Difference between revisions of "Capcom vs. SNK 2 Millionaire Fighting 2001"

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| publisher=[[Capcom]]
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| tab1=NAOMI
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| tab2=Dreamcast
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| publisher={{company|[[Capcom]]|system=NAOMI,NAOMIGD,DC|region=JP}}
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{{company|[[Sega Enterprises, Inc. (U.S.A.)]]|system=NAOMI,NAOMIGD|region=US}}
 
| developer=[[Capcom]]
 
| developer=[[Capcom]]
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| licensor=[[SNK]]
 
| system=[[Sega NAOMI]], [[Sega NAOMI GD-ROM]], [[Sega Dreamcast]]
 
| system=[[Sega NAOMI]], [[Sega NAOMI GD-ROM]], [[Sega Dreamcast]]
 
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| naomigd_date_jp=2001
 
| naomigd_date_jp=2001
 
| naomigd_code_jp=GDL-0007A
 
| naomigd_code_jp=GDL-0007A
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| naomi_date_us=2001
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| naomigd_date_us=2001
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{{releasesDC
 
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| dc_code_jp=T-1249M
 
| dc_code_jp=T-1249M
 
| dc_rrp_jp=6,800e{{ref|https://web.archive.org/web/20070518093822/http://sega.jp/dc/010912/}}
 
| dc_rrp_jp=6,800e{{ref|https://web.archive.org/web/20070518093822/http://sega.jp/dc/010912/}}
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| dc_rating_jp=all
 
| dc_date_jp_d=2004-01-22{{ref|https://web.archive.org/web/20070518093822/http://sega.jp/dc/010912/}}
 
| dc_date_jp_d=2004-01-22{{ref|https://web.archive.org/web/20070518093822/http://sega.jp/dc/010912/}}
 
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| dc_code_jp_d=T-1249M-1
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| otherformats={{NonSega|GC|PS2|XBOX}}
 
| otherformats={{NonSega|GC|PS2|XBOX}}
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| properties={{Properties|DC|adx|flash}}
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| savetype={{SaveType
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|DC|vmu
 
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'''''{{PAGENAME}}''''' (カプコン バーサス エス・エヌ・ケイ 2 ミリオネア ファイティング 2001) is a 2D fighting game developed and published by [[Capcom]] as the direct sequel to ''[[Capcom vs. SNK: Millennium Fight 2000]]''. It was released for [[Sega NAOMI]] arcade hardware in 2001, before subsequently being ported to the [[Sega Dreamcast]] and [[PlayStation 2]] later in the year.
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}}
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'''''{{PAGENAME}}''''' (カプコン バーサス エス・エヌ・ケイ 2 ミリオネア ファイティング 2001) is a 2D fighting game developed and published by [[Capcom]] as the direct sequel to ''[[Capcom vs. SNK: Millennium Fight 2000]]''. It was released for [[Sega NAOMI]] arcade hardware in 2001, with the American arcade release distributed by [[Sega]]. It was subsequently ported to the [[Sega Dreamcast]] and [[PlayStation 2]] later in the year.
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 +
==Story==
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A year has passed since the original tournament known as Millennium Fight 2000. The Garcia Financial Clique and the Masters Foundation have once again decided to hold a fighting tournament, this time with a million dollar prize, called Millionaire Fighting 2001.
  
 
==Gameplay==
 
==Gameplay==
''Capcom vs. SNK 2'' combines characters and gameplay elements from various [[Capcom]] and [[SNK]] fighting games, mainly the ''Street Fighter'' and ''The King of Fighters'' seriesthough elements are also borrowed from the ''Fatal Fury'' and ''Samurai Shodown'' series.
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{{ScreenThumb|Capcom vs SNK 2 DC, Character Select.png|width=200|Character select}}
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{{ScreenThumb|Capcom vs SNK 2 DC, Gameplay.png|width=200|Gameplay}}
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''Capcom vs. SNK 2'' is a 2D fighting game that combines characters and gameplay elements primarily from [[Capcom]]'s ''[[:Category:Street Fighter|Street Fighter]]'' and [[SNK]]'s ''[[:Category:The King of Fighters|The King of Fighters]]'' series, with elements also taken from the ''[[:Category:Fatal Fury (franchise)|Fatal Fury]]'' and ''[[:Category:Samurai Shodown (franchise)|Samurai Shodown]]'' series. The game uses 3D-rendered backgrounds, and several new characters have been added, pulled from more varied sources than the original game's roster. The number of attack buttons has been increased from four (as used in ''The King of Fighters'') to six (as used in ''Street Fighter''). Players can choose from six different fighting styles called "grooves," which mimic the mechanics of other Capcom and SNK games. The selected groove determines the character's power gauge as well as the availability of special techniques such as dashes, running, and guard cancels.
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Like ''The King of Fighters'', players assemble teams of multiple characters, which fight each other in one-on-one battles. In contrast to the fixed system of the original, players can now freely select characters and assign each of them a number from one to four that determines their relative strength. Teams now consist of up to three characters (as opposed to four in the first game); players can choose fewer than three characters, but the overall team ratio must total four. Players can choose the order in which their team's characters fight before every match (by holding {{X}}+{{A}} to start with the first character, {{Y}}+{{B}} for the second, or {{L}}+{{R}} for the third). 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. There is also an option to play one-on-one matches to the best of three rounds, as in a conventional fighting game. 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.
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Characters move with {{left}} and {{right}} and crouch with {{down}}. 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 light punch with {{X}}, a medium punch with {{Y}}, and a hard punch with {{Z}}, and they perform a light kick with {{A}}, a medium kick with {{B}}, and a hard kick with {{C}}. Light attacks are quick but do light damage, while hard 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. Taunting fills the opponent's power gauge by a slight amount.
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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; there is a guard gauge under the health gauge that shows how close the character is to being guard crushed. The guard gauge replenishes over time if the character does not block, and it fully refills after it is emptied.
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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 from six different playstyles before selecting their characters. Three are based on Capcom games, and three are based on SNK games.
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{{InfoTable|
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{{InfoRow
 +
| title=C
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| sprite={{sprite | Capcom vs SNK 2 DC, Grooves, Capcom.png | 0.5 | crop_width=200 | crop_height=402 | crop_x=0 | crop_y=0}}
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| desc=This groove is based on A-ism in ''[[Street Fighter Alpha 3]]''.
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 +
Characters can backstep or dash with {{left}} {{left}} or {{right}} {{right}}. Characters can perform an evasive roll forward by pressing the light punch and kick buttons ({{X}}+{{A}}) simultaneously. They are invulnerable during most of the roll, and they can roll through nearby opponents to the other side. Characters can perform a tactical recovery after being knocked down by holding two punch buttons simultaneously, which delays the character from getting back up.
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This is the only groove that can air block by holding the D-Pad away from the opponent in midair. However, characters cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air.
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Characters have a three-tiered power gauge that fills as they perform normal attacks and special moves or take damage (including blocked attacks). When at least one level of the gauge has been filled, the character can perform a super move. There are three different levels of each super move, with higher levels generally hitting more times. Each level costs as many levels of the gauge as the level of the attack, and the level is decided by the strength of the button used to perform the move ({{LP}} or {{LK}} for level 1, {{MP}} or {{MK}} for level 2, and {{HP}} or {{HK}} for level 3). Level 2 super moves can be canceled into a level 1 super move, which can sometimes do more overall damage than performing a level 3 super move for the same amount of gauge levels.
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If the power gauge has at least one level, the character can perform a counterattack to immediately cancel out of a block by pressing the medium punch and kick buttons ({{Y}}+{{B}}) simultaneously. This is similar to the Alpha Counters in ''[[Street Fighter Alpha]]'' and costs one level of the gauge.
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}}
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{{InfoRow
 +
| title=A
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| sprite={{sprite | Capcom vs SNK 2 DC, Grooves, Capcom.png | 0.5 | crop_width=200 | crop_height=402 | crop_x=200 | crop_y=0}}
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| desc=This groove is based on V-ism in ''[[Street Fighter Alpha 3]]''.
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 +
Characters can backstep or dash with {{left}} {{left}} or {{right}} {{right}}. Characters can perform an evasive roll forward by pressing the light punch and kick buttons ({{X}}+{{A}}) simultaneously. They are invulnerable during most of the roll, and they can roll through nearby opponents to the other side. Characters can recover from a fall after a knockdown by pressing two punch buttons simultaneously, which causes the character to repel away from the opponent after hitting the ground.
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Characters have a two-tiered power gauge that fills as they perform normal attacks and special moves or take damage (including blocked attacks). When at least one level of the gauge has been filled, the character can perform a level 1 super move at the cost of one level of the gauge. When both levels of the gauge are full, characters can perform Custom Combos (Original Combos in the Japanese versions) by pressing the hard punch and kick buttons ({{L}}+{{R}}) simultaneously. This causes the character to move more quickly and attack with much less recovery time, making it easier to chain moves together. There is a moment of invulnerability after initiating a Custom Combo. The power gauge drains while it is active, and the combo ends when the gauge is empty or if the character is hit out of it. Furthermore, characters can perform a level 1 super move at any point while the Custom Combo is active, which drains the rest of the gauge. Characters cannot block while performing a Custom Combo. Charge moves can be performed without charging (for example, the player only needs to press {{left}} {{right}} {{punch}} for a Sonic Boom).
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If the power gauge has at least one level, the character can perform a counterattack to immediately cancel out of a block by pressing the medium punch and kick buttons ({{Y}}+{{B}}) simultaneously. This is similar to the Alpha Counters in ''[[Street Fighter Alpha]]'' and costs one level of the gauge.
 +
}}
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{{InfoRow
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| title=P
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| sprite={{sprite | Capcom vs SNK 2 DC, Grooves, Capcom.png | 0.5 | crop_width=200 | crop_height=402 | crop_x=400 | crop_y=0}}
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| desc=This groove is based on ''[[Street Fighter III]]''.
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Characters can backstep or dash with {{left}} {{left}} or {{right}} {{right}}. They can perform small jumps by pressing {{upleft}}, {{up}}, or {{upright}} briefly from a neutral standing or crouching position. They can do normal attacks or throws but not special moves from a small jump (though doing so imposes a short recovery time after landing). Characters can recover from a fall after a knockdown by pressing two punch buttons simultaneously, which causes the character to repel away from the opponent after hitting the ground.
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Characters can parry incoming attacks by pressing the D-Pad toward the opponent to parry a high or mid attack or by pressing {{down}} to parry a low attack. Parries can be done in midair by pressing the D-Pad toward the opponent (regardless of the type of attack that is being parried). If this is done right as the attack hits, the attack is parried. The defending character takes no damage (including chip damage from special moves) and recovers more quickly than the opponent, creating an opening for a counterattack. The guard gauge fills easier than other grooves, so the player is incentivized to parry instead of blocking.
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Characters have a single-level power gauge that fills as they perform normal attacks and special moves, parry, or take damage. The gauge fills more slowly than the other grooves. When it is full, characters can perform a level 3 super move at the cost of the entire gauge.
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}}
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{{InfoRow
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| title=S
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| sprite={{sprite | Capcom vs SNK 2 DC, Grooves, SNK.png | 0.5 | crop_width=200 | crop_height=402 | crop_x=0 | crop_y=0}}
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| desc=This groove is based on the Extra mode in ''[[The King of Fighters: Dream Match 1999|The King of Fighters '98]]'' (which is itself based on the playstyle of ''The King of Fighters '94'' and ''[[The King of Fighters '95]]'').
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Characters can backstep or run with {{left}} {{left}} or {{right}} {{right}}. They continue running as long as the direction is held. Characters can perform a tactical recovery after being knocked down by holding two punch buttons simultaneously, which delays the character from getting back up.
  
In contrast to the original ''Capcom vs. SNK'', characters no longer have a specific "Ratio." Instead the player can select up to three characters in a team and give an amount or ratio (up to four) to each as desired. In console versions of the game, players can also choose a 1-on-1 game or a 3-on-3 game in arcade mode with the ratio system removed.
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This is the only groove where characters can dodge attacks by pressing the light punch and kick buttons ({{X}}+{{A}}) simultaneously. This causes the character to quickly lean into the background and evade any attacks made in that moment. Pressing any punch or kick button during a dodge causes the character to perform a quick, short-ranged counterattack when coming out of the dodge.
  
Unlike the first game, which was based on the ''King of Fighters''-style two-strength, four button system of punches and kicks, ''Capcom vs. SNK 2'' is based on the three strength, six-button system of punches and kicks, native to the ''Street Fighter'' series, with the SNK characters being tweaked to fit the 6-button style. The overall system is derivative of ''[[Street Fighter Alpha]]'', however, a number of different fighting styles called "grooves", which mimic other Capcom and SNK games, are included in the engine. These dictate both the character's Super Gauge system, and special techniques, such as dashes, running, and guard cancels, called "Subsystems".
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The power gauge is filled by blocking attacks or taking damage. It can also be charged by holding the strong punch and kick buttons ({{L}}+{{R}}) simultaneously while standing, though this leaves the character vulnerable to attack. Once the power gauge is filled, the character enters "MAX mode," and attack damage is increased by 15% while the gauge drains. When characters are in this state, players can perform a level 1 super move that immediately consumes the entire power gauge. When the health gauge is nearly empty and flashing red, characters can perform level 1 super moves indefinitely, and attack damage is increased by 5%. 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 level 3 super move instead that does more damage. Every round starts with an empty gauge.
  
There are six grooves in total, each designtated with a letter, along with custom grooves that can be programmed in home versions of the game. Each player designates prior to the match which groove his or her team will use.
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While in "MAX mode," the character can perform a counterattack to immediately cancel out of a block by pressing the medium punch and kick buttons ({{Y}}+{{B}}) simultaneously. This drains the gauge when it is used.
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}}
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{{InfoRow
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| title=N
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| sprite={{sprite | Capcom vs SNK 2 DC, Grooves, SNK.png | 0.5 | crop_width=200 | crop_height=402 | crop_x=200 | crop_y=0}}
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| desc=This groove is based on the Advanced mode in ''[[The King of Fighters: Dream Match 1999|The King of Fighters '98]]'' (which is itself based on the playstyle of ''[[The King of Fighters '96]]'').
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Characters can backstep or run with {{left}} {{left}} or {{right}} {{right}}. They continue running as long as the direction is held. Characters can perform small jumps by pressing {{upleft}}, {{up}}, or {{upright}} briefly from a neutral standing or crouching position. They can do normal attacks or throws but not special moves from a small jump (though doing so imposes a short recovery time after landing). Characters can perform an evasive roll forward by pressing the light punch and kick buttons ({{X}}+{{A}}) simultaneously. They are invulnerable during most of the roll, and they can roll through nearby opponents to the other side. Characters can recover from a fall after a knockdown by pressing two punch buttons simultaneously, which causes the character to repel away from the opponent after hitting the ground.
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The power gauge is filled by performing normal attacks and special moves or taking damage (including blocked attacks). When the gauge is filled, it is kept in stock and reset, up to three times. A character can use one stock of the gauge to perform a level 1 super move or to enter "MAX mode" by pressing the strong punch and kick buttons ({{L}}+{{R}}) simultaneously, increasing the damage dealt by the character by 20%. Performing a super move while in "MAX mode" performs a level 3 super move (costing only two total stocks of the gauge, one to enter "MAX mode" and one to perform the super move).
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While in "MAX mode," the character can perform a counterattack to immediately cancel out of a block by pressing the medium punch and kick buttons ({{Y}}+{{B}}) simultaneously. This drains the gauge when it is used.
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}}
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{{InfoRow
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| title=K
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| sprite={{sprite | Capcom vs SNK 2 DC, Grooves, SNK.png | 0.5 | crop_width=200 | crop_height=402 | crop_x=400 | crop_y=0}}
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| desc=This groove combines the "Rage gauge" from ''[[:Category:Samurai Shodown (franchise)|Samurai Shodown]]'' with the Just Defend mechanic from ''[[Garou: Mark of the Wolves]]''.
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Characters can backstep or run with {{left}} {{left}} or {{right}} {{right}}. They continue running as long as the direction is held. They can perform small jumps by pressing {{upleft}}, {{up}}, or {{upright}} briefly from a neutral standing or crouching position. They can do normal attacks or throws but not special moves or Just Defends from a small jump (though doing so imposes a short recovery time after landing). Characters can recover from a fall after a knockdown by pressing two punch buttons simultaneously, which causes the character to repel away from the opponent after hitting the ground.
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Blocking an attack at the moment before it hits is called a "Just Defend," which blocks the attack, replenishes a small amount of health, and recovers faster than a regular block (creating an opening for a counterattack). This can also be done in midair (unlike regular blocking).
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Characters have a single-level "Rage gauge" (怒), which only fills when the character is attacked or guards an attack with a Just Defend (but not a regular block). When the gauge fills completely, it starts draining, and the character turns red and gains a 35% bonus to attack damage and a 12.5% bonus to defense until it is emptied. While in this state, the character can perform a level 3 super move, which drains the rest of the gauge.
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}}
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}}
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===Modes===
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{{ScreenThumb|Capcom vs SNK 2 DC, All Survival.png|width=200|All Survival}}
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{{ScreenThumb|Capcom vs SNK 2 DC, Training Mode.png|width=200|Training Mode}}
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{{ScreenThumb|Capcom vs SNK 2 DC, Color Edit Mode.png|width=200|Color Edit Mode}}
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{{ScreenThumb3|Capcom vs SNK 2 DC, Groove Edit Mode, Gauge.png|Capcom vs SNK 2 DC, Groove Edit Mode, Systems.png|Capcom vs SNK 2 DC, Groove Edit Mode, Subsystems.png|width=100|Groove Edit Mode}}
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The Dreamcast version of the game has multiple modes. As in the original ''[[Capcom vs. SNK]]'', the player can accumulate Groove Points during single-player games by hitting opponents with attacks (with special moves and super moves earning more points), by using special mechanics (such as a guard break or Just Defend), or by defeating opponents. Finishing an opponent with a counterattack super move or by countering a super move with a special move is called a "Finest K.O." and worth 50 to 100 Groove Points. Getting hit or losing a match costs points. The number of Groove Points earned during a game is shown above the timer. The player's total amount of Groove Points is saved to a [[VMU]]. These points can be spent in the Groove Edit Mode, unlocked after finishing the Arcade Mode, to create custom grooves.
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*'''Arcade Mode:''' A single-player mode where the player forms a team of up to three characters and fights a series of elimination matches against five randomly selected teams. If the player fulfills certain requirements, a mid-boss fight against Geese Howard or M. Bison is unlocked before the fourth match. If the player fulfills additional requirements, a final boss fight against either Rugal or Akuma is unlocked after defeating the last team. If the player fulfills more stringent requirements, a secret final fight against Ultimate Rugal or Shin Akuma is unlocked instead. There are three formats for this mode: Ratio Match (players assemble teams of three with a combined ratio of four and fight an elimination match), 3-on-3 Match (players choose any three characters, which are all treated as having a ratio of one, and fight an elimination match), or Single Match (players choose one character, which is treated as having a ratio of two, and fight a match to the best of three rounds). 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.
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*'''Boss Battle Mode:''' After defeating both Ultimate Rugal and Shin Akuma at least once, a hidden boss battle mode is unlocked, which can be accessed by holding {{X}}+{{Y}} when starting the Arcade Mode. It is the same as the Arcade Mode, except it consists solely of matches against all of the boss characters (M. Bison, Geese Howard, Evil Ryu, Orochi Iori, Akuma, Rugal, Shin Akuma, and Ultimate Rugal). This mode cannot be continued if a match is lost. Completing it unlocks an "Extra Option" menu in the options.
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*'''Survival Mode:''' A single-player mode where the player chooses a groove and a character and tries to defeat as many. characters as possible in one-round matches on a single health gauge. All combatants are treated as having a ratio of two. Some health is replenished after each round, depending on the player's score. The contents of the character's power gauge is carried over to the next match (except in the S groove). There are two formats for this mode: All Survival (where the player fights against every character in the game) and ∞ Survival (where the player fights against endless opponents until defeated).
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*'''Vs Mode:''' A two-player mode where players pick a stage, their grooves, and their characters and fight each other. Pressing {{Start}} when selecting a groove cycles through the grooves quickly like a slot machine (for choosing one randomly). Each player can also set a handicap. The game keeps track of each player's wins, losses, and win ratio. As in the Arcade Mode, there are three formats for this mode: Ratio Match, 3-on-3 Match, or Single Match.
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*'''Training Mode:''' A practice mode where the player chooses any character and any opponent and can choose a groove and a ratio (between one and four) for either character. 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). The player can toggle the display of button presses and attack data.
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*'''Groove Edit Mode:''' This mode is unlocked after completing the game. This allows the player to create two custom grooves (EX1 and EX2) by mixing and matching elements of the default grooves. The resulting grooves can be saved to a [[VMU]] and used in any mode. The player can select any of the six different gauges (or no gauge), then toggle systems and subsystems from the existing grooves. However, all of these elements cost a different amount of Groove Points to unlock, and the player initially starts with 4,000 Groove Points.
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*'''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). Pressing {{Start}} opens a menu with additional options. Custom color schemes can be saved to a [[VMU]].
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*'''Replay Mode:''' This mode allows the player to load and watch a replay of a match from a VMU. Players are given the chance to save replays after completing a match in the Vs Mode. A replay takes 30 blocks of storage.
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*'''Network Mode:''' This mode supported competitive online matches over Capcom's [[Matching Service]].
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The game also supports linking to the [[Neo Geo Pocket Color]] game ''SNK vs. Capcom: Card Fighters 2 Expand Edition'' over a [[Neo Geo Pocket/Dreamcast Setsuzoku Cable]].
  
