_ _
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## ### ## FAW
## cd `Nippon ichi!!´ # Nn =e
Z##########M / # N= zS#z
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#b *##x :plhaa the combo faq of the 21 1/2 century!
L gy*RIp T' olllkf# arcade + dreamcast + playstation two
U: eUjns= ##.'lllllnD
* pVglo=km##R mllllo#r `shouji´ / issue 8.o / update: 02.10
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-------------------------------------------------------------------------------
Copyright 2001 - 2010 `shouji´
The following FAQ you are looking The most updated issue of the FAQ
through was made by me, `shouji´. will be given to www.gamefaqs.com
<
[email protected] > D primarily. Unless denoted, if any
Made for the use of only personal I other location has it, then nine-
and/or private purposes. Whenever S times-outta-ten it was ripped out
reproduced, electronically is the C from there. If placed on a freely
way it must be done. However, the L accessible webpage/site, this FAQ
correctness and accuracy of any & A may be altered to fit any certain
all material listed with this FAQ I guidelines, but this disclaimer &
isn`t 100% guaranteed. Any errors M copyright info must remain in its
or omissions that inflict damages E original form and state. If there
or problems towards anything will R is any problem by now with any of
NOT be the author`s fault. That`s the preceding info, then maybe it
just how it works out. Comprende? would be best to try another FAQ.
For no reason should this FAQ be used for profitable and/or promotional
purposes (ie - published in guides, magazines, hint books, etc). Nor is
this document to be given away along with any purchases as a gift/extra
or the like. It isn`t my forte to write all this up to get others rich.
Anyone who has enough interest in this FAQ and would like to include it
on their site, please ask me first in a letter describing your page (do
include the URL) and I`ll get back to you ASAP. Don`t just take it. Ask
me. I`m normally pretty lenient about it if you take that approach. All
copyrights and trademarks associated with this FAQ are acknowledged. Do
give credit where it`s due as well. I`d hate to damn your soul to hell.
Plagiarism sucks. `shouji´ has written, so it shall be spoken. =)
The `Capcom´ characters are copyright 2000 Capcom Co., Ltd.
The `SNK´ characters are copyright 2000 SNK Co., Ltd.
All rights reserved.
This FAQ is available at the following places :
-------------------------- Capcom v. SNK: Millennium Fight 2000 // ComboFAQ -
- GameFAQs gamefaqs.com/
A note to other sites: DO NOT rip off this document from GameFAQs.com (or
any of the other listed sites) and just place it on your website. It is a
real pain in the ass to find my work posted on other websites when I know
that I didn`t send it to them. If any other gaming or FAQ hub is so eager
to incorporate any of my FAQs to their site, then that`s great. But first
take a moment and send me an email to ask me properly for them. For those
that find that so difficult to do, then go forth and write your own FAQs.
.. I`m through ranting now. Have a nice day. ^_^
> > Table Of Contents ]----------------------------------------------------[
Part 1 : Introduction
Part 2 : Controller + Button Notation
Part 3 : Combo Listing Notation
Part 4 : How To Read The Combos
Part 5 : Character Combos
- Balrog / Vega - Balrog / Vega EX
- Benimaru Nikaidou - Benimaru Nikaidou EX
- Blanka - Blanka EX
- Cammy - Cammy EX
- Chun-Li - Chun-Li EX
- Dhalsim - Dhalsim EX
- Edmond Honda - Edmond Honda EX
- Geese Howard - Geese Howard EX
- Gouki / Akuma
- Guile - Guile EX
- Iori Yagami
- Kap Hwan Kim - Kap Hwan Kim EX
- Ken Masters - Ken Masters EX
- King - King EX
- Kyou Kusanagi - Kyou Kusanagi EX
- Mai Shiranui - Mai Shiranui EX
- Mike Bison / Balrog - Mike Bison / Balrog EX
- Morrigan Aensland
- Nakoruru
- Raiden - Raiden EX
- Rugal Bernstein - Rugal Bernstein EX
- Ryou Sakazaki - Ryou Sakazaki EX
- Ryuu
- Sagat - Sagat EX
- Sakura Kasugano - Sakura Kasugano EX
- Satsui no Hadou ni Mezameta Ryuu
- Shiki no Yoru Orochi no Chini Kurufu Iori
- Terry Bogard - Terry Bogard EX
- Vega / M. Bison - Vega / M. Bison EX
- Vice - Vice EX
- Yuri Sakazaki - Yuri Sakazaki EX
- Zangief - Zangief EX
Part 6 : Special Thanks
Part 7 : Revision History
Part 8 : Final Note
> > Part 1 ][ Introduction ]---------------------------------------------[
For a long time we`ve been waiting for this to happen - Capcom v. SNK. It`s
been an idea on a hoard of people`s minds. What would a fight between Ryuu and
Terry really be like? Who`s the real queen of 2D: Chun-Li or Mai Shiranui? Can
Geese Howard`s Raging Storm stop Vega`s Psycho Crusher?
Well in 2000, all the rumors became reality and Capcom gave us this gem. And
all was good.
.. That is until people found out that
Nakoruru was the best character in the
game, then no one liked it any more.
Anyway it`s still fun to play. So this FAQ celebrates all the combos it has.
This FAQ is written with the assumption that you know the basis of terms and
gameplay for `Capcom v. SNK: Millennium Fight 2000´. If not, I advise to first
look at the general FAQs posted at <gamefaqs.com> first before using this one.
There is limited info concerning button notation and gaming notes listed
within this FAQ.
> > Part 2 ][ Controller + Button Notation ]-----------------------------[
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- N -- f Retreat / Guard Neutral Advance
/ | \
db d df Crouch / Low Guard Crouch Offensive Crouch
- Reverse forward and back if you`re on the right side of screen.
( Dreamcast Control Pad Setup )-----------------------------------------------
L-trigger R-trigger LP + HP LK + HK
X Y LP HP
A B LK HK
( Arcade Joystick Setup )-----------------------------------------------------
X Y Z Light Punch (LP) Hard Punch (HP) LP + HP
A B C Light Kick (LK) Hard Kick (HK) LK + HK
Light Punch = Jab Light Kick = Short
Hard Punch = Fierce Hard Kick = Roundhouse
- Button notation can be changed at the "Button Config." menu in the Option
screen. This FAQ utilizes the default setups shown above.
> > Part 3 ][ Combo Listing Notation ]-----------------------------------[
> indicates the following attack will chain from the previous attack.
- c.Jab > c.Short
XX indicates 2-in-1s or Super Cancels.
- c.Fierce XX Hadou Ken
/\ indicates that you jump or rise in air after previous move or command.
- Jab Sonic Boom /\ j.Fierce
\/ indicates that you land to the ground after previous move or command.
- j.Roundhouse \/ s.Strong
, indicates that no special combo method is needed between the two moves.
- Roundhouse Moushuu Kyaku, Level 3/MAX Double Strike
( ) indicates a move that can be added into the combo, but not necessary.
normally used when a certain move may alter the combo`s outcome.
(moves/attacks in parenthesis aren`t included in posted hit number)
- c.Jab (> c.Short) > c.Forward
[ ] indicates the number of times a move must hit before continuing combo.
- Shouryuu Reppa [3 hit] \/ Shinryuu Ken
+ stands for "and"
- b + Fierce
/ stands for "or"
- s.Strong > s.Fierce/Roundhouse
* stands for new or updated combos/information since the last revision.
RED stands for the player`s life being in the blinking range for SNK Groove.
s. stands for STANDING sj. stands for SUPER JUMPING
c. stands for CROUCHING cu. stands for CROSS-UP
j. stands for JUMPING
('sj.' is used for any attack done after a dai-jump (tap d,ub~uf) where
the character is trailed by afterimages.)
LV-1 - A Level-1 Super
Capcom Groove: Perform when Level 1+ with LP / LK.
SNK Groove: Perform when "MAX" energy or life is in red.
LV-2 - A Level-2 Super (Capcom Groove Only)
Capcom Groove: Perform with Level 2+ with HP / HK.
LV-3/MAX - A Level-3 Super
Capcom Groove: Perform with Level 3 with LP + HP / LK + HK.
SNK Groove: Perform when "MAX" energy and life is in red.
> > Part 4 ][ How To Read The Combos ]-----------------------------------[
This is the format that all combos are listed in for this FAQ:
o--- A
/ o--- B o--- C o--- D o--- E
/ / / / /
o8 :: 8 hit :: capcom / snk :: wonderful! :: GamePro #147
j.Roundhouse \/ c.Jab > c.Jab XX LV-3/MAX Raikou Ken
(Jump HK \/ c.LP > c.LP XX qcb,qcb + PP) \
\ o--- F
o--- G
A -- Combo Number
The number of the combo. All the combos are listed in descending order
by the number of hits it does. (Normally combos would be listed by
damage, but there is no accurate damage counter in the game.) The high
hitting combos are at the top and go down to the smaller ones.
B -- Hit Counter / Combometer
The number of hits the combo will do.
C -- Groove Allowance
The Groove(s) that the combo can be performed in.
D -- Combo Rating
The rating the game will give on the combo. This is displayed just
after the number of hits is displayed.
E -- Source / Acknowledgment
If the combo wasn`t created by me, credit is listed here where the
source was from. A person`s name, magazine, or even forum names (in
addition to the forum) can be used here.
F -- The Combo
The full combo, from the first hit to the last. Buttons are denoted by
the 4-button Capcom method: Jab and Fierce are the Punches, and Short
and Roundhouse are Kicks. Specific and signature moves are cited with
their proper Japanese names (ie - Shouryuu Ken, Double Reppuu Ken,
etc.) and used within most of the combos.
Some combos possess button-specific moves in them, such as a 'Jab Burn
Knuckle'. The 'Jab' means to use that strength button when doing the
move. Thus, qcb + LP. The use of a certain button for a move can deal
with things such as move properties and/or damage. Since Terry attacks
with different speeds with each Burn Knuckle, the Jab version may offer
the best overall results for that combo. There are other times where it
doesn`t matter what strength button you use, like for this Ryuu combo:
s.Jab XX Hadou Ken. If you performed the Hadou Ken with Jab (LP) or
Fierce (HP), the combo would be exactly the same.
Each combo listed in this FAQ was performed on Ryuu unless otherwise
stated. If "large opponent" is read before the combo, a person such as
Zangief or Yamazaki was used.
G -- The Shorthand Combo
This is all the motions you have to do to pull off the combo that`s
above it, but just written in shortened notation. Also useful if people
don`t know the motion of a move by its name. At this point, I`m sure
everyone knows that Ryuu`s Hadou Ken is a 'qcf' motion. But people may
not know that Kap Hwan`s Hangetsu Zan is a 'qcb' offhand.
There is normally a bunch of notes at the end of the combo listings. Above a
note is the number pertaining to whichever combo(s) it`s for. The notes are
there to give insight on complex maneuvers, timing, or any aspects that may
prove to cause confusion.
A final point to add. I appreciate anyone submitting combos and info. But if
you`re going to send in something, help me a little and follow these steps:
1) Check if the combo is listed.
If it is, don`t send it. If it`s the same combo, just with one extra hit
or a substitution of a hit (ie - replacing j.HP with a j.HK), don`t send
it in. I hate to receive the same combos over and over. Can`t credit one
combo to eight different sources.
2) Make sure the combo _works_!
Meaning, the moves have to connect one after the other in a manner where
the opponent CANNOT guard in the middle. If the combo doesn`t work, then
why bother wasting your time and mine with it? For example, sending over
a "combo" saying you comboed in Vice`s Negative Gain would be crap. Make
sure each hit links from the last or the combo won`t be added. Period.
3) Include any information about the combo that is necessary.
Believe it or not, there are combos that work on Zangief that won`t work
on Yuri Sakazaki. If a combo works only on a certain character or degree
(ie - height) of character, be sure to tell that to me. I`d hate to keep
trying a combo on Geese when it`s only workable on Dhalsim. If you don`t
specify, I`ll assume it was done on Ryuu as default. And if I can`t pull
it off on him after about 20 attempts, I`m not going to add it.
4) Please give the number of hits and amount of damage the combo does. That
way I know if I`m doing the combo you`re giving to me correctly.
> > Part 5 ][ Character Combos ]-----------------------------------------[
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B a l r o g (Vega in US) kamen no kikoushi
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o1 :: 11 hit :: capcom :: fantastic!!
Large opponent in corner. j.Roundhouse \/ c.Short > c.Jab XX LV-1 Scarlet
Mirage [3 hit] \/ LV-2 Scarlet Mirage
(Jump HK (charge db) \/ c.LK > c.LP XX f,b,f + LK (charge b) \/ f,b,f +
HK)
o2 :: 7 hit :: capcom / snk :: very good!!
Large opponent in corner. j.Roundhouse \/ c.Short XX Fierce Rolling
Crystal Flash [3 hit], Red Impact
(Jump HK (charge db) \/ c.LK XX f + HP (charge b), f,b,f + P)
o3 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ c.Jab XX Roundhouse Scarlet Terror
(Jump HP (charge db) \/ c.LP XX f + HK)
[ Xtra ]
- Combo o2
Depending on the size of the opponent, the Rolling Crystal Flash can hit 3
or 4 times. Against someone like Zangief, it may hit 4. But that will push
Balrog back a little too far and the Red Impact may not catch.
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B a l r o g EX (Vega EX in US)
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o1 :: 2 hit :: capcom / snk :: good!
j.Fierce \/ s.Fierce
(Jump HP \/ s.HP)
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B e n i m a r u N i k a i d o u senkou no bigaku
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o1 :: 18 hit :: snk :: marvelous!!!! :: J.C. Combo Ex. #1
Opponent in corner. j.Roundhouse \/ s.Jab (> c.Jab) > c.Fierce XX MAX
Raikou Ken [10 hit], Raikou Ken
(Jump HK \/ s.LP > c.HP XX qcf,qcf + P, qcf,qcf + P)
o2 :: 15 + 1 hit :: capcom :: marvelous!!!!
Large opponent in corner. Stand close. c.Roundhouse, Jab Rai Jin Ken,
c.Short > c.Fierce XX LV-1 Raikou Ken [5 hit], LV-2 Raikou Ken
(c.HK, qcf + LP, c.LK > c.HP XX qcf,qcf + LP, qcf,qcf + HP)
o3 :: 14 hit :: capcom :: marvelous!!!
Opponent in corner. j.Roundhouse \/ s.Fierce XX LV-1 Raikou Ken [5 hit],
LV-2 Raikou Ken
(Jump HK \/ s.HP XX qcf,qcf + LP, qcf,qcf + HP)
o4 :: 13 hit :: capcom :: marvelous!!
Large opponent in corner. j.Roundhouse \/ c.Short > c.Short > c.Short >
c.Short > c.Roundhouse XX LV-1 Raikou Ken [5 hit], LV-2 Raikou Ken
(Jump HK \/ c.LK > c.LK > c.LK > c.LK > c.HK XX qcf,qcf + LP, qcf,qcf +
HP)
o5 :: 12 hit :: capcom / snk :: marvelous!
Opponent in corner. j.Roundhouse \/ s.Fierce XX LV-1 Raikou Ken [5 hit],
LV-1 Raikou Ken
(Jump HK \/ s.HP XX qcf,qcf + LP, qcf,qcf + LP)
o6 :: 12 hit :: capcom / snk :: marvelous!
j.Roundhouse \/ c.Fierce XX LV-3/MAX Raikou Ken
(Jump HK \/ c.HP XX qcf,qcf + PP)
o7 :: 9 hit :: capcom / snk :: wonderful!
j.Roundhouse \/ c.Jab > c.Short > c.Fierce XX LV-3/MAX Den Ei Spark
(Jump HK \/ c.LP > c.LK > c.HP XX qcb,qcb + PP)
o8 :: 8 hit :: capcom / snk :: marvelous!! :: GamePro #147
j.Roundhouse \/ c.Jab > c.Jab XX LV-3/MAX Den Ei Spark
(Jump HK \/ c.LP > c.LP XX qcb,qcb + PP)
o9 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Jab > c.Short > c.Roundhouse
(Jump HK \/ c.LP > c.LK > c.HK)
1o :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Jab > c.Short XX Iai Geri
(Jump HK \/ c.LP > c.LK XX qcf + K)
11 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Shinkuu Katate Goma
(Jump HK \/ s.HP XX hcb + K)
12 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Jab Rai Jin Ken
(Jump HK \/ s.HP XX qcf + LP)
[ Xtra ]
- Combo o1,o2,o3,o4,o5
Once the last hit of the first Raikou Ken connects, you have very little
time to do the motion for the next one before the opponent falls out of
range. You can buffer the motion during the last hits of the first Raikou
Ken though to make it easier.
- Combo o2
The c.Roundhouse are the beginning is there to make the Rai Jin Ken hit the
back of the opponent`s head, thus making it hit late. It`ll only hit them
when they are fully at their feet again. If timed right (and of course if
the opponent fails to guard), the last frame of the Rai Jin Ken will hit
them, giving Benimaru enough time to recover and chain in the c.Short as
they are reeling from the electricity.
- Combo o4
Only a LV-2 Raikou Ken will juggle the opponent after the first one hits.
Though you may not want to waste it since it only does two hits and about 4%
more damage. And considering most large opponents are Ratio 2 (save Zangief
and Raiden), it`ll probably do about 3% then.
- Combo 12
Using the Jab Rai Jin Ken will actually do more damage since you have to
charge up the Fierce version.
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B e n i m a r u N i k a i d o u EX
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o1 :: 18 hit :: snk :: marvelous!!!! :: J.C. Combo Ex. #1
Opponent in corner. j.Roundhouse \/ s.Jab (> c.Jab) > c.Fierce XX MAX
Raikou Ken [10 hit], Raikou Ken
(Jump HK \/ s.LP > c.HP XX qcf,qcf + P, qcf,qcf + P)
o2 :: 15 + 1 hit :: capcom :: marvelous!!!!
Large opponent in corner. Stand close. c.Roundhouse, Jab Rai Jin Ken,
c.Short > c.Fierce XX LV-1 Raikou Ken [5 hit], LV-2 Raikou Ken
(c.HK, qcf + LP, c.LK > c.HP XX qcf,qcf + LP, qcf,qcf + HP)
o3 :: 14 hit :: capcom :: marvelous!!!
Opponent in corner. j.Roundhouse \/ s.Fierce XX LV-1 Raikou Ken [5 hit],
LV-2 Raikou Ken(: Taikuu)
(Jump HK \/ s.HP XX qcf,qcf + LP, qcf,qcf + HK)
o4 :: 13 hit :: capcom :: marvelous!!
Large opponent in corner. j.Roundhouse \/ c.Short > c.Short > c.Short >
c.Short > c.Roundhouse XX LV-1 Raikou Ken [5 hit], LV-2 Raikou
Ken(: Taikuu)
(Jump HK \/ c.LK > c.LK > c.LK > c.LK > c.HK XX qcf,qcf + LP, qcf,qcf +
HP)
o5 :: 13 hit :: capcom / snk :: marvelous!! :: GamePro #147
j.Roundhouse \/ c.Jab > c.Jab XX LV-3/MAX Raikou Ken(: Taikuu)
(Jump HK \/ c.LP > c.LP XX qcb,qcb + PP)
o6 :: 12 hit :: capcom / snk :: marvelous!
Opponent in corner. j.Roundhouse \/ s.Fierce XX LV-1 Raikou Ken [5 hit],
LV-1 Raikou Ken(: Taikuu)
(Jump HK \/ s.HP XX qcf,qcf + LP, qcf,qcf + LK)
o7 :: 12 hit :: capcom / snk :: marvelous!
j.Roundhouse \/ c.Fierce XX LV-3/MAX Raikou Ken(: Taikuu)
(Jump HK \/ c.HP XX qcf,qcf + PP)
o8 :: 8 hit :: capcom / snk :: wonderful!
j.Roundhouse \/ s.Fierce XX Roundhouse Shinkuu Katate Goma
(Jump HK \/ s.HP XX hcb + HK)
o9 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Jab > c.Short XX Iai Geri
(Jump HK \/ c.LP > c.LK XX qcf + K)
1o :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Jab > c.Short > c.Roundhouse
(Jump HK \/ c.LP > c.LK > c.HK)
11 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Rai Jin Ken
(Jump HK \/ s.HP XX qcf + P)
[ Xtra ]
- Combo o1,o2,o3,o4,o6
Once the last hit of the first Raikou Ken connects, you have very little
time to do the motion for the next one before the opponent falls out of
range. You can buffer the motion during the last hits of the first Raikou
Ken though to make it easier.
- Combo o2
The c.Roundhouse are the beginning is there to make the Rai Jin Ken hit the
back of the opponent`s head, thus making it hit late. It`ll only hit them
when they are fully at their feet again. If timed right (and of course if
the opponent fails to guard), the last frame of the Rai Jin Ken will hit
them, giving Benimaru enough time to recover and chain in the c.Short as
they are reeling from the electricity.
