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Game Cheats » Sega Dreamcast (DC) » Games Starting with the Letter C » Capcom vs. SNK: Millennium Fight 2000 - Strategy Guide (Page 05)

Capcom vs. SNK: Millennium Fight 2000 - Strategy Guide (Page 05)

Below are the cheat codes, hints and help for Capcom vs. SNK: Millennium Fight 2000 - Strategy Guide (Page 05).

Super Zutsuki: CB,F+Punch
 -E. Honda will shoot himself across the screen with a quick headbutt. Using
  LP will propel Honda a couple steps, while HP will propel him across the
  length of the entire screen.

Super Hyakkan Otoshi: CD,U+Kick
 -E. Honda will leap into the air with a Body Splash motion, then drop
  straight down will a Butt Drop attack. Using HK will leap higher than LK,
  but it will not hit while leaping into the air.


[Super Combos]
Onimusou: CB,F,B,F+Punch
 -A more powerful variation of the Super Zutsuki that will perform multiple
  headbutts in a row. At Level 3, Honda will add a Hyakuretsu Harite attack
  at the end.
     Level 1: 3 Hits      Level 2: 5 Hits        Level 3: 10 Hits

+-----------------------------------------------------------------------------+

- Balrog -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Downward Jab (up): LP
 Straight Smash: HP          Uppercut: HP              Short Hook (side): LP
 Elbow Jab: LK               Fierce Straight: DB+HP    Fierce Hook (up): HP
 Hook Punch: HK              Straight: LK              Low Straight (side): HP
                             Hook Trip Punch: HK       Downward Jab: LK
                             Low Straight: DB+HK       Low Straight: HK

[Close Attacks]             [Throws]
 Uppercut: HP                Gut Punch: F/B+HP
 Body Blow: HK              *Headbutt: F/B+HK


[Special Moves]
Dash Straight: CB,F+Punch
 -Balrog will dash forward and punch straight out with great reach. Using LP
  will dash one step, while HP will dash across the entire screen and knock an
  opponent down.

Dash Uppercut: CB,F+Kick
 -Balrog will dash forward and uppercut at his opponent's head. Using LK will
  dash one step, while HK will dash across the entire screen. 

Turn Punch: Charge any button, release
 -Balrog will accumulate power for this punch as long as an attack button is
  being held down. At any moment on the ground, release the button and Balrog
  will slightly slide forward with a turning punch. The power of the punch and
  the distance of the dash depend on how long the button is charged.

Final Punch: Charge any button for 60 seconds, release
 -Balrog's fully-charged Turn Punch for 60 seconds or more, this attack will
  deal nearly half a Vitality Gauge of damage.


[Super Combos]
Crazy Buffalo: CB,F,B,F+Punch  (Press Punch or Kick)
 -A more powerful variation of the Dash Straight and Uppercut, this will
  punch many times in rapid succession. The punches are by default all 
  Straights, but holding a Kick button during the attack will turn them all
  into Uppercuts.
     Level 1: 3 Hits      Level 2: 4 Hits        Level 3: 5 Hits

_______________________________________________________________________________

                                   [Tier 3]
_______________________________________________________________________________


- Vega -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Claw Jab: LP                Claw Jab: LP              Straight Chop: LP
 Lunging Claw Stab: HP       Claw Stab: HP             Down Claw Stab: HP
 Knee Strike: LK             Short Kick: LK            Down Thrust Kick: LK
 Low Kick: B+LK              Slide Kick: HK            Backdoor Roundhouse: HK
 Hopping Axe Kick: HK        Leg Sweep: DB+HK

[Close Attacks]             [Throws]
 (None)                      Suplex: F/B+HP
                             Leg Flip: F/B+HK
                             Claw Toss (air): (any direction but Up)+HP
                             Air Leg Flip (air): (any direction but Up)+HK

(Note: If he is hit repeatedly, Vega will drop his claw, then eventually his
       mask. To retrieve them, have Vega walk over them. Vega will also regain
       his mask and claw between rounds.)


