Character Movelist FAQ


A very big thanks to FSGamer for his help on the character
section!




                                 .-----------------------------.
                                 | Copyright 2007 Steven Marr  |
                                 | By Steven Marr (aka Xenomic)|
                                 | xenomic@bigstring.com       |
                                 | kushara@bigstring.com       |
                                 | entity_of_chaos@hotmail.com|
                                 | ankoku.no.ryu@gmail.com|
                                 | ankoku_no_ryu@yahoo.com|
                                 | AIM: Xenomic, AnkokuRyu    |
                                 | YIM: Ankoku_no_ryu|
                                 | MSN: ShinXenomic@hotmail.com|
                                 |                             |
                                 '-----------------------------'


                         ---------------------------------
                                       Legal Script
                         ---------------------------------

All copyrights and trademarks are acknowledged where are not specifically 
mentioned. If you wish to reproduce this document AS IS, you may do so after 
asking my permission, and not for profit. If I see fit, I, however, will 
revoke permission and ask for it to be taken down if necessary.


For some combo videos for characters, check out Badmash's site. Not bad
videos at all, and they might help you out as well!


http://www.youtube.com/profile?user=PeoplesBadmash


Also, there is a Wiki on this game (though not complete) that some of the
data found here in this faq is from. The link to the Wiki is here:

http://www.shoryuken.com/wiki/index.php/Capcom_vs_SNK_2



**SPECIAL NOTE!!!***


For anyone who would like to help with this faq, feel free to contact me via 
one of the messengers found in my profile on GameFAQs or up above!!! 
Unless you have a list full of things to send to me (which I'd prefer email 
for), then by all means, go ahead and contact me (MSN or AIM is the 
most preferred).





***SPECIAL NOTE TO KIBAGAMI!!!***


If you are reading this, and wish for me to have my Quotes
section taken down, let me know via email or one of my messengers
if you so choose! 
---------------------------------------------------
                Version History
---------------------------------------------------
March 18, 2008 - Ver. 0.50: Still a Work In Progress, but still working on this.
Will update this faq with more info as time goes by.


March 31, 2008 - Ver. 0.60: Updated with info on Joe, Kim, King, Kyo, and what
little there was to Orochi Iori.


April 2, 2008 - Ver. 0.65: Updated with info on Rugal, Raiden, Rock, Ryo, and
Terry.


April 7, 2008 - Ver. 0.70: Updated with Todo, Vice, and Yuri.


April 9, 2008 - Ver. 0.75: Updated with more info on Yuri. Updated with info
on Modes of Play and Unlockables. Added in a new section called
"Sub-Systems: Deciding What is Better". Updated Grooves section.


April 14, 2008 - Ver. 0.76: Updated with info on Nakoruru finally. ^^


April 16, 2008 - Ver. 0.85: Super big update with info on Nakoruru, Eagle, 
Geese, and Akuma. Big thanks to Shoryuken.com and Helion for use of 
their Wiki. Link to Wiki can be found above the Version History section.


April 21, 2008 - Ver. 0.93: Updated with info on Guile, Hibiki, King, and
Kyo.


April 23, 2008 - Ver. 0.99: Updated with info on Kyosuke, Maki, and
Rock. Updated quotes section.
---------------------------------------------------
                Table Of Contents
---------------------------------------------------
1.  Introduction [001]
2.  Legend Key [002]
3.  Breakdown of Attacks [003]
4. Tier Listings [004]
5.  Character Movlists [005]


-Capcom-
I.       Akuma [CAP01]
II.      Balrog [CAP02]
III.     Blanka [CAP03]
IV.     Cammy White [CAP04]
V.      Chun-Li [CAP05]
VI.     Dan Hibiki [CAP06]
VII.    Dhalsim [CAP07]
VIII.   Eagle [CAP08]
IX.     E. Honda [CAP09]
X.      Evil Ryu [CAP10]
XI.     Guile [CAP11]
XII.    Ken Masters [CAP12]
XIII.   Kyosuke Kagami[CAP13]
XIV.   Maki Genryusai[CAP14]
XV.    M. Bison [CAP15]
XVI.   Morrigan Aensland[CAP16]
XVII.  Rolento [CAP17]
XVIII. Ryu [CAP18]
XIX.   Sagat [CAP19]
XX.    Sakura Kasugano [CAP20]
XXI.   Shin Akuma [CAP21]
XXII.  Vega [CAP22]
XXIII. Yun Lee[CAP23]
XXIV. Zangief [CAP24]


-SNK-


I.       Athena Asamiya [SNK01]
II.      Benimaru Nikaido[SNK02]
III.     Chang Koehan[SNK03]
IV.     Geese Howard [SNK04]
V.      Haohmaru [SNK05]
VI.     Hibiki Takane[SNK06]
VII.    Iori Yagami [SNK07]
VIII.   Joe Higashi [SNK08]
IX.     Kim Kaphawn [SNK09]
X.      King [SNK10]
XI.     Kyo Kusanagi [SNK11]
XII.    Mai Shiranui [SNK12]
XIII.   Nakoruru [SNK13]
XIV.   Orochi Iori [SNK14]
XV.    Raiden [SNK15]
XVI.   Rock Howard [SNK16]
XVII.  Rugal Bernstein [SNK17]
XVIII. Ryo Sakazaki [SNK18]
XIX.   Terry Bogard [SNK19]
XX.     Todo Ryuhaku[SNK20]
XXI.    Ultimate Rugal [SNK21]
XXII.   Vice [SNK22]
XXIII.  Yamazaki Ryuji[SNK23]
XXIV.  Yuri Sakazaki [SNK24]



6. Grooves [006]
7. Modes of Play [007]
8. Unlockables [008]
9. Sub-Systems: Deciding What is Better [009]
10. Quotes & Special Intros [010]
11. Other Things [011]
12. Credits [012]
-----------------------------------------------------------
1.  Introduction [001]


You're probably thinking "Why are you doing another Movelist FAQ for
this game when it has all of these faqs for it to begin with?" or "Why do
a FAQ for a game that's 5 years old?". Well, let's just say I have a lot of
time on my hand, so why not use it for something that's interesting to
both me and everyone else, can help everyone else (perhaps...), and
gives me a reason to keep doing faqs in the first place? Right? Well, with
that out of the way.....



This faq is here to, of course, help use the 48 fighters in Capcom Vs. 
SNK 2, and what Grooves to use and with who. Though don't always 
take my word on the Grooves, as I'm still testing out which ones work 
better (though I tend to stick to C- and N-Groove anyways...). 


Just a fair warning now, when reading the Match-Up section for 
characters, keep in mind that these are aimed at CPU opponents, 
and not Human players. Trying these tactics against Human players 
will more than likely get you killed!! However, I will try and come up 
with tactics for Human players to add to this faq at a later date.

Also note that while I DO have something for everyone in this faq, I'm 
not an expert at all of the characters in this game, and there are times 
that I don't play this game for weeks on end, which ends up with me 
being rusty at the game from time to time. So, while I point out things, 
note that not always will they be accurate to the tee. If you have any 
further questions about specific characters or strategies with characters,
I HIGHLY recommend asking around on Shoryuken.com, as some of 
my knowledge on these characters came from them.


So, without further adieu, let us begin this monstrous faq!


------------------------------------------------------------
2. Keys [002]


Use this Legend to help you understand the different definitions that 
I will be using throughout this FAQ.




u=up
f=forward
d=down
b=back
df=down-forward
db=down-back
uf=up-forward
ub=up-back


qcf=quarter-circle forward
qcb=quarter-circle back
hcf=half-circle forward
hcb=half-circle back
360=360 degree rotation of directional pad
720=720 degree rotation of directional pad
fdp=Forward Dragon Punch (forward, down, down-forward)
bdp=Back Dragon Punch (back, down, down-back)



LP=Light Punch
MP=Medium Punch
HP=Heavy Punch
LK=Light Kick
MK=Medium Kick
HK=Heavy Kick
PPP=Three punches together
KKK=Three kicks together


Ch.=Charge move
(air)=Move can be done in air.
(AIR)=Must be performed in air


CC=Custom Combos
RC=Roll Cancel
SC=Super Cancelables
JD=Just Defend



---------------------------------------------------------------
3. Breakdown of Attacks [003]



Here is a breakdown of what category each attack that each fighter in
this game uses. Consult this chart if you're unsure as to what attack falls
into what category. Moves that meet certain special requirements will be
listed by their name.



-Projectiles-


Moves that can be fired in a fireball-type style, and can hit from across
the screen.


The following attacks fall into this category:


Gou Hadoken (Akuma)
Messatsu Gou Hado (Akuma)
Tenma Gou Hado (Akuma)
Zanku Hadoken (Akuma)
Crystal Shoot (Athena)
Psycho Ball Attack (Athena)
Kikouken (Chun-Li)
Kikou-Shou (Chun-Li)
Gadoken (Dan)
Shinku Gadoken (Dan)
Yoga Fire (Dhalsim)
Hadoken (Evil Ryu)
Metsu Hadoken (Evil Ryu)
Double Wind Slice (Geese)
Wind Slice (Geese)
Sonic Boom (Guile)
Secret Cyclone Slash (Haohmaru)
Dark Thrust (Iori)
Hurricane Upper (Joe)
Screw Upper (Joe)
Hadoken (Ken)
Double Venom Strike (King)
Venom Strike (King)
Cross Cutter (Kyosuke)
Super Cross Cutter (Kyosuke)
Kachou Sen (Folding Fan Fandango) (Mai)
Swan's Ranpango (Mai)
Soul Fist (Morrigan)
Soul Phoenix (Morrigan)
Shichikapu Kanui Inushika (Nakoruru)
Dark Thrust (Orochi Iori)
Cyclone Sock (Rock)
Double Gust Punch (Rock)
Kaiser Wave (Rugal)
Wind Slice (Rugal)
Haoh Sho Koh Ken (Conquering Crunch) (Ryo)
Tiger Flame Punch (Ryo)
Hadoken (Ryu)
Shinku Hadoken (Ryu)
Tiger Cannon (Sagat)
Tiger Shot (Sagat)
Ground Tiger Cannon (Sagat)
Ground Tiger Shot (Sagat)
Shinku Hadoken (Sakura)
Gou Hadoken (Shin Akuma)
Messatsu Gou Hado (Shin Akuma)
Tenma Gou Hado (Shin Akuma)
Zanku Hadoken (Shin Akuma)
Power Wave (Terry)
Ultimate Ecstasy Crunch (Todo)
Kaiser Wave (Ultimate Rugal)
Wind Slice (Ultimate Rugal)
Haoh Sho Koh Ken (Conquering Crunch) (Yuri)
Rai Oh Ken (Yuri)
Tiger Flame Punch (Yuri)








-Anti-Air-


Moves that are used to counter air attacks and jumping opponents. Typically
bad when blocked or when they miss.


The following attacks fall into this category:



Messatsu Gou Shoryu (Akuma)
Psycho Sword (Athena)
Buffalo Head Butt (Balrog)
Lightning Fist (Anti-Air) (Benimaru)
Super Lightning Kick (Benimaru)
Vertical Rolling (Blanka)
Hoyoku-Sen (Chun-Li)
Kouryuken (Dan)
Kouryurekka (Dan)
Messatsu Gou Shoryu (Evil Ryu)
Shoryuken (Evil Ryu)
Somersault Kick (Guile)
Somersault Strike (Guile)
Secret Crescent Moon (Haohmaru)
Slash of Supreme Judgment (Haohmaru)
Fire Ball (Iori)
Double Cyclone Upper (Joe)
Tiger Kick (Joe)
Shinryuken (Ken)
Shoryuken (Ken)
Fire Ball (Kyo)
New Wave Smash (Kyo)
Spinning Kick (Kyo)
Lightning Upper (Kyosuke)
Shadow Out Kick (Kyosuke)
Super Lightning Upper (Kyosuke)
Super Shadow Out Kick (Kyosuke)
Carpinal Blade (Morrigan)
Shadow Blade (Morrigan)
Lela Mutsube (Nakoruru)
Fire Ball (Orochi Iori)
Rising Tackle (Rock)
Destroyer Cutter (Rugal)
Total Annihilation (Rugal)
Koho (Tiger Blast) (Ryo)
Shoryuken (Ryu)
Tiger Uppercut (Sagat)
Messatsu Gou Shoryu (Shin Akuma)
Rising Tackle (Terry)
Rising Ecstasy Crunch (Todo)
Destroyer Cutter (Ultimate Rugal)
Total Annihilation (Ultimate Rugal)
Yuri Double Upper (Yuri)
Yuri Super Upper (Yuri)
Aerial Russian Slam (Zangief)









-Air-


Moves that are done while in the air. Great against Rush attacks and some Other
attacks, but bad when against Anti-Air attacks.


The following attacks fall into this category:


Hyakki Goudan (Akuma)
Hyakki Gousai (Akuma)
Hyakki Goushou (Akuma)
Hyakki Goutsui (Akuma)
Hyakki Gouzan (Akuma)
Hyakkisu (Akuma)
Phoenix Arrow (Athena)
Phoenix Fang Arrow (Athena)
Hazan Shu (Chun-Li)
Aerial Taunt (Dan)
Gaia Slash (Geese)
Flying Kick (Kim)
Heavenly Phoenix Kick (Kim)
Shadow Wave (Kyosuke)
Devil Reverse (M. Bison)
Head Stomp (M. Bison)
Kanui Mutsube (Nakoruru)
Mamahaha Attack (Nakoruru)
Mamahaha Release (Nakoruru)
Mamahaha Slash (Nakoruru)
Shichikapu Ai (Nakoruru)
Crimson Firebird Diver (Mai)
Flying Squirrel Dance (Mai)
Ajaratengu (Maki)
Hassoukyakku (Maki)
Tengu Daoshi (Maki)
Dark Smash (Rugal)
Flower Kick (Sakura)
Oukakyaku (Sakura)
Sakura Otoshi (Sakura)
Shunpu Kyaku (Sakura)
Air Ecstasy Crunch (Todo)
Dark Smash (Ultimate Rugal)
Flying Barcelona Attack (Vega)
Flying Barcelona Special (Vega)
Izuna Drop (Vega)
Rolling Izuna Drop (Vega)
Sky High Claw (Vega)
Rave Fest (Vice)
Zessho Hohou (Yun)
Nishou Kyaku (Yun)






-Rush-


Moves that force the character to dash and attack at the same exact time. These
are vulnerable to a lot of attacks, those being Projectiles, Anti-Air, and Air, 
but can be useful against Other attacks. These also help the character get 
across the screen faster.


The following attacks fall into this category:



Crazy Buffalo (Balrog)
Dash Ground Straight (Balrog)
Dash Ground Uppercut (Balrog)
Dash Straight (Balrog)
Dash Uppercut (Balrog)
Gigaton Blow (Balrog)
Turn Punch (Balrog)
Discharge Spark (Benimaru)
Back Step Rolling (Blanka) 
Direct Lightning (Blanka)
Ground Shave Rolling (Blanka)
Rolling Attack (Blanka)
Onimushu (E. Honda)
Super Zutsuki (E. Honda)
Evil Illusion Slam (Geese)
Secret Earthquake Slice (Haohmaru)
Heavenly Spirit of Victory (Hibiki)
Dark Crescent Slice (Iori)
Maiden Masher (Iori)
Slash Kick (Joe)
Shinpu Jinraikyaku (Ken)
Shoryuu Reppa (Ken)
Final Showdown (Kyo)
Deadly Ninja Bees (Mai) 
Super Deadly Ninja Bees (Mai)
Hayakage (Maki)
Saka Hayakage (Maki)
Knee Press (M. Bison)
Knee Press Nightmare (M. Bison)
Psycho Crusher (M. Bison)
Mega Psycho Crusher (M. Bison)
Darkness Illusion (Morrigan)
Valkyrie Turn (Morrigan)
Annu Mutsube (Nakoruru)
Dark Crescent Slice (Orochi Iori)
Maiden Masher (Orochi Iori)
Hard Edge (Rock)
Rage Run-Type "Dunk" (Rock)
Rage Run-Type "Save" (Rock)
Rage Run-Type "Shift" (Rock)
Shining Knuckles (Rock)
Gigantic Pressure (Rugal)
God Press (Rugal)
Lightning Legs Knockout Kick (Ryo)
Ryuko Rahou (Furious Fandango) (Ryo)
Tiger Crush (Sagat)
Tiger Destroyer (Sagat)
Tiger Raid (Sagat)
Midare Zakura (Sakura)
Sakizakura Ken (Sakura)
Shoouken (Sakura)
Burning Knuckles (Terry)
Buster Wolf (Terry)
Gigantic Pressure (Ultimate Rugal)
God Press (Ultimate Rugal)
Last Judgment (Ultimate Rugal)
Rugal Execution (Ultimate Rugal)
Rolling Crystal Flash (Vega)
Scarlet Mirage (Vega)
Flying Phoenix Kick (Yuri)
Scalding Steam Blast (Yuri)
The 100 Blows (Yuri)
Flying Powerbomb (Zangief)









-Other-


These are moves that don't really fall into any one category, and can be 
classified by their own self. How these moves work against others 
depends on the situation at hand. 



The following attacks fall into this category:



Zenpou Tenshin (Akuma)
New Psycho Reflector (Athena)
Shining Crystal Bit (Athena)
Heaven's Blast Flash (Benimaru)
Iaido Kick (Benimaru)
Lightning Fist (Benimaru)
Electric Thunder (Blanka)
Surprise Back (Blanka)
Surprise Forward (Blanka)
Spinning Iron Ball (Chang)
Hyakuretsu Kyaku (Chun-Li)
Spinning Bird Kick (Chun-Li)
Aerial Taunt (Dan)
Back Taunt (Dan)
Chohatsu Densetsu (Dan)
Dankyaku (Dan)
Forward Taunt (Dan)
Hissyo Buraiken (Dan)
Yoga Blast (Dhalsim)
Yoga Flame (Dhalsim)
Yoga Stream (Dhalsim)
Yoga Tempest (Dhalsim)
Hyakuretsu Harite (E. Honda)
Super Hyakkan Otoshi (E. Honda)
Tatsumaki Senpukyaku (Evil Ryu)
Raising Storm (Geese)
Total Wipeout (Guile)
Fake Cyclone Slash (Haohmaru)
Flame of the Conqueror (Haohmaru)
Distance Slash (Hibiki)
Narrow Escape (Hibiki)
"One-For-The-Road" Blast (Iori)
Inazuma Kakate Kick (Ken)
Kamabaral Kick (Ken)
Nataptoshi Kick (Ken)
Oosotomawashi Kick (Ken)
Ryusankyaku (Ken)
Tatsumaki Senpukyaku (Ken)
Zenpou Tenshin (Ken)
Crime Grawfest (Kyo)
Flashing Slash (Kyo)
Nine Scars Maker (Kyo) 
Poison Grawfest (Kyo) 
Punishment Grawfest (Kyo)
R.E.D. Kick (Kyo)
Rusting Eight Combos (Kyo)
Serpent Wave (Kyo)
Seven Hurting Combos (Kyo)
Wicked Chew (Kyo)
Ryu En Bu (Dragon Flame Romp) (Mai)
Rappukyaku (Maki)
Elelyu Kamui Risse (Nakoruru)
Kamui Risse (Nakoruru)
Mamahaha Grab (Nakoruru)
Shirikoro Kanulmomi (Nakoruru)
Raising a Storm (Rock)
Raksasa (Rock)
Mine Sweeper (Rolento)
Scouter Jump (Rolento)
Dark Barrier (Rugal)
Crazy Tiger Thunder Attack (Ryo)
Tatsumaki Senpukyaku (Ryu)
Shinku Tatsumaki Senpukyaku (Ryu) 
Sunpu Renkyaku (Sakura)
Crack Shot (Terry)
Power Dunk (Terry)
Power Geyser (Terry)
Ecstasy Crunch (Todo)
Dark Barrier (Ultimate Rugal)
Back Slash (Vega)
Short Back Slash (Vega)
Kobokushi (Yun)
Sourai-Rengeki (Yun)
Tetsuzankou (Yun)
You-Hou (Yun)
Zenpu Tenshin (Yun)
Atomic Suplex (Zangief)
Double Lariat (Zangief)
Final Atomic Buster (Zangief)
Green Glove (Zangief)
Spinning Pile Driver (Zangief)







-Teleport-


These moves can move the character across the screen, and at
anywhere on the screen, depending on which version and button
the player used to initiate the move.


The following attacks fall into this category:



Ashura Senku (Akuma)
Psychic Teleport (Athena)
Yoga Teleport (Dhalsim)
Ashura Senku (Evil Ryu)
Psycho Vanish (M. Bison)
Ashura Senku (Shin Akuma)
Ultimate Lane (Ultimate Rugal)











-Counter-


These moves are used to counterattack against an opponents move.


The following attacks fall into this category:




Canterbury Blue (Eagle)
Lower Body Blow (Geese)
Middle Body Blow (Geese)
Upper Body Blow (Geese)
Melding Being Blade (Hibiki) [May only be useuable against Mid-High
attacks]
Crack Counter (Rock)
Mind's Eye Slingshot (Todo)
Taunt & Counter (Yamazaki)







-Throws-


These are moves that turn into throws when used.


The following attacks fall into this category:


Oocihou Nage (E. Honda)
Orochi Kudaki (E. Honda)
Essential Crunch (Hibiki)
Scum Gale (Iori)
Destruction Drop (Raiden)
Thunder Crush Bomb (Raiden)
Evac Toss (Rock)





-Close-


These are moves that will only hit when close to an opponent.


The following attacks fall into this category:


Benimaru Collider Crunch (Benimaru)
Blec-Trigger (Benimaru)
No Fear Feint (Hibiki)
Deadly Flower (Iori)
TNT Punch (Joe)
Final Grade Remix (Kyosuke)
Sun Fire Samba (Mai)
Deadly Flower (Orochi Iori)
Heaven Blaze Punch (Ryo)
Zan Retsu Kan (Whiplash Bash) (Ryo)
Shin Shoryuken (Ryu)
G-End (Ultimate Rugal)
Saiha (Yuri)










-Combos-


These are moves that hit more than once in one sititng.


The following attacks fall into this category:


Deadly Rave (Geese)
Neo Deadly Rave (Rock)
Going My Way (Root-1) (Hibiki)
Going My Way (Root-2) (Hibiki)
Going My Way (Root-3) (Hibiki)



------------------------------------------------------------
4. Tier Listings [004]

(Tier listings courtesy of Bucktooth from the Shoryuken forums)


Do note that even though this list shows which characters are best
in what Grooves, don't take it too seriously. The types of Grooves
that each character is good in varies from player to player, and some
players may not even use the same Grooves as those listed in this
list and still play just as well as these. I will go into more detail on
each individual character Grooves in each of their respective section.



Top Tier:

C-Sagat
A-Sakura
P-Cammy
A-Bison
several different flavors of Blanka
C/N-Chun-Li
C-Guile
C-Honda

High-Mid Tier:

A-Hibiki
C-Rolento
N-Iori
K-Geese
K-Rock
P-Kyo
A-Vega
C-Ken

Mid Tier:
A-Todo
N-Maki
N-Vice
C-Rugal
C-Kim
C-Yamazaki
C-Dhalsim
C/A-Eagle
N-Akuma
N-Mai
K-Nakoruru
C-Yun
A-Joe
C/N-Ryu
N-Morrigan
K-Chang
A-Athena

Low-Mid Tier:
A-Yuri
A-Terry
A-Benimaru
K-Zangief
C-Balrog
K-Raiden
A-Dan
K-Ryo
C-Kyosuke
A-Haohmaru

Low Tier:
N-King

All the characters in the High-Mid Tier can be (and often are) 
considered Top Tier among different respected players.



Here is an additional list that lists all of the character's Grooves, from best
to worst. Note that this is also subjective to opinion and the experience and
style of each player, so as with the previous tier list, don't take it TOO 
literally!


(Courtesy of tetsuye00 and the rest at Shoryuken.com)


Top Tier:
A-Bison (A, S, C, K)
C-Sagat (C, K, A)
A-Blanka (A, C, K) ???
A-Sakura (A, C, K)
P-Cammy (P, K, C, A) ???
C/N-Chun (C/N, A, K)
C-Guile (C, A, K) ???
C-Honda (C, A, K)

High-Mid Tier:
A-Vega (A, C, P, N, K, S)
C-Ken (C, K, A) ???
A-Hibiki (A, K, C)
C-Rolento (C, A, K)
N-Iori (N, A, C, K, P, S)
K-Geese (K, P, N, A, C, S)
K-Rock (K, C, A)
P-Kyo (P, K, A, C) ???

Mid Tier:
A-Todo (A, N, C, K, S, P)
N-Maki (N, K, C, A) ???
N-Vice (N, C, A, K)
C-Rugal (C, K, A)
C-Kim (C, A, K) ???
C-Yamazaki (C, K, A)
C-Dhalsim (C, A, K)
C/A-Eagle (C/A, K)
N-Akuma (N, K, C, A) ???
N-Mai (N, K, A, C, S, P)
K-Nakoruru (K, A, C) ???
C-Yun (C, A, K)
A-Joe (A, C, K)
C/N-Ryu (C/N, K, A)
N-Morrigan (N, K, C, A) ???
K-Chang (K, C, A)
A-Athena (A, C, K)

Low-Mid Tier:
A-Yuri (A, C, K) ???
A-Terry (A, C, K) ???
A-Benimaru (A, C, K) ???
K-Zangief (K, C, A)
C-Balrog (C, K, A) ???
K-Raiden (K, C, A)
A-Dan (A, C, K)
K-Ryo (K, C, A) ???
C-Kyosuke (C, K, A) ???
A-Haohmaru (A, C, K)

Low Tier:
N-King (N, A, C, K)



Note: ??? indicates that the ranking of C, K, and A Groove are uncertain.
------------------------------------------------------------
5.  Character Movlists [005]


Now, for the beast of the faq! The characters themselves! Note now
that it'll go in alphabetical order, from fighters first from Capcom, then
SNK (no, I'm not being prejudice here either). So, if you want to find
a character fast, then use the Table of Contents and use Cntrl + F and
type in what's in the bracket to find that specific character. The following
table is a breakdown of each character's fighting type (from what I 
know....any corrections here would be useful):



-Character Type-


--Rush Down--


Akuma
Shin Akuma
Rugal Bernstein
Ultimate Rugal
Mai Shiranui
Yuri Sakazaki
Ryo Sakazaki
Kim Kaphawn
Maki
Kyo Kusanagi
Iori Yagami
Orochi Iori
Cammy White
Chun-Li
Morrigan
Haohmaru
Yun
Vega
Balrog








--Turtling--




Guile
Blanka
Dhalsim
E. Honda
Zangief
Chang
Raiden







--Defensive--



Ryu
Evil Ryu
Eagle
Yamazaki
Todo







--All Around--



Ken Masters
Athena Asamiya
Hibiki
King
Joe Higashi
Geese Howard
Rock Howard
Terry Bogard
Kyosuke
Nakoruru
Benimaru
M. Bison
Sagat
Sakura Kasugano
Dan Hibiki
-----------------------------------------------------------


          ---CAPCOM FIGHTERS---

------------------------------------------------------------


I.       Akuma [CAP01]




-Introduction-


The Raging Demon from Street Fighter makes another appearance in
the fighting game world. Akuma's lost some of his umph, but still retains
his top-tiered fighting style. You'll have to watch him for his devastating
combos and powerful attacks!








-Movelist-


-Special Normals-


Dive Kick (AIR).........................................D-F + K (at the top of 
Akuma's jump)







-Specials-



Gou Hadoken.............................................QCF + P


Shakunetsu Hadoken................................HCB + P


Zanku Hadoken (AIR)...............................QCF + P


Gou Shoryuken...........................................DPF + P


Tatsumaki Zanku Kyaku (air)...................QCB + K


Hyakkisu......................................................DPF + K


Hyakki Gouzan (during Hyakkisu)...........(No button pressed during
Hyakkisu)


Hyakki Goushou (during Hyakkisu).........P


Hyakki Gousai (during Hyakkisu).............F or B + P near head


Hyakki Goudan (during Hyakkisu)...........K


Hyakki Goutsui (during Hyakkisu)...........F or B + K near head


Zenpou Tenshin..........................................QCB + P


Ashura Senku...............................................DPF or DPB + Px3 or 
Kx3








-Super Specials-



Messatsu Gou Hado....................................HCBx2 + P


Tenma Gou Zanku (AIR)..............................QCFx2 + P


Messatsu Gou Shoryu..................................QCFx2 + P


Shungokusatsu (Level 3 & MAX)..............LP, LP, F, LK, SP





-Movelist Breakdown-




--Normal Attacks--


-STANDING-


LP (Quick Jab)

-Great for speed, but horrible for damage. However, this can help in
raking up damage if you combo other attacks into this move. This
can also be used to knock certain fighters out of attacks, like 
Akuma's Shungokusatsu. However, this is not recommended.


Distance:

Far: X
Mid: X
Close: O


LP Close (Quick Elbow)

-Very fast, and excellent to chain into other normal moves. Also
works well with comboing into Super Specials and Specials.



Distance:

Far: X
Mid: X
Close: O


MP (Palm Thrust)

-Decent in both speed and damage. However, kinda hard to combo into...


Distance:

Far: X
Mid: X
Close: O


MP Close (Mid Punch)

-Pretty fast and efficient, and also works well as a combo starter.



Distance:

Far: X
Mid: X
Close: O


SP (Fierce Punch)

-Somewhat slow, but does good damage. Hard to combo off of though.


Distance:

Far: X
Mid: X
Close: O


SP Close (Fierce Uppercut)

-Great for damage, and the speed of the move is pretty fast. However,
kind of hard to combo off of.



Distance:

Far: X
Mid: X
Close: O


LK (Shin Kick)

-As with the LP, fast and good combo starter, but not good damage at all.


Distance:

Far: X
Mid: X
Close: O


MK (High Kick)

-Same as with the MP.


Distance:

Far: X
Mid: X
Close: O


MK Close (High Knee)

-This move is decently fast and strong, and can actually combo into a 
HP or HK, depending on where Akuma is after this move.



Distance:

Far: X
Mid: X
Close: O


SK (Roundhouse Kick)

-Great for hitting airbourne opponents. However, it is rather slow, so be
cautious.


Distance:

Far: X
Mid: X
Close: O



SK Close (High Scissor Kick)

-This move actually hits twice: One high, and one low. However, don't
expect to combo off of this move, as it'll never happen.



Distance:

Far: X
Mid: X
Close: O







-CROUCHING-



LP (Low Quick Jab)

-Once again, fast and good to combo into, but low in damage. Great combo
starter, however, and can lead directly into a Shungokusatsu or other
Super Special move.


Distance:

Far: X
Mid: X
Close: O


MP (Low Palm Thrust)

-Nice in terms of speed and damage, and a decent combo starter, but it lacks
the range to do any real good to players unless they're close to the opponent.
It's best to use some other attack other than this move.


Distance:

Far: X
Mid: X
Close: O


SP (Uppercut)

-Great for Anti-Air purposes, and it does pretty decent damage.


Distance:

Far: X
Mid: X
Close: O


LK (Quick Low Kick)

-Practically the same as the Standing LK, except that it hits low.


Distance:

Far: X
Mid: X
Close: O


MK (Long Reach Kick)

-A tiny fragment slower than the Crouching LK, but still great to combo off of.


Distance:

Far: X
Mid: X
Close: O


SK (Sweep)

-Excellent when it comes to corner battles. If the opponent blocks
this move, you can combo a Gou Shoryuken, Gou Hadoken, Tatsumaki
Zanku Kyaku, or a Super Special off of it to make them pay. However, note
that more often than not (especially true against human players), this strategy
won't work the majority of the time.


Distance:

Far: X
Mid: X
Close: O







-JUMPING-




LP (Quick Punch)

-Has the same property as the Standing and Crouching LP. However, you can't
abuse this constantly like those two, as in the air you can only use one attack
at a time. This lasts the whole time that Akuma is in the air, and can be
used either jumping straight up or back or towards an opponent.


Distance:

Far: X
Mid: X
Close: O


MP (Left-Handed Diagonal Punch)

-Has the same property as the Standing and Crouching MP. This move works
wonder against some attacks. However, note that it is not always the best move
to use, as it can lead into trouble. Great when you want to go on the offensive
against someone who uses attacks similar to Tatsumaki Senpukyaku. 


Distance:

Far: X
Mid: X
Close: O


SP ( Fast Left-Handed Diagonal Punch)

-One of the better moves, and an excellent combo starter. This move should
take priority (only second to the Jumping LK and Jumping MK), as it tends
to knock opponents out of moves rather easily.


Distance:

Far: X
Mid: X
Close: O


LK Straight Up (Heel Kick)

-This lasts the whole time that Akuma is in the air. Nice to start a combo,
and also good when you don't want to jump into a move but still want to hit.



Distance:

Far: X
Mid: X
Close: O


LK (Knee Punch)

-This move has the highest priority (up there with Jumping MK) with knocking
opponents out of moves (especially moves like Shungokusatstu).
Low damage, but great combo starter.


Distance:

Far: X
Mid: X
Close: O


MK Straight Up (Quick Heel Kick)

-Same as the LK Straight Up, except that it only last about a second or two
in the air.



Distance:

Far: X
Mid: X
Close: O


MK (Straight Kick Punch)

-Great in the sense that it can take out opponent's moves very easily, and the
fact that it even works well on opponents from below. It can even combo
right into Super Specials like Messatsu Gou Hado and Shungokusatsu!


Distance:

Far: X
Mid: X
Close: O


SK (Quick Straight Kick Punch)

-A great move in terms of damage, but don't overabuse it, as human opponents
will most likely be able to counter this move rather easily. It's similar to the
MK, but only lasts about half as long.


Distance:

Far: X
Mid: X
Close: O









-Throws-



<- OR -> +SP (Seoi Nage)


-Another Throw. You have to do the directional input first in order
to do this throw. 



Distance:

Far: X
Mid: X
Close: O




SK  + <- OR -> (Tomoe Nage)


-Akuma's Throw. Simple enough, right?


Distance:

Far: X
Mid: X
Close: O









--Special Moves--


-Gou Hadoken-

-Speed depends on the P button you used. Try mixing up slow and fast
Gou Hadokens to confuse your opponent. 

STRONG VS.

All Anti-Air attacks
All Rush attacks
All Other attacks


NO EFFECT VS.


Most Projectile attacks (Cancels out with them)
All Teleport attacks
Mamahaha Grab (Nakoruru)
Narrow Escape (Hibiki)


WEAK VS.


All Air attacks
Other attacks
 -New Psycho Reflector (Athena)
 -Dark Barrier (Rugal/Ultimate Rugal)
All Super Special Projectile attacks
Misc attacks




This is a great move to stall opponents and to play keep-away
games. You'll definentely want to use this the moment you see a
projectile, as this move will cancel them out (with the exceptions
of Super Art specials, in which the opposite occurs...). However, do 
note that sometimes, it is not always the best course of action when it
comes to projectiles. If you think you can land another move quicker than
using Gou Hadoken, then by means, try and go for it (such as jumping at
the opponent and using Zanku Hadoken or, better yet, Tenma Gou Zanku).





Distance:

Far: O
Mid: O
Close: O

Best Distance: Any








-Zanku Hadoken-

-The speed of the fireballs depend on the P button
pressed.



STRONG VS.



Anti-Air attacks (if they miss) (Somersault Kick, Shoryuken, etc.)
Dash attack (Flash Chop, Achilles Rush, etc.)
Most projectiles (Hadoken, Kikoushen, etc.)



NO EFFECT VS.

Super Arts....



WEAK VS.

Air attacks


A very good move in the fact that it's one of the few air moves that can't
really be stopped by Anti-Air attacks, and instead punishes them. 
This can work both offensively and defensively. Offensively, you can use
this move to help combo into other moves, as by the time the fireball are
blocked or hit your opponent, Akuma will be back on the ground, which
can lead into a Super Special. Defensively, it works as a way to spread both
fighters out across the level, as this move is rather hard to dodge while moving
forward.


Distance:

Far: O
Mid: O
Close: O

Best Distance: Any








-Shakunetsu Hadoken-


STRONG VS.

Same as Gou Hadoken.



NO EFFECT VS.

Same as Gou Hadoken



WEAK VS.

Same as Gou Hadoken


A bit stronger than Gou Hadoken, and it has knockback effect to boost.
Great for mixup games when using Zanku Hadoken and Gou Hadoken.
However, it has a bit of slow startup, and it signals the opponent when
it's about to be used, so it's not to be abused. However, it can be used
when mixing LP and HP versions together.



Distance:

Far: O
Mid: O
Close: O

Best Distance: Any









-Gou Shoryuken-

-How far up Akuma goes up depends on what
P button you press.


STRONG VS.

Missed Anti-Air attacks 
Dash attacks just as they close in on Akuma
Air attacks 



NO EFFECT VS.

None........



WEAK VS.

All projectiles
Any attacks if misses


The typical Dragon Punch move. Excellent against air attacks and Rush
attacks, but bad if your opponent blocks the move or if you miss them
completely. It's great, however, for mixup games as well, especially if you
use the LP version quite often, then follow up with a LK or HK version
of Tatsumaki Zanku Kyaku.



Distance:

Far: X
Mid: X
Close: O

Best Distance: Close









-Tatsumaki Zanku Kyaku-


STRONG VS.

Blocked or missed Anti-Air attacks
Rush attacks



NO EFFECT VS.

Most Super Arts 



WEAK VS.

Projectiles 
Anti-Air 


-Great for Rush attacks (Flash Chop, Achilles Rush, etc.), and
is great to punish missed or blocked Anti-Air attacks. Bad, however,
if the opponent ducks under it or is far away when used.



Distance:

Far: X
Mid: O (only with HK)
Close: O

Best Distance: Mid










-Hyakkisu-



STRONG VS.

All Rush Attacks
Most Projectile attacks
Other attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Super Special Projectile attacks
Anti-Air attacks


-Great for confusing your opponent when they expect a
Zanku Hadoken. The move input isn't too difficult, and this
move does quite a bit of damage. Rather nice to get around most
projectiles and the like too.








-Hyakki Gouzan-



STRONG VS.

Same as Hyakkisu



NO EFFECT VS.

Same as Hyakkisu



WEAK VS.

Same as Hyakkisu




Distance: 

Far: O
Mid: O
Low: X

Misc. Data: ---



This move is great for mix-up games, since there are so many variations
to Hyakkisu. This one hits low, so if you try and mix this up with
Hyakki Goushou and Hyakki Goudan, then you should be able
to frustrate your opponent to where they'll try anything to stop
Akuma from using this move, which is where you punish them with
Tatsumaki Zanku Kyakus and Gou Shoryukens.









-Hyakki Goushou-



STRONG VS.


