J-Boogie Productions Presents...
"THRILL as you proceed to read this fine piece of work!"
(Cue up a shot of a computer going through the load up of windows...
or trying, at least.)
"WONDER as you try to figure out what's going on!"
(Cue up a shot of Dan reading this document and scratching his head.)
"WHINE as this joke keeps getting dragged on when you just want your FAQ!"
(Cue up a shot of a rabid mob chasing after someone.)
"But WORRY no longer! For this is the FAQ of-"
SNK vs. CAPCOM: THE MATCH OF THE MILLENNIUM Version 4.0!!!
Written by: Justin "J-Boogie" Golden [Wholden535 (at) AOL.COM]
{{{{{INDEX}}}}}
Here's a list of the various sections and title names. A few are shortened,
though.
~ Section (1) - Here's a story... of a lovely FAQ...
~ Section (2) - Those who shun history are usually doomed to repeat it...
~ Section (3) - You want the truth?! Well, you can't handle-- oh, you can.
~ Section (4) - No joke. Just ranting about this awesome game. WHEEE!
~ Section (4a) - Config... like you really wanna win!
~ Section (4b) - Start it up! It's time to Rumble!
~ Section (5) My Sakura's so cute with SnH Ryu's theme song...
~ Section (6) - 'My Ryu's better!' 'Uh-uh, my Mai's gonna smite your Ryu!'
~ Section (7) - Kick, Punch, it's all in the mind...
~ Section (8) - Somebody light up the torch...
~ Section (8a) - Look ma! I'm king of the world!
~ Section (9) - It's a downright shame if you can't play this game...
~ Section (10) - Kyo! I choose you!
~ S01 - Kyo Kusanagi
~ S02 - Terry Bogard
~ S03 - Iori Yagami
~ S04 - Ryo Sakazaki
~ S05 - Mai Shiranui
~ S06 - Haohmaru
~ S07 - Nakoruru
~ S08 - Athena Asamiya
~ S09 - Leona
~ S10 - Yuri Sakazaki (Secret Character)
~ S11 - Akari Ichijo (Secret Character)
~ S12 - Geese Howard (Secret Character)
~ S13 - Orochi Iori (Secret Charcter)
~ C01 - Ryu
~ C02 - Ken Masters
~ C03 - Chun-Li
~ C04 - Morrigan Aensland
~ C05 - Felicia
~ C06 - Zangief
~ C07 - Sakura Kasugano
~ C08 - Dan Hibiki
~ C09 - William F. Guile
~ C10 - Akuma / Gouki (Secret Character)
~ C11 - B. B. Hood / Bulleta (Secret Character)
~ C12 - M. Bison / Vega (Secret Character)
~ C13 - Satsui no Hadou Ryu (Secret Character)
~ Section (11) - Now take your rival, do-si do...
~ Section (12) - Mommy! I can't do a Final Atomic Buster! WAAAHH!
~ Section (13) - You want to know more about the game? Sore wa... himitsu desu.
~ Section (13a) - Lights! Camera! Act-- whatdya mean you forgot the film?!
~ Section (14) - What the hell did THAT mean?!
~ Section (15) - I'd like to thank all the little people...
~ Section (16) - This is the FAQ that never ends...
Section (1) - Here's a story... of a lovely FAQ...
Hee, sorry about that. I was always a fan of those nifty announcer introduction
things in the versus series. As you can see, this will be a FAQ for SvC: MotM for
the Neo Geo Pocket Color. For a portable fighter, it's pretty wicked! And has a
whole buncha options thrown in to boot. Can't beat that for 35 bucks!
Disclaimer: This piece of work is copyright © of moi. That's right, me. Justin
"J-Boogie" Golden. That means I worked my butt off on this thing and not anybody
else. So I catch anybody ripping offa me... it won't be pretty. And to certain
game magazines (*cough*HACK*xpert gamer*kaff*koff*) don't rip this off of me. My
opinion of you is pretty low as is. Don't make me absolutely detest you now,
m'kay? And if you do wish to use this somehow or put it up on another site, then
all you have to do is e-mail me at the above address. Easy, right?
Oh yeah, all SNK characters are copyright of SNK and all Capcom characters are
copyright of Capcom. We all know this, but I'll put it in anyway.
Now that that's out of the way, in this FAQ, I hope to mold and grow it so it is
the absolute BEST SvC: MotM FAQ the world has ever seen! Even if I won't get paid
for it... but no matter. I shall do my utmost to describe every ounce of this game.
So... let's DO IT!
Oh, and if I haven't said it already... get the game. :P
PS: Aside from some things that I'll be borrowing from another FAQ (I got permission.
Put down the pointy sticks) I'll only be putting up info that I myself personally
verified. If you do, however, wish to help and give info, all you have to do is e-mail
me and I'll give you the appropriate thanks in my Thanks section.
Mini section:
Hey, looks like there's a couple places who want to host my FAQ now. Here are
the ones I know about.
http://www.gamefaqs.com
http://ngpgo.homestead.com/index.html
http://vgstrategies.about.com/
http://neopocket.cjb.net or
http://www.pipeline.com/~hoser/
Also, my personal FTP space will ALWAYS have the newest version of my FAQ up first.
Here's the link to it.
http://members.aol.com/WHolden535/snkvscapcom.txt
-------
Section (2) - Those who shun history are usually doomed to repeat it... and stuff.
1.0 - The very first absolutely ultimate grand machismo beginning. Cool, huh?
I added as much as I could and all the moves I could verify. Pretty tough
too. I had to go back and forth between various FAQs, the games they came
from and MotM. I spent a good 30 something hours sitting on my butt
verifying all these moves, so you should now know that ALL of the moves
in my list are verified and correct. The move names I got from various
FAQs and I got permission to use them. They shall be truly noted in my
Thanks section, these fine fine people.
(1/2/2000)
1.1 - Version 1.0 never got put up by the time I did this one. Added notes about
various moves, one about the translation of Shun Goku Satsu and one very
interesting thing I found out about Athena's Crystal Shoot: the K variation.
Also corrected various small mistakes.
(1/3/2000)
1.2 - Version 1.1 hasn't got sent off either. Hey, at least you're getting a
quality product from the get go, right? Added a section about Vs. Mode,
Entry Mode and the Sparring mode. Also fixed the spacing on various things.
(1/3/2000)
1.3 - Version 1.2 is up on GameFAQs.com. For this revision I've added a few more
character discussions, move notes, and corrected various mistakes. Also
updated my Olympics record. I also managed to get Akuma's Kongou
Kokuretsuzan, so I put up the motion and ABLE motion in his movelists.
And finally, I put in a bit of insight about Blade Arts.
Also corrected a glaring mistake in the secrets section. That's what you
get for writing at 3 in the morning.
(1/4/2000)
1.4 - Updated the Olympics records again. Guess it's true what they say about
practice! Also a small note I found funny about Athena.
(1/4/2000)
1.5 - Geese's Deadly Rave and M. Bison's Psycho Field gotten. Put up the motions
and the ABLE motions in the appropriate sections. Added a note to Chun-Li's
Spinning Bird Kick, changed a note for Athena's Crystal Shoot and added a
note for Terry's High Angle Geyser. Plus added notes about Chun-Li's and
Sakura's taunts. Fixed the motion a bit for Kyo's Orochi Nagi. Also added
some more character opinions and another semi secret. And finally fixed
little mistakes, changed various moves names and added Morrigan's Shell
Kick, which I somehow forgot to put in even with all the use I get out of
it in the game. Gotta correct them all!
(1/6/2000)
1.6 - Got bored and added a list of comboable normal attacks for all characters.
Also figured the motion for Nakoruru's Lela Mutsube was different than I
thought.
(1/6/2000)
1.7 - Forgot a note for Akari, plus I didn't chage the version number. Agh!
(1/6/2000)
1.8 - Olympic Records updated. Also got Akari's Amata no Hoshizuku. Added the
motion and ABLE motion, plus added some various notes on it.
(1/7/2000)
1.9 - Kyo's 182 Shiki and Haohmaru's Tenha Dankuu Retsu Zan gotten. Added
the motions and ABLE motions for both. Also corrected various notes and
mistakes.
(1/7/2000)
2.0 - Updated my Olympic Records section once more. Also added a bit more
detail to Ghost Trick. Also got Guile's Cross Fire Blitz, so added the
appropriate motion and ABLE motion. Fixed something in Leona's comboable
attacks section. And finally did a bit of updating, adding various notes
to section (12) and discussion of the COUNTER style in section (9). And
also added a few more character opinions.
(1/9/2000)
2.1 - Hoser e-mailed me concerning various things about the various link options,
so I posted it in the appropriate section. And also added the rest of my
character opinions, and fixed little naggling mistakes.
(1/10/2000)
2.2 - Nakoruru's Irusuka Yatoro Lise gotten, so I added the appropriate motion
and ABLE motion.
(1/11/2000)
2.3 - Sorry for the long update, but I recently found out about MUGEN and have
been investing all my time in that. :P Not to mention trying to play Card
Fighters Clash more. I'm able to smack the jobbers around without a hitch
now! Anyway, I'm just adding in some info that I got through e-mail. So,
there's a bit more info concerning linking with other games and getting
secret characters. And yes, I'll get back to getting the rest of the
Olympic moves eventually. Boy, this thing's gotten pretty big, hasn't it?
(1/22/00)
2.4 - No, I haven't gotten any new moves. Nope, I haven't gotten anymore E-mails.
What spawned this update? Welllll, I'm glad you asked! I added a section
about the rivals. Aaaaand... in a fit of boredom, I decided to make up the
story behind each rivalry. I've only got 3 up right now. It's the new
section (11). All the other sections were changed accordingly.
I also corrected various mistakes I found as I was perusing this thing
for some blooming reason at... 4:46 AM. Plus added in Athena's Super Psychic
Toss which... for *some* reason I can't remember, I forgot to put in, even
though I use it all the time. Soooo the correct motion and ABLE motion are
put in the appropriate sections.
(1/25/00)
2.5 - Finally got Leona's Grateful Dead move, so added the appropriate motion
and ABLE motion in the appropriate section. Plus, I got another e-mail
concerning linking to CFC from Acedevo Jet, so I added it in the link
section. And, finally, I rearranged a few things, mostly in the moves
list. Oh, and the Ryo Sakazaki vs. Dan Hibiki rivalry story is go. Enjoy!
(2/4/00)
2.51 - Just a mini mini update. Fixed a small mistake I always meant to do before
but just forgot. Next update'll be the regular ol' 2.6.
(2/5/00)
2.52 - Ok, fixed *another* small mistake that should've been done with the above
one. Other than that, it's still the same. The NEXT update will be 2.6.
I think.
(2/6/00)
2.6 - Nothing new... except for one new, amazing, totally ripping e-mail from Ron
McRae concerning linking MotM and CFC. Why is this one so important? Well...
go and see for yourself in section (6)! Go! Go!
(2/10/00)
3.0 - Yo! Yes, it's been awhile since my last update, but I've had other things that
I've had to do. But, I was able to find time to get some things done in this
game... well, a lotta things actually. First off, I've updated my olympics
records. Next up, I got more Master Skills: Iori's Saku Tsumagushi, Orochi
Iori's Taikyoku Saku Tsumagushi, Sakura's Shun Goku Satsu, Zangief's Russian
Beat, and Dan's Otoko Michi. The appropriate motion and ABLE motions were added
to the correct sections. Also, added in a note about Athena's costume changes
sent in by Timothy Miller. Hey, now I'm only missing two Master Skills!
(3/9/00)
3.5 - Hey... it's me again! I haven't been doing much lately, because I'm sick. Hey,
I've got a 100 degree fever! But enough about me. The rest of the Master skills
have been gotten, so I put the motions and ABLE motions in the appropriate sections.
And there's nothing else. I'm gonna go fall down for a couple hours now...
(3/14/00)
4.0 - Long time no see, eh? I haven't been working on this much because of other stuff
going on in my life. But, that doesn't mean it's all done with. I corrected some
mistakes and also figured out some things about certain characters ability to combo
while in midair. Only certain female characters can do so, too... ah well. I added
what normal moves cancel wherever it applies. Also, I put in a note about other FAQs
on this game you should check out in *new* section (15a). And in case anybody
actually cares, I wrote a new rival story: Felicia vs. Akari. I'm still working
on the rest of the rivalry stories. They'll arrive soon... I hope. Oh yeah...
and just because I feel like it, with each new version starting with this one, you
will get new SNK vs. Capcom Omake written personally by me! Finally, I've went
around and corrected any naggling mistakes I felt needed correcting. Plus, I put
in a bit more info about Cat Walk.
(8/12/00)
-------
Section (3) - You want the truth?! Well, you can't handle the-- oh, you can.
Here's the story, then.
The world was kindly minding it's own little business while in a little bistro
in Paris, Geese Howard and M. Bison were discussing things over afternoon tea.
"I say, my good man Bison, how is Shadaloo doing these days?"
"Oh, you know. The same ol' same ol'. Destruction, pillaging, counterfeiting...
those Pokemon cards garner some serious money."
"Ah, I know this is true indeed... say, I have an idea."
"Oh? And what might it be?"
"Let's hold a tournament to snare our enemies and make them work for us!"
"Hmm... why, that sounds like a splendid idea! Crumpet?"
"Oh! Don't mind if I do!"
.. ok, it didn't happen like that. The official story is:
M. Bison and Geese have joined forces to hold the Battle Tournament of Evil. The
title of World's Mightiest and an obscene amount of money has been promised to
the victor. The real intent behind this event is the creation of an "Immortal
Military", whose first elite initiates will consist of captured members...
Which one do *you* like though?
-------
Section (4) - No joke. Just ranting about this awesome game. WHEEE!
Here is where I'll bother to go into rabid detail about much of the game.
After the little happy tune and the Neo Geo Pocket screen comes up, the game
starts. Enjoy the intro. Now press A. There we go...
BIG NOTE: Anytime you want to go to a previous menu, you press B. This also
works before a fight starts. Press B to go back to the character
select during the versus screen, go back if you want to choose
another person to start in Tag or Team Battle... see how nifty
it is?
The first two options are START and SET UP. Let's go to Set up first!
Section (4a) - Config... like you really wanna win!
It consists of: LEVEL, TIME, STAGE, AUTO POW OFF, BGM, BATTLE CONFIG, EXIT
Level: Difficulty of course. Novice is easiest. Gamer is hardest.
Time: Time limit you wish to use. 30, 60, 90 seconds or infinite time.
Stage: What stage you wish to start on. 1, 2, 3, 4, or final. Though, if you start
on any other stage than 1, you won't be eligible for hidden characters.
Auto Pow Off: I advise you ALWAYS turn this on. For if you leave your NGPC alone
for ten minutes, it'll turn off automatically.
BGM: Pick your favorite music and listen to the tunes!
NOTE: I know there's more music in the game other than the 38 tracks they list
in the options menu. Could there be a way to unlock the other music to
play here?
Battle Config: This is a sub menu with DISP. CUT, PROVOKE, HIDE, ABLE, BUTTON,
WINNING POINT.
- Display Cut: Hides the Life Gauge, Power Gauge, and Time Display.
- Provoke: Turns Taunt on or off.
- Hide: Hides the selected order of characters from your opponent.
- Able: Akin to easy mode. Described more in section (8).
- Button: Switch the button config.
- Winning Point: Choose to win one on one fights in 1, 2, 3, 4, or 5 rounds.
Exit: This says it all!
Section (4b) - Start it up! It's time to rumble!
Here is where the fun starts. The Main Menu consists of TOURNEY, OLYMPIC,
SPARRING, VS. MODE, ENTRY and RECORD.
Record: Here is where you get to see your record in Normal mode, the Olympics,
and Versus mode. There's also an option to erase all your hard work
but you wouldn't wanna do that now would you?
Entry: Here is where you can have some fun! Choose a single character, tag team,
or triple team and config them to your want! Give them their own music,
a special name for your team, a cool win line... go for broke! This is
discussed in more detail in section (5).
Vs. Mode: This, I don't know much about since I only have one NGPC and no link
cable. I've posted what I know up in section (6).
Sparring: Training mode! Pick some people, jump in and practice your skills!
This will be described more in section (7).
Olympics: This, I'll describe in it's own section. Number (8) that is.
Tourney: This is the good ol' story mode and will be further discussed in Section
(9). Also this is how you gain secret characters. That'll be discussed in
the secrets section, which is number (13).
-------
Section (5) - My Sakura's so cute with SnH Ryu's theme song...
This section describes Entry mode. After selecting Entry mode you're
given a choice between MY CHARA, MY TAG and MY TEAM.
The options are mostly the same for all of these, so I'll just list
them once.
Decide: Choose this to save your changes. Press B anytime to cancel.
Char Add / Tag Add / Team Add: Choose who you want to whomp booty with.
BGM: Choose what you music you want to play as you fight. Note that this
music will play all the time, no matter who you fight. Default
however will make it so that the music plays like it always does during
the game - changing depending who you fight.
Tag / Team: Name your Tag Team or Triple Team anything you like. This is
unavailable for My Chara.
Winline: Type in what you want your people to say after they take home
the gold. It can be *anything* you like. Have fun!
