Difference between revisions of "Capcom vs. SNK: Millennium Fight 2000"

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{{company|[[Virgin Interactive]]|system=DC|region=Europe}}
 
{{company|[[Virgin Interactive]]|system=DC|region=Europe}}
 
| developer=[[Capcom]]
 
| developer=[[Capcom]]
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| licensor=[[SNK]]
 
| system=[[Sega NAOMI]], [[Sega Dreamcast]]
 
| system=[[Sega NAOMI]], [[Sega Dreamcast]]
 
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| dc_code_us=T-1218N
 
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| dc_rrp_us=39.99{{magref|odmus|10|90}}<!--44.99{{magref|gamepro|147|148}}-->
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| dc_rrp_us=49.95{{intref|Press release: 2000-11-08: Capcom vs SNK: Millenium Fight 2000 Now Available}}<!--39.99{{magref|odmus|10|90}} 44.99{{magref|gamepro|147|148}}-->
 
| dc_date_eu=2000-12-15
 
| dc_date_eu=2000-12-15
 
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| dc_code_eu=T-7017D-50
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| properties={{Properties|DC|adx|flash|qsound|sofdec}}
 
| properties={{Properties|DC|adx|flash|qsound|sofdec}}
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}}
'''''{{PAGENAME}}''''' (カプコン バーサス エス・エヌ・ケイ ミレニアムファイト 2000) is a head-to-head fighting game produced by [[Capcom]]. It was originally released as a coin-operated arcade game for [[Sega NAOMI]] arcade hardware in 2000, before being ported to the [[Sega Dreamcast]] later in the year. It is a fighting game crossover involving characters owned by Capcom and rival fighting game developer [[SNK]], with an emphasis on their two flagship fighting game franchises, ''Street Fighter'' and ''The King of Fighters'' respectively.
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}}
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'''''{{PAGENAME}}''''' (カプコン バーサス エス・エヌ・ケイ ミレニアムファイト 2000) is a head-to-head fighting game produced by [[Capcom]]. It was originally released as a coin-operated arcade game for [[Sega NAOMI]] arcade hardware in 2000, before being ported to the [[Sega Dreamcast]] later in the year.
  
 
==Story==
 
==Story==
In 2000, a special martial arts event is planned through a collaboration of the two most powerful world organizations: Garcia Financial Clique and Masters Foundation. The gala event it is hoped by everyone will ease the political conflicts between the two powers. The competition was named "Millennium Fight 2000".
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In 2000, a special martial arts event is planned through a collaboration of the two most powerful world organizations, Garcia Financial Clique and Masters Foundation. The gala event, it is hoped by everyone, will ease the political conflicts between the two powers. The competition was named "Millennium Fight 2000."
  
 
Many renowned martial artists have registered for the tournament. People around the world focus intensely on the upcoming exhibitions, making long-awaited opening ceremony a huge success.
 
Many renowned martial artists have registered for the tournament. People around the world focus intensely on the upcoming exhibitions, making long-awaited opening ceremony a huge success.
  
 
==Gameplay==
 
==Gameplay==
''Capcom vs. SNK'' utilizes a "ratio" system, ranging from 1 to 4, which defines a character's overall strength. Teams of up to four can be assembled, but their combined ratios must equal and go no higher than 4.
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{{ScreenThumb|Capcom vs SNK DC, Character Select.png|width=200|Character select}}
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{{ScreenThumb|Capcom vs SNK DC, Gameplay.png|width=200|Gameplay}}
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The game is a crossover fighting game featuring characters created by Capcom and by rival fighting game developer [[SNK]], with an emphasis on their two flagship fighting game franchises, ''[[:Category:Street Fighter|Street Fighter]]'' and ''[[:Category:The King of Fighters|The King of Fighters]]'' respectively. With the move to the more powerful NAOMI and Dreamcast hardware, sprites and backgrounds are higher-resolution and more detailed, and special moves and hit indicators have been enhanced with particle effects. All of the SNK characters have had new sprites drawn by Capcom artists. Gameplay is similar to Capcom's ''[[Street Fighter Alpha]]'' series of games, but it uses a four-button layout, similar to SNK games. Players can choose between two "grooves" that determine how the power gauge functions. Like ''The King of Fighters'', players assemble teams of multiple characters, which fight each other in one-on-one battles. When a character is defeated, the next character in the team takes his or her place in the next round, and the winning team continues with the same character (with a segment of health restored in proportion to the time left over in the previous round). The match continues until every character on one of the teams is eliminated. If time runs out before a character can be defeated, the character with the most life remaining is the winner. Both characters are eliminated in the case of a draw. The roster is evenly split between Capcom and SNK characters, who are divided into "ratios," ranging from 1 to 4, based on each character's overall strength. Teams of up to four characters can be assembled, but their combined ratios must equal and go no higher than 4.
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Characters move with {{left}} and {{right}} and crouch with {{down}}. They backstep or dash with {{left}} {{left}} or {{right}} {{right}}. They jump with {{up}} and flip back and forth with {{upleft}} and {{upright}}. They can "super jump" (a faster and farther jump, trailed by afterimages) by pressing {{down}}, then {{upleft}}, {{up}}, or {{upright}} quickly. Characters can perform a weak punch with {{X}}, a hard punch with {{Y}}, a weak kick with {{A}}, or a strong kick with {{B}}. Weak attacks are quick but do light damage, while strong attacks do more damage but have a longer startup delay and recovery time. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt with {{hold|{{A}}|{{Start}}}}, which is a short animation during which the character is vulnerable to attack.
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Throws and grabs are done by holding {{left}} or {{right}} when near an opponent and pressing a strong punch or kick button. Some characters have midair throws as well. Grapple moves cannot be blocked (including special moves involving grappling), but a character can escape a throw and take no damage by likewise holding {{left}} or {{right}} and pressing a strong punch or kick button immediately upon being grabbed.
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Blocking is done by holding the D-Pad away from the opponent. Characters can block while standing, which blocks against high and mid attacks but not low attacks (such as sweeps), or crouching, which blocks against mid and low attacks but not high attacks (such as jumping attacks and overhead strikes). Special moves still do a small amount of "chip damage" if blocked. If characters block too much, they become "guard crushed" and momentarily stunned and vulnerable to attack; the health gauge flashes red before a character is guard crushed. Characters can perform an evasive roll forward by pressing the weak punch and kick buttons ({{X}}+{{A}}) simultaneously. Characters are invulnerable during most of the roll, and they can roll through nearby opponents to the other side.
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Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way.
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 +
===Grooves===
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Players choose one of two modes before selecting their characters, which affects how the power gauge works. The power gauge is empty at the start of each round (though this can be changed to filled in the options).
 +
{{InfoTable|imagewidths=200|
 +
{{InfoRow
 +
| title=Capcom
 +
| image=Capcom logo.svg
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| desc=The Capcom groove is based on the gameplay system from ''[[Street Fighter Alpha]]''.
 +
 
 +
The power gauge is filled by landing normal moves (including throws), performing special moves (regardless of whether they connect), or taking damage. When the gauge is full, it gains a level, and the player can accumulate up to three levels of the gauge. The contents of the gauge carries over between rounds (but not between matches).
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Every character has super moves that can be performed at the cost of one level of the gauge. These super moves hit more times and do more damage than normal special moves. Every super move has three different levels, with each level costing an additional level of gauge to perform. Higher level super moves typically hit more times and sometimes have other improved characteristics, such as covering a larger area. The level of the move is determined by the button used to perform it: weak punch or kick for level 1, strong punch or kick for level 2, or both punches (or {{L}}) or both kicks (or {{R}}) simultaneously for level 3.
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}}
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{{InfoRow
 +
| title=SNK
 +
| image=SNK.svg
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| desc=The SNK groove is based on the Extra mode from ''The King of Fighters '94'' to ''[[The King of Fighters: Dream Match 1999|The King of Fighters '98]]''.
 +
 
 +
The power gauge is filled by blocking attacks or taking damage. It can also be filled manually by holding the strong punch and kick buttons ({{Y}}+{{B}}) simultaneously, though the character is vulnerable to attack while doing this. The contents of the gauge carries over between rounds (but not between matches).
 +
 
 +
When the power gauge is filled, the character enters "MAX mode," and basic attacks become stronger for a short period as the gauge drains. The gauge drains faster when the meter is filled by blocking attacks or taking damage than when it is filled by manually charging. When characters are in this state, players can perform a super move that immediately consumes the entire power gauge. Characters can perform super moves indefinitely when the health gauge is nearly empty and flashing red. If both requirements are fulfilled (the character's health gauge is flashing red and the character's power gauge is full), the character can perform a "MAX super move" instead that does more damage. Performing a super move when only one of the conditions is fulfilled is equivalent to performing a level 1 super move in the Capcom groove (regardless of what strength of button is used to perform it); when both conditions are fulfilled, it is equivalent to level 3 super move.
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}}
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}}
  
The gameplay uses the SNK-style four-button format, although the player is also able to choose between two "grooves" which define how the attack meter will function. The SNK groove is based on Extra mode from ''The King of Fighters '94'' to ''[[The King of Fighters '98]]'', while Capcom groove is based on the gameplay system from ''[[Street Fighter Alpha]]''.
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===Modes===
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{{ScreenThumb|Capcom vs SNK DC, NGPC Link.png|width=200|Neo Geo Pocket linking}}
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{{ScreenThumb|Capcom vs SNK DC, Color Edit Mode.png|width=200|Color Edit Mode}}
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The Dreamcast version of the game has multiple modes. Some options must be unlocked by acquiring "Groove Points" and purchasing them from the Secret Shop. Groove Points are accumulated during single-player games by hitting opponents with attacks (with special moves and super moves earning more points) and by earning a higher score. Finishing an opponent with a counterattack special move or a super move is called a "Finest K.O." and worth 40 Groove Points. Getting hit loses points. The number of Groove Points earned during a game is shown in the "GPS gauge" in the bottom middle of the screen, with each hit earning a letter rank corresponding to the points awarded (S, A, B, C, or D). The player's total amount of Groove Points is saved to a [[VMU]] and can be used to buy "secrets" from the Secret Shop.
 +
*'''Arcade Mode:''' A single-player mode where the player forms a team of up to four characters (which must be different characters) and fights a series of elimination matches against five randomly selected teams, then against a final boss. In the Capcom groove, the player faces the crime boss Geese Howard in Geese Tower (recalling the final battles of ''[[Fatal Fury]]'' and ''[[Real Bout Fatal Fury]]''), who must be defeated twice. In the SNK groove, the player faces Shadaloo henchman Balrog, then the dark dictator M. Bison in the Psycho Drive (influenced by the story of ''[[Street Fighter Alpha 3]]''). The game ends if the player loses a match but can be continued an unlimited number of times. A second player can challenge the first by pressing {{Start}}, with the victor of the match continuing the game. There are eight difficulty levels for computer-controlled opponents.
 +
*'''Vs Mode:''' A two-player mode where players can choose any characters and any stage and battle each other in elimination matches. The game keeps track of the number of wins for each player. The ability to choose the maximum ratio points available to each player (between one and four) and change the ratio for each character (which changes the character's relative strength) and to choose the same character more than once can be purchased from the Secret Shop.
 +
*'''Pair Match Mode:''' A single-player mode that can be purchased from the Secret Shop. It is a version of the Arcade Mode where every character is worth two ratio points, meaning teams consist of any two characters. Like the Arcade Mode, a second player can enter the game by pressing {{Start}}.
 +
*'''Game Replay Mode:''' A two-player mode where players can play a match (with the same unlockable options as the Vs Mode) and save a replay of the game to a [[VMU]], which can be loaded and watched again at any time. A replay takes 30 blocks of storage.
 +
*'''Training Mode:''' A practice mode where the player can choose any character and any opponent. The player can set the whether the dummy opponent is non-hostile, hostile, or controlled by a second control pad. Non-hostile opponents can be set to stand, crouch, or jump and guarding or not guard. The player can also toggle the health gauge (normal or flashing red) and power gauge (normal or max).
 +
*'''Network Mode:''' The Japanese version of the game supported competitive online matches over Capcom's [[Matching Service]]. Players could also upload high scores or open the official web site to view rankings and high scores or download replays or color schemes.
 +
*'''Secret Mode:''' This mode allows the player to exchange "Groove Points" for special bonuses. There are 77 secrets total, which includes alternate color schemes for every character, alternate versions of every starting character (Evil Ryu, Orochi Iori, and "Extra" versions of everybody else), three hidden characters that can be purchased after unlocking them as opponents in the Arcade Mode and then defeating them (Akuma, Morrigan, and Nakoruru), extra stages for the Vs Mode and Training Mode, classic soundtracks (from ''[[Street Fighter II]]'' and ''The King of Fighters '94''), and special options and modes (the ability to customize ratio points in the Versus Mode, the ability to switch between dashing and running, and the Pair Match Mode). The game supports transferring save data from a [[Neo Geo Pocket Color]] via a [[Neo Geo Pocket/Dreamcast Setsuzoku Cable]]. The player can earn points playing the Olympic Mode in ''SNK vs. Capcom: Match of the Millennium'' and convert them into Groove Points for the Dreamcast. This mode also contains a list of commands for every character (which can also be invoked for the currently played character during gameplay from the pause menu after pressing {{Start}}).
 +
*'''Color Edit Mode:''' A customization mode where the player can create custom color schemes for any character. Each character has 15 colors that can be changed (by adjusting the red, green, or blue color bars). Custom color schemes can be saved to a [[VMU]].
 +
 
 +
There are two game speeds, Normal and Turbo (which can be set in the options so players are not asked every time).
  
 
===Characters===
 
===Characters===
Despite both Capcom and SNK being in the arcade business for just over 20 years at the time of ''Capcom vs. SNK'''s release (being founded in 1979 and 1978, respectively), the fighting roster comprises almost exclusively of ''Street Fighter'' and ''The King of Fighters'' characters.
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{{MoveListNote|legend=NeoGeo|key1={{Taunt}}|value1=Taunt}}
 
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The roster focuses on the fighting game heritage of both companies. As such, it consists entirely of characters originating in fighting games, in contrast to Capcom's ''[[Marvel vs. Capcom]]'' and ''[[Marvel vs. Capcom 2: New Age of Heroes]]'' (which features representatives from ''[[:Category:Mega Man (franchise)|Mega Man]]'', ''[[:Category:Resident Evil (franchise)|Resident Evil]]'', ''[[:Category:Strider (franchise)|Strider]]'', and other Capcom properties) and SNK's ''[[:Category:The King of Fighters|The King of Fighters]]'' (which includes characters from or inspired by the ''Ikari Warriors'' and ''Psycho Soldier'' games).
With ''The King of Fighters'' being an amalgamation of SNK games already, the SNK roster better represents the company, with characters from ''[[Fatal Fury]]'', ''[[Art of Fighting]]'' and Nakoruru from ''[[Samurai Shodown]]'' making an appearance (as well as characters made specifically for ''KoF''). The lineup is nevertheless less varied than usual, as no representitives from ''Ikari Warriors'' or ''Psycho Soldier'' make an appearance, despite being regularly seen in ''The King of Fighters'' series.
 
  
On the Capcom side, only Morrigan Aensland from ''Darkstalkers'' breaks the mould of only using ''Street Fighter'' characters, despite previous titles, ''[[Marvel vs. Capcom]]'' and ''[[Marvel vs. Capcom 2]]'', featuring representitives from ''Cyberbots'', ''Mega Man'', ''Resident Evil'', ''Strider'' and Capcom's on-and-off mascot, Captain Commando. The entire cast of ''Street Fighter II': The World Warrior'' are accounted for.
+
The Capcom side consists almost entirely of characters from the ''[[:Category:Street Fighter|Street Fighter]]'' series (with the entire cast of ''[[Capcom Generation: Dai 5 Shuu Kakutouka-tachi|Street Fighter II: The World Warrior]]'' present), while the SNK side consists almost entirely of characters from the ''[[Art of Fighting]]'' and ''[[:Category:Fatal Fury (franchise)|Fatal Fury]]'' games and original characters from ''The King of Fighters''. The sole exceptions are the hidden characters Morrigan, from Capcom's ''[[:Category:Darkstalkers|Darkstalkers]]'', and Nakoruru, from SNK's ''[[:Category:Samurai Shodown (franchise)|Samurai Shodown]]''.
  
While all the SNK sprites were drawn completely from scratch, many of the Capcom graphics are recycled from the ''Street Fighter Alpha'' series. With ''Alpha'' being designed for Capcom's CP System II arcade hardware, this means they were drawn with a different aspect ratio in mind (384x224 (12:7), versus 640x480 (4:3)) and thus some Capcom characters appear "wider" than SNK ones.
+
Most characters have "Extra" versions with alternate movesets that can be purchased in the Secret Shop after completing the game with that character in their appropriate groove (Capcom for Capcom characters and SNK for SNK characters). The Extra version can then be selected by holding {{Start}} while selecting the character in any mode.
  
 +
Every character has a different color scheme depending on which button is used to select him or her ({{A}}, {{B}}, {{X}}, or {{Y}}). Additionally, sets of four bonus color schemes can be purchased per character, including the Extra characters, in the Secret Shop (which can then be used by selecting the character with {{X}}+{{Y}}, {{A}}+{{B}}, {{X}}+{{A}}, or {{Y}}+{{B}}). Up to two custom colors can be saved for each character in the Color Edit Mode, which are selected with {{X}}+{{B}} or {{Y}}+{{A}}.
 
====Ratio 1====
 
====Ratio 1====
{{InfoTable|
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{{InfoTable|imagewidths=200|
{{InfoRow|
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{{InfoFighter|
| title=Blanka (''[[Street Fighter II]]'')
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| name=Sakura Kasugano
| sprite=
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| image=Capcom vs SNK, Character Art, SNK, Sakura Kasugano.jpg
| desc=
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| sprite={{sprite | Street Fighter Alpha 2, Sprites, Sakura.gif}}
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| info1name=Originally appeared in
 +
| info1=''Street Fighter Alpha 2''
 +
| desc=Sakura is a Japanese schoolgirl who idolizes Ryu, whose fighting style she has imitated.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Hadouken | {{QCF}} {{punch}} | Sakura releases a short-ranged burst of ki from her hands, which knocks her opponent down on impact. The move covers a slightly longer distance when it is performed with {{HP}}.}}
 +
{{MoveListRow | Kou'ou Ken | {{DPF}} {{punch}} | Sakura runs forward, then performs a standing uppercut that knocks her opponent over. She slides a short distance when the move is performed with {{LP}} and runs about half the width of the screen when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Shunpuu Renkyaku | {{QCB}} {{kick}} | Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc. The move covers more distance when it is performed with {{HK}}. After landing, she can follow up with a crouching kick with {{QCB}} {{LK}} or a back kick with {{QCB}} {{HK}}.}}
 +
{{MoveListRow | Ouka Kyaku | {{QCB}} {{kick}} before the apex of the jump | Sakura dives diagonally downwards with a stomp kick.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Flower Kick | {{right}}+{{LK}} | Sakura kicks her leg in a circle. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
}}
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{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Shinkuu Hadouken | {{QCF}} {{QCF}} {{punch}} | Sakura shoots a large, slow-moving fireball that can hit her opponent multiple times. The fireball shrinks and hits less as it travels the screen. It can neutralize and pass through another projectile (at the cost of a hit).}}
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{{MoveListRow | Haru Ichiban | {{QCB}} {{QCB}} {{kick}} | Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick. This attack must be blocked crouching.}}
 +
}}
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{{hr}}
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Her Extra form brings her moveset more in line with her appearance in ''[[Street Fighter Alpha 2]]''. She has a more conventional fireball, the Kou'ou Ken is replaced with the Shou'ou Ken (a jumping uppercut instead of a standing uppercut), and the Shunpuu Renkyaku is replaced with the Shunpuu Kyaku (which rises higher and loses its follow-up moves but knocks down and can be performed in midair).
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Hadouken | {{QCF}} {{punch}} | Sakura shoots a fireball. If the player presses {{punch}} once, a small fireball is fired that travels three-quarters the width of the screen. If the player presses {{punch}} twice, a larger fireball is fired that travels half the width of the screen. If the player presses {{punch}} three times, a very large fireball is fired in front of Sakura that dissipates after moving only a slight distance.}}
 +
{{MoveListRow | Shou'ou Ken | {{DPF}} {{punch}} | Sakura runs forward, then jumps in the air with a spinning uppercut that knocks her opponent over. She slides a short distance when the move is performed with {{LP}} and runs about half the width of the screen when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Shunpuu Kyaku | {{QCB}} {{kick}} | Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc and knocking her opponent over on impact. The move covers more distance when it is performed with {{HK}}. This move can be performed in midair.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Flower Kick | {{right}}+{{LK}} | Sakura kicks her leg in a circle. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
{{MoveListRow | Stomp Kick | {{down}}+{{HK}} in midair | Sakura kicks downward.}}
 +
}}
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{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Shinkuu Hadouken | {{QCF}} {{QCF}} {{punch}} | Sakura shoots a large, slow-moving fireball that can hit her opponent multiple times. The fireball shrinks and hits less as it travels the screen. It can neutralize and pass through another projectile (at the cost of a hit).}}
 +
{{MoveListRow | Midare Zakura | {{QCF}} {{QCF}} {{kick}} | Sakura moves forward with a series of spinning uppercuts low to the ground, then a jumping uppercut high into the air. The move is faster and covers more ground at level 3.}}
 +
{{MoveListRow | Haru Ichiban | {{QCB}} {{QCB}} {{kick}} | Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Cammy
 +
| image=Capcom vs SNK, Character Art, SNK, Cammy.jpg
 +
| sprite={{sprite | Street Fighter Alpha 2, Sprites, Cammy.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Super Street Fighter II''
 +
| desc=Cammy is a genetically engineered assassin for Shadaloo, operating under the code name "Killer Bee."
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Spiral Arrow | {{QCF}} {{kick}} | Cammy spirals forward feet first like a spinning arrow, which knocks her opponent over on impact. The move travels further when it is performed with {{HK}}.}}
 +
{{MoveListRow | Cannon Spike | {{DPF}} {{kick}} | Cammy leaps into the air with a front kick, which knocks her opponent over on impact. She leaps higher when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Axle Spin Knuckle | {{HCB}} {{punch}} | Cammy hops forward and does an elbow smash and a backfist, which knocks her opponent over on impact. This move passes through projectiles. She hops further when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Hooligan Combination | {{HCF}} {{upright}} {{punch}} | Cammy curls into a ball and hurls herself at her opponent. If no button is pressed, she ends with a sweep when she lands (Razor Edge Slicer). Otherwise, the player can perform a takedown when Cammy is near the opponent's body (Fatal Leg Twister) by pressing {{left}}+{{punch}} or {{right}}+{{punch}}. Cammy grabs the opponent by the neck with her legs and slams them to the ground (Cross Scissor Pressure) if the takedown is performed when she is near the opponent's head, or she grabs the opponent by the legs and stomps their face into the ground if the takedown is performed when she is near the opponent's waist.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Spin Drive Smasher | {{QCF}} {{QCF}} {{kick}} | Cammy performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.}}
 +
}}
 +
{{hr}}
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Her Extra form gains the Cannon Spike, first seen in ''[[X-Men vs. Street Fighter]]'', which can be performed from a jump or from the Hooligan Combination, and an additional super move, the Reverse Shaft Breaker, from ''[[Street Fighter Alpha 3]]''. However, she is notably missing her signature ability, the Spiral Arrow.
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Cannon Spike | {{DPF}} {{kick}} | Cammy leaps into the air with a front kick, which knocks her opponent over on impact. She leaps higher when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Axle Spin Knuckle | {{HCB}} {{punch}} | Cammy hops forward and does an elbow smash and a backfist, which knocks her opponent over on impact. This move passes through projectiles. She hops further when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Cannon Strike | {{QCB}} {{kick}} before the apex of the jump while flipping forward in the air | Cammy dive kicks diagonally downward.}}
 +
{{MoveListRow | Hooligan Combination | {{HCF}} {{upright}} {{punch}} | Cammy curls into a ball and hurls herself at her opponent. If the player presses {{kick}} in midair, Cammy drops with a diagonal dive kick (Cannon Strike). If no button is pressed, she ends with a sweep when she lands (Razor Edge Slicer). Otherwise, the player can perform a takedown when Cammy is near the opponent by pressing {{left}}+{{punch}} or {{right}}+{{punch}}. Cammy grabs the opponent by the neck with her legs and slams them to the ground (Fatal Leg Twister) if the takedown is performed when she is near the opponent's head, or she grabs the opponent by the legs and stomps their face into the ground if the takedown is performed when she is near the opponent's waist.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Spin Drive Smasher | {{QCF}} {{QCF}} {{kick}} | Cammy performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.}}
 +
{{MoveListRow | Reverse Shaft Breaker | {{QCB}} {{QCB}} {{kick}} | Cammy performs a Spiral Arrow straight upward that hits multiple times and pulls nearby opponents inward.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Dhalsim
 +
| image=Capcom vs SNK, Character Art, SNK, Dhalsim.jpg
 +
| sprite={{sprite | Street Fighter Alpha 2, Sprites, Dhalsim.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Street Fighter II''
 +
| desc=Dhalsim is a Yoga mystic who has gained exceptional control over his mind and body, giving him the ability to stretch his limbs and breathe fire.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Yoga Fire | {{QCF}} {{punch}} | Dhalsim spews a fireball across the screen. The projectile moves faster and knocks the opponent over when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Yoga Flame | {{HCB}} {{punch}} | Dhalsim breathes a large mass of flame in front of him, which knocks the opponent over on impact. He holds the flame for longer when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Yoga Blast | {{HCB}} {{kick}} | Dhalsim breathes a large mass of flame at a diagonal angle in front of him. He holds the flame for longer when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Yoga Teleport Forward | {{DPF}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Dhalsim disappears and reappears the entire screen ahead with {{LP}}+{{HP}} or half the screen ahead with {{LK}}+{{HK}}.}}
 +
{{MoveListRow | Yoga Teleport Backward | {{RDP}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Dhalsim disappears and reappears the entire screen back with {{LP}}+{{HP}} or half the screen back with {{LK}}+{{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Kuuchuu Chouhatsu | {{Taunt}} in midair | Dhalsim can perform his taunt in midair.}}
 +
{{MoveListRow | Yoga Palm | {{right}}+{{LP}} | Dhalsim quickly jabs his open hand forward.}}
 +
{{MoveListRow | Drill Zutsuki | {{down}}+{{HP}} in midair | Dhalsim spins downward head first like a drill. The angle is closer to horizontal than the Drill Kick.}}
 +
{{MoveListRow | Drill Kick | {{down}}+{{HK}} in midair | Dhalsim spins downward feet first like a drill. The angle is closer to vertical than the Drill Zutsuki.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Yoga Stream | {{QCF}} {{QCF}} {{punch}} | Dhalsim sets the ground in front of him on fire with his breath. This attack must be blocked crouching.}}
 +
{{MoveListRow | Yoga Strike | {{QCF}} {{QCF}} {{kick}} | Dhalsim breathes a large mass of flame at a diagonal angle in front of him, which can hit multiple times. He holds the flame for longer at higher levels.}}
 +
}}
 +
{{hr}}
 +
His Extra form is based on his appearance in ''[[Super Street Fighter II Turbo]]''. Yoga Flame and Yoga Blast are changed to use a half-circle forward motion, he can perform the Drill Kick in two different angles (depending on the button used), and he has the Yoga Inferno super move.
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Yoga Fire | {{QCF}} {{punch}} | Dhalsim spews a fireball across the screen. The projectile moves faster and knocks the opponent over when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Yoga Flame | {{HCF}} {{punch}} | Dhalsim breathes a large mass of flame in front of him, which knocks the opponent over on impact. He holds the flame for longer when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Yoga Blast | {{HCF}} {{kick}} | Dhalsim breathes a large mass of flame at a diagonal angle in front of him. He holds the flame for longer when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Yoga Teleport Forward | {{DPF}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Dhalsim disappears and reappears the entire screen ahead with {{LP}}+{{HP}} or half the screen ahead with {{LK}}+{{HK}}.}}
 +
{{MoveListRow | Yoga Teleport Backward | {{RDP}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Dhalsim disappears and reappears the entire screen back with {{LP}}+{{HP}} or half the screen back with {{LK}}+{{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Kuuchuu Chouhatsu | {{Taunt}} in midair | Dhalsim can perform his taunt in midair.}}
 +
{{MoveListRow | Headbutt | {{left}}+{{HP}} (close) | Dhalsim headbutts his opponent, hitting up to two times.}}
 +
{{MoveListRow | Drill Zutsuki | {{down}}+{{HP}} in midair | Dhalsim spins downward head first like a drill. The angle is closer to horizontal than the Drill Kick.}}
 +
{{MoveListRow | Drill Kick | {{down}}+{{kick}} in midair | Dhalsim spins downward feet first like a drill. The angle depends on the button used, with {{LK}} falling at a 45° angle and {{HK}} falling closer to vertical.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Yoga Inferno | {{HCF}} {{HCF}} {{punch}} | Dhalsim breathes a large mass of flame in front of him, which can hit multiple times.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Blanka
 +
| image=Capcom vs SNK, Character Art, SNK, Blanka.jpg
 +
| sprite={{sprite | Street Fighter Zero 3, Sprites, Blanka.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Street Fighter II''
 +
| desc=Blanka is a feral beastman from the jungles of Brazil with the ability to generate electricity.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Electric Thunder | {{repeat|{{punch}}}} | Blanka charges his body with electricity, zapping his opponent on contact. He charges faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Rolling Attack | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Blanka curls into a ball and rolls straight ahead. The move travels farther when it is performed with {{HP}}.}}
 +
{{MoveListRow | Backstep Rolling Attack | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Blanka does a handstand, then leaps high into the air for a rolling attack. He leaps higher when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Vertical Rolling Attack | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Blanka launches upwards to hit an airborne opponent (or drop on them from above). The move travels higher and further forward when it is performed with {{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Rock Crush | {{left}}+{{HP}} | Blanka does a headbutt, hitting up to two times.}}
 +
{{MoveListRow | Amazon River Run | {{downright}}+{{HP}} | Blanka slides along the ground on his back, which knocks his opponent over.}}
 +
{{MoveListRow | Surprise Forward | {{LK}}+{{HK}} | Blanka leaps forward. This move can pass through opponents (if close enough) but not attacks.}}
 +
{{MoveListRow | Surprise Back | {{left}}+{{LK}}+{{HK}} | Blanka leaps back. This move can pass through opponents (if close enough) but not attacks.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Direct Lightning | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Blanka charges himself with electricity, then curls into a ball and rolls straight into his opponent. The move travels farther at higher levels.}}
 +
{{MoveListRow | Shout of Earth | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{repeat|{{punch}}}} | Blanka stands and roars while his body courses with electricity.}}
 +
}}
 +
{{hr}}
 +
His Extra form reduces his moveset to his two special moves from ''[[Capcom Generation: Dai 5 Shuu Kakutouka-tachi|Street Fighter II: Champion Edition]]'' (with his super move from ''[[Super Street Fighter II Turbo]]'').
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Electric Thunder | {{repeat|{{punch}}}} | Blanka charges his body with electricity, zapping his opponent on contact. He charges faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Rolling Attack | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Blanka curls into a ball and rolls straight ahead. The move travels farther when it is performed with {{HP}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Rock Crush | {{left}}+{{HP}} | Blanka does a headbutt, hitting up to two times.}}
 +
{{MoveListRow | Amazon River Run | {{downright}}+{{HP}} | Blanka slides along the ground on his back, which knocks his opponent over.}}
 +
{{MoveListRow | Surprise Forward | {{LK}}+{{HK}} | Blanka leaps forward. This move can pass through opponents (if close enough) but not attacks.}}
 +
{{MoveListRow | Surprise Back | {{left}}+{{LK}}+{{HK}} | Blanka leaps back. This move can pass through opponents (if close enough) but not attacks.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Ground Shave Rolling | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Blanka rolls into the air, then rolls along the ground toward his opponent. If the player continues to hold {{punch}}, he spins in place for a duration before launching forward. He rolls higher and farther at higher levels.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Benimaru Nikaido
 +
| image=Capcom vs SNK, Character Art, Capcom, Benimaru Nikaido.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Benimaru Nikaido.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''The King of Fighters '94''
 +
| desc=Benimaru is a model with a Japanese father and an American mother who fights with shootboxing techniques and can control electricity.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Raijin Ken | {{QCF}} {{punch}} | Benimaru jabs in front of him with an electrically charged fist. When the move is performed with {{HP}}, it can be charged by tapping {{repeat|{{HP}}}} after doing the motion to do more damage.}}
 +
{{MoveListRow | Iai Geri | {{QCF}} {{kick}} | Benimaru does a rapid knee strike.}}
 +
{{MoveListRow | Shinkuu Kakate Goma | {{HCB}} {{kick}} | Benimaru stands on one hand and spins his body around, kicking with both legs, knocking his opponent far back on impact. He spins for longer when the move is performed with {{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Flying Drill | {{down}}+{{HK}} in midair | Benimaru dive kicks diagonally downwards while spinning like a drill.}}
 +
{{MoveListRow | Spin Kick | {{left}}+{{HK}} or {{right}}+{{HK}} | Benimaru hops backward or forward with a spinning kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Raikou Ken | {{QCF}} {{QCF}} {{punch}} | Benimaru pulls his fist back to charge it, then jabs in front of him with an electrically charged fist that explodes in an orb of lightning, hitting multiple times.}}
 +
{{MoveListRow | Denei Spark | {{QCB}} {{QCB}} {{punch}} | Benimaru charges electricity between his hands, then dashes forward, leaving a trail of lighting behind him. He dashes further at higher levels.}}
 +
}}
 +
{{hr}}
 +
His Normal form resembles his moveset from ''The King of Fighters '94'', while his Extra form is closer to his expanded moveset in ''[[The King of Fighters '97]]''. He gets an upward-angled Raijin Ken, a command grab, and a different super move.
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Raijin Ken | {{QCF}} {{punch}} | Benimaru jabs in front of him with an electrically charged fist.}}
 +
{{MoveListRow | Taikuu Raijin Ken | {{DPF}} {{punch}} | Benimaru jabs diagonally upwards with an electrically charged fist.}}
 +
{{MoveListRow | Iai Geri | {{QCF}} {{kick}} | Benimaru does a rapid knee strike.}}
 +
{{MoveListRow | Shinkuu Kakate Goma | {{HCB}} {{kick}} | Benimaru stands on one hand and spins his body around, kicking with both legs, knocking his opponent far back on impact. He spins for longer when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Benimaru Corridor Crunch | {{HCB}} {{right}} {{punch}} (close) | Benimaru grabs and electrocutes his opponent.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Flying Drill | {{down}}+{{HK}} in midair | Benimaru dive kicks diagonally downwards while spinning like a drill.}}
 +
{{MoveListRow | Jackknife Kick | {{right}}+{{LK}} | Benimaru runs forward with a front kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Raikou Ken | {{QCF}} {{QCF}} {{punch}} | Benimaru pulls his fist back to charge it, then jabs in front of him with an electrically charged fist that explodes in an orb of lightning, hitting multiple times.}}
 +
{{MoveListRow | Taikuu Raikou Ken | {{QCF}} {{QCF}} {{kick}} | Benimaru pulls his fist back to charge it, then jabs diagonally upwards with an electrically charged fist that explodes in an orb of lightning, hitting multiple times.}}
 +
{{MoveListRow | Electro Trigger | {{HCB}} {{HCB}} {{punch}} (close) | Benimaru grabs and shocks his opponent with bolts of lightning, then throws them.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=King
 +
| image=Capcom vs SNK, Character Art, Capcom, King.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, King.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Art of Fighting''
 +
| desc=King is a French bar owner who fights with a unique form of Muay Thai incorporating numerous acrobatic spinning kicks.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Venom Strike | {{QCF}} {{kick}} | King performs a jumping kick, lobbing a fireball through the air. The projectile moves faster when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Double Strike | {{QCF}} {{QCF}} {{kick}} | King performs two jumping kicks in quick succession, lobbing two fireballs through the air. The projectiles move faster when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Trap Shot | {{RDP}} {{kick}} | King performs a somersault kick. If it hits, she follows up with a barrage of fast kicks, ending by kicking her opponent away.}}
 +
{{MoveListRow | Tornado Kick | {{HCB}} {{kick}} | King spins forward through into the air while kicking, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with {{HK}}.}}
 +
{{MoveListRow | Surprise Rose | {{DPF}} {{kick}} | King rises into the air with a knee strike, then comes down with multiple stomping kicks that knock her opponent over. The move covers more horizontal distance when it is performed with {{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Slide Kick | {{downright}}+{{HK}} | King shoves herself forward with a sweep kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Illusion Dance | {{down}} {{downright}} {{HCB}} {{kick}} | King does a backflip, then leaps forward with a kick. When she lands, she performs a series of rapid kicks while standing, then finishes with a Tornado Kick.}}
 +
{{MoveListRow | Silent Flash | {{QCB}} {{QCB}} {{kick}} | King performs a somersault kick. If it hits, she launches her opponent into the air with a jumping kick. She does two successive somersault kicks at level 2 and three successive somersault kicks at level 3.}}
 +
}}
 +
{{hr}}
 +
Her Extra form is based on her original appearance in ''[[Art of Fighting]]''. Her Tornado Kick and Surprise Rose are replaced with the Tobi Nidan Shisshukuri and Moshu Kyaku, and the Double Strike is changed to a super move.
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Venom Strike | {{QCF}} {{kick}} | King performs a jumping kick, lobbing a fireball through the air. The projectile moves faster when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Trap Shot | {{RDP}} {{kick}} | King performs a somersault kick. If it hits, she follows up with a barrage of fast kicks, ending by kicking her opponent away.}}
 +
{{MoveListRow | Tobi Nidan Shisshukuri | {{DPF}} {{kick}} | King leaps ahead, performing two knee strikes on the way up. She leaps further when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Moshu Kyaku | {{QCB}} {{kick}} | King performs alternating high and low kicks, then finishes with a roundhouse. She slides forward a short distance before kicking when the move is performed with {{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Slide Kick | {{downright}}+{{HK}} | King shoves herself forward with a sweep kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Illusion Dance | {{down}} {{downright}} {{HCB}} {{kick}} | King does a backflip, then leaps forward with a kick. When she lands, she performs a series of rapid kicks while standing, then finishes with a Tornado Kick.}}
 +
{{MoveListRow | Double Strike | {{right}} {{left}} {{QCFD}} {{kick}} | King performs two jumping kicks in quick succession, lobbing two fireballs through the air that can hit multiple times. The projectiles move faster when the move is performed with {{HK}}.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Vice
 +
| image=Capcom vs SNK, Character Art, Capcom, Vice.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Vice.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''The King of Fighters '96''
 +
| desc=Vice is Rugal's sadistic secretary, who possesses preternatural strength.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Outrage | {{QCB}} {{kick}} | Vice kicks rapidly in front of her. She hops first when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Rave Fest | {{QCB}} {{kick}} in midair | Vice kicks rapidly in front of her while falling.}}
 +
{{MoveListRow | Deicide | {{HCF}} {{kick}} | Vice swipes her hand out in front of her, which stretches to reach. If it connects, she grabs and throws her opponent back.}}
 +
{{MoveListRow | Tranquility | {{DPF}} {{kick}} | Vice jumps into the air and tries to grab her opponent. If she succeeds, she grabs the opponent between her legs and slams them into the ground.}}
 +
{{MoveListRow | Nail Bomb | {{HCF}} {{punch}} (close) | Vice grabs her opponent, lifts them over her head, and slams them into the ground, which causes a pillar of dark energy to explode.}}
 +
{{MoveListRow | Gore Fest | {{HCB}} {{right}} {{punch}} (close) | Vice grabs and flings her opponent into the ground, causing them to bounce off and into the air. When the move is performed with {{HP}}, she can follow up by jumping into the air, grabbing the opponent between her legs, and slamming them into the ground (Tranquility) by pressing {{DPF}} {{kick}}.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Withering Surface | {{QCF}} {{QCF}} {{punch}} | Vice leaps through the air and tries to grab her opponent when she lands. If she succeeds, she lifts the opponent over her head and slams them opponent into the ground multiple times, then tosses them into the air. Then she jumps into the air with them and slams them into the ground again. The final slam causes a pillar of dark energy to explode at level 2 or 3.}}
 +
{{MoveListRow | Negative Gain | {{HCB}} {{HCB}} {{kick}} (close) | Vice grabs her opponent by the neck with her legs, then slams them to the ground repeatedly.}}
 +
}}
 +
{{hr}}
 +
Her Normal form is closer to her moveset from ''[[The King of Fighters '96]]'', while her Extra form adds aspects of her moveset from ''[[The King of Fighters: Dream Match 1999|The King of Fighters '98]]''. She gains the Mayhem ability and an upward-angled Deicide but loses her Tranquility and Gore Fest command grabs.
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Mayhem | {{QCB}} {{punch}} | Vice charges forward with a shoulder ram that knocks her opponent into the air. She charges further when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Outrage | {{QCB}} {{kick}} | Vice kicks rapidly in front of her. She hops first when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Rave Fest | {{QCB}} {{kick}} in midair | Vice kicks rapidly in front of her while falling.}}
 +
{{MoveListRow | Deicide | {{HCF}} {{kick}} | Vice swipes her hand out in front of her, which stretches to reach. If it connects, she grabs and throws her opponent back.}}
 +
{{MoveListRow | Deicide Slayer | {{DPF}} {{kick}} | Vice swipes her hand out diagonally upwards, which stretches to reach. If it connects, she grabs and throws her opponent back.}}
 +
{{MoveListRow | Nail Bomb | {{HCF}} {{punch}} (close) | Vice grabs her opponent, lifts them over her head, and slams them into the ground, which causes a pillar of dark energy to explode.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Withering Surface | {{QCF}} {{QCF}} {{punch}} | Vice leaps through the air and tries to grab her opponent when she lands. If she succeeds, she lifts the opponent over her head and slams them opponent into the ground multiple times, then tosses them into the air. Then she jumps into the air with them and slams them into the ground again. The final slam causes a pillar of dark energy to explode at level 2 or 3.}}
 +
{{MoveListRow | Negative Gain | {{HCB}} {{HCB}} {{kick}} (close) | Vice grabs her opponent by the neck with her legs, then slams them to the ground repeatedly.}}
 +
}}
 
