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Game Cheats » Sega Dreamcast (DC) » Games Starting with the Letter C » Capcom vs. SNK: Millennium Fight 2000 - Strategy Guide (Page 06)

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?

_______________________________________________________________________________
_______________________________________________________________________________
_______________________________________________________________________________

(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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