Difference between revisions of "Capcom vs. SNK Millennium Fight 2000 Pro"
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| publisher=[[Capcom]] | | publisher=[[Capcom]] | ||
| developer=[[Capcom]] | | developer=[[Capcom]] | ||
− | | system=[[Sega NAOMI]], [[Sega Dreamcast]] | + | | licensor=[[SNK]] |
+ | | system=[[Sega NAOMI]], [[Sega NAOMI GD-ROM]], [[Sega Dreamcast]] | ||
| sounddriver= | | sounddriver= | ||
| peripherals={{DC}} [[Dreamcast Arcade Stick]], [[Jump Pack]], [[Dreamcast Keyboard]], [[Dreamcast Modem]], [[Dreamcast VGA Box]], [[Visual Memory Unit]] | | peripherals={{DC}} [[Dreamcast Arcade Stick]], [[Jump Pack]], [[Dreamcast Keyboard]], [[Dreamcast Modem]], [[Dreamcast VGA Box]], [[Visual Memory Unit]] | ||
| players=1-2 | | players=1-2 | ||
− | | genre=Fighting | + | | genre=Fighting/Taisen Kakutou (対戦格闘){{fileref|CvS1Pro DC JP Box back.jpg}}{{ref|https://web.archive.org/web/20080131223146/http://sega.jp/dc/010611/}}, Action{{ref|https://web.archive.org/web/20200201225739/https://sega.jp/history/hard/dreamcast/software_l.html#tab02}} |
| releases={{releasesArcade | | releases={{releasesArcade | ||
| naomi_date_jp=2000 | | naomi_date_jp=2000 | ||
| naomi_code_jp=GDL-0004 | | naomi_code_jp=GDL-0004 | ||
+ | | naomigd_date_jp=2000 | ||
}} | }} | ||
{{releasesDC | {{releasesDC | ||
− | | dc_date_jp=2001-06-14 | + | | dc_date_jp=2001-06-14{{ref|https://web.archive.org/web/20080131223146/http://sega.jp/dc/010611/}} |
| dc_code_jp=T-1247M | | dc_code_jp=T-1247M | ||
− | | dc_rrp_jp=3, | + | | dc_rrp_jp=3,800e{{ref|https://web.archive.org/web/20080131223146/http://sega.jp/dc/010611/}} |
− | | dc_date_jp_d=2003-09-25 | + | | dc_rating_jp=all |
+ | | dc_date_jp_d=2003-09-25{{ref|https://web.archive.org/web/20080131223146/http://sega.jp/dc/010611/}} | ||
| dc_code_jp_d=T-1247M-1 | | dc_code_jp_d=T-1247M-1 | ||
− | | dc_rrp_jp_d=2, | + | | dc_rrp_jp_d=2,800e{{ref|https://web.archive.org/web/20080131223146/http://sega.jp/dc/010611/}} |
}} | }} | ||
− | | | + | | otherformats={{NonSega|PS}} |
+ | | properties={{Properties|DC|adx|flash}} | ||
+ | | savetype={{SaveType | ||
+ | |DC|vmu | ||
}} | }} | ||
− | + | }} | |
+ | '''''{{PAGENAME}}''''' (カプコン バーサス エス・エヌ・ケイ ミレニアムファイト 2000 プロ) is an update to ''[[Capcom vs. SNK: Millennium Fight 2000]]'', released for [[Sega NAOMI]] GD-ROM arcade hardware and the Japanese [[Sega Dreamcast]]. | ||
+ | |||
+ | ==Story== | ||
+ | In 2000, a special martial arts event is planned through a collaboration of the two most powerful world organizations, Garcia Financial Clique and Masters Foundation. The gala event, it is hoped by everyone, will ease the political conflicts between the two powers. The competition was named "Millennium Fight 2000." | ||
+ | |||
+ | Many renowned martial artists have registered for the tournament. People around the world focus intensely on the upcoming exhibitions, making long-awaited opening ceremony a huge success. | ||
+ | |||
+ | ==Gameplay== | ||
+ | {{ScreenThumb|Capcom vs SNK Pro DC, Character Select.png|width=200|Character select}} | ||
+ | {{ScreenThumb|Capcom vs SNK Pro DC, Gameplay.png|width=200|Gameplay}} | ||
+ | The game is a crossover fighting game featuring characters primarily drawn from [[Capcom]]'s ''[[:Category:Street Fighter|Street Fighter]]'' series and [[SNK]]'s ''[[:Category:The King of Fighters|The King of Fighters]]'' series. It is an update to ''[[Capcom vs. SNK: Millennium Fight 2000]]'' and plays nearly identically. It adds two characters (Dan Hibiki from ''[[Street Fighter Zero]]'' and Joe Higashi from ''[[:Category:Fatal Fury (franchise)|Garou Densetsu]]'', who were the tournament winners in the ending of the previous game). There are also numerous balance changes (such as lessening the damage and life of ratio 1 characters and increasing the damage of ratio 3 and 4 characters) and some aesthetic changes (such as adding additional frames of animation for many characters and changing the color of the health gauges to green). All of the hidden characters and features from the previous game are now unlocked by default. | ||
+ | |||
+ | Like ''The King of Fighters'', players assemble teams of multiple characters, which fight each other in one-on-one battles. When a character is defeated, the next character in the team takes his or her place in the next round, and the winning team continues with the same character (with a segment of health restored in proportion to the time left over in the previous round). The match continues until every character on one of the teams is eliminated. If time runs out before a character can be defeated, the character with the most life remaining is the winner. Both characters are eliminated in the case of a draw. The roster is evenly split between Capcom and SNK characters, who are divided into "ratios," ranging from 1 to 4, based on each character's overall strength. Teams of up to four characters can be assembled, but their combined ratios must equal and go no higher than 4. | ||
+ | |||
+ | Characters move with {{left}} and {{right}} and crouch with {{down}}. They backstep or dash with {{left}} {{left}} or {{right}} {{right}}. There is an option to replace dashing with running (originally introduced in ''[[The King of Fighters '96]]''). They jump with {{up}} and flip back and forth with {{upleft}} and {{upright}}. They can "super jump" (a faster and farther jump, trailed by afterimages) by pressing {{down}}, then {{upleft}}, {{up}}, or {{upright}} quickly. Characters can perform a weak punch with {{X}}, a hard punch with {{Y}}, a weak kick with {{A}}, or a strong kick with {{B}}. Weak attacks are quick but do light damage, while strong attacks do more damage but have a longer startup delay and recovery time. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt with {{hold|{{A}}|{{Start}}}}, which is a short animation during which the character is vulnerable to attack. Taunting fills the opponent's power gauge by a slight amount. | ||
+ | |||
+ | Throws and grabs are done by holding {{left}} or {{right}} when near an opponent and pressing a strong punch or kick button. Some characters have midair throws as well. Grapple moves cannot be blocked (including special moves involving grappling), but a character can escape a throw and take no damage by likewise holding {{left}} or {{right}} and pressing a strong punch or kick button immediately upon being grabbed. | ||
+ | |||
+ | Blocking is done by holding the D-Pad away from the opponent. Characters can block while standing, which blocks against high and mid attacks but not low attacks (such as sweeps), or crouching, which blocks against mid and low attacks but not high attacks (such as jumping attacks and overhead strikes). Special moves still do a small amount of "chip damage" if blocked. If characters block too much, they become "guard crushed" and momentarily stunned and vulnerable to attack; the health gauge flashes red before a character is guard crushed. Characters can perform an evasive roll forward by pressing the weak punch and kick buttons ({{X}}+{{A}}) simultaneously. Characters are invulnerable during most of the roll, and they can roll through nearby opponents to the other side. | ||
+ | |||
+ | Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. | ||
+ | |||
+ | ===Grooves=== | ||
+ | Players choose one of two modes before selecting their characters, which affects how the power gauge works. The power gauge is empty at the start of each round (though this can be changed to filled in the options). | ||
+ | {{InfoTable|imagewidths=200| | ||
+ | {{InfoRow | ||
+ | | title=Capcom | ||
+ | | image=Capcom logo.svg | ||
+ | | desc=The Capcom groove is based on the gameplay system from ''[[Street Fighter Zero]]''. | ||
+ | |||
+ | The power gauge is filled by landing normal moves (including throws) or performing special moves (regardless of whether they connect). When the gauge is full, it gains a level, and the player can accumulate up to three levels of the gauge. The contents of the gauge carries over between rounds (but not between matches). | ||
+ | |||
+ | Every character has super moves that can be performed at the cost of one level of the gauge. These super moves hit more times and do more damage than normal special moves. Every super move has three different levels, with each level costing an additional level of gauge to perform. Higher level super moves typically hit more times and sometimes have other improved characteristics, such as covering a larger area. The level of the move is determined by the button used to perform it: weak punch or kick for level 1, strong punch or kick for level 2, or both punches (or {{L}}) or both kicks (or {{R}}) simultaneously for level 3. | ||
+ | }} | ||
+ | {{InfoRow | ||
+ | | title=SNK | ||
+ | | image=SNK.svg | ||
+ | | desc=The SNK groove is based on the Extra mode from ''The King of Fighters '94'' to ''[[The King of Fighters: Dream Match 1999|The King of Fighters '98]]''. | ||
+ | |||
+ | The power gauge is filled by taking damage (but not by blocking attacks). It can also be filled manually by holding the strong punch and kick buttons ({{Y}}+{{B}}) simultaneously, though the character is vulnerable to attack while doing this. The gauge fills gradually when charged manually (slowly at first, then more quickly). The contents of the gauge carries over between rounds (but not between matches). | ||
+ | |||
+ | When the power gauge is filled, the character enters "MAX mode," and basic attacks become stronger for a short period as the gauge drains. The gauge drains faster when the meter is filled by blocking attacks or taking damage than when it is filled by manually charging. When characters are in this state, players can perform a super move that immediately consumes the entire power gauge. Characters can perform super moves indefinitely when the health gauge is nearly empty and flashing red. If both requirements are fulfilled (the character's health gauge is flashing red and the character's power gauge is full), the character can perform a "MAX super move" instead that does more damage. Performing a super move when only one of the conditions is fulfilled is equivalent to performing a level 1 super move in the Capcom groove (regardless of what strength of button is used to perform it); when both conditions are fulfilled, it is equivalent to level 3 super move. | ||
+ | }} | ||
+ | }} | ||
+ | |||
+ | ===Modes=== | ||
+ | The Dreamcast version of the game has multiple modes. The Pair Match Mode is available from the start. The game no longer has the Secret Shop from the original version since all of the content is unlocked by default, and the [[Neo Geo Pocket Color]] linking is removed for the same reason. The Groove Point system of the previous game is retained, but instead of Groove Points being used to unlock content in the Secret Shop, they are now used to unlock secret fights in the Arcade Mode and Pair Match Mode. | ||
+ | *'''Arcade Mode:''' A single-player mode where the player forms a team of up to four characters (which must be different characters) and fights a series of elimination matches against five randomly selected teams, then against a final boss. The final boss depends on the composition of the player's team, weighted by the number of ratio points. More Capcom points increases the chance that the final boss is the crime boss Geese Howard at Geese Tower; more SNK points increases the chance that the final boss is the Shadaloo henchman M. Bison followed by the dark dictator Vega at the Psycho Drive. If the team composition is evenly split between Capcom and SNK, the final fight is equally likely to be either. The demonic Gouki is fought instead of either if the player earns enough Groove Points by the final match. The game ends if the player loses a match but can be continued an unlimited number of times. A second player can challenge the first by pressing {{Start}}, with the victor of the match continuing the game. There are eight difficulty levels for computer-controlled opponents. | ||
+ | *'''Vs Mode:''' A two-player mode where players can choose any characters (which can include the same character multiple times) and any stage and battle each other in elimination matches. Players can choose the maximum ratio points available to them (between one and four) and change the ratio for each character (which changes the character's relative strength). The game keeps track of the number of wins for each player. | ||
+ | *'''Pair Match Mode:''' A single-player mode that is identical to the Arcade Mode, except every character is worth two ratio points, so teams consist of any two characters. Like the Arcade Mode, a second player can enter the game by pressing {{Start}}. | ||
+ | *'''Game Replay Mode:''' A two-player mode where players can play a match (with the same unlockable options as the Vs Mode) and save a replay of the game to a [[VMU]], which can be loaded and watched again at any time. A replay takes 30 blocks of storage. | ||
+ | *'''Training Mode:''' A practice mode where the player can choose any character and any opponent. The player can set the whether the dummy opponent is non-hostile, hostile, or controlled by a second control pad. Non-hostile opponents can be set to stand, crouch, or jump and guarding or not guard. The player can also toggle the health gauge (normal or flashing red) and power gauge (normal or max). | ||
+ | *'''Network Mode:''' This mode supported competitive online matches over Capcom's [[Matching Service]]. Players could also upload high scores or open the official web site to view rankings and high scores or download replays or color schemes. | ||
+ | *'''Link Mode:''' The game can import customized color schemes from ''[[Capcom vs. SNK: Millennium Fight 2000]]'' or create a save file for that game with all of the secrets unlocked (but this save file is only compatible with the Japanese version of the game). | ||
+ | *'''Color Edit Mode:''' A customization mode where the player can create custom color schemes for any character. Each character has 15 colors that can be changed (by adjusting the red, green, or blue color bars). Custom color schemes can be saved to a [[VMU]]. | ||
+ | |||
+ | There are two game speeds, Normal and Turbo (which can be set in the options so players are not asked every time). | ||
− | + | ===Characters=== | |
+ | {{MoveListNote|legend=NeoGeo|key1={{Taunt}}|value1=Taunt}} | ||
+ | All of the characters from ''[[Capcom vs. SNK: Millennium Fight 2000]]'' return, with the addition of Dan Hibiki (from ''[[Street Fighter Zero]]'') and Joe Higashi (from ''[[:Category:Fatal Fury (franchise)|Garou Densetsu]]''). The hidden characters (Morrigan, Nakoruru, Evil Ryu, and Gouki) and all of the Extra characters are unlocked by default. The Extra versions can be chosen by holding {{Start}} while selecting the character in any mode. | ||
+ | |||
+ | Every character has a different color scheme depending on which button is used to select him or her ({{A}}, {{B}}, {{X}}, or {{Y}}). Additional bonus color schemes can be used by selecting the character with {{X}}+{{Y}}, {{A}}+{{B}}, {{X}}+{{A}}, or {{Y}}+{{B}}. Up to two custom colors can be saved for each character in the Color Edit Mode, which are selected with {{X}}+{{B}} or {{Y}}+{{A}}. | ||
+ | ====Ratio 1==== | ||
+ | {{InfoTable|imagewidths=200| | ||
+ | {{InfoFighter| | ||
+ | | name=Sakura Kasugano | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Sakura Kasugano.jpg | ||
+ | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Sakura.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Street Fighter Zero 2'' | ||
+ | | desc=Sakura is a Japanese schoolgirl who idolizes Ryu, whose fighting style she has imitated. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Hadouken | {{QCF}} {{punch}} | Sakura releases a short-ranged burst of ki from her hands, which knocks her opponent down on impact. The move covers a slightly longer distance when it is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Kou'ou Ken | {{DPF}} {{punch}} | Sakura runs forward, then performs a standing uppercut that knocks her opponent over. She slides a short distance when the move is performed with {{LP}} and runs about half the width of the screen when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Shunpuu Renkyaku | {{QCB}} {{kick}} | Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc. The move covers more distance when it is performed with {{HK}}. After landing, she can follow up with a crouching kick with {{QCB}} {{LK}} or a back kick with {{QCB}} {{HK}}.}} | ||
+ | {{MoveListRow | Ouka Kyaku | {{QCB}} {{kick}} before the apex of the jump | Sakura dives diagonally downwards with a stomp kick.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Flower Kick | {{right}}+{{LK}} | Sakura kicks her leg in a circle. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | {{MoveListRow | Axe Chop | {{down}}+{{HP}} in midair | Sakura swings both arms down with open-handed chops, which knocks down her opponent on impact.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Shinkuu Hadouken | {{QCF}} {{QCF}} {{punch}} | Sakura shoots a large, slow-moving fireball that can hit her opponent multiple times. The fireball shrinks and hits less as it travels the screen. It can neutralize and pass through another projectile (at the cost of a hit).}} | ||
+ | {{MoveListRow | Haru Ichiban | {{QCB}} {{QCB}} {{kick}} | Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick. This attack must be blocked crouching.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | Her Extra form brings her moveset more in line with her appearance in ''[[Street Fighter Zero 2]]''. She has a more conventional fireball, the Kou'ou Ken is replaced with the Shou'ou Ken (a jumping uppercut instead of a standing uppercut), and the Shunpuu Renkyaku is replaced with the Shunpuu Kyaku (which rises higher and loses its follow-up moves but knocks down and can be performed in midair). | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Hadouken | {{QCF}} {{punch}} | Sakura shoots a fireball. If the player presses {{punch}} once, a small fireball is fired that travels three-quarters the width of the screen. If the player presses {{punch}} twice, a larger fireball is fired that travels half the width of the screen. If the player presses {{punch}} three times, a very large fireball is fired in front of Sakura that dissipates after moving only a slight distance.}} | ||
+ | {{MoveListRow | Shou'ou Ken | {{DPF}} {{punch}} | Sakura runs forward, then jumps in the air with a spinning uppercut that knocks her opponent over. She slides a short distance when the move is performed with {{LP}} and runs about half the width of the screen when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Shunpuu Kyaku | {{QCB}} {{kick}} | Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc and knocking her opponent over on impact. The move covers more distance when it is performed with {{HK}}. This move can be performed in midair.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Flower Kick | {{right}}+{{LK}} | Sakura kicks her leg in a circle. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | {{MoveListRow | Axe Chop | {{down}}+{{HP}} in midair | Sakura swings both arms down with open-handed chops, which knocks down her opponent on impact.}} | ||
+ | {{MoveListRow | Stomp Kick | {{down}}+{{HK}} in midair | Sakura kicks downward.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Shinkuu Hadouken | {{QCF}} {{QCF}} {{punch}} | Sakura shoots a large, slow-moving fireball that can hit her opponent multiple times. The fireball shrinks and hits less as it travels the screen. It can neutralize and pass through another projectile (at the cost of a hit).}} | ||
+ | {{MoveListRow | Midare Zakura | {{QCF}} {{QCF}} {{kick}} | Sakura moves forward with a series of spinning uppercuts low to the ground, then a jumping uppercut high into the air. The move is faster and covers more ground at level 3.}} | ||
+ | {{MoveListRow | Haru Ichiban | {{QCB}} {{QCB}} {{kick}} | Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Cammy | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Cammy.jpg | ||
+ | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Cammy.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Super Street Fighter II'' | ||
+ | | desc=Cammy is a genetically engineered assassin for Shadaloo, operating under the code name "Killer Bee." | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Spiral Arrow | {{QCF}} {{kick}} | Cammy spirals forward feet first like a spinning arrow, which knocks her opponent over on impact. The move travels further when it is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Cannon Spike | {{DPF}} {{kick}} | Cammy leaps into the air with a front kick, which knocks her opponent over on impact. She leaps higher when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Axle Spin Knuckle | {{HCB}} {{punch}} | Cammy hops forward and does an elbow smash and a backfist, which knocks her opponent over on impact. This move passes through projectiles. She hops further when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Hooligan Combination | {{HCF}} {{upright}} {{punch}} | Cammy curls into a ball and hurls herself at her opponent. If no button is pressed, she ends with a sweep when she lands (Razor Edge Slicer). Otherwise, the player can perform a takedown when Cammy is near the opponent's body (Fatal Leg Twister) by pressing {{left}}+{{punch}} or {{right}}+{{punch}}. Cammy grabs the opponent by the neck with her legs and slams them to the ground (Cross Scissor Pressure) if the takedown is performed when she is near the opponent's head, or she grabs the opponent by the legs and stomps their face into the ground if the takedown is performed when she is near the opponent's waist.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Spin Drive Smasher | {{QCF}} {{QCF}} {{kick}} | Cammy performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | Her Extra form gains the Cannon Spike, first seen in ''[[X-Men vs. Street Fighter]]'', and an additional super move, the Reverse Shaft Breaker, from ''[[Street Fighter Zero 3]]''. She loses the Axle Spin Knuckle and the Hooligan Combination. Unlike the previous version of the game, she retains the Spiral Arrow. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Spiral Arrow | {{QCF}} {{kick}} | Cammy spirals forward feet first like a spinning arrow, which knocks her opponent over on impact. The move travels further when it is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Cannon Spike | {{DPF}} {{kick}} | Cammy leaps into the air with a front kick, which knocks her opponent over on impact. She leaps higher when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Cannon Strike | {{QCB}} {{kick}} before the apex of the jump while flipping forward in the air | Cammy dive kicks diagonally downward.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Spin Drive Smasher | {{QCF}} {{QCF}} {{kick}} | Cammy performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.}} | ||
