Capcom vs. SNK: Millennium Fight 2000 - Strategy Guide (Page 06)
Below are the cheat codes, hints and help for Capcom vs. SNK: Millennium Fight 2000 - Strategy Guide (Page 06).
Sand Blaster: CD,U+Punch
-Kim will leap into the air while performing a series of roundhouse kicks.
Using LP will perform two kicks, while HP will perform three.
Spirit of Conquest Kick: D,D+Kick
-Kim will perform a very short-range stomp kick that hits low.
[Super Combos]
Phoenix Flattener: QCB,DB,F+Kick
-Kim will dash forward and try to make contact with his opponent, then
unleash a barrage of kicks finished by a Koho rising uppercut. With each
Level, Kim will dash a greater distance at the beginning and add a wider
variety of kicks to the barrage.
Level 1: 14 Hits Level 2: 16 Hits Level 3: 17 Hits
Phoenix Kick Tornado: QCF,QCF+Kick
-Kim will perform a single high roundhouse kick that knocks opponents back
high into the air. Each Level increases the amount of damage done by the
kick.
Level 1: 1 Hit Level 2: 1 Hit Level 3: 1 Hit
+-----------------------------------------------------------------------------+
- Raiden -
[Normal Attacks] [Crouch Attacks] [Air Attacks]
Backhand Slap: LP Jab: LP Palm Jab: LP
Downward Straight: HP Straight Punch: HP Dual Chop: HP
Front Kick: LK Short Kick: LK Low Boot: LK
Dropkick: HK Sweep Kick: HK Dropkick: HK
Stomp Kick: DF+HK
[Close Attacks] [Throws]
Elbow Drop: HP Piledriver: F/B+HP
Giant Knee: LK *Strangle Hold: F/B+HK
[Special Moves]
Giant Bomb: CB,F+Punch
-Raiden will hunch forward, then perform a tackle forward. He can be
attacked while in the hunched position, and HP will ram farther than LP.
Poison Spray: HCB+Punch
-Raiden will quickly put something in his mouth, then spray a cloud of
poison in front of him. HP keeps the cloud out longer than LP.
Super Drop Kick: Charge Kick, release
-Raiden jumps forward and kicks with both legs while falling to the ground.
The longer the charge, the slightly longer the kick travels.
Thunder Crush Bomb (throw): 360º Motion+Kick
-Raiden will lift up his opponent and powerbomb them into the ground, then
leap into the air and toss them at the ground. This attack must be performed
up close, and cannot be blocked.
Thunder Lariat Drop (throw): F,D,DF+Punch
-Raiden will leap towards his opponent, then grab their head under his arm and
slam them into the ground. Raiden will only grab his opponent on the way up
during his leap. Using HP will leap farther than LP.
[Super Combos]
Destruction Drop (throw): 720º Motion+Kick
-A more powerful variation of the Thunder Crush Bomb, Raiden will grab his
opponent and powerbomb them multiple times, then leap into the air and bring
them down with his elbow. This attack must be performed up close and cannot
be blocked.
Level 1: 2 Hits Level 2: 3 Hits Level 3: 4 Hits
Crazy Train: QCF,QCF+Punch
-Raiden will perform a series of attacks initiated by a standing elbow drop,
and finished with a Giant Bomb tackle. Raiden will perform all the attacks
regardless if they hit the opponent.
Level 1: 3 Hits Level 2: 5 Hits Level 3: 7 Hits
_______________________________________________________________________________
[Tier 3]
_______________________________________________________________________________
- Yamazaki -
[Normal Attacks] [Crouch Attacks] [Air Attacks]
Jab: LP Jab: LP Downward Jab: LP
Downward Stab: F+LP Upper Backhand: HP Uppercut: HP
Downward Straight: HP Short Kick: LK Downward Kick (up): LK
Front Kick: LK Sweep Kick: HK Side Kick (side): LK
Roundhouse Kick: HK Roundhouse Kick (up): HK
Heel Kick (side): HK
[Close Attacks] [Throws]
Body Jab: LP Face Plant: F/B+HP
Uppercut: HP Toss Aside: F/B+HK
Ankle Kick: LK
Double Kick: HK
[Special Moves]
Hydra's Judgement: F,D,DF+Punch
-Yamazaki will dash forward and slash with his knife. Using HP will add a
slower dash with a knife stab after the slash.
