CAPCOM VS. SNK 2:  Millionaire Fighting 2001 (DC version)

H  H  AA   OO  H  H M   M  AA  RRR  U  U
H  H A  A O  O H  H MM MM A  A R  R U  U
HHHH AAAA O  O HHHH M M M AAAA RRR  U  U
H  H A  A  OO  H  H M   M A  A R  R  UU

HAOHMARU FAQ
Ver. 1.0

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Copyright
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Copyright 2001 Jolly Roger's Ship
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Index
=============================
 I. Legend
II. Grooves
III. Groove Systems
IV. Specials
 V. Supers
VI. Regarding Haohmaru
VII. Credits

=============================
I. Legend
=============================
-----------------------------
Directions
-----------------------------
UB  U  UF              U  = up                 UF = up forward
  \ | /                D  = down               UB = up back
B-  N  -F              B  = back               DF = down forward
  / | \                F  = forward            DB = down back
DB  D  DF

 o  o  o
  \ | /
o-  N  -o              (graphical direction diagram)
  / | \
 o  o  o
-----------------------------
Buttons
-----------------------------
LP = light punch                LK = light kick
MP = medium punch               MK = medium kick
HP = hard punch                 HK = hard kick
P  = any punch button           K  = any kick button
-----------------------------
Conventions
-----------------------------
, = immediately after
+ = at the same time
/ = or
C = C-Groove
A = A-Groove
P = P-Groove
S = S-Groove
N = N-Groove
K = K-Groove

=============================
II. Grooves
=============================
-----------------------------
C-Groove
-----------------------------
3 levels on your super gauge.

Systems:
       Dash
       Air Guard
       Counter Attack
       Rolling
       Tactical Recovery
-----------------------------
A-Groove
-----------------------------
Activate custom combo with HP+HK.

Custom combos when activated, and when half full a level 1 super combo can be
performed.

Systems:
       Dash
       Counter Attack
       Rolling
       Safe Fall
-----------------------------
P-Groove
-----------------------------
Ability to parry, press D/F just before ANY attack makes contact.

1 level on your super gauge, it charges slowly.  When full, a level 3 super
combo can be executed.

Systems:
       Dash
       Small Jump
       Tactical Recovery
-----------------------------
S-Groove
-----------------------------
Charge meter by pressing HP+HK.

Charges manually to perform level 1 super combos.  However, a level 3 super
combo can be performed when super gauge is at MAX and life gauge is flashing.
Furthermore, when life gauge is flashing, unlimited level 1 super combos are
bestowed upon character.

Systems:
       Run
       Small Jump
       Counter Attack
       Dodge
       Tactical Recovery
-----------------------------
N-Groove
-----------------------------
To activate MAX mode press HP+HK.

This groove is charged in stocks.  You must have at least one stock to perform
a level 1 super combo.  To perform a level 3 super combo, one stock must be
used to activate MAX mode, and another to perform the actual super combo.

Systems:
       Run
       Small Jump
       Counter Movement
       Counter Attack
       Rolling
       Safe Fall
-----------------------------
K-Groove
-----------------------------
"Just Defend" ability - at the precise moment of attack, block the attack and
your character will regain some life and his combo gauge will increase.

The gauge only grows when you are hit.  When fully charged you can release a
level 3 super combo that does insane damage.

Systems:
       Run
       Small Jump
       Safe Fall

=============================
III. Groove Systems
=============================
-----------------------------
Dash
-----------------------------
The character takes a small hop backwards or forwards.

B,B or F,F
-----------------------------
Run
-----------------------------
The character runs.

F,hold F
-----------------------------
Air Guard
-----------------------------
Character blocks in the air.

B or DB (in air)
-----------------------------
Small Jump
-----------------------------
Character takes a jump half that of regular jump.

Tap UB or U or UF
-----------------------------
Counter Movement
-----------------------------
Use after successfully blocking an attack.  The character will cancel his block
and then roll either forwards or backwards.

F/B+LP+LK
-----------------------------
Counter Attack
-----------------------------
Use after successfully blocking an attack.  The character will cancel his block
and then execute a predetermined attack.

F+MP+MK
-----------------------------
Dodge
-----------------------------
The character will evade any attack except throws.  Can be followed by an
immediate punch or kick.

