'''''{{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 by distributed by [[Sega]]. It was subsequently ported to the [[Sega Dreamcast]] and [[PlayStation 2]] later in the year.
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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.
| desc=This groove is based on A-Ism in ''[[Street Fighter Alpha 3]]''.
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| desc=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.
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.
| desc=This groove is based on V-Ism in ''[[Street Fighter Alpha 3]]''.
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| desc=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 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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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).
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.
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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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===Modes===
===Modes===
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The Dreamcast version of the game has multiple modes:
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{{ScreenThumb|Capcom vs SNK 2 DC, All Survival.png|width=200|All Survival}}
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*'''Arcade Mode:'''
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{{ScreenThumb|Capcom vs SNK 2 DC, Training Mode.png|width=200|Training Mode}}
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*'''Survival Mode:'''
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{{ScreenThumb|Capcom vs SNK 2 DC, Color Edit Mode.png|width=200|Color Edit Mode}}
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*'''Vs 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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*'''Training Mode:'''
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The Dreamcast version of the game has multiple modes. As in the original ''[[Capcom vs. SNK]]'', some options must be unlocked by acquiring "Groove Points." Groove Points are accumulated 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]].
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*'''Groove Edit Mode:'''
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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, then against a final boss. The final boss is Rugal if the player is using a Capcom groove (C, A, or P) or Akuma if the player is using an SNK groove (S, N, or K). If the player fulfills certain requirements, an additional boss fight against Geese Howard (Capcom groove) or M. Bison (SNK groove) is unlocked before the fourth match. If the player fulfills more stringent requirements, a secret final fight against Ultimate Rugal (Capcom groove) or Shin Akuma (SNK groove) is unlocked after the last match. 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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*'''Color Edit Mode:'''
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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 only of matches against the six boss characters (M. Bison, Geese Howard, Evil Ryu, Orochi Iori, Akuma, Rugal, Shin Akuma, and Ultimate Rugal). Completing this mode unlocks an "Extra Option" menu in the options.
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*'''Replay Mode:'''
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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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*'''Network Mode:'''
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*'''Vs Mode:''' A two-player mode where players pick a stage, their grooves, and their characters and fight each other. 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 move 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]].
===Characters===
===Characters===
{{MoveListNote|legend=StreetFighterAlpha}}
{{MoveListNote|legend=StreetFighterAlpha}}
The game features a total of 48 playable characters, including the entire returning roster of ''[[Capcom vs. SNK Millennium Fight 2000 Pro]]''.
The game features a total of 48 playable characters, including the entire returning roster of ''[[Capcom vs. SNK Millennium Fight 2000 Pro]]''.
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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}}.
====Capcom====
====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 ''[[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]]'').
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]]'').
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Evil Ryu is exclusive to the console releases.
{{InfoTable|imagewidths=200|
{{InfoTable|imagewidths=200|
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{{InfoFighter|
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| name=Akuma (Gouki)
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| portrait=[[File:Capcom vs SNK 2, Character Art, SNK, Gouki.jpg]]
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| sprite={{sprite | Capcom vs SNK, Sprites, Akuma.gif}}
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| info1name=Originally appeared in
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| info1=''[[Super Street Fighter II Turbo]]''
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| desc=Akuma is a savage and merciless fighter who has mastered the Satsui no Hadou.
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{{MoveListTable | desc=Special moves |
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{{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.}}
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{{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.}}
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{{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.}}
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{{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.}}
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{{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.}}
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{{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.}}
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{{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}}.}}
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{{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}}.}}
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}}
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{{MoveListTable | desc=Command normals |
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{{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{MK}} before the apex of the jump while flipping forward in the air | Akuma dive kicks diagonally downward.}}
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{{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.}}
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}}
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{{MoveListTable | desc=Super moves |
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{{MoveListRow | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Akuma fires a version of the Gou Hadouken that can hit his opponent multiple times.}}
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{{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.}}
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{{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.}}
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{{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. This move is treated as a grab and cannot be blocked.}}
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}}
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}}
{{InfoFighter|
{{InfoFighter|
| name=Balrog (M. Bison)
| name=Balrog (M. Bison)
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{{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.}}
{{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.}}
{{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.}}
{{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.}}
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{{MoveListRow | Buffalo Headbutt | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Balrog jumps up with a shoulder smash, which knocks his opponent over on impact.}}
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{{MoveListRow | Buffalo Headbutt | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Balrog jumps up with a flying headbutt, which knocks his opponent over on impact.}}
{{MoveListRow | Turn Punch | Hold 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.}}
{{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.}}
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{{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 | 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.}}
{{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.}}
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}}
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}}
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{{InfoFighter|
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| name=M. Bison (Vega)
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| portrait=[[File:Capcom vs SNK 2, Character Art, SNK, Vega.jpg]]
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| sprite={{sprite | Capcom vs SNK, Sprites, M Bison.gif}}
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| info1name=Originally appeared in
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| info1=''[[Street Fighter II]]''
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| 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."
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{{MoveListTable | desc=Special moves |
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{{MoveListRow | Psycho Vanish | {{DPF}} {{punch}} | M. Bison swings a hand down while it is infused with psycho power. This move can neutralize projectiles.}}
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{{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.}}
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{{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}}.}}
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{{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}}.}}
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{{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}}.}}
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{{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}}.}}
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{{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}}.}}
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}}
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{{MoveListTable | desc=Super moves |
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{{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.}}
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{{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.}}
}}
}}
}}
}}
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{{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 | 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.}}
{{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.}}
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}}
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}}
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{{InfoFighter|
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| name=Evil Ryu
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| portrait=[[File:Capcom vs SNK 2, Character Art, SNK, Evil Ryu.jpg]]
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| sprite={{sprite | Capcom vs SNK, Sprites, Evil Ryu.gif}}
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| info1name=Originally appeared in
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| info1=''[[Street Fighter Alpha 2]]''
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| desc=Evil Ryu is a hypothetical version of Ryu that fights with the dark Satsui no Hadou rather than the light Kyoi no Hadou.
