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

From Sega Retro

Line 39: Line 39:
 
{{ScreenThumb|Capcom vs SNK Pro DC, Character Select.png|width=200|Character select}}
 
{{ScreenThumb|Capcom vs SNK Pro DC, Character Select.png|width=200|Character select}}
 
{{ScreenThumb|Capcom vs SNK Pro DC, Gameplay.png|width=200|Gameplay}}
 
{{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 life bars to green). All of the hidden characters and features from the previous game are now unlocked by default.
+
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.
 
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.
Line 47: Line 47:
 
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.
 
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 life bar 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.
+
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.
 
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.
Line 80: Line 80:
 
*'''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}}.
 
*'''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.
 
*'''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 life bar (normal or flashing red) and power gauge (normal or max).
+
*'''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.
 
*'''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).
 
*'''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).
Line 141: Line 141:
 
| desc=Cammy is a genetically engineered assassin for Shadaloo, operating under the code name "Killer Bee."
 
| desc=Cammy is a genetically engineered assassin for Shadaloo, operating under the code name "Killer Bee."
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
{{MoveListRow | Spiral Arrow | {{QCF}} {{kick}} | Cammy spirals forward feet first like a spinning arrow, which knocks the opponent over on impact. The move covers more horizontal distance when it is performed with {{HK}}.}}
+
{{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 the opponent over on impact. She leaps higher when the move 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 the opponent over on impact. This move passes through projectiles. The move covers more horizontal distance when it is performed with {{HP}}.}}
+
{{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.}}
 
{{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.}}
 
}}
 
}}
Line 152: Line 152:
 
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.
 
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 |
 
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
{{MoveListRow | Spiral Arrow | {{QCF}} {{kick}} | Cammy spirals forward feet first like a spinning arrow, which knocks the opponent over on impact. The move covers more horizontal distance when it is performed with {{HK}}.}}
+
{{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 the opponent over on impact. She leaps higher when the move 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.}}
 
{{MoveListRow | Cannon Strike | {{QCB}} {{kick}} before the apex of the jump while flipping forward in the air | Cammy dive kicks diagonally downward.}}
 
}}
 
}}
Line 169: Line 169:
 
| 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.
 
| 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 |
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
{{MoveListRow | Yoga Fire | {{QCF}} {{punch}} | Dhalsim spits out a fireball that scorches whoever it touches. The projectile moves faster and knocks the opponent over when the move is performed with {{HP}}.}}
+
{{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 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 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}}.}}
Line 188: Line 188:
 
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.
 
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 |
 
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
{{MoveListRow | Yoga Fire | {{QCF}} {{punch}} | Dhalsim spits out a fireball that scorches whoever it touches. The projectile moves faster and knocks the opponent over when the move is performed with {{HP}}.}}
+
{{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 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 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}}.}}
Line 212: Line 212:
 
| desc=Blanka is a feral beastman from the jungles of Brazil with the ability to generate electricity.
 
| desc=Blanka is a feral beastman from the jungles of Brazil with the ability to generate electricity.
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
{{MoveListRow | Electricity | {{repeat|{{punch}}}} | Blanka charges himself with electricity, zapping anyone who touches him.}}
+
{{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, knocking the opponent over on impact. The move travels farther when it is performed with {{HP}}.}}
+
{{MoveListRow | Rolling Attack | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Blanka curls into a ball and rolls straight ahead. The move travels farther when it is performed with {{HP}}.}}
 
{{MoveListRow | Backstep Rolling Attack | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Blanka does a handstand, then leaps high into the air for a rolling attack. He leaps higher when the move is performed with {{HK}}.}}
 
{{MoveListRow | 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}}.}}
 
}}
 
}}
Line 227: Line 227:
 
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.
 
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 |
 
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
{{MoveListRow | Electricity | {{repeat|{{punch}}}} | Blanka charges himself with electricity, zapping anyone who touches him.}}
+
{{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, knocking the opponent over on impact. The move travels farther when it 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}}.}}
 
{{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}}.}}
 
}}
 
}}
Line 290: Line 290:
 
{{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 | 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 | 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.}}
+
{{MoveListRow | Trap Shot | {{RDP}} {{kick}} | King performs a somersault kick. If it hits, she follows up with a barrage of fast kicks that knock her opponent over.}}
 
{{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 | 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 rolls into the air, then comes down with a stomping kick that can hit multiple times and knocks her opponent over. 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 |
 
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
Line 305: Line 305:
 
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 
{{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 | 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.}}
+
{{MoveListRow | Trap Shot | {{RDP}} {{kick}} | King performs a somersault kick. If it hits, she follows up with a barrage of fast kicks that knock her opponent over.}}
 
{{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 | 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}}.}}
 
{{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}}.}}
Line 397: Line 397:
 
{{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 | 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 | 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. He performs a knee strike with {{LK}} and a knee strike and two kicks with {{HK}}. This move can be performed in midair.}}
+
{{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 | 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.}}
 
{{MoveListRow | Kouten Chouhatsu | {{QCB}} {{Taunt}} | Dan rolls backwards, then performs his taunt. This move can pass through opponents (if close enough) but not attacks.}}
Line 578: Line 578:
 
{{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 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 | 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 Sumo Smash.}}
+
{{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 |
 
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
Line 679: Line 679:
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 
{{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 | 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. He charges further 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.}}
+
{{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 | 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}}.}}
 
{{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}}.}}
Line 696: Line 696:
 
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 
{{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 | 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. He charges further 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.}}
+
{{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 | 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}}.}}
 
{{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}}.}}
Line 718: Line 718:
 
| desc=Kim is a taekwondo master with a strong sense of justice.
 
| desc=Kim is a taekwondo master with a strong sense of justice.
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
{{MoveListRow | Han Getsu Zan | {{QCB}} {{kick}} | Kim rolls forward with a somersaulting crescent kick, which knocks down his opponent on impact. The move covers a wider arc when it is performed with {{HK}}.}}
+
{{MoveListRow | Han Getsu Zan | {{QCB}} {{kick}} | Kim rolls forward with a somersaulting crescent kick. 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 (Tensou Zan) by pressing {{down}}+{{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 (Tensou Zan) by pressing {{down}}+{{HK}}.}}
 
{{MoveListRow | Hishou Kyaku | {{QCF}} {{kick}} in midair | Kim dives diagonally downward while stomping repeatedly.}}
 
{{MoveListRow | Hishou Kyaku | {{QCF}} {{kick}} in midair | Kim dives diagonally downward while stomping repeatedly.}}
Line 734: Line 734:
 
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.
 
