SNK vs Capcom: Match of the Millennium FAQ Final Version FAQ written by Z-Force (z-force@execpc.com) Table of Contents I. Introduction, thanks, and disclaimer II. Version History III. Places to Get this FAQ IV. Modes of Gameplay V. Olympic Mode VI. Moves List a. Basic Moves b. Kyo Kusanagi c. Terry Bogard d. Iori Yagami e. Ryo Sakazaki f. Mai Shiranui g. Haohmaru h. Nakoruru i. Athena Asamiya j. Leona k. Ryu l. Ken m. Chun Li n. Guile o. Zangief p. Dan q. Sakura r. Morrigan s. Felicia t. Akuma (hidden) u. Yuri Sakazaki (hidden) v. B.B. Hood (hidden) w. Akari (hidden) x. Geese Howard (hidden) y. M. Bison (hidden) z. Orochi Iori (hidden) aa. Evil Ryu (hidden) VII. Combos VIII. Teams IX. Character Rankings X. Secrets XI. Recommended Reading (Other quality FAQ's you should read concerning SNK vs Capcom) Introduction This is a FAQ for the awesome fighting game, Match of the Millennium. This is what happens when two well known companies decide to get together in order to give their fans what they want. There is tons of stuff included in this game. Besides a really good fighting game in and of itself (Neo Geo Pocket has produced nothing but high quality fighting games and this one is no exception) there is a cool Olympic mode with mini-games and lots of other stuff. This FAQ will be your guide to this game. Also, this FAQ is copyrighted by me, Z-Force. I don't mind if you want to take this FAQ and put it on your website, as long as you e-mail me first, mainly so I can list you under my list of places to get the FAQ. Do not try selling it or otherwise using it to make a profit. Also, I want to thank all of the people who e-mail me with info and stuff. Also, if you send in something, and I give credit to someone else, please do not be offended. I've gotten quite a lot of submissions and such, and I use the first person that sends it to me. Case in point with Akuma's Raging Demon and Teleport. A lot of people have sent me that move. This holds true mostly because while Gamefaqs was on vacation, I did a lot of updating without anyone seeing the FAQ, so people aren't sure what to submit. Again, if I put someone else's name on your submission, please don't be offended, I'm just using the first name that sends the data to me. Version History V1.0 (12-20-99) 1st version, based upon an hour or so of gameplay. Moves list for all regular characters included. V1.5 (12-21-99) Added moves for Dan and Zangief. Also added a couple more characters who are in the game, a move list for Akuma, and a list of the moves you can gain in Olympic Mode. Added some details on the matches you must fight to get through tournament mode as well. V1.6 (12-21-99) Added some more team names and rivals V1.8 (12-21-99) Yeah... I'm doing lots of small updates in a short period. That's so I don't forget stuff and remember to give people credit where it's due. Anyway, added the command for Akuma's Shun Goku Satsu, and a few more team names. Also added commands for the Special Moves you learn in Olympic Mode, and a few more tidbits on Olympic Mode itself. V2.0 (12-22-99) Added movelist for Yuri Sakazaki. Also added a couple of the Olympic special moves, info on obtaining hidden characters and selecting alternate costumes, 1 edit team, and some info on Link Mode. Whew... I think that's everything. V2.2 (12-22-99) Added command for Akuma's Ashura Warp, and a few team names and secrets. A few other misc. tidbits here and there. Added another site to get this FAQ V2.5 (12-23-99) Added a section on command attacks (which were sent to me by EX Andy. Also added some more special attacks from EX Andy and others. Added a couple of edit teams and some other various updates. V3.0 (12-24-99) I refuse to take time off for the holidays. BWAH HAH HAH!!! Anyway, added move list for B.B. Hood, and some stuff on Olympic mode. V3.5 (12-25-99) Added Akari's moveset. Added a couple more teams. Added a few Olympic moves, and a new section for readers to send in their high scores for Olympic events. The top 3 scores will be posted for each event, so send em in! V3.7 (12-25-99) Added comments for each character (how powerful I think they are, etc.) Added a couple of moves I hadn't put in. Added a few notes to the secret section. Added one more team. V4.0 (12-26-99) Added Geese's Movelist (some of it anyway, I know he has more moves then I was able to find out). Added a couple moves I didn't have. A couple new teams and other minor additions. V5.0 (12-27-99) Added M. Bison's movelist. Reformatted most of the character's movelists with help from EX Andy. V5.1 (12-28-99) Added some teams, one reader high score for the Olympic mode (come on guys, send em in!) and a few other minor additions and special attacks. V6.0 (12-29-99) Added Orochi Iori and Evil Ryu's Movelists. Added a new section for combos (Got combos for anyone? Send em in!) Added some new edit teams, Olympic records, and other stuff. Reformatted the movelists as well. Added my preliminary rankings list. V6.1 (12-29-99) Added some new Personal and Reader Olympic Records. Correction in Iori's movelist. I had two of his moves mixed up. V6.2 (12-30-99) More updated Records for Olympic mode. One more place to get this FAQ. A couple Olympic moves added to movelist. V6.5 (1-1-00) In celebration of us not all getting blown up during Y2K, here's another update. Added some combos, Olympic Records, character notes, and Olympic Special Moves. V6.7 (1-1-00) Added some more combos and BB Hood's Olympic move. Also reformatted the movelist slightly, replacing f, d, df with dp (for Dragon Punch) and b, d, db with rdp (Reverse Dragon Punch) V6.8 (1-1-00) Just a couple minor corrections. V6.9 (1-3-00) Added a section for other good SNK vs Capcom related FAQs. Updated some Olympic records, and added the rest of the Olympic moves. V7.0 (1-5-00) Added some more combos and updated Olympic records. V7.2 (1-6-00) Added some command and special attacks, courtesy of Q. Harjo, and also a trick for Felicia that was sent in by both Q.Harjo and Neo Gutsman. Corrected Mizuhara's Athena combos. He also sent me Athena's reflect move which I forgot to put in :P Any new command attacks that you see were sent in by Q. Harjo as well as a couple of the special moves (This is because I am too lazy to point out each move he sent me :P) V7.3 (1-7-00) Added some combos and Olympic records, and a couple special moves I had omitted. One more site that has this FAQ V7.31 (1-7-00) Updated a few Olympic records. V7.4 (1-9-00) Added some teams, a couple moves and notes on the moves, Olympic records, and combos. A nice general all around update. V7.5 (1-9-00) Added descriptions of all the Olympic moves, so those who have not gotten them all can decide what ones to shoot for. Also updated a few Olympic records. V7.51 (1-15-00) Rewrote the section on unlocking hidden characters, making it hopefully easier to read. V7.6 (1-18-00) Added some combos and Olympic scores. V7.7 (1-23-00) Added Able Move commands, as well as a couple other minor additions. Reformatted the lists of teams, making them easier to read. V7.8 (2-17-00) Updated Olympic Records. Several Other minor additions. V7.9 (2-24-00) Added a couple updated Olympic scores, a couple combos, and a couple edit teams. Also, soon, I am going to be wrapping up this FAQ, probably around the end of March or so. I am going to expand the top 3 in Olympic Mode to a top 10, so if you sent in your scores, and they didn't make the top 3, feel free to resend them to get posted. Also, I'm still looking for combos, especially for the hidden guys. Finally, if anyone knows how to unlock the Movie player function, please send it to me. V8.0 (2-29-00) Updated some Olympic scores. Added a couple combos. Added one custom team. (The Chosen) Added ratings for each character. V8.05 (3-5-00) Added a note about fighting the rival character in Tournament Mode. Added a few Olympic Records. V8.1 (3-19-00) Added a couple Olympic scores, and the Able moves for Guile and Chun Li I was missing. Thanks to GDAkuma for sending in these two motions. V8.2 (5-24-00) Added in all the stuff that has been sent to my lazy self since the last update, which includes Olympic records and the like. Final Version (9-10-00) Added info on linking with the Dreamcast port of the game, as well as some other misc info. I want to thank everyone who has sent me info to help make this FAQ better. Places to get this FAQ www.gamefaqs.com www.geocities.com/~z-force (my homepage) http://vgstrategies.about.com http://ngpgo.homestead.com http://www.digiweb.com/~dimension-sega/sngp/ www.emuhq.com/kazuya Modes of gameplay Storyline: M. Bison and Geese Howard have joined forces to hold the Battle Tournament of Evil. The title of World's Mightiest and an obscene amount of money has been promised to the victor. The real intent behind this event is the creation of an "Immortal Military", whose 1st elite initiates will consist of captured contestants. (Note: It's cool to me that at least they came up with some plotline which links SNK and Capcom characters together, rather than just a generic "Fighters from SNK and Capcom battle it out, who will be the Victor?" type of thing) Tournament Mode: This is the main mode of the game. There are 3 forms of tournaments you can play: Single, which is straight one on one fighting, as in Street Fighter or Fatal Fury. Then there is Tag mode, which is 2 on 2 fighting, like seen in Capcom's Versus series. (Why is it that the Neo Geo Pocket can successfully do tag battling, but Playstation can't?) Finally, there is Team Battle, which is 3 on 3, like in King of Fighters. Whether you pick an SNK character or a Capcom character changes the storyline and the cut scenes you see slightly. If you are playing teams, and choose a mixed team, the 1st player you pick will determine what you see. This is how the battles go: First, you will fight 2 matches against random opponents. Then you will see a cut scene featuring Geese and Billy if you have a Capcom character, or Bison and Vega if you are an SNK character. Then you will fight 2 more matches. Then you see another cut scene, where your character is attacked by either Billy or Vega. Your character's rival will appear and beat them up. You then fight a 1 