Capcom vs. SNK 2: Mark Of The Millennium - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Capcom vs. SNK 2: Mark Of The Millennium - Strategy Guide (Page 01).
Capcom VS. SNK 2
- Millionaire Fighting 2001 -
Arcade/Dreamcast/Playstation 2
Movelist FAQ 6.6 (10/13/01)
Written by columbo
E-mail: adoh@earthlink.net
This FAQ can also be found at:
GameFAQS (www.gamefaqs.com)
Cheat Code Central (www.cheatcc.com)
PS2 Domain (www.ps2domain.net)
Mr.Rom's EmuNews (emunews.topcities.com/)
Saotome Hangout (www.saotomehangout.f2s.com)
Gamespot (www.gamespot.com)
Fighter's Generation (www.gamegen.com/fightgen/)
=========================================================
TABLE OF CONTENTS
=========================================================
1. LEGAL ISSUES
2. INTRODUCTION
3. CONVENTIONS
- Directions
- Buttons
- Common Notations
- Groove Notations
4. GAME DATA
- Ratio System
- Ex Characters
- Aesthetics
- Groove Features
- Grooves
5. CHARACTER MOVELIST
Capcom Side
- Balrog - Ken - Sagat
- Blanka - Kyosuke - Guile
- Cammy - Maki - Yun
- Chun-Li - M.Bison - Zangief
- Dan - Morrigan
- Dhalsim - Rolento
- Eagle - Ryu
- E.Honda - E.Ryu
- Gouki - Sakura
- S.Gouki - Vega
Snk Side
- Athena - King - Yamazaki
- Benimaru - Kyo - Terry
- Chang/Choi - Mai - Vice
- Geese - Nakoruru - Yuri
- Haohmaru - Raiden
- Hibiki - Rock
- Iori - Rugal
- R.B. Iori - G.Rugal
- Joe - Ryo
- Kim - Todo
6. RATIO TIER
7. SPECIAL INTROS
8. HIDDEN BOSSES AND SECRETS
- About the Bosses
- Defeating the Bosses
- Hidden Modes
- Hidden Characters
- Hidden Stages
9. COLOR EDIT'S
10. CAMEOS
- Capcom
- Snk
11. CREDITS
12. VERSION HISTORY
=========================================================
1. LEGAL ISSUES
=========================================================
You may not reproduce, sell, or distrubute this faq without my concent.
You can however print this guide for your own personal use.
Capcom VS. SNK 2 is a registered copyright of Capcom 1987-2001.
Copyright (C) 2001 By columbo.
=========================================================
2. INTRODUCTION
=========================================================
This FAQ is based on the import of Capcom VS. SNK 2 on the Dreamcast, I have
written this to help and guide others who share my passion for Capcom VS. SNK.
This is my second FAQ I have written and so far a lot of people seem
to like it =)
=========================================================
3. CONVENTIONS
=========================================================
----------------------------------------------------------
DIRECTIONS:
----------------------------------------------------------
f = foward uf = up/foward
b = backwards ub = up/back
u = up df = down/foward
d = down db = down/back
QCF = quarter circle forward (d, df, f)
QCB = quarter circle back (d, db, b)
HCF = half circle forward (b, db, d, df, f)
HCB = half circle back (f, df, d, db, b)
DP = "dragon punch" motion (f, d, df)
BDP = backward "dragon punch" motion (b, d, db)
360 = rotate the joystick in a full circle.
720 = rotate the joystick in a full circle twice.
----------------------------------------------------------
BUTTONS:
----------------------------------------------------------
P = any punch PPP = all punches
K = any kick KKK = all kicks
LP = light punch LK = light kick
MP = medium punch MK = medium kick
HP = hard punch HK = hard kick
(air) = Can be done in the air or on the ground.
(air only) = Must be done in air.
(close) = Move must be done close to opponent.
(Lv3/MAX only) = Can only be done at level 3 in Capcom or max in SNK.
/ = Or (When used between two moves, they are interchangeable)
~ = Cancel quickly into another move.
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COMMON NOTATIONS:
----------------------------------------------------------
Taunt Press Start.
Throw HP or HK up close.
Dodge LP + LK
Guard Cancel f + MP + MK
Delayed Stand PPP
Forward Evade f + LP + LK
Dash/Running f, f
Hop backward b, b
Quick Jump d, u (quickly)
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GROOVE NOTATIONS:
----------------------------------------------------------
Custom Combo (A Groove only) HP + HK
Parries (P Groove only) f or d just before being hit.
