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                    Cardfighters Clash: SNK vs. Capcom
                             Complete Cardlist
                                   v 1.02
                                 by "~Kaz"
                   theeternallostboy at hotmail dot com

  -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-= Legal =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This Complete Cardlist is a complete listing of all the cards obtainable in
the NeoGeo Pocket Color game, Cardfighters Clash and is copyright 2005 by
"theeternallostboy at hotmail dot com". Do not plagiarize or distribute any
part or whole of this document for profit or without giving the author
(that's me, the guy typing this) credit. Feel free to put the entire
guide on your webpage, as long as the content is not altered and I'm credited.

-= Acknowledgements -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

A great big THANK-YOU to:

GameFAQs, for the guides, the boards, and the ugly. <harmonica tune>

SNK & Capcom for releasing & translating game (1999)...
       ...even if it was on the doomed NGPC.

The late, great Chris MacDonald, aka "Kao Megura" (1979-2004).
       Your skill & determination are an inspiration to us all.

GameFAQ writers such as:
       -Z-force's ([email protected]) Cardfighters Clash FAQ
               This guide's format was inspired by Z-force's cardlisting.
       -Kazuki's ([email protected]) Cardfighters Clash Support FAQ
               I couldn't have double-checked everybody without it.
       -Mike Meevasin's ([email protected]) Cardfighters Clash FAQ
               Thorough & comprehensive; invaluable for finding cards.
       -Faust's ([email protected]) Cardfighters Clash FAQ
               Best FAQ for Cardfighting beginners to read.
       -Ragnarosen & Thundergod for their Savestate Editing FAQs
               Couldn't have discovered all 300 cards without them.

The members of GameFAQs' Final Fantasy Legend 2 board, because they kick @$$.

And to my family and friends who can stand to put up with me on a daily basis.
.I still don't know how they do it. 8^P

-= Contact =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Kaz Fact: The author of this FAQ can be found @ www.GameFAQs.com under the
         FINAL FANTASY LEGEND II Board section, where he has harassed the
         local posters of the for the past 3 or 4 years under the name of
         "Hasukawa Kazuya(a)".
         (A Bonus-kun if you recognize the pseudonym.)

If you can't visit the boards, feel free to flame me via e-mail.
Corrections & helpful suggestions are more welcome though.

-= History =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

v1.00- Tentative release: Somewhen Spring 2005. Actual release: Summer 2005
       My personal Cardlist filled with my own nifty comments.
       This is more of a personal compendium which I am publically releasing
       rather than a cardlist.

v1.01- Added note on Batsu's "Boiling Blood". Correction for guy/Gai.

v1.02- Grammer fixes. Modified glossary. Correction in GUY's ability.
      Correction for Akari's Ponta Leaf. Correction for many descriptions.
      Added additional decks. I think that's it...!

-= Contents -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Jump to each chapter by searching their for their number ("0.", "I.", etc.)
This is only a Card Guide to help you construct your own deck; for rules on
how to play the game, read the in-game help books or other FAQs.

 # | Title             | What you'll find
---------------------------------------------------------------------------
 0.| Glossary of Terms | Explaination of the language and symbols I use
 I.| SNK Cards         | The numerical listing of SNK Characters
II.| Capcom Cards      | The numerical listing of Capcom Characters
III.| Common Card Teams | Some low-level 'teams' you #should# keep together
IV.| Action Cards      | The numerical listing of all Action Cards
 V.| Decks             | Pre-arranged decks

-= 0. GLOSSARY =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

       * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
       * Card Number     [Rarity]        Card Name                 *
       * BP value of card                                          *
       * SP value of card                                          *
       * Backups who are accepted                                  *
       * Who the card can Help                                     *
       * Special Ability (if any) and []-type or /\-type or ()-type*
       * My personal Comments                                      *
       * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Rarity:
[D]     Very common; weak and low ability
[C]     Common; middle-power level card; powerful or balanced
[B]     Uncommon; powerful, balanced, good ability
[A]     Rare; very powerful, balanced, great ability
[S]     Super-rare; has an unusual ability or great BP

Value:
"Low"   300 BP or less, 1 SP or less, or a BP/100 & SP total of 5 or less
"Med"   400-500 BP, 2 SP, or a BP/100 & SP total of 6-7
"Good"  600-700 BP, 3 SP, or a BP/100 & SP total of 8-10
"High"  800+ BP, 4-5 SP, or a BP/100 & SP total of 11+

Rating:
*       Poor and/or Junk; drop as soon as you can
**      Low-level card; useful early on or in rare situations
***     Decent card; good to use before late game when heavier-hitters appear
****    Excellent card; get it, get a lot of it, and use it ASAP
*****   Top-notch; use this card and abuse your opponents
«       Half a star; if I can't be precise about a rating

Stages in your Game:
"Early" Before you get your 2nd medal
"Mid"   When you get 2-3 medals
"Late"  When you have 4-5 medals
"Post"  After you own all 6 medals

Letters After Name
(A)     Street Fighter Alpha version
(B)     Breath of Fire version
(C)     Chivalry (or SLASH from Samurai Showdown) version
(T)     Treachary (or BUST from Samurai Showdown) version
(S)     Speed (Akari from Last Blade) version
(P)     Power (Akari from Last Blade) version
(P)     Plain-clothes (only for Kyo & Morrigan)

Hand    The cards in your hand
Trash   The Discard, Junk, or Trash pile; as a verb, to discard something
Deck    The cards left in your deck; as a verb, to shrink a deck
United  A combined/combo attack between 2 or 3 characters
Bruiser A character with high BP, but gives low (or no) SP
Weenie  Also, weiner. A weakling. A sap. A patsy.

Chizuru & Tessa can only be obtained through Versus mode of Savestate edits.
Geese Howard, Blue Mary, Mr. Karate, Shiki, and Maxima are SNK exclusives.
Mech Zangief, Karin, Alex, akira, and Red Arremer are Capcom exclusives.

-= I. SNK CARDS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

S001    [B]     Terry
BP:     1000
SP:     3
Backup: Andy, Ryu
Helps:  Andy, Blue Mary, Ryu
()      Terry Rush
       Keeps character out of Freeze Phase after he attacks.
(****«) This is the card you make your deck around if you own the SNK version
       of the game. Terry is the better of the Bogard Bros. because of his
       immensive BP levels and Terry Rush, which means he can both attack
       AND remain unfrozen to defend in case the opponent has someone left.
       NOTE: Terry's ability does NOT mean he can never be Frozen. Terry
             just doesn't freeze after attacking.

S002    [B]     Andy
BP:     800
SP:     3
Backup: Terry, Mai
Helps:  Terry, Mai
/\      Shadow Slicer
       Randomly selects one enemy card from their hand and discards it.
(****)  A strong card with 800 BP and 3 SP, Andy Bogard also has a great
       ability in removing a card from the enemy hand. It's random, so you
       may or may not screw them up; but at the very least, it's annoying.

S003    [B]     Joe
BP:     700
SP:     4
Backup: King, Adon
Helps:  Adon
[]      S-Upper
       Draw 2 cards from enemy's deck and trash them.
(****)  Another Legendary Fighter, another [B] card. The man of Mui-Thai has
       great stats: his BP is good and his gives a high amount of SP. On top
       of that, the threat of using Joe's Screw Upper will indeed screw with
       your opponent. Loosing two cards can be devastating in two ways:
       (1) They could've been strong cards, and (2) you end up "decking"
       your opponent faster. If you they start their turn and can't draw any
       more cards, they lose the game.

S004    [C]     Mai
BP:     600
SP:     2
Backup: Andy, Yuri, King
Helps:  Andy, King, Ayame
[]      Morph
       Discard your hand and pick same number of cards you discarded plus 1.
(***«)  Mai's ability is nice if you think your hand is junk and want more
       cards, but her staying power comes from her 600 BP, which is fairly
       high for a [C] card.

S005    [B]     Billy
BP:     700
SP:     2
Backup: Eiji, Kim Sue Il
Helps:  Krauser, Geese, Eiji
/\      Shrike Drop
       See enemy's cards. If they have any AC cards, you can discard 1.
(****)  Hitman and bodyguard Billy Kane is a highly valuable card. He has
       high BP (700), gives a decent amount of SP (2), and has a great
       ability: it gives you a great view of the enemy's hand PLUS lets you
       junk one of their ACs (if they have any). As another bonus, Billy is
       a helpful teammate throughout the entire game: Early on, you can back
       him up with Eiji & Kim Sui Il. Later on, Billy can back up Geese &
       Krauser.

S006    [C]     Kim
BP:     700
SP:     2
Backup: Galford, Kim Sue Il
Helps:  Hon Fu, Chan, Choi, Lee Rekka, Kim Sue Il, Kyoko, Hideo
       None
(***«)  Another strong card, the superhero-esque Kim, destroyer of Evil and
       protector of Justice, has a whopping 700 BP; that's a very high
       amount for a [C] rank character. Kim also gives 2 SP which is also
       nice. He'll be seeing a lot of action for a good chunk of the game
       until you find cards with good special abilities.

S007    [C]     Duck King
BP:     300
SP:     3
Backup: Bob, Kyoshiro, Dee Jay
Helps:  Bob, Kyoshiro, Dee Jay, Birdie
/\      Duck Dance
       Raise 1 teammate's BP by 300.
(**)    A good low-level card to have, Duck King is the equivalent of having
       an Awakening AC in your hand with the plus side of being a 3 SP-giving
       character card. Duck King could play back-up to any of the 4 cards
       listed, but if there's room, you should play Duck King to boost the
       BP of a stronger card and then back Duck King up.

S008    [C]     Blue Mary
BP:     500
SP:     3
Backup: Terry, King, Charlotte
Helps:  Kasumi, Charlotte
[]      M.Arachnid
       Keeps one Frozen character Frozen for another turn.
(****)  I've graded Mary a half-star higher out of pure bias. Just wanted to
       say that first.
       Blue Mary is a good card: 500 SP and 3 SP are all good stats to have.
       She is also an excellent card to have for her Mary Arachnid: the
       built-in version of the "Double" AC effect. You sacrifice Mary's turn
       to keep an enemy heavy-hitter frozen another turn. And when Mary
       recovers (if she hasn't been hit with Double), she can KEEP that
       heavy-hitter stalled ANOTHER turn. And ANOTHER. (until you feel like
       it, or unleash Evil Ryu on them).
       Mary works better if you have Double, Yamazaki (her old KoF '97 team-
       mate) or Rimururu/Rimnerel (T) or else you have to wait for the enemy
       to be frozen after an attack to M.Arachnid them.

S009    [D]     Hon Fu
BP:     300
SP:     4
Backup: Kim, Kazuki, Fei Long
Helps:  None
       None
(*«)    Early in the game, Hon Fu will have decent BP and give you a good
       amount of SP. Past that stage he doesn't help anyone.

S010    [D]     Bob
BP:     300
SP:     3
Backup: Duck King, Dee Jay, Elena
Helps:  Duck King, Kyoshiro, Dee Jay, Elena
       None
(*«)    A very simple card, standard in all respects except for the fact
       he can back-up a variety of better characters.

S011    [A]     Yamazaki
BP:     800
SP:     2
Backup: Goenitz, Mature, Vice
Helps:  Chong Shu, Chong Lei, Mature, Vice
/\      Face Off
       Freeze any other character than this one.
(****«) 800 BP, 2 SP, and can Freeze an enemy character once he's played.
       First, he's got very good stats. Second, his ability is most useful
       near the end and beyond since you can open a path to the enemy's HP
       and you've got strong cards ready to attack. Third, is the warning.
       NOTE: Yamazaki WILL Freeze someone when he enters. If there is NO
             ONE in the enemy ring, he WILL freeze a teammate. If there is
             no one in the ring except himself, no one gets frozen. If you
             target an already-frozen card, nothing will happen (they do
             not get un-frozen, and they do not get "Double Frozen").

S012    [C]     Chong Shu
BP:     400
SP:     3
Backup: Yamazaki, Chong Lei
Helps:  Chong Lei
[]      Fogey Fists
       KO's one other character in your ring. Add their BP to Chong Shu.
(***)   I like him. Good stats and his ability can clean your ring of dead
       weight. Or even clean your ring of people with annoying abilities.
       Or just clean your ring of strong characters so you can play even
       stronger characters. The only downfall is if Chong Shu gets sent back
       to your hand, he looses all those BP he gained.

S013    [C]     Chong Lei
BP:     600
SP:     1
Backup: Yamazaki, Chong Shu
Helps:  Chong Shu
       None
(**«)   A good card if you find him early. 600 BP is great to have early on,
       and he even gives 1 SP.

S014    [C]     Rick
BP:     500
SP:     1
Backup: Rob Python, Balrog, T.Hawk
Helps:  Alfred, Rob Python, Balrog, T.Hawk
       None
(*«)    A weak [C] or a strong [D], Rick's 500 BP is good enough on his own.

S015    [C]     Xiang Fei
BP:     400
SP:     4
Backup: Hsien Ko, June, Mai Ling
Helps:  Alfred, Kasumi, June, Mai Ling
       None
(**«)   A great card to have early on, her 400 BP is decent and her 4 SP is
       a great addition. Even though Xiang Fei doesn't have a special
       ability, she provides great support (to Capcom cards no less).

S016    [D]     Alfred
BP:     200
SP:     2
Backup: Rick, Xiang Fei, Falcon
Helps:  Falcon
()      W-Rider
       Let this character attack the turn he was played.
(«)     Good ability, crappy card. Even if Alfred was the first card played,
       200 BP is just weak.
       NOTE: W-Rider does NOT let Alfred partake in United Combo attacks.

S017    [D]     Tsugumi
BP:     300
SP:     2
Backup: Kensu, Akari (S), R Mika
Helps:  R.Mika
       None
(*)     A weak card. That's it.

S018    [A]     Krauser
BP:     1200
SP:     5
Backup: Billy
Helps:  None
       None
(*****) 1200 BP #and# 5 SP is special enough. Krauser & Mech Zangief are the
       only two cards that have such high stats in both areas, but Krauser
       can be obtained from battle in either game.
       All decks who want 5 SP characters should have 3 Krauser and/or 3 M.
       Zangiefs. And if you really want your opponent to "quake in fear",
       threaten to play Billy or use him as a backup!

S019    [S]     Geese
BP:     1500
SP:     0
Backup: Billy
Helps:  None
       None
(****«) No SP gain, but Geese has 1500 BP #and# can be backed-up by Billy!
       SNK verison players can win Geese repeatedly, unlike Capcom version
       players who must either trade for either Zero Akuma or Geese Howard.

S020    [B]     Ryo
BP:     900
SP:     2
Backup: Robert
Helps:  Robert, Yuri, Mr.Karate, guy, Takato, Rob Python, Dan, Makoto
[]      Spirit Surge
       Discard 1 AC card from hand to gain 1 SP for each card left in hand.
(****)  A high BP should instantly turn your head. Too bad Ryo has only one
       back-up, and he's a waste as a back-up. His special ability can give
       you some extra SP which might be helpful, but it's more potent if you
       have a Dregs & Last Resort combo (which will turn your entire deck
       into your discard into your hand).

S021    [C]     Robert
BP:     700
SP:     1
Backup: Ryo, Kensu, Akari (S)
Helps:  Ryo, Yuri
       None
(***)   A good heavy-hitting bruiser to have, especially alongside Ryo.
       Kansai-accented Robert Garcia is a notch above many strong-arms
       in that he at least gives 1 SP.

S022    [C]     Yuri
BP:     500
SP:     2
Backup: Ryo, Robert, Takuma
Helps:  Mai, King
[]      Bring it on!
       Lower's enemy's SP by 3.
(***)   Yuri Sakazaki is a good edition to a Josei themed deck. She has nice
       BP, gives fair SP, and her ability can be pretty useful early on.
       Losing 3 SP could prevent the enemy from using a strong AC or a
       United combo attack.

S023    [C]     Takuma
BP:     500
SP:     4
Backup: Heidern, Saishu
Helps:  Yuri, Saishu
       None
(***)   Another member of the Sakazaki clan in excellent standing. 500 BP is
       a good, and he gives 4 SP which is even better. Keep him with Saishu
       in your deck and the Old Dads of KoF Team is very formidable indeed!

S024    [C]     Mr.Karate
BP:     700
SP:     0
Backup: Ryo, Dan
Helps:  Mr.Big, Tam Tam, Dan, Makoto
[]      M.I.A.
       Shuffles deck after this card is returned to deck.
(**«)   The good: the mystery kogenryu has 700 BP. The bad: he gives no SP.
       Mr.Karate is someone hard to get a handle on. On the one hand, he is
       undeniably powerful for the first 2/3 of the game and if he's weakened
       in the ring, he can re-shuffle himself into your deck. That ability
       is hard to gauge; while he's strong, re-entering the ring doesn't give
       you and more SP. But, if your deck needs a wall and you don't have
       enough Zangief cards, Mr.Karate can fit the bill nicely. Or at least
       until you meet Hanzo.