- Combo o3,o4,o5,o6,o7
For those Raikou Ken with a `(: Taikuu)´ after it, you can do either the
straight one (qcf,qcf + P) or the angled one (qcf,qcf + K) and either will
work. But to make sure it hits, it`s best to do the straight one.
- Combo o4
Only a LV-2 Raikou Ken will juggle the opponent after the first one hits.
Though you may not want to waste it since it only does two hits and about 4%
more damage. And considering most large opponents are Ratio 2 (save Zangief
and Raiden), it`ll probably do about 3% then.
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B l a n k a yasei no houkou
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o1 :: 19 hit :: capcom :: marvelous!!!! :: SF2Freak Combo Ex.
Opponent in corner. Punch Throw [9 hit], LV-1 Shout Of Earth [6 hit], LV-2
Shout Of Earth
(When close, f + HP (charge db), df,db,uf + LP (charge db), df,db,uf + HP)
o2 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Short (> c.Short) > db + Roundhouse XX LV-3/MAX Direct
Lightning
(Jump HK (charge db) \/ c.LK > db + HK XX f,b,f + PP)
o3 :: 4 hit :: capcom / snk :: great! :: J.C. Combo Ex. #2
Stand close. c.Short > c.Short > b + Fierce [1 hit] XX Fierce Rolling
Attack
((charge db) c.LK > c.LK (rotate b) > b + HP XX f + HP)
o4 :: 4 hit :: capcom / snk :: great! :: SF2Freak Combo Ex.
j.Roundhouse \/ c.Short (> c.Short) > db + Roundhouse XX Fierce Rolling
Attack
(Jump HK (charge db) \/ c.LK > db + HK XX f + HP)
o5 :: 4 hit :: capcom / snk :: great! :: J.C. Combo Ex. #2
j.Fierce \/ c.Short > b + Fierce [1 hit] XX Fierce Rolling Attack
(Jump HP (charge db) \/ c.LK (rotate b) > b + HP XX f + HP)
[ Xtra ]
- Combo o1
You can press the buttons rapidly to add an extra hits to the throw. The
first Shout Of Earth has to be canceled into immediately after Blanka kicks
them into the corner. It`s a toss-up if you want to also press the buttons
to make him get in a couple of more hits. However one of the last hits is
needed to "pop" the opponent back up so that the second Shout Of Earth can
connect.
- Combo o2,o4
You can add the extra c.Short against large opponents, and some medium
opponents.
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B l a n k a EX
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o1 :: 4 hit :: capcom / snk :: great! :: J.C. Combo Ex. #2
Stand close. c.Short > c.Short > b + Fierce [1 hit] XX Fierce Rolling
Attack
((charge db) c.LK > c.LK (rotate b) > b + HP XX f + HP)
o2 :: 4 hit :: capcom / snk :: great! :: SF2Freak Combo Ex.
j.Roundhouse \/ c.Short (> c.Short) > db + Roundhouse XX Fierce Rolling
Attack
(Jump HK (charge db) \/ c.LK > db + HK XX f + HP)
o3 :: 4 hit :: capcom / snk :: great! :: J.C. Combo Ex. #2
j.Fierce \/ c.Short > b + Fierce [1 hit] XX Fierce Rolling Attack
(Jump HP (charge db) \/ c.LK (rotate b) > b + HP XX f + HP)
[ Xtra ]
- Combo o2
You can add the extra c.Short against large opponents, and some medium
opponents.
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C a m m y ningen heiki [Lethal Weapon]
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o1 :: 11 hit :: capcom / snk :: fantastic!! :: SF2Freak Combo Ex.
Opponent in corner. j.Fierce \/ db + Fierce > db + Roundhouse XX LV-3/MAX
Spin Drive Smasher
(Jump HP \/ db + HP > db + HK XX qcf,qcf + KK)
o2 :: 11 hit :: capcom / snk :: fantastic!! :: SF2Freak Combo Ex.
cu.Short \/ s.Fierce > db + Roundhouse XX LV-3/MAX Spin Drive Smasher
(Cross-up LK \/ s.HP > db + HK XX qcf,qcf + KK)
o3 :: 11 hit :: capcom / snk :: fantastic!!
j.Roundhouse \/ s.Fierce XX LV-3/MAX Spin Drive Smasher
(Jump HK \/ s.HP XX qcf,qcf + KK)
o4 :: 4 hit :: capcom / snk :: great!
cu.Short \/ s.Fierce > db + Roundhouse XX Roundhouse Spiral Arrow
(Cross-up LK \/ s.HP > db + HK XX qcf + HK)
o5 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Jab > c.Short XX Roundhouse Spiral Arrow
(Jump HK \/ c.LP > c.LK XX qcf + HK)
o6 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ s.Short > s.Jab XX Roundhouse Cannon Spike
(Jump HP \/ s.LK > s.LP XX f,d,df + HK)
o7 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Roundhouse Cannon Spike
(Jump HK \/ s.HP XX f,d,df + HK)
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C a m m y EX
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o1 :: 17 hit :: capcom :: marvelous!!!! :: Kevin Eav
Stand close. LV-1 Reverse Shaft Breaker [7 hit] \/ LV-2 Reverse Shaft
Breaker [6 hit] \/ LV-3 Reverse Shaft Breaker
(qcb,qcb + LK \/ qcb,qcb + HK \/ qcb,qcb + KK)
o2 :: 12 hit :: capcom :: marvelous!
j.Roundhouse \/ c.Roundhouse XX LV-1 Reverse Shaft Breaker [6 hit] \/ LV-2
Reverse Shaft Breaker
(Jump HK \/ c.HK XX qcb,qcb + LK \/ qcb,qcb + HK)
o3 :: 11 hit :: capcom / snk :: fantastic!! :: SF2Freak Combo Ex.
Opponent in corner. j.Fierce \/ db + Fierce > db + Roundhouse XX LV-3/MAX
Spin Drive Smasher
(Jump HP \/ db + HP > db + HK XX qcf,qcf + KK)
o4 :: 11 hit :: capcom / snk :: fantastic!!
j.Roundhouse \/ s.Fierce XX LV-3/MAX Spin Drive Smasher
(Jump HK \/ s.HP XX qcf,qcf + KK)
o5 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ s.Short > s.Jab XX Roundhouse Cannon Spike
(Jump HP \/ s.LK > s.LP XX f,d,df + HK)
o6 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Roundhouse Cannon Spike
(Jump HK \/ s.HP XX f,d,df + HK)
o7 :: 2 hit :: capcom / snk :: good!
Roundhouse Cannon Strike \/ Roundhouse Cannon Spike
(In air, qcb + HK \/ f,d,df + HK)
[ Xtra ]
- Combo o1,o2
Rapidly press the buttons so the Reverse Shaft Breaker hits more.
- Combo o1
As you see, all three Levels are used in this combo. How so?! Well this
combo is impossible in actual play. It only works in practice mode or you
having a Gameshark for infinite Super Combo meter. I just added it because
it was funny to look at.
- Combo o2
Once the c.Roundhouse sweeps the opponent, quickly go into the Reverse Shaft
Breaker to juggle.
- Combo o7
The Cannon Strike must hit the lowest point of the opponent`s body (ie - the
tip of their foot or lower half of their leg). There isn`t much stun from
the Cannon Strike, so Cammy must be as close to landing as possible so the
Cannon Spike will combo.
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C h u n - L i miwaku no kyakusenbi
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o1 :: 18 hit :: snk :: marvelous!!!! :: J.C. Combo Ex. #1
Opponent in corner. j.Fierce \/ s.Jab > s.Jab > s.Short XX MAX Sen Retsu
Kyaku [7 hit], Ha Zan Ten Shou Kyaku
(Jump HP (charge b) \/ s.LP > s.LP > s.LK XX f,b,f + K (charge db),
df,db,uf + K)
o2 :: 16 hit :: snk :: marvelous!!!! :: SF2Freak Combo Ex.
Opponent in corner. j.Fierce \/ c.Fierce XX MAX Sen Retsu Kyaku [7 hit],
Kikou Shou [4 hit], Ha Zan Ten Shou Kyaku
(Jump HP (charge db) \/ c.HP XX f,b,f + K, qcf,qcf + P (charge db),
df,db,uf + K)
o3 :: 14 hit :: capcom / snk :: marvelous!!! :: J.C. Combo Ex. #2
Opponent in corner. j.Fierce \/ s.Jab XX LV-1 Sen Retsu Kyaku [5 hit],
LV-1 Kikou Shou [4 hit], LV-1 Ha Zan Ten Shou Kyaku
(Jump HP (charge b) \/ s.LP XX f,b,f + LK, qcf,qcf + LP (charge db),
df,db,uf + LK)
o4 :: 14 hit :: capcom :: marvelous!!!
Opponent in corner. Full screen away. Jab Kikou Ken (dash forward) /\
sj.Fierce \/ c.Fierce XX LV-1 Sen Retsu Kyaku [5 hit], LV-2 Kikou Shou
(hcf + LP (f,f, d,uf) /\ Jump HP (charge db) \/ c.HP XX f,b,f + LK,
qcf,qcf + HP)
o5 :: 12 hit :: capcom / snk :: marvelous!
Opponent in corner. Full screen away. Jab Kikou Ken (dash forward) /\
sj.Fierce \/ c.Fierce XX LV-3/MAX Sen Retsu Kyaku [7 hit], Roundhouse Ten
Shou Kyaku
(hcf + LP (f,f, d,uf) /\ Jump HP (charge db) \/ c.HP XX f,b,f + KK (charge
d), u + HK)
o6 :: 9 hit :: capcom :: wonderful!! :: SF2Freak Combo Ex.
Opponent in corner. Stand close. Kaku Kyaku Raku \/ LV-1 Kikou Shou [4
hit], LV-2 Ha Zan Ten Shou Kyaku
(df + LK \/ qcf,qcf + LP (charge db), df,db,uf + HK)
o7 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ s.Fierce XX Fierce Kikou Ken
(Jump HP \/ s.HP XX hcf + HP)
[ Xtra ]
- Combo o2,o3,o4
Once the last hit of the Sen Retsu Kyaku connects, you have very little time
to do the Kikou Shou before the opponent falls out of range. You can buffer
the motion during the Sen Retsu Kyaku though to make it easier.
- Combo o2,o3,o6
Once the last hit of the Kikou Shou connects, you have very little time to
do the Ha Zan Ten Shou Kyaku before the opponent falls out of range. You can
buffer the motion during the Kikou Shou though to make it easier.
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C h u n - L i EX
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o1 :: 17 hit :: capcom / snk :: marvelous!!!!
cu.Short \/ c.Jab > c.Short XX LV-3/MAX Spinning Hornet Kick
(Cross-up LK (charge db) \/ c.LP > c.LK XX df,db,uf + KK)
o2 :: 13 hit :: snk :: marvelous!!
Opponent in corner. j.Fierce \/ s.Jab > s.Short XX MAX Sen Retsu Kyaku [7
hit], Spinning Hornet Kick
(Jump HP (charge b) \/ s.LP > s.LK XX f,b,f + K (charge db), df,db,uf + K)
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D h a l s i m yoga no kiseki
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o1 :: 7 hit :: capcom / snk :: very good!!
j.b + Roundhouse \/ b + Fierce XX LV-3/MAX Yoga Stream
(Jump b + HK \/ b + HP XX qcf,qcf + PP)
o2 :: 6 hit :: capcom / snk :: very good!
Opponent in corner. Stand close. Yoga Blast, LV-3/MAX Yoga Volcano
(hcb + K, qcf,qcf + KK)
o3 :: 6 hit :: capcom / snk :: very good!
Stand close. db + Roundhouse XX LV-3/MAX Yoga Volcano
(db + HK XX qcf,qcf + KK)
o4 :: 3 hit :: capcom / snk :: good!!
j.b + Fierce \/ b + Fierce XX Fierce Yoga Fire
(Jump b + HP \/ b + HP XX qcf + HP)
o5 :: 2 hit :: capcom / snk :: good!
Dhalsim 1/2 screen away. Jab Yoga Fire, s.Fierce
(qcf + LP, s.HP)
[ Xtra ]
- Combo o2
Also works on jumping opponents in the corner.
- Combo o3
Once the c.Roundhouse sweeps the opponent, quickly go into the Yoga Volcano
to juggle.
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D h a l s i m EX
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o1 :: 7 hit :: capcom / snk :: very good!!
Opponent in corner. Stand close. s.Fierce [1 hit] XX Short Yoga Blast,
LV-3/MAX Yoga Volcano
(s.HP XX hcf + LK, hcf,hcf + PP)
o2 :: 6 hit :: capcom / snk :: very good!
Opponent in corner. Stand close. Yoga Flame, LV-3/MAX Yoga Tempest
(hcf + P, hcf,hcf + PP)
o3 :: 6 hit :: capcom / snk :: very good!
Opponent in corner. Stand close. Yoga Blast, LV-3/MAX Yoga Volcano
(hcf + K, hcf,hcf + PP)
o4 :: 2 hit :: capcom / snk :: good!
Dhalsim 1/2 screen away. Jab Yoga Fire, f + Fierce
(qcf + LP, f + HP)
[ Xtra ]
- Combo o3
Also works on jumping opponents in the corner.
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E d m o n d H o n d a goukai sumou power
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o1 :: 10 hit :: capcom / snk :: fantastic! :: Angel of Rage
j.d + Roundhouse \/ c.Short XX LV-3/MAX Oni Musou
(Jump d + HK (charge db) \/ c.LK XX f,b,f + PP)
o2 :: 3 hit :: capcom / snk :: good!! :: Angel of Rage
j.d + Roundhouse \/ c.Short XX Fierce Super Zutsuki
(Jump d + HK (charge db) \/ c.LK XX f + HP)
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E d m o n d H o n d a EX
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o1 :: 10 hit :: capcom / snk :: fantastic! :: Angel of Rage
j.d + Roundhouse \/ c.Short XX LV-3/MAX Oni Musou
(Jump d + HK (charge db) \/ c.LK XX f,b,f + PP)
o2 :: 3 hit :: capcom / snk :: good!! :: Angel of Rage
j.d + Roundhouse \/ c.Short XX Fierce Super Zutsuki
(Jump d + HK (charge db) \/ c.LK XX f + HP)
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G e e s e H o w a r d aku no charisma
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o1 :: 15 hit :: capcom / snk :: marvelous!!!!
j.Roundhouse \/ s.Jab > s.Short > s.Jab > s.Short XX Deadly Rave
(Jump HK \/ s.LP > s.LK > s.LP > s.LK XX hcb,f +
LK,LP,LP,LK,LK,HP,HP,HK,HK, qcb + HP)
o2 :: 15 hit :: snk :: marvelous!!!!
Opponent in corner. j.Fierce [2 hit] \/ c.Fierce XX Deadly Rave [10 hit],
Raging Storm
(Jump HP \/ c.HP XX hcb,f + LK,LP,LP,LK,LK,HP,HP,HK,HK, qcb + HP,
db,hcb,df + P)
o3 :: 12 hit :: capcom / snk :: marvelous! :: GamePro #147
j.Roundhouse \/ s.Fierce XX Deadly Rave
(Jump HK \/ s.HP XX hcb,f + LK,LP,LP,LK,LK,HP,HP,HK,HK, qcb + HP)
o4 :: 6 hit :: capcom / snk :: very good! :: J.C. Combo Ex. #1
Stand close. c.Short > c.Roundhouse XX LV-3/MAX Raging Storm
(c.LK > c.HK XX db,hcb,df + PP)
o5 :: 4 hit :: capcom / snk :: marvelous! :: GamePro #147
j.Roundhouse \/ c.Jab XX Double Reppuu Ken
(Jump HK \/ c.LP XX qcf + HP)
[ Xtra ]
- Combo o2
Once the last hit of the Deadly Rage connects, you have very little time to
do the Raging Storm before the opponent falls out of range. You can buffer
the motion during the Deadly Rage though to make it easier.
- Combo o4
Once the c.Roundhouse sweeps the opponent, quickly go into the Raging Storm
to juggle.
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G e e s e H o w a r d EX
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o1 :: 15 hit :: capcom / snk :: marvelous!!!!
j.Roundhouse \/ s.Jab > s.Short > s.Jab > s.Short XX Deadly Rave
(Jump HK \/ s.LP > s.LK > s.LP > s.LK XX hcb,f +
LK,LP,LP,LK,LK,HP,HP,HK,HK, qcb + HP)
o2 :: 15 hit :: snk :: marvelous!!!!
Opponent in corner. j.Fierce [2 hit] \/ c.Fierce XX Deadly Rave [10 hit],
Raging Storm
(Jump HP \/ c.HP XX hcb,f + LK,LP,LP,LK,LK,HP,HP,HK,HK, qcb + HP,
db,hcb,df + P)
o3 :: 12 hit :: capcom / snk :: marvelous! :: GamePro #147
j.Roundhouse \/ s.Fierce XX Deadly Rave
(Jump HK \/ s.HP XX hcb,f + LK,LP,LP,LK,LK,HP,HP,HK,HK, qcb + HP)
o4 :: 11 hit :: capcom / snk :: fantastic!!
j.Roundhouse \/ s.Fierce XX Deadly Rave (stop before HP), c.LK XX Short
Jya Ei Ken
(Jump HK \/ s.HP XX hcb,f + LK,LP,LP,LK,LK, c.LK XX qcb + LK)
o5 :: 6 hit :: capcom / snk :: very good! :: J.C. Combo Ex. #1
Stand close. c.Short > c.Roundhouse XX LV-3/MAX Raging Storm
(c.LK > c.HK XX db,hcb,df + PP)
o6 :: 5 hit :: capcom / snk :: great!!
j.Roundhouse \/ s.Fierce XX Short Jya Ei Ken
(Jump HK \/ s.HP XX hcb + LK)
o7 :: 4 hit :: capcom / snk :: marvelous! :: GamePro #147
j.Roundhouse \/ c.Jab XX Double Reppuu Ken
(Jump HK \/ c.LP XX qcf + HP)
[ Xtra ]
- Combo o2
Once the last hit of the Deadly Rage connects, you have very little time to
do the Raging Storm before the opponent falls out of range. You can buffer
the motion during the Deadly Rage though to make it easier.
- Combo o5
Once the c.Roundhouse sweeps the opponent, quickly go into the Raging Storm
to juggle.
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G o u k i (Akuma in US)
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o1 :: 14 hit :: snk :: marvelous!!!
Opponent in corner. j.Fierce \/ s.Fierce XX MAX Messatsu Gou Hadou [8
hit], Jab Gou Shouryuu Ken (\/ Jab Gou Shouryuu Ken) \/ Messatsu Gou
Shouryuu
(Jump HP \/ s.HP XX hcb,hcb + P, f,d,df + LP \/ qcf,d,df + P)
o2 :: 12 hit :: capcom / snk :: marvelous!
cu.Roundhouse \/ c.Short > c.Jab > c.Short > db + Roundhouse XX LV-3/MAX
Messatsu Gou Shouryuu
(Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcf,d,df + PP)
o3 :: 11 hit :: capcom :: fantastic!! :: Adrian Hazzard
cu.Roundhouse \/ c.Short > c.Jab > c.Short > c.Roundhouse XX Short
Tatsumaki Zan Kuu Kyaku \/ Short Tatsumaki Zan Kuu Kyaku \/ LV-2 Messatsu
Gou Shouryuu
(Cross-up HK \/ c.LK > c.LP > c.LK > c.HK XX qcb + LK \/ qcb + LK \/
qcf,d,df + HP)
o4 :: 9 hit :: capcom :: wonderful!!
