CAPCOM VS SNK 2 ~ Todo's Tourney
How to make Todo Happy, and other stuff...
By Rokiseph
Copyright 2002
Second Revision
***********************************************************************

Hey, this is copyrighted, and you know it. So far, it's going to appear
in Gamefaqs first and nowhere else as of this date 07 November 2001.
Since nobody wants to do his FAQ (just like the book publishers didn't
want to publish Todo's Autobiography and the TV producers didn't want
to make his "How to win with Todo Style" Videos), I'll do it. The FAQ I
mean.

And now it's the second revision, I'm gonna change some stuff after
more than half almost year of playing mainly Todo.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ok, we all love Ryuhaku Todo, lets face it, he's one of the good guys,
he wears a dress, and he has a cool looking Kasane Ate and has a
Beautiful Daughter Kasumi.

He has been around since ages ago, and appears as one of the more
useful strikers in KOF 2001. Besides AOF and KOF, he has been lying low
(recovering from the bruise he got from Ryo in AOF, just check his
losing pose and his blackened face in KOF), until now! The New
Millennium! To appear again!! And get laughed at for being a useless
character......until now!(Again)

=======================================================================
I don't own a PS2 or Dreamcast, and I don't know how much damage each
move makes, if anyone knows please help me by telling me the details,
thank you. I'd really greatly appreciate it, and so would Todo users
around the world.
=======================================================================
Let's Help the World discover the Power of Todo Style!

Well let's first gauge the usefulness of Todo's Normal moves shall we?

NORMAL ATTACKS
I use the words Light, Medium and Heavy for the respective attack
strengths.
S - Standing
C - Crouching
J - Jumping
B - Back
F - Forward
L - Light
M - Medium
H -Heavy
P - Punch
K -Kick

Soooo...When Todo is Standing Still....
Light Punch - Just a Normal punch, but comboable into another S/CLP or
S/CLK

Medium Punch - A very good Ranged move that comes out fast and
straight, abuse this by running and MP to hit an opponent Mid range
from you.

Heavy Punch - A move that moves Todo's body forward to give a Chop
around head level. Also useful in stopping a jump by an opponent.

Light Kick - A little kick in your shin

Medium Kick - A further kick than LK but nice to keep someone away.

Heavy Kick - A Long ranged kick that does good damage. If the opponent
is near, he will do a close sidekick high into the air though.
-----------------------------------------------------------------------
And when Todo is Crouching....

LP - A Light punch , comboable into another LP or LK, or into a CHO -
Kasaneate.

MP - His best crouching move, his CMP is the best crouching move to
follow up into a light Kasane ate. By itself, it comes out fast and
recovers fast. More uses for it later in Strategies section.

HP - ABUSE!!! ABUSE!!! His crouching HP is one of the best Anti-Airs in
the game (according to Todo). He pokes his Elbow up and out and high,
hitting anyone before they expect to want to hit you. Anyone jumping
towards you repeatedly will go nuts trying to figure what went wrong
with their kick.

LK - Just like the LP, also comboable into a cho kasaneate.

MK - Somewhat like that CMP, you can cancel it into a light Kasane Ate.
Comboable into another CMK.

HK - A sweep to knock the opponent off his feet.
-----------------------------------------------------------------------
AND if Todo is Jumping

LP - He jumps and extends his hand out.

MP - He jumps and does a chop with his hand.

HP - He Jumps and Gives a Strong punch downwards.

LK - Is a Knee that's short ranged.

MK and HK - I guess I would recommend he use his HK because it does the
most damage, but if you want to attack deep into the opponent to combo
on the ground, you should be careful not to stick out your HK too
early, but otherwise ok.

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

SPECIAL ATTACKS
Ok here's the fun part..
QC -Quarter Circle
HC - Half Circle
DP - Forward, down, diagonal move, like as in Shoryuken.

THROWS!
Body Slam -     B/F + HP
Head Crack -    B/F + HK

Comment : Do the HK version of throws (even for other characters)
because they usually do more damage than the punch version, even though
it takes a few frames longer to execute.

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

SPECIAL MOVES
Todo Low Sweep!!     F + MK
Todo shifts his body down and forward, and does a very long ranged
sweep half a screen away. Good to do to hit unsuspecting, standing
opponents down. If you can gauge well, you can get the person with the
tip of your foot and be too far away to be counter attacked. Doing it
close however, puts you just *next* to the opponent, and into trouble.
It will also put you under fireballs if you connect the moment the
opponent comes out with the fireball.


Kasane Ate           QCF + P
He does forceful movement with both his hands and sends an energy wave
crashing down. This move has very high priority and can cancel
fireballs and hit enemies behind.