+ | {{MoveListRow | Reverse Shaft Breaker | {{QCB}} {{QCB}} {{kick}} | Cammy performs a Spiral Arrow straight upward that hits multiple times and pulls nearby opponents inward.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Dhalsim | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Dhalsim.jpg | ||
+ | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Dhalsim.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Street Fighter II'' | ||
+ | | desc=Dhalsim is a Yoga mystic who has gained exceptional control over his mind and body, giving him the ability to stretch his limbs and breathe fire. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Yoga Fire | {{QCF}} {{punch}} | Dhalsim spews a fireball across the screen. The projectile moves faster and knocks the opponent over when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Yoga Flame | {{HCB}} {{punch}} | Dhalsim breathes a large mass of flame in front of him, which knocks the opponent over on impact. He holds the flame for longer when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Yoga Blast | {{HCB}} {{kick}} | Dhalsim breathes a large mass of flame at a diagonal angle in front of him. He holds the flame for longer when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Yoga Teleport Forward | {{DPF}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Dhalsim disappears and reappears the entire screen ahead with {{LP}}+{{HP}} or half the screen ahead with {{LK}}+{{HK}}.}} | ||
+ | {{MoveListRow | Yoga Teleport Backward | {{RDP}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Dhalsim disappears and reappears the entire screen back with {{LP}}+{{HP}} or half the screen back with {{LK}}+{{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Kuuchuu Chouhatsu | {{Taunt}} in midair | Dhalsim can perform his taunt in midair.}} | ||
+ | {{MoveListRow | Yoga Palm | {{right}}+{{LP}} | Dhalsim quickly jabs his open hand forward.}} | ||
+ | {{MoveListRow | Drill Zutsuki | {{down}}+{{HP}} in midair | Dhalsim spins downward head first like a drill. The angle is closer to horizontal than the Drill Kick.}} | ||
+ | {{MoveListRow | Drill Kick | {{down}}+{{HK}} in midair | Dhalsim spins downward feet first like a drill. The angle is closer to vertical than the Drill Zutsuki.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Yoga Stream | {{QCF}} {{QCF}} {{punch}} | Dhalsim sets the ground in front of him on fire with his breath. This attack must be blocked crouching.}} | ||
+ | {{MoveListRow | Yoga Strike | {{QCF}} {{QCF}} {{kick}} | Dhalsim breathes a large mass of flame at a diagonal angle in front of him, which can hit multiple times. He holds the flame for longer at higher levels.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Extra form is based on his appearance in ''[[Super Street Fighter II X]]''. Yoga Flame and Yoga Blast are changed to use a half-circle forward motion, he can perform the Drill Kick in two different angles (depending on the button used), and he has the Yoga Inferno super move. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Yoga Fire | {{QCF}} {{punch}} | Dhalsim spews a fireball across the screen. The projectile moves faster and knocks the opponent over when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Yoga Flame | {{HCF}} {{punch}} | Dhalsim breathes a large mass of flame in front of him, which knocks the opponent over on impact. He holds the flame for longer when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Yoga Blast | {{HCF}} {{kick}} | Dhalsim breathes a large mass of flame at a diagonal angle in front of him. He holds the flame for longer when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Yoga Teleport Forward | {{DPF}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Dhalsim disappears and reappears the entire screen ahead with {{LP}}+{{HP}} or half the screen ahead with {{LK}}+{{HK}}.}} | ||
+ | {{MoveListRow | Yoga Teleport Backward | {{RDP}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Dhalsim disappears and reappears the entire screen back with {{LP}}+{{HP}} or half the screen back with {{LK}}+{{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Kuuchuu Chouhatsu | {{Taunt}} in midair | Dhalsim can perform his taunt in midair.}} | ||
+ | {{MoveListRow | Headbutt | {{left}}+{{HP}} (close) | Dhalsim headbutts his opponent, hitting up to two times.}} | ||
+ | {{MoveListRow | Drill Zutsuki | {{down}}+{{HP}} in midair | Dhalsim spins downward head first like a drill. The angle is closer to horizontal than the Drill Kick.}} | ||
+ | {{MoveListRow | Drill Kick | {{down}}+{{kick}} in midair | Dhalsim spins downward feet first like a drill. The angle depends on the button used, with {{LK}} falling at a 45° angle and {{HK}} falling closer to vertical.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Yoga Inferno | {{HCF}} {{HCF}} {{punch}} | Dhalsim breathes a large mass of flame in front of him, which can hit multiple times.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Blanka | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Blanka.jpg | ||
+ | | sprite={{sprite | Street Fighter Zero 3, Sprites, Blanka.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Street Fighter II'' | ||
+ | | desc=Blanka is a feral beastman from the jungles of Brazil with the ability to generate electricity. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Electric Thunder | {{repeat|{{punch}}}} | Blanka charges his body with electricity, zapping his opponent on contact. He charges faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Rolling Attack | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Blanka curls into a ball and rolls straight ahead. The move travels farther when it is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Backstep Rolling Attack | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Blanka does a handstand, then leaps high into the air for a rolling attack. He leaps higher when the move is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Rock Crush | {{left}}+{{HP}} | Blanka does a headbutt, hitting up to two times.}} | ||
+ | {{MoveListRow | Amazon River Run | {{downright}}+{{HP}} | Blanka slides along the ground on his back, which knocks his opponent over.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Direct Lightning | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Blanka charges himself with electricity, then curls into a ball and rolls straight into his opponent. The move travels farther at higher levels.}} | ||
+ | {{MoveListRow | Shout of Earth | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{repeat|{{punch}}}} | Blanka stands and roars while his body courses with electricity.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Extra form is modeled after his moveset in ''[[Super Street Fighter II X]]''. It has the Vertical Rolling Attack and Surprise Forward and Back moves (which were removed from the Normal form) and a unique super move, Ground Shave Rolling. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Electric Thunder | {{repeat|{{punch}}}} | Blanka charges his body with electricity, zapping his opponent on contact. He charges faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Rolling Attack | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Blanka curls into a ball and rolls straight ahead. The move travels farther when it is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Vertical Rolling Attack | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Blanka launches upwards to hit an airborne opponent (or drop on them from above). The move travels higher and further forward when it is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Rock Crush | {{left}}+{{HP}} | Blanka does a headbutt, hitting up to two times.}} | ||
+ | {{MoveListRow | Amazon River Run | {{downright}}+{{HP}} | Blanka slides along the ground on his back, which knocks his opponent over.}} | ||
+ | {{MoveListRow | Surprise Forward | {{LK}}+{{HK}} | Blanka leaps forward. This move can pass through opponents (if close enough) but not attacks.}} | ||
+ | {{MoveListRow | Surprise Back | {{left}}+{{LK}}+{{HK}} | Blanka leaps back. This move can pass through opponents (if close enough) but not attacks.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Ground Shave Rolling | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Blanka rolls into the air, then rolls along the ground toward his opponent. If the player continues to hold {{punch}}, he spins in place for a duration before launching forward. He rolls higher and farther at higher levels.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Benimaru Nikaido | ||
+ | | image=Capcom vs SNK, Character Art, SNK, Benimaru Nikaido.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Benimaru Nikaido.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''The King of Fighters '94'' | ||
+ | | desc=Benimaru is a model with a Japanese father and an American mother who fights with shootboxing techniques and can control electricity. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Raijin Ken | {{QCF}} {{punch}} | Benimaru jabs in front of him with an electrically charged fist. When the move is performed with {{HP}}, it can be charged by tapping {{repeat|{{HP}}}} after doing the motion to do more damage.}} | ||
+ | {{MoveListRow | Iai Geri | {{QCF}} {{kick}} | Benimaru does a rapid knee strike.}} | ||
+ | {{MoveListRow | Shinkuu Kakate Goma | {{HCB}} {{kick}} | Benimaru stands on one hand and spins his body around, kicking with both legs, knocking his opponent far back on impact. He spins for longer when the move is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Flying Drill | {{down}}+{{HK}} in midair | Benimaru dive kicks diagonally downwards while spinning like a drill.}} | ||
+ | {{MoveListRow | Spin Kick | {{left}}+{{HK}} or {{right}}+{{HK}} | Benimaru hops backward or forward with a spinning kick.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Raikou Ken | {{QCF}} {{QCF}} {{punch}} | Benimaru pulls his fist back to charge it, then jabs in front of him with an electrically charged fist that explodes in an orb of lightning, hitting multiple times.}} | ||
+ | {{MoveListRow | Denei Spark | {{QCB}} {{QCB}} {{punch}} | Benimaru charges electricity between his hands, then dashes forward, leaving a trail of lighting behind him. He dashes further at higher levels.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Normal form resembles his moveset from ''The King of Fighters '94'', while his Extra form is closer to his expanded moveset in ''[[The King of Fighters '97]]''. He gets an upward-angled Raijin Ken, a command grab, and a different super move. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Raijin Ken | {{QCF}} {{punch}} | Benimaru jabs in front of him with an electrically charged fist.}} | ||
+ | {{MoveListRow | Taikuu Raijin Ken | {{DPF}} {{punch}} | Benimaru jabs diagonally upwards with an electrically charged fist.}} | ||
+ | {{MoveListRow | Iai Geri | {{QCF}} {{kick}} | Benimaru does a rapid knee strike.}} | ||
+ | {{MoveListRow | Shinkuu Kakate Goma | {{HCB}} {{kick}} | Benimaru stands on one hand and spins his body around, kicking with both legs, knocking his opponent far back on impact. He spins for longer when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Benimaru Corridor Crunch | {{HCB}} {{right}} {{punch}} (close) | Benimaru grabs and electrocutes his opponent.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Flying Drill | {{down}}+{{HK}} in midair | Benimaru dive kicks diagonally downwards while spinning like a drill.}} | ||
+ | {{MoveListRow | Jackknife Kick | {{right}}+{{LK}} | Benimaru runs forward with a front kick.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Raikou Ken | {{QCF}} {{QCF}} {{punch}} | Benimaru pulls his fist back to charge it, then jabs in front of him with an electrically charged fist that explodes in an orb of lightning, hitting multiple times.}} | ||
+ | {{MoveListRow | Taikuu Raikou Ken | {{QCF}} {{QCF}} {{kick}} | Benimaru pulls his fist back to charge it, then jabs diagonally upwards with an electrically charged fist that explodes in an orb of lightning, hitting multiple times.}} | ||
+ | {{MoveListRow | Electro Trigger | {{HCB}} {{HCB}} {{punch}} (close) | Benimaru grabs and shocks his opponent with bolts of lightning, then throws them.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=King | ||
+ | | image=Capcom vs SNK, Character Art, SNK, King.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, King.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Ryuuko no Ken'' | ||
+ | | desc=King is a French bar owner who fights with a unique form of Muay Thai incorporating numerous acrobatic spinning kicks. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Venom Strike | {{QCF}} {{kick}} | King performs a jumping kick, lobbing a fireball through the air. The projectile moves faster when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Double Strike | {{QCF}} {{QCF}} {{kick}} | King performs two jumping kicks in quick succession, lobbing two fireballs through the air. The projectiles move faster when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Trap Shot | {{RDP}} {{kick}} | King performs a somersault kick. If it hits, she follows up with a barrage of fast kicks, ending by kicking her opponent away.}} | ||
+ | {{MoveListRow | Tornado Kick | {{HCB}} {{kick}} | King spins forward through into the air while kicking, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Surprise Rose | {{DPF}} {{kick}} | King rises into the air with a knee strike, then comes down with multiple stomping kicks that knock her opponent over. The move covers more horizontal distance when it is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Slide Kick | {{downright}}+{{HK}} | King shoves herself forward with a sweep kick.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Illusion Dance | {{down}} {{downright}} {{HCB}} {{kick}} | King does a backflip, then leaps forward with a kick. When she lands, she performs a series of rapid kicks while standing, then finishes with a Tornado Kick.}} | ||
+ | {{MoveListRow | Silent Flash | {{QCB}} {{QCB}} {{kick}} | King performs a somersault kick. If it hits, she launches her opponent into the air with a jumping kick. She does two successive somersault kicks at level 2 and three successive somersault kicks at level 3.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | Her Extra form is based on her original appearance in ''[[Ryuuko no Ken]]''. Her Tornado Kick and Surprise Rose are replaced with the Tobi Nidan Shisshukuri and Moshu Kyaku, and the Double Strike is changed to a super move. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Venom Strike | {{QCF}} {{kick}} | King performs a jumping kick, lobbing a fireball through the air. The projectile moves faster when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Trap Shot | {{RDP}} {{kick}} | King performs a somersault kick. If it hits, she follows up with a barrage of fast kicks, ending by kicking her opponent away.}} | ||
+ | {{MoveListRow | Tobi Nidan Shisshukuri | {{DPF}} {{kick}} | King leaps ahead, performing two knee strikes on the way up. She leaps further when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Moshu Kyaku | {{QCB}} {{kick}} | King performs alternating high and low kicks, then finishes with a roundhouse. She slides forward a short distance before kicking when the move is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Slide Kick | {{downright}}+{{HK}} | King shoves herself forward with a sweep kick.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Illusion Dance | {{down}} {{downright}} {{HCB}} {{kick}} | King does a backflip, then leaps forward with a kick. When she lands, she performs a series of rapid kicks while standing, then finishes with a Tornado Kick.}} | ||
+ | {{MoveListRow | Double Strike | {{right}} {{left}} {{QCFD}} {{kick}} | King performs two jumping kicks in quick succession, lobbing two fireballs through the air that can hit multiple times. The projectiles move faster when the move is performed with {{HK}}.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Vice | ||
+ | | image=Capcom vs SNK, Character Art, SNK, Vice.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Vice.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''The King of Fighters '96'' | ||
+ | | desc=Vice is Rugal's sadistic secretary, who possesses preternatural strength. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Outrage | {{QCB}} {{kick}} | Vice kicks rapidly in front of her. She hops first when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Rave Fest | {{QCB}} {{kick}} in midair | Vice kicks rapidly in front of her while falling.}} | ||
+ | {{MoveListRow | Da Cide | {{HCF}} {{kick}} | Vice swipes her hand out in front of her, which stretches to reach. If it connects, she grabs and throws her opponent back.}} | ||
+ | {{MoveListRow | Tranquility | {{DPF}} {{kick}} | Vice jumps into the air and tries to grab her opponent. If she succeeds, she grabs the opponent between her legs and slams them into the ground.}} | ||
+ | {{MoveListRow | Nail Bomb | {{HCF}} {{punch}} (close) | Vice grabs her opponent, lifts them over her head, and slams them into the ground, which causes a pillar of dark energy to explode.}} | ||
+ | {{MoveListRow | Gore Fest | {{HCB}} {{right}} {{punch}} (close) | Vice grabs and flings her opponent into the ground, causing them to bounce off and into the air. When the move is performed with {{HP}}, she can follow up by jumping into the air, grabbing the opponent between her legs, and slamming them into the ground (Tranquility) by pressing {{DPF}} {{kick}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Withering Surface | {{QCF}} {{QCF}} {{punch}} | Vice leaps through the air and tries to grab her opponent when she lands. If she succeeds, she lifts the opponent over her head and slams them opponent into the ground multiple times, then tosses them into the air. Then she jumps into the air with them and slams them into the ground again. The final slam causes a pillar of dark energy to explode at level 2 or 3.}} | ||
+ | {{MoveListRow | Negative Gain | {{HCB}} {{HCB}} {{kick}} (close) | Vice grabs her opponent by the neck with her legs, then slams them to the ground repeatedly.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | Her Normal form is closer to her moveset from ''[[The King of Fighters '96]]'', while her Extra form adds aspects of her moveset from ''[[The King of Fighters: Dream Match 1999|The King of Fighters '98]]''. She gains the Mayhem ability and an upward-angled Da Cide but loses her Tranquility and Gore Fest command grabs. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Mayhem | {{QCB}} {{punch}} | Vice charges forward with a shoulder ram that knocks her opponent into the air. She charges further when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Outrage | {{QCB}} {{kick}} | Vice kicks rapidly in front of her. She hops first when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Rave Fest | {{QCB}} {{kick}} in midair | Vice kicks rapidly in front of her while falling.}} | ||
+ | {{MoveListRow | Da Cide | {{HCF}} {{kick}} | Vice swipes her hand out in front of her, which stretches to reach. If it connects, she grabs and throws her opponent back.}} | ||
+ | {{MoveListRow | Da Cide Slayer | {{DPF}} {{kick}} | Vice swipes her hand out diagonally upwards, which stretches to reach. If it connects, she grabs and throws her opponent back.}} | ||
+ | {{MoveListRow | Nail Bomb | {{HCF}} {{punch}} (close) | Vice grabs her opponent, lifts them over her head, and slams them into the ground, which causes a pillar of dark energy to explode.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Withering Surface | {{QCF}} {{QCF}} {{punch}} | Vice leaps through the air and tries to grab her opponent when she lands. If she succeeds, she lifts the opponent over her head and slams them opponent into the ground multiple times, then tosses them into the air. Then she jumps into the air with them and slams them into the ground again. The final slam causes a pillar of dark energy to explode at level 2 or 3.}} | ||
+ | {{MoveListRow | Negative Gain | {{HCB}} {{HCB}} {{kick}} (close) | Vice grabs her opponent by the neck with her legs, then slams them to the ground repeatedly.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Yuri Sakazaki | ||
+ | | image=Capcom vs SNK, Character Art, SNK, Yuri Sakazaki.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Yuri Sakazaki.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Ryuuko no Ken 2'' | ||
+ | | desc=Yuri is the younger sister of Ryo and a student of Kyokugen-ryuu. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Ko'ou Ken | {{QCF}} {{punch}} | Yuri thrusts a short-ranged burst of ki energy from her hand, which knocks the opponent down on impact. The move covers a slightly longer distance when it is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Rai'oh Ken | {{QCF}} {{kick}} | Yuri jumps into the air and swings her arms downward with a burst of ki. She jumps higher when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Kuu Ga | {{DPF}} {{punch}} | Yuri jumps into the air while performing an uppercut that knocks her opponent over. When the move is performed with {{HP}}, she ascends higher, and the move can be followed up by a second jumping uppercut (Ura Kuu Ga) by pressing {{DPF}} {{punch}} again.}} | ||