 
===Characters===
 
===Characters===
====Capcom Side====
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{{MoveListNote|legend=StreetFighterAlpha}}
{{multicol|
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The game features a total of 48 playable characters, including the entire returning roster of ''[[Capcom vs. SNK Millennium Fight 2000 Pro]]''.
*Akuma ''([[Super Street Fighter II Turbo]]'')
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*Balrog ''([[Street Fighter II]]'')
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Every character has a different color scheme depending on which button is used to select him or her ({{X}}, {{Y}}, {{A}}, {{B}}, {{L}}, or {{R}}). Additional bonus color schemes can be used by selecting the character with all three punch buttons ({{X}}+{{Y}}+{{L}}) or all three kick buttons ({{A}}+{{B}}+{{R}}). If the player has made a custom color scheme for the character in the Color Edit Mode, it can be selected with {{Start}}.
*Blanka (''[[Street Fighter II]]'')
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====Capcom====
*Cammy ''([[Super Street Fighter II]]'')
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There are five new Capcom characters. Eagle appears for the first time since the original ''Street Fighter''. Yun is added as the only new character from ''[[Street Fighter III]]'' (though Chun-Li is also updated to her ''[[Street Fighter III: 3rd Strike|3rd Strike]]'' version). While the first ''Capcom vs. SNK'' only featured characters from the ''[[:Category:Street Fighter|Street Fighter]]'' series (with the exception of Morrigan from ''[[:Category:Darkstalkers|Darkstalkers]]'' as a hidden character), this roster adds new characters from other series: Kyosuke Kagami from ''Rival Schools'' and Rolento and Maki from ''[[:Category:Final Fight (franchise)|Final Fight]]'' (though Rolento appears as he did in ''[[Street Fighter Alpha 2]]'').
*Chun-Li (''[[Street Fighter II]]'')
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{{InfoTable|imagewidths=200|
*Dan Hibiki (''[[Street Fighter Alpha]]'')
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{{InfoFighter|
*Dhalsim (''[[Street Fighter II]]'')
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| name=Balrog (M. Bison)
*Eagle (''Street Fighter'')
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| image=Capcom vs SNK 2, Character Art, SNK, M Bison.jpg
*Edmond Honda (''Street Fighter II'')
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| sprite={{sprite | Street Fighter Zero 3, Sprites, M. Bison.gif}}
*Guile (''Street Fighter II'')
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| info1name=Originally appeared in
*Ken Masters (''Street Fighter'')
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| info1=''[[Street Fighter II]]''
*Kyosuke Kagami (''Rival Schools'')
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| desc=Balrog is a former heavyweight boxing champion who now works for M. Bison as an enforcer.
*M. Bison (''[[Street Fighter II]]'')
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{{MoveListTable | desc=Special moves |
*Maki Genryusai (''Final Fight 2'')
+
{{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 a stronger button is used.}}
*Morrigan Aensland (''Darkstalkers'')
+
{{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 a stronger button is used.}}
*Rolento (''[[Final Fight]]'')
+
{{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.}}
*Evil Ryu (''[[Street Fighter Alpha 2]]'') (Dreamcast only)
+
{{MoveListRow | Turn Punch | Hold two {{punch}} or {{kick}} simultaneously, then release | Balrog turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.}}
*Ryu (''Street Fighter'')
+
}}
*Sagat (''Street Fighter'')
+
{{MoveListTable | desc=Super moves |
*Sakura Kasugano (''[[Street Fighter Alpha 2]]'')
+
{{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.}}
*Vega (''[[Street Fighter II]]'')
+
{{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.}}
*Yun (''Street Fighter III'')
+
}}
*Zangief (''[[Street Fighter II]]'')
+
}}
*Shin Akuma (''[[Street Fighter Alpha 2]]'')
+
{{InfoFighter|
 +
| name=Blanka
 +
| image=Capcom vs SNK 2, 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 |
 +
{{MoveListRow | Electric Thunder | {{repeat|{{punch}}}} | Blanka charges his body with electricity, zapping his opponent on contact. He charges faster when a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Rock Crush | {{left}}+{{MP}} (close) | 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 | Two {{kick}} simultaneously | Blanka leaps forward. This move can pass through opponents (if close enough) but not attacks.}}
 +
{{MoveListRow | Surprise Back | {{left}} + two {{kick}} simultaneously | Blanka leaps back. This move can pass through opponents (if close enough) but not attacks.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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 | Ground Shave Rolling | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Blanka rolls into the air, then rolls along the ground toward his opponent. If the player continues to hold {{kick}}, he spins in place for a duration before launching forward. He rolls higher and 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.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Cammy
 +
| image=Capcom vs SNK 2, 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 |
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{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 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 |
 +
{{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. Pressing {{kick}} repeatedly does additional hits.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Chun-Li
 +
| image=Capcom vs SNK 2, Character Art, SNK, Chun-Li.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, 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 |
 +
{{MoveListRow | Hyakuretsu Kyaku | {{repeat|{{kick}}}} | Chun-Li stands on one leg and kicks rapidly with the other leg. She kicks faster when a stronger button is used.}}
 +
{{MoveListRow | Kikouken | {{HCF}} {{punch}} | Chun-Li leans forward and shoots a blast of ki from her palms. The distance it travels before dissipating depends on the strength of the button used ({{LP}} for furthest and {{HP}} for closest).}}
 +
{{MoveListRow | Spinning Bird Kick | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Chun-Li flips upside down and spins her legs while moving forward. She travels farther when a stronger button is used.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{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}}+{{MK}} in midair | Chun-Li holds a straight leg in a head stomp.}}
 +
{{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{HK}} | Chun-Li flips forwards high into the air, coming down with a kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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 | Houyoku Sen | {{QCF}} {{QCF}} {{kick}} | Chun-Li steps forward and performs a Hyakuretsu Kyaku with one leg, then takes another step forward and performs a Hyakuretsu Kyaku with her other leg, then finishes with a high kick that knocks her opponent into the air.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Dan Hibiki
 +
| image=Capcom vs SNK 2, Character Art, SNK, Dan Hibiki.jpg
 +
| sprite={{sprite | Capcom vs SNK Pro, Sprites, Dan Hibiki.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''[[Street Fighter Alpha]]''
 +
| desc=Dan is a cocky martial artist who fights in a style of his own design called Saikyou-ryuu. He was created as a parody of the SNK characters Ryo Sakazaki and Robert Garcia from ''[[Art of Fighting]]'', whom Capcom considered to be copies of the ''Street Fighter'' characters Ryu and Ken, with his moves made deliberately weak.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Gadouken | {{QCF}} {{punch}} | Dan channels his ki and thrusts a very short-ranged fireball directly in front of him with a single hand. The projectile travels slightly farther when a stronger button is used.}}
 +
{{MoveListRow | Kouryuuken | {{DPF}} {{punch}} | Dan jumps into the air with a flying uppercut, knocking down his opponent on impact. He ascends higher when a stronger button is used.}}
 +
{{MoveListRow | Dankuukyaku | {{QCB}} {{kick}} | Dan leaps forward and performs a sequence of kicks in midair that knock his opponent over on impact. He performs a knee strike with {{LK}}, a knee strike and a kick with {{MK}}, and a knee strike and two kicks with {{HK}}. This move can be performed in midair.}}
 +
{{MoveListRow | Zenten Chouhatsu | {{QCF}} {{Taunt}} | Dan rolls forward, then performs his taunt. This move can pass through opponents (if close enough) but not attacks.}}
 +
{{MoveListRow | Kouten Chouhatsu | {{QCB}} {{Taunt}} | Dan rolls backwards, then performs his taunt. This move can pass through opponents (if close enough) but not attacks.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Kuuchuu Chouhatsu | {{Taunt}} in midair | Dan can perform his taunt in midair.}}
 +
{{MoveListRow | Shagami Chouhatsu | {{down}}+{{Taunt}} | Dan can perform his taunt while crouching.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Chouhatsu Densetsu | {{QCF}} {{QCF}} {{Taunt}} | Dan rolls forward multiple times, stopping each time to taunt.}}
 +
{{MoveListRow | Shinkuu Gadouken | {{QCF}} {{QCF}} {{punch}} | Dan fires a version of the Gadouken Fireball that can hit his opponent multiple times. The projectile travels farther at higher levels.}}
 +
{{MoveListRow | Hisshou Buraiken | {{QCB}} {{QCB}} {{kick}} | Dan performs a barrage of punches and kicks, ending with a Kouryuuken.}}
 +
{{MoveListRow | Kouryuu Rekka | {{QCF}} {{QCF}} {{kick}} | Dan performs a single low Kouryuuken, followed by a high Kouryuuken.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Dhalsim
 +
| image=Capcom vs SNK 2, 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 |
 +
{{MoveListRow | Yoga Fire | {{QCF}} {{punch}} | Dhalsim spews a fireball across the screen. The projectile moves faster but not as far when a stronger button is used. It knocks the opponent over on impact when the move is performed with {{MP}} or {{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{MoveListRow | Yoga Teleport Forward | {{DPF}} + two {{punch}} or {{kick}} simultaneously | Dhalsim disappears and reappears the entire screen ahead with {{punch}} or half the screen ahead with {{kick}}.}}
 +
{{MoveListRow | Yoga Teleport Backward | {{RDP}} + two {{punch}} or {{kick}} simultaneously | Dhalsim disappears and reappears the entire screen back with {{punch}} or half the screen back with {{kick}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Kuuchuu Chouhatsu | {{Taunt}} in midair | Dhalsim can perform his taunt in midair.}}
 +
{{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 depends on the button used, with {{LK}} falling closer to horizontal, {{MK}} at a 45° angle, and {{HK}} falling closer to vertical.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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 Volcano | {{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.}}
 +
{{MoveListRow | Yoga Tempest | {{HCB}} {{HCB}} {{punch}} (at max level) | Dhalsim breathes a large mass of flame in front of him, similar to the Yoga Flame but lasting longer and potentially hitting more times. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Eagle
 +
| image=Capcom vs SNK 2, Character Art, SNK, Eagle.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Eagle.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Street Fighter''
 +
| desc=Eagle is a gentlemanly English bodyguard who has mastered the stick martial art bojutsu.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Manchester Black | {{QCB}} {{punch}} | Eagle raises his sticks to shoulder height and spins on one leg, which knocks down his opponent on impact. He moves forward while doing this when the move is performed with {{MP}} or {{HP}}, and he moves farther when a stronger button is used. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him.}}
 +
{{MoveListRow | Canterbury Blue | {{QCF}} {{punch}} | Eagle guards with one stick while twirling the other behind him. When the button is released, he stops twirling and attacks with his stick; holding the button for longer delays the attack. He guards high and hits high with {{LP}}, guards mid and hits mid with {{MP}}, and guards low and hits low with {{HP}}.}}
 +
{{MoveListRow | Oxford Red | {{HCF}} {{kick}} | Eagle dashes forward, then lunges and pokes his sticks rapidly. He dashes further and hits more when a stronger button is used.}}
 +
{{MoveListRow | Liverpool White | {{QCB}} {{kick}} | Eagle leaps forward, then smacks his stick down, which knocks down his opponent on impact. He leaps farther and higher when a stronger button is used.}}
 +
{{MoveListRow | Saint Andrew's Green | {{DPF}} {{punch}} | Eagle holds both of his sticks together and swings them in a vertically ascending arc like a golf club. This move knocks his opponent down on impact, or it can be used to absorb a projectile and immediately respond with another projectile. The projectile is sent straight ahead with {{LP}}, at a slight upward angle with {{MP}} or at a higher upward angle with {{HP}}.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Manchester Gold | {{QCB}} {{QCB}} {{punch}} | Eagle raises his sticks to shoulder height and spins rapidly in place on one leg. He finishes at level 3 by flinging his opponent high into the air with a stick, then catching them with a stab on his stick as they fall.}}
 +
{{MoveListRow | Union Jack Platinum | {{QCF}} {{QCF}} {{punch}} | Eagle advances with a series of strikes with his sticks.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Edmond Honda
 +
| image=Capcom vs SNK 2, 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 |
 +
{{MoveListRow | Hyakuretsu Harite | {{repeat|{{punch}}}} | E. Honda unleashes a flurry of hand slaps. He slaps faster when a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{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 |
 +
{{MoveListRow | Flying Sumo Press | {{down}}+{{MK}} in midair | E. Honda drops with a body press.}}
 +
{{MoveListRow | Harai Geri | {{right}}+{{HK}} | E. Honda does a low kick that trips his opponent.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Guile
 +
| image=Capcom vs SNK 2, 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 |
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Spin Back Knuckle | {{right}}+{{HP}} | Guile rotates around and swings his fist like a club.}}
 +
{{MoveListRow | Knee Bazooka | {{left}}+{{LK}} or {{right}}+{{LK}} | Guile hops forward with a knee strike.}}
 +
{{MoveListRow | Rolling Sobat | {{left}}+{{MK}} or {{right}}+{{MK}} | Guile hops with a turning kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Total Wipeout | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | 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.}}
 +
{{MoveListRow | Sonic Hurricane | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} (at max level) | Guile shoots a massive Sonic Boom that whirls in place in front of him. It covers a wider area at higher levels.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Ken Masters
 +
| image=Capcom vs SNK 2, 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 |
 +
{{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 a stronger button is used.}}
 +
{{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ken jumps into the air with a flying uppercut, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used, and Ken has a flaming fist 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. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.}}
 +
{{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Ken rolls forward. He rolls farther when a stronger button is used. This move can pass through opponents (if close enough) but not attacks.}}
 +
{{MoveListRow | Ryusen Kyaku | {{RDP}} {{kick}} | Ken rolls through the air with a wheel kick, which knocks down his opponent on impact.}}
 +
{{MoveListRow | Kama Barai Geri | {{HCF}} {{LK}} | Ken does a high roundhouse kick that can hit up to two times. Continuing to hold {{LK}} performs a high axe kick right afterwards.}}
 +
{{MoveListRow | Nata Otoshi Geri | {{HCF}} {{MK}} | Ken does a reverse roundhouse kick that can hit up to two times. Continuing to hold {{MK}} performs a high axe kick right afterwards.}}
 +
{{MoveListRow | Oosoto Mawashi Geri | {{HCF}} {{HK}} | Ken does a knockdown kick. Continuing to hold {{HK}} performs a high axe kick right afterwards.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Inazuma Kakato Wari | {{right}}+{{MK}} | 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 | Ushiro Mawashi Geri | {{right}}+{{HK}} | Ken does a spinning heel kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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. Pressing {{kick}} repeatedly does additional hits.}}
 +
{{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.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Kyosuke Kagami
 +
| image=Capcom vs SNK 2, Character Art, SNK, Kyosuke Kagami.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Kyosuke Kagami.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Rival Schools''
 +
| desc=Kyosuke is a cool and calculating student at Taiyo Gakuen.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Cross Cutter | {{QCF}} {{punch}} | Kyosuke swings his arms back and shoots two crescent-shaped projectiles forward, which converge into a single, larger projectile before dissipating partway across the screen. It hits twice at close range but only once after converging. The projectiles travel further when the move is performed with {{MP}} or {{HP}}.}}
 +
{{MoveListRow | Gen'ei Wave | {{QCF}} {{punch}} in midair | Kyosuke swings his arms back and generates a large energy wave that travels a short distance in front of him at a diagonal angle. The wave travels slightly farther when a stronger button is used.}}
 +
{{MoveListRow | Gen'ei Breaker | {{QCB}} {{punch}} | Kyosuke leaps forward, then swings an energy-infused fist that knocks his opponent over on impact. He leaps further when a stronger button is used.}}
 +
{{MoveListRow | Raijin Upper | {{DPF}} {{punch}} | Kyosuke summons a lightning strike in front of him that knocks the opponent over. The bolt is slightly further in front of him when a stronger button is used.}}
 +
{{MoveListRow | Gen'ei Kick | {{QCF}} {{kick}} | Kyosuke jumps with a rolling kick that knocks his opponent over on impact. This move can be performed in midair.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Launch Kick | {{downright}}+{{kick}} | Kyosuke kicks backwards while facing downward, launching his opponent into the air on impact.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Kakusan Cross Cutter | {{QCF}} {{QCF}} {{punch}} | Kyosuke swings his arms back and shoots multiple crescent-shaped projectiles forward, which converge into a single, larger projectile. He shoots four projectiles that dissipate partway across the screen at level 1 and six projectiles that travel the full width of the screen at levels 2 and 3. The large projectile hits the same amount of times as the smaller projectiles.}}
 +
{{MoveListRow | Super Raijin Upper | {{QCB}} {{QCB}} {{punch}} | Kyosuke summons a large lightning strike in front of him that hits multiple times.}}
 +
{{MoveListRow | Double Gen'ei Kick | {{QCF}} {{QCF}} {{kick}} | Kyosuke does two consecutive rolling kicks, knocking the opponent into the air, then finishes with a Gen'ei Wave. This move can be performed in midair.}}
 +
{{MoveListRow | Final Symphony Remix | {{HCB}} {{HCB}} {{kick}} (close, at max level) | Kyosuke thrusts his hand at the opponent. If it connects, he flings the opponent into the air and flips backwards. Then Hinata enters from one side with rapid punches and spinning kicks, and Batsu enters from the other side with a dashing punch and uppercut that knocks the opponent into the air. All three characters jump into the opponent with their final blows as the opponent lands. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Maki
 +
| image=Capcom vs SNK 2, Character Art, SNK, Maki.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Maki.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Final Fight 2''
 +
| desc=Maki is a speedy ninja who wields a tonfa. She is a student of Bushin-ryuu ninjutsu and the sister of Guy's fiancée. After her father Genryusai passes away, Maki is trying to find and defeat Guy in order to become the next master of Bushin-ryuu.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Genkou | {{QCF}} {{punch}} | Maki steps forward with a hook punch that knocks her opponent over on impact. She steps further forward when a stronger button is used.}}
 +
{{MoveListRow | Hayagake | {{QCF}} {{kick}} | Maki runs towards her opponent. While running, she can stop short by pressing {{LK}} (Kyuuteishi), do a sweep kick followed by a takedown by pressing {{MK}} (Kage Sukui), or do a jumping kick followed by a takedown by pressing {{HK}} (Kubikari).}}
 +
{{MoveListRow | Saka Hayagake | {{QCB}} {{kick}} | Maki runs away from her opponent. While running, she can stop short by pressing {{LK}} (Kyuuteishi), leap back towards the opponent by pressing {{MK}} (Zenpou Tobi), or leap in the direction of the run by pressing {{HK}} (Kouhou Tobi). She can perform any of her usual aerial attacks while leaping out of this move.}}
 +
{{MoveListRow | Kabe Tobi | {{QCB}} {{LP}} when jumping onto the edge of the screen | Maki grabs the side of the screen, then repels off with a leap across the screen. She can perform any of her usual aerial attacks while leaping out of this move.}}
 +
{{MoveListRow | Izuna Otoshi | {{QCB}} {{MP}} or {{HP}} when jumping onto the edge of the screen | Maki grabs the side of the screen, then dives off while reaching for her opponent. If it connects, she grabs and slams the opponent into the ground with a powerbomb. She dives further when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Kabe Kaijou | {{QCB}} {{LK}} when jumping onto the edge of the screen | Maki grabs the side of the screen, then drops off.}}
 +
{{MoveListRow | Hassoukyaku | {{QCB}} {{MK}} or {{HK}} when jumping onto the edge of the screen | Maki grabs the side of the screen, then jumps off with a diving kick. She jumps further when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Tengu Daoshi | {{HCF}} {{punch}} in midair (close) | Maki grabs her opponent and slams them into the side of the screen, then dives them into the ground.}}
 +
{{MoveListRow | Reppuukyaku | Two {{kick}} simultaneously | Maki plants her tonfa in the ground and spins around on it while kicking in a circle. She is invulnerable while performing this move, but it costs a portion of her vitality when it hits an opponent.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Bushin Gokusaken | {{LP}} {{MP}} {{HP}} {{HK}} | Maki does a backfist, an underhand punch, an elbow strike, and a hop kick that knocks the opponent away.}}
 +
{{MoveListRow | Hiji Otoshi | {{down}}+{{MP}} in midair | Maki thrusts downward with an elbow.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Bushin Gou Raiha | {{QCF}} {{QCF}} {{punch}} | Maki advances on her opponent with performs a series of punches and tonfa strikes, ending with a hopping high kick.}}
 +
{{MoveListRow | Tesshin Hou | {{QCF}} {{QCF}} {{kick}}, then {{kick}} | Maki runs towards her opponent. While running, she can launch into a flying kick by pressing {{kick}}.}}
 +
{{MoveListRow | Ajara Tengu | D-Pad in a 360° rotation twice, then {{punch}} (close) | Maki grabs her opponent and slams them into both sides of the screen, then drives them into the ground with a spinning slam. This move can be performed in midair.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Morrigan Aensland
 +
| image=Capcom vs SNK 2, Character Art, SNK, Morrigan Aensland.jpg
 +
| sprite={{sprite | Vampire Savior, Sprites, Morrigan.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''[[:Category:Darkstalkers|Darkstalkers]]''
 +
| desc=Morrigan is a succubus who is obsessed with the human world.
 +
{{MoveListTable | desc=Special moves |
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{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. This move can be performed in midair.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Shell Kick | {{down}}+{{HK}} in midair | Morrigan falls prone while her wings wrap around her legs in a pointed cone.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Soul Phoenix | {{QCF}} {{QCF}} {{punch}} | Morrigan fires a version of the Soul Fist that can hit her opponent multiple times. This move can be performed in midair.}}
 +
{{MoveListRow | Cardinal Blade | {{QCF}} {{QCF}} {{kick}} | 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.}}
 +
{{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.}}
 +
{{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.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Rolento
 +
| image=Capcom vs SNK 2, Character Art, SNK, Rolento.jpg
 +
| sprite={{sprite | Street Fighter Alpha 2, Sprites, Rolento.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''[[Final Fight]]''
 +
| desc=Rolento is former member of the Mad Gear Gang who wants to build an army in order to establish a military utopian nation.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Patriot Circle | {{QCF}} {{punch}} | Rolento slides forward while twirling his staff around in his hand. This move can be performed up to three times in quick succession, and the third hit knocks the opponent over.}}
 +
{{MoveListRow | Mekon Delta Air Raid | {{QCB}} {{punch}} | Rolento rolls backwards. He rolls farther when a stronger button is used. If the player presses {{punch}} again before he finishes his roll, he launches himself across the screen while swinging his staff downward. He launches himself further when a stronger button is used.}}
 +
{{MoveListRow | Mekon Delta Escape | {{QCB}} {{kick}} | Rolento jumps back to the corner of the screen and then drops back down. He can attack on his way down or move with {{left}} or {{right}}.}}
 +
{{MoveListRow | Mekon Delta Attack | Two {{punch}} simultaneously | Rolento performs a backflip. If the player presses {{punch}} again before the backflip is over, he rolls forward in a ball (with the distance depending on the strength of the punch used), which hurts opponents that he rolls into.}}
 +
{{MoveListRow | Scouter Jump | Two {{kick}} simultaneously | Rolento flips far forward through the air. He can attack while doing this.}}
 +
{{MoveListRow | Stinger | {{DPF}} {{kick}} | Rolento jumps high into the air. Pressing {{punch}} or {{kick}} before he lands throws a knife at an angle. The angle depends on the button used, with {{LP}} and {{LK}} being the closest to horizontal, {{LP}} and {{LK}} being the closest to 45°, and {{HP}} and {{HK}} being the closest to vertical.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Spike Rod | {{down}}+{{MK}} in midair | Rolento jabs his staff downward, which can be used to hit his opponent or bounce slightly off the ground.}}
 +
{{MoveListRow | Fake Rod | {{right}}+{{MK}} | Rolento jabs his staff into the ground and uses it to support his weight.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Take No Prisoners | {{QCF}} {{QCF}} {{punch}} | Rolento pulls a tripwire from the ground, which moves a short distance forward. If the wire catches the opponent, Rolento pulls the opponent onto a hook that appears overhead and drops them onto the ground.}}
 +
{{MoveListRow | Mine Sweeper | {{QCB}} {{QCB}} {{punch}} | Rolento rolls backwards while dropping several grenades. The grenades draw the opponent into each other as they explode.}}
 +
{{MoveListRow | Steel Rain | {{QCF}} {{QCF}} {{kick}} | Rolento throws a bundle of knives into the air, which rain down wherever his opponent is standing.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Ryu
 +
| image=Capcom vs SNK 2, Character Art, SNK, Ryu 2.jpg
 +
| 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 |
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ryu jumps into the air with a flying uppercut, knocking down his opponent on impact. He ascends higher when a stronger button is used.}}
 +
{{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 |
 +
{{MoveListRow | Sakotsu Wari | {{right}}+{{MP}} | 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 | Kyuubi Kudaki | {{right}}+{{HP}} | Ryu steps forward and punches his opponent in the stomach, potentially hitting twice.}}
 +
{{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Ryu hops forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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=Sagat
 +
| image=Capcom vs SNK 2, 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 |
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{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 |
 +
{{MoveListRow | Tiger Cannon | {{QCF}} {{QCF}} {{punch}} or {{kick}} | Sagat fires a large Tiger Shot while standing, which can hit his opponent multiple times.}}
 +
{{MoveListRow | Ground Tiger Cannon | {{QCB}} {{QCB}} {{punch}} | Sagat fires a large Tiger Shot while kneeling, which can hit his opponent multiple times.}}
 +
{{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.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Sakura Kasugano
 +
| image=Capcom vs SNK 2, Character Art, SNK, Sakura Kasugano 2.jpg
 +
| sprite={{sprite | Street Fighter Alpha 2, Sprites, Sakura.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''[[Street Fighter Alpha 2]]''
 +
| desc=Sakura is a Japanese schoolgirl who idolizes Ryu and fights with similar moves. The word "sakura" (さくら) refers to the cherry blossom tree or its flowers. She is thought to be a response to the popularity of the SNK character Yuri Sakazaki, as they are both young girls who imitate the fighting style of the main character of their series.
 +
{{MoveListTable | desc=Special moves |
 +
{{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 hits more times when a stronger button is used.}}
 +
{{MoveListRow | Shou'ou Ken | {{DPF}} {{punch}} | Sakura runs forward, then jumps in the air with a spinning uppercut that knocks her opponent over. She dashes a longer distance when a stronger button is used.}}
 +
{{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 back kick with {{QCB}} {{kick}}.}}
 +
{{MoveListRow | Ouka Kyaku | {{QCB}} {{kick}} before the apex of the jump | Sakura dives diagonally downwards with a stomp kick.}}
 +
{{MoveListRow | Sakura Otoshi | {{DPF}} {{kick}} | Sakura leaps high into the air with her arms and legs back. She jumps higher when a stronger button is used. She can cancel the jump and drop to the ground by pressing {{kick}} while in midair. This move can be followed up with {{punch}} to perform a knifehand strike with both hands as she is landing, which knocks her opponent over on impact. If it hits, it can be repeated two more times by pressing {{punch}} two more times in quick succession.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{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.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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=Vega (Balrog)
 +
| image=Capcom vs SNK 2, Character Art, SNK, Balrog.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 |
 +
{{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 a stronger button is used.}}
 +
{{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 with {{LP}}, then at lower angles with {{MP}} and {{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 | Two {{punch}} or {{kick}} simultaneously | Vega performs a backflip. He does a full backflip with {{punch}} and half a backflip with {{kick}}. 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 |
 +
{{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Vega can jump off the edges of the screen.}}
 +
{{MoveListRow | Axe Kick | {{right}}+{{MK}} | Vega hops forward with an axe kick.}}
 +
{{MoveListRow | Cosmic Smart | {{right}}+{{HK}} | Vega does a leaping turnaround kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Yun
 +
| image=Capcom vs SNK 2, Character Art, SNK, Yun.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Yun.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''[[Street Fighter III]]''
 +
| desc=Yun is a young skateboarder and skillful kung fu practitioner from Hong Kong.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Zesshou Hohou | {{QCF}} {{punch}} | Yun lunges forward with a straight punch in a leaping stride, which knocks his opponent over on impact. He leaps further when a stronger button is used.}}
 +
{{MoveListRow | Tetsuzan Kou | {{DPF}} {{punch}} | Yun steps to his opponent while turning, then strikes his opponent with the back of his shoulder, knocking the opponent into the air. He moves farther when a stronger button is used.}}
 +
{{MoveListRow | Senkyuutai | {{QCF}} {{kick}} | Yang flies into the air with an upward kick, which knocks his opponent over on impact. He ascends higher when a stronger button is used.}}
 +
{{MoveListRow | Kobokushi | {{QCB}} {{punch}} | Yun shoves with both open palms, knocking over his opponent on impact.}}
 +
{{MoveListRow | Fake Kobokushi | {{QCB}} + two {{punch}} simultaneously | Yun pulls back his arms as if to perform a Kobukushi but does not. This move recovers more quickly than a real Kobokushi, so it can be used to bait a response from an opponent.}}
 +
{{MoveListRow | Zenpou Tenshin | {{HCB}} {{kick}} (close) | Yun flips over his opponent's shoulder, landing on the other side of his opponent. The opponent is very briefly stunned after doing this, so it can be followed up by a quick attack before the opponent can counterattack.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Raigeki Shuu | {{downright}}+{{kick}} during neutral or forward jump | Yun falls with a stomping kick.}}
 +
{{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Yun hops forward with a crescent kick.}}
 +
{{MoveListRow | Koushu | {{right}}+{{HP}} (close) | Yun performs a straight punch.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Sourai Rengeki | {{QCF}} {{QCF}} {{punch}} | Yun performs a series of palm and elbow strikes. He follows up by kicking his opponent into the air and finishes with a midair kick at levels 2 and 3.}}
 +
{{MoveListRow | Raishin Mahha Ken | {{QCF}} {{QCF}} {{kick}} | Yun's brother Yang drops down with a kick and a hand thrust. If it connects, he walks through his opponent with a single hand thrust that does multiple hits, then he leaves.}}
 +
{{MoveListRow | Youhou | {{QCB}} {{QCB}} {{punch}} (at max level) | Yun lashes his arms outward, then performs a Tetsuzan Kou, knocking the opponent into the air. He uppercuts them as they land. The power gauge must be at level 3 to perform this move.}}
 +
{{MoveListRow | Hiten Souryujin | {{QCB}} {{QCB}} {{kick}} in midair (at max level) | Yun falls with a stomping kick. If it connects, his brother Yang appears on the other side of the opponent, and they both pummel the opponent with a series of strikes, ending with mirrored flying kicks. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Zangief
 +
| image=Capcom vs SNK 2, 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 |
 +
{{MoveListRow | Double Lariat | Two {{punch}} simultaneously | 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 | Two {{kick}} simultaneously | 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 a stronger button is used.}}
 +
{{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 |
 +
{{MoveListRow | Body Press | {{down}}+{{HP}} while jumping diagonally | Zangief drops with a body press.}}
 +
{{MoveListRow | Double Knee Drop | {{down}}+{{LK}} or {{down}}+{{MK}} in midair | Zangief falls with his knees forward.}}
 +
{{MoveListRow | Kuuchuu Headbutt | {{up}}+{{MP}} or {{up}}+{{HP}} during neutral jump | Zangief performs a headbutt in midair.}}
 +
{{MoveListRow | Dynamite Kick | {{downleft}}+{{MK}} | Zangief does a low kick.}}
 +
{{MoveListRow | Russian Kick | {{downleft}}+{{HK}} | Zangief does a low kick that sweeps his opponent.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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.}}
 +
}}
 +
}}
 +
}}
 +
====SNK====
 +
Athena Asamiya and Chang Koehan (with Choi Bounge) are added from ''[[:Category:The King of Fighters|The King of Fighters]]'', Rock Howard is added from ''[[Garou: Mark of the Wolves]]'', Haohmaru is added from ''[[:Category:Samurai Shodown (franchise)|Samurai Shodown]]'', Hibiki Takane is added from ''[[The Last Blade 2]]'', and Ryuhaku Todo is added from ''[[Art of Fighting]]''.
 +
{{InfoTable|imagewidths=200|
 +
{{InfoFighter|
 +
| name=Athena Asamiya
 +
| image=Capcom vs SNK 2, Character Art, Capcom, Athena Asamiya.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Athena Asamiya.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Psycho Soldier''
 +
| desc=Athena is a Japanese pop idol with powerful psychic abilities and kung fu training.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Psycho Ball | {{QCB}} {{punch}} | Athena generates and throws a ball of psychic energy. The projectile moves faster when a stronger button is used.}}
 +
{{MoveListRow | Phoenix Arrow | {{QCB}} {{kick}} in midair | Athena curls into a ball and dives diagonally downwards while glowing like a meteor. She finishes with a sweep kick after landing when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Psycho Sword | {{DPF}} {{punch}} | Athena rises upward while her hand slices the air with psychic power, knocking her opponent over on impact. The move ascends higher and hits more times when a stronger button is used. This move can be performed in midair.}}
 +
{{MoveListRow | Nu Psycho Reflector | {{HCB}} {{kick}} | Athena holds her palms out and projects a large orb of psychic power in front of her. It knocks back opponents that touch it and also reflects projectiles. She hops forward before generating the orb when the move is performed with {{MK}} and hops slightly further with {{HK}}.}}
 +
{{MoveListRow | Psycho Teleport | {{QCF}} {{kick}} | Athena runs forward at high speed. She can be hit while doing this but can pass through opponents. She moves about a third of the way across the screen with {{LK}}, about two thirds of the way across the screen with {{MK}}, or all the way across the screen and to the other side of the opponent with {{HK}}.}}
 +
{{MoveListRow | Super Psychic Throw | {{HCF}} {{punch}} (close) | Athena psychically throws her opponent into the air.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Athena can jump off the edges of the screen.}}
 +
{{MoveListRow | Phoenix Bomb | {{down}}+{{MK}} while jumping diagonally | Athena drops back-first at her opponent. She bounces off her opponent if she hits.}}
 +
{{MoveListRow | Renkan Tai | {{right}}+{{LK}} | Athena skips forward with a high kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Shining Crystal Bit | {{HCB}} {{HCB}} {{punch}} | Athena hovers in the air and channels psychic energy while orbs revolve around her. This move can be performed in midair. The move can be canceled by pressing two {{punch}} simultaneously. If the player presses {{QCB}} {{punch}} during the move, Athena points forward and shoots an energy orb across the screen (Crystal Shoot). She throws the orb straight ahead with {{LP}} or bends it at an upward angle with {{MP}} or {{HP}}.}}
 +
{{MoveListRow | Phoenix Fang Arrow | {{QCF}} {{QCF}} {{kick}} in midair | Athena curls into a ball and repeatedly dives diagonally downwards while glowing like a meteor. She finishes with a sweep kick at levels 2 and 3.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Benimaru Nikaido
 +
| image=Capcom vs SNK 2, 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 |
 +
{{MoveListRow | Raijin Ken | {{QCF}} {{punch}} | Benimaru jabs in front of him with an electrically charged fist. The move hits more times when a stronger button is used.}}
 +
{{MoveListRow | Taikuu Raijin Ken | {{DPF}} {{punch}} | Benimaru jabs diagonally upward with an electrically charged fist.}}
 +
{{MoveListRow | Iai Geri | {{QCF}} {{kick}} | Benimaru does a rapid knee strike. If the player presses {{down}} {{up}}+{{kick}} during the move, Benimaru follows up with a hopping side kick, then backflips into the air with an electrically charged kick that knocks his opponent over (Handou Sandan Geri).}}
 +
{{MoveListRow | Super Inazuma Kick | {{DPF}} {{kick}} | Benimaru backflips into the air with an electrically charged kick that knocks his opponent over. He flips higher when a stronger button is used.}}
 +
{{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 a stronger button is used, and he can cancel out of the move early by pressing all three {{kick}} simultaneously.}}
 +
{{MoveListRow | Benimaru Corridor Crunch | {{HCB}} {{right}} {{punch}} (close) | Benimaru grabs and electrocutes his opponent.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{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.}}
 +
{{MoveListRow | Jackknife Kick | {{right}}+{{MK}} | Benimaru runs forward with a front kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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 | {{QCF}} {{QCF}} {{kick}} | Benimaru charges electricity between his hands, then dashes forward, leaving a trail of lighting behind him. He dashes further at higher levels.}}
 +
{{MoveListRow | Electro Trigger | {{HCB}} {{HCB}} {{punch}} (close) | Benimaru grabs and shocks his opponent with bolts of lightning, then throws them.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Chang Koehan and Choi Bounge
 +
| image=Capcom vs SNK 2, Character Art, Capcom, Chang Koehan and Choi Bounge.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Chang Koehan.gif}}
 +
| sprite2={{sprite | Capcom vs SNK, Sprites, Choi Bounge.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''The King of Fighters '94''
 +
| desc=Chang and Choi are Korean criminals who were apprehended by Kim Kaphwan and forced to train in fighting as part of his "Rehabilitation Project." The player primarily controls Chang, with Choi following and contributing to some moves.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Tekkyuu Dai Kaiten | {{repeat|{{punch}}}} | Chang swings his ball by its chain over his head, which knocks down his opponent on impact. He swings the ball for a duration or until the player presses all three {{punch}} simultaneously to cancel, and he can move with {{left}} or {{right}} while doing this.}}