Light version - Is what you combo into after a Medium Punch. Also used
to do a quick pressure on a close opponent who you suspect is qoing to
come out with a move.

Medium Version - Cannot be Comboed into, but gives you enough speed to
hit someone who is just landing after you Anti-Air him with your C.HP.

Heavy Version - Is your all time Distancer. It's one of those moves
that turtlers can't do much against except to jump or roll away from.
They want to JD or Parry it fine. Go Ahead...what's next? Also they
certainly can't cancel it with their own Fireball. Also used to hit
opponents jumping up repeatedly at corners. Mix with a fake Light Punch
once in a while if you're playing a distance game so that opponents who
jump or roll over will get attacked by you instead.

I cannot stress the importance of the different Kasane Ates in
Gameplay, they each play a unique Role that gives Todo a lot of
versatility.

Kuuchuu Kasane Ate   QCF + P in the air
Todo does a Kasane Ate in the when he is in the air, which also can hit
a standing opponent if done low enough. This move causes Todo to pause
in the air then drop down.

This move is good when you jump toward an opponent and do it slightly
further away than as if you want to punch or hit him. It's more like,
creating a shield rather than for offensive sometimes also.

Even this has range, the Light Kasane Ate appears right in front of
Todo, while the Heavy one Appears somewhat a punch away. This has it's
own uses in battle, and also in a CC.

Anti-Air Kasane Ate   DP + P
Todo does a small Kasane Ate Diagonally, just above/in-front his head.
A nice Anti-Air if you can anticipate the opponents jump, and can
cancel air fireballs and still hit the guy who did it.(Think Gouki).
Also useful as a starting move because opponents sometimes jump towards
you at the beginning of the match.

Tatsumakisouda (Not the real name)        HCB + P
Ahhhh, a good move, yes indeed. Todo grabs the opponent and slams his
palms into their solar plexus, stunning them for a moment. This
unblockable move stuns the opponent for a good long while, enough for
Todo to do a Combo, or just to a Cho-Kasane Ate straight away.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SUPER MOVES!

Cho Kasane Ate        QCF twice + P
WHOOHOOO!!! THE BEST SUPER IN THE GAME !!!(According to Todo). But
seriously, this move has a fast startup, and continues even if you get
hit. This move is very good, hits opponents even if the are in the air
(higher than Hadouken level). The level 1 hits for 5 hits , level 2 for
7, both doing moderate damage, and travels 3/4 of the screen. The MAX
version however.....Todo considers to be another move...

**********
MAX Cho Kasane Ate!!!

This MCKA hits for 9 hits, and travels the full screen. The thing about
it is that you can do it even when the opponent is jumping AWAY from
you, because the MCKS travels so fast, it will hit them before they
reach the ground! It does helluva lot of damage and nobody dares to
jump around when you are at MAX mode. It hits for more hits for some
character in Mid Air (11 hits for a Zangief under certain
circumstances)

Kuzu Otoshi            QCF-HCB + P

Ah..the best counter move in the game (According to Todo). Todo stands
still and anticipates an attack. And if he IS attacked (By ANY bodily
projectile, except Mamahaha and Choi of course)he will slam the
opponent into the Ground and hit them (level 1 and 2 ) or Slam them,
Punch them, then hit them with his bootiful fan (At Max)! Nice move if
you expect the opponent to jump and kick you. Also good as a get-up
move.



STRATEGY TIME!!!

Before that, of course you'll ask yourself, "What Gets you Groovin'
baby?" or what gets Todo grooving baby?

C - GROOVE
Well, if you're  using C-Groove, Todo can now roll and hop around like
a bunny. Ok now if you are used to playing C-Groove, then Here's what
Todo comments about his strategy :

Hopping is useful here, because of the short hop followed by the
Tatsumakisouda (From now on TS), which can be followed by a CMP ->
Light Kasane Ate.

But the main thing about C-Groove is that it is one of the two only
Grooves where you can store the Max specials indefinitely, unlike all
other grooves that have a time limit to Max Modes (SNK Grooves). You
can now take your time to strategise and try to grab an opponent with
the Tatsumakisouda, or just do the Cho-Kasane Ate when you need to.

Strategies Specific to C-Groove
Todo, just like Kasane Ate, is a moving wall. In C-Groove, he can store
his power bar very fast because of the repeated Kasane Ates he
continually does to pressure the opponent. His ability to roll will
make opponent think twice about making moves with a long lag time
because if he rolls past the attack he might grab with a TS. Also, Todo
can hop and follow up with a TS. Todo in C-Groove doesn't mind getting
cornered, because either you counter the next move, or if you have the
Cho Kasane Ate (CKA), just do the Max once the opponent does ANYTHING
that leaves him even slightly open.

