------------------------------------------------------------------------
SNK vs. CAPCOM CHAOS FAQ v1.0
by Chris MacDonald
------------------------------------------------------------------------
Unpublished work Copyright (c) 2003 Chris MacDonald
The guidelines for using this faq are simple; don't sell it or give it
away, don't reprint it without obtaining permission, and don't bother
posting it on a website (I'm only releasing it for www.GameFAQs.com to
host). You may not incorporate any part of this FAQ into your own guide
without obtaining my express written permission.
Game magazine/guide/website authors are not allowed to use my FAQs
without permission. People who have been caught doing this include:
Ziff-Davis Video Game Group (publishers of Expert Gamer), Game 13th
Magazine, IDG Media, Future Publishing, Ltd. (publishers of PlayStation
Power, Official UK Play Station Magazine), Brady Games, Prima Games and
Eric Pratte, CheatCC.com, Shoryuken.com, Kibagami, DarkGuyver, and IGN.
So leave the FAQ alone unless you want some bad publicity.
All characters are (c) SNK-Playmore, and (c) Capcom.
=================
TABLE OF CONTENTS
=================
1. INTRODUCTION
- Revision History
- Special Thanks
2. HOW TO PLAY
- FAQ Notation
- Basic Commands
3. SNK MOVELISTS
- Choi Bounge
- Earthquake
- Genjuro Kibagami
- Iori Yagami
- Kasumi Todoh
- Kim Kaphwan
- Kyo Kusanagi
- Mai Shiranui
- Mr. Karate
- Ryo Sakazaki
- Shiki
- Terry Bogard
4. CAPCOM MOVELISTS
- Balrog
- Chun-Li
- Dhalsim
- Gouki
- Guile
- Hugo
- Ken Masters
- M. Bison
- Ryu
- Tessa
- Sagat
- Vega
5. MID-BOSS MOVELISTS
- Crazy Iori
- Dan Hibiki
- Demitri Maximoff
- Geese Howard
- Goenitz
- Mars People
- Violent Ken
- Zero
6. FINAL BOSS MOVELISTS
- Athena
- Red Arremer
- Serious Mr. Karate
- Shin Gouki
7. SECRETS AND TRICKS
- Random Select
- Play as the Mid-Bosses
- Play as the Final Bosses
- Fighting the Bosses
- CPU Fight Chart
- The Endings
- Win Poses
- Joystick Shortcuts
8. GAMEPLAY NOTES
- Anywhere Cancels
- Autoguard
- Blocking
- Canceling
- Charge Moves
- Counter Hits
- Dash Canceling
- Exceeds
- Groove Power Gauge
- Guard Cancel Attack
- Guard Cancel Frontstep
- Guard Crush Gauge
- Maximum Mode
- Super Cancels
- Super Moves
9. MISCELLANEOUS
- Damage Chart
- Disabled Moves
- Translations
- In Closing
========================================================================
1. INTRODUCTION
========================================================================
Hi, welcome to my SNK vs. Capcom FAQ. The latest version can always be
found at GameFAQs <
http://www.gamefaqs.com>. Don't reprint or use this
FAQ in a magazine or published strategy guide. I've dealt with that
situation before and I know what to do about it. I hate to start off
on that kind of note, but there you have it.
Feel free to write in and contribute something, if you'd like. You can
reach me by sending mail to <
[email protected]>, and you will be
credited, of course. Please don't send me questions about emulators or
roms or anything like that because I don't know and I can't help you,
sorry. I can't guarantee a reply but I always try to respond to the
e-mail I receive.
I like using the original names for characters and moves, instead of
the ones used outside of Japan. Mainly it's because when "Darkness
Sweep" gets translated as "Fire Ball," you know that you're in trouble
;) However, this may cause some confusion in a few cases, such as
when it comes to character names. So, here are some differences:
Japanese Name English Name Appearance
----------------------------------------------------------------
M. Bison Balrog Guy with boxing gloves
Balrog Vega Guy with mask and claw
Vega M. Bison Guy with hat and shin guards
Gouki Akuma Guy with topknot and beads
Tabasa Tessa Girl with hat and cape
Genjuro Genjyuro Shirtless guy with sword
The exceptions to this are the mid-boss and boss names, since writing
"Serious Mr. Karate" is easier than "Honki ni natta Mr. Karate."
I include the original name along with those character's movelists,
though, just for you purists.
------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------
Version 1.0 (November 29, 2003)
- A minor update. There were little omissions and errors made while
writing v0.9 that needed correcting. Some contributions have been
added as well.
Version 0.9 (November 24, 2003)
- Virtually all of the FAQ has been rewritten, and all the info. has
been thoroughly tested. Lots of contributor information has also
been added. Thank god this update is finally done. :)
Version 0.8 (November 4, 2003)
- More contributed info. has been added. Please don't write to me
about the boss codes at GameFAQs--they're fake. I don't mind people
contributing stuff, but you could at least test it out yourself
before demanding credit for someone else's fake code. ;)
Version 0.7 (September 20, 2003)
- Added more contributor information, lots of official names, and some
other info.
Version 0.6 (August 29, 2003)
- Finally had a chance to play the game and test some stuff out
myself (yay). More additions and whatnot from contributors
and other sources.
Version 0.5 (August 17, 2003)
- More additions and corrections. Some official names and notes on
anywhere cancels, super cancels, and GCFS added courtesy of Neo-
Arcadia. BTW, if you're gonna host this FAQ on your own site without
my permission, at least try to keep it updated. Jesus. That was the
whole reason why I only let GameFAQs host it in the first place ;)
Version 0.4b (August 6, 2003)
- Some minor corrections were made.
Version 0.4 (August 4, 2003)
- The moveslist and translations sections have been updated, and
other misc. info has been added, including reader contributions.
Version 0.3 (July 29, 2003)
- Info. has been added on the new hidden characters, and some
contributed info. has been added. The final game has been
released, as well.
Version 0.2 (July 1, 2003)
- More minor updates, fleshed out the moveslist a little more. I'd
like to remind people that this FAQ is in no way a "definitive"
moveslist. The finished game isn't even out yet!
Version 0.1 (June 26, 2003)
- A rough beta. ;)
------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------
This FAQ would not have been possible without the help of the following:
Emiliano Galicia
- For the useful "Rinne -> Tenma Hajun" juggle for Shiki.
Another Gamer
- For info on Kyo's Kototsuki follow-up from the Yanosabi and Terry
being able to combo off the 5th hit of the Rising Beat. Also for
info on Zero and Mars People.
Razoola
- For discovering the codes to enable Shin Gouki and Serious Mr. Karate
in the console version of SvC.
Shin DIO
- For explaining how Mars People's Exceed uses two buttons instead
of just AC.
James Kerr
- For information on Zero's Irregular Hunt.
Basel Al-Shehab
- For information on Geese's Reppuu Ken '96 moves and Deadly Rave.
<
http://you.2.pro.tok2.com/svc/chaos/>
- Some movenames for Serious Mr. Karate's command attacks.
Xfactor
- For some new/corrected move names for Athena and Red Arremer.
Cain Highwind
- For information on Zero's Irregular Hunt and the "warning" flash
that appears when he fights bosses.
(v1.0) For info on Takuma, Serious Mr. Karate and Red Arremer,
and information on selecting your win poses.
dr. whO?
- For the CPU fight patterns and requirements for fighting the
bosses and hidden characters.
BONZO37
- For correcting Zero's Shield Boomerang command and Dhalsim's
Yoga Legend command.
G-Mantle
- For correcting a Hugo throw name.
Giorgio Pruneri
- For explaining the story behind Athena's move names.
<
http://www.geocities.co.jp/MusicHall/8257/waza.html>
- Various official movenames for the hidden characters,
including Athena and Red Arrmer.
<
http://www.kawachi.zaq.ne.jp/kagurazaka/SNKvsCAP1-C005.html>
- Official throw and command names for the hidden characters
<
http://homepage3.nifty.com/gore/svc/demitri.html>
- Info on Demitri's command attacks.
Tel
- Info on charging, the bosses, Iori, Kyo, Geese, Akuma, Dan, V. Ken,
Demitri, "Riot of Blood" Iori, and Dan.
- (v0.8) For a mind-boggling amount of info. Almost everything new
in this update was supplied by Tel (applause, applause).
- (v0.9) For once again providing lots of info on multiple characters.
- (v1.0) For the f,d,df + P / qcf + P overlap moves that require
precise inputs to perform.
L.S.D.
- Description for the Fuujin no Ibuki and Geese Reppuu Ken juggle info.
"Time Mage" and Brent Werling
- Pointed out that Balrog cannot lose his claw and mask.
me ^_^
- Corrected a Guile translation, and made some interesting comments
about possible revisions of the SvC board.
Mike
- Explained how to "erase" your previous code input by releasing
Start (when trying to pick a hidden character).
Chris Harback
- Translation info. for Mai's "Yusura Ume."
Muscle Buster
- Tons of info. on Mars People, and info. on "Riot of Blood" Iori,
Zero, and Violent Ken.
<
http://members.jcom.home.ne.jp/mvs/svc/framesvc.html>
- For Demitri having no Negative Stolen (although many sites have
said this as well), and the new Midnight Pleasure command. And
for the alternate command for Mars Peoples' Exceed.
<
http://naska.cside.com/sh/main/svc_ki.htm>
- For the new kanji for "jissoukoku." Dunno if they are official
or not.
Angry Scapula
- Corrected me on not being able to cancel the Tsumagushi into the
Aoi Hana.
(v0.7) Corrected info. on the Yumebiki for both Ioris.
Davis S.
- Told me about the directions used for the secret codes, as well as
not to press any buttons after entering the codes.
Tony Huynh
- Commenting on the different button setups.
Feitclub
- For information on Mars People.
CJ Vossen
- For detailed information on Mr. Karate, Kasumi, Dhalsim, and
Hugo.
<
http://k-kula.hp.infoseek.co.jp>
- For information on Chun-Li and Demitri, among others.
Charles MacDonald
- For some translation help. :)
Ratix0
- For correcting me on Zero's real name.
- (v0.9) For joystick shortcut information.
- (v1.0) For some corrections and notes on Zero.
<
http://www.apple.ac/~attomaimai/>
- Information on the hidden characters' moves.
(v0.5) More miscellaneous information.
<
http://www.h4.dion.ne.jp/~minoo38/SVC/SVC2.htm>
- For information on Demitri, Zero, and Geese.
(v0.5) More notes on the hidden characters.
<
http://jbbs.shitaraba.com/game/6410/>
- Numerous notes, move info., command attack info, and move names.
(v0.5) System note info and other theories, such as incorporating
dashes into performing special moves.
<
http://home.att.ne.jp/star/GR/3rd/3h.html>
- For the names of Hugo's command attacks.
John Rodriguez
- For telling me the command for Guile's new super.
<
http://www.h4.dion.ne.jp/~beast/SvsC/index.htm>
- Various command attack, special move, and super move info
for a number of characters.
<
http://thebbs.jp/game_fight/1055397935.html>
- For info. on Mars People, and Mr. Karate's follow-up to the Ko'ou
Ken.
<
http://www.interq.or.jp/power/spd/info.htm>
- For info about system notes, moves, and other command attacks
for many characters, as well as being able to combo into command
throws.
Mike Vo
- For lots of information and descriptions for Zero and Mars People,
as well as misc. info on other characters.
Master-Warrior
- For lots of detailed information on Tabasa, Earthquake, and Shiki.
(v0.5) Even more information on many characters' moves and
abilities, and for pointing out the Arcadia scans to me.
(v0.6) Lots of info. on Genjuro, Tabasa, and using Exceeds.
(v0.7) Info on Hugo, Violent Ken, Tabasa, and dash canceling.
(v0.8) For info. on Balrog's dash specials and lots of other
miscellaneous info.
<
http://d.hatena.ne.jp/bluespace/>
- For the names for Tabasa's moves and some command attack info.
<
http://www.ba.wakwak.com/~d_evil/cgi-bin/joyful/joyful.cgi>
- For the moveslists for the hidden characters.
<
http://www.kcc.zaq.ne.jp/friu/>
- For the codes for the hidden characters.
(v0.4) For more movelist info, and move descriptions for the
hidden characters.
Kaneda Saotome
- For various corrections and new information on many characters.
Boomslang
- For telling me about the new characters, pictures of which can
be found at <
http://www.16-bitglorydays.com/temp/snkvscapcom/>.
- (v0.9) For lots of juggle and combo info for many characters.
<
http://www.geocities.co.jp/Playtown/9674/svcc>
- For some character moves and command attacks.
(v0.5) For the name of "Riot of Blood" Iori's Exceed.
<
http://www.geocities.co.jp/Playtown-Bishop/7431/>
- For some character moves.
Skyknight
- For some Goenitz translation advice.
(v0.5) For more translation advice on Goenitz.
(v0.7) Corrected a Chun-Li translation.
Chris of Dash Taisen
- Corrected me on the description for the Front and Back Steps.
<
http://www.snkplaymore.co.jp>
- Character names and system notes.
(v0.5) Character names for Violent Ken.
(v0.6) Real names for Honki ni natta Mr. Karate and Shin Gouki.
<
http://www.geocities.co.jp/Playtown-Bingo/9553/svc.html>
- Location test report.
<
http://www.interq.or.jp/www1/893/svc.html>
- Location test report.
<
http://g-i-m-s.hp.infoseek.co.jp>
- Location test report.
(v0.4) Dokodemo cancel info, various movenames and move commands,
etc.
<
http://www.njstar.com>
- For their excellent Japanese word processor.
<
http://www.csse.monash.edu.au/~jwb/wwwjdic.html>
- Very useful for translating Japanese text.
<
http://www.linear.mv.com/cgi-bin/j-e/>
- I used this online dictionary to translate some of the move
names.
========================================================================
2. HOW TO PLAY
========================================================================
------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------
ub u uf Up-Back Up Up-Forward
\ | /
b-- n -- f Back Neutral Forward
/ | \
db d df Down-Back Down Down-Forward
B C D Light Kick Hard Punch Hard Kick
A Light Punch
An alternate button setup is as follows:
A C Light Punch Hard Punch
B D Light Kick Hard Kick
Other notation used includes:
P / K Press Punch (A / C) or Kick (B / D)
qcf / hcf Input (d,df,f) or (b,db,d,df,f)
qcb / hcb Input (d,db,b) or (f,df,d,db,b)
qcf,hcb Input (d,df,f,df,d,db,b)
qcb,hcf Input (d,db,b,db,d,df,f)
db~df Use db / d / df
ub~uf Use ub / u / uf
Charge Hold in the first direction for 2 seconds
Rotate 360 Spin the joystick 360 degrees (a full circle)
(air) Can be performed while jumping
in air Must be performed while jumping
when near Perform when close to your opponent
_(move command) Additional input
< > The official name is not known
GCFS Guard Cancel Frontstep
GPG Groove Power Gauge
S^ A super move (aka "Super Deadly Move")
X^ An Exceed move
* Used as an anywhere cancel during Maximum Mode
C Cancels into anything
c Cancels into anything but command attacks.
s Cancels into super moves and Exceeds only.
r Repeatable into itself or other A / B attacks.
- Not cancelable
/ Divides hits
- I've gotten mails from people complaining that they have different
button setups (as in A and B for Punch, and C and D for Kick), and
this is a result of the game being available as a board and not an
MVS cart. An arcade operator can hook up the buttons any way they
like and may not do them in the same order as they are in this FAQ,
whereas the button setup is always the same for the MVS carts.
------------------------------------------------------------------------
BASIC COMMANDS
------------------------------------------------------------------------
Hold b when attacked Standing Block
Hold db when attacked Crouching Block
Tap b,b Backstep
Tap f,f Frontstep (Dash)
Tap f,f _press ub~uf High Jump
Tap db~df,ub~uf High Jump
Tap f,f while blocking Guard Cancel Frontstep (-0.20 levels)
Press BC while blocking Guard Cancel Frontstep (-0.60 levels)
Press CD while blocking Guard Cancel Attack (-1.00 levels)
Press AB / CD when near Normal Throw Attempt (-0.25 if miss)
Press AB / CD when grabbed Normal Throw Escape
Press AB when knocked down Tumble
Press Start Taunt
Fill gauge to 3 levels Maximum Mode Invoke
Command + button Super Move (-1.00 levels)
Command + button Exceed Move
- You can cancel a dash into anything else, from a High Jump to a
standing attack to a special move.
- You must use the same pair of buttons to escape from a normal throw
that were used on you. So if your opponent grabs you with AB, only
pressing AB will get you out of the throw. You cannot escape from
a normal air throw (though only a few characters can throw you in
mid-air).
- You can cancel your taunt with an action (not button presses, but
dashes, special moves, etc.)
- Exceeds can only be used when your name is flashing and you've lost
all of your yellow Life Gauge. They do not cost any Power Gauge
levels to perform, though.
========================================================================
3. SNK MOVELISTS
========================================================================
Characters are listed in alphabetical order. Moves are listed in this
order: normal throws, command attacks, special moves, super moves (S^),
and that character's Exceed (X^) move. Following that is a chart that
lists cancelable attacks and other cancel information.
As an example, here's Geese's cancel chart:
cancel chart A B C D
-----------------------------------------
standing near Cr Cr C c/-
standing far sr s s -
crouching cr c c c
jumping up c - c c
jumping diag. c - c/c/-/- -
C cancels into anything
c cancels into anything but command attacks.
s cancels into super moves and Exceeds only.
r repeatable into itself or other A / B attacks.
- not cancelable
/ divides hits
So, we can see that Geese's standing C is cancelable into anything, his
crouching A can be repeated into itself or other A / B attacks, and his
crouching B doesn't cancel into command attacks. His diagonal jumping
C hits four times and the last two hits aren't cancelable. Also, his
far standing C is cancelable only into supers and Exceeds.
Finally, there are some notes on that character, if applicable.
The stars (*) found next to some moves indicate that you can anywhere
cancel into them during Maximum mode. Moves that you can anywhere
cancel out of are listed in the chart below the moveslist.
------------------------------------------------------------------------
CHOI BOUNGE
------------------------------------------------------------------------
Press AB when near Zujou Sashi
Press CD when near Geketsu Zuki
ub into a wall, press uf Sankaku Tobi
b / f + B Toorima Geri
Charge d,u + P * Tatsumaki Shippuu Zan
Charge d,u + K (can hold) * Hishou Kuuretsu Zan
_dir. + P / K (x3) Houkou Tenkan
Charge b,f + P (can hold) * Senpuu Hien Zashi
_dir. + P / K (x3) Houkou Tenkan
qcb + P * Kaiten Hien Zan
_press P Kishuu Hien Zuki
_qcf + K at apex Hishou Kyaku
qcf + K in air Hishou Kyaku
f,d,df + K * Hien Zan
hcb,hcb + P, move b / f S^ Shin! Chouzetsu Tatsumaki Shinkuu Zan
qcf,hcb + K S^ Hou'ou Kyaku
hcf,hcf + AC in air X^ Shakushi
cancel chart A B C D
-----------------------------------------
standing near Cr Cr C -
standing far C - - -
crouching Cr -r C -
jumping up - - - -
jumping diag. - - C/C/C -
guard cancel attack Old standing CD from KoF.
super cancel Tatsumaki Shippuu Zan (1st)
anywhere cancel from (D) Hien Zan (1st)
Tatsumaki Shippu Zan (1st)
- You cannot increase the damage of the Zujou Sashi by tapping the
buttons anymore.
- You can't follow the Toorima Geri with the Hou'ou Kyaku anymore.
- The Tatsumaki Shippuu Zan will hit more times when your opponent
is cornered.
- The (B) Hien Zan hits twice on a counter hit.
- When performing the Hishou Kuuretsu Zan, you can fly to either wall
by pressing ub or uf. Using up makes you go to the wall behind you.
- Performing this move with (B) makes Choi fly diagonally downward,
while (D) makes him fly horizontally.
- You can juggle your opponent up to three times during the Shin!
Chouzetsu Tatsumaki Shinkuu Zan. This move will negate normal
projectiles.
- Choi can use the Hishou Kyaku or Shakushi during a backstep (to
perform the Shakushi, try inputting (hcf,b,hcf f + AC).
- He can also perform the Shakushi on the ground by inputting the
command as (hcf,hcf,uf + AC).
- Where Choi appears during the Shakushi is random. You can't juggle
your opponent if you land first after this move anymore.
------------------------------------------------------------------------
EARTHQUAKE
------------------------------------------------------------------------
Press AB when near Go To Heaven
Press CD when near Fat Buster
ub into a wall, press uf Fat Triangle
d + K in air Fat Bound
qcf + P * Fat Burst
qcf + P in air Chainsaw Dive
f,d,df + P * Fat Chainsaw
qcb + P, direct d / u * Fat Breath
hcb + B * Fat Fake
hcb + D * Fat Replica Attack
qcf,qcf + P S^ Earth Got 'Em 2003
qcf,qcf + K S^ Fat Guilty
qcf,hcb + AC X^ Fat Carnival
cancel chart A B C D
-----------------------------------------
standing near cr - c c
standing far c - - -
crouching cr - c -
jumping up - - - -
jumping diag. - - - -
guard cancel attack Crouching C
super cancel (none.)
anywhere cancel from (none.)
- The Fat Bound does block damage, even though it's a command attack.
- Earthquake can use the Fat Bound or Chainsaw Dive during his
backstep. The (D) Fat Bound will also move him back further
than usual, as well.
- The Fat Burst remains on screen for a while, so you can use it to
set up traps.
- The Fat Burst and Fat Breath will negate normal projectiles.
- You can direct the Fat Breath up or down.
- You can avoid attacks during the brief period that you disappear
in during the Fat Fake and (C) Fat Chainsaw. However, it is so
brief that you may be hit upon reappearing (say, when trying to
dodge a slow projectile).
- The Fat Replica Attack is not an overhead. However, you can cancel
it into the Fat Bound or Chainsaw Dive.
- The Earth Got'Em 2000 is an anti-air attack, although it will hit
someone who is nearby.
- The Fat Guilty is an overhead attack. The chain that drops from the
ceiling will home in on an opponent's location. Earthquake is
invincible during this move, except against throws.
- What's more, even if the move hits, the invincibility ends once your
opponent explodes. So, if they throw a slow projectile, even if
they are hit by the Fat Guilty, you may still get hit as the move
ends.
- Earthquake is invincible while rolling forward during the Fat
Carnival.