round, 1 on 1 fight against your rival. Then, you fight in the finals match. After winning, there is another scene where you are abducted by Geese and Bison. Then you must fight 3 guards. If you are a Capcom character, you face Leona, Kyo, and Haohmaru. If you are an SNK character, you fight Morrigan, Zangief and Akuma. This will be a Trio style battle, though if you didn't pick team mode, you will be at a disadvantage. After beating the guards, you must face the G & B Alliance. This match is really tough in singles, because you must face them both consecutively without regaining any power in between. In Tag mode, it's just a regular tag match, which is still tough as Geese and Bison are powerful opponents. In Team mode, It's a KOF style match, but you will have a 3 vs 2 advantage. When you beat these guys, your final challenge is Either Orochi Iori or Evil Ryu depending on which type of character you are. Once you win this fight, you win the game. This note about fighting the rival character was sent in by Fetch00@aol.com About your Rival Characters section, depending on whether you win or lose changes the outcome of the game. If you lose you don't have to play against Evil Ryu or Orochi Iori, If you win, you do. If you lose you are also not able to get more than 1 piece for the hidden people at the end of the game. Also, there are 3 styles of fighting: Average, Counter, and Rush. Average: Your attack meter increases as you attack. You can gain up to two levels of super meter. If you have 2 levels, you will do a more powerful version of your super move. (Similar to Street Fighter Alpha series) Counter: When you increase your power with a special command, attack strength can be increased and you can do a Super Impact Blast. You also have Critical hits that can occur with an Impact Blast. These do greater damage. If your meter is flashing and you have a full meter, you can do a L2 super. (Closest mode to KOF or Fatal Fury) Rush: The power gauge is increased with Chain Combo attacks. You can store up to 3 levels of super energy, but can only do level 1 super moves with them. (Most similar to Street Fighter 3 I think where some supers can be stocked multiple times. I'm not sure though since I hate Street Fighter 3) Olympic Mode: Enter your character in the Olympic mode. See the Olympics section for details. Sparring: A Practice Mode where you can practice the various moves. Setup: Configure various game options here, such as difficulty, etc. Vs. Mode: You can Link up with another NGPC to battle it out with a friend. Also, you can link up with Cardfighter's Clash to send your card completion data over, which I would assume unlocks certain secrets. You can also link with Dreamcast's SNK vs Capcom title (which isn't out yet) but I have no idea what this will accompish. According to Faust, you can send data over from Cardfighter Clash which will help to unlock secret characters based on the card % you have achieved. Also, it doesn't flip over panels you have already uncovered, so if you have access to another NGPC, it can be a good way to unlock some secrets. You can also link this game up with the game Capcom vs SNK: Millennium Fight 2000 (for Dreamcast) This allows you to transfer VS points you have gained in Olympic Mode to the DC game. This is very helpful, as it allows you to get lots of points to unlock secrets in a much shorter time. Unfortunately for me, I no longer have my DC Link Cable : ( The following info was sent to me by Tom Sharp. When he tried to link between his CFC and MotM, he had 84% of the cards in CFC (which is an impressive feat as you know if you play the game, since it's tough to get that high) All he got was 400 Vs. points and 5 hidden character squares. In other words, it's probably not worth the effort that much. This was sent in to me by Ron McRae. If you have 100% completion on Cardfighter Clash, and you transfer the data over to MOTM, it will unlock ALL of the hidden guys and also give you 5000 VS points. Entry Mode: You can personalize your own character, tag team, or trio. You pick the members, the team name, and also a saying for them to say when they win. This is a pretty cool feature to have, though you can only do one single character, one tag team, and one 3-person team. You can also pick that character's background music. OLYMPIC MODE First you must select a team, either the SNK Team (coached by Rimururu), or the Capcom Team (coached by Karin, from SFA3) You can then choose which events you play in. As you compete in the events, you earn medals and points. When you get enough points, you can unlock new special moves for each character. Make sure you use the talk command to get advice from your coach or to hear such exciting things as Nakoruru and Rimururu's Comedy act, or Karin's endorsements for Cardfighter Clash. Universal Events Survival: To win, you must beat 100 foes. You only get one life gauge. Most of the foes are much weaker than normal in this mode. After about 40-50 wins, the opponents get tougher. Time Attack: See how fast you can defeat 5 opponents. There is a 7 minute time limit, which ends the event. First Blast: You face 10 opponents, and whomever gets the first hit wins. You fight the next opponent, win or lose, and your score is based on win percentage, winning moves and time taken. SNK only Events Target 9 You must shoot down the saucers that appear by moving the cursor in their direction then pressing A to shoot. You only have 6 shots, but you can reload by pressing B. If you are too late, you will be hit and lose some life. Occasionally, a red saucer will appear. If you hit it, you get some life back. Game ends when you run out of life. Blade Arts This event features Jubei from Samurai Showdown. You must slash straw dummies by pressing the proper button for the direction they are in. Different colored dummies are worth different amounts of points, and if you get 5 in a row, you get a bonus. Game ends when the timer on the top expires. Red dummies are worth the most, but also disappear quickly. Yellow dummies are worth 300 points, Green ones are worth 600 points, and Red ones are worth 1200 points. Capcom only Events Ghost Trick You get to play as Arthur (from Ghosts and Goblins) and the object is to jump to the platforms to gather treasure while avoiding the gargoyles. You get points at the end depending on the amount of treasure you get. Game ends when you run out of time or are hit by a gargoyle. You gain 50 points for jumping to a platform, 1700 for grabbing a money bag, and 5000 for getting a treasure chest. They don't pop up very frequently. Also, you gain 1 versus point for every 100 points you gain in this event, not sure if this is how it works for the others. At 30000 points, this event becomes much tougher. Cat Walk: In this event, you play as Felicia, from Darkstalkers. You must watch the commands that appear and press the buttons at the proper time (Much like Parappa the Rapper, actually) If you do it right, Felicia dances and the Boogie Gauge increases. If the gauge is at Max when all commands have been inputted, you clear the stage. If you miss, the gauge falls. If it hits zero, the event ends. There are 6 songs you can choose from. Later ones earn higher scores, but are tougher. So far, I've only been able to complete the first 4. The 5th and 6th ones are super fast and nearly impossible. The following info was sent to me by OLLIVER about the Cat Walk event. In the Cat Walk Olympic event, it's possible to get a Platnum medal (Nakoruru's level or higher), as well as get a Crystal and then Master medals (only on Chun-li's level). These came as a bit of a surprise to me. Also, if you select the level with the option button instead of the A button Felecia will be in her alternate colors (red and white), and the scrolling icons (arrows and letters) change. The Arrows are now represented as mice facing in different directions, the "A"s are now fish, and the "B"s become bells ^_^ it doesn't seem to have any affect on the scoring, however it adds a new challenge to play it this way. Personally, I can't even beat this event the normal way... :P Moves You can gain in Olympic Mode. As far as I can tell, Olympic Secret moves require a level 2 Super Meter to use. Terry Bogard: High Geyser 4000 points Kyo Kusanagi: 182 Ways 4500 points Athena Asamiya: Flame Sword 4000 points Ryu: Shin Shoryuken: 6000 points Leona: Happy Death 6000 points Dan: Otoko Michi 8000 points Felicia: ES R. Scratch: 3000 points Ken: S. J. Kyaku 4000 points Guile: Crossfire Blitz 4500 points Chun Li: S. Senkukyaku 4500 points Sakura: Shun Goku Satso 5500 points Morrigan: C. Needle 2500 points Zangief: Russian Beat 4500 points Akuma: K. K. Retsuzan 9999 points (!) Ryo: Heaven Blast 2500 points Iori: Blast Talons 4000 points Nakoruru: Irska Yarmsi 6000 points Mai: Phoenix Jig 4000 points Haohmaru: Heaven Bam! 5000 points Yuri: New Yuri Bop 5800 points B.B. Hood: Doll & Bomb 6500 points Akari: Myriad Stars 8000 points M. Bison: Psycho Field 9999 points (sent in by Ron Mc Rae) Geese: Deadly Rave 9999 points (ARRRGH!!! NOT ANOTHER ONE!!!) Orochi Iori: Burst Talons 6500 points (sent in by Tcruz) Evil Ryu: R.K. Hadoken 8000 points (sent in by Tcruz) < - - - - - - - GET THIS MOVE ASAP!!! These are my current records for Olympic Mode, and the medals I have earned from them, as well as the character I used if applicable. This will help you when determining what score to shoot for to earn a medal. TARGET 9: 65500 (Gold) BLADE ARTS: 78000 (Platinum) SURVIVAL: 93 wins (using M Bison) (Platinum) TIME ATTACK: 0'44"18 (using M Bison) (Master) FIRST BLAST: 93200 (using Evil Ryu) (Master) GHOST TRICK: 84350 (Platinum I think you need 60000 to reach gold) CAT WALK: 45800 (Gold) Reader High Scores: These are the top scores as sent to me by others. If you have a high score, send it in. I'll post the top 3 scores for each event that I have. That way, it can be a sense of personal pride for those who have high scores, as well as a way for me to feel bad when I realize that my records all suck when compared to everyone else's :P. By the way, I'll only post one score per person. In other words, if you already have a record, and send me a new score, it will replace your old score. For survival, I'll list all the people who attained 100 wins, then the two people behind them. Also, please note that I assume you are being honest in the scores that you send me. If you send in an illegitimate score in, you are proving nothing to anyone. TARGET 9 1. 