Charge-Up (S Groove only) Hold HP + HK
MAX Mode (N Groove only) HP + HK
GCE (N Groove only) LP + LK during block.
Just Defended (K Groove only) Block just before being hit.
Note: The button used in a super determines the level of a super, for
example: LP = level 1, MP = level 2, HP = level 3.
=========================================================
4. GAME DATA
=========================================================
----------------------------------------------------------
RATIO SYSTEM:
----------------------------------------------------------
The horrid Ratio system that was present in Capcom VS. SNK has changed for
the better. Characters are not labeled with a Ratio level anymore; instead,
you can select your characters to fill a team of up to three, and then switch
the Ratio levels in between them. A team of three can have two characters at
Ratio 2 and one at Ratio 1; or you can have a team of two characters at Ratio
2; or one character at Ratio 3 and one character at Ratio 1; and one character
can be at Ratio 4.
----------------------------------------------------------
EX CHARACTERS:
----------------------------------------------------------
There are no more EX and regular version of characters. Characters seem to be a
mesh between the two, now. For example: Ryo has his Mouko Raishin Sechi and his
Zanretsu Ken. Cammy has the Axle Spin Knuckle and the Cannon Strike as well as
her standard collection of moves. Overall the characters feel a lot more
"complete".
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AESTHETICS:
----------------------------------------------------------
First I must say, Capcom VS. SNK 2 looks very nice and detailed. The
backgrounds are reminiscent of Marvel VS. Capcom 2, everything is well
animated and the 3Deffects are incredible. The backgrounds change in between
rounds as well. Also expect A LOT of cameos, you'll see tons of familer
faces popping up. Everyone from the Ikari Warriors to Darkstalkers to Power
Stone make an appearence.
----------------------------------------------------------
GROOVE FEATURES:
----------------------------------------------------------
AIR BLOCKING (C Groove):
Air blocking isn't as potent as you would expect, you can block anything in
air except ground based moves and supers. Making a lot of anti-air moves such
as Guile's Flash Kicks obsolete.
COUNTER ATTACKS (C,A,S,N Grooves):
Basically Alpha counters from SFA3, not very effective. They do little to no
damage depending on how much life your opponent has, also counter attacks can
be blocked. Counter Attacks are done by pressing f+MP+MK when blocking.
COUNTER ROLL (N Groove):
Similar to Counter Attacks except that you roll instead of attacking. Now this
itself is very useful against scrubs who abuse specials and supers. Counter
Rolls are performed by pressing f+LP+LK or b+LP+LK.
DASHING (C,A,P Grooves):
Regular forwards or backwards hop, nothing new here.
DODGE (S Groove):
Dodge causes your character to sidestep into the background while temperory
avoidingall incoming attacks except throws. The best thing about dodges is that
they don't leave you vulnerable to attacks after it's done. Also while your in
"dodge mode" you can perform two different attacks with either P or K. One of
the attacks sends your opponent sailing across the screen while the other is a
weak version that is bufferable into specials/supers.
ROLL (C,A,N Grooves):
Rolls are still invulnerable to low attacks and vulnerable to throws, but there
is a bit of lag time at end of a roll.
RUNNING (N,K Grooves):
If your a KOF veteran you'd pretty much know what to expect, there is a bit of
lag time after when you stop; that's if you don't cancel the run into anything.
Also running speeds also vary from each character, for ex: Zangief run speed is
about equal to Balrog's (Vega) walk. Running in general is a little slower than
in the KOF games.
SAFE FALL (A,S,N,K Grooves):
IMO this is better than Tactical Recovery, when performed correctly you will
tech roll backwards a short distance, also you hit the ground and rise quickly.
You perform Safe Falls by pressing 2 punch buttons upon being knocked down.
SHORT JUMPS (P,S,N,K Grooves):
Short Jumps are performed by quickly tapping up, the benefits of this feature
are to a solid offensive strategy. They inable you to get inside your opponent
and pressure your opponent (good ex. of this is Iori) into making stupid
mistakes,
also some anti-air moves won't work as effectivly against a short jump as
opposed to a regular jump.
TACTICAL RECOVERY (C,P Grooves):
Similar to the delayed get-up's in Capcom VS. SNK. You can perform a tactical
recovery by pressing any 2 punches upon being knocked down.
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GROOVES:
----------------------------------------------------------
Capcom VS. SNK 2 has six different grooves for your fighting pleasure, here
are the grooves and an explaination on how they work.
