Cardfighter's Clash FAQ Final Version
FAQ written by Z-Force ([email protected])

TABLE OF CONTENTS

I. Intro
II      Thanks Section and Disclaimer
III     Version History
IV      Places to get this FAQ
V       Rules of the game and strategies
a. Beginning of Game
b. What to do on your turn
c. Commands
d. Attacking
e. Defending
f. Abilities
g. Backing up a player
h. Options Menu
i. Ways to get Cards
j. Misc.
k. Locations and what you can do there.
l. Capcom Card Lsit
m. SNK Card List
n. Action Card List
VI          Expert Card Analsis
VII         Decks and Strategies (sent in by other readers)
VIII    Contributors

INTRO TO THIS FAQ

This FAQ is my attempt to provide information and a card list on this excellent
game from SNK.  It is based on the Asian version of the game.  When it comes out
in the U.S. there may be changes but I do not know for sure.  If you want
translations for the Japanese version, I suggest checking out Faust's excellent
FAQ which provides all the translations you may need.

THANKS SECTION

SNK and Capcom for getting together and making this excellent game (and the
upcoming fighting game as well)
GameFAQS for being the biggest and baddest Game info site out there
Faust, for coming up with translations for the game, which helped me a lot when
I had the Japanese version of the game.
All the people who e-mailed me with questions about my last FAQ (for R2R)  This
motivated me enough to keep working on the FAQ as well as work on this new one.
All the people who have sent me info or questions about this game.

DISCLAIMER

This document is copyrighted by me, Z-Force.  I really don't care that much if
you take it and use it for your own website or whatever, just don't try to sell
it or use it in any way to make money.  Also, if you want to use my FAQ on your
website, e-mail me so I can add your site to my list.  Also let me know if you
are currently using your FAQ.  I put all the people using my FAQ in my address
book so that when there is an update, those that I know are using it get the new
version right away.  If you have any cards or other info to send me, please do.

VERSION HISTORY

V1.0  (12-14-99)  The 1st version
V1.5  (12-15-99)  Added a few more cards and other additions.
V2.0  (12-16-99)  Added some more cards and a tip in the misc. section.
V2.5  (12-17-99)  Boy there have been lots of updates.  Anyway, added some more
cards (big surprise)  and also how to get the Mech Zangief card.
V3.0  (12-18-99)  More new cards!  Huzzah!
V3.2  (12-22-99)  A few new cards and another place to get this FAQ
V3.5  (12-24-99)  Added some more cards and a few other things.
V4.0  (1-5-00)  Added some more cards and a list of locations and activities.
V4.2  (1-6-00)  Added some new cards and a correction on backups.
V4.3  (1-6-00)  Yay!  A few more cards added.
V4.4  (1-7-00)  Added a couple more cards (I only need info for 8 more) and a
few cross company backups.
V4.5  (1-9-00)  Yeah!!!  The card list is complete!  Yahoo!
V4.6  (1-18-00)  Added some more info on a few various cards.  Added a list of
rare cards.  Added more sites that have this FAQ.  Added some other misc. tips.
This FAQ is now pretty much complete.  The only stuff I need are clarifications
on any of the poorly translated cards, and if anyone has misc tips on using
individual cards, send em' in.  I also need info on ? backups.
V4.7  (1-23-00)  Added some individual card strategies, and some interesting
tidbits in the misc. section.
V 4.8 (2-17-00)  Added a few card strategies and ? backups.  Added a section for
people to send in their favorite decks and/or card combos.
V5.0  (2-18-00)  Added most of the ? backups, with help from M Meevasin's FAQ.
Added ratings for many of the cards, added one more reader strategy.
V5.1  (2-24-00)  I added in what I think are the last of the ? backups.  Added
better descriptions of a couple of cards.  Also, I plan to write a final version
of this FAQ soon, probably around the end of March, so anyone who wants to send
in Card info, or strategies, or whatever, send em' in ASAP.
V5.2  (3-5-00)  Added a new section, Expert Card Analysis.  So far it has
sections:  Best Character and action cards, and card comparisons, where I
compare some of the top cards in the game to other cards similar to them.  Added
in some reader decks and strategies.  Added in my own personal decks.  Added in
some strategies sent in by Jet3000
V5.3  (3-19-00)  Added in some strategies and decks sent in by readers.
V5.4  (4-1-00)  To celebrate my achieving 100% in this game, here's a new
update.  Added in some reader decks, and strategy and the other usual goodies.
Added an obsolete section for some cards, which shows if there are certain cards
that make the one being described obsolete.  I also added what game the card
comes from for some cards.  More will be added later
V5.5  (4-9-00)  Added some origins of character artwork for the action cards.
V5.6  (5-17-00)  Added a bunch of various items and corrections
Final Version (6-18-00)  Added in Birdie's backup which I had omitted (thanks to
Francis Yuen and Bluedodo for pointing it out)  Added in some other misc. trivia
and tidbits)  This will be the final version I do of this FAQ, as it's pretty
much complete as far as I can tell.  Thanks to everyone who has submitted info
or strategies, as it has helped to make this FAQ much better.

PLACES TO GET THIS FAQ

www.gamefaqs.com
www.geocities.com/~z-force (my site, may not be there right away, but go visit
me anyway :P)
http://vgstrategies.about.com
http://www.digiweb.com/~dimension-sega/sngp/
http://ngpgo.homestead.com/
http://www.emuhq.com/kazuya
www.ngpczone.com
www.neogeopc.homestead.com
http://www.ludus.it

RULES OF THE GAME AND STRATEGY

The basic object of the game is to knock your opponent down to zero HP.  This is
more complex than it sounds, but first we'll look at basic mechanics.

Beginning of the Game

At the beginning of the game, both you and your opponent will shuffle your
decks.  There can be up to 50 cards in a deck.  Then, each player will draw 5
cards to form your opening hand.  Then the order of players will be determined,
at random.  Strategy will be different for you depending on whether or not you
go first or not.  I believe it is more to your advantage to go first.  The main
advantage in going first is the fact that you can put out a powerful card and
beat down anything that the computer puts out.  In this manner, you can often
quickly dominate and destroy foes.  I've gotten several "perfects" by gaining
the 1st play then putting out some powerful cards.

What to do on your turn

1.  Cancel freeze phase:  Any characters of yours that are in freeze phase (see
below) will be put back into regular phase
2. Draw a card:  You must draw a card from your deck.  If you don't have a card
to draw, you lose
3. Main Phase:  You can do any of these things during your turn, in any order
a. Put a character in play:  You can bring one player out during this turn,
unless you already have 3 in play.  Characters just put out cannot attack, or
use their abilities on their first turn.  You gain the SP listed on the card
when you play it.
b. Play a character for Back-up:  You can play a back-up character if you have
one. You may play a character into the ring and play a backup character on the
same turn
c. Use Action Cards:  You may use as many Action Cards as you want, as long as
you have the SP to play them.
d. Use an ability:  If you have a character with an [] ability, you may use it,
however, it uses up SP and also freezes your character
4. You may attack with one or more of your characters.  Attacking puts the
character in freeze phase.       More info on attacking below
5. After attacking, it is your opponents turn

Commands

Hand:  Play a card from your hand.  You may either look at the card or play it.
Both Action and Character   cards are brought out in this way.

Search:  Check out cards in play.  You may look at cards in the ring, or also
cards discarded by you and your opponent, and also the number of cards in you
and your opponent's hand and/or piles.

Info:  A help screen if you will.  Shows the definition of any of the terms you
want.

Attack:  Attack with one or more cards.  This ends your turn and puts any
characters who attack in freeze phase.

Ability:  Use the [] ability of one of your characters.  This puts your
character in freeze phase

End:  End your turn.

Attacking

There is a lot of strategy involved in attacking.  The basis of attacking is as
follows.  You select a character to attack.  The opponent may either choose a
character to counter, look at cards in the ring, or choose to take the attack.
If another character chooses to counter, a battle ensues.  Both characters do
their remaining BP in damage to the other character.  If either character is
reduced to 0 BP, they are knocked out.  However, the player themselves doesn't
take any damage if they allow a counter attack to take place.  Also, there are
special ways to attack as follow:

Multiple attack:  You can have as many characters attack as there are in the
ring.  The good thing about this is that each character must be defended
against, and anyone who is not counter-attacked will damage the opponent
directly.  The bad news is that all characters attacking will be put into freeze
phase.  You can have all of your characters attack, but they will all be in
freeze phase, leaving you a sitting duck for the opponent's counterattack...
unless... you take out all of the opponent's characters in the process.

Union Attack:  You may have multiple character do a union attack by using up SP.
You can do a 2 character attack for 5SP or a 3 character attack with 10SP.  The
advantage to doing a Union Attack is that only one character can defend against
it.  Any excess damage is transferred to the opponent.  In other words, if you
attack with 1000 BP worth of attackers and your opponent counters with a 300 BP
defender, that defender will be KO'ed and the opponent will suffer from 700 HP
of damage.  When doing a Union attack, characters with an O ability (such as
Heidern) cannot use their powers.

Defending

When defending, you have the option to either choose defenders or take the
attack(s)  When countering, your character saves you from damage, but may be
KO'ed themselves.  If the opponent uses more than one attacker, you have to use
on defender for each character if you wish to block.  If you wish to counter a
joint attack, you can only choose one defender to block the whole array.
Strategy:  Know when to defend and when to just take the damage.  For example,
if the opponent attacks with a 100BP attacker, just take the damage (unless it
would kill you of course)  This way, the near useless attacker is left sitting
on the bench and they can defend your upcoming onslaught.  My best strategy to
go by is if you can do a bigger attack to the opponent by NOT countering your
opponent and can still stand up to the attack, then don't defend.  The opponents
will be left helpless to defend against your upcoming onslaught.

Abilities

You have 3 kinds of abilities, they are as follows.

[] (square) ability:  These abilities have to be selected to be used.  They put
the character in a freeze phase and also use up your SP in many cases.
(Example: Ryu)
/\  (triangle) ability:  These abilities are used as soon as the character is
brought into play (Example: Leona)
O (circle) ability:  These abilities are used as long as the character is in
play (Example: Ken)

Backing up other characters

You may play certain cards on anyone character to back them up.  This eliminates
the character you are using, but increases the character being backed up by 300
BP.  This is useful in certain situations.  Some things to keep in mind:  The
character receiving backup does not enter the freeze phase and can still be used
to attack that turn.  Also, you do not gain SP for playing a backup card.  The
best instance to use a backup card is when the character you are using for
backup has 300 BP or less.  For example, I wouldn't waste Ken, who has 700 BP,
to increase Ryu's powers by 300.  However, I would (and often do) use Juni to
back up Juli, since Juni only has 300 BP.  In my mind, Juli with 600 BP is
better than the both of them with 300 BP each.  You can then use the open slot
to put out another, more powerful card.

Some characters have a ? in their backup list.  The kid in Neo Geo land tells
you that you can backup an SNK character with a Capcom card and a Capcom card
with an SNK card.  However, the following info was sent to me by Komejin
regarding ? backups.

When a Capcom card has a "?" in its Backup section, it does not mean that *any*
SNK card can back it up; it means that you have to discover which SNK character
will successfully back up the Capcom card. You can replace SNK for Capcom and
vice versa to get a similar statement concerning the SNK card with "?" in their
Backup list.

For example, Terry has a "?" in his Backup list, under Andy (who is also an SNK
card). It turns out that Ryu from Street Fighter (the card with 1000 BP/3 SP)
can back him up. Ken can't. Neither can any other Capcom card. This makes sense
(sort of) as Terry is like the Ken of SNK (according to the fighting game SNK
Vs. Capcom: Match of the Millenium), and so Ryu would back him, as Ryu backs up
Ken, and Ken wouldn't back up himself or someone like him.

In other words, you have to make some educated guessed as to who is going to
fill the question marks. Good luck.

Options:

These are given to you when pressing the Option button on your NGPC.

Status:  You can check your playing record, the amount of time you've played,
the coins you possess, etc.

Card:  This is an important option.  You can do the following things:

Arrange Deck:  This allows you to change the cards that are in your deck.  You
can take out cards you don't want anymore and replace them with newer, better
ones.  Remember to SAVE the changes you make to your deck.  You can also make a
new deck if you have 50 extra cards.

Card Album:  You can look at all the cards that you have and admire the
beautiful artwork... and also check out the powers and stuff that they have.

Game Deck:  Select the deck to use in play.

Deck Name:  Give a cool, badass sounding name to your deck.


Save:  This one's pretty obvious...

Message:  Change the message speed.  Not too exciting

VS Mode:  If you have two games, you can link em up to trade cards and also play
others.  You can also send your card total data to SNK vs Capcom:  Match of the
Millennium, which I assume unlocks various secrets in that game.


Ways to get cards

Winning games:  When you beat an opponent, you get some cards, usually 3.  If
you beat a level boss, you get 5 cards usually.  When you play your intro game
(I don't think you have to win)  The 1st opponent you play will give you a card,
often a really good one.

Game Machines:  Certain machines, such as the crane game give you a card if you
win.  These are pretty much luck.  If you find a crane game with a card, keep
chugging away till you get it.  Sometimes you can get decent stuff.

Card Trading Machine:  If you have a bunch of junky cards, you can trade them
here.  You can trade either 10 D cards or 5 C ones to get another card.  The
card is random, it may be good, or it may be trash.

Card Trading Shops:  You can trade away 3 cards of the same rarity in order to
purchase another card, which is usually good.


Misc. Tips

I don't have much yet, except to mention that you can turn off the game in the
middle of a match, then restart from the turn of that game where you left off.
This is useful if the batteries start to die and you are in the middle of a
game.  You can turn it off, replace the batteries, and restart from where you
left off in the match.

Oh, here's the exciting storyline of this game...  (quoted from the instruction
manual.)

The World has been struck with "SC Card Fighters' Clash" fever after company S
and C released this popular game.  In every nation and continent, players
obsessed with collecting all cards gather day and night to compete.  In the
midst of this mania, the companies have opened an official tournament, "SC Card
Fighters' Clash."  From experienced players to novices, all have joined and are
playing to win.  Well, then, are you ready for the challenge?

Another thing... to qualify for the tournament, you must gather 5 coins from
each of the locations.  You get them by beating each area's champion.  Once you
get all 5 coins, you move on to Neo Geo Land to participate in the tournament
semifinals.  You must beat 3 opponents in a row.  (Each one you win gets you 5
cards)  If you beat all 3, you can move on to Las Vegas to face the champion.
Beat him, and you get the 6th coin and win the game.  You can go back into it
and continue to challenge people and get cards.

You get a different title screen upon reaching 50% card completion and a second
one at 90%, and supposedly a third one if you get 100%

LOCATIONS

SC Park:  There is a card machine here.  Inside the mansion are two players.
Mikami and Yuri.  After beating them both, you play the zombie to get the coin
here.  After getting the coin, you can go upstairs to play the zombie again.
There is a door on the far left downstairs.  After either beating the game or
getting the 1st 5 coins (not sure which)  you can talk to the guy on the upper
left corner and buy the Ryu and Kyo cards.  After buying both of them, he'll
start selling various A cards.

Lost World:  There is a Card Machine and Card Trading Shop here.  There is a guy
called Nori you can play here.  The area boss is called Fo, and she looks almost
exactly like Chun Li.

Joy Joy:  You can play the Crane Game here on the SNK version.  You can play a
guy called Taka here.  The area boss is the Kid.  There is also a card trading
shop.

Plaza Capcom:  You can play the Crane game here in the Capcom version.  The area
boss is named Kana.  Before playing her, you must beat 3 jobbers, they are Saki,
Yuki, and Aki.  After winning the coin here, you will have a bout with your
rival.  If you beat them, you get a good card.

Neo Geo Land:  You can play against Mika and Take here.  Both of em' are chumps,
and an easy source of cards.  On the lower level, talk to the kid playing the
game on the upper right corner and play against him to hear special music.  As
confirmed by Mark Franklin, this is Athena's music from KOF.  Actually, you are
playing the kid in KOF.  Upstairs you can play in the Choopy tournament.  You
must beat Nonaka, Keiko and Harumi to get the coin here.  After beating them,
you can come back and play them for cards.

Neo Geo World:  After winning the 1st 5 coins, you can go here.  At first you
must beat 3 opponents in a row to advance past the semifinals (And these guys
are TOUGH)  If you lose, you exit the area and must start the semis over again.
You do get 5 cards for anyone you beat which is a plus.  When you win, you can
scope out the whole area.  There is an auction going on where you can get some
rare cards.  Also, to the left of that area is a hidden guy.  If you beat him in
the SNK version, you get the almighty Geese card.  You can play him again later
to get random cards.  To the right of the semi final area is an escalator which
takes you to another area.  After winning the game, you can play your rival in a
special match where your decks are mixed together.  If you beat him you get some
cards.  In the main hall off to the right is an arcade.  There is a crane game
there.  You can get the Shadow card from it.

Airport/Las Vegas:  After winning the semifinals, you unlock this area.  Here's
where you play the finals.  Beat this and you win the game.  Your picture will
be displayed and you can view the ending again by examining it.  Also after
winning, you can come back here and play in a special tournament.  You play 4
guys in a row, and if you win, you get a rare card, along with random cards from
beating each opponent.  After beating this a few times, you can play in another
tournament where you fight 20 guys in a row!  You get random cards for beating
each one, as well as a few B cards if you win all 20 games.

Mask:  This guy shows up in different spots.  I've seen him in Vegas and the
CafĂ© in Neo Geo World.  If you beat him (he's tough)  you get some cards.  Beat
him enough times and get super rare cards.

Getting the rare S cards:  Here is a list of how to get the various S cards.
This list was taken from Pocket Pocket, a nice Neo Geo Pocket site.  They have a
cool CFC guide with color pics of most of the cards.  The URL is
http://mailer.fsu.edu/~howard/p2/index.html

S019 - Geese  Fight Nishi after winning the semi-finals or won randomly fighting
against Mask. (SNK versions).   You mean I can get more Geese cards?!?!
BWAHAHAHAHA!!!

S037 - Nakoruru Trade for in auction or Trade 5 Galfords and 5 Rimnerel(C)s in a
trading machine.

S060 - Kyo Trade Chris (in Resident Evil mansion after winning the finals) for
this card.  It takes 3 class A~S cards.   A pretty good card if you got the
stuff to trade away.

S061 - Kyo(P)  Trade for this card in the auction after winning semi-finals. It
takes 7 SNK class B cards chosen randomly each time.  Unless filling out your
album, I'd rather have the B cards than this one.

S075 - Chizuru  Received only via versus exhibition mode. Randomly found by
either version.