Same as Hyakkisu



NO EFFECT VS.


Same as Hyakkisu



WEAK VS.


Same as Hyakkisu




Distance: 

Far: X
Mid: X
Close: O


Misc. Data: ---




Here, Akuma will come down with his fist (same animation as 
with Zanku Hadoken, minus the fireball). Great as long as 
your opponent doesn't use an Anti-Air attack on you. This 
move is relatively strong, but use it at your own risk.









-Hyakki Gousai-



STRONG VS.


Same as Hyakkisu



NO EFFECT VS.


Same as Hyakkisu



WEAK VS.


Same as Hyakkisu





Distance:


Far: O
Mid: O
Low: X

Misc. Data: ----





Another great mix-up move, but the downside is that you have
to be close to your opponent in order to pull it off, and by that time,
the opponent can counter with an Anti-Air move or something
worse. I'd recommend not using this move, unless your opponent is
one who likes to turtle a lot.










-Hyakki Goudan-


STRONG VS.


Same as Hyakkisu



NO EFFECT VS.


Same as Hyakkisu



WEAK VS.


Same as Hyakkisu



Distance:

Far: O
Mid: O
Close: O

Misc. Data: ----



Just as with the previous two moves, great for mix-up. Here, Akuma
will come down from the top of his jump into a diving kick. Great for
stalling against some projectiles, but it leaves him open to any other
attack, and it's easy to see coming. It can only be blocked by
standing, so that's always a plus for those who try to block it low.
Pretty strong, but don't overabuse it.










-Hyakki Goutsui-


STRONG VS.


Same as Hyakkisu



NO EFFECT VS.


Same as Hyakkisu



WEAK VS.


Same as Hyakkisu




Distance:

Far: X
Mid: X
Close: O


Misc. Data: ---



The last move that can be used only during Hyakkisu. It's very similar
to Hyakki Goushou in the fact that you have to do it right when Akuma
is near the head of his opponent. And it carries the same downside
as Hyakki Goushou, so I'd avoid using it. 










-Zenpou Tenshin-



STRONG VS. 


All moves




NO EFFECT VS.


Nothing....



WEAK VS.


Contineous moves (i.e. Shoryureppa, Messatsu Gou Shoryu)




Distance: 


Far: X
Mid: X
Close: X

Misc. Data: Special movement




This move isn't that great at all. You can simply use Roll instead of
this, and it's far safer than this move. Ignore it altogether.









-Ashura Senku-


STRONG VS.

All attacks



NO EFFECT VS.

None



WEAK VS.

None


-Great in that it grants invulnerability to attacks while
teleporting, and the fact that it allows teleport. Great to get out
of corners. Easy to combo attacks off of this move as well.



Distance:

Far: O
Mid: O
Close: O

Best Distance: Any










--Super Special Moves--



-Messatsu Gou Hadou-


STRONG VS.

All Rush attacks
All projectiles (except Super Special projectiles)
All Anti-Air attacks


NO EFFECT VS.

None


WEAK VS.

None


-Excellent in that it rips through all other projectiles (except Super Special
projectiles...) and it repels virtually any attack.



Distance Data:

Far: O
Mid: O
Close: O

Best Distance: Any








-Tenma Gou Zanku-


STRONG VS.

Most Anti-Air attacks
Most Projectile attacks
All Rush attacks


NO EFFECT VS.

None


WEAK VS.

None


-As with the Messatsu Gou Hadou, this move is great against all other
projectiles, AND is perfect against Anti-Air attacks. However, many
players will expect this move, so use it sparingly.



Distance Data:

Far: O
Mid: O
Close: O

Best Distance: Any









-Messatsu Gou Shoryu-


STRONG VS.

Most Anti-Air (if blocked or miss)
All Rush attacks


NO EFFECT VS.

None


WEAK VS.

All Projectiles (unless timed correctly)



-Great against Rush attacks, but not the best of choice against Projectile
users. However, it does make for a nasty counterattack as a Wakeup move.



Distance Data:

Far: O
Mid: O
Close: O

Best Distance: Mid










-Shungokusatsu-


STRONG VS.

Rush attacks only!


NO EFFECT VS.

None


WEAK VS.

Anti-Air attacks
Projectile attacks


-The infamous Raging Demon to some and Instant Hell Murder to 
others. Great due to its speed and being an Unblockable. Unfortunently, 
everyone who has fought Akuma or Shin Akuma knows about this 
move and know how to avoid it. However, try using it as a Wakeup 
Counter. You might be able to surprise your opponents.



Distance Data:

Far: O
Mid: O
Close: O

Best Distance: Close








--Strengths & Weaknesses--



Akuma's strength definently lies in his ability to rush down on his
opponents. Tatsumaki Zanku Kyaku and Gou Shoryuken are the
key here, and Hyakkisu is great to throw in from time to time. Zanku
Hadoken also limits what the opponent can do, for if they try to
either jump or run under it, they'll more than likely get hit by it.
Most of Akuma's regular moves, like his Crouching SP and Standing
SP, have decent enough range on them that they can knock opponents
out of moves that normally you'd have to block (such as Super Deadly
Ninja Bees or Deadly Rave).


Sadly though, when it comes to defense, Akuma as always has problems.
His vitality isn't exactly that great, and he takes damage like a little baby.
The only really good moves to counter with are Gou Shoryuken and
Tatsumaki Zanku Kyaku, as Hyakkisu will only land him in trouble.
Messatsu Gou Hado and Tenma Gou Hado are great on the run,
but Messatsu is easily avoided, and Tenma says when it's coming
most of the time. Messatsu Gou Shoryu is great, but only if you can
hit your opponent when they aren't expecting it. Shungokusatsu is
perfect, but the downside is, it's extremely easy to avoid and counter,
and many great players will know exactly how to do that. 


So, all in all, you'll have to avoid having Akuma get pressured, and
make sure that he's pressuring his opponents as much as possible.
Tick-damage may be the way to go, so alternate between Gou Hadokens,
Shakunetsu Hadokens, and Zanku Hadokens if you're not close enough,
and bust out Tatsumaki Zanku Kyakus when you are close. Use
Gou Shoryuken ONLY when the opponent tries to jump at Akuma,
as if you try to use it anytime else, the opponent could just block
it and counter with anything.







---Groove Choices---



Akumas best groove is considered to be N groove. In order to be at 
his most potential, he needs run, and this groove offers that. What it 
also offers is Roll Cancelled red fireballs, and a way to store his raging 
demon for when he needs it. This puts it above the rest of the pack. 

His second best groove is K groove, where his ability to pull off damage 
increases greatly. By making the opponent scared of eating a raging 
demon, he is able to actually land more bread and butter combos than 
normal. The rage mode also allows him to suck up a bit more damage 
than he otherwise would be able to, and access to 2 raging demon attempts 
a round helps him out a lot. 

His third best groove would be a tie between C groove and A groove. 
Both of these lack run, which is important to his game plan, but they 
both offer up something in exchange. C gives him level 2 cancels which 
can do a lot of damage to an opponent, and A gives him a guaranteed
hit into custom combo (by doing c.lk, lk hurricane kick, activate, juggle).
However, the lack of mobility from run really hinders him here. 

Lastly would be S and P. S gives him run, but his lack of good level 1's 
and the handicap of having Raging Demon available only when he's
about to die hurt him. As well, P doesn't give him much to work with, 
with no run or Roll Cancelled moves. The only exception is in CvS2 EO 
(such as on X-Box Live), where the P-groove cancel glitch allows him to 
do some damaging verifiable damage. Still not worth playing him in P 
groove. 






---Akuma's Combos---



(opp standing) 

c.lk(or c.lp) x2, lk hurricane, dp (or lk hurricane again) 
(opp crouching) note: all these combos also work on standing opponents 
too 

1) c.lk x2, hp fireball 

2) c.mk, hp fireball 

3) c.lk, lk hurricane, dp 

4) (c.lk/c.lp), c.lp, c.hk, lk hurricane, dp (or lk hurricane) Note: The d.LP, 
d.HK link is only for when you're fishing for counter hits with d.LP 
anyway. It's just as easy to hit confirm a counter hit crouching jab and
link it into sweep xx qcb+LK 

5) c.lp, c.hp, hp fireball 

Note: all of these combos can be done after a crossup fireball setup. If 
the fireball hits you can do the standing combos because the fireball 
will cause your opponent to stand. 

for all intents and purposes these are all the NON meter b&b combos. 
there are many variations of these that you can use but its just personal 
style from here. 





---Akuma's Super Combos---



1) c.lk x2 or 3, qcfx2 + p 

2) c.lp, c.hp, qcfx2 + p 

3) c.lk, c.lp, c.mk, qcb x2 + p 

and as usual you can add jump ins and modify these combos slightly 
for different situations. 






---C-Groove Specific Combos---



Although these all start with 'j.hp, c.hp', that's not the only way to 
land them. That's the best way to land them as you get the most damage 
out of it, but you won't get a free jump in that often. When they're 
dizzy though go for it ;). More practically though you can replace 
the 'j.hp, c.hp' with 'c.lk, c.lk' or 'c.mk' to start any of these. 


Here are some of C-Groove Akuma's most damaging combos in a variety 
of situations. 

Level 2, Anywhere on Screen 
j.hp, c.hp, qcfx2+mp xx (last hit, but you still on ground) qcb+lk, dp+hp 
(2 hits) Damage:7902 

Level 3, Anywhere on Screen 
j.hp, c.hp, qcfx2+mp xx (last hit, but you still on ground) hcbx2+lp 
Damage:8715 

Level 2, Opponent In or Near Corner 
j.hp, c.hp, qcfx2+mp xx (2nd last hit) hcb+hp, dp+hp (2 hits) 
Damage:8086 

Level 3, Opponent In or Near Corner 
j.hp, c.hp, qcfx2+mp xx (2nd last hit) hcbx2+lp, dp+hp (2 hits) 
Damage:9571 

Level 2, Mid-Screen, Pseudo Combo 
Most damage with lvl2, does not work in corner, DOES NOT COMBO: 
j.hp, c.hp, qcfx2+mp xx (2nd last hit) dp+lk, f+hp xx dp+hp (2 hits) 
Damage:8715 

Level 3, Mid-Screen, Pseudo Combo 
Most damage with lvl3, does not work in corner, DOES NOT COMBO: 
j.hp, c.hp, qcfx2+mp xx (2nd last hit) dp+lk, f+hp xx qcfx2+lp (4hits) 
Damage:8925 

NOTE: Those last two have a hole in the combo between the lvl2 
super cancel and the grab off the demon flip. Each of them is actually 
two comboes. The point of listing this is that 9.99993% of players 
getting hit with the traditional lvl2 combo will either: 

sit back and do nothing. 
hold on block in case you're too slow on a cancel and miss it. 
This means that if you cancel the lvl2 into demon kick and command 
grab them, they will NOT react in time to you doing so. Hence they 
will get grabbed and you can continue the combo as listed. 

These two do more damage than the traditional lvl2 cancels, but are 
risky. They are to only be used extremely scarcely as gimmicks in 
casual, or if you know that you only need 100 more damage to kill 
off a character. In which case they can be used. Generally though 
do the first 4, as the more consistent you are with them, 
the less they will expect the mixup ones. 





---Akuma's Custom Combos---


Mid Screen (Hit confirmable) 
C.lk, C.lk, lk hurricane kick, lk hurricane kick (juggle), activate, lk 
hurricane kick (juggle) x N (repeat until they are in the corner), Red 
Fireball (FP) x N (Time these to keep them juggled in the air), end 
with HCB HCB + P (Fireball Super) 

Corner (hit confirmable) 
C.lk, C.lk, lk hurricane kick, activate, FP (juggle), Red Fireball (FP) 
x N, end with HCB HCB + P (Fireball Super) 

Mid Screen (Hit Confirmable) 
Demon Flip + P Near opponents head (to throw), lk hurricane kick 
(juggle), activate, lk hurricane kick x N (juggle) until opponent is
in corner, Red Fireball (FP) X N, HCB HCB + P (Fireball Super) 

Guard Crush String (Corner) 
Activate, Red Fireball (FP) X N, once guard is crushed, follow up 
with HCB HCB + P (Fireball Super) 

Guard Crush String (Mid Screen) 
Activate, Dragon Punch (FP) X N until crushed, follow up with 
QCF QCF + P (Uppercut super) 






---The Masters' Combos---


choi special (corner only) 

c/s.mk, hp red fireball, lp dp (1 hit), hp dp (1 hit). 


Osiris: 

J.Hp,land S.Lp,S.Hp into HCBX2(lV.1), QCB.Lk, QCF.Mp(LV.2) and 
while akuma is coming down QCB.HK and finish with DP.HP 


Air Juggle 

j.mp -> j.hk hurricane, land, lk hurricane (juggle), Dragon Punch any
strength(Juggle) 


Fireball Juggle (Corner Only) All grooves except A 

C.mk, HCB HCB + FP (Level 3 super fireball), juggle afterwards with 
lk hurricane kick, juggle with Dragon Punch (LP) for one hit 


Double DP Juggle 

Anti-Air a move with a Dragon punch that only hits with one hit (i.e. 
you hit them high). When you land, run forward a little and do another 
dragon punch, this will allow you to land 2 more hits. Only works 
in run grooves, though sometimes they are "Deep" enough to not 
need to run forward a bit. 


Triple DP Juggle 

This is more for show than for damage. Get the opponent into the 
corner, and on their wakeup, do a Raging Demon. If they jump 
straight up to get away (like most do), do a Dragon Punch (lp) for 
one hit, follow up with a Dragon Punch (lp) for a second hit, and
then finally throw out a Deep Dragon Punch (lp) for the third hit. It 
does more damage to just do the first Dragon Punch (lp), followed by 
a Deep 2 hit Dragon Punch (lp). 









---The Key to Akuma: Getting Close to Rush Down---


Akuma sometimes has a hard time getting close to opponents with 
good pokes. There are a variety of different ways to earn your 
position, but he doesn't have any of the "One button" strategies like 
the top tiers have. In other words, there is no magical crouching 
fierce or standing roundhouse to get the job done. It 
requires a bit of work, and a bit of luck. 



---Crouching MK---

Poking wise, his basic nice mid-range poke is crouching mk. This 
can link to a fireball if it connects. To capitalize on this, throw out 
the c.mk and immediately do a fireball. If it hits, it will cancel to the
fireball. Be warned if they block the c.mk and the fireball comes it, 
they can roll on reaction from the fireball. 



---Crouching HK---

Not quite as much range as a MK, but this one knocks down. Use 
for punishment and whiffs. Much like the buffer into fireball trick 
above, buffer this move into a lk hurricane kick. The RH -> Hurricane
Kick can be followed up by a dragon punch. 



---Mid-Screen Red Fireball---

Not good if they are expecting it, but good for punishment and 
whiffs. Scores a knockdown if it hits. Good chip/Guard Crush damage 
if it is blocked. Don't throw these out predictably unless you want to
eat an RC or a Jump in combo. 



---Standing RH---

Nice distance, good for punishing low jumps and jump ins. Will beat 
out a handful of low pokes. 



---Tiger Knee Fireball---

This is one move you MUST learn in order to play Akuma. In A 
groove and C groove, this is possibly the most important aspect of 
his footsies game due to his lack of mobility. The concept of "Tiger 
Kneeing" a move basically means that you do a special move as close
to off the ground as possible. It comes from the fact that in SF:
Championship Edition, Sagats "Tiger Knee" move was d df f fu + 
kick. This is the same motion you need to do for his fireball. Input D, 
DF, F, FU + Punch. Akuma will leap off the ground and throw an air 
fireball instantly. For best results, use MP or LP fireballs, as the FP 
fireball is generally too fast. 

The goal here is to have the fireball come out, and then akuma flies 
over his opponent, crossing them up. The fireball hits them in the 
back as Akuma hits them in the front. Even if they block the fireball,
it allows Akuma to move in close for free (Except for Alpha counters, 
or S groove dodge attacks through the fireball). If it hits, it allows 
Akuma to follow up with a bnb combo, setting up another knockdown 
and putting him into prime position above them. 






---The Advanced Akuma Player: How to become the Best You Can---


With Akuma, you really need to get close and deal some damage.
Luckily, he is provided with a lot of mixup options to help you get the 
job done. You need to think Rushdown with Akuma. Rushdown implies 
the fact that you are constantly keeping the pressure on your opponent,
forcing them to make quick decisions and take big damage if they guess 
wrong. It is basically the opposite of turtling. 

1) Step one in a basic match is to score a knockdown. How can he do 
this? Well, he has a few options 

Red Fireball (3 hits) Knocks down 
c.lk, lk hurricane kick, juggle with dragon punch (lp) 
c.RH (sweep) 
c.mk, fireball (FP) knocks down up close 
dragon punch any jump in 

The goal is to score the knock down, then run in close over the 
opponents body, and set up stage two. 

2) Step two, now that you're standing over the opponents body, throw 
in some mix ups. Again, he has a few options. 

c.lk (as they wake up), lk hurricane kick, dragon punch (lp) juggle 
lk hurricane kick(over their body) into cross up, c.lk, lk hurricane kick, 
dragon punch (lp) juggle lk hurricane kick(over their body) for fake 
cross up, c.lk, lk hurricane kick, dragon punch (lp) juggle low jump mk

(cross up), c.lk, lk hurricane kick, dragon punch (lp) juggle Punch throw, 
Teleport (F D DF + PPP) to their body. You recover before they do 
Raging Demon setup (See Raging Demon setup section)

low jump empty jump (Cross up), c.lk, lk hurricane kick, dragon punch 
(lp) juggle 

(corner only) Teleport (F D DF + PPP) into corner. Akuma 
will glitch, and you will cross them up and come out of the teleport 
instantly. Follow up with c.lk (as they wake up), lk hurricane kick, dragon 
punch (lp) juggle 

(corner only) Teleport (F D DF + PPP) into corner. Akuma will glitch, 
and you will cross them up and come out of the teleport instantly. 
Follow up with lk hurricane kick (Cross up) c.lk, lk hurricane kick, 
dragon punch (lp) juggle 

Block. Used if expecting a wake up uppercut/super, though a late 
teleport also cures this (usually) From here, if you succeed, then 
step 2 loops back around to itself. You should still be over their 
grounded body. If not, go back to step 1 and score another knockdown. 






---The "Every Game Must Have For Akuma" Raging Demon Setups---


A lot of Akumas power comes from the fact that one mistake the 
opponent makes can lead to big damage from his Raging Demon. 
Akuma luckily has a lot of way to set up these guessing games, 
and land his raging demons for huge damage. 


1) [blocked] crossup MK, land, s.lp, s.fp, whiff lk hurricane, land, 
demon 

2) [after BnB], small pause, TK mp FB crossup (whiffs), land, demon. 

3) [blocked] c.lp, c.lp, dash > demon 

4) Knockdown your opponent in the corner. From here, DP + PPP 
teleport into the corner. This will cross them up, and also give Akuma 
a nice glitch where he instantly comes out of the teleport. 
From here, pull the Raging Demon (by buffering the command 
within the teleport). Mix this up with Teleport -> Hurricane Kick
-> Dragon Punch so that if/when they try to jump the demon, they
get caught with this instead. Because of this, it sets up a 50/50 mind 
game with the opponent. Also, teleport -> Fireball super works 
when they jump, expecting a Raging Demon, but instead eat a level 
3 fireball super. 

5) Back to corner, RDP + PPP Telport in place, Demon. Most people 
don't expect it, but don't get used to using this. 

6) C.lk, lk hurricane kick (all blocked), demon as you land. Not 100% 
safe, but with perfect timing, you can catch a lot of punishment 
attempts. 

7) While opponent is knocked down, throw out S.mp. This is 
Akumas 2 hit overhead. From here, cancel into the Raging Demon 
BEFORE it connects with the opponent. At point blank range, if 
they are crouching, this is un-escapable. 

8) [N-Groove Only] Walk up, break stock/pop (HP + HK), into 
Raging Demon. This is the ultimate in quick Demon inputs. 
For tips, Pop with your pinky+thumb, start the LP quickly with 
your index finder, and then practice doing F (joystick hand) ->
LK (thumb) -> HP (Ring finger/Pinky). 






--Matchups--


-Vs Akuma-


This can be nasty and long, depending on how good your opponent
is. If both of you play defensively, then it'll take forever, unless one
or the other doesn't know how to utilize all of Akuma's fireballs. If
you both play offensively, that's where it can get nasty. You'll want
to watch for Gou Shoryuken and Tatsumaki Zanku Kyaku the most,
block them or avoid them, and then counter with your own move.
Messatsu Gou Hado makes for the best punisher for those two moves,
as does Tenma Zanku Hado. If you don't have any Super Meter for
those, then go with Zanku Hadoken, Shakunetsu Hadoken, or 
Tatsumaki Zanku Kyaku. Watch for Shungokusatsu, and counter that
with Messatsu Gou Hado or Messatsu Gou Shoryu. All in all, simply
put; watch, block, counter. You  never want to try and rush down
Akuma, unless you know you can avoid his Gou Shoryuken and
other close-ranged moves.




-Vs. Athena-


The only real threat with Athena is her New Psycho Reflector, which
is a pain in the ass when you use Messatsu Gou Hado. Other than
that, you can easily counter Athena's moves with Gou Shoryuken
or Tatsumaki Zanku Kyaku. Watch for Phoenix Arrow and Phoenix
Fang Arrow, as the last hit hits low. Crystal Bit is no problem, as
long as you fire Gou Hadoken at her during that time, or use Tenma
Zanku Hado. Psycho Sword is nasty, but as with Gou Shoryuken or
any other dragon punch move, you can easily avoid it by just simply
staying out of range. Problem is, Psycho Sword can also be used
in the air, which can create problems if you don't use Zanku Hadoken
or Tatsumaki Zanku Kyaku in the air. Don't worry about her Psycho
Ball Attack, as it's easy to dodge. Don't bother with Shugokusatsu,
as it's not worth it in this fight. Instead, use Messatsu Gou Shoryu
for the times that you block Phoenix Arrow and Phoenix Fang Arrow,
and Messatsu Gou Hado for the times that you block Psycho Sword.




-Vs. Balrog-


Balrog is pathetically easy to beat, even if you run into a good Balrog
player. Balrog has to be close to even damage Akuma, so all you 
really need to do is fire Gou Hadokens, Shakunetsu Hadokens, and
Zanku Hadokens. If Balrog somehow finds his way to Akuma, use
Ashura Senku to get away from him, or you can try and fight back
(Akuma style!) with Tatsumaki Zanku Kyaku and Messatsu Gou
Shoryu. Gou Shoryuken works well for times that Balrog jumps over
a projectile. Shungokusatsu is the worst thing you can do in this
fight, as Balrog can easily snuff Akuma out of it. 





-Vs. Benimaru-


This can be a pretty harsh fight. Benimaru has some rather strong,
fast, moves that can counter a lot of what Akuma does. Akuma will
have problems getting in close due to Benimaru's Heaven's Blast
Flash and Lightning Fist attacks, along with his Super Lightning Kick.
You'll probably have to resort to fireballs here, but if you do somehow
manage to get in close, try tacking on a Shungokusatsu in the middle
of you attacking him with normal attacks. Hopefully, Benimaru won't
counter with Discharge Spark or Heaven's Blast Flash. When next to
Benimaru, watch for Benimaru's Collider Crunch and Blec-Trigger,
as those will severly cripple Akuma. Iaido Kick is nothing to worry
about, so long as you block low to avoid it. 





-Vs. Blanka-



For Blanka, don't bother getting in close, since he'll more than
likely use Electric Thunder. Here, you'll want to use your fireballs
to get you through. If Blanka jumps over them, just counter with
Gou Shoryuken. Use Messatsu Gou Hado only as your Super
Special of choice. Other than that, this fight is rather easy.




-Vs. Cammy-


Cammy's speed outmatches Akuma, so you'll need to be quick on
your toes and your fingers to keep up. Watch for times that Cammy
is flying through the air, and try to counter her with Gou Shoryuken
or Gou Hadoken. If Cammy tries to use Cannon Spike, Spin Drive
Smasher, or Reverse Shaft Breaker, IMMEDIATLY use Messatsu
Gou Hado or Tenma Zanku Hado to counter, as those will cripple
Akuma. Most of Cammy's other moves are easily blocked, and can
be countered with Tatsumaki Zanku Kyaku.




-Vs. Chang-


Chang has more reach than Akuma, but you can avoid that by
simply throwing fireballs. If you don't want to do it the cheap way,
then try using a Hyakkisu to get in close. Watch for Spinning
Iron Ball, as that can really hurt Akuma if you're not careful. Chang's
Super Specials aren't nothing, as long as you use TatsumakI Zanku
Kyaku to counter them. Most of Chang's other Specials can be blocked
rather easily and countered with Gou Shoryuken. Watch for him being
close though, as that's when he can be a big threat. Stick to normal
attacks when he does, and try to save up for Shungokusatsu in those
instances.





-Vs. Chun-Li-



Chun-Li has a speed advantage over Akuma, but if you utilize his
Ashura Senku, you should be fine. Spinning Bird Kick is easy to
dodge simply by ducking and countering with Gou Hadoken, and
Hyakuretsu Kyaku can be countered by blocking and countering
with Tatsumaki Zanku Kyaku. For Kikou-Shou and Houyokusen,
use Ashura Senku (to go back) and counter with Messatsu Gou Hado,
if you have the time do it. You can even try to Ashura Senku behind
Chun-Li during that time that she uses those specials and use 
Shungokusatsu. Against Hazan-Shu, you can simply Gou Shoryuken
her.




-Vs. Dan-


Dan isn't much of a threat compared to Ryu, Ken, Mai, and Rugal.
Gadoken has virtually no range, and can be easily blocked and
countered with basically anything but Shakunetsu Hadoken. 
Kouryuken is just as easy to block and counter, and Dankyaku
can be countered with Gou Shoryuken. His Taunts are pretty much
useless (as always....), so the only real threat are his Super Specials,
which can actually smash through Akuma's life if you're not careful.
Messatsu Gou Hado and Tenma Zanku Hado are your best bet
against Shinku Gadoken and Hissyo-Buraiken, and for Kouryurekka,
you can easily block it and counter with Akuma's Messatsu Gou
Shoryu. Not a tough fight at all.




-Vs. Dhalsim-



Dhalsim's range can be a little problematic, but you can also use that
to your advantage by utilizing Gou Hadoken and Shakunetsu Hadoken,
as if they hit Dhalsim's arms or legs, he takes damage. None of his
attacks are threatening unless you get close enough to where Yoga
Flame, Tempest, Stream, and Volcano can really get you. Yoga
Fire can be easily countered with Gou Hadoken and Zanku Hadoken,
while Yoga Teleport, while being a teleport move, hurts Dhalsim
more in the long run as it leaves him vulnerable to Shungokusatsu
and Messatsu Gou Hado. Not a tough fight either.




-Vs. Eagle-


This fight's easy as well. Eagle needs to be close to be of any threat
to Akuma, so you can easily tick-damage him with fireballs. For those
of you who'd rather fight honorably, jump right at Eagle with
Zanku Hadoken and Tatsumaki Zanku Kyaku. When up close, try
using Standing SP and MP, and Crouching SK. Don't bother
with Gou Shoryuken unless you want to, since you can easily use
Crouching SP for the same purpose. Make sure to watch for Eagle's
Manchester Gold, as that'll wreck havoc on Akuma's life.





-Vs. E.Honda-


Here, you can easily smash Honda. The only thing to watch for are
his Oochihou Nage and Orochi Kudaki, as those will really hurt.
The rest can either be countered with Gou Hadoken or Gou Shoryuken.
Easy victory for Akuma.





-Vs. Evil Ryu-


This is a nasty fight. Evil Ryu's just as strong, if not stronger, than
Akuma, and has Metsu Hadoken, which is far worse than anything
Akuma has, AND it can go through anything Akuma throws its
way. Try and stay clear of Evil Ryu, and try to bait him into coming
to you with Ashura Senkus, aerial Tatsuamkis, or just by jumping,
and counter with Tatsumaki Zanku Kyaku and/or Zanku Hadoken.
NEVER USE SHUNGOKUSATSU! Evil Ryu can, and will, punish
you for trying to! You may want to use Ashura Senku to try and stay
away from Evil Ryu.

However, for those of you bold enough to try and fight him head-on,
here's some tactics for you. Try leaping in with a Zanku Hadoken, then
combo that into a Standing SP to Standing MP, then that into a LK
Tatsumaki Zanku Kyaku. Hopefully, your opponent won't try to trip
you after that, and instead will try to counterattack you. Here, block
and then try to counter with Messatsu Gou Shoryu. Keep in mind;
Evil Ryu takes double damage than any other character (aside from
Orochi Iori, Ultimate Rugal, and Shin Akuma).





-Vs. Geese-


Geese is rough. Maybe a little too rough....


You need to watch for Wind Slice, Double Wind Slice, and Gaia
Slash, and THEN hope that Geese doesn't try and go for a Evil
Illusion Slam or try any of his Body Blows when you try to counter.
Avoid getting too close at any given time, because you don't want
to be caught up in Geese's Raising Storm, as that can chop off half
of Akuma's life, if not more. Ashura Senku your way to him, then
if you see him trying to use Raising Storm, Ashura Senku away from
him and try to counter with Messatsu Gou Hado. Tenma Zanku Hado
only works against Wind Slice, Double Wind Slice, and Evil Illusion
Slam (and his Body Blows, I suppose, if you want to get technical)
so use that when you see those moves. Deadly Rave is only dangerous
if you don't block it and counter with Shungokusatsu. If you try to
use Gou Shoryuken or Tatsumaki Zanku Kyaku, don't be surprised
if Geese counters them with a Middle or High Body Blow. Your
best bet is to stay back and bait Geese into coming at you, then
counter accordingly.





-Vs. Guile-



You don't want to sit around and try to tick-damage Guile. Then
again, you don't want to fall for Guile's baits. So, what to do?
Ashura Senku your way up to him after walking to where you think
your opponent will try to use an attack, then counter with Tatsumaki
Zanku Kyaku or Messatsu Gou Shoryu. You'll also want to try to
use Hyakkisu here, but if you find that Guile counters that too much,
then back off of it and go for Zanku Hadoken instead. This fight will
take some time, but Akuma shouldn't have any trouble.




-Vs. Haohmaru-



Don't let Haohmaru hit Akuma! He does way too much damage with
most of his attacks for Akuma to handle. You can counter several
of Haohmaru's moves with Gou Hadoken, but watch for Secret 
Crescent Moon and Slash of Supreme Judgment! Block those or
Ashura Senku through them, then counter with Tatsumaki Zanku
Kyaku or Messatsu Gou Hado. For times when Haohmaru tries to use
Flame of the Conqueror, Ashura Senku through it and counter with
Shungokusatsu. Watch for Haohmaru's Standing and Crouching
SP, as those will do the most damage out of all of Haohmaru's regular
attacks. Secret Earthquake Slice is another problem, but as long as
you counter that with Gou Shoryuken, you should be fine.



-Vs. Hibiki-


Hibiki's a double-edged sword; it just depends on how your opponent
chooses to play her. What you really need to keep an eye out for, though,
is her Distance Slash, as that can catch you off guard quicker than
anything else. Also, watch for all of her SP and SK regular attacks,
as those come out pretty fast. As long as you stay away from her,
you won't have to worry about her No Fear Feint, and you'll be
able to counter her other Super Specials via Messatsu Gou Hado or
Messatsu Gou Shoryu. However, if your opponent decides to rush
Akuma down, that's where you'll need to hammer on Tatsumaki Zanku
Kyakus and Zanku Hadokens. Hibiki's attacks are much quicker than
Akuma's, so you don't want her up close and personal with him.






-Vs. Iori-


Iori is like the SNK version of Akuma, except he lacks air projectiles
and a Tatsumaki attack. However, don't let those throw you off; Iori's
a beast that you don't want to mess around with! Dark Thrust is
pretty quick and is dangerous for Akuma, and if you try to jump at
Iori, he can just counter with Fire Ball. Your bet is to Ashura Senku
the moment Iori uses Dark Thrust, and try to hit him with a Tatsumaki
Zanku Kyaku or Messatsu Gou Shoryu. Make sure you time the 
Ashura Senku right though; if you time it too late, Iori can counter
with Deadly Flower to Maiden Masher, which isn't good for Akuma.
Also, watch out for "One-For-The-Road" Blast, as that can land
Akuma in a crapload of hurt. Zanku Hadoken works nicely for times
that Akuma is in the air, but watch for Iori dashing through it and
countering with Fire Ball. Shungokusatsu is a no-no here!





-Vs. Joe-




Joe has nothing on Akuma! Tiger Kick is easily beaten by Gou
Hadoken, Gou Shoryuken, and Zanku Hadoken, and any other
move of Joe's aside from Hurricane Upper can be countered by
a simple timing of Gou Shoryuken, Tatsumaki Zanku Kyaku, and
Gou Hadoken. Just watch it when you get too close to Joe with his
Super Meter at maxed, as his Double Cyclone Upper can, and will,
break Akuma. Aside from that, Akuma can handle Joe very easily.




-Vs. Ken-



Ken's a challenge for Akuma. He has a lot of moves that he can
utilize to beat Akuma, and can easily counter anything Akuma
throws at him. If you end up facing a good Ken player (like I have...)
and they utilize strategy well, then you may be in trouble if you don't
know how to use strategy with Akuma. Your best bet is to STAY AWAY
from Ashura Senku and Shungokusatsu, and stick to attacks like
Zanku Hadoken, Gou Hadoken, and Tatsumaki Zanku Kyaku. When
up close, don't bother with anything other than regular attacks. Make
sure to keep an eye out for Ken's Shoryuken and Tatsumaki Senpukyaku,
as those pose the biggest threat and can be comboed into his
Shoryu Reppa, Shinryuken, or Shinpu Jinraikyaku, which is VERY
bad for Akuma. Utilize the Roll ability, if you have it, Dodge, or even
Akuma's Tenshin Zenpout move to dodge and weave through Ken's
attacks. Only use Messatstu Gou Shoryu if you know it's going to
connect all the way through; otherwise, stick to Tenma Zanku Hado
and Messatsu Gou Hado.





-Vs. Kim-



Kim's a little nasty, but not compared to those like Geese, Terry, Mai,
and Rugal. Most of Kim's moves are easily counterable by Gou
Shoryuken, and any of Kim's Super Specials are easily avoidable
by simply using Ashura Senku. You can easily pressure him by using
Tatsumaki Zanku Kyakus and regular attacks alone. Nothing hard
here at all, but avoid using Shungokusatsu.




-Vs. King-


King's not that bad for Akuma. Venom Spike and Double Venom
Spike are easily avoidable with a jump or Ashura Senku, and most
of King's moves will only hurt Akuma if they're close to him, save
for King's Illusion Dance, which is predictable anyways. You can
easily pressure King with Akuma, and if things gets too bad, Ashura
Senku your way back and fight with Gou Hadoken. Simple fight.




-Vs. Kyo-


Mr. I-like-really-big-combos is back.....and guess what? He's a pain
for Akuma if he pressures him. Therefore, guess what you do? 
Pressure him back! Or better yet, wait until he tries to do his
'big' combo, then Ashura Senku to the other side of him and let
him have it with a Shungokusatsu. Kyo's nothing for Akuma as
long as you avoid the Wicked Chew combo, and of course, his
Final Showdown. 






-Vs. Kyosuke-


Kyosuke's a really tough customer for Akuma, simply because Akuma
cannot get close to him. Lightning Upper prevents Akuma from
running or jumping towards him, and Cross Cutter keeps Akuma
from even using projectiles. And even if Kyosuke doesn't use
Lightning Upper, he still have his Shadow Out Kick to use against
him. Not easy, to say the least. However, what you can do is try
to bait Kyosuke to come to you instead of going to him, which
is probably what a Kyosuke-player would expect from an Akuma-player.
Don't go for that bait! 

When you do get Kyosuke to come at you, watch when countering
with Gou Shoryuken, as Kyosuke can counter that with Cross Cutter.
Ashura Senku will come in handy for times when Kyosuke tries to
counter you with Lightning Upper or Shadow Out Kick, in which
case you can counter in turn with Messatsu Gou Hado. Take caution
in this fight with Akuma!






-Vs. Mai-



This one's a pain in the ass, just because Mai is so much faster than
Akuma. However, her vitality and defense are just as bad as Akuma's,
and her attacks are much weaker than Akuma's, so as long as you
can pressure Mai and hit her, you should be able to win. Flying
Squirrel is easy to counter and see coming, and a Gou Shoryuken
will take care of that. Deadly Ninja Bees and Super Deadly Ninja
Bees has nothing against Gou Hadoken and Messatsu Gou Hado,
and Kachou Sen can't hold its own against Gou Hadoken or Zanku
Hadoken. You'll need to watch out, however, for the times that Mai
uses Swan Ranpango and Crimson Firebird Diver, as you never know
when she'll use them, and Crimson Firebird Diver is one of the worst
things Akuma can get hit with by her (right under Super Deadly Ninja
Bees). Ashura Senku is nice and all, but don't use the Far version, as
it tends to lead to very bad results against Mai. Shungokusatsu is
only good if you block Deadly Ninja Bees, Super Deadly Ninja Bees,
Crimson Firebird Diver, or Flying Squirrel and you do the move right
before Mai gets a chance to move.




-Vs. Maki-



Once again, another ninja who's fast, but nowhere as annoying
to beat as Mai. You can easily counter every one of Maki's moves
(save for Rappukyaku) with Tatsumaki Zanku Kyaku or Gou 
Shoryuken. None of Maki's Super Specials are particularly threatening,
unless you get too close to her or let her get close to you, in which
case you'll end up taking a ton of damage in the process. This fight
shouldn't be hard for Akuma at all, as long as you keep the pressure
on Maki, and not let Maki pressure Akuma.



-Vs. M.Bison-



Bison? Who's that? Oh, the guy who like to get Gou Hadokens
in the face from a Psycho Crusher? Seriously, this guy is very easy
for Akuma to beat. Against Psycho Crusher, just use Gou Hadoken,
and against Mega Psycho Crusher, Messatstu Gou Hado works.
His Knee Press, Knee Press Nightmare, Devil Reverse, and Head
Stomp are all counterable by Gou Shoryuken and Zanku Hadoken,
and Psycho Vanish isn't even anything to worry about. Simple fight
for Akuma to win.





-Vs. Morrigan-



Morrigan's not too hard for Akuma, but she's not that easy either.
Soul Fist comes out faster than Akuma's Gou Hadoken, and her
aerial Soul Fist is a little bigger than Akuma's Zanku Hadoken.
Still, try fighting her as if she was Akuma, minus the Tatsumaki and
Ashura Senku. Just watch out for Darkness Illusion, as that can really
damage Akuma's life. Counter Morrigan's Shadow Break (if blocked0
with Akuma's Gou Shoryuken, and try to Ashura Senku through her
Carpinal Blade and Soul Phoenix. Don't bother with Shungokusatsu
in this fight.