C GROOVE (Standard Capcom Groove)
- Air Blocking, Counter Attacks, Dashing.
All three levels of Super Combos are availible. Meter gains 4 points on
a hit, 1.3 on a guard, 0.4 when attack is missed. Meter also rises when
you are hit by a opponent or guarding attacks. You can also cancel supers
in this groove, for example: you can cancel a level 2 super into a level 1
super that does as much damage as a level 3 super. Canceling specials into
supers and vice versa are easier in this groove.
Power up:
Lv1: x1.01, Lv2: x1.02, Lv3: x1.05
A GROOVE (Street Fighter Alpha 3: V-ISM)
- Counter Attacks.
Only one level is availible. Meter gains 3 points on a hit, 1 on a guard,
0.3 when attack is missed. Meter also rises when hit by opponent or guarding
attacks. When executing the Custom Combo, 5 frames of time where only the
player can move exists, allowing for an attack if the opponent is not already
guarding. You cannot block during a Custom Combo. Level 1 supers are availible
when meter is at 50% or higher.
If the Custom Combo is interrupted, you will still have a remaining meter
minus 50%. Any attacks during a Custom Combo won't make your opponent dizzy,
stun value is set at 0. Also 2 seconds is not required for charge moves
during a Custom Combo. All normal attacks and special moves are cancelable.
During a Custom Combo you can cancel attacks into a super.
P GROOVE (Street Fighter 3: Third Strike)
- Dashing, Short Jumps, Tactical Recovery.
Only level 3 supers are availible in this groove. Meter gains 1.1 points on
a hit, 0.4 on a guard, 0.1 when attack is missed. Meter also rises when
parrying, getting hit by the opponent or guarding attacks. Parrying input
lasts for 8 frames on ground and 7 frames in air if lever is positioned
neutral within 3 frames after input. If a direction is held, the parrying will
last 4 frames instead. Parrying is also much tighter this time around.
S GROOVE (Basic SNK Groove)
- Dodge, Short Jumps.
Level 1 supers are unlimited when your life is below 15%, level 3 supers
are availible when your life is low and when your super meter is full.
Guard Canceling is unavailble. Meter rises when powering up, and also
when hit or guarding attacks.
Max Meter: x1.15 (Lasts for 166 counts on timer)
N GROOVE (King of Fighters '98)
- Guard Cancel, Running, Safe Fall, Short Jumps.
If a 'Power Max' is performed, your damage ratio increases by 20% and level 3
supers becomes available. Meter gains 3 points on a hit, 1 on a guard, 0.3 when
attack is missed. Meter also rises when hit by opponent or guarding attacks.
Max Meter: x1.2 (Lasts for 150 counts on timer)
K GROOVE (Garou: Mark of the wolves)
- Running, Safe Fall, Short Jumps.
When your super meter is full, your attack power is increased by 35% and the
maximum damage the character takes is decreased by 1/8th (similar to the T.O.P.
in Garou). Meter gains 1/12th when Just defended. Meter also rises when hit
by opponent, but not when guarding attacks. 'Just Defense' input lasts for 6
frames- if the lever is moved during the time, the Just Defense will lose its
input. When executing multiple Just Defenses, the lever must be put to neutral
for 6 frames after the Just Defense input has ended, or it will not take effect.
During MAX: (Lasts for 180 counts on timer)
Normal moves: x1.35
Special moves: x1.3
Super moves: x1.1
=========================================================
5. CHARACTER MOVELIST
=========================================================
If any of the moves I listed here are incorrect please, send
me a E-mail.
CAPCOM SIDE
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BALROG (VEGA): Street Fighter 2
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THROWS
Rainbow Suplex b/f + HP
Stardust Drop b/f + HP (air only)
Cresent Line b/f + HK (air only)
COMMAND MOVES
Backslash PPP
Short Backslash KKK
Sankaku Tobi Jump against wall, press uf
SPECIAL MOVES
Rolling Crystal Flash Charge b, then f + P
Scarlet Terror Charge b, then f + K
Sky High Claw Charge d, then u + P
Flying Barcelona Attack Charge d, then u + K
Izuna Drop Charge d, then u + K, then f/b/d + P
SUPERS
Flying Barcelona Special Charge db,df,db,uf + K, then P
Rolling Izuna Drop Charge db,df,db,uf + K, then f/b/d + P
Scarlet Mirage Charge b, then f,b,f + K
Red Impact Charge b, then f,b,f + P (Lv3/MAX Only)
COMBOS
(C-Groove)
1. In corner, perform a level 2 Scarlet Mirage (at 6th hit)
~ level 1 Scarlet Mirage (11 Hits).