75500 (Platinum) - Seta Soujiro Tied 2. 71000 pts. (100 beaten / 86% - Platinum) by J-Boogie Tied 2. 71000 pts (James McCloud) Tied 2. 71000 pts (by RavenX) 3. 66500Pts ( Gold ) by GKyoko 4 66500 (Gold) - Debra Jackson 5 63250 Gold by Gouki 6. 62000 (gold medal) - MonkeySalad 7. 51600 (Gold) by havoc BLADE ARTS 1. 94300 - Crystal - Seta Soujiro 1. 94300 pts. (100 Dummies - Crystal) by J-Boogie 2. 82500 Platinum 99 Slashes by Fa] [aL 3. 82200 (Platinum) by havoc 4. 81600Pts ( Platinum ) by Gkyoko 5. 79800, 98 of 100, Platinum Jack Lin --ParanoiaDirtyMix 6. 79200 (platinum medal) - MonkeySalad 7. 78000 (Platinum) - Debra Jackson 8. 70800 Gold by Gouki 9. 68700 (Gold) - Drifty SURVIVAL 1. 100 wins-master metal- Evil Ryu by - K - 1. 100 Wins Master Medal M. Bison by Fa] [aL 1. 100 wins M.Bison "Crystal" by Ron McRae 1. 100 Wins - Crystal - Geese by Mosiac 1. 100 wins (Nakoruru - Crystal Medal) by J-Boogie 1. 100 wins (M Bison - Crystal) by RavenX 1. 100 wins-Bison (Crystal) by havoc 1. 100 wins with Rush Zangief, Crystal - Jack Lin -ParanoiaDirtyMix 1.100 wins with Orochi Iori (Crystal Medal) by Tcruz 1. 100 wins with M Bison (Master Medal) Debra Jackson 1. 100 wins using Geese Howard Crystal Medal - SchyzoPenPen 2. M.Bison 94 wins Platinum by Gouki 3. 74 wins - Chun Li - Gold - Seta Soujiro TIME ATTACK 1. 29.16 seconds Crystal using M Bison by Inferno (???) 2. 33.19 seconds - M Bison - Master Medal by Debra Jackson 3. 36.00 seconds using Haohamaru Schmohey 4. 38.10 seconds using Evil Ryu - Master Medal - SchyzoPenPen 5. 38.16 seconds M Bison Master Medal by RavenX 6. Evil Ryu - 0'41"36 Master by Mtymar 7. 00'43'17 M.Bison "Master" by Ron McRae 8. 43'28" By Kenji Tasaka 9. M.Bison 00'45'13 Master by Gouki 10. 54.10 - Crystal - Haohmaru - Seta Soujiro FIRST BLAST 1. 99990 pts (10 wins - Evil Ryu - Master)by J-Boogie 1. 99990 pts (10 wins - Evil Ryu - Master) by Tcruz 2. 98,800 pts with Zangief (Crystal Medal) by Raven X 2. 98800 pts - Evil Ryu Master Medal - Debra Jackson 3. 98200 pts - Kyo - Master Medal - SchyzoPenPen 4. 97000- Kyo (Master) by havoc 5. 95200Pts ( Master ) by Gkyoko 6. Ryu 93800 Master by Gouki 7. 10 wins, 91000, Crystal, Average Evil Ryu GHOST TRICK 1. 84,750 pts (Platinum) Debra Jackson 2. 84,350 Pts ( Platinum ) by GKyoko 3. 80,700 pts (Platinum Medal) by Raven X 4. 75500 Gold Medal by Fa] [aL 5. 71850 (Gold) by havoc 6. 62150 Gold by Gouki 7. 54850 - Silver - Seta Soujiro 8. 54850 (silver medal) - MonkeySalad CAT WALK 1. 88900 points (Master_ by Ven 1. 88900 points - Master - Debra Jackson 1. 88900 - Master = Seta Soujiro 2 88300 [Chun Li] with 99% at 83 max chain combo Master Medal by Fa] [aL 3. 66400 pts. (Completed Nakoruru's song at 100% - Platinum) by J-Boogie 3. 66400, perfect score on Nakoruru, Platinum - Jack Lin --ParanoiaDirtyMix 4. 49200 (Gold) by havoc 5. 45800 Gold by Gouki MOVE LISTS Key: All moves assume character is facing right Moves in caps are Super Impact Blast Moves (aka Super Combos) Moves with *** in front of them are moves you must earn in Olympic Mode (they have 2 different names, one before you learn them, and then a different one after you learn it. Move commands in brackets [ ] are the able commands for the move. This key is used in both the move and combo lists U = up D = down F = forward B = back Df = Down forward Uf = Up forward Ub = Up Back 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) Rdp = Reverse Dragon Punch Motion (b, d, db) 360 = 360 degree rotation on joystick (aka the spinning piledriver motion. This motion can also be done with hcb, then ub)) P = Punch K = Kick LP or HP = Light or Hard Punch (used in some combo lists) LK or HK = Light or Hard Kick (used in some combo lists) P+K = Punch and Kick simultaneously Basic Commands Average Style Front Step: f, f Back Step: b, b Guard Cancel: f, P+K during guard Knockdown Recover: P+K before being knocked down Taunt: P+K while standing Tag b, P+K (in tag battle) Guard Cancel Switch b, P+K (while guarding in tag battle) Basic Commands Counter Style Back Step: b, b Invasion Evasion; f, P+K Counter Blow: P or K during Invasion Evasion Guard Cancel Attack: f, P+K during a guard Power Builder d, P+K (hold) Taunt: P+K Taunt: P+K while standing Tag b, P+K (in tag battle) Guard Cancel Switch b, P+K (while guarding in tag battle) Basic Commands Rush Style Dash: f, f (hold forward on second push) Back Step: b, b Guard Cancel: f, P+K during guard Knockdown Recover: P+K before being knocked down Chain Combo: Example weak punch, weak kick, strong punch, strong kick Taunt: P+K while standing Tag b, P+K (in tag battle) Guard Cancel Switch b, P+K (while guarding in tag battle) Each character is rated on several abilities. They are as follows Speed (1-10) How fast the character can move Power (1-10) How much damage the character can inflict Defense (1-10) The overall defensive abilities of the character Normal Moves (1-10) How useful and effective a character's normal moves are Special Moves (1-10) How useful a characters special attacks are Super Moves (1-10) How effective a character's super attacks are Olympic Move (1-5) The character can earn up to 5 bonus points for having a powerful Olympic move Coolness Factor (1-5) Some characters earn bonus points in my book just because they're so awesome. SNK Character Movelists Kyo Kusanagi Personally, I don't think Kyo is a very good character, compared with some of the others. He lacks a real projectile attack, and most of his moves are similar to Shoto-clone moves, but aren't as powerful. His super attack is good though, as it covers a wide range and does good damage. Speed 7 Power 5 Defense 6 Normal Moves 6 Special Moves 7 Super Moves 6 Olympic Move 2 Coolness Factor 2 Overall Score 41 -Command Attacks- Axe Kick: f, K Double Sweep: df + K Double Fist Drop: (in air) d, P -Special Moves- Aragami Firefist: qcf + P (tap button) [ f + LP ] Aragami chain 1: qcf + P (tap button) -> qcf + P -> qcf + P [f + LP -> f + LP -> f + LP] Aragami chain 2: qcf + P (tap button) -> qcf + P-> K [f + LP -> f + LP -> K] Aragami chain 3: qcf + P (tap button) -> hcb + P -> P [f + LP -> b + P -> P] Dokugami Firefist: qcf + P (press button) [f + HP] Dokugami chain: qcf + P (press button), hcb + P -> P [f + HP -> b + P -> P] Nishiki Nuetsumi Reversal: qcb + P [b + P] Oniyaki: dp + P [d + P] R.E.D. Kick: rdp + K [d + K] Crescent Smash: hcb + K [b + K] Overhauled 7-5 Bouncer: qcf + K, K [f + K, K] SERPENT WAVE: d, db, b, db, d, df, f, P (you can hold this move by holding down the button) [qcb + P] FINAL SHOWDOWN: qcf x2 + P [qcf + P] *** WILD COMBO BLOW: qcf x2 + K It has short range, but if you connect with it, it takes off close to half of the enemy's power. [qcf + K] Terry Bogard Terry is a good all around character. He has a lot of powerful moves at his disposal, and a fair super attack. His super attack does a lot of damage if it connects, although it's fairly easy to block. Speed 7 Power 7 Defense 6 Normal Moves 6 Special Moves 8 Super Moves 5 Olympic Move 3 Coolness Factor 4 Overall Score 46 -Command Attacks- Rising Upper: df, P Spinning Kick: f, K -Special Moves- Burn Knuckle: qcb + P [b + P] Crack Shoot: qcb + K [b + K] Power Dunk: dp + K [d + K] Power Wave: qcf + P [f + P] Fire Kick: b, db, d, df, K [f + K (not sure about this one)] Rising Tackle: Charge d, u, P [d + P] POWER GEYSER: d, db, b, df, f, P [qcf + P] *** TACKLE TO GEYSER: qcf x2 + K One nice thing about this move is that you can do it from just about any range and do some damage as long as it isn't blocked. However, for 2 levels of super energy, it doesn't do much damage. [qcf + K] Iori Yagami Iori is somewhat like Kyo, but better IMO. He has an actual projectile move, as well as some others that are pretty powerful. His super is devastating at level 2. One of the better characters on the SNK side. Speed 6 Power 6 Defense 6 Normal Moves 6 Special Moves 7 Super Moves 7 Olympic Move 3 Coolness Factor 4 Overall Score 45 -Command Attacks- Overhead Axe Kick: f, K Double Slash: f, P -> f, P Reverse Kick: (in air) b, K -Special Moves- Fire Ball: qcf + P [f + P] Dark Crescent Slice: hcb + K [b + K] Deadly Flower: qcb + P (you can repeat this move 3 times) [b + P x3] Dark Thrust: dp + P [d + P] Scum Gale: (throw) hcb, f, P [u + P] Nail Gale: dp + K (you can cancel this move into the Deadly Flower) [d + K] MAIDEN MASHER: qcf, df, d, db, b, P [qcf + P] "ONE FOR THE ROAD" BLAST: qcb, db, d, df, f, P [qcb + P] *** DEMON BLAZE END qcf x2 + K This move is cool and very damaging (about 1/2 power taken off) The range is about half the screen. [qcf + K] Ryo Sakazaki Ryo plays a lot like Ryu, but is somewhat different. He has an air projectile which is a nice plus. His Hurricane style Kick is different than the Shoto-clones as well. His Fireball Super is devastating if it connects. The Zan Retsu Ken is also a good surprise move. Speed 7 Power 7 Defense 7 Normal Moves 7 Special Moves 8 Super Moves 7 Olympic Move 2 Coolness Factor 3 Overall Score 48 -Command Attacks- Ice Pillar Smasher: f, P -Special Moves- Tiger Flame Punch: qcf + P [f + P] Aerial Tiger Flame Punch: (in air) qcf + P [(in air) f + P] Tiger's Roar: dp + P [d + P] Lightning Legs Knockout Kick: hcb + K [b + K] Zan Retsu Ken: f, b, f, P [b + P] RYUKO RANBU: d, df, f, db, d, db, d, P [not sure on this one] HAOH SHO KOH KEN: f, b, db, d, df, f, P [qcf + P] *** RAGING HOLY BLOW qcf x2 + P It's a short range punch, that dizzies the opponent if it connects. Useful if worked into a combo. [qcb + P] Mai Shiranui Speed 10 Power 5 Defense 5 Normal Moves 6 Special Moves 8 Super Moves 7 Olympic Move 2 Coolness Factor 4 Overall Score 47 Mai is one of my favorite characters on the SNK side. She's fast, and has several useful moves in her arsenal. You can combo the Night Plover into a Ryu En Bu for some solid damage. Her Swan Dive is also very effective as a counter to projectile attacks. -Command Attacks- Overhead Hop Kick: f, K Slide Kick: df, K Two-Fist