[Special Moves]
Triangle Jump (air): Up+opposite direction (jump towards edge of screen)
 -Vega can perform a second jump in mid-air by pushing off the side of the
  screen if he is close enough to it.

Rolling Crystal Flash: CB,F+Punch
 -Vega will roll forward and finish with an upper claw stab. LP will roll
  once, while HP will roll three times.

Sky High Claw: CD,U+Punch (Punch)
 -Vega will leap back and push himself off the wall, claw first. Pressing
  a Punch button during the attack will stretch out Vega's arm for a slightly
  longer range. Using LP will travel across the upper half of the screen, while
  HP will travel along the bottom. Vega will always try to jump to the wall
  behind him for this attack, but pressing (UF) instead of (U) will make him
  leap to the opposite wall and perform the attack.

Wall Leap: CD,U+Kick
 -Vega will leap back and push himself off the side of the screen towards his
  opponent. Vega will always leap to whichever side of the screen he is closest
  to, unless (UF) or (UB) is used at the end of  the motion. After Vega has
  pushed off the wall, hold Left or Right to slightly move him in the air. The 
  following attacks can be used after the Wall Leap:

   []Flying Barcelona Attack: Punch
      -Vega will slash his arms out below him, hitting opponents both sides,
       but not directly below him.

   []Izuna Drop (throw): (any direction but Up)+Punch
      -Vega will grab them and perform a powerful suplex. This can only be done
       if Vega is very close to his opponent. 

Scarlet Terror: CDB,F+Kick
 -A backflip kick that moves slightly forward. HK hits twice up close, and goes
  a bit higher than LK.

Back Slash: LP+HP
 -Vega will backflip onto his hands, then flip back again onto his feet. This
  is an evasive move, and Vega cannot be hit while performing it.

Short Back Slash: LK+HK
 -Vega will quickly backflip onto his feet. This evasive move is like the Back
  Slash except quicker, and Vega cannot be hit while performing it.


[Super Combos]
Super Wall Leap: CDB,DF,DB,UF+Kick
 -This starts out as a normal Wall Leap, as Vega will leap forward and push
  himself off the side of the screen towards his opponent. Vega will always leap
  towards the opposite side of the screen, unless (UB) is used at the end of the
  motion instead of (UF). After Vega has pushed off the wall, hold Left or Right
  to slightly move him in the air. The Super Wall Leap itself will not deplete
  Vega's Super Combo Gauge; only performing the Rolling Izuna Drop afterwards
  will. Also, the Flying Barcelona Attack cannot be used during the Super Wall
  Leap. 

   []Rolling Izuna Drop (throw): (any direction but Up)+Punch
      -This is a more powerful version of the Izuna Drop that will perform
       multiple suplexes in a row.
          Level 1: 2 Hits      Level 2: 3 Hits        Level 3: 4 Hits

+-----------------------------------------------------------------------------+

- Sagat -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Elbow Jab: LP               Jab: LP                   Straight Jab: LP
 Lunging Straight: HP        Straight Punch: HP        Straight Punch: HP
 Low Roundhouse: LK          Short Kick: LK            Knee Drop: LK
 Mid Roundhouse: HK          Sweep Kick: HK            Roundhouse Kick: HK

[Close Attacks]             [Throws]
 Body Blow: HP               Overhead Toss: F/B+HP
 High Roundhouse: HK        *Knee Bash: F/B+HK
                    

[Special Moves]
Tiger Shot: QCF+Punch
 -Sagat throws a blue fireball that travels high horizontally across the
  screen. Using LP makes the projectile travel slower than HP does.

Ground Tiger Shot: QCF+Kick
 -Sagat throws a blue fireball that travels low horizontally across the
  screen. Using LK makes the projectile travel slower than HK does.

Tiger Crush: QCF,UF+Kick
 -Sagat will perform a leaping knee attack that sends him into the air. Using
  HK travels slightly higher than LK, and this attack can hit twice up close.

