The Capcom Vs. SNK Guide was made with 70 characters per line in mind.
*********1*********2*********3*********4*********5*********6*********7
It is best viewed with a monospaced font, such as Courier, at size 10,
with 1 inch margins on all sides (with Microsoft Word, I can correctly
view this Guide with the Courier New font at size 10, with the top and
bottom margins set to 1.00 inches, and with the left and right margins
set to 1.25 inches.  If you don't know how to alter the margins, click
on the "File" menu option at the top of the application and from there
select "Page Setup".  In there, you can adjust all four of the margins
for this document).  The second line of this Guide, the one above with
asterisks and numbers in it, should all be on only one line and should
not "bleed" down to the next.  If that is the case, you shouldn't have
any problems viewing this Capcom Vs. SNK Systems Guide.  Read & enjoy!

     ************************************************************

CAPCOM VS. SNK: COMBO AND SYSTEMS GUIDE
Applicable to the Arcade and Import Dreamcast versions of Capcom Vs.
    SNK.  This was written before the American version was created,
    and thus cannot be assumed to be fully accurate for that future
    version of the game.  Although I am using the import Dreamcast
    version to write this FAQ, I am using the characters' American
    names (so the boxer is named Balrog, The super-evil Shotokan is
    named Akuma, the psycho power guy is M.Bison, and the guy with
    the mask and claw is Vega).
written by James Chen  <[email protected]>

Unpublished work Copyright 2000 James Chen

PLEASE READ THIS SECTION BEFORE READING THE REST OF THE FAQ:
    This Guide is written and thus owned by me, James Chen.  Any
attempt to reproduce this Guide in any way, whether it be on paper or
on computer or through any other known method, is prohibited.  The
information in this FAQ cannot be used IN ANY WAY for profit.  It
cannot be sold to anyone or traded in any sort of commercial
transaction.  The information in this Guide cannot be used and
printed as your own information in any magazine, fanzine, Web Site,
or other unmentioned form of publication.  It cannot be used as a
bonus or gift to a purchase as an encouragement for people to buy
your product.  This FAQ may only be distributed freely.  Any desire
to reprint or reuse any information that you have learned from this
FAQ is allowed ONLY if: 1) Proper credit is given to me as the
original author.  2) You have contacted me through e-mail and
requested permission to use any information you learned specifically
from this Guide and have received my consent.

"To continue, this FAQ and everything included herein is protected by
International Copyright Law.  Failure to adhere to any of the above
will result in violation of the aformentioned [sic] law, and
consquently [sic], may be the cause of legal action against
prepetrators [sic].  Remember that breach of copyright (not to
mention plagiarism) is a crime.  If you disagree with any part of
this disclaimer, you must promptly delete / destroy this FAQ.  To
put it simply, don't try and make a living off of my work,  since I
have every right to take legal action against you if you do so.
FAQ ripping, plagiarism and misuse is sadly blatant in today's world.
However, if it happens to you, remember that anything you create is
automatically protected by copyright, and that gives you the right to
take legal action, assert your rights, and punish transgressors to
the fullest extent of the law." -- taken from Kao Megura's
                                   Street Fighter Alpha 3 FAQ

    And to set an example of how I myself obey these copyright laws,
I hereby give full credit to Kao Megura for writing the above
paragraph regarding the International Copyright Law.  It was very
well stated, so I have used it in my Guide rather than paraphrasing
it and writing my own.  I have not tried in any way to make a profit
by quoting his paragraph in this Guide and have given full credit to
him for writing it.  Although the above paragraph uses the word "FAQ"
and was written for Kao's Alpha 3 FAQ, its content and meaning still
applies to this Guide.

* * *

The Street Fighter game series, the DarkStalker series (specifically
NightWarriors and Vampire Savior), and the Versus Games series, as
well as all of the characters from these games mentioned in this FAQ,
are (c) Capcom of Japan and (c) Capcom of America.

The King of the Fighters series and all characters from these games
are (c) SNK of Japan.

All other copyrights and trademarks that I have failed to mention are
also acknowledged.

* * *

=====================================================================
This FAQ can also be found at www.shoryuken.com

Also found there are individual Character movelists and Combo Videos
  from Capcom Vs. SNK!

Movelists and Combo Videos from many other games can also be found
  there, including Marvel Vs. Capcom 2, Street Fighter III: Third
  Strike, and Street Fighter Alpha 3.

Please check the site out.  It's the best resource out there for all
  of your Capcom Fighting game needs!!
---------------------------------------------------------------------
This FAQ can also be found at GameFAQs: www.gamefaqs.com
=====================================================================

============================================
| System Guide Outline / Table of Contents |
============================================

1. Intro
2. Controls
3. Picking your character
  - The Groove System
    - Capcom Groove
    - SNK Groove
    - Advantages and Disadvantages to Each Groove
  - Normal or EX Version
  - Ratio System
  - Color
4. Basic Gameplay Elements
  - Walking, Crouching, Jumping, Attacking
  - Blocking
  - Dashing
  - High Jumping
  - Throws and Tech Hits
  - Rolling
  - Guard Crush
  - Delayed Get-ups
5. Combos!
  - Buffering
  - Rapid Fire Weak Attacks
  - Links
  - Chain Combo
  - The Raging Demon Supers
  - Combo Damage
6. The Juggle System
  - The Alpha 1 / 2 Juggle System
    - The Juggle Set-Up
    - The Juggle Potential
    - The Juggle Count
    - The Juggle Count Part 2
  - The King of the Fighters Juggle
    - The Set-up
    - Juggling Opponents
  - The Sakura / Vice Exception
  - The Spiraling Reel
7. Character Specifics
  - Akuma
  - Balrog
  - Benimaru
  - Blanka
  - Cammy
  - Chun Li
  - Dhalsim
  - E. Honda
  - Evil Ryu
  - Geese
  - Guile
  - Iori
  - Ken
  - Kim
  - King
  - Kyo
  - Mai
  - M. Bison
  - Morrigan
  - Nakoruru
  - Orochi Iori
  - Raiden
  - Rugal
  - Ryo
  - Ryu
  - Sagat
  - Sakura
  - Terry
  - Vega
  - Vice
  - Yamazaki
  - Yuri
  - Zangief


=====================================================================


================
| INTRODUCTION |
================
    "Everybody rumored...  Nobody believed...  But you see...

     It's TRUE!!!

     Now it's time to have REAL answer...  Who is...

     THE STRONGEST!?

     CAPCOM VS. SNK: MILLENNIUM FIGHT 2000!!!"

    With these words, Capcom Vs. SNK was ushered into the Fighting
Game realm with much anticipation.  Many people speculated for a long
time: who would win in a fight between Ryu and Kyo?  Mai and Chun Li?
Geese and Bison?  Well, when rumors flew that Capcom was developing
Capcom Vs. SNK for the arcade to be a true, arcade fighting game
(unlike the Super Deformed characters from SNK's Neo-Geo Pocket SNK
Vs. Capcom), people got very excited.  FINALLY, we can see Guile vs.
Kim Kaphwan.  Finally, we could see Yamazaki take on the likes of
Sagat.  Finally, we could see Ken vs. Iori!  It was all too
exciting!!  And in the year 2000, Capcom Vs. SNK was brought into the
arcades and Dreamcasts of Japan, as well as the Dreamcasts of us
impatient importers here in the American shores.  And, the verdict?
    Not so good.  These days, with the huge selection of fighting
games that exist, there have grown MANY factions of gamers out there.
Even within the Capcom fighting games themselves, there is a HUGE
discrepancy between what gamers like and dislike.  There are the fans
of the Street Fighter Alpha series, and even among them they can't
agree whether 2 is good and 3 is bad, or 3 is good and 2 is bad (or
they are both good!).  There is the Three faction, who love the
Street Fighter Three series.  There are the old schoolers, who still
can't get enough of Hyper Fighting and Super Turbo.  Then, there are
the Versus game players, whose newest fascination is the highly
popular Marvel Vs. Capcom 2.  Then, on the SNK side, there are the
huge King of the Fighters group, who play every version when they
come out, and are absorbed by the story line.  There are even those
out there who love all SNK games EXCEPT the KOF series, who still
think Art of Fighting 1 is the bomb and can name you every Fatal Fury
game ever made.  Then, there is the 3-D fan base, those who love
Soul Calibur, Tekken Tag Tournament, Virtua Fighter...  So to put it
simply, there is just WAAAAY too many factions out there, these days,
to behold.

    So as a result, we get a lot of preconceived ideas of what
Capcom Vs. SNK is.  So in this intro, I'm going to do my best to
speak to a select few of the above groups, to help them prepare for
what type of game you are getting yourself into...  I, personally,
LOVE this game, and think it deserves much better reaction than it is
getting.

* * *

A Message to the Fans of the Versus Game Series:
    Capcom Vs. SNK, although containing the word "Vs." in the title,
is NOT a Versus game.  Capcom Vs. SNK belongs in the Street Fighter
series.  It was meant to be a less manic, more precise game than your
typical Versus game like Marvel Vs. Capcom 2.  Thus, the pace is
slower, the combos are MUCH more toned down, and you can't use more
than one character at a time, even though you can pick teams.
    So realize that in order to like this game, you'll probably need
to have a strong appreciation for the Alpha series, or the classic
Street Fighter series.  You can't expect the manic pace of, say, MvC2
in this game.  And Capcom is NOT going to put in strange characters
like Megaman or Strider or a character from Metal Slug or Arthur or
anything like that in it (at least, I hope not).  In fact, Morrigan
and Nakoruru are already a stretch, one that I personally don't like.
     Don't expect Air Combos or two screen-high Super Jumps.  Don't
expect any Chain Combos or Supers that fill up the screen.  What
you've got here is a game of slow paces, where defense is more
powerful than offense.  The Combo System is complicated (thus, this
Guide), and super motions are more complicated.  And manic attacking
will only bring your demise, especially since, at beginning levels of
this game, Turtling (playing purely defensively) can be extremely
effective and deadly.
    So if you are expecting a combo-madness game, with Iori Air
Comboing Chun Li into a Super in the air after Kyo has come out with
his Alpha Helper to set up the combo, and then catching the enemy
with a Delayed Hyper Cancel into Benimaru's screen-filling Raikou
Ken...  You'd better go and play another game.  ^_^  But if you're
willing to give a slower paced game, the type that first made
fighting games popular, a chance, well then, by all means, read this
FAQ and learn how the combo system and the gameplay elements
technically work in this game...

* * *

A Message to the Fans of the King of the Fighters Series:
    This game is made by Capcom.  Not by SNK.  And so of course,
Capcom will prefer their stuff to SNK's stuff, and use their own
interpretations of SNK's systems.  This will cause two main problems
for you KOF fans:
    1) The Combo System is unlike that of KOF, so expect a lot of
things to be missing and changed.  For example, if you are expecting
to be able to do, with Yamazaki, Standing C chained into Towards + A
canceled into Reverse Fireball motion + C... well, you won't be able
to do that.  The Chaining System you know and love from KOF is gone.
The feel and gameplay of this game is MUCH more similar to a
typical Capcom game.  So those people who come from Capcom will be a
bit more used to doing combos in this game than you.
    2) There's very little that's new to you here.  Whereas, for
Capcom players, the idea of High Jumping, Rolling, and Dashing all in
one game can be a new change to the engine of the game, it's old hat
for you KOF players.  You've all done it before, so the newest thing
for you is to actually learn how to play those Capcom characters you
haven't used before.  This might actually give you an advantage,
though, seeing as how you're good at reacting to Rolls, whereas a
typical Capcom player may have problems dealing with them for a while.
    So if you are expecting a game with a great deal of new tactics,
don't hold your breath.  However, if you are excited about learning a
new Combo System, by all means, read on in this guide and learn all
about it!!  It's different than what you're used to, probably one of
the biggest and newest things you'll experience.  And it's quite
complex, but opens the world to some interesting combos!  So take a
look, and learn, so you can apply your KOF knowledge to the Capcom
rules of Combos to dominate in your arcade...

* * *

A Message to the fans of the Street Fighter Series:
    Out of everyone, you will be the most used to this game,
regardless of which Street Fighter game you've played.  If you are an
Alpha fan, the Juggling and Combo system is almost identical to the
Alpha 1 and 2 games (as well as Super Turbo).  Controls feel VERY
Alpha-like.
    If you are a fan of the Three series, you'll at least be used to
the Dashing and High Jumping.  However, Parries are gone and the
high/low game that is more predominant in the Three series is gone.
Out of all Street Fighter players, the Three players may have the
hardest time getting used to this.
    If you are an old schooler, and love Hyper Fighting and Super
Turbo, you're probably in the best condition to play this game.  Why?
Because everything fancy has been removed from the game.  In fact,
it's become SO simple again, that it is almost off-putting to most
players who are used to having Custom Combos or Parries or huge
Versus Game-like combos or Helpers.  However, if you maintain the
mentality you had when you played Hyper Fighting, when you realized
the game is all about sequences, traps, attack patterns, and how to
break these attack patterns, you will enjoy the game a lot (at least,
that's how it was for me).
    And the Combo System is almost identical to Super Turbo's Combo
System.  But that doesn't necessarily mean you understand it still,
since it was kind of confusing, even back then.  But mastering the
combo system is still key to helping you create the most devastating
combos possible.  So if you want to learn, read on...

* * *

    So there you have it...  Capcom Vs. SNK.  A quick warning,
though: although this IS a Combo FAQ and will help describe many
aspects of combos, it is also a Systems Guide, and is actually more
so a Systems Guide than a Combo FAQ.  So if you are looking for a
list of combos for each character, you won't find them at the end of
the Guide.  I did not take the time to list combos for every
character.
    You WILL, however, find some Combo Videos at www.shoryuken.com.
If you want to check out some nice combos (or find lots of
information regarding any Capcom fighting game), please check it out!
We've got a lot of information regarding various Capcom fighters for
you!  Again, that's:

    http://www.shoryuken.com

    Check it out.  It's your TRUE competitive edge.  And enjoy this
Systems Guide.  Hope you find it helpful.  If you ever want to
comment on the Guide, please feel free to send me an e-mail to
[email protected].  I cannot guarantee I'll write back...  I am
a VERY poor responder to e-mails these days.  So if I do not respond
to your e-mail for a month, please don't feel like I'm ignoring
you...  I simply just have very little time for e-mails these days.
So please don't take it personally.

    Again, enjoy the Guide!


=====================================================================


(Notation: This may be a bit confusing, but I just wanted to point
out that if I mention a character without any title, I am either
referring to the original character or both the original and EX
version of the character.  So if I say "Ken", I may mean both or just
the regular one.  However, normally if I am referring only to the
regular one, I will point that out.  So if I ever want to refer to,
say, just regular Ken, you might expect a sentence like: "If you do a
Shippu Jinrai Kyaku with Ken (original one only), you can... etc.
etc."  If I ever want to refer to the EX-version of a character, I
will state their name with "EX-" in front of it, such as "EX-Ken".)


=====================================================================


============
| CONTROLS |
============
    Here is a diagram of the controls in Capcom Vs. SNK.  Standard
joystick set-up with four buttons.

            JOYSTICK POSITIONS              |           BUTTONS
            ^^^^^^^^^^^^^^^^^^              |           ^^^^^^^
                                            |
                   Jump                     |
                    o                       |
      Back Jump o   |   o Forward Jump      |     PUNCHES
                 \  |  /                    |    o       o
                  \ | /                     |  Light    Hard
       Back o ----- o ----- o Towards       |
                 Neutral                    |    o       o
                 /  |  \                    |  Light    Hard
Defensive Crouch o   |   o Offensive Crouch  |      KICKS
                    o                       |
                  Crouch                    |

    The Controls of the Capcom Vs. SNK will be very familiar if
you've played a lot of Capcom Fighting Games before.  The major
difference, however (and I'll never forgive Capcom for this), is that
instead of Six Buttons, there are only Four Buttons: Jab (the Light
Punch), Fierce (the Hard Punch), Short (the Light Kick), and
Roundhouse (the Hard Kick).

    (--Note: A slight warning for those unfamiliar with the original
Street Fighter Button names.  I will refer to the Light Punch button
as "Jab", the Hard Punch button as "Fierce", the Light Kick button as
"Short", and the Hard Kick button as "Roundhouse" often in this FAQ,
mainly due to force of habit.  But I will do my best to remind those
unfamiliar with these names which button I am referring to with
abbreviations like "LK" meaning Light Kick and "HP" meaning Hard
Punch.  Also, I will refer to "Strong" and "Forward" quite often,
which were the Medium Punch and Medium Kick buttons from old Street
Fighter days, since many of the Street Fighters still possess these
moves in some form or another.)