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 |
 
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
{{MoveListRow | Han Getsu Zan | {{QCB}} {{kick}} | Kim rolls forward with a somersaulting crescent kick, which knocks down his opponent on impact. The move covers a wider arc when it is performed with {{HK}}.}}
+
{{MoveListRow | Han Getsu Zan | {{QCB}} {{kick}} | Kim rolls forward with a somersaulting crescent kick. 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. He ascends higher and hits an additional time when the move is performed with {{HP}}.}}
+
{{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 | 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.}}
 
{{MoveListRow | Haki Kyaku | {{down}} {{down}} {{kick}} | Kim stomps the ground, hitting opponents in front of him.}}
Line 794: Line 794:
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 
{{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 | 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 burst in front of him.}}
+
{{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 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 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}}.}}
 
{{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}}.}}
Line 809: Line 809:
 
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
 
{{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 | 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 burst in front of him.}}
+
{{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. He launches higher into the air when the move performed is with {{HK}}.}}
+
{{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}}.}}
 
{{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}}.}}
 
}}
 
}}
Line 831: Line 831:
 
{{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 | 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 | 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 | Hissatsu Shinobi Bachi | {{HCF}} {{kick}} | Mai performs a cartwheel, then drops to the ground with an elbow strike. The move travels more distance when it is performed with {{HK}}.}}
+
{{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. The move covers more horizontal distance 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. 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 |
 
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
Line 848: Line 848:
 
{{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 | 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 | 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. The move covers more horizontal distance 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. 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.}}
 
{{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.}}
 
}}
 
}}
Line 870: Line 870:
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 
{{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 | 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, then jumps and comes down with a double axe-handle punch.}}
+
{{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 | 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 | 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}}.}}
Line 958: Line 958:
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 
{{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 | 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. She flies further forward when the move is performed with {{HP}}.}}
+
{{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. Mamahaha dives downward at a wider angle 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 | 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 | 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. Nakoruru dives downward at a wider angle when the move is performed with {{HP}}.}}
+
{{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. Mamahaha 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 |
 
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
Line 1,016: Line 1,016:
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 
{{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 Shot | {{QCF}} {{punch}} or {{kick}} | Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with {{punch}}, he shoots a high shot while standing; if performed with {{kick}}, he shoots a low shot while kneeling. The projectile moves faster when the move is performed with {{HP}}.}}
{{MoveListRow | Tiger Uppercut | {{DPF}} {{punch}} | Sagat jumps into the air with a flying uppercut, hitting up to two times and knocking his opponent over. He ascends higher when the move is performed with {{HP}}.}}
+
{{MoveListRow | Tiger 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.}}
 
{{MoveListRow | Tiger Crush | {{DPF}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over.}}
 
}}
 
}}
Line 1,044: Line 1,044:
 
{{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 | 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 | 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, then dives onto his opponent with his arms spread when the player presses {{punch}}.}}
+
{{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 if the player presses {{left}}+{{punch}} or {{right}}+{{punch}} when near the opponent.}}
 
{{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 | 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.}}
+
{{MoveListRow | Scarlet Terror | Hold {{downleft}} for 2 seconds, then {{right}}+{{kick}} | Balrog , which knocks his opponent over on impact.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
 
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
Line 1,064: Line 1,064:
 
{{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 | 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 | 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 and somersaults back to the ground, which can be followed by a claw dive with {{punch}}.}}
+
{{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 | 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.}}
 
{{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.}}
Line 1,083: Line 1,083:
 
| desc=Ryuji Yamazaki is a deadly and insane Japanese mobster who fights with one hand in his pocket.
 
| desc=Ryuji Yamazaki is a deadly and insane Japanese mobster who fights with one hand in his pocket.
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
{{MoveListRow | Sabaki no Aikuchi | {{DPF}} {{punch}} | Ryuji slides forward and slashes the knife that he conceals in his pocketed hand. He does an additional stab when the move is performed with {{HP}}.}}
+
{{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}} | Ryuji charges his arm. When {{LP}} is released, he performs a fast punch diagonally upwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}}
+
{{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}} | Ryuji 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 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}} | Ryuji 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 | 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}} | Ryuji swings his arm up, which can damage a nearby opponent or absorb a projectile. After a projectile has been absorbed, he immediately throws a fireball back toward the caster.}}
+
{{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}} | Ryuji does an axe kick that flattens his opponent. This is an overhead strike that can hit characters who are crouch blocking.}}
+
{{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}} | Ryuji taunts his opponent. If his opponent attacks him while he is doing this, he counters with a charging punch.}}
+
{{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 |
 
{{MoveListTable | desc=Command normals (Normal) | bordercolor=#c0c0c0 |
{{MoveListRow | Bussashi | {{right}}+{{LP}} | Ryuji punches downward. This is an overhead strike that can hit characters who are crouch blocking.}}
+
{{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 |
 
{{MoveListTable | desc=Super moves (Normal) | bordercolor=#c0c0c0 |
{{MoveListRow | Guillotine | {{right}} {{HCF}} {{punch}} | Ryuji leaps forward, coming down with a flaming fist. If it connects, he drags his opponent along the ground with it before throwing them into the air. He stomps the opponent repeatedly before kicking them at level 3.}}
+
{{MoveListRow | Guillotine | {{right}} {{HCF}} {{punch}} | 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) | Ryuji knocks his opponent into the air, then pummels them with multiple strikes upon landing.}}
+
{{MoveListRow | Drill | D-Pad in a 360° rotation, then {{repeat|{{punch}}}} (close) | Yamazaki knocks his opponent into the air, then pummels them with multiple strikes upon landing.}}
 
}}
 
}}
 
{{hr}}
 
{{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.
 