------------------------------------------------------------------------
GENJURO KIBAGAMI (aka "Genjyuro Kibagami" in SvC)
------------------------------------------------------------------------
Press AB when near Tsukitobashi
Press CD when near Ashige
df + C Gekikaze
f + D Suso Kosuri
qcf + P * Sanren Satsu: Kiba
_qcf + P or qcb + P Sanren Satsu: Tsuno
_qcf + P or qcb + P Sanren Satsu: Rin
qcb,f + P * Hyakki Satsu
qcb + K (can hold) * Gashin Totsu
qcb + P Ouka Zan
f,d,df + K when near Gekka Zan
f,d,df + P * Touha Kouyoku Jin
qcf,qcf + P S^ Gokou Zan
Press ABC X^ Ikari Bakuha
_press BCD Issen
cancel chart A B C D
-----------------------------------------
standing near Cr c c/- -/c/-
standing far - - - -/-/-
crouching cr - - -
jumping up - - - -
jumping diag. - - - -
guard cancel Straight punch from Tsukitobashi.
super cancel (none.)
anywhere cancel from Sanren Satsu (Kiba, Tsuno, or Rin), Gashin Totsu,
Gekka Zan (1st-3rd), Touha Kouyoku Jin (1st)
- Genjuro will only kick with the D button, although you can still use
B or D for moves requiring a Kick button.
- The Gekikaze is cancelable.
- The Suso Kosuri is a low attack and is cancelable.
- The (C) Sanren Satsu can cross-up an opponent. In fact, if it is
unable to do this after the first input (because your opponent
was too far away or was in a corner), then you cannot enter any
additional inputs.
- Two contributors have reported seeing Genjuro follow his 1st input
of the Sanren Satsu with a standing (A), only to be followed by
the next Sanren Satsu input. How this is done, I'm not sure. In
previous games, you could perform the (C) Sanren Satsu as
(qcf + C,C, qcf + C,C, qcf + C), but that doesn't work anymore.
- Although you recover immediately after the Hyakki Satsu, you can't
seem to juggle your opponent afterwards.
- The Gashin Totsu is an unblockable knockdown attack that sends your
opponent across the screen. However, it has a considerable start-
up delay. You can delay it further by holding the button used, but
this increases damage only marginally.
- The Gekka Zan is unblockable. You can juggle your opponent
afterwards (though you have more time to do so after the B version
than the D version). Supposedly this move can miss after the first
two hits, if your opponent isn't close enough.
- Although Genjuro creates a projectile card at the beginning of the
Gokou Zan, an enemy's projectiles will still pass through it and
hit you. Genjuro has a brief window of invulnerability while
creating the card, but you would have to start up the Gokou Zan
very late in order to take advantage of it.
- Luckily, however, if the card hits your opponent first, Genjuro is
invincible for the rest of the Gokou Zan.
- Unlike as in SS4, the Ikari Bakuha is not unblockable. However, it
does do a fair amount of damage and is a knockdown attack. Once you
use this move, your skin turns red and stays that way for a while.
During this time, your attack power increases, and you can use the
Issen at any time by pressing BCD.
- Although your skin will flash and return to normal after enough time
has passed, this feature can be carried over in between rounds (i.e.
using the Ikari Bakuha near the end of one round and then the Issen
early in the next round).
- You can combo into both the Ikari Bakuha and the Issen.
- You have mid-level invincibility during the entire Issen.
------------------------------------------------------------------------
IORI YAGAMI
------------------------------------------------------------------------
Press AB when near Sakahagi
Press CD when near Saka Sakahagi
f + A,A Geshiki: Yumebiki
f + B Geshiki: Goufu In "Shinigame"
b + B in air Geshiki: Yuri Ori
qcf + P * 108 Shiki: Yamibarai
f,d,df + P * 100 Shiki: Oniyaki
f,d,df + K * 311 Shiki: Tsumagushi
qcb + P (x3) * 127 Shiki: Aoi Hana
hcb + K * 212 Shiki: Kototsuki In
hcb,f + P when near Kuzukaze
qcf,hcb + P S^ Kin 1211 Shiki: Yaotome
_qcf,qcf,qcf,qcf + AC Ura 306 Shiki: Saika
qcf,qcf + K S^ Ura 311 Shiki: Saku Tsumagushi
hcb,hcb + AC X^ Chi no Bousou
cancel chart A B C D
-----------------------------------------
standing near Cr C C -
standing far -r - C -
crouching Cr -r C -
jumping up - - - -
jumping diag. - - - -
guard cancel Old standing CD from KoF.
super cancel (A) Oniyaki (1st or 1st-2nd on a counter)
(C) Oniyaki (1st-2nd)
anywhere cancel from (A) Oniyaki (1st on a counter)
(C) Oniyaki (1st-2nd)
Tsumagushi
Aoi Hana (1st or 2nd input only)
Kototsuki In (1st)
Yumebiki (1st)
Goufu In (1st; only if not canceled into)
- The 1st hit of the Yumebiki can only be canceled into a super move
(though it is not a super cancel and can be done outside of Maximum
mode).
The 2nd hit is a just a normally cancelable attack.
- The Goufu In is an overhead attack, unless canceled into (in which
case, it becomes cancelable).
- The Yuri Ori will only hit if you cross-up your opponent by jumping
over them. Iori retains his old backstep bug from the KoF series--
just backstep and immediately perform the Yuri Ori. He'll go flying
backward as a result.
- The Tsumagushi can no longer be canceled into the Aoi Hana.
- The (D) Tsumagushi does have autoguard however, once Iori leaves the
ground.
- The 3rd input of the Aoi Hana is an overhead attack.
- The Kuzukaze is an unblockable throw. It does no damage, but switches
sides with your opponent and leaves them open to attack.
- Oddly enough, Iori also has some mid-level invincibility during this
move, although it is very brief.
- You can pass under mid-level projectiles while dashing forward during
the Yaotome.
- The Saku Tsumagushi is an overhead attack. It has autoguard once
Iori leaves the ground.
- The Chi no Bousou is a reversal move. It can stop high, middle,
and low-level attacks, as well as special moves, supers, and Exceeds.
It also reverses any unblockable non-throw attack (like the Chou
Ryuuko Ranbu, Kijin Geki, or Shungoku Satsu).
- What's more, projectile attacks and even non-physical hit moves
(like the Yoga Inferno) will pass through you while Iori is hunched
over.
------------------------------------------------------------------------
KASUMI TODOH
------------------------------------------------------------------------
Press AB when near Maki Age
Press CD when near Aiki Nage
f + A Hiji Ate
qcf + P (air) Kasane Ate
qcb + P (x3) * Senkou Nagashi
qcb + K Hakuzan Tou
hcf + B * Messhin Mutou
hcf + D * Sasshou Inshuu
d,d + K * Hanshin: Morote Gaeshi
hcb,f + P when near * Tatsumaki Souda
qcf,qcf + P S^ Chou Kasane Ate
hcb,hcb + K when near S^ Shiranui
qcf,hcb + AC X^ Shingan Kazura Otoshi
cancel chart A B C D
-----------------------------------------
standing near Cr C C C
standing far - - C -
crouching Cr -r C C
jumping up - - - c
jumping diag. - - - c
guard cancel Old standing CD from KoF.
super cancel Hakuzan Tou, Tatsumaki Souda
anywhere cancel from Hiji Ate, Hakuzan Tou, Tatsumaki Souda
- The Hiji Ate is an overhead attack on the 2nd hit, unless canceled
into (in which case, it is cancelable on either hit).
- You can perform the Kasane Ate during a backstep. This move can
negate projectiles.
- The Hakuzan Tou has autoguard on Kasumi's arm when she raises it
in front of her face.
- The Messhin Mutou reverses jumping attacks, special moves, supers,
and Exceeds, as well as any unblockable non-throw attack.
- The Sasshou Inshuu reverses mid level attacks, such as most standing
attacks or crouching punches.
- The Morote Gaeshi reverses low level attacks, including sweeps and
slide moves.
- The Tatsumaki Souda is unblockable. You can juggle your opponent
afterwards.
- The (C) Chou Kasane Ate is slower than the (A) version, but travels
further across the screen.
- The Shiranui is unblockable. It's also a parody of Ibuki's Raida
from SF3.
- The Shingan Kazura Otoshi reverses high, middle, and low-level moves,
as well as jumping attacks, special moves, supers, and Exceeds. It
also reverses any unblockable non-throw attack (like the Chou Ryuuko
Ranbu, Kijin Geki, or Shungoku Satsu).
------------------------------------------------------------------------
KIM KAPHWAN
------------------------------------------------------------------------
Press AB when near Kubikime Otoshi
Press CD when near Sakkyaku Nage
f + B Neri Chagi
qcb + P (x3) * Sanren Geki
qcb + P _uf + K _d + K * Sankuu Kyaku
qcb + K * Hangetsu Zan
qcf + K in air Hishou Kyaku
d,d + K Haki Kyaku
Charge d,u + K * Hien Zan
Charge d,u + D _d + D Tenshou Zan
qcf,qcf + K S^ Hou'ou Hiten Kyaku
qcb,db,f + K (air) S^ Hou'ou Kyaku
qcb,db,f + BD (air) X^ Hou'ou Kyaku
cancel chart A B C D
-----------------------------------------
standing near C C/C -/C C/C
standing far - - - -/-
crouching C -r C C
jumping up c - - -
jumping diag. c - - -
guard cancel Standing C
super cancel (D) Hien Zan (1st)
anywhere cancel from Neri Chagi
Haki Kyaku
Sanren Geki (any input but final qcb + C)
Sankuu Kyaku (1st)
(B) Hangetsu Zan
(D) Hangetsu Zan (3rd)
(D) Hien Zan (1st)
- The Neri Chagi is an overhead attack, unless canceled into (in which
case, it hits twice and is cancelable on either hit).
- The 3rd input of the Sankuu Kyaku is an overhead attack.
- The Hishou Kyaku is the old "descending" style, not the "rebounding"
one from KoF 2002.
- Kim can use the Hishou Kyaku and either version of the Hou'ou Kyaku
during a backstep.
- The (B) Haki Kyaku can be canceled only into the Hou'ou Kyaku super
(it will not work with other supers or the Exceed version of the
Hou'ou Kyaku). You can perform this cancel easily by doing the
following:
d,d + B -> b,f + K
- This works because the Haki Kyaku command overlaps the Hou'ou Kyaku
command (which, while it is officially "qcb,db,f + K", can also be
performed as "d,b,f + K", a shortcut which works for the Exceed
version as well).
- What's more, Kim retains an old bug from KoF '98 involving this move.
When you don't have enough power to perform the Hou'ou Kyaku, do the
(B) Haki Kyaku cancel anyway (so: d,d + K -> b,f + K). Kim will
flash and immediately recover from the Haki Kyaku, allowing you to
combo your opponent before they recover.
- The (D) Haki Kyaku is a knockdown attack.
- You can juggle your opponent after the Hou'ou Hiten Kyaku.
------------------------------------------------------------------------
KYO KUSANAGI
------------------------------------------------------------------------
Press AB when near Hatsugane
Press CD when near Issetsu Seoi Nage
d + C in air Geshiki: Naraku Otoshi
f + B Geshiki: Goufu You
df + D 88 Shiki
qcf + A * 114 Shiki: Aragami
_qcf + P 128 Shiki: Konokizu
_press P 127 Shiki: Yanosabi
_press K 125 Shiki: Nanase
qcf + A * 114 Shiki: Aragami
_hcb + P 127 Shiki: Yanosabi
_press P Geshiki: Migiri Ugachi
_press K 125 Shiki: Nanase
_hcb + K 212 Shiki: Kototsuki You
qcf + C * 115 Shiki: Dokugami
_hcb + P 401 Shiki: Tsumi Yomi
_f + P 402 Shiki: Batsu Yomi
_f,d,df + P 100 Shiki: Oniyaki
qcf + K,K * 75 Shiki Kai
hcb + K * 212 Shiki: Kototsuki You
f,d,df + P 100 Shiki: Oniyaki
b,d,db + K * R.E.D. KicK
qcf,qcf + P (can hold) S^ 182 Shiki
qcb,hcf + P (can hold) S^ Ura 108 Shiki: Orochinagi
qcf,qcf + AC X^ Saishuu Kessen Ougi "Mushiki"
cancel chart A B C D
-----------------------------------------
standing near Cr Cr C C
standing far Cr - - -
crouching Cr -r C C
jumping up - - - -
jumping diag. - - - -
guard cancel Old standing CD from KoF.
super cancel (A) Oniyaki
(C) Oniyaki (1st)
anywhere cancel from Goufu You, Goufu You (1st hit if canceled into),
88 Shiki, Aragami, Konokizu, Yanosabi, Nanase,
Migiri Ugachi, Dokugami, Tsumi Yomi, Kototsuki
You (1st), (A) Oniyaki, (C) Oniyaki (1st).
- Kyo can perform the Naraku Otoshi during a backstep. Doing this
also causes him to move backward further than he normally would.
- The Naraku Otoshi will knock an airborne opponent to the floor.
- The Goufu You is an overhead attack, unless canceled into (in
which case, it hits twice and is cancelable on the 2nd hit).
- The 88 Shiki is a low attack.
- The Aragami has autoguard, once Kyo's arm is fully extended but
before the flame swath comes out (which, incidentally, can negate
projectiles).
- The Yanosabi is an overhead attack.
- The Migiri Ugachi can hit an opponent who is lying on the floor,
as can the Kototsuki You (the one done from the Yanosabi).
- The Dokugami can negate projectiles as well, although since Kyo moves
so far forward before creating any flames, it can be difficult to do
this.
- You can juggle an opponent after the 2nd hit of the 75 Shiki Kai.
- The (A) Oniyaki hits twice on a counter hit.
- Kyo is immune to some attacks during the delay before the 182 Shiki
actually strikes. For example, projectiles will pass through him,
as will certain mid-level attacks.
- However, the 182 Shiki is _not_ unblockable, even if delayed (unlike
previous games).
- If you delay the (A) Orochinagi, you are immune to some low attacks.
If you delay the (C) Orochinagi, you are immune to some mid-level,
high, and jumping attacks.
- The flame column created at the start of the Saishuu Kessen Ougi
will negate projectiles and gives Kyo a moment of invincibility.
------------------------------------------------------------------------
MAI SHIRANUI
------------------------------------------------------------------------
Press AB when near Shiranui Gourin
Press CD when near Fuusha Kuzushi
Press AB when near in air Yume Zakura
Press CD when near in air Yume Zakura
ub into a wall, press uf Sankaku Tobi
f + B Kokuen no Mai
df + B Koukaku no Mai
d + A in air Dairin Fuusha Otoshi
d + B in air Ukihane
d + D in air Yusura Ume
qcf + P * Kachou Sen
hcf + K * Hissatsu Shinobi Bachi
qcb + P * Ryuu Enbu
qcb + K * Sayo Chidori
f,d,df + P * Hakuro no Mai
f,d,df + K Koshuu no Mai
_f,d,df + K Tsuika Kougeki
qcb + P in air Musasabi no Mai (Kuuchuu)
Charge d,u + P Musasabi no Mai (Chijou)
_hold button used Musasabi no Mai
_qcb + P Musasabi no Mai (Kuuchuu)
_d + K Ukihane
_d + P Yusura Ume
_d + D when near Toki Tsubute
qcf,qcf + P S^ Mizudori no Mai
qcb,qcb + P S^ Hou'ou no Mai
qcb,hcf + BD X^ Hissatsu Shinobi Bachi
cancel chart A B C D
-----------------------------------------
standing near C Cr C C
standing far - - - -
crouching -r - C C
jumping up - - - C
jumping diag. C - C C
guard cancel Old standing CD from KoF.
super cancel (none.)
anywhere cancel from Koukaku no Mai, (C) Ryuu Enbu (1st),
(B) Hissatsu Shinobi Bachi (1st), Hakuro
no Mai, Koshuu no Mai, Tsuika Kougeki (1st)
- You can cancel any jumping attack into the other mid-air command
attacks, but not into the Dairin Fuusha Otoshi.
- The Dairin Fuusha Otoshi will knock an airborne opponent to the floor.
It is cancelable into the mid-air Musasabi no Mai.
- Mai can use the Dairin Fuusha Otoshi, Ukihane, or mid-air Musasabi
no Mai during her backstep.
- The Kokuen no Mai is an overhead attack, unless canceled into (in
which case, it becomes cancelable into the Musasabi no Mai).
- The Kokaku no Mai is a low attack on the 1st hit. If you cancel into
it, the 1st hit becomes cancelable.
- The Ryuu Enbu and Sayo Chidori can negate normal projectiles (although
you have to do the Sayo Chidori earlier in order for it to work).
- During the start of the Koshuu no Mai (when Mai leans back), she can
avoid mid-level attacks and projectiles (even a Haou Shikou Ken, for
example).
- The Ukihane, Yusura Ume, and all versions of the Musasabi no Mai are
overhead attacks.
- When performing the Musasabi no Mai (Chijou), you can fly to either
wall by pressing ub or uf. Using up makes you go to the wall behind
you.
- The Toki Tsubute is an unblockable throw. You can grab an opponent
who is on the ground or in the air.
- The Hou'ou no Mai gets more hits against an airborne opponent.
------------------------------------------------------------------------
Mr. KARATE
------------------------------------------------------------------------
Press AB when near Oosotogari
Press CD when near Ippon Seoi
b + A Hisha Otoshi
f + A Oniguruma
f + B Kawara Wari
qcf + P * Ko'ou Ken
f,b,f + P Zanretsu Ken
f,d,df + P * Kohou
qcb + P * Mouko Burai Gan
hcb + K * Shouran Kyaku
Charge db,f + K * Hien Shippuu Kyaku
qcf,qcf + K S^ Kyokugen Kohou
f,hcf + P (can hold) S^ Haou Shikou Ken
f,hcf + AC (can hold) X^ Chou Haou Shikou Ken
cancel chart A B C D
-----------------------------------------
standing near Cr Cr C -
standing far -r - - -
crouching Cr Cr C C
jumping up - - - -
jumping diag. - - - -
guard cancel Old standing CD from KoF '99.
super cancel Kawara Wari, Mouko Burai Gan.
anywhere cancel from Hisha Otoshi, Kawara Wari, Kohou,
Mouko Burai Gan.
- The Oniguruma is cancelable. It is also a knockdown attack, unless
you cancel into it.
- The Kawara Wari is an overhead attack, unless you cancel into it (in
which case, it becomes cancelable).
- The Hisha Otoshi can negate normal projectiles, though it has a slow
start-up period.
- The Mouko Burai Gan has autoguard on Karate's arm when it is held up
in the air (prior to him punching with the other fist).
- The Shouran Kyaku is an unblockable throw.
- You can juggle your opponent after the (D) Hien Shippuu Kyaku (say,
with the Chou Haou Shikou Ken).
- You are invincible during the start of the Kyokugen Kohou and
Chou Haou Shikou Ken (in the case of the CHSK, you are not invincible
while delaying the move).
- Delaying the (Chou) Haou Shikou Ken will not affect it's damage or
speed.
------------------------------------------------------------------------
RYO SAKAZAKI
------------------------------------------------------------------------
Press AB Tomoe Nage
Press CD Tani Otoshi
f + A Hyouchuu Wari
f + B Joudan Uke
df + B Gedan Uke
qcf + P * Ko'ou Ken
qcf + K * Mouko Raijin Setsu
qcb + P * Kohou Shippuu Ken
hcb + K * Hien Shippuu Kyaku
f,b,f + P Zanretsu Ken
f,d,df + P * Kohou
f,hcf + P S^ Haou Shoukou Ken
qcf,hcb + P S^ Ryuuko Ranbu
qcf,qcf + AC X^ Tenchi Haou Ken
cancel chart A B C D
-----------------------------------------
standing near Cr C C C
standing far Cr - C C
crouching Cr -r C C
jumping up - - - -
jumping diag. - - - -
guard cancel Old standing CD from KoF.
super cancel Either "Uke" move (if autoguard is triggered),
Kohou Shippuu Ken, (A) Kohou, (C) Kohou (1st)
anywhere cancel from Hyouchuu Wari, Kohou Shippuu Ken, (A) Kohou,
(C) Kohou (1st)
- The Hyouchuu Wari is an overhead attack, unless you cancel into it.
- The Joudan Uke has autoguard on Ryo's raised arm, which means it
can stop mid- and high attacks. If the autoguard is triggered, it
can be canceled into special moves. If you're in Maximum mode,
you can even supercancel it into a super move or Exceed.
- The Gedan Uke works the same way, but the autoguard is on his fist,
which is pointed downward. This means it can stop low attacks only.
- The Mouko Raijin Setsu is an overhead and knockdown attack.
- The Kohou Shippuu Ken has autoguard on Ryo's arm during the two
frames where he has begun punching but has not yet fully extended
his arm (when he is beginning to lunge forward).
- The 2nd hit of the (C) Kohou Shippuu Ken is a knockdown attack.
- In the corner, you can juggle your opponent after the (A) Kohou
Shippuu Ken.
- The Zanretsu Ken has autoguard on Ryo's elbow when he sticks it
out prior to him actually starting to punch.
- The (A) Kohou hits twice on a counter hit.
- During the Ryuuko Ranbu, Ryo is invincible during the initial
forward dash, but loses that invincibility before the dash ends.
The (A) version has a shorter dash (and less invincibility) than
the (C) version does.
- An opponent hit by the Tenchi Haou Ken is automatically dizzied.
This move also has the odd property of being able to destroy
normal projectiles and one-hit super projectiles (like the Haou
Shikou Ken).
- You can link into the Tenchi Haou Ken from an A or B attack, since
it comes out so fast.
------------------------------------------------------------------------
SHIKI
------------------------------------------------------------------------
Press AB when near Zebu
Press CD when near Kokuu
f + A,A,A Tsurane Giri: Tensei
f + B,B,B,B Tsurane Giri: Rinne
qcf + P * Tsuyuharai
_press K Shizuku Gari
f,d,df + P (air) Tenhourin
qcf + K * Meika
qcf + K in air * Kourin
hcb + K when near Mumyou
d,d + P / K * Setsuna
qcb,hcf + P S^ Tenma Hajun
qcb,hcf + BD X^ Shikiju
cancel chart A B C D
-----------------------------------------
standing near Cr Cr C/s -
standing far C - - -
crouching Cr C - C
jumping up - - c c
jumping diag. - - c c
guard cancel 3rd input of Rinne.
super cancel Tensei (1st-4th), Tsuyuharai
anywhere cancel from Tensei (2nd-5th), Rinne, Tsuyuharai, Meika,
Kourin
(C) Tenhourin (2nd)
(A) mid-air Tenhourin
(C) mid-air Tenhourin (2nd-4th)
- Shiki will only kick with the D button, although you can still use
B or D for moves requiring a Kick button.