}}
 
}}
{{InfoRow|
+
{{InfoFighter|
| title=Dhalsim (''[[Street Fighter II]]'')
+
| name=Yuri Sakazaki
| sprite=
+
| image=Capcom vs SNK, Character Art, Capcom, Yuri Sakazaki.jpg
| desc=
+
| sprite={{sprite | Capcom vs SNK, Sprites, Yuri Sakazaki.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Art of Fighting 2''
 +
| desc=Yuri is the younger sister of Ryo and a student of Kyokugen-ryuu.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Ko'ou Ken | {{QCF}} {{punch}} | Yuri thrusts a short-ranged burst of ki energy from her hand, which knocks the opponent down on impact. The move covers a slightly longer distance when it is performed with {{HP}}.}}
 +
{{MoveListRow | Rai'oh Ken | {{QCF}} {{kick}} | Yuri jumps into the air and swings her arms downward with a burst of ki. She jumps higher when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Kuu Ga | {{DPF}} {{punch}} | Yuri jumps into the air while performing an uppercut that knocks her opponent over. When the move is performed with {{HP}}, she ascends higher, and the move can be followed up by a second jumping uppercut (Ura Kuu Ga) by pressing {{DPF}} {{punch}} again.}}
 +
{{MoveListRow | Hyaku Retsu Binta | {{HCB}} {{punch}} | Yuri rushes forward and grabs her opponent, then slaps them repeatedly. She runs farther when the move is performed with {{HP}}.}}
 
}}
 
}}
{{InfoRow|
+
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
| title=Cammy White (''[[Super Street Fighter II]]'')
+
{{MoveListRow | En Yoku | {{right}}+{{LK}} | Yuri throws herself forward while striking with her rear.}}
| sprite=
 
| desc=
 
 
}}
 
}}
{{InfoRow|
+
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
| title=Sakura Kasugano (''[[Street Fighter Alpha 2]])
+
{{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Yuri channels and throws a large fireball from both hands. The projectile moves faster at higher levels.}}
| sprite=
+
{{MoveListRow | Hien Rekkou | {{QCF}} {{QCF}} {{punch}} | Yuri advances forward with multiple spinning uppercuts, then a final, high jumping uppercut. The move covers more horizontal distance at higher levels.}}
| desc=
 
 
}}
 
}}
{{InfoRow|
+
{{hr}}
| title=Benimaru Nikaido (''The King of Fighters '94'')
+
Her Normal form resembles her moveset from ''The King of Fighters '94'', while her Extra form is based on her appearances in ''[[The King of Fighters '96]]'' and later. She regains her long-ranged fireballs and trades the Kuu Ga special move for Sai Ha.
| sprite=
+
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
| desc=
+
{{MoveListRow | Ko'ou Ken | {{QCF}} {{punch}} | Yuri hurls a fireball from her palm. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Rai'oh Ken | {{QCF}} {{kick}} | Yuri jumps into the air and throws a fireball diagonally downwards. She jumps higher when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Sai Ha | {{QCB}} {{punch}} | Yuri holds her hands out and shields herself with a burst of ki. It knocks back opponents that touch it and also dissipates projectiles.}}
 +
{{MoveListRow | Hyaku Retsu Binta | {{right}} {{left}} {{right}} {{punch}} | Yuri rushes forward and grabs her opponent, then slaps them repeatedly. She runs farther when the move is performed with {{HP}}.}}
 
}}
 
}}
{{InfoRow|
+
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
| title=King (''[[Art of Fighting]]'')
+
{{MoveListRow | En Yoku | {{right}}+{{LK}} | Yuri throws herself forward while striking with her rear.}}
| sprite=
 
| desc=
 
 
}}
 
}}
{{InfoRow|
+
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
| title=Vice (''[[The King of Fighters '96]]'')
+
{{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Yuri channels and throws a large fireball from both hands. The projectile moves faster at higher levels.}}
| sprite=
+
{{MoveListRow | Hien Hou'ou Kyaku | {{right}} {{left}} {{HCB}} {{kick}} | Yuri dashes forward, then runs up her opponent with a series of stomps.}}
| desc=
 
 
}}
 
}}
{{InfoRow|
 
| title=Yuri Sakazaki (''[[Art of Fighting]]'')
 
| sprite=
 
| desc=
 
 
}}
 
}}
 
}}
 
}}
 
 
====Ratio 2====
 
====Ratio 2====
{{InfoTable|
+
{{InfoTable|imagewidths=200|
{{InfoRow|
+
{{InfoFighter|
| title=Ryu (''Street Fighter'')
+
| name=Ryu
| sprite=
+
| image=Capcom vs SNK, Character Art, SNK, Ryu.jpg
| desc=
+
| sprite={{sprite | Capcom vs SNK, Sprites, Ryu.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Street Fighter''
 +
| desc=Ryu is a student of Shotokan karate who is highly focused on his training and becoming the strongest that he can. He enters the tournament in hopes of facing a legendary new competitor he has heard about, Kyo Kusanagi.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Hadouken | {{QCF}} {{punch}} | Ryu channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ryu jumps into the air with a flying uppercut, knocking down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | Ryu spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance when it is performed with {{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Sakotsu Wari | {{right}}+{{LP}} | Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
{{MoveListRow | Senpuu Kyaku | {{right}}+{{LK}} | Ryu hops forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.}}
 +
{{MoveListRow | Stretch Kick | {{downleft}}+{{HK}} | Ryu does a long-reaching crouching kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Shinkuu Hadouken | {{QCF}} {{QCF}} {{punch}} | Ryu fires a version of the Hadouken that can hit his opponent multiple times.}}
 +
{{MoveListRow | Shinkuu Tatsumaki Senpuukyaku | {{QCB}} {{QCB}} {{kick}} | Ryu hovers in place while spinning around an axis with his leg extended, drawing his opponent in and potentially hitting multiple times. The distance of the vacuum effect is larger at higher levels.}}
 +
{{MoveListRow | Shin Shouryuuken | {{QCF}} {{QCF}} {{kick}} (at max level) | Ryu hits his opponent with a standing uppercut with each arm, then performs a Shouryuuken that ascends high into the air. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Ken Masters
 +
| image=Capcom vs SNK, Character Art, SNK, Ken Masters.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Ken Masters.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Street Fighter''
 +
| desc=Ken is a student of Shotokan karate and the best friend and training partner of Ryu. His family's Masters Foundation is co-hosting the tournament with the Garcia Financial Clique.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Hadouken | {{QCF}} {{punch}} | Ken channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ken jumps into the air with a flying uppercut. He has a flaming fist and can hit his opponent multiple times when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | Ken spins on an axis while gliding forward through the air and kicking, which can hit his opponent multiple times. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance when it is performed with {{HK}}.}}
 +
{{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Ken rolls forward. He rolls farther when the move is performed with {{HP}}. This move can pass through opponents (if close enough) but not attacks.}}
 +
{{MoveListRow | Ryusen Kyaku | {{DPF}} {{kick}} | Ken rolls on his back with a wheel kick.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Inazuma Kakato Wari | {{right}}+{{LK}} | Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
{{MoveListRow | Stretch Kick | {{downleft}}+{{HK}} | Ken does a long-reaching crouching kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Shouryuu Reppa | {{QCF}} {{QCF}} {{punch}} | Ken performs a series of low Shouryuukens while moving across the screen, culminating in a high Shouryuuken. The move covers more horizontal distance at higher levels. Ken has a flaming fist at level 3.}}
 +
{{MoveListRow | Shinryuuken | {{QCF}} {{QCF}} {{kick}} | Ken spirals upward with a spinning uppercut, drawing in nearby opponents. The distance of the vacuum effect is larger at higher levels.}}
 +
{{MoveListRow | Shippuujinrai Kyaku | {{QCB}} {{QCB}} {{kick}} (at max level) | Ken moves forward while delivering a series of fast kicks before launching his opponent into the air with a rising Tatsumaki Senpuukyaku. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
{{hr}}
 +
His Extra form is based on his appearance in ''[[Super Street Fighter II Turbo]]''. He loses the Zenpou Tenshin and Ryusen Kyaku but gains back his "crazy kicks."
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Hadouken | {{QCF}} {{punch}} | Ken channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ken jumps into the air with a flying uppercut. He has a flaming fist and can hit his opponent multiple times when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | Ken spins on an axis while gliding forward through the air and kicking, which can hit his opponent multiple times. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance when it is performed with {{HK}}.}}
 +
{{MoveListRow | Kama Barai Geri | {{QCF}} {{kick}} | Ken does a high roundhouse kick that can hit up to two times. Continuing to hold {{kick}} performs a high axe kick right afterwards.}}
 +
{{MoveListRow | Nata Otoshi Geri | {{QCFD}} {{kick}} | Ken does a reverse roundhouse kick that can hit up to two times. Continuing to hold {{kick}} performs a high axe kick right afterwards.}}
 +
{{MoveListRow | Oosoto Mawashi Geri | {{HCF}} {{kick}} | Ken does a knockdown kick. Continuing to hold {{kick}} performs a high axe kick right afterwards.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Inazuma Kakato Wari | {{right}}+{{LK}} | Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
{{MoveListRow | Stretch Kick | {{downleft}}+{{HK}} | Ken does a long-reaching crouching kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Shouryuu Reppa | {{QCF}} {{QCF}} {{punch}} | Ken performs a series of low Shouryuukens while moving across the screen, culminating in a high Shouryuuken. The move covers more horizontal distance at higher levels. Ken has a flaming fist at level 3.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Chun-Li
 +
| image=Capcom vs SNK, Character Art, SNK, Chun-Li.jpg
 +
| sprite={{sprite | Street Fighter Alpha 2, Sprites, Classic Chun-Li.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Street Fighter II''
 +
| desc=Chun-Li is a Chinese wushu expert known for her quick motions and powerful kicks.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Hyakuretsu Kyaku | {{repeat|{{kick}}}} | Chun-Li unleashes a flurry of rapid kicks. She kicks faster when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Kikouken | {{HCF}} {{punch}} | Chun-Li thrusts a ki blast from her palms. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Tenshou Kyaku | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Chun-Li jumps high into the air while spinning her legs around in kicks, which knocks her opponent down on impact. The move hits an additional time when it is performed with {{HK}}.}}
 +
{{MoveListRow | Spinning Bird Kick | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Chun-Li flips upside down and spins her legs while moving forward, which knocks her opponent down on impact. She moves further when the move is performed with {{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Chun-Li can jump off the edges of the screen.}}
 +
{{MoveListRow | Yousou Kyaku | {{down}}+{{HK}} in midair | Chun-Li holds a straight leg in a head stomp.}}
 +
{{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{LK}} | Chun-Li flips forwards high into the air, coming down with a kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Senretsu Kyaku | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Chun-Li moves forward quickly while performing a series of Hyakuretsu Kyakus. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles). The move covers more horizontal distance at higher levels.}}
 +
{{MoveListRow | Kikoushou | {{QCF}} {{QCF}} {{punch}} | Chun-Li gathers a large ball of ki in front of her using both palms, which hits multiple times and knocks her opponent over.}}
 +
{{MoveListRow | Hazan Tenshou Kyaku | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li performs a more powerful version of her Tenshou Kyaku that can hit more times.}}
 +
}}
 +
{{hr}}
 +
Her Extra form reduces her moveset to her two special moves from ''[[Capcom Generation: Dai 5 Shuu Kakutouka-tachi|Street Fighter II: Champion Edition]]'' and introduces a new super move, the Spinning Hornet Kick, which resembles Ryu's Shinkuu Tatsumaki Senpuukyaku.
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Hyakuretsu Kyaku | {{repeat|{{kick}}}} | Chun-Li unleashes a flurry of rapid kicks. She kicks faster when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Spinning Bird Kick | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Chun-Li flips upside down and spins her legs while moving forward, which knocks her opponent down on impact. This move can also be performed in midair. She moves further when the move is performed with {{HK}}. Pressing {{kick}} can be delayed slightly, which causes Chun-Li to flip upside down and spin her legs while falling in a tall arc rather than moving forward.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Chun-Li can jump off the edges of the screen.}}
 +
{{MoveListRow | Yousou Kyaku | {{down}}+{{HK}} in midair | Chun-Li holds a straight leg in a head stomp.}}
 +
{{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{LK}} | Chun-Li flips forwards high into the air, coming down with a kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Senretsu Kyaku | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Chun-Li moves forward quickly while performing a series of Hyakuretsu Kyakus. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles). The move covers more horizontal distance at higher levels.}}
 +
{{MoveListRow | Spinning Hornet Kick | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li flips upside down and spins her legs while hovering in place, drawing in nearby opponents. The distance of the vacuum effect is larger at higher levels.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Guile
 +
| image=Capcom vs SNK, Character Art, SNK, Guile.jpg
 +
| sprite={{sprite | Street Fighter Zero 3, Sprites, Guile.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Street Fighter II''
 +
| desc=Guile is an officer in the United States Air Force who uses a mixed martial arts form combining elements of boxing, kickboxing, and wrestling.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Sonic Boom | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Guile shoots a spinning blade-like projectile across the screen. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Somersault Kick | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Guile jumps high into the air while performing a backflip kick, which knocks his opponent over on impact. He jumps higher when the move is performed with {{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Spin Back Knuckle | {{right}}+{{HP}} | Guile rotates around and swings his fist like a club.}}
 +
{{MoveListRow | Rolling Sobat | {{left}}+{{LK}} or {{right}}+{{LK}} | Guile hops with a turning kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Total Wipeout | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Guile advances forward with a jab, a cross, an uppercut, a Rolling Sobat, then a Spin Back Knuckle. The move covers more horizontal distance at higher levels.}}
 +
{{MoveListRow | Somersault Strike | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Guile performs two Somersault Kicks in a row at level 1 and 2 or three Somersault Kicks in a row at level 3.}}
 +
}}
 +
{{hr}}
 +
His Extra form is nearly the same but trades the Rolling Sobat for the Reverse Spin Kick and only has one super move.
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Sonic Boom | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Guile shoots a spinning blade-like projectile across the screen. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Somersault Kick | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Guile jumps high into the air while performing a backflip kick, which knocks his opponent over on impact. He jumps higher when the move is performed with {{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Spin Back Knuckle | {{right}}+{{HP}} | Guile rotates around and swings his fist like a club.}}
 +
{{MoveListRow | Reverse Spin Kick | {{left}}+{{HK}} or {{right}}+{{HK}} (close) | Guile does an upside-down kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Somersault Strike | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Guile performs two Somersault Kicks in a row at level 1 and 2 or three Somersault Kicks in a row at level 3.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Edmond Honda
 +
| image=Capcom vs SNK, Character Art, SNK, Edmond Honda.jpg
 +
| sprite={{sprite | Street Fighter Zero 3, Sprites, E. Honda.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Street Fighter II''
 +
| desc=E. Honda is a sumo wrestler who wants to prove to the world the strength of his technique.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Hyakuretsu Harite | {{repeat|{{punch}}}} | E. Honda unleashes a flurry of hand slaps. He slaps faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Super Zutsuki | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | E. Honda propels himself forward head first like a torpedo, which knocks his opponent over on impact. He shoots himself further when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Super Hyakkan Otoshi | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | E. Honda leaps high into the air and drops himself down like a cannonball, which knocks his opponent over on impact. He leaps higher when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Ooichou Nage | D-Pad in a 360° rotation, then {{punch}} (close) | E. Honda grabs and slams his opponent against the ground, then flattens his opponent with a Super Hyakkan Otoshi.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Flying Sumo Press | {{down}}+{{HK}} in midair | E. Honda drops with a body press.}}
 +
{{MoveListRow | Harai Geri | {{left}}+{{HK}} or {{right}}+{{HK}} | E. Honda does a low kick that trips his opponent.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Oni Musou | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | E. Honda performs two consecutive Super Zutsukis. He performs a third Super Zutsuki at level 2 or an advancing Hyakuretsu Harite at level 3.}}
 +
{{MoveListRow | Orochi Kudaki | D-Pad in a 360° rotation twice, then {{punch}} (close, at max level) | E. Honda throws his opponent into the ground twice, followed by a Super Hyakkan Otoshi. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
{{hr}}
 +
His Extra form reduces his moveset to his special moves from ''[[Capcom Generation: Dai 5 Shuu Kakutouka-tachi|Street Fighter II: Champion Edition]]'' (with his super move from ''[[Super Street Fighter II Turbo]]'').
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Hyakuretsu Harite | {{repeat|{{punch}}}} | E. Honda unleashes a flurry of hand slaps. He slaps faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Super Zutsuki | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | E. Honda propels himself forward head first like a torpedo, which knocks his opponent over on impact. He shoots himself further when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Super Hyakkan Otoshi | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | E. Honda leaps high into the air and drops himself down like a cannonball, which knocks his opponent over on impact. He leaps higher when the move is performed with {{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Flying Sumo Press | {{down}}+{{HK}} in midair | E. Honda drops with a body press.}}
 +
{{MoveListRow | Palm Slap | {{left}}+{{HP}} or {{right}}+{{HP}} | E. Honda does a palm thrust.}}
 +
{{MoveListRow | Harai Geri | {{left}}+{{HK}} or {{right}}+{{HK}} | E. Honda does a low kick that trips his opponent.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Oni Musou | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | E. Honda performs two consecutive Super Zutsukis. He performs a third Super Zutsuki at level 2 or an advancing Hyakuretsu Harite at level 3.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Zangief
 +
| image=Capcom vs SNK, Character Art, SNK, Zangief.jpg
 +
| sprite={{sprite | Street Fighter Alpha 2, Sprites, Zangief.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Street Fighter II''
 +
| desc=Zangief is a massive Soviet wrestler who trains by wrestling bears.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Double Lariat | {{LP}}+{{HP}} | Zangief spins around with his arms outstretched, knocking over opponents on impact. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with {{left}} and {{right}} while spinning.}}
 +
{{MoveListRow | Quick Double Lariat | {{LK}}+{{HK}} | Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with {{left}} and {{right}} while spinning.}}
 +
{{MoveListRow | Screw Piledriver | D-Pad in a 360° rotation, then {{punch}} (close) | Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning. He ascends higher when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Flying Powerbomb | D-Pad in a 360° rotation, then {{kick}} (far away) | Zangief creeps forward and tries to grab his opponent. If he succeeds, he jumps and slams the opponent into the ground.}}
 +
{{MoveListRow | Atomic Suplex | D-Pad in a 360° rotation, then {{kick}} (close) | Zangief grabs his opponent and performs a grounded suplex followed by an aerial suplex.}}
 +
{{MoveListRow | Banishing Flat | {{DPF}} {{punch}} | Zangief takes a step forward and does a low back hand slap. This move can neutralize projectiles.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Body Press | {{down}}+{{HP}} while jumping diagonally | Zangief drops with a body press.}}
 +
{{MoveListRow | Double Knee Drop | {{down}}+{{LK}} in midair | Zangief falls with his knees forward.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Final Atomic Buster | D-Pad in a 360° rotation twice, then {{punch}} (close) | Zangief grabs his opponent and performs a rolling suplex followed by a Screw Piledriver. He performs an additional rolling suplex at levels 2 and 3 and an additional Screw Piledriver at level 3.}}
 +
{{MoveListRow | Aerial Russian Slam | {{QCF}} {{QCF}} {{kick}} | Zangief jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground. He performs a throw at level 1, a piledriver at level 2, and a powerbomb at level 3.}}
 +
}}
 +
{{hr}}
 +
His Extra form reduces his moveset to his special moves from ''[[Capcom Generation: Dai 5 Shuu Kakutouka-tachi|Street Fighter II: Champion Edition]]'' (with his super move from ''[[Super Street Fighter II Turbo]]'').
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Double Lariat | {{LP}}+{{HP}} | Zangief spins around with his arms outstretched, knocking over opponents on impact. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with {{left}} and {{right}} while spinning.}}
 +
{{MoveListRow | Quick Double Lariat | {{LK}}+{{HK}} | Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with {{left}} and {{right}} while spinning.}}
 +
{{MoveListRow | Screw Piledriver | D-Pad in a 360° rotation, then {{punch}} (close) | Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning. He ascends higher when the move is performed with {{HP}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Body Press | {{down}}+{{HP}} while jumping diagonally | Zangief drops with a body press.}}
 +
{{MoveListRow | Double Knee Drop | {{down}}+{{LK}} in midair | Zangief falls with his knees forward.}}
 +
{{MoveListRow | Kuuchuu Headbutt | {{up}}+{{HP}} during neutral jump | Zangief performs a headbutt in midair.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Final Atomic Buster | D-Pad in a 360° rotation twice, then {{punch}} (close) | Zangief grabs his opponent and performs a rolling suplex followed by a Screw Piledriver. He performs an additional rolling suplex at levels 2 and 3 and an additional Screw Piledriver at level 3.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Balrog (M. Bison)
 +
| image=Capcom vs SNK, Character Art, SNK, Balrog.jpg
 +
| sprite={{sprite | Street Fighter Zero 3, Sprites, M. Bison.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Street Fighter II''
 +
| desc=Balrog is a former heavyweight boxing champion who now works for M. Bison as an enforcer. He appears as a sub-boss before fighting M. Bison (in the SNK groove).
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Dash Straight or Upper | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} or {{kick}} | Balrog dashes forward while standing and smashes his opponent with a straight punch if performed with {{punch}} or an uppercut if performed with {{kick}}. He dashes farther when the move is performed with {{HP}} or {{HK}}.}}
 +
{{MoveListRow | Dash Ground Straight or Upper | Hold {{left}} for 2 seconds, then {{downright}}+{{punch}} or {{kick}} | Balrog dashes forward low to the ground and smashes his opponent with a straight punch if performed with {{punch}} or an uppercut if performed with {{kick}}. He dashes farther when the move is performed with {{HP}} or {{HK}}.}}
 +
{{MoveListRow | Buffalo Headbutt | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Balrog jumps up with a flying headbutt, which knocks his opponent over on impact.}}
 +
{{MoveListRow | Turn Punch | Hold {{LP}}+{{HP}} or {{LK}}+{{HK}}, then release | Balrog turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Crazy Buffalo | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Balrog performs a series of five dashes and punches. He performs uppercuts if the player holds {{kick}}. The move covers more horizontal distance at higher levels.}}
 +
{{MoveListRow | Gigaton Blow | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} (at max level) | Balrog performs a single powerful Turn Punch that hits multiple times and knocks his opponent over. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
{{hr}}
 +
His Extra form reduces his moveset to his two special moves from ''[[Capcom Generation: Dai 5 Shuu Kakutouka-tachi|Street Fighter II: Champion Edition]]'' (with his super move from ''[[Super Street Fighter II Turbo]]'').
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Dash Straight or Upper | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} or {{kick}} | Balrog dashes forward while standing and smashes his opponent with a straight punch if performed with {{punch}} or an uppercut if performed with {{kick}}. He dashes farther when the move is performed with {{HP}} or {{HK}}.}}
 +
{{MoveListRow | Turn Punch | Hold {{LP}}+{{HP}} or {{LK}}+{{HK}}, then release | Balrog turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Crazy Buffalo | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Balrog performs a series of five dashes and punches. He performs uppercuts if the player holds {{kick}}. The move covers more horizontal distance at higher levels.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Raiden
 +
| image=Capcom vs SNK, Character Art, Capcom, Raiden.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Raiden.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Fatal Fury''
 +
| desc=Raiden is a heel pro wrestler known for his ruthlessness in the ring.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Poison Spray | {{HCB}} {{punch}} | Raiden blows a poisonous mist in front of him, which knocks his opponent over on impact. He blows for longer when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Giant Bomb | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Raiden charges forward with a shoulder tackle, which knocks his opponent over on impact. He charges further when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Super Drop Kick | Hold {{kick}}, then release | Raiden jumps forward with a dropkick, which knocks his opponent over on impact.}}
 +
{{MoveListRow | Thunder Crush Bomb | D-Pad in a 360° rotation, then {{kick}} (close) | Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground. He jumps higher when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Raiden Combination/Body Blow | {{RDP}} {{punch}} | Raiden steps forward with a body blow. He steps slightly further when the move is performed with {{HP}}. It can be followed up with a headbutt by pressing {{QCB}} {{punch}} or a front suplex by pressing {{QCB}} {{kick}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Body Press | {{down}}+{{HP}} while jumping diagonally | Raiden drops with a body press.}}
 +
{{MoveListRow | Bear Stomp | {{downright}}+{{HK}} (close) | Raiden stomps his opponent's feet.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Destruction Drop | D-Pad in a 360° rotation twice, then {{punch}} (close) | Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground, finishing by doing a diving drop on top of them. He does two powerbombs at level 2 and three powerbombs at level 3.}}
 +
{{MoveListRow | Flame Breath | {{HCB}} {{HCB}} {{punch}} | Raiden blows an inferno in front of him. He blows for longer at higher levels.}}
 +
}}
 +
{{hr}}
 +
Both forms are inspired by his appearance in ''[[Fatal Fury Special]]'' (as Big Bear). His Extra form swaps the Raiden Combination/Body Blow move for the Jumping Lariat Drop and the Flame Breath super move for Crazy Train.
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Poison Spray | {{HCB}} {{punch}} | Raiden blows a poisonous mist in front of him, which knocks his opponent over on impact. He blows for longer when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Giant Bomb | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Raiden charges forward with a shoulder tackle, which knocks his opponent over on impact. He charges further when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Super Drop Kick | Hold {{kick}}, then release | Raiden jumps forward with a dropkick, which knocks his opponent over on impact.}}
 +
{{MoveListRow | Thunder Crush Bomb | D-Pad in a 360° rotation, then {{kick}} (close) | Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground.}}
 +
{{MoveListRow | Jumping Lariat Drop | {{DPF}} {{punch}} | Raiden leaps forward with crooked arm lariat that takes his opponent down if it connects. He leaps farther if the move is performed with {{HP}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Body Press | {{down}}+{{HP}} while jumping diagonally | Raiden drops with a body press.}}
 +
{{MoveListRow | Bear Stomp | {{downright}}+{{HK}} (close) | Raiden stomps his opponent's feet.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Destruction Drop | D-Pad in a 360° rotation twice, then {{punch}} (close) | Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground, finishing by doing a diving drop on top of them. He does two powerbombs at level 2 and three powerbombs at level 3.}}
 +
{{MoveListRow | Crazy Train | {{QCF}} {{QCF}} {{punch}} | Raiden performs a combination of moves, ending with a shoulder ram.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Kim Kaphwan
 +
| image=Capcom vs SNK, Character Art, Capcom, Kim Kaphwan.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Kim Kaphwan.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Fatal Fury 2''
 +
| desc=Kim is a Korean taekwondo master with a strong sense of justice.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Han Getsu Zan | {{QCB}} {{kick}} | Kim flips forward with a semicircular split-leg kick, which can hit with the heel of each leg. The move covers a wider arc when it is performed with {{HK}}.}}
 +
{{MoveListRow | Hien Zan | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Kim flips backward, slicing through the air with a circular kick, which knocks down his opponent on impact. When the move is performed with {{HK}}, he ascends higher, and it can be followed up with another kick (Tenshou Zan) by pressing {{down}}+{{HK}}.}}
 +
{{MoveListRow | Hishou Kyaku | {{QCF}} {{kick}} in midair | Kim dives diagonally downward while stomping repeatedly.}}
 +
{{MoveListRow | Haki Kyaku | {{down}} {{down}} {{kick}} | Kim stomps the ground, hitting opponents in front of him. This move can neutralize ground projectiles.}}
 +
{{MoveListRow | Stance Change | Hold {{HK}} after {{HK}} or Neri Chagi | Kim changes his stance to face the background. He cannot move while in this stance, and releasing {{HK}} returns him to his normal stance. While holding this stance, he can perform a jumping side kick with {{left}}+{{LP}}, {{LP}}, or {{right}}+{{LP}}, an axe kick that can hit opponents who are crouch blocking with {{HP}}, or a side kick that knocks his opponent over with {{LK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Neri Chagi | {{right}}+{{LK}} | Kim lifts his leg high and comes down with an axe kick, which hits up to two times. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Hou'ou Kyaku | {{QCB}} {{downleft}} {{right}} {{kick}} | Kim performs a series of rapid kicks, then kicks the opponent into the air and finishes with a backflip kick (or multiple backflip kicks at higher levels).}}
 +
{{MoveListRow | Hou'ou Tenbu Kyaku | {{down}} {{downright}} {{HCB}} {{kick}} in midair | Kim dives diagonally downward with a stomp, then flips in circles while kicking, ending with a side kick in midair.}}
 +
}}
 +
{{hr}}
 +
His Extra form exchanges the Hien Zan and Stance Change abilities for the Kuusa Jin (first seen in ''[[Real Bout Fatal Fury]]'') and the Hou'ou Tenbu Kyaku super move for the Hou'ou Hiten Kyaku.
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Han Getsu Zan | {{QCB}} {{kick}} | Kim flips forward with a semicircular split-leg kick, which can hit with the heel of each leg. The move covers a wider arc when it is performed with {{HK}}.}}
 +
{{MoveListRow | Kuusa Jin | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Kim spins diagonally upward while kicking, knocking his opponent into the air. He ascends higher and hits an additional time when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Hishou Kyaku | {{QCF}} {{kick}} in midair | Kim dives diagonally downward while stomping repeatedly.}}
 +
{{MoveListRow | Haki Kyaku | {{down}} {{down}} {{kick}} | Kim stomps the ground, hitting opponents in front of him. This move can neutralize ground projectiles.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Neri Chagi | {{right}}+{{LK}} | Kim lifts his leg high and comes down with an axe kick, which hits up to two times. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Hou'ou Kyaku | {{QCB}} {{downleft}} {{right}} {{kick}} | Kim performs a series of rapid kicks, then kicks the opponent into the air and finishes with a backflip kick (or multiple backflip kicks at higher levels).}}
 +
{{MoveListRow | Hou'ou Hiten Kyaku | {{QCF}} {{QCF}} {{kick}} | Kim hits with a high roundhouse kick that knocks his opponent into the air.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Ryo Sakazaki
 +
| image=Capcom vs SNK, Character Art, Capcom, Ryo Sakazaki.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Ryo Sakazaki.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Art of Fighting''
 +
| desc=Ryo is a practitioner of Kyokugen-ryuu, a style of karate created by his father.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Ko'ou Ken | {{QCF}} {{punch}} | Ryo hurls a fireball from his palm. The projectile moves faster and knocks the opponent over when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Kohou | {{DPF}} {{punch}} | Ryo jumps into the air while performing an uppercut, which knocks down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Zanransetsu | {{right}} {{left}} {{right}} {{punch}} | Ryo pummels his opponent with a blur of rapid punches, then uppercuts the opponent away.}}
 +
{{MoveListRow | Hien Shippu Kyaku | Hold {{downleft}} for 2 seconds, then {{right}}+{{kick}} | Ryo leaps ahead with a flying kick followed by a spinning heel kick, which knocks down his opponent on impact. He leaps further when the move is performed with {{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Hyouchuu Wari | {{right}}+{{LP}} | Ryo draws his arm back, then chops his hand down to the ground. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Ryo channels and throws a large fireball from both hands. The projectile is larger at higher levels.}}
 +
{{MoveListRow | Ryuuko Ranbu | {{down}} {{downright}} {{HCB}} {{punch}} | Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a Kohou. He rushes further at higher levels, and he performs a second Kohou in midair at levels 2 and 3.}}
 +
}}
 +
{{hr}}
 +
His Normal form is based on his original appearance in ''[[Art of Fighting]]'', while his Extra form adopts a moveset more closely inspired by his moves in ''[[The King of Fighters '97]]''. He loses the Zanransetsu but gains the Mouko Raijin Setsu and Kyokugen Ryu Ranbu Ken abilities and the Tenchi Haoh Ken super move.
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Ko'ou Ken | {{QCF}} {{punch}} | Ryo hurls a fireball from his palm. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Kohou | {{DPF}} {{punch}} | Ryo jumps into the air while performing an uppercut, which knocks down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Mouko Raijin Setsu | {{RDP}} {{punch}} | Ryo leaps forward with a hand chop that knocks down his opponent on impact. He leaps further when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Hien Shippu Kyaku | Hold {{downleft}} for 2 seconds, then {{right}}+{{kick}} | Ryo leaps ahead with a flying kick followed by a spinning heel kick, which knocks down his opponent on impact. He leaps further when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Kyokugen Ryu Ranbu Ken | {{HCB}} {{punch}} (close) | Ryo swings a punch with each hand, then knocks his opponent over with a rising uppercut.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Hyouchuu Wari | {{right}}+{{LP}} | Ryo draws his arm back, then chops his hand down to the ground. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Ryo channels and throws a large fireball from both hands. The projectile is larger and moves faster at higher levels.}}
 +
{{MoveListRow | Ryuuko Ranbu | {{down}} {{downright}} {{HCB}} {{punch}} | Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a Kohou. He rushes further at higher levels, and he performs a second Kohou in midair at levels 2 and 3.}}
 +
{{MoveListRow | Tenchi Haoh Ken | {{QCF}} {{QCF}} {{punch}} (at max level) | Ryo performs a straight punch that sends his opponent flying away. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Terry Bogard
 +
| image=Capcom vs SNK, Character Art, Capcom, Terry Bogard.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Terry Bogard.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Fatal Fury''
 +
| desc=Terry is a young American fighter who learned various fighting techniques from his father.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Burn Knuckle | {{QCB}} {{punch}} | Terry leaps forward with a burning fist, which knocks down his opponent on impact. He leaps farther when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Power Wave | {{QCF}} {{punch}} | Terry punches the ground, causing a wave of energy to roll across the floor. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Rising Tackle | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Terry spins into the air while upside down and holding an arm out, which knocks his opponent over on impact. He ascends higher and hits multiple times when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Crack Shoot | {{QCB}} {{kick}} | Terry jumps forward while kicking in a circle. The move covers a wider arc when it is performed with {{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Rising Upper | {{downright}}+{{HP}} | Terry does an uppercut.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Power Geyser | {{QCF}} {{downleft}} {{right}} {{punch}} | Terry punches the ground, causing a geyser of energy to erupt from the ground in front of him. He punches the ground again to create a second geyser at level 2 and a third time for a third geyser at level 3.}}
 +
{{MoveListRow | Buster Wolf | {{QCF}} {{QCF}} {{kick}} | Terry leaps forward with a burning fist. If it connects, he punches ahead, causing a large explosion around him. He rushes further at higher levels.}}
 +
}}
 +
{{hr}}
 +
Both forms are nearly identical, but the Extra form removes the Rising Tackle and replaces it with the Power Dunk.
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Burn Knuckle | {{QCB}} {{punch}} | Terry leaps forward with a burning fist, which knocks down his opponent on impact. He leaps farther when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Power Wave | {{QCF}} {{punch}} | Terry punches the ground, causing a wave of energy to roll across the floor. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Power Dunk | {{DPF}} {{kick}} | Terry rises into the air with a knee strike, then smashes downward with a burning fist at the peak of the jump that knocks his opponent to the ground. He launches higher into the air when the move performed is with {{HK}}.}}
 +
{{MoveListRow | Crack Shot | {{QCB}} {{kick}} | Terry jumps forward while kicking in a circle. The move covers a wider arc when it is performed with {{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Rising Upper | {{downright}}+{{HP}} | Terry does an uppercut.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Power Geyser | {{QCF}} {{downleft}} {{right}} {{punch}} | Terry punches the ground, causing a geyser of energy to erupt from the ground in front of him. He punches the ground again to create a second geyser at level 2 and a third time for a third geyser at level 3.}}
 +
{{MoveListRow | Buster Wolf | {{QCF}} {{QCF}} {{kick}} | Terry leaps forward with a burning fist. If it connects, he punches ahead, causing a large explosion around him. He rushes further at higher levels.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Mai Shiranui
 +
| image=Capcom vs SNK, Character Art, Capcom, Mai Shiranui.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Mai Shiranui.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Fatal Fury 2''
 +
| desc=Mai is a kunoichi who was trained in her family's ninjutsu arts.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Ka Chou Sen | {{QCF}} {{punch}} | Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Ryuu En Bu | {{QCB}} {{punch}} | Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact. This move can neutralize projectiles. The move can hit two times when it is performed with {{HP}}.}}
 +
{{MoveListRow | Hissatsu Shinobi Bachi | {{HCF}} {{kick}} | Mai performs a cartwheel, then drops to the ground with an elbow strike that knocks her opponent over. The move travels more distance when it is performed with {{HK}}.}}
 +
{{MoveListRow | Musasabi no Mai (Chijou) | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Mai jumps to the back edge of the screen, then dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with {{HP}}.}}
 +
{{MoveListRow | Musasabi no Mai (Kuuchuu) | {{QCB}} {{punch}} in midair | Mai dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with {{HP}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Mai can jump off the edges of the screen.}}
 +
{{MoveListRow | Fan Strike | {{right}}+{{HP}} | Mai stabs her folded fan upward into the air.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Chou Hissatu Shinobibachi | {{down}} {{downleft}} {{HCF}} {{kick}} | Mai does a cartwheel kick, then flies through the air with an elbow strike while flames radiate from her body.}}
 +
{{MoveListRow | Beni Suzaku | {{QCB}} {{QCB}} {{punch}} in midair | Mai dives diagonally downward while her body is engulfed in flames.}}
 +
}}
 +
{{hr}}
 +
Her Extra form switches the Hissatsu Shinobi Bachi special move for the Kagero no Mai (first seen in ''[[Real Bout Fatal Fury]]'') and the Beni Suzaku super move for the Mizutori no Mai (from ''[[The King of Fighters '97]]'').
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Ka Chou Sen | {{QCF}} {{punch}} | Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Ryuu En Bu | {{QCB}} {{punch}} | Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact. This move can neutralize projectiles. The move can hit two times when it is performed with {{HP}}.}}
 +
{{MoveListRow | Musasabi no Mai (Chijou) | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Mai jumps to the back edge of the screen, then dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with {{HP}}.}}
 +
{{MoveListRow | Musasabi no Mai (Kuuchuu) | {{QCB}} {{punch}} in midair | Mai dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with {{HP}}.}}
 +
{{MoveListRow | Kagero no Mai | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Mai clasps her hands, then she is enveloped in a tall cone of flame.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Mai can jump off the edges of the screen.}}
 +
{{MoveListRow | Fan Strike | {{right}}+{{HP}} | Mai stabs her folded fan upward into the air.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Chou Hissatu Shinobibachi | {{down}} {{downleft}} {{HCF}} {{kick}} | Mai does a cartwheel kick, then flies through the air with an elbow strike while flames radiate from her body.}}
 +
{{MoveListRow | Mizutori no Mai | {{QCF}} {{QCF}} {{punch}} | Mai throws three folding fans at her opponent. The fans are flaming at levels 2 and 3.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Iori Yagami
 +
| image=Capcom vs SNK, Character Art, Capcom, Iori Yagami.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Iori Yagami.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''The King of Fighters '95''
 +
| desc=Iori is the heir to the Yagami clan, which sealed away the snake demon Orochi along with the Kusanagi and Yata clans. He can create fire, which is purple because of the blood pact his clan made with Orochi hundreds of years ago. He has an intense dislike of Kyo because of the longstanding feud between their clans.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | 108 Shiki Yami Barai | {{QCF}} {{punch}} | Iori throws fiery purple sparks across the ground. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | 127 Shiki Aoi Hana | {{QCB}} {{punch}} (up to 3 times) | Iori advances with an uppercut. The motion can be repeated up to three times, in which case he follows up with an additional uppercut that knocks his opponent into the air, then jumps and comes down with a double axe-handle punch on the falling opponent. He advances slightly further when a stronger button is used.}}
 +
{{MoveListRow | 100 Shiki Oniyaki | {{DPF}} {{punch}} | Iori twirls into the air while surrounded in a streak of purple fire, which knocks down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}}
 +
{{MoveListRow | 212 Shiki Kototsuki In | {{HCB}} {{kick}} | Iori runs forward and tries to grab his opponent by the head. If he succeeds, he takes the opponent down, then causes an explosion of purple fire. He runs further when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Kuzukaze | {{HCB}} {{right}} {{punch}} (close) | Iori grabs and shoves his opponent away.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Ge Shiki Gou Fu In Shinigami | {{right}}+{{LK}} | Iori pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.}}
 +
{{MoveListRow | Ge Shiki Yuri Ori | {{left}}+{{LK}} in midair | Iori kicks behind him.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Kin 1211 Shiki Ya Otome | {{down}} {{downright}} {{HCB}} {{punch}} | Iori dashes forward and performs a series of hand strikes, ending by grabbing the opponent and creating an explosion of purple fire. He dashes further at higher levels.}}
 +
{{MoveListRow | Ura 108 Shiki Ya Sakazuki | {{down}} {{downleft}} {{HCF}} {{punch}} | Iori throws fiery purple sparks that slide along the ground, then explode in a pillar of purple fire. If it hits, the opponent is trapped in a stasis effect until knocked out of it. The projectile explodes into four successive pillars at level 2 and eight successive pillars at level 3.}}
 +
}}
 