Tiger Uppercut: F,D,DF+Punch
 -Sagat leaps into the air with a rising uppercut that only hits once. Using
  HP will make the uppercut travel higher into the air.


[Super Combos]
Tiger Cannon: QCF,QCF+Punch
 -A more powerful version of the Tiger Cannon, Sagat will throw a high, 
  multi-hitting blue fireball across the screen. At Level 3, the projectile
  will flame the opponent. The fireball can cancel an enemy projectile and
  continue on, removing one hit from the total.
     Level 1: 4 Hits      Level 2: 5 Hits        Level 3: 6 Hits

Ground Tiger Cannon: QCF,QCF+Kick
 -A more powerful version of the Ground Tiger Cannon, Sagat will throw a low, 
  multi-hitting blue fireball across the screen. At Level 3, the projectile
  will flame the opponent. The fireball can cancel an enemy projectile and
  continue on, removing one hit from the total.
     Level 1: 4 Hits      Level 2: 5 Hits        Level 3: 6 Hits

+-----------------------------------------------------------------------------+

- M. Bison -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Psycho Jab: LP              Psycho Jab: LP            Psycho Jab (up): LP
 Psycho Uppercut: HP         Psycho Straight: HP       Psycho Punch (side): LP
 Knee Jab: LK                Short Kick: LK            Down Straight (up): HP
 Roundhouse Kick: HK         Slide Kick: HK            Down Jab (side): HP
                                                       Short Kick (up): LK
[Close Attacks]             [Throws]                   Flying Knee (side): LK
 Psycho Gut Blow: HP         Shoulder Toss: F/B+HP     Roundhouse Kick (up): HK
 Indoor Roundhouse: HK       Leg Lift: F/B+HK          Thrust Kick (side): HK


[Special Moves]
Psycho Crusher Attack: CB,F+Punch
 -M. Bison will torpedo himself across the screen head-first, his body charged
  with Psycho Energy. Using LP will travel halfway across the screen, while HP
  will travel all the way across.

Double Knee Press: CB,F+Kick
 -A somersault forward which hits twice as M. Bison brings his legs down. LK
  travels farther than HK.

Head Press: CD,U+Kick
 -M. Bison will leap and stomp on his opponent's head, then jump off. After the
  stomp, use Left and Right to control Bison's descent and perform a second
  attack:

   []Somersault Skull Driver: Punch
      -M. Bison will punch forward with his hand charged with Psycho Energy.

Devil Reverse: CD,U+Punch (Punch)
 -M. Bison will leap towards his opponent. Pressing any Punch button during the
  leap will make him stop in mid-jump spiral downward head-first and punch with
  his hand charged with Psycho Energy.


[Super Combos]
Knee Press Nightmare: CB,F,B,F+Kick
 -A more powerful version of the Double Knee Press that performs the attack
  twice in a row. At Level 2, M. Bison will perform a slide kick at the end.
  At Level 3, he will finish by floating in the air and kicking his opponent
  several times.
     Level 1: 4 Hits      Level 2: 5 Hits        Level 3: 8 Hits

_______________________________________________________________________________
_______________________________________________________________________________
_______________________________________________________________________________


(VIII) [SNK EX Characters]

_______________________________________________________________________________

                                   [Tier 1]
_______________________________________________________________________________


- Yuri -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Downward Jab: LP
 Hook Punch: HP              Uppercut: HP              Overhead Smash Punch: HP
 High Kick: LK               Short Kick: LK            Thrust Kick: LK
 Hopping Butt Smack: F+LK    Sweep Kick: HK            Roundhouse Kick: HK
 Roundhouse Kick: HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Slap Uppercut: F/B+HP
 Uppercut: HP                Leg Toss: F/B+HK
 Low Kick: LK                Head Bomber (air): (any direction but Up)+HP
 Knee Smash: HK


[Special Moves]
Tiger Flame Punch: QCF+Punch
 -Yuri tosses a small red fireball across the screen. HP makes the fireball
  travel quicker than LP.