S025    [B]     King
BP:     600
SP:     1
Backup: Mai, Yuri
Helps:  Joe, Mai, Blue Mary, Kasumi, Charlotte, Kojiro, Adon, AKIRA, Rouge
/\      Dealer
       Discards entire hand to pick 1 card from your deck. That card is your
       new hand. Shuffle deck.
(**«)   I love this Mui-Thai kickboxing bar-owner (as do about 9 other cards
       - possibly a support record), but her ability is somewhat #annoying#.
       It's great that you can pick any card you want from your deck to put
       in your hand (unlike the Management AC which works only for ACs or
       Saki which only works for characters), but it'll cost you your entire
       hand. Unlike Saki & Management, you don't have to show off which card
       you picked.
       If you can live with that, then King is a great card to have. Not
       only will you get a card you may desperatly need, she has 600 BP and
       even gives an SP. Plus, you may want this KoF Women's Team captain of
       six consecutive years just for back-up purposes.

S026    [D]     John
BP:     400
SP:     1
Backup: Mr.Big, Guile Charlie
Helps:  Mr.Big
       None
(*)     Just another "John McFlunkie" of Mr.Big. 400 BP isn't particularly
       bad for the start of the game, but only giving 1 SP?

S027    [D]     Lee Pylon
BP:     200
SP:     5
Backup: Genan, Choi, Vega
Helps:  Genan, Chin Gensai, Vega, Gen, Lee
       None
(*«)    5 SP is good for a weakling that can still back up Genan & Vega.

S028    [C]     Mr.Big
BP:     400
SP:     2
Backup: Mr.Karate, John
Helps:  John
       None
(*)     This man was a feared underworld boss. He was a sub-boss in AoF.
       How the mighty have fallen. I have no idea how a sub-par character
       with no strong friends to even back-up got a [C] rank.

S029    [D]     Eiji
BP:     300
SP:     2
Backup: Billy, Hanzo, Zantetsu
Helps:  Billy, Zantetsu
/\      Prophecy
       After seeing your deck's top 3 cards, rearrange them in any order.
(*)     Ninjas are cool. Eiji is a ninja. Eiji should be cool, right?
       Not quite. Two of the three guys who back him up are twice as strong.
       His ability, while nice to see what you can draw next, might not be
       worth it to call him to the field as this AoF assassin only has 300
       BP and only 2 SP to give. Eiji can at least be back-up fodder.

S030    [C]     Kasumi
BP:     400
SP:     4
Backup: Blue Mary, Xiang Fei, King
Helps:  Takato
[]      Overlap Crunch
       Discard 1 Action card from hand to damage your enemy for 300 HP.
(***)   A great card to have. If Kasumi could help more people, she might've
       gotten a better grade. Her 400 BP is OK, but her 4 SP is great and
       her ability turns any AC into a free Grenade.

S031    [A]     Haohmaru
BP:     1000
SP:     1
Backup: Charlotte
Helps:  Ukyo, Jubei, Charlotte, Shizumaru
()      Iron Slice
       Attack cuts through opponent, damaging your enemy's HP.
(*****) Haohmaru is a one-man wrecking crew, and that's when he's sober!
       Iron Slice makes Haohmaru a walking United combo attack. His slash
       will cut down the enemy, and if Haohmaru has any BP left, he will
       then damage the enemy directly! Imagine the damage he could do when
       powered up?

S032    [D]     Ukyo
BP:     700
SP:     2
Backup: Haohmaru, B.B. Hood
Helps:  B.B. Hood
()      Dwindling Life
       KO this character at the end of the turn if he attacks or counters.
(***)   Poor, poor dying Ukyo. Coughing up blood is definetly not a good
       sign. Ukyou still offers you a lot: 2 SP and 700 BP are nothing to
       cry about. Are you still worried about this samurai's dwindling
       spirit? Remember that there are several cards (Anakaris, Substitute,
       ESP) that can remove his ability, and if you have enough SP (or
       Tooptadon), combo Ukyo with someone in a United attack (which
       suspends his Ability). Or just Raw Shield Ukyo's BP for HP.

S033    [B]     Hanzo
BP:     600
SP:     3
Backup: Jubei, Kenji
Helps:  Eiji, Jubei, Washizuka, Zantetsu, Kenji
[]      Dust Cloud
       Returns this character to hand.
(***«)  Much better upgrade to Mr.Karate. Hanzo comes in and gives 3 SP,
       defend and attack perhaps, and then POOFs back out with his own
       personal Escape ability only to come back in down the line with his
       600 BP to bear. Superior in every way, Hanzo even makes a better team
       with Jubei than Mr.Karate & Dan.

S034    [D]     Galford
BP:     300
SP:     2
Backup: Nakoruru (C), Rimururu/Rimnerel (T), Rush
Helps:  Kim, Nakoruru (C), Nakoruru, Lee Rekka, Rush
/\      Hey Poppy!
       Draw one card.
(*«)    Not terrible to have at the very beginning because of his draw 1
       bonus. His stats are pretty low, but he and his dog Poppy can at
       least back up some decent characters.

S035    [A]     Nakoruru (C)
BP:     600
SP:     4
Backup: Galford, Rimururu/Rimnerel (C)
Helps:  Galford, Rimururu/Rimnerel (C), T.Hawk, Elena
/\      Balm of Nature
       Recover 500 HP.
(****)  Best healing card ever. With this rare card, Kensu, Rimururu (C),
       Raw Shield, and even Grace are almost redundant. Nakoruru isn't a
       shabby fighter either; with 600 BP and a whopping 4 SP points,
       Nakoruru is good to have in the field. Chances are though, you won't
       be receiving help from her rather weak back-ups or even consider
       using her as back-up yourself.

S036    [B]     Nakoruru (T)
BP:     600
SP:     4
Backup: Rimururu/Rimnerel (T)
Helps:  Rimururu/Rimnerel (T), J. Talbain
()      Shikuroo's Fang
       At the end of your turn, all frozen enemy characters take 200 damage.
(****)  Equally as good as her chilvarous goody-two-shoes counter-part,
       Bust/Treachery (how did SNK US come up with BUST & SLASH?) Nakoruru
       packs a mean offensive punch: any enemy found frozen weakens itself
       200 BP thanks to her wild wolf. Great to place after an enemy attacks
       or after something like Puppet, Yamazaki, or Rimururu (T)'s Konril!
       Play multiples of her and watch the damage from Shikuroo stack!

S037    [S]     Nakoruru
BP:     500
SP:     3
Backup: Galford. Rimururu/Rimnerel (C)
Helps:  Rimururu/Rimnerel (C), T.Hawk
[]      Mamahaha Call
       Draw one card.
(***)   Not too shabby a card. A little weak considering she is an elusive
       [S] rank. The original Nakoruru (with trained falcon) has good stats
       and can allow you to draw a card anytime you like, but by the time
       you get her, one card & 500 BP may not matter too much.

S038    [D]     Rimururu/Rimnerel (C)
BP:     300
SP:     4
Backup: Nakoruru (C), Nakoruru, Shizumaru
Helps:  Nakoruru (C), Nakoruru, Shizumaru, Sasquatch
[]      Wind Whisper
       Get 100 HP.
(**)    A fair card to get before you hit mid-game. She and Shizumaru make
       an OK team, but Rimururu's main attraction is that she can give 4 SP
       while still holding a passable 300 BP. Her ability, Wind Whisper,
       however, is a joke. 100 HP? Who're you up against, Al & Iven?

S039    [B]     Rimururu/Rimnerel (T)
BP:     500
SP:     5
Backup: Nakoruru (T)
Helps:  Galford, Nakoruru (T), Sasquatch
[]      Konril
       Freezes 1 enemy character.
(****)  Now THIS is an upgrade. Rimururu (T)'s stats are much better than her
       Chilvarous counter-part, and her ability is a lot more serious too.
       Konril may not seem like much, since the enemy will recover when it's
       their turn, but if you already have a heavy-hitter waiting in the
       wings, then this may open up a path directly to the enemy's HP.
       Or you can use Konril in conjunction with Evil Ryu, Blue Mary, or
       Double. Even if you don't Konril someone, 500 BP and an amazing 5 SP
       are still great for your ring.

S040    [C]     Jubei
BP:     600
SP:     2
Backup: Haohmaru, Hanzo, Ryoma
Helps:  Hanzo, Washizuka, B.Hayato, Ryoma
       None
(***)   No special abilities doesn't mean you should overlook this 600 BP
       [C] card. A great team can be formed from both Jubei and Hanzo, and
       this wisened samurai also brings 2 SP. A great card for the mid-level
       game before the 1000 BP cards become commonplace.

S041    [C]     Charlotte
BP:     400
SP:     3
Backup: Blue Mary, King, Haohmaru
Helps:  Blue Mary, Haohmaru, Rain
       None
(**)    A few [D] cards have the same (or better) stats than Charlotte does,
       but hers are still fair and she can back some heavy-hitters.

S042    [C]     Kyoshiro
BP:     300
SP:     3
Backup: Duck King, Bob, Dee Jay
Helps:  Duck King, E.Honda, Dee Jay
/\      Warrior Dance
       Raises BP of all your characters (even himself) in the ring by 100.
(**)    A very solid card for your early deck. 3 SP is a lot then, and 300 BP
       should be decent. The 100 BP boost for your entire ring is like a
       cheap Showtime knock-off, but it's free.

S043    [D]     Genan
BP:     400
SP:     1
Backup: Lee Pylon, Choi, Vega
Helps:  Lee Pylon, Mukuro, Vega
[]      Peeping Kay!
       See enemy's hand.
(*«)    Until Billy Kane drops into your lap, or you stockpile Stifler cards,
       Genan will be the one peeking at your opponent's hand. This alone
       makes this Shiranui (yup) tribesman worth holding early on.

S044    [D]     Tam Tam
BP:     500
SP:     2
Backup: Mr.Karate, Cham Cham, Shishiou
Helps:  Cham Cham
       None
(**)    Another generic big-man wearing a mask, but he's the better of the 3.
       Tam Tam has nothing exceptional, no great ability of his own, but he
       has a good 500 BP, which is pretty good in the early goings, and he
       can get back-up from a few common cards.

S045    [D]     Cham Cham
BP:     300
SP:     2
Backup: Tam Tam, Felicia, Al and Iven
Helps:  Tam Tam, Hayate, Felicia, Al & Iven
       None
(*)     This cute mascot carries her own mascot (Tam Tam's cursed form)! Too
       bad all Cham Cham is good for is back-up fodder, but she's really
       good at it with 3 strong choices.

S046    [D]     Genjuro
BP:     700
SP:     0
Backup: Amano, Rikou
Helps:  Shiki (C), Amano, Rikuo
()      I knew it!!!
       Character cannot perform counter-attacks.
(*)     A very high BP for a [D] card, but his ability is a pain (defense is
       important) and he gives no SP. You could consider a Substitute or ESP
       or even Anakaris card for your deck, or just use Ukyo [D] instead.

S047    [D]     Nicotine
BP:     300
SP:     4
Backup: Gaira, Retsu, Donovan
Helps:  Gaira, the Ump, Retsu, Donovan
()      Exorcism Card
       Disables all characters' [] abilities.
(**)    The monk known as Caffiene Nicotine isn't just a funny name. He's
       also a decent [D] card. 300 BP is passable and the 4 SP is plentiful,
       but being able to stop attacks like M.Arachnid and S.Dynamite?
       The hardest part is giving Nicotine a rating; his stats are good in
       the early and mid-game, but his ability is more useful in annoying
       people in the mid-game and beyond, when they have all those []
       abilities that can screw you over like S-Upper.
       Nicotine is still a good low-level card, and you can always use
       Anakaris to mute everyone's abilities.
       NOTE: This will prevent YOUR characters from using [] abilities too.

S048    [B]     Shizumaru
BP:     500
SP:     3
Backup: Haohmaru, Rimururu/Rimnerel (C)
Helps:  Rimnururu/Rimnerel (C)
[]      Midsummer Rain
       KO this character. Both players discard their hands.
(***)   Good stats on this card make Haohmaru's student worthy of holding
       during mid-game. His ability is a bit iffy; generally you should
       use it when you have few useful cards in your hand, hoping to take
       out something natsy the enemy may be storing.

S049    [D]     Gaira
BP:     400
SP:     1
Backup: Nicotine, Retsu, Donovan
Helps:  Nicotine, Juzo, Retsu, Donovan
/\      Shout!
       Ends all characters' Freeze Phase.
(*)     A fairly poor card. 400 BP isn't shabby, but he only gives 1 SP and
       his Shout! will awaken even your opponent's frozen cards, allowing
       them to defend your attacks.
       There are only 2 reasons to have Gaira. You have a lot of cards with
       [] abilities, they'd get to use them twice in a round if you play
       Gaira (same if you used a Fight! card). Or you have him back-up
       some of the less "blah" cards. I'd rather have Kyoko or a Fight! AC.

S050    [D]     Basara
BP:     200
SP:     3
Backup: Taizan, Guile, Remy
Helps:  Taizan, Remy
       None
(«)     Remember kids, revenge is worthless and so is Basara. There are many
       [D] cards that provide better BP, SP, help, or all three.

S051    [C]     Kazuki
BP:     600
SP:     1
Backup: Sougetsu, Ralf
Helps:  Hon Fu, Sougetsu, Kagami
[]      Imbroglio
       KO's character. Decreases a random ring character's life by 500.
(**«)   A decent mid-level card. 600 BP offsets his single SP, and he can
       help his brother Sougetsu. Kazuki's explosive ability is a bit of
       a gamble unless he was the only character in your ring. It's a great
       way to go out if he's weakened though, doing 500 BP of damage to
       (hopefully) one of their cards.

S052    [B]     Sougetsu
BP:     700
SP:     3
Backup: Kazuki, Rikuo
Helps:  Kazuki, Rikuo
/\      Frigid Smirk
       Skips enemy's next draw phase.
(****«) High BP, good SP, and his ability will annoy your opponent to no end.
       Sougetsu is a great addition even after beating the game. Early on,
       you can even bolster his BP with any Kazuki & Rikuo cards you have.

S053    [C]     Shiki (C)
BP:     500
SP:     4
Backup: Genjuro
Helps:  Asra
[]      NRG syphon
       KO one of your characters to gain 200 HP.
(***)   A very good card, 500 BP and 4 SP is really nice for a [C] card. This
       hot mamacita's ability is also... nice. She can clean your ring of
       weaklings while recovering your HP.

S054    [B]     Shiki (T)
BP:     600
SP:     5
Backup: Asra
Helps:  Asra
()      Yuga's Spell
       Raises cost for Action Cards by 3 for both players.
(***)   Stronger than Shiki (C), but her ability is a double-edged attack.
       Great if you have a cache of SP and your opponent doesn't, or if
       you don't have many ACs and they do. This does not affect the cost
       of United attacks.
       NOTE: Having more than 1 Shiki (T) in the ring COMPOUNDS their
             abilities. 6 Shiki (T)'s would mean the cost of ACs rises by 18!

S055    [D]     Asra
BP:     400
SP:     2
Backup: Shiki (C), Shiki (T)
Helps:  Shiki (T)
/\      Rising Evil
       Draw one discarded card, return it to deck, and shuffle deck.
(***)   Highly useful card for a LONG while. Not only does Asra have a
       decent 400 BP and 2 SP, his ability immediately recovers any AC or
       character back into you deck.
       NOTE: Even if you have nothing in your trash pile, playing Asra
             will still shuffle your deck.

S056    [D]     Taizan
BP:     400
SP:     2
Backup: Basara, Guile, Remy
Helps:  Basara
       None
(*)     Not bad. A respectable card that has no friends (outside of Basara).
       Taizan, by the way, comes from the NGPC Samurai Showdown/Spirits.

S057    [C]     Amakusa
BP:     600
SP:     2
Backup: Zankuro, Orochi
Helps:  Zankuro, Orochi
/\      Give Yourself
       KO all other characters in your Ring. +3 SP for each KO'd character.
(**)    A decent character, though he wears a rather flamboyant costume, he's
       a boss. No idea why he and Zankuro are a good team in this game.
       You might see similarity between Amakusa and Bishamon; they are best
       used to clear your ring of weenies. You can also use Amakusa when
       your ring is empty too.

