Unpublished Work Copyright 2000-2003 Patrick de Vogel
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SSSSSSSSS SSS SSS SSS SSSS VVVVVVVVVVVVV
SSSSSSSSSS SSSS SSS SSS SSSS V V VV V
SSS SSSSS SSS SSS SSSS V V V VVVV
SSSSSSSSS SSSSSS SSS SSSSSSS V V VV VV
SSSSSSSSS SSS SSSSSS SSSSSSS VV V VVVVV VVV
SSS SSS SSSSS SSS SSSS V V VVVVV V V
SSSSSSSSSS SSS SSSS SSS SSSS V VV V V
SSSSSSSSS SSS SSS SSS SSSS VVVVVVVVVVV VV
CCCC CCCC CCCCCCC CCCC CCCCC CCC CCCCC
C C C C C CC C C CC CCC C
C CC C C C CC C C CC CC CCC CC C CC
C C CC C C C C C C CCCCC CCC CC C
C C CCC C C CC CCCCC CCC CC C C C
C CC C CC CC CC C CC C CCC CC CCC C
C C CC C C C CC CC CCC C
CCCCCCCCCCCCCCCCCC CCCCC CCCCC CCCCCCCCCC
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THE MATCH OF THE MILLENNIUM
*******************************************************************************
SNK vs CAPCOM: Match of the Millennium is (C) SNK CORPORATION and (C) CAPCOM
CO., LTD 1999
SNK VS CAPCOM: Match of the Millennium In-Depth Combo FAQ v0.6b
By Patrick de Vogel (aka Rockman Pocket)
<
[email protected]>
===============================================================================
VERSION HISTORY
===============================================================================
Version 0.6b - 04/09/03
- Ran a spell check on the FAQ. I'll leave it that ^_^;
Version 0.6 - 27/02/03
- Basically updated everything except the combos! Divided the various parts
of the FAQ into different sections and added a lot of new ones to the ones
that already existed. Rewrote a lot of old sections, which ironed out the
errors that eluded me in the past. OK, so I did add some new combos, but
most of them are very trivial, check out Kyo's and Ryu's sections for the
biggest additions (you'll have to track down the other new ones yourself).
Finally, check out the Bugs section for an interesting programming error
and the Infinites section for a new Infinite for both Athena and Geese.
Version 0.5b - 05/06/02
- Partially rewrote the intro for Dan and Felicia in the Special section.
With any luck those were the last few mistakes in the FAQ...
Version 0.5 - 05/06/02
- It certainly took me long enough didn't it ;) I've added, changed and
removed so much it's impossible to list it all here. The biggest update
was definitely made in the Special section, it now takes up almost half
of the FAQ! I've also added a ton of "normal" combos and did my best to
remove all errors that I had made in previous updates.
Also added a function that should make navigating the FAQ easier. Use the
search function of whatever program you're reading this with and type
SNK/CAPxx to fast forward to that character's section in the FAQ. Replace
the "xx" with the number assigned to a character in the TOC above.
Version 0.41 - 26/04/01
- Removed the Entry Mode bug. I suggest you don't try it out yourself if you
know how to do it...
Version 0.4 - 25/04/01
- Corrected some typos from the previous update (shouldn't have rushed it out
so soon). Added two new subsections in the Special section, namely "VS Dan"
and "VS Chun-Li (Counter Mode)". Both new subsections have a lot of new
combos and infinites, so check them out. Also added an Entry Mode bug, which
you can find in the Weirdness section. Finally, I added a plug to where you
can find MotM combo videos (done by yours truly), be sure to check those out
if you're into that kinda thing.
Version 0.3 - 01/04/01
- Spent most time cleaning up the move lists and adding the Special section.
Because of that I had very little time adding new normal combos, but I'm
sure the trade-off was worth it. I also added a little Counters sub-section
in the Combo Techniques section, be sure to read that.
Version 0.2 - 10/02/01
- Added more than 300 combos, fixed a couple of stupid mistakes, revised a
little bit of text here and there and added some other things. Removed the
secrets section though. Pretty good update if I may say so myself.
Version 0.1 - 14/11/00
- You're reading it right now! What originally started out as a Match of the
Millennium (MotM) Combo FAQ turned out to be an in-depth MotM FAQ. I'm
missing some move names and combos (especially Rush Mode combos), but those
can wait until a later revision.
===============================================================================
TABLE OF CONTENTS
===============================================================================
PART 1 - INTRO
PART 2 - CONTROLS
Section 01: CONTROLS LEGEND
Section 02: FAQ ABBREVIATIONS
Section 03: SHORTCUTS
PART 3 - GAMEPLAY OVERVIEW
Section 04: GAMEPLAY ELEMENTS
* 01) Life Meter
* 02) Guard Meter
- 2a) Morrigan Exception
* 03) Super Meter
* 04) Stun Meter
* 05) Timer
Section 05: GAMEPLAY MODES
* 01) Single
* 02) Tag
* 03) Team
Section 06: FIGHTING STYLES
* 01) Average Mode
* 02) Counter Mode
* 03) Rush Mode
* 04) Ability Chart
Section 07: UNIVERSAL ABILITIES
* 01) Normal Moves
* 02) Command Moves
* 03) Special Moves
* 04) Super Moves
* 05) Blocking
- 5a) Air Blocking
* 06) Throwing
- 6a) Air Throwing
* 07) Counter Hits
* 08) Cross-Ups
Section 08: SPECIAL ABILITIES
* 01) Forward & Backward Dash
- 1a) Hop Canceling
* 02) Run
* 03) Evade
- 3a) Counter Blow
* 04) Critical Hits
* 05) Alpha Counter
* 06) Guard Cancel Tag
* 07) Knockdown Recovery
* 08) Taunt
Section 09: UNIQUE ABILITIES
* 01) Autoguard
* 02) Flying
* 03) Offensive Dash
* 04) Double Jump
Section 10: COMBO TECHNIQUES
* 01) Two-in-Ones
- 1a) Command Moves
* 02) Chain Combos
- 2a) Kara Canceling
- 2b) Tapping
* 03) Links
* 04) Juggling
- 4a) Counter Hits
Section 11: OTHER TECHNIQUES
* 01) Fireball Canceling
PART 4 - CHARACTER MOVELISTS & COMBOS
- SNK Side - CAPCOM Side
* 01 Kyo Kusanagi * 01 Ryu
* 02 Terry Bogard * 02 Ken Masters
* 03 Iori Yagami * 03 Chun-Li
* 04 Ryo Sakazaki * 04 Morrigan Aensland
* 05 Mai Shiranui * 05 Felicia
* 06 Haohmaru * 06 Zangief
* 07 Nakoruru * 07 Sakura Kasugano
* 08 Athena Asamiya * 08 Dan Hibiki
* 09 Leona Heidern * 09 Guile
* 10 Yuri Sakazaki * 10 Akuma
* 11 Akari Ichijo * 11 B.B. Hood
* 12 Geese Howard * 12 M. Bison
* 13 Orochi Iori * 13 Evil Ryu
PART 5 - SPECIAL
Section 12: VS CHUN-LI
Section 13: VS CHUN-LI (Counter Mode)
Section 14: VS DAN
Section 15: VS FELICIA
Section 16: INFINITES
Section 17: BUGS
PART 6 - MISCELLANEOUS
Section 18: THE ROOTS
* 01) Character Origins
* 02) Background Origins
* 03) BGM Origins
* 04) Alpha Counter Origins
* 05) Counter Blow Origins
Section 19: PRE-FIGHT INTROS
Section 20: CAMEOS
Section 21: STAFF BACKGROUND
PART 7 - PERSONAL STUFF
Section 22: RAMBLINGS
Section 23: COMBO VIDEOS
Section 24: CONTACTING ME
Section 25: CREDITS
PART 8 - GAME STAFF
PART 9 - DISCLAIMER
===============================================================================
PART 1 - INTRO
===============================================================================
New FAQ, new intro... Well, the FAQ is more and more becoming an "In-Depth
FAQ" instead of an "In-Depth Combo FAQ". Not because the number of combos is
decreasing, but because the other stuff is slowly catching up to the combos
section. Make no mistake about it, this is still a Combo FAQ foremost, but
besides combos you'll now find a lot of useful gameplay information and
SNK vs Capcom related trivialities in this FAQ too.
So, if you came here to learn something about the game I hope my FAQ will
be of help. If you came here to check out the many combos I hope you'll
find what you're looking for. Enjoy!
===============================================================================
PART 2 - CONTROLS
===============================================================================
-------------------------------------------------------------------------------
Section 01: CONTROLS LEGEND
-------------------------------------------------------------------------------
UB U UF Up-Back Up Up-Forward
\ | /
B -- N -- F Back Neutral Forward
/ | \
DB D DF Down-Back Down Down-Forward
TA - Tap Punch (Jab)
TB - Tap Kick (Short)
A - Hold Punch (Fierce)
B - Hold Kick (Roundhouse)
-------------------------------------------------------------------------------
Section 02: FAQ ABBREVIATIONS
-------------------------------------------------------------------------------
S - Standing JC - Cross-up
C - Crouching AB - Taunt
J - Jumping CB - Counter Blow (only in Counter Mode)
QCF - Quarter Circle Forward
QCB - Quarter Circle Backward
FTD - Quarter Circle from Forward to Down
BTD - Quarter Circle from Back to Down
HCF - Half Circle Forward
HCB - Half Circle Backward
DP - Dragon Punch motion / Forward, Down, Down-Forward
RDP - Reverse Dragon Punch motion / Back, Down, Down-Back
CBF - Charge Back then Forward
CDU - Charge Down then Up
360 - 360' Circle motion
720 - 720' Circle motion
FBF - Forward, Back, Forward
BFD - Back, Forward, Down
CBFBF - Charge Back, Forward, Back, Forward
CDB, DF, DB, UF - Charge Down-Back, Down-Forward, Down-Back, Up-Forward
RS - Raging Storm motion / Down-Back, Half Circle Backward, Down-Forward
(C) - Combo only works in Corner!
(j) - You must hit your opponent while he's in the air!
(air) - Move must be done while in the air.
(LV1) - Super must be done at Level 1.
(LV2) - Super must be done at Level 2.
-------------------------------------------------------------------------------
Section 03: SHORTCUTS
-------------------------------------------------------------------------------
QCF - DF, F HCF - DB, QCF 360 - DF, QCB, UB 720 - DF, QCB, UB x 2
QCB - DB, B HCB - DF, QCB DB, QCF, UF DB, QCF, UF x 2
FTD - DF, D DP - DF, D, DF UF, FTD, DB UF, FTD, DB x 2
BTD - DB, D RPD - DB, D, DB UB, BTD, DF UB, BTD, DF x 2
===============================================================================
PART 3 - GAMEPLAY OVERVIEW
===============================================================================
-------------------------------------------------------------------------------
Section 04: GAMEPLAY ELEMENTS
-------------------------------------------------------------------------------
00) Intro
01) Life Meter
02) Guard Meter
03) Super Meter
04) Stun Meter
05) Timer
__________ _________________
00| Intro \ /GAMEPLAY ELEMENTS\
===============================================================================
Below I'll briefly talk about the 5 basic elements that exist in virtually
every fighting game, including MotM.
______________ _________________
01| Life Meter\ /GAMEPLAY ELEMENTS\
===============================================================================
The Life Meter is that good old yellow bar at the top of your screen. It
represents a character's amount of Hit Points. Each time you're hit you will
lose some life, which shows on the Life Meter by turning the yellow into red.
If a player loses too much life and his Life Meter is totally red he will lose
the round. You'll notice that before the yellow turns into red the Life Meter
will flash white for a brief moment. During this moment the damage will be
scaled if you're doing a combo.
You will lose life at any time you're not Blocking an attack by your opponent.
If you do Block his attack you will still lose some life, called Block Damage,
if his attack is a Special or Super Move. You will not receive Block Damage if
you Block Normal and Command Moves.
Each character has his/her own amount of Hit Points. Choosing a gameplay mode
or fighting style doesn't alter a character's amount of Hit Points in any way.
Even handicapping yourself in Tag or Team battles will not give you any Hit
Point boost. It is possible to tell in which category a characters amount of
Hit Points falls, so below is a chart showing just that. The characters are
listed in the order of most Hit Points to the least.
HIT POINTS CATEGORY
---------------------------------------------------------------------
01 || Zangief
---------------------------------------------------------------------
02 || Kyo, Iori, Ryo, Geese, Ryu, Ken, Dan (!), M. Bison
---------------------------------------------------------------------
03 || Terry, Mai, Haohmaru, Nakoruru, Athena, Leona, Yuri, Akari
|| Chun-Li, Morrigan, Felicia, Sakura, Guile, Akuma, BB Hood
---------------------------------------------------------------------
04 || Orochi Iori, Evil Ryu
---------------------------------------------------------------------
So there you have it, Zangief can take the most punishment, while Orochi Iori
and Evil Ryu can take the least. Even though the difference between categories
1 and 4 is quite apparent, the only difference you'll notice between 2 and 3
is when doing really damaging moves or combos.
_______________ _________________
02| Guard Meter\ /GAMEPLAY ELEMENTS\
===============================================================================
The Guard Meter is the little blue bar underneath your Life Meter. As long as
it is filled you can safely guard against your opponent's attacks. The Guard
Meter can be depleted by Blocking your opponent's Normal, Command and Special
Moves, regardless if you're Blocking on the ground or in the air. Super Moves
will not drain a Guard Meter. The amount of damage done to the Guard Meter is
dependant on the amount of damage the move that hit you did. If your Guard
Meter is totally depleted your character will get out of his Block animation
and into his Guard Break animation, leaving you open to attack. If you have
not Blocked anything in a while your Guard Meter will start to refill
automatically.
Each character's Guard Meter has the same length, choosing a Gameplay Mode or
Fighting Style will not alter the length of his Guard Meter. Even handicapping
yourself in Tag or Team battles will not affect your Guard Meter.
______________________ _________________
2a| Morrigan Exception\ /GAMEPLAY ELEMENTS\
===============================================================================
Remember how Super Moves don't deplete the Guard Meter? Well, for some reason
Morrigan's Finishing Shower does. And quite a lot too. At Level 2 the Super
Move will chip of more than half of the Guard Meter.
_______________ _________________
03| Super Meter\ /GAMEPLAY ELEMENTS\
===============================================================================
At the bottom of the screen is your Super Meter. The Super Meter is different
for each Fighting Style, but ultimately does the same thing for all of them;
a filled Super Meter will let you do a Super Move. Below are the basic actions
that increase your Super Meter.
Action
------
Performing a Special Move
Landing a Normal Move
Landing a Command Move
Landing a Special Move
Landing a Throw
Having an Attack Blocked
Blocking an Attack
Taking Damage
I'd post the amount of Super Meter these actions give you, but I don't have
all of the data. Still, logic dictates that hard attacks will give you more
Meter than light attacks.
Each fighting style has a different Super Meter, which not only can be filled
differently, but also has a different length. Below is a chart detailing all
the ways a Super Meter can be filled.
____ ____ ____
Action / AM \ / CM \ / RM \
--------------------------/------\/------\/------\
Performing a Special Move | >< || || >< |
Landing a Normal Move | >< || || >< |
Landing a Command Move | >< || || >< |
Landing a Special Move | >< || || >< |
Landing a Throw | >< || || >< |
Landing a Counter Blow* | || >< || |
Having an Attack Blocked | >< || || >< |
Blocking an Attack | >< || >< || >< |
Taking Damage | >< || >< || >< |
Power Build* | || >< || |
--------------------------|------/\------/\------/
* - only possible in Counter Mode
Below are the Super Meter lengths for each Fighting Style. Note that they're
based off of how long in pixels they are. Since the lowest amount of Super
Meter you can gain is 1 pixel I assume these are the right figures, or at
least extremely close to them.
Super Meter Lengths
-------------------
Average Mode - 32 first Level, 24 second Level, 56 total
Counter Mode - 48 a Level, 48 total
Rush Mode - 48 a Level, 144 total
As you can see Average Mode charges up a single Level of Meter the fastest
and charging all three Levels in Rush Mode would take the longest amount of
time. In reality though the Counter Mode Meter usually takes the longest to
charge up. Average Mode still charges up a single Level up the fastest, but
thanks to the fact Chain Combos don't cut on the amount of Meter Normal Moves
give you, charging up a single Level isn't that much of a problem.
Finally, having a fully charged Super Meter in Counter Mode gives you a
damage boost for as long as the Meter is maxed. If you end a round with
a maxed Meter it will be one pixel away from being full at the start of
the next round.
______________ _________________
04| Stun Meter\ /GAMEPLAY ELEMENTS\
===============================================================================
The Stun Meter is not visible and is kept track of by the game internally.
When your Stun Meter reaches a certain value your character will fall to the
ground and get up in his/her dizzy animation. During this animation stars
will be flying around his/her head and they'll be totally open to attack for
a short time. If you wiggle the joystick and mash the buttons while dizzy
your dizzy animation will speed up and you'll get out of a dizzy sooner than
normal. If you haven't been hit for a certain amount of time your Stun Meter
will reset automatically.
The amount of 'Stun Damage' you do is directly linked to the amount of damage
the move you hit your opponent with can do. Hitting them with hard attacks
will get them dizzied sooner then if you'd hit them with light attacks.
__________ _________________
05| Timer \ /GAMEPLAY ELEMENTS\
===============================================================================
In the center of the top of the screen is the Timer. It keeps track of the
amount of time remaining for a match. When the Timer reaches zero the person
with the least amount of life will lose the round. Simple, eh.
-------------------------------------------------------------------------------
Section 05: GAMEPLAY MODES
-------------------------------------------------------------------------------
00) Intro
01) Single
02) Tag
03) Team
__________ ______________
00| Intro \ /GAMEPLAY MODES\
===============================================================================
Before choosing your Fighting Style you'll have to choose in which Mode you
want to play. Choosing a Mode doesn't affect how you play individual
characters, rather how you play the game in general.
___________ ______________
01| Single \ /GAMEPLAY MODES\
===============================================================================
Single is like playing a standard one on one StreetFighter game. You and your
opponent both choose a character to play with and have them fight it out until
one of you two wins the most matches out of 3.
________ ______________
02| Tag \ /GAMEPLAY MODES\
===============================================================================
Tag is a lot like playing one of Capcom's Marvel VS Capcom games. You select
two characters and at any time during a match you can switch between them by
pressing Back+AB. Also unique to this Mode is the Guard Cancel Tag ability,
which lets you cancel your Block animation and do a Tag with your partner.
If your character is damaged you can Tag out and while that character is
off-screen he will steadily gain back a small amount of life. Note that
there are two ways for coming back onto the screen. If you come back onto
the screen by Tagging out your current character, the new character will
come back onto the screen with a limb stretched out that can hit your
opponent, but... when your character hits the ground he'll go into a Taunt
animation, during which you're 100% open to attack. The other way of coming
back onto the screen is by having the current character die. In that case,
your opponent will be stuck in his standing animation until you touch the
ground. You won't come onto the screen attacking, but you also won't do a
Taunt.
Note that when selecting your characters you can press Option to skip
choosing a second character. Handicapping yourself this way doesn't give
you any benefits though.
_________ ______________
03| Team \ /GAMEPLAY MODES\
===============================================================================
Team plays basically like the standard King of Fighters three versus three
matches. You can choose three characters for your team and battle against
your opponent's three characters. There are no exclusive abilities for Team
battles, though you can re-arrange the order of your character at the order
select screen. This adds a slight strategic element to Team.
Like Tag you can press Option at the character select screen to skip choosing
a second and/or third character. Like Tag you won't get benefits for doing
this.
-------------------------------------------------------------------------------
Section 06: FIGHTING STYLES
-------------------------------------------------------------------------------
00) Intro
01) Average Mode
02) Counter Mode
03) Rush Mode
04) Ability Chart
__________ _______________
00| Intro \ /FIGHTING STYLES\
===============================================================================
After choosing a Gameplay Mode you must choose a Fighting Style. These
Fighting Styles will seriously affect the way you play the game, since
they'll give you abilities you can only get in those Fighting Styles.
There are 3 Fighting Styles in total and only Counter Mode is an obvious
clone of an existing fighting game (Extra Mode in King of Fighters namely).
Average and Rush Mode are also based on other games, but they're mishmashed
in such a way that saying they represent a single game would be silly...
_________________ _______________
01| Average Mode \ /FIGHTING STYLES\
===============================================================================
Meter Style:
- Two tiered Super Meter
Levels of Supers:
- Level 1
- Level 2
Special Abilities:
- Dash
- Back Step
- Alpha Counter
- Guard Cancel Tag
- Air Blocking
- Knockdown Recovery
- Taunt
===============================================================================
Average Mode has a little bit of everything. It's basically a stripped down
King of Fighters engine dressed up with the StreetFighter Alpha Super Meter.
Average Mode is pretty true to its name, it's got a little bit of everything
which makes it well suited for basically all characters. The real edge Average
Mode has is the StreetFighter Alpha-like Super Meter, which not only charges
up really fast, but also is the only one that allows easy access to Level 2
Super Moves.
PROS
+ Charging up the Super Meter in Average Mode is generally the faster than
in Counter and Rush Mode.
+ The Super Meter can easily be charged to Level 2.
+ Offers all basic abilities.
+ Characters do more damage than in Rush Mode.
CONS
- When your Super Meter is charged to Level 2 you can't use Level 1 Supers
anymore.
- With only 2 Levels of Super Meter, Alpha Counters are just too expensive.
- Characters do less damage than someone in Counter Mode with a charged
Super Meter.
_________________ _______________
02| Counter Mode \ /FIGHTING STYLES\
===============================================================================
Meter Style:
- Manually Chargeable Meter
- Desperation Meter
Levels of Supers:
- Level 1
- Level 2
Special Abilities:
- Back Step
- Evade
- Counter Blow
- Power Build
- Critical Hits
- Alpha Counter
- Guard Cancel Tag
- Air Blocking
- Taunt
===============================================================================
Counter Mode is virtually the same as King of Fighter's Extra Mode. You can't
do Rolls, Variable Jumps or Dash forward (REALLY strange you can't Dash btw),
but aside from that it's the same thing. Out of the three Fighting Styles
this is the hardest one to use. Having the ability to Evade and Counter your
opponent's moves is very useful by itself, but Counter Mode lacks an edge
that makes successfully playing it really hard. By the very nature of this
Fighting Style you'll be doing a lot of turtling and evading, but capitalizing
on your opponent's mistakes can be hard because you can't Dash forward and
Super Moves are generally not available, unless you charge up for them, which
will leave you very open to a counter attack yourself. The lack of Super Moves
is kinda balanced by the fact that your character will do random Critical Hits
which do crazy amounts of damage, especially when there are happening several
of them in a multi-hitting move. Still, this Style is recommended for experts
only.
PROS
+ When at very low health you'll have unlimited Level 1 Supers!
+ Manually charging your Super Meter is relatively fast.
+ As long as your Super Meter is fully charged you'll do more damage!
+ Your countering abilities are slightly expanded. As long as your Super
Meter is filled, Normal Moves are Counter Hitable, which is not possible
in the other Fighting Styles.
+ Special Moves will do random Critical Hits, which can do crazy amounts
of damage in multi-hitting moves.
+ You can Evade and counter attack almost anything.
CONS
- Level 2 Supers are only possible when you're almost death and charged up.
- Charging your Super Meter leaves you very open, no matter how little lag
there is on it.
- When your Super Meter is charged or your life is flashing red all your
hits will cause less hit stun.
- Alpha Counters always require a charged bar, even when your life is in
the red.
- You can't Run or Dash forward, which basically cripples some characters.
- Knockdown Recoveries aren't possible.
______________ _______________
03| Rush Mode \ /FIGHTING STYLES\
===============================================================================
Meter Style:
- Three Level Stock Super Meter
Levels of Supers:
- Level 1
Special Abilities:
- Run
- Back Step
- Alpha Counter
- Guard Cancel Tag
- Air Blocking
- Knockdown Recovery
- Taunt
- Chain Combos
===============================================================================
Whereas Counter Mode promotes turtling, Rush Mode promotes rushdown. Thanks
to the ability to Run this is the most mobile Style out of the three and the
low damage individual hits do plus the relatively long Super Meter promote
the use of Chain Combos, which remedy the aforementioned problems. The big
drawback of Rush Mode is that Level 2 Super Moves are not possible at all,
but at least you can stock 3 Level 1 Supers.
PROS
+ You can Run and stock three Level 1 Supers.
+ Chain Comboing fills up the Super Meter fast.
+ Chain Combos are very easy to do.
+ Alpha Counters are more affordable thanks to the ability to stock 3
Level 1 Supers.
+ Morrigan and Felicia gain new moves.
CONS
- Level 2 Supers are not possible at all.
- Characters do less damage than in Average and Counter Mode.
- The Super Meter is relatively long.
__________________ _______________
04| Ability Chart \ /FIGHTING STYLES\
===============================================================================
Below's a little chart comparing all 3 modes. More in-depth descriptions of
the abilities can be found in Sections 4 and 5.
-------------------------------------------------------------------------------
ABILITY COMMAND AVERAGE COUNTER RUSH
-------------------------------------------------------------------------------
Dash Tap F, F Yes No No
Back Step Tap B, B Yes Yes Yes
Run Tap F, F (hold) No No Yes
Evade Press F + AB No Yes No
Counter Blow Press A or B during Evade No Yes No
Power Build Press and hold Down + AB No Yes No
Critical Hits Random Occurrence No Yes No
Alpha Counter Press F + AB while Blocking Yes Yes Yes
Guard Cancel Tag* Press B + AB while Blocking Yes Yes Yes
Air Blocking Hold Back in the air Yes Yes Yes
Knockdown Recovery Press AB when you land Yes No Yes
Taunt Press AB Yes Yes Yes
Chain Combos No No Yes
-------------------------------------------------------------------------------
Super Meter Levels 2 1 3
Super Meter Speed Fast Slow Fast
* only possible in Tag battles!
-------------------------------------------------------------------------------
Section 07: UNIVERSAL ABILITIES
-------------------------------------------------------------------------------
00) Intro
01) Normal Moves
02) Command Moves
03) Special Moves
04) Super Moves
05) Blocking
- 1a) Air Blocking
06) Throwing
- 2a) Air Throwing
07) Counter Hits
08) Cross-Ups
__________ ___________________
00| Intro \ /UNIVERSAL ABILITIES\
===============================================================================
Universal Abilities are those things that can be done in all Fighting Styles
but aren't in some way considered "special". Ehm, yeah, I guess that's pretty
vague, but that's the best I could describe it. Things like walking, jumping
and attacking also fall in this category, but I don't think they need any
explanation.
_________________ ___________________
01| Normal Moves \ /UNIVERSAL ABILITIES\
===============================================================================
Normal Moves are those moves that can be activated by simply pressing the A
and B buttons on the NGPC. Normal Moves can be performed while standing,
crouching and jumping. Typically when pressing A your character will do a
hitting move and when pressing B your character will do a kicking move. Note
that due to memory restrains there are no Close-Up Normal Moves.
Some characters have Normal Moves that differ from the norm, these are:
-------------+-----------------------------------------------------------------
Haohmaru | Standing TA - When Blocked Haohmaru will not complete his
| Crouching TA hitting animation and instead will briefly go
| Standing A into his Guard Break animation.
| Crouching A
-------------+-----------------------------------------------------------------
Haohmaru | Standing A - This move is different because of the huge
| amount of damage it does. It does about three
| times the amount of damage other Normal Moves
| do.
-------------+-----------------------------------------------------------------
Haohmaru | Crouching B - Instead of doing a Sweep, Haohmaru will do a
| Slide.
-------------+-----------------------------------------------------------------
Nakoruru | Standing TA - When Blocked Nakoruru will not complete her
| Crouching TA hitting animation and instead will briefly go
| Standing A into her Guard Break animation.
| Crouching A
-------------+-----------------------------------------------------------------
Akari | Standing TA - When Blocked Akari will not complete her
| Crouching TA hitting animation and instead will briefly
| Standing A go into her Guard Break animation.
| Crouching A
-------------+-----------------------------------------------------------------
Akari | Crouching A - The second hit knocks your opponent up and
| puts him/her in a Juggleable state.
-------------+-----------------------------------------------------------------
Akari | Standing B - It will knock the opponent down.
-------------+-----------------------------------------------------------------
Geese | Jumping A - It hits multiple times, usually for 2 hits,
| but if you position yourself right you can
| get 3 hits out of it.
-------------+-----------------------------------------------------------------
Felicia | Jumping TA - It hits multiple times, usually for 2 hits.
-------------+-----------------------------------------------------------------
Felicia | Crouching A - It will knock the opponent down.
-------------+-----------------------------------------------------------------
B.B. Hood | Standing A - It hits multiple times, usually around 3-6
| Crouching A hits.
| Jumping A
-------------+-----------------------------------------------------------------
B.B. Hood | Standing B - It will knock the opponent down.
| Jumping B
-------------+-----------------------------------------------------------------
M. Bison | Crouching B - Instead of doing a Sweep, M. Bison will do a
| Slide.
-------------+-----------------------------------------------------------------
M. Bison | Crouching B - In addition to it being a Slide, it also puts
| your opponent in a Juggleable state.
-------------+-----------------------------------------------------------------
__________________ ___________________
02| Command Moves \ /UNIVERSAL ABILITIES\
===============================================================================
Command Moves are in a lot of ways more powerful Normal Moves. They often
look like a Normal Move, but have added features to make them stand out.
Typically a Command Move is done by pressing the joystick in a certain
direction while pressing A or B. Virtually all characters have Command Moves
and you can view them at the Movelists in Part 3 of the FAQ.
A very valuable property of Command Moves is that you can cancel into them
from Normal Moves. Not only that, but when you cancel a Normal Move into a
Command Move, the Command Move usually becomes cancelable itself. More on
this in Section 10 - 1a.
__________________ ___________________
03| Special Moves \ /UNIVERSAL ABILITIES\
===============================================================================
A Special Move is an action your character does when you make a certain
motion with the joystick and press A or B. Since the motions you'll have
to make are more difficult than those for Normal and Command Moves you can
expect a more powerful move to come out. Many times there's a difference if
you tap an action button (TA, TB) or if you hold it (A, B), though it of
course differs from character to character. All characters have Special Moves
and you can view them at the Movelists in Part 3 of the FAQ.
Like Command Moves, Special Moves can be canceled into from Normal and Command
moves. Most characters have to rely on this for doing serious damage to their
opponents so it's pretty much an invaluable tool. Check out Section 10 - 01
for more information about it.
________________ ___________________
04| Super Moves \ /UNIVERSAL ABILITIES\
===============================================================================
Super Moves are the strongest kind of attack. They not only require more
complex joystick motions but also Super Meter. Like Normal and Special Moves
there are two kinds of Super Moves; Level 1 and Level 2. Level 1 Super Moves
are generally weaker than Level 2's, but they do require less Super Meter to
activate. Note that Level 2 Super Moves are only available in Average and
Counter Mode.
Like Special Moves, Super Moves can be canceled into from Normal and Command
moves. This is an excellent way to do some serious damage, as Super Moves are
not affected by Damage Scaling much. Check out Section 10 - 01 for more
information about it.
Each character has one Super Move that can be bought in Olympic Mode and that
Super Move is a Level 2 only Super Move. These Super Moves are:
------------+------------------------------------------------+-----------------
Kyo | 182 Ways - Wild Combo Blow | 4500 vs Points
------------+------------------------------------------------+-----------------
Terry | High Angle Geyser - Tackle To Geyser | 4000 vs Points
------------+------------------------------------------------+-----------------
Iori | Blast Talons - Demon Blaze End | 4000 vs Points
------------+------------------------------------------------+-----------------
Ryo | Tenchi Haou Ken - Raging Holy Blow | 2500 vs Points
------------+------------------------------------------------+-----------------
Mai | Dance of the Phoenix - Flame Attack Spin | 4000 vs Points
------------+------------------------------------------------+-----------------
Haohmaru | Heaven Bam! - Wild Jump Slice | 5000 vs Points
------------+------------------------------------------------+-----------------
Nakoruru | Irusuka Yatoro Lise - Mamahaha Rage Dip | 6000 vs Points
------------+------------------------------------------------+-----------------
Athena | Flame Sword - Flame Sword Slice | 4000 vs Points
------------+------------------------------------------------+-----------------
Leona | Happy Death - Suck Enemy Energy | 6000 vs Points
------------+------------------------------------------------+-----------------
Yuri | Shin Yuri Chou Upper - Evo-Super Upper | 5800 vs Points
------------+------------------------------------------------+-----------------
Akari | Myriad Stars - Plosive Fandango | 8000 vs Points
------------+------------------------------------------------+-----------------
Geese | Deadly Rave - Fearsome Combo | 9999 vs Points
------------+------------------------------------------------+-----------------
O. Iori | Burst Talons - Demon Blaze End | 6500 vs Points
------------+------------------------------------------------+-----------------
Ryu | Shin Shoryuken - Super Uppercut | 6000 vs Points
------------+------------------------------------------------+-----------------
Ken | Shippu Jinrai Kyaku - Kick Dash Assault | 4000 vs Points
------------+------------------------------------------------+-----------------
Chun-Li | Shichisei Senkuu Kyaku - Aerial Beauty | 4500 vs Points
------------+------------------------------------------------+-----------------
Morrigan | Cryptic Needle - Infinite Impaler | 2500 vs Points
------------+------------------------------------------------+-----------------
Felicia | ES Rolling Scratch - Spinning Talons | 3000 vs Points
------------+------------------------------------------------+-----------------
Zangief | Russian Beat - Link Cossack Kick | 4500 vs Points
------------+------------------------------------------------+-----------------
Sakura | Shun Goku Satsu - Stolen Akuma Move | 5500 vs Points
------------+------------------------------------------------+-----------------
Dan | Otoko Michi - Resolute Kamikaze | 8000 vs Points
------------+------------------------------------------------+-----------------
Guile | Crossfire Blitz - Nash's Legacy | 4500 vs Points
------------+------------------------------------------------+-----------------
Akuma | Kongou Koku Retsuzan - Earthquake Punch | 9999 vs Points
------------+------------------------------------------------+-----------------
B.B. Hood | Doll & Bomb - Exploding Doll | 6500 vs Points
------------+------------------------------------------------+-----------------
M. Bison | Psycho Field - Psycho Blast Wall | 9999 vs Points
------------+------------------------------------------------+-----------------
E. Ryu | Ryuukoku Hadoken - Real Rage Wave | 8000 vs Points
------------+------------------------------------------------+-----------------
Please note that the descriptions of the Super Moves are taken directly from
the game, so these sometimes rather cryptic descriptions are not an offspring
from my mind. Resolute Kamikaze is an excellent way to describe Dan's Otoko
Michi though ^_^
_____________ ___________________
05| Blocking \ /UNIVERSAL ABILITIES\
===============================================================================
Blocking is the exact opposite from attacking. When you are being attacked
you can hold Back or Down-Back to Block your opponents attack. As mentioned
earlier when Blocking you can potentially lose some life or Guard Meter. One
important thing to remember is that there are three kind of attacks that can
be Blocked; low attacks, mid attacks and high attacks.
By holding Back you can Block mid and high attacks (jump-in attacks etc.),
while holding Down-Back lets you Block low (Sweeps etc.) and mid Attacks.
Once you've Blocked something you'll be in Block Stun for a tiny moment.
During this time you can't do anything besides Blocking. When hit by a
multi-hitting move or a combo the Block Stun will Block the whole attack for
you, so you can let go of Back or Down-Back. Note that you still have to
adjust manually to low and high hitting moves when hit by a multi-hitting
move or combo.
_________________ ___________________
5a| Air Blocking \ /UNIVERSAL ABILITIES\
===============================================================================
Air Blocking is just what it sounds like; the ability to Block an attack while
you're in the air. You can only Air Block something during a jump and only if
you haven't attacked yet. Secondly, you can't Air Block all attacks. Simply
put, you can only Air Block attacks that are not on the ground! Also, correct
me if I'm wrong, Super Moves can never be Air Blocked, not even the aerial
ones! Note that like Blocking grounded attacks, you can get Guard Crushed
during Air Blocking. If this happens you'll fall to the ground in your Guard
Crush animation.
Some moves start on the ground and move to the air later, like most uppercuts
for example. In these cases you can't Air Block the part where they're still
touching the ground, but you can Air Block when they leave the ground. Also,
keep in mind that when you Air Block you'll be in Block Stun for a while and
the same rules for ground Blocking apply here too. Finally, when Air Blocking
you can't do an Alpha Counter or Guard Cancel Tag.
_____________ ___________________
06| Throwing \ /UNIVERSAL ABILITIES\
===============================================================================
All characters can do a Throw by pressing Forward or Backward and one of the
action buttons (A or B). Each character has two basic Throws (A and B generate
a different Throw) and by holding Forward or Backward you decide if you want
your opponent Thrown left or right respectively. If there's one defining thing
about Throws, it's that they're unblockable. In an interesting twist, Tech
Hits are surprisingly absent in MotM. Not only are they a staple in modern day
2D fighting games, they were even possible in KoF R-2, which basically has the
same engine as MotM. So if you get Thrown, there's no escaping it.
There are 4 types of Throws: the basic Throw, the special Throw, the Special
Move Throw and the Super Move Throw. All characters have basic Throws, but
not all have special, Special Move or Super Move Throws, so I'll go a little
more in-depth about them. Note that the common term for Special Move and
Super Move Throws is 'Command Throw' and only in this section of the FAQ I
will refer to these kinds of Throws as Special Move and Super Move Throws.
Special Throws are activated the same way as basic Throws, you hold Forward
or Backward and press A or B. The difference it that basic Throws normally
only Throw your opponent to the ground, or do a small combo on him. Not
special Throws. Below is a little chart showing all special Throws and
what's special about them:
------------+------------------------------------------------------------------
Ken | Forward + B - Mash the buttons and wiggle the joystick to
| Backward + B increase the number of hits and amount of
| damage
------------+------------------------------------------------------------------
Felicia | Forward + A - Mash the buttons and wiggle the joystick to
| Backward + A increase the number of hits and amount of
| damage
------------+------------------------------------------------------------------
Sakura | Forward + A - Mash the buttons and wiggle the joystick to
| Backward + A increase the number of hits and amount of
| damage
------------+------------------------------------------------------------------
M. Bison | Forward + A/B - This Throw puts your opponent in a Juggleable
| Backward + A/B state.
------------+------------------------------------------------------------------
Special Move Throws act like basic Throws, but have the benefit of being
able to be comboed into! This is a relatively minor thing by itself,
though it does turn Zangief into a combo machine of doom. Below is a
chart with the Special Move Throws (more information on them in the
Movelists in Part 3 of the FAQ):
-------------+---------------------------------------------------
Iori | Scum Gale - HCB F+A
-------------+---------------------------------------------------
Athena | Super Psychic Throw - HCF+A
-------------+---------------------------------------------------
Yuri | One Hundred Violent Slaps - HCB+B
-------------+---------------------------------------------------
Akari | Pure Princess Parry - HCB+A
-------------+---------------------------------------------------
Geese | Shinkuu Nage - 360+A
-------------+---------------------------------------------------
O. Iori | Scum Gale - HCB F+A
-------------+---------------------------------------------------
Morrigan | Vector Drain - HCB+A
-------------+---------------------------------------------------
Felicia | Hell Cat - HCB+B
-------------+---------------------------------------------------
Zangief | Spinning Piledriver - 360+A
| Atomic Suplex - 360+B up close
| Flying Powerbomb - 360+B far away
-------------+---------------------------------------------------
Akuma | Hyakki Gou Sai - QCF, UF+A,
| B/DB/D/DF/F+A
-------------+---------------------------------------------------
B.B. Hood | Sentimental Typhoon - HCB+A
-------------+---------------------------------------------------
Super Move Throws are like Special Move Throws, but they obviously require
the use of Super Meter to activate them. Below is a chart of the Super Move
Throws (more information on them in the Movelists in Part 3 of the FAQ):
-------------+---------------------------------------------------
Geese | Rashoumon - 360+B up close
-------------+---------------------------------------------------
Zangief | Final Atomic Buster - 720+A
-------------+---------------------------------------------------
Sakura* | Shun Goku Satsu - CBFBF+A (LV2 only)
-------------+---------------------------------------------------
Dan* | Otoko Michi - CBFBF+A (LV2 only)
-------------+---------------------------------------------------
Akuma* | Shun Goku Satsu - CBFBF+A (LV2 only)
-------------+---------------------------------------------------
B.B. Hood**| Apple for You - QCB QCB+B
-------------+---------------------------------------------------
Evil Ryu* | Shun Goku Satsu - CBFBF+A (LV2 only)
-------------+---------------------------------------------------
* - Note that these act like a Throw, but are not actually comboable from
any cancelable Move. If you combo into them your opponent has about 1
frame to escape/counterattack.
** - It doesn't look like a Throw at all, but technically it is.
_________________ ___________________
6a| Air Throwing \ /UNIVERSAL ABILITIES\
===============================================================================
Air Throwing is just what you think it is; the ability to Throw someone in
the air. Air Throws can be done while you and your opponent are in the air,
which is not limited to jumping; you can also Air Throw during a Forward or
Backward Dash. Like ground Throws there are multiple kinds of Air Throws;
namely normal Air Throws, Special Move Air Throws and Super Move Air Throws.
Normal Air Throws do the same thing as basic Throws and none of them have any
special properties, aside from the fact they can be done while in the air
of course. Below is a chart with the characters that can do Air Throws and
the command for those Air Throws:
-------------+--------------------------------------------------------
Mai | Yume Zakura - while jumping B/DB/D/DF/F+A/B
-------------+--------------------------------------------------------
Nakoruru | Ramu Kishima Taku - while jumping B/DB/D/DF/F+A/B
-------------+--------------------------------------------------------
Athena | Psychic Shoot - while jumping B/DB/D/DF/F+A/B
-------------+--------------------------------------------------------
Leona | Heidern Inferno - while jumping B/DB/D/DF/F+A/B
-------------+--------------------------------------------------------
Yuri | Tsubame Otoshi - while jumping B/DB/D/DF/F+A/B
-------------+--------------------------------------------------------
Akari | Miko Toss - while jumping B/DB/D/DF/F+A
-------------+--------------------------------------------------------
Chun-Li | Ryuusei Raku - while jumping B/DB/D/DF/F+A/B
-------------+--------------------------------------------------------
Morrigan | Vector Drain - while jumping B/DB/D/DF/F+A
-------------+--------------------------------------------------------
Felicia | Romper Cat - while jumping B/DB/D/DF/F+A
-------------+--------------------------------------------------------
Sakura | Sailor Fly - while jumping B/DB/D/DF/F+B
-------------+--------------------------------------------------------
Guile | Aerial Toss - while jumping B/DB/D/DF/F+A
| Flying Buster Drop - while jumping B/DB/D/DF/F+B
-------------+--------------------------------------------------------
B.B. Hood | Catch and Cut - while jumping B/DB/D/DF/F+A/B
-------------+--------------------------------------------------------
Only one character can do Special Move Air Throws, and that's Akuma:
-------------+--------------------------------------------------------
Akuma | Hyakki Gou Sai - QCF, UF+A, B/DB/D/DF/F+A
| Hyakki Gou Tsui - QCF, UF+A, B/DB/D/DF/F+B
-------------+--------------------------------------------------------
And finally there's a single Super Move Air Throw in the game:
-------------+--------------------------------------------------------
Zangief | Aerial Russian Slam - QCF QCF+B
-------------+--------------------------------------------------------
More information on these Special and Super Move Air Throws in the Movelists
in Part 3 of the FAQ.
_________________ ___________________
07| Counter Hits \ /UNIVERSAL ABILITIES\
===============================================================================
A Counter Hit is a state which you can put your opponent in. It can be a very
useful state if you know what you're doing, though actually getting a Counter
Hit can be a little tricky. To get a Counter Hit you must hit your opponent
while he's in his "Counter Hitable Phase". The problem is that this Phase is
different for all moves. In most moves this Phase is just before, during and
just after the hitting part of a Normal, Command, Special or Super Move.
However, some moves that don't hit at all also have this Phase, which usually
is for the whole duration of that move. And no, I'm not going to put up a
"little" chart for that ~_^
Just hitting your opponent during his "Counter Hitable Phase" is not enough
though:
- Hitting a Normal Move doesn't generate a Counter Hit unless you hit it
with a Super Move during its "Counter Hitable Phase".
- Well, unless you happen to be playing in Counter Mode and have a charged
Super Meter. With a maxed Super Meter in Counter Mode your can generate
Counter Hits by countering a Normal Move with Normal, Command and Special
Moves.
- In addition to Normal, Command, Special and Super Moves, Alpha Counters
can generate a Counter Hit too by countering Command, Special and Super
Moves.
- And again, if you're playing in Counter Mode and have a charged bar,
Alpha Counter can Counter Hit Normal Moves as well.
But why exactly would you want a Counter Hit to occur anyway, I hear you
think. Simple, because a Counter Hit will always increase the damage for
the move you countered with, plus it can put your opponent in a Juggleable
state. More about the Juggle effect in Section 10 - 4a.
Also note that Counter Hits sometimes change the way a move hits someone.
This mostly means just adding hits to that move (more on those moves in
Section 10 - 4a) but one move does something else; namely Terry's Power
Dunk. If the Power Dunk Counter Hits a grounded opponent with only the
dunking part of the move (where Terry's flaming fist slams his opponent)
the opponent will be knocked down instead of just being hit. As far as I
know this is the only move that has a side-effect like this when being a
Counter Hit.
______________ ___________________
08| Cross-Ups \ /UNIVERSAL ABILITIES\
===============================================================================
A Cross-Up occurs when you hit your opponent behind him while you jump over
him. This makes it very easy for your opponent to Block in the wrong direction
and if unblocked will leave him open for a short time, during which you can
apply your favorite method of pain. Interestingly enough when comboing from
a Cross-Up some characters temporarily lose the ability to cancel their Normal
Moves into Command Moves. Oddly this only affects some characters, while it
doesn't affect others...
When used right Cross-Ups can be deadly, which probably explains why there are
so few reliable Cross-Ups in MotM. And some of the moves that are reliable
make it impossible to combo after them, rendering them useless for setting up
large combos. Remember that a Cross-Up with a Hard Attack will cause more Hit
Stun than a Cross-Up with a Light Attack. Below is a chart showing which
characters have which Cross-Ups:
_________________
/ Jumping \
__________/-------------------\_______
Character | TA | A | TB | B | Other \
----------|----+----+----+----+--------\
KYO | | BB | BB | | |
TERRY | | | | BB | | AA - Reliable Cross-Up, will
IORI | BB | AA | | | Back+B | Cross Up most of the time.
RYO | | | AA | A+ | |
MAI ||||||||||||||||||||| | BB - Average Cross-Up, you must
HAOHMARU | | CC | | CC | | be precise when Crossing Up.
NAKORURU | | | BB | BB | |
ATHENA | | | BB | AA | Down+B | CC - Unreliable Cross-Up, might
LEONA | | A+ | | A+ | | as well not bother with it.
YURI | BB | A+ | CC | A+ | |
AKARI | | | | AA | Down+B |
GEESE | | | BB | | |
O. IORI | BB | AA | | | Back+B |
RYU | BB | | BB | AA | |
KEN | BB | | AA | AA | |
CHUN-LI | | | BB | | |
MORRIGAN ||||||||||||||||||||| |
FELICIA | BB | BB | BB | | |
ZANGIEF ||||||||||||||||||||| D+A/B |
SAKURA | | | BB | BB | |
DAN ||||||||||||||||||||| |
GUILE | | | CC | | |
AKUMA | AA | | BB | AA | Down+B |
BB HOOD | | | CC | | |
M. BISON | | | | AA | |
E. RYU | CC | | BB | AA | |
----------|----+----+----+----+--------/
-------------------------------------------------------------------------------
Section 08: SPECIAL ABILITIES
-------------------------------------------------------------------------------
00) Intro
01) Forward & Backward Dash
- 1a) Hop Canceling
02) Run
03) Evade
- 3a) Counter Blow
04) Critical Hits
05) Alpha Counter
06) Guard Cancel Tag
07) Knockdown Recovery
08) Taunt
__________ _________________
00| Intro \ /SPECIAL ABILITIES\
===============================================================================
Special Abilities are like Universal Abilities (some of them even can be used
in all Fighting Styles) but either require some sort of activation on the
part of the player or are specific abilities available in only one or two
Fighting Styles.
____________________________ _________________
01| Forward & Backward Dash \ /SPECIAL ABILITIES\
===============================================================================
| Forward Dash - Average Mode |
| Backward Dash - All Modes |
+----------------------------------+
You can Dash Forward by tapping forward twice and you can Dash Backward by
tapping back twice. Dashing will let your character quickly cover a greater
amount of ground than he would do by just walking, making it a very flexible
tool. Dashing Backward obviously is a great way to escape a tricky situation,
while Dashing Forward can be used for better positioning or applying pressure
to your opponent.
Note that when you Dash you'll be stuck on the ground for about 1 frame
before you can move again. Most of the time you won't notice this, but in
the heat of the battle it could potentially cause some trouble for you.
All characters Dash about the same height, but the distance they cover varies
from character to character, so below is a chart showing the Dash distances
for all characters (measured in pixels):
_______ _______
SNK / DASH \ Capcom / DASH \
----------/---------\ ----------/---------\
Character | FD | BD | Character | FD | BD |
----------|----+----| ----------|----+----|
KYO | 40 | 42 | RYU | 40 | 42 |
TERRY | 40 | 42 | KEN | 40 | 42 |
IORI | 36 | 38 | CHUN-LI | 42 | 44 |
RYO | 36 | 38 | MORRIGAN | 40 | 42 |
MAI | 44 | 46 | FELICIA | 42 | 44 |
HAOHMARU | 40 | 42 | FELICIA* | 62 | 44 |
NAKORURU | 40 | 42 | ZANGIEF | 36 | 38 |
ATHENA | 44 | 46 | SAKURA | 40 | 42 |
LEONA | 40 | 42 | DAN | 40 | 42 |
YURI | 40 | 42 | GUILE | 40 | 42 |
AKARI | 38 | 40 | AKUMA | 40 | 42 |
GEESE | 48 | 50 | BB HOOD | 40 | 42 |
O IORI | 52 | 54 | M BISON | 48 | 50 |
----------|----+----/ E RYU | 52 | 54 |
----------|----+----/
* - Only in Rush Mode!
__________________ _________________
1a| Hop Canceling \ /SPECIAL ABILITIES\
===============================================================================
When a character Dashes he'll be counted as airborne during the hop. Because
MotM runs on a King of Fighters engine this means that characters with aerial
moves can cancel the hop into a move, including: Air Throws, aerial Special
Moves and aerial Super Moves. Interestingly you can't cancel the hop into
aerial Command Moves, I guess SNK learned from those hop, Down+P infinites...
There are two ways to cancel a hop:
THE HARD WAY
- Simply do the command for an aerial move really quick during a hop. So say
you're Ryo, simply tap forward twice and then quickly do the command for a
Ko'oken. This will result in Ryo doing an aerial Ko'oken while barely
leaving the ground.
THE EASY WAY
- Luckily there are shortcuts to cancel a hop, making even canceling into
aerial Supers easy! Simply do the motion for an aerial move on the ground
and then quickly tap backward or forward and press the attack button needed
for that move to come out. This tricks the engine into thinking you made a
Dash and an aerial move at the same time, thus resulting in an aerial move
that starts on the ground.
Some examples:
- Taking Ryo as an example again, now do the motion for the Ko'oken first,
then press F+A. Voila, an aerial Ko'oken on the spot.
- With Ken do the motion for a Tatsumaki Senpu Kyaku and then press Back+B.
Ken will now do a backwards Tatsumaki for the length of a Backward Dash.
- Don't feel like waiting for you opponent to jump so Chun-Li can do a
Shichisei Senkuu Kyaku? Now you don't need to anymore! Do the QCF QCF
motion, then press F+B and she'll perform Shichisei Senkuu Kyaku on the
ground.
________ _________________
02| Run \ /SPECIAL ABILITIES\
===============================================================================
| Run - Rush Mode |
+---------------------+
The ability to Run is just what it sounds like, it makes your character run.
You can make your character Run if you tap Forward twice. He'll Run for as
long as you're holding down the second Forward. The Run basically does the
same thing as a Forward Dash, it rapidly moves your character forward, but
can cover as much ground as you wish. You can stop a Run yourself by doing
two things; either let go of Forward or perform an action.
If you choose to let go of Forward to end a Run, your character will stop
Running and go straight into his Standing animation. No skidding animations
or something, he'll stop Running on the spot without delay.
Perhaps a better way to stop a Run is to perform an action. Actions that can
cancel a Run include: Crouching, Jumping and attacking. To cancel it into a
Crouch simply do an inverse fireball motion (F, DF, D) and to cancel it into
a Jump simply press Up-Forward.
You could also cancel it into any attack, which includes: Normal Moves,
Command Moves, Special Moves and Super Moves. Before elaborating any further
it's important that you know you can hold Down-Forward during a Run and not
cancel the Run. This is crucial when canceling a Run into an attack that
starts with Down-Forward.
Normal Moves and Command Moves are kinda intertwined when canceling a Run.
Instead of making it sound more complicated than it really is, here's a chart
that explains it quite nicely:
While Running Command Move
_____ _____
/ YES \ / NO \
------------------/-------\/-------\
Forward+A/B | CM || A/B |
------------------|-------||-------|
Down-Forward+A/B | CM || A/B |
------------------|-------/\-------/
Finally, if you're Running next to your opponent, pressing A or B will
*always* result in a standing Fierce or Roundhouse.
You could also cancel your Run into a Special or Super Move, the only
requirements are that the Special or Super Move you want to do starts with
Forward or Down-Forward and you perform that move fast. Thanks to the short
cuts for most moves this means you can even cancel a Run into 360 and charge
down, up moves! Check out Section 03 of the FAQ for which moves can start
from Forward and Down-Forward.
Finally, when Running remember that if you Run underneath your opponent your
control input is reversed, despite the fact you're Running away from him.
__________ _________________
03| Evade \ /SPECIAL ABILITIES\
===============================================================================
| Evade - Counter Mode |
+--------------------------+
Evade is the same in MotM as it was in KoF'97, '98, R-1 and R-2's Extra Mode.
You press Forward+AB and then your character will dodge into the background.
During this dodge you're completely invincible, but won't move forward like
a Roll in the KoF series (and nowadays also the Capcom vs SNK series). Still,
since Rolls are totally absent in MotM the ability to Evade isn't totally
worthless. There are three phases of an Evade; phase 1 is the start up, phase
2 is the actual dodge and phase 3 is recovery. Phase 1 and 3 are only 1 frame,
phase 2 is also only 1 (animation) frame but lasts longer. During phase 2 you
can cancel the Evade animation into a Counter Blow...
_________________ _________________
3a| Counter Blow \ /SPECIAL ABILITIES\
===============================================================================
A Counter Blow occurs when you press A or B during the second phase of an
Evade. The Counter Blow is a predetermined attack and is the same regardless
if you pressed A or B. Unlike the Evade, Counter Blows are not invincible at
all. The big benefit of doing Counter Blows is that they're cancelable like
Normal Attacks, which can lead to nice punishments.
An interesting thing about the Counter Blow is that you can pick the moment
you want to cancel the second phase of an Evade. This not only means you can
Counter Blow safely during a multi-hitting move (Counter Blow between hits),
but also that you can use the Counter Blow as a Special Move. Taking M. Bison
for example, you can cancel the first frame of the second phase of his Evade
into his Counter Blow and use his cloak punch as an anti-air attack. The
usefulness of using Counter Blows as Special moves of course differs from
character to character, but it's a nice side-effect so don't be afraid to
experiment a little with it. More information on individual Counter Blows
can be found in Section 18 - 05.
__________________ _________________
04| Critical Hits \ /SPECIAL ABILITIES\
===============================================================================
| Critical Hits - Counter Mode |
+----------------------------------+
Critical Hits will greatly increase the amount of damage a single hit during
a Special Move will do. The only problem is that they can't be forced and are
totally random. You know a Critical Hit occurred when a "Critical" message
appears underneath your Guard Meter plus the action on screen will pause for
a moment and the screen will shake. The best thing about Critical Hits is
that they are so random they can occur multiple times in multi-hitting moves,
causing devastating damage. Ultimately it's a nice but unreliable bonus for
Counter Mode players since they generally won't have a Super Move ready.
__________________ _________________
05| Alpha Counter \ /SPECIAL ABILITIES\
===============================================================================
| Alpha Counter - All Modes |
+-------------------------------+
The manual calls it Guard Cancel Attack, but that's just a little bit too long
for my tastes, so I'll refer to them as Alpha Counters (gotta throw the Capcom
fans a bone too, you know). An Alpha Counter can be done during Blocking. When
Blocking press Forward+AB and your Blocking animation will be canceled into an
attack. The Alpha Counter will be accompanied by a large lightning bolt
between the Blocking and attacking characters, so it's pretty easy to tell if
you did it right.
Activating an Alpha Counter costs Super Meter, 1 Level to be precise. It's
worthy to point out that it's always 1 Level, so Alpha Countering in Average
Mode is considerably cheaper than in Counter and Rush Mode. Aside from having
to use Super Meter you will still receive Block and Guard Damage. It isn't
much, but it can kill you.
When an Alpha Counter occurs your opponent will be stuck in the frame he was
in at the moment you did the Alpha Counter and your character will do an
attack. You can also Alpha Counter projectiles, which will disappear if they
only did one hit. Remember though that Alpha Countering anything but the last
hit of a multi-hitting projectile will result in you being hit by the hits
that are still left in that projectile.
Like Counter Blows the attack animation differs from character to character,
but unlike Counter Blows, Alpha Counter are not cancelable, though if they
created a Counter Hit you sometimes have enough time to Juggle your opponent.
More information on individual Alpha Counter attacks in Section 18 - 04.
_____________________ _________________
06| Guard Cancel Tag \ /SPECIAL ABILITIES\
===============================================================================
| Guard Cancel Tag - All Modes, Tag Battle only |
+---------------------------------------------------+
Guard Cancel Tags are like souped-up Alpha Counters, but only possible if you
are playing in a Tag Battle. Like Alpha Counters your opponent will be stuck
in the frame he was in at the moment you did the Guard Cancel Tag and the
lightning bolt will also show between the two of you, but instead of attacking
yourself, you will tag out with the other character on your team (provided he
is still alive) and he will fly onto the screen attacking. Once your new
character is on the screen (regardless if he hit your opponent or not) he'll
do a Taunt, leaving you very open if you didn't hit your opponent.
Like Alpha Counters you will still receive Block and Guard Damage, though the
Guard Damage can be ignored, since when you do the Tag your Guard Meter will
replenish itself anyway. Also, like Alpha Counters using a Guard Cancel Tag
will cost 1 Level of Super Meter, so once again Average Mode has the cheapest
Guard Cancel Tags.
_______________________ _________________
07| Knockdown Recovery \ /SPECIAL ABILITIES\
===============================================================================
| Knockdown Recovery - Average & Rush Mode |
+----------------------------------------------+
A Knockdown Recovery prevents your character from falling to the ground. When
falling to the ground after a Knockdown simply press AB just before you hit
the ground and your character will (typically) do a roll backwards, out of
harm's way. You will be invincible to attacks during the Knockdown Recovery,
but you can get Thrown out of the roll. So you'd better think twice of doing
a Knockdown Recovery in the Corner.
Finally, some moves prevent you from doing a Knockdown Recovery by slamming
you to the ground. Akuma's Shun Goku Satsu would be a good example of this.
__________ _________________
08| Taunt \ /SPECIAL ABILITIES\
===============================================================================
| Taunt - All Modes |
+----------------------+
The Taunt is a useless move, designed to ridicule your opponent. Simply press
AB and your character will do a predetermined animation. During this animation
you are completely vulnerable, though you can cancel the Taunt when about 1/5
is finished. Some characters have special Taunts, these are:
---------+---------------------------------------------------------------------
Chun-Li | Press AB - Chun-Li's hand can hit your opponent.
| When hit they'll be knocked down.
---------+---------------------------------------------------------------------
Felicia | Press AB while next to - Felicia will clutch your opponent's
| your opponent body.
---------+---------------------------------------------------------------------
Sakura | Press AB - Sakura's finger can hit your opponent.
| When hit they'll be knocked down.
---------+---------------------------------------------------------------------
Dan | Press AB while crouching - Dan will do a Taunt while crouching.
|
| Press AB while jumping - Dan will do a Taunt while jumping.
---------+---------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 09: UNIQUE ABILITIES
-------------------------------------------------------------------------------
00) Intro
01) Autoguard
02) Flying
03) Offensive Dash
04) Double Jump
__________ ________________
00| Intro \ /UNIQUE ABILITIES\
===============================================================================
Some characters have special abilities limited to them. Below you'll find
descriptions of those abilities.
______________ ________________
01| Autoguard \ /UNIQUE ABILITIES\
===============================================================================
| Autoguard - Kyo Kusanagi, All Modes |
+----------------------------------------+
Kyo is the only character in MotM who has the Autoguard property on some of
his moves. When a move has Autoguard, your opponent can hit you during the
frames that have Autoguard but the move will continue going on as if nothing
happened. It isn't called AutoGUARD for nothing though, when you successfully
Autoguard something you will take Block Damage! Kyo's moves that have
Autoguard are:
------------------------------------------+---------------------------------
Style No. 114: Wild Bite - QCF+TA | Autoguard occurs while Kyo has
| his back facing toward you.
------------------------------------------+---------------------------------
Style No. 115: Poison Bite - QCF+A | Autoguard occurs while Kyo has
| his back facing toward you.
------------------------------------------+---------------------------------
Style No. 100: Demon Scorcher - DP+TA | Autoguard occurs while Kyo is
| still on the ground.
------------------------------------------+---------------------------------
Style No. 100: Demon Scorcher - DP+A | Autoguard occurs while Kyo is
| still on the ground.
------------------------------------------+---------------------------------
While Autoguard can handle single hitting moves just fine, multi-hitting
moves can be a bit trickier. The Wild Bite for instance has a relatively
short Autoguard, yet it can eat up whole multi-hitting Level 2 Super
fireballs. Though when this same Wild Bite even attempts to break through
Ryu's Shinkuu Tatsumaki Senpuu Kyaku, Kyo will eat up all hits left in the
Senpuu Kyaku. What does this mean? I don't really know, so experiment a
little yourself...
___________ ________________
02| Flying \ /UNIQUE ABILITIES\
===============================================================================
| Flying - Morrigan Aensland, Rush Mode |
+-------------------------------------------+
When playing with Morrigan in Rush Mode she doesn't have the ability to Run
or Dash Backward. Instead she can fly just like she could in the Darkstalkers
series. Below is a chart with the various commands for flying:
-------------------------------------------------------------------------------
Tap and Hold Forward - Morrigan will Fly forward in an about 45'
angle.
-------------------------------------------------------------------------------
Tap and Hold Backward - Morrigan will Fly backward in an about 45'
angle.
-------------------------------------------------------------------------------
Tap and Hold Down, Up - Morrigan will fly upward in a slight forward
arc.
-------------------------------------------------------------------------------
Tap and Hold Down-Forward, - Morrigan will fly upward in a slight backward
Up-Back arc.
-------------------------------------------------------------------------------
During Forward Fly press Up - Morrigan will fly up during her Forward Fly.
-------------------------------------------------------------------------------
During Backward Fly press Up - Morrigan will fly up during her Backward Fly.
-------------------------------------------------------------------------------
Note that if you fly past your opponent, your control input is reversed,
despite the fact you're flying away from him.
___________________ ________________
03| Offensive Dash \ /UNIQUE ABILITIES\
===============================================================================
| Offensive Dash - Felicia, Rush Mode |
+-----------------------------------------+
When playing with Felicia in Rush Mode she doesn't have the ability to Run.
Instead she has an Offensive Dash just like she had in the Darkstalkers
series. This Dash is special because of the fact that you can cancel the
hop into a Normal Move. When not attacking the Dash can also jump right
through your opponent. Needless to say this Offensive Dash gives Felicia
a really nice pressure tool.
________________ ________________
04| Double Jump \ /UNIQUE ABILITIES\
===============================================================================
| Double Jump - B.B. Hood, All Modes |
+----------------------------------------+
B.B. Hood can Double Jump in all Fighting Styles. This ability is also carried
over from the Darkstalkers series, but I wonder why they didn't restrict it
to Rush Mode, like they did with the other two Darkstalker's Unique Abilities.
Anyway, the Double Jump can be a nice ability to have. As the name suggests it
lets B.B. Hood jump twice, one jump from the ground and the second one while
she's in the air. She will do the second jump in the direction you push the
joystick.
-------------------------------------------------------------------------------
Section 10: COMBO TECHNIQUES
-------------------------------------------------------------------------------
00) Intro
01) Two-in-Ones
- 1a) Command Moves
02) Chain Combos
- 2a) Kara Canceling
- 2b) Tapping
03) Links
04) Juggling
- 4a) Counter Hits
__________ ________________
00| Intro \ /COMBO TECHNIQUES\
===============================================================================
Despite the fact the game is called SNK vs Capcom, the combo engine comes
straight out of King of Fighters. Luckily for Capcom fans a lot of combo
features overlap between the King of Fighters and the StreetFighter Alpha
series (the two series MotM was based on) so it isn't that hard to adapt.
Actually, the only real differences are the absence of two Medium Attacks
and the Negative Edge. OK, so some people would argue that that's a pretty
huge difference, but the Capcom characters can combo just fine in MotM.
The fact Capcom characters can now combo into Command Moves opens up a
whole world of new combos for them, so it isn't all bad.
________________ ________________
01| Two-in-Ones \ /COMBO TECHNIQUES\
===============================================================================
Two-in-Ones are also commonly referred to as "buffers" and "cancels". It's all
the same thing really and you'll notice I'll use these terms quite liberally
throughout this FAQ...
Two-in-Ones are by far the most used way for comboing in MotM. Basically,
when doing a Two-in-One you cancel a Normal Move into a Command, Special or
Super Move. The Normal Move will cause a certain amount of Hit Stun, letting
the move you canceled into hit him before he can Block it, thus causing a
combo. Assuming the move you canceled into comes out fast enough of course.
Hard Normal Moves will cause more Hit Stun than Weak Moves, so slow moves are
more likely to combo when canceled from a Fierce or Roundhouse.
In MotM some characters can cancel Jump-In Normal Moves. This works the same
as canceling crouching and standing moves, but the move you're canceling into
must be an air move. For example, Athena can Two-in-One a jump-in Fierce into
a Phoenix Arrow.
Below is a chart showing each character's cancelable Normal Moves. There are
also individual 2-in-1 charts posted above each character's move list, but
why ignore the chance to make another nice chart ~_^
_________________ _________________ _________________
/ Standing \ / Crouching \ / Jumping \
----------/-------------------\/-------------------\/-------------------\
Character | TA | A | TB | B || TA | A | TB | B || TA | A | TB | B |
----------|----+----+----+----||----+----+----+----||----+----+----+----|
KYO | >< | >< | | || >< | >< | | >< || | | | |
TERRY | >< | >< | | || >< | >< | >< | >< || | | | |
IORI | | >< | | || >< | >< | | || | | | |
RYO | >< | >< | | || >< | >< | | >< || | | | |
MAI | | >< | | || | >< | | || >< | | | >< |
HAOHMARU | >< | | | || >< | | >< | || | | | |
NAKORURU | >< | >< | | >< || >< | | >< | || | | | |
ATHENA | >< | >< | | || >< | >< | >< | >< || >< | >< | | |
LEONA | | >< | | || >< | >< | | || | | >< | >< |
YURI | >< | >< | | || >< | >< | | >< || | | | |
AKARI | >< | >< | >< | >< || | >< | | >< || | | | |
GEESE | >< | | >< | || >< | >< | >< | >< || | | | |
O. IORI | | >< | | || >< | >< | | || | | | |
RYU | >< | >< | | || >< | >< | >< | >< || | | | |
KEN | >< | >< | >< | || >< | >< | >< | >< || | | | |
CHUN-LI | >< | >< | >< | || >< | | >< | || | | >< | |
MORRIGAN | >< | >< | | || >< | | >< | || >< | | >< | >< |
FELICIA | >< | | >< | || >< | | | || | | | |
ZANGIEF | >< | | >< | || >< | | >< | >< || | | | |
SAKURA | >< | >< | | || >< | >< | >< | || | | | |
DAN | >< | | | || >< | >< | >< | >< || | | | |
GUILE | >< | >< | | || >< | | >< | || | | | |
AKUMA | >< | | >< | || >< | >< | >< | >< || | | | |
BB HOOD | >< | | >< | || >< | | >< | || | | | |
M. BISON | >< | | >< | >< || >< | | >< | || | | | |
E. RYU | >< | | | || | >< | >< | >< || | | | |
----------|----+----+----+----/\----+----+----+----/\----+----+----+----/
__________________ ________________
1a| Command Moves \ /COMBO TECHNIQUES\
===============================================================================
Comboing into Command Moves is kinda to SNK what Negative Edge is to Capcom;
an unique comboing ability that you won't see in the other companies' games.