Saiha: QCB+Punch
 -Yuri creates a shield of energy in front of her to stop opponents' 
  projectiles. This can also be used to hit opponents up close. HP keeps the
  shield up longer than LP.

Rai Oh Ken: QCF+Kick
 -Yuri will hop into the air and shoot a small red fireball downward at an
  angle. HK leaps slightly higher than LK and tosses the fireball quicker.

The 100 Blows: F,B,F+Punch
 -Yuri will dash forward and try to grab her opponent, then slap then 
  repeatedly. LP dashes a couple steps and slaps 9 times, while HP dashes 
  almost the entire screen and slaps 11 times. Although this is a grab-type
  move, it can be blocked.


[Super Combos]
Haoh Shoh Koh Ken: F,HCF+Punch
 -A much more powerful and effective variation of the Tiger Flame Punch, this
  attack sends a large projectile across the screen. Each Level will makes the
  fireball travel slightly faster. The fireball can cancel an enemy projectile
  and continue on, removing one hit from the total.
     Level 1: 2 Hits      Level 2: 3 Hits        Level 3: 5 Hits

Flying Phoenix Kick: F,B,HCB+Kick
 -Yuri will run across the screen at her opponent. If she hits them, she will
  run up their front and kick them repeatedly. At Level 3, she will finish
  with a leaping overhead smash punch.
     Level 1: 9 Hits      Level 2: 13 Hits       Level 3: 16 Hits

+-----------------------------------------------------------------------------+

- Vice- 

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Slap: LP                    Slap: LP                  Downward Slap: LP
 Straight Punch: HP          Uppercut: HP              Straight Punch: HP
 Quick Roundhouse: LK        Short Kick: LK            Downward Thrust Kick: LK
 Roundhouse Kick: HK         Sweep Kick: HK            Roundhouse Kick: HK

[Close Attacks]             [Throws]
 Elbow Smash: HP             Face Rip: F/B+HP
 Knee Strike: LK             Toss Aside: F/B+HK
 Axe Kick: HK    


[Special Moves]
Nail Bomb (throw): HCF+Punch
 -Vice will pick up her opponent and slam them into the ground, creating a
  column of energy with a skull inside. This attack must be done up close and
  cannot be blocked.

Mayhem: QCB+Punch
 -Vice slides forward with a shoulder ramming attack. Using LP will travel
  halfway across the screen, while HP will travel slightly farther.

Da Cide (throw): HCF+Kick
 -Vice will whip her arm downward and try to catch her opponent's leg, then
  fling them over her shoulder. Using LK will grab in place, while HK will move
  Vice slightly forward while grabbing. This attack must be blocked low and will
  not hit when used up close.

Outrage: QCB+Kick
 -Vice does a flurry of kicks that produce a multitude of sharp blades around a
  large radius in front of her. LK will perform the kick in place, while HK 
  will do a small hop forward before kicking.

Rave Fest (air): QCB+Kick
 -Vice does a flurry of kicks in the air that produce a multitude of sharp
  blades around a large radius in front of her. The kicks will arc according to
  when it was done during her jump.

Da Cide Slayer (throw): F,D,DF+Kick
 -Vice will whip her arm upward and try to catch a jumping opponent, then pull
  them toward her and slam them into the ground. This cannot be blocked,
  although it will only hit an opponent who is jumping.


[Super Combos]
Negative Gain (throw): HCB,HCB+Kick
 -Vice will backflip and grab her opponent with her legs, then backflip
  multiple times while slamming them into the ground. This attack must be done
  up close and cannot be blocked.
     Level 1: 3 Hits      Level 2: 4 Hits        Level 3: 5 Hits

Withering Force (throw): QCF,QCF+Punch
 -A more powerful variation of the Nail Bomb, Vice will somersault forward and
  attempt to grab her opponent. If she does grab them, she will pick them up
  and repeatedly slam them into the ground, then toss them into the air and 
  slam them one last time. At Levels 2 and 3, the final slam creates a large 
  column of energy with a skull in it. Each Level makes Vice somersault a bit
  further. This attack cannot be blocked.
     Level 1: 3 Hits      Level 2: 4 Hits        Level 3: 5 Hits