- Shiki's close standing D is an overhead attack, while her crouching
C is a knockdown attack and her only low normal attack. Her far
standing C is also a knockdown attack.
- Either "Tsurane Giri" move does block damage, although they both
are slow to begin.
- The first input of the Tensei is cancelable.
- After inputting f + A for the Tensei, pressing A after Shiki has
slashed will make her perform three more attacks. You can then
press A for the final blow.
- Whereas for the Rinne, you must press B for each new attack. However,
you can juggle your opponent after the last hit.
- To juggle your opponent after the Rinne with the Tenma Hajun, either
do it immediately upon recovering (for the D version), or wait a
split second, then do it (for the B version).
- The Tsuyuharai is a low attack.
- Shiki can anywhere cancel the (C) Tenhourin into the mid-air
Tenhourin, making her the only character in the game with the ability
to do such a thing.
- The (D) Meika is an overhead attack.
- The (B) Kourin has a steeper angle than the (D) version (which has
more of a horizontal range). What's more, since Shiki is higher
when she attacks during the (B) version, she may miss her opponent
entirely if they are crouching.
- The Mumyou is an unblockable throw. If it connects, a skull appears
over your opponent's head. This causes their controls to be inverted
(left is right, up is down, etc.) The skull lasts until Shiki is
hit, or she successfully hits or throws her opponent. It also works
if either character successfully uses a throw escape. While her
opponent is confused, you cannot use the Mumyou (it won't even come
out).
- The Setsuna is a teleportation move. What button used affects where
Shiki warps to:
A moves her forward by two character lengths.
B moves her backward by two character lengths.
C moves her behind her foe (or in front, if not possible)
D moves her backward almost a full screen's length.
- Shiki is invincible during the Setsuna. Unfortunately, the
invinciblity ends before she recovers fully from the move.
- Shiki is invulnerable during the Tenma Hajun dash. Since she
dashes further with (C), she has more invincibility with that
version as well.
- Shiki is also invulnerable during the Shikiju dash.
- When performing the Tenma Hajun or Shikiju, Shiki will not pass
under them if they jump out of the way or otherwise dodge her initial
dash.
------------------------------------------------------------------------
TERRY BOGARD
------------------------------------------------------------------------
Press AB when near Grasping Upper
Press CD when near Buster Throw
df + C Rising Upper
qcf + A Power Wave
qcf + C * Round Wave
qcb + P * Burn Knuckle
qcb + K * Crack Shoot
f,d,df + K * Power Dunk
Charge d,u + P * Rising Tackle
qcf,qcf + P S^ Buster Wolf
qcf,qcf + K S^ High Angle Geyser
qcb,db,f + P S^ Power Geyser
_qcf + P Double Geyser
_qcf + P Triple Geyser
qcb,f + BC X^ Rising Beat
_A,A,B,B,C,C,D,D,qcb+CD Rising Beat Finish
cancel chart A B C D
-----------------------------------------
standing near Cr Cr C C
standing far Cr - - -
crouching Cr Cr C C
jumping up - - - -
jumping diag. - - - -
guard cancel Close standing D.
super cancel Round Wave, Rising Tackle (1st)
anywhere cancel from Power Dunk, Rising Tackle (1st),
Buster Wolf (1st), High Angle Geyser (1st-3rd),
Rising Beat Finish (any input but qcb + CD)
- The Rising Upper is cancelable.
- In the corner, Terry can cancel the Round Wave into the (B) Crack
Shoot and then juggle his falling opponent.
- The Round Wave can be canceled into the Burn Knuckle, Crack Shoot, or
Power Dunk.
- There is a brief window of invulnerability at the start of the Power
Geyser.
- In the corner, you can juggle your opponent after the High Angle
Geyser, Power Geyser, or Double Geyser. In the case of the Double
Geyser, you can even follow with the Buster Wolf or High Angle Geyser.
- To properly perform the three Geyser commands, you need to enter the
next command so that you're pressing P as the geyser hits. This means
that you have to enter qcf + P immediately after performing the
Power Geyser, then wait a split second for the tail end of the second
geyser to hit your airborne opponent before you enter the third
command. You'll know if you did it right because Terry will already
have his fist raised, ready for the Triple Geyser, before it actually
happens.
- If you enter the commands too fast, the Triple Geyser will come out
early and will miss.
- You can link attacks off of the 5th hit of the Rising Beat.
========================================================================
4. CAPCOM MOVELISTS
========================================================================
------------------------------------------------------------------------
BALROG (aka "Vega" outside of Japan)
------------------------------------------------------------------------
Press AB when near Carmine Flip
Press CD when near Rainbow Suplex
Press AB when near in air Stardust Shoot
Press CD when near in air Stardust Shoot
ub into a wall, press uf Sankaku Tobi
f + B Peace of Mercury
f + D Cosmic Smart
df + D Round Slider
Charge b,f + P * Rolling Crystal Flash
Charge db,f + K * Scarlet Terror
Charge d,u + P * Sky High Claw
Charge d,u + K * <wall leap>
_b / f, press P Flying Barcelona Attack
_b / f, dir. + P when near Izuna Drop
Press AC * Backslash
Press BD * Short Backslash
Charge db,df,db,uf + K S^ <wall leap>
_b / f, press P Flying Barcelona Special
_b / f, dir. + P when near Rolling Izuna Drop
Charge b,f,b,f + K S^ Scarlet Mirage
Charge b,f,b,f + C X^ Red Impact
cancel chart A B C D
-----------------------------------------
standing near cr c c -
standing far cr c - -
crouching c c - -
jumping up - - - -
jumping diag. - - - -
guard cancel Cosmic Smart
super cancel (none.)
anywhere cancel from Cosmic Smart, Round Slider,
Rolling Crystal Flash, Scarlet Terror.
- The Peace of Mercury is an overhead attack.
- The Cosmic Smart is a knockdown attack.
- The Round Slider is a low attack.
- You can no longer juggle your opponent after the Scarlet Terror.
- When performing the Sky High Claw or Wall Leap, you can fly to
either wall by pressing ub or uf. Using up makes you go to the wall
behind you.
- The (A) Sky High Claw goes higher than the (C) version (which can
hit most standing opponents). Either version can be used to pass
over projectiles.
- The Izuna Drop and Rolling Izuna Drop are unblockable. You can
throw your opponent up until the point Balrog's feet touch the
ground, so even when you've almost landed next to your foe, you
can still throw them.
- You are invulnerable during either "Backslash" move, but that
feature ends before you recover from the Backslash. The AC
version lasts longer but also avoids throws, whereas the BD
version does not.
- The Flying Barcelona Special hits multiple times as Balrog spreads
his arms. You can get 2 hits with the (B) version, and 4 with the
(D) version. It's easiest to do on mid-air opponents but can be
done on standing ones as well.
- The (D) Scarlet Mirage hits more times than the (B) version does.
- There is a brief window of mid-level invulnerability during the
start of the Red Impact.
- You cannot lose your mask or claw in this game.
------------------------------------------------------------------------
CHUN-LI
------------------------------------------------------------------------
Press AB when near Kirin Shuu
Press CD when near Koshuu Tou
Press CD when near in air Ryuusei Raku
ub into a wall, press uf Sankaku Tobi
Jump ub / uf, press C,C Youshi Ken
d + B in air Yousou Kyaku
f + B Kakusen Kyaku
f + D Kakusen Rakushuu
df + B Zensou Sentai
df + D Kaku Kyaku Raku
hcf + P * Kikou Ken
hcb + P when near Tenshin Enbu
hcb + K * Sen'en Shuu
f,d,df + K * Tenshou Kyaku
Tap K rapidly * Hyakuretsu Kyaku
Charge d,u + K * Spinning Bird Kick
qcf,qcf + P S^ Kikou Shou
qcf,qcf + K S^ Houyoku Sen
Charge db,df,db,uf + K X^ Hazan Tenshou Kyaku
cancel chart A B C D
-----------------------------------------
standing near Cr Cr C C
standing far -r - - -
crouching cr C - -
jumping up - - - -
jumping diag. - - c -
guard cancel Close standing C.
super cancel (A) Kikou Ken.
anywhere cancel from Kakusen Rakushuu, (A) Kikou Ken
- You can cancel the 1st hit of the Youshi Ken into the Yousou Kyaku.
- The Kakusen Kyaku is cancelable.
- The Kakusen Rakushuu is a low attack.
- If the Yousou Kyaku hits or is blocked, you can follow with another
mid-air attack. Even if you jump vertically, then do this move, you
can still follow it with the Youshi Ken.
- The Zensou Sentai is a low attack and is cancelable.
- The Kaku Kyaku Raku is an overhead attack that also crosses up the
opponent. This means that unless you're in the corner, you must
block in the opposite direction (i.e. press forward while Chun-Li
is in air).
- The (A) Kikou Ken is a small blast, much like Andy's Hishou Ken from
the KoF series. The (C) Kikou Ken is a full-screen fireball.
Since the (A) version is faster, it is better for combos.
- You can anywhere cancel into the (A) version of the Kikou Ken only.
- The Tenshin Enbu is an unblockable throw. It does no damage, but
switches sides with your opponent and leaves them open to attack.
- The Sen'en Shuu is an overhead attack. You can no longer dodge
attacks using this move.
- You can juggle someone after the (D) Tenshou Kyaku. In the corner,
you can even use the (B) Tenshou Kyaku, Hazan Tenshou Kyaku, or a
jump attack.
- If your opponent is in air and in the corner, you can juggle them
with the Hyakuretsu Kyaku repeatedly (it's easiest with the B
version). Or, you can juggle with a jump attack.
- The Spinning Bird Kick now passes through your opponent when used,
crossing them up.
- You can follow the Spinning Bird Kick with the Tenshou Kyaku, whether
or not it crosses up. A contributor offered two combos that can be
used to set up juggles off of the Spinning Bird Kick.
crouch B (x2) > df + B > charge d,u + D > qcf,qcf + K
crouch B (x3) > df + B > charge d,u + D > f,d,df + K
- He also mentioned using the Hazan Tenshou Kyaku after a cross-up
(D) Spinning Bird Kick, although I can't confirm this.
- The Kikou Shou can absorb super projectiles.
- There is a brief window of invincibility at the beginning rush of
the Houyoku Sen.
- You can juggle your opponent after the Houyoku Sen, even if they're
not in a corner. In the corner, you can follow with the Hazan Tenshou
Kyaku.
- A contributor says you have to be very precise when performing the
Hazan Tenshou Kyaku (be sure to end at uf and not u or ub). I find
that, yes, it is more difficult to perform than other character's
charge (db,df,db,uf) supers.
------------------------------------------------------------------------
DHALSIM
------------------------------------------------------------------------
Press AB when near Yoga Smash
Press CD when near Yoga Throw
b + A Shutou Chop
b + B Low Kick
b + C Yoga Headbutt
b + D Yoga Knee Kick
df + P Zoom Punch
df + K Sliding
b + A in air Jump Side Punch
b + C in air Jump Punch
b + K in air Jump Mae Geri
d + C in air Drill Zutsuki
d + D in air Drill Kick
Press D while dashing Move Kick
qcf + P * Yoga Fire
hcb + P * Yoga Flame
hcb + K * Yoga Blast
f,d,df + AC / BD (air) * Yoga Teleport (Forward)
b,d,db + AC / BD (air) * Yoga Teleport (Backward)
qcf,qcf + P S^ Yoga Inferno
qcf,qcf + B in air S^ Yoga Drill Zutsuki
qcf,qcf + D in air S^ Yoga Drill Kick
qcf,qcf + B X^ Yoga Legend (Yoga Headbutt)
qcf,qcf + D X^ Yoga Legend (Drill Kick)
cancel chart A B C D
-----------------------------------------
standing near C - - -
standing far C - - -
crouching C C C C
jumping up - - - -
jumping diag. - - - -
jumping (hold b) - - - -
standing (hold b) - c c/- c
crouching (hold df) - - -/-/- -
guard cancel Standing far D.
super cancel (none.)
anywhere cancel from (b + A), (b + C = 2nd hit), (df + P / K)
- You cannot increase the damage of the Yoga Smash by tapping the
buttons anymore.
- The Sliding is a low attack, and the (D) version knocks down.
- The Drill Kick can be canceled into the Yoga Drill Kick.
- Neither version of the Yoga Fire knocks down anymore, allowing you
to combo off of them.
- If the Yoga Flame or Yoga Blast counter hits, you can juggle your
opponent (say, with a Yoga Flame or Yoga Legend).
- In the corner, if you counter hit an airborne opponent with the
Yoga Blast, you can juggle with the Yoga Inferno.
- You cannot anywhere cancel a mid-air attack into the mid-air
Yoga Teleport.
- You travel further using BD than you do using AC when you perform
the Yoga Teleport. This move makes you invincible at the start,
but you are still open to attack as the move ends.
- The Yoga Inferno can absorb projectiles and super projectiles,
although since they still travel through the flame while losing
hits, a multi-hit fireball may be able to still hit you (such as
a close Messatsu Gou Hadou). This move is also invincible as it
begins.
- What's more, the Yoga Inferno can outlast some characters' autoguard,
and if blocked, an opponent must wait until the move is over before
he can use a Guard Cancel Attack or GCFS.
- The Yoga Drill Zutsuki has a good horizontal range. While the
Yoga Drill Kick has less range, it can hit more times and do
somewhat more damage.
- In the corner, you can juggle your opponent after the Yoga Drill
Zutsuki with a standing or crouching A.
- The (B) Yoga Legend does more damage than the (D) version (which
ends in a Drill Kick, not a headbutt). I'm not really sure what
the advantages of the B version are at this point.
- Both versions, however, can be used to pass through attacks at the
very beginning (as Dhalsim is doing the uppercut).
- Also, you can combo into this move from the 1st hit of his Yoga
Headbutt.
------------------------------------------------------------------------
GOUKI (aka "Akuma" outside of Japan)
------------------------------------------------------------------------
Press AB when near Seoi Nage
Press CD when near Tomoe Nage
f + C Zugai Hasatsu
f + D * Hiza Geri
db + D Kurubushi Kick
Jump uf, db~df + B at apex Tenma Kuujin Kyaku
qcf + P Gou Hadou Ken
qcf + P in air * Zankuu Hadou Ken
hcb + P Shakunetsu Hadou Ken
qcb + K * Tatsumaki Zankuu Kyaku
qcb + K in air Kuuchuu Tatsumaki Zankuu Kyaku
f,d,df + P * Gou Shouryuu Ken
f,d,df + AC / BD Ashura Senkuu (Forward)
b,d,db + AC / BD Ashura Senkuu (Backward)
f,d,df + K * Hyakki Shuu
_do nothing Hyakki Gouzan
_press P Hyakki Goushou
_press K Hyakki Goujin
_press AB / CD when near Hyakki Gousai
qcf,qcf + P in air S^ Tenma Gou Zankuu
qcf,qcf + P S^ Messatsu Gou Shouryuu
hcb,hcb + P S^ Messatsu Gou Hadou
A,A,f,B,C X^ Shungoku Satsu
cancel chart A B C D
-----------------------------------------
standing near Cr C C -/-
standing far Cr - s -
crouching Cr Cr C C
jumping up s - - -
jumping diag. - - - -
guard cancel Close standing C.
super cancel Gou Shouryuu Ken (1st-2nd)
anywhere cancel from Zugai Hasatsu, Tenma Kuujin Kyaku, Kuuchuu
Tatsumaki Zankuu Kyaku, Gou Shouryuu Ken
(1st-2nd), Hyakki Gouzan, Goushou, Goujin.
- You can cancel any normal attack into a command attack, but not
into the Zugai Hasatsu.
- The Zugai Hasatsu is an overhead attack.
- The Hiza Geri is cancelable.
- The Kurubushi Kick is a low attack and is cancelable.
- The Gou Hadou Ken knocks down if it hits shortly after being thrown.
- Gouki has mid-level invincibility during the "charge-up" phase of the
Shakunetsu Hadou Ken.
- This is probably to make up for his Gou Shouryuu Ken not having any
startup invincibility.
- You can juggle your opponent after the (D) Tatsumaki Zankuu Kyaku
if the first few rotations miss.
- You can juggle an opponent off of the Tatsumaki Zankuu Kyaku. With
the (B) version, good followups include the far standing C, Gou
Shouryuu Ken, or Messatsu Gou Shouryuu.
- And of course you can juggle off off the mid-air TZK as well.
- You travel further using AC than you do using BD when you perform
the Ashura Senkuu. This move makes you invincible, but you are open
to attack as it ends.
- The Hyakki Gouzan is a low attack.
- You can use the intial "ducking" animation of the Messatsu Gou
Shouryuu to pass underneath projectiles.
- In the corner, you can juggle your opponent after the Messatsu Gou
Hadou.
- The Hyakki Gousai and Shungoku Satsu are unblockable.
- The Shungoku Satsu has total invincibility at the beginning of the
forward warp.
- This character can perform their (qcb + K) move on the ground by
inputting (qcb,ub + K).
------------------------------------------------------------------------
GUILE
------------------------------------------------------------------------
Press AB when near Judo Throw
Press CD when near Dragon Suplex
Press AB when near in air Flying Mayor
Press CD when near in air Flying Mayor
b / f + B Knee Bazooka
b / f + D Rolling Sobat
df + B * Slide Kick
f + C * Spinning Back Knuckle
Charge b,f + P Sonic Boom
Charge d,u + K Somersault Kick
Charge db,df,db,uf + P S^ Somersault Slash
Charge db,df,db,uf + K S^ Somersault Strike
Charge b,f,b,f + K S^ Total Wipeout
Charge b,f,b,f + AC X^ Sonic Hurricane
cancel chart A B C D
-----------------------------------------
standing near cr c c -
standing far cr c - -
crouching cr - c -/-
jumping up - - - -
jumping diag. - - - -
guard cancel Spinning Back Knuckle.
super cancel (none.)
anywhere cancel from Rolling Sobat
- You can follow Guile's Knee Bazooka with a standing or crouching A.
- The Sonic Boom is so slow that you can follow it up with an attack.
The Spinning Back Knuckle is a good example.
- The Somersault Slash is said to be a great anti-air that is easily
comboable.
- The Total Wipeout has a very small window of mid-level invincibility
at the beginning.
- The Sonic Hurricane has a much longer window of mid-level
invincibility, and what's more, the Sonic Boom that Guile creates
can negate normal and super projectiles.
------------------------------------------------------------------------
HUGO
------------------------------------------------------------------------
Press AB when near Body Slam
Press CD when near Neck Hanging Tree
f + A * Slap
f + B * Hip Press
d + C in air Body Press
Press C when standing near Elbow
b / f + D from afar Idou Drop Kick
f + AC Joudan Blocking (aka "High Parry")
d + BD Gedan Blocking (aka "Low Parry")
qcf + K * Monster Lariat
f,d,df + K * Shootdown Backbreaker
qcb + P * Giant Palm Bomber
hcb + K when near Ultra Throw
Rotate 360 + P when near Moonsault Press
Rotate 360 + K Meat Squasher
qcf,qcf + P (can hold) S^ Hammer Mountain
qcf,qcf + K S^ Megaton Press
Rotate 360 + AC X^ Gigas Breaker
cancel chart A B C D
-----------------------------------------
standing near -r - - -
standing far -r - - -
crouching cr - - -
jumping up - - - -
jumping diag. - - - -
guard cancel Chest bump from Hammer Mountain.
super cancel Either Parry
anywhere cancel from Either Parry (only into Slap or Hip Press).
Monster Lariat, Giant Palm Bomber (into
Monster Lariat or Shootdown Backbreaker only)
- You cannot increase the damage of the Neck Hanging Tree by tapping
the buttons anymore.
- Hugo can combo his crouching A into all of his throw moves.
- Hugo's far standing D, Elbow, Idou Drop Kick, and the third hit of
the Hammer Mountain are all overhead attacks.
- The Idou Drop Kick, it should be mentioned, just causes him to move
back or forward slightly while doing his far standing D.
- The "Parry" moves, although they are supposed to be like the
parries from SF3, are in fact just autoguard-based moves like
Ryo's Joudan and Gedan Uke. In other words, you still take life
and guard damage from using them, and you can block multiple hits
with only one "parry" (as opposed to parrying each hit as in SF3).
- Like Ryo's "Uke" moves, you can cancel them into special moves,
anywhere cancel them into certain command attacks, or super cancel
them into super moves or Exceeds.
- The Monster Lariat is a knockdown attack.
- The Shootdown Backbreaker and Megaton Press are unblockable anti-air
throws. You can use either of them after the Ultra Throw.
- An opponent hit by the Giant Palm Bomber is left open to attack.
Unlike as in previous games, you can follow this move with a throw
(such as the Moonsault Press) and it will combo.
- You can juggle your opponent after the Ultra Throw.
- The Ultra Throw, Moonsault Press, Meat Squasher, and Gigas Breaker
are all unblockable throws.
- If you delay the Hammer Mountain for too long, Hugo will stop
running without having attacked.
------------------------------------------------------------------------
KEN MASTERS
------------------------------------------------------------------------
Press AB when near Seoi Nage
Press CD when near Jigoku Guruma
Press CD when near in air Jigoku Fuusha
f + B * Inazuma Kakato Wari
db + D Kurubushi Kick
qcf + P Hadou Ken
f,d,df + P * Shouryuu Ken
qcb + K * Tatsumaki Senpuu Kyaku
qcb + K in air Kuuchuu Tatsumaki Senpuu Kyaku
hcf + B * Kama Barai Geri
hcf + D * Nata Otoshi Geri
hcf + BD Oosoto Mawashi Geri
Hold K from any "Geri" move Inazuma Kakato Wari
qcb,qcb + K S^ Shippuujinrai Kyaku
qcf,qcf + P S^ Shouryuu Reppa
qcf,qcf + K, tap P / K X^ Shinryuu Ken
cancel chart A B C D
-----------------------------------------
standing near Cr C C -
standing far Cr - s -
crouching Cr Cr C C
jumping up - - - -
jumping diag. - - - -
guard cancel Far standing D.
super cancel (A) Shouryuu Ken, (C) Shouryuu Ken (1st-2nd)
anywhere cancel from (A) Shouryuu Ken, (C) Shouryuu Ken (1st-2nd)
Kama Barai Geri, Nata Otoshi Geri, Oosoto Mawashi
Geri, Inazuma Kakato Wari (either version)
- You can cancel any normal attack into a command attack, but not
into the Inazuma Kakato Wari.