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{{MoveListTable | desc=Special moves |
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{{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.}}
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{{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.}}
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{{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.}}
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{{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.}}
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{{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}}.}}
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{{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}}.}}
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}}
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{{MoveListTable | desc=Command normals |
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{{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{HK}} before the apex of the jump while flipping forward in the air | Ryu dive kicks diagonally downward.}}
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{{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.}}
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{{MoveListRow | Kyuubi Kudaki | {{right}}+{{HP}} | Ryu steps forward and punches his opponent in the stomach, potentially hitting twice.}}
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{{MoveListRow | Senpuu Kyaku | {{right}}+{{LK}} | Ryu leaps forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.}}
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}}
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{{MoveListTable | desc=Super moves |
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{{MoveListRow | Shinkuu Hadouken | {{HCB}} {{HCB}} {{punch}} | Ryu fires a version of the Hadouken that can hit his opponent multiple times.}}
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{{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.}}
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{{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.}}
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{{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. This move is treated as a grab and cannot be blocked.}}
}}
}}
}}
}}
}}
}}
====SNK====
====SNK====
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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 Todoh is added from ''[[Art of Fighting]]'' (in his only playable appearance aside from the console ports of that game).
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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]]'' (in his only playable appearance aside from the console ports of that game).
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Orochi Iori is exclusive to the console releases.
{{InfoTable|imagewidths=200|
{{InfoTable|imagewidths=200|
{{InfoFighter|
{{InfoFighter|
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{{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 | 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.}}
{{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=Geese Howard
−
| portrait=[[File: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.
−
{{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}} | Geese performs a series of attacks, ending by throwing a fireball from his hands.}}
}}
}}
}}
}}
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{{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 | 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 | 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 her opponent over on impact. Mamahaha 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 |
{{MoveListTable | desc=Command normals |
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}}
}}
{{InfoFighter|
{{InfoFighter|
−
| name=Ryuhaku Todoh
+
| name=Ryuhaku Todo
| portrait=[[File:Capcom vs SNK 2, Character Art, Capcom, Ryuhaku Todoh.jpg]]
| portrait=[[File:Capcom vs SNK 2, Character Art, Capcom, Ryuhaku Todoh.jpg]]
| sprite={{sprite | Capcom vs SNK, Sprites, Ryuhaku Todoh.gif}}
| sprite={{sprite | Capcom vs SNK, Sprites, Ryuhaku Todoh.gif}}
| info1name=Originally appeared in
| info1name=Originally appeared in
| info1=''[[Art of Fighting]]''
| info1=''[[Art of Fighting]]''
−
| desc=Todoh is a martial arts instructor who created his own style dervied from Aiki-juujutsu and Kendo.
+
| desc=Todo is a martial arts instructor who created his own style dervied from Aiki-juujutsu and Kendo.
{{MoveListTable | desc=Special moves |
{{MoveListTable | desc=Special moves |
−
{{MoveListRow | Kasane Ate | {{QCF}} {{punch}} | Todoh 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 | 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}} | Todoh 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 | 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) | Todoh grabs his opponent and hits them with a concentrated palm strike.}}
+
{{MoveListRow | Stunning Grab | {{HCB}} {{punch}} (close) | Todo grabs his opponent and hits them with a concentrated palm strike.}}
}}
}}
{{MoveListTable | desc=Command normals |
{{MoveListTable | desc=Command normals |
−
{{MoveListRow | Low Kick | {{right}}+{{MK}} | Todoh leans over for a low kick that sweeps his opponent.}}
+
{{MoveListRow | Low Kick | {{right}}+{{MK}} | Todo leans over for a low kick that sweeps his opponent.}}
}}
}}
{{MoveListTable | desc=Super moves |
{{MoveListTable | desc=Super moves |
−
{{MoveListRow | Chou Kasane Ate | {{QCF}} {{QCF}} {{punch}} | Todoh swings his arms down, calling down a rolling wave of fire that moves across the ground. It travels further at higher levels.}}
+
{{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}} | Todoh 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.}}
+
{{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.}}
}}
}}
}}
}}
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{{MoveListRow | Guillotine | {{right}} {{HCF}} {{punch}} | Ryuji 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 | Guillotine | {{right}} {{HCF}} {{punch}} | Ryuji 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) | Ryuji knocks his opponent into the air, then pummels them with multiple strikes upon landing.}}
{{MoveListRow | Drill | D-Pad in a 360° rotation, then {{repeat|{{punch}}}} (close) | Ryuji knocks his opponent into the air, then pummels them with multiple strikes upon landing.}}
−
}}
−
}}
−
{{InfoFighter|
−
| name=Rugal Bernstein
−
| portrait=[[File: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.
−
{{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.}}
}}
}}
}}
}}
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{{MoveListRow | Hien Rekkou | {{QCF}} {{QCF}} {{punch}} | Yuri advances forward with two low jumping uppercuts, then a final, high jumping uppercut. The move covers more horizontal distance at higher levels.}}
{{MoveListRow | Hien Rekkou | {{QCF}} {{QCF}} {{punch}} | Yuri advances forward with two low jumping uppercuts, then a final, high 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.}}
{{MoveListRow | Hien Hou'ou Kyaku | {{right}} {{left}} {{HCB}} {{kick}} | Yuri dashes forward, then runs up her opponent with a series of stomps.}}
+
}}
+
}}
+
{{InfoFighter|
+
| name=Orochi Iori
+
| portrait=[[File: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.}}
}}
}}
}}
}}
}}
}}
====Bosses====
====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 are playable in the console versions.