Note that the Level 2 Cho Kasane Ate, if Cancelled by anything, even a
Taunt at around the 6th hit, will reset the Opponent's Juggle potential
and cause another 2 hits. This is big extra damage, so Try and execute
Level 2 Instead and then Taunt. Leaving you with One Bar still.

There are many games you can play with the Cancelling of the Level 2.


Aside from what was mentioned above ...

Do a level 2 Kuzu Otoshi when you think the opponent is going to hit
you. If you miss, the opponent may just want to hit you after he thinks
the move is over, or just slam you anyway. Either way, don't forget
that because of the cancel, you can do a Kasane Ate, or even a Cho
Kasane Ate, and Even a Tatsumakisouda if he comes to slam you!!!! It's
great to see how people just walk towards you as if nothings going to
happen to them, only to get hit instead!

I have also cancelled a Kuzu Otoshi into another Kuzu Otoshi, and it
really Pissed the Vega flying my way.

Cancelling One Cho Kasane Ate into another one may be a waste of
Energy, but sometimes it is enough to draw opponents who think they can
roll past the First Wave, only to Roll into the Second one!!!! But it's
tricky because the first Wave has to almost end first.

And finally, since C-Groove does not have short jump, you will find it
very Convenient to just do Tiger knee motion Kasane Ate's, it forms a
Total shield in front of you, and no one Combos you this way. Once you
incorporate this into your moves, opponents have less chances to hit
you with Full supers even.

***********************************************************************
A- GROOVE  for Todo

Haahahahahahaha~~ is what Todo says about A-Groove.
He says that A-Groove is similar to C-Groove, since it is also easy to
fill up the power bar, you can hop, and you can roll. But of course now
you have the immediate recovery after getting hit down, which is useful
in getting back into the action. But now he doesn't have the air block
anyway. ("Bah" he says, "I jump to attack, not to BE attacked.")

Of course, what Todo is really laughing about is - Custom Combos
In reality, Todo's Custom Combo is potentially one of the stronger ones
in the game (This time I say so, not Todo). Why?
Custom combos modify the damage to become 1 dot each after the Seventh
hit. So lets say you trap an opponent in the corner and start to custom
combo him, Kasane Ate * 10 times, maybe, well, maybe you will get a
nice amount of damage in. But what if you break the pattern halfway
with a pause, then a TS? The TS after a pause is not counted as a
combo, but the fact that you got it in means the damage counter starts
from scratch, giving you the chance to get in a few more damaging hits
again! Other characters have to rely on trick moves like Ken's overhead
kick, but only Todo has the TS. Iori could be another candidate but his
scum gale doesn't do damage. Neither does Yuns.

Anyway, his custom Combo, if you're not close to the corner, works like
this. If you are a bit far from the opponent, do your SHP repeatedly
until BEFORE you are to be too close to him (that's when your SHP will
change from the chop to a close elbow), follow up with a CHP to push
him further so that you can continue with your SHP.

Or... (S.HP*2 -> C.HP)* X

Ok if you still haven't pushed him into the corner by the 8th hit, just
follow with Command Grab into Light Kasane Ate all the way, then do his
Cho Kasane Ate.

Or... (HCB+P -> QCF+LP)* X then into Cho Kasane Ate

Next, is what you do you do reach the corner...what else, Kasane Ate all
the way, until when your bar reaches the end when you finish off with a
CKA. But that's the easy version....

You could try the variation where you give a break in between and
attempt to catch the opponent with a TS just before the meter runs out,
then you do your MP into a Kasane Ate if you want the opponent to be
standing instead of falling as if you did the CKA. Which is ALSO a less
damaging version of...

Corner Grab -> PING -> C.HP *3 -> S.HP -> C.HP -> Light Kasane Ate X *
-> S.HP into another Command grab (Just as the Meter Finishes) -> Light
Kasane Ate -> S.MP -> Light Kasane Ate.

Notice that the Last three sets are outside the CC, so do full damage,
and dizzy to boot.

There's a list below for common A-Groove Combos.

BUT, A-Groove has no Max Cho Kasane Ate. Very sad. Unless you love
Custom Combos so much and can do it well, you won't end up with more
damage than a Max CKA at some grooves.

***********************************************************************
P-Groove for Todo
Anyone in P-Groove is formidable. Assuming you can Parry most of the
things coming your way. Todo in P-Groove may take a long time to build
up his Super bar though, but at least it stays there indefinitely.
Also, you can dare to jump in to ANY character, force parry your way in
front of the character, and grab with the TS. Actually, if you dare to,
learn to Parry -> TS all close moves, especially when you are just
getting up, and someone is trying to light kick you to death or
something. That's Todo's (And other Grapplers) advantage in P-Groove.
Of course, P-Groove has the Short Jump, and Todo does a good Short Jump
HK. This is a good alternative to Hopping to grab with a TS, since now
you can't roll, you can jump over attacks and kick em' in the head
before they can do anything else.