LP+LK, then P or K
-----------------------------
Rolling
-----------------------------
The character will roll forwards.  Invulnerable except for throws.

LP+LK
-----------------------------
Tactical Recover
-----------------------------
Character's time on the floor after being knocked down will increase.  Known as
"delayed get-up"

Hold LP+MP+HP
-----------------------------
Safe Fall
-----------------------------
After being knocked down execute at the moment that character's back touches
ground.  Character will do a quick hop and recover quickly.

D+LP+MP+HP

=============================
IV. Specials
=============================
-----------------------------
Fake Senpu Retsu Zan
-----------------------------
D,DF,F+K

|,\ ,-o + K
o  o
-----------------------------
Ougi Senpu Retsu Zan
-----------------------------
D,DF,F+P

|,\ ,-o + P
o  o
-----------------------------
Ougi Kogetsu Zan
-----------------------------
F,D,DF+P

-o,|,\  + P
  o  o
-----------------------------
Ougi Resshin Zan
-----------------------------
D,DB,B+P

|, /,o- + P
o o

=============================
V. Supers (a.k.a. Desperation Move/Hidden Methods of Mayhem)
=============================
-----------------------------
Hiougi Tenha Fujin Zan (C/A/P/S/N/K)
-----------------------------
D,DF,F,D,DF,F+P

|,\ ,-o,|,\ ,-o + P
o  o    o  o
-----------------------------
Tenha Danku Retsu Zan (C/P/S/N/K, must be at level 3/MAX)
-----------------------------
F,DF,D,DB,B,F+P

-o,\ ,|, /,o-,-o + P
   o o o

=============================
VI. Regarding Haohmaru
=============================
-----------------------------
Profile
-----------------------------
HAOHMARU

The Sake-Drinking Ronin

Original Game: Samurai Showdown
Background: Based on Miyamoto Musashi.
Weapon: Katana
Weapon Name: Meitou Fugudoku
Occupation: Sword Saint
Nationality: Japan

A man who walks a dangerous path with faith and a sword.  Whatever chaos he
meets, he lets his blade talk.
His sword wielded in the heavens is said to have crushed mountains.  He is also
a lover of sake and the fair maiden, Oshizu.
An evil being lies beneath his chivalrous facade.  This bloody style of combat
is called:  "The Blade of Murder."

Quotes (from Samurai Showdown):
"What's this wind?  I feel something bad."
"Wow!  I am a champion, I will kill all enemies with my sword!"
"How weak you are!  I might kill you as well as tofu with my sword!"
"What, my imitation? You have guts!"
"I slay my imitation with my sword together with Mt. Fuji!"
"I don't like this ominous feeling!"
"I can't believe he saved us..."
"I reached the evil world!"
"I'll show you the soul of a samurai!"
-----------------------------
Possible Problems
-----------------------------
Haohmaru is originally a Samurai Showdown character, what does this mean?  It
means that when he was ported to CVS2 alot of things changed.  The combos that
one could perform in SS are not as easily performed in CVS2 (if at all).
Beware of Haohmaru if you are not used to weapons based combat.  Most other
characters in CVS2 are non-weapons based, which means they are much quicker
than Haohmaru.
Haohmaru is a very powerful character.  His regular specials can do heavy
damage on the guard meter.  Take special note, most of his moves, even basic
moves, take lots of recovery time.  For instance, his crouching HK is a sliding
kick that if missed takes a significant amount of recovery time, and if your
opponent is smart enough to roll past it, prepare for a super combo from
behind.  When standing Haohmaru's sword can deliver a devastatingly powerful
forward cut with the HP button.  However, if this powerful cut is missed it
leaves Haohmaru's face ready to be uglified.
-----------------------------
Analysis of Specials
-----------------------------
*****************************
*Fake Senpu Retsu Zan*

D,DF,F+K

|,\ ,-o + K
o  o
*****************************
I find this move is worthless because most of the opponents that I face aren't
swayed by a PRETEND attack, or a feint as it's commonly called.  That's right
in this move Haohmaru makes it seem as though he's performing the Ougi Senpu
Retsu Zan of course that's minus the actual hurling of the tornado.  So unless
you've got a gullible opponent, or a really defensive one, this move is
useless.
*****************************
*Ougi Senpu Retsu Zan*

D,DF,F+P

|,\ ,-o + P
o  o
*****************************
This special fires a tornado across the screen, but while it's moving Haohmaru
is just standing around for a long time.  Always beware an opponent who can
jump over this technique (in other words, everybody).