+
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|
{{InfoTable|imagewidths=200|
{{InfoFighter|
{{InfoFighter|
−
| name=Evil Ryu
+
| name=M. Bison (Vega)
−
| portrait=[[File:Capcom vs SNK 2, Character Art, SNK, Evil Ryu.jpg]]
+
| portrait=[[File:Capcom vs SNK 2, Character Art, SNK, Vega.jpg]]
−
| sprite={{sprite | Capcom vs SNK, Sprites, Evil Ryu.gif}}
+
| 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
+
| portrait=[[File:Capcom vs SNK 2, Character Art, Capcom, Geese Howard.jpg]]
+
| sprite={{sprite | Capcom vs SNK, Sprites, Geese Howard.gif}}
| info1name=Originally appeared in
| info1name=Originally appeared in
−
| info1=''[[Street Fighter Alpha 2]]''
+
| info1=''[[Fatal Fury]]''
−
| desc=Evil Ryu is a hypothetical version of Ryu that fights with the dark Satsui no Hadou rather than the light Kyoi no Hadou.
+
| 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 |
{{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 | 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 | 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 | 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 | 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 | Atemi Nage Joudan | {{HCB}} {{LP}} | Geese catches a high or jumping attack from his opponent and counters with a throw.}}
−
{{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 | Atemi Nage Chuudan | {{HCB}} {{HP}} | Geese catches a mid attack from his opponent and counters with a throw.}}
−
{{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 | Atemi Nage Gedan | {{HCB}} {{LK}} | Geese catches a low or sweep attack from his opponent and counters with a throw.}}
−
{{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}}.}}
+
{{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 |
{{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 | Forehead Blow | {{right}}+{{HP}} | Geese steps forward with one leg and strikes with a hooked arm, which knocks his opponent over on impact.}}
−
{{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 |
{{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 | Raging Storm | {{downleft}} {{HCB}} {{downright}} {{punch}} | Geese ducks and calls energy spikes around him.}}
−
{{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 | Deadly Rave | {{HCB}} {{right}}+{{LK}}, {{LP}} {{LP}} {{LK}} {{LK}} {{MP}} {{MK}} {{HP}} {{HK}}, {{QCB}} {{HP}} | Geese performs a series of attacks, ending by throwing a fireball from his hands.}}
−
{{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. This move is treated as a grab and cannot be blocked.}}
}}
}}
}}
}}
{{InfoFighter|
{{InfoFighter|
−
| name=Shin Akuma (Shin Gouki)
+
| name=Akuma (Gouki)
−
| portrait=[[File:Capcom vs SNK 2, Character Art, SNK, Shin Gouki.jpg]]
+
| portrait=[[File:Capcom vs SNK 2, Character Art, SNK, Gouki.jpg]]
−
| sprite={{sprite | Capcom vs SNK, Sprites, Shin Gouki.gif}}
+
| sprite={{sprite | Capcom vs SNK, Sprites, Akuma.gif}}
| info1name=Originally appeared in
| info1name=Originally appeared in
−
| info1=''[[Street Fighter Alpha 2]]''
+
| info1=''[[Super Street Fighter II Turbo]]''
−
| desc=Gouki is a savage and merciless fighter who has mastered the Satsui no Hadou.
+
| desc=Akuma is a savage and merciless fighter who has mastered the Satsui no Hadou. He is the final boss of the game when playing with an SNK groove.
{{MoveListTable | desc=Special moves |
{{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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 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}}.}}
{{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}}.}}
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{{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.}}
{{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. This move is treated as a grab and cannot be blocked.}}
{{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. This move is treated as a grab and cannot be blocked.}}
−
{{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|
{{InfoFighter|
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| name=Orochi Iori
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| name=Rugal Bernstein
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| portrait=[[File:Capcom vs SNK 2, Character Art, Capcom, Orochi Iori.jpg]]
+
| portrait=[[File:Capcom vs SNK 2, Character Art, Capcom, Rugal Bernstein.jpg]]
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| sprite={{sprite | Capcom vs SNK, Sprites, Wild Iori.gif}}
+
| 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 the final boss of the game when playing with a Capcom groove.
+
{{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.}}
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{{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|
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| name=Shin Akuma (Shin Gouki)
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| portrait=[[File:Capcom vs SNK 2, Character Art, SNK, Shin Gouki.jpg]]
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| sprite={{sprite | Capcom vs SNK, Sprites, Shin Gouki.gif}}
| info1name=Originally appeared in
| info1name=Originally appeared in
−
| info1=''[[The King of Fighters '97]]''
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| info1=''[[Street Fighter Alpha 2]]''
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| desc=Orochi Iori is 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.
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| 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 appears as the hidden final boss when using an SNK groove.
{{MoveListTable | desc=Special moves |
{{MoveListTable | desc=Special moves |
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{{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.}}
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{{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.}}
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{{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 | 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.}}
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{{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 | 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 | 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.}}
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{{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 |
{{MoveListTable | desc=Command normals |
−
{{MoveListRow | Ge Shiki Yumebiki | {{right}}+{{MP}} | Iori swings his fist back in front of him.}}
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{{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{MK}} before the apex of the jump while flipping forward in the air | Akuma dive kicks diagonally downward.}}
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{{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.}}
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{{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.}}
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{{MoveListRow | Ge Shiki Yuri Ori | {{left}}+{{LK}} in midair | Iori kicks behind him.}}
}}
}}
{{MoveListTable | desc=Super moves |
{{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 | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Akuma fires a version of the Gou Hadouken that can hit his opponent multiple times.}}
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{{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.}}
+
{{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. This move is treated as a grab and cannot be blocked.}}
+
{{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.}}
}}
}}
}}
}}
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| info1name=Originally appeared in
| info1name=Originally appeared in
| info1=''[[The King of Fighters '95]]''
| info1=''[[The King of Fighters '95]]''
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| desc=Ultimate Rugal is a version of Rugal that was revived with a small parcel of Orochi's blood.