Serpent Slash Upper: QCB+LP (charge LP)
-Yamazaki will slash his arm upward with an extended reach. Charging LP will
make Yamazaki taunt his opponent three times and delay the slash. Shortly
after the third taunt, the slash will automatically strike.
Serpent Slash Middle: QCB+HP (charge HP)
-Yamazaki will slash his arm forward with an extended reach. Charging HP will
make Yamazaki taunt his opponent three times and delay the slash. Shortly
after the third taunt, the slash will automatically strike.
Serpent Slash Lower: QCB+LK (charge LK)
-Yamazaki will slash his arm downward with an extended reach. Charging LK will
make Yamazaki taunt his opponent three times and delay the slash. Shortly
after the third taunt, the slash will automatically strike.
Serpent's Feint: (While charging any Serpent Slash) HK
-Yamazaki will cancel his Serpent Slash and taunt his opponent.
Taunt & Counter: HCF+Kick
-Yamazaki will wiggle his tongue at his opponent and taunt them. If he is
hit by any high or mid-level attack during his taunt, he will counterattack
with a spiralling uppercut. Yamazaki can be hit low during this attack.
Double Return: QCF+Punch
-Yamazaki will perform a slow uppercut, which can hit opponents if used very
close. This attack can be used to cancel projectiles thrown at Yamazaki, and
send a large, red fireball back at the thrower.
Bomb Bopper (throw): HCB,F+Punch
-Yamazaki will grab his opponent and headbutt them, creating a blast of flame.
This attack must be done up close and cannot be blocked.
Sand Scattering: F,D,DF+Kick
-Yamazaki will kick the ground and create a blast of sand.
[Super Combos]
Guillotine: QCF,QCF+Punch
-Yamazaki will leap forward with an uppercut, then bring his hand down and try
to catch his opponent. If he does, he will drag them along the ground for
several hits and launch them into the air. If done up close, the uppercut
will launch the opponent into the air and Yamazaki will automatically grab
them on the way down. Level 3 adds a flurry of kicks at the end of the attack.
Level 1: 8 Hits Level 2: 10 Hits Level 3: 13 Hits
Drill (throw): HCB,HCB+Punch (Punch rapidly)
-Yamazaki will grab his opponent and uppercut them into the air, then clutch
his hand in front of him to charge for his next move. Each Level has four
results depending on how many times the Punch buttons are pressed, which can
be measured by how far Yamazaki lowers his hand while charging. This attack
must be done up close and cannot be blocked.
(Level 1) 0-4 times: Backfist Frenzy (5 Hits)
5-10 times: Kick Frenzy & Drill (7 Hits)
11-15 times: Headbutt Frenzy & Drill (7 Hits)
16+ times: Serpent Slash Frenzy & Drill (8 Hits)
(Level 2) 0-4 times: Kick Frenzy & Drill (6 Hits)
5-10 times: Combo Frenzy & Drill (8 Hits)
11-15 times: Face Plant Frenzy & Drill (7 Hits)
16+ times: Serpent Slash Frenzy & Drill (11 Hits)
(Level 3) 0-4 times: Kick Frenzy & Drill (6 Hits)
5-10 times: Flaming Headbutt Frenzy & Drill (8 Hits)
11-15 times: Stomp Kick Frenzy & Drill (9 Hits)
16+ times: Serpent Slash Frenzy & Drill (14 Hits)
+-----------------------------------------------------------------------------+
- Rugal -
[Normal Attacks] [Crouch Attacks] [Air Attacks]
Chop: LP Chop: LP Elbow Drop: LP
Hook Punch: HP Backhand: HP Downward Stab: HP
Shin Kick: LK Short Kick: LK Flying Knee: LK
High Roundhouse: HK Trip Kick: HK Downward Thrust Kick: HK
[Close Attacks] [Throws]
Backhand Slice: HP Energy Drain: F/B+HP
Ankle Kick: LK Toss Aside: F/B+HK
Backdoor Roundhouse: HK
[Special Moves]
Dark Smash: QCF+Punch (air)
-Rugal will charge a sphere of energy around him in mid-air, then punch
forward with a large blast of energy. Using LP will stand in place with the
blast while HP will dash slightly forward. This attack can also be done in
the air to charge the sphere, then dive forward with the energy blast.