S081 - Orochi  After winning the finals, win against Mask 10 times (in the SNK
version) or 30 times (Capcom version) to receive Orochi.

S091 - Akari(P)  Found only via trading machines.

S105 - Akari  Trade Akuma and Akari(S) at the same time (both players need to
Give Card at the same time). Akari(S) will transform into this card.

C001 - Ryu  Trade 3 class A~S cards to Chris (in the Resident Evil mansion after
winning the finals).

C020 - Chun-Li(A)  Trade for this card in the auction, or trade 5 Cammy(A)s and
5 Ryu(A)s in the trading machine.

C049 - Evil Ryu Trade for this card in the auction. It takes 7 Capcom cards of
class B, randomly selected each time.   Shuriken Zero sent in that it may take
more than 7 cards to get him.  I can attest to this, as it took me like 10 cards
to get him.

C073 - Jin Saotome  Found only via the trading machines.

C075 - Zero Akuma  Trade Akuma and Akari(S) at the same time (both players need
to Give Card at the same time). Akuma will transform into this card.

C078 - Tessa  Randomly won in versus exhibition mode.

C115 - Lucifer  After winning the finals, beat Mask 10 times (Capcom version) or
30 times (SNK version).

C120 - Mech Zangief Won randomly from Mask, or beat Yosiki for the first time
(Capcom version only).

A035 - CURSE  Trade Jubei to the guy in SC Park.  You can also get this card
from Mask.

A045 - ROULETTE   Trade King to the guy in NeoGeo Land.   I think you can also
get it in the 4 man Las Vegas tourney.

A057 - SHADOW   Found in the crane game at NeoGeo World or win it randomly
playing against Mask.  You can also get it in the 4 man Las Vegas Tourney

A058 - TRI-QUIZ   Trade Morrigan to person in NeoGeo World.  You can also get it
at the 4 man Las Vegas tourney.

A059 - RESET BUTTON  In the back room of Lost World (after the Dust Dragon
breaks), use the broken trading machine 3 times. On the third time, it will
break and ask if you want to hit it. Answer yes.  You can also get it in the 4
man Las Vegas Tourney.

A060 - DREGS  Beat the finals.  (i.e. Win the game)

Here's some other misc. tips, courtesy of Pocket Pocket.

Version Specific Cards - Only four non-rare cards from each version are only
found in that
                 version. For the Capcom side, they are Karin, Alex, akira, and
Red Arremer. For the SNK side,
                 they are Blue mary, Mr. Karate, Shiki(C), and Maxima.

                 How to Get Cards from a Certain Series - After you beat the
final tournament, the people you
                 can fight will offer up cards based on series in some cases.
You can use these characters to
                 complete your set. They are:
                                     Nori (Lost World) - Street Fighter Series.
                                     Nonaka (NG Land) - King of Fighters
Series.
                                     Take (NG Land) - Fatal Fury / Art of
Fighting
                                     Kana (Plaza Capcom) - Darkstalkers series
                                     Mika (NG Land) - Capcom Arcade
                                     Harumi (NG Land) - Samurai Showdown


The Trading Machines - SC Park's trading machine has more 'D' class cards than
the Lost World one, but when you get a good card, it is normally an 'A'. The
Lost World has a lot less 'D' cards, and a lot more 'C' and 'B' cards. Akari(P)
and Jin Saotome can only be gotten via trading machines.

How many cards per version? - You can get up to 291 cards using just a single
version. To get the rest you need to trade with an opponent.

Auction - After winning the semi-finals, in the same room you played your
opponents will now be an auction. You can use your cards to buy Kyo(P), Evil
Ryu, Chun-li(A) and Nakoruru (last two are found elsewhere in addition).

Yosiki - After winning 5 medals, Yosiki will start showing up at different
locations through the game. When you fight him, he has the exact same deck as
you, which can make things difficult.  However, the first time you beat him in
the Capcom version, you'll net yourself a Mech Zangief. To beat him really
easily, modify your deck to include characters without special abilities.

Trading with Folks - Occasionally, in the game, you'll come across a person or
two who will offer to trade you for a card you have. Trading Jubei at SC Park
will net you the Action Card Curse.  Trade King at NeoGeo Land and you'll get
Roulette. Trade Morrigan at NeoGeo World and you'll get Tri-Quiz. All of these
cards you get are S-class Action Cards.

Cabinet in Lost World - Forgot to put this in earlier. After opening the back
room in Lost World  (by breaking the Dust Dragon), there is a cabinet which you
can't open. After beating the final tournament, Mask will randomly show up in
the room. When he is is in the room, you can open the cabinet safely. You will
get a MEGA CRUSH card.

Trivia Tidbits:  These were sent in by Kevin Eav:
In Neo*Geo Land:  Nonaka is really Kyo's voice actor, Masahiro Nonaka.
Ikoma is really the voice actress for King, Nakoruru, and a couple other
characters: Ikoma Harumi.
In SC Park, Yuri in the mansion is probably Amano Yuri, a famous VA (she
probably does Ibuki in SF3 but I can't confirm that yet; I have seen her name in
the ending credits, but they don't give the characters.)
In Lost World,
The music is from the game Forgotten Worlds, an old CAPCOM shooter; when you go
to Sylphy, I suspect she's the shop owner in that game, and the music is the
same as the shops in the Forgotten Worlds game.

Akiman does artwork for Capcom.
I suspect (can't confirm yet) that Kana is a Chun-Li voice actress.

Here's some more trivia sent in by Razorclaw X

- Keiko (the girl you can play against at the Neo Choopy Fighters table) is
Kamitani Keiko, who voices Rimururu from SS64 on (which is likely why most
people don't notice this because the later SS games are rare).

- Amano Yuri provides the voice for Hokuto in the Street Fighter EX series; I
doubt she gives voice to Ibuki. However, seeing as how Hokuto is nowhere in the
game you've got to wonder about it. It's likely because she voiced Tessa (this
tidbit I got off an Amano Yuri shrine... I guess it takes all kinds).

- Take and Mika in the Neo Geo Land arcade are likely the characters that appear
in KOF'98 Japan stage under certain conditions by winning with Choi. I know
there's a lot more to them than that, though, but I'm not the one to ask.

- Yagyu in the SC park may be someone who works for SNK.

Another Trivia tidbit sent in by Nick Bennett

Mikami in the Capcom Resident Evil mansion is probably meant to be Shinji
Mikami, the creator of the Resident Evil series

Tricks sent in by Jet3000

Always the united: Let's say you have a 100 BP, a 300 BP and a 1800 BP in the
ring, and the cpu has one character defending (let's just say 1500 BP for the
cpu). You can unite the 2 lower cards and attack  separately with the 1800 and
the cpu will always defend against the united attacks, while you dish out 1800!
Works all the time.

Messing up: If you mess up during your turn, let's say you want to use a back up
character but accidentally place the card in a position instead, you can always
shut off the game and restart it and it'll start you in the beginning of your
turn.

Peeking for free: It's your turn, or you start out, and you have a Billy card or
Sagat (one who can see the cpu's hand) Use that card, look at the cpu's hand,
plan some strategy, and shut off your game/turn it back on. The cpu still has
the same cards, and you know what he's got! I mean don't you hate it when they
surprise you with a Wild Iori!?

This trick was sent in by Shuriken

Also, I found another little BGM trick.  One girl asks you to trade a Chun-Li
card for a Terry card in Plaza Capcom.  After you trade to her, go to the
machine sitting opposite her, and you 'play' a game of 'Street
Champion'.  A nice version (better than MOTM's in my opinion) of Chun-li's music
will start playing.

Here's another trick sent in by Mac Gerling, regarding the hand sort feature.

As you may know, during a game, you can press option to sort out your hand.  The
method used for sorting is it sorts them where the SNK cards go first, according
to card number, then the Capcom cards, by card number, and finally the action
cards, by card number.


CARD LIST:   Finally, I got this bad boy done.  I try to provide some tips on
how to use different cards and their powers.  This is very tough to do with D
cards with no powers however...

About Ratings:  The card ratings are on a scale of 1 to 5 stars, and are listed
under the comments section.  Some times I will list 2 ratings for a card, like
this.  ****/**  This is read as the first rating being for early stages of the
game, and the second one is for the late stages of the game (such as the
semifinals and up)  As you know, some cards are very useful at the start, but
aren't very useful later on.  (Leona is a good example)

About Obsolete:  Some characters will have an Obsolete section.  This means that
there is a certain card that is more powerful than the card being mentioned, but
with the same power (Examples:  Ryu is better than Ryu(A) and Terry is more
powerful than Ken)

Series Cards:  The following cards belong to a certain series of games.  Others
will be listed under their card name.

Capcom
1-49 Street Fighter
50-68 Darkstalkers
69-72 Star Gladiators
73-75 Cyberbots
76-79  Warzard (sent in by The Boom Balloon)
81-88 Rival Schools
89-93 Power Stone
96-98 Final Fight
99-102 Captain Commando
103-106 Resident Evil
107-112 Mega Man

SNK
1-19 Fatal Fury
20-30 Art of Fighting
31-59 Samurai Showdown
60-87 King of Fighters
88-105 Last Blade
114-117 Metal Slug
118-119  Top Hunter

CAPCOM CARDS

Card Number: C1
Card Name:  Ryu
Rarity S
BP: 1000
SP: 3
Helpers: Ken, Terry
Special Ability: Shinku Hadoken:  Draw one Action card and trash it.  Do 500
damage to one enemy.
Comments:  Unlike the chump Alpha Ryu, this guy is the real deal.  Twice the BP
and his special power may actually be worth dumping an Action card for.
(****1/2)

Card Number: C2
Card Name: Ken
Rarity C
BP: 700
SP: 2
Helpers: Ryu (a), Sean
Special Ability: O Rage Wave:  Keeps character out of Freeze Phase, even after
attacking
Comments:  A very powerful card because it can attack and defend on the next
turn.  (*****/***)
Obsolete:  Terry

Card Number: C3
Card Name: Chun Li
Rarity B
BP: 500
SP: 0
Helpers: Hibiki
Special Ability: /\  S.B. Kick:  Uses all SP.  All other characters on both
sides have BP reduced to 100
Comments:  You can still use her power even if you have 0 SP.  The best time to
play her is when the opponent has several powerful guys out, and you have fairly
weak ones.  (***)

Card Number: C4
Card Name:  Guile
Rarity B
BP: 700
SP: 4
Helpers: Charlie
Special Ability: O Somersault Kick:  Neutralizes all /\ abilities.
Comments:  This is a great card!  Not only does he have excellent stats, but it
can screw over the enemy's goofy /\ powers!  Keep in mind that it neutralizes
your powers as well. (****)

Card Number: C5
Card Name: E Honda
Rarity D
BP: 500
SP: 1
Helpers: Sodom, Kyoshiro
Special Ability: None
Comments: Nothing special here, but decent BP (**1/2 / *)

Card Number: C6
Card Name: Blanka
Rarity D
BP: 400
SP: 1
Helpers: Dan, Sakura, Sasquatch
Special Ability: None
Comments: A pretty uninteresting card... (*)

Card Number: C7
Card Name: Dhalsim
Rarity D
BP: 400
SP: 3
Helpers: Necro, Anakaris, Roddy
Special Ability: /\ Enlightenment:  See the top card of your deck.  Card can be
put at the bottom of the deck.
Comments:  An OK special power, but nothing great.  Can certainly be replaced
with better cards once you get them. (**1/2 / *1/2)

Card Number: C8
Card Name: Zangief
Rarity C
BP: 700
SP: 2
Helpers: R. Mika, Haggar
Special Ability: None
Obsolete: Ken
Comments:  This is a great card!  It has a lot of BP plus gives a couple SP as
well.  A good bruiser card or a wall (**** / **)

Card Number: C9
Card Name: Balrog
Rarity  C
BP: 600
SP: 0
Helpers: Rick, Rob Python
Special Ability: None
Comments:  A decent bruiser card, but not much else. (**1/2 / *1/2)

Card Number: C10
Card Name:  Vega
Rarity C
BP: 500
SP: 3
Helpers: Genan, Choi, Lee Pylon
Special Ability: None
Comments: Nothing too great, but a decent backup card due to his decent stats.
(**1/2)

Card Number: C11
Card Name: Sagat
Rarity B
BP: 1000
SP: 2
Helpers: None
Special Ability: /\  True Power:  Each Player discards all Action cards in hand
after showing hand to the enemy
Comments:  Sagat can provide excellent offense and defense.  Also, you get to
see the opponent's hand, which is an advantage.  Best played if you don't have
any Action cards. (****)

Card Number: C12
Card Name: M. Bison
Rarity B
BP: 800
SP: 4
Helpers: Cammy (a), Juni, Juli
Special Ability: /\ Evil Charisma:  Shuffles deck after adding one Juni and Juli
card to your hand.
Comments: His special power allows him to put some immediate backups for himself
into your hand, but even without Juni and Juli, Bison is still great for his
stats alone. (****)

Card Number: C13
Card Name: Dee Jay
Rarity D
BP: 300
SP: 3
Helpers: Duck King, Bob, Kyoshiro
Special Ability: None
Comments: Nothing special here.  A useless card, except maybe early on. (*)

Card Number: C14
Card Name: T. Hawk
Rarity  D
BP: 400
SP: 3
Helpers: Rick, Nakoruru (C ), Nakoruru
Special Ability: None
Comments:  A highly average card. (*1/2)

Card Number: C15
Card Name:  Fei-Long
Rarity D
BP: 400
SP: 3
Helpers: Wang-Tang, Hon Fu, Lee Rekka
Special Ability: None
Comments:  A decent card because he has decent BP and also gives you a fair
amount of BP as well.
(*** / * 1/2)

Card Number: C16
Card Name: Cammy
Rarity D
BP: 300
SP: 4
Helpers: Chun Li, Chun Li (a), Sakura
Special Ability: None
Comments: Not too special of a card, but it's and OK one to use. (**1/2 / * 1/2)

Card Number: C17
Card Name: Cammy(A) A = Alpha
Rarity  D
BP: 300
SP: 3
Helpers: M. Bison, Chun Li, Sakura
Special Ability: /\ Spy: See top card of enemy's deck. Can be put on bottom of
enemy's deck
Comments:  Not great stats, but her special ability can mess with the opponent
nicely (**)

Card Number: C18
Card Name: Akuma
Rarity A
BP: 800
SP: 0
Helpers: None
Special Ability: /\ Shun-Goku-Satsu:  Ko's 1 other character.
Comments:  This character has enormous offensive potential.  Best time to play
him is to shut out an opponent's powerful card, or when KO'ing another character
would enable you to get some free hits.
(*****)

Card Number: C19
Card Name: Ryu (a) A = Alpha
Rarity D
BP: 500
SP: 1
Helpers: Ken, Sakura
Special Ability: [] Hado-ken:  Draw 1 action card from hand and discard it.  Do
200 damage to 1 character
Obsolete:  Ryu, Chizuru
Comments:  His special ability is weak, since you must discard an action card to
do it.  Overall, a below average card, although 500 BP isn't shabby (***1/2 /
*1/2)

Card Number: C20
Card Name:  Chun Li (A) A = Alpha
Rarity S
BP: 500
SP: 2
Helpers: Charlie, Hibiki
Special Ability:  /\  Sorry!  See up to 3 cards on top of enemy's deck.  Pick 2
and discard them.
Comments:  A pretty useful card.  You can trash the opponent's 2 heaviest
hitters. (***1/2)

Card Number: C21
Card Name:  Guy
Rarity B
BP: 500
SP: 2
Helpers: None
Special Ability: O Haya-Gake:  Disable counterattack when enemy has one or no
characters.
Comments:  I'm assuming that they're talking about the enemy's ability to
counterattack.  This is a pretty potent power since the enemy will have to have
to have several guys out to defend.  Pair him up with some big guys so that the
enemy will have to have 2 or more people out to defend against them.
Tips on using Guy from La Var J. Foxworth:  Disable counter-attack when enemy
has 1 or no character.
This means that Guy, and Guy alone, can go through a counter-attack and directly
hit the enemy only if there is one or no character cards on the enemy's ring.
Using this ability is great only when you have first strike, have Guy in your
starting hand, put him in the ring first and wait for your next turn to attack,
regardless of what card your opponent put down except Shermie. Or when you have
Guy in the ring and you can keep your opponent's ring full with only one card.
(**)

Card Number: C22
Card Name: Rose
Rarity B
BP: 600
SP: 5
Helpers: Guy, Rouge
Special Ability: /\ Tarot Card:  Draw 4 Cards, then discard 3 from your total
hand.
Comments:  This is a very good card.  She has good stats, and also a good
special power.  Rose is best played when you have a hand full of junk.  This way
you can get some new cards, and throw away your trash. (***1/2)

Card Number: C23
Card Name: Charlie
Rarity C
BP: 600
SP: 3
Helpers: Guile, Chun Li (a)
Special Ability: None
Comments:  Overall, a good card to play, due to his high BP and fair SP bonus
(****/**)

Card Number: C24
Card Name: Sodom
Rarity D
BP: 400
SP: 1
Helpers: E. Honda, Rolento, Damnd
Special Ability: None
Comments: Blah... (*)

Card Number: C25
Card Name: Birdie
Rarity D
BP: 500
SP: 0
Helpers: Zangief, Mech Zangief, Duck King
Special Ability:
Comments:  Useless, except for his 500 BP giving him some offense and defense.
I certainly wouldn't waste Zangief on backing him up either... (*1/2)

Card Number: C26
Card Name: Adon
Rarity D
BP: 300
SP: 3
Helpers: Joe, King
Special Ability: None
Comments:  Not very useful all around, except maybe to take a beating from
someone. (*)

Card Number: C27
Card Name: Dan
Rarity B
BP: 500
SP: 2
Helpers: Blanka, Ryo, Mr. Karate
Special Ability: /\ What Gives?  Decreases enemy's SP by 6.
Comments:  So-so stats, but his special power can put a hurt on the enemy if
used at the right time. (**1/2)

Card Number: C28
Card Name: Sakura
Rarity C
BP: 500
SP: 3
Helpers: Hinata, Shingo
Special Ability: /\ Sakura Fight:  BP doubled if player's life is at 1000 or
less
Comments:  A great card, especially when you are weakened, as it gives Sakura
1000 BP to wreak havoc with, so try to save it till then. (****/**1/2)

Card Number: C29
Card Name: Gen
Rarity D
BP: 400
SP: 0
Helpers: Lee, Lee Pylon, Chin Gensai
Special Ability: /\ Changing School:  Shuffles deck after returning all
discarded Action cards to it.
Comments:  Like Lilith, except for Action cards.  May be useful if you put lots
of Action cards into your deck. (*1/2)