Author's Comment : See the Short jump as another Roll or Dodge. It's a
very good move to abuse because it's harder for opponents to anticipate
and give you an anti-air. Furthermore, a well placed short jump leaves
your body further away to be fully anti-aired, while your leg is
sticking out far enough to kick the other guy. Imagine a crouching
Haohmaru waiting to CHP you, if you small jump, you're more likely hit
him before he can hit you.

You can also Parry an air attack and C.HP it, but it would still be
better to parry it, then do a command grab just as the opponent lands.
This should be your B&B.

Other than this, nothing else much in P-Groove.

***********************************************************************
S-Groove for Todo kun
Todo likes S-Groove, but only when he is on the losing end. Otherwise,
he finds it troublesome to charge up the power bar for a CKA. However...
Todo does have the Kasane Ate, and charging does recover immediately.
It is then more of a Kasane Ate -> Charge until opponent does
something-> Kasane Ate. Ok, Todo doesn't find it so bad after all.
(Make up your mind old man)

But Todo is VERY Happy with running, because he can abuse the Run MP
move. Just Run towards the opponent, hitching up your dress and all,
and suddenly WHAM MP.

He likes the dodge too, because he can dodge -> cancel P attack ->
Combo with KA or CKA.

And he has the SHORT JUMP!! Whoohooo, explained in P Groove.

But Todo loves this for one easy reason is that since that if he has a
full bar his strength goes up significantly, giving him one of those
SNK Groove edges where your normal moves become stronger.

And when his life is low and Flashing, the ability to do CKA ANYTIME
can really unnerve the opponent into cowering like an idiot. It's when
his life is low in this groove where YOU should pressure the opponent,
and not start playing defensively. Surprising? Get used to it.

Every grab follows into a C.HP into a Cho Kasane Ate...whats up with
that???

Rokiseph Comments : Being able to do Max CKA only when your life is low
isn't something good. And remember, Charge at every moment you get,
people end to forget that.

***********************************************************************
N-Groove for the Dragon Man

N-Groove. Hmmm, Todo finds this Groove well balanced. He can run, he
can roll, he can short jump, he can guard counter, and he can Guard
Cancel....
What is this?
Counter Evasion?
Gasp...

Strategies Specific to N Groove.

Todo is versatile in N Groove, his mobility is greatly enhanced because
it is the only groove where he can and I Quote "Hitch My Skirt and Run
Like the Wind then Roll like the great Waves".

Being the only groove where you can run then roll makes Todo a very
irritati.....ummm...formidable opponent. Opponents don't know if he's going
to suddenly stop and Punch, jump, do a KA or ROLL. Todo also loves to
just run, All the Way in front of the opponent and suddenly TS!!! (It
works, try it).

Also, once he gains 3 Power bars, he can activate one, keep one to
Counter Evade some move, then do a Max CKA!!! Of course it sounds so
easy but, I'm just saying the versatility of Todo here. No other Groove
lets him Counter Evade and follow up with any move.

The short jump is explained above in P-Groove.

Well, a nice well balanced Groove for everyone and Todo. Heh. That's
it.
Todo : "Move on Kid"
Allright...sheesh

***********************************************************************
K -Groove for Todo

Why are you drooling old man?

Strategies specific for K-Groove

In K-Groove, charging up can be either very fast or very slow. If you
can just defend 12 times, you will get a full bar, if you get hit, you
will also raise your power bar by a significant amount depending on how
much you get hit.

Knowing this, you can very easily get a Max power bar in a very short
amount of time if you are aggressively attacking, just defending, and
getting hit once or twice. A nice way to get to Ikari mode. As Todo
says : "Nothing like a good first 20 second warm up before I get into
my real fighting mode. When they know I'm angry, they just keep away
because they fear my CKA. Because they try to wait out my anger, I can
safely use this to press the attack and trap them into the corner and
try to break their guard. For those foolish enough to go ahead and
attack me, I give them a well timed Max CKA."

Well, it sounds like there is all there is for K-Groove. But the Power
makes up for many other disadvantages.

Rokiseph comments : Having a Ratio 4 Todo using K-Groove is better than
a Ratio 3 2 or 1 because of one simple reason. You get rage as fast as
the other Ratios do (corresponding to the kinds of hits) But in the
end, you have more life to continue the battle with, and your Max CKA
can cause 90% damage to a weaker Ratio 1 character. It is a fair deal
because assume you just got hit by a Ratio 4 Haohmaru's SHP, if you
were Ratio 1, 2 3 or 4, you would probably have a full Rage bar. But if
you were Ratio 1, 2, or 3, you would have a whole lot less life than if
you were Ratio 4. I'm just stating the obvious here of course, but it
is easy to see that it just might be better to have 3 characters in S
groove because you have 3 chances to have a flashing bar. On the other
end, it is better to have a Ratio 4 K-Groove worthy character because
he will be raged within a short amount of time.