}}
 
}}
{{InfoRow|
+
{{InfoFighter|
| title=Ken Masters (''Street Fighter'')
+
| name=Kyo Kusanagi
| sprite=
+
| image=Capcom vs SNK, Character Art, Capcom, Kyo Kusanagi.jpg
| desc=
+
| sprite={{sprite | Capcom vs SNK, Sprites, Kyo Kusanagi.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''The King of Fighters '94''
 +
| desc=Kyo is the heir to the Kusanagi clan, which sealed away the snake demon Orochi along with the Yagami and Yata clans. He is one of the last members of his clan who can still create fire.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | 114 Shiki: Aragami | {{QCF}} {{LP}} | Kyo lunges forward with an explosive hook punch using his following arm. This move can neutralize projectiles. While the move is being performed, it can be followed up by a fiery uppercut (128 Shiki: Kono Kizu) with {{QCF}} {{punch}} or an elbow smash (127 Shiki: Yano Sabi) with {{HCB}} {{punch}}. The follow-up move can be followed up with an elbow smash (127 Shiki: Yano Sabi, after 128 Shiki: Kono Kizu) or a downward punch (Ge Shiki: Migiri Ugachi, after 127 Shiki: Yano Sabi) with {{punch}} or a side kick (125 Shiki: Nanase) with {{kick}}.}}
 +
{{MoveListRow | 100 Shiki Oni Yaki | {{DPF}} {{punch}} | Kyo twirls into the air while surrounded in a streak of red fire, which knocks down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}}
 +
{{MoveListRow | 202 Shiki Koto Tsuki You | {{HCB}} {{kick}} | Kyo runs into his opponent with an elbow strike, then lifts the opponent into the air with his hand and causes an explosion of red fire. He runs further when the move is performed with {{HK}}.}}
 +
{{MoveListRow | R.E.D. Kick | {{RDP}} {{kick}} | Kyo rolls through the air with a kick that knocks his opponent to the ground on impact. The move covers more horizontal distance when it is performed with {{HK}}.}}
 
}}
 
}}
{{InfoRow|
+
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
| title=Chun-Li (''Street Fighter II'')
+
{{MoveListRow | Ge Shiki Naraku Otoshi | {{down}}+{{HP}} in midair | Kyo clasps his hands together and swings them down like a hammer, which knocks down opponents on impact.}}
| sprite=
+
{{MoveListRow | Ge Shiki Gou Fu You | {{right}}+{{LK}} | Kyo pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.}}
| desc=
+
{{MoveListRow | 88 Shiki | {{downright}}+{{HK}} | Kyo kicks twice while crouched.}}
 
}}
 
}}
{{InfoRow|
+
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
| title=Guile (''Street Fighter II'')
+
{{MoveListRow | Ura 108 Shiki Orochi Nagi | {{down}} {{downleft}} {{HCF}} {{punch}} | Kyo holds a hand into the air and foments a flame while {{punch}} is held. When the button is released, he swipes his hand down, igniting the air around him, and slides forward while surrounded in flames.}}
| sprite=
+
{{MoveListRow | Saishuu Kessen Ougi "Mu Shiki" | {{QCF}} {{QCF}} {{punch}} | Kyo ignites his hand and throws a burst of fire onto the ground. He steps through the fire, setting himself ablaze, and performs several rapid punches. He finishes by twirling into the air while surrounded in a streak of red fire at level 3.}}
| desc=
 
 
}}
 
}}
{{InfoRow|
+
{{hr}}
| title=Zangief (''Street Fighter II'')
+
His Normal form is based on his reworked moveset in ''[[The King of Fighters '96]]'', while his Extra form is based on his original moveset from ''The King of Fighters '94'' and ''[[The King of Fighters '95]]''.
| sprite=
+
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
| desc=
+
{{MoveListRow | 108 Shiki Yami Barai | {{QCF}} {{punch}} | Kyo throws fiery red sparks across the ground. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | 100 Shiki Oni Yaki | {{DPF}} {{punch}} | Kyo twirls into the air while surrounded in a streak of red fire, which knocks down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}}
 +
{{MoveListRow | 101 Shiki Oboro Guruma | {{RDP}} {{kick}} | Kyo flies through the air with a spinning back kick, which knocks down his opponent on impact. He kicks once when the move is performed with {{LK}} and three times when the move is performed with {{HK}}.}}
 +
{{MoveListRow | 75 Shiki Kai | {{QCF}} {{kick}} | Kyo hops forward with a front kick that knocks his opponent over. He hops further when the move is performed with {{HK}}. The move can be followed up with an additional kick by pressing {{kick}} again after kicking the opponent into the air.}}
 +
{{MoveListRow | 202 Shiki Koto Tsuki You | {{HCB}} {{kick}} | Kyo runs into his opponent with an elbow strike, then lifts the opponent into the air with his hand and causes an explosion of red fire. He runs further when the move is performed with {{HK}}.}}
 
}}
 
}}
{{InfoRow|
+
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
| title=Edmond Honda (''Street Fighter II'')
+
{{MoveListRow | Ge Shiki Naraku Otoshi | {{down}}+{{HP}} in midair | Kyo clasps his hands together and swings them down like a hammer, which knocks down opponents on impact.}}
| sprite=
+
{{MoveListRow | Ge Shiki Gou Fu You | {{right}}+{{LK}} | Kyo pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.}}
| desc=
+
{{MoveListRow | 88 Shiki | {{downright}}+{{HK}} | Kyo kicks twice while crouched.}}
 
}}
 
}}
{{InfoRow|
+
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
| title=Balrog (''Street Fighter II'')
+
{{MoveListRow | Ura 108 Shiki Orochi Nagi | {{down}} {{downleft}} {{HCF}} {{punch}} | Kyo holds a hand into the air and foments a flame while {{punch}} is held. When the button is released, he swipes his hand down, igniting the air around him, and slides forward while surrounded in flames.}}
| sprite=
 
| desc=
 
 
}}
 
}}
{{InfoRow|
 
| title=Kyo Kusanagi (''The King of Fighters '94'')
 
| sprite=
 
| desc=
 
 
}}
 
}}
{{InfoRow|
+
{{InfoFighter|
| title=Iori Yagami (''[[The King of Fighters '95]]'')
+
| name=Morrigan Aensland
| sprite=
+
| image=Capcom vs SNK, Character Art, SNK, Morrigan Aensland.jpg
| desc=
+
| sprite={{sprite | Vampire Savior, Sprites, Morrigan.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Darkstalkers''
 +
| desc=Morrigan is a succubus who is obsessed with the human world. She is a secret character who can be unlocked in the Dreamcast version by first purchasing "The Challenger from the Dark Realm" from the Secret Shop (which becomes available after beating the game with every Capcom character). Morrigan then appears as a secret challenger in the Arcade Mode if the player earns at least 60 Groove Points before the fourth opponent when playing on the Capcom groove. If she is defeated and the player has purchased all of the Capcom Extra characters, she becomes available for purchase in the Secret Shop.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Soul Fist | {{QCF}} {{punch}} | Morrigan shoots a flying bat projectile across the screen. If performed in midair, she shoots the projectile diagonally downward. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Shadow Blade | {{DPF}} {{punch}} | Morrigan rises into the air while uppercutting her opponent by using one of her wings as a blade, knocking down her opponent on impact. She ascends higher when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Vector Drain | {{HCB}} {{punch}} (close) | Morrigan transforms her wings into a jetpack and flies into the air with her opponent before driving them into the ground.}}
 
}}
 
}}
{{InfoRow|
+
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
| title=Mai Shiranui (''[[Fatal Fury 2]]'')
+
{{MoveListRow | Shell Kick | {{down}}+{{LK}} while jumping diagonally | Morrigan falls prone while her wings wrap around her legs in a pointed cone.}}
| sprite=
+
{{MoveListRow | Spear Thrust | {{right}}+{{HP}} | Morrigan transforms her wings into many spears and thrusts them forward.}}
| desc=
+
{{MoveListRow | Rising Kick | {{right}}+{{HK}} | Morrigan kicks high into the air.}}
 +
{{MoveListRow | Mysterious Arc | {{downright}}+{{HP}} | Morrigan spins and whips her wings around while crouched.}}
 +
{{MoveListRow | Sweep Kick | {{downright}}+{{HK}} | Morrigan hovers prone while spinning her legs around in a circle.}}
 
}}
 
}}
{{InfoRow|
+
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
| title=Terry Bogard (''[[Fatal Fury]]'')
+
{{MoveListRow | Cardinal Blade | {{QCF}} {{QCF}} {{punch}} | Morrigan rises into the air while uppercutting her opponent by using one of her wings as a blade, which can hit her opponent multiple times.}}
| sprite=
+
{{MoveListRow | Valkyrie Turn | {{HCB}} {{kick}} | Morrigan flies off the screen, then flies back in. If the player presses {{kick}}, she attacks with her Shell Kick move. This move can be performed in midair.}}
| desc=
+
{{MoveListRow | Darkness Illusion | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (half screen away or closer, at max level) | Morrigan transforms her wings into a jetpack and flies toward her opponent, then performs a series of attacks with a duplicate of herself. This move can be performed in midair. The power gauge must be at level 3 to perform this move.}}
 
}}
 
}}
{{InfoRow|
 
| title=Raiden (''[[Fatal Fury]]'')
 
| sprite=
 
| desc=
 
 
}}
 
}}
{{InfoRow|
+
{{InfoFighter|
| title=Kim Kaphwan (''[[Fatal Fury 2]]'')
+
| name=Nakoruru
| sprite=
+
| image=Capcom vs SNK, Character Art, Capcom, Nakoruru.jpg
| desc=
+
| sprite={{sprite | Capcom vs SNK, Sprites, Nakoruru.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Samurai Shodown''
 +
| desc=Nakoruru is a young girl who is a guardian of nature. She fights with her hawk Mamahaha. She is a secret character who can be unlocked in the Dreamcast version by first purchasing "The Messenger of Nature" from the Secret Shop (which becomes available after beating the game with every SNK character). Nakoruru then appears as a secret challenger in the Arcade Mode if the player earns at least 60 Groove Points before the fourth opponent when playing on the SNK groove. If she is defeated and the player has purchased all of the SNK Extra characters, she becomes available for purchase in the Secret Shop.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Annu Mutsube | {{QCBD}} {{punch}} | Nakoruru flies along the ground while holding her kodachi in front of her, which knocks over and slides to the other side of her opponent. She flies further when the move is performed with {{HP}}. This attack must be blocked crouching. It can pass under many projectiles.}}
 +
{{MoveListRow | Lela Mutsube | {{QCF}} {{punch}} | Nakoruru flies diagonally upwards while holding her kodachi in front of her, which knocks her opponent over on impact. She flies further forward when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Amube Yatoro | {{HCB}} {{punch}} | Nakoruru calls her hawk Mamahaha to strike her opponent from above with a dive attack, which knocks her opponent over on impact. Mamahaha dives downward at a wider angle when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Shichikapu Etu Brute | {{HCF}} {{kick}} | Nakoruru calls her hawk Mamahaha to strike her opponent from above with a pecking attack. Mamahaha pecks twice when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Mamahaha ni Tsukamaru | {{QCB}} {{kick}} | Nakoruru leaps into the air to be carried by her hawk Mamahaha for a limited duration. While in flight, Nakoruru can move in any direction using the D-Pad, attack with {{punch}} or {{LK}}, or fall to the ground with {{HK}}.}}
 +
{{MoveListRow | Kamui Mutsube | {{QCB}} {{punch}} while carried by Mamahaha | Nakoruru dives diagonally downwards while holding her kodachi out, which knocks her opponent over on impact. Nakoruru dives downward at a wider angle when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Shichikapu Ai | {{QCF}} {{punch}} while carried by Mamahaha | Mamahaha charges downward and stabs the opponent with her beak while engulfed in flames, which knocks the opponent over on impact. Mamahaha dives downward at a wider angle when the move is performed with {{HP}}.}}
 
}}
 
}}
{{InfoRow|
+
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
| title=Ryo Sakazaki (''[[Art of Fighting]]'')
+
{{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Nakoruru can jump off the edges of the screen.}}
| sprite=
+
{{MoveListRow | Rolling Slash | {{downright}}+{{HP}} | Nakoruru rolls along the ground in a ball while slashing her kodachi around her.}}
| desc=
 
 
}}
 
}}
{{InfoRow|
+
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
| title=Morrigan Aensland (''Darkstalkers: The Night Warriors'') (unlockable)
+
{{MoveListRow | Shichikapu Kamui Irushika | {{HCB}} {{HCB}} {{punch}} | Nakoruru calls Mamahaha to charge across the screen.}}
| sprite=
+
{{MoveListRow | Shirikoro Kamui Nomi | {{QCF}} {{QCF}} {{kick}} (at max level) | Nakoruru is surrounded by a pillar of light and restores lost vitality. The move can be canceled by pressing {{LP}}+{{HP}} or {{LK}}+{{HK}}, and it can also be interrupted by the opponent by attacking Nakoruru. The power gauge must be at level 3 to perform this move.}}
| desc=Morrigan continues an infamous tradition in 2D Capcom fighting games by using in-game sprites that date back to 1994's ''Darkstalkers: The Night Warriors'', with no tweaking to take into account the different art style.
 