-Vs. Nakoruru-


Nakoruru's just as fast as Mai and Maki are, so you'll have to keep
your guard up at all times. The majority of Nakoruru's attacks come
out very fast, so you'll have to be able to block and counter at any
given moment. If you see her on her hawk, try to counter by walking
up to her and using Ashura Senku the moment she tries to attack you.
This fight isn't going to be easy, and there really isn't a sound tactic
for Nakoruru, so you'll have to fight it all out here if you hope to win.




-Vs. Orochi Iori-



Just fight Orochi Iori like you would Iori, except at a much faster pace.
Keep an eye out on Orochi Iori's Hellfire Wave, as that'll chop out
a good portion of Akuma's life. Otherwise, fight him like Iori.




-Vs. Raiden-


All I can say here is never get close to Raiden! He's based purely
on close-ranged fighting; therefore, if you get close to him, expect
to get hit very hard. If you want to live to fight another day, stay
on the other side of the arena and fire Gou Hadokens and Zanku
Hadokens. If you're feeling extremely brave, try to Ashura Senku 
around him when he goes to attack and use a Super Special.
Shungokusatsu is very risky, but worth it if you can pull it off.






-Vs. Rolento-



Rolento's not that tough for Akuma, aside from his constant
jumping around and attacking. You'll want to use Gou Shoryuken
for the times that Rolento actually jumps at Akuma, and use Zanku
Hadoken or Gou Hadoken for the times that Rolento jumps away
from Akuma. Never use Tatsumaki Zanku Kyaku unless you're
close to Rolento; otherwise, Rolento can counter with Minesweeper
or another Super Special that'll smash through Akuma. Ashura Senku
isn't really needed, but it helps if Rolento decides to go on the
offensive.





-Vs. Rock-


Rock can be rough, especially if you land into his Rising Tackles and
Raging Run-Type "Dunk" a lot. Use Ashura Senku a lot in this fight
to keep Rock away, but don't overuse it; otherwise, you may find that
Rock will start hitting Akuma the moment Ashura Senku ends. Zanku
Hadoken is great here, as is Hyakkisu and all of its additional attacks,
but watch for Raising a Storm, as that'll definently turn the tides against
you. Neo Deadly Rave isn't anything to be afraid of, as Tatsumaki
Zanku Kyaku, Gou Shoryuken, and Messatsu Gou Shoryu will take
care of it.





-Vs. Rugal-


Fighting Rugal is almost like fighting Geese....almost, except that Rugal's
a bit tougher than Geese. Kaiser Wave is your biggest threat here, but you
can simply avoid that by Ashura Senku, Tenshin Zenpout, or Roll. Try to
avoid jumping at Rugal unless you have Air Guard; otherwise, you could
be jumping right into a Dark Smash, Destroyer Cutter, or even worse, Genocide
Cutter. Rugal's Wind Slice isn't that big of a threat, as you can jump over it
and try to counter with Zanku Hadoken or Tenma Zanku Hado. God Press
is easy to counter if you use Gou Shoryuken, Messatsu Gou Shoryu, or
Tatsumaki Zanku Kyaku; the same applies to Gigantic Pressure, but try to
use Gou Hadoken or Messatsu Gou Hado for that attack. Shungokusatsu is
too dangerous to use in this fight, so ignore it. Pressuring Rugal isn't easy,
since he has a more versatile movelist and longer reach with regular attacks
than Akuma, so your best bet is to just hang back and fire Gou Hadokens,
then if Rugal tries to rush at you or use a Kaiser Wave, simply Ashura Senku
behind him and start attacking him with regular attacks and/or Tatsumaki
Zanku Kyaku.





-Vs. Ryo-


Ryo can be tough, if you let him, but I guess that's true with anyone. You'll
want to watch for Haoh Sho Koh Ken, as only Akuma's Tenma Zanku Hado
and Messatsu Gou Hado can stop it (of course, you can always Ashura
Senku through it, then counter with Shungokusatsu if you'd like). Zan Retsu
Kan can be pretty painful, but you'd have to be pretty close to Ryo for it to
even connect, so as long as your not that close all the time, you won't have
to worry about that attack. Stay clear of Heaven Blaze Punch as well 
(which is also close-ranged), as that'll take off about half of Akuma's life 
in a single blow. Lightning Legs Knockout Kick and Ryuko Rahou are 
Ryo's most dangerous moves in this fight (Koho would be, but it's easy to 
avoid, if you know how to dodge dragon punches), but as long as you 
block them, you should be able to counter with any Super Special move 
and not worry about retaliation from Ryo. Keep an eye on Ryo, and if 
you see that the player using Ryo utilizes Roll a lot, then use Ashura 
Senku to stay away from Ryo, as he is pretty good at pressuring his 
opponents. In this case, try to stay away from him, but also get in 
a few good hits before moving away.






-Vs. Ryu-


A classic Street Fighter battle. This can go either way, depending on how
each player fights. Ryu is more based around using Hadokens and countering
with Shoryukens than anything else, so keep that in mind when you fight
him. You can try and fight using Ryu's tactics, but Akuma's not made for
that; therefore, do what Akuma knows best....ATTACK! Hyakkisu over
Hadokens and hope that Ryu doesn't have the time to counter with
Shoryuken. If you find that you cannot pull off Hyakkisu, then stick to
Zanku Hadoken and/or Tenma Zanku Hado. Ashura Senku is nice, but it
tends to land Akuma in trouble here, especially since Ryu can counter with
Tatsumaki Senpukyaku, Shinku Tatsumaki Senpukyaku, or even worse,
Shin Shoryuken if Akuma teleports too close. 






-Vs. Sagat-


This fight is just more annoying than anything else. Focus on dodging
Sagat's Tiger Shots, then if you get close enough to where you're out of
Sagat's Tiger Uppercut range, try to Ashura Senku right behind him and
use regular attacks, then combo into a Messatsu Gou Shoryu, if Sagat hasn't
countered this tactic yet. Don't worry about Tiger Cannon, as you can easily
avoid that, but pay close attention to see if Sagat will use Tiger Raid or
Tiger Destroyer, as those are the most dangerous attacks that Akuma
will have to deal with. Never bother with Shungokusatsu here, as Sagat
can easily counter it with Tiger Uppercut or Tiger Crush.





-Vs. Sakura-


Goes to Akuma. Sakura's Hadoken will only hit if Akuma is close to her,
and that is easily avoidable. Shunpukyaku and Oukakyaku can be countered
with Gou Hadoken, Messatsu Gou Hado, or Gou Shoryuken, and Shoouken
can be countered by Roll and Tatsumaki Zanku Kyaku. None of Sakura's
Super Specials are threatening to Akuma, as Ashura Senku eliminates that
threat, and you can even possibly counter with Shungokusatsu against
Midare Zakura and Haru Ichiban. Easy fight.






-Vs. Shin Akuma-



Goes to Shin Akuma. Even though Shin Akuma takes twice as much damage
as Akuma, he moves twice as fast and is twice as strong as Akuma. Unless
you can utilize Akuma's tactics and use them like Shin Akuma is you, then
you probably won't win, and even then, it's a tough fight. Shin Akuma loves
to use Ashura Senku, so your best bet is to try to catch him off guard when
he gets out of the final teleportation step with a Crouching SK or a Messatsu
Gou Shoryu. Shin Akuma also loves to spam Gou Hadoken and Zanku
Hadoken, so you'll want to try and counter his Gou Hadoken with your
Zanku Hadoken, and his Zanku Hadoken with your Gou Hadoken. Don't
use Ashura Senku unless you absolutely have to, as Shin Akuma will
punish you for it!






-Vs. Terry-



Terry would be tough, if his moves didn't have some slow recovery times
to them. Rising Tackle can easily be blocked and countered with Shungokusatsu,
Messatsu Gou Shoryu, or any other move, as can Burning Knuckles. Power
Wave can be dodged easily by jumping and countering with Zanku Hadoken,
and Crack Shot can be countered with Gou Shoryuken. Your biggest threat
will be Power Geyser and Buster Wolf, so use Ashura Senku to avoid those
attacks immediately! A Level 3 Buster Wolf can easily chop off about 1/3 to
half of Akuma's life, and you don't want that here. If you get in close to
Terry, watch for him countering with Power Dunk!






-Vs. Todo-


Goes to Akuma. Todo simply doesn't have the edge to him to keep Akuma
away, with the exception of his Mind's Eye Slingshot, which has to be timed
right for it to even come out (in which case, it will work if you keep attacking
him and don't back off). None of his Ecstasy Crunches are too troublesome,
save for Rising Ecstasy Crunch when you jump at him. You can try to fight
him via Gou Hadoken and Zanku Hadoken, but it's best to get up close to
Todo and beat him down with regular attacks and Tatsumaki Zanku Kyaku.
Shungokusatsu will prove to be valuable here for once, unless your opponent
is smart enough to either jump or punch Akuma....






-Vs. Ultimate Rugal-



Goes to Ultimate Rugal. He just has too many ways to counter Akuma,
and his speed is so much greater than Akuma's. For Akuma to win, you'll
have to block and counter, and hope that Ultimate Rugal doesn't strike
back. However, this is the CPU we're talking about. Now, about players....


Unless an Ultimate Rugal player uses the same tactics as the CPU, you 
should be just fine. Kaiser Wave and Rugal Executions are your biggest
concerns, so as long as you can dodge those and counter, you should
be just fine. The rest is just like fighting Rugal, except make sure that you
don't stay too close to him when his Super Meter is at Level 3 and MAX.
Otherwise....you may end up dying from a G-End or a Last Judgment....




-Vs. Vega-


This one can actually go either way, but favors Akuma more due to more
variety in attacks. Vega has more speed than Akuma, but suffers due to 
lack of any projectiles and Anti-Air moves whatsoever. Plus, he has to
get close to Akuma to do any real damage. Akuma can easily counter
Vega's constant jumping attacks with Gou Shoryuken or Zanku Hadoken,
and the rest of Vega's moves are easily counterable with Tatsumaki
Zanku Kyaku and Messatsu Gou Shoryu. However, make sure that Akuma
doesn't get pressured by Vega, as that'll lead to Akuma getting hurt pretty
badly in the long run.





-Vs. Vice-


Akuma should easily be able to tear Vice apart, so long as you avoid Vice's
Mayhem move. Counter all of Vice's Super Specials with Gou Shoryuken,
and don't let her get close to Akuma! If she does, use Ashura Senku to get
away from her, then try to get the jump on her by using Tatsumaki Zanku
Kyaku and Zanku Hadoken. Be careful to not land into Outrage or Rave Fest,
as those can hurt Akuma a little bit. This fight isn't too tough.





-Vs. Yamazaki-


Goes to Akuma. Yamazaki has more range than Akuma on attacks, but
if he tries to attack Akuma with Serpent Slash and Akuma uses Gou
Hadoken, Yamazaki will end up taking damage. Taunt & Counter may
be the only thing to worry about here, so long as you watch for Guillotine
and Drill. 





-Vs. Yun-


Goes to Akuma. Yun can be easily countered, as long as you don't let
him get too close to Akuma and let him pressure him. Counter all of Yun's
moves with Tatsumaki Zanku Kyaku and Gou Shoryuken, and if Yun's too
far away, well....chase him down and beat him to a bloody pulp, Akuma
style! Shungokusatsu is a no-no here, so ignore it in favor of Messatsu
Gou Hado, Messatsu Gou Shoryu, and Tenma Zanku Hado.




-Vs. Yuri-


Favor Akuma 70-30. Yuri's only a threat if she manages to somehow pull
off a string of combos one after another against Akuma, or if Akuma somehow
never gets close enough to hit her. Yuri Super Upper and Yuri Double Upper
are easy to counter with Gou Hadoken or Zanku Hadoken, and the rest of
Yuri's Supers (aside from The 100 Blows) can be dealt with by Gou Hadoken
and Zanku Hadoken alone. For The 100 Blows, counter using either Mesasatsu
Gou Shoryu, Gou Shoryuken, or Tatsumaki Zanku Kyaku. Keep an eye
out for Haoh Sho Koh Ken and Scalding Steam Blast, as those are Yuri's
most deadliest attacks. Flying Phoenix Kick is easy to counter by blocking
and using Shungokusatsu.




-Vs. Zangief-



Favors Akuma 70-30, so long as you don't let Zangief get near you. If you
do find that Zangief is next to Akuma, get out of there quickly with Ashura
Senku. Zangief relies on being in close, and can do an extreme amount of
damage to Akuma with his grappling moves. Never use Gou Shoryuken
against him unless he's in the air, or else Zangief can counter with a grappling
move. Stay back and use Gou Hadoken and Zanku Hadoken to play it safe.
If you're feeling really bold, mix in some Tatsumaki Zanku Kyakus and
Hyakkisus as well, but don't be surprised if Zangief counters them.
------------------------------------------------------------
II.      Balrog [CAP02]


-Introduction-


The American boxer returns, and you really have to ask why? He wasn't
that great in the Street Fighter series at all, so why bring him to here?
Well, all I can say is....good luck trying to win with Balrog...






-Movelist-


-Specials-


Dash Straight........................................Ch. B, F + P


Dash Uppercut......................................Ch. B, F + K


Dash Ground Straight..........................Ch. B, D-F + P


Dash Ground Uppercut........................Ch. B, D-F + K


Turn Punch............................................Hold Px3 or Kx3, then 
release


Buffalo Head Butt.................................Ch. D, U + P







-Super Specials-


Crazy Buffalo..........................................Ch. B, F, B, F + P 
(then K to change move)


Gigaton Blow..........................................Ch. B, F, B, F + K
(Level 3 & MAX only)








-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Straight Jab)


-Comes out pretty fast. Good for combo starters, but not very useful as
a move by any means.



MP (Uppercut)



-Balrog swings upwards. Nice as an Anti-Air type move, but other than 
that, it doesn't have very much use. 



SP (Fierce Forward Punch)


-This move has good range on it, but it has slow startup time. Use it only
when your opponent is rushing at Balrog.



LK (Quick Jab)


-This is much faster than Balrog's LP, so use this when you want to pressure
your opponent with regular attacks.




MK (Low Jab)


-This hits lower than the LK, and moves a bit slower. Only use this when
you're up close to your opponent, trying to pressure them.



SK (Fierce Swing)


-This move has a slow startup and recovery time to it, but it's good for
knocking opponents out of their moves, especially moves such as 
Shungokusatsu and Last Judgment. It's also good for many Rush moves,
and if used at the right time, even some Other moves like Shunpukyaku.






-CROUCHING-



LP (Straight Jab)

-Same as with the Standing LP.



MP (Straight Punch)


-Balrog punches straight at his opponent's shin. There's nothing really
special about this move...



SP (Rising Uppercut)


-Balrog stands up and uppercuts his opponent. This is a great Anti-Air
move, and it's also great for knocking opponents out of moves like
Tatsumaki Senpukyaku and Spinning Bird Kick. Recommended for fighting
aerial fighters such as Vega and Chun-Li.



LK (Low Straight Jab)


-This move is exactly like the LP, but it hits lower. Still can be blocked the
same way as with the Crouching LP.




MK (Foot Punch)



-Balrog punches the opponent's foot. Nuff' said. Nothing special about this
move.





SK (Punch Trip)



-Balrog trips the opponent with his fists. Nothing else special about this
move.




SK Close (Strong Uppercut)



-Not bad except for the fact that you have to be next to your opponent for
the move to come out, and since there are many other options available,
don't waste your time with this move.






-JUMPING-




LP (Hook)


-Balrog does a cross hook in the air. Only good if the opponent is in the
air.




Straight-Up LP (Diagonal Punch)



-Balrog punches downwards at the opponent. Nice for knocking opponents
out of moves, but other than that, useless.



MP (Quick Hook)


-Same as with the LP, but moves a heck of a lot faster.





Straight-Up MP (Palm Thrust)



-Balrog swings his palm outwards. Nothing really good about this move
at all.




SP (Fierce Diagonal Punch)



-Balrog punches fierecely in front of him. Nothing special....




Straight-Up SP (Strong Palm Thrust)



-Same as with the Straight-Up MP, but does a bit more damage.




LK (Hook)



-Same as with the Jumping LP.





MK (Quick Hook)



-Same as with the Jumping MP.





SK (Fierce Diagonal Punch)



-Same as with the Jumping SP.









-THROWS-




F or B + SP (Abdomen Punch)


-Balrog grabs the opponent and hits them once in the gut with a fierce
punch. Now, how he grabs someone with gloves on....nobody will ever know...




F or B + SK (Ground Slam)


-Balrog picks up his opponent and slams him/her into the ground.








--Special Moves--



-Dash Uppercut-


STRONG VS.


Rush attacks
Other attacks (depending)




NO EFFECT VS.


Teleport moves




WEAK VS.


Projectile attacks
Anti-Air moves
Air moves
Other attacks (such as Tatsumaki Senpukyaku)



-Balrog dashes at the opponent and punches them square in the face. 
This move is alright, if you can avoid getting counterattacked. You'll
want to mix this move up with Dash Uppercut, Ground Dash Straight,
and Ground Dash Uppercut to make the most use of it, because if you spam
this move by itself, you'll only end up being punished for it.








-Dash Uppercut-



STRONG VS.


Air attacks (except for Zanku Hadoken and Tenma Gou Zanku)
Rush attacks
Some Other attacks




NO EFFECT VS.


Teleport moves




WEAK VS.


Projectile attacks
Anti-Air attacks
Some Other attacks



-Balrog dashes at his opponent and does an uppercut, which knocks the
opponent back. Pretty nifty move, but only if you use it in conjunction with
the other Dash attacks. The downside is that it's very prone to Projectiles.








-Dash Ground Straight-



TRONG VS.


Rush attacks
Other attacks (depending)




NO EFFECT VS.


Teleport moves




WEAK VS.


Projectile attacks
Anti-Air moves
Air moves
Other attacks (such as Tatsumaki Senpukyaku)





-Balrog dashes at his opponent and strikes their legs, thus knocking them
down. Only good if you use it in conjunction with the other Dash moves.









-Dash Ground Uppercut-



STRONG VS.


Air attacks (except for Zanku Hadoken and Tenma Gou Zanku)
Rush attacks
Some Other attacks




NO EFFECT VS.


Teleport moves




WEAK VS.


Projectile attacks
Anti-Air attacks
Some Other attacks




-Balrog dashes at his opponent and uppercuts them from the ground.
Only good when used in conjunction with the other Dash moves.










-Turn Punch-




STRONG VS.


Varies...





WEAK VS.



Varies.....but Projectiles are a constant weakness





-The neat thing about this move is, if you charge it with one button (Px3
or Kx3), you can still attack the opponent with regular attacks using the
other sets of buttons (for example, if you hold down Px3, you can still
attack normally with all of the K buttons, then use this move). The problem
is that you can't use any other Special or Super Special moves while you're
doing this, and you can't use this move if you're forced to block real quick.
Plus, it has a bit of slow startup, so it's a little easy to block. Only launch
one of these out if your opponent decides to rush at Balrog.











-Buffalo Head Butt-




STRONG VS.



Air attacks (except Zanku Hadoken and Tenma Gou Zanku)
Rush attacks
Majority of Other attacks




WEAK VS.


Projectile attacks
Anti-Air attacks (if blocked or miss)






-Balrog leaps into the air at a 45 degree angle and knocks the opponent
down. A good quick and powerful move to launch out during the middle
of a combo with regular attacks, or during the middle of another attack like
Dash Straight or Crazy Buffalo. However, note that it's unsafe on block.










--Super Special Moves--



-Crazy Buffalo-




STRONG VS.


Dash attacks
Some Other attacks (Tatsumaki Senpukyaku for example)





WEAK VS.



Projectile attacks
Anti-Air attacks
Air attacks




-A pretty powerful move (and the only non-Level 3 move that Balrog has).
It's pretty much a serious of Dash Straights in a row, and is very good for
countering your opponent's Super Specials (such as Akuma's Shungokusatsu
and Ken's Shoryu Reppa). However, if blocked, it'll leave Balrog open for
a short time, which can be more than enough for an opponent to pull out
something like Shin Shoryuken or G-End. Try to use this as a counterattack
while being pressured.










-Gigaton Blow-




STRONG VS.


Dash attacks
Anti-Air attacks
Other attacks




WEAK VS.


Projectile attacks
Air attacks




-Balrog simply throws one, big punch, which hits multiple times and does
a big chunk of life to the opponent. Great as a counterattack or Wakeup
Counter, but dangerous when blocked.










--Strengths & Weaknesses--


Balrog suffers a lot from not having anything other than Dash attacks (aside
from Buffalo Head Butt, which is still considered a Dash attack). Therefore,
he gets punished a lot from players who spam Projectile attacks and Anti
Air moves. None of Balrog's normal moves, save for Crouching SP, is really
worth using at all. 

On the upside, Balrog does have some pretty decent attack power, along
with some nice mix-up tactics with all of his Dash moves. On the downside
yet again, Balrog needs to really get in close to do any real damage to his
opponent; therefore, it is worth noting that Balrog is a true Pressuring
and Offensive fighter.





--Battle Strategies--




OFFENSE


Here, you'll want to focus on getting in close to the opponent and just
wailing away with regular attacks. Use Roll to get through any Projectiles,
and while you're pressuring your opponents, make sure to charge up at least
one of Balrog's Dash moves, or one of his Super Specials, to let you opponent
have it when you start to back away. Avoid jumping too much, as Balrog
is clearly a ground fighter.





DEFENSE


Balrog isn't that great on defense; he has basically no moves aside from
Gigaton Blow and Buffalo Head Butt to protect him from oncomers. Your
best bet is to try to not make it so that Balrog has to defend at ANY time
during a fight.






--Matchups--



-Vs Akuma-


Balrog is at a huge disadvantage here. Akuma just has way too many ways
of getting around Balrog's attacks and countering him. Your best bet is to
try and corner Akuma. If he uses Ashura Senku, chase him down with Balrog
using a Dash attack AFTER he has phased past you (if Akuma goes towards
Balrog), and hope that Akuma doesn't counter with Gou Shoryuken.
Counter Shungokusatsu with Gigaton Blow or Crazy Buffalo, and counter
Messatsu Gou Shoryu with Gigaton Blow as well. Try to avoid Gou
Hadoken and Zanku Hadoken by using Roll, and counter with Buffalo Head
Butt.




-Vs. Athena-


As long as you watch out for Psycho Ball and Psycho Sword, you'll be
just fine. You can punish Phoenix Arrow badly using Gigaton Blow or
Buffalo Head Butt, and you can punish basically anything else Athena
throws (aside from Psycho Ball and Psycho Sword) with Balrog's Dash
attacks. Try to use Crazy Buffalo as your Wakeup Counter if you run into
a Psycho Sword. You'll want to stick close enough to Athena so that you
can still hit her with anything, but watch out for her countering with Psycho
Sword. Shining Crystal Bit is something else that you'll want to watch out
for when you get in close (which you should be able to block if you're not
in the middle of an attack). 




-Vs. Balrog-


This is a fun fight, simply because it's just a "who hits first" deal. Try to
make Balrog attack you, then block his attacks while charging up yours,
and let him have it!



-Vs. Benimaru-


Benimaru has Balrog on this one. Unless you can somehow bypass his
Lightning Fists, Iaido Spin Kicks, and Heaven's Flash Blast, you won't win
here with Balrog. Your best bet is to either Roll through every single one
of Benimaru's attacks and make sure to get out of range of his Benimaru's
Collidor Crunch and Blec-Trigger. You'll want to avoid all of Balrog's
Dash attacks, since those will land him in more trouble than help him.



-Vs. Blanka-


The only real threat here are Shout of Baron and Electric Thunder. As long
as you block and counter all of Blanka's Specials and Super Specials with
Dash attacks and/or Super Specials, you'll be able to trounce Blanka easily.
Up close, you'll want to try and charge up Turn Punch while using regular
attacks, but make sure to watch out for Electric Thunder and Shout of Baron.





-Vs. Cammy-


This can go either way. You'll have to watch out for Cammy's constant
jumping by Rolling, and try to counter with Buffalo Head Butt or Gigaton
Blow. You'll want to try and pressure Cammy a lot in this fight, but make 
sure to back out every now and again to try and land some Dash attacks,
so you can avoid Cammy turning around and pressuring Balrog even
harder.




-Vs. Chang-


Can go either way. You'll want to watch out for Spinning Iron Ball, as that'll
put a halt to all of Balrog's Dash attacks. Gigaton Blow is the way to go 
against Chang as long as you use it as a Counterattack, and as long as 
you don't use it while Chang is attacking. You'll want to stay close to 
Chang the whole time to avoid him getting any advantages against 
Balrog, and focus using regular attacks and sometimes throw in a Turn 
Punch or two.




-Vs. Chun-Li-


Chun-Li can handle Balrog pretty easily. Spinning Bird Kick and Kikouken
are all she needs to stop him in his tracks. Your best bet is to counter
Spinning Bird Kick with Buffalo Head Butt. Hyakuretsu Kyaku and Hoyoku-Sen
may be a bit of a problem for Balrog's Dash attacks, but Gigaton Blow will
blow right through both of them. For Kikou-Shou, your best bet is to either
not be close enough for it to hit, or to just block it and counter with Crazy
Buffalo.




-Vs. Dan-


Dan can win this one pretty easily, but this isn't for Dan, now is it?

Balrog needs to focus on trying to get in close and just wailing away with
regular attacks, rather than using any Dash attacks, since Dan can counter
those with either Gadoken or Kouryuken. Shinku Gadoken and Kouryurekka
are also bad for Balrog here, so, in other words, DON'T USE DASH ATTACKS!
Gigaton Blow is even not that great, unless Dan tries to use Dankyaku
or something retarded. 




-Vs. Dhalsim-


Dash attacks are once again useless, so your best bet is to just rush Dhalsim
down and beat him up with regular attacks. Watch for all of his Super Specials
and Yoga Flame, and try to block and counter with Gigaton Blow or
Crazy Buffalo, if possible. Try using Roll when next to Dhalsim to avoid
some of his attacks, and punish him from there. If Dhalsim uses Yoga
Teleport, chase him down and beat him up!





-Vs. Eagle-


Here, it can go either way. Eagle has to time some of his attacks right to
stop Balrog's Dash attacks, and Balrog has to time some of his attacks to
stop Eagle's attacks. Your best bet here with Balrog is to make Eagle come
to you, block his attacks, and counterattack with anything that you can
think of. 




-Vs. E.Honda-


Here, your best bet is to block and counter his attacks with Balrog's Dash
attacks. Watch out for Ooichou Nage and Orochi Kudaki when in close. Just
pummel Honda with regular attacks when in close, and watch for any of
Honda's Specials and Super Specials and counter them accordingly.





-Vs. Evil Ryu-


This will be a very, very tough fight for Balrog to win, if not impossible.
Though Evil Ryu takes double damage from attacks (one Gigaton Blow
is enough to nearly kill, if not, kill him), he has everything that he needs
to stop Balrog dead in his tracks. Your best bet is to try and track him
when he uses Ashura Senku, or let him come to you, block, and counter.
Don't expect to win that much against Evil Ryu with Balrog.




-Vs. Geese-


This one goes to Geese. There's nothing that Balrog can really do against
him except Roll and hope to counterattack. Wind Slice, Double Wind
Slice, and Gaia Slash are all Geese needs to beat Balrog down like a little
redheaded step-child....





-Vs. Guile-


This may take a while. Don't bother with Dash attacks, as Guile can counter
with Sonic Boom or Somersault Kick. Your best bet is to just get in close
and nail Guile with regular attacks. Be prepared to block and counter with
Gigaton Blow whenever Guile goes for a Somersault Kick. 





-Vs. Haohmaru-


Here, you'll want to watch for Haohmaru's Standing SP and Crouching SP,
as those will stop Balrog's Dash attacks quickly and do a ton of damage
to Balrog. Try to get in close without the use of Dash attacks and hammer
away with Turn Punches, Buffalo Head Butts, and Crazy Buffalos. Use
Gigaton Blow only when you block Secret Crescent Moon Slice, Slash of
Supreme Judgment, or Flame of the Conqueror (if you're close enough during
Flame). You can easily get through Secret Cyclone Slash by jumping or
Roll, but make sure to watch out for Secret Earthquake Slice or Secret
Crescent Moon Slash.




-Vs. Hibiki-


This is a tough one for Balrog, simply because Hibiki can hit him from
across the screen using Distance Slash. Your best bet is to jump at her and
attack (even though that's not Balrog's cup of tea) to avoid the majority
of her Specials and Super Specials. Once you get in close, keep beating
her down with regular attacks and Gigaton Blow. Watch out for No Fear
Feint and her Going My Way Super Specials!





-Vs. Iori-


Can go either way, as long as your smarter than Balrog is. Jump or Roll
through Dark Thrusts, and block and counter Fire Ball with Gigaton Blow
or Crazy Buffalo. For Maiden Masher, counter with Gigaton Blow or
Buffalo Head Butt. The rest can be dealt with by simple block and counter
tactics. Avoid using Dash attacks here.




-Vs. Joe-


Once again, Balrog's Dash attacks are useless due to Cyclone Upper, Tiger
Kick, TNT Punch, and other attacks that Joe have. Therefore, you'll need
to rely on block and counterattack tactics to win against Joe. Try to use
Gigaton Blow against a blocked Golden Heel Hurter or Tiger Kick, and
use regular attacks in conjunction with Dash attacks and Buffalo Head
Butt when in close. Watch for Screw Upper and Double Cyclone Upper when
in close against Joe!






-Vs. Ken-


Against Ken, Balrog will have to play a little more strategically than usual.
You'll have to utilize Roll a lot to dodge a lot of Ken's attacks (Hadoken,
Shoryu Reppa, Shinpu Jinraikyaku) and counter with Crazy Buffalo or 
Gigaton Blow. Jumping at Ken is just a bad idea, so try to avoid that as
much as possible. Hadoken, Shoryuken, and Tatsumaki Senpukyaku are
Balrog's worst enemy here, so try to block them or dodge them, and
counter accordingly (don't use any Dash attacks!).




-Vs. Kim-


Here, Balrog should be able to beat Kim without having to worry too
much. You'll want to watch for Comet Cruncher and Flying Kick out of
his Specials, and for his Super Specials, be wary of all of them! Dash attacks
are only helpful as long as your opponent doesn't counter with Flying
Slice or Sand Blaster (or a Super Special). Try to nail regular attacks in
conjunction with Specials and Super Specials when in close.





-Vs. King-


Your worst enemy here is the fact that King is based a lot off of mind
games and mix-up strategies. You'll have to watch for King's moves, block,
and counter accordingly with the right move. If King jumps and attacks
with an attack, block and counter with Buffalo Head Butt, and if King
dashes at you, block and counter with a Dash attack or Gigaton Blow.






-Vs. Kyo-


You should be able to kill Kyo pretty easily, save for Final Showdown,
Serpent Wave, and Fire Ball being the threats here. You can easily get
pass Serpent Wave and Fire Ball by using Roll, but Final Showdown is
pretty hard for Balrog to avoid, especially with his Dash attacks. If you
want to avoid Kyo's Wicked Chew or Poison Grawfest combos, simply
use Super Jump or Roll to get around to the other side and punish Kyo
while he's still in the middle of his stupid combo that missed Balrog a
while back.






-Vs. Kyosuke-


Goes to Kyosuke 80-20. Unless you can somehow get close to Kyosuke,
you won't stand a chance. Lightning Upper, Shadow Out Kick, and Cross
Cutter will keep Balrog away for sure, and even if you do get close, you'll
have to put up with Final Grade Remix, Super Shadow Out Kick, and Super
Lightning Upper. This fight is tough, but not downright impossible to win.
You'll be using Roll or Dodge a lot here (Dodge is very useful except for
Super Lightning Upper). Avoid Dash attacks at all costs, and don't bother
with Buffalo Head Butt due to Shadow Out Kick and Shadow Wave. Stick
to regular attacks and Super Specials, and don't let Kyosuke get away from
Balrog at any time!







-Vs. Mai-



Mai's speed is annoying here. She can quickly escape Balrog's attacks and
counter with Flying Squirrel or Crimson Firebird Diver, or just stay back
and use Kacho San and Swan's Ranpango to attack Balrog. For this one,
you'll want to either Jump or Roll through the Kacho Sen (Super Jump
especially over Swan's Ranpango) and Roll through her Flying Squirrel
and Crimson Firebird Diver. You can counter her Deadly Ninja Bees and
Super Deadly Ninja Bees by using Turn Punch or Gigaton Blow, so don't
worry too much about those. When up close, be careful of Ryu En Bu and
Sun Fire Samba. Simply block them and counter with a Dash attack or regular
attack, or better yet, a Super Special.




-Vs. Maki-



You should be able to beat Maki senseless, but that's not to say that she
can't put up a good fight. Watch out for her Genko and Rappukyaku attacks,
along with her Ajaratengu and Tengu Daoshi attacks. The rest can be
punished pretty easily by Balrog's Dash attacks (especially Hayagake 
attacks). If you get in close to Maki, make sure to use regular attacks in
conjunction with Turn Punches, Buffalo Head Butts, and both of Balrog's
Super Specials. This fight shouldn't be that hard for Balrog to win.







-Vs. M.Bison-



Bison can outdo Balrog easily by abusing Psycho Crusher and Knee
Press. You'll want to Roll or block those attacks, then counter with
any Dash attack or Crazy Buffalo. When up close, NEVER attempt to
use Buffalo Head Butt, since if it gets blocked, you can end up getting
hit by Mega Psycho Crusher or the likes. Stick to regular attacks and
Crazy Buffalo/Gigaton Blow when up close, and utilize Roll when Bison
tries to pressure Balrog. Dodge is useful as well, and if you know how
to use it, try Parry above all else.





-Vs. Morrigan-



This fight will remind you of figthing Akuma/Ryu here. Your best
bet for fighting Morrigan is to treat her as like your fighting a combination
of Ryu and Akuma. The only difference here will be to watch out for
Morrigan's Carpinal Blade and Darkness Illusion specials (I guess
you can include Valkyrie Turn, if you want to get technical with it...).
Use Roll or Block against Carpinal Blade, and simply block the Darkness
Illusion and Valkyrie Turn attacks, then counter with Gigaton Blow (if
you have it) and/or Crazy Buffalo or Buffalo Head Butt. This fight
shouldn't be too tough for Balrog if you can handle the likes of the two
Shotokan fighters.






-Vs. Nakoruru-


This fight can get very nasty for Balrog, simply because Nakoruru is
so much faster than him. Your best bet is to block and counter the
entire time. Don't bother rushing at Nakoruru, and instead let her rush
at you. Block and counter her Annu Mutsube and Kamui Mutsube
with Dash attacks and/or Buffalo Head Butt (save Gigaton Blow and
Crazy Buffalo for Kamui Risse and Elelyu Kamui Risse). 





-Vs. Orochi Iori-


Fight Orochi Iori as you would Iori.





-Vs. Raiden-


Here, Dash attacks work well as long as you avoid Poison Spray and 
Flame Breath. Gigaton Blow can counter any of Raiden's other attacks,
so save up your Super Meter for that Super Special. When up close, watch
out for Crazy Train, Thunder Crush Bomb, and Destruction Drop! Also, when
in close, try to attack using just regular attacks combined with Turn Punches
and Super Specials, then block and counterattack with a Dash attack.




-Vs. Rolento-


Buffalo Head Butt will help you out here a lot, especially since Rolento
loves to jump a lot. You may want to stay away from Dash attacks, as those
can get punished easily by the majority of Rolento's attacks. Instead, try to
Roll your way towards Rolento (watch out for Mine Sweeper!), and use
regular attacks in conjunction with Turn Punches and Super Specials.
Don't be surprised if you can't bait Rolento into coming to Balrog, since
Rolento's nasty about attacking from anywhere basically.





-Vs. Rock-


This favors Rock a lot more than it does Balrog. You have to watch out
for Cyclone Sock and Double Gust Punch when far away, and when in close,
your main concern should be Rising Tackle, Raising a Stomr, Evac Toss, the
Crack Counters, and Shining Knuckle. Not too favorable to Balrog at all,
so your best bet is to try to land as many attacks as you can while you're
close to Rock, then back away from Rock and try to bait him into coming
to you. If he does come to Balrog, try to punish him using Dash attacks
and Buffalo Head Butt (make sure that the Buffalo Head Butt will connect,
otherwise you'll just end up in a world of pain...). If he doesn't fall for the
bait, then try again.





-Vs. Rugal-


Even worse for Balrog here than with Rock! In addition to Wind Slice,
Rugal can attack Balrog using his devastating Kaiser Wave and his annoying
Dark Smash. And if Balrog goes to use any of his Dash attacks, Rugal can
counter using God Press or Gigantic Pressure attacks (or Total Annihilation,
just to make you even madder). Your best bet here is to block and counter
whatever Rugal throws at you (except for his Projectiles and Dark Smash,
in which case, Roll through them and counter). If Rugal starts to play
keep-away, then chase him down using Super Jump and Roll. Gigaton
Blow is nice, but stick to Crazy Buffalo unless Rugal tries to do a sneaky
attack like Gigantic Pressure or Dark Smash.






-Vs. Ryo-



This is also a tough fight for Balrog, since Ryo has Tiger Flame Punch,
Koho, Lightning Legs Knockout Kick, Zan Retsu Kan, Haoh Sho Koh Ken,
and Heaven Blaze Punch. For this fight, try to avoid jumping at Ryo, as that
will trigger Koho (unless you have Air Block, in which case, go right ahead
and jump at him). Parry is also very nice here, if you know how to use it.
Use Dash attacks only if you know that Ryo can't block or counter them,
and stick to Crazy Buffalo instead of using Gigaton Blow (unless you block
Ryo's Koho, then unless the Gigaton Blow!).




-Vs. Ryu-


Very bad for Balrog, since Ryu can counter EVERYTHING that he does.
Your best bet here is to try and bait Ryu, but 9 times out of 10, Ryu won't
fall for that. In that case, you'll have to somehow bring the fight to Ryu.
Roll and Parry are your best friends here, so use them well! Avoid staying
too close to Ryu all the time, as Ryu can counter any of Balrog's blocked
Dash attacks with Shinku Tatsumaki Senpukyaku or Shin Shoryuken.





-Vs. Sagat-


Just as bad, if not far worse, than Ryu. Tiger Shot and Tiger Cannon are
Balrog's worse enemy here, as are Tiger Uppercut and Tiger Destroyer.
You'll need to learn how to Parry well and utilize Roll and Air Guard here
in order to survive this beast.  Try to use Gigaton Blow against blocked
Tiger Uppercuts, Tiger Raids, Tiger Destroyers, and Tiger Crushes, and
don't bother with Dash attacks at all. Turn Punches are a waste of time here
as well, so ignore them. If you're using S-Groove with Balrog, try to find a
place where Sagat won't be able to counter you so much, and charge up
your Super Meter as much as possible so that you can unleash a barrage
of Crazy Buffalos at him.





