + HP b/f + HK PPP KKK DP + P 360 + P (close) 360 + K (close) 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 Psychic Throw Psychic Shoot COMMAND MOVES Double Knee Butt Drop SPECIAL MOVES Psycho Ball Attack Psycho Sword Phoenix Arrow Super Psychic Throw b/f + HP b/f + HK u/d + HP f + MK d + MK (air only) QCB + P DP + P (air) QCB + K (air only) HCF + P
Psycho Reflector Psychic Teleport SUPERS Shining Crystal Bit - Crystal Shoot Phoenix Fang Arrow TARGET COMBO 1. MP, f + MK
HCB + K QCF + K HCB,HCB + P (air) QCB + P (Hold to delay) QCF,QCF + K (air only)
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 Catch and Shoot Spinning Knee Drop COMMAND MOVES Jackknife Kick Drill Kick SPECIAL MOVES Raijin Ken Iai Geri - Handou Sandan Geri Inazuma Kick Kougan Corridor Shinkuu Katate Goma SUPERS Raikou Ken Denei Spark Electrigger b/f + HP b/f + HK b/f + HP (air only) f + MK d + HK (air only) QCF + P (Press P,P for HP version) QCF + K d,u + K DP + K HCB,f + P (close) HCB + K (press PPP + KKK to cancel) QCF,QCF + P QCF,QCF + K 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 Kusari Jime COMMAND MOVES Hiki Nage SPECIAL MOVES Tekkyuu Dai Kaiten Tekkyuu Funsai Geki Dai Hakai Nage Flying Slash Tatsumaki Shippuu Zan Senpuu Hi En Sashi SUPERS Tekkyuu Dai Bousou Shin! Super Shinkuu Zan
b/f + HP (Hit P rapidly) b/f + HK df + HP Hit P rapidly (Press PPP to cancel) Charge b, then f + P HCB,f + P (close) HCB + K (Choi's move) DP + K (Choi's move) HCF + K (Choi's move) QCF,HCB + P 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 Pickup Slam COMMAND MOVES Hammer Punch SPECIAL MOVES Reppu Ken Double Reppu Ken Shippu Ken Gedan Atemi Nage Chuudan Atemi Nage Joudan Atemi Nage Jaeiken SUPERS Raging Storm Deadly Rave b/f + HP b/f + HK f + HP QCF QCF QCB HCB HCB HCB HCB + + + + + + + LP/MP HP P (air only) LP MP HP K
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 Backflip b/f + HP b/f + HK
SPECIAL MOVES Ougi SenpuRetsuZan Fake SenpuRetsuZan Ougi KogetsuZan Ougi ResshinZan SUPERS Hiougi TenhaFujinZan Tenha Danku Retsu Zan
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 Sword Slash COMMAND MOVES Kami Hitoe - Ma o Tsumeru - Moko Koto SPECIAL MOVES Touma ni te Kiru Nari Chikayori te Kiru Nari Suigetsu o Tsuku Nari I o Awasu Nari SUPERS Hasshou Suru Shinki Nari Shi o Osorenu Kokoro Nari Shikabane o koete iku nari b/f + HP b/f + HK KKK f + K b + K QCF + P QCB + P DP + K HCF + K QCB,HCF + P f,HCF + P (Lv3/MAX Only) 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 COMMAND MOVES Ge Shiki: Yuri Ori Ge Shiki: Goufu In Backhand SPECIAL MOVES 108 Shiki: Yami Barai 100 Shiki: Oniyaki 127 Shiki: Aoi Hana 212 Shiki: Kototsuki In Kuzukaze SUPERS Ura Shiki 180: Ya Sakazuki Kin Sen Ni Shiki 1201: Ya Otome TARGET COMBO 1. MP, f + MP
b/f + HP/HK b + LK (air only) f + LK f + MP QCF + P DP + P QCB + P (Repeat 3 times) HCB + K HCB,f + P (close) QCB,HCF + P (Hold to delay) QCF,HCB + P
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 COMMAND MOVES Ge Shiki: Yuri Ori Ge Shiki: Goufu In Backhand SPECIAL MOVES 108 Shiki: Yami Barai 100 Shiki: Oniyaki 127 Shiki: Aoi Hana 212 Shiki: Kototsuki In Kuzukaze SUPERS 100 Shiki: Oni Honou Kin Sen Ni Shiki 1201: Ya Otome 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 b/f + HP/HK b + LK (air only) f + LK f + MP QCF + P DP + P QCB + P (Repeat 3 times) HCB + K HCB,f + P (close) QCF,QCF + P QCF,HCB + P