+ | {{MoveListRow | Hyaku Retsu Binta | {{HCB}} {{punch}} | Yuri rushes forward and grabs her opponent, then slaps them repeatedly. She runs farther when the move is performed with {{HP}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | En Yoku | {{right}}+{{LK}} | Yuri throws herself forward while striking with her rear.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Yuri channels and throws a large fireball from both hands. The projectile moves faster at higher levels.}} | ||
+ | {{MoveListRow | Hien Rekkou | {{QCF}} {{QCF}} {{punch}} | Yuri advances forward with multiple spinning uppercuts, then a final, high jumping uppercut. The move covers more horizontal distance at higher levels.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | Her Normal form resembles her moveset from ''The King of Fighters '94'', while her Extra form is based on her appearances in ''[[The King of Fighters '96]]'' and later. She regains her long-ranged fireballs and trades the Kuu Ga special move for Sai Ha. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Ko'ou Ken | {{QCF}} {{punch}} | Yuri hurls a fireball from her palm. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Rai'oh Ken | {{QCF}} {{kick}} | Yuri jumps into the air and throws a fireball diagonally downwards. She jumps higher when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Sai Ha | {{QCB}} {{punch}} | Yuri holds her hands out and shields herself with a burst of ki. It knocks back opponents that touch it and also dissipates projectiles.}} | ||
+ | {{MoveListRow | Hyaku Retsu Binta | {{right}} {{left}} {{right}} {{punch}} | Yuri rushes forward and grabs her opponent, then slaps them repeatedly. She runs farther when the move is performed with {{HP}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | En Yoku | {{right}}+{{LK}} | Yuri throws herself forward while striking with her rear.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Yuri channels and throws a large fireball from both hands. The projectile moves faster at higher levels.}} | ||
+ | {{MoveListRow | Hien Hou'ou Kyaku | {{right}} {{left}} {{HCB}} {{kick}} | Yuri dashes forward, then runs up her opponent with a series of stomps.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Dan Hibiki | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Dan Hibiki.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK Pro, Sprites, Dan Hibiki.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Street Fighter Zero'' | ||
+ | | desc=Dan is the "Capcom champion" of the previous tournament. He is a cocky martial artist who fights in a style of his own design called Saikyou-ryuu. He was created as a parody of Ryo Sakazaki and Robert Garcia, the protagonists of ''[[Ryuuko no Ken]]'', and he was deliberately given weak special moves. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Gadouken | {{QCF}} {{punch}} | Dan channels his ki and thrusts a very short-ranged fireball directly in front of him with a single hand. The projectile travels slightly farther when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Kouryuuken | {{DPF}} {{punch}} | Dan jumps into the air with a flying uppercut, knocking down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Dankuukyaku | {{QCB}} {{kick}} | Dan leaps forward and performs a sequence of kicks in midair that knock his opponent over on impact. He performs a knee strike with {{LK}} and a knee strike and two kicks with {{HK}}. This move can be performed in midair.}} | ||
+ | {{MoveListRow | Zenten Chouhatsu | {{QCF}} {{Taunt}} | Dan rolls forward, then performs his taunt. This move can pass through opponents (if close enough) but not attacks.}} | ||
+ | {{MoveListRow | Kouten Chouhatsu | {{QCB}} {{Taunt}} | Dan rolls backwards, then performs his taunt. This move can pass through opponents (if close enough) but not attacks.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Kuuchuu Chouhatsu | {{Taunt}} in midair | Dan can perform his taunt in midair.}} | ||
+ | {{MoveListRow | Shagami Chouhatsu | {{down}}+{{Taunt}} | Dan can perform his taunt while crouching.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Chouhatsu Densetsu | {{QCF}} {{QCF}} {{Taunt}} | Dan rolls forward multiple times, stopping each time to taunt.}} | ||
+ | {{MoveListRow | Shinkuu Gadouken | {{QCF}} {{QCF}} {{punch}} | Dan fires a version of the Gadouken Fireball that can hit his opponent multiple times. The projectile travels farther at higher levels.}} | ||
+ | {{MoveListRow | Hisshou Buraiken | {{QCB}} {{QCB}} {{kick}} | Dan performs a barrage of punches and kicks, ending with a Kouryuuken.}} | ||
+ | {{MoveListRow | Kouryuu Rekka | {{QCF}} {{QCF}} {{kick}} | Dan performs a single low Kouryuuken, followed by a high Kouryuuken.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Joe Higashi | ||
+ | | image=Capcom vs SNK, Character Art, SNK, Joe Higashi.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK Pro, Sprites, Joe Higashi.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Garou Densetsu'' | ||
+ | | desc=Joe is the "SNK champion" of the previous tournament. Though he is Japanese, he trained in Muay Thai kickboxing in Thailand. He is a loyal sidekick to the Bogard brothers. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Hurricane Upper | {{HCF}} {{punch}} | Joe uppercuts into the air, generating a cyclone that moves across the ground. He uppercuts again and generates a second cyclone when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Slash Kick | {{HCF}} {{kick}} | Joe turns and launches himself forward with a flying kick that knocks his opponent over. He flies farther when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Tiger Kick | {{DPF}} {{kick}} | Joe rises diagonally upward with a knee strike that knocks his opponent over. He ascends higher when the move is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Screw Upper | {{QCF}} {{QCF}} {{punch}} | Joe uppercuts into the air, generating a cyclone, then uppercuts again, generating a tall inferno that covers the full height of the screen.}} | ||
+ | }} | ||
+ | }} | ||
+ | }} | ||
+ | ====Ratio 2==== | ||
+ | {{InfoTable|imagewidths=200| | ||
+ | {{InfoFighter| | ||
+ | | name=Ryu | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Ryu.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Ryu.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Street Fighter'' | ||
+ | | desc=Ryu is a student of Shotokan karate who is highly focused on his training and becoming the strongest that he can. He enters the tournament in hopes of facing a legendary new competitor he has heard about, Kyo Kusanagi. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Hadouken | {{QCF}} {{punch}} | Ryu channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ryu jumps into the air with a flying uppercut, knocking down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | Ryu spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance when it is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Sakotsu Wari | {{right}}+{{LP}} | Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | {{MoveListRow | Senpuu Kyaku | {{right}}+{{LK}} | Ryu hops forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.}} | ||
+ | {{MoveListRow | Stretch Kick | {{downleft}}+{{HK}} | Ryu does a long-reaching crouching kick.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Shinkuu Hadouken | {{QCF}} {{QCF}} {{punch}} | Ryu fires a version of the Hadouken that can hit his opponent multiple times.}} | ||
+ | {{MoveListRow | Shinkuu Tatsumaki Senpuukyaku | {{QCB}} {{QCB}} {{kick}} | Ryu hovers in place while spinning around an axis with his leg extended, drawing his opponent in and potentially hitting multiple times. The distance of the vacuum effect is larger at higher levels.}} | ||
+ | {{MoveListRow | Shin Shouryuuken | {{QCF}} {{QCF}} {{kick}} (at max level) | Ryu hits his opponent with a standing uppercut with each arm, then performs a Shouryuuken that ascends high into the air. The power gauge must be at level 3 to perform this move.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Ken Masters | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Ken Masters.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Ken Masters.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Street Fighter'' | ||
+ | | desc=Ken is a student of Shotokan karate and the best friend and training partner of Ryu. His family's Masters Foundation is co-hosting the tournament with the Garcia Financial Clique. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Hadouken | {{QCF}} {{punch}} | Ken channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ken jumps into the air with a flying uppercut. He has a flaming fist and can hit his opponent multiple times when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | Ken spins on an axis while gliding forward through the air and kicking, which can hit his opponent multiple times. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance when it is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Ken rolls forward. He rolls farther when the move is performed with {{HP}}. This move can pass through opponents (if close enough) but not attacks.}} | ||
+ | {{MoveListRow | Ryusen Kyaku | {{RDP}} {{kick}} | Ken rolls through the air with a wheel kick, which knocks down his opponent on impact.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Inazuma Kakato Wari | {{right}}+{{LK}} | Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | {{MoveListRow | Stretch Kick | {{downleft}}+{{HK}} | Ken does a long-reaching crouching kick.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Shouryuu Reppa | {{QCF}} {{QCF}} {{punch}} | Ken performs a series of low Shouryuukens while moving across the screen, culminating in a high Shouryuuken. The move covers more horizontal distance at higher levels. Ken has a flaming fist at level 3.}} | ||
+ | {{MoveListRow | Shinryuuken | {{QCF}} {{QCF}} {{kick}} | Ken spirals upward with a spinning uppercut, drawing in nearby opponents. The distance of the vacuum effect is larger at higher levels.}} | ||
+ | {{MoveListRow | Shippuujinrai Kyaku | {{QCB}} {{QCB}} {{kick}} (at max level) | Ken moves forward while delivering a series of fast kicks before launching his opponent into the air with a rising Tatsumaki Senpuukyaku. The power gauge must be at level 3 to perform this move.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Extra form is based on his appearance in ''[[Super Street Fighter II X]]''. He loses the Zenpou Tenshin and Ryusen Kyaku but gains back his "crazy kicks." | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Hadouken | {{QCF}} {{punch}} | Ken channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ken jumps into the air with a flying uppercut. He has a flaming fist and can hit his opponent multiple times when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | Ken spins on an axis while gliding forward through the air and kicking, which can hit his opponent multiple times. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance when it is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Kama Barai Geri | {{QCF}} {{kick}} | Ken does a high roundhouse kick that can hit up to two times. Continuing to hold {{kick}} performs a high axe kick right afterwards.}} | ||
+ | {{MoveListRow | Nata Otoshi Geri | {{QCFD}} {{kick}} | Ken does a reverse roundhouse kick that can hit up to two times. Continuing to hold {{kick}} performs a high axe kick right afterwards.}} | ||
+ | {{MoveListRow | Oosoto Mawashi Geri | {{HCF}} {{kick}} | Ken does a knockdown kick. Continuing to hold {{kick}} performs a high axe kick right afterwards.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Inazuma Kakato Wari | {{right}}+{{LK}} | Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | {{MoveListRow | Stretch Kick | {{downleft}}+{{HK}} | Ken does a long-reaching crouching kick.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Shouryuu Reppa | {{QCF}} {{QCF}} {{punch}} | Ken performs a series of low Shouryuukens while moving across the screen, culminating in a high Shouryuuken. The move covers more horizontal distance at higher levels. Ken has a flaming fist at level 3.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Chun-Li | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Chun-Li.jpg | ||
+ | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Classic Chun-Li.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Street Fighter II'' | ||
+ | | desc=Chun-Li is a Chinese wushu expert known for her quick motions and powerful kicks. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Hyakuretsu Kyaku | {{repeat|{{kick}}}} | Chun-Li unleashes a flurry of rapid kicks. She kicks faster when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Kikouken | {{HCF}} {{punch}} | Chun-Li thrusts a ki blast from her palms. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Tenshou Kyaku | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Chun-Li jumps high into the air while spinning her legs around in kicks, which knocks her opponent down on impact. The move hits an additional time when it is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Spinning Bird Kick | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Chun-Li flips upside down and spins her legs while moving forward, which knocks her opponent down on impact. She moves further when the move is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Chun-Li can jump off the edges of the screen.}} | ||
+ | {{MoveListRow | Yousou Kyaku | {{down}}+{{HK}} in midair | Chun-Li holds a straight leg in a head stomp.}} | ||
+ | {{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{LK}} | Chun-Li flips forwards high into the air, coming down with a kick.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Senretsu Kyaku | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Chun-Li moves forward quickly while performing a series of Hyakuretsu Kyakus. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles). The move covers more horizontal distance at higher levels.}} | ||
+ | {{MoveListRow | Kikoushou | {{QCF}} {{QCF}} {{punch}} | Chun-Li gathers a large ball of ki in front of her using both palms, which hits multiple times and knocks her opponent over.}} | ||
+ | {{MoveListRow | Hazan Tenshou Kyaku | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li performs a more powerful version of her Tenshou Kyaku that can hit more times.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | Her Extra form reduces her moveset to her two special moves from ''[[Capcom Generation: Dai 5 Shuu Kakutouka-tachi|Street Fighter II: Champion Edition]]'' and introduces a new super move, the Spinning Hornet Kick, which resembles Ryu's Shinkuu Tatsumaki Senpuukyaku. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Hyakuretsu Kyaku | {{repeat|{{kick}}}} | Chun-Li unleashes a flurry of rapid kicks. She kicks faster when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Spinning Bird Kick | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Chun-Li flips upside down and spins her legs while moving forward, which knocks her opponent down on impact. This move can also be performed in midair. She moves further when the move is performed with {{HK}}. Pressing {{kick}} can be delayed slightly, which causes Chun-Li to flip upside down and spin her legs while falling in a tall arc rather than moving forward.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Chun-Li can jump off the edges of the screen.}} | ||
+ | {{MoveListRow | Yousou Kyaku | {{down}}+{{HK}} in midair | Chun-Li holds a straight leg in a head stomp.}} | ||
+ | {{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{LK}} | Chun-Li flips forwards high into the air, coming down with a kick.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Senretsu Kyaku | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Chun-Li moves forward quickly while performing a series of Hyakuretsu Kyakus. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles). The move covers more horizontal distance at higher levels.}} | ||
+ | {{MoveListRow | Spinning Hornet Kick | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li flips upside down and spins her legs while hovering in place, drawing in nearby opponents. The distance of the vacuum effect is larger at higher levels.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Guile | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Guile.jpg | ||
+ | | sprite={{sprite | Street Fighter Zero 3, Sprites, Guile.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Street Fighter II'' | ||
+ | | desc=Guile is an officer in the United States Air Force who uses a mixed martial arts form combining elements of boxing, kickboxing, and wrestling. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Sonic Boom | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Guile shoots a spinning blade-like projectile across the screen. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Somersault Kick | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Guile jumps high into the air while performing a backflip kick, which knocks his opponent over on impact. He jumps higher when the move is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Spin Back Knuckle | {{right}}+{{HP}} | Guile rotates around and swings his fist like a club.}} | ||
+ | {{MoveListRow | Rolling Sobat | {{left}}+{{LK}} or {{right}}+{{LK}} | Guile hops with a turning kick.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Total Wipeout | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Guile advances forward with a jab, a cross, an uppercut, a Rolling Sobat, then a Spin Back Knuckle. The move covers more horizontal distance at higher levels.}} | ||
+ | {{MoveListRow | Somersault Strike | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Guile performs two Somersault Kicks in a row at level 1 and 2 or three Somersault Kicks in a row at level 3.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Extra form is nearly the same but trades the Rolling Sobat for the Reverse Spin Kick and only has one super move. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Sonic Boom | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Guile shoots a spinning blade-like projectile across the screen. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Somersault Kick | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Guile jumps high into the air while performing a backflip kick, which knocks his opponent over on impact. He jumps higher when the move is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Spin Back Knuckle | {{right}}+{{HP}} | Guile rotates around and swings his fist like a club.}} | ||
+ | {{MoveListRow | Reverse Spin Kick | {{left}}+{{HK}} or {{right}}+{{HK}} (close) | Guile does an upside-down kick.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Somersault Strike | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Guile performs two Somersault Kicks in a row at level 1 and 2 or three Somersault Kicks in a row at level 3.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Edmond Honda | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Edmond Honda.jpg | ||
+ | | sprite={{sprite | Street Fighter Zero 3, Sprites, E. Honda.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Street Fighter II'' | ||
+ | | desc=E. Honda is a sumo wrestler who wants to prove to the world the strength of his technique. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Hyakuretsu Harite | {{repeat|{{punch}}}} | E. Honda unleashes a flurry of hand slaps. He slaps faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Super Zutsuki | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | E. Honda propels himself forward head first like a torpedo, which knocks his opponent over on impact. He shoots himself further when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Super Hyakkan Otoshi | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | E. Honda leaps high into the air and drops himself down like a cannonball, which knocks his opponent over on impact. He leaps higher when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Ooichou Nage | D-Pad in a 360° rotation, then {{punch}} (close) | E. Honda grabs and slams his opponent against the ground, then flattens his opponent with a Super Hyakkan Otoshi.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Flying Sumo Press | {{down}}+{{HK}} in midair | E. Honda drops with a body press.}} | ||
+ | {{MoveListRow | Harai Geri | {{left}}+{{HK}} or {{right}}+{{HK}} | E. Honda does a low kick that trips his opponent.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Oni Musou | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | E. Honda performs two consecutive Super Zutsukis. He performs a third Super Zutsuki at level 2 or an advancing Hyakuretsu Harite at level 3.}} | ||
+ | {{MoveListRow | Orochi Kudaki | D-Pad in a 360° rotation twice, then {{punch}} (close, at max level) | E. Honda throws his opponent into the ground twice, followed by a Super Hyakkan Otoshi. The power gauge must be at level 3 to perform this move.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Extra form reduces his moveset to his special moves from ''[[Capcom Generation: Dai 5 Shuu Kakutouka-tachi|Street Fighter II: Champion Edition]]'' (with his super move from ''[[Super Street Fighter II X]]''). | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Hyakuretsu Harite | {{repeat|{{punch}}}} | E. Honda unleashes a flurry of hand slaps. He slaps faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Super Zutsuki | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | E. Honda propels himself forward head first like a torpedo, which knocks his opponent over on impact. He shoots himself further when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Super Hyakkan Otoshi | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | E. Honda leaps high into the air and drops himself down like a cannonball, which knocks his opponent over on impact. He leaps higher when the move is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Flying Sumo Press | {{down}}+{{HK}} in midair | E. Honda drops with a body press.}} | ||
+ | {{MoveListRow | Palm Slap | {{left}}+{{HP}} or {{right}}+{{HP}} | E. Honda does a palm thrust.}} | ||