-Vs. Sakura-


This fight is a little less harder than Ryu, but can still be a bit of a pain if
you're not used to fighting Sakura. Here, Hadoken is of little threat unless
she starts to counter your Dash attacks with it all the time. Shoouken and
Shunpukyaku are also hazardous to Dash attacks, so, in other words, avoid
using them here in this fight as well. Turn Punches and Buffalo Head Butts
are the better alternative to Specials here, and you can smash through 
Sakura's Haru Ichiban and Midare Zakura with Gigaton Blow easily (in other
words, try using C-Groove for her, if you can). For Shinku Hadoken, either
Super Jump or Roll through it, then counter with Crazy Buffalo or Gigaton
Blow (if you're close enough to her).





-Vs. Shin Akuma-


Don't even try to beat Shin Akuma with Balrog, because it's never going
to happen. Shin Akuma is far too strong and has way too many advantages
over Balrog that Balrog can't stand against him. Unless you can somehow
manage to throw in a Gigaton Blow when Shin Akuma leasts expects it,
then you're not going to last that long here....





-Vs. Terry-


Try to fight Terry in the same manner that you fight Rock, except expect to
block and counter a lot more than against Rock due to Buster Wolf, Power
Geyser, and Burning Knuckles. You can easily counter Burning Knuckles
and Buster Wolf with Gigaton Blow, but for Power Geyser, your only hope
to not taking any damage from that is to Roll through it or try to Parry it.
When up close, focus on using regular attacks and Turn Punches, then back
out and try to blast some Dash attacks at Terry. If you find that Terry is
countering all of your Dash attacks, then stop using them and instead
just focus on using regular attacks.




-Vs. Todo-


Todo is actually rough for Balrog due to all of his Ecstasy Crunch attacks.
You'll want to try and use Roll and Parry the most here, and avoid using
Guard. Don't use ANY Dash attacks, as those will be punished very badly.
Up close, you can abuse the Dash attacks, as long as Todo doesn't counter
with Mind's Eye Slingshot. Regular attacks and Turn Punches are most
effective here yet again for Balrog.





-Vs. Ultimate Rugal-


This fight is hardly fair for poor little Balrog. Unless you can bust out
Gigaton Blows and Crazy Bufflos, don't expect to survive very long against
this demon....




-Vs. Vega-


Buffalo Head Butt=Best friend. Gigaton Blow=Best Friend. It's that simple.
Since Vega is an aerial fighter more or less than a ground fighter, the
Buffalo Head Butt and Gigaton Blow will punish him pretty good (unless
Vega uses Air Guard, in which case, you'll have to use tactic #2). If Vega
has Air Guard, then you'll have to make him come to you and try to bash
him with Dash attacks and Turn Punches combined with regular attacks
and Super Specials (Crazy Buffalo would be the best one to use in this
situation. Save Gigaton Blow for when you block Rolling Crystal Flash and
the like).





-Vs. Vice-


This fight is rough, due to the fact that Balrog's Dash attacks are once
again useless due to Outrage. You'll want to try and either Jump over Vice
and use Dash attacks that way, or Roll through her attacks and use regular
attacks coupled with Super Specials to beat her silly. However, don't stay
close to her too long, as she does have Command Throws that'll beat right
through your Guards.





-Vs. Yamazaki-


Yamazaki is a odd fellow to fight; he is pretty unpredictable, so you'll have
to think of some way of getting close to him without having to rely on
Dash attacks (since Yamazaki has too many ways to counter them.....go
figure....). Roll and Jump are nice, but Serpent Slash can be easily used to
counter those when timed right. Once again, stick to regular attacks and
Turn Punch, and save your Super Meter for Crazy Buffalo.





-Vs. Yun-


With Yun, Dash attacks and Buffalo Head Butt work really well. Try to time
each Dash attack whenever Yun uses a Special move (Turn Punch works
even better against Yun's attacks, as does Gigaton Blow). Up close, you can
easily hammer Yun away with regular attacks, but watch out for all of Yun's
Super Specials! Not a hard fight for Balrog, really.





-Vs. Yuri-


Unlike Yun, Yuri's actually tough to beat for Balrog. The 100 Blows can
be easily countered, but Yuri Super Upper, Saiha, Rai Oh Ken, and Tiger
Flame Punch are all hazardous to Balrog's plans. Also, Haoh Sho Koh Ken
and Scalding Steam Blast can put a halt to all of Balrog's moves, with the
exception only being Gigaton Blow against Scalding Steam Blast (for
Haoh Sho Koh Ken, use Roll or Super Jump to avoid it). Up close, stick to
regular attacks to avoid being counterattacked while using a Dash move, and
try to block and counter all of Yuri's moves if possible. If Yuri tries to play
keep-away, then chase her down.




-Vs. Zangief-



This fight is deadly, since Zangief also relies on being in close, but can deal
a lot more damage than Balrog can. Your best bet is to try to avoid using
ALL Dash attacks, and stick to regular attacks by jumping in and out
constantly while avoiding Zangief's powerful grappling attacks. You can
try to land a Crazy Buffalo or Gigaton Blow if Zangief goes for a Final
Atomic Buster or Spining Lariat, but only when you think that Zangief won't
block the attack and counter.
------------------------------------------------------------
III.     Blanka [CAP03]


-Introduction-


The Green Beast shows up for another game, but he's not as tough 
as he was back in Street Fighter II. Plus, it seems that the programmers
got lazy with the lightning effects from when he hits people with his
Electric Thunder....oh well. You'll have to play Blanka strategically to
win with this beast!







-Movelist-


-Specials-



Electric Thunder.......................................Tap P rapidly


Rolling Attack...........................................Ch. B, F + P


Back Step Rolling.....................................Ch. B, F + K


Vertical Rolling.........................................Ch. D, U + K


Surprise Forward......................................Kx3


Surprise Back............................................B + Kx3







-Super Specials-


Direct Lightning.......................................Ch. B, F, B, F + P


Ground Shave Rolling.............................Ch. B, F, B, F + K (Chargeable)


Shout of Baron........................................Ch. D-B, D-F, D-B, U-F + P
(Level 3 & MAX only)





-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Slap)


-Blanka takes his hands slaps the opponent pretty much. Nothing very
special about this move at all, and it's not even that useful for comboing
into any of Blanka's moves.



MP (Palm Jab)


-Blanka strikes the opponent with his palm. Has more reach than the LP,
but is slower, and isn't all that useful.



SP (Dual Jaw Smack)


-Blanka takes both of his hands and swings upwards at the opponent's face.
Nice reach and poke range, but is pretty slow and easy to block.



LK (Low Kick)


-Name should be self-explanatory. Moves rather quick, but has crappy range,
and isn't all that useful.



MK (Slow Low Kick)


-Same as the LK, except slower. Nothing else is different besides speed and
a little bit more damage.



SK (Flip Kick)


-Has nice range on it, and is good for poke measure. Still, it's easy to block
and counter, so be careful if you try to use this move. Good as an Anti-Air
attack.






-CROUCHING-



LP (Claw Swipe)


-Has a decent range to it, but isn't all that fast nor that great of a move.
You can substitue this move for better moves like Crouching MK, Crouching
SK, and Crouching MP.



MP (Upper Torso Swipe)


-Has good reach, but is pretty slow on recovery. Nice against some Other
attacks, if used at the right moment.



SP (Upper Torso Fist)


-This has great reach on it, and is also nice to counter Other attacks
like Spinning Bird Kick. Also good as an Anti-Air attack. However, the
move is a little unsafe on block.



LK (Foot Kick)


-A kick to the opponent's foot. Nothing very special about this move,
as it has limited range and use.



MK (Forefoot Kick)


-This move has only one advantage over the LK, and that's the slight
extra range that it has. Otherwise, useless.



SK (Backfoot Trip)


-This is a nice move and all, but the only good thing about it is it's reach
potential. It's unsafe on block and is a little slow on startup, so you have
to be able to know when your opponent won't expect it for it to work.







-JUMPING-



LP (Falling Claw)


-This move is very useless unless you use it to knock an opponent 
out of an attack in the iar. It moves too fast and has crappy range for
it to be of any use.




MP (Diagonal Punch)


-This move is nice due to the fact that it can hit both aerial and ground
opponents. However, note that it moves rather quickly, so you'll have
to time it for it to connect on the opponent. Still, a nice move.



SP (Double Swipe)


-This move isn't that great really, unless you use it to counter your
opponent's move. It comes out slower than the rest of the Jumping attacks,
but it doesn't have that much use.



Straight-Up SP (Claw Swipe)


-This move is basically there to annoy your opponents who try to jump
at Blanak. It has good reach, and is great for knocking opponents out
of moves. However, it's not safe on block, and can result in counteratttacks
easily.




LK (Aerial Heel)


-This move isn't useful in any manner, so I'd avoid it at any cost in
favor of SK or MP.



MK (Aerial Foot)


-The only real advantage this move has on the LK is the fact that it
has more range than the LK. Other than that, useless.



SK (Double Aerial Kick)


-A very nice move in the fact that it has excellent poke range and can
hit both grounded and aerial opponents when timed right. 






-Throws-



F or B + SP (Vicious Bites)


-Blanka jumps on the opponent and bites him/her 7 times. Not very
strong at all.



F or B + SK (Rolling Throw)


-Blanka leaps on the oppnent, rolls with him/her, then throws them.










--Special Moves--



-Electric Thunder-



STRONG VS.



Rush attacks
Anti-Air attacks
Other attacks
Close attacks





WEAK VS.


Air attacks (Zanku Hadoken, Tenma Gou Zanku only)
Projectile attacks





-A traditional Blanka move, and a devastating and annoying one at
that. Blanka can keep a lot of opponents away, and if he gets them in
a corner, then it makes it really hard to counterattack. The only downside
is that Blanka is vulnerable to anything that doesn't go to hit him
directly (Hadoken, Kikouken, Kacho San, etc.). Still, it's a great move
overall, and great to pull out when on the defense.









-Rolling Attack-




STRONG VS.


Dash attacks
Other attacks (when they aren't timed correctly)
Air attacks (except for Zanku Hadoken and Tenma Gou Zanku)




WEAK VS.


Anti-Air attacks
Projectile attacks




-This is great to pull out on the defensive as well, especially if your opponent
is too busy trying to hammer away at Blanka. The move comes out
pretty fast, but note that it's unsafe on block and only goes forward.
The distance is also determined by which P button you use for the
attack. The move is also vulnerable to a lot of attacks too, so be careful
when you pull it out on opponents (especially expert players).










-Back Step Rolling-



STRONG VS.



Same as previous move....




WEAK VS.


Same as previous move....




-The only difference between this move and Rolling Attack is that
Blanka jumps back before he launches himself at the opponent. Otherwise,
there's no real difference except in startup time. Not that great of a move
at all when compared to the fast-paced Rolling Attack.










-Vertical Rolling-



STRONG VS.



Air attacks (except for Zanku Hadoken and Tenma Gou Zanku)
Other attacks
Rush attacks (only when used close)




WEAK VS.


Projectile attacks
Anti-Air attacks




-This move is different from Rolling Attack in the fact that it goes diagonally
upwards at the opponent. Other than that, use it like you would Rolling
Attack.










-Surprise Forward/Surprise Back-




There's nothing special about these moves at all except for the fact
that they can evade attacks a bit, and they move Blanka really quick.
Not really worth the time and effort to use though.








--Super Special Moves--




-Direct Lightning-




STRONG VS.



Same as Electric Thunder




WEAK VS.



Same as Electric Thunder





-This move is just a souped-up version of Electric Thunder that moves
relatively quick. Pretty powerful, but only useful if you can catch your
opponent off-guard with it. Otherwise, you'll be wasting a Super Meter
on the move.










-Ground Shave Rolling-



STRONG VS.



Rush attacks
Other attacks
Air attacks (except for Zanku Hadoken and Tenma Gou Zanku)
Close attacks




WEAK VS.


Projectile attacks
Anti-Air attacks





-A souped-up version of Rolling Attack combined with Electric Thunder.
Nice when your opponent is trying to hammer away at Blanka, but bad
due to its horrible recovery time when blocked. 










-Shout of Baron-



STRONG VS.



Same as Electric Thunder....




WEAK VS.



Same as Electric Thunder....





-A super powered Electric Thunder! Use it the same way as you would
Electric Thunder. The only downside to this move is that it has that
wierd button combination you have to do for it.....which never seems to
work in this game....









--Strengths & Weaknesses--



Blanka's major strength lies in his ability to push opponents away and
beat them senseless with his powerful Specials. He also has great poke
abilities with his Standing SP and SK, Crouching SP, and Jumping SK.


However, Blanka suffers a lot more than what he gains. His attacks
can be easily countered, all of his attacks are vulnerable when blocked
and are easy to block at any given time (especially for expert players),
and he's pretty predictable. You'll have to work on playing him
defensively in order to get any real good use out of him, as on offense,
Blanka doesn't have much going for him....









--Battle Strategies--




OFFENSE



Not Blanka's cup of tea, to say the least. The only thing that'll help
Blanka on the offense is his Electric Thunder, as that can come out
pretty quickly, while everything else has to be charged in order to use.
Your best bet, if you insist on using this style, is to use Blanka's Standing
SP and SK, Crouching SP, and Jumping SK as much as possible, and
when you get in close, try to nail the opponent with regular attacks
combined with Electric Thunders. And while you're doing Electric
Thunder, try to charge up one of Blanka's other moves to use the
moment the opponent goes to attack Blanka.





DEFENSE



This is Blanka's best asset no doubt. You need to bait your opponent
here as much as possible (by playing keep-away), but when you use
any of Blanka's Specials or Super Specials, make sure to watch how far
away your opponent is, as if your too far away, your opponent will have
time to block and counterattack all of Blanka's moves. Surprise Forward
and Surprise Back is nice here, as that'll confuse the opponent and
might give you the time to pull out a surprise attack.











--Matchups--



-Vs Akuma-



Blanka is somewhat at a disadvantage due to Akuma having so many
Projectile attacks. Your best bet here is to try to go after Akuma, since
Akuma will most likely not go after Blanka. Here, try to use Surprise Forward
and Surprise Back to get through Akuma's attacks, and use Roll and
Parry to beat through Akuma's Projectiles (save for Tenma Gou
Zanku and Messatsu Gou Hado, which you should Super Jump over or
Block).



-Vs. Athena-


Athena's not too tough, so long as you dodge Psycho Ball and Shining
Crystal Bit. Electric Thunder works well against the majority of Athena's
attacks, but don't just use that move the whole fight. You'll want to throw in
some Rolling Attacks and the like if she starts to spam Psycho Balls. Getting
in close is key, and trapping her is the best thing you can do. Unfortunantely,
Athena has Psychic Teleport to save her from that, so don't rely on keeping
her cornered for long. You'll still want to stick close to her to avoid her
Psycho Balls (but watch out for Psycho Sword and Shining Crystal Bit!)




-Vs. Balrog-


This can be rough, but only if you don't abuse Electric Thunder during
Balrog's Dash attacks (and even then, those attacks may still break through).
All of Blanka's Rolling attacks can be countered or double-hit with all of
Balrog's moves, so this is pretty much a slugfest. You'll have to block and
counter to the best of your ability, and go from there!




-Vs. Benimaru-



Benimaru is just plain nasty for Blanka, as all of his attacks can pretty much
counter everything that Blanka does. You'll have to neglate Blanka's Rolling
attacks and Electric Thunder in favor of regular, old attacks. Roll and Parry
are your best friends here, as you'll have to play defensively to win 
offensively. In other words, when you try to get close to Benimaru, and 
he tries to attack you, play defensively and use Roll or Parry to beat 
through his attacks and counterattack. There's nothing else you can 
really do except try to land a Shout of Baron or Direct Lightning when 
you counterattack.



-Vs. Blanka-



Here, you'll be pretty much in a slugfest as you were with Balrog. Most of
your attacks will double hit with Blanka's, so expect this one to be real close
regardless!




-Vs. Cammy-


Cammy's not so tough for Blanka, since Electric Thunder shuts down all of
her Specials and Super Specials pretty much; she just can't get in close to
hit him while under that attack. Shout of Baron, if timed right, is far more
dangerous for her if she's in the middle of an attack, so practice that move
until you can pull it off with no problem, and Cammy will be easier to beat.
All of Blanka's Rolling attacks are great against her, but be careful to not
spam them, as she can counterattack if at the right moment.




-Vs. Chang-


Spinning Iron Ball........and Choi. Those are your two biggest threats in this
fight. You can't stop Choi with anything, so just block and move on. As for
Spinning Iron Ball....well.....Electric Thunder is not a good idea to be in at
that time. Against Chang, Rolling attacks are a bad idea, due to Chang's
little buddy who can counterattack what Blanka does. You'll want to try
and go in with your fists or.....er........claws, in Blanka's case....and 
beat down Chang the hard way.




-Vs. Chun-Li-


Here, you'll have to watch for Kikouken, Kikou-sho, and Hyakuretsu Kyaku.
The rest of Chun-Li's attacks can be diverted with Electric Thunder or
Rolling attacks (however, with Spinning Bird Kick, you'll want to try and 
go with Vertical Rolling Attack).  For Kikouken and Kikou-Sho, just block
and counter with something like Ground Shave Rolling. If anything else, stick
to Electric Thunder and try to corner her as much as possible.




-Vs. Dan-


With Dan, Gadoken and Shinku Gadoken are your biggest threats. You can
easily thwart all of Dan's other attacks using Electric Thunder, Ground
Shave Rolling, and Shout of Baron with no problem. As long as you
avert those two attacks, you can easily whack Dan away with regular attacks
and Rolling attacks. Nothing to fear here really.




-Vs. Dhalsim-


Those Yoga attacks are Blanka's worst enemy. You'll want Parry and Roll
the most in this fight. Try to not jump at Dhalsim, since he's based around
Anti-Air moves the most anyways. When in close, you'll want to be on your
guard at all times, because you never know when Dhalsim will try to pull
out a Yoga Flame or Yoga Tempest. This fight will take time if you do it right.





-Vs. Eagle-


Eagle has some advantage over most fighters against Blanka, due to that
he uses a weapon that can keep him from getting damaged from Blanka's
Electric Thunder when used correctly. You''ll want to try and trap Eagle
quickly and focus on using Rolling attacks, but if you find that Eagle is
countering them easily, then stop using them and go with regular attacks.
Parry helps a lot here against Eagle.






-Vs. E.Honda-


The only thing to really worry about here is Honda's Hundred Hand Slap.
Nothing else that he does can really touch Blanka's Electric Thunder, so
thunder away. If you can manage to trap him, don't bother with Electric
Thunder, and instead go with regular attacks. Rolling attacks are dangerous
here if blocked due to Honda's Specials (and his Throws). Shouldn't be
too hard for Blanka regardless.





-Vs. Evil Ryu-


This fight is hardly fair for Blanka. Evil Ryu can smash through Blanka like
butter gets spread on bread; in other words, Blanka doesn't have much
chance here if he uses any of his Specials or Super Specials, unless he uses
them at the right moments when Evil Ryu is coming out of Ashura Senku
or missed Blanka with an attack.





-Vs. Geese-


Once again, hardly fair for Blanka. Geese's Wind Slice and Gaia Slash can
easily stop Blanka's attacks in their tracks, and Raising Storm is just bad
all around. You'll want to try to get in close to Geese and bash him with
regular attacks, but watch out for his Counter moves and his even more
deadly Rashomon!





-Vs. Guile-


This will be one long borefest....Guile and Blanka are both turtlers, so either
both of you stay where you are the whole match, or one attack the other.
If Guile doesn't start coming to you, then go to him, because chances are,
he'll just sit there and throw Sonic Booms at you. Ignore all Rolling attacks
and Electric Thunder, and go for the gusto with regular attacks. Use Shout
of Baron or Ground Shave Rolling if Guile messes up and misses with anything.






-Vs. Haohmaru-


This is a toughie. Haohmaru's Standing SP can break through Blanka's
Electric Thunder, and his Crescent Moon Slash and Cyclone Slash will
eat through all of Blanka's moves too. Ignore Blanka's Special moves yet
again and try to beat Haohmaru down with regular attacks coupled with
ocassional Ground Shave Rolling and Shout of Barons if you can spare them.





-Vs. Hibiki-


Hibiki is even worse than Haohmaru, just because of her Distance Slash
alone. However, she doesn't really have anything to stop Blanka's Rolling
attacks, so you should be safe to use them. The only real problem is if you
get in too close to Hibiki to where she can strike you with No Fear Feint
and Going My Ways easily. For times that you're close to her, make sure to 
be on your guard at all times!





-Vs. Iori-


Iori can easily trounce Blanka simply by spamming Fire Ball and Dark Thrust.
For him, you'll want to focus more on Parry and regular attacks than anything
else. When in close, try to throw in some occasional Electric Thunders and
Shout of Baron, if time allows you to.





-Vs. Joe-


This fight's nasty. That's all there is to it. Joe can counter all of Blanka's
Specials and Super Specials with Hurricane Upper, so your best bet is to 
use Parry and Roll to avoid all of Joe's attacks, then try to bash down on
Joe with regular attacks coupled with Rolling attacks and Shout of Baron.
Be careful when fighting in close, as you don't want to get hit by Joe's
Double Cyclone Upper or Exploding Hurricane Tiger Talon!






-Vs. Ken-


Not good for Blanka due to Ken's ability to counter all of Blanka's moves.
You'll be using Parry and/or Roll a lot here, and Air Guard comes in use
against incoming Shoryukens and Tatsumaki Senpukyakus. Try to hammer
on a Shout of Baron whenever Ken misses with a Shoryuken or you block
his Tatsumaki Senpukyaku, Shippu Jinraikyaku, or Shoryu Reppa. For Hadoken,
just Roll through it and block Ken's counterattacks, then counter with
either Ground Shave Rolling or Electric Thunder, or, if you wish, Parry
the Hadoken and try to get Ken to come to Blanka. Either way you look
at this fight, it's going to be a tough one.





-Vs. Kim-


Without projectiles to beat Blanka's Electric Thunder, Kim doesn't have
much to go with. However, don't just limit yourself to Electric Thunder only.
Try to blast out some Rolling attacks whenever you see the opportunity.
This fight really isn't that hard, as Electric Thunder will take care of most,
if not all, of Kim's moves.





-Vs. King-


The only real threat here are Venom Strike and Double Strike; the rest can
be dealt with via Electric Thunder and Shout of Baron. Try to hammer on
Rolling attacks whenever King tries to jump at you, and use regular attacks
coupled with Electric Thunder when in close. Keep an eye out for King's
Silent Flash when in close though!





-Vs. Kyo-


Just as with Kim, Kyo really can't get in close to Blanka, but he can still
hammer him with Serpent Wave. You'll want to be wary of that, and instead
of using Electric Thunder all day, try to tackle on some Rolling attacks, but
MAKE SURE that they're not blocked! You don't want to end up on the
receiving end of Kyo's Wicked Chew combo! Final Showdown is also very
bad in that predicament. When in close, if you EVER see Kyo going for a
Wicked Chew combo, immediately go into Electric Thunder or Ground Shave
Rolling to stop him!






-Vs. Kyosuke-


Just as with the majority of fighters in this game, Blanka's going to have
trouble beating Kyosuke due to Kyosuke's powerful counter maneuvers.
Parry your heart out and get in close to attack Kyosuke with regular attacks
and Electric Thunders. However, don't try to spam Electric Thunder, as 
Kyosuke can simply counter with Shadow Out Kick or Cross Cutter.
Watch for being in close as well, as Kyosuke can try to use Final Grade
Remix! You'll have to have a lot of patience and mind-game tactics to be
able to pull your way out of this fight with Blanka!





-Vs. Mai-


Mai's a bit tricky to fight, since she can counter Electric Thunder with
Swan's Ranpango and Kacho San, and counter the Rolling attacks with
Sun Fire Samba and Ryu En Bu. You're best bet is to make Mai come to
you, Parry and/or Block, and counter with Electric Thunder, Shout of Baron,
or any Rolling attack in general. Just watch out for Crimson Firebird Diver,
as that can halt Blanka's attacks pretty easily. Deadly Ninja Bees and Super
Deadly Ninja Bees are best avoided via Roll or Super Jump.






-Vs. Maki-



Here, you should be able to smash through Maki as long as you watch
out for her Rappukyaku, Genko, and Sushin Gouralna. Also, be wary if you
decide to attack from the air, as Maki can try to counter with Tengu Daoshi or
Ajaratengu! You can stick to Rolling attacks as long as they're not blocked.
This fight isn't as hard as you would think it is.





-Vs. M.Bison-


You shouldn't have too much problem with Bison. Rolling attacks will
stop Knee Press, and Electric Thunder is enough to halt Devil Reverse.
Psycho Crusher is your biggest threat here, but you can easily Parry that
or Roll through it, then counter with a Rolling attack. If you're close enough
to Bison when you Block/Roll/Parry Psycho Crusher, and you have the
Super Meter for it, try to pull out a Shout of Baron on him. Ground Shave
Rolling also works just fine too.





-Vs. Morrigan-



Try fighting Morrigan like you're fighting Akuma here. You can easily
stop her Darkness Illusion with Electric Thunder or Ground Shave Rolling,
but all of her other attacks can stop Blanka's moves easily. Parry is key
here, except with Carpinal Blade and Soul Phoenix, which you should either
Block or Super Jump over. Her Valkyrie Turn isn't that big of a threat, unless
you're not smart enough to block or Run to the other side of the screen.
This fight may take some time before you actually win though, seeing as
Morrigan can counter Blanka easily.




-Vs. Nakoruru-


Nothing seems to stop Nakoruru here....Ambe Yataro pierces Electric Thunder
and Shout of Baron, and Lela Mutsube stops all of Blanka's Rolling attacks
dead in their tracks. How to win? You'll just have to rely on luck with Specials
and Super Specials, and focus a lot more on defense and regular attacks to
survive this fight.





-Vs. Orochi Iori-


Fight Orochi Iori the same way that you fight Iori.




-Vs. Raiden-



Here, you'll want to avoid Rolling attacks simply because Raiden can, and
will, counterattack any blocked Rolling attacks with any of his powerful
attacks. Therefore, neglect them and Electric Thunder (since Poison Spray
and Flame Breath will just eat through that), and stick to regular attacks and
Parry. Nothing really else to say here, except counter a blocked Crazy Train
with Shout of Baron (which you should have, if you've been saving your
Super Meter).




-Vs. Rolento-


Rolento's a bit tough, but only because he can pierce Electric Thunder with
dumb stuff like his Taunt and Steel Rain. You'll want to try and use Rolling
attacks frequently in this fight, but wary of Mine Sweeper! There's really
nothing to this fight, so take it easy and bust down on Rolento's sorry hide!





-Vs. Rock-


Nasty.....Cyclone Sock and Double Gust Punch by themselves are bad
enough, but Rising Tackle takes the cake for stopping Blanka. Raising a
Storm and Shining Knuckles are also very hazardous to any Blanka player,
so your best bet is to try and Parry what you can, and counterattack with
Ground Shave Rolling or regular attacks. You'll need a lot of patience to win
this fight!






-Vs. Rugal-



All in Rugal's favor. There's really nothing that Blanka can do to even get
close to Rugal due to Wind Slice, Dark Smash, and Kaiser Wave. You'll
have to really learn the Parry system or use Roll a lot in order to get in
close enough to damage him, and even then you'll have to watch out for
Destroyer Cutter and God Press. Have fun trying to beat through this
beast of a demon!





-Vs. Ryo-


Goes to Ryo, 70-30. Blanka just can't overcome Koho, Tiger Flame Punch,
or Shrike Gale, and nothing he does except Roll or Parry will help him against
Haoh Sho Koh Ken. For Ryuko Rahou, your best bet is to block and counter
with Shout of Baron or Ground Shave Rolling. For the rest of Ryo's attacks,
just use Roll or Parry to beat through them, and counter with Electric Thunder
(for attacks that are close) and Rolling attacks (for attacks like Aerial Tiger
Flame Punch). The rest should be cake.




-Vs. Ryu-



Ryu can easily beat Blanka. The thing to remember here is that Electric Thunder
when not close to Ryu=BAD! Hadoken and Shinku Hadoken will see to that!
When trying to use a Rolling attack from afar, you'll have to watch for 
Shoryuken counters. Your best bet is to try and get in close, watch for
Shoryukens and Tatsumaki Senpukyakus, block, and counter with a Rolling
attack or use regular attacks. This fight is tough no matter how you look
at it...




-Vs. Sagat-



Now this isn't hardly a fair fight at all. Sagat has everything he needs to
counter Blanka's moves and more. So, what you'll have to do is utitilize
Roll and Parry A LOT in this fight, get in close to Sagat (very dangerous for
Blanka), and just go at him with regular attacks. Ignore all of Blanka's 
Specials and Super Specials UNLESS you know that they'll hit or your 
opponent is playing stupid with Sagat.




-Vs. Sakura-



This fight can be hard, but not so much as with the other Shotokan fighters.
You can easily fight her like Ryu, but make sure to note that Sho Oh Ken
is NOT like Shoryuken! That can punish Blanka's Rolling attacks if used
at the right moment, so be careful! Shinku Hadoken and Hadoken also
present a big threat here as well, so utilize Parry and Roll like no tomorrow,
but watch out for Midare Sakura and Haru Ichiban, unless you know how
to Roll Cancel. 




-Vs. Shin Akuma-


This fight isn't even worth mentioning, since Shin Akuma is just way too
powerful to even touch (especially the ridiculous CPU). However, against
human players, a few timed Rolling attacks might do the trick if you can
watch out for all of the flying Hadokens that Shin Akuma can do and his
Ashura Senku....




-Vs. Terry-


Terry's among the worst of the opponents Blanka has to face. He can counter
ANYTHING and EVERYTHING....it's not even funny. You'll want to try and
bait Terry to come to Blanka, then use Roll and Roll Cancel into Electric
Thunder or block and counter with regular attacks and Rolling attacks. If
all else fails, just go in fighting and hope that you don't take too much 
damage.





-Vs. Todo-



Todo's only big thing against Blanka are his Ecstasy Crunches....if it weren't
for those, then you can easily smash Todo. However, you'll want to lay off
of the Rollings and go in with regular attacks to beat Todo down. Other than
that, nothing really to this fight.




-Vs. Ultimate Rugal-


As with Shin Akuma, this fight is ridiculous to win with Blanka. You'll have
to figure out your own strategy to winning, since Ultimate Rugal can counter
anything that you throw at him....




-Vs. Vega-



This can go either way really, but as long as you use Electric Thunder to
counter Izuna Drops, you'll be fine. For Sky High Claw, try to Parry it
and counter with Ground Shave Rolling or any Rolling attack in
general. Against Scarlet Terror.....well, just be ready to block and counter
with regular attacks. Standing SK is nice to counter a lot of Vega's moves,
as is Crouching SP. Don't abuse Electric Thunder in this fight, since
Vega's poke game can beat through it. Shout of Baron is only useful IF
you can stay close enough to Vega and do the motions for the move
at the same time....




-Vs. Vice-


Vice is nasty.....her moves can easily beat through all of Blanka's. You'll
want to focus a lot on getting in close to her instead of turtling and
baiting here, and don't use any Rolling attacks unless you see an 
opportune moment to do so. As long as you watch for Outrage, 
Rave Fest, and  Da Cide, you'll be just fine.





-Vs. Yamazaki-


The only true threat from Yamazaki is his Serpent Slash. The rest of his
moves can be countered using any Rolling attack in general. However,
I'd recommend staying away from Electric Thunder, as Yamazaki can
easily counter it (it's embarassing to have it stopped by a Sand
Scattering...). As for Yamazaki's Guillotine and Drill Super Specials, try
to Roll through them and counterattack with Ground Shave Rolling or
any regular attacks in general. 





-Vs. Yun-


For Yun, Blanka shouldn't have any trouble, unless Yun starts to counter
all of Blanka's Rolling attacks, in which case you should just ignore them
and go in with regular attacks and Electric Thunder. Standing SP and SK
are good enough to counter most of Yun's Specials, but for his Super
Specials, you'll want to block (or Parry, if you're really good with it), then
counter with Ground Shave Rolling or Direct Lightning. This fight isn't
really that tough at all.




-Vs. Yuri-


Yuri's rough due to her Tiger Flame Punch, Rai Oh Ken, and Yuri Super
Upper Specials, as they can all beat through Blanka's Specials. In other
words, don't bother using any of his Rolling attacks, and save Electric
Thunder for times when you're close to Yuri. Try to counter The 100
Blows using Electric Thunder or Direct Lightning. For Haoh Sho Koh
Ken, use Roll and then Roll Cancel into Ground Shave Rolling or any
Rolling attack, and for Scalding Steam Blast and Flying Phoenix Kick,
try to use Surprise Forward to pass through them, or use Roll and Roll
Cancel into any attack (however, for Scalding Steam Blast, it may be
wiser to just block and counter with Direct Lightning).




-Vs. Zangief-



You'll want to play hit-and-run in this fight. Never stay too close to 
Zangief, as he relies on being in close. Rolling attacks are your friend
here, until Zangief starts to counter them with Spinning Lariat or blocking
them and countering with Standing SP. In that case, you'll have no choice
but to go in and beat him down using regular moves. However, you'll
still want to play hit-and-run even at that time.
------------------------------------------------------------
IV.     Cammy White [CAP04]


-Introduction-


Fast and pressure is what Cammy's about here in this installment. Try
to use her to constantly barrage your opponents with Spiral Arrows,
Cannon Spikes, and Hooligan Combinations! However, make sure that
Cammy doesn't get pressured back!





-Movelist-


-Specials-



Spiral Arrow...........................................QCF + K


Cannon Spike.........................................QCB + K (while in air)


Axel Spinning Knuckle..........................HCB + P


Hooligan Combination...........................D-B, QCF, U-F + P


Fatal Leg Twister (during Hooligan Combination)
...............................................................F or B near head
or crouched opponent


Cross Scissors Pressure (during Hooligan Combination)
...............................................................F or B near body 
or enemy in air


Razor Edge Slicer (during Hooligan Combination)
....................................................................No input


Cannon Strike (AIR)................................QCF, D, D-F + K







-Super Specials-


Spin Drive Smasher..................................QCF, D, D-F + K


Reverse Shaft Breaker..............................QCBx2 + K (Tap)






-Movelist Breakdown-




--Normal Attacks--


-STANDING-



Far LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, 
but has little to no reach and does little damage.




Close LP (Elbow)


-Can only be used when right next to the opponent. Only 
good for starting combos, as it carries all of the properties of 
the LP move.




Far MP (Straight Punch)


-Has some decent reach and does a little more damage than 
the LP move, but is a little slow. Not bad to knock opponents 
out of moves like  Shungokusatsu. Pretty fast for a Standing 
MP, has frame advantage after it. Decent poke but Far Standing
SP is better.




Close MP (Uppercut)


-Can only be used when right next to the opponent. Nothing 
special about this move at all.




Far SP (Spinning Back Knuckle)


-Has a little extra range and damage compared to the MP move. 
Good,  however, for knocking opponents out of move if timed 
right. Has massive frame advantage after it (+9 on hit/block) 
which makes it completely safe. It comes out in 3 frames 
\(same as Close SP), can be linked into Level 3 Supers, thus 
meaning it's also a great hit confirm move. Has priority good
enough to beat several ground moves. The fact that it can 
be linked into Level 2/3 Supers makes opponents scared to 
try to hit Cammy out of this move when she has meter, 
because if they are hit by this move, they'll end up eating 
a big combo. However, it's more difficult to link CCs after
far SP due to its range, but it's still an overall great move.



Close SP (Double Fist Smash)


-One of Cammy's best moves. Comes out pretty fast, has
massive frame advantage (+10 on hit/block), which makes it 
possible to chain Far Standing SK after it, which can then be 
cancelled into a Level 3 Super. Can also be cancelled and 
even linked into Supers, thus making it a great hit confirm 
move. Canceleable into Specials as well (useful in
punishment situatios). It's also possible to link CCs after it.





Far LK (High Kick)


-Has little range and does little damage. 



Close LK (Knee)


-Can only be used when right next to the opponent. Nothing 
special about this move other than that it's good for starting 
combos. Cancelable into Supers. If you're close to the 
opponent, use Standing SP instead, better move overall.




Far MK (Fast Mid Kick)



-Moves relatively fast and does a little more damage than the LK 
move, but doesn't have that good of reach.



Close MK (Mid Kick)


-Can only be used when right next to the opponent. Other than 
that, nothing special about this move.




Far SK (Sweep)


-Fairly fast for a Standing SK, and if done at the proper distance it's
very difficult to punish (save for fast Level 3 Supers and such). Great
range and priority (more range and priority than Far Standing SP), 
cancelable into Supers, can be linked off Close Standing SP (which
results in a crapload of damage, especially if you use K-Cammy). Just
like Standing SP, opponents will be very scared by this move when 
Cammy has meter. It's her most important move from midrange, very
important to her ground game and footsies.




Close SK (Handstand Dual Kick)


-Can only be used when right next to the opponent. Nothing special 
about this move at all.







-CROUCHING-



LP (Quick Jab)


-Same as with the Standing LP.



MP (Straight Punch)



-Fast, good range, has good frame advantage after it, safe on block. Can
be linked into another Crouching MP, into Far Standing SP, and even
into Supers. Cancelable into Specials/Supers.



SP (Upwards Palm Thrust)


-Has a kind of slow start-up, but it has a +4 frame advantage, meaning
it's pretty safe on block. Standing SP is better however.




LK (Foot Kick)



-Very quick and good for starting combos. However, has horrible 
reach and does little damage. Cammy's main hit confirm move. 
Cancelable into Specials/Supers.



MK (Extended Leg Kick)


-Has more reach and does a little more damage than the LK, but 
isn't that good for starting combos. Good range, can be linked off 
Close Standing SP, cancelable into Specials/Supers.




SK (Dual Leg Sweep)


-Good for tripping opponents, and has much better reach than 
the previous kicks. However, bad recovery time when blocked.






-JUMPING-



LP (Falling Hand)



-Only good for when you're trying to knock the opponent out 
of a move or while the opponent is in the air. Otherwise, useless.



MP (Karate Chop)


-As with the LP, only good if you're trying to hit the opponent in 
the air. Other than that, useless.




SP (Aerial Fierce Punch)



-As with the MP, only good if you're trying to hit the opponent 
in the air. Other than that, useless. Good in jump-in combos in 
punishment situations since it does more damage than Jumping SK.




