------------------------------------------------------------------------ SNK vs. CAPCOM CHAOS FAQ v1.0 by Chris MacDonald ------------------------------------------------------------------------ Unpublished work Copyright (c) 2003 Chris MacDonald The guidelines for using this faq are simple; don't sell it or give it away, don't reprint it without obtaining permission, and don't bother posting it on a website (I'm only releasing it for www.GameFAQs.com to host). You may not incorporate any part of this FAQ into your own guide without obtaining my express written permission. Game magazine/guide/website authors are not allowed to use my FAQs without permission. People who have been caught doing this include: Ziff-Davis Video Game Group (publishers of Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd. (publishers of PlayStation Power, Official UK Play Station Magazine), Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com, Kibagami, DarkGuyver, and IGN. So leave the FAQ alone unless you want some bad publicity. All characters are (c) SNK-Playmore, and (c) Capcom. ================= TABLE OF CONTENTS ================= 1. INTRODUCTION - Revision History - Special Thanks 2. HOW TO PLAY - FAQ Notation - Basic Commands 3. SNK MOVELISTS - Choi Bounge - Earthquake - Genjuro Kibagami - Iori Yagami - Kasumi Todoh - Kim Kaphwan - Kyo Kusanagi - Mai Shiranui - Mr. Karate - Ryo Sakazaki - Shiki - Terry Bogard 4. CAPCOM MOVELISTS - Balrog - Chun-Li - Dhalsim - Gouki - Guile - Hugo - Ken Masters - M. Bison - Ryu - Tessa - Sagat - Vega 5. MID-BOSS MOVELISTS - Crazy Iori - Dan Hibiki - Demitri Maximoff - Geese Howard - Goenitz - Mars People - Violent Ken - Zero 6. FINAL BOSS MOVELISTS - Athena - Red Arremer - Serious Mr. Karate - Shin Gouki 7. SECRETS AND TRICKS - Random Select - Play as the Mid-Bosses - Play as the Final Bosses - Fighting the Bosses - CPU Fight Chart - The Endings - Win Poses - Joystick Shortcuts 8. GAMEPLAY NOTES - Anywhere Cancels - Autoguard - Blocking - Canceling - Charge Moves - Counter Hits - Dash Canceling - Exceeds - Groove Power Gauge - Guard Cancel Attack - Guard Cancel Frontstep - Guard Crush Gauge - Maximum Mode - Super Cancels - Super Moves 9. MISCELLANEOUS - Damage Chart - Disabled Moves - Translations - In Closing ======================================================================== 1. INTRODUCTION ======================================================================== Hi, welcome to my SNK vs. Capcom FAQ. The latest version can always be found at GameFAQs . Don't reprint or use this FAQ in a magazine or published strategy guide. I've dealt with that situation before and I know what to do about it. I hate to start off on that kind of note, but there you have it. Feel free to write in and contribute something, if you'd like. You can reach me by sending mail to , and you will be credited, of course. Please don't send me questions about emulators or roms or anything like that because I don't know and I can't help you, sorry. I can't guarantee a reply but I always try to respond to the e-mail I receive. I like using the original names for characters and moves, instead of the ones used outside of Japan. Mainly it's because when "Darkness Sweep" gets translated as "Fire Ball," you know that you're in trouble ;) However, this may cause some confusion in a few cases, such as when it comes to character names. So, here are some differences: Japanese Name English Name Appearance ---------------------------------------------------------------- M. Bison Balrog Guy with boxing gloves Balrog Vega Guy with mask and claw Vega M. Bison Guy with hat and shin guards Gouki Akuma Guy with topknot and beads Tabasa Tessa Girl with hat and cape Genjuro Genjyuro Shirtless guy with sword The exceptions to this are the mid-boss and boss names, since writing "Serious Mr. Karate" is easier than "Honki ni natta Mr. Karate." I include the original name along with those character's movelists, though, just for you purists. ------------------------------------------------------------------------ REVISION HISTORY ------------------------------------------------------------------------ Version 1.0 (November 29, 2003) - A minor update. There were little omissions and errors made while writing v0.9 that needed correcting. Some contributions have been added as well. Version 0.9 (November 24, 2003) - Virtually all of the FAQ has been rewritten, and all the info. has been thoroughly tested. Lots of contributor information has also been added. Thank god this update is finally done. :) Version 0.8 (November 4, 2003) - More contributed info. has been added. Please don't write to me about the boss codes at GameFAQs--they're fake. I don't mind people contributing stuff, but you could at least test it out yourself before demanding credit for someone else's fake code. ;) Version 0.7 (September 20, 2003) - Added more contributor information, lots of official names, and some other info. Version 0.6 (August 29, 2003) - Finally had a chance to play the game and test some stuff out myself (yay). More additions and whatnot from contributors and other sources. Version 0.5 (August 17, 2003) - More additions and corrections. Some official names and notes on anywhere cancels, super cancels, and GCFS added courtesy of Neo- Arcadia. BTW, if you're gonna host this FAQ on your own site without my permission, at least try to keep it updated. Jesus. That was the whole reason why I only let GameFAQs host it in the first place ;) Version 0.4b (August 6, 2003) - Some minor corrections were made. Version 0.4 (August 4, 2003) - The moveslist and translations sections have been updated, and other misc. info has been added, including reader contributions. Version 0.3 (July 29, 2003) - Info. has been added on the new hidden characters, and some contributed info. has been added. The final game has been released, as well. Version 0.2 (July 1, 2003) - More minor updates, fleshed out the moveslist a little more. I'd like to remind people that this FAQ is in no way a "definitive" moveslist. The finished game isn't even out yet! Version 0.1 (June 26, 2003) - A rough beta. ;) ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ This FAQ would not have been possible without the help of the following: Emiliano Galicia - For the useful "Rinne -> Tenma Hajun" juggle for Shiki. Another Gamer - For info on Kyo's Kototsuki follow-up from the Yanosabi and Terry being able to combo off the 5th hit of the Rising Beat. Also for info on Zero and Mars People. Razoola - For discovering the codes to enable Shin Gouki and Serious Mr. Karate in the console version of SvC. Shin DIO - For explaining how Mars People's Exceed uses two buttons instead of just AC. James Kerr - For information on Zero's Irregular Hunt. Basel Al-Shehab - For information on Geese's Reppuu Ken '96 moves and Deadly Rave. - Some movenames for Serious Mr. Karate's command attacks. Xfactor - For some new/corrected move names for Athena and Red Arremer. Cain Highwind - For information on Zero's Irregular Hunt and the "warning" flash that appears when he fights bosses. (v1.0) For info on Takuma, Serious Mr. Karate and Red Arremer, and information on selecting your win poses. dr. whO? - For the CPU fight patterns and requirements for fighting the bosses and hidden characters. BONZO37 - For correcting Zero's Shield Boomerang command and Dhalsim's Yoga Legend command. G-Mantle - For correcting a Hugo throw name. Giorgio Pruneri - For explaining the story behind Athena's move names. - Various official movenames for the hidden characters, including Athena and Red Arrmer. - Official throw and command names for the hidden characters - Info on Demitri's command attacks. Tel - Info on charging, the bosses, Iori, Kyo, Geese, Akuma, Dan, V. Ken, Demitri, "Riot of Blood" Iori, and Dan. - (v0.8) For a mind-boggling amount of info. Almost everything new in this update was supplied by Tel (applause, applause). - (v0.9) For once again providing lots of info on multiple characters. - (v1.0) For the f,d,df + P / qcf + P overlap moves that require precise inputs to perform. L.S.D. - Description for the Fuujin no Ibuki and Geese Reppuu Ken juggle info. "Time Mage" and Brent Werling - Pointed out that Balrog cannot lose his claw and mask. me ^_^ - Corrected a Guile translation, and made some interesting comments about possible revisions of the SvC board. Mike - Explained how to "erase" your previous code input by releasing Start (when trying to pick a hidden character). Chris Harback - Translation info. for Mai's "Yusura Ume." Muscle Buster - Tons of info. on Mars People, and info. on "Riot of Blood" Iori, Zero, and Violent Ken. - For Demitri having no Negative Stolen (although many sites have said this as well), and the new Midnight Pleasure command. And for the alternate command for Mars Peoples' Exceed. - For the new kanji for "jissoukoku." Dunno if they are official or not. Angry Scapula - Corrected me on not being able to cancel the Tsumagushi into the Aoi Hana. (v0.7) Corrected info. on the Yumebiki for both Ioris. Davis S. - Told me about the directions used for the secret codes, as well as not to press any buttons after entering the codes. Tony Huynh - Commenting on the different button setups. Feitclub - For information on Mars People. CJ Vossen - For detailed information on Mr. Karate, Kasumi, Dhalsim, and Hugo. - For information on Chun-Li and Demitri, among others. Charles MacDonald - For some translation help. :) Ratix0 - For correcting me on Zero's real name. - (v0.9) For joystick shortcut information. - (v1.0) For some corrections and notes on Zero. - Information on the hidden characters' moves. (v0.5) More miscellaneous information. - For information on Demitri, Zero, and Geese. (v0.5) More notes on the hidden characters. - Numerous notes, move info., command attack info, and move names. (v0.5) System note info and other theories, such as incorporating dashes into performing special moves. - For the names of Hugo's command attacks. John Rodriguez - For telling me the command for Guile's new super. - Various command attack, special move, and super move info for a number of characters. - For info. on Mars People, and Mr. Karate's follow-up to the Ko'ou Ken. - For info about system notes, moves, and other command attacks for many characters, as well as being able to combo into command throws. Mike Vo - For lots of information and descriptions for Zero and Mars People, as well as misc. info on other characters. Master-Warrior - For lots of detailed information on Tabasa, Earthquake, and Shiki. (v0.5) Even more information on many characters' moves and abilities, and for pointing out the Arcadia scans to me. (v0.6) Lots of info. on Genjuro, Tabasa, and using Exceeds. (v0.7) Info on Hugo, Violent Ken, Tabasa, and dash canceling. (v0.8) For info. on Balrog's dash specials and lots of other miscellaneous info. - For the names for Tabasa's moves and some command attack info. - For the moveslists for the hidden characters. - For the codes for the hidden characters. (v0.4) For more movelist info, and move descriptions for the hidden characters. Kaneda Saotome - For various corrections and new information on many characters. Boomslang - For telling me about the new characters, pictures of which can be found at . - (v0.9) For lots of juggle and combo info for many characters. - For some character moves and command attacks. (v0.5) For the name of "Riot of Blood" Iori's Exceed. - For some character moves. Skyknight - For some Goenitz translation advice. (v0.5) For more translation advice on Goenitz. (v0.7) Corrected a Chun-Li translation. Chris of Dash Taisen - Corrected me on the description for the Front and Back Steps. - Character names and system notes. (v0.5) Character names for Violent Ken. (v0.6) Real names for Honki ni natta Mr. Karate and Shin Gouki. - Location test report. - Location test report. - Location test report. (v0.4) Dokodemo cancel info, various movenames and move commands, etc. - For their excellent Japanese word processor. - Very useful for translating Japanese text. - I used this online dictionary to translate some of the move names. ======================================================================== 2. HOW TO PLAY ======================================================================== ------------------------------------------------------------------------ FAQ NOTATION ------------------------------------------------------------------------ ub u uf Up-Back Up Up-Forward \ | / b-- n -- f Back Neutral Forward / | \ db d df Down-Back Down Down-Forward B C D Light Kick Hard Punch Hard Kick A Light Punch An alternate button setup is as follows: A C Light Punch Hard Punch B D Light Kick Hard Kick Other notation used includes: P / K Press Punch (A / C) or Kick (B / D) qcf / hcf Input (d,df,f) or (b,db,d,df,f) qcb / hcb Input (d,db,b) or (f,df,d,db,b) qcf,hcb Input (d,df,f,df,d,db,b) qcb,hcf Input (d,db,b,db,d,df,f) db~df Use db / d / df ub~uf Use ub / u / uf Charge Hold in the first direction for 2 seconds Rotate 360 Spin the joystick 360 degrees (a full circle) (air) Can be performed while jumping in air Must be performed while jumping when near Perform when close to your opponent _(move command) Additional input < > The official name is not known GCFS Guard Cancel Frontstep GPG Groove Power Gauge S^ A super move (aka "Super Deadly Move") X^ An Exceed move * Used as an anywhere cancel during Maximum Mode C Cancels into anything c Cancels into anything but command attacks. s Cancels into super moves and Exceeds only. r Repeatable into itself or other A / B attacks. - Not cancelable / Divides hits - I've gotten mails from people complaining that they have different button setups (as in A and B for Punch, and C and D for Kick), and this is a result of the game being available as a board and not an MVS cart. An arcade operator can hook up the buttons any way they like and may not do them in the same order as they are in this FAQ, whereas the button setup is always the same for the MVS carts. ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ Hold b when attacked Standing Block Hold db when attacked Crouching Block Tap b,b Backstep Tap f,f Frontstep (Dash) Tap f,f _press ub~uf High Jump Tap db~df,ub~uf High Jump Tap f,f while blocking Guard Cancel Frontstep (-0.20 levels) Press BC while blocking Guard Cancel Frontstep (-0.60 levels) Press CD while blocking Guard Cancel Attack (-1.00 levels) Press AB / CD when near Normal Throw Attempt (-0.25 if miss) Press AB / CD when grabbed Normal Throw Escape Press AB when knocked down Tumble Press Start Taunt Fill gauge to 3 levels Maximum Mode Invoke Command + button Super Move (-1.00 levels) Command + button Exceed Move - You can cancel a dash into anything else, from a High Jump to a standing attack to a special move. - You must use the same pair of buttons to escape from a normal throw that were used on you. So if your opponent grabs you with AB, only pressing AB will get you out of the throw. You cannot escape from a normal air throw (though only a few characters can throw you in mid-air). - You can cancel your taunt with an action (not button presses, but dashes, special moves, etc.) - Exceeds can only be used when your name is flashing and you've lost all of your yellow Life Gauge. They do not cost any Power Gauge levels to perform, though. ======================================================================== 3. SNK MOVELISTS ======================================================================== Characters are listed in alphabetical order. Moves are listed in this order: normal throws, command attacks, special moves, super moves (S^), and that character's Exceed (X^) move. Following that is a chart that lists cancelable attacks and other cancel information. As an example, here's Geese's cancel chart: cancel chart A B C D ----------------------------------------- standing near Cr Cr C c/- standing far sr s s - crouching cr c c c jumping up c - c c jumping diag. c - c/c/-/- - C cancels into anything c cancels into anything but command attacks. s cancels into super moves and Exceeds only. r repeatable into itself or other A / B attacks. - not cancelable / divides hits So, we can see that Geese's standing C is cancelable into anything, his crouching A can be repeated into itself or other A / B attacks, and his crouching B doesn't cancel into command attacks. His diagonal jumping C hits four times and the last two hits aren't cancelable. Also, his far standing C is cancelable only into supers and Exceeds. Finally, there are some notes on that character, if applicable. The stars (*) found next to some moves indicate that you can anywhere cancel into them during Maximum mode. Moves that you can anywhere cancel out of are listed in the chart below the moveslist. ------------------------------------------------------------------------ CHOI BOUNGE ------------------------------------------------------------------------ Press AB when near Zujou Sashi Press CD when near Geketsu Zuki ub into a wall, press uf Sankaku Tobi b / f + B Toorima Geri Charge d,u + P * Tatsumaki Shippuu Zan Charge d,u + K (can hold) * Hishou Kuuretsu Zan _dir. + P / K (x3) Houkou Tenkan Charge b,f + P (can hold) * Senpuu Hien Zashi _dir. + P / K (x3) Houkou Tenkan qcb + P * Kaiten Hien Zan _press P Kishuu Hien Zuki _qcf + K at apex Hishou Kyaku qcf + K in air Hishou Kyaku f,d,df + K * Hien Zan hcb,hcb + P, move b / f S^ Shin! Chouzetsu Tatsumaki Shinkuu Zan qcf,hcb + K S^ Hou'ou Kyaku hcf,hcf + AC in air X^ Shakushi cancel chart A B C D ----------------------------------------- standing near Cr Cr C - standing far C - - - crouching Cr -r C - jumping up - - - - jumping diag. - - C/C/C - guard cancel attack Old standing CD from KoF. super cancel Tatsumaki Shippuu Zan (1st) anywhere cancel from (D) Hien Zan (1st) Tatsumaki Shippu Zan (1st) - You cannot increase the damage of the Zujou Sashi by tapping the buttons anymore. - You can't follow the Toorima Geri with the Hou'ou Kyaku anymore. - The Tatsumaki Shippuu Zan will hit more times when your opponent is cornered. - The (B) Hien Zan hits twice on a counter hit. - When performing the Hishou Kuuretsu Zan, you can fly to either wall by pressing ub or uf. Using up makes you go to the wall behind you. - Performing this move with (B) makes Choi fly diagonally downward, while (D) makes him fly horizontally. - You can juggle your opponent up to three times during the Shin! Chouzetsu Tatsumaki Shinkuu Zan. This move will negate normal projectiles. - Choi can use the Hishou Kyaku or Shakushi during a backstep (to perform the Shakushi, try inputting (hcf,b,hcf f + AC). - He can also perform the Shakushi on the ground by inputting the command as (hcf,hcf,uf + AC). - Where Choi appears during the Shakushi is random. You can't juggle your opponent if you land first after this move anymore. ------------------------------------------------------------------------ EARTHQUAKE ------------------------------------------------------------------------ Press AB when near Go To Heaven Press CD when near Fat Buster ub into a wall, press uf Fat Triangle d + K in air Fat Bound qcf + P * Fat Burst qcf + P in air Chainsaw Dive f,d,df + P * Fat Chainsaw qcb + P, direct d / u * Fat Breath hcb + B * Fat Fake hcb + D * Fat Replica Attack qcf,qcf + P S^ Earth Got 'Em 2003 qcf,qcf + K S^ Fat Guilty qcf,hcb + AC X^ Fat Carnival cancel chart A B C D ----------------------------------------- standing near cr - c c standing far c - - - crouching cr - c - jumping up - - - - jumping diag. - - - - guard cancel attack Crouching C super cancel (none.) anywhere cancel from (none.) - The Fat Bound does block damage, even though it's a command attack. - Earthquake can use the Fat Bound or Chainsaw Dive during his backstep. The (D) Fat Bound will also move him back further than usual, as well. - The Fat Burst remains on screen for a while, so you can use it to set up traps. - The Fat Burst and Fat Breath will negate normal projectiles. - You can direct the Fat Breath up or down. - You can avoid attacks during the brief period that you disappear in during the Fat Fake and (C) Fat Chainsaw. However, it is so brief that you may be hit upon reappearing (say, when trying to dodge a slow projectile). - The Fat Replica Attack is not an overhead. However, you can cancel it into the Fat Bound or Chainsaw Dive. - The Earth Got'Em 2000 is an anti-air attack, although it will hit someone who is nearby. - The Fat Guilty is an overhead attack. The chain that drops from the ceiling will home in on an opponent's location. Earthquake is invincible during this move, except against throws. - What's more, even if the move hits, the invincibility ends once your opponent explodes. So, if they throw a slow projectile, even if they are hit by the Fat Guilty, you may still get hit as the move ends. - Earthquake is invincible while rolling forward during the Fat Carnival. ------------------------------------------------------------------------ GENJURO KIBAGAMI (aka "Genjyuro Kibagami" in SvC) ------------------------------------------------------------------------ Press AB when near Tsukitobashi Press CD when near Ashige df + C Gekikaze f + D Suso Kosuri qcf + P * Sanren Satsu: Kiba _qcf + P or qcb + P Sanren Satsu: Tsuno _qcf + P or qcb + P Sanren Satsu: Rin qcb,f + P * Hyakki Satsu qcb + K (can hold) * Gashin Totsu qcb + P Ouka Zan f,d,df + K when near Gekka Zan f,d,df + P * Touha Kouyoku Jin qcf,qcf + P S^ Gokou Zan Press ABC X^ Ikari Bakuha _press BCD Issen cancel chart A B C D ----------------------------------------- standing near Cr c c/- -/c/- standing far - - - -/-/- crouching cr - - - jumping up - - - - jumping