 
}}
 
}}
{{InfoRow|
 
| title=Nakoruru (''[[Samurai Shodown]]'') (unlockable)
 
| sprite=
 
| desc=
 
 
}}
 
}}
 
}}
 
}}
 
 
====Ratio 3====
 
====Ratio 3====
{{InfoTable|
+
{{InfoTable|imagewidths=200|
{{InfoRow|
+
{{InfoFighter|
| title=Vega (''Street Fighter II'')
+
| name=M. Bison (Vega)
| sprite=
+
| image=Capcom vs SNK, Character Art, SNK, M Bison.jpg
| desc=
+
| sprite={{sprite | Capcom vs SNK, Sprites, M Bison.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Street Fighter II''
 +
| desc=M. Bison is the shadowy leader of the international crime syndicate Shadaloo. He is motivated solely by his lust for world domination and fights using a dark psychotic energy known as "Psycho Power." He is the final boss of the game in the SNK groove.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Psycho Vanish | {{DPF}} {{punch}} | M. Bison swings a hand down while it is infused with psycho power. This move can neutralize projectiles.}}
 +
{{MoveListRow | Psycho Impact | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | M. Bison rushes forward, then knocks his opponent down with a punch infused with psycho power. He rushes further and precedes the knockdown with an additional hand swipe when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Double Knee Press | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | M. Bison leaps forward while kicking down with each leg, which knocks down his opponent on impact. The move covers more horizontal distance when it is performed with {{HK}}.}}
 +
{{MoveListRow | Head Press | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | M. Bison flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing {{punch}}, which can be aimed with {{left}} and {{right}}.}}
 +
{{MoveListRow | Skull Diver | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | M. Bison flies into the air toward his opponent. This move can be followed by {{punch}} to dive his opponent with a fist infused with psycho power, which can be aimed with {{left}} and {{right}}.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Knee Press Nightmare | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | M. Bison does two consecutive Double Knee Press maneuvers. He finishes with a sliding sweep at level 2 and a backflip kick and a dropkick at level 3.}}
 +
{{MoveListRow | Heartbreak Despair | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | M. Bison spirals toward his opponent while infused with psycho energy, then throws the opponent after hitting. The move travels further at higher levels.}}
 +
}}
 +
{{hr}}
 +
His Extra form is based on his appearance in ''[[Super Street Fighter II Turbo]]''. He loses the Psycho Vanish and Psycho Impact abilities but regains the Psycho Crusher.
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Psycho Crusher | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | M. Bison spirals toward his opponent while infused with psycho energy, which knocks down his opponent on impact. He travels further when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Double Knee Press | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | M. Bison leaps forward while kicking down with each leg, which knocks down his opponent on impact. The move covers more horizontal distance when it is performed with {{HK}}.}}
 +
{{MoveListRow | Head Press | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | M. Bison flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing {{punch}}, which can be aimed with {{left}} and {{right}}.}}
 +
{{MoveListRow | Devil Reverse | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | M. Bison flies into the air toward his opponent. This move can be followed by {{punch}} to dive his opponent with a fist infused with psycho power, which can be aimed with {{left}} and {{right}}.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Knee Press Nightmare | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | M. Bison does two consecutive Double Knee Press maneuvers. He finishes with a sliding sweep at level 2 and a backflip kick and a dropkick at level 3.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Sagat
 +
| image=Capcom vs SNK, Character Art, SNK, Sagat.jpg
 +
| sprite={{sprite | Street Fighter Alpha 2, Sprites, Sagat.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Street Fighter''
 +
| desc=Sagat is a Muay Thai master from Thailand who bears a long scar on his chest from a fated fight with Ryu.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Tiger Shot | {{QCF}} {{punch}} or {{kick}} | Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with {{punch}}, he shoots a high shot while standing; if performed with {{kick}}, he shoots a low shot while kneeling. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Tiger Uppercut | {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when it is performed with {{HP}}.}}
 +
{{MoveListRow | Tiger Crush | {{DPF}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Tiger Genocide | {{QCF}} {{QCF}} {{kick}} | Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Uppercut. He does an additional Tiger Uppercut at level 3.}}
 +
{{MoveListRow | Tiger Raid | {{QCB}} {{QCB}} {{kick}} | Sagat performs a barrage of kicks, finishing with a flying side kick.}}
 +
}}
 +
{{hr}}
 +
His Extra form changes the button combination for the Tiger Crush back to its original motion in ''Street Fighter II'' and replaces the super moves with the Tiger Cannon from ''[[Street Fighter Alpha]]'' (which can now be shot high or low).
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Tiger Shot | {{QCF}} {{punch}} or {{kick}} | Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with {{punch}}, he shoots a high shot while standing; if performed with {{kick}}, he shoots a low shot while kneeling. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Tiger Uppercut | {{DPF}} {{punch}} | Sagat jumps into the air with a flying uppercut, hitting up to two times and knocking his opponent over. He ascends higher when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Tiger Crush | {{QCF}} {{upright}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Tiger Cannon | {{QCF}} {{QCF}} {{punch}} or {{kick}} | Sagat fires a large Tiger Shot that can hit multiple times. If performed with {{punch}}, he shoots a high shot while standing; if performed with {{kick}}, he shoots a low shot while kneeling.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Vega (Balrog)
 +
| image=Capcom vs SNK, Character Art, SNK, Vega.jpg
 +
| sprite={{sprite | Street Fighter Zero 3, Sprites, Balrog.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Street Fighter II''
 +
| desc=Vega is a narcissistic Spanish bullfighter who works for M. Bison and fights with a clawed hand.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Rolling Crystal Flash | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Vega rolls along the ground, ending with a claw thrust. He rolls further when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Sky High Claw | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Vega jumps to the edge of the screen and then thrusts himself forward while stabbing with his claw. He thrusts straight ahead when the move is performed with {{LP}} and at a slight angle downward when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Flying Barcelona Attack | Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{punch}} | Vega jumps to the edge of the screen. If the player presses {{punch}} while he is airborne, Vega dives onto his opponent with his arms spread, which knocks his opponent down on impact.}}
 +
{{MoveListRow | Izuna Drop | Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{left}}+{{punch}} or {{right}}+{{punch}} | Vega jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex if the player presses {{left}}+{{punch}} or {{right}}+{{punch}} when near the opponent.}}
 +
{{MoveListRow | Backslash | {{LP}}+{{HP}} or {{LK}}+{{HK}} | Vega performs a backflip. He does a full backflip with {{LP}}+{{HP}} and half a backflip with {{LK}}+{{HK}}. He is invulnerable while performing this move.}}
 +
{{MoveListRow | Scarlet Terror | Hold {{downleft}} for 2 seconds, then {{right}}+{{kick}} | Vega does a backflip kick into the air, which knocks his opponent over on impact.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Vega can jump off the edges of the screen.}}
 +
{{MoveListRow | Cosmic Smart | {{right}}+{{HK}} | Vega does a leaping turnaround kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Flying Barcelona Special | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}}, then {{punch}} | Vega jumps to the edge of the screen and somersaults back to the ground, which can be followed by a claw dive that hits multiple times with {{punch}}.}}
 +
{{MoveListRow | Rolling Izuna Drop | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}}, then {{left}}+{{punch}} or {{right}}+{{punch}} | Vega jumps to the edge of the screen and somersaults back to the ground, then grabs his opponent and slams them in a series of rolling suplexes.}}
 +
{{MoveListRow | Scarlet Mirage | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Vega advances on his opponent with a series of backflips.}}
 +
{{MoveListRow | Red Impact | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} (close, at max level) | Vega stabs his opponent with his claw, throws them into the air, and impales them with his claw as they land. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
{{hr}}
 +
His Extra form resembles his ''[[Super Street Fighter II]]'' moveset (with his super move from ''[[Super Street Fighter II Turbo]]'').
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Rolling Crystal Flash | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Vega rolls along the ground, ending with a claw thrust. He rolls further when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Sky High Claw | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Vega jumps to the edge of the screen and then thrusts himself forward while stabbing with his claw. He thrusts straight ahead when the move is performed with {{LP}} and at a slight angle downward when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Flying Barcelona Attack | Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{punch}} | Vega jumps to the edge of the screen. If the player presses {{punch}} while he is airborne, Vega dives onto his opponent with his arms spread, which knocks his opponent down on impact.}}
 +
{{MoveListRow | Izuna Drop | Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{left}}+{{punch}} or {{right}}+{{punch}} | Vega jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex.}}
 +
{{MoveListRow | Backslash | {{LP}}+{{HP}} or {{LK}}+{{HK}} | Vega performs a backflip. He does a full backflip with {{LP}}+{{HP}} and half a backflip with {{LK}}+{{HK}}. He is invulnerable while performing this move.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Vega can jump off the edges of the screen.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Rolling Izuna Drop | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}}, then {{left}}+{{punch}} or {{right}}+{{punch}} | Vega jumps to the edge of the screen and somersaults back to the ground, then grabs his opponent and slams them in a series of rolling suplexes.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Ryuji Yamazaki
 +
| image=Capcom vs SNK, Character Art, Capcom, Ryuji Yamazaki.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Ryuji Yamazaki.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Fatal Fury 3''
 +
| desc=Yamazaki is a deadly and insane Japanese mobster who fights with one hand in his pocket.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Sabaki no Aikuchi | {{DPF}} {{punch}} | Yamazaki slides forward and slashes the knife that he conceals in his pocketed hand. He does an additional stab when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Hebi Tsukai Gedan | {{QCB}} {{LP}} | Yamazaki charges his arm. When {{LP}} is released, he performs a fast punch diagonally upwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}}
 +
{{MoveListRow | Hebi Tsukai Uwadan | {{QCB}} {{HP}} | Yamazaki charges his arm. When {{HP}} is released, he performs a fast punch straight ahead. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}}
 +
{{MoveListRow | Hebi Tsukai Chuudan | {{QCB}} {{LK}} | Yamazaki charges his arm. When {{LK}} is released, he performs a fast punch diagonally downwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}}
 +
{{MoveListRow | Bai Gaeshi | {{QCF}} {{punch}} | Yamazaki swings his arm up, which can damage a nearby opponent or absorb a projectile. After a projectile has been absorbed, he immediately throws a fireball back toward the caster.}}
 +
{{MoveListRow | Yakiire | {{DPF}} {{kick}} | Yamazaki does an axe kick that flattens his opponent. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
{{MoveListRow | Sadomazo | {{HCF}} {{kick}} | Yamazaki taunts his opponent. If his opponent attacks him while he is doing this, he counters with a charging punch.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Bussashi | {{right}}+{{LP}} | Yamazaki punches downward. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Guillotine | {{right}} {{HCF}} {{punch}} | Yamazaki leaps forward, coming down with a flaming fist. If it connects, he drags his opponent along the ground with it before throwing them into the air. He stomps the opponent repeatedly before kicking them at level 3.}}
 +
{{MoveListRow | Drill | D-Pad in a 360° rotation, then {{repeat|{{punch}}}} (close) | Yamazaki knocks his opponent into the air, then pummels them with multiple strikes upon landing.}}
 +
}}
 +
{{hr}}
 +
His Normal form resembles his appearance in the ''Fatal Fury'' series, and his Extra form is closer to his appearances in the ''King of Fighters'' games. He has the Suna Kake and Badukan Pachiki abilities instead of Yakiire, and his super moves use different motions.
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Sabaki no Aikuchi | {{DPF}} {{punch}} | Yamazaki slides forward and slashes his knife with his pocketed hand. He does an additional stab when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Hebi Tsukai Gedan | {{QCB}} {{LP}} | Yamazaki charges his arm. When {{LP}} is released, he performs a fast punch diagonally upwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}}
 +
{{MoveListRow | Hebi Tsukai Uwadan | {{QCB}} {{HP}} | Yamazaki charges his arm. When {{HP}} is released, he performs a fast punch straight ahead. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}}
 +
{{MoveListRow | Hebi Tsukai Chuudan | {{QCB}} {{LK}} | Yamazaki charges his arm. When {{LK}} is released, he performs a fast punch diagonally downwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}}
 +
{{MoveListRow | Bai Gaeshi | {{QCF}} {{punch}} | Yamazaki swings his arm up, which can damage a nearby opponent or absorb a projectile. After a projectile has been absorbed, he immediately throws a fireball back toward the caster.}}
 +
{{MoveListRow | Suna Kake | {{DPF}} {{kick}} | Yamazaki kicks up dust from the ground.}}
 +
{{MoveListRow | Sadomazo | {{HCF}} {{kick}} | Yamazaki taunts his opponent. If his opponent attacks him while he is doing this, he counters with a charging punch.}}
 +
{{MoveListRow | Badukan Pachiki | {{HCB}} {{right}} {{punch}} (close) | Yamazaki grabs and hits his opponent with an explosive headbutt.}}
 
}}
 
}}
{{InfoRow|
+
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
| title=Sagat (''Street Fighter'')
+
{{MoveListRow | Bussashi | {{right}}+{{LP}} | Yamazaki punches downward. This is an overhead strike that can hit characters who are crouch blocking.}}
| sprite=
 
| desc=
 
 
}}
 
}}
{{InfoRow|
+
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
| title=M. Bison (''Street Fighter II'')
+
{{MoveListRow | Guillotine | {{QCF}} {{QCF}} {{punch}} | Yamazaki leaps forward, coming down with a flaming fist. If it connects, he drags his opponent along the ground with it before throwing them into the air. He stomps the opponent repeatedly before kicking them at level 3.}}
| sprite=
+
{{MoveListRow | Drill | {{HCB}} {{HCB}} {{repeat|{{punch}}}} (close) | Yamazaki knocks his opponent into the air, then pummels them with multiple strikes upon landing.}}
| desc=
 
 
}}
 
}}
{{InfoRow|
 
| title=Ryuji Yamazaki (''[[Fatal Fury 3]]'')
 
| sprite=
 
| desc=
 
 
}}
 
}}
{{InfoRow|
+
{{InfoFighter|
| title=Rugal Bernstein (''The King of Fighters '94'')
+
| name=Rugal Bernstein
| sprite=
+
| image=Capcom vs SNK, Character Art, Capcom, Rugal Bernstein.jpg
| desc=
+
| sprite={{sprite | Capcom vs SNK, Sprites, Rugal Bernstein.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''The King of Fighters '94''
 +
| desc=Rugal is a cruel and sophisticated crime lord who turns the fighters he defeats into living trophies.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Reppu Ken | {{QCF}} {{punch}} | Rugal sends a violent shockwave across the ground. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Kaiser Wave | {{right}} {{HCF}} {{punch}} | Rugal holds his hands back, then throws a tall fireball across the screen that knocks his opponent over on impact. He can charge the move and increase its damage by holding {{punch}} for longer before releasing it. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Genocide Cutter | {{DPF}} {{kick}} | Rugal jumps in the air with a crescent kick, which knocks his opponent over on impact. He jumps higher when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Dark Barrier | {{HCF}} {{kick}} | Rugal holds his hand out and generates a shield of dark energy. It knocks back opponents that touch it and also reflects projectiles.}}
 +
{{MoveListRow | God Press | {{HCB}} {{punch}} | Rugal charges across the screen, grabbing and slamming the opponent against the wall. He runs farther when the move is performed with {{HP}}.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Gigantic Pressure | {{down}} {{downright}} {{HCB}} {{punch}} | Rugal charges across the screen, tackling the opponent into the wall, which causes a pillar of dark energy to explode. He finishes by tackling the opponent into the opposite wall, causing another pillar of dark energy to explode, at level 3.}}
 +
{{MoveListRow | Total Annihilation | {{QCF}} {{QCF}} {{kick}} | Rugal kicks multiple times quickly, then finishes with a Genocide Cutter. He finishes with a second Genocide Cutter in midair at level 3.}}
 +
}}
 +
{{hr}}
 +
His Normal form resembles his appearance in ''[[The King of Fighters: Dream Match 1999|The King of Fighters '98]]'', and his Extra form is based on his Omega Rugal form in the same game.
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Dark Smash | {{QCF}} {{punch}} | Rugal surrounds himself in an electric sphere, then thrusts it in front of him, knocking his opponent over on impact. He slides forward a short distance when the move is performed with {{HP}}. Rugal falls diagonally downwards with the energy burst when the move is performed in midair.}}
 +
{{MoveListRow | Genocide Cutter | {{DPF}} {{kick}} | Rugal jumps in the air with a crescent kick, which knocks his opponent over on impact. He jumps higher when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Dark Barrier | {{HCF}} {{kick}} | Rugal holds his hand out and generates a shield of dark energy. It knocks back opponents that touch it and also reflects projectiles.}}
 +
{{MoveListRow | Rugal Execution | {{HCB}} {{punch}} | Rugal dashes quickly ahead, then grabs his opponent and lifts them in the air with a glowing hand that explodes.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Gigantic Pressure | {{down}} {{downright}} {{HCB}} {{punch}} | Rugal charges across the screen, tackling the opponent into the wall, which causes a pillar of dark energy to explode. He finishes by tackling the opponent into the opposite wall, causing another pillar of dark energy to explode, at level 3.}}
 +
{{MoveListRow | Total Annihilation | {{QCF}} {{QCF}} {{kick}} | Rugal kicks multiple times quickly, then finishes with a Genocide Cutter. He finishes with a second Genocide Cutter in midair at level 3.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Geese Howard
 +
| image=Capcom vs SNK, Character Art, Capcom, Geese Howard.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Geese Howard.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Fatal Fury''
 +
| desc=Geese is the mafia kingpin of South Town and the nemesis of the Terry Bogard. He is an American who has studied and mastered Japanese fighting techniques. He is the final boss of the game in the Capcom groove.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Reppuu Ken | {{QCF}} {{LP}} | Geese sends a violent shockwave across the ground.}}
 +
{{MoveListRow | Double Reppuu Ken | {{QCF}} {{HP}} | Geese sends two violent shockwaves across the ground.}}
 +
{{MoveListRow | Shippuu Ken | {{QCB}} {{punch}} in midair | Geese throws a fireball a short distance diagonally downward. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Atemi Nage Joudan | {{HCB}} {{LP}} | Geese catches a high or jumping attack from his opponent and counters with a throw.}}
 +
{{MoveListRow | Atemi Nage Chuudan | {{HCB}} {{HP}} | Geese catches a mid attack from his opponent and counters with a throw.}}
 +
{{MoveListRow | Atemi Nage Gedan | {{HCB}} {{LK}} | Geese catches a low or sweep attack from his opponent and counters with a throw.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Forehead Blow | {{right}}+{{HP}} | Geese steps forward with one leg and strikes with a hooked arm, which knocks his opponent over on impact.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Raging Storm | {{downleft}} {{HCB}} {{downright}} {{punch}} | Geese ducks and calls energy spikes around him.}}
 +
{{MoveListRow | Deadly Rave | {{HCB}} {{right}}+{{LK}}, {{LP}} {{LP}} {{LK}} {{LK}} {{HP}} {{HP}} {{HK}} {{HK}}, {{QCB}} {{HP}} | Geese performs a series of attacks, ending by throwing a fireball from his hands.}}
 +
}}
 +
{{hr}}
 +
His Normal form is based on his ''Fatal Fury'' appearances, with conventional projectiles, while his Extra form is based on his appearance in ''[[The King of Fighters '96]]'', with the Reppu Ken changed to a hand swipe.
 +
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Reppuu Ken | {{QCF}} {{LP}} | Geese swipes his hand upward, creating an arc of ki energy in front of him.}}
 +
{{MoveListRow | Double Reppuu Ken | {{QCF}} {{HP}} | Geese steps forward with two alternating hand swipes, each creating an arc of ki energy in front of him. The second swipe knocks down the opponent on impact.}}
 +
{{MoveListRow | Atemi Nage Joudan | {{HCB}} {{LP}} | Geese catches a high or jumping attack from his opponent and counters with a throw.}}
 +
{{MoveListRow | Atemi Nage Chuudan | {{HCB}} {{HP}} | Geese catches a mid attack from his opponent and counters with a throw.}}
 +
{{MoveListRow | Jaei Ken | {{HCB}} {{kick}} | Geese dashes forward while generating a fireball in his hands. He hits the opponent with an elbow ram and a palm strike, then unleashes the fireball, which knocks down the opponent on impact.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Forehead Blow | {{right}}+{{HP}} | Geese steps forward with one leg and strikes with a hooked arm, which knocks his opponent over on impact.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
 +
{{MoveListRow | Raging Storm | {{downleft}} {{HCB}} {{downright}} {{punch}} | Geese ducks and calls energy spikes around him.}}
 +
{{MoveListRow | Deadly Rave | {{HCB}} {{right}}+{{LK}}, {{LP}} {{LP}} {{LK}} {{LK}} {{HP}} {{HP}} {{HK}} {{HK}}, {{QCB}} {{HP}} | Geese performs a series of attacks, ending by throwing a fireball from his hands.}}
 
}}
 
}}
{{InfoRow|
 
| title=Geese Howard (''[[Fatal Fury]]'')
 
| sprite=
 
| desc=
 
 
}}
 
}}
 
}}
 
}}
 
 
====Ratio 4====
 
====Ratio 4====
{{InfoTable|
+
{{InfoTable|imagewidths=200|
{{InfoRow|
+
{{InfoFighter|
| title=Evil Ryu (''[[Street Fighter Alpha 2]]'')
+
| name=Evil Ryu
| sprite=
+
| image=Capcom vs SNK, Character Art, SNK, Evil Ryu.jpg
| desc=
+
| sprite={{sprite | Capcom vs SNK, Sprites, Evil Ryu.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Street Fighter Alpha 2''
 +
| desc=Evil Ryu is a hypothetical version of Ryu that fights with the dark Satsui no Hadou rather than the light Kyoi no Hadou. He is a secret character who can be unlocked in the Dreamcast version by completing the Arcade Mode with Ryu using the Capcom groove, then purchasing him from the Secret Shop.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Hadouken | {{QCF}} {{punch}} | Ryu channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ryu jumps into the air with a flying uppercut, hitting multiple times and knocking down his opponent. He ascends higher when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | Ryu spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. If performed in midair, he moves horizontally. The move covers more horizontal distance and juggles the opponent for multiple hits when it is performed with {{HK}}.}}
 +
{{MoveListRow | Ashura Senkuu Forward | {{DPF}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Ryu glides forward. He is invulnerable in this state. He moves across the entire screen with {{LP}}+{{HP}} or half the screen with {{LK}}+{{HK}}.}}
 +
{{MoveListRow | Ashura Senkuu Backward | {{RDP}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Ryu glides backward. He is invulnerable in this state. He moves across the entire screen with {{LP}}+{{HP}} or half the screen with {{LK}}+{{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{HK}} before the apex of the jump while flipping forward in the air | Ryu dive kicks diagonally downward.}}
 +
{{MoveListRow | Sakotsu Wari | {{right}}+{{LP}} | Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
{{MoveListRow | Senpuu Kyaku | {{right}}+{{LK}} | Ryu leaps forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.}}
 +
{{MoveListRow | Stretch Kick | {{downleft}}+{{HK}} | Ryu does a long-reaching crouching kick.}}
 
}}
 
}}
{{InfoRow|
+
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
| title=Akuma (''[[Super Street Fighter II Turbo]]'')
+
{{MoveListRow | Shinkuu Hadouken | {{HCB}} {{HCB}} {{punch}} | Ryu fires a version of the Hadouken that can hit his opponent multiple times.}}
| sprite=
+
{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Ryu performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.}}
| desc=
+
{{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Ryu glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. This move is treated as a grab and cannot be blocked. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Akuma (Gouki)
 +
| image=Capcom vs SNK, Character Art, SNK, Akuma.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Akuma.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Super Street Fighter II Turbo''
 +
| desc=Akuma is a savage and merciless fighter who has mastered the Satsui no Hadou. He is a secret character who can be unlocked in the Dreamcast version by first purchasing "The Strongest Challenger" from the Secret Shop (which becomes available after completing the game once). Akuma then appears as a secret challenger in the Arcade Mode if the player earns at least 80 Groove Points before the final opponent. If he is defeated and the player has purchased Morrigan and Nakoruru, he becomes available for purchase in the Secret Shop.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | Akuma channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Shakunetsu Hadouken | {{HCB}} {{punch}} | Akuma shoots a flaming variant of the Hadouken, which knocks down opponents on impact. The projectile moves faster and hits multiple times when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Akuma jumps into the air with a flying uppercut, hitting multiple times and knocking down his opponent. He ascends higher when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Akuma spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance and juggles the opponent for multiple hits when it is performed with {{HK}}.}}
 +
{{MoveListRow | Ashura Senkuu Forward | {{DPF}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{LP}}+{{HP}} or half the screen with {{LK}}+{{HK}}.}}
 +
{{MoveListRow | Ashura Senkuu Backward | {{RDP}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{LP}}+{{HP}} or half the screen with {{LK}}+{{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{HK}} before the apex of the jump while flipping forward in the air | Akuma dive kicks diagonally downward.}}
 +
{{MoveListRow | Zugai Hasatsu | {{right}}+{{LP}} | Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
{{MoveListRow | Stretch Kick | {{downleft}}+{{HK}} | Akuma does a long-reaching crouching kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Akuma fires a version of the Gou Hadouken that can hit his opponent multiple times.}}
 +
{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Akuma performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.}}
 +
{{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.}}
 +
{{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. This move is treated as a grab and cannot be blocked. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Orochi Iori
 +
| image=Capcom vs SNK, Character Art, Capcom, Orochi Iori.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Wild Iori.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''The King of Fighters '97''
 +
| desc=Orochi Iori is a version of Iori when he is under the effects of the Riot of the Blood, due to the blood pact his clan made with Orochi hundreds of years ago that gave them greater powers but cursed the clan and their descendants forever. He is a secret character who can be unlocked in the Dreamcast version by completing the Arcade Mode with Iori using the SNK groove, then purchasing him from the Secret Shop.
 +
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | 108 Shiki Yami Barai | {{QCF}} {{punch}} | Iori throws fiery purple sparks across the ground. The projectile moves faster when the move is performed with {{HP}}.}}
 +
{{MoveListRow | 127 Shiki Aoi Hana | {{QCB}} {{punch}} (up to 3 times) | Iori advances with an uppercut. The motion can be repeated up to three times, in which case he follows up with an additional uppercut that knocks his opponent into the air, then jumps and comes down with a double axe-handle punch on the falling opponent. He advances slightly further when a stronger button is used.}}
 +
{{MoveListRow | 100 Shiki Oniyaki | {{DPF}} {{punch}} | Iori twirls into the air while surrounded in a streak of purple fire, which knocks down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}}
 +
{{MoveListRow | 212 Shiki Kototsuki In | {{HCB}} {{kick}} | Iori runs forward and tries to grab his opponent by the head. If he succeeds, he takes the opponent down, then causes an explosion of purple fire. He runs further when the move is performed with {{HK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Ge Shiki Gou Fu In Shinigami | {{right}}+{{LK}} | Iori pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.}}
 +
{{MoveListRow | Ge Shiki Yuri Ori | {{left}}+{{LK}} in midair | Iori kicks behind him.}}
 +
}}
 +
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
 +
{{MoveListRow | Kin 1211 Shiki Ya Otome | {{down}} {{downright}} {{HCB}} {{punch}} | Iori dashes forward and performs a series of hand strikes, ending by grabbing the opponent and creating an explosion of purple fire. He dashes further at higher levels. He grabs and takes down the opponent at levels 2 and 3.}}
 +
{{MoveListRow | Ura 100 Shiki Oni Honou | {{down}} {{downleft}} {{HCF}} {{punch}} | Iori twirls multiple times with his arms extended, then finishes by twirling into the air while surrounded in a streak of purple fire.}}
 
}}
 
}}
{{InfoRow|
 
| title=Wild Iori (''[[The King of Fighters '95]]'')
 
| sprite=
 
| desc=
 
 
}}
 
}}
 +
}}
 +
 +
===Stages===
 +
Stages are chosen randomly for most matches in the Arcade Mode. Balrog and M. Bison are always fought in the Psycho Drive stage, and Geese Howard is always faced in Geese Tower. The hidden characters Morrigan, Nakoruru, and Akuma also have their own stages when encountered.
 +
 +
The stage can be chosen manually in the Vs Mode and Training Mode. The stages for the bosses and hidden characters must be purchased in the Secret Shop first before they can be selected, and they only become available for purchase after defeating their respective characters in the Arcade Mode.
 +
{{gallery|widths=200|screens=yes|
 +
{{ginfo|Capcom vs SNK DC, Stages, Ryu.png|Suzaku Castle, Japan|This is the same setting as Ryu's stages in ''[[Street Fighter II]]'' and ''[[Street Fighter III: 3rd Strike]]''. It is also seen from a distance in his stage in ''[[Street Fighter Alpha 2]]''.}}
 +
{{ginfo|Capcom vs SNK DC, Stages, Sagat.png|Ayutthaya City, Thailand|The reclining Buddha statue in the background also features in Sagat's stages in ''[[Street Fighter II]]'' and all three ''[[Street Fighter Alpha]]'' games.}}
 +
{{ginfo|Capcom vs SNK DC, Stages, Final Fight.png|Metro City, U.S.A.|This stage takes place in an alleyway in Metro City, the setting of ''[[Final Fight]]''.}}
 +
{{ginfo|Capcom vs SNK DC, Stages, Capcom.png|Expressway, Japan|This is considered the stage of Capcom.}}
 +
{{ginfo|Capcom vs SNK DC, Stages, Terry Bogard.png|Pacific Express, U.S.A.|This stage is based on Terry Bogard's stage in ''[[Fatal Fury 2]]'' (which was revisited in ''[[Fatal Fury: Mark of the Wolves]]'').}}
 +
{{ginfo|Capcom vs SNK DC, Stages, Pao Pao Cafe.png|Pao Pao Cafe, South Town, U.S.A.|The Pao Pao Cafe was originally Richard Myer's stage in ''[[Fatal Fury]]'' and reappeared in ''The King of Fighters '94''. Its sister location, the Pao Pao Cafe 2, appeared in ''[[Fatal Fury 3]]''.}}
 +
{{ginfo|Capcom vs SNK DC, Stages, Sakazaki.png|Sakazaki Dojo, Japan|This is the dojo for the Sakazaki family of the ''[[Art of Fighting]]'' series (which includes Ryo and Yuri, who appear in this game).}}
 +
{{ginfo|Capcom vs SNK DC, Stages, SNK.png|Neo Geo Land, Japan|This stage takes place at one of SNK's [[Neo Geo]] Land gaming centers in Japan. This is considered the stage of SNK.}}
 +
{{ginfo|Capcom vs SNK DC, Stages, Osaka.png|Osaka, Japan|[[Capcom]] and [[SNK]] are both headquartered in Osaka Prefecture in Japan.}}
 +
{{ginfo|Capcom vs SNK DC, Stages, Psycho Drive.png|Psycho Drive, Shadaloo|This is M. Bison's stage when he is fought (along with Balrog) in the Arcade Mode. The Psycho Drive was introduced in ''[[Street Fighter Alpha 3]]''.}}
 +
{{ginfo|Capcom vs SNK DC, Stages, Geese Tower.png|Geese Tower, South Town, U.S.A.|This is Geese Howard's stage when he is fought in the Arcade Mode. Geese Tower serves as Geese Howard's stage in every ''[[:Category:Fatal Fury (franchise)|Fatal Fury]]'' game in which he has appeared.}}
 +
{{ginfo|Capcom vs SNK DC, Stages, Morrigan.png|Aensland Castle, Scotland|This is Morrigan's stage when she is fought in the Arcade Mode. It is her family castle, and its exterior has previously appeared in all three ''[[:Category:Darkstalkers|Darkstalkers]]'' games as well as ''[[Pocket Fighter]]''.}}
 +
{{ginfo|Capcom vs SNK DC, Stages, Nakoruru.png|Kamui Kotan, Japan|This is Nakoruru's stage when she is fought in the Arcade Mode. This location has previously served as Nakoruru's stage in ''[[Samurai Shodown]]'' and Rimururu's stage in ''[[Samurai Shodown III]]''.}}
 +
{{ginfo|Capcom vs SNK DC, Stages, Akuma.png|Gokuento Island, Japan|This stage takes place on Akuma's island in Japan, which was also the setting of his stage in ''[[Street Fighter Alpha 2]]''.}}
 +
{{ginfo|Capcom vs SNK DC, Stages, Secret.png|Ayutthaya Iseki, Thailand|This is a secret stage that is sometimes randomly used as Sagat's stage in the Arcade Mode. If he is defeated on it, it can be purchased from the Secret Shop for use in the other modes.}}
 
}}
 
}}
  
 
==History==
 
==History==
 
===Development===
 
===Development===
The first in a series of Capcom-SNK crossovers, ''Capcom vs. SNK'' was originally announced as '''''SNK vs. Capcom''''', before a naming scheme was adopted where the Capcom-developed titles would be "Capcom vs. SNK" and the SNK-developed titles, "SNK vs. Capcom".
+
''Capcom vs. SNK'' was the second in a series of crossovers between Capcom and SNK, following ''SNK vs. Capcom: Card Fighters Clash'' for the [[Neo Geo Pocket Color]] in 1999. It was originally announced as '''''SNK vs. Capcom''''', before a naming scheme was adopted where the Capcom-developed titles would be titled "Capcom vs. SNK" and the SNK-developed titles would be titled "SNK vs. Capcom."
  
In the options menu, in the middle of a song a voice can be heard saying in Portuguese: "Kaiser, uma grande cerveja. A cerveja dos momentos felizes." which translates "Kaiser, a great beer. The beer of the happy moments." Kaiser is a beer manufacturer in Brazil and this audio track was a rip from commercial insertion on Jovem Pan FM radio. The rip was claimed by RadioDJ.com.br and released on Napster in late 1999.
+
While all the SNK sprites were drawn completely from scratch, many of the Capcom graphics are recycled from the ''Street Fighter Alpha'' series. With ''Alpha'' being designed for Capcom's CP System II arcade hardware, this means they were drawn with a different aspect ratio in mind (384x224 and 12:7 compared to 640x480 and 4:3) and thus most Capcom characters appear wider than SNK ones. The older sprites are also less detailed and fluidly animated and use a different art style with more exaggerated proportions compared to the newly drawn sprites. The sprite for Morrigan, which dates back to ''Darkstalkers: The Night Warriors'' in 1994, has especially drawn criticism. The sprites for Ryu, Ken, M. Bison (Vega), Evil Ryu, and Akuma (Gouki) are the exceptions to this as they were remade for this game.
 +
 
 +
In the options menu, in the middle of a song a voice can be heard saying in Portuguese: "Kaiser, uma grande cerveja. A cerveja dos momentos felizes," which translates "Kaiser, a great beer. The beer of the happy moments." Kaiser is a beer manufacturer in Brazil, and this audio track was a rip from commercial insertion on Jovem Pan FM radio. The rip was claimed by RadioDJ.com.br and released on Napster in late 1999.
  