Rugal Execution: HCB+Punch
-Rugal will dash forward and lift his opponent into the air, then explode
them with flame. Using LK will dash halfway across the screen, while HK
will dash the entire screen.
Destroyer Cutter: F,D,DF+Kick
-Rugal will leap into the air and bring his leg around and over his head,
creating a wave of energy. HK will travel higher than LK.
Dark Barrier: HCF+Kick
-Rugal creating a glowing spiral shield in front of him that can reflect
projectiles back at their thrower. This can also be used to hit an opponent
once up close. HK makes the shield stay up a split second longer than LK.
[Super Combos]
Gigantic Pressure: QCF,HCB+Punch
-Rugal will dash forward and try to grab his opponent. If this is
successful, he will drag them to the very edge of the screen and slam them
against it, creating a large column of energy with a skull in it. At Level
2, he will perform a second slam against the opposite wall, and only the
second slam with create the energy column. At Level 3, both slam create
columns. Each Level increases the distance that Rugal travels during the
dash.
Level 1: 2 Hits Level 2: 3 Hits Level 3: 3 Hits
Total Annihilation: QCF,QCF+Kick
-A more powerful variation of the Destroyer Cutter, Rugal will perform two
slashing kicks, then leap into the air with a Destroyer Cutter. At Level 3,
he will perform two Destroyer Cutters in a row.
Level 1: 4 Hits Level 2: 6 Hits Level 3: 7 Hits
+-----------------------------------------------------------------------------+
- Geese -
[Normal Attacks] [Crouch Attacks] [Air Attacks]
Jab: LP Chop: LP Palm Drop: LP
Straight Punch: HP Uppercut: HP Double Palm Strike: HP
Stepping Backfist: F+HP Short Kick: LK Thrust Kick: LK
Low Kick: LK Sweep Kick: HK High Roundhouse (up): HK
Hopping Roundhouse: HK Backdoor Kick (side): HK
[Close Attacks] [Throws]
Double Palm: HP Overhead Flip: F/B+HP
Front Snap Kick: LK Shoulder Slam: F/B+HK
Double Kick: HK
[Special Moves]
Wind Slice: QCF+LP
-Geese slashes his arm and creates a blade of air in front of him.
Double Wind Slice: QCF+HP
-Geese slashes his arms and creates two blades of air in front of him.
Upper Body Blow: HCB+LP
-Geese will attempt to counter an opponent's high attack. If he is successful,
he will flip them over his shoulder and slam them into the ground.
Middle Body Blow: HCB+HP
-Geese will attempt to counter an opponent's mid-level attack. If he is
successful, he will lift them above his head and slam them into the ground.
Evil Shadow Smasher: HCB+Kick
-Geese dashes forward while charging a sphere of energy. If he hits his
opponent, he will perform a two-punch combo finished with an energy blast.
Using HK dashes farther than LK.
[Super Combos]
Raising Storm: DB,HCB,DF+Punch
-Geese will strike the ground with both palms and create many columns of
energy around him. These will hit opponents multiple times up close, but the
controller motion is tricky.
Level 1: 3 Hits Level 2: 4 Hits Level 3: 5 Hits
Deadly Rave: HCB,F+LK (LP,LP,LK,LK,HP,HP,HK,HK,QCB+HP) (LV3 & MAX)
-A more powerful variation of the Evil Shadow Smasher, Geese will dash across
the screen after performing the (HCB,F+LK) motion. When he hits his opponent,
press the button combination as listed for a large series of punches and
kicks finished with an energy blast. If all the hits land, this attack will
deal nearly half a Vitality Gauge of damage.