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 |
 
{{MoveListTable | desc=Special moves (Extra) | bordercolor=#0080ff |
{{MoveListRow | Sabaki no Aikuchi | {{DPF}} {{punch}} | Ryuji slides forward and slashes his knife with his pocketed hand. He does an additional stab when the move is performed with {{HP}}.}}
+
{{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}} | Ryuji charges his arm. When {{LP}} is released, he performs a fast punch diagonally upwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing {{HK}}.}}
+
{{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}} | Ryuji 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 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}} | Ryuji 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 | 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}} | Ryuji swings his arm up, which can damage a nearby opponent or absorb a projectile. After a projectile has been absorbed, he immediately throws a fireball back toward the caster.}}
+
{{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}} | Ryuji kicks up dust from the ground.}}
+
{{MoveListRow | Suna Kake | {{DPF}} {{kick}} | Yamazaki kicks up dust from the ground.}}
{{MoveListRow | Sadomazo | {{HCF}} {{kick}} | Ryuji taunts his opponent. If his opponent attacks him while he is doing this, he counters with a charging punch.}}
+
{{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) | Ryuji grabs and hits his opponent with an explosive headbutt.}}
+
{{MoveListRow | Badukan Pachiki | {{HCB}} {{right}} {{punch}} (close) | Yamazaki grabs and hits his opponent with an explosive headbutt.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
 
{{MoveListTable | desc=Command normals (Extra) | bordercolor=#0080ff |
{{MoveListRow | Bussashi | {{right}}+{{LP}} | Ryuji punches downward. This is an overhead strike that can hit characters who are crouch blocking.}}
+
{{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 |
 
{{MoveListTable | desc=Super moves (Extra) | bordercolor=#0080ff |
{{MoveListRow | Guillotine | {{QCF}} {{QCF}} {{punch}} | Ryuji leaps forward, coming down with a flaming fist. If it connects, he drags his opponent along the ground with it before throwing them into the air. He stomps the opponent repeatedly before kicking them at level 3.}}
+
{{MoveListRow | Guillotine | {{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) | Ryuji knocks his opponent into the air, then pummels them with multiple strikes upon landing.}}
+
{{MoveListRow | Drill | {{HCB}} {{HCB}} {{repeat|{{punch}}}} (close) | Yamazaki knocks his opponent into the air, then pummels them with multiple strikes upon landing.}}
 
}}
 
}}
 
}}
 
}}
Line 1,127: Line 1,127:
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 
{{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 | 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. 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 | 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. He jumps higher when the move is performed with {{HK}}.}}
+
{{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 | 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}}.}}
 
{{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}}.}}
Line 1,139: Line 1,139:
 
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.
 
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 |
 
{{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. 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 | 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. He jumps higher when the move is performed with {{HK}}.}}
+
{{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 | 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.}}
 
{{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.}}
Line 1,255: Line 1,255:
 
{{MoveListTable | desc=Special moves (Normal) | bordercolor=#c0c0c0 |
 
{{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 | 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, then jumps and comes down with a double axe-handle punch.}}
+
{{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 | 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.}}
 
{{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.}}

Revision as of 00:08, 22 May 2024

n/a

CvS1Pro title.png

Capcom vs. SNK Millennium Fight 2000 Pro
System(s): Sega NAOMI, Sega NAOMI GD-ROM, Sega Dreamcast
Publisher: Capcom
Developer:
Licensor: SNK
Peripherals supported:
Sega Dreamcast
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
Release Date RRP Code
Arcade (NAOMI)
JP
¥? GDL-0004
Arcade (NAOMI GD-ROM)
JP
¥? ?






















Sega Dreamcast
JP
¥3,800 (3,990)3,800e[2] T-1247M
Sega Rating: All Ages
Sega Dreamcast
JP
(Dorikore)
¥2,800 (2,940)2,800e[2] T-1247M-1
Non-Sega versions

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.

Story

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

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

Gameplay

Capcom vs SNK Pro DC, Character Select.png

Character select

Capcom vs SNK Pro DC, Gameplay.png

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

Capcom logo.svg 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 L) or both kicks (or R) simultaneously for level 3.

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

The power gauge is filled by 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

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

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

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 (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.

Ratio 1

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



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

Her Extra form brings her moveset more in line with her appearance in Street Fighter 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 can be performed in midair).

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



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

Her Extra form gains the Cannon Spike, first seen in X-Men vs. Street Fighter, 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.

Move list (Special moves (Extra))
Name Command Description
Spiral Arrow Down Down-right Right K Cammy spirals forward feet first like a spinning arrow, which knocks her opponent over on impact. The move travels further when it is performed with  HK .
Cannon Spike Right Down Down-right K Cammy leaps into the air with a front kick, which knocks her opponent over on impact. She leaps higher when the move is performed with  HK .
Cannon Strike Down Down-left Left K before the apex of the jump while flipping forward in the air Cammy dive kicks diagonally downward.
Move list (Super moves (Extra))
Name Command Description
Spin Drive Smasher Down Down-right Right Down Down-right Right K Cammy performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.
Reverse Shaft Breaker Down Down-left Left Down Down-left Left K Cammy performs a Spiral Arrow straight upward that hits multiple times and pulls nearby opponents inward.
Capcom vs SNK, Character Art, Capcom, Dhalsim.jpg
Street Fighter Alpha 2, Sprites, Dhalsim.gif
Originally appeared in:
Street Fighter II



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

His Extra form is based on his appearance in Super Street Fighter II 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.