But this changes by character, since the benefits of K-Groove are also
for the multi-man/woman team.

***********************************************************************
GENERAL STRATEGIES for Todo...

Todo says :

1. Use the basic moves often. The Kasane Ate should be often used. If
you think you can get in a Kasane Ate that will be blocked, Do It
anyway, because any amount of damage you can do counts towards the end,
and the Guard Breaking capabilities for such a ranged 3 hit move are
high.

2. Use the Light Kasane Ate even if you are far away, at least you are
doing something, which makes you seem like you are attacking. At the
same time, you are charging up your bar (CAPN Groove).

3. Always be prepared to do an Anti Air (CHP). After hitting the
opponent out of the air, he will fall in range for one of the Kasane
Ate. Do it, if he blocks it, he gets chip damage, if he doesn't, too
bad. However, watch for opponents who can roll - because some opponents
catch on and roll once they hit the ground, thinking you will do a
Kasane Ate to hit them. Once they catch on, either delay your kasane
Ate or just grab them with the TS when they roll. But be careful for
characters with a short roll, you might just grab empty air.

4. There are many opponents who like to safe fall. Note that the safe
fall is not invincible, and if he continuously does it, follow up with
the most damaging move you have at hand if he is close enough.

5. You are NOT afraid of Fireballs. You Will do a Kasane Ate to whiff
those fireballs and hit whoever just did them. Read this and Weep
Sagat. No offence.

6. Don't be afraid to Slam someone if they roll towards you. Better
yet, do a TS then your basic combo. Your basic combo is CMP -> Light
Kasane Ate. A Raged Ratio 4 Todo Doing a TK -> CMP -> Light Kasane Ate
takes almost HALF the life of a Ratio 1 character. Do it when you can.

7. Some characters like to walk back and forth to confuse you. Just
walk back a bit, then do your Forward MK to sweep him off his feet from
far away. Your far starting point should get your toe tip to hit him,
so if he blocks, you will be far enough to block any oncoming attacks.

8. There are many fast characters that will keep jumping at you. And
sometimes, your CHP won't work unless you are very accurate (especially
against the likes of Balrog the Spanish Fighter. Don't forget you have
the Anti-Air Kasane Ate. Although it takes some guesswork, just pull
off a heavy one if you think he is going to jump at you, once you show
them that you have another reliable Anti-Air, they won't try to do it
so much. However sometimes even this doesn't help much due to the
erratic patterns of certain characters. So what do you do? Jump and do
your Air-Kasane Ate! It works because you jump and the opponent thinks
he can jump after the slow old man, only to meet a Kasane Ate in the
air.

9. The Air Kasane Ate is Not useless. Often times, people forget about
it. When you are jumping towards a recovering character, they might try
to hit you with an anti-air of their own (ShoRyuken, Tiger Uppercut
etc) The thing is, you have nothing to lose if you do your jump such
that you will do a Air Kasane Ate on them just as they are about to get
up. The Air Kasane Ate does hit standing characters see. The Air Kasane
Ate also makes you stop where you are jumping and fall down, so it's
good to stop yourself from jumping to the wrong place. Heh.

Do it in the Tiger Knee Motion and what do you get? A small forward
moving air kasane Ate. And you still have a decent recovery time when
you drop. Incorporate this into your combos. Sometimes C.MP-> Tiger
Knee into a Kasane Ate -> Land C.MP-> Kasane Ate. Don't do it too often
though, or people will know to catch you on the way up.

10. Practice your Kuzu Otoshi such that you can do it very very fast.
Many opponents like to do Non -Valid combos (A good example is Sagat's
CLK -> CLK -> CMK -> Tiger Shot, or Balrogs CLK -> CLK-> CMK -> CMP
etc). The thing is, when you can see the pattern, you can activate the
Kuzu Otoshi during that split frame where the moves don't actually
connect (Between the CLK and the CMK). Your opponents will be very
surprised at this because it seems like it came out from nowhere, but
in actuality you just read his moves correctly. By then his leg is
already sticking out and it's too late.

11. A common weakness some players have is to get stuck in the corner.
Sometimes to close in, the opponent has to jump towards you, unless it
is a short jump, Roll out then Super Jump away, or Run out from under
him, don't be afraid to run or hop out of the corner, there is this
false illusion that if you run out you will get crossed over. If you do
it fast you'll be safe...ok?