Since MotM runs on the King of Fighters (R-2 to be precise) engine you can
cancel Normal Moves into Command Moves. Old news for King of Fighters players
but a very interesting ability for Capcom players. Move over J HP, C MK >
QCF+HP and make place for J A, C A > F+A > QCF+A...
Most Command Moves do something special like knocking down the opponent or
being an Overhead, but when you combo into them they will usually lose their
special feature (regardless if it's Blocked or not) and become cancelable
into a Special or Super Move.
Sometimes it's possible to cancel a Command Move into something else without
comboing into the Command Move first, but most of the time this isn't the
case so you'll have to combo into a Command Move if you want to cancel it
into something else. Note that not all Command Moves can be canceled from
when you combo into them for some reason.
Some examples:
- Kyo's Overhead, Thunder Axe Positive (F+B) normally can't be canceled
from. If you combo it from a standing Jab (S TA) however you can cancel
the Thunder Axe Positive into a Demon Scorcher (DP+A). Should the whole
combo get Blocked, the Thunder Axe Positive will not act as an Overhead.
- Ryo on the other hand doesn't lose the special feature of his Ice Pillar
Splitter (F+A) after canceling into it and as such the combo ends there
since it knocks the opponent down and remains uncancelable.
- Other Command Moves simply can't be canceled into something else even if
they don't have a special feature. Using Kyo as an example again, when you
combo a standing Fierce (S A) into his Style No. 88 (DF+B) you simply can't
cancel either hit of the Style No. 88 into something else.
_________________ ________________
02| Chain Combos \ /COMBO TECHNIQUES\
===============================================================================
Like mentioned before, you can do Chain Combos in Rush Mode. It seems to be
a Darkstalkers reference, though the actual Chain Combos are easier than those
in the Darkstalkers series.
Basically when doing a Chain Combo you cancel one Normal Move into another
Normal Move. The general rule is that Weak moves are cancelable into Weak
and Fierce moves and that Fierce moves are cancelable into Fierce moves.
The possible Chain Combos are:
- Jab, Short, Fierce, Roundhouse
- Jab, Short, Roundhouse, Fierce
- Short, Jab, Fierce, Roundhouse
- Short, Jab, Roundhouse, Fierce
Note that it doesn't matter if a Normal Move is done while standing or
crouching. Also note that even though you can always Chain any Normal Move,
it doesn't always guarantee a successful combo. This is because Normal Moves
retain their Start-Up and Recovery Lag when Chaining them. Taking Haohmaru
for example, if you Chain his standing Roundhouse into his standing Fierce,
the Fierce will not combo because of the long Start-Up Lag on it.
The great thing about Chain Combos is that Chained Normal Moves don't lose
their properties, including cancelability. Needless to say can make Chain
combos very dangerous. Take Terry for example:
- Let's say you Chain a standing Jab into a standing Short into a standing
Roundhouse into a standing Fierce. Now cancel the standing Fierce into a
Fire Kick and then Juggle with a Power Dunk. There goes about 50% of your
opponent's life.
___________________ ________________
2a| Kara Canceling \ /COMBO TECHNIQUES\
===============================================================================
It seems every fighting game associated with Capcom lately had some form of
Kara Canceling in it. SNK vs Capcom is no different, though it isn't nearly
as useful as Kara Canceling into Throws in StreetFighter 3: Third Strike or
Kara Canceling Rolls into Special Moves in Capcom vs SNK 2 was.
In MotM you can Kara Cancel during Chain Combos. Simply put, you can cancel
into a Command, Special or Super Move before a Normal Move has hit your
opponent. This only works if a cancelable Normal Move is too far away from
your opponent so it can't hit him, or if a cancelable Normal Move has a
couple of start-up frames before it hits. The reason this works is because
when doing a Chain Combo cancelable Normal Moves can be canceled the moment
they come out. It's actually pretty similar to Kara Canceling in Guy and
Gen's Chain Combos in SFZ3.
Some examples:
- Ryu can Chain a standing Jab into a standing Short into a standing
Roundhouse into a crouching Fierce. The first 3 hits will combo, but
the last one, the Fierce, will miss. However, because the Fierce is
a cancelable Normal Move you can cancel the first few frames into a
Command, Special or Super Move. A possible combo could be: S TA, S TB,
S B, C A (Kara Cancel), QCB+B.
- Ryo can Chain a standing Jab into a standing Short into a standing
Fierce into a crouching Roundhouse. Normally the Roundhouse will knock
your opponent down, but if you Kara Cancel the Roundhouse during the
first few frames your opponent won't be knocked down, but hit by the
move you canceled the Roundhouse with. A possible combo could be:
S TA, S TB, S A, C B (Kara Cancel), QCF HCB+A.
____________ ________________
2b| Tapping \ /COMBO TECHNIQUES\
===============================================================================
Tapping is essentially the ability to Chain light Normal Moves into themselves.
Tapping looks like the "Rapid Fire Weak Attack" ability from various Capcom
games and in reality isn't much different. The biggest difference is in the
timing required and the fact that they can only be Chained into themselves
and not other light Normal Moves. Not all character have Chainable Normal
Moves and not all Chainable Normal Moves require the same timing. Below is
a chart showing all Chainable Normal Moves:
_______ _______
/ Stand \ /Crouch \
----------/---------\/---------\
Character | TA | TB || TA | TB |
----------|----+----||----+----|
KYO | >< | || >< | >< |
TERRY | >< | || >< | >< |
IORI | >< | || >< | |
RYO | >< | || >< | >< |
MAI | | || >< | >< |
HAOHMARU | | || | >< |
NAKORURU | >< | || >< | >< |
ATHENA | | >< || >< | |
LEONA | >< | || >< | >< |
YURI | >< | || >< | >< |
AKARI | >< | || >< | |
GEESE | >< | || >< | >< |
O. IORI | >< | || >< | |
RYU | >< | || >< | >< |
KEN | >< | || >< | >< |
CHUN-LI | >< | || >< | >< |
MORRIGAN | >< | || | >< |
FELICIA | >< | || >< | >< |
ZANGIEF | >< | || | >< |
SAKURA | >< | || >< | >< |
DAN | | || >< | >< |
GUILE | >< | || >< | |
AKUMA | >< | || >< | >< |
BB HOOD | | >< || >< | >< |
M. BISON | >< | || >< | >< |
E. RYU | >< | || >< | >< |
----------|----+----/\----+----/
Keep in mind that a lot of them require different timing to cancel them. For
some it's when they hit, for others it's a couple of frames after they've hit
your opponent. In all cases, you can't just mash on TA and TB in the hope you
will get lucky.
__________ ________________
03| Links \ /COMBO TECHNIQUES\
===============================================================================
Links are by far the hardest way to combo in MotM (and fighting games in
general). When you do a Link you basically connect two moves that otherwise
are not comboable. The reason why they connect is because you will recover
fast enough after the first move to follow up with another move. Let's take
Guile as an example:
- Normally when you do his Flying Knee move you can't cancel it into another
move. You can however, with the right timing and distancing, follow the
Flying Knee up with a standing Jab.
Most Links are very hard to do, mainly due to their precise timing. The only
way you'll ever learn them is to keep practising. Luckily, most Links aren't
worth their effort and you're often better off by opting for a simple but
guaranteed combo.
All of the (not buggy) infinites in MotM are essentially Links though, so some
Links are definitely worth the effort.
_____________ ________________
04| Juggling \ /COMBO TECHNIQUES\
===============================================================================
Ever since Super StreetFighter 2 X introduced them, Juggles have been a big
part of modern fighting games. Unlike Capcom's Juggle systems, the one used
in MotM is pretty straightforward and easy to understand.
There are two requirements for Juggling someone. The most important one is
that the move you hit your opponent with is a Juggle Set-Up. There are three
types of moves that can act as a Juggle Set-Up: Normal, Command, Special or
Super Moves; Counter Hits; buggy moves. Counter Hits are explained below in
'4a) Counter Hits' and the buggy moves are explained in Part 5 of the FAQ.
If a Normal, Command, Special or Super Move acts as a Juggle Set-Up your
opponent will be knocked up in the air and you can Juggle him as long as
he hasn't fallen to the ground yet. That is, assuming the other requirement
is met...
The other requirement to Juggle your opponent is that the move you want to
Juggle with can actually Juggle! Typically, you can Juggle with any move your
character has, as long as it's fast enough. Some moves though (typically the
ones that count as Juggle Set-Ups) have a No Juggle property. Below is a list
of moves that can't Juggle after a Juggle Set-Up:
----------+--------------------------------------------------------
KYO | Clipping Chimera - QCB+A
| Style No. 75 Modified - QCF+B, B
----------+--------------------------------------------------------
TERRY | Second hit of Fire Kick* - HCF+B
----------+--------------------------------------------------------
HAOHMARU | Second hit of Crescent Moon Slash** - DP+TA
----------+--------------------------------------------------------
AKARI | Tenmon Hoshi no Meguri*** - DU+B
----------+--------------------------------------------------------
KEN | Shinryuken (LV1&2) - QCF QCF+B
----------+--------------------------------------------------------
CHUN-LI | Sen En Shu - HCB+B
| Sen Retsu Kyaku (LV1) - CBFBF+B
----------+--------------------------------------------------------
ZANGIEF | Quick Double Lariat - QCB+B
----------+--------------------------------------------------------
SAKURA | Haru Ichiban (LV1&2) - QCB QCB+B
----------+--------------------------------------------------------
AKUMA | Tatsumaki Senpuu Kyaku (ground version) - QCB+B
----------+--------------------------------------------------------
M. BISON | Sweep - C B
----------+--------------------------------------------------------
* - The second hit of Terry's Fire Kick is a special case, as it can't hit
airborne opponents even if they were just jumping.
** - Haohmaru's Jab Crescent Moon Slash consists of 3 hits; 2 on the ground
and one in the air. The thing is that the second ground hit counts as a
Juggle Set-up, but since it occurs at the same time as the aerial hit,
the aerial hit will not hit your opponent after the Juggle Set-Up. If
you Juggle your opponent with another Jab Crescent Moon Slash you'll
notice that the second ground hit will not hit, but the aerial one will.
*** - Akari's Tenmon Hoshi no Meguri is a really special case since it's only
restricted to Juggle after certain moves. Below is a list explaining it:
_____________
JUGGLE SET-UP / Juggle? \
----------------------------------------------------------/---------------\
Crouching Fierce - C A | YES || |
----------------------------------------------------------|-------||------|
MeiRyu Mari Houri - DP+A, U+A | || NO |
----------------------------------------------------------|-------||------|
Tenmon Kakageshi Tenshin (<4 hits) - DU+A after DU+B | || NO |
----------------------------------------------------------|-------||------|
Myriad Stars - QCF HCB+A/B (LV2) | YES || |
----------------------------------------------------------|-------/\------/
_________________ ________________
4a| Counter Hits \ /COMBO TECHNIQUES\
===============================================================================
If you counter your opponent and it says "COUNTER" underneath your Life
Meter you can, under specific conditions, Juggle your opponent. In short
these conditions are:
1. Your opponent must be knocked up.
2. The counter MUST be a single hit (for example, Ryu's Jab Shoryuken).
If you counter your opponent with a multi-hitting move (for example,
Akuma's Jab Shoryuken) you wasted your Juggle with the second hit of
that move, unless you connected only a single hit from that move.
Note that there's a difference between countering with Normal, Command,
Special and Super Moves. If you counter with a Normal Move your opponent's
character will do a normal air reel sequence. You can Juggle him, but only
in the frames where he's being knocked up and flipping over. Once he's flipped
over you can't Juggle him anymore. If you countered your opponent with a
Command, Special or Super Move your opponent will do a falling to the ground
sequence, which gives you a lot more time to Juggle him.
Finally, there are a couple of moves that will do extra hits when they counter
another move. This can be both a good and a bad thing; it's nice because you
will do more damage, but it's bad because you'll lose a chance to Juggle. The
following moves are affected by this:
Number Of Hits
________ _________
/ Normal \/ Counter \
------+-----------------------------/---------||----------\
KYO | Demon Scorcher - DP+A* | 1 || 2 |
------+-----------------------------+---------||----------|
IORI | Demon Scorcher - DP+TA | 1 || 2 |
| DP+TA* | 1 || 2 |
| DP+A* | 1 || 2 |
------+-----------------------------+---------||----------|
RYO | Kohou - DP+TA | 1 || 2 |
| DP+A | 1/2 || 2 |
| DP+TA* | 1 || 2 |
| DP+A* | 1 || 2 |
------+-----------------------------+---------/\----------/
* - Must be done against an airborne opponent.
-------------------------------------------------------------------------------
Section 11: OTHER TECHNIQUES
-------------------------------------------------------------------------------
00) Intro
01) Fireball Canceling
__________ ________________
00| Intro \ /OTHER TECHNIQUES\
===============================================================================
Below you'll find the oddball abilities in the game. Currently there's only
Fireball Canceling, but who knows what the future will bring ~_^
______________________ ________________
01| Fireball Canceling\ /OTHER TECHNIQUES\
===============================================================================
Oddly enough, a lot of projectiles can be canceled by doing a Special or Super
Move. To clarify, this means that not the move itself can be canceled, but
rather the projectile itself. This also includes, in rare cases, canceling
Super Move projectiles into non-Super Move projectiles Super Moves. Time for
a couple examples:
- When Orochi Iori does his Darkness Sweep, he can cancel the fireball by
doing a Demon Scorcher.
- When Sakura recovers from her Shinkuu Hadoken, she can do a Midare-Zakura
to cancel the Shinkuu Hadoken.
Canceling these projectiles only works before they hit the opponent though,
so the only practical use for this technique is to surprise an opponent who
just evaded your projectile... Below is a chart showing all the cancelable
projectiles in the game and by which moves they can be canceled:
-------------+-----------------------------------------------------------------
Terry | Power Wave (QCF+TA) - Burn Knuckle (QCB+(T)A)
-------------+-----------------------------------------------------------------
Iori | Darkness Sweep (QCF+TA) - Demon Scorcher (DP+(T)A
| Eight Wine Cups Claw Bomb (DP+(T)B)
| (QCB HCF+A LV2) Maiden Masher (QCF HCB+A)
| Blast Talons (QCF QCF+B LV2)
-------------+-----------------------------------------------------------------
Ryo | Ko'oken (QCF+TA) - Ryuuko Ranbu (QCF HCB+A)
| Kuuchuu Ko'oken (QCF+TA) Tenchi Haou Ken
| (QCF QCF+A LV2)
-------------+-----------------------------------------------------------------
Mai | Kachou Sen (QCF+TA) - Flower Tempest (QCF QCF+A)
| Dance of the Phoenix
| (QCB QCB+A LV2)
-------------+-----------------------------------------------------------------
Haohmaru | Cyclone Slash (QCF+A) - Any Normal Move
| Crescent Moon Slash (DP+(T)A)
-------------+-----------------------------------------------------------------
Nakoruru | Shichikapu Etou (QCB+(T)A) - Any Normal Move
| Any Special or Super Move
| except Kamui Risse (RPD+(T)A)
-------------+-----------------------------------------------------------------
Athena | Psycho Ball (QCB+TA) - Super Psychic Throw (HCF+A)
| Psycho Sword (DP+(T)A)
| Phoenix Arrow (QCB+(T)B in
| air)
| Phoenix Fang Arrow
| (QCF QCF+B in air)
| Flame Sword (QCF QCF+A LV2)
-------------+-----------------------------------------------------------------
Leona | Baltic Launcher (CBF+A) - Moon Slasher (CBU+(T)A)
| Earring Bomb (QCB+(T)B) Any Super Move
-------------+-----------------------------------------------------------------
Yuri | Ko'oken (QCF+TA) - Hien Rekkou (QCF QCF+B)
| Haou Shoukou Ken (F HCF+A) Flying Phoenix Kick
| (QCF HCB+B)
| Shin Yuri Chou Upper
| (QCF QCF+A LV2)
-------------+-----------------------------------------------------------------
Akari | Messianic Blast (QCF+TA) - Tenmon Hoshi no Meguri (D U+B)
| Myriad Stars (QCF HCB+A/B LV2)
-------------+-----------------------------------------------------------------
Geese | Reppu Ken (QCB+TA) - Hienshikyaku (F+A)
| Double Reppu Ken (QCB+A) Jae En Ken (CBF+(T)B)
| Deadly Rave (QCF QCF+B LV2)
-------------+-----------------------------------------------------------------
O. Iori | Darkness Sweep (QCF+TA) - Demon Scorcher (DP+(T)A)
| Burst Talons (QCF QCF+B LV2) Claw Comb (DP+(T)B)
| Maiden Masher (QCF HCB+A)
| Burst Talons (QCF QCF+B LV2)
-------------+-----------------------------------------------------------------
Ryu | Hadoken (QCF+(T)A) - Shinkuu Tatsumaki Senpuu Kyaku
| Shakunetsu Hadoken (HCF+(T)A) (QCB QCB+B)
| Shinkuu Hadoken (QCF QCF+A) Shin Shoryuken (QCF QCF+B LV2)
-------------+-----------------------------------------------------------------
Ken | Hadoken (QCF+(T)A) - Shoryuken (DP+A)
| Shouryureppa (QCF QCF+A)
| Shinryuken (QCF QCF+B)
| Shippu Jinrai Kyaku
| (QCB QCB+B LV2)
-------------+-----------------------------------------------------------------
Chun-Li | Kikoken (HCF+TA) - Sen Retsu Kyaku (CBFBF+B)
| Hazan Tenshou Kyaku
| (CDB, DF, DB, UF+B)
| Shichisei Senkuu Kyaku
| (QCF QCF+B LV2 in air)
-------------+-----------------------------------------------------------------
Morrigan | Soul Fist (QCF+A) - Darkness Illusion (QCF QCF+A)
| Valkyrie Turn (HCB+(T)B, B)
-------------+-----------------------------------------------------------------
Sakura | Hadoken (QCF+TA) - Midare Zakura (QCF QCF+B)
| Shinkuu Hadoken Haru Ichiban (QCB QCB+B)
| (QCF QCF+A) Shun Goku Satsu (CBFBF+A LV2)
-------------+-----------------------------------------------------------------
Guile | Sonic Boom (CBF+(T)A) - Crossfire Blitz (CBFBF+A LV2)
-------------+-----------------------------------------------------------------
Akuma | Hadoken (QCF+(T)A) - Messatsu Gou Shouryu
| Shakunetsu Hadoken (HCB+(T)A) (QCF QCF+A)
| Messatsu Gou Hadou (HCB HCB+A) Shun Goku Satsu (CBFBF+A LV2)
| Kongou Koku Retsuzan
| (RS+A LV2)
-------------+-----------------------------------------------------------------
B.B. Hood | Smile & Missile (CBF+TA/TB) - Standing A & B
| Happy & Missile (CDU+(T)A) Crouching A
| Doll & Bomb (QCB QCB+A LV2) Jumping A & B
| Stumble Blade (B/F+A)
| Surprise & Hop (B/F+B)
| Malice & Mine (DF+B)
-------------+-----------------------------------------------------------------
M. Bison | Psycho Shot (CBF+TA) - Knee Press Nightmare (CBFBF+B)
| Psycho Field (QCB QCB+A LV2)
-------------+-----------------------------------------------------------------
Evil Ryu | Hadoken (QCF+(T)A) Shinkuu Tatsumaki Senpuu Kyaku
| Shakunetsu Hadoken (HCF+(T)A) (QCB QCB+B)
| Shinkuu Hadoken (QCF QCF+A) Messatsu Gou Shouryu
| (QCF QCF+B)
| Shun Goku Satsu (CBFBF+A LV2)
-------------+-----------------------------------------------------------------
===============================================================================
PART 4 - CHARACTER MOVELISTS & COMBOS
===============================================================================
Aah, now we're talking. Below you'll not only find movelists with a little
description of each move but also the reason why you're reading this FAQ; the
many combos possible in MotM! Keep in mind that my aim was to list every
variation of a combo. So besides the really good ones, you'll also find some
really crappy and useless combos.
I also added a rating for each move listed. This is still in an experimental
phase and I might remove it from the FAQ in a future update if I feel it's
not adding anything useful. The moves are rated as follows:
* - Extremely bad move, will probably get you hurt.
** - Flawed move, would be better if it came out faster etc.
*** - Decent move, nothing really wrong with it.
**** - Good move, try to take advantage of it.
***** - Broken move, can be used to overpower most opponents.
Some notes before getting started:
* ALL combos mentioned in this FAQ are possible during normal play (save for
perhaps the odd copy & paste error here and there...).
* All Average and Counter Mode combos work in Rush Mode too, unless they
require a Level 2 Super or a Counter Blow. Most Average Mode combos work
in Counter Mode.
* Keep in mind that when charged up in Counter Mode some Average Mode combos
will NOT work, because of the lesser Hit Stun your moves will do.
* Command Throws don't add to the number of hits in a combo, even though they
are fully comboable.
* For (hopefully) obvious reasons there are no Level indicators behind Supers
in Rush Mode.
* Usually, for best results when you do a Jump-In attack try to hit as deep
as possible. It's not a requirement, but it does make comboing when you
land much easier.
* In order to keep my sanity, I did not list (many) combos ending in Normal
Moves. Just keep this in mind; if you can Juggle the opponent with a
Special or Super Move, you can always Juggle them with a Normal Move too.
* When a combo is commented on, the comment is below that combo, NOT above
it.
===============================================================================
SNK SIDE
===============================================================================
-------------------------------------------------------------------------------
Kyo Kusanagi SNK01
-------------------------------------------------------------------------------
SNK's modern icon certainly proves his worth in MotM. This Kyo is based on
his KoF'98 incarnation and as such he's quite powerful. SNK even threw in
Kyo's new Super Move from KoF'99, for variety's sake one could assume.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
----------+----+----+----+----+
Standing | >< | >< | | |
Crouching | >< | >< | | >< |
Jumping | | | | |
- Average Mode suits Kyo best.
- Kyo's best jump-in attacks are TA, D+A and B.
- Jumping A and TB are both Cross-Ups, but you can only combo after A.
- Standing TA, crouching TA and TB can be canceled into themselves.
- Kyo can't combo into his Thunder Axe Positive after a Cross-Up A.
-------------------------------( Command Moves )-------------------------------
Name: Hades Drop Great move against jumping opponents,
Command: D+A in the air since it will knock them down. Note
Rating: *** that it won't knock down standing
opponents and does less damage than
a normal jumping Fierce punch.
-------------------------------------------------------------------------------
Name: Thunder Axe Positive Kyo's Overhead. Pretty slow by itself,
Command: F+B but very useful for adding extra
Rating: *** damage in combos.
-------------------------------------------------------------------------------
Name: Style No. 88 Comes out really fast so it's good to
Command: DF+B surprise your opponent with when he's
Rating: *** in your range. The second hit must be
Blocked low.
-------------------------------( Special Moves )-------------------------------
Name: Style No. 114: Wild Bite Doesn't have a lot of range, but can
Command: QCF+TA be followed up by various other moves
Rating: *** plus it has Autoguard.
-------------------------------------------------------------------------------
Name: Style No. 128: Nine Wounds Follow-up to Wild Bite. Knocks your
Command: QCF+A during Wild Bite opponent up.
Rating: ***
-------------------------------------------------------------------------------
Name: Style No. 127: Eight Rust Follow-up to Wild Bite. Acts as an
Command: HCB+A during Wild Bite Overhead. Knocks your opponent down.
Rating: **
-------------------------------------------------------------------------------
Name: Style No. 125: Seven Torrents Follow-up to Nine Wounds.
Command: Press B during Nine Wounds
Rating: **
-------------------------------------------------------------------------------
Name: Foreign Style: Time Drill Follow-up to Nine Wounds. Acts as an
Command: Press A during Nine Wounds Overhead.
Rating: ***
Name: Foreign Style: Time Drill Follow-up to Eight Rust. Will OTG
Command: Press A during Eight Rust knocked-down opponents.
Rating: ***
-------------------------------------------------------------------------------
Name: Style No. 115: Poison Bite Has more range than Wild Bite and does
Command: QCF+A more damage, but it also comes out
Rating: *** slower. Like Wild Bite it also has
Autoguard.
-------------------------------------------------------------------------------
Name: Style No. 401: Sin Follow-up to Poison Bite.
Composition
Command: HCB+A during Poison Bite
Rating: ***
-------------------------------------------------------------------------------
Name: Style No. 402: Punishment Follow-up to Sin Composition.
Composition
Command: F+A during Sin Composition
Rating: ***
-------------------------------------------------------------------------------
Name: Clipping Chimera It's a counter move. Not bad on itself
Command: QCB+A but Kyo has little use for it...
Rating: **
-------------------------------------------------------------------------------
Name: Style No. 100: Demon Scorcher Kyo's uppercut. Comes out a little
Command: DP+A slow, but has Autoguard at the start
Rating: *** to compensate for that.
-------------------------------------------------------------------------------
Name: Style No. 75 Modified Kyo's main move for doing lots of
Command: QCF+B, B damage. The second Kick will hit
Rating: **** your opponent into the air, ready
to be Juggled.
-------------------------------------------------------------------------------
Name: Style No. 212: Koto Moon Kyo will run toward your opponent,
Positive ready to catch him when he reaches
Command: HCB+B him. The run is rather slow, so you
Rating: *** are VERY prone to an counterattack.
-------------------------------------------------------------------------------
Name: R.E.D. Kick Kyo will jump towards your opponent in
Command: RDP+B a low arc. It has pretty good priority
Rating: *** and can jump over most projectiles.
--------------------------------( Super Moves )--------------------------------
Name: Serpent Wave Comes out fast and does lots of
Command: QCB HCF+A/B damage. Best used to hit airborne
Extra: Hold A/B to delay. opponents, since the Final Shodown
Rating: LV1 - ** is the Super of choice against
LV2 - **** grounded opponents.
-------------------------------------------------------------------------------
Name: Final Showdown Like the Serpent Wave it will come
Command: QCF QCF+A out really fast and will do a lot
Rating: *** damage. Never use it as an anti-air
and use it only on grounded opponents.
-------------------------------------------------------------------------------
Name: 182 Ways (LV2 only!) Delay it long enough and it'll
Command: QCF QCF+B become unblockable. Since your
Extra: Hold B to delay. opponent can see it coming from
Rating: ** a mile away use it only in combos.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J A, C A, DF+B
2 J A, C A, QCF+TA, QCF+TA, A
3 J A, C A, QCF+TA, QCF+TA, B
4 J A, C A, QCF+TA, HCB+TA, A
5 J A, C A, QCF+A, HCB+A, F+A
6 J A, C A, QCB+A
7 J A, C A, DP+A
8 J A, C A, QCF+B, B
9 J A, C A, HCB+B
10 J A, C A, RDP+TB
11 J A, C A, QCB HCF+A/B (LV1/LV2)
12 J A, C A, QCF QCF+A (LV1/LV2)
13 J A, C A, QCF QCF+B (LV2)
14 J A, C A, QCF+B, B, DF+B
15 J A, C A, QCF+B, B, QCF+TA, QCF+TA, A
16 J A, C A, QCF+B, B, QCF+TA, QCF+TA, B
17 J A, C A, QCF+B, B, QCF+TA, HCB+TA, A
18 J A, C A, QCF+B, B, QCF+A, HCB+A, F+A
19 J A, C A, QCF+B, B, DP+A
20 J A, C A, QCF+B, B, RDP+B
21 J A, C A, QCF+B, B, HCB+B
22 J A, C A, QCF+B, B, QCF QCF+A (LV2)
23 J A, C A, QCF+B, B, QCB HCF+A/B (LV1/LV2)
14/23 - Timing is the key when connecting something after a Style No. 75.
Especially connecting both hits of the Koto Moon Positive can be
tough. Spend some time in Training Mode and master those Juggles
though, you will need them to do lots of damage.
24 J A, C A, QCF+B, B, QCF+TA, QCF+TA, DP+A
25 J A, C A, QCF+B, B, QCF+TA, QCF+TA, HCB+B
26 J A, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV1/LV2)
24/26 - Look harder than they really are. Once you get the hang of Juggling
the Wild Bite after the Style No. 75 Modified, Juggling something
after the Nine Wounds isn't *that* hard.
27 J B, S TA, F+B, QCF+TA, QCF+TA, A
28 J B, S TA, F+B, QCF+TA, QCF+TA, B
29 J B, S TA, F+B, QCF+TA, HCB+TA, A
30 J B, S TA, F+B, QCF+A, HCB+A, F+A
31 J B, S TA, F+B, DP+A
32 J B, S TA, F+B, QCF+B, B
33 J B, S TA, F+B, HCB+B
34 J B, S TA, F+B, RDP+B
35 J B, S TA, F+B, QCB HCF+A/B (LV1/LV2)
36 J B, S TA, F+B, QCF QCF+A (LV1/LV2)
37 J B, S TA, F+B, QCF QCF+B (LV2)
38 J B, S TA, F+B, QCF+B, B, DF+B
39 J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, A
40 J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, B
41 J B, S TA, F+B, QCF+B, B, QCF+TA, HCB+TA, A
42 J B, S TA, F+B, QCF+B, B, QCF+A, HCB+A, F+A
43 J B, S TA, F+B, QCF+B, B, DP+A
44 J B, S TA, F+B, QCF+B, B, RDP+B
45 J B, S TA, F+B, QCF+B, B, HCB+B
46 J B, S TA, F+B, QCF+B, B, QCF QCF+A (LV2)
47 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV1/LV2)
48 J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, DP+A
49 J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, HCB+B
50 J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV1/LV2)
27/50 - The Thunder Axe Positive is a prime example of why Command Moves are
so important in MotM (and KoF). Comboing into a Thunder Axe Positive
from a Jab is very easy and you can cancel it into something like
Style No. 75 for a lot of extra damage.
51 (C) QCF QCF+A (LV1/LV2), S A, DF+B
52 (C) QCF QCF+A (LV1/LV2), S A, QCF+TA, QCF+TA, A
53 (C) QCF QCF+A (LV1/LV2), S A, QCF+TA, QCF+TA, B
54 (C) QCF QCF+A (LV1/LV2), S A, QCF+TA, HCB+TA, A
55 (C) QCF QCF+A (LV1/LV2), S A, QCF+A, HCB+A, F+A
56 (C) QCF QCF+A (LV1/LV2), S A, DP+A
57 (C) QCF QCF+A (LV1/LV2), S A, QCF+B, B
58 (C) QCF QCF+A (LV1/LV2), S A, RDP+B
59 (C) QCF QCF+A (LV1/LV2), S A, HCB+B
60 (C) QCF QCF+A (LV1/LV2), S A, QCF+B, B, DF+B
61 (C) QCF QCF+A (LV1/LV2), S A, QCF+B, B, QCF+TA, QCF+TA, A
62 (C) QCF QCF+A (LV1/LV2), S A, QCF+B, B, QCF+TA, QCF+TA, B
63 (C) QCF QCF+A (LV1/LV2), S A, QCF+B, B, QCF+TA, HCB+TA, A
64 (C) QCF QCF+A (LV1/LV2), S A, QCF+B, B, QCF+A, HCB+A, F+A
65 (C) QCF QCF+A (LV1/LV2), S A, QCF+B, B, DP+A
66 (C) QCF QCF+A (LV1/LV2), S A, QCF+B, B, RDP+B
67 (C) QCF QCF+A (LV1/LV2), S A, QCF+B, B, HCB+B
68 (C) QCF QCF+A (LV1/LV2), S A, QCF+B, B, QCF+TA, QCF+TA, DP+A
69 (C) QCF QCF+A (LV1/LV2), S A, QCF+B, B, QCF+TA, QCF+TA, HCB+B
51/69 - Your opponent must hit you as you do the Final Showdown. When done
correct, the fire pillar will still come out and hit your opponent
leaving you free to attack him.
COUNTER MODE COMBOS
1 CB, QCF+TA, QCF+TA, A
2 CB, QCF+TA, QCF+TA, B
3 CB, QCF+TA, HCB+TA, A
4 CB, QCF+A, HCB+A, F+A
5 CB, DP+A
6 CB, HCB+A
7 CB, QCF+B, B
8 CB, HCB+B
9 CB, QCF QCF+A (LV1/LV2)
10 CB, QCB HCF+A/B (LV1/LV2)
11 CB, QCF QCF+B (LV2)
12 CB, QCF+B, B, CB
13 CB, QCF+B, B, DF+B
14 CB, QCF+B, B, QCF+TA, QCF+TA, A
15 CB, QCF+B, B, QCF+TA, QCF+TA, B
16 CB, QCF+B, B, QCF+TA, HCB+TA, A
17 CB, QCF+B, B, QCF+A, HCB+A, F+A
18 CB, QCF+B, B, DP+A
19 CB, QCF+B, B, RDP+B
20 CB, QCF+B, B, HCB+B
21 CB, QCF+B, B, QCF QCF+A (LV2)
22 CB, QCF+B, B, QCB HCF+A/B (LV1/LV2)
23 CB, QCF+B, B, QCF+TA, QCF+TA, DP+A
24 CB, QCF+B, B, QCF+TA, QCF+TA, HCB+B
25 CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV1/LV2)
26 (C) QCF QCF+A (LV1/LV2), S A, QCF QCF+A (LV1)
27 (C) QCF QCF+A (LV1/LV2), S A, QCB HCF+A/B (LV1)
28 (C) QCF QCF+A (LV1/LV2), S A, QCF+B, B, CB
29 (C) QCF QCF+A (LV1/LV2), S A, QCF+B, B, QCF QCF+A (LV1)
30 (C) QCF QCF+A (LV1/LV2), S A, QCF+B, B, QCB HCF+A/B (LV1)
31 (C) QCF QCF+A (LV1/LV2), S A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV1)
26/31 - Your opponent must hit you as you do the Final Showdown. When done
correct, the fire pillar will still come out and hit your opponent
leaving you free to attack him.
RUSH MODE COMBOS
1 J TB, S TA, S TB, C A, DF+B
2 J TB, S TA, S TB, C A, QCF+TA, QCF+TA, A
3 J TB, S TA, S TB, C A, QCF+TA, QCF+TA, B
4 J TB, S TA, S TB, C A, QCF+TA, HCB+TA, A
5 J TB, S TA, S TB, C A, QCF+A, HCB+A, F+A
6 J TB, S TA, S TB, C A, DP+A
7 J TB, S TA, S TB, C A, QCF+B, B
8 J TB, S TA, S TB, C A, HCB+B
9 J TB, S TA, S TB, C A, RDP+TB
10 J TB, S TA, S TB, C A, QCB HCF+A/B
11 J TB, S TA, S TB, C A, QCF QCF+A
12 J TB, S TA, S TB, C A, QCF+B, B, DF+B
13 J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, A
14 J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, B
15 J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, HCB+TA, A
16 J TB, S TA, S TB, C A, QCF+B, B, QCF+A, HCB+A, F+A
17 J TB, S TA, S TB, C A, QCF+B, B, DP+A
18 J TB, S TA, S TB, C A, QCF+B, B, RDP+B
19 J TB, S TA, S TB, C A, QCF+B, B, HCB+B
20 J TB, S TA, S TB, C A, QCF+B, B, QCB HCF+A/B
21 J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, DP+A
22 J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, HCB+B
23 J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B
24 J TB, S TB, S TA, F+B, QCF+TA, QCF+TA, A
25 J TB, S TB, S TA, F+B, QCF+TA, QCF+TA, B
26 J TB, S TB, S TA, F+B, QCF+TA, HCB+TA, A
27 J TB, S TB, S TA, F+B, QCF+A, HCB+A, F+A
28 J TB, S TB, S TA, F+B, DP+A
29 J TB, S TB, S TA, F+B, QCF+B, B
30 J TB, S TB, S TA, F+B, HCB+B
31 J TB, S TB, S TA, F+B, RDP+B
32 J TB, S TB, S TA, F+B, QCB HCF+A/B
33 J TB, S TB, S TA, F+B, QCF QCF+A
34 J TB, S TB, S TA, F+B, QCF+B, B, DF+B
35 J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, A
36 J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, B
37 J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, HCB+TA, A
38 J TB, S TB, S TA, F+B, QCF+B, B, QCF+A, HCB+A, F+A
39 J TB, S TB, S TA, F+B, QCF+B, B, DP+A
40 J TB, S TB, S TA, F+B, QCF+B, B, RDP+B
41 J TB, S TB, S TA, F+B, QCF+B, B, HCB+B
42 J TB, S TB, S TA, F+B, QCF+B, B, QCB HCF+A/B
43 J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, DP+A
44 J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, HCB+B
45 J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B
01/45 - Except for a couple of extra hits, the above Rush Mode combos are
basically the same as the Rush Mode combos.
-------------------------------------------------------------------------------
Terry Bogard SNK02
-------------------------------------------------------------------------------
SNK's "old" icon is no push-over either. This Terry is based on his Real Bout
incarnation and is quite the combo machine. Needless to say, Rush Mode fits
Terry like a glove.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | >< | | |
Crouching | >< | >< | >< | >< |
Jumping | | | | |
- Rush Mode suits Terry best.
- Terry's best jump-in attacks are A and B.
- Jumping B is a Cross-Up. Note that your opponent will be pushed away a bit
when you cross him up, so you won't have maximum combo potential.
- Standing and crouching TA can be canceled into themselves.
-------------------------------( Command Moves )-------------------------------
Name: Rising Upper Decent anti-air and can be comboed
Command: DF+A into something else with the utmost
Rating: *** ease.
-------------------------------------------------------------------------------
Name: Backspin Kick Knocks your opponent down, but comes
Command: F+B out really slow. Comboing with it can
Rating: ** be tricky since Terry is airborne for
the most part of it.
-------------------------------( Special Moves )-------------------------------
Name: Power Wave Never use it from up close, the
Command: QCF+A recovery time on it will get you hurt
Rating: *** even if it does hit your opponent.
-------------------------------------------------------------------------------
Name: Burn Knuckle Comes out a little slow, but Terry
Command: QCB+A will move very fast during the actual
Rating: *** move. It will fly over most grounded
projectiles.
-------------------------------------------------------------------------------
Name: Rising Tackle It has no horizontal range at all, but
Command: CDU+A it does have good priority. Terry's
Rating: *** anti-air of choice.
-------------------------------------------------------------------------------
Name: Crack Shoot Can easily go over a lot projectiles,
Command: QCB+B but it doesn't have too hot priority.
Rating: *** The Crack Shoot comes in handy in a
lot of Terry's more damaging combos.
-------------------------------------------------------------------------------
Name: Fire Kick Terry's main combo tool. It lets you
Command: HCF+B Juggle your opponent afterwards with
Rating: **** any move so combo into it often.
-------------------------------------------------------------------------------
Name: Power Dunk It's basically a diagonal uppercut.
Command: DP+B Best used as a pressure move since
Rating: *** it's too slow and lacks priority to
respond to any attacks.
--------------------------------( Super Moves )--------------------------------
Name: Power Geyser Good anti-air. Comes out a little slow
Command: QCB HCF+A so only use it when you're sure it'll
Rating: *** connect.
-------------------------------------------------------------------------------
Name: High Angle Geyser (LV2 only!) Does less damage than a LV2 Power
Command: QCF QCF+B Geyser but it does have an invincible
Rating: *** start-up, so you have a very good
chance to hit your opponent with it.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J B, S TA, DP+B
2 J B, S A, QCF+A
3 J B, S A, QCB+TA
4 J B, C A, CDU+A
5 J B, S A, HCF+B
6 J B, S A, QCB+B
7 J B, S A, QCB HCF+A (LV1/LV2)
8 J B, S A, QCF QCF+B (LV2)
9 J B, S A, HCF+B, DF+A
10 J B, S A, HCF+B, QCF+A
11 J B, S A, HCF+B, QCB+A
12 J B, S A, HCF+B, CDU+A
13 J B, S A, HCF+B, HCF+B
14 J B, S A, HCF+B, DP+B
15 J B, S A, HCF+B, QCB+B
16 J B, S A, HCF+B, QCB HCF+A (LV1/LV2)
17 J B, S A, HCF+B, QCF QCF+B (LV2)
18 J B, S A, HCF+B, QCB+B, DF+A
19 J B, S A, HCF+B, QCB+B, CDU+A
09/19 - Terry can make very good use of his Juggleable Fire Kick. These
combos are really easy and well worth the effort.
20 J B, S A, DF+A, QCF+A
21 J B, S A, DF+A, QCB+A
22 J B, C A, DF+A, CDU+A
23 J B, S A, DF+A, HCF+B
24 J B, S A, DF+A, DP+B
25 J B, S A, DF+A, QCB+B
26 J B, S A, DF+A, QCB HCF+A (LV1/LV2)
27 J B, S A, DF+A, QCF QCF+B (LV2)
28 J B, S A, DF+A, HCF+B, DF+A
29 J B, S A, DF+A, HCF+B, QCF+A
30 J B, S A, DF+A, HCF+B, QCB+A
31 J B, S A, DF+A, HCF+B, CDU+A
32 J B, S A, DF+A, HCF+B, HCF+B
33 J B, S A, DF+A, HCF+B, DP+B
34 J B, S A, DF+A, HCF+B, QCB+B
35 J B, S A, DF+A, HCF+B, QCB HCF+A (LV1/LV2)
36 J B, S A, DF+A, HCF+B, QCF QCF+B (LV2)
37 J B, S A, DF+A, HCF+B, QCB+B, DF+A
38 J B, S A, DF+A, HCF+B, QCB+B, CDU+A
20/38 - Very easy and very damaging combos. Putting his Fire Kick to good
use, these are Terry's best combos.
39 J B, S A, F+B, QCF+A
40 J B, S A, F+B, QCB+A
41 J B, S A, F+B, HCF+B
42 J B, S A, F+B, QCB+B
43 J B, S A, F+B, QCF QCF+B (LV2)
44 J B, S A, F+B, HCF+B, DF+A
45 J B, S A, F+B, HCF+B, QCF+A
46 J B, S A, F+B, HCF+B, QCB+A
47 J B, S A, F+B, HCF+B, CDU+A
48 J B, S A, F+B, HCF+B, HCF+B
49 J B, S A, F+B, HCF+B, DP+B
50 J B, S A, F+B, HCF+B, QCB+B
51 J B, S A, F+B, HCF+B, QCB HCF+A (LV1/LV2)
52 J B, S A, F+B, HCF+B, QCF QCF+B (LV2)
53 J B, S A, F+B, HCF+B, QCB+B, DF+A
54 J B, S A, F+B, HCF+B, QCB+B, CDU+A
39/54 - These virtually the same as 20/38, except that they're slightly
harder to do because of the Roundhouse Kick's slow nature.
55 (C) S A, F+B, S A, QCF+A
56 (C) S A, F+B, S A, HCF+B
57 (C) S A, F+B, S A, QCB+TB
58 (C) S A, F+B, S A, QCF QCF+B (LV2)
59 (C) S A, F+B, S A, HCF+B, DF+A
60 (C) S A, F+B, S A, HCF+B, QCF+A
61 (C) S A, F+B, S A, HCF+B, QCB+A
62 (C) S A, F+B, S A, HCF+B, CDU+A
63 (C) S A, F+B, S A, HCF+B, HCF+B
64 (C) S A, F+B, S A, HCF+B, DP+B
65 (C) S A, F+B, S A, HCF+B, QCB+B
66 (C) S A, F+B, S A, HCF+B, QCB HCF+A (LV1/LV2)
67 (C) S A, F+B, S A, HCF+B, QCF QCF+B (LV2)
68 (C) S A, F+B, S A, HCF+B, QCB+B, DF+A
69 (C) S A, F+B, S A, HCF+B, QCB+B, CDU+A
55/69 - Linking the second standing Fierce is kind of tricky, but not as
tricky as canceling that same standing Fierce on the right moment.
Practise is the key here.
COUNTER MODE COMBOS
1 CB, QCF+A
2 CB, QCB+A
3 CB, CDU+A
4 CB, HCF+B
5 CB, QCB+B
6 CB, QCB HCF+A (LV1/LV2)
7 CB, QCF QCF+B (LV2)
8 CB, HCF+B, CB
9 CB, HCF+B, DF+A
10 CB, HCF+B, QCF+A
11 CB, HCF+B, QCB+A
12 CB, HCF+B, CDU+A
13 CB, HCF+B, HCF+B
14 CB, HCF+B, DP+B
15 CB, HCF+B, QCB+B
16 CB, HCF+B, QCB HCF+A (LV1/LV2)
17 CB, HCF+B, QCF QCF+B (LV2
18 CB, HCF+B, QCB+B, DF+A
19 CB, HCF+B, QCB+B, CDU+A
RUSH MODE COMBOS
1 J TB, C TA, C TB, C A, CDU+A
2 J TB, S TB, S TA, S B, S A, QCF+A
3 J TB, S TB, S TA, S B, S A, QCB+TA
4 J TB, S TB, S TA, S B, S A, HCF+B
5 J TB, S TB, S TA, S B, S A, DP+TB
6 J TB, S TB, S TA, S B, S A, QCB HCF+A
7 J TB, S TB, S TA, S B, S A, HCF+B, DF+A
8 J TB, S TB, S TA, S B, S A, HCF+B, QCF+A
9 J TB, S TB, S TA, S B, S A, HCF+B, QCB+A
10 J TB, S TB, S TA, S B, S A, HCF+B, CDU+A
11 J TB, S TB, S TA, S B, S A, HCF+B, HCF+B
12 J TB, S TB, S TA, S B, S A, HCF+B, DP+B
13 J TB, S TB, S TA, S B, S A, HCF+B, QCB+B
14 J TB, S TB, S TA, S B, S A, HCF+B, QCB HCF+A
15 J TB, S TB, S TA, S B, S A, HCF+B, QCB+B, DF+A
16 J TB, S TB, S TA, S B, S A, HCF+B, QCB+B, CDU+A
17 (C) J TB, S TB, S TA, S B, S A, F+B, QCF+A
18 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B
19 (C) J TB, S TB, S TA, S B, S A, F+B, QCB+TB
20 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, DF+A
21 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCF+A
22 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB+A
23 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, CDU+A
24 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, HCF+B
25 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, DP+B
26 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB+B
27 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB HCF+A
28 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB+B, DF+A
29 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB+B, CDU+A
02/29 - These do lots of damage but are not easy to pull off. Not very
practical in a real fight unless you're very good with Chain Combos.
Leave the Short and/or the Roundhouse out of the combos to make them
easier.
-------------------------------------------------------------------------------
Iori Yagami SNK03
-------------------------------------------------------------------------------
Like Kyo, Iori is based on his KoF'98 version. He's pretty powerful, though
he's lacking a bit in the combo department. Nonetheless, any Iori player will
be able to pick up Iori and kick some ass. Like Kyo, Iori also got his new
Super Move from KoF'99, again only for variety's sake.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | | >< | | |
Crouching | >< | >< | | |
Jumping | | | | |
- Average Mode suits Iori best.
- Iori's best jump-in attacks are TA and B.
- Jumping TA, A and Back+B are Cross-Ups, but you can only combo after back+B.
- Standing TA can be canceled into itself.
- Iori jumps very low, so make sure to abuse his back+B Cross-Up.
-------------------------------( Command Moves )-------------------------------
Name: Foreign Style: Dream Bullet Basically two Fierce punches, pretty
Command: F+A, A much only useful for adding extra
Rating: *** damage in combos.
-------------------------------------------------------------------------------
Name: Foreign Style: Thunder Axe Iori's Overhead. It's impossible to
Negative combo into, but the second hit does
Command: F+B become cancelable if you canceled
Rating: ** into it.
-------------------------------------------------------------------------------
Name: Foreign Style: Lily Break It will hit your opponent from behind,
Command: Back+B in the air it's the most reliable Cross-Up in the
Rating: **** game.
-------------------------------( Special Moves )-------------------------------
Name: Style No. 108: Darkness Sweep It's like Terry's Power Wave, except
Command: QCF+A with a little less Recovery Time on
Rating: *** it.
-------------------------------------------------------------------------------
Name: Style No. 127: Deadly Flower Damage-wise it sucks, but it's great
Command: QCB+A x 3 for pressuring and if you're fast
Rating: *** enough you can even Link something
else after the first QCB+A. The third
Deadly Flower acts as an Overhead.
-------------------------------------------------------------------------------
Name: Style No. 100: Demon Scorcher It won't go as high as Kyo's uppercut
Command: DP+A and doesn't have Autoguard either, but
Rating: *** it does come out faster.
-------------------------------------------------------------------------------
Name: Scum Gale A Command Throw that doesn't do any
Command: HCB F+A actual damage. Very useful for setting
Rating: *** up combos though.
-------------------------------------------------------------------------------
Name: Style No. 212: Moon Harp Does the same thing as Kyo's Koto Moon
Negative Positive, but it's actually a little
Command: HCB+B bit faster. Still, dangerous to use
Rating: *** outside combos.
-------------------------------------------------------------------------------
Name: Style No. 311: Claw Bomb Iori will thrust forward and hit his
Command: DP+B opponent with a flaming hand. The only
Rating: ** redeeming factor of this move is that
you can Chain it into a Deadly Flower
should it connect.
--------------------------------( Super Moves )--------------------------------
Name: Maiden Masher Comes out really fast and will go
Command: QCF HCB+A underneath a lot of projectiles. It
Rating: **** will also ground airborne opponents.
-------------------------------------------------------------------------------
Name: Eight Wine Cups If it hits your opponent he'll be
Command: QCB HCF+A paralyzed for a brief time. Chances
Extra: Hold A to delay of you connecting it are slim though,
Rating: ** since the lightning pillars will move
forward very slow.
-------------------------------------------------------------------------------
Name: Blast Talons (LV2 only!) Acts as an Overhead. Basically does
Command: QCF QCF+B the same thing as his Claw Bomb, but
Rating: *** comes out a lot faster.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 DP+B, QCB+A, QCB+A, QCB+A
2 DP+B, QCB+A, QCF HCB+A (LV1/LV2)
01/02 - Why anyone would do a Claw Bomb is beyond me, but if you manage
to connect it you can sneak in a nice amount of free damage!
3 J B, S A, QCF+A
4 J B, S A, DP+A
5 J B, S A, HCB+B
6 J B, S A, QCF HCB+A (LV1/LV2)
7 J B, S A, QCF QCF+B (LV2)
8 J B, S A, QCB+A, QCB+A, QCB+A
9 J B, S A, QCB+A, QCF HCB+A (LV1/LV2)
10 J B, S A, HCB F+A, DP+A
11 J B, F+A, A, DP+A
12 J B, S A, F+A, A, QCF HCB+A (LV1/LV2)
13 J B, S A, F+A, A, QCB+A, QCB+A, QCB+A
14 J B, S A, F+A, A, QCB+TA, QCF HCB+A (LV1/LV2)
15 JC back+B, S A, F+A, A, QCF+A
16 JC back+B, S A, F+A, A, DP+A
17 JC back+B, S A, F+A, A, QCF HCB+A (LV1/LV2)
18 JC back+B, S A, F+A, A, QCB+A, QCB+A, QCB+A
19 JC back+B, S A, F+A, A, QCB+TA, QCF HCB+A (LV1/LV2)
20 (C) DP+B, QCB+TA, S A, QCF+A
21 (C) DP+B, QCB+TA, S A, DP+A
22 (C) DP+B, QCB+TA, S A, HCB+B
23 (C) DP+B, QCB+TA, S A, QCF HCB+A (LV1/LV2)
24 (C) DP+B, QCB+TA, S A, QCF QCF+B (LV2)
25 (C) DP+B, QCB+TA, S A, QCB+A, QCB+A, QCB+A
26 (C) DP+B, QCB+TA, S A, QCB+TA, QCF HCB+A (LV1/LV2)
27 (C) J A, S A, QCB+TA, S A, QCF+A
28 (C) J A, S A, QCB+TA, S A, DP+A
29 (C) J A, S A, QCB+TA, S A, HCB+B
30 (C) J A, S A, QCB+TA, S A, QCF HCB+A (LV1/LV2)
31 (C) J A, S A, QCB+TA, S A, QCF QCF+B (LV2)
32 (C) J A, S A, QCB+TA, S A, QCB+A, QCB+A, QCB+A
33 (C) J A, S A, QCB+TA, S A, QCB+TA, QCF HCB+A (LV1/LV2)
34 (C) J A, S A, F+A, A, QCB+TA, S A, QCF+A
35 (C) J A, S A, F+A, A, QCB+TA, S A, DP+A
36 (C) J A, S A, F+A, A, QCB+TA, S A, HCB+B
37 (C) J A, S A, F+A, A, QCB+TA, S A, QCF HCB+A (LV1/LV2)
38 (C) J A, S A, F+A, A, QCB+TA, S A, QCF QCF+B (LV2)
39 (C) J A, S A, F+A, A, QCB+TA, S A, QCB+A, QCB+A, QCB+A
40 (C) J A, S A, F+A, A, QCB+TA, S A, QCB+TA, QCF HCB+A (LV1/LV2)
41 (C) JC back+B, S A, HCB F+A, S A, QCF+A
42 (C) JC back+B, S A, HCB F+A, S A, DP+A
43 (C) JC back+B, S A, HCB F+A, S A, HCB+B
44 (C) JC back+B, S A, HCB F+A, S A, QCF HCB+A (LV1/LV2)
45 (C) JC back+B, S A, HCB F+A, S A, QCF QCF+B (LV2)
46 (C) JC back+B, S A, HCB F+A, S A, QCB+A, QCB+A, QCB+A
47 (C) JC back+B, S A, HCB F+A, S A, QCB+A, QCF HCB+A (LV1/LV2)
48 (C) JC back+B, S A, HCB F+A, S A, QCB+TA, S A, QCF+A
49 (C) JC back+B, S A, HCB F+A, S A, QCB+TA, S A, DP+A
50 (C) JC back+B, S A, HCB F+A, S A, QCB+TA, S A, HCB+B
51 (C) JC back+B, S A, HCB F+A, S A, QCB+TA, S A, QCF HCB+A (LV1/LV2)
52 (C) JC back+B, S A, HCB F+A, S A, QCB+TA, S A, QCF QCF+B (LV2)
53 (C) JC back+B, S A, HCB F+A, S A, QCB+TA, S A, QCB+A, QCB+A, QCB+A
54 (C) JC back+B, S A, HCB F+A, S A, QCB+TA, S A, QCB+TA, QCF HCB+A (LV1/LV2)
55 (C) JC back+B, S A, HCB F+A, F+A, A, QCB+TA, S A, QCF+A
56 (C) JC back+B, S A, HCB F+A, F+A, A, QCB+TA, S A, DP+A
57 (C) JC back+B, S A, HCB F+A, F+A, A, QCB+TA, S A, HCB+B
58 (C) JC back+B, S A, HCB F+A, F+A, A, QCB+TA, S A, QCF HCB+A (LV1/LV2)
59 (C) JC back+B, S A, HCB F+A, F+A, A, QCB+TA, S A, QCF QCF+B (LV2)
60 (C) JC back+B, S A, HCB F+A, F+A, A, QCB+TA, S A, QCB+A, QCB+A, QCB+A
61 (C) JC back+B, S A, HCB F+A, F+A, A, QCB+TA, S A, QCB+TA,
QCF HCB+A (LV1/LV2)
41/61 - When you do the Cross-Up your opponent must be near the Corner.
After the Cross-Up you yourself will be in the Corner.
COUNTER MODE COMBOS
1 CB, QCF+A
2 CB, DP+A
3 CB, HCB+B
4 CB, QCF HCB+A (LV1/LV2)
5 CB, QCB+A, QCB+A, QCB+A
6 CB, QCB+A, QCF HCB+A (LV1/LV2)
7 CB, HCB F+A, DP+A
8 CB, HCB F+A, QCB+A, QCB+A, QCB+A
9 CB, HCB F+A, QCB+A, QCF HCB+A (LV1/LV2)
10 (C) CB, QCB+TA, S A, QCF+A
11 (C) CB, QCB+TA, S A, QCB+A, QCB+A, QCB+A
12 (C) CB, QCB+TA, S A, DP+A
13 (C) CB, QCB+TA, S A, HCB+B
10/13 - These will only work if your Super Meter isn't maxed. Your life
can't be flashing either.
RUSH MODE COMBOS
1 J B, S TA, S TB, S A, QCF+A
2 J B, S TA, S TB, S A, DP+A
3 J B, S TA, S TB, S A, HCB+B
4 J B, S TA, S TB, S A, QCF HCB+A
5 J B, S TA, S TB, S A, QCB+A, QCB+A, QCB+A
6 J B, S TA, S TB, S A, QCB+A, QCF HCB+A
7 (C) J B, S TA, S TB, S A, QCB+TA, S A, QCF+A
8 (C) J B, S TA, S TB, S A, QCB+TA, S A, DP+A
9 (C) J B, S TA, S TB, S A, QCB+TA, S A, HCB+B
10 (C) J B, S TA, S TB, S A, QCB+TA, S A, QCF HCB+A
11 (C) J B, S TA, S TB, S A, QCB+TA, S A, QCB+A, QCB+A, QCB+A
12 (C) J B, S TA, S TB, S A, QCB+TA, S A, QCB+TA, QCF HCB+A
13 (C) JC back+B, S TA, S A, HCB F+A, S TA, S TB, S A, QCF+A
14 (C) JC back+B, S TA, S A, HCB F+A, S TA, S TB, S A, DP+A
15 (C) JC back+B, S TA, S A, HCB F+A, S TA, S TB, S A, HCB+B
16 (C) JC back+B, S TA, S A, HCB F+A, S TA, S TB, S A, QCF HCB+A
17 (C) JC back+B, S TA, S A, HCB F+A, S TA, S TB, S A, QCB+A, QCB+A, QCB+A
18 (C) JC back+B, S TA, S A, HCB F+A, S TA, S TB, S A, QCB+A, QCF HCB+A
19 (C) JC back+B, S TA, S A, HCB F+A, S TA, S TB, S A, QCB+TA, S A, QCF+A
20 (C) JC back+B, S TA, S A, HCB F+A, S TA, S TB, S A, QCB+TA, S A, DP+A
21 (C) JC back+B, S TA, S A, HCB F+A, S TA, S TB, S A, QCB+TA, S A, HCB+B
22 (C) JC back+B, S TA, S A, HCB F+A, S TA, S TB, S A, QCB+TA, S A, QCF HCB+A
23 (C) JC back+B, S TA, S A, HCB F+A, S TA, S TB, S A, QCB+TA, S A, QCB+A,
QCB+A, QCB+A
24 (C) JC back+B, S TA, S A, HCB F+A, S TA, S TB, S A, QCB+TA, S A, QCB+TA,
QCF HCB+A
25 (C) JC back+B, S TA, S A, HCB F+A, F+A, A, QCF+A
26 (C) JC back+B, S TA, S A, HCB F+A, F+A, A, HCB+B
27 (C) JC back+B, S TA, S A, HCB F+A, F+A, A, QCF HCB+A
28 (C) JC back+B, S TA, S A, HCB F+A, F+A, A, QCB+A, QCB+A, QCB+A
29 (C) JC back+B, S TA, S A, HCB F+A, F+A, A, QCB+A, QCF HCB+A
30 (C) JC back+B, S TA, S A, HCB F+A, F+A, A, QCB+TA, S A, QCF+A
31 (C) JC back+B, S TA, S A, HCB F+A, F+A, A, QCB+TA, S A, DP+A
32 (C) JC back+B, S TA, S A, HCB F+A, F+A, A, QCB+TA, S A, HCB+B
33 (C) JC back+B, S TA, S A, HCB F+A, F+A, A, QCB+TA, S A, QCF HCB+A
34 (C) JC back+B, S TA, S A, HCB F+A, F+A, A, QCB+TA, S A, QCB+A, QCB+A, QCB+A
35 (C) JC back+B, S TA, S A, HCB F+A, F+A, A, QCB+TA, S A, QCB+TA, QCF HCB+A
13/35 - When you do the Cross-Up your opponent must be near the Corner.
After the Cross-Up you yourself will be in the Corner.
-------------------------------------------------------------------------------
Ryo Sakazaki SNK04
-------------------------------------------------------------------------------
Ryo is based on his old Art of Fighting self and as such a lot of people will
write him off as a Shoto clone. He's pretty powerful, though perhaps not as
versatile as the real Shotokans. He's pretty good at zoning and is also one
of the few characters that plays well in Counter Mode.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | >< | | |
Crouching | >< | >< | | >< |
Jumping | | | | |
- Counter Mode suits Ryo best.
- Ryo's best jump-in attacks a TB and B.
- Jumping TB and B are Cross-Ups, but you can only combo after B.
-------------------------------( Command Moves )-------------------------------
Name: Ice Pillar Splitter Ryo's Overhead. Knocks the opponent
Command: F+A down, even if you combo into it...
Rating: ***
-------------------------------( Special Moves )-------------------------------
Name: Ko'oken Typical SNK fireball, meaning that it
Command: QCF+A will go across the screen very fast.
Rating: ***
-------------------------------------------------------------------------------
Name: Kuuchuu Ko'oken This really is a good pressure move,
Command: QCF+A in the air the weak version flies further than
Rating: *** the strong version.
-------------------------------------------------------------------------------
Name: Kohou Reliable anti-air and also easy to
Command: DP+A combo into. Note that it doesn't have
Rating: *** much horizontal range.
-------------------------------------------------------------------------------
Name: Zanretsu Ken Hard to connect, but it does a lot of
Command: FBF+A damage and has high priority. Comboing
Rating: *** into it is relatively easy, so take
advantage of that.
-------------------------------------------------------------------------------
Name: Hien Shippuu Kyaku Not as versatile as a Tatsumaki, but
Command: HCB+B it's helps Ryo keep up the pressure,
Rating: *** which is why he has it in the first
place.
--------------------------------( Super Moves )--------------------------------
Name: Ryuuko Ranbu Comes out lightning fast and also has
Command: QCF HCB+A an invincible start-up. It will also
Rating: **** ground airborne opponents.
-------------------------------------------------------------------------------
Name: Haou Shoukou Ken It's a very fast giant fireball. Comes
Command: F HCF+A out fast, but there's a bit of
Rating: *** Recovery Time on it.
-------------------------------------------------------------------------------
Name: Tenchi Haou Ken (LV2 only!) Dizzies the opponent if it connects.
Command: QCF QCF+A Nice in Counter Mode, but I wouldn't
Rating: ** use it in any other Mode...
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J B, S A, F+A
2 J B, S A, FBF+A
3 J B, S A, QCF+A
4 J B, S A, DP+A
5 J B, S A, HCB+B
6 J B, S A, QCF HCB+A (LV1/LV2)
7 J B, S A, F HCF+A (LV1/LV2)
8 J B, S A, QCF QCF+A (LV2)
9 J B, C TB, C A, QCF+A
10 J B, C TB, C A, DP+A
11 J B, C TB, C A, HCB+B
12 J B, C TB, C A, QCF HCB+A (LV1/LV2)
13 J B, C TB, C A, F HCF+A (LV1/LV2)
14 J B, C TB, C A, QCF QCF+A (LV2)
15 JC B, C TB, C A, FBF+A
16 (C) J B, S A, QCF+A, QCF HCB+A (LV1/LV2)
17 (C) J B, C TB, C A, QCF+A, QCF HCB+A (LV1/LV2)
16/17 - These are kinda hard. Immediately after the Ko'oken do the Ryuuko
Ranbu. If you're fast enough it will connect.
18 (C) QCF, F+A, C A, F+A
19 (C) QCF, F+A, C A, FBF+A
20 (C) QCF, F+A, C A, QCF+A
21 (C) QCF, F+A, C A, DP+A
22 (C) QCF, F+A, C A, HCB+B
23 (C) QCF, F+A, C A, QCF HCB+A (LV1/LV2)
24 (C) QCF, F+A, C A, F HCF+A (LV1/LV2)
25 (C) QCF, F+A, C A, QCF QCF+A (LV2)
26 (C) QCF, F+A, C A, QCF+A, QCF HCB+A (LV1/LV2)
18/26 - Do the QCF, F+A in front of your opponent. This will result in
an aerial Ko'oken and you'll have just enough time to connect the
crouching Fierce.
27 (C) J B, QCF, F+A, C A, F+A
28 (C) J B, QCF, F+A, C A, FBF+A
29 (C) J B, QCF, F+A, C A, QCF+A
30 (C) J B, QCF, F+A, C A, DP+A
31 (C) J B, QCF, F+A, C A, HCB+B
32 (C) J B, QCF, F+A, C A, QCF HCB+A (LV1/LV2)
33 (C) J B, QCF, F+A, C A, F HCF+A (LV1/LV2)
34 (C) J B, QCF, F+A, C A, QCF QCF+A (LV2)
35 (C) J B, QCF, F+A, C A, QCF+A, QCF HCB+A (LV1/LV2)
27/35 - Jump in with a deep Roundhouse and you'll be able to connect the
aerial Ko'oken afterwards.
COUNTER MODE COMBOS
1 CB, FBF+A
2 CB, QCF+A
3 CB, DP+A
4 CB, HCB+B
5 CB, QCF HCB+A (LV1/LV2)
6 CB, F HCF+A (LV1/LV2)
7 CB, QCF QCF+A (LV2)
RUSH MODE COMBOS
1 S TA, S A, FBF+A
2 J B, S TA, S TB, S A, QCF+A
3 J B, S TA, S TB, S A, HCB+B
4 J B, S TA, S TB, S A, QCF HCB+A
5 J B, S TA, S TB, S A, F HCF+A
6 JC B, S TA, S A, DP+A
7 JC B, S TA, S TB, S B, S A, QCF+A
8 JC B, S TA, S TB, S B, S A, HCB+B
9 JC B, S TA, S TB, S B, S A, QCF HCB+A
10 JC B, S TA, S TB, S B, S A, F HCF+A
11 JC B, S TA, S TB, S B, S A, QCF+A, QCF HCB+A
12 (C) J B, S TA, S TB, S A, QCF+A, QCF HCB+A
-------------------------------------------------------------------------------
Mai Shiranui SNK05
-------------------------------------------------------------------------------
Like Terry, Mai is based on her Real Bout incarnation. Not only is she very
fast, but she can also dish out some nice damage. She can be played in a
variety of ways, though a very offensive hit and run style in Rush Mode suits
her the best.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | | >< | | |
Crouching | | >< | | |
Jumping | >< | | | >< |
- Rush Mode suits Mai best.
- Mai's best jump-in attacks are TA, D+A and B.
- Mai has no Cross-Ups.
- Jumping TA and B can be canceled into aerial Special Moves.
- Mai can jump off walls.
-------------------------------( Command Moves )-------------------------------
Name: Great Windmill Drop Like Kyo's Hades Drop it knocks down
Command: D+A in the air jumping opponents. It does a little
Rating: *** bit more damage than a normal jumping
Fierce too.
-------------------------------------------------------------------------------
Name: Dance of the Black Swallow Mai's Overhead. Note that you're
Command: F+B airborne during the whole move.
Rating: **
-------------------------------------------------------------------------------
Name: Dance of the Flamingo Does the same thing as Kyo's Style No.
Command: DF+B 88 so use it the same way. The first
Rating: *** hit becomes cancelable if you combo
into it.
-------------------------------( Special Moves )-------------------------------
Name: Kachou Sen Has too much start-up lag to really
Command: QCF+A surprise anyone and it doesn't do
Rating: ** enough damage to compensate for that.
Best used to pressure your opponent
from the other end of the screen.
-------------------------------------------------------------------------------
Name: Ryuu Enbu Comes out fast enough to surprise and
Command: QCB+A also does good damage. It can even
Rating: *** negate certain projectiles.
-------------------------------------------------------------------------------
Name: Dance of the Giant Flying An escape move. If you hold down A or
Squirrel (Ground) B Mai will attack, otherwise she'll
Command: Charge Down, UB/UF+A/B just fall to the ground.
Extra: A version has small range.
B version has long range.
Rating: **
-------------------------------------------------------------------------------
Name: Dance of the Giant Flying Comes out fast enough to surprise and
Squirrel (Mid-Air) you can easily cancel a jumping Fierce
Command: QCB+A in the air kick into it. Sets your opponent up
Rating: *** for a Juggle, so take advantage of
that.
-------------------------------------------------------------------------------
Name: Night Plover Comes out a little slow, but it can be
Command: QCB+B Chained into a Ryuu Enbu. Also serves
Rating: *** as a good anti-air move.
-------------------------------------------------------------------------------
Name: Deadly Ninja Bees Best used to punish someone, because
Command: HCF+B there's too much Recovery Time on it
Rating: *** to use it as a pressure move.
--------------------------------( Super Moves )--------------------------------
Name: Flower Tempest Great super, it comes out very fast
Command: QCF QCF+A and has an invincible start-up.