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



Blanka
Blanka is a feral beastman from the jungles of Brazil with the ability to generate electricity.
Move list (Special moves (Normal))
Name Command Description
Electric Thunder PPPPP Blanka charges his body with electricity, zapping his opponent on contact. He charges faster when the move is performed with  HP .
Rolling Attack Hold Left for 2 seconds, then Right+P Blanka curls into a ball and rolls straight ahead. The move travels farther when it is performed with  HP .
Backstep Rolling Attack Hold Left for 2 seconds, then Right+K Blanka does a handstand, then leaps high into the air for a rolling attack. He leaps higher when the move is performed with  HK .
Move list (Command normals (Normal))
Name Command Description
Rock Crush Left+ HP  Blanka does a headbutt, hitting up to two times.
Amazon River Run Down-right+ HP  Blanka slides along the ground on his back, which knocks his opponent over.
Move list (Super moves (Normal))
Name Command Description
Direct Lightning Hold Left for 2 seconds, then Right Left Right+P Blanka charges himself with electricity, then curls into a ball and rolls straight into his opponent. The move travels farther at higher levels.
Shout of Earth Hold Down-left for 2 seconds, then Down-right Down-left Up-right+PPPPP Blanka stands and roars while his body courses with electricity.

His Extra form 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.

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



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

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

Move list (Special moves (Extra))
Name Command Description
Raijin Ken Down Down-right Right P Benimaru jabs in front of him with an electrically charged fist.
Taikuu Raijin Ken Right Down Down-right P Benimaru jabs diagonally upwards with an electrically charged fist.
Iai Geri Down Down-right Right K Benimaru does a rapid knee strike.
Shinkuu Kakate Goma Right Down-right Down Down-left Left K Benimaru stands on one hand and spins his body around, kicking with both hands, knocking his opponent far back on impact. He spins for longer when the move is performed with  HK .
Benimaru Corridor Crunch Right Down-right Down Down-left Left Right P (close) Benimaru grabs and electrocutes his opponent.
Move list (Command normals (Extra))
Name Command Description
Flying Drill Down+ HK  in midair Benimaru dive kicks diagonally downwards while spinning like a drill.
Jackknife Kick Right+ LK  Benimaru runs forward with a front kick.
Move list (Super moves (Extra))
Name Command Description
Raikou Ken Down Down-right Right Down Down-right Right P Benimaru pulls his fist back to charge it, then jabs in front of him with an electrically charged fist that explodes in an orb of lightning, hitting multiple times.
Taikuu Raikou Ken Down Down-right Right Down Down-right Right K Benimaru pulls his fist back to charge it, then jabs diagonally upwards with an electrically charged fist that explodes in an orb of lightning, hitting multiple times.
Electro Trigger Right Down-right Down Down-left Left Right Down-right Down Down-left Left P (close) Benimaru grabs and shocks his opponent with bolts of lightning, then throws them.
Capcom vs SNK, Character Art, SNK, King.jpg
Capcom vs SNK, Sprites, King.gif
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.
Move list (Special moves (Normal))
Name Command Description
Venom Strike Down Down-right Right K King performs a jumping kick, lobbing a fireball through the air. The projectile moves faster when the move is performed with  HK .
Double Strike Down Down-right Right Down Down-right Right K King performs two jumping kicks in quick succession, lobbing two fireballs through the air. The projectiles move faster when the move is performed with  HK .
Trap Shot Left Down Down-left K King performs a somersault kick. If it hits, she follows up with a barrage of fast kicks that knock her opponent over.
Tornado Kick Right Down-right Down Down-left Left K King spins forward through into the air while kicking, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with  HK .
Surprise Rose Right Down Down-right K King rises into the air with a knee strike, then comes down with multiple stomping kicks that knock her opponent over. The move covers more horizontal distance when it is performed with  HK .
Move list (Command normals (Normal))
Name Command Description
Slide Kick Down-right+ HK  King shoves herself forward with a sweep kick.
Move list (Super moves (Normal))
Name Command Description
Illusion Dance Down Down-right Right Down-right Down Down-left Left K King does a backflip, then leaps forward with a kick. When she lands, she performs a series of rapid kicks while standing, then finishes with a Tornado Kick.
Silent Flash Down Down-left Left Down Down-left Left K King performs a somersault kick. If it hits, she launches her opponent into the air with a jumping kick. She does two successive somersault kicks at level 2 and three successive somersault kicks at level 3.

Her Extra form is based on her original appearance in 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.

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



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

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

Move list (Special moves (Extra))
Name Command Description
Mayhem Down Down-left Left P Vice charges forward with a shoulder ram that knocks her opponent into the air. She charges further when the move is performed with  HP .
Outrage Down Down-left Left K Vice kicks rapidly in front of her. She hops first when the move is performed with  HK .
Rave Fest Down Down-left Left K in midair Vice kicks rapidly in front of her while falling.
Da Cide Left Down-left Down Down-right Right K Vice swipes her hand out in front of her, which stretches to reach. If it connects, she grabs and throws her opponent back.
Da Cide Slayer Right Down Down-right K Vice swipes her hand out diagonally upwards, which stretches to reach. If it connects, she grabs and throws her opponent back.
Nail Bomb Left Down-left Down Down-right Right P (close) Vice grabs her opponent, lifts them over her head, and slams them into the ground, which causes a pillar of dark energy to explode.
Move list (Super moves (Extra))
Name Command Description
Withering Surface Down Down-right Right Down Down-right Right P Vice leaps through the air and tries to grab her opponent when she lands. If she succeeds, she lifts the opponent over her head and slams them opponent into the ground multiple times, then tosses them into the air. Then she jumps into the air with them and slams them into the ground again. The final slam causes a pillar of dark energy to explode at level 2 or 3.
Negative Gain Right Down-right Down Down-left Left Right Down-right Down Down-left Left K (close) Vice grabs her opponent by the neck with her legs, then slams them to the ground repeatedly.
Capcom vs SNK, Character Art, SNK, Yuri Sakazaki.jpg
Capcom vs SNK, Sprites, Yuri Sakazaki.gif
Originally appeared in:
Ryuuko no Ken 2