- The Inazuma Kakato Wari is an overhead attack.
- The Kurubushi Kick is a low attack and is cancelable.
- Ken has a window of invicibility at the start of the (C) Shouryuu
Ken, and at the beginning of the Shouryuu Reppa, up until he does
the first uppercut.
- There is a moment of invincibility during the first kick of the
Shippuujinrai Kyaku.
- There is also an invincible moment at the start of the Shinryuu Ken,
but it is very small.
- This character can perform their (qcb + K) move on the ground by
inputting (qcb,ub + K).
------------------------------------------------------------------------
MIKE BISON (aka "Balrog" outside of Japan)
------------------------------------------------------------------------
Press AB when near Head Bomber
Press CD when near Lever Break
Charge d,u + P * Buffalo Headbutt
Charge d,u + K * Wild Smash
Charge b,f + P * Dash Upper
Charge b,f + K * Dash Straight
Charge b,df + P * Dash Ground Straight
Charge b,df + K * Dash Ground Upper
Hold PP / KK and release * Turn Punch
Charge b,f,b,f + P S^ Crazy Buffalo
_hold K Crazy Upper
Charge b,f,b,f + K S^ Gigaton Blow
Charge db,df,db,uf + BD X^ Ultimate Wild Smash
cancel chart A B C D
-----------------------------------------
standing near cr c c c
standing far cr - - c
crouching cr - c -
jumping up - - - -
jumping diag. - - - -
guard cancel Far standing C.
super cancel (none.)
anywhere cancel from Wild Smash, Dash Straight, Dash Upper,
Dash Ground Straight, Dash Ground Upper,
Turn Punch.
- You cannot increase the damage of the Head Bomber by tapping the
buttons anymore.
- There is a very brief period of mid-level invincibility during
the start of the (C) Buffalo Headbutt.
- You can juggle your opponent after the Wild Smash.
- You can incorporate a dash into either the Dash Straight or Dash
Upper by inputting the move as (charge b,f,f + P / K).
- The Dash Ground Straight is a low attack.
- The Dash Ground Upper is a knockdown attack.
- When performing the Turn Punch, you need only release one Punch
or Kick button of the pair in order to do the move.
- You can dodge low- and mid-level attacks during the "turn around"
animation of the Turn Punch (prior to Bison actually rushing forward).
- Delaying the Turn Punch increases both it's damage potential and how
far forward Bison travels while attacking.
- You can pass through low- and mid-level attacks during the start of
the Ultimate Wild Smash.
------------------------------------------------------------------------
RYU
------------------------------------------------------------------------
Press AB when near Seoi Nage
Press CD when near Tomoe Nage
b + A Hiji Ate
f + A * Sakotsu Wari
f + B * Senpuu Kyaku
db + D Kurubushi Kick
qcf + P * Hadou Ken
hcf + P Shakunetsu Hadou Ken
f,d,df + P * Shouryuu Ken
qcb + K * Tatsumaki Senpuu Kyaku
qcb + K in air Kuuchuu Tatsumaki Senpuu Kyaku
qcf,qcf + P Shinkuu Hadou Ken
qcb,qcb + K Shinkuu Tatsumaki Senpuu Kyaku
qcf,qcf + BD Shin Shouryuu Ken
cancel chart A B C D
-----------------------------------------
standing near Cr C C -/-
standing far Cr - s -
crouching Cr Cr C C
jumping up c - - -
jumping diag. c - - -
guard cancel Close standing C.
super cancel (none.)
anywhere cancel from Sakotsu Wari, Shouryuu Ken.
- You can't cancel any normal attack into the Sakotsu Wari or Senpuu
Kyaku, although you can cancel them into the Hiji Ate.
- The Hiji Ate is cancelable.
- The Sakotsu Wari is an overhead attack on either hit.
- You can follow the Senpuu Kyaku with a far standing C, the Kurubushi
Kick, the Shinkuu Hadou Ken, or Shinkuu Tatsumaki Senpuu Kyaku.
- However, if you anywhere cancel into it, Ryu will pause for a moment
upon landing, preventing you from following with an attack.
- In the corner, you can anywhere cancel from a Shouryuu Ken into the
Senpuu Kyaku, then juggle with the Shin Shouryuu Ken or even another
Shoryuu Ken super canceled into the Shin Shouryuu Ken.
- The Kurubushi Kick is a low attack and is cancelable.
- The Shakunetsu Hadou Ken knocks down if it hits shortly after being
thrown.
- Ryu has brief invinciblity during the start of the (C) Shouryuu Ken.
- The Shoryuu Ken does the same amount of damage regardless of
which button you use.
- If the Shin Shoryuu Ken misses, Ryu does a 1 hit rising uppercut,
instead of the four part uppercut.
- The Shinkuu Hadou Ken can pass through other projectiles, but doing
so will remove a hit from it (so if it passes through a one-hit
fireball, it will hit four times instead of five).
- Ryu has a good period of invincibility during the start of the Shin
Shouryuu Ken.
- This character can perform their (qcb + K) move on the ground by
inputting (qcb,ub + K).
------------------------------------------------------------------------
SAGAT
------------------------------------------------------------------------
Press AB when near Tiger Rage
Press CD when near Tiger Carry
f + A Tiger Hook
db + D Tiger Tail
qcf + P * Tiger Shot
qcf + K * Ground Tiger Shot
f,d,df + P * Tiger Uppercut
f,d,df + K * Tiger Crush
qcf,qcf + P S^ Tiger Cannon
qcb,qcb + P S^ Ground Tiger Cannon
qcb,qcb + K S^ Tiger Raid
qcf,qcf + BD X^ Tiger Genocide
cancel chart A B C D
-----------------------------------------
standing near c s c c/-
standing far c s - s/-
crouching c c s s
jumping up - - - -
jumping diag. - - - -
guard cancel Close standing C.
super cancel (none.)
anywhere cancel from Tiger Hook, (A) Tiger Uppercut, (C) Tiger
Uppercut (1st), Tiger Crush.
- You cannot increase the damage of the Tiger Rage by tapping the
buttons anymore.
- The Tiger Hook is an overhead attack.
- The Tiger Tail is a low attack and is cancelable.
- Sagat is invincible at the very start of the Tiger Uppercut.
- The Tiger Cannon moves are multi-hit fireballs that start off
slow, then fly forward quickly. These fireballs can absorb and
pass through projectiles, and what's more (unlike Ryu's Shinkuu
Hadou Ken), they will not "lose hits" for absorbing an enemy's
projectiles.
- There is a brief moment of invincibility as Sagat rears back to
perform the Tiger Cannon. The Ground Tiger Cannon also has a
moment of invincibility, but it is smaller.
- Unlike as in previous games, the Tiger Cannon projectiles "pause"
for a moment before flying forward.
- The Tiger Raid has invincibility during the first low kick only,
which means it's difficult to dodge attacks with it.
- In the corner, you can juggle your opponent after either strength
Tiger Raid. You can even follow with the Tiger Uppercut, Tiger Crush,
or Tiger Genocide.
- The Tiger Genocide has invincibility up until the first uppercut,
which is enough to pass through even slow attacks.
------------------------------------------------------------------------
TABASA (aka "Tessa" outside of Japan)
------------------------------------------------------------------------
Press AB when near Squash Hat
Press CD when near Kitten Scratch
d + D in air (can hold) Inroad Fowl
f + C (can hold) * Flask (Tachi)
df + C (can hold) * Flask (Shagami)
df + B * Haul Flapper
df + D * Restive Kitten
qcf + P (air) Chakra Wave
qcf + K * Winder Fist
_qcf + K She's On Enemy
f,d,df + P * Reverie Sword
f,d,df + K Jamming Ghost
hcb + P when near As Sent Proof
qcf,qcf + P (can hold) Tricicle Edge
hcb,hcb + K Death Phenomeno
hcb,hcb + AC when near Meteo Fall
cancel chart A B C D
-----------------------------------------
standing near C/Cr C C C
standing far - - - -
crouching Cr - - -
jumping up - - - -
jumping diag. - - - -
guard cancel Mini Winder Fist.
super cancel (none.)
anywhere cancel from Haul Flapper, Restive Kitten, Winder Fist,
Reverie Sword (1st)
- When you perform the Inroad Fowl, Tabasa will not release her bird
until you let go of D. The bird can only hit as it flies forward in
it's "drill" shape, not when it's flying back to her. You can't
reuse this move until the bird has returned to you.
- Both "Flask" attacks will act as low attacks if they hit low enough.
You can delay when the flask will explode by holding the button used,
although both flasks will explode after a certain point.
- The (f + C) Flask will explode in an upward spike while still arcing,
or in a horizontal spike once it is falling down.
- The (df + C) Flask will explode in an upward spike unless it rolls
to a complete halt or hits an enemy while still rolling (in which
case it acts as a low attack).
- The Haul Flapper is cancelable. It may miss crouching opponents.
If it hits an airborne opponent, you can juggle them (so a combo
like (df + D > df + B > df + B) is possible).
- You can juggle your opponent after the Restive Kitten.
- There's a ridiculous amount of recovery time after the mid-air Chakra
Wave, so be careful when using it.
- You can juggle your opponent after the (A) Reverie Sword (say, with
a jumping attack or the f + C Flask).
- You can still input the "She's On Enemy" command if the Winder Fist
is blocked, but it won't connect. It is possible to miss with the
first attack and have the second one hit, though.
- If the Jamming Ghost hits, four ghosts will surround your opponent.
After a moment, they will rush inward and attack. Obviously, you
can attack your opponent while the ghosts are striking to create a
combo. Even better, if your opponent is standing or crouching when
hit, they will actually be dragged forward a short distance.
- However, both sets of ghost attacks are blockable. What's more, you
can make the ghosts disappear by damaging Tabasa, or if you attempt
to throw her and she uses a Throw Escape (but not the other way
around).
- You cannot use the Jamming Ghost while your opponent is already
surrounded by ghosts.
- The As Sent Proof is an unblockable throw. You can't juggle your
opponent after this move, even though it seems like it.
- The Tricicle Edge functions like the Flask moves. Tabasa throws a
flask in an arc, and it explodes instantly, firing ice spikes
horizontally, downwards, then upwards. If you hold the button used,
the flask will arc to the floor, where it will fire horizontally
and upwards (but the upward strike hits twice, so you still get 3
hits).
- You can juggle someone off of the Tricicle Edge, if it doesn't juggle
for the three full hits.
- If you're too close to your opponent when you perform this move, it
may miss them (depending on their size).
- If the Death Phenomeno hits, a timer will appear over your opponent's
head. If it reaches zero, your enemy explodes and takes additional
damage. The timer disappears if Tabasa is damaged, or if you attempt
to throw them and Tabasa uses a Throw Escape.
- You can't use the Jamming Ghost or Death Phenomeno while a current
Death Phenomeno is active.
- The Death Phenomeno can make an opponent explode even after they are
defeated (while they're lying on the ground).
- The Meteor Fall is an unblockable throw. You can juggle your enemy
as the move ends, even with special or super moves.
- Tabasa can use her jumping C during a backstep, oddly enough.
------------------------------------------------------------------------
VEGA (aka "M. Bison" outside of Japan)
------------------------------------------------------------------------
Press AB when near Deadly Throw
Press CD when near Death Tower
Charge b,f + P * Psycho Crusher
Charge b,f + K * Double Knee Press
Charge d,u + P, (b / f +) P * Devil Reverse
Charge d,u + K, move b / f * Head Press
_press P Somersault Skull Diver
f,d,df + AC / BD * Vega Warp (Forward)
b,d,db + AC / BD * Vega Warp (Backward)
Charge b,f,b,f + K S^ Knee Press Nightmare
Charge b,f,b,f + P S^ Mega Psycho Crusher
Charge b,f,b,f + AC X^ Final Psycho Crusher
cancel chart A B C D
-----------------------------------------
standing near cr cr c c
standing far cr - - -
crouching cr -r c -
jumping up - - - -
jumping diag. - - - -
guard cancel Close standing C.
super cancel (none.)
anywhere cancel from (none.)
- The Psycho Crusher has very low priority. You can hit Vega out of
this move at any point.
- You travel further using AC than you do using BD when you perform
the Vega Warp. This move makes you invincible, but you are open
to attack as it ends.
- If the Head Press counter hits a mid-air opponent, then the Somersault
Skull Diver will juggle, and you can juggle them again off of that
(say, with a jumping A).
- A contributor said you could juggle an opponent if you got in all
seven hits of the Mega Psycho Crusher on on airborne enemy. I
can't confirm this, though.
- Vega is invincible during the start of the Final Psycho Crusher.
========================================================================
5. MID-BOSS MOVELISTS
========================================================================
------------------------------------------------------------------------
CRAZY IORI (aka "Bousou Iori")
------------------------------------------------------------------------
Press AB when near Sakahagi
Press CD when near Hikiri Kine
f + A,A Geshiki: Yumebiki
f + B Geshiki: Goufu In "Shinigame"
b + B in air Geshiki: Yuri Ori
qcf + P * 108 Shiki: Yamibarai
f,d,df + P * 100 Shiki: Oniyaki
qcb + P (x3) * 127 Shiki: Aoi Hana
hcb + K * 212 Shiki: Kototsuki In
hcb,f + P when near Kuzukaze
qcf,hcb + P S^ Kin 1211 Shiki: Yaotome
qcb,hcf + P (can hold) S^ Ura 108 Shiki: Ya Sakazuki
qcf,hcb + BD when near X^ ???!
cancel chart A B C D
-----------------------------------------
standing near Cr C C -
standing far -r - - -
crouching Cr Cr C -
jumping up - - - -
jumping diag. - - - -
guard cancel Old standing CD from KoF.
super cancel (none.)
anywhere cancel from (A) Oniyaki (1st or 1st-2nd on a counter)
(C) Oniyaki (1st-2nd)
Aoi Hana (1st or 2nd input only)
Kototsuki In (1st)
Goufu In (1st-2nd if done by itself)
Goufu In (1st; only if canceled into)
- Both hits of the Yumebiki are cancelable.
- The Goufu In is an overhead attack on either hit, unless canceled
into (in which case, it becomes cancelable on the 2nd hit).
- The Yuri Ori will only hit if you cross-up your opponent by jumping
over them. Iori retains his old backstep bug from the KoF series--
just backstep and immediately perform the Yuri Ori. He'll go flying
backward as a result.
- The 3rd input of the Aoi Hana is an overhead attack.
- The Kuzukaze is an unblockable throw. It does no damage, but switches
sides with your opponent and leaves them open to attack.
- Oddly enough, Iori also has some mid-level invincibility during this
move, although it is very brief.
- Iori has mid-level invincibility during the (C) Oniyaki, (C) Aoi
Hana, and at the start of either strength Ya Otome.
- Iori can pass under mid-level attacks (like projectiles) during
the Ya Otome or even his forward dash.
- Crazy Iori loses his "Saika" follow-up to the Yaotome, but the move
ends differently anyway (it looks akin to his Kototsuki In, and is
the same as his Lv.2 Yaotome from CvS2).
- The Ya Sakazuki does no damage, but if it hits, an opponent takes
gradual damage and remains stuck in place for a long period of time.
- However, they can break free sooner (and take less damage), by
rapidly shaking the joystick and tapping the buttons.
- While your opponent is stunned, you cannot use the Yami Barai or
another Ya Sakazuki, and you cannot grab your foe with the Kuzukaze
or ???!.
- The Ya Sakazuki can also pass through normal projectiles and negate
some super projectiles.
- The ???! is an unblockable throw move.
------------------------------------------------------------------------
DAN HIBIKI
------------------------------------------------------------------------
Press AB when near Otoko Zuki
Press CD when near Seoi Nage
Press Start while standing Tachi Chouhatsu
Press AC while crouching Shagami Chouhatsu
Press AC in air Kuuchuu Chouhatsu
qcf + P * Gadou Ken
f,hcf + P * Gadou Shoukou Ken
f,d,df + P * Kouryuu Ken
qcb + K (air) * Dankuu Kyaku
qcb + K Kuuchuu Dankuu Kyaku
qcf + AC * Zenten Chouhatsu
qcb + AC Kouten Chouhatsu
qcb,qcb + AC * Kyuukyoku Tenchi Gadou Zuki
qcb,qcb + K S^ Hisshou Burai Ken
qcf,qcf + K S^ Kouryuu Rekka
qcf,qcf + AC S^ Chouhatsu Densetsu
C,B,b,A,A X^ Otoko Michi
cancel chart A B C D
-----------------------------------------
standing near cr c c -
standing far cr - s -
crouching c c c s
jumping up - - - -
jumping diag. - - - -
guard cancel Mini Kouryuu Ken.
super cancel (none.)
anywhere cancel from Kouryuu Ken, Kyuukyoku Tenchi Gadou Zuki.
- Dan's standing taunt will give his opponent Power Gauge energy, but
his other taunts won't, so use them as often as you like ;)
- Despite it's appearance, the Gadou Shoukou Ken can only negate
normal projectiles.
- Dan's Kouryuu Ken will randomly flash when used, giving him mid-level
invincibility. The flash does seem to be random (I did quite a bit
of testing on this matter).
- The Kouryuu Ken does the same amount of damage regardless of
which button you use.
- The mid-air Dankuu Kyaku will "float" you when used, which
unfortunately means it's worthless for jump-ins or hitting standing
opponents.
- Also, Dan recovers from the move before landing, so if you do a
(B) Dankuu Kyaku in mid-air, you'll fall down while vulnerable
instead of doing a falling knee attack.
- You can pass under attacks using the Zenten and Kouten Chouhatsu.
- The Kyuukyoku Tenchi Gadou Zuki, despite being a parody of Ryo's
Tenchi Haou Ken, does not dizzy a hit opponent, nor does it do that
much more damage on a counterhit.
- However, it does give Dan autoguard on his outstretched palm, (which
unfortunately is fairly high, so low attacks will still hit him).
- It's also unblockable once Dan strikes, although some characters can
crouch underneath his punch.
- I've noticed two odd features of the Kyuukyoku Tenchi Gadou Zuki.
One is that he can "reverse" Red Arremer's Suppertime, which is
unblockable. The second is that he is totally invincible to Shin
Gouki's Misogi. I can't find other moves that are affected in
the same way, though. Incidentally, if you are playing as Red
Arremer and the Suppertime is reversed this way, you can move
around in mid-air if you hit Dan out of this move.
- Both the (D) Kouryuu Rekka and (D) Hisshou Burai Ken have a moment
of mid-level invincibility at start-up.
- During the (D) Hisshou Burai Ken, Dan does a low kick for the fourth
hit that acts as a low attack. If your opponent is close when it
hits, the remainder of the hits will connect.
- If Dan completes the Chouhatsu Densetsu, both he and his opponent
will be put into Maximum mode. Even if you are already in this mode
as the move finishes, your Maximum Gauge will still be completely
filled.
- The Otoko Michi is unblockable. This move has full invicibility
during the forward dash! Unlike as in MvC2, using this move does
not drain any of Dan's life.
- Dan can cancel his standing or crouching C into the Otoko Michi, but
no other move, which seems odd. In previous games, any normal attack
could be canceled into a "button-press" move.
- This character can perform their (qcb + K) move on the ground by
inputting (qcb,ub + K).
------------------------------------------------------------------------
DEMITRI MAXIMOFF
------------------------------------------------------------------------
Press AB when near Bat Dive
Press CD when near Light Pleasure
u + K when foe is down Hell Ride
f + A Standing LP
b + A Standing MP
f + C Standing HP
f + B Standing LK
b + B Standing MK
Press D Standing HK
df + A Crouching LP
db + A Crouching MP
df + C Crouching HP
df + B Crouching LK
db + B Crouching MK
d + D Crouching HK
qcf + P (air) * Chaos Flare
qcf + AC (air) ES Chaos Flare
f,d,df + P * Demon Cradle
qcb + K / BD (air) * Bat Spin
Hold BC, tap b,f * Tokushu Idou (Forward)
Hold BC, tap f,b * Tokushu Idou (Backward)
tokushu idou _f,d,df + P Dash Demon Cradle
d,f,df + AC S^ Midnight Bliss
A,A,f,B,D S^ Midnight Pleasure
qcf,qcf + ABCD X^ Demon Flare
cancel chart A B C D
-----------------------------------------
standing near cr cr c c
standing far cr s - -
crouching cr cr c -
jumping up - - - -
jumping diag. c - - -
guard cancel Standing MK
super cancel (C) Demon's Cradle (1st-2nd)
Dash Demon's Cradle (1st-2nd)
anywhere cancel from Any of the "LP/MP/HP/LK/MK/HK" attacks
Chaos Flare (see notes)
ES Chaos Flare (see notes)
(A) Demon's Cradle
(C) Demon's Cradle (1st-2nd)
Dash Demon's Cradle (1st-2nd)
Demon Flare (see notes)
- Strangely enough, Demitri's far standing B can be canceled into the
Chaos Flare (not a super), but not the Midnight Pleasure (which
is a super). Go figure. Especially because you can also combo
it into his other super (the Midnight Bliss), and his Exceed.
- You can anywhere cancel from the Chaos Flare and ES Chaos Flare, but
only under certain conditions:
> You throw a ground Chaos Flare (or ES Chaos Flare) that misses,
then throw a ground Chaos Flare.
> You throw a mid-air Chaos Flare (or ES Chaos Flare), then a
ground Chaos Flare upon landing.
> You throw a Demon Flare, then a ground (ES) Chaos Flare.
- Other projectile combinations (such as mid-air Chaos Flare, ground
ES Chaos Flare) will not work.
- Odd as it seems, yes, you can anywhere cancel the Dash Demon's Cradle
into the Demon's Cradle.
- To perform the Hell Ride, input the command as your opponent lands
on the ground for the first time, before they bounce (characters
bounce when they are knocked down). From afar, it's possible to
miss with this move (such as after the Light Pleasure).
- Demitri can chain together normal attacks together into one combo.