NOTE: While typing either your Team Name or Winline there's a few things
you should know. Down at the bottom the uppercase A shifts the letters
into uppercase, the lowercase a shifts the letters into lowercase, the
arrow pointing left moves the cursor left, the right arrow moves it right,
the double arrow pointing up and down shifts the cursor from line 1 to line
2, space inserts a space, end saves your work and quit cancels it. To
backspace and erase a character, press B.
--------
Section (6) - 'My Ryu's better!' 'Uh-uh, my Mai's gonna smite your Ryu!'
In this section I'm gonna tell what I *do* know about VS. Mode.
When you first select it, a menu cues up with ONE VS, TAG VS, TEAM VS,
CFC LINK, DC LINK and KOF LINK.
One Vs: Fight a one on one battle with your friend. See who's the best!
Tag Vs: Tag team's back again. Pit your two best fighters against your friend.
Team Vs: Who says threesomes aren't fun? Pit three rowdy fighters against
your buddy.
CFC Link: With this, you can download card data from "Card Fighters Clash: SNK
vs. Capcom". I have the game but I can't test it since I have neither
another NGPC or a link cable. When I get the chance, I'll find out
what it does.
DC Link: This let's you send the Versus points that you get in Olympic mode to
the upcoming DC version of SNK vs. Capcom. Since the game's not out
nobody can speculate on what this will accomplish.
KoF Link: This let's you upload and download data from "King of Fighters
Dream Match 1999". Again, since I don't have a link cable, I can't
test this out.
I recently got some e-mail concerning what happens when you link up the various
ways:
"I noticed that your Match of the Millenium Faq is missing some information on
what the various link functions do. I have almost all the games and cables, so
here's the lowdown. FIrst off, you can link to KOF 1999 on the Dreamcast. Each
character you've gotten 100 pts. on in the Dreamcast game gives you a certain
number of versus points to buy moves on the Pocket game. The number of points you
can get is between 150 and 800 and I believe this is dependant on which SNK
character is the host of the transfer (either Kyo or Iori will be walking you
through it, there are possibly other "hosts"). You can only get vs. points for any
given character once. I know that Vice gives you 150 if Iori is host, while Iori
gives 800 if he is the host as well. The link to the card fighters game works
similarly. However, it uploads your album completion percentage. This gives a
certain number of vs. points, as well as a certain number of character blocks
for gaining hidden characters. You can link to the Dreamcast SNK vs. Capcom,
but the game hasn't been released yet. That's about it, I will try to get more
specific point values for the DC KOF 1999 characters when I get them."
Well, as I can't really confirm these facts... until I get a cable myself, I'll just
let you all find out for yourself. Got no reason not to belive him, though!
And I just got some info concerning the link between Card Fighters Clash and
Match of the Millenium. This is all the way from Aaron Mitschelen and this
is what he has to say:
"You said you had no info on CFC linking, in vs. mode. It checks out the
percentage of cards you've won in CFC, and basically translates that into
VERSUS points and hidden character pieces. I'm not sure exactly what the
conversion rate is, but that's all it does. Still, if you've played through
most of CFC, it's a nice way to get some VERSUS!"
And, Acedevo Jet said the following as well:
"i uploaded my card % data from cardclash to MOTM. i had 270/300 cards, not bad
huh? well my big reward is... 7 stinkin character blocks and (only) 200 vs
points!! not even worth it. the blocks will go toward the character of the
same company. if you upload from SNK rev, it'll go toward unlocking an SNK
character. but if you've already unlocked the SNK character for that tier,
well you just wasted those 7 blocks!! i find it very useless. your better off
getttin the characters and points yourself. i havent tried the link to KOF DC
yet. i havent accumulated enough points on the DC version to make it worth my
while. i might try to transfer my vs points to the DC once i get all the
hidden moves. i heard you get additional artwork."
He also added this trick, too:
"also, if you try to upload numerous times the game will know. your reward(such
as it is) will become less and less. if you want to go thru the trouble, you
can transfer cards back and forth from the CAPCOM rev to the SNK rev, and vice
versa. then upload to MOTM. that will make it think it is a new upload
everytime. but IMO, definitely not worth it!! i hope the link feature to the
DC rev of MOTM is not as lame!!"
Additional artwork? Seems something to check out. And I hope the link version
with the DC version rewards you for all the hard work you put into this game.
Though, I wonder what you'd get if you uploaded CFC data after you got ALL
the secret characters... hmm...
Ron McRae sent me a *very* interesting letter. It's short, but it tells it's
point quite clearly:
"If you link MOTM to CARD FIGHTER after you have all 300 cards, you will
get ALL hidden characters and 5,000 vs points!!!!!!!!!!"
Now, I asked him if this was on a totally new copy and he said yes. So, if
you went through all the trouble to get all 300 cards, one up link and you
already have 5000 points and all characters. Now THAT is cool.
So, to all you who wanna try and who have two NGPC's and a link cable, get to
cracking. :P
Alright, the next session upcoming is for the practice mode! So...
--------
Section (7) - Kick, Punch, it's all in the mind...
When you first choose this option, a menu cues up which includes START, TIME,
NO PAIN, HYPER, LEVEL, ACTION, BACK and DAY.
Start: Moves you on to the style select screen, and thusly character selection
to start your practicing.
Time: Choose the time limit you want from 30, 60, 90 or infinite time.
No Pain: Turn this on and the life bars will be repeatedly replenished. Off
will have them go down and stay down like normal.
Hyper: Choose whether to start at Level 1, Level 2 (MAX), or none to let it
fill up regularly.
Level: Choose the difficulty level you want the CPU to be at.
Action: Here is where you choose various actions for the CPU to do. I'll explain
them for your benefit!
- Hold: Opponent stays still and does nothing.
- Guard 1: Standing Block.
- Guard 2: Crouching Block.
- Jump: Opponent... well... jumps.
- Counter: Opponent will throw punches and kicks while staying in place. Good
for testing counter moves, hence the name.
- CPU Play: The computer will take control of both people and pit them against
each other. Also called Watch mode sometimes. Difficulty will
state how well they fight against each other.
- Fight: Fight against the computer and see how well you do. Difficulty states
how well the opponent will fight you.
Back: Choose the background you wish to fight on.
Day: Choose what time it is on the background you're fighting on. Day or Night.
-------
Section (8) - Somebody light up the torch... Dhalsim, turn around! *FWOOM* Ow.
Ah... the Olympics. They didn't have to put this in, but they did, and I love
them for it. Let's discuss it, shall we?
When you first begin the olympics, you're asked who you wish to play for. Team
SNK has Rimururu as their coach and Team Capcom has Karin Kanzuki as *their*
coach. Picked a team? Good. Now, when you begin, pay attention to what they say.
Not only is it informative, but sometimes funny! Now, you can either begin the
olympics immediately or keep hearing more info.
Oh, and during any of the beginning commentary, just press Option to skip to
the menu. Or you can just press Option while selecting which team you want to
automatically go to the menu.
Now, the beginning menu consists of ENTRY, RECORD, MASTER SKILL, TALK, and EXIT. I
won't be discussing exit. :P
Record: Just what it says. See the record of your best attempts at the various
events.
Talk: This is cool. You get to speak personally with your manager, and they have
some nifty things to say. Always either informative, silly or downright funny.
Master Skill: Now, this is so cool, it's not funny. While you complete the various
events you get these things called Versus Points. Now, when you manage
to get enough, you can use them towards learning a new move for all the
characters. A great game made even better, eh?
So, here's a list of moves you can get. Can you master them all?
Mai: Phoenix Jig - 4000 vs. (Really called the Hou'ou no Mai)
Terry: High Geyser - 4000 vs. (Really, it's called the High Angle Geyser.)
Kyo: 182 Ways - 4500 vs. (Kyo's new DM from KoF99, I believe. Really
called 182 Shiki, but the original name's
really close to this one.)
Athena: Flame Sword - 4000 vs. (New move?)
Iori: Blast Talons - 4000 vs. (Really called Ura 311 Shiki: Saku Tsumagushi,
his new DM from KoF99)
Nakoruru: Irska Yarmsi - 6000 vs. (Actually called the Irusuka Yatoro Lise)
Haohmaru: Heaven Bam! - 5000 vs.
Leona: Happy Death - 6000 vs. (If it's what I think it is, it's her
Grateful Dead move from KoF99.)
Ryo: Heaven Blast - 2500 vs. (Really called the Tenchi Haou Ken)
Ryu: Shin Shouryuuken - 6000 vs. (Unlike SFA3, ALWAYS hits perfectly.
Wicked cool.)
Guile: Cross Fire Blitz - 4500 vs.
Chun-Li: Shichisei Senkuukyaku - 4500 vs. (Exactly ported from MvC.)
Ken: Shippuu Jinrai Kyaku - 4000 vs. (The same as from SFA3.)
Sakura: Shun Goku Satsu - 5500 vs.
Zangief: Russian Beat - 4500 vs.
Morrigan: Cryptic Needle - 2500 vs.
Dan: Otoko Michi - 8000 vs. (The mighty suicide move from MSH vs. SF.)
Felicia: ES Rolling Scratch - 3000 vs.
Yuri: New Yuri Bop - 5800 vs. (This is just her Shin! Yuri Chou Upper from KoF98-99)
Akari: Myriad Stars - 8000 vs.
Geese: Deadly Rave - 9999 vs. (Long fighting ahead to get this one...)
O. Iori: Burst Talons 6500 vs. (I've dubbed this the
Taikyoku Saku Tsumagushi.)
Akuma: Kongou Kokuretsuzan - 9999 vs. (If it's exactly like the one from
SF3, it's worth it.)
BB Hood: Doll & Bomb - 6500 vs.
M. Bison: Psycho Field - 9999 vs. (Gotta work for this one too.)
E. Ryu: RK Hadouken - 8000 vs. (Versus beam of doom attack!)
NOTE: All of these moves are only done while at MAX. So that means you can not use
these in Rush Style.
Now, let's move onto Entry. No matter what team you pick, there will be five events.
Three that are universal, and two that are specific to each team.
NOTE: During all Olympic events, except Survival and Cat Walk, pressing the Option
button will quit the event. Pressing it duing Survival will pause the game and
do nothing during Cat Walk.
UNIVERSAL EVENTS -
Survival: Pick your character and see how far you can get through 100 enemies.
Time Attack: See how quickly you can defeat 5 opponents. But, if you go past 7
minutes, you automatically lose and get no points.
First Blast: You and your opponents' energy level is down to the minimum level.
You have 10 seconds to connect an attack first. Depending on what
move you use to hit them, how fast you hit them, and how many times
you win your score changes accordingly.
SNK SPECIFIC EVENTS -
Target 9: Metal Slug makes a comeback! See how many aliens you can shoot down.
The joystick moves the target. A shoots and B reloads. You get 6 shots
per reload. Also, Red Aliens give back health when they're shot down.
Blade Arts: You control Jubei Yagyu from Samurai Showdown in this event. A slices to
the left, B slices to the right, UP and A slices up and left and finally
UP and B slices up and right. Yellow straw dummies stay onscreen the
longest, Red stays on the shortest with Green right in the middle.
Accordingly, Red gives you the most points, Yellow the least and Green
in the middle again. Slice up 5 dummies in a row and you get a score
bonus. If you miss a dummy, however, the bonus resets and you start over
from zero.
Upon further play, I've figured out the points of the different dummies.
Yellow gives 300, Green 400, and Red 1200. I still don't know how the
bonus works. Also, there's some tricks I've learned to get higher
scores. After awhile, the dummies try to fake you out so you try to
slash them and miss the other ones that pop up. Also, if two dummies
pop up at the same time and aren't the same color, slash the higher
scoring one first. It won't stay on long. If you're fast enough you'll
have time to get the other one. If you do it the other way, you'll surely
miss the second.
And from what I can figure, the dummies appear in a set pattern. If you
can memorize when and where you have to strike, you can easily get all one
hundred.
CAPCOM SPECIFIC EVENTS -
Ghost Trick: Help Arthur from Ghouls and Ghosts avoid the Gargoyle. A jumps left
and B jumps right. Gather up treasure to up your score even more.
Each island you jump on gives you 50 points. Treasure bags get you
1700 points. Treasure chests get you 5000 points.
In the game is a timer that starts off at 30. Each time you grab
a chest or bag, the timer goes back up to 30. This happens up until
you get to about 20000 points. Then everytime you grab a chest or
bag, the counter only goes back up to 25. At 40000, the counter will
only go up to 20. And at 60000, will only go up to 15.
Also, if you take too long in getting a chest, it will turn into a
bag.
Cat Walk: Darkstalkers meets Dance Dance Revolution. Help Felicia boogie on down
to the music. There are 6 songs to choose from with varying difficulties
with Felicia's theme being the easiest and Chun-Li's being the hardest.
Each song has a maximum chain in which you get 100% clear and the maximum
score you can get for each song increases thusly:
Theme Difficulty Max. Chain Max Score
------- ---------- ---------- ---------
Felcia 1 note 62 15700
Dan 2 notes 65 17000
Akari 3 notes 69 22400
Athena 4 notes 98 45800
Nakoruru 5 notes 104 66400
Chun-Li 6 notes 129 88900
Section (8a) - Look ma! I'm king of the world!
Well, seeing as how most other FAQ's out there are listing their personal scores
I think I will too. Hey! Send your own records to Z-Force's FAQ and he'll put 'em
in! I did!
Records
Survival - 100 wins (SnH Ryu - Master)
Time Attack - 00' 41" 23 (SnH Ryu - Master)
First Blast - 99990 pts (10 wins - SnH Ryu {sensing a pattern?} - Master)
Ghost Trick - 60750 pts. (Gold)
Cat Walk - 88900 pts. (Completed Chun-Li's song at 99% - Master)
Target 9 - 80000 pts. (100 beaten / 75% - Crystal)
Blade Arts - 94300 pts. (100 Dummies - Master)
-------
Section (9) - It's a downright shame if you can't play this game... doowop, etc...
Here you will find specific info on the fighting portion of this game. It's what
you REALLY bought it for, right? Now let's unlock it's secrets. Here's the key.
Ok, put it in the lock... twist... turn it... uh... you snapped it off, didn't
you? AGH! Great, now I gotta do it myself. *kick*THUD*CRASH!* Alright, here are
the basics.
After you select TOURNEY on the main menu, the game prompts you to choose between
SINGLE, TAG, and TEAM. Single is 1 on 1. Tag is 2 on 2 like in the Vs. games. You
can even tag in and out your people. Team is 3 on 3 and more akin to KoF. Your
other members only come in when one is defeated.
After you choose a game mode, you're prompted to choose what Style you wish to
battle with: AVERAGE, COUNTER, or RUSH.
Average Style is closest to the style used in Street Fighter Alpha (Zero). You
have a 2 level super meter. As you get hit, block hits and attack, the super meter
fills up. At level one, you can perform a Super Impact Blast (For the sake of this
FAQ, I'll label them Super Combos or SC). At Level 2 you can perform a more
powerful version of the SC (which I shall label MAX SC). Remember, though, that you
will always perform a MAX SC at Level 2. You don't have a choice to use a regular
SC, and your meter will empty out.
Counter Style is akin to the style used in King of Fighters. When you attack,
sometimes critical hits will occur, causing more damage. You're able to charge
your super meter with the Power Builder. This is the only way to build it up other
than the following: Getting hit, blocking attacks, intercepting a projectile with
your own... and that's it. It *WILL NOT* go up by hitting the opponent, so this
mode is more on the defensive side. When your meter is full, you can perform an
SC. Also, you will start flashing. From what I can tell, and I'm not *fully* sure,
but it seems you do a bit more damage with each attack while you're glowing. When
you get damaged enough, your life bar will start flashing. During this time you
can perform SC's as much as you want. If your super bar is full AND your life
gauge is flashing, you'll be at MAX status. Like Average Style, you won't have a
choice to use a regular SC during that time and your meter will go back to being
empty.
Rush Style is most like the style used in the Versus series of games. You can chain
combo, which is described in detail below. You have a super meter and 3 stocks. When
the super meter fills up a stock lights up and the meter goes back down to zero in
order to be filled again. When you perform an SC you use up a stock. Please note that
in this mode you *CAN NOT* perform MAX SC's. Also, special SC's that require 2 levels
can not be used in this mode either.
During the game, you can pause by pressing Option. To resume play, just press
Option again.
F - Forward
B - Backward
D - Down
U - Up
UF - Up Forward
UB - Up Back
DF - Down Forward
DB - Down Back
QCF - Hadouken motion (D, DF, F)
QCB - HK motion (D, DB, B)
HCF - Yoga Flame motion (B, DB, D, DF, F)
HCB - Sen'En Shuu motion (F, DF, D, DB, B)
DP - Dragon Punch motion (F, D, DF)
RPD - Reverse DP motion (B, D, DB)
360 - Spinning Pile Driver motion
(It's really a 270. F to D to B to U or B to D to F to U
Able to be done without jumping.)