+ | {{MoveListRow | Harai Geri | {{left}}+{{HK}} or {{right}}+{{HK}} | E. Honda does a low kick that trips his opponent.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Oni Musou | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | E. Honda performs two consecutive Super Zutsukis. He performs a third Super Zutsuki at level 2 or an advancing Hyakuretsu Harite at level 3.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Zangief | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Zangief.jpg | ||
+ | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Zangief.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Street Fighter II'' | ||
+ | | desc=Zangief is a massive Soviet wrestler who trains by wrestling bears. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Double Lariat | {{LP}}+{{HP}} | Zangief spins around with his arms outstretched, knocking over opponents on impact. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with {{left}} and {{right}} while spinning.}} | ||
+ | {{MoveListRow | Quick Double Lariat | {{LK}}+{{HK}} | Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with {{left}} and {{right}} while spinning.}} | ||
+ | {{MoveListRow | Screw Piledriver | D-Pad in a 360° rotation, then {{punch}} (close) | Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning. He ascends higher when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Flying Powerbomb | D-Pad in a 360° rotation, then {{kick}} (far away) | Zangief creeps forward and tries to grab his opponent. If he succeeds, he jumps and slams the opponent into the ground.}} | ||
+ | {{MoveListRow | Atomic Suplex | D-Pad in a 360° rotation, then {{kick}} (close) | Zangief grabs his opponent and performs a grounded suplex followed by an aerial suplex.}} | ||
+ | {{MoveListRow | Banishing Flat | {{DPF}} {{punch}} | Zangief takes a step forward and does a low back hand slap. This move can neutralize projectiles.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Body Press | {{down}}+{{HP}} while jumping diagonally | Zangief drops with a body press.}} | ||
+ | {{MoveListRow | Double Knee Drop | {{down}}+{{LK}} in midair | Zangief falls with his knees forward.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Final Atomic Buster | D-Pad in a 360° rotation twice, then {{punch}} (close) | Zangief grabs his opponent and performs a rolling suplex followed by a Screw Piledriver. He performs an additional rolling suplex at levels 2 and 3 and an additional Screw Piledriver at level 3.}} | ||
+ | {{MoveListRow | Aerial Russian Slam | {{QCF}} {{QCF}} {{kick}} | Zangief jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground. He performs a throw at level 1, a piledriver at level 2, and a powerbomb at level 3.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Extra form reduces his moveset to his special moves from ''[[Capcom Generation: Dai 5 Shuu Kakutouka-tachi|Street Fighter II: Champion Edition]]'' (with his super move from ''[[Super Street Fighter II X]]''). | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Double Lariat | {{LP}}+{{HP}} | Zangief spins around with his arms outstretched, knocking over opponents on impact. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with {{left}} and {{right}} while spinning.}} | ||
+ | {{MoveListRow | Quick Double Lariat | {{LK}}+{{HK}} | Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with {{left}} and {{right}} while spinning.}} | ||
+ | {{MoveListRow | Screw Piledriver | D-Pad in a 360° rotation, then {{punch}} (close) | Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning. He ascends higher when the move is performed with {{HP}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Body Press | {{down}}+{{HP}} while jumping diagonally | Zangief drops with a body press.}} | ||
+ | {{MoveListRow | Double Knee Drop | {{down}}+{{LK}} in midair | Zangief falls with his knees forward.}} | ||
+ | {{MoveListRow | Kuuchuu Headbutt | {{up}}+{{HP}} during neutral jump | Zangief performs a headbutt in midair.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Final Atomic Buster | D-Pad in a 360° rotation twice, then {{punch}} (close) | Zangief grabs his opponent and performs a rolling suplex followed by a Screw Piledriver. He performs an additional rolling suplex at levels 2 and 3 and an additional Screw Piledriver at level 3.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=M. Bison (Balrog) | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Balrog.jpg | ||
+ | | sprite={{sprite | Street Fighter Zero 3, Sprites, M. Bison.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Street Fighter II'' | ||
+ | | desc=M. Bison is a former heavyweight boxing champion who now works for Vega as an enforcer. He appears as a sub-boss in the Arcade Mode and Pair Match Mode before fighting Vega. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Dash Straight or Upper | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} or {{kick}} | M. Bison dashes forward while standing and smashes his opponent with a straight punch if performed with {{punch}} or an uppercut if performed with {{kick}}. He dashes farther when the move is performed with {{HP}} or {{HK}}.}} | ||
+ | {{MoveListRow | Dash Ground Straight or Upper | Hold {{left}} for 2 seconds, then {{downright}}+{{punch}} or {{kick}} | M. Bison dashes forward low to the ground and smashes his opponent with a straight punch if performed with {{punch}} or an uppercut if performed with {{kick}}. He dashes farther when the move is performed with {{HP}} or {{HK}}.}} | ||
+ | {{MoveListRow | Buffalo Headbutt | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | M. Bison jumps up with a flying headbutt, which knocks his opponent over on impact.}} | ||
+ | {{MoveListRow | Turn Punch | Hold {{LP}}+{{HP}} or {{LK}}+{{HK}}, then release | M. Bison turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Crazy Buffalo | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | M. Bison performs a series of five dashes and punches. He performs uppercuts if the player holds {{kick}}. The move covers more horizontal distance at higher levels.}} | ||
+ | {{MoveListRow | Gigaton Blow | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} (at max level) | M. Bison performs a single powerful Turn Punch that hits multiple times and knocks his opponent over. The power gauge must be at level 3 to perform this move.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Extra form reduces his moveset to his two special moves from ''[[Capcom Generation: Dai 5 Shuu Kakutouka-tachi|Street Fighter II: Champion Edition]]'' (with his super move from ''[[Super Street Fighter II X]]''). | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Dash Straight or Upper | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} or {{kick}} | M. Bison dashes forward while standing and smashes his opponent with a straight punch if performed with {{punch}} or an uppercut if performed with {{kick}}. He dashes farther when the move is performed with {{HP}} or {{HK}}.}} | ||
+ | {{MoveListRow | Turn Punch | Hold {{LP}}+{{HP}} or {{LK}}+{{HK}}, then release | M. Bison turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Crazy Buffalo | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | M. Bison performs a series of five dashes and punches. He performs uppercuts if the player holds {{kick}}. The move covers more horizontal distance at higher levels.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Raiden | ||
+ | | image=Capcom vs SNK, Character Art, SNK, Raiden.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Raiden.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Garou Densetsu'' | ||
+ | | desc=Raiden is a heel pro wrestler known for his ruthlessness in the ring. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Poison Spray | {{HCB}} {{punch}} | Raiden blows a poisonous mist in front of him, which knocks his opponent over on impact. He blows for longer when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Giant Bomb | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Raiden charges forward with a shoulder tackle, which knocks his opponent over on impact. He charges further when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Super Drop Kick | Hold {{kick}}, then release | Raiden jumps forward with a dropkick, which knocks his opponent over on impact.}} | ||
+ | {{MoveListRow | Thunder Crush Bomb | D-Pad in a 360° rotation, then {{kick}} (close) | Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground. He jumps higher when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Raiden Combination/Body Blow | {{RDP}} {{punch}} | Raiden steps forward with a body blow. He steps slightly further when the move is performed with {{HP}}. It can be followed up with a headbutt by pressing {{QCB}} {{punch}} or a front suplex by pressing {{QCB}} {{kick}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Body Press | {{down}}+{{HP}} while jumping diagonally | Raiden drops with a body press.}} | ||
+ | {{MoveListRow | Bear Stomp | {{downright}}+{{HK}} (close) | Raiden stomps his opponent's feet.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Destruction Drop | D-Pad in a 360° rotation twice, then {{punch}} (close) | Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground, finishing by doing a diving drop on top of them. He does two powerbombs at level 2 and three powerbombs at level 3.}} | ||
+ | {{MoveListRow | Flame Breath | {{HCB}} {{HCB}} {{punch}} | Raiden blows an inferno in front of him. He blows for longer at higher levels.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | Both forms are inspired by his appearance in ''[[Garou Densetsu Special]]'' (as Big Bear). His Extra form swaps the Raiden Combination/Body Blow move for the Jumping Lariat Drop and the Flame Breath super move for Crazy Train. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Poison Spray | {{HCB}} {{punch}} | Raiden blows a poisonous mist in front of him, which knocks his opponent over on impact. He blows for longer when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Giant Bomb | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Raiden charges forward with a shoulder tackle, which knocks his opponent over on impact. He charges further when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Super Drop Kick | Hold {{kick}}, then release | Raiden jumps forward with a dropkick, which knocks his opponent over on impact.}} | ||
+ | {{MoveListRow | Thunder Crush Bomb | D-Pad in a 360° rotation, then {{kick}} (close) | Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground.}} | ||
+ | {{MoveListRow | Jumping Lariat Drop | {{DPF}} {{punch}} | Raiden leaps forward with crooked arm lariat that takes his opponent down if it connects. He leaps farther if the move is performed with {{HP}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Body Press | {{down}}+{{HP}} while jumping diagonally | Raiden drops with a body press.}} | ||
+ | {{MoveListRow | Bear Stomp | {{downright}}+{{HK}} (close) | Raiden stomps his opponent's feet.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Destruction Drop | D-Pad in a 360° rotation twice, then {{punch}} (close) | Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground, finishing by doing a diving drop on top of them. He does two powerbombs at level 2 and three powerbombs at level 3.}} | ||
+ | {{MoveListRow | Crazy Train | {{QCF}} {{QCF}} {{punch}} | Raiden performs a combination of moves, ending with a shoulder ram.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Kim Kaphwan | ||
+ | | image=Capcom vs SNK, Character Art, SNK, Kim Kaphwan.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Kim Kaphwan.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Garou Densetsu 2'' | ||
+ | | desc=Kim is a Korean taekwondo master with a strong sense of justice. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Han Getsu Zan | {{QCB}} {{kick}} | Kim flips forward with a semicircular split-leg kick, which can hit with the heel of each leg. The move covers a wider arc when it is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Hien Zan | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Kim flips backward, slicing through the air with a circular kick, which knocks down his opponent on impact. When the move is performed with {{HK}}, he ascends higher, and it can be followed up with another kick (Tenshou Zan) by pressing {{down}}+{{HK}}.}} | ||
+ | {{MoveListRow | Hishou Kyaku | {{QCF}} {{kick}} in midair | Kim dives diagonally downward while stomping repeatedly.}} | ||
+ | {{MoveListRow | Haki Kyaku | {{down}} {{down}} {{kick}} | Kim stomps the ground, hitting opponents in front of him. This move can neutralize ground projectiles.}} | ||
+ | {{MoveListRow | Stance Change | Hold {{HK}} after {{HK}} or Neri Chagi | Kim changes his stance to face the background. He cannot move while in this stance, and releasing {{HK}} returns him to his normal stance. While holding this stance, he can perform a jumping side kick with {{left}}+{{LP}}, {{LP}}, or {{right}}+{{LP}}, an axe kick that can hit opponents who are crouch blocking with {{HP}}, or a side kick that knocks his opponent over with {{LK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Neri Chagi | {{right}}+{{LK}} | Kim lifts his leg high and comes down with an axe kick, which hits up to two times. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Hou'ou Kyaku | {{QCB}} {{downleft}} {{right}} {{kick}} | Kim performs a series of rapid kicks, then kicks the opponent into the air and finishes with a backflip kick (or multiple backflip kicks at higher levels).}} | ||
+ | {{MoveListRow | Hou'ou Tenbu Kyaku | {{down}} {{downright}} {{HCB}} {{kick}} in midair | Kim dives diagonally downward with a stomp, then flips in circles while kicking, ending with a side kick in midair.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Extra form exchanges the Hien Zan and Stance Change abilities for the Kuusa Jin (first seen in ''[[Real Bout Garou Densetsu]]'') and the Hou'ou Tenbu Kyaku super move for the Hou'ou Hiten Kyaku. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Han Getsu Zan | {{QCB}} {{kick}} | Kim flips forward with a semicircular split-leg kick, which can hit with the heel of each leg. The move covers a wider arc when it is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Kuusa Jin | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Kim spins diagonally upward while kicking, knocking his opponent into the air. He ascends higher and hits an additional time when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Hishou Kyaku | {{QCF}} {{kick}} in midair | Kim dives diagonally downward while stomping repeatedly.}} | ||
+ | {{MoveListRow | Haki Kyaku | {{down}} {{down}} {{kick}} | Kim stomps the ground, hitting opponents in front of him. This move can neutralize ground projectiles.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Neri Chagi | {{right}}+{{LK}} | Kim lifts his leg high and comes down with an axe kick, which hits up to two times. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Hou'ou Kyaku | {{QCB}} {{downleft}} {{right}} {{kick}} | Kim performs a series of rapid kicks, then kicks the opponent into the air and finishes with a backflip kick (or multiple backflip kicks at higher levels).}} | ||
+ | {{MoveListRow | Hou'ou Hiten Kyaku | {{QCF}} {{QCF}} {{kick}} | Kim hits with a high roundhouse kick that knocks his opponent into the air.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Ryo Sakazaki | ||
+ | | image=Capcom vs SNK, Character Art, SNK, Ryo Sakazaki.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Ryo Sakazaki.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Ryuuko no Ken'' | ||
+ | | desc=Ryo is a practitioner of Kyokugen-ryuu, a style of karate created by his father. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Ko'ou Ken | {{QCF}} {{punch}} | Ryo hurls a fireball from his palm. The projectile moves faster and knocks the opponent over when the move is performed with {{HP}}. If performed in midair, he shoots the projectile diagonally downward.}} | ||
+ | {{MoveListRow | Kohou | {{DPF}} {{punch}} | Ryo jumps into the air while performing an uppercut, which knocks down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Zanransetsu | {{right}} {{left}} {{right}} {{punch}} | Ryo pummels his opponent with a blur of rapid punches, then uppercuts the opponent away.}} | ||
+ | {{MoveListRow | Hien Shippu Kyaku | Hold {{downleft}} for 2 seconds, then {{right}}+{{kick}} | Ryo leaps ahead with a flying kick followed by a spinning heel kick, which knocks down his opponent on impact. He leaps further when the move is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Hyouchuu Wari | {{right}}+{{LP}} | Ryo draws his arm back, then chops his hand down to the ground. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Ryo channels and throws a large fireball from both hands. The projectile is larger at higher levels.}} | ||
+ | {{MoveListRow | Ryuuko Ranbu | {{down}} {{downright}} {{HCB}} {{punch}} | Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a Kohou. He rushes further at higher levels, and he performs a second Kohou in midair at levels 2 and 3.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Normal form is based on his original appearance in ''[[Ryuuko no Ken]]'', while his Extra form adopts a moveset more closely inspired by his moves in ''[[The King of Fighters '97]]''. He loses the Zanransetsu but gains the Mouko Raijin Setsu and Kyokugen Ryu Ranbu Ken abilities and the Tenchi Haoh Ken super move. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Ko'ou Ken | {{QCF}} {{punch}} | Ryo hurls a fireball from his palm. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Kohou | {{DPF}} {{punch}} | Ryo jumps into the air while performing an uppercut, which knocks down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Mouko Raijin Setsu | {{RDP}} {{punch}} | Ryo leaps forward with a hand chop that knocks down his opponent on impact. He leaps further when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Hien Shippu Kyaku | Hold {{downleft}} for 2 seconds, then {{right}}+{{kick}} | Ryo leaps ahead with a flying kick followed by a spinning heel kick, which knocks down his opponent on impact. He leaps further when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Kyokugen Ryu Ranbu Ken | {{HCB}} {{punch}} (close) | Ryo swings a punch with each hand, then knocks his opponent over with a rising uppercut.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Hyouchuu Wari | {{right}}+{{LP}} | Ryo draws his arm back, then chops his hand down to the ground. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Ryo channels and throws a large fireball from both hands. The projectile is larger and moves faster at higher levels.}} | ||
+ | {{MoveListRow | Ryuuko Ranbu | {{down}} {{downright}} {{HCB}} {{punch}} | Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a Kohou. He rushes further at higher levels, and he performs a second Kohou in midair at levels 2 and 3.}} | ||
+ | {{MoveListRow | Tenchi Haoh Ken | {{QCF}} {{QCF}} {{punch}} (at max level) | Ryo performs a straight punch that sends his opponent flying away. The power gauge must be at level 3 to perform this move.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Terry Bogard | ||
+ | | image=Capcom vs SNK, Character Art, SNK, Terry Bogard.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Terry Bogard.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Garou Densetsu'' | ||
+ | | desc=Terry is a young American fighter who learned various fighting techniques from his father. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Burn Knuckle | {{QCB}} {{punch}} | Terry leaps forward with a burning fist, which knocks down his opponent on impact. He leaps farther when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Power Wave | {{QCF}} {{punch}} | Terry punches the ground, causing a wave of energy to roll across the floor. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Rising Tackle | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Terry spins into the air while upside down and holding an arm out, which knocks his opponent over on impact. He ascends higher and hits multiple times when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Crack Shoot | {{QCB}} {{kick}} | Terry jumps forward while kicking in a circle. The move covers a wider arc when it is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Rising Upper | {{downright}}+{{HP}} | Terry does an uppercut.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Power Geyser | {{QCF}} {{downleft}} {{right}} {{punch}} | Terry punches the ground, causing a geyser of energy to erupt from the ground in front of him. He punches the ground again to create a second geyser at level 2 and a third time for a third geyser at level 3.}} | ||
+ | {{MoveListRow | Buster Wolf | {{QCF}} {{QCF}} {{kick}} | Terry leaps forward with a burning fist. If it connects, he punches ahead, causing a large explosion around him. He rushes further at higher levels.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | Both forms are nearly identical, but the Extra form removes the Rising Tackle and replaces it with the Power Dunk. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Burn Knuckle | {{QCB}} {{punch}} | Terry leaps forward with a burning fist, which knocks down his opponent on impact. He leaps farther when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Power Wave | {{QCF}} {{punch}} | Terry punches the ground, causing a wave of energy to roll across the floor. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Power Dunk | {{DPF}} {{kick}} | Terry rises into the air with a knee strike, then smashes downward with a burning fist at the peak of the jump that knocks his opponent to the ground. He launches higher into the air when the move performed is with {{HK}}.}} | ||
+ | {{MoveListRow | Crack Shot | {{QCB}} {{kick}} | Terry jumps forward while kicking in a circle. The move covers a wider arc when it is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Rising Upper | {{downright}}+{{HP}} | Terry does an uppercut.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Power Geyser | {{QCF}} {{downleft}} {{right}} {{punch}} | Terry punches the ground, causing a geyser of energy to erupt from the ground in front of him. He punches the ground again to create a second geyser at level 2 and a third time for a third geyser at level 3.}} | ||