    However, Capcom did not want to take a lot of their characters
and strip down their normal moves.  Any person who's ever used Ryu
before can tell you that Crouching Short (LK), Crouching Forward
(MK), and Crouching Roundhouse (HK) were all extremely useful in
their own ways.   Capcom did not want to limit Ryu to only two
Crouching Kicks for CvS.  Thus, in order to distinguish between
performing what used to be Ryu's Crouching Forward Kick (MK) and what
used to be Ryu's Crouching Roundhouse Kick (HK), you must hold the
controller in specific directions.  So, continuing with Ryu as the
example, to perform what used to be Ryu's Crouching Forward (MK), you
now have to hold the controller at Defensive Crouch and hit
Roundhouse (HK).  To do what used to be Ryu's Crouching Roundhouse
(HK), the controller must be placed at Down or Offensive Crouch when
you hit Roundhouse (HK).  For each character, it is different.  Most
follow the Ryu example (Defensive Crouch for the Forward Kick (MK)
version, and Offensive Crouch or straight Down for the Roundhouse
Kick (HK)).  However, some characters only have a different move at
Offensive Crouch (such as King) and some only have two Crouching
attacks altogether (such as Sakura).
    This goes for Standing attacks as well.  Some characters will
do their Standing Strong (MP) or Standing Forward (MK) normally when
you press the Fierce (HP) or Roundhouse (HK) button.  However, if you
hold Toward on the controller, they will do their Standing Fierce
(HP) or Roundhouse (RH) instead.  EX-Dhalsim and Morrigan are
examples of this behavior.
    Although the button can do two different moves, such as with
Ryu above, it is still significant to note that Reel lengths are
different between those attacks.  In other words, a Crouching Forward
Kick (MK) still causes a shorter Block Stun time than a Crouching
Roundhouse (HK), even though they are performed with the same button.


=====================================================================


==========================
| PICKING YOUR CHARACTER |
==========================
    Most players from either side will be used to the idea of
choosing "Modes" for your fighters.  The King of the Fighters group
of players are used to choosing between Extra Mode or Advanced Mode
from, say, KOF98.  Street Fighter players are used to picking X-ism,
A-ism, or V-ism from SFA3.  Well, in Capcom Vs. SNK, there are still
Modes you have to choose from and a lot of other things to consider
now...  Here are the steps and considerations you need for choosing
your character:

* * *

-=The Groove System=-
    The first thing you must decide is your Groove.  The available
Grooves are Capcom Groove and SNK Groove.  The Groove chosen does not
affect your character.  The Groove you choose only alters the way
your Super Meter works.


-Capcom Groove-
    In Capcom Groove, your Super Meter behaves almost exactly as it
did in the Street Fighter Alpha series.  Your Super meter has three
levels.  As the fight continues, certain actions will continue to
build up your Super meter.  If you fill up 1/3 of your meter, you are
entitled to performing a Level 1 Super Combo.  If you fill it up 2/3
of the way, you are allowed to perform a Level 2 or a Level 1 Super
Combo.  At level 3, you are permitted to perform a Level 3, 2, or 1
Super Combo.  Whichever level you choose drains that much energy out
of your meter.  In other words, if you have a Level 3 and perform a
Level 1 Super Combo, you still have 2/3 of your meter left, and can
do a Level 2 or two more Level 1 Super Combos.
    To choose between Levels is simple.  For a Level 1 Super Combo,
perform the Super Combo motion and activate it with the appropriate
Light attack.  If the Super Motion requires a Punch, do the motion
and end it with Jab (LP).  If the Super Motion requires a Kick, do
the motion and end it with Short (LK).  A Level 2 Super Combo is
activated by pressing a Hard attack: Fierce (HP) or Roundhouse (HK).
And to do a Level 3, do the motion and press both Punches or both
Kicks, depending on which one you need.
    Once the levels fill up, they remain so until you perform a
Super Combo.  They will not be drained in any other way.


-SNK Groove-
    In SNK Groove, your Super Meter behaves almost exactly like
Extra Mode from the KOF series.  You only have one level of your
Super meter at any time.  Although your meter does build up during
regular combat, it does so VERY slowly.  In order to build up your
meter quickly, you need to press Fierce (HP) and Roundhouse (HK) at
the same time at any point when your character is on the ground and
not in the middle of an action.  Your character will then begin to
charge up their Super meter manually.  You can stop this at anytime
by letting go of the buttons.  However much meter you have built up
will remain in your meter, until you begin to charge it up again.
    Once the meter fills up, you are allowed to perform a Super
Combo.  However, regardless of what button you push, the Super Combo
that gets performed will always be a Level 1 attack.  There is a
catch, though: you have a time limit on how long you have to perform
your Super.  After you charge it up, your Super meter slowly begins
to drain, acting like a timer.  If you let it drain all the way
without performing a Super Combo, the meter will start over again,
empty.  You will have to charge it again to perform a Super Combo.
    An extra added bonus to SNK Mode is the fact that if your
character is about to die (has very little health left), his or her
life meter begins to flash red.  Once the meter is Flashing Red,
characters in SNK Groove can perform a Level 1 Super Combo any time
they so desire.  As long as their life meter is flashing red, they
don't need their Super Meter anymore.  You can fire off Level 1
supers at rapid fire!!
    However, if you manage to build up your Super meter while your
life meter is flashing red, and THEN perform your Super Combo, your
character will perform the Level 3 version of your Super Combo.  So
the only way for an SNK Groove character to perform a Super Combo
that is greater than a Level 1 Super Combo is to make sure their
health is in Red and then charge up their Super meter fully.  But the
charged up meter still has the time limit.


-Advantages and Disadvantages to Each Groove-

    Here, I will list differences between the two Grooves, and why
each one has their own advantages.

+ Capcom Groove - Builds up while attacking.  Can gain a full meter
                 without having to ever stop and charge.  So if you
                 play aggressively, you'll have a meter built up for
                 you at all times.  If you are aggressive and attack
                 effectively, you almost never find yourself devoid
                 of at least a Level 1.  This is the BIGGEST
                 advantage of Capcom Groove.
- SNK Groove    - Meter never builds up on it's own.  Well, it does,
                 but very, very, very, VERY slowly.  If you forget
                 to stop and charge it up once in a while, you'll
                 never have a Super to use until you are dying!  And
                 most people try to avoid being near death most of
                 the time as a general strategy...


+ SNK Groove    - Dying characters can do Level 1 supers at anytime.
                 So if your character has a great Level 1 Super, you
                 can do it over and over and over again while your
                 life meter is flashing red!  This makes characters
                 like EX-Mai, who has two EXCELLENT Level 1 Supers,
                 particularly dangerous.  This is the BIGGEST
                 advantage of SNK Groove.
- Capcom Groove - Once you use up your meter, it's gone.  No benefits
                 to dying characters.  So if you have no meter and
                 you're about to lose, I've got news for you...
                 if you're counting on your meter to win, you're
                 going to lose.


+ Capcom Groove - You can have Access to a Level 3 or Level 2 Super
                 Combos at anytime.  You don't have to be dying.
                 Plus, you CAN be conservative and unleash Level 2's
                 if that's all you need at the time, since most
                 Level 2 Supers are better than Level 1 Supers, but
                 use up less Super meter than a Level 3 Super.
                 It also opens the door to having combos with
                 multiple Supers in it, like Terry's Level 2 Buster
                 Wolf followed by a Level 1 Power Geyser.  Very good
                 for those who have smart meter management.
- SNK Groove    - If your character's life is not flashing red,
                 you'll never be able to do more than just Level 1
                 supers, and some character have some pretty
                 worthless Level 1 Supers.  Plus, you have NO access
                 to a Level 2 Super at ALL!  So if you ever want
                 to do a Level 2 Super (for example, Vice's
                 Withering Surface will make her jump forward and
                 try to grab.  The Level determines the distance.
                 If you are at the optimal distance for a Level 2
                 version of this Super, you're out of luck).


+ SNK Groove    - Free Meter whenever you like!  Knock the enemy
                 over, charge up!  This keeps you with a Level 1 at
                 almost any second, and if you're good at comboing
                 Supers, that means you can unleash a barrage of
                 Level 1 Supers in combos.
- Capcom Groove - If your meter is empty, and you need a comeback by
                 landing a Super, kiss yourself good-bye.  You won't
                 be able to get yourself any free meter at anytime.


+ Capcom Groove - Your meter stays after a character dies.  Whether
                 you win or lose, your meter will remain the same
                 between Rounds, more importantly after you lose.
                 So you can pick a character who doesn't need any
                 Supers to go first, attack a lot, and when that
                 character dies, the next character will have a
                 full Level 3 meter waiting at his or her disposal.
- SNK Groove    - If your character dies, you no longer have any
                 meter left at all.  Not TOO big of a consequence,
                 since it's easy to charge and a Level 1 is the max
                 you can use anyhow, but having a Level 3 to start
                 a Round off would have been nice...  Plus, if you
                 win a Round while your meter was charged up, you
                 start the next Round NOT with a full meter, but
                 only with however much of the draining meter was
                 left.


+ SNK Groove    - Extended Combos.  Some Level 3 supers can be
                 followed up with another Level 1 super for extra
                 hits.  This is a little more useful than it sounds,
                 especially for dishing out that LITTLE extra damage
                 that might be needed to finish someone off.  It
                 never hurts to add that extra damage!!  If your
                 life meter is flashing red and you have a full
                 meter built up and then you land a Level 3 Super,
                 your life meter is still flashing red!  Do another
                 Level 1 if you can to add even more hits and
                 damage!  And not only that, after you blew your
                 Level 3 super, you still have Infinite Level 1's!
- Capcom Groove - Three levels is all you get.  If you land the Level
                 3 and need another level of Super meter to add more
                 hits, you're out of luck.  Not a great consequence,
                 however, since those extra hits more than likely
                 won't do too much damage.


+ Capcom Groove - Your meter doesn't ever drain.  Once you build it
                 up, nothing it draining it except for doing a
                 Super.  So there's no worries to use it or pressure
                 to throw out a Super Combo before it "goes away".
- SNK Groove    - The timer pressures you, sometimes, to use the
                 meter before it runs out.  Also, say you're Ryu,
                 and your life is Flashing Red.  You charge up your
                 Super meter for a Shin Shoryu Ken.  However, the
                 enemy knows you can now perform that Super, so they
                 can play cautiously until your Super Meter drains
                 away and the threat of the Shin Shoryu Ken is gone.
                 Thus, they can all out attack you again, once the
                 danger has passed, never giving you an opportunity
                 to land the Level 3 super.  If you were Capcom
                 Groove and had a Level 3, you'd be able to do it
                 at any given second, so the enemy cannot play
                 cautiously hoping the threat will go away.  They
                 can only play knowing the threat is still there.


+ SNK Groove    - The false "vulnerability" of charging your meter in
                 SNK Groove proves to be useful sometimes,
                 especially for characters with Uppercuts.
                 Basically, while charging up, you often look like
                 you are a sitting duck, and people try to hit you.
                 This can be a bait, and can be used to nail would
                 be attacks with a well-timed Uppercut or something.
- Capcom Groove - No real disadvantages here, except that you don't
                 have this tactic.

* * *

-=Normal or EX Version=-
    Every character except three has two versions of that character
available to him/her: Normal and EX.  This does not affect your Super
Meter like the Groove System does, this actually affects the moves
available to your character.  There are actual differences between
the Normal and EX characters that can completely alter the way they
play!!  For example, EX-Cammy does not have the Cannon Drill!  This
changes her offense COMPLETELY!  You simply cannot play her the same
way you play normal Cammy.
    To pick the EX version of your character, highlight your
character and hold the Start button.  While holding the start button,
pick your character.  This will cause you to select the EX version of
your character.
    As mentioned earlier, the Normal vs. EX versions only affect
your character's moves.  It does not affect their Life Meter, Super
Meter, or Basic Gameplay elements like Blocking, Super Jumping, or
Dashing.

    The three characters who do not have EX versions are Akuma,
Nakoruru, and Morrigan.  Ryu and Iori technically don't have EX
versions.  However, if you choose Evil Ryu or Orochi Iori, they will
be counted as the EX versions of Ryu and Iori, even though Evil Ryu
is vastly different than Ryu and Orochi Iori is a LOT faster than
normal Iori.

* * *

-=Ratio System=-
    A brand new system implemented by Capcom, the Ratio system
determines how many characters you are allowed to pick.  You have a 4
point Ratio limit for choosing your character.  In other words, you
have four "slots" available to you when you start choosing your
characters, and you cannot exceed these four slots.
    So how does this work?  Well, every character falls under a
certain Ratio level: 1, 2, 3, or 4.  Depending on their Ratio level,
that's how many slots they take up in your Ratio limit.  In other
words, a Ratio-1 character will take up one slot, a Ratio-2 character
will take up 2 slots, and so on and so on.  And since you only have 4
slots open to you, this limits the type of team you can choose.  So
given the constraints, these are the team combinations you can come
up with:

- 4 Ratio-1 Characters                       - Total of 4 characters
- 2 Ratio-1 Characters, 1 Ratio-2 Character  - Total of 3 characters
- 1 Ratio-1 Character,  1 Ratio-3 Character  - Total of 2 characters
- 2 Ratio-2 Characters                       - Total of 2 characters
- 1 Ratio-4 character                        - Total of 1 character

    Some people get the wrong impression that Ratio 1 characters are
characters that Capcom thought were "not as good" as the others, and
thus stuck them in Ratio 1.  Actually, the Ratio is not a presumption
of how good they are.  It simply reflects their damage level.  Ratio
1 characters do very little damage, and take large amounts of damage.
A good Level 3 Super from a Ratio 3 character against a Ratio 1
character can do upwards to 80% damage.  However, a Level 3 Super
from a Ratio 1 character will do only about 45% damage to a Ratio 3
character.  So the Ratio system determines strength, not quality.

    Right now, it's still a debate as to which combination is best.
Really, it all depends on the characters you choose.  Pick whichever
combination of characters you think you play the best.  There's
really no pressure, as of now, to choose 4 Ratio 1 characters or two
Ratio 2 characters etc.  So far, all combinations seem like they can
win, depending solely on how well you play your characters.

    Here is a list of which Ratio each character falls under:

-=Ratio 1=-        -=Ratio 2=-        -=Ratio 3=-        -=Ratio 4=-
Sakura             Ryu                M.Bison            Evil Ryu
Cammy              Ken                Sagat              Akuma
Dhalsim            Chun Li            Vega               Orochi Iori
Blanka             Guile              Yamazaki
Benimaru           Terry              Rugal
King               Mai                Geese
Vice               Iori
Yuri               Kyo
                  Morrigan
                  Balrog
                  E.Honda
                  Zangief
                  Raiden
                  Kim
                  Ryo
                  Nakoruru

* * *

-=Color=-
    Heh, picking your color for your character is always a way to
personalize yourself.  Be the only person in your arcade to play the
Benimaru with the red hair!!  ^_^  Each of the four buttons picks a
different color of your character.  In the Dreamcast Version of the
game, there are four other secret colors you can choose by hitting
Jab + Fierce (LP + HP), Short + Roundhouse (LK + HK), Jab + Short (LP
+ LK), or Fierce + Roundhouse (HP + HK).  Also, there is a special
Color Edit mode where you can create you own colors.  To select
those, pick your character with Jab + Roundhouse (LP + HK) for the
first available color you created and press Short + Fierce (LK + HP)
to select the second color you've created.  I will say that I enjoy
the "Color Edit" feature a little too much... ^_^.


=====================================================================

===========================
| BASIC GAMEPLAY ELEMENTS |
===========================
    Every game has their new system of controls and techniques.
This section will describe to you all of the basic gameplay elements
the game has.

* * *

-=Walking, Crouching, Jumping, Attacking=-
    If you've ever played a fighting game before, Capcom or SNK,
just skip this paragraph, trust me.  But I'll be brief about it, in
case you read it anyhow.  The four basic actions that are given to a
character in almost every fighting game created are the ability to
Walk forward or backwards (by hitting Toward or Back), Crouch (by
hitting any of the three Down positions), to Jump in any of three
directions (straight up for a straight up jump, Back Flip to jump
backwards, or Forward Flip to jump forward), and to Attack (by
hitting a button with our without the combination of a joystick
motion).  These are the four absolute most basic actions given to a
character.

* * *

-=Blocking=-
    Although this can be considered a fifth basic action, I will
give this it's own section just to clarify one thing.  Unlike the
original SF games, CvS takes the stance of Blocking similar to more
recent Street Fighter games.  Your character will only Block if the
enemy is attacking you and the attack is NEAR you.  In other words,
if your character is a screen away from the opponent, and your
opponent throws out a bunch of Crouching Shorts, your character will
not go into Block stance.  The attack has to be near you in order for
it to cause you to Block.
    Everyone knows this: hold Back to block High, Mid, and Jumping
Attacks, as well as "Overheads".  Hold Defensive Crouch to Block Mid
and Low attacks (Sweeps).
    Once you Block an attack, you are rendered "stuck" in Block
Stun.  If another attack connects on your character before you end
your Block Stun, you will again be put into Block Stun and forced to
Block again.  In fact, since you are stuck in Block Stun during an
attack, you can let go of the controller altogether and still block
the next attack if you have not recovered from the first Block Stun.
So for example, if Ryu performs a Shinkuu Tatsumaki Senpuu Kyaku
(Super Hurricane Kick) next to you and you block the first attack,
you can pretty much let go of the controller at this point, because
you will automatically block every other attack from that move.
    However, if you are Blocking in the wrong direction, you will
still be hit.  So say the enemy does a Jumping Roundhouse and you
high Block it.  If the enemy does a Crouching Roundhouse while you
are still in your Block Stun and you don't Crouch Block it, just
because you are in Block Stun doesn't mean you will automatically
Crouch Block.  You still have to adjust high or low for Blocking.