Opponent in corner. j.Fierce \/ s.Jab XX Jab Gou Shouryuu Ken [3 hit] \/
LV-2 Messatsu Gou Shouryuu
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP)
o5 :: 9 hit :: capcom / snk :: wonderful!! :: J.C. Combo Ex. #2
j.Roundhouse XX LV-3/MAX Tenma Gou Zan Kuu
(Jump HK XX qcf,qcf + PP)
o6 :: 8 hit :: capcom :: wonderful! :: J.C. Combo Ex. #1
j.Short XX Tatsumaki Zan Kuu Kyaku \/ /\ Tatsumaki Zan Kuu Kyaku [2 hit]
\/ LV-2 Messatsu Gou Shouryuu
(j.LK XX qcb + K \/ (uf) /\ qcb + K \/ qcf,d,df + HP)
o7 :: 8 hit :: capcom :: wonderful! :: Adrian Hazzard
Opponent in corner. Gouki 1/3 screen away. LV-1 Messatsu Gou Hadou [4
hit], LV-2 Messatsu Gou Shouryuu
(hcb,hcb + LP XX qcf,d,df + HP)
o8 :: 8 hit :: capcom :: wonderful! :: Adrian Hazzard
j.Roundhouse \/ c.Jab > c.Short XX Short Tatsumaki Zan Kuu Kyaku \/ LV-2
Messatsu Gou Shouryuu
(Jump HK \/ c.LP > c.LK XX qcb + LK \/ qcf,d,df + HP)
o9 :: 8 hit :: capcom :: wonderful!
cu.Roundhouse \/ c.Short > c.Short > c.Roundhouse XX LV-2 Messatsu Gou
Shouryuu
(Cross-up HK \/ c.LK > c.LK > c.HK XX qcf,d,df + HP)
1o :: 7 hit :: capcom :: very good!!
j.Fierce \/ c.Jab > c.Roundhouse XX LV-2 Messatsu Gou Shouryuu
(Jump HP \/ c.LP > c.HK XX qcf,d,df + HP)
11 :: 7 hit :: capcom / snk :: very good!!
j.Roundhouse \/ c.Jab > c.Short XX LV-1 Messatsu Gou Shouryuu
(Jump HK \/ c.LP > c.LK XX qcf,d,df + LP)
12 :: 6 hit :: capcom / snk :: very good!
j.Roundhouse \/ c.Jab > c.Short XX Short Tatsumaki Zan Kuu Kyaku \/ Fierce
Gou Shouryuu Ken
(Jump HK \/ c.LP > c.LK XX qcb + LK \/ f,d,df + HP)
13 :: 5 hit :: capcom / snk :: great!!
j.Fierce \/ s.Fierce XX Fierce Shakunetsu Hadou Ken
(Jump HP \/ s.HP XX hcb + HP)
14 :: 5 hit :: capcom / snk :: great!!
j.Fierce \/ s.Jab XX Fierce Gou Shouryuu Ken
(Jump HP \/ s.LP XX f,d,df + HP)
15 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Short > db + Roundhouse XX Gou Hadou Ken
(Jump HK \/ c.LK > db + HK XX qcf + P)
16 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Jab > c.Short XX Gou Hadou Ken
(Jump HK \/ c.LP > c.LK XX qcf + P)
17 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ c.Short > c.Fierce XX Gou Hadou Ken
(Jump HP \/ c.LK > c.HP XX qcf + P)
18 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ c.Roundhouse XX Gou Shouryuu
(Jump HP \/ c.HK XX f,d,df + P)
19 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ c.Fierce XX Gou Hadou Ken
(Jump HP \/ c.HP XX qcf + P)
[ Xtra ]
- Combo o1
Depending on how close Gouki is after the MAX Messatsu Gou Hadou, the Jab
Gou Shouryuu Ken will alter in hits. In which you have to change the combo
accordingly. If the Gou Shouryuu Ken does one hit, you can then do a second
Jab Gou Shouryuu Ken to juggle. However if it does two hits, you`ll just
have to do the LV-1 Messatsu Gou Shouryuu.
- Combo o6
After landing from the second Tatsumaki Zan Kuu Kyaku, wait a split second
so the opponent falls at Gouki`s head height before you do the Messatsu Gou
Shouryuu. You won`t whiff the juggle then.
- Combo o9,1o
Once the c.Roundhouse sweeps the opponent, quickly go into the Messatsu Gou
Shouryuu to juggle.
- Combo 18
Once the c.Roundhouse sweeps the opponent, quickly go into the Gou Shouryuu
Ken to juggle.
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G u i l e onsoku no ryoudan
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o1 :: 15 hit :: snk :: marvelous!!!! :: J.C. Combo Ex. #1
cu.Short \/ c.Jab > c.Jab > c.Short XX MAX Somersault Strike [8 hit] \/
Somersault Strike
(Cross-up LK (charge db) \/ c.LP > c.LP > c.LK XX df,db,uf + K (charge db)
\/ df,db,uf + K)
o2 :: 14 hit :: snk :: marvelous!!! :: SF2Freak Combo Ex.
Opponent in corner. Full screen away. Jab Sonic Boom (dash forward) /\
sj.Fierce \/ s.Fierce XX MAX Total Wipeout [5 hit], Somersault Strike
[4 hit] \/ Somersault Strike
(Charge b,f + LP (f,f, d,uf) /\ Jump HP (charge b) \/ s.HP XX f,b,f + P
(charge db), df,db,uf + K (charge db), df,db,uf + K)
o3 :: 12 hit :: capcom :: marvelous! :: J.C. Combo Ex. #1
Opponent in corner. Guile 1/2 screen away. Jab Sonic Boom, (roll) c.Jab >
c.Jab > c.Short XX LV-2 Somersault Strike [5 hit] \/ LV-1 Somersault
Strike
(Charge b,f + LP (charge db), (LP + LK) c.LP > c.LP > c.LK XX df,db,uf +
HK (charge db) \/ df,db,uf + LK)
o4 :: 7 hit :: capcom / snk :: very good!!
Opponent in corner. Guile 3/4 screen away. Jab Sonic Boom (dash forward)
/\ sj.Fierce \/ s.Jab XX Sonic Boom, c.Jab > c.Jab XX Roundhouse
Somersault Kick
(Charge b,f + LP (f,f, d,uf) /\ Jump HP (charge b) \/ s.LP XX f + P, c.LP
> c.LP XX u + HK)
o5 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ c.Short > c.Jab XX Roundhouse Somersault Kick
(Jump HP (charge d) \/ c.LK > c.LP XX u + HK)
o6 :: 2 hit :: capcom / snk :: good!
Stand close. c.Jab XX Sonic Boom
((charge db) c.LP XX f + P)
[ Xtra ]
- Combo o3
Roll immediately after the Jab Sonic Boom is released to hit the opponent
with the c.Jab just as the Sonic Boom connects.
- Combo o4
After you let the Jab Sonic Boom go, dash and super jump over and hit the
opponent with the Fierce. While Guile is in the air, hold back to begin
charging for the second Sonic Boom. The c.Jabs will link as the opponent is
in stun, doubling as charging for you to conclude with a Somersault Kick.
The combo works best on large opponents.
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G u i l e EX
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o1 :: 15 hit :: snk :: marvelous!!!! :: J.C. Combo Ex. #1
cu.Short \/ c.Jab > c.Jab > c.Short XX MAX Somersault Strike [8 hit] \/
Somersault Strike
(Cross-up LK (charge db) \/ c.LP > c.LP > c.LK XX df,db,uf + K (charge db)
\/ df,db,uf + K)
o2 :: 12 hit :: capcom :: marvelous! :: J.C. Combo Ex. #1
Opponent in corner. Guile 1/2 screen away. Jab Sonic Boom, (roll) c.Jab >
c.Jab > c.Short XX LV-2 Somersault Strike [5 hit] \/ LV-1 Somersault
Strike
(Charge b,f + LP (charge db), (LP + LK) c.LP > c.LP > c.LK XX df,db,uf +
HK (charge db) \/ df,db,uf + LK)
o3 :: 7 hit :: capcom / snk :: very good!!
Opponent in corner. Guile 3/4 screen away. Jab Sonic Boom (dash forward)
/\ sj.Fierce \/ s.Jab XX Sonic Boom, c.Jab > c.Jab XX Roundhouse
Somersault Kick
(Charge b,f + LP (f,f, d,uf) /\ Jump HP (charge b) \/ s.LP XX f + P, c.LP
> c.LP XX u + HK)
o4 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ c.Short > c.Jab XX Roundhouse Somersault Kick
(Jump HP (charge d) \/ c.LK > c.LP XX u + HK)
o5 :: 2 hit :: capcom / snk :: good!
Stand close. c.Jab XX Sonic Boom
((charge db) c.LP XX f + P)
[ Xtra ]
- Combo o2
Roll immediately after the Jab Sonic Boom is released to hit the opponent
with the c.Jab just as the Sonic Boom connects.
- Combo o3
After you let the Jab Sonic Boom go, dash and super jump over and hit the
opponent with the Fierce. While Guile is in the air, hold back to begin
charging for the second Sonic Boom. The c.Jabs will link as the opponent is
in stun, doubling as charging for you to conclude with a Somersault Kick.
The combo works best on large opponents.
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I o r i Y a g a m i hukushuu no shi en
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o1 :: 19 hit :: snk :: marvelous!!!!
MAX Ura Hyaku Hachi Shiki: Ya Sakazuki [5 hit], s.Fierce XX MAX Kin
Sennihyaku Juuichi Shiki: Ya Otome
(qcb,hcf + P, s.HP XX qcf,hcb + P)
o2 :: 16 hit :: capcom :: marvelous!!!! :: GamePro #147
Stand close. LV-1 Ura Hyaku Hachi Shiki: Ya Sakazuki [3 hit], s.Fierce XX
LV-2 Kin Sennihyaku Juuichi Shiki: Ya Otome
(qcb,hcf + LP, s.HP XX qcf,hcb + HP)
o3 :: 15 + 1 hit :: capcom :: marvelous!!!! :: J.C. Combo Ex. #1
Opponent in corner. Iori 1/4 screen away. c.Roundhouse, Jab Hyaku Hachi
Shiki: Yami Barai, s.Fierce XX LV-3/MAX Kin Sennihyaku Juuichi Shiki: Ya
Otome
(c.HK, qcf + LP, s.HP XX qcf,hcb + PP)
o4 :: 12 hit :: capcom / snk :: marvelous! :: J.C. Combo Ex. #2
Stand close. Kuru Kaze, c.Jab > c.Short XX LV-1 Kin Sennihyaku Juuichi
Shiki: Ya Otome
(hcb,f + P, c.LP > c.LK XX qcf,hcb + LP)
o5 :: 12 hit :: capcom / snk :: marvelous! :: Angel of Rage
Stand close. s.Jab > s.Jab > s.Jab XX LV-1 Kin Sennihyaku Juuichi Shiki:
Ya Otome
(s.LP > s.LP > s.LP XX qcf,hcb + LP)
o6 :: 11 hit :: capcom / snk :: fantastic!! :: Angel of Rage
Stand close. s.Jab > s.Fierce XX LV-1 Kin Sennihyaku Juuichi Shiki: Ya
Otome
(s.LP > s.HP XX qcf,hcb + LP)
o7 :: 6 hit :: capcom / snk :: very good!
j.Roundhouse \/ c.Jab > c.Short XX Fierce Hyaku Nijuu-Nana Shiki: Aoi Hana
[3 hit]
(Jump HK \/ c.LP > c.LK XX qcb + HP, qcb + HP, qcb + HP)
o8 :: 6 hit :: capcom / snk :: very good! :: GamePro #147
Ge Shiki: Yuri Oni \/ s.Jab > s.Jab XX Fierce Hyaku Shiki: Oni Yaki
(Cross-up f + LK \/ s.LP > s.LP XX f,d,df + HP)
o9 :: 5 hit :: capcom / snk :: great!!
j.Fierce \/ s.Fierce XX Fierce Hyaku Nijuu-Nana Shiki: Aoi Hana [3 hit]
(Jump HP \/ s.HP XX qcb + HP, qcb + HP, qcb + HP)
1o :: 5 hit :: capcom / snk :: great!!
Stand close. Kuzu Kaze, s.Fierce XX Fierce Hyaku Nijuu-Nana Shiki: Aoi
Hana [3 hit]
(hcb,f + P, s.HP XX qcb + HP, qcb + HP, qcb + HP)
11 :: 5 hit :: capcom / snk :: great!!
j.Fierce \/ s.Fierce XX Fierce Hyaku Shiki: Oni Yaki
(Jump HP \/ s.HP XX f,d,df + HP)
12 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ s.Fierce XX Nihyaku Juuni Shiki: Kototsuki In
(Jump HK \/ s.HP XX hcb + K)
13 :: 3 hit :: capcom / snk :: good!!
Full screen away. Jab Hyaku Hachi Shiki: Yami Barai, Roundhouse Nihyaku
Juuni Shiki: Kototsuki In
(qcf + LP, hcb + HK)
[ Xtra ]
- Combo o1
As soon as the Ya Sakazuki hits, immediately start charging the MAX Gauge
again. By the time the meter is full, the Ya Sakazuki should be doing the
fourth or fifth hit.
- Combo o3
The c.Roundhouse are the beginning is there to make the Yami Barai hit the
back of the opponent`s head, thus making it hit late. It`ll travel through
the rising opponent and only hit them when they are fully at their feet
again. If timed right (and of course if the opponent fails to guard), the
Yami Barai will hit them behind the legs, giving Iori enough time to recover
and chain in the s.Fierce as they are reeling from the flames.
- Combo o4,1o
The Kuzu Kaze only stuns the opponent for a split second after Iori switches
sides, so you have to hit them with the following attack quickly.
- Combo o8
Iori`s Yuri Oni is a kick that he has to hit the back of the opponent`s head
as he jumps over them. Hold the joystick toward the opponent and press Short
to attack. The kick also has a "vacuum" effect to bring them closer to Iori.
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K a p H w a n K i m konshin no seidou
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o1 :: 21 hit :: capcom / snk :: marvelous!!!! :: J.C. Combo Ex. #2
cu.Roundhouse \/ c.Short > c.Short > c.Jab XX LV-3/MAX Houou Kyaku
(Cross-up HK \/ c.LK > c.LK > c.LP XX qcb,db,f + KK)
o2 :: 19 hit :: capcom / snk :: marvelous!!!!
j.Roundhouse \/ s.Fierce [1 hit] XX LV-3/MAX Houou Kyaku
(Jump HK \/ s.HP XX qcb,db,f + KK)
o3 :: 12 hit :: capcom / snk :: marvelous! :: J.C. Combo Ex. #2
j.Fierce XX LV-3/MAX Houou Ten Bu Kyaku
(Jump HP XX qcf,hcb + KK)
o4 :: 5 hit :: capcom / snk :: great!!
j.Roundhouse \/ c.Jab > c.Short XX Roundhouse Hien Zan XX Hien Zan Tsuika
Kougeki
(Jump HK (charge d) \/ c.LP > c.LK XX u + HK XX d + HK)
o5 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Short > c.Jab > c.Roundhouse
(Jump HK \/ c.LK > c.LP > c.HK)
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K a p H w a n K i m EX
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o1 :: 21 hit :: capcom / snk :: marvelous!!!! :: J.C. Combo Ex. #2
cu.Roundhouse \/ c.Short > c.Short > c.Jab XX LV-3/MAX Houou Kyaku
(Cross-up HK \/ c.LK > c.LK > c.LP XX qcb,db,f + KK)
o2 :: 19 hit :: capcom / snk :: marvelous!!!!
j.Roundhouse \/ s.Fierce [1 hit] XX LV-3/MAX Houou Kyaku
(Jump HK \/ s.HP XX qcb,db,f + KK)
o3 :: 18 hit :: capcom :: marvelous!!!!
cu.Roundhouse \/ c.Jab > c.Short XX LV-2 Houou Hiten Kyaku, LV-1 Houou
Kyaku
(Cross-up HK \/ c.LP > c.LK XX qcf,qcf + HK, qcb,db,f + LK)
o4 :: 17 hit :: capcom :: marvelous!!!! :: HououKen
j.Roundhouse \/ s.Short XX LV-2 Houou Hiten Kyaku, LV-1 Houou Kyaku
(Jump HK \/ s.LK XX qcf,qcf + HK, qcb,db,f + LK)
o5 :: 16 hit :: snk :: marvelous!!!! :: Adrian Hazzard
j.Roundhouse \/ MAX Houou Hiten Kyaku, Houou Kyaku
(Jump HK \/ qcf,qcf + K, qcb,db,f + K)
o6 :: 7 hit :: capcom / snk :: very good!! :: J.C.F.F. Combo Ex.
cu.Roundhouse \/ c.Short > c.Short > c.Jab > c.Roundhouse XX Fierce Kuu
Sajin
(Cross-up HK \/ c.LK > c.LK > c.LP > c.HK XX u + HP)
o7 :: 6 hit :: capcom / snk :: very good! :: J.C.F.F. Combo Ex.
cu.Roundhouse \/ c.Jab > s.Short XX Fierce Kuu Sajin
(Cross-up HK (charge d) \/ c.LP > s.LK XX u + HP)
o8 :: 6 hit :: capcom :: very good! :: J.C.F.F. Combo Ex.
cu.Roundhouse \/ s.Short XX LV-2 Houou Hiten Kyaku, LV-1 Houou Hiten
Kyaku, Fierce Kuu Sajin
(Cross-HK \/ s.LK XX qcf,qcf + HK, qcf,qcf + LK (charge d), u + HP)
o9 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Short > c.Jab > c.Roundhouse
(Jump HK \/ c.LK > c.LP > c.HK)
[ Xtra ]
- Combo o3,o4,o5
The Houou Kyaku will catch the opponent as they are falling from the Houou
Hiten Kyaku.
- Combo o7
Some old schoolers may remember the tactic for Guile where you can do a
crouching attack into a standing one and still perform the Flash Kick. The
same principle works here: Press Short just as you roll the control
pad/joystick to neutral, pressing up immediately afterward plus Fierce to
perform the Kuu Sajin.
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K e n M a s t e r s hi en no shouryuu
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o1 :: 17 hit :: snk :: marvelous!!!!
Ken in RED and MAX Gauge 99% full. Opponent in corner. j.Fierce \/ s.Jab
XX Jab Shouryuu Ken \/ Shouryuu Reppa [3 hit] \/ (meter charge) MAX
Shinryuu Ken
(j.HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + P \/ (hold HP + HK) qcf,d,df +
K)
o2 :: 17 hit :: capcom / snk :: marvelous!!!! :: J.C. Combo Ex. #1
Opponent in corner. j.Fierce \/ s.Jab XX Jab Shouryuu Ken \/ LV-3/MAX
Shinryuu Ken
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + KK)
o3 :: 17 hit :: capcom / snk :: marvelous!!!! :: J.C. Combo Ex. #1
cu.Roundhouse \/ c.Short > c.Roundhouse XX LV-3/MAX Shinryuu Ken
(Cross-up HK \/ c.LK > c.HK XX qcf,d,df + KK)
o4 :: 14 hit :: capcom :: marvelous!!! :: J.C. Combo Ex. #1
Opponent in/near corner. j.Short XX Roundhouse Kuuchuu Tatsumaki Senpuu
Kyaku [1 hit] \/ c.Short > c.Roundhouse XX LV-1 Shouryuu Reppa [3 hit] \/
LV-2 Shinryuu Ken
(Jump LK XX qcb + HK \/ c.LK > c.HK XX qcf,d,df + LP \/ qcf,d,df + HK)
o5 :: 14 hit :: capcom / snk :: marvelous!!! :: J.C. Combo Ex. #1
cu.Roundhouse \/ c.Short > c.Jab > c.Short > db + Roundhouse XX
Shippuujinrai Kyaku
(Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcb,qcb + K)
o6 :: 13 hit :: capcom :: marvelous!! :: SF2Freak Combo Ex.
Opponent in corner. j.Fierce \/ s.Jab XX Jab Shouryuu Ken \/ LV-1 Shouryuu
Reppa [3 hit] \/ LV-2 Shinryuu Ken
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HK)
o7 :: 12 hit :: capcom / snk :: marvelous! :: SF2Freak Combo Ex.
Ken in corner. Opponent 1/3 screen from corner. cu.Roundhouse \/ c.Short >
c.Short > c.Roundhouse XX Shippuujinrai Kyaku
(Cross-up HK \/ c.LK > c.LK > c.HK XX qcb,qcb + K)
o8 :: 10 hit :: capcom / snk :: fantastic! :: Adrian Hazzard
j.Short XX Roundhouse Kuuchuu Tatsumaki Senpuu Kyaku [1 hit] \/ s.Fierce
XX LV-3/MAX Shouryuu Reppa
(Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP)
o9 :: 9 hit :: capcom :: wonderful!!
Opponent 1/3 screen from corner. j.Fierce \/ s.Jab XX Jab Shouryuu Ken \/
LV-2 Shouryuu Reppa [4 hit] \/ LV-1 Shinryuu Ken
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP \/ qcf,d,df + LK)
1o :: 9 hit :: capcom / snk :: wonderful!!
Opponent in corner. j.Fierce \/ s.Jab XX Jab Shouryuu Ken \/ LV-1 Shouryuu
Reppa [3 hit] \/ LV-1 Shinryuu Ken
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + LK)
11 :: 7 hit :: capcom / snk :: very good!!
j.Roundhouse \/ s.Fierce XX Roundhouse Tatsumaki Senpuu Kyaku
(Jump HK \/ s.HP XX qcb + HK)
12 :: 7 hit :: capcom / snk :: very good!!
j.Roundhouse \/ c.Jab > c.Short XX LV-1 Shouryuu Reppa
(Jump HK \/ c.LP > c.LK XX qcf,d,df + LP)
13 :: 5 hit :: capcom / snk :: great!!
j.Roundhouse \/ s.Jab XX Fierce Shouryuu Ken
(Jump HK \/ s.LP XX f,d,df + HP)
14 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Short > db + Roundhouse XX Hadou Ken
(Jump HK \/ c.LK > db + HK XX qcf + P)
15 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Jab > c.Short XX Hadou Ken
(Jump HK \/ c.LP > c.LK XX qcf + P)
16 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ c.Short > c.Fierce XX Hadou Ken
(Jump HP \/ c.LK > c.HP XX qcf + P)
17 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ c.Fierce XX Hadou Ken
(Jump HP \/ c.HP XX qcf + P)
[ Xtra ]
- Combo o1,o2,o3,o4,o6,o9,1o
Rapidly press the buttons so the Shinryuu Ken hits more.