This feature is called the "Hunter Chain." It's a little more
difficult to perform in SvC, because you have to use the joystick
along with the buttons for the first hit.
- So, even though Demitri's far standing A and (f + A) look the same,
you can only start a combo with (f + A). Once you've started a
combo, you can then just press the buttons in the required order.
- All you have to do is keep in mind the strength rule, which is
something like this:
LP > LK > MP > MK > HP > HK
It doesn't matter if you switch between standing and crouching while
you perform a chain combo. Therefore, you could do a combo like so:
f + A > B > A > B > C > D
- ...which is the same equivalent of the above. You could even replace
D with d + D and tack on the Hell Ride for a seven hit combo.
- Keep in mind that you can also omit moves, so a combo like
LK > MP > HK is also possible, as it doesn't defy the strength rule
(it only omits some steps). That combo would look like this:
df + B > A > D
- Note that once you start a Hunter chain, all of the subsequent attacks
become uncancelable. So while Demitri's close standing LK is normally
a cancelable move, it isn't in the combo "f + A > B."
- The ES Chaos Flare costs one level to use, and can be canceled into
from a far standing B, just like a super move. So even though there's
no "flash" when you throw it, it's basically just a super move. It
can pass through normal projectiles.
- You are invincible during the Tokushu Idou, but _only_ when Demitri
is fully invisible--you can still be hit as he is fading from view
or reappearing. While dashing, you can cancel this move into any
other move (excluding normal and command attacks, and normal throws).
- The Midnight Bliss and Midnight Pleasure are unblockable.
- If you have trouble performing the Midnight Bliss, try inputting it
as (qcf,db~df + AC).
- Here is something really weird about the Midnight Pleasure. You may
have noticed that "button press" supers, in previous games, could be
canceled into from any attack, even cancelable ones. In this game,
however, they are only cancelable from specific animations. What's
so odd about this is that Demitri's far standing B is not one of
them. So if you perform this move from afar, pressing D after the
standing B comes out won't work unless you do it late (as the kick
ends). Or, you can just enter (A,A,f,B,D,D), since the 2nd D will
occur after the far standing B has finished.
- For those of you having trouble with the Demon Flare command, try
waiting a brief moment after inputting (qcf,qcf) before pressing
ABCD.
- You can combo into the Demon Flare from across the screen by throwing
a Chaos Flare or ES Chaos Flare, then using the Demon Flare (since
neither Chaos Flare knocks down).
------------------------------------------------------------------------
GEESE HOWARD
------------------------------------------------------------------------
Press AB when near Tate Katate Nage
Press CD when near Shinkuu Nage
f + C Fudou Sakkatsu Uraken
f + D * Raikou Mawashi Geri
db~df + C near downed foe Raimei Gouha Nage
qcf + A * Reppuu Ken
qcf + C Double Reppuu Ken
qcb + P in air * Shippuu Ken
hcf + K * Jaei Ken
hcb + A Gedan Atemi Nage
hcb + B Joudan Atemi Nage
hcb + D Chuudan Atemi Nage
f,d,df + P * Hishou Nichirin Zan
db,hcb,df + P S^ Raging Storm
hcb,hcb + C when near S^ Rashoumon
hcb,f + BCD X^ Deadly Rave
_A,A,B,B,C,C,D,D,qcb+CD Deadly Rave Finish
cancel chart A B C D
-----------------------------------------
standing near Cr Cr C c/-
standing far sr s s -
crouching cr c c c
jumping up c - c c
jumping diag. c - c/c/-/- -
guard cancel Fudou Sakkatsu Uraken.
super cancel (none.)
anywhere cancel from Jaei Ken
Hishou Nichirin Zan
- The Fudou Sakkatsu Uraken is a knockdown attack and is cancelable.
- The Raikou Mawashi Geri is cancelable.
- To land the Raimei Gouha Nage, you need to be near your opponent's
torso; standing by the head or legs won't work. Then, when they
fall to the ground, wait until the second landing (characters bounce
once when they are knocked down).
- You can only get the '96 version of the Reppuu Ken or Double Reppuu
Ken by comboing into them from an attack. Alternately, you can
perform the move from afar by whiffing a crouching attack into either
move.
- Or you can anywhere cancel any of your attacks into the (A) Reppuu
Ken (the Double Reppuu Ken is not anywhere cancelable).
- The '96 version of either move cannot negate projectiles, although
you can juggle your opponent after the (A) version.
- The Joudan Atemi Nage reverses jumping attacks, special moves, supers,
and Exceeds, as well as any unblockable non-throw attack (although
I notice that it couldn't stop the Shungoku Satsu, unlike Iori and
Kasumi's counters could).
- The Chuudan Atemi Nage reverses mid level attacks, such as most
standing attacks or crouching punches.
- The Gedan Atemi Nage reverses low level attacks, including sweeps and
slide moves.
- The Raging Storm can negate normal and super projectiles (even those
that hit more than once).
- If you have trouble performing the Raging Storm, you can always input
it as (hcb,hcb,df + P).
- The Rashoumon is an unblockable throw.
- The Deadly Rave has total invincibility during the beginning of the
forward dash (but not for the entire dash).
- You can interrupt the hits of the Deadly Rave to perform a combo of
your own.
------------------------------------------------------------------------
GOENITZ
------------------------------------------------------------------------
Press AB when near Meifu no Mon
Press CD when near Soukatsu Satsu
hcf + P / K * Yonokaze
qcb + P (x3) * Shin Aoi Hana: Seiran
qcb + K * Hyouga
f,d,df + A * Wanpyou Tokobuse
f,d,df + C * Wanpyou Mametsu
qcf,qcf + AC S^ Fuujin Ibuki
hcb,hcb + P when near S^ Yamidoukoku
qcb,hcf + A X^ Shin Yaotome: Mizuchi
qcb,hcf + C X^ Shin Yaotome: Jissoukoku
cancel chart A B C D
-----------------------------------------
standing near c c c c
standing far - - -/- -
crouching cr - c -
jumping up - - - -
jumping diag. - - - -
guard cancel First hit of far standing C.
super cancel (none.)
anywhere cancel from Seiran, Tokobuse, Mametsu
- The button used for the Yonokaze determines where the whirlwind will
appear. (A) is closest to you, while (D) is furthest away.
- The Yonokaze can negate both normal and super projectiles.
- The third hit of the Seiran is a knockdown attack.
- During the Hyouga, you will disappear and warp in while dashing
forward (A version) or while diving downward out of the sky (C
version). While you are invincible at the start of the move, you
are not invincible as you reappear near the end.
- In the corner, a mid-air opponent hit by the Mametsu can be juggled.
- While Goenitz has low and mid-level invincibility at the start of
the Fuujin Ibuki (when he is crouching down), it ends during the
"whirlwind" bit that preceeds him warping away to attack. So, you
can still hit him out of this move even if he isn't on screen--
just aim for the little swirl of wind.
- You can't combo into the Fuujin Ibuki, Mizuchi, or Jissoukoku,
unfortunately.
- The Fuujin Ibuki may not get the full number of hits against an
airborne opponent. Goenitz will simply stop after the "X" slash and
not perform the last two tornado attacks.
- The Yamidoukoku is an unblockable throw.
- During the Mizuchi, Goenitz warps forward on the ground, while the
Jissoukoku has him dive down from mid-air at an angle (this version
makes a good anti-air attack). The warp effect is similar to the
Hyouga, but with a longer range.
- While the Jissoukoku also acts as an overhead attack, it does have
less horizontal range than the Mizuchi.
- Goenitz has low and mid-level invincibility at the very start of the
Mizuchi and Jissoukoku (before he warps away). He seems to have
total invincibility once he's reappearing, except for as he comes out
of the move (which only occurs if it misses).
------------------------------------------------------------------------
MARS PEOPLE
------------------------------------------------------------------------
Press AB when near Mars Back
Press CD when near Million Leg Lariat
b + C Slide Head
b + D Hopping Knee
df + D Mars Slider
qcf + P * Mars Shot
qcf + K * Area 801
hcb + K * Roswell Vanish
hcb + P when near Plasma Abduction
f,d,df + K * Plasma Spin
hcf,hcf + P S^ Not Independence
hcb,hcb + K S^ MP12
d,d,d + AB / AC / AD X^ Tungus Incident (Behind)
d,d,d + BC / CD X^ Tungus Incident (Front)
cancel chart A B C D
-----------------------------------------
standing near C Cr C/- C
standing far C sr - -
crouching C Cr C/- C
jumping up - - - -
jumping diag. - - - -
guard cancel Slide Head.
super cancel (none.)
anywhere cancel from Slide Head, Mars Slider, Roswell Vanish
- The Slide Head is a knockdown attack. If your opponent is close to
you, it may miss entirely (such as if they are walking into you).
- The Hopping Knee is cancelable.
- The Mars Slider is a low attack.
- The (A) Mars Shot starts off slow, then flies horizontally while
gaining speed. The (C) version moves at the same speed, but in
a zig-zag pattern (and at a higher altitude than the horizontal
version).
- The Area 801 is an overhead attack on the first hit (B version), or
else both hits (the D version). The B version hits downward, while
the D version strikes diagonally downward.
- The Plasma Spin can hit both on the way up and the way down. You can
use the initial ducking animation to pass under mid-level attacks
(such as projectiles). You can juggle an enemy after the (D) version,
or link an attack after the (B) version (such as a standing A).
- What's more, if this move hits on the way up and the way down, then
you can juggle after either version (since your opponent is knocked
high into the air). In the corner, you can even follow with the
Tungus Incident.
- Also, the "falling" part of the Plasma Spin is an overhead attack.
- The Roswell Vanish is a teleportation move. (B) makes you warp
without moving, while (D) warps you a little ways behind where you
were standing. The explosion created during this move can hit your
opponent.
- The Plasma Abduction is an unblockable throw.
- The (A) Not Independence causes a ship to fly away from you and fire
three rings onto the ground while moving across the screen.
- The (B) version does the same thing, but the ship flies towards you,
appearing on the other end of the screen first.
- The rings are unblockable; however, if you are standing in the middle
of a ring, it will pass through you without damaging you.
- You can juggle an opponent off of the rings, though, and with some
timing you can even juggle them into the next ring.
- During the MP12, little Mars People fly around in various flight
paths. First there is a downward path, then and upward one, and then
one that comes down in the middle of the screen, pauses, and flies
up-forward.
- When performing the Tungus Incident, using AB, AC, or AD makes the
ship crash onto the side of the screen behind you. Using BC or CD
makes it crash into the side of the screen in front of you. There
must be some reason you can do this move with multiple buttons,
considering that the ranges don't change depending on what set you
move (i.e., using AB or AC drops it at the exact same place).
- You can juggle your oppponent after the Plasma Spin, Not Independence,
and MP12.
- Note that you can't use any of Mars People's supers or Exceeds while
one of them is currently on-screen.
- Mars People's moves are so slow that most of them don't combo,
although you can combo from the first hit of his close standing (C)
into the Roswell Vanish, or instead into the Hopping Knee (and then
into the Plasma Abduction or Tungus Incident).
- Mars People is a character from Metal Slug 2.
- Mars People's moves are based on popular UFO themes. For example,
"Not Independence" is a reference to "Independance Day," a movie
about alien invaders. "Roswell Vanish" refers to an area in New
Mexico where aliens supposedly landed, "Tungus Incident" refers
to a mid-air explosion in Siberia that has been attributed to a
UFO detonating in the atmosphere.
------------------------------------------------------------------------
VIOLENT KEN (aka "Sennou Ken")
------------------------------------------------------------------------
Press AB when near Tsukami Hiza Geri
Press CD when near Jigoku Guruma
Press CD when near in air Jigoku Fuusha
f + B Inazuma Kakato Wari
db + D Kurubushi Kick
qcf + P Hadou Ken
f,d,df + P * Shouryuu Ken
f,d,df + K * Rasetsu Kyaku
qcb + K * Tatsumaki Senpuu Kyaku
qcb + K in air Kuuchuu Tatsumaki Senpuu Kyaku
hcf + B * Kama Barai Geri
hcf + D * Nata Otoshi Geri
hcf + BD Oosoto Mawashi Geri
Hold K from any "Geri" move Inazuma Kakato Wari
qcf,qcf + K S^ Shinryuu Ken
qcb,qcb + K S^ Kuzuryuu Reppa
qcf,hcb + AC X^ Shinbu Messatsu
cancel chart A B C D
-----------------------------------------
standing near Cr C C -
standing far Cr - s -
crouching Cr Cr C C
jumping up - - - -
jumping diag. - - - -
guard cancel Far standing D.
super cancel (A) Shouryuu Ken, (C) Shouryuu Ken (1st-2nd)
anywhere cancel from (A) Shouryuu Ken, (C) Shouryuu Ken (1st-2nd)
Kama Barai Geri, Nata Otoshi Geri, Oosoto Mawashi
Geri, Inazuma Kakato Wari (either version)
- You can cancel any normal attack into a command attack, but not
into the Inazuma Kakato Wari.
- Note that you can't anywhere cancel any of the "Geri" moves into
each other, nor can anywhere cancel out of the Inazuma Kakato
Wari if it was done from any of the "Geri" moves.
- The Inazuma Kakato Wari is an overhead attack.
- The Kurubushi Kick is a low attack and is cancelable.
- The mid-air Tatsumaki Senpuu Kyaku will travel straight instead
of in an arc.
- The Rasetsu Kyaku is a teleport move similar to Yang's Kaihou.
Ken is invincible at the start of the dash, but can be hit as
he comes out of it. He can also use the dash to pass through
his opponent, if they are not too far away from him (otherwise,
he just pushes into them).
- Ken has a window of invicibility at the start of the Shouryuu
Ken and Shinryuu Ken.
- He also has a larger period of invincibility during the start of
the Kuzuryuu Reppa (until the first kick), and Shinbu Messatsu (at
the beginning of the forward dash).
- You can juggle your opponent after the Kuzuryuu Reppa, even with
the Shinbu Messatsu (although this is rather difficult--try to
time it so that Ken touches the falling opponent's head as he begins
to dash forward).
- This character can perform their (qcb + K) move on the ground by
inputting (qcb,ub + K).
- Violent Ken is based off of the "Psycho Power controlled" Ken from
the Street Fighter animated movie.
------------------------------------------------------------------------
ZERO (aka "Rockman Zero" or "Megaman Zero")
------------------------------------------------------------------------
Press AB when near Upper
Press CD when near Tensou Buster Shot
d + B in air Jump Kahou Zuki
b + B Jouhou Zuki
f + B,B,B 3-Dan Zuki
df + B Naname Shitazuki
df + D * Sliding
ub into a wall, press uf Sankaku Tobi
qcf + A (air) * Buster Shot
qcf + C (air; can hold) Charge Shot
hcf + B (air) * Zed Saber
hcf + D (air; can hold) Charge Zed Saber
qcb + P (x3) * Triple Saber
qcb + K Shield Boomerang
f,d,df + B (air) * Triple Rod
f,d,df + D (air) Charge Triple Rod
f,hcf + P Irregular Hunt
Charge b,f + P / K Cyber Elf (Support)
Charge d,u + P / K Cyber Elf (Bakudan Setchi)
qcf,qcf + P (can hold) S^ Spiral Shot
qcb,hcf + B S^ Ultimate Saber (Dash)
qcb,hcf + D S^ Ultimate Saber (Sliding)
A,A,d,B,D X^ Cyber Elf Force
cancel chart A B C D
-----------------------------------------
standing near Cr c C C
standing far cr c - -
crouching cr cr c -
jumping up - - - -
jumping diag. - - - -
guard cancel Far standing D
super cancel Zed Saber, Charge Zed Saber
anywhere cancel from Jouhou Zuki, Shitazuki, Sliding, Triple Saber,
Zed Saber, Charge Zed Saber (but only into
Sliding).
- After hitting with the Jump Kahou Zuki, Zero will leap away. You
can make an attack while still in air, although if you leap over
your opponent, you must enter the command backwards, since you're
technically on the other side of the screen.
- The Jouhou Zuki is an anti-air attack
- The 1st input of the 3-Dan Zuki is cancelable.
- The Naname Shitazuki is a low attack that can hit an opponent who is
lying on the floor.
- The Sliding is a low attack, that can be used to pass under mid-level
attacks.
- You will notice that if you input the "Charge" version of a move, Zero
does not actually perform that attack. Instead, a green aura will
surround him for as long as the button is held. If you hold the
button until the aura changes to amber, then you can perform the
"Charge" version of that move by releasing the button. Otherwise,
nothing will happen when you release the button.
- Also, continuing to charge a move once your aura has changed colors
will not make it any stronger. If you are hit while charging, the
charge will end.
- While charging a move, you can only use command attacks and not
special moves, super moves, or Exceeds.
- The Buster Shot does no damage if blocked.
- The Charge Shot is a knockdown attack that will go through other
normal projectiles and even super projectiles.
- The Zed Saber and Charge Zed Saber have autoguard, but only for the
very brief moment when Zero is raising his arms before he starts
to slash downward. This even applies to the mid-air versions.
- The mid-air Zed Saber is a knockdown attack.
- The Charge Zed Saber itself does not actually strike your opponent.
Instead, the wave that comes out once the sword has been swung is
what hits. This wave is a knockdown attack, and it can negate
normal and super projectiles.
- What's more, you can cancel the Charge Zed Saber into another
special move, once it hits (including the Zed Saber or Charge Zed
Saber).
- You can juggle an opponent with the mid-air (D) Charge Zed Saber,
but only into the Spiral Shot or Ultimate Saber (Dash).
- In the corner, you can follow it with pretty much anything, except
for Zero's Exceed.
- The Shield Boomerang can hit an enemy, but they have to practically
walk into it in order for it to hit. It's best used for negating
normal and super projectiles.
- When the Irregular Hunt is used, Zero fires three shots into the air.
These shots cannot hit an opponent, but they will cause an enemy
from Rockman Zero to fall from the top of the screen after a moment.
One of the ten types of enemy can electrocute your opponent (and
another drills into them), but they all do the same amount of damage
and stun your opponent for the same length of time, leaving them open
to attack.
- Using the Cyber Elf (Support) move summons a Cyber Elf to help you
out.
A - Restores a small amount of missing life.
B - Vacuums up the projectile, netting you an extra level of
gauge power. Works on multi-hit projectiles, though the
remaining hits may still hit you.
C - Fires arrows at your opponent from time to time.
D - If it bumps into your opponent (and it is blockable, it
should be noted), your foe turns into a cyber elf for a
limited period of time, and can do nothing but walk,
crouch, or jump.
- You can summon each elf three times per battle (not per round). Note
that summoning the (B) elf while the (C) one is active will make the
other one disappear, and vice versa. If Zero is hit, any onscreen
elf will vanish (excluding the (D) version).
- When you use the Bakudan Setchi, a blowfish appears in front of Zero.
The button used determines the blowfish's location; (A) is slightly
above Zero's head, while (D) is closer to the life gauges. The
blowfish acts as a mine that remains active until your opponent
touches it (although you can block a mine blast), or until enough
time has elapsed. Mines can also absorb normal and super projectiles.
- You can only have one mine on screen at once. Furthermore, you only
get to create three mines per battle (not per round). If Zero is
damaged while a mine is on-screen, it will vanish.
- Also, if you create a mine while the (B) or (C) cyber elf is on
screen, they will vanish, and vice versa.
- Even if not charged, the Spiral Shot has the ability to pass through
other attacks that most attacks couldn't, such as Dhalsim's Yoga
Inferno. Charging it will increase the damage slightly, however.
- The Sliding version of the Ultimate Saber not only has a longer
horizontal reach, but it can be used to go under attacks.
- If you use the Buster Shot, then the Ultimate Sabre, the shot will
disappear in mid-air.
- When you use the Cyber Elf Force, a single cyber elf walks across
the screen. Not only is the elf unblockable, but if it touches
your opponent, you become completely invincible. So, if someone
throws a fireball at you but gets hit by the cyber elf first, their
projectile will pass through you.
- If the Cyber Elf Force successfully connects, Zero will gain back
a sizable amount of life, and he will glow pink for a while. While
glowing, his overall speed increases, his attack power goes up, and
he takes slightly less damage from attacks. What's more, the game
timer also goes down slower than usual (useful if you're about to
lose by Time Out).
- Zero comes from a GameBoy Advance series based on the popular
Megaman / Rockman games.
- An interesting side note: whenever Zero fights a boss character,
a warning message flashes on the screen.
========================================================================
6. FINAL BOSS MOVELISTS
========================================================================
------------------------------------------------------------------------
ATHENA
------------------------------------------------------------------------
Press AB / CD when near Flow of Life
df + D Sliding
qcf + P * Heaven's Gate
qcf + K * Poseidon Rage
qcb + P Milk Crown
Charge b,f + P * Bow of Judgement
Charge b,f + K * end of the TRIP or NIGHT
qcb + BD X^ Pegasus*Fantasy
cancel chart A B C D
-----------------------------------------
standing near cr c C C
standing far cr c C C
crouching Cr Cr C c
jumping up - - - -
jumping diag. - - - -
guard cancel Standing D.
super cancel (none.)
anywhere cancel from Heaven's Gate (only if lion's body hits)
end of the TRIP or NIGHT (when Athena strikes)
- The Sliding is a low attack. You can use it to go under mid-level
projectiles.
- During the Heaven's Gate, the body of the lion can hit you once it
starts breathing fireballs (in which case, Athena can anywhere
cancel into another move).
- This move can also negate projectiles, although it doesn't really
matter since you're invincible during it.
- To fully dodge the Milk Crown, you must first block low (to avoid
the earthquake that occurs when the bird pecks the ground), then
high (to avoid Athena's falling overhead attack). An alternative
is to jump to avoid the first attack, then block the 2nd attack
standing.
- The Poseidon's Rage will only hit once if blocked. This move has
the odd feature of "catching" attacks (almost like a reversal
move), but some moves can still override it (like Gouki's Shungoku
Satsu).
- The Poseidon's Rage and Milk Crown do not do any block damage.
- The Bow of Judgement is unblockable. However, some characters can
duck underneath it.
- The "end of the TRIP or NIGHT" does not go all the way across the
screen.
- The Pegasus Fantasy does a healthy dose of block damage.
- Athena is invincible during many of her moves, except for
the Bow of Judgement. However, once she shoots the arrow from the
Bow of Judgement, it can go through normal projectiles.
- Also, the Heaven's Gate doesn't have invincibility in the very
beginning (before she gets onto the lion).