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

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

Move list (Special moves (Extra))
Name Command Description
Ko'ou Ken Down Down-right Right P Yuri hurls a fireball from her palm. The projectile moves faster when the move is performed with  HP .
Rai'oh Ken Down Down-right Right K Yuri jumps into the air and throws a fireball diagonally downwards. She jumps higher when the move is performed with  HK .
Sai Ha Down Down-left Left P Yuri holds her hands out and shields herself with a burst of ki. It knocks back opponents that touch it and also dissipates projectiles.
Hyaku Retsu Binta Right Left Right P Yuri rushes forward and grabs her opponent, then slaps them repeatedly. She runs farther when the move is performed with  HP .
Move list (Command normals (Extra))
Name Command Description
En Yoku Right+ LK  Yuri throws herself forward while striking with her rear.
Move list (Super moves (Extra))
Name Command Description
Haoh Shoukou Ken Right Left Down-left Down Down-right Right P Yuri channels and throws a large fireball from both hands. The projectile moves faster at higher levels.
Hien Hou'ou Kyaku Right Left Right Down-right Down Down-left Left K Yuri dashes forward, then runs up her opponent with a series of stomps.
Capcom vs SNK, Character Art, Capcom, Dan Hibiki.jpg
Capcom vs SNK Pro, Sprites, Dan Hibiki.gif
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.
Move list (Special moves (Normal))
Name Command Description
Gadouken Down Down-right Right P Dan channels his ki and thrusts a very short-ranged fireball directly in front of him with a single hand. The projectile travels slightly farther when the move is performed with  HP .
Kouryuuken Right Down Down-right P Dan jumps into the air with a flying uppercut, knocking down his opponent on impact. He ascends higher when the move is performed with  HP .
Dankuukyaku Down Down-left Left K Dan leaps forward and performs a sequence of kicks in midair that knock his opponent over on impact. He performs a knee strike with  LK  and a knee strike and two kicks with  HK . This move can be performed in midair.
Zenten Chouhatsu Down Down-right Right  TAUNT  Dan rolls forward, then performs his taunt. This move can pass through opponents (if close enough) but not attacks.
Kouten Chouhatsu Down Down-left Left  TAUNT  Dan rolls backwards, then performs his taunt. This move can pass through opponents (if close enough) but not attacks.
Move list (Command normals (Normal))
Name Command Description
Kuuchuu Chouhatsu  TAUNT  in midair Dan can perform his taunt in midair.
Shagami Chouhatsu Down+ TAUNT  Dan can perform his taunt while crouching.
Move list (Super moves (Normal))
Name Command Description
Chouhatsu Densetsu Down Down-right Right Down Down-right Right  TAUNT  Dan rolls forward multiple times, stopping each time to taunt.
Shinkuu Gadouken Down Down-right Right Down Down-right Right P Dan fires a version of the Gadouken Fireball that can hit his opponent multiple times. The projectile travels farther at higher levels.
Hisshou Buraiken Down Down-left Left Down Down-left Left K Dan performs a barrage of punches and kicks, ending with a Kouryuuken.
Kouryuu Rekka Down Down-right Right Down Down-right Right K Dan performs a single low Kouryuuken, followed by a high Kouryuuken.
Capcom vs SNK, Character Art, SNK, Joe Higashi.jpg
Capcom vs SNK Pro, Sprites, Joe Higashi.gif
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.
Move list (Special moves (Normal))
Name Command Description
Hurricane Upper Left Down-left Down Down-right Right P Joe uppercuts into the air, generating a cyclone that moves across the ground. He uppercuts again and generates a second cyclone when the move is performed with  HP .
Slash Kick Left Down-left Down Down-right Right K Joe turns and launches himself forward with a flying kick that knocks his opponent over. He flies farther when the move is performed with  HK .
Tiger Kick Right Down Down-right K Joe rises diagonally upward with a knee strike that knocks his opponent over. He ascends higher when the move is performed with  HK .
Move list (Super moves (Normal))
Name Command Description
Screw Upper Down Down-right Right Down Down-right Right P Joe uppercuts into the air, generating a cyclone, then uppercuts again, generating a tall inferno that covers the full height of the screen.

Ratio 2

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



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



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

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

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



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

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

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



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

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

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



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

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

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



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

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

Move list (Special moves (Extra))
Name Command Description
Double Lariat  LP + HP  Zangief spins around with his arms outstretched, knocking over opponents on impact. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with Left and Right while spinning.
Quick Double Lariat  LK + HK  Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with Left and Right while spinning.
Screw Piledriver D-Pad in a 360° rotation, then P (close) Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning. He ascends higher when the move is performed with  HP .
Move list (Command normals (Extra))
Name Command Description
Body Press Down+ HP  while jumping diagonally Zangief drops with a body press.
Double Knee Drop Down+ LK  in midair Zangief falls with his knees forward.
Kuuchuu Headbutt Up+ HP  during neutral jump Zangief performs a headbutt in midair.
Move list (Super moves (Extra))
Name Command Description
Final Atomic Buster D-Pad in a 360° rotation twice, then P (close) Zangief grabs his opponent and performs a rolling suplex followed by a Screw Piledriver. He performs an additional rolling suplex at levels 2 and 3 and an additional Screw Piledriver at level 3.
Capcom vs SNK, Character Art, Capcom, Balrog.jpg
Street Fighter Zero 3, Sprites, M. Bison.gif
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.
Move list (Special moves (Normal))
Name Command Description
Dash Straight or Upper Hold Left for 2 seconds, then Right+P or K M. Bison dashes forward while standing and smashes his opponent with a straight punch if performed with P or an uppercut if performed with K. He dashes farther when the move is performed with  HP  or  HK .
Dash Ground Straight or Upper Hold Left for 2 seconds, then Down-right+P or K M. Bison dashes forward low to the ground and smashes his opponent with a straight punch if performed with P or an uppercut if performed with K. He dashes farther when the move is performed with  HP  or  HK .
Buffalo Headbutt Hold Down for 2 seconds, then Up+P M. Bison jumps up with a shoulder smash, which knocks his opponent over on impact.
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.
Move list (Super moves (Normal))
Name Command Description
Crazy Buffalo Hold Left for 2 seconds, then Right Left Right+P M. Bison performs a series of five dashes and punches. He performs uppercuts if the player holds K. The move covers more horizontal distance at higher levels.
Gigaton Blow Hold Left for 2 seconds, then Right Left Right+K (at max level) 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.