 +
{{MoveListRow | Tekkyuu Funsai Geki | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Chang flings his ball by its chain in front of him, which knocks down his opponent on impact. He slides forward slightly when the move is performed with {{MP}} and slides slightly further with {{HP}}.}}
 +
{{MoveListRow | Hishou Kuuretsu Zan | {{HCF}} {{kick}} | Choi jumps to the back edge of the screen, then repels off with a spiraling claw attack. He jumps further when a stronger button is used.}}
 +
{{MoveListRow | Tatsumaki Shippuu Zan | {{HCB}} {{kick}} | Choi spirals upward in a tornado while slashing around him with his claws, knocking down the opponent on impact. The move covers more horizontal distance when a stronger button is used.}}
 +
{{MoveListRow | Hishou Shissou Zan | {{DPF}} {{kick}} | Choi runs forward, then jumps into the air while slashing with both claws, knocking down the opponent on impact. He runs farther and jumps higher when a stronger button is used.}}
 +
{{MoveListRow | Dai Hakai Nage | {{HCB}} {{right}} {{punch}} (close) | Chang grabs and slams his opponent back and forth multiple times.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Hiki Nige | {{downright}}+{{HP}} | Chang slides along the ground, holding his ball out in front of him, which sweeps his opponent.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Tekkyuu Dai Bousou | {{down}} {{downright}} {{HCB}} {{punch}} | Chang charges forward with a series of strikes, then swings his ball by its chain over his head and finishes with one of several moves chosen at random. He grabs and slams his opponent back and forth multiple times before finishing at level 3.}}
 +
{{MoveListRow | Shin! Chouzetsu Tatsumaki Shinkuu Zan | {{HCB}} {{HCB}} {{kick}} | Choi spins on one leg, producing a large tornado that covers the full height of the screen.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Haohmaru
 +
| image=Capcom vs SNK 2, Character Art, Capcom, Haohmaru.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Haohmaru.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''[[Samurai Shodown]]''
 +
| desc=Haohmaru is a wandering samurai who fights to improve himself and to challenge evildoers.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Ougi Senpuu Retsu Zan | {{QCF}} {{punch}} | Haohmaru swings his katana, summoning a cyclone that rolls across the ground and tosses his opponent in the air. The projectile moves faster when a stronger button is used.}}
 +
{{MoveListRow | Fake Senpu Retsu Zan | {{QCF}} {{kick}} | Haohmaru swings his katana back as if to perform an Ougi Senpuu Retsu Zan but does not. This move recovers more quickly than a real Ougi Senpuu Retsu Zan, so it can be used to bait a response from an opponent.}}
 +
{{MoveListRow | Ougi Kogetsu Zan | {{DPF}} {{punch}} | Haohmaru swings his katana in a circle around him, then twirls into the air while slashing his katana, knocking over his opponent on impact. He ascends higher when a stronger button is used.}}
 +
{{MoveListRow | Ougi Resshin Zan | {{QCB}} {{punch}} | Haohmaru somersaults forward and drops with a falling sword cut that knocks his opponent down. This move is an overhead attack that can hit characters who are crouch blocking. He leaps farther when a stronger button is used.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Hiougi Tenha Fuujin Zan | {{QCF}} {{QCF}} {{punch}} | Haohmaru steps forward while spinning his katana in circles multiple times, rising into the air with the last slice.}}
 +
{{MoveListRow | Tenha Danku Retsu Zan | {{HCB}} {{right}} {{punch}} (close, at max level) | Haohmaru lunges forward with a downward sword slice that hits multiple times. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Hibiki Takane
 +
| image=Capcom vs SNK 2, Character Art, Capcom, Hibiki Takane.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Hibiki Takane.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''[[The Last Blade 2]]''
 +
| desc=Hibiki is an innocent but proficient swordswoman who is on a mission to avenge her father.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Touma ni te Kiru Nari | {{QCF}} {{punch}} | Hibiki draws and slashes her sword laterally in a wide arc, then sheathes her blade. She slashes high with {{LP}} or {{MP}} and slashes low with {{HP}} and knocks the opponent over.}}
 +
{{MoveListRow | Chikayoru te Kiru Nari | {{QCB}} {{punch}} | Hibiki runs forward while {{punch}} is held. She draws and slashes her sword laterally in a wide arc when {{punch}} is released and continues running until she reaches the other side of the screen.}}
 +
{{MoveListRow | Kami Hitoe ni te Kawasu Nari | Two {{kick}} simultaneously | Hibiki leans into the background, dodging incoming attacks. While doing this, she can dash forward (Ma o Tsumeru Koto Kanyou Nari) with {{right}}+{{kick}}, which can pass through her opponent but not attacks, or hop backwards (Ma o Oku Koto Kanyou Nari) with {{left}}+{{kick}}, which she can attack while doing with {{punch}} or {{kick}}.}}
 +
{{MoveListRow | Suigetsu o Tsuku Nari | {{DPF}} {{kick}} | Hibiki turns around and raises her sheathed sword, then jabs behind her with the scabbard.}}
 +
{{MoveListRow | Iwoawasu Nari | {{HCF}} {{kick}} | Hibiki waves her hand in front of her. If she is attacked while doing this, she counters by quickly grabbing and throwing her opponent in a circle. After the throw, she can follow up by slashing her opponent (Nukaba Kiru Nari) by pressing {{punch}} or {{kick}}.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Hasshou Suru Shinki Nari | {{down}} {{downleft}} {{HCF}} {{punch}} | Hibiki quickly dashes past her opponent with a slash. As she is sheathing her blade, the opponent collapses from the wound.}}
 +
{{MoveListRow | Shi o Osorenu Kokoro Nari | {{right}} {{HCF}} {{punch}} (at max level) | If done from a distance, Hibiki slashes her sword at an upward diagonal angle. If done in close range, the screen flashes with a slash. The two fighters are seen in silhouette, then Hibiki resheathes her blade as her opponent collapses from the wound and the scene is restored to color. The power gauge must be at level 3 to perform this move.}}
 +
{{MoveListRow | Shikabane o Koete Iku Nari | {{HCB}} {{right}} {{kick}} (at max level) | Hibiki runs forward, then slashes her sword upward. If it connects, she can follow up with one of the following combos:
 +
*{{LP}} {{MP}} {{HP}} {{LP}} {{MP}} {{HP}} {{LP}} {{MP}}, {{QCF}} {{HP}}
 +
*{{LP}} {{MP}} {{HP}} {{LP}} {{MP}} {{HP}} {{LK}} {{MK}}, {{QCF}} {{HK}}
 +
*{{LP}} {{MP}} {{HP}} {{LK}} {{MK}} {{LK}} {{HK}}}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Iori Yagami
 +
| image=Capcom vs SNK 2, 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 |
 +
{{MoveListRow | 108 Shiki: Yami Barai | {{QCF}} {{punch}} | Iori throws fiery purple sparks across the ground. The projectile moves faster when a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{MoveListRow | Kuzukaze | {{HCB}} {{right}} {{punch}} (close) | Iori grabs and shoves his opponent away.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Ge Shiki: Yumebiki | {{right}}+{{MP}} | Iori swings his fist back in front of him.}}
 +
{{MoveListRow | Ge Shiki: Gou Fu In Shinigami | {{right}}+{{MK}} | 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 |
 +
{{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 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.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Joe Higashi
 +
| image=Capcom vs SNK 2, Character Art, Capcom, Joe Higashi.jpg
 +
| sprite={{sprite | Capcom vs SNK Pro, Sprites, Joe Higashi.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''[[Fatal Fury]]''
 +
| desc=Joe is a Japanese Muay Thai kickboxing champion and a friend of the Bogard brothers.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Hurricane Upper | {{HCF}} {{punch}} | Joe uppercuts into the air, generating a cyclone that moves across the ground. He generates one cyclone that travels about half the width of the screen with {{LP}} and two cyclones that travel about half the width of the screen with {{MP}} or the full width of the screen with {{HP}}.}}
 +
{{MoveListRow | Baku Retsu Ken | {{repeat|{{punch}}}} | Joe punches rapidly in front of him.}}
 +
{{MoveListRow | Slash Kick | {{HCF}} {{kick}} | Joe turns and launches himself forward with a flying kick that knocks his opponent over. He flies farther when a stronger button is used.}}
 +
{{MoveListRow | Tiger Kick | {{DPF}} {{kick}} | Joe rises diagonally upward with a flaming knee strike that knocks his opponent over. He ascends higher when a stronger button is used.}}
 +
{{MoveListRow | Ougon no Kakato | {{QCB}} {{kick}} | Joe jumps forward with a rolling kick that knocks his opponent over. The move covers a wider arc when a stronger button is used.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Screw Upper | {{QCF}} {{QCF}} {{punch}} | Joe uppercuts into the air, generating a cyclone, then uppercuts again, generating a tall inferno that covers the full height of the screen.}}
 +
{{MoveListRow | Baku Retsu Hurricane Tiger Kakato | {{down}} {{downright}} {{HCB}} {{punch}} | Joe slides forward with salvo of punches, then does two uppercuts that send cyclones flying and a rising knee strike, finishing with a kick in the air.}}
 +
{{MoveListRow | Double Cyclone | {{QCB}} {{QCB}} {{punch}} (at max level) | Joe throws both hands into the air, generating a tall inferno on each side of him that cover the full height of the screen. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Kim Kaphwan
 +
| image=Capcom vs SNK 2, 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 |
 +
{{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 a stronger button is used.}}
 +
{{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. He ascends higher when a stronger button is used. When the move is performed with {{HK}}, 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 | Ryuusei Ranku | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Kim slides forward with a sweep kick, then jumps in the air and follows up with an axe kick that knocks his opponent down. He slides further when a stronger button is used.}}
 +
{{MoveListRow | Kuusajin | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Kim spins diagonally upward while kicking, knocking his opponent into the air. He ascends higher and kicks more times when a stronger button is used.}}
 +
{{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 side kick with {{LP}}, an edge kick with {{MP}}, a high back kick that knocks his opponent over with {{HP}}, a stomp with {{LK}}, or an axe kick that can hit opponents who are crouch blocking with {{MK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Neri Chagi | {{right}}+{{HK}} | 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 |
 +
{{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.}}
 +
{{MoveListRow | Hou'ou Hiten Kyaku | {{QCF}} {{QCF}} {{kick}} | Kim hits with a high roundhouse kick that knocks his opponent into the air.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=King
 +
| image=Capcom vs SNK 2, 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 |
 +
{{MoveListRow | Venom Strike | {{QCF}} {{kick}} | King performs a jumping kick, lobbing a fireball through the air. The projectile moves faster when a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{MoveListRow | Mirage Kick | {{QCB}} {{punch}} | King slides forward, then hits her opponent with alternating high and low kicks that knock her opponent over. She slides slightly further forward and kicks more times when a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Slide Kick | {{downright}}+{{HK}} | King shoves herself forward with a sweep kick.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Kyo Kusanagi
 +
| image=Capcom vs SNK 2, Character Art, Capcom, Kyo Kusanagi.jpg
 +
| 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 |
 +
{{MoveListRow | 114 Shiki: Aragami | {{QCF}} {{LP}} or {{MP}} | 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 | 115 Shiki: Dokugami | {{QCF}} {{HP}} | Kyo steps forward with an explosive hook punch using his leading arm. This move can neutralize projectiles. While the move is being performed, it can be followed up by a backhand (401 Shiki: Tsumi Yomi) with {{HCB}} {{punch}}, then a jumping attack (402 Shiki: Batsu Yomi) with {{right}}+{{punch}}.}}
 +
{{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 a stronger button is used.}}
 +
{{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 more times when a stronger button is used.}}
 +
{{MoveListRow | 75 Shiki: Kai | {{QCF}} {{kick}} | Kyo hops forward with a front kick that knocks his opponent over. He slides slightly further before hopping when a stronger button is used. It can be followed up with another kick by pressing {{kick}} again.}}
 +
{{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 most of the width of the screen with {{LK}} and the full width of the screen with {{MK}} and {{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. He jumps higher when a stronger button is used.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{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.}}
 +
{{MoveListRow | Shoulder Charge | {{right}}+{{HP}} | Kyo lean forward and knocks his opponent far back with a shoulder ram.}}
 +
{{MoveListRow | Ge Shiki: Gou Fu You | {{right}}+{{MK}} | 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.}}
 +
{{MoveListRow | 88 Shiki | {{downright}}+{{HK}} | Kyo kicks twice while crouched.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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.}}
 +
{{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 higher levels.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Mai Shiranui
 +
| image=Capcom vs SNK 2, 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. The word "mai" (舞) means "dance," and "shiranui" (不知火) means "unknown fire" (after the optical phenomenon of the same name in which flames seem to appear over an open body of water), both referencing her fighting style of dance-like movements and fire-conjuring special abilities.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Ka Chou Sen | {{QCF}} {{punch}} | Mai throws her folding fan at her opponent. The projectile moves faster when a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{MoveListRow | Kageroh no Mai | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Mai clasps her hands and creates two flame pillars that revolve around her, which knocks her opponent over on impact. The move hits more times when a stronger button is used.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{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}}+{{MP}} | Mai whips her fan downward.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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.}}
 +
{{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=Nakoruru
 +
| image=Capcom vs SNK 2, Character Art, Capcom, Nakoruru.jpg
 +
| 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.
 +
{{MoveListTable | desc=Special moves |
 +
{{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 a stronger button is used. 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 a stronger button is used.}}
 +
{{MoveListRow | Kamui Rimuse | {{RDP}} {{punch}} | Nakoruru whips her cape downward while turning. She can follow up with an upward whip by pressing {{punch}} before she finishes. This move can reflect projectiles.}}
 +
{{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 a stronger button is used.}}
 +
{{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 by swinging her kodachi with {{LP}} or {{MP}}, attack by falling with a spinning slash with {{MP}} or {{HP}}, attack by kicking with {{LK}} or {{MK}}, 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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Nakoruru can jump off the edges of the screen.}}
 +
{{MoveListRow | Rolling Slash | {{downright}}+{{HP}} | Nakoruru rolls along the ground in a ball while slashing her kodachi around her.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Shichikapu Kamui Irushika | {{HCB}} {{HCB}} {{punch}} | Nakoruru calls Mamahaha to charge across the screen.}}
 +
{{MoveListRow | Elerush Kamui Rimse | {{HCB}} {{HCB}} {{kick}} | Nakoruru jumps into the air, dives down while holding her kodachi in front of her, then whips her cape in circles, knocking her opponent into the air, where Mamahaha hits them with a dive attack.}}
 +
{{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 all three {{kick}} simultaneously, and it can also be interrupted by the opponent by attacking Nakoruru. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Raiden
 +
| image=Capcom vs SNK 2, 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 |
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{MoveListRow | Jumping Lariat Drop | {{DPF}} {{punch}} | Raiden leaps forward with his arm hooked and tries to take his opponent down with a lariat.}}
 +
{{MoveListRow | Super Drop Kick | Hold two {{kick}} simultaneously, 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 a stronger button is used.}}
 +
{{MoveListRow | Raiden Combination/Body Blow | {{RDP}} {{punch}} | Raiden steps forward with a body blow. He steps slightly further when a stronger button is used. It can be followed up with a headbutt by pressing {{QCB}} {{punch}} or a front suplex by pressing {{QCB}} {{kick}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{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 |
 +
{{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.}}
 +
{{MoveListRow | Crazy Train | {{QCF}} {{QCF}} {{punch}} | Raiden performs a combination of moves, ending with a shoulder ram.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Rock Howard
 +
| image=Capcom vs SNK 2, Character Art, Capcom, Rock Howard.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Rock Howard.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''[[Garou: Mark of the Wolves]]''
 +
| desc=Rock is the son of Geese Howard, who was raised by Terry Bogard after his father's death.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Reppuu Ken | {{QCF}} {{punch}} | Rock waves a hand and sends a violent shockwave across the ground. The projectile moves faster when a stronger button is used. He waves with each hand when the move is performed with {{HP}}, which increases the startup time of the move but can hit two times if the opponent is near.}}
 +
{{MoveListRow | Rising Tackle | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Rock spins into the air while upside down and holding an arm out, which knocks his opponent over on impact. The move ascends higher and hits more times when a stronger button is used.}}
 +
{{MoveListRow | Hard Edge | {{QCB}} {{punch}} | Rock runs forward with an elbow strike that knocks his opponent over. He follows up with a straight punch if the first hit connects when the move is performed with {{HP}}.}}
 +
{{MoveListRow | Rage Run "Dunk" | {{QCB}} {{LK}} | Rock runs forward. If the opponent is close enough, Rock hops in the air and smashes downward with his fist.}}
 +
{{MoveListRow | Rage Run "Save"  | {{QCB}} {{MK}} | Rock runs forward, then stops short at the end of his run.}}
 +
{{MoveListRow | Rage Run "Shift" | {{QCB}} {{HK}} | Rock runs forward. If the opponent is close enough, Rock shifts to the other side of the opponent.}}
 +
{{MoveListRow | Crack Counter Joudan | {{QCF}} {{LK}} | Rock catches a high or jumping attack from his opponent and counters with a forward flipping heel drop.}}
 +
{{MoveListRow | Crack Counter Chuudan | {{QCF}} {{MK}} | Rock catches a mid attack from his opponent and counters with a forward flipping heel drop.}}
 +
{{MoveListRow | Crack Counter Gedan | {{QCF}} {{HK}} | Rock catches a low or sweep attack from his opponent and counters with a forward flipping heel drop.}}
 +
{{MoveListRow | Shinkuu Nage | D-Pad in a 360° rotation, then {{HP}} (close) | Rock throws his opponent, then waves his arms in a circle. Rock can release an explosive blast of energy after throwing his opponent by holding, then releasing {{LP}}+{{LK}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Overhead Kick | {{right}}+{{MK}} | Rock flips forward with a kick. This is an overhead strike that can hit opponents who are crouch blocking.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Raging Storm | {{QCF}} {{QCF}} {{punch}} | Rock ducks and calls a whirlwind of energy around him.}}
 +
{{MoveListRow | Shine Knuckle | {{QCF}} {{QCF}} {{kick}} | Rock charges forward with a burning fist. He follows up with an elbow strike, then spins into the air while upside down and holding an arm out at level 3.}}
 +
{{MoveListRow | Deadly Rave Neo | {{HCB}} {{right}} {{LP}}, {{LP}} {{LP}} {{LK}} {{LK}} {{HP}} {{HP}} {{HK}} {{HK}}, {{QCB}} {{HP}} (at max level) | Rock performs a series of attacks, ending by throwing an energy burst from his hands. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Ryo Sakazaki
 +
| image=Capcom vs SNK 2, 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. He was created as an homage to the ''Street Fighter'' character Ryu.{{ref|https://web.archive.org/web/20160414031418/http://www.1up.com/features/the-man-who-created-street-fighter?pager.offset=3}}
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Ko'ou Ken | {{QCF}} {{punch}} | Ryo hurls a fireball from his palm. The projectile moves faster when a stronger button is used. If performed in midair, he shoots the projectile diagonally downward.}}
 +
{{MoveListRow | Kohou | {{DPF}} {{punch}} | Ryo jumps into the air while performing an uppercut, which knocks down his opponent on impact. He ascends higher when a stronger button is used.}}
 +
{{MoveListRow | Mouko Raijin Setsu | {{RDP}} {{punch}} | Ryo leaps forward with a hand chop that knocks down his opponent on impact. He leaps further when a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{MoveListRow | Kyokugen Ryu Ranbu Ken | {{HCF}} {{punch}} (close) | Ryo does a combo of three quick punches that knocks his opponent over.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{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 |
 +
{{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=Ryuhaku Todo
 +
| image=Capcom vs SNK 2, Character Art, Capcom, Ryuhaku Todoh.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Ryuhaku Todoh.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''[[Art of Fighting]]''
 +
| desc=Todo is a martial arts instructor who created his own style dervied from Aiki-juujutsu and Kendo. It is a running joke in the ''King of Fighters'' series that his daughter Kasumi is always searching for him and that he is never playable in any SNK games (aside from the console ports of the original ''Art of Fighting''), and this game remains his last playable appearance.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Kasane Ate | {{QCF}} {{punch}} | Todo swings his arms down, calling down a flame barrier in front of him. The barrier is further from him when a stronger button is used. This move can be performed in midair.}}
 +
{{MoveListRow | Taikuu Kasane Ate | {{DPF}} {{punch}} | Todo swings his arms down, then throws them down, calling down a flame barrier diagonally upwards. The barrier is further from him when a stronger button is used.}}
 +
{{MoveListRow | Stunning Grab | {{HCB}} {{punch}} (close) | Todo grabs his opponent and hits them with a concentrated palm strike.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Low Kick | {{right}}+{{MK}} | Todo leans over for a low kick that sweeps his opponent.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Chou Kasane Ate | {{QCF}} {{QCF}} {{punch}} | Todo swings his arms down, calling down a rolling wave of fire that moves across the ground. It travels further at higher levels.}}
 +
{{MoveListRow | Shingan: Kuzu Otoshi | {{down}} {{downright}} {{HCB}} {{punch}} | Todo holds a defensive posture. If he is hit by his opponent while doing this, he counters by grabbing and slamming them, then striking them on the ground.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Ryuji Yamazaki
 +
| image=Capcom vs SNK 2, 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 |
 +
{{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 {{kick}}.}}
 +
{{MoveListRow | Hebi Tsukai Uwadan | {{QCB}} {{MP}} | Yamazaki charges his arm. When {{MP}} 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 {{kick}}.}}
 +
{{MoveListRow | Hebi Tsukai Chuudan | {{QCB}} {{HP}} | Yamazaki charges his arm. When {{HP}} 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 {{kick}}.}}
 +
{{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 | Suna Kake | {{QCB}} {{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.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Bussashi | {{right}}+{{LP}} | Yamazaki punches downward. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Terry Bogard
 +
| image=Capcom vs SNK 2, 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 |
 +
{{MoveListRow | Burn Knuckle | {{QCB}} {{punch}} | Terry leaps forward with a burning fist, which knocks down his opponent on impact. He leaps farther when a stronger button is used.}}
 +
{{MoveListRow | Power Wave | {{QCF}} {{punch}} | Terry punches the ground, causing a wave of energy to roll across the floor. The projectile moves faster when a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{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. The move ascends higher and hits more times when a stronger button is used.}}
 +
{{MoveListRow | Crack Shoot | {{QCB}} {{kick}} | Terry jumps forward while kicking in a circle. The move covers a wider arc when a stronger button is used.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Rising Upper | {{downright}}+{{HP}} | Terry does an uppercut.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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=Vice
 +
| image=Capcom vs SNK 2, 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 |
 +
{{MoveListRow | Mayhem | {{QCB}} {{punch}} | Vice charges forward with a shoulder ram that knocks her opponent into the air. She charges further when a stronger button is used. She can follow up by stretching her arm to grab the opponent in midair and slam them into the ground (Taikuu Deicide) by pressing {{DPF}} {{kick}}.}}
 +
{{MoveListRow | Outrage | {{QCB}} {{kick}} | Vice kicks rapidly in front of her. She hops first when the move is performed with {{HK}}.}}
 +
{{MoveListRow | Ravenous | {{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 | Taikuu Deicide | {{DPF}} {{kick}} | Vice swipes her hand out diagonally upwards, which stretches to reach. If it connects, she grabs and slams her opponent to 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 |
 +
{{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.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Yuri Sakazaki
 +
| image=Capcom vs SNK 2, Character Art, Capcom, Yuri Sakazaki.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Yuri Sakazaki.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''Art of Fighting 2''
 +
| desc=Yuri is Ryo's young sister and an eager novice student of Kyokugen-ryuu. Some of her moves are parodies of the moves of ''Street Fighter'' characters.
 +
{{MoveListTable | desc=Special moves |
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{MoveListRow | Kuu Ga | {{DPF}} {{punch}} | Yuri jumps into the air while performing an uppercut that knocks her opponent over. She ascends higher when a stronger button is used. When the move is performed with {{HP}}, it can be followed up by a second jumping uppercut (Ura Kuu Ga) by pressing {{DPF}} {{punch}} again.}}
 +
{{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 | {{HCB}} {{punch}} | Yuri rushes forward and grabs her opponent, then slaps them repeatedly. She runs farther when the move is performed with {{HP}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | En Yoku | {{right}}+{{MK}} | Yuri throws herself forward while striking with her rear.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Yuri channels and throws a large fireball from both hands. The projectile moves faster at higher levels.}}
 +
{{MoveListRow | Hien Rekkou | {{QCF}} {{QCF}} {{punch}} | Yuri advances forward with multiple spinning uppercuts, then a final, jumping uppercut. The move covers more horizontal distance at higher levels.}}
 +
{{MoveListRow | Hien Hou'ou Kyaku | {{right}} {{left}} {{HCB}} {{kick}} | Yuri dashes forward, then runs up her opponent with a series of stomps.}}
 +
}}
 +
}}
 +
}}
 +
====Bosses====
 +
Evil Ryu and Orochi Iori are exclusive to the console releases. Shin Akuma and Ultimate Rugal were non-playable bosses in the original arcade version, but they become playable in the Dreamcast version after defeating them in the Arcade Mode.
 +
{{InfoTable|imagewidths=200|
 +
{{InfoFighter|
 +
| name=Evil Ryu
 +
| image=Capcom vs SNK 2, Character Art, SNK, Evil Ryu.jpg
 +
| 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.
 +
{{MoveListTable | desc=Special moves |
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ryu jumps into the air with a flying uppercut, which knocks his opponent over on impact. The move ascends higher and hits more times when a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{MoveListRow | Ashura Senkuu Forward | {{DPF}} + two {{punch}} or {{kick}} | Ryu glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 +
{{MoveListRow | Ashura Senkuu Backward | {{RDP}} + two {{punch}} or {{kick}} | Ryu glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{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 | Kyuubi Kudaki | {{right}}+{{HP}} | Ryu steps forward and punches his opponent in the stomach, potentially hitting twice.}}
 +
{{MoveListRow | Senpuu Kyaku | {{right}}+{{LK}} | Ryu leaps forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{MoveListRow | Shinkuu Hadouken | {{HCB}} {{HCB}} {{punch}} | Ryu fires a version of the Hadouken that can hit his opponent multiple times.}}
 +
{{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.}}
 +
{{MoveListRow | Metsu Hadouken | {{QCB}} {{QCB}} {{kick}} (at max level) | Ryu charges then throws a slow-moving, electrified Hadouken. This move cannot be blocked and stuns the opponent on impact. The power gauge must be at level 3 to perform this move.}}
 +
{{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=Orochi Iori
 +
| image=Capcom vs SNK 2, 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.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | 108 Shiki: Yami Barai | {{QCF}} {{punch}} | Iori throws fiery purple sparks across the ground. The projectile moves faster when a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Ge Shiki: Yumebiki | {{right}}+{{MP}} | Iori swings his fist back in front of him.}}
 +
{{MoveListRow | Ge Shiki: Gou Fu In Shinigami | {{right}}+{{MK}} | 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 |
 +
{{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.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=M. Bison (Vega)
 +
| image=Capcom vs SNK 2, Character Art, SNK, Vega.jpg
 +
| 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 can appear as a possible mid-boss before the fourth match if certain requirements are fulfilled.
 +
{{MoveListTable | desc=Special moves |
 +
{{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 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 a stronger button is used.}}
 +
{{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}}.}}
 +
{{MoveListRow | Warp Forward | {{DPF}} + two {{punch}} or {{kick}} simultaneously | M. Bison disappears and reappears the entire screen ahead with {{punch}} or half the screen ahead with {{kick}}.}}
 +
{{MoveListRow | Warp Backward | {{RDP}} + two {{punch}} or {{kick}} simultaneously | M. Bison disappears and reappears the entire screen back with {{punch}} or half the screen back with {{kick}}.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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 | Mega Psycho Crusher | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} (at max level) | M. Bison spirals toward his opponent while radiating with intense psycho energy. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Geese Howard
 +
| image=Capcom vs SNK 2, 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 can appear as a possible mid-boss before the fourth match if certain requirements are fulfilled.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Reppuu Ken | {{QCF}} {{punch}} | Geese waves a hand and sends a violent shockwave across the ground. The projectile moves faster when a stronger button is used. He waves with each hand when the move is performed with {{HP}}, which increases the startup time of the move but can hit two times if the opponent is near.}}
 +
{{MoveListRow | Shippuu Ken | {{QCB}} {{punch}} in midair | Geese throws a fireball a short distance diagonally downward. The projectile moves faster when a stronger button is used.}}
 +
{{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.}}
 +
{{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. He dashes farther when a stronger button is used.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{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 |
 +
{{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}} {{MP}} {{MK}} {{HP}} {{HK}}, {{QCB}} {{HP}} (at max level) | Geese performs a series of attacks, ending by throwing a fireball from his hands. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Akuma (Gouki)
 +
| image=Capcom vs SNK 2, Character Art, SNK, Gouki.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 one of the possible final bosses of the game.
 +
{{MoveListTable | desc=Special moves |
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{MoveListRow | Shakunetsu Hadouken | {{HCB}} {{punch}} | Akuma shoots a flaming variant of the Hadouken, which hits multiple times and knocks down opponents on impact. The projectile moves faster and hits more times when a stronger button is used.}}
 +
{{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Akuma jumps into the air with a flying uppercut, which knocks his opponent over on impact. The move ascends higher and hits more times when a stronger button is used.}}
 +
{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Akuma spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. This move can be performed in midair. The move covers more horizontal distance and juggles the opponent for multiple hits when a stronger button is used.}}
 +
{{MoveListRow | Hyakki Shuu | {{DPF}} {{kick}} | Akuma somersaults forward. He leaps farther when a stronger button is used. He performs a sliding sweep when he lands (Hyakki Gou Zan). Alternatively, the move can be followed up with {{punch}} for a palm strike (Hyakki Gou Shou) or {{kick}} for a falling kick (Hyakki Gou Sen). When Akuma is near his opponent, he can do a head throw with {{left}}+{{punch}} or {{right}}+{{punch}} (Hyakki Gou Sai) or a rolling slam with {{left}}+{{kick}} or {{right}}+{{kick}} (Hyakki Gou Tsui) instead. He somersaults further when a stronger button is used.}}
 +
{{MoveListRow | Ashura Senkuu Forward | {{DPF}} + two {{punch}} or {{kick}} simultaneously | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 +
{{MoveListRow | Ashura Senkuu Backward | {{RDP}} + two {{punch}} or {{kick}} simultaneously | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{MK}} before the apex of the jump while flipping forward in the air | Akuma dive kicks diagonally downward.}}
 +
{{MoveListRow | Zugai Hasatsu | {{right}}+{{MP}} | Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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=Rugal Bernstein
 +
| image=Capcom vs SNK 2, Character Art, Capcom, Rugal Bernstein.jpg
 +
| 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. He is one of the possible final bosses of the game.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Reppu Ken | {{QCF}} {{punch}} | Rugal sends a violent shockwave across the ground. The projectile moves faster when a stronger button is used.}}
 +
{{MoveListRow | Dark Smash | {{QCF}} {{punch}} in midair | Rugal falls diagonally downward while his fist glows with energy, which knocks his opponent over on impact.}}
 +
{{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 a stronger button is used.}}
 +
{{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 a stronger button is used.}}
 +
{{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. It lasts for longer when a stronger button is used.}}
 +
{{MoveListRow | God Press | {{HCB}} {{punch}} | Rugal charges across the screen, grabbing and slamming the opponent against the wall. He runs farther when a stronger button is used.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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=Shin Akuma (Shin Gouki)
 +
| image=Capcom vs SNK 2, Character Art, SNK, Shin Gouki.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Shin Gouki.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''[[Street Fighter Alpha 2]]''
 +
| desc=Shin Akuma is a version of Akuma that represents him when he becomes almost one with the Satsui no Hadou. If certain requirements are fulfilled, he can appear as one of the hidden final bosses.
 +
{{MoveListTable | desc=Special moves |
 +
{{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 a stronger button is used.}}
 +
{{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Akuma shoots two Hadoukens at a diagonal angle downward in midair. The projectile moves faster when a stronger button is used.}}
 +
{{MoveListRow | Shakunetsu Hadouken | {{HCB}} {{punch}} | Akuma shoots a flaming variant of the Hadouken, which hits multiple times and knocks down opponents on impact. The projectile moves faster and hits more times when a stronger button is used.}}
 +
{{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Akuma jumps into the air with a flying uppercut, which knocks his opponent over on impact. The move ascends higher and hits more times when a stronger button is used.}}
 +
{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Akuma spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. This move can be performed in midair. The move covers more horizontal distance and juggles the opponent for multiple hits when a stronger button is used.}}
 +
{{MoveListRow | High Tenma Shurettou | {{down}} {{down}} + two {{punch}} simultaneously | Akuma holds a high defensive posture. If he is hit by a high or mid attack while doing this, he immediately counters by teleporting above his opponent and falling with a hand chop.}}
 +
{{MoveListRow | Low Tenma Shurettou | {{down}} {{down}} + two {{kick}} simultaneously | Akuma holds a low defensive posture. If he is hit by a low attack while doing this, he immediately counters by teleporting above his opponent and falling with a hand chop.}}
 +
{{MoveListRow | Ashura Senkuu Forward | {{DPF}} + two {{punch}} or {{kick}} simultaneously | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 +
{{MoveListRow | Ashura Senkuu Backward | {{RDP}} + two {{punch}} or {{kick}} simultaneously | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 +
}}
 +
{{MoveListTable | desc=Command normals |
 +
{{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{MK}} before the apex of the jump while flipping forward in the air | Akuma dive kicks diagonally downward.}}
 +
{{MoveListRow | Zugai Hasatsu | {{right}}+{{MP}} | Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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.}}
 +
{{MoveListRow | Misogi | {{HCB}} {{HCB}} {{kick}} (at max level) | Akuma teleports above his opponent and falls with an explosive hand chop. The power gauge must be at level 3 to perform this move.}}
 +
}}
 +
}}
 +
{{InfoFighter|
 +
| name=Ultimate Rugal (God Rugal)
 +
| image=Capcom vs SNK 2, Character Art, Capcom, Omega Rugal.jpg
 +
| sprite={{sprite | Capcom vs SNK, Sprites, Omega Rugal.gif}}
 +
| info1name=Originally appeared in
 +
| info1=''[[The King of Fighters '95]]''
 +
| desc=Ultimate Rugal is a version of Rugal that was revived with a small parcel of Orochi's blood. If certain requirements are fulfilled, he can appear as one of the hidden final bosses.
 +
{{MoveListTable | desc=Special moves |
 +
{{MoveListRow | Reppu Ken | {{QCF}} {{punch}} | Rugal sends a violent shockwave across the ground. The projectile moves faster when a stronger button is used.}}
 +
{{MoveListRow | Dark Smash | {{QCF}} {{punch}} in midair | Rugal falls diagonally downward while his fist glows with energy, which knocks his opponent over on impact.}}
 +
{{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 a stronger button is used.}}
 +
{{MoveListRow | Genocide Cutter | {{DPF}} {{kick}} | Rugal jumps in the air with a crescent kick that knocks his opponent into the air, then kicks with his other leg while in the air. He jumps higher when a stronger button is used.}}
 +
{{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. It lasts for longer when a stronger button is used.}}
 +
{{MoveListRow | God Press | {{HCB}} {{punch}} | Rugal charges across the screen, grabbing and slamming the opponent against the wall. He runs farther when a stronger button is used.}}
 +
{{MoveListRow | Rugal Execution | {{HCB}} {{kick}} | Rugal dashes quickly ahead, then grabs his opponent and lifts them in the air with a glowing hand that explodes. He runs farther when a stronger button is used.}}
 +
{{MoveListRow | God Lane Forward | {{DPF}} + two {{punch}} or {{kick}} simultaneously | Rugal glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 +
{{MoveListRow | God Lane Backward | {{RDP}} + two {{punch}} or {{kick}} simultaneously | Rugal glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 +
}}
 +
{{MoveListTable | desc=Super moves |
 +
{{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 | Genocide Heaven | {{QCF}} {{QCF}} {{kick}} | Rugal kicks his opponent multiple times, ending with a jumping crescent kick. He performs a second crescent kick in midair at level 3.}}
 +
{{MoveListRow | G. END | {{HCB}} {{HCB}} {{punch}} (at max level) | Rugal grabs and holds his opponent into the air as a pillar of dark energy envelops them. The power gauge must be at level 3 to perform this move.}}
 +
{{MoveListRow | Last Judgment | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Rugal 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.}}
 +
}}
 +
}}
 