C-Groove
If faced with a C-Groove opponent be weary of two things, both at an upclose
range.  The C-Groove opponent can counter attack the tornado which means that
if he's close enough he can land the counter attack and follow up with a super
(counter attacks can be blocked, but with Haohmaru's lag after the tornado you
will most likely get hit).  The C-Groove opponent can also roll past the
tornado, so if he's close get ready for a super combo over which you have
absolutely no control except to watch.

A-Groove
Same as C-Groove.

P-Groove
This is an especially dangerous opponent to try this attack on because of the
parrying ability.  If your opponent is good at parrying, he will probably be
able to parry the slow-moving tornado.  This means that once parried Haohmaru's
going to look like a big chunk of meat ready to be tenderized by a super combo.

S-Groove
Two things:  the counter attack as previously stated in the C-Groove, and the
dodge.  Dodge will work in the same way as parrying does in the P-Groove except
that if the character's far away he may yet do damage.

N-Groove
Beware of the N-Groove because it is a very mobile groove, and mobility is
Haohmaru's worst enemy.  Beware of the counter attack as in C-Groove.
Furthermore beware of rolling and the counter movement.  The counter movement
is rolling but done after a block, so the opponent may get hit by the tornado,
but it won't delay him as much as wanted.

K-Groove
Nothing really to be afraid of here except the "Just Defend" ability.  Since
Haohmaru's attacks are easily blocked, if the opponent has mastered the "Just
Defend" system, you're in a world of trouble because their super combo and life
gauge will both increase thanks to your attacks.
*****************************
*Ougi Kogetsu Zan*

F,D,DF+P

-o,|,\  + P
  o  o
*****************************
A series of two 360 degree vertical slashes while moving forward and jumping in
the air.  Looks phenomenal, but if missed and/or blocked leaves you wide open
to an attack when the special is done and Haohmaru is on his way back down to
Earth.  However, it is difficult to land a super combo precisely and that means
that if you are attacked with a super combo Haohmaru will most likely be
air-juggled incorrectly and not get the full force of the combo.

All Grooves
The counter attacks, rolls, parries, and dodges are ineffective against this
move because by the time the opponent has recovered from performing those
actions Haohmaru is already in the air and far from attack.  The "Just Defend"
ability can be potentially dangerous because if all of his sword blows are
blocked precisely, it will help the opponent.  So basically beware of opponents
with powerful anti-aerial attacks (Gouki, Ryu, Ken, Guile, etc.)
*****************************
*Ougi Resshin Zan*

D,DB,B+P

|, /,o- + P
o o
*****************************
In this move Haohmaru leaps forward very close to the ground (kind of like a
small jump but with increased horizontal distance) and strikes at the enemy
with a powerful downward cut.  This move can be very effective, or very
ineffective dependent on the circumstances.  As far as the grooves are
concerned, there isn't too much to worry about because the recovery time is OK.
The most important thing to worry about is missing this special.  This special
requires alot of control, because depending on which of the P buttons you press
(LP, MP, HP) you will affect the horizontal distance that Haohmaru travels.
For instance, if you are in touching range with your opponent and you use
either MP or HP, you will jump over him and the special will not make contact.
Unless your opponent did a special at the same time (in which case you'd
probably get hit, but let's assume you don't) you have nothing to worry about.
However, if he does an ordinary move like a sweeping roundhouse, his recovery
time will be quicker and he can capitalize on that fact.
-----------------------------
Analysis of Supers
-----------------------------
*****************************
*Hiougi Tenha Fujin Zan*

D,DF,F,D,DF,F+P

|,\ ,-o,|,\ ,-o + P
o  o    o  o
*****************************
Level 1 super combo.  This move is like the Ougi Kogetsu Zan except that
Hoahmaru swings his sword alot more times and for a longer period of time.  So
what things must you beware, well counter attacks, dodges, parries and/or rolls
are no biggies.  The K-Groove may of course present a problem with the "Just
Defend" System because this super combo makes contact a LOT of times.
Furthermore, the recovery time after the super is done (after Haohmaru has
descended to Earth) may be longer than that of the Ougi Kogetsu Zan, so be
weary of that.  This move should only be used when you see a genuine
opportunity to capitalize on it, because it does plenty of damage when it makes
contact.
*****************************
*Tenha Danku Retsu Zan*