* * *

-=Dashing=-
    In Capcom Vs. SNK, Capcom has implemented Dashing.  However, if
you are a fan of Capcom's Versus Game series, you'll notice that
Dashes in this game behave VERY differently.  However, if you are
familiar to King of the Fighters Extra Mode style Dashing or the
Street Fighter Three series style of Dashing, then you'll quickly
adapt to this game.
    To Dash, tap the joystick Toward twice (to Dash forward), or
Back twice (to Dash backwards).  What this will do is cause your
character to quickly move forward or backward a fixed distance.  But
note I said a fixed distance.  In other words, once you start your
Dash, you are committed.  You cannot stop the Dash early, you cannot
perform an attack until you are finished, you cannot Block until you
are finished.  This makes Dashing mostly useful for positioning and
surprise attacks against opponents who have been mentally trained to
be afraid to attack (allowing you to get a full dash in against the
enemy just sitting there).
    With your Dash, your character technically counts as if they are
in the air.  In other words, if you are struck out of a Dash by, say,
a Standing Jab, your character will bounce up into the air in an Air
Reel and land back on his/her feet.  This is significant because, for
example, if Ken hits you with a Crouching Forward Kick (MK) while you
are Dashing, this will bounce you into the air.  Thus, he cannot
perform a Crouch Forward canceled into a Hadou Ken and have it combo.
Your character will bounce into the air and land, able to block the
Hadou Ken.
    A few exceptions: If you do get hit out of a Dash by a Sweep,
you will be tripped to the floor as usual.  You will not bounce into
the air into an Air Reel.  Also, if the enemy hits you out of your
Dash with anything that Juggles, like Ryu's Shin Shoryu Ken, you will
get hit by all hits of the Juggle anyhow.
    There are some characters whose Dash causes them to hop much
higher than most characters.  Examples of these characters are
Nakoruru, Morrigan, and Blanka.  In these instances, their Dashes
make them hop so high that they can actually use this to avoid
attacks.  They can hop right over Sweeps and other low-to-the-ground
attacks.  For example, Blanka can even Dash right over Terry's Power
Wave and other such projectiles!  This gives their Dash an extra
dimension that other characters don't have.
    And even though certain characters, like Terry Bogard, do look
like they hop during their Dash, they can barely use it to go over
any attacks.  So even though Ken slides and Terry hops in their
animation, their dashes are essentially the same.
    Once last thing: Dashes cannot go through enemies.  So if you
Dash right next to the enemy, you will not pass through them.  In
fact, you won't even make them budge!!

* * *

-=High Jumping=-
    Again, if you are thinking Versus Game, change your mind set.
Once again, put your mindset into King of the Fighters or the Street
Fighter Three Series.  A High Jump is simply that: a High Jump.  To
do a High Jump, simply hit Down before you hit any of the three Up
positions on the joystick.  Your character will do a higher, longer
jump.  You'll know if it's a High Jump because your character will
leave behind a "shadow trail".  This is good for attacking enemies
across the screen, or getting an advantage on Air to Air attacks.
Otherwise, there are no special properties of a High Jump.  They are
simply just that: a higher version of your regular Jump.

* * *

-=Throws and Tech Hits=-
    Throws have been reverted back to their original style of only
needing one button to Throw for those of you from the Capcom side of
things.  For you SNK players out there, Throws are pretty much done
the same as in King of the Fighters.
    To perform a Throw, simply walk right up to the opponent, hold
Toward or Back, and Press Fierce (HP) or Roundhouse (HK).  Every
character in this game has two Throws now, so either one will work.
Throws cannot be blocked.
    Some characters also have Air Throws.  They are done pretty much
the same.  If you jump and your opponent is near you in the air, hold
any direction except Up and press Hard Punch or Hard Kick, depending
on which button is your Air Throw.  Not every character has an Air
Throw (more don't than do) and those that have Air Throws may only
have one, unlike ground Throws where everyone has two Throws.

    They also have implemented Counter Throws (their official name
is a "Tech Hit") in this game.  If you get Thrown by the enemy, but
anticipated it and tried to counter Throw, you will "deflect" their
Throw attempt.  Both of your characters will push each other away (a
big, bright light flashes between you, and you two slide away from
each others with arms in the air...) and no one will take damage.
    The technical way to do this is to simply hit Fierce or
Roundhouse RIGHT as you are Thrown.  If you hit either button right
after the enemy begins their Throw (and I mean RIGHT after), you will
be able to deflect their Throw with a Tech Hit.
    Note, you cannot Tech Hit Special Move Throws.  So if Zangief,
Raiden, Benimaru (EX only), Vice, Cammy, Morrigan, Evil Ryu, Akuma,
etc. catch you with any of their Special Move Throws, you will be
Thrown.  There is no way to Tech Hit those.

    One fun and trivial thing to note about Throws: they implemented
the Darkstalkers missed Throw animation system!!  If you try and
throw an opponent and the opponent leaves your Throw range RIGHT
before you hit the Throw button, your character will actually execute
a missed Throw animation!!  Heh...  I guess if Morrigan is in the
game, they had to implement SOME aspect of Darkstalkers into the
game!!!

* * *

-=Rolling=-
    Rolls come straight out of the Advanced Mode of the King of the
Fighters series.  To perform the roll, hit Jab (LP) and Short (LK) at
the same time.  However, there is one major difference that KOF
players will have to get used to: there is no more backwards Rolling.
Regardless of what direction you are holding on your joystick,
hitting Jab (LP) and Short (LK) will cause your character to Roll
forward.
    This is great, especially for charge-up characters like Guile
and Honda.  Now they can remain charged up (holding Defensive Crouch)
and still move forward at the same time!  Personally, I think this
has made some characters, like Guile, more deadly than he's ever
been.  Sonic Boom traps have never been so powerful.

    Rolls are invincible to attacks pretty much the whole way
through.  During a roll, you cannot be struck out of it by any move
whatsoever.  However, the do have vulnerable points right at the
beginning and right at the end of the Roll.  The vulnerability at the
beginning of the Roll is VERY small.  It's mainly there, I think, so
that people cannot use it as a "Wake-up" defensive maneuver.  In
other words, if Ryu throws a Shinkuu Hadou Ken into you as you are
getting up, you cannot instantly Roll right when you get up with a
"Reversal" Roll.  Since you can be hit right at the beginning of a
Roll, you will get nailed by the Shinkuu Hadou Ken.  However, if the
Shinkuu Hadou Ken is right in front of you when you start the Roll,
no problem.  You'll go through it with ease.  You are only vulnerable
RIGHT when the Roll starts.
    The invulnerability at the end of the roll is a bit longer.  At
the end of your Roll, you can be hit by anything that would hit you
normally had you been Standing.  So even though the enemy did, say,
Rugal's Standing Roundhouse (HK), it'll still strike you at the end
of your Roll.  I say this only because it looks like only Sweeps
should be able to get you out of a Roll, but anything that hits a
Standing character will do.
    This doesn't make the Roll useless, though.  The vulnerable
period is still short enough for effective surprise attacks and smart
positioning.  It keeps it, however, from being abused, which is
perfect.

    Rolls have the ability to go through enemies.  When you perform
a Roll right next to the enemy, you will Roll right through them.
This can be useful for confusing the enemy or used against characters
getting up, waiting to nail you with their Wake-Up attack.  Roll
through them and nail them from the other side when their attack
misses.
    The distance of your roll depends on your character.  Some
characters have extremely long Rolls (Nakoruru) and some have very
short Rolls (E.Honda).  For characters like Honda, being a Charge-Up
character and having such a short Roll, you pretty much never have to
walk ever again.

    Rolls sound very powerful, as of this moment.  Is there any
guaranteed counter against a Roll?  SNK was smart enough, back in the
KOF series, to implement a way to stop Rolls that requires
anticipation and wariness: Throwing.  You can Throw a character out
of his/her Roll regardless of what phase of the Roll they are in.  It
is true that I said you cannot be struck out of a Roll, but you can
certainly be Thrown.  So if you predict someone is going to Roll
through, say, a Kaiser Wave you are about to throw out with Rugal,
fake it, walk forward, and Throw the character when they Roll.
    Special Move Throws qualify here as well.  So a Zangief Spinning
Pile Driver, a Honda Ooichou Nage, or Vice's Nail Bomb can all grab
you out of a Roll.  This goes for Super Throws as well.  So if
Zangief is trying to set up a FAB on you, and you try to avoid it by
Rolling, you will get Thrown.
    Remember this tactic well.  If someone tries to Roll behind you
as you get up, like mentioned above, you can simply perform a Wake-Up
Throw, and pretty much Throw the enemy out of their Roll regardless
of what side of you they are on.  Throwing enemies out of Rolls
becomes a very good counter to remember.

* * *

-=Guard Crush=-
    If you end up Blocking too much in this game, eventually, your
"Guard will break".  Essentially what that means is your character,
after Blocking one too many attack, will go into a short stun period
in which they are vulnerable.  The Guard Meter is not visible on
screen as it was in SF Alpha 3, but the border of your Life Meter
will begin to flash wildly as your meter gets closer and closer to
being broken.  Once the Guard is broken, the opponent is left
stunned, but only for a VERY short period of time.  Take advantage of
it while you still can!!

    For more information regarding Guard Crushes, please read the
"Guard Crush FAQ" written by Joe Van Pelt, Derek Daniels, and John
Choi which can be found exclusively at www.shoryuken.com.

* * *

-=Delayed Get-ups=-
    Once you are knocked-down by anything, normally your character
immediately gets back up only half a second after hitting the floor.
For the first time in a Capcom Fighting Game, you can delay when your
character gets up!
    This is very simple to do.  Before your character starts to get
up, hold both Punches.  Your character will remain on the floor for
about half a second longer, and then get up.  You'll know you did
this because your character, when getting up, with have the "shadow"
effect.  It isn't too much longer on the floor, but enough to throw
off Meaty Attack timing and Cross-Up timing.
    Also, since the character generally gets up pretty quickly after
being knocked over, you pretty much have to have decided to do the
Delayed Get-up before you hit the floor.  If you try to hold two
Punches after you are lying on your back, you'll usually start
getting up by then.
    Learn when to use this tactic, and it can be effective enough to
shift the Wake-Up game to your advantage, as it will add a small
element of inconsistency to the timing of your get-up.  This could
save you from a lot of damage, like a Ryu Cross-up that combos into a
Shin Shoryu Ken...  You could potentially save 80% of your life!


=====================================================================


==============
| COMBOS!!!! |
==============
    The Combo System in Capcom Vs. SNK is primarily based off of the
standard Street Fighter combo engine.  Fans of SNK games may be a bit
confused or disappointed in this aspect of Capcom Vs. SNK.  The Combo
system that you are so used to from KOF is gone.  You can no longer
chain into the "Towards + button" attacks.  In fact, most SNK
characters have lost these Towards + button attacks.  For example,
Terry's Towards + A, which was a two-hitting punch, is no longer
Towards + Jab (LP).  It's his close-up Fierce (HP) punch.  It's still
Bufferable, but there's no way to chain into it anymore.  So a lot of
the combos that you have learned to know and love are gone.
Meanwhile, all of the standard Street Fighter combos still exist.  So
if you're used to KOF, better start learning to understand the Capcom
style of combos.  It's a little one-sided, but I guess that's what we
would expect since the game IS made by Capcom!
    Below are the basic components of combos.  These are what you
will end up using to get maximum damage against your opponents in
Capcom Vs. SNK!!

* * *

-=Buffering=-
    Capcom is never going to abandon the most widely used form of
comboing invented back in the days of Classic Street Fighter.  And
there's no reason they should, because, arguably there is no better
system of creating combos than this simple method: the ability to
cancel certain Normal Moves into a Special Move.  This technique is
known as Buffering or "Two-in-ones."  It has been adapted into almost
every fighting game you can think of from every company: KOF, Samurai
Shodown, MK4, Killer Instinct, Guilty Gear, TMNT: Tournament
Fighters, Critical Blow, Dynasty Warriors, and many, many others.
There ARE games that don't follow this system of comboing, but most
of those are all based after Virtua Fighter, and are based mostly on
the principle of Major Counters and Juggling... just to be thorough.
    The concept of Buffering is the ability for Street Fighters to
be able to cancel the animation of certain Normal Moves into one of
their Special Moves or a Super Combo.  Normally, the Normal Move
causes the enemy to Reel long enough for the Special Move to hit them
while they are still in their Reel Stun, rewarding the attacker with
a combo.  An example of this is the ability for Ryu to cancel
Crouching Forward Kick (MK) into a Hadou Ken for the two-hit combo
that we've seen since the dawn of Street Fighter.

    One of the major factors of using Buffers in combos is the
amount of time a Normal Move will put a character into Reel Stun.
All Jabs (LP) and Shorts (LK) done from the ground cause the same
Reel Stun length, the shortest Reel Stun length in the game.  All
Fierces (HP) and Roundhouses (HK) cause the same Reel Stun length,
which are the longest Reel Stun lengths that can be caused by a
Normal Move.  And any move that is interpreted as a Strong (MP) or
Forward (MK) will cause a middle length Reel Stun, shorter than that
caused by a Fierce (HP) or Roundhouse (HK), but longer than that of a
Jab (LP) or a Short (LK).
    Since Special Moves have varying distances and different speeds
at which they come out, it becomes imperative to learn, for your
character, which moves are Bufferable and which Special Moves combo
from these moves.  For instance, a move such as Kyo's 114 Shiki -
Aragami (fireball motion + punch) is a bit slow to come out.  Thus, a
Crouch Short (LK) or a Crouch Jab (LP), both of which are Bufferable
for Kyo, Buffered into the Aragami will not combo.  If the enemy gets
hit by the Crouch Short (LK), it will not put him in long enough of a
Reel Stun.  He/she will recover in time and be able to block the
Aragami.
    However, since a Crouching Fierce is ALSO Bufferable for Kyo,
and puts the enemy into a decidedly longer Reel Stun, the Aragami
WILL combo if Buffered from the Crouch Fierce.  So Crouch Fierce into
Aragami and followed up by the last two hits (Kono Kizu and Nanase)
will all connect for a four-hit combo.

    It is good to note that if a Special Move combos after being
buffered from an attack, it is pretty much guaranteed to also Combo
after any Normal Move of the same and weaker strengths.  So for
example, if Iori's Style No. 127 Shiki - Aoi Hana  (Reverse Fireball
+ Punch x 3) combos after being Buffered from Crouching Short (LK),
then it will also combo after being Buffered from Crouching Jab (LP),
a same strength Normal Move, AND a Standing Fierce (HP), a stronger
Normal Move.

    Distancing can also affect the ability of Buffered Special Moves
to combo or not.  Cammy's Crouching Forward (MK) Buffered into a
Short (LK) Cannon Drill, for example, will combo at close distance.
However, if you do this from too far away, where the Crouching
Forward (MK) barely connects, it pushes the enemy too far away so
that the Short (LK) Cannon Drill will NOT combo.  So not only does
Reel Stun affect if a combo works or not, so does the distance you
are from the enemy for certain Special Moves.

    Some Normal Moves that are not Bufferable into a Special Move
CAN be Buffered into a Super Combo.  For example, Benimaru's
Crouching Fierce (HP) cannot be Buffered into any of his Special
Moves, but it CAN be Buffered into a Super Combo.  Same goes for
Guile's Crouch Fierce (HP).  Yuri's Standing Far Away Short (LK) and
Standing Far Away Roundhouse (HK) are also only Bufferable into Super
Combos, but not Special Moves.  This is very important, actually.
For example, if you know you can cancel Benimaru's Crouching
Roundhouse (HK) into his Raikou Ken Super, Benimaru gets a very
useful and practical combo.  Buffering his Crouch Roundhouse (HK)
into the Raikou Ken is a very useful combo in normal combat.