720 - Final Atomic Buster motion (Full 360 + SPD motion)
P - Any punch
WP - Weak Punch (tap A)
HP - Hard Punch (press A)
K - Any Kick
WK - Weak Kick (tap B)
HK - Hard Kick (press B)
P+K - Punch and Kick pressed simutaneously
MAX - To be at Level 2 in Average Style or have your life bar
flashing and meter full in Counter Style.
Basic Commands - Average Style
Front Hop - F, F
Back Hop - B, B
Guard Counter - F, P+K while guarding. Uses Super Meter energy.
Knockdown Recover - P+K right before you hit the ground after being knocked down.
Taunt - P+K
Tag - B, P+K while fighting in Tag Battle.
Tag Counter - B, P+K while guarding. Only useable in Tag Battle.
Basic Commands - Counter Style
Back Hop - B, B
Dodge - F, P+K
Dodge Attack - P or K during Dodge
NOTE: You can go into a special move or SC from this.
Guard Counter - F, P+K while guarding. Uses Super Meter energy.
Power Builder - D, P+K. Hold down to continously charge your Super Meter.
Taunt - P+K
Tag - B, P+K while fighting in Tag Battle.
Tag Counter - B, P+K while guarding. Only useable in Tag Battle.
Basic Commands - Rush Style
Forward Dash - F, F. Hold down the second F to keep running.
Back Hop - B, B
Guard Counter - F, P+K while guarding. Uses Super Meter energy.
Knockdown Recover - P+K right before you hit the ground after being knocked down.
Taunt - P+K
Tag - B, P+K while fighting in Tag Battle.
Tag Counter - B, P+K while guarding. Only useable in Tag Battle.
Chain Combo - In this mode you can chain combo. There are a few rules for doing
so. You can only do so on the ground. A weak can chain into another weak but you
can *not* go back to the previous attack.
Eg: WP -> WK is ok. WK -> WP is ok. WP -> WP won't work. Nor will WP -> WK -> WP.
From the weak attack, you can chain into a hard attack. And one hard attack can
chain into another hard attack. Though, once you use a hard attack once, you
can't use it again. And once you go into hard attacks, you can't go back to weak.
Eg: WP -> HP -> HK is ok. HP -> HK is ok. HP -> WK won't work. WP -> HP -> HK -> HP
won't work either.
-------
Section (10) - Kyo! I choose you!
In this section you will find the various moves of all the characters. Certain
moves I won't put up until I get them in the Olympic mode since I will put in a
note about certain moves. If you wish to know those moves you can either A:)
wait until an update or B:) look up another FAQ. There should be 3 other ones up
now. Onto the moveslist!
NOTE: The character descriptions are only *my* opinion on them. I'm sure other
people play them differently, see them differently, etc. etc. Just letting
you know what I personally thought of them.
Also, when I note the comboability of normal attacks, I don't take into
account of the fact if they knock down or not. An example is Akari's
standing HK. You can combo from this move, but it will knock down a non
blocking opponent.
PS: Upon further play, I've discovered (ie: I bothered to actually try it)
that certain characters can chain certain normal attacks into aerial special
and super moves while jumping neutral or diagonally. Only in the characters
that can do so do I note who can do what and how... I think I just confused
myself.
=======================================================================================
TEAM SNK
=======================================================================================
******************
S01 - Kyo Kusanagi
******************
"Ore no... kachi da!"
"This is my... victory!"
Kyo is a bit of a technical character. Without a projectile,
you will have to go toe to toe against your opponent. While
perhaps this might mean certain death, there IS something
that this character has for him: certain moves have autoblock
capabilities. I'll tell you which moves down below.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| No | No |
HP| Yes | Yes |
HK| No | Yes |
Regular Command Attacks -
Ge Shiki: Goufu You
- F + K
NOTE: The second hit of this move is an overhead so it must be blocked high.
If you chain into this move from a standing WP you can then cancel into
a special move from the second hit, but it loses it's overhead properties.
Ge Shiki: Naraku Otoshi
- D + P in midair
NOTE: If you hit a jumping opponent with this, they'll be knocked down to the
ground.
88 Shiki:
- DF + K
Special Move Attacks -
114 Shiki: Aragami
- QCF + WP
NOTE: Before the fist hits, any attack that is incoming (other than SC's) will
automatically be blocked, allowing the fire fist to connect.
128 Shiki: Kono Kizu
- QCF + P after Aragami
127 Shiki: Yano Sabi
- HCB + P after Aragami
Ge Shiki: Migiri Ugachi
- P after Yano Sabi or Kono Kizu
125 Shiki: Nanase
- K after Yano Sabi or Kono Kizu
115 Shiki: Dokugami
- QCF + HP
NOTE: Like the Aragami, any attack that is incoming (other than SC's) will be
blocked before the fist connects, letting the hit go through.
401 Shiki: Tsumi Yomi
- HCB + P after Dokugami
402 Shiki: Batsu Yomi
- F + P after Tsumi Yomi
100 Shiki: Oniyaki
- DP + P
NOTE: At the start, this move has autoblock capabilities. Use this to your advantage.
R. E. D. Kick or 717 Shiki: Koma Hofuri
- RDP + K
NOTE: This move is not an overhead.
If it connects with a midair opponent they will be knocked to the ground.
75 Shiki Kai:
- QCF + K, K
202 Shiki: Kototsuki You
- HCB + K
900 Shiki: Nue Tsumi
- QCB + P
NOTE: This is a counter move, but can be used as an attack.
Ge Shiki: Tora Fuse
- Block a high attack with the Nue Tsumi.
Ge Shiki: Ryuu Iri
- Block a low attack with the Nue Tsumi.
Super Combo Attacks -
Ura 180 Shiki: Orochi Nagi -
- QCB, HCF + P or K. If you hold down P or K, you can delay it.
NOTE: At MAX, if you're close to the opponent, they will get damaged.
Saishuu Kessen Ougi "Mu Shiki"
- QCF, QCF + P
NOTE: During the regular version, if you keep tapping P, Kyo will taunt.
182 Shiki
- QCF, QCF + K. If you hold down K, you can delay it.
NOTE: This move can only be done at MAX status.
If you delay the move until it comes out by itself, it will become
more damaging and also unblockable.
******************
S02 - Terry Bogard
******************
"Okay!"
This guy has been around since Fatal Fury. He's come a long
way during the years and it shows. He can go toe to toe with
the best of them. His most effective move, in my opinion, is
his Fire Kick. Any combo including this move and the following
chains can be really damaging.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| No | Yes |
HP| Yes | Yes |
HK| No | Yes |
Regular Command Attacks -
Rising Upper
- DF + P
NOTE: You can cancel into special attacks from this move.
Backspin Kick
- F + K
NOTE: This is Terry's Body Blow Attack from KoF98-99.
This move will knockdown an opponent.
If you combo this move from a punch, you can cancel
into a special move, though it won't knock down anymore.
Special Move Attacks -
Power Wave
- QCF + P
Rising Tackle
- Charge D, U + P
NOTE: This move seems to have great priority at the start. Use that to
punish repeat jumpers.
Power Dunk
- DP + K
Burn Knuckle
- QCB + P
Crack Shoot
- QCB + K
Fire Kick
- HCF + K
NOTE: If you perform a Power Dunk after this move, it will connect. So
will a High Angle Geyser, but you won't get full damage from it.
Super Combo Attacks -
Power Geyser
- QCB, HCF + P
NOTE: At MAX this turns into the Triple Power Geyser.
High Angle Geyser
- QCF, QCF + P
NOTE: This move can only be done when at MAX status.
This move has an invinciblity window at the start. I accidently
found this out after an incident with Guile's Sonic Boom. Wound
up going through it to smack the bejeezus out of him.
*****************
S03 - Iori Yagami
*****************
"Nake! Sakebe! Soshite... Shi-ne!"
"Cry! Scream! Then... die!"
To play Iori, you've got to rely on his strengths. His Oniyaki is
good for smacking down jumpers if you can time it right. His Aoi
Hana is good for combos. Go for the Ya Sakazuki only if you don't
care about his other SC's and just want some free hits.
Comboable Normal Attacks:
_Stand___Crouch_
WP| No | Yes |
WK| No | No |
HP| Yes | Yes |
HK| No | No |
Regular Command Attacks -
Ge Shiki: Yumebiki
- F + P, P
NOTE: From the second hit of this move, you can cancel into a special
attack.
Ge Shiki: Goufu In "Shinigame"
- F + K
NOTE: The second hit of this move is an overhead attack, so it must be
blocked high.
If you combo into this from a normal attack, you can then cancel
into a special move, though it will lose it's overhead properties.
Ge Shiki: Yuri Ori
- In midair B + K
NOTE: This move is good for crossups. Do note however that when
you cross up, directions get reversed, so you'd really have
to hold F and press K.
Special Move Attacks -
108 Shiki: Yami Barai
- QCF + P
127 Shiki: Aoi Hana
- QCB + P X 3
100 Shiki: Oniyaki
- DP + P
NOTE: This move doesn't have the autoguard capabilities that Kyo's has.
311 Shiki: Tsumagushi
- DP + K
NOTE: You can combo into the Aoi Hana after this move.
212 Shiki: Kototsuki In
- HCB + K
Kuzukaze:
- When close HCB, F + P
NOTE: This move switches places with your opponent and it's not an attack.
Super Combo Attacks -
Kin 1211 Shiki: Ya Otome
- QCF, HCB + P
NOTE: At MAX, watch him turn into 'Tsuki no yoru orochi no chi ni kurufu Iori' which
stands for 'On a moonlight night, Iori goes insane due to Orochi blood' or
Orochi Iori for short. Thanks to Kao Megura for the full name.
Ura 108 Shiki: Ya Sakazuki
- QCB, HCF + P
NOTE: You can delay this move by holding down P. If it connects, your opponent
becomes stunned for quite a bit of time, allowing you to do anything you
wish.
Regularly, Iori tosses a Yami Barai that explodes in a purple column of
purple energy 2/3s of the screen away. At MAX, Iori fires off a shockwave
of columns that go full screen. Orochi Shockwave!
Ura 311 Shiki: Saku Tsumagushi
- QCF, QCF + K
NOTE: Can only be done at MAX status.
This move starts as an overhead move, so it must be blocked high.
******************
S04 - Ryo Sakazaki
******************
"Kyokugenryuu Ougi!"
"Kyokugen Style Secret Technique!"
If you always wondered who'd win in a fight between Ryu and Ryo,
well, you don't have to worry any longer. Doesn't mean you'll
get an answer. His Ko Hou has some good priority when it comes
to jumping attacks from his enemies. He's got an air fireball.
His Zan Retsu Ken does some wicked damage, and his Haou Shou Kou
Ken comes out *really* quick. Could he be better than Ryu?
Depends on how he's played and how Ryu is played.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| No | No |
HP| Yes | Yes |
HK| No | Yes |
Regular Command Attacks -
Hyouchuu Wari
- F + P
NOTE: This move is an overhead attack so it must be blocked high.
This move will also knockdown an opponent.
Special Move Attacks -
Ko'ou Ken
- QCF + P
Kuuchuu Ko'ou Ken
- In midair QCF + P
Ko Hou
- DP + P
Hien Shippuu Kyaku
- HCB + K
Zan Retsu Ken
- F, B, F + P
Super Combo Attacks -
Haou Shoukou Ken
- F, HCF + P
NOTE: This move will go through any normal projectiles.
Ryuuko Ranbu
- QCF, HCB + P
Tenchi Haou Ken
- QCF, QCF + P
NOTE: This is move can only be done while at MAX status.
It will also automatically stun your opponent.
******************
S05 - Mai Shiranui
******************
"Me Boingy!"
Ok, so it's really "Nippon Ichi!" but the fact it sounds
so close to the first one is pretty funny. That's language for ya.
Anyway, she's a pretty good character, even though you have to time
it right to punish jumpers since the Sachiyo Dori has a bit of lag
at the start.
Comboable Normal Attacks:
_Stand___Crouch___Jump_N___Jump_D_
WP| No | No | No | Yes |
WK| No | No | No | No |
HP| Yes | Yes | No | No |
HK| No | No | Yes | Yes |
Regular Command Attacks -
Yume Zakura
- While in midair and close, Any Direction but UB / U / UF + P or K
Benitsuru no Mai
- DF + K
NOTE: If you cancel into this move from a normal attack, the first hit will
be cancellable into a special move. If you're not quick enough, the
second hit will come out and knock down your opponent.
Koku'en no Mai
- F + K
NOTE: If you cancel into this from a normal attack, you can cancel into an
aerial special move.
Dairin Fuusha Otoshi
- In midair, D + P
NOTE: If you hit a midair opponent with this, they will fall to the ground.
Sankaku Tobi
- While jumping against the wall, F
Special Move Attacks -
Kachou Sen
- QCF + P
Ryuu Enbu
- QCB + P
Sachiyo Dori
- QCB + K
NOTE: This move can be cancelled into the Ryuu Enbu
Hissatsu Shinobi Bachi
- HCF + K
Musabi no Mai
- Charge D, U + P or K
NOTE: You must hold down P or K to perform the move or else you'll just jump.
Performing the move with P will cause you to go a short distance while
using K will cause you to go a longer distance.
Kuuchuu Musabi no Mai
- In midair, QCB + P
Super Move Attacks
Chou Hissatsu Shinobi Bachi
- QCB, HCF + K
Hana Arashi
- QCF, QCF + P
Hou'ou no Mai
- QCB, QCB + P
NOTE: Can only be done at MAX status.
**************
S06 - Haohmaru
**************
"Mou ippon!"
"That's one win!"
Haohmaru was a really good character in the Samurai Showdown
games. But his lag filled slashes and moves are going to get
him punished here, so you've got to go defensive. If you can
somehow connect with his Ougi Senpuu Retsu Zan, you can
usually follow it up with an Ougi Kogetsu Zan for free. Don't
give that up. If you can time it right, his Hi Ougi Tenha
Fuujin Zan can knock people out of the air AND it'll juggle
them along as Haohmaru keeps swinging and slashing his sword.
A few more notes on Haohmaru's slashes. His HP slashes take
off a LOT of health. Unfortunately, any of his slashes get
blocked, he recoils, giving his opponent a chance to get
some hits in. Also, his crouching slashes can be blocked
high.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| No | Yes |
HP| No | No |
HK| No | No |
Regular Command Attacks - None
Special Move Attacks -
Ougi Senpuu Retsu Zan
- QCF + P
Ougi Kogetsu Zan
- DP + P
Ougi Resshin Zan
- RPD + P
NOTE: This move is an overhead and must be blocked high.
Super Combo Attacks -
Hi Ougi Tenha Fuujin Zan
- QCF, QCF + P
Tenha Dankuu Retsu Zan
- QCF, QCF + K
NOTE: This move can only be done at MAX status.
For the whole move to come out, the first slash
must connect.
**************
S07 - Nakoruru
**************
"Daishizen no oshioki desu."
"This is Nature's punishment."
Nakoruru is the better of the Samurai's. She's got a wide
variety of moves and the ability to punish mistakes. Her
Annu Mutsube can go under projectiles and punish fire
happy people. Her Lela Mutsube has some good priority
and can punish jumpers. Her Mamahaha flight can get her
out of some tight fixes, and the following attacks can
punish people as well. And if you're close enough and
your opponent so much as *twitches*, just do her Elelyu
Kamui Risse and it will connect to teach them a thing or
two.
Like Haohmaru, if her slashes get blocked, she'll recoil,
giving her opponent a chance to retaliate. However, unlike
Haohmaru, her low slashes MUST be blocked low, so it gives
her a fighting chance.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| No | Yes |
HP| Yes | No |
HK| Yes | No |
Regular Command Attacks -
Ramu Kishima Taku
- While in midair and close, Any Direction but UB / U / UF + P or K
Kamui Fumugesupu (My name for it: Nature's Wrath.)
- While in midair, D + K
NOTE: This move will knock down opponents.
Sankaku Tobi
- While jumping against the wall, F
Special Move Attacks -
Annu Mutsube
- B, DB, D + P
NOTE: This move can go underneath projectiles.
It also must be blocked low.
Lela Mutsube
- QCF + P
Kamui Risse
- RDP + P
NOTE: This has the ability to block projectiles.
Mamahaha Flight
- QCB + K
Kamui Mutsube
- During Mamahaha Flight, P
Yadoro Poku
- During Mamahaha Flight, DF + P
Shichikapu Etu
- QCB + P
Super Combo Attacks -
Elelyu Kamui Risse
- QCF, QCF + P
Irusuka Yatoro Lise
- QCF, QCF + K
NOTE: This move can only be done at MAX.
For the whole move to come out, the first hawk strike must connect.
********************
S08 - Athena Asamiya
********************
"Asamiya Athena... ikimasu!"
"Here comes Athena Asamiya!"
Faiaa... Faiaa... Psycho Soldier...
Well, not much to say about Athena. Her reflectors can show
up fire happy people. Her Psycho Sword has some good priority
and can usually be used as a combo ender. Her Phoenix Arrow
is good to surprise your opponent with. I like her new super,
too. Reminds me of Captain Commando. "GODDESS SWORD!"