- Athena has no Super moves (although they certainly look impressive
enough). Although they use the Exceed background, only the Pegasus
Fantasy is a real Exceed move.
- When you defeat your opponent in the last round, they will tranform
into a type of animal (usually), as a result. This is just a little
bonus feature that has no gameplay value. Note that you can't
transform Athena or Red Arremer.
- This version of Athena is based on her original game incarnation as
a Greek goddess and not as a psychic schoolgirl.
- A contributor had this to say about Athena's move names:
"Athena's Exceed, " Pegasus Fantasy ", is the opening theme of the
anime " Saint Seiya ", where the Armour-clad Zodiac Saint struggled
to rescue the ever-abducted reincarnation of the Goddess Athena,
Saori Kido. Her other moves are probably also taken from Saint
Seiya:
Heaven's Gate
- Could be the gate to the Elysium, used by the Saints to reach
Hades
Milk Crown
- Could have something to do with the Milky Way ?
Poseidon Rage
- In the third season, Athena was abducted by Poseidon, who wanted
to cleanse the world with another Universal Flood
Bow of Judgement
- In the first season, Athena was struck by a cursed arrow who
would kill her after 12 hours
End Of The Trip Of Night
- In the last, Manga-only season, the Saint struggled to stop
Hades bringing on the " Greatest Eclipse ", creating an endless
night.
"Athena's armour is similar to the cloth (sacred armour ) used by
Saori Kido at the end of SS."
- I don't know anything about Saint Seiya, but given SNK's penchant
to "creatively borrow" from anime and manga (i.e. Polnareff ->
Benimaru), this explains quite a bit.
------------------------------------------------------------------------
RED ARREMER
------------------------------------------------------------------------
Press AB / CD when near Demon Head
ub into a wall, press uf Sankaku Tobi
qcf + P (air) * Fireball
qcf + B Woody Pig
qcf + D Zombie
qcf + K in air Puchi Devil
qcb + K * Hell Hunter (Kuuchuu)
f,d,df + K * Hell Hunter (Chijou)
f,d,df + P * Demon Pillar
f,hcf + P * Death Cannon
qcf,qcf + K X^ Suppertime
cancel chart A B C D
-----------------------------------------
standing near c c/c c/c c/c
standing far c c/c c/c c/c
crouching c cr c/c -
jumping up - - - -
jumping diag. - - - -
guard cancel 2nd hit of standing D
super cancel (none.)
anywhere cancel from (none.)
- The Fireball hits two times. It can pass through normal and super
projectiles. If blocked, it can hit multiple times.
- You can have a ground Fireball and air Fireball on screen at the
same time.
- The Hell Hunter and Suppertime are unblockable.
- Red Arremer cannot crouch, although he does have crouching attacks,
sort of like Krizalid's second form in KoF '99.
- The Fireball is a knockdown attack. It hits twice, but the hits
are not consecutive.
- The Woody Pigs will fly back and forth until they hit something,
descending lower and lower each time.
- The Zombie can absorb projectile attacks, even super projectiles
and attacks like the Yoga Flame. However, since he's so low to the
ground, some projectiles may go over him. He will go into the ground
if he hits you or is blocked, but you can't destroy him unless you
use something like the Yoga Inferno or Power Geyser.
- The Puchi Devils act as low attacks once they are scurrying across
the ground.
- The Woody Pigs and Puchi Devils are considered to be projectiles,
so you can destroy them with your own projectile or moves that
destroy projectiles (like Mr. Karate's Hisha Otoshi or Serious
Mr. Karate's Kiryoku Tame). The Zombie can be stopped with Serious
Mr. Karate's crouching A, though it doesn't act like a projectile.
- You can have a Zombie, Puchi Devils, and Woody Pigs all on the
screen at the same time.
- The "Hell Hunter" patterns are as follows:
qcb + B flies up, then dives in parabolic arc
qcb + D flies up, dives, but returns to original location in air
f,d,df + K pauses, then flies forward.
- You can perform a mid-air Fireball or Puchi Devil after the (qcb + K)
Hell Hunter.
- Red Arremer is invincible during the start of the (qcb + K) Hell
Hunter and Suppertime.
- The (B) Suppertime travels further than the (D) Suppertime. This
move has a limited range, so if your opponent is on the other side
of the screen, it will not hit (since he dives to about the middle
of the screen after grabbing the wall).
- When you defeat your opponent in the last round, they will tranform
into a Ghouls n' Ghosts enemy (usually), as a result. This is just a
little bonus feature that has no gameplay value. Note that you can't
transform Athena or Red Arremer.
- Though I have no idea what happens to Dan when you do this. His eye
glows and he looks sort of evil, but he doesn't actually transform.
- Red Arremer is an enemy from the "Makaimura" (aka Ghouls n' Ghosts)
games. Many of his moves also summon enemies from that series.
------------------------------------------------------------------------
SERIOUS MR. KARATE (aka "Honki ni natta Mr. Karate")
------------------------------------------------------------------------
Press AB when near Oosotogari
Press CD when near Ippon Seoi
ub into a wall, press uf Sankaku Tobi
b + A Yoke Migi Seiken Zuki
b + B Ducking shite Mawashi Geri
df + C Jigoku Zuki
df + D Soku Gatana
Hold ABC Kiryoku Tame
qcf + P * Ko'ou Ken '02
f,b,f + P Zanretsu Ken
f,d,df + P * Built Upper
Charge db,f + K * Hien Shippuu Kyaku
qcf,qcf + K * Kyokugen Kohou
qcb,qcb + P when near Kishin Geki
f,hcf + P (can hold) * Haou Shikou Ken
f,hcf + AC (can hold) Chou Haou Shikou Ken
qcf,hcb + AC X^ Chou Ryuuko Ranbu
cancel chart A B C D
-----------------------------------------
standing near -r - - -
standing far -r - - -
crouching - - - -
jumping up - - - -
jumping diag. - - - -
guard cancel Kick from (b + B)
super cancel (none.)
anywhere cancel from (b + A / B), (df + C / D)
(A) Built Upper
(C) Built Upper (1st-2nd)
Kyokugen Kohou (1st-2nd)
Kishin Geki
- Yes, strange as it seems, Mr. Karate has no cancelable normal attacks.
In Maximum mode, anything is cancelable, however, so you don't need to
worry about performing combos when you're maxed out.
- You can negate projectiles with Mr. Karate's standing and crouching
(A) punch. Just make sure that it's the tip of your hand that touches
the projectile or you'll get hit.
- The Jigoku Zuki is a knockdown attack.
- The Soku Gatana is a low attack that also knocks down.
- Mr. Karate has mid-level invincibility during either (b + A / B)
move, as well as the Built Upper.
- During the Kiryoku Tame, your Power Gauge will slowly fill. Your
body will also negate normal projectiles.
- The Ko'ou Ken '02 hits on a sort of invisible horizontal line at the
height of Mr. Karate's palm. So, even though you can't see anything
come out when he strikes, you will still take damage. The actual
hit occurs as he stomps the ground. Like most projectile moves,
this move misses if your opponent is right next to you.
- The range on this move is odd. The (A) version goes about half-
screen, and the (C) version is full-screen. However, neither move
will hit from up close. At least both moves can negate normal and
super projectiles (although the C version does a better job against
multi-hit super projectiles than the A version does).
- Mr. Karate has mid-level invincibility during the Kyokugen Kohou, but
only before he starts to attack.
- Unlike the normal Mr. Karate, you are not invincible during the start
of the Chou Haou Shikou Ken.
- You can juggle your opponent after the (D) Hien Shippuu Kyaku,
although not with the Chou Haou Shikou Ken (unlike the normal
Mr. Karate).
- Delaying the Haou Shikou Ken increases it's damage and makes it
unblockable, unlike Mr. Karate's version of the same move.
- The same applies to the Chou Haou Shikou Ken (although only the
third hit becomes unblockable).
- The first hit of the Kishin Geki is unblockable. The remaining
two hits will stun you, so if you block the 2nd punch, you will get
hit by the third attack. Mr. Karate is invincible during the start
of this move.
- However, the Kishin Geki is also slow to start up, which means
you can jump or otherwise get out of the way if you're fast enough.
- This version of Mr. Karate has no Super moves. Mr. Karate's old
supers are now available as normal moves. Even his old Exceed
(the Chou Haou Shikou Ken) is just a standard special move.
- Mr. Karate is not invincible during the leap forward at the start
of the Chou Ryuuko Ranbu. You can hit him out of it, or even air
throw him. Since this move is unblockable if it hits, you might
as well put up a good offense if you don't have enough time to jump
out of the way.
- This version of Mr. Karate is based of the AoF version, which is why
he can negate projectiles with his fists, use a triangle jump, charge
up his power gauge, etc.
------------------------------------------------------------------------
SHIN GOUKI (aka "Shin Akuma" outside of Japan)
------------------------------------------------------------------------
Press AB when near Seoi Nage
Press CD when near Tomoe Nage
f + C Zugai Hasatsu
f + D * Hiza Geri
db + D Kurubushi Kick
Jump uf, db~df + B at apex Tenma Kuujin Kyaku
qcf + P Gou Hadou Ken
qcf + P in air Zankuu Hadou Ken
hcb + P Shakunetsu Hadou Ken
qcb + K (air) * Tatsumaki Zankuu Kyaku
f,d,df + P * Gou Shouryuu Ken
f,d,df + AC / BD Ashura Senkuu (Forward)
b,d,db + AC / BD Ashura Senkuu (Backward)
qcf,qcf + P in air Tenma Gou Zankuu
qcf,qcf + P Messatsu Gou Shouryuu
hcb,hcb + P Messatsu Gou Hadou
A,A,f,B,C S^ Shungoku Satsu
hcb,hcb + BD X^ Misogi
cancel chart A B C D
-----------------------------------------
standing near Cr C C -/-
standing far Cr - - -
crouching Cr Cr C C
jumping up - - - -
jumping diag. - - - -
guard cancel Close standing C.
super cancel (none).
anywhere cancel from Zugai Hasatsu
Gou Shouryuu Ken (1st-2nd)
Messatsu Gou Shouryuu (1st-6th)
- You can cancel any normal attack into a command attack, but not
into the Zugai Hasastu.
- Shin Gouki's fireballs are larger than those of normal Gouki. Also,
he throws two fireballs during the Zankuu Hadou Ken, and his Messatsu
Gou Hadou is much faster.
- The Zugai Hasatsu is an overhead attack.
- The Hiza Geri is cancelable.
- The Kurubushi Kick is a low attack and is cancelable.
- The Gou Hadou Ken knocks down if it hits shortly after being thrown.
- Gouki has mid-level invincibility during the "charge-up" phase of the
Shakunetsu Hadou Ken.
- This is probably to make up for his Gou Shouryuu Ken not having any
startup invincibility.
- You can juggle your opponent after the Tatsumaki Zankuu Kyaku or
Kuuchuu Tatsumaki Zankuu Kyaku.
- You travel further using AC than you do using BD when you perform
the Ashura Senkuu. This move makes you invincible, and unlike normal
Gouki, you stay invincible even as the move ends.
- You can use the intial "ducking" animation of the Messatsu Gou
Shouryuu to pass underneath projectiles.
- It seems as if you can only anywhere cancel into the Messatsu Gou
Shouryuu from the 1st hit of the (A) Gou Shouryuu Ken or the 1st-2nd
hits of the (C) Gou Shouryuu Ken. Odd.
- In the corner, you can juggle your opponent after the Messatsu Gou
Hadou.
- The Shungoku Satsu is unblockable. You have total invincibility
during the beginning of the forward warp. This move is faster than
Gouki's version, and has more range, but it does much less damage.
- The Misogi is unblockable and homes in on your opponent's location.
- Shin Gouki's super moves cost no power to use, except his Shungoku
Satsu (which costs one level like normal S^ moves do). I point
this out because you'll still see the "super flash" when you perform
any of his supers.
- This character can perform their (qcb + K) move on the ground by
inputting (qcb,ub + K).
========================================================================
7. SECRETS AND CODES
========================================================================
------------------------------------------------------------------------
RANDOM SELECT
------------------------------------------------------------------------
On the Character Select screen, hold Start to activate a roulette-like
feature. Unlike the KOF games, using the Roulette doesn't make you
change your character after every match; you're stuck with whichever
one you get for the rest of the game.
------------------------------------------------------------------------
PLAY AS THE MID-BOSSES
------------------------------------------------------------------------
On the Character Select screen, hold Start to enable the random select
(aka roulette). While still holding Start, enter the following codes.
The directions listed are (r=right, l=left, d=down, u=up).
Crazy Iori u,u,u,d,l,r,d,l
Dan Hibiki d,l,l,l,l,l,l,l
Demitri Maximoff r,r,r,l,u,r,d,u
Geese Howard l,l,l,d,l,u,r,u
Goenitz d,d,d,r,d,l,l,l
Mars People u,d,r,r,r,u,d,l,l,d
Violent Ken u,u,d,l,l,r,l,u
Zero u,r,r,l,l,d,u,u,u,r
Then press any Punch or Kick button while still holding Start. Instead
of pressing P / K, you can always continue to hold Start until time runs
out (though there's no real reason to do this).
Keep in mind that you enter the codes as listed regardless of what side
you're playing on (so don't reverse the left and right commands). Also,
while you can take your time entering a code, you should input the
directions without holding them for too long (a firm tap will do). If
you mess up while entering the code, simply release Start, then hold
Start and enter the code again.
Athena, Red Arremer, Serious Mr. Karate, and Shin Gouki cannot be
selected in the arcade version of this game.
Thanks to Master-Warrior, Davis S., Koru Kinshi and Mike for previous
contributions to this section.
------------------------------------------------------------------------
PLAY AS THE FINAL BOSSES (AES console version only)
------------------------------------------------------------------------
There are codes to play as the final bosses, but they only work on the
AES version of SvC (as opposed to the MVS version, which is the kind
used in arcades). So, don't bother trying these codes in the arcade.
On the Character Select screen, hold Start to enable the random select
(aka roulette). While still holding Start, enter the following codes.
The directions listed are (r=right, l=left, d=down, u=up).
Shin Gouki l,u,u,r,u,d,d,r,l,l,u,d
Serious Mr. Karate u,l,u,d,r,r,d,l,u,l,r,r
Then press any Punch or Kick button while still holding Start. Unlike
the "mid-boss" codes, you must complete these codes before the timer
goes below 10. This means you have to input them fairly quickly.
Unfortunately, you can't use Athena or Red Arremer even on the AES
cart, although if you have a debug or universal BIOS installed, you
can turn on "developer mode", which will enable all the bosses.
They do not appear on the Character Select screen, but if you are
on the SNK side and push right while on the inner row of characters,
you will highlight a boss. The same applies to pressing left while
on the inner row of Capcom characters.
Thanks to Razoola for providing the information in this section.
------------------------------------------------------------------------
FIGHTING THE BOSSES
------------------------------------------------------------------------
dr. whO? has provided tons of information about fighting against the
CPU opponents, and I've added in some notes of my own after testing out
the data. For starters, here are instructions on fighting the hidden
characters:
[ CHALLENGER BATTLE (STAGE 4) ] ---------------------------------------
Mars People (or Zero) will be your opponent if:
- You didn't lose any rounds for stages 1-3.
- You didn't win any rounds by "Time Out."
- You won 3 rounds using an Exceed (block damage is OK).
Geese Howard or Demitri will be your opponent if:
- You didn't lose any rounds for stages 1-3.
- You didn't win any rounds by "Time Out."
- You won 1 round using an Exceed (block damage is OK).
Goenitz or Dan Hibiki will be your opponent if:
- The above conditions weren't met.
[ MID-BOSS BATTLE (STAGE 7) ] -----------------------------------------
- If your sixth opponent was an SNK character, you'll go on to
fight Crazy Iori and Serious Mr. Karate.
- If your sixth opponent was a Capcom character, you'll go on
to fight Violent Ken and Shin Gouki.
(Author's note: although this info. comes from a mook, it is in fact
the other way around. Fighting a Capcom character pits you against
Crazy Iori and Serious Mr. Karate, and fighting a SNK character leads
to battles with Violent Ken and Shin Gouki.)
[ SECRET BOSS BATTLE (STAGE 9) ] --------------------------------------
You can fight Athena for your ninth opponent if:
- You don't lose any rounds for stages 1 thru 7.
- You don't win any round via block damage
(this is when you hit an opponent with a special move or S^ move,
and they block it but still take a little bit of damage as a result).
You can fight Red Arremer for your ninth opponent if:
- You don't lose any rounds for stages 1 thru 7.
- You win at least 5 rounds with a special move (winning by block
damage is okay).
(Author's note: What they really mean is that you have to win five
rounds by block damage from special moves only. You'll know if you
killed an opponent who was blocking because they slump to the floor
slowly instead of just falling on their backs.)
(Author's note #2: Nothing you do during the 8th stage affects your
chance of meeting Athena or Red Arremer. Therefore, if you win by
block damage in stage 8, you can still fight Athena. And if you only
have four block damage wins and you get your fifth on stage 8, you
will not fight Red Arremer.)
Otherwise, the game ends after the 8th stage. Obviously, you can do
whatever you like during the eighth stage and it won't affect the chance
of meeting Athena or Red Arrmer.
If you do lose a round during stages 1 thru 7, just lose completely
and continue, and you can still meet the Secret Bosses (since the key
is to not lose any _rounds_. It doesn't matter if you lose the whole
battle and continue).
Finally, the number of continues and current game time have nothing to
do with fighting these characters.
When fighting Athena or Red Arremer, the game ends if you lose both
rounds to them, and you cannot continue. Furthermore, your character
will be turned into a different form upon dying (what form they take
depends on whether they fought Athena or Red Arremer).
------------------------------------------------------------------------
CPU FIGHT PATTERNS
------------------------------------------------------------------------
dr. whO? also sent me a list of fight patterns when you're playing
against the CPU. Keep in mind that these are for stages 1-3 and 5-6
(since your fourth stage opponent is predetermined, as described above).
Pattern 1 Pattern 2 Pattern 3 Pattern 4
---------------------------------------------------------
Kim Balrog Shiki Guile
Dhalsim Earthquake Bison Genjuro
Mai Chun-Li Kasumi Tabasa
Vega Choi Sagat Kim
Kyo Ryo Iori Ken
Pattern 5 Pattern 6 Pattern 7 Pattern 8
---------------------------------------------------------
Tabasa Chun-Li Mr. Karate Choi
Sagat Kasumi Hugo Mai
Mr. Karate Hugo Shiki Balrog
Chun-Li Mr. Karate Dhalsim Genjuro
Ryo Guile Terry Gouki
Pattern 9 Pattern 10 Pattern 11 Pattern 12
---------------------------------------------------------
Kasumi Earthquake Dhalsim Iori
Chun-Li Balrog Hugo Guile
Shiki Gouki Kyo Vega
Tabasa Ken Bison Kim
Mai Ryu Iori Ken
Pattern 13 Pattern 14 Pattern 15 Pattern 16
---------------------------------------------------------
Ryu Terry Kyo Bison
Bison Choi Ken Balrog
Kim Earthquake Ryo Sagat
Sagat Genjuro Ryu Vega
Ryo Guile Terry Gouki
He also notes, "The last (6) have 8 chars from SNK and 8 from Capcom,
so you have a 50% chance to fight ROTB Iori and Honki ni Natta Mr.
Karate and a 50% chance to fight Violent Ken and Shin Gouki."
------------------------------------------------------------------------
THE ENDINGS
------------------------------------------------------------------------
Beating the game normally (by killing Shin Gouki or Serious Mr. Karate)
will net you a generic, "bad" ending. To see your character's real
ending, you must get to and defeat Athena or Red Arremer. See above
for more information.
Note that while Shin Gouki and Serious Mr. Karate have endings, Athena
and Red Arremer do not.
------------------------------------------------------------------------
WIN POSES
------------------------------------------------------------------------
Cain Highwind noted that you can hold a button after the round ends to
pick your character's win pose (obviously this doesn't apply to the last
round, since the game cuts to the victory screen).
Most characters have two win poses (there are some exceptions, like
Crazy Iori). And in most cases, only one of the four buttons picked
will do the second win pose. I've listed them here:
Choi B - spin, arms raised random - head nod
others - random
Earthquake C - friends appear others - teleports, kneels
Genjuro C - umbrella + frog others - lets hair down
Iori C - spits on foe others - laughs insanely
Kasumi C - pulls ribbon out others - series of attacks
Kim P - wipes brow K - series of kicks
Kyo C - hand in air others - creates flame
Mai random - umbrella random - fan toss
Mr. Karate B - takes off shirt others - punches and poses
Ryo P - many attacks K - faces screen
Shiki C - grabs arms, talks others - turns back on you
Terry C - points at foe others - throws hat away
Balrog A / B - removes mask C / D - raises claw in air
Chun-Li B - "Gomen ne!" others - jumps, laughs
Dhalsim any - meditates in air
Gouki any - flame stomp * - back to screen
Guile P - raises arm B - flicks hair
D - random
Hugo A - random B - Bao appears
C / D - Poison appears
Ken random - peace sign random - arm raise
M. Bison C - rips off shirt others - punches fists
Ryu P - raises arm K - crosses arms
Sagat C - laughs others - thinker's pose
D - random
Tabasa B - hat flip C / D - creates a staff
A - random
Vega B - stands straight others - cut throat motion
Crazy Iori any - screams
Dan A / B - arm shake C / D - thumbs up
Demitri C - flaming laugh others - respectable bow
Geese C - circle arm pose others - fold arms, "hmph!"
Goenitz C - claps hands others - holds arms apart
Mars People B - short dance others - cell phone
Violent Ken C - clenches fist A / B - turns back on you
D - random
Zero B - teleport C - spear spin
A / D - random
Athena B - wings enfold you others - shrink, enter door
Red Arremer any - flaps wings
"Serious C - turns back A / B - shakes arm
Mr. Karate" D - random
Shin Gouki any - flame stomp * - back to screen
* - Kill your opponent with the Shungoku Satsu.
------------------------------------------------------------------------
JOYSTICK SHORTCUTS
------------------------------------------------------------------------
This is useful for doing anywhere cancels. Perform a f,d,df motion
as (f,qcf + button). You can then cancel into a (qcf + button) move
just by pressing or holding the same button used. Keep in mind that
you need to keep holding forward (up or up-forward, or neutral will
also work), while doing this. An example would be:
f,qcf + P -> hold P
to perform Genjuro's Touha Kouyoku Jin into Sanren Satsu. You can do
this shortcut with Genjuro, Kyo, Ryo, Ryu, Demitri, Dan, and Sagat.