LK (Aerial Kick)


-Decent range, but does little damage and isn't very reliable. Easy 
to counter. Cross-up (pretty good one), stays out for the entire 
duration of the jump. Good after knocking the opponent down.



MK (Split Kick)



-Cammy's best jump-in. Good range and hitbox, very useful in 
Grooves with low jump. In P/K Grooves, you can alternate with 
empty jump-in to Parry/JD mix-ups.



SK (Back Kick)


-Nothing great about this move, and while it does have good reach 
and does a bit more damage than the rest of the Jumping moves, 
there are much better move to use than this.







--Throws--



F or B + SP (German Suplex)



F or B + SK (Leg Crush)



Throws are very handy in K-groove. People are scared to eat a lvl 3 
super, which many times results in them staying on the defensive 
too much and eating a lot of throws. Doesn't sound like much but 
when you see how much damage a ranged throw does, you see why 
some people hating playing against K-Cammy.

Cammy has two air throws as well (any direction except up+HP/HK). 
Air throws are instant and cannot be teched. Good against people 
trying to parry/JD air attacks.









--Special Moves--



-Spiral Arrow-



STRONG VS.


Rush attacks
Projectile attacks




WEAK VS.


Anti-Air attacks
Air attacks
Other attacks



-This move is pretty useful in the fact that it can be used to go under any
projectile, and can even go under Ground Projectiles if RC'ed into, and hit 
the opponent. The downside to this move? It's very unsafe when blocked, 
leaving Cammy wide-open to a world of pain, except when used far away.
It'd probably be best to use this as a counter move rather than as an actual 
move.







-Cannon Spike-



STRONG VS.


Air attacks (sans Zanku Hadoken and Tenma Gou Zanku)
Rush attacks
Other attacks



WEAK VS.


Projectile attacks
Anti-Air attacks




-Contrary to Spiral Arrow, which attacks low, Cannon Spike attacks high,
and carries the same downside as its ground counterpart. Once again, timing
is everything! Whiffs against a lot of jump-in attacks. Useful in combos
in punishment situtations.








-Axel Spinning Knuckle-



STRONG VS.


Rush attacks



WEAK VS.


Projectile attacks
Air attacks
Anti-Air attacks
Other attacks




-This move isn't all that useful, even in the most convient situations. It's
best to avoid it, since all it does is slow Cammy's game down....









-Holligan Combination/Fatal Leg Twister/Cross Scissors Pressure/Razor
Edge Slicer-



STRONG VS.


Rush attacks




WEAK VS.



Other attacks
Anti-Air attacks
Air attacks
Projectile attacks





-This move is purely situational, but can be spammed if used properly. 
Hooligan Combo also ends up going into 3 different techniques as well,
depending on the input and the timing of the input. However, this move
still falls victim to projectiles and other such attacks of that nature.








-Cannon Strike-



STRONG VS.


Rush attacks
Air attacks





WEAK VS.



Anti-Air attacks
Projectile attacks
Other attacks




-This move can also be used after a Hooligan Combo, but it's probably best
not too, unless you're playing against a rather inexperienced player. This
move is unsafe on block, so you'll have to time when you use it, like with
every other move Cammy has. If done at the right range, it's safe and
it's safe however, and it's even possible to link combos after it. Useful in
C-Groove Level 2 Cancels.








--Super Special Moves--



-Spin Drive Smasher-




STRONG VS.


Air attacks (sans Zanku Hadoken and Tenma Gou Zanku)
Rush attacks





WEAK VS.


Anti-Air attacks
Projectile attacks
Other attacks



-Cammy's most practical Super. Not too bad of a move by any means; however, 
if blocked, it leaves Cammy wide-open to attacks. It's best to use this move as 
somewhat of a Wakeup Counter rather than bust it out in the middle of a fight.
Combos off all of Cammy's important moves (up close and far away), good
damage, useful in C-Groove Level 2 Cancels.








-Reverse Shaft Breaker-



STRONG VS.


Rush attacks
Other attacks




WEAK VS.


Projectile attacks
Anti-Air attacks
Air attacks




-As with Spin Drive Smasher, this move is very unsafe on block, and is
best used as a Wakeup Counter. Other than that, nothing really special
about this move.



-Groove Choices-


(From FSGamer)

 
Most players agree that Cammy's best groove is P, followed closely by K.
 
P has parry, which adds to her ground game (eg: parry > far s.HK xx lvl 3 
super) and gives her another jump-in option. Dash result in her being 
able to corp hop over opponents after knocking them down, setting up 
nice mind games. The downside of P is that it takes longer to have 
access to super moves than in other grooves.
 
K-Cammy can build meter very quickly when played right. Just like 
parry, JD adds a lot to her game. Once she has meter, she can mix-up 
between super combo set-ups and throw set-ups (raged throws > too 
good). She can also do stuff like run > block, or if she feels like the 
opponent will throw out a poke she can do run > far s.HK xx lvl 3 
super. Like P, K has low jumps, which help her put pressure 
on the opponent. Obviously, one cannot forget about K-groove's 
nice 35% damage boost when meter is full.
 
C-Cammy would be third. No parries & no JDs dimishes her ability to 
control the ground considerably, but she still have her good normal 
moves. Her lvl 2 cancels are fairly easy to set-up and execute and 
they do good damage. C-Cammy is good but not nearly as good as 
P/K-Cammy.
 
A-Cammy & N-Cammy are kind of tied in 4th IMO. A-Cammy has 
easy damaging CCs, and good set-ups for them. N-Cammy can 
put pressure with low jumps in addition to her ground game and 
the 20% damage boost is helpful too.










--Strengths & Weaknesses--



Cammy relies on her speed in order to beat her oppponents, since 
her defense and vitality aren't that great, and her strength is 
rather low compared to several of the other fighters in the game. 
You'll need to figure out how to abuse her speedy attacks and 
mind-game tactics in order to truly utilize Cammy's fullest potential. 

Having a whole bunch of safe moves is one of her strengths. Not 
only are they safe but some of them lead to easy links 
(like close/far s.HP & c.MP). Combine that with Cammy's fast walking 
speed and the high priority in some of her moves, and you'll get her 
annoying, tight, ground poke game, which puts pressure on the 
opponent and shuts down a lot of characters offenses. Once she has 
meter, one clean hit can lead to victory (far s.HP/HK xx lvl 3 super). 
far s.HP/HK result in her outzoning a lot of characters pokes 
and shuting down their offenses. 

On the other hand, she has low stamina, so a few mistakes will get 
you killed. She doesn't have any reliable RC moves, which is another 
downside. Characters with good RC moves can get through her 
ground pokes and put pressure on her. Good A-groove players 
can also give her a lot of trouble.





--Battle Strategies--




OFFENSE


This is defeiinently something that you'll want Cammy to be on. Use 
Cammy's regular attacks to pressure your opponents, while using 
Cammy's normal moves to attack the opponent.





DEFENSE



For defense, stay away from Cammy's Specials if you're being rushed 
down, unless you want to lose. P/K Cammy has Parry/JD, learn to 
anticiapate moves and punish them. C/A/N-Cammy has Alpha 
Counters. Cammy's Crouching MP and Standing SP have good 
speed, range, and priority, which should help her get out of nasty 
situations.








--Matchups--



-Vs Akuma-


For Akuma, try to utilize Roll Cancels into Hooligan Combinations. If this
doesn't work, then stick to regular attacks for pressuring, while you use
Cannon Spike to counter Akuma's Hyakki Shus, and Spiral Arrow to counter
Shungokusatsu. Parry works well here too against Zanku Hadoken and
Gou Hadoken, and is an excellent way to get Spin Drive Smasher to connect
after parrying a Gou Shoryuken or Tatsumaki Zanku Kyaku. Above all
else, try to make sure that Akuma DOES NOT corner Cammy; otherwise, you'll
have no real means to defend yourself from Akuma's wrath.




-Vs. Athena-


Cammy has better luck against Athena than with most fighters. You can
easily beat through Psycho Ball by using Spiral Arrow, and for Phoenix
Arrow and Phoenix Fang Arrow, counter using Reverse Shaft Breaker or
Cannon Spike. For Shining Crystal Bit, there's really nothing Cammy can do
to counter it, so just avoid it altogether.




-Vs. Balrog-


Balrog's attacks, aside from Crazy Buffalo and Gigaton Blow, can be countered
using Spiral Arrow or Cannon Spike. However, at those times you'll want to
counter them using Spin Drive Smasher. You'll want to try and bait Balrog
into coming to Cammy instead of trying to get in close and trying to beat
through him, since Balrog has much more strength than Cammy. Use your
mind-game tactics with Cammy to get the better of Balrog and to force him
to make mistakes that you can counter.




-Vs. Benimaru-


Cammy will have a pretty hard time beating Benimaru due to Benimaru's
ability to counter all of Cammy's moves using Lightning Fist, Super Lightning
Kick, and Iaido Kick.  Your best bet is to somehow get Benimaru to come
after Cammy, but not corner yourself in the process. So, what you should do
is whenever Benimaru goes to use Iaido Kick, use Spiral Arrow to beat
through that, and whenever Benimaru goes for a Discharge Spark, counter
using Spin Drive Smasher. In other words, you'll want to counter a lot in
this fight in order to survive. You can also try to go in fighting; however,
expect a real tough fight that way.





-Vs. Blanka-


Blanka's a toughie if you're not careful, since Ground Shave Rolling and
Electric Thunder both can halt all of Cammy's moves very easily. What
you'll have to do is counter everything that Blanka throws at you, which
means you'll have to force Blanka to attack you. Aside from this, there's
really not too much to this fight.





-Vs. Cammy-


Treat this fight as a simple mirror image of yourself. 






-Vs. Chang-


You'll want to stay clear of Chang's powerful attacks, but not all the time,
since Cammy has no way of getting to Chang from long range. Here, Parry
will be your best friend, and utitlizing Roll Cancels will help tremendously.
Try not to use Hooligan Combination too much, since Spinning Iron Ball
will stop Cammy dead in her tracks. Use Spiral Arrow to break through that
attack, as well as Wild Ball Attack. For Tornado Ripper, just block and
counter using Reverse Shaft Breaker or Spin Drive Smasher. Nothing really
to this fight aside from block and counter.






-Vs. Chun-Li-


Several of Cammy's moves can be halted by Hyakuretsu Kyaku and Kikousho.
So, what you'll have to do is learn to stay clear of these moves and try to
bait Chun-Li into making as many mistakes as possible, then punish her
for making those mistakes. For Hazan Shu and Spinning Bird Kick, Cannon
Spike is the way to go, while against Kikoken, use Hooligan Combination,
but don't expect this to work all the time, since Chun-Li may or may not go
right into a Hyakuretsu Kyaku or Kikosho. 





-Vs. Dan-


Dan's actually a little rough due to his inexcessive ability to counterattack
all of Cammy's moves (especially if you play against any half-decent Dan
fighter). You'll want to be careful when using ANY of Cammy's Special moves,
since they are counterable as shown in the next table:

Hooligan Combo: Counterable by Kouryuken, Gadoken, Shinku Gadoken,
Kouryurekka, Dankyaku
Cannon Spike: Counterable by Kouryuken, Kouryurekka, Gadoken, Shinku
Gadoken
Spiral Arrow: Counterable by Hissyo Buriaken, Kouryuken, Kouryurekka



As you can tell, Kouryuken and Gadoken are the biggest threats here (they
can also stop Reverse Shaft Breaker and Spin Drive Smasher as well). What
you should try to do, therefore, is NOT use any of Cammy's Specials unless
Dan messes up and doesn't have time to do any other attacks (such as, if
you Roll through his Dankyaku or Parry his Kouryuken), THEN counterattack
with any Special or Super Special. That way, you're guaranteed to hit him.
Parry is also a great weapon in this fight!





-Vs. Dhalsim-



Aside from the annoying Yoga Fires and Yoga Flames, you can easily beat
down Dhalsim using regular attacks alone. Avoid Hooligan Combination,
since Yoga Fire, and more importantly, Yoga Inferno and Yoga Volcano,
can really wreck havoc on Cammy's life. As for Spiral Arrow, Yoga Stream
is your enemy. So, what to do? DON'T USE THOSE MOVES! That's right,
you'll want to avoid them unless you can Parry one of Dhalsim's Yoga Flames
or Yoga Blasts, then toss one of them out if you'd like. Parry WILL be your
biggest asset here, since most of Dhalsim's moves are ridiculously slow and
easy to Parry. Nothing really to this fight!



-Vs. Eagle-


Eagle's nothing to beat with Cammy. The only real threat here will be his
Manchester Black and Manchester Gold, and as long as you either avoid
those or block them and counter, you should be fine. The rest of his moves
can really be countered using either Cannon Spike or Spiral Arrow. If you're
using S-Groove Cammy, try to charge up your Super Meter and use a
Super Special on Eagle, just so long as you keep an eye out on him trying
to come after you, which you should use to your advantage. If you're using
A-Groove Cammy, immediately go into a Custom Combo when you get
the chance and start pressuring Eagle with non-stop regular attacks!





-Vs. E.Honda-


Honda's a little rough since he can counter all of Cammy's moves using
Hundred Hand Slap and Sumo Headbutt. Your best bet is to Parry his
Sumo Headbutt and Sumo Smash, and avoid his Hundred Hand Slap.
Once again, A-Groove Cammy will rock here if you go into Custom Combo!
Nothing to this fight really.





-Vs. Evil Ryu-


This is nasty, but doable, especially with a S-Groove Cammy or C-Groove
Cammy. You'll want to try and avoid Evil Ryu's nasty counters and powerful
pressuring abilities (he tends to go nuts when you're up close to him...), while
at the same time, trying to pressure him (Even though A-Groove would
be great for this particular situation, due to Evil Ryu's tendency to counter
everything, it would just hurt you more than help you...). Try to force Evil
Ryu to make mistakes, and punish him for them! Parry helps a lot here as
well (especially if you're good enough to Parry his Tatsumaki Senpu Kyaku).
Try to Parry all of his Shoryukens, and counter using Reverse Shaft Breaker
(Don't bother too much with Spin Drive Smasher...). Just bait Evil Ryu into
making as many mistakes as possible, then try and counter them. 




-Vs. Geese-


Geese is a pain....just because his Wind Slice, Gaia Slash, and Raising Storm
are all he needs to stop Cammy in her tracks (as usual...). Your best bet is
to once again try to bait Geese into coming to Cammy (or you go to Geese,
which is more hazardous, but most likely better) and hammer away at him with
regular attacks (just watch out for his Body Blows!) and try to hammer on
a Hooligan Combination for times that Geese goes for a Wind Slice or
Double Wind Slice. Try using Parry to block his Gaia Slash and counter
that using Reverse Shaft Breaker, and use Roll to get pass Deadly Rave and
counter using Spin Drive Smasher.




-Vs. Guile-


This fight just takes a while to finish...you'll have to also avoid using 
Hooligan Combination in this fight, since Guile can easily counter using 
Somersault Kick or Double Somersault Kick. Sonic Boom is nasty for 
Reverse Shaft Breaker and Spin Driver Smasher, but Sonic Hurricane is 
far worse to run into. You'll have to try and bait Guile into coming to 
Cammy, or go to Guile and Parry/Block everything he throws at you 
and counterattack. Either way, this fight's gonna take a long time to finish...





-Vs. Haohmaru-


A dangerous fight due to Cammy's low Vitality and Haohmaru's high
attack power. You'll need to keep a careful eye on what Haohmaru is going
to do to avoid taking too much damage in one shot. Avoid Hooligan 
Combination yet again, since Secret Cyclone Slash and Secret Crescent 
Moon Slice can easily counter it. Reverse Shaft Breaker and Spin Driver 
Smasher are only really useful if you Roll through Haohmaru's Flame of 
the Conqueror, Slash of Supreme Judgment, or Secret Earthquake Slice. 
A-Groove works well for Cammy here, since Custom Combo wrecks 
havoc on Haohmaru (as long as you watch out for him countering with 
Secret Crescent Moon Slash and Slash of Supreme Judgment), but 
stick to C-Groove if you're going to fight him...that is, IF you can help it.




-Vs. Hibiki-


Hibiki isn't really that tough for Cammy to beat. Hooligan Combination 
works very nicely against all of Hibiki's Specials (and most of her 
Super Specials, if you Roll right through them and use this move, 
but why use that when you can counter with a Super Special?). 
Parry is your best friend here as well, since the only attacks 
that Hibiki possesses that hits more than once are her Going My 
Way Super Specials. Not a very tough fight by any means, and
an A-Groove Cammy can easily smash Hibiki.




-Vs. Iori-


Iori's really not that hard for Cammy to beat. The following table 
shows what you can counter and what Iori can counter with:




Against Iori:


Fire Ball: Parry and counter using Cannon Spike or Reverse Shaft 
Breaker, or if it's too far away to even hit you, use Spin Drive 
Smasher.

Deadly Flower: Reverse Shaft Breaker, Spiral Arrow, Cannon Spike.

Maiden Masher: Anything really works here!

Dark Thrust: Hooligan Combination




Iori's Counters:



Hooligan Combination: Fire Ball, "One-For-The-Road" Blast

Cannon Spike: Fire Ball

Spiral Arrow: Fire Ball, "One-For-The-Road" Blast, Deadly Flower

Reverse Shaft Breaker: "One-For-The-Road" Blast, Fire Ball




So, as you can see, Fire Ball and "One-For-The Road" Blast are 
the attacks to watch for the most in this fight. Since you can easily 
avoid Fire Ball by simply Parrying or staying out of reach, that 
problem is easily solved. The "One-For-The-Road" Blast, however, 
is a bit harder to avoid. The only good way to dodge it, aside 
from TRYING to Parry all of the hits, is to just block it and take 
the pitiful chip damage that it deals, then go on with the fight.
There's really not too much to do with this one. Note that a 
C-Groove Cammy is probably the best choice for this fight, as 
Iori can easily knock Cammy out of a Custom Combo in A-Groove.




-Vs. Joe-


Joe's a tough customer due to his blasted Hurricane Upper 
and Tiger Kick attacks (not to mention Double Hurricane 
Upper and Screw Upper...). You'll probably want to utilize 
Roll the most here, since Parry can sometimes lead you into 
trouble (especially if Joe gets very aggressive with you). Avoid
using Hooligan Combination at all costs in this fight; it's just 
far too risky to try and use. Reverse Shaft Breaker and Spin 
Drive Smasher are ONLY useful if Joe messes up, such as he 
uses a move and misses you. Any other time, expect to run 
into a Hurricane Upper or something to that extent. A-Groove 
Cammy is not the best to use here, so try and go with C-Groove.





-Vs. Ken-


Ken can be annoying due to his incessive Hadoken to Shoryuken 
combo that'll kill the opportunity to use Hooligan Combination. 
Spiral Arrow works pretty well, though it's also prone to Shoryuken, 
and worse yet, Shoryureppa. Therefore, avoid using any Specials, 
and save your Super Meter for times that you Parry Ken's 
Shoryuken and counter using Reverse Shaft Breaker. If you try to 
Parry Tatsumaki Senpukyaku, then I hope that you're pretty
damn good at it....since it hits 6 to 8 times. Shippu Jinraikyaku can be a 
problem ONLY if you let Ken pressure you into a corner and let him 
constantly attack. C-Groove is best to use here.




-Vs. Kim-


Kim's a little rough due to his countering abilities as well. You'll 
want to try and be the one to counter Kim the most, so in other 
words, make Kim be the one to attack you first, then counterattack 
him using whatever you can at the time (Reverse Shaft Breaker 
works best as the Super Special of choice here). Parry 
is a nice way to get around Kim's moves (though it's pretty hard 
to counter his Flying Kick move using Parry). You can counter 
the majority of Kim's moves using Spiral Arrow and Cannon 
Spike, but be careful not to use them at the wrong times (as in, 
if Kim isn't close enough for a Cannon Spike, then don't use it), 
since Kim can easily smash Cammy with any of his Super
Specials. Other than that, this fight really isn't that difficult.




-Vs. King-


King may pose a bit of a threat due to her speed and tricky attacks. 
Using some of Cammy's moves (Spiral Arrow, Cannon Spike) can 
prove to be quite hazardous, especially if King has at least 1 
Super Meter built up, in which case she can easily counter using 
Silent Flash or Illusion Dance. Here, you'll want to try and pressure 
King, but be on your guard as you'll want to avoid Surprise
Rose and Tornado Kick when up close. When away from King, 
you'll most likely have to put up with Venom Strike and Double Strike 
(most likely Double Strike), which is bad for you since Cammy has 
no way to counter those attacks except by either Parrying or Jumping 
over them (Rolling for a Double Strike is just a really bad idea). A 
C-Groove Cammy works well here, but as long as you can use any 
of the Grooves, then this fight should be pretty easy for Cammy to win.





-Vs. Kyo-


The only real way that Kyo's going to stop Cammy's attacks is with his Serpent
Wave, Fire Ball, Final Shodown, or Spinning Kick. His Wicked Chew combo
fails against Cammy's Cannon Spike and Spiral Arrow attacks, and his Grawfest
Combo suffers the same fate. As for the attacks that can actually get to Cammy,
Parry usually works to stop them (or Roll Cancel into a Hooligan Combination
or Super Special). Either way, this fight isn't that hard.





-Vs. Kyosuke-


Kyosuke is a tough one for Cammy to beat, especially since all he has to do
is wait for Cammy to attack and counter with Shadow Out Kick or Cross Cutter.
Your best bet here is to ignore Cammy's Specials and try to take on Kyosuke
using regular attacks instead. However, make sure to be on your guard and
block or Parry Kyosuke's Shadow Out Kick, Super Shadow Out Kick, and
Final Grade Remix, then counter using any Super Special (though with 
Shadow Out Kick and Super Shadow Out Kick, you may want to wait until
Kyosuke is about to land on the ground to use the Super Special, since you';ll
more than likely miss if you don't). Lightning Upper and Super Lightning
Upper are a big threat if you don't watch out for them. A-Groove would work
well for Cammy if Kyosuke didn't have so many counters, so stick with either
C-Groove or S-Groove for this fight!





-Vs. Mai-


Mai's rough, since she's faster than Cammy is, and her attacks can easily 
counter Cammy's. You'll need to try and pressure Mai with regular attacks 
(Throwing is nice in this battle, but don't try to use that too much), and save 
Super Specials for times that Mai goes for a Deadly Ninja Bees, Super Deadly 
Ninja Bees, Flying Squirrel, or Crimson Firebird Diver. With Ryu En Bu, 
there's not much you can do to stop it except to either Parry it altogether 
or Jump and attack Mai. With Sun Fire Samba....there's nothing Cammy can 
do to stop it except try to hit Mai with a regular attack (but not up close!). 
C-Groove or S-Groove is probably best here, but P-Groove may also work well!





-Vs. Maki-


Maki's just about as bad as Mai is. You'll be able to fight her much easier 
though, since Maki doesn't really have anything to counter Cammy's attack 
with aside from Rappukyaku and her Super Specials. Be wary when using 
Cannon Spike or any of Cammy's Super Specials, as Maki can simply block 
those and counter using Tengu Daoshi or Ajaratengu. A-Groove works 
nicely here, as long as you avoid Rappukyaku when you activate the Custom 
Combo mode. C-Groove and S-Groove are most likely the best Grooves to 
go with here, but K-Groove is also pretty decent, IF you know how to 
utitlize it right with Cammy.




-Vs. M.Bison-


This is a pretty interesting fight. Bison can crush all of Cammy's moves 
using Psycho Crusher alone, but as for the rest of Bison's attacks (save 
for Mega Psycho Crusher and perhaps Knee Press Nightmare), Cammy 
can easily counter them with Cannon Spike, Spiral Arrow, or either of 
her Super Specials. However, where the fight gets really interesting is 
where either fighter is in a corner. Here, you'll want to try and trap Bison in 
the corner the most, but don't expect him to stay there long, as he'll 
more than likely use Bison Warp to escape. If you find yourself in 
a corner, use Roll to get out of the corner and Roll Cancel into a 
Super Special (if Bison is in the middle of an attack) or into a Hooligan 
Combination (if Bison is guarding). If Bison's in the corner, be prepared to go 
on the defense in a flash or Parry really fast, since you never know when 
you'll run into a Psycho Crusher out of nowhere (or a Mega Psycho Crusher). 
Head Stomp is also something to watch for when cornering Bison, since you'll 
probably be more focused on attacking him than defending. Try to use A-Groove 
or K-Groove for this fight!





-Vs. Morrigan-


Morrigan isn't that tough really. You can easily counter Soul Fist (the 
ground version) using Spiral Arrow, and you can easily counter Shadow 
Break by Parry or Roll, then going into a Super Special. Darkness 
Illusion can be countered using Spiral Arrow or a Super Special, and 
Valkyrie Turn is a joke to Cammy. Not a very hard fight at all.




-Vs. Nakoruru-


This fight is going to be very tough to win. Nakoruru has superior 
speed, and her attacks are ridiculously fast. Don't bother with Specials 
that much, since Nakoruru can easily counter using Lela Mutsube or 
Anuba Yatoro. Kanui Risse and Elelyu Kanui Risse are also a threat 
here (especially if you try to pressure Nakoruru), and Shichikapa Kanui 
Irushika is just plain bad for Cammy. You'll have to pressure 
Nakoruru and NOT let her attack at all in order to stand a chance. Try 
to keep her in a corner and use regular attacks to beret her (save your 
Super Specials for times that Nakoruru tries to attack Cammy and misses 
or is blocked). Watch out for Nakoruru's pressuring abilities, however, 
as you don't want to be on the receiving end of your own tactics! Don't 
bother with A-Groove in this fight, but stick with C, S, or K-Groove.




-Vs. Orochi Iori-


For Orochi Iori, you'll want to fight him a bit different. Unlike Iori, 
you'll want to try and make him attack you as much as possible, 
while you Parry and counterattack with your Specials and Super Specials. 
The reason for this here is that Orochi Iori is much stronger and faster than 
Iori (and Cammy, for that matter), so you'll want him to come to you and 
make him make mistakes that you can exploit. Other than that, it's not 
too tough beating him.




-Vs. Raiden-


With Raiden, even though normally I would say stay away, you can't. 
Cammy HAS to be in close to do any real damage (since Raiden can 
easily counter the majority of Cammy's moves, save for really Spiral 
Arrow, with Poison Spray and Flame Breath). Try to tack on some 
regular attacks, then back out of the fight and let Raiden chase you 
while throwing out occassional Hooligan Combinations and HOPING 
that Raiden doesn't counter or react to it with Poison Spray/Flame 
Breath. You'll also want to utilize Roll Cancels a lot in this fight, 
but use them AFTER Raiden has gone into a powerful 
attack like Crazy Train; otherwise, you'll just wind up getting hit 
by the attack in the long run. A-Groove is possibly the best Groove 
for this fight, but it's up to you what you want to use here.



-Vs. Rolento-


Rolento's tricky, since he can counter several of Cammy's attacks 
with his own sneaky little attacks. You'll have to be careful when 
using Spiral Arrow in this fight, since if it's blocked, Rolento can 
simply counter using Take No Prisoner or Mine Sweeper. Patriot 
Circle is what will stop most of Cammy's attacks (save for her Super 
Specials), so you'll need to try and use regular attacks the most to 
fight Rolento. Cornering him is the best option, but don't 
expect to keep him there too long. If you need to, back out of the 
fight and let Rolento come to you.





-Vs. Rock-


Rock will be hard to beat through, especially since his attacks are 
far more powerful and he can easily counter all of Cammy's moves 
(Rising Tackle and Cyclone Sock are the big factors here, along with 
Raising a Storm). You'll need to rely on regular attacks to try and beat 
through Rock, but launch a Hooligan Combination every now and 
again for good measures (and hope he doesn't use Raising a Storm 
or Rising Tackle). For Cyclone Sock and Double Gust Punch, 
use Hooligan Combination, and for Hard Edge and Shining Knuckle, 
Roll Cancel into a Super Special. For Neo Deadly Rave, you can easily 
counter that using any Special or Super Special of your picking. 





-Vs. Rugal-


Rugal's a tough cookie, since Gigantic Pressure and God Press can stop all 
of Cammy's moves basically (save for maybe Spiral Arrow), and his constant 
Destroyer and Genocide Cutters are a nuisance. You'll have to forgo using 
Specials and Super Specials and go for the gusto using regular attacks to 
avoid being countered all the time by Rugal. A-Groove is probably the best 
Groove to use, save that you'll have to watch out for both Destroyer and 
Genocide Cutters. Stick to C and S-Groove for pressuring tactics, and use 
P and N-Groove for tactical tactics.





-Vs. Ryo-


For Ryo, you'll have to watch out for Koho and Tiger Flame Punch the most, 
as those can stop Cammy's attacks pretty easily. Try to launch a Hooligan 
Combination during the middle of launching a barrage of regular attacks, and use
Spiral Arrow to get past the Tiger Flame Punch. For Haoh Sho Koh Ken, just Roll
through it and Roll Cancel into a Reverse Shaft Breaker. This fight really isn't
that hard for Cammy to win.




-Vs. Ryu-


Good ol' Ryu is still as much of a bastard as he was when he first appeared. 
You'll have to try to use Spiral Arrow to bypass Hadoken (or Hooligan 
Combination), and use Cannon Spike to beat Tatsumaki Senpukyaku. For Shinku 
Hadoken, Roll through it and Roll Cancel into any attack of your choosing, and 
for Shoryuken and Shin Shoryuken, Parry and counter using Spin Drive 
Smasher. This fight isn't too tough, as long as you don't let Ryu
get inside your head.




-Vs. Sagat-


Here, don't bother using ANY of Cammy's Specials, since Sagat simply 
counters with Tiger Shots or Tiger Uppercuts. Save your Super Specials for the 
times that you block Sagat's Super Specials (save for Tiger Cannon and Ground 
Tiger Cannon). Parry and Roll are your best friends here, so utitlize them well!
Try to Roll through one of Sagat's Super Specials, then Roll Cancel into a 
Super Special if possible. A-Groove is not the best Groove for this fight, 
since Custom Combos are practically useless, and S-Groove really doesn't
help that much. Stick to C or K-Groove for this one.




-Vs. Sakura-


Sakura is actually tougher to beat using Cammy than Ryu is. Try using Hooligan 
Combination to break through Sakura's Shunpu Kyaku, and use Cannon Spike against
Sho-Oh-Ken. For Hadoken, simply Parry and counter using a Super Special. For 
Sakura's Super Specials, Roll through them and counter however you want. Not a 
very tough fight actually....




-Vs. Shin Akuma-


This fight will take a lot of patience and guts to win. You'll need to learn 
to utilize Parry and Roll like no tomorrow, and try to avoid using Specials 
very much since Shin Akuma will simply knock Cammy out of them. 
Crouching SK tends to work well, and making Shin Akuma attack you 
while you block seems to be the most ideal way of fighting him with 
Cammy.




-Vs. Terry-


Terry's VERY rough. He can counter anything that Cammy does, so you'll 
want to forgo Special attacks until you can figure out the proper timing to 
use them. Utilize the following chart to help you:


Power Wave: Use Hooligan Combination
Burning Knuckle: Use Spiral Arrow
Rising Tackle: Parry or Block and counter
Crack Shoot: Use Cannon Spike
Power Dunk: Roll and counter
Buster Wolf: Use Cannon Spike
Power Geyser: Block or Roll and counter


Using regular attacks works well here too, as long as you can corner Terry 
and keep him from attacking Cammy back. Other than that, nothing really 
to this fight. A-Groove is nice, but stick with C or N-Groove.



-Vs. Todo-


Todo's only annoying in this fight since he can counter all of Cammy's 
Specials and Super Specials with his damn Ecstasy Crunch attacks. You'll 
want to ignore using those in favor of pounding Todo to the ground using 
regular attacks instead. Watch for when Todo has a Level 3 Super Meter 
to avoid his Mind's Eye Slingshot Super Special! Just keep your cool and 
attack Todo with regular attacks, and try to respond with any missed or blocked
attacks with Super Specials.




-Vs. Ultimate Rugal-


Good luck here....this fight is ridiculously hard to win with using Cammy,
regardless of which Groove you use. You'll probably have to resort to 
letting Ultimate Rugal attack you and counter his blocked attacks with 
your own attacks. Save your Super Specials for those times!




-Vs. Vega-


Vega's another annoying fighter for Cammy, and he's much faster than 
her. You'll want to save Hooligan Combination for times that you block his 
Sky High Claw and other such attacks, and use Super Specials to counter 
Rolling Crystal Flash and Rolling Izuna Drop. Cannon Spike is great 
against the majority of his attacks, and Spiral Arrow is good for only 
Rolling Crystal Flash. Vega also loves to spam Crouching SK, so Parry 
that and counter using Spin Drive Smasher or Reverse Shaft Breaker. Not
that hard of a fight.




-Vs. Vice-


This fight can turn out to be a total bloodbath. Both fighters are fast 
and have moves that can counter each other. You'll want to try and make 
Vice attack you, but in the end, that isn't going to work due to Vice 
having special Throws that bypass blocking. Therefore, it is up to 
you to bring the fight to her. Try to utilize Roll Cancels a lot during
this fight, and be prepared to block when rushing in at Vice, since 
she'll more than likely be setting up for an Outrage or Rave Fest. Also, 
beware of Withering Force when rushing in! You'll need to rely on 
regular attacks a lot in this fight, but don't neglect Cannon Spike
and Spiral Arrow, as those can help from time to time. Hooligan 
Combination is just a bad idea in this fight, and save your Super 
Specials for times that you block Vice's attacks or if Vice misses Cammy.




-Vs. Yamazaki-


Yamazaki shouldn't be too tough of an opponent unless you let him 
pressure Cammy too much. Avoid using Hooligan Combination though, 
since Yamazaki can easily counter it. For Yamazaki's Super Specials, 
simply Roll through them and counter using Spin Drive Smasher. There's 
nothing really to this fight, and any Groove works well for Cammy here.




-Vs. Yun-


Here, you can simply smash Yun using Cannon Spikes and Spiral Arrows. 
Utitlize the concept of Parry and countering to break Yun's spirit! Nothing 
really to this fight at all!




-Vs. Yuri-


Yuri's tough....her attacks can easily stop Cammy's attacks. Try using 
Hooligan Combination when Yuri uses Tiger Flame Punch, and use Spiral 
Arrow for The 100 Blows and Yuri's Super Upper. Against Yuri's Super 
Specials, use Roll and counter using Super Specials. Regular attacks work 
very well here as well, as long as you watch out for Yuri's Super Upper and 
Scalding Steam Blast.




-Vs. Zangief-


As with Raiden, you'll have to get in close to beat down on Zangief. Try 
fighting Zangief like you do with Raiden; jump in, land a few hits, then 
back out of the fight. This is especially true for Zangief, since his 
Spinning Pile Driver and Final Atomic Buster attacks are the last thing 
you need.
------------------------------------------------------------
V.      Chun-Li [CAP05]



-Introduction-

Speed is the key when using this fighter! Don't rely too much on combos,
as they aren't as effective with Chun-Li, and instead focus on moving in
and out of the fight!





-Movelist-


-Special Normal Moves-

Senjou Shou...............................F + MK


Yoku Senkyaku..........................F + SK


Tenshin Shuu Kyaku................DF + SK


Yousou Kyaku (AIR)...............D + MK





-Special Moves-

Kikouken...................................HCF + P


Hyakuretsu Kyaku...................Press K rapidly


Spinning Bird Kick..................Ch. D, U + K


Hazan Shu................................HCB + K



-Super Special Moves-

Hoyoku-Sen.............................QCFx2 + K


Kikou-Shou..............................QCFx2 + P






-Movelist Breakdown-




--Normal Attacks--


-STANDING-



Far LP (Hand Thrust)

-This is Chun-Li's poke move.  This is the move 
you want to use to combo into other moves.


LP Close (Quick Elbow)

-A standard Close move. Pretty quick and has great combo potential, but
the damage is low (as expected). You can probably only get 2 of these off
before you go back into the regular LP.


MP (Abdoment Punch)

-Has decent reach and pushes the opponent back if it connects, but comboing
off of this move is not as easy as you would think. Chun-Li's best ground move 
in terms of range. It easily combos into her Hoyouku-Sen (any Level, just do 
QCF + MP, QCF +K). Rather fast for a MP, and because of its speed and range,
it's the perfect whiff punisher. Safe on block. Play footsies, bait a move,
and when your opponent whiffs his move go for Far Standing MP to 
Hoyouku-Sen.



Far SP (Strong Fist)

-The reach on this move is pretty good, but it's got both slow start-up and
recovery time, and by the time your opponent blocks this move, they can
most likely counterattack right away. I'd recommend not using this move
at all.



Close SP


-Useful in combos (into Kikouken or Hoyouko-Sen) and block strings
(Spinning Bird Kick trap).




LK (Heel Kick)

-Once again, as with most LP and LK, this move is great for combos and speed
priority. It's not nearly as fast as most LKs, but it's still a pretty decent 
move.


Far MK (Roundhouse Kick)

-Decent in that it can be used somewhat as an Anti-Air move, but it's pretty
slow and has bad recovery time. Comboing off of this move is a very low
priority as well.


MK Close (High Kick)

-This move is alright, but not recommeneded, as you can simply use the 
extended version and do more damage. However, this can be good to
use for mix-up games when up close. If you abuse the extended version,
then use this move instead of that move, then your opponent may not
move fast enough to counter any other actions that you may do after
you get the chance to attack.


Far SK (Back Roundhouse Kick)

-This is similar to the MK in just about all aspects, except that it hits a bit
higher than the MK. Don't try to combo off of this move either, as it's not
worth the risk of taking damage.


Close SK


-Decent Anti-Air, cancelable into Specials/Supers, Super Jump cancelable.




-CROUCHING-



LP (Quick Punch)

-One of the fastest moves in the game (comes out in 2 frames, which is
the fastest speed for normal moves in CvS2). Has more range than most
other Crouching LPs. Combine its range and its fast start-up speed with
its ability to link into another Crouching LP or Crouching MP, and you
have Chun-Li's best tool when up close. Very good in scoring counterhits.
Counterhit Crouching LP easily links into Crouching MP or Far Standing
MP. Chun-Li's main opening in combos when up close.



MP (Foot Punch)

-Chun-Li punches the opponents foot. Along with Far Standing MP, this
is one of Chun-Li's best whiff punishers. Good range, comes out fairly
fast, decent recovery, cancelable into specials and supers, and most
important of all, it goes under a lot of other moves (Shotos Fireball,
Guile's Sonic Boom, Cammy's Far Standing SK, Sakura's Far Standing
SK, etc)


SP (Backhand Chop)

-This move executes relatively quick, but comboing off of it is pretty low,
as you can get punished for trying. Still, it's nice to knock opponents
out of moves, but once again, I'd recommend not using it that much.