Also, notice that when she starts, she appears in her KoF99
outfit, with her hair short. When she throws it off... she
appears in the fuku she usually *starts* with, and her hair
is long. Maybe she figured short hair wasn't her thing. And
could the fuku be a play on Sakura? Hmmm?
Comboable Normal Attacks:
_Stand___Crouch___Jump_N___Jump_D_
WP| Yes | Yes | Yes | Yes |
WK| No | Yes | No | No |
HP| Yes | Yes | Yes | Yes |
HK| No | Yes | No | No |
Regular Command Attacks -
Psychic Shoot
- While in midair and close, Any Direction but UB / U / UF + P or K
Renkan Tai
- F + K
NOTE: The second hit of this move is cancellable into an aerial
special move.
Phoenix Bomb
- In midair, D + K
NOTE: Any opponent hit by this will be knocked down.
Sankaku Tobi
- F while jumping against the wall.
Special Move Attacks -
Psycho Ball
- QCB + P
Phoenix Arrow
- In midair, QCB + K
NOTE: The WK version has her just roll up and launch herself at the
opponent while the HK version has her do a handstand kick on
the ground at the end.
Psychic Teleport
- QCF + K
Psycho Reflector
- HCB + WK
Nu Psycho Reflector
- HCB + HK
NOTE: This takes longer to come out then the Psycho Reflector. Though,
it does do more damage. Both can reflect projectiles.
Psycho Sword
- DP + P
NOTE: This move can be done in midair.
Super Psychic Toss
- When close, HCF + P
Super Combo Attacks -
Shining Crystal Bit
- HCB, HCB + P
NOTE: This move can be done in midair.
This move can be canceled by pressing P+K together.
This move can also negate projectiles.
In KoF98-99 she randomly appeared in her costume from the old NES game
Athena. Well, that's true here as well. She ALSO randomly appears in a
school gym outfit, a one piece bikini, that little santa outfit she wears
during one of her win poses, and a shinto priestess outfit. There might be
more, for all I know.
And this was sent in by Timothy Miller about her costumes:
"Athena Asamiya has more outfits than any other SNK vs. Capcom character,
a whole wardrobe stuffed inside her Shining Crystal Bit technique. Which
outfit appears (if any) depends on random chance, and which power level
you're at when you execute the Shining Crystal Bit:
Level 1 - Bikini ("Athena" costume), bathing suit and cap, gym uniform
Level 2 - Shrine maiden's outfit, "Santa"-style idol costume."
And upon further testing, I've deduced that this is correct. ^^
Crystal Shoot
- During SCB, QCB + P or K
NOTE: You can hold down P to delay the move. You can achieve the same thing
with K by holding it down as well. In midair, there's no difference.
On the ground P will fire the shot straight forward, and K will shoot
forward a bit before angling up to the sky.
Phoenix Fang Arrow
- In midair, QCF, QCF + K
Athena's Goddess Sword
- QCF, QCF + P
NOTE: This move can only be done at MAX status.
For this move to be fully effective, it must be done while close to your
opponent.
***********
S09 - Leona
***********
"Ninmu kanryou."
"I've completed my duty."
Being a charge character, she has to be played somewhat defensively.
Luckily, she's got a few moves that can surprise opponents. Her Eye
Slasher is useful if your opponent forgets to block it on the way back.
The X Calibur comes out pretty quickly and appears slightly below and in
front of her, so you can do a sneak attack when they least expect it.
Comboable Normal Attacks:
_Stand___Crouch___Jump_N___Jump_D_
WP| No | Yes | No | No |
WK| No | No | Yes | Yes |
HP| Yes | Yes | No | No |
HK| No | No | Yes | Yes |
Regular Command Attacks -
Heidern Inferno
- While in midair and close, Any Direction but UB / U / UF + P or K
Strike Arch
- F + K
NOTE: Any opponent who is hit by this will fall to the floor.
If you cancel into this move from a regular attack, it will
no longer knockdown, but you will be able to cancel into an
aerial special move.
Special Move Attacks -
Baltic Launcher
- Charge B, F + P
NOTE: Here's something I found out in KoF98 which still holds true
now. If you perform the HP Baltic Launcher and are quick enough
you can jump in the air and connect with an X Calibur or even a
V Slasher! But the V Slasher is tough. You need to be quick.
Ground Saber
- Charge B, F + K
Gliding Buster
- F + K from a HK Ground Saber
Moon Slasher
- Charge D, U + P
Eye Slasher
- QCB + P
X Calibur
- In midair, QCB + P
Earring Bakudan
- QCB + K
Super Move Attakcs
V Slasher
- In midair, QCF, HCB + P
Rebel Spark
- QCB, HCF + K
NOTE: At MAX status, watch her turn into 'Yami no naka Orochi no chi ni mezameru
Leona' which stands for 'In the middle of the night, Leona is awakened by
Orochi blood'. Or just Orochi Leona for short. Thanks to Kao Megura again for
for the full name.
Gravity Storm
- QCF, QCF + P
Grateful Dead
- QCB, QCB + K
NOTE: This move can only be done at MAX status.
**************************************
S10 - Yuri Sakazaki (Hidden Character)
**************************************
"Ei! Ei! Wo! Wo! JANPU! Bui! Bui!"
I love that winpose, it's so *cute*! Anyway, her Ko'ou Ken is
your normal projectile. Try not to abuse it, people who know how
to counter it *will*. The fact that she doesn't have her Yuri Chou
Upper makes her anti air capabilities a bit sparse, but her Sai Ha
sort of makes up for it. Sort of. The always capable Haou Shou Kou
Ken is always useful in a fireball fight and comes out pretty damn
quickly.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| No | No |
HP| Yes | Yes |
HK| No | Yes |
Regular Command Attacks -
Tsubame Otoshi
- While in midair and close, Any Direction but UB / U / UF + P or K
En Yoku
- F + K
NOTE: This is an overhead attack, so it must be blocked high. If
you cancel into it, though, it will no longer be an overhead.
Special Move Attacks -
Ko'ou Ken
- QCF + P
Raiou Ken
- QCF + K
Sai Ha
- QCB + P
Hyakuretsu Binta
- HCB + K
Super Combo Attacks -
Haou Shoukou Ken
- F, HCF + P
Hien Hou'ou Kyaku
- QCF, HCB + K
Hien Rekkou
- QCF, QCF + K
Shin! Yuri Chou Upper (Mekki Zan Kuuga)
- QCF, QCF + P
NOTE: This move can only be done at MAX status.
*************************************
S11 - Akari Ichijo (Hidden Character)
*************************************
"Kakugo Shiya!"
"Prepare yourself!"
In Last Blade, Akari was a mini powerhouse. Here... she needs
a bit of work. Her Astro Revolve is a good anti air move, so always
follow up with the subsequent attacks for more damage. Try to fake
out opponents with the Rice Patty Demon Dicer. Her Sextet Synthesis
is laggy, but the 100 Demon Sabbath can be used in a combo AND it
can double as an anti air move.
Like the Samurai's, if her P attacks get blocked, she'll recoil back,
allowing her opponent a chance to retaliate. And like Haohmaru, her
crouching P attacks can be blocked high.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | No |
WK| Yes | No |
HP| Yes* | Yes**|
HK| Yes | Yes |
* - You can only cancel into special moves from this.
** - You can only cancel from the first hit of this move.
Regular Command Attacks -
Miko Toss
- While in midair and close, Any Direction but UB / U / UF + P
Priestess Bop
- F + P
NOTE: This move will knock down your opponent.
Electric Ward
- B + P
NOTE: Unlike in Last Blade, you can't combo from this move.
Special Move Attacks -
Messianic Blast (ShikiGami Tenku)
- QCF + P
NOTE: WP version goes across the screen. HP version appears right in front
and then disappears.
Astro Revolve (Tenmon Hoshi no Meguri)
- D, U + K
Tenmon Kakageshi Tenshin
- After Astro Revolve - D, U + P
Tenmon Tenzuru Hokuto
- After Astro Revolve - D, U + K
Rice Patty Demon Dicer (Gaiki DorotaBou)
- DP + P or K
NOTE: Punch causes you to appear to the left of the screen, K to the right
of the screen.
MeiRyu Mari Koroge
- During the RPDD, hold down P or K
MeiRyu Mari Otoshi (2)
- During RPDD, U + P
MeiRyu Mari Houri
- During RPDD, U + K
MeiRyu (Unknown) Houri
- During RPDD, D + P
NOTE: Any opponent hit by this will fall down to the ground.
MeiRyu Mari Otoshi
- During RPDD, D + K
NOTE: All the attacks after the RPDD must be done while she's still
rolling.
Pure Princess Parry (Gaiki KiyoHime)
- HCB + P
NOTE: You have to be fairly close to your opponent in order for this to hit.
Changing Troll (Kawari HitoGata)
- HCB + K
NOTE: This is a counter move. If done successfully, Akari will disappear and
then appear above her opponent to stomp down on them.
Super Combo Attacks -
Sextet Synthesis (Shikigami Rikugou)
- QCB, HCF + P
NOTE: This move can be delayed by holding P.
100 Demon Sabbath (ShikiGami HyakkiYakou)
- QCB, QCB + P
NOTE: During the MAX version of this move, look out for the various
cameos.
Myriad Stars (Amata no Hoshizuku)
- QCF, HCB + P or K
NOTE: This move can only be done at MAX status.
P will start with an overhead attack, so must be blocked high.
K will start with a low attack, so must be blocked low.
There are two finishers to this move. One where she'll knock her
opponent into the air and another where she'll hop up and strike
a cute pose as a huge Yin Yang symbol appears and hits her
opponent. Now, Godai Kyoko's FAQ states that you can choose which
one happens depending on if you use WP, WK, HP, or HK. But I've
gotten both finishers for all FOUR attacks, so it seems to me that
the finisher is totally random. You can juggle your opponent after
the uppercut, though.
*************************************
S12 - Geese Howard (Hidden Character)
*************************************
"RAGING STORM!"
That's kinda the move that makes Geese... well, Geese. Got somebody
jumping in? Punish them with that. His Double Reppu Ken can go through
projectiles, so you can use it as a surprise. He's one of the few
people who has a counter in this game, and they do some big damage.
And also, his Raging Storm can nullify most, if not all, projectiles.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| Yes | Yes |
HP| No | Yes |
HK| No | Yes |
Regular Command Attacks -
Hienshikyaku
- F + P
Special Move Attacks -
Reppuu Ken
- QCB + WP
Double Reppuu Ken
- QCB + HP
NOTE: This has the ability to go through projectiles.
Jaeiken
- Charge B, F + K
Shinkuu Nage
- Close to opponent, 360 + P
Joudan Atemi Nage
- HCF + P
NOTE: This will counter jumping attacks.
Chuudan Atemi Nage
- HCF + K
NOTE: This will counter standing attacks.
Super Combo Attacks -
Raging Storm
- DB, HCB, DF + P
NOTE: For an easier way, just input HCF, HCB, HCF + P
Rashoumon
- Close to opponent, 360 + K
Deadly Rave
- QCF, QCF + K
NOTE: This move can only be done at MAX status.
Unlike other games, it seems you don't have to put in
the command button presses. It just comes out on it's own.
Good thing, since I dunno how it would've worked out with
the button system for this game.
*******************************************************************
S13 - Tsuki no yoru Orochi no chi ni kurufu Iori (Hidden Character)
*******************************************************************
Character NOTE: The name stands for 'On a moonlight night, Iori goes
insane due to Orochi blood'. As per usual, Kao Megura
is thanked for this.
"UWHOOOOOO!"
This guy is a nut. And he's got priority up the wazoo. Most of his moves
have an invincibility window that can be abused. His Yami Barai can go
through certain projectiles and nullify others. He does a bit more
damage than regular Iori, but not nearly as much as CPU O. Iori does.
On further study, I've figured something out about this guy. *Most*
of his moves do more damage than regular Iori's, especially his Aoi
Hana. BUT when it comes to the Ya Otome, the regular version anyway,
regular Iori's version does *MORE* damage than O. Iori's. I found this
to be a wee bit surprising. Can anybody tell me different?
Also, upon further play, I've seen that Orochi Iori takes more damage
than normal characters. Of course, if you play him well, this won't
mean a thing since you're busy kicking so much booty. :P
Comboable Normal Attacks:
_Stand___Crouch_
WP| No | Yes |
WK| No | No |
HP| Yes | Yes |
HK| No | No |
Regular Command Attacks -
Ge Shiki: Yumebiki
- F + A, A
NOTE: Like Iori, from the second hit of this move, you can cancel into
a special attack.
Ge Shiki: Goufu In "Shinigame"
- F + K
NOTE: The second hit of this move is an overhead attack, so must be blocked
high.
If you combo into this from a normal attack, you can then cancel
into a special move, though it will lose it's overhead properties.
Ge Shiki: Yuri Ori
- In midair B + K
NOTE: Like Iori, this move is good for crossups. Do note however that when
you cross up, directions get reversed, so you'd really have to hold F
and press K.
Special Move Attacks -
108 Shiki: Yami Barai
- QCF + P
NOTE: This move is seems to do the same damge as regular Iori's. But it
also has the added benefit of going through projectiles.
127 Shiki: Aoi Hana
- QCB + P X 3
100 Shiki: Oniyaki
- DP + P
NOTE: This move doesn't have autoguard capabilities. What it DOES have is
a really large invincibility window, so you can really punish jumpers
with this move.
311 Shiki: Tsumagushi
- DP + K
NOTE: Like the Oniyaki, this move has an invincibility window at the start
so you can avoid normal attacks. When he starts to bring his hand
down, though, the window is closed and you can be hit.
You can combo into the Aoi Hana after this move.
212 Shiki: Kototsuki In
- HCB + K
Kuzukaze:
- When close HCB, F + P
Super Combo Attacks -
Kin 1211 Shiki: Ya Otome
- QCF, HCB + P
Ura 108 Shiki: Ya Sakazuki
- QCB, HCF + P
NOTE: You can hold this move by holding down P. If it connects, your opponent
becomes stunned for quite a bit of time, allowing you to do anything you
wish.
Regularly, O. Iori tosses a Yami Barai that explodes in a purple column of
purple energy 2/3s of the screen away. At MAX, O. Iori fires off a shockwave
of columns that go full screen. Orochi Shockwave!
Taikyoku Saku Tsumagushi
- QCF, QCF + K
NOTE: Can only be done at MAX status.
This move starts as an overhead move, so it must be blocked high.
=======================================================================================
Team Capcom
=======================================================================================
*********
C01 - Ryu
*********
".........."
Ah, Ryu. The starter of it all. He's been around for a long time.
Age doesn't show either. His Shouryuuken is one of the best anti
air moves in this game. His Hadouken and Shakunetsu Hadouken comes
out pretty quickly so you can use it to punish mistakes. His supers
are also very good in combos, so get free damage whenever you can.
His aura of wind is pretty cool, too.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| No | Yes |
HP| Yes | Yes |
HK| No | Yes* |
* - You can only cancel into special moves from this.
Regular Command Attacks -
Sakotsu Wari
- F + P
NOTE: This move is an overhead, so must be blocked high. If you
cancel into it from a normal move, it will no longer be an
overhead. You'll be able to cancel into a special move from
either hit.
Senpuu Kyaku
- F + K
Special Move Attacks -
Hadou Ken
- QCF + P
Shakunetsu Hadou Ken
- HCF + P
NOTE: If done near an opponent, it will knock them down.
Shouryuu Ken
- DP + P
Tatsumaki Senpuu Kyaku
- QCB + K
NOTE: His version knocks down.
Can be done in midair.
Super Combo Attacks -
Shinkuu Hadou Ken
- QCF, QCF + P
Shinkuu Tatsumaki Senpuu Kyaku
- QCB, QCB + K
Shin Shouryuu Ken
- QCF, QCF + K
NOTE: This move can only be done at MAX status.
This might look like the same move from SFA3. Well, it is. Except
you don't have to worry about distance in this game. It will connect
fully all the time and give the same damage no matter how far it connects.
*****************
C02 - Ken Masters
*****************
"Yatta ze!"
"I did it!"
Ken, Ryu's best bud. His Hadouken comes out as quick as Ryu's so you
can use it the same way. His Shouryuuken is pretty good, but the HP
version is best in combos to get max damage. Also, his Shinryuuken
is probably the *best* anti air move in the game. Try to time it
so they're nearly on the ground to get the most damage. He also has
the best comboability of anybody in the game. Just look at your
options down below.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| Yes | Yes |
HP| Yes | Yes |
HK| No | Yes* |
* - You can only cancel into special moves from this.
Regular Command Attacks -
Inazuma Kakato Wari
- F + P
NOTE: This move is an overhead, so you must block high.
However, if you cancel into it from a normal attack, it loses
it's overhead property. Further more, if you do cancel into it
from a normal attack, you can further cancel into a special move.
Ushiro Mawashi Geri
- F + K
NOTE: This move knocks down.
You can cancel into this move from a normal attack. If you do you
can further cancel into a special move, though it will lose it's
knockdown properties.
Special Move Attacks -
Hadou Ken
- QCF + P
Shouryuu Ken
- DP + P
NOTE: HP will get you the 3 hit flaming version.