Another shortcut that works with Terry's Power Geyser and Kim's Hou'ou
Kyaku is to perform (qcb,db,f + P / K) as (d,b,f + P / K). This is
especially useful for canceling Kim's (B) Haki Kyaku into the Hou'ou
Kyaku.
Finally, you can perform any (qcf,hcb) move as (qcf,qcb), and any
(qcb,hcf) move as (qcb,qcf), although this isn't really a shortcut,
since it probably takes as much time as it does to roll the joystick
to back as it does to purposely avoid pressing df.
Tel also noted that some of the (f,d,df + P) moves have to be performed
exactly or they will not come out. They include:
Ryo's Kohou Mai's Hakuro no Mai
Ryu's Shouryuu Ken Ken's Shouryuu Ken
Dan's Kouryuu Ken Earthquake's Fat Chainsaw
Gouki's Gou Shouryuu Ken
If you don't perform the command precisely, you'll get that character's
(qcf + P) move instead. I find that using (f,d,df,d + P) is a good way
to get around this.
========================================================================
8. GAMEPLAY NOTES
========================================================================
------------------------------------------------------------------------
ANYWHERE CANCELS
------------------------------------------------------------------------
Anywhere cancels can only be used when you are in Maximum mode. They
have two distinct properties. One is that you can cancel almost any
normal attack into a certain special move. The other is that you can
cancel into those moves from certain other special moves.
Let's look at part of Ryo Sakazaki's moveslist:
f + A Hyouchuu Wari
f + B Joudan Uke
df + B Gedan Uke
qcf + P * Ko'ou Ken
qcf + K * Mouko Raijin Setsu
qcb + P * Kohou Shippuu Ken
hcb + K * Hien Shippuu Kyaku
f,b,f + P Zanretsu Ken
f,d,df + P * Kohou
The moves with stars (*) next to them are anywhere cancels. You
can cancel into them from just about any normal attack, even if
the attack hasn't come out yet, has missed entirely, or is not
cancelable. For instance, Ryo's far standing C isn't cancelable,
but you could anywhere cancel it into the Ko'ou Ken.
The only exception to this rule is that a mid-air punch, kick, or
command attack must hit or be blocked before it can be anywhere
canceled out of. You can't miss a jumping attack and then cancel
out of it.
Now look at the bottom of Ryo's moveslist:
anywhere cancel from Hyouchuu Wari, Kohou Shippuu Ken, (A) Kohou,
(C) Kohou (1st)
There's another listing that says "anywhere cancel from." You can
cancel from them into a move marked with a star. For example, you
could cancel from the 2nd hit of the (C) Kohou Shippuu Ken into the
Mouko Raijin Setsu. If a move hits more than once, but no hits
are listed, then you can anywhere cancel from it on any hit.
Note that you can't anywhere cancel a move into itself. Even though
the Kohou is both an anywhere cancel and an "anywhere cancel from"
move, that doesn't mean you can perform it repeatedly. However, a
combo such as (A) Kohou Shippuu Ken, Kohou, Hien Shippuu Kyaku would
be possible. There is one exception, which is Shiki's ability to
anywhere cancel her (C) Tenhourin into the mid-air Tenhourin.
When you perform either type of anywhere cancel, you lose a bit of
power from your Maximum gauge, which is already draining. This causes
Maximum mode to end sooner than it normally would. It also means that
performing a long series of anywhere cancels (such as Kyo doing
Aragami -> Dokugami over and over) will empty the Maximum gauge in a
matter of seconds.
Finally, note that any move with autoguard can be anywhere canceled
out of if you input the command during the autoguard. An example
would be: Kyo's Aragami -> (autoguard triggers) -> 75 Shiki Kai.
The exception is with Ryo's "Uke" moves and Hugo's "Parry" moves.
These can be canceled out of normally if the autoguard is triggered
(they aren't anywhere cancels). Hugo can anywhere cancel from his
parries into his f + A or f + B command attacks, though.
------------------------------------------------------------------------
AUTOGUARD
------------------------------------------------------------------------
Autoguard is a nifty little feature that has been a staple of KoF games
for some time now. Basically, your character will automatically "block"
an attack even while performing a move of their own. They don't go
into a blocking pose--instead a "block mark" appears on the screen, and
after a very brief pause, the move continues.
Like normal blocking, you still take block damage from using autoguard,
and your Guard Crush gauge will go down. However, you can anywhere
cancel out of your autoguard, which is a pretty useful feature. Unlike
normal blocking, autoguard affects only particular areas of the body.
Just because you can autoguard a standing attack doesn't mean a
crouching attack can be guarded against as well.
Some moves have more autoguard than others. For instance, there is a
brief period of autoguard during Kyo's Aragami, on his arm. However,
during Dan's Kyuukyoku Tenchi Gadou Zuki, his outstretched palm has
autoguard until he strikes, which takes a while.
------------------------------------------------------------------------
BLOCKING
------------------------------------------------------------------------
To block an attack, hold back or down-back when your opponent attacks
you. Holding back blocks "high" attacks, such as most standing moves,
crouching punches, jumping attacks, and overheads. Holding down-back
blocks "low" attacks, such as crouching kicks, slides, and sweeps.
When you block an attack, your character goes into "block stun," which
prevents them from reacting for a brief moment. However, a benefit of
this is that throws and some unblockable moves (i.e. Otoko Michi,
Midnight Bliss) will not connect while you are in block stun. The only
two exceptions are Serious Mr. Karate's Chou Ryuuko Ranbu and Shin
Gouki's Shungoku Satsu (yes, normal Gouki's will miss while this one
does not, for some reason).
Blocking too much contributes to loss of guard power and eventual
"Guard Crush," which is explained in a seperate section.
------------------------------------------------------------------------
CANCELING
------------------------------------------------------------------------
You can cancel into special move throws in SvC, even for the Capcom
characters. I've made a short list of throws that actually combo when
canceled into, as opposed to those that don't.
Crazy Iori Kuzukaze
Chun-Li (Tenshin Enbu will miss.)
Genjuro Gekka Zan
Geese Rashoumon
Hugo Ultra Throw, Moonsault Press, Gigas Breaker
(Meat Squasher will miss.)
Iori (Kuzukaze will miss.)
Kasumi Tatsumaki Souda
Mars People Roswell Vanish
Tabasa As Sent Proof, Meteor Fall
Shiki Mumyou
See each character's listing for a chart of which attacks are
cancelable.
------------------------------------------------------------------------
CHARGE MOVES
------------------------------------------------------------------------
There have been a number of complaints about inputting charge commands
in this game. The argument goes that you have to input the command
exactly or the move won't come out. This creates a problem if you're
charging db and want to use a "charge d,u" or "charge b,f" move.
A contributor suggests inputting the original command even if you've
already charged up. So, for Terry's Rising Tackle, you'd perform it
as (charge db,d,u + P) instead of (charge db,u + P). By incorporating
the original command (which is charge d,u + P), the move may come out
more often.
"me ^_^" had some interesting observations that I figured I'd quote:
"Also, as a side note, some people are saying that the Guile charge
motion may be corrected on some versions of the board. At the arcade
I play at, it seems to work from a db charge, but it does seem to
need a straight up to execute. I don't know for sure since the
joysticks are at an angle, and I still have a hell of a time to get
the move off consistently on that machine. The version of the board
my arcade uses also seems to have the changed damage of Ryu's Shin
Shouryuu Ken. On some machines, people are saying that the move
only does a third of one bar of damage. On the machine at my arcade,
it seems to do about the same damage as everyone else's Exceed --
about one full bar. I'm not sure about the accuracy of this
paragraph. It's just me comparing notes to things I've read."
------------------------------------------------------------------------
COUNTER HITS
------------------------------------------------------------------------
Counter hits occur when you strike your opponent as they're making an
attack (namely a command attack, special move, super move or Exceed).
You'll get a "Counter" message, and your attack will do more damage.
Some moves hit twice on a counter hit, like Choi's (B) Hien Zan.
Also, if a move counter hits an opponent who could not normally be
juggled, they can now be juggled. For example, Mars People's Slide
Head move is a knockdown attack. If you anywhere cancel into the
Area 801, it will miss. If the Slide Head counter hits, though, the
Area 801 will combo.
------------------------------------------------------------------------
DASH CANCELING
------------------------------------------------------------------------
The "f,f" frontstep (aka dash) can be canceled into a jump, throw,
command attack, special move, super move, or Exceed. You can even put
a dash into a move command and it will still come out. This applies
to both the normal f,f dash and the guard cancel f,f dash. Some
examples of how this works include:
f,f + B Inazuma Kakato Wari
hcf,f + B Kama Barai Geri
f,hcb + K Ultra Throw
f,f,b,f + P Zanretsu Ken
A,A,f,f,B,C Shungoku Satsu
f,f,hcf + P Haou Shikou Ken
f,f,d,df + K Power Dunk
qcf,f,qcf + P Shinkuu Hadou Ken
qcb,f,f + BC Rising Beat
qcb,hcf,f + BD Chou Hissatsu Shinobi Bachi
hcf,f,hcf + P Not Independence
hcb,f,hcb + P Yamidoukoku
Charge b,f,f,b,f + K Scarlet Mirage
qcf,f,df,d,db,b + AC Shingan Kazura Otoshi
Note that you can't combine a dash with a (charge b,f) move, so doing
something like (charge b,f,f + P) for Guile's Sonic Boom would be
impossible. Of course, there always has to be an exception, and in
this case, M. Bison can add a dash to either his Dash Straight or
Dash Upper by inputting (charge b,f,f + P / K).
Although the backstep is not cancelable, it, too, can be added to the
middle of a command, such as performing (hcb,b,hcb + P) for Gouki's
Messatsu Gou Hadou. This isn't really that effective, though, as
some character's backsteps last too long to incorporate a move
command.
------------------------------------------------------------------------
EXCEEDS
------------------------------------------------------------------------
Exceeds are like super moves, but they do NOT cost any levels to use,
nor do you have to be in Maximum Mode to use them. The only requirement
is that your name must be flashing. This occurs, when you lose your
first life bar (the yellow one), and only the red one is left.
The major catch with Exceeds is that you can only perform them once per
battle. That means that if you use an Exceed in Round 1, you cannot use
it in any other round.
------------------------------------------------------------------------
GROOVE POWER GAUGE
------------------------------------------------------------------------
The Groove Power Gauge starts off at Level 1 at the beginning of each
battle. It fills up as the following things occur:
- You take damage (from anything but normal throws).
- You perform a special move.
- You make an attack that hits (excluding supers or Exceeds).
- You make an attack that's blocked (excluding supers or Exceeds).
- Your opponent taunts you (this gives you 0.25 of a level).
You do not earn power for connecting with normal throws, supers, or
Exceeds. You do not earn power for using a throw escape, either.
The Groove Power Gauge will drain when the following things occur:
- You use an AB or CD throw that misses (costs 0.25 levels)
- You use the f,f Guard Cancel Frontstep (costs 0.20 levels)
- You use the BC Guard Cancel Frontstep (costs 0.60 levels)
- You use the CD Guard Cancel Attack (costs 1.00 levels)
- You use a Super move (costs 1.00 levels)
The amount listed for each move is approximate, not exact. Since
you can make missed throw attempts even without gauge energy, a
missed throw attempt in fact drains anything up to 0.25 total.
Once your Power Gauge reaches Level 3, it will automatically read
MAXIMUM, and you will be put into Maximum mode. See the section on
Maximum mode for more information.
It should be mentioned that although it's called the "Groove Power
Gauge," there are no "Grooves" in this game (as there are in CvS2).
------------------------------------------------------------------------
GUARD CANCEL ATTACK
------------------------------------------------------------------------
To perform the Guard Cancel Attack, press CD while you are blocking
against your opponent's attack. It costs 1.00 levels to do this.
When performed, your character does a preset attack that knocks an
opponent across the screen and onto their back. It does no damage,
but it will add 50% to your Guard Crush gauge. You can anywhere
cancel out of a Guard Cancel Attack if it hits or is blocked.
------------------------------------------------------------------------
GUARD CANCEL FRONTSTEP
------------------------------------------------------------------------
There are two ways to perform the Guard Cancel Frontstep. You can
either tap f,f while blocking, or else press BC while blocking.
Although it costs more power to use the BC version, this has the
obvious benefits of being easier to perform and leaving the joystick
free for you to input a command (such as a charge move, although
you can still perform b,f,b,f charge moves from the f,f GCFS--see
the section on dash canceling, above).
Although you are invincible during the beginning of the GCFS, you
lose that invincibility as he GCFS ends, or the moment you input
any command that would cancel the GCFS. After all, it is just
like a normal dash, so you can cancel it into other commands (like
a high jump or a special move).
------------------------------------------------------------------------
GUARD CRUSH GAUGE
------------------------------------------------------------------------
This is a small green bar located beneath your Life Gauge. It will
drain as you block attacks. When it is completely empty, the message
"Guard Crash!" will appear onscreen, and your character will reel back
for a moment, giving your opponent a chance to get a free hit. After
getting GC'd, though, your GC Gauge will go back to 100%, so you don't
have to worry about getting GC'd repeatedly.
The GC Gauge will refill over time if you do not block attacks. You
can also use the Guard Cancel Attack to add 50% to the gauge.
------------------------------------------------------------------------
MAXIMUM MODE
------------------------------------------------------------------------
When your Power Gauge reaches Level 3, you will go into Maximum Mode.
When this happens, the gauge reads "MAXIMUM" and flashes red and white.
It also begins to slowly drain.
The Maximum Gauge actually works a lot like your normal Power Gauge.
If you perform any move that drains gauge power (like a Super move,
or a Guard Cancel Attack, or a missed throw attempt), the gauge will
drain, However, it's actually more expensive to use "gauge power"
moves in Maximum mode than it does normally. For instance:
- An almost full Power Gauge nets you two Super moves with almost
a whole level of energy left.
- If you do two Super moves immediately after your Maximum Gauge
starts, you'll be left with about half a level of energy.
The same applies to other moves, like the GCFS and missed throw
attempts. They're slightly more expensive to use in Maximum Mode.
However, there are two really nice benefits to the Maximum Gauge.
One is that you can use a move that costs gauge power even if you
don't have enough power left! So in our above example, you could
still perform a third Super move even with just the tiny bit of
remaining power. Obviously the Maximum Gauge will revert to normal
afterwards.
Which brings us to the next point. Once the gauge is empty, it fills
back up to Level 2, and then you have to earn gauge power normally.
If you refill it to Level 3, you'll go back into Maximum Mode.
There are two other features of Maximum Mode; you can use anywhere
cancels and super cancels during this time. These are explained in
seperate sections.
------------------------------------------------------------------------
SUPER CANCELS
------------------------------------------------------------------------
A super cancel is when you cancel a certain move into a Super move
or Exceed. You can only do this while in Maximum mode, and only certain
moves can be used as super cancels. Note that while you still lose
power if you super cancel into a Super move, the cancel itself doesn't
cost any power to use (unlike an anywhere cancel).
For example, here's part of Ryo's moveslist again:
super cancel Kohou Shippuu Ken, (A) Kohou, (C) Kohou (1st)
Any of these moves can be supercanceled into his supers, which are
the Haou Shoukou Ken, Ryuuko Ranbu, and his Exceed, the Tenchi Haou
Ken.
------------------------------------------------------------------------
SUPER MOVES
------------------------------------------------------------------------
[ SUPER MOVE STRENGTH ] -----------------------------------------------
Super moves are only usable when you have at least one level of power,
or when you are in Maximum Mode. What some players may find odd is
that some super moves do more hits and damage depending on the buttons
used, while others don't. This is probably most unfamiliar to Capcom
fans who are used to the "one level equals a certain strength" formula
used in many of the SF games.
So why use a weaker version of a move as long as it costs the same
amount as the stronger version? Beats me.
[ BUTTON PRESS MOVES ] ------------------------------------------------
In previous games, you could cancel "button press" moves (like Gouki's
Shungoku Satsu or Demitri's Midnight Pleasure) from any attack, even
uncancelable ones. Now it seems as if they will only cancel out of
certain attacks, such as:
Dan standing A, stand near C, stand far C, crouching C
Demitri near B
(Shin) Gouki standing B
Zero standing B
The most obvious example of how this affects the game is with Demitri,
since his far standing B occurs naturally if you perform his button
press super from afar, preventing the move from coming out unless you
delay the last D press or press it again.
An alternative method to get around this is to get into another state,
such as during a jump, backstep, or attack. Then, begin the presses
so that they coincide with the return to your neutral state.
========================================================================
9. MISCELLANEOUS
========================================================================
------------------------------------------------------------------------
DAMAGE CHART
------------------------------------------------------------------------
Not all characters take the same amount of damage from attacks. I've
tried to roughly group the characters by how much damage they take.
- Hugo
- Mr. Karate, Ryo, Athena, Shiki, Geese, Guile, Kasumi
- M. Bison, Sagat, Terry, Earthquake, Mai, Demitri, Ryu, Dan, Kim
- Dhalsim, Kyo, Chun-Li, Vega, Genjuro, Ken
- Tabasa, Iori, Crazy Iori, Balrog, Goenitz, Mars People
- Shin Gouki, Zero, Violent Ken, Red Arremer
- Choi, Serious Mr. Karate, Gouki
So, Hugo takes the least damage, and Gouki takes the most. The
characters get weaker as you go left to right, so Guile takes more
damage than Mr. Karate does.
------------------------------------------------------------------------
DISABLED MOVES
------------------------------------------------------------------------
The KoF series is rather infamous for the amount of unused/disabled
moves it contains. It only makes sense, then, that SvC would have
disabled moves as well. It's not as interesting as the KoF games
usually are, but some are rather surprising (such as Serious Mr.
Karate having the old SDM Kishin Geki).
Those of you who who have read my KoF Disabled Moves FAQ should be
familiar with this section. I'm not going to bother explaining how
to view the animations yourself, since this is explained in detail
in that FAQ, which you can find at www.GameFAQs.com.
What it basically amounts, to, though, is that you can view all the
animations of each character in the game, and each animation has a
specific number. I've listed those numbers and descriptions of each
animation below.
[ KYO KUSANAGI ] ------------------------------------------------------
It's worth noting that while Playmore's site had an image of '00 style
Kyo doing a Guard Cancel Frontstep, that version of Kyo is nowhere to
be found among the actual list of characters. It was just a pre-
production image.
[ TERRY BOGARD ] ------------------------------------------------------
1. 00C5 Back Knuckle
1. This is his old (f + A) command attack from KoF '98.
[ RYO SAKAZAKI ] ------------------------------------------------------
1. 00BC - 00C7 Ryuuko Ranbu SDM
2. 00E3 - 00E8 Slow Ryuuko Ranbu
3. 0161 - 0162 Vs. King "embarassed" intro.
1. This is the SDM version of his (qcf,hcb + P) super move (he only has
the DM version in SvC).
2. This is similar to an unused super move in KoF 2002. It's a slower
version of the Ryuuko Ranbu that ends with the SDM style spinning
Kohou.
3. This was his old intro against King from KoF 2001.
[ KIM KAPHWAN ] -------------------------------------------------------
1. 00DF Kuuren Geki
2. 00E0 - 00E1 "standing" Neri Chagi vs. "stepping" Neri Chagi.
3. 00E2 - 00E4 Kuuren Geki
1. This was his (f + A) spin kick from KoF '99.
2. This is also in other KoF games. I can't figure out why there are
two animations for the same move...the Neri Chagi looks the same
whether you combo into it or not.
[ KASUMI TODOH ] ------------------------------------------------------
1. 0039 - 003E Backward roll
2. 00A2 - 00A5 Kasane Ate SDM
1. The backwards AB roll from the KoF series.
2. The orange SDM version of her Kasane Ate super.
[ MAI SHIRANUI ] ------------------------------------------------------
1. 00A8 - 00AD Chou Hissatsu Shinobi Bachi DM
1. Mai's (qcb,hcf + K) move. She only has the SDM version in this
game, as her Exceed.
[ MR. KARATE ] --------------------------------------------------------
1. 00F8 Kishin Geki DM
1. The (qcf,qcf + P when close) move that Takuma has in the KoF
series. It even has the small KoF-style "flash" that accompanies
a DM.
[ CHOI BOUNGE ] -------------------------------------------------------
1. 0037 - 0038 Backward roll
2. 003B - 003E Both GC rolls
3. 00C0 - 00C7 Hou'ou Kyaku SDM
1. The backward AB roll from the KoF series.
2. The Guard Cancel Rolls from the KoF series.
3. The (qcf,hcb + K) rushing move. Choi only has the DM version of
this move in SvC.
[ KEN MASTERS ] -------------------------------------------------------
1. 00CE - 00D8 Shinbu Messatsu
2. 00D9 - 00DD Rasetsu Kyaku
3. 00DE - 00E2 Kuzuryuu Reppa
- These are Violent Ken's moves, but they are listed along with Ken's
moves as well.
[ GOUKI ] -------------------------------------------------------------
1. 00BE - 00C5 Steam from Misogi
2. 00C6 - 00F2 Slow, disjointed grab combo
1. This is the steam that appears when Shin Gouki lands from his
"Misogi" Exceed move. Gouki doesn't have the other animations
for that move, though.
2. Gouki grabs his opponent and does a slow series of attacks,
including jumping attacks. I wonder if it was intended as a
"viewable" version of the Shungoku Satsu that never got used,
considering it starts with a grab.
[ GEESE HOWARD ] ------------------------------------------------------
1. 00B0 - 00B9 Old Raging Storm DM
1. This is the old "cage" style Raging Storm DM from KoF '96, as
opposed to the Real Bout-style Raging Storm that he now has.
[ CRAZY IORI ] --------------------------------------------------------
1. 0045 Backwards roll
1. This is the backwards AB roll from the KoF series.
[ DAN HIBIKI ] --------------------------------------------------------
3. 00C3 Hishou Burai Ken (third pattern)
- An alternate pattern for the Hishou Burai Ken (remember, he has one
pattern with B and one with D). This one has two crouching jabs
thrown in a row in it, and seems to be done slightly slower than the
other combos, but is otherwise nothing special.