 
===Legacy===
 
===Legacy===
Line 288: Line 1,320:
 
*'''Special Thanks:''' Shaky Akitomo, Hiroaki Kondou, Jim Miyamoto, Blackbelt Hayashi, H Sugiura, Ryuji Kida, K Shouno, Takuya Shiraiwa, Abu Takemura, Kaori Funakoshi, Kouji Misu, Hiroaki Watanabe, Nuki, Bas (M・P), Tko, Bomito (Ogata), Zero (B・M), Den (I・S), Joe, Capcom All Staff, and You
 
*'''Special Thanks:''' Shaky Akitomo, Hiroaki Kondou, Jim Miyamoto, Blackbelt Hayashi, H Sugiura, Ryuji Kida, K Shouno, Takuya Shiraiwa, Abu Takemura, Kaori Funakoshi, Kouji Misu, Hiroaki Watanabe, Nuki, Bas (M・P), Tko, Bomito (Ogata), Zero (B・M), Den (I・S), Joe, Capcom All Staff, and You
 
| source=In-game credits
 
| source=In-game credits
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| pdf=Capcom vs SNK DC credits.pdf
 
| console=DC
 
| console=DC
 
}}
 
}}
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|{{galleryPrintAd|dmjp|2000-29|4-5}}
 
|{{galleryPrintAd|dmjp|2000-29|4-5}}
 
}}
 
}}
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==Artwork==
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{{mainArticle|{{PAGENAME}}/Artwork}}
  
 
==Physical scans==
 
==Physical scans==
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| back=CvS1 DC JP Box back.jpg
 
| back=CvS1 DC JP Box back.jpg
 
| square=yes
 
| square=yes
| spinecard=CapcomvsSNK_DC_JP_Spinecard.jpg
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| spinecard=CapcomvsSNK DC JP Spinecard.jpg
 
| disc=CvS1 DC JP disc.jpg
 
| disc=CvS1 DC JP disc.jpg
 
| manual=CapcomVsSNK2000DCJPManual.pdf
 
| manual=CapcomVsSNK2000DCJPManual.pdf
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| square=yes
 
| square=yes
 
| disc=CvS1 dc eu disc.jpg
 
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| manual=CapcomVSSNK-DC-EU-Manual.pdf
 
}}
 
}}
  
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{{CapcomvsSNKOmni}}
 
{{CapcomvsSNKOmni}}
 
{{Capcomvs}}
 
{{Capcomvs}}
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{{KoF}}

Latest revision as of 04:33, 3 September 2024

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  • Sega Dreamcast
    NTSC-U
  • Sega Dreamcast
    NTSC-J
  • Sega Dreamcast
    PAL
  • Arcade (NAOMI)
    NTSC-J
  • Arcade (NAOMI)
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Capcomsnk title.png

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Capcom vs. SNK: Millennium Fight 2000
System(s): Sega NAOMI, Sega Dreamcast
Publisher:
Arcade (NAOMI)
Sega Dreamcast
Capcom
Sega Dreamcast
Virgin Interactive (Europe)
Developer:
Licensor: SNK
Peripherals supported:
Sega Dreamcast
Dreamcast VGA Box, Jump Pack, Dreamcast Arcade Stick, Dreamcast Keyboard, Dreamcast Modem, Visual Memory Unit, Neo Geo Pocket/Dreamcast Setsuzoku Cable
Genre: Fighting/Taisen Kakutou (対戦格闘)[1][2], Action[3]

















Number of players: 1-2
Release Date RRP Code
Arcade (NAOMI)
JP
¥? 841-0011C
Arcade (NAOMI)
US
$? 841-0011C






















Sega Dreamcast
JP
¥5,800 (6,090)5,800e[2] T-1217M
Sega Rating: All Ages
Sega Dreamcast
US
$49.9549.95[6] T-1218N
ESRB: Teen
Sega Dreamcast
EU
T-7017D-50
ELSPA: 11+ OK
Sega Dreamcast
DE
T-7017D-50
USK: 12
Sega Dreamcast
ES
T-7017D-50
ELSPA: 11+ OK
Sega Dreamcast
FR
T-7017D-50
SELL: 12+
Sega Dreamcast
UK
£39.9939.99[11][12] T-7017D-50
ELSPA: 11+ OK
Sega Dreamcast
AU
$89.9589.95[16]

Capcom vs. SNK: Millennium Fight 2000 (カプコン バーサス エス・エヌ・ケイ ミレニアムファイト 2000) is a head-to-head fighting game produced by Capcom. It was originally released as a coin-operated arcade game for Sega NAOMI arcade hardware in 2000, before being ported to the Sega Dreamcast later in the year.

Story

In 2000, a special martial arts event is planned through a collaboration of the two most powerful world organizations, Garcia Financial Clique and Masters Foundation. The gala event, it is hoped by everyone, will ease the political conflicts between the two powers. The competition was named "Millennium Fight 2000."

Many renowned martial artists have registered for the tournament. People around the world focus intensely on the upcoming exhibitions, making long-awaited opening ceremony a huge success.

Gameplay

Capcom vs SNK DC, Character Select.png

Character select

Capcom vs SNK DC, Gameplay.png

Gameplay

The game is a crossover fighting game featuring characters created by Capcom and by rival fighting game developer SNK, with an emphasis on their two flagship fighting game franchises, Street Fighter and The King of Fighters respectively. With the move to the more powerful NAOMI and Dreamcast hardware, sprites and backgrounds are higher-resolution and more detailed, and special moves and hit indicators have been enhanced with particle effects. All of the SNK characters have had new sprites drawn by Capcom artists. Gameplay is similar to Capcom's Street Fighter Alpha series of games, but it uses a four-button layout, similar to SNK games. Players can choose between two "grooves" that determine how the power gauge functions. Like The King of Fighters, players assemble teams of multiple characters, which fight each other in one-on-one battles. When a character is defeated, the next character in the team takes his or her place in the next round, and the winning team continues with the same character (with a segment of health restored in proportion to the time left over in the previous round). The match continues until every character on one of the teams is eliminated. If time runs out before a character can be defeated, the character with the most life remaining is the winner. Both characters are eliminated in the case of a draw. The roster is evenly split between Capcom and SNK characters, who are divided into "ratios," ranging from 1 to 4, based on each character's overall strength. Teams of up to four characters can be assembled, but their combined ratios must equal and go no higher than 4.

Characters move with Left and Right and crouch with Down. They backstep or dash with Left Left or Right Right. They jump with Up and flip back and forth with Up-left and Up-right. They can "super jump" (a faster and farther jump, trailed by afterimages) by pressing Down, then Up-left, Up, or Up-right quickly. Characters can perform a weak punch with X, a hard punch with Y, a weak kick with A, or a strong kick with B. Weak attacks are quick but do light damage, while strong attacks do more damage but have a longer startup delay and recovery time. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt with HOLD A START , which is a short animation during which the character is vulnerable to attack.

Throws and grabs are done by holding Left or Right when near an opponent and pressing a strong punch or kick button. Some characters have midair throws as well. Grapple moves cannot be blocked (including special moves involving grappling), but a character can escape a throw and take no damage by likewise holding Left or Right and pressing a strong punch or kick button immediately upon being grabbed.

Blocking is done by holding the D-Pad away from the opponent. Characters can block while standing, which blocks against high and mid attacks but not low attacks (such as sweeps), or crouching, which blocks against mid and low attacks but not high attacks (such as jumping attacks and overhead strikes). Special moves still do a small amount of "chip damage" if blocked. If characters block too much, they become "guard crushed" and momentarily stunned and vulnerable to attack; the health gauge flashes red before a character is guard crushed. Characters can perform an evasive roll forward by pressing the weak punch and kick buttons (X+A) simultaneously. Characters are invulnerable during most of the roll, and they can roll through nearby opponents to the other side.

Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way.

Grooves

Players choose one of two modes before selecting their characters, which affects how the power gauge works. The power gauge is empty at the start of each round (though this can be changed to filled in the options).

Capcom logo.svg Capcom
The Capcom groove is based on the gameplay system from Street Fighter Alpha.

The power gauge is filled by landing normal moves (including throws), performing special moves (regardless of whether they connect), or taking damage. When the gauge is full, it gains a level, and the player can accumulate up to three levels of the gauge. The contents of the gauge carries over between rounds (but not between matches).

Every character has super moves that can be performed at the cost of one level of the gauge. These super moves hit more times and do more damage than normal special moves. Every super move has three different levels, with each level costing an additional level of gauge to perform. Higher level super moves typically hit more times and sometimes have other improved characteristics, such as covering a larger area. The level of the move is determined by the button used to perform it: weak punch or kick for level 1, strong punch or kick for level 2, or both punches (or L) or both kicks (or R) simultaneously for level 3.

SNK.svg SNK
The SNK groove is based on the Extra mode from The King of Fighters '94 to The King of Fighters '98.

The power gauge is filled by blocking attacks or taking damage. It can also be filled manually by holding the strong punch and kick buttons (Y+B) simultaneously, though the character is vulnerable to attack while doing this. The contents of the gauge carries over between rounds (but not between matches).

When the power gauge is filled, the character enters "MAX mode," and basic attacks become stronger for a short period as the gauge drains. The gauge drains faster when the meter is filled by blocking attacks or taking damage than when it is filled by manually charging. When characters are in this state, players can perform a super move that immediately consumes the entire power gauge. Characters can perform super moves indefinitely when the health gauge is nearly empty and flashing red. If both requirements are fulfilled (the character's health gauge is flashing red and the character's power gauge is full), the character can perform a "MAX super move" instead that does more damage. Performing a super move when only one of the conditions is fulfilled is equivalent to performing a level 1 super move in the Capcom groove (regardless of what strength of button is used to perform it); when both conditions are fulfilled, it is equivalent to level 3 super move.

Modes

Capcom vs SNK DC, NGPC Link.png

Neo Geo Pocket linking

Capcom vs SNK DC, Color Edit Mode.png

Color Edit Mode

The Dreamcast version of the game has multiple modes. Some options must be unlocked by acquiring "Groove Points" and purchasing them from the Secret Shop. Groove Points are accumulated during single-player games by hitting opponents with attacks (with special moves and super moves earning more points) and by earning a higher score. Finishing an opponent with a counterattack special move or a super move is called a "Finest K.O." and worth 40 Groove Points. Getting hit loses points. The number of Groove Points earned during a game is shown in the "GPS gauge" in the bottom middle of the screen, with each hit earning a letter rank corresponding to the points awarded (S, A, B, C, or D). The player's total amount of Groove Points is saved to a VMU and can be used to buy "secrets" from the Secret Shop.

  • Arcade Mode: A single-player mode where the player forms a team of up to four characters (which must be different characters) and fights a series of elimination matches against five randomly selected teams, then against a final boss. In the Capcom groove, the player faces the crime boss Geese Howard in Geese Tower (recalling the final battles of Fatal Fury and Real Bout Fatal Fury), who must be defeated twice. In the SNK groove, the player faces Shadaloo henchman Balrog, then the dark dictator M. Bison in the Psycho Drive (influenced by the story of Street Fighter Alpha 3). The game ends if the player loses a match but can be continued an unlimited number of times. A second player can challenge the first by pressing  START , with the victor of the match continuing the game. There are eight difficulty levels for computer-controlled opponents.
  • Vs Mode: A two-player mode where players can choose any characters and any stage and battle each other in elimination matches. The game keeps track of the number of wins for each player. The ability to choose the maximum ratio points available to each player (between one and four) and change the ratio for each character (which changes the character's relative strength) and to choose the same character more than once can be purchased from the Secret Shop.
  • Pair Match Mode: A single-player mode that can be purchased from the Secret Shop. It is a version of the Arcade Mode where every character is worth two ratio points, meaning teams consist of any two characters. Like the Arcade Mode, a second player can enter the game by pressing  START .
  • Game Replay Mode: A two-player mode where players can play a match (with the same unlockable options as the Vs Mode) and save a replay of the game to a VMU, which can be loaded and watched again at any time. A replay takes 30 blocks of storage.
  • Training Mode: A practice mode where the player can choose any character and any opponent. The player can set the whether the dummy opponent is non-hostile, hostile, or controlled by a second control pad. Non-hostile opponents can be set to stand, crouch, or jump and guarding or not guard. The player can also toggle the health gauge (normal or flashing red) and power gauge (normal or max).
  • Network Mode: The Japanese version of the game supported competitive online matches over Capcom's Matching Service. Players could also upload high scores or open the official web site to view rankings and high scores or download replays or color schemes.
  • Secret Mode: This mode allows the player to exchange "Groove Points" for special bonuses. There are 77 secrets total, which includes alternate color schemes for every character, alternate versions of every starting character (Evil Ryu, Orochi Iori, and "Extra" versions of everybody else), three hidden characters that can be purchased after unlocking them as opponents in the Arcade Mode and then defeating them (Akuma, Morrigan, and Nakoruru), extra stages for the Vs Mode and Training Mode, classic soundtracks (from Street Fighter II and The King of Fighters '94), and special options and modes (the ability to customize ratio points in the Versus Mode, the ability to switch between dashing and running, and the Pair Match Mode). The game supports transferring save data from a Neo Geo Pocket Color via a Neo Geo Pocket/Dreamcast Setsuzoku Cable. The player can earn points playing the Olympic Mode in SNK vs. Capcom: Match of the Millennium and convert them into Groove Points for the Dreamcast. This mode also contains a list of commands for every character (which can also be invoked for the currently played character during gameplay from the pause menu after pressing  START ).
  • Color Edit Mode: A customization mode where the player can create custom color schemes for any character. Each character has 15 colors that can be changed (by adjusting the red, green, or blue color bars). Custom color schemes can be saved to a VMU.

There are two game speeds, Normal and Turbo (which can be set in the options so players are not asked every time).

Characters

Note: Move lists assume that the character is facing right. When facing left, Left and Right should be reversed.

P Any punch button
 LP  Light punch
 HP  Hard punch
K Any kick button
 LK  Light kick
 HK  Hard kick
 TAUNT  Taunt

The roster focuses on the fighting game heritage of both companies. As such, it consists entirely of characters originating in fighting games, in contrast to Capcom's Marvel vs. Capcom and Marvel vs. Capcom 2: New Age of Heroes (which features representatives from Mega Man, Resident Evil, Strider, and other Capcom properties) and SNK's The King of Fighters (which includes characters from or inspired by the Ikari Warriors and Psycho Soldier games).

The Capcom side consists almost entirely of characters from the Street Fighter series (with the entire cast of Street Fighter II: The World Warrior present), while the SNK side consists almost entirely of characters from the Art of Fighting and Fatal Fury games and original characters from The King of Fighters. The sole exceptions are the hidden characters Morrigan, from Capcom's Darkstalkers, and Nakoruru, from SNK's Samurai Shodown.

Most characters have "Extra" versions with alternate movesets that can be purchased in the Secret Shop after completing the game with that character in their appropriate groove (Capcom for Capcom characters and SNK for SNK characters). The Extra version can then be selected by holding  START  while selecting the character in any mode.

Every character has a different color scheme depending on which button is used to select him or her (A, B, X, or Y). Additionally, sets of four bonus color schemes can be purchased per character, including the Extra characters, in the Secret Shop (which can then be used by selecting the character with X+Y, A+B, X+A, or Y+B). Up to two custom colors can be saved for each character in the Color Edit Mode, which are selected with X+B or Y+A.

Ratio 1

Capcom vs SNK, Character Art, SNK, Sakura Kasugano.jpg
Street Fighter Alpha 2, Sprites, Sakura.gif
Originally appeared in:
Street Fighter Alpha 2



Sakura Kasugano
Sakura is a Japanese schoolgirl who idolizes Ryu, whose fighting style she has imitated.
Move list (Special moves (Normal))
Name Command Description
Hadouken Down Down-right Right P Sakura releases a short-ranged burst of ki from her hands, which knocks her opponent down on impact. The move covers a slightly longer distance when it is performed with  HP .
Kou'ou Ken Right Down Down-right P Sakura runs forward, then performs a standing uppercut that knocks her opponent over. She slides a short distance when the move is performed with  LP  and runs about half the width of the screen when the move is performed with  HP .
Shunpuu Renkyaku Down Down-left Left K Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc. The move covers more distance when it is performed with  HK . After landing, she can follow up with a crouching kick with Down Down-left Left  LK  or a back kick with Down Down-left Left  HK .
Ouka Kyaku Down Down-left Left K before the apex of the jump Sakura dives diagonally downwards with a stomp kick.
Move list (Command normals (Normal))
Name Command Description
Flower Kick Right+ LK  Sakura kicks her leg in a circle. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Normal))
Name Command Description
Shinkuu Hadouken Down Down-right Right Down Down-right Right P Sakura shoots a large, slow-moving fireball that can hit her opponent multiple times. The fireball shrinks and hits less as it travels the screen. It can neutralize and pass through another projectile (at the cost of a hit).
Haru Ichiban Down Down-left Left Down Down-left Left K Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick. This attack must be blocked crouching.

Her Extra form brings her moveset more in line with her appearance in Street Fighter Alpha 2. She has a more conventional fireball, the Kou'ou Ken is replaced with the Shou'ou Ken (a jumping uppercut instead of a standing uppercut), and the Shunpuu Renkyaku is replaced with the Shunpuu Kyaku (which rises higher and loses its follow-up moves but knocks down and can be performed in midair).

Move list (Special moves (Extra))
Name Command Description
Hadouken Down Down-right Right P Sakura shoots a fireball. If the player presses P once, a small fireball is fired that travels three-quarters the width of the screen. If the player presses P twice, a larger fireball is fired that travels half the width of the screen. If the player presses P three times, a very large fireball is fired in front of Sakura that dissipates after moving only a slight distance.
Shou'ou Ken Right Down Down-right P Sakura runs forward, then jumps in the air with a spinning uppercut that knocks her opponent over. She slides a short distance when the move is performed with  LP  and runs about half the width of the screen when the move is performed with  HP .
Shunpuu Kyaku Down Down-left Left K Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc and knocking her opponent over on impact. The move covers more distance when it is performed with  HK . This move can be performed in midair.
Move list (Command normals (Extra))
Name Command Description
Flower Kick Right+ LK  Sakura kicks her leg in a circle. This is an overhead strike that can hit characters who are crouch blocking.
Stomp Kick Down+ HK  in midair Sakura kicks downward.
Move list (Super moves (Extra))
Name Command Description
Shinkuu Hadouken Down Down-right Right Down Down-right Right P Sakura shoots a large, slow-moving fireball that can hit her opponent multiple times. The fireball shrinks and hits less as it travels the screen. It can neutralize and pass through another projectile (at the cost of a hit).
Midare Zakura Down Down-right Right Down Down-right Right K Sakura moves forward with a series of spinning uppercuts low to the ground, then a jumping uppercut high into the air. The move is faster and covers more ground at level 3.
Haru Ichiban Down Down-left Left Down Down-left Left K Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick.
Capcom vs SNK, Character Art, SNK, Cammy.jpg
Street Fighter Alpha 2, Sprites, Cammy.gif
Originally appeared in:
Super Street Fighter II



Cammy
Cammy is a genetically engineered assassin for Shadaloo, operating under the code name "Killer Bee."
Move list (Special moves (Normal))
Name Command Description
Spiral Arrow Down Down-right Right K Cammy spirals forward feet first like a spinning arrow, which knocks her opponent over on impact. The move travels further when it is performed with  HK .
Cannon Spike Right Down Down-right K Cammy leaps into the air with a front kick, which knocks her opponent over on impact. She leaps higher when the move is performed with  HK .
Axle Spin Knuckle Right Down-right Down Down-left Left P Cammy hops forward and does an elbow smash and a backfist, which knocks her opponent over on impact. This move passes through projectiles. She hops further when the move is performed with  HP .
Hooligan Combination Left Down-left Down Down-right Right Up-right P Cammy curls into a ball and hurls herself at her opponent. If no button is pressed, she ends with a sweep when she lands (Razor Edge Slicer). Otherwise, the player can perform a takedown when Cammy is near the opponent's body (Fatal Leg Twister) by pressing Left+P or Right+P. Cammy grabs the opponent by the neck with her legs and slams them to the ground (Cross Scissor Pressure) if the takedown is performed when she is near the opponent's head, or she grabs the opponent by the legs and stomps their face into the ground if the takedown is performed when she is near the opponent's waist.
Move list (Super moves (Normal))
Name Command Description
Spin Drive Smasher Down Down-right Right Down Down-right Right K Cammy performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.

Her Extra form gains the Cannon Spike, first seen in X-Men vs. Street Fighter, which can be performed from a jump or from the Hooligan Combination, and an additional super move, the Reverse Shaft Breaker, from Street Fighter Alpha 3. However, she is notably missing her signature ability, the Spiral Arrow.

Move list (Special moves (Extra))
Name Command Description
Cannon Spike Right Down Down-right K Cammy leaps into the air with a front kick, which knocks her opponent over on impact. She leaps higher when the move is performed with  HK .
Axle Spin Knuckle Right Down-right Down Down-left Left P Cammy hops forward and does an elbow smash and a backfist, which knocks her opponent over on impact. This move passes through projectiles. She hops further when the move is performed with  HP .
Cannon Strike Down Down-left Left K before the apex of the jump while flipping forward in the air Cammy dive kicks diagonally downward.
Hooligan Combination Left Down-left Down Down-right Right Up-right P Cammy curls into a ball and hurls herself at her opponent. If the player presses K in midair, Cammy drops with a diagonal dive kick (Cannon Strike). If no button is pressed, she ends with a sweep when she lands (Razor Edge Slicer). Otherwise, the player can perform a takedown when Cammy is near the opponent by pressing Left+P or Right+P. Cammy grabs the opponent by the neck with her legs and slams them to the ground (Fatal Leg Twister) if the takedown is performed when she is near the opponent's head, or she grabs the opponent by the legs and stomps their face into the ground if the takedown is performed when she is near the opponent's waist.
Move list (Super moves (Extra))
Name Command Description
Spin Drive Smasher Down Down-right Right Down Down-right Right K Cammy performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.
Reverse Shaft Breaker Down Down-left Left Down Down-left Left K Cammy performs a Spiral Arrow straight upward that hits multiple times and pulls nearby opponents inward.
Capcom vs SNK, Character Art, SNK, Dhalsim.jpg
Street Fighter Alpha 2, Sprites, Dhalsim.gif
Originally appeared in:
Street Fighter II



Dhalsim
Dhalsim is a Yoga mystic who has gained exceptional control over his mind and body, giving him the ability to stretch his limbs and breathe fire.
Move list (Special moves (Normal))
Name Command Description
Yoga Fire Down Down-right Right P Dhalsim spews a fireball across the screen. The projectile moves faster and knocks the opponent over when the move is performed with  HP .
Yoga Flame Right Down-right Down Down-left Left P Dhalsim breathes a large mass of flame in front of him, which knocks the opponent over on impact. He holds the flame for longer when the move is performed with  HP .
Yoga Blast Right Down-right Down Down-left Left K Dhalsim breathes a large mass of flame at a diagonal angle in front of him. He holds the flame for longer when the move is performed with  HK .
Yoga Teleport Forward Right Down Down-right  LP + HP  or  LK + HK  Dhalsim disappears and reappears the entire screen ahead with  LP + HP  or half the screen ahead with  LK + HK .
Yoga Teleport Backward Left Down Down-left  LP + HP  or  LK + HK  Dhalsim disappears and reappears the entire screen back with  LP + HP  or half the screen back with  LK + HK .
Move list (Command normals (Normal))
Name Command Description
Kuuchuu Chouhatsu  TAUNT  in midair Dhalsim can perform his taunt in midair.
Yoga Palm Right+ LP  Dhalsim quickly jabs his open hand forward.
Drill Zutsuki Down+ HP  in midair Dhalsim spins downward head first like a drill. The angle is closer to horizontal than the Drill Kick.
Drill Kick Down+ HK  in midair Dhalsim spins downward feet first like a drill. The angle is closer to vertical than the Drill Zutsuki.
Move list (Super moves (Normal))
Name Command Description
Yoga Stream Down Down-right Right Down Down-right Right P Dhalsim sets the ground in front of him on fire with his breath. This attack must be blocked crouching.
Yoga Strike Down Down-right Right Down Down-right Right K Dhalsim breathes a large mass of flame at a diagonal angle in front of him, which can hit multiple times. He holds the flame for longer at higher levels.

His Extra form is based on his appearance in Super Street Fighter II Turbo. Yoga Flame and Yoga Blast are changed to use a half-circle forward motion, he can perform the Drill Kick in two different angles (depending on the button used), and he has the Yoga Inferno super move.

Move list (Special moves (Extra))
Name Command Description
Yoga Fire Down Down-right Right P Dhalsim spews a fireball across the screen. The projectile moves faster and knocks the opponent over when the move is performed with  HP .
Yoga Flame Left Down-left Down Down-right Right P Dhalsim breathes a large mass of flame in front of him, which knocks the opponent over on impact. He holds the flame for longer when the move is performed with  HP .
Yoga Blast Left Down-left Down Down-right Right K Dhalsim breathes a large mass of flame at a diagonal angle in front of him. He holds the flame for longer when the move is performed with  HK .
Yoga Teleport Forward Right Down Down-right  LP + HP  or  LK + HK  Dhalsim disappears and reappears the entire screen ahead with  LP + HP  or half the screen ahead with  LK + HK .
Yoga Teleport Backward Left Down Down-left  LP + HP  or  LK + HK  Dhalsim disappears and reappears the entire screen back with  LP + HP  or half the screen back with  LK + HK .
Move list (Command normals (Extra))
Name Command Description
Kuuchuu Chouhatsu  TAUNT  in midair Dhalsim can perform his taunt in midair.
Headbutt Left+ HP  (close) Dhalsim headbutts his opponent, hitting up to two times.
Drill Zutsuki Down+ HP  in midair Dhalsim spins downward head first like a drill. The angle is closer to horizontal than the Drill Kick.
Drill Kick Down+K in midair Dhalsim spins downward feet first like a drill. The angle depends on the button used, with  LK  falling at a 45° angle and  HK  falling closer to vertical.
Move list (Super moves (Extra))
Name Command Description
Yoga Inferno Left Down-left Down Down-right Right Left Down-left Down Down-right Right P Dhalsim breathes a large mass of flame in front of him, which can hit multiple times.
Capcom vs SNK, Character Art, SNK, Blanka.jpg
Street Fighter Zero 3, Sprites, Blanka.gif
Originally appeared in:
Street Fighter II



Blanka
Blanka is a feral beastman from the jungles of Brazil with the ability to generate electricity.
Move list (Special moves (Normal))
Name Command Description
Electric Thunder PPPPP Blanka charges his body with electricity, zapping his opponent on contact. He charges faster when the move is performed with  HP .
Rolling Attack Hold Left for 2 seconds, then Right+P Blanka curls into a ball and rolls straight ahead. The move travels farther when it is performed with  HP .
Backstep Rolling Attack Hold Left for 2 seconds, then Right+K Blanka does a handstand, then leaps high into the air for a rolling attack. He leaps higher when the move is performed with  HK .
Vertical Rolling Attack Hold Down for 2 seconds, then Up+K Blanka launches upwards to hit an airborne opponent (or drop on them from above). The move travels higher and further forward when it is performed with  HK .
Move list (Command normals (Normal))
Name Command Description
Rock Crush Left+ HP  Blanka does a headbutt, hitting up to two times.
Amazon River Run Down-right+ HP  Blanka slides along the ground on his back, which knocks his opponent over.
Surprise Forward  LK + HK  Blanka leaps forward. This move can pass through opponents (if close enough) but not attacks.
Surprise Back Left+ LK + HK  Blanka leaps back. This move can pass through opponents (if close enough) but not attacks.
Move list (Super moves (Normal))
Name Command Description
Direct Lightning Hold Left for 2 seconds, then Right Left Right+P Blanka charges himself with electricity, then curls into a ball and rolls straight into his opponent. The move travels farther at higher levels.
Shout of Earth Hold Down-left for 2 seconds, then Down-right Down-left Up-right+PPPPP Blanka stands and roars while his body courses with electricity.

His Extra form reduces his moveset to his two special moves from Street Fighter II: Champion Edition (with his super move from Super Street Fighter II Turbo).

Move list (Special moves (Extra))
Name Command Description
Electric Thunder PPPPP Blanka charges his body with electricity, zapping his opponent on contact. He charges faster when the move is performed with  HP .
Rolling Attack Hold Left for 2 seconds, then Right+P Blanka curls into a ball and rolls straight ahead. The move travels farther when it is performed with  HP .
Move list (Command normals (Extra))
Name Command Description
Rock Crush Left+ HP  Blanka does a headbutt, hitting up to two times.
Amazon River Run Down-right+ HP  Blanka slides along the ground on his back, which knocks his opponent over.
Surprise Forward  LK + HK  Blanka leaps forward. This move can pass through opponents (if close enough) but not attacks.
Surprise Back Left+ LK + HK  Blanka leaps back. This move can pass through opponents (if close enough) but not attacks.
Move list (Super moves (Extra))
Name Command Description
Ground Shave Rolling Hold Left for 2 seconds, then Right Left Right+P Blanka rolls into the air, then rolls along the ground toward his opponent. If the player continues to hold P, he spins in place for a duration before launching forward. He rolls higher and farther at higher levels.
Capcom vs SNK, Character Art, Capcom, Benimaru Nikaido.jpg
Capcom vs SNK, Sprites, Benimaru Nikaido.gif
Originally appeared in:
The King of Fighters '94



Benimaru Nikaido
Benimaru is a model with a Japanese father and an American mother who fights with shootboxing techniques and can control electricity.
Move list (Special moves (Normal))
Name Command Description
Raijin Ken Down Down-right Right P Benimaru jabs in front of him with an electrically charged fist. When the move is performed with  HP , it can be charged by tapping  HP  HP  HP  HP  HP  after doing the motion to do more damage.
Iai Geri Down Down-right Right K Benimaru does a rapid knee strike.
Shinkuu Kakate Goma Right Down-right Down Down-left Left K Benimaru stands on one hand and spins his body around, kicking with both legs, knocking his opponent far back on impact. He spins for longer when the move is performed with  HK .
Move list (Command normals (Normal))
Name Command Description
Flying Drill Down+ HK  in midair Benimaru dive kicks diagonally downwards while spinning like a drill.
Spin Kick Left+ HK  or Right+ HK  Benimaru hops backward or forward with a spinning kick.
Move list (Super moves (Normal))
Name Command Description
Raikou Ken Down Down-right Right Down Down-right Right P Benimaru pulls his fist back to charge it, then jabs in front of him with an electrically charged fist that explodes in an orb of lightning, hitting multiple times.
Denei Spark Down Down-left Left Down Down-left Left P Benimaru charges electricity between his hands, then dashes forward, leaving a trail of lighting behind him. He dashes further at higher levels.

His Normal form resembles his moveset from The King of Fighters '94, while his Extra form is closer to his expanded moveset in The King of Fighters '97. He gets an upward-angled Raijin Ken, a command grab, and a different super move.

Move list (Special moves (Extra))
Name Command Description
Raijin Ken Down Down-right Right P Benimaru jabs in front of him with an electrically charged fist.
Taikuu Raijin Ken Right Down Down-right P Benimaru jabs diagonally upwards with an electrically charged fist.
Iai Geri Down Down-right Right K Benimaru does a rapid knee strike.
Shinkuu Kakate Goma Right Down-right Down Down-left Left K Benimaru stands on one hand and spins his body around, kicking with both legs, knocking his opponent far back on impact. He spins for longer when the move is performed with  HK .
Benimaru Corridor Crunch Right Down-right Down Down-left Left Right P (close) Benimaru grabs and electrocutes his opponent.
Move list (Command normals (Extra))
Name Command Description
Flying Drill Down+ HK  in midair Benimaru dive kicks diagonally downwards while spinning like a drill.
Jackknife Kick Right+ LK  Benimaru runs forward with a front kick.
Move list (Super moves (Extra))
Name Command Description
Raikou Ken Down Down-right Right Down Down-right Right P Benimaru pulls his fist back to charge it, then jabs in front of him with an electrically charged fist that explodes in an orb of lightning, hitting multiple times.
Taikuu Raikou Ken Down Down-right Right Down Down-right Right K Benimaru pulls his fist back to charge it, then jabs diagonally upwards with an electrically charged fist that explodes in an orb of lightning, hitting multiple times.
Electro Trigger Right Down-right Down Down-left Left Right Down-right Down Down-left Left P (close) Benimaru grabs and shocks his opponent with bolts of lightning, then throws them.
Capcom vs SNK, Character Art, Capcom, King.jpg
Capcom vs SNK, Sprites, King.gif
Originally appeared in:
Art of Fighting



King
King is a French bar owner who fights with a unique form of Muay Thai incorporating numerous acrobatic spinning kicks.
Move list (Special moves (Normal))
Name Command Description
Venom Strike Down Down-right Right K King performs a jumping kick, lobbing a fireball through the air. The projectile moves faster when the move is performed with  HK .
Double Strike Down Down-right Right Down Down-right Right K King performs two jumping kicks in quick succession, lobbing two fireballs through the air. The projectiles move faster when the move is performed with  HK .
Trap Shot Left Down Down-left K King performs a somersault kick. If it hits, she follows up with a barrage of fast kicks, ending by kicking her opponent away.
Tornado Kick Right Down-right Down Down-left Left K King spins forward through into the air while kicking, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with  HK .
Surprise Rose Right Down Down-right K King rises into the air with a knee strike, then comes down with multiple stomping kicks that knock her opponent over. The move covers more horizontal distance when it is performed with  HK .
Move list (Command normals (Normal))
Name Command Description
Slide Kick Down-right+ HK  King shoves herself forward with a sweep kick.
Move list (Super moves (Normal))
Name Command Description
Illusion Dance Down Down-right Right Down-right Down Down-left Left K King does a backflip, then leaps forward with a kick. When she lands, she performs a series of rapid kicks while standing, then finishes with a Tornado Kick.
Silent Flash Down Down-left Left Down Down-left Left K King performs a somersault kick. If it hits, she launches her opponent into the air with a jumping kick. She does two successive somersault kicks at level 2 and three successive somersault kicks at level 3.

Her Extra form is based on her original appearance in Art of Fighting. Her Tornado Kick and Surprise Rose are replaced with the Tobi Nidan Shisshukuri and Moshu Kyaku, and the Double Strike is changed to a super move.