Well combo time
Although Todo doesn't really have lots of them

COMBOS

1. Tatsumakisouda -> Crouch MP/ -> Light Kasane Ate /Cho kasane Ate
2. Tatsumakisouda -> Cho Kasane Ate
3. LP -> LK -> Cho Kasane Ate.
4. L.Attack -> C.MK -> Kasane Ate/Cho Kasane Ate
5. Jump HK -> Crouch MP -> Light Kasane Ate /Cho kasane Ate
6. Jump Medium kick, hitting behind the opponent -> C.LP -> C.MP ->
Light Kasane Ate / Cho Kasane Ate.
7. C.MK -> C.MK
8. In Corner when opponent is getting up. C.MP -> LKA -> S.MP
9. In Corner when opponent getting up Light kasane Ate -> MP -> Light
kasane Ate for 7 hits
10. Only In corner, Tatsumakisouda into Light Kasane Ate -> S.MP->
Light Kasane Ate for 8 hits. The timing is Strict but doable.
11. Tatsumakisouda -> Light Kasane Ate -> Cho Kasane Ate (Just for
show)
12. Tatsumakisouda -> Light Kasane Ate -> S.MP -> Cho kasane Ate (Just
for Show)

Non -Combo pressure tactics.(Just to decrease the Guard bar a notch or
two)
1. CLP -> CLP -> CMP -> Light Kasane Ate
2. CMP -> CMP -> Light Kasane Ate
3. CLP -> CMP -> S.HK
4. Light Kasane Ate -> Light Kasane Ate -> Light Kasane Ate......... if the
opponent is trapped in the corner and you are very close. But of
course, stop when you feel that he's going to attack or move.
5. Good Corner Pressure Chain ; Light Kasane Ate S.HP Kasane Ate

A-GROOVE COMBOS
Old version : Tatsumakisouda -> Custom Combo -> Tatsumakisouda->
Standing HPx2 -> Tatsumakisouda  -> Standing HPx2 -> If in corner go to
A, if not go to B ->

Newer version : Tatsumakisouda -> Custom Combo -> Tatsumakisouda->
Standing HPx2 -> C.Hp  -> Standing HPx2 -> C.HP ->If in corner go to A,
if not go to B ->


A (simple)   -> Light Kasane Ate * N -> Cho Kasane Ate.
A (Moderate) -> Light Kasane Ate * N -> S.Hp into Tatsumakisouda as Bar
Runs out -> C.MP -> Light Kasane Ate
A (Hard)     -> Light Kasane Ate * N -> S.Hp into Tatsumakisouda as Bar
Runs out -> Light kasane Ate -> S.MP -> Light Kasane Ate

B (Simple)-> (Standing Hp x 2 -> C.HP) x n, until you reach the corner
then continue with A, or just end with Light Kasane Ate -> Cho Kasane
Ate.
B (Moderate) -> (Tatsumakisouda -> Light Kasane Ate) * N -> Cho kasane
Ate

Why not continue with (Tatsumakisouda-> Standing HPx2) x n all the way?
Because it wastes time. Every Dot counts and you're doing only 1 dot of
damage for the TS after the seventh hit. In that time you can do 2
Standing HPs already so don't waste the opportunity.

Or as mentioned, Corner Grab -> PING -> C.HP *3 -> S.HP -> C.HP ->
Light Kasane Ate X * -> S.HP into another Command grab (Just as the
Meter Finishes) -> Light Kasane Ate -> S.MP -> Light Kasane Ate.

This is designed to not waste time with the Command grab and to wait
for Todo to get far to do another S.HP chop version. So just do
everything fast. The S.HP halfway is to take a step forward to get in
range for Tatsumakisouda.

Setting up into his Air Kasane Ate

Once you reach the Corner during a CC, Tatsumakisouda and Tiger Knee
into his Air Kasane Ate. You might have to use the Medium one in case
you're not near enough, but anyway, just do it as fast as you can and
break most of his guard. It's best to do this CC only if you have
broken most of his Guard are sure it will break at least before 1/4 of
your gauge runs out. If not it's not worth it. Anyway, do a MAD FAST
Medium Kasane Ate all the way once you are up there, they will be
blocking it like crazy. Once it gets crushed, continue so until the bar
almost runs out drop and do your Tatsumakisouda into the usual Corner
B&B.

It's best for this type of CC only if you can jump in and CC into Light
Air Kasane Ate, because that comes out the fastest, giving you more
Combo for the buck. But that's not very set-upable.

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Against Some Characters

What do I do against...

Blanka's Roll
Block and Forward Medium Kick.

Balrog's Flying Barcelona Attack
Kuuchu Kasane Ate

Vega's Head Stomp
Block the Head Stomp, do a Kuchuu Kasane Ate after that Anyway. Or just
Jump high and punch him.