COMMENTS
- Claws must be attached for Balrog's Red Impact super to do damage.
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BLANKA: Street Fighter 2
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THROWS
Head Bite and Kick b/f + HP (Hit P rapidly)
Head Bite and Roll b/f + HK
COMMAND MOVES
Surprize Forward f + KKK
Surprize Back b + KKK
Rock Crush b + HP
Amazon River Run df + HP
Forward Kick db + HK
SPECIAL MOVES
Rolling Attack Charge b, then f + P
Vertical Rolling Charge d, then u + K
Backstep Rolling Charge b, then f + K
Electric Thunder Hit P rapidly
SUPERS
Direct Lightning Charge b, then f,b,f + P
Shout of Earth Charge d, then db,df,u + P (Hit P rapidly)
Ground Shave Rolling Charge b, then f,b,f + K
COMBOS
(C-Groove)
1. Jump-in HK, d + HP ~ level 3 Direct Lighting (3 Hits).
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CAMMY WHITE: Super Street Fighter 2
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THROWS
Air Frankensteiner b/f + HK (air only)
Flying Neck Hunt b/f + HP (air only)
Hooligan Suplex b/f + HP
Frankensteiner b/f + HK
SPECIAL MOVES
Spiral Arrow QCF + K
Cannon Spike DP + K
Axle Spin Knuckle HCB + P
Hooligan Combination HCF,uf + P
- Cannon Strike Press K
- Razor Edge Slicer Neutral after Hooligan Combination
- Fatal Leg Twister b/f + K (close to the head)
- Cross Scissor Pressure b/f + K (close to the body)
SUPERS
Spin Drive Smasher QCF,QCF + K
Reverse Shaft Breaker QCB,QCB + K (Hit K rapidly)
COMBOS
(C-Groove)
1. Jump-in HK, d + LP, d + LK ~ level 2 Spin Drive Smasher
(at 7th hit) ~ level 1 Reverse Shaft Breaker (15 Hits).
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CHUN-LI: Street Fighter 2
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THROWS
Koshuu Tou b/f + HP
Ryuusei Raku b/f + HP (air only)
COMMAND MOVES
Yousou Kyaku d + MK (air only)
Tenshin Shuu Kyaku df + HK
Sankaku Tobi Jump against wall, press uf
SPECIAL MOVES
Kikou Ken HCF + P
Hyakuretsu Kyaku Hit K rapidly
Tenshou Kyaku Charge d, then u + K
SUPERS
Kikou Shou QCF,QCF + P
Hoyokusen QCF,QCF + K
TARGET COMBOS
1. Jump then, df + HP, HP
COMBOS
(C-Groove)
1. In corner, df + HK, (juggle) level 2 Kikou Shou ~ level 1
Kikou Shou (13 Hits).
2. Jump-in HP, MP ~ level 3 Hoyokusen ~ HP, HP (22 Hits).
COMMENTS
- Kikou Ken distance is determined by the button used.
(Ex: LP travels long, HP travels short)
- Kikou Shou can negate normal projectiles.
- Chun-Li is no longer her CVS counterpart, she is more like a SF3 hybrid.
- All versions of the Hoyokusen can be jump canceled. (thanks to Suichi)
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DAN HIBIKI: Street Fighter Alpha
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THROWS
Seoi Nage b/f + HP
Otoko Nage b/f + HP (air only)
SPECIAL MOVES
Gadouken QCF + P
Koryuken DP + P
Dankukyaku QCB + K
Kuuchuu Dankukyaku QCB + K (air only)
SUPERS
Shinkuu Gadouken QCF,QCF + P
Koryurekka QCF,QCF + K
Hishoburaiken QCB,QCB + K
Chouhatsu Densetsu QCF,QCF + Start
TAUNTS
Air Chouhatsu Start (air only)
Zenten Chouhatsu QCF + Start
Kouten Chouhatsu QCB + Start
Shagami Chouhatsu Hold d, press Start
COMBOS
(C-Groove)
1. Jump-in HK, d + LP, d + LK ~ level 2 Shinkuu Gadouken
(at 7th hit) ~ level 1 Shinkuu Gadouken (10 Hits).
2. Jump-in HK, d + LP, d + LK ~ level 3 Koryurekka (9 Hits).
3. Jump-in HK, d + LP, d + LK ~ level 3 Shinkuu Gadouken (8 Hits).
COMMENTS
- Dan plays a lot like his original SFA incarnation, which is good.