S058    [C]     Zankuro
BP:     700
SP:     0
Backup: Amakusa, Bishamon
Helps:  Amakusa, Bishamon
       None
(**)    A 700 BP wall. Not as bad as Genjuro, but not quite Mr.Karate. It's
       a lot of BP for a mid-card character, but no SP is annoying.

S059    [B]     The Ump
BP:     100
SP:     5
Backup: Nicotine, The Ump, The Ump
Helps:  the Ump, the Wanderer, Akari, Twelve
()      Mystic
       Disables this character's attacks & counterattacks. Yup.
(«)     Kuroko is a being of few words. And here, a being of fewer actions as
       well. The Referee (not to be confused with Mr. Referee of "Medabots")
       nets you 5 SP if you don't want to use him as someone's back-up,
       and is best the target of Double KO cards, Substitute cards to stop
       your opponent's counter-attack, or just fodder for someone like
       Amakusa or Rose whose abilities requires a sacrifice.

S060    [S]     Kyo
BP:     800
SP:     1
Backup: Shingo
Helps:  Benimaru, Daimon, Shingo, Kagami
/\      Orochi Wave
       Decreases enemy's life by 500 HP.
(****)  A strong card with a powerful ability; you should grow familiar with
       Kyo as he renders character abilities like Saishu's obsolete. I still
       prefer Kyo's alternate card...

S061    [S]     Kyo (P)
BP:     700
SP:     3
Backup: Shingo. K'
Helps:  K'
/\      182 Ways
       Lowers enemy's or an enemy character's HP/BP by 300.
(****«) Plain-clothed Kyo is much more versatile than regular Kyo in that he
       can decimate the enemy or weaken their lines. Kyo (P) still has a
       high amount of BP and even offers more SP which is why I keep him
       and not his flaming counter-part in my deck (unless I'm making a
       direct-damage themed deck).

S062    [B]     Benimaru
BP:     600
SP:     1
Backup: Kyo, Daimon
Helps:  Daimon
[]      Thundergod Fist
       Lower's his and one selected enemy character's BP by 500.
(***)   Do you understand? The karate-man from Japan who concentrates more
       on his style and his street-fighting than his classes has 600 BP
       which puts him up there as a heavy hitter. He could use more SP,
       but his ability can make up for it in that he can use it twice if
       he survives long enough, or as a desperation attack to weaken (or
       wipe out) a character.
       Funny why Beni isn't helping out every female card here ala KoF98.

S063    [C]     Daimon
BP:     500
SP:     2
Backup: Kyo, Benimaru
Helps:  Benimaru
       None
(**)    Just like in the KoF games, Daimon & Benimaru help each other out
       while Kyo plays primma-donna with Iori. 500 BP is good early on, but
       Daimon takes a backseat to those with unique abilities later.

S064    [C]     Heidern
BP:     600
SP:     1
Backup: Leona, Ralf, Clark
Helps:  Takuma, Leona, Ralf, Clark, Saishu, Rolento
()      S-Bringer
       Steal up to 3 SP if this character directly damages the opponent.
(***«)  The Ikari squad leader should be a favorite among the SNK version
       players. In fact, Heidern can be instrumental in your early and
       mid-game decks. 600 BP is a good start, and he can be backed-up by
       many good common cards to keep his strength high. Even after his
       teammates leave your deck, Heidern is still someone to be reckoned
       with, especially since Heidern can drain SP from your opponent, no
       matter how weak he gets.

S065    [C]     Leona
BP:     400
SP:     2
Backup: Heidern, Ralf, Clark
Helps:  Heidern, Ralf, Clark
/\      X-calibre
       Decreases 1 other character's life by 200.
(***)   Leona's ability is very handy: cut someone on the other side down a
       notch. She also makes good back-up fodder along with her Ikari
       comrades; all except Heidern have 400 BP. It doesn't really matter
       who gets on the field first (although Leona and Heidern obviously
       have the nice abilities you want to exploit), they can all back
       each other up.
       NOTE: Be careful when playing Leona. If there are no enemies,
             Leona WILL have to attack a teammate. She can be played when
             the field is empty, but her ability won't activate.

S066    [D]     Ralf
BP:     400
SP:     3
Backup: Heidern, Leona, Clark
Helps:  Kazuki, Heidern, Leona, Clark
       None
(**«)   Early on, Ralf & Clark really do form the ultimate cross-changers.
       400 BP and 3 SP are a good combination, especially for a [D] card.
       Read Leona's review to see that these Ikari warriors are probably the
       best team at the start of the game. They can even survive nukes!

S067    [D]     Clark
BP:     400
SP:     3
Backup: Heidern, Leona, Ralf
Helps:  Heidern, Leona, Ralf
       None
(**«)   No Ikari team would be complete without the wrestling antics of this
       bespecled grunt. Ralf & Clark are the best [D] team out of the game:
       they can back each other and they can back more powerful cards.
       Expect to hold onto at least one copy of this duo during mid-game.

S068    [C]     A.Asamiya
BP:     600
SP:     1
Backup: Kensu, Chin Gensai
Helps:  Kensu, Chin Gensai, Ibuki
[]      Psycho Charge
       Raises SP 3 pts.
(***«)  A great card, this pop-star/fighting idol has 600 BP to attack with
       and can use her ability to generate SP. Athena Asamiya can sit out
       churning SP as well as get in there and knock some heads all mid-game.

S069    [C]     Kensu
BP:     500
SP:     2
Backup: A.Asamiya, Chin Gensai
Helps:  Tsugumi, Robert, A.Asamiya, Chin Gensai
/\      Meat Muffin!
       Gain 200 HP.
(***)   Sie Kensou is a solid addition to your mid-game deck. He has slightly
       less BP than Asamiya, but slightly more SP. Kensu's biggest draw is
       that he let's you gain 200 HP as soon as he enters (almost enough
       to overcome a Grenade), but he can also be Athena's shining knight.

S070    [D]     Chin Gensai
BP:     200
SP:     5
Backup: Lee Pylon, A.Asamiya, Kensu
Helps:  A.Asamiya, Kensu, Gen, Lee
       None
(**)    He brings 5 SP to the table, but also backs up the rest of the Psycho
       Soldiers, A.Asamiya and Kensu. If you have those two, might as well
       keep Chin.

S071    [D]     Chan
BP:     400
SP:     0
Backup: Kim, Choi
Helps:  Choi
       None
(«)     A convict "recruited" (drafted) by Kim in his crusade against evil.
       His name is missing a 'G' at the end and his card is just overall
       lacking. He's a lot more menacing in the KoF games.

S072    [D]     Choi
BP:     300
SP:     2
Backup: Kim, Chan, Vega
Helps:  Lee Pylon, Genan, Chan, Vega
       None
(*)     Another weak card, Choi is sub-par in terms of stats. He can back-up
       some stronger cards though.

S073    [C]     Saishu
BP:     400
SP:     2
Backup: Takuma, Heidern
Helps:  Takuma
/\      Exorcism
       Decreases enemy's life by 200 pts.
(**«)   He doesn't even help his own son. It's OK, Kyo is much better than
       him in every respect. Saishu will still give you an edge in the
       early-game.

S074    [C]     Shingo
BP:     400
SP:     1
Backup: Kyo, Sakura
Helps:  Kyo, Kyo (P), Sakura, Sean
[]      Burning Shingo
       Decreases his and another character's BP by 300.
(**)    Kyo's #1 fan gives pitiful SP and has only passable BP, but he can
       help many good cards and his ability is good early on. Chances are,
       Shingo can get two of them in before he's KO'd.
       Shingo is, in every sense, a weaker Benimaru.

S075    [S]     Chizuru
BP:     300
SP:     2
Backup: None
Helps:  None
[]      Contain!
       Discard 1 AC from hand to remove 1 character's ability AND reduce
       their BP to 100.
(***)   One of, if not the best "discard an AC from hand" ability there is;
       it's too bad Chizuru herself is a fairly weak card. Funny why this
       Shinto priestess doesn't help Kyo & Iori though.

S076    [C]     Iori
BP:     1000
SP:     0
Backup: None
Helps:  Setsuna
()      Blood Contract
       Disables this character's counterattack.
(**)    A little hard to grade. Yagami's BP is incredibly high, which offsets
       my general disregard for 0 SP cards, but his ability is horrible!

S077    [A]     Yashiro
BP:     700
SP:     2
Backup: Shermie, Chris
Helps:  Shermie, Chris
/\      Counterblow
       Returns one other character to its original owner's hand.
(*****) Team Orochi LIVES. Yashiro is one of the greatest cards available
       since he can set up a strong offense, stall the enemy, AND he has
       very good stats himself. The Orochi of the Earth is great to use to
       open up a path to the enemy's HP, to send a powered up character back
       into their hand, to out-number your opponent, or even to send a
       wounded/useful ally back to your own hand to reuse (ie: KYO or AKUMA).
       Try not to send back a card like Akuma back to your enemy though.
       NOTE: Yashiro MUST activate counterblow if there are other cards
             in the ring. If the enemy has no cards, you must then target
             your own. Yashiro can still enter if both sides are empty.

S078    [B]     Shermie
BP:     500
SP:     3
Backup: Yashiro, Chris
Helps:  Yashiro, Chris
/\      Be Gentle to Me
       Disables enemy character's attack in next enemy turn.
(***«)  A one-sided version of the Glare Off AC. The Orochi of Wild Lightning
       is a useful card to have in your hand the entire game. She has good
       balanced stats, especially +3 SP to your pool, and her ability can
       buy you an extra turn if you're being overwhelmed.

S079    [D]     Chris
BP:     400
SP:     3
Backup: Yashiro, Shermie
Helps:  Yashiro, Shermie
       None
(**«)   Rounding out Team Orochi, the speedy Orochi of FIRE. I've given him
       an extra half-point because he works interchangably with Yashiro [A]
       and Shermie [B], although they're less common than he is.

S080    [C]     Goenitz
BP:     600
SP:     3
Backup: Mature, Vice
Helps:  Yamazaki, Mature, Vice
       None
(***)   A very good card to have, he's going to be a resident tough-cookie
       for your mid-game deck with 600 BP and 3 whole BP. Plus Goenitz can
       give/receive back-up from Mature/Vice plus giving to Yamazaki.
       Without a special ability though, he won't last into the end-game.

S081    [S]     Orochi
BP:     1000
SP:     0
Backup: Amakusa
Helps:  Amakusa
/\      Sanity
       Reduces each player's SP to 0.
(***)   I don't like "bruiser" cards; cards that are high in BP but don't
       give SP. There is a balance though. 1000 BP more than makes up for
       Orochi's lack of SP, although his ability can be annoying if you
       need to use SP yourself.

S082    [D]     Mature
BP:     400
SP:     2
Backup: Yamazaki, Goenitz, Vice
Helps:  Yamazaki, Goenitz, Vice
       None
(**«)   A good card to have early on, she makes a good team with Vice and
       Goenitz, plus she can back Yamazaki as well. The Ikari team are still
       better, but the Servants of Rugal are a good "Plan B".

S083    [D]     Vice
BP:     400
SP:     2
Backup: Yamazaki, Goenitz, Mature
Helps:  Yamazaki, Goenitz, Mature
       None
(**«)   Just like Mature, these vixens are virtually interchangable.
       They have decent stats, and are a highly valuable team early on with
       Goenitz.

S084    [A]     Wild Iori
BP:     1000
SP:     0
Backup: None
Helps:  Setsuna
/\      Kurf
       KO's one character with 800 or more BP or Wild Iori gets KO'd.
(****)  1000 BP and the ability to KO a strong enemy. If W.Iori gave SP,
       he'd really be insane. Your end-game deck should have one or two.
       Wild Iori is somewhat less useful than Akuma since Akuma is
       indiscriminate about who he KO's and won't KO himself if there's
       no one else out there.

S085    [B]     Wild Leona
BP:     500
SP:     0
Backup: None
Helps:  None
/\      Awakening
       Damage 1 character 400 pts. (or this one if another is unavailable)
(**«)   Slightly more powerful than Leona, the Orochi version does double
       damage upon entering and has 100 BP more, but gives no SP and is not
       very team-friendly. Plus, if no one is available for Awakening to
       hit, Wild Leona nearly kills #herself#.

S086    [A]     K'
BP:     700
SP:     3
Backup: Kyo (P), Maxima
Helps:  Kyo (P), Maxima
/\      Unstoppable
       Decreases all other characters' life by 300 BP.
(***«)  K' is a weird card. He can do more harm than good if you have 2 cards
       on your own field, so make sure the opponent has a full court before
       using K'. Best time to use him is either when you have no one or
       want to get rid of your own weiners and can leave your opponent with
       weakened cards. Not quite Mega Crush, but hey, it's free.

S087    [C]     Maxima
BP:     600
SP:     0
Backup: K'
Helps:  K'
       None
(*)     Characters that give 0 SP really go against my grain. Worse if they
       have no ability. Maxima only works with K', which bars his card from
       being in my decks. Maybe you'd like a limited 600 BP [C] bruiser with
       no SP; personally, I'd pick Heidern or Goenitz any time.

S088    [D]     kaede
BP:     400
SP:     4
Backup: KAEDE, Akari (P), Akari (S)
Helps:  KAEDE, Moriya
       None
(***)   An excellent card to have a lot of early on. 4 SP will help and
       400 BP, even at the middle of the game, is decent.

S089    [D]     KAEDE
BP:     700
SP:     0
Backup: kaede, Akari (P), Akari, (S)
Helps:  kaede, Moriya
()      Power Match
       Uses up 2 SP at the beginning of your turn, every turn.
(*)     The powered up version of the Last Blade duelist, KAEDE is very
       strong for a [D] card, but it may end up costing you 4-6 SP to play
       before KAEDE falls or breaks through the enemy defenses. If you think
       you can end the game faster, include one in your deck. Personally,
       if I'm going to put that much SP down, may as well use Bloodia.

S090    [C]     Moriya
BP:     500
SP:     3
Backup: kaede, KAEDE
Helps:  None
       None
(***)   Like kaede, Moriya has good stats; slightly more BP and less SP.
       Despite the fact that Moriya doesn't help anyone, he still should be
       a common card in your deck for the first half of the game.

S091    [S]     Akari (P)
BP:     500
SP:     4
Backup: Juzo
Helps:  kaede, KAEDE, Juzo
[]      100 Demon Night
       KO's all characters in the ring, including this one.
(****)  Z-force said it best: The ultimate reversal-of-fortune card. Giving
       4 SP is a bonus considering she can turn a one-sided fight in your
       favor by eliminating everyone in the ring before you play your next
       card. Her stats aren't as high as Haggar's [A], but Akari (P)'s
       ability is much stronger. Your opponent won't be able to get their
       characters back unless they have something like Laundry or Lilith.

S092    [B]     Akari (S)
BP:     500
SP:     4
Backup: Juzo
Helps:  Tsugumi, Robert, kaede, KAEDE, Juzo
[]      One-Way Morph
       Discard 1 character from hand with a /\ ability and activate it.
(***)   A valuable card for her stats and her friendliness more than her
       funky ability. Akari (S) has strong stats just like Akari (P), but
       helps more cards out, so it is useful to have a few in your deck.
       Akari (S)'s power is probably best used on weaker cards (like Gen or
       Asra or Galford) which might not be in your deck after awhile.
       Sometimes, especially if your side of the ring is full, you may want
       to dump a strong card from your hand just to use their ability, like
       Wild Iori's Kurf.
       If you back-up Akari (S) with Juzo and then One-Way Morph Sakura,
       you've just bumped Akari (S)'s BP up to 1600. And then One-Way Morph
       another Sakura to potentially launch her BP to 3200! Your HP must be
       1000 or less to do this of course. If you had some spare Daigo cards
       and your enemy's ring was full...

S093    [D]     Juzo
BP:     400
SP:     1
Backup: Gaira, Akari (P), Akari (S)
Helps:  Akari (P), Akari (S)
       None
(*)     He can back up both Akari (P) and Akari (S).

S094    [C]     Washizuka
BP:     500
SP:     0
Backup: Hanzo, Jubei, Kojiro
Helps:  Kojiro
       None
(«)     500 BP is only moderate, no SP, but helps out a decent card though.

S095    [C]     Kojiro
BP:     400
SP:     5
Backup: King, Washizuka, AKIRA
Helps:  Washizuka, AKIRA
       None
(***)   A great card to have mid-game. 5 SP is a lot and 400 BP is decent.
       Problem is, Kojiro doesn't have any special ability, but is at the
       least interchangable with AKIRA and Washizuka.

S096    [D]     Amano
BP:     300
SP:     2
Backup: Genjuro, Hibiki
Helps:  Genjuro, Hibiki
       None
(*)     All-around weak, but he can back-up two decent cards.