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).

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



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

Both forms are inspired by his appearance in 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.

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



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

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

Move list (Special moves (Extra))
Name Command Description
Han Getsu Zan Down Down-left Left K Kim rolls forward with a somersaulting crescent kick. The move covers a wider arc when it is performed with  HK .
Kuusa Jin Hold Down for 2 seconds, then Up+P Kim spins diagonally upward while kicking, knocking his opponent into the air. He ascends higher and hits an additional time when the move is performed with  HP .
Hishou Kyaku Down Down-right Right K in midair Kim dives diagonally downward while stomping repeatedly.
Haki Kyaku Down Down K Kim stomps the ground, hitting opponents in front of him.
Move list (Command normals (Extra))
Name Command Description
Neri Chagi Right+ LK  Kim lifts his leg high and comes down with an axe kick, which hits up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Extra))
Name Command Description
Hou'ou Kyaku Down Down-left Left Down-left Right K Kim performs a series of rapid kicks, then kicks the opponent into the air and finishes with a backflip kick (or multiple backflip kicks at higher levels).
Hou'ou Hiten Kyaku Down Down-right Right Down Down-right Right K Kim hits with a high roundhouse kick that knocks his opponent into the air.
Capcom vs SNK, Character Art, SNK, Ryo Sakazaki.jpg
Capcom vs SNK, Sprites, Ryo Sakazaki.gif
Originally appeared in:
Ryuuko no Ken



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

His Normal form is based on his original appearance in 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.

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



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

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

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



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

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

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



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



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

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

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



Morrigan Aensland
Morrigan is a succubus who is obsessed with the human world. She 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.
Move list (Special moves (Normal))
Name Command Description
Soul Fist Down Down-right Right P Morrigan shoots a flying bat projectile across the screen. If performed in midair, she shoots the projectile diagonally downward. The projectile moves faster when the move is performed with  HP .
Shadow Blade Right Down Down-right P Morrigan rises into the air while uppercutting her opponent by using one of her wings as a blade, knocking down her opponent on impact. She ascends higher when the move is performed with  HP .
Vector Drain Right Down-right Down Down-left Left P (close) Morrigan transforms her wings into a jetpack and flies into the air with her opponent before driving them into the ground.
Move list (Command normals (Normal))
Name Command Description
Shell Kick Down+ LK  in midair Morrigan falls prone while her wings wrap around her legs in a pointed cone.
Spear Thrust Right+ HP  Morrigan transforms her wings into many spears and thrusts them forward.
Rising Kick Right+ HK  Morrigan kicks high into the air.
Mysterious Arc Down-right+ HP  Morrigan spins and whips her wings around while crouched.
Sweep Kick Down-right+ HK  Morrigan hovers prone while spinning her legs around in a circle.
Move list (Super moves (Normal))
Name Command Description
Cardinal Blade Down Down-right Right Down Down-right Right P Morrigan rises into the air while uppercutting her opponent by using one of her wings as a blade, which can hit her opponent multiple times.
Valkyrie Turn Right Down-right Down Down-left Left K Morrigan flies off the screen, then flies back in. If the player presses K, she attacks with her Shell Kick move. This move can be performed in midair.
Darkness Illusion  LP   LP  Right  LK   HP  (half screen away or closer, at max level) Morrigan transforms her wings into a jetpack and flies toward her opponent, then performs a series of attacks with a duplicate of herself. This move can be performed in midair. The power gauge must be at level 3 to perform this move.
Capcom vs SNK, Character Art, SNK, Nakoruru.jpg
Capcom vs SNK, Sprites, Nakoruru.gif
Originally appeared in:
Samurai Spirits



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.
Move list (Special moves (Normal))
Name Command Description
Annu Mutsube Left Down-left Down P Nakoruru flies along the ground while holding her kodachi in front of her, which knocks over and slides to the other side of her opponent. She flies further when the move is performed with  HP . This attack must be blocked crouching. It can pass under many projectiles.
Lela Mutsube Down Down-right Right P Nakoruru flies diagonally upwards while holding her kodachi in front of her, which knocks her opponent over on impact. She flies further forward when the move is performed with  HP .
Amube Yatoro Right Down-right Down Down-left Left P Nakoruru calls her hawk Mamahaha to strike her opponent from above with a dive attack, which knocks her opponent over on impact. Mamahaha dives downward at a wider angle when the move is performed with  HP .
Shichikapu Etu Brute Left Down-left Down Down-right Right K Nakoruru calls her hawk Mamahaha to strike her opponent from above with a pecking attack. Mamahaha pecks twice when the move is performed with  HK .
Mamahaha ni Tsukamaru Down Down-left Left K Nakoruru leaps into the air to be carried by her hawk Mamahaha for a limited duration. While in flight, Nakoruru can move in any direction using the D-Pad, attack with P or  LK , or fall to the ground with  HK .
Kamui Mutsube Down Down-left Left P while carried by Mamahaha Nakoruru dives diagonally downwards while holding her kodachi out, which knocks her opponent over on impact. Nakoruru dives downward at a wider angle when the move is performed with  HP .
Shichikapu Ai Down Down-right Right P while carried by Mamahaha Mamahaha charges downward and stabs the opponent with her beak while engulfed in flames, which knocks the opponent over on impact. Mamahaha dives downward at a wider angle when the move is performed with  HP .
Move list (Command normals (Normal))
Name Command Description
Sankaku Tobi Up-right when jumping onto the edge of the screen Nakoruru can jump off the edges of the screen.
Rolling Slash Down-right+ HP  Nakoruru rolls along the ground in a ball while slashing her kodachi around her.
Move list (Super moves (Normal))
Name Command Description
Shichikapu Kamui Irushika Right Down-right Down Down-left Left Right Down-right Down Down-left Left P Nakoruru calls Mamahaha to charge across the screen.
Shirikoro Kamui Nomi Down Down-right Right Down Down-right Right K (at max level) Nakoruru is surrounded by a pillar of light and restores lost vitality. The move can be canceled by pressing  LP + HP  or  LK + HK , and it can also be interrupted by the opponent by attacking Nakoruru. The power gauge must be at level 3 to perform this move.