Specific Strengths and weakness against other characters. When I
mention strength, it's what Todo has that goes well against the other
guy. When I mention weaknesses, it's the other way round.

BALROG

Oh the Headaches. Balrog the Matador is a sharp pain in the behind even
with his claws off...

Strengths
Todo doesn't have the speed but he does have the strength at least in
this match. Todo's ability to pressure someone in the corner is his
only strength here unfortunately.

Weakness
Balrog's hit and run is very good, with his claw and all. Most Balrog
players would then probably want you NOT playing a close combat game
with them, so...

Solution
Or as close as getting one, is to inch your way towards Balrog so that
you trap him in the corner instead. Due to the fact that he has quite
an unreliable anti-air, he gets very pressured in the corners. Don't be
afraid of his version of Somersault kick because he has to charge for
it. And when he has to charge for it what does that mean? It means that
he has to wait there, squatting like a fool, which is a position that
Todo would want the opponent to be in because then you can begin your
pressures like Kasane Ate, mixing up your moves etc. One thing about
Balrog is that they tend to kick only on their way down from a jump. So
if you ever get a Balrog that has been trapped in the corner, wait and
see. ONCE he jumps, whether it be from a normal jump, or he is
executing his Special or Super, YOU jump along and Immediately press
your LP or MP just to hit him out of the air. This is because they
rarely bother to attack on the way up, so you'll get a free hit.

Although they may play a good poking game if they are trapped in the
corner, that doesn't mean that you shouldn't retaliate with your own
Kasane Ate once he manages to get you out of range. Since his usual
Combo is C.LP-> C.LP -> C.MP -> either C.HP or not, it's a guessing
game for both of you whats going to happen next. Best bet is if he does
a C.HP, I'd block then do a jump and do an Air Kasane Ate as soon as I
can to hit him and to get close. The Air Kasane Ate is a block that he
can't jump out of , and he will trade hits if he does his Flip Attack.
At most he'd roll out, but still, it's a guessing game for both of you.
But you're better at corner pressures than he is so you better make
sure you're the one trapping him in the corner.


BLANKA
Surprisingly this current Top Tier is weak against Todo

Strengths
Todo can AA ANY of Blankas Air Moves with his C.HP, easily. Todo can
react casually to the horizontal roll by doing his Long range Sweep.
Todo may be put out of Range By Blankas HP, but Todo's Kasane Ate won't
push Todo or Blanka away from each other too much.

Weakness
Nothing much, except for Blanka's Short Jump HK, which actually is good
against almost everyone else.

Solution
Once the match begins, inch your way towards Blanka as he hops around
madly like a fool. You don't have to jump, you don't have to run, just
walk calmly and slowly towards him as he gets himself slowly cornered.
React to any attempts of air attacks with your C.HP. Frankly 19 out of
20 times I see Todo win in a Ground to Air match with Blanka. The 1/20
time I got hit was because I reacted too fast.

React to any attempt of his surprise hops with a light punch followed
by THEN running forward or hopping forward and immediately doing a
meaty Medium Punch into a Kasane Ate. Once Blanka is trapped in the
corner, his only solution is to Super Jump out of his Way, which is
rather hard because in distancing against Blanka, you're actually in
enough Range for your Heavy Kasane Ate to Hit him, and yet his HP can't
hit you. Thus you slowly chip away his life and Guard when you're sure
he's not going to jump, or if you're daring enough, go in for the
pressure. But remember to be cool about it.

CAMMY
Oh Pshaw. Cammy is another headache.

Strength
I have to mention here that because of Todo's Kasane Ate, he's going to
have strengths based on it against many characters. And Cammy is no
exception. Todo's Kasane Ates are actually the key to beating Cammys
here and there.

Weakness
Be psychologically ready for corner pressure Cammys, they tend to get
so fast hopping around and hitting you here and there that you forget
to just block and wait her out.

Solution
Because of Cammy's Versatility, Todo plays better going at a Medium
range with her. This means playing with your Heavy and Medium Kasane
Ates with her, and Basically you try to keep your distance and do your
Kasane Ate as appropriate. Sometimes a player gets clever and he will
do her Hooligan Combination into a Cannon Strike, or Just Jump into a
Cannon Strike, This is why when playing against Cammy, try not to AA
her too much with the C.HP. Instead, jump UP and do your HP or HK to
hit her out of the air when she jumps. If you get trapped in the
corner, you probably can't do this well, but you must try to get out of
the corner ASAP, because It's hell for a cornered Todo against Cammy.
What you do is if she does her usual HP into HK. Pause then hop and
throw you or something like that, just wait it out and be prepared to
attack her slam. If she jumps then AA with the Standing HP instead.
There are two reasons for this.