Tatsumaki Senpuu Kyaku
- QCB + K
NOTE: Can be done in midair.
Zenpou Tenshin
- QCB + P
Super Combo Attacks -
Shouryuu Reppa
- QCF, QCF + P
NOTE: At MAX, he does 5 dragon punches instead of 3. Learning from Yuri?
Shinryuu Ken
- QCF, QCF + K
NOTE: If you wiggle the joystick back and forth and repeatedly press
the buttons, you can do more hits and damage.
Shippuu Jinrai Kyaku
- QCB, QCB + K
NOTE: This move can only be done while in MAX status.
*************
C03 - Chun-Li
*************
"Gomen ne!"
"Sorry!"
Hmm. Well, I'll see if I can keep this short. She's got some wicked
priority. Her Tenshou Kyaku will keep jumpers from attacking too
many times. She's got some good comboability, and her MAX Kikoushou
will really keep her safe from harm.
Comboable Normal Attacks:
_Stand___Crouch___Jump_N___Jump_D_
WP| Yes | Yes | No | No |
WK| Yes | Yes | Yes | Yes |
HP| Yes | No | No | No |
HK| No | No | No | No |
Regular Command Attacks -
Taunt NOTE: Her taunt can hit for miniscule damage. It *can* be used to kill
an opponent.
Ryuusei Raku
- While in midair and close, Any direction but UB / U / UF + P or K
NOTE: D + K while in midair will always perform a Yousou Kyaku, unlike
some other characters. All the other directions work as normal.
Kouhou Kaiten Kyaku
- DF + K
Kaku Kyaku Raku
- DF + P
Yousou Kyaku
- While in midair, D + K
Sankaku Tobi
- While jumping against the wall, F
Special Move Attacks -
Kikou Ken
- HCF + P
NOTE: WP will go almost full screen while HP goes half screen.
Hyakuretsu Kyaku
- Tap K rapidly
Tenshou Kyaku
- Charge D, U + K
Spinning Bird Kick
- Charge B, F + K
NOTE: This move can be done in midair.
Sen'en Shuu
- HCB + K
NOTE: This move is an overhead, so it must be blocked high.
Super Combo Attacks -
Kikou Shou
- QCF, QCF + P
NOTE: Regularly it's just like the one from SFA3. At MAX, it's just like
the one from the Versus series.
Senretsu Kyaku
- Charge B, F, B, F + K
Hazan Tenshou Kyaku
- Charge DB, DF, DB, U + K
Shichisei Senkuu Kyaku
- While in midair, QCF, QCF + K
NOTE: You have to be at MAX status to perform this move.
***********************
C04 - Morrigan Aensland
***********************
Hmm. Not much to say about Morrigan. The fact she's got an air
fireball shows she can keep attackers at bay for awhile. Her Vector
Drain is her most powerful special move. Her Finishing Shower is
her most powerful super, unless you can land the Valkyrie Turn
correctly.
Comboable Normal Attacks:
_Stand___Crouch___Jump_N___Jump_D_
WP| Yes | Yes | Yes | Yes |
WK| No | Yes | Yes | Yes |
HP| Yes | No | No | No |
HK| No | No | Yes | Yes |
Regular Command Attacks -
Sexual Embrace
- While in midair and close, Any Direction but UB / U / UF + P
Shell Kick
- While in midair, D + K
Flying Dash
- While playing in Rush Style B, B / F, F
Vertical Dash
- While playing in Rush Style D, U
Vertical Dash Forward
- While playing in Rush Style D, U / UF, Hold F
Vertical Dash Backward
- While playing in Rush Style D, UB, Hold B
Vertical Dash Flying
- While playing in Rush Style and performing the Flying Dash, U
Special Move Attacks -
Soul Fist
- QCF + P
NOTE: Can be done in midair.
Shadow Blade
- DP + P
Vector Drain
- While close, HCB + P
Super Combo Attacks -
Valkyrie Turn
- HCB + K, tap K
NOTE: WK version has Morrigan appear near the bottom of the screen.
Best for standing opponents. HK has her appear at the top so
it's more useful for jumping opponents.
If you can land the WK MAX version while your opponent is in
the corner, this move can be VERY powerful and can be comboed
out of.
Darkness Illusion
- QCF, QCF + P
NOTE: Can be done in midair.
At MAX, instead of two Morrigan's, Lilith will appear opposite.
Finishing Shower
- QCF, QCF + K
NOTE: This move is different than the Vampire Savior version. Instead of
mini missles she fires off a barrage of laser beams, so once an
opponent is caught in it they're stuck for the whole move.
Cryptic Needle
- QCB, QCB + P
NOTE: This move can only be done at MAX status.
*************
C05 - Felicia
*************
Poor Felicia. She started out in Darkstalkers so well. Then she lost
her Sand Splash. And Rolling Scratch. Yeah, it's in here as a MAX special,
but it doesn't come out enough to warrant repeated use. Her Hell Cat is
a good move to use, though. And the Dancing Flash is good in combos.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| Yes | No |
HP| No | No |
HK| No | No |
Regular Command Attacks -
Romper Cat
- While in midair and close, Any Direction but UB / U / UF + P
Wall Clutch
- Press UB / B / DB when jumping against the wall.
Sankaku Tobi
- Let go of the joystick after the Wall Clutch.
Wall Slide
- Keep holding back during the Wall Clutch.
Fake Throw
- Taunt (P+K) while close to your opponent.
Head Ride
- Jump on top of your opponents head.
Special Move Attacks -
Rolling Buckler
- QCF + P, P
NOTE: The first part causes her to roll at her opponent, the second has
her leap up with a claw slash.
Cat Spike
- DP + P
NOTE: HP version will knock down.
Delta Kick
- DP + K
NOTE: If the second hit of this move connects, a third kick will come out
which knocks your opponent down.
Hell Cat
- When close, HCB + K
Super Combo Attacks -
Dancing Flash
- QCF, QCF + P
Please Help Me
- QCB, QCB + P or K
NOTE: The P version has the chibi Felicia run across the ground while K has
her leap from the top of the screen.
ES Rolling Scratch
- QCF, QCF + K, then repeatedly tap P
NOTE: This move can only be done while at MAX status.
The timing for this move is a bit weird. And if the slashes don't come
out then the damage for this move just sucks. If they DO come out, then
it's worth it.
*************
C06 - Zangief
*************
"Bolishoi Paveida!"
"Big Victory!"
What can be said about the big man... a lot, actually. His Spinning
Pile Driver is sure to put some serious damage on his opponents. It's
range is pretty good too. His Lariats can keep him from getting
damaged too much by fireball happy people, and it's pretty much over if
you can manage to land a MAX Final Atomic Buster. Also, with the fighting
engine based somewhat on KoF R2, Zangief gets introduced to something new:
He can combo *into* his throws now. EEEEEVIL!
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| Yes | Yes |
HP| No | No |
HK| No | Yes |
Regular Command Attacks -
Headbutt
- DF + P
NOTE: This move will knockdown your opponent.
Russian Kick
- DF + K
NOTE: This is a sweep, so it will knock down your opponent.
Double Knee Drop
- While in midar, D + K
Body Press
- While in midair, D + P
Mid Air Headbutt
- While in midair, U + P
NOTE: This move will knockdown your opponent.
Special Move Attacks -
Spinning Lariat
- QCB + P
Quick Spinning Lariat
- QCB + K
NOTE: Both Spinning Lariat's let you avoid projectiles. The Quick
version will let you avoid low attacks as well.
Banishing Flat
- DP + P
Spinning Pile Driver
- While close, 360 + P
Flying Power Bomb
- While far from your opponent, 360 + K
Atomic Suplex
- While close to your opponent, 360 + K
Super Combo moves
Final Atomic Buster
- While close to your opponent, 720 + P
Aerial Russian Slam
- QCF, QCF + K
NOTE: As the name states, this is an anti air move ONLY.
It won't hit standing opponents.
Russian Beat
- QCB, QCB + K
NOTE: This move can only be done at MAX status.
This move hits low, so it MUST be blocked low.
Zangief gets down with his bad self. :P
*********************
C07 - Sakura Kasugano
*********************
"Konna toko da ne!"
"That's how it's done!"
This cutie Ryu groupie has been around for quite awhile. Takes
a bit of getting used to as you can't really play her as you
play Ryu. Her Hadouken will never go full screen. Heck, her
Shinkuu Hadouken won't go full screen either. Her WP Shou'ou
Ken is good for an anti air attack.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| No | Yes |
HP| Yes | Yes |
HK| No | No |
Basic command attacks
Taunt NOTE: Her taunt can hit for miniscule damage. It *can* be used to kill
an opponent.
Sailor Fly
- While in midair and close, Any Direction but UB / U / UF + K
Flower Kick
- F + K
NOTE: This move is an overhead, so it must be blocked high.
If you cancel into this move from a normal attack it
will no longer be an overhead. You will, however, be
able to cancel into a special move.
Special Move Attacks -
Hadou Ken
- QCF + P~P~P
NOTE: Press P once for a small fireball, twice for a medium sized
fireball and 3 times for a large size fireball. The distance,
though, decreases with size.
Shou'ou Ken
- DP + P
Shunpuu Kyaku
- QCB + K
NOTE: Can be done in midair.
Sakura Otoshi
- DP + K, then P X 3
NOTE: This move is a bit hard to connect fully.
Super Combo Attacks -
Shinkuu Hadou Ken
- QCF, QCF + P
Midare Zakura
- QCF, QCF + K
Haru Ichiban
- QCB, QCB + K
NOTE: This move must be blocked low.
Shun Goku Satsu
- Charge B, F, B, F + P
NOTE: This move can only be done at MAX status.
This move is unblockable.
She looks so darn cute with that evil look. ^^
****************
C08 - Dan Hibiki
****************
"Yatta ze... OYAJIIIIII!"
"I did it... DADDY!!"
Well, not really daddy, but it's in the same context. Sort of.
ANYWAY, Dan sucks. Well, not really sucks, but his fighting style
reeks of "sucks". Does this mean he's not a good character? No. In
fact, Dan is one of my favorites. Why? I dunno, I just find him cool
in a "sucky" way. He rules in my opinion. Besides, anybody who can
wear pink and taunt repeatedly in the middle of a fight has my respect.
Even if he doesn't really deserve it. Yet he does at the same time. But
then again, that's the strangeness that is Dan.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| No | Yes |
HP| No | Yes |
HK| No | Yes* |
* - You can only cancel into special moves from this.
Basic command attacks - Well, not really attacks
Shagami Chohatsu - D, P+K
NOTE: While in Counter Style you can only do this when your meter is full.
Zenten Chohatsu - F, P+K
NOTE: You cannot do this in Counter Style.
Kouten Chohatsu - B, P+K
NOTE: You cannot do this in Tag Battle.
Kuuchuu Chohatsu - P+K while in midair
Special Move Attacks -
Gadou Ken
- QCF + K
Kouryuu Ken
- DP + P
NOTE: Dan has a random chance to flash white. When he does, he is
invincible.
Dankuu Kyaku
- QCB + K
NOTE: Can be done in midair. WK version can go over certain projectiles
if timed correctly.
Super Combo Attacks -
Shinkuu Gadou Ken
- QCF, QCF + P
NOTE: Regularly, it's just like his one from SFA3. At MAX, however, Dan
does a mock Haou Shou Kou Ken. I've affectionately dubbed it the Haou
Saikyou Ken. It hardly goes anywhere, though.
Kouryuu Rekka
- QCF, QCF + K
NOTE: Regular version stays in place. MAX version will move forward half
the screen.
Hisshou Burai Ken
- QCB, QCB + K
NOTE: Watch the MAX version. It's cute. :P
Chohatsu Densetsu
- QCB, QCB + P
NOTE: Regular version is a straight copy from SFA3. MAX version however...
you *HAVE* to see for yourself. Only got one word to say: Twirling.
Otoko Michi
- Charge B, F, B, F + P
NOTE: This move can only be done at MAX status.
This move is unblockable.
Even if it is unblockable, the damage is pretty sucky, not to mention
YOUR health gets knocked down ALL the way. You get hit by any unblocked
attack, it's all over. Only to be used if you're a masochist.
***********
C09 - William F. Guile
***********
"Do... your best."
Guile is a good character in this game. In my opinion, he's better than
his SFA3 incarnation. Yeah, he's only got two moves. But if you work him
right, it's all he'll need. His Flash Kick is a very good anti air move,
too.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| No | Yes |
HP| Yes | No |
HK| No | No |
Regular Command Attacks -
Aerial Toss
- While in midair and close, Any Direction but UB / U / UF + P
Flying Buster Drop
- While in midair and close, Any Direction but UB / U / UF + K
Spinning Back Knuckle
- F + P
Knee Bazooka
- B / F + K
Reverse Spin Kick
- DF + K
Special Move Attacks -
Sonic Boom
- Charge B, F + P
Flash Kick
- Charge D, U + K
Super Combo Attacks -
Sonic Hurricane
- Charge B, F, B, F + P
NOTE: At MAX, Guile will fire the Sonic Hurricane at his opponent.
Somersault Strike
- Charge DB, DF, DB, U + K
Cross Fire Blitz
- Charge B, F, B, F + K
NOTE: This move can only be done at MAX status.
Much different than Charlie's Cross Fire Blitz from SFA3. It
more closely resembles the MSH vs. SF version, though this one
seems to look a lot better. Look out for the wind up punch.
************************************
C10 - Akuma/Gouki (Secret Character)
************************************
"Messatsu!"
"Destruction!"
The dark one himself. Of course he'd be in this game. He's got the
suckiest air fireball in the game, though. The lag before it comes
out might make it so he'll land on the floor before he throws it.
He's got some really good priority on his other moves, though.
Also, upon further play, I've seen that Akuma takes slightly more
damage than normal characters. It's nothing close to the damage
SnH Ryu and Orochi Iori take, though.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| Yes | Yes |
HP| No | Yes |
HK| No | Yes* |
* - You can only cancel into special moves from this.
Regular Command Attacks -
Zugai Hasatsu
- F + P
NOTE: This move is an overhead so must be blocked high.
This move knocks down on the second hit.
However, if you cancel into this move from a normal
attack, it loses it's overhead and knock down properties,
but you'll be able to cancel into a special move from
either hit.
Senpuu Kyaku
- F + K
Tenma Kuujin Kyaku
- D + K at the apex of a forward jump.
Special Move Attacks -
Gou Hadou Ken
- QCF + P
Zankuu Hadou Ken
- While in midair, QCF + P
Shakunetsu Gou Hadou Ken
- HCB + P
Gou Shouryuu Ken
- DP + P
Tatsumaki Zankuu Kyaku
- QCB + K
NOTE: Can be done in midair.
You can juggle your opponent slightly after this move. Attack
with a Gou Shouryuuken and it'll connect.
Zenpou Tenshin
- QCB + P
Ashura Senkuu
- F, DF, D / B, DB, B + P or K
NOTE: F, DF, D travels forward while B, DB, B travels backwards.
Punch travels a far distance while Kick travels a short distance.
Hyakki Shuu
- QCF, UF + P
Hyakki Gou Zan
- Do nothing during the Hyakki Shuu
Hyakki Gou Shou
- Press P during the Hyakki Shuu
Hyakki Gou Sen
- Press K during the Hyakki Shuu
Hyakki Gou Sai
- B or F + P when close to your opponent's head during the Hyakki Shuu.
Hyakki Gou Tsui
- B or F + K when very close to your opponent's body during the Hyakki Shuu.
Super Combo Attacks -
Messatsu Gou Hadou
- HCB, HCB + P
Messatsu Gou Shouryuu
- QCF, QCF + P
NOTE: This move has an invincibility window at the start.
Tenma Gou Zankuu
- In midair, QCF, QCF + P
Shun Goku Satsu
- Charge B, F, B, F + P
NOTE: Can only be done at MAX status.
This move is unblockable.
Kongou Kokuretsu Zan
- DB, HCB, DF + P
NOTE: This move can only be done at MAX status.
This move has an invincibility window during the entire move.
Note, though, that this is very different from SF3: 3S. It
comes out much slower than Geese's Raging Storm, so you can't
really use it to punish jumpers. The invincibility window is
really your only chance to connect with this move.
*************************************************
C11 - Baby Bonnie Hood/Bulleta (Hidden character)
*************************************************
"Dokkan! Dokkan! Dossei!"
I wish she was able to sing in this version. It was a fun thing to
do in Vampire Savior. Anyway, she's the only character in the game
who can double jump. Her gun attacks can do some good damage if you
can get all the hits to connect. Her Cheer and Fire is a good anti
air move. So is her Cool Hunting. Sort of.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| Yes | Yes |
HP| No | No |
HK| No | No |
Regular Command Attacks -
Catch and Cut
- While in midair and close, any direction but UB / U / UF + P or K
Stumble and Blade
- B / F + P
Surprise and Hop
- B / F + K
NOTE: Look out for the cute mole.
Malice and Mine
- DF + K
Nidan Jump
- Press UB / U / UF while in midair.
Flower Power
- Hold down D
NOTE: This isn't really a move. Just something I found funny. Not
everybody has a flower grow for them when they duck.