diag. - - - - guard cancel Straight punch from Tsukitobashi. super cancel (none.) anywhere cancel from Sanren Satsu (Kiba, Tsuno, or Rin), Gashin Totsu, Gekka Zan (1st-3rd), Touha Kouyoku Jin (1st) - Genjuro will only kick with the D button, although you can still use B or D for moves requiring a Kick button. - The Gekikaze is cancelable. - The Suso Kosuri is a low attack and is cancelable. - The (C) Sanren Satsu can cross-up an opponent. In fact, if it is unable to do this after the first input (because your opponent was too far away or was in a corner), then you cannot enter any additional inputs. - Two contributors have reported seeing Genjuro follow his 1st input of the Sanren Satsu with a standing (A), only to be followed by the next Sanren Satsu input. How this is done, I'm not sure. In previous games, you could perform the (C) Sanren Satsu as (qcf + C,C, qcf + C,C, qcf + C), but that doesn't work anymore. - Although you recover immediately after the Hyakki Satsu, you can't seem to juggle your opponent afterwards. - The Gashin Totsu is an unblockable knockdown attack that sends your opponent across the screen. However, it has a considerable start- up delay. You can delay it further by holding the button used, but this increases damage only marginally. - The Gekka Zan is unblockable. You can juggle your opponent afterwards (though you have more time to do so after the B version than the D version). Supposedly this move can miss after the first two hits, if your opponent isn't close enough. - Although Genjuro creates a projectile card at the beginning of the Gokou Zan, an enemy's projectiles will still pass through it and hit you. Genjuro has a brief window of invulnerability while creating the card, but you would have to start up the Gokou Zan very late in order to take advantage of it. - Luckily, however, if the card hits your opponent first, Genjuro is invincible for the rest of the Gokou Zan. - Unlike as in SS4, the Ikari Bakuha is not unblockable. However, it does do a fair amount of damage and is a knockdown attack. Once you use this move, your skin turns red and stays that way for a while. During this time, your attack power increases, and you can use the Issen at any time by pressing BCD. - Although your skin will flash and return to normal after enough time has passed, this feature can be carried over in between rounds (i.e. using the Ikari Bakuha near the end of one round and then the Issen early in the next round). - You can combo into both the Ikari Bakuha and the Issen. - You have mid-level invincibility during the entire Issen. ------------------------------------------------------------------------ IORI YAGAMI ------------------------------------------------------------------------ Press AB when near Sakahagi Press CD when near Saka Sakahagi f + A,A Geshiki: Yumebiki f + B Geshiki: Goufu In "Shinigame" b + B in air Geshiki: Yuri Ori qcf + P * 108 Shiki: Yamibarai f,d,df + P * 100 Shiki: Oniyaki f,d,df + K * 311 Shiki: Tsumagushi qcb + P (x3) * 127 Shiki: Aoi Hana hcb + K * 212 Shiki: Kototsuki In hcb,f + P when near Kuzukaze qcf,hcb + P S^ Kin 1211 Shiki: Yaotome _qcf,qcf,qcf,qcf + AC Ura 306 Shiki: Saika qcf,qcf + K S^ Ura 311 Shiki: Saku Tsumagushi hcb,hcb + AC X^ Chi no Bousou cancel chart A B C D ----------------------------------------- standing near Cr C C - standing far -r - C - crouching Cr -r C - jumping up - - - - jumping diag. - - - - guard cancel Old standing CD from KoF. super cancel (A) Oniyaki (1st or 1st-2nd on a counter) (C) Oniyaki (1st-2nd) anywhere cancel from (A) Oniyaki (1st on a counter) (C) Oniyaki (1st-2nd) Tsumagushi Aoi Hana (1st or 2nd input only) Kototsuki In (1st) Yumebiki (1st) Goufu In (1st; only if not canceled into) - The 1st hit of the Yumebiki can only be canceled into a super move (though it is not a super cancel and can be done outside of Maximum mode). The 2nd hit is a just a normally cancelable attack. - The Goufu In is an overhead attack, unless canceled into (in which case, it becomes cancelable). - The Yuri Ori will only hit if you cross-up your opponent by jumping over them. Iori retains his old backstep bug from the KoF series-- just backstep and immediately perform the Yuri Ori. He'll go flying backward as a result. - The Tsumagushi can no longer be canceled into the Aoi Hana. - The (D) Tsumagushi does have autoguard however, once Iori leaves the ground. - The 3rd input of the Aoi Hana is an overhead attack. - The Kuzukaze is an unblockable throw. It does no damage, but switches sides with your opponent and leaves them open to attack. - Oddly enough, Iori also has some mid-level invincibility during this move, although it is very brief. - You can pass under mid-level projectiles while dashing forward during the Yaotome. - The Saku Tsumagushi is an overhead attack. It has autoguard once Iori leaves the ground. - The Chi no Bousou is a reversal move. It can stop high, middle, and low-level attacks, as well as special moves, supers, and Exceeds. It also reverses any unblockable non-throw attack (like the Chou Ryuuko Ranbu, Kijin Geki, or Shungoku Satsu). - What's more, projectile attacks and even non-physical hit moves (like the Yoga Inferno) will pass through you while Iori is hunched over. ------------------------------------------------------------------------ KASUMI TODOH ------------------------------------------------------------------------ Press AB when near Maki Age Press CD when near Aiki Nage f + A Hiji Ate qcf + P (air) Kasane Ate qcb + P (x3) * Senkou Nagashi qcb + K Hakuzan Tou hcf + B * Messhin Mutou hcf + D * Sasshou Inshuu d,d + K * Hanshin: Morote Gaeshi hcb,f + P when near * Tatsumaki Souda qcf,qcf + P S^ Chou Kasane Ate hcb,hcb + K when near S^ Shiranui qcf,hcb + AC X^ Shingan Kazura Otoshi cancel chart A B C D ----------------------------------------- standing near Cr C C C standing far - - C - crouching Cr -r C C jumping up - - - c jumping diag. - - - c guard cancel Old standing CD from KoF. super cancel Hakuzan Tou, Tatsumaki Souda anywhere cancel from Hiji Ate, Hakuzan Tou, Tatsumaki Souda - The Hiji Ate is an overhead attack on the 2nd hit, unless canceled into (in which case, it is cancelable on either hit). - You can perform the Kasane Ate during a backstep. This move can negate projectiles. - The Hakuzan Tou has autoguard on Kasumi's arm when she raises it in front of her face. - The Messhin Mutou reverses jumping attacks, special moves, supers, and Exceeds, as well as any unblockable non-throw attack. - The Sasshou Inshuu reverses mid level attacks, such as most standing attacks or crouching punches. - The Morote Gaeshi reverses low level attacks, including sweeps and slide moves. - The Tatsumaki Souda is unblockable. You can juggle your opponent afterwards. - The (C) Chou Kasane Ate is slower than the (A) version, but travels further across the screen. - The Shiranui is unblockable. It's also a parody of Ibuki's Raida from SF3. - The Shingan Kazura Otoshi reverses high, middle, and low-level moves, as well as jumping attacks, special moves, supers, and Exceeds. It also reverses any unblockable non-throw attack (like the Chou Ryuuko Ranbu, Kijin Geki, or Shungoku Satsu). ------------------------------------------------------------------------ KIM KAPHWAN ------------------------------------------------------------------------ Press AB when near Kubikime Otoshi Press CD when near Sakkyaku Nage f + B Neri Chagi qcb + P (x3) * Sanren Geki qcb + P _uf + K _d + K * Sankuu Kyaku qcb + K * Hangetsu Zan qcf + K in air Hishou Kyaku d,d + K Haki Kyaku Charge d,u + K * Hien Zan Charge d,u + D _d + D Tenshou Zan qcf,qcf + K S^ Hou'ou Hiten Kyaku qcb,db,f + K (air) S^ Hou'ou Kyaku qcb,db,f + BD (air) X^ Hou'ou Kyaku cancel chart A B C D ----------------------------------------- standing near C C/C -/C C/C standing far - - - -/- crouching C -r C C jumping up c - - - jumping diag. c - - - guard cancel Standing C super cancel (D) Hien Zan (1st) anywhere cancel from Neri Chagi Haki Kyaku Sanren Geki (any input but final qcb + C) Sankuu Kyaku (1st) (B) Hangetsu Zan (D) Hangetsu Zan (3rd) (D) Hien Zan (1st) - The Neri Chagi is an overhead attack, unless canceled into (in which case, it hits twice and is cancelable on either hit). - The 3rd input of the Sankuu Kyaku is an overhead attack. - The Hishou Kyaku is the old "descending" style, not the "rebounding" one from KoF 2002. - Kim can use the Hishou Kyaku and either version of the Hou'ou Kyaku during a backstep. - The (B) Haki Kyaku can be canceled only into the Hou'ou Kyaku super (it will not work with other supers or the Exceed version of the Hou'ou Kyaku). You can perform this cancel easily by doing the following: d,d + B -> b,f + K - This works because the Haki Kyaku command overlaps the Hou'ou Kyaku command (which, while it is officially "qcb,db,f + K", can also be performed as "d,b,f + K", a shortcut which works for the Exceed version as well). - What's more, Kim retains an old bug from KoF '98 involving this move. When you don't have enough power to perform the Hou'ou Kyaku, do the (B) Haki Kyaku cancel anyway (so: d,d + K -> b,f + K). Kim will flash and immediately recover from the Haki Kyaku, allowing you to combo your opponent before they recover. - The (D) Haki Kyaku is a knockdown attack. - You can juggle your opponent after the Hou'ou Hiten Kyaku. ------------------------------------------------------------------------ KYO KUSANAGI ------------------------------------------------------------------------ Press AB when near Hatsugane Press CD when near Issetsu Seoi Nage d + C in air Geshiki: Naraku Otoshi f + B Geshiki: Goufu You df + D 88 Shiki qcf + A * 114 Shiki: Aragami _qcf + P 128 Shiki: Konokizu _press P 127 Shiki: Yanosabi _press K 125 Shiki: Nanase qcf + A * 114 Shiki: Aragami _hcb + P 127 Shiki: Yanosabi _press P Geshiki: Migiri Ugachi _press K 125 Shiki: Nanase _hcb + K 212 Shiki: Kototsuki You qcf + C * 115 Shiki: Dokugami _hcb + P 401 Shiki: Tsumi Yomi _f + P 402 Shiki: Batsu Yomi _f,d,df + P 100 Shiki: Oniyaki qcf + K,K * 75 Shiki Kai hcb + K * 212 Shiki: Kototsuki You f,d,df + P 100 Shiki: Oniyaki b,d,db + K * R.E.D. KicK qcf,qcf + P (can hold) S^ 182 Shiki qcb,hcf + P (can hold) S^ Ura 108 Shiki: Orochinagi qcf,qcf + AC X^ Saishuu Kessen Ougi "Mushiki" cancel chart A B C D ----------------------------------------- standing near Cr Cr C C standing far Cr - - - crouching Cr -r C C jumping up - - - - jumping diag. - - - - guard cancel Old standing CD from KoF. super cancel (A) Oniyaki (C) Oniyaki (1st) anywhere cancel from Goufu You, Goufu You (1st hit if canceled into), 88 Shiki, Aragami, Konokizu, Yanosabi, Nanase, Migiri Ugachi, Dokugami, Tsumi Yomi, Kototsuki You (1st), (A) Oniyaki, (C) Oniyaki (1st). - Kyo can perform the Naraku Otoshi during a backstep. Doing this also causes him to move backward further than he normally would. - The Naraku Otoshi will knock an airborne opponent to the floor. - The Goufu You is an overhead attack, unless canceled into (in which case, it hits twice and is cancelable on the 2nd hit). - The 88 Shiki is a low attack. - The Aragami has autoguard, once Kyo's arm is fully extended but before the flame swath comes out (which, incidentally, can negate projectiles). - The Yanosabi is an overhead attack. - The Migiri Ugachi can hit an opponent who is lying on the floor, as can the Kototsuki You (the one done from the Yanosabi). - The Dokugami can negate projectiles as well, although since Kyo moves so far forward before creating any flames, it can be difficult to do this. - You can juggle an opponent after the 2nd hit of the 75 Shiki Kai. - The (A) Oniyaki hits twice on a counter hit. - Kyo is immune to some attacks during the delay before the 182 Shiki actually strikes. For example, projectiles will pass through him, as will certain mid-level attacks. - However, the 182 Shiki is _not_ unblockable, even if delayed (unlike previous games). - If you delay the (A) Orochinagi, you are immune to some low attacks. If you delay the (C) Orochinagi, you are immune to some mid-level, high, and jumping attacks. - The flame column created at the start of the Saishuu Kessen Ougi will negate projectiles and gives Kyo a moment of invincibility. ------------------------------------------------------------------------ MAI SHIRANUI ------------------------------------------------------------------------ Press AB when near Shiranui Gourin Press CD when near Fuusha Kuzushi Press AB when near in air Yume Zakura Press CD when near in air Yume Zakura ub into a wall, press uf Sankaku Tobi f + B Kokuen no Mai df + B Koukaku no Mai d + A in air Dairin Fuusha Otoshi d + B in air Ukihane d + D in air Yusura Ume qcf + P * Kachou Sen hcf + K * Hissatsu Shinobi Bachi qcb + P * Ryuu Enbu qcb + K * Sayo Chidori f,d,df + P * Hakuro no Mai f,d,df + K Koshuu no Mai _f,d,df + K Tsuika Kougeki qcb + P in air Musasabi no Mai (Kuuchuu) Charge d,u + P Musasabi no Mai (Chijou) _hold button used Musasabi no Mai _qcb + P Musasabi no Mai (Kuuchuu) _d + K Ukihane _d + P Yusura Ume _d + D when near Toki Tsubute qcf,qcf + P S^ Mizudori no Mai qcb,qcb + P S^ Hou'ou no Mai qcb,hcf + BD X^ Hissatsu Shinobi Bachi cancel chart A B C D ----------------------------------------- standing near C Cr C C standing far - - - - crouching -r - C C jumping up - - - C jumping diag. C - C C guard cancel Old standing CD from KoF. super cancel (none.) anywhere cancel from Koukaku no Mai, (C) Ryuu Enbu (1st), (B) Hissatsu Shinobi Bachi (1st), Hakuro no Mai, Koshuu no Mai, Tsuika Kougeki (1st) - You can cancel any jumping attack into the other mid-air command attacks, but not into the Dairin Fuusha Otoshi. - The Dairin Fuusha Otoshi will knock an airborne opponent to the floor. It is cancelable into the mid-air Musasabi no Mai. - Mai can use the Dairin Fuusha Otoshi, Ukihane, or mid-air Musasabi no Mai during her backstep. - The Kokuen no Mai is an overhead attack, unless canceled into (in which case, it becomes cancelable into the Musasabi no Mai). - The Kokaku no Mai is a low attack on the 1st hit. If you cancel into it, the 1st hit becomes cancelable. - The Ryuu Enbu and Sayo Chidori can negate normal projectiles (although you have to do the Sayo Chidori earlier in order for it to work). - During the start of the Koshuu no Mai (when Mai leans back), she can avoid mid-level attacks and projectiles (even a Haou Shikou Ken, for example). - The Ukihane, Yusura Ume, and all versions of the Musasabi no Mai are overhead attacks. - When performing the Musasabi no Mai (Chijou), you can fly to either wall by pressing ub or uf. Using up makes you go to the wall behind you. - The Toki Tsubute is an unblockable throw. You can grab an opponent who is on the ground or in the air. - The Hou'ou no Mai gets more hits against an airborne opponent. ------------------------------------------------------------------------ Mr. KARATE ------------------------------------------------------------------------ Press AB when near Oosotogari Press CD when near Ippon Seoi b + A Hisha Otoshi f + A Oniguruma f + B Kawara Wari qcf + P * Ko'ou Ken f,b,f + P Zanretsu Ken f,d,df + P * Kohou qcb + P * Mouko Burai Gan hcb + K * Shouran Kyaku Charge db,f + K * Hien Shippuu Kyaku qcf,qcf + K S^ Kyokugen Kohou f,hcf + P (can hold) S^ Haou Shikou Ken f,hcf + AC (can hold) X^ Chou Haou Shikou Ken cancel chart A B C D ----------------------------------------- standing near Cr Cr C - standing far -r - - - crouching Cr Cr C C jumping up - - - - jumping diag. - - - - guard cancel Old standing CD from KoF '99. super cancel Kawara Wari, Mouko Burai Gan. anywhere cancel from Hisha Otoshi, Kawara Wari, Kohou, Mouko Burai Gan. - The Oniguruma is cancelable. It is also a knockdown attack, unless you cancel into it. - The Kawara Wari is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Hisha Otoshi can negate normal projectiles, though it has a slow start-up period. - The Mouko Burai Gan has autoguard on Karate's arm when it is held up in the air (prior to him punching with the other fist). - The Shouran Kyaku is an unblockable throw. - You can juggle your opponent after the (D) Hien Shippuu Kyaku (say, with the Chou Haou Shikou Ken). - You are invincible during the start of the Kyokugen Kohou and Chou Haou Shikou Ken (in the case of the CHSK, you are not invincible while delaying the move). - Delaying the (Chou) Haou Shikou Ken will not affect it's damage or speed. ------------------------------------------------------------------------ RYO SAKAZAKI ------------------------------------------------------------------------ Press AB Tomoe Nage Press CD Tani Otoshi f + A Hyouchuu Wari f + B Joudan Uke df + B Gedan Uke qcf + P * Ko'ou Ken qcf + K * Mouko Raijin Setsu qcb + P * Kohou Shippuu Ken hcb + K * Hien Shippuu Kyaku f,b,f + P Zanretsu Ken f,d,df + P * Kohou f,hcf + P S^ Haou Shoukou Ken qcf,hcb + P S^ Ryuuko Ranbu qcf,qcf + AC X^ Tenchi Haou Ken cancel chart A B C D ----------------------------------------- standing near Cr C C C standing far Cr - C C crouching Cr -r C C jumping up - - - - jumping diag. - - - - guard cancel Old standing CD from KoF. super cancel Either "Uke" move (if autoguard is triggered), Kohou Shippuu Ken, (A) Kohou, (C) Kohou (1st) anywhere cancel from Hyouchuu Wari, Kohou Shippuu Ken, (A) Kohou, (C) Kohou (1st) - The Hyouchuu Wari is an overhead attack, unless you cancel into it. - The Joudan Uke has autoguard on Ryo's raised arm, which means it can stop mid- and high attacks. If the autoguard is triggered, it can be canceled into special moves. If you're in Maximum mode, you can even supercancel it into a super move or Exceed. - The Gedan Uke works the same way, but the autoguard is on his fist, which is pointed downward. This means it can stop low attacks only. - The Mouko Raijin Setsu is an overhead and knockdown attack. - The Kohou Shippuu Ken has autoguard on Ryo's arm during the two frames where he has begun punching but has not yet fully extended his arm (when he is beginning to lunge forward). - The 2nd hit of the (C) Kohou Shippuu Ken is a knockdown attack. - In the corner, you can juggle your opponent after the (A) Kohou Shippuu Ken. - The Zanretsu Ken has autoguard on Ryo's elbow when he sticks it out prior to him actually starting to punch. - The (A) Kohou hits twice on a counter hit. - During the Ryuuko Ranbu, Ryo is invincible during the initial forward dash, but loses that invincibility before the dash ends. The (A) version has a shorter dash (and less invincibility) than the (C) version does. - An opponent hit by the Tenchi Haou Ken is automatically dizzied. This move also has the odd property of being able to destroy normal projectiles and one-hit super projectiles (like the Haou Shikou Ken). - You can link into the Tenchi Haou Ken from an A or B attack, since it comes out so fast. ------------------------------------------------------------------------ SHIKI ------------------------------------------------------------------------ Press AB when near Zebu Press CD when near Kokuu f + A,A,A Tsurane Giri: Tensei f + B,B,B,B Tsurane Giri: Rinne qcf + P * Tsuyuharai _press K Shizuku Gari f,d,df + P (air) Tenhourin qcf + K * Meika qcf + K in air * Kourin hcb + K when near Mumyou d,d + P / K * Setsuna qcb,hcf + P S^ Tenma Hajun qcb,hcf + BD X^ Shikiju cancel chart A B C D ----------------------------------------- standing near Cr Cr C/s - standing far C - - - crouching Cr C - C jumping up - - c c jumping diag. - - c c guard cancel 3rd input of Rinne. super cancel Tensei (1st-4th), Tsuyuharai anywhere cancel from Tensei (2nd-5th), Rinne, Tsuyuharai, Meika, Kourin (C) Tenhourin (2nd) (A) mid-air Tenhourin (C) mid-air Tenhourin (2nd-4th) - Shiki will only kick with the D button, although you can still use B or D for moves requiring a Kick button. - Shiki's close standing D is an overhead attack, while her crouching C is a knockdown attack and her only low normal attack. Her far standing C is also a knockdown attack. - Either "Tsurane Giri" move does block damage, although they both are slow to begin. - The first input of the Tensei is cancelable. - After inputting f + A for the Tensei, pressing A after Shiki has slashed will make her perform three more attacks. You can then press A for the final blow. - Whereas for the Rinne, you must press B for each new attack. However, you can juggle your opponent after the last hit. - To juggle your opponent after the Rinne with the Tenma Hajun, either do it immediately upon recovering (for the D version), or wait a split second, then do it (for the B version). - The Tsuyuharai is a low attack. - Shiki can anywhere cancel the (C) Tenhourin into the mid-air Tenhourin, making her the only character in the game with the ability to do such a thing. - The (D) Meika is an overhead attack. - The (B) Kourin has a steeper angle than the (D) version (which has more of a horizontal range). What's more, since Shiki is higher when she attacks during the (B) version, she may miss her opponent entirely if they are crouching. - The Mumyou is an unblockable throw. If it connects, a skull appears over your opponent's head. This causes their controls to be inverted (left is right, up is down, etc.) The skull lasts until Shiki is hit, or she successfully hits or throws her opponent. It also works if either character successfully uses a throw escape. While her opponent is confused, you cannot use the Mumyou (it won't even come out). - The Setsuna is a teleportation move. What button used affects where Shiki warps to: A moves her forward by two character lengths. B moves her backward by two character lengths. C moves her behind her foe (or in front, if not possible) D moves her backward almost a full screen's length. - Shiki