* * *

-=Rapid Fire Weak Attacks=-
    Rapid Fire Weak Attacks are basically the quick Jabs (LP) and
Shorts (LK) that can be chained into themselves.  The most well-known
of these moves is Ryu and Ken's Crouching Short (LK).  If a player is
Crouching and hits Short (LK) as fast as possible when right next to
the opponent, you can easily be rewarded with three successive
Crouching Shorts (LK) for a three-hit combo (usually, the next
Crouching Short (LK) misses, as the enemy has been pushed too far
away).  Thus, in essence, the Crouch Short (LK) is chaining into
itself repeatedly.  Thus, the Crouching Short (LK) of Ryu and Ken can
be called a "Rapid Fire Weak Attack" in that it can chain into
itself.  That is a good, simple way to describe it.
    (note: -- I'm gonna be saying Jab and Short a lot here... to
preserve my time and sanity, just try and remember that a Jab is LP,
and a Short is LK... thanks... ^_^.)
    However, the actual technical way in which a Rapid Fire Weak
Attack works, as it did in the Street Fighter Alpha series, is that,
if a Weak Attack has the ability to Chain, it has the ability to
Chain into ANY Weak Attack.  If that Weak Attack that it chains into
happens to be ANOTHER Rapid Fire Weak Attack, you can then Chain from
that one again.  Thus, the above Crouching Short scenario is merely
Ryu or Ken Chaining a Crouch Short into a Crouch Short, which is
still a Chainable Weak Attack.  Thus, Chain it again into another
Crouch Short.  However, the restriction must be stated once again:
you can only Chain a Rapid Fire Weak Attack into another Weak Attack,
i.e. any other form of Jab or Short (Crouching or Standing).
    There is one restriction, however.  Because of the loss of the
Strong (MP) and Forward (MK) buttons, a lot of the directional Normal
Moves were moved to the Jab and Short buttons.  Thus, moves
such as Ryu's Overhead or Hop Kick are now performed by holding
Toward on the controller and pressing Jab or Short respectively.
These Normal Moves cannot be Chained into from a Rapid Fire Weak
Attack.  So the only restriction for Chaining Rapid Fire Weak Attacks
is that they cannot be Chained into a Directional Move that uses the
Jab and Short buttons.

    Many characters have at least one Jab or Short that counts as a
Rapid Fire Weak Attack.  Some characters have more than one.  Let's
look at Sakura for example.  Her Standing Jab, Crouching Jab, and
Crouching Short are all considered Rapid Fire Weak Attacks.  Thus,
you can chain any of those three moves into each other, such as
Standing Jab into Crouching Jab into Crouching Short.  You can also
Chain them into the Standing Short kick, which provides us with
Sakura's most heavily relied-on combo: Crouching Short into Crouching
Short into Standing Short.  However, since Standing Short is NOT a
Rapid Fire Weak Attack, the Chain Combo ends there.  Fortunately,
Sakura's Standing Short is Bufferable and a Fierce Shou Ou Ken combos
from a Standing Short, so tacking that at the end of the Chain Combo
gives Sakura her most highly used combo: Crouching Short, Crouching
Short, Standing Short, Fierce Shou Ou Ken.
    Some characters, such as Balrog have all four Weak Attacks as
Rapid Fire Weak Attacks.  Thus, he can conceivably Chain any of the
attacks into any other of the Weak Attacks.  Of course, he normally
can't get more than three or four of them off in one combo.  Some
characters only have one, such as Chun Li (only her Standing Jab is a
Rapid Fire Weak Attack).  Other characters have none at all, such as
Blanka.  Then there are characters like Cammy whose Close-Up Short is
a Rapid Fire Weak Attack but her Far Away Short is not.  So it is
highly varied between characters.

* * *

-=Links=-
    In the olden days of Street Fighter, Links were very useful in
doing longer combos if you had no Chain Combos or Bufferable Moves
(like Honda...  What did he do for combos in Classic Street Fighter
II?!?).  A Link is not a special form of combo like Buffering.
Basically, a Link is when you combo two moves in a row using no
special methods.  Usually, a Link occurs if the first move ends fast
enough so that a second move, which typically comes out really
quickly, can hit the enemy before he/she finishes recovering from
his/her Reel Stun.  Thus, the two hits register as a two-hit Combo.
    Links have become highly prominent in Capcom Vs. SNK.  In fact,
I can't think of a game, other than Street Fighter II Classic, where
Links have played such a HUGE role in comboing.  A LOT of things Link
in this game.  Fortunately, this does not get abused, because Linking
is still perhaps the most skilled version of combos ever created in a
Street Fighter game.  Links are all about timing and are not very
"user friendly" at all.  There's nothing intuitive about them.  They
are simply just timing, and the only way to get good at them is to
practice.
    So for example, Iori, up close, can do a Stand Jab (LP).  Before
the enemy recovers from the Reel of the Jab (LP), Iori will recover,
and can throw out a Standing Fierce (HP) and catch the enemy before
their Reel Stun ends.  Thus, the two hits will connect as a two-hit
combo.  And then, you can Buffer that Standing Fierce (HP) into his
127 Shiki - Aoi Hana.
    Ryu can Link a Crouch Jab (LP) and a Standing Fierce (HP).  Or a
Crouch Short (LK) into a Crouch Forward (MK) or Crouch Roundhouse
(HK).  Cammy can Link a Standing Close-Up Fierce (HP) into a Crouch
Forward (MK).  The list goes on and on.  There are so many Links in
this game, it would take a LOT of space to list them all!!
    As I said, performing Links consistently is mainly a result of
practice and timing.  There is no trick to them.  Just remember that
if you hit the button too early, your move won't come out (you're
still in the delay from the first attack).  If you hit it too late,
the two moves won't combo.  Keep adjusting you timing until you can
get them to connect consistently.  If you are having trouble doing
Links, just keep practicing.  That's the only advice I can really
give.

* * *

-=Chain Combo=-
    There's only one character who can do Chain Combos in this game:
Morrigan.  Basically, her Chain Combos work exactly like they did in
NightWarriors.  She can Chain her attacks together, but only in a
specific order.  The order in which you can Chain her attacks is:

Jab -> Short -> Strong -> Forward -> Fierce -> Roundhouse
(LP -> LK -> MP -> MK -> HP -> HK)

    You can use either Standing or Crouching Moves in this sequence.
Also, you can go forward in this sequence and skip any moves you
want.  You can only not go backwards in the Chain.  So, for example,
you can choose to just do a Standing Jab (LP) Chained into Crouching
Forward (MK) Chained into Crouching Roundhouse (HK), skipping Short
(LK), Strong (MP), and Fierce (HP) all together.  However, she cannot
do a Jab (LP) Chained into a Strong (MP) and then Chain back to a
Short (LK).  You can only progress forward in the series.
    The timing is more difficult than your standard Versus Game
Chain Combo.  The timing for these Chains is that when one move
connects, you hit the next move you want to Chain into right before
the last move that hit leaves the Animation Frame that is connecting.
It's a bit tricky at first, especially if you are used to the Chain
Combos in the Versus Game series.  In the Versus Games, you cannot
hit the button too late.  In this game, you CAN, and if you do, the
move will no longer chain.
    Of course, you can't do a five-hit chain like you could in
NightWarriors.  Morrigan's moves come out far slower than before and
they push the enemy farther away.  Three hit chains are the most
practical with Morrigan these days.
    However, Morrigan's Crouching Short (LK) is a Rapid Fire Weak
Attack, the only time it's ever been that way.  Thus, she can do a
bunch of Crouch Shorts (LK) and then Chain it into a Crouch
Roundhouse (HK).  Also, Morrigan's Crouching Jab (LP) is a two-hit
attack.  Only the first hit of this Jab (LP) can be Chained from.
The second hit cannot be Chained into other moves, but can be Linked
from.

* * *

-=The Raging Demon Supers=-
    One last thing to mention is the Raging Demon Supers.  The code
for this move is very complex compared to most Special Moves.  You
have to tap Jab, Jab, hit Toward on the joystick, then hit Short and
finally Fierce (LP, LP, Toward, LK, HP) very quickly.  Because of
this, the Raging Demon was given a lot of leniency.  Basically, what
I mean by this is, these moves are allowed to cancel ANY NORMAL MOVE
at ANY ANIMATION FRAME.  They did this because they knew that while
tapping out the code, you will be flailing a bunch of Normal Moves.
To make it easier for the move to come out, they allowed you to
interrupt any Normal Move with it.
    So for example, if you are using Akuma, You can do the following
trick.  Hold Toward on the controller.  Then tap Jab (LP) twice, tap
the controller Towards once, then hit Short (LK) and then Fierce
(HP).  What will happen is that you will go into your Overhead.  That
move is rather slow and takes a while to finish, and is not, in any
way, Bufferable into a Special Move or a Super Combo.  However,
because you finish the code for the Raging Demon WHILE the move is
still animating, it will cancel the Overhead anyhow and the Raging
Demon will come out!!  So if you are fast, you can have the Raging
Demon cancel anything you want, like Crouch Roundhouses (HK) or Stand
Fierces (HP) etc.
    This doesn't do much in terms of combos, though.  But it does
help set-up great ways to land the Raging Demon.  Raging Demons in
this game are VERY powerful...  They WILL grab enemies QUICKLY in
this game.  Unlike the past few games, if he has it started up and
you are near him, he will grab you...  You do NOT have a chance to
jump away.  It can even grab people out of moves.  I've seen it grab
the enemy out of a Shoryu Ken before!!  The Raging Demons in all past
Street Fighters have never been this good.  You could always jump
away from it pretty easily, or nail it with Uppercuts and such.  Only
in this game has the Raging Demon become as powerful as it should be.
And if you do the trick I mentioned above, with the Overhead, the
enemy may stand up to block the Overhead.  But if you cancel it into
the Raging Demon before the Overhead actually hits, then it's pretty
much a guarantee that the Raging Demon will connect.
    However, there are three situations where the Raging Demon will
NOT connect, even if performed right next to the enemy.  It cannot
grab enemies out of Block Stun, Hit Stun, or while they are getting
up off the floor.  So if you do, say, a Crouch Roundhouse (HK) which
is blocked and it gets canceled into the Raging Demon, the enemy can
ALWAYS JUMP AWAY from the Raging Demon.  If you actually HIT someone
with the Overhead and cancel it into the Raging Demon, Akuma or Evil
Ryu will slide into the enemy, even while the enemy is Reeling, and
not grab them.  And if the enemy holds up, they will simply jump
away.  And if you do it to someone getting up, they can always jump
away right when they get up.  It is ONLY effective against enemies
who are simply crouching or standing there, or in the middle of a
move.

    One more character has a Raging Demon super: Morrigan.  Her
Darkness Illusion is the same code as a Raging Demon, and has been
given equal lenience in doing the code.  That means that anything can
be canceled into the Darkness Illusion, at any point in time.  This
is VERY IMPORTANT TO REMEMBER, because this allows you great combo
opportunities.  For example, one of her easiest combos is Crouch
Short (LK) Chained into Towards + Roundhouse (HK).  Her Close-Up
Towards + Roundhouse (HK) is a somersault kick that hits four times.
While all four of these hits are connecting, you can, at your
leisure, tap out the Darkness Illusion code.  And even though NONE of
the hits in that Towards + Roundhouse (HK) is Bufferable in any way,
shape, or form, the Darkness Illusion will cancel that Roundhouse
(HK) and combo into the enemy.  So if Morrigan is in the middle of
ANY Normal Move, it can be canceled into the Darkness Illusion.
    This goes for while she is Jumping too!!!  Morrigan has a Down +
Short (LK) in the air on her way down that hits three times.  None of
these three hits are Bufferable in any capacity, but if you are quick
enough, you can tap out that Darkness Illusion code and cancel the
last hit of Down + Short into the Darkness Illusion and it will
combo.  Heck, you can even wait until Morrigan lands and cancel the
DELAY that Morrigan has of her Down + Short when she lands into a
Ground Darkness Illusion.
    Also, one other sneaky trick you can do with this is cancel your
delay of a Jumping move.  If you Jump and hit Roundhouse (HK) right
away with any character, after the Roundhouse is done, your character
is pretty much stuck in the air and vulnerable all the way until
he/she lands.  Not so with Morrigan.  You can actually cancel that
"vulnerability" into the Darkness Illusion!!  Technically, you are
still considered in a Normal Move "delay", and since the Darkness
Illusion can cancel any Normal move, it can cancel this delay as
well.  So if you do any Jumping move, you can do this to cancel it.

    So anything that has a Raging Demon code can cancel any normal
move at any frame of animation.  This can be useful in various
situations, but mostly for Morrigan, who can use it in combos.

* * *

-=Combo Damage=-
    Just an interesting thing to point out...  Damage Reduction is
VERY prominent in this game.  In case you don't know what Damage
Reduction is, it's the effect in the game that causes hits that occur
late in combos to do FAR less damage than they would had you hit the
enemy with that move by itself.  For example, if you nail the enemy
with a Level 1 Shinkuu Hadou Ken with Ryu, the three hits of the
fireball ball will do a good chunk of damage.  However, if you, say,
do a Crouch Short x 3 link into Crouch Forward Buffered into a Level
1 Shinkuu Hadou Ken, you'll notice that the Shinkuu Hadou Ken,
occurring very late in a combo, does almost no damage whatsoever.
This is damage reduction.
    The most extreme case of this, however, occurs at around 29 or
30 hits.  Pretty much, if you do ANY combo that goes into that many
hits, you'll notice those hits do ABSOLUTELY NO DAMAGE.  So this is
one of the first times that Damage Reduction can actually take SO
MUCH effect that moves can do absolutely ZERO DAMAGE.  So in the
above case, with Morrigan, the Crouch Short (LK) Chained into Towards
+ Roundhouse (HK) canceled into Darkness Illusion will do 30+ hits.
You'll notice that the final hit will do absolutely no damage at all
whatsoever.  Thus, it's actually a strong consideration to try and
reduce the number of hits you preface the Darkness Illusion with if
you plan on Comboing it.
    But even so, Damage Reduction really is in strong effect in this
game, such as the above Ryu example.  So sometimes, you may have to
consider if it is worth it using a Super to do such little damage
(unless, of course, you are in SNK mode and almost defeated, so that
your level 1 Supers are free).


=====================================================================


=====================
| THE JUGGLE SYSTEM |
=====================
    The Juggle System in this game can be best described almost like
a cooking recipe: A scoop of Alpha 2 and a table spoon of Super
Turbo, mixed with a dash of King of the Fighters and a sprinkle of
Alpha 3.  It's a nice mixture of a bunch of games together.  But
again, this is a Capcom game, so I would dare say it's primarily an
Alpha Juggle System.
    If you are a King of the Fighters player, you'll want to take
note of this section greatly.  The Juggle System works nothing like
KOF, except for a FEW tiny specific moves (which will be explained in
the KOF Juggle System part).  Otherwise, it will be a completely new
system to get used to, nothing like you've seen before in a KOF game.
    If you are a Versus Game player and are used to the X-Men Vs.
Street Fighter or Marvel Vs. Capcom 2 style Juggle, you're in for a
surprise.  The game is nowhere NEAR as loose and restriction free as
a Versus game.  There are VERY strict rules to follow when trying to
perform Juggles.
    If you are an Alpha 3 player, this will be greatly different for
you as well.  In Alpha 3, you could Juggle with anything practically
anywhere.  And all hits would always seem to connect!  But not
anymore...
    Only the players of Super Turbo, Alpha 1, and Alpha 2 will be
able to get used to this system of Juggling the quickest.  It is
almost exactly like those three games' Juggle Systems.  They all
shared a very similar style of Juggling, with very minute differences
between them.
    So as I said, the Juggle System is a throwback to Super Turbo,
Alpha 1, and Alpha 2.  And it's not very intuitive.  It's rather...
quite complicated.  And confusing...  I'll do my best to explain it...

    However, it is not PURELY the Alpha Juggle System.  There are a
few exceptions to the Juggle rules that follow the KOF Juggle rules.
However, as I said, the predominant one is the Alpha Juggle system.
I'll talk about each Juggle System one by one, starting with this
Alpha Juggle System.

* * *

---------------------------------
| The Alpha 1 / 2 Juggle System |
---------------------------------
    There are three main parts to an Alpha 1/2 Juggle System.  The
three parts, which will be discussed one by one, are: 1) A Juggle
Set-Up, 2) a move with Juggle Potential, and 3) the Juggle Count.

- - -

-=The Juggle Set-Up=-
    If you are going to be Juggled in this game, you have to have
one main thing: a Juggle Set-Up.  There are two types of Juggle
Set-Ups in this game, and are extremely reminiscent of Alpha 3's two
Juggle Set-Ups: the Knock-Downs and the Air Reel animation frame.

    The first type of Set-Up, the Knock-Downs, are simple to
explain.  Anything that knocks the enemy over so that they will land
on their backs counts as a Knock-Down, and as a Juggle Set-Up.  Be it
a Sweep, a Dragon Punch, or a Super Combo... if it will put the enemy
on to floor, you can Juggle them before they hit the ground.  They
can be VERY close to hitting the floor, too.  If your move is fast
enough to catch them the instant before they hit the floor, they will
be Juggled, no problem.
    Throws, which are Knock-Downs, aren't quite as simple however.
Only some characters have Throws that actually qualify as Juggle
Set-Ups.  The best way to determine whether or not the Throw actually
qualifies as a Juggle Set-up is whether or not the Throw builds up on
the Combometer.  For example, King's Punch Throw, Dhalsim's Punch
Throw, and Blanka's Punch Throw all build up on the Combometer.
Those are Throws that can actually be Juggled afterwards.  Let's
compare Guile's Kick Air Throw and King's Punch Throw.
    You can Air Throw the enemy in the corner, and have enough time
to charge up for your Somersault Strike before the enemy hits the
ground from the back breaker Air Throw.  This, however, does not
build up on the Combometer at all, so it cannot be Juggled after the
enemy bounces off your back.  If you perform the Somersault Strike
(and the enemy is CLEARLY in the air and in range for the Level 3
Super to connect), it will whiff completely.
    Now, let's look at King's Punch Throw.  She takes you, smacks
you once, and then strikes you again and knocks you into the air.
The second hit will register as a 2 hit combo!  The Combometer will
even come out and say "2 hits".  If you Throw someone in the corner,
that counts as a valid Juggle Set-Up, and you can Juggle with, say, a
Level 1 Silent Flash afterwards.
    Of course, this isn't an absolute way to tell.  Benimaru's Kick
Throw is ALSO a legitimate Juggle Set-up, but it doesn't have the
Combometer come out.  However, it's still a "hit" Throw, not a
"Throw" Throw.  By that, I mean that Benimaru's Kick Throw doesn't
really "Throw" you, he smacks you with his knee.  So stuff that
actually "hits" you as opposed to "Throwing" you, usually counts as a
Juggle Set-up.