Rating: **** Best used to punish your opponent for
making just about any move.
-------------------------------------------------------------------------------
Name: Super Deadly Ninja Bees Easy to combo into and does good
Command: QCB HCF+B damage. The LV2 version comes out
Rating: *** lighting fast!
-------------------------------------------------------------------------------
Name: Dance of the Phoenix The opponent will see this coming from
(LV2 only!) miles away so it'll likely be Blocked.
Command: QCB QCB+A Comboing into it is impossible, though
Rating: * you can Juggle afterwards.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 HCF+TB, QCF QCF+A (LV1/LV2)
2 HCF+TB, QCB HCF+B (LV1/LV2)
01/02 - You must do the Deadly Ninja Bees from almost full screen distance
and the Super motions must be done very fast.
3 Charge Down, UB/UF+A/B (hold), DF+B
4 Charge Down, UB/UF+A/B (hold), QCF QCF+A (LV1/LV2)
5 Charge Down, UB/UF+A/B (hold), QCB HCF+B (LV1/LV2)
03/05 - To make these work you'll have to hit the opponent as low as possible.
6 QCB QCB+A (LV2), DF+B
7 QCB QCB+A (LV2), HCF+TB
8 QCF+TA, QCF QCF+A (LV2), DF+B
9 QCF+TA, QCF QCF+A (LV2), QCB+A
10 QCF+TA, QCF QCF+A (LV2), QCF+TB
08/10 - You must be a full screen away from your opponent when you throw the
fan. The very moment the fan hits your opponent you must perform the
Flower Tempest. If you did it correctly, the last hit of the Flower
Tempest will not connect, thus not knocking down your opponent which
gives you enough time to Juggle him when you land on the ground again.
As far as I can tell this is a bug.
11 J B, QCB+A (air)
12 J B, QCB+TA (air), QCF QCF+A (LV1/LV2)
13 J B, QCB+TA (air), QCB HCF+B (LV2)
11/13 - Cancel the jumping B in the QCB+A.
14 J B, S A, DF+B
15 J B, C A, QCF+A
16 J B, S A, QCB+A
17 J B, S A, HCF+B
18 J B, S A, QCB+B
19 J B, S A, QCF QCF+A (LV1/LV2)
20 J B, S A, QCB HCF+B (LV1/LV2)
21 J B, S A, QCB+B, QCB+A
22 J B, S A, DF+B (1 hit), QCF+A
23 J B, S A, DF+B (1 hit), QCB+A
24 J B, S A, DF+B (1 hit), HCF+B
25 J B, S A, DF+B (1 hit), QCB+B
26 J B, S A, DF+B (1 hit), QCF QCF+A (LV1/LV2)
27 J B, S A, DF+B (1 hit), QCB HCF+B (LV1/LV2)
28 J B, S A, DF+B (1 hit), QCB+B, QCB+A
29 J B, S B, C A, DF+B (1 hit), QCF+A
30 J B, S B, C A, DF+B (1 hit), QCB+A
31 J B, S B, C A, DF+B (1 hit), HCF+B
32 J B, S B, C A, DF+B (1 hit), QCB+B
33 J B, S B, C A, DF+B (1 hit), QCF QCF+A (LV1/LV2)
34 J B, S B, C A, DF+B (1 hit), QCB HCF+B (LV1/LV2)
29/34 - When you recover from the standing Roundhouse quickly Link a
crouching Fierce into it. Cancel the Dance of the Flamingo
after the first hit into a Special or Super Move.
35 (C) J B, J B, QCB+TA (air), QCF QCF+A (LV1/LV2)
36 (C) J B, J B, QCB+TA (air), QCB HCF+B (LV2)
35/36 - As soon as you land after the first jumping Roundhouse jump up again
and do another Roundhouse. As soon as you hit your opponent cancel
into a QCB+TA and when you land do either Super.
37 (C) J B, S B, C A, DF+B (1 hit), QCB+B, QCB+A
38 (C) J B, S B, C A, DF+B (1 hit), QCB+B, QCB HCF+B (LV2)
37/38 - When you do a Night Plover there is *just* enough time to Link a
Super Deadly Ninja Bees.
39 (C) QCB QCB+A (LV2), QCB+A
40 (C) J B, QCB+TA (air), HCF+TB, HCF+TB, QCF QCF+A (LV1/LV2)
41 (C) J B, QCB+TA (air), HCF+TB, HCF+TB, QCB HCF+B (LV1/LV2)
40/41 - When you Juggle with HCF+TB, the first hit *must* hit the opponent
up a little so that the second hit will hit them when they're about
to come down. If you did it right you can Juggle him again.
COUNTER MODE COMBOS
1 CB, QCB+A
2 CB, HCF+B
3 CB, QCF QCF+A (LV1/LV2)
4 CB, QCB HCF+B (LV1/LV2)
5 QCB QCB+A (LV2), QCF QCF+A (LV1)
6 QCB QCB+A (LV2), QCB HCF+B (LV1)
7 QCF+TA, QCF QCF+A (LV2), QCF QCF+A (LV1)
8 QCF+TA, QCF QCF+A (LV2), QCB HCF+B (LV1)
07/08 - Works the same as Average Mode combos 08/10
9 (C) QCB HCF+B (LV2), QCF QCF+A (LV1)
10 (C) QCB HCF+B (LV2), QCB HCF+B (LV1)
09/10 - You must do the Super Deadly Ninja Bees from almost a full screen
away from your opponent, or else you won't be able to Juggle him.
RUSH MODE COMBOS
1 J B, S TA, S TB, S B, S A, DF+B
2 J B, S TA, S TB, S B, S A, QCB+A
3 J B, S TA, S TB, S B, S A, HCF+B
4 J B, S TA, S TB, S B, S A, QCB+B
5 J B, S TA, S TB, S B, S A, QCF QCF+A
6 J B, S TA, S TB, S B, S A, QCB HCF+B
7 J B, S TA, S TB, S B, S A, DF+B (1 hit), QCF+A
8 J B, S TA, S TB, S B, S A, DF+B (1 hit), QCB+A
9 J B, S TA, S TB, S B, S A, DF+B (1 hit), HCF+B
10 J B, S TA, S TB, S B, S A, DF+B (1 hit), QCB+B
11 J B, S TA, S TB, S B, S A, DF+B (1 hit), QCF QCF+A
12 J B, S TA, S TB, S B, S A, DF+B (1 hit), QCB HCF+B
13 S TA, S TB, S A, S B, S TA, S TB, S A, S B, S TA, S TB, C A, DF+B
14 S TA, S TB, S A, S B, S TA, S TB, S A, S B, S TA, S TB, C A, QCB+A
15 S TA, S TB, S A, S B, S TA, S TB, S A, S B, S TA, S TB, C A, QCF QCF+A
13/15 - After the first full Chain Link another one and then Link the
S TA, S TB, C A Chain. Cancel the crouching Fierce in whatever
works best for you.
16 S TA, S TB, S A, S B, S TA, S TB, S A, S B, S TA, S TB, C A, DF+B (1 hit),
QCF+A
17 S TA, S TB, S A, S B, S TA, S TB, S A, S B, S TA, S TB, C A, DF+B (1 hit),
QCB+A
18 S TA, S TB, S A, S B, S TA, S TB, S A, S B, S TA, S TB, C A, DF+B (1 hit),
HCF+B
19 S TA, S TB, S A, S B, S TA, S TB, S A, S B, S TA, S TB, C A, DF+B (1 hit),
QCB+B
20 S TA, S TB, S A, S B, S TA, S TB, S A, S B, S TA, S TB, C A, DF+B (1 hit),
QCF QCF+A
21 S TA, S TB, S A, S B, S TA, S TB, S A, S B, S TA, S TB, C A, DF+B (1 hit),
QCB HCF+B
-------------------------------------------------------------------------------
Haohmaru SNK06
-------------------------------------------------------------------------------
Unlike the other characters in the game Haohmaru isn't clearly based on one
older version of him. He does have his trademark moves, but other than those
there's very little to identify him from. Even though quite powerful,
Haohmaru's moves are pretty one dimensional and as such quite limiting.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | | | |
Crouching | >< | | >< | |
Jumping | | | | |
- Average Mode suits Haohmaru best.
- Haohmaru's best jump-in attacks are A and B.
- Jumping A and B are Cross-Ups, but you can't combo after either of them.
-------------------------------( Command Moves )-------------------------------
None.
-------------------------------( Special Moves )-------------------------------
Name: Cyclone Slash Comes out really slow, but it does
Command: QCF+A allow you to Juggle the opponent if
Rating: ** it connects. IF it connect...
-------------------------------------------------------------------------------
Name: Crescent Moon Slash Haohmaru's uppercut. You can easily
Command: DP+A combo into it and you can even Juggle
Rating: *** after a Weak version. The problem is
that it sucks as an actual anti-air.
-------------------------------------------------------------------------------
Name: Earthquake Slice Acts as an Overhead. The Weak version
Command: RDP+A goes nowhere, but the Fierce version
Rating: *** will go full screen.
--------------------------------( Super Moves )--------------------------------
Name: Heaven Constraint Blast Good Super that does a lot of damage.
Command: QCF QCF+A Comes out fast and that's a big plus
Rating: *** for slow Haohmaru.
-------------------------------------------------------------------------------
Name: Heaven Bam! (LV2 only!) It has very short range so the only
Command: QCF QCF+B use for it is as a combo ender.
Rating: **
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 QCF+TA, S A
2 QCF+TA, DP+A
3 QCF+TA, RDP+A
4 J A, S TA, DP+A
5 J A, S TA, QCF QCF+A (LV1/LV2)
6 J A, S TA, QCF QCF+B (LV2)
7 J A. C TA, DP+TA, DP+A
8 J A, C TA, DP+TA, QCF QCF+A (LV1/LV2)
9 (j) QCF QCF+B (LV2), DP+A
10 (j) QCF QCF+B (LV2), RDP+A
11 (C) J B, S B, C B
11 - You must jump in with a deep Roundhouse, then push forward when doing the
standing Roundhouse or else the slide afterwards will not connect.
12 (C) QCF+TA, C TB (miss), QCF QCF+A (LV1/LV2)
13 (C) QCF+TA, C TB (miss), QCF QCF+B (LV2)
14 (C) QCF+TA, C TB (miss), QCF QCF+B (LV2), DP+A
15 (C) QCF+TA, C TB (miss), QCF QCF+B (LV2), RDP+A
16 (C) QCF+TA, C TB (miss), QCF QCF+B (LV2), QCF+TA, DP+A
17 (C) QCF+TA, C TB (miss), QCF QCF+B (LV2), QCF+TA, RDP+A
12/17 - As soon as you recover from the Cyclone Slash do a crouching Short.
This will cancel the whirlwind animation, enabling you to follow up
with a Super.
18 (C)(j) QCF QCF+B (LV2), QCF+TA, DP+A
19 (C)(j) QCF QCF+B (LV2), QCF+TA, RDP+A
COUNTER MODE COMBOS
1 CB, DP+A
2 CB, QCF QCF+A (LV1/LV2)
3 CB, QCF QCF+B (LV2)
4 CB, DP+TA, DP+A
5 CB, DP+TA, QCF QCF+A (LV1/LV2)
6 (j) QCF QCF+B (LV2), QCF QCF+A (LV1)
7 (C) QCF+TA, C TB (miss), QCF QCF+B (LV2), QCF+TA, C TB (miss),
QCF QCF+A (LV1)
8 (C)(j) QCF QCF+B (LV2), QCF+TA, C TB (miss), QCF QCF+A (LV1)
RUSH MODE COMBOS
1 J TA, S TB, S TA, DP+A
2 J TA, S TB, S TA, QCF QCF+A
3 J TA, S TB, S TA, DP+TA, DP+A
4 J TA, S TB, S TA, DP+TA, QCF QCF+A
5 (C) S A, S B, S TB, S TA
6 (C) S A, S B, S TB, C A
7 (C) S A, S B, S TB, C B
05/07 - When you recover from the standing Roundhouse walk forward a bit so
you'll be able to connect the rest of the combo.
-------------------------------------------------------------------------------
Nakoruru SNK07
-------------------------------------------------------------------------------
Like Haohmaru, Nakoruru has all her trademark moves, but isn't clearly based
on one older version. Nakoruru is clearly the better of the two Samurai
Shodown characters, as she's faster than Haohmaru and her moves are much
more versatile.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | >< | | >< |
Crouching | >< | | >< | |
Jumping | | | | |
- Average Mode suits Nakoruru best.
- Nakoruru's best jump-in attacks are TB and B.
- Jumping TB and B are Cross-Ups, but you can't combo after either of them.
- Nakoruru can jump off walls.
-------------------------------( Command Moves )-------------------------------
Name: Kamui Fum Kesp Knocks down both standing and jumping
Command: D+B in the air opponents.
Rating: ***
-------------------------------( Special Moves )-------------------------------
Name: Lela Mutsube If you time it right, Nakoruru will
Command: QCF+A fly underneath a lot of aerial
Rating: *** projectiles. Best used for evil
mind games.
-------------------------------------------------------------------------------
Name: Annu Mutsube Nakoruru will fly over the ground,
Command: BTD/BFD+A which means she'll evade any aerial
Rating: *** projectile.
-------------------------------------------------------------------------------
Name: Shichikapu Etou Mamahaha will attack your opponent,
Command: QCB+A but it takes her quite some time to
Rating: ** get to him...
-------------------------------------------------------------------------------
Name: Kamui Risse It can only hit opponents who are near
Command: RDP+A you. Can negate most projectiles if it
Rating: ** hits them though.
-------------------------------------------------------------------------------
Name: Mamahaha Grab The only way you can safely use this
Command: QCB+B move is at the other end of the
Rating: ** screen. Typically your opponent will
be out of range then...
-------------------------------------------------------------------------------
Name: Kamui Mutsube Acts as an Overhead. Comes out fast
Command: A during Mamahaha Grab enough to surprise and will slaughter
Rating: *** the CPU.
-------------------------------------------------------------------------------
Name: Yatoro Pokku Acts as an Overhead. Also comes out
Command: DF+A during Mamahaha Grab very fast and even allows you to Link
Rating: *** something afterwards! It doesn't have
as high as priority as Kamui Mutsube
has.
--------------------------------( Super Moves )--------------------------------
Name: Elelyu Kamui Risse Acts as an Overhead. Must be used on
Command: QCF QCF+A close-by opponents, but comes out
Rating: *** really fast so try to surprise your
opponent with it.
-------------------------------------------------------------------------------
Name: Irusuka Yatoro Lise Will ground airborne opponents, so
(LV2 only!) it will always do maximum damage if
Command: QCF QCF+B it connects. Not that you're likely
Rating: ** to connect it.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 QCB+TA, S A, QCF+A
2 QCB+TA, S A, BFD+A
3 QCB+TA, S A, QCF QCF+A (LV1/LV2)
4 QCB+TA, S A, QCF QCF+B (LV1/LV2)
01/04 - You must be standing next to your opponent for these combos to work,
which means you'll likely never get to do them in a real fight.
5 QCB+B, DF+A, S TA, QCF+A
6 QCB+B, DF+A, S TA, BFD+A
7 QCB+B, DF+A, S TA, QCF QCF+A (LV1/LV2)
8 J B, S TA, QCF+A
9 J B, S TA, BFD+A
10 J B, S TA, QCF QCF+A (LV1/LV2)
11 (j) QCB+B, DF+A, QCF QCF+A (LV1/LV2)
COUNTER MODE COMBOS
1 CB, QCF+A
2 CB, BFD+A
3 CB, RDP+A
4 CB, QCF QCF+A (LV1/LV2)
5 CB, QCF QCF+B (LV2)
RUSH MODE COMBOS
1 QCB+TA, S TA, S TB, C A, C B
2 QCB+TA, S TA, S TB, QCF+A
3 QCB+TA, S TA, S TB, BFD+A
4 QCB+TA, S TA, S TB, QCF QCF+A
5 QCB+B, DF+A, S TA, S TB, C A, C B
6 QCB+B, DF+A, S TA, S TB, QCF+A
7 QCB+B, DF+A, S TA, S TB, BFD+A
8 QCB+B, DF+A, S TA, S TB, QCF QCF+A
9 J B, S TA, S TB, C A, C B
10 J B, S TA, S TB, QCF+A
11 J B, S TA, S TB, BFD+A
12 J B, S TA, S TB, QCF QCF+A
13 (C) QCB+TA, S/C A, S B, S TA, QCF+A
14 (C) QCB+TA, S/C A, S B, S TA, BFD+A
15 (C) QCB+TA, S/C A, S B, S TA, QCF QCF+A
13/15 - When you recover from the standing Roundhouse you must walk forward
a bit so you'll be able to connect the rest of the combo.
-------------------------------------------------------------------------------
Athena Asamiya SNK08
-------------------------------------------------------------------------------
Athena is based on her KoF'98 incarnation, minus the unblockable Psycho Ball
bug. She's not the best character in MotM, but Athena fans will at least be
pleased with her new Super Move.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | >< | | |
Crouching | >< | >< | >< | >< |
Jumping | >< | >< | | |
- Average Mode suits Athena best.
- Athena's best jump-in attacks are TB and B.
- Jumping TB, B and D+B are Cross-Ups, but you can only combo after B.
- Jumping TA, A and D+B can be canceled into aerial Special and Super Moves.
- Athena can jump off walls.
-------------------------------( Command Moves )-------------------------------
Name: Phoenix Bomb Knocks down standing and jumping
Command: D+B in the air opponents. Note that if it connects
Rating: ** Athena will bounce back to the edge
of the screen.
-------------------------------------------------------------------------------
Name: Chain Thigh Athena will do a hop kick. Best used
Command: F+B for adding extra damage in combos.
Rating: **
-------------------------------( Special Moves )-------------------------------
Name: Super Psychic Throw You must be really close to the
Command: HCF+A opponent for it to connect, but
Rating: *** it allows you to Juggle afterwards.
-------------------------------------------------------------------------------
Name: Psycho Ball Attack Pretty large, but slow fireball.
Command: QCB+A Beware of the Recovery Time on the
Rating: *** Fierce version.
-------------------------------------------------------------------------------
Name: Psycho Sword Athena's uppercut. Does great damage,
Command: DP+A but has no horizontal range at all.
Extra: Can be done in the air.
Rating: ***
-------------------------------------------------------------------------------
Name: Psychic Teleport Teleports Athena either half-screen
Command: QCF+B or full-screen, depending if you
Rating: ** tapped B or not. You'll be totally
vulnerable, making it kinda pointless.
-------------------------------------------------------------------------------
Name: Phoenix Arrow The Fierce version ends in a Sweep,
Command: QCB+B in the air while the Weak version ends in
Rating: *** nothing. Pretty good for pressuring
and Block Damage.
-------------------------------------------------------------------------------
Name: Psycho Reflector Reflects projectiles. The Weak version
Command: HCB+B is almost instant while the Fierce
Rating: ** version takes some time to come out.
--------------------------------( Super Moves )--------------------------------
Name: Shining Crystal Bit Very useful Super, since the force
Command: HCB HCB+A field will stop anything that hits
Extra: Can be done in the air. it.
Press A+B to cancel.
Rating: ***
-------------------------------------------------------------------------------
Name: Crystal Shoot Athena will hold one orb above her
Command: QCB+A/B during Shining Crystal head, which you can shoot towards
Bit your opponent by releasing A or B.
Extra: Hold A/B to delay.
Rating: ***
-------------------------------------------------------------------------------
Name: Phoenix Fang Arrow It can do up to 36 hits on LV2, but
Command: QCF QCF+B in the air even then it doesn't do a lot of
Rating: *** damage. Best used after a Psychic
Throw.
-------------------------------------------------------------------------------
Name: Flame Sword (LV2 only!) The sword strike acts as an Overhead.
Command: QCF QCF+A The rest of the Super is pretty easy
Rating: *** to avoid, though the sword strike can
OTG knocked-down opponents.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J A, QCB+B (air)
2 J A, QCF QCF+B (air) (LV1/LV2)
01/02 - Cancel the jumping A into a Phoenix Arrow or Phoenix Fang Arrow.
3 J A, F+B (2 hits), DP+A
4 J B, S TA, DP+A
5 J B, S A, F+B
6 J B, S A, QCB+A
7 J B, S A, HCB+TB
8 J B, S A, HCF+A, F+B
9 J B, S A, HCF+A, QCB+A
10 J B, S A, HCF+A, QCF QCF+A (LV2)
11 J B, S A, HCF+A, J F DP+A
12 J B, S A, HCF+A, J F QCB+B
13 J B, S A, HCF+A, J F QCF QCF+B (LV1/LV2)
11/13 - After the Super Psychic Throw jump up and quickly do the appropriate
move.
14 (C) J B, S A, HCF+A, QCB+B
15 (C) J B, S A, HCF+A, HCB HCB+A (LV1/LV2)
16 (C) J B, S A, HCF+A, Tag out
16 - You yourself must be in the Corner when doing this combo and your
opponent must be very close to you. When your opponent is Thrown into
the air quickly tag with your partner. Needless to say this only works
in Tag battles.
17 (C) J B, S A, HCF+A, QCB+TB, DP+TA
17 - After the Super Psychic Throw you must wait a split second before doing
the Psycho Reflector. If you did it right you should be able to sneak in
the Psycho Sword.
18 (C) J B, S A, F+B (2 hits), DP+A
19 (C) J B, S A, F+B (2 hits), QCB+B (air)
20 (C) J B, S A, F+B (2 hits), HCB HCB+A (air) (LV1/LV2)
21 (C) J B, S A, F+B (2 hits), QCF QCF+B (air) (LV1/LV2)
22 (C) J A, S A, F+B (2 hits), QCB+TB (air), S TB, S A, F+B (1 hit), DP+A
23 (C) J A, S A, F+B (2 hits), QCB+TB (air), S TB, S A, F+B (1 hit),
HCB HCB+A (LV1/LV2)
22/23 - After the Phoenix Arrow quickly Link a standing Short into a standing
Fierce. Cancel the standing Fierce into a F+B and do either aerial
move.
24 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, DP+A
25 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, QCB+A
26 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, HCB+B
27 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, HCB HCB+A (LV1/LV2)
28 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, QCF QCF+A (LV2)
29 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, QCB+TB, DP+TA
30 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J F+A
31 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J F+B
32 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J DP+A
33 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J QCB+B
34 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J HCB HCB+A (LV1/LV2)
35 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J QCF QCF+B (LV1/LV2)
22/35 - Cancel the second hit of F+B into a QCB+TB and as soon as you land
do the Super Psychic Throw.
COUNTER MODE COMBOS
1 CB, HCF+A
2 CB, DP+A
3 CB, QCB+A
4 CB, QCB+TB
5 CB, HCF+A, CB
6 CB, HCF+A, F+B
7 CB, HCF+A, QCB+A
8 CB, HCF+A, QCF QCF+A (LV2)
9 CB, HCF+A, J F DP+A
10 CB, HCF+A, J F QCB+B
11 CB, HCF+A, J F QCF QCF+B (LV1/LV2)
12 J B, S A, HCF+A, CB
13 (C) CB, HCF+A, QCB+B
14 (C) CB, HCF+A, HCB HCB+A (LV1/LV2)
15 (C) CB, HCF+A, Tag out
15 - See Average Mode combo 16.
16 (C) CB, HCF+A, QCB+TB, DP+TA
17 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, CB
RUSH MODE COMBOS
1 J B, C TA, C A, DP+A
2 JC B, C TA, C A, HCF+A, F+B
3 JC B, C TA, C A, HCF+A, QCB+A
4 JC B, C TA, C A, HCF+A, J F DP+A
5 JC B, C TA, C A, HCF+A, J F QCB+B
6 JC B, C TA, C A, HCF+A, J F QCF QCF+B
7 JC B, C TA, S TB, S A, F+B
8 JC B, C TA, S TB, S A, QCB+A
9 (C) J B, C TA, S A, HCF+A, Tag out
09 - See Average Mode combo 16.
10 (C) J B, C TA, C TB, HCF+A, QCB+TB, DP+TA
11 (C) J B, C TA, S TB, S A, F+B (1 hit), DP+A
12 (C) J B, C TA, S TB, S A, F+B (1 hit), HCB HCB+A
13 (C) QCB+TA, S A, F+B (2 hits), QCB+TB (air), S TB, S A, F+B (1 hit), DP+A
14 (C) QCB+TA, S A, F+B (2 hits), QCB+TB (air), S TB, S A, F+B (1 hit),
QCB+B (air)
15 (C) QCB+TA, S A, F+B (2 hits), QCB+TB (air), S TB, S A, F+B (1 hit),
HCB HCB+A
16 (C) QCB+TA, S A, F+B (2 hits), QCB+TB (air), S TB, S A, F+B (1 hit),
QCF QCF+B
13/16 - Your opponent must be in the Corner and you must be at the other end
of the screen when you throw the Psycho Ball. As soon as you recover
from the Psycho Ball run towards your opponent and try to hit as deep
as possible with the standing Fierce. After that it's the same as
Average Mode combos 22/23.
17 (C) S TA, S TB, S A, F+B (1 hit), QCB+TB (air), C TA, S A, F+B (1 hit),
DP+A
17 - This one isn't exactly hard, just make sure you do the crouching Jab as
soon as you recover from the Phoenix Arrow.
-------------------------------------------------------------------------------
Leona Heidern SNK09
-------------------------------------------------------------------------------
Leona is also based on her KoF'98 incarnation. She's not the easiest character
to learn, but she has some moves that make her quite powerful, most notably
her A and B Cross-Ups (which probably are the best Normal Move Cross-Ups in
the game). Leona is one of the few characters that really could've used the
small jump ability from KoF, her jumping A and B were made for it...
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | | >< | | |
Crouching | >< | >< | | |
Jumping | | | >< | >< |
- Average Mode suits Leona best.
- Leona's best jump-in attacks are A and B.
- Jumping A and B are Cross-Ups.
- Jumping TB and B can be canceled into aerial Special and Super Moves.
-------------------------------( Command Moves )-------------------------------
Name: Strike Arch Leona's Overhead. Also knocks your
Command: F+B opponent down, unless you combo into
Rating: *** it.
-------------------------------( Special Moves )-------------------------------
Name: Eye Slasher You'll be so open during this move
Command: QCB+A I'd say it was a waste of space to
Rating: * include this move in the game...
-------------------------------------------------------------------------------
Name: X-Caliber There's a short start-up delay, but it
Command: QCB+A in the air still comes out fast enough to punish
Rating: *** a lot of moves.
-------------------------------------------------------------------------------
Name: Moon Slasher Great anti-air and also easy to combo
Command: CDU+A into.
Rating: ***
-------------------------------------------------------------------------------
Name: Baltic Launcher The Fierce version will come out very
Command: CBF+A slow, but the Weak version is almost
Rating: ** instantly. There is practically no
Recovery Time, so you can Juggle your
opponent while he's still being hit.
-------------------------------------------------------------------------------
Name: Earring Bomb Like her Eye Slasher, this is a
Command: QCB+B useless move, mainly thanks to the
Rating: * huge start-up time.
-------------------------------------------------------------------------------
Name: Grand Saber Comes out relatively fast, but like
Command: CBF+B other dashing attacks it will only hit
Rating: *** the opponent just in front of them.
-------------------------------------------------------------------------------
Name: Gliding Buster Always follow the Grand Saber up
Command: F+B during Grand Saber with this, since it's basically
Rating: *** free damage.
--------------------------------( Super Moves )--------------------------------
Name: Gravity Storm You'll be very open if you miss your
Command: QCF QCF+A opponent. Best used in combos.
Rating: ***
-------------------------------------------------------------------------------
Name: V Slasher Good surprise attack, since it comes
Command: QCF HCB+A in the air out quick and has high priority.
Rating: ***
-------------------------------------------------------------------------------
Name: Rebel Spark The LV2 version comes out super fast
Command: QCB HCF+B and has pretty good priority, but try
Rating: *** to keep away from the LV1 version.
-------------------------------------------------------------------------------
Name: Happy Death (LV2 only!) Only use it when you sure it will
Command: QCF QCF+B connect. Does pretty good damage
Rating: *** but if you miss you'll be in trouble!
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 CBF+A, F+B
2 CBF+A, CDU+A
3 CBF+A, QCB HCF+B (LV1/LV2)
4 CBF+A, QCF QCF+B (LV2)
5 CBF+A, J QCB+A
6 CBF+A, J QCF HCB+A (LV1/LV2)
01/06 - To do 01/06 you must be in very close range of the opponent.
7 J B, QCB+A (air)
8 J B, QCF HCB+A (air)(LV1/LV2)
07/08 - Cancel the jumping B into either air-move.
9 J B, C A, CDU+A
10 J B, C A, QCF QCF+A (LV1/LV2)
11 J B, C A, QCB HCF+B (LV1/LV2)
12 J B, C A, QCF QCF+B (LV2)
13 J B, C A, CBF+B, F+B
14 J B, C A, CBF+B, CDU+A
15 J B, S A, F+B, QCB+A (air)
16 J B, S A, F+B, QCF HCB+A (air)(LV1/LV2)
17 J B, S A, F+B, QCB HCF+B (LV1/LV2)
18 JC B, C A, CBF+TA (1 hit!?)
19 JC B, C TB, C A, F+A
20 JC B, C TB, C A, CDU+A
21 JC B, C TB, C A, QCF QCF+A (LV1/LV2)
22 JC B, C TB, C A, QCB HCF+B (LV1/LV2)
23 JC B, C TB, C A, QCF QCF+B (LV2)
24 JC B, C TB, C A, CBF+B, F+B
25 JC B, C TB, C A, CBF+B, CDU+A
26 JC B, C TB, C A, F+A, QCB+A (air)
27 JC B, C TB, C A, F+A, QCF HCB+A (air)(LV1/LV2)
28 (C) J B, C A, CBF+TA, J B/F/D+A/B
29 (C) J B, C A, CBF+TA, CDU+A
30 (C) J B, C A, CBF+TA, QCB HCF+B (LV1/LV2)
31 (C) J B, C A, CBF+TA, QCF QCF+B (LV2)
32 (C) J B, C A, CBF+B, QCB HCF+B (LV2)
33 (C) J B, S B, C A, CDU+A
34 (C) J B, S B, C A, QCB HCF+B (LV1/LV2)
35 (C) J B, S B, C A, QCF QCF+B (LV2)
36 (C) J B, S B, C A, F+B, QCB+A (air)
37 (C) J B, S B, C A, F+B, QCF HCB+A (air)(LV1/LV2)
38 (C) J B, S B, C A, F+B, QCB HCF+B (LV1/LV2)
39 (C) J B, S B, C A, CBF+B, F+B
40 (C) J B, S B, C A, CBF+B, CDU+A
41 (C) J B, S B, C A, CBF+B, QCB HCF+B (LV2)
33/41 - You must hit the opponent as deep as possible or else you wont be
able to connect the standing Roundhouse afterwards.
COUNTER MODE COMBOS
1 CB, CDU+A
2 CB, CBF+B, F+B
3 CB, QCF QCF+A (LV1/LV2)
4 CB, QCB HCF+B (LV1/LV2)
5 CB, QCF QCF+B (LV2)
6 CB, CBF+B, CDU+A
7 CB, CBF+B, QCB HCF+B (LV1)
RUSH MODE COMBOS
1 S A, S B, C A, CDU+A
2 S A, S B, C A, QCF QCF+A
3 S A, S B, C A, QCB HCF+B
4 S A, S B, C A, F+B, QCB+A (air)
5 S A, S B, C A, F+B, QCF HCB+A (air)
6 S A, S B, C A, F+B, QCB HCF+B
7 S A, S B, C A, CBF+B, F+B
8 S A, S B, C A, CBF+B, CDU+A
9 S A, S B, C A, CBF+B, QCB HCF+B
10 J TB, C TB, C A, CDU+A
11 J TB, C TB, C A, QCF QCF+A
12 J TB, C TB, C A, QCB HCF+B
13 J TB, C TB, C A, F+B, QCB+A (air)
14 J TB, C TB, C A, F+B, QCF HCB+A (air)
15 J TB, C TB, C A, F+B, QCB HCF+B
16 J TB, C TB, C A, CBF+B, F+B
17 J TB, C TB, C A, CBF+B, CDU+A
18 J TB, C TB, C A, CBF+B, QCB HCF+B
19 JC A, C TA, C TB, C A, CDU+A
20 JC A, C TA, C TB, C A, QCF QCF+A
21 JC A, C TA, C TB, C A, QCB HCF+B
22 JC A, C TA, C TB, C A, F+B, QCB+A (air)
23 JC A, C TA, C TB, C A, F+B, QCF HCB+A (air)
24 JC A, C TA, C TB, C A, F+B, QCB HCF+B
25 JC A, C TA, C TB, C A, CBF+B, F+B
26 JC A, C TA, C TB, C A, CBF+B, CDU+A
27 JC A, C TA, C TB, C A, CBF+B, QCB HCF+B
28 JC A, S TA, S TB, S A, S B, C A, CDU+A
29 JC A, S TA, S TB, S A, S B, C A, QCF QCF+A
30 JC A, S TA, S TB, S A, S B, C A, QCB HCF+B
31 JC A, S TA, S TB, S A, S B, C A, F+B, QCB+A (air)
32 JC A, S TA, S TB, S A, S B, C A, F+B, QCF HCB+A (air)
33 JC A, S TA, S TB, S A, S B, C A, F+B, QCB HCF+B
34 JC A, S TA, S TB, S A, S B, C A, CBF+B, F+B
35 JC A, S TA, S TB, S A, S B, C A, CBF+B, CDU+A
36 JC A, S TA, S TB, S A, S B, C A, CBF+B, QCB HCF+B
28/36 - If you do the Chain Combo kinda slow you can Link a crouching Fierce
after the standing Roundhouse.
-------------------------------------------------------------------------------
Yuri Sakazaki SNK10
-------------------------------------------------------------------------------
Like Ryo, Yuri is based on her Art of Fighting incarnation. Aside from the
fireballs Yuri needs to be played totally different though. Like Ryo she's
a pretty good zoning character, though a much more aggressive one than Ryo.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | >< | | |
Crouching | >< | >< | | >< |
Jumping | | | | |
- Rush Mode suits Yuri best.
- Yuri's best jump-in attacks are TB and B.
- Jumping TA, A and B are Cross-Ups, but you can only combo after A and B.
- Standing TA, crouching TA and TB can be canceled into themselves.
-------------------------------( Command Moves )-------------------------------
Name: Swallow Wing Yuri's Overhead. Comes out really
Command: F+B slow.
Rating: **
-------------------------------( Special Moves )-------------------------------
Name: Ko'oken Exactly the same as Ryo's Ko'oken.
Command: QCF+A
Rating: ***
-------------------------------------------------------------------------------
Name: Smash Break It will negate normal projectiles
Command: QCB+A and also serves as anti-air.
Rating: ***
-------------------------------------------------------------------------------
Name: Raiou Ken Yuri jumps up and does an air
Command: QCF+B fireball. Best used to keep the
Rating: *** pressure up.
-------------------------------------------------------------------------------
Name: One Hundred Violent Slaps Best used to catch an opponent who
Command: HCB+B is about to land or who is still
Rating: *** recovering from a previous attack.
--------------------------------( Super Moves )--------------------------------
Name: Haou Shoukou Ken Comes out slower than Ryo's, but it
Command: F HCF+A does allow you to Juggle if you're in
Rating: ** the Corner.
-------------------------------------------------------------------------------
Name: Hien Rekkou Yuri will do a series of uppercuts,
Command: QCF QCF+B much like Ken's Shouryureppa. Best
Rating: ** used in combos for easy extra damage.
-------------------------------------------------------------------------------
Name: Flying Phoenix Kick Comes out very fast, so it will often
Command: QCF HCB+B catch your opponent. Better not let it
Rating: *** get Blocked though...
-------------------------------------------------------------------------------
Name: Shin Yuri Chou Upper Like Ryu's Shin Shoryuken, this is one
(LV2 only!) painful uppercut. It has very limited
Command: QCF QCF+A range though, so you'd best use it in
Rating: *** combos.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J B, S A, F+B
2 J B, S A, QCF+A
3 J B, S A, QCB+A
4 J B, S A, HCB+B
5 J B, C A, QCF QCF+A (LV2)
6 J B, S A, F HCF+A (LV1/LV2)
7 J B, C A, QCF QCF+B (LV1/LV2)
8 J B, S A, QCF HCB+B (LV1/LV2)
9 JC B, C TB, C A, F+B
10 JC B, C TB, C A, QCF+A
11 JC B, C TB, C A, QCB+A
12 JC B, C TB, C A, HCB+B
13 JC B, C TB, C A, QCF QCF+A (LV2)
14 JC B, C TB, C A, F HCF+A (LV1/LV2)
15 JC B, C TB, C A, QCF QCF+B (LV1/LV2)
16 JC B, C TB, C A, QCF HCB+B (LV1/LV2)
17 (C) J B, S A, F HCF+A (LV2), F+B
17 - Yuri recovers fast enough to do another move after her Haou Shoukou Ken,
but you'll have to be really fast.
COUNTER MODE COMBOS
1 CB, QCF+A
2 CB, HCF+B
3 CB, QCF QCF+A (LV2)
4 CB, QCF QCF+B (LV1/LV2)
5 CB, QCF HCB+B (LV1/LV2)
6 (C) F HCF+A (LV2), QCF QCF+B (LV1)
7 (C) F HCF+A (LV2), QCF HCB+B (LV1)
RUSH MODE COMBOS
1 J TB, S TA, S TB, S A, QCF+A
2 J TB, S TA, S TB, S A, HCB+B
3 J TB, S TA, S TB, S A, F HCF+A
4 J TB, S TA, S TB, S A, QCF QCF+B
5 J TB, S TA, S TB, S A, QCF HCB+B
6 JC B, S TA, S TB, S A, S TB, S A, QCF+A
7 JC B, S TA, S TB, S A, S TB, S A, QCF QCF+B
8 JC B, S TA, S TB, S A, S TB, S A, QCF HCB+B
06/08 - When you recover from the first standing Fierce quickly Link a
standing Short and finish the combo.
-------------------------------------------------------------------------------
Akari Ichijo SNK11
-------------------------------------------------------------------------------
Like the Samurai Shodown characters, Akari isn't clearly based on an older
version. You could say she was butchered seeing as she misses a lot of her
old moves, but luckily for her some of the moves she does have are very good.
Be sure to stick her Fushu Shosen in your opponent's face whenever you get
the chance.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | >< | >< | >< |
Crouching | | >< | | >< |
Jumping | | | | |
- Average Mode suits Akari best.
- Akari's best jump-in attacks are TA, B and D+B.
- Jumping B is a Cross-Up, but you can't combo after it.
- Standing and crouching TA can be canceled into themselves.
- Crouching A's second hit knocks opponents down, but can be canceled into a
Command, Special or Super Move to Juggle.
- Standing B knocks opponents down.
-------------------------------( Command Moves )-------------------------------
Name: MeiRyu Takigiwari Akari's Overhead. Knocks the opponent
Command: F+A down.
Rating: ***
-------------------------------------------------------------------------------
Name: Fushu Shosen Arguably Akari's best move. It has
Command: Back+A tons of priority and very little
Rating: **** Recovery Time.
-------------------------------------------------------------------------------
Name: Akari Stomp Knocks down both standing and jumping
Command: D+B in the air opponents. Like her Fushu Shosen,
Rating: **** this move also has a lot priority and
it can even be used to jump over
projectiles.
-------------------------------( Special Moves )-------------------------------
Name: Messianic Blast Basic fireball. Weak version travels
Command: QCF+A full screen and the Fierce version
Rating: *** just a little more than half screen.
-------------------------------------------------------------------------------
Name: Pure Princess Parry Best used in combos, since it's
Command: HCB+A nearly impossible to catch a moving
Rating: ** opponent with it.
-------------------------------------------------------------------------------
Name: Rice Patty Demon Dicer Can be used to confuse your opponent,
Command: DP+A/B but if you do it wrong you'll only get
Extra: Hold A to roll forward. hurt yourself. You can do any of the
Hold B to roll backward. four follow-ups at any time after
Rating: ** Akari hits the ground when she gets
spit out.
-------------------------------------------------------------------------------
Name: MeiRyu Mari Otoshi Akari'll jump up and do her headstomp,
Command: D+A during Rice Patty Demon knocking down the opponent if it hits.
Dicer
Rating: **
-------------------------------------------------------------------------------
Name: MeiRyu Mari Houri Akari'll roll vertically into the air,
Command: U+A during Rice Patty Demon hitting the opponent while she's
Dicer spinning. Acts as an Overhead.
Rating: ***
-------------------------------------------------------------------------------
Name: ??? Akari'll bop against the opponent.
Command: D+B during Rice Patty Demon
Dicer
Rating: **
-------------------------------------------------------------------------------
Name: ??? Akari'll hop into the air, away from
Command: U+B during Rice Patty Demon the opponent. Doesn't do any damage.
Dicer
Rating: **
-------------------------------------------------------------------------------
Name: Tenmon Hoshi no Meguri Can be used as an anti-air, though
Command: D U+B my advice would be to use it always
Rating: *** in combos for lots of damage. You
can also follow it up with either...
-------------------------------------------------------------------------------
Name: Tenmon Kakageshi Tenshin Should you only connect only 3 hits of
Command: D U+A after Hoshi no Meguri it, instead of 4, you can Juggle your
Rating: *** opponent.
-------------------------------------------------------------------------------
Name: Tenmon Tenzuru Hokuto Akari will raise her hand and shock
Command: D U+B after Hoshi no Meguri the opponent.
Rating: **
-------------------------------------------------------------------------------
Name: Changing Troll It will only counter standing normal
Command: HCB+B attacks. Note that you're very likely
Rating: ** to get smacked by a fireball instead.
--------------------------------( Super Moves )--------------------------------
Name: Sextet Synthesis Great combo finisher. Looks cool and
Command: QCB HCF+A does good damage. Don't use it outside
Extra: Hold A to delay. combos though.
Rating: ***
-------------------------------------------------------------------------------
Name: 100 Demon Sabbath Has terrific vertical range, so you
Command: QCB QCB+A can easily catch jumping opponents
Rating: *** with it. LV2 version is the coolest
looking super in the whole game!
-------------------------------------------------------------------------------
Name: Myriad Stars (LV2 only!) There are two possible outcomes of
Command: QCF HCB+A/B this Super. If you're lucky she'll
Extra: A version must be Blocked high launch the opponent, giving you a
B version must be Blocked low chance to Juggle him.
Rating: **
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J B, S TA, B+A
2 J B, S TA, D U+B, D U+A
3 J B, S TA, D U+B, D U+B
4 J B, S A, HCB+A
5 J B, C A (2 hits), QCF+A
6 J B, C A (2 hits), QCB QCB+A (LV1/LV2)
7 J B, C A (2 hits), QCB HCF+A (LV1/LV2)
8 J B, C A (1 hit), F+A
9 J B, C A (1 hit), QCF HCB A/B (LV2)
10 J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), B+A
11 J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), D U+B, D U+A
12 J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), D U+B, D U+B
13 J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), C A
(1 hit), B+A
14 J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), C A
(1 hit), QCF+A
15 J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), C A
(2 hits), D U+B, D U+A
16 J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), C A
(2 hits), D U+B, D U+B
17 (C) J B, C A (2 hits), D U+B, D U+A (<4 hits), B+A
18 (C) J B, C A (2 hits), D U+B, D U+A (<4 hits), QCB QCB+A (LV1/LV2)
19 (C) J B, S TA, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched),
D U+B, D U+A (<4 hits), B+A
20 (C) J B, S TA, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched),
C A (2 hits), D U+B, D U+A (<4 hits), B+A
17/20 - As long as you get less than 4 hits from the Tenmon Kakageshi Tenshin
you can Juggle your opponent afterwards.
21 (C)(j) DP+A, U+A, B+A
22 (C)(j) DP+A, U+A, QCB QCB+A (LV1/LV2)
21/22 - Do the Rice Patty Demon Dicer when our opponent is jumping up in the
corner. Roll towards him by holding A and let go of A when you're
underneath him. Do the MeiRyu Mari Houri when Akari is above your
opponent. If you did it right your opponent won't get hit by it until
he's jumps up again. You'll be on the ground sooner than your opponent
so you can Juggle him, though you'll need to be quick.
COUNTER MODE COMBOS
1 CB, D U+B, D U+A
2 CB, D U+B, D U+B
3 CB, QCB QCB+A (LV1/LV2)
4 CB, QCB HCF+A (LV1/LV2)
5 CB, QCF HCB+A/B (LV2)
6 CB, QCF HCB+A/B (LV2)(if opponent is launched), CB
7 CB, QCF HCB+A/B (LV2)(if opponent is launched), B+A
8 CB, QCF HCB+A/B (LV2)(if opponent is launched), D U+B, D U+A
9 CB, QCF HCB+A/B (LV2)(if opponent is launched), D U+B, D U+B
10 CB, QCF HCB+A/B (LV2)(if opponent is launched), QCB QCB+A (LV1)
11 CB, QCF HCB+A/B (LV2)(if opponent is launched), QCB HCF+A (LV1)
12 CB, QCF HCB+A/B (LV2)(if opponent is launched), C A (1 hit), B+A
13 CB, QCF HCB+A/B (LV2)(if opponent is launched), C A (1 hit), QCF+A
14 CB, QCF HCB+A/B (LV2)(if opponent is launched), C A (2 hits), D U+B,
D U+A
15 CB, QCF HCB+A/B (LV2)(if opponent is launched), C A (2 hits), D U+B,
D U+B
16 CB, QCF HCB+A/B (LV2)(if opponent is launched), C A (2 hits),
QCB QCB+A (LV1)
17 CB, QCF HCB+A/B (LV2)(if opponent is launched), C A (2 hits),
QCB HCF+A (LV1)
18 J B, C A (1 hit), QCF HCB+A/B (LV2)(if opponent is launched), CB
19 J B, C A (1 hit), QCF HCB+A/B (LV2)(if opponent is launched), QCB QCB+A
(LV1)
20 J B, C A (1 hit), QCF HCB+A/B (LV2)(if opponent is launched), QCB HCF+A
(LV1)
21 J B, C A (1 hit), QCF HCB+A/B (LV2)(if opponent is launched), C A (2 hits),
QCB QCB+A (LV1)
22 J B, C A (1 hit), QCF HCB+A/B (LV2)(if opponent is launched), C A (2 hits),
QCB HCF+A (LV1)
23 (C) CB, D U+B, D U+A (<4 hits), B+A
24 (C) CB, D U+B, D U+A (<4 hits), QCB QCB+A (LV1/LV2)
25 (C) CB, QCF HCB+A/B (LV2)(if opponent is launched), D U+B, D U+A (<4 hits),
QCB QCB+A (LV1)
26 (C) CB, QCF HCB+A/B (LV2)(if opponent is launched), C A (2 hits), D U+B,
D U+A (<4 hits), B+A
27 (C) CB, QCF HCB+A/B (LV2)(if opponent is launched), C A (2 hits), D U+B,
D U+A (<4 hits), QCB QCB+A (LV1)
28 (C) J B, S TA, C A (1 hit), QCF HCB+A/B (LV2)(if opponent is launched),
C A (2 hits), D U+B, D U+A (<4 hits), QCB QCB+A (LV1)
23/28 - As long as you get less than 4 hits from the Tenmon Kakageshi Tenshin
you can Juggle your opponent afterwards.
RUSH MODE COMBOS
1 C TB, C TA, C A (1 hit), B+A
2 C TB, C TA, C A (1 hit), HCB+A
3 C TB, C TA, C A (2 hits), QCF+A
4 C TB, C TA, C A (2 hits), D U+B, D U+A
5 C TB, C TA, C A (2 hits), D U+B, D U+B
6 C TB, C TA, C A (2 hits), QCB QCB+A
7 C TB, C TA, C A (2 hits), QCB HCF+A
8 J B, C TB, C TA, B+A
9 J B, C TB, C TA, HCB+A
10 J B, C TB, C TA, D U+B, D U+A
11 J B, C TB, C TA, D U+B, D U+B
12 J B, C TB, C TA, QCB QCB+A
13 J B, C TB, C TA, QCB HCF+A
14 (C) C TB, C TA, C A (2 hits), D U+B, D U+A (<4 hits), B+A
15 (C) C TB, C TA, C A (2 hits), D U+B, D U+A (<4 hits), QCB QCB+A
16 (C) J B, C TB, C TA, D U+B, D U+A (<4 hits), B+A
17 (C) J B, C TB, C TA, D U+B, D U+A (<4 hits), QCB QCB+A
14/17 - As long as you get less than 4 hits from the Tenmon Kakageshi Tenshin
you can Juggle your opponent afterwards.
-------------------------------------------------------------------------------
Geese Howard SNK12
-------------------------------------------------------------------------------
This Geese is more or less based on his Real Bout 2 version. He's quite
powerful, though that's to be expected from a SNK boss. His Double Reppu
Ken is quite effective against characters with projectiles though he's
also a great character for close-up fights thanks to his solid Normals
and Command Throws.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | | >< | |
Crouching | >< | >< | >< | >< |
Jumping | | | | |
- Rush Mode suits Geese best.
- Geese's best jump-in attacks are A and B.
- Jumping TB is a Cross-Up, but you can't combo after it.
- Standing TA, crouching TA and TB can be canceled into themselves.
-------------------------------( Command Moves )-------------------------------
Name: Hienshikyaku Geese's Overhead. Comes out really
Command: F+A fast and will often surprise your
Rating: *** opponent.
-------------------------------( Special Moves )-------------------------------
Name: Joudan Atemi Nage Counters high (jumping) attacks,
Command: HCF+A including some Super Moves.
Rating: ***
-------------------------------------------------------------------------------
Name: Chuudan Atemi Nage Counters low (standing and crouching
Command: HCF+B attacks, including some Super Moves.
Rating: ***
-------------------------------------------------------------------------------
Name: Reppu Ken Comes out fast and is large enough to
Command: QCB+TA function as a flying projectile.
Rating: ***
-------------------------------------------------------------------------------
Name: Double Reppu Ken Great projectile. The start-up negates
Command: QCB+A ANY projectile that touches it. The
Rating: **** Reppu Ken itself negates projectiles
and is a great pressure tool.
-------------------------------------------------------------------------------
Name: Shinkuu Nage Highly comboable Command Throw.
Command: 360+A
Rating: ****
-------------------------------------------------------------------------------
Name: Jae En Ken Has pretty good priority and is a
Command: CBF+B great move to punish mistakes with.
Rating: ***
--------------------------------( Super Moves )--------------------------------
Name: Raging Storm The Raging Storm motion is tough, but
Command: RS+A it really pays off. Try to master the
Rating: **** motion and you won't have to worry
about jump-in attacks anymore.
-------------------------------------------------------------------------------
Name: Rashoumon Instant and unblockable auto-combo.
Command: 360+B up close
Rating: ****
-------------------------------------------------------------------------------
Name: Deadly Rave (LV2 only!) Unlike similar auto-combos, the Deadly
Command: QCF QCF+B Rave lacks both an invincible start-up
Rating: ** and priority. Only use it as a combo
ender.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J A (2 hits), S TA, F+A
2 J A (2 hits), S TA, QCB+TA
3 J A (2 hits), S TA, 360+A
4 J A (2 hits), C TA, CBF+B
5 J A (2 hits), S TA, RS+A (LV1)
6 J A (2 hits), S TA, QCF QCF+B (LV2)
7 J A (2 hits), S TA, 360+B (LV1/LV2)
8 J A (2 hits), S B, S TA, F+A
9 J A (2 hits), S B, S TA, RS+A (LV1)
10 J A (2 hits), S B, S TA, QCF QCF+B (LV2)
08/10 - Geese's Roundhouse recovers very fast, so there's enough time to
Link something after it.
11 (j) QCF QCF+B (LV2), F+A
12 (j) QCF QCF+B (LV2), QCB+A
13 (j) QCF QCF+B (LV2), CBF+B
14 (C) J A (2 hits), C A (2 hits), F+A
15 (C) J A (2 hits), C A (2 hits), QCB+A
16 (C) J A (2 hits), C A (2 hits), 360+A
17 (C) J A (2 hits), C A (2 hits), CBF+B
18 (C) J A (2 hits), C A (2 hits), RS+A (LV1)
19 (C) J A (2 hits), C A (2 hits), QCF QCF+B (LV2)
20 (C) J A (2 hits), C A (2 hits), 360+B (LV1/LV2)
21 (C) J A (2 hits), C A (2 hits), S TA, F+A, 360+A
22 (C) J A (2 hits), C A (2 hits), S TA, F+A, RS+A (LV1)
23 (C) J A (2 hits), C A (2 hits), S TA, F+A, QCF QCF+B (LV2)
24 (C) J A (2 hits), C A (2 hits), S TA, F+A, 360+B (LV1/LV2)
21/24 - After the crouching Fierce recovers immediately Link the standing Jab.
25 (C) J A (2 hits), S B, S TA, S TB, F+A, 360+A
26 (C) J A (2 hits), S B, S TA, S TB, F+A, RS+A (LV1)
27 (C) J A (2 hits), S B, S TA, S TB, F+A, QCF QCF+B (LV2)
28 (C) J A (2 hits), S B, S TA, S TB, F+A, 360+B (LV1/LV2)
25/28 - After the standing Roundhouse, Link a standing Jab into a standing
Short. Finishing the combo from there isn't hard, though you'll have
to be really fast to connect the Deadly Rave after the Hienshikyaku.
COUNTER MODE COMBOS
1 CB, QCB+TA
2 CB, 360+A
3 CB, RS+A (LV1)
4 CB, QCF QCF+B (LV2)
5 CB, 360+B (LV1/LV2)
6 (j) QCF QCF+B (LV2), CB
7 (j) QCF QCF+B (LV2), RS+A (LV1)
8 (C) CB, S TB, F+A, 360+A
08 - In order for this combo to work your Super Meter can't be maxed and you
can't have your life flashing red or else you won't be able to connect
a standing Short after the Counter Blow.
RUSH MODE COMBOS
1 J A (2 hits), S TB, S TA, S B, C A (2 hits), QCB+A
2 J A (2 hits), S TB, S TA, S B, C A (2 hits), 360+A
3 J A (2 hits), S TB, S TA, S B, C A (2 hits), CBF+B
4 J A (2 hits), S TB, S TA, S B, C A (2 hits), RS+A
5 J A (2 hits), S TB, S TA, S B, C A (2 hits), 360+B
6 (C) S TA, S TB, S B, C A (2 hits), S TB, F+A, 360+B
06 - The key to make this one work is to walk forward a tiny bit after
the crouching Fierce so that you can connect the standing Short.
7 (C) J A (2 hits), C A (2 hits), S B, S TB, S B, S TB, S B, S A
8 (C) J A (2 hits), S TA, S B, S TA, S B, S TA, S B, S TB, F+A, 360+A
9 (C) J A (2 hits), S TA, S B, S TA, S B, S TA, S B, S TB, F+A, RS+A
10 (C) J A (2 hits), S TA, S B, S TA, S B, S TA, S B, S TB, F+A, 360+B
08/10 - Again, Geese's Roundhouse recovers very fast, so it'll be easy to
Link another Chain after it.
11 (C) J B, S TA, S TB, C A (1 hit), S B, S TA, S B, S TA, S B, S TB, F+A,
360+A
12 (C) J B, S TA, S TB, C A (1 hit), S B, S TA, S B, S TA, S B, S TB, F+A,
RS+A
13 (C) J B, S TA, S TB, C A (1 hit), S B, S TA, S B, S TA, S B, S TB, F+A,
360+B
-------------------------------------------------------------------------------
Orochi Iori SNK13
-------------------------------------------------------------------------------
Ugh, KoF'97 Orochi Iori is back, more powerful than ever. Aside from being
quite the combo machine he also has an extremely good uppercut and fireball.
If you're the cheese type, all you need to win with Orochi Iori is one
connected Fierce...
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | | >< | | |
Crouching | >< | >< | | |
Jumping | | | | |
- Average Mode suits Orochi Iori best.
- Orochi Iori's best jump-in attacks are A, B and back+B.
- Jumping TA, A and back+B are Cross-Ups, but you can only combo after back+B.
- Standing TA can be canceled into itself.
- Orochi Iori jumps very low, so make sure to abuse his back+B Cross-Up.
- Orochi Iori has noticeably less stamina than other characters.
-------------------------------( Command Moves )-------------------------------
Name: Foreign Style: Dream Bullet Basically two Fierce punches, pretty
Command: F+A, A much only useful for adding extra
Rating: *** damage in combos.
-------------------------------------------------------------------------------
Name: Foreign Style: Thunder Axe Iori's Overhead. It's impossible to
Negative combo into, but the second hit does
Command: F+B become cancelable if you canceled
Rating: ** into it.
-------------------------------------------------------------------------------
Name: Foreign Style: Lily Break It will hit your opponent from behind,
Command: Back+B in the air it's the most reliable Cross-Up in the
Rating: **** game.
-------------------------------( Special Moves )-------------------------------
Name: Style No. 108: Darkness Sweep Negates all normal projectiles and
Command: QCF+A there's so little Recovery Time on it
Rating: ***** you can follow it up with a variety
of other moves!
-------------------------------------------------------------------------------
Name: Style No. 127: Deadly Flower A little bit faster than normal
Command: QCB+A x 3 Iori's, but for the rest they're
Rating: *** the same.
-------------------------------------------------------------------------------
Name: Style No. 100: Demon Scorcher It's basically the same as normal
Command: DP+A Iori's Demon Scorcher, except with
Rating: ***** a boatload of invincibility frames
at the start.
-------------------------------------------------------------------------------
Name: Scum Gale A Command Throw that doesn't do any
Command: HCB F+A actual damage. Very useful for setting
Rating: *** up combos though.
-------------------------------------------------------------------------------
Name: Style No. 212: Moon Harp Does the same thing as Kyo's Koto Moon
Negative Positive, but it's actually a little
Command: HCB+B bit faster. Still, dangerous to use
Rating: *** outside combos.
-------------------------------------------------------------------------------
Name: Style No. 311: Claw Comb Iori will thrust forward and hit his
Command: DP+B opponent with a flaming hand. The only
Rating: ** redeeming factor of this move is that
you can Chain it into a Deadly Flower
should it connect.
--------------------------------( Super Moves )--------------------------------
Name: Maiden Masher Exactly the same as normal Iori's,
Command: QCF HCB+A though I suspect it has slightly
Rating: **** larger invincible start-up.
-------------------------------------------------------------------------------
Name: Reversed Style No. 108: If it hits your opponent he'll be
Eight Wine Cups paralyzed for a brief time. Chances
Command: QCB HCF+A of you connecting it are slim though,
Extra: Hold A to delay since the lightning pillars will move
Rating: ** forward very slow.
-------------------------------------------------------------------------------
Name: Burst Talons (LV2 only!) Acts as an Overhead. Does the same
Command: QCF QCF+B thing as normal Iori's Blast Talons,
Rating: **** with a lot of invincibility frames
added at the start.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 DP+B, QCB+A, QCB+A, QCB+A
2 DP+B, QCB+A, QCF HCB+A (LV1/LV2)
3 J B, S A, QCF+A
4 J B, S A, DP+A
5 J B, S A, HCB+B
6 J B, S A, QCF HCB+A (LV1/LV2)
7 J B, S A, QCB+A, QCB+A, QCB+A
8 J B, S A, QCB+A, QCF HCB+A (LV1/LV2)
9 J B, S A, HCB F+A, DP+A
10 J B, S A, HCB F+A, A, QCB+A, QCB+A, QCB+A
11 J B, S A, HCB F+A, A, QCB+A, QCF HCB+A (LV1/LV2)
12 J B, S A, F+A, A, DP+A
13 J B, S A, F+A, A, QCF HCB+A (LV1/LV2)
14 J B, S A, F+A, A, QCB+A, QCB+A, QCB+A
15 J B, S A, F+A, A, QCB+A, QCF HCB+A (LV1/LV2)
16 (C) S A, QCF+A, F+A, A, DP+A
17 (C) S A, QCF+A, F+A, A, QCF HCB+A (LV1/LV2)
18 (C) S A, QCF+A, F+A, A, QCB+A, QCB+A, QCB+A
19 (C) S A, QCF+A, F+A, A, QCB+A, QCF HCB+A (LV1/LV2)
20 (C) J B, S A, QCF+A, DP+A
21 (C) J B, S A, QCF+A, S A, DP+A
22 (C) J B, S A, QCF+A, S A, HCB+TB
23 (C) J B, S A, QCF+A, S A, QCF HCB+A (LV1/LV2)
24 (C) J B, S A, QCF+A, S A, QCF QCF+B (LV2)
25 (C) J B, S A, QCF+A, S A, QCB+A, QCB+A, QCB+A
26 (C) J B, S A, QCF+A, S A, QCB+A, QCF HCB+A (LV1/LV2)
27 (C) J B, S A, QCF+A, S A, QCF+A, QCF HCB+A (LV1/LV2)
28 (C) J B, S A, QCF+A, S A, QCF+A, QCF QCF+B (LV2)
29 (C) J B, S A, QCF+A, S A, QCF+A, QCB+A, QCB+A, QCB+A
30 (C) J B, S A, QCF+A, S A, QCF+A, QCB+A, QCF HCB+A (LV1/LV2)
31 (C) S A, QCF+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A, QCF+A
32 (C) S A, QCF+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A, DP+A
33 (C) S A, QCF+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A, QCB+A
34 (C) S A, QCF+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A, HCB+B
35 (C) S A, QCF+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A,
QCF HCB+A (LV1/LV2)
36 (C) S A, QCF+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A,
QCF QCF+B (LV2)
16/36 - Orochi Iori's Darkness Sweep recovers so fast you can easily Link
something after it.
37 (C) DP+B, QCB+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A, QCF+A
38 (C) DP+B, QCB+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A, DP+A
39 (C) DP+B, QCB+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A, QCB+A
40 (C) DP+B, QCB+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A, HCB+B
41 (C) DP+B, QCB+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A,
QCF HCB+A (LV1/LV2)
42 (C) DP+B, QCB+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A,
QCF QCF+B (LV2)
31/42 - Unless you use a Super the tenth hit will always dizzy your
opponent.
43 (C) QCF+A, S A, QCF+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A, QCF+A
44 (C) QCF+A, S A, QCF+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A, DP+A
45 (C) QCF+A, S A, QCF+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A, QCB+A
46 (C) QCF+A, S A, QCF+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A, HCB+B
47 (C) QCF+A, S A, QCF+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A,
QCF HCB+A (LV1/LV2)
48 (C) QCF+A, S A, QCF+A, S A, QCF+A, QCB+A, S A, QCF+A, QCB+A, S A,
QCF QCF+B (LV2)
43/48 - If you do these with a Darkness Sweep at the start, your opponent
will become dizzied on the 11th hit instead of the 10th...
49 (C) QCF+A, C TA, QCF+A, C TA, QCF+A, C A, QCF+A, QCB+A, S A, QCF+A
50 (C) QCF+A, C TA, QCF+A, C TA, QCF+A, C A, QCF+A, QCB+A, S A, DP+A
51 (C) QCF+A, C TA, QCF+A, C TA, QCF+A, C A, QCF+A, QCB+A, S A, QCB+A
52 (C) QCF+A, C TA, QCF+A, C TA, QCF+A, C A, QCF+A, QCB+A, S A, HCB+B
53 (C) QCF+A, C TA, QCF+A, C TA, QCF+A, C A, QCF+A, QCB+A, S A,
QCF HCB+A (LV1/LV2)
54 (C) QCF+A, C TA, QCF+A, C TA, QCF+A, C A, QCF+A, QCB+A, S A,
QCF QCF+B (LV2)
49/54 - Like with #31-42 the tenth hit of these combos will dizzy your
opponent.
55 (C) JC back+B, S A, HCB F+A, S A, HCB F+A, S A, QCB+A, S A, QCB+A, S A,
QCB+A, S A, QCF+A
56 (C) JC back+B, S A, HCB F+A, S A, HCB F+A, S A, QCB+A, S A, QCB+A, S A,
QCB+A, S A, QCB+A
57 (C) JC back+B, S A, HCB F+A, S A, HCB F+A, S A, QCB+A, S A, QCB+A, S A,
QCB+A, S A, QCF HCB+A (LV1/LV2)
58 (C) JC back+B, S A, HCB F+A, S A, HCB F+A, S A, QCB+A, S A, QCB+A, S A,
QCB+A, S A, QCF QCF+B (LV2)
55/58 - Your opponent must be very close to the Corner and when you
cross him up you yourself will end up in the Corner.
COUNTER MODE COMBOS
1 CB, QCF+A
2 CB, DP+A
3 CB, QCF HCB+A (LV1/LV2)
4 CB, QCF QCF+B (LV2)
5 CB, QCB+A, QCB+A, QCB+A
6 CB, QCB+A, QCF HCB+A (LV1/LV2)
7 CB, QCF+A, S A, QCF+A
8 CB, QCF+A, S A, DP+A
9 CB, QCF+A, S A, HCB+B
10 CB, QCF+A, S A, QCF HCB+A (LV1/LV2)
11 CB, QCF+A, S A, QCB+A, QCB+A, QCB+A
12 CB, QCF+A, S A, QCB+A, QCF HCB+A (LV1/LV2)
13 CB, HCB F+A, DP+A
14 CB, HCB F+A, A, QCB+A, QCB+A, QCB+A
15 CB, HCB F+A, A, QCB+A, QCF HCB+A (LV1/LV2)
16 (C) CB (2 hits), QCF+A, QCB+A, S A, QCF+A, QCB+B, S A, QCF+A
17 (C) CB (2 hits), QCF+A, QCB+A, S A, QCF+A, QCB+B, S A, DP+A
18 (C) CB (2 hits), QCF+A, QCB+A, S A, QCF+A, QCB+B, S A, QCB+B
19 (C) CB (2 hits), QCF+A, QCB+A, S A, QCF+A, QCB+B, S A, HCB+B
16/19 - These will not work if your Super Meter is maxed, or if your life
is flashing red.
RUSH MODE COMBOS
1 J A/B, S TA, S TB, S A, QCF+A
2 J A/B, S TA, S TB, S A, DP+A
3 J A/B, S TA, S TB, S A, HCB+B
4 J A/B, S TA, S TB, S A, QCF HCB+A
5 J A/B, S TA, S TB, S A, QCB+A, QCB+A, QCB+A
6 J A/B, S TA, S TB, S A, QCB+A, QCF HCB+A
7 (C) S TA, S TB, S A, QCF+A, QCB+B, S A, QCF+A, QCB+A, S A, QCF+A
8 (C) S TA, S TB, S A, QCF+A, QCB+B, S A, QCF+A, QCB+A, S A, DP+A
9 (C) S TA, S TB, S A, QCF+A, QCB+B, S A, QCF+A, QCB+A, S A, QCB+A
10 (C) S TA, S TB, S A, QCF+A, QCB+B, S A, QCF+A, QCB+A, S A, HCB+B
11 (C) S TA, S TB, S A, QCF+A, QCB+B, S A, QCF+A, QCB+A, S A, QCF HCB+A
07/11 - Like with the Average Mode combos the tenth hit will dizzy your
opponent, unless it was a Super.
===============================================================================
CAPCOM SIDE
===============================================================================
-------------------------------------------------------------------------------
Ryu CAP01
-------------------------------------------------------------------------------
It's SFA3 Ryu. He's a pretty versatile character, yet isn't overpowered in
any specific aspect (well, aside from his Shin Shoryuken). As was to be
expected, Ryu plays the best while in Average Mode.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | >< | | |
Crouching | >< | >< | >< | >< |
Jumping | | | | |
- Average Mode suits Ryu best.
- Ryu's best jump-in attacks are A and B.
- Jumping TA, TB and B are Cross-Ups, but you can only combo after B.
- Standing TA, crouching TA and TB can be canceled into themselves.
-------------------------------( Command Moves )-------------------------------
Name: Sakotsu Wari Ryu's Overhead. When done from close
Command: F+A up you can Link something after it.
Rating: ***
-------------------------------------------------------------------------------
Name: Senpuu Kyaku Ryu does a little hop kick, which can
Command: F+B go over some ground projectiles if you
Rating: *** time it right.
-------------------------------( Special Moves )-------------------------------
Name: Hadoken Comes out fast and has less Recovery
Command: QCF+A Time than most projectiles.
Rating: ***
-------------------------------------------------------------------------------
Name: Shakunetsu Hadoken Does slightly more damage than a
Command: HCF+A normal Hadoken and when done at close
Rating: *** range it knocks the opponent down.
-------------------------------------------------------------------------------
Name: Shoryuken Comes out really fast and has a short
Command: DP+A invincible start-up.
Rating: ***
-------------------------------------------------------------------------------
Name: Tatsumaki Senpuu Kyaku Like Ryu's other Specials this one
Command: QCB+B comes out fast and has good priority.
Extra: Can be done in the air.