Level 3: 10 Hits
_______________________________________________________________________________
_______________________________________________________________________________
_______________________________________________________________________________
(IX) [Secret Characters]
_______________________________________________________________________________
[Tier 2]
_______________________________________________________________________________
- Morrigan - First Appearance: Darkstalkers
[Normal Attacks] [Crouch Attacks] [Air Attacks]
Hair Jab: LP Double Chop: LP Wing Spike: LP
Straight Chop: HP Wing Blades: HP Wing Spears: HP
Wing Spears: F+HP Wing Blade Swipe: DF+HP Punt Kick: LK
Low Kick: LK Low Kick: LK Drill Kick (down): D+LK
Back Thrust Kick: HK Handstand Kick: HK Backdoor Axe Kick: HK
Crescent Kick: F+HK Flying Sweep: DF+HK
[Close Attacks] [Throws]
Quick Chop: LP Shoulder Slam: F/B+HP
Wing Drill: HP Hand Shot: F/B+HP
Spikes Uppercut: F+HP Vector Drain (air): (any direction but Up)+HP
Tumbling Kicks: F+HK
[Special Moves]
Soul Fist: QCF+Punch (air)
-Morrigan throws a bat-shaped fireball across the screen. Using HP makes the
projectile travel faster than LP.
Shadow Blade: F,D,DF+Punch
-Morrigan performs a rising uppercut while turning her wings into a large blade.
Using HP will make the attack travel higher into the air.
Vector Drain (throw): HCB+Punch
-Morrigan will grab her opponent and fly them up into the air, then flip
upside-down and spin their head into the ground.
[Super Combos]
Valkyrie Turn: QCB+Kick (Kick) (air)
-Morrigan will fly straight off the screen behind her opponent, then re-enter
the screen and float slightly downward. She cannot be hit while flying off the
screen, and she can be moved Up and Down before she re-enters the screen, at
which point she can perform a multi-hitting drill kick by pressing any Kick
button after she re-enters the screen. This attack can also be performed in
the air.
Level 1: 16 Hits Level 2: 17 Hits Level 3: 24 Hits
Cardinal Blade: QCF,D,DF+Punch
-A more powerful version of the Shadow Blade, Morrigan will perform a
multi-hitting uppercut that rises slightly higher than a Shadow Blade using
HP.
Level 1: 6 Hits Level 2: 8 Hits Level 3: 8 Hits
Darkness Illusion: LP,LP,F,LK,HP (air) (LV3 & MAX)
-Morrigan will perform a short flying dash forward while trying to hit her
opponent. If she is successful, she will create an illusion of herself behind
her opponent and both Morrigan's will unleash a series of attacks on them
finished with a backflip slash kick. This attack can also be performed in the
air, but the Darkness Illusion will deal more hits and slightly more damage
if performed on the ground.
Ground: 27 Hits Air: 21 Hits
[Victory Quotes]
(LP) - I realized man likes to fight. And I like man, so...
(HP) - You are so boring!
(LK) - I grow tired of your feeble attempts to fight me...
(HK) - I could let you live, but then that would only make me as weak as
you...
(LP+HP) - You didn't have the strength to satisfy my lust for vengeance...
(LK+HK) - I find this place is full of fantasies. Everything looks so
attractive!
(LP+LK) - You don't need to feel ashamed. There is no one who is not
fascinated by me!
(HP+HK) - I didn't have the heart to destroy you...
+-----------------------------------------------------------------------------+
- Nakoruru - First Appearance: Samurai Shodown
[Normal Attacks] [Crouch Attacks] [Air Attacks]
Straight Chop: LP Straight Chop: LP Downward Chop: LP
Backhand Slash: HP Upper Slash: HP Upper Slash: HP
Side Kick: LK Rolling Slash: DF+HP Front Kick: LK
Roundhouse Kick: HK Short Kick: LK Downward Thrust: HK
Sitting Trip: HK
[Close Attacks] [Throws]
Backhand Slap: LP Takedown Stab: F/B+HP
Double Slash: HP Climbing Stomp: F/B+HK
Knee Strike: LK
Backflip Kick: HK
[Special Moves]
Annu Mutsube: B,DB,D+Punch
-Nakoruru slides along the ground while slashing with her dagger. Using LP
will slide across most of the screen, while HP will slide all the way across.
Lela Mutsube: QCF+Punch
-Nakoruru shoots into the air at an angle while slashing with her dagger.
Using LP will make Nakoruru drop straight down after the slash, while HP
will make her continue to flip through the air and land farther away.