S097    [D]     Mukuro
BP:     200
SP:     2
Backup: Genan, L.Raptor, Zombie
Helps:  L.Raptor
       None
(«)     Worst. Card. Ever. Look at his stats. Look who he can help. Look!

S098    [D]     Lee Rekka
BP:     300
SP:     3
Backup: Kim, Galford, Fei Long
Helps:  Fei-long, Yun, Yang, Wang Tang
       None
(*«)    A subpar card, but forms a nice team with Yun, Yang, and Fei-long.

S099    [D]     Zantetsu
BP:     300
SP:     1
Backup: Eiji, Hanzo, Kenji
Helps:  Eiji
       None
(«)     He and Eiji would make a great team. Too bad they're junk.

S100    [C]     Shigen
BP:     500
SP:     1
Backup: Shishiou, Leo
Helps:  Shishiou, Leo
()      Steel Bulb
       Nullifies extra damage when he counter-attacks a Unified attack.
(*«)    His ablity is exactly like Makoto's for the Capcom side, but I feel
       she's stronger than this Last Blade fighter. Shigen's ability is
       nice, absorbing all the damage and protecting your HP from a Unified
       Attack, but stat-wise he's just average and could use better friends.

S101    [B]     Kagami
BP:     700
SP:     1
Backup: Kazuki, Kyo
Helps:  None
[]      Phoenix
       KO this character and get 100 HP for each card in hand.
(***«)  A very strong card with a worthwhile ability to use when he's low
       on BP. Kagami is useful in your mid-game deck just for his 700 BP.

S102    [D]     Hibiki
BP:     300
SP:     4
Backup: Amano, Chun Li, Chun Li (A)
Helps:  Amano, Chun Li, Chun Li (A)
       None
(*«)    For her to make it all the way from Last Blade to Capcom vs SNK 2, it
       must mean Hibiki has something good to offer. Sort of. As a [D] card,
       she has good stats. She has interchangable back-ups. For all this,
       Hibiki's 4 SP are still her best contribution.

S103    [D]     Setsuna
BP:     600
SP:     5
Backup: Iori, Wild Iori
Helps:  None
/\      Life Sign
       Discard 1 Character card from hand or KO Setsuna.
(**«)   HIGHLY valuable early on, a bulky 600 SP #and# 5 huge SP for the
       cost of a weakling in your hand. If you sacrifice a 300 BP card,
       you still come out on top since it would be the same as playing a
       300 BP card and powering them up instantly.

S104    [B]     The Wanderer
BP:     100
SP:     0
Backup: The Ump, Twelve
Helps:
/\      Change!
       Choose an enemy character in their ring. BP becomes the same.
(***)   Hagure Hitogata is a powerful card to have if your opponent has a lot
       of heavy-hitters in their ring. The Wanderer can then become a wall
       to stop an attack, or an offensive force for you to strike back with.
       Even though the Wanderer gives no SP, it can surprise your opponent
       after they've played (or powered-up) a strong card.

S105    [S]     Akari
BP:     500
SP:     5
Backup: The Ump, Twelve
Helps:  Tsugumi, Robert
[]      Ponta Leaf
       Discard a character from your hand. Akari's BP is that of the card.
(***«)  A rare card to get (since you have to trade for it), but her ability
       pretty much means she has almost infinite BP. 5 SP points is also a
       good deal with her 500 BP. If you want to use Akari's ability to its
       fullest, keep your hand filled with high BP 0 SP cards like Geese or
       Bloodia and use them when Akari's current BP's running low.

S106    [D]     Hayate
BP:     400
SP:     1
Backup: Cham Cham, Rosa, Kim Sue Il
Helps:  Carol, Rosa
       None
(*)     Your SNK game might see him early at the start. Being a Kizuna/Fuun
       character, Hayate's stats aren't anything to write home about, but he
       has lots of interchangable [D] back-ups.

S107    [D]     Carol
BP:     200
SP:     4
Backup: Hayate, Rosa, Kim Sue Il
Helps:  Rosa
       None
(*)     Like Hayate, Carol will probably be plentiful early on. There, she's
       good back-up fodder or a quick 4 SP.

S108    [D]     Rosa
BP:     300
SP:     3
Backup: Hayate, Carol, Kim Sue Il
Helps:  Hayate, Carol, Kim Sue Il
       None
(*«)    A good, balanced card to have at the start of the game, Rosa also has
       a lot of interchangable back-ups.

S109    [D]     Kim Sue Il
BP:     500
SP:     1
Backup: Kim, Rosa
Helps:  Billy, Kim, Hayate, Carol, Rosa
       None
(**)    500 BP is good for a [D] card. Kim Sue Il also makes a great pair
       with Kim and Rosa while helping a great deal of other cards.

S110    [D]     Shishiou
BP:     500
SP:     0
Backup: Shigen, Leo
Helps:  Tam Tam, Shigen, Leo
       None
(«)     The Boss of the turf battle, Lion King is the weak link among a
       decent circle of friends. Each one of them has 500 BP, but only
       Shishiou offers no SP bonus.

S111    [D]     guy
BP:     300
SP:     3
Backup: Ryo, Takato
Helps:  Takato
()      Lonely Ring
       Add 200 BP to him each time he attacks alone.
(*«)    Early on, guy (Gai) is decent. His balanced stats are worth it, and
       he makes a great team with Takato. This BURUKI-ONE king also gets a
       decent 500 BP attack (if he's the only one on your side attacking).
       NOTE: Gai can be a persistent attacker, constantly gaining BP and
             attack many times before he's worn out; or if weaker AIs aren't
             paying attention, powering up endlessly.

S112    [D]     Takato
BP:     300
SP:     5
Backup: Ryo, Kasumi, guy
Helps:  guy
       None
(*«)    One of the better 5 SP giving cards at the start of the game. He and
       guy (Gai) make a good team at the start of the game.

S113    [D]     Rob Python
BP:     400
SP:     0
Backup: Rick, Ryo, Balrog
Helps:  Rick, Balrog
       None
(«)     Moderate BP, no SP, and a poor choice of help? Junk.

S114    [D]     Eri
BP:     300
SP:     1
Backup: Tarma, Marco, Fio
Helps:  Tarma, Marco, Fio, Cathy
       None
(«)     Ah, the Metal Slug troupe. If you had all of them in your hand...
       they'd still be pretty worthless.

S115    [D]     Tarma
BP:     300
SP:     1
Backup: Eri, Marco, Fio
Helps:  Eri, Marco, Fio, Roddy
       None
(«)     With all the early SNK arcade icons in your hand, you'd need an
       "Activate!" AC and 4 SP to use them all.

S116    [D]     Marco
BP:     400
SP:     2
Backup: Eri, Tarma, Fio
Helps:  Eri, Tarma, Fio, Roddy
[]      Enemy Chaser
       Discards hand. All characters but him get 100 damage for each card.
(*)     The only decent one of the sad six (team Metal Slug & Top Hunter)
       with a special ability. It pretty much says if you have the other 5
       in your hand, chances are you'll use Enemy Chaser to dump them all
       for damage instead of gradually playing them on your field. Still,
       Marco has passable stats though.

S117    [D]     Fio
BP:     200
SP:     4
Backup: Eri, Tarma, Marco
Helps:  Eri, Tarma, Marco, Cathy
       None
(*)     Fio gives 4 SP, but is part of a very weak family of cards.

S118    [D]     Roddy
BP:     200
SP:     3
Backup: Tarma, Marco, Cathy
Helps:  Cathy, Dhalsim, Necro, Anakaris
       None
(*)     You might consider this treasure seeking Top Hunter as back-up
       fodder... until you look at who they back-up.

S119    [D]     Cathy
BP:     200
SP:     2
Backup: Eri, Fio, Roddy
Helps:  Roddy
       None
(«)     Not even as back-up fodder. If you have to include her in your deck,
       at least keep some Fio cards in there too.

S120    [B]     Athena
BP:     600
SP:     2
Backup: Michelle
Helps:  Michelle
()      Flame Sword
       This character always does 600 damage when attacking your opponent
       directly even if she has fewer/more than 600 BP.
(***«)  Very useful offensive ability. Even if this Psycho warrior has low BP,
       she can sneak past the CPU defensive line and still do 600 damage.
       If you don't recognize her costume, it's from the classic Athena
       arcade/NES game, and sometimes her alternate costume during SDMs.

-= II. CAPCOM CARDS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

C001    [S]     Ryu
BP:     1000
SP:     3
Backup: Ken, Terry
Helps:  Oro, Terry
[]      Shinku Hadoken
       Discard 1 AC from hand. Do 500 damage to any one character.
(****)  Strong BP, good SP, and if he's weakened, tapping him to do 500
       damage (after discarding an AC) is a kick-ass bonus.

C002    [C]     Ken
BP:     700
SP:     2
Backup: Ryu (A), Sean
Helps:  Ryu, Ryu (A)
()      Rage Wave
       Keeps character out of Freeze Phase, even after attacking.
(***«)  Very useful ability, good BP; if Ken had more SP, he'd be ****.
       As is, Ken will see a lot of action until Terry arrives.

C003    [B]     Chun Li
BP:     500
SP:     0
Backup: Hibiki
Helps:  Cammy, Hibiki
/\      S.B. (Spinning Bird) Kick
       Uses all SP; all characters in play (except herself) go to 100 BP.
(***)   Her ability, which can be done with 0 SP, makes up for her average BP.
       It hits your side too, so it's still best used when the opponent has
       a full field, reducing their fearsome numbers to wastes of space.
       Because she drains ALL your SP, Chun Li is the most annoying of
       equalizers more than anything else.

C004    [B]     Guile
BP:     700
SP:     4
Backup: Charlie
Helps:  Charlie, Remy, John, Basara, Taizan
()      S. (Somersault) Kick
       Neutralizes all /\ abilities.
(***«)  Guile is one of the strongest pains-in-the-ass of the game.
       Excellent stats, Helps a lot of people, and Guile has his very unique
       ability that can help or hurt you. It allows you to bring someone like
       Wild Iori or Bloodia out early, at the same time preventing enemies
       from using things like Kurf or Balm or Counterblow. Just keep in mind
       that Guile also prevents YOUR characters from doing them too.
       Paired up with Caffine Nicotine and no one can do ANYthing.

C005    [D]     E.Honda
BP:     500
SP:     1
Backup: Sodom, Kyoshiro
Helps:  Sodom
       None
(*«)    Decent mid-level card; good BP and he's common too.

C006    [D]     Blanka
BP:     400
SP:     1
Backup: Dan, Sakura, Sasquatch
Helps:  Dan, Sasquatch
       None
(*«)    Weaker than E.Honda, but can back-up better cards.

C007    [D]     Dhalsim
BP:     400
SP:     3
Backup: Necro, Anakaris, Roddy
Helps:  Necro, Anakaris
/\      Enlightenment
       View the top card of your deck; choose to put it at the bottom or not.
(**)    A good low to mid-level card. His ability is neat, but not always
       useful. His stats are still solid for a mid-level game until you get
       stronger characters.

C008    [C]     Zangief
BP:     700
SP:     2
Backup: R.Mika, Haggar
Helps:  Birdie, R.Mika, Alex, Victor, Mech Zangief
       None
(***«)  A very strong contender, Zangief is good enough to still be in your
       deck late in the game. Very good BP and decent SP, just like Ken,
       but you'll feel better stacking R.Mika as a helper.

C009    [C]     Balrog
BP:     600
SP:     0
Backup: Rick, Rob Python
Helps:  Rick, Rob Python
       None
(*)     I don't like people who give 0 SP unless they come with a special
       ability of some sort. Balrog the Boxer doesn't fall there. His 600 BP
       is the only thing that deserves a look, but there are many [C] cards
       with 600+ BP that give SP as well (Huitzil, Ken, Zangief).

C010    [C]     Vega
BP:     500
SP:     3
Backup: Genan, Choi, Lee Pylon
Helps:  Genan, Choi, Lee Pylon
       None
(**«)   A very solid card to have due to his balanced (and decent) stats and
       the fact he has common back-ups.

C011    [B]     Sagat
BP:     1000
SP:     2
Backup: None
Helps:  None
/\      True Power
       Both Players reveal hands, then discard all Action cards in hands.
(***)   By his stats alone, Sagat is a very powerful card, HOW-EVER, his
       ability is something to pay attention to. It's nice to make an
       opponent loose all their ACs, and seeing their hand is nice, but
       remember that you too show your hand and loose your ACs.

C012    [B]      M.Bison
BP:     800
SP:     4
Backup: Cammy (A), Juni, Juli
Helps:  Cammy (A), Juni
/\      Evil Charisma
       Shuffles deck after adding ONE Juni & ONE Juli card to your hand.
(****)  One "Activate!" card from turning into a 1400 point monster, and he
       brings just enough SP to activate it. The evil overlord has excellent
       stats & brings his own back-ups; if there's any downside, it's that
       Bison reshuffles your deck even if you don't have any Juli/Juni cards
       in there. Late in the game, or after the game, you shouldn't need
       Juni/Juli cards.

C013    [D]     Dee Jay
BP:     300
SP:     3
Backup: Duck King, Bob, Kyoshiro
Helps:  Duck King, Bob, Kyoshiro
       None
(*)     Dee Jay is a pretty simple and straight-forward card: Weak BP, fair
       SP, but he can back-up a lot of decent low-level people.

C014    [D]     T.Hawk
BP:     400
SP:     3
Backup: Rick, Nakoruru (C), Nakoruru
Helps:  Rick, Juli, Elena
       None
(*«)    Very decent. His BP isn't "low" and gives a good amount of SP.
       Not worth it to be backed-up, but he can be used to help others.

C015    [D]     Fei-Long (I don't care if its "Fei-Ling" in this game)
BP:     400
SP:     3
Backup: Wang Tang, Hon Fu, Lee Rekka
Helps:  Yun, Yang, Wang Tang, Hon Fu, Lee Rekka
       None
(*«)    A decent card, decent BP, good amount of SP, he can back-up a good
       variety of people, and gets back-up from a good deal as well.

C016    [D]     Cammy
BP:     300
SP:     4
Backup: Chun Li, Chun Li (A), Sakura
Helps:  None
       None
(*«)    She has no special skills and helps no one. Cammy has weak BP, but
       above-average SP. Not bad to use for some quick SP early on.

C017    [D]     Cammy (A)
BP:     300
SP:     3
Backup: M.Bison, Chun Li, Sakura
Helps:  M.Bison, Juli, Juni
/\      Spy
       See top card of enemy's deck and choose to put it on the bottom.
(*«)    She offers less SP than her regular counter-part, but has an annoying
       ability that should be fun to try out early on.

C018    [A]     Akuma
BP:     800
SP:     0
Backup: None
Helps:  Zero Akuma
/\      Shun-Goku-Satsu
       KO's 1 character (not himself) upon entering.
(*****) One of the best character abilities ever, hands down. High BP is also
       a great plus. You always want to have 2-3 in your deck simply for the
       ability to decimate enemy ranks no matter how tough a card they have
       out (unless Guile or someone else with Somersault Kick is in play of
       course). There is a balancing force, however. (1) Akuma gives 0 SP.
       (2) Akuma has no friends. (3) Akuma MUST KO a character when entering
       the ring. If your opponent has an empty ring, Akuma must KO one of
       YOUR characters. If your ring is also empty, nothing happens.

C019    [D]     Ryu (A)
BP:     500
SP:     1
Backup: Ken, Sakura
Helps:  Ken
[]      Hado-ken
       Discard 1 AC from hand. Do 200 damage to any one character.
(*«)    Early on, Ryu (A) will be a decent card to have for his stats alone.
       His ability is only useful if he's near death and you have an
       unhelpful AC in your hand. There are other characters with better
       rewards for losing an AC, and even more with better abilities.

C020    [S]     Chun Li (A)
BP:     500
SP:     2
Backup: Charlie, Hibiki
Helps:  Cammy, Cammy (A), Charlie, Hibiki
/\      Sorry!
       See the top 3 cards on your enemy's deck and choose 2 to discard.
(****)  A decent card with a very useful ability; the ability alone #may#
       warrent the rarity level. Not only do you view the opponent's top
       card, you also get to get rid of some potentially harmful cards in
       the process, especially in the late/post game. With Pester and Joe,
       your opponent can loose much of their deck.
       I always like having one in my deck.