+ | {{MoveListRow | Buster Wolf | {{QCF}} {{QCF}} {{kick}} | Terry leaps forward with a burning fist. If it connects, he punches ahead, causing a large explosion around him. He rushes further at higher levels.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Mai Shiranui | ||
+ | | image=Capcom vs SNK, Character Art, SNK, Mai Shiranui.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Mai Shiranui.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Garou Densetsu 2'' | ||
+ | | desc=Mai is a kunoichi who was trained in her family's ninjutsu arts. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Ka Chou Sen | {{QCF}} {{punch}} | Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Ryuu En Bu | {{QCB}} {{punch}} | Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact. This move can neutralize projectiles. The move can hit two times when it is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Hissatsu Shinobi Bachi | {{HCF}} {{kick}} | Mai performs a cartwheel, then drops to the ground with an elbow strike that knocks her opponent over. The move travels more distance when it is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Musasabi no Mai (Chijou) | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Mai jumps to the back edge of the screen, then dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Musasabi no Mai (Kuuchuu) | {{QCB}} {{punch}} in midair | Mai dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with {{HP}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Mai can jump off the edges of the screen.}} | ||
+ | {{MoveListRow | Fan Strike | {{right}}+{{HP}} | Mai stabs her folded fan upward into the air.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Chou Hissatu Shinobibachi | {{down}} {{downleft}} {{HCF}} {{kick}} | Mai does a cartwheel kick, then flies through the air with an elbow strike while flames radiate from her body.}} | ||
+ | {{MoveListRow | Beni Suzaku | {{QCB}} {{QCB}} {{punch}} in midair | Mai dives diagonally downward while her body is engulfed in flames.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | Her Extra form switches the Hissatsu Shinobi Bachi special move for the Kagero no Mai (first seen in ''[[Real Bout Garou Densetsu]]'') and the Beni Suzaku super move for the Mizutori no Mai (from ''[[The King of Fighters '97]]''). | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Ka Chou Sen | {{QCF}} {{punch}} | Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Ryuu En Bu | {{QCB}} {{punch}} | Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact. The move can hit two times when it is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Musasabi no Mai (Chijou) | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Mai jumps to the back edge of the screen, then dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Musasabi no Mai (Kuuchuu) | {{QCB}} {{punch}} in midair | Mai dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Kagero no Mai | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Mai clasps her hands, then she is enveloped in a tall cone of flame.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Mai can jump off the edges of the screen.}} | ||
+ | {{MoveListRow | Fan Strike | {{right}}+{{HP}} | Mai stabs her folded fan upward into the air.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Chou Hissatu Shinobibachi | {{down}} {{downleft}} {{HCF}} {{kick}} | Mai does a cartwheel kick, then flies through the air with an elbow strike while flames radiate from her body.}} | ||
+ | {{MoveListRow | Mizutori no Mai | {{QCF}} {{QCF}} {{punch}} | Mai throws three folding fans at her opponent. The fans are flaming at levels 2 and 3.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Iori Yagami | ||
+ | | image=Capcom vs SNK, Character Art, SNK, Iori Yagami.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Iori Yagami.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''The King of Fighters '95'' | ||
+ | | desc=Iori is the heir to the Yagami clan, which sealed away the snake demon Orochi along with the Kusanagi and Yata clans. He can create fire, which is purple because of the blood pact his clan made with Orochi hundreds of years ago. He has an intense dislike of Kyo because of the longstanding feud between their clans. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | 108 Shiki: Yami Barai | {{QCF}} {{punch}} | Iori throws fiery purple sparks across the ground. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | 127 Shiki: Aoi Hana | {{QCB}} {{punch}} (up to 3 times) | Iori advances with an uppercut. The motion can be repeated up to three times, in which case he follows up with an additional uppercut that knocks his opponent into the air, then jumps and comes down with a double axe-handle punch on the falling opponent. He advances slightly further when a stronger button is used.}} | ||
+ | {{MoveListRow | 100 Shiki: Oniyaki | {{DPF}} {{punch}} | Iori twirls into the air while surrounded in a streak of purple fire, which knocks down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | 212 Shiki: Kototsuki In | {{HCB}} {{kick}} | Iori runs forward and tries to grab his opponent by the head. If he succeeds, he takes the opponent down, then causes an explosion of purple fire. He runs further when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Kuzukaze | {{HCB}} {{right}} {{punch}} (close) | Iori grabs and shoves his opponent away.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Ge Shiki: Gou Fu In Shinigami | {{right}}+{{LK}} | Iori pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | {{MoveListRow | Ge Shiki: Yuri Ori | {{left}}+{{LK}} in midair | Iori kicks behind him.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Kin 1211 Shiki: Ya Otome | {{down}} {{downright}} {{HCB}} {{punch}} | Iori dashes forward and performs a series of hand strikes, ending by grabbing the opponent and creating an explosion of purple fire. He dashes further at higher levels. He grabs and takes down the opponent at levels 2 and 3.}} | ||
+ | {{MoveListRow | Ura 108 Shiki: Ya Sakazuki | {{down}} {{downleft}} {{HCF}} {{punch}} | Iori throws fiery purple sparks that slide along the ground, then explode in a pillar of purple fire. If it hits, the opponent is trapped in a stasis effect until knocked out of it. The projectile explodes into four successive pillars at level 2 and eight successive pillars at level 3.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Kyo Kusanagi | ||
+ | | image=Capcom vs SNK, Character Art, SNK, Kyo Kusanagi.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Kyo Kusanagi.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''The King of Fighters '94'' | ||
+ | | desc=Kyo is the heir to the Kusanagi clan, which sealed away the snake demon Orochi along with the Yagami and Yata clans. He is one of the last members of his clan who can still create fire. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | 114 Shiki: Aragami | {{QCF}} {{LP}} | Kyo lunges forward with an explosive hook punch using his following arm. This move can neutralize projectiles. While the move is being performed, it can be followed up by a fiery uppercut (128 Shiki: Kono Kizu) with {{QCF}} {{punch}} or an elbow smash (127 Shiki: Yano Sabi) with {{HCB}} {{punch}}. The follow-up move can be followed up with an elbow smash (127 Shiki: Yano Sabi, after 128 Shiki: Kono Kizu) or a downward punch (Ge Shiki: Migiri Ugachi, after 127 Shiki: Yano Sabi) with {{punch}} or a side kick (125 Shiki: Nanase) with {{kick}}.}} | ||
+ | {{MoveListRow | 100 Shiki: Oni Yaki | {{DPF}} {{punch}} | Kyo twirls into the air while surrounded in a streak of red fire, which knocks down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | 202 Shiki: Koto Tsuki You | {{HCB}} {{kick}} | Kyo runs into his opponent with an elbow strike, then lifts the opponent into the air with his hand and causes an explosion of red fire. He runs further when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | R.E.D. Kick | {{RDP}} {{kick}} | Kyo rolls through the air with a kick that knocks his opponent to the ground on impact. He jumps higher when the move is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Ge Shiki: Naraku Otoshi | {{down}}+{{HP}} in midair | Kyo clasps his hands together and swings them down like a hammer, which knocks down opponents on impact.}} | ||
+ | {{MoveListRow | Ge Shiki: Gou Fu You | {{right}}+{{LK}} | Kyo pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | {{MoveListRow | 88 Shiki | {{downright}}+{{HK}} | Kyo kicks twice while crouched.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Ura 108 Shiki: Orochi Nagi | {{down}} {{downleft}} {{HCF}} {{punch}} | Kyo holds a hand into the air and foments a flame while {{punch}} is held. When the button is released, he swipes his hand down, igniting the air around him, and slides forward while surrounded in flames.}} | ||
+ | {{MoveListRow | Saishuu Kessen Ougi "Mu Shiki" | {{QCF}} {{QCF}} {{punch}} | Kyo ignites his hand and throws a burst of fire onto the ground. He steps through the fire, setting himself ablaze, and performs several rapid punches. He finishes by twirling into the air while surrounded in a streak of red fire at higher levels.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Normal form is based on his reworked moveset in ''[[The King of Fighters '96]]'', while his Extra form is based on his original moveset from ''The King of Fighters '94'' and ''[[The King of Fighters '95]]''. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | 108 Shiki: Yami Barai | {{QCF}} {{punch}} | Kyo throws fiery red sparks across the ground. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | 100 Shiki: Oni Yaki | {{DPF}} {{punch}} | Kyo twirls into the air while surrounded in a streak of red fire, which knocks down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | 101 Shiki: Oboro Guruma | {{RDP}} {{kick}} | Kyo flies through the air with a spinning back kick, which knocks down his opponent on impact. He kicks once when the move is performed with {{LK}} and three times when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | 75 Shiki: Kai | {{QCF}} {{kick}} | Kyo hops forward with a front kick that knocks his opponent over. He hops further when the move is performed with {{HK}}. The move can be followed up with an additional kick by pressing {{kick}} again after kicking the opponent into the air.}} | ||
+ | {{MoveListRow | 202 Shiki: Koto Tsuki You | {{HCB}} {{kick}} | Kyo runs into his opponent with an elbow strike, then lifts the opponent into the air with his hand and causes an explosion of red fire. He runs further when the move is performed with {{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Ge Shiki: Naraku Otoshi | {{down}}+{{HP}} in midair | Kyo clasps his hands together and swings them down like a hammer, which knocks down opponents on impact.}} | ||
+ | {{MoveListRow | Ge Shiki: Gou Fu You | {{right}}+{{LK}} | Kyo pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | {{MoveListRow | 88 Shiki | {{downright}}+{{HK}} | Kyo kicks twice while crouched.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Ura 108 Shiki: Orochi Nagi | {{down}} {{downleft}} {{HCF}} {{punch}} | Kyo holds a hand into the air and foments a flame while {{punch}} is held. When the button is released, he swipes his hand down, igniting the air around him, and slides forward while surrounded in flames.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Morrigan Aensland | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Morrigan Aensland.jpg | ||
+ | | sprite={{sprite | Vampire Savior, Sprites, Morrigan.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Darkstalkers'' | ||
+ | | desc=Morrigan is a succubus who is obsessed with the human world. She can be fought as a secret challenger in the Arcade Mode and Pair Match Mode if the player earns between 60 and 70 Groove Points before the fourth opponent when playing on the Capcom groove. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Soul Fist | {{QCF}} {{punch}} | Morrigan shoots a flying bat projectile across the screen. If performed in midair, she shoots the projectile diagonally downward. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Shadow Blade | {{DPF}} {{punch}} | Morrigan rises into the air while uppercutting her opponent by using one of her wings as a blade, knocking down her opponent on impact. She ascends higher when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Vector Drain | {{HCB}} {{punch}} (close) | Morrigan transforms her wings into a jetpack and flies into the air with her opponent before driving them into the ground.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Shell Kick | {{down}}+{{LK}} in midair | Morrigan falls prone while her wings wrap around her legs in a pointed cone.}} | ||
+ | {{MoveListRow | Spear Thrust | {{right}}+{{HP}} | Morrigan transforms her wings into many spears and thrusts them forward.}} | ||
+ | {{MoveListRow | Rising Kick | {{right}}+{{HK}} | Morrigan kicks high into the air.}} | ||
+ | {{MoveListRow | Mysterious Arc | {{downright}}+{{HP}} | Morrigan spins and whips her wings around while crouched.}} | ||
+ | {{MoveListRow | Sweep Kick | {{downright}}+{{HK}} | Morrigan hovers prone while spinning her legs around in a circle.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Cardinal Blade | {{QCF}} {{QCF}} {{punch}} | Morrigan rises into the air while uppercutting her opponent by using one of her wings as a blade, which can hit her opponent multiple times.}} | ||
+ | {{MoveListRow | Valkyrie Turn | {{HCB}} {{kick}} | Morrigan flies off the screen, then flies back in. If the player presses {{kick}}, she attacks with her Shell Kick move. This move can be performed in midair.}} | ||
+ | {{MoveListRow | Darkness Illusion | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (half screen away or closer, at max level) | Morrigan transforms her wings into a jetpack and flies toward her opponent, then performs a series of attacks with a duplicate of herself. This move can be performed in midair. The power gauge must be at level 3 to perform this move.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Nakoruru | ||
+ | | image=Capcom vs SNK, Character Art, SNK, Nakoruru.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Nakoruru.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Samurai Spirits'' | ||
+ | | desc=Nakoruru is a young girl who is a guardian of nature. She can be fought as a secret challenger in the Arcade Mode and Pair Match Mode if the player earns between 60 and 70 Groove Points before the fourth opponent when playing on the SNK groove. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Annu Mutsube | {{QCBD}} {{punch}} | Nakoruru flies along the ground while holding her kodachi in front of her, which knocks over and slides to the other side of her opponent. She flies further when the move is performed with {{HP}}. This attack must be blocked crouching. It can pass under many projectiles.}} | ||
+ | {{MoveListRow | Lela Mutsube | {{QCF}} {{punch}} | Nakoruru flies diagonally upwards while holding her kodachi in front of her, which knocks her opponent over on impact. She flies further forward when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Amube Yatoro | {{HCB}} {{punch}} | Nakoruru calls her hawk Mamahaha to strike her opponent from above with a dive attack, which knocks her opponent over on impact. Mamahaha dives downward at a wider angle when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Shichikapu Etu Brute | {{HCF}} {{kick}} | Nakoruru calls her hawk Mamahaha to strike her opponent from above with a pecking attack. Mamahaha pecks twice when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Mamahaha ni Tsukamaru | {{QCB}} {{kick}} | Nakoruru leaps into the air to be carried by her hawk Mamahaha for a limited duration. While in flight, Nakoruru can move in any direction using the D-Pad, attack with {{punch}} or {{LK}}, or fall to the ground with {{HK}}.}} | ||
+ | {{MoveListRow | Kamui Mutsube | {{QCB}} {{punch}} while carried by Mamahaha | Nakoruru dives diagonally downwards while holding her kodachi out, which knocks her opponent over on impact. Nakoruru dives downward at a wider angle when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Shichikapu Ai | {{QCF}} {{punch}} while carried by Mamahaha | Mamahaha charges downward and stabs the opponent with her beak while engulfed in flames, which knocks the opponent over on impact. Mamahaha dives downward at a wider angle when the move is performed with {{HP}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Nakoruru can jump off the edges of the screen.}} | ||
+ | {{MoveListRow | Rolling Slash | {{downright}}+{{HP}} | Nakoruru rolls along the ground in a ball while slashing her kodachi around her.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Shichikapu Kamui Irushika | {{HCB}} {{HCB}} {{punch}} | Nakoruru calls Mamahaha to charge across the screen.}} | ||
+ | {{MoveListRow | Shirikoro Kamui Nomi | {{QCF}} {{QCF}} {{kick}} (at max level) | Nakoruru is surrounded by a pillar of light and restores lost vitality. The move can be canceled by pressing {{LP}}+{{HP}} or {{LK}}+{{HK}}, and it can also be interrupted by the opponent by attacking Nakoruru. The power gauge must be at level 3 to perform this move.}} | ||
+ | }} | ||
+ | }} | ||
+ | }} | ||
+ | ====Ratio 3==== | ||
+ | {{InfoTable|imagewidths=200| | ||
+ | {{InfoFighter| | ||
+ | | name=Vega (M. Bison) | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, M Bison.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, M Bison.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Street Fighter II'' | ||
+ | | desc=Vega is the shadowy leader of the international crime syndicate Shadaloo. He is motivated solely by his lust for world domination and fights using a dark psychotic energy known as "Psycho Power." He is one of the possible final bosses in the Arcade Mode and Pair Match Mode. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Psycho Vanish | {{DPF}} {{punch}} | Vega swings a hand down while it is infused with psycho power. This move can neutralize projectiles.}} | ||
+ | {{MoveListRow | Psycho Impact | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Vega rushes forward, then knocks his opponent down with a punch infused with psycho power. He rushes further and precedes the knockdown with an additional hand swipe when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Double Knee Press | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Vega 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}} | Vega 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}} | Vega flies into the air toward his opponent. This move can be followed by {{punch}} to dive his opponent with a fist infused with psycho power, which can be aimed with {{left}} and {{right}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Knee Press Nightmare | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Vega does two consecutive Double Knee Press maneuvers. He finishes with a sliding sweep at level 2 and a backflip kick and a dropkick at level 3.}} | ||
+ | {{MoveListRow | Heartbreak Despair | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Vega spirals toward his opponent while infused with psycho energy, then throws the opponent after hitting. The move travels further at higher levels.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Extra form is based on his appearance in ''[[Super Street Fighter II X]]''. He loses the Psycho Vanish and Psycho Impact abilities but regains the Psycho Crusher. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Psycho Crusher | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Vega spirals toward his opponent while infused with psycho energy, which knocks down his opponent on impact. He travels further when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Double Knee Press | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Vega 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}} | Vega flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing {{punch}}, which can be aimed with {{left}} and {{right}}.}} | ||
+ | {{MoveListRow | Devil Reverse | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Vega flies into the air toward his opponent. This move can be followed by {{punch}} to dive his opponent with a fist infused with psycho power, which can be aimed with {{left}} and {{right}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Knee Press Nightmare | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Vega does two consecutive Double Knee Press maneuvers. He finishes with a sliding sweep at level 2 and a backflip kick and a dropkick at level 3.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Sagat | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Sagat.jpg | ||
+ | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Sagat.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Street Fighter'' | ||
+ | | desc=Sagat is a Muay Thai master from Thailand who bears a long scar on his chest from a fated fight with Ryu. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Tiger Shot | {{QCF}} {{punch}} or {{kick}} | Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with {{punch}}, he shoots a high shot while standing; if performed with {{kick}}, he shoots a low shot while kneeling. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Tiger Uppercut | {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when it is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Tiger Crush | {{DPF}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Tiger Genocide | {{QCF}} {{QCF}} {{kick}} | Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Uppercut. He does an additional Tiger Uppercut at level 3.}} | ||