LK (Foot Kick)

-Very limited range and low damage, but great combo starter, poke move,
and speed priority move. It's pretty fast compared to the other LP and LK
moves that Chun-Li has too.


MK (Extended Foot Kick)

-Has a little better reach than the LK, but is a lot slower. You can try to
combo off of this move as well, but the best thing you can really do is
combo it into a Hyakuretsu Kyaku to Houyokusen.


SK (Handstand Kick)

-Chun-Li stands on one hand and trips the opponent. Surprisngly, this
move has pretty good range and could be used in a mix-up game as well.
Decent Anti-Air. Cancelable into Kikosho (good combo against P and K
Grooves).







-JUMPING-



LP (Falling Fist Diagonal)

-Lasts the whole time that Chun-Li is in the air until she hits the ground.
It doesn't do that much damage, nor is it good for combos (as far as I know),
but it's great for knocking opponents out of moves.


LP Straight Up (Falling Fist)

-Same as the LP. Nothing different here.


MP (Quick Falling Fist Diagonal)

-This move is the fast version of the LP. It lasts about half a second, and
for it to hit grounded opponents, you'd have to time it right. It's still
good for knocking opponents out of moves, and not bad for going into
combos.


SP (Strong Punch)

-It's got decent speed and range, but not one of the better moves that
you can use while jumping. It becomes pretty obsolete when you
try to hit a grounded opponent who can use Anti-Air (like Ryu or
Terry), so your best bet is to go with some other move.
Good move in air-to-air situations. Chains into another SP (useful
against P and K Grooves and in combos after Hoyouko-Sen).



SP Straight Up (Strong Hook)

-This move is surprisingly fast for a HP, and it's great for knocking
opponents out of moves too. However, the downside is that you
HAVE to jump straight up for you to use this move, and against
opponents like Akuma and Rugal, that's not going to cut
it.



LK (Air Kick)

-As with both of the LP, this move will last the whole time that
Chun-Li is in the air. It's good for combo starters once you
get back to the ground, but other than that, I wouldn't mess
with this move. Great cross-up, good priority, beats several Anti-Air
moves when timed properly. Especially useful in Grooves with
Low Jump.


LK Straight Up (Falling Leg)

-Same deal here. However, this is more useful than the LK, as
you can use this to knock opponents out of moves, whether
they're on the ground or in the air (with the exception of moves
like Akuma's Zanku Hadoken).


MK (Quick Air Kick)

-The fast version of the LK. As with the MP, you'd have to time
it right to hit grounded opponents. Otherwise, the rest is the
same as with the MP.


MK Straight Up (Quick Falling Leg)

-Same deal here as with the MK.


SK (Slash Kick)

-This is very fast, and has great reach. It's also very good for
combo starters, surprisingly enough. It's also safe on both
start-up and recovery, which makes this move one of the
better ones that you can use.


SK Straight-Up (Split Air Kick)

-An interesting move, nonetheless, but it lasts about a second.
Compared to some of the other moves that Chun-Li has, I
wouldn't bother with this move that much.



-Special Normal Moves-




-Tenshin Shuu Kyaku-

-This move is odd, simply in the fact that I haven't seen it
do any damage at all. It's more of a flip move than anything else,
but not all that useful, as it leaves Chun-Li open to attack.





-Throws-

SP + <- or -> (Turn Throw)


SK + <- or -> (Kick Throw)



-Chun-Li's Throws are a big part of her offense in CvS2 
(combined with Crouching LP, Low Jump LK, RC Hyakuretsu
Kyaku, etc).




--Special Moves--




-Kikouken-


STRONG VS.

Anti-Air attacks
Rush attacks
Other attacks


NO EFFECT VS.

Teleport moves
Projecitle attacks (cancels with them)


WEAK VS.

Super Special Projectile attacks
Air attacks


-Chun-Li's only projectile (aside from her Kikosho). It's speed depends
on which P button you use to fire it off.  When RC'ed, it's a good poke
and Anti-Air move. Button used affects speed and range of move (SP
version has the shortest range, LP version has the longest range)




-Hyakuretsu Kyaku-


STRONG VS.

Rush Attacks
Other attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Air attacks
Anti-Air attacks


-This is the move that makes Chun-Li infamous. However, it's not as
potent as it used to be, as it's pretty tough to combo off of and into.
However, it's still potent nonetheless. You just have to mash the K
button in order to make sure that the move comes out.
When RC'ed, good ground poke, good Anti-Air, good meaty attack.
SK version links into Crouching MP which then can be cancelled into
Hoyouko-San. Can easily be comboed off Jumping LK or Close
Standing SK. The easiest way to get this move is to drum your fingers
over the kick buttons (something like LK~MK~SK~LK~SK, or
LK~MK~SK~LP+LK~SK if you want to RC it). The same trick
applies for any button tap type of move (Honda's Hundred Hand Slap,
Blanka's Electric Thunder, etc).




-Spinning Bird Kick-


STRONG VS.

Rush attacks
Other attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projecitle attacks
Air attacks
Anti-Air attacks




-Another one of Chun-Li's infamous moves. It's actually pretty safe
to use compared to some of the other moves, although if blocked,
it can still be used against you. Not to mention that a lot of attacks
can beat this move. Avoid using it from far away, unless you're 
trying to trick your opponent. 






--Super Special Moves--



-Hoyoku-Sen-


STRONG VS.

Rush attacks
Other attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Air attacks
Anti-Air attacks



-Not one of the strongest moves, but you can pretty much combo this
move off of almost anything that Chun-Li does. It's nice to do it off of a
Hyakuretsu Kyaku, but you have to be able to time it just right in order to
pull it off. Not bad by any means. Great to go through Projectile attacks.
Nobody in their right mind would throw a Fireball at you if you have a
Level 2 or Level 3 Super ready to go, since both Level 2 and Level 3
Hoyoku-Sen will go through Fireballs. Combine this Super with Chun-Li's
Crouching MP (which goes under a lot of Projectiles and it's cancelable
into Specials and Supers) and you'll discourage people from throwing any
Projectiles at you. The last hit of the Super is Super Jump cancelable, which
opens up options for extra damage and/or resets. Chun-Li's best Super
and one of the best Supers in the game.




-Kikou-Shou-


STRONG VS.

Projectiles that are not Super Specials
Rush attacks
Anti-Air attacks
Air attacks
Other attacks


NO EFFECT VS.

Teleport moves
Super Special Projectiles


WEAK VS.

None



-One of Chun-Li's best Super Specials in this game (yes, I know. She only has
2....leave me alone!) and possibly her most damaging Super Special. This is also
a great move to do chip damage to opponents who like to block a lot as well.
You can use a lot of attacks to try and combo into this move, but don't bother,
as you most likely won't succeed.









--Strengths & Weaknesses--



Chun-Li isn't nearly as powerful as Ryu, , nor does she have the
vitality of Zangief. She does, however, have speed to back her
up in fights. So, is this enough to pull her through? Actually, it can 
very well be! Like in the other games that Chun-Li has been in, her 
speed is the one thing that'll keep her opponent's on their toes at all 
times (a bit reminiscent of Mai...but that's for another day...).

Chun-Li also have a number of options to use when up close to
her opponent (Crouching LP, Throws, Low Jumps, Counterhits,
Guard Crush, etc.), her ability to punish whiffs with Far Standing
MP and Crouching MP, and the damage potential she has when
she has meter (even at Level 1). 

Her weaknesses are her low stamina and her inability to cause any
decent damage when far away (characters who outrange her such
as Vega pretty much kill her for free)




--Battle Strategies--




OFFENSE



Your main goal with Chun Li is to get up close. From there you have 
enough tools to trick your opponent into making a mistake and giving 
out an opening. c.LP is your best tool in this situation. Because it’s 
such a fast move it will score a lot of counterhits. If they don’t press 
any buttons and just keep blocking they’ll eventually get guard crushed. 
c.LP, c.LP, c.MP xx Kick Super is your main combo with meter. c.LP, close 
s.HP x Kikouken is your main comb without meter. Counterhit c.LP, far s.
MP xx Kick Super if c.LP hits as counterhit. Poke the hell out of your opponent 
with c.LP, c.MP & far s.MP (and j.LK depending on who you’re fighting against). 
Mix it up with throws too. 





DEFENSE



Kikouken, Hyakuretsu Kyaku, and Kikousho work very well here.
The EX version of Kikouken is very good in terms of its speed, as it moves 
rather slowly. You can change in the Aggressive Style from there if you feel 
the need to. If your opponent gets too close, use Souren Shou and Hakkei to 
push them back some. Get trapped in a corner? Use Tenshin Shuu Kyaku to 
get out of the corner. Don't rely on Chun-Li's defense to get you through 
this fight, as she doesn't have very much vitality compared to the rest of the 
fighters. If you’re trapped in a tight spot, c.LP, RC Lightning Legs, Alpha 
Counter, or a well timed roll will get you out of it. Learning to keep 
pressure and to zone your opponent is Chun Li’s best defensive tool.





--Matchups--




-Vs Akuma-


Chun-Li will have to resort to lots of Hazan Shus and jumping around
to avoid Akuma's Gou Hadokens and Tatsumaki Zanku Kyakus to
survive. You'll want to bust out some Kikoukens and Kikou-Shos
from time to time during Akuma's outrages of TatsumakI Zanku
Kyakus and Messatsu Gou Shoryu, just to calm him down some.
Spinning Bird Kick is not that useful in this fight, and Hyakuretsu
Kyaku/Hoyoku-Sen won't help very much due to Akuma's Gou
Shoryuken and Ashura Senku. Don't worry too much about 
Shungokusatsu, unless you don't attack very often or jump very
much. Use Kikou-Sho for chip damage at the very least, or Hoyoku-Sen
to push Akuma back when he least expects it.



-Vs. Athena-


This can be rather interesting, but it favors Chun-Li, 65-35. While
Athena does have Psycho Ball and Psycho Sword, both are easily
avoidable, and none of Athena's other attacks have enough umph
to them to really pose a threat to Chun-Li. However, make a note to
yourself to not let Athena get too far away from Chun-Li, as in when
Athena uses Psychic Teleport, FOLLOW HER! If not, then you'll
have to dodge and weave through a lot of Psycho Balls and whatnot.
The biggest threat to Chun-Li here will be Phoenix Arrow and Phoenix
Fang Arrow, but as long as you don't jump around too much at an
airborne Athena, you'll be fine. Block low, then counter with Hyakuretsu
Kyaku/Hoyoku-Sen or Kikou-Sho.





-Vs. Balrog-


Favors Chun-Li 70-30. As long as you put the pressure on Balrog and
don't let Balrog pressure you or counterattack you too much, Chun-Li
should do just fine. Utilize Kikouken and Spinning Bird Kick here, along
with Hazan Shu, to annoy Balrog. If you really want to punish him,
try blocking his attacks, then countering with Hyakuretsu Kyaku/
Hoyoku-Sen or Kikou-Sho. Not a tough fight at all.




-Vs. Benimaru-


This fight can get really nasty, really quick. Chun-Li's speed and power
is equally matched by Benimaru's powerful, quick attacks. You can't
really jump at Benimaru due to Lightning Fist and Super Lightning
Kick, and you can't really expect to rush at him either due to Lightning
Fist and Iaido Kick. If you do somehow manage to get in close, then
you'll have to worry about Benimaru's Collider Crunch and Blec-Trigger.
Your best bet here is to back up and bait Benimaru into coming to you.
Use Kikoukens to get him to jump at you, then try to counter with
Hazan Shu or Spinning Bird Kick. Kikou-Sho works well here too, unless
your opponent has Air Guard. While doing this, make sure to watch
for Discharge Spark and BLOCK it! You'll take some chip damage, but
it's better than trying to counter it (unless you use Kikou-Sho to do
so). Use Hyakuretsu Kyaku/Hoyoku-Sen if you manage to get
Benimaru in a corner, and just use regular attacks from there and block
to try and beat Benimaru.




-Vs. Blanka-


Can go either way, but since Chun-Li has a projectile at least, she
has somewhat of a slight advantage over Blanka. Use Kikouken when
Blanka uses Electric Thunder, and for everything else, Hyakuretsu
Kyaku works just fine. Watch for Direct Lightning, as Hyakuretsu
Kyaku won't stop it (Kikou-Sho will though). The rest is pretty simple.




-Vs. Cammy-


Can go either way. Cammy's speed will be a problem, even with
Chun-Li's speed. You'll want to use Roll a bit more in this fight to
avoid all of Cammy's moves, and try to counter with either Hyakuretsu
Kyaku/Hoyoku-Sen, Spinning Bird Kick, or Kikouken/Kikou-Sho. 
Try to corner Cammy and use repeated Hyakuretsu Kyakus and
regular attacks, but make sure that Cammy doesn't pressure Chun-Li.




-Vs. Chang-


Chun-Li can bust Chang down pretty easily using Hyakuretsu Kyaku
and Hoyoku-Sen. Kikoken is also a great way to fight Chang, especially
if you don't want to get in close to fight him. Use Kikou-Sho as your Super
Special of choice, since even if Chang blocks it, it still deals a ton of chip
damage, which can be the difference between victory and defeat. Parry
as many attacks that Chang throws at you and counter using Hyakuretsu
Kyaku!




-Vs. Chun-Li-


Fight Chun-Li as if she's a mirror of you. 



-Vs. Dan-


For Dan, save Kikouken for times that he tries to use Dankyaku or Kouryurekka,
and use Hyakuretsu Kyaku for when he goes to use Hissyo Buriaken or any of
his taunts. This fight really isn't nothing for Chun-Li, as you can easily beat
Dan using regular attacks alone.




-Vs. Dhalsim-


Here, try to fight Dhalsim using a combination of Jumping SK, Standing SP,
Souren Sho, and Hyakuretsu Kyaku. Kikoken works well here when you're
far away from Dhalsim. Up close, use Kikou-Sho as your Super Special of choice.
Other than that, this fight is a piece of cake.



-Vs. Eagle-


Eagle's not tough at all for Chun-Li to beat. Kikoken is good enough
to fight Eagle when you're not up close, but beware of the Kikoken
coming back at you. Spinning Bird Kick is a great way to counter some
of Eagle's jumping attacks, and Hyakurestu Kyaku works well for the
majority of Eagle's attacks (save for his Super Specials). For the times
that Eagle goes berserk on you, use Kiko-Sho to blast him away.
Hoyoukosen is nice, but shouldn't really be needed unless you're pressuring
Eagle, and even then Kiko-Sho takes priority over it. Not too tough of
a fight for Chun-Li.



-Vs. E.Honda-


Honda shouldn't be that much of a challenge for Chun-Li. Kikoken stops
his Sumo Headbutt and Hundred Hand Slap dead, and Spinning Bird
Kick should be more than enough to stop Sumo Smash. The only thing
to really watch for are Honda's Ooichou Nage and Orochi Kudaki, and
that's only if you're real close to him (which most of the time you'll most
likely be with Chun-Li). Still, this fight should be a walk in the park to
win. Kiko-Sho will be your key weapon to bringing down Honda.



-Vs. Evil Ryu-


This fight can be tough as usual, but Chun-Li stands more of a chance
against Evil Ryu than most fighters. Kikoken whenever Ryu uses Ashura
Senku or Hadoken, and use Hyakuretsu Kyaku for the times that Ryu
uses Ashura Senku to get pass your Kikoken. Kikosho will prove valuable
as long as Ryu doesn't use Ashura Senku to escape at the last moment.
Hoyoukusen is great for whenever you pressure Evil Ryu, but the
problem with using that attack is that Evil Ryu can easily counter with
Ashura Senku and use Shungokusatsu or Metsu Hadoken. So, just
stick to using Kikosho as your weapon of choice. Spinning Bird
Kick is useful only if Evil Ryu tries to jump at Chun-Li. C-Groove or
S-Groove may be the best Groove to use with Chun-Li here.



-Vs. Geese-


Geese is tough for even the best fighters no matter what you do. Here,
try to use Kikoken to counter Geese's Wind Slice, but make sure to
jump over his Double Wind Slice and be prepared to block any incoming
Gaia Slashes or Raising Storms. Deadly Rave is nothing to Kiko-Sho or
Hoyoukosens, so don't worry about that attack. Be wary of Geese's
Body Blow counters, and just pressure him with Hazan Shus, Heel Stomps,
and Hyakuretsu Kyaku, and use Kiko-Sho as your finishing attack.
C-Groove or K-Groove may be best here.




-Vs. Guile-



This fight just takes a while to finish, that's all. Kikoken Guile into 
submission, and if he tries to come after you, use Hazan Shu or Kikosho
to punish him. Hyakuretsu Kyaku is a nice way to deal damage, but it's
too easily countered by Sonic Boom and Somersault Kick.  Stick to the
basic old beat-down tactics to win this fight. Not hard at all.




-Vs. Haohmaru-


Haohmaru's pretty rough for Chun-Li, especially if he combos his Standing
SP into his Flame of the Conqueror or Supreme Slash of Judgement.
His Secret Earthquake Slice and Secret Crescent Moon Slash are also
a nuisance to Chun-Li in this fight. You'll want to try and bait him into
coming into you (though he plays rough that way) and fight him using
regular attacks combined with Hyakuretsu Kyakus, Heel Stomps, and 
Hazan Shus. Use Kikoken as your finisher to deal chip damage at the
very least, and be prepared to use Roll or Parry a lot in this fight. C or
S-Groove works best here.



-Vs. Hibiki-


Hibiki's pretty easy to beat. Kikoken works well for times that you aren't
near Hibiki, while up close, just stick with normal attacks and the good
old Hyakuretsu Kyaku and Kiko-Sho. Nothing to this fight at all really.




-Vs. Iori-


Iori's a little rough, but not that much compared to other fighters. You
can stomp through his Dark Thrust using Hazan Shu and his Fire Ball
using Hyakuretsu Kyaku or Kikoken. Deadly Flower and Maiden Masher
both fall victim to Kikosho and Kikoken. This fight is really pretty simple.




-Vs. Joe-


Joe's pretty rough for Chun-Li to beat. You'll have to definently avoid
using Hazan Shu and Hyakuretsu Kyaku in this fight, since Joe can
counter both of those with ease. Spinning Bird Kick is also a bad idea,
so avoid all three at all costs.  Kikosho wrecks havoc against Joe, but
Joe's Screw Upper eats through that like it's nothing. You'll want to try
and force Joe to come to you, then attack him using Hyakuretsu Kyaku
or Spinning Bird Kick. Kikosho will be your best bet to combatting him,
since you'll probably wound up being counterattacked if you attempt
to use Hoyoukosen. 




-Vs. Ken-


A classic fight, and not that tough really if you learn to Parry and watch
Ken's moves. Kikoken doesn't really help much here unless Ken slips
up, and Hyakuretsu Kyaku is only good if you can keep Ken in a corner.
Hazan Shu is a nice way to counter Hadoken and Tatsumaki Senpukyaku,
so use that often. For Ken's Super Specials, counter using Kikosho,
since he'll more than likely run into the attack. Hoyoukosen isn't needed
here. Nothing hard.




-Vs. Kim-


Kim isn't that tough either. Kikoken stops a majority of his attacks, save
for Climbing Kick, which can be halted using Kikosho or Spinning Bird
Kick. As for Kim's Super Specials, tack on an immediate Kikosho or
Hoyoukosen to hammer at Kim. You'll want to be on the offensive the
most in this fight, to make sure that Kim doesn't get a chance to attack
(though you'll have to watch for his counters, since he's good at that).
Any Groove works well here.




-Vs. King-


King can be a pain, especially with her Double Strike and Surprise Rose.
Your best bet here is to still go after her, but utilize the hell out of Parry
and Roll Cancels (depending on which Groove your in). C, S, and K Groove
work well here, but A Groove is probably the best for Chun-Li in this
fight. Tack on a Custom Combo while doing multiple Standing MK and
Crouching MK, while tacking on Hyakuretsu Kyakus at the same time,
makes for a devastating combination. Roll is good here in that the majority
of King's attacks (save for Double Strike) you can bypass and Roll
Cancel into a Hyakuretsu Kyaku or better yet, Kikosho or Hoyoukosen.
Not a tough fight by any means though.




-Vs. Kyo-


Kyo's a piece of cake to bust down. Kikoken takes care of basically
all of his attacks save for Final Showdown and Serpent Wave, which
you can Roll through and either Roll Cancel or just go into a Kikosho
or Hoyoukosen. When up close, be wary of his Wicked Chew combo,
and try to Parry the very first hit of the combo and counter using 
Hyakuretsu Kyaku. Nothing tough at all.



-Vs. Kyosuke-


Kyosuke can be a menace to Chun-Li, as with everyone else. Try to
make Kyosuke come to you as normal, but instead of doing what you
would normally do (play defensively), once you're cornered by Kyosuke,
immediately rush him down with regular attacks combined with Hazan Shus
and Heel Stomps. Parry helps a lot in this fight as well as Roll, so utilize
both of them well. You can opt to use Hoyoukosen in place of Kikosho
if you see that Kyosuke slips up with a Shadow Out Kick or you Roll
or Parry one of his attacks. Nothing to this fight at all.




-Vs. Mai-


This is one of those "dream" fights for people who've wanted a game
like this: to have the two biggest females from Capcom and SNK duke
it out. Well, now they get what they want, and this fight can prove to
be a very dangerous one for both fighters. Deadly Ninja Bees and
Super Deadly Ninja Bees can easily be averted with a Kikoken or
Hyakuretsu Kyaku, and Flying Squirrel and Crimson Firebird Diver fall
victim to Kikosho. As for Ryu En Bu, there's not much Chun-Li can do
against it except Parry and counter using Hyakuretsu Kyaku or a Super
Special. Kacho San is nothing to worry about, since you can easily avoid
it. However, do note that Mai is much faster than Chun-Li and can tack
on a lot more hits as well. Therefore, it's best to not let Mai pressure Chun-Li
very often, or even corner her.




-Vs. Maki-


Maki's almost as bad as Mai....almost. Her speed is just as great as Mai's,
but she doesn't have nearly as much attacks that can annoy Chun-Li.
Your biggest threat are the many different combinations that Maki can
do off of Hayakage move. However, you can easily stop that attack
using Hazan Shu or Kikosho, so don't let it bother you too much. As
for the rest of Maki's attacks, try using Kikoken to make her Roll or
Jump over them, then counter using a Jumping MK to Hyakuretsu Kyaku
or Heel Stomp. Save Hoyoukosen for times that Maki goes to use
Hayakage, and use Kikoken or Kikosho to combat Maki's Super Specials.
Nothing to this fight at all.



-Vs. M.Bison-


Bison's more annoying than anything else. Psycho Crusher is easily
stopped by a Kikoken, and Mega Psycho Crusher can be stopped
with a Kikosho. Therefore, save your Super Meter just for the times
that you see Mega Psycho Crusher. The rest of Bison's attacks can
be halted with by either Hazan Shu or Hyakuretsu Kyaku, so no worries
there. The thing that you'll want to keep in mind is whenever Bison 
teleports, chase him down and try to keep him cornered. Go with a
Crouching SK at those times, since he doesn't neccesarily have enough
time to block them. Nothing really to this fight either. 




-Vs. Morrigan-


Fight Morrigan simply as though you're fighting Akuma. Nothing to
this fight really. You can simply counter Soul Fist with Kikoken and
Shadow Break with Kikosho or Roll and cancel into a Hoyoukosen or
Hyakuretsu Kyaku. For Valkyrie Turn and Darkness Illusion, Kikosho
is your best bet, or you can use Hazan Shu to counter. Nothing really
hard here.




-Vs. Nakoruru-


Nakoruru's pretty hard to beat, even with Chun-Li. Kikoken is easily
dodge by Nakoruru's Annu Mutsube, while Anuba Yatoro can easily
smash through Hyakuretsu Kyaku and all of Chun-Li's other attacks.
Your best bet is to try and smash through Nakoruru using Hazan Shu
to counter Annu Mutsube, and use Kikoken to combat Kamui Risse
and Lela Mutsube. Hyakuretsu Kyaku isn't really needed in this fight,
unless you somehow manage to corner Nakoruru. Use Kikosho as
your weapon of choice when it comes to Super Specials. However,
when it comes to using Kikosho, make sure that it hits; otherwise,
Nakoruru may just counter using Shichikapu Kamui Irushika. Use
C-Groove for this fight.




-Vs. Orochi Iori-


Fight Orochi Iori as you would Iori.





-Vs. Raiden-


For Raiden, try using Hyakuretsu Kyaku to avoid him grabbing you,
but make sure to use it ONLY if you're close to Raiden, or you can end
up with a Poison Spray or Flame Breath in your face. Kikoken is a great
way to fight long-distance, but don't rely on it too much. Try to corner
Raiden, but don't stay TOO close to him, since you don't want to end
up on the receiving end of a Thunder Crash Bomb or Destruction
Drop. C-Groove should suffice here, as this isn't that tough of a fight.




-Vs. Rolento-


As always, Rolento is just more annoying than hard. Kikoken works
decently here, but try to stick to Hazan Shus and Hyakuretsu Kyakus
(especially if you manage to get Rolento in a corner and keep him
there for a little while). Rolento's attacks can be countered rather easily,
but I'd suggest a Groove that supplies Roll in it more than a Groove
with Parry, since you can easily counterattack after Rolling through
one of Rolento's attacks. Kikosho is probably the better choice yet
again, but you'll want to throw out a Hoyoukosen from time to time,
especially whenever you Roll through one of Rolento's attacks. Nothing
hard here.




-Vs. Rock-


Rock's really not that hard for Chun-Li to beat. For his Hard Edge and
Shining Knuckle, you can easily use Kikoken or Kikosho to counter,
and for his Cyclone Sock and Double Gust Punch, just Roll or Parry
them, then counter using Hyakuretsu Kyaku or Hoyoukosen, or
Jump over it, go into a MK to Heel Stomp, then when you touch ground,
go into a Hyakuretsu Kyaku to Kikosho if possible. Rising Tackle may
prove to break that chain, but don't worry about it too much. Hazan Shu
is only useful if you use it against Rock's Run attacks. For Raising a
Storm, just block it and counter using either Super Special. Nothing to
this fight.




-Vs. Rugal-


Rugal can be hard, but only if you're not used to fighting him. Don't
bother too much with Kikoken, since Rugal can reflect it back at you,
and instead just rush him down. Watch for Genocide and Destroyer
Cutter (jumping isn't that good of an idea in this fight, especially if you
don't have Air Guard or Parry), and be prepared to block Kaiser Wave.
God Press and Gigantic Pressure shouldn't be much of a threat if you
use Kikosho or Kikoken to counter, or Roll and Roll Cancel into a
Hyakuretsu Kyaku or Hoyoukosen. For Dark Smash, simply Parry or
Roll, then counter with whatever you feel like punishing Rugal with.
C-Groove is good, but N-Groove works well with Chun-Li here too.



-Vs. Ryo-


Ryo can prove to be a bit of a pain for Chun-Li, especially if you're not
used to doing Roll Cancels or Parrys. Tiger Flame Punch becomes a 
big nuisance in this fight, so you'll want to try and avoid it. However,
if you can, try to make it so that you force Ryo to come after you. This
way, you don't run the chance of jumping or Rolling right into a Koho
or, worse yet, Haoh Sho Koh Ken or Heaven Blaze Punch. Lightning
Legs Knockout Kick can occur surprisingly fast, so be ready to Roll
and counter using Kikoken or Kikosho, and as for Zan Retsu Kan, 
just stay out of reach and use Kikoken to get Ryo. C-Groove is perfect
for this fight.



-Vs. Ryu-


Yet another classic fight. Ryu's pretty predictable: Stay away, fire
Hadoken, counter with Shoryuken, or rush down with Crouching SK,
Standing SP, Tatsumaki Senpukyaku and Shoryuken, and use Shin
Shoryuken or Shinku Tatsumaki Senpukyaku. You can easily Roll
through the majority of Ryu's attacks and counter using basically
any attacks, but make sure that you don't Roll right into a Shoryuken
or Shin Shoryuken. For Hadokens, just Parry them, and as for Shakunetsu
Hadokens, Parry ONLY if you're good at it (takes about 3 Parries in a
row to stop it). If not, then jump over them and try to go for a Heel Stomp
or block and counter. The rest of Ryu's attacks can be stopped using
Kikoken and Kikosho. Nothing too hard here at all. C-Groove is perfect
for this fight.




-Vs. Sagat-


Sagat's annoying. That's all there is to him. You can easily Roll through
his Tiger Shots, or Parry them. If you attempt to Roll, be prepared for a
Tiger Uppercut or Tiger Knee. For Sagat's Super Specials, blast him
away with a Kikosho. Nothing really to this fight, but if you're not in
close, you'll more than likely have to put up with Sagat's annoying poke
abilities.




-Vs. Sakura-


Sakura's not that tough to beat. Kikoken stops basically everything
save for Shinku Hadoken and Flower Kick, and Hazan Shu works well
for countering Shinku Hadoken (if timed right), and Hyakuretsu Kyaku
works decently against Flower Kick. You can pretty much shut Sakura
down by keeping her in a corner and using Hyakuretsu Kyaku with
Kikoken, Heel Stomp, Hazan Shu, and a combination of Souren Sho,
Standing LK, Standing SP, and Crouching SK. Nothing hard at all...yet.




-Vs. Shin Akuma-


This fight will just take a little bit of patience. Try using C-Groove for this
one, and save your Super Meters for Kikosho (for the times that
Shin Akuma uses Ashura Senku). For the rest of Shin Akuma's attacks,
just Parry or Roll, and be ready to block a Tatsumaki Zanku Kyaku
or Gou Shoryuken, then counter with Hyakuretsu Kyaku or a Super
Special. Be wary of Misogi, as you can never tell when exactly it'll
come, and it's really hard to block if you're in the middle of an attack...
you'll need a lot of patience, and you'll probably more than likely die
a lot against the CPU, but like they say, practice makes perfect.



-Vs. Terry-


Chun-Li can actually stand up to Terry without that much problem.
Kikoken stomps Burning Knuckle and Crack Shoot, along with
Buster Wolf. For Power Wave, just Parry it or Roll and Roll Cancel
into a Hoyoukosen if you're close enough. Power Geyser is about
as dangerous as you'll get in this fight, and you can easily Parry it or
block it. Rising Tackle is a joke as long as you block it and counter using
Spinning Bird Kick or Hyakuretsu Kyaku (Kikosho is the ultimate
answer to this attack). C-Groove fits perfectly here.



-Vs. Todo-


There's not much that Todo can do to stop Chun-Li. As long as you
Parry or Roll through his Ecstasy Crunches, then you have it made.
In fact, there's not much reason to give a strategy to beat him; just
bust him down with whatever you feel like using.



-Vs. Ultimate Rugal-


As with Shin Akuma, this fight takes patience to win. The worst attack
that you'll have to worry about is Rugal Execution, but as long as you
keep Hyakuretsu Kyaku and Kikoken ready, you can easily smash through
that attack. As for Ultimate Lane, do as what you would with Shin
Akuma; wait until Ultimate Rugal comes close to coming out of his
teleportation, then slam a Kikosho in his face. The rest should be fairly
easy to go with, since he fights just like regular Rugal.




-Vs. Vega-


Vega's annoying speed is easily hampered by Chun-Li's Spinning
Bird Kick, Hazan Shu, Kikoken, and Hyakuretsu Kyaku. The only thing
that you need to be careful of is fighting Vega in close. Scarlet Terror
is the worse that you can take, and Chun-Li doesn't take that very well
either, so try to avoid it whenever possible. If you knock Vega's mask
and claw off, try to keep him from getting them back by pressuring him
to a corner or moving the screen away to where Vega can't get them
back unless you move with him. That way, you can decrease his
poking abilities and weaken his defenses. Nothing really to this fight.



-Vs. Vice-


Vice is a push-over with Chun-Li. You can easily slam her down using
Kikoken as a counter to Rave Fest and Outrage, and Hyakuretsu Kyaku
pretty much shuts down her Nail Bomb and Withering Force. You'll
still have to be careful of her Da Cide and Mayhem attacks, as those
can easily bypass Kikoken and Hyakuretsu Kyaku easily. Try to get in
close and hammer away using Hyakuretsu Kyaku and Hoyoukosens,
while at the same time busting out some Heel Stomps and Souren Shos
from time to time. C-Groove is perfect here.




-Vs. Yamazaki-


Yamazaki can be a pain with his Serpent Slashes, especially if you 
can't get to use your Heel Stomps or Hazan Shus against his otherwise
easy-to-avoid moveset. Kikoken and Hoyoukosen takes care of that
problem easily. Save Kikosho for times that Yamazaki tries to use one
of his Super Specials. There's nothing really to this fight, so just hammer
away using regular attacks and the good ol' Hyakuretsu Kyaku to win
this fight outright.



-Vs. Yun-


Yun can be a little pain, especially whenever he abuses his Jumping
Down-Forward + K move. You can easily destroy the majority of Yun's
attacks simply by Kikoken and Hyakuretsu Kyaku alone, so don't
bother using really any of Chun-Li's other attacks aside from Spinning
Bird Kick and her Super Specials against Yun. C-Groove works just fine
here, but N-Groove also does the job well too.




-Vs. Yuri-


Yuri's inconsistent attacks will keep you on your toes at all times.
Don't rely on any one move in this fight, since Yuri can easily counter
them with any of her attacks. Use this chart to help you know which
attacks are counterable by which of Yuri's attacks:


Kikoken: Rai Oh Ken, Haoh Sho Koh Ken

Hyakuretsu Kyaku: Tiger Flame Punch, Rai Oh Ken, Haoh Sho Koh
Ken, Scalding Steam Blast

Hazan Shu: Yuri's Super Upper, Scalding Steam Blast, Saiha

Spinning Bird Kick: Yuri's Super Upper, Tiger Flame Punch, Rai Oh
Ken, Haoh Sho Koh Ken, Scalding Steam Blast, Saiha

Kikosho: Haoh Sho Koh Ken

Hoyoukosen: Tiger Flame Punch, Rai Oh Ken, Saiha, Haoh Sho Koh
Ken, Yuri Super Upper (possibly), Flying Phoenix Kick (possibly)



As you can tell, Tiger Flame Punch, Rai Oh Ken, and Haoh Sho Koh
Ken are the most dangerous attacks in Yuri's arsenal. Your best bet is
to ignore Chun-Li's specials and save her Super Specials for times that
Yuri messes up and misses with an attack or one of her attacks is blocked
or Parried by you (Kikosho is the best one to use at this time). N-Groove
will be your best friend here as well, but C-Groove works just as well.




-Vs. Zangief-


Zangief isn't too much of a problem here. You can easily smash through
the majority of his attacks using just Kikoken and Hyakuretsu Kyaku,
but Zangief can easily break through Kikoken using Banishing Punch.
You'll want to try and get in close to hammer on some regular attacks,
then back out and throw Kikokens to avoid being hammered by a Spinning
Pile Driver or Final Atomic Buster. Stay away from Spinning Bird Kick,
Hazan Shu, and Hyakuretsu Kyaku, since if they get blocked, Zangief
can easily counter with one of his powerful grapple moves. Hoyoukosen
should also be avoided unless you are sure that it'll connect. Save
Kikosho as your finisher of choice, and use it regardless whether or
not Zangief is blocking. C-Groove is probably the best Groove to go
with here.

------------------------------------------------------------
VI.     Dan Hibiki [CAP06]




-Introduction-


The parody of Ryo from King of Fighters and the most underrated
fighter in the Street Fighter series returns yet again. And this time,
he puts up a bit more of a fight compared to back then in Alpha 3...





-Movelist-



-Specials-


Gadoken...........................................QCF + P


Kouryuken.......................................DPF + P


Dankyaku (air).................................QCB + K


Forward Taunt.................................QCF + Taunt


Back Taunt.......................................QCB + Taunt


Aerial Taunt (AIR)..........................Taunt



-Super Specials-



Shinku Gadoken................................QCFx2 + P


Kouryurekka......................................QCFx2, D, D-F + K


Hissyo Buraiken................................QCBx2 + K


Chohatsu Densetsu..........................QCFx2 + Taunt
(Level 1 or higher guage required. Consumes all of guage)





-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Palm Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.



MP (Low Punch)


-Not as quick as the LP, but has a bit more of reach. Only really good
for combo starters.



SP (Karate Chop)


-Slow startup and a little slow recovery time makes this move not really
worth using. The range on this move isn't that impressive either. Best
to ignore it all together.




LK (Knee)


-A classic attack from most fighters. Comes out very quick and can be
chained together for a string of perhaps 3 attacks max. Good to combo
into other attacks from the first hit or possibly the second hit.




MK (High Foot Kick)


-Dan kicks the opponent in the jaw basically with this move. The range
is a bit better than the LK, but the startup is a lot slower and the recovery
time isn't nearly that good.



HK (Head Foot Kick)


-Dan kicks the opponent in the head. Nuff said. Nothing special about
this move, but it may be possible to use it as an Anti-Air attack.






-CROUCHING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.



MP (Punch)


-A simple punch. What more is there to say? Actually, this move is
pretty much like the Standing MP. Nothing special about it at all.



SP (Uppercut)


-This is a great Anti-Air move to use, but aside from that, there's not
much use for it.



LK (Foot Kick)


-Comes out very quickly, but has very limited range and does little
damage. Great to combo into a Dankyaku or Shinku Gadoken.



MK (Slow Foot Kick)


-Even worse than the LK. Don't bother with this move at all, since there
are far better attacks to use than it.



SK (Sweep)


-This is a classic move by itself. Trips the opponent if it connects, and
has better range than the LK and MK. 






-JUMPING-



LP (Diagonal Punch)


-Dan punches diagonally down at the opponent. Nothing special about
this attack other than it comes out very fast, but does little damage.



MP (Slow Diagonal Punch)


-Not really worth using, since it's much slower than the LP version.
However, it may be useful if you want to have the attack last the whole
way down.



SP (Chop)


-Dan does a karate chop. Comes out very fast and does pretty decent
damage, but only good if you can hit the opponent with it. The range
is pretty lousy, so most other attacks can easily destroy it.



LK (Back Kick)


-Dan kicks the opponent with the back of his foot. Nothing special about
this move at all.



MK (Aerial Kick)


-The classic "Flying Karate Kick". Nothing special about it other than
that it's useful against some aerial attacks.



SK (Strong Aerial Kick)


-The only difference from this and the MK version is that this does more
damage. That's all.




--Throws--


F or B + SP (Shoulder Throw to High Taunt)


-Dan grabs the opponent and throws them over his shoulder, then
taunts them. Classic.




F or B + SK (Shoulder Throw to Low Taunt)


-Dan grabs the opponent and throws them over his shoulder, then
taunts them again. 




--Special Moves--



--Gadoken--



STRONG VS.


Rush attacks
Close attacks
Air attacks
Other attacks




NO EFFECT VS.


Projectile attacks
Teleport moves




WEAK VS.