Card Number: C30
Card Name: Rolento
Rarity D
BP: 300
SP: 3
Helpers: Sodom, Damnd, Heidern
Special Ability: None
Comments:  Pretty much useless, unless you throw a couple of backups on him. (*)

Card Number: C31
Card Name: Karin
Rarity C
BP: 500
SP: 2
Helpers: Sakura, Dan
Special Ability: O Hou-Shou:  Decreases enemy's life 200 points when she is
counterattacked.
Comments:  A pretty decent card.  Her ability assures you of doing some damage
to the enemy, even if she is countered.  (***/ **)

Card Number: C32
Card Name: R. Mika
Rarity D
BP: 400
SP: 0
Helpers: Zangief, Alex, Tsugumi
Special Ability: None
Comments:   Only useful to back up Gief'  She doesn't give any SP, which really
hurts. (*)

Card Number: C33
Card Name: Juni
Rarity D
BP: 300
SP: 2
Helpers: M Bison, Cammy (a), Juli
Special Ability: None
Comments:  An average card.  I like to save Juli and Juni to back each other
up... (***/*)

Card Number: C34
Card Name: Juli
Rarity D
BP: 300
SP: 2
Helpers: T Hawk, Cammy (a), Juni
Special Ability: None
Comments:  See above.  I prefer to play Juli first, cause I think she's better
looking, but that's about it. (***/*)

Card Number: C35
Card Name: Alex
Rarity C
BP: 600
SP: 0
Helpers: Zangief, R. Mika
Special Ability: O S. Headbutt: When this character damages the enemy, AC Cards
can't be used in the enemy's next turn.
Comments:  Nothing special, either stats wise or special power wise. (**)

Card Number: C36
Card Name: Yun
Rarity D
BP: 400
SP: 2
Helpers: Fei-Long, Yang, Lee Rekka
Special Ability: None
Comments:  Nothing too special here. (*1/2)

Card Number: C37
Card Name: Yang
Rarity D
BP: 400
SP: 2
Helpers: Fei Long, Yun, Lee Rekka
Special Ability: None
Comments: Exactly the same card as Yun, except with a different pic... (*1/2)

Card Number: C38
Card Name: Sean
Rarity D
BP: 400
SP: 1
Helpers: Sakura, Shingo
Special Ability: O Sore Loser:  Pick 1 card if your cards are less than the
opponent's at the end of the turn
Comments:  Not too good a card, but an OK special power which can close the gap
in card advantage.
(**1/2 /*1/2)

Card Number: C39
Card Name: Oro
Rarity C
BP: 300
SP: 3
Helpers: Ryu
Special Ability: Tengu Stone:  BP increases by 100 each time enemy adds card to
their hand
Comments:  Weak at first, but can become a monster if you keep him in play long
enough. (**)

Card Number: C40
Card Name:  Elena
Rarity D
BP: 400
SP: 3
Helpers: T.Hawk, Bob, Nakoruru (C )
Special Ability: [] Healing:  Discard one Action card in your deck, and recover
300 HP
Comments: Pretty good for a D card.  Her special ability is useful if you have
Action cards you don't need.
(***/ *1/2)

Card Number: C41
Card Name: Ibuki
Rarity C
BP: 400
SP: 4
Helpers: Sakura, Hinata, A. Asamiya
Special Ability: None
Comments: A pretty decent card with both fair BP and good SP (**1/2)

Card Number: C42
Card Name: Necro
Rarity D
BP: 400
SP: 0
Helpers: Dhalsim, Anakaris, Roddy
Special Ability: None
Comments:  Pretty much useless, especially since he gives no SP (*)

Card Number: C43
Card Name: Makoto
Rarity C
BP: 400
SP: 3
Helpers: Ryo, Mr. Karate
Special Ability: O Yell: Nullifies damage when this character counterattacks a
United attack.
Comments:  Useful if the enemy goes for a united attack, I guess. (**)

Card Number: C44
Card Name: Q
Rarity C
BP: 500
SP: 0
Helpers: Huitzil, Mech Zangief
Special Ability: None
Comments:  Junk... mediocre BP and no SP.  And why the hell would you waste the
might of Mech Zangief to back up this turd. (*)

Card Number: C45
Card Name: Twelve
Rarity C
BP: 100
SP: 0
Helpers: The Wanderer, The Ump
Special Ability: O X.C.O.P.Y.  When this character counterattacks, BP equals
that of the enemy.
Comments:  May be useful for defense, but I wouldn't waste card space on it.
According to Call me Ishmael, this card is useful for defense because it can
totally counter an opponent's attack, even if it is unified.  In other words, if
the opponent unifies Zero Akuma and Mech Zangief (Total BP 2700) then Twelve
will gain 2700 BP and wipe them both out. (***)

Card Number: C46
Card Name: Remy
Rarity B
BP: 700
SP: 0
Helpers: Guile, Basara
Special Ability: O  Revenge:  Both players lose 1 SP for each card in their hand
at the beginning of a turn
Comments:  Good if the opponent has a lot of cards and/or a lot of SP and/or if
you don't have many cards in your hand.  Good BP as well. (**1/2)

Card Number: C47
Card Name: Retsu
Rarity D
BP: 200
SP: 4
Helpers: Donovan, Nicotine, Gaira
Special Ability: None
Comments: Pretty useless except for the 4 SP (*)

Card Number: C48
Card Name: Lee
Rarity D
BP: 200
SP: 3
Helpers: Gen, Lee Pylon, Chin Gensai
Special Ability: None
Comments:  Very much useless, unless you put him out for SP, then back him up
with Gen (*)

Card Number: C49
Card Name:  Evil Ryu
Rarity S
BP: 700
SP: 3
Helpers: None
Special Ability: /\  Evil Energy:  KO's one character in Freeze Phase
Comments:  Not quite as useful as Akuma, since Akuma can KO any character, not
just one in Freeze phase.  However, he is useful when paired with Puppet or
another card that can Freeze people.
(****)

Card Number: C50
Card Name: Demitri
Rarity C
BP: 500
SP: 4
Helpers: Morrigan, Morrigan(P), Red Arremer
Special Ability: [ ] Midnight Bliss: KO one of your characters to draw 1 card.
Comments:  Pretty good stats.  His special power is useful to rid your ring of a
guy with 100-200 HP
(***)

Card Number: C51
Card Name: Morrigan
Rarity B
BP: 700
SP: 5
Helpers: Lilith
Special Ability: O Life Sucker:  Regain HP whenever you damage the enemy
directly.
Comments: An EXTREMELY powerful card.  Try to make the enemy take it.  The
computer will usually defend against a more powerful attacker, so then you can
regain some HP.  Example.  You have Sagat (1000 BP) and Morrigan.  If the enemy
can only block one card, they will probably guard Sagat.  Morrigan will then
damage the enemy for 700 points and you will regain 700 HP in return.  You have
just went ahead in the damage race by 1400 points! (*****)

Card Number: C52
Card Name:  Morrigan (P)
Rarity A
BP: 700
SP: 5
Helpers: Lilith
Special Ability: [] Goodnight Kiss:  KO's one of your characters.  Raise SP by 8
Comments:  Her stats are as good as the other Morrigan's but her power isn't
quite as useful IMO.  However, this is one of the most efficient ways to get rid
of a guy who is almost dead.  Either Morrigan is useful to have. (****)

Card Number: C53
Card Name: Jon Talbain
Rarity D
BP: 400
SP: 3
Helpers: Felicia, Nakoruru (T)
Special Ability: /\ Seething Blood:  Randomly raises or decreases BP by 300
Comments:  This card is too unreliable to be useful.  If his power increases,
he's no better than Zangief, if his power falls, you have an inept 100 BP person
on your bench (*)

Card Number: C54
Card Name: Lord Raptor
Rarity D
BP: 400
SP: 2
Helpers: Zombie, Zombie, Mukoro
Special Ability:
Comments: The only good thing about this guy is that you can put 2 zombies on
him as back up.  Otherwise, he's worthless (*)

Card Number: C55
Card Name: Viktor
Rarity C
BP: 700
SP: 0
Helpers: Zangief, Haggar
Special Ability: None
Comments:  A good bruiser card.  Though he gives no SP, he does have 700 BP to
work with, enabling him to cause/absorb some damage (**).

Card Number: C56
Card Name: Felicia
Rarity B
BP: 500
SP: 2
Helpers: Al & Iven, Cham Cham
Special Ability: [] Sidekick Art:  Randomly draw 1 Action card from deck.
Comments:  Useful for filling your hand with action cards, not bad BP either.
(***)

Card Number: C57
Card Name: Sasquatch
Rarity D
BP: 400
SP: 1
Helpers: Blanka, Rimnerel (C ), Rimnerel (T)
Special Ability: None
Comments: Pretty useless, though he does have some versatility when backing him
up. (*)

Card Number: C58
Card Name: Bishamon
Rarity D
BP: 300
SP: 4
Helpers: B. Hayato, Zankura
Special Ability: /\ Regretful Lop:  Ko's all other characters in your ring.
Gain 300 BP for each KO'ed character.
Comments:  Only play him when your side is full of weaklings. (*1/2)

Card Number: C59
Card Name: Anakaris
Rarity C
BP: 600
SP: 0
Helpers: Dhalsim, Necro, Roddy
Special Ability: /\ J.O.T.P.  All characters lose their abilities, including
him.
Comments:  A nice card if the opponent is screwing you over with crappy special
powers.  Pretty good BP as well. (**1/2)

Card Number: C60
Card Name: Rikuo
Rarity D
BP: 400
SP: 4
Helpers: Genjuro, Sougetsu
Special Ability: None
Comments:  A pretty nice card.  Fair BP, and also gives a good amount of SP as
well.  Don't hesitate to throw one or two into your deck.  (**1/2)

Card Number: C61
Card Name: Huitzil
Rarity C
BP: 700
SP: 1
Helpers: Huitzil, Huitzil
Special Ability: None
Comments:  Good BP, but that's about it. (**1/2)

Card Number: C62
Card Name: Pyron
Rarity B
BP: 800
SP: 2
Helpers: Lucifer
Special Ability: O Cosmo Power:  SP rises by 3 at the end of your turn if SP is
lower than enemy's
Comments:  An all around great card.  Best played when behind in SP obviously.
(****)

Card Number: C63
Card Name: Hsien-Ko
Rarity C
BP: 400
SP: 5
Helpers: L. Raptor, June, Mai Ling
Special Ability: None
Comments: This card has good points to offer you.  Also, putting some backups
will make her quite powerful.  Rouge, Michelle, and other 5 SP cards are
obsolete once you get this card. (***)

Card Number: C64
Card Name: Donovan
Rarity C
BP: 500
SP: 4
Helpers: Retsu, Nicotine, Gaira
Special Ability: [] Change Immortal:  Draw 1 card and trash it.  Donovan's BP
rises 300 pts.
Comments:  This guy's power can keep him in the fight for a long time... just be
careful, cause you may throw some powerful cards in the dumpster to use his
power. (**1/2)

Card Number: C65
Card Name: Jedah
Rarity C
BP: 500
SP: 4
Helpers: Q-Bee, Lilith
Special Ability: O P.D.C.:  Draw one card when he damages enemy directly.
Comments:  He is a pretty good C card.  He has good stats and an OK power. (***)

Card Number: C66
Card Name: B.B. Hood
Rarity A
BP: 500
SP: 3
Helpers: Ukyo
Special Ability: [ ] Apple for You: KOs everyone but this character, shuffles
deck when this character's returned to deck.
Comments: Actually, this card isn't printed right.  She KO's one of the opposing
characters, then goes back into your deck and shuffles it.  This is a useful
power in the right situation. (***1/2)

Card Number: C67
Card Name: Q-Bee
Rarity B
BP: 600
SP: 3
Helpers: Q-bee, Q-Bee
Special Ability: /\ Plus B: Shuffles the deck when you have all Q-Bee cards (In
other words, you pull any other Q-Bee cards you have out, then shuffle the deck)
Comments:  Can summon an army of Q-bees to help you.  If you are going to use
this card, then have two or three in your deck.  Q-Bee is a has decent stats in
her own right, and can also be played to back herself up. (***)

Card Number: C68
Card Name: Lilith
Rarity D
BP: 400
SP: 0
Helpers: Morrigan, Morrigan (p)
Special Ability: /\ Becoming one:  All discarded characters are returned to the
deck.  Deck is shuffled
Comments:  Save this card if you can till you really need it.  The ability to
revive all your discarded characters is not one to be taken lightly. (**1/2)

Card Number: C69
Card Name: Hayato
Rarity C
BP: 700
SP: 1
Helpers: June, Ryu(B)
Special Ability: / \ Ashura: Discards all AC cards in hand, gain 200 BP for each
discarded card
Comments:  If you have a lot of AC cards in your hand, then bring this bad boy
out.  He'll become a super heavyweight, capable of ripping foes to shreds.
(**1/2)

Card Number: C70
Card Name: B. Hayato
Rarity C
BP: 500
SP: 1
Helpers: Bishamon, Ryoma, Jubei
Special Ability: None
Comments:  A fair fighting card, and also gives you an SP to boot.  Not too
bad... (*1/2)

Card Number: C71
Card Name: June
Rarity C
BP: 400
SP: 3
Helpers: Hayato, Mai Ling, Xiang Fei
Special Ability: None
Comments: An average card, nothing great, but nothing horrible either (**)

Card Number: C72
Card Name: Rain
Rarity C
BP: 600
SP: 2
Helpers: Karin, Charlotte
Special Ability: /\ Back off!  One of your characters (or this one if you have
none out) is returned to the hand.
Obsolete:  Yashiro
Comments:  This is a powerful card, and also allows you to return a powerful but
wounded character to your hand.  If you have a strong card that is weakened,
play her, then you can bring em' back with full health on the next turn, or save
it for later (***1/2 / **1/2)

Card Number: C73
Card Name: Jin Saotome
Rarity S
BP: 800
SP: 4
Helpers: Blodia, Blodia, Blodia
Special Ability: [] Saotome Dynamite:  KO's this character and 1 enemy character
Comments: A good card for his stats, and when he is about to die, he can take
any opponent of your choice down with him.  An excellent card. (****1/2)

Card Number: C74
Card Name:  Blodia
Rarity D
BP: 1000
SP: 0
Helpers: Jin Saotome
Special Ability: /\ Energy Cost:  Uses up 10 SP.  If you don't have 10 SP,
Blodia is KO'ed
Comments:  If you have 10 SP to dump, go ahead and play this guy.  1000 BP is
nothing to sneeze at, and can provide good defense for you on the opponent's
next turn. (*** / *)

Card Number: C75
Card Name:  Zero Akuma
Rarity S
BP: 1500
SP: 0
Helpers: Akuma
Special Ability: None
Comments:  SNK has Geese, Capcom has this bad boy.  Again, nothing fancy, but
who can argue with 1500 BP? (*****)

Card Number: C76
Card Name: Leo
Rarity D
BP: 500
SP: 2
Helpers: Shigen, Shishiou
Special Ability: None
Comments:  A pretty good common card.  500 BP is no slouch, and he also gives
some BP to further your mighty efforts.  (*** / *

Card Number: C77
Card Name: Kenji
Rarity D
BP: 300
SP: 3
Helpers: Ibuki, Ginsu the Ninja, Hanzo
Special Ability: None
Comments: More garbage. (*)

Card Number: C78
Card Name:  Tessa
Rarity: S
BP: 300
SP: + 2
Helpers: Al & Iven, Mai Ling
Special Ability: []  Solar Cane   SP is not used up when using 1 AC card right
after using this ability (for this turn only)
Comments:  Only useful in a Action card intensive deck, as her stats are pretty
darn crappy.  Not really useful considering the pain you must go through to get
her.
(**1/2)

Card Number: C79
Card Name: Al & Iven
Rarity D
BP: 100
SP: 5
Helpers: Felicia, Tessa, Cham Cham
Special Ability: None
Comments:  As you can see, this card is only useful because it provides 5 SP for
you. (*)

Card Number: C80
Card Name: Mai-Ling
Rarity D
BP: 300
SP: 4
Helpers: Hsien-Ko, June, Xiang Fei
Special Ability: None
Comments:  A pretty boring card, though it has a variety of backups. (*1/2)

Card Number: C81
Card Name:  Batsu
Rarity C
BP: 600
SP: 3
Helpers: Kyosuke, Hinata
Special Ability: O Boiling Blood:  All characters in ring can use [] abilities
in this turn.
Comments:  I'm not sure I understand his special power, but his stats are pretty
good, making him a solid card.  Here's a description of this card, sent in by La
Var J. Foxworth:  All characters in the ring can use square abilities in this
turn. Was this means is that for example, you have Batsu in the ring and you put
Jin Saotome in the ring, you can use Jin's S. Dynamite ability to destroy your
opponent's card one move early. This is good when you want to use a character's
square abilities just when you put a character into the ring. (**1/2)

Card Number: C82
Card Name:  Kyosuke
Rarity B
BP: 600
SP: 3
Helpers: Batsu, Hinata
Special Ability: O  Cool  Decreases AC card cost by 2 for both players.
Comments:  Not a bad card but his power helps the enemy as much as it helps you.
(***)

Card Number: C83
Card Name: Hinata
Rarity D
BP: 300
SP: 2
Helpers: Sakura, Batsu, Kyosuke
Special Ability: /\ Go for it!:  Raise 1 characters BP by 200
Comments: Early on this card has potential, but can be dumped later for
something better (like Duck King)
(*** / *)

Card Number: C84
Card Name: akira
Rarity C
BP: 500
SP: 5
Helpers: Sakura, Hinata, Daigo
Special Ability: /\ Brother Search:  Looks through deck for the 1st Action card,
adds it to hand, then discards whatever you looked through
Comments:  Be careful, as you can throw away half your hand if you don't have
many action cards in it.  She is powerful however in battle, just watch that you
don't deck yourself. (***)

Card Number: C85
Card Name: AKIRA
Rarity D
BP: 400
SP: +3
Helpers:DAIGO, King, Kojiro
Special Ability: NONE
Comments:  Nothing special, but OK stats for a D card (*1/2)

Card Number: C86
Card Name:  Daigo
Rarity A
BP: 800
SP: 0
Helpers: akira, AKIRA
Obsolete:  Geese or Zero Akuma (Because they only have 100 BP less than a
powered up Daigo, and don't need to be played against a full ring.  You may
still want one of him in your deck.
Special Ability:  /\  Finish It!  BP doubles when enemy has 3 characters in
ring.
Comments:  Decent card that becomes an absolute MONSTER when played against a
full ring. (****)