+ | {{MoveListRow | Tiger Raid | {{QCB}} {{QCB}} {{kick}} | Sagat performs a barrage of kicks, finishing with a flying side kick.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Extra form changes the button combination for the Tiger Crush back to its original motion in ''Street Fighter II'' and replaces the super moves with the Tiger Cannon from ''[[Street Fighter Zero]]'' (which can now be shot high or low). | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Tiger Shot | {{QCF}} {{punch}} or {{kick}} | Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with {{punch}}, he shoots a high shot while standing; if performed with {{kick}}, he shoots a low shot while kneeling. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Tiger Uppercut | {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, hitting up to two times and knocking his opponent over. He ascends higher when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Tiger Crush | {{QCF}} {{upright}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Tiger Cannon | {{QCF}} {{QCF}} {{punch}} or {{kick}} | Sagat fires a large Tiger Shot that can hit multiple times. If performed with {{punch}}, he shoots a high shot while standing; if performed with {{kick}}, he shoots a low shot while kneeling.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Balrog (Vega) | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Vega.jpg | ||
+ | | sprite={{sprite | Street Fighter Zero 3, Sprites, Balrog.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Street Fighter II'' | ||
+ | | desc=Balrog is a narcissistic Spanish bullfighter who works for Vega and fights with a clawed hand. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Rolling Crystal Flash | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Balrog rolls along the ground, ending with a claw thrust. He rolls further when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Sky High Claw | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Balrog jumps to the edge of the screen and then thrusts himself forward while stabbing with his claw. He thrusts straight ahead when the move is performed with {{LP}} and at a slight angle downward when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Flying Barcelona Attack | Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{punch}} | Balrog jumps to the edge of the screen. If the player presses {{punch}} while he is airborne, Balrog dives onto his opponent with his arms spread, which knocks his opponent down on impact.}} | ||
+ | {{MoveListRow | Izuna Drop | Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{left}}+{{punch}} or {{right}}+{{punch}} | Balrog jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex if the player presses {{left}}+{{punch}} or {{right}}+{{punch}} when near the opponent.}} | ||
+ | {{MoveListRow | Backslash | {{LP}}+{{HP}} or {{LK}}+{{HK}} | Balrog performs a backflip. He does a full backflip with {{LP}}+{{HP}} and half a backflip with {{LK}}+{{HK}}. He is invulnerable while performing this move.}} | ||
+ | {{MoveListRow | Scarlet Terror | Hold {{downleft}} for 2 seconds, then {{right}}+{{kick}} | Balrog does a backflip kick into the air, which knocks his opponent over on impact.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Balrog can jump off the edges of the screen.}} | ||
+ | {{MoveListRow | Cosmic Smart | {{right}}+{{HK}} | Balrog does a leaping turnaround kick.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Flying Barcelona Special | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}}, then {{punch}} | Balrog jumps to the edge of the screen and somersaults back to the ground, which can be followed by a claw dive that hits multiple times with {{punch}}.}} | ||
+ | {{MoveListRow | Rolling Izuna Drop | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}}, then {{left}}+{{punch}} or {{right}}+{{punch}} | Balrog jumps to the edge of the screen and somersaults back to the ground, then grabs his opponent and slams them in a series of rolling suplexes.}} | ||
+ | {{MoveListRow | Scarlet Mirage | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Balrog advances on his opponent with a series of backflips.}} | ||
+ | {{MoveListRow | Red Impact | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} (close, at max level) | Balrog stabs his opponent with his claw, throws them into the air, and impales them with his claw as they land. The power gauge must be at level 3 to perform this move.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Extra form resembles his ''[[Super Street Fighter II]]'' moveset (with his super move from ''[[Super Street Fighter II X]]''). | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Rolling Crystal Flash | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Balrog rolls along the ground, ending with a claw thrust. He rolls further when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Sky High Claw | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Balrog jumps to the edge of the screen and then thrusts himself forward while stabbing with his claw. He thrusts straight ahead when the move is performed with {{LP}} and at a slight angle downward when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Flying Barcelona Attack | Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{punch}} | Balrog jumps to the edge of the screen. If the player presses {{punch}} while he is airborne, Vega dives onto his opponent with his arms spread, which knocks his opponent down on impact.}} | ||
+ | {{MoveListRow | Izuna Drop | Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{left}}+{{punch}} or {{right}}+{{punch}} | Balrog jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex.}} | ||
+ | {{MoveListRow | Backslash | {{LP}}+{{HP}} or {{LK}}+{{HK}} | Balrog performs a backflip. He does a full backflip with {{LP}}+{{HP}} and half a backflip with {{LK}}+{{HK}}. He is invulnerable while performing this move.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Sankaku Tobi | {{upright}} when jumping onto the edge of the screen | Balrog can jump off the edges of the screen.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Rolling Izuna Drop | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}}, then {{left}}+{{punch}} or {{right}}+{{punch}} | Balrog jumps to the edge of the screen and somersaults back to the ground, then grabs his opponent and slams them in a series of rolling suplexes.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Ryuji Yamazaki | ||
+ | | image=Capcom vs SNK, Character Art, SNK, Ryuji Yamazaki.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Ryuji Yamazaki.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Garou Densetsu 3'' | ||
+ | | desc=Yamazaki is a deadly and insane Japanese mobster who fights with one hand in his pocket. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Sabaki no Aikuchi | {{DPF}} {{punch}} | Yamazaki slides forward and slashes the knife that he conceals in his pocketed hand. He does an additional stab when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Hebi Tsukai Gedan | {{QCB}} {{LP}} | Yamazaki charges his arm. When {{LP}} is released, he performs a fast punch diagonally upwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}} | ||
+ | {{MoveListRow | Hebi Tsukai Uwadan | {{QCB}} {{HP}} | Yamazaki charges his arm. When {{HP}} is released, he performs a fast punch straight ahead. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}} | ||
+ | {{MoveListRow | Hebi Tsukai Chuudan | {{QCB}} {{LK}} | Yamazaki charges his arm. When {{LK}} is released, he performs a fast punch diagonally downwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}} | ||
+ | {{MoveListRow | Bai Gaeshi | {{QCF}} {{punch}} | Yamazaki swings his arm up, which can damage a nearby opponent or absorb a projectile. After a projectile has been absorbed, he immediately throws a fireball back toward the caster.}} | ||
+ | {{MoveListRow | Yakiire | {{DPF}} {{kick}} | Yamazaki does an axe kick that flattens his opponent. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | {{MoveListRow | Sadomazo | {{HCF}} {{kick}} | Yamazaki taunts his opponent. If his opponent attacks him while he is doing this, he counters with a charging punch.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Bussashi | {{right}}+{{LP}} | Yamazaki punches downward. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Guillotine | {{right}} {{HCF}} {{punch}} | Yamazaki leaps forward, coming down with a flaming fist. If it connects, he drags his opponent along the ground with it before throwing them into the air. He stomps the opponent repeatedly before kicking them at level 3.}} | ||
+ | {{MoveListRow | Drill | D-Pad in a 360° rotation, then {{repeat|{{punch}}}} (close) | Yamazaki knocks his opponent into the air, then pummels them with multiple strikes upon landing.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Normal form resembles his appearance in the ''Garou Densetsu'' series, and his Extra form is closer to his appearances in the ''King of Fighters'' games. He has the Suna Kake and Badukan Pachiki abilities instead of Yakiire, and his super moves use different motions. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Sabaki no Aikuchi | {{DPF}} {{punch}} | Yamazaki slides forward and slashes his knife with his pocketed hand. He does an additional stab when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Hebi Tsukai Gedan | {{QCB}} {{LP}} | Yamazaki charges his arm. When {{LP}} is released, he performs a fast punch diagonally upwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}} | ||
+ | {{MoveListRow | Hebi Tsukai Uwadan | {{QCB}} {{HP}} | Yamazaki charges his arm. When {{HP}} is released, he performs a fast punch straight ahead. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}} | ||
+ | {{MoveListRow | Hebi Tsukai Chuudan | {{QCB}} {{LK}} | Yamazaki charges his arm. When {{LK}} is released, he performs a fast punch diagonally downwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}} | ||
+ | {{MoveListRow | Bai Gaeshi | {{QCF}} {{punch}} | Yamazaki swings his arm up, which can damage a nearby opponent or absorb a projectile. After a projectile has been absorbed, he immediately throws a fireball back toward the caster.}} | ||
+ | {{MoveListRow | Suna Kake | {{DPF}} {{kick}} | Yamazaki kicks up dust from the ground.}} | ||
+ | {{MoveListRow | Sadomazo | {{HCF}} {{kick}} | Yamazaki taunts his opponent. If his opponent attacks him while he is doing this, he counters with a charging punch.}} | ||
+ | {{MoveListRow | Badukan Pachiki | {{HCB}} {{right}} {{punch}} (close) | Yamazaki grabs and hits his opponent with an explosive headbutt.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Bussashi | {{right}}+{{LP}} | Yamazaki punches downward. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Guillotine | {{QCF}} {{QCF}} {{punch}} | Yamazaki leaps forward, coming down with a flaming fist. If it connects, he drags his opponent along the ground with it before throwing them into the air. He stomps the opponent repeatedly before kicking them at level 3.}} | ||
+ | {{MoveListRow | Drill | {{HCB}} {{HCB}} {{repeat|{{punch}}}} (close) | Yamazaki knocks his opponent into the air, then pummels them with multiple strikes upon landing.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Rugal Bernstein | ||
+ | | image=Capcom vs SNK, Character Art, SNK, 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 (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Reppu Ken | {{QCF}} {{punch}} | Rugal sends a violent shockwave across the ground. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Kaiser Wave | {{right}} {{HCF}} {{punch}} | Rugal holds his hands back, then throws a tall fireball across the screen that knocks his opponent over on impact. He can charge the move and increase its damage by holding {{punch}} for longer before releasing it. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Genocide Cutter | {{DPF}} {{kick}} | Rugal jumps in the air with a crescent kick, which knocks his opponent over on impact. He jumps higher when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Dark Barrier | {{HCF}} {{kick}} | Rugal holds his hand out and generates a shield of dark energy. It knocks back opponents that touch it and also reflects projectiles.}} | ||
+ | {{MoveListRow | God Press | {{HCB}} {{punch}} | Rugal charges across the screen, grabbing and slamming the opponent against the wall. He runs farther when the move is performed with {{HP}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Gigantic Pressure | {{down}} {{downright}} {{HCB}} {{punch}} | Rugal charges across the screen, tackling the opponent into the wall, which causes a pillar of dark energy to explode. He finishes by tackling the opponent into the opposite wall, causing another pillar of dark energy to explode, at level 3.}} | ||
+ | {{MoveListRow | Total Annihilation | {{QCF}} {{QCF}} {{kick}} | Rugal kicks multiple times quickly, then finishes with a Genocide Cutter. He finishes with a second Genocide Cutter in midair at level 3.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Normal form resembles his appearance in ''[[The King of Fighters: Dream Match 1999|The King of Fighters '98]]'', and his Extra form is based on his Omega Rugal form in the same game. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Dark Smash | {{QCF}} {{punch}} | Rugal surrounds himself in an electric sphere, then thrusts it in front of him, knocking his opponent over on impact. He slides forward a short distance when the move is performed with {{HP}}. Rugal falls diagonally downwards with the energy burst when the move is performed in midair.}} | ||
+ | {{MoveListRow | Genocide Cutter | {{DPF}} {{kick}} | Rugal jumps in the air with a crescent kick, which knocks his opponent over on impact. He jumps higher when the move is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Dark Barrier | {{HCF}} {{kick}} | Rugal holds his hand out and generates a shield of dark energy. It knocks back opponents that touch it and also reflects projectiles.}} | ||
+ | {{MoveListRow | Rugal Execution | {{HCB}} {{punch}} | Rugal dashes quickly ahead, then grabs his opponent and lifts them in the air with a glowing hand that explodes.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Gigantic Pressure | {{down}} {{downright}} {{HCB}} {{punch}} | Rugal charges across the screen, tackling the opponent into the wall, which causes a pillar of dark energy to explode. He finishes by tackling the opponent into the opposite wall, causing another pillar of dark energy to explode, at level 3.}} | ||
+ | {{MoveListRow | Total Annihilation | {{QCF}} {{QCF}} {{kick}} | Rugal kicks multiple times quickly, then finishes with a Genocide Cutter. He finishes with a second Genocide Cutter in midair at level 3.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Geese Howard | ||
+ | | image=Capcom vs SNK, Character Art, SNK, Geese Howard.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Geese Howard.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Garou Densetsu'' | ||
+ | | desc=Geese is the mafia kingpin of South Town and the nemesis of the Terry Bogard. He is an American who has studied and mastered Japanese fighting techniques. He is one of the possible final bosses in the Arcade Mode and Pair Match Mode. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Reppuu Ken | {{QCF}} {{LP}} | Geese sends a violent shockwave across the ground.}} | ||
+ | {{MoveListRow | Double Reppuu Ken | {{QCF}} {{HP}} | Geese sends two violent shockwaves across the ground.}} | ||
+ | {{MoveListRow | Shippuu Ken | {{QCB}} {{punch}} in midair | Geese throws a fireball a short distance diagonally downward. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Atemi Nage Joudan | {{HCB}} {{LP}} | Geese catches a high or jumping attack from his opponent and counters with a throw.}} | ||
+ | {{MoveListRow | Atemi Nage Chuudan | {{HCB}} {{HP}} | Geese catches a mid attack from his opponent and counters with a throw.}} | ||
+ | {{MoveListRow | Atemi Nage Gedan | {{HCB}} {{LK}} | Geese catches a low or sweep attack from his opponent and counters with a throw.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Forehead Blow | {{right}}+{{HP}} | Geese steps forward with one leg and strikes with a hooked arm, which knocks his opponent over on impact.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Raging Storm | {{downleft}} {{HCB}} {{downright}} {{punch}} | Geese ducks and calls energy spikes around him.}} | ||
+ | {{MoveListRow | Deadly Rave | {{HCB}} {{right}}+{{LK}}, {{LP}} {{LP}} {{LK}} {{LK}} {{HP}} {{HP}} {{HK}} {{HK}}, {{QCB}} {{HP}} | Geese performs a series of attacks, ending by throwing a fireball from his hands.}} | ||
+ | }} | ||
+ | {{hr}} | ||
+ | His Normal form is based on his ''Garou Densetsu'' appearances, with conventional projectiles, while his Extra form is based on his appearance in ''[[The King of Fighters '96]]'', with the Reppu Ken changed to a hand swipe. | ||
+ | {{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Reppuu Ken | {{QCF}} {{LP}} | Geese swipes his hand upward, creating an arc of ki energy in front of him.}} | ||
+ | {{MoveListRow | Double Reppuu Ken | {{QCF}} {{HP}} | Geese steps forward with two alternating hand swipes, each creating an arc of ki energy in front of him. The second swipe knocks down the opponent on impact.}} | ||
+ | {{MoveListRow | Atemi Nage Joudan | {{HCB}} {{LP}} | Geese catches a high or jumping attack from his opponent and counters with a throw.}} | ||
+ | {{MoveListRow | Atemi Nage Chuudan | {{HCB}} {{HP}} | Geese catches a mid attack from his opponent and counters with a throw.}} | ||
+ | {{MoveListRow | Jaei Ken | {{HCB}} {{kick}} | Geese dashes forward while generating a fireball in his hands. He hits the opponent with an elbow ram and a palm strike, then unleashes the fireball, which knocks down the opponent on impact.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Forehead Blow | {{right}}+{{HP}} | Geese steps forward with one leg and strikes with a hooked arm, which knocks his opponent over on impact.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff | | ||
+ | {{MoveListRow | Raging Storm | {{downleft}} {{HCB}} {{downright}} {{punch}} | Geese ducks and calls energy spikes around him.}} | ||
+ | {{MoveListRow | Deadly Rave | {{HCB}} {{right}}+{{LK}}, {{LP}} {{LP}} {{LK}} {{LK}} {{HP}} {{HP}} {{HK}} {{HK}}, {{QCB}} {{HP}} | Geese performs a series of attacks, ending by throwing a fireball from his hands.}} | ||
+ | }} | ||
+ | }} | ||
+ | }} | ||
+ | ====Ratio 4==== | ||
+ | {{InfoTable|imagewidths=200| | ||
+ | {{InfoFighter| | ||
+ | | name=Evil Ryu | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Evil Ryu.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Evil Ryu.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Street Fighter Zero 2'' | ||
+ | | desc=Evil Ryu is a hypothetical version of Ryu that fights with the dark Satsui no Hadou rather than the light Kyoi no Hadou. He can be fought as a secret challenger in the Arcade Mode and Pair Match Mode if the player earns at least 71 Groove Points before the fourth opponent when playing on the Capcom groove. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Hadouken | {{QCF}} {{punch}} | Ryu channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ryu jumps into the air with a flying uppercut, hitting multiple times and knocking down his opponent. He ascends higher when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | Ryu spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. If performed in midair, he moves horizontally. The move covers more horizontal distance and juggles the opponent for multiple hits when it is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Ashura Senkuu Forward | {{DPF}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Ryu glides forward. He is invulnerable in this state. He moves across the entire screen with {{LP}}+{{HP}} or half the screen with {{LK}}+{{HK}}.}} | ||
+ | {{MoveListRow | Ashura Senkuu Backward | {{RDP}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Ryu glides backward. He is invulnerable in this state. He moves across the entire screen with {{LP}}+{{HP}} or half the screen with {{LK}}+{{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{HK}} before the apex of the jump while flipping forward in the air | Ryu dive kicks diagonally downward.}} | ||
+ | {{MoveListRow | Sakotsu Wari | {{right}}+{{LP}} | Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | {{MoveListRow | Senpuu Kyaku | {{right}}+{{LK}} | Ryu leaps forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.}} | ||
+ | {{MoveListRow | Stretch Kick | {{downleft}}+{{HK}} | Ryu does a long-reaching crouching kick.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Shinkuu Hadouken | {{HCB}} {{HCB}} {{punch}} | Ryu fires a version of the Hadouken that can hit his opponent multiple times.}} | ||
+ | {{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Ryu performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.}} | ||
+ | {{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Ryu glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. This move is treated as a grab and cannot be blocked. The power gauge must be at level 3 to perform this move.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Gouki (Akuma) | ||
+ | | image=Capcom vs SNK, Character Art, Capcom, Akuma.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Akuma.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''Super Street Fighter II X'' | ||
+ | | desc=Gouki is a savage and merciless fighter who has mastered the Satsui no Hadou. If the player earns at least 85 Groove Points before the final fight in the Arcade Mode and Pair Match Mode, Gouki attacks Vega and challenges the player instead (recalling his original appearance in ''[[Super Street Fighter II X]]''). | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | Gouki channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Shakunetsu Hadouken | {{HCB}} {{punch}} | Gouki shoots a flaming variant of the Hadouken, which knocks down opponents on impact. The projectile moves faster and hits multiple times when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Gouki jumps into the air with a flying uppercut, hitting multiple times and knocking down his opponent. He ascends higher when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Gouki spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance and juggles the opponent for multiple hits when it is performed with {{HK}}.}} | ||
+ | {{MoveListRow | Ashura Senkuu Forward | {{DPF}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Gouki glides forward. He is invulnerable in this state. He moves across the entire screen with {{LP}}+{{HP}} or half the screen with {{LK}}+{{HK}}.}} | ||