Special Move Attacks -
Smile and Missile
- Charge B, F + P or K
NOTE: P shoots the missle high and K shoots the missle low.
Happy and Missile
- Charge D, U + P
Cheer and Fire
- DP + P
NOTE: This move is an anti air move ONLY. It won't hit standing opponents.
Sentimental Typhoon
- While close, HCB + P
Tell Me Why
- QCF + K
Shyness and Strike
- QCB + P
NOTE: Hold down the punch button. The longer you do, the more powerful it gets.
Super Combo Attacks -
Cool Hunting
- QCF, QCF + P
NOTE: At MAX, watch two Huitzils come out to help her out.
If you can perform this while your opponent is in midair, then
it will do a bit more damage. Regular AND MAX versions.
Beautiful Memory
- QCF, QCF + K
NOTE: At MAX, watch her go postal on her opponent after the dunk.
Apple for You
- QCB, QCB + K
NOTE: At MAX status, that apple becomes a grenade.
Doll and Bomb
- QCB, QCB + P
NOTE: Can only be done at MAX status.
If you hold down P, the doll will slide across the screen.
When you let go of P, the doll will do a small hop, then explode.
If you aim the doll so it hits at or near the center of your opponent
this move is completely *unblockable*.
**************************************
C12 - M. Bison/Vega (Hidden character)
**************************************
"Hmph. Nurui wa."
"Hmph. You are pathetic."
Well, not much to be said about the caped madman. He doesn't
teleport as much as his SFA3 version, and he doesn't have the
flaming punches either. Out of the two bosses, I'd rather use
Geese.
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | Yes |
WK| Yes | Yes |
HP| No | No |
HK| Yes | No |
Regular Command Attacks - None
Special Move Attacks -
Psycho Shot
- Charge B, F + P
Double Knee Press
- Charge B, F + K
Head Press
- Charge D, U + K
Somersault Skull Driver
- #1: B / F + P after Head Press
#2: Charge D, U + P , B / F + P
NOTE: This will knock your opponent down.
Bison (Vega) Warp
- DP / RDP + P or K
NOTE: DP will cause Bison to warp forward. P will warp forward a short
distance and K a longer distance. Same thing for RDP except that
it goes backwards.
Super Combo Attacks -
Psycho Crusher
- Charge B, F, B, F + P
NOTE: The regular SC is just like the one from SFA3 while the MAX version
is Hyper Bison's version. If you somehow miss the opponent with this
one, the energy trail will still damage your opponent.
Knee Press Nightmare
- Charge B, F, B, F + K
NOTE: The regular SC version is the same as from SFA3 while the MAX version
is new.
Psycho Field
- QCB, QCB + P
NOTE: This move can only be done at MAX status.
This move does little damage. The only thing it really does is stun
your opponent.
********************************************************
C13 - Satsui no Hadou ni Mezameta Ryu (Hidden Character)
********************************************************
Character NOTE: The name stands for 'Surge of Murderous Intent Awakened in Ryu'.
Once again, Kao Megura is thanked for this.
"I can't stop me!!!"
Latent vocal skills not withstanding, this guy is a freak. Really.
Even more so than Orochi Iori. All of moves have insane priority,
and let's not forget the fact that ALL of his moves do more damage
than Ryu's, unlike the comparison between Iori and Orochi Iori.
Of course, the playable version does considerably less damage than
CPU SnH Ryu. He's just harsh.
Oh, and I think his fighting stance just rocks. I REALLY wish the
full size version of SnH Ryu had this fighting stance.
Also, upon further play, I've seen that SnH Ryu takes more damage
than normal characters. Of course, if you play him well, this won't
mean a thing since you're busy kicking so much booty. And yes, I said
this for Orochi Iori too. That's the beauty of cut and paste. :P
Comboable Normal Attacks:
_Stand___Crouch_
WP| Yes | No |
WK| No | Yes |
HP| No | No |
HK| No | Yes* |
* - You can only cancel into special moves from this.
Regular Command Attacks -
Seichuu Nidan Tsuki
- F + P
NOTE: The second hit of this move knocks down.
If you cancel into this move from a normal attack, you can cancel
into a special move on this first hit, though, the second hit will
still knockdown.
Joudan Sokutou Geri
- F + K
NOTE: Yes, this looks just like his new move from SF3. All it does is
knock down, though. If you cancel from a special move, how ever, you
can further cancel into a special move. It won't knock down either.
Special Move Attacks -
Hadou Ken
- QCF + P
NOTE: This move knocks down if it connects.
It also has the added benefit of going through projectiles.
Shakunetsu Hadou Ken
- HCF + P
NOTE: Like above, this move knocks down if it connects.
Like the regular version, it will go through projectiles.
Shouryuu Ken
- DP + P
NOTE: This move has an invincibility window at the start.
Tatsumaki Senpuu Kyaku
- QCB + K
NOTE: This move knocks down, yet juggles.
This move can be done in midair.
Ashura Senkuu
- F, DF, D/ B, DB, D + P or K
NOTE: Works the same way as Akuma's.
Super Combo Attacks -
Shinkuu Hadou Ken
- QCF, QCF + P
Shinkuu Tatsumaki Senpuukyaku
- QCB, QCB + K
Messatsu Gou Shouryuu
- QCF, QCF + K
NOTE: This move has an invincibility window at the start.
Shun Goku Satsu
- Charge B, F, B, F + P
NOTE: This move can only be done at MAX status.
Ryuu Koku Hadou Ken
- QCB, QCB + P
NOTE: This move can only be done at MAX status.
This move might seem all that, but there's one minor flaw. If
your opponent jumps soon enough and gets right next to Ryu, the
move will MISS. You'll be at their mercy.
---------
Section (11) - Now take your rival, do-si do...
Better watch out for that body blow!
As you notice as you play, during your fifth fight in Tourney mode, you'll fight
against a specific person that only changes depending on who you pick. This is
your character rival. And it works as follows:
SNK Char / Capcom Char
-------- -----------
Kyo Kusanagi Ryu
Terry Bogard Ken Masters
Iori Yagami Akuma
Ryo Sakazaki Dan Hibiki
Mai Shiranui Chun Li
Haohmaru Zangief
Nakoruru Morrigan Aensland
Athena Asamiya Sakura Kasugano
Leona Guile
Yuri Sakazaki B. B. Hood
Akari Ichijo Felicia
Geese Howard M. Bison
Orochi Iori Evil Ryu
And now, for no other reason than out of boredom, here's some stories behind each
rivalry!
NOTE: These stories are about as "official" as my take on the overall storyline.
Don't take these seriously. Please. I don't wanna get sued. ^^
Ryu vs. Kyo
-----------
It was a grand day at the Official Headband Bazaar of California. This year was
the biggest turn out yet. Tons of people from all over came to see the various
selections of... headbands. Well, the truth was, it was a frighteningly boring
day and there was nothing better to do. For most people. For others...
A heated argument was being held between one Sakura Kasugano and Shingo Yabuki.
They had found each other perusing the stockpiles of headbands, and were actually
pleased that they were both martial artists! Until it came talk about their
particular... er... "teachers" as it was...
"I'm telling you, *MY* Ryu has a much cooler headband than your so called teacher!"
"No way! Kusanagi-sensei's headband is much better than your so called Ryu's headband!"
The aforementioned "teachers" were standing off to the side, trying to get away. They
couldn't find a point to the argument... and neither could any of the surrounding people.
I mean, the headbands DID look the same after all...
And they'd nearly gotten away. Until their specific charges clung tightly to their arms.
Sakura looked up at Ryu pleadingly. "You'll show them how cool your fashion sense is, huh,
Ryu-sama!?"
At the same time, Shingo was hopping up and down. "There's no way you'll let anybody be
better than you in anyway, huh, Kusanagi-sensei?!"
The response: "Uh... well... you see... umm..."
And for the killer... Shingo and Sakura turned on the ULTRA CUTE PUPPY DOG EYES OF
DOOM with the accompanying piteous "PLEEEEEEEAAASSEEE?!"
And thus, unable to refute the UCPDEOD... which can't really be sounded out except
to sound like Uh-cu-puh-dee-oh-duh... they nodded. Besides, what better way than to
fight at the tournament?
(Really, do you know anybody who could stand up to the Ultra Cute Puppy Dog Eyes
of Doom? I even think Akuma himself would be swayed by them... yes yes, he's a
rabid killer, but really, has anybody TRIED?)
Terry Bogard vs. Ken Masters
----------------------------
It was a fine day at the grand ol' Shop-o-Mart. Produce was being purchased and
everything was alright... except for the Hair Care Aisle...
Ken Masters was in a quandry... Eliza wanted to try a new hair color, but hadn't
told him which one. "Surprise me!" she'd said. He hated when she said that. It
was too random. She'd either be happy or pissed... and he hated pissed. Pissed
Eliza was REALLY not good. He still had the lumps from when he took Morrigan out
for tea.
"Alright... what color... what color... Brunette? Hmm... Redhead... err..."
"So, Ken, looking to bleach your hair again?"
Left eye twitching, Ken whirled around to see... Terry Bogard.
"I do NOT bleach my hair!"
"Really? Then how come your eyebrows are a different color?"
"THAT'S GENETIC!"
That was a real sticking point with him. He LIKED his blonde hair. And it WAS
real... just because he had brown eyebrows, SO many people had bugged him about it
and he was SICK of it.
"Right right, that's what you say."
Looking around, Terry sidled up to Ken, whispering. "C'mon, pal. You can tell me.
I won't tell anybody. Promise."
Throwing his arms into the air and barely missing hitting Terry, Ken shouted at
the top of his lungs, "*I* *DO* *NOT* *BLEACH* *MY* *HAIR*!"
There was a stunning quiet as everybody looked at Ken. Shrugging his arms, Terry
turned around and walked off. "Alright, if you say so."
Ken went home angry. Unfortunately, he'd forgotten about Eliza's request so
Angry Ken became Cowering Ken in the face of Raging Eliza. Akuma be damned,
this was his ultimate enemy. After he'd recovered, he made a vow. Terry would
pay... at the tourney.
(... well, I always wondered why Ken had brown eyebrows and blonde hair. Only one
who'd know his real hair color would be Eliza... unless he bleached *that* and...
ok, that thought stops there.)
Iori Yagami vs. Akuma
---------------------
Iori, despite his countenance, was a happy person. Well, happy is a strange
definition. Because what made him happy was scaring other people. Flaming
appendages got that reaction so much. Not to mention grabbing somebody and
screaming in their face. Oh, sure, he may seem like an antisocial bastard,
but he was happy being that. And anybody who thought different could jump
off a cliff.
One day, while merrily terrorizing the populace, he came upon Akuma staring
out over the ocean. Yes, this man was more feared than... well, a whole lot of
other men. Nevertheless, Iori walked up to him. "Hey, old timer! Where's
Kyo Kusanagi?!"
After about a minute of not receiving an answer, Iori tried again. "WHERE IS
KYO KUSANAGI?!"
Again, no answer. "Well, come on! Aren't you going to say SOMETHING?!"
No answer. "Well, if you're a blithering idiot who watches Teletubbies,
give no answer."
Again, nothing. "Wow, I never knew that about you. Ok, if you dance ballet
to cute boy band songs, give no answer."
Finally... no, still nothing. "Hah! I knew it! You are one weird freak!"
Very very pleased with what he had done, Iori walked away, kicking a crutch
away from a bandaged man in the process. Silently, Akuma vowed his revenge.
Besides, it's not his fault he was cursed to never find milk when he needed
it. And those pastries were always so so delicious...
(Everybody loves pastries. :P)
Ryo Sakazaki vs. Dan Hibiki
---------------------------
Ah, Las Vegas. City of the bright lights, slot machines, and home to many
an elvis impersonator. It was here that the Sakazaki family (For those who
don't know, consists of Takuma Sakazaki, Ryo Sakazaki, and Yuri Sakazaki)
and Robert Garcia was on vacation. And Robert, weird-nik that he is, had
insisted they check out one of the millions of Elvis' in Las Vegas.
At the theater, Yuri immediately voiced her main concern.
"This is gonna be boooooring!"
Robert tried to ease her mind, but Ryo and Takuma would have none of that.
Besides, it was a full theater, it was liable to get all of them arrested.
But finally, the show was about to start. And up came the announcer.
"Laaaaaadies and Gentleman. Prepare for the one... the only... ELVIIIIIIIISSSS
PRESLEY!"
Everybody in the audience clapped... just not everybody was as eager as Robert.
But to the astonisment of all, the Elvis clone ROLLED on stage and sprang up,
grabbing the microphone.
"HELLOOOOO, LAS VEGAS! Are we ready to ROCK?!"
A silence went over the crowd. Except for one heckler who went, "NO!"
The elvis clone made a face at the guy, then tried again.
"I *SAID* ARE WE READY TO ROCK?!"
Again, somebody piped up from the audience, "I thought it was supposed to be Rock
*and* Roll!"
"Uh... YEAH! But I can't continue if you guys don't help me! Ah... music!"
The music started and he started to sing... REALLY badly and off key.
o/~ You ain't nothing but a houuuuund dog... barking all the TiiMMMMEE! o/~
It was horrible. It was horrendous. It... just wasn't any good. People covered
up their ears to escape the torment, but alas. It still came through. Ryo, trying
to fight the pain, glanced up at the demon on stage who saw fit to harm all these
innocent people... then it struck him.
"HEY! It's that dork who's been ripping off all our moves!"
Takuma, Yuri and Robert looked up and lo and behold, the idiot singing on stage
was none other than... DAN HIBIKI!
"This is the moment we've been waiting for... let's take care of him once and for
all!"
The rest through up their arms and cheered, then they made a rush for Dan. Seeing
the situation starting to get outta hand, Dan started sweating. "Uh oh... looks like
I won't be getting paid for this gig... but how to get out... of COURSE!"
Striking a valiant... oh, who am I kidding. Trying not to show how scared he was,
Dan put up a brave front. "I didn't want to have to do this but..."
The background music changed to a more upbeat, rockin' tempo as the background blurred
and did that weird advancing motion thing... ya know, like a bad acid trip. Dan brought
the microphone to bear. "HIBIKI SAIKYOU-RYUU MARTIAL ARTS FINAL ATTACK!"
The advancing group of vengeful martial artists skidded to a halt and regarded Dan
suspiciously as the intoned all at once, "Saikyou-ryuu Final Attack?!"
Flexing his arms to show his muscles... yes, he had muscles. He may suck kinda, but he
CAN pass as a martial artist. Anyway, Dan struck a series of poses. "READY... SET...
KARAOKE CRUSH!" Swinging the microphone up his lips, he started the death chanty.
o/~ SAIKYOOOOOOOOUUUU-RYUUUUUUUUUUUUUUUUUUUUUUUU~~~! o/~
Glasses burst into pieces, people writhed on the floor... but the closest to Dan,
the Sakazaki's... and Robert Garcia, let's not forget him, stood frozen, locked in
a state of paralysis. Seeing his chance to flee, Dan took it and managed to not run
into the lamp post outside. Didn't mean he missed the garbage can, though. And as an
afterthought, the announcer, who was glad he forsaw the need for a pair of earplugs,
said, "Elvis has left the building!"
After a few minutes, the Kyokugen-ryuu team collapsed and tried to get their bearings.
Seeing his foe had fled, Ryo clenched a fist and vowed, "I will crush him at the tourney.
Nobody copies our style! And his Elvis impersonation REALLY sucked! I doubt we'll get a
refund!"
(Don't ask me where this came from, because I doubt I could tell you. And if you
ever saw that Ranma 1/2 episode where Ryouga learned the Bakusai Tenketsu, you'll
recognize that little action sequence. :P)
Mai Shiranui vs. Chun Li
------------------------
>> Under Construction <<
Haohmaru vs. Zangief
--------------------
>> Under Construction <<
Nakoruru vs. Morrigan Aensland
------------------------------
>> Under Construction <<
Athena Asamiya vs. Sakura Kasugano
----------------------------------
>> Under Construction<<
Leona vs. Guile
---------------
>> Under Construction <<
Yuri Sakazaki vs. B. B. Hood
----------------------------
>> Under Construction <<
Akari Ichijo vs. Felicia
------------------------
The time was... today. Well, not today today, but the yesterday
today. I mean... it takes place at a certain time. There, that's
better.
Akari Ichijo was traipsing through the cherry trees, reveling in
the day... well, actually she was skulking around them looking for
any errant demons/spirits/what have you. The fact there was a big
hulking man walking directly behind her didn't help matters either.
Said hulking man, one Juzoh Kanzaki, was peering through the trees
as well. "I still don't think there are any spirits about..."
Akari turned back to Juzoh and pointed her 'Official Miko Priestess
Ward On A Stick' at him. "I told you before, I sensed one around
here! Now be quiet before I have to bop you!"
As she turned back around to keep searching, Juzoh sighed and
scratched the side of his head with his club. "I know I promised to
look after her for Hikari, but this is ridiculous... and that stick
hurts!"
Ignoring his ramblings, Akari kept up her search... until she heard
the sound of humming. Sensing much fun was approaching, she stealthily
crept towards her target... and away from Juzoh at the same time. And
then she saw...