Card Number: C87
Card Name: Kyoko
Rarity B
BP: 600
SP: 2
Helpers: Hideo, Kim
Special Ability: /\ Massage:  Stops Freeze phase for all characters in your
ring.
Comments:  Good stats and a useful special power.  Let your characters with []
powers use them, then play Kyoko to put them out of freeze phase.  You can then
use your power again, or attack with those characters.
(***)

Card Number: C88
Card Name: Hideo
Rarity C
BP: 500
SP: 3
Helpers: Kyoko, Kim
Special Ability: None
Comments:  A good all around card for attacking and also using special
abilities.
(**1/2)

Card Number: C89
Card Name: Falcon
Rarity B
BP: 700
SP: 2
Helpers: Ayame, Rouge, Alfred
Special Ability: [] Power Stone:  Randomly discards 1 card from your hand.
Gives one of your characters.  300BP.
Comments:  Good stats.  Special Power would only be useful if your hand was full
of junk. (***)

Card Number: C90
Card Name: Ayame
Rarity D
BP: 200
SP: 5
Helpers: Ibuki, Falcon, Mai
Special Ability: O Ohka-Gakure:  At beginning of your turn, shuffles the deck
after returning Ayame to it.
Comments:  She can be recycled into your hand, and also provides you with 5 BP.
You can keep using her to stock up on BP for heavy stuff. (**)

Card Number: C91
Card Name: Wang-Tang
Rarity D
BP: 300
SP: 1
Helpers: Fei-Long, Falcon, Lee Rekka
Special Ability: None
Comments: Worthless (*)

Card Number: C92
Card Name: Ryoma
Rarity C
BP: 400
SP: 2
Helpers: B. Hayato, Falcon, Jubei
Special Ability:
Comments: About 1 step up from Wang-tang, although that isn't saying much. (*)

Card Number: C93
Card Name: Rouge
Rarity D
BP: 200
SP: 5
Helpers: Rose, Falcon, King
Special Ability: None
Comments:  Her best feature is giving you 5 BP, other than that, she sucks.
(*1/2)

Card Number: C94
Card Name: Hiryu (aka Strider Hiryu)
Rarity A
BP: 900
SP: 3
Helpers: Option, Option, Option
Special Ability: [] Cypher:  KO's one character who is receiving backup.
Comments:  A DAMN POWERFUL card.  Nuff said.  Can put pesky backed up characters
instantly out of commission. (****)

Card Number: C95
Card Name: Option
Rarity D
BP: 400
SP: 0
Helpers: Hiryu, Option, Option
Special Ability: O Support:  Provides Back up attacks to all characters in the
ring for this turn
Comments:  Special power has some potential, but stats are pretty lousy.  I'd
pass. (*)

Card Number: C96
Card Name: Cody
Rarity C
BP: 500
SP: 2
Helpers: Guy, Haggar
Special Ability: None
Comments:  A totally average card, though he's got fair BP (**)

Card Number: C97
Card Name:  Haggar
Rarity A
BP: 700
SP: 3
Helpers: Guy, Cody
Special Ability: [] Spinning Lariat:  Returns all characters from both sides to
their decks, then shuffles decks.
Comments:  A useful stall card.  Best time to use his power is when he's alone
and the enemy has several powerful cards out. (***1/2)

Card Number: C98
Card Name: Damnd
Rarity B
BP: 600
SP: 0
Helpers: Sodom, Rolento
Special Ability: [] Whistle:  Draws one character at random from your deck and
put it in your hand.
Comments:  Not too bad of a card.  Stick him on the sidelines and have him call
out guys for you to bring out. (**1/2)

Card Number: C99
Card Name: Captain Commando
Rarity B
BP: 700
SP: 4
Helpers: G the Ninja, M the Knife, Baby Head
Special Ability: [] Captain Corridor:  Give 400 damage to all characters in
freeze phase, including him
Comments:  I'm not sure if he goes into freeze phase first and thus takes 400
himself or not.  Either way, it's a pretty effective way to get back at a guy
who has just attacked you with multiple people.  According to Call me Ishmael,
CapCom freezes himself first then does 400 damage to everyone who is frozen,
along with himself.  (***)

Card Number: C100
Card Name: Ginsu the Ninja
Rarity D
BP: 200
SP: 4
Helpers: Captain Commando, Mack the Knife, Baby Head
Special Ability: None
Comments: Another blah card.  4 SP is OK though. (*1/2)

Card Number: C101
Card Name: Mack the Knife
Rarity D
BP: 200
SP: 2
Helpers: Capt. Commando, G. The Ninja, Baby Head
Special Ability: None
Comments: Worthless unless you back him up... (*)

Card Number: C102
Card Name: Baby Head
Rarity D
BP: 200
SP: 3
Helpers: Captain Commando, Ginsu the Ninja, Mack the Knife
Special Ability: None
Comments: Another pretty much useless card. (*)

Card Number: C103
Card Name: LEON
Rarity B
BP:600
SP:+2
Helpers: CLAIRE, JILL
Special Ability:  [] CONFINEMENT  Stops use of AC Card during the next enemy
turn
Comments:  A fairly useful special power and good stats. (***)

Card Number: C104
Card Name: Claire
Rarity C
BP: 400
SP: 4
Helpers: Leon, Jill, Saki
Special Ability: [] Decoy:  KO's this character.  Draw 1 Character card randomly
from deck.
Comments:  Decent stats but otherwise not too great.  If you could CHOOSE a
player to bring in, she'd be an awesome card.  I hate the idea of KO'ing her
(unless she's at 100 BP) then the next card that is drawn is another idiot.
(**1/2)

Card Number: C105
Card Name: Zombie
Rarity C
BP: 200
SP: 0
Helpers: Lord Raptor, Zombie, Zombie
Obsolete:  Ryu, Chizuru (They don't need to kill themselves in order to mess up
an enemy.)
Special Ability: [] Resident Evil:  KO's this character and turns another
character into a zombie card.
Comments: This guy would be utter junk, but he does provide interesting
possibilities.  You can turn the opponent's once mighty player into a worthless
zombie. However, once they turn into a zombie, they can do the same thing to
you...(**)

Card Number: C106
Card Name: Jill
Rarity D
BP: 400
SP: 1
Helpers: Leon, Claire, Saki
Special Ability: [ ] Beretta  Gives one enemy character or enemy 100 pts.
damage.:
Comments:  Not too great.  Her power can finish off a weak enemy though, which
may come in handy. (**)

Card Number: C107
Card Name:  Mega Man
Rarity B
BP: 600
SP: 5
Helpers: Roll, Rush
Special Ability: []  Enemy Ability  Select one character with ability.  Steal
that ability from the character.
Comments:  A VERY powerful card when used right.  For example.  Once I stole Jin
Saotome's Dynamite ability, then used it to screw him over.  (***1/2)

Card Number: C108
Card Name: Roll
Rarity C
BP: 400
SP: 0
Helpers: Mega Man, Rush
Special Ability: [ ] Roll Buster: Decreases all character's life (and this
one's) 200 pts.
Comments:  Nothing to special.  Her power hurts you as much as it hurts the
enemy (unless your ring is empty and theirs is full. (*)

Card Number: C109
Card Name: Rush
Rarity D
BP: 200
SP: 2
Helpers: Mega Man, Roll, Galford
Special Ability: None
Comments: Worthless... (*)

Card Number: C110
Card Name:  Proto Man
Rarity D
BP: 300
SP: 1
Helpers: Huitzil, Blodia, Mega Man
Special Ability: None
Comments:  Pretty useless unless you back him up or use him for backup. (*)

Card Number: C111
Card Name: Mega Man X
Rarity C
BP: 600
SP: 2
Helpers: Mega Man, Zero
Special Ability: [] Parts Change:  Draw 1 action card from hand and discard it.
Draw 2 cards.
Comments:  Stats are not too bad.  His special power comes in handy if you have
nothing in your hand to play but some action cards and you have no characters to
play (**1/2)

Card Number: C112
Card Name: Zero
Rarity C
BP: 600
SP: 2
Helpers: Huitzil, Zero Akuma, Mega Man X
Special Ability:  None
Comments:  Zero is an excellent card to have for his offensive strength. (**1/2)

Card Number: C113
Card Name: Arthur (Ghosts and Goblins)
Rarity D
BP: 300
SP: 1
Helpers: Arthur, Arthur
Special Ability: None
Comments:  Useless, unless backed up by himself.  But why waste deck space on
this guy? (*)

Card Number: C114
Card Name: Red Arremer (Ghosts and Goblins, may also be in the Gargoyle's Quest
series)
Rarity C
BP: 600
SP: 1
Helpers: Demitri, Lord Raptor, Zombie
Special Ability: None
Comments: Nothing special, though 600 BP lets him do or absorb some damage. (**)

Card Number: C115
Card Name: Lucifer
Rarity: S
BP: 1000
SP: + 0
Helpers: Red Arremer
Special Ability: []  Sacrifice  - KOs 1 character in your ring. Gives that
character's BP damage to 1enemy character.
Comments:  1000 BP is nothing to sneeze at by a long shot.  His power is nice
too since you can get rid of weak guys and damage someone else on the other side
(****)

Card Number: C116
Card Name:  Ryu (B) B = Breath of Fire
Rarity B
BP: 800
SP: 3
Helpers: Nina
Special Ability: []  Transform  Decrease all enemy characters life by 100
Comments:  A good card.  Nice stats and a fair special power.  He may be better
suited for attacking though (****)

Card Number: C117
Card Name: Nina
Rarity D
BP: 400
SP: 2
Helpers: Ryu (B), Michelle
Special Ability: O Wings:  Disable Counter-attack when you're out of cards
Comments:  Description sent in by La Var J Foxworth:  Nina and only Nina can go
around a counter-attack
and hit the enemy directly regardless of what cards your opponent has in the
ring if you have no cards in your hand. If this is correct, which I'm confident
in, you have to have Nina in the ring and hope you run out of cards for that
card to go through and give direct damage to your opponent. In my opinion, Guy's
ablility is far more useful then Nina's but you never know when Nina's ability
can save your life in a battle.   (*1/2 )

Card Number: C118
Card Name: Michelle
Rarity D
BP: 300
SP: 5
Helpers: Nina, Saki, Athena
Special Ability: None
Comments:  Fair BP, but also gives you 5 SP.  A decent card to play early on.
(**** / **)

Card Number: C119
Card Name:  Saki
Rarity A
BP: 600
SP: 2
Helpers: Blodia, Zero Akuma, Mech Zangief
Special Ability: /\ Stand By  Select 1 character from deck, then shuffle deck.
Put that character on top.
Comments:  Decent stats and a useful special power that lets you pull out a big
gun when you need it.  Better than SNK's King card, because you don't have to
discard your entire hand. (****1/2)

Card Number: C120
Card Name: Mech Zangief
Rarity S
BP: 1200 (!)
SP: 5
Helpers: Zangief
Special Ability: None
Comments: No special ability, but when you got a guy with 1200 BP that also
gives you 5 SP, who cares? (*****)


SNK CARDS

Card Number:  S1
Card Name: Terry Bogard
Rarity B
BP: 1000
SP: 3
Helpers: Andy, Ryu
Special Ability: O Terry Rush:  Keeps character out of Freeze Phase, even if he
attacks
Comments:  VERY POWERFUL...  1000 BP, and can attack and defend on the same
turn.  How much more do you need?  (****1/2)

Card Number: S2
Card Name: Andy
Rarity B
BP: 800
SP: 3
Helpers: Terry, Mai
Special Ability: /\ Shadow Slicer:  Randomly selects one enemy card and discards
it.
Comments:  Good stats and the potential to remove an enemy's card.  (possibly a
powerful one.)  All around, a very good card. (****)

Card Number: S3
Card Name: Joe
Rarity B
BP: 700
SP: 4
Helpers: King, Adon
Special Ability: [] S-Upper:  Draw up to 2 cards from enemy's pile and trash
them
Comments: He's a good card.  He has good stats, and the ability to trash the
enemy's cards.  A good card to have if you are trying to "deck" your opponent.
(****)

Card Number: S4
Card Name: Mai
Rarity C
BP: 600
SP: 2
Helpers: Andy, Yuri, King
Special Ability: [] Morph  Discard your hand and pick same number you discarded
plus 1
Comments:  Her power does a similar function to the Makeover Action card, which
is a pretty nice ability if you have a hand full of trash, although in this
case, you must discard your hand instead of shuffling them back into your deck.
Her stats are decent as well.  Pretty good for a C card. (***)

Card Number: S5
Card Name:  Billy
Rarity B
BP: 700
SP: 2
Helpers: Eiji, Kim Sue Il
Special Ability:  /\ Shrike Drop  See enemy's cards.  If they have any AC cards,
you can trash one of them.
Comments:  Nice card overall.  Good BP and a nice power.  Seeing the enemy's
hand is a good strategical benefit, along with the ability to trash one of their
AC cards.  (***1/2)

Card Number: S6
Card Name: Kim
Rarity C
BP: 700
SP: 2
Helpers: Galford, Kim Sue Il
Special Ability: None
Comments:  Nothing special although 700 BP is good.  A useful card to have early
on.  (***1/2 / **)

Card Number: S7
Card Name: Duck King
Rarity C
BP: 300
SP: 3
Helpers: Bob, Kyoshiro, Dee Jay
Special Ability: Duck Dance, Raise 1 character's BP by 300
Comments:  A decent card, with a fairly useful special ability.  Play him when
you have a big guy on the field to jack him/her up even more! (*** / *1/2)

Card Number: S8
Card Name: Blue Mary
Rarity C
BP: 500
SP: 3
Helpers: Terry, King, Charlotte
Special Ability: [] Marachnid:  Keeps one character frozen who is in Freeze
Phase.
Comments:  A useful card for a stall deck.  She can keep the guy's powerful
attacker in Freeze phase over and over again and laugh as they stagnate. (***)

Card Number: S9
Card Name: Hon Fu
Rarity D
BP: 300
SP: 4
Helpers: Kim, Kazuki, Fei Long
Special Ability: None
Comments:  Another boring card.  Useful early on for its SP bonus, but that's
it. (**)

Card Number: S10
Card Name:  Bob
Rarity D
BP: 300
SP: 3
Helpers: Duck King, Dee Jay, Elena
Special Ability: None
Comments: Another garbage card (*)

Card Number: S11
Card Name:  Yamazaki
Rarity A
BP: 800
SP: +2
Back-Up: Goenitz, Mature, Vice
Special Ability: /\  Triangle Power  Freeze any other character than this one
when brought into play.
Comments: An AWESOME card!  If they have only one card in, you can freeze them
with this card and unload with your other characters.  A must-have in your deck!
(****)

Card Number: S12
Card Name: Chong Su
Rarity C
BP: 400
SP: 3
Helpers: Yamazaki, Chong Lei
Special Ability: [] Fogey Fists:  KO's one other character in your ring.  BP
rises according to KO'ed characters BP
Comments: Decent stats.  Special ability is useful for clearing weakened
characters out. (**1/2)

Card Number: S13
Card Name: Chong Lei
Rarity C
BP: 600
SP: 1
Helpers: Yamazaki
Special Ability: Chong Shu
Comments:  600 BP is pretty good, otherwise an average card (**)

Card Number: S14
Card Name: Rick
Rarity C
BP: 500
SP: 1
Helpers: Rob Python, Balrog, T Hawk
Special Ability: None
Comments:  Ho hum... nothing special, but 500 BP is OK in my book. (*1/2)

Card Number: S15
Card Name:  Xiang Fei
Rarity C
BP: 400
SP: 4
Helpers: Hsien Ko, June, Mai Ling
Special Ability: None
Comments:  Nothing special, but her good stats make this a good early card. (**)

Card Number: S16
Card Name: Alfred
Rarity D
BP: 200
SP: 2
Helpers: Rick, Xiang Fei, Falcon
Special Ability: O W-Rider:  Let this character attack in this turn.
Comments:  I'm assuming that means he can attack as soon as he is being played.
Big whoop.  He only has 200 BP.  The only time he'd be useful is if you were to
get him in your opening hand. (*)

Card Number: S17
Card Name: Tsugumi
Rarity D
BP: 300
SP: 2
Helpers: Kensu, Akari (s), R Mika
Special Ability:  None
Comments:  Not good for much... (*)

Card Number: S18
Card Name: Krauser
Rarity A
BP: 1200
SP: 5
Helpers: Billy
Special Ability: None
Comments: REALLY powerful.  Your opponent will quake in fear when he arrives in
the ring. (*****)

Card Number: S19
Card Name:  Geese
Rarity S
BP: 1500 (!!!)
SP: 0
Helpers: Billy
Special Ability:  1500 BP is enough of a Special Ability in my book.
Comments:  No SP, no power, but who cares?  This guy can give or absorb an
insane amount of punishment. (*****)

Card Number: S20
Card Name: Ryo
Rarity: B
BP: 900
SP: + 2
Helpers: Robert
Special Ability: [] Spirit Surge Selects AC card from your hand and discards it.
Get 1 SP for each card in hand.
Comments:  A lot of BP which is certainly nice.  His special ability is OK when
you need SP and have a card you can dump. (****)

Card Number: S21
Card Name: Robert
Rarity C
BP: 700
SP: 1
Helpers: Ryo, Kensu, Akari (s)
Special Ability: None
Comments: Nothing special, but 700 BP is always nice to have around.  (***)

Card Number: S22
Card Name:  Yuri
Rarity C
BP: 500
SP: 2
Helpers: Ryo, Robert, Takuma
Special Ability:  []  Bring it on!   Lower's enemy's SP by 3
Comments:  Decent stats and a fairly useful special ability.  Wear out the foe's
SP while powerful guys provide offense and defense. (***)

Card Number: S23
Card Name: Takuma
Rarity C
BP: 500
SP: 4
Helpers: Heidern, Saishu
Special Ability: None
Comments:  A very good card who has good BP and also gives plenty of SP to you
as well.  Excellent! (**** / **)

Card Number: S24
Card Name:  Mr. Karate
Rarity C
BP: 700
SP: 0
Helpers: Ryo, Dan
Special Ability: [] M.I.A. Shuffles deck after this card is returned to deck.
Comments:  He can deliver a fair beating with 700 BP, then retreat into your
deck to possibly come back later.  Not the greatest card, but not too shabby
either. (***1/2)

Card Number: S25
Card Name: King
Rarity B
BP: 600
SP: 1
Helpers: Mai, Yuri
Special Ability: /\ Dealer:  Discards entire hand.  Select 1 card from your deck
and add it to hand.  Shuffle Deck
Obsolete: Saki
Comments:  This card is useful to play when you only have 1 or 2 cards in your
hand, or a bunch of trash.  Then bring out your biggest gun for the next turn.
(***)