+
| 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 appears as the hidden final boss when using a Capcom groove.
{{MoveListTable | desc=Special moves |
{{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 | Reppu Ken | {{QCF}} {{punch}} | Rugal sends a violent shockwave across the ground. The projectile moves faster when a stronger button is used.}}
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.
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
Character select
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. 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 and and crouch with . They jump with and flip back and forth with and . They can "super jump" (a faster and farther jump, trailed by afterimages) by pressing , then , , or quickly. Characters can perform a light punch with , a medium punch with , and a hard punch with , and they perform a light kick with , a medium kick with , and a hard kick with . 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 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 or 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 or 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.
Characters can backstep or dash with or . Characters can perform an evasive roll forward by pressing the light punch and kick buttons (+) 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 (+) simultaneously. This is similar to the Alpha Counters in Street Fighter Alpha and costs one level of the gauge.
Characters can backstep or dash with or . Characters can perform an evasive roll forward by pressing the light punch and kick buttons (+) 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 (+) 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 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 (+) simultaneously. This is similar to the Alpha Counters in Street Fighter Alpha and costs one level of the gauge.
Characters can backstep or dash with or . They can perform small jumps by pressing , , or 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 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.
Characters can backstep or run with or . 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 (+) 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 (+) 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 (+) simultaneously. This drains the gauge when it is used.
Characters can backstep or run with or . They continue running as long as the direction is held. Characters can perform small jumps by pressing , , or 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 (+) 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 (+) 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 (+) simultaneously. This drains the gauge when it is used.
Characters can backstep or run with or . They continue running as long as the direction is held. They can perform small jumps by pressing , , or 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
All Survival
Training Mode
Color Edit Mode
Groove Edit Mode
The Dreamcast version of the game has multiple modes. As in the original Capcom vs. SNK, some options must be unlocked by acquiring "Groove Points." Groove Points are accumulated 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.
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, then against a final boss. The final boss is Rugal if the player is using a Capcom groove (C, A, or P) or Akuma if the player is using an SNK groove (S, N, or K). If the player fulfills certain requirements, an additional boss fight against Geese Howard (Capcom groove) or M. Bison (SNK groove) is unlocked before the fourth match. If the player fulfills more stringent requirements, a secret final fight against Ultimate Rugal (Capcom groove) or Shin Akuma (SNK groove) is unlocked after the last match. 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 + when starting the Arcade Mode. It is the same as the Arcade Mode, except it consists only of matches against the six boss characters (M. Bison, Geese Howard, Evil Ryu, Orochi Iori, Akuma, Rugal, Shin Akuma, and Ultimate Rugal). Completing this mode 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. 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 move 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.
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
Every character has a different color scheme depending on which button is used to select him or her (, , , , , or ). Additional bonus color schemes can be used by selecting the character with all three punch buttons (++) or all three kick buttons (++). 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).
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 for 2 seconds, then +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 for 2 seconds, then +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 for 2 seconds, then +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 for 2 seconds, then +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 for 2 seconds, then +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.
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 for 2 seconds, then +P
Blanka curls into a ball and rolls straight ahead. The move travels farther when a stronger button is used.
Backstep Rolling Attack
Hold for 2 seconds, then +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 for 2 seconds, then +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
+ MP (close)
Blanka does a headbutt, hitting up to two times.
Amazon River Run
+ 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
+ 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 for 2 seconds, then +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 for 2 seconds, then +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 for 2 seconds, then +PPPPP
Blanka stands and roars while his body courses with electricity.
Cammy is a genetically engineered assassin for Shadaloo, operating under the code name "Killer Bee."
Move list (Special moves)
Name
Command
Description
Spiral Arrow
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
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
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
K before the apex of the jump while flipping forward in the air
Cammy dive kicks diagonally downward.
Hooligan Combination
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 +P or +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
K
Cammy performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.
Reverse Shaft Breaker
K
Cammy performs a Spiral Arrow straight upward that hits multiple times and pulls nearby opponents inward. Pressing K repeatedly does additional hits.
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
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 for 2 seconds, then +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
when jumping onto the edge of the screen
Chun-Li can jump off the edges of the screen.
Yousou Kyaku
+ MK in midair
Chun-Li holds a straight leg in a head stomp.
Kaku Kyaku Raku
+ HK
Chun-Li flips forwards high into the air, coming down with a kick.
Move list (Super moves)
Name
Command
Description
Kikoushou
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
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.
Dan is a cocky martial artist who fights in a style of his own design called Saikyou-ryuu.
Move list (Special moves)
Name
Command
Description
Gadouken
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
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
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
TAUNT
Dan rolls forward, then performs his taunt. This move can pass through opponents (if close enough) but not attacks.
Kouten Chouhatsu
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
+ TAUNT
Dan can perform his taunt while crouching.
Move list (Super moves)
Name
Command
Description
Chouhatsu Densetsu
TAUNT
Dan rolls forward multiple times, stopping each time to taunt.
Shinkuu Gadouken
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
K
Dan performs a barrage of punches and kicks, ending with a Kouryuuken.
Kouryuu Rekka
K
Dan performs a single low Kouryuuken, followed by a high Kouryuuken.
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
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
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
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
+ 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
+ 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
+ HP in midair
Dhalsim spins downward head first like a drill. The angle is closer to horizontal than the Drill Kick.
Drill Kick
+ 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
P
Dhalsim sets the ground in front of him on fire with his breath. This attack must be blocked crouching.
Yoga Volcano
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
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.
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
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
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
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
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
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
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
P
Eagle advances with a series of strikes with his sticks.