Drop: (in air) d, P Air Throw: (in air, near opponent) any direction, P or K -Special Moves- Kacho Sen: qcf + P [f + P] Ryu En Bu: qcb + P [b + P] Deadly Ninja Bees: hcf + K [f + K] Night Plover: qcb + K (you can cancel this move into the Ryu En Bu) [b + K] Squirrel Drop: (in air) qcb + P [(in air) d + P] Squirrel Drop Alternate: Charge d, u, P/K (press and hold the button to attack, or let go to cancel) SUPER DEADLY NINJA BEES: d, db, b, db, d, df, f, K [qcf + K] LOTUS STORM: qcf x2 + P [qcf + P] *** FLAME ATTACK SPIN qcb x2 + P Mai leaps up and comes down in a blaze of fire. It look cool, but isn't very damaging for a L2 super. There is a trick for getting big damage off this move, sent in by Raven. Mai's flame spin super will take a lot of damage only if the person is in the air or if the person is onthe corner.It takes about 40% to 75% damage if done right. [qcb + P] Haohmaru Speed 6 Power 9 Defense 5 Normal Moves 8 Special Moves 6 Super Moves 6 Olympic Move 3 Coolness Factor 4 Overall Score 47 I don't think either of the SS characters are that great compared to some of the other guys, but Haohmaru can do good damage with his sword. Also, his sword provides good range and can stop a lot of attacks. He only has one super (not counting his Olympic move) Basically, he's powerful, but lacks a variety of attacks. -Command Attacks- NONE -Special Moves- Cyclone Slash: qcf + P [f + P] Crescent Moon Slash: dp + P [d + P] Earthquake Slice: rdp + P [b + P] HEAVEN CONSTRAINT BLAST: qcf x2 + P [qcf + P] *** WILD JUMP SLICE: qcf x2 + K Short range, but it looks cool and takes off about half the opponent's power. [qcf + K] Nakoruru Nakoruru is the better of the two SS characters IMO. She's a little faster and also has a greater variety of attacks. Her attacks with Mamahaha are useful when used in the right situations. Also, she does almost as much damage as Haohmaru, but is also faster. Speed 8 Power 7 Defense 7 Normal Moves 8 Special Moves 7 Super Moves 5 Olympic Move 3 Coolness Factor 3 Overall Score 48 -Command Attacks- Aerial Stomp Kick: (in air) d, K Air Throw: (in air, near opponent) any direction, P or K -Special Moves- Annu Mutsube: b, db, d, P [b + P] Lela Mutsube: qcf + P [f + P] Kamui Risse: rdp + P [d + P] Mamahaha Grab: qcb + K [b + K] Mamahaha Call: qcb + P (thanks to Mizuhara for pointing out that I had forgotten to put this move in) [db + P] Kamui Mutsube: (During Mamahaha Grab) P ELELYU KAMUI RISSE: qcf x2 + P [qcf + P] *** MAMAHAHA RAGE DIP: qcf x2 + K You have to do this move from at least a third of the screen. Mamahaha will come down and smash the enemy numerous times, doing about 50% damage. [qcf + K] Athena Asamiya Athena can't do much block damage with her Pheonix Arrow in this game (in KOF, that was a very useful attack) but she's still a pretty good character. She has a lot of attacks at her disposal, and if you mix them up well, you can always mess your opponents up. Speed 9 Power 5 Defense 6 Normal Moves 6 Special Moves 8 Super Moves 7 Olympic Move 2 Coolness Factor 4 Overall Score 47 -Command Attacks- Double Hop Kick: f, K Oshiri Attack: (in air) d, K Air Throw: (in air, near opponent) any direction, P or K -Special Moves- Psycho Ball: qcb + P [b + P] Phoenix Arrow: (in air) qcb + K [(in air) b + K] Psycho Sword: dp + P (can be done in air) [d + P] Psycho Teleport: qcf + K [f + K] Psycho Throw: hcf + P [u + P] Psycho Reflect: hcb + K (Light Kick to reflect, Hard Kick for an energy ball. Thanks to Mizuhara for pointing out that I omitted this.) [b + K] SHINING CRYSTAL BITS: hcb x2 + P (While the bits are rotating around you, do the motion again to shoot a projectile. You can hold the button to delay the attack and use P to shoot down and K to shoot up. Also, Athena has lots of numerous costumes that she uses while doing this move. Thanks to BamBam for pointing this info out) [qcb + P] ARROW OF PHOENIX'S FANG: (in air) qcf x2 + K [(in air) qcf + K] *** FLAME SWORD SLICE qcf x2 + P Athena turns into her outfit from the old Athena game and a huge flaming sword appears and slices the opponent. Looks impressive, but not too useful. [qcf + P] Leona I'm not that good with Leona. She does have some pretty powerful moves, and can be fearsome if mastered, but I never win very often with her. Speed 7 Power 6 Defense 6 Normal Moves 6 Special Moves 7 Super Moves 6 Olympic Move 4 Coolness Factor 3 Overall Score 45 -Command Attacks- Hopping Overhead Kick: f, K Air Throw: (in air) any direction, P or K -Special Moves- Moon Slasher: Charge d, u, P [d + P] X-Caliber: (in air) qcb + P [(in air) d + P] Grand Saber: Charge b, f, K [f + K] Grand Saber Finisher: (after Grand Saber) f, K Baltic Launcher: Charge b, f, P [f + P] Hairpin Boomerang: qcb + P [b + P] Earring Bomb: qcb + K [b + K] V-SLASHER: (in air) d, df, f, df, d, db, P [(in air) qcf + P] REVOLVER SPARK: d, db, b, db, d, df, f, K [qcf + K] *** SUCK ENEMY ENERGY: qcf x2 + K An awesome move! You can catch the enemy from almost anywhere, and it does tons of damage. [qcb + K Capcom Character Move List Ryu Ryu is Ryu... If you don't know who he is, you shouldn't even be reading this. Anyway, Ryu's a good all around character for getting into the game. He has powerful moves and some good super attacks. Still, once you learn him, you may be better pressed to play as Ken or Akuma, as both of them are more powerful. Speed 7 Power 7 Defense 8 Normal Moves 7 Special Moves 9 Super Moves 9 Olympic Move 2 Coolness Factor 2 Overall Score 51 -Command Attacks- Boardbreaker Punch: f, P Hop Kick: f, K -Special Moves- Hado-Ken: qcf + P [f + P] Shoryu-Ken: dp + P [d + P] Tatsumaki Senpukyaku: qcb + K [b + K Air Tatsumaki Senpukyaku: (in air) qcb + K [(in air) b + K] Shakunetsu Hado-Ken: hcf + P [b + P] SHINKU HADO-KEN: qcf x2 + P [qcf + P] SHINKU TATSUMAKI SENPUKYAKU qcb x2 + K [qcb + K] *** SUPER UPPERCUT: qcf x2 + K Medium range elbow strike. If the elbow connects, Ryu does a huge uppercut that does a lot of damage. [qcf + K] Ken Ken and his variety of Dragon Punch moves are a force to be reckoned with. They can do lots of solid damage, otherwise, Ken plays just like Ryu. Speed 7 Power 7 Defense 6 Normal Moves 8 Special Moves 8 Super Moves 8 Olympic Move 2 Coolness Factor 4 Overall Score 48 -Command Attacks- Axe Kick: f, P Side Kick: f, K -Special Moves- Hado-Ken: qcf + P [f + P] Shoryu-Ken: dp + P [d + P] Ground Roll: qcb + P [don't know] Tatsumaki Senpukyaku: qcb + K [b + K] Air Tatsumaki Senpukyaku: (in air) qcb + K [(in air) b + K] SHORYU REPPA: qcf x2 + P [qcf + P] SHINRYU-KEN: qcf x2 + K [qcf + K] *** KICK DASH ASSAULT: qcb x2 + K Generally, this move has to connect at close range to be effective, but if you do, it does about 50% damage. It can be hit from longer distance, but won't do as much damage. [qcb + K] Chun Li Chun Li is somewhat like Mai, fast and a good variety of offensive attacks. Chun Li is a little better, as she can do lots of combos with her Lightning Kick. Her Kiko-Sho is not very effective at level 1, but at level 2 is devastating. Mix up her other moves and you can defeat most foes. Speed 10 Power 6 Defense 6 Normal Moves 7 Special Moves 8 Super Moves 7 Olympic Move 3 Coolness Factor 4 Overall Score 50 -Command Attacks- Forward Flip Kick: df, P Backward Flip Kick: df, K Air Throw: (in air) any direction, P or K Wall Jump: (in air) ub or uf to a wall, then press opposite direction Head Stomp: jump, d, K -Special Moves- Kiko-Ken: hcf + P [f + P] Tensho-kyaku: charge d, u, K [d + K] Spinning Bird Kick: Charge b, f, K [f + K] Sen-en-shu: hcb + K [b + K] Lightning Kick: K rapidly [K rapidly] SEN-RETSU-KYAKU: Charge b, f, b, f, K [f, b, f, P (no charge needed)] KIKO-SHO qcf x2 + P [qcf + P] HAZAN TENSHOU KYAKU: Charge db, df, db, u+K (sent in by Mizuhara) [d, u, K] *** AERIAL BEAUTY (in air) qcf x2 K This is her super from Marvel vs Capcom. If you hit with it, it does a lot of damage and looks really cool, but is limited in effectiveness, since you have to hit the enemy in midair with it. [(in air) qcf + K] Guile Speed 6 Power 8 Defense 8 Normal Moves 9 Special Moves 6 Super Moves 7 Olympic Move 4 Coolness Factor 4 Overall Score 52 The man is here, and he's just as powerful as he was in the Street Fighter series. His Super attacks are very powerful when pulled off. Some say Guile needs more offensive variety since he only has two moves. I say he only NEEDS his 2 moves, and is perfectly capable of whipping some ass with them. Also, his regular moves are quite effective. -Command Attacks- Spinning Backfist: f, P Bazooka Knee: f, K Upside-Down Kick: df, K Air Throw Body Toss: (in air, near opponent) any direction, P Air Throw Backbreaker (in air, near opponent) any direction, K -Special Moves- Sonic Boom: Charge b, f, P [f + P] Flash Kick: Charge d, u, K [d + K] SONIC HURRICANE: Charge b, f, b, f, P [f, b, f, P (no charge needed)] SOMERSAULT STRIKE: Charge db, df, db, uf, K [d, u, K] *** NASH'S LEGACY: Charge b, f, b, f, K This is Charlie/Nash's super from the Alpha series. It can connect from just about anywhere, but is most effective up close. It also looks real cool, because Guile adds his own twist to the move by knocking the opponent in the air with a big uppercut, then catching them with the air backbreaker. [b, f, b, f, K (no charge needed)] Zangief Zangief is one of my favorite guys in this game, mainly since it's one of the only 2 games where I can consistently pull off the SPD. (the other being Street Fighter EX) Anyway, this move alone does mass damage and can grab most foes out of their moves. (you can even grab M. Bison out of his teleport) His spinning lariat is good for defense and can juggle foes for nice damage as well. The Final Atomic Buster is devastating if you can pull it off. Speed 3 Power 10 Defense 6 Normal Moves 7 Special Moves 10 Super Moves 8 Olympic Move 2 Coolness Factor 3 Overall Score 49 -Command Attacks- Jumping Headbutt: df, P Body Splash: (in air) d, P (tap button) Long Sweep: df, K Jumping Headbutt: Jump straight up, u, P Kneedrop: Jump, d, K -Special Moves- Double Lariat: qcb + P [b + P] Quick Double Lariat: qcb + K [b + K] Banishing Hand: dp + P [f + P] Spinning Pile Driver: 360, P [u + P] Siberian Suplex: 360, K [u + K] Siberian Bear Crusher: 360, K (from a distance) [u + K (from a distance)] FINAL ATOMIC BUSTER: 720, P [qcf + P] AERIAL RUSSIAN SLAM: qcf x2 + K [qcf + K] *** LINK COSSACK KICK qcb x2 + K A series of low dancing kicks. Not very useful, and basically a waste of 2 levels. [qcb + K] Dan Dan sucks... in a fun way. He's like a cross between Ryu and Ryo, with a rotten egg thrown in :P His moves aren't very good but he can TAUNT!!! Best used as a humiliation character. Tag him up with a powerhouse like Akuma, let them do all the work, then tag Dan in to deliver the finishing blow. BWAH HAH HAH!!! Speed 7 Power 6 Defense 4 Normal Moves 7 Special Moves 5 Super Moves 6 Olympic Move 3 Coolness Factor 5 Overall Score 43 Here's some comments on Dan from readers. Sent in by BamBam: his Shinku Gado-Ken comes in two different versions, depending on what command style of fighting you choose: 1) with RUSH, the "Capcom-Style" of play, his super is just like his super in the Alpha series. An extended fireball. 