Rating: ***
--------------------------------( Super Moves )--------------------------------
Name: Shinkuu Hadoken Comes out really fast and will negate
Command: QCF QCF+A any normal projectile in its way.
Rating: ***
-------------------------------------------------------------------------------
Name: Shinkuu Tatsumaki Senpuu Has limited range so it's hard to
Kyaku connect, but it will do tons of damage
Command: QCB QCB+B when it does connect.
Rating: ***
-------------------------------------------------------------------------------
Name: Shin Shoryuken (LV2 only!) Will ground airborne opponents and has
Command: QCF QCF+B a really large invincible start-up, so
Rating: ***** unless your opponent is Blocking, you
will hit him.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J B, S/C A, F+A
2 J B, S/C A, F+B
3 J B, S/C A, QCF+A
4 J B, S/C A, HCF+A
5 J B, S/C A, DP+A
6 J B, S/C A, QCB+B
7 J B, S/C A, QCF QCF+A (LV1/LV2)
8 J B, S/C A, QCB QCB+B (LV1/LV2)
9 J B, S/C A, QCF QCF+B (LV2)
10 J B, S/C A, F+A, QCF+A
11 J B, S/C A, F+A, HCF+A
12 J B, S/C A, F+A, QCB+B
13 J B, S/C A, F+A, QCF QCF+A (LV1/LV2)
14 J B, S/C A, F+A, QCB QCB+B (LV1/LV2)
15 J B, S/C A, F+A, QCF QCF+B (LV2)
16 J B, C TB, S A, F+B, QCF QCF+B (LV2)
16 - Doesn't work in the Corner. You need to Link the standing Fierce after
the crouching Short, then cancel the Fierce into the F+B. When you
recover from the F+B immediately Link into the Shin Shoryuken.
17 F+A (2 hits), S A, QCF+A
18 F+A (2 hits), S A, HCF+A
19 F+A (2 hits), S A, QCB+B
20 F+A (2 hits), S A, QCF QCF+A (LV1/LV2)
21 F+A (2 hits), S A, QCB QCB+B (LV1/LV2)
22 F+A (2 hits), S A, QCF QCF+B (LV2)
17/22 - When you do the Sakotsu Wari you must be standing right next to your
opponent. The problem is that you will Throw him in most circumstances
so you'll have to do the Overhead as your opponent is just getting up
from a knockdown or when he just jumped next to you.
23 (C) QCB+B, C A, F+A
24 (C) QCB+B, C A, F+B
25 (C) QCB+B, C A, QCF+A
26 (C) QCB+B, C A, HCF+A
27 (C) QCB+B, C A, DP+A
28 (C) QCB+B, C A, QCB+B
29 (C) QCB+B, C A, QCF QCF+A (LV1/LV2)
30 (C) QCB+B, C A, QCB QCB+B (LV1/LV2)
31 (C) QCB+B, C A, QCF QCF+B (LV2)
32 (C) QCB+B, C A, F+A, QCF+A
33 (C) QCB+B, C A, F+A, HCF+A
34 (C) QCB+B, C A, F+A, QCB+B
35 (C) QCB+B, C A, F+A, QCF QCF+A (LV1/LV2)
36 (C) QCB+B, C A, F+A, QCB QCB+B (LV1/LV2)
37 (C) QCB+B, C A, F+A, QCF QCF+B (LV2)
23/37 - You must do the Tatsumaki a little more than a half screen away from
your opponent. This way, only the last hit will connect, enabling you
to Link a crouching Fierce after it.
COUNTER MODE COMBOS
1 CB, QCF+A
2 CB, HCF+A
3 CB, DP+A
4 CB, QCB+B
5 CB, QCF QCF+A (LV1/LV2)
6 CB, QCB QCB+B (LV1/LV2)
7 CB, QCF QCF+B (LV2)
RUSH MODE COMBOS
1 J B, C TA, C TB, S A, QCF+A
2 J B, C TA, C TB, S A, HCF+A
3 J B, C TA, C TB, S A, QCB+B
4 J B, C TA, C TB, S A, QCF QCF+A
5 (C) J B, C TA, C TB, S A, F+B
6 (C) J B, C TA, C TB, S A, QCB QCB+B
7 (C) J A, S TA, S A, F+A, QCF+A
8 (C) J A, S TA, S A, F+A, HCF+A
9 (C) J A, S TA, S A, F+A, QCB+B
10 (C) J A, S TA, S A, F+A, QCF QCF+A
11 (C) J A, S TA, S A, F+A, QCB QCB+B
-------------------------------------------------------------------------------
Ken Masters CAP02
-------------------------------------------------------------------------------
Ken is also based on his SFA3 incarnation and like Ryu is quite versatile.
Unlike Ryu though, Ken can be played in a very offensive style and has
several devastating combos at his disposal.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | >< | >< | |
Crouching | >< | >< | >< | >< |
Jumping | | | | |
- Rush Mode suits Ken best.
- Ken's best jump-in attacks are A and B.
- Jumping TA, TB and B are Cross-Ups, but you can only combo after B.
- Standing TA, crouching TA and TB can be canceled into themselves.
-------------------------------( Command Moves )-------------------------------
Name: Inazuma Kakato Wari Ken's Overhead. Comes out kinda slow.
Command: F+A
Rating: **
-------------------------------------------------------------------------------
Name: Ushiro Mawashi Geri Not very useful on itself (too slow),
Command: F+B but it's Ken's main way of extending
Rating: ** his combos.
-------------------------------( Special Moves )-------------------------------
Name: Hadoken Comes out as fast as Ryu's, but has a
Command: QCF+A little bit more Recovery Time on it.
Rating: ***
-------------------------------------------------------------------------------
Name: Zenpou Tenshin It's only real use is as a Cross-Up,
Command: QCB+A Ken will be totally vulnerable during
Rating: ** the roll.
-------------------------------------------------------------------------------
Name: Shoryuken The Weak version is exactly the same
Command: DP+A as Ryu's. The Fierce version comes
Raint: *** out slightly slower, but it does more
damage and has more horizontal range.
-------------------------------------------------------------------------------
Name: Tatsumaki Senpuu Kyaku Looks more damaging than Ryu's, but
Command: QCB+B does just as much damage. Priority
Extra: Can be done in the air. wise it's the same too. You can
Rating: *** Juggle your opponent if you hit him
out of the air with it though.
--------------------------------( Super Moves )--------------------------------
Name: Shouryureppa Comes out very fast and is super easy
Command: QCF QCF+A to combo into.
Rating: ***
-------------------------------------------------------------------------------
Name: Shinryuken Best used as an anti-air, though it's
Command: QCF QCF+B not completely useless in combos since
Rating: *** you can Juggle afterwards. Mash the
buttons and rape the joystick for
extra hits and damage.
-------------------------------------------------------------------------------
Name: Shippu Jinrai Kyaku Will ground airborne opponents and it
(LV2 only) has a large invincible start-up. Ken's
Command: QCB QCB+B Super Move of choice.
Rating: ****
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J A/QCB+B, S A, F+A
2 J A/QCB+B, S A, F+B
3 J A/QCB+B, S A, QCF+A
4 J A/QCB+B, S A, DP+A
5 J A/QCB+B, S A, QCB+B
6 J A/QCB+B, S A, QCF QCF+A (LV1/LV2)
7 J A/QCB+B, C A, QCF QCF+B (LV1/LV2)
8 J A/QCB+B, S A, QCB QCB+B (LV2)
9 J A, S A, F+A, QCF+A
10 J A, S A, F+A, QCB+B
11 J A, S A, F+A, QCF QCF+A (LV1/LV2)
12 J A, S A, F+A, QCB QCB+B (LV2)
13 J A/QCB+B, S A, F+B, QCF+A
14 J A/QCB+B, S A, F+B, DP+A
15 J A/QCB+B, S A, F+B, QCB+B
16 J A/QCB+B, S A, F+B, QCF QCF+A (LV1/LV2)
17 J A/QCB+B, S A, F+B, QCF QCF+B (LV1/LV2)
18 J A/QCB+B, S A, F+B, QCB QCB+B (LV2)
19 J A, C TB, S A, F+B, QCF+A
20 J A, C TB, S A, F+B, QCB+B
21 J A, C TB, S A, F+B, QCF QCF+A (LV1/LV2)
22 J A, C TB, S A, F+B, QCB QCB+B (LV2)
23 (j) J QCB+B, QCF+A
24 (j) J QCB+B, DP+A
25 (j) J QCB+B, QCB+B
26 (j) J QCB+B, QCF QCF+A (LV1/LV2)
27 (j) J QCB+B, QCB QCB+B (LV2)
23/27 - If you hit your opponent out of the air with a Tatsumaki you can
Juggle him afterwards.
28 (C) QCF QCF+B (LV1), QCB+B, DP+A
29 (C) QCF QCF+B (LV1), QCB+B, QCB+B
30 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF+A
31 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), DP+A
32 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCB+B
33 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCB+B, DP+A
34 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCB+B, QCB+B
35 (C) J A/QCB+B, S A, F+B, QCF QCF+B (LV1/LV2), QCF+A
36 (C) J A/QCB+B, S A, F+B, QCF QCF+B (LV1/LV2), DP+A
37 (C) J A/QCB+B, S A, F+B, QCF QCF+B (LV1/LV2), QCB+B
38 (C) J A/QCB+B, S A, F+B, QCF QCF+B (LV1/LV2), QCB+B, DP+A
39 (C) J A/QCB+B, S A, F+B, QCF QCF+B (LV1/LV2), QCB+B, QCB+B
40 (C) J A/QCB+B, S A, F+B, C TA, QCF+A
41 (C) J A/QCB+B, S A, F+B, C TA, DP+A
42 (C) J A/QCB+B, S A, F+B, C TA, QCB+B
43 (C) J A/QCB+B, S A, F+B, C TA, QCF QCF+A (LV1/LV2)
44 (C) J A/QCB+B, S A, F+B, C TA, QCF QCF+B (LV1/LV2)
45 (C) J A/QCB+B, S A, F+B, C TA, QCB QCB+B (LV2)
46 (C) J A/QCB+B, S A, F+B, C TA, QCF QCF+B (LV1/LV2), QCF+A
47 (C) J A/QCB+B, S A, F+B, C TA, QCF QCF+B (LV1/LV2), DP+A
48 (C) J A/QCB+B, S A, F+B, C TA, QCF QCF+B (LV1/LV2), QCB+B
49 (C) J A/QCB+B, S A, F+B, C TA, QCF QCF+B (LV1/LV2), QCB+B, DP+A
50 (C) J A/QCB+B, S A, F+B, C TA, QCF QCF+B (LV1/LV2), QCB+B, QCB+B
40/50 - Ken's Ushiro Mawashi Geri recovers just fast enough to Link something
after it.
51 (C) J A, S TA, F+B, C A, F+A (1 hit), QCF QCF+A (LV1/LV2)
52 (C) J A, S TA, F+B, C A, F+A (2 hits), QCF+A
53 (C) J A, S TA, F+B, C A, F+A (2 hits), QCB+B
54 (C) J A, S TA, F+B, C A, F+A (2 hits), QCB QCB+B (LV2)
COUNTER MODE COMBOS
1 CB, QCF+A
2 CB, DP+A
3 CB, QCB+B
4 CB, QCF QCF+A (LV1/LV2)
5 CB, QCF QCF+B (LV1/LV2)
6 CB, QCB QCB+B (LV2)
7 CB, S TB, QCF+A
8 CB, S TB, DP+A
9 CB, S TB, QCB+B
10 CB, S TB, F+B, QCF+A
11 CB, S TB, F+B, DP+A
12 CB, S TB, F+B, QCB+B
13 CB, S TB, F+B, S TA, QCF+A
14 CB, S TB, F+B, S TA, DP+A
15 CB, S TB, F+B, S TA, QCB+B
16 CB, S TB, F+B, C A, F+A (2 hits), QCF+A
17 CB, S TB, F+B, C A, F+A (2 hits), QCB+B
07/17 - These will only work your Super Meter isn't maxed and if your
life isn't flashing.
18 J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1)
19 (C) QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1)
20 (C) CB, QCF QCF+B (LV1/LV2), QCF+A
21 (C) CB, QCF QCF+B (LV1/LV2), DP+A
22 (C) CB, QCF QCF+B (LV1/LV2), QCB+B
23 (C) CB, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1)
24 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCB+B, QCF QCF+A (LV1)
25 (C) J A/QCB+B, S A, F+A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1)
26 (C) J A/QCB+B, S A, F+B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1)
RUSH MODE COMBOS
1 J TA, S TA, S TB, S A, QCF+A
2 J TA, S TA, S TB, S A, DP+A
3 J TA, S TA, S TB, S A, QCB+B
4 J TA, S TA, S TB, S A, QCF QCF+A
5 J TA, S TA, S TB, C A, QCF QCF+B
6 J TA, S TA, S TB, C A, QCF QCF+B, QCF QCF+A
7 J TA, S TA, S TB, S B, S A, QCF+A
8 J TA, S TA, S TB, S B, S A, QCB+B
9 J TA, S TA, S TB, S B, S A, QCF QCF+A
10 J TA, S TA, S TB, S B, C A, QCF QCF+B
11 J TA, S TA, S TB, S B, C A, QCF QCF+B, QCF QCF+A
12 J TA, S TA, S TB, S A, F+A, QCF+A
13 J TA, S TA, S TB, S A, F+A, QCB+B
14 J TA, S TA, S TB, S A, F+A, QCF QCF+A
15 J TA, S TA, S TB, S B, S A, F+A, QCF+A
16 J TA, S TA, S TB, S B, S A, F+A, QCB+B
17 J TA, S TA, S TB, S A, F+B, QCF+A
18 J TA, S TA, S TB, S A, F+B, DP+A
19 J TA, S TA, S TB, S A, F+B, QCB+B
20 J TA, S TA, S TB, S A, F+B, QCF QCF+A
21 J TA, S TA, S TB, S B, S A, F+B, QCF+A
22 J TA, S TA, S TB, S B, S A, F+B, QCB+B
23 J TA, S TA, S TB, S B, S A, F+B, QCF QCF+A
24 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCF+A
25 (C) J TA, S TA, S TB, S A, QCF QCF+B, DP+A
26 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCB+B
27 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCF+A
28 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, DP+A
29 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B
30 (C) J TA, S TA, S TB, S A, F+A (1 hit), QCF QCF+B
31 (C) J TA, S TA, S TB, S A, F+A (1 hit), QCF QCF+B, QCF+A
32 (C) J TA, S TA, S TB, S A, F+A (1 hit), QCF QCF+B, DP+A
33 (C) J TA, S TA, S TB, S A, F+A (1 hit), QCF QCF+B, QCB+B
34 (C) J TA, S TA, S TB, S A, F+A (1 hit), QCF QCF+B, QCF QCF+A
35 (C) J TA, S TA, S TB, S B, C A, F+A (1 hit), QCF QCF+B
36 (C) J TA, S TA, S TB, S B, C A, F+A (1 hit), QCF QCF+B, QCF+A
37 (C) J TA, S TA, S TB, S B, C A, F+A (1 hit), QCF QCF+B, DP+A
38 (C) J TA, S TA, S TB, S B, C A, F+A (1 hit), QCF QCF+B, QCB+B
39 (C) J TA, S TA, S TB, S B, C A, F+A (1 hit), QCF QCF+B, QCF QCF+A
40 (C) J TA, S TA, S TB, S A, F+B, QCF QCF+B
41 (C) J TA, S TA, S TB, S A, F+B, QCF QCF+B, QCF+A
42 (C) J TA, S TA, S TB, S A, F+B, QCF QCF+B, DP+A
43 (C) J TA, S TA, S TB, S A, F+B, QCF QCF+B, QCB+B
44 (C) J TA, S TA, S TB, S A, F+B, QCF QCF+B, QCF QCF+A
45 (C) J TA, S TA, S TB, S B, C A, F+B, QCF QCF+B
46 (C) J TA, S TA, S TB, S B, C A, F+B, QCF QCF+B, QCF+A
47 (C) J TA, S TA, S TB, S B, C A, F+B, QCF QCF+B, DP+A
48 (C) J TA, S TA, S TB, S B, C A, F+B, QCF QCF+B, QCB+B
49 (C) J TA, S TA, S TB, S B, C A, F+B, QCF QCF+B, QCF QCF+A
50 (C) S TA, S TB, S A, F+B, S TA, S TB, F+B, S TA, S TB, F+B, S TA, S TB,
S A, S TA, S A, QCF+A
51 (C) S TA, S TB, S A, F+B, S TA, S TB, F+B, S TA, S TB, F+B, S TA, S TB,
S A, S TA, S A, DP+A
52 (C) S TA, S TB, S A, F+B, S TA, S TB, F+B, S TA, S TB, F+B, S TA, S TB,
S A, S TA, S A, QCB+B
53 (C) S TA, S TB, S A, F+B, S TA, S TB, F+B, S TA, S TB, F+B, S TA, S TB,
S A, S TA, S A, QCF QCF+A
-------------------------------------------------------------------------------
Chun-Li CAP03
-------------------------------------------------------------------------------
Chun-Li plays like A-Ism Chun-Li in SFA3, yet looks like X-Ism Chun-Li. What
she lacks in combo power, she makes up in pressure power. Most of her Special
Moves aren't too hot, though her Normal Moves are very good. Unfortunately
Chun-Li is bugged; some moves act as Juggle Set-Ups only on her. More about
that in Part 5 of the FAQ.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | >< | >< | |
Crouching | >< | | >< | |
Jumping | | | >< | |
- Average Mode suits Chun-Li best.
- Chun-Li's best jump-in attacks are A and TB.
- Jumping TB is a Cross-Up.
- Jumping TB can be canceled into aerial Super Moves.
- Standing TA, crouching TA and TB can be canceled into themselves.
- Chun-Li can jump off walls.
- Chun-Li's Taunt can hit opponents. When hit they'll be knocked down.
-------------------------------( Command Moves )-------------------------------
Name: Reverse Neck Breaker Great for starting combos and just for
Command: DF+A messing with your opponent's head.
Rating: ***
-------------------------------------------------------------------------------
Name: Kick Flip Pretty useless as it has been through
Command: DF+B the whole SF series.
Rating: **
-------------------------------------------------------------------------------
Name: Yousou Kyaku Chun-Li's classic head-stomp. You're
Command: D+B in the air free to do another move after it, but
Rating: ** don't expect it to hit your opponent.
-------------------------------( Special Moves )-------------------------------
Name: Kikoken An OK fireball. Best for pressuring
Command: HCF+A your opponent into doing something
Rating: ** stupid.
-------------------------------------------------------------------------------
Name: Hyakuretsu Kyaku The famous lightning kick. Aside from
Command: BBB... one combo I'm not sure what it's good
Rating: ** for at an advanced level. Mind games?
-------------------------------------------------------------------------------
Name: Sen En Shu Acts as an Overhead. Good for
Command: HCB+B advancing on the opponent while
Rating: *** keeping charged up.
-------------------------------------------------------------------------------
Name: Spinning Bird Kick The first hit hits low and will knock
Command: CBF+B your opponent down. If the first hit
Extra: Can be done in the air. misses, the SPK will not knock your
Rating: ** opponent down and hit your opponent
while he's standing.
-------------------------------------------------------------------------------
Name: Tensho Kyaku Not as good as an anti-air as it
Command: CDU+B looks, but good for ending combos.
Rating: ***
--------------------------------( Super Moves )--------------------------------
Name: Kikosho LV1 version is a short range fireball,
Command: QCF QCF+A but the LV2 version engulfs Chun-Li in
Rating: *** a giant fireball like in the Marvel vs
Capcom games.
-------------------------------------------------------------------------------
Name: Sen Retsu Kyaku Great Super that is easy to combo into
Command: CBFBF+B and does great damage. You can even
Rating: *** Juggle after the LV1 version.
-------------------------------------------------------------------------------
Name: Hazan Tenshou Kyaku Like Guile's Somersault Justice this
Command: CDB, DF, DB, UF+B move is kinda hard to pull off, but
Rating: *** quite rewarding if used properly.
-------------------------------------------------------------------------------
Name: Shichisei Senkuu Kyaku If your opponent is jumping a lot, and
(LV2 only!) so are you, just be ready to use this
Command: QCF QCF+B in the air and you might hit him and do lots of
Rating: ** damage. It can be comboed into rather
easily after a jumping Short too.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J TB, QCF QCF+B (air) (LV2)
01 - Cancel the jumping Short into Shichisei Senkuu Kyaku.
2 J A, J TB, QCF QCF+B (air) (LV2)
02 - When you land from the jumping Fierce jump up again and do the rest of
the combo.
3 J A, S A, J TB, QCF QCF+B (air) (LV2)
03 - Essentially the same as #2, but with a standing Fierce thrown in for
added difficulty.
4 J A, S A, HCF+A
5 J A, S A, HCB+B
6 J A, S A, QCF QCF+A (LV1/LV2)
7 J A, S A, CBFBF+B (LV2)
8 J TB, C TB, DF+B
9 J TB, C TB, CBF+TB
10 J TB, C TB, CDU+B
11 J TB, C TB, CDB, DF, DB, UF+B (LV1/LV2)
12 (j) DF+A, QCF QCF+A (LV2)
13 (j) DF+A, QCF QCF+B (air) (LV2)
14 (C) DF+A, AB
15 (C) DF+A, DF+B
16 (C) DF+A, BBB...
17 (C) DF+A, CBF+TB
18 (C) DF+A, CDU+B
19 (C) DF+A, QCF QCF+A (LV1)
20 (C) DF+A, CDB, DF, DB, UF+B (LV1/LV2)
21 (C) DF+A, CDB, DF, DB, UF+B (LV2), BBB...
22 (C) DF+A, CDB, DF, DB, UF+B (LV2), CDU+B
21/22 - If you wait a split second before Juggling with the Hazan Tenshou
Kyaku your opponent will be launched up instead of knocked down,
giving you a small window to Juggle.
23 (C) J A, S A, CBFBF+B (LV1), AB
24 (C) J A, S A, CBFBF+B (LV1), DF+B
25 (C) J A, S A, CBFBF+B (LV1), BBB...
26 (C) J A, S A, CBFBF+B (LV1), CBF+TB
27 (C) J A, S A, CBFBF+B (LV1), CDU+B
28 (C) J B, C TA, C TB, S A, HCB+B
29 (C) J B, C TA, C TB, S A, CBFBF+B (LV2)
30 (C) J B, C TA, C TB, S A, CBFBF+B (LV1), AB
31 (C) J B, C TA, C TB, S A, CBFBF+B (LV1), DF+B
32 (C) J B, C TA, C TB, S A, CBFBF+B (LV1), BBB...
33 (C) J B, C TA, C TB, S A, CBFBF+B (LV1), CDU+B
34 (C) J TB, S A, HCB+TB, C TB, QCF QCF+A (LV1)
35 (C) J TB, S A, HCB+TB, C TB, CBFBF+B (LV2)
36 (C) J TB, S A, HCB+TB, C TB, CDB, DF, DB, UF+B (LV1/LV2)
37 (C) J TB, S A, HCB+TB, C TB, CBFBF+B (LV1), AB
38 (C) J TB, S A, HCB+TB, C TB, CBFBF+B (LV1), DF+B
39 (C) J TB, S A, HCB+TB, C TB, CBFBF+B (LV1), BBB...
40 (C) J TB, S A, HCB+TB, C TB, CBFBF+B (LV1), CBF+TB
41 (C) J TB, S A, HCB+TB, C TB, CBFBF+B (LV1), CDU+B
COUNTER MODE COMBOS
1 CB, CDU+B
2 CB, QCF QCF+A (LV1/LV2)
3 J TB, C TB, CBFBF+B (LV1), QCF QCF+A (LV1)
4 (C) DF+A, CDB, DF, DB, UF+B (LV2), QCF QCF+A (LV1)
5 (C) DF+A, CDB, DF, DB, UF+B (LV2), CDB, DF, DB, UF+B (LV1)
6 (C) J TB, C TB, CBFBF+B (LV1), CDB, DF, DB, UF+B (LV1)
RUSH MODE COMBOS
1 J TB, S TA, S TB, CBF+TB
2 J TB, S TA, S TB, CDU+B
3 J TB, S TA, S TB, CDB, DF, DB, UF+B
4 J TB, S TA, S TB, S A, HCF+A
5 J TB, S TA, S TB, S A, HCB+B
6 J TB, S TA, S TB, S A, QCF QCF+A
7 J TB, S TA, S TB, S A, CBFBF+B
8 J TB, C TA, C TB, S A, CBFBF+B, QCF QCF+A
9 (C) J TB, C TA, C TB, S A, CBFBF+B, AB
10 (C) J TB, C TA, C TB, S A, CBFBF+B, DF+B
11 (C) J TB, C TA, C TB, S A, CBFBF+B, BBB...
12 (C) J TB, C TA, C TB, S A, CBFBF+B, CBF+TB
13 (C) J TB, C TA, C TB, S A, CBFBF+B, CDU+B
14 (C) J TB, C TA, C TB, S A, CBFBF+B, CDB, DF, DB, UF+B
15 (C) J TB, S A, HCB+TB, C TB, S A, CBFBF+B, AB
16 (C) J TB, S A, HCB+TB, C TB, S A, CBFBF+B, DF+B
17 (C) J TB, S A, HCB+TB, C TB, S A, CBFBF+B, BBB...
18 (C) J TB, S A, HCB+TB, C TB, S A, CBFBF+B, CDU+B
19 (C) J TB, S A, HCB+TB, C TB, S A, CBFBF+B, QCF QCF+A
20 (C) J TB, S A, HCB+TB, C TB, S A, CBFBF+B, CDB, DF, DB, UF+B
15/20 - Now these are fine combos! Link the crouching Short after the Sen En
Shu and Chain that Short into a standing Fierce. Cancel that Fierce
into Sen Retsu Kyaku and then Juggle with any of the mentioned moves.
-------------------------------------------------------------------------------
Morrigan CAP04
-------------------------------------------------------------------------------
Morrigan is based on her Vampire Saviour version. She a pretty well balanced
character and in a neat twist she can fly in Rush Mode, just like she could
in the Vampire series.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | >< | | |
Crouching | >< | | >< | |
Jumping | >< | | >< | >< |
- Rush Mode suits Morrigan best.
- Morrigan's best jump-in attacks are TA, B and D+B.
- Morrigan has no Cross-Ups.
- Jumping TA, TB and B can be canceled into aerial Command, Special and
Super Moves.
- In Rush Mode Morrigan can't Run, but instead when you tap and hold back,
back or forward, forward she'll fly respectively backward or forward. If
you tap and hold down, up she'll fly upward. You can change the arc of the
flight by pressing up-forward when flying forward and up-backward when
flying backwards.
-------------------------------( Command Moves )-------------------------------
Name: Shell Kick Doesn't have a lot of priority, so it
Command: D+B in the air isn't a great jump-in attack. It is
Rating: *** however a great combo tool when you
cancel one of Morrigan's jumping
normal attacks into it.
-------------------------------( Special Moves )-------------------------------
Name: Soul Fist Standard fireball. Pretty big actually
Command: QCF+A but has some serious Recovery Time.
Extra: Can be done in the air.
Rating: ***
-------------------------------------------------------------------------------
Name: Vector Drain Has very little range, but is very
Command: HCB+A easy to combo into and does great
Rating: *** damage.
-------------------------------------------------------------------------------
Name: Shadow Blade Comes out fast and has good range and
Command: DP+A priority, but beware of the Recovery
Rating: *** Time.
--------------------------------( Super Moves )--------------------------------
Name: Darkness Illusion Highly comboable auto-combo. It does
Command: QCF QCF+A good damage at both Levels, though
Extra: Can be done in the air. the aerial version will always do a
Rating: *** bit more damage.
-------------------------------------------------------------------------------
Name: Finishing Shower Due to the insanely long start-up
Command: QCF QCF+B delay this Super is pretty much only
Rating: ** useful to inflict tons of Block
Damage.
-------------------------------------------------------------------------------
Name: Valkyrie Turn You won't surprise anyone with it,
Command: HCB+(T)B, B but if you're lucky the opponent will
Extra: Can be done in the air. Block wrong. If you hit your opponent
HCB+TB comes out low. out of the air with it you can Juggle
HCB+B comes out high. him afterwards.
Rating: **
-------------------------------------------------------------------------------
Name: Cryptic Needle (LV2 only!) Good long range Super, but since
Command: QCB QCB+A Morrigan is much better at close
Rating: ** range you shouldn't use it a lot,
if at all.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J B, QCF+A (air)
2 J B, QCF QCF+A (air) (LV1/LV2)
01/02 - Cancel the jumping Roundhouse into either move.
3 J B, S TA, HCB+A
4 J B, S TA, DP+A
5 J B, S A, QCF+A
6 J B, S A, QCF QCF+A (LV1/LV2)
7 J B, S A, QCB QCB+A (LV2)
8 J B, D+B (air), S TA, HCB+A
9 J B, D+B (air), S TA, DP+A
10 J B, D+B (air), S A, QCF+A
11 J B, D+B (air), S A, QCF QCF+A (LV1/LV2)
12 J B, D+B (air), S A, QCB QCB+A (LV2)
13 J B, D+B (air), S TA, C TB, DP+A
14 J B, D+B (air), S TA, C TB, QCF QCF+A (LV1/LV2)
15 J B, D+B (air), S TA, C TB, QCB QCB+A (LV2)
16 HCB+TB, B (LV1/LV2), S A, QCF+A
17 HCB+TB, B (LV1/LV2), S A, HCB+A
18 HCB+TB, B (LV1/LV2), S A, DP+A
19 HCB+TB, B (LV1/LV2), S TA, C TA, HCB+A
20 HCB+TB, B (LV1/LV2), S TA, C TA, DP+A
21 (j) D+B (air), J B/D/F+A
22 (j) D+B (air), D+B (air)
23 (j) D+B (air), DP+A
24 (j) D+B (air), QCF QCF+A (LV1/LV2)
25 (j) D+B (air), QCB QCB+A (LV2)
26 (j) D+B (air), D+B (air), J B/D/F+A
27 (j) D+B (air), D+B (air), D+B (air)
28 (j) D+B (air), D+B (air), DP+A
29 (j) D+B (air), D+B (air), QCF QCF+A (LV1/LV2)
30 (j) D+B (air), D+B (air), QCB QCB+A (LV2)
31 (j) D+B (air), D+B (air), D+B (air), J B/D/F+A
32 (j) D+B (air), D+B (air), D+B (air), D+B (air)
33 (j) D+B (air), D+B (air), D+B (air), DP+A
34 (j) D+B (air), D+B (air), D+B (air), QCF QCF+A (LV1/LV2)
35 (j) D+B (air), D+B (air), D+B (air), QCB QCB+A (LV2)
36 (j) D+B (air), D+B (air), D+B (air), D+B (air)(2 hits), J B/D/F+A
37 (j) D+B (air), D+B (air), D+B (air), D+B (air)(2 hits), DP+A
38 (j) D+B (air), D+B (air), D+B (air), D+B (air)(2 hits), QCF QCF+A (LV1/LV2)
39 (j) D+B (air), D+B (air), D+B (air), D+B (air)(2 hits), QCB QCB+A (LV2)
40 (j) HCB+(T)B, B (LV1/LV2), D+B (air), J B/D/F+A
41 (j) HCB+(T)B, B (LV1/LV2), D+B (air), D+B (air)
42 (j) HCB+(T)B, B (LV1/LV2), D+B (air), DP+A
43 (j) HCB+(T)B, B (LV1/LV2), D+B (air), D+B (air), J B/D/F+A
44 (j) HCB+(T)B, B (LV1/LV2), D+B (air), D+B (air), D+B (air)
45 (j) HCB+(T)B, B (LV1/LV2), D+B (air), D+B (air), DP+A
46 (j) HCB+(T)B, B (LV1/LV2), D+B (air), D+B (air), D+B (air), J B/D/F+A
47 (j) HCB+(T)B, B (LV1/LV2), D+B (air), D+B (air), D+B (air), D+B (air)
48 (j) HCB+(T)B, B (LV1/LV2), D+B (air), D+B (air), D+B (air), DP+A
49 (j) HCB+(T)B, B (LV1/LV2), D+B (air), D+B (air), D+B (air),
D+B (air)(2 hits), J B/D/F+A
50 (j) HCB+(T)B, B (LV1/LV2), D+B (air), D+B (air), D+B (air),
D+B (air)(2 hits), DP+A
51 (C) QCF QCF+B (LV1), S TA, HCB+A
52 (C) QCF QCF+B (LV1), S TA, DP+A
51/52 - For these to work you'll have to walk forward a tiny bit after the
Finishing Shower, or else you won't be able to connect the Jab.
COUNTER MODE COMBOS
1 CB, HCB+A
2 CB, DP+TA
3 CB, QCF QCF+A (LV1/LV2)
4 CB, QCB QCB+A (LV2)
5 HCB+TB, B (LV1/LV2), S TA, C TA, QCF QCF+A (LV1)
6 (j) HCB+(T)B, B (LV1/LV2), D+B (air), QCF QCF+A (LV1)
7 (j) HCB+(T)B, B (LV1/LV2), D+B (air), D+B (air), QCF QCF+A (LV1)
8 (j) HCB+(T)B, B (LV1/LV2), D+B (air), D+B (air), D+B (air), QCF QCF+A (LV1)
9 (j) HCB+(T)B, B (LV1/LV2), D+B (air), D+B (air), D+B (air),
D+B (air)(2 hits), QCF QCF+A (LV1)
10 (C) QCF QCF+B (LV1), QCF QCF+A (LV1)
RUSH MODE COMBOS
1 J B, D+B (air), S TA, S TB, HCB+A
2 J B, D+B (air), S TA, S TB, DP+A
3 J B, D+B (air), S TA, S TB, S A, QCF+A
4 J B, D+B (air), S TA, S TB, S A, QCF QCF+A
5 HCB+TB, B, S TA, S TB, HCB+A
6 HCB+TB, B, S TA, S TB, DP+A
7 HCB+TB, B, S TA, S TB, S A, QCF+A
8 HCB+TB, B, S TA, S TB, S A, QCF QCF+A
05/08 - Take advantage of the easy Chain Combos. Not that you should be doing
a lot of Valkyrie Turns, but if you connect one be prepared to cause
some damage. #8 is particularly nasty.
9 (C) QCF QCF+B (LV1), S TA, S A, QCF+A
10 (C) QCF QCF+B (LV1), S TA, S A, QCF QCF+A
09/10 - For these to work you'll have to walk forward a tiny bit after the
Finishing Shower, or else you won't be able to connect the Jab.
-------------------------------------------------------------------------------
Felicia CAP05
-------------------------------------------------------------------------------
Also based on her Vampire Saviour version. Like Morrigan she gets a special
ability when played in Rush Mode; she can do her Offensive Dash from the
Vampire Series. Felicia needs to be played really offensive, most of her
moves are geared towards rushdown. Unfortunately she is also bugged; all
moves with a Juggle restriction lose that restriction when they hit her.
More about that in Part 5 of the FAQ.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | | >< | |
Crouching | >< | | | |
Jumping | | | | |
- Rush Mode suits Felicia best.
- Felicia's best jump-in attacks are TB and B.
- Jumping TA, A and TB are Cross-Ups, but you can only combo after TB.
- Standing TA, crouching TA and TB can be canceled into themselves.
- Crouching A knocks opponents down.
- Felicia can clinch to and jump off walls.
- In Rush Mode Felicia can't Run, but Dash. Felicia can cancel the hop of the
Dash into one of her aerial attacks. If she doesn't attack she can jump
through her opponent.
-------------------------------( Command Moves )-------------------------------
Name: Head Ride If your opponent is simply standing
Command: Jump on your opponent you can jump on his head and Felicia
Rating: * will sit on his head until either of
you do something.
-------------------------------------------------------------------------------
Name: Wall Clutch Felicia will clutch to the corner and
Command: Press Back when you jump hang there for a little while. If you
against the corner of the hang there too long, Felicia will
screen. slowly slide downwards and jump off
Rating: ** the wall when she's about to touch the
ground.
-------------------------------------------------------------------------------
Name: Cat Clinch You'll hug your opponent. Totally
Command: A+B while next to opponent useless move unless you want to
Rating: * humiliate him.
-------------------------------( Special Moves )-------------------------------
Name: Rolling Buckler Good surprise move at mid-to-close
Command: QCF+A, A range.
Rating: ***
-------------------------------------------------------------------------------
Name: Cat Spike Stay away from the Fierce version and
Command: DP+A stick to the Weak one. The Weak Cat
Rating: *** Spike is a highly annoying pressure
move with very little Recovery Time.
-------------------------------------------------------------------------------
Name: Hell Cat Like all the other Command Throws in
Command: HCB+B MotM, the Hell Cat can be comboed into
Rating: *** and that fact alone makes Hell Cat a
good move.
-------------------------------------------------------------------------------
Name: Delta Kick Good move for pressuring, though if it
Command: DP+B gets Blocked you'll be totally at your
Rating: *** opponent's mercy.
--------------------------------( Super Moves )--------------------------------
Name: Dancing Flash Felicia's best Super. Like other
Command: QCF QCF+A autocombo Supers you'll need to use
Rating: *** it either when you're sure when it'll
connect or in a combo.
-------------------------------------------------------------------------------
Name: Please Help Me The kitty helper takes some time to
Command: QCB QCB+A/B come out, so you'll be quite open. If
Extra: The A version comes out low. the kitty gets Blocked you'll be even
The B version comes out high. more open. Avoid this Super!
Rating: *
-------------------------------------------------------------------------------
Name: ES Rolling Scratch (LV2 only!) "ES" must stand for Extremely Shitty.
Command: QCF QCF+B, AAAA... Seriously though, this Super is a pure
Rating: * waste of VS points.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J B, S TA, QCF+A, A
2 J B, S TA, DP+TA
3 J B, S TA, DP+B
4 J B, S TA, HCB+B
5 J B, S TA, QCF QCF+A (LV1/LV2)
6 J B, S TA, QCF QCF+B (LV2)
7 J TA (2 hits), S A (2 hits), QCF QCF+A (LV1/LV2)
8 J TA (2 hits), S A (2 hits), QCF QCF+B (LV2)
9 (C) J TA (2 hits), S A (2 hits), S TB, QCF+A, A
10 (C) J TA (2 hits), S A (2 hits), S TB, DP+TA
11 (C) J TA (2 hits), S A (2 hits), S TB, QCF QCF+A (LV1/LV2)
12 (C) J TA (2 hits), S A (2 hits), S TB, QCF QCF+B (LV2)
09/12 - After the standing Fierce recovers immediately Link a standing Short.
Cancel that Short into a Special or Super Move for some nice damage.
13 (C) J TA (2 hits), S A (2 hits), S TA, S TB, DP+TA
14 (C) J TA (2 hits), S A (2 hits), S TA, S TB, QCF QCF+A (LV1/LV2)
15 (C) J TA (2 hits), S A (2 hits), S TA, S TB, QCF QCF+B (LV2)
13/15 - These are almost the same as the above except you'll have to walk
forward a bit after the standing Fierce to connect the rest of the
combo.
COUNTER MODE COMBOS
1 CB, QCF+A, A
2 CB, DP+TA
3 CB, HCB+B
4 CB, QCF QCF+A (LV1/LV2)
5 CB, QCF QCF+B (LV2)
RUSH MODE COMBOS
1 J B, S TB, S TA, QCF+A, A
2 J B, S TB, S TA, DP+TA
3 J B, S TB, S TA, DP+B
4 J B, S TB, S TA, HCB+B
5 J B, S TB, S TA, QCF QCF+A
6 J B, S TA, S TB, S B (1 hit), S B (2 hits)
7 J TA (2 hits), S B (2 hits), S A (2 hits), S TB, DP+TA
8 (C) Head Ride TA (2 hits), FF+TA (2 hits), S TB, S/C TA, QCF+A, A
9 (C) Head Ride TA (2 hits), FF+TA (2 hits), S TB, S/C TA, DP+TA
10 (C) Head Ride TA (2 hits), FF+TA (2 hits), S TB, S/C TA, DP+B
11 (C) Head Ride TA (2 hits), FF+TA (2 hits), S TB, S/C TA, QCF QCF+A
08/11 - Jump on your opponents head and do a Jab. As soon as you land Dash
towards him while tapping A to attack during the Dash. When you
recover from the attack, doing the rest of the combo shouldn't be
hard.
12 (C) Head Ride TA (2 hits), FF+TA (2 hits), S A (2 hits), S TB, QCF+A, A
13 (C) Head Ride TA (2 hits), FF+TA (2 hits), S A (2 hits), S TB, DP+TA
14 (C) Head Ride TA (2 hits), FF+TA (2 hits), S A (2 hits), S TB, QCF QCF+A
12/14 - Do as I said above and when the standing Fierce recovers you must
Link the standing Short and cancel that into a Special or Super Move.
15 (C) Head Ride TA (2 hits), FF+TA (2 hits), S A (2 hits), S TA, S TB, DP+TA
16 (C) Head Ride TA (2 hits), FF+TA (2 hits), S A (2 hits), S TA, S TB, QCF
QCF+A
15/16 - These are like the ones above, but this time after the Fierce you
must walk forward a bit so you'll be able to connect the rest of
the combo.
-------------------------------------------------------------------------------
Zangief CAP06
-------------------------------------------------------------------------------
Zangief is based on his SFA3 incarnation, but that doesn't mean much for him.
Zangief can be played as an SNK grappler and thanks to the weak damage scaling
he is one powerful beast to fight against. He also has the most Hit Points of
all characters in the game, which makes him even better.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | | >< | |
Crouching | >< | | >< | >< |
Jumping | | | | |
- No Mode really stands out for Zangief. Average Mode gives him powerful LV2
Super Moves, Counter Mode gives him a safe way to land his Throws and Rush
Mode gives him mobility.
- Zangief's best jump-in attacks are B, D+A and D+B.
- Jumping D+A and D+B are Cross-Ups, but you can't combo after either of them.
- Crouching TA can be canceled into itself.
- Zanfief has noticeably more stamina than the other characters.
-------------------------------( Command Moves )-------------------------------
Name: Headbutt Comes out very fast and knocks down
Command: DF+A your opponent if it hits.
Rating: ***
-------------------------------------------------------------------------------
Name: Body Press Has high priority and you can combo
Command: D+A in the air afterwards. It's also one of the few
Rating: *** moves in MotM that can consistently
Cross-Up.
-------------------------------------------------------------------------------
Name: Kuuchuu Headbutt It's the same move as Zangief's normal
Command: U+A in the air Headbutt, but the limited range makes
Rating: ** it kinda bad.
-------------------------------------------------------------------------------
Name: Russian Kick His classic kick. It has long range
Command: DF+B and good priority plus it knocks down
Rating: *** the opponent if it hits.
-------------------------------------------------------------------------------
Name: Double Knee Drop Has less range than his Body Press and
Command: D+B in the air also does less damage, but it does hit
Rating: *** the opponent much sooner and deeper.
-------------------------------( Special Moves )-------------------------------
Name: Double Lariat Can be used as an anti-air and flying
Command: QCB+A projectile dodger.
Rating: **
-------------------------------------------------------------------------------
Name: Quick Double Lariat Same as Double Lariat, only quicker.
Command: QCB+B It even lets you Juggle afterwards.
Rating: ***
-------------------------------------------------------------------------------
Name: Banishing Fist Will negate most flying projectiles,
Command: DP+A but is useless for anything else.
Rating: **
-------------------------------------------------------------------------------
Name: Spinning Piledriver This is what makes Zangief great in
Command: 360+A MotM. It does awesome damage and is a
Rating: **** breeze to combo into.
-------------------------------------------------------------------------------
Name: Atomic Suplex Think of it as a Piledriver with a
Command: 360+B up close different animation.
Rating: ****
-------------------------------------------------------------------------------
Name: Flying Powerbomb You'll likely want to just combo into
Command: 360+B a Piledriver or Suplex, so you don't
Rating: ** have to use this one much, if at all.
--------------------------------( Super Moves )--------------------------------
Name: Final Atomic Buster Not worth it on LV1, so save your
Command: 720+A Super Meter for the LV2 version for
Rating: **** some real damage. You can combo into
it just as easily as comboing into a
normal Command Throw.
-------------------------------------------------------------------------------
Name: Aerial Russian Slam Very good surprise anti-air. It has
Command: QCF QCF+B good priority and will hurt bad on
Rating: *** both Levels.
-------------------------------------------------------------------------------
Name: Russian Beat (LV2 only!) You'll want to combo into a FAB at
Command: QCB QCB+B LV2, though this auto-combo isn't
Rating: *** quite useless, mainly due to the
charming animations Zangief does.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J B, C TA, C TA, C TA, DF+A
2 J B, C TA, C TA, C TA, DF+B
3 J B, C TA, C TA, C TA, QCB+A
4 J B, C TA, C TA, C TA, 360+A
5 J B, C TA, C TA, C TA, QCB+B
6 J B, C TA, C TA, C TA, 360+B
7 J B, C TA, C TA, C TA, 720+A (LV1/LV2)
8 J B, C TA, C TA, C TA, QCB QCB+B (LV2)
01/08 - The deeper you jump in the fewer Jabs you can connect before you do a
Special Move. So if you attack very early during the jump you'll be
able to do up to five Jabs into a Special Move, but if you attack very
late you will only be able to do about 3 Jabs into a Special Move.
9 J B, C TA, C TA, C TA, QCB+B, DF+A
10 J B, C TA, C TA, C TA, QCB+B, DF+B
11 J B, DP+A
11 - You must hit very deep with the Roundhouse or else you won't be able to
connect the Banishing Fist.
12 (C) C TA, C TA, C TA, C TA, C TA, DF+A
13 (C) J B, C TA, C TA, C TA, QCB+B, QCB+A
14 (C) J B, C TA, C TA, C TA, QCB+B, QCF QCF+B (LV1/LV2)
15 (C) J B, C TA, C TA, C TA, QCB+B, QCB QCB+B (LV2)
13/15 - When Zangief launches his opponent, immediately do one of the three
other moves. Connecting the Aerial Russian Slam requires a very fast
response or else the opponent will just fall to the ground. Mote that
the Russian Beat will only Juggle for 1 hit, so it's a useless follow
up to the Quick Lariat.
16 (C) Knockdown, DP+TA, S TB, DF+A
17 (C) Knockdown, DP+TA, S TB, DF+B
18 (C) Knockdown, DP+TA, S TB, QCB+A
19 (C) Knockdown, DP+TA, S TB, 360+A
20 (C) Knockdown, DP+TA, S TB, QCB+B
21 (C) Knockdown, DP+TA, S TB, 360+B
22 (C) Knockdown, DP+TA, S TB, 720+A (LV1/LV2)
23 (C) Knockdown, DP+TA, S TB, QCB QCB+B (LV2)
24 (C) Knockdown, DP+TA, S TB, QCB+B, DF+A
25 (C) Knockdown, DP+TA, S TB, QCB+B, DF+B
26 (C) Knockdown, DP+TA, S TB, QCB+B, QCB+A
27 (C) Knockdown, DP+TA, S TB, QCB+B, QCF QCF+B (LV1/LV2)
28 (C) Knockdown, DP+TA, S TB, QCB+B, QCB QCB+B (LV2)
16/28 - Hit the opponent with the Banishing Fist when he's getting up after a
knock-down.
COUNTER MODE COMBOS
1 CB, QCB+A
2 CB, DP+A
3 CB, 360+A
4 CB, QCB+B
5 CB, 360+B
6 CB, 720+A (LV1/LV2)
7 CB, QCB QCB+B (LV2)
8 CB, QCB+B, DF+A
9 CB, QCB+B, DF+B
10 CB, QCB+B, QCB+A
11 CB, QCB+B, QCF QCF+B (LV1/LV2)
12 (C) CB, QCB+B, QCB QCB+B (LV2)
RUSH MODE COMBOS
1 J A, S TA, S TB, DF+A
2 J A, S TA, S TB, DF+B
3 J A, S TA, S TB, QCB+A
4 J A, S TA, S TB, 360+A
5 J A, S TA, S TB, QCB+B
6 J A, S TA, S TB, 360+B
7 J A, S TA, S TB, 720+A
8 J A, S TA, S TB, QCB+B, DF+A
9 J A, S TA, S TB, QCB+B, DF+B
10 J A, S TA, S TB, QCB+B, QCB+A
11 J A, S TA, S TB, QCB+B, QCF QCF+B
12 (C) J B, C TA, S TB, S A, S TB, DF+A
13 (C) J B, C TA, S TB, S A, S TB, DF+B
14 (C) J B, C TA, S TB, S A, S TB, 360+B
12/14 - When doing these, make sure you attack as early as possible, or else
you'll be pushed away too far to connect the standing Short after
the standing Fierce.
15 (C) Knockdown, DP+TA, S TB, S TA, DF+A
16 (C) Knockdown, DP+TA, S TB, S TA, DF+B
17 (C) Knockdown, DP+TA, S TB, S TA, QCB+A
18 (C) Knockdown, DP+TA, S TB, S TA, 360+A
19 (C) Knockdown, DP+TA, S TB, S TA, QCB+B
20 (C) Knockdown, DP+TA, S TB, S TA, 360+B
21 (C) Knockdown, DP+TA, S TB, S TA, 720+A
22 (C) Knockdown, DP+TA, S TB, S TA, QCB+B, DF+A
23 (C) Knockdown, DP+TA, S TB, S TA, QCB+B, DF+B
24 (C) Knockdown, DP+TA, S TB, S TA, QCB+B, QCB+A
25 (C) Knockdown, DP+TA, S TB, S TA, QCB+B, QCF QCF+B
15/25 - Hit the opponent with the Banishing Fist when he's getting up after a
knock-down.
-------------------------------------------------------------------------------
Sakura Kasugano CAP07
-------------------------------------------------------------------------------
Also based on her SFA3 incarnation. Like Ryu, she is pretty versatile, but
unlike Ryu she doesn't have anything that really stands out.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | >< | | |
Crouching | >< | >< | >< | |
Jumping | | | | |
- Average Mode suits Sakura best.
- Sakura's best jump-in attacks are TB and B.
- Jumping TB and B are Cross-Ups.
- Standing TA and crouching TB can be canceled into themselves.
- Sakura's Taunt can hit opponents. When hit they'll be knocked down.
-------------------------------( Command Moves )-------------------------------
Name: Flower Kick Sakura's Overhead.
Command: F+B
Rating: **
-------------------------------( Special Moves )-------------------------------
Name: Hadoken If you press A once, the fireball will
Command: QCF+A, A, A fly almost full screen, if you press A
Rating: *** two times it will fly half screen and
if you press A three times it will not
leave Sakura's hands. The damage the
Hadoken does increases a tiny bit with
each press.
-------------------------------------------------------------------------------
Name: Sho'oken The Weak version is Sakura's best anti
Command: DP+A air. The Fierce version is great for
Rating: *** combos.
-------------------------------------------------------------------------------
Name: Shunpuu Kyaku Pretty solid move. Can go over some
Command: QCB+B ground projectiles and does good
Extra: Can be done in the air. damage. The air version even lets
Rating: *** you Juggle if you're fast enough.
-------------------------------------------------------------------------------
Name: Sakura Otoshi It's really hard to connect all three
Command: DP+B, A, A, A punches, your timing must be really
Rating: * precise. Altogether a useless move.
--------------------------------( Super Moves )--------------------------------
Name: Shinkuu Hadoken Comes out very fast, but dissipates
Command: QCF QCF+A very fast too. The closer the opponent
Rating: *** is, the more damage it does.
-------------------------------------------------------------------------------
Name: Midare Zakura Like Ken's Shouryureppa it comes out
Command: QCF QCF+B really fast and Sakura does a series
Rating: *** of uppercuts.
-------------------------------------------------------------------------------
Name: Haru Ichiban Very good surprise move that must be
Command: QCB QCB+B Blocked low.
Rating: ***
-------------------------------------------------------------------------------
Name: Shun Goku Satsu (LV2 only!) Good Super. Although it's unblockable,
Command: CBFBF+A it's a bit dangerous due to its close
Rating: *** range nature. Just combo into it and
you'll be safe though.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J QCB+B, DP+A
2 J QCB+B, DP+TB, A, A, A
3 J QCB+B, QCF QCF+A (LV1/LV2)
4 J QCB+B, QCF QCF+B (LV1/LV2)
5 J B, C A, QCF+A
6 J B, S A, DP+A
7 J B, C A, QCB+B
8 J B, S A, DP+TB, A, A, A
9 J B, C A, QCF QCF+A (LV1/LV2)
10 J B, C A, QCF QCF+B (LV1/LV2)
11 J B, C A, QCB QCB+B (LV1/LV2)
12 J B, C A, F+B, QCF+A
13 J B, C A, F+B, DP+A
14 J B, C A, F+B, QCF QCF+A (LV1/LV2)
15 J B, C A, F+B, QCF QCF+B (LV1/LV2)
16 J B, C A, F+B, QCB QCB+B (LV1/LV2)
17 (C) J QCB+B, AB
18 (C) QCF QCF+A (LV2), DP+A
18 - You must be almost a full screen away from your opponent when you do the
Shinkuu Hadoken. When you recover from the Super, Dash towards your
opponent one time and do a Sho'oken.
19 (C) QCF QCF+A (LV2), QCB+B, DP+A
20 (C) QCF QCF+A (LV2), QCB+B, DP+B, A, A, A
19/20 - Like with #18 you must be almost a full screen away from your opponent
when you do the Shinkuu Hadoken. Now when you recover from the Super,
jump towards him and about halfway through the jump do the Shunpuu
Kyaku and Juggle afterwards with a Sho'oken or Sakura Otoshi.
21 (C) C TB, C TA, C A, QCF+A
22 (C) C TB, C TA, C A, DP+A
23 (C) C TB, C TA, C A, QCF QCF+A (LV1/LV2)
24 (C) C TB, C TA, C A, QCB QCB+B (LV1/LV2)
25 (C) S TA, S TA, S TA, S TA, QCF QCF+A (LV1/LV2)
26 (C) J TB, S TA, S TA, S TA, DP+A
27 (C) J TB, S TA, S TA, S TA, DP+TB, A, A, A
28 (C) J TB, S TA, S TA, S TA, QCF QCF+A (LV1/LV2)
29 (C) J TB, S TA, S TA, S TA, QCF QCF+B (LV1/LV2)
30 (C) J TB, S TA, S TA, S TA, QCB QCB+B (LV1/LV2)
COUNTER MODE COMBOS
1 CB, QCF+A
2 CB, DP+A
3 CB, QCB+B
4 CB, DP+TB, A, A, A
5 CB, QCF QCF+A (LV1/LV2)
6 CB, QCF QCF+B (LV1/LV2)
7 CB, QCB QCB+B (LV1/LV2)
8 (C) QCF QCF+A (LV2), QCB+B, QCF QCF+A (LV1)
9 (C) QCF QCF+A (LV2), QCB+B, QCF QCF+B (LV1)
08/09 - These are done the same way as Average Mode combos 19 & 20.
RUSH MODE COMBOS
1 J A/B, C TA, C TB, C A, QCF+A
2 J A/B, C TA, C TB, C A, DP+A
3 J A/B, C TA, C TB, C A, QCB+B
4 J A/B, C TA, C TB, C A, QCF QCF+A
5 J A/B, C TA, C TB, C A, QCF QCF+B
6 J A/B, C TA, C TB, C A, QCB QCB+B
7 (C) J A/B, S TA, S TB, C A, DP+TB, A, A, A
-------------------------------------------------------------------------------
Dan Hibiki CAP08
-------------------------------------------------------------------------------
It's good old SFA3 Dan. Well, not sure if you could call that good... He's
not 100% worthless actually, he's got some pretty damaging combos. His main
problem is landing those combos. That and staying alive, since his own moves
won't be enough to protect him from most opponents.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | | | |
Crouching | >< | >< | >< | >< |
Jumping | | | | |
- Average Mode suits Dan best.
- Dan's best jump-in attack are TB and B.
- Dan has no Cross-Ups.
- Dan can Taunt while crouching and jumping. These Taunts can't be canceled
like normal Taunts.
- In Counter Mode Dan can only do crouching Taunts when his Super Meter is
maxed, otherwise he'll charge his Meter instead of Taunting.
-------------------------------( Command Moves )-------------------------------
Name: Rolling Taunt Dan will roll backward or forward,
Command: B/F+AB depending on the direction you pushed
Rating: * and Taunt at the end of the roll. It's
quite sad actually this is the closest
thing in the game that resembles KOF
style rolls... Note that Dan can't
do his rolling forward Taunt when
playing in Counter Mode. Instead he
will do the Dodge.
-------------------------------( Special Moves )-------------------------------
Name: Gadoken Goes nowhere. The Fierce version
Command: QCF+A sometimes even goes through skinny
Rating: ** characters when you're up-close. It
sucks.
-------------------------------------------------------------------------------
Name: Koryuken Like a Shoryuken, but has no range.
Command: DP+A Better for ending combos than the
Rating: ** Gadoken. Low priority, so use at your
own risk. As in most games, Dan's
standing kicks are much better anti-
air moves.
-------------------------------------------------------------------------------
Name: Danku Kyaku Probably Dan's best Special. Can fly
Command: QCB+B over fireballs and you can Juggle
Extra: Can be done in the air. after the Weak version.
Rating: ***
--------------------------------( Super Moves )--------------------------------
Name: Shinku Gadoken The LV1 version is a decent combo
Command: QCF QCF+A ender, but it's impossible to combo
Rating: LV1 - ** into the LV2 version. In fact, it's
LV2 - * near impossible to hit someone with
the LV2 version...
-------------------------------------------------------------------------------
Name: Kouryuurekka Better than the Shinku Gadoken for
Command: QCF QCF+B ending combos. Does more damage too.
Rating: ** Range is *very* short for a super
uppercut though.
-------------------------------------------------------------------------------
Name: Hishuu Buraiken The LV1 version is a lame attack that
Command: QCB QCB+B does less damage than his other Supers
Rating: ** and has very little range. The LV2
version does better damage, but leaves
you mega open at the end. Don't use
it at LV2!
-------------------------------------------------------------------------------
Name: Chouhatstu Densetsu Does no damage and its only use is to
Command: QCB QCB+A ridicule your opponent, or to get
Rating: * yourself killed. Causes much cosplay
at LV2.
-------------------------------------------------------------------------------
Name: Otoko Michi (LV2 only!) This move truly sucks. It's like the
Command: CBFBF+A Shun Goku Satsu, but it's very slow
Rating: * and the damage is less than his other
LV2 Supers. Also it does 99% damage to
yourself, so only use it if you know
you're going to finish with it.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J QCB+TB, QCF QCF+A (LV1)
2 J QCB+TB, QCF QCF+B (LV2)
3 J B, C A, QCF+A
4 J B, C A, DP+A
5 J B, C A, QCB+B
6 J B, C A, QCF QCF+A (LV1)
7 J B, C A, QCF QCF+B (LV2)
8 J B, C A, QCB QCB+B (LV1/LV2)
9 J B, C A, QCB+TB, DP+A
09 - Timing is very precise on this one, you have to do the Koryuken just
when you land after the Danku Kyaku.
10 (C) J QCB+TB, DP+A
11 (C) J QCB+TB, QCF QCF+A (LV1), C A
10/11 - If you want to Juggle after a Shinku Gadoken you must be really quick,
or otherwise you'll just miss you opponent.
12 (C) QCF QCF+A (LV2), C A, QCF+A
13 (C) QCF QCF+A (LV2), C A, DP+A
14 (C) QCF QCF+A (LV2), C A, QCB+B
15 (C) QCF QCF+A (LV2), C A, QCB+TB, DP+A
15 - You have to do the Shinku Gadoken after a knockdown, while the opponent
is just hitting the ground. If you did it right the fireball will hit
him for 5 hits and you'll have just enough time to connect the crouching
Fierce.
16 (C)(j) QCF QCF+A (LV1/LV2), DP+A
17 (C)(j) J QCB+TB, QCB+TB, DP+A
17 - You must hit with the Danku Kyaku when your opponent is a the maximum
height of his jump. If you did it right, you'll have enough time to
connect a second Danku Kyaku.
COUNTER MODE COMBOS
1 CB, QCF+A
2 CB, DP+A
3 CB, QCB+B
4 CB, QCF QCF+A (LV1)
5 CB, QCF QCF+B (LV1/LV2)
6 CB, QCB QCB+B (LV1/LV2)
7 CB, QCB+TB, DP+A
8 (C) QCF QCF+A (LV2), C A, QCF QCF+A (LV1)
9 (C) QCF QCF+A (LV2), C A, QCF QCF+B (LV1)
10 (C) QCF QCF+A (LV2), C A, QCB QCB+B (LV1)
11 (C)(j) QCF QCF+A (LV1/LV2), QCF QCF+B (LV1)
12 (C)(j) QCF QCF+A (LV2), QCF QCF+A (LV1)
13 (C)(j) QCF QCF+A (LV2), QCB QCB+B (LV1)
RUSH MODE COMBOS
1 J B, S TA, S TB, C A, QCF+A
2 J B, S TA, S TB, C A, QCB+B
3 J B, S TA, S TB, C A, QCF QCF+A
4 J B, S TA, S TB, C A, QCB QCB+B
5 J B, S TA, S TB, C A, QCB+TB, DP+A
6 (C) J B, S TA, S TB, C A, DP+A
7 (C) J B, S TA, S TB, C A, QCF QCF+B
-------------------------------------------------------------------------------
Guile CAP09
-------------------------------------------------------------------------------
Guile is based on his SFA3 version. Despite that he only has a handful of
moves, he as effective as ever. The lack of close-up Normal Moves means you
can't do most of his old combos though (comboing into his Sonic Boom is very
hard). He still has very good combos, thanks to the fact that he can Chain
into his Command Moves.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | >< | | |
Crouching | >< | | >< | |
Jumping | | | | |
- Rush Mode suits Guile best.
- Guile's best jump-in attacks are TB and B.
- Jumping TB is a Cross-Up, but you can't combo after it.
- Standing and crouching TA can be canceled into themselves.
-------------------------------( Command Moves )-------------------------------
Name: Back Hand Simple move, easy to throw in after
Command: F+A some Jabs or even after a Sonic Boom
Rating: ** from a short distance.
-------------------------------------------------------------------------------
Name: Flying Knee Great way to keep combos going. Ending
Command: B/F+B a combo in it can leave you very open,
Rating: *** but if you hit with it just as Guile
leaves the ground you can combo a Jab
after it.
-------------------------------------------------------------------------------
Name: Hand Plant Roundhouse Great way to avoid being Sweeped while
Command: DF+B playing foot games, but too slow to be
Rating: *** comboed into from anything.
-------------------------------( Special Moves )-------------------------------
Name: Sonic Boom Very slow at Jab speed which lets you
Command: CBF+A combo things after it if done at the
Rating: **** proper range.
-------------------------------------------------------------------------------
Name: Flash Kick Good for ending combos with since it
Command: CDU+B knocks down. The weak version can make
Rating: *** it very frustrating for your opponent
to get close to you.
--------------------------------( Super Moves )--------------------------------
Name: Sonic Hurricane Good move with lots of range but
Command: CBFBF+A almost impossible to combo into from
Rating: *** anything. Use for Block Damage at the
end of a fight.
-------------------------------------------------------------------------------
Name: Somersault Justice Awesome, fast, multi hitting and good
Command: CDB, DF, DB, UF+B damage. Is fast enough to combo into
Rating: *** from anything. The only drawback is
the extremely hard to pull off motion.
-------------------------------------------------------------------------------
Name: Crossfire Blitz (LV2 only!) Awesome Super that is much easier
Command: CBFBF+B to pull off than Somersault Justice.
Rating: *** Can be slapped onto the end of most
combos.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 S TA, S TA, S TA, F+A
2 C TA, C TA, C TA, CDB, DF, DB, UF+B (LV1/LV2)
3 J TA, S A, F+A
4 J TA, S A, B/F+B
5 J TA, S A, DF+B
6 J TA, S A, CBFBF+A (LV1/LV2)
7 J TB, C TA, C TA, F+A
8 J TB, C TA, C TA, B/F+B
9 J TB, C TA, C TA, CDU+B
10 J TB, C TA, C TA, CBFBF+B (LV1/LV2)
11 J TB, C TA, C TA, CDB, DF, DB, UF+B (LV1/LV2)
12 J TB, C TA, C TA, CBFBF+B (LV2)
13 CBF+TA, J TA, S A, F+A
14 CBF+TA, J TA, S A, B/F+B
15 CBF+TA, J TA, S A, DF+B
16 CBF+TA, J TA, S A, CBF+A
17 CBF+TA, J TA, S A, CBFBF+A (LV1/LV2)
18 CBF+TA, J TB, C TA, C TA, F+A
19 CBF+TA, J TB, C TA, C TA, B/F+B
20 CBF+TA, J TB, C TA, C TA, CDU+B
21 CBF+TA, J TB, C TA, C TA, CDB, DF, DB, UF+B (LV1/LV2)
22 CBF+TA, J TB, C TA, C TA, CBFBF+B (LV2)
13/22 - You must be at least half a screen away from your opponent when you
do the Sonic Boom, then Dash towards the opponent and do a jump-in
attack.
23 (C) S A, C TB, back+B, C TA, C TA, C TB, back+B, C TA, C TB, back+B, C TA,
C TA, C TB, back+B, C TA, C TA, F+A
24 (C) S A, C TB, back+B, C TA, C TA, C TB, back+B, C TA, C TB, back+B, C TA,
C TA, C TB, back+B, C TA, C TA, B/F+B
25 (C) S A, C TB, back+B, C TA, C TA, C TB, back+B, C TA, C TB, back+B, C TA,
C TA, C TB, back+B, C TA, C TA, CDB, DF, DB, UF+B (LV1/LV2)
26 (C) S A, C TB, back+B, C TA, C TA, C TB, back+B, C TA, C TB, back+B, C TA,
C TA, C TB, back+B, C TA, C TA, CBFBF+B (LV2)
23/26 - After each Flying Knee you must Link the next part of the combo. The
main problem is that each move in these combos must be Linked, which
makes it really hard to pull it off consistently. Only with practise
will you be able to keep up the right pace. I'd suggest you start
practising the Rush Mode variant of this combo so you get the right
feel for it.
27 (C)(j) CBFBF+A (LV1)(2 hits), F+B
28 (C)(j) CBFBF+A (LV1)(2 hits), CDU+B
27/28 - If you hit your opponent out of the air with a Sonic Hurricane you
can Juggle him afterwards with any move that's fast enough.
COUNTER MODE COMBOS
1 CB, CBF+A
2 CB, CDU+B
3 (C)(j) CBFBF+A (LV1)(2 hits), CDB, DF, DB, UF+B (LV1)
4 (C)(j) CBFBF+A (LV1)(2 hits), CBFBF+A (LV1)(2 hits), F+B
5 (C)(j) CBFBF+A (LV1)(2 hits), CBFBF+A (LV1)(2 hits), CDU+B
6 (C)(j) CBFBF+A (LV1)(2 hits), CBFBF+A (LV1)(2 hits), CBFBF+A (LV1)
7 (C)(j) CBFBF+A (LV1)(2 hits), CBFBF+A (LV1)(2 hits),
CDB, DF, DB, UF+B (LV1)
8 (C)(j) CBFBF+A (LV1)(2 hits), CBFBF+A (LV1)(2 hits), CBFBF+A (LV1)(2 hits),
F+B
9 (C)(j) CBFBF+A (LV1)(2 hits), CBFBF+A (LV1)(2 hits), CBFBF+A (LV1)(2 hits),
CDU+B
03/09 - If you hit your opponent out of the air with a Sonic Hurricane you
can Juggle him afterwards with any move that's fast enough.
RUSH MODE COMBOS
1 S TA, S TB, S A, F+A
2 S TA, S TB, S A, B/F+B
3 C TA, C TB, S A, CBF+A
4 C TA, C TB, S A, CDU+B
5 C TA, C TB, S A, CBFBF+A
6 J TB, S TA, S A, F+A
7 J TB, S TA, S A, B/F+B
8 J TB, S TA, S A, DF+B
9 J TB, S TA, S A, CBF+A
10 J TB, S TA, S A, CBFBF+A
11 CBF+TA, J TB, C TA, C TB, S A, F+A
12 CBF+TA, J TB, C TA, C TB, S A, B/F+B
13 CBF+TA, J TB, C TA, C TB, S A, DF+B
14 CBF+TA, J TB, C TA, C TB, S A, CBF+A
15 CBF+TA, J TB, C TA, C TB, S A, CBFBF+A
11/15 - You must be at least half a screen away from your opponent when you
do the Sonic Boom, then Run towards the opponent and do a jump-in
attack.