- Movement is faster than regular Iori. --------------------------------------------------------JOE HIGASHI: Fatal Fury --------------------------------------------------------THROWS Hiza Jigoku Leg Throw SPECIAL MOVES Hurricane Upper Tiger Kick Slash Kick Bakuretsu Ken Golden Heel SUPERS Screw Upper Bakuretsu Hurricane Tiger Kakato Double Cyclone Upper b/f + HP (Hit P rapidly) b/f + HK HCF + P DP + K HCF + K Hit P rapidly QCB + K QCF,QCF + P QCF,HCB + P 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 Kubi Kime Otoshi COMMAND MOVES Neri Chagi - Stance Change - Side Jump HK - Reverse Neri Chagi - Spin Side Kick SPECIAL MOVES Hangetsu Zan Haki Kyaku Hishou Kyaku Kuusajin Hien Zan - Tenshou Zan SUPERS Hou'ou Tenbu Kyaku Hou'ou Kyaku Houou Hiten Kyaku b/f + HP b/f + HK f + HK After HK or Neri Chagi, Hold HK b/f + LP HP LK QCB + K d,d + K QCF + K (air only) Charge d, then u + P Charge d, then u + K After HK Hien Zan, d + HK QCB,db,f + K QCF,HCB + K (air only) 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 Hold Rush COMMAND MOVES Sliding Kick SPECIAL MOVES Venom Strike - Double Strike Surprise Rose Trap Shot Tornado Kick Mirage Kick SUPERS Illusion Dance Silent Flash b/f + HP b/f + HK df + HK QCF + K QCF + K DP + K BDP + K HCB + K QCB + P QCF,HCB + K 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 Issetsu Seoi Nage COMMAND MOVES 88 Shiki Axe Kick Ge Shiki: Nakaku Otoshi SPECIAL MOVES 114 Shiki: Ara-Gami - 128 Shiki: Kuno-Kizu - 127 Shiki: Yano-Sabi - 125 Shiki: Nanase - Ge Shiki: Migiri Ugachi 105 Shiki: Doku-Gami - 401 Shiki: Tsumi-Yomi - 402 Shiki: Batsu-Yomi 101 Shiki: Oboro Guruma b/f + HP b/f + HK df + HK f + MK d + HP (air only) QCF + LP/MP QCF + P HCB + P after Ara-Gami or P after Kuno-Kizu Press K Press P QCF + HP HCB + P f + P DP + K
75 Shiki Kai R.E.D. Kick 100 Shiki: Oni Yaki 202 Shiki: Kototsuki You SUPERS Ura 108 Shiki: Orochi Nagi Saishuu Kessen Ougi "Mu Shiki"
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 Fussha Kuzushi Yume Zakura COMMAND MOVES Sankaku Tobi SPECIAL MOVES Kachou Sen Ryu Enbu Hissatsu Shinobi Bachi Musasabi no Mai(Chijou) Kagerou no Mai Musasabi no Mai(Kuuchuu) SUPERS Chou Hissatsu Shinobi Bachi Beni Suzaku Mizudori no Mai b/f + HP b/f + HK b/f + HP (air only) Jump against wall, press uf QCF + P QCB + P HCF + K Charge d, then u + P Charge d, then u + K QCB + P (air only) QCB,HCF + K QCB,QCB + P (air only) 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 Climbing Stomp COMMAND MOVES Rolling Slash Sankaku Tobi b/f + HP b/f + HK df + HP Jump against wall, press uf
SPECIAL MOVES Annu Mutsube Lela Mutsube Amube Yatoro Mamahaha Nitsukamaru - Tsukamari Kougeki - Descent from Mamahaha - Yatoro Pokku - Shichikapu Ai - Kamui Mutsube SUPERS Shichikapu Kamui Irushika Elelyu Kamui Risse Shirikoro Kamui Nomi Only)
P P P K or WP/MP P P
COMBOS (C-Groove) 1. Jump-in HK, LP, LK ~ Annu Mutsube (4 Hits). --------------------------------------------------------RAIDEN: Fatal Fury --------------------------------------------------------THROWS Pile Driver Bear Hug SPECIAL MOVES Giant Bomb Poison Spray Super Drop Kick Thunder Crush Bomb Combination Bodyblow - Headbutt - Front Suplex Jumping Lariat Drop SUPERS Destruction Drop Flame Breath Crazy Train b/f + HP b/f + HK Charge b, then f + P HCB + P Hold KK then release 360 + K (close) BDP + P QCB + P QCB + K DP + P 720 + K (close) HCB,HCB + P 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 COMMAND MOVES Rolling Kick SPECIAL MOVES Reppuken b/f + HP f + MK QCF + LP/MP
Double Reppuken Rising Tackle Hard Edge RageRun: Type Dunk RageRun: Type Save RageRun: Type Shift Shinkuu Nage - Breaking - Rasetsu Crack Counter SUPERS Raging Storm Shine Knuckle Deadly Rave Neo
QCF + HP Charge d, then u + P QCB + P QCB + WK QCB + MK QCB + HK 360 + P PPP From Shinkuu Nage Hold on to PPP during Breaking QCF + K QCF,QCF + P QCF,QCF + K 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 Scorpion Blow SPECIAL MOVES Reppuken Kaiser Wave Dark Barrier Genocide Cutter Godpress Dark Smash SUPERS Gigantic Pressure Genocide Heaven b/f + HP b/f + HK QCF + P f,HCF + P (Hold to Delay) HCF + K DP + K HCB + P QCF + P (air only) QCF,HCB + P 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 Scorpion Blow SPECIAL MOVES b/f + HP b/f + HK
Reppuken Kaiser Wave Rugal Execution Dark Barrier Genocide Cutter Godpress Dark Smash God Run SUPERS Gigantic Pressure Genocide Heaven God End Last Judgement COMBOS (C-Groove) 1. Jump-in HK, God End (14 Hits).