+-----------------------------------------------------------------------------+

- King -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Jab: LP
 Straight Punch: HP          Uppercut: HP              Uppercut: HP
 Front Kick: LK              Short Kick: LK            Flying Knee: LK
 High Roundhouse: HK         Sweep Kick: HK            Downward Thrust Kick: HK
                             Back Slide Kick: DF+HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Knee & Uppercut: F/B+HP
 Uppercut: HP                Leg Flip: F/B+HK
 Low Kick: LK                Knee Drop (air): (any direction but Up)+HP
 Double Kick: HK


[Special Moves]
Venom Strike: QCF+Kick
 -King kicks a fireball across the screen. HK makes the projectile travel
  quicker than LK.

Moshu Kyaku: QCB+Kick
 -King slides slightly forward and performs a flurry of kicks, finished with
  a roundhouse kick that knocks opponents down. Using LK kicks three times for
  five hits up close, while HK slides slightly farther and kicks four times for
  seven hits up close.

Stepping Double Knee Kicks: F,D,DF+Kick
 -King leaps forward into the air with a rising knee attack. If she hits her
  opponent, she will perform a second knee attack. Using HK sends King slightly
  higher and farther out than LK.

Trap Shot: B,D,DB+Kick
 -King backflips in place, which will suck the opponent in for a flurry of kicks
  if done up close. LK hits 6 times, while HK moves slightly forward while doing
  the backflip kick and hits 10 times.


[Super Combos]
Illusion Dance: QCF,HCB+Kick
 -A more powerful variation of the Trap Shot, King will perform a Trap Shot
  backflip kick, then jumpkick forward. If the jumpkick hits, she will perform
  a flurry of punches and kicks finished by a Tornado Kick. The starting
  backflip kick does not count as a hit.
     Level 1: 9 Hits      Level 2: 11 Hits       Level 3: 13 Hits

Double Strike: F,B,F,DF,D+Kick
 -King will kick two fireballs across the screen. Each fireball deals half
  the amount of hits listed below, and will knock the opponent back into the
  air. The fireballs can cancel an enemy projectile and continue on, removing
  one hit from the total.
     Level 1: 4 Hits      Level 2: 6 Hits        Level 3: 8 Hits

+-----------------------------------------------------------------------------+

- Benimaru -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Elbow Drop: LP
 Straight Punch: HP          Downward Elbow: HP        Spinning Uppercut: HP
 High Kick: LK               Short Kick: LK            Knee Drop: LK
 Hopping Roundhouse: HK      Sweep Kick: HK            Backdoor Roundhouse: HK
                                                       Drill Kick: D+HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Body Slam: F/B+HP
 Fierce Elbow: HP            Knee Smash: F/B+HK
 Low Kick: LK
 Knee Strike: HK


[Special Moves]
Lightning Fist: QCF+Punch
 -Benimaru will punch forward and create a sphere of electricity. Using HP
  will keep the sphere out a bit longer than LP.

Lightning Fist (Anti-Air): F,D,DF+Punch
 -Benimaru will punch upward at an angle and create a sphere of electricity.
  Using HP will keep the sphere out a bit longer than LP. This version of the
  Lightning Fist is more suited to attacking jumping opponents.

Shinku Katategoma: HCB+Kick
 -Benimaru will spin himself around horizontally on one hand, hitting
  opponents multiple times. The final blow will knock the opponent down.
  Using LK will spin three times, while HK will spin five times.

Iaido Kick: QCF+Kick
 -Benimaru performs a quick, blurred knee strike forward.

Benimaru Corridor Crunch (throw): HCB,F+Punch
 -Benimaru grabs his opponent and summons a bolt of lightning to drain their
  Vitality Gauge. This attack must be done up close and cannot be blocked.