16 (C) CBF+TA, S TA, S TB, S A, F+B, C TA, S A, F+B, C TA, S A, F+B, C TA,
C TB, S A, Back+B, S TA, C TB, CDU+B
17 (C) CBF+TA, S TA, S TB, S A, F+B, C TA, S A, F+B, C TA, S A, F+B, C TA,
C TB, S A, Back+B, S TA, S A, CBFBF+A
18 (C) CBF+TA, S TA, S TB, S A, F+B, C TA, S A, F+B, C TA, S A, F+B, C TA,
C TB, S A, Back+B, C TA, C TB, CDB, DF, DB, UF+B
16/18 - You must be at least half a screen away from your opponent when you
do the Sonic Boom, then Run towards the opponent and start the combo.
After each Flying Knee you must Link the next Chain.
-------------------------------------------------------------------------------
Akuma CAP10
-------------------------------------------------------------------------------
Like the other SF characters, Akuma is also based on his SFA3 version. He
actually has the most moves of any characters in the game. Like Ken he can
be played very aggressively and is even more combo orientated.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | | >< | |
Crouching | >< | >< | >< | >< |
Jumping | | | | |
- Average Mode suits Akuma best.
- Akuma's best jump-in attacks are A and B.
- Jumping TA, TB and B are Cross-Ups, but you can't combo after any of them.
- Standing TA, crouching TA and TB can be canceled into themselves.
- Akuma is called Gouki in the Japanese version.
-------------------------------( Command Moves )-------------------------------
Name: Zugai Hasatsu Akuma's Overhead. Knocks down your
Command: F+A opponent if it connects.
Rating: **
-------------------------------------------------------------------------------
Name: Senpuu Kyaku Akuma does a little hop kick, which
Command: F+B can go over some ground projectiles
Rating: *** if you time it right.
-------------------------------------------------------------------------------
Name: Tenma Kuujin Kyaku Good surprise move, comboing after it
Command: D+B during a forward jump is possible, but very hard.
Rating: **
-------------------------------( Special Moves )-------------------------------
Name: Gou Hadoken Comes out as fast as Ryu's, but has a
Command: QCF+A little bit more Recovery Time on it.
Rating: ***
-------------------------------------------------------------------------------
Name: Zankuu Hadoken Really shitty air fireball. By the
Command: QCF+A in the air time it comes out you'll touch the
Rating: * ground again.
-------------------------------------------------------------------------------
Name: Zenpou Tenshin Its only real use is as a Cross-Up,
Command: QCB+A Akuma will be totally vulnerable
Rating: ** during the roll.
-------------------------------------------------------------------------------
Name: Shakunetsu Hadoken A more powerful version of Ryu's
Command: HCB+A Shakunetsu Hadoken, though it also
Rating: *** has a lot of start-up delay.
-------------------------------------------------------------------------------
Name: Gou Shoryuken Looks the same as Ryu and Ken's
Command: DP+A Shoryuken's, though this one will
Rating: *** hit up to three times.
-------------------------------------------------------------------------------
Name: Tatsumaki Senpuu Kyaku You can Juggle after both the aerial
Command: QCB+B and normal version, which makes this
Extra: Can be done in the air. a very abusable move.
Rating: ****
-------------------------------------------------------------------------------
Name: Hyakki Gou Zan After the roll Akuma does a slide
Command: QCF, UF+A which must be Blocked low.
Rating: **
-------------------------------------------------------------------------------
Name: Hyakki Gou Shou Akuma will do a punch during the roll
Command: QCF, UF+A, A that counts as an Overhead.
Rating: **
-------------------------------------------------------------------------------
Name: Hyakki Gou Sen Akuma will fall on his back out of the
Command: QCF, UF+A, B roll, which counts as an Overhead.
Rating: **
-------------------------------------------------------------------------------
Name: Hyakki Gou Sai Akuma will grab your opponent during
Command: QCF, UF+A, B/DB/D/DF/F+A the roll. This does NOT work against
Rating: *** cornered opponents.
-------------------------------------------------------------------------------
Name: Hyakki Gou Tsui Akuma will grab your opponent during
Command: QCF, UF+A, B/DB/D/DF/F+B the roll, if he's airborne. This does
Rating: ** NOT work against cornered opponents.
-------------------------------------------------------------------------------
Name: Ashura Warp As long as Akuma's moving he's
Command: BTD/FTD+A/B invincible, but he can be hit at
Extra: A version goes full screen. the start and end of the warp.
B version goes half screen.
Rating: **
--------------------------------( Super Moves )--------------------------------
Name: Messatsu Gou Shouryu Comes out fast and does good damage.
Command: QCF QCF+A In Rush Mode you can Link up to three
Rating: *** of these after a Tatsumaki.
-------------------------------------------------------------------------------
Name: Tenma Gou Zankuu This is a lot better than his normal
Command: QCF QCF+A in the air air fireball. Too bad you can't cancel
Rating: *** into it...
-------------------------------------------------------------------------------
Name: Messatsu Gou Hadou Basically the same as Ryu's Shinkuu
Command: HCB HCB+A Hadoken.
Rating: ***
-------------------------------------------------------------------------------
Name: Shun Goku Satsu (LV2 only!) Akuma's trademark move. Beware that,
Command: CBFBF+A even though it is unblockable, you
Rating: *** are vulnerable during the forward
warp.
-------------------------------------------------------------------------------
Name: Kongou Koku Retsuzan Raging Storm wannabe. Actually, it
(LV2 only!) would be just as good if it wasn't
Command: RS+A for the huge start-up delay, which
Rating: ** makes using it as an anti-air
impossible.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J QCB+B, F+A
2 J QCB+B, F+B
3 J QCB+B, QCF+A
4 J QCB+B, HCB+A
5 J QCB+B, DP+A
6 J QCB+B, QCF UF+A, A
7 J QCB+B, QCF UF+A, B
8 J QCB+B, QCF UF+A, F+A
9 J QCB+B, QCF UF+A, F+B
10 J QCB+B, HCB HCB+A (LV1/LV2)
11 J QCB+B, QCF QCF+A (LV1/LV2)
12 J QCB+B, QCF QCF+A (LV1/LV2), QCF+A
13 J QCB+B, QCF QCF+A (LV1/LV2), DP+A
14 J QCB+B, J QCF+A
15 J QCB+B, J QCF QCF+A (LV1/LV2)
16 J QCB+B, J QCB+B, RS+A (LV2)
16 - When Akuma touches the ground after the first Tatsumaki, jump and do a
second Tatsumaki just when your opponent starts to fall.
17 J QCB+B, DP+TA (2 hits), F+A
18 J QCB+B, DP+TA (2 hits), F+B
19 J QCB+B, DP+TA (2 hits), QCF+A
20 J QCB+B, DP+TA (2 hits), HCB HCB+A (LV1/LV2)
21 J QCB+B, DP+TA (2 hits), QCF QCF+A (LV1/LV2)
22 J QCB+B, DP+TA (2 hits), QCF QCF+A (LV1), QCF+A
23 J QCB+B, DP+TA (2 hits), QCF QCF+A (LV1), DP+A
17/23 - These combos will work if you only connect the first two hits of the
Gou Shoryuken.
24 J B, C A, F+A
25 J B, C A, F+B
26 J B, C A, QCF+A
27 J B, C A, HCB+A
28 J B, C A, DP+A
29 J B, C A, QCF QCF+A (LV1/LV2)
30 J B, C A, HCB HCB+A (LV1/LV2)
31 J B, S TA, DP+TA (2 hits), HCB HCB+A (LV1/LV2)
32 J B, S TA, DP+TA (2 hits), QCF QCF+A (LV1/LV2)
33 J B, S TA, DP+TA (2 hits), QCF QCF+A (LV1), QCF+A
34 J B, S TA, DP+TA (2 hits), QCF QCF+A (LV1), DP+A
31/34 - These combos will work if you only connect the first two hits of the
Gou Shoryuken.
35 J B, C A, QCB+B, DP+A
36 J B, C A, QCB+B, QCF+A
37 J B, C A, QCB+B, HCB HCB+A (LV1/LV2)
38 J B, C A, QCB+B, QCF QCF F+A (LV1/LV2)
38 - If you did it right, Akuma will hop and do the Super at the same time,
resulting in a grounded Tenma Gou Zankuu.
39 J B, C A, QCB+B, QCF QCF+A (LV1/LV2)
40 J B, C A, QCB+B, QCF QCF+A (LV1/LV2), QCF+A
41 J B, C A, QCB+B, QCF QCF+A (LV1/LV2), DP+A
42 J B, C A, F+A, QCF+A
43 J B, C A, F+A, HCB+A
44 J B, C A, F+A, QCF QCF+A (LV1/LV2)
45 J B, C A, F+A, HCB HCB+A (LV1/LV2)
46 J B, C A, F+A, QCF QCF+A (LV1), DP+A
47 J B, C A, F+A, QCB+B, QCF+A
48 J B, C A, F+A, QCB+B, DP+A
49 J B, C A, F+A, QCB+B, HCB HCB+A (LV1/LV2)
50 J B, C A, F+A, QCB+B, QCF QCF F+A (LV1/LV2)
51 J B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2)
52 J B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2), QCF+A
53 J B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2), DP+A
54 (C) J QCB+B, HCB+A, DP+A
55 (C) J QCB+B, HCB+A, QCF QCF+A (LV1/LV2)
56 (C) J QCB+B, HCB+A, HCB HCB+A (LV1/LV2)
57 (C) J QCB+B, HCB+A, QCF QCF+A (LV1), DP+A
58 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF+A
59 (C) J QCB+B, HCB+A, DP+TA (2 hits), DP+A
60 (C) J QCB+B, HCB+A, DP+TA (2 hits), HCB HCB+A (LV1/LV2)
61 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A (LV1/LV2)
62 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A (LV1/LV2), QCF+A
63 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A (LV1/LV2), DP+A
58/63 - After the Tatsumaki do a Shakunetsu Hadoken and Juggle with a Jab Gou
Shoryuken. Because only the first two hits of the Shoryuken will
connect you can Juggle again.
64 (C) J B, C A, QCF QCF+A (LV1), DP+A
65 (C) J B, S TA, DP+TA (2 hits), QCF+A
66 (C) J B, S TA, DP+TA (2 hits), DP+A
67 (C) J B, S TA, DP+TA (2 hits), QCF QCF+A (LV2)
68 (C) J B, S TA, DP+TA (2 hits), QCF QCF+A (LV2), QCF+A
69 (C) J B, S TA, DP+TA (2 hits), QCF QCF+A (LV2), DP+A
70 (C) F+B, S TA, DP+TA (2 hits), QCF+A
71 (C) F+B, S TA, DP+TA (2 hits), DP+A
72 (C) F+B, S TA, DP+TA (2 hits), HCB HCB+A (LV1/LV2)
73 (C) F+B, S TA, DP+TA (2 hits), QCF QCF+A (LV1/LV2)
74 (C) F+B, S TA, DP+TA (2 hits), QCF QCF+A (LV1/LV2), QCF+A
75 (C) F+B, S TA, DP+TA (2 hits), QCF QCF+A (LV1/LV2), DP+A
70/75 - You must do the Senpuu Kyaku after a knock-down or else you won't be
able to connect the Jab afterwards.
COUNTER MODE COMBOS
1 CB, QCF+A
2 CB, DP+A
3 CB, QCB+B
4 CB, QCF QCF+A (LV1/LV2)
5 CB, HCB HCB+A (LV1/LV2)
6 CB, DP+TA (2 hits), HCB HCB+A (LV1/LV2)
7 CB, DP+TA (2 hits), QCF QCF+A (LV1/LV2)
8 CB, DP+TA (2 hits), QCF QCF+A (LV1), QCF+A
9 CB, DP+TA (2 hits), QCF QCF+A (LV1), DP+A
10 CB, DP+TA (2 hits), QCF QCF+A (LV1), HCB HCB+A (LV1)
11 CB, DP+TA (2 hits), QCF QCF+A (LV1), QCF QCF+A (LV1)
12 CB, DP+TA (2 hits), QCF QCF+A (LV1), QCF QCF+A (LV1), QCF+A
13 CB, DP+TA (2 hits), QCF QCF+A (LV1), QCF QCF+A (LV1), DP+A
14 CB, QCB+B, QCF+A
15 CB, QCB+B, DP+A
16 CB, QCB+B, HCB HCB+A (LV1/LV2)
17 CB, QCB+B, QCF QCF+A (LV1/LV2)
18 CB, QCB+B, QCF QCF+A (LV1/LV2), QCF+A
19 CB, QCB+B, QCF QCF+A (LV1/LV2), DP+A
20 CB, QCB+B, QCF QCF+A (LV1), HCB HCB+A (LV1)
21 CB, QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1)
22 CB, QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), QCF+A
23 CB, QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), DP+A
24 CB, QCB+B, QCF QCF F+A (LV1/LV2)
25 J QCB+B, CB
26 J QCB+B, QCF QCF+A (LV1), HCB HCB+A (LV1)
27 J QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1)
28 J QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), QCF+A
29 J QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), DP+A
30 J QCB+B, DP+TA (2 hits), QCF QCF+A (LV1), HCB HCB+A (LV1)
31 J QCB+B, DP+TA (2 hits), QCF QCF+A (LV1), QCF QCF+A (LV1)
32 J QCB+B, DP+TA (2 hits), QCF QCF+A (LV1), QCF QCF+A (LV1), QCF+A
33 J QCB+B, DP+TA (2 hits), QCF QCF+A (LV1), QCF QCF+A (LV1), DP+A
34 J B, S TA, DP+TA (2 hits), QCF QCF+A (LV1), HCB HCB+A (LV1)
35 J B, S TA, DP+TA (2 hits), QCF QCF+A (LV1), QCF QCF+A (LV1)
36 J B, S TA, DP+TA (2 hits), QCF QCF+A (LV1), QCF QCF+A (LV1), QCF+A
37 J B, S TA, DP+TA (2 hits), QCF QCF+A (LV1), QCF QCF+A (LV1), DP+A
38 J B, C A, QCB+B, QCF QCF+A (LV1), HCB HCB+A (LV1)
39 J B, C A, QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1)
40 J B, C A, QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), QCF+A
41 J B, C A, QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), DP+A
42 (C) CB, DP+TA (2 hits), QCF+A
43 (C) CB, DP+TA (2 hits), DP+A
44 (C) CB, DP+TA (2 hits), QCF QCF+A (LV2)
45 (C) CB, DP+TA (2 hits), QCF QCF+A (LV2), QCF+A
46 (C) CB, DP+TA (2 hits), QCF QCF+A (LV2), DP+A
47 (C) CB, DP+TA (2 hits), QCF QCF+A (LV2), HCB HCB+A (LV1)
48 (C) CB, DP+TA (2 hits), QCF QCF+A (LV2), QCF QCF+A (LV1)
49 (C) CB, DP+TA (2 hits), QCF QCF+A (LV2), QCF QCF+A (LV1), QCF+A
50 (C) CB, DP+TA (2 hits), QCF QCF+A (LV2), QCF QCF+A (LV1), DP+A
51 (C) CB, QCF QCF+A (LV1), DP+A
52 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A (LV2), HCB HCB+A (LV1)
53 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A (LV2), QCF QCF+A (LV1)
54 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A (LV2), QCF QCF+A (LV1), QCF+A
55 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A (LV2), QCF QCF+A (LV1), DP+A
56 (C) J B, S TA, DP+TA (2 hits), QCF QCF+A (LV2), HCB HCB+A (LV1)
57 (C) J B, S TA, DP+TA (2 hits), QCF QCF+A (LV2), QCF QCF+A (LV1)
58 (C) J B, S TA, DP+TA (2 hits), QCF QCF+A (LV2), QCF QCF+A (LV1), QCF+A
59 (C) J B, S TA, DP+TA (2 hits), QCF QCF+A (LV2), QCF QCF+A (LV1), DP+A
60 (C) F+B, S TA, DP+TA (2 hits), QCF QCF+A (LV2), HCB HCB+A (LV1)
61 (C) F+B, S TA, DP+TA (2 hits), QCF QCF+A (LV2), QCF QCF+A (LV1)
62 (C) F+B, S TA, DP+TA (2 hits), QCF QCF+A (LV2), QCF QCF+A (LV1), QCF+A
63 (C) F+B, S TA, DP+TA (2 hits), QCF QCF+A (LV2), QCF QCF+A (LV1), DP+A
RUSH MODE COMBOS
1 J QCB+B, QCF QCF+A, HCB HCB+A
2 J QCB+B, QCF QCF+A, QCF QCF+A
3 J QCB+B, QCF QCF+A, QCF QCF+A, QCF+A
4 J QCB+B, QCF QCF+A, QCF QCF+A, DP+A
5 J QCB+B, QCF QCF+A, QCF QCF+A, HCB HCB+A
6 J QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A
7 J QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, QCF+A
8 J QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, DP+A
9 J QCB+B, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, HCB HCB+A
10 J QCB+B, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, QCF QCF+A
11 J QCB+B, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, QCF QCF+A, QCF+A
12 J QCB+B, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, QCF QCF+A, DP+A
13 S TA, S TB, C A, S B, HCB HCB+A
13 - As soon as you recover from the standing Roundhouse you can Link a
Messatsu Gou Shouryu.
14 J B, S TA, S TB, C A, F+B
15 J B, S TA, S TB, C A, QCF+A
16 J B, S TA, S TB, C A, HCB+A
17 J B, S TA, S TB, C A, DP+A
18 J B, S TA, S TB, C A, HCB HCB+A
19 J B, S TA, S TB, C A, QCF QCF+A
20 J B, S TA, S TB, C A, QCF QCF+A, DP+A
21 J B, S TA, S TB, C A, DP+TA (2 hits), HCB HCB+A
22 J B, S TA, S TB, C A, DP+TA (2 hits), QCF QCF+A
23 J B, S TA, S TB, C A, DP+TA (2 hits), QCF QCF+A, QCF+A
24 J B, S TA, S TB, C A, DP+TA (2 hits), QCF QCF+A, DP+A
25 J B, S TA, S TB, C A, DP+TA (2 hits), QCF QCF+A, HCB HCB+A
26 J B, S TA, S TB, C A, DP+TA (2 hits), QCF QCF+A, QCF QCF+A
27 J B, S TA, S TB, C A, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, QCF+A
28 J B, S TA, S TB, C A, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, DP+A
29 J B, S TA, S TB, C A, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, HCB HCB+A
30 J B, S TA, S TB, C A, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, QCF QCF+A
31 J B, S TA, S TB, C A, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, QCF QCF+A,
QCF+A
32 J B, S TA, S TB, C A, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, QCF QCF+A, DP+A
33 J B, S TA, S TB, C A, QCB+B, QCF+A
34 J B, S TA, S TB, C A, QCB+B, DP+A
35 J B, S TA, S TB, C A, QCB+B, HCB HCB+A
36 J B, S TA, S TB, C A, QCB+B, QCF QCF+A
37 J B, S TA, S TB, C A, QCB+B, QCF QCF+A, QCF+A
38 J B, S TA, S TB, C A, QCB+B, QCF QCF+A, DP+A
39 J B, S TA, S TB, C A, QCB+B, QCF QCF+A, HCB HCB+A
40 J B, S TA, S TB, C A, QCB+B, QCF QCF+A, QCF QCF+A
41 J B, S TA, S TB, C A, QCB+B, QCF QCF+A, QCF QCF+A, QCF+A
42 J B, S TA, S TB, C A, QCB+B, QCF QCF+A, QCF QCF+A, DP+A
43 J B, S TA, S TB, C A, QCB+B, QCF QCF+A, QCF QCF+A, HCB HCB+A
44 J B, S TA, S TB, C A, QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A
45 J B, S TA, S TB, C A, QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, QCF+A
46 J B, S TA, S TB, C A, QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, DP+A
47 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF+A
48 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), HCB HCB+A
49 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A
50 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, QCF+A
51 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, DP+A
52 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, HCB HCB+A
53 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, QCF QCF+A
54 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, QCF+A
55 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, DP+A
56 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, QCF QCF+A,
HCB HCB+A
57 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, QCF QCF+A,
QCF QCF+A
58 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, QCF QCF+A,
QCF QCF+A, QCF+A
59 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, QCF QCF+A,
QCF QCF+A, DP+A
60 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, DP+TA (1 hit),
QCF+A
61 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, DP+TA (1 hit),
HCB HCB+A
62 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, DP+TA (1 hit),
QCF QCF+A
63 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, DP+TA (1 hit),
QCF QCF+A, QCF+A
64 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, DP+TA (1 hit),
QCF QCF+A, DP+A
65 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, DP+TA (1 hit),
QCF QCF+A, HCB HCB+A
66 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, DP+TA (1 hit),
QCF QCF+A, QCF QCF+A
67 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, DP+TA (1 hit),
QCF QCF+A, QCF QCF+A, QCF+A
68 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, DP+TA (1 hit),
QCF QCF+A, QCF QCF+A, DP+A
69 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, DP+TA (1 hit),
QCF QCF+A, DP+TA (1 hit), QCF+A
70 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, DP+TA (1 hit),
QCF QCF+A, DP+TA (1 hit), HCB HCB+A
71 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, DP+TA (1 hit),
QCF QCF+A, DP+TA (1 hit), QCF QCF+A
72 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, DP+TA (1 hit),
QCF QCF+A, DP+TA (1 hit), QCF QCF+A, QCF+A
73 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), QCF QCF+A, DP+TA (1 hit),
QCF QCF+A, DP+TA (1 hit), QCF QCF+A, DP+A
47/73 - These will not work in the Corner. In fact, you yourself must be in
or very near the Corner when you start them.
74 (C) J QCB+B, HCB+A, QCF QCF+A, HCB HCB+A
75 (C) J QCB+B, HCB+A, QCF QCF+A, QCF QCF+A
76 (C) J QCB+B, HCB+A, QCF QCF+A, QCF QCF+A, QCF+A
77 (C) J QCB+B, HCB+A, QCF QCF+A, QCF QCF+A, DP+A
78 (C) J QCB+B, HCB+A, QCF QCF+A, QCF QCF+A, HCB HCB+A
79 (C) J QCB+B, HCB+A, QCF QCF+A, QCF QCF+A, QCF QCF+A
80 (C) J QCB+B, HCB+A, QCF QCF+A, QCF QCF+A, QCF QCF+A, QCF+A
81 (C) J QCB+B, HCB+A, QCF QCF+A, QCF QCF+A, QCF QCF+A, DP+A
82 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A, HCB HCB+A
83 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A, QCF QCF+A
84 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, QCF+A
85 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, DP+A
86 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, HCB HCB+A
87 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, QCF QCF+A
88 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, QCF QCF+A, QCF+A
89 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A, QCF QCF+A, QCF QCF+A, DP+A
90 (C) J B, S TB, C A, F+A, QCF+A
91 (C) J B, S TB, C A, F+A, HCB HCB+A
92 (C) J B, S TA, S TB, C A, DP+TA (2 hits), QCF+A
93 (C) J B, S TA, S TB, C A, DP+TA (2 hits), DP+A
94 (C) F+B, S TA, S TB, DP+TA (only 2 hits!), QCF+A
95 (C) F+B, S TA, S TB, DP+TA (only 2 hits!), DP+A
96 (C) F+B, S TA, S TB, DP+TA (only 2 hits!), HCB HCB+A
97 (C) F+B, S TA, S TB, DP+TA (only 2 hits!), QCF QCF+A
98 (C) F+B, S TA, S TB, DP+TA (only 2 hits!), QCF QCF+A, QCF+A
99 (C) F+B, S TA, S TB, DP+TA (only 2 hits!), QCF QCF+A, DP+A
100 (C) F+B, S TA, S TB, DP+TA (only 2 hits!), QCF QCF+A, HCB HCB+A
101 (C) F+B, S TA, S TB, DP+TA (only 2 hits!), QCF QCF+A, QCF QCF+A
102 (C) F+B, S TA, S TB, DP+TA (only 2 hits!), QCF QCF+A, QCF QCF+A, QCF+A
103 (C) F+B, S TA, S TB, DP+TA (only 2 hits!), QCF QCF+A, QCF QCF+A, DP+A
104 (C) F+B, S TA, S TB, DP+TA (only 2 hits!), QCF QCF+A, QCF QCF+A, HCB HCB+A
105 (C) F+B, S TA, S TB, DP+TA (only 2 hits!), QCF QCF+A, QCF QCF+A, QCF QCF+A
106 (C) F+B, S TA, S TB, DP+TA (only 2 hits!), QCF QCF+A, QCF QCF+A, QCF QCF+A,
QCF+A
107 (C) F+B, S TA, S TB, DP+TA (only 2 hits!), QCF QCF+A, QCF QCF+A, QCF QCF+A,
DP+A
94/107 - Just like in Average Mode, you must do the Senpuu Kyaku after a
knock-down or else you won't be able connect the Chain afterwards.
-------------------------------------------------------------------------------
B.B. Hood CAP11
-------------------------------------------------------------------------------
Like Morrigan and Felicia, B.B. Hood is based on her Vampire Saviour version.
She's basically an offense only character, though unlike similar characters in
MotM, she lacks a move that really hurts and is easy to connect. So if you're
gonna play B.B. Hood, you'll have to keep up the pressure from the beginning
to the end of the match.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | | >< | |
Crouching | >< | | >< | |
Jumping | | | | |
- Average Mode suits B.B. Hood best.
- B.B. Hood's best jump-in attacks are A and TB.
- Jumping TB is a Cross-Up, but you can't combo after it.
- Standing and crouching TB can be canceled into themselves.
- Standing and jumping B knock opponents down.
- B.B. Hood can do Double Jumps.
- B.B. Hood is called Bulleta in the Japanese version.
- If you crouch long enough while doing nothing a flower will pop out of the
ground!
-------------------------------( Command Moves )-------------------------------
Name: Stumble Blade B.B. Hood's Overhead. Knocks down the
Command: B/F+A opponent if it connects.
Rating: **
-------------------------------------------------------------------------------
Name: Surprise & Hop Comes out fast, but the opponent will
Command: B/F+B recover quicker than you, making it a
Rating: ** little bit too dangerous to use.
-------------------------------------------------------------------------------
Name: Malice & Mine Comes out kinda slow, but can be used
Command: DF+B to punish nearby opponents.
Rating: ***
-------------------------------( Special Moves )-------------------------------
Name: Smile & Missile Not exactly a Sonic Boom, but quite
Command: CBF+A/B nice on their own. If you fire one
Extra: A version is a high rocket. after your opponent has thrown a
B version is a low rocket. normal projectile, it will negate
Rating: *** that projectile.
-------------------------------------------------------------------------------
Name: Happy & Missile This move is a lot like Yuri's Raiou
Command: CDU+A Ken, only slower. It has the same
Rating: ** projectile negating property as her
Smile & Missile.
-------------------------------------------------------------------------------
Name: Shyness & Strike The longer you hold A, the more damage
Command: QCB+A it will do.
Extra: Hold A to delay.
Rating: **
-------------------------------------------------------------------------------
Name: Sentimental Typhoon It's a Command Throw, so that should
Command: HCB+A say enough. Definitely B.B. Hoods best
Rating: *** combo ender.
-------------------------------------------------------------------------------
Name: Cheer & Fire Very limited anti-air, since it has
Command: DP+A almost no horizontal range. Comes out
Rating: ** slow too.
-------------------------------------------------------------------------------
Name: Tell Me Why Basically does the same as Ken and
Command: QCF+B Akuma's Zenpou Tenshin, so use it
Rating: ** the same way.
--------------------------------( Super Moves )--------------------------------
Name: Cool Hunting Decent anti-air Super. If it misses
Command: QCF QCF+A though, you'll be very open to attack.
Rating: **
-------------------------------------------------------------------------------
Name: Beautiful Memory The only Super B.B. Hood can combo
Command: QCF QCF+B into. Does decent damage on both
Rating: ** Levels and looks cool too.
-------------------------------------------------------------------------------
Name: Apple for You Has zero range, but is unblockable.
Command: QCB QCB+B Good against turtlers.
Rating: **
-------------------------------------------------------------------------------
Name: Doll & Bomb (LV2 only!) Wow, a useless LV2 only Super Move...
Command: QCB QCB+A
Rating: *
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 S TB, C TB, C TA, S A (1 hit)
2 J A (3-5 hits), S A (3-5 hits)
3 J A (3-5 hits), QCB+A
4 J A (3-5 hits), CBF+A
5 J A (3-5 hits), CBF+B
6 J A (3-5 hits), QCF QCF+B (LV1/LV2)
7 J A (3-5 hits), S/C TA, S A (3-5 hits)
8 J A (3-5 hits), S/C TA, B/F+B
9 J A (3-5 hits), S/C TA, DF+B
10 J A (3-5 hits), S/C TA, HCB+A
11 (C) J A (3-5 hits), S TB, C TA, S A (1 hit)
COUNTER MODE COMBOS
1 CB, QCB+A
2 CB, HCB+A
3 CB, CBF+A
4 CB, CBF+B
5 CB, C TA, S A (1-2 hits)
RUSH MODE COMBOS
1 J A (3-5 hits), S/C TA, S A (1-2 hits)
2 J A (3-5 hits), C TB, C TA, B/F+B
3 J A (3-5 hits), S TB, S TA, DF+B
4 J A (3-5 hits), S TB, S TA, QCB+A
-------------------------------------------------------------------------------
M. Bison CAP12
-------------------------------------------------------------------------------
Also based on his SFA3 version. That means he lacks his Psycho Crusher, but
does have his Psycho Shot. His Psycho Shot happens to be a more powerful Sonic
Boom in MotM, so it isn't all bad. He's an excellent character all-round and
thanks to his Psycho Shot he can zone quite good. Oh, did I mention his LV2
Psycho Crusher is like Final Bison's Psycho Crusher in SFA3...
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | | >< | >< |
Crouching | >< | | >< | |
Jumping | | | | |
- Average Mode suits M. Bison best.
- M. Bison's best jump-in attacks are A and B.
- Jumping B is a Cross-Up, but you can't combo after it.
- Standing TA, crouching TA and TB can be canceled into themselves.
- You can Juggle after M. Bison's slide (D+B).
- You can Juggle after either of M. Bison's Throws (F+A/B).
- M. Bison is called Vega in the Japanese version.
-------------------------------( Command Moves )-------------------------------
None!
-------------------------------( Special Moves )-------------------------------
Name: Psycho Shot M. Bison's own Sonic Boom...
Command: CBF+A
Rating: ****
-------------------------------------------------------------------------------
Name: Somersault Skull Diver Not nearly as good as the Head Press
Command: CDU+A, B/F+A since the opponent has enough time to
Rating: ** either Block or counterattack.
-------------------------------------------------------------------------------
Name: Double Knee Press Comes out fast, but is very hard to
Command: CBF+B combo into. Best used to surprise or
Rating: *** to punish a mistake.
-------------------------------------------------------------------------------
Name: Head Press Now this one really hurts. After it
Command: CDU+B hits you can either try to connect a
Rating: *** Somersault Skull Diver or leap back
into safety. Great move.
-------------------------------------------------------------------------------
Name: Somersault Skull Diver Your chances of connecting a SSD are
Command: B/F+A after Head Press are much greater if you hit with the
Rating: ** Head Press, but your opponent can
still Block it if he is alert enough.
-------------------------------------------------------------------------------
Name: Bison Warp Not bad for warping out of dangerous
Command: RDP/DP+A/B situations or just to confuse your
Extra: A version goes half screen. opponent. The DP version will warp
B version goes full screen. you forward while the RDP will warp
Rating: ** you backward.
--------------------------------( Super Moves )--------------------------------
Name: Psycho Crusher The LV1 version is your typical all
Command: CBFBF+A purpose Super Move, but does only
Rating: LV1 - *** little damage, unless you get all hits
LV2 - ***** from it. The LV2 version is sheer
insanity, it will do massive damage
and Bison is totally invincible.
-------------------------------------------------------------------------------
Name: Knee Press Nightmare Easily comboable and does good damage.
Command: CBFBF+B Best used at LV1, since at LV2 you'll
Rating: *** want to use a Psycho Crusher instead.
-------------------------------------------------------------------------------
Name: Psycho Field (LV2 only!) Why use this when you can use a
Command: QCB QCB+A Psycho Crusher?
Rating: **
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 CBF+TA, CDU+B
01 - The Psycho Shot must be done from at least half a screen away from your
opponent.
2 CBF+TA, DP+B, C TB, C TA, CBF+A
3 CBF+TA, DP+B, C TB, C TA, CBFBF+A (LV1/LV2)
4 CBF+TA, DP+B, C TB, C TA, CBFBF+B (LV1/LV2)
02/04 - The Psycho Shot must be done from full screen away.
5 QCB QCB+A (LV2), C B
6 QCB QCB+A (LV2), CBF+B
7 QCB QCB+A (LV2), CDU+B
05/07 - Immediately after you do the Psycho Field do either move. They must
be done fast, or else the opponent will be hit by the Psycho Field,
preventing you from hitting him.
8 J B, S TA, CBF+A
9 J B, C TA, CBFBF+A (LV1)
10 J B, C TA, CBFBF+B (LV1/LV2)
11 J B, S B, CBF+B
12 (j) CBF+B (1 hit), CBFBF+A (LV1)
13 (j) CBF+B (1 hit), CBFBF+B (LV1/LV2)
12/13 - If you hit your opponent out of the air with a Double Knee Press,
and connect only the first hit of it, you will be able to Juggle
afterwards.
14 (C) CBF+TA, C B, CBFBF+A (LV1)
15 (C) CBF+TA, C B, CBFBF+B (LV1/LV2)
14/15 - You must do the Psycho Shot from a full screen away from your
opponent. When you recover from the Psycho Shot walk forward a
bit and then slide. As soon as you recover from the slide do
either Super Move.
16 (C) F+A/B (Throw), CBF+A
17 (C) F+A/B (Throw), CBF+B
18 (C) F+A/B (Throw), CBFBF+A (LV1)
19 (C) F+A/B (Throw), CBFBF+B (LV1/LV2)
16/19 - Just like Bison's other Juggles, you must hit your opponent fast
or else they'll recover before you can hit them.
20 (C) J B, S TB, CBF+TA, C TA, CBF+TA, C TA, CBFBF+A (LV1)
21 (C) J B, S TB, CBF+TA, C TA, CBF+TA, C TA, CBFBF+B (LV1/LV2)
20/21 - After the first Psycho Shot recovers, Link into a crouching Jab,
and cancel that into another Psycho Shot. Then Link another crouching
Jab into the Knee Press Nightmare.
22 (C)(j) CBFBF+A (LV2), CBF+A
23 (C)(j) CBFBF+A (LV2), CBF+B
22/23 - Interestingly enough, if you do a LV2 Psycho Crusher with your
opponent jumping in the Corner you don't get all the hits and
you'll be able to Juggle him afterwards.
24 (C)(j) CBFBF+B (LV2), CBF+A
25 (C)(j) CBFBF+B (LV2), CBF+B
26 (C)(j) CBFBF+B (LV2), CBF+B (1 hit), CBF+A
24/26 - You must hit your jumping opponent semi-deep with the Knee Press
Nightmare. If you did it right then Bison will hit the opponent
up, but wont follow up with the body stomp. This gives you a very
large window to Juggle.
27 (C)(j) CBF+B (1 hit), CBF+A
28 (C)(j) CBF+B (1 hit), CBFBF+A (LV2)
29 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), CBF+A
30 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), CBF+B
31 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), CBF+B (1 hit), CBF+A
29/30 - Like with combos #24-26 you must hit semi-deep with the Knee Press
Nightmare. The problem is that you have to do it after you hit your
opponent out of the air with a Double Knee Press, which makes timing
it rather difficult.
COUNTER MODE COMBOS
1 CB, CBF+A
2 CB, CBF+B
3 CB, CBFBF+A (LV1)
4 CB, CBFBF+B (LV1/LV2)
5 (C) CBF+TA, C B, CBFBF+A (LV1), CBFBF+A (LV1)
6 (C) CBF+TA, C B, CBFBF+A (LV1), CBFBF+B (LV1)
7 (C)(j) CBFBF+A (LV1), CBFBF+A (LV1)
8 (C)(j) CBFBF+A (LV1), CBFBF+B (LV1)
05/08 - You'll have to be extremely fast, but it's possible to Juggle after
a LV1 Psycho Crusher.
9 (C)(j) CBFBF+A (LV2), CB
10 (C)(j) CBFBF+A (LV2), CBFBF+A (LV1)
11 (C)(j) CBFBF+A (LV2), CBFBF+B (LV1)
12 (C)(j) CBFBF+B (LV2), CB
13 (C)(j) CBFBF+B (LV2), CBF+B (1 hit), CBFBF+A (LV1)
14 (C)(j) CBFBF+B (LV2), CBF+B (1 hit), CBFBF+B (LV1)
15 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), CB
16 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), CBFBF+A (LV1)
17 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), CBFBF+B (LV1)
18 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), CBF+B (1 hit), CBFBF+A (LV1)
19 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), CBF+B (1 hit), CBFBF+B (LV1)
RUSH MODE COMBOS
1 CBF+TA, DP+B, S TA, S TB, S B (1 hit), CBF+A
2 CBF+TA, DP+B, S TA, S TB, S B (1 hit), CBF+B
3 CBF+TA, DP+B, S TA, S TB, S B (1 hit), CBFBF+A
4 CBF+TA, DP+B, S TA, S TB, S B (1 hit), CBFBF+B
01/04 - The Psycho Shot must be done from a full screen away from your
opponent.
5 C TB, C TA, C B, C A
6 S TA, S TB, S B (2 hits), CBF+A
7 S TA, S TB, S B (2 hits), CBF+B
8 S TA, S TB, S B (2 hits), CBFBF+A
9 S TA, S TB, S B (2 hits), CBFBF+B
10 J B, S TA, S B (2 hits), CBF+A
11 J B, S TA, S B (2 hits), CBF+B
12 J B, S TA, S B (2 hits), CBFBF+A
13 J B, S TA, S B (2 hits), CBFBF+B
14 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBF+A
15 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBF+B
16 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBFBF+A
17 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBFBF+B
14/17 - Do a Psycho Shot from full screen away and then Run towards your
opponent to do the Chain Combo. Cancel the first hit of the standing
Roundhouse into a Psycho Shot and quickly Link a crouching Jab
afterwards.
18 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBF+TA, C TA, CBF+A
19 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBF+TA, C TA, CBF+B
20 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBF+TA, C TA, CBFBF+A
21 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBF+TA, C TA, CBFBF+B
18/21 - Same as with combos #14-17, but after the third Psycho Shot quickly
Link another crouching Jab.
22 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBF+TA, C TA, CBFBF+A,
CBFBF+B
22 - It's the same combo as combo #20, but with a Knee Press Nightmare to
end it. You'll need both great timing and a little bit of luck to do it;
timing because the Knee Press Nightmare must come out the moment you
recover form the Psycho Crusher and luck because the Psycho Crusher will
randomly do either 4 or 5 hits, which will screw up your timing.
-------------------------------------------------------------------------------
Evil Ryu CAP13
-------------------------------------------------------------------------------
Evil Ryu is loosely based on his SFA3 incarnation, very loosely. SNK redrew
his sprite and pumped up his moves. And if that wasn't enough, they even gave
him Ryu's Ryuukoku Hadoken from the Marvel vs Capcom series. Even Omega Rugal
would be scared of this Evil Ryu.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2-in-1s | TA | A | TB | B |
-------------------------------
Standing | >< | | | |
Crouching | | >< | >< | >< |
Jumping | | | | |
- Average Mode suits Evil Ryu best.
- Evil Ryu's best jump-in attacks are A and B.
- Jumping TA, TB and B are Cross-Ups, but you can only combo after B.
- Standing TA, crouching TA and TB can be canceled into themselves.
- Evil Ryu has noticeably less stamina than other characters.
-------------------------------( Command Moves )-------------------------------
Name: Heavy Elbow Knocks down the opponent if it
Command: F+A connects, but comes out really slow.
Rating: *
-------------------------------------------------------------------------------
Name: Thrusting Side Kick Knocks down the opponent if it
Command: F+B connects. It's best use is to add
Rating: *** extra damage in combos.
-------------------------------( Special Moves )-------------------------------
Name: Hadoken Same as Ryu's Shinkuu Hadoken, except
Command: QCF+A that it only hits once. Still negates
Rating: ***** any normal projectile in its way.
-------------------------------------------------------------------------------
Name: Shakunetsu Hadoken Same as Akuma's Messatsu Gou Hadou,
Command: HCF+A except that it only hits once. Still
Rating: ***** negates any normal projectile in its
way.
-------------------------------------------------------------------------------
Name: Shoryuken It's like Ryu's Shoryuken, but with
Command: DP+A a huge invincible start-up.
Rating: *****
-------------------------------------------------------------------------------
Name: Tatsumaki Senpuu Kyaku Exactly the same as Ryu's Tatsumaki
Command: QCB+B Senpuu Kyaku.
Extra: Can be done in the air.
Rating: ***
-------------------------------------------------------------------------------
Name: Ashura Warp As long as Ryu's moving he's
Command: BTD/FTD+A/B invincible, but he can be hit at
Extra: A version goes full screen. the start and end of the warp.
B version goes half screen.
Rating: **
--------------------------------( Super Moves )--------------------------------
Name: Shinkuu Hadoken Same as Ryu's Shinkuu Hadoken, except
Command: QCF QCF+A that it does more damage.
Rating: ***
-------------------------------------------------------------------------------
Name: Shinkuu Tatsumaki Senpuu Same as Ryu's Shinkuu Tatsumaki Senpuu
Kyaku Kyaku, except that it does more
Command: QCB QCB+B damage.
Rating: ***
-------------------------------------------------------------------------------
Name: Messatsu Gou Shouryu Exactly the same as Akuma's Messatsu
Command: QCF QCF+B Gou Shouryu.
Rating: ***
-------------------------------------------------------------------------------
Name: Shun Goku Satsu (LV2 only!) Exactly the same as Akuma's Shun Goku
Command: CBFBF+A Satsu.
Rating: ***
-------------------------------------------------------------------------------
Name: Ryuukoku Hadoken (LV2 only!) Nastiest Super in the game? Comes out
Command: QCB QCB+A fast enough to counter just about any
Rating: ***** move by the opponent, so cheese away!
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J B, C A, QCF+A
2 J B, C A, HCF+A
3 J B, C A, DP+A
4 J B, C A, QCB+B
5 J B, C A, QCF QCF+A (LV1/LV2)
6 J B, C A, QCB QCB+A (LV2)
7 J B, C A, QCF QCF+B (LV1/LV2)
8 J B, C A, QCB QCB+B (LV1/LV2)
9 J B, C A, F+B, QCF+A
10 J B, C A, F+B, HCF+A
11 J B, C A, F+B, QCB+B
12 J B, C A, F+B, QCF QCF+A (LV1/LV2)
13 J B, C A, F+B, QCB QCB+A (LV2)
14 J B, C A, F+B, QCF QCF+B (LV1/LV2)
15 J B, C A, F+B, QCB QCB+B (LV1/LV2)
16 (j) QCF QCF+B (LV1), QCF+A
17 (j) QCF QCF+B (LV1), HCF+A
18 (j) QCF QCF+B (LV1), DP+A
19 (j) QCF QCF+B (LV1), QCB+B
20 (C) JC B, C A, BTD+A, QCB QCB+B (LV2)
20 - Your opponent must be a couple of pixels away from the Corner when you
cross him up with the Roundhouse. If you cancel the crouching Fierce into
the Ashura Warp you'll have just enough time to link a Shinkuu Tatsumaki
Senpuu Kyaku. Obviously this is an exhibition combo...
21 (C) QCB+B, C A, F+B
22 (C) QCB+B, C A, QCF+A
23 (C) QCB+B, C A, HCF+A
24 (C) QCB+B, C A, DP+A
25 (C) QCB+B, C A, QCB+B
26 (C) QCB+B, C A, QCF QCF+A (LV1/LV2)
27 (C) QCB+B, C A, QCB QCB+A (LV2)
28 (C) QCB+B, C A, QCF QCF+B (LV1/LV2)
29 (C) QCB+B, C A, QCB QCB+B (LV1/LV2)
30 (C) QCB+B, C A, F+B, QCF+A
31 (C) QCB+B, C A, F+B, HCF+A
32 (C) QCB+B, C A, F+B, QCB+B
33 (C) QCB+B, C A, F+B, QCF QCF+A (LV1/LV2)
34 (C) QCB+B, C A, F+B, QCB QCB+A (LV2)
35 (C) QCB+B, C A, F+B, QCF QCF+B (LV1/LV2)
36 (C) QCB+B, C A, F+B, QCB QCB+B (LV1/LV2)
21/36 - You must do the Tatsumaki a little more than a half screen away from
your opponent. This way, only the last hit will connect, enabling you
to Link a crouching Fierce after it.
COUNTER MODE COMBOS
1 CB, QCF+A
2 CB, HCF+A
3 CB, DP+A
4 CB, QCB+B
5 CB, QCF QCF+A (LV1/LV2)
6 CB, QCB QCB+A (LV2)
7 CB, QCF QCF+B (LV1/LV2)
8 CB, QCB QCB+B (LV1/LV2)
9 CB, QCF QCF+B (LV1), QCB QCB+B (LV1)
10 J B, C A, QCF QCF+B (LV1), QCB QCB+B (LV1)
11 (C) J B, C A, F+B, QCF QCF+B (LV1), QCB QCB+B (LV1)
12 (C) QCB+B, C A, QCF QCF+B (LV1/LV2)
13 (C) QCB+B, C A, F+B, QCF QCF+B (LV1), QCB QCB+B (LV1)
09/13 - You'll have to be very fast, but it's possible to Juggle after a
Messatsu Gou Shouryu on a grounded opponent.
RUSH MODE COMBOS
1 J B, C TA, C A, QCF+A
2 J B, C TA, C A, HCF+A
3 J B, C TA, C A, DP+A
4 J B, C TA, C A, QCB+B
5 J B, C TA, C A, QCF QCF+A
6 J B, C TA, C A, QCF QCF+B
7 J B, C TA, C A, QCB QCB+B
8 J B, C TA, C A, QCF QCF+B, QCB QCB+B
9 (j) QCF QCF+B, QCF QCF+A
10 (j) QCF QCF+B, QCB QCB+B
11 (j) QCF QCF+B, QCF QCF+B, QCF+A
12 (j) QCF QCF+B, QCF QCF+B, HCF+A
13 (j) QCF QCF+B, QCF QCF+B, DP+A
14 (j) QCF QCF+B, QCF QCF+B, QCB+B
15 (j) QCF QCF+B, QCF QCF+B, QCF QCF+A
16 (j) QCF QCF+B, QCF QCF+B, QCB QCB+B
17 (j) QCF QCF+B, QCF QCF+B, QCF QCF+B, QCF+A
18 (j) QCF QCF+B, QCF QCF+B, QCF QCF+B, HCF+A
19 (j) QCF QCF+B, QCF QCF+B, QCF QCF+B, DP+A
20 (j) QCF QCF+B, QCF QCF+B, QCF QCF+B, QCB+B
Total # of combos: 1802 - A winner is me!
===============================================================================
PART 5 - SPECIAL
===============================================================================
Bugtesting. Traditionally not one of SNK's strongest points and MotM lives up
to that. Below you'll find combos that only work on Chun-Li, Dan and Felicia
thanks to bugs and you'll also find infinites (though not all are due to bugs,
rather sloppy design) below those character's sections.
-------------------------------------------------------------------------------
Section 12: VS CHUN-LI
-------------------------------------------------------------------------------
00) Intro
01) Buggy Movelists & Combos
__________ __________
00| Intro \ /VS CHUN-LI\
===============================================================================
Poor Chun-Li is really hampered by the fact that some Super Moves gain a
Juggle Set-Up property for some reason when you play against her. Why this is
limited to Super Moves only is anybody's guess, but at least it could have
been worse.
_____________________________ __________
01| Buggy Movelists & Combos \ /VS CHUN-LI\
===============================================================================
-------------------------------------------------------------------------------
Kyo Kusanagi SNK
-------------------------------------------------------------------------------
--------------------------------( Super Moves )--------------------------------
Name: Serpent Wave (LV2!)
Command: QCB HCF+A/B
Special: The last hit lets you Juggle with any move that's fast enough.
Name: 182 Ways (LV2!)
Command: QCF QCF+B
Special: If you don't charge it you can Juggle with any move that's fast
enough.
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J B, C A, QCB HCF+A/B (LV2), DF+B
2 J B, C A, QCB HCF+A/B (LV2), QCB+A
3 J B, C A, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
4 J B, C A, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
5 J B, C A, QCB HCF+A/B (LV2), QCF+TA, HCB+TA, A
6 J B, C A, QCB HCF+A/B (LV2), QCF+B, B, DF+B
7 J B, C A, QCB HCF+A/B (LV2), QCF+B, B, F+B
8 J B, C A, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
9 J B, C A, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
10 J B, C A, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
11 J B, C A, QCB HCF+A/B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
12 J B, C A, QCB HCF+A/B (LV2), QCF+B, B, DP+A
13 J B, C A, QCB HCF+A/B (LV2), QCF+B, B, RDP+B
14 J B, C A, QCB HCF+A/B (LV2), QCF+B, B, HCB+B
15 J B, C A, QCF QCF+B (LV2), DF+B
16 J B, C A, QCF QCF+B (LV2), F+B
17 J B, C A, QCF QCF+B (LV2), QCF+TA, QCF+TA, A
18 J B, C A, QCF QCF+B (LV2), QCF+TA, QCF+TA, B
19 J B, C A, QCF QCF+B (LV2), QCF+TA, HCB+TA, A
20 J B, C A, QCF QCF+B (LV2), QCF+A, HCB+A, F+A
21 J B, C A, QCF QCF+B (LV2), QCB+A
22 J B, C A, QCF QCF+B (LV2), HCB+B
23 J B, C A, QCF QCF+B (LV2), QCF+B, B, DF+B
24 J B, C A, QCF QCF+B (LV2), QCF+B, B, F+B
25 J B, C A, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
26 J B, C A, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
27 J B, C A, QCF QCF+B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
28 J B, C A, QCF QCF+B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
29 J B, C A, QCF QCF+B (LV2), QCF+B, B, DP+A
30 J B, C A, QCF QCF+B (LV2), QCF+B, B, RDP+B
31 J B, C A, QCF QCF+B (LV2), QCF+B, B, HCB+B
32 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), DF+B
33 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), F+B
34 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
35 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
36 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, HCB+TA, A
37 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+A, HCB+A, F+A
38 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), DP+A
39 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCB+A
40 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), HCB+B
41 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, DF+B
42 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, F+B
43 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
44 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
45 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
46 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
47 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, DP+A
48 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, RDP+B
49 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, HCB+B
50 J B, S TA, F+B, QCB HCF+A/B (LV2), DF+B
51 J B, S TA, F+B, QCB HCF+A/B (LV2), QCB+A
52 J B, S TA, F+B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
53 J B, S TA, F+B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
54 J B, S TA, F+B, QCB HCF+A/B (LV2), QCF+TA, HCB+TA, A
55 J B, S TA, F+B, QCB HCF+A/B (LV2), QCF+B, B, DF+B
56 J B, S TA, F+B, QCB HCF+A/B (LV2), QCF+B, B, F+B
57 J B, S TA, F+B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
58 J B, S TA, F+B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
59 J B, S TA, F+B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
60 J B, S TA, F+B, QCB HCF+A/B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
61 J B, S TA, F+B, QCB HCF+A/B (LV2), QCF+B, B, DP+A
62 J B, S TA, F+B, QCB HCF+A/B (LV2), QCF+B, B, RDP+B
63 J B, S TA, F+B, QCB HCF+A/B (LV2), QCF+B, B, HCB+B
64 J B, S TA, F+B, QCF QCF+B (LV2), DF+B
65 J B, S TA, F+B, QCF QCF+B (LV2), F+B
66 J B, S TA, F+B, QCF QCF+B (LV2), QCF+TA, QCF+TA, A
67 J B, S TA, F+B, QCF QCF+B (LV2), QCF+TA, QCF+TA, B
68 J B, S TA, F+B, QCF QCF+B (LV2), QCF+TA, HCB+TA, A
69 J B, S TA, F+B, QCF QCF+B (LV2), QCF+A, HCB+A, F+A
70 J B, S TA, F+B, QCF QCF+B (LV2), QCB+A
71 J B, S TA, F+B, QCF QCF+B (LV2), HCB+B
72 J B, S TA, F+B, QCF QCF+B (LV2), QCF+B, B, DF+B
73 J B, S TA, F+B, QCF QCF+B (LV2), QCF+B, B, F+B
74 J B, S TA, F+B, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
75 J B, S TA, F+B, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
76 J B, S TA, F+B, QCF QCF+B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
77 J B, S TA, F+B, QCF QCF+B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
78 J B, S TA, F+B, QCF QCF+B (LV2), QCF+B, B, DP+A
79 J B, S TA, F+B, QCF QCF+B (LV2), QCF+B, B, RDP+B
80 J B, S TA, F+B, QCF QCF+B (LV2), QCF+B, B, HCB+B
81 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), DF+B
82 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), F+B
83 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
84 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
85 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, HCB+TA, A
86 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+A, HCB+A, F+A
87 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), DP+A
88 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCB+A
89 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), HCB+B
90 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, DF+B
91 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, F+B
92 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
93 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
94 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
95 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
96 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, DP+A
97 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, RDP+B
98 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, HCB+B
99 (C) J B, C A, QCB HCF+A/B (LV2)(6 hits), F+B
100 (C) J B, C A, QCB HCF+A/B (LV2)(6 hits), DP+A
101 (C) J B, C A, QCB HCF+A/B (LV2)(6 hits), HCB+B
102 (C) J B, C A, QCB HCF+A/B (LV2)(6 hits), QCF+TA, QCF+TA, HCB+B
103 (C) J B, C A, QCB HCF+A/B (LV2)(6 hits), QCF+B, B, QCF+TA, QCF+TA, HCB+B
104 (C) J B, C A, QCF QCF+B (LV2), DP+A
105 (C) J B, C A, QCF QCF+B (LV2), QCF+TA, QCF+TA, HCB+B
106 (C) J B, C A, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, HCB+B
107 (C) J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, HCB+B
108 (C) J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, HCB+B
109 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), DF+B
110 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+TA, QCF+TA,
A
111 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+TA, QCF+TA,
B
112 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+TA, HCB+TA,
A
113 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), DP+A
114 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), HCB+B
115 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+TA, QCF+TA,
HCB+B
116 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, DF+B
117 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, F+B
118 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
QCF+TA, QCF+TA, A
119 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
QCF+TA, QCF+TA, B
120 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
QCF+TA, HCB+TA, A
121 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, QCF+A,
HCB+A, F+A
122 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, DP+A
123 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, RDP+B
124 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, HCB+B
125 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
QCF+TA, QCF+TA, HCB+B
126 (C) J B, S TA, F+B, QCB HCF+A/B (LV2)(6 hits), F+B
127 (C) J B, S TA, F+B, QCB HCF+A/B (LV2)(6 hits), DP+A
128 (C) J B, S TA, F+B, QCB HCF+A/B (LV2)(6 hits), HCB+B
129 (C) J B, S TA, F+B, QCB HCF+A/B (LV2)(6 hits), QCF+TA, QCF+TA, HCB+B
130 (C) J B, S TA, F+B, QCB HCF+A/B (LV2)(6 hits), QCF+B, B, QCF+TA, QCF+TA,
HCB+B
131 (C) J B, S TA, F+B, QCF QCF+B (LV2), DP+A
132 (C) J B, S TA, F+B, QCF QCF+B (LV2), QCF+TA, QCF+TA, HCB+B
133 (C) J B, S TA, F+B, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, HCB+B
134 (C) J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, HCB+B
135 (C) J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA,
HCB+B
136 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), DF+A
137 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+TA,
QCF+TA, A
138 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+TA,
QCF+TA, B
139 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+TA,
HCB+TA, A
140 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), DP+A
141 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), HCB+B
142 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+TA,
QCF+TA, HCB+B
143 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
DF+B
144 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
F+B
145 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
QCF+TA, QCF+TA, A
146 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
QCF+TA, QCF+TA, B
147 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
QCF+TA, HCB+TA, A
148 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
QCF+A, HCB+A, F+A
149 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
DP+A
150 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
RDP+B
151 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
HCB+B
152 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
QCF+TA, QCF+TA, HCB+B
COUNTER MODE COMBOS
1 CB, QCB HCF+A/B (LV2), CB
2 CB, QCB HCF+A/B (LV2), DF+B
3 CB, QCB HCF+A/B (LV2), QCB+A
4 CB, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
5 CB, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
6 CB, QCB HCF+A/B (LV2), QCF+TA, HCB+TA, A
7 CB, QCB HCF+A/B (LV2), QCB HCF+A/B (LV1)
8 CB, QCB HCF+A/B (LV2), QCF+B, B, CB
9 CB, QCB HCF+A/B (LV2), QCF+B, B, DF+B
10 CB, QCB HCF+A/B (LV2), QCF+B, B, F+B
11 CB, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
12 CB, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
13 CB, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
14 CB, QCB HCF+A/B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
15 CB, QCB HCF+A/B (LV2), QCF+B, B, DP+A
16 CB, QCB HCF+A/B (LV2), QCF+B, B, RDP+B
17 CB, QCB HCF+A/B (LV2), QCF+B, B, HCB+B
18 CB, QCB HCF+A/B (LV2), QCF+B, B, QCB HCF+A/B (LV1)
19 CB, QCF QCF+B (LV2), CB
20 CB, QCF QCF+B (LV2), DF+B
21 CB, QCF QCF+B (LV2), F+B
22 CB, QCF QCF+B (LV2), QCF+TA, QCF+TA, A
23 CB, QCF QCF+B (LV2), QCF+TA, QCF+TA, B
24 CB, QCF QCF+B (LV2), QCF+TA, HCB+TA, A
25 CB, QCF QCF+B (LV2), QCF+A, HCB+A, F+A
26 CB, QCF QCF+B (LV2), QCB+A
27 CB, QCF QCF+B (LV2), HCB+B
28 CB, QCF QCF+B (LV2), QCB HCF+A/B (LV1)
29 CB, QCF QCF+B (LV2), QCF+B, B, CB
30 CB, QCF QCF+B (LV2), QCF+B, B, DF+B
31 CB, QCF QCF+B (LV2), QCF+B, B, F+B
32 CB, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
33 CB, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
34 CB, QCF QCF+B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
35 CB, QCF QCF+B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
36 CB, QCF QCF+B (LV2), QCF+B, B, DP+A
37 CB, QCF QCF+B (LV2), QCF+B, B, RDP+B
38 CB, QCF QCF+B (LV2), QCF+B, B, HCB+B
39 CB, QCF QCF+B (LV2), QCF+B, B, QCB HCF+A/B (LV1)
40 CB, QCF+B, B, QCB HCF+A/B (LV2), CB
41 CB, QCF+B, B, QCB HCF+A/B (LV2), DF+B
42 CB, QCF+B, B, QCB HCF+A/B (LV2), F+B
43 CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
44 CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
45 CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, HCB+TA, A
46 CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+A, HCB+A, F+A
47 CB, QCF+B, B, QCB HCF+A/B (LV2), DP+A
48 CB, QCF+B, B, QCB HCF+A/B (LV2), QCB+A
49 CB, QCF+B, B, QCB HCF+A/B (LV2), HCB+B
50 CB, QCF+B, B, QCB HCF+A/B (LV2), QCB HCF+A/B (LV1)
51 CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, CB
52 CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, DF+B
53 CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, F+B
54 CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
55 CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
56 CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
57 CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
58 CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, DP+A
59 CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, RDP+B
60 CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, HCB+B
61 CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCB HCF+A/B (LV1)
62 J B, C A, QCB HCF+A/B (LV2), QCF+B, B, CB
63 J B, C A, QCB HCF+A/B (LV2), QCF+B, B, QCB HCF+A/B (LV1)
64 J B, C A, QCF QCF+B (LV2), CB
65 J B, C A, QCF QCF+B (LV2), QCB HCF+A/B (LV1)
66 J B, C A, QCF QCF+B (LV2), QCF+B, B, CB
67 J B, C A, QCF QCF+B (LV2), QCF+B, B, QCB HCF+A/B (LV1)
68 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), CB
69 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCB HCF+A/B (LV1)
70 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, CB
71 J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCB HCF+A/B (LV1)
72 J B, S TA, F+B, QCB HCF+A/B (LV2), QCF+B, B, CB
73 J B, S TA, F+B, QCB HCF+A/B (LV2), QCF+B, B, QCB HCF+A/B (LV1)
74 J B, S TA, F+B, QCF QCF+B (LV2), CB
75 J B, S TA, F+B, QCF QCF+B (LV2), QCB HCF+A/B (LV1)
76 J B, S TA, F+B, QCF QCF+B (LV2), QCF+B, B, CB
77 J B, S TA, F+B, QCF QCF+B (LV2), QCF+B, B, QCB HCF+A/B (LV1)
78 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), CB
79 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCB HCF+A/B (LV1)
80 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, CB
81 J B, S TA, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCB HCF+A/B (LV1)
82 (C) CB, QCB HCF+A/B (LV2)(6 hits), F+B
83 (C) CB, QCB HCF+A/B (LV2)(6 hits), DP+A
84 (C) CB, QCB HCF+A/B (LV2)(6 hits), HCB+B
85 (C) CB, QCB HCF+A/B (LV2)(6 hits), QCF+TA, QCF+TA, HCB+B
86 (C) CB, QCB HCF+A/B (LV2)(6 hits), QCF+B, B, QCF+TA, QCF+TA, HCB+B
87 (C) CB, QCF QCF+B (LV2), DP+A
88 (C) CB, QCF QCF+B (LV2), QCF+TA, QCF+TA, HCB+B
89 (C) CB, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, HCB+B
90 (C) CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, HCB+B
91 (C) CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, HCB+B
92 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), DF+A
93 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
94 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
95 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+TA, HCB+TA, A
96 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), DP+A
97 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), HCB+B
98 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, HCB+B
99 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, CB
100 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, DF+B
101 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, F+A
102 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA,
QCF+TA, A
103 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA,
QCF+TA, B
104 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA,
HCB+TA, A
105 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, QCF+A,
HCB+A, F+A
106 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, DP+A
107 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, RDP+B
108 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, HCB+B
109 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
QCB HCF+A/B (LV1)
110 (C) CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA,
QCF+TA, HCB+B
111 (C) J B, C A, QCB HCF+A/B (LV2)(6 hits), CB
112 (C) J B, C A, QCB HCF+A/B (LV2)(6 hits), QCB HCF+A/B (LV1)
113 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B, CB
114 (C) J B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
QCB HCF+A/B (LV1)
115 (C) J B, S TA, F+B, QCB HCF+A/B (LV2)(6 hits), CB
116 (C) J B, S TA, F+B, QCB HCF+A/B (LV2)(6 hits), QCB HCF+A/B (LV1)
117 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
CB
118 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV2), QCF+B, B,
QCB HCF+A/B (LV1)
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Ryo Sakazaki SNK
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--------------------------------( Super Moves )--------------------------------
Name: Ryuuko Ranbu (LV2!)
Command: QCF HCB+A
Special: The last hit lets you Juggle with any move that's fast enough.
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AVERAGE MODE COMBOS
1 J B, S A, QCF HCB+A (LV2), F+A
2 J B, S A, QCF HCB+A (LV2), QCF+A
3 J B, S A, QCF HCB+A (LV2), HCB+B
4 J B, C TB, C A, QCF HCB+A (LV2), F+A
5 J B, C TB, C A, QCF HCB+A (LV2), QCF+A
6 J B, C TB, C A, QCF HCB+A (LV2), HCB+B
7 (C) J B, S A, QCF HCB+A (LV2), FBF+A
8 (C) J B, S A, QCF HCB+A (LV2), DP+A
9 (C) J B, C TB, C A, QCF HCB+A (LV2), FBF+A
10 (C) J B, C TB, C A, QCF HCB+A (LV2), DP+A
11 (C) J B, S A, QCF+A, QCF HCB+A (LV2), F+A
12 (C) J B, S A, QCF+A, QCF HCB+A (LV2), QCF+A
13 (C) J B, S A, QCF+A, QCF HCB+A (LV2), DP+A
14 (C) J B, S A, QCF+A, QCF HCB+A (LV2), FBF+A
15 (C) J B, S A, QCF+A, QCF HCB+A (LV2), HCB+B
COUNTER MODE COMBOS
1 CB, QCF HCB+A (LV2), CB
2 CB, QCF HCB+A (LV2), F+A
3 CB, QCF HCB+A (LV2), QCF+A
4 CB, QCF HCB+A (LV2), HCB+B
5 CB, QCF HCB+A (LV2), F HCF+A (LV1)
6 CB, QCF HCB+A (LV2), QCF HCB+A (LV1)
7 J B, S A, QCF HCB+A (LV2), CB
8 J B, S A, QCF HCB+A (LV2), F HCF+A (LV1)
9 J B, S A, QCF HCB+A (LV2), QCF HCB+A (LV1)
10 J B, C TB, C A, QCF HCB+A (LV2), CB
11 J B, C TB, C A, QCF HCB+A (LV2), F HCF+A (LV1)
12 J B, C TB, C A, QCF HCB+A (LV2), QCF HCB+A (LV1)
13 (C) CB, QCF HCB+A (LV2), FBF+A
14 (C) CB, QCF HCB+A (LV2), DP+A
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Nakoruru SNK
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--------------------------------( Super Moves )--------------------------------
Name: Elelyu Kamui Risse (LV1!)
Command: QCF QCF+A
Special: The last hit lets you Juggle with any move that's fast enough.