2) with AVERAGE and COUNTER, the "Mixed-Style" and the "SNK-style," Dan's super looks exactly like Ryo's Haoh Sho Koh Ken. Of course, this is obviously meant to mock Ryo even more. -Command Attacks- Rolling Taunt: f or b, P+K Jumping Taunt: jump, P+K Crouching taunt: d, P+K -Special Moves- Gado-Ken: qcf + P [f + P] Koryu-Ken: dp + P [d + P] Danku-Kyaku qcb + K (can be done in air) [b + K] SHINKU GADO-KEN: qcf x2 + P [qcf + P] SHORYUREKKA: qcf x2 + K [qcf + K] CHOHATSU DENSETSU: qcb x2 + P (The Legendary Taunt! The taunt you get at L2 is different and is worth seeing) [qcb + P] CERTAIN VICTORY ATTACK qcb x2 + K [qcb + K] *** RESOLUTE KAMIKAZE: Charge b, f, b, f, P If this move connects, it takes Dan down to a sliver of his life. A fun move to do (it functions like the Shun Goku Satsu) and a totally humiliating way to finish off a foe, though it doesn't do much damage. [b, f, b, f, P (no charge needed)] Sakura Sakura is like a crummy version of Ryu. She doesn't have that great of moves, and isn't even as fun to use as Dan. I'd steer clear of her if I were you. Her supers are pretty damaging though. Speed 8 Power 5 Defense 5 Normal Moves 6 Special Moves 6 Super Moves 6 Olympic Move 4 Coolness Factor 2 Overall Score 42 -Command Attacks- Flower Kick: f, K Air Throw: (in air, near opponent) any direction, K -Special Moves- Hado-Ken qcf + P (can press P rapidly to charge) [f + P] Shooh-ken: dp + P [d + P] Shunpu-kyaku qcb + K (can be done in air) [b + K] Sakura Otoshi: dp, K, P, P, P [d + K, P, P, P] MIDARE ZAKURA: qcf x 2, K [qcf + K] SHINKU HADOKEN: qcf x2 + P [qcf + P] HARU-ICHIBAN: qcb x2 + K [qcb + K] *** STOLEN AKUMA MOVE: Charge b, f, b, f, P Just like Akuma's Shun Goku Satsu, though the dark look she gets in her eyes is pretty cool. Trivia bit: She also does this move in Street Fighter EX. [b, f, b, f, P (no charge needed)] Morrigan Morrigan is the most powerful of the Darkstalkers in this game. She plays a lot like a Shoto-clone, but also has an air fireball, and a powerful throw. Her supers are powerful if you can get them to work right. Speed 7 Power 6 Defense 8 Normal Moves 8 Special Moves 7 Super Moves 7 Olympic Move 2 Coolness Factor 4 Overall Score 49 -Command Attacks- Valkyrie Kick: (in air) d, K -Special Moves- Soul Fist: qcf + P (can be done in air) [f + P] Shadow Blade: dp + P [d + P] Vector Drain (close) hcb + P [u + P] VALKYRIE TURN: hcb + K (then rapidly press K to do damage) [qcb + K] FINISHING SHOWER: qcf x2 + K [qcf + K] DOPPELGANGER: qcf x2 + P [qcf + P] *** INFINITE IMPALER: qcb x2 + P A claw comes out. If it connects, laser beams appear and impale the opponent. It looks pretty cool and does about 50% damage. [qcb + P] Felicia Felicia is fast, but not much else. None of her moves are much to speak of. The best strategy when using her is to hit and run a lot. Speed 10 Power 5 Defense 5 Normal Moves 6 Special Moves 5 Super Moves 6 Olympic Move 1 Coolness Factor 3 Overall Score 41 -Command Attacks- Air Throw: (in air, near opponent) any direction, P Wall Climb: jump towards wall, u or d Kitty Sit: jump, land on opponent's head (Doesn't do any damage. Felicia will simply sit on top of here opponent's head while they strike a pose. Will continue until someone pushes a button or direction) -Special Moves- Rolling Buckler: qcf + P (press P a second time to do a follow up) [f + P] Delta Kick: dp + K [d + K] Cat Spike: dp + P [d + P] Hell Cat: (close) hcb + K [u + K] DANCING FLASH: qcf x2 + P [qcf + P] PLEASE HELP ME: qcb x2 + K [qcb + K] *** SPINNING TALONS: qcf x2 + K A series of rolling spins. Practically worthless, but what did you expect for such a low Vs cost. [qcf + K] Secret Character Move Lists Akuma Akuma is as mighty as he's ever been. One problem with him is that his air fireball isn't very useful. He usually practically hits the ground before he shoots it. Ryo and Morrigan pause in the air to shoot their fireballs, making them more useful. One new addition is the difference in the Shun Goku Satsu move. It is now a charge super, making it much easier to use in a combo. Definitely one of the most powerful characters in the game. Speed 7 Power 7 Defense 8 Normal Moves 7 Special Moves 9 Super Moves 8 Olympic Move 3 Coolness Factor 4 Overall Score 53 -Command Attacks- Overhead Chop: f, P Hop Kick: f, K Diving Kick: (in air) df, K (at top of jump, can only be used when jumping forward or back) -Special Moves- Hado-Ken: qcf + P (can be done in air) [f + P] Shakunetsu Hado-Ken: hcb + P [b + P] Tatsumaki Senpukyaku: qcb + K (can be done in air) [b + K] Shoryuken: dp + P [d + P] Ashura Warp: f, df, d, OR b, db, d, P OR K (first commands control direction, press P for full screen distance or K for half screen. Thanks to Goumodi for sending this in) [df or db + P or K] Roll: d, db, b, P (sent in by Mizuhara) [don't know] Hundred Demons: qcf, uf, P [u + P] from Hundred Demons: [able moves after hundred demons are the same] -Sliding Kick: press nothing after Hundred Demons -Palm Strike: P -Senton Back Splash: K -Shoulder Breaker Throw: close, b or f, P -Spinning Throw: close, b or f, K MESSATSU HADOKEN: hcb x2 + P [qcb + P] MESSATSU GO SHOURYU qcf x2 + P [qcf + P] SUPER AIR FIREBALL: (in air) qcf x2 + P [(in air) qcf + P] SHUN GOKU SATSU: Charge b, f, b, f, P+K (may be just P. You need a L2 meter to do this move. Thanks goes to Goumodi and Mizuhara for sending in the command for the move) [b, f, b, f, P (no charge needed)] *** EARTHQUAKE PUNCH: db, f, df, f, db, b, df, P It functions just like Geese's Raging Storm (naturally, it has the same button command) It looks cooler though. [360 + P] (According to Rokthore, it's d, u + P for the able motion) Yuri Sakazaki Yuri is a pretty good character, but not the best. She has some moves of Ryo combined with some of her own. Her Fire Barrier attack is very good for defense, and she has a good variety of super attacks. Speed 7 Power 6 Defense 8 Normal Moves 7 Special Moves 7 Super Moves 7 Olympic Move 3 Coolness Factor 3 Overall Score 48 -Command Attacks- Oshiri Attack: f, K Air Throw: (in air, near opponent) any direction, P or K -Special Moves- Tiger Flame Punch: qcf + P [f + P] Saiha: qcb + P [b + P] Raioh-Ken: qcf + K [f + P] Hundred Slaps: qcb + K [b + K] HAO SHO KO KEN: f, hcf + P [qcb + P] PHOENIX DANCE: d, df, f, df, d, db, b, K [qcb + K] HIEN REKKOU: qcf x2 + K (sent in by Syxx Pak) [qcf + K] *** EVO-SUPER UPPER: qcf x2 + P This attack is kinda like Ryu's Shinshoryuken, though it has even less range. (You must be right next to the foe to connect) However, it does HUGE damage, around 60%! [qcf + P] B.B. Hood B.B. Hood may not be the most powerful character, but she's a lot of fun to use with all her crazy weapons and stuff she can throw. Her supers do a lot of damage if they connect, but getting them to connect can be a problem. Her jump kicks and low kicks shoot out land mines which knock down the foes, giving you an edge. Speed 6 Power 6 Defense 6 Normal Moves 5 Special Moves 7 Super Moves 6 Olympic Move 2 Coolness Factor 2 Overall Score 40 -Command Attacks- Knife Stab: b or f, P Skipping Knee: b, K Long Land Mine: df, K Land Mine: f, K Double Jump: jump, u or uf or ub -Special Moves- (Corrections for Move Names sent in by Francis Yuen) High Missile: Charge b, f, P [f + P] Low Missile: Charge b, f, K [f + K] Molotov Cocktail: dp + P [d + P] Sentimental Typhoon: (close) hcb + P [df + P] Air Missile: Charge d, u, P [u + P] Handbag Attack: qcb + P (you can hold punch to charge this attack) [b + P (can hold P to charge)] Cruel Hunting: qcf x2 + P [qcf + P] BEAUTIFUL MEMORY: qcf x2 + K [qcf + K] APPLE FOR YOU: qcb x2 + K [qcb + K] *** EXPLODING DOLL: qcb x2 + P (Hold P, then when near the opponent, release P. The doll will take a small bounce then explode.) Very damaging and fun to use, but not very useful since the opponent can see it coming from a mile away. [qcb + P] Akari Akari is another fun but silly character to use. Her moves are pretty formidable, though I don't know what use falling asleep during the fight does (maybe it's a taunt move.) Her demon attack super does a lot of damage and looks real cool as well, but you must be close to use it. Overall, she's a pretty good character to use, and is very cheap and effective against the CPU. Speed 7 Power 6 Defense 8 Normal Moves 10 Special Moves 6 Super Moves 6 Olympic Move 2 Coolness Factor 4 Overall Score 49 -Command Attacks- (sent in by EX Andy) Overhead Swat: f, P Stomp Kick: (in air) d, K Air Throw: (in air) any direction, P THE CARD!!!: b + P (this move is great! It has insane priority over many other attacks. This move can smite the computer easily and is one of the main reasons she is a top 3 character) -Special Attacks- Fire Blast: qcf + P [f + P] Fire Demon: (close) hcb + P [u + P] Teleport Rolling Attack: dp + P or K (P will attack on the same side you are on, K will attack on the opposite side) Also, you can hold the button for a longer roll [b + P or K] Fall Asleep: hcb + K (According to MasSnead2@aol.com, this move is a counter, and if she is attacked, she'll perform a counter attack) [u + K] Rising Attack: Charge d, u, K [d + K] 100 DEMON SABBATH: (close) qcb x2 + P [qcb + P] MONSTER ATTACK (don't know it's real name) d, db, b, db, d, df, f, P (you can hold P to delay the