- Combo o1,o2,o6,o9,1o
The Jab Shouryuu Ken pops the opponents into the air at the perfect height
to allow Ken to land and cancel immediately into a Shouryuu Reppa to juggle.
- Combo o1
If this combo was actually done in tournament play, I`d give the person mad
props. The MAX Gauge _must_ be right near the edge of completion for this to
work. Immediately after landing from the Shouryuu Reppa, charge up the last
1% of MAX Gauge and buffer in the Shinryuu Ken motion. You literally have
less than a second to do this because the opponent falls quickly. Once you
hit MAX, do the super as the opponent should be close to hitting the ground
by now. You can "negative edge" this to get it to work too - keep holding HP
+ HK as you buffer in the qcf,qcf. Once the MAX is reached, release HP as
you still hold HK, _then_ release HK as the qcf,qcf motion is complete. Ken
will immediately go into the MAX Shinryuu Ken to catch.
- Combo o3,o4
Once the c.Roundhouse sweeps the opponent, quickly go into the Shouryuu
Reppa to juggle.
- Combo o4,o9
The reason for the specific distance is because once you get to the Shouryuu
Reppa`s second loop, Ken would have juggled his opponent into the corner.
Sometimes, depending on the opponent, they can fall behind Ken`s Shinryuu
Ken and not be hit by it. So the distance makes it so that once you get to
the corner, they`ll fall down straight against the wall and Ken can land and
juggle easily.
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K e n M a s t e r s EX
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o1 :: 11 hit :: capcom / snk :: fantastic!!
cu.Roundhouse \/ c.Short > c.Jab > c.Short > db + Roundhouse XX LV-3/MAX
Shouryuu Reppa
(Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcf,d,df + PP)
o2 :: 10 hit :: capcom / snk :: fantastic! :: Adrian Hazzard
j.Short XX Roundhouse Kuuchuu Tatsumaki Senpuu Kyaku [1 hit] \/ s.Fierce
XX LV-3/MAX Shouryuu Reppa
(Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP)
o3 :: 9 hit :: capcom :: wonderful!!
Opponent 1/3 screen from corner. j.Fierce \/ s.Jab XX Jab Shouryuu Ken \/
LV-1 Shouryuu Reppa [3 hit] \/ LV-2 Shouryuu Reppa
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HP)
o4 :: 7 hit :: capcom :: very good!!
j.Fierce \/ s.Jab XX Jab Shouryuu Ken \/ LV-2 Shouryuu Reppa
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP)
o5 :: 7 hit :: capcom / snk :: very good!!
j.Roundhouse \/ s.Fierce XX Roundhouse Tatsumaki Senpuu Kyaku
(Jump HK \/ s.HP XX qcb + HK)
o6 :: 7 hit :: capcom / snk :: very good!!
j.Roundhouse \/ c.Jab > c.Short XX LV-1 Shouryuu Reppa
(Jump HK \/ c.LP > c.LK XX qcf,d,df + LP)
o7 :: 5 hit :: capcom / snk :: great!!
j.Roundhouse \/ s.Jab XX Fierce Shouryuu Ken
(Jump HK \/ s.LP XX f,d,df + HP)
o8 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Short > db + Roundhouse XX Hadou Ken
(Jump HK \/ c.LK > db + HK XX qcf + P)
o9 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Jab > c.Short XX Hadou Ken
(Jump HK \/ c.LP > c.LK XX qcf + P)
1o :: 4 hit :: capcom / snk :: great!
j.Fierce \/ c.Short > c.Fierce XX Hadou Ken
(Jump HP \/ c.LK > c.HP XX qcf + P)
11 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ c.Fierce XX Hadou Ken
(Jump HP \/ c.HP XX qcf + P)
[ Xtra ]
- Combo o3,o4
The Jab Shouryuu Ken pops the opponents into the air at the perfect height
to allow Ken to land and cancel immediately into a Shouryuu Reppa to juggle.
- Combo o3
The reason for the specific distance is because once you get to the Shouryuu
Reppa`s second loop, Ken would have juggled his opponent into the corner.
Sometimes, depending on the opponent, they can fall behind Ken`s next
Shouryuu Reppa and not be hit by it. So the distance makes it so that once
you get to the corner, they`ll fall down straight against the wall and Ken
can land and juggle easily.
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K i n g juugeki no reijin
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o1 :: 16 hit :: capcom / snk :: marvelous!!!!
Opponent in corner. j.Roundhouse \/ s.Fierce XX Roundhouse Trap Shot [10
hit], Roundhouse Surprise Rose
(Jump HK \/ s.HP XX b,d,db + HK, f,d,df + HK)
o2 :: 14 hit :: capcom / snk :: marvelous!!!
Opponent in corner. j.Roundhouse \/ s.Fierce XX Roundhouse Trap Shot [10
hit], LV-1 Silent Flash
(Jump HK \/ s.HP XX b,d,db + HK, qcb,qcb + LK)
o3 :: 14 hit :: capcom / snk :: marvelous!!!
Opponent in corner. Full screen away. Short Venom Strike, LV-3/MAX
Illusion Dance
(qcf + LK, qcf,hcb + KK)
o4 :: 13 hit :: capcom / snk :: marvelous!!
Opponent in corner. j.Roundhouse \/ s.Jab > s.Short XX Short Trap Shot [6
hit], Roundhouse Surprise Rose
(Jump HK \/ s.LP > s.LK XX b,d,db + LK, f,d,df + HK)
o5 :: 13 hit :: capcom / snk :: marvelous!!
j.Roundhouse \/ s.Fierce XX LV-3/MAX Silent Flash
(Jump HK \/ s.HP XX qcb,qcb + KK)
o6 :: 13 hit :: capcom / snk :: marvelous!! :: GamePro #147
j.Short \/ c.Short XX LV-3/MAX Silent Flash
(Jump LK \/ c.LK XX qcb,qcb + KK)
o7 :: 11 hit :: capcom / snk :: fantastic!! :: SF2Freak Combo Ex.
Opponent in corner. j.Fierce \/ c.Short > s.Jab XX Short Trap Shot [6
hit], LV-1 Silent Flash
(Jump HP \/ c.LK > s.LP XX b,d,db + LK, qcb,qcb + LK)
o8 :: 10 hit :: capcom / snk :: fantastic!
Opponent in corner. j.Roundhouse \/ s.Short XX Short Trap Shot [6 hit],
LV-1 Silent Flash
(Jump HK \/ s.LK XX b,d,db + LK, qcb,qcb + LK)
o9 :: 7 hit :: capcom / snk :: very good!!
j.Roundhouse \/ s.Jab XX Roundhouse Surprise Rose
(Jump HK \/ s.LP XX f,d,df + HK)
1o :: 6 hit :: capcom / snk :: very good!
Opponent in corner. Punch Throw [2 hit], Roundhouse Surprise Rose
(When close, f + HP, f,d,df + HK)
11 :: 6 hit :: capcom / snk :: very good!
j.Roundhouse \/ c.Roundhouse XX Roundhouse Surprise Rose
(Jump HK \/ c.HK XX f,d,df + HK)
12 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ s.Fierce XX Roundhouse Double Strike
(Jump HK \/ s.HP XX qcf,qcf + HK)
13 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Roundhouse XX LV-1 Silent Flash
(Jump HK \/ c.HK XX qcb,qcb + LK)
14 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ s.Fierce XX Tornado Kick
(Jump HK \/ s.HP XX hcb + K)
15 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Roundhouse Venom Strike
(Jump HK \/ s.HP XX qcf + HK)
[ Xtra ]
- Combo 11
Once the c.Roundhouse sweeps the opponent, quickly go into the Roundhouse
Surprise Rose to juggle.
- Combo 13
Once the c.Roundhouse sweeps the opponent, quickly go into the Silent Flash
to juggle.
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K i n g EX
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o1 :: 19 hit :: capcom / snk :: marvelous!!!!
Opponent in corner. j.Roundhouse \/ s.Fierce XX Roundhouse Trap Shot [10
hit], LV-3/MAX Double Strike
(Jump HK \/ s.HP XX b,d,db + HK, f,b,f,df,d + KK)
o2 :: 17 hit :: capcom / snk :: marvelous!!!!
j.Roundhouse \/ c.Jab > c.Short XX Roundhouse Moushuu Kyaku [7 hit],
LV-3/MAX Double Strike
(Jump HK \/ c.LP > c.LK XX qcb + HK, f,b,f,df,d + KK)
o3 :: 14 hit :: capcom / snk :: marvelous!!!
Opponent in corner. j.Roundhouse \/ s.Fierce XX Roundhouse Trap Shot [10
hit], Roundhouse Tobi 2-dan Hiza Geri
(Jump HK \/ s.HP XX b,d,db + HK, f,d,df + HK)
o4 :: 14 hit :: capcom / snk :: marvelous!!!
Opponent in corner. Full screen away. Short Venom Strike, LV-3/MAX
Illusion Dance
(qcf + LK, qcf,hcb + KK)
o5 :: 12 hit :: capcom / snk :: marvelous!
Opponent in corner. j.Roundhouse \/ c.Jab > c.Short XX Roundhouse Moushuu
Kyaku [7 hit], Roundhouse Tobi 2-dan Hiza Geri
(j.HK \/ c.LP > c.LK XX qcb + HK, f,d,df + HK)
o6 :: 11 hit :: capcom / snk :: fantastic!!
Opponent in corner. j.Roundhouse \/ s.Jab > s.Short XX Short Trap Shot [6
hit], Roundhouse Tobi 2-dan Hiza Geri
(Jump HK \/ s.LP > s.LK XX b,d,db + LK, f,d,df + HK)
o7 :: 10 hit :: capcom / snk :: fantastic!
j.Roundhouse \/ s.Fierce XX LV-3/MAX Double Strike
(Jump HK \/ s.HP XX f,b,f,df,d + KK)
o8 :: 9 hit :: capcom / snk :: wonderful!!
j.Roundhouse \/ s.Fierce XX Roundhouse Moushuu Kyaku
(Jump HK \/ s.HP XX qcb + HK)
o9 :: 4 hit :: capcom / snk :: great!
Opponent in corner. Punch Throw [2 hit], Roundhouse Tobi 2-dan Hiza Geri
(When close, f + HP, f,d,df + HK)
1o :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Roundhouse XX Roundhouse Tobi 2-dan Hiza Geri
(Jump HK \/ c.HK XX f,d,df + HK)
11 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ s.Jab XX Roundhouse Tobi 2-dan Hiza Geri
(Jump HK \/ s.LP XX f,d,df + HK)
12 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Roundhouse Venom Strike
(Jump HK \/ s.HP XX qcf + HK)
[ Xtra ]
- Combo o2
Once the last hit of the Moushuu Kyaku connects, you have very little time
to do the motion for the Double Strike before the opponent falls out of
range. You can buffer the motion during the last hits of the Moushuu Kyaku
though to make it easier. It must be done when the opponent is flying
upward, so they fall and bounce on each blast.
- Combo 1o
Once the c.Roundhouse sweeps the opponent, quickly go into the Roundhouse
Tobi 2-dan Hiza Geri to juggle.
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K y o u K u s a n a g i kake agaru guren
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o1 :: 14 hit :: capcom / snk :: marvelous!!! :: K_K Kyou Combo Ex.
Stand close. c.Jab > c.Jab > c.Short XX LV-3/MAX Saishuu Kessen Ougi: 'Mu
Shiki' (San Shingi no Ichi)
(c.LP > c.LP > c.LK XX qcf,qcf + PP)
o2 :: 13 hit :: capcom / snk :: marvelous!! :: K_K Kyou Combo Ex.
j.Roundhouse \/ c.Short XX LV-3/MAX Saishuu Kessen Ougi: 'Mu Shiki' (San
Shingi no Ichi)
(Jump HK \/ c.LK XX qcf,qcf + PP)
o3 :: 8 + 1 hit :: capcom / snk :: wonderful! :: K_K Kyou Combo Ex.
Special opponent in corner. Stand close. c.Roundhouse, LV-3/MAX Ura Hyaku
Hachi Shiki: Orochi Nagi (Kyou ablaze; don`t hold button) [2 hit], c.Short
> c.Jab > c.Fierce XX Fierce Hyaku Juuyon Shiki: Ara Gami XX Hyaku Nijuu-
Hachi Shiki: Kono Kizu XX Hyaku Juuni-Go Shiki: Nana Se
(c.HK, qcb,hcf + PP, c.LK > c.LP > c.HP XX qcf + HP XX qcf + HP XX Press
K)
o4 :: 7 hit :: snk :: very good!! :: K_K Kyou Combo Ex.
Opponent 1/3 screen from corner. j.Short \/ MAX Ura Hyaku Hachi Shiki:
Orochi Nagi (Kyou ablaze; hold button) [1 hit], (release Orochi Nagi) [3
hit], Saishuu Kessen Ougi 'Mu Shiki' (San Shingi no Ichi)
(Jump LK \/ qcb,hcf + P (hold P), (release P), qcf,qcf + P)
o5 :: 6 hit :: capcom / snk :: very good! :: K_K Kyou Combo Ex.
Stand close. c.Short > c.Jab > c.Fierce XX Hyaku Juuyon Shiki: Ara Gami XX
Hyaku Nijuu-Hachi Shiki: Kono Kizu XX Hyaku Juuni-Go Shiki: Nana Se
(c.LK > c.LP > c.HP XX qcf + P XX qcf + P XX Press K)
o6 :: 6 hit :: capcom / snk :: very good! :: K_K Kyou Combo Ex.
j.Roundhouse \/ c.Short > c.Fierce XX Hyaku Juuyon Shiki: Ara Gami XX
Hyaku Nijuu-Hachi Shiki: Kono Kizu XX Hyaku Juuni-Go Shiki: Nana Se
(Jump HK \/ c.LK > c.HP XX qcf + P XX qcf + P XX Press K)
o7 :: 6 hit :: capcom / snk :: very good! :: K_K Kyou Combo Ex.
Stand close. c.Roundhouse XX LV-3/MAX Ura Hyaku Hachi Shiki: Orochi Nagi
(Kyou ablaze; hold button) [2 hit], (release Orochi Nagi)
(c.HK XX qcb,hcf + PP (hold P), (release P))
o8 :: 5 hit :: capcom / snk :: great!!
j.Roundhouse \/ s.Fierce XX Hyaku Juuyon Shiki: Ara Gami XX Hyaku Nijuu-
Hachi Shiki: Kono Kizu XX Hyaku Juuni-Go Shiki: Nana Se
(Jump HK \/ s.HP XX qcf + P XX qcf + P XX Press K)
o9 :: 4 + 1 hit :: capcom :: great! :: K_K Kyou Combo Ex.
Opponent in corner. Stand close. c.Roundhouse, LV-1 Ura Hyaku Hachi Shiki:
Orochi Nagi [1 hit], LV-1 Saishuu Kessen Ougi 'Mu Shiki' (San Shingi no
Ichi)
(c.HK, qcb,hcf + LP, qcf,qcf + LP)
1o :: 4 hit :: capcom / snk :: great! :: K_K Kyou Combo Ex.
j.Fierce \/ s.Fierce XX Nihyaku Juuni Shiki: Kototsuki You
(Jump HP \/ s.HP XX hcb + K)
11 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ s.Fierce XX Fierce Hyaku Shiki: Oni Yaki
(Jump HP \/ s.HP XX f,d,df + HP)
[ Xtra ]
- Combo o3
For some reason, this combo will only work on the following opponents:
Balrog (claw), Benimaru Nikaidou, Blanka, Cammy, Edmond Honda, Morrigan
Aensland, and Zangief. It works about 60% of the time on Raiden too.
Personally, I don`t know why there`s a certain group of people that you can
perform this on. Yet I highly doubt this would be used in tournament play
anyway. It seemingly works on thin characters, but as you can see E.Honda
and Zangief are eligible. Once you knock the opponent down with
c.Roundhouse, perform the Orochi Nagi on the animation frame they hit the
ground. If you do it too soon, the flames will pop them up and that isn`t
what you want to happen. Don`t even hold Punch to delay the Orochi Nagi`s
execution. Just let it go as soon as the motion is input. If your timing`s
right, only two of the Orochi Nagi`s three hits will connect to set the
opponent ablaze and in stun. Plus, they won`t fall down; allowing Kyou to
continue the combo.
- Combo o4,o7
The flames around Kyou`s body will hit the opponent and pop them back into
the air. Release Punch to unleash the flames and catch them as they are
falling.
- Combo o5,o6,o8
This combo is easier to do with Jab Ara Gami and Jab Kono Kizu.
- Combo o9
The c.Roundhouse are the beginning is there to make the Orochi Nagi hit the
back of the opponent`s head as the flames are dissipating, thus making it
hit late. It`ll hit when they are fully at their feet again only. That gives
Kyou enough time to cancel into 'Mu Shiki' to juggle them from the Orochi
Nagi`s popup. It is possible to hit them with a LV-2 'Mu Shiki', but the
hits aren`t as reliable as the LV-1.
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K y o u K u s a n a g i EX
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o1 :: 10 hit :: capcom / snk :: fantastic! :: K_K Kyou Combo Ex.
Opponent in corner. j.Fierce \/ c.Short > c.Jab > c.Short XX Short
Nanajuu-Go Shiki: Kai [2 hit] \/ LV-3/MAX Ura Hyaku Hachi Shiki: Orochi
Nagi (Kyou ablaze; hold button) [1 hit], (release Orochi Nagi)
(Jump HP \/ c.LK > c.LP > c.LK XX qcf + LK,LK \/ qcb,hcf + PP (hold P),
(release P))
o2 :: 9 hit :: capcom / snk :: wonderful!! :: K_K Kyou Combo Ex.
Opponent in corner. Full screen away. Jab Hyaku Hachi Shiki: Yami Barai
(dash forward) /\ sj.Roundhouse \/ c.Short XX Short Nanajuu-Go Shiki: Kai
[2 hit] \/ LV-3/MAX Ura Hyaku Hachi Shiki: Orochi Nagi (Kyou ablaze; hold
button) [1 hit], (release Orochi Nagi)
(qcf + LP (f,f, d,uf) /\ Jump HK \/ c.LK XX qcf + LK,LK \/ qcb,hcf + PP
(hold P), (release P))
o3 :: 9 hit :: capcom / snk :: wonderful!! :: K_K Kyou Combo Ex.
Opponent in corner. j.Roundhouse \/ c.Short > c.Fierce XX Short Nanajuu-Go
Shiki: Kai [2 hit] \/ LV-3/MAX Ura Hyaku Hachi Shiki: Orochi Nagi (Kyou
ablaze; hold button) [1 hit], (release Orochi Nagi)
(Jump HK \/ c.LK > c.HP XX qcf + LK,LK \/ qcb,hcf + PP (hold P), (release
P))
o4 :: 8 hit :: capcom / snk :: wonderful! :: K_K Kyou Combo Ex.
Opponent in corner. Full screen away. Jab Hyaku Hachi Shiki: Yami Barai,
Short Nihyaku Juuni Shiki: Kototsuki You (miss), c.Short XX Short Nanajuu-
Go Shiki: Kai [2 hit] \/ LV-3/MAX Ura Hyaku Hachi Shiki: Orochi Nagi (Kyou
ablaze; hold button) [1 hit], (release Orochi Nagi)
(qcf + LP, hcb + LK, c.LK XX qcf + LK,LK \/ qcb,hcf + PP (hold P),
(release P))
o5 :: 8 hit :: capcom / snk :: wonderful! :: J.C. Kyou EX Ex.
Opponent 1/2 screen from corner. Stand close. Roundhouse Nanajuu-Go Shiki:
Kai [2 hit] \/ (walk forward) c.Fierce XX Short Nanajuu-Go Shiki: Kai [1
hit] \/ LV-3/MAX Ura Hyaku Hachi Shiki: Orochi Nagi (Kyou ablaze; hold
button) [1 hit], (release Orochi Nagi)
(qcf + HK,HK \/ (hold f) c.HP XX qcf + LK,LK \/ qcb,hcf + PP (hold P),
(release P))
o6 :: 8 hit :: capcom / snk :: wonderful! :: J.C. Kyou EX Ex.