- If you sucessfully pull off the Chouhatsu Densetsu, you will gain
a full super meter no matter what level you were at before.
(thanks to Suichi)
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DHALSIM: Street Fighter 2
----------------------------------------------------------
THROWS
Yoga Noogie b/f + HP (Hit P rapidly)
Yoga Throw b/f + HK
COMMAND MOVES
Drill Zutsuki d + HP (air only)
Drill Kick d + K (air only)
SPECIAL MOVES
Yoga Fire QCF + P
Yoga Flame HCB + P
Yoga Blast HCB + K
Yoga Teleport HCF + PPP or KKK
SUPERS
Yoga Volcano QCF,QCF + K
Yoga Stream QCF,QCF + P
Yoga Tempest HCB,HCB + P (Lv3/MAX Only)
COMBOS
(C-Groove)
1. In corner, Jump-in b + HP, db + MP ~ level 2 Yoga Stream
~ level 1 Yoga Volcano (9 Hits).
COMMENTS
- Dhalsim has regained all of his pokes, so he is a much bigger
threat than his CVS incarnation.
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EAGLE: Street Fighter
----------------------------------------------------------
THROWS
Chest Blow b/f + HP
SPECIAL MOVES
Manchester Black QCB + P
Canterbury Blue QCF+ P (Hold to Delay)
Oxford Red HCF + K
Liverpool White QCB + K
St.Andrew Green DP + P
SUPERS
Manchester Gold QCB,QCB + P
Union Jack Platinum QCF,QCF + P
COMBOS
(C-Groove)
1. Jump-in HK, d + LP, d + LK ~ level 2 Union Jack Platinum
(at 14th hit) ~ level 1 Union Jack Platinum (23 Hits).
COMMENTS
- St.Andrew Green has three different angles.
- Canterbury Blue can autoguard any normal projectile. Ex: The
MP version of the Canterbury Blue can negate Ryu's Hadouken.
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EDMOND HONDA: Street Fighter 2
----------------------------------------------------------
THROWS
Tawara Nage b/f + HP
Saba Ori b/f + HK
Tsuriyane Nage b/f + HP (air only)
COMMAND MOVES
Harai Geri b/f + HK
Sumo Press d + HK (air only)
SPECIAL MOVES
Hyakuretsu Harite Hit P rapidly
Super Zutsuki Charge b, then f + P
Super Hyakkan Otoshi Charge d, then u + K
Ooichou Nage 360 + P (close)
SUPERS
Onimusou Charge b, then f,b,f + P
Orochi Kudaki 720 + P (Lv3/MAX Only)
COMBOS
(C-Groove)
1. Jump-in HP, d + MK (at 3rd hit) ~ level 2 Onimusou (at 6th hit)
~ Super Hyakkan Otoshi (7 Hits).
----------------------------------------------------------
GOUKI (AKUMA): Super Street Fighter 2 Turbo
----------------------------------------------------------
THROWS
Seoi Nage b/f + HP
Tomoe Nage b/f + HK
COMMAND MOVES
Tenma Kuujin Kyaku Jump uf, d + MK at peak of jump
SPECIAL MOVES
Gou Hadouken QCF + P
Zankuu Hadouken QCF + P (air only)
Shakunetsu Hadouken HCB + P
Gou ShouryuKen DP + P
Tatsumaki Senpuu Kyaku QCB + K (air)
Hyakki Shuu DP + K
- Hyakki Gouzan Neutral after Hyakki Shuu
- Hyakki Goushou Press P
- Hyakki Goudan Press K
- Hyakki Gousai b/f + P (close to the head)
- Hyakki Goutsui b/f + P (close to the body)
Ashura Senkuu DP/BDP + KKK or PPP
SUPERS
Messatsu Gou Shouryuken QCF,QCF + P
Tenma Gouzankuu QCF,QCF + P (air only)
Messatsu Gouhadou HCB,HCB + P
Shun Goku Satsu LP,LP,f,LK,HP (Lv3/MAX only)
COMBOS
(C-Groove)
1. Jump-in HP ~ level 2 Tenma Gouzankuu ~ LK Tatsumaki Senpuu Kyaku (8 Hits).
2. Jump-in HP, d + LP, d + LK ~ level 2 Messatsu Gou Shouryuken
(at 9th hit) ~ level 1 Tenma Gouzankuu (13 Hits).