C021    [B]     GUY
BP:     500
SP:     2
Backup: None
Helps:  Rose, Cody, Haggar
()      Haya-Gake
       When there is only one enemy card left, they cannot counter-attack
       GUY if he attacks, but can counter anyone else who is attacking.
(**«)   Do not be confused with "gai" from SNK's BURIKI-ONE.
       GUY is a decent low/mid-level card with a very useless ability.
       Enemy characters cannot counter GUY, but they can counter anyone else
       who is attacking.
       There are mainly 2 opportunities to use this ability:
       (1) When you go first and play GUY as your first card, the enemy
       must play Shermie to stop your attack. Or (2), when the enemy has
       fewer HP than GUY has BP and only one available defender.
       Guy does not receive help and doesn't give enough SP on his own to
       use Awakening after being played. If you get lucky and manage to play
       GUY on your first turn, Duck King on your 2nd turn, AND have an
       Awakening AC, GUY can then do 1100 direct damage that turn.
       The only reason I don't give GUY (**) for his stats alone, is that he
       can back up strong characters.

C022    [B]     Rose
BP:     600
SP:     5
Backup: Guy, Rouge
Helps:  Rouge
/\      Tarot Card
       Draw 4 Cards, then discard 3 from your total hand.
(****)  Overall, Rose is very good, especially for an uncommon [B].
       She has great stats, both good BP and high SP, plus a funny ability.
       It helps you work through your deck faster and can get rid of any
       unhelpful cards you may have been holding before you played her.
       I like to have 1-2 Roses in my deck, but I also like to have
       Shopping just in-case I have to throw away something useful.

C023    [C]     Charlie
BP:     600
SP:     3
Backup: Guile, Chun Li (A)
Helps:  Guile, Chun Li (A), John
       None
(***)   Charlie is a very good, balanced character, even with no abilities.

C024    [D]     Sodom
BP:     400
SP:     1
Backup: E.Honda, Rolento, Damnd
Helps:  E.Honda, Rolento, Damnd
       None
(*)     Decent BP, but poor SP and weak friends. You can do much better.

C025    [D]     Birdie
BP:     500
SP:     0
Backup: Zangief, Mech Zangief, Duck King
Helps:  None
       None
(*)     No SP and he can't even be used to back someone else up. And the
       three he has for back-up are better played on their own.

C026    [D]     Adon
BP:     300
SP:     3
Backup: Joe, King
Helps:  Joe
       None
(*)     The upstart Mui-Thai gives you 3 SP, but can barely take a hit. He
       would be suited better as a back-up for Joe if anything.

C027    [B]     Dan
BP:     500
SP:     2
Backup: Blanka, Ryo, Mr.Karate
Helps:  Blanka, Karin, Mr.Karate
/\      What Gives?
       Decreases enemy's SP by 6.
(***)   Doshta Doshta? He is the MAN for he is DAN.. OYAJII~!
       A decent mid-level character who has a nasty special ability. Later,
       -6 SP won't be so much when stronger characters start giving 4-5.

C028    [C]     Sakura
BP:     500
SP:     3
Backup: Hinata, Shingo
Helps:  Blanka, Cammy, Cammy (A), Ryu (A), Karin, Sean, Ibuki, Hinata, akira,
       Shingo
/\      Sakura Fight
       BP doubled if player's life is at 1000 or less.
(***«)  Sakura will be a staple in your deck for a LONG while, moreso if you
       have the Capcom version. Sakura, normally, is pretty strong, but if
       you can use her when you're low on life mid-game or during 2000 HP
       fights, then you're solid. Sakura is also one of the most helpful
       people in the game, check out how many people she can back up!
       That's 10, more than even SNK's King! However, Sakura is better off
       being played on her own. One of the best [C] characters ever.

C029    [D]     Gen
BP:     400
SP:     0
Backup: Lee, Lee Pylon, Chin Gensai
Helps:  Lee
/\      Changing School
       Returns all discarded AC to deck then shuffles deck.
(*)     The average deck should not be more than 30-35% ACs, and chances are,
       you'll want to have a specific AC card rather than just shuffling
       everything back in. In this sense, Gen is a pretty poor card you
       could replace with a Study or Shopping AC.

C030    [D]     Rolento
BP:     300
SP:     3
Backup: Sodom, Damnd, Heidern
Helps:  Sodom, Damnd
       None
(*)     Like Adon, he's weak but gives 3 SP. If anything, he can back Damnd.

C031    [C]     Karin
BP:     500
SP:     2
Backup: Sakura, Dan
Helps:  Rain
()      Hou-Shou
       Decreases enemy's HP 200 points when her attack is counter-attacked.
(**«)   I like her. Karin is pretty valuable early on in the Capcom version.
       Not only does she have decent stats for a mid-carder, she also has
       a good ability that stings the enemy's HP even if she can't get
       through. (her ability kicks in the instant the opponent counters)

C032    [D]     R.Mika
BP:     400
SP:     0
Backup: Zangief, Alex, Tsugumi
Helps:  Zangief, Alex, Tsugumi
       None
(*)     The joke-character of SFZ3 is still here as comedic relief.
       No SP and only moderate BP relegate Rainbow Mika to back-up fodder
       for any Alex & Zang-o cards in your deck.

C033    [D]     Juni
BP:     300
SP:     2
Backup: M Bison, Cammy (A), Juli
Helps:  M.Bison, Juli
       None
(*)     A rather weak card, she only serves as back-up fodder for M.Bison.
       Juni & Juli can back each other if you don't have enough decent cards.

C034    [D]     Juli
BP:     300
SP:     2
Backup: T.Hawk, Cammy (A), Juni
Helps:  M.Bison, Juni
       None
(*)     Read "Juni". You should only have these two for M.Bison to instantly
       call them for back-up duty mid-game. After that, they're dead weight.

C035    [C]     Alex
BP:     600
SP:     0
Backup: Zangief, R.Mika
Helps:  R.Mika
()      S. Headbutt
       When Alex hits the enemy directly, they can't use ACs their next turn.
(*«)    His ability makes him #slightly# more valuable than Balrog would be.

C036    [D]     Yun
BP:     400
SP:     2
Backup: Fei-Long, Yang, Lee Rekka
Helps:  Yang
       None
(*«)    This young Twin Dragon barely offers anything to the table. He
       doesn't even help anyone out except for his brother.

C037    [D]     Yang
BP:     400
SP:     2
Backup: Fei-Long, Yun, Lee Rekka
Helps:  Yun
       None
(*«)    Like Yun, the best thing they have going is that they work well
       together and can receive backup from other weak characters.

C038    [D]     Sean
BP:     400
SP:     1
Backup: Sakura, Shingo
Helps:  Ken
()      Sore Loser
       Pick 1 card if you have less than the opponent at the end of the turn.
(*«)    A weak card with a decent trick and can back-up Ken. Sean's not too
       shabby if you're reducing your hand by burning through Action cards.

C039    [C]     Oro
BP:     300
SP:     3
Backup: Ryu
Helps:  None
()      Tengu Stone
       BP increases by 100 each time enemy adds a card to their hand.
(**«)   Looks weak at first, but the longer he's out, the tougher he gets.
       If the enemy has "Sean" or uses "Lucky Kitty" or "Makeover", Oro gets
       stronger REALLY fast. Oro was great early on, always having 400 BP
       before defeating a 300 BP enemy (and Oro grew to 400 BP again).
       NOTE apparently being in a United Combo does NOT affect this ability.

C040    [D]     Elena
BP:     400
SP:     3
Backup: T.Hawk, Bob, Nakoruru (C)
Helps:  Bob
[]      Healing
       Discard one Action card in your hand to recover 300 HP.
(**)    A very good common card. Decent BP and good SP, plus a nice ability.
       The ability is really icing on the cake if you're hurting. Too bad
       she doesn't help too many people.

C041    [C]     Ibuki
BP:     400
SP:     4
Backup: Sakura, Hinata, A.Asamiya
Helps:  Kenji, Ayame
       None
(**«)   Like Vega, Ibuki is a well balanced card. Only fair BP, but gives
       a lot of BP and can use/be used as a back-up. Sakura, Hinata, and
       Ibuki are a fearsome trio, even if played seperately.

C042    [D]     Necro
BP:     400
SP:     0
Backup: Dhalsim, Anakaris, Roddy
Helps:  Dhalsim, Anakaris
       None
(*)     Unless you really want to help out Dhalsim and Anakaris, I'd listen
       to the words of Jon Lovitz's Jay Sherman character: "It STINKS!"

C043    [C]     Makoto
BP:     400
SP:     3
Backup: Ryo, Mr.Karate
Helps:  None
()      Yell
       Stops extra damage when she counter-attacks a United attack.
(**«)   A good character even if she doesn't help anyone. Her average stats
       and semi-useful special ability make her a contender.
       Like Gaira, Makoto can sacrifice herself to prevent a United attack
       from reaching your HP.

C044    [C]     Q
BP:     500
SP:     0
Backup: Huitzil, Mech Zangief
Helps:  None
       None
(«)     E.Honda [D] is better in every way. At least he helps someone!

C045    [C]     Twelve
BP:     100
SP:     0
Backup: The Wanderer, The Ump
Helps:  The Wanderer, Akari
()      X.C.O.P.Y.
       When this character counters, BP becomes that of the attack.
(**)    Slightly better than Makoto or Gaira's ability to stop United damage.
       X.C.O.P.Y. would sacrifice Twelve to KO #all# the attacker(s).
       This in itself makes Twelve valuable in that it could stop a 4000+
       damage United-attack.. but would the enemy even attempt that if
       they knew Twelve would KO all their cards?
       For a [C] card, you might want to try it out in the early goings of
       the game, but when you have 700+ BP attackers coming out to play,
       you probably want to put a character down to give you some SP too.

C046    [B]     Remy
BP:     700
SP:     0
Backup: Guile, Basara
Helps:  Basara, Taizan
()      Revenge
       BOTH players lose 1 SP for each card in their hand at the start of
       their turn.
(**«)   Not a bad 0 SP card. He's good for your deck if you think you can
       whittle down your hands quickly or if you're playing against someone
       who amasses lots of cards. If you don't plan on relying on United
       Combo attacks, you can monkey-wrench your opponents. Otherwise, you
       are shooting yourself in the foot. Remy does have good BP though.

C047    [D]     Retsu
BP:     200
SP:     4
Backup: Donovan, Nicotine, Gaira
Helps:  Donovan, Nicotine, Gaira
       None
(*)     Four SP makes Retsu a decent starting card, and this old street
       fighter can be a good back-up.

C048    [D]     Lee
BP:     200
SP:     3
Backup: Gen, Lee Pylon, Chin Gensai
Helps:  Gen
       None
(«)     Ooh! Look here kids, THIS is a useless card! He's not even worth
       having in your deck for back-up purposes.

C049    [S]     Evil Ryu
BP:     700
SP:     3
Backup: None
Helps:  None
/\      Evil Energy
       KO's one character in Freeze Phase
(****)  He has no friends because he's EVIL. But he's not as evil as Akuma,
       so he has to KO people who are frozen. Still a very good card, 700 BP
       and 3 SP is very nice, and if no one is frozen, he can still be
       played.
       NOTE: Like Akuma, if the only frozen players on the field are on
             your side, Evil Ryu will KO one of his teammates coming in.

C050    [C]     Demitri
BP:     500
SP:     4
Backup: Morrigan, Morrigan (P), Red Arremer
Helps:  Red Arremer
[]      Midnight Bliss
       KO one of your characters to draw 1 card.
(***)   Worthwhile stats and a neat ability that can rid your ring of weenies.
       I like drawing heavy hitters while making space to put them down.
       Like all "[] KO" abilities, Demitri can use it on himself.

C051    [B]     Morrigan
BP:     700
SP:     5
Backup: Lilith
Helps:  Demitri, Lilith
()      Life Sucker
       Damage she does to the opponent's HP is added to your HP.
(*****) Best. [B] Card. Ever. 700 BP, 5 SP, Drains HP. Amuse yourself.
       Not only is Morrigan exceedingly powerful, her ability is #fearsome#.
       When fighting against the CPU, try to protect and power-up Morrigan.
       When the enemy has only one defender, create two simultaneous attacks
       and force them to decide between Morrigan or another attacker.
       One strike from her and the tides of battle can change instantly,
       seeing as you've dealt great damage AND recovered a chunk yourself,
       doubling (or halving) the distance between you and your opponent.

C052    [A]     Morrigan (P)
BP:     700
SP:     5
Backup: Lilith
Helps:  Demitri, Lilith
[]      Goodnight Kiss
       KO's one of your characters and raises your SP by 8.
(****)  A rarer card that's just as powerful as it's [B] rank coutnerpart,
       but not as dangerous. While KO-ing a weenie on your team for 8 SP
       is an #excellent# trade, it pales in comparison to gaining HP at the
       expense of your opponent. Still a powerful card to have in your deck.

C053    [D]     J.Talbain
BP:     400
SP:     3
Backup: Felicia, Nakoruru (T)
Helps:  None
/\      Seething Blood
       Randomly raises or decreases BP by 300.
(*«)    Too random for my tastes. J.T. does give you 3 SP, but I've seen him
       enter the ring at a paltry 100 BP just as often as I've seen him
       'Gief-up to 700 BP. You may want him if you've got Guile in your deck
       to prevent Seething Blood, but by then 400/3 may not be impressive.
       More bad news for the feral Darkstalker: no one wants his help!

C054    [D]     L.Raptor
BP:     400
SP:     2
Backup: Zombie, Zombie, Mukuro
Helps:  Hsien-ko, Zombie, Red Arremer, Mukuro
       None
(*«)    Zabal, Le Malta, they haven't treated you well. On the upshot,
       Lord Raptor makes a great tag-team with Zombies if an opponent sends
       the Zombie virus back your way. Plus, Raptor also backs up Hsein-ko
       and Red Arremer.

C055    [C]     Victor
BP:     700
SP:     0
Backup: Zangief, Haggar
Helps:  None
       None
(*«)    He has no SP gains, but does have 700 BP. This makes him more valued
       than say, Balrog or Q. Victor is still not a good card because he can
       only receive back-up and not give it. Plus, the two people that
       provide Victor's aid have 700 BP and give BP. You'll still want some
       Victor cards early on due to their high BP.

C056    [B]     Felicia
BP:     500
SP:     2
Backup: Al & Iven, Cham Cham
Helps:  J. Talbain, Al & Iven, Cham Cham
[]      Sidekick Art
       Randomly draw 1 Action card from deck.
(***)   A decent card overall. Felicia has good BP and decent SP, plus cheap
       back-up cards. If you don't have that many AC in your deck, chances
       are she'll draw a good one to your hand.
       Shortly after you stop holding Cham Cham and J.T. cards in your deck,
       Felicia'll probably be replaced as well.

C057    [D]     Sasquatch
BP:     400
SP:     1
Backup: Blanka, Rimnerel (C), Rimnerel (T)
Helps:  Blanka
       None
(*)     Decent BP and little else. Works well with Blanka until Dan comes in.

C058    [D]     Bishamon
BP:     300
SP:     4
Backup: B.Hayato, Zankuro
Helps:  B.Hayato, Zankuro
/\      Regretful Lop
       KO's all other characters in your ring. Gain 300 BP for each KO.
(**)    A pretty useful card actually. Great for coming in second or third,
       after you've played a weak card that adds SP, or for eliminating a
       weakened defender. Bishamon can still be played in your ring is empty.

C059    [C]     Anakaris
BP:     600
SP:     0
Backup: Dhalsim, Necro, Roddy
Helps:  Dhalsim, Necro
/\      J.O.T.P.
       All ring characters lose their abilities, including himself.
(**)    A very "screw you" card. You get a good 600 BP bruiser, and you
       get to eliminate any () [] (and /\) abilities your opponent's ring
       may be using to annoy you.
       NOTE that J.O.T.P. (Ouke no Sabaki) also affects YOUR ring characters.

C060    [D]     Rikuo
BP:     400
SP:     4
Backup: Genjuro, Sougetsu
Helps:  Genjuro, Sougetsu
       None
(**«)   Like Ibuki, a really great card, especially if you hold Sougetsu and
       Genjuro. I still don't know the origin of the name "Rikuo"/"Aulbath".

C061    [C]     Huitzil
BP:     700
SP:     1
Backup: Huitzil, Huitzil
Helps:  Q, Huitzil, Proto Man, Zero
       None
(**«)   A good card, much like Zangief. Strong BP, still gives 1 SP, and has
       the benefit of helping a wide range of characters including himself.
       A good trio of cards until you get 3 Q.Bee's.

C062    [B]     Pyron
BP:     800
SP:     2
Backup: Lucifer
Helps:  None
()      Cosmo Power
       +3 to SP at the end of your turn if yours is lower than your enemy's.
(****)  A great card to have at least one of. Early on, it's great to have a
       lot of to make use of his ability. Later on, the ability is more of a
       nicity, but his stats are still great.
       If you have more than one Pyron, his Cosmo Power stacks with itself.