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 for 2 seconds, then +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 for 2 seconds, then +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
+ MK in midair
E. Honda drops with a body press.
Harai Geri
+ HK
E. Honda does a low kick that trips his opponent.
Move list (Super moves)
Name
Command
Description
Oni Musou
Hold for 2 seconds, then +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.
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 for 2 seconds, then +P
Guile shoots a spinning blade-like projectile across the screen. The projectile moves faster when a stronger button is used.
Somersault Kick
Hold for 2 seconds, then +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
+ HP
Guile rotates around and swings his fist like a club.
Knee Bazooka
+ LK or + LK
Guile hops forward with a knee strike.
Rolling Sobat
+ MK or + MK
Guile hops with a turning kick.
Move list (Super moves)
Name
Command
Description
Total Wipeout
Hold for 2 seconds, then +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 for 2 seconds, then +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 for 2 seconds, then +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.
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
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
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
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
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
K
Ken rolls through the air with a wheel kick, which knocks down his opponent on impact.
Kama Barai Geri
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
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
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
+ 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
+ HK
Ken does a spinning heel kick.
Move list (Super moves)
Name
Command
Description
Shouryuu Reppa
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
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
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.
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
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
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
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
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
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
+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
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
P
Kyosuke summons a large lightning strike in front of him that hits multiple times.
Double Gen'ei Kick
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
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.
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
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
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
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
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
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
LK when jumping onto the edge of the screen
Maki grabs the side of the screen, then drops off.
Hassoukyaku
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
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
+ MP in midair
Maki thrusts downward with an elbow.
Move list (Super moves)
Name
Command
Description
Bushin Gou Raiha
P
Maki advances on her opponent with performs a series of punches and tonfa strikes, ending with a hopping high kick.
Tesshin Hou
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.
Morrigan is a succubus who is obsessed with the human world.
Move list (Special moves)
Name
Command
Description
Soul Fist
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
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
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
+ 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
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
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
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 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.
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
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
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
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 or .
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
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
+ MK in midair
Rolento jabs his staff downward, which can be used to hit his opponent or bounce slightly off the ground.
Fake Rod
+ 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
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
P
Rolento rolls backwards while dropping several grenades. The grenades draw the opponent into each other as they explode.
Steel Rain
K
Rolento throws a bundle of knives into the air, which rain down wherever his opponent is standing.
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
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
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
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
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
+ 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
+ HP
Ryu steps forward and punches his opponent in the stomach, potentially hitting twice.
Senpuu Kyaku
+ MK
Ryu hops forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.
Move list (Super moves)
Name
Command
Description
Shinkuu Hadouken
P
Ryu fires a version of the Hadouken that can hit his opponent multiple times.
Shinkuu Tatsumaki Senpuukyaku
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
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.
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
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
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
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
P or K
Sagat fires a large Tiger Shot while standing, which can hit his opponent multiple times.
Ground Tiger Cannon
P
Sagat fires a large Tiger Shot while kneeling, which can hit his opponent multiple times.
Tiger Genocide
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
K
Sagat performs a barrage of kicks, finishing with a flying side kick.
Sakura is a Japanese schoolgirl who idolizes Ryu, whose fighting style she has imitated.
Move list (Special moves)
Name
Command
Description
Hadouken
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
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
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 K.
Ouka Kyaku
K before the apex of the jump
Sakura dives diagonally downwards with a stomp kick.
Sakura Otoshi
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. 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
+ 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
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
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
K
Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick.
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 for 2 seconds, then +P
Vega rolls along the ground, ending with a claw thrust. He rolls further when a stronger button is used.
Sky High Claw
Hold for 2 seconds, then +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 for 2 seconds, then +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 for 2 seconds, then +K, then +P or +P
Vega jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex if the player presses +P or +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 for 2 seconds, then +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
when jumping onto the edge of the screen
Vega can jump off the edges of the screen.
Axe Kick
+ MK
Vega hops forward with an axe kick.
Cosmic Smart
+ HK
Vega does a leaping turnaround kick.
Move list (Super moves)
Name
Command
Description
Flying Barcelona Special
Hold for 2 seconds, then +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 for 2 seconds, then +K, then +P or +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 for 2 seconds, then +K
Vega advances on his opponent with a series of backflips.
Red Impact
Hold for 2 seconds, then +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.
Yun is a young skateboarder and skillful kung fu practitioner from Hong Kong.
Move list (Special moves)
Name
Command
Description
Zesshou Hohou
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
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
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
P
Yun shoves with both open palms, knocking over his opponent on impact.
Fake Kobokushi
+ 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
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
+K during neutral or forward jump
Yun falls with a stomping kick.
Senpuu Kyaku
+ MK
Yun hops forward with a crescent kick.
Koushu
+ HP (close)
Yun performs a straight punch.
Move list (Super moves)
Name
Command
Description
Sourai Rengeki
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
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
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
K in midair
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.
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 and 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 and 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
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
+ HP while jumping diagonally
Zangief drops with a body press.
Double Knee Drop
+ LK or + MK in midair
Zangief falls with his knees forward.
Kuuchuu Headbutt
+ MP or + HP during neutral jump
Zangief performs a headbutt in midair.
Dynamite Kick
+ MK
Zangief does a low kick.
Russian Kick
+ 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
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.
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
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
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
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
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
+ 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
+ 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
+ HK before the apex of the jump while flipping forward in the air
Ryu dive kicks diagonally downward.
Sakotsu Wari
+ 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
+ HP
Ryu steps forward and punches his opponent in the stomach, potentially hitting twice.
Senpuu Kyaku
+ LK
Ryu leaps forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.
Move list (Super moves)
Name
Command
Description
Shinkuu Hadouken
P
Ryu fires a version of the Hadouken that can hit his opponent multiple times.
Messatsu Gou Shouryuu
P
Ryu performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.