None....


-Dan's pitiful projectile attack. It doesn't go but a foot in front of Dan,
then disapates. However, this is good, since opponent's can't quickly
jump over it when they go to use a Rush attack (like Geese's Evil Illusion
Slam). Nice to combo into a Dankyaku or Shinku Gadoken, if you can
pull it off fast enough.





--Kouryuken--



STRONG VS.


Air attacks (save for Zanku Hadoken and Tenma Gou Zanku)
Rush attacks
Other attacks



NO EFFECT VS.


Teleport moves



WEAK VS.


Projectile attacks



-Dan's pitiful Shoryuken attack, which doesn't go but a foot in front of
him, and has virtually no vertical range at all. Still, it's good for Anti-Air
purposes, and great for hitting Rushing opponents with when they
get close to Dan.





--Dankyaku--



STRONG VS.

Rush attacks
Other attacks
Air attacks




NO EFFECT VS.


Teleport moves




WEAK VS.



Projectile attacks
Anti-Air attacks



-Dan's version of Tatsumaki is actually pretty good. You can use
the LK version to hit once, the MK version to hit twice, or the SK
version to hit 3 times. It also helps to use it in the air when Dan gets
cornered, since it moves him clear across the screen if you use the SK
version of it.




--Forward Taunt/Backward Taunt/Aerial Taunt--



STRONG VS.



Nothing!




NO EFFECT VS.



Nothing!




WEAK VS.



EVERYTHING!!




-Dan's big specialty will only get you in trouble in here, since boosts
your opponent's Special Guage like a madman. Only use these when you
feel confident about winning, or to really make your opponent mad
after you hit them with a Gadoken!





--Super Special Moves--


--Shinku Gadoken--



STRONG VS.


Rush attacks
Other attacks
Close attacks



WEAK VS.


Air attacks



-Dan's Super Special form of Gadoken. Not bad, as it has more range
than Gadoken, and does a crapload of damage for it being Dan. However,
it pretty much gives itself away, so use it when the opponent is in the
middle of an attack.




--Kouryurekka--


STRONG VS.


Air attacks (save for Zanku Hadoken and Tenma Gou Zanku)
Rush attacks
Close attacks
Other attacks



WEAK VS.


Projectile attacks



-Dan's version of Shoryureppa, but it doesn't go very far. It hits up to
5 times max, but does a decent amount of damage (still not as much
as his Shinku Hadoken or his Hissyo Buraiken). Decent, but stick to
Shinku Gadoken if the opponent tries to rush at you.





--Hissyo Buraiken--



STRONG VS.


Close attacks
Rush attacks



WEAK VS.


Everything else...



-Dan goes on a rampage and just starts attacking left and right, then
finishes with a Kouryuken. Does a lot of damage, but you have to be
pretty close in order for it to hit fully, and it has pretty slow startup,
which means you'll probably have to stun the opponent in order to
actually get this move to work properly. 






--Chohatsu Densetsu--




STRONG VS.



NOTHING!




WEAK VS.



EVERYTHING!




-The ultimate taunt! It takes at least 1 Super Meter to use it, and when
you do use it, Dan goes into a frenzy of Taunts! It also fills up the 
opponent's Super Meter fully! Great to use right before you kill the
opponent and the opponent is stunned!










--Strengths & Weaknesses--




Dan has always been the joke character of the Street Fighter series, and
was made originally to poke fun at the SNK fighters (mostly Ryo and
Robert). And because of that, Dan has....well....a pitiful set of attacks
that makes anyone laugh at him. And his taunts are just too much....


But enough of that, what really makes Dan worth coming back again
and again in fighting games aside from his comic relief? Well, to put
it bluntly.....he IS a pretty damn good fighter, when used properly. He's
great as a rush character, but he's just as deadly as a mind-game fighter.


However, even though he's great for tricking the opponent with his
attacks, he suffers from low....everything. His attacks aren't that strong
until you use his Super Specials, and his defense is pitiful. However, he
has the best Stun recovery in the game (along with Geese), making it
really hard to keep him down, and he seems to be really good at Stunning
the opponent very quickly.





--Battle Strategies--




OFFENSE



Here, try to rush the opponent with Dankyaku, then combo into a 
Kouryuken. Or, simply throw out a Gadoken at the end of a Standing
SP to Crouching SK combo. You basically want to hit the opponent
hard and heavy with regular attacks, and combo in Gadokens and
Dankyakus with Hissyo Buraikens and Shinku Gadokens.





DEFENSE


Here, Gadoken and Kouryuken are your way of fighting back. Try to
actually get Dan backed in a corner so that these attacks will be of
more use to you. Use Dankyaku in the air to escape if things to wrong,
and continue the process. Use Shinku Gadoken and Kouryurekka as
your Super Specials of choice to fight back as well.





--Matchups--



-Vs Akuma-


Here, you'll have to focus on being offensive with Dan in order to really
stand a chance against Akuma. Using Parry is a great idea to bypass
the majority of Akuma's attacks (but only if you are good at Parrying).
Otherwise, stick to blocking and countering most of Akuma's attacks.
Try to bust out a Custom Combo on Akuma and really show him the
Saikyo-Style by pummeling him with relentless regular attacks and
ending with lots of Dankyakus. Save Gadoken for times that Akuma
tries to use Tatsumaki Zanku Kyaku or Messatsu Gou Shoryu. For
Shungokusatsu, just smash him with a Shinku Gadoken. As for
Tenma Gou Zanku and Messatsu Gou Hado, just Roll through them
and try to hit Akuma with a Kouryurekka or Hissyo Buraiken if possible.





-Vs. Athena-


For Athena, you don't have to worry about New Psycho Reflector,
since Gadoken will never make it that far. Psycho Ball isn't too much
of a threat to good old Dan, and you can easily avoid Psycho Sword
by staying just a tad out of range and throwing a Gadoken for Athena
to land on. Dankyaku is good if you find yourself cornered, but Athena
can easily catch up to you using Psychic Teleport. Try to pummel 
Athena using the standard Offensive tactics (see Offensive section),
and save your Super Special for Shinku Gadoken only, as Kouryurekka
and Hissyo Buraiken are too easily counterable with Athena.



-Vs. Balrog-


For Balrog, Gadoken is the way to go! Whenever Balrog doesn't use
one of his Special attacks, go with a Kouryuken (if he jumps) or
Dankyaku. Save Shinku Gadoken for the times that Balrog tries to use
a Super Special. Other than that, a very easy fight. A-Groove is the
way to go, but C and S-Groove work just as well.


-Vs. Benimaru-


For Benimaru, you'll want to try and get him to come to you. Gadoken
is only useful against Discharge Spark, and Kouryuken is only useful
against Super Lightning Kick. Dankyaku is just a bad idea, since Benimaru
can easily counter it with one of his many attacks. Back Dan up into a
corner, then use Rolls to get close to Benimaru and try to hammer away
at him using regular attacks combined with Dankyakus. Save Shinku
Gadoken for Discharge Spark! Don't stay too close to Benimaru either,
since you don't want a Blec-Trigger in Dan's face! A-Groove is recommended
here!



-Vs. Blanka-


Blanka's a piece of cake to beat. Gadoken stops all of his attacks, and
Shnku Gadoken stops Blanka's Super Specials dead cold. Don't get
too close to avoid Electric Thunder! A very easy fight to win!



-Vs. Cammy-


Cammy's a bit tough, but not that much. Gadoken and Kouryuken both
stop all of Cammy's attacks cold, and Hissyo Buraiken is just a dead-brain
answer to a blocked Cannon Spike or Super Special. Nothing to this fight
at all. Go with the standard Offensive tactics to win this fight.



-Vs. Chang-


You can't really get in close to Chang, but you have to in order to deal
any damage. Avoid trying to play defensively here, as Chang can really
destroy Dan. Get in close with Rolls and use regular attacks in conjunction
with Dankyakus to pester Chang. If you're using A-Groove, bust out a
Custom Combo on Chang, then go at him! Nothing to this fight either.



-Vs. Chun-Li-


Chun-Li's rough. Dan can't really get in close without suffering a lot
of damage in the process. Try to use the Defensive tactics to fight 
Chun-Li here. For Spinning Bird Kick and Hazan Shu, use Dankyaku,
and for Hyakuretsu Kyaku and Hoyoukosen, use Gadoken or Shinku
Gadoken. As for Kikoken, just Roll through it and cancel into a Hissyo
Buraiken if you're close enough. For Kikosho, you'll have to block it,
as Dan has nothing to counter it or stop it.



-Vs. Dan-


Fight Dan as if you're fighting yourself. Stick to the Offensive tactics
to win this fight easily.




-Vs. Dhalsim-


Dhalsim is a little rough, but not that much. You just have to jump over
the majority of his attacks and attack him with Jumping SK to Dankyaku.
For Yoga Blast or Yoga Flame, block and then try to Roll at Dhalsim
and hit him with a Kouryuken. For the rest of Dhalsim's attacks (particularly
his Super Specials), just stay out of range and you'll be fine. A-Groove
is spectacular here!



-Vs. Eagle-


You can smash Eagle pretty hard using just Gadoken alone. Shinku
Gadoken and Kouryurekka are the answers to Eagle's powerful Super
Specials. Pressure Eagle with Custom Combos, and try to finish it off
with a Hissyo Buraiken if you get the chance!



-Vs. E.Honda-


Honda's a snap to beat! Gadoken stops Hyakuretsu Harite, Super
Zutsuki, and Onimushu Chi, and Kouryuken stops Super Hyakkan
Otoshi. However, if you decide to rush down on Honda, be careful to
not stay TOO close to him. You don't want Dan to end up on the
receiving end of an Ooichou Nage or Orochi Kudaki! A-Groove works
well here too.




-Vs. Evil Ryu-


This is hardly fair to poor Dan. Use Gadoken to counter Ashura Senku,
Tatsumaki Senpu Kyaku, and Messatsu Gou Shoryu. For Metsu Hadoken
and Shinku Hadoken, just jump over them and attack Evil Ryu using
Jumping SK to Dankyaku. As for Shungokusatsu, save Shinku Gadoken
to blast in Evil Ryu's face. Crouching SK is always good to use for when
Evil Ryu comes out of Ashura Senku. Don't bother with A-Groove here,
and instead go with C or S-Groove.



-Vs. Geese-


Geese is really tough to beat with Dan. None of Dan's attacks can even
hit Geese (save for Evil Illusion Slam and Deadly Rave, which are counterable
by Gadoken, Kouryuken, Shinku Gadoken, or Kouryurekka). You'll have
to get in close by using Roll and Parry, but be wary of Raising Storm!
Dan CANNOT afford to take a single hit of that! Stick to regular attacks
comboed with Dankyaku to fight Geese, and watch out for Geese's
Body Blows. A-Groove is not recommended for this fight, so stick with
C or S-Groove for this fight.




-Vs. Guile-


This fight is very dull. You'll want to make Guile come after Dan to avoid
his Somersault Kick and Sonic Boom tricks. In fact, there's really no
real strategy to this fight. A-Groove Dan wrecks havoc on Guile here.




-Vs. Haohmaru-


This fight can be gruesome for Dan. You'll want to avoid Haohmaru's
Standing SP to Slash of Supreme Judgement or Flame of the Conqueror
combo, since that can nearly kill Dan. For Secret Earthquake Slice,
counter using Kouryuken, and for Secret Crescent Moon Slash, use
Gadoken. Flame of the Conqueror should be Rolled through and countered
using Hissyo Buraiken (if you're close enough to use it) or Shinku
Gadoken. For Slash of Supreme Judgement, just Roll through it as well
and counter with whatever you like. A-Groove is very nice here.



-Vs. Hibiki-


You'll have a tough time here, just because Dan can't use any of his
Special attacks to hit Hibiki with. Gadoken is countered by Distance
Slash, and Kouryuken is useless altogether. Dankyaku would be useful
if Hibiki's Standing SP didn't counter it. You'll need to try and make 
Hibiki come to you, and then go at her with regular attacks and Shinku
Gadoken.



-Vs. Iori-


Iori's not too tough for Dan to beat. You can easily counter his Deadly
Flower and Maiden Masher using Gadoken and Shinku Gadoken, and
his Dark Thrust can be easily avoided by a Parry, Roll, or Jump. For
his Fire Ball, just stay out of reach and counter using Kouryuken, and
for his "One-For-The-Road" Blast, just Roll through it and hit Iori with
a Dankyaku. A-Groove is nice, but Iori can easily knock Dan out of his
Custom Combo, so don't bother with it. C or S-Groove work just fine.



-Vs. Joe-


Be careful with Joe! Dan cannot counter his Hurricane Upper at all, and
his Screw Upper and Double Cyclone Upper spell doom for Dan. You
can easily counter the rest of Joe's attacks using Gadoken and Kouryuken
respectively though, so nothing to worry about there, right? Well....the
problem is, Joe's attacks come out REALLY quickly; therefore, you HAVE
to time Gadoken just right in order to even hit Joe. Kouryuken works
well, but not against TNT Punch. Save Shinku Gadoken for Exploding
Hurricane Tiger Talon and for times that Joe misses with one of his
attacks. A-Groove works fine with Dan here, but I'd suggest going with
C-Groove, as Joe can easily knock Dan out of his Custom Combo.




-Vs. Ken-


For Ken, try Parrying his Hadokens, or Roll through them and Roll
Cancel into a Dankyaku (careful with the timing though, since if you
wait too long or are not close enough, Ken can simply counter with
Shoryuken or Shinryuken). Kouryuken isn't all that useful here, so don't
bother too much with it. Dankyaku helps for escaping corners, so keep
that in mind, as you'll most likely see Dan in the corner if you're not 
experienced at playing offensively with him. Shinku Gadoken wrecks
havoc on Ken's Super Specials (particularly Shoryureppa and Shippu
Jinraikyaku), but for Shinryuken, if you block it, wait until Ken gets
close to the ground and land a Hissyo Buraiken on him to really hit
home. Aside from this, Ken isn't that tough of an opponent, as long as
you can keep him from pressuring Dan.




-Vs. Kim-


Dan can handle Kim rather well. Gadoken is once again the bane in this
fight; Kim's attacks just simply cannot get pass them, save for maybe
Comet Cruncher, and Shinku Gadoken just kills Kim's life. Kouryuken
is also a great way to punish Kim, but you'll have to time that a little
more to make it effective in this fight. You'll want to block or Roll through
Kim's Phoenix Flatterner and Heavenly Phoenix Kick, and counter
using Hissyo Buraiken (if you manage to block it), or Kouryurekka
(if you Roll through it). A-Groove is perfect for this fight, as long as
you watch out for Sand Blaster while in Custom Combo mode.




-Vs. King-


Double Strike can be a pain, but thanks to SK Dankyaku, Dan doesn't
have to worry about it that much. Gadoken and Kouryuken can stop
King's attacks very well, but you'll need to get in close to take down
King, as she can just simply fling Double Strikes at you all day, and
counter you jumping at her with Trap Shot or a Super Special. Don't
bother playing defensively, as it won't matter much to Dan since he
will not get King to come to him. Go at King using Dankyaku first, and
if that doesn't work, Hyper Jump over to King and use Jumping SK or
Jumping MP, then combo into a Standing LP to Crouching LK to Shinku
Gadoken or Kouryurekka. This fight shouldn't be hard aside from avoiding
King's traps.





-Vs. Kyo-


Kyo isn't that hard at all, but can be a bit of a pain if you don't utilize
Gadoken during Kyo's Wicked Chew combo. Kouryuken is only useful
when Kyo uses R.E.D. Kick, Spinning Kick, or New Wave Smash. 
Dankyaku is very useful here once Kyo starts his combo, but don't use
it any other time, since Kyo can counter it using Serpent Wave or Fire
Ball. Save your Super Meter for Shinku Gadoken, and be sure to stay
a little ways away from Kyo to avoid Final Showdown! A-Groove is
perfect for this fight!




-Vs. Kyosuke-


This is a tough fight, since Dan's Gadoken doesn't go that far to hit
Kyosuke from far away. You'll need to try and get Kyosuke to come to
Dan (which is going to be hard to do), and follow the Defensive tactics
for Dan. However, odds are, you'll be the one who'll have to get in close
to Kyosuke, so utilize Roll (if you have it) and Parry (if you have it) to
get in close, but watch out for Kyosuke's Super Specials while doing
both of these. Dan can't afford to take too many of any of Kyosuke's
attacks at all. Most of Kyosuke's attacks will counter all of Dan's specials,
so don't bother using them at all. Save your Super Meters for Shinku
Gadoken as usual, but also be prepare to launch a Hissyo Buraiken if
Kyosuke's Shadow Out Kick or Super Shadow Out Kick is blocked or
misses. A-Groove is possibly the best Groove for Dan here as well.




-Vs. Mai-


This fight is not that easy at all. Mai's speed is a very big factor in this
fight, and she can avoid all of Dan's attacks with relative ease. More
than likely, she'll be pressuring Dan, so you'll need to rely on the Defensive
tactics for Dan to pull out of this fight. Save Gadoken for the times that
Mai goes to use Deadly Ninja Bees or Super Deadly Ninja Bees (Shinku
Gadoken works just as well here), and use Kouryuken to counter
Flying Squirrel. For Crimson Firebird Diver, you'll want to just block or
Roll through it, then counter using Hissyo Buraiken (if blocked) or Shinku
Gadoken (if you Rolled through it). For Ryu En Bu, there's nothing that
Dan can really do except try to use Gadoken, but it's not worth it. For
Kacho San, just jump over it and use SK or MP to attack, and for Sun
Fire Samba, just use Gadoken or Shinku Gadoken to hit her. A-Groove is
the preferred Groove here, but K-Groove works fine as well.





-Vs. Maki-



Maki's almost as bad as Mai, except her attacks are far easier to counter
than with Mai's. Her Hayakage combos can be stopped easily by using
Gadoken or Kouryuken (use Kouryuken for the times that you see Maki
jump at you, since Gadoken won't hit her then). As for her Super Specials,
Shinku Gadoken has it covered. Nothing really else to say about this fight,
since it's nowhere near the difficulty of Mai. A-Groove is fine here, but
also C-Groove works.



-Vs. M.Bison-


Bison's a little tough, but the pitiful Gadoken can easily stop Mr. Psycho
Crusher's attacks easily. Save Shinku Gadoken for times that Bison goes
into a Mega Psycho Crusher. You can easily smash Bison up close
by using Dan's Standing LP -> Crouching LK -> Dankyaku -> Hissyo
Buraiken, as long as Bison doesn't Bison Warp during the end of Dankyaku.
A-Groove is the best way to deal with Bison, but be careful when you
go into Custom Combo and you start to attack Bison, since you can
never guess when Psycho Crusher or Knee Press will show up. 




-Vs. Morrigan-


Morrigan can be very tough for Dan to beat. Soul Fist will be a problem
here for Dan, since Morrigan can use it both on the ground and in the
air. If you don't have Roll, Parry works well, but Roll is suggested for
this fight. Whenever Morrigan uses Soul Fist, either jump over it (and
be prepared to block an incoming Shadow Blade) or Roll through it and
go into a Dankyaku -> Hissyo Buraiken or Kouryurekka. For Shadow
Blade, just block it and counter using Gadoken, and for Darkness Illusion
and Valkyrie Turn, bust out a Shinku Gadoken on Morrigan. As for
Soul Phoenix, you'll want to jump over that using a SK Dankyaku to 
avoid jumping into a Shadow Blade. A-Groove works perfectly here
for Dan.




-Vs. Nakoruru-


This is just a ridiculously hard fight for Dan. Gadoken doesn't help AT
ALL here, and Kouryuken is just about as useless as Gadoken. Dankyaku
is also asking for trouble, so you'll have to rely on Dan's brute and fierce
strength to win this fight. Save your Super Meters just for Hissyo
Buraiken for whenever you block Nakoruru's Annu Mutsube or Kamui
Mutsube. The other two Super Specials won't help that much in this
fight, but use them if the opportunity arises. Try to counter Nakoruru's
quick attacks by blocking then using Kouryuken as a counterattack
(if you can Parry just one of her attacks, then immediately go into a
Kouryurekka). A-Groove is the Groove that you'll want to use here.




-Vs. Orochi Iori-


Fight Orochi Iori as you would Iori.




-Vs. Raiden-


This fight's going to be rough, because you'll be forced to get in close
to Raiden in order to do any real damage, and Raiden's attacks do more
damage than Dan's does to him. Try getting in close (watch out for
Poison Spray) and use a few regular attacks, then use Gadoken and
get the heck out of dodge by jumping back using Dankyaku. Try to
stay out of range to avoid Raiden's Destruction Drop and Thunder Crush
Bomb attacks, but be ready to pull out a Gadoken or Shinku Gadoken
whenever you see Raiden use Crazy Train! For Giant Bomb and Super
Drop Kick, use Kouryuken as your counter. A-Groove is great here,
since you'll want to hit Raiden as much as you can before you back
out.




-Vs. Rolento-


Rolento can be mean, but you can take him rather easily with Dan. Try
to use Gadoken as your main weapon against Rolento's ground attacks
(save for Mine Sweeper and Take No Prisoners, as you WANT to block
those), and use Kouryuken against ALL of Rolento's jumping attacks.
Make sure that you don't use Kouryuken whenever Rolento uses
Steel Rain, as you'll just end up taking some damage from that mistake.
Nothing hard about this fight at all as long as you keep Rolento cornered.




-Vs. Rock-


Rock's a push over really for Dan. Use Gadoken and Shinku Gadoken
for all of Rock's Dash attacks (Hard Edge and Shining Knuckle in
particular). For Cyclone Sock and Double Gust Punch, just jump over
them and watch out for Raising Storm or Rising Tackle. Try to keep
Rock cornered as much as you can, and hammer away at him with
Custom Combo (which is why you want A-Groove for this fight...). If
you find yourself cornered, stay in the corner and fire Gadokens unless
Rock stays away and fires off Cyclone Socks and Double Gust Punches
at you. In that case, you'll have to abadon the Defensive tactics and
return to your Offensive tactics. Be very wary of Neo Deadly Rave,
especially if one of your attacks is blocked and Rock has a full Super
Meter!




-Vs. Rugal-



Rugal's tough. Plain and simple. Gadoken is great to stop God Press
and Gigantic Pressure, but doesn't really help against any other attacks,
and Kouryuken doesn't neccessarily work that well against Dark Smash.
Dankyaku is nice to escape corners, but Rugal can counter that with his
Genocide Cutter or Destroyer Cutter. You'll need to get in close and
avoid Rugal's Kaiser Wave and Wind Slice by using Roll and Roll
Canceling into a Dankyaku -> Shinku Gadoken (this works very well
after you Roll through a Kaiser Wave). Don't worry about Dark Barrier
unless you use Shinku Gadoken, since you can easily avoid your own
attack, and keep on Rugal with regular attacks combined with Gadoken
and Dankyaku. For the times that Rugal starts pressuring you, try to
counter his Standing SP or Crouching SK with Kouryurekka. A-Groove
is very nice here.





-Vs. Ryo-


With Ryo, Tiger Flame Punch is the biggest problem here. Dan simply
has nothing to counter it with aside from blocking, Parrying, or Rolling.
What you'll want to try to do in this fight is to play defensively and make
it so that Ryo will come to you. Trying to go to him will just result in
Dan getting hurt pretty badly, unless the person using Ryo isn't that
good with him. In any case, while you're in a corner, Parry or block
Ryo's Tiger Flame Punch (and watch out for Haoh Sho Koh Ken in
general), then when he gets in close, pelt him with a Custom Combo
and just keep attacking him with regular attacks and Dankyaku. After
the Custom Combo wears off or you've been knocked out of it, keep
attacking Ryo with regular attacks while avoiding his Koho, Zan Retsu
Kan, and Lightning Legs Knockout Kick. You can easily counter Lightning
Legs Knockout Kick and Ryuko Rahou using Shinku Gadoken or
Kouryuken, and for Zan Retsu Kan, use Shinku Gadoken or Gadoken.
As for Crazy Tiger Thunder Attack, a simple block to Kouryurekka is
in order. 



-Vs. Ryu-


Ryu is meant to be played defensively, but most players will play him
offensively. Try to make it so that Ryu comes to Dan, and use Kouryuken
to counter his Tatsumaki Senpu Kyaku or anything he does in the air.
For Hadoken, just jump over it and counter with Jumping MP or SK,
and for Shoryuken, stay out of reach and fire a Gadoken or Shinku Gadoken
to punish Ryu. Shinku Hadoken isn't that big of a threat, as you can easily
jump over it, but Shinku Tatsumaki Senpukyaku can pose to be a really
big threat in this fight. My advice: Don't be too close to Ryu if you
see him winding up for a long Tatsumaki, and if you are close to him
at that time, just block and counter with Shinku Gadoken afterwards.
With Shin Shoryuken, you just have to hope that you're not in the middle
of attacking when he launches it at Dan. A-Groove works best here.





-Vs. Sagat-



This is the fight that Dan has wanted since Street Fighter Alpha. However,
expect it to be a very tough fight for Dan. You'll need to duck the high
Tiger Shots, and jump over the Ground Tiger Shots, then be prepared to
block any incoming Tiger Knees or Tiger Uppercuts that'll more than
likely be heading your way. Gadoken and Kouryuken are useless in 
this fight, and Dankyaku doesn't help much either. You'll need to rely
on Roll Canceling from time to time (especially after Rolling through a
Tiger Shot and you're close enough to land a Hissyo Buraiken) and
blocking to win this fight with Dan. For Sagat's Super Specials, just block
and counter using Shinku Gadoken or Kouryurekka, or Roll through them
and try to land a Hissyo Buraiken or go into a Dankyaku ->Shinku
Gadoken combo. A-Groove is your Groove of choice here!




-Vs. Sakura-


With Sakura, you'll need to be careful. She can be pretty rough for Dan,
especially if you let her pressure you and don't keep an eye on what
she's doing. For Shunpu Kyaku and Sho-Oh-Ken, counter with Gadoken,
and for her Flower Kick, use Kouryuken. For her Hadoken, you'll need
to block it in order to be able to do anything (using Gadoken won't work,
and trying to jump AT her directly will only result in you being hurt).
For her Shinku Hadoken, either Roll or jump over it, and go into a
Dankyaku -> Shinku Gadoken combo. For Midare Zakura and Haru
Ichiban, Shinku Gadoken or Kouryurekka will take care of those. In
this fight, you'll want to avoid being cornered, as an A-Groove Sakura
can easily destroy Dan in that predictament. Use A-Groove here with
Dan to use Custom Combo and go to town on Sakura with a barrage of
regular attacks and Dankyakus!




-Vs. Shin Akuma-


This fight is not fair to Dan. Unless you have an extreme amount of
patience and luck, count Dan out of this fight. You can attempt to use
Gadoken and Shinku Gadoken for times that Shin Akuma is about to
come out of an Ashura Senku (same for the times that Shin Akuma uses
Shungokusatsu, but you'll have to be quick to stop it!). The rest of
his attacks, you'll need to try and block and counter using Kouryurekka
or Hissyo Buraiken if you get the chance. No particular Groove is good
here, so use whatever you feel is the best for Dan.




-Vs. Terry-


You'll need to be careful against Terry. Terry is capable of smashing
through all of Dan's attacks with relative ease. Here's a chart to how to
counter Terry's attacks:


Power Wave: Roll through and Roll Cancel into a Dankyaku, or just
jump over it and go into a Jumping LK -> Standing MP -> Dankyaku
-> Shinku Gadoken or Kouryurekka.

Burning Knuckles: Gadoken or Shinku Gadoken

Crack Shoot: Kouryuken, Gadoken, Shinku Gadoken

Rising Tackle: Block and counter with Hissyo Buraiken after Terry
lands, or stay a bit away and use Gadoken, Kouryuken, or Dankyaku.

Power Dunk: Kouryuken

Buster Wolf: Gadoken or Shinku Gadoken


The only thing that Dan can't counter is Terry's Power Geyser. For that,
you can simply either opt to block or Roll through it and Roll Cancel
into a Dankyaku -> Shinku Gadoken. If you can, bust in a Custom Combo
and start going to town on Terry with massive barrages of regular attacks
coupled with Dankyakus and Shinku Gadokens. This fight isn't really
that tough by any standards.



-Vs. Todo-


Todo can be hard for Dan, simply because Dan has to get in close to
do any real damage, while Todo just sits back and throws Ecstasy
Crunches at Dan. Roll and Parry are your best friends here, so pick
a Groove that utilizes either one (C, A, and N-Groove for Roll, and 
P-Groove for Parry) and go to town on Todo. If you use Parry, be
sure that you watch out for an Ultimate Ecstasy Crunch while Parrying
a normal Ecstasy Crunch (unless you are very good at Parrying). With
Roll, you can easily evade and counterattack all of Todo's attacks by
Roll Canceling into a Dankyaku (if you're a decent distance away from
Todo) or at the very least get closer to Todo. When up close (and if
you're in Custom Combo mode), watch out while attacking Todo,
especially if he has a full Super Meter. You don't want to end up on
the receiving end of his Mind's Eye Slingshot counter! You can win
this fight rather easily, as long as you stay close to Todo and use
Roll to avoid his Ecstasty Crunches. A-Groove is the best Groove to
use here personally.




-Vs. Ultimate Rugal-


Another ridiculous fight for Dan, even moreso than with Shin Akuma.
You can still try to use Shinku Gadoken as a counter to Ultimate Rugal's
Ultimate Lane, but for the rest of Ultimate Rugal's attacks, try to fight
him as you would regular Rugal (save for Rugal Execution and Last
Judgement, which you should counter with Shinku Gadoken, and his
G-End, which you should avoid at all costs). However, don't expect to
win that much as Dan against Ultimate Rugal. If you have Ultimate
Rugal unlocked, try to fight him in Vs Mode or Practice Mode, and see
how you can counter his moves as oppossed to Rugal. A-Groove would
be the best way to go around this fight.




-Vs. Vega-


Vega's pretty hard for Dan, just because of his super speed and great
poking abilities. Gadoken isn't going to help that much here, but Dankyaku
and Kouryuken can save you quite a bit, IF you time them right. Save your
Super Meters for Shinku Gadoken (in case you manage to catch Vega
in the middle of a Rolling Crystal Flash or Sky High Claw) and Kouryurekka
(for the times that you escape one of Vega's air throwing attacks). 
A-Groove is nice, but Custom Combo isn't going to help all that much
against Vega, so I'd suggest going with C-Groove or K-Groove for this
fight. Try to corner Vega as much as you can, and if Vega gets out of
the corner, then leave Dan in the corner and go with the Defensive
tactics for him. As long as you don't get frustrated at Vega, you should
be able to win easily.




-Vs. Vice-


This fight is going to be tough, simply due to Vice's ability to counter
all of Dan's moves. Gadoken only works against Outrage and Rave
Fest, but Kouryuken and Dankyaku are basically worthless in this fight.
Don't waste your Super Meter on Kouryurekka or Hissyo Buraiken
either, since those are pratically worthless as well. For Kouryuken to
even work, you'd have to wait until Vice goes to use her Negative Gain
or Withering Force, and you can easily counter those by using Roll
and going into a Dankyaku -> Shinku Gadoken. Keep an eye out for
Vice's Da Cide attack; you don't want to be caught in the middle of an
attack when she uses this, and it can bypass any attacks. A-Groove
is your best bet here.




-Vs. Yamazaki-


Yamazaki can be or won't be tough for Dan, depending on how he fights.
If Yamazaki spams Serpent Slash, then Dan doesn't stand too much of
a chance, since he can't get in close enough to really hit Yamazaki. If
Yamazaki doesn't use Serpent Slash all that often, then Dan can stand
a chance. If you see the spamming of Serpent Slash, you'll need to learn
how to Parry or Roll to Roll Cancel to beat through Yamazaki (however,
Roll is much better, since you can lead right into an attack out of it). 
Save Shinku Gadoken for the times that Yamazaki uses one of his Super
Specials, and don't waste your time with any other Super Specials unless
you're close enough for them to connect. Dankyaku will be very useful
here against most of Yamazaki's attacks (save for Serpent Slash). Use
Custom Combo if you're using A-Groove, and blast Yamazaki with a
barrage of regular attacks combined with Dankyaku.



-Vs. Yun-


You can easily smash Yun as long as you watch his moves carefully.
If you see Yun going for any of his Special moves, use Gadoken (unless
Yun's in the air, in which case you use Kouryuken). As for Yun's Super
Specials, save your Super Meter for just Shinku Gadoken. There's nothing
really to this fight aside from not letting Yun pressure Dan. The Defensive
tactics can be used here, but it's better to go on the offense with Dan.
A-Groove is the best Groove here.




-Vs. Yuri-


Yuri can be rough for Dan. You have to be careful if you use Dankyaku,
simply because Yuri can counter with Tiger Flame Punch, Yuri's Super
Upper, or Rai Oh Ken (or even worse, Haoh Sho Koh Ken). As for 
Gadoken....well....it's only really good against Flying Phoenix Kick, The
100 Blows, Scalding Steam Blast, and Yuri's Super Upper (if not close), 
and the same applies to Shinku Gadoken. Don't bother with Kouryuken
at all, since it'll just land you in more trouble than help you (the same
applies to Kouryurekka), unless you do it right before Yuri lands a
The 100 Blows on Dan. Hissyo Buraiken is ONLY useful after you block
one of Yuri's attacks that have a long recovery time (Yuri's Super Upper,
Flying Phoenix Kick, The 100 Blows). A-Groove is the best Groove
possible for this fight (like you expected anything else to be with Dan?).
Use Custom Combo to pester Yuri, and try to keep her cornered throughout
the entire fight to avoid letting her get any advantages on Dan. 




-Vs. Zangief-


This fight is going to be hard for Dan, simply because Dan CANNOT
take any of Zangief's attacks at all. Don't use Dankyaku at all, because
if Zangief blocks it, he can easily counter with Spinning Pile Driver or
Final Atomic Buster. Kouryuken and Kouryurekka are also a big no-no
in this fight, so don't use them! Hissyo Buraiken is ONLY good if you
manage to catch Zangief off-guard. You'll want to stick to Gadoken and
Shinku Gadoken as your weapons of choice, and follow the Defensive
tactics section for Dan to come out of this fight, even if it is a little bit
alive. A-Groove would be nice, but considering that you don't want
to be close to Zangief, I'd suggest going with C or S-Groove.



------------------------------------------------------------
VII.    Dhalsim [CAP07]


-Introduction-


Mr. Stretch Armstrong is back, and you have to ask, why again?





-Movelist-


Yoga Fire.............................................QCF + P


Yoga Flame..........................................HCB + P


Yoga Blast............................................HCB + K


Yoga Teleport (air)..............................DPF (DPB) + Px3/Kx3



-Super Specials-


Yoga Stream.........................................QCFx2 + P


Yoga Volcano......................................QCFx2 + K


Yoga Tempest.....................................HCBx2 + P
(Level 3 & MAX only)





-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Jab)


-A simple jab. Pretty slow though....and not all that useful for any of
Dhalsim's moves.




B + LP (Chop)



-Dhalsim chops the opponent.....that's all. Still, not a good move, and 
probably best ignored.




MP (One Arm Stretch Punch)



-Dhalsim attacks the opponent with one arm halfway across the screen.
Nice for poking games, but bad due to the fact that it has slow recovery
and that it's easy to damage Dhalsim during this time.



B + MP (Upper Chop)


-Even worse than the Chop, IMO. There's no real use for this move, so
ignore it.




SP (Double Arm Stretch Punch)


-Same as with the MP, except Dhalsim attacks using both arms. 





B + SP (Headbutt)


-This move is only useful if you're close to your opponent (hence, why
it's there....). It can hit for a total of twice, and is pretty strong. However,
it has horrible recovery time....





LK (Extend Foot Kick)


-Only good if the opponent isn't close to Dhalsim, but isn't too far
away. Can be bad due to recovery time....




B + LK (Shin Kick)


-Dhalsim kicks the opponent in the shin. Nuff said. Good for starting
what combos Dhalsim has.




MK (Extend Head Kick)


-The best Anti-Air regular move that Dhalsim has (with SK being
right there). However, it's very vulnerable to all attacks (especially
Projectiles), so be careful when you use it!




B + MK (Foot Kick)


-Dhalsim kicks the opponent's foot. Easy enough. Nothing that great
about this move at all.




SK (Fierce Extend Head Kick)


-Has more range and reach, but is also slower and more prone to attacks
than the MK version.




B + SK (Rising Knee)


-Dhalsim hits the opponent in the gut with his knee. Only useful if you're
close to the opponent and don't want to use any of the regular attacks that
would otherwise miss up close.






-CROUCHING-




All Punches (Extend Punch)


-All 3 punches do the same thing.....Standing MP. Nothing special ehre
at all....




B + P (Jab)


-Same as Standing LP.





All Kicks (Slide)


-With the exception of the SK, which trips the opponent, all of the Kicks
are the same here. Bad if blocked....




B + K (Foot Kick)


-Once again, save for SK which trips the opponent, all of the Kicks
are the same. Not all that useful either....






-JUMPING-



LP (Down Extend Punch)


-Only good for against grounded opponents. Otherwise, useless.





B + LP (Short Down Punch)


-This move is more ideal for when you run into aerial fighters. Nice
to knock opponents out of moves as well.




MP (Straight Extend Punch)


-This move is even more ideal for aerial fighters who aren't that close
to Dhalsim. However, very bad for when trying to hit grounded opponents...




B + MP (Short Straight Punch)



-This is just like the MP, except it's best for closer aerial fighters. Still
carries the downside of the MP.....





SP (Diagonal Extend Punch)



-Best for grounded opponents who aren't underneath Dhalsim. Still,
it has horrible recovery time and startup time...



B + SP (Short Diagonal Punch)



-This is the move to use when coming down on opponents. Great for
knocking opponents out of moves as well!




D + SP (Drill Headbutt)


-Great for speed and damge, but bad due to being easy to counterattack...
use at your own discretion!




LK/MK (Diagonal Extend Kick)



-Nothing special here at all....just like Dhalsim's Standing MK/SK, except
that it goes downwards. Bad due to lack of recovery.



B + LK/MK (Low Foot Kick)


-Simply useless.....never bother with this move...ever....





SK (High Extend Kick)


-This move is pretty pointless, as it's the same as Standing SK. Who's
going to jump that high when Dhalsim's in the air?




B + SK (Foot Kick)



-Same as with the Standing B + MK move....





D + SK (Drill Kick)


-Same as with the D + SP move....with all advantages and disadvantages....





-Throws-



F or B + SP (Fierce Blows)


-Dhalsim grabs the opponent and smashes them in the head 6 times.




F or B + SK (Shoulder Toss)


-Dhalsim throws the opponent over his shoulder.








--Special Moves--




-Yoga Fire-



STRONG VS.