One, with the Standing HP, your hit box will be higher, and in the rare
event that you don't win or trade, she still can't combo you off her
air attack. Two, the Standing HP is different depending on how far away
Cammy is, if she jumps in the corner too close to you, you will do an
upward Palm Strike, if she is too far, you will do a Side Chop. Either
way, it's a fair exchange enough to get her flying and a good chance
for you to escape.

Just watch for her S.HP and S.HK all the time, Block those and watch
out for her hop into throw. Or if she is the running type, watch her
running pressure HP into HK. Block these because you can't do much
against them. Sooner or later she has to get out of her range, that's
when you have to find a way to reset the distance between the two of
you.

CHUN-LI
Hmmm, she jumps too high. But shes very fast isn't she?

Strength
Todo has the Kasane Ate (I TOLD you this was going to be his main
advantage). Also his jump kicks are quite well ranged so Chun-Li can't
effectively AA him. Unless she perpetually has her Kikosho.

Weakness
Chun-Li walks REALLY fast. I mean REALLY REALLY fast. Her walk LP, Walk
Lp Walk Lp Walk Lp pressure gets on my nerves. And the subsequent
attempt at a throw after that gets on my nerves even more. And she has
her Hawk Talon kick Thingy. How am I Supposed to AA that?

Solution
Todo should again play at a range from Chun-Li. Bring all your Kasane
Ates into play. Light to discourage her from coming near, medium and
heavy when you catch her not jumping. The most important thing you must
notice is the distance she is from you. If she jumps at you at the
right distance, you can't AA her because she's either right on top of
you or will cross over behind you. This is why you must get used to
Running Towards Chun-Li when you see her jumping. This way, she will be
way behind you and your resulting S.MP or S.HP will hit her. If you are
fast enough to anticipate her jump, then you can also do the AA Kasane
Ate, because this Covers Half of your head and goes up quite high too.
Basically Chun-Li also has a problem when being pressured in the corner
by Todo, because she doesn't have a very reliable anti air.

DAN
Stupid Light air Dan Kuu Kyaku.

Strength
Todo has better AA. Todo has a better Fireball.

Weakness
Dan has that irritating Light Dan Kuu Kyaku. And his stupid light kick
in the air.

Solution
Surprisingly, don't Kasane Ate too much!!! Dan's run jump into a Dan
Kuu Kyaku is too high and fast for the Kasane Ate. Just edge toward him
slowly and react to his moves. Kasane Ate only when you're sure he's in
no position to suddenly jump and kick you. Don't underestimate his air
Light kick. Although you may Anti Air it easily, but if he has a short
jump you better watch out for it. The good thing about fighting dan is
that unless he has his max ShinKuu Gadoken available, he doesn't have
much to put up a real defense against Todo jumping toward him. Just
find an opportunity to go in and pressure him to death.

DHALSIM
Ow. Where'd that come from?

Strength
Todo has a better Close Range game. Combos and all that.

Weakness
Dhalsim has a better Long Range Game!!! :D

Solution
A good Dhalsim player can really play a keep away game. However, Todo
has his Kasane Ate to disrupt the pattern of Dhalsims Long Range Heavy
Kicks. A good Dhalsim Player generally keeps you well away with his
Long range Jabs and Kicks, until you are too far away, and then he will
start his Yoga Fire and what nots. Never Fear Todo is here. It's
actually like this. Be prepared to block Dhalsim's beginning few blows
until you are well out of Range of his Heavy Kick or Punch. Once you
get the distance of when his Next Kick will miss, do your Light Kasane
Ate. It's also safe for you to jump towards him when you see him start
to do his Yoga Fire. And Remember, his Heavy Kick needs time to reach
the other end of the screen, so if you practice enough, you can
actually jump straight up and kick his Foot with your HK!!!!! Or Even
Air kasane Ate it!!! HAHAHAHA.

At Close Range, Dhalsim will try to slide you further or Headbutt into
a flame or something to keep you confused. Maybe a steep Yoga Drill or
two. Just block those and keep up the pressure.


More to come...
Eagle
E.Honda
Gouki
Gouki, Shin
Ken
Kyosuke
Guile
Maki
M.Bison
Morrigan
Rolento
Ryu
Sakura
Sagat
Vega
Yun
Zangief


Athena
Benimaru
Chang and Choi
Geese
Haohmaru
Hibiki
Iori
Iori, Orochi
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Rugal, God
Ryo
Terry
Todo
Vice
Yamazaki
Yuri



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Well that's it until the next update!!!

Thanks to everyone that helped me with CVS 2
Thanks to GameFAQS
Thanks to Capcom and SNK of course.
Thanks to just about everyone else that makes my life happy.

By Rokiseph
Copyright 2002
Mail me at [email protected]