}}
 
}}
  
====SNK Side====
+
===Stages===
{{multicol|
+
Stages are chosen randomly for most matches in the Arcade Mode. The last regular match always takes place in the Osaka stage. The final bosses Akuma or Rugal are always fought in the Osaka Tower Rooftop stage, and the secret bosses Shin Akuma or Ultimate Rugal are always fought in the Osaka in Flames stage. The mid-bosses M. Bison or Geese Howard are fought in the same stage as the previous match.
*Athena Asamiya (''Psycho Soldier'')
+
 
*Benimaru Nikaido (''The King of Fighters '94'')
+
The stage can be chosen manually in the Vs Mode and Training Mode. There is a special Training Room stage that can be selected in these modes.
*May Lee (''The King of Fighters '94'')
+
{{gallery|widths=200|screens=yes|
*Geese Howard (''[[Fatal Fury]]'')
+
{{gitem|Capcom vs SNK 2 DC, Stages, Aomori.png|Aomori, Japan}}
*Haohmaru (''[[Samurai Shodown]]'')
+
{{gitem|Capcom vs SNK 2 DC, Stages, Barentsburg.png|Barentsburg, Norway}}
*Iori Yagami (''[[The King of Fighters '95]]'')
+
{{gitem|Capcom vs SNK 2 DC, Stages, Kinderdijk.png|Kinderdijk, Netherlands}}
*Orochi Iori ''([[The King of Fighters '97]]'') (Dreamcast only)
+
{{gitem|Capcom vs SNK 2 DC, Stages, London.png|London, England}}
*Joe Higashi (''[[Fatal Fury]]'')
+
{{gitem|Capcom vs SNK 2 DC, Stages, Nairobi.png|Nairobi, Kenya}}
*Kim Kaphwan (''[[Fatal Fury 2]]'')
+
{{gitem|Capcom vs SNK 2 DC, Stages, New York.png|New York, U.S.A.}}
*King (''Art of Fighting'')
+
{{gitem|Capcom vs SNK 2 DC, Stages, Osaka.png|Osaka, Japan}}
*Kyo Kusanagi (''The King of Fighters '94'')
+
{{gitem|Capcom vs SNK 2 DC, Stages, Shanghai.png|Shanghai, China}}
*Hibiki Takane (''The Last Blade 2'')
+
{{gitem|Capcom vs SNK 2 DC, Stages, Osaka Tower Rooftop.png|Osaka Tower Rooftop}}
*Mai Shiranui (''[[Fatal Fury 2]]'')
+
{{gitem|Capcom vs SNK 2 DC, Stages, Osaka in Flames.png|Osaka in Flames}}
*Nakoruru (''[[Samurai Shodown]]'')
+
{{gitem|Capcom vs SNK 2 DC, Stages, Training.png|Training Room}}
*Raiden (''[[Fatal Fury]]'')
 
*Rock Howard (''[[Fatal Fury: Mark of the Wolves]]'')
 
*Rugal Bernstein (''The King of Fighters '94'')
 
*Ryo Sakazaki (''[[Art of Fighting]]'')
 
*Ryuhaku Todoh (''[[Art of Fighting]]'')
 
*Ryuji Yamazaki (''[[Fatal Fury 3]]'')
 
*Terry Bogard (''[[Fatal Fury]]'')
 
*Vice (''[[The King of Fighters '96]]'')
 
*Yuri Sakazaki (''[[Art of Fighting]]'')
 
*Ultimate Rugal (''The King of Fighters '94'')
 
 
}}
 
}}
  
===Cross-platform play===
+
==History==
During its development, Capcom worked with [[KDDI]] to bring a cross-platform online "matching service" for ''Capcom vs. SNK 2'', allowing, at launch, for Dreamcast owners to fight against [[PlayStation 2]] owners of the game. To acheive this, the Dreamcast could connect to KDDI's servers with its built-in modem, while the PlayStation 2 was forced to use an external modem (of which Capcom bundled in a special package). This is the first of two known Dreamcast games to support cross-platform console play, the other being ''[[Kidou Senshi Gundam: Renpou vs. Zeon & DX]]'', also developed by Capcom.
+
===Development===
 +
====Character sprites====
 +
Because ''Capcom vs. SNK 2'' features a roster composed of characters from numerous games and hardware eras, the appearances of several of [[Capcom]]'s characters have been considered substandard in comparison to the newly drawn [[SNK]] characters. Instead of choosing to redraw its characters, Capcom took the approach of reusing old character sprites from previous games and inserting them in among the other characters.
  