Card Number: S26
Card Name: John
Rarity D
BP: 400
SP: 1
Helpers: Mr. Big, Guile Charlie
Special Ability:  None
Comments:  Yawn.... Weak. (*)

Card Number: S27
Card Name: Lee Pylon
Rarity D
BP: 200
SP: 5
Helpers: Genan, Choi, Vega
Special Ability:  None
Comments:  Weak, except for those 5 tasty SP. (*1/2)

Card Number: S28
Card Name: Mr. Big
Rarity C
BP: 400
SP: 2
Helpers: Mr. Karate, John
Special Ability: None
Comments: Nothing special (*)

Card Number: S29
Card Name: Eiji
Rarity D
BP: 300
SP: 2
Helpers: Billy, Hanzo, Zantetsu
Special Ability: /\ Prophecy:  After seeing the deck's top 3 cards, rearrange
them in any order
Comments: Not too good of stats.  Also, his power is not too terrific either
(*)

Card Number: S30
Card Name: Kasumi
Rarity C
BP: 400
SP: 4
Helpers: Blue Mary, Xiang Fei, King
Special Ability: [] Overlap Crunch:  Draw 1 Action card from hand and trash it.
Gives enemy 300 points damage.
Comments: Decent stats, but I don't know if throwing away action cards is
prudent. If you have useless ones though, dealing some direct damage is nice.
(***)

Card Number: S31
Card Name: Haohmaru
Rarity A
BP: 1000
SP: 1
Helpers: Charlotte
Special Ability: O Iron Slice:  Gives enemy damage when this character's
attacked.
Comments:  He is the one man unified attack.  His power isn't written very well,
but I'm pretty sure that this is what it means.  Say he attacks an opponent with
500 BP.  He will kill them and THEN attack the enemy for 500 damage, as if he
was doing a unified attack.  That's a very useful ability to have, as you can
imagine.  (*****)

Card Number: S32
Card Name: Ukyo
Rarity D
BP: 700
SP: 2
Helpers: Haohmaru, BB Hood
Special Ability: O Dwindling Life:  Ko's this character at the end of the turn
if he attacks or counters.
Comments:  Good BP, but why would you want a character who dies after one go?
He looks cool though.  Here's a use for him, sent in by Greg Matyola: Ukyo's
card, while dying if involved in an attack or defense, is rather excellent for
being played and then being used as the secondary card in a unite attack behind
a much weaker primary character, so they both will do upwards of 800 damage, and
his special ability (dwindling life) doesn't take hold. (**1/2)

Card Number: S33
Card Name:  Hanzo
Rarity B
BP: 600
SP:3
Helpers: Jubei, Kenji
Special Ability: [] Dust Cloud  Returns this character to hand.
Comments:  A pretty useful card.  He can do his damage, then escape in order to
come back again when damaged. (***)

Card Number: S34
Card Name: Galford
Rarity D
BP: 300
SP: 2
Helpers: Nakoruru (c ), Rimururu (t), Rush
Special Ability:  /\  Hey Poppy!:  Draw one card
Comments:  Not very effective, although getting an extra card isn't bad.  Easily
replaced by something better.  (** / *)

Card Number: S35
Card Name: Nakoruru (c ) C = Chivalry
Rarity A
BP: 600
SP: 4
Helpers: Galford, Rimururu (c )
Special Ability: /\ Balm of Nature:  Recover 500 HP
Comments: You may now throw away all of your Kensu cards, this one totally
outshines him.  More stats, plus better healing abilities. (****)

Card Number: S36
Card Name: Nakoruru (T) T = Treachery
Rarity B
BP: 600
SP: 4
Helpers: Rimururu (T)
Special Ability: O Shikuroo's Fang:  At the end of your turn, all frozen
characters in enemy's ring take 200 damage.
Comments: Good stats and a powerful ability.  Screw over the opponents who have
just attacked you! (***1/2)

Card Number: S37
Card Name: Nakoruru
Rarity S
BP: 500
SP: 3
Helpers: Galford. Rimururu (C )
Special Ability: [] Mamahaha Call:  Draw one card
Comments:  A buffed up version of Galford. (***)

Card Number: S38
Card Name: Rimnerel(C) C = Chivalry
Rarity D
BP: 300
SP: 4
Helpers: Nakoruru(C), Nakoruru, Shizumaru
Special Ability: [ ] Wind Whisper: Get 100 HPs.
Comments:  OK card, but is rendered obsolete by Kensu and Nakoruru (C )  (*** /
*1/2)

Card Number: S39
Card Name: Rimnerel  (T) T = Treachery
Rarity: B
BP: 500
SP: + 5
Helpers: Nakoruru(T)
Special Ability: []  Konril  Freezes 1 enemy character.
Comments:  Her ability to put a character in freeze phase is very helpful, and
she has nice stats to boot. (***1/2)

Card Number: S40
Card Name: Jubei
Rarity C
BP: 600
SP: 2
Helpers: Haohmaru, Hanzo, Ryoma
Special Ability: None
Comments: No specials, but decent stats.  A good "bruiser card" (**1/2)

Card Number: S41
Card Name: Charlotte
Rarity C
BP: 400
SP: 3
Helpers: Blue Mary, King, Haohmaru
Special Ability: None
Comments: Nothing too great, but can be backed up into something powerful (**)

Card Number: S42
Card Name: Kyoshiro
Rarity C
BP: 300
SP: 3
Helpers: Duck King, Bob, Dee Jay
Special Ability: / \ Warrior Dance: Raises BP of all characters in your ring
(including this one) by 100 pts.
Comments:  Fair special power.  Otherwise a dull card.  I'd rather use a
Showtime AC card. (*** / *1/2)

Card Number: S43
Card Name: Genan
Rarity D
BP: 400
SP: 1
Helpers: Lee Pylon, Choi, Vega
Special Ability: [] Peeping Kay! :  See enemy's hand.
Comments:  Not very useful except for his decent special power. (*1/2)

Card Number: S44
Card Name: Tam Tam
Rarity D
BP: 500
SP: 2
Helpers: Mr. Karate, Cham Cham, Shishiou
Special Ability: None
Comments: Nothing too great, although he has fair stats. (**)

Card Number: S45
Card Name: Cham Cham
Rarity D
BP: 300
SP: 2
Helpers: Tam Tam, Felicia, Al and Iven
Special Ability: None
Comments:  Not very useful, except maybe as a backup card (*)

Card Number: S46
Card Name: Genjuro
Rarity D
BP: 700
SP: 0
Helpers: Amano, Rikou
Special Ability: O I knew it!!!  Character cannot perform counter attacks
Comments:  Great for offense, but the fact that he can't be used to block makes
for a card you can ditch once you get something better. (** / *)

Card Number: S47
Card Name: Nicotine
Rarity D
BP: 300
SP: 4
Helpers: Gaira, Retsu, Donovan
Special Ability: O Exorcism Card:  Disables all character's [] abilities.
Comments:  Adequate stats and useful for opponents who are constantly relying on
their dumb abilities.  Pretty good for a D card. (**)

Card Number: S48
Card Name:  Shizumaru
Rarity B
BP: 500
SP: 3
Helpers: Haohmaru, Rimururu (C )
Special Ability: [] Midsummer Rain:  KO this character.  Both players discard
their hands.
Comments: A pretty useful special power and fair stats.  Best used when the
opponent has a lot of cards. (***)

Card Number: S49
Card Name: Gaira
Rarity D
BP: 400
SP: 1
Helpers: Nicotine, Retsu, Donovan
Special Ability: /\ Shout!  Ends all characters' Freeze Phase
Comments:  Useless.  Characters won't be frozen when YOU play him, this will
most likely only help your opponent you can now block your upcoming attack.  The
only use is when you want to use [] powers and then attack.

Card Number: S50
Card Name: Basara
Rarity D
BP: 200
SP: 3
Helpers: Taizan, Guile, Remy
Special Ability: None
Comments:  Useless... (*)

Card Number: S51
Card Name: Kazuki
Rarity C
BP: 600
SP: 1
Helpers: Sougetsu, Ralf
Special Ability: []  Imbroglio:  Ko's character.  Decreases one other (random)
character's life by 500
Comments:  Not bad, although his power is too risky for my tastes.  600 BP is
good though. (**1/2)

Card Number: S52
Card Name: Sougetsu
Rarity B
BP: 700
SP: 3
Helpers: Kazuki, Rikuo
Special Ability: /\  Frigid Smirk:  Skips enemy's next draw phase.
Comments:  Good stats and a nice special power.  Denying the opponent a card can
be helpful. (***1/2)

Card Number: S53
Card Name: Shiki (c ) C = Chivalry
Rarity C
BP: 500
SP: 4
Helpers: Genjuro
Special Ability: [] NRG syphon:  Ko's one of your character, and you regain 200
HP
Comments: Good stats and a nice special power.  You can get rid of a weak guy
and recover some HP.  (***)

Card Number: S54
Card Name: Shiki (t) T = Treachery
Rarity B
BP: 600
SP: 5
Helpers: Asra
Special Ability: O Yuga's Spell:  Raises cost for Action cards by 3 for both
players.
Comments:  Good stats and a power that can royally screw the opponent if played
right.  Best played when you have lots of SP, and the opponent doesn't. (***)

Card Number: S55
Card Name: Asra
Rarity D
BP: 400
SP: 2
Helpers: Shiki (c ), Shiki (t)
Special Ability: /\ Rising Evil:  Draw one discarded card, return it to deck,
and shuffle deck.
Comments: Fairly useful for recovering a powerful guy you have used up. (**)

Card Number: S56
Card Name: Taizan
Rarity D
BP: 400
SP: 2
Helpers: Basara, Guile, Remy
Special Ability: None
Comments: Boring... (*)

Card Number: S57
Card Name: Amakusa
Rarity C
BP: 600
SP: 2
Helpers: Zankuro, Orochi
Special Ability: / \ Give Yourself: KOs all other characters in your Ring.
Raises SP 3 pts for each KOed character
Comments:  Decent stats.  Good time to play this card is when you have weaklings
in your ring that you want to get rid of.  At least you can get a few extra SP
then. (**1/2)

Card Number: S58
Card Name: Zankuro
Rarity C
BP: 700
SP: 0
Helpers: Amakusa, Bishamon
Special Ability: None
Comments:  Better than Genjuro.  Same stats, but he can at least counterattack
if needed. (**)

Card Number: S59
Card Name: The Ump (side note: from Samurai Showdown aka Kuroko)
Rarity B
BP: 100
SP: 5
Helpers: Nicotine, The Ump, The Ump
Special Ability: O Mystic: Disables this characters attacks and
counterattacks
Comments:  If he can't attack OR counter, then what the hell is he good for?!?!
Call me Ishmael has sent to me the main use for this card.  Pair him up with a
Double KO card, then wipe him out and take down a big attacker with him.  Here's
another Ump strategy, sent by komejin: The best thing to do with this card is to
wait until a big card with a special ability is played by the opponent. Then you
play The Ump, and use a
Substitute Action Card. What happens? The opponent's card is left helpless
(can't attack or defend), and you can now either use The Ump in  a kamikaze
attack so that the opponent can't switch abilities back if he has a Substitute
card of his own, or use Escape. This is a great way to screw over the opponent,
as they now must use an Escape card, a Double KO, or other such ability to free
up that slot.
And here's ANOTHER view on this controversial card, this one sent in by Bean:
When using The Ump, it's important to keep in mind that you CAN attack with it
if it's part of a unite attack. Remember, that unite attacks make the circle
special abilities nullified. So even if you DO make that 1000 BP card on the
opponents side gain The Ump's ability it's no guarantee that it won't still be
able to attack you.  (no rating)

Card Number: S60
Card Name: Kyo
Rarity S
BP: 800
SP: 1
Helpers: Shingo
Special Ability: /\  Orochi Wave:  Decreases enemy's life by 500
Comments: A good card with powerful BP and a nice abilty.  He renders Saishu and
Grenades obsolete.  (****1/2)

Card Number: S61
Card Name:  Kyo (P)
Rarity S
BP: 700
SP: 3
Helpers: Shingo. K'
Special Ability:  /\ 182 Ways:  Lowers enemy's or an enemy character's HP by 300
Comments:  A versatile ability and pretty decent stats make for a good card,
though there are better S ranked ones out there.  (****1/2 )

Card Number: S62
Card Name:  Benimaru
Rarity B
BP: 600
SP: 1
Helpers: Kyo, Daimon
Special Ability: []  Thundergod Fist:  Lower's his and one enemy character's BP
by 500
Comments: Decent stats and his special power is useful as a last gasp when he is
almost dead.  (no rating)

Card Number: S63
Card Name: Daimon
Rarity C
BP: 500
SP: 2
Helpers: Kyo, Benimaru
Special Ability: None
Comments: A decent card for your early games, but later on he'll prove inept.
(*** / *)

Card Number: S64
Card Name: Heidern
Rarity C
BP: 600
SP: 1
Helpers: Leona, Ralf, Clark
Special Ability: O S-Bringer:  Steal up to 3 SP if this character directly
damages the opponent
Comments:  The ability to suck away SP is useful when you can pull it off.
Also, 600 BP is a good amount. (**** / **1/2)

Card Number: S65
Card Name: Leona
Rarity C
BP: 400
SP: 2
Helpers: Heidern, Ralf, Clark
Special Ability: /\ X-calibre: Decreases 1 other character's life by 200
Comments:  Her special power is quite nice, as you can whittle down some other
fool on the opposing side.  A decent set of stats too.  (****1/2 / **1/2)

Card Number: S66
Card Name: Ralf
Rarity D
BP: 400
SP: 3
Helpers: Heidern, Leona, Clark
Special Ability: None
Comments:  A fair card, can be used alone, or to back up one of the other in the
Ikari series.  (*** / *)

Card Number: S67
Card Name: Clark
Rarity D
BP: 400
SP: 3
Helpers: Heidern, Leona, Ralk
Special Ability: None
Comments:  Clark and Ralf are the Juli and Juni of the SNK group, but they are
even stronger. (*** / *)

Card Number: S68
Card Name: Athena Asamiya
Rarity C
BP: 600
SP: 1
Helpers: Kensu, Chin Gensai
Special Ability:  [ ] Psycho Charge: Raises SP 3 pts.
Comments:  Her special power is useful if you have beefy guys doing most of the
fighting.  They can beat other guys senseless while she sits back and supplies
you with free SP.  She also has fair BP if needed.  (***1/2)

Card Number: S69
Card Name: Kensu
Rarity C
BP: 500
SP: 2
Helpers: Athena Asamiya, Chin Gensai
Special Ability: /\ Meat Muffin!  Recover 200 HP
Obsolete : Nakoruru ( C )
Comments: Decent stats and the ability to restore HP makes for a nice card to
have. (***)

Card Number: S70
Card Name: Ghin Gensai
Rarity D
BP: 200
SP: 5
Helpers: Lee Pylon, Athena Asamiya, Kensu
Special Ability: None
Comments: Only good for the SP, or as a back up for Kensu or Athena. (*)

Card Number: S71
Card Name: Chan
Rarity D
BP: 400
SP: 0
Helpers: Kim, Choi
Special Ability: None
Comments:  Useless, unless backed up. (*)

Card Number: S72
Card Name: Choi
Rarity D
BP: 300
SP: 2
Helpers: Kim, Chan, Vega
Special Ability:  None
Comments:  Useless.  If I had Choi and Chan, I'd play Choi first, then back him
up with Chan.  The resulting combo would be weaker, but at least I'd get a
couple of BP out of it. (*)

Card Number: S73
Card Name: Saishu
Rarity C
BP: 400
SP: 2
Helpers: Takuma, Heidern
Special Ability: /\ Exorcism:  Decreases enemy's life by 200 pts.
Obsolete:  Kyo, Kyo (P)
Comments:  A VERY nice special power.  Direct damage to the enemy is always
nice. (**** / **)

Card Number: S74
Card Name: Shingo
Rarity C
BP: 400
SP: 1
Helpers: Kyo, Sakura
Special Ability: [] Burning Shingo:  Decreases his and another character's BP by
300
Comments: Pretty much junk...  his power is not too great either. (*1/2)

Card Number: S75
Card Name:  Chizuru
Rarity S
BP: 300
SP: 2
Helpers: None
Special Ability: []  Contain!:  Discard 1 Action card from hand.  1 character
loses their ability and their BP becomes 100
Comments:  A Royal way to screw the opponent over.  MUCH better than the Ryu
series of powers.  If only she had better stats, she'd be one of the best cards
in the game, but as is, she's a force to be reckoned with.   (***)

Card Number: S76
Card Name: Iori
Rarity C
BP: 1000
SP: 0
Helpers: None
Special Ability: O Blood Contract: Disables this character's counterattack
Comments:  Powerful for attacking, but the lack of ability to counterattack
hurts his overall effectiveness. (**)

Card Number: S77
Card Name:  Yashiro
Rarity A
BP: 700
SP: 2
Helpers: Shermie, Chris
Special Ability: /\  Counterblow  Returns one other character to its original
owner.
Comments:  A slightly more versatile version of Rain, because you can also get
rid of one of the enemy's characters.  Useful as a stall tactic. (****1/2)

Card Number: S78
Card Name: Shermie
Rarity: B
BP: 500
SP: + 3
Helpers: Yashiro, Chris
Special Ability: /\  Be Gentle to Me Disables enemy character's attack in next
enemy turn.
Comments:  Pretty good stats and a good stalling ability. (***1/2)

Card Number: S79
Card Name: Chris
Rarity D
BP: 400
SP: 3
Helpers: Yashiro, Shermie
Special Ability: None
Comments:  A fair card.  2 different back-ups, plus nice stats. (*** / *1/2)

Card Number: S80
Card Name: Goenitz
Rarity C
BP: 600
SP: 3
Helpers: Mature, Vice
Special Ability: None
Comments: He's got pretty good stats, but lack of a special power hurts him a
little. (***)

Card Number: S81
Card Name: Orochi
Rarity S
BP: 1000
SP: 0
Helpers: Amakusa
Special Ability: /\ Sanity:  Reduces each players SP to 0
Comments: Great BP.  His power is best used when you have little or no SP and
the opponent has a lot.  If you have lots of SP, try to hold off on playing this
guy if you can. (***1/2)

Card Number: S82
Card Name: Mature
Rarity D
BP: 400
SP: 2
Helpers: Yamazaki, Goenitz, Vice
Special Ability: None
Comments:  An average card.  Her and Vice are another Juli/Juni combo, except a
little more powerful. (*** / *)