[Super Combos]
Blast Flash: QCF,QCF+Punch
 -A more powerful version of the Lightning Fist with a larger radius that deals
  more damage.
     Level 1: 5 Hits      Level 2: 7 Hits        Level 3: 10 Hits

Blast Flash (Anti-Air): QCF,QCF+Kick
 -A more powerful version of the Lightning Fist (Anti-Air) with a larger
  radius that deals more damage. This version will create the sphere of
  lightning at an upward angle, which is more suited to hitting jumping
  opponents.
     Level 1: 5 Hits      Level 2: 7 Hits        Level 3: 10 Hits

Elec-Trigger (throw): HCB,HCB+Punch
 -A more powerful version of the Benimaru Corridor Crunch, Benimaru will grab
  his opponent and a large bolt of lightning will come down on them to drain
  their Vitality Gauge. Each Level increases the amount of Vitality Gauge that
  is drained. This attack must be done up close and cannot be blocked.
     Level 1: 1 Hit       Level 2: 1 Hit         Level 3: 1 Hit

_______________________________________________________________________________

                                   [Tier 2]
_______________________________________________________________________________


- Kyo -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Elbow Drop: LP
 Backfist: HP                Uppercut: HP              Downward Straight: HP
 Roundhouse Kick: LK         Short Kick: LK            Flying Knee (up): LK
 Axe Kick: F+LK              Sweep Kick: HK            Knee Drop (side): LK
 Hop Roundhouse: HK          Double Low Kick: DF+HK    Backdoor Thrust (up): HK
                                                       Axe Kick (side): HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Fierce Backfist: F/B+HP
 Fierce Backfist: HP         Shoulder Slam & Elbow Drop: F/B+HK
 Low Kick: LK
 Indoor Roundhouse: HK


[Special Moves]
Dark Thrust: QCF+Punch
 -Kyo sends a red flame along the ground. Using LP sends the projectile slower
  than HP does.

Fire Ball: F,D,DF+Punch
 -Kyo performs a rising punch that creates a twirling flame around Kyo. The
  flames themselves will not hit opponents. HP will travel higher than LP,
  and will hit twice up close.

Crescent Slash: HCB+Kick
 -Kyo will run forward and elbow his opponent, then lift them into the air and
  explode them with flame. LK dashes most of the screen, while HK will keep
  running until Kyo makes contact with the opponent.

Spinning Kick: B,D,DB+Kick
 -Kyo will hop forward and perform a high spinning kick. Using HK will make Kyo
  rise much higher into the air and perform three spinning kicks in a row.

New Wave Smash: QCF+Kick (Kick)
 -Kyo will hop forward and perform a high kick that will knock opponents
  slightly into the air. Pressing a Kick button after the first kick will make
  Kyo perform a second kick which sends opponents higher into the air. Using HK
  will make Kyo pause for a moment before performing the first kick.


[Super Combos]
Serpent Wave: QCB,HCF+Punch  (charge Punch)
 -Kyo will charge a flame in his hand, then slide forward and swipe the flame
  to create a large wave. Holding Punch will delay the wave. At Level 3, Kyo
  will become surrounded by flames and deal slight damage to opponents that
  touch him.
     Level 1: 1 Hit       Level 2: 3 Hits        Level 3: 3 Hits

+-----------------------------------------------------------------------------+

- Mai -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Fan Jab: LP                 Dress Jab: LP             Low Fan Jab: LP
 Fan Slash: HP               Back Elbow: HP            Low Fan Slash: HP
 High Fan Jab: F+HP          Short Kick: LK            Flying Knee: LK
 High Kick: LK               Sweep Kick: HK            Low Thrust Kick: B+LK
 Advancing Roundhouse: HK

[Close Attacks]             [Throws]
 Low Fan Jab: LP             Flip Toss: F/B+HP
 Low Kick: LK                Leg Slam: F/B+HK
 Handstand Roundhouse: HK    Ground Stomp (air): (any direction but Up)+HP


[Special Moves]
Triangle Jump (air): Up+opposite direction (jump towards edge of screen)
 -Mai can perform a second jump in mid-air by pushing off the side of the
  screen if she is close enough to it.