attack. [qcf + P] *** PLOSIVE FANDANGO: qcf, df, d, db, b, P or K (P starts move with high punch, K starts it off with a low kick. Thanks to Q.Harjo for sending this info) A powerful instant combo attack. You have to be at about 1/3 of a screen away from the opponent or closer to connect with it. [don't know] Geese Howard Since Geese is one of the bosses, naturally he is pretty cheap. His Raging Storm is VERY powerful and almost impossible to counter. Basically, if you are jumping at him when he does it, you're pretty much screwed. His fireball (Reppu Ken) is also very powerful. Speed 6 Power 8 Defense 8 Normal Moves 8 Special Moves 8 Super Moves 8 Olympic Move 3 Coolness Factor 4 Overall Score 53 (Updated Movelist sent in by EX Andy) -Command Attacks- Overhead Swat: f, P -Special Moves- Reppu Ken: qcb + P (tap button) [b + LP] Double Reppu Ken: qcb + P (press button) [b + HP] Jaeiken: Charge b, f, K [f + K] Atemi Nage Reversal High: hcf + P (will reverse jumping attacks and special moves) [d + P] Atemi Nage Reversal Mid: hcf + K (will reverse standing normal attacks) [d + K] Vacuum Throw: 360, P [u + P] RAGING STORM: db, f, df, f, db, b, df, P [360 + P] (according to Rokthore, the able motion is qbp + P. Also thanks to him for pointing out the typo that I had spelled it "Razing Storm") RASHOUMON: (near opponent) 360 + K [qcb + K] *** DEADLY RAVE (Correction on name sent in by Francis Yuen): qcf x2 + K Another instant combo attack. It can connect from across the screen and gets 11 hits and about 50% damage. [qcf + K] M. Bison Bison is pretty much exactly the same as he is in Street Fighter Alpha. As such he is very powerful and cheap. His Psycho Crusher is awesome at Level 2. It's the same move that he does in Alpha 3 when he is the boss. Speed 7 Power 8 Defense 6 Normal Moves 7 Special Moves 9 Super Moves 9 Olympic Move 1 Coolness Factor 4 Overall Score 51 Psycho Shot: Charge b, f, P [f + P] Scissor Kick: Charge b, f, K [f + K] Devil Reverse Fist: Charge d, u, P, then P while in air [d, u + P, P (no charge needed)] Head Stomp: Charge d, u, K, then P after the stomp to do a flying punch [d, u, K, P (no charge needed)] Bison Warp: dp or rdp then P or K [df or db + P or K] KNEE PRESS NIGHTMARE: Charge b, f, b, f, K [f, b, f, K (no charge needed)] PSYCHO CRUSHER: Charge b, f, b, f, P [f, b, f, P (no charge needed)] *** PSYCHO FIELD qcb x2 + P (sent by Ron McRae) It's a little fireball (he did it in X-Men vs Street Fighter) It does very little damage, but dizzies the enemy. Personally, I'd use 2 levels for a Mega Psycho Crusher instead. [qcb + P] Orochi Iori He's got the same moves as regular Iori, but he's stronger and faster as well. Use him like Iori and you'll have no trouble. Speed 7 Power 7 Defense 7 Normal Moves 6 Special Moves 7 Super Moves 6 Olympic Move 3 Coolness Factor 5 Overall Score 48 -Command Attacks- Overhead Axe Kick: f, K Double Slash: f, P -> f, P Reverse Kick: (in air) b, K -Special Moves- Fire Ball: qcf + P [f + P] Dark Crescent Slice: hcb + K [b + K] Deadly Flower: qcb + P (you can repeat this move 3 times) [b + P x3] Dark Thrust: dp + P [d + P] Scum Gale: (throw) hcb, f, P [u + P] Nail Gale: dp + K (you can cancel this move into the Deadly Flower) [d + K] MAIDEN MASHER: qcf, df, d, db, b, P [qcf + P] "ONE FOR THE ROAD" BLAST: qcb, db, d, df, f, P [qcb + P] *** DEMON BLAZE END: qcf x2 + K It's the same as regular Iori's move, but is slightly more damaging. [qcf + K] Evil Ryu Evil Ryu is the most powerful of all the Shoto-clones. He's got all of Ryu's regular moves and supers, plus some of Akuma's powerful moves such as the warp and Shun Goku Satsu. His Super that you can obtain from the Olympic Mode ROCKS!!! Speed 7 Power 9 (about 15 if the CPU plays him) Defense 8 Normal Moves 8 Special Moves 10 Super Moves 9 Olympic Move 5 Coolness Factor 5 Overall Score 61 -Command Attacks- Elbow Punch: f, P Thrust Kick: f, K -Special Moves- Hado-Ken: qcf + P [f + P] Shoryu-Ken: dp + P [d + P] Tatsumaki Senpukyaku: qcb + K [b + K] Air Tatsumaki Senpukyaku: (in air) qcb + K [(in air) b + K] Shakunetsu Hado-Ken: hcf + P [b + P] Ashura Warp: f, df, d, OR b, db, d, P OR K (first commands control direction, press P for full screen distance or K for half screen. [df or db + P or K] SHINKU HADO-KEN: qcf x2 + P [qcf + P] SHINKU TATSUMAKI SENPUKYAKU: qcb x2 + K [qcb + K] MESSATSU GO SHORYU: qcf x2 + K [qcf + K] SHUN GOKU SATSU: Charge b, f, b, f, P [b, f, b, f, P (no charge needed)] *** REAL RAGE WAVE: qcb x2 + P The mega Hadoken from the Versus series. This move is HUGE and does massive damage. One of the best moves in the game. I'd save up and get his move as soon as you unlock him. [qcb + P] Combos Section What I'm going to do for this section is take submissions that people send in to me and put them here. I'll list each contributor, then his/her section for combos that they sent me. Thus, there may be some overlap if more than one person sends me combos for the same character. Combos sent in by Mizuhara (His combos work Average style unless otherwise stated) Key for his combos: SiB's are Super Impact Blast moves u = up d = down f = forward b = back df = Down forward uf = Up forward ub = Up Back db = Down Back p = Punch k = Kick p+k = Punch and Kick simultaneously QCB = Quarter Circle Back QCF = Quarter Circle Forward HCB = Half Circle Back HCF = Half Circle Forward Anything in {}'s are optional or interchangable when noted Any directions or buttons in CAPS means to HOLD or CHARGE(where applicable) Note: WHen hitting your opponents DEEP as you jump in (meaning hitting them in the knees or waist) your opponent cringes instead of reeling back so it's easier to hit with some jabs or light kicks. I've also noticed that jumping in with A instead of B causes your opponent to cringe as well. A standing A or B always makes your opponents reel...watch the animations you'll see the difference. ALL combo's listed assume that you are hitting your opponent DEEP as you jump in. Kyo: ---- 1.Jump in K->P->QCF+k,k->{HCB+K} or {b,d,db+P: lotsa damage} or {Any of the Aragami combo's. Note: second hit doesn't connect in combo 1...the K never connects in combo 2, combo 3 connect VERY well} 2.Jump in K->P->QCF+k,k->Serpent Wave (Level 2) {You can use kick too did you know that?} Note: The later you hit your opponent with the Serpent Wave as he/she's falling causes more damage or so it seems. 3.Jump in K->d+k->f,d,df+P 4.Jump in P->P->{any Aragami combo} 5.Jump in P->P->{Any SiB...Serpent wave is okay but watch how long you charge it} Terry: {my fav} ------ 1. {Jump in K->P or K->}HCF+K->QCB+K->D,u+P (Works mainly in the corner...if you start hitting your opponent with the crack shoot LATE you have a better chance of landing the Rising Tackle) 2. HCF+K->D,u+P {Bland bleh..does lotsa hits...damage is mediocre though} 3.Jump in K->P->QCF+P 4.{Jump in K}->HCF+K->QCB+K->f,d,df+K {I've connected with this ONCE you might have to just use k instead of K on the dunk} 5. Jump in P->p->HCF+K->HCB+P (looks cool...worthless though) Iori: ----- 1. Jump in P->d+k->p->f,d,df+K{cancel into Deadly Flower} 2. Jump in P->d+k->p->QCF+P 3.Jump in P->P->QCB+P{x3} {Deadly Flower motions have to come out RIGHT after the P connects...as Iori's hand is coming down else the opponent can block after being hit by the P} 4.Jump in P->P->HCF+P->Maiden Masher {Opponent is pushed too far after the Scum Gale to be hit by anything unless it's the maiden masher...while Iori's head's down he can do anything but it has to be quick or the opponent will recover...that's why when you use the Maiden Masher it comes RIGHT out and he dashes forward so he doesn't waste much time...anything else your opponent will and can block) 5. Jump in K or P->HCB+K {This combo sucks...reason being the Dark Crescent move sucks. He takes a split second to start running so it gives the opponent time to jump or block. Only if you are UP CLOSE can this move start and connect with no delay...So do it in the CORNER} {One ANNOYING thing I've noticed with Iori is that when you want to go in a dark thrust from a standing p, it comes out as another a!!! Ryo: {Boring} ---- 1. Jump in K->p->K->QCF+P {Basic} 2. Jump in K->P->f,b,f+P {Corner only...the fierce A pushes both parties back TOO far} 3. Jump in K->p->k->HCB+K 4. Jump in K->d+k->HCB+K 5. Jump in K->P->Raging Holy Blow{Lvl 2 Only}{Auto Dizzy}->{Whatever combo or SiB you want} 6. Jump in K->P->Haoh Shyo Koh Ken{Lvl. 2 does nice damage} Mai: {Aka JigglyPuff} ---- 1. Jump in K->{d+k}->QCB+K->QCB+P {Note: The d+k is sometimes bad because the Night Plover takes a bit to come out, therefore your opponent has time to recover so the plover cancel into the Ryu En Bu would most likely NOT connect...} 2. Jump in K->K->QCB+P {Cool combo but strange: the Ryu En Bu delays yet always connects...it's a true combo in the sense that it's "fluid" but the delay makes it look strange...like a canned combo} 3. Jump in P->{While in air}->d+P {Whee.} 4. Jump in K->d+k->Lotus Storm{SiB} {If you're good, you can connect a standing p->d+k into the Lotus Storm...good luck though} 5. Jump in P->K->Super Deadly Ninja Bees {What a name...the Lvl 2. SiB does great damage with this combo...almost 3/4 of the opponents life bar!