Card Number: S83
Card Name: Vice
Rarity D
BP: 400
SP: 2
Helpers: Yamazaki, Goenitz, Mature
Special Ability: None
Comments: See section for Mature. (*** / *)

Card Number: S84
Card Name: Wild Iori
Rarity A
BP: 1000
SP: 0
Helpers: None
Special Ability: O Kurf:  Ko's one character with 800 or more BP.  If no such
characters are out, Iori is KO'ed
Comments: Very useful in high end games when enemies have lots of killer cards.
Slightly stronger than Akuma BP wise. (****)

Card Number: S85
Card Name: Wild Leona
Rarity B
BP: 500
SP: 0
Helpers: None
Special Ability: / \ Awakening: Gives 400 pts damage to 1 character (or this one
if another is unavailable)
Comments:  Not as good as regular Leona.  Regular Leona can be played at any
time without penalty and also gives a couple SP to boot.  (*1/2)

Card Number: S86
Card Name: K'
Rarity A
BP: 700
SP: 3
Helpers: Kyo (p), Maxima
Special Ability: /\ Unstoppable:  Decreases all other character's life by 300.
Comments: Good stats, and is effective to play when the opponent has a full
bench. (****)

Card Number: S87
Card Name: Maxima
Rarity: C
BP: 600
SP: + 0
Helpers: K'
Special Ability: None
Comments: Another blah card... (*1/2)

Card Number: S88
Card Name: kaede
Rarity D
BP: 400
SP: 4
Helpers: KAEDE, Akari (p), Akari (s)
Special Ability:
Comments:  A good card who provides both fair BP and good SP. (***1/2 / **)

Card Number: S89
Card Name: KAEDE
Rarity D
BP: 700
SP: 0
Helpers: kaede, Akari (p), Akari, (s)
Special Ability: O Power Match:  Uses up 2 SP at the beginning of your turn
Comments:  I wouldn't play this guy unless needed, since he drains your SP,
which can be better used for other things. (*)

Card Number: S90
Card Name: Moriya
Rarity C
BP: 500
SP: 3
Helpers: kaede, KAEDE
Special Ability: None
Comments: Not a bad card because of his good stats. (***1/2 / **1/2)

Card Number: S91
Card Name: Akari (p) P = Power
Rarity S
BP: 500
SP: 4
Helpers: Juzo
Special Ability: [] 100 Demon Night:  KO's all characters, including this one.
Comments: Very devious card to have, especially if the opponent's side is loaded
with powerful guys. (****)

Card Number: S92
Card Name: Akari(S) S = Speed
Rarity B
BP: 500
SP: 4
Helpers: Juzo
Special Ability: [ ] One-Way Morph: Draws 1 Ability / \ Character card and
discards it. Mimics same effect of drawn ability card.
Comments:  Pretty useful stats and an interesting power.  Can be used to use a
crummy character's cool power.  (**1/2)

Card Number: S93
Card Name:  Juzo
Rarity D
BP: 400
SP: 1
Helpers: Gaira, Akari (P), Akari (S)
Special Ability: None
Comments:  Another dull card... (*)

Card Number: S94
Card Name: Washizuka
Rarity C
BP: 500
SP: 0
Helpers: Hanzo, Jubei, Kojiro
Special Ability: None
Comments: Nothing special, except maybe as a wall. (*)

Card Number: S95
Card Name: Kojiro
Rarity C
BP: 400
SP: 5
Helpers: King, Washizuka, Akira
Special Ability: None
Comments: Nothing great, but not too bad either. (***)

Card Number: S96
Card Name: Amano
Rarity D
BP: 300
SP: 2
Helpers: Genjuro, Hibiki
Special Ability: None
Comments: Crap (*)

Card Number: S97
Card Name: Mukuro
Rarity D
BP: 200
SP: 2
Helpers: Genan, Lord Raptor, Zombie
Special Ability: None
Comments:  Junk.   One of the worst cards there is.  Plus he's butt ugly. (*)

Card Number: S98
Card Name:  Lee Rekka
Rarity D
BP: 300
SP: 3
Helpers: Kim, Galford, Fei Long
Special Ability: None
Comments: Another Ho-hum card (*)

Card Number: S99
Card Name: Zantetsu
Rarity D
BP: 300
SP: 1
Helpers: Eiji, Hanzo, Kenji
Special Ability: None
Comments: Another bum... (*)

Card Number: S100
Card Name:  Shigen
Rarity C
BP: 500
SP: 1
Helpers: Shishiou, Leo
Special Ability: O Steel Bulb  Nullifies damage when he counterattacks a unified
attack.
Comments:  Unless blocking a unified attack, he's not good for much. (*)

Card Number: S101
Card Name: Kagami
Rarity B
BP: 700
SP: 1
Helpers: Kazuki, Kyo
Special Ability: [] Pheonix  KO this character.  Get 100 HP for each card in
hand.
Comments:  Good BP and a nice special power which allows him to go out with
dignity when he's almost dead. (***)

Card Number: S102
Card Name: Hibiki
Rarity D
BP: 300
SP: 4
Helpers: Amano, Chun Li, Chun Li (A)
Special Ability: None
Comments:  A fair guy to have around, for the extra BP if nothing else. (*1/2)

Card Number: S103
Card Name: Setsuna
Rarity D
BP: 600
SP: 5
Helpers: Iori, Wild Iori
Special Ability: /\ Life Sign:  Draw 1 Character card from hand and discard it.
If no Character is available, KO Setsuna
Comments:  A GREAT card early on, even though you have to trash another guy in
your hand.  Wait till you have a guy who is disposable, then play this one.
(**** / **)

Card Number: S104
Card Name:  The Wanderer (aka Hagure Hitogata)
Rarity B
BP: 100
SP: 0
Helpers: The Ump, Twelve
Special Ability: /\ Change!  BP becomes same as 1 enemy character's.  Valid only
when character is in enemy ring.
Comments:  This card can be powerful when playing a tough opponent with a lot of
strong cards.  (***)

Card Number: S105
Card Name: Akari
Rarity S
BP: 500
SP: 5
Helpers: The Ump, Twelve
Special Ability: /\  Select 1 character card from hand.  BP becomes same as that
character.
Comments:  Very useful if you have a powerful card in your hand, especially one
like Geese who doesn't have any BP bonus.  (***1/2)

Card Number: S106
Card Name: Hayate
Rarity D
BP: 400
SP: 1
Helpers: Cham Cham, Rosa, Kim Sue Il
Special Ability: None
Comments:  Junk... (*)

Card Number: S107
Card Name: Carol
Rarity D
BP: 200
SP: 4
Helpers: Hayate, Rosa, Kim Sue Il
Special Ability: None
Comments:  More Junk... though 4 SP is not bad (*)

Card Number: S108
Card Name: Rosa
Rarity D
BP: 300
SP: 3
Helpers: Hayate, Carol, Kim Sue Il
Special Ability: None
Comments:  A totally average card (*)

Card Number: S109
Card Name: Kim Sue Il
Rarity D
BP: 500
SP: 1
Helpers: Kim, Rosa
Special Ability: None
Comments:  Decent because of the 500 BP he brings to the table. (*)

Card Number: S110
Card Name: Shishiou
Rarity D
BP: 500
SP: 0
Helpers: Shigen, Leo
Special Ability: None
Comments:  Only useful for attacking/defending.  There are much better 500 BP
cards out there. (*)

Card Number: S111
Card Name: guy
Rarity D
BP: 300
SP: 3
Helpers: Ryo, Takato
Special Ability: O Lonely Ring:  BP rises 200 when he attacks alone.
Comments: Junk.  Even if he does attack alone, 500 BP is likely to get squashed
by a more formidable opponent. (*)

Card Number: S112
Card Name: Takato
Rarity D
BP: 300
SP: 5
Helpers: Ryo, Kasumi, guy
Special Ability: None
Comments:  Not too bad, at least you get some good SP here. (*1/2)

Card Number: S113
Card Name: Rob Python
Rarity D
BP: 400
SP: 0
Helpers: Rick, Ryo, Balrog
Special Ability: None
Comments: Another boring card... (*)

Card Number: S114
Card Name: Eri
Rarity D
BP: 300
SP: 1
Helpers: Tarma, Marco, Fio
Special Ability: None
Comments:  Worthless... (*)

Card Number: S115
Card Name: Tarma
Rarity D
BP: 300
SP: 1
Helpers: Eri, Marco, Fio
Special Ability: None
Comments: See Eri... (*)

Card Number: S116
Card Name:  Marco
Rarity D
BP: 400
SP: 2
Helpers: Eri, Tarma, Fio
Special Ability: [] Enemy Chaser:  Discards hand.  All characters but him get
100 pts damage for each discarded card
Comments:  Can someone explain to me why you'd wanna throw your hand away just
to do a couple hundred points of damage. (*)

Card Number: S117
Card Name: FIO
Rarity D
BP: 200
SP: +4
Helpers:Eri, Tarma, Marco
Special Ability: none
Comments:  Another ho hum card with a decent SP bonus (*)

Card Number: S118
Card Name: Roddy
Rarity D
BP: 200
SP: 3
Helpers: Tarma, Marco, Cathy
Special Ability:  None
Comments:  More junk... (*)

Card Number: S119
Card Name: Cathy
Rarity D
BP: 200
SP: 2
Helpers: Eri, Fio, Roddy
Special Ability: None
Comments: More crap...  she can be backed up by other crappy guys though. (*)

Card Number: S120
Card Name: Athena
Rarity B
BP: 600
SP: 2
Helpers: Michelle
Special Ability: O Flame Sword:  This character always does 600 damage when
attacking the opponent directly.
Comments:  A powerful offensive card because even when weakened, she can dish
out 600 damage when attacking.  Defending doesn't do anything special though.
(***1/2)



ACTION CARDS

For the Action Cards, I'll list who's on the card picture (if I know it, if you
have one I don't have listed, send it in)  The artwork is under the card name.

Card Number: A1
Card Name: Fight!
Shoma and Natsu -  Rival Schools
Rarity: D
SP Cost: 2
Effect: Stop Freeze Phase for all characters in your ring
Comments:  Since you won't have many characters in your group with freeze when
you can play it, it's not very useful to have.  Unless you use [] powers first,
then play it to recover your guys, then you can use the power or attack again
(**)

Card Number: A2
Card Name: Lightning
Dudley, from SF3
Rarity: D
SP Cost: 2
Effect: Keeps your characters out of Freeze Phase for 1 turn, even after they
attack
Comments: A great card to use if you have some powerful guys on your side.  Then
they can attack and defend the opponent's next attack as well! (**** / **)

Card Number: A3
Card Name: Double
Kyo, King of Fighters
Rarity: C
SP Cost: 4
Effect: Keeps one enemy character frozen (while they are in freeze phase) for
their next turn
Comments:  A pretty devious card.  Keep a powerful attacker at bay while you
hopefully come up with something better. (***)

Card Number: A4
Card Name:  Puppet
White - Real Bout Fatal Fury, Dominated Mind
Rarity:  B
SP Cost: 6
Effect: Frees a character in Freeze Phase or puts a character into freeze phase.
Comments:  A very powerful card.  Useful because you can freeze a guy then get
in some free shots.
(****1/2)

Card Number: A5
Card Name: Escape
William and Sherry Birkin - Resident Evil
Rarity: D
SP Cost: 3
Effect: Returns 1 of your cards to hand
Comments: Play this sucker on a powerful guy that is almost gone.  Then you can
bring the guy back out at full strength. Another cool idea is to bring out a guy
who can instantly take out an enemy, such as Akuma or Yashiro.  Then, on the
next turn, you can use Escape, then  play that card again and take out the next
chump that the enemy plays.  (****)

Card Number: A6
Card Name: Peacemaker
Tung Fu Rue - Fatal Fury (The hands are Terry and Andy)
Rarity: C
SP Cost: 6
Effect: Return one of yours and one of the enemy's characters to their
respective hands
Comments: 6 SP seems like a lot.  Personally, I'd rather use escape.  It costs
half as much and plus only you get the benefit Razorclaw X sent in some strategy
for this card, It's also useful in eliminating enemy characters from the bench
to get in a free attack (within reason; don't use on characters like Akuma or
heavy-hitters like Geese if they're severely hurt). The use is similar to
Yashiro's power, only you have the opportunity to restore one of your own
characters to full strength.
(**1/2)

Card Number: A7
Card Name: Reparation
Mary, A pilot from Cyberbots  (thanks to Mr. Kunio for this bit of info)
Rarity: B
SP Cost: 7
Effect: Returns 1 character to hand
Comments:  You can get rid of one of your guys (i.e. an expensive Escape card)
or get rid of a powerful attacker.  This can be useful to allow a big guy to get
in a free hit.  (***1/2)

Card Number: A8
Card Name: School's Out
Yuki, Kyo's Girlfriend in KOF (she is also a character in Gals Fighter)
Rarity: A
SP Cost: 8
Effect:  Returns all characters to hand for both sides.
Comments:  Useful as a stall tactic when the opponent has a powerful set of guys
out. (***1/2)

Card Number: A9
Card Name: Cover Fire
Rebecca and Chris - Resident Evil
Rarity: D
SP Cost: 4
Effect: Decreases 1 character's Life by 300
Comments:  Pretty good card.  Best used to finish off a guy with 300 or less BP.
Then you can increase your attack options. (**** / **)

Card Number: A10
Card Name: Bopper
One character is Dan, I believe the other is Dan's Father Go, or Mr Karate
Rarity: D
SP Cost: 4
Effect: KO's one of your characters.  The BP that they had left is given to an
enemy character as damage.
Comments:  Use this to sacrifice a guy with only a few BP left, or on a bigger
guy in order to take out one of their larger threats. (**** / *

Card Number: A11
Card Name:  Chaos
Rugal, King of Fighters
Rarity: C
SP Cost: 5
Effect: KO's one character.  Decrease all other character's life 300 points.
Comments:  The only time I can see this card being useful is when you only have
one or two guys out and the enemy has a full bench. (**)

Card Number: A12
Card Name: Grenade
Super Joe (Commando - sent by Danyal)
Rarity: C
SP Cost: 5
Effect: Decreases enemy's life by 300
Comments: If you have 5 SP to spare, this card is quite useful.  Direct damage
is always a plus. (***1/2)

Card Number: A13
Card Name: Mega Crush
Plane from 1942 and Unknown Soldier (Forgotten Worlds)
Rarity B
SP Cost: 7
Effect: Decreases all characters' life 500 pts.
Comments:  Pretty powerful, but it can hurt you as much as it hurts the other
guy.  (**1/2)

Card Number: A14
Card Name: Earth's Pike
Final Boss from Last Blade 2 Kouryu
Rarity B
SP Cost: 8
Effect: Decreases enemy's life 500 pts.
Comments:  A more powerful grenade.  Whether or not it's worth the extra points
is up to you.  (***)

Card Number: A15
Card Name: Break Up
Geese's Bodyguards, Ripper and Hopper
Rarity: D
SP Cost: 4
Effect: KO's any character receiving back-up
Comments:  Could be useful in the right situation, but I'd save deck space and 4
SP for something else... (**)

Card Number: A16
Card Name: Nothingness
Orochi - KOF97
Rarity: C
SP Cost: 5
Effect: KO's all characters with 400 BP or less.
Comments: Useful for cleaning up weak cards you may have.  Personally though, I
would rather keep weak characters on my enemy's bench and use Bopper or
something to put my weakened guys to some use.  (*1/2)

Card Number: A17
Card Name: Double KO
Lee Rekka - Last Blade and Yun (SF3)
Rarity: C
SP Cost: 6
Effect: KO's 1 of your characters and an enemy character.
Comments: The souped up version of Bopper.  Now you can kill off one of your
weakened guys with 100-200 BP and take a 1000 point attacker down with em'
(*****)

Card Number: A18
Card Name: Seraphic W
Gill, Street Fighter 3
Rarity: B
SP Cost: 6
Effect: KO's all characters with 500 or more BP
Comments:  Can be very powerful if used right.  Use it when the opponent has a
lot of powerful guys in their ring, and you have jack squat. (****)

Card Number: A19
Card Name:  Fate Duel
Kyo and Iori
Rarity: B
SP Cost: 7
Effect: Select one of your characters and an enemy character.  KO everybody
else.
Comments:  A potentially powerful card.  You can leave in a really powerful guy
and leave the enemy with a chump.  (***)

Card Number: A20
Card Name: Slaughter
Akuma
Rarity: A
SP Cost: 8
Effect: KO's all characters
Comments:  If the opponent has lots of powerful guys, and you have zilch, this
is the perfect card to play.  (***1/2)

Card Number: A21
Card Name: Raw Shield
Nakoruru
Rarity: D
SP Cost: 1
Effect: KO's one character and heals you by the amount of BP they had.
Comments:  Well used on one of those goofy 200-300 BP but 5 SP guys.  Then you
can gain some SP AND Heal yourself a little bit.  I wouldn't sacrifice a
powerful guy to recover HP unless in a life or death situation.  (***1/2 / *1/2)

Card Number: A22
Card Name: Grace
Dhalsim's Wife, Sally
Rarity: C
SP Cost: 5
Effect: Recover 500 HP
Comments: How can you not like a card that enables you to regain HP.  Can be a
lifesaver if used right, or in a "stall" deck. (***1/2)

Card Number: A23
Card Name: Abduction
Amakusa, with Hazuki, the girl he kidnapped in SS4 in the background
Rarity: C
SP Cost: 0
Effect: KO's any of your characters that you want.  Gain 2 SP for each KO'ed
character.
Comments:  2 SP seems like a pittance to gain for a KO'ed character.  Better to
use Raw Shield or something like that. (*1/2)

Card Number: A24
Card Name:  Psyche Up
Batsu and Hayato from Rival Schools
Rarity: B
SP Cost: 0
Effect:  Raise SP by 5
Comments:  A nice card to have, but it's just as effective to use a character
card that gives you 5 SP.  Although you can use Psyche up and then a powerful
card such as Geese who normally gives you no SP.  (****)

Card Number: A25
Card Name:  Hey! Hey!
Ryo and Dan
Rarity: B
SP Cost: 5
Effect: Reduces both player's SP to 0.
Comments:  Best used to screw the opponent over when they have tons of SP, and
you don't have so much. (**1/2)

Card Number: A26
Card Name: Heritage
Kasumi and her father... whatever his name is :P
Rarity: D
SP Cost: 0
Effect: KO's any characters you have.  Draw 1 card for each KO'ed character
Comments:  I can't see any use for killing characters just to draw more cards,
unless they are really weak. (*)

Card Number: A27
Card Name: Best Shot
Ran - Rival Schools 2
Rarity: D
SP Cost: 1
Effect: See your top 3 cards.  Choose 1 to add to hand and discard the other 2
Comments:  Good if you need a strong guy in a pinch.  Hopefully one is coming,
(*** / *)

Card Number: A28
Card Name: Lucky Kitty
Pur and Fur, Capcom Mascot... she's a helper character in Marvel vs Capcom
Rarity: C
SP Cost: 3
Effect: Draw 2 cards
Comments:  This is a freebie card.  You can get a few more cards to help in your
game (****)

Card Number: A29
Card Name:  Round 2
Ring card girl from KOF 97
Rarity: B
SP Cost: 6
Effect: After discarding hand, draw 5 cards.
Comments:  Great to use if you have zilch in your hand and want to get some new
stuff. (***1/2)

Card Number: A30
Card Name: Awakening
Kaede, Last Blade
Rarity: C
SP Cost: 3
Effect: Raises 1 character's BP by 300
Comments:  This card can always be useful if played right.  Use it to restore a
weakened character OR build up a fighting monster,  (**** / ***)

Card Number: A31
Card Name: Morph
The Ump and Wan-Fu (from Samurai Showdown)
Rarity: C
SP Cost: 5
Effect: Change's a character's BP to the top card of enemy's pile.  (KO's
character if Action Card is on top.
Comments:  I personally don't understand the meaning of this card.  Maybe I'll
use it sometime, then I can figure it out.  Komejin has sent me a description
and possible strategy for this card: Well, this is what the card does, and it's
rather unreliable. You pick a character on the table (yours or opponent's) whose
BP you want to change.  Then you decide if you want the BP of the selected
character to become the BP value of the card on top of your deck or the
opponent's deck.  This is why the card is so unreliable. In most situations, you
don't know what card is on top of either deck, unless you've used some sort of
AC card
or character like Saki that lets arrange the top card on your deck. The only way
to ensure that the card to be Morphed will have his BP reduced is if it's a
super big card, like Geese, Krauser, Zero Akuma, or Mech Zangief.  (**)

Here's an example of what I just said, just in case I'm too confusing.  I see
that my Elena only has 100 BP left. I want to Morph her to change her BP. I play
Morph, select Elena, and then pick either my deck or my
opponent's.