    The second type of Juggle Set-Up is a bit harder to explain.
Basically, the second opportunity for Juggling comes from one
particular Air Reel animation frame that all characters go into when
NOT being Knocked-Down after getting hit out of the air.  Whenever
you strike an opponent out of the air with a Normal Move (that's not
already a natural Knock-Down, like Geese's Toward + Fierce), the
enemy will Reel in the air for a second.  They will fly back in an
animation frame where they look like they are in pain for just a tiny
bit before automatically doing a small somersault in the air that
makes it so that they will land on their feet.  That "pained" Air
Reel animation frame is the key frame for this type of Juggle Set-Up.
They remain in this animation frame for that half a second before
they do the small somersault to land on their feet standing.
    That animation frame allows the enemy to be Juggled by anything
that has the ability to Juggle the opponent.  As long as the Juggle
move connects while the enemy is in this Air Reel animation frame, it
will connect for a Juggle.  If you try and Juggle them after they
finish this animation frame, you can't Juggle the enemy anymore.
    Let's look at Akuma.  His Jab (LP) Gou Shoryu Ken has the
ability to Juggle the enemy.  If the enemy jumps at you and you
strike them out of the air with a plain ol' Standing Jab (LP), the
enemy will Reel in the air for a second, then flip and land on his or
her feet.
    So let's say you Buffer that Jab (LP) with a Jab (LP) Gou Shoryu
Ken.  Since the Gou Shoryu Ken has the ability to Juggle, and you did
the move quickly after the Jab (LP) connects, it will Juggle the
enemy.  The Gou Shoryu Ken reaches the enemy while they are still in
the Air Reel animation frame.  And since that frame allows characters
to be Juggled, the Gou Shoryu Ken will connect without any problems.
    But let's say you are in the corner, your opponent jumps
straight up, and you run under and Jab (LP) the opponent out of the
air.  Now, instead of Buffering the Jab (LP), you just Jab (LP) the
enemy and then do a Gou Shoryu Ken after your Jab recovers.  Well, by
this point, the enemy has already left the Air Reel animation frame
and is Flipping to land on their feet.  If that's the case, then they
can no longer be Juggled: they become "invincible" until they land.
So the Gou Shoryu Ken will completely whiff and you won't get your
Juggle.  This is all because the Gou Shoryu Ken did not connect while
the enemy was in that crucial Air Reel animation frame.

    So to sum things up, in order to have a Juggle occur, you have
to have a Juggle Set-Up, whether it be a Knock-Down or use of the Air
Reel animation frame.  If you don't use either of these methods for a
Juggle Set-Up, you will not be allowed to Juggle the enemy.

- - -

-=The Juggle Potential=-
    Regardless of what you do to set up the enemy for a Juggle, if
you don't have a move that actually is ALLOWED to Juggle the enemy,
you are at a loss.  Only certain moves in this game are allowed to
Juggle, like Akuma's Gou Shoryu Ken mentioned above.  However, some
moves just aren't allowed to Juggle.  Let's take a look at Ken, shall
we, and see if we can make this a bit clearer.
    Ken's Crouching Roundhouse (HK)is a Juggle Set-Up.  So if he
gets the enemy in the corner, and connects with a Crouch Roundhouse
(HK), he can Buffer that into a Fierce (HP) Shoryu Ken.  The Crouch
Roundhouse (HK) is a Juggle Set-Up, so the enemy is set-up for the
Juggle, right?  The Fierce (HP) Shoryu Ken should connect and Juggle,
right?
    No.  This is because his Fierce (HP) Shoryu Ken does not have
any Juggle Potential.  In order for a move to actually Juggle the
enemy, it has to have a Juggle Potential.  Ken's Super Combos all
have Juggle Potential, so instead of Buffering into a Fierce (HP)
Shoryu Ken, Ken can Buffer the Crouch Roundhouse (HK) into any Level
of his Super Combos.  So if, say, he Buffers the Crouch Roundhouse
(HK) into a Level 1 Shinryu Ken, the Super Combo will actually
connect and Juggle the enemy.  That is because the Shinryu Ken has
actual Juggle Potential.  Without it, it would have completely
whiffed.
    Moves that actually have Juggle Potential also have a number
assigned to it.  This will be explained a bit more in the next
section, when the Juggle Counter is explained.  However, just for
now, know that all moves with a Juggle Potential have a number
associated with it.  For example, Evil Ryu's Tatsumaki Senpuu Kyaku
(Hurricane Kick) has a Juggle Potential of 2.  As I said, though, why
this is will become clearer in the next section.

- - -

-=The Juggle Count=-
    As a character gets Juggled while Reeling in the air, the game
implements a "Juggle Count".  This Juggle Count does not appear
anywhere on screen, it happens in the background.  Basically, it
counts how many times a character has been Juggled in the air.  For
example, if you do Crouch Roundhouse (HK) Buffered into a Short
Hurricane Kick with Evil Ryu, the Roundhouse (HK) will set the enemy
up with a Juggle and the Short (LK) Hurricane Kick will Juggle with
one hit.  When that Hurricane Kick hits, the game will start to count
how many times the enemy was Juggled.  So if Evil Ryu does another
Short (LK) Hurricane Kick and Juggles the enemy again, the Juggle
Count is now at 2 (one Juggle from the first Short (LK) Hurricane
Kick and another Juggle from the other Short (LK) Hurricane Kick).
    This Count is very important, because it will determine just
what can Juggle and what cannot anymore.  This is where the Juggle
Potential comes into play, mentioned in the last section.  The Juggle
Potential of a move determines how many times the move can Juggle.
Basically, if you do a move, the number of times the move is going to
connect is calculable with a simple formula: The number of hits is
equal to the Juggle Potential minus the Juggle Count.  Or:

    Num Hits = Juggle Potential - Juggle Count

    Okay, let's create this theoretical situation.  Ken has knocked
the enemy into the air in the corner and Juggled them with three hits
already.  Thus, the Juggle Count is now at 3 since the enemy has been
Juggled three times.  The Level 2 Shinryu Ken has the Juggle
Potential of 10.  So how many hits will the Shinryu Ken land if you
perform the move against the enemy Reeling in the air?  It was Juggle
Potential minus the Juggle Count, right?  10 - 3 = 7.  Seven hits.
Thus, that means if Ken tries to Juggle the enemy with the Level 2
Shinryu Ken, even though the move can Juggle 10 times, it will only
Juggle 7 times since the enemy has already been Juggled 3 times.
    So in other words, if the enemy has been Juggled more often than
your Juggle Potential, your move will miss entirely.  Let's use Ken
as an example again.  His Level 1 Shinryu Ken has the Juggle
Potential of 6.  His Level 2 Shinryu Ken has the Juggle Potential of
10, as mentioned before.  Thus, if I do Crouch Roundhouse (HK)
Buffered into the Level 2 Shinryu Ken, I will get a total of 11 hits
(1 from the Crouch Roundhouse, 10 from the Juggles).  Ken will land
quickly enough to perform a Level 1 Shinryu Ken while the enemy is
still in the air.  However, the Juggle Count is now currently at 10,
and the Level 1 Shinryu Ken has a Juggle Potential of 6.  What was
that formula again?  Juggle Potential - Juggle Count = number of
times move will connect.  So that's 6 - 10 = -4.  Basically, that
means the move won't Juggle at all.  If the Juggle Count is greater
than or equal to the Juggle Potential, the move will whiff entirely.
The Level 2 Shinryu Ken Juggled 10 times, putting the Count at 10.
The Level 1 Shinryu Ken can only Juggle 6 times.  Since the enemy has
already been Juggled more than 6 times, the Level 1's Juggle
Potential has been surpassed.  So it will whiff entirely.
    If we switch this around, however, and Buffer the Crouch
Roundhouse (HK) into the Level 1 Shinryu Ken, it will Juggle the
enemy 6 times.  The Juggle Count is now at 6.  Then, Ken lands and
you do a Level 2 Shinryu Ken, which has the Juggle Potential of 10.
10 - 6 = 4.  Thus, the Level 2 Shinryu Ken will connect for 4 hits,
since it's Potential is 10, but the enemy has already been Juggled 6
times.

    Does this make any sense at all?  Let's try another example.
Chun Li's Level 1 Senretsu Kyaku, when done to the enemy in the
corner, is a Juggle Set-Up and leaves the enemy vulnerable for
Juggles since Chun Li recovers in time.  So if we jump in at the
enemy and hit them with a Jumping Fierce (HP), Standing Jab (LP)
Buffered into a Level 1 Senretsu Kyaku in the corner, we want to
follow that up.  So what can we Juggle with?  Let's see, Chun Li's
Level 1 Kikou Shou has the Juggle Potential of 4 and her Level 1
Hazan Tenshou Kyaku has the Juggle Potential of 7.  Since the Hazan
Tenshou Kyaku has a higher Juggle Potential than the Kikou Shou, we
should follow up the Senretsu Kyaku with the Level 1 Kikou Shou,
which will Juggle the enemy for 4 hits (so now the Juggle Count is
4).  Chun Li recovers quickly enough, and since the enemy has only
been Juggled 4 times and the Hazan Tenshou Kyaku has the Juggle
Potential of 7, you can get three more hits there.  So do the Hazan
Tenshou Kyaku for the grand total of a nice looking, stylish 14 hit
combo (Jumping Fierce (HP) and Standing Jab (LP) for 2 hits, the
Senretsu Kyaku for 5 hits, the Kikou Shou for 4 hits, and the Hazan
Tenshou Kyaku for 3 hits).

    Let's go back to Evil Ryu for one more example.  Let's say Ryu
does a Crouch Roundhouse (HK) and Buffers that into the Short (LK)
Hurricane Kick.  Now, his Crouch Roundhouse (HK) is a Juggle Set-Up,
and his Hurricane Kick, either version, has a Juggle Potential of 2.
So Juggle Count is 0 before the Short (LK) Hurricane Kick connects
and the Juggle Potential of the Short (LK) Hurricane Kick is 2.  That
means it can hit the enemy two times in the air (2 - 0 = 2).
However, the Short (LK) Hurricane Kick only hits once!  Then Ryu
lands.  So the Juggle Count is now at 1, but Ryu's Short (LK)
Hurricane Kick STILL HAS the Juggle Potential of 2.  That means he
can do ANOTHER Short (LK) Hurricane Kick and Juggle the enemy again!
The Short (LK) Hurricane Kick, since it still has a Juggle Potential
of 2 and the Juggle Count is only at 1 (2 - 1 = 1), will connect
again for a second Juggle.  However, now that the Juggle Count is at
2, and the Juggle Potential of the Short (LK) Hurricane Kick is 2,
that leaves no hits left for the Hurricane Kick.  So if you did
another Hurricane Kick, it will not connect at all.  However, your
Level 2 Messatsu Gou Shoryu (Uppercut Super) has the Juggle Potential
of 6.  So after you land from the second Hurricane Kick, you can do a
Level 2 Messatsu Gou Shoryu.  The Juggle Count is 2, the Juggle
Potential of the Super is 6, so you'll get an extra 4 hits!  And
since you're Evil Ryu, a Ratio 4 character, those extra four hits
HURT!!!
    So once you get the idea of how the Juggle System works, you can
begin to take advantage of it.  Evil Ryu's Shoryu Ken also has a
Juggle Potential of 2, so if you go into the corner, you know this
will work as well: Crouch Roundhouse (HK) Buffered into Short (LK)
Hurricane Kick.  When you land, do a Jab (LP) Dragon Punch.  Then,
before the enemy hits the ground, do the Level 2 Messatsu Gou Shoryu.
The Dragon Punch does more damage than a Short (LK) Hurricane Kick,
and since it's clear how the Juggle System works, you know that this
combo is possible.

    But here's a question I anticipate I might get.  "You said that
Evil Ryu's Shoryu Ken has the Juggle Potential of 2.  Yet when the
enemy jumps at me, and I do a Jab (LP) Dragon Punch to them and hit
them out of the air, I get three hits.  If you can only Juggle for 2
hits, why did I get 3?"
    The explanation of this is simple.  The first hit does not count
as a Juggle.  Sure, you are hitting them out of the air, but remember
you need a Juggle Set-Up before the enemy actually starts getting
Juggled.  Thus, the first hit of the DP knocks the enemy INTO a
Jugglable State, acting as the Juggle Set-Up.  From there, the enemy
gets Juggled two more hits, equal to the Dragon Punch's Juggle
Potential.

- - -

-=The Juggle Count Part 2=-
    There is one major difference between the Juggle system between
Super Turbo / Alpha 1 / Alpha 2 and the Juggle System used here in
Capcom Vs. SNK.  In the Alpha Juggle System, the Juggle Potential
only applied to the entire move.  For example, if Sagat's Tiger
Uppercut in Super Turbo had a Juggle Potential of 5, that's all you
would need to know.  The entire move had a Juggle Potential of 5.
    In Capcom Vs. SNK, however, the Juggle Potential may sometimes
only apply to a specific HIT of the move.  So what do I mean by this?
The best move to describe this situation is King's Surprise Rose.
Let's examine the move hit by hit, shall we?

    The first hit is a knee strike, which knocks you into the air.
As King rises up a little further, she strikes the enemy again, with
another strike from the same knee.  She then reaches the top of the
screen, flips around, and drops down with three quick stomps to the
opponent, landing three more hits.  This brings us to the grand total
of 5 hits for the Surprise Rose.
    Now, let's examine this a bit closer.  The first hit is the
Juggle Set-Up, knocking the opponent into the air.  The second hit
Juggles the enemy and the last three hits also Juggle the enemy.
Thus, in the end, we have one hit as a Juggle Set-up, and four hits
of Juggling.  So we can say that the Surprise Rose has a Juggle
Potential of 4, since there are 4 hits that occur in the air as
Juggles.
    However, there are some strange situations regarding this...
Let's consider this combo: Crouch Roundhouse (HK) Buffered into a
Level 1 Silent Flash.  The Crouch Roundhouse (HK) is a Juggle Set-Up,
and the Level 1 Silent Flash has a Juggle Potential of 2.  So after
the Crouch Roundhouse (HK) connects, the Silent Flash knocks the
enemy HIGH up into the air with two more hits.  The Juggle Count is
now at 2.
    Before they land, you can do the Surprise Rose.  The Surprise
Rose EASILY passes the enemy in time for it to connect.  Well, the
Surprise Rose's Juggle Potential is 4, right?  And the Juggle Count
is currently at 2.  So, since 4 - 2 = 2, the first two hits of the
Surprise Rose should connect (the two knee strikes) and the three
stomps should miss entirely, since the Juggle Count has reached the
Surprise Rose's Juggle Limit.
    But this is NOT the case.  In fact, the first two hits of the
Surprise Rose miss altogether!!  The enemy then falls to the floor,
unscathed by any hits from the Surprise Rose.  But why is this?!?
The Juggle Potential is 4 and the Count was at 2!  There's no reason
it should miss!

    This is where the Juggle System of Capcom Vs. SNK differs from
your standard Alpha Juggle System.  Although this occurs in a very
few select moves, it's still worthy to note.  Basically, in the Alpha
Juggle System, the whole MOVE shared the Juggle Potential.  In Capcom
Vs. SNK, certain hits of certain moves have THEIR OWN JUGGLE
POTENTIAL.

    Let's try this other combo with King: Crouch Roundhouse (HK)
Buffered into a Surprise Rose.  The Crouch Roundhouse (HK) sets up
the enemy for the Juggle, and the Surprise Rose rises into the air...
but it hits on the way up!  She falls back down and all three hits
from the stomps connect.  But something is amiss here: the first hit
of the Surprise Rose completely missed!  The first hit that Juggles
the enemy is the SECOND knee strike.  The first one completely
misses, and that's why Crouch Roundhouse (HK) Buffered into a
Surprise Rose is only a five hit combo.
    So obviously, the first hit of the Surprise Rose has absolutely
no Juggle Potential.  It cannot hit an enemy who has been set-up for
the Juggle.  However, the second hit connects, so the Second Hit
obviously has Juggle Potential.
    However, in the first combo example above, the one that involves
the Silent Flash, the Juggle Count was at 2 when the Surprise Rose
passes through the enemy.  That means, you can assume the Juggle
Potential of the second hit of the Surprise Rose is 2 or less (2 or
1, essentially, since we KNOW it can Juggle).
    Here's another combo attempt: King can do the Tornado Kick close
to the enemy in the corner, and the enemy will be set up for a
Juggle.  So the Tornado Kick's first hit is the Juggle Set-up, the
second hit Juggles the enemy on her way down (the Juggle Count is now
at 1).  King is ready to do another move at this point.  So if we do
a Surprise Rose here, will it connect against the enemy?  Actually,
it doesn't.  The Surprise Rose rises up into the air and misses
completely.  Thus, we can determine that the second hit of the
Surprise Rose has the Juggle Potential of 1.
    The last three hits of the Surprise Rose, it's impossible to
determine what their Juggle Potential is.  It's safe to assume that
their Juggle Potentials are 4, 4, and 4.  It is also safe to assume
the Juggle Potentials are 2, 3, and 4.  Either way cannot be proven
(at least, I haven't found a situation where this can be tested).