QCF + P f,HCF + P (Hold to Delay) HCB + K HCF + K DP + K HCB + P QCF + P (air only) DP/BDP + KKK or PPP QCF,HCB + P QCF,QCF + K HCB,HCB + P (close)(Lv3/MAX only) LP,LP,f,LK,HP (Lv3/MAX only)
COMMENTS - Speed matches Riot Blood Iori. --------------------------------------------------------RYO SAKAZAKI: Art of Fighting --------------------------------------------------------THROWS Hyouchuu Wari Nage Tomoe Nage COMMAND MOVES Hyouchuu Wari SPECIAL MOVES Ko'ou Ken Kohou Mouko Raishin Sechi Zanretsu Ken Kyokugen-ryuu Ren Bu Ken Hien Shippu Kyaku SUPERS Ryuuko Ranbu Haoh Sho Koh Ken Tenchi Haou Ken b/f + HP b/f + HK f + MP QCF + P DP + P BDP + P f,b,f + P HCB + P Charge db, then f + K QCF,HCB + P f, HCF + P 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 Jaw Breaker SPECIAL MOVES Kasane Ate Tobi Kasane Ate Tatsumakisouda Aogi Kasane Ate SUPERS Cho Kasane Ate Shingan: Kuzu Otoshi b/f + HP b/f + HK QCF + P QCF + P (air only) HCB + P DP + P QCF,QCF + P 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 Bun Nage COMMAND MOVES Bussashi SPECIAL MOVES Hebi Tsukai(Joudan) Hebi Tsukai(Chuudan) Hebi Tsukai(Gedan) - Hebi Damashi Sadomaso Sabaki no Aikuchi Yaki Ire Bai Gaeshi Sunakake SUPERS Guillotine Yondan Drill b/f + HP b/f + HK f + MP QCB + LP (Hold to delay) QCB + MP (Hold to delay) QCB + HP (Hold to delay) During Hebi Tsukai Hold press HK. HCF + K DP + P DP + K QCF + P QCB + K QCF,QCF + P 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 Buster Throw COMMAND MOVES Rising Upper SPECIAL MOVES Power Wave Burning Knuckles Crack Shot Power Dunk Rising Tackle SUPERS Power Geyser Buster Wolf 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 Back Rush SPECIAL MOVES Nail Bomb Gore Fest - Tranquility Mayhem De-cide De-cide Slayer Outrage Ravenous SUPERS Negative Gain Withering Force b/f + HP b/f + HK HCF + P (close) HCB,f + P (close) QCF + P QCB + P HCF + K DP + K QCB + K QCB + K (air only) HCB,HCB + K QCF,QCF + P b/f + HP b/f + HK df + P QCF + P QCB + P QCB + K DP + K Charge d, then u + P QCB,db,f + P QCF,QCF + K
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 Silent Nage COMMAND MOVES En Yoku SPECIAL MOVES Ko'ou Ken Saiha Raiou Ken Yuri Chou Upper - Double Chou Upper Hyakuretsu Binta SUPERS Haoh Sho Koh Ken Hein Hou Kyaku Hien Rekko b/f + HP b/f + HK f + MK QCF + P QCB + P QCF + K DP + P After HP Chou Upper, DP + P HCB + K f,HCF + P QCF,HCB + K 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. 2. 3. 4. Chain Combo Air Chain Combo. Super Combo Cancel. 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. Ratio 1 Ratio 1 Ratio 1 Ratio 1 Shin Gouki's Combo. VS VS VS VS Any normal character. Ratio 1 (Knock Out) Ratio 2 (Cannot) Ratio 3 (Cannot) Ratio 4 (Cannot) Any normal character.