What looked to be a white and blue furred demon! (Actually, it was a
catgirl, but I think Akari's subconciously jealous of the difference
in bust sizes.) Preparing the Ward On A Stick, she started chanting
and waving it around in preperation of the sealing rites. When all
was prepared, she leapt into the air screaming like a banshee,
startling the poor catgal. She then finally descended from the apex
of her jump and slapped Felicia upside the head with the ward,
shouting "Demon Begone!"
"Ow!" Nothing happened.
"Demon Begone!" Slap. "Ow!" Still nothing.
"Why aren't you 'begone'-ing?!"
Felicia rubbed the growing lump on her head, then glared at Akari.
"Why're you hitting me, nyao?!"
Waving the stick around, Akari struck a virtuous pose and pointed
at Felicia. "For you are an errant demon and I must send you back
to the underworld!"
Fur bristling, Felicia glared back at Akari. "I am *not* a demon,
nyao!"
"Errant spirit?"
"No, nyao!"
Despair starting to settle in, Akari realized her fun might be
coming to an abrupt end. Well... why not keep it going. And so,
she placed a ward in Felicia's hand, said "Hold this!" and
jumped back, plugging her fingers in her ears.
Felicia 'piku-piku' blinked... right until it set itself off
and shocked the bejeezus out of her. "REEEEOOOWWWR!"
Akari unplugged her ears and looked back at Felicia... who looked
like she'd gotten a full body perm. Unable to contain her laughter,
she started chortling mightily at Felicia who bristled at the insult.
Then she unbared her claws, leapt upon Akari and started slashing
madly like a... like a... like something really pissed off and
resembling a cat! After a bit, she leapt off and left, trying to
lick her fur back into place.
Juzoh finally caught up to Akari who was standing in place, stunned.
"Finally, I found you! You shouldn't run off without-- hey, you've
got a string sticking out." He reached out for the string sticking
out on her shoulder and tugged...
Which wasn't a good thing to do as her outfit fell in a pile of
rags around her ankles... leaving her in a pair of kitten print
undies. And Juzoh figured out it really *wasn't* a good thing to do
as she leapt upon him, screaming and kicking and biting and swinging
and sticking to give him much pain.
She then stalked off after venting a bit of frustration, cursing all
the way. "I'll find that *thing* again... and then I'll kick it's
furry tailed butt so hard, her kittens are going to feel it!"
Back where she left him, Juzoh slept the blissful sleep of the
knocked out... of course, it's hard to figure out what it was
that knocked him out, what with the nosebleed he'd spouted.
(Short haired temper tantrum tomboys are fun fun fun. ^^ And yes,
Felicia was trying to lick down all of her fur. You can imagine
whatever the heck you wanna imagine about that.))
Geese Howard vs. M. Bison
-------------------------
>> Under Construction <<
Orochi Iori vs. Evil Ryu
------------------------
>> Under Construction <<
---------
Section (12) - Mommy! I can't do a Final Atomic Buster! WAAAHH!
In this section I shall describe what exactly ABLE does in the Battle Config
menu. What it does is make moves easier to do. However, there's a catch.
Regular Command moves are disabled in this mode.
Seeing as how this is just a rehash of my above moves list, it'll be sparse.
I'll just list the moves and how they're done. SC's are in all capitals.
Same way means that it's done the same way as without ABLE on.
***
Kyo
***
Aragami: F + WP
- Kono Kizu: F + P
- Yano Sabi: B + P
- Migiri Ugachi: P. Same way.
- Nanase: K. Same way.
Dokugami: F + HP
- Tsumi Yomi: B + P
- Batsu Yomi: P. Same way.
Oniyaki: D + P
R. E. D. Kick: B + K
Shiki Kai: F + K, K
Kototsuki You: D + K
Nue Tsumi: B + P
OROCHI NAGI: QCB + P or K, can be delayed by holding P or K.
MU SHIKI: QCF + P
182 SHIKI: QCF + K, can be delayed by holding K.
*****
Terry
*****
Power Wave: F + P
Rising Tackle: D + P
Burn Knuckle: B + P
Crack Shoot: B + K
Fire Kick: F + K
Power Dunk: D + K
POWER GEYSER: QCF + P
HIGH ANGLE GEYSER: QCF + K
****
Iori
****
Yami Barai: F + P
Aoi Hana: B + P X 3
Oniyaki: D + P
Tsumagushi: D + K
Kototsuki In: B + K
Kuzukaze: When close, U + P
YA OTOME: QCF + P
YA SAKAZUKI: QCB + P, can be delayed by holding P.
SAKU TSUMAGUSHI: QCF + K
***
Ryo
***
Ko'ou Ken: F + P
Kuuchuu Ko'ou Ken: In midair, F + P
Ko Hou: D + P
Hien Shippuu Kyaku: B + K
Zan Retsu Ken: B + P
HAOU SHOUKOU KEN: QCF + P
RYUUKO RANBU: F, B, F + P
TENCHI HAOU KEN: QCB + P
***
Mai
***
Kachou Sen: F + P
Ryuu Enbu: B + P
Sachiyo Dori: B + K
Hissatsu Shinobi Bachi: F + K
Musabi No Mai: U + P or K, hold down P or K
Kuuchuu Masabi No Mai: In midair, D + P
CHOU HISSATSU SHINOBI BACHI: QCF + K
HANA ARASHI: QCF + P
HOU'OU NO MAI: QCB + P
********
Haohmaru
********
Ougi Senpuu Retsu Zan: F + P
Ougi Kogetsu Zan: D + P
Ougi Resshin Zan: B + P
HI OUGI TENHA FUUJIN ZAN: QCF + P
TENHA DANKUU RETSU ZAN: QCF + K
********
Nakoruru
********
Annu Mutsube: B + P
Lela Mutsube: F + P
Kamui Risse: D + P
Mamahaha Flight: B + K
Shichikapu Etu: DB + P
ELELYU KAMUI RISSE: QCF + P
IRUSUKA YATORO LISE: QCF + K
******
Athena
******
Psycho Ball: B + P
Phoenix Arrow: In midair, B + K
Psychic Teleport: F + K
Psycho Reflector: B + WK
Nu Psycho Reflector: B + HK
Psycho Sword: D + P
Super Psychic Toss: When close, U + P
SHINING CRYSTAL BIT: QCB + P (can be done in midair)
CRYSTAL SHOOT: B + P or K, can be delayed by holding P or K.
PHOENIX FANG ARROW: In midair, QCF + K
ATHENA'S GODDESS SWORD: QCF + P
*****
Leona
*****
Baltic Launcher: F + P
Ground Saber: F + K
Gliding Buster: F + K after HK Ground Saber. Same way.
Moon Slasher: D + P
Eye Slasher: B + P
X Calibur: In midair, D + P
Earring Bakudan: B + K
V SLASHER: In midair, QCF + P
REBEL SPARK: QCF + K
GRAVITY STORM: QCF + P
GRATEFUL DEAD: QCB + K
****
Yuri
****
Ko'ou Ken: F + P
Raiou Ken: F + K
Sai Ha: B + P
Hyakuretsu Binta: B + K
HAOU SHOUKOU KEN: QCB + P
HIEN HOUOU KYAKU: QCB + K
HIEN REKKOU: QCF + K
SHIN! YURI CHOU UPPER: QCF + P
*****
Akari
*****
Messianic Blast: F + P
Astro Revolve: D + K
Tenmon Kakageshi Tenshin: U + P after Astro Revolve
Tenmon Tenzuru Hokuto: U + K after Astro Revolve
Rice Patty Demon Dicer: B + P or K
(All the moves that can happen after this are done the same way.)
Pure Princess Parry: U + P
Changing Troll: U + K
SEXTET SYNTHESIS: QCF + P, can be delayed by holding P.
100 DEMON SABBATH: QCB + P
MYRIAD STARS: F, B, F + P or K (P is overhead, K is low)
*****
Geese
*****
Reppu Ken: B + WP
Double Reppu Ken: B + HP
Jaeiken: F + K
Shinkuu Nage: When close, U + P
Joudan Atemi Nage: D + P
Chuudan Atemi Nage: D + K
RAGING STORM: QCB + P
RASHOUMON: When close, QCB + K
DEADLY RAVE: QCF + K
***********
Orochi Iori
***********
Yami Barai: F + P
Aoi Hana: B + P X 3
Oniyaki: D + P
Tsumagushi: D + K
Kototsuki In: B + K
Kuzukaze: When close, U + P
YA OTOME: QCF + P
YA SAKAZUKI: QCB + P, can be delayed by holding P.
TAIKYOKU SAKU TSUMAGUSHI: QCF + K
***
Ryu
***
Hadou Ken: F + P
Shakunetsu Hadou Ken: B + P
Shouryuu Ken: D + P
Tatsumaki Senpuu Kyaku: B + K
SHINKUU HADOU KEN: QCF + P
SHINKUU TATSUMAKI SENPUU KYAKU: QCB + K
SHIN SHOURYUU KEN: QCF + K
***
Ken
***
Hadou Ken: F + P
Shouryuu Ken: D + P
Tatsumaki Senpuu Kyaku: B + K
Zenpou Tenshin: Seems to be disabled.
SHOURYUU REPPA: QCF + P
SHINRYUU KEN: QCF + K
SHIPPU JINRAI KYAKU: QCB + K
*******
Chun-Li
*******
Kikou Ken: F + P
Hyakuretsu Kyaku: K repeatedly. Same way.
Sen'en Shuu: B + K
Tenshou Kyaku: D + K
Spinning Bird Kick: F + K (can be done in midair)
KIKOU SHOU: QCF + P
SENRETSU KYAKU: F, B, F + K
HAZAN TENSHOU KYAKU: D, U + K
SHICHISEI SENKUU KYAKU: In midair, QCF + K
********
Morrigan
********
Soul Fist: F + P
Shadow Blade: D + P
Vector Drain: When close: U + P
VALKYRIE TURN: QCB + K, tap K
DARKNESS ILLUSION: QCF + P (can be done in midair)
FINISHING SHOWER: QCF + K
CRYPTIC NEEDLE: QCB + P
*******
Felicia
*******
Rolling Buckler: F + P, P
Cat Spike: D + P
Delta Kick: D + K
Hell Cat: When close, U + K
DANCING FLASH: QCF + P
PLEASE HELP ME: QCB + P or K
ES ROLLING SCRATCH: QCF + K, tap P
*******
Zangief
*******
Spinning Lariat: B + P
Quick Spinning Laria: B + K
Banishing Flat: F + P
Spinning Pile Driver: When close, U + P
Atomic Suplex: When close, U + K
Flying Power Bomb: While far, U + K
FINAL ATOMIC BUSTER: When close, QCF + P
AERIAL RUSSIAN SLAM: QCF + K
RUSSIAN BEAT: QCB + K
******
Sakura
******
Hadou Ken: F + P. Same rules apply for this as regularly.
Shou'ou Ken: D + P
Shunpuu Kyaku: B + K (can be done in midair)
Sakura Otoshi: D + K, P X 3
SHINKUU HADOU KEN: QCF + P
MIDARE ZAKURA: QCF + K
HARU ICHIBAN: QCB + K
SHUN GOKU SATSU: F, B, F + P
***
Dan
***
Gadou Ken: F + P
Kouryuu Ken: D + P
Dankuu Kyaku: B + K (can be done in midair)
SHINKUU GADOU KEN: QCF + P
KOURYUU REKKA: QCF + K
HISSHOU BURAI KEN: QCB + K
CHOHATSU DENSETSU: QCB + P
OTOKO MICHI: F, B, F + P
*****
Guile
*****
Sonic Boom: F + P
Flash Kick: D + K
SONIC HURRICANE: F, B, F + P
SOMERSAULT STRIKE: D, U + K
CROSS FIRE BLITZ: F, B, F + K
*****
Akuma
*****
Tenma Kuujin Kyaku: Disabled in ABLE mode along with regular command attacks.
Gou Hadou Ken: F + P
Zankuu Hadou Ken: In midair, F + P
Shakunetsu Gou Hadou Ken: B + P
Gou Shouryuu Ken: D + P
Tatsumaki Zankuu Kyaku: B + K
Ashura Senkuu: DF / DB + P or K
Hyakki Shuu: U + P
(All the moves that come afterwards are done the same way)
Zenpou Tenshin: Seems to be disabled.
MESSATSU GOU HADOU: QCB + P
MESSATSU GOU SHOURYUU: QCF + P
TENMA GOU ZANKUU: In midair, QCF + P
SHUN GOKU SATSU: F, B, F + P
KONGOU KOKURETSU ZAN: D, U + P
**********
B. B. Hood
**********
Smile and Missile: F + P or K
Happy and Missile: U + P
Cheer and Fire: D + P
Sentimental Typhoon: When close, DF + P
Tell Me Why: Seems to be disabled.
Shyness and Strike: B + P, hold down P to charge.
COOL HUNTING: QCF + P
BEAUTIFUL MEMORY: QCF + K
APPLE FOR YOU: QCB + K
DOLL AND BOMB: QCB + P
********
M. Bison
********
Psycho Shot: F + P
Double Knee Press: F + K
Head Press: U + K
Somersault Skull Driver: #1: Same way.
#2: U + P, B / F + P
Bison Warp: DF / DB + P or K
PSYCHO CRUSHER: F, B, F + P
KNEE PRESS NIGHTMARE: F, B, F + K
PSYCHO FIELD: QCB + P
*******************
Satsui no Hadou Ryu
*******************
Hadou Ken: F + P
Shakunetsu Hadou Ken: B + P
Shouryuu Ken: D + P
Tatsumaki Senpuu Kyaku: B + K
Ashuura Senkuu: DF / DB + P or K
SHINKUU HADOU KEN: QCF + P
SHINKUU TATSUMAKI SENPUU KYAKU: QCB + K
MESSATSU GOU SHOURYUU: QCF + K
SHUN GOKU SATSU: F, B, F + P
RYUUKOKU HADOUKEN: QCB + P
-------------
Section (13) - You want to know more about the game? Sore wa... himitsu desu.
Alright, alright, here's what you were waiting for. The secrets section!
Well, there's not really much in the way of secrets... so I'll tell you what
I *do* know.
Alternate Color: Hold down A as you choose a character to pick their Alternate color.
Bust Nakoruru: Choose Nakoruru's alternate color. Check it out. Even her win quotes
are different!
Play Alternate Cat Walk: When choosing a song in Cat Walk, press Option instead of
A when you choose it. When you start playing, Felicia will be in her alternate color,
the arrows will be replaced by mice pointing in the various directions, A will be
fishes, and B will be bells. You can thank Z-Force's FAQ for that little tidbit.
Play as Fio in Target 9: After you choose to start and before the game actually
starts, press option and you'll be Fio instead of Marco.
Hidden characters: You can note in my moves list which ones are hidden from the
start. Now, when you beat the game, there's a little screen that comes up after
that credits. It's a picture of the hidden character you might get, and it's
covered up by nine squares. Depending on the difficulty and how you did in the
game, up to 6 squares will be uncovered. BUT, there's a catch. It's totally
random what squares will be uncovered and sometimes it will try to uncover a square
that already was. So, you've got to keep playing and hope for the best.
The way the hidden characters go first depends on who you beat the game with first.
An SNK character will put you eligible for Yuri first and a Capcom character will
get you Akuma first. Once you get one of them, no matter who you beat the game with
you'll get the OTHER character no matter what. After that, depending on who you beat
the game with will start you on that tiers character.
Eg. You beat the game first with an SNK character and keep going for Yuri. You then
get Akuma no matter what. After getting Akuma, you beat the game with a Capcom
character and you go for B. B. Hood. After that, you get Akari no matter what, etc...
So there's four tiers of secret characters and it goes like this.
1st tier: SNK - Yuri / Capcom - Akuma
2nd tier: SNK - Akari / Capcom - B. B. Hood
3rd tier: SNK - Geese / Capcom - M. Bison
4th tier: SNK - O. Iori / Capcom - SnH Ryu
Depending on the difficulty, a different number of panels get flipped. I've seen 3
on Normal and 6 on Gamer, so I'm assuming that it goes from:
1 - Novice
2 - Easy
3 - Normal
4 - Hard
5 - Brutal
6 - Gamer
I've only verified that for Normal and Gamer. Z-Force's FAQ says this is true, so
it just might be.
And I just recently got some info through e-mail from one Robodemon.
He says the following:
"hi! i noticed that the part about the difficulty determining the number
of hidden character parts is a little off. while the difficulty DOES
partially determine how many pieces you get, it depends more on how well
you do. in novice, i can waste the computer pretty quickly, and i'll
usually get 3 pieces. one time i got 5 on Normal, though i think that
was because i went overboard on the Supers :P"
He also added the following:
"hi! i have a little more info for you about the hidden characters: i've
figured out the entire system. for the first 4 characters (Yuri, Akuma,
Akari, B.B.Hood), you get pieces depending on the difficulty AND how
well you fight. for Geese and M.Bison, you get puzzles depending on your
difficulty: you already have how many pieces each difficulty gives
listed in your FAQ. for Evil Ryu and Orochi Iori, it's a little
different. i think it goes like this:
Novice-0 pieces
Easy-1 piece
Normal-2 pieces
Hard-3 pieces
Brutal-4 pieces
Gamer-5 pieces"
Now, I can't really verify this, since I'd have to delete my data to do so. And
I don't think I'll be doing *that* anytime soon. But, others might find this to
be true. If you think this is otherwise, e-mail me and let's see what comes out of
this.