Opponent 3/4 screen from corner. Stand close. Roundhouse Nanajuu-Go Shiki:
Kai [2 hit] \/ (walk forward) Jab Hyaku Shiki: Oni Yaki \/ LV-3/MAX Ura
Hyaku Hachi Shiki: Orochi Nagi (Kyou ablaze; hold button) [2 hit],
(release Orochi Nagi)
(qcf + HK,HK \/ (hold f) f,d,df + LP \/ qcb,hcf + PP (hold P), (release
P))
o7 :: 8 hit :: capcom / snk :: wonderful! :: K_K Kyou Combo Ex.
Opponent in middle of entire stage. Stand close. Roundhouse Nanajuu-Go
Shiki: Kai [2 hit] \/ Short Nanajuu-Go Shiki: Kai [2 hit] \/ LV-3/MAX Ura
Hyaku Hachi Shiki: Orochi Nagi (Kyou ablaze; hold button) [1 hit],
(release Orochi Nagi)
(qcf + HK,HK \/ qcf + LK,LK \/ qcb,hcf + PP (hold P), (release P))
o8 :: 8 hit :: capcom / snk :: wonderful! :: J.C. Kyou EX Ex.
j.Fierce \/ c.Short XX LV-3/MAX Ura Hyaku Hachi Shiki: Orochi Nagi (Kyou
ablaze; hold button) [3 hit], (release Orochi Nagi)
(Jump HP \/ c.LK XX qcb,hcf + PP (hold P), (release P))
o9 :: 7 hit :: capcom / snk :: very good!! :: J.C. Kyou EX Ex.
j.Fierce \/ c.Short > c.Short > c.Short XX Roundhouse Hyaku Ichi Shiki:
Oboro Guruma
(Jump HP \/ c.LK > c.LK > c.LK XX b,d,db + HK)
1o :: 6 hit :: capcom / snk :: very good! :: K_K Kyou Combo Ex.
Stand close. c.Roundhouse XX LV-3/MAX Ura Hyaku Hachi Shiki: Orochi Nagi
(Kyou ablaze; hold button) [2 hit], (release Orochi Nagi)
(c.HK XX qcb,hcf + PP (hold P), (release P))
11 :: 6 hit :: capcom / snk :: very good! :: K_K Kyou Combo Ex.
j.Fierce \/ s.Jab > s.Short XX Roundhouse Hyaku Ichi Shiki: Oboro Guruma
(Jump HP \/ s.LP > s.LK XX b,d,db + HK)
12 :: 5 hit :: capcom :: great!! :: J.C. Kyou EX Ex.
Opponent in middle of entire stage. Roundhouse Nanajuu-Go Shiki: Kai [2
hit] \/ Short Nanajuu-Go Shiki: Kai [2 hit] \/ LV-2 Ura Hyaku Hachi Shiki:
Orochi Nagi
(qcf + HK,HK \/ qcf + LK,LK \/ qcb,hcf + HP)
13 :: 5 hit :: capcom / snk :: great!! :: K_K Kyou Combo Ex.
Opponent in corner. Kyou 1/3 screen away. Roundhouse Nanajuu-Go Shiki: Kai
[2 hit] \/ c.Fierce XX LV-2 Ura Hyaku Hachi Shiki: Orochi Nagi
(qcf + HK,HK \/ c.HP XX qcb,hcf + HP)
14 :: 5 hit :: capcom / snk :: great!! :: J.C. Kyou EX Ex.
Stand close. Roundhouse Nanajuu-Go Shiki: Kai [2 hit] \/ (walk forward)
c.Fierce XX Roundhouse Hyaku Ichi Shiki: Oboro Guruma
(qcf + HK,HK \/ (hold f) c.HP XX b,d,db + HK)
15 :: 4 hit :: capcom / snk :: great! :: J.C. Kyou EX Ex.
Opponent screen distance from corner. Roundhouse Nanajuu-Go Shiki: Kai [2
hit] \/ (walk forward) c.Fierce XX LV-1 Ura Hyaku Hachi Shiki: Orochi Nagi
(qcf + HK,HK \/ (hold f) c.HP XX qcb,hcf + LP)
16 :: 4 hit :: capcom / snk :: great! :: K_K Kyou Combo Ex.
j.Fierce \/ s.Fierce XX Nihyaku Juuni Shiki: Kototsuki You
(Jump HP \/ s.HP XX hcb + K)
17 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ s.Fierce XX Fierce Hyaku Shiki: Oni Yaki
(Jump HP \/ s.HP XX f,d,df + HP)
18 :: 3 hit :: capcom / snk :: good!! :: K_K Kyou Combo Ex.
Full screen away. Jab Hyaku Hachi Shiki: Yami Barai, Roundhouse Nihyaku
Juuni Shiki: Kototsuki You
(qcf + LP, hcb + HK)
[ Xtra ]
- Combo o1,o2,o3,o4,o5,o6,o7,o8
The flames around Kyou`s body will hit the opponent and pop them back into
the air. Release Punch to unleash the flames and catch them as they are
falling.
- Combo o4
Two methods can be used to get this to work. The easiest is to set the
Dreamcast to have the "Run" feature on. The universal method is to do a
Short Kototsuki You _immediately_ after the Yami Barai. Kyou will stop
before reaching the opponent and you`ll be in range to do the rest of the
combo.
- Combo o5
After the Roundhouse Kai, Kyou and the opponent should be in the corner. You
can only cancel into the second Kai after Kyou`s standing close Fierce hits.
So Kyou has to be right under the opponent as they are falling. The second
kick from the Short Kai will be the one that hits and relaunches the
opponent.
- Combo o6
Input the command for the Orochi Nagi so it executes when the opponent falls
to Kyou`s head level, and they`ll be hit twice before being launched.
Sometimes the opponent can bounce off the top of Kyou twice before the
flames are released, but that method doesn`t work always.
- Combo o7,12
The opponent must practically be in the middle of the entire stage for these
to correctly work. The pair of Kai will eventually drive them into the
corner and set them up high enough to have Kyou land and juggle with the
Orochi Nagi.
- Combo o8
Unless the opponent is large and has mass (Zangief, Honda), this will be a
pain to execute. In which even then it`s nearly impossible to get to work
all the time. The rest of Kyou`s combos are much easier and provide more
damage anyway. Kyou must hit the opponent high with the j.Fierce, allowing
him to land and catch with the c.Short. His landing is what can alter, as he
must be _VERY_ close to the opponent or the flames from the Orochi Nagi`s
startup won`t hit.
- Combo o9
Make sure not to hold down on the joystick when doing Kyou`s j.Fierce, or he
will to an alternate punch that knocks the opponent down.
- Combo 15
The distancing is a little difficult to pinpoint. It has to be set up so
that once Kyou connects with the c.Fierce after the Kai, the screen slides
over a little and the opponent is sent in the corner. You have to cancel
into the Orochi Nagi as soon as the punch hits so once they fall back toward
the ground, they can be caught by the flames.
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M a i S h i r a n u i youen naru butou
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o1 :: 14 hit :: capcom / snk :: marvelous!!!
j.Fierce \/ c.Short > c.Short > c.Short XX LV-3/MAX Chou Hissatsu Shinobi
Bachi
(Jump HP \/ c.LK > c.LK > c.LK XX qcb,hcf + KK)
o2 :: 13 hit :: capcom / snk :: marvelous!!
j.Roundhouse \/ s.Roundhouse XX LV-3/MAX Chou Hissatsu Shinobi Bachi
(Jump HK \/ s.HK XX qcb,hcf + KK)
o3 :: 10 hit :: capcom / snk :: fantastic! :: J.C.F.F. Combo Ex.
Opponent in corner. j.Fierce \/ c.Fierce XX Jab Ryuu En Bu, LV-3/MAX Chou
Hissatsu Shinobi Bachi
(Jump HP \/ c.HP XX qcb + LP, qcb,hcf + KK)
o4 :: 10 hit :: capcom / snk :: fantastic!
j.Roundhouse \/ c.Jab > c.Short XX LV-1 Chou Hissatsu Shinobi Bachi
(Jump HK \/ c.LP > c.LK XX qcb,hcf + LK)
o5 :: 8 hit :: capcom / snk :: wonderful! :: J.C.F.F. Combo Ex.
Mai in corner. Opponent close. Fierce Masasabi no Mai (to opposite wall)
\/ LV-3/MAX Chou Hissatsu Shinobi Bachi
(Charge d,uf + HP \/ qcb,hcf + KK)
o6 :: 8 hit :: capcom / snk :: wonderful! :: GamePro #147
j.Roundhouse \/ c.Roundhouse XX LV-3/MAX Chou Hissatsu Shinobi Bachi
(Jump HK \/ c.HK XX qcb,hcf + KK)
o7 :: 6 hit :: capcom / snk :: very good! :: J.C. Combo Ex. #2
j.Roundhouse XX LV-3/MAX Shiranui-ryuu Ougi: Beni Suzaku
(Jump HK XX qcb,qcb + PP)
o8 :: 5 hit :: capcom / snk :: great!!
Opponent in corner. j.Roundhouse \/ c.Jab > c.Short XX Fierce Ryuu En Bu
(Jump HK \/ c.LP > c.LK XX qcb + HP)
o9 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ s.Fierce XX Fierce Ryuu En Bu
(Jump HK \/ s.HP XX qcb + HP)
1o :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Roundhouse Hissatsu Shinobi Bachi
(Jump HK \/ s.HP XX hcf + HK)
11 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ s.Fierce XX Fierce Kachou Sen
(Jump HP \/ s.HP XX qcf + HP)
12 :: 2 hit :: capcom / snk :: good!
Opponent in corner. Full screen away. Jab Kachou Sen, Roundhouse Hissatsu
Shinobi Bachi
(qcf + LP, hcf + HK)
[ Xtra ]
- Combo o4
The Chou Hissatsu Shinobi Bachi acts differently depending on when it was
canceled into. Sometimes the full seven hits will connect to knock the
opponent down. Other times, it gets only a few hits to slide the opponent
backward as Mai is traveling. Very weird.
- Combo o5
You must make Mai fly over the opponent and to the wall on the opposite side
of the screen; not the one behind her. When she flies forward, she will hit
them into the corner, enabling her to land to juggle with the Chou Hissatsu
Shinobi Bachi.
- Combo o6
Once the c.Roundhouse sweeps the opponent, quickly go into the Chou Hissatsu
Shinobi Bachi to juggle.
- Combo o7
Make the j.Roundhouse hit as high on the opponent as possible. That way once
you cancel into the Beni Suzaku, all five hits will connect.
- Combo o8,o9
The Ryuu En Bu hits twice fully. If Mai isn`t close to the opponent, it may
just hit only once. Which sometimes can result in the Ryuu En Bu not hitting
at all.
- Combo o8
On certain opponents (normally large ones), this can be done anywhere.
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M a i S h i r a n u i EX
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o1 :: 14 hit :: capcom / snk :: marvelous!!!
j.Fierce \/ c.Short > c.Short > c.Short XX LV-3/MAX Chou Hissatsu Shinobi
Bachi
(Jump HP \/ c.LK > c.LK > c.LK XX qcb,hcf + KK)
o2 :: 13 hit :: capcom :: marvelous!! :: J.C.F.F. Combo Ex.
j.Roundhouse \/ c.Short > c.Short XX LV-2 Chou Hissatsu Shinobi Bachi [8
hit] \/ LV-1 Suichou no Mai
(Jump HK \/ c.LK > c.LK XX qcb,hcf + HP \/ qcf,qcf + LP)
o3 :: 13 hit :: capcom / snk :: marvelous!!
j.Roundhouse \/ s.Roundhouse XX LV-3/MAX Chou Hissatsu Shinobi Bachi
(Jump HK \/ s.HK XX qcb,hcf + KK)
o4 :: 10 hit :: capcom / snk :: fantastic! :: J.C.F.F. Combo Ex.
Opponent in corner. j.Fierce \/ c.Fierce XX Jab Ryuu En Bu, LV-3/MAX Chou
Hissatsu Shinobi Bachi
(Jump HP \/ c.HP XX qcb + LP, qcb,hcf + KK)
o5 :: 10 hit :: capcom / snk :: fantastic!
j.Roundhouse \/ c.Jab > c.Short XX LV-1 Chou Hissatsu Shinobi Bachi
(Jump HK \/ c.LP > c.LK XX qcb,hcf + LK)
o6 :: 9 hit :: capcom / snk :: wonderful!! :: J.C.F.F. Combo Ex.
cu.Short \/ c.Short > s.Short > c.Roundhouse XX LV-3/MAX Suichou no Mai
(Cross-up LK \/ c.LK > s.LK > c.HK XX qcf,qcf + PP)
o7 :: 8 hit :: capcom / snk :: wonderful! :: J.C.F.F. Combo Ex.
Mai in corner. Opponent close. Fierce Masasabi no Mai (to opposite wall)
\/ LV-3/MAX Chou Hissatsu Shinobi Bachi
(Charge d,uf + HP \/ qcb,hcf + KK)
o8 :: 8 hit :: capcom / snk :: wonderful! :: GamePro #147
j.Roundhouse \/ c.Roundhouse XX LV-3/MAX Chou Hissatsu Shinobi Bachi
(Jump HK \/ c.HK XX qcb,hcf + KK)
o9 :: 7 hit :: capcom / snk :: very good!!
j.Roundhouse \/ s.Fierce XX LV-3/MAX Suichou no Mai
(j.HK \/ s.HP XX qcf,qcf + PP)
1o :: 5 hit :: capcom / snk :: great!!
Opponent in corner. j.Roundhouse \/ c.Jab > c.Short XX Fierce Ryuu En Bu
(Jump HK \/ c.LP > c.LK XX qcb + HP)
11 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ s.Fierce XX Fierce Ryuu En Bu
(Jump HK \/ s.HP XX qcb + HP)
12 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ s.Fierce XX Fierce Kachou Sen
(Jump HP \/ s.HP XX qcf + HP)
[ Xtra ]
- Combo o2,o6
The opponent can`t be close to the corner or the Suichou no Mai won`t all
connect.
- Combo o5
The Chou Hissatsu Shinobi Bachi acts differently depending on when it was
canceled into. Sometimes the full seven hits will connect to knock the
opponent down. Other times, it gets only a few hits to slide the opponent
backward as Mai is traveling. Very weird.
- Combo o7
You must make Mai fly over the opponent and to the wall on the opposite side
of the screen; not the one behind her. When she flies forward, she will hit
them into the corner, enabling her to land to juggle with the Chou Hissatsu
Shinobi Bachi.
- Combo o8
Once the c.Roundhouse sweeps the opponent, quickly go into the Chou Hissatsu
Shinobi Bachi to juggle.
- Combo 1o,11
The Ryuu En Bu hits twice fully. If Mai isn`t close to the opponent, it may
just hit only once. Which sometimes can result in the Ryuu En Bu not hitting
at all.
- Combo 1o
On certain opponents (normally large ones), this can be done anywhere.
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M i k e B i s o n (Balrog in US) kurueru mougyuu
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o1 :: 9 hit :: capcom / snk :: wonderful!!
j.Roundhouse \/ c.Jab > c.Short XX LV-3/MAX Gigaton Blow
(Jump HK (charge db) \/ c.LP > c.LK XX f,b,f + KK)
o2 :: 8 hit :: capcom / snk :: wonderful!
j.Roundhouse \/ c.Jab > c.Short XX LV-3/MAX Crazy Buffalo
(Jump HK (charge db) \/ c.LP > c.LK XX f,b,f + PP)
o3 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Short > c.Jab XX Roundhouse Dash Ground Upper
(Jump HK (charge db) \/ c.LK > c.LP XX f + HK)
o4 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Short > c.Jab XX Fierce Dash Ground Straight
(Jump HK (charge db) \/ c.LK > c.LP XX df + HP)
o5 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Short > c.Jab XX Roundhouse Dash Upper
(Jump HK (charge db) \/ c.LK > c.LP XX f + HK)
o6 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Short > c.Jab XX Fierce Dash Straight
(Jump HK (charge db) \/ c.LK > c.LP XX f + HP)
o7 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Jab > c.Short XX Fierce Buffalo Headbutt
(Jump HK (charge d) \/ c.LP > c.LK XX f + HP)
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M i k e B i s o n EX (Balrog EX in US)
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o1 :: 8 hit :: capcom / snk :: wonderful!
j.Roundhouse \/ c.Jab > c.Short XX LV-3/MAX Crazy Buffalo
(Jump HK (charge db) \/ c.LP > c.LK XX f,b,f + PP)
o2 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Short > c.Jab XX Roundhouse Dash Upper
(Jump HK (charge db) \/ c.LK > c.LP XX f + HK)
o3 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Short > c.Jab XX Fierce Dash Straight
(Jump HK (charge db) \/ c.LK > c.LP XX f + HP)
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M o r r i g a n A e n s l a n d
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o1 :: 33 hit :: capcom / snk :: marvelous!!!! :: SF2Freak Combo Ex.
Opponent in corner. j.Roundhouse \/ s.Short > f + Roundhouse [4 hit] XX
Darkness Illusion
(Jump HK \/ s.LK > f + HK XX LP,LP,f,LK,HP)
o2 :: 29 hit :: capcom / snk :: marvelous!!!! :: SF2Freak Combo Ex.
(Opponent in/near corner.) LV-3/MAX Valkyrie Turn [20+ hit] \/ c.Jab [2
hit] > c.Short > df + Roundhouse
(hcb + KK, press K \/ c.LP > c.LK > df + HK)
o3 :: 23 hit :: capcom / snk :: marvelous!!!! :: SF2Freak Combo Ex.
Opponent in corner. Full screen away. Jab Soul Fist (dash forward) /\
j.Jab XX Kuuchuu Darkness Illusion
(qcf + LP (f,f, d,uf) /\ j.LP XX LP,f,LK,HP)
o4 :: 20 hit :: capcom :: marvelous!!!! :: SF2Freak Combo Ex.
(Opponent in/near corner.) LV-1 Valkyrie Turn [10+ hit] \/ LV-2 Cardinal
Blade
(hcb + LK, press K \/ qcf,qcf + HP)
o5 :: 10 hit :: capcom :: fantastic! :: J.C. Combo Ex. #1
Opponent in corner. j.Roundhouse \/ s.Jab XX Jab Shadow Blade \/ LV-1
Cardinal Blade [6 hit] \/ LV-2 Cardinal Blade
(Jump HK \/ s.LP XX f,d,df + LP \/ qcf,qcf + LP \/ qcf,qcf + HP)
o6 :: 9 hit :: capcom / snk :: wonderful!! :: J.C. Combo Ex. #1
j.Roundhouse \/ c.Short > c.Roundhouse > df + Roundhouse XX LV-3/MAX
Cardinal Blade
(Jump HK \/ c.LK > c.HK > df + HK XX qcf,qcf + PP)
[ Xtra ]
- Combo o1
Perform the Darkness Illusion command as Morrigan is spinning during the f +
Roundhouse attack.
- Combo o2,o4
Depending on the height of the opponent, the more hits Morrigan can get from
the Valkyrie Turn before she lands. Obviously the taller they are (ie -
Sagat), the more hits. The hardest part it to aim the Valkyrie Turn to the
highest point on the opponent where it won`t carry Morrigan over their head.
The combo doesn`t necessarily need to be done with the opponent in the
corner. However it is easier that way since it will hit them immediately as
Morrigan pops back on screen.
- Combo o3
After you let the Jab Soul Fist go, dash and super jump over and perform the
Darkness Illusion command as Morrigan comes in hitting range. When the first
Jab his, it`ll stun until the command is complete to have the Super catch.
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N a k o r u r u
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o1 :: 9 hit :: capcom / snk :: wonderful!!
j.Roundhouse \/ c.Short > c.Short > c.Roundhouse XX LV-3/MAX Shichikapu
Kamui Irushika
(Jump HK \/ c.LK > c.LK > c.HK XX hcb,hcb + PP)
o2 :: 5 hit :: capcom / snk :: great!!
cu.Roundhouse \/ s.Jab > s.Short > s.Fierce XX Rera Mutsube
(Cross-up HK \/ s.LP > s.LK > s.HP XX qcf + P)
o3 :: 5 hit :: capcom / snk :: great!!
cu.Roundhouse \/ c.Short > c.Jab > c.Short XX Rera Mutsube
(Cross-up HK \/ c.LK > c.LP > c.LK XX qcf + P)
o4 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Short > s.Fierce XX Annu Mutsube
(Jump HK \/ c.LK > s.HP XX b,db,d + P)
o5 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Jab > c.Short > c.Roundhouse
(Jump HK \/ c.LP > c.LK > c.HK)
o6 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Annu Mutsube
(Jump HK \/ s.HP XX b,db,d + P)
o7 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Rera Mutsube
(Jump HK \/ s.HP XX qcf + P)
[ Xtra ]
- Combo o1
Once the c.Roundhouse sweeps the opponent, quickly go into the Shichikapu
Kamui Irushika to juggle.