} Haohmaru: --------- 1. QCF+P {If connects}->b,d,db+p {If you do the earthquake slice with P instead of p it wont connect...the earlier you start the motions the better} 2. QCF+P {If connects}->f,d,df+P {Now to connect this move Haohmaru has to swing his sword ONCE as your opponent is CARRIED UP...as the opponent falls the sword has to have been swung once around, then the last two hits will connect but the timing is very critical...sometimes the last hit will not connect very iffy} 3. Jump in P->d+k->df+K 4. Jump in P->p->f,d,df+p {use p instead of P because you'll have a better hit percentage if you use the weaker p. Note: You HAVE to start the button pushing as he connect with his jumping P...else you'll push yourself back after the standing p...this goes for any combo of Haohmaru's or anyone else's: START the combos EARLY} 5. Jump in P->d+p or {d+k}->Heaven Constraint Blast {Reason why I put d+p instead of P or K is because both push you back TOO far} Nakoruru: --------- 1. Jump in P->p->d+p or {P}->b,db,d+P 2. Jump in K->p->d+k->QCF+P 3. Jump in P->p->d+k->d+P->d+K {the d+P does her little roll which throws most ppl off...although it's not a good move in a chain because nothing can really follow that up without giving the opponent a chance to counter or block} 4. Jump in P->p->b,d,db+P 5. Jump in P->p->d+k->P->Elelyu Kamui Risse+P {Tricky move...seems to only work in the corner unless you hit the person REALLY deep as you jump in...instead of doing an Elelyu Kamui Risse, try QCF+P or b,db,d+P} Athena: (Rush seems to work best for her..bleh.) ------- 1. Jump in P->p->K->QCB+P 2. Jump in P->p->HCF+P->{Jump towards} {in air} f,d,df+P {jumping towards the person especially in the corner gives you all 8 hits...always 6-8 hits. Make sure you're jumping at the person's butt when you're going to do the Psycho Sword, else you'll end up hitting their feet for a hit count of 3-4...aim for the ass ;)} Note: Make sure you do the Psycho Sword early else you'll end up with an air throw (which isn't too bad if you screw up) 3. Jump in P->p->HCF+P->{Jump towards} {in air} {Jump straight up} Arrow of Phoenix Fang {must be timed right} 4. Jump in P {Hit EARLY}->{in air} QCB+k {must be k}->F+K{this double hit is NOT guaranteed and most times will come out as a throw}->HCF+P {must be buffered else it'll whiff}->->{{jump towards} {in air} f,d,df+P {Youch}} or {{Jump straight up} Arrow of Phoenix Fang {must be timed right}} 5. Jump in K->p->K->HCF+P->{Jump towards your flying opponent}->{in air} QCB+K {Corner works best it seems} 6. Jump in K->p->d+k->HCB+k {the K comes out too slow but the k comes out fairly quickly and has nice range} 7. Jump in P->p->k->F+K->HCF+P->Shining Crystal Bits or {{Jump straight up} Arrow of Phoenix Fang {must be timed right}} Leona: {Rush works best} ------ 1. Jump in P->d+p->d+k->Moon Slasher+P {Must be charging down at the d+p} 2. Jump in K->p->k->P->Grand Saber->G.S Finisher {G.S has inconsistent execution time it seems...unless you have fast fingers..only then can this combo work really well and be guaranteed after the jumping K} 3. Jump in P->{in Air}Flame Sword Slice 11. Jump in P->p->k->P->Revolver Spark **{Note: I would recommend using RUSH for everyone on the capcom team...Average seems to NOT work combo wise for them...except for Zangief who works under any mode.} Team Capcom: ----------- Ken: {Rush Works best it seems for the Ryu ken duo} ---- 1. Jump in K->k->p->P->QCF+P or f,d,df+P 2. Jump in P->k->QCB+K {You can usually follow the Hurricane kick up with a Sweep or a throw if your close enough but nothing's guaranteed} 3. Jump in K->p->K->P->QCF+P 4. Jump in K->p->k->K->P->f,d,df+p {for most of these combo's I would suggest a dragon punch with p since's it's a guaranteed knockdown...you dont want them still standing after you're done} {Corner only combo} 5. Jump in K->p->d+k->Shoryuu Reppa 6. Jump in K->k->d+p->ShinRyu Ken {Note: If you knock someone out of the air with the hurricane kick whether you're using Akuma or Ryu or Ken, you can always air combo when you land...so knock someone with an air hurricane kick and follow it up with a Shinryuu Ken...it's guaranteed :)} Ryu: ---- SEE KEN. Chun Li: {I wont list any combo's that end with the Kikoken because it's a slow sucky fireball.} -------- 1. HCB+K->{If the K hits}->d+k->Tensho Kyaku {Must be charging the D as the motion for the Senenshu is coming out} 2. Jump in K->d+p->d+k->Tensho Kyaku 3. Jump in K->p->k->p->P->d+K {Rush is so fun.} 4. Jump in P->d+k->Hazan Tenshou Kyaku+K {Ouch. This combo is hard to finish.} 5. Jump in K->p->k->p->Kiko Sho Zangief: {I'm writing Zangief's section using the Average mode} -------- 1. Jump in K->p->k->Spinning Pile Driver {Youch} 2. Jump in K->p->k->Siberian Suplex 3. Jump in K->Banishing Hand {Not guaranteed}->Spinning Pile Driver {Even if they block the banishing hand, you have a good chance of catching them with the Spinning Pile Driver.} 4. Jump in K->Quick Double Lariat+K->Arial Russian Slam {you HAVE TO interrupt the lariat with the SiB as your opponent is at a 45 degree angle to you coming down...meaning: your russian slam has to come out as the person is coming down so you grab them at an angle...seems to work 100 percent of the time in the corner} 5. Jump in K->Banishing Hand->k->Quick Double Lariat->Arial Russian Slam {Corner only Banishing Hand MUST connect} 6. Jump in K->k->Link Cossack Kick 7. Jump in P->Final Atomic Buster Morrigan: {Rush or Average} Note: The Valkyrie Kick has to hit deep in order for the followed up hits to be guaranteed. --------- 1. Jump in Valkyrie Kick->k->p->f,d,df+P 2. Jump in Valkyrie Kick->k->p->QCF+P 3. Jump in Valkyrie Kick->d+k->Vector Drain 4. Jump in Valkyrie Kick->d+p->d+P->d+K {If the d+K is blocked...follow up with standing P, a Shadow Blade with p or Finishing Shower or Valkyrie Turn: A good running away move if all else fails} 5. Jump in Valkyrie Kick->k->d+p->K->Doppleganger Felicia: {Use Rush} -------- 1. Jump in P->k->p->Rolling Buckler into Uppercut 2. Jump in P->p->k->P {Interrupt after first hit....}->d+K 3. Jump in P->p->k->f,d,df+p->Hell Cat {The hell cat throw has to be inputed as the apple is thrown out else you'll miss it} 4. Jump in P->p->Delta Kick 5. Jump in P->p->k->Dancing Flash Akuma: {Average or Rush...Average for combos that incorporate the Raging Demon} ------ 1. Jump in K->p->d+k->QCF+P 2. Jump in K->p->k->QCB+K->f,d,df+P or p 3. Jump in K->p->k->QCB+K->QCF+P 4. Jump in P->p->k->d+k->f,d,df+P or p 5. Jump in K->p->d+k->p->QCB+K->Messastu Hadoken {Corner ONLY} 6. Jump in K->d+p or d+k->d+k->Raging Demon 7. Jump in K->p->d+k->QCB+K->Messastu Go Shoryu Sakura: ------- 1. Jump in K->p->k->P->QCF+p or {QCB+K} or {d+K} 2. Jump in K->p->d+k->f,d,df+P 3. Jump in K->k->d+p->f,d,df+K,P,P,P {Only the first hit of the Otoshi will connect, none of them are guaranteed} 4. Jump in K->k->p->P->Midare Zakura or {Shinku Hadoken} or {Haru-Ichiban} Dan: {I've noticed it's tough getting his combo "enders" out fluidly...takes a lot of work it seems more so than other char's} ---- 1. Jump in K->k->p->P->QCF+P or {QCB+K Not guaranteed I dont think} or {f,d,df+p} 2. Jump in K->k->p->Shinku Gado-Ken or {Shoryurekka} or {Certain Victory Attack} 3. QCB+k {if connects}->f,d,df+p {Nothing else seems to connect after the mini floater...only a d+P or a p...if the p connects the person falls on his/her feet...try a SiB or something...maybe a throw...otherwise this floater is kinda pointless...only the KoryuKen is guaranteed} Guile: ------ 1. Jump in K->k->p->d+k->Sonic Boom+P or Flash Kick{Charge as the d+k is coming out...the Sonic Boom is not a guaranteed hit though} 2. Jump in K->k->p->d+K 3. Jump in K->k->p->f+k->Throw {cheesey isn't it? The Knee makes your opponent cringe TWICE though...} or Flash Kick+k 4. Jump in K->k->p->df+K->d+K {not fluid more of a followup sweep} or Sonic Boom+P 5. Jump in K->d+p->d+k->Somersault Strike or {Sonic Hurricane} or {Nash's Legacy} Combos sent in by Komejin Dan: (unless otherwise noted, these combos only work in Rush mode) ----- - jump-in real close, LK, d+ LP, d+ HP, qcb + HK (7 hits) The jump-in has to hit deep; this is the reason I don't use HK as my jump-in. You also have to cancel the d+HP really fast, otherwise the Dan-ku-kyaku won't combo. - jump-in, LK, d+LP, qcb x2 + HK (forgot the hit count, but 3 hits before the super, super takes up to 10 hits) It's hard to get all the hits on this one because the first hits of the super may hit the opponent too far away. It's easier to land all of the hits if the opponent is in the corner. Also, I like this one in Rush mode because the Super version of this Impact Blast has a stupid ending, as opposed to the normal version, which ends in a Koryuken. - jump-in, LK, LP, qcf x2 + HP (3 hits before the super, I think the super gives 5 hits) Basic jump-in to super-fireball super. This combo works better for Dan than the Sakazakis, of whom Dan is a parody, as the startup lag for their fireballs is worse than Dan's, and Ryo's fireball actually appears a little in front of Ryo, instead of right in front of him, and so you might miss the opponent with his super fireball. - jump-in, LK, LP, qcf x2 + HK (3 hits before the super, super gets 5-6 hits, don't really remember) This one should never be used in Rush mode, since the normal version of this Impact Blast sucks; you only get 2 Koryukens, and Dan doesn't run forward. That would work for Ken's Shinryuken, but Dan's normal Impact Blast doesn't suck in the opponent. The Super version of this Impact Blast, is much better, as you get 3 Koryukens as well as Dan's forward movement, much like Ken's Shoryu-reppa. Quick notes: I'm pretty sure you can exchange the LK and LP in my follow-up to my jump-in in all of these combos. However, I do LP second because I like to go d+LP so I can buffer in a d+HP more easily. If d+LK was my second hit after the jump-in, I might accidentally buffer in a d+HK, which would still be a combo, but I couldn't finish it with a super. You can do a standing LP/LK just as easily as a d+LP/LK as followups to the jump-in. I usually go d+LP/LK so I can start the qcf/qcb x2 motions much more easily. You can initiate these combos from the ground by eliminating the jump-in. You just lose that one hit. Problem is, it's real hard to get that close to an opponent on the ground unless they've blocked a light Dan-ku-kyaku (qcb+LK) and haven't retaliated yet. Morrigan: - - - - - - - - jump-in, Valkyrie Kick (d+HK in air), LP, LK, hcb+HP (6 hits + the throw) I am not sure if you cancel a jump-in with the Valkyrie Kick in Average or Counter mode. If not, then you'll lose 3 hits, but it will be much easier to land the throw. Also, always do the Vector Drain with HP. This way, if you didn't cancel the LP into the LK fast enough, at least you'll get a standing HP which still takes off some damage. - jump-in, Valkyrie Kick, LP, LK, qcf x2 + HP (6 hits before the super, 20+ hits with the super) This can be done in any mode, not just Rush mode (you may not be able to cancel into the Valkyrie Kick, but you can definitely combo the super without those extra 3 hits from the Valkyrie kick). This is the only super you can really combo. Abuse it. It looks cool. Only thing is that LP must be cancelled - jump-in, Valkyrie Kick, LP, LK, dp+HP (should be 7 hits, maybe more) Basic jump-in to Shoryuken combo. Um, I'm not sure if the HP Shadow Blade will hit multiple times if preceded by jump-in. If you want to ensure that that happens...use Ken or Akuma. 