Kacho Sen: QCF+Punch
 -Mai tosses a spinning fan across the screen. Using HP will toss the fan
  quicker than LP.

Ryu En Bu: QCB+Punch
 -Mai spins around and creates a wave of flame in front of her. Using HP
  will deal two hits up close.

Flying Squirrel Dance (air): QCB+Punch
 -Mai will flip in mid-jump and propel herself down-forward head-first with
  her fan in her mouth. HP will travel farther out than LP. 

Flying Squirrel Dance: CD,U+Punch
 -Mai will leap back onto the edge of the screen, then propel herself
  down-forward head-first with her fan in her mouth. Mai will always jump
  backwards unless (UF) is pressed in the motion. HP will travels a bit
  farther out with the dive than LP.

Sun Fire Samba: CD,U+Kick
 -Mai puts her fan in her mouth and her hands together, and creates a blast
  of flame around her. Using HK will hit three times up close and make the
  flame stay around Mai longer than LK.

[Super Combos]
Super Deadly Ninja Bees: QCB,HCF+Kick
 -Mai will cartwheel forward, then leap forward on fire with a multi-hitting
  elbow strike. At Level 3, Mai flips in place and then shoots herself forward
  inside a huge fireball.
     Level 1: 7 Hits      Level 2: 8 Hits       Level 3: 11 Hits

Swan's Fandango: QCF,QCF+Punch
 -A more powerful variation of the Kacho Sen, Mai will toss three fans across
  the screen, the first one high and the rest lower. At Levels 2 and 3, the
  fans becoming flaming, which give them a slightly larger hit area. The fans
  can cancel an enemy projectile and continue on, removing one hit from the
  total.
     Level 1: 3 Hits      Level 2: 4 Hits       Level 3: 5 Hits

+-----------------------------------------------------------------------------+

- Terry -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Chop: LP
 Straight Punch: HP          Straight Punch: HP        Downward Straight: HP
 Quick Roundhouse: LK        Uppercut: DF+HP           High Kick: LK
 Side Thrust Kick: HK        Short Kick: LK            Roundhouse: HK
                             High Sweep Kick: HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Uppercut Smash: F/B+HP
 Double Gut Punch: HP        Shoulder Toss: F/B+HK
 Knee Strike: LK
 Punt Kick: HK


[Special Moves]
Power Wave: QCF+Punch
 -Terry punches the ground and creates a small geyser of energy. Using HP
  makes the geyser appear to slant more horizontally than LP, but the area
  of damage does not change since Terry's fist must hit the opponent to deal
  damage and not the energy geyser.

Burning Knuckles: QCB+Punch
 -Terry leaps forward very quickly with his fist out, which is engulfed by
  energy. Using LP propels Terry halfway across the screen, while HP sends
  him across the entire screen.

Crack Shot: QCB+Kick
 -Terry somersaults forward with his leg out for a heel drop kick. HK leaps
  and hits higher than LK.

Power Dunk: F,D,DF+Kick
 -Terry leaps into the air with one fist behind his head, which he punches 
  with on the way down while creating a blast of energy. Using HK will
  travel higher and farther than LK, and this attack can hit twice up close
  as Terry leaps into the air.