    Let's look at one more example of this: Ryu's Shinkuu Hadou Ken.
The Shinkuu Hadou Ken, if Buffered from a Crouch Roundhouse (HK),
will pass right through the enemy.  Thus, it most likely has no
Juggle Potential.  However, what if the enemy is Jumping, and lands
on a Shinkuu Hadou Ken?  The entire Shinkuu Hadou Ken will connect, 5
hits from a Level 3, 4 hits from a Level 2, and 3 hits from a Level
1.  So obviously, it CAN Juggle...  What gives?!?  Why doesn't it
connect after a Crouch Roundhouse (HK)?
    The first hit of the Shinkuu Hadou Ken has no Juggle Potential,
but the other hits do.  And since the second "hit" of the Shinkuu
Hadou Ken will never occur until the first hit connects, there is no
way for the Shinkuu Hadou Ken to Juggle unless the first hit connects
against an airborne enemy.  Once it connects, the first hit acts as
the Juggle Set-Up, allowing the rest of the hits to occur.  And since
those hits have actual Juggle Potential, the enemy will be Juggled.
    But if you try and Juggle the enemy with a Juggle Set-Up other
than the first hit of the Shinkuu Hadou Ken, it will never connect.
The first hit has no Juggle Potential.  Thus, the second hit, which
does have Juggle Potential, will never occur and not be able to
Juggle the enemy.

    Very few moves actually exhibit this behavior.  Most moves
actually have a Juggle Potential for the entire move.  However, there
are these few exceptions, and, again, knowing these exceptions will
help explain why sometimes certain Juggles work, and why at other
times, they don't.

- - -

    So understanding this Juggle System is very important to
learning what will connect and what will not.  This Juggle System is
pretty complicated, and isn't the most intuitive thing.  If this
still isn't clear, and I haven't done my job explaining it clearly
enough, please drop me an e-mail at [email protected].  I will
NOT explain it further in an e-mail response, I just want to know if
it's not explained clearly enough.  I will attempt to make it easier
to understand in a further revision of this FAQ if it is necessary.
Again, I will NOT, repeat, NOT explain it to you more clearly in a
reply e-mail if you send me an e-mail.  I simply don't have the time.
But I would still like to know if it is not described understandably.
Thanks to anyone in advance who gives me feedback on the explanation
I have provided.

* * *

-----------------------------------
| The King of the Fighters Juggle |
-----------------------------------
    There are a very select few moves that set-up the opponent for a
free Juggle.  These certain Juggle Set-ups behave very differently
than the Alpha system of Juggling.  Instead, the Juggle system
behaves exactly like these set-ups found in the King of the Fighters
series.  And its no coincidence that these set-ups are only found in
SNK characters.  No Capcom character has this type of Juggle Set-up.

- - -

-=The Set-up=-
    Unlike the Alpha style of Juggling, the move itself is just the
set-up.  Certain moves just put the enemy into "KOF Juggle State".
And these moves can be listed here, since there are so few of them.


EX-Kyo: 75 Shiki - Kai
    Only if it is done with Roundhouse (HK) will it act as a Set-up
for the KOF Juggle.  Kyo will hop into the air and kick.  If you hit
Kick again, he will kick a second time.  These two hits will knock
the enemy into the air and Kyo will land.  After he lands, the enemy
is currently in KOF Juggle State.


EX-Kim: Houou Hiten Kyaku
    Only the Level 2 or 3 versions of this Super Combo act as a
Set-up.  Once Kim kicks the opponent high into the air and recovers,
the enemy is currently in KOF Juggle State.


Terry Bogard (either version): Buster Wolf
    Any Level of the Buster Wolf Super Combo will put the enemy into
the KOF Juggle State after Terry recovers.


Iori: Ura 108 Shiki - Ya Sakazuki
    If you tag someone out of the air with this move, it freezes
them in the air.  Basically, in this situation, the enemy is rendered
in KOF Juggle State.


    Hmmm... and I really don't think there are any other ones, unless
there is one I am unaware of.  However, these are the only moves I am
aware of that create set-up the KOF Juggle State.

- - -

-=Juggling Opponents=-
    This is the easy part.  Once the enemy is put into the KOF
Juggle State, the only rule that applies is that any one move can now
Juggle the opponent, regardless of what it is or what it's Juggle
Potential is.  Basically, the best way to think of the character is
vulnerable, but still in a "normal state".  In other words, although
they are IN the air, and are Jugglable, they technically AREN'T in a
Juggle State.  So in other words, moves that have no Juggle Potential
are allowed to connect.  The enemy is in the air to get hit, but any
hit that connects is not considered a Juggle, even though you are
hitting the enemy out of the air.
    Let's look at the Buster Wolf set-up.  Once Terry lands this,
say, against a cornered enemy, he opens a world up to himself for
Juggling.  Since the KOF Juggle State allows anything to Juggle,
Terry has a world of options open to him.  He can Juggle the enemy
with a Standing Jab (LP) if he wanted to.  Or, he can use a Crouching
Fierce (HP).  If he wanted, he could even do a Jumping Roundhouse
(HK), a Jab (LP) Burning Knuckle, a Roundhouse (HK) Crack Shoot, a
Fierce (HP) Rising Tackle, OR a Level 1 Power Geyser.  In fact, if
anything can hit the enemy, it will connect.
    This is very different than the Alpha Juggle system mainly
because almost no Normal Moves have a Juggle Potential.  In other
words, if you do manage to set the enemy up for a Juggle in the Alpha
System, you can usually only Juggle with Supers or Special Moves.  In
this KOF Juggle System, anything and everything is allowed to Juggle,
regardless of Juggle Potential.
    Whenever something connects against a character in KOF Juggle
State, this actually counts as the Juggle Set-Up.  From this point
on, all normal Alpha Juggle System rules are enforced.  The first hit
you do is a Juggle Set-Up, so any hits afterwards will start the
Juggle Count at 1.
    For example, with EX-Kim, you can do the Houou Hiten Kyaku super
and launch the enemy into the air in the corner.  Before they hit the
floor, you can Juggle them with a Standing Short (LK).  This will
connect, because the enemy was in KOF Juggle State.  However, you can
then Buffer that Standing Short (LK) into the Roundhouse (HK) Kuu
Sajin, which has the Juggle Potential of 0, 1, and 2 for each of the
three hits.  So the Standing Short counted as the Juggle Set-Up and
then the enemy will get Juggled by the last two hits of the Kuu
Sajin, since their Juggle Potentials are 1 and 2.

    Iori's Ura 108 Shiki - Ya Sakazuki behaves differently than the
others, mainly because it's not actually a "KOF Juggle Set-up", but
it emulates that type of Juggle the best (and thus, it's best to
qualify it as one).  Basically, the difference between this and the
others is that after the enemy is set up in the KOF Juggle State, a
non Knock-Down move will cause the enemy to fall back on their feet.
However, with the other three KOF Juggle Set-Ups, if you hit the
enemy with a move that is not a Knock-Down, the enemy will still fall
on their backs; in other words, it counts as a Knock-Down!  So again,
any move that connects with the enemy while they are still in the KOF
Juggle State will count as a Knock Down (setting up some nice combos,
especially for Kyo).

* * *

-------------------------------
| The Sakura / Vice Exception |
-------------------------------
    Sakura (only the Normal Sakura, EX-Sakura does not have this
Juggle...) owns one type of Juggle that seems like the KOF Juggle
System.  In fact, it displays all the properties of the KOF Juggle
System except for one glaring problem... you can only Juggle someone
if his/her body is on its way up in the air Reeling but not after
it's well on its way down.
    In both the Alpha Juggle System and the KOF Juggle System, you
can hit the opponent anytime he or she is still in the air after a
Knock-Down.  Even if you do a move right before they hit the floor,
you can Juggle them if they are there.
    Sakura's Juggle Set-Up, her Fierce Kou'ou Ken (Dragon Punch
motion + Fierce), will put the enemy into the air and cause the enemy
to fall on their backs when they hit the ground.  However, while they
are still Reeling on their way up, Sakura is allowed to Juggle them
with anything she wants.  However, what she can Juggle them with gets
highly limited because of the one extra restriction: she can only
Juggle the enemy as long as they are still high up in their Reel Arc.
Basically, the enemy gets knocked into the air and starts to drift
upwards.  Eventually, they start to fall back down to the ground.
Once the body starts to fall back down, the enemy starts to fall even
faster.  Right when the enemy starts to increase his or her falling
speed, the enemy becomes invincible and can no longer be Juggled.
But as long as they are still in the air in the earlier portions of
the Reel Arc, they can be Juggled without any problems by anything
that reaches.
    Moves that can reach are any Jumping Normal Move, a Crouch
Fierce (HP), a Standing Close-Up Roundhouse (HK), another Jab
Kou'ou Ken (against some characters), a Shinkuu Hadou Ken, her Taunt
(against some characters), and a Standing Jab (against some
characters).  Otherwise, nothing can hit the enemy quickly enough
before they start to fall back down and become invincible again (at
least, to my knowledge).

    I haven't mentioned Vice here anywhere, yet I call this the
Sakura / Vice Exception.  I used to call this just the "Sakura
Exception", until I pretty much convinced myself that Vice's moves
behaves the same.  So I'm adding Vice to this Juggle Type.
    She has a similar situation, where she can Juggle the opponent
with any move she wants.  A move with a no Juggle Potential will
connect against an airborne opponent.  However, that is only while
the enemy is still on the early portions of their Reel Arc.
    The reason why I'm a bit hesitant to say anything about this is
because, well, only ONE move can reach the enemy to Juggle the enemy!
Vice's move that sets up this Juggle is the Fierce (HP) version of
the Gore Fest, the Throw where she drags the enemy along the floor
and hurls them up in the air.  EX-Vice's move that sets up this type
of Juggle is the Fierce (HP) version of the Mayhem, her shoulder
charge.  Both of these moves, after performing them, launch the enemy
high up in the air.  However, Vice doesn't recover soon enough to be
able to Juggle the enemy early on in their Reel Arc.  After the
Mayhem in the corner, Vice recovers before the enemy hits the floor,
but none of her moves will connect on the enemy.  So on their way
down, the enemy is invincible and cannot be Juggled.
    HOWEVER, both of the moves listed above, the Gore Fest and
Mayhem, can be chained into the Uppercut + Kick motion (Tranquility
for Vice, Deciding Slayer for EX-Vice).  And those moves will catch
the enemy before the enemy reaches their invincible point.  Both
moves that Juggle the enemy, however, have NO Juggle Potential.
Thus, it can only be assumed that the enemy is in a KOF Juggle State.
However, since they cannot be Juggled by anything on their way down,
then the Juggle State is identical to Sakura's.

    As I said, this behaves mostly like a KOF Juggle System, but has
that one strange exception where you cannot hit the enemy before they
land.

* * *

----------------------
| The Spiraling Reel |
----------------------

    One last thing to note: there are some moves that put the enemy
into a special type of Reel.  In this Reel, the enemy is sent flying
into the air, but spiral as they travel.  The reason this is
significant to point out is that the enemy CANNOT BE JUGGLED while in
this Reel AT ALL.  Even if your Juggle Potential is higher than the
Juggle Count, your move will miss, as the enemy has become entirely
invincible.
    Some examples of moves that put the enemy into this Reel are
Raiden's Crazy Train super, the last hit of Ryu's Shinkuu Tatsumaki
Senpuu Kyaku super, and the last hit of the Level 3 Illusion Dance
from King.  In King's case, if you are in the corner, the enemy, at
the end, has been Juggled only once (by the second hit of the Tornado
Kick done at the end of the Illusion Dance).  And if you do a Level 1
Silent Flash (it's possible to do a Level 3, then Level 1 in EX
mode), which has the Juggle Potential of 2, should be able to hit one
time.  However, the move will completely whiff the Spiraling body.
Of course, if you do a Level 2 or 1 Illusion Dance, you CAN get that
one extra hit of Juggle from the Silent Flash, only because the Level
1 and Level 2 Illusion Dance do not put the enemy into the Spiraling
Reel.
    So if you have a move that puts the enemy into the Spiraling
Reel, that's it...  Combo's over!  So keep that in mind.

* * *

    So there you have it: the Combo System of Capcom Vs. SNK.  Now
that you know how it works, creating combos that will punish your
opponent will be much easier to understand.  Also, unlike the Versus
Games of XvSF, MSHvSF, or MvC2, the more relatively difficult combos
to pull off in this game are worth it, and definitely are practical
in normal combat.  So understanding the whole Combo System is very
important, and vital to punishing your opponent the best you can when
you can land a hit.


=====================================================================


=======================
| Character Specifics |
=======================
    In this section, I will simply only go as far as to list the
Juggle Potential for every character in the game for all of their
moves.  I won't list any combos for each character, though.  Combos
in this game are relatively simple and easy to come by and create on
your own.  You can, however, go to www.shoryuken.com and download
some Combo Videos I have made for this game if you really want to see
some Capcom Vs. SNK combos.  There are Combo Videos for other games
like Marvel Vs. Capcom 2 and Street Fighter Alpha 3 as well.  Please
visit the web site if you have a chance.  There is a lot of good
information regarding Capcom Fighting games there.  Again, the
address is:

    www.shoryuken.com

..It's a good site.  Please check it out.  ^_^

* * *

-=LEGEND=-

Sample Move data:
 __________________________________________
|                                          |
|  ---<MOVE NAME>:<MOVE VERSION>---        |
|  HIT NUM-->  -1st---2nd---3rd---4th-...  |
|  JGL POT-->    #     #     #     #       |
|__________________________________________|

- The first row contains the move name and version (by version,
 I am referring to Super Level or performed with Fierce (HP)
 only, etc.).
- The second row indicates which hit I am referring to.  Most
 moves go from one hit to the next and have a max hit count.
 This row, then, lists all these hits.  If a move's Juggle
 Potential is not based off of the hit number (they all have
 the same Juggle Potential), this will be noted as '-ALL-'.
- Under the hit numbers in the third row are the hit's Juggle
 Potential.  These numbers indicate what the highest Juggle
 Count that particular hit will reach.

  #  - A plain number indicates that that IS the Juggle Potential.
       There is no question.
 [#] - A number in brackets indicate that this Juggle Potential is
       most like 90% correct.  However, this number is derived
       through logic, usually based off of the behavior of other
       Levels or versions of this move.
 (#) - A number in parentheses means that it is MOST LIKELY that
       number, but no way to prove it to be EXACTLY that number.
       In other words, numbers in parentheses usually mean they
       can have the value of that particular number in the
       parentheses, but they could also have the Juggle Potential
       of the first move NOT in parentheses following the ones in
       parentheses.  SO in a sequence like "(1) (2) (3) 4", the
       first three hits could have the Juggle Potentials as listed,
       but they very well could be "4 4 4 4" as well.
 <#> - A number in angled brackets means that the Juggle Potential
       is more than likely HIGHER than what is listed, but there
       simply just isn't any way to find out, 'cause I've never
       found a way to land more than that number of Juggles with
       that move.  But listed is the MAX number of Juggles I DID
       manage to get with it.

* * *

So for example:

---Surprise Rose---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->    0     1    (2)   (3)    4

    This means that King's Surprise Rose has five total hits.  The
first hit has no ability to Juggle the opponent at all.  The 2nd hit
is GUARANTEED to have the Juggle Potential of 1.  This value is
proven.  The 3rd and 4th hits may have those values listed, but they
very well could have the Juggle Potentials of 4 as well... there's
just no way to prove it.  And the fifth hit has a Juggle Potential of
4, with very little doubt.