C063    [C]     Hsien-Ko
BP:     400
SP:     5
Backup: L.Raptor, June, Mai Ling
Helps:  Xiang Fei, Mai Ling
       None
(***«)  Xie xie! A very high valued card with 5 SP in addition to 400 BP.
       That's excellent for a [C] card, especially the SP boost. The Chinese
       Ghost also known as Rei Rei (and ofuda Lin Lin) also has a decent set
       of people who can back her up.
       Until you start dropping June & Mai Ling for Morrigan & Jin, Rei Rei
       should always try to appear thrice in your deck.

C064    [C]     Donovan
BP:     500
SP:     4
Backup: Retsu, Nicotine, Gaira
Helps:  Retsu, Nicotine, Gaira
[]      Change Immortal
       Discard top card on deck to raise Donovan's BP by 300 pts.
(***)   Donovan's ability is rather risky since you might be tossing a good
       card. Hopefully you have cards to bring them back in case that
       happens. Even without using it, this Vampire Hunter is still a power-
       house with three good friends.

C065    [C]     Jedah
BP:     500
SP:     4
Backup: Q-Bee, Lilith
Helps:  None
()      P.D.C.
       Draw one card when he damages enemy directly.
(***«)  The Jet Black Vampire Savior may not help anyone, but he is definetly
       one of the more useful [C] cards in the game. His P.D.C. (Prova di
       Cervo / Shimabe no Akashi) is a good power if he can get through your
       enemy's defenses.
       Another benefit is that he's another character that can be backed
       up by Q-Bee, who when played will search through your deck to add up
       to 2 Q-Bees into your hand (one for her, one for him!).

C066    [A]     B.B. Hood
BP:     500
SP:     3
Backup: Ukyo
Helps:  Ukyo
[]      Apple for You
       KO's a single enemy character, then shuffle B.B. Hood into your deck.
(****)  A very, VERY kick-ass ability. It does randomize your deck some more,
       but the fact that you've just pulled a Double KO without spending
       SP #and# while keeping the bounty hunter sometimes known as Bulleta
       ALIVE so she can do it again has to warm the cockles of your heart.
       What prevents B.B. from getting a higher grade is that her stats are
       only above-average. Still though, even in the hard-hitting late game,
       getting a free KO is still getting a free KO.

C067    [B]     Q-Bee
BP:     600
SP:     3
Backup: Q-Bee, Q-Bee
Helps:  Q-Bee, Jedah
/\      Plus B
       Put all Q-Bees from deck into your hand. Shuffles the deck afterwards.
(***«)  A real hard worker; try to get more than one Q-Bee into your deck.
       Not only does she have 600 BP and 3 SP to give, her special ability
       let's her back herself up into a 1200 BP monster that much faster.
       Q-Bee can also back up Jedah, another good card.
       Even if you don't have a Q-bee left in your deck, playing her will
       shuffle your deck.

C068    [D]     Lilith
BP:     400
SP:     0
Backup: Morrigan, Morrigan (P)
Helps:  Jedah, Morrigan, Morrigan (P)
/\      Becoming One
       All discarded characters are shuffled back into the deck.
(****)  This is the one of the few 0 SP cards I really like, and a [D] rank
       to boot! Lilith is one of the best [D] cards early and late in the
       game because of her ability to "revive" all your fallen characters.
       She also has the nice bonus of being able to help Jedah and Morrigan,
       some heavy hitters throughout the game.
       With cards like Laundry and Shopping to pick up the odd AC in your
       Discard pile (and Lilith should she end up there), every deck could
       use 1 Lilith card. More than 1 may be overkill as you will be
       recycling some weaker characters too often.

C069    [C]     Hayato
BP:     700
SP:     1
Backup: June, Ryu(B)
Helps:  June
/\      Ashura
       Discards all ACs in hand, gain 200 BP for each discarded card.
(***)   Somewhat of a mixed blessing. While you don't show your hand off,
       you are forced to lose all the ACs in your hand when playing Hayato.
       On the plus side, 700 BP to start with is good already, imagine if
       you had 1-2 ACs in your hand?
       With Hayato in your hand, you may want to consider extra Shopping,
       Laundry, or even adding a Gen card into your deck.

C070    [C]     B.Hayato
BP:     500
SP:     1
Backup: Bishamon, Ryoma, Jubei
Helps:  Bishamon, Ryoma
       None
(*«)    500 SP is a decent amount, but he doesn't help anyone powerful and
       won't be strong enough past mid-game. Rather unimpresive stats for a
       [C] card and no special ability; regular Hayato is better.

C071    [C]     June
BP:     400
SP:     3
Backup: Hayato, Mai Ling, Xiang Fei
Helps:  Hsien-ko, Hayato, Mai Ling, Xiang Fei
       None
(**)    June is a great average card. Decent stats and a diverse amount
       of cards she can back-up and get back-up from make this Star
       Gladiator a good candidate for your deck early on.

C072    [C]     Rain
BP:     600
SP:     2
Backup: Karin, Charlotte
Helps:  None
/\      Back off!
       After being placed, sends one character in your ring back to hand.
(**)    A decent card with a quirky ability. Rain can either be viewed as a
       pushy 600/2 bruiser or a field medic who shuffles the weak out of
       the ring. Early in the game, you can have Rain knock a weak or
       weakened ally from the field back into your hand and start powering
       her up with her 2 decent back-ups.
       Personally, with my style of playing, any weak cards in the field are
       better used as fodder. Rarely do I want to return a weakened power-
       house with an Escape AC unless they have a useful /\ ability. I try
       to use the weakened card to furthur weaken the enemy, with another
       strong card ready to enter as soon as the field opens up.
       Later on, Yashiro [A] will have the option of bumping off an enemy
       character OR your own, an infinitely more useful ability.
       If Rain is the only card in your field after placing her (you will
       get her 2 SP), you must choose her to return to your hand.

C073    [S]     Jin Saotome
BP:     800
SP:     4
Backup: Blodia, Blodia, Blodia
Helps:  Blodia
[]      Saotome Dynamite
       KO this character, then KO 1 enemy character.
(*****) A walking 800 BP Double KO card. Oh, and he also gives 4 SP.
       He is one of the more easily obtainable [S] cards (trading machine)
       and is one of the more powerful cards in the game. Get 3 of him
       in your deck ASAP.
       Jin can give and take damage, and if his BP gets too low, can KO
       himself, making space for another card, while taking an enemy down
       with him.

C074    [D]     Blodia
BP:     1000
SP:     0
Backup: Jin Saotome
Helps:  Jin Saotome, Proto Man, Saki
/\      Energy Cost
       After playing, you must have and loose 10 SP or this card KO's itself.
(**)    Somewhat hard to grade as Blodia is pretty useful after the game is
       over, when SP is plentiful because you have lots of rare or
       uncommon cards like Mech Zangief or Pyron. If you have Guile in play,
       Blodia can enter the ring with no consequence. At the very least,
       it makes a good back-up to Jin & Saki.

C075    [S]     Zero Akuma
BP:     1500
SP:     0
Backup: Akuma
Helps:  Zero, Saki
       None
(****)  Special ability: has 1500 BP at the start. That's good enough for
       anyone to want one of these (or Geese) in their decks. I remember
       the fear I felt when facing this crazy monster in Cyberbots (Capcom's
       best robot 2D fighting game!), and you will too when you see it in
       this game. Even though it gives 0 SP, it's 1500 points of power and
       can be piloted by Akuma!
       If there is any downside to this, it's that Zero Gouki will be a big
       target for guys like Wild Iori, Evil Ryu, and Akuma himself (who you
       need to obtain Zero Akuma).

C076    [D]     Leo
BP:     500
SP:     2
Backup: Shigen, Shishiou
Helps:  Shigen, Shishiou
       None
(**«)   Very nice for a [D] rank card. 500 BP is nice, and gives 2 SP to boot.

C077    [D]     Kenji
BP:     300
SP:     3
Backup: Ibuki, G. the Ninja, Hanzo
Helps:  Hanzo, Zantetsu
       None
(*)     Like Rolento, Adon, and Dee Jay before, Kenji is a sub-par card who
       can at least back stronger characters up.

C078    [S]     Tessa
BP:     300
SP:     2
Backup: Al & Iven, Mai Ling
Helps:  Al & Iven
[]      Solar Cane
       For this turn, the next AC card you use is free of SP cost.
(*)     Despite being the most well-known Warzard character, she's very weak.
       Despite her [S] rank, she doesn't even have a decent ability. It's
       nice that you can get a free AC use and conserve SP, but by the time
       you obtain Tessa, you probably won't need to. What's worse is that
       she can only be randomly won from a game-link VS battle.
       The only reason I can think of having her in a deck is if you build
       one around her filled with 0 SP characters, AC cards, and Saki. You
       never want to take the risk in filling your deck with AC cards though.
       What do you think would happen if your starting hand were all ACs?

C079    [D]     Al & Iven
BP:     100
SP:     5
Backup: Felicia, Tessa, Cham Cham
Helps:  Felicia, Tessa, Cham Cham
       None
(*)     5 SP and then they die. What do you expect from Tessa's cats?

C080    [D]     Mai-Ling
BP:     300
SP:     4
Backup: Hsien-Ko, June, Xiang Fei
Helps:  Hsien-Ko, June, Tessa, Xiang Fei
       None
(**)    A card with decent stats that makes a great team with Hsien-ko, June
       and Xiang Fei. These four work well together and are all decent cards.

C081    [C]     Batsu
BP:     600
SP:     3
Backup: Kyosuke, Hinata
Helps:  Kyosuke, Hinata
()      Boiling Blood
       All characters entering ring can use [] abilities right away.
(***«)  The three members of the Taiyo Gakuen are a good team, but Batsu &
       Kyosuke stand out more. "Burning" Batsu here has good stats and is
       pretty strong during mid-game as well as for being a [C] card. His
       ability is fairly obscure, but helpful at times. This can turn
       Rimururu/Rimnerel (T) into a cheaper Yamazaki, able to Freeze an enemy
       upon entering the ring.
       NOTE that this also affects your enemy too!

C082    [B]     Kyosuke
BP:     600
SP:     3
Backup: Batsu, Hinata
Helps:  Batsu, Hinata
()      Cool
       Decreases AC card cost by 2 for both players.
(***«)  Like Batsu, this Rival School teacher has good stats, but his ability
       is double-edged. While you can play certain AC cards for 0 SP, so
       can your opponent if they have them.
       Between the two, Batsu might be the safer choice, but it's also
       helpful to have 0-cost ACs.

C083    [D]     Hinata
BP:     300
SP:     2
Backup: Sakura, Batsu, Kyosuke
Helps:  Sakura, Ibuki, Batsu, Kyosuke, akira
/\      Go for it!
       Raise 1 character's BP by 200.
(**«)   Hinata is a good card to have in your deck even after you get Duck
       King (who gives a 300 BP boost). Hinata is great to use as a "generic"
       back-up character, able to boost the BP of 5 good characters by 300
       or any other character by 200 (when you place Hinata in the ring).

C084    [C]     akira
BP:     500
SP:     5
Backup: Sakura, Hinata, Daigo
Helps:  Daigo
/\      Brother Search
       Looks through deck from the top and put the 1st Action card you find
       into your hand. Discard all the cards you've looked through.
(*«)    A rather dangerous card to play since it may be long way down until
       you get an Action Card. Hopefully Lilith or Laundry Day is coming up
       so you don't loose half your deck.
       If you could bypass this ability, akira would be a great card to play.

C085    [D]     AKIRA
BP:     400
SP:     3
Backup: Daigo, King, Kojiro
Helps:  Daigo
       None
(*«)    Decent stats, but this helmeted biker's sister doesn't help anyone
       but her brother. The three she can receive back-up from are all
       stronger than her.

C086    [A]     Daigo
BP:     800
SP:     0
Backup: akira, AKIRA
Helps:  akira, AKIRA
/\      Finish It!
       BP doubles when enemy has 3 characters in their ring.
(***«)  Potentially the strongest single non-enchanted character card.
       With both back-ups, Daigo would have 2200 by HIMSELF. Even without
       his ability activating, he's still an 800 BP beast (that doesn't
       give SP though). I'd rather have Krauser who starts with 1200 BP
       and gives 5 SP, but Daigo is definetly a force to be reckoned with.

C087    [B]     Kyoko
BP:     600
SP:     2
Backup: Hideo, Kim
Helps:  Hideo
/\      Massage
       Ends Freeze phase for all characters in your ring.
(***)   Good stats, but fairly weak ability. In essence, playing Kyoko is
       the same as playing a "Fight!" (another Justice Gakeun picture) card.
       To make the most of her ability, have your in-ring characters use
       their [] first (to freeze themselves) and then play Kyoko.

C088    [C]     Hideo
BP:     500
SP:     3
Backup: Kyoko, Kim
Helps:  Kyoko
       None
(***)   The other Justice High teacher's stats are just as good as Kyoko's.

C089    [B]     Falcon
BP:     700
SP:     2
Backup: Ayame, Rouge, Alfred
Helps:  Ayanme, Wang Tang, Ryoma, Rouge, Alfred
[]      Power Stone
       Randomly discards 1 card from your hand. Select one of your
       characters to receive 300 BP.
(***)   A strong card that gives decent SP. His ability is risky since it
       removes a card at random from your hand, but it turns that card into
       a free Awakening AC.

C090    [D]     Ayame
BP:     200
SP:     5
Backup: Ibuki, Falcon, Mai
Helps:  Falcon
()      Ohka-Gakure
       At beginning of your next turn, she shuffles back into the deck.
(**)    Very valuable early on to give yourself lots of SP quickly when you
       don't mind rando-mixing your deck. A quick 5 SP and the next turn she
       auto-removes herself from the field (if she's still there) and into
       your deck. Later, when you pick up beefier cards that give SP bonuses,
       the Butterfly Illusion starts to become annoying.

C091    [D]     Wang Tang
BP:     300
SP:     1
Backup: Fei-Long, Falcon, Lee Rekka
Helps:  Fei-Long
       None
(«)     Barely passable BP, almost no SP, and he's not that great a helper.

C092    [C]     Ryoma
BP:     400
SP:     2
Backup: B.Hayato, Falcon, Jubei
Helps:  B.Hayato, Jubei
       None
(*)     Almost decent stats and can help out two decent cards.

C093    [D]     Rouge
BP:     200
SP:     5
Backup: Rose, Falcon, King
Helps:  Rose, Falcon
       None
(**)    5 SP is attractive, and she can back-up two good cards.

C094    [A]     Hiryu
BP:     900
SP:     3
Backup: Option, Option, Option
Helps:  Option
[]      Cypher
       KO's one character who is receiving backup.
(****)  Powerful stats alone make Strider Hiryuu worthy of being in your deck.
       His ability is a great addition; it KO's a single character as long as
       they're being backed-up like the "Break Up" AC. Honestly, you probably
       won't use his Cypher (Zero) Blade that often, but Strider's 900/3
       BP/SP should be enough.

C095    [D]     Option
BP:     400
SP:     0
Backup: Hiryu, Option, Option
Helps:  Hiryu, Option
()      Support
       Allows entering characters to receive back-up (including itself).
(*«)    The ability is nice, but 400 SP and no SP hurts. Option is great
       in combination with the "Activate!" AC and either Q-Bee or M.Bison
       who summon their own Back-Ups upon entering.

C096    [C]     Cody
BP:     500
SP:     2
Backup: Guy, Haggar
Helps:  Haggar
       None
(**«)   Final Fight players should know why Cody's not willing to help Guy.
       Cody is a decent heavy-hitter early on with 500 BP and 2 SP, but
       few friends means he won't stay in your deck after mid-game.

C097    [A]     Haggar
BP:     700
SP:     3
Backup: Guy, Cody
Helps:  Zangief, Victor, Cody
[]      Spinning Lariat
       Returns all characters in ring back to their decks & shuffles decks.
(****)  Mayor Haggar has very good stats AND has a great ability that can
       turn the tide of a fight if you're being outnumbered. Activate his
       ability (which doesn't KO anyone) before you send in your new card.

C098    [B]     Damnd
BP:     600
SP:     0
Backup: Sodom, Rolento
Helps:  Sodom, Rolento
[]      Whistle
       Draw a character at random from your deck and put it into your hand.
(***)   Faithful Damnd, his ability is pretty worthwhile if you've got
       lots of other strong players left if your deck you want out sooner.
       His 600 BP is good too, though I wish he gave SP.
       Grading Damnd is hard, since he's more useful if you've got a great
       deck, or else this will end up acting like he does in Final Fight:
       just calling in weak jobbers for your enemy to beat up.