Metsu Hadouken
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 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. This move is treated as a grab and cannot be blocked.
Athena is a Japanese pop idol with powerful psychic abilities and kung fu training.
Move list (Special moves)
Name
Command
Description
Psycho Ball
P
Athena generates and throws a ball of psychic energy. The projectile moves faster when a stronger button is used.
Phoenix Arrow
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
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.
Psycho Reflector
K
Athena holds her palms out and generates a shield of psychic power. It knocks back opponents that touch it and also reflects projectiles. She hops forward before generating the shield when the move is performed with MK and hops slightly further with HK .
Psycho Teleport
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
P (close)
Athena psychically throws her opponent into the air.
Move list (Command normals)
Name
Command
Description
Sankaku Tobi
when jumping onto the edge of the screen
Athena can jump off the edges of the screen.
Phoenix Bomb
+ MK while jumping diagonally
Athena drops back-first at her opponent. She bounces off her opponent if she hits.
Renkan Tai
+ LK
Athena skips forward with a high kick.
Move list (Super moves)
Name
Command
Description
Shining Crystal Bit
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 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
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.
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
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
P
Benimaru jabs diagonally upward with an electrically charged fist.
Iai Geri
K
Benimaru does a rapid knee strike. If the player presses +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
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
K
Benimaru stands on one hand and spins his body around, kicking with both hands, 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
P (close)
Benimaru grabs and electrocutes his opponent.
Move list (Command normals)
Name
Command
Description
Flying Drill
+ HK in midair
Benimaru dive kicks diagonally downwards while spinning like a drill.
Spin Kick
+ HK or + HK
Benimaru hops backward or forward with a spinning kick.
Jackknife Kick
+ MK
Benimaru runs forward with a front kick.
Move list (Super moves)
Name
Command
Description
Raikou Ken
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
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
P (close)
Benimaru grabs and shocks his opponent with bolts of lightning, then throws them.
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 or while doing this.
Tekkyuu Funsai Geki
Hold for 2 seconds, then +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
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
K
Choi spirals upward in a tornado while slashing around him with his claws, which knocks his opponent into the air. The move covers more horizontal distance when a stronger button is used.
Hishou Shissou Zan
K
Choi runs forward, then jumps into the air while slashing with both claws, which knocks his opponent over on impact. He runs farther and jumps higher when a stronger button is used.
Dai Hakai Nage
P (close)
Chang grabs and slams his opponent back and forth multiple times.
Move list (Command normals)
Name
Command
Description
Hiki Nige
+ HP
Chang slides along the ground, holding his ball out in front of him.
Move list (Desperation moves)
Name
Command
Description
Tekkyuu Dai Bousou
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
K
Choi spins on one leg, producing a large tornado that covers the full height of the screen.
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
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
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
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
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
P
Haohmaru steps forward while spinning his katana in circles multiple times, rising into the air with the last slice.
Tenha Danku Retsu Zan
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.
Hibiki is an innocent but skillful swordswoman who is on a mission to avenge her father.
Move list (Special moves)
Name
Command
Description
Touma ni te Kiru Nari
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
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 +K, which can pass through her opponent but not attacks, or hop backwards (Ma o Oku Koto Kanyou Nari) with +K, which she can attack while doing with P or K.
Suigetsu o Tsuku Nari
K
Hibiki turns around and raises her sheathed sword, then jabs behind her with the scabbard.
Iwoawasu Nari
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
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
P (close, 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
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:
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
P
Iori throws fiery purple sparks across the ground. The projectile moves faster when a stronger button is used.
127 Shiki Aoi Hana
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
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
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
P (close)
Iori grabs and shoves his opponent away.
Move list (Command normals)
Name
Command
Description
Ge Shiki Yumebiki
+ MP
Iori swings his fist back in front of him.
Ge Shiki Gou Fu In Shinigami
+ 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
+ LK in midair
Iori kicks behind him.
Move list (Super moves)
Name
Command
Description
Kin 1211 Shiki Ya Otome
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
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.
Joe is a Japanese Muay Thai kickboxing champion and a friend of the Bogard brothers.
Move list (Special moves)
Name
Command
Description
Hurricane Upper
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
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
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
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
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
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
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.
Kim is a taekwondo master with a strong sense of justice.
Move list (Special moves)
Name
Command
Description
Han Getsu Zan
K
Kim rolls forward with a somersaulting crescent kick. The move covers a wider arc when a stronger button is used.
Hien Zan
Hold for 2 seconds, then +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 (Tensou Zan) by pressing + HK .
Hishou Kyaku
K in midair
Kim dives diagonally downward while stomping repeatedly.
Ryuusei Ranku
Hold for 2 seconds, then +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 for 2 seconds, then +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
K
Kim stomps the ground, hitting opponents in front of him.
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
+ 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
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
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
K
Kim hits with a high roundhouse kick that knocks his opponent into the air.
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
K
King performs a jumping kick, lobbing a fireball through the air. The projectile moves faster when a stronger button is used.
Double Strike
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
K
King performs a somersault kick. If it hits, she follows up with a barrage of fast kicks that knock her opponent over.
Tornado Kick
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
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
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
+ HK
King shoves herself forward with a sweep kick.
Move list (Super moves)
Name
Command
Description
Illusion Dance
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
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.
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
LP or MP
Kyo lunges forward with an explosive hook punch using his following arm. While the move is being performed, it can be followed up by a fiery uppercut (128 Shiki: Kono Kizu) with P or an elbow smash (127 Shiki: Yano Sabi) with 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
HP
Kyo steps forward with an explosive hook punch using his leading arm. While the move is being performed, it can be followed up by a backhand (401 Shiki: Tsumi Yomi) with P or a jumping attack (402 Shiki: Batsu Yomi) with +P.