Amube Yatoro: HCB+Punch
-Nakoruru will point forward and call to Mamahaha, who will dive at an angle
with a fiery attack. Using LP will make Mamahaha dive a step away from
Nakoruru, while HP will make Mamahaha dive mostly across the screen. This can
only be performed if Mamahaha is flying above Nakoruru.
Shichikapu Etu Brute: HCF+Kick
-Nakoruru will point forward and call to Mamahaha, who will dive at an angle
with a clawing attack. Using LK will make Mamahaha strike once, while HP will
strike twice with a delay after the first attack. This can only be performed
if Mamahaha is flying above Nakoruru.
Mamahaha Grab: QCB+Kick
-Nakoruru will leap up and grab Mamahaha's claws, and can fly around the
screen freely. Mamahaha will drop Nakoruru after five seconds, and this can
only be performed if Mamahaha is flying above Nakoruru. Nakoruru can perform
some special attacks while holding onto Mamahaha:
[]Mamahaha Slash: LP/HP/LK
-Nakoruru can attack while holding onto Mamahaha. Use LP for a straight
dagger slash, HP for a downward dagger slash, or LK for a downward kick.
These attacks will not cause Mamahaha to drop Nakoruru.
[]Mamahaha Release: HK
-Nakoruru will let go of Mamahaha and drop straight down to the ground.
[]Shichikapu Ai: QCF+Punch
-Nakoruru will drop from Mamahaha, who dives at an angle with a fiery
attack. Using LP will make Mamahaha dive a step away from Nakoruru,
while HP will make Mamahaha dive mostly across the screen
[]Kamui Mutsube: QCB+Punch
-Nakoruru will dive at an angle with her dagger in front of her. Using
HP will slash farther out than LP, and will slide farther at the end.
[Super Combos]
Shichikapu Kamui Irushika: HCB,HCB+Punch
-Nakoruru will point forward and call to Mamahaha, who will drop beside
Nakoruru and jet straight across the screen with a charging attack that
flames the opponent. Mamahaha's charge will also cancel oncoming projectiles,
but this will remove one of the attack's hits. This can only be performed if
Mamahaha is flying above Nakoruru.
Level 1: 3 Hits Level 2: 4 Hits Level 3: 5 Hits
Shirikoro Kamui Nomi: QCF,QCF+Kick (cancel with LP+HP+LK+HK) (LV3 & MAX)
-Nakoruru will surround herself with a column of energy and gradually recover
her Vitality Gauge. She can be attacked while recovering, but can also cancel
at any time by pressing (LP+HP+LK+HK).
[Victory Quotes]
(LP) - I hear Nature weeping... Don't you hear it?
(HP) - I'm sorry... I had no choice but to do this.
(LK) - It's not good to hurt each other, but you left me no choice...
(HK) - Please reflect on your past conduct if you want to be forgiven.
(LP+HP) - I wanted to make friends with you. How come we started fighting?
(LK+HK) - I wonder what Rimururu is doing right now?
(LP+LK) - All people are gentle at first. The problem is they tend to forget...
(HP+HK) - I will never be afraid. I have a mission to accomplish in life.
_______________________________________________________________________________
[Tier 4]
_______________________________________________________________________________
- Evil Ryu - First Appearance: Street Fighter Alpha 2
[Normal Attacks] [Crouch Attacks] [Air Attacks]
Jab: LP Low Jab: LP Dropping Jab: LP
Overhead Punch: F+LP Uppercut: HP Downward Straight: HP
Lunging Straight: HP Short Kick: LK Air High Kick (up): LK
High Snap Kick: LK Sweep Kick: HK Knee Drop (side): LK
Hop Kick: F+LK Extended Kick: DB+HK Air Roundhouse (up): HK
Roundhouse Kick: HK Thrust Kick (side): HK
[Close Attacks] [Throws]
Elbow Jab: LP Shoulder Toss: F/B+HP
Uppercut: HP Leg Roll: F/B+HK
Shin Kick: LK
Axe Kick: HK
[Special Moves]
Hadouken: QCF+Punch
-Ryu throws a blue fireball that travels horizontally across the screen.
Using LP makes the projectile travel slower than HP does.