- Let's say that I had Blodia on top of my deck, and I picked my deck. Elena's
BP is now 1000, which is Blodia's BP value.
- Or, let's say that Lee Pylon was on top of the opponent's deck, and I picked
my opponent's deck. Elena's BP is now 200 (yay...)
- Or, let's say that an AC card was on top of my deck, and I picked my deck.
Elena gets KO'ed (big suck).

In short, this card is a gamble in most situations, unless you morph a heavy
hitter on the opponent's side.

Card Number: A32
Card Name: Showtime!
Lilith, Darkstalkers
Rarity: C
SP Cost: 5
Effect: Raises all of your characters BP by 200 (that are in play)
Comments: Quite useful, especially if you got some real strong guys in the ring.
(****)

Card Number: A33
Card Name: ESP
Athena from the Athena RPG for PSX in Japan
Rarity C
SP Cost: 4
Effect: Choose 1 character with a [ ] ability. 1 of your characters gets that
ability
Comments:  Useful to steal an ability that will come in handy, such as Ryu's
Hadoken.  (**1/2)

Card Number: A34
Card Name: Substitute
Lei Lei and Lei Ling - Darkstalkers
Rarity: B
SP Cost: 4
Effect: Select characters with ability and switch their abilities
Comments: Useful for taking away the enemy's powerful ability   Here's a couple
hints on using it from The Boom Balloon  I found a few sneaky ways to use
Substitute(A34): Besides the Ump, if you give an enemy Ukyo's power, they get
one shot with that character and you get a good 700 BP card.  You can block a
Geese with a card at 100 BP and BOTH will KO.  Another good one to try this with
is Twelve.  Substitute his ability to Geese, then attack with Twelve.  If Geese
blocks, his BP gose to 100!  Finaly, if the match becomes a waiting game,
Substitute Oro's power to a strong card.  Now every turn, the new card goes up
at least 100 BP.  Combine that with a well placed Pride and your looking at lots
of BP! (***)

Card Number: A35
Card Name:  Curse
Mizuki, the final Boss from Samurai Showdown 2
Rarity: S
SP Cost: 4
Effect: All characters get 1 ability found in this game
Comments:  This card may lead to untold chaos since who knows what each
character will get...  (**)

Card Number: A36
Card Name: Stifler
Bleu - Breath of Fire (I've also heard it's Awakened Yuki from Last Blade 2)
Rarity: C
SP Cost: 3
Effect: See enemy's hand.  Select one of their cards to trash
Comments: If playing a powerful opponent, this card is useful.  You can see what
they have, then dump one of their best cards. (**1/2)

Card Number: A37
Card Name: Storm Rush
Washizuka and Kojiro - Last Blade
Rarity: B
SP Cost: 6
Effect: Each player shows all Character cards to enemy that are in hand then
discards them
Comments:  I'd only play this card if I had All crappy guys in my hand, then I
Could toss em' and hope the opponent has to throw away some good guys.  (**)

Card Number: A38
Card Name:  Pride
Seiger - Samurai Showdown
Rarity: B
SP Cost: 6
Effect: After player with most cards in hand discards all cards, they pick same
number of cards as other player.
Comments:  A useful card to play when the opponent has a big hand.  They'll have
to throw away all their stuff and take less cards. (**)

Card Number: A39
Card Name: Mischief
According to Orochi Sabi, The girl on this card runs off with Necro in SF3, but
her name is unknown
Rarity: D
SP Cost: 1
Effect: After seeing the top 3 cards of either deck, you may arrange them in any
order
Comments:  Not too useful, except maybe to see what is coming in the near
future. (*1/2)

Card Number: A40
Card Name: No Tricks
Franco Bash, Fatal Fury
Rarity: D
SP Cost: 2
Effect: Discards all Action cards in deck.  Shuffles deck after discard.
Comments:  Who's deck?  Yours?  The opponents?  I don't really want to waste the
time finding out.  Komejin has said that it discards all of YOUR Action cards,
making it basically a pile of junk. (*)

Card Number: A41
Card Name: Makeover
Athena, King of Fighters
Rarity: C
SP Cost: 2
Effect: Returns all cards in hand to the pile.  After pile is shuffled, draw
number of cards equal to the number you put back plus 1.
Comments:  Good for throwing away a junk hand and starting over.  (****1/2)

Card Number: A42
Card Name: Pester

Rarity: C
SP Cost: 4
Effect: Take up to 3 cards from enemy pile and discard them
Comments:   This card actually means take the top 3 cards from the enemy's deck
and trash them.  Komejin sent in the correction for me.  It's still fairly
useful for helping "deck" the opponent.  (**1/2)

Card Number: A43
Card Name:  Management
Hugo (Andore) and Poison - Final Fight
Rarity: B
SP Cost: 1
Effect: Select one Action card from pile.  Shuffle pile and put the card you
picked on top
Comments:  Useful to bring out an action card that suits your current needs
(**1/2)

Card Number: A44
Card Name:  Last Resort

Rarity: A
SP Cost: 8
Effect: Draw 5 cards from deck and arrange as desired.  Throw everything else
away.
Comments:  Why the hell would you use this?  That's what I wondered, until I
learned this trick.  It was sent to me by komejin and Edison Franklin.  Use it
in combination with a laundry card.  Then use last resort and pull out your 4
most powerful guys (with at least 4 SP) as well as a laundry card.  Then play
the laundry card to restore your entire deck!  This is quite a useful combo if
you can pull it off (though I haven't tried it myself) (no rating)

Card Number: A45
Card Name: Roulette
King, Art of Fighting
Rarity: S
SP Cost: 3
Effect: Changes top card on you or your opponent's deck to a different card.
Comments:  Not too useful, since you really don't know if you are hurting
yourself or the opponent much.  (no rating)

Card Number: A46
Card Name: Shopping
Eliza (Ken's wife) along with Ken
Rarity: C
SP Cost: 3
Effect: Draw up to 3 cards that you have discarded and put them into the deck.
Shuffle the deck, then draw one cards.
Comments:  This is a useful card if you want to replenish some of your powerful
guys you have lost. (***)

Card Number: A47
Card Name: Laundry
Billy Kane's little sister, Lilly
Rarity: C
SP Cost: 4
Effect: Return all discards to the deck, then shuffle the deck
Comments:  Never underestimate the power to bring back all of your discarded
stuff. (****)

Card Number: A48
Card Name: Study
Momo, Breath of Fire 3
Rarity: C
SP Cost: 4
Effect: Draw 1 Action card from discard pile and put in hand.
Comments:  Can be a good card to bring back powerful Action cards such as Grace
or Awakening.  (**)

Card Number: A49
Card Name:  Revive
Omega Rugal - KOF 98
Rarity: C
SP Cost: 6
Effect: Draw 1 character card from discard pile and put it in hand.
Comments:  Great for bringing back a super powerful guy that you have used up
already. (***1/2)

Card Number: A50
Card Name: Emulate
Sakura and Shingo
Rarity: B
SP Cost: 6
Effect: Select one AC card from enemy's discard pile.  Has same effect as that
Action Card.
Comments:  Unless the enemy has uses a great Action card, I can't think of a
reason to throw away 6 SP on this. (*)

Card Number: A51
Card Name:  Activate!
Tron Bonne, Mega Man Legends
Rarity: C
SP Cost: 4
Effect: During this turn, a character getting Back up gets it endlessly.
Comments:  I'm not sure what this card really does...  The following explanation
was sent in to me by Skam10. I'm pretty sure that it means that since Character
Cards can only get backup once, if you play this card, you can give that
Character backup endlessly for this turn.  Example: I play Clark, and my hand is
Ralf and Leona. I use this AC card 51, and backup Ralf, then with Leona, so
Clark gets 1000 BP instead of 700! (no rating)  A similar description was sent
in by Raphael Russell.  He wrote: This does something similar to SP partner,
only with backups, and you can back up any number of times on a particular
character (maximum of 3, maybe lower, depending on the character.)

Card Number: A52
Card Name: Tooptadon
Roy and Tiffany, Rival Schools
Rarity: D
SP Cost: 0
Effect: During this turn, 2 character union attacks use 0 points, 3 character
unions use 5 points.
Comments:  Useful if you have 3 bruisers out who have not supplied you with
enough SP to make a union attack.  (**)

Card Number: A53
Card Name: SP Partner
Anita from Darkstalkers, and Whip (KOF)
Rarity A
SP Cost: 7
Effect: Characters can be brought back into the ring after previously appearing
in this turn
Comments:  I don't really understand the point of this card... (no rating)
Raphael Russell sent in a description of this card, as follows: This lets you
put another character into play.   So let's say you have one character in play
and have 7 SP.  You play your one allowed character per turn, and then you use
this card.  This lets you put another character into play, letting you get past
the one character per turn limit.  Very useful in high end games where 1000
point + characters are popping out every turn.

Card Number: A54
Card Name: Synchro
Billy Kane and Rikuo (I've also heard it's Nagare from Rival Schools Evolution
2.  The little frog is the cursed form of Rikuo from Darkstalkers.)
Rarity: C
SP Cost: 1
Effect: Each player chooses 1 card from the other's pile and keeps it for the
duration of the game.
Comments:  I can't see the use of this card, unless you have nothing but trash
in your deck. (no rating)

Card Number: A55
Card Name: Indulge
Devilot, Cyberbots
Rarity: B
SP Cost: 6
Effect: All character's BP becomes 200
Comments: I can't think of a good use for this card, since it screws you as much
as the opponent. You can follow this card up with K' to wipe everyone else out,
though. (*1/2)

Card Number: A56
Card Name: Glare off
Mai and Chun Li
Rarity: B
SP Cost: 6
Effect: Disables your and your enemy's characters from attacking during this
turn and your enemy's next turn.
Comments:  Cool artwork on this card.  Also, it's useful to stall the opponent
for a turn if they have tough guys out.  (**1/2)

Card Number: A57
Card Name: Shadow
Shadow (secret character in Vampire Savior who would turn into the guy you just
beat for the next match)
Rarity: S
SP Cost: 5
Effect: Change one character to another in the game  (Discard backups)
Comments:  I haven't used this card yet, but if it means what I think it does,
imagine the power.  Change your weakest bum into Geese... or Ryu... or some
other master of destruction.  That's what I thought anyway, this card changes
the character into someone at random.  Not too useful if you ask me. (*)

Card Number: A58
Card Name:  Tri Quiz

Rarity: S
SP Cost: 5
Effect: Choose Grenade, Grace, or Showtime.  Card has that effect.
Comments:  Useful in that you can choose the power you need at that time (****)

Card Number: A59
Card Name:  Reset Button
Sakura's little brother
Rarity: S
SP Cost: 10
Effect: KO's all of your characters.  At the end of this turn, you get another
one.
Comments:  Can be very useful or screw you over royally, depending on how it's
used.  (no rating)

Card Number: A60
Card Name:  Dregs
Terry and Ryu
Rarity: S  (You get this card when you win the game)
SP Cost:  15
Effect: Shuffle pile after all hand cards are returned.  During this turn
Discards become hand cards.
Comments:  This card allows you to use one cool character and whatever cool
Action cards you want that you may have discarded, but 15 SP is a lot for this
sort of thing.  (no rating)

Expert Card Analysis

This is a section where I analyze cards further in detail.

Top 10 character cards

10.  Akari (P)  The ultimate reversal of fortune card.  Always have one in your
deck so that if the opponent starts to overwhelm you, you can wipe out all his
guys and start over.
9.   Haohmaru:  Very useful against guys with weak decks, he can cut right
through them and slash the enemy for some damage
8.   Kyo:  500 direct damage when played and 800 BP.  Nuff said
7.   Jin Saotome:  Good stats and he can go out with a bang when he's hurt.
6.   Zero Akuma / Geese:  The ultimate Heavy Hitters.
5.   Morrigan:  Can turn the tide of a game if used right.  Also 5 SP.  Can't be
Kurfed.
4.   Mech Zangief / Krauser:  Slightly more useful than Geese in my book, since
it also gives lots of SP and has almost as many BP
3.   Terry:  1000 BP and also can't be frozen after attacking.  A great
offensive card.
2.   Yashiro:  Can't be Kurfed.  Can take enemies out of the fight
1.   Akuma:  Do I even need to explain this one?

Top 5 Action Cards

5.  Psyche Up:  5 free SP, what else is there to say?
4.  Makeover:   Very useful when you don't have a good hand.  Also since you
shuffle your cards back into the hand, you don't have to worry about decking
yourself.
3.  Showtime:  Useful for powering up a bunch of heavy hitters
2.  Escape:  You can get a weakened heavy hitter out, then bring them back with
full power or escape a guy like Akuma to use their power again
1.  Tri-Quiz  The most versatile card.  If you need HP, you can get them.  If
you need direct damage, you can do it.  Or you can use the powerful Showtime
effect.

Card Comparisons

Terry vs Ryu

Both have equal SP and BP.  Terry cannot be frozen after attacking which is
nice.  Ryu can dish out 500 damage to an enemy character for the cost of an
action card.  However, this is not always useful.  You may not have an AC card
to drop.  Terry's power is much more versatile, so I have to say it is the more
powerful card.  Both are useful to have however.

Akuma vs Yashiro vs Yamazaki vs Wild Iori vs Evil Ryu

Akuma:  Pros:  Can KO any enemy character, instantly, possibly setting you up
for a free shot.  More versatile in general  Cons:  No SP, can be hit with Kurf

Yashiro:  Pros:  Can return your own guys to hand in an emergency.  Gives 2 SP.
Cannot be Kurfed.  Cons:  Some characters on the enemy's side should not be
returned to enemy's hand, such as Akuma or Nakoruru.

Yamazaki:  Pros:  Can freeze characters, setting up possible free hits.  Gives 2
SP  Cons:  Can be hit with Kurf, Frozen characters come back the next turn.

Wild Iori:  Pros:  Can kill any for with 800+ BP.  Most BP of any of the 5
cards.  Cons:  Can be hit with Kurf if the enemy has a Wild Iori available.
Enemy must have a powerful character for him to Kurf or he KO's himself.  Gives
no SP.

Evil Ryu:  Pros:  Cannot be hit with Kurf.  Gives 3SP.  Can KO anyone who is
frozen.  Can be an effective combo if you have a Puppet card  Cons:  Weaker BP
than most of the others.  Not as versatile.

Final Analysis:  Akuma is #1, because he is the most versatile.  Yashiro is
second, since he can remove your own characters if needed, and behind Akuma
because some characters should not be returned.  Wild Iori is 3rd because of
high BP, and usefulness in high end games.  Yamazaki is 4th because he can allow
for cheap free hits.  Finally is Evil Ryu, since he isn't always useful to play.

Decks and Card Combos

This section is devoted to those who wish to send in card combos or their custom
decks.  If you have one you'd like to share, send em' in.

Here are the 2 decks that I play with

Deck #1:  Smackdown Deck

Theme:  Kill the other guy as fast as possible

Cards:  Terry x2, Yamazaki, Krauser x2, Geese x2, Ryo, Haohmaru, Nakoruru (C ),
Kyo x2, Kyo (P), Yashiro x3, Wild Iori, Akari (P), Ryu x2, Sagat, Akuma x3,
Rose, Evil Ryu, Morrigan, Morrigan (P), Pyron, Jin Saotome x2, Zero Akuma,
Daigo, Hiryu x2, Lucifer, Saki, Mech Zangief, Puppet, Escape, Double KO,
Slaughter, Psyche Up x2, Lucky Kitty x2, Showtime!, Makeover, Revive, Tri Quiz

Deck #2:  Fighting Chance Deck

Theme:  Fun Deck, used when playing lesser opponents

Cards:  Andy, Joe, Billy, Kim, Blue Mary, Ryo, Robert, Yuri x2, Hanzo, Nakoruru
(T), Nakoruru, Rimururu (T), Shiki (T), Benimaru, Shermie, K', Akari (P), Akari,
Athena x2, Sagat, M Bison, Cammy (A), Chun Li (A), Guy, Rose x2, Dan, Juni,
Juli, Demitri, Felicia, Lilith, AKIRA, Kyoko, Saki, Puppet, Escape, Bopper x2,
Slaughter, Hey!Hey!, Lucky Kitty, Round 2, Awakening, Roulette, Revive, Tri-
Quiz.