The specifics remain unclear, however ''Capcom vs. SNK 2'''s launch on 13 September 2001 potentially makes it not only the first PlayStation 2 game to support any kind of cross-platform online play, but also the first PlayStation 2 game to support online play at all, pre-dating the likes of ''Tony Hawk Pro Skater 3'' (which currently holds a Guinness World Record for this feat{{ref|https://web.archive.org/web/20150913032209/http://www.guinnessworldrecords.com/world-records/first-playstation-2-game-to-support-online-play/}}) by more than a month.
+
The result created a significant disparity, particularly in the case of characters like Morrigan, whose low-resolution sprite from the original ''[[:Category:Darkstalkers|Darkstalkers]]'' games appears washed out and lacking in detail when compared to Capcom's newly drawn characters, such as Maki, Eagle, Ryu, Ken, and Vega (M. Bison). Chun-Li and Yun also have new sprites, based on their CPS-3 sprites from the ''[[Street Fighter III]]'' series. This has led to criticism of Capcom's art department.
  
==History==
+
====Cross-platform play====
===Character Sprites and Graphics===
+
During its development, Capcom worked with [[wikipedia:KDDI|KDDI]] to bring a cross-platform online [[Matching Service]] for ''Capcom vs. SNK 2'', allowing, at launch, for Dreamcast owners to fight against [[PlayStation 2]] owners of the game (exclusively in Japan). To achieve this, the Dreamcast could connect to KDDI's servers with its built-in modem, while the PlayStation 2 was forced to use an external modem (which Capcom bundled in a special package). This is the first of two known Dreamcast games to support cross-platform console play, the other being ''[[Kidou Senshi Gundam: Renpou vs. Zeon & DX]]'', also developed by Capcom.
Because ''Capcom vs. SNK 2'' features a roster composed of characters from numerous games and hardware eras, the appearances of several of Capcom's characters have been considered substandard in comparison to the newly drawn SNK characters. Instead of choosing to redraw its characters, Capcom took the approach of reusing old character sprites from previous games and inserting them in among the other characters.
 
  
The result created a significant disparity, particularly in the case of characters like Morrigan, whose low-resolution sprite from the original ''Darkstalkers'' games appears washed out and lacking in detail when compared to Capcom's newly drawn characters, such as Maki, Eagle, Ryu, Ken, and M. Bison (even Chun-Li and Yun have new sprites, which are based on their CPS-3 sprites from the ''Street Fighter III'' series). This has led to criticism of Capcom's art department.
+
The specifics remain unclear, however ''Capcom vs. SNK 2'''s launch on 13 September 2001 potentially makes it not only the first PlayStation 2 game to support any kind of cross-platform online play, but also the first PlayStation 2 game to support online play at all, pre-dating the likes of ''Tony Hawk Pro Skater 3'' (which currently holds a Guinness World Record for this feat{{ref|https://web.archive.org/web/20150913032209/http://www.guinnessworldrecords.com/world-records/first-playstation-2-game-to-support-online-play/}}) by more than a month.
  
 
===Sequels and re-releases===
 
===Sequels and re-releases===
Though the Dreamcast version of the game remained exclusive to Japan, the arcade version was brought overseas as '''''Capcom vs. SNK 2: Mark of the Millennium 2001'''''. Other western ports have retained that name, although the [[Nintendo GameCube]] and [[Xbox]] received an upgraded version, ''Capcom vs. SNK 2 EO''.
+
Though the Dreamcast version of the game remained exclusive to Japan, the arcade version was brought overseas as '''''Capcom vs. SNK 2: Mark of the Millennium 2001'''''. Other Western ports have retained that name. The [[Nintendo GameCube]] and [[Xbox]] received an upgraded version, called ''Capcom vs. SNK 2 EO'' ("Easy Operation" for Japanese releases{{ref|https://web.archive.org/web/20240623015248/https%3A%2F%2Fgamefaqs.gamespot.com%2Fgamecube%2F557563-capcom-vs-snk-2-eo%2Fboxes%2F22560}}, "Extreme Offence" for European{{ref|https://web.archive.org/web/20240623064551/https://www.mobygames.com/game/5003/capcom-vs-snk-2-mark-of-the-millennium/cover/group-17598/cover-42177/}}), making the game one of the few titles to be released for all four platforms of that console generation.
  
 
==Production credits==
 
==Production credits==
Line 130: Line 1,369:
 
*'''General Producer:''' Noritaka Funamizu
 
*'''General Producer:''' Noritaka Funamizu
 
*'''Executive Producer:''' Yoshiki Okamoto
 
*'''Executive Producer:''' Yoshiki Okamoto
*'''Special Thanks:''' Yasuhiro Kobayashi, Eiichi Yaji, H.Furubeppu, Kensuke Nakahara, kokoro, J.Nagai, Hagee, Akuta, Ojee, Shouden, Naoto Satou, Tsutomu Ikai, Yuriko Yamamoto, Michiyo Aoki, Takuya Shiraiwa, Shizuku Abe, Kaori Funyakoshi, Ayumi Comebara, Erik Genazea Suzuki, D44 (Bas), Knnit, Nuki♥Black, Xiao, Dr.seno, Toshitaka Kawamoto, Kiyomatu★teacher, Ume-Zono, Bugcheck Team, Sarugakucho, Junnosuke Miyamoto, Akira Tateishi, Kouta Sasaki, Tatsuya Hasegawa, Kazuo Shouno, Hideki Ishizuka, Kohji Okada, Jinichi Tokutomi, Toshihiro Komiya, Takashi Kikuchi, Hiroshi Terada, Masafumi Chigusa, Ryuuji Kida, Jun Tamura, All SNK Staff, All Capcom Staff. ...And You
+
*'''Special Thanks:''' Yasuhiro Kobayashi, Eiichi Yaji, H.Furubeppu, Kensuke Nakahara, kokoro, J.Nagai, Hagee, Akuta, Ojee, Shouden, Naoto Satou, Tsutomu Ikai, Yuriko Yamamoto, Michiyo Aoki, Takuya Shiraiwa, Shizuku Abe, Kaori Funyakoshi, Ayumi Comebara, Erik Genazea Suzuki, D44 (Bas), Knnit, Nuki♥Black, Xiao, Dr.seno, Toshitaka Kawamoto, Kiyomatu★teacher, Ume-Zono, Bugcheck Team, [[Sarugakucho]], Junnosuke Miyamoto, Akira Tateishi, Kouta Sasaki, Tatsuya Hasegawa, Kazuo Shouno, Hideki Ishizuka, Kohji Okada, Jinichi Tokutomi, Toshihiro Komiya, Takashi Kikuchi, Hiroshi Terada, Masafumi Chigusa, Ryuuji Kida, Jun Tamura, All SNK Staff, All Capcom Staff. ...And You
 
| source=In-game credits
 
| source=In-game credits
 +
| pdf=Capcom vs SNK 2 DC credits.pdf
 
| console=DC
 
| console=DC
 
}}
 
}}
Line 150: Line 1,390:
  
 
==Artwork==
 
==Artwork==
<gallery>
+
{{mainArticle|{{PAGENAME}}/Artwork}}
CvS2 Art Cover.jpg
 
</gallery>
 
  
 
==Physical scans==
 
==Physical scans==
Line 179: Line 1,417:
  
 
===Dreamcast version===
 
===Dreamcast version===
{{ratings
+
{{ratings|DC}}
| icon=DC
 
| consolesplus=90
 
| consolesplus_source={{magref|consolesplus|118|88|printpage=88/89}}
 
| dori=87
 
| dori_source={{magref|dori|2001-08ex|34}}
 
| famitsu=88
 
| famitsu_source={{num|666|page=30|pdf=}}
 
| dmjp_r=91
 
| dmjp_r_source={{magref|dori|2002-18|33}}
 
}}
 
 
{{Scanbox
 
{{Scanbox
 
| console=Dreamcast
 
| console=Dreamcast
Line 196: Line 1,424:
 
| back=CvS2 DC JP Box back.jpg
 
| back=CvS2 DC JP Box back.jpg
 
| square=yes
 
| square=yes
| spinecard=CapcomvsSNK2_DC_JP_Spinecard.jpg
+
| spinecard=CapcomvsSNK2 DC JP Spinecard.jpg
| disc=CapcomvsSNK2_DC_JP_Disc.jpg
+
| disc=CapcomvsSNK2 DC JP Disc.jpg
 
| manual=CapcomVsSNK2DCJPManual.pdf
 
| manual=CapcomVsSNK2DCJPManual.pdf
 +
}}
 +
{{scanbox
 +
| console=Dreamcast
 +
| region=JP ([[Dorikore]])
 +
| front=
 +
| square=yes
 
}}
 
}}
  
 
==Technical information==
 
==Technical information==
===ROM dump status===
+
{{mainArticle|{{PAGENAME}}/Technical information}}
{{romtable|
 
 
 
}}
 
  
 
==External links==
 
==External links==
Line 213: Line 1,444:
 
<references/>
 
<references/>
  
 +
{{CapcomvsSNK2Omni}}
 
{{Capcomvs}}
 
{{Capcomvs}}
 +
{{KoF}}

Latest revision as of 03:57, 8 November 2024

n/a

  • NAOMI
  • Dreamcast

CapcomvsSNK2 title.png

Capcom vs SNK 2 DC title.png

Capcom vs. SNK 2 Millionaire Fighting 2001
System(s): Sega NAOMI, Sega NAOMI GD-ROM, Sega Dreamcast
Publisher:
Arcade (NAOMI)
Arcade (NAOMI GD-ROM)
Sega Dreamcast
Capcom (JP)
Arcade (NAOMI)
Arcade (NAOMI GD-ROM)
Sega Enterprises, Inc. (U.S.A.) (US)
Developer:
Licensor: SNK
Peripherals supported:
Sega Dreamcast
Dreamcast Modem, Dreamcast VGA Box, Jump Pack, Dreamcast Arcade Stick, Dreamcast Keyboard, Neo Geo Pocket/Dreamcast Setsuzoku Cable, Visual Memory Unit
Genre: Fighting/Taisen Kakutou (対戦格闘)[1][2], Action[3]

















Number of players: 1-2
Release Date RRP Code
Arcade (NAOMI)
JP
¥?
Arcade (NAOMI)
US
$?
Arcade (NAOMI GD-ROM)
JP
¥? GDL-0007A
Arcade (NAOMI GD-ROM)
US
$?






















Sega Dreamcast
JP
¥6,800 (7,140)6,800e[2] T-1249M
Sega Rating: All Ages
Sega Dreamcast
JP
(Dorikore)
¥2,800 (2,940)2,800e[2] T-1249M-1
Non-Sega versions

Capcom vs. SNK 2 Millionaire Fighting 2001 (カプコン バーサス エス・エヌ・ケイ 2 ミリオネア ファイティング 2001) is a 2D fighting game developed and published by Capcom as the direct sequel to Capcom vs. SNK: Millennium Fight 2000. It was released for Sega NAOMI arcade hardware in 2001, with the American arcade release distributed by Sega. It was subsequently ported to the Sega Dreamcast and PlayStation 2 later in the year.

Story

A year has passed since the original tournament known as Millennium Fight 2000. The Garcia Financial Clique and the Masters Foundation have once again decided to hold a fighting tournament, this time with a million dollar prize, called Millionaire Fighting 2001.

Gameplay

Capcom vs SNK 2 DC, Character Select.png

Character select

Capcom vs SNK 2 DC, Gameplay.png

Gameplay

Capcom vs. SNK 2 is a 2D fighting game that combines characters and gameplay elements primarily from Capcom's Street Fighter and SNK's The King of Fighters series, with elements also taken from the Fatal Fury and Samurai Shodown series. The game uses 3D-rendered backgrounds, and several new characters have been added, pulled from more varied sources than the original game's roster. The number of attack buttons has been increased from four (as used in The King of Fighters) to six (as used in Street Fighter). Players can choose from six different fighting styles called "grooves," which mimic the mechanics of other Capcom and SNK games. The selected groove determines the character's power gauge as well as the availability of special techniques such as dashes, running, and guard cancels.

Like The King of Fighters, players assemble teams of multiple characters, which fight each other in one-on-one battles. In contrast to the fixed system of the original, players can now freely select characters and assign each of them a number from one to four that determines their relative strength. Teams now consist of up to three characters (as opposed to four in the first game); players can choose fewer than three characters, but the overall team ratio must total four. Players can choose the order in which their team's characters fight before every match (by holding X+A to start with the first character, Y+B for the second, or L+R for the third). 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. There is also an option to play one-on-one matches to the best of three rounds, as in a conventional fighting game. 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.

Characters move with Left and Right and crouch with Down. 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 light punch with X, a medium punch with Y, and a hard punch with Z, and they perform a light kick with A, a medium kick with B, and a hard kick with C. Light attacks are quick but do light damage, while hard 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. Taunting fills the opponent's power gauge by a slight amount.

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; there is a guard gauge under the health gauge that shows how close the character is to being guard crushed. The guard gauge replenishes over time if the character does not block, and it fully refills after it is emptied.

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 from six different playstyles before selecting their characters. Three are based on Capcom games, and three are based on SNK games.

Capcom vs SNK 2 DC, Grooves, Capcom.png
C
This groove is based on A-ism in Street Fighter Alpha 3.

Characters can backstep or dash with Left Left or Right Right. Characters can perform an evasive roll forward by pressing the light punch and kick buttons (X+A) simultaneously. They are invulnerable during most of the roll, and they can roll through nearby opponents to the other side. Characters can perform a tactical recovery after being knocked down by holding two punch buttons simultaneously, which delays the character from getting back up.

This is the only groove that can air block by holding the D-Pad away from the opponent in midair. However, characters cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air.

Characters have a three-tiered power gauge that fills as they perform normal attacks and special moves or take damage (including blocked attacks). When at least one level of the gauge has been filled, the character can perform a super move. There are three different levels of each super move, with higher levels generally hitting more times. Each level costs as many levels of the gauge as the level of the attack, and the level is decided by the strength of the button used to perform the move ( LP  or  LK  for level 1,  MP  or  MK  for level 2, and  HP  or  HK  for level 3). Level 2 super moves can be canceled into a level 1 super move, which can sometimes do more overall damage than performing a level 3 super move for the same amount of gauge levels.

If the power gauge has at least one level, the character can perform a counterattack to immediately cancel out of a block by pressing the medium punch and kick buttons (Y+B) simultaneously. This is similar to the Alpha Counters in Street Fighter Alpha and costs one level of the gauge.

Capcom vs SNK 2 DC, Grooves, Capcom.png
A
This groove is based on V-ism in Street Fighter Alpha 3.

Characters can backstep or dash with Left Left or Right Right. Characters can perform an evasive roll forward by pressing the light punch and kick buttons (X+A) simultaneously. They are invulnerable during most of the roll, and they can roll through nearby opponents to the other side. Characters can recover from a fall after a knockdown by pressing two punch buttons simultaneously, which causes the character to repel away from the opponent after hitting the ground.

Characters have a two-tiered power gauge that fills as they perform normal attacks and special moves or take damage (including blocked attacks). When at least one level of the gauge has been filled, the character can perform a level 1 super move at the cost of one level of the gauge. When both levels of the gauge are full, characters can perform Custom Combos (Original Combos in the Japanese versions) by pressing the hard punch and kick buttons (L+R) simultaneously. This causes the character to move more quickly and attack with much less recovery time, making it easier to chain moves together. There is a moment of invulnerability after initiating a Custom Combo. The power gauge drains while it is active, and the combo ends when the gauge is empty or if the character is hit out of it. Furthermore, characters can perform a level 1 super move at any point while the Custom Combo is active, which drains the rest of the gauge. Characters cannot block while performing a Custom Combo. Charge moves can be performed without charging (for example, the player only needs to press Left Right P for a Sonic Boom).

If the power gauge has at least one level, the character can perform a counterattack to immediately cancel out of a block by pressing the medium punch and kick buttons (Y+B) simultaneously. This is similar to the Alpha Counters in Street Fighter Alpha and costs one level of the gauge.

Capcom vs SNK 2 DC, Grooves, Capcom.png
P
This groove is based on Street Fighter III.

Characters can backstep or dash with Left Left or Right Right. They can perform small jumps by pressing Up-left, Up, or Up-right briefly from a neutral standing or crouching position. They can do normal attacks or throws but not special moves from a small jump (though doing so imposes a short recovery time after landing). Characters can recover from a fall after a knockdown by pressing two punch buttons simultaneously, which causes the character to repel away from the opponent after hitting the ground.

Characters can parry incoming attacks by pressing the D-Pad toward the opponent to parry a high or mid attack or by pressing Down to parry a low attack. Parries can be done in midair by pressing the D-Pad toward the opponent (regardless of the type of attack that is being parried). If this is done right as the attack hits, the attack is parried. The defending character takes no damage (including chip damage from special moves) and recovers more quickly than the opponent, creating an opening for a counterattack. The guard gauge fills easier than other grooves, so the player is incentivized to parry instead of blocking.

Characters have a single-level power gauge that fills as they perform normal attacks and special moves, parry, or take damage. The gauge fills more slowly than the other grooves. When it is full, characters can perform a level 3 super move at the cost of the entire gauge.

Capcom vs SNK 2 DC, Grooves, SNK.png
S
This groove is based on the Extra mode in The King of Fighters '98 (which is itself based on the playstyle of The King of Fighters '94 and The King of Fighters '95).

Characters can backstep or run with Left Left or Right Right. They continue running as long as the direction is held. Characters can perform a tactical recovery after being knocked down by holding two punch buttons simultaneously, which delays the character from getting back up.

This is the only groove where characters can dodge attacks by pressing the light punch and kick buttons (X+A) simultaneously. This causes the character to quickly lean into the background and evade any attacks made in that moment. Pressing any punch or kick button during a dodge causes the character to perform a quick, short-ranged counterattack when coming out of the dodge.

The power gauge is filled by blocking attacks or taking damage. It can also be charged by holding the strong punch and kick buttons (L+R) simultaneously while standing, though this leaves the character vulnerable to attack. Once the power gauge is filled, the character enters "MAX mode," and attack damage is increased by 15% while the gauge drains. When characters are in this state, players can perform a level 1 super move that immediately consumes the entire power gauge. When the health gauge is nearly empty and flashing red, characters can perform level 1 super moves indefinitely, and attack damage is increased by 5%. 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 level 3 super move instead that does more damage. Every round starts with an empty gauge.

While in "MAX mode," the character can perform a counterattack to immediately cancel out of a block by pressing the medium punch and kick buttons (Y+B) simultaneously. This drains the gauge when it is used.

Capcom vs SNK 2 DC, Grooves, SNK.png
N
This groove is based on the Advanced mode in The King of Fighters '98 (which is itself based on the playstyle of The King of Fighters '96).

Characters can backstep or run with Left Left or Right Right. They continue running as long as the direction is held. Characters can perform small jumps by pressing Up-left, Up, or Up-right briefly from a neutral standing or crouching position. They can do normal attacks or throws but not special moves from a small jump (though doing so imposes a short recovery time after landing). Characters can perform an evasive roll forward by pressing the light punch and kick buttons (X+A) simultaneously. They are invulnerable during most of the roll, and they can roll through nearby opponents to the other side. Characters can recover from a fall after a knockdown by pressing two punch buttons simultaneously, which causes the character to repel away from the opponent after hitting the ground.

The power gauge is filled by performing normal attacks and special moves or taking damage (including blocked attacks). When the gauge is filled, it is kept in stock and reset, up to three times. A character can use one stock of the gauge to perform a level 1 super move or to enter "MAX mode" by pressing the strong punch and kick buttons (L+R) simultaneously, increasing the damage dealt by the character by 20%. Performing a super move while in "MAX mode" performs a level 3 super move (costing only two total stocks of the gauge, one to enter "MAX mode" and one to perform the super move).

While in "MAX mode," the character can perform a counterattack to immediately cancel out of a block by pressing the medium punch and kick buttons (Y+B) simultaneously. This drains the gauge when it is used.

Capcom vs SNK 2 DC, Grooves, SNK.png
K
This groove combines the "Rage gauge" from Samurai Shodown with the Just Defend mechanic from Garou: Mark of the Wolves.

Characters can backstep or run with Left Left or Right Right. They continue running as long as the direction is held. They can perform small jumps by pressing Up-left, Up, or Up-right briefly from a neutral standing or crouching position. They can do normal attacks or throws but not special moves or Just Defends from a small jump (though doing so imposes a short recovery time after landing). Characters can recover from a fall after a knockdown by pressing two punch buttons simultaneously, which causes the character to repel away from the opponent after hitting the ground.

Blocking an attack at the moment before it hits is called a "Just Defend," which blocks the attack, replenishes a small amount of health, and recovers faster than a regular block (creating an opening for a counterattack). This can also be done in midair (unlike regular blocking).

Characters have a single-level "Rage gauge" (怒), which only fills when the character is attacked or guards an attack with a Just Defend (but not a regular block). When the gauge fills completely, it starts draining, and the character turns red and gains a 35% bonus to attack damage and a 12.5% bonus to defense until it is emptied. While in this state, the character can perform a level 3 super move, which drains the rest of the gauge.

Modes

Capcom vs SNK 2 DC, All Survival.png

All Survival

Capcom vs SNK 2 DC, Training Mode.png

Training Mode

Capcom vs SNK 2 DC, Color Edit Mode.png

Color Edit Mode

Capcom vs SNK 2 DC, Groove Edit Mode, Gauge.png

Capcom vs SNK 2 DC, Groove Edit Mode, Systems.png

Capcom vs SNK 2 DC, Groove Edit Mode, Subsystems.png

Groove Edit Mode

The Dreamcast version of the game has multiple modes. As in the original Capcom vs. SNK, the player can accumulate Groove Points during single-player games by hitting opponents with attacks (with special moves and super moves earning more points), by using special mechanics (such as a guard break or Just Defend), or by defeating opponents. Finishing an opponent with a counterattack super move or by countering a super move with a special move is called a "Finest K.O." and worth 50 to 100 Groove Points. Getting hit or losing a match costs points. The number of Groove Points earned during a game is shown above the timer. The player's total amount of Groove Points is saved to a VMU. These points can be spent in the Groove Edit Mode, unlocked after finishing the Arcade Mode, to create custom grooves.

  • Arcade Mode: A single-player mode where the player forms a team of up to three characters and fights a series of elimination matches against five randomly selected teams. If the player fulfills certain requirements, a mid-boss fight against Geese Howard or M. Bison is unlocked before the fourth match. If the player fulfills additional requirements, a final boss fight against either Rugal or Akuma is unlocked after defeating the last team. If the player fulfills more stringent requirements, a secret final fight against Ultimate Rugal or Shin Akuma is unlocked instead. There are three formats for this mode: Ratio Match (players assemble teams of three with a combined ratio of four and fight an elimination match), 3-on-3 Match (players choose any three characters, which are all treated as having a ratio of one, and fight an elimination match), or Single Match (players choose one character, which is treated as having a ratio of two, and fight a match to the best of three rounds). 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.
  • Boss Battle Mode: After defeating both Ultimate Rugal and Shin Akuma at least once, a hidden boss battle mode is unlocked, which can be accessed by holding X+Y when starting the Arcade Mode. It is the same as the Arcade Mode, except it consists solely of matches against all of the boss characters (M. Bison, Geese Howard, Evil Ryu, Orochi Iori, Akuma, Rugal, Shin Akuma, and Ultimate Rugal). This mode cannot be continued if a match is lost. Completing it unlocks an "Extra Option" menu in the options.
  • Survival Mode: A single-player mode where the player chooses a groove and a character and tries to defeat as many. characters as possible in one-round matches on a single health gauge. All combatants are treated as having a ratio of two. Some health is replenished after each round, depending on the player's score. The contents of the character's power gauge is carried over to the next match (except in the S groove). There are two formats for this mode: All Survival (where the player fights against every character in the game) and ∞ Survival (where the player fights against endless opponents until defeated).
  • Vs Mode: A two-player mode where players pick a stage, their grooves, and their characters and fight each other. Pressing  START  when selecting a groove cycles through the grooves quickly like a slot machine (for choosing one randomly). Each player can also set a handicap. The game keeps track of each player's wins, losses, and win ratio. As in the Arcade Mode, there are three formats for this mode: Ratio Match, 3-on-3 Match, or Single Match.
  • Training Mode: A practice mode where the player chooses any character and any opponent and can choose a groove and a ratio (between one and four) for either character. 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). The player can toggle the display of button presses and attack data.
  • Groove Edit Mode: This mode is unlocked after completing the game. This allows the player to create two custom grooves (EX1 and EX2) by mixing and matching elements of the default grooves. The resulting grooves can be saved to a VMU and used in any mode. The player can select any of the six different gauges (or no gauge), then toggle systems and subsystems from the existing grooves. However, all of these elements cost a different amount of Groove Points to unlock, and the player initially starts with 4,000 Groove Points.
  • 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). Pressing  START  opens a menu with additional options. Custom color schemes can be saved to a VMU.
  • Replay Mode: This mode allows the player to load and watch a replay of a match from a VMU. Players are given the chance to save replays after completing a match in the Vs Mode. A replay takes 30 blocks of storage.
  • Network Mode: This mode supported competitive online matches over Capcom's Matching Service.