+ | {{MoveListRow | Ashura Senkuu Backward | {{RDP}} {{LP}}+{{HP}} or {{LK}}+{{HK}} | Gouki glides backward. He is invulnerable in this state. He moves across the entire screen with {{LP}}+{{HP}} or half the screen with {{LK}}+{{HK}}.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{HK}} before the apex of the jump while flipping forward in the air | Gouki dive kicks diagonally downward.}} | ||
+ | {{MoveListRow | Zugai Hasatsu | {{right}}+{{LP}} | Gouki performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | {{MoveListRow | Stretch Kick | {{downleft}}+{{HK}} | Gouki does a long-reaching crouching kick.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Gouki fires a version of the Gou Hadouken that can hit his opponent multiple times.}} | ||
+ | {{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Gouki 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 | Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.}} | ||
+ | {{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. This move is treated as a grab and cannot be blocked. The power gauge must be at level 3 to perform this move.}} | ||
+ | }} | ||
+ | }} | ||
+ | {{InfoFighter| | ||
+ | | name=Orochi Iori | ||
+ | | image=Capcom vs SNK, Character Art, SNK, Orochi Iori.jpg | ||
+ | | sprite={{sprite | Capcom vs SNK, Sprites, Wild Iori.gif}} | ||
+ | | info1name=Originally appeared in | ||
+ | | info1=''The King of Fighters '97'' | ||
+ | | desc=Orochi Iori is a version of Iori when he is under the effects of the Riot of the Blood, due to the blood pact his clan made with Orochi hundreds of years ago that gave them greater powers but cursed the clan and their descendants forever. He can be fought as a secret challenger in the Arcade Mode and Pair Match Mode if the player earns at least 71 Groove Points before the fourth opponent when playing on the SNK groove. | ||
+ | {{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | 108 Shiki: Yami Barai | {{QCF}} {{punch}} | Iori throws fiery purple sparks across the ground. The projectile moves faster when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | 127 Shiki: Aoi Hana | {{QCB}} {{punch}} (up to 3 times) | Iori advances with an uppercut. The motion can be repeated up to three times, in which case he follows up with an additional uppercut that knocks his opponent into the air, then jumps and comes down with a double axe-handle punch on the falling opponent. He advances slightly further when a stronger button is used.}} | ||
+ | {{MoveListRow | 100 Shiki: Oniyaki | {{DPF}} {{punch}} | Iori twirls into the air while surrounded in a streak of purple fire, which knocks down his opponent on impact. He ascends higher when the move is performed with {{HP}}.}} | ||
+ | {{MoveListRow | 212 Shiki: Kototsuki In | {{HCB}} {{kick}} | Iori runs forward and tries to grab his opponent by the head. If he succeeds, he takes the opponent down, then causes an explosion of purple fire.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Ge Shiki: Gou Fu In Shinigami | {{right}}+{{LK}} | Iori pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | {{MoveListRow | Ge Shiki: Yuri Ori | {{left}}+{{LK}} in midair | Iori kicks behind him.}} | ||
+ | }} | ||
+ | {{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 | | ||
+ | {{MoveListRow | Kin 1211 Shiki: Ya Otome | {{down}} {{downright}} {{HCB}} {{punch}} | Iori dashes forward and performs a series of hand strikes, ending by grabbing the opponent and creating an explosion of purple fire. He dashes further at higher levels. He grabs and takes down the opponent at levels 2 and 3.}} | ||
+ | {{MoveListRow | Ura 100 Shiki: Oni Honou | {{down}} {{downleft}} {{HCF}} {{punch}} | Iori twirls multiple times with his arms extended, then finishes by twirling into the air while surrounded in a streak of purple fire.}} | ||
+ | }} | ||
+ | }} | ||
+ | }} | ||
+ | |||
+ | ===Stages=== | ||
+ | Stages are chosen randomly for most matches in the Arcade Mode. M. Bison and Vega are always fought in the Psycho Drive stage, and Geese Howard is always faced in Geese Tower. Morrigan, Nakoruru, and Akuma also have their own stages when encountered. The hidden backgrounds of the previous game are unlocked by default now. | ||
+ | {{gallery|widths=200|screens=yes| | ||
+ | {{ginfo|Capcom vs SNK Pro DC, Stages, Ryu.png|Suzaku Castle, Japan|This is the same setting as Ryu's stages in ''[[Street Fighter II]]'' and ''[[Street Fighter III: 3rd Strike]]''. It is also seen from a distance in his stage in ''[[Street Fighter Zero 2]]''.}} | ||
+ | {{ginfo|Capcom vs SNK Pro DC, Stages, Sagat.png|Ayutthaya City, Thailand|The reclining Buddha statue in the background also features in Sagat's stages in ''[[Street Fighter II]]'' and all three ''[[Street Fighter Zero]]'' games.}} | ||
+ | {{ginfo|Capcom vs SNK Pro DC, Stages, Final Fight.png|Metro City, U.S.A.|This stage takes place in an alleyway in Metro City, the setting of ''[[Final Fight]]''.}} | ||
+ | {{ginfo|Capcom vs SNK Pro DC, Stages, Capcom.png|Expressway, Japan|This is considered the stage of Capcom.}} | ||
+ | {{ginfo|Capcom vs SNK Pro DC, Stages, Terry Bogard.png|Pacific Express, U.S.A.|This stage is based on Terry Bogard's stage in ''[[Fatal Fury 2|Garou Densetsu 2]]'' (which was revisited in ''[[Garou: Mark of the Wolves]]'').}} | ||
+ | {{ginfo|Capcom vs SNK Pro DC, Stages, Pao Pao Cafe.png|Pao Pao Cafe, South Town, U.S.A.|The Pao Pao Cafe was originally Richard Myer's stage in ''[[Garou Densetsu]]'' and reappeared in ''The King of Fighters '94''. Its sister location, the Pao Pao Cafe 2, appeared in ''[[Garou Densetsu 3]]''.}} | ||
+ | {{ginfo|Capcom vs SNK Pro DC, Stages, Sakazaki.png|Sakazaki Dojo, Japan|This is the dojo for the Sakazaki family of the ''[[Art of Fighting]]'' series (which includes Ryo and Yuri, who appear in this game).}} | ||
+ | {{ginfo|Capcom vs SNK Pro DC, Stages, SNK.png|Neo Geo Land, Japan|This stage takes place at one of SNK's [[Neo Geo]] Land gaming centers in Japan. This is considered the stage of SNK.}} | ||
+ | {{ginfo|Capcom vs SNK Pro DC, Stages, Osaka.png|Osaka, Japan|[[Capcom]] and [[SNK]] are both headquartered in Osaka Prefecture in Japan.}} | ||
+ | {{ginfo|Capcom vs SNK Pro DC, Stages, Psycho Drive.png|Psycho Drive, Shadaloo|This is Vega's stage when he is fought (along with M. Bison) in the Arcade Mode. The Psycho Drive was introduced in ''[[Street Fighter Zero 3]]''.}} | ||
+ | {{ginfo|Capcom vs SNK Pro DC, Stages, Geese Tower.png|Geese Tower, South Town, U.S.A.|This is Geese Howard's stage when he is fought in the Arcade Mode. Geese Tower serves as Geese Howard's stage in every ''[[:Category:Fatal Fury (franchise)|Garou Densetsu]]'' game in which he has appeared.}} | ||
+ | {{ginfo|Capcom vs SNK Pro DC, Stages, Morrigan.png|Aensland Castle, Scotland|This is Morrigan's stage when she is fought in the Arcade Mode. It is her family castle, and its exterior has previously appeared in all three ''[[:Category:Darkstalkers|Darkstalkers]]'' games as well as ''[[Pocket Fighter]]''.}} | ||
+ | {{ginfo|Capcom vs SNK Pro DC, Stages, Nakoruru.png|Kamui Kotan, Japan|This is Nakoruru's stage when she is fought in the Arcade Mode. This location has previously served as Nakoruru's stage in ''[[Samurai Shodown]]'' and Rimururu's stage in ''[[Samurai Shodown III]]''.}} | ||
+ | {{ginfo|Capcom vs SNK Pro DC, Stages, Gouki.png|Gokuento Island, Japan|This stage takes place on Gouki's island in Japan, which was also the setting of his stage in ''[[Street Fighter Zero 2]]''.}} | ||
+ | {{ginfo|Capcom vs SNK Pro DC, Stages, Secret.png|Ayutthaya Iseki, Thailand|This is an alternative version of the Ayutthaya City stage.}} | ||
+ | }} | ||
==Production credits== | ==Production credits== | ||
+ | {{multicol| | ||
{{creditstable| | {{creditstable| | ||
*'''Planner:''' Hideaki Itsuno, Ichinose Pawer, Haruo Murata, Tomonori Onuma, Oni-Suzuki, Neo-G, Takecyan, Buruma (Kojimax) | *'''Planner:''' Hideaki Itsuno, Ichinose Pawer, Haruo Murata, Tomonori Onuma, Oni-Suzuki, Neo-G, Takecyan, Buruma (Kojimax) | ||
Line 47: | Line 1,313: | ||
*'''Network:''' Shin., Net Man, Ichiro Yunde, Mineyuki Noda, Kentaro Kaneko | *'''Network:''' Shin., Net Man, Ichiro Yunde, Mineyuki Noda, Kentaro Kaneko | ||
*'''Special Thanks:''' Shaky Akitomo, Hiroaki Kondou, Jim Miyamoto, Blackbelt Hayashi, H Sugiura, Ryuji Kida, K Shouno, Takuya Shiraiwa, Abu Takemura, Kaori Funakoshi, Kouji Misu, Hiroaki Watanabe, Nuki, Bas (M・P), Tko, Bomito (Ogata), Zero (B・M), Den (I・S), Joe, Capcom All Staff, and You | *'''Special Thanks:''' Shaky Akitomo, Hiroaki Kondou, Jim Miyamoto, Blackbelt Hayashi, H Sugiura, Ryuji Kida, K Shouno, Takuya Shiraiwa, Abu Takemura, Kaori Funakoshi, Kouji Misu, Hiroaki Watanabe, Nuki, Bas (M・P), Tko, Bomito (Ogata), Zero (B・M), Den (I・S), Joe, Capcom All Staff, and You | ||
+ | | source=In-game-credits | ||
+ | | pdf=Capcom vs SNK Pro DC credits.pdf | ||
+ | | console=DC | ||
+ | }} | ||
}} | }} | ||
==Magazine articles== | ==Magazine articles== | ||
{{mainArticle|{{PAGENAME}}/Magazine articles}} | {{mainArticle|{{PAGENAME}}/Magazine articles}} | ||
+ | |||
+ | ==Artwork== | ||
+ | {{gallery| | ||
+ | {{gitem|Capcom vs SNK Pro, Artwork, Logo.jpg|Logo}} | ||
+ | {{gitem|Capcom vs SNK Pro, Art, Cover.jpg|Dreamcast cover}} | ||
+ | {{gitem|Capcom vs SNK, Character Art, Capcom, Dan Hibiki.jpg|Dan Hibiki (by Kinu Nishimura)}} | ||
+ | {{gitem|Capcom vs SNK, Character Art, Capcom, Joe Higashi.jpg|Joe Higashi (by Kinu Nishimura)}} | ||
+ | {{gitem|Capcom vs SNK, Character Art, SNK, Dan Hibiki.jpg|Dan Hibiki (by Shinkiro)}} | ||
+ | {{gitem|Capcom vs SNK, Character Art, SNK, Joe Higashi.jpg|Joe Higashi (by Shinkiro)}} | ||
+ | }} | ||
==Physical scans== | ==Physical scans== | ||
Line 62: | Line 1,342: | ||
===Dreamcast version=== | ===Dreamcast version=== | ||
− | {{ratings | + | {{ratings|DC}} |
− | | | ||
− | |||
− | |||
− | |||
− | |||
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− | }} | ||
{{Scanbox | {{Scanbox | ||
| console=Dreamcast | | console=Dreamcast | ||
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| disc=Capcom Vs SNK 2000 Pro DC JP Disc.jpg | | disc=Capcom Vs SNK 2000 Pro DC JP Disc.jpg | ||
| manual=CapcomVsSNK2000ProDCJPManual.pdf | | manual=CapcomVsSNK2000ProDCJPManual.pdf | ||
+ | }} | ||
+ | {{scanbox | ||
+ | | console=Dreamcast | ||
+ | | region=JP ([[Dorikore]]) | ||
+ | | front= | ||
+ | | square=yes | ||
}} | }} | ||
==Technical information== | ==Technical information== | ||
+ | {{mainArticle|{{PAGENAME}}/Technical information}} | ||
===ROM dump status=== | ===ROM dump status=== | ||
{{romtable| | {{romtable| | ||
− | + | {{rom|DC|sha1=|md5=|crc32=|size=|date=|source=GD-ROM (JP)|comments=|quality=|prototype=}} | |
}} | }} | ||
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<references/> | <references/> | ||
+ | {{CapcomvsSNKProOmni}} | ||
{{Capcomvs}} | {{Capcomvs}} | ||
+ | {{KoF}} |
Revision as of 05:24, 30 June 2024
Capcom vs. SNK Millennium Fight 2000 Pro | |||||||||||||||||||||||
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System(s): Sega NAOMI, Sega NAOMI GD-ROM, Sega Dreamcast | |||||||||||||||||||||||
Publisher: Capcom | |||||||||||||||||||||||
Developer: Capcom | |||||||||||||||||||||||
Licensor: SNK | |||||||||||||||||||||||
Peripherals supported: Dreamcast Arcade Stick, Jump Pack, Dreamcast Keyboard, Dreamcast Modem, Dreamcast VGA Box, Visual Memory Unit | |||||||||||||||||||||||
Genre: Fighting/Taisen Kakutou (対戦格闘)[1][2], Action[3] | |||||||||||||||||||||||
Number of players: 1-2 | |||||||||||||||||||||||
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Capcom vs. SNK Millennium Fight 2000 Pro (カプコン バーサス エス・エヌ・ケイ ミレニアムファイト 2000 プロ) is an update to Capcom vs. SNK: Millennium Fight 2000, released for Sega NAOMI GD-ROM arcade hardware and the Japanese Sega Dreamcast.
Contents
Story
In 2000, a special martial arts event is planned through a collaboration of the two most powerful world organizations, Garcia Financial Clique and Masters Foundation. The gala event, it is hoped by everyone, will ease the political conflicts between the two powers. The competition was named "Millennium Fight 2000."
Many renowned martial artists have registered for the tournament. People around the world focus intensely on the upcoming exhibitions, making long-awaited opening ceremony a huge success.
Gameplay
The game is a crossover fighting game featuring characters primarily drawn from Capcom's Street Fighter series and SNK's The King of Fighters series. It is an update to Capcom vs. SNK: Millennium Fight 2000 and plays nearly identically. It adds two characters (Dan Hibiki from Street Fighter Zero and Joe Higashi from Garou Densetsu, who were the tournament winners in the ending of the previous game). There are also numerous balance changes (such as lessening the damage and life of ratio 1 characters and increasing the damage of ratio 3 and 4 characters) and some aesthetic changes (such as adding additional frames of animation for many characters and changing the color of the health gauges to green). All of the hidden characters and features from the previous game are now unlocked by default.
Like The King of Fighters, players assemble teams of multiple characters, which fight each other in one-on-one battles. When a character is defeated, the next character in the team takes his or her place in the next round, and the winning team continues with the same character (with a segment of health restored in proportion to the time left over in the previous round). The match continues until every character on one of the teams is eliminated. If time runs out before a character can be defeated, the character with the most life remaining is the winner. Both characters are eliminated in the case of a draw. The roster is evenly split between Capcom and SNK characters, who are divided into "ratios," ranging from 1 to 4, based on each character's overall strength. Teams of up to four characters can be assembled, but their combined ratios must equal and go no higher than 4.
Characters move with and and crouch with . They backstep or dash with or . There is an option to replace dashing with running (originally introduced in The King of Fighters '96). 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 weak punch with , a hard punch with , a weak kick with , or a strong kick with . Weak attacks are quick but do light damage, while strong attacks do more damage but have a longer startup delay and recovery time. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt with HOLD 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; the health gauge flashes red before a character is guard crushed. Characters can perform an evasive roll forward by pressing the weak punch and kick buttons (+) simultaneously. Characters are invulnerable during most of the roll, and they can roll through nearby opponents to the other side.
Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way.
Grooves
Players choose one of two modes before selecting their characters, which affects how the power gauge works. The power gauge is empty at the start of each round (though this can be changed to filled in the options).
Capcom | |
---|---|
The Capcom groove is based on the gameplay system from Street Fighter Zero.
The power gauge is filled by landing normal moves (including throws) or performing special moves (regardless of whether they connect). When the gauge is full, it gains a level, and the player can accumulate up to three levels of the gauge. The contents of the gauge carries over between rounds (but not between matches). Every character has super moves that can be performed at the cost of one level of the gauge. These super moves hit more times and do more damage than normal special moves. Every super move has three different levels, with each level costing an additional level of gauge to perform. Higher level super moves typically hit more times and sometimes have other improved characteristics, such as covering a larger area. The level of the move is determined by the button used to perform it: weak punch or kick for level 1, strong punch or kick for level 2, or both punches (or ) or both kicks (or ) simultaneously for level 3. | |
SNK | |
The SNK groove is based on the Extra mode from The King of Fighters '94 to The King of Fighters '98.
The power gauge is filled by taking damage (but not by blocking attacks). It can also be filled manually by holding the strong punch and kick buttons (+) simultaneously, though the character is vulnerable to attack while doing this. The gauge fills gradually when charged manually (slowly at first, then more quickly). The contents of the gauge carries over between rounds (but not between matches). When the power gauge is filled, the character enters "MAX mode," and basic attacks become stronger for a short period as the gauge drains. The gauge drains faster when the meter is filled by blocking attacks or taking damage than when it is filled by manually charging. When characters are in this state, players can perform a super move that immediately consumes the entire power gauge. Characters can perform super moves indefinitely when the health gauge is nearly empty and flashing red. If both requirements are fulfilled (the character's health gauge is flashing red and the character's power gauge is full), the character can perform a "MAX super move" instead that does more damage. Performing a super move when only one of the conditions is fulfilled is equivalent to performing a level 1 super move in the Capcom groove (regardless of what strength of button is used to perform it); when both conditions are fulfilled, it is equivalent to level 3 super move. |
Modes
The Dreamcast version of the game has multiple modes. The Pair Match Mode is available from the start. The game no longer has the Secret Shop from the original version since all of the content is unlocked by default, and the Neo Geo Pocket Color linking is removed for the same reason. The Groove Point system of the previous game is retained, but instead of Groove Points being used to unlock content in the Secret Shop, they are now used to unlock secret fights in the Arcade Mode and Pair Match Mode.
- Arcade Mode: A single-player mode where the player forms a team of up to four characters (which must be different characters) and fights a series of elimination matches against five randomly selected teams, then against a final boss. The final boss depends on the composition of the player's team, weighted by the number of ratio points. More Capcom points increases the chance that the final boss is the crime boss Geese Howard at Geese Tower; more SNK points increases the chance that the final boss is the Shadaloo henchman M. Bison followed by the dark dictator Vega at the Psycho Drive. If the team composition is evenly split between Capcom and SNK, the final fight is equally likely to be either. The demonic Gouki is fought instead of either if the player earns enough Groove Points by the final match. The game ends if the player loses a match but can be continued an unlimited number of times. A second player can challenge the first by pressing START , with the victor of the match continuing the game. There are eight difficulty levels for computer-controlled opponents.
- Vs Mode: A two-player mode where players can choose any characters (which can include the same character multiple times) and any stage and battle each other in elimination matches. Players can choose the maximum ratio points available to them (between one and four) and change the ratio for each character (which changes the character's relative strength). The game keeps track of the number of wins for each player.
- Pair Match Mode: A single-player mode that is identical to the Arcade Mode, except every character is worth two ratio points, so teams consist of any two characters. Like the Arcade Mode, a second player can enter the game by pressing START .
- Game Replay Mode: A two-player mode where players can play a match (with the same unlockable options as the Vs Mode) and save a replay of the game to a VMU, which can be loaded and watched again at any time. A replay takes 30 blocks of storage.
- Training Mode: A practice mode where the player can choose any character and any opponent. The player can set the whether the dummy opponent is non-hostile, hostile, or controlled by a second control pad. Non-hostile opponents can be set to stand, crouch, or jump and guarding or not guard. The player can also toggle the health gauge (normal or flashing red) and power gauge (normal or max).
- Network Mode: This mode supported competitive online matches over Capcom's Matching Service. Players could also upload high scores or open the official web site to view rankings and high scores or download replays or color schemes.
- Link Mode: The game can import customized color schemes from Capcom vs. SNK: Millennium Fight 2000 or create a save file for that game with all of the secrets unlocked (but this save file is only compatible with the Japanese version of the game).
- Color Edit Mode: A customization mode where the player can create custom color schemes for any character. Each character has 15 colors that can be changed (by adjusting the red, green, or blue color bars). Custom color schemes can be saved to a VMU.
There are two game speeds, Normal and Turbo (which can be set in the options so players are not asked every time).
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P | Any punch button |
LP | Light punch |
HP | Hard punch |
K | Any kick button |
LK | Light kick |
HK | Hard kick |
TAUNT | Taunt |
All of the characters from Capcom vs. SNK: Millennium Fight 2000 return, with the addition of Dan Hibiki (from Street Fighter Zero) and Joe Higashi (from Garou Densetsu). The hidden characters (Morrigan, Nakoruru, Evil Ryu, and Gouki) and all of the Extra characters are unlocked by default. The Extra versions can be chosen by holding START while selecting the character in any mode.
Every character has a different color scheme depending on which button is used to select him or her (, , , or ). Additional bonus color schemes can be used by selecting the character with +, +, +, or +. Up to two custom colors can be saved for each character in the Color Edit Mode, which are selected with + or +.
Ratio 1
Originally appeared in: Street Fighter Zero 2
|
Sakura Kasugano | |||||||||||
Sakura is a Japanese schoolgirl who idolizes Ryu, whose fighting style she has imitated.