Ratio 3

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



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.
Move list (Special moves (Normal))
Name Command Description
Psycho Vanish Right Down Down-right P Vega swings a hand down while it is infused with psycho power. This move can neutralize projectiles.
Psycho Impact Hold Left for 2 seconds, then Right+P 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 .
Double Knee Press Hold Left for 2 seconds, then Right+K 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 .
Head Press Hold Down for 2 seconds, then Up+K 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 P, which can be aimed with Left and Right.
Skull Diver Hold Down for 2 seconds, then Up+P Vega flies into the air toward his opponent. This move can be followed by P to dive his opponent with a fist infused with psycho power, which can be aimed with Left and Right.
Move list (Super moves (Normal))
Name Command Description
Knee Press Nightmare Hold Left for 2 seconds, then Right Left Right+K 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.
Heartbreak Despair Hold Left for 2 seconds, then Right Left Right+P Vega spirals toward his opponent while infused with psycho energy, then throws the opponent after hitting. The move travels further at higher levels.

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

Move list (Special moves (Extra))
Name Command Description
Psycho Crusher Hold Left for 2 seconds, then Right+P 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 .
Double Knee Press Hold Left for 2 seconds, then Right+K 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 .
Head Press Hold Down for 2 seconds, then Up+K 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 P, which can be aimed with Left and Right.
Devil Reverse Hold Down for 2 seconds, then Up+P Vega flies into the air toward his opponent. This move can be followed by P to dive his opponent with a fist infused with psycho power, which can be aimed with Left and Right.
Move list (Super moves (Extra))
Name Command Description
Knee Press Nightmare Hold Left for 2 seconds, then Right Left Right+K 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.
Capcom vs SNK, Character Art, Capcom, Sagat.jpg
Street Fighter Alpha 2, Sprites, Sagat.gif
Originally appeared in:
Street Fighter



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

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

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



Balrog (Vega)
Balrog is a narcissistic Spanish bullfighter who works for Vega and fights with a clawed hand.
Move list (Special moves (Normal))
Name Command Description
Rolling Crystal Flash Hold Left for 2 seconds, then Right+P Balrog rolls along the ground, ending with a claw thrust. He rolls further when the move is performed with  HP .
Sky High Claw Hold Down for 2 seconds, then Up+P 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 .
Flying Barcelona Attack Hold Down for 2 seconds, then Up+K, then P Balrog jumps to the edge of the screen. If the player presses P while he is airborne, Vega dives onto his opponent with his arms spread, which knocks his opponent down on impact.
Izuna Drop Hold Down for 2 seconds, then Up+K, then Left+P or Right+P Balrog jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex if the player presses Left+P or Right+P when near the opponent.
Backslash  LP + HP  or  LK + HK  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.
Scarlet Terror Hold Down-left for 2 seconds, then Right+K Balrog , which knocks his opponent over on impact.
Move list (Command normals (Normal))
Name Command Description
Sankaku Tobi Up-right when jumping onto the edge of the screen Balrog can jump off the edges of the screen.
Cosmic Smart Right+ HK  Balrog does a leaping turnaround kick.
Move list (Super moves (Normal))
Name Command Description
Flying Barcelona Special Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K, then P 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 P.
Rolling Izuna Drop Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K, then Left+P or Right+P 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.
Scarlet Mirage Hold Left for 2 seconds, then Right Left Right+K Balrog advances on his opponent with a series of backflips.
Red Impact Hold Left for 2 seconds, then Right Left Right+P (close, at max level) 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.

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

Move list (Special moves (Extra))
Name Command Description
Rolling Crystal Flash Hold Left for 2 seconds, then Right+P Balrog rolls along the ground, ending with a claw thrust. He rolls further when the move is performed with  HP .
Sky High Claw Hold Down for 2 seconds, then Up+P 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 .
Flying Barcelona Attack Hold Down for 2 seconds, then Up+K, then P Balrog jumps to the edge of the screen. If the player presses P while he is airborne, Vega dives onto his opponent with his arms spread, which knocks his opponent down on impact.
Izuna Drop Hold Down for 2 seconds, then Up+K, then Left+P or Right+P Balrog jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex.
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.
Move list (Command normals (Extra))
Name Command Description
Sankaku Tobi Up-right when jumping onto the edge of the screen Balrog can jump off the edges of the screen.
Move list (Super moves (Extra))
Name Command Description
Rolling Izuna Drop Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K, then Left+P or Right+P 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.
Capcom vs SNK, Character Art, SNK, Ryuji Yamazaki.jpg
Capcom vs SNK, Sprites, Ryuji Yamazaki.gif
Originally appeared in:
Garou Densetsu 3



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

His Normal form resembles his appearance in the 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.

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



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

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

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



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

His Normal form is based on his 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.