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AVERAGE MODE COMBOS
1 QCB+TA, S TA, QCF QCF+A (LV1), BFD/BTD+A
2 QCB+TA, S TA, QCF QCF+A (LV1), QCF+A
3 QCB+TA, S TA, QCF QCF+A (LV1), RDP+A
4 QCB+B, DF+A, S TA, QCF QCF+A (LV1), BFD/BTD+A
5 QCB+B, DF+A, S TA, QCF QCF+A (LV1), QCF+A
6 QCB+B, DF+A, S TA, QCF QCF+A (LV1), RDP+A
7 J B, S TA, QCF QCF+A (LV1), BFD/BTD+A
8 J B, S TA, QCF QCF+A (LV1), QCF+A
9 J B, S TA, QCF QCF+A (LV1), RDP+A
10 (C) QCB+TA, S TA, QCF QCF+A (LV1), QCB+B, A
11 (C) QCB+TA, S TA, QCF QCF+A (LV1), QCB+B, DF+A
12 (C) QCB+TA, S TA, QCF QCF+A (LV1), QCB+B, DF+A, BFD/BTD+A
13 (C) QCB+TA, S TA, QCF QCF+A (LV1), QCB+B, DF+A, QCF+A
14 (C) QCB+TA, S TA, QCF QCF+A (LV1), QCB+B, DF+A, RDP+TA
15 (C) QCB+B, DF+A, S TA, QCF QCF+A (LV1), QCB+B, A
16 (C) QCB+B, DF+A, S TA, QCF QCF+A (LV1), QCB+B, DF+A
17 (C) QCB+B, DF+A, S TA, QCF QCF+A (LV1), QCB+B, DF+A, BFD/BTD+A
18 (C) QCB+B, DF+A, S TA, QCF QCF+A (LV1), QCB+B, DF+A, QCF+A
19 (C) QCB+B, DF+A, S TA, QCF QCF+A (LV1), QCB+B, DF+A, RDP+TA
20 (C) J B, S TA, QCF QCF+A (LV1), QCB+B, A
21 (C) J B, S TA, QCF QCF+A (LV1), QCB+B, DF+A
22 (C) J B, S TA, QCF QCF+A (LV1), QCB+B, DF+A, BFD/BTD+A
23 (C) J B, S TA, QCF QCF+A (LV1), QCB+B, DF+A, QCF+A
24 (C) J B, S TA, QCF QCF+A (LV1), QCB+B, DF+A, RDP+TA
COUNTER MODE COMBOS
1 CB, QCF QCF+A (LV1), CB
2 CB, QCF QCF+A (LV1), BFD/BTD+A
3 CB, QCF QCF+A (LV1), QCF+A
4 CB, QCF QCF+A (LV1), RDP+A
5 CB, QCF QCF+A (LV1), QCF QCF+A (LV1)
6 QCB+TA, S TA, QCF QCF+A (LV1), CB
7 QCB+TA, S TA, QCF QCF+A (LV1), QCF QCF+A (LV1)
8 QCB+B, DF+A, S TA, QCF QCF+A (LV1), CB
9 QCB+B, DF+A, S TA, QCF QCF+A (LV1), QCF QCF+A (LV1)
10 J B, S TA, QCF QCF+A (LV1), CB
11 J B, S TA, QCF QCF+A (LV1), QCF QCF+A (LV1)
12 (C) CB, QCF QCF+A (LV1), QCB+B, A
13 (C) CB, QCF QCF+A (LV1), QCB+B, DF+A
14 (C) CB, QCF QCF+A (LV1), QCB+B, DF+A, BFD/BTD+A
15 (C) CB, QCF QCF+A (LV1), QCB+B, DF+A, QCF+A
16 (C) CB, QCF QCF+A (LV1), QCB+B, DF+A, RDP+TA
17 (C) CB, QCF QCF+A (LV1), QCB+B, DF+A, QCF QCF+A (LV1)
RUSH MODE COMBOS
1 QCB+TA, S TA, S TB, QCF QCF+A, BFD/BTD+A
2 QCB+TA, S TA, S TB, QCF QCF+A, QCF+A
3 QCB+TA, S TA, S TB, QCF QCF+A, RDP+A
4 QCB+TA, S TA, S TB, QCF QCF+A, QCF QCF+A
5 QCB+B, DF+A, S TA, S TB, QCF QCF+A, BFD/BTD+A
6 QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCF+A
7 QCB+B, DF+A, S TA, S TB, QCF QCF+A, RDP+A
8 QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCF QCF+A
9 J B, S TA, S TB, QCF QCF+A, BFD/BTD+A
10 J B, S TA, S TB, QCF QCF+A, QCF+A
11 J B, S TA, S TB, QCF QCF+A, RDP+A
12 J B, S TA, S TB, QCF QCF+A, QCF QCF+A
13 (C) QCB+TA, S TA, S TB, QCF QCF+A, QCB+B, A
14 (C) QCB+TA, S TA, S TB, QCF QCF+A, QCB+B, DF+A
15 (C) QCB+TA, S TA, S TB, QCF QCF+A, QCB+B, DF+A, BFD/BTD+A
16 (C) QCB+TA, S TA, S TB, QCF QCF+A, QCB+B, DF+A, QCF+A
17 (C) QCB+TA, S TA, S TB, QCF QCF+A, QCB+B, DF+A, RDP+TA
18 (C) QCB+TA, S TA, S TB, QCF QCF+A, QCB+B, DF+A, QCF QCF+A
19 (C) QCB+TA, S A, S B, S TA, QCF QCF+A, BFD/BTD+A
20 (C) QCB+TA, S A, S B, S TA, QCF QCF+A, QCF+A
21 (C) QCB+TA, S A, S B, S TA, QCF QCF+A, RDP+A
22 (C) QCB+TA, S A, S B, S TA, QCF QCF+A, QCF QCF+A
23 (C) QCB+TA, S A, S B, S TA, QCF QCF+A, QCB+B, A
24 (C) QCB+TA, S A, S B, S TA, QCF QCF+A, QCB+B, DF+A
25 (C) QCB+TA, S A, S B, S TA, QCF QCF+A, QCB+B, DF+A, BFD/BTD+A
26 (C) QCB+TA, S A, S B, S TA, QCF QCF+A, QCB+B, DF+A, QCF+A
27 (C) QCB+TA, S A, S B, S TA, QCF QCF+A, QCB+B, DF+A, RDP+TA
28 (C) QCB+TA, S A, S B, S TA, QCF QCF+A, QCB+B, DF+A, QCF QCF+A
29 (C) QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCB+B, A
30 (C) QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCB+B, DF+A
31 (C) QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCB+B, DF+A, BFD/BTD+A
32 (C) QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCB+B, DF+A, QCF+A
33 (C) QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCB+B, DF+A, RDP+TA
34 (C) QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCB+B, DF+A, QCF QCF+A
35 (C) J B, S TA, S TB, QCF QCF+A, QCB+B, A
36 (C) J B, S TA, S TB, QCF QCF+A, QCB+B, DF+A
37 (C) J B, S TA, S TB, QCF QCF+A, QCB+B, DF+A, BFD/BTD+A
38 (C) J B, S TA, S TB, QCF QCF+A, QCB+B, DF+A, QCF+A
39 (C) J B, S TA, S TB, QCF QCF+A, QCB+B, DF+A, RDP+TA
40 (C) J B, S TA, S TB, QCF QCF+A, QCB+B, DF+A, QCF QCF+A
-------------------------------------------------------------------------------
Athena Asamiya SNK
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--------------------------------( Super Moves )--------------------------------
Name: Shining Crystal Bit (LV1!)
Command: HCB HCB+A
Extra: Can be done in the air.
Special: The orbs keep hitting Chun-Li until they disappear.
Name: Crystal Shoot
Command: QCB+A/B during Shining Crystal Bit
Extra: Hold A/B to delay.
Special: You can Juggle with the Crystal Shoot after the SCB.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (C) J B, S A, HCF+A, HCB HCB+A (LV1), QCB+A/B
2 (C) J B, S A, F+B (2 hits), HCB HCB+A (air) (LV1), QCB+A/B
3 (C) J A, S A, F+B (2 hits), QCB+TB (air), S TB, S A, F+B (1 hit),
HCB HCB+A (LV1), QCB+A/B
4 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, HCB HCB+A (LV1), QCB+A/B
5 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J HCB HCB+A (LV1), QCB+A/B
COUNTER MODE COMBOS
1 (C) CB, HCF+A, HCB HCB+A (LV1), QCB+A/B
RUSH MODE COMBOS
1 (C) J B, C TA, S TB, S A, F+B (1 hit), HCB HCB+A, QCB+A/B
2 (C) QCB+TA, S A, F+B (2 hits), QCB+TB (air), S TB, S A, F+B (1 hit),
HCB HCB+A, QCB+A/B
-------------------------------------------------------------------------------
Ken Masters Capcom
-------------------------------------------------------------------------------
--------------------------------( Super Moves )--------------------------------
Name: Shouryureppa (LV1&2)
Command: QCF QCF+A
Special: The last hit lets you Juggle with any move that's fast enough.
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AVERAGE MODE COMBOS
1 J A/QCB+B, S A, QCF QCF+A (LV1/LV2), QCF+A
2 J A/QCB+B, S A, QCF QCF+A (LV1/LV2), QCB+B
3 J A, S A, F+A, QCF QCF+A (LV1/LV2), QCF+A
4 J A, S A, F+A, QCF QCF+A (LV1/LV2), QCB+B
5 J A/QCB+B, S A, F+B, QCF QCF+A (LV1/LV2), QCF+A
6 J A/QCB+B, S A, F+B, QCF QCF+A (LV1/LV2), QCB+B
7 J A, C TB, S A, F+B, QCF QCF+A (LV1/LV2), QCF+A
8 J A, C TB, S A, F+B, QCF QCF+A (LV1/LV2), QCB+B
9 (C) QCF QCF+A (LV1/2), QCB+B, DP+A
10 (C) J A/QCB+B, S A, QCF QCF+A (LV1/LV2), DP+A
11 (C) J A/QCB+B, S A, QCF QCF+A (LV1/LV2), QCB+B, DP+A
12 (C) J A, S A, F+A, QCF QCF+A (LV1/LV2), DP+A
13 (C) J A, S A, F+A, QCF QCF+A (LV1/LV2), QCB+B, DP+A
14 (C) J A/QCB+B, S A, F+B, QCF QCF+A (LV1/LV2), DP+A
15 (C) J A/QCB+B, S A, F+B, QCF QCF+A (LV1/LV2), QCB+B, DP+A
16 (C) J A, C TB, S A, F+B, QCF QCF+A (LV1/LV2), DP+A
17 (C) J A, C TB, S A, F+B, QCF QCF+A (LV1/LV2), QCB+B, DP+A
18 (C) J A/QCB+B, S A, F+B, C TA, QCF QCF+A (LV1/LV2), QCF+A
19 (C) J A/QCB+B, S A, F+B, C TA, QCF QCF+A (LV1/LV2), DP+A
20 (C) J A/QCB+B, S A, F+B, C TA, QCF QCF+A (LV1/LV2), QCB+B
21 (C) J A/QCB+B, S A, F+B, C TA, QCF QCF+A (LV1/LV2), QCB+B, DP+A
22 (C) J A, S TA, F+B, C A, F+A (1 hit), QCF QCF+A (LV1/LV2), QCF+A
23 (C) J A, S TA, F+B, C A, F+A (1 hit), QCF QCF+A (LV1/LV2), DP+A
24 (C) J A, S TA, F+B, C A, F+A (1 hit), QCF QCF+A (LV1/LV2), QCB+B
25 (C) J A, S TA, F+B, C A, F+A (1 hit), QCF QCF+A (LV1/LV2), QCB+B, DP+A
COUNTER MODE COMBOS
1 CB, QCF QCF+A (LV1/LV2), QCF+A
2 CB, QCF QCF+A (LV1/LV2), QCB+B
3 CB, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1)
4 CB, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1)
5 CB, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF+A
6 CB, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCB+B
7 CB, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF QCF+A (LV1)
8 CB, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF QCF+A (LV1), QCF+A
9 CB, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF QCF+A (LV1), QCB+B
10 CB, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF QCF+B (LV1), QCF+A
11 CB, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCF+A
12 CB, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCF QCF+A (LV1)
13 CB, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCF QCF+A (LV1), QCF+A
14 CB, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCF QCF+A (LV1), QCB+B
15 CB, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCF+A
16 CB, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCB+B
17 CB, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCF QCF+A (LV1)
18 CB, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCF QCF+A (LV1), QCF+A
19 CB, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCF QCF+A (LV1), QCB+B
20 CB, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCF QCF+B (LV1), QCF+A
21 J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF+A
22 J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCB+B
23 J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF QCF+A (LV1)
24 J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF QCF+B (LV1)
25 J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCF+A
26 J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCB+B
27 J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCF QCF+A (LV1)
28 J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF QCF+A (LV1),
QCF+A
29 J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF QCF+A (LV1),
QCB+B
30 J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCF QCF+A (LV1),
QCF+A
31 J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCF QCF+A (LV1),
QCB+B
32 J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF QCF+B (LV1),
QCF+A
33 J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCF+A
34 J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCB+B
35 J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCF QCF+A (LV1)
36 J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCF QCF+B (LV1)
37 J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCF QCF+A (LV1),
QCF+A
38 J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCF QCF+A (LV1),
QCB+B
39 J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCF QCF+B (LV1),
QCF+A
40 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCF+A
41 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), DP+A
42 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCB+B
43 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1)
44 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+B (LV1)
45 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), QCF+A
46 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), DP+A
47 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), QCB+B
48 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), QCB+B,
DP+A
49 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+B (LV1), QCF+A
50 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+B (LV1), DP+A
51 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+B (LV1), QCB+B
52 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+B (LV1), QCB+B,
DP+A
53 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCB+B, DP+A
54 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1)
55 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1),
QCF+A
56 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1),
DP+A
57 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1),
QCB+B
58 (C) CB, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1),
QCB+B, DP+A
59 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCF+A
60 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), DP+A
61 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCB+B
62 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1)
63 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+B (LV1)
64 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), QCF+A
65 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), DP+A
66 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), QCB+B
67 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), QCB+B,
DP+A
68 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+B (LV1), QCF+A
69 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+B (LV1), DP+A
70 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+B (LV1), QCB+B
71 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCF QCF+B (LV1), QCB+B,
DP+A
72 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCB+B, DP+A
73 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1)
74 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1),
QCF+A
75 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1),
DP+A
76 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1),
QCB+B
77 (C) CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1), QCB+B, QCF QCF+A (LV1),
QCB+B, DP+A
78 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), DP+A
79 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF QCF+A (LV1),
DP+A
80 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF QCF+B (LV1),
DP+A
81 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), DP+A
82 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCF QCF+A (LV1),
DP+A
83 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCB+B, DP+A
84 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1)
85 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCB+B, DP+A
86 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCB+B,
QCF QCF+A (LV1)
87 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCF+A
88 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), DP+A
89 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B
90 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B, DP+A
91 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCB+B,
QCF QCF+A (LV1), QCF+A
92 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCB+B,
QCF QCF+A (LV1), DP+A
93 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B
94 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B, DP+A
95 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), DP+A
96 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCF QCF+A (LV1),
DP+A
97 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCF QCF+B (LV1),
DP+A
98 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCB+B, DP+A
99 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1)
100 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCF+A
101 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), DP+A
102 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B
103 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B, DP+A
104 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1), DP+A
105 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCF QCF+A (LV1), DP+A
106 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCF QCF+B (LV1), DP+A
107 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1), QCB+B,
DP+A
108 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1)
109 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCF+A
110 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), DP+A
111 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B
112 (C) J A/QCB+B, C A, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B, DP+A
113 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCB+B, QCF QCF+A (LV1), DP+A
114 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCF QCF+A (LV1), DP+A
115 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCF QCF+B (LV1), DP+A
116 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCB+B, QCF QCF+A (LV1), QCB+B,
DP+A
117 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCB+B, QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1)
118 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCB+B, QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCF+A
119 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCB+B, QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), DP+A
120 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCB+B, QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B
121 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), QCB+B, QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B, DP+A
122 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF+A
123 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), DP+A
124 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCB+B
125 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+A (LV1)
126 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+B (LV1)
127 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+A (LV1), QCF+A
128 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+A (LV1), DP+A
129 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+A (LV1), QCB+B
130 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+A (LV1), QCB+B, DP+A
131 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+B (LV1), QCF+A
132 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+B (LV1), DP+A
133 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+B (LV1), QCB+B
134 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+B (LV1), QCB+B, DP+A
135 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCB+B,
DP+A
136 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1)
137 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCF+A
138 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), DP+A
139 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B
140 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B, DP+A
141 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCF+A
142 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), DP+A
143 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCB+B
144 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1),
QCF QCF+A (LV1)
145 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1),
QCF QCF+A (LV1), QCF+A
146 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1),
QCF QCF+A (LV1), DP+A
147 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1),
QCF QCF+A (LV1), QCB+B
148 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1),
QCF QCF+A (LV1), QCB+B, DP+A
149 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCB+B,
DP+A
150 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCB+B,
QCF QCF+A (LV1)
151 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCB+B,
QCF QCF+A (LV1), QCF+A
152 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCB+B,
QCF QCF+A (LV1), DP+A
153 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B
154 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCF QCF+B (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B, DP+A
155 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCF+A
156 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), DP+A
157 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCB+B
158 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+A (LV1)
159 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+B (LV1)
160 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+A (LV1), QCF+A
161 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+A (LV1), DP+A
162 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+A (LV1), QCB+B
163 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+A (LV1), QCB+B, DP+A
164 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+B (LV1), QCF+A
165 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+B (LV1), DP+A
166 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+B (LV1), QCB+B
167 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1),
QCF QCF+B (LV1), QCB+B, DP+A
168 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCB+B,
DP+A
169 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1)
170 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCF+A
171 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), DP+A
172 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B
173 (C) J A/QCB+B, S A, F+A/B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1), QCB+B,
QCF QCF+A (LV1), QCB+B, DP+A
174 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCF+A
175 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
DP+A
176 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCB+B
177 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCF QCF+A (LV1)
178 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCF QCF+B (LV1)
179 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCF QCF+A (LV1), QCF+A
180 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCF QCF+A (LV1), DP+A
181 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCF QCF+A (LV1), QCB+B
182 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCF QCF+A (LV1), QCB+B, DP+A
183 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCF QCF+B (LV1), QCF+A
184 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCF QCF+B (LV1), DP+A
185 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCF QCF+B (LV1), QCB+B
186 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCF QCF+B (LV1), QCB+B, DP+A
187 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCB+B, DP+A
188 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCB+B, QCF QCF+A (LV1)
189 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCB+B, QCF QCF+A (LV1), QCF+A
190 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCB+B, QCF QCF+A (LV1), DP+A
191 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCB+B, QCF QCF+A (LV1), QCB+B
192 (C) J A/QCB+B, S A, F+A/B, QCF QCF+A (LV1/LV2), QCB+B, QCF QCF+A (LV1),
QCB+B, QCF QCF+A (LV1), QCB+B, DP+A
RUSH MODE COMBOS
1 J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF+A
2 J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B
3 J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+A
4 J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+A, QCF+A
5 J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+A, QCB+B
6 J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+A, QCF QCF+A
7 J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+A, QCF QCF+A, QCF+A
8 J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+A, QCF QCF+A, QCB+B
9 J TA, S TA, S TB, S B, C A, QCF QCF+B, QCF QCF+A, QCF+A
10 J TA, S TA, S TB, S B, C A, QCF QCF+B, QCF QCF+A, QCB+B
11 J TA, S TA, S TB, S B, C A, QCF QCF+B, QCF QCF+A, QCF QCF+A
12 J TA, S TA, S TB, S B, C A, QCF QCF+B, QCF QCF+A, QCF QCF+A, QCF+A
13 J TA, S TA, S TB, S B, C A, QCF QCF+B, QCF QCF+A, QCF QCF+A, QCB+B
14 J TA, S TA, S TB, S B, S A, F+B, QCF QCF+A, QCF+A
15 J TA, S TA, S TB, S B, S A, F+B, QCF QCF+A, QCB+B
16 J TA, S TA, S TB, S B, S A, F+B, QCF QCF+A, QCF QCF+A
17 J TA, S TA, S TB, S B, S A, F+B, QCF QCF+A, QCF QCF+A, QCF+A
18 J TA, S TA, S TB, S B, S A, F+B, QCF QCF+A, QCF QCF+A, QCB+B
19 J TA, S TA, S TB, S B, S A, F+B, QCF QCF+A, QCF QCF+A, QCF QCF+A
20 J TA, S TA, S TB, S B, S A, F+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, QCF+A
21 J TA, S TA, S TB, S B, S A, F+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, QCB+B
22 J TA, S TA, S TB, S B, C A, F+B, QCF QCF+B, QCF QCF+A, QCF+A
23 J TA, S TA, S TB, S B, C A, F+B, QCF QCF+B, QCF QCF+A, QCB+B
24 J TA, S TA, S TB, S B, C A, F+B, QCF QCF+B, QCF QCF+A, QCF QCF+A
25 J TA, S TA, S TB, S B, C A, F+B, QCF QCF+B, QCF QCF+A, QCF QCF+A, QCF+A
26 J TA, S TA, S TB, S B, C A, F+B, QCF QCF+B, QCF QCF+A, QCF QCF+A, QCB+B
27 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, DP+A
28 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, DP+A
29 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+B
30 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+A, DP+A
31 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+A, QCB+B, DP+A
32 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+A, QCF QCF+B
33 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+B, DP+A
34 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+B, QCB+B, DP+A
35 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+B, QCF QCF+A
36 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCF QCF+A, DP+A
37 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCF QCF+A, QCB+B, DP+A
38 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCF QCF+A, QCF QCF+A
39 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCF QCF+A, QCF QCF+B
40 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+A, QCF QCF+A, DP+A
41 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+A, QCF QCF+A, QCB+B,
DP+A
42 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+A, QCF QCF+B, DP+A
43 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+A, QCF QCF+B, QCB+B,
DP+A
44 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+B, QCF QCF+A, DP+A
45 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCF QCF+B, QCF QCF+A, QCB+B,
DP+A
46 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCF QCF+A, QCF QCF+A, DP+A
47 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCF QCF+A, QCF QCF+A, QCB+B,
DP+A
48 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCF QCF+A, QCF QCF+B, DP+A
49 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCF QCF+A, QCF QCF+B, QCB+B,
DP+A
50 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCF+A
51 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, DP+A
52 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCB+B
53 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCF QCF+A
54 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCF QCF+B
55 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCB+B, DP+A
56 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCF+A
57 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, DP+A
58 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCB+B
59 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+A
60 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+B
61 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCB+B, DP+A
62 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCF QCF+A,
QCF+A
63 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCF QCF+A,
DP+A
64 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCF QCF+A,
QCB+B
65 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCF QCF+A,
QCB+B, DP+A
66 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCF QCF+B,
QCF+A
67 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCF QCF+B,
DP+A
68 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCF QCF+B,
QCB+B
69 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCF QCF+B,
QCB+B, DP+A
70 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+A,
QCF+A
71 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+A,
DP+A
72 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+A,
QCB+B
73 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+A,
QCB+B, DP+A
74 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+B,
QCF+A
75 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+B,
DP+A
76 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+B,
QCB+B
77 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+B,
QCB+B, DP+A
78 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, QCF+A
79 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, DP+A
80 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, QCB+B
81 (C) J TA, S TA, S TB, S B, C A, QCF QCF+A, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, QCB+B, DP+A
82 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, QCF+A
83 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, DP+A
84 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, QCB+B
85 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, QCB+B, DP+A
86 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, DP+A
87 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, DP+A
88 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCF QCF+B
89 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCF QCF+A, DP+A
90 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCF QCF+A, QCB+B, DP+A
91 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCF QCF+A, QCF QCF+B
92 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCF QCF+B, DP+A
93 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCF QCF+B, QCB+B, DP+A
94 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCF QCF+B, QCF QCF+A
95 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCF QCF+A, DP+A
96 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCF QCF+A, QCB+B, DP+A
97 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCF QCF+A, QCF QCF+A
98 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCF QCF+A, QCF QCF+B
99 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCF QCF+A, QCF QCF+A,
DP+A
100 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCF QCF+A, QCF QCF+A,
QCB+B, DP+A
101 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCF QCF+A, QCF QCF+B,
DP+A
102 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCF QCF+A, QCF QCF+B,
QCB+B, DP+A
103 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCF QCF+B, QCF QCF+A,
DP+A
104 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCF QCF+B, QCF QCF+A,
QCB+B, DP+A
105 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCF QCF+A, QCF QCF+A,
DP+A
106 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCF QCF+A, QCF QCF+A,
QCB+B, DP+A
107 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCF QCF+A, QCF QCF+B,
DP+A
108 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCF QCF+A, QCF QCF+B,
QCB+B, DP+A
109 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A, QCF+A
110 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A, DP+A
111 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A, QCB+B
112 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A,
QCF QCF+A
113 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A,
QCF QCF+B
114 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A, QCB+B,
DP+A
115 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A, QCF+A
116 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A, DP+A
117 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A, QCB+B
118 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
QCF QCF+A
119 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
QCF QCF+B
120 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A, QCB+B,
DP+A
121 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A,
QCF QCF+A, QCF+A
122 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A,
QCF QCF+A, DP+A
123 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A,
QCF QCF+A, QCB+B
124 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A,
QCF QCF+A, QCB+B, DP+A
125 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A,
QCF QCF+B, QCF+A
126 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A,
QCF QCF+B, DP+A
127 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A,
QCF QCF+B, QCB+B
128 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A,
QCF QCF+B, QCB+B, DP+A
129 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
QCF QCF+A, QCF+A
130 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
QCF QCF+A, DP+A
131 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
QCF QCF+A, QCB+B
132 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
QCF QCF+A, QCB+B, DP+A
133 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
QCF QCF+B, QCF+A
134 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
QCF QCF+B, DP+A
135 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
QCF QCF+B, QCB+B
136 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
QCF QCF+B, QCB+B, DP+A
137 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, QCF+A
138 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, DP+A
139 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, QCB+B
140 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+A, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, QCB+B, DP+A
141 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, QCF+A
142 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, DP+A
143 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, QCB+B
144 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A, QCB+B,
QCF QCF+A, QCB+B, DP+A
-------------------------------------------------------------------------------
Felicia Capcom
-------------------------------------------------------------------------------
--------------------------------( Super Moves )--------------------------------
Name: Dancing Flash (LV1!)
Command: QCF QCF+A
Special: The last hit lets you Juggle with any move that's fast enough.
-------------------------------------------------------------------------------
RUSH MODE COMBOS
1 (C) J B, S TA, QCF QCF+A, QCF QCF+A
2 (C) J B, S TA, QCF QCF+A, QCF QCF+A, QCF QCF+A
3 (C) J TA (2 hits), S A (2 hits), QCF QCF+A, QCF QCF+A
4 (C) J TA (2 hits), S A (2 hits), QCF QCF+A, QCF QCF+A, QCF QCF+A
5 (C) J TA (2 hits), S A (2 hits), S TB, QCF QCF+A, QCF QCF+A
6 (C) J TA (2 hits), S A (2 hits), S TB, QCF QCF+A, QCF QCF+A, QCF QCF+A
7 (C) J TA (2 hits), S A (2 hits), S TA, S TB, QCF QCF+A, QCF QCF+A
8 (C) J TA (2 hits), S A (2 hits), S TA, S TB, QCF QCF+A, QCF QCF+A,
QCF QCF+A
9 (C) J B, S TB, S TA, QCF QCF+A, QCF QCF+A
10 (C) J B, S TB, S TA, QCF QCF+A, QCF QCF+A, QCF QCF+A
11 (C) Head Ride TA (2 hits), FF+TA (2 hits), S TB, S/C TA, QCF QCF+A,
QCF QCF+A
12 (C) Head Ride TA (2 hits), FF+TA (2 hits), S TB, S/C TA, QCF QCF+A,
QCF QCF+A, QCF QCF+A
13 (C) Head Ride TA (2 hits), FF+TA (2 hits), S A (2 hits), S TB, QCF QCF+A,
QCF QCF+A
14 (C) Head Ride TA (2 hits), FF+TA (2 hits), S A (2 hits), S TB, QCF QCF+A,
QCF QCF+A, QCF QCF+A
15 (C) Head Ride TA (2 hits), FF+TA (2 hits), S A (2 hits), S TA, S TB, QCF
QCF+A, QCF QCF+A
16 (C) Head Ride TA (2 hits), FF+TA (2 hits), S A (2 hits), S TA, S TB, QCF
QCF+A, QCF QCF+A, QCF QCF+A
-------------------------------------------------------------------------------
Sakura Kasugano Capcom
-------------------------------------------------------------------------------
--------------------------------( Super Moves )--------------------------------
Name: Shinkuu Hadoken (LV1&2)
Command: QCF QCF+A
Special: If you hit Chun-Li out of the air with it you can Juggle her
afterwards with any move that's fast enough.
Name: Midare-Zakura (LV2!)
Command: QCF QCF+B
Special: The last hit lets you Juggle with any move that's fast enough.
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J QCB+B, QCF QCF+B (LV2), DP+A
2 J QCB+B, QCF QCF+B (LV2), DP+B, A, A, A
3 J B, C A, QCF QCF+B (LV2), DP+A
4 J B, C A, F+B, QCF QCF+B (LV2), DP+A
5 (C) J QCB+B, QCF QCF+A (LV2), DP+A
6 (C) C TB, C TA, C A, QCB QCB+B (LV2), AB
7 (C) C TB, C TA, C A, QCB QCB+B (LV2), DP+A
8 (C) J TB, S TA, S TA, S TA, QCF QCF+B (LV2), AB
9 (C) J TB, S TA, S TA, S TA, QCF QCF+B (LV2), DP+A
COUNTER MODE COMBOS
1 CB, QCF QCF+B (LV2), DP+A
2 CB, QCF QCF+B (LV2), QCF QCF+A (LV1)
3 QCF QCF+A (LV2), QCB+B, QCF QCF+A (LV1), DP+A
4 QCF QCF+A (LV2), QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1)
5 QCF QCF+A (LV2), QCB+B, QCF QCF+A (LV1), QCF QCF+B (LV1)
6 QCF QCF+A (LV2), QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), DP+A
7 QCF QCF+A (LV2), QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), QCF QCF+A (LV1)
8 QCF QCF+A (LV2), QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), QCF QCF+B (LV1)
03/08 - You must be almost a full screen away from your opponent when you do
the Shinkuu Hadoken. when you recover from the Super, jump towards
him and about halfway through the jump do the Shunpuu Kyaku and Juggle
afterwards.
9 J B, C A, QCF QCF+B (LV2), QCF QCF+A (LV1)
10 J B, C A, F+B, QCF QCF+B (LV2), QCF QCF+A (LV1)
11 (C) J QCB+B, QCF QCF+B (LV2), QCF QCF+A (LV1), DP+A
12 (C) J QCB+B, QCF QCF+B (LV2), QCF QCF+A (LV1), QCF QCF+A (LV1)
13 (C) J QCB+B, QCF QCF+B (LV2), QCF QCF+A (LV1), QCF QCF+B (LV1)
14 (C) J QCB+B, QCF QCF+B (LV2), QCF QCF+A (LV1), QCF QCF+A (LV1), DP+A
15 (C) J QCB+B, QCF QCF+B (LV2), QCF QCF+A (LV1), QCF QCF+A (LV1),
QCF QCF+A (LV1)
16 (C) J QCB+B, QCF QCF+B (LV2), QCF QCF+A (LV1), QCF QCF+A (LV1),
QCF QCF+B (LV1)
17 (C) J TB, S TA, S TA, S TA, QCF QCF+B (LV2), QCF QCF+A (LV1), DP+A
18 (C) J TB, S TA, S TA, S TA, QCF QCF+B (LV2), QCF QCF+A (LV1),
QCF QCF+A (LV1)
19 (C) J TB, S TA, S TA, S TA, QCF QCF+B (LV2), QCF QCF+A (LV1),
QCF QCF+B (LV1)
20 (C) J TB, S TA, S TA, S TA, QCF QCF+B (LV2), QCF QCF+A (LV1),
QCF QCF+A (LV1), DP+A
21 (C) J TB, S TA, S TA, S TA, QCF QCF+B (LV2), QCF QCF+A (LV1),
QCF QCF+A (LV1), QCF QCF+A (LV1)
22 (C) J TB, S TA, S TA, S TA, QCF QCF+B (LV2), QCF QCF+A (LV1),
QCF QCF+A (LV1), QCF QCF+B (LV1)
RUSH MODE COMBOS
1 (C) J QCB+B, QCF QCF+A, DP+A
2 (C) J QCB+B, QCF QCF+A, QCF QCF+A
3 (C) J QCB+B, QCF QCF+A, QCF QCF+B
4 (C) J QCB+B, QCF QCF+A, QCF QCF+A, DP+A
5 (C) J QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A
6 (C) J QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+B
7 (C) J QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, DP+A
-------------------------------------------------------------------------------
Dan Hibiki Capcom
-------------------------------------------------------------------------------
--------------------------------( Super Moves )--------------------------------
Name: Kouryuurekka (LV1&2)
Command: QCF QCF+B
Special: If you hit Chun-Li out of the air with it you can Juggle her
afterwards with any move that's fast enough.
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (C) QCB+TA (air), QCF QCF+B (LV1/LV2), DP+A
COUNTER MODE COMBOS
1 (C) QCB+TA (air), QCF QCF+B (LV1/LV2), QCF QCF+A (LV1)
2 (C) QCB+TA (air), QCF QCF+B (LV1/LV2), QCF QCF+B (LV1)
3 (C) QCB+TA (air), QCF QCF+B (LV1/LV2), QCF QCF+B (LV1), DP+A
RUSH MODE COMBOS
1 (C) QCB+TA (air), QCF QCF+B, QCF QCF+B, QCF QCF+A
2 (C) QCB+TA (air), QCF QCF+B, QCF QCF+B, QCF QCF+B
3 (C) QCB+TA (air), QCF QCF+B, QCF QCF+B, QCF QCF+B, DP+A
-------------------------------------------------------------------------------
M. Bison Capcom
-------------------------------------------------------------------------------
--------------------------------( Super Moves )--------------------------------
Name: Knee Press Nightmare (LV1!)
Command: CBFBF+B
Special: The last hit lets you Juggle with any move that's fast enough.
-------------------------------------------------------------------------------
COUNTER MODE COMBOS
1 CB, CBFBF+A (LV1), CBFBF+A (LV1)
2 CB, CBFBF+B (LV1), CBFBF+B (LV1)
3 CBF+TA, DP+B, C TB, C TA, CBFBF+B (LV1), CBFBF+A (LV1)
4 CBF+TA, DP+B, C TB, C TA, CBFBF+B (LV1), CBFBF+B (LV1)
03/04 - The Psycho Shot must be done from full screen away.
5 J B, C TA, CBFBF+B (LV1), CBFBF+A (LV1)
6 J B, C TA, CBFBF+B (LV1), CBFBF+B (LV1)
RUSH MODE COMBOS
1 CBF+TA, DP+B, S TA, S TB, S B (1 hit), CBFBF+B, CBFBF+A
2 CBF+TA, DP+B, S TA, S TB, S B (1 hit), CBFBF+B, CBFBF+B
01/02 - The Psycho Shot must be done from full screen away.
3 S TA, S TB, S B (2 hits), CBFBF+B, CBFBF+A
4 S TA, S TB, S B (2 hits), CBFBF+B, CBFBF+B
5 J B, S TA, S B (2 hits), CBFBF+B, CBFBF+A
6 J B, S TA, S B (2 hits), CBFBF+B, CBFBF+B
7 (C) J B, S TB, CBF+TA, C TA, CBF+TA, C TA, CBFBF+B, CBFBF+A
8 (C) J B, S TB, CBF+TA, C TA, CBF+TA, C TA, CBFBF+B, CBFBF+B
07/08 - After the first Psycho Shot recovers Link into a crouching Jab, which
you then cancel into another Psycho Shot. Then Link another crouching
Jab into Knee Press Nightmare.
9 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBFBF+B, CBFBF+A
10 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBFBF+B, CBFBF+B
09/10 - Do a Psycho Shot from full screen away and then Run towards your
opponent to do the Chain Combo. Cancel the first hit of the standing
Roundhouse into a Psycho Shot and quickly Link a crouching Jab
afterwards.
11 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBF+A, C TA, CBFBF+B,
CBFBF+A
12 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBF+A, C TA, CBFBF+B,
CBFBF+B
-------------------------------------------------------------------------------
Section 13: VS CHUN-LI (Counter Mode)
-------------------------------------------------------------------------------
00) Intro
01) Buggy Movelists & Combos
__________ _________________________
00| Intro \ /VS CHUN-LI (Counter Mode)\
===============================================================================
The fun with Chun-Li doesn't end there. In fact, it gets crazier. When you're
playing in Counter Mode and have a fully charged bar or your life is flashing,
a ton of moves will gain the buggy Juggle property. And it gets worse! If you
hit Chun-Li out of the air, or hit her into the air and that move dizzies her
you can Juggle her with ANY move! Even crazier is that she will get redizzied
by that move and you can keep Juggling her forever if you know what you're
doing.
Below I predominantly list the moves that gain the Juggle property when you
have a charged bar or flashing life. Listing all the combos would take an
unreal amount of time, though perhaps I'll get to it in a later update.
_____________________________ _________________________
01| Buggy Movelists & Combos \ /VS CHUN-LI (Counter Mode)\
===============================================================================
-------------------------------------------------------------------------------
Kyo Kusanagi SNK
-------------------------------------------------------------------------------
--------------------------------( Normal Moves )-------------------------------
Name: Sweep
Command: D+B
-------------------------------( Command Moves )-------------------------------
Name: Thunder Axe Positive
Command: F+B
Name: Style No. 88
Command: DF+B
-------------------------------( Special Moves )-------------------------------
Name: Style No. 402: Punishment Composition
Command: F+A during Sin Composition
Name: Clipping Chimera
Command: QCB+A
Name: Style No. 100: Demon Scorcher
Command: DP+A
-------------------------------------------------------------------------------
Terry Bogard SNK
-------------------------------------------------------------------------------
--------------------------------( Normal Moves )-------------------------------
Name: Sweep
Command: D+B
-------------------------------( Command Moves )-------------------------------
Name: Rising Upper
Command: DF+A
-------------------------------( Special Moves )-------------------------------
Name: Rising Tackle
Command: CDU+A
-------------------------------------------------------------------------------
Iori Yagami SNK
-------------------------------------------------------------------------------
-------------------------------( Command Moves )-------------------------------
Name: Foreign Style: Thunder Axe Negative
Command: F+B
-------------------------------( Special Moves )-------------------------------
Name: Style No. 100: Demon Scorcher
Command: DP+A
Name: Style No. 311: Claw Bomb
Command: DP+B
-------------------------------------------------------------------------------
Ryo Sakazaki SNK
-------------------------------------------------------------------------------
--------------------------------( Normal Moves )-------------------------------
Name: Sweep
Command: D+B
-------------------------------( Special Moves )-------------------------------
Name: Ko'oken
Command: QCF+A
Name: Kuuchuu Ko'oken
Command: QCF+A in the air
Name: Kohou
Command: DP+A
Name: Hien Shippuu Kyaku
Command: HCB+B
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
COUNTER MODE COMBOS
1 (C) CB, QCF QCF+A (LV2), C A, FBF+A
2 (C) CB, QCF QCF+A (LV2), C A, DP+A
3 (C) CB, QCF QCF+A (LV2), C A, QCF HCB+A (LV1)
4 (C) J B, S A, QCF HCB+A (LV2), C A, FBF+A
5 (C) J B, S A, QCF HCB+A (LV2), C A, DP+A
6 (C) J B, S A, QCF HCB+A (LV2), C A, QCF HCB+A (LV1)
-------------------------------------------------------------------------------
Mai Shiranui SNK
-------------------------------------------------------------------------------
-------------------------------( Special Moves )-------------------------------
Name: Kachou Sen
Command: QCF+A
Name: Night Plover
Command: QCB+B
-------------------------------------------------------------------------------
Haohmaru SNK
-------------------------------------------------------------------------------
-------------------------------( Special Moves )-------------------------------
Name: Crescent Moon Slash
Command: DP+TA
Name: Earthquake Slice
Command: RDP+A
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
COUNTER MODE COMBOS
1 (C) QCF+A, RPD+A, DP+A
2 (C) QCF+A, RPD+A, QCF QCF+A (LV1/LV2)
3 (C) QCF+A, RPD+A, QCF QCF+B (LV2), DP+A
4 (C) QCF+A, RPD+A, QCF QCF+B (LV2), QCF QCF+A (LV1)
5 (C) QCF+A, RPD+A, QCF QCF+B (LV2), QCF+TA, DP+A
01/05 - When doing these combos you must be at, or near, the other end of
the screen with Chun-Li in the Corner. If you timed the Earthquake
Slice correct it will knock Chun-Li up, allowing you to Juggle her.
-------------------------------------------------------------------------------
Nakoruru SNK
-------------------------------------------------------------------------------
--------------------------------( Normal Moves )-------------------------------
Name: Sweep
Command: D+B
-------------------------------( Special Moves )-------------------------------
Name: Lela Mutsube
Command: QCF+A
Name: Annu Mutsube
Command: BTD/BFD+A
Name: Shichikapu Etou
Command: QCB+A
Name: Kamui Risse
Command: RDP+TA
Name: Kamui Mutsube
Command: A during Mamahaha Grab
-------------------------------------------------------------------------------
Athena Asamiya SNK
-------------------------------------------------------------------------------
-------------------------------( Command Moves )-------------------------------
Name: Chain Thigh
Command: F+B
-------------------------------( Special Moves )-------------------------------
Name: Psycho Ball Attack
Command: QCB+A
Name: Psycho Sword
Command: DP+A
Extra: Can be done in the air.
-------------------------------------------------------------------------------
Leona Heidern SNK
-------------------------------------------------------------------------------
-------------------------------( Special Moves )-------------------------------
Name: Eye Slasher
Command: QCB+A
Name: Earring Bomb
Command: QCB+B
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
COUNTER MODE COMBOS
1 (C) QCB+TB, CDU
2 (C) QCB+TB, QCB HCF+B (LV1/LV2)
01/02 - You must be about a character away from your opponent when you throw
the earring, as soon as you recover from that do either follow-up
move.
-------------------------------------------------------------------------------
Yuri Sakazaki SNK
-------------------------------------------------------------------------------
-------------------------------( Command Moves )-------------------------------
Name: Swallow Wing
Command: F+B
-------------------------------( Special Moves )-------------------------------
Name: Ko'oken
Command: QCF+A
Name: Smash Break
Command: QCB+A
-------------------------------------------------------------------------------
Akari Ichijo SNK
-------------------------------------------------------------------------------
--------------------------------( Normal Moves )-------------------------------
Name: Roundhouse
Command: B
-------------------------------( Special Moves )-------------------------------
Name: Messianic Blast
Command: QCF+A
Name: Tenmon Kakageshi Tenshin
Command: D U+A after Hoshi no Meguri
-------------------------------------------------------------------------------
Geese Howard SNK
-------------------------------------------------------------------------------
-------------------------------( Command Moves )-------------------------------
Name: Hienshikyaku
Command: F+A
-------------------------------( Special Moves )-------------------------------
Name: Joudan Atemi Nage
Command: HCF+A
Name: Chuudan Atemi Nage
Command: HCF+B
Name: Double Reppu Ken
Command: QCB+A
Name: Jae En Ken
Command: CBF+B
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
COUNTER MODE COMBOS
1 HCF+A/B (counter), F+A
2 HCF+A/B (counter), QCB+TA
3 HCF+A/B (counter), RS+A (LV1)
4 HCF+A/B (counter), F+A, F+A
5 HCF+A/B (counter), F+A, QCB+TA
6 HCF+A/B (counter), F+A, RS+A (LV1)
7 HCF+A/B (counter), QCF QCF+B (LV2), F+A
8 HCF+A/B (counter), QCF QCF+B (LV2), QCB+TA
9 HCF+A/B (counter), QCF QCF+B (LV2), RS+A (LV1)
10 HCF+A/B (counter), QCF QCF+B (LV2), F+A, F+A
11 HCF+A/B (counter), QCF QCF+B (LV2), F+A, QCB+TA
12 HCF+A/B (counter), QCF QCF+B (LV2), F+A, RS+A (LV1)
-------------------------------------------------------------------------------
Orochi Iori SNK
-------------------------------------------------------------------------------
-------------------------------( Command Moves )-------------------------------
Name: Foreign Style: Thunder Axe Negative
Command: F+B
-------------------------------( Special Moves )-------------------------------
Name: Style No. 100: Demon Scorcher
Command: DP+A
Name: Style No. 311: Claw Comb
Command: DP+B
-------------------------------------------------------------------------------
Ryu Capcom
-------------------------------------------------------------------------------
--------------------------------( Normal Moves )-------------------------------
Name: Sweep
Command: D+B
-------------------------------( Command Moves )-------------------------------
Name: Sakotsu Wari
Command: F+A
-------------------------------( Special Moves )-------------------------------
Name: Hadoken
Command: QCF+A
Name: Shakunetsu Hadoken
Command: HCF+A
Name: Shoryuken
Command: DP+A
Name: Tatsumaki Senpuu Kyaku
Command: QCB+B
Extra: Can be done in the air.
-------------------------------------------------------------------------------
Ken Masters Capcom
-------------------------------------------------------------------------------
--------------------------------( Normal Moves )-------------------------------
Name: Sweep
Command: D+B
-------------------------------( Command Moves )-------------------------------
Name: Inazuma Kakato Wari
Command: F+A
Name: Ushiro Mawashi Geri
Command: F+B
-------------------------------( Special Moves )-------------------------------
Name: Hadoken
Command: QCF+A
Name: Shoryuken
Command: DP+A
-------------------------------------------------------------------------------
Chun-Li Capcom
-------------------------------------------------------------------------------
--------------------------------( Normal Moves )-------------------------------
Name: Sweep
Command: D+B
Name: Taunt
Command: AB
-------------------------------( Command Moves )-------------------------------
Name: Yousou Kyaku
Command: D+B in the air
-------------------------------( Special Moves )-------------------------------
Name: Kikoken
Command: HCF+A
Name: Hyakuretsu Kyaku
Command: BBB...
Name: Sen En Shu
Command: HCB+B
Name: Spinning Bird Kick
Command: CBF+B
Extra: Can be done in the air.
Name: Tensho Kyaku
Command: CDU+B
-------------------------------------------------------------------------------
Morrigan Capcom
-------------------------------------------------------------------------------
-------------------------------( Special Moves )-------------------------------
Name: Soul Fist
Command: QCF+A
-------------------------------------------------------------------------------
Felicia Capcom
-------------------------------------------------------------------------------
--------------------------------( Normal Moves )-------------------------------
Name: Crouching Fierce
Command: D+A
Name: Sweep
Command: D+B
-------------------------------( Special Moves )-------------------------------
Name: Cat Spike
Command: DP+TA
-------------------------------------------------------------------------------
Zangief Capcom
-------------------------------------------------------------------------------
-------------------------------( Command Moves )-------------------------------
Name: Russian Kick
Command: DF+B
-------------------------------( Special Moves )-------------------------------
Name: Double Lariat
Command: QCB+A
Name: Quick Double Lariat
Command: QCB+B
Name: Banishing Fist
Command: DP+A
-------------------------------------------------------------------------------
Sakura Kasugano Capcom
-------------------------------------------------------------------------------
--------------------------------( Normal Moves )-------------------------------
Name: Taunt
Command: AB
-------------------------------( Command Moves )-------------------------------
Name: Flower Kick
Command: F+B
-------------------------------( Special Moves )-------------------------------
Name: Hadoken
Command: QCF+A, A, A
Name: Sho'oken
Command: DP+A
Name: Shunpuu Kyaku
Command: QCB+TB
-------------------------------------------------------------------------------
Dan Hibiki Capcom
-------------------------------------------------------------------------------
--------------------------------( Normal Moves )-------------------------------
Name: Sweep
Command: D+B
-------------------------------( Special Moves )-------------------------------
Name: Koryuken
Command: DP+TA
Name: Danku Kyaku
Command: QCB+B
Extra: Can be done in the air.
-------------------------------------------------------------------------------
Guile Capcom
-------------------------------------------------------------------------------
-------------------------------( Command Moves )-------------------------------
Name: Back Hand
Command: F+A
Name: Flying Knee
Command: B/F+B
Name: Hand Plant Roundhouse
Command: DF+B
-------------------------------( Special Moves )-------------------------------
Name: Sonic Boom
Command: CBF+A
Name: Flash Kick
Command: CDU+B
-------------------------------------------------------------------------------
Akuma Capcom
-------------------------------------------------------------------------------
--------------------------------( Normal Moves )-------------------------------
Name: Sweep
Command: D+B
-------------------------------( Command Moves )-------------------------------
Name: Zugai Hasatsu
Command: F+A
Name: Tenma Kuujin Kyaku
Command: D+B during a forward jump
-------------------------------( Special Moves )-------------------------------
Name: Gou Hadoken
Command: QCF+A
Name: Zankuu Hadoken
Command: QCF+A in the air
Name: Shakunetsu Hadoken
Command: HCB+TA
Name: Gou Shoryuken
Command: DP+A
-------------------------------------------------------------------------------
B.B. Hood Capcom
-------------------------------------------------------------------------------
--------------------------------( Normal Moves )-------------------------------
Name: Standing Roundhouse
Command: B
Name: Jumping Roundhouse
Command: J B
-------------------------------( Command Moves )-------------------------------
Name: Surprise & Hop
Command: B/F+B
-------------------------------( Special Moves )-------------------------------
Name: Smile & Missile
Command: CBF+A/B
Extra: A version is a high rocket.
B version is a low rocket.
Name: Happy & Missile
Command: CDU+A
-------------------------------------------------------------------------------
M. Bison Capcom
-------------------------------------------------------------------------------
-------------------------------( Special Moves )-------------------------------
Name: Psycho Shot
Command: CBF+A
Name: Double Knee Press
Command: CBF+B
-------------------------------------------------------------------------------
Evil Ryu Capcom
-------------------------------------------------------------------------------
--------------------------------( Normal Moves )-------------------------------
Name: Sweep
Command: D+B
-------------------------------( Command Moves )-------------------------------
Name: Heavy Elbow
Command: F+A
Name: Thrusting Side Kick
Command: F+B
-------------------------------( Special Moves )-------------------------------
Name: Hadoken
Command: QCF+A
Name: Shakunetsu Hadoken
Command: HCF+A
Name: Shoryuken
Command: DP+A
Name: Tatsumaki Senpuu Kyaku
Command: QCB+B
Extra: Can be done in the air.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
COUNTER MODE COMBOS
1 QCF+A, QCB QCB+A (LV2)
2 HCF+A, QCB QCB+A (LV2)
01/02 - You must do either Hadoken when you're at the end of the screen with
Chun-Li in, or near, the corner.
3 J B, C A, QCB+B, QCB+TB, QCB+TB, DP+TA, C B, QCB+B, F+B, QCF+A
4 J B, C A, QCB+B, QCB+TB, QCB+TB, DP+TA, C B, QCB+B, F+B, HCF+A
5 J B, C A, QCB+B, QCB+TB, QCB+TB, DP+TA, C B, QCB+B, F+B, DP+A
6 J B, C A, QCB+B, QCB+TB, QCB+TB, DP+TA, C B, QCB+B, F+B, QCF QCF+A
(LV1/LV2)
7 J B, C A, QCB+B, QCB+TB, QCB+TB, DP+TA, C B, QCB+B, F+B, QCF QCF+B
(LV1/LV2)
8 J B, C A, QCB+B, QCB+TB, QCB+TB, DP+TA, C B, QCB+B, F+B, QCB QCB+B (LV2)
-------------------------------------------------------------------------------
Section 14: VS DAN
-------------------------------------------------------------------------------
00) Intro
01) Buggy Movelists & Combos
__________ ______
00| Intro \ /VS DAN\
===============================================================================
Unfortunately for Dan he suffers from what I call "The SFZ3 Juggle Syndrome".
This basically means you can Juggle Dan after you've hit him with a Normal
Move. The simple rules for this are:
1 - The Normal Move you hit Dan with can't be a Knockdown.
2 - You hit Dan with a Normal Move while he's jumping.
3 - You hit Dan with a Normal Move after you hit him with a move that
counts as a Juggle Set-Up.
There is one restriction though; you can only Juggle Dan after a Normal Move
while he's in the "rolling" animation of his fall. This also means that Corner
infinites of you endlessly Juggling Dan with a Normal Move are not possible,
since each time you hit him he'll flip up a little bit higher.
_____________________________ ______
01| Buggy Movelists & Combos \ /VS DAN\
===============================================================================
-------------------------------------------------------------------------------
Kyo Kusanagi SNK
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J A, C A, QCF+B, B, S TA, S TA, J D+A
2 J A, C A, QCF+B, B, C A, F+A
3 J A, C A, QCF+B, B, C A, DP+A
4 J A, C A, QCF+B, B, C A, QCB+A
5 J A, C A, QCF+B, B, C A, QCF+B, B
6 J A, C A, QCF+B, B, C A, RDP+B
7 J A, C A, QCF+B, B, C A, QCF QCF+A (LV1/LV2)
8 J A, C A, QCF+B, B, C A, QCB HCF+A/B (LV1/LV2)
9 J A, C A, QCF+B, B, C A, QCF+B, B, DF+B
10 J A, C A, QCF+B, B, C A, QCF+B, B, F+B
11 J A, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, A
12 J A, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, B
13 J A, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, HCB+TA, A
14 J A, C A, QCF+B, B, C A, QCF+B, B, QCF+A, HCB+A, F+A
15 J A, C A, QCF+B, B, C A, QCF+B, B, RDP+B
16 J A, C A, QCF+B, B, C A, QCF+B, B, HCB+B
17 J A, C A, QCF+B, B, C A, QCF+B, B, QCF QCF+A (LV1/LV2)
18 J A, C A, QCF+B, B, C A, QCF+B, B, QCB HCF+A/B (LV1/LV2)
19 J B, S TA, F+B, QCF+B, B, S TA, S TA, J D+A
20 J B, S TA, F+B, QCF+B, B, C A, F+A
21 J B, S TA, F+B, QCF+B, B, C A, DP+A
22 J B, S TA, F+B, QCF+B, B, C A, QCB+A
23 J B, S TA, F+B, QCF+B, B, C A, QCF+B, B
24 J B, S TA, F+B, QCF+B, B, C A, RDP+B
25 J B, S TA, F+B, QCF+B, B, C A, QCF QCF+A (LV1/LV2)
26 J B, S TA, F+B, QCF+B, B, C A, QCB HCF+A/B (LV1/LV2)
27 J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, DF+B
28 J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, F+B
29 J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, A
30 J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, B
31 J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, HCB+TA, A
32 J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+A, HCB+A, F+A
33 J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, RDP+B
34 J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, HCB+B
35 J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF QCF+A (LV1/LV2)
36 J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCB HCF+A/B (LV1/LV2)
37 (C) J A, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, DP+A
38 (C) J A, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, HCB+B
39 (C) J A, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA,
QCB HCF+A/B (LV1/LV2)
40 (C) J A, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, F+A
41 (C) J A, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, DP+A
42 (C) J A, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCB+A
43 (C) J A, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B
44 (C) J A, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, RDP+B
45 (C) J A, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCF QCF+A (LV1/LV2)
46 (C) J A, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCB HCF+A/B (LV1/LV2)
47 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, F+A
48 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, DP+A
49 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCB+A
50 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B
51 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, RDP+B
52 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF QCF+A (LV1/LV2)
53 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCB HCF+A/B (LV1/LV2)
54 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, DP+A
55 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA,
HCB+B
56 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA,
QCB HCF+A/B (LV1/LV2)
57 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
F+A
58 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
DP+A
59 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCB+A
60 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCF+B, B
61 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
RDP+B
62 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCF QCF+A (LV1/LV2)
63 (C) J A, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCB HCF+A/B (LV1/LV2)
64 (C) J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, DP+A
65 (C) J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, HCB+B
66 (C) J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA,
QCB HCF+A/B (LV1/LV2)
67 (C) J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, F+A
68 (C) J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, DP+A
69 (C) J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCB+A
70 (C) J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B
71 (C) J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, RDP+B
72 (C) J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCF QCF+A (LV1/LV2)
73 (C) J B, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCB HCF+A/B (LV1/LV2)
74 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, F+A
75 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, DP+A
76 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCB+A
77 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B
78 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, RDP+B
79 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF QCF+A (LV1/LV2)
80 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCB HCF+A/B (LV1/LV2)
81 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, DP+A
82 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, HCB+B
83 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, QCB HCF+A/B (LV1/LV2)
84 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, C A, F+A
85 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, C A, DP+A
86 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, C A, QCB+A
87 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, C A, QCF+B, B
88 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, C A, RDP+B
89 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, C A, QCF QCF+A (LV1/LV2)
90 (C) J B, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, C A, QCB HCF+A/B (LV1/LV2)
COUNTER MODE COMBOS
1 CB, QCF+B, B, S TA, S TA, J D+A
1 CB, QCF+B, B, C A, F+A
2 CB, QCF+B, B, C A, DP+A
3 CB, QCF+B, B, C A, QCB+A
4 CB, QCF+B, B, C A, QCF+B, B
5 CB, QCF+B, B, C A, RDP+B
6 CB, QCF+B, B, C A, QCF QCF+A (LV1/LV2)
7 CB, QCF+B, B, C A, QCB HCF+A/B (LV1/LV2)
8 CB, QCF+B, B, C A, QCF+B, B, S TA, S TA, J D+A
8 CB, QCF+B, B, C A, QCF+B, B, CB
9 CB, QCF+B, B, C A, QCF+B, B, DF+B
10 CB, QCF+B, B, C A, QCF+B, B, F+B
11 CB, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, A
12 CB, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, B
13 CB, QCF+B, B, C A, QCF+B, B, QCF+TA, HCB+TA, A
14 CB, QCF+B, B, C A, QCF+B, B, QCF+A, HCB+A, F+A
15 CB, QCF+B, B, C A, QCF+B, B, RDP+B
16 CB, QCF+B, B, C A, QCF+B, B, HCB+B
17 CB, QCF+B, B, C A, QCF+B, B, QCF QCF+A (LV1/LV2)
18 CB, QCF+B, B, C A, QCF+B, B, QCB HCF+A/B (LV1/LV2)
19 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, F+A
20 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, DP+A
21 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, QCB+A
22 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B
23 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, RDP+B
24 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, QCF QCF+A (LV1/LV2)
25 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, QCB HCF+A/B (LV1/LV2)
26 (C) CB, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, DP+A
27 (C) CB, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, HCB+B
28 (C) CB, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV1/LV2)
29 (C) CB, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, F+A
30 (C) CB, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, DP+A
31 (C) CB, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCB+A
32 (C) CB, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B
33 (C) CB, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, RDP+B
34 (C) CB, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF QCF+A (LV1/LV2)
35 (C) CB, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCB HCF+A/B (LV1/LV2)
36 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, DP+A
37 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, HCB+B
38 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA,
QCB HCF+A/B (LV1/LV2)
39 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, C A, F+A
40 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, C A, DP+A
41 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCB+A
42 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B,
B
43 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, C A, RDP+B
44 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCF QCF+A (LV1/LV2)
45 (C) CB, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCB HCF+A/B (LV1/LV2)
RUSH MODE COMBOS
1 J TB, S TA, S TB, C A, QCF+B, B, S TA, S TA, J D+A
2 J TB, S TA, S TB, C A, QCF+B, B, C A, F+A
3 J TB, S TA, S TB, C A, QCF+B, B, C A, DP+A
4 J TB, S TA, S TB, C A, QCF+B, B, C A, QCB+A
5 J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B
6 J TB, S TA, S TB, C A, QCF+B, B, C A, RDP+B
7 J TB, S TA, S TB, C A, QCF+B, B, C A, QCF QCF+A
8 J TB, S TA, S TB, C A, QCF+B, B, C A, QCB HCF+A/B
9 J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, S TA, S TA, J D+A
10 J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, DF+B
11 J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, F+B
12 J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, A
13 J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, B
14 J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, HCB+TA, A
15 J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCF+A, HCB+A, F+A
16 J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, RDP+B
17 J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, HCB+B
18 J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCF QCF+A
19 J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCB HCF+A/B
20 J TB, S TB, S TA, F+B, QCF+B, B, S TA, S TA, J D+A
21 J TB, S TB, S TA, F+B, QCF+B, B, C A, F+A
22 J TB, S TB, S TA, F+B, QCF+B, B, C A, DP+A
23 J TB, S TB, S TA, F+B, QCF+B, B, C A, QCB+A
24 J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B
25 J TB, S TB, S TA, F+B, QCF+B, B, C A, RDP+B
26 J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF QCF+A
27 J TB, S TB, S TA, F+B, QCF+B, B, C A, QCB HCF+A/B
28 J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, S TA, S TA, J D+A
29 J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, DF+B
30 J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, F+B
31 J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, A
32 J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, B
33 J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, HCB+TA, A
34 J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+A, HCB+A, F+A
35 J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, RDP+B
36 J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, HCB+B
37 J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF QCF+A
38 J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCB HCF+A/B
39 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, F+A
40 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, DP+A
41 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCB+A
42 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B
43 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, RDP+B
44 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF QCF+A
45 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCB HCF+A/B
46 (C) J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, DP+A
47 (C) J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, HCB+B
48 (C) J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA,
QCB HCF+A/B
49 (C) J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
F+A
50 (C) J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
DP+A
51 (C) J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCB+A
52 (C) J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCF+B, B
53 (C) J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
RDP+B
54 (C) J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCF QCF+A
55 (C) J TB, S TA, S TB, C A, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCB HCF+A/B
56 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, DP+A
57 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, HCB+B
58 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, QCB HCF+A/B
59 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
C A, F+A
60 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
C A, DP+A
61 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
C A, QCB+A
62 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
C A, QCF+B, B
63 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
C A, RDP+B
64 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
C A, QCF QCF+A
65 (C) J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
C A, QCB HCF+A/B
66 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, F+A
67 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, DP+A
68 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCB+A
69 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B
70 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, RDP+B
71 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF QCF+A
72 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCB HCF+A/B
73 (C) J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, DP+A
74 (C) J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, HCB+B
75 (C) J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA,
QCB HCF+A/B
76 (C) J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
F+A
77 (C) J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
DP+A
78 (C) J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCB+A
79 (C) J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCF+B, B
80 (C) J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
RDP+B
81 (C) J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCF QCF+A
82 (C) J TB, S TB, S TA, F+B, QCF+B, B, C A, QCF+B, B, QCF+TA, QCF+TA, C A,
QCB HCF+A/B
83 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, DP+A
84 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, HCB+B
85 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, QCB HCF+A/B
86 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, C A, F+A
87 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, C A, DP+A
88 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, C A, QCB+A
89 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, C A, QCF+B, B
90 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, C A, RDP+B
91 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, C A, QCF QCF+A
92 (C) J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, C A, QCF+B, B, QCF+TA,
QCF+TA, C A, QCB HCF+A/B
-------------------------------------------------------------------------------
Terry Bogard SNK
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J B, S A, HCF+B, C A, DF+A
2 J B, S A, HCF+B, C A, QCB+A
3 J B, S A, HCF+B, C A, CDU+A
4 J B, S A, HCF+B, C A, DP+B
5 J B, S A, HCF+B, C A, QCB+B
6 J B, S A, HCF+B, C A, QCB HCF+A (LV1/LV2)
7 J B, S A, HCF+B, C A, QCF QCF+B (LV2)
8 J B, S A, HCF+B, QCB+B, C TA, DF+A
9 J B, S A, HCF+B, QCB+B, C TA, QCB+A
10 J B, S A, HCF+B, QCB+B, C TA, CDU+A
11 J B, S A, HCF+B, QCB+B, C TA, DP+B
12 J B, S A, HCF+B, QCB+B, C TA, QCB+B
13 J B, S A, HCF+B, QCB+B, C TA, QCB HCF+A (LV1/LV2)
14 J B, S A, HCF+B, QCB+B, C TA, QCF QCF+B (LV2)
15 J B, S A, HCF+B, C A, QCB+B, C TA, DF+A
16 J B, S A, HCF+B, C A, QCB+B, C TA, QCB+A
17 J B, S A, HCF+B, C A, QCB+B, C TA, CDU+A
18 J B, S A, HCF+B, C A, QCB+B, C TA, DP+B
19 J B, S A, HCF+B, C A, QCB+B, C TA, QCB+B
20 J B, S A, HCF+B, C A, QCB+B, C TA, QCB HCF+A (LV1/LV2)
21 J B, S A, HCF+B, C A, QCB+B, C TA, QCF QCF+B (LV2)
22 J B, S A, DF+A, HCF+B, C A, DF+A
23 J B, S A, DF+A, HCF+B, C A, QCB+A
24 J B, S A, DF+A, HCF+B, C A, CDU+A
25 J B, S A, DF+A, HCF+B, C A, DP+B
26 J B, S A, DF+A, HCF+B, C A, QCB+B
27 J B, S A, DF+A, HCF+B, C A, QCB HCF+A (LV1/LV2)
28 J B, S A, DF+A, HCF+B, C A, QCF QCF+B (LV2)
29 J B, S A, DF+A, HCF+B, QCB+B, C TA, DF+A
30 J B, S A, DF+A, HCF+B, QCB+B, C TA, QCB+A
31 J B, S A, DF+A, HCF+B, QCB+B, C TA, CDU+A
32 J B, S A, DF+A, HCF+B, QCB+B, C TA, DP+B
33 J B, S A, DF+A, HCF+B, QCB+B, C TA, QCB+B
34 J B, S A, DF+A, HCF+B, QCB+B, C TA, QCB HCF+A (LV1/LV2)
35 J B, S A, DF+A, HCF+B, QCB+B, C TA, QCF QCF+B (LV2)
36 J B, S A, DF+A, HCF+B, C A, QCB+B, C TA, DF+A
37 J B, S A, DF+A, HCF+B, C A, QCB+B, C TA, QCB+A
38 J B, S A, DF+A, HCF+B, C A, QCB+B, C TA, CDU+A
39 J B, S A, DF+A, HCF+B, C A, QCB+B, C TA, DP+B
40 J B, S A, DF+A, HCF+B, C A, QCB+B, C TA, QCB+B
41 J B, S A, DF+A, HCF+B, C A, QCB+B, C TA, QCB HCF+A (LV1/LV2)
42 J B, S A, DF+A, HCF+B, C A, QCB+B, C TA, QCF QCF+B (LV2)
43 J B, S A, F+B, HCF+B, C A, DF+A
44 J B, S A, F+B, HCF+B, C A, QCB+A
45 J B, S A, F+B, HCF+B, C A, CDU+A
46 J B, S A, F+B, HCF+B, C A, DP+B
47 J B, S A, F+B, HCF+B, C A, QCB+B
48 J B, S A, F+B, HCF+B, C A, QCB HCF+A (LV1/LV2)
49 J B, S A, F+B, HCF+B, C A, QCF QCF+B (LV2)
50 J B, S A, F+B, HCF+B, QCB+B, C TA, DF+A
51 J B, S A, F+B, HCF+B, QCB+B, C TA, QCB+A
52 J B, S A, F+B, HCF+B, QCB+B, C TA, CDU+A
53 J B, S A, F+B, HCF+B, QCB+B, C TA, DP+B
54 J B, S A, F+B, HCF+B, QCB+B, C TA, QCB+B
55 J B, S A, F+B, HCF+B, QCB+B, C TA, QCB HCF+A (LV1/LV2)
56 J B, S A, F+B, HCF+B, QCB+B, C TA, QCF QCF+B (LV2)
57 J B, S A, F+B, HCF+B, C A, QCB+B, C TA, DF+A
58 J B, S A, F+B, HCF+B, C A, QCB+B, C TA, QCB+A
59 J B, S A, F+B, HCF+B, C A, QCB+B, C TA, CDU+A
60 J B, S A, F+B, HCF+B, C A, QCB+B, C TA, DP+B
61 J B, S A, F+B, HCF+B, C A, QCB+B, C TA, QCB+B
62 J B, S A, F+B, HCF+B, C A, QCB+B, C TA, QCB HCF+A (LV1/LV2)
63 J B, S A, F+B, HCF+B, C A, QCB+B, C TA, QCF QCF+B (LV2)
64 (C) S A, F+B, S A, HCF+B, C A, DF+A
65 (C) S A, F+B, S A, HCF+B, C A, QCB+A
66 (C) S A, F+B, S A, HCF+B, C A, CDU+A
67 (C) S A, F+B, S A, HCF+B, C A, DP+B
68 (C) S A, F+B, S A, HCF+B, C A, QCB+B
69 (C) S A, F+B, S A, HCF+B, C A, QCB HCF+A (LV1/LV2)
70 (C) S A, F+B, S A, HCF+B, C A, QCF QCF+B (LV2)
71 (C) S A, F+B, S A, HCF+B, QCB+B, C TA, DF+A
72 (C) S A, F+B, S A, HCF+B, QCB+B, C TA, QCB+A
73 (C) S A, F+B, S A, HCF+B, QCB+B, C TA, CDU+A
74 (C) S A, F+B, S A, HCF+B, QCB+B, C TA, DP+B
75 (C) S A, F+B, S A, HCF+B, QCB+B, C TA, QCB+B
76 (C) S A, F+B, S A, HCF+B, QCB+B, C TA, QCB HCF+A (LV1/LV2)
77 (C) S A, F+B, S A, HCF+B, QCB+B, C TA, QCF QCF+B (LV2)
78 (C) S A, F+B, S A, HCF+B, C A, QCB+B, C TA, DF+A
79 (C) S A, F+B, S A, HCF+B, C A, QCB+B, C TA, QCB+A
80 (C) S A, F+B, S A, HCF+B, C A, QCB+B, C TA, CDU+A
81 (C) S A, F+B, S A, HCF+B, C A, QCB+B, C TA, DP+B
82 (C) S A, F+B, S A, HCF+B, C A, QCB+B, C TA, QCB+B
83 (C) S A, F+B, S A, HCF+B, C A, QCB+B, C TA, QCB HCF+A (LV1/LV2)
84 (C) S A, F+B, S A, HCF+B, C A, QCB+B, C TA, QCF QCF+B (LV2)
COUNTER MODE COMBOS
1 CB, QCF+B, C A, DF+A
2 CB, QCF+B, C A, QCB+A
3 CB, QCF+B, C A, CDU+A
4 CB, QCF+B, C A, DP+B
5 CB, QCF+B, C A, QCB+B
6 CB, QCF+B, C A, QCB HCF+A (LV1/LV2)
7 CB, QCF+B, C A, QCF QCF+B (LV2)
8 CB, QCF+B, QCB+B, C TA, DF+A
9 CB, QCF+B, QCB+B, C TA, QCB+A
10 CB, QCF+B, QCB+B, C TA, CDU+A
11 CB, QCF+B, QCB+B, C TA, DP+B
12 CB, QCF+B, QCB+B, C TA, QCB+B
13 CB, QCF+B, QCB+B, C TA, QCB HCF+A (LV1/LV2)
14 CB, QCF+B, QCB+B, C TA, QCF QCF+B (LV2)
15 CB, QCF+B, C A, QCB+B, C TA, DF+A
16 CB, QCF+B, C A, QCB+B, C TA, QCB+A
17 CB, QCF+B, C A, QCB+B, C TA, CDU+A
18 CB, QCF+B, C A, QCB+B, C TA, DP+B
19 CB, QCF+B, C A, QCB+B, C TA, QCB+B
20 CB, QCF+B, C A, QCB+B, C TA, QCB HCF+A (LV1/LV2)
21 CB, QCF+B, C A, QCB+B, C TA, QCF QCF+B (LV2)
RUSH MODE COMBOS
1 J TB, S TB, S TA, S B, S A, HCF+B, C A, DF+A
2 J TB, S TB, S TA, S B, S A, HCF+B, C A, QCB+A
3 J TB, S TB, S TA, S B, S A, HCF+B, C A, CDU+A
4 J TB, S TB, S TA, S B, S A, HCF+B, C A, DP+B
5 J TB, S TB, S TA, S B, S A, HCF+B, C A, QCB+B
6 J TB, S TB, S TA, S B, S A, HCF+B, C A, QCB HCF+A
7 J TB, S TB, S TA, S B, S A, HCF+B, QCB+B, C TA, DF+A
8 J TB, S TB, S TA, S B, S A, HCF+B, QCB+B, C TA, QCB+A
9 J TB, S TB, S TA, S B, S A, HCF+B, QCB+B, C TA, CDU+A
10 J TB, S TB, S TA, S B, S A, HCF+B, QCB+B, C TA, DP+B
11 J TB, S TB, S TA, S B, S A, HCF+B, QCB+B, C TA, QCB+B
12 J TB, S TB, S TA, S B, S A, HCF+B, QCB+B, C TA, QCB HCF+A
13 J TB, S TB, S TA, S B, S A, HCF+B, C A, QCB+B, C TA, DF+A
14 J TB, S TB, S TA, S B, S A, HCF+B, C A, QCB+B, C TA, QCB+A
15 J TB, S TB, S TA, S B, S A, HCF+B, C A, QCB+B, C TA, CDU+A
16 J TB, S TB, S TA, S B, S A, HCF+B, C A, QCB+B, C TA, DP+B
17 J TB, S TB, S TA, S B, S A, HCF+B, C A, QCB+B, C TA, QCB+B
18 J TB, S TB, S TA, S B, S A, HCF+B, C A, QCB+B, C TA, QCB HCF+A
19 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, C A, DF+A
20 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, C A, QCB+A
21 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, C A, CDU+A
22 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, C A, DP+B
23 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, C A, QCB+B
24 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, C A, QCB HCF+A
25 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB+B, C TA, DF+A
26 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB+B, C TA, QCB+A
27 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB+B, C TA, CDU+A
28 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB+B, C TA, DP+B
29 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB+B, C TA, QCB+B
30 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB+B, C TA, QCB HCF+A
31 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, C A, QCB+B, C TA, DF+A
32 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, C A, QCB+B, C TA, QCB+A
33 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, C A, QCB+B, C TA, CDU+A
34 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, C A, QCB+B, C TA, DP+B
35 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, C A, QCB+B, C TA, QCB+B
36 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, C A, QCB+B, C TA, QCB HCF+A
-------------------------------------------------------------------------------
Iori Yagami SNK
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (j) QCB+A, S A, DP+A
2 (j) QCB+A, S A, HCB+B
3 (C)(j) QCB+A, C A, QCB HCF+A (LV2), QCF+A
4 (C)(j) QCB+A, C A, QCB HCF+A (LV2), QCB+A, QCB+A, QCB+A
5 (C)(j) QCB+A, C A, QCB HCF+A (LV2), DP+A
6 (C)(j) QCB+A, C A, QCB HCF+A (LV2), HCB+B
7 (C)(j) QCB+A, C A, QCB HCF+A (LV2), DP+B
8 (C)(j) QCB+A, C A, QCB HCF+A (LV2), QCB+A, S A, DP+A
9 (C)(j) QCB+A, C A, QCB HCF+A (LV2), S A, DP+A
COUNTER MODE COMBOS
1 (C)(j) QCB+A, C A, QCB HCF+A (LV2), QCF HCB+A (LV1)
2 (C)(j) QCB+A, C A, QCB HCF+A (LV2), QCB+A, QCF HCB+A (LV1)
-------------------------------------------------------------------------------
Mai Shiranui SNK
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 HCF+TB, C A, QCB+A
2 HCF+TB, C A, QCB+B
3 HCF+TB, C A, QCF QCF+A (LV1/LV2)
4 HCF+TB, C A, QCB HCF+B (LV1/LV2)
- To make this work, you must do the Deadly Ninja Bees from almost full screen
distance and the Super motions must be done very fast.