Shakunetsu Hadouken: HCF+Punch
-Ryu throws a red fireball similar to the Hadouken, except that it burns
the opponent when it hits them. Using this attack close enough to an
opponent that Ryu's hands touch them will knock them down. Using LP makes
the projectile travel slower than HP does.
Shouryuken: F,D,DF+Punch
-Ryu will rise into the air with an uppercut that can hit up to three times
up close. Using HP will make the attack travel higher into the air.
Tatsumakei Senpukyaku: QCB+Kick (air)
-Ryu will spin forward with a kick. If performed in the air, Ryu will travel
horizontally while spinning and will not arc. Using HK will hit multiple
times up close, whereas LK only hits once.
Ashura Senku: F,D,DF or B,D,DB + (LP+HP or LK+HK)
-Ryu will teleport either forward or backward, corresponding to if (F,D,DF)
or (B,D,DB) is used. Using (LK+HK) will teleport Ryu halfway across the
screen, while (LP+HP) travels all the way across. Ryu cannot be attacked
while he is teleporting.
[Super Combos]
Shinku Hadouken: HCB,HCB+Punch
-A more powerful version of the Shakunetsu Hadouken. Although it does not
burn opponents, it will knock them down. This can be used to cancel an
oncoming projectile, removing one hit from the total.
Level 1: 3 Hits Level 2: 4 Hits Level 3: 5 Hits
Messatsu Goushouryu: QCF,D,DF+Punch
-A more powerful version of the Shouryuken, Ryu will perform multiple
uppercuts in a row.
Level 1: 4 Hits Level 2: 6 Hits Level 3: 7 Hits
Shungokusatsu: LP,LP,F,LK,HP (LV3 & MAX)
-Ryu will teleport across most of the screen and try to grab his opponent.
If Ryu makes contact with them, the screen will go black and Ryu will
perform a 15-Hit Combo. This extremely powerful attack cannot be blocked,
and can nearly defeat any opponent by itself. If Ryu defeats an opponent
with this attack, the background will go black and Ryu's symbol will flash.
Level 3: 15 Hits
[Victory Quotes]
(LP) - The murderous intent flows through my body!
(HP) - Is this really what I wanted?
(LK) - I can't help but destroy everything in my sight!
(HK) - There is nothing to lose when you have nothing to gain...
(LP+HP) - Victory is now life!
(LK+HK) - To be the strongest warrior means to be the last one standing!
(LP+LK) - I'm going to stop your blood flow!
(HP+HK) - Do not beg for your life! Pay for it!!
+-----------------------------------------------------------------------------+
- Orochi Iori - First Appearance: The King of Fighters '97
[Normal Attacks] [Crouch Attacks] [Air Attacks]
Stomach Jab: LP Low Jab: LP Dropping Jab: LP
Swiping Slash: HP Upper Swipe: HP Downward Smash: HP
Short Kick: LK Short Kick: LK Flying Thrust Kick: LK
Axe Kick: F+LK Lunging Sweep: HK Back Thrust Kick: B+LK
Roundhouse Kick: HK Backdoor Axe Kick: HK
[Close Attacks] [Throws]
Quick Jab: LP Neck Rip: F/B+HP/HK
Swipe Uppercut: HP
Ankle Kick: LK
High Kick: HK
[Special Moves]
Dark Thrust: QCF+Punch
-Iori sends a blue flame along the ground. LP sends the projectile slower than
HP does.
Fire Ball: F,D,DF+Punch
-Iori will perform a rising punch of sorts that creates a twirling flame
around Iori. The flames themselves will not hit opponents. HP will travel
higher than LP, and will hit three times up close.
Deadly Flower: QCB+Punch (X3)
-Iori will dash forward and punch. Repeating the move will add another
dashing punch, and a third time will finish with a leaping overhead smash
punch.
Dark Crescent Slice: HCB+Kick
-Iori will dash forward and attempt to grab his opponent, then slam them into
the ground and explode them with a blast of blue flame. LK will dash most
of the screen, while HK will dash until Iori makes contact with the opponent.
[Super Combos]
Fire Wave: QCF,D,DF+Punch
-A more powerful version of the Fire Ball, Iori performs the attack multiple
times in a row. The final Fire Ball will flame the opponent.