F,DF,D,DB,B,F+P

-o,\ ,|, /,o-,-o + P
   o o o
*****************************
Level 3/MAX super combo.  When Haohmaru performs this super it is alot like his
standing forward cut, except that the whole screen changes color and the blow
is followed by what would seem to be a comet of light striking with the sword.
Needless to say INSANE DAMAGE, especially if done with the S or N Grooves.
Very important thing, since it's hard to perform make sure that you practice it
so that you can do it whenever you truly need it, because this is one of those
moves I like to call a "Great Equalizer," in other words use it on an opponent
who has pretty much destroyed you throughout the duration of the fight and is
high on energy.  Most important thing, don't miss, DON'T MISS, DON'T MISS FOR
ANYTHING WHATSOEVER.  Don't jump the gun because you want to see the move in
all its glory because if you miss this move you are pretty much handing
Haohmaru over to the enemy.  This of course also applies missing due to a roll,
parry, dodge, etc.  Furthermore, beware of the counter attack.
-----------------------------
Groove Selection
-----------------------------
*C-Groove*
To choose this Groove is to be anti-Haohmaru, because Haohmaru is an SNK
character and this Groove is the pinnacle of anti-SNK.  Besides, Haohmaru has
no real need for it since he has no level 2 super combos.  Of course if you're
the type that likes to cancel your super combos then this Groove is probably
for you.

*A-Groove*
The A-Groove is a good choice for Haohmaru.  Why?  Well, it gives you some
freedom on combos because it offers you the ability to perform the Hiougi Tenha
Fujin Zan when your gauge is half full.  Also, you can perform custom combos.
This in turn gives you enhanced speed to Haohmaru's otherwise slow demeanor.

*P-Groove*
The P-Groove is the true Groove for Haohmaru.  He is a weapons based fighter,
so the fact that he can thrust should inevitably be matched by the ability to
parry.  Of course, parrying takes a great deal of skill to master so be sure
you can do it effectively.

*S-Groove*
This is the least favorite pick for Haohmaru.  I dislike it because it gives
you the mentality that you're going to take heavy damage.  When the life gauge
starts flashing and if your gauge is at full you can perform the most powerful
level 3 super combos in the game (yes that's right, S-Groove is the most
powerful), and if your gauge isn't full, then you at least have infinite level
1 super combos.  However, the fact that you're relying on heavy damage doesn't
make me feel like a winner, and if you abuse your super combos your opponent
can simply counter, roll, dodge, parry, etc. and make you pay for your
abusiveness.

*N-Groove*
This is my favorite Groove.  Enabling MAX mode powers up Haohmaru and gives him
added defense and offense.  Furthermore, you can perform both level 1 and level
3 supers.  The most interesting feature is that the N-Groove endows the user
with the most mobility of the 6 Grooves.  Since mobility is one of Haohmaru's
weaknesses, it might be a good idea to strengthen it by selecting this groove.
This way you can fight more strategically by seeking better positioning against
your opponent.

*K-Groove*
The most Samurai Showdown Groove in the game.  If you want to get the closest
Samurai Showdown experience with Haohmaru, this is the Groove to pick.
However, this Groove relies on taking heavy damage, and personally I don't
enjoy seeing Haohmaru get beat up.  On the other hand, if you're a true master
of the "Just Defend" system, you'll most likely be invincible.

=============================
VII. Credits
=============================
Thanks go out to:
1) Haohmaru for his awesome haircut.
2) Evil Ryu for always keeping me on my toes.
3) Kyo for currently being the champ.
4) Rock Howard for being my archrival.
5) Anyone who hosts this FAQ and links to my site.
6) www.shoryuken.com for enlightening the uneducated ones.
7) Capcom and SNK, you know why.
8) The readers of this FAQ.
9) Samurai Showdown.

Questions and/or comments:
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http://grimpirate.freehomepages.com/new/main.html