is invincible during the Setsuna. Unfortunately, the invinciblity ends before she recovers fully from the move. - Shiki is invulnerable during the Tenma Hajun dash. Since she dashes further with (C), she has more invincibility with that version as well. - Shiki is also invulnerable during the Shikiju dash. - When performing the Tenma Hajun or Shikiju, Shiki will not pass under them if they jump out of the way or otherwise dodge her initial dash. ------------------------------------------------------------------------ TERRY BOGARD ------------------------------------------------------------------------ Press AB when near Grasping Upper Press CD when near Buster Throw df + C Rising Upper qcf + A Power Wave qcf + C * Round Wave qcb + P * Burn Knuckle qcb + K * Crack Shoot f,d,df + K * Power Dunk Charge d,u + P * Rising Tackle qcf,qcf + P S^ Buster Wolf qcf,qcf + K S^ High Angle Geyser qcb,db,f + P S^ Power Geyser _qcf + P Double Geyser _qcf + P Triple Geyser qcb,f + BC X^ Rising Beat _A,A,B,B,C,C,D,D,qcb+CD Rising Beat Finish cancel chart A B C D ----------------------------------------- standing near Cr Cr C C standing far Cr - - - crouching Cr Cr C C jumping up - - - - jumping diag. - - - - guard cancel Close standing D. super cancel Round Wave, Rising Tackle (1st) anywhere cancel from Power Dunk, Rising Tackle (1st), Buster Wolf (1st), High Angle Geyser (1st-3rd), Rising Beat Finish (any input but qcb + CD) - The Rising Upper is cancelable. - In the corner, Terry can cancel the Round Wave into the (B) Crack Shoot and then juggle his falling opponent. - The Round Wave can be canceled into the Burn Knuckle, Crack Shoot, or Power Dunk. - There is a brief window of invulnerability at the start of the Power Geyser. - In the corner, you can juggle your opponent after the High Angle Geyser, Power Geyser, or Double Geyser. In the case of the Double Geyser, you can even follow with the Buster Wolf or High Angle Geyser. - To properly perform the three Geyser commands, you need to enter the next command so that you're pressing P as the geyser hits. This means that you have to enter qcf + P immediately after performing the Power Geyser, then wait a split second for the tail end of the second geyser to hit your airborne opponent before you enter the third command. You'll know if you did it right because Terry will already have his fist raised, ready for the Triple Geyser, before it actually happens. - If you enter the commands too fast, the Triple Geyser will come out early and will miss. - You can link attacks off of the 5th hit of the Rising Beat. ======================================================================== 4. CAPCOM MOVELISTS ======================================================================== ------------------------------------------------------------------------ BALROG (aka "Vega" outside of Japan) ------------------------------------------------------------------------ Press AB when near Carmine Flip Press CD when near Rainbow Suplex Press AB when near in air Stardust Shoot Press CD when near in air Stardust Shoot ub into a wall, press uf Sankaku Tobi f + B Peace of Mercury f + D Cosmic Smart df + D Round Slider Charge b,f + P * Rolling Crystal Flash Charge db,f + K * Scarlet Terror Charge d,u + P * Sky High Claw Charge d,u + K * _b / f, press P Flying Barcelona Attack _b / f, dir. + P when near Izuna Drop Press AC * Backslash Press BD * Short Backslash Charge db,df,db,uf + K S^ _b / f, press P Flying Barcelona Special _b / f, dir. + P when near Rolling Izuna Drop Charge b,f,b,f + K S^ Scarlet Mirage Charge b,f,b,f + C X^ Red Impact cancel chart A B C D ----------------------------------------- standing near cr c c - standing far cr c - - crouching c c - - jumping up - - - - jumping diag. - - - - guard cancel Cosmic Smart super cancel (none.) anywhere cancel from Cosmic Smart, Round Slider, Rolling Crystal Flash, Scarlet Terror. - The Peace of Mercury is an overhead attack. - The Cosmic Smart is a knockdown attack. - The Round Slider is a low attack. - You can no longer juggle your opponent after the Scarlet Terror. - When performing the Sky High Claw or Wall Leap, you can fly to either wall by pressing ub or uf. Using up makes you go to the wall behind you. - The (A) Sky High Claw goes higher than the (C) version (which can hit most standing opponents). Either version can be used to pass over projectiles. - The Izuna Drop and Rolling Izuna Drop are unblockable. You can throw your opponent up until the point Balrog's feet touch the ground, so even when you've almost landed next to your foe, you can still throw them. - You are invulnerable during either "Backslash" move, but that feature ends before you recover from the Backslash. The AC version lasts longer but also avoids throws, whereas the BD version does not. - The Flying Barcelona Special hits multiple times as Balrog spreads his arms. You can get 2 hits with the (B) version, and 4 with the (D) version. It's easiest to do on mid-air opponents but can be done on standing ones as well. - The (D) Scarlet Mirage hits more times than the (B) version does. - There is a brief window of mid-level invulnerability during the start of the Red Impact. - You cannot lose your mask or claw in this game. ------------------------------------------------------------------------ CHUN-LI ------------------------------------------------------------------------ Press AB when near Kirin Shuu Press CD when near Koshuu Tou Press CD when near in air Ryuusei Raku ub into a wall, press uf Sankaku Tobi Jump ub / uf, press C,C Youshi Ken d + B in air Yousou Kyaku f + B Kakusen Kyaku f + D Kakusen Rakushuu df + B Zensou Sentai df + D Kaku Kyaku Raku hcf + P * Kikou Ken hcb + P when near Tenshin Enbu hcb + K * Sen'en Shuu f,d,df + K * Tenshou Kyaku Tap K rapidly * Hyakuretsu Kyaku Charge d,u + K * Spinning Bird Kick qcf,qcf + P S^ Kikou Shou qcf,qcf + K S^ Houyoku Sen Charge db,df,db,uf + K X^ Hazan Tenshou Kyaku cancel chart A B C D ----------------------------------------- standing near Cr Cr C C standing far -r - - - crouching cr C - - jumping up - - - - jumping diag. - - c - guard cancel Close standing C. super cancel (A) Kikou Ken. anywhere cancel from Kakusen Rakushuu, (A) Kikou Ken - You can cancel the 1st hit of the Youshi Ken into the Yousou Kyaku. - The Kakusen Kyaku is cancelable. - The Kakusen Rakushuu is a low attack. - If the Yousou Kyaku hits or is blocked, you can follow with another mid-air attack. Even if you jump vertically, then do this move, you can still follow it with the Youshi Ken. - The Zensou Sentai is a low attack and is cancelable. - The Kaku Kyaku Raku is an overhead attack that also crosses up the opponent. This means that unless you're in the corner, you must block in the opposite direction (i.e. press forward while Chun-Li is in air). - The (A) Kikou Ken is a small blast, much like Andy's Hishou Ken from the KoF series. The (C) Kikou Ken is a full-screen fireball. Since the (A) version is faster, it is better for combos. - You can anywhere cancel into the (A) version of the Kikou Ken only. - The Tenshin Enbu is an unblockable throw. It does no damage, but switches sides with your opponent and leaves them open to attack. - The Sen'en Shuu is an overhead attack. You can no longer dodge attacks using this move. - You can juggle someone after the (D) Tenshou Kyaku. In the corner, you can even use the (B) Tenshou Kyaku, Hazan Tenshou Kyaku, or a jump attack. - If your opponent is in air and in the corner, you can juggle them with the Hyakuretsu Kyaku repeatedly (it's easiest with the B version). Or, you can juggle with a jump attack. - The Spinning Bird Kick now passes through your opponent when used, crossing them up. - You can follow the Spinning Bird Kick with the Tenshou Kyaku, whether or not it crosses up. A contributor offered two combos that can be used to set up juggles off of the Spinning Bird Kick. crouch B (x2) > df + B > charge d,u + D > qcf,qcf + K crouch B (x3) > df + B > charge d,u + D > f,d,df + K - He also mentioned using the Hazan Tenshou Kyaku after a cross-up (D) Spinning Bird Kick, although I can't confirm this. - The Kikou Shou can absorb super projectiles. - There is a brief window of invincibility at the beginning rush of the Houyoku Sen. - You can juggle your opponent after the Houyoku Sen, even if they're not in a corner. In the corner, you can follow with the Hazan Tenshou Kyaku. - A contributor says you have to be very precise when performing the Hazan Tenshou Kyaku (be sure to end at uf and not u or ub). I find that, yes, it is more difficult to perform than other character's charge (db,df,db,uf) supers. ------------------------------------------------------------------------ DHALSIM ------------------------------------------------------------------------ Press AB when near Yoga Smash Press CD when near Yoga Throw b + A Shutou Chop b + B Low Kick b + C Yoga Headbutt b + D Yoga Knee Kick df + P Zoom Punch df + K Sliding b + A in air Jump Side Punch b + C in air Jump Punch b + K in air Jump Mae Geri d + C in air Drill Zutsuki d + D in air Drill Kick Press D while dashing Move Kick qcf + P * Yoga Fire hcb + P * Yoga Flame hcb + K * Yoga Blast f,d,df + AC / BD (air) * Yoga Teleport (Forward) b,d,db + AC / BD (air) * Yoga Teleport (Backward) qcf,qcf + P S^ Yoga Inferno qcf,qcf + B in air S^ Yoga Drill Zutsuki qcf,qcf + D in air S^ Yoga Drill Kick qcf,qcf + B X^ Yoga Legend (Yoga Headbutt) qcf,qcf + D X^ Yoga Legend (Drill Kick) cancel chart A B C D ----------------------------------------- standing near C - - - standing far C - - - crouching C C C C jumping up - - - - jumping diag. - - - - jumping (hold b) - - - - standing (hold b) - c c/- c crouching (hold df) - - -/-/- - guard cancel Standing far D. super cancel (none.) anywhere cancel from (b + A), (b + C = 2nd hit), (df + P / K) - You cannot increase the damage of the Yoga Smash by tapping the buttons anymore. - The Sliding is a low attack, and the (D) version knocks down. - The Drill Kick can be canceled into the Yoga Drill Kick. - Neither version of the Yoga Fire knocks down anymore, allowing you to combo off of them. - If the Yoga Flame or Yoga Blast counter hits, you can juggle your opponent (say, with a Yoga Flame or Yoga Legend). - In the corner, if you counter hit an airborne opponent with the Yoga Blast, you can juggle with the Yoga Inferno. - You cannot anywhere cancel a mid-air attack into the mid-air Yoga Teleport. - You travel further using BD than you do using AC when you perform the Yoga Teleport. This move makes you invincible at the start, but you are still open to attack as the move ends. - The Yoga Inferno can absorb projectiles and super projectiles, although since they still travel through the flame while losing hits, a multi-hit fireball may be able to still hit you (such as a close Messatsu Gou Hadou). This move is also invincible as it begins. - What's more, the Yoga Inferno can outlast some characters' autoguard, and if blocked, an opponent must wait until the move is over before he can use a Guard Cancel Attack or GCFS. - The Yoga Drill Zutsuki has a good horizontal range. While the Yoga Drill Kick has less range, it can hit more times and do somewhat more damage. - In the corner, you can juggle your opponent after the Yoga Drill Zutsuki with a standing or crouching A. - The (B) Yoga Legend does more damage than the (D) version (which ends in a Drill Kick, not a headbutt). I'm not really sure what the advantages of the B version are at this point. - Both versions, however, can be used to pass through attacks at the very beginning (as Dhalsim is doing the uppercut). - Also, you can combo into this move from the 1st hit of his Yoga Headbutt. ------------------------------------------------------------------------ GOUKI (aka "Akuma" outside of Japan) ------------------------------------------------------------------------ Press AB when near Seoi Nage Press CD when near Tomoe Nage f + C Zugai Hasatsu f + D * Hiza Geri db + D Kurubushi Kick Jump uf, db~df + B at apex Tenma Kuujin Kyaku qcf + P Gou Hadou Ken qcf + P in air * Zankuu Hadou Ken hcb + P Shakunetsu Hadou Ken qcb + K * Tatsumaki Zankuu Kyaku qcb + K in air Kuuchuu Tatsumaki Zankuu Kyaku f,d,df + P * Gou Shouryuu Ken f,d,df + AC / BD Ashura Senkuu (Forward) b,d,db + AC / BD Ashura Senkuu (Backward) f,d,df + K * Hyakki Shuu _do nothing Hyakki Gouzan _press P Hyakki Goushou _press K Hyakki Goujin _press AB / CD when near Hyakki Gousai qcf,qcf + P in air S^ Tenma Gou Zankuu qcf,qcf + P S^ Messatsu Gou Shouryuu hcb,hcb + P S^ Messatsu Gou Hadou A,A,f,B,C X^ Shungoku Satsu cancel chart A B C D ----------------------------------------- standing near Cr C C -/- standing far Cr - s - crouching Cr Cr C C jumping up s - - - jumping diag. - - - - guard cancel Close standing C. super cancel Gou Shouryuu Ken (1st-2nd) anywhere cancel from Zugai Hasatsu, Tenma Kuujin Kyaku, Kuuchuu Tatsumaki Zankuu Kyaku, Gou Shouryuu Ken (1st-2nd), Hyakki Gouzan, Goushou, Goujin. - You can cancel any normal attack into a command attack, but not into the Zugai Hasatsu. - The Zugai Hasatsu is an overhead attack. - The Hiza Geri is cancelable. - The Kurubushi Kick is a low attack and is cancelable. - The Gou Hadou Ken knocks down if it hits shortly after being thrown. - Gouki has mid-level invincibility during the "charge-up" phase of the Shakunetsu Hadou Ken. - This is probably to make up for his Gou Shouryuu Ken not having any startup invincibility. - You can juggle your opponent after the (D) Tatsumaki Zankuu Kyaku if the first few rotations miss. - You can juggle an opponent off of the Tatsumaki Zankuu Kyaku. With the (B) version, good followups include the far standing C, Gou Shouryuu Ken, or Messatsu Gou Shouryuu. - And of course you can juggle off off the mid-air TZK as well. - You travel further using AC than you do using BD when you perform the Ashura Senkuu. This move makes you invincible, but you are open to attack as it ends. - The Hyakki Gouzan is a low attack. - You can use the intial "ducking" animation of the Messatsu Gou Shouryuu to pass underneath projectiles. - In the corner, you can juggle your opponent after the Messatsu Gou Hadou. - The Hyakki Gousai and Shungoku Satsu are unblockable. - The Shungoku Satsu has total invincibility at the beginning of the forward warp. - This character can perform their (qcb + K) move on the ground by inputting (qcb,ub + K). ------------------------------------------------------------------------ GUILE ------------------------------------------------------------------------ Press AB when near Judo Throw Press CD when near Dragon Suplex Press AB when near in air Flying Mayor Press CD when near in air Flying Mayor b / f + B Knee Bazooka b / f + D Rolling Sobat df + B * Slide Kick f + C * Spinning Back Knuckle Charge b,f + P Sonic Boom Charge d,u + K Somersault Kick Charge db,df,db,uf + P S^ Somersault Slash Charge db,df,db,uf + K S^ Somersault Strike Charge b,f,b,f + K S^ Total Wipeout Charge b,f,b,f + AC X^ Sonic Hurricane cancel chart A B C D ----------------------------------------- standing near cr c c - standing far cr c - - crouching cr - c -/- jumping up - - - - jumping diag. - - - - guard cancel Spinning Back Knuckle. super cancel (none.) anywhere cancel from Rolling Sobat - You can follow Guile's Knee Bazooka with a standing or crouching A. - The Sonic Boom is so slow that you can follow it up with an attack. The Spinning Back Knuckle is a good example. - The Somersault Slash is said to be a great anti-air that is easily comboable. - The Total Wipeout has a very small window of mid-level invincibility at the beginning. - The Sonic Hurricane has a much longer window of mid-level invincibility, and what's more, the Sonic Boom that Guile creates can negate normal and super projectiles. ------------------------------------------------------------------------ HUGO ------------------------------------------------------------------------ Press AB when near Body Slam Press CD when near Neck Hanging Tree f + A * Slap f + B * Hip Press d + C in air Body Press Press C when standing near Elbow b / f + D from afar Idou Drop Kick f + AC Joudan Blocking (aka "High Parry") d + BD Gedan Blocking (aka "Low Parry") qcf + K * Monster Lariat f,d,df + K * Shootdown Backbreaker qcb + P * Giant Palm Bomber hcb + K when near Ultra Throw Rotate 360 + P when near Moonsault Press Rotate 360 + K Meat Squasher qcf,qcf + P (can hold) S^ Hammer Mountain qcf,qcf + K S^ Megaton Press Rotate 360 + AC X^ Gigas Breaker cancel chart A B C D ----------------------------------------- standing near -r - - - standing far -r - - - crouching cr - - - jumping up - - - - jumping diag. - - - - guard cancel Chest bump from Hammer Mountain. super cancel Either Parry anywhere cancel from Either Parry (only into Slap or Hip Press). Monster Lariat, Giant Palm Bomber (into Monster Lariat or Shootdown Backbreaker only) - You cannot increase the damage of the Neck Hanging Tree by tapping the buttons anymore. - Hugo can combo his crouching A into all of his throw moves. - Hugo's far standing D, Elbow, Idou Drop Kick, and the third hit of the Hammer Mountain are all overhead attacks. - The Idou Drop Kick, it should be mentioned, just causes him to move back or forward slightly while doing his far standing D. - The "Parry" moves, although they are supposed to be like the parries from SF3, are in fact just autoguard-based moves like Ryo's Joudan and Gedan Uke. In other words, you still take life and guard damage from using them, and you can block multiple hits with only one "parry" (as opposed to parrying each hit as in SF3). - Like Ryo's "Uke" moves, you can cancel them into special moves, anywhere cancel them into certain command attacks, or super cancel them into super moves or Exceeds. - The Monster Lariat is a knockdown attack. - The Shootdown Backbreaker and Megaton Press are unblockable anti-air throws. You can use either of them after the Ultra Throw. - An opponent hit by the Giant Palm Bomber is left open to attack. Unlike as in previous games, you can follow this move with a throw (such as the Moonsault Press) and it will combo. - You can juggle your opponent after the Ultra Throw. - The Ultra Throw, Moonsault Press, Meat Squasher, and Gigas Breaker are all unblockable throws. - If you delay the Hammer Mountain for too long, Hugo will stop running without having attacked. ------------------------------------------------------------------------ KEN MASTERS ------------------------------------------------------------------------ Press AB when near Seoi Nage Press CD when near Jigoku Guruma Press CD when near in air Jigoku Fuusha f + B * Inazuma Kakato Wari db + D Kurubushi Kick qcf + P Hadou Ken f,d,df + P * Shouryuu Ken qcb + K * Tatsumaki Senpuu Kyaku qcb + K in air Kuuchuu Tatsumaki Senpuu Kyaku hcf + B * Kama Barai Geri hcf + D * Nata Otoshi Geri hcf + BD Oosoto Mawashi Geri Hold K from any "Geri" move Inazuma Kakato Wari qcb,qcb + K S^ Shippuujinrai Kyaku qcf,qcf + P S^ Shouryuu Reppa qcf,qcf + K, tap P / K X^ Shinryuu Ken cancel chart A B C D ----------------------------------------- standing near Cr C C - standing far Cr - s - crouching Cr Cr C C jumping up - - - - jumping diag. - - - - guard cancel Far standing D. super cancel (A) Shouryuu Ken, (C) Shouryuu Ken (1st-2nd) anywhere cancel from (A) Shouryuu Ken, (C) Shouryuu Ken (1st-2nd) Kama Barai Geri, Nata Otoshi Geri, Oosoto Mawashi Geri, Inazuma Kakato Wari (either version) - You can cancel any normal attack into a command attack, but not into the Inazuma Kakato Wari. - The Inazuma Kakato Wari is an overhead attack. - The Kurubushi Kick is a low attack and is cancelable. - Ken has a window of invicibility at the start of the (C) Shouryuu Ken, and at the beginning of the Shouryuu Reppa, up until he does the first uppercut. - There is a moment of invincibility during the first kick of the Shippuujinrai Kyaku. - There is also an invincible moment at the start of the Shinryuu Ken, but it is very small. - This character can perform their (qcb + K) move on the ground by inputting (qcb,ub + K). ------------------------------------------------------------------------ MIKE BISON (aka "Balrog" outside of Japan) ------------------------------------------------------------------------ Press AB when near Head Bomber Press CD when near Lever Break Charge d,u + P * Buffalo Headbutt Charge d,u + K * Wild Smash Charge b,f + P * Dash Upper Charge b,f + K * Dash Straight Charge b,df + P * Dash Ground Straight Charge b,df + K * Dash Ground Upper Hold PP / KK and release * Turn Punch Charge b,f,b,f + P S^ Crazy Buffalo _hold K Crazy Upper Charge b,f,b,f + K S^ Gigaton Blow Charge db,df,db,uf + BD X^ Ultimate Wild Smash cancel chart A B C D ----------------------------------------- standing near cr c c c standing far cr - - c crouching cr - c - jumping up - - - - jumping diag. - - - - guard cancel Far standing C. super cancel (none.) anywhere cancel from Wild Smash, Dash Straight, Dash Upper, Dash Ground Straight, Dash Ground Upper, Turn Punch. - You cannot increase the damage of the Head Bomber by tapping the buttons anymore. - There is a very brief period of mid-level invincibility during the start of the (C) Buffalo Headbutt. - You can juggle your opponent after the Wild Smash. - You can incorporate a dash into either the Dash Straight or Dash Upper by inputting the move as (charge b,f,f + P / K). - The Dash Ground Straight is a low attack. - The Dash Ground Upper is a knockdown attack. - When performing the Turn Punch, you need only release one Punch or Kick button of the pair in order to do the move. - You can dodge low- and mid-level attacks during the "turn around" animation