Move list (Special moves (Extra))
Name Command Description
Venom Strike Down Down-right Right K King performs a jumping kick, lobbing a fireball through the air. The projectile moves faster when the move is performed with  HK .
Trap Shot Left Down Down-left K King performs a somersault kick. If it hits, she follows up with a barrage of fast kicks, ending by kicking her opponent away.
Tobi Nidan Shisshukuri Right Down Down-right K King leaps ahead, performing two knee strikes on the way up. She leaps further when the move is performed with  HK .
Moshu Kyaku Down Down-left Left K King performs alternating high and low kicks, then finishes with a roundhouse. She slides forward a short distance before kicking when the move is performed with  HK .
Move list (Command normals (Extra))
Name Command Description
Slide Kick Down-right+ HK  King shoves herself forward with a sweep kick.
Move list (Super moves (Extra))
Name Command Description
Illusion Dance Down Down-right Right Down-right Down Down-left Left K King does a backflip, then leaps forward with a kick. When she lands, she performs a series of rapid kicks while standing, then finishes with a Tornado Kick.
Double Strike Right Left Right Down-right Down K King performs two jumping kicks in quick succession, lobbing two fireballs through the air that can hit multiple times. The projectiles move faster when the move is performed with  HK .
Capcom vs SNK, Character Art, Capcom, Vice.jpg
Capcom vs SNK, Sprites, Vice.gif
Originally appeared in:
The King of Fighters '96



Vice
Vice is Rugal's sadistic secretary, who possesses preternatural strength.
Move list (Special moves (Normal))
Name Command Description
Outrage Down Down-left Left K Vice kicks rapidly in front of her. She hops first when the move is performed with  HK .
Rave Fest Down Down-left Left K in midair Vice kicks rapidly in front of her while falling.
Deicide Left Down-left Down Down-right Right K Vice swipes her hand out in front of her, which stretches to reach. If it connects, she grabs and throws her opponent back.
Tranquility Right Down Down-right K Vice jumps into the air and tries to grab her opponent. If she succeeds, she grabs the opponent between her legs and slams them into the ground.
Nail Bomb Left Down-left Down Down-right Right P (close) Vice grabs her opponent, lifts them over her head, and slams them into the ground, which causes a pillar of dark energy to explode.
Gore Fest Right Down-right Down Down-left Left Right P (close) Vice grabs and flings her opponent into the ground, causing them to bounce off and into the air. When the move is performed with  HP , she can follow up by jumping into the air, grabbing the opponent between her legs, and slamming them into the ground (Tranquility) by pressing Right Down Down-right K.
Move list (Super moves (Normal))
Name Command Description
Withering Surface Down Down-right Right Down Down-right Right P Vice leaps through the air and tries to grab her opponent when she lands. If she succeeds, she lifts the opponent over her head and slams them opponent into the ground multiple times, then tosses them into the air. Then she jumps into the air with them and slams them into the ground again. The final slam causes a pillar of dark energy to explode at level 2 or 3.
Negative Gain Right Down-right Down Down-left Left Right Down-right Down Down-left Left K (close) Vice grabs her opponent by the neck with her legs, then slams them to the ground repeatedly.

Her Normal form is closer to her moveset from The King of Fighters '96, while her Extra form adds aspects of her moveset from The King of Fighters '98. She gains the Mayhem ability and an upward-angled Deicide but loses her Tranquility and Gore Fest command grabs.

Move list (Special moves (Extra))
Name Command Description
Mayhem Down Down-left Left P Vice charges forward with a shoulder ram that knocks her opponent into the air. She charges further when the move is performed with  HP .
Outrage Down Down-left Left K Vice kicks rapidly in front of her. She hops first when the move is performed with  HK .
Rave Fest Down Down-left Left K in midair Vice kicks rapidly in front of her while falling.
Deicide Left Down-left Down Down-right Right K Vice swipes her hand out in front of her, which stretches to reach. If it connects, she grabs and throws her opponent back.
Deicide Slayer Right Down Down-right K Vice swipes her hand out diagonally upwards, which stretches to reach. If it connects, she grabs and throws her opponent back.
Nail Bomb Left Down-left Down Down-right Right P (close) Vice grabs her opponent, lifts them over her head, and slams them into the ground, which causes a pillar of dark energy to explode.
Move list (Super moves (Extra))
Name Command Description
Withering Surface Down Down-right Right Down Down-right Right P Vice leaps through the air and tries to grab her opponent when she lands. If she succeeds, she lifts the opponent over her head and slams them opponent into the ground multiple times, then tosses them into the air. Then she jumps into the air with them and slams them into the ground again. The final slam causes a pillar of dark energy to explode at level 2 or 3.
Negative Gain Right Down-right Down Down-left Left Right Down-right Down Down-left Left K (close) Vice grabs her opponent by the neck with her legs, then slams them to the ground repeatedly.
Capcom vs SNK, Character Art, Capcom, Yuri Sakazaki.jpg
Capcom vs SNK, Sprites, Yuri Sakazaki.gif
Originally appeared in:
Art of Fighting 2



Yuri Sakazaki
Yuri is the younger sister of Ryo and a student of Kyokugen-ryuu.
Move list (Special moves (Normal))
Name Command Description
Ko'ou Ken Down Down-right Right P Yuri thrusts a short-ranged burst of ki energy from her hand, which knocks the opponent down on impact. The move covers a slightly longer distance when it is performed with  HP .
Rai'oh Ken Down Down-right Right K Yuri jumps into the air and swings her arms downward with a burst of ki. She jumps higher when the move is performed with  HK .
Kuu Ga Right Down Down-right P Yuri jumps into the air while performing an uppercut that knocks her opponent over. When the move is performed with  HP , she ascends higher, and the move can be followed up by a second jumping uppercut (Ura Kuu Ga) by pressing Right Down Down-right P again.
Hyaku Retsu Binta Right Down-right Down Down-left Left P Yuri rushes forward and grabs her opponent, then slaps them repeatedly. She runs farther when the move is performed with  HP .
Move list (Command normals (Normal))
Name Command Description
En Yoku Right+ LK  Yuri throws herself forward while striking with her rear.
Move list (Super moves (Normal))
Name Command Description
Haoh Shoukou Ken Right Left Down-left Down Down-right Right P Yuri channels and throws a large fireball from both hands. The projectile moves faster at higher levels.
Hien Rekkou Down Down-right Right Down Down-right Right P Yuri advances forward with multiple spinning uppercuts, then a final, high jumping uppercut. The move covers more horizontal distance at higher levels.

Her Normal form resembles her moveset from The King of Fighters '94, while her Extra form is based on her appearances in The King of Fighters '96 and later. She regains her long-ranged fireballs and trades the Kuu Ga special move for Sai Ha.

Move list (Special moves (Extra))
Name Command Description
Ko'ou Ken Down Down-right Right P Yuri hurls a fireball from her palm. The projectile moves faster when the move is performed with  HP .
Rai'oh Ken Down Down-right Right K Yuri jumps into the air and throws a fireball diagonally downwards. She jumps higher when the move is performed with  HK .
Sai Ha Down Down-left Left P Yuri holds her hands out and shields herself with a burst of ki. It knocks back opponents that touch it and also dissipates projectiles.
Hyaku Retsu Binta Right Left Right P Yuri rushes forward and grabs her opponent, then slaps them repeatedly. She runs farther when the move is performed with  HP .
Move list (Command normals (Extra))
Name Command Description
En Yoku Right+ LK  Yuri throws herself forward while striking with her rear.
Move list (Super moves (Extra))
Name Command Description
Haoh Shoukou Ken Right Left Down-left Down Down-right Right P Yuri channels and throws a large fireball from both hands. The projectile moves faster at higher levels.
Hien Hou'ou Kyaku Right Left Right Down-right Down Down-left Left K Yuri dashes forward, then runs up her opponent with a series of stomps.

Ratio 2

Capcom vs SNK, Character Art, SNK, Ryu.jpg
Capcom vs SNK, Sprites, Ryu.gif
Originally appeared in:
Street Fighter



Ryu
Ryu is a student of Shotokan karate who is highly focused on his training and becoming the strongest that he can. He enters the tournament in hopes of facing a legendary new competitor he has heard about, Kyo Kusanagi.
Move list (Special moves (Normal))
Name Command Description
Hadouken Down Down-right Right P Ryu channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with  HP .
Shakunetsu Hadouken Left Down-left Down Down-right Right P Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range. The projectile moves faster when the move is performed with  HP .
Shouryuuken Right Down Down-right P Ryu jumps into the air with a flying uppercut, knocking down his opponent on impact. He ascends higher when the move is performed with  HP .
Tatsumaki Senpuukyaku Down Down-left Left K Ryu spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance when it is performed with  HK .
Move list (Command normals (Normal))
Name Command Description
Sakotsu Wari Right+ LP  Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Senpuu Kyaku Right+ LK  Ryu hops forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.
Stretch Kick Down-left+ HK  Ryu does a long-reaching crouching kick.
Move list (Super moves (Normal))
Name Command Description
Shinkuu Hadouken Down Down-right Right Down Down-right Right P Ryu fires a version of the Hadouken that can hit his opponent multiple times.
Shinkuu Tatsumaki Senpuukyaku Down Down-left Left Down Down-left Left K Ryu hovers in place while spinning around an axis with his leg extended, drawing his opponent in and potentially hitting multiple times. The distance of the vacuum effect is larger at higher levels.
Shin Shouryuuken Down Down-right Right Down Down-right Right K (at max level) Ryu hits his opponent with a standing uppercut with each arm, then performs a Shouryuuken that ascends high into the air. The power gauge must be at level 3 to perform this move.
Capcom vs SNK, Character Art, SNK, Ken Masters.jpg
Capcom vs SNK, Sprites, Ken Masters.gif
Originally appeared in:
Street Fighter



Ken Masters
Ken is a student of Shotokan karate and the best friend and training partner of Ryu. His family's Masters Foundation is co-hosting the tournament with the Garcia Financial Clique.
Move list (Special moves (Normal))
Name Command Description
Hadouken Down Down-right Right P Ken channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with  HP .
Shouryuuken Right Down Down-right P Ken jumps into the air with a flying uppercut. He has a flaming fist and can hit his opponent multiple times when the move is performed with  HP .
Tatsumaki Senpuukyaku Down Down-left Left K Ken spins on an axis while gliding forward through the air and kicking, which can hit his opponent multiple times. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance when it is performed with  HK .
Zenpou Tenshin Down Down-left Left P Ken rolls forward. He rolls farther when the move is performed with  HP . This move can pass through opponents (if close enough) but not attacks.
Ryusen Kyaku Right Down Down-right K Ken rolls on his back with a wheel kick.
Move list (Command normals (Normal))
Name Command Description
Inazuma Kakato Wari Right+ LK  Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Stretch Kick Down-left+ HK  Ken does a long-reaching crouching kick.
Move list (Super moves (Normal))
Name Command Description
Shouryuu Reppa Down Down-right Right Down Down-right Right P Ken performs a series of low Shouryuukens while moving across the screen, culminating in a high Shouryuuken. The move covers more horizontal distance at higher levels. Ken has a flaming fist at level 3.
Shinryuuken Down Down-right Right Down Down-right Right K Ken spirals upward with a spinning uppercut, drawing in nearby opponents. The distance of the vacuum effect is larger at higher levels.
Shippuujinrai Kyaku Down Down-left Left Down Down-left Left K (at max level) Ken moves forward while delivering a series of fast kicks before launching his opponent into the air with a rising Tatsumaki Senpuukyaku. The power gauge must be at level 3 to perform this move.

His Extra form is based on his appearance in Super Street Fighter II Turbo. He loses the Zenpou Tenshin and Ryusen Kyaku but gains back his "crazy kicks."

Move list (Special moves (Extra))
Name Command Description
Hadouken Down Down-right Right P Ken channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with  HP .
Shouryuuken Right Down Down-right P Ken jumps into the air with a flying uppercut. He has a flaming fist and can hit his opponent multiple times when the move is performed with  HP .
Tatsumaki Senpuukyaku Down Down-left Left K Ken spins on an axis while gliding forward through the air and kicking, which can hit his opponent multiple times. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance when it is performed with  HK .
Kama Barai Geri Down Down-right Right K Ken does a high roundhouse kick that can hit up to two times. Continuing to hold K performs a high axe kick right afterwards.
Nata Otoshi Geri Right Down-right Down K Ken does a reverse roundhouse kick that can hit up to two times. Continuing to hold K performs a high axe kick right afterwards.
Oosoto Mawashi Geri Left Down-left Down Down-right Right K Ken does a knockdown kick. Continuing to hold K performs a high axe kick right afterwards.
Move list (Command normals (Extra))
Name Command Description
Inazuma Kakato Wari Right+ LK  Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Stretch Kick Down-left+ HK  Ken does a long-reaching crouching kick.
Move list (Super moves (Extra))
Name Command Description
Shouryuu Reppa Down Down-right Right Down Down-right Right P Ken performs a series of low Shouryuukens while moving across the screen, culminating in a high Shouryuuken. The move covers more horizontal distance at higher levels. Ken has a flaming fist at level 3.
Capcom vs SNK, Character Art, SNK, Chun-Li.jpg
Street Fighter Alpha 2, Sprites, Classic Chun-Li.gif
Originally appeared in:
Street Fighter II



Chun-Li
Chun-Li is a Chinese wushu expert known for her quick motions and powerful kicks.
Move list (Special moves (Normal))
Name Command Description
Hyakuretsu Kyaku KKKKK Chun-Li unleashes a flurry of rapid kicks. She kicks faster when the move is performed with  HK .
Kikouken Left Down-left Down Down-right Right P Chun-Li thrusts a ki blast from her palms. The projectile moves faster when the move is performed with  HP .
Tenshou Kyaku Hold Down for 2 seconds, then Up+K Chun-Li jumps high into the air while spinning her legs around in kicks, which knocks her opponent down on impact. The move hits an additional time when it is performed with  HK .
Spinning Bird Kick Hold Left for 2 seconds, then Right+K Chun-Li flips upside down and spins her legs while moving forward, which knocks her opponent down on impact. She moves further when the move is performed with  HK .
Move list (Command normals (Normal))
Name Command Description
Sankaku Tobi Up-right when jumping onto the edge of the screen Chun-Li can jump off the edges of the screen.
Yousou Kyaku Down+ HK  in midair Chun-Li holds a straight leg in a head stomp.
Kaku Kyaku Raku Down-right+ LK  Chun-Li flips forwards high into the air, coming down with a kick.
Move list (Super moves (Normal))
Name Command Description
Senretsu Kyaku Hold Left for 2 seconds, then Right Left Right+K Chun-Li moves forward quickly while performing a series of Hyakuretsu Kyakus. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles). The move covers more horizontal distance at higher levels.
Kikoushou Down Down-right Right Down Down-right Right P Chun-Li gathers a large ball of ki in front of her using both palms, which hits multiple times and knocks her opponent over.
Hazan Tenshou Kyaku Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K Chun-Li performs a more powerful version of her Tenshou Kyaku that can hit more times.

Her Extra form reduces her moveset to her two special moves from Street Fighter II: Champion Edition and introduces a new super move, the Spinning Hornet Kick, which resembles Ryu's Shinkuu Tatsumaki Senpuukyaku.

Move list (Special moves (Extra))
Name Command Description
Hyakuretsu Kyaku KKKKK Chun-Li unleashes a flurry of rapid kicks. She kicks faster when the move is performed with  HK .
Spinning Bird Kick Hold Down for 2 seconds, then Up+K Chun-Li flips upside down and spins her legs while moving forward, which knocks her opponent down on impact. This move can also be performed in midair. She moves further when the move is performed with  HK . Pressing K can be delayed slightly, which causes Chun-Li to flip upside down and spin her legs while falling in a tall arc rather than moving forward.
Move list (Command normals (Extra))
Name Command Description
Sankaku Tobi Up-right when jumping onto the edge of the screen Chun-Li can jump off the edges of the screen.
Yousou Kyaku Down+ HK  in midair Chun-Li holds a straight leg in a head stomp.
Kaku Kyaku Raku Down-right+ LK  Chun-Li flips forwards high into the air, coming down with a kick.
Move list (Super moves (Extra))
Name Command Description
Senretsu Kyaku Hold Left for 2 seconds, then Right Left Right+K Chun-Li moves forward quickly while performing a series of Hyakuretsu Kyakus. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles). The move covers more horizontal distance at higher levels.
Spinning Hornet Kick Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K Chun-Li flips upside down and spins her legs while hovering in place, drawing in nearby opponents. The distance of the vacuum effect is larger at higher levels.
Capcom vs SNK, Character Art, SNK, Guile.jpg
Street Fighter Zero 3, Sprites, Guile.gif
Originally appeared in:
Street Fighter II



Guile
Guile is an officer in the United States Air Force who uses a mixed martial arts form combining elements of boxing, kickboxing, and wrestling.
Move list (Special moves (Normal))
Name Command Description
Sonic Boom Hold Left for 2 seconds, then Right+P Guile shoots a spinning blade-like projectile across the screen. The projectile moves faster when the move is performed with  HP .
Somersault Kick Hold Down for 2 seconds, then Up+K Guile jumps high into the air while performing a backflip kick, which knocks his opponent over on impact. He jumps higher when the move is performed with  HK .
Move list (Command normals (Normal))
Name Command Description
Spin Back Knuckle Right+ HP  Guile rotates around and swings his fist like a club.
Rolling Sobat Left+ LK  or Right+ LK  Guile hops with a turning kick.
Move list (Super moves (Normal))
Name Command Description
Total Wipeout Hold Left for 2 seconds, then Right Left Right+P Guile advances forward with a jab, a cross, an uppercut, a Rolling Sobat, then a Spin Back Knuckle. The move covers more horizontal distance at higher levels.
Somersault Strike Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K Guile performs two Somersault Kicks in a row at level 1 and 2 or three Somersault Kicks in a row at level 3.

His Extra form is nearly the same but trades the Rolling Sobat for the Reverse Spin Kick and only has one super move.

Move list (Special moves (Extra))
Name Command Description
Sonic Boom Hold Left for 2 seconds, then Right+P Guile shoots a spinning blade-like projectile across the screen. The projectile moves faster when the move is performed with  HP .
Somersault Kick Hold Down for 2 seconds, then Up+K Guile jumps high into the air while performing a backflip kick, which knocks his opponent over on impact. He jumps higher when the move is performed with  HK .
Move list (Command normals (Extra))
Name Command Description
Spin Back Knuckle Right+ HP  Guile rotates around and swings his fist like a club.
Reverse Spin Kick Left+ HK  or Right+ HK  (close) Guile does an upside-down kick.
Move list (Super moves (Extra))
Name Command Description
Somersault Strike Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K Guile performs two Somersault Kicks in a row at level 1 and 2 or three Somersault Kicks in a row at level 3.
Capcom vs SNK, Character Art, SNK, Edmond Honda.jpg
Street Fighter Zero 3, Sprites, E. Honda.gif
Originally appeared in:
Street Fighter II



Edmond Honda
E. Honda is a sumo wrestler who wants to prove to the world the strength of his technique.
Move list (Special moves (Normal))
Name Command Description
Hyakuretsu Harite PPPPP E. Honda unleashes a flurry of hand slaps. He slaps faster when the move is performed with  HP .
Super Zutsuki Hold Left for 2 seconds, then Right+P E. Honda propels himself forward head first like a torpedo, which knocks his opponent over on impact. He shoots himself further when the move is performed with  HP .
Super Hyakkan Otoshi Hold Down for 2 seconds, then Up+K E. Honda leaps high into the air and drops himself down like a cannonball, which knocks his opponent over on impact. He leaps higher when the move is performed with  HK .
Ooichou Nage D-Pad in a 360° rotation, then P (close) E. Honda grabs and slams his opponent against the ground, then flattens his opponent with a Super Hyakkan Otoshi.
Move list (Command normals (Normal))
Name Command Description
Flying Sumo Press Down+ HK  in midair E. Honda drops with a body press.
Harai Geri Left+ HK  or Right+ HK  E. Honda does a low kick that trips his opponent.
Move list (Super moves (Normal))
Name Command Description
Oni Musou Hold Left for 2 seconds, then Right Left Right+P E. Honda performs two consecutive Super Zutsukis. He performs a third Super Zutsuki at level 2 or an advancing Hyakuretsu Harite at level 3.
Orochi Kudaki D-Pad in a 360° rotation twice, then P (close, at max level) E. Honda throws his opponent into the ground twice, followed by a Super Hyakkan Otoshi. The power gauge must be at level 3 to perform this move.

His Extra form reduces his moveset to his special moves from Street Fighter II: Champion Edition (with his super move from Super Street Fighter II Turbo).

Move list (Special moves (Extra))
Name Command Description
Hyakuretsu Harite PPPPP E. Honda unleashes a flurry of hand slaps. He slaps faster when the move is performed with  HP .
Super Zutsuki Hold Left for 2 seconds, then Right+P E. Honda propels himself forward head first like a torpedo, which knocks his opponent over on impact. He shoots himself further when the move is performed with  HP .
Super Hyakkan Otoshi Hold Down for 2 seconds, then Up+K E. Honda leaps high into the air and drops himself down like a cannonball, which knocks his opponent over on impact. He leaps higher when the move is performed with  HK .
Move list (Command normals (Extra))
Name Command Description
Flying Sumo Press Down+ HK  in midair E. Honda drops with a body press.
Palm Slap Left+ HP  or Right+ HP  E. Honda does a palm thrust.
Harai Geri Left+ HK  or Right+ HK  E. Honda does a low kick that trips his opponent.
Move list (Super moves (Extra))
Name Command Description
Oni Musou Hold Left for 2 seconds, then Right Left Right+P E. Honda performs two consecutive Super Zutsukis. He performs a third Super Zutsuki at level 2 or an advancing Hyakuretsu Harite at level 3.
Capcom vs SNK, Character Art, SNK, Zangief.jpg
Street Fighter Alpha 2, Sprites, Zangief.gif
Originally appeared in:
Street Fighter II



Zangief
Zangief is a massive Soviet wrestler who trains by wrestling bears.
Move list (Special moves (Normal))
Name Command Description
Double Lariat  LP + HP  Zangief spins around with his arms outstretched, knocking over opponents on impact. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with Left and Right while spinning.
Quick Double Lariat  LK + HK  Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with Left and Right while spinning.
Screw Piledriver D-Pad in a 360° rotation, then P (close) Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning. He ascends higher when the move is performed with  HP .
Flying Powerbomb D-Pad in a 360° rotation, then K (far away) Zangief creeps forward and tries to grab his opponent. If he succeeds, he jumps and slams the opponent into the ground.
Atomic Suplex D-Pad in a 360° rotation, then K (close) Zangief grabs his opponent and performs a grounded suplex followed by an aerial suplex.
Banishing Flat Right Down Down-right P Zangief takes a step forward and does a low back hand slap. This move can neutralize projectiles.
Move list (Command normals (Normal))
Name Command Description
Body Press Down+ HP  while jumping diagonally Zangief drops with a body press.
Double Knee Drop Down+ LK  in midair Zangief falls with his knees forward.
Move list (Super moves (Normal))
Name Command Description
Final Atomic Buster D-Pad in a 360° rotation twice, then P (close) Zangief grabs his opponent and performs a rolling suplex followed by a Screw Piledriver. He performs an additional rolling suplex at levels 2 and 3 and an additional Screw Piledriver at level 3.
Aerial Russian Slam Down Down-right Right Down Down-right Right K Zangief jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground. He performs a throw at level 1, a piledriver at level 2, and a powerbomb at level 3.

His Extra form reduces his moveset to his special moves from Street Fighter II: Champion Edition (with his super move from Super Street Fighter II Turbo).

Move list (Special moves (Extra))
Name Command Description
Double Lariat  LP + HP  Zangief spins around with his arms outstretched, knocking over opponents on impact. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with Left and Right while spinning.
Quick Double Lariat  LK + HK  Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with Left and Right while spinning.
Screw Piledriver D-Pad in a 360° rotation, then P (close) Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning. He ascends higher when the move is performed with  HP .
Move list (Command normals (Extra))
Name Command Description
Body Press Down+ HP  while jumping diagonally Zangief drops with a body press.
Double Knee Drop Down+ LK  in midair Zangief falls with his knees forward.
Kuuchuu Headbutt Up+ HP  during neutral jump Zangief performs a headbutt in midair.
Move list (Super moves (Extra))
Name Command Description
Final Atomic Buster D-Pad in a 360° rotation twice, then P (close) Zangief grabs his opponent and performs a rolling suplex followed by a Screw Piledriver. He performs an additional rolling suplex at levels 2 and 3 and an additional Screw Piledriver at level 3.
Capcom vs SNK, Character Art, SNK, Balrog.jpg
Street Fighter Zero 3, Sprites, M. Bison.gif
Originally appeared in:
Street Fighter II



Balrog (M. Bison)
Balrog is a former heavyweight boxing champion who now works for M. Bison as an enforcer. He appears as a sub-boss before fighting M. Bison (in the SNK groove).
Move list (Special moves (Normal))
Name Command Description
Dash Straight or Upper Hold Left for 2 seconds, then Right+P or K Balrog dashes forward while standing and smashes his opponent with a straight punch if performed with P or an uppercut if performed with K. He dashes farther when the move is performed with  HP  or  HK .
Dash Ground Straight or Upper Hold Left for 2 seconds, then Down-right+P or K Balrog dashes forward low to the ground and smashes his opponent with a straight punch if performed with P or an uppercut if performed with K. He dashes farther when the move is performed with  HP  or  HK .
Buffalo Headbutt Hold Down for 2 seconds, then Up+P Balrog jumps up with a flying headbutt, which knocks his opponent over on impact.
Turn Punch Hold  LP + HP  or  LK + HK , then release Balrog turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.
Move list (Super moves (Normal))
Name Command Description
Crazy Buffalo Hold Left for 2 seconds, then Right Left Right+P Balrog performs a series of five dashes and punches. He performs uppercuts if the player holds K. The move covers more horizontal distance at higher levels.
Gigaton Blow Hold Left for 2 seconds, then Right Left Right+K (at max level) Balrog performs a single powerful Turn Punch that hits multiple times and knocks his opponent over. The power gauge must be at level 3 to perform this move.

His Extra form reduces his moveset to his two special moves from Street Fighter II: Champion Edition (with his super move from Super Street Fighter II Turbo).

Move list (Special moves (Extra))
Name Command Description
Dash Straight or Upper Hold Left for 2 seconds, then Right+P or K Balrog dashes forward while standing and smashes his opponent with a straight punch if performed with P or an uppercut if performed with K. He dashes farther when the move is performed with  HP  or  HK .
Turn Punch Hold  LP + HP  or  LK + HK , then release Balrog turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.
Move list (Super moves (Extra))
Name Command Description
Crazy Buffalo Hold Left for 2 seconds, then Right Left Right+P Balrog performs a series of five dashes and punches. He performs uppercuts if the player holds K. The move covers more horizontal distance at higher levels.
Capcom vs SNK, Character Art, Capcom, Raiden.jpg
Capcom vs SNK, Sprites, Raiden.gif
Originally appeared in:
Fatal Fury



Raiden
Raiden is a heel pro wrestler known for his ruthlessness in the ring.
Move list (Special moves (Normal))
Name Command Description
Poison Spray Right Down-right Down Down-left Left P Raiden blows a poisonous mist in front of him, which knocks his opponent over on impact. He blows for longer when the move is performed with  HP .
Giant Bomb Hold Left for 2 seconds, then Right+P Raiden charges forward with a shoulder tackle, which knocks his opponent over on impact. He charges further when the move is performed with  HP .
Super Drop Kick Hold K, then release Raiden jumps forward with a dropkick, which knocks his opponent over on impact.
Thunder Crush Bomb D-Pad in a 360° rotation, then K (close) Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground. He jumps higher when the move is performed with  HK .
Raiden Combination/Body Blow Left Down Down-left P Raiden steps forward with a body blow. He steps slightly further when the move is performed with  HP . It can be followed up with a headbutt by pressing Down Down-left Left P or a front suplex by pressing Down Down-left Left K.
Move list (Command normals (Normal))
Name Command Description
Body Press Down+ HP  while jumping diagonally Raiden drops with a body press.
Bear Stomp Down-right+ HK  (close) Raiden stomps his opponent's feet.
Move list (Super moves (Normal))
Name Command Description
Destruction Drop D-Pad in a 360° rotation twice, then P (close) Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground, finishing by doing a diving drop on top of them. He does two powerbombs at level 2 and three powerbombs at level 3.
Flame Breath Right Down-right Down Down-left Left Right Down-right Down Down-left Left P Raiden blows an inferno in front of him. He blows for longer at higher levels.

Both forms are inspired by his appearance in Fatal Fury Special (as Big Bear). His Extra form swaps the Raiden Combination/Body Blow move for the Jumping Lariat Drop and the Flame Breath super move for Crazy Train.

Move list (Special moves (Extra))
Name Command Description
Poison Spray Right Down-right Down Down-left Left P Raiden blows a poisonous mist in front of him, which knocks his opponent over on impact. He blows for longer when the move is performed with  HP .
Giant Bomb Hold Left for 2 seconds, then Right+P Raiden charges forward with a shoulder tackle, which knocks his opponent over on impact. He charges further when the move is performed with  HP .
Super Drop Kick Hold K, then release Raiden jumps forward with a dropkick, which knocks his opponent over on impact.
Thunder Crush Bomb D-Pad in a 360° rotation, then K (close) Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground.
Jumping Lariat Drop Right Down Down-right P Raiden leaps forward with crooked arm lariat that takes his opponent down if it connects. He leaps farther if the move is performed with  HP .
Move list (Command normals (Extra))
Name Command Description
Body Press Down+ HP  while jumping diagonally Raiden drops with a body press.
Bear Stomp Down-right+ HK  (close) Raiden stomps his opponent's feet.
Move list (Super moves (Extra))
Name Command Description
Destruction Drop D-Pad in a 360° rotation twice, then P (close) Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground, finishing by doing a diving drop on top of them. He does two powerbombs at level 2 and three powerbombs at level 3.
Crazy Train Down Down-right Right Down Down-right Right P Raiden performs a combination of moves, ending with a shoulder ram.
Capcom vs SNK, Character Art, Capcom, Kim Kaphwan.jpg
Capcom vs SNK, Sprites, Kim Kaphwan.gif
Originally appeared in:
Fatal Fury 2



Kim Kaphwan
Kim is a Korean taekwondo master with a strong sense of justice.
Move list (Special moves (Normal))
Name Command Description
Han Getsu Zan Down Down-left Left K Kim flips forward with a semicircular split-leg kick, which can hit with the heel of each leg. The move covers a wider arc when it is performed with  HK .
Hien Zan Hold Down for 2 seconds, then Up+K Kim flips backward, slicing through the air with a circular kick, which knocks down his opponent on impact. When the move is performed with  HK , he ascends higher, and it can be followed up with another kick (Tenshou Zan) by pressing Down+ HK .
Hishou Kyaku Down Down-right Right K in midair Kim dives diagonally downward while stomping repeatedly.
Haki Kyaku Down Down K Kim stomps the ground, hitting opponents in front of him. This move can neutralize ground projectiles.
Stance Change Hold  HK  after  HK  or Neri Chagi Kim changes his stance to face the background. He cannot move while in this stance, and releasing  HK  returns him to his normal stance. While holding this stance, he can perform a jumping side kick with Left+ LP ,  LP , or Right+ LP , an axe kick that can hit opponents who are crouch blocking with  HP , or a side kick that knocks his opponent over with  LK .
Move list (Command normals (Normal))
Name Command Description
Neri Chagi Right+ LK  Kim lifts his leg high and comes down with an axe kick, which hits up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Normal))
Name Command Description
Hou'ou Kyaku Down Down-left Left Down-left Right K Kim performs a series of rapid kicks, then kicks the opponent into the air and finishes with a backflip kick (or multiple backflip kicks at higher levels).
Hou'ou Tenbu Kyaku Down Down-right Right Down-right Down Down-left Left K in midair Kim dives diagonally downward with a stomp, then flips in circles while kicking, ending with a side kick in midair.

His Extra form exchanges the Hien Zan and Stance Change abilities for the Kuusa Jin (first seen in Real Bout Fatal Fury) and the Hou'ou Tenbu Kyaku super move for the Hou'ou Hiten Kyaku.

Move list (Special moves (Extra))
Name Command Description
Han Getsu Zan Down Down-left Left K Kim flips forward with a semicircular split-leg kick, which can hit with the heel of each leg. The move covers a wider arc when it is performed with  HK .
Kuusa Jin Hold Down for 2 seconds, then Up+P Kim spins diagonally upward while kicking, knocking his opponent into the air. He ascends higher and hits an additional time when the move is performed with  HP .
Hishou Kyaku Down Down-right Right K in midair Kim dives diagonally downward while stomping repeatedly.
Haki Kyaku Down Down K Kim stomps the ground, hitting opponents in front of him. This move can neutralize ground projectiles.
Move list (Command normals (Extra))
Name Command Description
Neri Chagi Right+ LK  Kim lifts his leg high and comes down with an axe kick, which hits up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Extra))
Name Command Description
Hou'ou Kyaku Down Down-left Left Down-left Right K Kim performs a series of rapid kicks, then kicks the opponent into the air and finishes with a backflip kick (or multiple backflip kicks at higher levels).
Hou'ou Hiten Kyaku Down Down-right Right Down Down-right Right K Kim hits with a high roundhouse kick that knocks his opponent into the air.
Capcom vs SNK, Character Art, Capcom, Ryo Sakazaki.jpg
Capcom vs SNK, Sprites, Ryo Sakazaki.gif
Originally appeared in:
Art of Fighting



Ryo Sakazaki
Ryo is a practitioner of Kyokugen-ryuu, a style of karate created by his father.
Move list (Special moves (Normal))
Name Command Description
Ko'ou Ken Down Down-right Right P Ryo hurls a fireball from his palm. The projectile moves faster and knocks the opponent over when the move is performed with  HP .
Kohou Right Down Down-right P Ryo jumps into the air while performing an uppercut, which knocks down his opponent on impact. He ascends higher when the move is performed with  HP .
Zanransetsu Right Left Right P Ryo pummels his opponent with a blur of rapid punches, then uppercuts the opponent away.
Hien Shippu Kyaku Hold Down-left for 2 seconds, then Right+K Ryo leaps ahead with a flying kick followed by a spinning heel kick, which knocks down his opponent on impact. He leaps further when the move is performed with  HK .
Move list (Command normals (Normal))
Name Command Description
Hyouchuu Wari Right+ LP  Ryo draws his arm back, then chops his hand down to the ground. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Normal))
Name Command Description
Haoh Shoukou Ken Right Left Down-left Down Down-right Right P Ryo channels and throws a large fireball from both hands. The projectile is larger at higher levels.
Ryuuko Ranbu Down Down-right Right Down-right Down Down-left Left P Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a Kohou. He rushes further at higher levels, and he performs a second Kohou in midair at levels 2 and 3.