Card combo, sent in by Mark Franklin

Load your decks with Akumas, Yashiros, and Yamazakis(enough so that you get one
in your opening 6 cards) and have some relatively heavy hitters so that if you
go first (which you should try to learn to do) you can make an absolute killing!
I have 3 Akumas, 2 Yashiros, 3 Krausers(Heavy hitter),  (No Yamazakis.I
know,practice what you preach). I also have about 450 wins and 50 losses. I have
gotten
3-turn, unscathed(NO hurt character of mine) perfects this way!! Here is how it
is possible:

I get:
               A Geese
               An Akuma
               A Yashiro
               A few others that don't matter. Actually my whole deck matters,
but just to make things quick.:p
I go first
I play Geese
He plays Geese(for the sake of an example)
I play Yashiro. Geese returns to his hand
I attack w/Geese
He plays Geese (same one) (he is stupid but o well)
I play Akuma. Geese dies. I attack w/Geese and Yashiro I win,NO MATTER  WHAT!
OK OK if he uses 2 5-SP cards and 2 graces I don't win yet,but he's still
screwed 8 bazillion ways to Sunday and has no hope.

Card Combo sent in by [email protected]

*** make sure you have these cards in the deck for best results:
1. 3 Psyche Ups
2. 3 Grenades  (and your 3 Tri-Quizzes)
3. 3 Earth's Pikes
4. Ryo
5. Kyo
6. Morrigan (P)   (Not necessary, but helpful)
7. Abduction
8. Last Resort
9. Dregs

1.  After having a good defensive team, use a King or a Management to retrieve
your Last Resort.
2.  Last Resort for the following cards in order:
   .Kyo
   .Ryo
   .Abduction
   .Dregs
   .Laundry
or alternate...
    .Storm Rush  (since you don't have any character cards any more anyway)
    .Slaughter
    .Kyo
    .Ryo
    .Dregs  (If you're good, you won't need the Laundry)

2. Anyhow, one of your characters will die, leaving a space open for Kyo (500
direct damage.) Make sure Kyo dies by blocking, or if not, use the Abduction
you're about to get to place him in the discard pile.

3. Stick Ryo in the ring (make damn sure Ryo doesn't die before the big finale)

4. Abduct Kyo if he's not dead already and anybody else BUT Ryo.

5. Use Dregs, which will bring to your hand basically your entire deck for use
(JOY!)

6. Use Ryo's Spirit Surge (discard some useless AC card) to gain oh... about 40
some odd SP.

7. Use your 3 Psyche Ups

8. Place Kyo back out in the ring (another 500 direct damage)

9. Barrage your opponent with your Earth Pikes and Grenades until death.  (3
Earth Pikes = 1500 damage 3 Grenades = 900 damage) and with Kyo's 1000 damage
already, your opponent should be dead.  Also if you add your 3 Tri Quizzes to
the deck, that's another 900 damage.

Deck sent in by Jack Lin -ParanoiaDirtyMix

3 Terry...1000 bp and don't get frozen
3 Andy...taking people's cards out, 800 bp is acceptable, backing-up terry
2 Billy...taking people's AC and see their cards, backing up Krauser and Geese
3 Yamazaki....freeze opponents
3 Krauser....big hitter and 5 sp
1 Geese....bigger hitter
3 Haomaru....can be neat for close fight
1 Kyo...500 HP
1 Kyo (P)....more verstatile than regular Kyo
3 Yashiro...Removing
1 Wild Iori...Gotta love it when Wild Iori KOs a big hitter, but one is enough
1 Wild Leona...Against people with bad deck, Wild Leona is more useful than Wild
Iori
1 Ryu...just 1000 bp and sometimes backing up Terry
3 Akuma...oh well, you tell me
1 Evil Ryu...Combo with Puppet
3 Morrigan...very handy in close fight, I have gotten 7000 hp with Morrigan's
absorbing, and 5 bp
3 Jin Saotome....VERY VERY useful when you don't start first, and 4 bp
2 Puppet...Freeze!
3 Reparation...Removing
1 Double KO...When you face tough opponents, this is a good card
3 Psyche Up....free SP, why not?
2 Shopping....bring 3 great cards back with only 3 sp and draw one more card,
better than Lucky Kitty, and Laundry isn't
that necessary
2 Tri-Quiz...good stuff, 3 uses

Strategy when you don't start first:
KO the opponent first....If Wild Iori can go, let him go first....or if you have
Shopping, let big hitter go first. Jin is actually very handy because if he
counters a 700 bp card, he will have 100 left, then he can kill another
person.....

This deck has loads of sps, so double-team, triple-team, or AC usage shouldn't
be a problem.  In a 3000 hp game, you need to play very carefully.....If you
start first, without Geese/Krauser, but with Morrigan and Akuma, go for Morrigan
first.  She's only 700 bp so Wild Iori can't kill her, then pull our you Akuma,
and let Morrigan go draining.  On the next round, if both Morrigan and Akuma
attack (2 on 1, in case you don't have KO/Removing/Freezing cards), CPU will
counter Akuma, so you drain another 700.

PUT MORRIGAN ON THE VERY RIGHT....In a 2 on 1 situation, when Morrigan and the
other guy have the same amount of bp, CPU will choose to counter the leftmost
card, so Morrigan and keep draining!

Deck Name: Akuma's Hatred (by Gouki)
Yamazaki x 3, Krauser x 3, Geese x 3, Rimnerel x 2, Kyo x 3, Chizuru x 2,
Yashiro x 3, Wild Iori x 3                 Chun Li x 3, Akuma(Shoush!) x 3, Evil
Ryu x 3, Morrigan(P) x 3, Zero Akuma(Shoush!) x 3, Tessa x 1
Mech Zangief x 3, Puppet x 1, Earth's Pike x 2, Double Ko x 2,  Slaughter x 2,
Tri Quiz x 1,
Reset Button x 1

Card combo sent in by Jay Tse

Cards needed:

3 Sougetsu, 2 Slaughter, Last Resort, Dregs, Lucky Kitty, Laundry, Storm Rush, 3
Psyche ups, and lots of high sp or sp generating cards.

Optional Cards:

Felicia, Saki, Morrigan(P), Jin Saotome, Akari(P), Haggar, Kazuki, Management,
TriQuiz, Showtime.

You'll need about 25-30sp and Storm Rush and Last Resort in hand before you
start.

1. Clear the ring (Haggar, akari (P), Slaughter etc.)  Place a card in ring
(preferrably a Card that can KO itself so you can free up a spot later)

2. Use Storm Rush

3. Use Last Resort and pull out: Lucky Kitty, Slaughter, Sougetsu, Sougetsu,
Dregs and hope opponent does not use ChunLi (A)

4. When your turn starts, use Lucky Kitty, then use Slaughter (if necessary),
then place Sougetsu in ring, opponent will have no Character cards in hand or
ring and can't draw next round (opponent cannot defend).

5. Place 2nd Sougetsu in ring, attack with first Sougetsu (700 damage)

6. Use Dregs, place last Sougetsu in ring, use all your Psyche-up cards, use
Storm Rush and then try to use as many action cards as possible but use Laundry
Card last so you can recover your deck.  Atack with first 2 Sougetsu  (1400
damage, more if you use TriQuiz/Showtime or backup with Kazuki)

7. If opponent still has HP, attack with all three Sougetsu (2100+ damage)

This combo deals out minimum 4200 damage if you manage to pull it off.  Even if
they survive (not likely) they'll be screwed like you wouldn't believe.

Deck sent in by Ryan Brown

          My Deck

       2 Terry
       2 Krauser
       1 Geese
       1 Haohmaru
       2 Nakoruru (c)
       1 Kyo
       2 Yashiro
       1 Orochi
       3 Wild Iori
       2 Wild Leona
       2 The Wanderer
       1 Ryu
       1 Akuma
       3 Rose
       3 Morrigan
       1 Jin Saotome
       2 Diago
       1 Lucifer
       1 Seraphic W
       3 Grace
       3 Psyche Up!
       3 Best Shot
       2 Lucky Kitty
       3 Awakening
       1 Showtime
       2 Makeover
       1 Tooptadon

Strategies sent in by Ryan Brown

Stategy #1  Bite the bullet
Always remember that when a card attacks it can not counter attack you in the
next turn sometimes it's worth it to take a 2000 point hit if you have two  1500
cards. Consider the gain in damage from not countering before you decide.

Strategy #2 Choose your own hand
The best action cards are not always the ones with the higher rarity. (In fact
their usually not.) cards like Best Shot, Lucky Kitty, and Makeover, let you
draw new cards for a low sp use. also Cha cards like Rose and Mai that let you
remake your hand are invaluble. The more cards you draw into your hand, the more
likely you are to get that one card that you wish you had in your hand. Make
your own luck.

Strategy #3 Start Low
When you have a the inititive of the first turn put out the lowest bp highest sp
card in your hand.  By having a low card you have a spare card to counter his
attacks and can then use your high bp cards without them loosing so much bp to
other cha cards.

Strategy #4 Morrigan!!
No matter where you are in the game ALWAYS have as many Morrigans in your deck
as you can. Her special ability, blood sucker, gives you the amount of hp that
you damaged the  other player. This doubles the distance between you and the
player and can be a decideing factor. A 700 Morrigan with an Awakening can put a
distance of 2000 points between you and the opponent each time she hits. And the
more HP you have the more risky moves you can safely make.

Strategy #5 Set to Stun
Never counter attack to kill. Your aim should always be to force the player to
have three 100 cards in his ring. If your playing the AI he will usually attack
with all three when this happens, thus letting you go straight to the Players
HP.

Strategy #6 The bigger they are...
Work hard to get as many Ko'ing Cards as you can. The most deadly combo in the
game is three
Akuma's Akuma will KO one Cha card and if he cant counter attack let the others
in your ring attack the player. Always remember that the object is not to kill
their Cha cards but the player themselves. Also remember that Wild Iori will
take out anything with a bp higher than 800 don't put him out against an 800
Andy if you know the player has a lot of high BP cards like Geese or Krauser.
There's nothing worse than seeing you Geese card Ko'd the turn after you put him
out. Save you Wild Ioris for those definitive moments if you can.

Strategy #7 Don't get cocky
A game is never set in stone until the final attack. If a player gets a
slaughter and kills all your Cha cards they may have had 100 health but if he
gets a strong combo he can take you out no matter how high you HP is. I've been
in matches when I had less than a thousand hp and almost certain death and the
AI would do something stupid and loose the match. This AI has the added benifit
of making mistakes occasionally. Never give up but never assume you've won until
you see the 0 Hp

Strategy #8 Saving SP
Sp's main use is for unite attacks. don't waste your Sp on small action cards
when you can do a unite attack. Also have at least one Tooptedan no matter how
good your cards are. This has saved many of the games I've played.

Strategy #9 Trap 'em
The optimum position to be in is the opponent with one lower card in his ring
and you with two higher cards. Always try to find a way to force your opponent
to have to put a new card out to defend himself and be unable to attack. Even if
you can only hit him for 100 HP, as long as your chipping away and preventing
him from attacking your will have plenty of time to gather cards to build a
strong attack. Be warned however that he also has the same amount of time.
Always be aware.

Strategy #10 TAKE RISKS
The only way you will be able to beat people with better decks than yours is to
take risks. Let them hit you for 1300 damage if it means you'll be able to hit
them with Morrigan. You never know what you will draw so in a desperate
situation play like you've got nothing to lose. Mainly though, focus on learning
the cards, each has its own good situation in which it becomes that winning card
that you don't ever want to take out.

Strategy #11 Save your Crap
Crappy D and C cards are useless later in the game. Save them up for one big go
at the trading machines. Note that to get Jin Saotome you have to trade a ton of
cards, same for Akari(p)  Also If you want to win at the slots save before you
play and set a specific number of cards you want to try before you restart. Then
go to the card trader and trade away. Try to get 5 each of Rimnerel(c) and
Galford, or Cammy (a) and Ryu(a). Trade them in for a special card.

Note:  You can get Akari P and Jin from either trade machine.  Also, you can
only get one Nakoruru and one Chun Li A from Trade machines.  To get more, you
must go to the auction.  This info was sent in by Shuriken Zero.

Computer AI Strategy

The computer will defend against your attacks using the following reasoning:

1. Unite Attacks
2.Characters with highest BP
3. Characters on the left side

In other words, you can horribly exploit them with some proper evil tactics.  1)
The always united strategy mentioned above.  2)  Play characters with good
special powers on your right side, especially Morrigan.  I find it funny that
the CPU counters a guy with 700 BP on the left side, while Morrigan does 700
damage AND restores 700 of your HP

Deck and Strategy sent in by Robert Currie

2 terry
3 yamazaki
3 krauser
1 geese
1 haohmaru
2 kyo
3 yashiro
3 akari (p)
3 akuma
3 morrigan
3 jin saotome
3 zero akuma
3 haggar
3 saki
1 mech zangief
2 escape
3 peacemaker
2 reparation
2 schools out
2 double ko
1 lucky kitty
1 laundry

I use the haggars akaris and school's out to reset the board in my favor.  The
saki's get my combos rolling along with the lucky kitty, if you don't have all
the cards, rose works well and Mai for getting your combo out.

The yamazaki, yashiro, and akuma with peacemaker and escape and saki work
awesomely.  I play the 20 man tournament and almost always win on my 3rd turn.
I usually play a jin saotome first, because I can either block a card less than
800, then use the ability, reseting the board and getting a two to one card
advantage.  This deck is total control and it doesn't really matter what deck
the opponent plays, his cards are irrelavant.  the only card than can slow you
down is guile, and you have plenty of ways to deal with that.  Against humans, I
have yet to find anyone to play me more than 1 or two times because they say its
unfair.  I often play a saki to get yashiro or akuma (if I need sp I get
yashiro) then play yashiro bouncing the opponents card back, then the next turn
I'll play another yashiro or akuma, followed by either a schools out or a
peacemaker on yashiro and one of their cards.  If you don't like the idea of
them bring a card back out, ie an akuma or other triangle card, get your own
akuma with saki, or use double ko instead of peacemaker.  Yashiroing your own
akuma to replay it is also good.

Deck Sent in by Mr. Kunio

My Deck, titled the "Hey, I don't have Zero Akuma, Geese or Krauser but this
deck still rocks" deck.
1 Ryu
1 Ken
2 Sagat
1 M. Bison
1 Akuma
1 Sakura
1 Juni
1 Juli
2 Twelve
1 Morrigan
2 Pyron
2 Hayato
3 Daigo
1 Falcon
1 Hiryu
1 Mega Man
3 Ryu (B)
1 Mech Zangief
1 Terry
1 Andy
1 Joe
1 Ryo
1 Kyo
3 Double KO
1 Seraphic W
3 Grace
2 Psyche Up!
2 Lucky Kitty
1 Awakening
2 Showtime!
1 Laundry
3 Tooptadon
1 Tri-Quiz

Decks and combos sent in by La Var J Foxworth

Deck 1 - Excaliber Deck (My "stronger" versatile desk)
Characters: Terry, Andy, Krauser, Geese, Haohmaru, Hanzo, Nakoruru (C), Nakoruru
(T), Rimnerel (T), Sougetsu, The Ump, Kyo, Kyo (P), Yashiro, Shermie, Wild Iori,
Wild Leona, K', Akari (P), The Wanderer, Athena, Guile, Sagat, M. Bison, Akuma,
Chun-Li (A), Guy, Rose, Juni, Juli, Twelve, Evil Ryu, Morrigan, BB Hood, Lilith,
Jin Saotome, Daigo, Haggar, Mega Man, Ryu (B), Nina, Mech Zangief
ACs: Substitute, Makeover, Shopping x2, Tooptadon, Tri-Quiz x2, Dregs

Desk 2 - Masamune Deck (My "weaker" versatile deck)
Characters: Andy, Joe, Mai, Billy, Blue Mary, Yamazaki, Krauser, King, Nakoruru
(C), Nakoruru, Kazuki, Sougetsu, Shiki (T), Kyo, Benimaru, Shingo, Yashiro,
Shermie, Akari (P), Kagami, Athena, Ryu, Ken, Guile, Sagat, Akuma, Morrigan,
Morrigan (P), Pyron, Q-Bee x2, Jin Saotome, Blodia, Zero Akuma, Batsu, Kyosuke,
Hinata, Akira (Unmasked), Daigo, Damnd, Saki, Mech Zangief
ACs: School's Out, Earth's Pike, Shopping, Laundry, Tooptadon, Tri-Quiz x2,
Dregs

Here are my Card Combos:

1. Rimnerel (T) and Evil Ryu : The Perfect Couple
Have Rimnerel (T) uses her ability and  then bring Evil Ryu for the kill. No one
lives.
2. Blue Mary and Yamazaki: The Pinners
Bring Yamazaki in to freeze any card and then use Blue Mary's ability to lock
that character in.
3. Blue Mary, Yamazaki or Rimnerel (T) + Evil Ryu: Planned Homicide
Use Blue Mary, Yamazaki/Rimnerel to pin any character, and then bring Evil Ryu
in the next turn for the kill.
4. Jin Saotome , Batsu and any cards, preferably a powerful one
Have Batsu and your power card ready and then bring Jin in and blow away your
opponent's defenses to get some hits.
5.  Guile and the triangle gang
Guile is the perfect buddy for the people that have double edge triangle
abilities. For guys like J. Talbain and Wild Iori where you need them without
the problems of putting them out.

This deck was sent in by Sci Wild.

2 Terry
2 Andy
2 Billy
3 Krauser
3 Geese
3 Haohmaru
1 Nakoruru(C) (for emergencies)
1 Kyo
1 Kyo(P)
3 Yashiro
1 Shermie (backup)
1 Orochi
3 Wild Iori
1 Ryu
1 Ken
3 Akuma
1 Evil Ryu
1 Jin Saotome
3 Zero Akuma
1 Diago
2 Hiryu
1 Lucifer
1 Ryu(B)
1 Saki
1 Puppet (for evilryu and getting around marachnid)
2 Earth's Pike
1 Grace
1 Tooptadon
3 Tri-Quiz

Contributors

Below is a list of people who have contributed cards or other info to the FAQ

Rybolt  (Several Cards)
Komejin (Info on ? backups)
Jet Acevedo (Partial list of ? backup characters)
Iori Yagami  (Several Cards)
Danyal Herder  (Card info)
KTP  (Card Info)
Call me Ishmael  (Card info and info about the 20 man tourney in Vegas)
Zleon99 (? Backups)
[email protected] (? Backups)
Mark Franklin
La Var J. Foxworth
M Meevasin (for letting me use the ? backups from his FAQ
Shuriken Zero (Info on pictures on Action cards)
Razorclaw X (Info on pictures on Action cards)
EdoImpact:  Sent me several origins of action cards
Liquidator (a couple of ? backups I missed)
There are probably others, who sent me stuff on various cards and whatnot, I
forget to list them here, but they are listed along with their contributions.