Level 1: 4 Hits Level 2: 6 Hits Level 3: 7 Hits
Maiden Masher: QCF,HCB+Punch
-Iori will dash across the screen and attempt to grab his opponent, then
unleash a flurry of slashes on them. At Level 1, Iori will grab his opponent
and explode them with flame. At Level 2, he will slam them to the ground and
explode them. At Level 3, he will yank his opponent to the ground near the
background and pump them with flame, then smash them with both arms. Each
Level makes Iori dash farther.
Level 1: 9 Hits Level 2: 12 Hits Level 3: 13 Hits
[Victory Quotes]
(LP) - Gaaaaahhhhhhhhhhhhhhh!!!
(HP) - Ugh...... Ugh...... Ugh...... ......Ugh .......Ugh ......Ugh...
(LK) - FuUuu..... FuUu..... Fuuuu..... Fufufu.....
(HK) - Kishaaaaaah!!! UuuUgyaaaaaah!
(LP+HP) - Kuuu.... Fuu... Fuu... Fuuu... Kuu... fu... Kuuu... Fuu...
(LK+HK) - I... I'll... des... troy... you...
(LP+LK) - I... I'll... slash... you... apart...
(HP+HK) - I'll... chop... you... apart...
+-----------------------------------------------------------------------------+
- Akuma - First Appearance: Super Street Fighter 2 Turbo
[Normal Attacks] [Crouch Attacks] [Air Attacks]
Jab: LP Low Jab: LP Dropping Jab: LP
Overhead Smash: F+LP Uppercut: HP Downward Straight: HP
Lunging Straight: HP Short Kick: LK Air High Kick (up): LK
High Snap Kick: LK Sweep Kick: HK Knee Drop (side): LK
Roundhouse Kick: HK Extended Kick: DB+HK Air Roundhouse (up): HK
Thrust Kick (side): HK
[Close Attacks] [Throws] Dive Kick: D+HK
Elbow Jab: LP Shoulder Toss: F/B+HP (jumping forward, at the
Uppercut: HP Leg Roll: F/B+HK peak of Akuma's jump)
Shin Kick: LK
Axe Kick: HK
[Special Moves]
Gouhadouken: QCF+Punch
-Akuma throws a blue fireball that travels horizontally across the screen.
Using LP makes the projectile travel slower than HP does.
Zanku Hadouken (air): QCF+Punch
-Akuma throws a blue fireball at a downward angle while jumping. Using HP
will make the fireball travel a bit quicker than LP.
Shakunetsu Hadouken: HCB+Punch
-Akuma throws a red fireball similar to the Hadouken, except that it burns
the opponent when it hits them. Using this attack close enough to an
opponent that Ryu's hands touch them will knock them down. Using LP makes
the projectile travel slower than HP does, and using HP will make the
fireball hit three times.
Goushouryuken: F,D,DF+Punch
-Akuma will rise into the air with an uppercut that can hit up to three times
up close. Using HP will make the attack travel higher into the air.
Tatsumaki Zankukyaku: QCB+Kick (air)
-Akuma will spin forward with a kick. If performed in the air, the kick will
arc up or down according to the time performed during his jump. Using HK
will hit multiple times up close, whereas LK only hits once.
Ashura Senku: F,D,DF or B,D,DB + (LP+HP or LK+HK)
-Akuma will teleport either forward or backward, corresponding to if
(F,D,DF) or (B,D,DB) is used. Using (LK+HK) will teleport Akuma halfway
across the screen, while (LP+HP) travels all the way across. Akuma cannot be
attacked while he is teleporting.
[Super Combos]
Messatsu Gouhadou: HCB,HCB+Punch
-A more powerful version of the Shakunetsu Hadouken. Although it does not
burn opponents, it will knock them down. With each Level, the fireball
will travel faster. This can be used to cancel an oncoming projectile,
removing one hit from the total.
Level 1: 4 Hits Level 2: 6 Hits Level 3: 8 Hits
Messatsu Goushouryu: QCF,D,DF+Punch
-A more powerful version of the Goushouryuken, Akuma will perform multiple
uppercuts in a row.