Her Extra form brings her moveset more in line with her appearance in Street Fighter Zero 2. She has a more conventional fireball, the Kou'ou Ken is replaced with the Shou'ou Ken (a jumping uppercut instead of a standing uppercut), and the Shunpuu Renkyaku is replaced with the Shunpuu Kyaku (which rises higher and loses its follow-up moves but knocks down and can be performed in midair). | ||||||||||||
Originally appeared in: Super Street Fighter II
|
Cammy | |||||||||||
Cammy is a genetically engineered assassin for Shadaloo, operating under the code name "Killer Bee."
Her Extra form gains the Cannon Spike, first seen in X-Men vs. Street Fighter, and an additional super move, the Reverse Shaft Breaker, from Street Fighter Zero 3. She loses the Axle Spin Knuckle and the Hooligan Combination. Unlike the previous version of the game, she retains the Spiral Arrow. | ||||||||||||
Originally appeared in: Street Fighter II
|
Dhalsim | |||||||||||
Dhalsim is a Yoga mystic who has gained exceptional control over his mind and body, giving him the ability to stretch his limbs and breathe fire.
His Extra form is based on his appearance in Super Street Fighter II X. Yoga Flame and Yoga Blast are changed to use a half-circle forward motion, he can perform the Drill Kick in two different angles (depending on the button used), and he has the Yoga Inferno super move.
| ||||||||||||
Originally appeared in: Street Fighter II
|
Blanka | |||||||||||
Blanka is a feral beastman from the jungles of Brazil with the ability to generate electricity.
His Extra form is modeled after his moveset in Super Street Fighter II X. It has the Vertical Rolling Attack and Surprise Forward and Back moves (which were removed from the Normal form) and a unique super move, Ground Shave Rolling. | ||||||||||||
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.
His Normal form resembles his moveset from The King of Fighters '94, while his Extra form is closer to his expanded moveset in The King of Fighters '97. He gets an upward-angled Raijin Ken, a command grab, and a different super move. | ||||||||||||
Originally appeared in: Ryuuko no Ken
|
King | |||||||||||
King is a French bar owner who fights with a unique form of Muay Thai incorporating numerous acrobatic spinning kicks.
Her Extra form is based on her original appearance in Ryuuko no Ken. Her Tornado Kick and Surprise Rose are replaced with the Tobi Nidan Shisshukuri and Moshu Kyaku, and the Double Strike is changed to a super move.
| ||||||||||||
Originally appeared in: The King of Fighters '96
|
Vice | |||||||||||
Vice is Rugal's sadistic secretary, who possesses preternatural strength.
Her Normal form is closer to her moveset from The King of Fighters '96, while her Extra form adds aspects of her moveset from The King of Fighters '98. She gains the Mayhem ability and an upward-angled Da Cide but loses her Tranquility and Gore Fest command grabs. | ||||||||||||
Originally appeared in: Ryuuko no Ken 2
|
Yuri Sakazaki | |||||||||||
Yuri is the younger sister of Ryo and a student of Kyokugen-ryuu.
Her Normal form resembles her moveset from The King of Fighters '94, while her Extra form is based on her appearances in The King of Fighters '96 and later. She regains her long-ranged fireballs and trades the Kuu Ga special move for Sai Ha.
| ||||||||||||
Originally appeared in: Street Fighter Zero
|
Dan Hibiki | |||||||||||
Dan is the "Capcom champion" of the previous tournament. He is a cocky martial artist who fights in a style of his own design called Saikyou-ryuu. He was created as a parody of Ryo Sakazaki and Robert Garcia, the protagonists of Ryuuko no Ken, and he was deliberately given weak special moves. | ||||||||||||
Originally appeared in: Garou Densetsu
|
Joe Higashi | |||||||||||
Joe is the "SNK champion" of the previous tournament. Though he is Japanese, he trained in Muay Thai kickboxing in Thailand. He is a loyal sidekick to the Bogard brothers. |
Ratio 2
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. | ||||||||||||||||||
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.
His Extra form is based on his appearance in Super Street Fighter II X. He loses the Zenpou Tenshin and Ryusen Kyaku but gains back his "crazy kicks." | ||||||||||||||||||
Originally appeared in: Street Fighter II
|
Chun-Li | |||||||||||||||||
Chun-Li is a Chinese wushu expert known for her quick motions and powerful kicks.
Her Extra form reduces her moveset to her two special moves from Street Fighter II: Champion Edition and introduces a new super move, the Spinning Hornet Kick, which resembles Ryu's Shinkuu Tatsumaki Senpuukyaku. | ||||||||||||||||||
Originally appeared in: Street Fighter II
|
Guile | |||||||||||||||||
Guile is an officer in the United States Air Force who uses a mixed martial arts form combining elements of boxing, kickboxing, and wrestling.
His Extra form is nearly the same but trades the Rolling Sobat for the Reverse Spin Kick and only has one super move. | ||||||||||||||||||
Originally appeared in: Street Fighter II
|
Edmond Honda | |||||||||||||||||
E. Honda is a sumo wrestler who wants to prove to the world the strength of his technique.
His Extra form reduces his moveset to his special moves from Street Fighter II: Champion Edition (with his super move from Super Street Fighter II X). | ||||||||||||||||||
Originally appeared in: Street Fighter II
|
Zangief | |||||||||||||||||
Zangief is a massive Soviet wrestler who trains by wrestling bears.
His Extra form reduces his moveset to his special moves from Street Fighter II: Champion Edition (with his super move from Super Street Fighter II X).
| ||||||||||||||||||
Originally appeared in: Street Fighter II
|
M. Bison (Balrog) | |||||||||||||||||
M. Bison is a former heavyweight boxing champion who now works for Vega as an enforcer. He appears as a sub-boss in the Arcade Mode and Pair Match Mode before fighting Vega.
His Extra form reduces his moveset to his two special moves from Street Fighter II: Champion Edition (with his super move from Super Street Fighter II X). | ||||||||||||||||||
Originally appeared in: Garou Densetsu
|
Raiden | |||||||||||||||||
Raiden is a heel pro wrestler known for his ruthlessness in the ring.
Both forms are inspired by his appearance in Garou Densetsu Special (as Big Bear). His Extra form swaps the Raiden Combination/Body Blow move for the Jumping Lariat Drop and the Flame Breath super move for Crazy Train.
| ||||||||||||||||||
Originally appeared in: Garou Densetsu 2
|
Kim Kaphwan | |||||||||||||||||
Kim is a Korean taekwondo master with a strong sense of justice.
His Extra form exchanges the Hien Zan and Stance Change abilities for the Kuusa Jin (first seen in Real Bout Garou Densetsu) and the Hou'ou Tenbu Kyaku super move for the Hou'ou Hiten Kyaku. | ||||||||||||||||||
Originally appeared in: Ryuuko no Ken
|
Ryo Sakazaki | |||||||||||||||||
Ryo is a practitioner of Kyokugen-ryuu, a style of karate created by his father.
His Normal form is based on his original appearance in Ryuuko no Ken, while his Extra form adopts a moveset more closely inspired by his moves in The King of Fighters '97. He loses the Zanransetsu but gains the Mouko Raijin Setsu and Kyokugen Ryu Ranbu Ken abilities and the Tenchi Haoh Ken super move. | ||||||||||||||||||
Originally appeared in: Garou Densetsu
|
Terry Bogard | |||||||||||||||||
Terry is a young American fighter who learned various fighting techniques from his father.
Both forms are nearly identical, but the Extra form removes the Rising Tackle and replaces it with the Power Dunk.
| ||||||||||||||||||
Originally appeared in: Garou Densetsu 2
|
Mai Shiranui | |||||||||||||||||
Mai is a kunoichi who was trained in her family's ninjutsu arts.
Her Extra form switches the Hissatsu Shinobi Bachi special move for the Kagero no Mai (first seen in Real Bout Garou Densetsu) and the Beni Suzaku super move for the Mizutori no Mai (from The King of Fighters '97). | ||||||||||||||||||
Originally appeared in: The King of Fighters '95
|
Iori Yagami | |||||||||||||||||
Iori is the heir to the Yagami clan, which sealed away the snake demon Orochi along with the Kusanagi and Yata clans. He can create fire, which is purple because of the blood pact his clan made with Orochi hundreds of years ago. He has an intense dislike of Kyo because of the longstanding feud between their clans. | ||||||||||||||||||
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.
His Normal form is based on his reworked moveset in The King of Fighters '96, while his Extra form is based on his original moveset from The King of Fighters '94 and The King of Fighters '95. | ||||||||||||||||||
Originally appeared in: Darkstalkers
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Morrigan Aensland | |||||||||||||||||
Morrigan is a succubus who is obsessed with the human world. She can be fought as a secret challenger in the Arcade Mode and Pair Match Mode if the player earns between 60 and 70 Groove Points before the fourth opponent when playing on the Capcom groove. | ||||||||||||||||||
Originally appeared in: Samurai Spirits
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Nakoruru | |||||||||||||||||
Nakoruru is a young girl who is a guardian of nature. She can be fought as a secret challenger in the Arcade Mode and Pair Match Mode if the player earns between 60 and 70 Groove Points before the fourth opponent when playing on the SNK groove. |
Ratio 3
Originally appeared in: Street Fighter II
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Vega (M. Bison) | |||||||||||
Vega is the shadowy leader of the international crime syndicate Shadaloo. He is motivated solely by his lust for world domination and fights using a dark psychotic energy known as "Psycho Power." He is one of the possible final bosses in the Arcade Mode and Pair Match Mode.
His Extra form is based on his appearance in Super Street Fighter II X. He loses the Psycho Vanish and Psycho Impact abilities but regains the Psycho Crusher. | ||||||||||||
Originally appeared in: Street Fighter
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Sagat | |||||||||||
Sagat is a Muay Thai master from Thailand who bears a long scar on his chest from a fated fight with Ryu.
His Extra form changes the button combination for the Tiger Crush back to its original motion in Street Fighter II and replaces the super moves with the Tiger Cannon from Street Fighter Zero (which can now be shot high or low). | ||||||||||||
Originally appeared in: Street Fighter II
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Balrog (Vega) | |||||||||||
Balrog is a narcissistic Spanish bullfighter who works for Vega and fights with a clawed hand.
His Extra form resembles his Super Street Fighter II moveset (with his super move from Super Street Fighter II X).
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Originally appeared in: Garou Densetsu 3
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Ryuji Yamazaki | |||||||||||
Yamazaki is a deadly and insane Japanese mobster who fights with one hand in his pocket.
His Normal form resembles his appearance in the Garou Densetsu series, and his Extra form is closer to his appearances in the King of Fighters games. He has the Suna Kake and Badukan Pachiki abilities instead of Yakiire, and his super moves use different motions.
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Originally appeared in: The King of Fighters '94
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Rugal Bernstein | |||||||||||
Rugal is a cruel and sophisticated crime lord who turns the fighters he defeats into living trophies.
His Normal form resembles his appearance in The King of Fighters '98, and his Extra form is based on his Omega Rugal form in the same game. | ||||||||||||
Originally appeared in: Garou Densetsu
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Geese Howard | |||||||||||
Geese is the mafia kingpin of South Town and the nemesis of the Terry Bogard. He is an American who has studied and mastered Japanese fighting techniques. He is one of the possible final bosses in the Arcade Mode and Pair Match Mode.
His Normal form is based on his Garou Densetsu appearances, with conventional projectiles, while his Extra form is based on his appearance in The King of Fighters '96, with the Reppu Ken changed to a hand swipe.
|
Ratio 4
Originally appeared in: Street Fighter Zero 2
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Evil Ryu |
Evil Ryu is a hypothetical version of Ryu that fights with the dark Satsui no Hadou rather than the light Kyoi no Hadou. He can be fought as a secret challenger in the Arcade Mode and Pair Match Mode if the player earns at least 71 Groove Points before the fourth opponent when playing on the Capcom groove. | |
Originally appeared in: Super Street Fighter II X
|
Gouki (Akuma) |
Gouki is a savage and merciless fighter who has mastered the Satsui no Hadou. If the player earns at least 85 Groove Points before the final fight in the Arcade Mode and Pair Match Mode, Gouki attacks Vega and challenges the player instead (recalling his original appearance in Super Street Fighter II X). | |
Originally appeared in: The King of Fighters '97
|
Orochi Iori |
Orochi Iori is a version of Iori when he is under the effects of the Riot of the Blood, due to the blood pact his clan made with Orochi hundreds of years ago that gave them greater powers but cursed the clan and their descendants forever. He can be fought as a secret challenger in the Arcade Mode and Pair Match Mode if the player earns at least 71 Groove Points before the fourth opponent when playing on the SNK groove. |
Stages
Stages are chosen randomly for most matches in the Arcade Mode. M. Bison and Vega are always fought in the Psycho Drive stage, and Geese Howard is always faced in Geese Tower. Morrigan, Nakoruru, and Akuma also have their own stages when encountered. The hidden backgrounds of the previous game are unlocked by default now.
Production credits
- Planner: Hideaki Itsuno, Ichinose Pawer, Haruo Murata, Tomonori Onuma, Oni-Suzuki, Neo-G, Takecyan, Buruma (Kojimax)
- Programer: Akihiro Yokoyama, Batayon, Hard・Yas -Lightside-, Hyper Shinchan, Kaw・Tld, Knight Rider Giu, Kohei Akiyama, Kumiko Morita, Senor, Sailor, Tomohiro Ueno, Yoji Mikami, Yuko Kawamura
- Title Design: Shoei
- Illustrations
- Capcom Illustrator: Kinu Nishimura, Nakata Yosito, RB, Daichan, Harumaru, Takamasa Yamada
- SNK Illustrator: Shinkirou
- Instruction Card Design: Sakomizu
- Object Design: Ball Boy, Chimorin Shogun, Eri★Kimo, G・Kamina, Hideya Takada, Hirano=Daichi, Hiro, Hitoshi Igarashi, Ikusan・Z, Izumi‑N, Jun Ikawa, Kaeru, Kaname, Kimo Kimo, Nakamoto, Narancia, Masaru Nishimura, mamagorou, Masatsugu Sato, Michiru Akizuki, Miwa Sakaguchi, Mizuho, Peliko Fuzii, Rin Boku, Tagirin, Tatsuya Oshima, Tomo, Tomohiko Ohsumi, Tomomall, Toshihiro Suzuki, Tsuyoshi, Who, Yano, Yoshihiko Akita, Yoshihiro Goda, Yosinori Yamamoto, Youhei Nakamura
- Effect Design: Anz, D.Kurita, Rinboku, Takep
- Background: Hiroyuki Imahori, Yumiko Nakatsuka, Chika Iwai, Yoshio★Nishimura, Chie Morisaki, Aya Saito, Takako Nakamura, Tanopu, Yasuhiro Yamamoto, Naoko Niiyama, Masanori Kajita
- Music Compose: Satoshi Ise
- Sound Design: Masayuki Endou, Satoshi Ise
- Recording Engineer: Kazuya Takimoto
- SNK Staff: Yasushi Adachi, Yukihiro Degushi, Akira Konishi, Masanoikusumoto, Eiji Shiroi, Tonko, Senri Kita, Hiroaki, Toyochan, and SNK All Staff
- Producer: Yoshihiro Sudo
- General Producer: Noritaka Funamizu
- Executive Producer: Yoshiki Okamoto
- Network: Shin., Net Man, Ichiro Yunde, Mineyuki Noda, Kentaro Kaneko
- Special Thanks: Shaky Akitomo, Hiroaki Kondou, Jim Miyamoto, Blackbelt Hayashi, H Sugiura, Ryuji Kida, K Shouno, Takuya Shiraiwa, Abu Takemura, Kaori Funakoshi, Kouji Misu, Hiroaki Watanabe, Nuki, Bas (M・P), Tko, Bomito (Ogata), Zero (B・M), Den (I・S), Joe, Capcom All Staff, and You
Magazine articles
- Main article: Capcom vs. SNK Millennium Fight 2000 Pro/Magazine articles.
Artwork
Physical scans
NAOMI version
Dreamcast version
Sega Retro Average | |||||||||||||||||||||||||||||||||||||||
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|
78 | |
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Based on 7 reviews |
Dreamcast, JP (Dorikore) |
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|
Technical information
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
? |
|
GD-ROM (JP) |
External links
- Sega of Japan catalogue pages (Japanese): Dreamcast
References
- ↑ File:CvS1Pro DC JP Box back.jpg
- ↑ 2.0 2.1 2.2 2.3 2.4 http://sega.jp/dc/010611/ (Wayback Machine: 2008-01-31 22:31)
- ↑ https://sega.jp/history/hard/dreamcast/software_l.html#tab02 (Wayback Machine: 2020-02-01 22:57)
- ↑ File:Capcom vs SNK Pro DC credits.pdf
- ↑ Dreamcast Magazine, "No. 25" (UK; 2001-08-09), page 44
- ↑ Dorimaga, "2001-03 (2001-06-22)" (JP; 2001-06-08), page 28
- ↑ Dorimaga, "2002-18 (2002-10-11)" (JP; 2002-09-27), page 34
- ↑ Famitsu, "2001-06-22" (JP; 2001-06-08), page 30
- ↑ Gamers' Republic, "August 2001" (US; 2001-xx-xx), page 77
- ↑ MAN!AC, "08/2001" (DE; 2001-07-04), page 42
- ↑ SuperGamePower, "Agosto 2001" (BR; 2001-xx-xx), page 36
Capcom vs. SNK Millennium Fight 2000 Pro | |
---|---|
Main page | Comparisons | Magazine articles | Reception | Technical information |
Capcom vs. games for Sega systems | ||
---|---|---|
X-Men vs. Street Fighter (1997) | Marvel Super Heroes vs. Street Fighter (1998) | ||
Marvel vs. Capcom: Clash of Super Heroes (1999) | Marvel vs. Capcom 2: New Age of Heroes (2000) | Capcom vs. SNK: Millennium Fight 2000 (2000) | Capcom vs. SNK Millennium Fight 2000 Pro (2001) | Capcom vs. SNK 2 Millionaire Fighting 2001 (2001) | ||
Related Games | ||
X-Men: Children of the Atom (1995) | Marvel Super Heroes (1997) |
The King of Fighters games for Sega systems or published by Sega | |
---|---|
The King of Fighters '95 (1996) | The King of Fighters '96 (1996) | The King of Fighters '96 + '95: Gentei KOF Double Pack ( ?) | The King of Fighters '97 (1998) | The King of Fighters Best Collection (1998) | |
The King of Fighters: Dream Match 1999 (1999) | The King of Fighters: Evolution (2000) | The King of Fighters 2000 (2002) | The King of Fighters 2001 (2002) | The King of Fighters 2002 (2003) | |
The King of Fighters Neowave (2004) | The King of Fighters XI (2005) | |
The King of Fighters XIV (2016) | |
Unlicensed The King of Fighters games for Sega systems | |
King of Fighters 98' (1998) | The King of Fighters '99 (1999) | |
Related games | |
Capcom vs. SNK: Millennium Fight 2000 (2000) | Capcom vs. SNK Millennium Fight 2000 Pro (2000) | Capcom vs. SNK 2 Millionaire Fighting 2001 (2001) | NeoGeo Battle Coliseum (2005) | SNK Heroines: Tag Team Frenzy (2018) |
- Dreamcast Arcade Stick-compatible games
- Dreamcast Keyboard-compatible games
- Jump Pack-compatible games
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- Visual Memory Unit-compatible games
- 1-2 player games
- All arcade games
- NAOMI games
- 2000 NAOMI games
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- 2000 NAOMI GD-ROM games
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