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R a i d e n housou train
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o1 :: 10 hit :: capcom / snk :: fantastic! :: J.C. Combo Ex. #1
cu.d + Fierce \/ c.Jab > c.Fierce XX Combination: Body Blow XX Headbutt,
LV-3/MAX Fire Breath
(Cross-up d + HP \/ c.LP > c.HP XX d,b,db + P XX qcb + P, hcb,hcb + PP)
o2 :: 6 hit :: capcom / snk :: very good!
Fierce Giant Bomb, LV-3/MAX Fire Breath
(Charge b,f + HP, hcb,hcb + PP)
o3 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ s.Jab XX Combination: Body Blow XX Headbutt
(Jump HP \/ s.LP XX b,d,db + P XX qcb + P)
[ Xtra ]
- Combo o1
Though it`s not necessary, it might help to have Raiden knock the opponent
into the corner after the Combination: Body Blow. Therefore the Fire Breath
has a higher chance of connecting as the opponent slides along the wall.
- Combo o2
The opponent should be hit with the end of Raiden`s Giant Bomb advance so
that he can recover in time to allow the Fire Breath to juggle.
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R a i d e n EX
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o1 :: 9 hit :: capcom / snk :: wonderful!!
cu.d + Fierce \/ c.Fierce XX LV-3/MAX Crazy Train
(Cross-up d + HP \/ c.HP XX qcf,qcf + PP)
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R u g a l B e r n s t e i n gyakysatsu no koukyoukyoku
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o1 :: 10 hit :: capcom / snk :: fantastic!
j.Roundhouse \/ c.Jab > c.Short XX LV-3/MAX Genocide Heaven
(Jump HK \/ c.LP > c.LK XX qcf,qcf + KK)
o2 :: 9 hit :: capcom / snk :: wonderful!!
j.Roundhouse \/ s.Roundhouse XX LV-3/MAX Genocide Heaven
(Jump HK \/ s.HK XX qcf,qcf + KK)
o3 :: 5 hit :: capcom / snk :: great!! :: GamePro #147
j.Roundhouse \/ s.Fierce XX LV-3/MAX Gigantic Pressure
(Jump HK \/ s.HP XX qcf,hcb + PP)
o4 :: 3 hit :: capcom / snk :: good!!
Full screen away. Jab Reppuu Ken, Fierce God Press
(qcf + LP, hcb + HP)
o5 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Roundhouse XX Genocide Cutter
(Jump HK \/ s.HK XX f,d,df + K)
o6 :: 3 hit :: capcom / snk :: good!! :: GamePro #147
j.Roundhouse \/ c.Fierce XX Fierce God Press
(Jump HK \/ c.HP XX hcb + HP)
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R u g a l B e r n s t e i n EX
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o1 :: 10 hit :: capcom / snk :: fantastic!
j.Roundhouse \/ c.Jab > c.Short XX LV-3/MAX Genocide Heaven
(Jump HK \/ c.LP > c.LK XX qcf,qcf + KK)
o2 :: 9 hit :: capcom / snk :: wonderful!!
j.Roundhouse \/ s.Roundhouse XX LV-3/MAX Genocide Heaven
(Jump HK \/ s.HK XX qcf,qcf + KK)
o3 :: 5 hit :: capcom / snk :: great!! :: GamePro #147
j.Roundhouse \/ s.Fierce XX LV-3/MAX Gigantic Pressure
(Jump HK \/ s.HP XX qcf,hcb + PP)
o4 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Roundhouse XX Genocide Cutter
(Jump HK \/ s.HK XX f,d,df + K)
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R y o u S a k a z a k i muteki no ryuu
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o1 :: 18 hit :: capcom / snk :: marvelous!!!!
cu.Roundhouse \/ s.Jab > s.Fierce XX LV-3/MAX Ryuuko Ranbu
(Cross-up HK \/ s.LP > s.HP XX qcf,hcb + PP)
o2 :: 17 hit :: capcom / snk :: marvelous!!!!
Opponent in corner. Ryou 1/2 screen away. Kuuchuu Jab Ko Ou Ken \/
s.Roundhouse XX LV-3/MAX Ryuuko Ranbu
((uf) qcf + LP \/ s.HK XX qcf,hcb + PP)
o3 :: 16 hit :: capcom / snk :: marvelous!!!!
Full screen away. Jab Ko Ou Ken, LV-3/MAX Ryuuko Ranbu
(qcf + LP, qcf,hcb + PP)
o4 :: 16 hit :: capcom / snk :: marvelous!!!!
j.Roundhouse \/ s.Short XX Fierce Zan Retsu Ken
(Jump HK \/ s.LK XX f,b,f + HP)
o5 :: 8 hit :: capcom / snk :: wonderful!
cu.Roundhouse \/ c.Jab > s.Fierce XX LV-3/MAX Ha Ou Shou Kou Ken
(Cross-up HK \/ c.LP > s.HP XX f,hcf + PP)
o6 :: 8 hit :: capcom / snk :: wonderful!
j.Fierce \/ s.Short > s.Jab XX LV-3/MAX Ha Ou Shou Kou Ken
(Jump HP \/ s.LK > s.LP XX f,hcf + PP)
o7 :: 7 hit :: capcom / snk :: very good!!
Opponent in corner. Ryou 1/2 screen away. Kuuchuu LP Ko Ou Ken \/
s.Roundhouse XX LV-3/MAX Ha Ou Shou Kou Ken
((uf) qcf + LP \/ s.HK XX f,hcf + PP)
o8 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ s.Short > s.Jab XX Jab Ko Ou Ken
(Jump HK \/ s.LK > s.LP XX qcf + LP)
o9 :: 4 hit :: capcom / snk :: great!
cu.Roundhouse \/ s.Jab > c.Fierce XX Ko Ou Ken
(Cross-up HK \/ s.LP > c.HP XX qcf + P)
1o :: 4 hit :: capcom / snk :: great!
j.Fierce \/ c.Fierce XX Hien Shippuu Kyaku
(Jump HP (charge db) \/ c.HP XX f + K)
11 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ s.Fierce XX Ko Ou Ken
(Jump HP \/ s.HP XX qcf + P)
[ Xtra ]
- Combo o2,o7
Ryou must jump toward the opponent at the beginning. It might even be better
to super jump against large opponents to get maximum height. Perform the Ko
Ou Ken at the peak of Ryou`s jump, which allows him time to land as it hits
so the s.HK can combo.
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R y o u S a k a z a k i EX
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o1 :: 18 hit :: capcom / snk :: marvelous!!!!
cu.Roundhouse \/ s.Jab > s.Fierce XX LV-3/MAX Ryuuko Ranbu
(Cross-up HK \/ s.LP > s.HP XX qcf,hcb + PP)
o2 :: 8 hit :: capcom / snk :: wonderful!
j.Fierce \/ s.Short > s.Jab XX LV-3/MAX Ha Ou Shou Kou Ken
(Jump HP \/ s.LK > s.LP XX f,hcf + PP)
o3 :: 4 hit :: capcom / snk :: great!
cu.Roundhouse \/ c.Jab > s.Fierce XX Tenchi Ha Ou Ken
(Cross-up HK \/ c.LP > s.HP XX qcf,qcf + P)
o4 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ s.Short > s.Jab XX Jab Ko Ou Ken
(Jump HK \/ s.LK > s.LP XX qcf + LP)
o5 :: 4 hit :: capcom / snk :: great!
cu.Roundhouse \/ s.Jab > c.Fierce XX Ko Ou Ken
(Cross-up HK \/ s.LP > c.HP XX qcf + P)
o6 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ c.Fierce XX Hien Shippuu Kyaku
(Jump HP (charge db) \/ c.HP XX f + K)
o7 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ s.Fierce XX Ko Ou Ken
(Jump HP \/ s.HP XX qcf + P)
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R y u u eien no chousensha
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o1 :: 14 hit :: capcom / snk :: marvelous!!! :: J.C. Combo Ex. #1
cu.Roundhouse \/ c.Jab > s.Fierce XX LV-3/MAX Shinkuu Tatsumaki Senpuu
Kyaku
(Cross-up HK \/ c.LP > s.HP XX qcb,qcb + KK)
o2 :: 14 hit :: capcom / snk :: marvelous!!!
j.Roundhouse \/ s.Short XX LV-3/MAX Shinkuu Tatsumaki Senpuu Kyaku
(Jump HK \/ s.LK XX qcb,qcb + KK)
o3 :: 11 hit :: capcom :: fantastic!! :: J.C. Combo Ex. #1
Opponent in corner. j.Short XX Kuuchuu Tatsumaki Senpuu Kyaku \/ LV-1
Shinkuu Tatsumaki Senpuu Kyaku [4 hit] \/ LV-2 Shinkuu Tatsumaki Senpuu
Kyaku
(Jump LK XX qcb + K \/ qcb,qcb + LK \/ qcb,qcb + HK)
o4 :: 11 hit :: capcom :: fantastic!!
Opponent in corner. j.Roundhouse \/ c.Jab > c.Short XX LV-2 Shinkuu Hadou
Ken [4 hit], LV-1 Shinkuu Tatsumaki Senpuu Kyaku
(Jump HK \/ c.LP > c.LK XX qcf,qcf + HP, qcb,qcb + LK)
o5 :: 11 hit :: snk :: fantastic!! :: J.C. Combo Ex. #1
Opponent in corner. j.Fierce \/ c.Fierce XX MAX Shinkuu Hadou Ken [5 hit],
Shinkuu Tatsumaki Senpuu Kyaku
(Jump HP \/ c.HP XX qcf,qcf + P, qcb,qcb + K)
o6 :: 10 hit :: capcom / snk :: fantastic! :: J.C. Combo Ex. #1
cu.Roundhouse \/ c.Short > c.Jab > c.Short > db + Roundhouse XX LV-3/MAX
Shinkuu Hadou Ken
(Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcf,qcf + PP)
o7 :: 8 hit :: capcom / snk :: wonderful! :: J.C. Combo Ex. #1
cu.Roundhouse \/ c.Short > c.Short > c.Roundhouse XX Shin Shouryuu Ken
(Cross-up HK \/ c.LK > c.LK > c.HK XX qcf,d,df + K)
o8 :: 7 hit :: capcom / snk :: very good!! :: J.C. Combo Ex. #1
Opponent in corner. j.Fierce \/ c.Short XX Jab Shouryuu Ken \/ Shin
Shouryuu Ken
(Jump HP \/ c.LK XX f,d,df + LP \/ qcf,d,df + K)
o9 :: 7 hit :: capcom / snk :: very good!!
j.Fierce \/ c.Jab > c.Roundhouse XX Shin Shouryuu Ken
(Jump HP \/ c.LP > c.HK XX qcf,d,df + K)
1o :: 6 hit :: capcom / snk :: very good!
j.Roundhouse \/ c.Jab > c.Short XX LV-1 Shinkuu Hadou Ken
(Jump HK \/ c.LP > c.LK XX qcf,qcf + LP)
11 :: 5 hit :: capcom / snk :: great!!
Opponent in corner. Kuuchuu Tatsumaki Senpuu Kyaku \/ Shin Shouryuu Ken
(In air, qcb + K \/ qcf,d,df + K)
12 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Short > db + Roundhouse XX Hadou Ken
(Jump HK \/ c.LK > db + HK XX qcf + P)
13 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Jab > c.Short XX Hadou Ken
(Jump HK \/ c.LP > c.LK XX qcf + P)
14 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ c.Short > c.Fierce XX Hadou Ken
(Jump HP \/ c.LK > c.HP XX qcf + P)
15 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ s.Jab XX Fierce Shouryuu Ken
(Jump HP \/ s.LP XX f,d,df + HP)
16 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ c.Fierce XX Hadou Ken
(Jump HP \/ c.HP XX qcf + P)
[ Xtra ]
- Combo o3
Once the last hit of the first Shinkuu Tatsumaki Senpuu Kyaku connects, you
have very little time to do the motion for the next one before the opponent
falls out of range. You can buffer the motion during the last hits of the
first Shinkuu Tatsumaki Senpuu Kyaku though to make it easier.
- Combo o4,o5
Once the last hit of the Shinkuu Hadou Ken connects, you have very little
time to do the Shinkuu Tatsumaki Senpuu Kyaku before the opponent falls out
of range. You can buffer the motion during the Shinkuu Hadou Ken though to
make it easier.
- Combo o7,o9
Once the c.Roundhouse sweeps the opponent, quickly go into the Shin Shouryuu
Ken to juggle.
- Combo 11
The revolution of the Tatsumaki Senpuu Kyaku will knock the opponent off the
ground. Upon Ryuu landing, execute the Shin Shouryuu Ken to juggle.
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R y u u j i Y a m a z a k i shikei shikkou nin
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o1 :: 19 hit :: capcom / snk :: marvelous!!!!
Large opponent in corner. Stand close. s.Jab > s.Jab > s.Jab > s.Jab >
s.Jab > c.Roundhouse XX LV-3/MAX Guillotine
(s.LP > s.LP > s.LP > s.LP > s.LP > c.HK XX f,b,db,d,df + PP)
o2 :: 18 hit :: capcom / snk :: marvelous!!!! :: J.C.F.F. Combo Ex.
j.Roundhouse \/ c.Jab > c.Jab > s.Jab > c.Roundhouse XX LV-3/MAX
Guillotine
(Jump HK \/ c.LP > c.LP > s.LP > c.HK XX f,b,db,d,df + PP)
o3 :: 6 hit :: capcom / snk :: very good! :: J.C.F.F. Combo Ex.
j.Roundhouse \/ c.Jab > c.Jab > s.Jab > s.Fierce XX Short Hebi Tsukai
(Gedan)
(Jump HK \/ c.LP > c.LP > s.LP > s.HP XX qcb + LK)
o4 :: 5 hit :: capcom / snk :: great!! :: J.C.F.F. Combo Ex.
j.Roundhouse \/ s.Jab > s.Fierce XX Fierce Sabaki no Aikuchi
(Jump HK \/ s.LP > s.HP XX f,d,df + HP)
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R y u u j i Y a m a z a k i EX
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o1 :: 19 hit :: capcom / snk :: marvelous!!!!
Large opponent in corner. Stand close. s.Jab > s.Jab > s.Jab > s.Jab >
s.Jab > c.Roundhouse XX LV-3/MAX Guillotine
(s.LP > s.LP > s.LP > s.LP > s.LP > c.HK XX qcf,qcf + PP)
o2 :: 18 hit :: capcom / snk :: marvelous!!!! :: J.C.F.F. Combo Ex.
j.Roundhouse \/ c.Jab > c.Jab > s.Jab > c.Roundhouse XX LV-3/MAX
Guillotine
(Jump HK \/ c.LP > c.LP > s.LP > c.HK XX qcf,qcf + PP)
o3 :: 6 hit :: capcom / snk :: very good! :: J.C.F.F. Combo Ex.
j.Roundhouse \/ c.Jab > c.Jab > s.Jab > s.Fierce XX Short Hebi Tsukai
(Gedan)
(Jump HK \/ c.LP > c.Jab > s.LP > s.HP XX qcb + LK)
o4 :: 5 hit :: capcom / snk :: great!! :: J.C.F.F. Combo Ex.
j.Roundhouse \/ s.Jab > s.Fierce XX Fierce Sabaki no Aikuchi
(Jump HK \/ s.LP > s.HP XX f,d,df + HP)
o5 :: 5 hit :: capcom / snk :: great!! :: J.C.F.F. Combo Ex.
j.Roundhouse \/ c.Jab > c.Jab XX Short Suna Kake XX Short Hebi Tsukai
(Gedan)
(Jump HK \/ c.LP > c.LP XX f,d,df + LK XX qcb + LK)
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S a g a t sekigan no teiou
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o1 :: 16 hit :: capcom / snk :: marvelous!!!!
j.Roundhouse \/ s.Roundhouse [2 hit] XX LV-3/MAX Tiger Genocide
(Jump HK \/ s.HK XX qcf,qcf + PP)
o2 :: 10 hit :: capcom / snk :: fantastic!
j.Roundhouse \/ s.Roundhouse [2 hit] XX LV-3/MAX Tiger Raid
(Jump HK \/ s.HK XX qcb,qcb + KK)
o3 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Roundhouse [1 hit] XX Tiger Crush
(Jump HK \/ s.HK XX f,d,df + K)
o4 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Fierce Tiger Uppercut
(Jump HK \/ s.HP XX f,d,df + HP)
o5 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Ground Tiger Shot
(Jump HK \/ s.HP XX qcf + K)
o6 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Tiger Shot
(Jump HK \/ s.HP XX qcf + P)
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S a g a t EX
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o1 :: 9 hit :: capcom / snk :: wonderful!!
j.Roundhouse \/ s.Roundhouse [2 hit] XX LV-3/MAX (Ground) Tiger Cannon
(Jump HK \/ s.HK XX qcf,qcf + PP / KK)
o2 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Roundhouse [1 hit] XX Tiger Crush
(Jump HK \/ s.HK XX qcf,uf + K)
o3 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Fierce Tiger Uppercut
(Jump HK \/ s.HP XX f,d,df + HP)
o4 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Ground Tiger Shot
(Jump HK \/ s.HP XX qcf + K)
o5 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Tiger Shot
(Jump HK \/ s.HP XX qcf + P)
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S a k u r a K a s u g a n o super joshikousei
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o1 :: 16 hit :: capcom :: marvelous!!!! :: SF2Freak Combo Ex.
On large opponent. cu.Roundhouse \/ c.Short > c.Short > c.Short > c.Short
XX Fierce Kou Ou Ken [6 hit], LV-3/MAX Shinkuu Hadou Ken
(Cross-up HK \/ c.LK > c.LK > c.LK > c.LK XX f,d,df + HP, qcf,qcf + PP)
o2 :: 14 hit :: capcom / snk :: marvelous!!!
j.Fierce \/ s.Jab > s.Short XX Fierce Kou Ou Ken [6 hit], LV-3/MAX Shinkuu
Hadou Ken
(Jump HP \/ s.LP > s.LK XX f,d,df + HP, qcf,qcf + PP)
o3 :: 10 hit :: capcom / snk :: fantastic!
Opponent in corner. j.Roundhouse \/ c.Jab > s.Fierce XX Fierce Kou Ou Ken
[6 hit], Taunt
(Jump HK \/ c.LP > s.HP XX f,d,df + HP, LK + Start)
o4 :: 10 hit :: capcom / snk :: fantastic!
On large opponent. cu.Roundhouse \/ c.Jab > c.Fierce XX LV-3/MAX Haru
Ichiban
(Cross-up HK \/ c.LP > c.HP XX qcb,qcb + KK)
o5 :: 10 hit :: capcom / snk :: fantastic!
j.Fierce \/ s.Jab > s.Short XX Fierce Kou Ou Ken [6 hit], Jab Kou Ou Ken
(Jump HP \/ s.LP > s.LK XX f,d,df + HP, f,d,df + LP)
o6 :: 9 hit :: capcom / snk :: wonderful!!
cu.Roundhouse \/ c.Short > s.Jab > c.Short XX LV-3/MAX Shinkuu Hadou Ken
(Cross-up HK \/ c.LK > s.LP > c.LK XX qcf,qcf + PP)
o7 :: 9 hit :: capcom / snk :: wonderful!!
j.Roundhouse \/ s.Fierce XX LV-3/MAX Haru Ichiban
(Jump HK \/ s.HP XX qcb,qcb + KK)
o8 :: 8 hit :: capcom / snk :: wonderful!
j.Roundhouse \/ s.Jab > s.Short XX LV-3/MAX Shinkuu Hadou Ken
(Jump HK \/ s.LP > s.LK XX qcf,qcf + PP)
o9 :: 5 hit :: capcom / snk :: great!!
j.Roundhouse \/ s.Fierce XX Roundhouse Shunpuu Ren Kyaku (LK ender)
(Jump HK \/ s.HP XX qcb + HK, qcb + LK)
[ Xtra ]
- Combo o3
Especially on a juggle, the window of opportunity available to get Sakura`s
taunt to hit is small. Hold Short as the Kou Ou Ken is hitting, then press
on Start soon after. It should catch just as they fall.
- Combo o5
Depending on the opponent, you can either immediately do the Jab Kou Ou Ken
to juggle, or have to wait a split second. It`s usually better to wait just
as they are about to fall.
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S a k u r a K a s u g a n o EX
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o1 :: 13 hit :: capcom / snk :: fantastic!
cu.Roundhouse \/ c.Short > c.Short > c.Short XX LV-3/MAX Midare Zakura
(Cross-up HK \/ c.LK > c.LK > c.LK XX qcf,qcf + KK)
o2 :: 12 hit :: capcom / snk :: marvelous!
j.Roundhouse \/ s.Jab > s.Short XX LV-3/MAX Midare Zakura
(Jump HK \/ s.LP > s.LK XX qcf,qcf + KK)
o3 :: 10 hit :: capcom / snk :: fantastic!