of the Turn Punch (prior to Bison actually rushing forward). - Delaying the Turn Punch increases both it's damage potential and how far forward Bison travels while attacking. - You can pass through low- and mid-level attacks during the start of the Ultimate Wild Smash. ------------------------------------------------------------------------ RYU ------------------------------------------------------------------------ Press AB when near Seoi Nage Press CD when near Tomoe Nage b + A Hiji Ate f + A * Sakotsu Wari f + B * Senpuu Kyaku db + D Kurubushi Kick qcf + P * Hadou Ken hcf + P Shakunetsu Hadou Ken f,d,df + P * Shouryuu Ken qcb + K * Tatsumaki Senpuu Kyaku qcb + K in air Kuuchuu Tatsumaki Senpuu Kyaku qcf,qcf + P Shinkuu Hadou Ken qcb,qcb + K Shinkuu Tatsumaki Senpuu Kyaku qcf,qcf + BD Shin Shouryuu Ken cancel chart A B C D ----------------------------------------- standing near Cr C C -/- standing far Cr - s - crouching Cr Cr C C jumping up c - - - jumping diag. c - - - guard cancel Close standing C. super cancel (none.) anywhere cancel from Sakotsu Wari, Shouryuu Ken. - You can't cancel any normal attack into the Sakotsu Wari or Senpuu Kyaku, although you can cancel them into the Hiji Ate. - The Hiji Ate is cancelable. - The Sakotsu Wari is an overhead attack on either hit. - You can follow the Senpuu Kyaku with a far standing C, the Kurubushi Kick, the Shinkuu Hadou Ken, or Shinkuu Tatsumaki Senpuu Kyaku. - However, if you anywhere cancel into it, Ryu will pause for a moment upon landing, preventing you from following with an attack. - In the corner, you can anywhere cancel from a Shouryuu Ken into the Senpuu Kyaku, then juggle with the Shin Shouryuu Ken or even another Shoryuu Ken super canceled into the Shin Shouryuu Ken. - The Kurubushi Kick is a low attack and is cancelable. - The Shakunetsu Hadou Ken knocks down if it hits shortly after being thrown. - Ryu has brief invinciblity during the start of the (C) Shouryuu Ken. - The Shoryuu Ken does the same amount of damage regardless of which button you use. - If the Shin Shoryuu Ken misses, Ryu does a 1 hit rising uppercut, instead of the four part uppercut. - The Shinkuu Hadou Ken can pass through other projectiles, but doing so will remove a hit from it (so if it passes through a one-hit fireball, it will hit four times instead of five). - Ryu has a good period of invincibility during the start of the Shin Shouryuu Ken. - This character can perform their (qcb + K) move on the ground by inputting (qcb,ub + K). ------------------------------------------------------------------------ SAGAT ------------------------------------------------------------------------ Press AB when near Tiger Rage Press CD when near Tiger Carry f + A Tiger Hook db + D Tiger Tail qcf + P * Tiger Shot qcf + K * Ground Tiger Shot f,d,df + P * Tiger Uppercut f,d,df + K * Tiger Crush qcf,qcf + P S^ Tiger Cannon qcb,qcb + P S^ Ground Tiger Cannon qcb,qcb + K S^ Tiger Raid qcf,qcf + BD X^ Tiger Genocide cancel chart A B C D ----------------------------------------- standing near c s c c/- standing far c s - s/- crouching c c s s jumping up - - - - jumping diag. - - - - guard cancel Close standing C. super cancel (none.) anywhere cancel from Tiger Hook, (A) Tiger Uppercut, (C) Tiger Uppercut (1st), Tiger Crush. - You cannot increase the damage of the Tiger Rage by tapping the buttons anymore. - The Tiger Hook is an overhead attack. - The Tiger Tail is a low attack and is cancelable. - Sagat is invincible at the very start of the Tiger Uppercut. - The Tiger Cannon moves are multi-hit fireballs that start off slow, then fly forward quickly. These fireballs can absorb and pass through projectiles, and what's more (unlike Ryu's Shinkuu Hadou Ken), they will not "lose hits" for absorbing an enemy's projectiles. - There is a brief moment of invincibility as Sagat rears back to perform the Tiger Cannon. The Ground Tiger Cannon also has a moment of invincibility, but it is smaller. - Unlike as in previous games, the Tiger Cannon projectiles "pause" for a moment before flying forward. - The Tiger Raid has invincibility during the first low kick only, which means it's difficult to dodge attacks with it. - In the corner, you can juggle your opponent after either strength Tiger Raid. You can even follow with the Tiger Uppercut, Tiger Crush, or Tiger Genocide. - The Tiger Genocide has invincibility up until the first uppercut, which is enough to pass through even slow attacks. ------------------------------------------------------------------------ TABASA (aka "Tessa" outside of Japan) ------------------------------------------------------------------------ Press AB when near Squash Hat Press CD when near Kitten Scratch d + D in air (can hold) Inroad Fowl f + C (can hold) * Flask (Tachi) df + C (can hold) * Flask (Shagami) df + B * Haul Flapper df + D * Restive Kitten qcf + P (air) Chakra Wave qcf + K * Winder Fist _qcf + K She's On Enemy f,d,df + P * Reverie Sword f,d,df + K Jamming Ghost hcb + P when near As Sent Proof qcf,qcf + P (can hold) Tricicle Edge hcb,hcb + K Death Phenomeno hcb,hcb + AC when near Meteo Fall cancel chart A B C D ----------------------------------------- standing near C/Cr C C C standing far - - - - crouching Cr - - - jumping up - - - - jumping diag. - - - - guard cancel Mini Winder Fist. super cancel (none.) anywhere cancel from Haul Flapper, Restive Kitten, Winder Fist, Reverie Sword (1st) - When you perform the Inroad Fowl, Tabasa will not release her bird until you let go of D. The bird can only hit as it flies forward in it's "drill" shape, not when it's flying back to her. You can't reuse this move until the bird has returned to you. - Both "Flask" attacks will act as low attacks if they hit low enough. You can delay when the flask will explode by holding the button used, although both flasks will explode after a certain point. - The (f + C) Flask will explode in an upward spike while still arcing, or in a horizontal spike once it is falling down. - The (df + C) Flask will explode in an upward spike unless it rolls to a complete halt or hits an enemy while still rolling (in which case it acts as a low attack). - The Haul Flapper is cancelable. It may miss crouching opponents. If it hits an airborne opponent, you can juggle them (so a combo like (df + D > df + B > df + B) is possible). - You can juggle your opponent after the Restive Kitten. - There's a ridiculous amount of recovery time after the mid-air Chakra Wave, so be careful when using it. - You can juggle your opponent after the (A) Reverie Sword (say, with a jumping attack or the f + C Flask). - You can still input the "She's On Enemy" command if the Winder Fist is blocked, but it won't connect. It is possible to miss with the first attack and have the second one hit, though. - If the Jamming Ghost hits, four ghosts will surround your opponent. After a moment, they will rush inward and attack. Obviously, you can attack your opponent while the ghosts are striking to create a combo. Even better, if your opponent is standing or crouching when hit, they will actually be dragged forward a short distance. - However, both sets of ghost attacks are blockable. What's more, you can make the ghosts disappear by damaging Tabasa, or if you attempt to throw her and she uses a Throw Escape (but not the other way around). - You cannot use the Jamming Ghost while your opponent is already surrounded by ghosts. - The As Sent Proof is an unblockable throw. You can't juggle your opponent after this move, even though it seems like it. - The Tricicle Edge functions like the Flask moves. Tabasa throws a flask in an arc, and it explodes instantly, firing ice spikes horizontally, downwards, then upwards. If you hold the button used, the flask will arc to the floor, where it will fire horizontally and upwards (but the upward strike hits twice, so you still get 3 hits). - You can juggle someone off of the Tricicle Edge, if it doesn't juggle for the three full hits. - If you're too close to your opponent when you perform this move, it may miss them (depending on their size). - If the Death Phenomeno hits, a timer will appear over your opponent's head. If it reaches zero, your enemy explodes and takes additional damage. The timer disappears if Tabasa is damaged, or if you attempt to throw them and Tabasa uses a Throw Escape. - You can't use the Jamming Ghost or Death Phenomeno while a current Death Phenomeno is active. - The Death Phenomeno can make an opponent explode even after they are defeated (while they're lying on the ground). - The Meteor Fall is an unblockable throw. You can juggle your enemy as the move ends, even with special or super moves. - Tabasa can use her jumping C during a backstep, oddly enough. ------------------------------------------------------------------------ VEGA (aka "M. Bison" outside of Japan) ------------------------------------------------------------------------ Press AB when near Deadly Throw Press CD when near Death Tower Charge b,f + P * Psycho Crusher Charge b,f + K * Double Knee Press Charge d,u + P, (b / f +) P * Devil Reverse Charge d,u + K, move b / f * Head Press _press P Somersault Skull Diver f,d,df + AC / BD * Vega Warp (Forward) b,d,db + AC / BD * Vega Warp (Backward) Charge b,f,b,f + K S^ Knee Press Nightmare Charge b,f,b,f + P S^ Mega Psycho Crusher Charge b,f,b,f + AC X^ Final Psycho Crusher cancel chart A B C D ----------------------------------------- standing near cr cr c c standing far cr - - - crouching cr -r c - jumping up - - - - jumping diag. - - - - guard cancel Close standing C. super cancel (none.) anywhere cancel from (none.) - The Psycho Crusher has very low priority. You can hit Vega out of this move at any point. - You travel further using AC than you do using BD when you perform the Vega Warp. This move makes you invincible, but you are open to attack as it ends. - If the Head Press counter hits a mid-air opponent, then the Somersault Skull Diver will juggle, and you can juggle them again off of that (say, with a jumping A). - A contributor said you could juggle an opponent if you got in all seven hits of the Mega Psycho Crusher on on airborne enemy. I can't confirm this, though. - Vega is invincible during the start of the Final Psycho Crusher. ======================================================================== 5. MID-BOSS MOVELISTS ======================================================================== ------------------------------------------------------------------------ CRAZY IORI (aka "Bousou Iori") ------------------------------------------------------------------------ Press AB when near Sakahagi Press CD when near Hikiri Kine f + A,A Geshiki: Yumebiki f + B Geshiki: Goufu In "Shinigame" b + B in air Geshiki: Yuri Ori qcf + P * 108 Shiki: Yamibarai f,d,df + P * 100 Shiki: Oniyaki qcb + P (x3) * 127 Shiki: Aoi Hana hcb + K * 212 Shiki: Kototsuki In hcb,f + P when near Kuzukaze qcf,hcb + P S^ Kin 1211 Shiki: Yaotome qcb,hcf + P (can hold) S^ Ura 108 Shiki: Ya Sakazuki qcf,hcb + BD when near X^ ???! cancel chart A B C D ----------------------------------------- standing near Cr C C - standing far -r - - - crouching Cr Cr C - jumping up - - - - jumping diag. - - - - guard cancel Old standing CD from KoF. super cancel (none.) anywhere cancel from (A) Oniyaki (1st or 1st-2nd on a counter) (C) Oniyaki (1st-2nd) Aoi Hana (1st or 2nd input only) Kototsuki In (1st) Goufu In (1st-2nd if done by itself) Goufu In (1st; only if canceled into) - Both hits of the Yumebiki are cancelable. - The Goufu In is an overhead attack on either hit, unless canceled into (in which case, it becomes cancelable on the 2nd hit). - The Yuri Ori will only hit if you cross-up your opponent by jumping over them. Iori retains his old backstep bug from the KoF series-- just backstep and immediately perform the Yuri Ori. He'll go flying backward as a result. - The 3rd input of the Aoi Hana is an overhead attack. - The Kuzukaze is an unblockable throw. It does no damage, but switches sides with your opponent and leaves them open to attack. - Oddly enough, Iori also has some mid-level invincibility during this move, although it is very brief. - Iori has mid-level invincibility during the (C) Oniyaki, (C) Aoi Hana, and at the start of either strength Ya Otome. - Iori can pass under mid-level attacks (like projectiles) during the Ya Otome or even his forward dash. - Crazy Iori loses his "Saika" follow-up to the Yaotome, but the move ends differently anyway (it looks akin to his Kototsuki In, and is the same as his Lv.2 Yaotome from CvS2). - The Ya Sakazuki does no damage, but if it hits, an opponent takes gradual damage and remains stuck in place for a long period of time. - However, they can break free sooner (and take less damage), by rapidly shaking the joystick and tapping the buttons. - While your opponent is stunned, you cannot use the Yami Barai or another Ya Sakazuki, and you cannot grab your foe with the Kuzukaze or ???!. - The Ya Sakazuki can also pass through normal projectiles and negate some super projectiles. - The ???! is an unblockable throw move. ------------------------------------------------------------------------ DAN HIBIKI ------------------------------------------------------------------------ Press AB when near Otoko Zuki Press CD when near Seoi Nage Press Start while standing Tachi Chouhatsu Press AC while crouching Shagami Chouhatsu Press AC in air Kuuchuu Chouhatsu qcf + P * Gadou Ken f,hcf + P * Gadou Shoukou Ken f,d,df + P * Kouryuu Ken qcb + K (air) * Dankuu Kyaku qcb + K Kuuchuu Dankuu Kyaku qcf + AC * Zenten Chouhatsu qcb + AC Kouten Chouhatsu qcb,qcb + AC * Kyuukyoku Tenchi Gadou Zuki qcb,qcb + K S^ Hisshou Burai Ken qcf,qcf + K S^ Kouryuu Rekka qcf,qcf + AC S^ Chouhatsu Densetsu C,B,b,A,A X^ Otoko Michi cancel chart A B C D ----------------------------------------- standing near cr c c - standing far cr - s - crouching c c c s jumping up - - - - jumping diag. - - - - guard cancel Mini Kouryuu Ken. super cancel (none.) anywhere cancel from Kouryuu Ken, Kyuukyoku Tenchi Gadou Zuki. - Dan's standing taunt will give his opponent Power Gauge energy, but his other taunts won't, so use them as often as you like ;) - Despite it's appearance, the Gadou Shoukou Ken can only negate normal projectiles. - Dan's Kouryuu Ken will randomly flash when used, giving him mid-level invincibility. The flash does seem to be random (I did quite a bit of testing on this matter). - The Kouryuu Ken does the same amount of damage regardless of which button you use. - The mid-air Dankuu Kyaku will "float" you when used, which unfortunately means it's worthless for jump-ins or hitting standing opponents. - Also, Dan recovers from the move before landing, so if you do a (B) Dankuu Kyaku in mid-air, you'll fall down while vulnerable instead of doing a falling knee attack. - You can pass under attacks using the Zenten and Kouten Chouhatsu. - The Kyuukyoku Tenchi Gadou Zuki, despite being a parody of Ryo's Tenchi Haou Ken, does not dizzy a hit opponent, nor does it do that much more damage on a counterhit. - However, it does give Dan autoguard on his outstretched palm, (which unfortunately is fairly high, so low attacks will still hit him). - It's also unblockable once Dan strikes, although some characters can crouch underneath his punch. - I've noticed two odd features of the Kyuukyoku Tenchi Gadou Zuki. One is that he can "reverse" Red Arremer's Suppertime, which is unblockable. The second is that he is totally invincible to Shin Gouki's Misogi. I can't find other moves that are affected in the same way, though. Incidentally, if you are playing as Red Arremer and the Suppertime is reversed this way, you can move around in mid-air if you hit Dan out of this move. - Both the (D) Kouryuu Rekka and (D) Hisshou Burai Ken have a moment of mid-level invincibility at start-up. - During the (D) Hisshou Burai Ken, Dan does a low kick for the fourth hit that acts as a low attack. If your opponent is close when it hits, the remainder of the hits will connect. - If Dan completes the Chouhatsu Densetsu, both he and his opponent will be put into Maximum mode. Even if you are already in this mode as the move finishes, your Maximum Gauge will still be completely filled. - The Otoko Michi is unblockable. This move has full invicibility during the forward dash! Unlike as in MvC2, using this move does not drain any of Dan's life. - Dan can cancel his standing or crouching C into the Otoko Michi, but no other move, which seems odd. In previous games, any normal attack could be canceled into a "button-press" move. - This character can perform their (qcb + K) move on the ground by inputting (qcb,ub + K). ------------------------------------------------------------------------ DEMITRI MAXIMOFF ------------------------------------------------------------------------ Press AB when near Bat Dive Press CD when near Light Pleasure u + K when foe is down Hell Ride f + A Standing LP b + A Standing MP f + C Standing HP f + B Standing LK b + B Standing MK Press D Standing HK df + A Crouching LP db + A Crouching MP df + C Crouching HP df + B Crouching LK db + B Crouching MK d + D Crouching HK qcf + P (air) * Chaos Flare qcf + AC (air) ES Chaos Flare f,d,df + P * Demon Cradle qcb + K / BD (air) * Bat Spin Hold BC, tap b,f * Tokushu Idou (Forward) Hold BC, tap f,b * Tokushu Idou (Backward) tokushu idou _f,d,df + P Dash Demon Cradle d,f,df + AC S^ Midnight Bliss A,A,f,B,D S^ Midnight Pleasure qcf,qcf + ABCD X^ Demon Flare cancel chart A B C D ----------------------------------------- standing near cr cr c c standing far cr s - - crouching cr cr c - jumping up - - - - jumping diag. c - - - guard cancel Standing MK super cancel (C) Demon's Cradle (1st-2nd) Dash Demon's Cradle (1st-2nd) anywhere cancel from Any of the "LP/MP/HP/LK/MK/HK" attacks Chaos Flare (see notes) ES Chaos Flare (see notes) (A) Demon's Cradle (C) Demon's Cradle (1st-2nd) Dash Demon's Cradle (1st-2nd) Demon Flare (see notes) - Strangely enough, Demitri's far standing B can be canceled into the Chaos Flare (not a super), but not the Midnight Pleasure (which is a super). Go figure. Especially because you can also combo it into his other super (the Midnight Bliss), and his Exceed. - You can anywhere cancel from the Chaos Flare and ES Chaos Flare, but only under certain conditions: > You throw a ground Chaos Flare (or ES Chaos Flare) that misses, then throw a ground Chaos Flare. > You throw a mid-air Chaos Flare (or ES Chaos Flare), then a ground Chaos Flare upon landing. > You throw a Demon Flare, then a ground (ES) Chaos Flare. - Other projectile combinations (such as mid-air Chaos Flare, ground ES Chaos Flare) will not work. - Odd as it seems, yes, you can anywhere cancel the Dash Demon's Cradle into the Demon's Cradle. - To perform the Hell Ride, input the command as your opponent lands on the ground for the first time, before they bounce (characters bounce when they are knocked down). From afar, it's possible to miss with this move (such as after the Light Pleasure). - Demitri can chain together normal attacks together into one combo. This feature is called the "Hunter Chain." It's a little more difficult to perform in SvC, because you have to use the joystick along with the buttons for the first hit. - So, even though Demitri's far standing A and (f + A) look the same, you can only start a combo with (f + A). Once you've started a combo, you can then just press the buttons in the required order. - All you have to do is keep in mind the strength rule, which is something like this: LP > LK > MP > MK > HP > HK It doesn't matter if you switch between standing and crouching while you perform a chain combo. Therefore, you could do a combo like so: f + A > B > A > B > C > D - ...which is the same equivalent of the above. You could even replace D with d + D and tack on the Hell Ride for a seven hit combo. - Keep in mind that you can also omit moves, so a combo like LK > MP > HK is also possible, as it doesn't defy the strength rule (it only omits some steps). That combo would look like this: df + B > A > D - Note that once you start a Hunter chain, all of the subsequent attacks become uncancelable. So while Demitri's close standing LK is normally a cancelable move, it isn't in the combo "f + A > B." - The ES Chaos Flare costs one level to use, and can be canceled into from a far standing B, just like a super move. So even though there's no "flash" when you throw it, it's basically just a super move. It can pass through normal projectiles. - You are invincible during the Tokushu Idou, but _only_ when Demitri is fully invisible--you can still be hit as he is fading from view or reappearing. While dashing, you can cancel this move into any other move (excluding normal and command attacks, and normal throws). - The Midnight Bliss and Midnight Pleasure are unblockable. - If you have trouble performing the Midnight Bliss, try inputting it as (qcf,db~df + AC). - Here is something really weird about the Midnight Pleasure. You may have noticed that "button press" supers, in previous games, could be canceled into from any attack, even cancelable ones. In this game, however, they are only cancelable from specific animations. What's so odd about this is that Demitri's far standing B is not one of them. So if you perform this move from afar, pressing D after the standing B comes out won't work unless you do it late (as the kick ends). Or, you can just enter (A,A,f,B,D,D), since the 2nd D will occur after the far standing B has finished. - For those of you having trouble with the Demon Flare command, try waiting a brief moment after inputting (qcf,qcf) before pressing ABCD. - You can