5 Charge Down, UB/UF+A/B (hold), C A, QCB+A
6 Charge Down, UB/UF+A/B (hold), C A, QCB+B
7 Charge Down, UB/UF+A/B (hold), C A, QCF QCF+A (LV1/LV2)
8 Charge Down, UB/UF+A/B (hold), C A, QCB HCF+B (LV1/LV2)
- To make these work you'll have to hit the opponent as low as possible.
9 QCB QCB+A (LV2), C A, QCB+A
10 QCB QCB+A (LV2), C A, QCB+B
11 QCF+TA, QCF QCF+A (LV2), C A, QCB+A
12 QCF+TA, QCF QCF+A (LV2), C A, QCB+B
11/12 - You must be a full screen away from your opponent when you throw the
fan. The very moment the fan hits your opponent you must perform the
Flower Tempest. If you did it correctly, the last hit of the Flower
Tempest will not connect, thus not knocking down your opponent which
gives you enough time to Juggle him when you land on the ground again.
As far as I can tell this is a bug.
13 J B, QCB+TA (air), C A, QCB+A
14 J B, QCB+TA (air), C A, QCB+B
15 J B, QCB+TA (air), C A, QCF QCF+A (LV1/LV2)
16 J B, QCB+TA (air), C A, QCB HCF+B (LV1/LV2)
17 (C) J B, J B, QCB+TA (air), C A, QCB+A
18 (C) J B, J B, QCB+TA (air), C A, QCB+B
19 (C) J B, J B, QCB+TA (air), C A, QCF QCF+A (LV1/LV2)
20 (C) J B, J B, QCB+TA (air), C A, QCB HCF+B (LV1/LV2)
17/20 - As soon as you land after the first jumping Roundhouse jump up again
and do another Roundhouse. As soon as you hit your opponent cancel
into a QCB+TA.
21 (C) QCB QCB+A (LV2), C A, QCB+A
22 (C) QCB QCB+A (LV2), C A, QCB+B
23 (C) J B, QCB+TA (air), HCF+TB, HCF+TB, C A, QCB+A
24 (C) J B, QCB+TA (air), HCF+TB, HCF+TB, C A, QCB+B
25 (C) J B, QCB+TA (air), HCF+TB, HCF+TB, C A, QCF QCF+A (LV1/LV2)
26 (C) J B, QCB+TA (air), HCF+TB, HCF+TB, C A, QCB HCF+B (LV1/LV2)
COUNTER MODE COMBOS
1 QCB QCB+A (LV2), C A, QCF QCF+A (LV1)
2 QCB QCB+A (LV2), C A, QCB HCF+B (LV1)
3 QCF+TA, QCF QCF+A (LV2), C A, QCF QCF+A (LV1)
4 QCF+TA, QCF QCF+A (LV2), C A, QCB HCF+B (LV1)
5 (C) QCB HCF+B (LV2), C A, QCF QCF+A (LV1)
6 (C) QCB HCF+B (LV2), C A, QCB HCF+B (LV1)
-------------------------------------------------------------------------------
Haohmaru SNK
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 QCF+TA, S TA, QCF QCF+A (LV1/LV2)
2 J A, C TA, DP+TA, C TB, DP+A
3 J A, C TA, DP+TA, C TB, QCF QCF+A (LV1/LV2)
4 (C) QCF+TA, C TB (miss), QCF QCF+B (LV2), C TB, DP+A
4 - As soon as you recover from the Cyclone Slash do a crouching Short. This
will cancel the whirlwind animation, enabling you to follow up with a
Super.
5 (C)(j) QCF QCF+B (LV2), C TB, DP+A
COUNTER MODE COMBOS
1 CB, DP+TA, C TB, DP+A
2 CB, DP+TA, C TB, QCF QCF+A (LV1/LV2)
3 (j) QCF QCF+B (LV2), C TB, QCF QCF+A (LV1)
4 (C) QCF+TA, C TB (miss), QCF QCF+B (LV2), C TB, QCF QCF+A (LV1)
5 (C) QCF+TA, C TB (miss), QCF QCF+B (LV2), QCF+TA, S TA, QCF QCF+A (LV1)
6 (C)(j) QCF QCF+B (LV2), QCF+TA, S TA, QCF QCF+A (LV1)
RUSH MODE COMBOS
1 J TA, S TB, S TA, DP+TA, C TB, DP+A
2 J TA, S TB, S TA, DP+TA, C TB, QCF QCF+A
-------------------------------------------------------------------------------
Nakoruru SNK
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (j) QCB+B, DF+A, C TA, QCF+TA
2 (j) QCB+B, DF+A, C TA, RDP+TA
3 (j) QCB+B, DF+A, C TA, QCF QCF+A (LV1/LV2)
4 (j) QCB+B, DF+A, C TA, QCF QCF+B (LV2)
-------------------------------------------------------------------------------
Athena Asamiya SNK
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J B, S A, HCF+A, S A, F+B
2 J B, S A, HCF+A, S A, DP+A
3 J B, S A, HCF+A, S A, HCB+TB
4 J B, S A, HCF+A, S A, QCF QCF+A (LV2)
5 J B, S A, HCF+A, S A, HCB HCB+A (LV1/LV2)
6 J B, S A, HCF+A, J A, DP+A
7 J B, S A, HCF+A, J A, QCB+B
8 J B, S A, HCF+A, J A, HCB HCB+A (LV1/LV2)
9 J B, S A, HCF+A, J A, QCF QCF+B (LV1/LV2)
10 (C) J B, S A, HCF+A, QCB+TB, C TA, F+B
11 (C) J B, S A, HCF+A, QCB+TB, C TA, DP+TA
12 (C) J B, S A, HCF+A, QCB+TB, C TA, HCB+TB
13 (C) J B, S A, HCF+A, QCB+TB, C TA, QCF QCF+A (LV2)
14 (C) J B, S A, HCF+A, QCB+TB, C TA, HCB HCB+A (LV1/LV2)
10/14 - After the Super Psychic Throw you must wait a split second before
doing the Psycho Reflector. If you did it right you should be able
to sneak in the Psycho Sword.
15 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, S A, F+B
16 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, S A, DP+A
17 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, S A, HCB+TB
18 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, S A, QCF QCF+A (LV2)
19 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, S A, HCB HCB+A (LV1/LV2)
20 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, QCB+TB, C TA, F+B
21 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, QCB+TB, C TA, DP+A
22 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, QCB+TB, C TA, HCB+TB
23 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, QCB+TB, C TA,
QCF QCF+A (LV2)
24 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, QCB+TB, C TA,
HCB HCB+A (LV1/LV2)
25 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J A, DP+A
26 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J A, QCB+B
27 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J A, HCB HCB+A (LV1/LV2)
28 (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J A, QCF QCF+B (LV1/LV2)
COUNTER MODE COMBOS
1 CB, HCF+A, S A, F+B
2 CB, HCF+A, S A, DP+A
3 CB, HCF+A, S A, HCB+TB
4 CB, HCF+A, S A, QCF QCF+A (LV2)
5 CB, HCF+A, S A, HCB HCB+A (LV1/LV2)
6 CB, HCF+A, J A, DP+A
7 CB, HCF+A, J A, QCB+B
8 CB, HCF+A, J A, HCB HCB+A (LV1/LV2)
9 CB, HCF+A, J A, QCF QCF+B (LV1/LV2)
10 (C) CB, HCF+A, QCB+TB, C TA, F+B
11 (C) CB, HCF+A, QCB+TB, C TA, DP+A
12 (C) CB, HCF+A, QCB+TB, C TA, HCB+TB
13 (C) CB, HCF+A, QCB+TB, C TA, QCF QCF+A (LV2)
14 (C) CB, HCF+A, QCB+TB, C TA, HCB HCB+A (LV1/LV2)
RUSH MODE COMBOS
1 JC B, C TA, C A, HCF+A, S A, F+B
2 JC B, C TA, C A, HCF+A, S A, DP+A
3 JC B, C TA, C A, HCF+A, S A, HCB+TB
4 JC B, C TA, C A, HCF+A, S A, HCB HCB+A
5 JC B, C TA, C A, HCF+A, J A, DP+A
6 JC B, C TA, C A, HCF+A, J A, QCB+B
7 JC B, C TA, C A, HCF+A, J A, HCB HCB+A
8 JC B, C TA, C A, HCF+A, J A, QCF QCF+B
9 (C) J B, C TA, C TB, HCF+A, QCB+TB, C TA, F+B
10 (C) J B, C TA, C TB, HCF+A, QCB+TB, C TA, DP+A
11 (C) J B, C TA, C TB, HCF+A, QCB+TB, C TA, HCB+TB
12 (C) J B, C TA, C TB, HCF+A, QCB+TB, C TA, HCB HCB+A
-------------------------------------------------------------------------------
Leona Heidern SNK
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 CBF+A, S A, F+B
2 CBF+A, C A, CDU+A
3 CBF+A, S A, QCF QCF+A (LV1/LV2)
4 CBF+A, S A, QCB HCF+B (LV1/LV2)
5 CBF+A, S A, QCF QCF+B (LV2)
6 CBF+A, J B, QCB+A
7 CBF+A, J B, QCF HCB+A (LV1/LV2)
8 (C) J B, C A, CBF+TA, C A, F+B
9 (C) J B, C A, CBF+TA, C A, CDU+A
10 (C) J B, C A, CBF+TA, C A, QCF QCF+A (LV1/LV2)
11 (C) J B, C A, CBF+TA, C A, QCB HCF+B (LV1/LV2)
12 (C) J B, C A, CBF+TA, C A, QCF QCF+B (LV2)
13 (C) J B, C A, CBF+B, C A, F+B
14 (C) J B, C A, CBF+B, C A, CBF+TA
15 (C) J B, C A, CBF+B, C A, CDU+A
16 (C) J B, C A, CBF+B, C A, QCF QCF+A (LV1/LV2)
17 (C) J B, C A, CBF+B, C A, QCB HCF+B (LV1/LV2)
18 (C) J B, C A, CBF+B, C A, QCF QCF+B (LV2)
19 (C) J B, C A, CBF+B, C A, CBF+TA, C A, F+B
20 (C) J B, C A, CBF+B, C A, CBF+TA, C A, CBF+TA
21 (C) J B, C A, CBF+B, C A, CBF+TA, C A, CDU+A
22 (C) J B, C A, CBF+B, C A, CBF+TA, C A, QCF QCF+A (LV1/LV2)
23 (C) J B, C A, CBF+B, C A, CBF+TA, C A, QCB HCF+B (LV1/LV2)
24 (C) J B, C A, CBF+B, C A, CBF+TA, C A, QCF QCF+B (LV2)
25 (C) J B, C A, CBF+B, J B, QCB+A
26 (C) J B, C A, CBF+B, J B, QCF HCB+A (LV1/LV2)
27 (C) J B, S B, C A, CBF+B, C A, F+B
28 (C) J B, S B, C A, CBF+B, C A, CBF+TA
29 (C) J B, S B, C A, CBF+B, C A, CDU+A
30 (C) J B, S B, C A, CBF+B, C A, QCF QCF+A (LV1/LV2)
31 (C) J B, S B, C A, CBF+B, C A, QCB HCF+B (LV1/LV2)
32 (C) J B, S B, C A, CBF+B, C A, QCF QCF+B (LV2)
33 (C) J B, S B, C A, CBF+B, C A, CBF+TA, C A, F+B
34 (C) J B, S B, C A, CBF+B, C A, CBF+TA, C A, CBF+TA
35 (C) J B, S B, C A, CBF+B, C A, CBF+TA, C A, CDU+A
36 (C) J B, S B, C A, CBF+B, C A, CBF+TA, C A, QCF QCF+A (LV1/LV2)
37 (C) J B, S B, C A, CBF+B, C A, CBF+TA, C A, QCB HCF+B (LV1/LV2)
38 (C) J B, S B, C A, CBF+B, C A, CBF+TA, C A, QCF QCF+B (LV2)
39 (C) J B, S B, C A, CBF+B, C A, CBF+TA, J B, QCB+A
40 (C) J B, S B, C A, CBF+B, C A, CBF+TA, J B, QCF HCB+A (LV1/LV2)
COUNTER MODE COMBOS
1 (C) CB, CBF+B, C A, F+B
2 (C) CB, CBF+B, C A, CBF+TA
3 (C) CB, CBF+B, C A, CDU+A
4 (C) CB, CBF+B, C A, QCF QCF+A (LV1/LV2)
5 (C) CB, CBF+B, C A, QCB HCF+B (LV1/LV2)
6 (C) CB, CBF+B, C A, QCF QCF+B (LV2)
7 (C) CB, CBF+B, C A, CBF+TA, C A, F+B
8 (C) CB, CBF+B, C A, CBF+TA, C A, CBF+TA
9 (C) CB, CBF+B, C A, CBF+TA, C A, CDU+A
10 (C) CB, CBF+B, C A, CBF+TA, C A, QCF QCF+A (LV1/LV2)
11 (C) CB, CBF+B, C A, CBF+TA, C A, QCB HCF+B (LV1/LV2)
12 (C) CB, CBF+B, C A, CBF+TA, C A, QCF QCF+B (LV2)
13 (C) CB, CBF+B, C A, CBF+TA, J B, QCB+A
14 (C) CB, CBF+B, C A, CBF+TA, J B, QCF HCB+A (LV1/LV2)
RUSH MODE COMBOS
1 (C) S A, S B, C A, CBF+B, C A, F+B
2 (C) S A, S B, C A, CBF+B, C A, CBF+TA
3 (C) S A, S B, C A, CBF+B, C A, CDU+A
4 (C) S A, S B, C A, CBF+B, C A, QCF QCF+A
5 (C) S A, S B, C A, CBF+B, C A, QCB HCF+B
6 (C) S A, S B, C A, CBF+B, C A, CBF+TA, C A, F+B
7 (C) S A, S B, C A, CBF+B, C A, CBF+TA, C A, CBF+TA
8 (C) S A, S B, C A, CBF+B, C A, CBF+TA, C A, CDU+A
9 (C) S A, S B, C A, CBF+B, C A, CBF+TA, C A, QCF QCF+A
10 (C) S A, S B, C A, CBF+B, C A, CBF+TA, C A, QCB HCF+B
11 (C) S A, S B, C A, CBF+B, C A, CBF+TA, J B, QCB+A
12 (C) S A, S B, C A, CBF+B, C A, CBF+TA, J B, QCF HCB+A
13 (C) J TB, C TB, C A, CBF+B, C A, F+B
14 (C) J TB, C TB, C A, CBF+B, C A, CBF+TA
15 (C) J TB, C TB, C A, CBF+B, C A, CDU+A
16 (C) J TB, C TB, C A, CBF+B, C A, QCF QCF+A
17 (C) J TB, C TB, C A, CBF+B, C A, QCB HCF+B
18 (C) J TB, C TB, C A, CBF+B, C A, CBF+TA, C A, F+B
19 (C) J TB, C TB, C A, CBF+B, C A, CBF+TA, C A, CBF+TA
20 (C) J TB, C TB, C A, CBF+B, C A, CBF+TA, C A, CDU+A
21 (C) J TB, C TB, C A, CBF+B, C A, CBF+TA, C A, QCF QCF+A
22 (C) J TB, C TB, C A, CBF+B, C A, CBF+TA, C A, QCB HCF+B
23 (C) J TB, C TB, C A, CBF+B, C A, CBF+TA, J B, QCB+A
24 (C) J TB, C TB, C A, CBF+B, C A, CBF+TA, J B, QCF HCB+A
-------------------------------------------------------------------------------
Yuri Sakazaki SNK
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (C) J B, S A, F HCF+A (LV2), C A, QCB+A
COUNTER MODE COMBOS
1 (C) F HCF+A (LV2), C A, QCF QCF+B (LV1)
-------------------------------------------------------------------------------
Akari Ichijo SNK
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), S TA, D U+B,
D U+A
2 J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), S TA, D U+B,
D U+B
3 (C) J B, C A (2 hits), D U+B, D U+A (3 hits), S TA, D U+B, D U+A
4 (C) J B, C A (2 hits), D U+B, D U+A (3 hits), S TA, D U+B, D U+B
5 (C) J B, C A (2 hits), D U+B, D U+A (3 hits), S TA, QCB QCB+A (LV1/LV2)
6 (C) J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), D U+B,
D U+A (3 hits), S TA, D U+B, D U+A
7 (C) J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), D U+B,
D U+A (3 hits), S TA, D U+B, D U+B
8 (C) J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), C A
(2 hits), D U+B, D U+A (3 hits), S TA, D U+B, D U+A
9 (C) J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), C A
(2 hits), D U+B, D U+A (3 hits), S TA, D U+B, D U+B
COUNTER MODE COMBOS
1 CB, QCF HCB+A/B (LV2)(if opponent is launched), S TA, D U+B, D U+A
2 CB, QCF HCB+A/B (LV2)(if opponent is launched), S TA, D U+B, D U+B
3 CB, QCF HCB+A/B (LV2)(if opponent is launched), S TA, QCB QCB+A (LV1)
4 J B, C A (1 hit), QCF HCB+A/B (LV2)(if opponent is launched), S TA,
QCB QCB+A
5 (C) CB, D U+B, D U+A (3 hits), S TA, D U+B, D U+A
6 (C) CB, D U+B, D U+A (3 hits), S TA, D U+B, D U+B
7 (C) CB, D U+B, D U+A (3 hits), S TA, QCB QCB+A (LV1)
8 (C) CB, QCF HCB+A/B (LV2)(if opponent is launched), D U+B, D U+A (3 hits),
S TA, D U+B, D U+A
9 (C) CB, QCF HCB+A/B (LV2)(if opponent is launched), D U+B, D U+A (3 hits),
S TA, D U+B, D U+B
10 (C) CB, QCF HCB+A/B (LV2)(if opponent is launched), D U+B, D U+A (3 hits),
S TA, QCB QCB+A (LV1)
11 (C) CB, QCF HCB+A/B (LV2)(if opponent is launched), C A (2 hits), D U+B,
D U+A (3 hits), S TA, D U+B, D U+A
12 (C) CB, QCF HCB+A/B (LV2)(if opponent is launched), C A (2 hits), D U+B,
D U+A (3 hits), S TA, D U+B, D U+B
13 (C) CB, QCF HCB+A/B (LV2)(if opponent is launched), C A (2 hits), D U+B,
D U+A (3 hits), S TA, QCB QCB+A (LV1)
14 (C) J B, C A (1 hit), QCF HCB+A/B (LV2)(if opponent is launched),
C A (2 hits), D U+B, D U+A (3 hits), S TA, QCB QCB+A (LV1)
RUSH MODE COMBOS
1 (C) C TB, C TA, C A (2 hits), D U+B, D U+A (3 hits), S TA, D U+B, D U+A
2 (C) C TB, C TA, C A (2 hits), D U+B, D U+A (3 hits), S TA, D U+B, D U+B
3 (C) C TB, C TA, C A (2 hits), D U+B, D U+A (3 hits), S TA, QCB QCB+A
4 (C) J B, C TB, C TA, D U+B, D U+A (3 hits), S TA, D U+B, D U+A
5 (C) J B, C TB, C TA, D U+B, D U+A (3 hits), S TA, D U+B, D U+B
6 (C) J B, C TB, C TA, D U+B, D U+A (3 hits), S TA, QCB QCB+A
-------------------------------------------------------------------------------
Geese Howard SNK
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (C)(j) QCF QCF+B (LV2), C A (1 hit), CBF+B
COUNTER MODE COMBOS
1 (C)(j) QCF QCF+B (LV2), C A (1 hit), RS+A (LV1)
-------------------------------------------------------------------------------
Orochi Iori SNK
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (j) QCB+A, S A, DP+A
2 (j) QCB+A, S A, HCB+B
3 (C)(j) QCB+A, C A, QCB HCF+A (LV2), QCF+A
4 (C)(j) QCB+A, C A, QCB HCF+A (LV2), QCB+A, QCB+A, QCB+A
5 (C)(j) QCB+A, C A, QCB HCF+A (LV2), DP+A
6 (C)(j) QCB+A, C A, QCB HCF+A (LV2), HCB+B
7 (C)(j) QCB+A, C A, QCB HCF+A (LV2), DP+B
8 (C)(j) QCB+A, C A, QCB HCF+A (LV2), QCB+A, S A, DP+A
9 (C)(j) QCB+A, C A, QCB HCF+A (LV2), S A, DP+A
COUNTER MODE COMBOS
1 (C)(j) QCB+A, C A, QCB HCF+A (LV2), QCF HCB+A (LV1)
2 (C)(j) QCB+A, C A, QCB HCF+A (LV2), QCB+A, QCF HCB+A (LV1)
RUSH MODE COMBOS
1 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, QCF+A
2 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, QCB+A, QCB+A,
QCB+A
3 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, DP+A
4 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, HCB+B
5 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, DP+B
6 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, QCF HCB+A
7 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, QCB+A, QCF HCB+A
8 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, QCB+A, S A, DP+A
9 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, S A, DP+A
10 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A,
QCF+A
11 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A,
QCB+A, QCB+A, QCB+A
12 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A,
DP+A
13 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A,
HCB+B
14 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A,
DP+B
15 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A,
QCB+A, S A, DP+A
16 (C)(j) QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A, QCB+A, C A, QCB HCF+A,
S A, DP+A
-------------------------------------------------------------------------------
Ken Masters Capcom
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J A/QCB+B, C A, QCF QCF+B (LV1/LV2), S A, DP+A
2 J A/QCB+B, C A, QCF QCF+B (LV1/LV2), S A, QCB+B
3 (j) J QCB+B, S A, DP+A
4 (j) J QCB+B, S A, QCB+B
5 (j) J QCB+B, S A, QCF QCF+A (LV1/LV2)
6 (j) J QCB+B, S A, QCB QCB+B (LV2)
7 (C) QCF QCF+B (LV1), C A, DP+A
8 (C) QCF QCF+B (LV1), C A, QCB+B
9 (C) QCF QCF+B (LV1), QCB+B, S A, DP+A
10 (C) QCF QCF+B (LV1), QCB+B, S A, QCB+B
11 (C) J A/QCB+B, S A, F+B, QCF QCF+B (LV1/LV2), C A, DP+A
12 (C) J A/QCB+B, S A, F+B, QCF QCF+B (LV1/LV2), C A, QCB+B
13 (C) J A/QCB+B, S A, F+B, C TA, QCF QCF+B (LV1/LV2), C A, DP+A
14 (C) J A/QCB+B, S A, F+B, C TA, QCF QCF+B (LV1/LV2), C A, QCB+B
15 (C)(j) J QCB+B, C A, QCF QCF+B (LV1/LV2), QCF+A
16 (C)(j) J QCB+B, C A, QCF QCF+B (LV1/LV2), DP+A
17 (C)(j) J QCB+B, C A, QCF QCF+B (LV1/LV2), QCB+B
18 (C)(j) J QCB+B, C A, QCF QCF+B (LV1/LV2), C A, DP+A
19 (C)(j) J QCB+B, C A, QCF QCF+B (LV1/LV2), C A, QCB+B
COUNTER MODE COMBOS
1 J A/QCB+B, C A, QCF QCF+B (LV1/LV2), S A, QCF QCF+A (LV1)
2 (C) QCF QCF+B (LV1/LV2), C A, QCF QCF+A (LV1)
3 (C) QCF QCF+B (LV1/LV2), C A, QCF QCF+B (LV1)
4 (C) QCF QCF+B (LV1/LV2), QCB+B, S A, QCF QCF+A (LV1)
5 (C) QCF QCF+B (LV1/LV2), QCB+B, C A, QCF QCF+B (LV1)
6 (C) CB, QCF QCF+B (LV1/LV2), C A, DP+A
7 (C) CB, QCF QCF+B (LV1/LV2), C A, QCB+B
8 (C) CB, QCF QCF+B (LV1/LV2), C A, QCF QCF+A (LV1)
9 (C) CB, QCF QCF+B (LV1/LV2), C A, QCF QCF+B (LV1)
10 (C) J A/QCB+B, C A, QCF QCF+B (LV1/LV2), C A, QCF QCF+B (LV1)
11 (C) J A/QCB+B, S A, F+A, QCF QCF+B (LV1/LV2), C A, QCF QCF+A (LV1)
12 (C) J A/QCB+B, S A, F+A, QCF QCF+B (LV1/LV2), C A, QCF QCF+B (LV1)
13 (C) J A/QCB+B, S A, F+B, QCF QCF+B (LV1/LV2), C A, QCF QCF+A (LV1)
14 (C) J A/QCB+B, S A, F+B, QCF QCF+B (LV1/LV2), C A, QCF QCF+B (LV1)
14 (C)(j) J QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1)
15 (C)(j) J QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+B (LV1)
16 (C)(j) J QCB+B, C A, QCF QCF+B (LV1/LV2), C A, QCF QCF+A (LV1)
17 (C)(j) J QCB+B, C A, QCF QCF+B (LV1/LV2), C A, QCF QCF+B (LV1)
RUSH MODE COMBOS
1 (C) QCF QCF+B, C A, QCF QCF+B, QCF+A
2 (C) QCF QCF+B, C A, QCF QCF+B, DP+A
3 (C) QCF QCF+B, C A, QCF QCF+B, QCB+B
4 (C) QCF QCF+B, C A, QCF QCF+B, QCF QCF+A
5 (C) QCF QCF+B, C A, QCF QCF+B, C A, DP+A
6 (C) QCF QCF+B, C A, QCF QCF+B, C A, QCB+B
7 (C) QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+A
8 (C) QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B
9 (C) QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B, QCF+A
10 (C) QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B, DP+A
11 (C) QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B, QCB+B
12 (C) QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B, C A, DP+A
13 (C) QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCB+B
14 (C) QCF QCF+B, QCB+B, C A, QCF QCF+B, QCF+A
15 (C) QCF QCF+B, QCB+B, C A, QCF QCF+B, DP+A
16 (C) QCF QCF+B, QCB+B, C A, QCF QCF+B, QCB+B
17 (C) QCF QCF+B, QCB+B, C A, QCF QCF+B, QCF QCF+A
18 (C) QCF QCF+B, QCB+B, C A, QCF QCF+B, C A, DP+A
19 (C) QCF QCF+B, QCB+B, C A, QCF QCF+B, C A, QCB+B
20 (C) QCF QCF+B, QCB+B, C A, QCF QCF+B, C A, QCF QCF+A
21 (C) QCF QCF+B, QCB+B, C A, QCF QCF+B, C A, QCF QCF+B
22 (C) QCF QCF+B, QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, QCF+A
23 (C) QCF QCF+B, QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, DP+A
24 (C) QCF QCF+B, QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, QCB+B
25 (C) QCF QCF+B, QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, C A, DP+A
26 (C) QCF QCF+B, QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCB+B
27 (C)(j) J QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, QCF+A
28 (C)(j) J QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, DP+A
29 (C)(j) J QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, QCB+B
30 (C)(j) J QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, QCF QCF+A
31 (C)(j) J QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, C A, DP+A
32 (C)(j) J QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCB+B
33 (C)(j) J QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+A
34 (C)(j) J QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B
35 (C)(j) J QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B, QCF+A
36 (C)(j) J QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B, DP+A
37 (C)(j) J QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B, QCB+B
38 (C)(j) J QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B, C A, DP+A
39 (C)(j) J QCB+B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCB+B
40 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, DP+A
41 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCB+B
42 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCF QCF+A
43 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCF QCF+B
44 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCF QCF+B, QCF+A
45 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCF QCF+B, DP+A
46 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCF QCF+B, QCB+B
47 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCF QCF+B, QCF QCF+A
48 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCF QCF+B, C A, DP+A
49 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCB+B
50 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+A
51 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B
52 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B, QCF+A
53 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B, DP+A
54 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B, QCB+B
55 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B, C A,
DP+A
56 (C) J TA, S TA, S TB, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B, C A,
QCB+B
57 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, DP+A
58 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCB+B
59 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCF QCF+A
60 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCF QCF+B
61 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCF QCF+B, QCF+A
62 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCF QCF+B, DP+A
63 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCF QCF+B, QCB+B
64 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCF QCF+B, QCF QCF+A
65 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCF QCF+B, C A, DP+A
66 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCB+B
67 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+A
68 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B
69 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B,
QCF+A
70 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B,
DP+A
71 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B,
QCB+B
72 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B,
C A, DP+A
73 (C) J TA, S TA, S TB, S B, C A, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B,
C A, QCB+B
74 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, DP+A
75 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCB+B
76 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCF QCF+A
77 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCF QCF+B
78 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCF QCF+B, QCF+A
79 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCF QCF+B, DP+A
80 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCF QCF+B, QCB+B
81 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCF QCF+B, QCF QCF+A
82 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A, DP+A
83 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A, QCB+B
84 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+A
85 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A, QCF QCF+B
86 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A,
QCF QCF+B, QCF+A
87 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A,
QCF QCF+B, DP+A
88 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A,
QCF QCF+B, QCB+B
89 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A,
QCF QCF+B, C A, DP+A
90 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A,
QCF QCF+B, C A, QCB+B
91 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, DP+A
92 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCB+B
93 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCF QCF+A
94 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCF QCF+B
95 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCF QCF+B, QCF+A
96 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCF QCF+B, DP+A
97 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCF QCF+B, QCB+B
98 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCF QCF+B, QCF QCF+A
99 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A, DP+A
100 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A,
QCB+B
102 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A,
QCF QCF+A
103 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A,
QCF QCF+B
104 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A,
QCF QCF+B, QCF+A
105 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A,
QCF QCF+B, DP+A
106 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A,
QCF QCF+B, QCB+B
107 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A,
QCF QCF+B, C A, DP+A
108 (C) J TA, S TA, S TB, S B, C A, F+A/B, QCF QCF+B, C A, QCF QCF+B, C A,
QCF QCF+B, C A, QCB+B
-------------------------------------------------------------------------------
Chun-Li Capcom
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 DF+A, C TA, CDU+B
2 DF+A, C TA, CDB, DF, DB, UF+B (LV1/LV2)
3 DF+A, S A, QCF QCF+A (LV1/LV2)
4 DF+A, S A, CBFBF+B (LV1/LV2)
5 DF+A, J TB, QCF QCF+B (LV2)
6 (C) DF+A, S A, DF+B
7 (C) DF+A, CDB, DF, DB, UF+B (LV2), C TA, CDU+B
8 (C) DF+A, CDB, DF, DB, UF+B (LV2), S A, DF+B
07/08 - If you wait a split second before Juggling with the Hazan Tenshou
Kyaku your opponent will be launched up instead of knocked down,
giving you a small window to Juggle.
9 (C) J A, S A, CBFBF+B (LV1), C TA, CDU+B
10 (C) J A, S A, CBFBF+B (LV1), S A, DF+B
11 (C) J TB, S A, HCB+TB, C TB, CBFBF+B (LV1), C TA, CDU+B
12 (C) J TB, S A, HCB+TB, C TB, CBFBF+B (LV1), S A, DF+B
COUNTER MODE COMBOS
1 J A, S A, CBFBF+B (LV1), S A, QCF QCF+A (LV1)
2 J A, S A, CBFBF+B (LV1), S A, CBFBF+B (LV1)
3 (C) DF+A, CDB, DF, DB, UF+B (LV2), S A, QCF QCF+A (LV1)
4 (C) DF+A, CDB, DF, DB, UF+B (LV2), S A, CBFBF+B (LV1)
5 (C) DF+A, CDB, DF, DB, UF+B (LV2), C TA, CDB, DF, DB, UF+B (LV1)
6 (C) J A, S A, CBFBF+B (LV1), C TA, CDB, DF, DB, UF+B (LV1)
RUSH MODE COMBOS
1 J TB, C TA, C TB, S A, CBFBF+B, S A, QCF QCF+A
2 J TB, C TA, C TB, S A, CBFBF+B, S A, CBFBF+B
3 (C) J TB, C TA, C TB, S A, CBFBF+B, C TA, CDU+B
4 (C) J TB, C TA, C TB, S A, CBFBF+B, C TA, CDB, DF, DB, UF+B
5 (C) J TB, C TA, C TB, S A, CBFBF+B, S A, DF+B
6 (C) J TB, S A, HCB+TB, C TB, S A, CBFBF+B, C TA, CDU+B
7 (C) J TB, S A, HCB+TB, C TB, S A, CBFBF+B, C TA, CDB, DF, DB, UF+B
8 (C) J TB, S A, HCB+TB, C TB, S A, CBFBF+B, S A, DF+B
9 (C) J TB, S A, HCB+TB, C TB, S A, CBFBF+B, S A, QCF QCF+A
10 (C) J TB, S A, HCB+TB, C TB, S A, CBFBF+B, S A, CBFBF+B
-------------------------------------------------------------------------------
Zangief Capcom
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J B, C TA, C TA, C TA, QCB+B, S TB, QCB+A
2 J B, C TA, C TA, C TA, QCB+B, S TB, DP+A
3 J B, C TA, C TA, C TA, QCB+B, S TB, QCB+B
4 (C) Knockdown, DP+TA, S TB, QCB+B, S TB, QCB+A
5 (C) Knockdown, DP+TA, S TB, QCB+B, S TB, DP+A
6 (C) Knockdown, DP+TA, S TB, QCB+B, S TB, QCB+B
04/06 - Hit the opponent with the Banishing Fist when he's getting up after
a knock-down.
COUNTER MODE COMBOS
1 CB, QCB+B, S TB, QCB+A
2 CB, QCB+B, S TB, DP+A
3 CB, QCB+B, S TB, QCB+B
RUSH MODE COMBOS
1 J A, S TA, S TB, QCB+B, S TB, QCB+A
2 J A, S TA, S TB, QCB+B, S TB, DP+A
3 J A, S TA, S TB, QCB+B, S TB, QCB+B
-------------------------------------------------------------------------------
Sakura Kasugano Capcom
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (C) J QCB+B, C A, DP+A
2 (C) J QCB+B, C A, QCB+B
3 (C) J QCB+B, C A, DP+B, B, B
4 (C) J QCB+B, C A, QCF QCF+A (LV1/LV2)
5 (C) J QCB+B, C A, QCF QCF+B (LV1/LV2)
6 (C) QCF QCF+A (LV2), QCB+B, C A, DP+A
7 (C) QCF QCF+A (LV2), QCB+B, C A, QCB+B
8 (C) QCF QCF+A (LV2), QCB+B, C A, DP+B, B, B
06/08 - You must be almost a full screen away from your opponent when you do
the Shinkuu Hadoken. When you recover from the Super jump towards him
and about halfway through the jump do the Shunpuu Kyaku and Juggle
afterwards.
COUNTER MODE COMBOS
1 (C) QCF QCF+A (LV2), QCB+B, C A, QCF QCF+A (LV1/LV2)
2 (C) QCF QCF+A (LV2), QCB+B, C A, QCF QCF+B (LV1/LV2)
01/02 - These are done the same way as Average Mode combos #06-08.
-------------------------------------------------------------------------------
Dan Hibiki Capcom
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AVERAGE MODE COMBOS
1 J B, C A, QCB+TB, C TA, QCF+TA
2 J B, C A, QCB+TB, C TA, QCB+B
3 J B, C A, QCB+TB, C TA, QCF QCF+A (LV1)
4 (C) J QCB+TB, C A, DP+A
5 (C) J QCB+TB, C A, QCB+B
6 (C) J QCB+TB, C A, QCF QCF+B (LV1/LV2)
7 (C) J QCB+TB, C A, QCB QCB+B (LV1/LV2)
8 (C) J QCB+TB, QCF QCF+A (LV1), C A, DP+A
9 (C) J QCB+TB, QCF QCF+A (LV1), C A, QCB+B
10 (C) J B, C A, QCB+TB, C A, DP+A
11 (C) J B, C A, QCB+TB, C A, QCF QCF+B (LV1/LV2)
12 (C) J B, C A, QCB+TB, C A, QCB QCB+B (LV1/LV2)
13 (C)(j) QCF QCF+A (LV1), C A, DP+A
14 (C)(j) QCF QCF+A (LV1), C A, QCB+B
COUNTER MODE COMBOS
1 CB, QCB+TB, C TA, QCF+TA
2 CB, QCB+TB, C TA, QCB+B
3 CB, QCB+TB, C TA, QCF QCF+A (LV1)
4 (C) CB, QCB+TB, C A, DP+A
5 (C) CB, QCB+TB, C A, QCF QCF+B (LV1/LV2)
6 (C) CB, QCB+TB, C A, QCB QCB+B (LV1/LV2)
7 (C) J QCB+TB, QCF QCF+A (LV1), C A, QCF QCF+B (LV1)
8 (C) J QCB+TB, QCF QCF+A (LV1), C A, QCB QCB+B (LV1)
9 (C)(j) QCF QCF+A (LV1), C A, QCF QCF+B (LV1)
10 (C)(j) QCF QCF+A (LV1), C A, QCB QCB+B (LV1)
RUSH MODE COMBOS
1 J B, S TA, S TB, C A, QCB+TB, C TA, QCF+TA
2 J B, S TA, S TB, C A, QCB+TB, C TA, QCB+B
3 J B, S TA, S TB, C A, QCB+TB, C TA, QCF QCF+A (LV1)
4 (C) J B, S TA, S TB, C A, QCB+TB, C A, DP+A
5 (C) J B, S TA, S TB, C A, QCB+TB, C A, QCF QCF+B
6 (C) J B, S TA, S TB, C A, QCB+TB, C A, QCB QCB+B
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Akuma Capcom
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AVERAGE MODE COMBOS
1 J QCB+B, QCF QCF+A (LV1/LV2), S TB, F+A
2 J QCB+B, QCF QCF+A (LV1/LV2), S TB, DP+A
3 J QCB+B, QCF QCF+A (LV1/LV2), S TB, QCB+B
4 J QCB+B, S TB, F+A
5 J QCB+B, S TB, DP+A
6 J QCB+B, S TB, QCB+B
7 J QCB+B, S TB, QCF QCF+A (LV1/LV2)
8 J QCB+B, S TB, HCB HCB+A (LV1/LV2)
9 J QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, F+A
10 J QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, DP+A
11 J QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, QCB+B
12 J QCB+B, DP+TA (2 hits), QCF QCF+A (LV1), S TB, F+A
13 J QCB+B, DP+TA (2 hits), QCF QCF+A (LV1), S TB, DP+A
14 J QCB+B, DP+TA (2 hits), QCF QCF+A (LV1), S TB, QCB+B
15 J QCB+B, DP+TA (2 hits), S TB, F+A
16 J QCB+B, DP+TA (2 hits), S TB, DP+A
17 J QCB+B, DP+TA (2 hits), S TB, QCB+B
18 J QCB+B, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2)
19 J QCB+B, DP+TA (2 hits), S TB, HCB HCB+A (LV1/LV2)
20 J QCB+B, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, F+A
21 J QCB+B, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, DP+A
22 J QCB+B, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCB+B
23 J B, S TA, DP+TA (2 hits), QCF QCF+A (LV1/LV2), S TB, F+A
24 J B, S TA, DP+TA (2 hits), QCF QCF+A (LV1/LV2), S TB, DP+A
25 J B, S TA, DP+TA (2 hits), QCF QCF+A (LV1/LV2), S TB, QCB+B
26 J B, S TA, DP+TA (2 hits), S TB, F+A
27 J B, S TA, DP+TA (2 hits), S TB, DP+A
28 J B, S TA, DP+TA (2 hits), S TB, QCB+B
29 J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2)
30 J B, S TA, DP+TA (2 hits), S TB, HCB HCB+A (LV1/LV2)
31 J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, F+A
32 J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, DP+A
33 J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, QCB+B
34 J B, C A, QCB+B, QCF QCF+A (LV1/LV2), S TB, F+A
35 J B, C A, QCB+B, QCF QCF+A (LV1/LV2), S TB, DP+A
36 J B, C A, QCB+B, QCF QCF+A (LV1/LV2), S TB, QCB+B
37 J B, C A, QCB+B, S TB, F+A
38 J B, C A, QCB+B, S TB, DP+A
39 J B, C A, QCB+B, S TB, QCB+B
40 J B, C A, QCB+B, S TB, QCF QCF+A (LV1/LV2)
41 J B, C A, QCB+B, S TB, HCB HCB+A (LV1/LV2)
42 J B, C A, QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, F+A
43 J B, C A, QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, DP+A
44 J B, C A, QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, QCB+B
45 J B, C A, F+A, QCF QCF+A (LV1), S TB, F+A
46 J B, C A, F+A, QCF QCF+A (LV1), S TB, DP+A
47 J B, C A, F+A, QCF QCF+A (LV1), S TB, QCB+B
48 J B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2), S TB, F+A
49 J B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2), S TB, DP+A
50 J B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2), S TB, QCB+B
51 J B, C A, F+A, QCB+B, S TB, F+A
52 J B, C A, F+A, QCB+B, S TB, DP+A
53 J B, C A, F+A, QCB+B, S TB, QCB+B
54 J B, C A, F+A, QCB+B, S TB, QCF QCF+A (LV1/LV2)
55 J B, C A, F+A, QCB+B, S TB, HCB HCB+A (LV1/LV2)
56 J B, C A, F+A, QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, F+A
57 J B, C A, F+A, QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, DP+A
58 J B, C A, F+A, QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, QCB+B
59 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A (LV1/LV2), S TB, F+A
60 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A (LV1/LV2), S TB, DP+A
61 (C) J QCB+B, HCB+A, DP+TA (2 hits), QCF QCF+A (LV1/LV2), S TB, QCB+B
62 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, F+A
63 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, DP+A
64 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, QCB+B
65 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2)
66 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, HCB HCB+A (LV1/LV2)
67 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, F+A
68 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, DP+A
69 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, QCB+B
70 (C) J QCB+B, HCB+A, QCF QCF+A (LV1), S TB, F+A
71 (C) J QCB+B, HCB+A, QCF QCF+A (LV1), S TB, DP+A
72 (C) J QCB+B, HCB+A, QCF QCF+A (LV1), S TB, QCB+B
73 (C) F+B, S TA, DP+TA (2 hits), QCF QCF+A (LV1/LV2), S TB, F+A
74 (C) F+B, S TA, DP+TA (2 hits), QCF QCF+A (LV1/LV2), S TB, DP+A
75 (C) F+B, S TA, DP+TA (2 hits), QCF QCF+A (LV1/LV2), S TB, QCB+B
76 (C) F+B, S TA, DP+TA (2 hits), S TB, F+A
77 (C) F+B, S TA, DP+TA (2 hits), S TB, DP+A
78 (C) F+B, S TA, DP+TA (2 hits), S TB, QCB+B
79 (C) F+B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2)
80 (C) F+B, S TA, DP+TA (2 hits), S TB, HCB HCB+A (LV1/LV2)
81 (C) F+B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, F+A
82 (C) F+B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, DP+A
83 (C) F+B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, QCB+B
73/83 - You must do the Senpuu Kyaku after a knock-down or else you won't be
able to connect the Jab afterwards.
COUNTER MODE COMBOS
1 CB, DP+TA (2 hits), S TB, F+A
2 CB, DP+TA (2 hits), S TB, DP+A
3 CB, DP+TA (2 hits), S TB, QCB+B
4 CB, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2)
5 CB, DP+TA (2 hits), S TB, HCB HCB+A (LV1/LV2)
6 CB, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, F+A
7 CB, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, DP+A
8 CB, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, QCB+B
9 CB, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1)
10 CB, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, HCB HCB+A (LV1)
11 CB, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB,
F+A
12 CB, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB,
DP+A
13 CB, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB,
QCB+B
14 CB, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB,
QCF QCF+A (LV1)
15 CB, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB,
HCB HCB+A (LV1)
16 CB, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB,
QCF QCF+A (LV1), S TB, F+A
17 CB, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB,
QCF QCF+A (LV1), S TB, DP+A
18 CB, DP+TA (2 hits), S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB,
QCF QCF+A (LV1), S TB, QCB+B
19 CB, QCB+B, S TB, F+A
20 CB, QCB+B, S TB, DP+A
21 CB, QCB+B, S TB, QCB+B
22 CB, QCB+B, S TB, QCF QCF+A (LV1/LV2)
23 CB, QCB+B, S TB, HCB HCB+A (LV1/LV2)
24 CB, QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB, F+A
25 CB, QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB, DP+A
26 CB, QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB, QCB+B
27 CB, QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB,
QCF QCF+A (LV1)
28 CB, QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB,
HCB HCB+A (LV1)
29 CB, QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB,
QCF QCF+A (LV1), S TB, F+A
30 CB, QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB,
QCF QCF+A (LV1), S TB, DP+A
31 CB, QCB+B, S TB, QCF QCF+A (LV1/LV2), S TB, QCF QCF+A (LV1), S TB,
QCF QCF+A (LV1), S TB, QCB+B
32 J QCB+B, S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB,
QCF QCF+A (LV1), S TB, F+A
33 J QCB+B, S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB,
QCF QCF+A (LV1), S TB, DP+A
34 J QCB+B, S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB,
QCF QCF+A (LV1), S TB, QCB+B
35 J QCB+B, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, F+A
36 J QCB+B, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, DP+A
37 J QCB+B, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, QCB+B
38 J QCB+B, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, QCF QCF+A (LV1)
39 J QCB+B, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, HCB HCB+A (LV1)
40 J QCB+B, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, QCF QCF+A (LV1), S TB, F+A
41 J QCB+B, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, QCF QCF+A (LV1), S TB, DP+A
42 J QCB+B, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, QCF QCF+A (LV1), S TB, QCB+B
43 J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, F+A
44 J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, DP+A
45 J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, QCB+B
46 J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, QCF QCF+A (LV1)
47 J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, HCB HCB+A (LV1)
48 J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, QCF QCF+A (LV1), S TB, F+A
49 J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, QCF QCF+A (LV1), S TB, DP+A
50 J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1),
S TB, QCF QCF+A (LV1), S TB, QCB+B
51 J B, C A, QCB+B, S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB, F+A
52 J B, C A, QCB+B, S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB, DP+A
53 J B, C A, QCB+B, S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB, QCB+B
54 J B, C A, QCB+B, S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB,
QCF QCF+A (LV1)
55 J B, C A, QCB+B, S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB,
HCB HCB+A (LV1)
56 J B, C A, QCB+B, S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB,
QCF QCF+A (LV1), S TB, F+A
57 J B, C A, QCB+B, S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB,
QCF QCF+A (LV1), S TB, DP+A
58 J B, C A, QCB+B, S TB, QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB,
QCF QCF+A (LV1), S TB, QCB+B
59 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, F+A
60 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, DP+A
61 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, QCB+B
62 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, QCF QCF+A (LV1)
63 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, HCB HCB+A (LV1)
64 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB, F+A
65 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB, DP+A
66 (C) J QCB+B, HCB+A, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB, QCB+B
67 (C) J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, F+A
68 (C) J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, DP+A
69 (C) J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, QCB+B
70 (C) J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, QCF QCF+A (LV1)
71 (C) J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, HCB HCB+A (LV1)
72 (C) J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB, F+A
73 (C) J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB, DP+A
74 (C) J B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB, QCB+B
75 (C) F+B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, F+A
76 (C) F+B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, DP+A
77 (C) F+B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, QCB+B
78 (C) F+B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, QCF QCF+A (LV1)
79 (C) F+B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, HCB HCB+A (LV1)
80 (C) F+B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB, F+A
81 (C) F+B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB, DP+A
82 (C) F+B, S TA, DP+TA (2 hits), S TB, QCF QCF+A (LV2), S TB,
QCF QCF+A (LV1), S TB, QCF QCF+A (LV1), S TB, QCB+B
RUSH MODE COMBOS
1 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, F+A
2 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, DP+A
3 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, QCB+B
4 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, QCF QCF+A
5 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, HCB HCB+A
6 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, QCF QCF+A, S TB, F+A
7 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, QCF QCF+A, S TB, DP+A
8 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCB+B
9 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A
10 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, QCF QCF+A, S TB, HCB HCB+A
11 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, F+A
12 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, DP+A
13 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, QCB+B
13 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, QCF QCF+A
14 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, HCB HCB+A
15 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, QCF QCF+A, S TB, F+A
16 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, QCF QCF+A, S TB, DP+A
17 J B, S TA, S TB, C A, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, QCF QCF+A, S TB, QCB+B
18 J B, S TA, S TB, C A, QCB+B, S TB, F+A
19 J B, S TA, S TB, C A, QCB+B, S TB, DP+A
20 J B, S TA, S TB, C A, QCB+B, S TB, QCB+B
21 J B, S TA, S TB, C A, QCB+B, S TB, QCF QCF+A
22 J B, S TA, S TB, C A, QCB+B, S TB, HCB HCB+A
23 J B, S TA, S TB, C A, QCB+B, S TB, QCF QCF+A, S TB, F+A
24 J B, S TA, S TB, C A, QCB+B, S TB, QCF QCF+A, S TB, DP+A
25 J B, S TA, S TB, C A, QCB+B, S TB, QCF QCF+A, S TB, QCB+B
26 J B, S TA, S TB, C A, QCB+B, S TB, QCF QCF+A, S TB, QCF QCF+A
27 J B, S TA, S TB, C A, QCB+B, S TB, QCF QCF+A, S TB, HCB HCB+A
28 J B, S TA, S TB, C A, QCB+B, S TB, QCF QCF+A, S TB, QCF QCF+A, S TB,
F+A
29 J B, S TA, S TB, C A, QCB+B, S TB, QCF QCF+A, S TB, QCF QCF+A, S TB,
DP+A
30 J B, S TA, S TB, C A, QCB+B, S TB, QCF QCF+A, S TB, QCF QCF+A, S TB,
QCB+B
31 J B, S TA, S TB, C A, QCB+B, S TB, QCF QCF+A, S TB, QCF QCF+A, S TB,
QCF QCF+A
32 J B, S TA, S TB, C A, QCB+B, S TB, QCF QCF+A, S TB, QCF QCF+A, S TB,
HCB HCB+A
33 J B, S TA, S TB, C A, QCB+B, S TB, QCF QCF+A, S TB, QCF QCF+A, S TB,
QCF QCF+A, S TB, F+A
34 J B, S TA, S TB, C A, QCB+B, S TB, QCF QCF+A, S TB, QCF QCF+A, S TB,
QCF QCF+A, S TB, DP+A
35 J B, S TA, S TB, C A, QCB+B, S TB, QCF QCF+A, S TB, QCF QCF+A, S TB,
QCF QCF+A, S TB, QCB+B
36 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, F+A
37 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, DP+A
38 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCB+B
39 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A
40 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, HCB HCB+A
41 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A, S TB,
F+A
42 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A, S TB,
DP+A
43 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A, S TB,
QCB+B
44 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A, S TB,
QCF QCF+A
45 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A, S TB,
HCB HCB+A
46 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A, S TB,
QCF QCF+A, S TB, F+A
47 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A, S TB,
QCF QCF+A, S TB, DP+A
48 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A, S TB,
QCF QCF+A, S TB, QCB+B
49 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A, S TB,
QCF QCF+A, S TB, QCF QCF+A
50 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A, S TB,
QCF QCF+A, S TB, HCB HCB+A
51 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A, S TB,
QCF QCF+A, S TB, QCF QCF+A, S TB, F+A
52 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A, S TB,
QCF QCF+A, S TB, QCF QCF+A, S TB, DP+A
53 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A, S TB,
QCF QCF+A, S TB, QCF QCF+A, S TB, QCB+B
54 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A,
DP+TA (2 hits), S TB, F+A
55 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A,
DP+TA (2 hits), S TB, DP+A
56 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A,
DP+TA (2 hits), S TB, QCB+B
57 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A,
DP+TA (2 hits), S TB, QCF QCF+A
58 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A,
DP+TA (2 hits), S TB, HCB HCB+A
59 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A,
DP+TA (2 hits), S TB, QCF QCF+A, S TB, F+A
60 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A,
DP+TA (2 hits), S TB, QCF QCF+A, S TB, DP+A
61 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A,
DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCB+B
62 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A,
DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A
63 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A,
DP+TA (2 hits), S TB, QCF QCF+A, S TB, HCB HCB+A
64 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A,
DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A, S TB, F+A
65 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A,
DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A, S TB, DP+A
66 J B, S TA, S TB, C A, QCB+B, DP+TA (2 hits), S TB, QCF QCF+A,
DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A, S TB, QCB+B
51/66 - These will not work in the Corner. In fact, you yourself must
be in or very near the Corner when you start them.
67 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, F+A
68 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, DP+A
69 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, QCB+B
70 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, QCF QCF+A
71 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, HCB HCB+A
72 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, QCF QCF+A, S TB, F+A
73 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, QCF QCF+A, S TB, DP+A
74 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCB+B
75 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A
76 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, QCF QCF+A, S TB, HCB HCB+A
77 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, F+A
78 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, DP+A
79 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, QCB+B
80 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, QCF QCF+A
81 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, HCB HCB+A
82 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, QCF QCF+A, S TB, F+A
83 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, QCF QCF+A, S TB, DP+A
84 (C) F+B, S TA, S TB, DP+TA (2 hits), S TB, QCF QCF+A, S TB, QCF QCF+A,
S TB, QCF QCF+A, S TB, QCB+B
67/84 - Just like in Average Mode, you must do the Senpuu Kyaku after a
knock-down or else you won't be able connect the Chain afterwards.
-------------------------------------------------------------------------------
M. Bison Capcom
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (j) CBF+B (1 hit), S TA, CBF+A
2 (j) CBF+B (1 hit), S TA, CBF+B
3 (j) CBF+B (1 hit), S TA, CBFBF+A (LV1/LV2)
4 (j) CBF+B (1 hit), S TA, CBFBF+B (LV1/LV2)
5 (C) F+A/B (Throw), S TA, CBF+A
6 (C) F+A/B (Throw), S TA, CBF+B
7 (C) F+A/B (Throw), S TA, CBFBF+A (LV1/LV2)
8 (C) F+A/B (Throw), S TA, CBFBF+B (LV1/LV2)
9 (C) F+A/B (Throw), C TA, CBF+TB, S TA, CBF+TB, C TA, CBF+TB, S TA,
CBFBF+A (LV1/LV2)
10 (C) F+A/B (Throw), C TA, CBF+TB, S TA, CBF+TB, C TA, CBF+TB, S TA,
CBFBF+B (LV1/LV2)
11 (C)(j) CBFBF+A (LV2), S TA, CBF+A
12 (C)(j) CBFBF+A (LV2), S TA, CBF+B
13 (C)(j) CBFBF+B (LV2), S TA, CBF+A
14 (C)(j) CBFBF+B (LV2), S TA, CBF+B
15 (C)(j) CBFBF+B (LV2), CBF+B (1 hit), S TA, CBF+A
16 (C)(j) CBFBF+B (LV2), CBF+B (1 hit), S TA, CBF+B
13/16 - You must hit you opponent semi-deep with the Knee Press Nightmare. If
you did it right Bison will hit the opponent up, but wont follow up
with the body stomp. This gives you a very large window to Juggle.
17 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), S TA, CBF+A
18 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), S TA, CBF+B
19 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), CBF+B (1 hit), S TA, CBF+A
20 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), CBF+B (1 hit), S TA, CBF+B
COUNTER MODE COMBOS
1 (C)(j) CBFBF+A (LV2), S TA, CBFBF+A (LV1)
2 (C)(j) CBFBF+A (LV2), S TA, CBFBF+B (LV1)
3 (C)(j) CBFBF+B (LV2), S TA, CBFBF+A (LV1)
4 (C)(j) CBFBF+B (LV2), S TA, CBFBF+B (LV1)
5 (C)(j) CBFBF+B (LV2), CBF+B (1 hit), S TA, CBFBF+A (LV1)
6 (C)(j) CBFBF+B (LV2), CBF+B (1 hit), S TA, CBFBF+B (LV1)
7 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), S TA, CBFBF+A (LV1)
8 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), S TA, CBFBF+B (LV1)
9 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), CBF+B (1 hit), S TA, CBFBF+A (LV1)
10 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), CBF+B (1 hit), S TA, CBFBF+B (LV1)
RUSH MODE COMBOS
1 J B, S TA, S TB, C B, S A, CBFBF+A
2 J B, S TA, S TB, C B, S A, CBFBF+B
3 (C) J B, S TA, S TB, C B, S A, CBFBF+A, S TA, CBF+A
4 (C) J B, S TA, S TB, C B, S A, CBFBF+A, S TA, CBF+B
5 (C) J B, S TA, S TB, C B, S A, CBFBF+A, S TA, CBFBF+A
6 (C) J B, S TA, S TB, C B, S A, CBFBF+A, S TA, CBFBF+B
7 (C) CBF+TA, S TB, S TA, C B, S A, CBFBF+A, S TA, CBF+A
8 (C) CBF+TA, S TB, S TA, C B, S A, CBFBF+A, S TA, CBF+B
9 (C) CBF+TA, S TB, S TA, C B, S A, CBFBF+A, S TA, CBFBF+A
10 (C) CBF+TA, S TB, S TA, C B, S A, CBFBF+A, S TA, CBFBF+B
07/10 - Do a Psycho Shot from full screen away and then Run towards your
opponent to do the Chain Combo. Cancel the first hit of the standing
Roundhouse into a Psycho Shot and quickly Link a crouching Jab
afterwards.
11 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, C B, S A, CBFBF+A, S TA,
CBF+A
12 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, C B, S A, CBFBF+A, S TA,
CBF+B
13 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, C B, S A, CBFBF+A, S TA,
CBFBF+A
14 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, C B, S A, CBFBF+A, S TA,
CBFBF+B
15 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBF+TA, C TA, C B, S A,
CBFBF+A, S TA, CBF+A
16 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBF+TA, C TA, C B, S A,
CBFBF+A, S TA, CBF+B
17 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBF+TA, C TA, C B, S A,
CBFBF+A, S TA, CBFBF+A
18 (C) CBF+TA, S TB, S TA, S B (1 hit), CBF+TA, C TA, CBF+TA, C TA, C B, S A,
CBFBF+A, S TA, CBFBF+B
-------------------------------------------------------------------------------
Evil Ryu Capcom
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (j) QCF QCF+B (LV1), C TA, QCF+A
2 (j) QCF QCF+B (LV1), C TA, HCF+A
3 (j) QCF QCF+B (LV1), C TA, DP+A
4 (j) QCF QCF+B (LV1), C TA, QCB+B
COUNTER MODE COMBOS
1 (j) QCF QCF+B (LV1), C TA, QCF QCF+A
2 (j) QCF QCF+B (LV1), C TA, QCF QCF+B
3 (j) QCF QCF+B (LV1), C TA, QCB QCB+B
RUSH MODE COMBOS
1 (j) QCF QCF+B, QCF QCF+B, C TA, QCF+A
2 (j) QCF QCF+B, QCF QCF+B, C TA, HCF+A
3 (j) QCF QCF+B, QCF QCF+B, C TA, DP+A
4 (j) QCF QCF+B, QCF QCF+B, C TA, QCB+B
5 (j) QCF QCF+B, QCF QCF+B, C TA, QCF QCF+A
6 (j) QCF QCF+B, QCF QCF+B, C TA, QCF QCF+B
7 (j) QCF QCF+B, QCF QCF+B, C TA, QCB QCB+B
8 (j) QCF QCF+B, C TA, QCF QCF+B, C TA, QCF+A
9 (j) QCF QCF+B, C TA, QCF QCF+B, C TA, HCF+A
10 (j) QCF QCF+B, C TA, QCF QCF+B, C TA, DP+A
11 (j) QCF QCF+B, C TA, QCF QCF+B, C TA, QCB+B
12 (j) QCF QCF+B, C TA, QCF QCF+B, C TA, QCF QCF+A
13 (j) QCF QCF+B, C TA, QCF QCF+B, C TA, QCF QCF+B
14 (j) QCF QCF+B, C TA, QCF QCF+B, C TA, QCB QCB+B
15 (j) QCF QCF+B, QCF QCF+B, QCF QCF+B, C TA, QCF+A
16 (j) QCF QCF+B, QCF QCF+B, QCF QCF+B, C TA, HCF+A
17 (j) QCF QCF+B, QCF QCF+B, QCF QCF+B, C TA, DP+A
18 (j) QCF QCF+B, QCF QCF+B, QCF QCF+B, C TA, QCB+B
19 (j) QCF QCF+B, QCF QCF+B, C TA, QCF QCF+B, C TA, QCF+A
20 (j) QCF QCF+B, QCF QCF+B, C TA, QCF QCF+B, C TA, HCF+A
21 (j) QCF QCF+B, QCF QCF+B, C TA, QCF QCF+B, C TA, DP+A
22 (j) QCF QCF+B, QCF QCF+B, C TA, QCF QCF+B, C TA, QCB+B
23 (j) QCF QCF+B, C TA, QCF QCF+B, C TA, QCF QCF+B, C TA, QCF+A
24 (j) QCF QCF+B, C TA, QCF QCF+B, C TA, QCF QCF+B, C TA, HCF+A
25 (j) QCF QCF+B, C TA, QCF QCF+B, C TA, QCF QCF+B, C TA, DP+A
26 (j) QCF QCF+B, C TA, QCF QCF+B, C TA, QCF QCF+B, C TA, QCB+B
-------------------------------------------------------------------------------
Section 15: VS FELICIA
-------------------------------------------------------------------------------
00) Intro
01) Buggy Movelists & Combos
__________ __________
00| Intro \ /VS FELICIA\
===============================================================================
Felicia also suffers from an obvious bug; the Juggle restriction on moves that
can set up your opponent for a Juggle are gone. This incidentally also means
that certain moves can now hit Felicia while she's in the air even though you
can not hit any other airborne opponent with those moves.
_____________________________ __________
01| Buggy Movelists & Combos \ /VS FELICIA\
===============================================================================
-------------------------------------------------------------------------------
Kyo Kusanagi SNK
-------------------------------------------------------------------------------
-------------------------------( Special Moves )-------------------------------
Name: Style No. 75 Modified
Command: QCF+B, B
Special: You can now Juggle after a Style No. 75 Modified with another Style
No. 75 Modified infinitely.
--------------------------------( Super Moves )--------------------------------
Name: Serpent Wave (LV2!)
Command: QCB HCF+A/B
Special: Only in Corner! The flames on Kyo's body can hit Felicia 6 times. If
you do let them hit 6 times then you can not Juggle the flame that
comes out when you release A/B. If you let them hit 3/4 times then
you can Juggle like you normally could. If you let it hit 5 times,
the giant flame will also Juggle and you can now also Juggle another
LV2 Serpent Wave infinitely or any other move after the flame hits.
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (C) J B, S A, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
2 (C) J B, S A, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
3 (C) J B, S A, QCB HCF+A/B (LV2), QCB+A
4 (C) J B, S A, QCB HCF+A/B (LV2), DP+A
5 (C) J B, S A, QCB HCF+A/B (LV2), HCB+B
6 (C) J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
7 (C) J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
8 (C) J B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCB+A
9 (C) J B, C A, QCF+B, B, QCB HCF+A/B (LV2), DP+A
10 (C) J B, C A, QCF+B, B, QCB HCF+A/B (LV2), HCB+B
11 (C) J B, S A, F+B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
12 (C) J B, S A, F+B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
13 (C) J B, S A, F+B, QCB HCF+A/B (LV2), QCB+A
14 (C) J B, S A, F+B, QCB HCF+A/B (LV2), DP+A
15 (C) J B, S A, F+B, QCB HCF+A/B (LV2), HCB+B
16 (C) J B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
17 (C) J B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
18 (C) J B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCB+A
19 (C) J B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), DP+A
20 (C) J B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), HCB+B
COUNTER MODE COMBOS
1 (C) CB, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
2 (C) CB, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
3 (C) CB, QCB HCF+A/B (LV2), QCB+A
4 (C) CB, QCB HCF+A/B (LV2), DP+A
5 (C) CB, QCB HCF+A/B (LV2), HCB+B
6 (C) CB, QCB HCF+A/B (LV2), QCF QCF+A (LV1)
7 (C) CB, QCB HCF+A/B (LV2), QCB HCF+A/B (LV1)
8 (C) CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
9 (C) CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
10 (C) CB, QCF+B, B, QCB HCF+A/B (LV2), QCB+A
11 (C) CB, QCF+B, B, QCB HCF+A/B (LV2), DP+A
12 (C) CB, QCF+B, B, QCB HCF+A/B (LV2), HCB+B
13 (C) CB, QCF+B, B, QCB HCF+A/B (LV2), QCF QCF+A (LV1)
14 (C) CB, QCF+B, B, QCB HCF+A/B (LV2), QCB HCF+A/B (LV1)
-------------------------------------------------------------------------------
Terry Bogard SNK
-------------------------------------------------------------------------------
-------------------------------( Special Moves )-------------------------------
Name: Rising Tackle
Command: CDU+A
Special: If you hit Felicia out of the air with it you can Juggle after the
Rising Tackle.
Name: Crack Shoot
Command: QCB+B
Special: If you hit Felicia out of the air with it the Crack Shoot will do
one extra hit, which makes Juggling after it slightly easier.