[ VIOLENT KEN ] -------------------------------------------------------
1. 009D - 00A5 Shouryuu Reppa
2. 00A6 - 00BD Shinryuu Ken Exceed
3. 00BE - 00CD Shippuujinrai Kyaku
- These are Ken's versions of these moves (i.e., Violent Ken has the
Shinryuu Ken as a normal super, while it is an Exceed move for the
normal Ken).
[ SERIOUS MR. KARATE ] ------------------------------------------------
1. 0045 Backwards roll
2. 00AE - 00AF Kishin Geki SDM
3. 00B0 - 00BA Ryuuko Ranbu DM
1. This is the backwards AB roll from the KoF series.
2. Takuma's (qcf,qcf + P) move from KoF '98. This is the SDM version,
complete with the uppercut and taunt. I find it odd that they would
go to the trouble to redraw in Mr. Karate's face on an unused move
of Takuma's that hasn't been seen in a KoF game for about 3 years.
3. The DM version of the "Chou Ryuuko Ranbu" Exceed, which is in turn
just the SDM version of Takuma's old Ryuuko Ranbu.
[ SHIN GOUKI ] --------------------------------------------------------
1. 00A4 - 00AE Hyakki Shuu and various follow-ups
2. 00C8 - 00F2 Slow, disjointed grab combo
1. The (f,d,df + K) leaping roll and it's many follow-ups.
Only the normal version of Gouki can use these moves.
2. Gouki grabs his opponent and does a slow series of attacks,
including jumping attacks. I wonder if it was intended as a
"viewable" version of the Shungoku Satsu that never got used,
considering it starts with a grab.
------------------------------------------------------------------------
TRANSLATIONS
------------------------------------------------------------------------
I've tried to be as accurate as possible, but my knowledge of Japanese
leaves something to be desired :) Feel free to correct any mistakes
you may notice.
[ BASIC COMMANDS ] ----------------------------------------------------
Dai Jump Big Jump
Guard Cancel Kougeki Guard Cancel Attack
Tsuujou Nage Normal Throw
Nage Nuke Throw Escape
Ukemi Tumble
Chouhatsu Taunt
MAX Mode Hatsudou Maximum Mode Invoke
Chou Hissatsu Waza Super Deadly Techinques
[ CHOI BOUNGE ] -------------------------------------------------------
Zujou Sashi Head Riding Stab
Geketsu Zuki Bloody Bowel Thrust
Sankaku Tobi Triangle Hop
Toorima Geri Phantom Killer Kick
Tatsumaki Shippuu Zan Tornado Gale Slash
Hishou Kuuretsu Zan Flying Air Rip Slash
Houkou Tenkan Direction Divert
Senpuu Hien Zashi Whirlwind Flying (Monkey) Stab
Kaiten Hien Zan Spinning Flying (Monkey) Slash
Kishuu Hien Zuki Surprise Attack Flying (Monkey) Thrust
Hishou Kyaku Flying Kick
Hien Zan Confessions of a Sorrowful Monkey
Hou'ou Kyaku Phoenix Kick
Shakushi Death Scoop
Shin! Chouzetsu Tatsumaki Shinkuu Zan
True! Superior Tornado Vacuum Slash
[ GENJURO KIBAGAMI ] --------------------------------------------------
Tsukitobashi Pushing Away
Ashige Kick
Gekikaze Reverse Wind
Suso Kosuri Rubbing Cuff
Sanren Satsu Three Continuous Slashes
Kiba / Tsuno / Rin Fang / Horn / Phosphorous
Hyakki Satsu Hundred Demons Killer
Gashin Totsu Fang God Thrust
Ouka Zan Cherry Blossom Slash
Gekka Zan Moonlight Slash
Touha Kouyoku Jin Supreme Paulowina Light Wing Formation
Gokou Zan Five Lights Slash
Ikari Bakuha Rage Explosion
Issen Flash
[ IORI YAGAMI ] -------------------------------------------------------
Sakahagi Reverse Flayer
Saka Sakahagi Reverse Reverse Flayer
Geshiki Foreign Style
Yumebiki Dream Shot
Goufu In "Shinigame" Roaring Axe Negative "Death God"
Yuri Ori Lily Break
108 Shiki: Yamibarai Style No. 108: Darkness Sweep
100 Shiki: Oniyaki Style No. 100: Demon Scorcher
311 Shiki: Tsumagushi Style No. 311: Claw Comb
127 Shiki: Aoi Hana Style No. 127: Hollyhock Flower
212 Shiki: Kototsuki In Style No. 212: Koto Moon Negative
Kuzukaze Scum Gale
Kin 1211 Shiki: Yaotome Forbidden Style No. 1211: Eight Maidens
Ura 306 Shiki: Saika Reverse Style No. 306: Showy Jackal
Ura 311 Shiki: Saku Tsumagushi Reverse Style No. 311: Tearing Claw Comb
Chi no Bousou Riot of Blood
[ KASUMI TODOH ] ------------------------------------------------------
Maki Age Winding Lift
Aiki Nage Aikido Throw
Hiji Ate Elbow Hitter
Kasane Ate Piled Hitter
Senkou Nagashi Fan Sinking Into the Gutter
Hakuzan Tou Snowy Mountain Peach
Messhin Mutou Body Destroying No Throw
Sasshou Inshuu Deadly Palm Shadow Kick
Hanshin: Morote Gaeshi Half-Body: Paired Hands Return
Tatsumaki Souda Tornado Spear Strike
Chou Kasane Ate Super Piled Hitter
Shiranui Phantom Lights On The Sea
Shingan Kazura Otoshi Mind's Eye Powerful Drop
[ KIM KAPHWAN ] -------------------------------------------------------
Kubikime Otoshi Extreme Neck Drop
Sakkyaku Nage Deadly Kick Throw
Neri Chagi Descending Leg
Sanren Geki Three Continuous Attacks
Sankuu Kyaku Three Air Kicks
Hangetsu Zan Half Moon Slash
Hishou Kyaku Flying Kick
Haki Kyaku Aspiration Kick
Hien Zan Flying Slash
Tenshou Kyaku Ascension Kick
Hou'ou Hiten Kyaku Phoenix Flying Heaven Kick
Hou'ou Kyaku Phoenix Kick
[ KYO KUSANAGI ] ------------------------------------------------------
Hatsugane Forged Iron
Issetsu Seoi Nage Single Over-the-Shoulder Throw
Geshiki Foreign Style
Naraku Otoshi Hades Drop
Goufu You Roaring Axe Positive
88 Shiki Style No. 88
114 Shiki: Aragami Style No. 114: Wild Bite
128 Shiki: Konokizu Style No. 128: Nine Wounds
127 Shiki: Yanosabi Style No. 127: Eight Rust
125 Shiki: Nanase Style No. 125: Seven Chance
Migiri Ugachi Timely Drilling
115 Shiki: Dokugami Style No. 115: Poison Bite
401 Shiki: Tsumi Yomi Style No. 401: Sin Compose
402 Shiki: Batsu Yomi Style No. 402: Punish Compose
100 Shiki: Oniyaki Style No. 100: Demon Scorcher
75 Shiki Kai Style No. 75 Modified
212 Shiki: Kototsuki You Style No. 212: Koto Moon Positive
R.E.D. KicK Rainbow Energy Dynamite KicK
182 Shiki Style No. 182
Ura 108 Shiki: Orochinagi Reverse Style No. 108: Orochi Mower
Saishuu Kessen Ougi "Mushiki" Final Deciding Battle Secret "No Style"
[ MAI SHIRANUI ] ------------------------------------------------------
Shiranui Gourin Shiranui Strong Confront
Fuusha Kuzushi Windmill Destroyer
Yume Zakura Dream Cherry
Sankaku Tobi Triangle Hop
Kokuen no Mai Dance of the Black Swallow
Koukaku no Mai Dance of the Flamingo
Dairin Fuusha Otoshi Large Pinwheel Drop
Ukihane Floating Feather
Kachou Sen Flower Butterfly Fan
Hissatsu Shinobi Bachi Deadly Ninja Bees
Ryuu Enbu Dragon Blaze Dance (Waltz)
Sayo Chidori Night Plover
Hakuro no Mai Dance of the White Heron
Koshuu no Mai Dance of the Arcing Eagle
Tsuika Kougeki Additional Attack
Musasabi no Mai Dance of the Giant Flying Squirrel
Kuuchuu / Chijou Mid-Air / Ground
Toki Tsubute Ibis Smasher
Mizudori no Mai Dance of the Waterfowl
Hou'ou no Mai Dance of the Phoenix
Chou Hissatsu Shinobi Bachi Super Deadly Ninja Bees
Yusura Ume
"Fruit from a tree wielding cherry-like fruit."
[ Mr. KARATE ] --------------------------------------------------------
Oosotogari Great Outer Reaping
Ippon Seoi Single Over-the-Shoulder
Hisha Otoshi Rook Drop
Oniguruma Demon Wheel
Kawara Wari Tile Splitter
Ko'ou Ken Tiger Gleam Fist
Zanretsu Ken Momentary Violence Fist
Kohou Tiger Roar
Mouko Burai Gan Fierce Tiger Bandit Boulder
Shouran Kyaku Soaring Riot Kick
Hien Shippuu Kyaku Flying Gale Kick
Kyokugen Kohou Extreme Limit Tiger Roar
Haou Shikou Ken Champion King Supremacy Fist
Chou Haou Shikou Ken Super Champion King Supremacy Fist
[ RYO SAKAZAKI ] ------------------------------------------------------
Tomoe Nage Overhead Judo Throw
Tani Otoshi Valley Drop
Hyouchuu Wari Ice Pillar Splitter
Joudan / Gedan Uke Upper / Lower Catch
Ko'ou Ken Tiger Gleam Fist
Mouko Raijin Setsu Fierce Tiger Raijin's Arm
Kohou Shippuu Ken Tiger Roar Gale Fist
Hien Shippuu Kyaku Flying Gale Kick
Zanretsu Ken Momentary Violence Fist
Kohou Tiger Roar
Haou Shoukou Ken Supreme King Flying Roaring Fist
Ryuuko Ranbu Dragon / Tiger Boisterous Dance
Tenchi Haou Ken Heaven and Hell Supreme Gleam Fist
- "Raijin" is the god of lightning.
[ SHIKI ] -------------------------------------------------------------
Zebu No Justice
Kokuu Empty Sky
Tsurane Giri Linked Slashes
Tensei / Rinne Reincarnation / Cycle of Rebirth
Tsuyuharai Herald
Shizuku Gari Droplet Hunter
Tenhourin Heaven Cannon Ring
Meika Dark Flower
Kourin Descent
Mumyou Darkness
Setsuna Moment
Tenma Hajun The Devil King
Shikiju Shiki's Curse
- "Mumyou" can also mean "ignorance of Buddhist teachings." Most of
Shiki's movenames have a Buddhist or religious background of some
sort, so I figured I'd mention this.
[ BALROG ] ------------------------------------------------------------
Sankaku Tobi Triangle Hop
(Rolling) Izuna Drop (Rolling) Well Rope Drop
[ CHUN-LI ] -----------------------------------------------------------
Kirin Shuu Chinese Unicorn Attack
Koshuu Tou Tiger Attack Overthrow
Ryuusei Raku Falling Comet
Sankaku Tobi Triangle Hop
Youshi Ken Eagle Beak Fist
Yousou Kyaku Eagle Talon Kick
Kakusen Kyaku Crane Spin Kick
Kakusen Rakushuu Crane Spin Falling Kick
Zensou Sentai Front Sweep Spinning Thigh
Kaku Kyaku Raku Crane Leg Drop
Kikou Ken Chi Fist
Tenshin Enbu Rolling Circle Dance
Sen'en Shuu Spinning Circle Kick
Tenshou Kyaku Ascension Kick
Hyakuretsu Kyaku Hundred Ripping Kicks
Kikou Shou Chi Palm
Houyoku Sen Phoenix Wing Fan
Hazan Tenshou Kyaku Supreme Mountain Ascension Kick
[ DHALSIM ] -----------------------------------------------------------
Shutou Chop Knife Hand Chop
Jump Mae Geri Jump Front Kick
Drill Zutsuki Drill Headbutt
[ GOUKI ] -------------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Tomoe Nage Overhead Judo Throw
Zugai Hasatsu Skull Destroyer
Hiza Geri Knee Kick
Kurubushi Kick Ankle Kick
Tenma Kuujin Kyaku Demon Air Blade Kick
Gou Hadou Ken Great Surge Fist
Zankuu Hadou Ken Air Slash Surge Fist
Shakunetsu Hadou Ken Scorching Heat Surge Fist
Tatsumaki Zankuu Kyaku Tornado Air Slash Kick
Kuuchuu Mid-Air
Gou Shouryuu Ken Great Rising Dragon Fist
Ashura Senkuu Ashura Air Flash
Hyakki Shuu Hundred Demons Attack
Hyakki Gouzan Hundred Demons Great Slash
Hyakki Goushou Hundred Demons Great Collide
Hyakki Goujin Hundred Demons Great Blade
Hyakki Gousai Hundred Demons Great Smash
Tenma Gou Zankuu Demon Great Air Slash
Messatsu Gou Shouryuu Destructive Great Rising Dragon
Messatsu Gou Hadou Destructive Great Surge
Shungoku Satsu Instant Hell Murder
- "Ashura" is the god of war.
[ HUGO ] --------------------------------------------------------------
Idou Drop Kick Moving Drop Kick
Joudan / Gedan Blocking Upper / Lower Blocking
[ KEN MASTERS ] -------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Jigoku Guruma Hell Wheel
Jigoku Fuusha Hell Windmill
Inazuma Kakato Wari Lightning Flash Heel Splitter
Kurubushi Kick Ankle Kick
Hadou Ken Surge Fist
Shouryuu Ken Rising Dragon Fist
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Kuuchuu Mid-Air
Kama Barai Geri Sweeping Scythe Kick
Nata Otoshi Geri Falling Hatchet Kick
Oosoto Mawashi Geri Great Outer Spinning Kick
Shippuujinrai Kyaku Kick With Lightning Speed
Shouryuu Reppa Rising Dragon Destroyer
Shinryuu Ken God Dragon Fist
[ RYU ] ---------------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Tomoe Nage Overhead Judo Throw
Hiji Ate Elbow Hitter
Sakotsu Wari Collarbone Splitter
Senpuu Kyaku Whirlwind Kick
Kurubushi Kick Ankle Kick
Hadou Ken Surge Fist
Shakunetsu Hadou Ken Scorching Heat Surge Fist
Shouryuu Ken Rising Dragon Fist
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Kuuchuu Mid-Air
Shinkuu Hadou Ken Vacuum Surge Fist
Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick
Shin Shouryuu Ken True Rising Dragon Fist
[ TABASA ] ------------------------------------------------------------
Flask (Tachi) Flask (Standing)
Flask (Shagami) Flask (Crouching)
[ CRAZY IORI ] --------------------------------------------------------
Hikiri Kine Fire Mallet
Ura 108 Shiki: Ya Sakazuki Reverse Style No. 108: Eight Wine Cups
Bousou Iori Crazy Iori
Tsuki no yoru orochi no chi ni kurufu Iori
"On a moonlit night, Orochi blood drives Iori insane."
[ DAN HIBIKI ] --------------------------------------------------------
Otoko Zuki Pride (Manly) Thrust
Seoi Nage Over-the-Shoulder Throw
Tachi / Shagami / Kuuchuu Standing / Crouching / Mid-Air
Chouhatsu Taunt
Gadou Ken Self-Styled Fist
Gadou Shoukou Ken Self-Styled Self Flying Roaring Fist
Kouryuu Ken Shiny Dragon Fist
Dankuu Kyaku Cutting Air Kick
Zenten / Kouten Forward Roll / Backward Roll
Kyuukyoku Tenchi Gadou Zuki Ultimate Heaven & Hell Self-Styled Thrust
Hisshou Burai Ken Certain Victory Bandit Fist
Kouryuu Rekka Shiny Dragon Raging Fire
Chouhatsu Densetsu Legendary Taunt
Otoko Michi Path of Pride (Manly Path)
[ DEMITRI MAXIMOFF ] --------------------------------------------------
ES Chaos Flare Especial Chaos Flare
Tokushu Idou Special Movement
[ GEESE HOWARD ] ------------------------------------------------------
Tate Katate Nage Sword Battle One-Handed Throw
Shinkuu Nage Vacuum Throw
Fudou Sakkatsu Uraken Motionless Life & Death Reverse Fist
Raikou Mawashi Geri Lightning Gleam Spinning Kick
Raimei Gouha Nage Thunder Strong Break Throw
(Double) Reppuu Ken (Double) Storm Fist
Shippuu Ken Gale Fist
Jaei Ken Evil Shadow Fist
Gedan / Joudan / Chuudan Lower / Upper / Middle
Atemi Nage Self-Hit Throw
Hishou Nichirin Zan Flying Sun Slash
[ GOENITZ ] -----------------------------------------------------------
Meifu no Mon Hades' Gate
Soukatsu Satsu Mystery of Death
Yonokaze Night Wind
Shin Aoi Hana: Seiran True Hollyhock Flower: Mountain Vapour
Hyouga Icy River / Glacier
Wanpyou Tokobuse Icy Arm: Defend
Wanpyou Mametsu Icy Arm: Deface
Fuujin Ibuki Wind God Breath
Yamidoukoku Dark Lamentation
Shin Yaotome: Mizuchi True Eight Maidens: Water Blood
Shin Yaotome: Jissoukoku True Eight Maidens: Ten Claw Scratches
Fuki sasebu kaze no Goenitz "Goenitz of the wildly-blowing wind."
- I've never seen the kanji for Goenitz's move names, so the
translations are guesswork on my part.
- Thanks to Skynight for lots of translation info. and advice.
[ VIOLENT KEN ] -------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Jigoku Guruma Hell Wheel
Jigoku Fuusha Hell Windmill
Inazuma Kakato Wari Lightning Flash Heel Splitter
Kurubushi Kick Ankle Kick
Hadou Ken Surge Fist
Shouryuu Ken Rising Dragon Fist
Rasetsu Kyaku Rakshasa Kick
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Kuuchuu Mid-Air
Kama Barai Geri Sweeping Scythe Kick
Nata Otoshi Geri Falling Hatchet Kick
Oosoto Mawashi Geri Great Outer Spinning Kick
Shinryuu Ken God Dragon Fist
Kuzuryuu Reppa Nine-Headed Dragon Destroyer
Shinbu Messatsu God Warrior Destruction
Sennou Ken Brainwashed Ken
- A "rakshasa" is an evil demon from Hindu mythology.
[ ZERO ] --------------------------------------------------------------
Tensou Buster Shot Transfer Buster Shot
Jump Kahou Zuki Jump Downward Thrust
Jouhou Zuki Upward Thrust
3-Dan Zuki Three Part Thrust
Naname Shitazuki Diagonal Downward Thrust
Sankaku Tobi Triangle Hop
Zed Saber Z Saber
Bakudan Setchi Bomb Establish
[ RED ARREMER ] -------------------------------------------------------
Sankaku Tobi Triangle Hop
Puchi Devil Petit Devil
Kuuchuu / Chijou Mid-Air / Ground
[ SERIOUS Mr. KARATE ] ------------------------------------------------
Oosotogari Great Outer Reaping
Ippon Seoi Single Over-the-Shoulder
Sankaku Tobi Triangle Hop
Yoke Migi Seiken Zuki Avoiding Right Front of Fist Thrust
Ducking shite Mawashi Geri To do a Ducking Spinning Kick
Jigoku Zuki Hell Thrust
Soku Gatana Leg Sword
Kiryoku Tame Willpower Charge
Ko'ou Ken '02 Tiger Gleam Fist '02
Zanretsu Ken Momentary Violence Fist
Hien Shippuu Kyaku Flying Gale Kick
Kyokugen Kohou Extreme Limit Tiger Roar
Kishin Geki True Terrible God Attack
Haou Shikou Ken Champion King Supremacy Fist
Chou Haou Shikou Ken Super Champion King Supremacy Fist
Chou Ryuuko Ranbu Super Dragon / Tiger Boisterous Dance
Honki ni natta Mr. Karate "Becoming serious Mr. Karate."
[ SHIN GOUKI ] --------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Tomoe Nage Overhead Judo Throw
Zugai Hasatsu Skull Destroyer
Hiza Geri Knee Kick
Kurubushi Kick Ankle Kick
Tenma Kuujin Kyaku Demon Air Blade Kick
Gou Hadou Ken Great Surge Fist
Zankuu Hadou Ken Air Slash Surge Fist
Shakunetsu Hadou Ken Scorching Heat Surge Fist
Tatsumaki Zankuu Kyaku Tornado Air Slash Kick
Kuuchuu Mid-Air
Gou Shouryuu Ken Great Rising Dragon Fist
Ashura Senkuu Ashura Air Flash
Tenma Gou Zankuu Demon Great Air Slash
Messatsu Gou Shouryuu Destructive Great Rising Dragon
Messatsu Gou Hadou Destructive Great Surge
Shungoku Satsu Instant Hell Murder
Misogi Shinto Purification Ceremony
Shin Gouki "True Great Devil."
Tenha Touha Zan Heavenly Supreme Wave Breaking Slash
- "Ashura" is the god of war.
- "Tenha Touha Zan" is what Gouki uses to part the waves in his
ending, although he only says the name in the Japanese version.
------------------------------------------------------------------------
DREAMCAST PETITION
------------------------------------------------------------------------
At one point, the site <www.dcemulation.com> posted some news about the
possibility of SvC getting ported to the Dreamcast. Their post was as
follows:
"Dreamcast Snk vs Capcom Chaos release possibility
Posted by The Kron At 9:24"
"While not being an emulation related piece of news this will be
important to many of the loyal Dreamcast supporters. SNK-Playmore
the creator of the recent arcade 1 on 1 beat em up 'SvC Chaos' relayed
some information to me that is very encouraging. If there is enough
demand shown for a Dreamcast port of this fine game then you can expect
to see a release within the next six months.
To show your support and request a Dreamcast home port please send an
email to
[email protected] stating you would like to see the game
released on the Dreamcast system, Sending an email in English will be
fine as Playmore are a multi-lingual company."
It's been around three months since this post appeared, so there is
still time to mail Playmore if anyone is interested.
Thanks for reading.
------------------------------------------------------------------------
SNK vs. CAPCOM FAQ v1.0 Copyright 2003 Chris MacDonald
------------------------------------------------------------------------