combo into the Demon Flare from across the screen by throwing a Chaos Flare or ES Chaos Flare, then using the Demon Flare (since neither Chaos Flare knocks down). ------------------------------------------------------------------------ GEESE HOWARD ------------------------------------------------------------------------ Press AB when near Tate Katate Nage Press CD when near Shinkuu Nage f + C Fudou Sakkatsu Uraken f + D * Raikou Mawashi Geri db~df + C near downed foe Raimei Gouha Nage qcf + A * Reppuu Ken qcf + C Double Reppuu Ken qcb + P in air * Shippuu Ken hcf + K * Jaei Ken hcb + A Gedan Atemi Nage hcb + B Joudan Atemi Nage hcb + D Chuudan Atemi Nage f,d,df + P * Hishou Nichirin Zan db,hcb,df + P S^ Raging Storm hcb,hcb + C when near S^ Rashoumon hcb,f + BCD X^ Deadly Rave _A,A,B,B,C,C,D,D,qcb+CD Deadly Rave Finish cancel chart A B C D ----------------------------------------- standing near Cr Cr C c/- standing far sr s s - crouching cr c c c jumping up c - c c jumping diag. c - c/c/-/- - guard cancel Fudou Sakkatsu Uraken. super cancel (none.) anywhere cancel from Jaei Ken Hishou Nichirin Zan - The Fudou Sakkatsu Uraken is a knockdown attack and is cancelable. - The Raikou Mawashi Geri is cancelable. - To land the Raimei Gouha Nage, you need to be near your opponent's torso; standing by the head or legs won't work. Then, when they fall to the ground, wait until the second landing (characters bounce once when they are knocked down). - You can only get the '96 version of the Reppuu Ken or Double Reppuu Ken by comboing into them from an attack. Alternately, you can perform the move from afar by whiffing a crouching attack into either move. - Or you can anywhere cancel any of your attacks into the (A) Reppuu Ken (the Double Reppuu Ken is not anywhere cancelable). - The '96 version of either move cannot negate projectiles, although you can juggle your opponent after the (A) version. - The Joudan Atemi Nage reverses jumping attacks, special moves, supers, and Exceeds, as well as any unblockable non-throw attack (although I notice that it couldn't stop the Shungoku Satsu, unlike Iori and Kasumi's counters could). - The Chuudan Atemi Nage reverses mid level attacks, such as most standing attacks or crouching punches. - The Gedan Atemi Nage reverses low level attacks, including sweeps and slide moves. - The Raging Storm can negate normal and super projectiles (even those that hit more than once). - If you have trouble performing the Raging Storm, you can always input it as (hcb,hcb,df + P). - The Rashoumon is an unblockable throw. - The Deadly Rave has total invincibility during the beginning of the forward dash (but not for the entire dash). - You can interrupt the hits of the Deadly Rave to perform a combo of your own. ------------------------------------------------------------------------ GOENITZ ------------------------------------------------------------------------ Press AB when near Meifu no Mon Press CD when near Soukatsu Satsu hcf + P / K * Yonokaze qcb + P (x3) * Shin Aoi Hana: Seiran qcb + K * Hyouga f,d,df + A * Wanpyou Tokobuse f,d,df + C * Wanpyou Mametsu qcf,qcf + AC S^ Fuujin Ibuki hcb,hcb + P when near S^ Yamidoukoku qcb,hcf + A X^ Shin Yaotome: Mizuchi qcb,hcf + C X^ Shin Yaotome: Jissoukoku cancel chart A B C D ----------------------------------------- standing near c c c c standing far - - -/- - crouching cr - c - jumping up - - - - jumping diag. - - - - guard cancel First hit of far standing C. super cancel (none.) anywhere cancel from Seiran, Tokobuse, Mametsu - The button used for the Yonokaze determines where the whirlwind will appear. (A) is closest to you, while (D) is furthest away. - The Yonokaze can negate both normal and super projectiles. - The third hit of the Seiran is a knockdown attack. - During the Hyouga, you will disappear and warp in while dashing forward (A version) or while diving downward out of the sky (C version). While you are invincible at the start of the move, you are not invincible as you reappear near the end. - In the corner, a mid-air opponent hit by the Mametsu can be juggled. - While Goenitz has low and mid-level invincibility at the start of the Fuujin Ibuki (when he is crouching down), it ends during the "whirlwind" bit that preceeds him warping away to attack. So, you can still hit him out of this move even if he isn't on screen-- just aim for the little swirl of wind. - You can't combo into the Fuujin Ibuki, Mizuchi, or Jissoukoku, unfortunately. - The Fuujin Ibuki may not get the full number of hits against an airborne opponent. Goenitz will simply stop after the "X" slash and not perform the last two tornado attacks. - The Yamidoukoku is an unblockable throw. - During the Mizuchi, Goenitz warps forward on the ground, while the Jissoukoku has him dive down from mid-air at an angle (this version makes a good anti-air attack). The warp effect is similar to the Hyouga, but with a longer range. - While the Jissoukoku also acts as an overhead attack, it does have less horizontal range than the Mizuchi. - Goenitz has low and mid-level invincibility at the very start of the Mizuchi and Jissoukoku (before he warps away). He seems to have total invincibility once he's reappearing, except for as he comes out of the move (which only occurs if it misses). ------------------------------------------------------------------------ MARS PEOPLE ------------------------------------------------------------------------ Press AB when near Mars Back Press CD when near Million Leg Lariat b + C Slide Head b + D Hopping Knee df + D Mars Slider qcf + P * Mars Shot qcf + K * Area 801 hcb + K * Roswell Vanish hcb + P when near Plasma Abduction f,d,df + K * Plasma Spin hcf,hcf + P S^ Not Independence hcb,hcb + K S^ MP12 d,d,d + AB / AC / AD X^ Tungus Incident (Behind) d,d,d + BC / CD X^ Tungus Incident (Front) cancel chart A B C D ----------------------------------------- standing near C Cr C/- C standing far C sr - - crouching C Cr C/- C jumping up - - - - jumping diag. - - - - guard cancel Slide Head. super cancel (none.) anywhere cancel from Slide Head, Mars Slider, Roswell Vanish - The Slide Head is a knockdown attack. If your opponent is close to you, it may miss entirely (such as if they are walking into you). - The Hopping Knee is cancelable. - The Mars Slider is a low attack. - The (A) Mars Shot starts off slow, then flies horizontally while gaining speed. The (C) version moves at the same speed, but in a zig-zag pattern (and at a higher altitude than the horizontal version). - The Area 801 is an overhead attack on the first hit (B version), or else both hits (the D version). The B version hits downward, while the D version strikes diagonally downward. - The Plasma Spin can hit both on the way up and the way down. You can use the initial ducking animation to pass under mid-level attacks (such as projectiles). You can juggle an enemy after the (D) version, or link an attack after the (B) version (such as a standing A). - What's more, if this move hits on the way up and the way down, then you can juggle after either version (since your opponent is knocked high into the air). In the corner, you can even follow with the Tungus Incident. - Also, the "falling" part of the Plasma Spin is an overhead attack. - The Roswell Vanish is a teleportation move. (B) makes you warp without moving, while (D) warps you a little ways behind where you were standing. The explosion created during this move can hit your opponent. - The Plasma Abduction is an unblockable throw. - The (A) Not Independence causes a ship to fly away from you and fire three rings onto the ground while moving across the screen. - The (B) version does the same thing, but the ship flies towards you, appearing on the other end of the screen first. - The rings are unblockable; however, if you are standing in the middle of a ring, it will pass through you without damaging you. - You can juggle an opponent off of the rings, though, and with some timing you can even juggle them into the next ring. - During the MP12, little Mars People fly around in various flight paths. First there is a downward path, then and upward one, and then one that comes down in the middle of the screen, pauses, and flies up-forward. - When performing the Tungus Incident, using AB, AC, or AD makes the ship crash onto the side of the screen behind you. Using BC or CD makes it crash into the side of the screen in front of you. There must be some reason you can do this move with multiple buttons, considering that the ranges don't change depending on what set you move (i.e., using AB or AC drops it at the exact same place). - You can juggle your oppponent after the Plasma Spin, Not Independence, and MP12. - Note that you can't use any of Mars People's supers or Exceeds while one of them is currently on-screen. - Mars People's moves are so slow that most of them don't combo, although you can combo from the first hit of his close standing (C) into the Roswell Vanish, or instead into the Hopping Knee (and then into the Plasma Abduction or Tungus Incident). - Mars People is a character from Metal Slug 2. - Mars People's moves are based on popular UFO themes. For example, "Not Independence" is a reference to "Independance Day," a movie about alien invaders. "Roswell Vanish" refers to an area in New Mexico where aliens supposedly landed, "Tungus Incident" refers to a mid-air explosion in Siberia that has been attributed to a UFO detonating in the atmosphere. ------------------------------------------------------------------------ VIOLENT KEN (aka "Sennou Ken") ------------------------------------------------------------------------ Press AB when near Tsukami Hiza Geri Press CD when near Jigoku Guruma Press CD when near in air Jigoku Fuusha f + B Inazuma Kakato Wari db + D Kurubushi Kick qcf + P Hadou Ken f,d,df + P * Shouryuu Ken f,d,df + K * Rasetsu Kyaku qcb + K * Tatsumaki Senpuu Kyaku qcb + K in air Kuuchuu Tatsumaki Senpuu Kyaku hcf + B * Kama Barai Geri hcf + D * Nata Otoshi Geri hcf + BD Oosoto Mawashi Geri Hold K from any "Geri" move Inazuma Kakato Wari qcf,qcf + K S^ Shinryuu Ken qcb,qcb + K S^ Kuzuryuu Reppa qcf,hcb + AC X^ Shinbu Messatsu cancel chart A B C D ----------------------------------------- standing near Cr C C - standing far Cr - s - crouching Cr Cr C C jumping up - - - - jumping diag. - - - - guard cancel Far standing D. super cancel (A) Shouryuu Ken, (C) Shouryuu Ken (1st-2nd) anywhere cancel from (A) Shouryuu Ken, (C) Shouryuu Ken (1st-2nd) Kama Barai Geri, Nata Otoshi Geri, Oosoto Mawashi Geri, Inazuma Kakato Wari (either version) - You can cancel any normal attack into a command attack, but not into the Inazuma Kakato Wari. - Note that you can't anywhere cancel any of the "Geri" moves into each other, nor can anywhere cancel out of the Inazuma Kakato Wari if it was done from any of the "Geri" moves. - The Inazuma Kakato Wari is an overhead attack. - The Kurubushi Kick is a low attack and is cancelable. - The mid-air Tatsumaki Senpuu Kyaku will travel straight instead of in an arc. - The Rasetsu Kyaku is a teleport move similar to Yang's Kaihou. Ken is invincible at the start of the dash, but can be hit as he comes out of it. He can also use the dash to pass through his opponent, if they are not too far away from him (otherwise, he just pushes into them). - Ken has a window of invicibility at the start of the Shouryuu Ken and Shinryuu Ken. - He also has a larger period of invincibility during the start of the Kuzuryuu Reppa (until the first kick), and Shinbu Messatsu (at the beginning of the forward dash). - You can juggle your opponent after the Kuzuryuu Reppa, even with the Shinbu Messatsu (although this is rather difficult--try to time it so that Ken touches the falling opponent's head as he begins to dash forward). - This character can perform their (qcb + K) move on the ground by inputting (qcb,ub + K). - Violent Ken is based off of the "Psycho Power controlled" Ken from the Street Fighter animated movie. ------------------------------------------------------------------------ ZERO (aka "Rockman Zero" or "Megaman Zero") ------------------------------------------------------------------------ Press AB when near Upper Press CD when near Tensou Buster Shot d + B in air Jump Kahou Zuki b + B Jouhou Zuki f + B,B,B 3-Dan Zuki df + B Naname Shitazuki df + D * Sliding ub into a wall, press uf Sankaku Tobi qcf + A (air) * Buster Shot qcf + C (air; can hold) Charge Shot hcf + B (air) * Zed Saber hcf + D (air; can hold) Charge Zed Saber qcb + P (x3) * Triple Saber qcb + K Shield Boomerang f,d,df + B (air) * Triple Rod f,d,df + D (air) Charge Triple Rod f,hcf + P Irregular Hunt Charge b,f + P / K Cyber Elf (Support) Charge d,u + P / K Cyber Elf (Bakudan Setchi) qcf,qcf + P (can hold) S^ Spiral Shot qcb,hcf + B S^ Ultimate Saber (Dash) qcb,hcf + D S^ Ultimate Saber (Sliding) A,A,d,B,D X^ Cyber Elf Force cancel chart A B C D ----------------------------------------- standing near Cr c C C standing far cr c - - crouching cr cr c - jumping up - - - - jumping diag. - - - - guard cancel Far standing D super cancel Zed Saber, Charge Zed Saber anywhere cancel from Jouhou Zuki, Shitazuki, Sliding, Triple Saber, Zed Saber, Charge Zed Saber (but only into Sliding). - After hitting with the Jump Kahou Zuki, Zero will leap away. You can make an attack while still in air, although if you leap over your opponent, you must enter the command backwards, since you're technically on the other side of the screen. - The Jouhou Zuki is an anti-air attack - The 1st input of the 3-Dan Zuki is cancelable. - The Naname Shitazuki is a low attack that can hit an opponent who is lying on the floor. - The Sliding is a low attack, that can be used to pass under mid-level attacks. - You will notice that if you input the "Charge" version of a move, Zero does not actually perform that attack. Instead, a green aura will surround him for as long as the button is held. If you hold the button until the aura changes to amber, then you can perform the "Charge" version of that move by releasing the button. Otherwise, nothing will happen when you release the button. - Also, continuing to charge a move once your aura has changed colors will not make it any stronger. If you are hit while charging, the charge will end. - While charging a move, you can only use command attacks and not special moves, super moves, or Exceeds. - The Buster Shot does no damage if blocked. - The Charge Shot is a knockdown attack that will go through other normal projectiles and even super projectiles. - The Zed Saber and Charge Zed Saber have autoguard, but only for the very brief moment when Zero is raising his arms before he starts to slash downward. This even applies to the mid-air versions. - The mid-air Zed Saber is a knockdown attack. - The Charge Zed Saber itself does not actually strike your opponent. Instead, the wave that comes out once the sword has been swung is what hits. This wave is a knockdown attack, and it can negate normal and super projectiles. - What's more, you can cancel the Charge Zed Saber into another special move, once it hits (including the Zed Saber or Charge Zed Saber). - You can juggle an opponent with the mid-air (D) Charge Zed Saber, but only into the Spiral Shot or Ultimate Saber (Dash). - In the corner, you can follow it with pretty much anything, except for Zero's Exceed. - The Shield Boomerang can hit an enemy, but they have to practically walk into it in order for it to hit. It's best used for negating normal and super projectiles. - When the Irregular Hunt is used, Zero fires three shots into the air. These shots cannot hit an opponent, but they will cause an enemy from Rockman Zero to fall from the top of the screen after a moment. One of the ten types of enemy can electrocute your opponent (and another drills into them), but they all do the same amount of damage and stun your opponent for the same length of time, leaving them open to attack. - Using the Cyber Elf (Support) move summons a Cyber Elf to help you out. A - Restores a small amount of missing life. B - Vacuums up the projectile, netting you an extra level of gauge power. Works on multi-hit projectiles, though the remaining hits may still hit you. C - Fires arrows at your opponent from time to time. D - If it bumps into your opponent (and it is blockable, it should be noted), your foe turns into a cyber elf for a limited period of time, and can do nothing but walk, crouch, or jump. - You can summon each elf three times per battle (not per round). Note that summoning the (B) elf while the (C) one is active will make the other one disappear, and vice versa. If Zero is hit, any onscreen elf will vanish (excluding the (D) version). - When you use the Bakudan Setchi, a blowfish appears in front of Zero. The button used determines the blowfish's location; (A) is slightly above Zero's head, while (D) is closer to the life gauges. The blowfish acts as a mine that remains active until your opponent touches it (although you can block a mine blast), or until enough time has elapsed. Mines can also absorb normal and super projectiles. - You can only have one mine on screen at once. Furthermore, you only get to create three mines per battle (not per round). If Zero is damaged while a mine is on-screen, it will vanish. - Also, if you create a mine while the (B) or (C) cyber elf is on screen, they will vanish, and vice versa. - Even if not charged, the Spiral Shot has the ability to pass through other attacks that most attacks couldn't, such as Dhalsim's Yoga Inferno. Charging it will increase the damage slightly, however. - The Sliding version of the Ultimate Saber not only has a longer horizontal reach, but it can be used to go under attacks. - If you use the Buster Shot, then the Ultimate Sabre, the shot will disappear in mid-air. - When you use the Cyber Elf Force, a single cyber elf walks across the screen. Not only is the elf unblockable, but if it touches your opponent, you become completely invincible. So, if someone throws a fireball at you but gets hit by the cyber elf first, their projectile will pass through you. - If the Cyber Elf Force successfully connects, Zero will gain back a sizable amount of life, and he will glow pink for a while. While glowing, his overall speed increases, his attack power goes up, and he takes slightly less damage from attacks. What's more, the game timer also goes down slower than usual (useful if you're about to lose by Time Out). - Zero comes from a GameBoy Advance series based on the popular Megaman / Rockman games. - An interesting side note: whenever Zero fights a boss character, a warning message flashes on the screen. ======================================================================== 6. FINAL BOSS MOVELISTS ======================================================================== ------------------------------------------------------------------------ ATHENA ------------------------------------------------------------------------ Press AB / CD when near Flow of Life df + D Sliding qcf + P * Heaven's Gate qcf + K * Poseidon Rage qcb + P Milk Crown Charge b,f + P * Bow of Judgement Charge b,f + K * end of the TRIP or NIGHT qcb + BD X^ Pegasus*Fantasy cancel chart A B C D ----------------------------------------- standing near cr c C C standing far cr c C C crouching Cr Cr C c jumping up - - - - jumping diag. - - - - guard cancel Standing D. super cancel (none.) anywhere cancel from Heaven's Gate (only if lion's body hits) end of the TRIP or NIGHT (when Athena strikes) - The Sliding is a low attack. You can use it to go under mid-level projectiles. - During the Heaven's Gate, the body of the lion can hit you once it starts breathing fireballs (in which case, Athena can anywhere cancel into another move). - This move can also negate projectiles, although it doesn't really matter since you're invincible during it. - To fully dodge the Milk Crown, you must first block low (to avoid the earthquake that occurs when the bird pecks the ground), then high (to avoid Athena's falling overhead attack). An alternative is to jump to avoid the first attack, then block the 2nd attack standing. - The Poseidon's Rage will only hit once if blocked. This move has the odd feature of "catching" attacks (almost like a reversal move), but some moves can still override it (like Gouki's Shungoku Satsu). - The Poseidon's Rage and Milk Crown do not do any block damage. - The Bow of Judgement is unblockable. However, some characters can duck underneath it. - The "end of the TRIP or NIGHT" does not go all the way across the screen. - The Pegasus Fantasy does a healthy dose of block damage. - Athena is invincible during many of her moves, except for the Bow of Judgement. However, once she shoots the arrow from the Bow of Judgement, it can go through normal projectiles. - Also, the Heaven's Gate doesn't have invincibility in the very beginning (before she gets onto the lion). - Athena has no Super moves (although they certainly look impressive enough). Although they use the Exceed background, only the Pegasus Fantasy is a real Exceed move. - When you defeat your opponent in the last round, they will tranform into a type of animal (usually), as a result. This is just a little bonus feature that has no gameplay value. Note that you can't transform Athena or Red Arremer. - This version of Athena is based on her original game incarnation as a Greek goddess and not as a psychic schoolgirl. - A contributor had this to say about Athena's move names: "Athena's Exceed, " Pegasus Fantasy ", is the opening theme of the anime " Saint Seiya ", where the Armour-clad Zodiac Saint struggled to rescue the ever-abducted reincarnation of