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

Ratio 4

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



Evil Ryu
Evil Ryu is a hypothetical version of Ryu that fights with the dark Satsui no Hadou rather than the light Kyoi no Hadou. He 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.
Move list (Special moves (Normal))
Name Command Description
Hadouken Down Down-right Right P Ryu channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with  HP .
Shakunetsu Hadouken Left Down-left Down Down-right Right P Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range. The projectile moves faster when the move is performed with  HP .
Shouryuuken Right Down Down-right P Ryu jumps into the air with a flying uppercut, hitting multiple times and knocking down his opponent. He ascends higher when the move is performed with  HP .
Tatsumaki Senpuukyaku Down Down-left Left K Ryu spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. If performed in midair, he moves horizontally. The move covers more horizontal distance and juggles the opponent for multiple hits when it is performed with  HK .
Ashura Senkuu Forward Right Down Down-right  LP + HP  or  LK + HK  Ryu glides forward. He is invulnerable in this state. He moves across the entire screen with  LP + HP  or half the screen with  LK + HK .
Ashura Senkuu Backward Left Down Down-left  LP + HP  or  LK + HK  Ryu glides backward. He is invulnerable in this state. He moves across the entire screen with  LP + HP  or half the screen with  LK + HK .
Move list (Command normals (Normal))
Name Command Description
Tenma Kuujin Kyaku Down+ HK  before the apex of the jump while flipping forward in the air Ryu dive kicks diagonally downward.
Sakotsu Wari Right+ LP  Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Senpuu Kyaku Right+ LK  Ryu leaps forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.
Stretch Kick Down-left+ HK  Ryu does a long-reaching crouching kick.
Move list (Super moves (Normal))
Name Command Description
Shinkuu Hadouken Right Down-right Down Down-left Left Right Down-right Down Down-left Left P Ryu fires a version of the Hadouken that can hit his opponent multiple times.
Messatsu Gou Shouryuu Down Down-right Right Down Down-right Right P Ryu performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.
Shun Goku Satsu  LP   LP  Right  LK   HP  (at max level) Ryu glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The power gauge must be at level 3 to perform this move. This move is treated as a grab and cannot be blocked.
Capcom vs SNK, Character Art, Capcom, Akuma.jpg
Capcom vs SNK, Sprites, Akuma.gif
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).
Move list (Special moves (Normal))
Name Command Description
Gou Hadouken Down Down-right Right P 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 .
Zankuu Hadouken Down Down-right Right P 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 .
Shakunetsu Hadouken Right Down-right Down Down-left Left P 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 .
Gou Shouryuuken Right Down Down-right P 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 .
Tatsumaki Zankuukyaku Down Down-left Left K 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 .
Ashura Senkuu Forward Right Down Down-right  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 .
Ashura Senkuu Backward Left Down Down-left  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 .
Move list (Command normals (Normal))
Name Command Description
Tenma Kuujin Kyaku Down+ HK  before the apex of the jump while flipping forward in the air Gouki dive kicks diagonally downward.
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.
Stretch Kick Down-left+ HK  Gouki does a long-reaching crouching kick.
Move list (Super moves (Normal))
Name Command Description
Messatsu Gou Hadou Right Down-right Down Down-left Left Right Down-right Down Down-left Left P Gouki fires a version of the Gou Hadouken that can hit his opponent multiple times.
Messatsu Gou Shouryuu Down Down-right Right Down Down-right Right P Gouki performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.
Tenma Gou Zankuu Down Down-right Right Down Down-right Right P in midair Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.
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. The power gauge must be at level 3 to perform this move. This move is treated as a grab and cannot be blocked.
Capcom vs SNK, Character Art, SNK, Orochi Iori.jpg
Capcom vs SNK, Sprites, Wild Iori.gif
Originally appeared in:
The King of Fighters '97



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

Stages

Stages are chosen randomly for most matches in the Arcade Mode. 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.

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.

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.

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.

Capcom vs SNK Pro DC, Stages, Capcom.png

Expressway, Japan
This is considered the stage of Capcom.

Capcom vs SNK Pro DC, Stages, Terry Bogard.png

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

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.

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).

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.

Capcom vs SNK Pro DC, Stages, Osaka.png

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

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.

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 Garou Densetsu game in which he has appeared.

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 Darkstalkers games as well as Pocket Fighter.

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.

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.

Capcom vs SNK Pro DC, Stages, Secret.png

Ayutthaya Iseki, Thailand
This is an alternative version of the Ayutthaya City stage.

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
Source:
In-game-credits[4]

Magazine articles

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

Artwork

Capcom vs SNK Pro, Artwork, Logo.jpg
Logo
Capcom vs SNK Pro, Artwork, Logo.jpg
Capcom vs SNK Pro, Art, Cover.jpg
Dreamcast cover
Capcom vs SNK Pro, Art, Cover.jpg
Capcom vs SNK, Character Art, Capcom, Dan Hibiki.jpg
Dan Hibiki (by Kinu Nishimura)
Capcom vs SNK, Character Art, Capcom, Dan Hibiki.jpg
Capcom vs SNK, Character Art, Capcom, Joe Higashi.jpg
Joe Higashi (by Kinu Nishimura)
Capcom vs SNK, Character Art, Capcom, Joe Higashi.jpg
Capcom vs SNK, Character Art, SNK, Dan Hibiki.jpg
Dan Hibiki (by Shinkiro)
Capcom vs SNK, Character Art, SNK, Dan Hibiki.jpg
Capcom vs SNK, Character Art, SNK, Joe Higashi.jpg
Joe Higashi (by Shinkiro)
Capcom vs SNK, Character Art, SNK, Joe Higashi.jpg

Physical scans

NAOMI version

NAOMI, JP
Notavailable.svg
"Top" instructions

Dreamcast version

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
Dreamcast Magazine (UK) NTSC-J
91
[5]
Dorimaga (JP) NTSC-J
70
[6]
Dorimaga (JP) NTSC-J
80
[7]
Famitsu (JP) NTSC-J
75
[8]
Gamers' Republic (US) NTSC-J
50
[9]
MAN!AC (DE) NTSC-J
85
[10]
SuperGamePower (BR) NTSC-J
98
[11]
Sega Dreamcast
78
Based on
7 reviews

Capcom vs. SNK Millennium Fight 2000 Pro

Dreamcast, JP
CvS1Pro DC JP Box back.jpgCvS1Pro DC JP Box front.jpg
Cover
Capcom Vs SNK 2000 Pro DC JP Spine.jpg
Spinecard
Capcom Vs SNK 2000 Pro DC JP Disc.jpg
Disc
CapcomVsSNK2000ProDCJPManual.pdf
Manual
Dreamcast, JP (Dorikore)

Technical information

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

ROM dump status

System Hash Size Build Date Source Comments
Sega Dreamcast
 ?
CRC32
MD5
SHA-1
GD-ROM (JP)

External links

  • Sega of Japan catalogue pages (Japanese): Dreamcast

References


Capcom vs. SNK Millennium Fight 2000 Pro

CvS1Pro title.png

Main page | Comparisons | Magazine articles | Reception | Technical information


No results



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



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