The game also supports linking to the Neo Geo Pocket Color game SNK vs. Capcom: Card Fighters 2 Expand Edition over a Neo Geo Pocket/Dreamcast Setsuzoku Cable.

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
 MP  Medium punch
 HP  Hard punch
K Any kick button
 LK  Light kick
 MK  Medium kick
 HK  Hard kick
 TAUNT  Taunt

The game features a total of 48 playable characters, including the entire returning roster of Capcom vs. SNK Millennium Fight 2000 Pro.

Every character has a different color scheme depending on which button is used to select him or her (X, Y, A, B, L, or R). Additional bonus color schemes can be used by selecting the character with all three punch buttons (X+Y+L) or all three kick buttons (A+B+R). If the player has made a custom color scheme for the character in the Color Edit Mode, it can be selected with  START .

Capcom

There are five new Capcom characters. Eagle appears for the first time since the original Street Fighter. Yun is added as the only new character from Street Fighter III (though Chun-Li is also updated to her 3rd Strike version). While the first Capcom vs. SNK only featured characters from the Street Fighter series (with the exception of Morrigan from Darkstalkers as a hidden character), this roster adds new characters from other series: Kyosuke Kagami from Rival Schools and Rolento and Maki from Final Fight (though Rolento appears as he did in Street Fighter Alpha 2).

Capcom vs SNK 2, Character Art, SNK, M Bison.jpg
Street Fighter Zero 3, Sprites, M. Bison.gif
Originally appeared in:



Balrog (M. Bison)
Balrog is a former heavyweight boxing champion who now works for M. Bison as an enforcer.
Move list (Special moves)
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 a stronger button is used.
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 a stronger button is used.
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 two P or K simultaneously, 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)
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.
Capcom vs SNK 2, Character Art, SNK, Blanka.jpg
Street Fighter Zero 3, Sprites, Blanka.gif
Originally appeared in:



Blanka
Blanka is a feral beastman from the jungles of Brazil with the ability to generate electricity.
Move list (Special moves)
Name Command Description
Electric Thunder PPPPP Blanka charges his body with electricity, zapping his opponent on contact. He charges faster when a stronger button is used.
Rolling Attack Hold Left for 2 seconds, then Right+P Blanka curls into a ball and rolls straight ahead. The move travels farther when a stronger button is used.
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 a stronger button is used.
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 a stronger button is used.
Move list (Command normals)
Name Command Description
Rock Crush Left+ MP  (close) 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 Two K simultaneously Blanka leaps forward. This move can pass through opponents (if close enough) but not attacks.
Surprise Back Left + two K simultaneously Blanka leaps back. This move can pass through opponents (if close enough) but not attacks.
Move list (Super moves)
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.
Ground Shave Rolling Hold Left for 2 seconds, then Right Left Right+K Blanka rolls into the air, then rolls along the ground toward his opponent. If the player continues to hold K, he spins in place for a duration before launching forward. He rolls higher and 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.
Capcom vs SNK 2, Character Art, SNK, Cammy.jpg
Street Fighter Alpha 2, Sprites, Cammy.gif
Originally appeared in:



Cammy
Cammy is a genetically engineered assassin for Shadaloo, operating under the code name "Killer Bee."
Move list (Special moves)
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 a stronger button is used.
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 a stronger button is used.
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 a stronger button is used.
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 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)
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. Pressing K repeatedly does additional hits.
Capcom vs SNK 2, Character Art, SNK, Chun-Li.jpg
Capcom vs SNK, Sprites, Chun-Li.gif
Originally appeared in:



Chun-Li
Chun-Li is a Chinese wushu expert known for her quick motions and powerful kicks.
Move list (Special moves)
Name Command Description
Hyakuretsu Kyaku KKKKK Chun-Li stands on one leg and kicks rapidly with the other leg. She kicks faster when a stronger button is used.
Kikouken Left Down-left Down Down-right Right P Chun-Li leans forward and shoots a blast of ki from her palms. The distance it travels before dissipating depends on the strength of the button used ( LP  for furthest and  HP  for closest).
Spinning Bird Kick Hold Down for 2 seconds, then Up+K Chun-Li flips upside down and spins her legs while moving forward. She travels farther when a stronger button is used.
Move list (Command normals)
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+ MK  in midair Chun-Li holds a straight leg in a head stomp.
Kaku Kyaku Raku Down-right+ HK  Chun-Li flips forwards high into the air, coming down with a kick.
Move list (Super moves)
Name Command Description
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.
Houyoku Sen Down Down-right Right Down Down-right Right K Chun-Li steps forward and performs a Hyakuretsu Kyaku with one leg, then takes another step forward and performs a Hyakuretsu Kyaku with her other leg, then finishes with a high kick that knocks her opponent into the air.
Capcom vs SNK 2, Character Art, SNK, Dan Hibiki.jpg
Capcom vs SNK Pro, Sprites, Dan Hibiki.gif
Originally appeared in:



Dan Hibiki
Dan is a cocky martial artist who fights in a style of his own design called Saikyou-ryuu. He was created as a parody of the SNK characters Ryo Sakazaki and Robert Garcia from Art of Fighting, whom Capcom considered to be copies of the Street Fighter characters Ryu and Ken, with his moves made deliberately weak.
Move list (Special moves)
Name Command Description
Gadouken Down Down-right Right P Dan channels his ki and thrusts a very short-ranged fireball directly in front of him with a single hand. The projectile travels slightly farther when a stronger button is used.
Kouryuuken Right Down Down-right P Dan jumps into the air with a flying uppercut, knocking down his opponent on impact. He ascends higher when a stronger button is used.
Dankuukyaku Down Down-left Left K Dan leaps forward and performs a sequence of kicks in midair that knock his opponent over on impact. He performs a knee strike with  LK , a knee strike and a kick with  MK , and a knee strike and two kicks with  HK . This move can be performed in midair.
Zenten Chouhatsu Down Down-right Right  TAUNT  Dan rolls forward, then performs his taunt. This move can pass through opponents (if close enough) but not attacks.
Kouten Chouhatsu Down Down-left Left  TAUNT  Dan rolls backwards, then performs his taunt. This move can pass through opponents (if close enough) but not attacks.
Move list (Command normals)
Name Command Description
Kuuchuu Chouhatsu  TAUNT  in midair Dan can perform his taunt in midair.
Shagami Chouhatsu Down+ TAUNT  Dan can perform his taunt while crouching.
Move list (Super moves)
Name Command Description
Chouhatsu Densetsu Down Down-right Right Down Down-right Right  TAUNT  Dan rolls forward multiple times, stopping each time to taunt.
Shinkuu Gadouken Down Down-right Right Down Down-right Right P Dan fires a version of the Gadouken Fireball that can hit his opponent multiple times. The projectile travels farther at higher levels.
Hisshou Buraiken Down Down-left Left Down Down-left Left K Dan performs a barrage of punches and kicks, ending with a Kouryuuken.
Kouryuu Rekka Down Down-right Right Down Down-right Right K Dan performs a single low Kouryuuken, followed by a high Kouryuuken.
Capcom vs SNK 2, Character Art, SNK, Dhalsim.jpg
Street Fighter Alpha 2, Sprites, Dhalsim.gif
Originally appeared in:



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)
Name Command Description
Yoga Fire Down Down-right Right P Dhalsim spews a fireball across the screen. The projectile moves faster but not as far when a stronger button is used. It knocks the opponent over on impact when the move is performed with  MP  or  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 a stronger button is used.
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 a stronger button is used.
Yoga Teleport Forward Right Down Down-right + two P or K simultaneously Dhalsim disappears and reappears the entire screen ahead with P or half the screen ahead with K.
Yoga Teleport Backward Left Down Down-left + two P or K simultaneously Dhalsim disappears and reappears the entire screen back with P or half the screen back with K.
Move list (Command normals)
Name Command Description
Kuuchuu Chouhatsu  TAUNT  in midair Dhalsim can perform his taunt in midair.
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 depends on the button used, with  LK  falling closer to horizontal,  MK  at a 45° angle, and  HK  falling closer to vertical.
Move list (Super moves)
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 Volcano 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.
Yoga Tempest Right Down-right Down Down-left Left Right Down-right Down Down-left Left P (at max level) Dhalsim breathes a large mass of flame in front of him, similar to the Yoga Flame but lasting longer and potentially hitting more times. The power gauge must be at level 3 to perform this move.
Capcom vs SNK 2, Character Art, SNK, Eagle.jpg
Capcom vs SNK, Sprites, Eagle.gif
Originally appeared in:
Street Fighter



Eagle
Eagle is a gentlemanly English bodyguard who has mastered the stick martial art bojutsu.
Move list (Special moves)
Name Command Description
Manchester Black Down Down-left Left P Eagle raises his sticks to shoulder height and spins on one leg, which knocks down his opponent on impact. He moves forward while doing this when the move is performed with  MP  or  HP , and he moves farther when a stronger button is used. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him.
Canterbury Blue Down Down-right Right P Eagle guards with one stick while twirling the other behind him. When the button is released, he stops twirling and attacks with his stick; holding the button for longer delays the attack. He guards high and hits high with  LP , guards mid and hits mid with  MP , and guards low and hits low with  HP .
Oxford Red Left Down-left Down Down-right Right K Eagle dashes forward, then lunges and pokes his sticks rapidly. He dashes further and hits more when a stronger button is used.
Liverpool White Down Down-left Left K Eagle leaps forward, then smacks his stick down, which knocks down his opponent on impact. He leaps farther and higher when a stronger button is used.
Saint Andrew's Green Right Down Down-right P Eagle holds both of his sticks together and swings them in a vertically ascending arc like a golf club. This move knocks his opponent down on impact, or it can be used to absorb a projectile and immediately respond with another projectile. The projectile is sent straight ahead with  LP , at a slight upward angle with  MP  or at a higher upward angle with  HP .
Move list (Super moves)
Name Command Description
Manchester Gold Down Down-left Left Down Down-left Left P Eagle raises his sticks to shoulder height and spins rapidly in place on one leg. He finishes at level 3 by flinging his opponent high into the air with a stick, then catching them with a stab on his stick as they fall.
Union Jack Platinum Down Down-right Right Down Down-right Right P Eagle advances with a series of strikes with his sticks.
Capcom vs SNK 2, Character Art, SNK, Edmond Honda.jpg
Street Fighter Zero 3, Sprites, E. Honda.gif
Originally appeared in:



Edmond Honda
E. Honda is a sumo wrestler who wants to prove to the world the strength of his technique.
Move list (Special moves)
Name Command Description
Hyakuretsu Harite PPPPP E. Honda unleashes a flurry of hand slaps. He slaps faster when a stronger button is used.
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 a stronger button is used.
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 a stronger button is used.
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)
Name Command Description
Flying Sumo Press Down+ MK  in midair E. Honda drops with a body press.
Harai Geri Right+ HK  E. Honda does a low kick that trips his opponent.
Move list (Super moves)
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.
Capcom vs SNK 2, Character Art, SNK, Guile.jpg
Street Fighter Zero 3, Sprites, Guile.gif
Originally appeared in:



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)
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 a stronger button is used.
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 a stronger button is used.
Move list (Command normals)
Name Command Description
Spin Back Knuckle Right+ HP  Guile rotates around and swings his fist like a club.
Knee Bazooka Left+ LK  or Right+ LK  Guile hops forward with a knee strike.
Rolling Sobat Left+ MK  or Right+ MK  Guile hops with a turning kick.
Move list (Super moves)
Name Command Description
Total Wipeout Hold Left for 2 seconds, then Right Left Right+K 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.
Sonic Hurricane Hold Left for 2 seconds, then Right Left Right+P (at max level) Guile shoots a massive Sonic Boom that whirls in place in front of him. It covers a wider area at higher levels.
Capcom vs SNK 2, 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)
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 a stronger button is used.
Shouryuuken Right Down Down-right P Ken jumps into the air with a flying uppercut, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used, and Ken has a flaming fist 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. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.
Zenpou Tenshin Down Down-left Left P Ken rolls forward. He rolls farther when a stronger button is used. This move can pass through opponents (if close enough) but not attacks.
Ryusen Kyaku Left Down Down-left K Ken rolls through the air with a wheel kick, which knocks down his opponent on impact.
Kama Barai Geri Left Down-left Down Down-right Right  LK  Ken does a high roundhouse kick that can hit up to two times. Continuing to hold  LK  performs a high axe kick right afterwards.
Nata Otoshi Geri Left Down-left Down Down-right Right  MK  Ken does a reverse roundhouse kick that can hit up to two times. Continuing to hold  MK  performs a high axe kick right afterwards.
Oosoto Mawashi Geri Left Down-left Down Down-right Right  HK  Ken does a knockdown kick. Continuing to hold  HK  performs a high axe kick right afterwards.
Move list (Command normals)
Name Command Description
Inazuma Kakato Wari Right+ MK  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.
Ushiro Mawashi Geri Right+ HK  Ken does a spinning heel kick.
Move list (Super moves)
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. Pressing K repeatedly does additional hits.
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.
Capcom vs SNK 2, Character Art, SNK, Kyosuke Kagami.jpg
Capcom vs SNK, Sprites, Kyosuke Kagami.gif
Originally appeared in:
Rival Schools



Kyosuke Kagami
Kyosuke is a cool and calculating student at Taiyo Gakuen.
Move list (Special moves)
Name Command Description
Cross Cutter Down Down-right Right P Kyosuke swings his arms back and shoots two crescent-shaped projectiles forward, which converge into a single, larger projectile before dissipating partway across the screen. It hits twice at close range but only once after converging. The projectiles travel further when the move is performed with  MP  or  HP .
Gen'ei Wave Down Down-right Right P in midair Kyosuke swings his arms back and generates a large energy wave that travels a short distance in front of him at a diagonal angle. The wave travels slightly farther when a stronger button is used.
Gen'ei Breaker Down Down-left Left P Kyosuke leaps forward, then swings an energy-infused fist that knocks his opponent over on impact. He leaps further when a stronger button is used.
Raijin Upper Right Down Down-right P Kyosuke summons a lightning strike in front of him that knocks the opponent over. The bolt is slightly further in front of him when a stronger button is used.
Gen'ei Kick Down Down-right Right K Kyosuke jumps with a rolling kick that knocks his opponent over on impact. This move can be performed in midair.
Move list (Command normals)
Name Command Description
Launch Kick Down-right+K Kyosuke kicks backwards while facing downward, launching his opponent into the air on impact.
Move list (Super moves)
Name Command Description
Kakusan Cross Cutter Down Down-right Right Down Down-right Right P Kyosuke swings his arms back and shoots multiple crescent-shaped projectiles forward, which converge into a single, larger projectile. He shoots four projectiles that dissipate partway across the screen at level 1 and six projectiles that travel the full width of the screen at levels 2 and 3. The large projectile hits the same amount of times as the smaller projectiles.
Super Raijin Upper Down Down-left Left Down Down-left Left P Kyosuke summons a large lightning strike in front of him that hits multiple times.
Double Gen'ei Kick Down Down-right Right Down Down-right Right K Kyosuke does two consecutive rolling kicks, knocking the opponent into the air, then finishes with a Gen'ei Wave. This move can be performed in midair.
Final Symphony Remix Right Down-right Down Down-left Left Right Down-right Down Down-left Left K (close, at max level) Kyosuke thrusts his hand at the opponent. If it connects, he flings the opponent into the air and flips backwards. Then Hinata enters from one side with rapid punches and spinning kicks, and Batsu enters from the other side with a dashing punch and uppercut that knocks the opponent into the air. All three characters jump into the opponent with their final blows as the opponent lands. The power gauge must be at level 3 to perform this move.
Capcom vs SNK 2, Character Art, SNK, Maki.jpg
Capcom vs SNK, Sprites, Maki.gif
Originally appeared in:
Final Fight 2



Maki
Maki is a speedy ninja who wields a tonfa. She is a student of Bushin-ryuu ninjutsu and the sister of Guy's fiancée. After her father Genryusai passes away, Maki is trying to find and defeat Guy in order to become the next master of Bushin-ryuu.
Move list (Special moves)
Name Command Description
Genkou Down Down-right Right P Maki steps forward with a hook punch that knocks her opponent over on impact. She steps further forward when a stronger button is used.
Hayagake Down Down-right Right K Maki runs towards her opponent. While running, she can stop short by pressing  LK  (Kyuuteishi), do a sweep kick followed by a takedown by pressing  MK  (Kage Sukui), or do a jumping kick followed by a takedown by pressing  HK  (Kubikari).
Saka Hayagake Down Down-left Left K Maki runs away from her opponent. While running, she can stop short by pressing  LK  (Kyuuteishi), leap back towards the opponent by pressing  MK  (Zenpou Tobi), or leap in the direction of the run by pressing  HK  (Kouhou Tobi). She can perform any of her usual aerial attacks while leaping out of this move.
Kabe Tobi Down Down-left Left  LP  when jumping onto the edge of the screen Maki grabs the side of the screen, then repels off with a leap across the screen. She can perform any of her usual aerial attacks while leaping out of this move.
Izuna Otoshi Down Down-left Left  MP  or  HP  when jumping onto the edge of the screen Maki grabs the side of the screen, then dives off while reaching for her opponent. If it connects, she grabs and slams the opponent into the ground with a powerbomb. She dives further when the move is performed with  HP .
Kabe Kaijou Down Down-left Left  LK  when jumping onto the edge of the screen Maki grabs the side of the screen, then drops off.
Hassoukyaku Down Down-left Left  MK  or  HK  when jumping onto the edge of the screen Maki grabs the side of the screen, then jumps off with a diving kick. She jumps further when the move is performed with  HK .
Tengu Daoshi Left Down-left Down Down-right Right P in midair (close) Maki grabs her opponent and slams them into the side of the screen, then dives them into the ground.
Reppuukyaku Two K simultaneously Maki plants her tonfa in the ground and spins around on it while kicking in a circle. She is invulnerable while performing this move, but it costs a portion of her vitality when it hits an opponent.
Move list (Command normals)
Name Command Description
Bushin Gokusaken  LP   MP   HP   HK  Maki does a backfist, an underhand punch, an elbow strike, and a hop kick that knocks the opponent away.
Hiji Otoshi Down+ MP  in midair Maki thrusts downward with an elbow.
Move list (Super moves)
Name Command Description
Bushin Gou Raiha Down Down-right Right Down Down-right Right P Maki advances on her opponent with performs a series of punches and tonfa strikes, ending with a hopping high kick.
Tesshin Hou Down Down-right Right Down Down-right Right K, then K Maki runs towards her opponent. While running, she can launch into a flying kick by pressing K.
Ajara Tengu D-Pad in a 360° rotation twice, then P (close) Maki grabs her opponent and slams them into both sides of the screen, then drives them into the ground with a spinning slam. This move can be performed in midair.
Capcom vs SNK 2, Character Art, SNK, Morrigan Aensland.jpg
Vampire Savior, Sprites, Morrigan.gif
Originally appeared in:



Morrigan Aensland
Morrigan is a succubus who is obsessed with the human world.
Move list (Special moves)
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 a stronger button is used.
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 a stronger button is used.
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. This move can be performed in midair.
Move list (Command normals)
Name Command Description
Shell Kick Down+ HK  in midair Morrigan falls prone while her wings wrap around her legs in a pointed cone.
Move list (Super moves)
Name Command Description
Soul Phoenix Down Down-right Right Down Down-right Right P Morrigan fires a version of the Soul Fist that can hit her opponent multiple times. This move can be performed in midair.
Cardinal Blade Down Down-right Right Down Down-right Right K 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 2, Character Art, SNK, Rolento.jpg
Street Fighter Alpha 2, Sprites, Rolento.gif
Originally appeared in:



Rolento
Rolento is former member of the Mad Gear Gang who wants to build an army in order to establish a military utopian nation.
Move list (Special moves)
Name Command Description
Patriot Circle Down Down-right Right P Rolento slides forward while twirling his staff around in his hand. This move can be performed up to three times in quick succession, and the third hit knocks the opponent over.
Mekon Delta Air Raid Down Down-left Left P Rolento rolls backwards. He rolls farther when a stronger button is used. If the player presses P again before he finishes his roll, he launches himself across the screen while swinging his staff downward. He launches himself further when a stronger button is used.
Mekon Delta Escape Down Down-left Left K Rolento jumps back to the corner of the screen and then drops back down. He can attack on his way down or move with Left or Right.
Mekon Delta Attack Two P simultaneously Rolento performs a backflip. If the player presses P again before the backflip is over, he rolls forward in a ball (with the distance depending on the strength of the punch used), which hurts opponents that he rolls into.
Scouter Jump Two K simultaneously Rolento flips far forward through the air. He can attack while doing this.
Stinger Right Down Down-right K Rolento jumps high into the air. Pressing P or K before he lands throws a knife at an angle. The angle depends on the button used, with  LP  and  LK  being the closest to horizontal,  LP  and  LK  being the closest to 45°, and  HP  and  HK  being the closest to vertical.
Move list (Command normals)
Name Command Description
Spike Rod Down+ MK  in midair Rolento jabs his staff downward, which can be used to hit his opponent or bounce slightly off the ground.
Fake Rod Right+ MK  Rolento jabs his staff into the ground and uses it to support his weight.
Move list (Super moves)
Name Command Description
Take No Prisoners Down Down-right Right Down Down-right Right P Rolento pulls a tripwire from the ground, which moves a short distance forward. If the wire catches the opponent, Rolento pulls the opponent onto a hook that appears overhead and drops them onto the ground.
Mine Sweeper Down Down-left Left Down Down-left Left P Rolento rolls backwards while dropping several grenades. The grenades draw the opponent into each other as they explode.
Steel Rain Down Down-right Right Down Down-right Right K Rolento throws a bundle of knives into the air, which rain down wherever his opponent is standing.
Capcom vs SNK 2, Character Art, SNK, Ryu 2.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)
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 a stronger button is used.
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 a stronger button is used.
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 a stronger button is used.
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)
Name Command Description
Sakotsu Wari Right+ MP  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.
Kyuubi Kudaki Right+ HP  Ryu steps forward and punches his opponent in the stomach, potentially hitting twice.
Senpuu Kyaku Right+ MK  Ryu hops forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.
Move list (Super moves)
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 2, 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)
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 a stronger button is used.
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 a stronger button is used.
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)
Name Command Description
Tiger Cannon Down Down-right Right Down Down-right Right P or K Sagat fires a large Tiger Shot while standing, which can hit his opponent multiple times.
Ground Tiger Cannon Down Down-left Left Down Down-left Left P Sagat fires a large Tiger Shot while kneeling, which can hit his opponent multiple times.
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.
Capcom vs SNK 2, Character Art, SNK, Sakura Kasugano 2.jpg
Street Fighter Alpha 2, Sprites, Sakura.gif
Originally appeared in:



Sakura Kasugano
Sakura is a Japanese schoolgirl who idolizes Ryu and fights with similar moves. The word "sakura" (さくら) refers to the cherry blossom tree or its flowers. She is thought to be a response to the popularity of the SNK character Yuri Sakazaki, as they are both young girls who imitate the fighting style of the main character of their series.
Move list (Special moves)
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 hits more times when a stronger button is used.
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 dashes a longer distance when a stronger button is used.
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 back kick with Down Down-left Left K.
Ouka Kyaku Down Down-left Left K before the apex of the jump Sakura dives diagonally downwards with a stomp kick.
Sakura Otoshi Right Down Down-right K Sakura leaps high into the air with her arms and legs back. She jumps higher when a stronger button is used. She can cancel the jump and drop to the ground by pressing K while in midair. This move can be followed up with P to perform a knifehand strike with both hands as she is landing, which knocks her opponent over on impact. If it hits, it can be repeated two more times by pressing P two more times in quick succession.
Move list (Command normals)
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)
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 2, Character Art, SNK, Balrog.jpg
Street Fighter Zero 3, Sprites, Balrog.gif
Originally appeared in:



Vega (Balrog)
Vega is a narcissistic Spanish bullfighter who works for M. Bison and fights with a clawed hand.
Move list (Special moves)
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 a stronger button is used.
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 with  LP , then at lower angles with  MP  and  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 Two P or K simultaneously Vega performs a backflip. He does a full backflip with P and half a backflip with K. 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)
Name Command Description
Sankaku Tobi Up-right when jumping onto the edge of the screen Vega can jump off the edges of the screen.
Axe Kick Right+ MK  Vega hops forward with an axe kick.
Cosmic Smart Right+ HK  Vega does a leaping turnaround kick.
Move list (Super moves)
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.
Capcom vs SNK 2, Character Art, SNK, Yun.jpg
Capcom vs SNK, Sprites, Yun.gif
Originally appeared in:



Yun
Yun is a young skateboarder and skillful kung fu practitioner from Hong Kong.
Move list (Special moves)
Name Command Description
Zesshou Hohou Down Down-right Right P Yun lunges forward with a straight punch in a leaping stride, which knocks his opponent over on impact. He leaps further when a stronger button is used.
Tetsuzan Kou Right Down Down-right P Yun steps to his opponent while turning, then strikes his opponent with the back of his shoulder, knocking the opponent into the air. He moves farther when a stronger button is used.
Senkyuutai Down Down-right Right K Yang flies into the air with an upward kick, which knocks his opponent over on impact. He ascends higher when a stronger button is used.
Kobokushi Down Down-left Left P Yun shoves with both open palms, knocking over his opponent on impact.
Fake Kobokushi Down Down-left Left + two P simultaneously Yun pulls back his arms as if to perform a Kobukushi but does not. This move recovers more quickly than a real Kobokushi, so it can be used to bait a response from an opponent.
Zenpou Tenshin Right Down-right Down Down-left Left K (close) Yun flips over his opponent's shoulder, landing on the other side of his opponent. The opponent is very briefly stunned after doing this, so it can be followed up by a quick attack before the opponent can counterattack.
Move list (Command normals)
Name Command Description
Raigeki Shuu Down-right+K during neutral or forward jump Yun falls with a stomping kick.
Senpuu Kyaku Right+ MK  Yun hops forward with a crescent kick.
Koushu Right+ HP  (close) Yun performs a straight punch.
Move list (Super moves)
Name Command Description
Sourai Rengeki Down Down-right Right Down Down-right Right P Yun performs a series of palm and elbow strikes. He follows up by kicking his opponent into the air and finishes with a midair kick at levels 2 and 3.
Raishin Mahha Ken Down Down-right Right Down Down-right Right K Yun's brother Yang drops down with a kick and a hand thrust. If it connects, he walks through his opponent with a single hand thrust that does multiple hits, then he leaves.
Youhou Down Down-left Left Down Down-left Left P (at max level) Yun lashes his arms outward, then performs a Tetsuzan Kou, knocking the opponent into the air. He uppercuts them as they land. The power gauge must be at level 3 to perform this move.
Hiten Souryujin Down Down-left Left Down Down-left Left K in midair (at max level) Yun falls with a stomping kick. If it connects, his brother Yang appears on the other side of the opponent, and they both pummel the opponent with a series of strikes, ending with mirrored flying kicks. The power gauge must be at level 3 to perform this move.
Capcom vs SNK 2, Character Art, SNK, Zangief.jpg
Street Fighter Alpha 2, Sprites, Zangief.gif
Originally appeared in:



Zangief
Zangief is a massive Soviet wrestler who trains by wrestling bears.
Move list (Special moves)
Name Command Description
Double Lariat Two P simultaneously 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 Two K simultaneously 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 a stronger button is used.
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)
Name Command Description
Body Press Down+ HP  while jumping diagonally Zangief drops with a body press.
Double Knee Drop Down+ LK  or Down+ MK  in midair Zangief falls with his knees forward.
Kuuchuu Headbutt Up+ MP  or Up+ HP  during neutral jump Zangief performs a headbutt in midair.
Dynamite Kick Down-left+ MK  Zangief does a low kick.
Russian Kick Down-left+ HK  Zangief does a low kick that sweeps his opponent.
Move list (Super moves)
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.