[Super Combos]
Power Geyser: QCB,DB,F+Punch
 -A more powerful variation of the Power Wave, Terry punches the ground and
  creates a huge geyser of energy in front of him. He creates two geysers at
  Level 2, and 3 geysers at Level 3.
     Level 1: 1 Hit       Level 2: 2 Hits       Level 3: 3 Hits

Buster Wolf: QCF,QCF+Kick
 -A more powerful version of the Burning Knuckles, Terry will propel himself
  forward with his energy-engulfed fist out until he hits his opponent. Then
  he will shift his weight to his back leg and create a geyser of energy from
  his fist. With each Level, the first punch travels farther.
     Level 1: 2 Hits      Level 2: 4 Hits       Level 3: 6 Hits

+-----------------------------------------------------------------------------+

- Ryo -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Downward Chop: LP
 Hammer Fist: F+LP           Uppercut: HP              Downward Punch: HP
 Straight Punch: HP          Short Kick: LK            Thrust Kick: LK
 Front Kick: LK              Sweep Kick: HK            Downward Thrust: HK
 Roundhouse Kick: HK

[Close Attacks]             [Throws]
 High Jab: LP                Overhead Smash: F/B+HP
 Gut Punch: HP               Leg Toss: F/B+HK
 Front Snap Kick: LK
 Low Roundhouse: HK


[Special Moves]
Tiger Flame Punch: QCF+Punch
 -Ryo throws a short-range projectile that only travels slightly farther
  than his arm. HP will make the blast travel a bit farther than LP.

Koho: F,D,DF+Punch
 -Ryo will rise into the air with an uppercut, which travels almost straight
  up. Using HP travels much higher and slightly farther out than LP.

Kyoku Gen Kick Dance: HCB+Punch
 -Ryo will perform a gut punch. If this hits, he will do a second gut punch
  and a two-hit Koho uppercut. Using LP will perform the first punch in place,
  while HP will dash forward a step.

Lightning Legs Knockout Kick: CDB,F+Kick
 -Ryo will propel himself forward with a jumpkick. If he makes contact with
  the opponent, he will twist around and roundhouse kick with his other leg.
  LK will travel halfway across the screen, while HK will travel all the way
  across.

Crazy Tiger Thunder Attack: B,D,DB+Punch
 -Ryo will leap forward and smash downward with his fist. Using LP will leap
  forward a step, while HP will leap a bit higher and travel halfway across
  the screen.


[Super Combos]
Haoh Sho Koh Ken: F,HCF+Punch
 -A more powerful version of the Tiger Flame Punch, Ryo will throw a huge
  fireball across the screen. With each Level, the fireball increases in 
  both speed and size. The fireball can cancel an enemy projectile and continue
  on, removing one hit from the total.
     Level 1: 2 Hits      Level 2: 3 Hits       Level 3: 5 Hits

Ryuko Ranbu: QCF,HCB+Punch
 -Ryo will dash forward and try to make contact with his opponent, then
  unleash a barrage of punches and kicks finished by a Koho rising uppercut.
  At Levels 2 and 3, Ryo uppercuts twice. With each Level, Ryo will dash a
  greater distance at the beginning.
     Level 1: 11 Hits     Level 2: 12 Hits      Level 3: 15 Hits

Tenchi Haoken: QCF,QCF+Punch                                        (LV3 & MAX)
 -Ryo performs a single stepping punch. If this hits the opponent, they will
  be smashed across the screen. This can deal nearly half a Vitality Gauge of
  damage.
     Level 3: 1 Hit

+-----------------------------------------------------------------------------+

- Kim -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Downward Jab: LP
 Roundhouse Kick: HP         High Kick: HP             Upside-Down Kick: HP
 Front Snap Kick: LK         Short Kick: LK            High Kick: LK
 Advancing Thrust Kick: HK   Sweep Kick: HK            Downward Thrust: HK
 Axe Kick: F+HK

[Close Attacks]             [Throws]
 Double Kick: HP             Shoulder Toss: F/B+HP
 Face Kick: LK               Three-Kick Combo: F/B+HK


[Special Moves]
Crescent Moon Slice: QCB+Kick
 -Kim will somersault forward and land with a splits kick, hitting twice
  up close as he brings his legs down. HK travels farther across the
  screen than LK.

Flying Kick (air): QCF+Kick
 -Kim dives down-forward feet-first, attempting to make contact with his 
  opponent. If he does, he will alternate kicks between his feet. HK hits
  quicker and more times than LK, as well as travels farther out.

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