His Normal form is based on his original appearance in Art of Fighting, while his Extra form adopts a moveset more closely inspired by his moves in The King of Fighters '97. He loses the Zanransetsu but gains the Mouko Raijin Setsu and Kyokugen Ryu Ranbu Ken abilities and the Tenchi Haoh Ken super move.

Move list (Special moves (Extra))
Name Command Description
Ko'ou Ken Down Down-right Right P Ryo hurls a fireball from his palm. The projectile moves faster when the move is performed with  HP .
Kohou Right Down Down-right P Ryo jumps into the air while performing an uppercut, which knocks down his opponent on impact. He ascends higher when the move is performed with  HP .
Mouko Raijin Setsu Left Down Down-left P Ryo leaps forward with a hand chop that knocks down his opponent on impact. He leaps further when the move is performed with  HP .
Hien Shippu Kyaku Hold Down-left for 2 seconds, then Right+K Ryo leaps ahead with a flying kick followed by a spinning heel kick, which knocks down his opponent on impact. He leaps further when the move is performed with  HK .
Kyokugen Ryu Ranbu Ken Right Down-right Down Down-left Left P (close) Ryo swings a punch with each hand, then knocks his opponent over with a rising uppercut.
Move list (Command normals (Extra))
Name Command Description
Hyouchuu Wari Right+ LP  Ryo draws his arm back, then chops his hand down to the ground. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Extra))
Name Command Description
Haoh Shoukou Ken Right Left Down-left Down Down-right Right P Ryo channels and throws a large fireball from both hands. The projectile is larger and moves faster at higher levels.
Ryuuko Ranbu Down Down-right Right Down-right Down Down-left Left P Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a Kohou. He rushes further at higher levels, and he performs a second Kohou in midair at levels 2 and 3.
Tenchi Haoh Ken Down Down-right Right Down Down-right Right P (at max level) Ryo performs a straight punch that sends his opponent flying away. The power gauge must be at level 3 to perform this move.
Capcom vs SNK, Character Art, Capcom, Terry Bogard.jpg
Capcom vs SNK, Sprites, Terry Bogard.gif
Originally appeared in:
Fatal Fury



Terry Bogard
Terry is a young American fighter who learned various fighting techniques from his father.
Move list (Special moves (Normal))
Name Command Description
Burn Knuckle Down Down-left Left P Terry leaps forward with a burning fist, which knocks down his opponent on impact. He leaps farther when the move is performed with  HP .
Power Wave Down Down-right Right P Terry punches the ground, causing a wave of energy to roll across the floor. The projectile moves faster when the move is performed with  HP .
Rising Tackle Hold Down for 2 seconds, then Up+P Terry spins into the air while upside down and holding an arm out, which knocks his opponent over on impact. He ascends higher and hits multiple times when the move is performed with  HP .
Crack Shoot Down Down-left Left K Terry jumps forward while kicking in a circle. The move covers a wider arc when it is performed with  HK .
Move list (Command normals (Normal))
Name Command Description
Rising Upper Down-right+ HP  Terry does an uppercut.
Move list (Super moves (Normal))
Name Command Description
Power Geyser Down Down-right Right Down-left Right P Terry punches the ground, causing a geyser of energy to erupt from the ground in front of him. He punches the ground again to create a second geyser at level 2 and a third time for a third geyser at level 3.
Buster Wolf Down Down-right Right Down Down-right Right K Terry leaps forward with a burning fist. If it connects, he punches ahead, causing a large explosion around him. He rushes further at higher levels.

Both forms are nearly identical, but the Extra form removes the Rising Tackle and replaces it with the Power Dunk.

Move list (Special moves (Extra))
Name Command Description
Burn Knuckle Down Down-left Left P Terry leaps forward with a burning fist, which knocks down his opponent on impact. He leaps farther when the move is performed with  HP .
Power Wave Down Down-right Right P Terry punches the ground, causing a wave of energy to roll across the floor. The projectile moves faster when the move is performed with  HP .
Power Dunk Right Down Down-right K Terry rises into the air with a knee strike, then smashes downward with a burning fist at the peak of the jump that knocks his opponent to the ground. He launches higher into the air when the move performed is with  HK .
Crack Shot Down Down-left Left K Terry jumps forward while kicking in a circle. The move covers a wider arc when it is performed with  HK .
Move list (Command normals (Extra))
Name Command Description
Rising Upper Down-right+ HP  Terry does an uppercut.
Move list (Super moves (Extra))
Name Command Description
Power Geyser Down Down-right Right Down-left Right P Terry punches the ground, causing a geyser of energy to erupt from the ground in front of him. He punches the ground again to create a second geyser at level 2 and a third time for a third geyser at level 3.
Buster Wolf Down Down-right Right Down Down-right Right K Terry leaps forward with a burning fist. If it connects, he punches ahead, causing a large explosion around him. He rushes further at higher levels.
Capcom vs SNK, Character Art, Capcom, Mai Shiranui.jpg
Capcom vs SNK, Sprites, Mai Shiranui.gif
Originally appeared in:
Fatal Fury 2



Mai Shiranui
Mai is a kunoichi who was trained in her family's ninjutsu arts.
Move list (Special moves (Normal))
Name Command Description
Ka Chou Sen Down Down-right Right P Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with  HP .
Ryuu En Bu Down Down-left Left P Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact. This move can neutralize projectiles. The move can hit two times when it is performed with  HP .
Hissatsu Shinobi Bachi Left Down-left Down Down-right Right K Mai performs a cartwheel, then drops to the ground with an elbow strike that knocks her opponent over. The move travels more distance when it is performed with  HK .
Musasabi no Mai (Chijou) Hold Down for 2 seconds, then Up+P Mai jumps to the back edge of the screen, then dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with  HP .
Musasabi no Mai (Kuuchuu) Down Down-left Left P in midair Mai dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with  HP .
Move list (Command normals (Normal))
Name Command Description
Sankaku Tobi Up-right when jumping onto the edge of the screen Mai can jump off the edges of the screen.
Fan Strike Right+ HP  Mai stabs her folded fan upward into the air.
Move list (Super moves (Normal))
Name Command Description
Chou Hissatu Shinobibachi Down Down-left Left Down-left Down Down-right Right K Mai does a cartwheel kick, then flies through the air with an elbow strike while flames radiate from her body.
Beni Suzaku Down Down-left Left Down Down-left Left P in midair Mai dives diagonally downward while her body is engulfed in flames.

Her Extra form switches the Hissatsu Shinobi Bachi special move for the Kagero no Mai (first seen in Real Bout Fatal Fury) and the Beni Suzaku super move for the Mizutori no Mai (from The King of Fighters '97).

Move list (Special moves (Extra))
Name Command Description
Ka Chou Sen Down Down-right Right P Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with  HP .
Ryuu En Bu Down Down-left Left P Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact. This move can neutralize projectiles. The move can hit two times when it is performed with  HP .
Musasabi no Mai (Chijou) Hold Down for 2 seconds, then Up+P Mai jumps to the back edge of the screen, then dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with  HP .
Musasabi no Mai (Kuuchuu) Down Down-left Left P in midair Mai dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with  HP .
Kagero no Mai Hold Down for 2 seconds, then Up+K Mai clasps her hands, then she is enveloped in a tall cone of flame.
Move list (Command normals (Extra))
Name Command Description
Sankaku Tobi Up-right when jumping onto the edge of the screen Mai can jump off the edges of the screen.
Fan Strike Right+ HP  Mai stabs her folded fan upward into the air.
Move list (Super moves (Extra))
Name Command Description
Chou Hissatu Shinobibachi Down Down-left Left Down-left Down Down-right Right K Mai does a cartwheel kick, then flies through the air with an elbow strike while flames radiate from her body.
Mizutori no Mai Down Down-right Right Down Down-right Right P Mai throws three folding fans at her opponent. The fans are flaming at levels 2 and 3.
Capcom vs SNK, Character Art, Capcom, Iori Yagami.jpg
Capcom vs SNK, Sprites, Iori Yagami.gif
Originally appeared in:
The King of Fighters '95



Iori Yagami
Iori is the heir to the Yagami clan, which sealed away the snake demon Orochi along with the Kusanagi and Yata clans. He can create fire, which is purple because of the blood pact his clan made with Orochi hundreds of years ago. He has an intense dislike of Kyo because of the longstanding feud between their clans.
Move list (Special moves (Normal))
Name Command Description
108 Shiki Yami Barai Down Down-right Right P Iori throws fiery purple sparks across the ground. The projectile moves faster when the move is performed with  HP .
127 Shiki Aoi Hana Down Down-left Left P (up to 3 times) Iori advances with an uppercut. The motion can be repeated up to three times, in which case he follows up with an additional uppercut that knocks his opponent into the air, then jumps and comes down with a double axe-handle punch on the falling opponent. He advances slightly further when a stronger button is used.
100 Shiki Oniyaki Right Down Down-right P Iori twirls into the air while surrounded in a streak of purple fire, which knocks down his opponent on impact. He ascends higher when the move is performed with  HP .
212 Shiki Kototsuki In Right Down-right Down Down-left Left K Iori runs forward and tries to grab his opponent by the head. If he succeeds, he takes the opponent down, then causes an explosion of purple fire. He runs further when the move is performed with  HK .
Kuzukaze Right Down-right Down Down-left Left Right P (close) Iori grabs and shoves his opponent away.
Move list (Command normals (Normal))
Name Command Description
Ge Shiki Gou Fu In Shinigami Right+ LK  Iori pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.
Ge Shiki Yuri Ori Left+ LK  in midair Iori kicks behind him.
Move list (Super moves (Normal))
Name Command Description
Kin 1211 Shiki Ya Otome Down Down-right Right Down-right Down Down-left Left P Iori dashes forward and performs a series of hand strikes, ending by grabbing the opponent and creating an explosion of purple fire. He dashes further at higher levels.
Ura 108 Shiki Ya Sakazuki Down Down-left Left Down-left Down Down-right Right P Iori throws fiery purple sparks that slide along the ground, then explode in a pillar of purple fire. If it hits, the opponent is trapped in a stasis effect until knocked out of it. The projectile explodes into four successive pillars at level 2 and eight successive pillars at level 3.
Capcom vs SNK, Character Art, Capcom, Kyo Kusanagi.jpg
Capcom vs SNK, Sprites, Kyo Kusanagi.gif
Originally appeared in:
The King of Fighters '94



Kyo Kusanagi
Kyo is the heir to the Kusanagi clan, which sealed away the snake demon Orochi along with the Yagami and Yata clans. He is one of the last members of his clan who can still create fire.
Move list (Special moves (Normal))
Name Command Description
114 Shiki: Aragami Down Down-right Right  LP  Kyo lunges forward with an explosive hook punch using his following arm. This move can neutralize projectiles. While the move is being performed, it can be followed up by a fiery uppercut (128 Shiki: Kono Kizu) with Down Down-right Right P or an elbow smash (127 Shiki: Yano Sabi) with Right Down-right Down Down-left Left P. The follow-up move can be followed up with an elbow smash (127 Shiki: Yano Sabi, after 128 Shiki: Kono Kizu) or a downward punch (Ge Shiki: Migiri Ugachi, after 127 Shiki: Yano Sabi) with P or a side kick (125 Shiki: Nanase) with K.
100 Shiki Oni Yaki Right Down Down-right P Kyo twirls into the air while surrounded in a streak of red fire, which knocks down his opponent on impact. He ascends higher when the move is performed with  HP .
202 Shiki Koto Tsuki You Right Down-right Down Down-left Left K Kyo runs into his opponent with an elbow strike, then lifts the opponent into the air with his hand and causes an explosion of red fire. He runs further when the move is performed with  HK .
R.E.D. Kick Left Down Down-left K Kyo rolls through the air with a kick that knocks his opponent to the ground on impact. The move covers more horizontal distance when it is performed with  HK .
Move list (Command normals (Normal))
Name Command Description
Ge Shiki Naraku Otoshi Down+ HP  in midair Kyo clasps his hands together and swings them down like a hammer, which knocks down opponents on impact.
Ge Shiki Gou Fu You Right+ LK  Kyo pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.
88 Shiki Down-right+ HK  Kyo kicks twice while crouched.
Move list (Super moves (Normal))
Name Command Description
Ura 108 Shiki Orochi Nagi Down Down-left Left Down-left Down Down-right Right P Kyo holds a hand into the air and foments a flame while P is held. When the button is released, he swipes his hand down, igniting the air around him, and slides forward while surrounded in flames.
Saishuu Kessen Ougi "Mu Shiki" Down Down-right Right Down Down-right Right P Kyo ignites his hand and throws a burst of fire onto the ground. He steps through the fire, setting himself ablaze, and performs several rapid punches. He finishes by twirling into the air while surrounded in a streak of red fire at level 3.

His Normal form is based on his reworked moveset in The King of Fighters '96, while his Extra form is based on his original moveset from The King of Fighters '94 and The King of Fighters '95.

Move list (Special moves (Extra))
Name Command Description
108 Shiki Yami Barai Down Down-right Right P Kyo throws fiery red sparks across the ground. The projectile moves faster when the move is performed with  HP .
100 Shiki Oni Yaki Right Down Down-right P Kyo twirls into the air while surrounded in a streak of red fire, which knocks down his opponent on impact. He ascends higher when the move is performed with  HP .
101 Shiki Oboro Guruma Left Down Down-left K Kyo flies through the air with a spinning back kick, which knocks down his opponent on impact. He kicks once when the move is performed with  LK  and three times when the move is performed with  HK .
75 Shiki Kai Down Down-right Right K Kyo hops forward with a front kick that knocks his opponent over. He hops further when the move is performed with  HK . The move can be followed up with an additional kick by pressing K again after kicking the opponent into the air.
202 Shiki Koto Tsuki You Right Down-right Down Down-left Left K Kyo runs into his opponent with an elbow strike, then lifts the opponent into the air with his hand and causes an explosion of red fire. He runs further when the move is performed with  HK .
Move list (Command normals (Extra))
Name Command Description
Ge Shiki Naraku Otoshi Down+ HP  in midair Kyo clasps his hands together and swings them down like a hammer, which knocks down opponents on impact.
Ge Shiki Gou Fu You Right+ LK  Kyo pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.
88 Shiki Down-right+ HK  Kyo kicks twice while crouched.
Move list (Super moves (Extra))
Name Command Description
Ura 108 Shiki Orochi Nagi Down Down-left Left Down-left Down Down-right Right P Kyo holds a hand into the air and foments a flame while P is held. When the button is released, he swipes his hand down, igniting the air around him, and slides forward while surrounded in flames.
Capcom vs SNK, Character Art, SNK, Morrigan Aensland.jpg
Vampire Savior, Sprites, Morrigan.gif
Originally appeared in:
Darkstalkers



Morrigan Aensland
Morrigan is a succubus who is obsessed with the human world. She is a secret character who can be unlocked in the Dreamcast version by first purchasing "The Challenger from the Dark Realm" from the Secret Shop (which becomes available after beating the game with every Capcom character). Morrigan then appears as a secret challenger in the Arcade Mode if the player earns at least 60 Groove Points before the fourth opponent when playing on the Capcom groove. If she is defeated and the player has purchased all of the Capcom Extra characters, she becomes available for purchase in the Secret Shop.
Move list (Special moves (Normal))
Name Command Description
Soul Fist Down Down-right Right P Morrigan shoots a flying bat projectile across the screen. If performed in midair, she shoots the projectile diagonally downward. The projectile moves faster when the move is performed with  HP .
Shadow Blade Right Down Down-right P Morrigan rises into the air while uppercutting her opponent by using one of her wings as a blade, knocking down her opponent on impact. She ascends higher when the move is performed with  HP .
Vector Drain Right Down-right Down Down-left Left P (close) Morrigan transforms her wings into a jetpack and flies into the air with her opponent before driving them into the ground.
Move list (Command normals (Normal))
Name Command Description
Shell Kick Down+ LK  while jumping diagonally Morrigan falls prone while her wings wrap around her legs in a pointed cone.
Spear Thrust Right+ HP  Morrigan transforms her wings into many spears and thrusts them forward.
Rising Kick Right+ HK  Morrigan kicks high into the air.
Mysterious Arc Down-right+ HP  Morrigan spins and whips her wings around while crouched.
Sweep Kick Down-right+ HK  Morrigan hovers prone while spinning her legs around in a circle.
Move list (Super moves (Normal))
Name Command Description
Cardinal Blade Down Down-right Right Down Down-right Right P Morrigan rises into the air while uppercutting her opponent by using one of her wings as a blade, which can hit her opponent multiple times.
Valkyrie Turn Right Down-right Down Down-left Left K Morrigan flies off the screen, then flies back in. If the player presses K, she attacks with her Shell Kick move. This move can be performed in midair.
Darkness Illusion  LP   LP  Right  LK   HP  (half screen away or closer, at max level) Morrigan transforms her wings into a jetpack and flies toward her opponent, then performs a series of attacks with a duplicate of herself. This move can be performed in midair. The power gauge must be at level 3 to perform this move.
Capcom vs SNK, Character Art, Capcom, Nakoruru.jpg
Capcom vs SNK, Sprites, Nakoruru.gif
Originally appeared in:
Samurai Shodown



Nakoruru
Nakoruru is a young girl who is a guardian of nature. She fights with her hawk Mamahaha. She is a secret character who can be unlocked in the Dreamcast version by first purchasing "The Messenger of Nature" from the Secret Shop (which becomes available after beating the game with every SNK character). Nakoruru then appears as a secret challenger in the Arcade Mode if the player earns at least 60 Groove Points before the fourth opponent when playing on the SNK groove. If she is defeated and the player has purchased all of the SNK Extra characters, she becomes available for purchase in the Secret Shop.
Move list (Special moves (Normal))
Name Command Description
Annu Mutsube Left Down-left Down P Nakoruru flies along the ground while holding her kodachi in front of her, which knocks over and slides to the other side of her opponent. She flies further when the move is performed with  HP . This attack must be blocked crouching. It can pass under many projectiles.
Lela Mutsube Down Down-right Right P Nakoruru flies diagonally upwards while holding her kodachi in front of her, which knocks her opponent over on impact. She flies further forward when the move is performed with  HP .
Amube Yatoro Right Down-right Down Down-left Left P Nakoruru calls her hawk Mamahaha to strike her opponent from above with a dive attack, which knocks her opponent over on impact. Mamahaha dives downward at a wider angle when the move is performed with  HP .
Shichikapu Etu Brute Left Down-left Down Down-right Right K Nakoruru calls her hawk Mamahaha to strike her opponent from above with a pecking attack. Mamahaha pecks twice when the move is performed with  HK .
Mamahaha ni Tsukamaru Down Down-left Left K Nakoruru leaps into the air to be carried by her hawk Mamahaha for a limited duration. While in flight, Nakoruru can move in any direction using the D-Pad, attack with P or  LK , or fall to the ground with  HK .
Kamui Mutsube Down Down-left Left P while carried by Mamahaha Nakoruru dives diagonally downwards while holding her kodachi out, which knocks her opponent over on impact. Nakoruru dives downward at a wider angle when the move is performed with  HP .
Shichikapu Ai Down Down-right Right P while carried by Mamahaha Mamahaha charges downward and stabs the opponent with her beak while engulfed in flames, which knocks the opponent over on impact. Mamahaha dives downward at a wider angle when the move is performed with  HP .
Move list (Command normals (Normal))
Name Command Description
Sankaku Tobi Up-right when jumping onto the edge of the screen Nakoruru can jump off the edges of the screen.
Rolling Slash Down-right+ HP  Nakoruru rolls along the ground in a ball while slashing her kodachi around her.
Move list (Super moves (Normal))
Name Command Description
Shichikapu Kamui Irushika Right Down-right Down Down-left Left Right Down-right Down Down-left Left P Nakoruru calls Mamahaha to charge across the screen.
Shirikoro Kamui Nomi Down Down-right Right Down Down-right Right K (at max level) Nakoruru is surrounded by a pillar of light and restores lost vitality. The move can be canceled by pressing  LP + HP  or  LK + HK , and it can also be interrupted by the opponent by attacking Nakoruru. The power gauge must be at level 3 to perform this move.

Ratio 3

Capcom vs SNK, Character Art, SNK, M Bison.jpg
Capcom vs SNK, Sprites, M Bison.gif
Originally appeared in:
Street Fighter II



M. Bison (Vega)
M. Bison is the shadowy leader of the international crime syndicate Shadaloo. He is motivated solely by his lust for world domination and fights using a dark psychotic energy known as "Psycho Power." He is the final boss of the game in the SNK groove.
Move list (Special moves (Normal))
Name Command Description
Psycho Vanish Right Down Down-right P M. Bison swings a hand down while it is infused with psycho power. This move can neutralize projectiles.
Psycho Impact Hold Left for 2 seconds, then Right+P M. Bison rushes forward, then knocks his opponent down with a punch infused with psycho power. He rushes further and precedes the knockdown with an additional hand swipe when the move is performed with  HP .
Double Knee Press Hold Left for 2 seconds, then Right+K M. Bison leaps forward while kicking down with each leg, which knocks down his opponent on impact. The move covers more horizontal distance when it is performed with  HK .
Head Press Hold Down for 2 seconds, then Up+K M. Bison flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing P, which can be aimed with Left and Right.
Skull Diver Hold Down for 2 seconds, then Up+P M. Bison flies into the air toward his opponent. This move can be followed by P to dive his opponent with a fist infused with psycho power, which can be aimed with Left and Right.
Move list (Super moves (Normal))
Name Command Description
Knee Press Nightmare Hold Left for 2 seconds, then Right Left Right+K M. Bison does two consecutive Double Knee Press maneuvers. He finishes with a sliding sweep at level 2 and a backflip kick and a dropkick at level 3.
Heartbreak Despair Hold Left for 2 seconds, then Right Left Right+P M. Bison spirals toward his opponent while infused with psycho energy, then throws the opponent after hitting. The move travels further at higher levels.

His Extra form is based on his appearance in Super Street Fighter II Turbo. He loses the Psycho Vanish and Psycho Impact abilities but regains the Psycho Crusher.

Move list (Special moves (Extra))
Name Command Description
Psycho Crusher Hold Left for 2 seconds, then Right+P M. Bison spirals toward his opponent while infused with psycho energy, which knocks down his opponent on impact. He travels further when the move is performed with  HP .
Double Knee Press Hold Left for 2 seconds, then Right+K M. Bison leaps forward while kicking down with each leg, which knocks down his opponent on impact. The move covers more horizontal distance when it is performed with  HK .
Head Press Hold Down for 2 seconds, then Up+K M. Bison flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing P, which can be aimed with Left and Right.
Devil Reverse Hold Down for 2 seconds, then Up+P M. Bison flies into the air toward his opponent. This move can be followed by P to dive his opponent with a fist infused with psycho power, which can be aimed with Left and Right.
Move list (Super moves (Extra))
Name Command Description
Knee Press Nightmare Hold Left for 2 seconds, then Right Left Right+K M. Bison does two consecutive Double Knee Press maneuvers. He finishes with a sliding sweep at level 2 and a backflip kick and a dropkick at level 3.
Capcom vs SNK, Character Art, SNK, Sagat.jpg
Street Fighter Alpha 2, Sprites, Sagat.gif
Originally appeared in:
Street Fighter



Sagat
Sagat is a Muay Thai master from Thailand who bears a long scar on his chest from a fated fight with Ryu.
Move list (Special moves (Normal))
Name Command Description
Tiger Shot Down Down-right Right P or K Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with P, he shoots a high shot while standing; if performed with K, he shoots a low shot while kneeling. The projectile moves faster when the move is performed with  HP .
Tiger Uppercut Right Down Down-right P Sagat rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when it is performed with  HP .
Tiger Crush Right Down Down-right K Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over.
Move list (Super moves (Normal))
Name Command Description
Tiger Genocide Down Down-right Right Down Down-right Right K Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Uppercut. He does an additional Tiger Uppercut at level 3.
Tiger Raid Down Down-left Left Down Down-left Left K Sagat performs a barrage of kicks, finishing with a flying side kick.

His Extra form changes the button combination for the Tiger Crush back to its original motion in Street Fighter II and replaces the super moves with the Tiger Cannon from Street Fighter Alpha (which can now be shot high or low).

Move list (Special moves (Extra))
Name Command Description
Tiger Shot Down Down-right Right P or K Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with P, he shoots a high shot while standing; if performed with K, he shoots a low shot while kneeling. The projectile moves faster when the move is performed with  HP .
Tiger Uppercut Right Down Down-right P Sagat jumps into the air with a flying uppercut, hitting up to two times and knocking his opponent over. He ascends higher when the move is performed with  HP .
Tiger Crush Down Down-right Right Up-right K Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over.
Move list (Super moves (Extra))
Name Command Description
Tiger Cannon Down Down-right Right Down Down-right Right P or K Sagat fires a large Tiger Shot that can hit multiple times. If performed with P, he shoots a high shot while standing; if performed with K, he shoots a low shot while kneeling.
Capcom vs SNK, Character Art, SNK, Vega.jpg
Street Fighter Zero 3, Sprites, Balrog.gif
Originally appeared in:
Street Fighter II



Vega (Balrog)
Vega is a narcissistic Spanish bullfighter who works for M. Bison and fights with a clawed hand.
Move list (Special moves (Normal))
Name Command Description
Rolling Crystal Flash Hold Left for 2 seconds, then Right+P Vega rolls along the ground, ending with a claw thrust. He rolls further when the move is performed with  HP .
Sky High Claw Hold Down for 2 seconds, then Up+P Vega jumps to the edge of the screen and then thrusts himself forward while stabbing with his claw. He thrusts straight ahead when the move is performed with  LP  and at a slight angle downward when the move is performed with  HP .
Flying Barcelona Attack Hold Down for 2 seconds, then Up+K, then P Vega jumps to the edge of the screen. If the player presses P while he is airborne, Vega dives onto his opponent with his arms spread, which knocks his opponent down on impact.
Izuna Drop Hold Down for 2 seconds, then Up+K, then Left+P or Right+P Vega jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex if the player presses Left+P or Right+P when near the opponent.
Backslash  LP + HP  or  LK + HK  Vega performs a backflip. He does a full backflip with  LP + HP  and half a backflip with  LK + HK . He is invulnerable while performing this move.
Scarlet Terror Hold Down-left for 2 seconds, then Right+K Vega does a backflip kick into the air, which knocks his opponent over on impact.
Move list (Command normals (Normal))
Name Command Description
Sankaku Tobi Up-right when jumping onto the edge of the screen Vega can jump off the edges of the screen.
Cosmic Smart Right+ HK  Vega does a leaping turnaround kick.
Move list (Super moves (Normal))
Name Command Description
Flying Barcelona Special Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K, then P Vega jumps to the edge of the screen and somersaults back to the ground, which can be followed by a claw dive that hits multiple times with P.
Rolling Izuna Drop Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K, then Left+P or Right+P Vega jumps to the edge of the screen and somersaults back to the ground, then grabs his opponent and slams them in a series of rolling suplexes.
Scarlet Mirage Hold Left for 2 seconds, then Right Left Right+K Vega advances on his opponent with a series of backflips.
Red Impact Hold Left for 2 seconds, then Right Left Right+P (close, at max level) Vega stabs his opponent with his claw, throws them into the air, and impales them with his claw as they land. The power gauge must be at level 3 to perform this move.

His Extra form resembles his Super Street Fighter II moveset (with his super move from Super Street Fighter II Turbo).

Move list (Special moves (Extra))
Name Command Description
Rolling Crystal Flash Hold Left for 2 seconds, then Right+P Vega rolls along the ground, ending with a claw thrust. He rolls further when the move is performed with  HP .
Sky High Claw Hold Down for 2 seconds, then Up+P Vega jumps to the edge of the screen and then thrusts himself forward while stabbing with his claw. He thrusts straight ahead when the move is performed with  LP  and at a slight angle downward when the move is performed with  HP .
Flying Barcelona Attack Hold Down for 2 seconds, then Up+K, then P Vega jumps to the edge of the screen. If the player presses P while he is airborne, Vega dives onto his opponent with his arms spread, which knocks his opponent down on impact.
Izuna Drop Hold Down for 2 seconds, then Up+K, then Left+P or Right+P Vega jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex.
Backslash  LP + HP  or  LK + HK  Vega performs a backflip. He does a full backflip with  LP + HP  and half a backflip with  LK + HK . He is invulnerable while performing this move.
Move list (Command normals (Extra))
Name Command Description
Sankaku Tobi Up-right when jumping onto the edge of the screen Vega can jump off the edges of the screen.
Move list (Super moves (Extra))
Name Command Description
Rolling Izuna Drop Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K, then Left+P or Right+P Vega jumps to the edge of the screen and somersaults back to the ground, then grabs his opponent and slams them in a series of rolling suplexes.
Capcom vs SNK, Character Art, Capcom, Ryuji Yamazaki.jpg
Capcom vs SNK, Sprites, Ryuji Yamazaki.gif
Originally appeared in:
Fatal Fury 3



Ryuji Yamazaki
Yamazaki is a deadly and insane Japanese mobster who fights with one hand in his pocket.
Move list (Special moves (Normal))
Name Command Description
Sabaki no Aikuchi Right Down Down-right P Yamazaki slides forward and slashes the knife that he conceals in his pocketed hand. He does an additional stab when the move is performed with  HP .
Hebi Tsukai Gedan Down Down-left Left  LP  Yamazaki charges his arm. When  LP  is released, he performs a fast punch diagonally upwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing  HK .
Hebi Tsukai Uwadan Down Down-left Left  HP  Yamazaki charges his arm. When  HP  is released, he performs a fast punch straight ahead. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing  HK .
Hebi Tsukai Chuudan Down Down-left Left  LK  Yamazaki charges his arm. When  LK  is released, he performs a fast punch diagonally downwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing  HK .
Bai Gaeshi Down Down-right Right P Yamazaki swings his arm up, which can damage a nearby opponent or absorb a projectile. After a projectile has been absorbed, he immediately throws a fireball back toward the caster.
Yakiire Right Down Down-right K Yamazaki does an axe kick that flattens his opponent. This is an overhead strike that can hit characters who are crouch blocking.
Sadomazo Left Down-left Down Down-right Right K Yamazaki taunts his opponent. If his opponent attacks him while he is doing this, he counters with a charging punch.
Move list (Command normals (Normal))
Name Command Description
Bussashi Right+ LP  Yamazaki punches downward. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Normal))
Name Command Description
Guillotine Right Left Down-left Down Down-right Right P Yamazaki leaps forward, coming down with a flaming fist. If it connects, he drags his opponent along the ground with it before throwing them into the air. He stomps the opponent repeatedly before kicking them at level 3.
Drill D-Pad in a 360° rotation, then PPPPP (close) Yamazaki knocks his opponent into the air, then pummels them with multiple strikes upon landing.

His Normal form resembles his appearance in the Fatal Fury series, and his Extra form is closer to his appearances in the King of Fighters games. He has the Suna Kake and Badukan Pachiki abilities instead of Yakiire, and his super moves use different motions.