On large opponent. cu.Roundhouse \/ c.Short > c.Short > c.Short > c.Short
XX Fierce Shou`ou Ken
(Cross-up HK \/ c.LK > c.LK > c.LK > c.LK XX f,d,df + HP)
o4 :: 10 hit :: capcom / snk :: fantastic!
On large opponent. cu.Roundhouse \/ c.Jab > c.Fierce XX LV-3/MAX Haru
Ichiban
(Cross-up HK \/ c.LP > c.HP XX qcb,qcb + KK)
o5 :: 9 hit :: capcom / snk :: wonderful!!
cu.Roundhouse \/ c.Short > s.Jab > c.Short XX LV-3/MAX Shinkuu Hadou Ken
(Cross-up HK \/ c.LK > s.LP > c.LK XX qcf,qcf + PP)
o6 :: 9 hit :: capcom / snk :: wonderful!!
j.Roundhouse \/ s.Fierce XX LV-3/MAX Haru Ichiban
(Jump HK \/ s.HP XX qcb,qcb + KK)
o7 :: 8 hit :: capcom / snk :: wonderful!
j.Roundhouse \/ s.Jab > s.Short XX LV-3/MAX Shinkuu Hadou Ken
(Jump HK \/ s.LP > s.LK XX qcf,qcf + PP)
o8 :: 8 hit :: capcom / snk :: wonderful!
j.Roundhouse \/ c.Jab > s.Fierce XX Fierce Shou`ou Ken
(Jump HK \/ c.LP > s.HP XX f,d,df + HP)
o9 :: 8 hit :: capcom / snk :: wonderful!
j.Fierce \/ s.Jab > s.Short XX Fierce Shou`ou Ken
(Jump HP \/ s.LP > s.LK XX f,d,df + HP)
1o :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Fierce XX Roundhouse Shunpuu Ren Kyaku
(Jump HK \/ s.HP XX qcb + HK)
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S a t s u i n o H a d o u n i M e z a m e t a R y u u
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o1 :: 11 hit :: capcom :: fantastic!! :: J.C. Combo Ex. #1
cu.Roundhouse \/ c.Short > c.Jab > c.Short > c.Roundhouse XX Short
Tatsumaki Senpuu Kyaku \/ Short Tatsumaki Senpuu Kyaku \/ LV-2 Messatsu
Gou Shouryuu
(Cross-up HK \/ c.LK > c.LP > c.LK > c.HK XX qcb + LK \/ qcb + LK \/
qcf,d,df + HP)
o2 :: 11 hit :: snk :: fantastic!!
Opponent in corner. j.Fierce \/ s.Fierce XX MAX Shinkuu Hadou Ken [5 hit],
Jab Shouryuu Ken [2 hit] \/ Messatsu Gou Shouryuu
(Jump HP \/ s.HP XX hcb,hcb + P, f,d,df + LP \/ qcf,d,df + P)
o3 :: 11 hit :: snk :: fantastic!!
Opponent in corner. j.Fierce \/ s.Jab > s.Jab XX MAX Shinkuu Hadou Ken [5
hit], Messatsu Gou Shouryuu
(Jump HP \/ s.LP > s.LP XX hcb,hcb + P, qcf,d,df + P)
o4 :: 10 hit :: capcom :: fantastic!
j.Roundhouse \/ c.Jab > c.Short XX Short Tatsumaki Senpuu Kyaku \/ Jab
Shouryuu Ken [2 hit] \/ LV-2 Messatsu Gou Shouryuu
(Jump HK \/ c.LP > c.LK XX qcb + LK \/ f,d,df + LP \/ qcf,qcf + HP)
o5 :: 10 hit :: capcom :: fantastic!
Opponent in corner. j.Fierce \/ s.Jab > s.Jab XX LV-1 Shinkuu Hadou Ken [3
hit], LV-2 Messatsu Gou Shouryuu
(Jump HP \/ s.LP > s.LP XX hcb,hcb + LP, qcf,d,df + HP)
o6 :: 10 hit :: capcom / snk :: fantastic!
cu.Roundhouse \/ c.Jab > s.Fierce XX LV-3/MAX Messatsu Gou Shouryuu
(Cross-up HK \/ c.LP > s.HP XX qcf,d,df + PP)
o7 :: 10 hit :: capcom / snk :: fantastic!
j.Roundhouse \/ c.Jab > c.Short XX LV-3/MAX Messatsu Gou Shouryuu
(Jump HK \/ c.LP > c.LK XX qcf,d,df + PP)
o8 :: 8 hit :: capcom :: wonderful! :: Adrian Hazzard
j.Roundhouse \/ c.Jab > c.Short XX Short Tatsumaki Senpuu Kyaku \/ LV-2
Messatsu Gou Shouryuu
(Jump HK \/ c.LP > c.LK XX qcb + LK \/ qcf,d,df + HP)
o9 :: 8 hit :: capcom :: wonderful!
cu.Roundhouse \/ c.Short > c.Short > c.Roundhouse XX LV-2 Messatsu Gou
Shouryuu
(Cross-up HK \/ c.LK > c.LK > c.HK XX qcf,d,df + HP)
1o :: 7 hit :: capcom :: very good!! :: Adrian Hazzard
Opponent in corner. Ryuu 1/3 screen away. LV-1 Shinkuu Hadou Ken [3 hit],
LV-2 Messatsu Gou Shouryuu
(hcb,hcb + LP XX qcf,d,df + HP)
11 :: 7 hit :: capcom / snk :: very good!!
Opponent in corner. j.Fierce \/ s.Jab XX Jab Shouryuu Ken [3 hit] \/ LV-1
Messatsu Gou Shouryuu
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP)
12 :: 7 hit :: capcom :: very good!!
j.Fierce \/ c.Short > c.Roundhouse XX LV-2 Messatsu Gou Shouryuu
(Jump HP \/ c.LK > c.HK XX qcf,d,df + HP)
13 :: 6 hit :: capcom / snk :: very good!
j.Roundhouse \/ c.Jab > c.Short XX Short Tatsumaki Senpuu Kyaku \/ Fierce
Shouryuu Ken
(Jump HK \/ c.LP > c.LK XX qcb + LK \/ f,d,df + HP)
14 :: 5 hit :: capcom / snk :: great!!
j.Fierce \/ s.Jab XX Fierce Shouryuu Ken
(Jump HP \/ s.LP XX f,d,df + HP)
15 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Short > db + Roundhouse XX Hadou Ken
(Jump HK \/ c.LK > db + HK XX qcf + P)
16 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Jab > c.Short XX Hadou Ken
(Jump HK \/ c.LP > c.LK XX qcf + P)
17 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ c.Short > c.Fierce XX Hadou Ken
(Jump HP \/ c.LK > c.HP XX qcf + P)
18 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ c.Fierce XX Hadou Ken
(Jump HP \/ c.HP XX qcf + P)
[ Xtra ]
- Combo o3,o5
Once the last hit of the Shinkuu Hadou Ken connects, you have very little
time to do the Messatsu Gou Shouryuu before the opponent falls out of range.
You can buffer the motion during the Shinkuu Hadou Ken though to make it
easier.
- Combo o4
The Messatsu Gou Shouryuu may not have the last hit to connect, depending on
the opponent and placement. Better in the corner.
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S h i k i n o Y o r u O r o c h i n o C h i n i K u r u f u I o r i
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o1 :: 15 + 1 hit :: capcom :: marvelous!!!! :: J.C. Combo Ex. #1
Opponent in corner. Iori 1/4 screen away. c.Roundhouse, Jab Hyaku Hachi
Shiki: Yami Barai, s.Fierce XX LV-3/MAX Kin Sennihyaku Juuichi Shiki: Ya
Otome
(c.HK, qcf + LP, s.HP XX qcf,hcb + PP)
o2 :: 12 hit :: capcom / snk :: marvelous! :: Angel of Rage
Stand close. s.Jab > s.Jab > s.Jab XX LV-1 Kin Sennihyaku Juuichi Shiki:
Ya Otome
(s.LP > s.LP > s.LP XX qcf,hcb + LP)
o3 :: 11 hit :: capcom / snk :: fantastic!! :: Angel of Rage
Stand close. s.Jab > s.Fierce XX LV-1 Kin Sennihyaku Juuichi Shiki: Ya
Otome
(s.LP > s.HP XX qcf,hcb + LP)
o4 :: 9 hit :: capcom :: wonderful!! :: J.C. Combo Ex. #1
Iori in corner. Opponent 1/3 screen from corner. Ge Shiki: Yuri Oni \/
c.Short > s.Fierce XX Fierce Hyaku Nijuu-Nana Shiki: Aoi Hana [2 hit],
LV-2 Ura Hyaku Shiki: Oni Homura
(Cross-up f + LK \/ c.LK > s.HP XX qcb + HP, qcb + HP, qcf,d,df + HP)
o5 :: 6 hit :: capcom / snk :: very good!
j.Roundhouse \/ c.Jab > c.Short XX Fierce Hyaku Nijuu-Nana Shiki: Aoi Hana
[3 hit]
(Jump HK \/ c.LP > c.LK XX qcb + HP, qcb + HP, qcb + HP)
o6 :: 6 hit :: capcom / snk :: very good! :: GamePro #147
Ge Shiki: Yuri Oni \/ s.Jab > s.Jab XX Fierce Hyaku Shiki: Oni Yaki
(Cross-up f + LK \/ s.LP > s.LP XX f,d,df + HP)
o7 :: 5 hit :: capcom / snk :: great!!
j.Fierce \/ s.Fierce XX Fierce Hyaku Nijuu-Nana Shiki: Aoi Hana [3 hit]
(Jump HP \/ s.HP XX qcb + HP, qcb + HP, qcb + HP)
o8 :: 5 hit :: capcom / snk :: great!!
j.Fierce \/ s.Fierce XX Fierce Hyaku Shiki: Oni Yaki
(Jump HP \/ s.HP XX f,d,df + HP)
o9 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ s.Fierce XX Nihyaku Juuni Shiki: Kototsuki In
(Jump HK \/ s.HP XX hcb + K)
1o :: 3 hit :: capcom / snk :: good!!
Full screen away. Jab Hyaku Hachi Shiki: Yami Barai, Roundhouse Nihyaku
Juuni Shiki: Kototsuki In
(qcf + LP, hcb + HK)
[ Xtra ]
- Combo o1
The c.Roundhouse are the beginning is there to make the Yami Barai hit the
back of the opponent`s head, thus making it hit late. It`ll travel through
the rising opponent and only hit them when they are fully at their feet
again. If timed right (and of course if the opponent fails to guard), the
Yami Barai will hit them behind the legs, giving Iori enough time to recover
and chain in the s.Fierce as they are reeling from the flames.
- Combo o4,o6
Iori`s Yuri Oni is a kick that he has to hit the back of the opponent`s head
as he jumps over them. Hold the joystick toward the opponent and press Short
to attack. The kick also has a "vacuum" effect to bring them closer to Iori.
- Combo o4
A LV-3/MAX Oni Homura will juggle too, and also only make the full combo do
9 hits.
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T e r r y B o g a r d wild wolf
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o1 :: 13 hit :: capcom / snk :: marvelous!! :: GamePro #147
Opponent in corner. j.Fierce \/ s.Fierce [2 hit] XX LV-3/MAX Buster Wolf
[6 hit], Fierce Rising Tackle
(Jump HP \/ s.HP XX qcf,qcf + KK (charge d), u + HP)
o2 :: 10 hit :: capcom / snk :: fantastic!
j.Fierce \/ s.Fierce [2 hit] XX LV-3/MAX Buster Wolf [6 hit], Jab Burn
Knuckle
(Jump HP \/ s.HP XX qcf,qcf + KK, qcb + LP)
o3 :: 10 hit :: snk :: fantastic!
j.Roundhouse \/ s.Fierce [2 hit] XX MAX Buster Wolf [6 hit], Power Geyser
(Jump HK \/ s.HP XX qcf,qcf + K, qcb,db,f + P)
o4 :: 9 hit :: snk :: fantastic! :: J.C. Combo Ex. #1
j.Roundhouse \/ c.Fierce XX MAX Buster Wolf [6 hit], Power Geyser
(Jump HK \/ c.HP XX qcf,qcf + K, qcb,db,f + P)
o5 :: 8 hit :: capcom :: wonderful!
j.Fierce \/ s.Fierce [2 hit] XX LV-2 Buster Wolf [4 hit], LV-1 Power
Geyser
(Jump HP \/ s.HP XX qcf,qcf + HK, qcb,db,f + LP)
o6 :: 7 hit :: capcom :: very good!!
Opponent in corner. Full screen away. Jab Power Wave (dash forward) /\
sj.Roundhouse \/ c.Fierce XX LV-1 Buster Wolf [2 hit], df + Fierce XX LV-2
Power Geyser
(qcf + LP (f,f, d,uf) /\ Jump HK \/ c.HP XX qcf,qcf + LK, df + HP XX
qcb,db,f + HP)
o7 :: 6 hit :: capcom :: very good! :: J.C.F.F. Combo Ex.
Opponent in corner. j.Fierce \/ c.Fierce XX LV-1 Buster Wolf [2 hit],
c.Fierce XX LV-2 Power Geyser
(Jump HP \/ c.HP XX qcf,qcf + LK, c.HP XX qcf,db,f + HP)
o8 :: 6 hit :: capcom / snk :: very good!
Opponent in corner. j.Roundhouse \/ s.Fierce [2 hit] XX LV-1 Buster Wolf
[2 hit], c.Roundhouse
(Jump HK \/ s.HP XX qcf,qcf + LK, c.HK)
o9 :: 6 hit :: capcom / snk :: very good! :: J.C.F.F. Combo Ex.
Opponent 1/2 screen from corner. j.Roundhouse \/ s.Jab > df + Fierce XX
LV-3/MAX Power Geyser
(Jump HK \/ s.LP > df + HP XX qcb,db,f + PP)
1o :: 6 hit :: capcom / snk :: very good! :: GamePro #147
j.Roundhouse \/ s.Fierce [2 hit] XX LV-3/MAX Power Geyser
(Jump HK \/ s.HP XX qcb,db,f + PP)
11 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ s.Fierce [2 hit] XX LV-1 Power Geyser
(Jump HP \/ s.HP XX qcb,db,f + LP)
12 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ s.Fierce [2 hit] XX Jab Burn Knuckle
(Jump HP \/ s.HP XX qcb + LP)
13 :: 3 hit :: capcom / snk :: good!! :: GamePro #147
j.Fierce \/ df + Fierce XX Jab Burn Knuckle
(Jump HP \/ df + HP XX qcb + LP)
14 :: 2 hit :: capcom / snk :: good! :: GamePro #147
Full screen away. Jab Power Wave, Fierce Burn Knuckle
(qcf + LP, qcb + HP)
[ Xtra ]
- Combo o2
Do the motion for the Jab Burn Knuckle immediately after the last hit of the
Buster Wolf to juggle the falling opponent.
- Combo o3,o5
Do the motion for the Power Geyser immediately after the last hit of the
Buster Wolf to juggle the falling opponent.
- Combo o6,o7
The second blast from the LV-2 Power Geyser will not hit.
- Combo o9
The distance is important because if done anywhere in the open, the third
blast from the LV-3/MAX Power Geyser will not hit. The opponent will be
knocked too high in the air for it to catch. The spacing allows for Terry to
combo and knock the opponent against the wall with the first two blasts of
the Power Geyser. Since they cannot fly back any further, they scale against
the wall a little, only to fall back into the third blast.
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T e r r y B o g a r d EX
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o1 :: 11 hit :: capcom / snk :: fantastic!! :: J.C.F.F. Combo Ex.
j.Fierce \/ c.Jab > c.Short XX LV-3/MAX Buster Wolf [6 hit], (walk
forward) c.Fierce XX Short Power Dunk
(Jump HP \/ c.LP > c.LK XX qcf,qcf + KK, (hold f) c.HP XX f,d,df + LK)
o2 :: 11 hit :: capcom / snk :: fantastic!!
Opponent in corner. j.Fierce \/ s.Fierce [2 hit] XX LV-3/MAX Buster Wolf
[6 hit], Roundhouse Power Dunk
(Jump HP \/ s.HP XX qcf,qcf + KK, f,d,df + HK)
o3 :: 10 hit :: capcom / snk :: fantastic!
j.Fierce \/ s.Fierce [2 hit] XX LV-3/MAX Buster Wolf [6 hit], Jab Burn
Knuckle
(Jump HP \/ s.HP XX qcf,qcf + KK, qcb + LP)
o4 :: 9 hit :: snk :: fantastic! :: J.C. Combo Ex. #1
j.Roundhouse \/ c.Fierce XX MAX Buster Wolf [6 hit], Power Geyser
(Jump HK \/ c.HP XX qcf,qcf + K, qcb,db,f + P)
o5 :: 8 hit :: capcom :: wonderful!
j.Fierce \/ s.Fierce [2 hit] XX LV-2 Buster Wolf [4 hit], LV-1 Power
Geyser
(Jump HP \/ s.HP XX qcf,qcf + HK, qcb,db,f + LP)
o6 :: 7 hit :: capcom / snk :: very good!!
Opponent in corner. j.Roundhouse \/ s.Fierce [2 hit] XX LV-1 Buster Wolf
[2 hit], Roundhouse Power Dunk
(Jump HK \/ s.HP XX qcf,qcf + K, f,d,df + HK)
o7 :: 6 hit :: capcom :: very good! :: J.C.F.F. Combo Ex.
Opponent in corner. j.Fierce \/ c.Fierce XX LV-1 Buster Wolf [2 hit],
c.Fierce XX LV-2 Power Geyser
(Jump HP \/ c.HP XX qcf,qcf + LK, c.HP XX qcf,db,f + HP)
o8 :: 6 hit :: capcom / snk :: very good!
Opponent in corner. j.Roundhouse \/ s.Fierce [2 hit] XX LV-1 Buster Wolf
[2 hit], c.Roundhouse
(Jump HK \/ s.HP XX qcf,qcf + LK, c.HK)
o9 :: 6 hit :: capcom / snk :: very good! :: J.C.F.F. Combo Ex.
Opponent 1/2 screen from corner. j.Roundhouse \/ s.Jab > df + Fierce XX
LV-3/MAX Power Geyser
(Jump HK \/ s.LP > df + HP XX qcb,db,f + PP)
1o :: 6 hit :: capcom / snk :: very good! :: GamePro #147
j.Roundhouse \/ s.Fierce [2 hit] XX LV-3/MAX Power Geyser
(Jump HK \/ s.HP XX qcb,db,f + PP)
11 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ s.Fierce [2 hit] XX LV-1 Power Geyser
(Jump HP \/ s.HP XX qcb,db,f + LP)
12 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ s.Fierce [2 hit] XX Jab Burn Knuckle
(Jump HP \/ s.HP XX qcb + LP)
13 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ s.Short XX Power Dunk
(Jump HK \/ s.LK XX f,d,df + K)
14 :: 3 hit :: capcom / snk :: good!! :: GamePro #147
j.Fierce \/ df + Fierce XX Jab Burn Knuckle
(Jump HP \/ df + HP XX qcb + LP)
[ Xtra ]
- Combo o2,o6
Catch the opponent with the Roundhouse Power Dunk when they are close to
hitting the ground so both hits connect.
- Combo o3
Do the motion for the Jab Burn Knuckle immediately after the last hit of the
Buster Wolf to juggle the falling opponent.
- Combo o4,o5
Do the motion for the Power Geyser immediately after the last hit of the
Buster Wolf to juggle the falling opponent.
- Combo o7
The second blast from the LV-2 Power Geyser will not hit.
- Combo o9
The distance is important because if done anywhere in the open, the third
blast from the LV-3/MAX Power Geyser will not hit. The opponent will be
knocked too high in the air for it to catch. The spacing allows for Terry to
combo and knock the opponent against the wall with the first two blasts of
the Power Geyser. Since they cannot fly back any further, they scale against
the wall a little, only to fall back into the third blast.
- Combo 13
Depending on character, this combo has to be altered. On small- or medium-
sized characters (Vice, Ryuu, Balrog), it must be done in the corner using
the Short Power Dunk. Sometimes, and with great positioning, it can be done
in the open. On large characters (Raiden, Zangief), it can be done anywhere
using either Kick button strength.
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V e g a (M. Bison in US) senritsu no ma jin
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o1 :: 12 hit :: capcom / snk :: marvelous!