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 S A, F+B, S A, HCF+B, QCB+B, QCF+A
2 J B, S A, HCF+B, QCB+B, QCF+A
3 J B, S A, DF+A, HCF+B, QCB+B, QCF+A
4 J B, S A, F+B, HCF+B, QCB+B, QCF+A
5 (j) QCB+B, QCF+A
6 (C) S A, F+B, S A, HCF+B, CDU+A, CDU+A
7 (C) S A, F+B, S A, HCF+B, QCB+B, CDU+A, CDU+A
8 (C) J B, S A, HCF+B, CDU+A, CDU+A
9 (C) J B, S A, HCF+B, QCB+B, CDU+A, CDU+A
10 (C) J B, S A, DF+A, HCF+B, CDU+A, CDU+A
11 (C) J B, S A, DF+A, HCF+B, QCB+B, CDU+A, CDU+A
12 (C) J B, S A, F+B, HCF+B, CDU+A, CDU+A
14 (C) J B, S A, F+B, HCF+B, QCB+B, CDU+A, CDU+A
15 (C)(j) CDU+A, CDU+A
COUNTER MODE COMBOS
1 CB, HCF+B, QCB+B, QCF+A
2 (C) CB, HCF+B, CDU+A, CDU+A
3 (C) CB, HCF+B, QCB+B, CDU+A, CDU+A
RUSH MODE COMBOS
1 J TB, S TB, S TA, S B, S A, HCF+B, QCB+B, QCF+A
2 (C) J TB, S TB, S TA, S B, S A, HCF+B, CDU+A, CDU+A
3 (C) J TB, S TB, S TA, S B, S A, HCF+B, QCB+B, CDU+A, CDU+A
4 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, CDU+A, CDU+A
5 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB+B, QCF+A
6 (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB+B, CDU+A, CDU+A
-------------------------------------------------------------------------------
Haohmaru SNK
-------------------------------------------------------------------------------
-------------------------------( Special Moves )-------------------------------
Name: Crescent Moon Slash
Command: DP+TA
Special: If you hit Felicia with a deep weak Crescent Moon Slash after a weak
Crescent Moon Slash, you can Juggle her after the second Crescent
Moon Slash too.
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (j) QCF QCF+B (LV2), DP+TA, DP+A
2 (C) J A, C TA, DP+TA, DP+TA, DP+A
3 (C) J A, C TA, DP+TA, DP+TA, QCF QCF+A (LV1/LV2)
4 (C) QCF+TA, C TB (miss), DP+TA, DP+A
5 (C) QCF+TA, C TB (miss), DP+TA, QCF QCF+A (LV1/LV2)
6 (C) QCF+TA, C TB (miss), QCF QCF+B (LV2), DP+TA, DP+A
7 (C) QCF+TA, C TB (miss), QCF QCF+B (LV2), QCF+TA, C TB (miss), DP+TA, DP+A
8 (C)(j) QCF QCF+B (LV2), QCF+TA, C TB (miss), DP+TA, QCF QCF+A (LV1/LV2)
04/08 - As soon as you recover from the Cyclone Slash do a crouching Short.
This will cancel the whirlwind animation, enabling you to follow up
with a Super.
COUNTER MODE COMBOS
1 (j) QCF QCF+B (LV2), DP+TA, QCF QCF+A (LV1)
2 (C) CB, DP+TA, DP+TA, DP+A
3 (C) CB, DP+TA, DP+TA, QCF QCF+A (LV1)
4 (C) QCF+TA, C TB (miss), QCF QCF+B (LV2), QCF+TA, C TB (miss), DP+TA,
QCF QCF+A (LV1)
5 (C)(j) QCF QCF+B (LV2), QCF+TA, C TB (miss), DP+TA, QCF QCF+A (LV1)
RUSH MODE COMBOS
1 J TA, S TB, S TA, DP+TA, DP+TA, DP+A
2 J TA, S TB, S TA, DP+TA, DP+TA, QCF QCF+A
-------------------------------------------------------------------------------
Leona Heidern SNK
-------------------------------------------------------------------------------
-------------------------------( Special Moves )-------------------------------
Name: Grand Saber
Command: CBF+B
Special: The Grand Saber can hit Felicia while she's in the air.
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 CBF+A, CBF+B, F+B
2 CBF+A, CBF+B, CDU+A
3 CBF+A, CBF+B, QCB HCF+B (LV1/LV2)
4 CBF+A, CBF+B, QCF QCF+A (LV1/LV2)
5 CBF+A, CBF+B, QCF QCF+B (LV2)
6 (C) J B, C A, CBF+TA, CBF+B, F+B
7 (C) J B, C A, CBF+TA, CBF+B, CDU+A
8 (C) J B, C A, CBF+TA, CBF+B, QCB HCF+B (LV1/LV2)
9 (C) J B, C A, CBF+TA, CBF+B, QCF QCF+A (LV1/LV2)
10 (C) J B, C A, CBF+TA, CBF+B, QCF QCF+B (LV2)
-------------------------------------------------------------------------------
Akari Ichijo SNK
-------------------------------------------------------------------------------
-------------------------------( Special Moves )-------------------------------
Name: Tenmon Kakageshi Tenshin (3 hits)
Command: D U+A after Hoshi no Meguri
Special: If you only connect 3 or less hits of it you can Juggle with Tenmon
Hoshi no Meguri.
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (C) J B, C A (2 hits), D U+B, D U+A (3 hits), D U+B, D U+A (3 hits)
2 (C) J B, C A (2 hits), D U+B, D U+A (3 hits), D U+B, D U+A (3 hits), B+A
3 (C) J B, C A (2 hits), D U+B, D U+A (3 hits), D U+B, D U+A (3 hits),
QCB QCB+A (LV1/LV2)
4 (C) J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), D U+B,
D U+A (3 hits), D U+B, D U+A (3 hits)
5 (C) J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), D U+B,
D U+A (3 hits), D U+B, D U+A (3 hits), B+A
6 (C) J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), C A
(2 hits), D U+B, D U+A (3 hits), D U+B, D U+A (3 hits)
7 (C) J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), C A
(2 hits), D U+B, D U+A (3 hits), D U+B, D U+A (3 hits), B+A
COUNTER MODE COMBOS
1 (C) CB, D U+B, D U+A (3 hits), D U+B, D U+A (3 hits)
2 (C) CB, D U+B, D U+A (3 hits), D U+B, D U+A (3 hits), B+A
3 (C) CB, D U+B, D U+A (3 hits), D U+B, D U+A (3 hits), QCB QCB+A (LV1/LV2)
4 (C) CB, QCF HCB+A/B (LV2)(if opponent is launched), D U+B, D U+A (3 hits)
5 (C) CB, QCF HCB+A/B (LV2)(if opponent is launched), D U+B, D U+A (3 hits),
B+A
6 (C) CB, QCF HCB+A/B (LV2)(if opponent is launched), D U+B, D U+A (3 hits),
QCB QCB+A (LV1/LV2)
7 (C) CB, QCF HCB+A/B (LV2)(if opponent is launched), C A (2 hits), D U+B,
D U+A (3 hits), D U+B, D U+A (3 hits)
8 (C) CB, QCF HCB+A/B (LV2)(if opponent is launched), C A (2 hits), D U+B,
D U+A (3 hits), D U+B, D U+A (3 hits), B+A
9 (C) CB, QCF HCB+A/B (LV2)(if opponent is launched), C A (2 hits), D U+B,
D U+A (3 hits), D U+B, D U+A (3 hits), QCB QCB+A (LV1/LV2)
10 (C) J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), D U+B,
D U+A (3 hits), D U+B, D U+A (3 hits), QCB QCB+A (LV1/LV2)
11 (C) J B, C A (1 hit), QCF HCB A/B (LV2)(if opponent is launched), C A
(2 hits), D U+B, D U+A (3 hits), D U+B, D U+A (3 hits),
QCB QCB+A (LV1/LV2)
RUSH MODE COMBOS
1 (C) C TB, C TA, C A (2 hits), D U+B, D U+A (3 hits), D U+B, D U+A (3 hits)
2 (C) C TB, C TA, C A (2 hits), D U+B, D U+A (3 hits), D U+B, D U+A (3 hits),
B+A
3 (C) C TB, C TA, C A (2 hits), D U+B, D U+A (3 hits), D U+B, D U+A (3 hits),
QCB QCB+A
4 (C) J B, C TB, C TA, D U+B, D U+A (3 hits), D U+B, D U+A (3 hits)
5 (C) J B, C TB, C TA, D U+B, D U+A (3 hits), D U+B, D U+A (3 hits), B+A
6 (C) J B, C TB, C TA, D U+B, D U+A (3 hits), D U+B, D U+A (3 hits),
QCB QCB+A
-------------------------------------------------------------------------------
Ken Masters Capcom
-------------------------------------------------------------------------------
--------------------------------( Super Moves )--------------------------------
Name: Shinryuken (LV1&2)
Command: QCF QCF+B
Special: The last hit lets you Juggle another LV1 or LV2 Shinryuken
infinitely.
-------------------------------------------------------------------------------
RUSH MODE COMBOS
1 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, QCF+A
2 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, DP+A
3 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, QCB+B
4 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, QCF QCF+A
5 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, QCB+B, QCF+A
6 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, QCB+B, DP+A
7 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, QCB+B, QCB+B
8 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, QCB+B, QCF QCF+A
9 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, QCF+A
10 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, DP+A
11 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B
12 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, QCF QCF+A
13 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B, QCF+A
14 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B, DP+A
15 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B, QCB+B
16 (C) J TA, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B, QCF QCF+A
17 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF+A
18 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, DP+A
19 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCB+B
20 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF QCF+A
21 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCB+B, QCF+A
22 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCB+B, DP+A
23 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCB+B, QCB+B
24 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCB+B, QCF QCF+A
25 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCF+A
26 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, DP+A
27 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B
28 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCF QCF+A
29 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B, QCF+A
30 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B, DP+A
31 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B, QCB+B
32 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B,
QCF QCF+A
33 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF QCF+B, QCF+A
34 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF QCF+B, DP+A
35 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF QCF+B, QCB+B
36 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF QCF+B, QCB+B,
QCF+A
37 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF QCF+B, QCB+B,
DP+A
38 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF QCF+B, QCB+B,
QCB+B
39 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCF QCF+B,
QCF+A
40 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCF QCF+B,
DP+A
41 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCF QCF+B,
QCB+B
42 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCF QCF+B,
QCB+B, QCF+A
43 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCF QCF+B,
QCB+B, DP+A
44 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCF QCF+B,
QCB+B, QCB+B
45 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B,
QCF QCF+B, QCF+A
46 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B,
QCF QCF+B, DP+A
47 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B,
QCF QCF+B, QCB+B
48 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B,
QCF QCF+B, QCB+B, QCF+A
49 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B,
QCF QCF+B, QCB+B, DP+A
50 (C) J TA, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B,
QCF QCF+B, QCB+B, QCB+B
-------------------------------------------------------------------------------
Chun-Li Capcom
-------------------------------------------------------------------------------
--------------------------------( Super Moves )--------------------------------
Name: Sen Retsu Kyaku
Command: CBFBF+B (LV1)
Special: The level 1 Sen Retsu Kyaku can hit Felicia while she's in the air.
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (C) DF+A, CBFBF+B (LV1)
COUNTER MODE COMBOS
1 J A, S A, CBFBF+B (LV1), CBFBF+B (LV1)
2 (C) DF+A, CBFBF+B (LV1), CBFBF+B (LV1)
3 (C) J A, S A, CBFBF+B (LV1), CBFBF+B (LV1)
4 (C) J TB, S A, HCB+TB, C TB, CBFBF+B (LV1), CBFBF+B (LV1)
RUSH MODE COMBOS
1 J TB, S TA, S TB, S A, CBFBF+B, CBFBF+B
2 (C) J TB, C TA, C TB, S A, CBFBF+B, CBFBF+B
3 (C) J TB, S A, HCB+TB, C TB, S A, CBFBF+B, CBFBF+B
-------------------------------------------------------------------------------
Zangief Capcom
-------------------------------------------------------------------------------
-------------------------------( Special Moves )-------------------------------
Name: Quick Double Lariat
Command: QCB+B
Special: You can now Juggle after a Quick Double Lariat with another Quick
Double Lariat infinitely.
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (C) J B, C TA, C TA, C TA, QCB+B, QCB+B, DF+A
2 (C) J B, C TA, C TA, C TA, QCB+B, QCB+B, DF+B
3 (C) J B, C TA, C TA, C TA, QCB+B, QCB+B, QCB+A
4 (C) J B, C TA, C TA, C TA, QCB+B, QCB+B, QCF QCF+B (LV1/LV2)
5 (C) J B, C TA, C TA, C TA, QCB+B, QCB+B, QCB QCB+B (LV2)
6 (C) Knockdown, DP+TA, S TB, QCB+B, QCB+B, DF+A
7 (C) Knockdown, DP+TA, S TB, QCB+B, QCB+B, DF+B
8 (C) Knockdown, DP+TA, S TB, QCB+B, QCB+B, QCB+A
9 (C) Knockdown, DP+TA, S TB, QCB+B, QCB+B, QCF QCF+B (LV1/LV2)
10 (C) Knockdown, DP+TA, S TB, QCB+B, QCB+B, QCB QCB+B (LV2)
06/10 - Hit the opponent with the Banishing Fist when he's getting up after a
knock-down.
COUNTER MODE COMBOS
1 (C) CB, QCB+B, QCB+B, DF+A
2 (C) CB, QCB+B, QCB+B, DF+B
3 (C) CB, QCB+B, QCB+B, QCB+A
4 (C) CB, QCB+B, QCB+B, QCF QCF+B (LV1/LV2)
5 (C) CB, QCB+B, QCB+B, QCB QCB+B (LV2)
RUSH MODE COMBOS
1 (C) J A, S TA, S TB, QCB+B, QCB+B, DF+A
2 (C) J A, S TA, S TB, QCB+B, QCB+B, DF+B
3 (C) J A, S TA, S TB, QCB+B, QCB+B, QCB+A
4 (C) J A, S TA, S TB, QCB+B, QCB+B, QCF QCF+B
-------------------------------------------------------------------------------
Sakura Kasunago Capcom
-------------------------------------------------------------------------------
--------------------------------( Super Moves )--------------------------------
Name: Haru Ichiban (LV1&2)
Command: QCB QCB+B
Special: The Haru Ichiban can hit Felicia while she's in the air.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 J QCB+B, QCB QCB+B (LV1/LV2)
COUNTER MODE COMBOS
1 (C) QCF QCF+A (LV2), QCB QCB+B (LV1)
2 (C) QCF QCF+A (LV2), QCB+B, QCB QCB+B (LV1)
-------------------------------------------------------------------------------
Akuma Capcom
-------------------------------------------------------------------------------
-------------------------------( Special Moves )-------------------------------
Name: Tatsumaki Senpuu Kyaku
Command: QCB+B
Special: You can now Juggle after a Tatsumaki Senpuu Kyaku with another
Tatsumaki Senpuu Kyaku infinitely.
-------------------------------------------------------------------------------
M. Bison Capcom
-------------------------------------------------------------------------------
--------------------------------( Normal Moves )-------------------------------
Name: Slide
Command: D+B
Special: M. Bison's Slide can hit Felicia while she's in the air.
-------------------------------------------------------------------------------
AVERAGE MODE COMBOS
1 (j) CBF+B (1 hit), C B
2 (C) F+A/B (Throw), C B
3 (C) CBF+TA, C B, C B
03 - You must do the Psycho Shot from a full screen away from your opponent.
When you recover from the Psycho Shot walk forward a bit and then slide.
As soon as you recover from the slide do either Super Move.
4 (C)(j) CBFBF+B (LV2), C B
5 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), C B
6 (C)(j) CBF+B (1 hit), CBFBF+B (LV2), CBF+B (1 hit), C B
04/06 - You must hit your opponent semi-deep with the Knee Press Nightmare.
If you did it right Bison will hit the opponent up, but wont follow
up with the body stomp. This gives you a very large window to Juggle.
-------------------------------------------------------------------------------
Section 16: INFINITES
-------------------------------------------------------------------------------
Below you'll find those pesky Infinites. While there are a lot, remember that
the vast majority of them only work on Chun-Li, Dan or Felicia. The real
problem is that the Infinites that work on all characters generally tend
to be very easy to perform...
-------------------------------------------------------------------------------
Kyo Kusanagi SNK
-------------------------------------------------------------------------------
INF#1
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
air.
Command: When Chun-Li's in the air, either jumping or being launched, hit
her with a Fierce Demon Scorcher. When you land do another Fierce
Demon Scorcher. Keep doing this until Chun-Li's dead.
(j) [DP+A] x i
INF#2
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must either be
close to or in the Corner.
Command: When you recover from a Style No. 75 Modified do a Sweep and cancel
it into another Style No. 75 Modified. Keep doing this until
Chun-Li is dead.
(C) [QCF+B, B, C B] x i
INF#3
Opponent: Dan
Mode: Any
Condition: None.
Command: When you recover from a Style No. 75 Modified immediately do a Jab
and cancel it into another Style No. 75 Modified. Keep doing this
until Dan is dead or gets dizzied.
[QCF+B, B, C TA] x i
INF#4
Opponent: Felicia
Mode: Any
Condition: None.
Command: When you recover from a Style No. 75 Modified immediately do
another one. Keep doing this until Felicia is dead.
[QCF+B, B] x i
-------------------------------------------------------------------------------
Terry Bogard SNK
-------------------------------------------------------------------------------
INF#1
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: When you recover from the Fire Kick do a Sweep and cancel it into
a Rising Upper. When you recover do another Sweep into Rising Upper
and keep doing this until Chun-Li is dead.
(C) QCF+B, [C B, DF+A] x i
INF#2
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life.
Command: When you recover from the Fire Kick do a Rising Upper and cancel it
into a Burning Knuckle. When you recover do another Rising Upper
into Burning Knuckle and keep doing this until Chun-Li is dead.
QCF+B, [DF+A, QCB+TA] x i
INF#3
Opponent: Dan
Mode: Any
Condition: Dan must be in the Corner.
Command: When you recover from the Fire Kick do a crouching Jab and cancel
it into a Crack Shoot. Keep doing the crouching Jabs into Crack
Shoots until Dan is dead.
(C) QCF+B, [C TA, QCB+B] x i
-------------------------------------------------------------------------------
Iori Yagami SNK
-------------------------------------------------------------------------------
INF#1
Opponent: Any
Mode: Any
Condition: Opponent must be jumping and in the Corner.
Command: Hit the opponent with a QCB+A while he's in the air and keep
Juggling him until he's dead.
(C)(j) [QCB+A] x i
-------------------------------------------------------------------------------
Ryo Sakazaki SNK
-------------------------------------------------------------------------------
INF#1
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: When you recover from a Kohou immediately Juggle with another one.
Keep doing this until Chun-Li's dead.
(C) [DP+A] x i
-------------------------------------------------------------------------------
Mai Shiranui SNK
-------------------------------------------------------------------------------
INF#1
Opponent: Any
Mode: Rush Mode
Condition: None.
Command: Chain a standing Jab into a standing Roundhouse and then Link the
same Chain again, and again, and again...
[S TA, S B] x i
INF#2
Opponent: Dan
Mode: Any
Condition: Dan must be in the Corner.
Command: Cancel a jumping Roundhouse into a QCB+TA. As soon as you land
jump up to do a Jab and cancel that too into an air QCB+TA. Keep
doing this until Dan is dead.
(C) J B, QCB+TA (air), [J TA, QCB+TA (air)] x i
-------------------------------------------------------------------------------
Hoahmaru SNK
-------------------------------------------------------------------------------
INF#1
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: When you recover from a Crescent Moon Slash immediately Juggle with
another one. Keep doing this until Chun-Li's dead.
(C) [DP+TA] x i
-------------------------------------------------------------------------------
Nakoruru SNK
-------------------------------------------------------------------------------
INF#1
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner and jumping.
Command: Hit Chun-Li out of the air with a Sweep and keep Juggling her with
Sweeps until she dies.
(C)(j) [C B] x i
-------------------------------------------------------------------------------
Athena Asamiya SNK
-------------------------------------------------------------------------------
INF#1
Opponent: Any
Mode: Any
Condition: Opponent must be in the Corner.
Command: Cancel the crouching Jab into a Chain Thigh and cancel the second
hit of the Chain Thigh into a Short Phoenix Arrow. When you land
immediately link the whole combo again. Keep doing this until the
opponent is dead.
(C) [C TA, F+B (2 hits), QCB+TB]
INF#1
Opponent: Chun-Li
Mode: Any
Condition: Shining Crystal Bit must me done on LV1 and Chun-Li must be in the
Corner.
Command: When cornered, the orbs will Juggle Chun-Li infinitely (until they
disappear that is)! Guaranteed death for Chun-Li.
(C) QCB QCB+A (LV1)
-------------------------------------------------------------------------------
Leona Heidern SNK
-------------------------------------------------------------------------------
INF#1
Opponent: Any
Mode: Any
Condition: Opponent must be jumping and in the Corner.
Command: When the opponent is still in the air hit him with CBF+TA and as
soon as you recover do another CBF+TA. Keep doing this until the
opponent is dead.
(C)(j) [CBF+TA] x i
-------------------------------------------------------------------------------
Akari Ichijo SNK
-------------------------------------------------------------------------------
INF#1
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: When you recover from a D U+B, D U+A immediately Juggle with
another one. Keep doing this until Chun-Li's dead.
(C) [D U+B, D U+A] x i
INF#2
Opponent: Felicia
Mode: Any
Condition: Felicia must be in the Corner.
Command: Do a D U+B, D U+A. If the D U+A hits only 3 times (or less) you
can follow it up with another D U+B, D U+A. As long as you keep
the D U+A under 4 hits you can keep Juggling with D U+B, D U+A
until Felicia is dead.
(C) [D U+B, D U+A (3 hits)] x i
-------------------------------------------------------------------------------
Geese Howard SNK
-------------------------------------------------------------------------------
INF#1
Opponent: Any
Mode: Any
Condition: Opponent must be in the corner. If you're playing in Counter Mode
you can't have flashing life or a maxed Super Meter.
Command: If your opponent is in the corner and you are 2 or 3 pixels away
from him simply keep doing crouching Fierces. Only one hit will
connect, but that one hit will push your opponent away long enough
for you to connect another one.
C A (1 hit) x i
INF#2
Opponent: Any
Mode: Rush Mode
Condition: None.
Command: Chain the first hit of his crouching Fierce into a standing
Roundhouse and then Link the same Chain again. Keep doing this
until the opponent is dead.
[C A (1 hit), S B] x i
INF#3
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner and jumping
Command: When you recover from a Hienshikyaku immediately Juggle with
another one. Keep doing this until Chun-Li's dead. Note that it is
VERY hard to keep up the right pace of hitting Chun-Li.
(C)(j) [F+A] x i
-------------------------------------------------------------------------------
Orochi Iori SNK
-------------------------------------------------------------------------------
INF#1
Opponent: Any
Mode: Any
Condition: None.
Command: Cancel a standing Fierce into a QCB+A and then Link the same combo
again. Keep doing this until the opponent is dead.
[S A, QCB+A] x i
INF#2
Opponent: Any
Mode: Any
Condition: Opponent must be in the Corner.
Command: Cancel a standing Fierce into a QCF+A and as soon as you recover
do a QCB+A and Link the same combo again. Keep doing this until
the opponent is dead.
(C) [S A, QCF+A, QCB+B] x i
INF#3
Opponent: Any
Mode: Rush Mode
Condition: Opponent must be in the Corner.
Command: Chain a standing Roundhouse into a crouching Fierce and cancel the
Fierce into a Darkness Sweep and then Link the same combo again.
Keep doing this until the opponent is dead.
(C) [S B, C A, QCF+A] x i
INF#4
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: When you recover from a Demon Scorcher immediately Juggle with
another one. Keep doing this until Chun-Li's dead.
(C) [DP+TA] x i
INF#5
Opponent: Dan
Mode: Counter Mode
Condition: You must have flashing life. Dan must be in the Corner and jumping.
Command: Hit Dan out of the air with a crouching Fierce and cancel that
Fierce into Eight Wine Cups. Dan will now be hanging in the air,
waiting for you to repeat the same process until he's dead.
(C)(j) [C A, QCB HCF+A (LV1)] x i
-------------------------------------------------------------------------------
Ryu Capcom
-------------------------------------------------------------------------------
INF#1
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: When you recover from a Shoryuken immediately Juggle with another
one. Keep doing this until Chun-Li's dead.
(C) [DP+TA] x i
INF#2
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: After you hit Chun-Li with any move that lets you Juggle afterwards
Juggle with a Sweep and keep Juggling with the Sweep until she is
dead.
(C) DP+TA, [C B] x i
-------------------------------------------------------------------------------
Ken Masters Capcom
-------------------------------------------------------------------------------
INF#1
Opponent: Any
Mode: Any
Condition: None.
Command: Cancel either a standing Jab, crouching Jab or crouching Short into
a F+B and then Link the same combo again. Keep doing this until the
opponent is dead.
[S TA, F+B] x i
[C TA, F+B] x i
[C TB, F+B] x i
INF#2
Opponent: Any
Mode: Any
Condition: Opponent must be in the Corner.
Command: Hit your opponent into the air with a Shinryuken (or hit him out of
the air with a deep QCB+B from the ground or with a jumping QCB+TB)
and then hit him with a deep QCB+B for 3 hits. Keep Juggling with
deep QCB+B until the opponent is dead.
(C) QCF QCF+B (LV1/2), [QCB+B (3 hits)] x i
(C)(j) QCB+B (3 hits), [QCB+B (3 hits)] x i
(C)(j) QCB+TB (air), [QCB+B (3 hits)] x i
INF#3
Opponent: Chun-Li
Mode: Counter Mode
Condition: Life must be flashing. Chun-Li must be in the Corner.
Command: When you recover from a Shouryureppa immediately do another one.
Keep doing this until Chun-Li is dead.
(C) QCF QCF+A (LV1/2), [QCF QCF+A (LV1)] x i
INF#4
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: When you recover from a Shoryuken immediately Juggle with another
one. Keep doing this until Chun-Li's dead.
(C) [DP+TA] x i
INF#5
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: After you hit Chun-Li with any move that lets you Juggle afterwards
Juggle with a Sweep and keep Juggling with the Sweep until she is
dead.
(C) DP+TA, [C B] x i
INF#6
Opponent: Dan
Mode: Counter Mode
Condtion: Life must be flashing. Dan must be in the Corner.
Command: Do a Shinryuken without mashing the buttons. Hit Dan with a
crouching Fierce and cancel that into another Shinryuken and
this time do mash the buttons to ensure that Dan will fall back
in the Corner again. Keep doing this until Dan is dead.
(C) QCF QCF+B (LV1/2), [C A, QCF QCF+B (LV1)] x i
INF#7
Opponent: Felicia
Mode: Counter Mode
Condition: Life must be flashing. Felicia must be in the Corner.
Command: When you recover from a Shinryuken immediately do another one.
Keep doing this until Felicia is dead.
(C) QCF QCF+B (LV1/2), [QCF QCF+B (LV1)] x i
-------------------------------------------------------------------------------
Chun-Li Capcom
-------------------------------------------------------------------------------
INF#1
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: When you recover from a Tensho Kyaku immediately Juggle with
another one. Repeat doing this until Chun-Li's dead.
(C) [CDU+TB] x i
INF#2
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: After you hit Chun-Li with any move that lets you Juggle afterwards
Juggle with a Sweep and keep Juggling with the Sweep until Chun-Li
is dead.
(C)(j) [C B] x i
INF#3
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: After you hit Chun-Li with any move that lets you Juggle afterwards
Juggle with a Hyakuretsu Kyaku and mash B like a madman until
Chun-Li is dead.
(C)(j) [B] x i
-------------------------------------------------------------------------------
Morrigan Capcom
-------------------------------------------------------------------------------
INF#1
Opponent: Chun-Li
Mode: Any
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner and jumping.
Command: When you descent do the Shell Kick and when you land immediately
jump up and do another Shell Kick. Repeat doing this until Chun-Li
is dead.
(j) [J D+B] x i
-------------------------------------------------------------------------------
Felicia Capcom
-------------------------------------------------------------------------------
INF#1
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: When you recover from a crouching Fierce simply Juggle with another
one. Keep Juggling with crouching Fierces until Chun-Li is dead.
(C) [C A] x i
INF#2
Opponent: Chun-Li
Mode: Counter Mode
Condition: Life must be flashing.
Command: Right after the first Dancing Flash is over Juggle with another one
and keep Juggling with Dancing Flashes until Chun-Li is dead.
[QCF QCF+A (LV1)] x i
-------------------------------------------------------------------------------
Zangief Capcom
-------------------------------------------------------------------------------
INF#1
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: When you recover from a Quick Double Lariat do a Russian Kick. At
the VERY MOMENT you recover do another one. Keep Juggling with
Russian Kicks until Chun-Li is dead.
(C) QCB+B, [DF+B] x i
INF#2
Opponent: Dan
Mode: Any
Condition: Dan must be in the Corner (or very close to it).
Command: When you recover from a Quick Double Lariat immediately do a Jab
and cancel it into another Quick Double Lariat. Repeat until Dan
is dead.
(C) [QCB+B, C TA] x i
INF#3
Opponent: Felicia
Mode: Any
Condition: Felicia must be in the Corner.
Command: When you recover from a Quick Double Lariat immediately do another
one. Repeat until dead. You must be about half a character away
from Felicia when doing Lariats or else she'll fall to the ground
too fast.
(C) [QCB+B] x i
-------------------------------------------------------------------------------
Sakura Kasugano Capcom
-------------------------------------------------------------------------------
INF#1
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life.
Command: When you recover from a Weak Sho'oken immediately Juggle with
Fierce Sho'oken. Repeat doing this until Chun-Li's dead.
[DP+TA] x i
-------------------------------------------------------------------------------
Dan Hibiki Capcom
-------------------------------------------------------------------------------
INF#1
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life.
Command: When you recover from a Danku Kyaku immediately Juggle with another
one. Repeat doing this until Chun-Li's dead.
[QCB+B] x i
INF#2
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: After you hit Chun-Li with any move that lets you Juggle afterwards
Juggle with a Sweep and keep Juggling with the Sweep until she is
dead.
(C) QCB+B, [C B] x i
INF#3
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner and jumping.
Command: After you hit Chun-Li with a Kouryuurekka Juggle her with another
one. Repeat doing this until she is dead.
(C)(j) QCF QCF+B (LV1/LV2), [QCF QCF+B (LV1)] x i
INF#4
Opponent: Dan
Mode: Any
Condition: None, though doing it in the Corner is the easiest.
Command: When you recover from the Danku Kyaku hit Dan with a standing Jab
and cancel it into another Danku Kyaku. Repeat doing this until
Dan is dead.
[QCB+TB, S TA] x i
-------------------------------------------------------------------------------
Guile Capcom
-------------------------------------------------------------------------------
INF#1
Opponent: Any
Mode: Rush Mode
Condition: Opponent must be in the Corner.
Command: Chain a standing Jab into a standing Short into a standing Fierce.
Cancel that Fierce into a F+B and Link a crouching Jab which you
Chain into a standing Fierce, cancel that Fierce into a F+B and
again Link a crouching Jab which you Chain into a standing Fierce
which you again cancel into a F+B. Then Link the whole combo again.
(C) [S TA, S TB, S A, F+B, C TA, S A, F+B, C TA, S A, F+B] x i
INF#2
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be hit
while she's jumping.
Command: When you recover from a Flying Knee immediately Juggle with another
one. Repeat doing this until Chun-Li's dead.
(j) [B/F+B] x i
INF#3
Opponent: Dan
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be hit
while she's jumping and in the Corner.
Command: When you recover from a Sonic Hurricane immediately Juggle with
a crouching Jab and cancel it into another Sonic Hurricane.
Repeat doing this until Chun-Li's dead.
(C)(j) [CBFBF+A (LV1), C TA] x i
-------------------------------------------------------------------------------
Akuma Capcom
-------------------------------------------------------------------------------
INF#1
Opponent: Any
Mode: Any
Condition: None.
Command: Jump in with a late Tatsumaki, when you land immediately jump up
and do another Tatsumaki right as you're about to descent from the
the fall (very important to do it as you're about to fall). When
you're about to recover, jump up and do another Tatsumaki on your
descent. Repeat doing this until the opponent is dead.
[J QCB+B] x i
INF#2
Opponent: Any
Mode: Any
Condition: Opponent must be in the Corner.
Command: Do a Jab Shoryuken just a few pixels from you opponent away and
it will likely only connect 2 of the 3 hits. If this is the case
move away a few pixels as soon as you land and do another Jab
Shoryuken, connecting only 2 hits. Repeat doing this until the
opponent is dead.
(C) [DP+TA (2 hits), move back] x i
INF#3
Opponent: Any
Mode: Counter Mode
Condition: Life must be in red.
Command: After a Tatsumaki Juggle the opponent with a Messatsu Gou Shouryu.
Keep Juggling with a Messatsu Gou Shouryu until they're dead.
QCB+B, [QCF QCF+A (LV1)] x i
INF#4
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: When you recover from a Shoryuken immediately Juggle with another
one. Repeat doing this until Chun-Li's dead.
(C) [DP+TA] x i
INF#5
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: After you hit Chun-Li with any move that lets you Juggle afterwards
Juggle with a Sweep and keep Juggling with the Sweep until she is
dead.
(C) DP+TA, [C B] x i
INF#6
Opponent: Dan
Mode: Any
Condition: None.
Command: When you recover from the Tatsumaki hit Dan with a standing Short
and cancel that into another Tatsumaki. Repeat doing this until
Dan is dead.
[QCB+TB, S TA] x i
INF#7
Opponent: Felicia
Mode: Any
Condition: None.
Command: When you recover from a Tatsumaki immediately do another one.
Repeat doing this until Felicia is dead.
[QCB+B] x i
-------------------------------------------------------------------------------
M. Bison Capcom
-------------------------------------------------------------------------------
INF#1
Opponent: Dan
Mode: Any
Condition: Dan must be jumping.
Command: Hit Dan out of the air with a crouching Jab and cancel that Jab
into a Double Knee Press. Charge downback for the next Double Knee
Press and when Dan falls down from the first Double Knee Press
walk back a pixel or two and do a standing Jab into Double Knee
Press. Repeat doing this until Dan is dead.
(j) C TA, [CBF+B, S TA] x i
INF#2
Opponent: Dan
Mode: Rush Mode
Condition: Dan must be jumping and in the Corner.
Command: Hit Dan out of the air with a crouching Jab and cancel that Jab
into a Psycho Crusher. If you did it right Dan will fall straight
down which gives you just enough time to connect another Jab and
do the same combo again. Repeat doing this until Dan is dead.
(C)(j) C TA, [CBFBF+A, C TA] x i
-------------------------------------------------------------------------------
Evil Ryu Capcom
-------------------------------------------------------------------------------
INF#1
Opponent: Any
Mode: Counter Mode
Condition: Life must be flashing and opponent must be jumping.
Command: After a Messatsu Gou Shouryu Juggle the opponent with another
Messatsu Gou Shouryu. Keep Juggling with Messatsu Gou Shouryus
until he's dead.
(j) [QCF QCF+B (LV1)] x i
INF#2
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: When you recover from a Shoryuken immediately Juggle with another
one. Repeat doing this until Chun-Li's dead.
(C) [DP+TA] x i
INF#3
Opponent: Chun-Li
Mode: Counter Mode
Condition: Must have full Super Meter or flashing life. Chun-Li must be in the
Corner.
Command: After you hit Chun-Li with any move that lets you Juggle afterwards
Juggle with a Sweep and keep Juggling with the Sweep until she is
dead.
(C) DP+TA, [C B] x i
-------------------------------------------------------------------------------
Section 17: BUGS
-------------------------------------------------------------------------------
PREMATURE EJACULATION
- This is an interesting one. Some Super Moves come out so fast that they
will actually start before the screen goes black. The problem is that if
you're hit during these frames (just one animation frame actually) your
Super Meter will empty, seemingly for no reason. There is a reason of
course; there's one animation frame before the screen goes black and that
is the start of the Super Move. Normally Super Moves will start (and thus
drain your Super Meter) when the screen goes black, but not these ones.
There are only two Super Moves that are affected by this (as far as I
know of at least) and those are Mai's Flower Tempest and Nakoruru's Elelyu
Kamui Risse. Remember that it's just one animation frame that pops out too
soon, so don't be afraid to use these Super Moves.
IORI/OROCHI IORI CROSS-UP LAG
- When you jump or warp behind (Orochi) Iori it takes him slightly longer than
other characters to turn around. So what, I hear you think. Well, both Akuma
and Evil Ryu can take advantage of this. With (Orochi) Iori in the Corner
Ashura Warp behind him and quickly do a move. If you did it fast enough it
will result in the move coming out behind (Orochi) Iori but hitting him in
the front, similar to "backwards" hitting moves after a Cross-Up in the SF2
series.
KYO'S STYLE NO. 75 MODIFIED BUG
- In Rush Mode simply Run underneath your opponent and when you're in the
Corner of the screen quickly do HCB+B while Running. Because the control
input reverses when you Run underneath your opponent this will cause Kyo
to do his Style No. 75 Modified facing the Corner. He'll now get stuck in
the initial frames of this move until: A) your opponent walks towards you,
moving the edge of the screen away from you, or B) your opponent hits you
if you are stuck at the Corner of a stage.
MAI'S KACHOU SEN/FLOWER TEMPEST BUG
- As described in Mai's combo section, there's a combo that will cause a minor
but useful bug to occur. When you do a Kachou Sen (QCF+TA) at full screen
distance away from your opponent and do a Flower Tempest (QCF QCF+A) at the
very moment the Kachou Sen hits your opponent, the last hit of the Flower
Tempest won't connect which enables you to Juggle your opponent on his way
down.
FELICIA'S DANCING FLASH BUG
- If, for a still unknown reason, you get knocked back when Felicia's Dancing
Flash hits you, she'll keep spinning infinitely on the spot she hit you and
you won't be able to move. Even worse is that there won't be a time-out so
you have no choice but to reset your NGPC.
ATHENA/RYU/KEN LOCK-UP
- I was playing with the tag team Ryu & Ken vs Athena and someone else. When
Ken was at very low health I tried to jump-in at Athena but she did a
Shining Crystal Bit, killing Ken. When Ryu entered Athena just finished the
Shining Crystal Bit and the moment Ryu touched the ground the game locked
up. This time there was a time out though and I won the match due to a life
advantage...
MOVIE VIEWER BUG
- Select any of the eight "movies". Now select any character(s). Right before
the screen goes dark to show the movie push 'B' to cancel your selection. If
you timed it right your first character's portrait will change into a
question mark and you'll see a very messed up movie. Be sure to also try it
in Japanese mode because the messed up movie will be considerably different.
***DISCLAIMER***
The following bug not only shuts down your NGPC but also changes the way your
NGPC works for a limited time. As such I recommend you don't use this bug. If
you try out this bug and your NGPC becomes unusable, don't come crying to me.
ENTRY MODE BUG
- This bug is similar to the Movie Viewer bug. Go to Entry Mode and select any
character(s) you want. Like with the Movie Viewer bug cancel your selection
by pressing 'B' when the screen goes black. If you did it right the last
character on your selection will now have a messed up portrait in his/her
selection box. Now start a battle using your own character/team; when it's
time for the character with a messed-up portrait to enter the stage the game
will crash and actually turn your NGPC off.
Now sometimes the next time you'll turn your NGPC on, your NGPC will for
some reason think it's a NGP and you can view the special art that you will
see if you put MotM into a NGP. This will likely also open up the Movie
Viewer if you didn't have it unlocked already. The change this bug caused
is not permanent and your NGPC will likely return to being a NGPC within a
few times turning it on and off.
===============================================================================
PART 6 - MISCELLANEOUS
===============================================================================
-------------------------------------------------------------------------------
Section 18: THE ROOTS
-------------------------------------------------------------------------------
00) Intro
01) Character Origins
02) Background Origins
03) BGM Origins
04) Alpha Counter Origins
05) Counter Blow Origins
__________ _________
00| Intro \ /THE ROOTS\
===============================================================================
Below is a little trivia section detailing the origins of various things in
MotM. Some sections are not complete so if you now what's missing or if you
noticed some errors, please e-mail me about it.
______________________ _________
01| Character Origins \ /THE ROOTS\
===============================================================================
AKARI ICHIJO - The Last Blade
ATHENA ASAMIYA - Athena
GEESE HOWARD - Fatal Fury
HAOHMARU - Samurai Shodown
IORI YAGAMI - King of Fighters'95
KYO KUSANAGI - King of Fighters'94
LEONA HEIDERN - King of Fighters'96
MAI SHIRANUI - Fatal Fury 2
NAKORURU - Samurai Shodown
OROCHI IORI - King of Fighters'97
RYO SAKAZAKI - Art of Fighting
TERRY BOGARD - Fatal Fury
YURI SAKAZAKI - Art of Fighting 2
AKUMA - Super StreetFighter 2 Turbo
B.B. HOOD - Vampire Saviour (Darkstalkers 3)
CHUN-LI - StreetFighter 2
DAN HIBIKI - StreetFighter Alpha
EVIL RYU - StreetFighter Alpha 3 (home versions)
FELICIA - Vampire (Darkstalkers)
GUILE - StreetFighter 2
KEN MASTERS - StreetFighter
M. BISON - StreetFighter 2
MORRIGAN AENSLAND - Vampire (Darkstalkers)
RYU - StreetFighter
SAKARU KASUGANO - StreetFighter Alpha 2
ZANGIEF - StreetFighter 2
_______________________ _________
02| Background Origins \ /THE ROOTS\
===============================================================================
JAPAN1 - Samurai Shodown - Haohmaru's Stage
JAPAN2 - StreetFighter 2 - Ryu's Stage
JAPAN3 - SNK vs Capcom: MotM - New Stage
AMERICA - Fatal Fury - Terry's Stage
BRAZIL - King of Fighters'94 - Brazil Stage
GERMANY - Fatal Fury 2 - Krauser's Stage
ENGLAND - Vampire Saviour - Morrigan's Stage
CHINA - StreetFighter Alpha - Chun-Li's Stage
P. 48106 - StreetFighter Alpha 3 - M. Bison's Stage
BOSS1 - SNK vs Capcom: MotM - New Stage (Clones)
BOSS2 - SNK vs Capcom: MotM - New Stage (B&G Alliance)
BOSS3 - SNK vs Capcom: MotM - New Stage (Dark Duo)
________________ _________
03| BGM Origins \ /THE ROOTS\
===============================================================================
AKARI ICHIJO - The Last Blade -
ATHENA ASAMIYA - King of Fighters'94 - China Team Theme
GEESE HOWARD - Fatal Fury - Geese's Theme
HAOHMARU - Samurai Shodown -
IORI YAGAMI - King of Fighters'96 - Iori's Team Theme
KYO KUSANAGI - King of Fighters'94 - Hero Team Theme
LEONA HEIDERN - King of Fighters'96 - Ikari Team Theme
MAI SHIRANUI - Fatal Fury 2 -
NAKORURU - Samurai Shodown - Nakoruru's Theme
OROCHI IORI - King of Fighters'97 - Orochi Iori's Theme
RYO SAKAZAKI - Art of Fighting - Ryo's Theme
TERRY BOGARD - Fatal Fury - Terry's Theme
YURI SAKAZAKI - Art of Fighting 2 - Yuri's Theme
AKUMA - StreetFighter Alpha 3 - Akuma's Theme
B.B. HOOD - Vampire Saviour - War Agony Theme
CHUN-LI - StreetFighter 2 - Chun-Li's Theme
DAN HIBIKI - StreetFighter Alpha 3 - Dan's Theme
EVIL RYU - King of Fighters'97 - Orochi Iori's Theme
FELICIA - Vampire Saviour -
GUILE - StreetFighter 2 - Guile's Theme
KEN MASTERS - StreetFighter 2 - Ken's Theme
M. BISON - StreetFighter 2 - M. Bison's Theme
MORRIGAN AENSLAND - Vampire Saviour -
RYU - StreetFighter 2 - Ryu's Theme
SAKARU KASUGANO - StreetFighter Alpha 3 - Sakura's Theme
ZANGIEF - StreetFighter 2 - Zangief's Theme
REQUIEM - Fatal Fury 2 - Krauser's Theme
CLONE - New BGM - Clones Theme
ENDING1 - King of Fighters xx -
ENDING2 - Samurai Shodown xx -
ENDING3 - StreetFighter 2 - Ryu's Ending Theme
ENDING4 - Vampire Saviour - Credits Theme
__________________________ _________
04| Alpha Counter Origins \ /THE ROOTS\
===============================================================================
AKARI ICHIJO - The Last Blade - Speed Mode B+C Overhead
ATHENA ASAMIYA - -
GEESE HOWARD - -
HAOHMARU - -
IORI YAGAMI - King of Fighters'95 - CD Attack
KYO KUSANAGI - King of Fighters'94 - CD Attack
LEONA HEIDERN - -
MAI SHIRANUI - King of Fighters'95 - Counter Attack
NAKORURU - -
OROCHI IORI - -
RYO SAKAZAKI - -
TERRY BOGARD - -
YURI SAKAZAKI - King of Fighters'94 - CD Attack
AKUMA - StreetFighter Alpha 3 - Standing Fierce Punch
B.B. HOOD - Vampire Saviour - Standing Strong Punch
CHUN-LI - StreetFighter Alpha 3 - X-ISM Sou Hakkei
DAN HIBIKI - StreetFighter Alpha - "OJAYIIIIII!!!" part from
his intro vs Sagat
EVIL RYU - StreetFighter Alpha 3 - Standing Fierce Punch
FELICIA - Vampire - Sand Splash
GUILE - StreetFighter Alpha 3 - A-ISM Close-Up Roundhouse Kick
KEN MASTERS - StreetFighter Alpha - Standing Forward Kick
M. BISON - StreetFighter Alpha - Standing Strong Punch
MORRIGAN AENSLAND - Vampire - Close-Up Strong Punch
RYU - -
SAKARU KASUGANO - StreetFighter Alpha 2 - Standing Roundhouse Kick
ZANGIEF - StreetFighter 2 - Double Lariat
_________________________ _________
05| Counter Blow Origins \ /THE ROOTS\
===============================================================================
AKARI ICHIJO - -
ATHENA ASAMIYA - -
GEESE HOWARD - -
HAOHMARU - -
IORI YAGAMI - King of Fighters'95 - Counter Attack
KYO KUSANAGI - King of Fighters'95 - Counter Attack
LEONA HEIDERN - -
MAI SHIRANUI - -
NAKORURU - -
OROCHI IORI - -
RYO SAKAZAKI - King of Fighters'95 - Counter Attack
TERRY BOGARD - -
YURI SAKAZAKI - -
AKUMA - StreetFighter Alpha 3 - Standing Forward Kick
B.B. HOOD - -
CHUN-LI - StreetFighter Alpha 3 - X-ISM Close-Up Fierce Punch
DAN HIBIKI - Streetfighter Alpha - Standing Strong Punch
EVIL RYU - StreetFighter Alpha 3 - Standing Short Kick
FELICIA - Vampire - Close-Up Roundhouse Kick
GUILE - StreetFighter 2 - Standing Fierce Punch
KEN MASTERS - -
M. BISON - StreetFighter Alpha 3 - Final Bison's Fierce Punch
MORRIGAN AENSLAND - Vampire - Close-Up Strong Punch
RYU - StreetFighter Alpha - Standing Short Kick
SAKARU KASUGANO - StreetFighter Alpha - Standing Roundhouse Kick
ZANGIEF - StreetFighter Alpha 2 - Standing Fierce Punch
-------------------------------------------------------------------------------
Section 19: PRE-FIGHT INTROS
-------------------------------------------------------------------------------
KYO VS IORI
- They do the first part of their classic KoF intro, but for some reason stop
when they should light up their flames.
KYO VS RYU
- Both do their Counter Mode charge animations and then proceed to trade a
couple of hits.
ATHENA VS SAKURA
- Sakura comes running onto the screen as usual, but Athena isn't there.
When Athena warps onto the screen Sakura is surprised and falls on her
bottom. Athena also insults Sakura by saying she's ugly.
MAI VS CHUN-LI
- Both of them are wearing fancy dresses. They talk about their martial art
styles and discard the dresses to fight.
NAKORURU VS MORRIGAN
- Nakoruru starts as usual but Morrigan is holding her hands behind her
her head. When Morrigan reaches out a hand Nakoruru looks frightened.
YURI VS DAN
- Dan is standing in a really goofy pose and both of them do the same taunt.
Yuri then confuses Dan for Ryo.
GEESE VS M. BISON
- Billy and Vega stand there instead of Geese and M. Bison, they proceed
to Taunt each other and jump off the screen to make place for Geese and
M. Bison. Geese and M. Bison then do their Counter Mode charge animations.
RYU VS KEN
- Ryu starts in his victory pose and Ken stands there looking at him. After
a while they'll point their fists to each other and the match begins.
Text Only Special Intros
------------------------
Kyo VS Ken Athena VS Felicia
Terry VS Ryo Athena VS M. Bison
Terry VS Mai Leona VS Akari
Terry VS Geese Leona VS Felicia
Terry VS Ryu Leona VS Dan
Terry VS Ken Leona VS Guile
Iori VS Akuma Yuri VS B.B. Hood
Ryo VS Yuri Ryu VS Sakura
Ryo VS Ryu Ryu VS Akuma
Ryo VS Ken Chun-Li VS M. Bison
Ryo VS Dan Morrigan VS B.B. Hood
Mai VS Morrigan Felicia VS B.B. Hood
Haohmaru VS Nakoruru Sakura VS Dan
Haohmaru VS Zangief Guile VS M. Bison
Athena VS Athena Akuma VS Evil Ryu
-------------------------------------------------------------------------------
Section 20: CAMEOS
-------------------------------------------------------------------------------
ALIEN #1 (Metal Slug)
- The Alien from the Metal Slug series appears in Olympic Mode's Target 9.
ALIEN #2 (Metal Slug)
- The Alien from the Metal Slug series also appears as the sixth ghost in
Akari's level 2 100 Demon Sabbath.
AMAKUSA (Samurai Shodown)
- Amakusa is the tenth ghost that appears in Akari's level 2 100 Demon
Sabbath.
ARTHUR (Ghosts & Goblins)
- Arthur is playable in Olympic Mode's Ghost Trick. If you get the highest
score Arthur will also show up on the Record stage.
BALROG/M.BISON (StreetFighter)
- Balrog/M.Bison appears in the first cut-scene in Tourney mode if your first
character is from the SNK side.
BILLY KANE #1 (Fatal Fury)
- Billy appears in the first cut-scene in Tourney Mode if your first character
is from the Capcom side.
BILLY KANE #2 (Fatal Fury)
- Billy also appears in the intro between Geese and M.Bison.
BISHAMON (Darkstalkers)
- Bishamon is the ninth ghost that appears in Akari's level 2 100 Demon
Sabbath.
BUST NAKORURU (Samurai Shodown)
- If you hold "A" when you select Nakoruru, her picture will change into a
picture of "Bust" Nakoruru.
DONOVAN'S SWORD (Darkstalkers)
- Donovan's Sword is the first ghost that appears in Akari's level 2 100
Demon Sabbath.
FIO (Metal Slug)
- If you press "Option" at the start of Olympic Mode's Target 9, Fio will be
the playable character instead of Marco. If you get the highest score Fio
will also show up on the Record stage.
GARGOYLE #1 (Ghosts & Goblins)
- The Gargoyle from Ghosts & Goblins appears in Olympic Mode's Ghost Trick.
GARGOYLE #2 (Ghosts & Goblins)
- The Gargoyle from Ghosts & Goblins also appears as the seventh ghost in
Akari's level 2 100 Demon Sabbath.
GO HIBIKI (StreetFighter)
- Go Hibiki is the third ghost that appears in Akari's level 2 100 Demon
Sabbath.
GORE GAJAH (Star Gladiator)
- Gore Gajah is the fifth ghost that appears in Akari's level 2 100 Demon
Sabbath.
HUITZIL (Darkstalkers)
- Huitzil appears in BB Hood's/Bulleta's level 2 Beautiful Memory.
JON TALBAIN/GALLON (Darkstalkers)
- Jon Talbain appears in BB Hood's/Bulleta's level 2 Beautiful Memory.
JUBEI (Samurai Shodown)
- Jubei is playable in Olympic Mode's Blade Arts. If you get the highest score
Jubei will also show up on the Record stage.
KARIN KANZUKI (StreetFighter)
- Karin is the host of Capcom's Olympic events.
LILITH (Darkstalkers)
- Litith appears in Morrigan's level 2 Darkness Illusion.
LORD RAPTOR/ZABEL (Darkstalkers)
- Lord Raptor/Zabal is in the background of Olympic Mode's Cat Walk.
MARCO (Metal Slug)
- Marco is the playable character in Olympic Mode's Target 9. If you get the
highest score Marco will also show up on the Record stage.
METAL SLUG (Metal Slug)
- The Metal Slug is the eleventh and final ghost that appears in Akari's
level 2 100 Demon Sabbath.
MIZUKI (Samurai Showdown)
- Mizuki is the fouth ghost that appears in Akari's level 2 100 Demon Sabbath.
MUKURO (Last Blade)
- Mukuro is the eight ghost that appears in Akari's level 2 100 Demon Sabbath.
OROCHI LEONA (King of Fighters)
- Orochi Leona appears in Leona's level 2 Rebel Spark.
RIMURURU (Samurai Shodown)
- Rimururu is the host of SNK's Olympic events.
RIPPER & HOPPER (Fatal Fury)
- Ripper and Hopper appear in the first cut-scene in Tourney Mode if your
first character is from the Capcom side.
SAGAT #1 (StreetFighter)
- Sagat appears in the first cut-scene in Tourney mode if your first character
is from the SNK side.
SAGAT #2 (StreetFighter)
- If you get the highest score in any Olympic Mode event with Ryu he won't
show up on the Record stage and instead Sagat and M.Bison will be standing
there without him.
TODO (Art of Fighting)
- Todo is the second ghost that appears in Akari's level 2 100 Demon Sabbath.
VEGA/BALROG #1 (StreetFighter)
- Vega/Balrog appears in the first cut-scene in Tourney Mode if your first
character is from the SNK side.
VEGA/BALROG #2 (StreetFighter)
- Vega/Balrog also appears in the intro between Geese and M.Bison.
-------------------------------------------------------------------------------
Section 21: STAFF BACKGROUND
-------------------------------------------------------------------------------
MotM didn't just have an all-star character cast, the people that made it had
quite a lot of experience under their belt too. I thought it would be nice to
list the games they had worked on, so that's exactly what you'll find below.
Note that this list is not complete by any means (getting staff listings can
be quite tricky, plus some of the staff uses different aliases for different
games). Should you notice any errors in this list or have any additions feel
free to e-mail me about it.
_________________ ________________
01| Capcom Staff \ /STAFF BACKGROUND\
===============================================================================
N. Funamizu - StreetFighter 2 - Special Thanks
N. Funamizu - Super StreetFighter 2 - Planner
N. Funamizu - StreetFighter Zero - Planner
N. Funamizu - StreetFighter Zero 2 - Planner
N. Funamizu - StreetFighter Zero 2 - Producer
N. Funamizu - StreetFighter Zero 3 - Planner
N. Funamizu - StreetFighter Zero 3 - General Producer
N. Funamizu - Vampire Hunter - Special Thanks
N. Funamizu - Vampire Savior - General Producer
N. Funamizu - Vampire Savior 2 - Producer
N. Funamizu - Vampire Savior 2 - General Producer
N. Funamizu - X-Men vs StreetFighter - General Producer
N. Funamizu - Marvel Superheroes vs SF - General Producer
N. Funamizu - Marvel vs Capcom - General Producer
N. Funamizu - Capcom vs SNK 2 - General Producer
N. Funamizu - Super Puzzle Fighter 2X - Producer
N. Funamizu - Super Puzzle Fighter 2X - General Producer
N. Funamizu - UN Squadron - Planner
N. Funamizu - Rockman & Forte - General Producer
N. Funamizu - Final Fight - Special Thanks
N. Funamizu - Cadillacs and Dinosaurs - Special Thanks
N. Funamizu - Magic Sword - Special Thanks
N. Funamizu - The Punisher - Special Thanks
N. Funamizu - Cyberbots - Special Thanks
N. Funamizu - 19xx - Special Thanks
Y. Okamoto - StreetFighter Zero 3 - General Producer
Y. Okamoto - StreetFighter The Movie - Executive Producer
Y. Okamoto - Vampire Savior - General Producer
Y. Okamoto - Vampire Savior 2 - General Producer
Y. Okamoto - Marvel Superheroes vs SF - Executive Producer
Y. Okamoto - Marvel vs Capcom - Executive Producer
Y. Okamoto - Capcom vs SNK 2 - Executive Producer
Y. Okamoto - Super Puzzle Fighter 2X - Supervisor
Y. Okamoto - 1942 - Game Designer & Programmer
Y. Okamoto - Magic Sword - Game Designer
Y. Okamoto - Rockman & Forte - Executive Producer
Y. Okamoto - Cannon Spike - Executive Producer
Y. Okamoto - Zelda: Oracle series - Supervisor
H. Murata - Super StreetFighter 2 - Planner
H. Murata - StreetFighter Zero 2 - Visual Planner
H. Murata - StreetFighter Zero 3 - Visual Planner
H. Murata - Vampire Hunter - Special Thanks
H. Murata - Vampire Savior - Special Thanks
H. Murata - Vampire Savior 2 - Special Thanks
H. Murata - Capcom vs SNK 2 - Visual Planner
Shin. - Capcom vs SNK 2 - Network Programmer
H. Itsuno - Capcom vs SNK 2 - Director Assistant
______________ ________________
02| SNK Staff \ /STAFF BACKGROUND\
===============================================================================
T. Nishiyama - Real Bout Fatal Fury - Producer
T. Nishiyama - Real Bout Fatal Fury Spc - Producer
T. Nishiyama - Real Bout Fatal Fury 2 - Executive Producer
T. Nishiyama - King of Fighters '94 - Producer
T. Nishiyama - King of Fighters '95 - Producer
T. Nishiyama - King of Fighters '96 - Producer
T. Nishiyama - King of Fighters '97 - Producer
T. Nishiyama - King of Fighters '98 - Producer
T. Nishiyama - King of Fighters '99 - Producer
T. Nishiyama - Metal Slug 2 - Producer
T. Nishiyama - Metal Slug X - Producer
T. Nishiyama - Kizuna Encounter - Producer
H. Matsumoto - Real Bout Fatal Fury - Producer
H. Matsumoto - Real Bout Fatal Fury Spc - Producer
H. Matsumoto - Real Bout Fatal Fury 2 - Producer
H. Matsumoto - Garou: MotW - Executive Producer
H. Matsumoto - The Last Blade - Executive Producer
H. Matsumoto - Kizuna Encounter - Producer
S. Itoh - Real Bout Fatal Fury - Producer
S. Itoh - Real Bout Fatal Fury Spc - Producer
S. Itoh - Real Bout Fatal Fury 2 - Co-Producer
S. Itoh - Garou: MotW - Producer
T. Tanabe - King of Fighters '97 - Chief Director
T. Tanabe - King of Fighters '98 - Chief Director
Seeker - Metal Slug 3 - Programmer
Anne - Real Bout Fatal Fury - Special Thanks
Anne - Real Bout Fatal Fury 2 - Special Thanks
Anne - The Last Blade - Special Thanks
Anne - King of Fighters '95 - Special Thanks
Anne - King of Fighters '97 - Bug Tester
Anne - King of Fighters '98 - Bug Tester
K. Asai - Real Bout Fatal Fury 2 - Supervisor
K. Asai - The Last Blade - Adjuster
K. Asai - King of Fighters '99 - Adjuster
===============================================================================
PART 7 - PERSONAL STUFF
===============================================================================
-------------------------------------------------------------------------------
Section 22: RAMBLINGS
-------------------------------------------------------------------------------
Just some personal thoughts of mine about MotM.
.. MotM proves once again that graphics simply don't matter. Sure it would be
nice to see some more colors put into those NGPC sprites, but when a game
plays this good you really have no right to complain about the graphics.
.. Some of the MotM backgrounds are really good representations of their
original versions. Point 48106 looks basically the same as its SF Alpha 3
counterpart minus the rain. Aensland Castle looks surprisingly close to its
Vampire Saviour counterpart (I still get the feeling I'm playing Vampire
Saviour when I play with two characters from VS in that background).
My favourite background is the day version of Gairyu Island though, it
looks simply awesome.
.. Most of the characters are based on a previous version from -name your
fighting game here- but have one or more moves from newer games. Take Kyo
for example, he looks and plays like his KoF'98 version but he also has his
new Super Move from KoF'99. Same for Iori. Some Capcom characters even have
Supers added from the Marvel vs Capcom games.
.. There are no really bad characters in MotM. Sure, not everybody is as
lethal as Evil Ryu or Zangief, but "weak" characters like Dan and Felicia
still can do very well against most other characters.
.. The music is very well represented in MotM. And that's quite an achievement
considering the sound hardware.
.. For some reason the StreetFighter Alpha characters got their Alpha 3 BGM's.
While these are nice tunes I'd have loved to hear the Alpha 2 tunes for
Sakura and Akuma on the NGPC. Oh well...
.. MotM has some of the cheesiest one-liners I've ever seen in fighting games.
The fighters say some of the weirdest shit you'll ever see. Take Nakoruru
for example, when you're faced against Orochi Iori she says she'll heal
him after she's done bopping him. Weird stuff.
.. When you turn the language to Japanese you'll notice something else besides
the altered names and Japanese text; any time a character is hit with
something sharp they'll lose a ton of blood. It's unfortunate that SNK's
crazy censoring made it's way into MotM...
.. Zangief in his alternative colors looks like Mr. T! He has a brown skin
color and the rest of him is yellow. It all adds up: the Mohawk, the brown
skin and the goldish yellow (Mr. T's jewelry!) - Zangief IS Mr. T!
-------------------------------------------------------------------------------
Section 23: COMBO VIDEOS
-------------------------------------------------------------------------------
Combo videos for a NGPC game? Sure, why not! I'm sure a lot of you enjoy
watching combo videos so I made some of my own for MotM (and other NGPC
fighters). The movies are typically around 5MB each and you can find them on
S:NGP's MotM section [
http://www.classicgaming.com/sngp/]. You need a fairly
up to date PC to play them though, since all movies are compressed in the
Windows Media format (sorry Mac users!).
Special thanks to everybody who hosted these movies, or more specifically:
substance J
- He was the one who first offered to host them, on Sector: NGP. It's nice
to see your own movies on your favorite NGPC fansite :)
Bean
- When Sector: NGP went temporarily down, Bean stepped up and offered to
host the movies on his FTP server. They're still there actually, along
with several official NGPC avi's from SNK USA's old site.
Gunsmith
- During Sector: NGP's down-time, Gunsmith too offered to host some older
movies. I guess I'm doing something right with these movies. Be sure to
check out Gunsmith's site www.orochinagi.com if you didn't already.
Definitely one of the best King of Fighters fansites on the web and
besides having a great forum they're also the hosts of my KoF EX and
SSF2X Revival combo movies...
-------------------------------------------------------------------------------
Section 24: CONTACTING ME
-------------------------------------------------------------------------------
Liked this FAQ? Hated this FAQ? Got any questions about this FAQ? Want to
contribute to this FAQ? Then get in contact with me!
You can always e-mail me at: <
[email protected]>
Don't feel like e-mailing me? Visit the Sector: NGP Handheld Forum
[
http://www.paleface.net/z/sngp] there you'll find me under the handle Rockman
Pocket. Sector: NGP [
http://www.classicgaming.com/sngp/] is by far THE place
to go to for your NGPC needs and they also have one of the best forums on the
web. Perhaps more importantly, if you don't visit it substance J will cry all
day long. It's true, for every person that doesn't visit S:NGP sJ will shed a
single tear. That adds up you know...
-------------------------------------------------------------------------------
Section 25: CREDITS
-------------------------------------------------------------------------------
The credits list has grown quite a bit since the first revision. A lot of
thanks go out to everybody who contributed and of course everybody who read
this nice FAQ! This FAQ wouldn't be the same without you (in fact, it would
probably not even exist in the first place).
SNK [
http://www.playmore.co.jp]
- Lots of thanks for making the NGPC in the first place. Of all the great
games they made for the NGPC, Match of the Millennium really stands out. The
fact that it had characters from both SNK and Capcom was special enough, but
the tight gameplay and many extra's is what makes it so great. As long as my
NGPC works, I'll be playing this game more than any other.
Capcom [
http://www.capcom.com]
- Capcom, makers of some of the finest fighting games ever, collaborated with
SNK to make MotM the outstanding game it is. Even on the KoF engine Capcom
characters can still be played (to some extent) like Capcom characters,
which really is impressive if you look at the way SNK characters play in
the Capcom vs SNK series...
The Sector: NGP Forum [
http://www.paleface.net/z/sngp]
- Those guys inspired me to do this FAQ in the first place (well, some of
those guys anyway). Special thanks go out to Akaimizu for some missing move
names and Darius for some missing cameos. Lotsa thanks to Paleface of course
for keeping the forum up and running for all this time.
Chad Gombosi <
[email protected]>
- Chad wrote the original Chun-Li, Dan and Guile sections of this FAQ. Not
only that, but he had some good ideas of what else to put in the FAQ
besides combos and he wrote the original disclaimer.
Stardust <
[email protected]>
- Stardust showed me that Orochi Iori was even cheesier than I thought. Not
only that, but he informed me of one particularly useful combo for Dan.
Justin Boley <
[email protected]>
- Justin submitted various combos and opened up my eyes about Orochi Iori's
cheese factor even more.
Zero <
[email protected]>
- Zero told me how to do the movie viewer bug. Zero is also currently the only
living being with a Golden Banana Award...
Kamui <
[email protected]>
- Kamui was kind enough to share some of the best combos found in this FAQ
with me, way too much to mention here.
Danny Yee <
[email protected]>
- Danny submitted some really nice combos, which of course is always
appreciated.
Kiyo21 <
[email protected]>
- Besides some really nice Kyo combos he also was the first to mention that
Felicia was bugged. This FAQ would be several pages shorter if it wasn't
for you!
A-Star <
[email protected]>
- Thanks to A-Star I discovered the Counter Mode bug with Chun-Li. Apparently
A-Star didn't find it odd that Sakura's infinite only worked in Counter
Mode ;) Be sure to check out A-Star's excellent Gals Fighters Combo FAQ,
which you can find in Sector: NGP's Galf Fighters section.
Tianyuan <
[email protected]>
- Tianyuan was kind enough to inform me about the Entry Mode bug. And we all
love bugs right :)
3PWood <
[email protected]>
- Besides submitting several really nice combos he also informed me how to do
aerial (Super) moves on the ground. He's also the only other person that I'm
aware of who made a MotM combo movie...
===============================================================================
PART 8 - GAME STAFF
===============================================================================
SNK VS Capcom - Match of the Millennium Staff
PRODUCER
S. Itoh
DIRECTOR
Sclap
PLANNING
Super Nova
Yukko
FRONT DESIGN
Curry
Nakamata
244
Flying Fox
Toni Oki
Pinkey
Hisabow
IRUKAsan
BACK DESIGN
Megumi. I
Hikaru. S
Miutans
PROGRAM
Seeker
Kohkishi
Zen
K. Sakai
Usu
SOUND
Kitapy
Kira
Deco
Miwa
Mitsuo
SUPERVISOR
Y. Okamoto (Capcom)
N. Funamizu (Capcom)
CAPCOM STAFF
H. Take
Shin.
Cham
H. Murata
H. Itsuno
Ichinose
DEBUG
M. I
Eg-King
Anne
LOGO DESIGN
Nao Q
PROMOTION ILLUSTRATOR
Senri Kita
MANUAL
SNK Design Section
HOME PAGE
K. Asai
Zumy
TRANSLATION
SNK International Department
PUBLICITY
S. Takatsu
SPECIAL THANKS
Ebi
Toku
Waka2
Tsuki
T. Tanabe
T. Kawakita
And all Capcom & SNK Staff
EXECUTIVE PRODUCER
T. Nishiyama
H. Matsumoto
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PART 9 - DISCLAIMER
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All the characters, names, Special Moves, Super Moves, etc. are copyright SNK
and Capcom 1999. Without the efforts of these two great companies SNK vs
Capcom would not exist and this FAQ would be a meaningless string of letters.
All original content is copyright 2000-2003 by Patrick de Vogel. Even though
I spent countless of hours on writing this FAQ, it would never be as good as
it is today if it wasn't for everybody who contributed their knowledge. If
you'd like to use parts of this FAQ for your own FAQ or website ask me first
and give credit where credit is due.