=====================================================================
=====================================================================


/-------\
| Akuma | (Gouki in Import versions of CvS)
\-------/

---Gou Shoryu Ken---
HIT NUM-->  -ALL-
JGL POT-->    2

* * *

---Shakunetsu Hadou Ken: Fierce (HP) version---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->    0    (1)    2

* * *

---Tatsumaki Zankuu Kyaku---
HIT NUM-->  -ALL-
JGL POT-->    2

* * *

---Air Tatsumaki Zankuu Kyaku---
HIT NUM-->  -ALL-
JGL POT-->    2

* * *

---Messatsu Gou Shoryu: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    4

---Messatsu Gou Shoryu: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    6

---Messatsu Gou Shoryu: Level 3---
HIT NUM-->  -ALL-
JGL POT-->   [7]

* * *

---Messatsu Gou Hadou: Level 1---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->    0    (1)   (2)    3

---Messatsu Gou Hadou: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th-
JGL POT-->    0    (1)   (2)   (3)   (4)    5

---Messatsu Gou Hadou: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th---7th---8th-
JGL POT-->    0    (1)   (2)   (3)   (4)   (5)   (6)    7

* * *

---Tenma Gou Zankuu: Level 1---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->    0    (1)   (2)    3

---Tenma Gou Zankuu: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th-
JGL POT-->    0    (1)   (2)   (3)   (4)    5

---Tenma Gou Zankuu: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th---7th---8th-
JGL POT-->    0    (1)   (2)   (3)   (4)   (5)   (6)    7


=====================================================================
=====================================================================


/--------\
| Balrog | (M. Bison in import versions of CvS)
\--------/

->NORMAL<------------------------------------------------------------

>>>NO JUGGLES<<<

->EX<----------------------------------------------------------------

>>>NO JUGGLES<<<


=====================================================================
=====================================================================


/----------\
| Benimaru |
\----------/

->NORMAL<------------------------------------------------------------

---Raikou Ken: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    5

---Raikou Ken: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    7

---Raikou Ken: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    10

->EX<----------------------------------------------------------------

---Raikou Ken: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    5

---Raikou Ken: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    7

---Raikou Ken: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    10

* * *

---Taikuu Raikou Ken: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    5

---Taikuu Raikou Ken: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    7

---Taikuu Raikou Ken: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    10


=====================================================================
=====================================================================


/--------\
| Blanka |
\--------/

->NORMAL<------------------------------------------------------------

---Direct Lightning: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    1

---Direct Lightning: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    1

* * *

---Shout Of Earth: Level 1---
HIT NUM-->  -1st through 6th---7th-
JGL POT-->          5           6

---Shout Of Earth: Level 2---
HIT NUM-->  -1st through 10th---11th
JGL POT-->          9            10

---Shout Of Earth: Level 3---
HIT NUM-->  -1st through 14th---15th
JGL POT-->          13           14

->EX<----------------------------------------------------------------

---Ground Shave Roll: Level 1---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->    0    (1)    2

---Ground Shave Roll: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->    0    (1)   (2)    3

---Ground Shave Roll: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th
JGL POT-->    0    (1)   (2)   (3)    4


=====================================================================
=====================================================================


/-------\
| Cammy |
\-------/

->NORMAL<------------------------------------------------------------

---Spin Drive Smasher: Level 1---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th-
JGL POT-->    0     0     0     0    (1)     2

---Spin Drive Smasher: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th---7th-
JGL POT-->    0     0     0     0     0    (1)    2

---Spin Drive Smasher: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th---7th---8th---9th-
JGL POT-->    0     0     0     0     0     0    (1)   (2)    3

->EX<----------------------------------------------------------------

---Spin Drive Smasher: Level 1---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th-
JGL POT-->    0     0     0     0    (1)     2

---Spin Drive Smasher: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th---7th-
JGL POT-->    0     0     0     0     0    (1)    2

---Spin Drive Smasher: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th---7th---8th---9th-
JGL POT-->    0     0     0     0     0     0    (1)   (2)    3

* * *

---Reverse Shaft Breaker: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    6

---Reverse Shaft Breaker: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    10

---Reverse Shaft Breaker: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    14


=====================================================================
=====================================================================


/---------\
| Chun Li |
\---------/

->NORMAL<------------------------------------------------------------

---Forward Flip / Back Flip Roundhouse (HK)---
HIT NUM-->  -1st---2nd-
JGL POT-->    0     1

* * *

---Tenshou Kyaku: Short (LK) version---
HIT NUM-->  -1st---2nd-
JGL POT-->    1     1

---Tenshou Kyaku: Roundhouse (HK) version---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->   [2]    2     2

* * *

---Kikou Shou: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    5

---Kikou Shou: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    7

---Kikou Shou: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    10

* * *

---Senretsu Kyaku: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    9

---Senretsu Kyaku: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    9

---Senretsu Kyaku: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    9

* * *

---Hazan Tenshou Kyaku: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    7

---Hazan Tenshou Kyaku: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    8

---Hazan Tenshou Kyaku: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    9

->EX<----------------------------------------------------------------

---Forward Flip / Back Flip Roundhouse (HK)---
HIT NUM-->  -1st---2nd-
JGL POT-->    0     1

* * *

---Senretsu Kyaku: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    9

---Senretsu Kyaku: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    9

---Senretsu Kyaku: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    9

* * *

---Spinning Hornet Kick: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    2

---Spinning Hornet Kick: Level 2---
HIT NUM-->  -ALL-
JGL POT-->   <4>

---Spinning Hornet Kick: Level 3---
HIT NUM-->  -ALL-
JGL POT-->   <5>


=====================================================================
=====================================================================


/---------\
| Dhalsim |
\---------/

->NORMAL<------------------------------------------------------------

---Yoga Hurricane: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    3

---Yoga Hurricane: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    4

---Yoga Hurricane: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    5

->EX<----------------------------------------------------------------

---Yoga Tempest: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    3

---Yoga Tempest: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    4

---Yoga Tempest: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    5


=====================================================================
=====================================================================


/----------\
| E. Honda |
\----------/

->NORMAL<------------------------------------------------------------

>>>NO JUGGLES<<<

->EX<----------------------------------------------------------------

>>>NO JUGGLES<<<


=====================================================================
=====================================================================


/----------\
| Evil Ryu |
\----------/

---Shoryu Ken---
HIT NUM-->  -ALL-
JGL POT-->    2

* * *

---Tatsumaki Senpuu Kyaku---
HIT NUM-->  -ALL-
JGL POT-->    2

* * *

---Air Tatsumaki Senpuu Kyaku---
HIT NUM-->  -ALL-
JGL POT-->    2

* * *

---Shinkuu Hadou Ken: Level 1---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->    0    (1)    2

---Shinkuu Hadou Ken: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->    0    (1)   (2)    3

---Shinkuu Hadou Ken: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->    0    (1)   (2)   (3)    4

* * *

---Messatsu Gou Shoryu: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    4

---Messatsu Gou Shoryu: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    6

---Messatsu Gou Shoryu: Level 3---
HIT NUM-->  -ALL-
JGL POT-->   [7]


=====================================================================
=====================================================================


/-------\
| Geese |
\-------/

->NORMAL<------------------------------------------------------------

---Rising Storm: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    2

---Rising Storm: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    3

---Rising Storm: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    4

->EX<----------------------------------------------------------------

---Rising Storm: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    2

---Rising Storm: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    3

---Rising Storm: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    4


=====================================================================
=====================================================================


/-------\
| Guile |
\-------/

->NORMAL<------------------------------------------------------------

---Total Wipeout: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    3

---Total Wipeout: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    4

---Total Wipeout: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    5

* * *

---Somersault Strike: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    6

---Somersault Strike: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    8

---Somersault Strike: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    10

->EX<----------------------------------------------------------------

---Somersault Strike: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    6

---Somersault Strike: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    8

---Somersault Strike: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    10


=====================================================================
=====================================================================


/------\
| Iori |
\------/

---127 Shiki - Aoi Hana---
HIT NUM-->  -1st---2nd---3rd- (repeat code twice for all three hits)
JGL POT-->    0     0     1

* * *

**KOF Juggle State Set-up**
Ura 108 Shiki - Ya Sakazuki: Hit someone out of the air with it


=====================================================================
=====================================================================


/-----\
| Ken |
\-----/

->Normal<------------------------------------------------------------

---Shoryu Reppa: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    4

---Shoryu Reppa: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    6

---Shoryu Reppa: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    7

* * *

---Shinryu Ken: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    6

---Shinryu Ken: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    11

---Shinryu Ken: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    15

* * *

---Shippu Jinrai Kyaku---
HIT NUM-->  -ALL-
JGL POT-->    12

->EX<----------------------------------------------------------------

---Shoryu Reppa: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    4

---Shoryu Reppa: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    6

---Shoryu Reppa: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    7

=====================================================================
=====================================================================


/-----\
| Kim |
\-----/

->NORMAL<------------------------------------------------------------

---Hishou Kyaku---
HIT NUM-->  -ALL-
JGL POT-->   <2>

* * *

---Hien Zan: Roundhouse (HK) version---
HIT NUM-->  -1st---2nd-
JGL POT-->    0     1

* * *

---Hou'ou Kyaku: Level 1---
HIT NUM-->  -1st through 12th---13th---14th-
JGL POT-->          0            (1)     2

---Hou'ou Kyaku: Level 2---
HIT NUM-->  -1st through 12th---13th---14th---15th---16th-
JGL POT-->          0            (1)    (2)    (3)     4

---Hou'ou Kyaku: Level 3---
HIT NUM-->  -1st through 12th---13th---14th---15th---16th---17th-
JGL POT-->          0            (1)    (2)    (3)    (4)     5

* * *

---Hou'ou Tenbu Kyaku: Level 1---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th---7th-
JGL POT-->    0     0    (1)   (2)   (3)   (4)    5

---Hou'ou Tenbu Kyaku: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th---7th---8th---9th-
JGL POT-->    0     0    (1)   (2)   (3)   (4)   (5)   (6)    7

---Hou'ou Tenbu Kyaku: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th-... (cont'd next line)
JGL POT-->    0     0    (1)   (2)

        ...-5th---6th---7th---8th---9th---10th---11th-
            (3)   (4)   (5)   (6)   (7)    (8)     9

->EX<----------------------------------------------------------------

---Hishou Kyaku---
HIT NUM-->  -ALL-
JGL POT-->   <2>

* * *

---Ku Sajin: Jab (LP) version---
HIT NUM-->  -1st---2nd-
JGL POT-->    0     1

---Ku Sajin: Fierce (HP) version---
HIT NUM-->  -1st---2nd---3rd
JGL POT-->    0     1     2

* * *

---Hou'ou Kyaku: Level 1---
HIT NUM-->  -1st through 12th---13th---14th-
JGL POT-->          0            (1)     2

---Hou'ou Kyaku: Level 2---
HIT NUM-->  -1st through 12th---13th---14th---15th---16th-
JGL POT-->          0            (1)    (2)    (3)     4

---Hou'ou Kyaku: Level 3---
HIT NUM-->  -1st through 12th---13th---14th---15th---16th---17th-
JGL POT-->          0            (1)    (2)    (3)    (4)     5

* * *

**KOF Juggle State Set-up**
Hou'ou Hiten Kyaku: Hit someone with the Level 2 or 3 version of it

=====================================================================
=====================================================================


/------\
| King |
\------/

->NORMAL<------------------------------------------------------------

---Surprise Rose---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->    0     1    (2)   (3)    4

* * *

---Tornado Kick---
HIT NUM-->  -1st---2nd-
JGL POT-->    0     1

* * *

---Illusion Dance: Level 1---
HIT NUM-->  -1st through 8th---9th-
JGL POT-->          0           1

---Illusion Dance: Level 2---
HIT NUM-->  -1st through 10th---11th-
JGL POT-->          0             1

---Illusion Dance: Level 3---
HIT NUM-->  -1st through 12th---13th-
JGL POT-->          0             1

* * *

---Silent Flash: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    2

---Silent Flash: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th-
JGL POT-->    2     2     0     1     2     3

---Silent Flash: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th-...(cont'd next line)
JGL POT-->    2     2     2     2

        ...-5th---6th---7th---8th---9th---10th---11th-
             0     1     2     3     4      5      6

->EX<----------------------------------------------------------------

---Tobi Nidan Shisshukuri---
HIT NUM-->  -1st---2nd-
JGL POT-->    1     2

* * *

---Illusion Dance: Level 1---
HIT NUM-->  -1st through 8th---9th-
JGL POT-->          0           1

---Illusion Dance: Level 2---
HIT NUM-->  -1st through 10th---11th-
JGL POT-->          0             1

---Illusion Dance: Level 3---
HIT NUM-->  -1st through 12th---13th-
JGL POT-->          0             1

* * *

---Double Strike: Level 1---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->    3     3     3     3

---Double Strike: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th-
JGL POT-->    5     5     5     5     5     5

---Double Strike: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th---7th---8th-
JGL POT-->    7     7     7     7     7     7     7     7


=====================================================================
=====================================================================


/-----\
| Kyo |
\-----/

->NORMAL<------------------------------------------------------------

---125 Shiki - Nanase---
HIT NUM-->  -1st-
JGL POT-->    1

* * *

---Saishu Kesse Ougi: Level 1---
HIT NUM-->  -1st through 5th
JGL POT-->         <2>

---Saishu Kesse Ougi: Level 2---
HIT NUM-->  -1st through 9th-
JGL POT-->         <5>

---Saishu Kesse Ougi: Level 3---
HIT NUM-->  -1st through 11th-
JGL POT-->         <7>

* * *

---Ura 108 Shiki - Orochi Nagi: Level 1---
HIT NUM-->  -1st-
JGL POT-->    1

---Ura 108 Shiki - Orochi Nagi: Level 2---
HIT NUM-->  -1st---2nd-
JGL POT-->    2     2

---Ura 108 Shiki - Orochi Nagi: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th-
JGL POT-->    0     2     2    (3)   (4)    5

->EX<----------------------------------------------------------------

---101 Shiki - Oboro Guruma: Roundhouse (HK) version)---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->    0     1     2

* * *

---75 Shiki - Kai---
HIT NUM-->  -1st---2nd-
JGL POT-->    0     1

* * *

---Ura 108 Shiki - Orochi Nagi: Level 1---
HIT NUM-->  -1st-
JGL POT-->    1

---Ura 108 Shiki - Orochi Nagi: Level 2---
HIT NUM-->  -1st---2nd-
JGL POT-->    2     2

---Ura 108 Shiki - Orochi Nagi: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th-
JGL POT-->    0     2     2    (3)   (4)    5

* * *

**KOF Juggle State Set-up**
75 Shiki - Kai: Hit someone with the Roundhouse (HK) version of it
                (has to have both hits connect)


=====================================================================
=====================================================================


/-----\
| Mai |
\-----/

->NORMAL<------------------------------------------------------------

---Chou Hissatsu Shinobi Bachi: Level 1---
HIT NUM-->  -1st---2nd through 7th-
JGL POT-->    0          [6]

---Chou Hissatsu Shinobi Bachi: Level 2---
HIT NUM-->  -1st---2nd through 8th-
JGL POT-->    0          [7]

---Chou Hissatsu Shinobi Bachi: Level 3---
HIT NUM-->  -1st---2nd through 11th-
JGL POT-->    0           10

---Beni Suzaku: Level 1---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->    0    (1)    2

---Beni Suzaku: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->    0    (1)   (2)    3

---Beni Suzaku: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->    0    (1)   (2)   (3)    4

->EX<----------------------------------------------------------------

---Kagerou no Mai: Roundhouse (HK) version---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->    0    (1)    2

* * *

---Chou Hissatsu Shinobi Bachi: Level 1---
HIT NUM-->  -1st---2nd through 7th-
JGL POT-->    0          [6]

---Chou Hissatsu Shinobi Bachi: Level 2---
HIT NUM-->  -1st---2nd through 8th-
JGL POT-->    0          [7]

---Chou Hissatsu Shinobi Bachi: Level 3---
HIT NUM-->  -1st---2nd through 11th-
JGL POT-->    0           10

* * *

---Mizudori no Mai: Level 1---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->   [2]    2     2

---Mizudori no Mai: Level 2---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->   [2]    2     2

---Mizudori no Mai: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th
JGL POT-->   [5]   [5]   [5]   [5]    5


=====================================================================
=====================================================================


/----------\
| M. Bison | (Vega in import versions of CvS)
\----------/

->NORMAL<------------------------------------------------------------

---Knee Press Nightmare: Level 1---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->   [4]   [4]   [4]   [4]

---Knee Press Nightmare: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->    5     5     5     5    5

---Knee Press Nightmare: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th---7th---8th-
JGL POT-->   [8]   [8]   [8]   [8]   [8]   [8]   [8]   [8]

->EX<----------------------------------------------------------------

---Forward Flip / Back Flip Fierce (HP)---
HIT NUM-->  -1st---2nd-
JGL POT-->    0     1

* * *

---Knee Press Nightmare: Level 1---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->   [4]   [4]   [4]   [4]

---Knee Press Nightmare: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->    5     5     5     5    5

---Knee Press Nightmare: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th---7th---8th-
JGL POT-->   [8]   [8]   [8]   [8]   [8]   [8]   [8]   [8]


=====================================================================
=====================================================================


/----------\
| Morrigan |
\----------/

--- Cardinal Blade: Level 1---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th-
JGL POT-->    6     6     6     6     6     6

--- Cardinal Blade: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th---7th---8th-
JGL POT-->    7     7     7     7     7     7     7     7

--- Cardinal Blade: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th---7th---8th-
JGL POT-->    8     8     8     8     8     8     8     8


=====================================================================
=====================================================================