2 2 2 2
VS VS VS VS VS VS VS VS VS VS VS VS VS VS VS VS VS VS VS VS VS VS VS VS VS VS VS VS
1 2 3 4
Shin Gouki's Combo. Ratio 3 Ratio 3 Ratio 3 Ratio 3 Shin Gouki's Combo. Ratio 4 Ratio 4 Ratio 4 Ratio 4 Shin Gouki's Combo. Ratio 1 Ratio 1 Ratio 1 Ratio 1 Shin Gouki's Combo. Ratio 2 Ratio 2 Ratio 2 Ratio 2 Shin Gouki's Combo. Ratio 3 Ratio 3 Ratio 3 Ratio 3 Shin Gouki's Combo. Ratio 4 Ratio 4 Ratio 4 Ratio 4
Any normal character. Ratio 1 (Knock Out) Ratio 2 (Knock Out) Ratio 3 (Knock Out) Ratio 4 (Cannot) Any normal character. Ratio 1 (Knock Out) Ratio 2 (Knock Out) Ratio 3 (Knock Out) Ratio 4 (Cannot) Evil Ryu, R.B. Ratio 1 (Knock Ratio 2 (Knock Ratio 3 (Knock Ratio 4 (Knock Evil Ryu, R.B. Ratio 1 (Knock Ratio 2 (Knock Ratio 3 (Knock Ratio 4 (Knock Evil Ryu, R.B. Ratio 1 (Knock Ratio 2 (Knock Ratio 3 (Knock Ratio 4 (Knock Evil Ryu, R.B. Ratio 1 (Knock Ratio 2 (Knock Ratio 3 (Knock Ratio 4 (Knock Iori, S.Gouki, G.Rugal Out) Out) Out) Out) Iori, S.Gouki, G.Rugal Out) Out) Out) Out) Iori, S.Gouki, G.Rugal Out) Out) Out) Out) Iori, S.Gouki, G.Rugal Out) Out) Out) Out)
Note: The Ratio Tier was developed and perfected by Ah B Email: ([email protected]) ========================================================= 7. SPECIAL INTROS ========================================================= Here are the confirmed special intros so far. ATHENA VS. SAKURA - Athena does her normal intro and Sakura scratches her head in confusion. (Because of Athena's school girl outfit) 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 ceremonyand 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 31-24-17 31-24-17 27-15-11 27-15-11 19-11-27 13-07-03 31-24-17 28-19-12 23-13-11 31-24-17 23-13-07 21-07-13 31-24-17
23-13-07 --------------------------------------------------------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 --------------------------------------------------------Nude Yuri (Partially) Sent in by [email protected] --------------------------------------------------------31-24-17 27-15-11 27-15-11 16-08-04 09-05-03 10-10-10 06-06-06 06-06-06 06-06-06 31-24-17 31-24-17 27-15-11 23-11-07 31-31-31 31-31-31 --------------------------------------------------------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 --------------------------------------------------------Rock Howard as Trunks (DBZ) Sent in by [email protected] --------------------------------------------------------31-27-20 29-19-11 20-10-03 22-23-22 12-14-16 05-05-08 09-02-13 06-02-10 02-02-06 09-02-13 09-02-13 13-13-15 09-09-10 05-05-06 02-02-02 --------------------------------------------------------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 Alex (Street Fighter 3) Batsu (Rival Schools) Dudley (Street Fighter 3) Edge (Rival Schools) Elena (Street Fighter 3) Fokker (Power Stone) Gan (Rival Schools) Hinata (Rival Schools) Hsien-Ko (Darkstalkers) June (Star Gladiator) Mei-Ling (Warzards) Rose (SFA 2) Rouge (Power Stone) Yang (Street Fighter 3) SNK Bao (KOF '99) Location Nairobi Appears in Kyosuke's Final Symphony Remix. London ? London Nairobi ? Appears in Kyosuke's Final Symphony Remix. Shanghai Shanghai London London Nairobi Appears in a few of Yun's supers. Location 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. Ed - For help on the missing moves. Raffy Cagigas - For help on the incorrect move names. ========================================================= 12. VERSION HISTORY ========================================================= Version 6.9 - Latest version was posted on 11/23/01. Corrected moves names for, Mai, Vega, Evil Ryu, Gouki, Shin Gouki, Rugal. Version 6.8 - Latest version was posted on 11/22/01. Corrected move names for, Shin Gouki, Evil Ryu, God Rugal, Vega, Geese, Kyo, Mai, Rock, Rugal, Ryo, Todo, Yamazaki. Added a few color edits, Nude Yuri, Rock as Trunks. New Cammy combo added. Happy Thanksgiving!
Capcom vs. SNK 2: Mark of the Millennium 2001: FAQ/Move List by columbo Version: 6.9 | Last Updated: 2001-11-23 | View/Download Original File Hosted by Return to Capcom vs. SNK 2: Mark of the Millennium 2001 (PS2) FAQs & Guides