8) Combos sent in by Jonathan Winkler Terry Rush Combos: deep jump-in, p,K,P,f+K,hcf+K,qcb+K, (D, u+P)<--rising tackle only works in corner deep jump-in, p,K,P,f+K,qcb,hcf+P Ryo Stupid-Ass Combo: from full screen, qcf+p, qcf,hcb+P Other Combos M. Bison: Jump in WK, standing WK, Scissor Kick (4 hits) There are a lot of variations of this combo. For instance, you can start the combo with a standing WK instead of a jumping one. If you're good, you can also replace the Knee Press Nightmare for major damage. This combo works very well in Time Attack and Survival modes Teams These are team names given to certain combinations. If you have anymore, please let me know. Credit for some of the teams goes to the following people; Todd C Robinson, Goumodi, Mike Lusby, Mag Cannon@aol.com , Tcruz, Last Boss, BamBam, Gkyoko, Jonathan Winkler 2 person teams USA Heroes: Terry Bogard and Ken Big Brothers: Ryo Sakazaki and Dan Fight Queens: Mai Shiranui and Chun Li Punishers: Nakoruru and Morrigan Heroines: Athena Asamiya and Sakura Soldiers: Leona and Guile The Rivals: Ryu and Ken Dark Duo: Iori and Akuma Narcissists: Dan and Yuri Snow Duet: Zangief and Nakoruru Cherry Wish: Ryu and Sakura Wild Hunger: Terry and Geese The Shamans: Akari and Nakoruru Yuri and Ryo: Kyokugen Duo Haohmaru and Nakoruru: Team Samurai Iori and Kyo: Anti Orochis Ryu and Kyo: Team Mighty Felicia and Morrigan: Vampire Tag Dan and Sakura: Wild Combo Mai and Morrigan: Sexy Bombers Crushers: Zangief and Haohmaru Superstars: Athena and Felicia The Rollers: Felicia and Akari Team Schizo: Yuri and B.B. Hood Wild Flowers Team: Yuri and Sakura Evil Hunger: Bison and Geese (apparently, it's only the B&G Alliance when the CPU uses them) Nightmares: Evil Ryu and Orochi Iori Killer Wave: Evil Ryu and Akuma Iori Twins: Iori and Orochi Iori Double Ryu: Ryu and Evil Ryu Iori & Leona: Orochi Power Chun-Li & Guile: Avenging Duo Zangief & Felicia: Naked Force Fire Fists : Ken + Kyo The Ronins : Athena + Kyo Psycho Force : M.Bison + Athena 3 person teams SNK Heroes: Terry, Kyo, and Ryo Mai, Athena, Yuri: SNK Heroines Fellows: Ryu, Ken, and Akuma Team Vampire: Felicia, Morrigan, B.B. Hood The Blades: Haohmaru, Nakoruru, Akari USA Dream: Ken, Guile, Terry Go Sakura! - Sakura, Dan, Chun Li Team ST2 (Street Fighter 2) - Any combination of Ryu, Ken, Chun Li, Guile, Zangief Band Power - Any combination of Kyo, Iori, Terry, Athena, Nakoruru Mighty Trio : Dan + Ryo + Yuri New South : Ryo + Terry + Mai The Chosen: M. Bison, Chun Li, Guile Rival Characters: These are the characters that show up in the character's mid section and ending. They beat up Billy or Vega when they show up in cut scenes. For the most part I think they go both ways, in other words, if you take Ryu, Ryo will be your rival and vice versa. Also, this is the character you get to fight one on one in the mid point of the game. Dan - Ryo Iori - Akuma Ryu - Ryo Ken- Terry Chun Li - Mai Morrigan: Nakoruru Zangief: Haohmaru Guile - Leona Sakura - Athena Yuri - B.B. Hood Felicia - Akari Geese - M. Bison Evil Ryu - Orochi Iori Character Rankings These rankings are based on my opinion on who is powerful and who isn't. Feel free to disagree with them if you wish. One nice thing about this game is that since it uses generally the best characters from both companies, there aren't any truly weak characters, but this list represents who my personal favorites are. Also, the character ratings listed above don't necessarily determine this list, these are my personal favorites more or less. (Even though I like using Dan a lot more than his rating shows :P) 26 BB Hood 25 Felicia 24 Sakura 23 Leona 22 Dan 21 Kyo Kusanagi 20 Iori Yagami 19 Haohmaru 18 Yuri Sakazaki 17 Orochi Iori 16 Nakoruru 15 Geese Howard 14 Terry Bogard 13 Morrigan 12 Ken 11 Athena Asamiya 10 Mai Shiranui 9 Ryu 8 Chun Li 7 Ryo Sakazaki 6 Guile 5 Akari 4 Akuma 3 Zangief 2 M Bison 1 Evil Ryu Secrets The following are the hidden characters included in the game. There are 4 for Capcom and 4 for SNK. They will be unlocked in this order Akuma Yuri Sakazaki B.B. Hood Akari M. Bison Geese Howard Evil Ryu Orochi Iori Vega and Billy Kane make appearances but are NOT playable to anyone's knowledge. The following details how to unlock the hiddens. Thanks to Jzone, Fuma, and whomever else sent me the info Each time you win tournament mode, regardless of whether it's single, tag, or team, you will see a panel. Several squares will be flipped from the panel, depending on the difficulty level you are playing on. The higher the level, the more squares flipped over. If you lost the mid-game battle to your rival, the # of squares flipped is significantly reduced. Sometimes, the squares that you already had are flipped over, accomplishing nothing. Once you get all 9 squares, the character revealed is yours to play. It can be frustrating when you only need one more square, but you beat the game several times and it just doesn't want to flip that last square. Also, the 3rd string characters (Bison and Geese) make it so less squares are flipped over, and it decreases again for Evil Ryu and Orochi Iori. This means that you'll generally have to win the game more to get these last 4 guys. AkuMaxo14 also sent me this info regarding hiddens. About the flipping panels thing... It matters that you do well too, on a regular bases, if you choose Normal mode and keep dying, they'll end up only flipping up one panel. Also in getting Evil Ryu and Orochi Iori, they don't flip one out of the normal number they take out usually. Like in Gamer mode, the most you can get is six, but they only flip five. Fuma also sent in that you can select the alternate color for your character by pressing and holding the A button when you pick them. You will see them flash and change to a different color. Also, this info was sent in by AkuMaxo14. You can do this trick with Nakoruru, and her expression will change on the select screen. Also, she will have different win quotes. (Sent in by Goumodi) If you put MotM in a Black and White NGP, you can't play the game, but you can see some artwork. This is unconfirmed, mainly because no one I know (including Goumodi, I presume) owns a B&W NGP. This trick was confirmed by EX Andy. He sent the following info to me. I have a black & white NGP; if you put in SNK/CAP, it shows one of various pictures, like Jubei (wearing the brown suit from www.neogeo.co.jp) and Genjuro; or Xiangfei Li (from Real Bout 2 and Wild Ambition) and Chun-Li, or K' (from KoF '99) and Alex (from SF3), or Kaede (from Last Blade) and Morrigan. In any case, the message says "This cartridge is for NEOGEO POCKET COLOR only. It will not work with this unit." You get one set of pictures each time you turn on the power. If you want to see a different image, turn off the black & white NGP, then turn it on again. (Sent in by Goumodi) In Target 9 of Olympic Mode, if you press the option button during the intro, you can play as Fio instead of Marco. This is an Olympic Tidbit sent in by BamBam: If you have Ryu as any one of the record holders in the Olympics, view your records and you'll see a nice little exclusive picture reminiscent of Ryu's SF2 ending, in which you'll see a Sagat Cameo! While every other character stands on the platform in a winning pose, Ryu stays true to character and doesn't really care for the glory. Not a really big thing, but it does show how high the production values were in making this game, because they looked at almost every little detail! This trick was sent in by Neo Gutsman. It is also listed under command attacks which were sent to me by Q. Harjo, so you'll se it listed there as well: Choose Felicia in sparring mode, and any opponent. Now, jump so that you land squarely on the opponent's head. You'll land right on their noggin, and they will pose for you as you perch on them! It's really cute, and though it does nothing for you but look neat, it's still fun to do. Noteworthy poses are Dan, Zangief, Iori, Haohmaru, and Felicia herself! I've heard that if you press Option at the SNK vs Capcom splash screen, you can access a mode where you can view all of the endings and stuff, but I've never gotten it to work. This needs to be unlocked, but no one is sure how. Some ideas are: Beat the game with every character, combination of fight styles and tournament modes. Fight 1000 matches, is automatically unlocked when game is put into a B&W NGP. One thing is known, you know you have unlocked it when you beat the game, and see pics of both Capcom and SNK guys during the credits. Chris Palafox sent in that you can make most of the text in the game into Japanese and Kanji characters if you change the language setting on the system to Japanese. Recommended Reading: If you liked my FAQ, here are some other quality FAQ's you can read on the subject of SNK vs Capcom. All of these are available at GameFAQs.com Jgolden's (aka J-Boogie) MotM FAQ. It's both well written and has a lot of good info, some of which you can't get in my FAQ (and that I wouldn't take, that way you the reader has a reason to read other's FAQ's) He also has some really funny made up storylines he did to link the characters. Last Boss's Storyline FAQ: A list of the winquotes and endings for the game. Very nice for those who want a list of such things :) Faust's Cardfighter Clash FAQ: The first CFC guide that was written, gave me much of the inspiration for my own FAQ. Gkyoko's MotM FAQ: Some nice Combos, good information, and a pretty concise list of all the teams. Galford's MOTM Combo FAQ: Plenty of Combos for your viewing pleasure. Sailor Bacon's Capcom vs SNK Millennium Fight 2000 FAQ (as well as the other SvC FAQs out there, I give credit to em' all, but his was the first) I probably won't be doing a FAQ for this game, as I've kind of grown bored with writing FAQ's (as you can see by the sporadic updates my FAQ's have seen) but there are (or will be) plenty of other FAQ's for this game in the near future.