SNK

Athena Asamiya and Chang Koehan (with Choi Bounge) are added from The King of Fighters, Rock Howard is added from Garou: Mark of the Wolves, Haohmaru is added from Samurai Shodown, Hibiki Takane is added from The Last Blade 2, and Ryuhaku Todo is added from Art of Fighting.

Capcom vs SNK 2, Character Art, Capcom, Athena Asamiya.jpg
Capcom vs SNK, Sprites, Athena Asamiya.gif
Originally appeared in:
Psycho Soldier



Athena Asamiya
Athena is a Japanese pop idol with powerful psychic abilities and kung fu training.
Move list (Special moves)
Name Command Description
Psycho Ball Down Down-left Left P Athena generates and throws a ball of psychic energy. The projectile moves faster when a stronger button is used.
Phoenix Arrow Down Down-left Left K in midair Athena curls into a ball and dives diagonally downwards while glowing like a meteor. She finishes with a sweep kick after landing when the move is performed with  HK .
Psycho Sword Right Down Down-right P Athena rises upward while her hand slices the air with psychic power, knocking her opponent over on impact. The move ascends higher and hits more times when a stronger button is used. This move can be performed in midair.
Nu Psycho Reflector Right Down-right Down Down-left Left K Athena holds her palms out and projects a large orb of psychic power in front of her. It knocks back opponents that touch it and also reflects projectiles. She hops forward before generating the orb when the move is performed with  MK  and hops slightly further with  HK .
Psycho Teleport Down Down-right Right K Athena runs forward at high speed. She can be hit while doing this but can pass through opponents. She moves about a third of the way across the screen with  LK , about two thirds of the way across the screen with  MK , or all the way across the screen and to the other side of the opponent with  HK .
Super Psychic Throw Left Down-left Down Down-right Right P (close) Athena psychically throws her opponent into the air.
Move list (Command normals)
Name Command Description
Sankaku Tobi Up-right when jumping onto the edge of the screen Athena can jump off the edges of the screen.
Phoenix Bomb Down+ MK  while jumping diagonally Athena drops back-first at her opponent. She bounces off her opponent if she hits.
Renkan Tai Right+ LK  Athena skips forward with a high kick.
Move list (Super moves)
Name Command Description
Shining Crystal Bit Right Down-right Down Down-left Left Right Down-right Down Down-left Left P Athena hovers in the air and channels psychic energy while orbs revolve around her. This move can be performed in midair. The move can be canceled by pressing two P simultaneously. If the player presses Down Down-left Left P during the move, Athena points forward and shoots an energy orb across the screen (Crystal Shoot). She throws the orb straight ahead with  LP  or bends it at an upward angle with  MP  or  HP .
Phoenix Fang Arrow Down Down-right Right Down Down-right Right K in midair Athena curls into a ball and repeatedly dives diagonally downwards while glowing like a meteor. She finishes with a sweep kick at levels 2 and 3.
Capcom vs SNK 2, 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)
Name Command Description
Raijin Ken Down Down-right Right P Benimaru jabs in front of him with an electrically charged fist. The move hits more times when a stronger button is used.
Taikuu Raijin Ken Right Down Down-right P Benimaru jabs diagonally upward with an electrically charged fist.
Iai Geri Down Down-right Right K Benimaru does a rapid knee strike. If the player presses Down Up+K during the move, Benimaru follows up with a hopping side kick, then backflips into the air with an electrically charged kick that knocks his opponent over (Handou Sandan Geri).
Super Inazuma Kick Right Down Down-right K Benimaru backflips into the air with an electrically charged kick that knocks his opponent over. He flips higher when a stronger button is used.
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 a stronger button is used, and he can cancel out of the move early by pressing all three K simultaneously.
Benimaru Corridor Crunch Right Down-right Down Down-left Left Right P (close) Benimaru grabs and electrocutes his opponent.
Move list (Command normals)
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.
Jackknife Kick Right+ MK  Benimaru runs forward with a front kick.
Move list (Super moves)
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-right Right Down Down-right Right K Benimaru charges electricity between his hands, then dashes forward, leaving a trail of lighting behind him. He dashes further at higher levels.
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 2, Character Art, Capcom, Chang Koehan and Choi Bounge.jpg
Capcom vs SNK, Sprites, Chang Koehan.gif
Capcom vs SNK, Sprites, Choi Bounge.gif
Originally appeared in:
The King of Fighters '94



Chang Koehan and Choi Bounge
Chang and Choi are Korean criminals who were apprehended by Kim Kaphwan and forced to train in fighting as part of his "Rehabilitation Project." The player primarily controls Chang, with Choi following and contributing to some moves.
Move list (Special moves)
Name Command Description
Tekkyuu Dai Kaiten PPPPP Chang swings his ball by its chain over his head, which knocks down his opponent on impact. He swings the ball for a duration or until the player presses all three P simultaneously to cancel, and he can move with Left or Right while doing this.
Tekkyuu Funsai Geki Hold Left for 2 seconds, then Right+P Chang flings his ball by its chain in front of him, which knocks down his opponent on impact. He slides forward slightly when the move is performed with  MP  and slides slightly further with  HP .
Hishou Kuuretsu Zan Left Down-left Down Down-right Right K Choi jumps to the back edge of the screen, then repels off with a spiraling claw attack. He jumps further when a stronger button is used.
Tatsumaki Shippuu Zan Right Down-right Down Down-left Left K Choi spirals upward in a tornado while slashing around him with his claws, knocking down the opponent on impact. The move covers more horizontal distance when a stronger button is used.
Hishou Shissou Zan Right Down Down-right K Choi runs forward, then jumps into the air while slashing with both claws, knocking down the opponent on impact. He runs farther and jumps higher when a stronger button is used.
Dai Hakai Nage Right Down-right Down Down-left Left Right P (close) Chang grabs and slams his opponent back and forth multiple times.
Move list (Command normals)
Name Command Description
Hiki Nige Down-right+ HP  Chang slides along the ground, holding his ball out in front of him, which sweeps his opponent.
Move list (Super moves)
Name Command Description
Tekkyuu Dai Bousou Down Down-right Right Down-right Down Down-left Left P Chang charges forward with a series of strikes, then swings his ball by its chain over his head and finishes with one of several moves chosen at random. He grabs and slams his opponent back and forth multiple times before finishing at level 3.
Shin! Chouzetsu Tatsumaki Shinkuu Zan Right Down-right Down Down-left Left Right Down-right Down Down-left Left K Choi spins on one leg, producing a large tornado that covers the full height of the screen.
Capcom vs SNK 2, Character Art, Capcom, Haohmaru.jpg
Capcom vs SNK, Sprites, Haohmaru.gif
Originally appeared in:



Haohmaru
Haohmaru is a wandering samurai who fights to improve himself and to challenge evildoers.
Move list (Special moves)
Name Command Description
Ougi Senpuu Retsu Zan Down Down-right Right P Haohmaru swings his katana, summoning a cyclone that rolls across the ground and tosses his opponent in the air. The projectile moves faster when a stronger button is used.
Fake Senpu Retsu Zan Down Down-right Right K Haohmaru swings his katana back as if to perform an Ougi Senpuu Retsu Zan but does not. This move recovers more quickly than a real Ougi Senpuu Retsu Zan, so it can be used to bait a response from an opponent.
Ougi Kogetsu Zan Right Down Down-right P Haohmaru swings his katana in a circle around him, then twirls into the air while slashing his katana, knocking over his opponent on impact. He ascends higher when a stronger button is used.
Ougi Resshin Zan Down Down-left Left P Haohmaru somersaults forward and drops with a falling sword cut that knocks his opponent down. This move is an overhead attack that can hit characters who are crouch blocking. He leaps farther when a stronger button is used.
Move list (Super moves)
Name Command Description
Hiougi Tenha Fuujin Zan Down Down-right Right Down Down-right Right P Haohmaru steps forward while spinning his katana in circles multiple times, rising into the air with the last slice.
Tenha Danku Retsu Zan Right Down-right Down Down-left Left Right P (close, at max level) Haohmaru lunges forward with a downward sword slice that hits multiple times. The power gauge must be at level 3 to perform this move.
Capcom vs SNK 2, Character Art, Capcom, Hibiki Takane.jpg
Capcom vs SNK, Sprites, Hibiki Takane.gif
Originally appeared in:



Hibiki Takane
Hibiki is an innocent but proficient swordswoman who is on a mission to avenge her father.
Move list (Special moves)
Name Command Description
Touma ni te Kiru Nari Down Down-right Right P Hibiki draws and slashes her sword laterally in a wide arc, then sheathes her blade. She slashes high with  LP  or  MP  and slashes low with  HP  and knocks the opponent over.
Chikayoru te Kiru Nari Down Down-left Left P Hibiki runs forward while P is held. She draws and slashes her sword laterally in a wide arc when P is released and continues running until she reaches the other side of the screen.
Kami Hitoe ni te Kawasu Nari Two K simultaneously Hibiki leans into the background, dodging incoming attacks. While doing this, she can dash forward (Ma o Tsumeru Koto Kanyou Nari) with Right+K, which can pass through her opponent but not attacks, or hop backwards (Ma o Oku Koto Kanyou Nari) with Left+K, which she can attack while doing with P or K.
Suigetsu o Tsuku Nari Right Down Down-right K Hibiki turns around and raises her sheathed sword, then jabs behind her with the scabbard.
Iwoawasu Nari Left Down-left Down Down-right Right K Hibiki waves her hand in front of her. If she is attacked while doing this, she counters by quickly grabbing and throwing her opponent in a circle. After the throw, she can follow up by slashing her opponent (Nukaba Kiru Nari) by pressing P or K.
Move list (Super moves)
Name Command Description
Hasshou Suru Shinki Nari Down Down-left Left Down-left Down Down-right Right P Hibiki quickly dashes past her opponent with a slash. As she is sheathing her blade, the opponent collapses from the wound.
Shi o Osorenu Kokoro Nari Right Left Down-left Down Down-right Right P (at max level) If done from a distance, Hibiki slashes her sword at an upward diagonal angle. If done in close range, the screen flashes with a slash. The two fighters are seen in silhouette, then Hibiki resheathes her blade as her opponent collapses from the wound and the scene is restored to color. The power gauge must be at level 3 to perform this move.
Shikabane o Koete Iku Nari Right Down-right Down Down-left Left Right K (at max level) Hibiki runs forward, then slashes her sword upward. If it connects, she can follow up with one of the following combos:
  •  LP   MP   HP   LP   MP   HP   LP   MP , Down Down-right Right  HP 
  •  LP   MP   HP   LP   MP   HP   LK   MK , Down Down-right Right  HK 
  •  LP   MP   HP   LK   MK   LK   HK 
Capcom vs SNK 2, Character Art, Capcom, Iori Yagami.jpg
Capcom vs SNK, Sprites, Iori Yagami.gif
Originally appeared in:



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)
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 a stronger button is used.
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 a stronger button is used.
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 a stronger button is used.
Kuzukaze Right Down-right Down Down-left Left Right P (close) Iori grabs and shoves his opponent away.
Move list (Command normals)
Name Command Description
Ge Shiki: Yumebiki Right+ MP  Iori swings his fist back in front of him.
Ge Shiki: Gou Fu In Shinigami Right+ MK  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)
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 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 2, Character Art, Capcom, Joe Higashi.jpg
Capcom vs SNK Pro, Sprites, Joe Higashi.gif
Originally appeared in:



Joe Higashi
Joe is a Japanese Muay Thai kickboxing champion and a friend of the Bogard brothers.
Move list (Special moves)
Name Command Description
Hurricane Upper Left Down-left Down Down-right Right P Joe uppercuts into the air, generating a cyclone that moves across the ground. He generates one cyclone that travels about half the width of the screen with  LP  and two cyclones that travel about half the width of the screen with  MP  or the full width of the screen with  HP .
Baku Retsu Ken PPPPP Joe punches rapidly in front of him.
Slash Kick Left Down-left Down Down-right Right K Joe turns and launches himself forward with a flying kick that knocks his opponent over. He flies farther when a stronger button is used.
Tiger Kick Right Down Down-right K Joe rises diagonally upward with a flaming knee strike that knocks his opponent over. He ascends higher when a stronger button is used.
Ougon no Kakato Down Down-left Left K Joe jumps forward with a rolling kick that knocks his opponent over. The move covers a wider arc when a stronger button is used.
Move list (Super moves)
Name Command Description
Screw Upper Down Down-right Right Down Down-right Right P Joe uppercuts into the air, generating a cyclone, then uppercuts again, generating a tall inferno that covers the full height of the screen.
Baku Retsu Hurricane Tiger Kakato Down Down-right Right Down-right Down Down-left Left P Joe slides forward with salvo of punches, then does two uppercuts that send cyclones flying and a rising knee strike, finishing with a kick in the air.
Double Cyclone Down Down-left Left Down Down-left Left P (at max level) Joe throws both hands into the air, generating a tall inferno on each side of him that cover the full height of the screen. The power gauge must be at level 3 to perform this move.
Capcom vs SNK 2, Character Art, Capcom, Kim Kaphwan.jpg
Capcom vs SNK, Sprites, Kim Kaphwan.gif
Originally appeared in:



Kim Kaphwan
Kim is a Korean taekwondo master with a strong sense of justice.
Move list (Special moves)
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 a stronger button is used.
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. He ascends higher when a stronger button is used. When the move is performed with  HK , 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.
Ryuusei Ranku Hold Left for 2 seconds, then Right+K Kim slides forward with a sweep kick, then jumps in the air and follows up with an axe kick that knocks his opponent down. He slides further when a stronger button is used.
Kuusajin Hold Down for 2 seconds, then Up+P Kim spins diagonally upward while kicking, knocking his opponent into the air. He ascends higher and kicks more times when a stronger button is used.
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 side kick with  LP , an edge kick with  MP , a high back kick that knocks his opponent over with  HP , a stomp with  LK , or an axe kick that can hit opponents who are crouch blocking with  MK .
Move list (Command normals)
Name Command Description
Neri Chagi Right+ HK  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)
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.
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 2, Character Art, Capcom, King.jpg
Capcom vs SNK, Sprites, King.gif
Originally appeared in:



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)
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 a stronger button is used.
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 a stronger button is used.
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 a stronger button is used.
Mirage Kick Down Down-left Left P King slides forward, then hits her opponent with alternating high and low kicks that knock her opponent over. She slides slightly further forward and kicks more times when a stronger button is used.
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 a stronger button is used.
Move list (Command normals)
Name Command Description
Slide Kick Down-right+ HK  King shoves herself forward with a sweep kick.
Move list (Super moves)
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.
Capcom vs SNK 2, 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)
Name Command Description
114 Shiki: Aragami Down Down-right Right  LP  or  MP  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.
115 Shiki: Dokugami Down Down-right Right  HP  Kyo steps forward with an explosive hook punch using his leading arm. This move can neutralize projectiles. While the move is being performed, it can be followed up by a backhand (401 Shiki: Tsumi Yomi) with Right Down-right Down Down-left Left P, then a jumping attack (402 Shiki: Batsu Yomi) with Right+P.
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 a stronger button is used.
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 more times when a stronger button is used.
75 Shiki: Kai Down Down-right Right K Kyo hops forward with a front kick that knocks his opponent over. He slides slightly further before hopping when a stronger button is used. It can be followed up with another kick by pressing K again.
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 most of the width of the screen with  LK  and the full width of the screen with  MK  and  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. He jumps higher when a stronger button is used.
Move list (Command normals)
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.
Shoulder Charge Right+ HP  Kyo lean forward and knocks his opponent far back with a shoulder ram.
Ge Shiki: Gou Fu You Right+ MK  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)
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 higher levels.
Capcom vs SNK 2, Character Art, Capcom, Mai Shiranui.jpg
Capcom vs SNK, Sprites, Mai Shiranui.gif
Originally appeared in:



Mai Shiranui
Mai is a kunoichi who was trained in her family's ninjutsu arts. The word "mai" (舞) means "dance," and "shiranui" (不知火) means "unknown fire" (after the optical phenomenon of the same name in which flames seem to appear over an open body of water), both referencing her fighting style of dance-like movements and fire-conjuring special abilities.
Move list (Special moves)
Name Command Description
Ka Chou Sen Down Down-right Right P Mai throws her folding fan at her opponent. The projectile moves faster when a stronger button is used.
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 a stronger button is used.
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 a stronger button is used.
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 a stronger button is used.
Kageroh no Mai Hold Down for 2 seconds, then Up+K Mai clasps her hands and creates two flame pillars that revolve around her, which knocks her opponent over on impact. The move hits more times when a stronger button is used.
Move list (Command normals)
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+ MP  Mai whips her fan downward.
Move list (Super moves)
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.
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 2, Character Art, Capcom, Nakoruru.jpg
Capcom vs SNK, Sprites, Nakoruru.gif
Originally appeared in:



Nakoruru
Nakoruru is a young girl who is a guardian of nature.
Move list (Special moves)
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 a stronger button is used. 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 a stronger button is used.
Kamui Rimuse Left Down Down-left P Nakoruru whips her cape downward while turning. She can follow up with an upward whip by pressing P before she finishes. This move can reflect projectiles.
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 a stronger button is used.
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 by swinging her kodachi with  LP  or  MP , attack by falling with a spinning slash with  MP  or  HP , attack by kicking with  LK  or  MK , 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 a stronger button is used.
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 a stronger button is used.
Move list (Command normals)
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)
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.
Elerush Kamui Rimse Right Down-right Down Down-left Left Right Down-right Down Down-left Left K Nakoruru jumps into the air, dives down while holding her kodachi in front of her, then whips her cape in circles, knocking her opponent into the air, where Mamahaha hits them with a dive attack.
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 all three K simultaneously, and it can also be interrupted by the opponent by attacking Nakoruru. The power gauge must be at level 3 to perform this move.
Capcom vs SNK 2, Character Art, Capcom, Raiden.jpg
Capcom vs SNK, Sprites, Raiden.gif
Originally appeared in:



Raiden
Raiden is a heel pro wrestler known for his ruthlessness in the ring.
Move list (Special moves)
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 a stronger button is used.
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 a stronger button is used.
Jumping Lariat Drop Right Down Down-right P Raiden leaps forward with his arm hooked and tries to take his opponent down with a lariat.
Super Drop Kick Hold two K simultaneously, 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 a stronger button is used.
Raiden Combination/Body Blow Left Down Down-left P Raiden steps forward with a body blow. He steps slightly further when a stronger button is used. 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)
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)
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.
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 2, Character Art, Capcom, Rock Howard.jpg
Capcom vs SNK, Sprites, Rock Howard.gif
Originally appeared in:



Rock Howard
Rock is the son of Geese Howard, who was raised by Terry Bogard after his father's death.
Move list (Special moves)
Name Command Description
Reppuu Ken Down Down-right Right P Rock waves a hand and sends a violent shockwave across the ground. The projectile moves faster when a stronger button is used. He waves with each hand when the move is performed with  HP , which increases the startup time of the move but can hit two times if the opponent is near.
Rising Tackle Hold Down for 2 seconds, then Up+P Rock spins into the air while upside down and holding an arm out, which knocks his opponent over on impact. The move ascends higher and hits more times when a stronger button is used.
Hard Edge Down Down-left Left P Rock runs forward with an elbow strike that knocks his opponent over. He follows up with a straight punch if the first hit connects when the move is performed with  HP .
Rage Run "Dunk" Down Down-left Left  LK  Rock runs forward. If the opponent is close enough, Rock hops in the air and smashes downward with his fist.
Rage Run "Save" Down Down-left Left  MK  Rock runs forward, then stops short at the end of his run.
Rage Run "Shift" Down Down-left Left  HK  Rock runs forward. If the opponent is close enough, Rock shifts to the other side of the opponent.
Crack Counter Joudan Down Down-right Right  LK  Rock catches a high or jumping attack from his opponent and counters with a forward flipping heel drop.
Crack Counter Chuudan Down Down-right Right  MK  Rock catches a mid attack from his opponent and counters with a forward flipping heel drop.
Crack Counter Gedan Down Down-right Right  HK  Rock catches a low or sweep attack from his opponent and counters with a forward flipping heel drop.
Shinkuu Nage D-Pad in a 360° rotation, then  HP  (close) Rock throws his opponent, then waves his arms in a circle. Rock can release an explosive blast of energy after throwing his opponent by holding, then releasing  LP + LK .
Move list (Command normals)
Name Command Description
Overhead Kick Right+ MK  Rock flips forward with a kick. This is an overhead strike that can hit opponents who are crouch blocking.
Move list (Super moves)
Name Command Description
Raging Storm Down Down-right Right Down Down-right Right P Rock ducks and calls a whirlwind of energy around him.
Shine Knuckle Down Down-right Right Down Down-right Right K Rock charges forward with a burning fist. He follows up with an elbow strike, then spins into the air while upside down and holding an arm out at level 3.
Deadly Rave Neo Right Down-right Down Down-left Left Right  LP ,  LP   LP   LK   LK   HP   HP   HK   HK , Down Down-left Left  HP  (at max level) Rock performs a series of attacks, ending by throwing an energy burst from his hands. The power gauge must be at level 3 to perform this move.
Capcom vs SNK 2, Character Art, Capcom, Ryo Sakazaki.jpg
Capcom vs SNK, Sprites, Ryo Sakazaki.gif
Originally appeared in:



Ryo Sakazaki
Ryo is a practitioner of Kyokugen-ryuu, a style of karate created by his father. He was created as an homage to the Street Fighter character Ryu.[4]
Move list (Special moves)
Name Command Description
Ko'ou Ken Down Down-right Right P Ryo hurls a fireball from his palm. The projectile moves faster when a stronger button is used. If performed in midair, he shoots the projectile diagonally downward.
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 a stronger button is used.
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 a stronger button is used.
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 a stronger button is used.
Kyokugen Ryu Ranbu Ken Left Down-left Down Down-right Right P (close) Ryo does a combo of three quick punches that knocks his opponent over.
Move list (Command normals)
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)
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 2, Character Art, Capcom, Ryuhaku Todoh.jpg
Capcom vs SNK, Sprites, Ryuhaku Todoh.gif
Originally appeared in:



Ryuhaku Todo
Todo is a martial arts instructor who created his own style dervied from Aiki-juujutsu and Kendo. It is a running joke in the King of Fighters series that his daughter Kasumi is always searching for him and that he is never playable in any SNK games (aside from the console ports of the original Art of Fighting), and this game remains his last playable appearance.
Move list (Special moves)
Name Command Description
Kasane Ate Down Down-right Right P Todo swings his arms down, calling down a flame barrier in front of him. The barrier is further from him when a stronger button is used. This move can be performed in midair.
Taikuu Kasane Ate Right Down Down-right P Todo swings his arms down, then throws them down, calling down a flame barrier diagonally upwards. The barrier is further from him when a stronger button is used.
Stunning Grab Right Down-right Down Down-left Left P (close) Todo grabs his opponent and hits them with a concentrated palm strike.
Move list (Command normals)
Name Command Description
Low Kick Right+ MK  Todo leans over for a low kick that sweeps his opponent.
Move list (Super moves)
Name Command Description
Chou Kasane Ate Down Down-right Right Down Down-right Right P Todo swings his arms down, calling down a rolling wave of fire that moves across the ground. It travels further at higher levels.
Shingan: Kuzu Otoshi Down Down-right Right Down-right Down Down-left Left P Todo holds a defensive posture. If he is hit by his opponent while doing this, he counters by grabbing and slamming them, then striking them on the ground.
Capcom vs SNK 2, Character Art, Capcom, Ryuji Yamazaki.jpg
Capcom vs SNK, Sprites, Ryuji Yamazaki.gif
Originally appeared in:



Ryuji Yamazaki
Yamazaki is a deadly and insane Japanese mobster who fights with one hand in his pocket.
Move list (Special moves)
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 K.
Hebi Tsukai Uwadan Down Down-left Left  MP  Yamazaki charges his arm. When  MP  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 K.
Hebi Tsukai Chuudan Down Down-left Left  HP  Yamazaki charges his arm. When  HP  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 K.
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.
Suna Kake Down Down-left Left 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)
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)
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.
Capcom vs SNK 2, Character Art, Capcom, Terry Bogard.jpg
Capcom vs SNK, Sprites, Terry Bogard.gif
Originally appeared in:



Terry Bogard
Terry is a young American fighter who learned various fighting techniques from his father.
Move list (Special moves)
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 a stronger button is used.
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 a stronger button is used.
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 a stronger button is used.
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. The move ascends higher and hits more times when a stronger button is used.
Crack Shoot Down Down-left Left K Terry jumps forward while kicking in a circle. The move covers a wider arc when a stronger button is used.
Move list (Command normals)
Name Command Description
Rising Upper Down-right+ HP  Terry does an uppercut.
Move list (Super moves)
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 2, Character Art, Capcom, Vice.jpg
Capcom vs SNK, Sprites, Vice.gif
Originally appeared in:



Vice
Vice is Rugal's sadistic secretary, who possesses preternatural strength.
Move list (Special moves)
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 a stronger button is used. She can follow up by stretching her arm to grab the opponent in midair and slam them into the ground (Taikuu Deicide) by pressing Right Down Down-right K.
Outrage Down Down-left Left K Vice kicks rapidly in front of her. She hops first when the move is performed with  HK .
Ravenous 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.
Taikuu Deicide Right Down Down-right K Vice swipes her hand out diagonally upwards, which stretches to reach. If it connects, she grabs and slams her opponent to 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)
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 2, Character Art, Capcom, Yuri Sakazaki.jpg
Capcom vs SNK, Sprites, Yuri Sakazaki.gif
Originally appeared in:
Art of Fighting 2



Yuri Sakazaki
Yuri is Ryo's young sister and an eager novice student of Kyokugen-ryuu. Some of her moves are parodies of the moves of Street Fighter characters.
Move list (Special moves)
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 a stronger button is used.
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 a stronger button is used.
Kuu Ga Right Down Down-right P Yuri jumps into the air while performing an uppercut that knocks her opponent over. She ascends higher when a stronger button is used. When the move is performed with  HP , it can be followed up by a second jumping uppercut (Ura Kuu Ga) by pressing Right Down Down-right P again.
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 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)
Name Command Description
En Yoku Right+ MK  Yuri throws herself forward while striking with her rear.
Move list (Super moves)
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, jumping uppercut. The move covers more horizontal distance 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.

Bosses

Evil Ryu and Orochi Iori are exclusive to the console releases. Shin Akuma and Ultimate Rugal were non-playable bosses in the original arcade version, but they become playable in the Dreamcast version after defeating them in the Arcade Mode.

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



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.
Move list (Special moves)
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 a stronger button is used.
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 a stronger button is used.
Shouryuuken Right Down Down-right P Ryu jumps into the air with a flying uppercut, which knocks his opponent over on impact. The move ascends higher and hits more times when a stronger button is used.
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 a stronger button is used.
Ashura Senkuu Forward Right Down Down-right + two P or K Ryu glides forward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Ashura Senkuu Backward Left Down Down-left + two P or K Ryu glides backward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Move list (Command normals)
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.
Kyuubi Kudaki Right+ HP  Ryu steps forward and punches his opponent in the stomach, potentially hitting twice.
Senpuu Kyaku Right+ LK  Ryu leaps forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.
Move list (Super moves)
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.
Metsu Hadouken Down Down-left Left Down Down-left Left K (at max level) Ryu charges then throws a slow-moving, electrified Hadouken. This move cannot be blocked and stuns the opponent on impact. The power gauge must be at level 3 to perform this move.
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 2, Character Art, Capcom, Orochi Iori.jpg
Capcom vs SNK, Sprites, Wild Iori.gif
Originally appeared in:



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.
Move list (Special moves)
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 a stronger button is used.
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 a stronger button is used.
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 a stronger button is used.
Move list (Command normals)
Name Command Description
Ge Shiki: Yumebiki Right+ MP  Iori swings his fist back in front of him.
Ge Shiki: Gou Fu In Shinigami Right+ MK  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)
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.
Capcom vs SNK 2, Character Art, SNK, Vega.jpg
Capcom vs SNK, Sprites, M Bison.gif
Originally appeared in:



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 can appear as a possible mid-boss before the fourth match if certain requirements are fulfilled.
Move list (Special moves)
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 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 a stronger button is used.
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.
Warp Forward Right Down Down-right + two P or K simultaneously M. Bison disappears and reappears the entire screen ahead with P or half the screen ahead with K.
Warp Backward Left Down Down-left + two P or K simultaneously M. Bison disappears and reappears the entire screen back with P or half the screen back with K.
Move list (Super moves)
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.
Mega Psycho Crusher Hold Left for 2 seconds, then Right Left Right+P (at max level) M. Bison spirals toward his opponent while radiating with intense psycho energy. The power gauge must be at level 3 to perform this move.
Capcom vs SNK 2, Character Art, Capcom, Geese Howard.jpg
Capcom vs SNK, Sprites, Geese Howard.gif
Originally appeared in:



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 can appear as a possible mid-boss before the fourth match if certain requirements are fulfilled.
Move list (Special moves)
Name Command Description
Reppuu Ken Down Down-right Right P Geese waves a hand and sends a violent shockwave across the ground. The projectile moves faster when a stronger button is used. He waves with each hand when the move is performed with  HP , which increases the startup time of the move but can hit two times if the opponent is near.
Shippuu Ken Down Down-left Left P in midair Geese throws a fireball a short distance diagonally downward. The projectile moves faster when a stronger button is used.
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.
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. He dashes farther when a stronger button is used.
Move list (Command normals)
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)
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   MP   MK   HP   HK , Down Down-left Left  HP  (at max level) Geese performs a series of attacks, ending by throwing a fireball from his hands. The power gauge must be at level 3 to perform this move.
Capcom vs SNK 2, Character Art, SNK, Gouki.jpg
Capcom vs SNK, Sprites, Akuma.gif
Originally appeared in:



Akuma (Gouki)
Akuma is a savage and merciless fighter who has mastered the Satsui no Hadou. He is one of the possible final bosses of the game.
Move list (Special moves)
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 a stronger button is used.
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 a stronger button is used.
Shakunetsu Hadouken Right Down-right Down Down-left Left P Akuma shoots a flaming variant of the Hadouken, which hits multiple times and knocks down opponents on impact. The projectile moves faster and hits more times when a stronger button is used.
Gou Shouryuuken Right Down Down-right P Akuma jumps into the air with a flying uppercut, which knocks his opponent over on impact. The move ascends higher and hits more times when a stronger button is used.
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. This move can be performed in midair. The move covers more horizontal distance and juggles the opponent for multiple hits when a stronger button is used.
Hyakki Shuu Right Down Down-right K Akuma somersaults forward. He leaps farther when a stronger button is used. He performs a sliding sweep when he lands (Hyakki Gou Zan). Alternatively, the move can be followed up with P for a palm strike (Hyakki Gou Shou) or K for a falling kick (Hyakki Gou Sen). When Akuma is near his opponent, he can do a head throw with Left+P or Right+P (Hyakki Gou Sai) or a rolling slam with Left+K or Right+K (Hyakki Gou Tsui) instead. He somersaults further when a stronger button is used.
Ashura Senkuu Forward Right Down Down-right + two P or K simultaneously Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Ashura Senkuu Backward Left Down Down-left + two P or K simultaneously Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Move list (Command normals)
Name Command Description
Tenma Kuujin Kyaku Down+ MK  before the apex of the jump while flipping forward in the air Akuma dive kicks diagonally downward.
Zugai Hasatsu Right+ MP  Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves)
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 2, 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. He is one of the possible final bosses of the game.
Move list (Special moves)
Name Command Description
Reppu Ken Down Down-right Right P Rugal sends a violent shockwave across the ground. The projectile moves faster when a stronger button is used.
Dark Smash Down Down-right Right P in midair Rugal falls diagonally downward while his fist glows with energy, which knocks his opponent over on impact.
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 a stronger button is used.
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 a stronger button is used.
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. It lasts for longer when a stronger button is used.
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 a stronger button is used.
Move list (Super moves)
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 2, Character Art, SNK, Shin Gouki.jpg
Capcom vs SNK, Sprites, Shin Gouki.gif
Originally appeared in:



Shin Akuma (Shin Gouki)
Shin Akuma is a version of Akuma that represents him when he becomes almost one with the Satsui no Hadou. If certain requirements are fulfilled, he can appear as one of the hidden final bosses.
Move list (Special moves)
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 a stronger button is used.
Zankuu Hadouken Down Down-right Right P in midair Akuma shoots two Hadoukens at a diagonal angle downward in midair. The projectile moves faster when a stronger button is used.
Shakunetsu Hadouken Right Down-right Down Down-left Left P Akuma shoots a flaming variant of the Hadouken, which hits multiple times and knocks down opponents on impact. The projectile moves faster and hits more times when a stronger button is used.
Gou Shouryuuken Right Down Down-right P Akuma jumps into the air with a flying uppercut, which knocks his opponent over on impact. The move ascends higher and hits more times when a stronger button is used.
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. This move can be performed in midair. The move covers more horizontal distance and juggles the opponent for multiple hits when a stronger button is used.
High Tenma Shurettou Down Down + two P simultaneously Akuma holds a high defensive posture. If he is hit by a high or mid attack while doing this, he immediately counters by teleporting above his opponent and falling with a hand chop.
Low Tenma Shurettou Down Down + two K simultaneously Akuma holds a low defensive posture. If he is hit by a low attack while doing this, he immediately counters by teleporting above his opponent and falling with a hand chop.
Ashura Senkuu Forward Right Down Down-right + two P or K simultaneously Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Ashura Senkuu Backward Left Down Down-left + two P or K simultaneously Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Move list (Command normals)
Name Command Description
Tenma Kuujin Kyaku Down+ MK  before the apex of the jump while flipping forward in the air Akuma dive kicks diagonally downward.
Zugai Hasatsu Right+ MP  Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves)
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.
Misogi Right Down-right Down Down-left Left Right Down-right Down Down-left Left K (at max level) Akuma teleports above his opponent and falls with an explosive hand chop. The power gauge must be at level 3 to perform this move.
Capcom vs SNK 2, Character Art, Capcom, Omega Rugal.jpg
Capcom vs SNK, Sprites, Omega Rugal.gif
Originally appeared in:



Ultimate Rugal (God Rugal)
Ultimate Rugal is a version of Rugal that was revived with a small parcel of Orochi's blood. If certain requirements are fulfilled, he can appear as one of the hidden final bosses.
Move list (Special moves)
Name Command Description
Reppu Ken Down Down-right Right P Rugal sends a violent shockwave across the ground. The projectile moves faster when a stronger button is used.
Dark Smash Down Down-right Right P in midair Rugal falls diagonally downward while his fist glows with energy, which knocks his opponent over on impact.
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 a stronger button is used.
Genocide Cutter Right Down Down-right K Rugal jumps in the air with a crescent kick that knocks his opponent into the air, then kicks with his other leg while in the air. He jumps higher when a stronger button is used.
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. It lasts for longer when a stronger button is used.
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 a stronger button is used.
Rugal Execution Right Down-right Down Down-left Left K Rugal dashes quickly ahead, then grabs his opponent and lifts them in the air with a glowing hand that explodes. He runs farther when a stronger button is used.
God Lane Forward Right Down Down-right + two P or K simultaneously Rugal glides forward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
God Lane Backward Left Down Down-left + two P or K simultaneously Rugal glides backward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Move list (Super moves)
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.
Genocide Heaven Down Down-right Right Down Down-right Right K Rugal kicks his opponent multiple times, ending with a jumping crescent kick. He performs a second crescent kick in midair at level 3.
G. END Right Down-right Down Down-left Left Right Down-right Down Down-left Left P (at max level) Rugal grabs and holds his opponent into the air as a pillar of dark energy envelops them. The power gauge must be at level 3 to perform this move.
Last Judgment  LP   LP  Right  LK   HP  (at max level) Rugal 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.

Stages

Stages are chosen randomly for most matches in the Arcade Mode. The last regular match always takes place in the Osaka stage. The final bosses Akuma or Rugal are always fought in the Osaka Tower Rooftop stage, and the secret bosses Shin Akuma or Ultimate Rugal are always fought in the Osaka in Flames stage. The mid-bosses M. Bison or Geese Howard are fought in the same stage as the previous match.

The stage can be chosen manually in the Vs Mode and Training Mode. There is a special Training Room stage that can be selected in these modes.

Capcom vs SNK 2 DC, Stages, Aomori.png

Aomori, Japan
Capcom vs SNK 2 DC, Stages, Aomori.png

Capcom vs SNK 2 DC, Stages, Barentsburg.png

Barentsburg, Norway
Capcom vs SNK 2 DC, Stages, Barentsburg.png

Capcom vs SNK 2 DC, Stages, Kinderdijk.png

Kinderdijk, Netherlands
Capcom vs SNK 2 DC, Stages, Kinderdijk.png

Capcom vs SNK 2 DC, Stages, London.png

London, England
Capcom vs SNK 2 DC, Stages, London.png

Capcom vs SNK 2 DC, Stages, Nairobi.png

Nairobi, Kenya
Capcom vs SNK 2 DC, Stages, Nairobi.png

Capcom vs SNK 2 DC, Stages, New York.png

New York, U.S.A.
Capcom vs SNK 2 DC, Stages, New York.png

Capcom vs SNK 2 DC, Stages, Osaka.png

Osaka, Japan
Capcom vs SNK 2 DC, Stages, Osaka.png

Capcom vs SNK 2 DC, Stages, Shanghai.png

Shanghai, China
Capcom vs SNK 2 DC, Stages, Shanghai.png

Capcom vs SNK 2 DC, Stages, Osaka Tower Rooftop.png

Osaka Tower Rooftop
Capcom vs SNK 2 DC, Stages, Osaka Tower Rooftop.png

Capcom vs SNK 2 DC, Stages, Osaka in Flames.png

Osaka in Flames
Capcom vs SNK 2 DC, Stages, Osaka in Flames.png

Capcom vs SNK 2 DC, Stages, Training.png

Training Room
Capcom vs SNK 2 DC, Stages, Training.png

History

Development

Character sprites

Because Capcom vs. SNK 2 features a roster composed of characters from numerous games and hardware eras, the appearances of several of Capcom's characters have been considered substandard in comparison to the newly drawn SNK characters. Instead of choosing to redraw its characters, Capcom took the approach of reusing old character sprites from previous games and inserting them in among the other characters.

The result created a significant disparity, particularly in the case of characters like Morrigan, whose low-resolution sprite from the original Darkstalkers games appears washed out and lacking in detail when compared to Capcom's newly drawn characters, such as Maki, Eagle, Ryu, Ken, and Vega (M. Bison). Chun-Li and Yun also have new sprites, based on their CPS-3 sprites from the Street Fighter III series. This has led to criticism of Capcom's art department.

Cross-platform play

During its development, Capcom worked with KDDI to bring a cross-platform online Matching Service for Capcom vs. SNK 2, allowing, at launch, for Dreamcast owners to fight against PlayStation 2 owners of the game (exclusively in Japan). To achieve this, the Dreamcast could connect to KDDI's servers with its built-in modem, while the PlayStation 2 was forced to use an external modem (which Capcom bundled in a special package). This is the first of two known Dreamcast games to support cross-platform console play, the other being Kidou Senshi Gundam: Renpou vs. Zeon & DX, also developed by Capcom.

The specifics remain unclear, however Capcom vs. SNK 2's launch on 13 September 2001 potentially makes it not only the first PlayStation 2 game to support any kind of cross-platform online play, but also the first PlayStation 2 game to support online play at all, pre-dating the likes of Tony Hawk Pro Skater 3 (which currently holds a Guinness World Record for this feat[5]) by more than a month.

Sequels and re-releases

Though the Dreamcast version of the game remained exclusive to Japan, the arcade version was brought overseas as Capcom vs. SNK 2: Mark of the Millennium 2001. Other Western ports have retained that name. The Nintendo GameCube and Xbox received an upgraded version, called Capcom vs. SNK 2 EO ("Easy Operation" for Japanese releases[6], "Extreme Offence" for European[7]), making the game one of the few titles to be released for all four platforms of that console generation.

Production credits

Dreamcast version

  • Planner: Neo_G (H. Ishizawa), Takechan♥, ☆Oni-Suzuki☆, Mitsuaki Araki, Haman♥Satoru, Buruma (Kojimax)
  • Visual Planner: Haruo Murata, Tomonori Ohnuma
  • Programmer: Hyper Shinchan, Senor, Hard.Yas -Groove-, Yu Kawamura, Yanagi, Kumiko Morita, tencho, Yoji Mikami, ♥Nae♥Cham♥
  • Network Programmer: Tomohiro Ueno, Batayon, Masao Matsumoto, Miss, Tetsuy@ Koide, Kentaro★Kaneko, Kaz Yunde, Jun Matsumoto, Shin., Kohei Akiyama
  • A.C.R. Programmer: Meijin, Hiro, Kobuta, Okaz@Kagawa, Kazuhito Nakai, Masakazu Matsusita, Hirotaka.A, Mikio, Hiroaki Watanabe, Shinichi.Y, Soji Seta, Zag2001, Kuwana, Katsumi Aoki
  • Title Designer: Ukabin
  • Illustrator: Kinu Nishimura, Shinkiro, Ikeno, Capcom Design Team
  • Instruction Card Designer: Sakomizu, M★Ru, Y.Uchida
  • Object Designer: G・Kamina, Zzak, Ikusan Z, akA maniA, Chimorin Shogun, Jun ★ Ikawa, Tomohiko Ohsumi, ★toshi@loveyuko★, RVT1000R (RC51), Yamancha, Hideya Takada, Rinboku, Hiranodaichi, Masatsugu Sato, Yoshihiko, Yo-He, A-Ko, Kana, Nara
  • Effect Designer: Takep, Anz
  • Background Designer: Chika Iwai, Yuki Kyotani, Tama, Saru, Kuwajima@C-ya, Goro Suzuki 2001, Inoyan, Naoko Niiyama, Ryo Uno, Akiko Hongou, Aya Saito, Takako Nakamura, Kisabon, Chie Morisaki, Akiko Ohnishi, Youichi Tanoue, Yasuhiro Yamamoto, Hiroyuki Imahori, Masanori Kajita
  • Music Composer: Satoshi Ise
  • Sound Designer: Masayuki Endo
  • Recording Engineer: Kazuya Takimoto
  • Dj: Hiroaki Asai
  • Director: Hideaki Itsuno
  • Assistant Producer: Takayoshi Terada, Kenji Itsuno
  • Producer: Yoshihiro Sudo
  • General Producer: Noritaka Funamizu
  • Executive Producer: Yoshiki Okamoto
  • Special Thanks: Yasuhiro Kobayashi, Eiichi Yaji, H.Furubeppu, Kensuke Nakahara, kokoro, J.Nagai, Hagee, Akuta, Ojee, Shouden, Naoto Satou, Tsutomu Ikai, Yuriko Yamamoto, Michiyo Aoki, Takuya Shiraiwa, Shizuku Abe, Kaori Funyakoshi, Ayumi Comebara, Erik Genazea Suzuki, D44 (Bas), Knnit, Nuki♥Black, Xiao, Dr.seno, Toshitaka Kawamoto, Kiyomatu★teacher, Ume-Zono, Bugcheck Team, Sarugakucho, Junnosuke Miyamoto, Akira Tateishi, Kouta Sasaki, Tatsuya Hasegawa, Kazuo Shouno, Hideki Ishizuka, Kohji Okada, Jinichi Tokutomi, Toshihiro Komiya, Takashi Kikuchi, Hiroshi Terada, Masafumi Chigusa, Ryuuji Kida, Jun Tamura, All SNK Staff, All Capcom Staff. ...And You
Source:
In-game credits[8]

Digital manuals

Magazine articles

Main article: Capcom vs. SNK 2 Millionaire Fighting 2001/Magazine articles.

Promotional material

CapcomvsSNK2 NAOMI US Flyer.pdf

PDF
NAOMI US flyer
CapcomvsSNK2 NAOMI US Flyer.pdf

Artwork

Main article: Capcom vs. SNK 2 Millionaire Fighting 2001/Artwork.

Physical scans

NAOMI version

NAOMI, JP
NAOMI
GD-ROM,
JP
Error creating thumbnail: convert: Insufficient memory (case 4) `/home/sonicret/domains/segaretro.org/public_html/images/9/90/Capcom_Vs_SNK_2_NAOMI_JP_Marquee.jpg' @ error/jpeg.c/JPEGErrorHandler/338. Error code: 1
"Top" instructions
Capcom Vs SNK 2 NAOMI JP Long1.jpg
"Long" instructions
Capcom Vs SNK 2 NAOMI JP Long2.jpg
"Long" instructions (2)
Capcom Vs SNK 2 NAOMI GD-ROM JP Disc.jpg
Disc
Capcom Vs SNK 2 NAOMI JP Manual.pdf
Manual
Capcom Vs SNK 2 NAOMI JP DSW Notice.jpg
Dipswitch notice
Capcom Vs SNK 2 NAOMI JP Warning Stickers.jpg
Warning stickers
Capcom Vs SNK 2 NAOMI JP Stickers.jpg
Stickers

Dreamcast version

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
100% Consoles (FR) NTSC-J
88
[9]
Consoles + (FR) NTSC-J
90
[10]
Dorimaga (JP) NTSC-J
87
[11]
Dorimaga (JP) NTSC-J
91
[12]
Famitsu (JP) NTSC-J
88
[13]
GamesMaster (UK) PAL
84
[14]
MAN!AC (DE) NTSC-J
85
[15]
Play (PL)
82
[16]
PSX Extreme (PL) NTSC-J
87
[17]
Strana Igr (RU)
73
[18]
Sega Dreamcast
85
Based on
10 reviews

Capcom vs. SNK 2 Millionaire Fighting 2001

Dreamcast, JP
CvS2 DC JP Box back.jpgCvS2 DC JP Box front.jpg
Cover
CapcomvsSNK2 DC JP Spinecard.jpg
Spinecard
CapcomvsSNK2 DC JP Disc.jpg
Disc
CapcomVsSNK2DCJPManual.pdf
Manual
Dreamcast, JP (Dorikore)

Technical information

Main article: Capcom vs. SNK 2 Millionaire Fighting 2001/Technical information.

External links

  • Sega of Japan catalogue pages (Japanese): Dreamcast

References


Capcom vs. SNK 2 Millionaire Fighting 2001

CapcomvsSNK2 title.png

Main page | Comparisons | Development | Magazine articles | Reception | Artwork | Technical information | Bootlegs


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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) | Jue Zhan Tian Huang (2000)
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)