100 Shiki Oni Yaki
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
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
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
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
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
+ HP in midair
Kyo clasps his hands together and swings them down like a hammer, which knocks down opponents on impact.
Shoulder Charge
+ HP
Kyo lean forward and knocks his opponent far back with a shoulder ram.
Ge Shiki Gou Fu You
+ 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
+ HK
Kyo kicks twice while crouched.
Move list (Super moves)
Name
Command
Description
Ura 108 Shiki Orochi Nagi
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"
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.
Mai is a kunoichi who was trained in her family's ninjutsu arts.
Move list (Special moves)
Name
Command
Description
Ka Chou Sen
P
Mai throws her folding fan at her opponent. The projectile moves faster when a stronger button is used.
Ryuu En Bu
P
Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact. The move can hit two times when it is performed with HP .
Hissatsu Shinobi Bachi
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 for 2 seconds, then +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)
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 for 2 seconds, then +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
when jumping onto the edge of the screen
Mai can jump off the edges of the screen.
Fan Strike
+ MP
Mai whips her fan downward.
Move list (Super moves)
Name
Command
Description
Chou Hissatu Shinobibachi
K
Mai does a cartwheel kick, then flies through the air with an elbow strike while flames radiate from her body.
Beni Suzaku
P in midair
Mai dives diagonally downward while her body is engulfed in flames.
Mizutori no Mai
P
Mai throws three folding fans at her opponent. The fans are flaming at levels 2 and 3.
Nakoruru is a young girl who is a guardian of nature.
Move list (Special moves)
Name
Command
Description
Annu Mutsube
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
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
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
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
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
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
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
when jumping onto the edge of the screen
Nakoruru can jump off the edges of the screen.
Rolling Slash
+ 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
P
Nakoruru calls Mamahaha to charge across the screen.
Elerush Kamui Rimse
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
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.
Raiden is a heel pro wrestler known for his ruthlessness in the ring.
Move list (Special moves)
Name
Command
Description
Poison Spray
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 for 2 seconds, then +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
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
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 P or a front suplex by pressing K.
Move list (Command normals)
Name
Command
Description
Body Press
+ HP while jumping diagonally
Raiden drops with a body press.
Bear Stomp
+ 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
P
Raiden blows an inferno in front of him. He blows for longer at higher levels.
Crazy Train
P
Raiden performs a combination of moves, ending with a shoulder ram.
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
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 for 2 seconds, then +P
Rock spins into the air while upside down and holding an arm out, which knocks his opponent over on impact. He ascends higher when a stronger button is used.
Hard Edge
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"
LK
Rock runs forward. If the opponent is close enough, Rock hops in the air and smashes downward with his fist.
Rage Run "Save"
MK
Rock runs forward, then stops short at the end of his run.
Rage Run "Shift"
HK
Rock runs forward. If the opponent is close enough, Rock shifts to the other side of the opponent.
Crack Counter Joudan
LK
Rock catches a high or jumping attack from his opponent and counters with a forward flipping heel drop.
Crack Counter Chuudan
MK
Rock catches a mid attack from his opponent and counters with a forward flipping heel drop.
Crack Counter Gedan
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
+ 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
P
Rock ducks and calls a whirlwind of energy around him.
Shine Knuckle
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
LP , LP LP LK LK HP HP HK HK , HP
Rock performs a series of attacks, ending by throwing an energy burst from his hands.
Ryo is a practitioner of Kyokugen-ryuu, a style of karate created by his father.
Move list (Special moves)
Name
Command
Description
Ko'ou Ken
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
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
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
P
Ryo pummels his opponent with a blur of rapid punches, then uppercuts the opponent away.
Hien Shippu Kyaku
Hold for 2 seconds, then +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
P (close)
Ryo does a combo of three quick punches that knocks his opponent over.
Move list (Command normals)
Name
Command
Description
Hyouchuu Wari
+ 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
P
Ryo channels and throws a large fireball from both hands. The projectile is larger and moves faster at higher levels.
Ryuuko Ranbu
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
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.
Todo is a martial arts instructor who created his own style dervied from Aiki-juujutsu and Kendo.
Move list (Special moves)
Name
Command
Description
Kasane Ate
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
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
P (close)
Todo grabs his opponent and hits them with a concentrated palm strike.
Move list (Command normals)
Name
Command
Description
Low Kick
+ MK
Todo leans over for a low kick that sweeps his opponent.
Move list (Super moves)
Name
Command
Description
Chou Kasane Ate
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
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.
Ryuji 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
P
Ryuji 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
LP
Ryuji 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
MP
Ryuji 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
HP
Ryuji 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
P
Ryuji 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
K
Ryuji does an axe kick that flattens his opponent. This is an overhead strike that can hit characters who are crouch blocking.
Suna Kake
K
Ryuji kicks up dust from the ground.
Sadomazo
K
Ryuji taunts his opponent. If his opponent attacks him while he is doing this, he counters with a charging punch.
Badukan Pachiki
P (close)
Ryuji grabs and hits his opponent with an explosive headbutt.
Move list (Command normals)
Name
Command
Description
Bussashi
+ LP
Ryuji punches downward. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves)
Name
Command
Description
Guillotine
P
Ryuji 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)
Ryuji knocks his opponent into the air, then pummels them with multiple strikes upon landing.
Terry is a young American fighter who learned various fighting techniques from his father.
Move list (Special moves)
Name
Command
Description
Burn Knuckle
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
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
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 for 2 seconds, then +P
Terry spins into the air while upside down and holding an arm out, which knocks his opponent over on impact. He ascends higher when a stronger button is used.
Crack Shoot
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
+ HP
Terry does an uppercut.
Move list (Super moves)
Name
Command
Description
Power Geyser
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
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.
Vice is Rugal's sadistic secretary, who possesses preternatural strength.
Move list (Special moves)
Name
Command
Description
Mayhem
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 Da Cide) by pressing K.