True Ending: To get the real ending for your character, you have to beat your
rival when they appear. It's easy to tell when that happens because Billy Kane or
Vega get whomped by them and then you fight them. It's also very vital to beat them
if you want to get hidden characters faster. If you don't beat your rival during the
game, the number of panels that flip at the end are reduced muchly. While playing on
Gamer, only *2* panels were flipped when I beat the game without beating the rival.
I don't know how it works for the other difficulty levels.
Handicap Matches: After you choose Tag or Team Battle, pick less than the maximum
number allowed (Tag = 2, Team = 3). After you choose who you want, press option.
The last box or boxes should be filled with an X, and you'll move on. So, you can
fight 1 on 2, 1 on 3 or 2 on 3.
-------------
Section (14) - What the hell did THAT mean?!
As you can see, there's a whole lot of japanese in this FAQ. And I'm sure you'd
like to know what it all meant. Well, here's where you get to find out! For all
the characters who need it as well, except for Nakoruru and Akari. That might
come later, though.
Oh yeah, I'll only list a move and translation once. For example, I'll list
Hadouken for Ryu, but not for Ken or Sakura.
KYO
Ge Shiki: Goufu You Foreign Style: Positive Roaring Axe
Ge Shiki: Naraku Otoshi Foreign Style: Hades Drop
88 Shiki Style No. 88
114 Shiki: Aragami Style No. 114: Wild Bite
128 Shiki: Kono Kizu Style No. 128: Nine Wounds
127 Shiki: Yano Sabi Style No. 127: Eight Rust
Ge Shiki: Migiri Ugachi Foreign Style: Time Drill
125 Shiki: Nanase Style No. 125: Seven Torrents
115 Shiki: Dokugami Style No. 115: Poison Bite
401 Shiki: Tsumi Yomi Style No. 401: Guilt Composition
402 Shiki: Batsu Yomi Style No. 402: Punishment Composition
100 Shiki: Oniyaki Style No. 100: Demon Scorcher
R. E. D. Kick Rainbow Energy Dynamite Kick
717 Shiki: Koma Hufuri Style No. 717: Spinning Slaughter
75 Shiki Kai Style No. 75 Modified
202 Shiki: Kototsuki You Style No. 202: Moon Koto Positive
900 Shiki: Nue Tsumi Style No. 900: Clipping Chimera
Ge Shiki: Tora Fuse Foreign Style: Tiger Lay
Ge Shiki: Ryuu Iri Foreign Style: Dragon Discharge
Ura 180 Shiki: Orochi Nagi Style No. 180 Reversed: Great Serpent Mow
Saishuu Kessen Ougi "Mu Shiki" Final Showdown Secret "No Style"
182 Shiki Style No. 182
IORI
Ge Shiki: Yumebiki Foreign Style: Dream Bullet
Ge Shiki: Goufu In "Shinigame" Foreign Style: Negative Roaring Axe "Death God"
Ge Shiki: Yuri Ori Foreign Style: Lily Break
108 Shiki: Yami Barai Style No. 108: Darkness Sweep
127 Shiki: Aoi Hana Style No. 127: Hollyhock Flower
311 Shiki: Tsumagushi Style No. 311: Claw Comb
212 Shiki: Kototsuki In Style No. 212: Koto Moon Negative
Kuzukaze Scum Gale
Kin 1211 Shiki: Ya Otome Forbidden Style No. 1211: Eight Maidens
Ura 108 Shiki: Ya Sakazuki Style No. 108 Reversed: Eight Wine Cups
Ura 311 Shiki: Saku Tsumagushi Reversed Style No. 311: Tearing Claw Comb
RYO
Hyouchuu Wari Ice Pillar Split
Ko'ou Ken Tiger Gleam Fist
Kuuchuu Ko'ou Ken Mid Air Tiger Gleam Fist
Ko Hou Tiger Cannon
Hien Shippuu Kyaku Flying Swallow Gale Kick
Zan Retsu Ken Momentary Violence Fist
Haou Shoukou Ken Supreme King Flying Roaring Fist
Ryuuko Ranbu Dragon / Tiger Boisterous Dance
Tenchi Haou Ken Heaven and Earth Supreme King Fist
MAI
Yume Zakura Dream Cherry
Benitsuru no Mai Dance of the Flamingo
Koku'en no Mai Dance of the Black Swallow
Dairin Fuusha Otoshi Great Windmill Drop
Sankaku Tobi Triangle Hop
Kachou Sen Flower Butterfly Fan
Ryuu Enbu Blazing Dragon Dance
Sachiyo Dori Evening Plower
Hissatsu Shinobi Bachi Deadly Ninja Bees
Musabi no Mai Dance of the Great Flying Squirrel
Kuuchuu Musabi no Mai Mid Air Dance of the Great Flying Squirrel
Chou Hissatsu Shinobi Bachi Super Deadly Ninja Bees
Hana Arashi Flower Tempest
Hou'ou no Mai Dance of the Phoenix
HAOHMARU
Ougi Senpuu Retsu Zan Secret Whirlwind Splitting Slash
Ougi Kogetsu Zan Secret Crescent Moon Slash
Ougi Resshin Zan Secret Violent Quake Slash
Hi Ougi Tenha Fuujin Zan Concealed Secret Supreme Heaven Sealed God Slash
Tenha Dankuu Retsu Zan Supreme Heaven Sky Cutting Slash
NAKORURU
Unknown to me as of this time. If you happen to know, please e-mail me
with any translations you might have. Thank you in advance. ^^
ATHENA
Renkan Tai Chain Thigh
LEONA
Earring Bakudan Earring Bomb
YURI
Tsubame Otoshi Swallow Drop
En Yoku Swallow Wing
Raiou Ken Lightning Sparkle Fist
Sai Ha Smash Break
Hyakuretsu Binta One Hundred Violent Slaps
Hien Hou'ou Kyaku Flying Swallow Phoenix Kick
Hien Rekkou Flying Swallow Violent Pierce
Shin! Yuri Chou Upper True! Yuri Super Upper
Ura Mekki Zan Kuuga Reverse Demon Destroying Air Fang Slash
AKARI
Like Nakoruru, her translations are unknown to me as of this time. If you
happen to know, please e-mail me with any translations you might have. Thank
you in advance. ^^
GEESE
Hienshikyaku Flying Swallow Death Capture
Reppuu Ken Storm Fist
Double Reppuu Ken Double Storm Fist
Jaei Ken Evil Shadow Fist
Shinkuu Nage Vacuum Throw
Joudan Atemi Nage Upper Level Strike Throw
Chuudan Atemi Nage Middle Level Strike Throw
Rashoumon ??? ??? Gate
OROCHI IORI
Taikyoku Saku Tsumagushi Grand Ultimate Tearing Claw Comb
RYU
Sakotsu Wari Collarbone Splitter
Senpuu Kyaku Whirlwind Kick
Hadou Ken Surge Fist
Shakunetsu Hadou Ken Scorching Heat Surge Fist
Shouryuu Ken Rising Dragon Fist
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Shinkuu Hadou Ken Vacuum Surge Fist
Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick
Shin Shouryuu Ken True Rising Dragon Fist
KEN
Inazuma Kakato Wari Lightning Flash Heel Split
Ushiro Mawashi Geri Backward Spinning Kick
Zenpou Tenshin Forward Roll
Shouryuu Reppa Rising Dragon Render
Shinryuu Ken Divine Dragon Fist
Shippuu Jinrai Kyaku Gale Lightning Kick or Swift as Lightning Kick
CHUN-LI
Ryuusei Raku Shooting Star Drop
Kouhou Kaiten Kyaku Backward Spinning Leg
Kaku Kyaku Raku Crane Leg Drop
Yousou Kyaku Eagle Talon Kick
Kikou Ken Chi Fist
Hyakuretsu Kyaku One Hundred Rending Kicks
Tenshou Kyaku Heavenly Ascention Kick
Sen'en Shuu Spinning Circle Kick
Kikou Shou Chi Palm
Senretsu Kyaku One Thousand Rending Kicks
Hazan Tenshou Kyaku Supreme Mountain Heavenly Ascention Kick
Shichisei Senkuu Kyaku Seven Star Air Flash Kick
SAKURA
Shou'ou Ken Cherry Blossom Fist
Shunpuu Kyaku Spring Breeze Kick
Sakura Otoshi Sakura's Drop
Midare Zakura Cherry Trees Blossoming in Profusion
Haru Ichiban First Storm of Spring
DAN
Shagami Chohatsu Crouching Taunt
Zenten Chohatsu Forward Rolling Taunt
Kouten Chohatsu Backward Rolling Taunt
Kuuchuu Chohatsu Mid Air Taunt
Gadou Ken Self Taught Fist
Kouryuu Ken Shiny Dragon Fist
Dankuu Kyaku Sky Cutting Kick
Shinkuu Gadou Ken Quaking Sky Self Taught Fist
Haou Saikyou Ken Supreme King Strongest Fist
Kouryuu Rekka Shiny Dragon Conflageration
Hisshou Burai Ken Certain Victory Trustless Fist
Otoko Michi Path of Man
AKUMA
Zugai Hasatsu Skull Destroyer
Gou Hadou Ken Great Surge Fist
Shakunetsu Gou Hadou Ken Scorching Heat Great Surge Fist
Zankuu Hadou Ken Air Slashing Surge Fist
Gou Shouryuu Ken Great Rising Dragon Fist
Tatsumaki Zankuu Kyaku Air Slashing Tornado Kick
Ashura Senkuu God of War Air Flash
Hyakki Shuu Hundred Demon Raid
Hyakki Gou Zan Hundred Demon Great Slash
Hyakki Gou Shou Hundred Demon Great Raid
Hyakki Gou Sen Hundred Demon Great Edge
Hyakki Gou Sai Hundred Demon Great Smash
Hyakki Gou Tsui Hundred Demon Great Crash
Tenma Kuujin Kyaku Demon Air Blade Leg
Messatsu Gou Hadou Great Surge of Destruction
Messatsu Gou Shouryuu Great Rising Dragon of Destruction
Tenma Gou Zankuu Great Demonic Sky Slasher
Shun Goku Satsu Imprisoning Death Flash
NOTE: This move has also been called the Raging Demon, Instant Hell Murder, and
a few other names. The two I listed, though, were the most used.
Kongou Kokuretsu Zan Immense Strength Continent Destroying Slash
B. B. HOOD
Nidan Jump Two Level Jump
SATSUI NO HADOU RYU
Seichuu Nidan Tsuki Mid Level Two Part Thrust
Joudan Sokutou Geri Upper Sword Leg Kick
Ryuu Koku Hadou Ken Dragon Cutting Surge Fist
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Section (15) - I'd like to thank all the little people... alright, put down
the shotgun...
And here I'd like to give my thanks out to various people for helping me
during this thing.
Note about the Thanks Section: Just so you know, if and when I get info
concerning the game that I wish to add in, I'll give thanks here. BUT I
will *not* post up their e-mail address, *UNLESS* there is a request for it.
SPAM mailers suck, and I dunno exactly where they cruise to get addresses,
but I don't wanna help 'em. Welp, onto the thanks!
Z-Force: He was the first one to write up a FAQ for this game and he inspired me.
He's a nice guy, really he is... I love ya, man! Even if we are rivals... but I
won't let that sour me to you! No... really. Ok, maybe a bit...
Kao Megura: Truly, he was most helpful and his FAQs *ROCK*. Most of the moves
names and translations I got from various FAQs done by him. Let us give thanks
and praise to this patron saint of FAQing. FAQing is a verb, right? It's not?
Hmm... well, it sounds too close to another word, so I suppose not.
Deuce: His Last Blade 2 FAQ is mighty indeed... easily the best out there... even
if it's really the only one out there, but that doesn't matter. He goes into so
much detail... I suppose he inspired me too! And so did Kao... and Z-Force... AGH!
Does that mean this was really done by them?!
Kelvin Koh: While perusing the net, I wound up stumbling upon his MotM FAQ. It's
pretty good. It had the real name for moves I was trying to find out about (the
name of moves for Akari's Amata No Hoshizuku, Nakoruru's Kamui Fumugesupu and
Yadoro Poku, Terry's Backspin Kick, Haohmaru's Tenha Dankuu Retsu Zan, Geese's
Hienshikyaku, plus what the RK stands for in E. Ryu's RK Hadouken) and also that
you can follow up Iori's and O. Iori's Tsumagushi with his Aoi Hana. Many thanks
goes out to him.
My IRC crew: You know who you are. And if ya don't... remind me to boot you upside
the head next time I see you. :P I love you guys... alright, that's enough
sappiness. And Rivman, here's your danged credit.
Hoser (hoser (at) pipeline.com): He was the one who e-mailed me about linking
to various games to receive various secrets and such. Much thanks goes out to
him!
Robodemon (Deathmeister): He sent in some info concerning the ratio between difficulty
and panel flips with secret characters. Hey, I take all info to heart in the hopes it
helps somebody. Kudos to him!
Aaron Mitschelen: He provided me with some more info concerning linking MotM with
CFC (That's Card Fighters Clash for those not in the know :P). Thanks goes out to
him for adding more info to mein FAQ.
Acevedo Jet: Sent in even more info concerning linking MotM and CFC together.
He even added a small trick for doing so. I give mucho thanks!
Ron McRae: Sent me the info concerning what happens when you upload CFC with 300
cards to MotM. To me, it's VERY impressive. Thanks, Ron!
Timothy Miller: Sent me info further explaining Athena's costume changes. Look
out for his upcoming MotM Technical FAQ!
GameFAQs: For putting my FAQ up. I'm glad you thought it was good enough to be
among the greats! It gives me a warm feeling to know that all can see my glorious
work... no, wait, that was just the oatmeal I ate. It was hot and yummy, though!
SNK and Capcom: How could I not thank them? If it wasn't for these two companies
we wouldn't even have this game! They must have heard our wishes too. How long
have people been wanting an intercompany fighting game? Well, it's finally arrived.
And you can't forget the card game OR the upcoming Arcade/DC fighting game. And
extra kudos to SNK for the Neo Geo Pocket Color. This thing is cool!
You: Yes, you. The one staring at your monitor. You're reading this aren't you? So
my baggy eyes, crippled hands and insomniatic body wasn't for nothing. Although I'm
STILL not getting paid for this...
Section (15a) - I'm king of the-- ok, I'm not the only SvC FAQer.
Z-Force's FAQ: This one came out first. Why am I recommending it? Well... he recommended
mine, so you should go see his, too! He's also got some combos, plus he's written a
mini FAQ if you just want the moves with none of the bupkis... but bupkis is good sometimes
as well, don't forget that.
Last Boss' Story FAQ: Hey, he lists most of the dialogue the game shows during the
cinematics. Go read it! See SNKglish in all it's glory!
Galford's Combo FAQ: Hey, he lists some pretty danged impressive combos. And since combos
are so damaging in this game, you should really learn them and soon. Go check his out!
Andrew Lin's Damage FAQ: This is more technical than anything else, but the fact he's
figured something out like this is pretty dang impressive. Go look at it just to look! An'
stuff.
--------
Section (16) - This is the FAQ that never ends...
Yes, it goes on and on my friend...
Well... no, it doesn't. This is the end, folks. Yep, that's all she wrote.
For now at least. There's some things that I still have to add, but I wanted
to show what I have so far, though.
What I wish to do in the future:
- Create individual character FAQs to show strengths and weaknesses.
- Continue to revise this FAQ.
- More translations.
- Move descriptions. (This'll probably go with the individual FAQs thing.)
- Combos (This'll go in the individual FAQs thingy, too.)
- In game Dialogue. (Again, this'll go in the individual FAQs thingy.)
- Finish the rest of the rivalry stories.
But for now, this is all. So, I hope you had more fun reading this than I did
writing. Man, my eyes hurt...
PS: If you want to see my web site... which hasn't been updated in a long time...
just head on over to
http://members.aol.com/WHolden535/wacky1.htm
Welp, that's all. Look out for more writing on my part!
And now, for the Omake!
-----
[Ralf strikes a mighty pose!]
Ralf: Ikuze, Clark!
[Clark strikes his own mighty pose!]
Clark: Ou!
[Ralf and Clark strike a doubly mighty dual pose!]
Ralf & Clark: Cross Changer!
[Suddenly, Captain Commando teleports onto the scene!]
CapCom: ... nonoNO! That's no way to pose!
Ralf: And just who're you?
CapCom: I am... CAPTAIN COMMANDO!
[A couple of minutes later, Leona walks into the room... to see grunting, groaning and
leaping all over the place striking many a mighty pose. And as quickly as she walks in
she walks back out.]
Leona: I've heard of male bonding, but *that*... I have to go get Whip. She HAS to see this.
-- END FAQ: COPYRIGHT © 2000 Justin "J-Boogie" Golden --