Capcom VS. SNK 2 - Millionaire Fighting 2001 - Arcade/Dreamcast/Playstation 2 Movelist FAQ 6.6 (10/13/01) Written by columbo E-mail: adoh@earthlink.net 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 (ahbtham@time.net.my) ========================================================= 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 (jasonla@pobox.com) - For helping with the movelist. Jazzie Don (jazzie_d@usa.com) - 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.