Outrage
K
Vice kicks rapidly in front of her. She hops first when the move is performed with HK .
Ravenous
K in midair
Vice kicks rapidly in front of her while falling.
Da Cide
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 Da Cide
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
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
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 K.
Move list (Super moves)
Name
Command
Description
Withering Surface
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
K (close)
Vice grabs her opponent by the neck with her legs, then slams them to the ground repeatedly.
Originally appeared in:
Art of Fighting 2
Yuri Sakazaki
Yuri is the younger sister of Ryo and a student of Kyokugen-ryuu.
Move list (Special moves)
Name
Command
Description
Ko'ou Ken
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
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
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 P again.
Sai Ha
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
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
+ MK
Yuri throws herself forward while striking with her rear.
Move list (Super moves)
Name
Command
Description
Haoh Shoukou Ken
P
Yuri channels and throws a large fireball from both hands. The projectile moves faster at higher levels.
Hien Rekkou
P
Yuri advances forward with two low jumping uppercuts, then a final, high jumping uppercut. The move covers more horizontal distance at higher levels.
Hien Hou'ou Kyaku
K
Yuri dashes forward, then runs up her opponent with a series of stomps.
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
P
Iori throws fiery purple sparks across the ground. The projectile moves faster when a stronger button is used.
127 Shiki Aoi Hana
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
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
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
+ MP
Iori swings his fist back in front of him.
Ge Shiki Gou Fu In Shinigami
+ 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
+ LK in midair
Iori kicks behind him.
Move list (Super moves)
Name
Command
Description
Kin 1211 Shiki Ya Otome
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
P
Iori twirls multiple times with his arms extended, then finishes by twirling into the air while surrounded in a streak of purple fire.
Bosses
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.
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
P
M. Bison swings a hand down while it is infused with psycho power. This move can neutralize projectiles.
Psycho Crusher
Hold for 2 seconds, then +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 for 2 seconds, then +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 for 2 seconds, then +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 and .
Skull Diver
Hold for 2 seconds, then +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 and .
Warp Forward
+ 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
+ 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 for 2 seconds, then +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 for 2 seconds, then +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.
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
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
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
LP
Geese catches a high or jumping attack from his opponent and counters with a throw.
Atemi Nage Chuudan
HP
Geese catches a mid attack from his opponent and counters with a throw.
Atemi Nage Gedan
LK
Geese catches a low or sweep attack from his opponent and counters with a throw.
Jaei Ken
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
+ 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
P
Geese ducks and calls energy spikes around him.
Deadly Rave
+ LK , LP LP LK LK MP MK HP HK , HP
Geese performs a series of attacks, ending by throwing a fireball from his hands.
Akuma is a savage and merciless fighter who has mastered the Satsui no Hadou. He is the final boss of the game when playing with an SNK groove.
Move list (Special moves)
Name
Command
Description
Gou Hadouken
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
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
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
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
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
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 +P or +P (Hyakki Gou Sai) or a rolling slam with +K or +K (Hyakki Gou Tsui) instead. He somersaults further when a stronger button is used.
Ashura Senkuu Forward
+ 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
+ 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
+ MK before the apex of the jump while flipping forward in the air
Akuma dive kicks diagonally downward.
Zugai Hasatsu
+ 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
P
Akuma fires a version of the Gou Hadouken that can hit his opponent multiple times.
Messatsu Gou Shouryuu
P
Akuma performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.
Tenma Gou Zankuu
P in midair
Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.
Shun Goku Satsu
LP LP 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. This move is treated as a grab and cannot be blocked.
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 the final boss of the game when playing with a Capcom groove.
Move list (Special moves)
Name
Command
Description
Reppu Ken
P
Rugal sends a violent shockwave across the ground. The projectile moves faster when a stronger button is used.
Dark Smash
P in midair
Rugal falls diagonally downward while his fist glows with energy, which knocks his opponent over on impact.
Kaiser Wave
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
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
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
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
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
K
Rugal kicks multiple times quickly, then finishes with a Genocide Cutter. He finishes with a second Genocide Cutter in midair at level 3.
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 appears as the hidden final boss when using an SNK groove.
Move list (Special moves)
Name
Command
Description
Gou Hadouken
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
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
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
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
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
+ 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
+ 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
+ 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
+ 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
+ MK before the apex of the jump while flipping forward in the air
Akuma dive kicks diagonally downward.
Zugai Hasatsu
+ 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
P
Akuma fires a version of the Gou Hadouken that can hit his opponent multiple times.
Messatsu Gou Shouryuu
P
Akuma performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.
Tenma Gou Zankuu
P in midair
Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.
Shun Goku Satsu
LP LP 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. This move is treated as a grab and cannot be blocked.
Misogi
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.
Ultimate Rugal is a version of Rugal that was revived with a small parcel of Orochi's blood. If certain requirements are fulfilled, he appears as the hidden final boss when using a Capcom groove.
Move list (Special moves)
Name
Command
Description
Reppu Ken
P
Rugal sends a violent shockwave across the ground. The projectile moves faster when a stronger button is used.
Dark Smash
P in midair
Rugal falls diagonally downward while his fist glows with energy, which knocks his opponent over on impact.
Kaiser Wave
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
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
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
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
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
+ 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
+ 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
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
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
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 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. This move is treated as a grab and cannot be blocked.
Stages
Stages are chosen randomly for most matches in the Arcade Mode. 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 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.
Aomori, Japan
Barentsburg, Norway
Kinderdijk, Netherlands
London, England
Nairobi, Kenya
New York, U.S.A.
Osaka, Japan
Shanghai, China
Osaka Tower Rooftop
Osaka in Flames
Training Room
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[4]) 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 (for "Easy Operation"), making the game one of the few titles to be released for all four platforms of that console generation.