------------------------------------------------------------------------ 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vs. CAPCOM CHAOS FAQ v1.0 by Chris MacDonald ------------------------------------------------------------------------ Unpublished work Copyright (c) 2003 Chris MacDonald The guidelines for using this faq are simple; don't sell it or give it away, don't reprint it without obtaining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 <http://www.gamefaqs.com>. 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 <k.megura@eudoramail.com>, 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. <http://you.2.pro.tok2.com/svc/chaos/> - 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. <http://www.geocities.co.jp/MusicHall/8257/waza.html> - Various official movenames for the hidden characters, including Athena and Red Arrmer. <http://www.kawachi.zaq.ne.jp/kagurazaka/SNKvsCAP1-C005.html> - Official throw and command names for the hidden characters <http://homepage3.nifty.com/gore/svc/demitri.html> - 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. <http://members.jcom.home.ne.jp/mvs/svc/framesvc.html> - 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. <http://naska.cside.com/sh/main/svc_ki.htm> - 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. <http://k-kula.hp.infoseek.co.jp> - 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. <http://www.apple.ac/~attomaimai/> - Information on the hidden characters' moves. (v0.5) More miscellaneous information. <http://www.h4.dion.ne.jp/~minoo38/SVC/SVC2.htm> - For information on Demitri, Zero, and Geese. (v0.5) More notes on the hidden characters. <http://jbbs.shitaraba.com/game/6410/> - 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. <http://home.att.ne.jp/star/GR/3rd/3h.html> - For the names of Hugo's command attacks. John Rodriguez - For telling me the command for Guile's new super. <http://www.h4.dion.ne.jp/~beast/SvsC/index.htm> - Various command attack, special move, and super move info for a number of characters. <http://thebbs.jp/game_fight/1055397935.html> - For info. on Mars People, and Mr. Karate's follow-up to the Ko'ou Ken. <http://www.interq.or.jp/power/spd/info.htm> - 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. <http://d.hatena.ne.jp/bluespace/> - For the names for Tabasa's moves and some command attack info. <http://www.ba.wakwak.com/~d_evil/cgi-bin/joyful/joyful.cgi> - For the moveslists for the hidden characters. <http://www.kcc.zaq.ne.jp/friu/> - 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 <http://www.16-bitglorydays.com/temp/snkvscapcom/>. - (v0.9) For lots of juggle and combo info for many characters. <http://www.geocities.co.jp/Playtown/9674/svcc> - For some character moves and command attacks. (v0.5) For the name of "Riot of Blood" Iori's Exceed. <http://www.geocities.co.jp/Playtown-Bishop/7431/> - 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. <http://www.snkplaymore.co.jp> - 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. <http://www.geocities.co.jp/Playtown-Bingo/9553/svc.html> - Location test report. <http://www.interq.or.jp/www1/893/svc.html> - Location test report. <http://g-i-m-s.hp.infoseek.co.jp> - Location test report. (v0.4) Dokodemo cancel info, various movenames and move commands, etc. <http://www.njstar.com> - For their excellent Japanese word processor. <http://www.csse.monash.edu.au/~jwb/wwwjdic.html> - Very useful for translating Japanese text. <http://www.linear.mv.com/cgi-bin/j-e/> - 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,