Level 1: 4 Hits Level 2: 6 Hits Level 3: 7 Hits
Tenma Gouzanku (air): QCF,QCF+Punch
-A more powerful version of the Zanku Hadouken, Akuma will throw a red
fireball at a downward angle while jumping. Each Level will push Akuma a bit
farther back and up into the air after throwing the fireball, and the
fireball will flame opponents when it hits them.
Level 1: 4 Hits Level 2: 6 Hits Level 3: 8 Hits
Shungokusatsu: LP,LP,F,LK,HP (LV3 & MAX)
-Akuma will teleport across most of the screen and try to grab his opponent.
If Akuma makes contact with them, the screen will go black and Akuma will
perform a 15-Hit Combo. This extremely powerful attack cannot be blocked,
and can nearly defeat any opponent by itself. If Akuma defeats an opponent
with this attack, the background will go black and Akuma's symbol will flash.
Level 3: 15 Hits
[Victory Quotes]
(LP) - I'm the one who has mastered the style perfectly!
(HP) - Your moves are nothing!
(LK) - ...
(HK) - Listen to the screams of all those who have fallen before me!
(LP+HP) - I will ignite the sky in a blaze of glory!
(LK+HK) - Were you afraid to fight the one and only true master!
(LP+LK) - You must know and kneel before the law of the underworld!
(HP+HK) - Do you want to look into the pit of darkness?
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(X) [Secrets]
- Choose Victory Quotes -
After beating the last opponent on a team, hold different button combinations
to select a Victory Quote. These are listed under each character's sections.
- Unlock Extra Costumes -
Complete Arcade Mode with any character to unlock their Extra Costumes in the
Secret Shop.
- Unlock EX Characters -
Complete Arcade Mode with any Capcom or SNK character in their corresponding
Groove to unlock their EX version in the Secret Shop. To select an EX
character, highlight the normal version of the character at the Character
Select Screen, then hold Start and press any button.
- Unlock Evil Ryu -
Complete Arcade Mode with Ryu in Capcom Groove to unlock Evil Ryu (Secret 34)
in the Secret Shop.
- Unlock Orochi Iori -
Complete Arcade Mode with Iori in SNK Groove to unlock Orochi Iori (Secret 49)
in the Secret Shop.
- Fight Akuma -
Complete the Arcade Mode with any character to unlock The Strongest Challenger
(Secret 62) in the Secret Shop. Buy it, then meet these conditions in Arcade
or Pair Match Mode:
-Choose either the SNK or Capcom Groove.
-Do not use any Continues.
-Have 80.000 Groove Points before the final match with Geese/M. Bison.
-Have a total of 10 Super Combo Finishes or more.
Winning the fight with Akuma will earn a bonus of 10,000 points and a special
ending. Losing to Akuma and continuing will allow him to be fought again.
- Fight Morrigan -
Unlock all the Capcom characters' Extra Costumes to unlock Challenger From
The Dark Realm (Secret 63) in the Secret Shop. Buy it and meet these
conditions in Arcade or Pair Match Mode:
-Choose the Capcom Groove.
-Do not use any Continues.
-Have 60.000 Groove Points or more after the third fight.
-Have a total of 5 Super Combo Finishes or more.
Winning the fight with Morrigan will earn a of bonus 10,000 points. Losing to
Morrigan and continuing will replace her with the next set of opponents.
- Fight Nakoruru -
Unlock all the SNK characters' Extra Costumes to unlock Messenger of Nature
(Secret 64) in the Secret Shop. Buy it, then meet these conditions in Arcade
or Pair Match Mode:
-Choose the SNK Groove.
-Do not use any Continues.
-Have 60.000 Groove Points or more after the third fight.
-Have a total of 5 Super Combo Finishes or more.
Winning the fight with Nakoruru will earn a bonus of 10,000 points. Losing to
Nakoruru and continuing will replace her with the next set of opponents.
- Unlock M. Bison's Stage -
Defeat M. Bison in Arcade Mode to unlock M. Bison's Stage (Secret 65) in the
Secret Shop.
- Unlock Geese's Stage -
Defeat Geese in Arcade Mode to unlock Geese's Stage (Secret 66) in the Secret
Shop.
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