the Goddess Athena, Saori Kido. Her other moves are probably also taken from Saint Seiya: Heaven's Gate - Could be the gate to the Elysium, used by the Saints to reach Hades Milk Crown - Could have something to do with the Milky Way ? Poseidon Rage - In the third season, Athena was abducted by Poseidon, who wanted to cleanse the world with another Universal Flood Bow of Judgement - In the first season, Athena was struck by a cursed arrow who would kill her after 12 hours End Of The Trip Of Night - In the last, Manga-only season, the Saint struggled to stop Hades bringing on the " Greatest Eclipse ", creating an endless night. "Athena's armour is similar to the cloth (sacred armour ) used by Saori Kido at the end of SS." - I don't know anything about Saint Seiya, but given SNK's penchant to "creatively borrow" from anime and manga (i.e. Polnareff -> Benimaru), this explains quite a bit. ------------------------------------------------------------------------ RED ARREMER ------------------------------------------------------------------------ Press AB / CD when near Demon Head ub into a wall, press uf Sankaku Tobi qcf + P (air) * Fireball qcf + B Woody Pig qcf + D Zombie qcf + K in air Puchi Devil qcb + K * Hell Hunter (Kuuchuu) f,d,df + K * Hell Hunter (Chijou) f,d,df + P * Demon Pillar f,hcf + P * Death Cannon qcf,qcf + K X^ Suppertime cancel chart A B C D ----------------------------------------- standing near c c/c c/c c/c standing far c c/c c/c c/c crouching c cr c/c - jumping up - - - - jumping diag. - - - - guard cancel 2nd hit of standing D super cancel (none.) anywhere cancel from (none.) - The Fireball hits two times. It can pass through normal and super projectiles. If blocked, it can hit multiple times. - You can have a ground Fireball and air Fireball on screen at the same time. - The Hell Hunter and Suppertime are unblockable. - Red Arremer cannot crouch, although he does have crouching attacks, sort of like Krizalid's second form in KoF '99. - The Fireball is a knockdown attack. It hits twice, but the hits are not consecutive. - The Woody Pigs will fly back and forth until they hit something, descending lower and lower each time. - The Zombie can absorb projectile attacks, even super projectiles and attacks like the Yoga Flame. However, since he's so low to the ground, some projectiles may go over him. He will go into the ground if he hits you or is blocked, but you can't destroy him unless you use something like the Yoga Inferno or Power Geyser. - The Puchi Devils act as low attacks once they are scurrying across the ground. - The Woody Pigs and Puchi Devils are considered to be projectiles, so you can destroy them with your own projectile or moves that destroy projectiles (like Mr. Karate's Hisha Otoshi or Serious Mr. Karate's Kiryoku Tame). The Zombie can be stopped with Serious Mr. Karate's crouching A, though it doesn't act like a projectile. - You can have a Zombie, Puchi Devils, and Woody Pigs all on the screen at the same time. - The "Hell Hunter" patterns are as follows: qcb + B flies up, then dives in parabolic arc qcb + D flies up, dives, but returns to original location in air f,d,df + K pauses, then flies forward. - You can perform a mid-air Fireball or Puchi Devil after the (qcb + K) Hell Hunter. - Red Arremer is invincible during the start of the (qcb + K) Hell Hunter and Suppertime. - The (B) Suppertime travels further than the (D) Suppertime. This move has a limited range, so if your opponent is on the other side of the screen, it will not hit (since he dives to about the middle of the screen after grabbing the wall). - When you defeat your opponent in the last round, they will tranform into a Ghouls n' Ghosts enemy (usually), as a result. This is just a little bonus feature that has no gameplay value. Note that you can't transform Athena or Red Arremer. - Though I have no idea what happens to Dan when you do this. His eye glows and he looks sort of evil, but he doesn't actually transform. - Red Arremer is an enemy from the "Makaimura" (aka Ghouls n' Ghosts) games. Many of his moves also summon enemies from that series. ------------------------------------------------------------------------ SERIOUS MR. KARATE (aka "Honki ni natta Mr. Karate") ------------------------------------------------------------------------ Press AB when near Oosotogari Press CD when near Ippon Seoi ub into a wall, press uf Sankaku Tobi b + A Yoke Migi Seiken Zuki b + B Ducking shite Mawashi Geri df + C Jigoku Zuki df + D Soku Gatana Hold ABC Kiryoku Tame qcf + P * Ko'ou Ken '02 f,b,f + P Zanretsu Ken f,d,df + P * Built Upper Charge db,f + K * Hien Shippuu Kyaku qcf,qcf + K * Kyokugen Kohou qcb,qcb + P when near Kishin Geki f,hcf + P (can hold) * Haou Shikou Ken f,hcf + AC (can hold) Chou Haou Shikou Ken qcf,hcb + AC X^ Chou Ryuuko Ranbu cancel chart A B C D ----------------------------------------- standing near -r - - - standing far -r - - - crouching - - - - jumping up - - - - jumping diag. - - - - guard cancel Kick from (b + B) super cancel (none.) anywhere cancel from (b + A / B), (df + C / D) (A) Built Upper (C) Built Upper (1st-2nd) Kyokugen Kohou (1st-2nd) Kishin Geki - Yes, strange as it seems, Mr. Karate has no cancelable normal attacks. In Maximum mode, anything is cancelable, however, so you don't need to worry about performing combos when you're maxed out. - You can negate projectiles with Mr. Karate's standing and crouching (A) punch. Just make sure that it's the tip of your hand that touches the projectile or you'll get hit. - The Jigoku Zuki is a knockdown attack. - The Soku Gatana is a low attack that also knocks down. - Mr. Karate has mid-level invincibility during either (b + A / B) move, as well as the Built Upper. - During the Kiryoku Tame, your Power Gauge will slowly fill. Your body will also negate normal projectiles. - The Ko'ou Ken '02 hits on a sort of invisible horizontal line at the height of Mr. Karate's palm. So, even though you can't see anything come out when he strikes, you will still take damage. The actual hit occurs as he stomps the ground. Like most projectile moves, this move misses if your opponent is right next to you. - The range on this move is odd. The (A) version goes about half- screen, and the (C) version is full-screen. However, neither move will hit from up close. At least both moves can negate normal and super projectiles (although the C version does a better job against multi-hit super projectiles than the A version does). - Mr. Karate has mid-level invincibility during the Kyokugen Kohou, but only before he starts to attack. - Unlike the normal Mr. Karate, you are not invincible during the start of the Chou Haou Shikou Ken. - You can juggle your opponent after the (D) Hien Shippuu Kyaku, although not with the Chou Haou Shikou Ken (unlike the normal Mr. Karate). - Delaying the Haou Shikou Ken increases it's damage and makes it unblockable, unlike Mr. Karate's version of the same move. - The same applies to the Chou Haou Shikou Ken (although only the third hit becomes unblockable). - The first hit of the Kishin Geki is unblockable. The remaining two hits will stun you, so if you block the 2nd punch, you will get hit by the third attack. Mr. Karate is invincible during the start of this move. - However, the Kishin Geki is also slow to start up, which means you can jump or otherwise get out of the way if you're fast enough. - This version of Mr. Karate has no Super moves. Mr. Karate's old supers are now available as normal moves. Even his old Exceed (the Chou Haou Shikou Ken) is just a standard special move. - Mr. Karate is not invincible during the leap forward at the start of the Chou Ryuuko Ranbu. You can hit him out of it, or even air throw him. Since this move is unblockable if it hits, you might as well put up a good offense if you don't have enough time to jump out of the way. - This version of Mr. Karate is based of the AoF version, which is why he can negate projectiles with his fists, use a triangle jump, charge up his power gauge, etc. ------------------------------------------------------------------------ SHIN GOUKI (aka "Shin Akuma" outside of Japan) ------------------------------------------------------------------------ Press AB when near Seoi Nage Press CD when near Tomoe Nage f + C Zugai Hasatsu f + D * Hiza Geri db + D Kurubushi Kick Jump uf, db~df + B at apex Tenma Kuujin Kyaku qcf + P Gou Hadou Ken qcf + P in air Zankuu Hadou Ken hcb + P Shakunetsu Hadou Ken qcb + K (air) * Tatsumaki Zankuu Kyaku f,d,df + P * Gou Shouryuu Ken f,d,df + AC / BD Ashura Senkuu (Forward) b,d,db + AC / BD Ashura Senkuu (Backward) qcf,qcf + P in air Tenma Gou Zankuu qcf,qcf + P Messatsu Gou Shouryuu hcb,hcb + P Messatsu Gou Hadou A,A,f,B,C S^ Shungoku Satsu hcb,hcb + BD X^ Misogi cancel chart A B C D ----------------------------------------- standing near Cr C C -/- standing far Cr - - - crouching Cr Cr C C jumping up - - - - jumping diag. - - - - guard cancel Close standing C. super cancel (none). anywhere cancel from Zugai Hasatsu Gou Shouryuu Ken (1st-2nd) Messatsu Gou Shouryuu (1st-6th) - You can cancel any normal attack into a command attack, but not into the Zugai Hasastu. - Shin Gouki's fireballs are larger than those of normal Gouki. Also, he throws two fireballs during the Zankuu Hadou Ken, and his Messatsu Gou Hadou is much faster. - The Zugai Hasatsu is an overhead attack. - The Hiza Geri is cancelable. - The Kurubushi Kick is a low attack and is cancelable. - The Gou Hadou Ken knocks down if it hits shortly after being thrown. - Gouki has mid-level invincibility during the "charge-up" phase of the Shakunetsu Hadou Ken. - This is probably to make up for his Gou Shouryuu Ken not having any startup invincibility. - You can juggle your opponent after the Tatsumaki Zankuu Kyaku or Kuuchuu Tatsumaki Zankuu Kyaku. - You travel further using AC than you do using BD when you perform the Ashura Senkuu. This move makes you invincible, and unlike normal Gouki, you stay invincible even as the move ends. - You can use the intial "ducking" animation of the Messatsu Gou Shouryuu to pass underneath projectiles. - It seems as if you can only anywhere cancel into the Messatsu Gou Shouryuu from the 1st hit of the (A) Gou Shouryuu Ken or the 1st-2nd hits of the (C) Gou Shouryuu Ken. Odd. - In the corner, you can juggle your opponent after the Messatsu Gou Hadou. - The Shungoku Satsu is unblockable. You have total invincibility during the beginning of the forward warp. This move is faster than Gouki's version, and has more range, but it does much less damage. - The Misogi is unblockable and homes in on your opponent's location. - Shin Gouki's super moves cost no power to use, except his Shungoku Satsu (which costs one level like normal S^ moves do). I point this out because you'll still see the "super flash" when you perform any of his supers. - This character can perform their (qcb + K) move on the ground by inputting (qcb,ub + K). ======================================================================== 7. SECRETS AND CODES ======================================================================== ------------------------------------------------------------------------ RANDOM SELECT ------------------------------------------------------------------------ On the Character Select screen, hold Start to activate a roulette-like feature. Unlike the KOF games, using the Roulette doesn't make you change your character after every match; you're stuck with whichever one you get for the rest of the game. ------------------------------------------------------------------------ PLAY AS THE MID-BOSSES ------------------------------------------------------------------------ On the Character Select screen, hold Start to enable the random select (aka roulette). While still holding Start, enter the following codes. The directions listed are (r=right, l=left, d=down, u=up). Crazy Iori u,u,u,d,l,r,d,l Dan Hibiki d,l,l,l,l,l,l,l Demitri Maximoff r,r,r,l,u,r,d,u Geese Howard l,l,l,d,l,u,r,u Goenitz d,d,d,r,d,l,l,l Mars People u,d,r,r,r,u,d,l,l,d Violent Ken u,u,d,l,l,r,l,u Zero u,r,r,l,l,d,u,u,u,r Then press any Punch or Kick button while still holding Start. Instead of pressing P / K, you can always continue to hold Start until time runs out (though there's no real reason to do this). Keep in mind that you enter the codes as listed regardless of what side you're playing on (so don't reverse the left and right commands). Also, while you can take your time entering a code, you should input the directions without holding them for too long (a firm tap will do). If you mess up while entering the code, simply release Start, then hold Start and enter the code again. Athena, Red Arremer, Serious Mr. Karate, and Shin Gouki cannot be selected in the arcade version of this game. Thanks to Master-Warrior, Davis S., Koru Kinshi and Mike for previous contributions to this section. ------------------------------------------------------------------------ PLAY AS THE FINAL BOSSES (AES console version only) ------------------------------------------------------------------------ There are codes to play as the final bosses, but they only work on the AES version of SvC (as opposed to the MVS version, which is the kind used in arcades). So, don't bother trying these codes in the arcade. On the Character Select screen, hold Start to enable the random select (aka roulette). While still holding Start, enter the following codes. The directions listed are (r=right, l=left, d=down, u=up). Shin Gouki l,u,u,r,u,d,d,r,l,l,u,d Serious Mr. Karate u,l,u,d,r,r,d,l,u,l,r,r Then press any Punch or Kick button while still holding Start. Unlike the "mid-boss" codes, you must complete these codes before the timer goes below 10. This means you have to input them fairly quickly. Unfortunately, you can't use Athena or Red Arremer even on the AES cart, although if you have a debug or universal BIOS installed, you can turn on "developer mode", which will enable all the bosses. They do not appear on the Character Select screen, but if you are on the SNK side and push right while on the inner row of characters, you will highlight a boss. The same applies to pressing left while on the inner row of Capcom characters. Thanks to Razoola for providing the information in this section. ------------------------------------------------------------------------ FIGHTING THE BOSSES ------------------------------------------------------------------------ dr. whO? has provided tons of information about fighting against the CPU opponents, and I've added in some notes of my own after testing out the data. For starters, here are instructions on fighting the hidden characters: [ CHALLENGER BATTLE (STAGE 4) ] --------------------------------------- Mars People (or Zero) will be your opponent if: - You didn't lose any rounds for stages 1-3. - You didn't win any rounds by "Time Out." - You won 3 rounds using an Exceed (block damage is OK). Geese Howard or Demitri will be your opponent if: - You didn't lose any rounds for stages 1-3. - You didn't win any rounds by "Time Out." - You won 1 round using an Exceed (block damage is OK). Goenitz or Dan Hibiki will be your opponent if: - The above conditions weren't met. [ MID-BOSS BATTLE (STAGE 7) ] ----------------------------------------- - If your sixth opponent was an SNK character, you'll go on to fight Crazy Iori and Serious Mr. Karate. - If your sixth opponent was a Capcom character, you'll go on to fight Violent Ken and Shin Gouki. (Author's note: although this info. comes from a mook, it is in fact the other way around. Fighting a Capcom character pits you against Crazy Iori and Serious Mr. Karate, and fighting a SNK character leads to battles with Violent Ken and Shin Gouki.) [ SECRET BOSS BATTLE (STAGE 9) ] -------------------------------------- You can fight Athena for your ninth opponent if: - You don't lose any rounds for stages 1 thru 7. - You don't win any round via block damage (this is when you hit an opponent with a special move or S^ move, and they block it but still take a little bit of damage as a result). You can fight Red Arremer for your ninth opponent if: - You don't lose any rounds for stages 1 thru 7. - You win at least 5 rounds with a special move (winning by block damage is okay). (Author's note: What they really mean is that you have to win five rounds by block damage from special moves only. You'll know if you killed an opponent who was blocking because they slump to the floor slowly instead of just falling on their backs.) (Author's note #2: Nothing you do during the 8th stage affects your chance of meeting Athena or Red Arremer. Therefore, if you win by block damage in stage 8, you can still fight Athena. And if you only have four block damage wins and you get your fifth on stage 8, you will not fight Red Arremer.) Otherwise, the game ends after the 8th stage. Obviously, you can do whatever you like during the eighth stage and it won't affect the chance of meeting Athena or Red Arrmer. If you do lose a round during stages 1 thru 7, just lose completely and continue, and you can still meet the Secret Bosses (since the key is to not lose any _rounds_. It doesn't matter if you lose the whole battle and continue). Finally, the number of continues and current game time have nothing to do with fighting these characters. When fighting Athena or Red Arremer, the game ends if you lose both rounds to them, and you cannot continue. Furthermore, your character will be turned into a different form upon dying (what form they take depends on whether they fought Athena or Red Arremer). ------------------------------------------------------------------------ CPU FIGHT PATTERNS ------------------------------------------------------------------------ dr. whO? also sent me a list of fight patterns when you're playing against the CPU. Keep in mind that these are for stages 1-3 and 5-6 (since your fourth stage opponent is predetermined, as described above). Pattern 1 Pattern 2 Pattern 3 Pattern 4 --------------------------------------------------------- Kim Balrog Shiki Guile Dhalsim Earthquake Bison Genjuro Mai Chun-Li Kasumi Tabasa Vega Choi Sagat Kim Kyo Ryo Iori Ken Pattern 5 Pattern 6 Pattern 7 Pattern 8 --------------------------------------------------------- Tabasa Chun-Li Mr. Karate Choi Sagat Kasumi Hugo Mai Mr. Karate Hugo Shiki Balrog Chun-Li Mr. Karate Dhalsim Genjuro Ryo Guile Terry Gouki Pattern 9 Pattern 10 Pattern 11 Pattern 12 --------------------------------------------------------- Kasumi Earthquake Dhalsim Iori Chun-Li Balrog Hugo Guile Shiki Gouki Kyo Vega Tabasa Ken Bison Kim Mai Ryu Iori Ken Pattern 13 Pattern 14 Pattern 15 Pattern 16 --------------------------------------------------------- Ryu Terry Kyo Bison Bison Choi Ken Balrog Kim Earthquake Ryo Sagat Sagat Genjuro Ryu Vega Ryo Guile Terry Gouki He also notes, "The last (6) have 8 chars from SNK and 8 from Capcom, so you have a 50% chance to fight ROTB Iori and Honki ni Natta Mr. Karate and a 50% chance to fight Violent Ken and Shin Gouki." ------------------------------------------------------------------------ THE ENDINGS ------------------------------------------------------------------------ Beating the game normally (by killing Shin Gouki or Serious Mr. Karate) will net you a generic, "bad" ending. To see your character's real ending, you must get to and defeat Athena or Red Arremer. See above for more information. Note that while Shin Gouki and Serious Mr. Karate have endings, Athena and Red Arremer do not. ------------------------------------------------------------------------ WIN POSES ------------------------------------------------------------------------ Cain Highwind noted that you can hold a button after the round ends to pick your character's win pose (obviously this doesn't apply to the last round, since the game cuts to the victory screen). Most characters have two win poses (there are some exceptions, like Crazy Iori). And in most cases, only one of the four buttons picked will do the second win pose. I've listed them here: Choi B - spin, arms raised random - head nod others - random Earthquake C - friends appear others - teleports, kneels Genjuro C - umbrella + frog others - lets hair down Iori C - spits on foe others - laughs insanely Kasumi C - pulls ribbon out others - series of attacks Kim P - wipes brow K - series of kicks Kyo C - hand in air others - creates flame Mai random - umbrella random - fan toss Mr. Karate B - takes off shirt others - punches and poses Ryo P - many attacks K - faces screen Shiki C - grabs arms, talks others - turns back on you Terry C - points at foe others - throws hat away Balrog A / B - removes mask C / D - raises claw in air Chun-Li B - "Gomen ne!" others - jumps, laughs Dhalsim any - meditates in air Gouki any - flame stomp * - back to screen Guile P - raises arm B - flicks hair D - random Hugo A - random B - Bao appears C / D - Poison appears Ken random - peace sign random - arm raise M. Bison C - rips off shirt others - punches fists Ryu P - raises arm K - crosses arms Sagat C - laughs others - thinker's pose D - random Tabasa B - hat flip C / D - creates a staff A - random Vega B - stands straight others - cut throat motion Crazy Iori any - screams Dan A / B - arm shake C / D - thumbs up Demitri C - flaming laugh others - respectable bow Geese C - circle arm pose others - fold arms, "hmph!" Goenitz C - claps hands others - holds arms apart Mars People B - short dance others - cell phone Violent Ken C - clenches fist A / B - turns back on you D - random Zero B - teleport C - spear spin A / D - random Athena B - wings enfold you others - shrink, enter door Red Arremer any - flaps wings "Serious C - turns back A / B - shakes arm Mr. Karate" D - random Shin Gouki any - flame stomp * - back to screen * - Kill your opponent with the Shungoku Satsu. ------------------------------------------------------------------------ JOYSTICK SHORTCUTS ------------------------------------------------------------------------ This is useful for doing anywhere cancels. Perform a f,d,df motion as (f,qcf + button). You can then cancel into a (qcf + button) move just by pressing or holding the same button used. Keep in mind that you need to keep holding forward (up or up-forward, or neutral will also work), while doing this. An example would be: f,qcf + P -> hold P to perform Genjuro's Touha Kouyoku Jin into Sanren Satsu. You can do this shortcut with Genjuro, Kyo, Ryo, Ryu, Demitri, Dan, and Sagat. Another shortcut that works with Terry's Power Geyser and Kim's Hou'ou Kyaku is to perform (qcb,db,f + P / K) as (d,b,f + P / K). This is especially useful for canceling Kim's (B) Haki Kyaku into the Hou'ou Kyaku. Finally, you can perform any (qcf,hcb) move as (qcf,qcb), and any (qcb,hcf) move as (qcb,qcf), although this isn't really a shortcut, since it probably takes as much time as it does to roll the joystick to back as it does to purposely avoid pressing df. Tel also noted that some of the (f,d,df + P) moves have to be performed exactly or they will not come out. They include: Ryo's Kohou Mai's Hakuro no Mai Ryu's Shouryuu Ken Ken's Shouryuu Ken Dan's Kouryuu Ken Earthquake's Fat Chainsaw Gouki's Gou Shouryuu Ken If you don't perform the command precisely, you'll get that character's (qcf + P) move instead. I find that using (f,d,df,d + P) is a good way to get around this. ======================================================================== 8. GAMEPLAY NOTES ======================================================================== ------------------------------------------------------------------------ ANYWHERE CANCELS ------------------------------------------------------------------------ Anywhere cancels can only be used when you are in Maximum mode. They have two distinct properties. One is that you can cancel almost any normal attack into a certain special move. The other is that you can cancel into those moves from certain other special moves. Let's look at part of Ryo Sakazaki's moveslist: f + A Hyouchuu Wari f + B Joudan Uke df + B Gedan Uke qcf + P * Ko'ou Ken qcf + K * Mouko Raijin Setsu qcb + P * Kohou Shippuu Ken hcb + K * Hien Shippuu Kyaku f,b,f + P Zanretsu Ken f,d,df + P * Kohou The moves with stars (*) next to them are anywhere cancels. You can cancel into them from just about any normal attack, even if the attack hasn't come out yet, has missed entirely, or is not cancelable. For instance, Ryo's far standing C isn't cancelable, but you could anywhere cancel it into the Ko'ou Ken. The only exception to this rule is that a mid-air punch, kick, or command attack must hit or be blocked before it can be anywhere canceled out of. You can't miss a jumping attack and then cancel out of it. Now look at the bottom of Ryo's moveslist: anywhere cancel from Hyouchuu Wari, Kohou Shippuu Ken, (A) Kohou, (C) Kohou (1st) There's another listing that says "anywhere cancel from." You can cancel from them into a move marked with a star. For example, you could cancel from the 2nd hit of the (C) Kohou Shippuu Ken into the Mouko Raijin Setsu. If a move hits more than once, but no hits are listed, then you can anywhere cancel from it on any hit. Note that you can't anywhere cancel a move into itself. Even though the Kohou is both an anywhere cancel and an "anywhere cancel from" move, that doesn't mean you can perform it repeatedly. However, a combo such as (A) Kohou Shippuu Ken, Kohou, Hien Shippuu Kyaku would be possible. There is one exception, which is Shiki's ability to anywhere cancel her (C) Tenhourin into the mid-air Tenhourin. When you perform either type of anywhere cancel, you lose a bit of power from your Maximum gauge, which is already draining. This causes Maximum mode to end sooner than it normally would. It also means that performing a long series of anywhere cancels (such as Kyo doing Aragami -> Dokugami over and over) will empty the Maximum gauge in a matter of seconds. Finally, note that any move with autoguard can be anywhere canceled out of if you input the command during the autoguard. An example would be: Kyo's Aragami -> (autoguard triggers) -> 75 Shiki Kai. The exception is with Ryo's "Uke" moves and Hugo's "Parry" moves. These can be canceled out of normally if the autoguard is triggered (they aren't anywhere cancels). Hugo can anywhere cancel from his parries into his f + A or f + B command attacks, though. ------------------------------------------------------------------------ AUTOGUARD ------------------------------------------------------------------------ Autoguard is a nifty little feature that has been a staple of KoF games for some time now. Basically, your character will automatically "block" an attack even while performing a move of their own. They don't go into a blocking pose--instead a "block mark" appears on the screen, and after a very brief pause, the move continues. Like normal blocking, you still take block damage from using autoguard, and your Guard Crush gauge will go down. However, you can anywhere cancel out of your autoguard, which is a pretty useful feature. Unlike normal blocking, autoguard affects only particular areas of the body. Just because you can autoguard a standing attack doesn't mean a crouching attack can be guarded against as well. Some moves have more autoguard than others. For instance, there is a brief period of autoguard during Kyo's Aragami, on his arm. However, during Dan's Kyuukyoku Tenchi Gadou Zuki, his outstretched palm has autoguard until he strikes, which takes a while. ------------------------------------------------------------------------ BLOCKING ------------------------------------------------------------------------ To block an attack, hold back or down-back when your opponent attacks you. Holding back blocks "high" attacks, such as most standing moves, crouching punches, jumping attacks, and overheads. Holding down-back blocks "low" attacks, such as crouching kicks, slides, and sweeps. When you block an attack, your character goes into "block stun," which prevents them from reacting for a brief moment. However, a benefit of this is that throws and some unblockable moves (i.e. Otoko Michi, Midnight Bliss) will not connect while you are in block stun. The only two exceptions are Serious Mr. Karate's Chou Ryuuko Ranbu and Shin Gouki's Shungoku Satsu (yes, normal Gouki's will miss while this one does not, for some reason). Blocking too much contributes to loss of guard power and eventual "Guard Crush," which is explained in a seperate section. ------------------------------------------------------------------------ CANCELING ------------------------------------------------------------------------ You can cancel into special move throws in SvC, even for the Capcom characters. I've made a short list of throws that actually combo when canceled into, as opposed to those that don't. Crazy Iori Kuzukaze Chun-Li (Tenshin Enbu will miss.) Genjuro Gekka Zan Geese Rashoumon Hugo Ultra Throw, Moonsault Press, Gigas Breaker (Meat Squasher will miss.) Iori (Kuzukaze will miss.) Kasumi Tatsumaki Souda Mars People Roswell Vanish Tabasa As Sent Proof, Meteor Fall Shiki Mumyou See each character's listing for a chart of which attacks are cancelable. ------------------------------------------------------------------------ CHARGE MOVES ------------------------------------------------------------------------ There have been a number of complaints about inputting charge commands in this game. The argument goes that you have to input the command exactly or the move won't come out. This creates a problem if you're charging db and want to use a "charge d,u" or "charge b,f" move. A contributor suggests inputting the original command even if you've already charged up. So, for Terry's Rising Tackle, you'd perform it as (charge db,d,u + P) instead of (charge db,u + P). By incorporating the original command (which is charge d,u + P), the move may come out more often. "me ^_^" had some interesting observations that I figured I'd quote: "Also, as a side note, some people are saying that the Guile charge motion may be corrected on some versions of the board. At the arcade I play at, it seems to work from a db charge, but it does seem to need a straight up to execute. I don't know for sure since the joysticks are at an angle, and I still have a hell of a time to get the move off consistently on that machine. The version of the board my arcade uses also seems to have the changed damage of Ryu's Shin Shouryuu Ken. On some machines, people are saying that the move only does a third of one bar of damage. On the machine at my arcade, it seems to do about the same damage as everyone else's Exceed -- about one full bar. I'm not sure about the accuracy of this paragraph. It's just me comparing notes to things I've read." ------------------------------------------------------------------------ COUNTER HITS ------------------------------------------------------------------------ Counter hits occur when you strike your opponent as they're making an attack (namely a command attack, special move, super move or Exceed). You'll get a "Counter" message, and your attack will do more damage. Some moves hit twice on a counter hit, like Choi's (B) Hien Zan. Also, if a move counter hits an opponent who could not normally be juggled, they can now be juggled. For example, Mars People's Slide Head move is a knockdown attack. If you anywhere cancel into the Area 801, it will miss. If the Slide Head counter hits, though, the Area 801 will combo. ------------------------------------------------------------------------ DASH CANCELING ------------------------------------------------------------------------ The "f,f" frontstep (aka dash) can be canceled into a jump, throw, command attack, special move, super move, or Exceed. You can even put a dash into a move command and it will still come out. This applies to both the normal f,f dash and the guard cancel f,f dash. Some examples of how this works include: f,f + B Inazuma Kakato Wari hcf,f + B Kama Barai Geri f,hcb + K Ultra Throw f,f,b,f + P Zanretsu Ken A,A,f,f,B,C Shungoku Satsu f,f,hcf + P Haou Shikou Ken f,f,d,df + K Power Dunk qcf,f,qcf + P Shinkuu Hadou Ken qcb,f,f + BC Rising Beat qcb,hcf,f + BD Chou Hissatsu Shinobi Bachi hcf,f,hcf + P Not Independence hcb,f,hcb + P Yamidoukoku Charge b,f,f,b,f + K Scarlet Mirage qcf,f,df,d,db,b + AC Shingan Kazura Otoshi Note that you can't combine a dash with a (charge b,f) move, so doing something like (charge b,f,f + P) for Guile's Sonic Boom would be impossible. Of course, there always has to be an exception, and in this case, M. Bison can add a dash to either his Dash Straight or Dash Upper by inputting (charge b,f,f + P / K). Although the backstep is not cancelable, it, too, can be added to the middle of a command, such as performing (hcb,b,hcb + P) for Gouki's Messatsu Gou Hadou. This isn't really that effective, though, as some character's backsteps last too long to incorporate a move command. ------------------------------------------------------------------------ EXCEEDS ------------------------------------------------------------------------ Exceeds are like super moves, but they do NOT cost any levels to use, nor do you have to be in Maximum Mode to use them. The only requirement is that your name must be flashing. This occurs, when you lose your first life bar (the yellow one), and only the red one is left. The major catch with Exceeds is that you can only perform them once per battle. That means that if you use an Exceed in Round 1, you cannot use it in any other round. ------------------------------------------------------------------------ GROOVE POWER GAUGE ------------------------------------------------------------------------ The Groove Power Gauge starts off at Level 1 at the beginning of each battle. It fills up as the following things occur: - You take damage (from anything but normal throws). - You perform a special move. - You make an attack that hits (excluding supers or Exceeds). - You make an attack that's blocked (excluding supers or Exceeds). - Your opponent taunts you (this gives you 0.25 of a level). You do not earn power for connecting with normal throws, supers, or Exceeds. You do not earn power for using a throw escape, either. The Groove Power Gauge will drain when the following things occur: - You use an AB or CD throw that misses (costs 0.25 levels) - You use the f,f Guard Cancel Frontstep (costs 0.20 levels) - You use the BC Guard Cancel Frontstep (costs 0.60 levels) - You use the CD Guard Cancel Attack (costs 1.00 levels) - You use a Super move (costs 1.00 levels) The amount listed for each move is approximate, not exact. Since you can make missed throw attempts even without gauge energy, a missed throw attempt in fact drains anything up to 0.25 total. Once your Power Gauge reaches Level 3, it will automatically read MAXIMUM, and you will be put into Maximum mode. See the section on Maximum mode for more information. It should be mentioned that although it's called the "Groove Power Gauge," there are no "Grooves" in this game (as there are in CvS2). ------------------------------------------------------------------------ GUARD CANCEL ATTACK ------------------------------------------------------------------------ To perform the Guard Cancel Attack, press CD while you are blocking against your opponent's attack. It costs 1.00 levels to do this. When performed, your character does a preset attack that knocks an opponent across the screen and onto their back. It does no damage, but it will add 50% to your Guard Crush gauge. You can anywhere cancel out of a Guard Cancel Attack if it hits or is blocked. ------------------------------------------------------------------------ GUARD CANCEL FRONTSTEP ------------------------------------------------------------------------ There are two ways to perform the Guard Cancel Frontstep. You can either tap f,f while blocking, or else press BC while blocking. Although it costs more power to use the BC version, this has the obvious benefits of being easier to perform and leaving the joystick free for you to input a command (such as a charge move, although you can still perform b,f,b,f charge moves from the f,f GCFS--see the section on dash canceling, above). Although you are invincible during the beginning of the GCFS, you lose that invincibility as he GCFS ends, or the moment you input any command that would cancel the GCFS. After all, it is just like a normal dash, so you can cancel it into other commands (like a high jump or a special move). ------------------------------------------------------------------------ GUARD CRUSH GAUGE ------------------------------------------------------------------------ This is a small green bar located beneath your Life Gauge. It will drain as you block attacks. When it is completely empty, the message "Guard Crash!" will appear onscreen, and your character will reel back for a moment, giving your opponent a chance to get a free hit. After getting GC'd, though, your GC Gauge will go back to 100%, so you don't have to worry about getting GC'd repeatedly. The GC Gauge will refill over time if you do not block attacks. You can also use the Guard Cancel Attack to add 50% to the gauge. ------------------------------------------------------------------------ MAXIMUM MODE ------------------------------------------------------------------------ When your Power Gauge reaches Level 3, you will go into Maximum Mode. When this happens, the gauge reads "MAXIMUM" and flashes red and white. It also begins to slowly drain. The Maximum Gauge actually works a lot like your normal Power Gauge. If you perform any move that drains gauge power (like a Super move, or a Guard Cancel Attack, or a missed throw attempt), the gauge will drain, However, it's actually more expensive to use "gauge power" moves in Maximum mode than it does normally. For instance: - An almost full Power Gauge nets you two Super moves with almost a whole level of energy left. - If you do two Super moves immediately after your Maximum Gauge starts, you'll be left with about half a level of energy. The same applies to other moves, like the GCFS and missed throw attempts. They're slightly more expensive to use in Maximum Mode. However, there are two really nice benefits to the Maximum Gauge. One is that you can use a move that costs gauge power even if you don't have enough power left! So in our above example, you could still perform a third Super move even with just the tiny bit of remaining power. Obviously the Maximum Gauge will revert to normal afterwards. Which brings us to the next point. Once the gauge is empty, it fills back up to Level 2, and then you have to earn gauge power normally. If you refill it to Level 3, you'll go back into Maximum Mode. There are two other features of Maximum Mode; you can use anywhere cancels and super cancels during this time. These are explained in seperate sections. ------------------------------------------------------------------------ SUPER CANCELS ------------------------------------------------------------------------ A super cancel is when you cancel a certain move into a Super move or Exceed. You can only do this while in Maximum mode, and only certain moves can be used as super cancels. Note that while you still lose power if you super cancel into a Super move, the cancel itself doesn't cost any power to use (unlike an anywhere cancel). For example, here's part of Ryo's moveslist again: super cancel Kohou Shippuu Ken, (A) Kohou, (C) Kohou (1st) Any of these moves can be supercanceled into his supers, which are the Haou Shoukou Ken, Ryuuko Ranbu, and his Exceed, the Tenchi Haou Ken. ------------------------------------------------------------------------ SUPER MOVES ------------------------------------------------------------------------ [ SUPER MOVE STRENGTH ] ----------------------------------------------- Super moves are only usable when you have at least one level of power, or when you are in Maximum Mode. What some players may find odd is that some super moves do more hits and damage depending on the buttons used, while others don't. This is probably most unfamiliar to Capcom fans who are used to the "one level equals a certain strength" formula used in many of the SF games. So why use a weaker version of a move as long as it costs the same amount as the stronger version? Beats me. [ BUTTON PRESS MOVES ] ------------------------------------------------ In previous games, you could cancel "button press" moves (like Gouki's Shungoku Satsu or Demitri's Midnight Pleasure) from any attack, even uncancelable ones. Now it seems as if they will only cancel out of certain attacks, such as: Dan standing A, stand near C, stand far C, crouching C Demitri near B (Shin) Gouki standing B Zero standing B The most obvious example of how this affects the game is with Demitri, since his far standing B occurs naturally if you perform his button press super from afar, preventing the move from coming out unless you delay the last D press or press it again. An alternative method to get around this is to get into another state, such as during a jump, backstep, or attack. Then, begin the presses so that they coincide with the return to your neutral state. ======================================================================== 9. MISCELLANEOUS ======================================================================== ------------------------------------------------------------------------ DAMAGE CHART ------------------------------------------------------------------------ Not all characters take the same amount of damage from attacks. I've tried to roughly group the characters by how much damage they take. - Hugo - Mr. Karate, Ryo, Athena, Shiki, Geese, Guile, Kasumi - M. Bison, Sagat, Terry, Earthquake, Mai, Demitri, Ryu, Dan, Kim - Dhalsim, Kyo, Chun-Li, Vega, Genjuro, Ken - Tabasa, Iori, Crazy Iori, Balrog, Goenitz, Mars People - Shin Gouki, Zero, Violent Ken, Red Arremer - Choi, Serious Mr. Karate, Gouki So, Hugo takes the least damage, and Gouki takes the most. The characters get weaker as you go left to right, so Guile takes more damage than Mr. Karate does. ------------------------------------------------------------------------ DISABLED MOVES ------------------------------------------------------------------------ The KoF series is rather infamous for the amount of unused/disabled moves it contains. It only makes sense, then, that SvC would have disabled moves as well. It's not as interesting as the KoF games usually are, but some are rather surprising (such as Serious Mr. Karate having the old SDM Kishin Geki). Those of you who who have read my KoF Disabled Moves FAQ should be familiar with this section. I'm not going to bother explaining how to view the animations yourself, since this is explained in detail in that FAQ, which you can find at www.GameFAQs.com. What it basically amounts, to, though, is that you can view all the animations of each character in the game, and each animation has a specific number. I've listed those numbers and descriptions of each animation below. [ KYO KUSANAGI ] ------------------------------------------------------ It's worth noting that while Playmore's site had an image of '00 style Kyo doing a Guard Cancel Frontstep, that version of Kyo is nowhere to be found among the actual list of characters. It was just a pre- production image. [ TERRY BOGARD ] ------------------------------------------------------ 1. 