C099    [B]     C.Commando
BP:     700
SP:     4
Backup: G.the Ninja, M.the Knife, Baby Head
Helps:  G.the Ninja, M.the Knife, Baby Head
[]      Captain Corridor
       Freezes himself and then gives 400 damage to all Frozen characters.
(***«)  A very powerful card by himself, 700 BP and 4 SP is great for a[B]
       card, but his ability (sort of like the Crush AC) is a little iffy.
       You have to wait until the enemy does something (so they're still
       frozen your turn), but this is a great way to weaken several enemies
       at once. Cap.Com. might even be able to do it again and wipe them all
       out (possibly himself too) simultaneously. Still, a good card to
       consider for his BP/SP anyway.

C100    [D]     G. (Ginsu) the Ninja
BP:     200
SP:     4
Backup: C.Commando, M.the Knife, Baby Head
Helps:  C.Commando, Kenji, M.the Knife, Baby Head
       None
(*«)    Weak, but he gives 4 SP and can back-up C.C.

C101    [D]     M. (Mack) the Knife
BP:     200
SP:     2
Backup: C.Commando, G. The Ninja, Baby Head
Helps:  C.Commando, G. The Ninja, Baby Head
       None
(«)     Worth. Less. I wouldn't even have him in my deck to back C.C. up.

C102    [D]     Baby Head
BP:     200
SP:     3
Backup: C.Commando, G.the Ninja, M.the Knife
Helps:  C.Commando, G.the Ninja, M.the Knife
       None
(*)     Why are all of C.C.'s buddies, well, junk? At least Baby Head is
       tolerable as back-up fodder.

C103    [B]     Leon
BP:     600
SP:     2
Backup: Claire, Jill
Helps:  Claire, Jill
[]      Confinement
       Stops use of ACs during the next enemy turn.
(***)   Good stats, decent power, a welcome mid-level card for any deck.

C104    [C]     Claire
BP:     400
SP:     4
Backup: Leon, Jill, Saki
Helps:  Leon, Jill
[]      Decoy
       KO this character and draw 1 character randomly from deck.
(***)   A nice card overall. Claire has good stats, good teammates, and has
       a fair ability if she's weakened or if you think you have stronger
       cards left in your deck. The ability is a bit of a risk, but
       everything else is solid.

C105    [C]     Zombie
BP:     200
SP:     0
Backup: L.Raptor, Zombie, Zombie
Helps:  L.Raptor, Zombie, Red Arrember, Mukuro
[]      Resident Evil
       KO's this character and turns another character into a zombie card.
(*)     A somewhat funny card. Zombies carry and infect enemy cards with
       their T-Virus (BioHazard, the Japanese name of the Resident Evil
       series), which means they can turn your cards into Zombies, which
       means you can use the T-Virus again... Eventually somebody decks
       themselves if no ACs are played.
       On the plus side, if you don't want to do this, you can just use
       them as back-up bait, or even back them up with other Zombies.

C106    [D]     Jill
BP:     400
SP:     1
Backup: Leon, Claire, Saki
Helps:  Leon, Claire
[]      Beretta
       Damage one enemy character or enemy 100 pts.
(**)    I added the extra half-grade since she's part of a good team.
       Otherwise, she's got average BP, sub-par SP, and a weak ability.

C107    [B]     Mega Man
BP:     600
SP:     5
Backup: Roll, Rush
Helps:  Roll, Rush, Proto Man, Mega Man X
[]      Enemy Ability
       Steal the ability of any one character card in the ring.
(****)  One of the greatest cards you can find early on. He gives a big 5 SP,
       has a nice 600 BP, which should really just be great on their own, but
       the Blue Bomber has one more trick up his arm cannon: he can steal,
       not duplicate, but remove the ability from the target card and give
       it to himself.
       This means that the 'bot formerly known as Rock could remove annoying
       abilities from your opponent, even [] Enemy Ability from a Mega Man.
       It could also remove annoying abilities from your own heavy hitters
       like Iori's () Blood Contract cutting the 1000 BP monster loose.

C108    [C]     Roll
BP:     400
SP:     0
Backup: Mega Man, Rush
Helps:  Mega Man, Rush
[]      Roll Buster
       Decreases all characters' BP (including this one) 200 pts.
(*«)    Rock n'Roll isn't one of the game's stronger combinations. Roll is
       still fair to keep if you want to back Mega Man up. Her Roll Buster
       has the potential of hitting 3 enemies, but try to make sure you
       don't have that many on your side. Early in the game, 200 damage
       should really annoy the enemy. Later on, wait until you see Ryu (B).

C109    [D]     Rush
BP:     200
SP:     2
Backup: Mega Man, Roll, Galford
Helps:  Mega Man, Roll, Galford
       None
(*)     Maybe for back-up would I include Mega's canine companion.

C110    [D]     Proto Man
BP:     300
SP:     1
Backup: Huitzil, Blodia, Mega Man
Helps:  None
       None
(«)     For someone who constantly gets the drop on Mega Man, he's awefully
       weak and his lack of helping others is just plain awful.

C111    [C]     Mega Man X
BP:     600
SP:     2
Backup: Mega Man, Zero
Helps:  Zero
[]      Parts Change
       Discard 1 action card from hand and draw 2 cards.
(***)   Good BP and fair SP make X a decent addition to a mid-level deck.
       He makes a good team with Zero, too. X's ability pretty much changes
       any AC in your hand into Lucky Kitty. Useful if you need to sift
       through your deck faster.

C112    [C]     Zero
BP:     600
SP:     2
Backup: Huitzil, Zero Akuma, Mega Man X
Helps:  Mega Man X
       None
(**«)   Like Mega Man X, Zero has good BP and decent SP. He can also receive
       back-up from Huitzil and can also back-up X. Nothing too special
       except Zero and X can back each other up.

C113    [D]     Arthur
BP:     300
SP:     1
Backup: Arthur, Arthur
Helps:  Arthur
       None
(«)     He can back himself up, but then, why not just get a 500/1 [D] card?

C114    [C]     Red Arremer
BP:     600
SP:     1
Backup: Demitri, L.Raptor, Zombie
Helps:  Demitri, Lucifer
       None
(**)    A 600 BP [C] card, but it also gives 1 SP. Not much else to say
       from this Ghosts & Goblins fiend (who became a Gargoyle on a Quest).

C115    [S]     Lucifer
BP:     1000
SP:     0
Backup: Red Arremer
Helps:  Pyron
[]      Sacrifice
       KO 1 character in your ring. Give its BP as damage to 1 enemy card.
(***)   1000 BP is nice, even though you get no SP out of it. The flaming
       boss of Ghosts & Goblins basically has a Bopper AC at his disposal.
       The ability is best used to clear your side of the ring of weaklings.
       NOTE: Lucifer cannot KO himself.

C116    [B]     Ryu (B)
BP:     800
SP:     3
Backup: Nina
Helps:  Hayato, Nina
[]      Transform
       Decrease all enemy characters life by 100.
(****)  A strong card to have, and a useful, if weak, ability to use. 100 BP
       is more of an annoyance since you shouldn't want to clear the enemy's
       ring of weaklings, but it's nice to have if Ryu (B) ever gets hurt.

C117    [D]     Nina
BP:     400
SP:     2
Backup: Ryu (B), Michelle
Helps:  Ryu (B), Michelle
()      Wings
       Disable Counter-attack when you're out of cards (in your hand).
(*«)    She has decent stats and can back up Ryu (B). Her ability is less
       straight-forward. Much like Capcom's GUY, only if Nina is attacking
       is the enemy's counter-attack disabled, so it's nicer if she's
       powered up. I don't rely on this much.

C118    [D]     Michelle
BP:     300
SP:     5
Backup: Nina, Saki, Athena
Helps:  Nina, Athena
       None
(**)    The Capcom Legendary Wings heroine of old, Michelle, gives you 5 SP
       and has passable BP. She can also back-up two nicer characters.

C119    [A]     Saki
BP:     600
SP:     2
Backup: Blodia, Zero Akuma, Mech Zangief
Helps:  Claire, Jill, Michelle
/\      Stand By
       Select 1 character card from deck and put them on top of the deck.
       Shuffle the rest of the deck.
(****«) Every time Saki enters the field, she telegraphs your next card to
       the opponent and shuffles your deck. Still a good trade-off if you
       want to draw a person you really wanted for next turn.
       Her stats are pretty good as well.

C120    [S]     Mech Zangief
BP:     1200
SP:     5
Backup: Zangief
Helps:  Birdie, Q, Saki
       None
(*****) 1200 BP #and# 5 SP is special enough. Mech and Krauser are the only
       two cards that can do this, but only Capcom players may "naturally"
       get a Mech Zangief.
       Don't waste him as a helper, and he doesn't really need help unless
       you don't have anything better to do with Zangief: 1200 BP! 5 SP!

-= III. COMMON COMBOS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

CAPCOM GAKUEN
       Hinata, Ibuki, Sakura, Shingo, Karin
       School-girl (except Shingo, sorta) theme. All very balanced and
       can help each other out a lot. Lots of useful abilities too.

SNK BURNING SOLDIERS
       Ralf, Clark, Leona, Heidern
       Interchangable parts in a great machine. If you can manage to beef
       up Heidern, all the better. Or someone else and have Heidern sap SP.

CHINESE MYTHOS
       June, Mai Ling, Xiang Fei, Hsien-ko
       Just as strong as CAPCOM GAKUEN, but without the special abilities.

OROCHI RISING
       Yamazaki [A], Goenitz, Vice, Mature
       Discounting Yamazaki, this is similar to the Ikari team without
       special abilities.

KUNG-FU FIGHTIN'
       Yun, Yang, Fei-long, Lee Rekka
       Much like Chinese Mythos, but with fewer SP.

KIZUNA GANG
       Rosa, Hayate, Carol, Kim Sue Il
       A weaker version of the Burning Ikari Soldiers or Orochi Rising,
       with moderate characters. But they're stronger than team METAL SLUG.

GHOST BUSTERS
       Gaira, Nicotine, Retsu, Donovan [C]
       The four make a well-oiled team; Retsu & Nicotine provide the SP,
       while Gaira and Donovan can provide the muscle. The team has a bunch
       of quirks though: Gaira's ability can help your opponent, Nicotine's
       can stop Donovan, and Donovan is a [C] rank.

BIOHAZARD CONTAINMENT
       Claire, Jill, Leon [B]
       The three are fairly strong and can slow the enemy down.

OROCHI '98
       Yashiro [A], Shermie [B], Chris
       A strong team, but Yashiro & Shermie may be hard to find.

DUOS
       A.Asamiya, Kensou
       Kojiro, AKIRA
       Mega Man X, Zero
       etc.

-= IV. ACTION CARDS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Rating:
*       Useless
**      Useful sometimes, given the right situation; rarely used otherwise
***     Probably use it a few times (maybe have 1 to turn the tide)
****    Very useful; lots of occassions to use it (good to have 1-2)
*****   Usin' it, usin' it, and usin' it again! (good to have 2-3)

A001    [D]     Fight!
Cost:   2
Effect: Undoes Freeze Phase for all characters in your ring.
(**)    Not bad. If you have lots of [] characters, or get Frozen by your
       opponent a lot, Natsu & Shoma tells them to act again.

A002    [D]     Lightning
Cost:   2
Effect: Keeps your characters out of Freeze Phase after attacking this turn.
(**«)   Essentially makes all your characters have Terry/Ken's () ability
       for 1 turn.

A003    [C]     Double
Cost:   4
Effect: Keeps one already Frozen character Frozen their next turn too.
(****«) Don't pity Kyo. This is great to stop a strong attacker who's just hit
       you from doing it again. Definetly have one of these in your deck
       if you have a Puppet AC or Yamazaki or Rimururu (T).

A004    [B]     Puppet
Cost:   6
Effect: Freeze or un-Freeze a character.
(****«) Thank the evil mastermind in RB: Fatal Fury for the versatility of
       stopping a character cold or awakening them to fight.

A005    [D]     Escape
Cost:   3
Effect: Returns 1 of your cards to hand.
(****)  Useful to recover a powerhouse that's dying. Or to use it one someone
       with a useful /\ ability that you'd like repeated. If you're
       desperate for space, you can recall a weakling back into your hand.
       Much like image of G-2 chasing Sherry, it's best if you leave the wimp
       to go out fighting on the field.

A006    [C]     Peacemaker
Cost:   6
Effect: Return a character of yours and of the enemy's to their owner's hand.
(***)   Ah, Tung Fu Rue making peace between two brothers. This can be a nice
       card to have if you want to recover a weakened card AND remove a
       strong card from your opponent's ring. Keep in mind, you don't want
       to give the opponent back a card with an annoying /\ ability or a
       card that gives lots of SP or a card you've significantly weakened.
       There are better card that you'll eventually see, but Peacemaker will
       be good enough in the beginning.

A007    [B]     Reparation
Cost:   7
Effect: Returns any 1 character to hand.
(****)  Mary Miyabi might seem like an expensive version of Escape, but she
       also let's you shunt an opponent's character back to their hand.
       This card will probably be used later in the game, when you make the
       extra SP to spend.

A008    [A]     School's Out
Cost:   8
Effect: Returns all characters to hand for both sides.
(***)   A semi-useful card. This lets you get a breather if your opponent is
       just out-numbering you on the field. Kyo's girlfriend Yuki is nothing
       more than a stall though since you probably know which characters
       your enemy will play down soon.

A009    [D]     Cover Fire
Cost:   4
Effect: Decreases 1 character's Life by 300.
(***«)  Highly useful early on in the game where Chris & Rebecca can KO a 300
       BP card in one shot, or severely wound a 400-500 BP guy.

A010    [D]     Bopper
Cost:   4
Effect: KO's one of your characters to turn their BP remaining into damage
       against a character of your choice.
(**)    It's a cheaper way to clean your ring of unwanted characters than
       putting them in a United attack. Lucifer has this as a [] ability,
       but Dan & his Oyajii (Dad) let you use this before you find Lucifer.

A011    [C]     Chaos
Cost:   5
Effect: KO's one character. Decrease all other character's life 300 points.
(*«)    For 1 SP more and a sacrifice to Rugal, this lets you use Cover Fire
       to injure everyone in the ring. Very uncontrollable unless you only
       have 1 character and the enemy has 2-3. You can cripple them before
       putting in a fresh guy.

A012    [C]     Grenade
Cost:   5
Effect: Decreases enemy's life by 300 HP.
(***)   It's Super Joe (y'know, from from Commando) to the rescue with some
       straight-forward direct damage. I could think of better ways to spend
       5 SP, but it's nice if you've got 3 of them in your deck.

A013    [B]     Mega Crush
Cost:   7
Effect: Decreases all characters' life 500 pts.
(**)    A more powerful Chaos card that doesn't require a sacrifice. Though
       I'm pretty sure the guys in your ring aren't going to be pleased when
       a P-38 and Super Soldier (Unknown Soldier) comes crashing through.

A014    [B]     Earth's Pike
Cost:   8
Effect: Decreases enemy's life 500 HP.
(***«)  Kouryuu offers a 66% more powerful grenade for 60% more SP. Good deal.

A015    [D]     Break Up
Cost:   4
Effect: KO's any 1 character receiving back-up.
(**«)   Pretty nice. If someone gets back-up, call Geese's flunkies KO them.
       Once you own Strider Hiryu, you no longer need to reserve space in
       your deck for this.

A016    [C]     Nothingness
Cost:   5
Effect: KO's all characters with 400 BP or less.
(**«)   It's nice to wipe away weaker cards on the field early on, but later
       you want to keep weenies on the field, at least for your opponent.
       But earlier in the game, Orochi almost acts like a cheap Slaughter AC.

A017    [C]     Double KO
Cost:   6
Effect: KO's 1 of your characters to KO any 1 enemy character.
(*****) Always wondered who would win between Lee Rekka and Yun. Wicked card
       you should almost always have in your decks. It let's a weak/weakened
       character take out a fresh opponent before they go. If you have
       Jin Saotome, you can afford to drop some of these.

A018    [B]     Seraphic W
Cost:   6
Effect: KO's all characters with 500 or more BP
(****)  For one extra SP, Gill will appear instead of Orochi and KO the
       real heavy hitters of the field. This can take out the entire strong-
       arm of your opponent if you have nothing (or almost nothing) on your
       side. And when the field is devoid of bruisers, play one of your own.

A019    [B]     Fate Duel
Cost:   7
Effect: Select 1 character on your side & 1 on their side. KO everybody else.
(***«)  A very specific Seraphic W, it can give you a strategic edge in the
       fight if you've left your opponent with only one character. Moreso
       if you haven't put down a character for your turn yet! Oh, and Iori
       is at a disadvantage if he's the defender to Kyo.

A020    [A]     Slaughter
Cost:   8
Effect: KO's all characters in the ring.
(***«)  I find Seraphic W to be cheaper, but Slaughter is always a surprise.
       Better than Bopper or School's Out, everyone just gets trashed.