Large opponent crouching. cu.Roundhouse \/ s.Jab > s.Jab > s.Jab >
s.Fierce XX LV-3/MAX Headbreak Despair
(Cross-up HK (charge b) \/ s.LP > s.LP > s.LP > s.HP XX f,b,f + PP)
o2 :: 12 hit :: capcom / snk :: marvelous! :: J.C. Combo Ex. #2
cu.Roundhouse \/ s.Short > s.Short > s.Short XX LV-3/MAX Knee Press
Nightmare
(Cross-up HK (charge b) \/ s.LK > s.LK > s.LK XX f,b,f + KK)
o3 :: 11 hit :: capcom / snk :: fantastic!! :: GamePro #147
j.Roundhouse \/ c.Jab > c.Short XX LV-3/MAX Knee Press Nightmare
(Jump HK (charge db) \/ c.LP > c.LK XX f,b,f + KK)
o4 :: 10 hit :: capcom / snk :: fantastic!
j.Roundhouse \/ c.Jab > c.Short XX LV-3/MAX Headbreak Despair
(Jump HK (charge db) \/ c.LP > c.LK XX f,b,f + PP)
o5 :: 8 hit :: capcom :: wonderful! :: J.C. Combo Ex. #2
Opponent near corner. Fierce Somersault Skull Diver \/ c.Fierce XX LV-1
Knee Press Nightmare [4 hit], LV-2 Knee Press Nightmare
(Charge d,u + HP (charge db) \/ c.HP XX f,b,f + LK (charge b), f,b,f + HK)
o6 :: 6 hit :: capcom / snk :: very good!!
j.Roundhouse \/ c.Jab > c.Jab > c.Short XX Roundhouse Double Knee Press
(Jump HK (charge db) \/ c.LP > c.LP > c.LK XX f + HK)
o7 :: 6 hit :: capcom / snk :: very good! :: GamePro #147
j.Roundhouse \/ s.Jab > s.Jab > s.Jab XX Roundhouse Double Knee Press
(Jump HK (charge b) \/ s.LP > s.LP > s.LP XX f + HK)
o8 :: 5 hit :: capcom / snk :: great!! :: GamePro #147
j.Roundhouse \/ s.Jab XX Jab Psycho Banish
(Jump HK \/ s.LP XX f,d,df + LP)
[ Xtra ]
- Combo o1
This combo will only work on the following opponents: Edmond Honda, Geese
Howard, Raiden, Rugal Bernstein, Sagat, and Zangief. Against Geese, Honda,
and Rugal, it`s best to take away a s.Jab.
- Combo o5
This is another example of a combo that probably wouldn`t happen in real
tournament play. In the video, Vega is mid-screen and the opponent is in the
corner. As Vega is coming down with the Somersault Skull Diver, the opponent
walks forward out of the corner to be hit as Vega descends with the attack.
That`s because you have to start charging for the first Knee Press Nightmare
while Vega`s in the air. Since holding down-back doesn`t have Vega go
anywhere toward the opponent, they have to come to you.
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V e g a EX (M. Bison EX in US)
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o1 :: 12 hit :: capcom / snk :: marvelous! :: J.C. Combo Ex. #2
cu.Roundhouse \/ s.Short > s.Short > s.Short XX LV-3/MAX Knee Press
Nightmare
(Cross-up HK (charge b) \/ s.LK > s.LK > s.LK XX f,b,f + KK)
o2 :: 11 hit :: capcom / snk :: fantastic!! :: GamePro #147
j.Roundhouse \/ c.Jab > c.Short XX LV-3/MAX Knee Press Nightmare
(Jump HK (charge db) \/ c.LP > c.LK XX f,b,f + KK)
o3 :: 6 hit :: capcom / snk :: very good!!
j.Roundhouse \/ c.Jab > c.Jab > c.Short XX Roundhouse Double Knee Press
(Jump HK (charge db) \/ c.LP > c.LP > c.LK XX f + HK)
o4 :: 6 hit :: capcom / snk :: very good! :: GamePro #147
j.Roundhouse \/ s.Jab > s.Jab > s.Jab XX Roundhouse Double Knee Press
(Jump HK (charge b) \/ s.LP > s.LP > s.LP XX f + HK)
o5 :: 5 hit :: capcom / snk :: great!!
j.Roundhouse \/ s.Short > s.Short > s.Short XX Fierce Psycho Crusher
Attack
(Jump HK (charge b) \/ s.LK > s.LK > s.LK XX f + HP)
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V i c e kowaku no saidan
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o1 :: 4 hit :: capcom / snk :: great!
Opponent in corner. j.Roundhouse \/ c.Jab > s.Fierce XX Deicide
(Jump HK \/ c.LP > s.HP XX hcf + K)
o2 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Jab > c.Fierce XX Deicide
(Jump HK \/ c.LP > c.HP XX hcf + K)
o3 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ c.Short > c.Jab > c.Roundhouse
(Jump HP \/ c.LK > c.LP > c.HK)
o4 :: 4 hit :: capcom / snk :: great!
cu.Short \/ s.Jab > s.Fierce XX Deicide
(Cross-up LK \/ s.LP > s.HP XX hcf + K)
o5 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ s.Jab > c.Jab > s.Short
(Jump HK \/ s.LP > c.LP > s.LK)
o6 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ s.Fierce XX Deicide
(Jump HP \/ s.HP XX hcf + K)
o7 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ c.Jab > c.Fierce
(Jump HP \/ c.LP > c.HP)
o8 :: 2 hit :: capcom / snk :: good!
Fierce Gore Fest, Tranquility
(When close, hcb,f + HP, f,d,df + K)
o9 :: 2 hit :: capcom / snk :: good!
j.Short XX Short Outrage
(Jump LK XX qcb + LK)
[ Xtra ]
- Combo o1,o2,o6
For a guaranteed Deicide to catch, use the Short version. The Roundhouse
version does more damage, but may not catch if the opponent is in the corner
or if Vice is too close.
- Combo o8
This is Vice`s classic follow-up to her Gore Fest from KOF. However Capcom
seemingly made it a little harder to do the Tranquility to catch them
afterward. You have to do it _immediately_ after Vice throws them into the
air. It`s a little easier in the corner, but you still have to catch the
opponent before they fall from the apex.
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V i c e EX
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o1 :: 6 hit :: capcom / snk :: very good!
cu.Short \/ c.Short > c.Short > c.Short (> c.Short) XX Fierce Mayhem,
Deicide Slayer
(Cross-up LK \/ c.LK > c.LK > c.LK XX qcb + HP, f,d,df + K)
o2 :: 6 hit :: capcom / snk :: very good!
cu.Short \/ c.Short > c.Jab > c.Fierce XX Fierce Mayhem, Deicide Slayer
(Cross-up LK \/ c.LK > c.LP > c.HP XX qcb + HP, f,d,df + K)
o3 :: 5 hit :: capcom / snk :: great!!
j.Roundhouse \/ c.Jab > c.Fierce XX Fierce Mayhem, Deicide Slayer
(Jump HK \/ c.LP > c.HP XX qcb + HP, f,d,df + K)
o4 :: 5 hit :: capcom / snk :: great!!
j.Fierce \/ c.Jab > c.Short XX Fierce Mayhem, Deicide Slayer
(Jump HP \/ c.LP > c.LK XX qcb + HP, f,d,df + K)
o5 :: 4 hit :: capcom / snk :: great!
Opponent in corner. j.Roundhouse \/ c.Jab > s.Fierce XX Deicide
(Jump HK \/ c.LP > s.HP XX hcf + K)
o6 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ s.Fierce XX Fierce Mayhem, Deicide Slayer
(Jump HK \/ s.HP XX qcb + HP, f,d,df + K)
o7 :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ c.Jab > c.Fierce XX Deicide
(Jump HK \/ c.LP > c.HP XX hcf + K)
o8 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ c.Short > c.Jab > c.Roundhouse
(Jump HP \/ c.LK > c.LP > c.HK)
o9 :: 4 hit :: capcom / snk :: great!
cu.Short \/ s.Jab > s.Fierce XX Deicide
(Cross-up LK \/ s.LP > s.HP XX hcf + K)
1o :: 4 hit :: capcom / snk :: great!
j.Roundhouse \/ s.Jab > c.Jab > s.Short
(Jump HK \/ s.LP > c.LP > s.LK)
11 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ s.Fierce XX Deicide
(Jump HP \/ s.HP XX hcf + K)
12 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ c.Jab > c.Fierce
(Jump HP \/ c.LP > c.HP)
13 :: 2 hit :: capcom / snk :: good!
j.Short XX Short Outrage
(Jump LK XX qcb + LK)
[ Xtra ]
- Combo o1,o2,o3,o4,o6
These combos will not work in the corner because the Deicide Slayer won`t
catch the opponent.
- Combo o1
You can add the extra c.Short against large opponents.
- Combo o5,o7,o9,11
For a guaranteed Deicide to catch, use the Short version. The Roundhouse
version does more damage, but may not catch if the opponent is in the corner
or if Vice is too close.
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Y u r i S a k a z a k i gyakuten yoyuucchi
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o1 :: 11 hit :: capcom / snk :: fantastic!!
j.Roundhouse \/ s.Short XX Short Hyaku Retsu Binta
(Jump HK \/ s.LK XX qcb + LK)
o2 :: 9 hit :: capcom / snk :: wonderful!!
j.Fierce \/ s.Short > s.Jab XX LV-3/MAX Hien Rekkou
(Jump HP \/ s.LK > s.LP XX qcf,d,df + PP)
o3 :: 8 hit :: capcom / snk :: wonderful!
j.Fierce \/ s.Short > s.Jab XX LV-3/MAX Ha Ou Shou Kou Ken
(Jump HP \/ s.LK > s.LP XX f,hcf + PP)
o4 :: 6 hit :: capcom / snk :: very good!
j.Fierce \/ s.Jab XX Fierce Kuu Ga (Yuri Chou Upper) [2 hit] XX Fierce Ura
Kuu Ga (Double Yuri Chou Upper)
(Jump HP \/ s.LP XX f,d,df + HP XX f,d,df + HP)
o5 :: 5 hit :: capcom / snk :: great!!
j.Roundhouse \/ s.Jab > s.Short XX LV-1 Ha Ou Shou Kou Ken
(Jump HK \/ s.LP > s.LK XX f,hcf + LP)
o6 :: 5 hit :: capcom / snk :: great!!
j.Roundhouse \/ c.Short > c.Jab > c.Short > c.Roundhouse
(Jump HK \/ c.LK > c.LP > c.LK > c.HK)
o7 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ s.Short > s.Jab > c.Roundhouse
(Jump HP \/ s.LK > s.LP > c.HK)
o8 :: 3 hit :: capcom / snk :: good!!
j.Fierce \/ c.Fierce XX Fierce Ko Ou Ken
(Jump HP \/ c.HP XX qcf + HP)
o9 :: 3 hit :: capcom / snk :: good!!
j.Roundhouse \/ s.Short XX Jab Ko Ou Ken
(Jump HK \/ s.LK XX qcf + LP)
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Y u r i S a k a z a k i EX
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o1 :: 19 hit :: capcom / snk :: marvelous!!!!
Opponent 3/4 screen away. Jab Ko Ou Ken, LV-3/MAX Hien Houou Kyaku
(qcf + LP, f,b,hcb + KK)
o2 :: 11 hit :: capcom / snk :: fantastic!!
j.Roundhouse \/ s.Jab XX Jab Hyaku Retsu Binta
(Jump HK \/ s.LP XX f,b,f + LP)
o3 :: 9 hit :: capcom / snk :: wonderful!!
Opponent in corner. Yuri 1/2 screen away. Short Rai Ou Ken \/ /\
j.Roundhouse \/ s.Short > s.Jab XX LV-3/MAX Ha Ou Shou Kou Ken
(qcf + LK \/ (d,uf) /\ Jump HK \/ s.LK > s.LP XX f,hcf + PP)
o4 :: 8 hit :: capcom / snk :: wonderful!
j.Fierce \/ s.Short > s.Jab XX LV-3/MAX Ha Ou Shou Kou Ken
(Jump HP \/ s.LK > s.LP XX f,hcf + PP)
o5 :: 5 hit :: capcom / snk :: great!!
j.Roundhouse \/ s.Jab > s.Short XX LV-1 Ha Ou Shou Kou Ken
(Jump HK \/ s.LP > s.LK XX f,hcf + LP)
o6 :: 5 hit :: capcom / snk :: great!!
j.Roundhouse \/ c.Short > c.Jab > c.Short > c.Roundhouse
(Jump HK \/ c.LK > c.LP > c.LK > c.HK)
o7 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ s.Short > s.Jab > c.Roundhouse
(Jump HP \/ s.LK > s.LP > c.HK)
[ Xtra ]
- Combo o3
The Short Rai Ou Ken must hit the opponent`s foot or lower half of their
leg.
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Z a n g i e f akaki cyclone
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o1 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ c.Jab > c.Jab > c.Short
(Jump HP \/ s.LP > c.LP > c.LK)
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Z a n g i e f EX
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o1 :: 4 hit :: capcom / snk :: great!
j.Fierce \/ c.Jab > c.Jab > c.Short
(Jump HP \/ s.LP > c.LP > c.LK)
> > Part 6 ][ Special Thanks ]-------------------------------------------[
( Companies / Sites )---------------------------------------------------------
- Capcom Of America / Capcom Japan ( capcom.com )( capcom.co.jp )
SNK/Playmore Japan ( snkplaymore.co.jp )
Thanks to both companies for FINALLY coming together to make this game!
After all the rumors .. All the wishing .. All the .. Well, just after a lot
of other things, it`s finally in our hands. Thank you Capcom and SNK! One
final note. Capcom: `Marvel v. DC´. SNK: Return Pocket Color!
- Jeff "CJayC" Veasey + GameFAQs ( gamefaqs.com )
Without either, I`d be lost in so many games. Plus, I`d have nowhere to post
all my awesome FAQS. ^_^;
(GameFAQs :
http://www.gamefaqs.com/users/CJayC)
- GamePro
Their issue #147`s Fighting Edge section contained combos for twelve of the
characters ranging from all four Ratios.
- Shoryuken.com ( shoryuken.com )
The greatest sources for Street Fighter and Capcom-associated material next
to capcom.co.jp itself! Their forums are like wh0a.
( Individual People )---------------------------------------------------------
- Adrian Hazzard
Group of combos for Gouki, Kap Hwan Kim EX, Ken Masters and Satsui no Hadou
ni Mezameta Ryuu.
- Angel of Rage / Yuhin Lee (
[email protected] )
Pair of Iori Yagami and E. Honda combos that work with either versions.
- Team Mighty Chi / TMChi
They never really do anything to help me, but I always wind up giving them a
shout out. It`s the least I can do, right?
- James Chen (
[email protected] )
More and more of his videos pop up on various sites. What a great guy! ^_^
Already posted are his combos from his Exhibition #1 (J.C. Combo Ex. #1)
video. His guide to combo mechanics can be found at <gamefaqs.com>. All of
his videos ranging from Marvel v. Capcom 2 to Capcom v. SNK can be found in
the Multimedia archive at <shoryuken.com>.
(GameFAQS :
http://www.gamefaqs.com/users/jchensor76)
- <v2.o> Combos from Exhibition #2 (J.C. Combo Ex. #2) added.
- <v3.o> The Kyou Kusanagi EX (J.C. Kyou EX Ex.) combos added.
- <v4.o> Garou Densetsu (Fatal Fury) (J.C.F.F. Combo Ex.) video added.
- Kevin Eav (
[email protected] )
A Cammy EX combo using each level of her Reverse Shaft Breaker.
- HououKen (
[email protected] )
Combo for Kap Hwan Kim EX as well as info to use for other combos.
- Kyo_Kusanagi (
[email protected] )
Combos for both Kyou and Kyou EX from his video; sixteen combos in all!
- SF2Freak
Usage of his video for a total of fourteen extra combos!
> > Part 7 ][ Revision History ]-----------------------------------------[
- Issue 8.o < 2010.02.22 >
Another minor edits patch, but it fixes come spelling and notation, so it
deserved a full issue edit. This will be the final unless someone offers a
combo later down the line.
- Issue 7.8 < 2006.07.07 >
Small changes here and there. Nothing added, so don`t expect it.
- Issue 7.6 < 2006.05.12 >
Editing, and the fixing of a couple of combo explanations. I think I`m done
with this fully now.
- Issue 6.o < 2004.10.05 >
In the effort of going back to redo and finalize all my old FAQs for games
that no one plays anymore (with the possible exception of GGX since there`s
a 3x better FAQ already available), I decided to finish this old update once
and for all. A long time ago when this game was still hot, GamePro Issue
#147 put out a large section full of combos. I tried them all, found out
half of them were BS, and added in the good ones. But I never submitted the
FAQ for some reason. Yes, that was 3 years ago. Also there was a fantastic
site named White-Tower that featured a lot of videos of combos on there.
That was later changed into a `Lord Of The Rings´ fansite when the first
movie was released, and now it`s gone. So without further adieu, this is
probably the last revision of this FAQ into my new ComboFAQ-editing style.
Plus the version before this one had a GREAT deal of mistakes and errata
that I needed to clean up. Combos for basically everyone has been added. If
I happen to stumble across another combo video in the future with new
combos, I may add them. But until then, this is it. It`s been fun, but I
have other FAQs to take care of.
- Issue 5.o < 2001.04.01 >
Happy April! Yosh! Was going to put an April Fools joke in, but felt like
everyone that read it would see it coming a mile away anyway. Here`s one
anyway. If any thought the Marvel v. Capcom 2 ComboFAQ was gonna be done
anytime soon, think again. Anyway, the Nakoruru combos are up! .. It`s not
many, but it`s not like she needs all that many. Other than that, not too
much of a difference to the FAQ. Yuhin Lee sent in a tidbit for Iori and E.
Honda while Adrian Hazzard pops in a dozen combos for Gouki, Kim EX, Ken,
and Satsui no Hadou Ryuu. Thanks! See ya next issue!
- Issue 4.o < 2001.03.01 >
The next video is done: Fatal Fury Combo Exhibition! James Chen gives us
combos for Kap Hwan Kim, Mai Shiranui, Ryuuji Yamazaki and Terry Bogard! Too
bad we didn`t see any for Geese.
- Issue 3.o < 2001.02.26 >
All you Kyou Kusanagi fans rejoice! Both of the Kyou combo videos from James
Chen and "Kyou_Kusanagi" are taken apart and each combo is in here. Combos
for both versions of Kyou. Woohoo! As for that Nakoruru section, umm .. I`ll
get back to you.
- Issue 2.o < 2001.02.25 >
As you can see, everyone now (well, except for poor Balrog, E. Honda, and
Zangief) has at least a combo in their section now. Many are doubles that
can be used in either normal or EX mode, but it`s something. The second of
James Chen`s videos and SF2Freak`s Exhibition video have been spliced and
added as well. Next on the agenda: James Chen`s Kyou Kusanagi video and my
huge Nakoruru section! .. Then maybe I`ll find something for Zangief.
- Issue 1.o < 2001.02.22 >
Thankfully, a lot got added in this revision: corrections and alterations to
things. Adjustments here and there. James Chen`s Exhibition #1 video combos
have been placed in; the "harder" ones picked apart. Added in the URLs for
videos that`ll be set in here in the future. Two solo additions from Kevin
Eav and "HououKen" with Cammy EX and Kim EX combos. Now to get to work on
the second video!
- Issue o.o < 2001.02.12 >
Don`t say it. I already know. "Do you know this looks like crap?" Yes I do.
I decided this to be my next challenge after that huge MVC2 ComboFAQ that`s
floating around. This SHOULD have been out before the New Year, but I got
sidetracked on a little gem entitled `Guilty Gear X´. All in all, once I
ripped through this game and got all the chars, I went ahead and set this
FAQ up. I know there`s a couple of videos lying around on the web; including
one or two by my man, James Chen. So I`ll be sure to include those combos in
some manner. Look for this FAQ to have a different format in a couple of
revisions from now. Especially an ASCII art title. As for now, sorry this is
crap version and it looks like hell. Give me a little time.
> > Part 8 ][ Final Note ]-----------------------------------------------[
Oss`!
I was at a toss up upon if I wanted to see this game as hectic and insane as
the other "Vs." games out there (ie - `Marvel v. Capcom 2´), or simply sane
just like how it is. But think about it: Mai doing an aerial rave ending with
a Kuuchuu Chou Hissatsu Shinobi Bachi? Hmm .. Still, I think a lot of people
are happy. Others wanted something better. Can`t please everyone.
Have something to say about the game or this FAQ you want me or others to
know? Find any of the above information wrong or misleading? Or maybe you
have info or extras to add onto what`s posted. Whatever the case is, feel
free to send it! Anything that is posted within the FAQ, you not only get
full credit. Oh no no! You also receive unauthorized bragging rights that
give you the Almighty-given gift of annoying the hell out of people with.
.. By the way, thanks for reading!
Sayounara, adios, ciao, xie xie, au revoir, and all that other crap. ^_^
- `shouji´ <
[email protected]>
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| `The object of war is not to die for your country, but to make the other|
| poor sons-of-bitches die for theirs.´ - George Patton |
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