Move list (Special moves (Extra))
Name Command Description
Sabaki no Aikuchi Right Down Down-right P Yamazaki slides forward and slashes his knife with his pocketed hand. He does an additional stab when the move is performed with  HP .
Hebi Tsukai Gedan Down Down-left Left  LP  Yamazaki charges his arm. When  LP  is released, he performs a fast punch diagonally upwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing  HK .
Hebi Tsukai Uwadan Down Down-left Left  HP  Yamazaki charges his arm. When  HP  is released, he performs a fast punch straight ahead. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing  HK .
Hebi Tsukai Chuudan Down Down-left Left  LK  Yamazaki charges his arm. When  LK  is released, he performs a fast punch diagonally downwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing  HK .
Bai Gaeshi Down Down-right Right P Yamazaki swings his arm up, which can damage a nearby opponent or absorb a projectile. After a projectile has been absorbed, he immediately throws a fireball back toward the caster.
Suna Kake Right Down Down-right K Yamazaki kicks up dust from the ground.
Sadomazo Left Down-left Down Down-right Right K Yamazaki taunts his opponent. If his opponent attacks him while he is doing this, he counters with a charging punch.
Badukan Pachiki Right Down-right Down Down-left Left Right P (close) Yamazaki grabs and hits his opponent with an explosive headbutt.
Move list (Command normals (Extra))
Name Command Description
Bussashi Right+ LP  Yamazaki punches downward. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Extra))
Name Command Description
Guillotine Down Down-right Right Down Down-right Right P Yamazaki leaps forward, coming down with a flaming fist. If it connects, he drags his opponent along the ground with it before throwing them into the air. He stomps the opponent repeatedly before kicking them at level 3.
Drill Right Down-right Down Down-left Left Right Down-right Down Down-left Left PPPPP (close) Yamazaki knocks his opponent into the air, then pummels them with multiple strikes upon landing.
Capcom vs SNK, Character Art, Capcom, Rugal Bernstein.jpg
Capcom vs SNK, Sprites, Rugal Bernstein.gif
Originally appeared in:
The King of Fighters '94



Rugal Bernstein
Rugal is a cruel and sophisticated crime lord who turns the fighters he defeats into living trophies.
Move list (Special moves (Normal))
Name Command Description
Reppu Ken Down Down-right Right P Rugal sends a violent shockwave across the ground. The projectile moves faster when the move is performed with  HP .
Kaiser Wave Right Left Down-left Down Down-right Right P Rugal holds his hands back, then throws a tall fireball across the screen that knocks his opponent over on impact. He can charge the move and increase its damage by holding P for longer before releasing it. The projectile moves faster when the move is performed with  HP .
Genocide Cutter Right Down Down-right K Rugal jumps in the air with a crescent kick, which knocks his opponent over on impact. He jumps higher when the move is performed with  HK .
Dark Barrier Left Down-left Down Down-right Right K Rugal holds his hand out and generates a shield of dark energy. It knocks back opponents that touch it and also reflects projectiles.
God Press Right Down-right Down Down-left Left P Rugal charges across the screen, grabbing and slamming the opponent against the wall. He runs farther when the move is performed with  HP .
Move list (Super moves (Normal))
Name Command Description
Gigantic Pressure Down Down-right Right Down-right Down Down-left Left P Rugal charges across the screen, tackling the opponent into the wall, which causes a pillar of dark energy to explode. He finishes by tackling the opponent into the opposite wall, causing another pillar of dark energy to explode, at level 3.
Total Annihilation Down Down-right Right Down Down-right Right K Rugal kicks multiple times quickly, then finishes with a Genocide Cutter. He finishes with a second Genocide Cutter in midair at level 3.

His Normal form resembles his appearance in The King of Fighters '98, and his Extra form is based on his Omega Rugal form in the same game.

Move list (Special moves (Extra))
Name Command Description
Dark Smash Down Down-right Right P Rugal surrounds himself in an electric sphere, then thrusts it in front of him, knocking his opponent over on impact. He slides forward a short distance when the move is performed with  HP . Rugal falls diagonally downwards with the energy burst when the move is performed in midair.
Genocide Cutter Right Down Down-right K Rugal jumps in the air with a crescent kick, which knocks his opponent over on impact. He jumps higher when the move is performed with  HK .
Dark Barrier Left Down-left Down Down-right Right K Rugal holds his hand out and generates a shield of dark energy. It knocks back opponents that touch it and also reflects projectiles.
Rugal Execution Right Down-right Down Down-left Left P Rugal dashes quickly ahead, then grabs his opponent and lifts them in the air with a glowing hand that explodes.
Move list (Super moves (Extra))
Name Command Description
Gigantic Pressure Down Down-right Right Down-right Down Down-left Left P Rugal charges across the screen, tackling the opponent into the wall, which causes a pillar of dark energy to explode. He finishes by tackling the opponent into the opposite wall, causing another pillar of dark energy to explode, at level 3.
Total Annihilation Down Down-right Right Down Down-right Right K Rugal kicks multiple times quickly, then finishes with a Genocide Cutter. He finishes with a second Genocide Cutter in midair at level 3.
Capcom vs SNK, Character Art, Capcom, Geese Howard.jpg
Capcom vs SNK, Sprites, Geese Howard.gif
Originally appeared in:
Fatal Fury



Geese Howard
Geese is the mafia kingpin of South Town and the nemesis of the Terry Bogard. He is an American who has studied and mastered Japanese fighting techniques. He is the final boss of the game in the Capcom groove.
Move list (Special moves (Normal))
Name Command Description
Reppuu Ken Down Down-right Right  LP  Geese sends a violent shockwave across the ground.
Double Reppuu Ken Down Down-right Right  HP  Geese sends two violent shockwaves across the ground.
Shippuu Ken Down Down-left Left P in midair Geese throws a fireball a short distance diagonally downward. The projectile moves faster when the move is performed with  HP .
Atemi Nage Joudan Right Down-right Down Down-left Left  LP  Geese catches a high or jumping attack from his opponent and counters with a throw.
Atemi Nage Chuudan Right Down-right Down Down-left Left  HP  Geese catches a mid attack from his opponent and counters with a throw.
Atemi Nage Gedan Right Down-right Down Down-left Left  LK  Geese catches a low or sweep attack from his opponent and counters with a throw.
Move list (Command normals (Normal))
Name Command Description
Forehead Blow Right+ HP  Geese steps forward with one leg and strikes with a hooked arm, which knocks his opponent over on impact.
Move list (Super moves (Normal))
Name Command Description
Raging Storm Down-left Right Down-right Down Down-left Left Down-right P Geese ducks and calls energy spikes around him.
Deadly Rave Right Down-right Down Down-left Left Right+ LK ,  LP   LP   LK   LK   HP   HP   HK   HK , Down Down-left Left  HP  Geese performs a series of attacks, ending by throwing a fireball from his hands.

His Normal form is based on his Fatal Fury appearances, with conventional projectiles, while his Extra form is based on his appearance in The King of Fighters '96, with the Reppu Ken changed to a hand swipe.

Move list (Special moves (Extra))
Name Command Description
Reppuu Ken Down Down-right Right  LP  Geese swipes his hand upward, creating an arc of ki energy in front of him.
Double Reppuu Ken Down Down-right Right  HP  Geese steps forward with two alternating hand swipes, each creating an arc of ki energy in front of him. The second swipe knocks down the opponent on impact.
Atemi Nage Joudan Right Down-right Down Down-left Left  LP  Geese catches a high or jumping attack from his opponent and counters with a throw.
Atemi Nage Chuudan Right Down-right Down Down-left Left  HP  Geese catches a mid attack from his opponent and counters with a throw.
Jaei Ken Right Down-right Down Down-left Left K Geese dashes forward while generating a fireball in his hands. He hits the opponent with an elbow ram and a palm strike, then unleashes the fireball, which knocks down the opponent on impact.
Move list (Command normals (Extra))
Name Command Description
Forehead Blow Right+ HP  Geese steps forward with one leg and strikes with a hooked arm, which knocks his opponent over on impact.
Move list (Super moves (Extra))
Name Command Description
Raging Storm Down-left Right Down-right Down Down-left Left Down-right P Geese ducks and calls energy spikes around him.
Deadly Rave Right Down-right Down Down-left Left Right+ LK ,  LP   LP   LK   LK   HP   HP   HK   HK , Down Down-left Left  HP  Geese performs a series of attacks, ending by throwing a fireball from his hands.

Ratio 4

Capcom vs SNK, Character Art, SNK, Evil Ryu.jpg
Capcom vs SNK, Sprites, Evil Ryu.gif
Originally appeared in:
Street Fighter Alpha 2



Evil Ryu
Evil Ryu is a hypothetical version of Ryu that fights with the dark Satsui no Hadou rather than the light Kyoi no Hadou. He is a secret character who can be unlocked in the Dreamcast version by completing the Arcade Mode with Ryu using the Capcom groove, then purchasing him from the Secret Shop.
Move list (Special moves (Normal))
Name Command Description
Hadouken Down Down-right Right P Ryu channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with  HP .
Shakunetsu Hadouken Left Down-left Down Down-right Right P Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range. The projectile moves faster when the move is performed with  HP .
Shouryuuken Right Down Down-right P Ryu jumps into the air with a flying uppercut, hitting multiple times and knocking down his opponent. He ascends higher when the move is performed with  HP .
Tatsumaki Senpuukyaku Down Down-left Left K Ryu spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. If performed in midair, he moves horizontally. The move covers more horizontal distance and juggles the opponent for multiple hits when it is performed with  HK .
Ashura Senkuu Forward Right Down Down-right  LP + HP  or  LK + HK  Ryu glides forward. He is invulnerable in this state. He moves across the entire screen with  LP + HP  or half the screen with  LK + HK .
Ashura Senkuu Backward Left Down Down-left  LP + HP  or  LK + HK  Ryu glides backward. He is invulnerable in this state. He moves across the entire screen with  LP + HP  or half the screen with  LK + HK .
Move list (Command normals (Normal))
Name Command Description
Tenma Kuujin Kyaku Down+ HK  before the apex of the jump while flipping forward in the air Ryu dive kicks diagonally downward.
Sakotsu Wari Right+ LP  Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Senpuu Kyaku Right+ LK  Ryu leaps forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.
Stretch Kick Down-left+ HK  Ryu does a long-reaching crouching kick.
Move list (Super moves (Normal))
Name Command Description
Shinkuu Hadouken Right Down-right Down Down-left Left Right Down-right Down Down-left Left P Ryu fires a version of the Hadouken that can hit his opponent multiple times.
Messatsu Gou Shouryuu Down Down-right Right Down Down-right Right P Ryu performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.
Shun Goku Satsu  LP   LP  Right  LK   HP  (at max level) Ryu glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. This move is treated as a grab and cannot be blocked. The power gauge must be at level 3 to perform this move.
Capcom vs SNK, Character Art, SNK, Akuma.jpg
Capcom vs SNK, Sprites, Akuma.gif
Originally appeared in:
Super Street Fighter II Turbo



Akuma (Gouki)
Akuma is a savage and merciless fighter who has mastered the Satsui no Hadou. He is a secret character who can be unlocked in the Dreamcast version by first purchasing "The Strongest Challenger" from the Secret Shop (which becomes available after completing the game once). Akuma then appears as a secret challenger in the Arcade Mode if the player earns at least 80 Groove Points before the final opponent. If he is defeated and the player has purchased Morrigan and Nakoruru, he becomes available for purchase in the Secret Shop.
Move list (Special moves (Normal))
Name Command Description
Gou Hadouken Down Down-right Right P Akuma channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with  HP .
Zankuu Hadouken Down Down-right Right P in midair Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair. The projectile moves faster when the move is performed with  HP .
Shakunetsu Hadouken Right Down-right Down Down-left Left P Akuma shoots a flaming variant of the Hadouken, which knocks down opponents on impact. The projectile moves faster and hits multiple times when the move is performed with  HP .
Gou Shouryuuken Right Down Down-right P Akuma jumps into the air with a flying uppercut, hitting multiple times and knocking down his opponent. He ascends higher when the move is performed with  HP .
Tatsumaki Zankuukyaku Down Down-left Left K Akuma spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance and juggles the opponent for multiple hits when it is performed with  HK .
Ashura Senkuu Forward Right Down Down-right  LP + HP  or  LK + HK  Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with  LP + HP  or half the screen with  LK + HK .
Ashura Senkuu Backward Left Down Down-left  LP + HP  or  LK + HK  Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with  LP + HP  or half the screen with  LK + HK .
Move list (Command normals (Normal))
Name Command Description
Tenma Kuujin Kyaku Down+ HK  before the apex of the jump while flipping forward in the air Akuma dive kicks diagonally downward.
Zugai Hasatsu Right+ LP  Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Stretch Kick Down-left+ HK  Akuma does a long-reaching crouching kick.
Move list (Super moves (Normal))
Name Command Description
Messatsu Gou Hadou Right Down-right Down Down-left Left Right Down-right Down Down-left Left P Akuma fires a version of the Gou Hadouken that can hit his opponent multiple times.
Messatsu Gou Shouryuu Down Down-right Right Down Down-right Right P Akuma performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.
Tenma Gou Zankuu Down Down-right Right Down Down-right Right P in midair Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.
Shun Goku Satsu  LP   LP  Right  LK   HP  (at max level) Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. This move is treated as a grab and cannot be blocked. The power gauge must be at level 3 to perform this move.
Capcom vs SNK, Character Art, Capcom, Orochi Iori.jpg
Capcom vs SNK, Sprites, Wild Iori.gif
Originally appeared in:
The King of Fighters '97



Orochi Iori
Orochi Iori is a version of Iori when he is under the effects of the Riot of the Blood, due to the blood pact his clan made with Orochi hundreds of years ago that gave them greater powers but cursed the clan and their descendants forever. He is a secret character who can be unlocked in the Dreamcast version by completing the Arcade Mode with Iori using the SNK groove, then purchasing him from the Secret Shop.
Move list (Special moves (Normal))
Name Command Description
108 Shiki Yami Barai Down Down-right Right P Iori throws fiery purple sparks across the ground. The projectile moves faster when the move is performed with  HP .
127 Shiki Aoi Hana Down Down-left Left P (up to 3 times) Iori advances with an uppercut. The motion can be repeated up to three times, in which case he follows up with an additional uppercut that knocks his opponent into the air, then jumps and comes down with a double axe-handle punch on the falling opponent. He advances slightly further when a stronger button is used.
100 Shiki Oniyaki Right Down Down-right P Iori twirls into the air while surrounded in a streak of purple fire, which knocks down his opponent on impact. He ascends higher when the move is performed with  HP .
212 Shiki Kototsuki In Right Down-right Down Down-left Left K Iori runs forward and tries to grab his opponent by the head. If he succeeds, he takes the opponent down, then causes an explosion of purple fire. He runs further when the move is performed with  HK .
Move list (Command normals (Normal))
Name Command Description
Ge Shiki Gou Fu In Shinigami Right+ LK  Iori pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.
Ge Shiki Yuri Ori Left+ LK  in midair Iori kicks behind him.
Move list (Super moves (Normal))
Name Command Description
Kin 1211 Shiki Ya Otome Down Down-right Right Down-right Down Down-left Left P Iori dashes forward and performs a series of hand strikes, ending by grabbing the opponent and creating an explosion of purple fire. He dashes further at higher levels. He grabs and takes down the opponent at levels 2 and 3.
Ura 100 Shiki Oni Honou Down Down-left Left Down-left Down Down-right Right P Iori twirls multiple times with his arms extended, then finishes by twirling into the air while surrounded in a streak of purple fire.

Stages

Stages are chosen randomly for most matches in the Arcade Mode. Balrog and M. Bison are always fought in the Psycho Drive stage, and Geese Howard is always faced in Geese Tower. The hidden characters Morrigan, Nakoruru, and Akuma also have their own stages when encountered.

The stage can be chosen manually in the Vs Mode and Training Mode. The stages for the bosses and hidden characters must be purchased in the Secret Shop first before they can be selected, and they only become available for purchase after defeating their respective characters in the Arcade Mode.

Capcom vs SNK DC, Stages, Ryu.png

Suzaku Castle, Japan
This is the same setting as Ryu's stages in Street Fighter II and Street Fighter III: 3rd Strike. It is also seen from a distance in his stage in Street Fighter Alpha 2.

Capcom vs SNK DC, Stages, Sagat.png

Ayutthaya City, Thailand
The reclining Buddha statue in the background also features in Sagat's stages in Street Fighter II and all three Street Fighter Alpha games.

Capcom vs SNK DC, Stages, Final Fight.png

Metro City, U.S.A.
This stage takes place in an alleyway in Metro City, the setting of Final Fight.

Capcom vs SNK DC, Stages, Capcom.png

Expressway, Japan
This is considered the stage of Capcom.

Capcom vs SNK DC, Stages, Terry Bogard.png

Pacific Express, U.S.A.
This stage is based on Terry Bogard's stage in Fatal Fury 2 (which was revisited in Fatal Fury: Mark of the Wolves).

Capcom vs SNK DC, Stages, Pao Pao Cafe.png

Pao Pao Cafe, South Town, U.S.A.
The Pao Pao Cafe was originally Richard Myer's stage in Fatal Fury and reappeared in The King of Fighters '94. Its sister location, the Pao Pao Cafe 2, appeared in Fatal Fury 3.

Capcom vs SNK DC, Stages, Sakazaki.png

Sakazaki Dojo, Japan
This is the dojo for the Sakazaki family of the Art of Fighting series (which includes Ryo and Yuri, who appear in this game).

Capcom vs SNK DC, Stages, SNK.png

Neo Geo Land, Japan
This stage takes place at one of SNK's Neo Geo Land gaming centers in Japan. This is considered the stage of SNK.

Capcom vs SNK DC, Stages, Osaka.png

Osaka, Japan
Capcom and SNK are both headquartered in Osaka Prefecture in Japan.

Capcom vs SNK DC, Stages, Psycho Drive.png

Psycho Drive, Shadaloo
This is M. Bison's stage when he is fought (along with Balrog) in the Arcade Mode. The Psycho Drive was introduced in Street Fighter Alpha 3.

Capcom vs SNK DC, Stages, Geese Tower.png

Geese Tower, South Town, U.S.A.
This is Geese Howard's stage when he is fought in the Arcade Mode. Geese Tower serves as Geese Howard's stage in every Fatal Fury game in which he has appeared.

Capcom vs SNK DC, Stages, Morrigan.png

Aensland Castle, Scotland
This is Morrigan's stage when she is fought in the Arcade Mode. It is her family castle, and its exterior has previously appeared in all three Darkstalkers games as well as Pocket Fighter.

Capcom vs SNK DC, Stages, Nakoruru.png

Kamui Kotan, Japan
This is Nakoruru's stage when she is fought in the Arcade Mode. This location has previously served as Nakoruru's stage in Samurai Shodown and Rimururu's stage in Samurai Shodown III.

Capcom vs SNK DC, Stages, Akuma.png

Gokuento Island, Japan
This stage takes place on Akuma's island in Japan, which was also the setting of his stage in Street Fighter Alpha 2.

Capcom vs SNK DC, Stages, Secret.png

Ayutthaya Iseki, Thailand
This is a secret stage that is sometimes randomly used as Sagat's stage in the Arcade Mode. If he is defeated on it, it can be purchased from the Secret Shop for use in the other modes.

History

Development

Capcom vs. SNK was the second in a series of crossovers between Capcom and SNK, following SNK vs. Capcom: Card Fighters Clash for the Neo Geo Pocket Color in 1999. It was originally announced as SNK vs. Capcom, before a naming scheme was adopted where the Capcom-developed titles would be titled "Capcom vs. SNK" and the SNK-developed titles would be titled "SNK vs. Capcom."

While all the SNK sprites were drawn completely from scratch, many of the Capcom graphics are recycled from the Street Fighter Alpha series. With Alpha being designed for Capcom's CP System II arcade hardware, this means they were drawn with a different aspect ratio in mind (384x224 and 12:7 compared to 640x480 and 4:3) and thus most Capcom characters appear wider than SNK ones. The older sprites are also less detailed and fluidly animated and use a different art style with more exaggerated proportions compared to the newly drawn sprites. The sprite for Morrigan, which dates back to Darkstalkers: The Night Warriors in 1994, has especially drawn criticism. The sprites for Ryu, Ken, M. Bison (Vega), Evil Ryu, and Akuma (Gouki) are the exceptions to this as they were remade for this game.

In the options menu, in the middle of a song a voice can be heard saying in Portuguese: "Kaiser, uma grande cerveja. A cerveja dos momentos felizes," which translates "Kaiser, a great beer. The beer of the happy moments." Kaiser is a beer manufacturer in Brazil, and this audio track was a rip from commercial insertion on Jovem Pan FM radio. The rip was claimed by RadioDJ.com.br and released on Napster in late 1999.

Legacy

Capcom vs. SNK: Millennium Fight 2000 Pro is an update to this game. It would later be followed by Capcom vs. SNK 2: Millionaire Fighting 2001.

Production credits

  • Planner: Hideaki Itsuno, Ichinose Pawer, Haruo Murata, Tomonori Onuma, Oni-Suzuki, Neo-G, Takecyan, Buruma (Kojimax)
  • Programer: Akihiro Yokoyama, Batayon, Hard・Yas -Darkside-, Hyper Shinchan, Kaw・Tld, Knight Rider Giu, Kohei Akiyama, Kumiko Morita, Senor, Sailor, Tomohiro Ueno, Yoji Mikami, Yuko Kawamura
  • Title Design: Shoei
  • Illustrations
    • Capcom Illustrator: Kinu Nishimura, Nakata Yosito, RB, Daichan, Harumaru, Takamasa Yamada
    • SNK Illustrator: Shinkirou
  • Instruction Card Design: Sakomizu
  • Object Design: Ball Boy, Chimorin Shogun, Eri★Kimo, G・Kamina, Hideya Takada, Hirano=Daichi, Hiro, Hitoshi Igarashi, Ikusan・Z, Izumi‑N, Jun Ikawa, Kaeru, Kaname, Kimo Kimo, Nakamoto, Narancia, Masaru Nishimura, mamagorou, Masatsugu Sato, Michiru Akizuki, Miwa Sakaguchi, Mizuho, Peliko Fuzii, Rin Boku, Tagirin, Tatsuya Oshima, Tomo, Tomohiko Ohsumi, Tomomall, Toshihiro Suzuki, Tsuyoshi, Who, Yano, Yoshihiko Akita, Yoshihiro Goda, Yosinori Yamamoto, Youhei Nakamura
  • Effect Design: Anz, D.Kurita, Rinboku, Takep
  • Background: Hiroyuki Imahori, Yumiko Nakatsuka, Chika Iwai, Yoshio★Nishimura, Chie Morisaki, Aya Saito, Takako Nakamura, Tanopu, Yasuhiro Yamamoto, Naoko Niiyama, Masanori Kajita
  • Music Compose: Satoshi Ise
  • Sound Design: Masayuki Endou, Satoshi Ise
  • Recording Engineer: Kazuya Takimoto
  • SNK Staff: Yasushi Adachi, Yukihiro Degushi, Akira Konishi, Masanoikusumoto, Eiji Shiroi, Tonko, Senri Kita, Hiroaki, Toyochan, and SNK All Staff
  • Producer: Yoshihiro Sudo
  • General Producer: Noritaka Funamizu
  • Executive Producer: Yoshiki Okamoto
  • Network: Shin., Net Man, Ichiro Yunde, Mineyuki Noda, Kentaro Kaneko
  • Special Thanks: Shaky Akitomo, Hiroaki Kondou, Jim Miyamoto, Blackbelt Hayashi, H Sugiura, Ryuji Kida, K Shouno, Takuya Shiraiwa, Abu Takemura, Kaori Funakoshi, Kouji Misu, Hiroaki Watanabe, Nuki, Bas (M・P), Tko, Bomito (Ogata), Zero (B・M), Den (I・S), Joe, Capcom All Staff, and You
Source:
In-game credits[17]

Magazine articles

Main article: Capcom vs. SNK: Millennium Fight 2000/Magazine articles.

Promotional material

Logo-pdf.svg
Print advert in Electronic Gaming Monthly (US) #137: "December 2000" (2000-10-30)
also published in:
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Print advert in Official Dreamcast Magazine (US) #10: "Holiday 2000" (2000-11-28)
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Print advert in Dreamcast Magazine (JP) #2000-29: "2000-29 (2000-09-08,09-15)" (2000-08-25)
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Artwork

Main article: Capcom vs. SNK: Millennium Fight 2000/Artwork.

Physical scans

NAOMI version

NAOMI, JP
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"Top" instructions
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"Long" instructions
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"Long" instructions (2)
CapcomvsSNK NAOMI Cart.jpg
Cart

Dreamcast version

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
576 Konzol (HU)
90
[20]
Ação Games (BR)
83
[21]
Consoles + (FR) NTSC-J
90
[22]
Consoles + (FR) PAL
90
[23]
Computer & Video Games (UK) PAL
75
[11]
Dreamcast Monthly (UK) PAL
80
[24]
DC-UK (UK) PAL
90
[25]
Dreamcast Magazine (JP) NTSC-J
80
[26]
Dreamcast Magazine (UK) NTSC-J
87
[27]
Dreamcast Magazine (UK) PAL
91
[12]
Dorimaga (JP) NTSC-J
83
[28]
Edge (UK) NTSC-J
80
[29]
Electronic Gaming Monthly (US) NTSC-U
88
[30]
Entsiklopediya igr dlya Dreamcast (RU)
81
[31]
Famitsu (JP) NTSC-J
75
[32]
Fun Generation (DE) NTSC-J
88
[33]
GamePro (US) NTSC-U
88
[34]
Game Informer (US) NTSC-U
78
[35]
Gamers' Republic (US) NTSC-U
91
[36]
Hyper (AU) PAL
86
[16]
MAN!AC (DE) NTSC-J
85
[37]
Mega Fun (DE) NTSC-J
67
[38]
Neo Plus (PL)
80
[39]
Next Generation (US) NTSC-U
50
[40]
Official Dreamcast Magazine (UK) PAL
80
[41]
Official Dreamcast Magazine (US) NTSC-U
70
[42]
Playbox (FR) PAL
91
[43]
Playmag (FR) NTSC-J
75
[44]
Play (PL)
88
[45]
Play (PL)
68
[46]
Revista Oficial Dreamcast (ES) PAL
90
[47]
Sega Magazin (DE) NTSC-J
63
[48]
Video Games (DE) NTSC-J
80
[49]
Video Games (DE) PAL
84
[50]
Sega Dreamcast
81
Based on
34 reviews

Capcom vs. SNK: Millennium Fight 2000

Dreamcast, JP
CvS1 DC JP Box back.jpgCvS1 DC JP Box front.jpg
Cover
Dreamcast, US
CvS1 DC US Box back.jpgCvS1 DC US Box front.jpg
Cover
CvS1 DC US disc.jpg
Disc
Capcomvssnk dc us manual.pdf
Manual
Capcomvssnk dc us inlay.jpg
Inlay
Dreamcast, EU
CvS1 DC EU Box back.jpgCvS1 DC EU Box front.jpg
Cover

Technical information

Main article: Capcom vs. SNK: Millennium Fight 2000/Technical information.

ROM dump status

System Hash Size Build Date Source Comments
Sega Dreamcast
 ?
CRC32
MD5
SHA-1
GD-ROM (JP)
Sega Dreamcast
 ?
CRC32
MD5
SHA-1
GD-ROM (JP)
Sega Dreamcast
 ?
CRC32
MD5
SHA-1
GD-ROM (US)
Sega Dreamcast
 ?
CRC32
MD5
SHA-1
GD-ROM (EU)
Sega Dreamcast
 ?
CRC32
MD5
SHA-1
2000-07-17 GD-R Page
Sega Dreamcast
 ?
CRC32
MD5
SHA-1
2000-09-20 GD-R Page

External links

References

  1. File:CvS1 DC JP Box back.jpg
  2. 2.0 2.1 2.2 http://sega.jp/dc/000902/ (Wayback Machine: 2007-05-22 01:52)
  3. https://sega.jp/history/hard/dreamcast/software_l.html#tab01 (Wayback Machine: 2020-02-01 22:57)
  4. http://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=24428
  5. http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=1672
  6. 6.0 6.1 Press release: 2000-11-08: Capcom vs SNK: Millenium Fight 2000 Now Available
  7. http://www.capcom.com/xpml/game.xpml?gameid=550025 (Wayback Machine: 2001-01-05 01:08)
  8. http://www.chipsworld.co.uk/detProd.asp?ProductCode=3202 (Wayback Machine: 2002-11-16 06:24)
  9. http://www.amazon.co.uk:80/exec/obidos/tg/browse/-/300724/ (Wayback Machine: 2002-09-17 15:38)
  10. https://groups.google.com/g/uk.games.video.dreamcast/c/DIa9tUcZnMo/m/5zNmHXYm3UIJ
  11. 11.0 11.1 Computer & Video Games, "February 2001" (UK; 2001-01-17), page 107
  12. 12.0 12.1 Dreamcast Magazine, "No. 17" (UK; 2000-12-28), page 60
  13. http://www.micromania.fr/zooms/?ref=18280 (Wayback Machine: 2001-01-11 03:27)
  14. http://www.centromail.es/top/ficha.asp?codmail=16156&codprov= (Wayback Machine: 2001-09-17 09:37)
  15. http://www.futuregamez.net:80/outnow/dc.html (Wayback Machine: 2001-07-31 23:17)
  16. 16.0 16.1 Hyper, "December 2000" (AU; 2000-10-25), page 84
  17. File:Capcom vs SNK DC credits.pdf
  18. GamePro, "March 2001" (US; 2001-0x-xx), page 97
  19. Official Dreamcast Magazine, "March 2001" (US; 2001-01-28), page 102
  20. 576 Konzol, "Január 2001" (HU; 2001-xx-xx), page 43
  21. Ação Games, "Novembro 2000" (BR; 2000-xx-xx), page 58
  22. Consoles +, "Octobre 2000" (FR; 2000-xx-xx), page 92
  23. Consoles +, "Décembre 2000" (FR; 2000-1x-xx), page 134
  24. Dreamcast Monthly, "January 2001" (UK; 2000-12-21), page 48
  25. DC-UK, "Christmas 2000" (UK; 2000-11-17), page 70
  26. Dreamcast Magazine, "2000-29 (2000-09-08,09-15)" (JP; 2000-08-25), page 23
  27. Dreamcast Magazine, "No. 14" (UK; 2000-10-05), page 76
  28. Dorimaga, "2002-18 (2002-10-11)" (JP; 2002-09-27), page 34
  29. Edge, "December 2000" (UK; 2000-11-02), page 115
  30. Electronic Gaming Monthly, "February 2001" (US; 2001-01-09), page 129
  31. Entsiklopediya igr dlya Dreamcast, "Izdaniye chetvertoye, dopolnennoye" (RU; 2002-xx-xx), page 22
  32. Famitsu, "2000-09-15" (JP; 2000-09-01), page 31
  33. Fun Generation, "11/2000" (DE; 2000-10-18), page 79
  34. GamePro, "December 2000" (US; 2000-1x-xx), page 148
  35. Game Informer, "January 2001" (US; 200x-xx-xx), page 124
  36. Gamers' Republic, "December 2000" (US; 2000-xx-xx), page 76
  37. MAN!AC, "11/2000" (DE; 2000-10-04), page 53
  38. Mega Fun, "11/2000" (DE; 2000-10-04), page 68
  39. Neo Plus, "Marzec 2001" (PL; 2001-xx-xx), page 64
  40. Next Generation, "December 2000" (US; 2000-11-21), page 110
  41. Official Dreamcast Magazine, "January 2001" (UK; 2000-11-30), page 84
  42. Official Dreamcast Magazine, "Holiday 2000" (US; 2000-11-28), page 90
  43. Playbox, "Février 2001" (FR; 2001-0x-xx), page 42
  44. Playmag, "Octobre 2000" (FR; 2000-xx-xx), page 52
  45. Play, "Maj 2001" (PL; 2001-xx-xx), page 40
  46. Play, "Lipiec 2001" (PL; 2001-xx-xx), page 19
  47. Revista Oficial Dreamcast, "Enero 2001" (ES; 200x-xx-xx), page 42
  48. Sega Magazin, "November 2000" (DE; 2000-10-02), page 22
  49. Video Games, "11/2000" (DE; 2000-10-04), page 100
  50. Video Games, "12/2000" (DE; 2000-11-02), page 66


Capcom vs. SNK: Millennium Fight 2000

Capcomsnk title.png

Main page | Comparisons | Development | Magazine articles | Video coverage | Reception | Artwork | Technical information


Books: Capcom vs. SNK: Millennium Fight 2000 Koushiki Character Book (2000) | Capcom vs. SNK: Millennium Fight 2000 Official Fighter's Guide (2000) | Capcom vs. SNK: Millennium Fight 2000 Koushiki Guide Book (2000)

Sega Dreamcast
Prototypes: 2000-07-18 | 09-20



Capcom vs. games for Sega systems
Sega Saturn
X-Men vs. Street Fighter (1997) | Marvel Super Heroes vs. Street Fighter (1998)
Sega Dreamcast
Marvel vs. Capcom: Clash of Super Heroes (1999) | Marvel vs. Capcom 2: New Age of Heroes (2000) | Capcom vs. SNK: Millennium Fight 2000 (2000) | Capcom vs. SNK Millennium Fight 2000 Pro (2001) | Capcom vs. SNK 2 Millionaire Fighting 2001 (2001)
Related Games
Sega Saturn
X-Men: Children of the Atom (1995) | Marvel Super Heroes (1997)



The King of Fighters games for Sega systems or published by Sega
Sega Saturn
The King of Fighters '95 (1996) | The King of Fighters '96 (1996) | The King of Fighters '96 + '95: Gentei KOF Double Pack (No results?) | The King of Fighters '97 (1998) | The King of Fighters Best Collection (1998)
Sega Dreamcast
The King of Fighters: Dream Match 1999 (1999) | The King of Fighters: Evolution (2000) | The King of Fighters 2000 (2002) | The King of Fighters 2001 (2002) | The King of Fighters 2002 (2003)
Arcade
The King of Fighters Neowave (2004) | The King of Fighters XI (2005)
Sony PlayStation 4
The King of Fighters XIV (2016)
Unlicensed The King of Fighters games for Sega systems
King of Fighters 98' (1998) | The King of Fighters '99 (1999)
Related games
Capcom vs. SNK: Millennium Fight 2000 (2000) | Capcom vs. SNK Millennium Fight 2000 Pro (2000) | Capcom vs. SNK 2 Millionaire Fighting 2001 (2001) | NeoGeo Battle Coliseum (2005) | SNK Heroines: Tag Team Frenzy (2018)