00C5 Back Knuckle 1. This is his old (f + A) command attack from KoF '98. [ RYO SAKAZAKI ] ------------------------------------------------------ 1. 00BC - 00C7 Ryuuko Ranbu SDM 2. 00E3 - 00E8 Slow Ryuuko Ranbu 3. 0161 - 0162 Vs. King "embarassed" intro. 1. This is the SDM version of his (qcf,hcb + P) super move (he only has the DM version in SvC). 2. This is similar to an unused super move in KoF 2002. It's a slower version of the Ryuuko Ranbu that ends with the SDM style spinning Kohou. 3. This was his old intro against King from KoF 2001. [ KIM KAPHWAN ] ------------------------------------------------------- 1. 00DF Kuuren Geki 2. 00E0 - 00E1 "standing" Neri Chagi vs. "stepping" Neri Chagi. 3. 00E2 - 00E4 Kuuren Geki 1. This was his (f + A) spin kick from KoF '99. 2. This is also in other KoF games. I can't figure out why there are two animations for the same move...the Neri Chagi looks the same whether you combo into it or not. [ KASUMI TODOH ] ------------------------------------------------------ 1. 0039 - 003E Backward roll 2. 00A2 - 00A5 Kasane Ate SDM 1. The backwards AB roll from the KoF series. 2. The orange SDM version of her Kasane Ate super. [ MAI SHIRANUI ] ------------------------------------------------------ 1. 00A8 - 00AD Chou Hissatsu Shinobi Bachi DM 1. Mai's (qcb,hcf + K) move. She only has the SDM version in this game, as her Exceed. [ MR. KARATE ] -------------------------------------------------------- 1. 00F8 Kishin Geki DM 1. The (qcf,qcf + P when close) move that Takuma has in the KoF series. It even has the small KoF-style "flash" that accompanies a DM. [ CHOI BOUNGE ] ------------------------------------------------------- 1. 0037 - 0038 Backward roll 2. 003B - 003E Both GC rolls 3. 00C0 - 00C7 Hou'ou Kyaku SDM 1. The backward AB roll from the KoF series. 2. The Guard Cancel Rolls from the KoF series. 3. The (qcf,hcb + K) rushing move. Choi only has the DM version of this move in SvC. [ KEN MASTERS ] ------------------------------------------------------- 1. 00CE - 00D8 Shinbu Messatsu 2. 00D9 - 00DD Rasetsu Kyaku 3. 00DE - 00E2 Kuzuryuu Reppa - These are Violent Ken's moves, but they are listed along with Ken's moves as well. [ GOUKI ] ------------------------------------------------------------- 1. 00BE - 00C5 Steam from Misogi 2. 00C6 - 00F2 Slow, disjointed grab combo 1. This is the steam that appears when Shin Gouki lands from his "Misogi" Exceed move. Gouki doesn't have the other animations for that move, though. 2. Gouki grabs his opponent and does a slow series of attacks, including jumping attacks. I wonder if it was intended as a "viewable" version of the Shungoku Satsu that never got used, considering it starts with a grab. [ GEESE HOWARD ] ------------------------------------------------------ 1. 00B0 - 00B9 Old Raging Storm DM 1. This is the old "cage" style Raging Storm DM from KoF '96, as opposed to the Real Bout-style Raging Storm that he now has. [ CRAZY IORI ] -------------------------------------------------------- 1. 0045 Backwards roll 1. This is the backwards AB roll from the KoF series. [ DAN HIBIKI ] -------------------------------------------------------- 3. 00C3 Hishou Burai Ken (third pattern) - An alternate pattern for the Hishou Burai Ken (remember, he has one pattern with B and one with D). This one has two crouching jabs thrown in a row in it, and seems to be done slightly slower than the other combos, but is otherwise nothing special. [ VIOLENT KEN ] ------------------------------------------------------- 1. 009D - 00A5 Shouryuu Reppa 2. 00A6 - 00BD Shinryuu Ken Exceed 3. 00BE - 00CD Shippuujinrai Kyaku - These are Ken's versions of these moves (i.e., Violent Ken has the Shinryuu Ken as a normal super, while it is an Exceed move for the normal Ken). [ SERIOUS MR. KARATE ] ------------------------------------------------ 1. 0045 Backwards roll 2. 00AE - 00AF Kishin Geki SDM 3. 00B0 - 00BA Ryuuko Ranbu DM 1. This is the backwards AB roll from the KoF series. 2. Takuma's (qcf,qcf + P) move from KoF '98. This is the SDM version, complete with the uppercut and taunt. I find it odd that they would go to the trouble to redraw in Mr. Karate's face on an unused move of Takuma's that hasn't been seen in a KoF game for about 3 years. 3. The DM version of the "Chou Ryuuko Ranbu" Exceed, which is in turn just the SDM version of Takuma's old Ryuuko Ranbu. [ SHIN GOUKI ] -------------------------------------------------------- 1. 00A4 - 00AE Hyakki Shuu and various follow-ups 2. 00C8 - 00F2 Slow, disjointed grab combo 1. The (f,d,df + K) leaping roll and it's many follow-ups. Only the normal version of Gouki can use these moves. 2. Gouki grabs his opponent and does a slow series of attacks, including jumping attacks. I wonder if it was intended as a "viewable" version of the Shungoku Satsu that never got used, considering it starts with a grab. ------------------------------------------------------------------------ TRANSLATIONS ------------------------------------------------------------------------ I've tried to be as accurate as possible, but my knowledge of Japanese leaves something to be desired :) Feel free to correct any mistakes you may notice. [ BASIC COMMANDS ] ---------------------------------------------------- Dai Jump Big Jump Guard Cancel Kougeki Guard Cancel Attack Tsuujou Nage Normal Throw Nage Nuke Throw Escape Ukemi Tumble Chouhatsu Taunt MAX Mode Hatsudou Maximum Mode Invoke Chou Hissatsu Waza Super Deadly Techinques [ CHOI BOUNGE ] ------------------------------------------------------- Zujou Sashi Head Riding Stab Geketsu Zuki Bloody Bowel Thrust Sankaku Tobi Triangle Hop Toorima Geri Phantom Killer Kick Tatsumaki Shippuu Zan Tornado Gale Slash Hishou Kuuretsu Zan Flying Air Rip Slash Houkou Tenkan Direction Divert Senpuu Hien Zashi Whirlwind Flying (Monkey) Stab Kaiten Hien Zan Spinning Flying (Monkey) Slash Kishuu Hien Zuki Surprise Attack Flying (Monkey) Thrust Hishou Kyaku Flying Kick Hien Zan Confessions of a Sorrowful Monkey Hou'ou Kyaku Phoenix Kick Shakushi Death Scoop Shin! Chouzetsu Tatsumaki Shinkuu Zan True! Superior Tornado Vacuum Slash [ GENJURO KIBAGAMI ] -------------------------------------------------- Tsukitobashi Pushing Away Ashige Kick Gekikaze Reverse Wind Suso Kosuri Rubbing Cuff Sanren Satsu Three Continuous Slashes Kiba / Tsuno / Rin Fang / Horn / Phosphorous Hyakki Satsu Hundred Demons Killer Gashin Totsu Fang God Thrust Ouka Zan Cherry Blossom Slash Gekka Zan Moonlight Slash Touha Kouyoku Jin Supreme Paulowina Light Wing Formation Gokou Zan Five Lights Slash Ikari Bakuha Rage Explosion Issen Flash [ IORI YAGAMI ] ------------------------------------------------------- Sakahagi Reverse Flayer Saka Sakahagi Reverse Reverse Flayer Geshiki Foreign Style Yumebiki Dream Shot Goufu In "Shinigame" Roaring Axe Negative "Death God" Yuri Ori Lily Break 108 Shiki: Yamibarai Style No. 108: Darkness Sweep 100 Shiki: Oniyaki Style No. 100: Demon Scorcher 311 Shiki: Tsumagushi Style No. 311: Claw Comb 127 Shiki: Aoi Hana Style No. 127: Hollyhock Flower 212 Shiki: Kototsuki In Style No. 212: Koto Moon Negative Kuzukaze Scum Gale Kin 1211 Shiki: Yaotome Forbidden Style No. 1211: Eight Maidens Ura 306 Shiki: Saika Reverse Style No. 306: Showy Jackal Ura 311 Shiki: Saku Tsumagushi Reverse Style No. 311: Tearing Claw Comb Chi no Bousou Riot of Blood [ KASUMI TODOH ] ------------------------------------------------------ Maki Age Winding Lift Aiki Nage Aikido Throw Hiji Ate Elbow Hitter Kasane Ate Piled Hitter Senkou Nagashi Fan Sinking Into the Gutter Hakuzan Tou Snowy Mountain Peach Messhin Mutou Body Destroying No Throw Sasshou Inshuu Deadly Palm Shadow Kick Hanshin: Morote Gaeshi Half-Body: Paired Hands Return Tatsumaki Souda Tornado Spear Strike Chou Kasane Ate Super Piled Hitter Shiranui Phantom Lights On The Sea Shingan Kazura Otoshi Mind's Eye Powerful Drop [ KIM KAPHWAN ] ------------------------------------------------------- Kubikime Otoshi Extreme Neck Drop Sakkyaku Nage Deadly Kick Throw Neri Chagi Descending Leg Sanren Geki Three Continuous Attacks Sankuu Kyaku Three Air Kicks Hangetsu Zan Half Moon Slash Hishou Kyaku Flying Kick Haki Kyaku Aspiration Kick Hien Zan Flying Slash Tenshou Kyaku Ascension Kick Hou'ou Hiten Kyaku Phoenix Flying Heaven Kick Hou'ou Kyaku Phoenix Kick [ KYO KUSANAGI ] ------------------------------------------------------ Hatsugane Forged Iron Issetsu Seoi Nage Single Over-the-Shoulder Throw Geshiki Foreign Style Naraku Otoshi Hades Drop Goufu You Roaring Axe Positive 88 Shiki Style No. 88 114 Shiki: Aragami Style No. 114: Wild Bite 128 Shiki: Konokizu Style No. 128: Nine Wounds 127 Shiki: Yanosabi Style No. 127: Eight Rust 125 Shiki: Nanase Style No. 125: Seven Chance Migiri Ugachi Timely Drilling 115 Shiki: Dokugami Style No. 115: Poison Bite 401 Shiki: Tsumi Yomi Style No. 401: Sin Compose 402 Shiki: Batsu Yomi Style No. 402: Punish Compose 100 Shiki: Oniyaki Style No. 100: Demon Scorcher 75 Shiki Kai Style No. 75 Modified 212 Shiki: Kototsuki You Style No. 212: Koto Moon Positive R.E.D. KicK Rainbow Energy Dynamite KicK 182 Shiki Style No. 182 Ura 108 Shiki: Orochinagi Reverse Style No. 108: Orochi Mower Saishuu Kessen Ougi "Mushiki" Final Deciding Battle Secret "No Style" [ MAI SHIRANUI ] ------------------------------------------------------ Shiranui Gourin Shiranui Strong Confront Fuusha Kuzushi Windmill Destroyer Yume Zakura Dream Cherry Sankaku Tobi Triangle Hop Kokuen no Mai Dance of the Black Swallow Koukaku no Mai Dance of the Flamingo Dairin Fuusha Otoshi Large Pinwheel Drop Ukihane Floating Feather Kachou Sen Flower Butterfly Fan Hissatsu Shinobi Bachi Deadly Ninja Bees Ryuu Enbu Dragon Blaze Dance (Waltz) Sayo Chidori Night Plover Hakuro no Mai Dance of the White Heron Koshuu no Mai Dance of the Arcing Eagle Tsuika Kougeki Additional Attack Musasabi no Mai Dance of the Giant Flying Squirrel Kuuchuu / Chijou Mid-Air / Ground Toki Tsubute Ibis Smasher Mizudori no Mai Dance of the Waterfowl Hou'ou no Mai Dance of the Phoenix Chou Hissatsu Shinobi Bachi Super Deadly Ninja Bees Yusura Ume "Fruit from a tree wielding cherry-like fruit." [ Mr. KARATE ] -------------------------------------------------------- Oosotogari Great Outer Reaping Ippon Seoi Single Over-the-Shoulder Hisha Otoshi Rook Drop Oniguruma Demon Wheel Kawara Wari Tile Splitter Ko'ou Ken Tiger Gleam Fist Zanretsu Ken Momentary Violence Fist Kohou Tiger Roar Mouko Burai Gan Fierce Tiger Bandit Boulder Shouran Kyaku Soaring Riot Kick Hien Shippuu Kyaku Flying Gale Kick Kyokugen Kohou Extreme Limit Tiger Roar Haou Shikou Ken Champion King Supremacy Fist Chou Haou Shikou Ken Super Champion King Supremacy Fist [ RYO SAKAZAKI ] ------------------------------------------------------ Tomoe Nage Overhead Judo Throw Tani Otoshi Valley Drop Hyouchuu Wari Ice Pillar Splitter Joudan / Gedan Uke Upper / Lower Catch Ko'ou Ken Tiger Gleam Fist Mouko Raijin Setsu Fierce Tiger Raijin's Arm Kohou Shippuu Ken Tiger Roar Gale Fist Hien Shippuu Kyaku Flying Gale Kick Zanretsu Ken Momentary Violence Fist Kohou Tiger Roar Haou Shoukou Ken Supreme King Flying Roaring Fist Ryuuko Ranbu Dragon / Tiger Boisterous Dance Tenchi Haou Ken Heaven and Hell Supreme Gleam Fist - "Raijin" is the god of lightning. [ SHIKI ] ------------------------------------------------------------- Zebu No Justice Kokuu Empty Sky Tsurane Giri Linked Slashes Tensei / Rinne Reincarnation / Cycle of Rebirth Tsuyuharai Herald Shizuku Gari Droplet Hunter Tenhourin Heaven Cannon Ring Meika Dark Flower Kourin Descent Mumyou Darkness Setsuna Moment Tenma Hajun The Devil King Shikiju Shiki's Curse - "Mumyou" can also mean "ignorance of Buddhist teachings." Most of Shiki's movenames have a Buddhist or religious background of some sort, so I figured I'd mention this. [ BALROG ] ------------------------------------------------------------ Sankaku Tobi Triangle Hop (Rolling) Izuna Drop (Rolling) Well Rope Drop [ CHUN-LI ] ----------------------------------------------------------- Kirin Shuu Chinese Unicorn Attack Koshuu Tou Tiger Attack Overthrow Ryuusei Raku Falling Comet Sankaku Tobi Triangle Hop Youshi Ken Eagle Beak Fist Yousou Kyaku Eagle Talon Kick Kakusen Kyaku Crane Spin Kick Kakusen Rakushuu Crane Spin Falling Kick Zensou Sentai Front Sweep Spinning Thigh Kaku Kyaku Raku Crane Leg Drop Kikou Ken Chi Fist Tenshin Enbu Rolling Circle Dance Sen'en Shuu Spinning Circle Kick Tenshou Kyaku Ascension Kick Hyakuretsu Kyaku Hundred Ripping Kicks Kikou Shou Chi Palm Houyoku Sen Phoenix Wing Fan Hazan Tenshou Kyaku Supreme Mountain Ascension Kick [ DHALSIM ] ----------------------------------------------------------- Shutou Chop Knife Hand Chop Jump Mae Geri Jump Front Kick Drill Zutsuki Drill Headbutt [ GOUKI ] ------------------------------------------------------------- Seoi Nage Over-the-Shoulder Throw Tomoe Nage Overhead Judo Throw Zugai Hasatsu Skull Destroyer Hiza Geri Knee Kick Kurubushi Kick Ankle Kick Tenma Kuujin Kyaku Demon Air Blade Kick Gou Hadou Ken Great Surge Fist Zankuu Hadou Ken Air Slash Surge Fist Shakunetsu Hadou Ken Scorching Heat Surge Fist Tatsumaki Zankuu Kyaku Tornado Air Slash Kick Kuuchuu Mid-Air Gou Shouryuu Ken Great Rising Dragon Fist Ashura Senkuu Ashura Air Flash Hyakki Shuu Hundred Demons Attack Hyakki Gouzan Hundred Demons Great Slash Hyakki Goushou Hundred Demons Great Collide Hyakki Goujin Hundred Demons Great Blade Hyakki Gousai Hundred Demons Great Smash Tenma Gou Zankuu Demon Great Air Slash Messatsu Gou Shouryuu Destructive Great Rising Dragon Messatsu Gou Hadou Destructive Great Surge Shungoku Satsu Instant Hell Murder - "Ashura" is the god of war. [ HUGO ] -------------------------------------------------------------- Idou Drop Kick Moving Drop Kick Joudan / Gedan Blocking Upper / Lower Blocking [ KEN MASTERS ] ------------------------------------------------------- Seoi Nage Over-the-Shoulder Throw Jigoku Guruma Hell Wheel Jigoku Fuusha Hell Windmill Inazuma Kakato Wari Lightning Flash Heel Splitter Kurubushi Kick Ankle Kick Hadou Ken Surge Fist Shouryuu Ken Rising Dragon Fist Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick Kuuchuu Mid-Air Kama Barai Geri Sweeping Scythe Kick Nata Otoshi Geri Falling Hatchet Kick Oosoto Mawashi Geri Great Outer Spinning Kick Shippuujinrai Kyaku Kick With Lightning Speed Shouryuu Reppa Rising Dragon Destroyer Shinryuu Ken God Dragon Fist [ RYU ] --------------------------------------------------------------- Seoi Nage Over-the-Shoulder Throw Tomoe Nage Overhead Judo Throw Hiji Ate Elbow Hitter Sakotsu Wari Collarbone Splitter Senpuu Kyaku Whirlwind Kick Kurubushi Kick Ankle Kick Hadou Ken Surge Fist Shakunetsu Hadou Ken Scorching Heat Surge Fist Shouryuu Ken Rising Dragon Fist Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick Kuuchuu Mid-Air Shinkuu Hadou Ken Vacuum Surge Fist Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick Shin Shouryuu Ken True Rising Dragon Fist [ TABASA ] ------------------------------------------------------------ Flask (Tachi) Flask (Standing) Flask (Shagami) Flask (Crouching) [ CRAZY IORI ] -------------------------------------------------------- Hikiri Kine Fire Mallet Ura 108 Shiki: Ya Sakazuki Reverse Style No. 108: Eight Wine Cups Bousou Iori Crazy Iori Tsuki no yoru orochi no chi ni kurufu Iori "On a moonlit night, Orochi blood drives Iori insane." [ DAN HIBIKI ] -------------------------------------------------------- Otoko Zuki Pride (Manly) Thrust Seoi Nage Over-the-Shoulder Throw Tachi / Shagami / Kuuchuu Standing / Crouching / Mid-Air Chouhatsu Taunt Gadou Ken Self-Styled Fist Gadou Shoukou Ken Self-Styled Self Flying Roaring Fist Kouryuu Ken Shiny Dragon Fist Dankuu Kyaku Cutting Air Kick Zenten / Kouten Forward Roll / Backward Roll Kyuukyoku Tenchi Gadou Zuki Ultimate Heaven & Hell Self-Styled Thrust Hisshou Burai Ken Certain Victory Bandit Fist Kouryuu Rekka Shiny Dragon Raging Fire Chouhatsu Densetsu Legendary Taunt Otoko Michi Path of Pride (Manly Path) [ DEMITRI MAXIMOFF ] -------------------------------------------------- ES Chaos Flare Especial Chaos Flare Tokushu Idou Special Movement [ GEESE HOWARD ] ------------------------------------------------------ Tate Katate Nage Sword Battle One-Handed Throw Shinkuu Nage Vacuum Throw Fudou Sakkatsu Uraken Motionless Life & Death Reverse Fist Raikou Mawashi Geri Lightning Gleam Spinning Kick Raimei Gouha Nage Thunder Strong Break Throw (Double) Reppuu Ken (Double) Storm Fist Shippuu Ken Gale Fist Jaei Ken Evil Shadow Fist Gedan / Joudan / Chuudan Lower / Upper / Middle Atemi Nage Self-Hit Throw Hishou Nichirin Zan Flying Sun Slash [ GOENITZ ] ----------------------------------------------------------- Meifu no Mon Hades' Gate Soukatsu Satsu Mystery of Death Yonokaze Night Wind Shin Aoi Hana: Seiran True Hollyhock Flower: Mountain Vapour Hyouga Icy River / Glacier Wanpyou Tokobuse Icy Arm: Defend Wanpyou Mametsu Icy Arm: Deface Fuujin Ibuki Wind God Breath Yamidoukoku Dark Lamentation Shin Yaotome: Mizuchi True Eight Maidens: Water Blood Shin Yaotome: Jissoukoku True Eight Maidens: Ten Claw Scratches Fuki sasebu kaze no Goenitz "Goenitz of the wildly-blowing wind." - I've never seen the kanji for Goenitz's move names, so the translations are guesswork on my part. - Thanks to Skynight for lots of translation info. and advice. [ VIOLENT KEN ] ------------------------------------------------------- Seoi Nage Over-the-Shoulder Throw Jigoku Guruma Hell Wheel Jigoku Fuusha Hell Windmill Inazuma Kakato Wari Lightning Flash Heel Splitter Kurubushi Kick Ankle Kick Hadou Ken Surge Fist Shouryuu Ken Rising Dragon Fist Rasetsu Kyaku Rakshasa Kick Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick Kuuchuu Mid-Air Kama Barai Geri Sweeping Scythe Kick Nata Otoshi Geri Falling Hatchet Kick Oosoto Mawashi Geri Great Outer Spinning Kick Shinryuu Ken God Dragon Fist Kuzuryuu Reppa Nine-Headed Dragon Destroyer Shinbu Messatsu God Warrior Destruction Sennou Ken Brainwashed Ken - A "rakshasa" is an evil demon from Hindu mythology. [ ZERO ] -------------------------------------------------------------- Tensou Buster Shot Transfer Buster Shot Jump Kahou Zuki Jump Downward Thrust Jouhou Zuki Upward Thrust 3-Dan Zuki Three Part Thrust Naname Shitazuki Diagonal Downward Thrust Sankaku Tobi Triangle Hop Zed Saber Z Saber Bakudan Setchi Bomb Establish [ RED ARREMER ] ------------------------------------------------------- Sankaku Tobi Triangle Hop Puchi Devil Petit Devil Kuuchuu / Chijou Mid-Air / Ground [ SERIOUS Mr. KARATE ] ------------------------------------------------ Oosotogari Great Outer Reaping Ippon Seoi Single Over-the-Shoulder Sankaku Tobi Triangle Hop Yoke Migi Seiken Zuki Avoiding Right Front of Fist Thrust Ducking shite Mawashi Geri To do a Ducking Spinning Kick Jigoku Zuki Hell Thrust Soku Gatana Leg Sword Kiryoku Tame Willpower Charge Ko'ou Ken '02 Tiger Gleam Fist '02 Zanretsu Ken Momentary Violence Fist Hien Shippuu Kyaku Flying Gale Kick Kyokugen Kohou Extreme Limit Tiger Roar Kishin Geki True Terrible God Attack Haou Shikou Ken Champion King Supremacy Fist Chou Haou Shikou Ken Super Champion King Supremacy Fist Chou Ryuuko Ranbu Super Dragon / Tiger Boisterous Dance Honki ni natta Mr. Karate "Becoming serious Mr. Karate." [ SHIN GOUKI ] -------------------------------------------------------- Seoi Nage Over-the-Shoulder Throw Tomoe Nage Overhead Judo Throw Zugai Hasatsu Skull Destroyer Hiza Geri Knee Kick Kurubushi Kick Ankle Kick Tenma Kuujin Kyaku Demon Air Blade Kick Gou Hadou Ken Great Surge Fist Zankuu Hadou Ken Air Slash Surge Fist Shakunetsu Hadou Ken Scorching Heat Surge Fist Tatsumaki Zankuu Kyaku Tornado Air Slash Kick Kuuchuu Mid-Air Gou Shouryuu Ken Great Rising Dragon Fist Ashura Senkuu Ashura Air Flash Tenma Gou Zankuu Demon Great Air Slash Messatsu Gou Shouryuu Destructive Great Rising Dragon Messatsu Gou Hadou Destructive Great Surge Shungoku Satsu Instant Hell Murder Misogi Shinto Purification Ceremony Shin Gouki "True Great Devil." Tenha Touha Zan Heavenly Supreme Wave Breaking Slash - "Ashura" is the god of war. - "Tenha Touha Zan" is what Gouki uses to part the waves in his ending, although he only says the name in the Japanese version. ------------------------------------------------------------------------ DREAMCAST PETITION ------------------------------------------------------------------------ At one point, the site posted some news about the possibility of SvC getting ported to the Dreamcast. Their post was as follows: "Dreamcast Snk vs Capcom Chaos release possibility Posted by The Kron At 9:24" "While not being an emulation related piece of news this will be important to many of the loyal Dreamcast supporters. SNK-Playmore the creator of the recent arcade 1 on 1 beat em up 'SvC Chaos' relayed some information to me that is very encouraging. If there is enough demand shown for a Dreamcast port of this fine game then you can expect to see a release within the next six months. To show your support and request a Dreamcast home port please send an email to info@snkplaymore.co.jp stating you would like to see the game released on the Dreamcast system, Sending an email in English will be fine as Playmore are a multi-lingual company." It's been around three months since this post appeared, so there is still time to mail Playmore if anyone is interested. Thanks for reading. ------------------------------------------------------------------------ SNK vs. CAPCOM FAQ v1.0 Copyright 2003 Chris MacDonald ------------------------------------------------------------------------