3. Jump-in HP, d + LP, d + LK ~ level 2 Messatsu Gou Shouryuken
(at 9th hit) ~ LK Tatsumaki Senpuu Kyaku (at 10th hit), (juggle)
level 1 Messatsu Gou Shouryuken (12 Hits).
----------------------------------------------------------
SHIN GOUKI (SHIN AKUMA): Capcom VS. SNK 2
----------------------------------------------------------
THROWS
Seoi Nage b/f + HP
Tomoe Nage b/f + HK
COMMAND MOVES
Tenma Kuujin Kyaku Jump uf, d + MK at peak of jump
SPECIAL MOVES
Gou Hadouken QCF + P
Zankuu Hadouken QCF + P (air only)
Shakunetsu Hadouken HCB + P
Gou ShouryuKen DP + P
Tatsumaki Senpuu Kyaku QCB + K (air)
Tenma Shurettou d,d + PPP/KKK (counter move)
Ashura Senkuu DP/BDP + KKK or PPP
SUPERS
Messatsu Gou Shouryuken QCF,QCF + P
Tenma Gouzankuu QCF,QCF + P (air only)
Messatsu Gouhadou HCB,HCB + P
Kongou Kokuretsu Zan HCB,HCB + K (Lv3/MAX only)
Shun Goku Satsu LP,LP,f,LK,HP (Lv3/MAX only)
TARGET COMBOS
1. MP, HP
COMBOS
(C-Groove)
1. Jump-in HP, d + HP ~ Kongou Kokuretsu Zan (3 Hits).
(Note: This also works in P,S,N,K Grooves)
COMMENTS
- Zankuu Hadouken lanches twice in air.
- The Kongou Kokuretsu Zan is an auto-attack, meaning it will attack
according on where your opponent is located.
- Shun Goku Satsu goes full screen and hits 33 times instead of 15.
- Speed matches Riot Blood Iori.
----------------------------------------------------------
KEN MASTERS: Street Fighter
----------------------------------------------------------
THROWS
Seoi Nage b/f + HP
Jigoku-Guruma b/f + HK
Jigoku-Fuusha b/f + HP (air only)
COMMAND MOVES
Fumikomi Mae Geri f + MK
Shiden Kakato Otoshi f + HK
SPECIAL MOVES
Hadouken QCF + P
Shoryuken DP + P
Zenpou-Tenshin QCB + P
Tatsumaki Senpuu Kyaku QCB + K (air)
Nata Otoshi Geri HCF + WK
Kamabarai Geri HCF + MK
Oosoto Mawashi Geri HCF + HK
- Inazuma Kakato Wari b + MK
Ryusenkyaku BDP + K
SUPERS
Shouryureppa QCF,QCF + P
Shinryuken QCF,QCF + K (Hit K rapidly)
Shippu Jinraikyaku QCB,QCB + K (Lv3/MAX Only)
COMBOS
(C-Groove)
1. Jump-in HP, d + MK ~ level 2 Shinryuken (at 15th hit), (juggle)
level 1 Shinryuken (22+ Hits).
----------------------------------------------------------
KYOSUKE KAGAMI: Rival Schools
----------------------------------------------------------
THROWS
Monkey Toss b/f + HP
Knee Thrust b/f + HK
COMMAND MOVES
Aerial Launcher df + HK
SPECIAL MOVES
Cross Cutter QCF + P
Denjin Upper DP + P
Shadow Wave QCF + P (air only)
Shadow Breaker QCB + P
Shadow Cut Kick QCF + K (air)
SUPERS
Saikyo Cross Cutter QCF,QCF + P
Super Denjin Upper QCB,QCB + P
Double Shadow Cut Kick QCF,QCF + K (air)
Final Symphony Remix HCB,HCB + K (Lv3/MAX Only)
COMBOS
(C-Groove)
1. Jump-in HP, d + MK ~ level 2 Saikyo Cross Cutter ~ level 1
Super Denjin Upper ~ (air jump) LP,LK,MP ~ Shadow Cut Kick (15 Hits).
COMMENTS
- Super Denjin Upper can be jump canceled.
- Kyosuke is one of the few xcter with air chains.
- You follow the Denjin Upper or Double Shadow Cut Kick with a Shadow
Cut Kick. (thanks to Suichi)
- Final Symphony Remix can be followed up with a Super Denjin Upper.
----------------------------------------------------------
MAKI: Final Fight 2
----------------------------------------------------------
THROWS
Punch Kick Combo b/f + HP
Knee Thrust b/f + HK
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