/----------\
| Nakoruru |
\----------/

---Shichikapu Kamui Irushika: Level 1---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->   (1)   (2)    3

---Shichikapu Kamui Irushika: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->   (1)   (2)   (3)    4

---Shichikapu Kamui Irushika: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->   (1)   (2)   (3)   (4)    5


=====================================================================
=====================================================================


/-------------\
| Orochi Iori |
\-------------/

---127 Shiki - Aoi Hana---
HIT NUM-->  -1st---2nd---3rd- (repeat code twice for all three hits)
JGL POT-->    0     0     1

* * *

---Ura 100 Shiki - Oni Honou: Level 1---
HIT NUM-->  -ALL-
JGL POT-->   <3>

---Ura 100 Shiki - Oni Honou: Level 2---
HIT NUM-->  -ALL-
JGL POT-->   <4>

---Ura 100 Shiki - Oni Honou: Level 3---
HIT NUM-->  -ALL-
JGL POT-->   <4>


=====================================================================
=====================================================================


/--------\
| Raiden |
\--------/

->NORMAL<------------------------------------------------------------

---Fire Breath: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    3

---Fire Breath: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    4

---Fire Breath: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    5

->EX<----------------------------------------------------------------

>>>NO JUGGLES<<<


=====================================================================
=====================================================================


/-------\
| Rugal |
\-------/

->NORMAL<------------------------------------------------------------

---Kaiser Wave (Charged to second strength)---
HIT NUM-->  -1st---2nd-
JGL POT-->    0     1

---Kaiser Wave (Charged to second strength)---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->    0    (1)    2

* * *

---Genocide Heaven: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th-
JGL POT-->    0     0    (1)   (2)   (3)    4

---Genocide Heaven: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th---7th-
JGL POT-->    0     0     0     0     0    <1>   <2>

->EX<----------------------------------------------------------------

---Genocide Heaven: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th-
JGL POT-->    0     0    (1)   (2)   (3)    4

---Genocide Heaven: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th---7th-
JGL POT-->    0     0     0     0     0    <1>   <2>


=====================================================================
=====================================================================


/-----\
| Ryo |
\-----/

->NORMAL<------------------------------------------------------------

---Haou Shoukou Ken: Level 1---
HIT NUM-->  -1st---2nd-
JGL POT-->    0     1

---Haou Shoukou Ken: Level 2---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->    0    (1)    2

---Haou Shoukou Ken: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->    0    (1)   (2)   (3)    4

* * *

---Ryuko Ranbu: Level 1---
HIT NUM-->  -1st through 10th---11th-
JGL POT-->          0             1

---Ryuko Ranbu: Level 2---
HIT NUM-->  -1st through 10th---11th---12th-
JGL POT-->          0            (1)    (2)

---Ryuko Ranbu: Level 3---
HIT NUM-->  -1st through 10th---11th---12th---13th---14th---15th-
JGL POT-->          0            (1)    (2)    (3)    (4)    5

->EX<----------------------------------------------------------------

---Kyokugen-ryu Renbu Ken---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->    0     0     0     1

* * *

---Haou Shoukou Ken: Level 1---
HIT NUM-->  -1st---2nd-
JGL POT-->    0     1

---Haou Shoukou Ken: Level 2---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->    0    (1)    2

---Haou Shoukou Ken: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->    0    (1)   (2)   (3)    4

* * *

---Ryuko Ranbu: Level 1---
HIT NUM-->  -1st through 10th---11th-
JGL POT-->          0             1

---Ryuko Ranbu: Level 2---
HIT NUM-->  -1st through 10th---11th---12th-
JGL POT-->          0            (1)    (2)

---Ryuko Ranbu: Level 3---
HIT NUM-->  -1st through 10th---11th---12th---13th---14th---15th-
JGL POT-->          0            (1)    (2)    (3)    (4)    5


=====================================================================
=====================================================================


/-----\
| Ryu |
\-----/

->NORMAL<------------------------------------------------------------

---Shinkuu Hadou Ken: Level 1---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->    0    (1)    2

---Shinkuu Hadou Ken: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->    0    (1)   (2)    3

---Shinkuu Hadou Ken: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->    0    (1)   (2)   (3)    4

* * *

---Shinkuu Tatsumaki Senpuu Kyaku: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    4

---Shinkuu Tatsumaki Senpuu Kyaku: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    9

---Shinkuu Tatsumaki Senpuu Kyaku: Level 3---
HIT NUM-->  -ALL-
JGL POT-->   <10>

* * *

---Shin Shoryu Ken---
HIT NUM-->  -1st-...    (1st hit connects) ...--2nd---3rd---4th-
JGL POT-->    1                                 (2)   (3)    4

                       (1st hit misses)   ...--2nd-
                                                4


=====================================================================
=====================================================================


/-------\
| Sagat |
\-------/

->NORMAL<------------------------------------------------------------

---Tiger Genocide: Level 1---
HIT NUM-->  -1st through 6th---7th-
JGL POT-->          0           1

---Tiger Genocide: Level 2---
HIT NUM-->  -1st through 5th---6th---7th---8th---9th---10th-
JGL POT-->          0          (1)   (2)   (3)   (4)     5

---Tiger Genocide: Level 3---
HIT NUM-->  -1st through 9th---10th---11th---12th---13th---14th-
JGL POT-->          0           (1)    (2)    (3)    (4)     5

->EX<----------------------------------------------------------------

---Tiger Cannon: Level 1---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->    0    (1)   (2)    3

---Tiger Cannon: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->    0    (1)   (2)   (3)    4

---Tiger Cannon: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th-
JGL POT-->    0    (1)   (2)   (3)   (4)    5

* * *

---Ground Tiger Cannon: Level 1---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->    0    (1)   (2)    3

---Ground Tiger Cannon: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->    0    (1)   (2)   (3)    4

---Ground Tiger Cannon: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th-
JGL POT-->    0    (1)   (2)   (3)   (4)    5


=====================================================================
=====================================================================


/--------\
| Sakura |
\--------/

->NORMAL<------------------------------------------------------------

---Shinkuu Hadou Ken: Level 1---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->    0     1     2

---Shinkuu Hadou Ken: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->    0     1     2     3

---Shinkuu Hadou Ken: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->    0     1     2     3     4

***Note: Sakura's Shinkuu Hadou Ken shrinks as it travels, thus,
        it WILL reach its second hit without having to have
        the first hit connect, so you can Juggle with it,
        unlike the Super Fireballs of Ryu, Akuma, Sagat, Ryo,
        Yuri, etc.

->EX<----------------------------------------------------------------

---Shinkuu Hadou Ken: Level 1---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->    0     1     2

---Shinkuu Hadou Ken: Level 2---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->    0     1     2     3

---Shinkuu Hadou Ken: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->    0     1     2     3     4

***Note: Sakura's Shinkuu Hadou Ken shrinks as it travels, thus,
        it WILL reach its second hit without having to have
        the first hit connect, so you can Juggle with it,
        unlike the Super Fireballs of Ryu, Akuma, Sagat, Ryo,
        Yuri, etc.

* * *

---Midare Zakura: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    6

---Midare Zakura: Level 3---
HIT NUM-->  -ALL-
JGL POT-->   <6>


=====================================================================
=====================================================================


/-------\
| Terry |
\-------/

->NORMAL<------------------------------------------------------------

---Rising Tackle: Fierce (HP) version---
HIT NUM-->  -1st---2nd---3rd---4th---5th---6th-
JGL POT-->    0    (1)   (2)   (3)   (4)   (5)

***Note: Rising Tackle seems to behave like a Super Fireball.  The
        first hit of it cannot Juggle the opponent, and if the
        first hit does not connect, than the move never actually
        goes into the next five hits, even though, animation-wise,
        he does.  Thus, Rising Tackle only Juggles if it is the
        move that counts as the Juggle Set-Up.

* * *

---Power Geyser: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    1

---Power Geyser: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    2

* * *

**KOF Juggle State Set-up**
Burn Knuckle: Any Level

->EX<----------------------------------------------------------------

---Power Dunk---
HIT NUM-->  -1st---2nd-
JGL POT-->    0     1

* * *

---Power Geyser: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    1

---Power Geyser: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    2

* * *

**KOF Juggle State Set-up**
Buster Wolf: Any Level


=====================================================================
=====================================================================


/------\
| Vega | (Balrog in import versions of CvS)
\------/

->NORMAL<------------------------------------------------------------

---Scarlet Terror: Roundhouse (HK) version---
HIT NUM-->  -1st---2nd-
JGL POT-->    0     1

* * *

---Rolling Izuna Drop: Level 1 (Claw strike)---
HIT NUM-->  -ALL-
JGL POT-->    1

---Rolling Izuna Drop: Level 2 (Claw strike)---
HIT NUM-->  -ALL-
JGL POT-->    2

---Rolling Izuna Drop: Level 3 (Claw strike)---
HIT NUM-->  -ALL-
JGL POT-->    3

* * *

---Scarlet Mirage: Level 1---
HIT NUM-->  -ALL-
JGL POT-->    5

---Scarlet Mirage: Level 2---
HIT NUM-->  -ALL-
JGL POT-->    6

---Scarlet Mirage: Level 3---
HIT NUM-->  -ALL-
JGL POT-->    9

* * *

---Red Impact---
HIT NUM-->  -1st---2nd-
JGL POT-->    3     2

->EX<----------------------------------------------------------------

---Scarlet Terror: Roundhouse (HK) version---
HIT NUM-->  -1st---2nd-
JGL POT-->    0     1


=====================================================================
=====================================================================


/------\
| Vice |
\------/

->NORMAL<------------------------------------------------------------

---Ravenous---
HIT NUM-->  -ALL-
JGL POT-->    3

->EX<----------------------------------------------------------------

---Ravenous---
HIT NUM-->  -ALL-
JGL POT-->    3


=====================================================================
=====================================================================


/----------\
| Yamazaki |
\----------/

->NORMAL<------------------------------------------------------------

---The Guillotine: Level 1---
HIT NUM-->  -1stA---1stB---1stC---2nd through 8th-
JGL POT-->    0      1*     1            0

---The Guillotine: Level 2---
HIT NUM-->  -1stA---1stB---1stC---2nd through 10th-
JGL POT-->    0      1*     1            0

---The Guillotine: Level 3---
HIT NUM-->  -1stA---1stB---1stC---2nd through 13th-
JGL POT-->    0      1*     1            0

***Note: The Guillotine works very bizarrely.  The first three hits
        are as follows:

        1A) A hit (punch) on his way up.
        1B) A blockable "grab" still on his way up.
        1C) A blockable "grab" as he charges down to the floor.

        The reason why I call them blockable "grabs" is because,
        when those parts of the Super connect, the "Throw" sound
        effect can be heard.  Plus, they do not add to the
        Combometer.  But they can be blocked!

        Now, hit 1A does not Juggle.  Hit 1B can Juggle, but will
        ONLY Juggle if hit 1A connects.  Hit 1C will Juggle for 1
        hit at any and all times.  If hit 1A connects, the enemy
        is knocked into the air, and hit 1B will grab them out of
        the air right away.  If you cancel Crouch Roundhouse into
        the Guillotine in the corner, hit 1A will whiff (since it
        cannot Juggle) as will hit 1B!!  But hit 1C will grab the
        enemy before they hit the ground (Levels 2 and 3 only).
        This is strange, because if hit 1A connects, hit 1B also
        Juggles.  I can't quite figure out this happens.

* * *

---Drill---
***Note: Yamazaki's Drill is a Throw super.  Once it connects,
        there are four different strengths you can do with it
        with each different Super Level.  Many of these actions
        that occur during the 12 different results involve Juggles.
        But I'm not going to write any of them down.  There's no
        point to, and I want to save time and space.

->EX<----------------------------------------------------------------

---The Guillotine: Level 1---
HIT NUM-->  -1stA---1stB---1stC---2nd through 8th-
JGL POT-->    0      1*     1            0

---The Guillotine: Level 2---
HIT NUM-->  -1stA---1stB---1stC---2nd through 10th-
JGL POT-->    0      1*     1            0

---The Guillotine: Level 3---
HIT NUM-->  -1stA---1stB---1stC---2nd through 13th-
JGL POT-->    0      1*     1            0

***Note: The Guillotine works very bizarrely.  The first three hits
        are as follows:

        1A) A hit (punch) on his way up.
        1B) A blockable "grab" still on his way up.
        1C) A blockable "grab" as he charges down to the floor.

        The reason why I call them blockable "grabs" is because,
        when those parts of the Super connect, the "Throw" sound
        effect can be heard.  Plus, they do not add to the
        Combometer.  But they can be blocked!

        Now, hit 1A does not Juggle.  Hit 1B can Juggle, but will
        ONLY Juggle if hit 1A connects.  Hit 1C will Juggle for 1
        hit at any and all times.  If hit 1A connects, the enemy
        is knocked into the air, and hit 1B will grab them out of
        the air right away.  If you cancel Crouch Roundhouse into
        the Guillotine in the corner, hit 1A will whiff (since it
        cannot Juggle) as will hit 1B!!  But hit 1C will grab the
        enemy before they hit the ground (Levels 2 and 3 only).
        This is strange, because if hit 1A connects, hit 1B also
        Juggles.  I can't quite figure out this happens.

* * *

---Drill---
***Note: Yamazaki's Drill is a Throw super.  Once it connects,
        there are four different strengths you can do with it
        with each different Super Level.  Many of these actions
        that occur during the 12 different results involve Juggles.
        But I'm not going to write any of them down.  There's no
        point to, and I want to save time and space.


=====================================================================
=====================================================================


/------\
| Yuri |
\------/

->NORMAL<------------------------------------------------------------

---Double Yuri Chou Upper---
HIT NUM-->  -1st---2nd---3rd---4th-
JGL POT-->    0     0    (1)    2

* * *

---Haou Shoukou Ken: Level 1---
HIT NUM-->  -1st---2nd-
JGL POT-->    0     1

---Haou Shoukou Ken: Level 2---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->    0    (1)    2

---Haou Shoukou Ken: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->    0    (1)   (2)   (3)    4

->EX<----------------------------------------------------------------

---Haou Shoukou Ken: Level 1---
HIT NUM-->  -1st---2nd-
JGL POT-->    0     1

---Haou Shoukou Ken: Level 2---
HIT NUM-->  -1st---2nd---3rd-
JGL POT-->    0    (1)    2

---Haou Shoukou Ken: Level 3---
HIT NUM-->  -1st---2nd---3rd---4th---5th-
JGL POT-->    0    (1)   (2)   (3)    4


=====================================================================
=====================================================================


/---------\
| Zangief |
\---------/

->NORMAL<------------------------------------------------------------

>>>NO JUGGLES<<<

->EX<----------------------------------------------------------------

>>>NO JUGGLES<<<


=====================================================================


======================
| Credits and Thanks |
======================

-- Thanks to Capcom for bringing us the SNK characters with actual
animation frames.  ^_^

-- Thanks to SNK for letting Capcom use their characters in a
terrific fighting game made for the old schoolers.

-- Thanks to Kao Megura, whose KOF FAQs and Alpha 3 FAQs provided me
with many move names.

-- Thanks to Sailer Bacon, whose Capcom Vs. SNK FAQ provided me with
names of moves that don't exist in any KOF or Alpha game!

-- Thanks to the rest of the staff at Shoryuken.com (javi, inkblot,
omni, choiboy, s-kill, ponder, etc.), of course, for maintaining a
great website for Capcom fans, and for giving me a place to house my
Combo Videos.  ^_^  And an extra huge thanks to omni, who helped read
through my FAQ and edit it and offer critiques.

-- And thanks to all of those people who play me in this game all the
time, providing me with good competition and challenge: Jeffrey Chen,
Calvin Lin, Aric Tetley, Patrick Coyne, and Jason Villarreal.

-- And, as usual, thanks to Alan Sentman and Jason (again) for coming
up with the "proper" pronunciation of "Combometer"
(comm-BAH-muh-ter).  I will pronounce it this way forever now thanks
to you guys...


=====================================================================


===========
| Closing |
===========
    All right.  So now you know the Combo System.  Or... at least...
I think you do...  ^_^  Hopefully, I was able to explain it enough so
that you can figure out where and when you can throw in extra
Juggles.  This can be the key to your victory.  Say, for example, you
are SNK King and almost defeated and catch the enemy off the ground
with a Level 1 Silent Flash.  If the enemy only has a sliver left
after the Super finishes and you know the Juggle System, you know
that you can tack on one more hit from another Level 1 Silent Flash
before the enemy lands.  So knowing these things can be the
difference between life or death.
    As I said earlier, if the system still isn't clear, please
e-mail me and let me know.  I'll do my best to help explain it better
in an update of this Guide.
    Again, if you are looking for any sort of combos for the game,
please visit www.shoryuken.com.  I've made lots of combo videos of
this game for the site.  And it's got a lot of other useful info as
well!  All of us who work on the site have worked very hard to make
it your True Competitive Edge.





    So take this newfound knowledge of the Combo System and use it
well.  And remember one thing...




    COMBO IS THE KEY!!!