A021    [D]     Raw Shield
Cost:   1
Effect: KO's one character and heals you by the amount of BP they had.
(*«)    Nakoruru is a cheap AC to use to clean your ring of weaklings, but
       unless you desperately need HP, I'd leave those weaklings to absorb
       attacks.

A022    [C]     Grace
Cost:   5
Effect: Gain 500 HP.
(***«)  Good to have if you have (or your opponent has) Grenade cards. Sally
       will pray for you from her heart. Better than using Raw Shield.

A023    [C]     Abduction
Cost:   0
Effect: KO's any # of your characters that you want. Gain 2 SP for each KO'd.
(*«)    Amakusa's ability in Amakusa's card. In case you ever use Amakusa.

A024    [B]     Psyche Up
Cost:   0
Effect: Raise SP by 5
(****«) What's not to like about a card that gives free SP? So what if Hayato
       is beating it out of Batsu, I'm sure he's having fun.

A025    [B]     Hey! Hey!
Cost:   5
Effect: Reduces both player's SP to 0.
(**)    Ryo. Dan. Together. If your deck isn't keeping enough SP, might as
       well screw the other player up. Still, I'd rather have Dan or Heidern
       or even Remy to drain your enemy's SP than this card.

A026    [D]     Heritage
Cost:   0
Effect: KO any # of characters you have. Draw 1 card for each KO'd character.
(**)    A decent ring-cleaning AC to have, especially if you have to cycle
       through a lot of dead weight in your deck, may as well let Ryuhaku &
       Kasumi do it for free.

A027    [D]     Best Shot
Cost:   1
Effect: See your top 3 cards. Choose 1 to add to hand and discard the other 2.
(***)   Ran & Yugumi can draw a useful card to your hand in a pinch, but hope
       you have a Revive or Shopping card in case you ditch a good card.

A028    [C]     Lucky Kitty
Cost:   3
Effect: Draw 2 cards.
(****)  Highly useful until the end of the game. Having Pure & Fur cycle more
       cards into your hand is always helpful until you want to replace
       this card with heavier hitters like Akari (P) and Saki.

A029    [B]     Round 2
Cost:   6
Effect: After discarding hand, draw 5 cards.
(***«)  Hinako (KoF '97) will give you 5 completely new cards after trashing
       your current hand. Weigh how much you can stand to lose your current
       hand and how many cards you may gain. I still like Makeover better
       because you don't discard anything and it costs less, unless I only
       had 1 or 2 cards left in my hand.

A030    [C]     Awakening
Cost:   3
Effect: Raises 1 character's BP by 300.
(***«)  There is no downside to adding 300 BP to a card. After beating the
       game, you'll find many powerful cards that Kaede won't help as much.

A031    [C]     Morph
Cost:   5
Effect: Select a character whose BP you want to change. Select the top card
       of your's or the enemy's pile. BP of the character becomes equal to
       that card's value. KO's character if Action Card is on top.
(*)     Take a gamble on turning Kuroko into Wan-Fu? Never a good thing.
       I've seen the CPU use this card 4 times. Twice it has KO'd itself and
       once it managed to raise it's BP only moderately. This AC requires a
       lot of set-up to use effectively, such as Mischief or Saki.

A032    [C]     Showtime!
Cost:   5
Effect: Raises all of your characters' (that are in play) BP by 200.
(***«)  Better than Awakening since it raises all your characters, but Lilith
       is only more cost effective if you're boosting 3 people.

A033    [C]     ESP
Cost:   4
Effect: Copy 1 character's [] ability and give it to 1 of your characters.
(**)    Surprised they acknowledged Athena's PSX adventures. This is pretty
       nice, but it doesn't really hurt the enemy like Mega Man's ability.

A034    [B]     Substitute
Cost:   4
Effect: Select characters with ability and switch their abilities.
(***«)  Better than ESP, Lin Lin & Rei Rei outright steals an opponent's
       ability. Not only are they stuck with no, or worse yet, a crappy
       ability (such as Ukyo's Dwindling Life or the Ump's Mystic). You can
       also try to take a strong ability from them (such as S.Dynamite)! The
       posibilities are endless.

A035    [S]     Curse
Cost:   4
Effect: All characters get 1 ability found in this game.
(**)    The ability that all in-ring characters get is completely random.
       Mizuki may give everyone Mystic for all we know.

A036    [C]     Stifler
Cost:   3
Effect: See enemy's hand and select one of their cards to discard.
(***«)  Very useful to see an opponent's hand, even more useful to select
       something valuable of theirs to trash. Thank you Awakened Yuki!

A037    [B]     Storm Rush
Cost:   6
Effect: Each player reveals their hand and then discards all character cards.
(**«)   Not bad to play after you put a character down. If you had no, few,
       or bad characters, you can still come out on top since your opponent
       is forced by the shinsengumi to discard theirs.

A038    [B]     Pride
Cost:   6
Effect: The player with most cards in hand discards their hand and then picks
       the same number of cards as other player.
(**)    Seiger's not that useful an AC to use. The biggest benefit is to hope
       your opponent lost some strong cards. Side-benefits include seeing
       your opponent deck (reach 0 cards) themselves, or to power-up Oro.

A039    [D]     Mischief
Cost:   1
Effect: See the top 3 cards of either deck, then arrange them in any order.
(*)     You're better off putting Lucky Kitty in your hand instead of Efu.

A040    [D]     No Tricks
Cost:   2
Effect: Discards all Action Cards in deck. Shuffles deck after discard.
(«)     Franco here screws you over by removing all ACs from your deck.

A041    [C]     Makeover
Cost:   2
Effect: Returns hand to your deck. Shuffle deck and draw the same # of cards
       you had before +1. (in other words, hand size including Makeover)
(****)  Athena's learned, from her wardrobes over KoF '94 - '99, this is much
       better than Round 2 since you now end up with more cards without
       trashing any. However, you still have a chance to get some useless
       cards back.

A042    [C]     Pester
Cost:   4
Effect: Take the top 3 cards from enemy pile and discard them.
(****)  Rints is pretty good to annoy your opponent and help deck them.

A043    [B]     Management
Cost:   1
Effect: Select 1 AC from deck. Shuffle deck and put that card on top.
(**«)   Poison acts like Saki would, but for ACs. Not bad if there's a
       specific one you need at the moment, like Makeover or Slaughter.

A044    [A]     Last Resort
Cost:   8
Effect: Reduce deck to 5 cards of your choice & order. Trash everything else.
(**«)   The characters from the game with the same name. If you have a plan,
       like combining this with Laundry, go right for it. A word of warning
       though, you still have to draw your 5 cards one at a time.
       Make sure you win the game after drawing your 5th card, or make sure
       you have and use Laundry. You lose if you have no more cards to draw.

A045    [S]     Roulette
Cost:   3
Effect: Changes top card on you or your opponent's deck to a different card.
(«)     The card it changes to is a completely random one from the game.
       That card remains changed for the duration of the battle.

A046    [C]     Shopping
Cost:   3
Effect: Draw up to 3 cards that you have discarded, shuffle them into the
       deck and draw one card.
(*****) The highly successful Masters family provides a highly useful AC in
       that you get to choose which cards you want back and get a bonus draw.

A047    [C]     Laundry
Cost:   4
Effect: Return all discards to the deck, then shuffle the deck.
(****)  Billy Kane's sister Lily is invaluable in replenishing your deck.

A048    [C]     Study
Cost:   4
Effect: Draw 1 Action card from discard pile and put in hand.
(***)   Momo puts the AC straight into your hand, ready to be re-used.

A049    [C]     Revive
Cost:   6
Effect: Draw 1 character card from discard pile and put it in hand.
(***«)  Just like Study, just putting a card you want into your hand is
       highly useful. All it takes is 6 SP and one Orochi-powered madman.

A050    [B]     Emulate
Cost:   6
Effect: Mimics one AC card from enemy's discard pile.
(*«)    Not bad if your enemy put an expensive AC like Slaughter or Dregs
       into their discard. Otherwise, like Shingo & Sakura, you look silly.

A051    [C]     Activate!
Cost:   4
Effect: During this turn, you can back-up all your characters repeatedly.
(**)    Tron & Kobuns are great if you have Q-Bee or M.Bison in your hand.
       Since those two cards summon both their back-ups into you hand, you
       can play them, use Activate! to bypass the "1 back-up per turn" rule
       and use both their back-ups right away.
       The ultimate use of this card is if you managed to SP Partner M.Bison
       & and Q-Bee with Option in the ring. On that same turn, you can
       Activate! and start backing everybody up at once.
       NOTE: This does not break the individual card's back-up limit;
       i.e., M.Bison can only be backed up by ONE Juni and ONE Juli card.

A052    [D]     Tooptadon
Cost:   0
Effect: During this turn, all Unite attacks cost 5 SP less.
(**«)   Great to get a free 2 character Unite combo thanks to Roy & Tiffany.

A053    [A]     SP Partner
Cost:   7
Effect: Lets you bring in one more character if you've played one already.
(****)  Similar to Activate!, this let's you bypass the game's "play only 1
       character per turn" limit. Very handy throughout the entire game,
       but you'll probably only have enough SP near the end of the game.
       Play this card AFTER putting out your first character or you waste 7
       SP. To bring out three cards in one turn, you'll need 2 SP Partner
       ACs. No idea why Whip & Anita/Amanda are on this card.

A054    [C]     Synchro
Cost:   1
Effect: Each player chooses 1 card from the other's deck and keeps it for the
       duration of the game.
(«)     Why would you give your opponent a chance to take something from your
       own deck? (unless you have no deck left) Great job Nagare/Rikuo.

A055    [B]     Indulge
Cost:   6
Effect: All character's BP becomes 200.
(**)    Similar to Chun Li's ability to reduce everyone else's BP to 100 (for
       all your SP), Devilot's Indulge is the substitute for something like
       Seraphic W. If the enemy's ring was full, Indulge leaves them (and
       you) with a slew of weaklings. However, I'd rather have Seraphic W
       to wipe out 3 strong enemies at once leaving their HP open.

A056    [B]     Glare off
Cost:   6
Effect: You can't attack this turn, your enemy can't attack their turn.
(**«)   Helpful stall card. Like playing Shermie except you can't attack
       this turn. It'll give you an extra turn to live to come up with an R2
       or something. (Z-force is right, this is nice pic of Mai vs Chun Li)

A057    [S]     Shadow
Cost:   5
Effect: Change one character to another in the game. (Discard backups)
(*)     Completely and utterly random. I suppose if anything, use it on a
       dying character. Behaves just like Vampire Savior's Shadow.

A058    [S]     Tri-Quiz
Cost:   5
Effect: Choose Grenade, Grace, or Showtime. Card has that effect.
(*****) Either damage enemy HP 300, gain 500 HP, or have all cards in your
       ring gain 200 BP. The ultimate AC to have, you should have 2-3 ASAP.

A059    [S]     Reset Button
Cost:   10
Effect: KO all of your characters. After you end your turn, start another.
(«)     This is, in effect, a Heritage AC plus SP Partner AC in one. Except
       it costs more, gives you only 1 card, and KO's all your characters.
       Tell Tsukushi it's not worth it. I'd rather just used SP Partner.

A060    [S]     Dregs
Cost:   15
Effect: Shuffle hand cards into deck, use Discards as your hand this 1 turn.
(***)   If you have the SP (or Tessa) and want to re-use your Discard pile
       right away, go for broke. Just remember: The turn after, your giant
       hand goes back into the Discard pile.
       Unless you have SP to burn, mix with Last Resort in some big gamble.

-= V. DECKS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

As a tip, keep your decks mixed. Try not to invest more than 33% of your
deck in Action Cards, sometimes your opening hand can be 4-5 ACs.
The FAQs on GameFAQs will deal with deck-creation strategies such as a
"quick-kill" deck, or a "decking deck".

SLIGHTLY MODIFIED STARTER DECK
       Terry, Blue Mary, Alfred, Eiji, Galford x2, Kyoshiro, Tam Tam,
       Cham Cham, Nicotine, Shiki (C), Asra, Zankuro, Heidern x3, Leona x2,
       Ralf x2, Clark x3, Chin Gensai, Saishu, Shingo, Chris x2, Mature,
       Vice, Lee Rekka x2, Shigen, Hibiki, Hayate, Carol, Rosa x2,
       Kim Su Il x2, Gai/guy, Dhalsim, Zangief
       Lightning, Cover Fire, Bopper x2, Best Shot, Awakening x2
 43 Characters, 7 Action cards
 I removed as many of the 0 SP characters as possible; this deck is meant
 to stuff up the field as much as possible with low and high BP cards. Good
 enough to take on the non-Boss CPU fights so you can build your deck up
 for, at the very least, the bosses without 700+ BP cards (the Zombie).
       You won't have many high-BP cards from the get-go, so it will be hard
       to keep your opponent limited to 1-2 cards on their field. Instead,
       let them play 3 and work on whittling them down to 100-200 BP; this
       will put your low-BP characters to good use. This is especially
       important against people with lots of back-ups in their deck like Fo.
       Just make sure your HP is still high enough to take a few hits
       (1000-2000).
       Never let the CPU whittle one of your cards down to 100-200 BP, go
       for a double-KO instead. Now the CPU will be pelting your HP with
       their weak cards and have little or no SP to use AC cards or United
       Combo attacks; take the hits and place down strong/powered-up cards.
       Your victory will come when you have 3 strong cards and enough SP
       amassed to take out large chunks of their HP away with repeated
       Combos. The CPU must block with their whimpy card (and whatever cards
       they put down later); replace any KO'd cards with stronger cards.
       If, however, you CAN keep the opponent to 1 card (and have 2-3 cards
       on your side of the field) go for it!

INTERMEDIATE DECK
       Terry, Mai, Duck King, Blue Mary x2, Kasumi x2, Rimururu (T),
       Tam Tam, Nicotine, Shiki (C) x2, Asra, Zankuro, Heidern x3, Leona x2,
       Ralf x2, Clark x2, Goenitz, Mature, Vice, Shigen, Hibiki, Setsuna,
       Takato, Chun-li, Zangief, Vega, Cammy (A), Morrigan, Rikuo, Donovan,
       Lilith, Jin Saotome, Daigo, Claire, Mega Man X, Zero
       Lightning, Cover Fire x2, Grace, Awakening x2, Makeover
 43 Character cards:   1 [S], 1 [A], 4 [B], 21 [C], 16 [D]
 7 Action cards:       4 [C], 3 [D]
 There is technically no such thing as an "intermediate deck"; the deck you
 make against the Biohazard Mansion and beyond entirely depends on how much
 time you want to put into it by beating up people with rare cards like Taka
 or what you win in VS mode or how many cards you get from the Trading
 Machine.
       This deck was only after about 5 hours of playing the game. It's not
       much different from the modified starting deck because the number of
       fights and trips to the Trading Machine were kept to under 3 dozen.
       The characters aren't terribly strong or even useful, but they will
       weaken enemy cards to 100-200 BP. With luck this can get you to the
       last match.
       For the final match, replace as many sub-500 BP cards with stronger
       cards, such as Duck King with Geese or Mech-Z, and adding 3-5 AC
       cards such as Stifler, Showtime, and Shopping.
 While you can beat the game in under 7 hours like this, you'll only have
 discovered half the cards. Keep playing to see them all! (only wish SNK and
 Capcom kept all the flavor text)

PERSONAL DECK
       Terry, Andy, Blue Mary, Yamazaki x2, Krauser x2, Haohmaru,
       Nakoruru (C), Nakoruru (T), Rimururu (T), Sougetsu, Kyo (P), Chizuru,
       Yashiro x2, Shermie, Wild Iori, Akari (P), Akuma x2, Chun Li (A),
       Rose, Morrigan x2, Pyron, B.B. Hood, Lilith, Jin Saotome x3, Hiryu,
       Haggar, Mega Man, Saki, Mecha Zangief
       Lightning, Double, Puppet, Escape, Reparation, Seraphic W,
       Psyche Up x2, Pester, Shopping, Laundry, SP Partner, Tri-Quiz x2
 36 character cards:   8 [S], 15 [A], 11 [B], 1 [C], 1 [D]
 14 action cards:      2 [S], 6 [B], 4 [C], 2 [D]
 This took several hundred fights and trips between the Slots and the Trade
 Machine to achieve, but the cards are so powerful, I don't need to wait
 for my opponent's ring to fill up.
 A highly diverse deck; this is ready for a variety of troubles.
 I like to keep my SP high and try to clear/freeze the entire enemy ring.

-= VI. EOF =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

End of File!
I wonder why the Unknown Heroes of Crystalis/God Slayer weren't included?