Anti-Air attacks
Air attacks
Rush attacks
Other attacks
Close attacks
Combo attacks




WEAK VS.


Air attacks such as Zanku Hadoken




-Dhalsim's classic move. Don't ever get into a fireball fight using this
move, because like Guile and Mai, you'll lose everytime. If you use this
move right next to an opponent, you can knock them away from Dhalsim,
which can set up for Dhalsim's turtling maneuvers.





-Yoga Flame-



STRONG VS.


All attacks




WEAK VS.



Nothing....except Super Special Projectiles!




-This move is great due to the fact that nothing can get through it save
for Super Special Projectiles. However, if blocked, it leaves Dhalsim
wide-open to punishment. Only use it as a last resort when defending!





-Yoga Teleport-




STRONG VS.


All



WEAK VS.


All




-This move is circumstancial. If you use it right, you can avoid all
damage. However, if your opponent knows how to fight teleporting
opponents, then this move won't be of much use to you.





-Yoga Blast-



STRONG VS.


Air attacks
Rush attacks
Other attacks
Anti-Air attacks




WEAK VS.


Projectile attacks




-This move is just an Anti-Air version of Yoga Flame.






--Super Special Moves--


-Yoga Stream-



STRONG VS.


Rush attacks
Other attacks
Close attacks




WEAK VS.

Projectile attacks



-A pretty neat Super Special, though it doesn't work so well against aerial
fighters. It's best to use only when the oppponent is rushing at you, or is
has just missed with an Anti-Air attack.





-Yoga Volcano-


STRONG VS.


Air attacks
Anti-Air attacks
Close attacks
Other attacks




WEAK VS.


Projectile attacks



-The Anti-Air move version of Yoga Stream.  Use it the same way that you
would use Yoga Stream.





-Yoga Tempest-


STRONG VS.


Rush attacks
Close attacks
Some Other attacks



WEAK VS.


Projectile attacks
Anti-Air attacks
Air attacks



-Not a bad move.....problem is, you have to be able to connect with it and
not have it blocked, as it leaves Dhalsim wide-open to attacks. Only use
when you know that your opponent cannot react to it.





--Strengths & Weaknesses--





--Battle Strategies--




OFFENSE


Here, you'll want to use Drill Headbutt and Drill Kick to bash down on your
opponent, while Yoga Tempest is your Super Special of choice. Only use
Yoga Flame if you find that Dhalsim is being pressured too much. Problem
with this style is that Dhalsim is NOT a big offensive fighter.





DEFENSE



Here is Dhalsim's specialty. Yoga Flame and Yoga Fire are the way to go,
while Yoga Blast helps against Aerial fighters. Use Yoga Teleport to escape
any opponents who pressure Dhalsim too much.




--Matchups--



-Vs Akuma-



Don't expect to win that much here....as Akuma can easily beat the crap
out of Dhalsim no matter what you do. If you expect to fight Akuma with
Dhalsim, then try to get Akuma to fall for all, if not most, of Dhalsim's mind
tricks. Try to bait Akuma into jumping a lot at Dhalsim by using Yoga Fire,
then counter his jumping using Yoga Flame or Yoga Blast. Use Yoga Tempest
only when you block Akuma's Tatsumaki Zanku Kyaku, Gou Shoryu,
Messatsu Gou Shoryu, or when he comes out of an Ashura Senku.



-Vs. Athena-


Here, try to abuse Dhalsim's poke ability by using Standing SP and SK to
beat through Athena's defenses. However, watch out for her Psycho Ball,
which can still cut through Dhalsim's attacks. Use Yoga Flame only if she
tries to get in close to you, and keep Yoga Fire on standby unless you need
to go into a fireball fight against Athena, which you shouldn't have to. If
you want, go in using Drill Headbutt or Drill Kick, then bash down on 
Athena using Yoga Blast and Yoga Flame.



-Vs. Balrog-


You'll want to stay on the defense for this fight. Use Yoga Flame to counter
all of Balrog's attacks, and Yoga Fire to bait Balrog into a Yoga Volcano
or Yoga Tempest. Yoga Teleport shouldn't be needed in this fight at all.
Nothing else to really say about this fight.


-Vs. Benimaru-


This will be a very long fight, due to the fact that you'll want to keep away
from Benimaru. Use Yoga Fires and Standing SP and SK to fight your
way through Benimaru's attacks (though you may still take damage if
Benimaru counters the Standing SP or SK with Lightning Fist). If Benimaru
gets in too close, fight using Yoga Flame and Yoga Blast (save your Super
Meter for Yoga Volcano if you can). Try to avoid Benimaru's Super Specials
if possible (using Yoga Flame or Yoga Fire works well against them, as well
does Yoga Teleport).


-Vs. Blanka-


This fight will take some time to finish...you'll want to counter all of 
Blanka's Rolling attacks using Yoga Flame, Yoga Fire, Yoga Blast, and 
Yoga Volcano. Other than that, just stick to the normal Dhalsim 
strategy of playing keep-away and use Standing SP, Standing SK, 
and Crouching SP to beat through Blanka. Nothing too tough, just as 
long as you watch for Blanka's moves.



-Vs. Cammy-


This is nasty, due to Cammy's speed. You'll want to use Standing 
SK and Yoga Flame a lot here, and Yoga Blast and Yoga Volcano 
also work wonders against her. Try to spam Yoga Volcanos and 
Yoga Flames the most here to annoy Cammy, but make sure to use 
Yoga Teleport whenever you get trapped in a corner. You don't 
want Cammy to pressure Dhalsim, as Dhalsim has no way
to get her away from him aside from Yoga Flame and Yoga Blast.



-Vs. Chang-


This fight actually shouldn't be too tough for Dhalsim. Stay away 
(like a good Dhalsim player you are...) and spam those Standing SP and 
SK attacks, combined with Yoga Fires. If Chang decides that he's going 
to rush in (which odds are, he will), be prepare to fire off a Yoga Flame, and 
if Chang blocks it, go with a Crouching SK or Yoga Stream to get through 
Chang's defenses. Watch out for Chang's attacks, as all of them will inflict 
a lot of damage to Dhalsim (darn you Dhalsim for your pitiful defense!). 
All in all, just try and stay away from Chang while using Yoga Fires. 
Yoga Teleport only if you find it neccessary.



-Vs. Chun-Li-


This fight is not in favor of Dhalsim at all; in fact, it's a 90-10 favor for 
Chun-Li. You'll want to try and focus on Parryiing the most here, and 
countering with Yoga Flame or Yoga Blast. Avoid using any of 
Dhalsim's regular attacks, unless you use the B + P or K moves, 
which are meant for close-ranged combat. If Chun-Li is not close 
to Dhalsim, you still don't want to use any of his regular attacks, 
since Chun-Li can easily counter those using Kikoken. If you're feeling
brave or lucky, jump at Chun-Li using Drill Headbutt or Drill Kick 
and combo it into a B + SP to Yoga Stream. 



-Vs. Dan-


This fight is bad for Dhalsim, simply because you can't really rely 
on any of Dhalsim's regular attacks due to Kouryuken and Gadoken. 
So, what you'll want to do is to try and bait Dan into coming after 
Dhalsim and use the basic Dhalsim tactics (Yoga Fire to bait, Yoga 
Flame or Yoga Volcano to counter, Yoga Teleport to escape if 
pressured). If Dan tries to use Hissyo-Buraiken, block or Roll through
it, and counter using Yoga Tempest (you can also do this for 
Kouryurekka).



-Vs. Dhalsim-


The CPU likes to spam Yoga Fires and Yoga Flames, so you'll have to 
get in close and beat down the CPU using Drill Headbutts and Drill 
Kicks combined with Yoga Flames and Yoga Blasts. When you're not 
close, you'll also have to watch out for the CPU's Standing SK 
and Standing SP, along with Drill Headbutts, Drill Kicks, and 
Yoga Teleports. Counter the Headbutts and Kicks using Yoga
Blast or Yoga Volcano, and counter Yoga Teleport using Yoga 
Tempest.



-Vs. Eagle-


Avoid using Yoga Fire too much, since Eagle can deflect it back 
at you. You'll want to save Yoga Flame for when Eagle tries to 
pressure you with his Specials and Super Specials. Just use the basic 
Dhalsim tactics to fight your way out of this battle.



-Vs. E.Honda-


Here, you should spam Yoga Fire and Yoga Flame like your life depended on it.
Also, use Standing SP and Standing SK, along with Crouching SP, to annoy
Honda. Nothing really to this fight!



-Vs. Evil Ryu-


This fight is unfavorable to Dhalsim (95-5 odds in Evil Ryu's favor...). Unless 
you can time your Yoga Flames and Yoga Volcanos right, then there's no 
way that you can even begin to touch Evil Ryu using Dhalsim...



-Vs. Geese-


This is yet another very difficult fight, in which the odds are 
overwhelming. You'll need to use Yoga Teleport along with Parrys a 
lot to survive. Yoga Fire is obsolete, since Geese can cancel it 
out using Wind Slice and Double Wind Slice. Yoga Flame
is ONLY useful if Geese goes for an Evil Illusion Slam or Deadly 
Rage, and don't expect to pull off Yoga Tempest that often unless 
you block Raising Storm. Try to focus on using Drill Headbutt 
and Drill Kick combined with Standing MP and Crouching 
MP to beat through Geese. 




-Vs. Guile-


This fight WILL and CAN take forever to finish, since both fighters 
are designed for turtling in mind. You'll want to fire off countless 
Yoga Fires to deal tick-damage, and use Yoga Flame, Yoga Blast, or 
Yoga Volcano if Guile ever misses with his Somersault Kick. For 
Double Somersault Kick, try to use Yoga Tempest as your
weapon of choice. You'll need a lot of patience here to win!




-Vs. Haohmaru-


This fight is actually relatively easy as long as you keep Haohmaru 
from getting too close to Dhalsim (as normal). Yoga Fire helps 
counter Haohmaru's Secret Cyclone Slash, and if Haohmaru misses 
with Secret Crescent Moon Slash or Slash of Supreme Judgement, 
you can easily counter using Yoga Tempest. For Secret Earthquake 
Slice, throw out a Yoga Flame, Yoga Blaset, or better yet, Yoga Volcano
to counter it. Yoga Stream shouldn't really be needed in this fight at 
all, and Yoga Teleport isn't that much of a neccesity unless 
Haohmaru traps Dhalsim in a corner. You don't want to jump 
around too much, since Haohmaru can easily counter
that using Secret Crescent Moon Slash.





-Vs. Hibiki-


This fight is actually easy to win. Just stick to the basic Dhalsim tactics, 
and you should be able to come out of this fight with hardly any 
scratches. NEVER let Hibiki get in close to Dhalsim at any time, since 
she will take advantage of it, and you don't want to end up on the 
receiving end of a No Fear Feint or any of the Going My Way attacks.




-Vs. Iori-


This is just a nasty fight all around. You'll have to watch out for 
spamming Yoga Fire, since Iori can counter it much faster using 
Dark Thrust, and you have to avoid using any of the stretch attacks 
Dhalsim has due to Iori's Fire Ball attack that can counter it. Try 
to avoid getting in too close to Iori, since his Deadly Flower and Scum 
Gale tends to make a nasty combo against Dhalsim. If you try to bait
Iori, use Yoga Fire sparingly and try to nail a Yoga Blast whenever 
you see Iori try to jump towards Dhalsim. If Iori Rolls through Yoga 
Fire, then go for a Yoga Stream. Whenever Iori tries to go for a 
Maiden Masher, try to block it and counter using Yoga Tempest if 
you can. If not, then IMMEDIATELY use Yoga Volcano or Yoga 
Stream to counter it.



-Vs. Joe-


For Joe, you'll want to keep Yoga Flame on standby the whole match, since Joe
likes to rush at his opponents with his Specials and Super Specials. Against
Hurricane Upper, there's not much you can do except block or use Yoga Teleport.
Try to stay away from Joe if he ever has his Super Meter at Level 3, so that you
can avoid his Double Cyclone Upper move. If Joe goes for a TNT Punch, just
Yoga Fire him...




-Vs. Ken-


This fight is as tough as the one with Akuma. You can't rely on any of Dhalsim's
normal attacks due to Hadoken and Shoryuken, and you don't want to spam
Yoga Fire due to Hadoken being much faster. Yoga Flame is only useful if Ken
misses with a Shoryuken or goes for a Tatsumaki Senpukyaku. If Ken misses with
Shoryureppa, Shippu Jinraikyaku, or Shinryuken (or if you block them or Roll
through them), counter immediately with Yoga Tempest (if you have the Super
Meter for it) or use Yoga Volcano in its stead. 




-Vs. Kim-


Yoga Fire and Yoga Flame should really be the only thing you need in this fight,
but Standing SP, Standing SK, and Crouchng MP, combined with Drill Headbutt
and Drill Kick, to beat down Kim. Most of Kim's moves can be countered using
Yoga Flame and Yoga Blast, so keep that in mind. A pretty straightforward fight.




-Vs. King-


Just as with Kim, try to stick to the basic Dhalsim tactics, with one exception;
don't spam Yoga Fire, since King can easily beat that using Double Strike. 
Otherwise, this fight really isn't any different than with Kim.




-Vs. Kyo-


Kyo can be beaten pretty easily. Stick to Yoga Flame and Yoga Fire to beat
through Kyo's pitiful close-range attacks, and use Yoga Stream for times that
Kyo decides to try to go in with a Wicked Chew combo. For times that you
block Kyo's Final Judgement and Fire Ball, use Yoga Tempest if you have it.




-Vs. Kyosuke-


This fight is very tough, due to the fact that Kyosuke can easily beat through
Dhalsim's regular attacks using Cross Cutter and Lightning Upper, and his
Yoga Fire stands no chance against Cross Cutter or Super Cross Cutter. 
You'll have to somehow bait Kyosuke into going after Dhalsim while using 
Standing SP and Standing SK to hit him, while at the same time using Yoga 
Fire and Yoga Flame. Watch for Kyosuke getting in too close, as that's the 
worst thing you can possibly let happen in this fight (and in most fights, 
to be exact). Use Yoga Tempest after you block a Super Shadow Out Kick 
or Final Grade Remix!





-Vs. Mai-



This fight is pretty tough due to Mai's speed and quick attacks. Your best bet
is to use Yoga Fire to battle Mai's Deadly Ninja Bees, Super Deadly Ninja Bees,
and Ryu En Bu, while using Yoga Flame and Yoga Blast against Flying Squirrel
, Crimson Firebird Diver, and Ryu En Bu. Try to avoid using any of Dhalsim's
stretch moves, since Mai can counter those using Ryu En Bu, Deadly Ninja Bees,
Kacho San, and Swan's Ranpango pretty easily. Yoga Teleport will come in good
use, especially when you end up cornered by Mai. Parry helps a lot here too, if
you know how to utilize it.




-Vs. Maki-



Maki's as bad as Mai; however, you can combat the majority of her moves using
either Yoga Flame or Yoga Blast. You want to keep Maki as far away from Dhalsim
as possible, so try to use all of Dhalsim's stretch moves along with Yoga Fire
to do the job. When you block ANY of Maki's move (or Parry them, whichever),
use Yoga Volcano or Yoga Tempest to counterattack. You'll want to watch out for
Tengu Daoshi and Ajaratengu the most, as you can't block those. However, you
can still counter them using Yoga Blast or Yoga Volcano.






-Vs. M.Bison-



Bison can be beaten with relative ease, as long as you don't spam Yoga Fires
too much, or as long as Bison doesn't pressure you too much. Yoga Flame and
Yoga Blast are all you really need to counter all of Bison's Specials and Super
Specials, so keep that in mind. There's really nothing to this fight.




-Vs. Morrigan-


Like always, treat Morrigan as if you were fighting Ryu and Akuma both. As long
as you remember this, you can beat Morrigan rather easily. Nothing to really
say about this fight except that to counter Morrigan's Valkryie Turn and 
Darkness Illusion with Yoga Flame or Yoga Volcano. Nothing really to this 
fight as long as you watch out for Soul Fist and Soul Phoenix.




-Vs. Nakoruru-


Keeping Nakoruru away from Dhalsim is a problem, especially due to 
her massive speed. Also, Yoga Fire and Yoga Blast are worthless against 
Anna Mutsube. Yoga Flame can possibly be countered using Anna 
Mutsube, so what you'll need to do is block the attack and counter using 
Yoga Stream or Yoga Tempest. For the rest of Nakoruru's attacks (such as 
Lela Mutsube and Kanui Mutsube), Yoga Flame and Yoga Blast works just 
fine. Anuba Yataro is impossible for Dhalsim to break through, and don't 
even try to break through Shichikapu Kanui Irushika. 




-Vs. Orochi Iori-


Fight Orochi Iori as you would Iori.




-Vs. Raiden-


Here's where you'll be glad to have Dhalsim. Use Yoga Fire to bait Raiden into
coming to you, then counter using Yoga Flame, Yoga Blast, or Yoga Volcano.
You can also use Standing SP and Crouching SP to smash through Raiden,
Try to avoid having Raiden get in too close to Dhalsim at any time. Other
than that, this fight's pretty straightforward; Yoga Fire, Yoga Blast/Yoga
Flame/Yoga Volcano.




-Vs. Rolento-


Rolento's a bit nasty due to him being able to escape a lot of Dhalsim's 
attacks. You'll want to use Yoga Fire to bait Rolento into jumping at 
Dhalsim, then follow up with the usual Dhalsim tactics. For times that 
Rolento, stays away from you, you'll have to get in close (use Drill 
Headbutt or Drill Kick to accomplish this) and bash down on Rolento 
using B + P/K moves or Yoga Blast/Yoga Flame. You'll want to keep 
on your guard though just in case Rolento decides to go on the 
offensive and attack you constantly.




-Vs. Rock-


This fight is very tough due to Rock's ability to counter everything that
Dhalsim can do, and deal much more damage than Dhalsim can. Try to use
Yoga Fire to counter Shining Knuckles and Hard Edge (or Yoga Flame), and
Yoga Blast to counter Rising Tackle (however, Yoga Tempest works best
as a counter in that situation). Don't bother with Yoga Teleport too much
unless you find yourself cornered and you can't counter or escape any other
way.




-Vs. Rugal-


This fight is far worse than with Rock. You'll have to watch out for Wind
Slice, Dark Barrier, and Kaiser Wave the most, and since Kaiser Wave can
slice right through Yoga Fire, you'll have to ignore it and use Roll to escape
Kaiser Wave. In fact, don't use Yoga Fire at all in this fight; instead use
Yoga Flame and Yoga Blast to counter Rugal's powerful moves (those being
Dark Smash, Destroyer Cutter, Genocide Cutter, Gigantic Pressure, and
God Press). For Dark Barrier, you'll just want to use Standing SP or SK to
beat through it. If that doesn't work, then just don't attack. You'll probably
will have to go in and bust down on Rugal. In that case, go with Drill
Headbutt and Drill Kick, and if Rugal counters that, then use Roll and Roll
Cancel into Yoga Tempest or Yoga Stream.





-Vs. Ryo-


For Ryo, your best bet is to get him to fall for your traps. Use Yoga Fire to
bait him, then use either Yoga Blast or Yoga Flame (mix them up from time to
time). Use Yoga Volcano and Yoga Stream only as a last resort, or when you
find that Ryo has left himself wide-open. If you somehow find that Ryo isn't
going for any of your traps, then you'll need to go in and bust him down.
Use the basic Dhalsim tactics in that case to fight.



-Vs. Ryu-


This fight is similar to that with Ken. However, you'll never really get Ryu
to fall for any of Dhalsim's traps, so you'll have to bring the fight to Ryu.
Be careful when using Drill Headbutt or Drill Kick as your way of getting to
Ryu, as he can counter using Shoryuken. You can use Roll and Roll Cnacel
through one of Ryu's Hadokens using Yoga Tempest or Yoga Stream.




-Vs. Sagat-


This fight is heavily against Dhalsim, as Sagat can easily beat through 
Dhalsim's moves by spamming Tiger Shots. You'll have no choice but to
get in close and fight Sagat; however, the problem here is that Sagat is
even more deadlier when in close. You'll have to really work your Parry
and Roll Cancels here in order to win this fight against Sagat.




-Vs. Sakura-


Sakura is a little tough, but a bit easier since you can bait her more than you
can Ryu and Ken. Use Yoga Flame or Yoga Fire to counter Sakura's Shunpu
Kyaku and Sho-Oh-Ken attacks, and save Yoga Volcano and Yoga Stream
for Midare Sakura and Haru Ichiban. For Shinku Hadoken, just Roll through
it and Roll Cancel into Yoga Tempest if you can. If not, then Roll Cancel
into Yoga Volcano for at least chip damage.




-Vs. Shin Akuma-


Unless you can REALLY utilize Yoga Teleport, Parry, and Roll Cancel, don't
expect to win this fight ever....




-Vs. Terry-


Against Terry, you'll want to use Yoga Flame and Yoga Volcano the
most to counter his Buster Wolf, Burning Knuckles and Crack Shot
attacks. Save Yoga Tempest for times that you block Terry's Rising Tackle
or Roll through his Buster Wolf. For Power Wave and Power Geyser, simply
Parry them and use Yoga Fire to counter. Not much else to this fight.



-Vs. Todo-


This fight is just annoying, and one of the few that Todo can actually win
if you don't fight him right. You'll have to ignore all of Dhalsim's specials
and save his Super Specials for when you block Todo's attacks. Avoid
using any of Dhalsim's stretch attacks, since he can easily counter those
using his Ecstasy Crunch attacks.




-Vs. Ultimate Rugal-


Don't even bother trying to win this fight, since you'd have to basically block,
Parry, and Roll through everything that Ultimate Rugal does, and even then,
Ultimate Rugal can counter Dhalsim's moves....




-Vs. Vega-


For Vega, Yoga Blast and Yoga Volcano will be your best friend, since Vega
loves to jump a lot. Save Yoga Stream for times that Vega goes for a Rolling
Crystal Flash or Rolling Izuna Drop. Scarlet Terror can be countered using
Yoga Flame or Yoga Tempest (if you block it or Roll Cancel into it). You won't
have any problems getting Vega to come to you, since Vega depends on
getting in close to fight. You can use Standing SK to also counter Vega's
obnoxious jumping abilities.




-Vs. Vice-


For Vice, you'll want to stay clear and bait her; however, you don't want 
Vice to stay close to Dhalsim, since a couple of her moves can only be
used while in close. So, if you somehow find that Vice is avoiding all of
Dhalsim's attacks and is using her close moves, then use Yoga Teleport to
escape and continue using the basic Dhalsim tactics.




-Vs. Yamazaki-


Yamazaki isn't that hard, considering that you can beat all of his attacks
using Yoga Fire and Yoga Flame alone. If you want to risk it and go in
fighting, use Crouching SK to Yoga Flame to Yoga Stream to try and trick
your opponent, or just use Drill Headbutt/Drill Kick into B + SP into Yoga
Volcano for even more results. This fight isn't really that hard to win.




-Vs. Yun-


This fight is just as easy as the fight with Yamazaki. Spam Yoga Fire, Yoga
Flame, and Yoga Blast, and Yun can't really get in close to Dhalsim. You'll
want to use Yoga Teleport from time to time to avoid Yun's pressuring
abilities, especially since you never know when he'll Roll through any of
your attacks. Yoga Tempest works best after you block an attack and counter
with it. This fight is pretty straightforward, as long as you stick to the basic
Dhalsim tactics.




-Vs. Yuri-


Here, you'll need to get Yuri in close to really do some damage. Watch out
for Rai Oh Ken and Haoh Sho Koh Ken, as you can't really stop them aside
from using Roll. You'll want to try and avoid Yuri's Flying Phoenix Kick by
using Yoga Stream and Yoga Volcano. For Scalding Stream Blast, try to stop
it using Yoga Flame and/or Yoga Volcano. The rest of her attacks should
be easy to get through as long as you stick to the basic Dhalsim tactics.




-Vs. Zangief-



For Zangief, stick to Yoga Fire, Yoga Flame, and Yoga Stream/Yoga Volcano,
for beating through Zangief's devastating attacks and defense. As long as
you don't let Zangief stay too close to Dhalsim, you should be just fine.
Stick to the basic Dhalsim tactics to beat through Zangief.

------------------------------------------------------------
VIII.   Eagle [CAP08]


-Introduction-


One of the first Street Fighters finally returns, and he does put the
pain on his opponents!





-Movelist-



-Specials-


Manchester Black....................................QCB + P


Canterbury Blues (Chargeable)..............QCF + P
(LP=High, MP=Mid, SP=Low)


Oxford Red.................................................HCF + K


Liverpool White........................................QCB + K


Saint Andrews Green...............................DPF + P




-Super Specials-


Manchester Gold.......................................QCBx2 + P


Union Jack Platinum..................................QCFx2 + P





-Movelist Breakdown-




--Normal Attacks--


-STANDING-




LP (Quick Jab)


-The basic LP move. Very quick and good for combo starters. However, 
has short reach and does very little damage.



MP (Baton Thrust)


-Has a pretty decent reach and does a little more damage than the LP. 
However, not as fast as the LP move.



SP (Baton Swing)


-Excellent range and reach, but slow and vulnerable to attacks when 
blocked. Best used whenever you try to counter a move.



Close SP (Hammer Baton)


-Pretty great, and does decent damage, but can only be used if you're
close to the opponent. Aside from that, it'd probably be better just to
stick to the other moves rather than use this.




LK (Low Baton Strike)



-Strikes low, but does little damage and has little range. 




MK (Low Baton Poke)


-Has a little more range than the LK move, and does a little extra damage.
Nothing special here.



SK (Fierce Low Baton Swing)



-Just as with the SP, this move has excellent range and reach, but is also
slow and vulnerable to attacks when blocked.



Close SK (Double Baton Strike)


-Hits twice, and does decent damage. Downside is that you have to be
next to the opponent for it to come out, and it has bad recovery time.






-CROUCHING-




LP (Quick Jab)


-Same as with the Standing LP.




MP (Double Baton Strike)


-A pretty decent normal move. Has a decent range on it, and does a
decent amount of damage for a normal move, but is slow and vulnerable 
to attacks if blocked.




SP (Baton Upper)


-Slow and has limited range, but great as an Anti-Air counter move.



LK (Low Baton Strike)


-Same as the Standing LK.



MK (Strong Low Baton Strike)


-Same as with the Crouching LK, but deals a bit more damage and is a
little slower than the LK variation.




SK (Baton Flapjack)



-Trips the opponent, and has great reach. The problem is is that it has
a little slow startup.






-JUMPING-



LP (Baton Fall)


-Comes out very quickly, but only lasts for about a second. This move
does very little damage, but is great for comboing into a Manchester
Black or Manchester Gold after you use it before you hit the ground.




MP (Quick Baton Fall)


-This is just an extremely fast version of the Jumping LP. Nothing else
is different.



SP (High Baton Swing)



-Comes out rather slowly, and can only really hit opponent's who also
happen to be in the air. Does a decent amount of damage and has 
decent range, but not worth using that much.




LK (Baton Head Strike)


-This is an ok move, but not one that you'll want to use that much. It's
good for leading into combos, but does pitiful damage and is easily
counterable.



MK (Quick Baton Head Strike)


-The faster version of the Jumping LK attack. Nothing else is different
from this and the LK version aside from the fact that this move comes
out much faster.



SK (Double Baton Head Strike)


-Has excellent range and does pretty decent damage, and is also great
for knocking opponents out of moves. Has a little slow startup and
recovery time, but other than that, an all-around great move.



--Throws--


B or F + SP (Impaling Baton)


-Eagle impales the opponent on his baton, then flings them across
the screen.



B or F + SK (Headlock Baton)


-Eagle grabs the opponent in a headlock, then bashes them in the head
with his batons.




--Special Moves--



-Manchester Black-



STRONG VS.


Close attacks
Rush attacks
Some Other attacks




WEAK VS.


Air attacks
Anti-Air attacks
Other attacks (such as Tatsumkai Senpu Kyaku)
Projectile attacks



-A pretty decent move, as you can use this whenever you're cornered
to get Eagle into his pressuring tactics. Does pretty decent damage,
and has pretty good range on it as well. Great for Wakeup tactics!


RC LP version for a solid AA, especially against crossovers that are not 
meaty. The multiple hits make jump in parries/JDs more difficult. Avoid 
using the MP and FP versions in the corner against grooves with safe 
fall, as an opponent can safe fall and punish Eagle before he recovers. 





-Canterbury Blue-



STRONG VS.


Rush attacks
Other attacks




WEAK VS.



Projectile attacks
Anti-Air attacks
Air attacks




-This is a pretty good move, since you can charge it up and release it
when ready (most of the time...). And, depending on which button you
used to charge with, Eagle will hit in one of three ways; High (if you
used LP), Middle (if you used MP), or Low (if you used SP). 

This is not a true counter as it utilizes autoblock with a counter attack 
that comes out regardless of whether or not a move was 'countered'. 
Positioning of the stick and resulting counter attack are determined by 
the strength used. The autoblock stance can be held for about 2 seconds 
and will absorb multiple normal and special move hits, including 
projectiles. Supers cannot be countered. Eagle can be hit out of the
counter attack, even the start up, because it has no invincibility frames. 
Because this counter ignores high/low hit properties, a move is 
countered as long as its hitbox touches the autoblock area. In 
general, the MP strength is most useful because it catches most 
moves. 






-Oxford Red-




STRONG VS.


Rush attacks
Other attacks




WEAK VS.


Projectile attacks
Anti-Air attacks
Air attacks



-A rather decent move, but is way too easy to counter. Eagle leaps
at the opponent and slams them with his batons, resulting in a knock
down. The only way that this move will really connect is if your
opponent is in the middle of an attack and can't cancel out of it (such
as Ryu's Tatsumaki Senpu Kyaku, Mai's Deadly Ninja Bees, or Terry's
Rising Tackle). Other than that, this move really isn't worth using.


The strengths do 5, 7 and 9 hits. The last hits of any strength will whiff 
if the move is done from too far away. This move is not safe on block 
and looks like it would be good for a chip damage KO, but there is a gap 
between the initial hit and the pokes that an opponent can exploit with
rolls, DPs or parries/JDs. This special is mostly meant for combos, with 
MK being the best strength to use because FK is too slow to combo off 
normals and LK does less damage. Oxford Red combos give a good 
chunk of meter. RC the FK version to go through projectiles midscreen.
Don't do this full screen because the last hits will whiff. 






-Liverpool White-




STRONG VS.


Rush attacks
Close attacks





WEAK VS.


Projectile attacks
Anti-Air attacks
Air attacks



-A decent move as a Wakeup counter, but other than that, this move
isn't all that useful. A slow aerial overhead that's not safe on block, 
easily Eagle's worst special. It travels over fireballs, but so does a super 
jump into free combo. The only time this move should be in a match is 
when the player messes up an RC lariat and gets this move RCed instead. 









-Saint Andrews Green-




STRONG VS.


Projectile attacks (if timed right)
Close attacks
Rush attacks
Some Other attacks




WEAK VS.


Air attacks
Anti-Air attacks



-An all-around great move. If timed correctly, you can deflect 
Projectiles back at your opponent (though against Super Special 
projectiles...that may be another story). It's also great for times 
that you want to mix-up attacks with Manchester Black. Does great 
damage, but has low range.

Reflects fireballs in a direction of choice depending on strength of 
punch used. LP returns the projectile horizontally with the MP and 
FP launching at higher angles. The swing itself does the same damage 
no matter which strength is used, but interestingly enough weaker 
versions launch the opponent higher in the air. Every version is 
punishable on block. This does not work on supers outside 
of Kyosuke's super fireball. 





--Super Special Moves--



-Manchester Gold-




STRONG VS.


Close attacks
Rush attacks
Some Other attacks




WEAK VS.


Air attacks
Anti-Air attacks
Other attacks (such as Tatsumkai Senpu Kyaku)
Projectile attacks




-Not very practical outside of K-Groove. For the most part, 
the Union Jack Platinum makes this super useless in combos as 
it does less damage. As an AA it will only juggle a few times for 
pitiful damage, especially at level 3 since the last hit will not come 
out unless the opponent is grounded. This super is best used for 
finishing an opponent in the air or as chip. Only the level 3 version 
is safe, leaving Eagle at +1. 





-Union Jack Platinum-




STRONG VS.


Close attacks
Rush attacks
Some Other attacks




WEAK VS.


Air attacks
Anti-Air attacks
Other attacks (such as Tatsumkai Senpu Kyaku)
Projectile attacks




-Easy to combo with good damage. This is not safe on block at 
any level and has atrocious recovery if whiffed. Level 1 has
unusually high invincibility and will trade with meaty normals. 
Level 2 is one of the harder hitting level 2s in the game and will 
fully connect at any distance except counter hitting extended 
limbs. Level 3 can be used in combos, but landing this super at 
max range will cause the last hit to whiff. 







--Strengths & Weaknesses--



Eagle is a very powerful fighter, when up close. The best thing about
him is his ability to pressure his opponent and not giving them too
much of a chance to strike back, and also the ability to counterattack
what the opponent is going to do. He's also one of the few fighters
who can deflect projectiles back at the opponent. Eagle also has a
rather decent defense, vitality, and stun guage to boot.


So, what's the downside to Eagle? Well, Eagle can't neccessarily fight
long distance battles, since he has no projectiles at his disposal. This
puts him in a great disadvantage when paired up against fighters like
Akuma, Geese, Rugal, and Rock. Also, you have to be precise on the
timing of Eagle's attacks in order for them to fully function the way
they're supposed to. Otherwise, you leave Eagle wide-open to a world
of pain.





--Battle Strategies--




OFFENSE


Manchester Black and Canterbury Blue are your ultimate weapons
of choice in this style. Use Manchester Black (mixed in with Liverpool
White or Saint Andrews Green) as a Wakeup Counter to get opponent's
off of Eagle's back, and save Canterbury Blue for times that the opponent
goes to use an attack that has a delayed recovery time to it (such as
Ryu's Tatsumaki Senpu Kyaku or Mai's Deadly Ninja Bees). For
Super Specials, Manchester Gold is the best that you'll get.





DEFENSE


There's nothing better here than Canterbury Blue and Saint Andrews
Green. Canterbury Blue is great simply because, depending on which
button you used to initiate the move, you can hit the opponent from
basically anywhere. As for Saint Andrews Green, for those annoying
projectile users (Ryu, Ken, Akuma, Dhalsim, and Terry, to name a few),
you can simply deflect them back at them (though with Super Specials,
it's best to either block or Roll through them). Liverpool White is nice
in case the opponent is in the air, and you don't think that Manchester
Black or Saint Andrews Green will help you. Save Oxford Red for times
that you want to go on the offensive and don't want to risk using
Manchester Black.







---Eagle Basics: Learning What is What---



---Pokes---


» c.MP Hits low. First hit can be canceled into sticks to combo. The 
second hit cannot be canceled but has long reach. Don't spam this
as the opponent can psychic jump this normal for a free combo. 

» s.MK Use this to stuff certain anticipated pokes (like Vega c.MP). 

» c.MK Decent speed and priority and somewhat safe to whiff. 

» s.FP Long reach heavy hit. Use sparingly since it can be rolled and 
punished on block by characters with quick supers. K-Groove can 
punish at any distance with a JD. 

» c.FK Same as above, only it knocks down. Good to punish whiffs. 






---Anti-Airs---


» s.MP Use against low jumps. Time this so the second hit is the AA. 

» s.FP This hits opponents jumping just short of Eagle's position. 

» sc.FP This feels like it has a lot of priority. The hitbox is deceptive 
because it initially hits far above and just ahead of Eagle before he 
brings the sticks to his sides. Use start on the console to help see 
the beginning hitbox animation. 

» c.FP Controls the space directly above Eagle's head. Use to intercept 
cross ups. 

» j.MP or j.FP Both are very effective air-to-air attacks. 

» RC Lariat See Special Moves section. 

» LP Counter Use against low jumps. The autoblock can help but is 
not necessary, just release the button. 

» MP Counter Use only if the jump in will hit Eagle's midsection. 





---Eagle's Combos---


» c.LP, c.LP, s.MK xx HCF + MK Eagle's easiest B&B, but c.LP can 
be blocked high. Use for quick punishes. Remove a c.LP if needed 
for distance. 

» c.LK, c.LP, s.MK xx HCF + MK This combo is slightly harder because 
of the c.LK to c.LP link and does the same damage as the combo above, 
but c.LK must be blocked low. The jab can be left out, linking c.LK to
s.MK is more difficult than c.LP to c.MK. 

» c.MK, s.MK xx HCF + MK This is a nice hit confirm. If c.MK hits, go 
straight into s.MK xx sticks. 

» c.MK, s.FP Only works if c.MK is a counter hit. Good damage for 
two buttons. 

» j.FP OR j.FK, c.FP xx HCF + MK The most damaging combo Eagle 
can do without meter. j.FP does slightly more damage but is best used
only on dizzied opponents since it can be ducked by most of the cast. 


Some Eagle players like to substitute c.MP for s.MK in combos. The 
first hit of c.MP can combo into the sticks. This trades damage in 
exchange for distance and a different style of execution which may be 
easier to some players. 






---Eagle's Super Combos---


Take any of the combos above and replace the Oxford Red (HCF + MK) 
with any level Union Jack Platinum (QCFx2 + P). Be careful on distance
when using the level 3 because the last hits will whiff at max range. 

Union Jack Platinum links from c.MK when close enough. It's useful, 
although the timing isn't as easy as Cammy's s.FP super link. c.MK, 
s.MK xx super is also possible. 

Grooves with short jump can j.FK into either super. Union Jack Platinum 
does more damage, but spinny super is safe if the combo is botched. 





---Groove Specific Combos---



» C-Groove Eagle's level 2 Union Jack Platinum is one of the better level 
2s of the game with solid damage and effective cancels. 

All level 2 cancels are done on the last hit (12th) or hit before last (11th,
the final fast stick pokes). 


11th xx (QCFx2 + P) Level 2 to level 1. 
11th xx (HCF + K) This does slightly less damage than the entire super
but adds stun and helps build some meter back. 
12th xx (DP + K) Corner only. This gets the full damage of the level 2 and 
then some. All strengths of the bat do the same damage, but the distance
the opponent is launched in the air is different. 
Use the different timings for different meaty shenanigans. 
» A-Groove Eagle has no problem using meter in A-Groove with ground, 
anti air and guard crush customs. 


s.HK x3 xx HCF + MK (1 hit) xx s.HK x3 xx HCF + MK x3 xx QCFx2 + P 
Ground custom. Alternatively, start with an Oxford Red (HCF + MK) to
fly through a fireball with CC invincibility. c.MK xx s.HK x2 xx HCF + MK 
(1 hit)... Trip guard custom. Replace the first s.HK of the ground custom 
with c.MK and continue from there. 
[s.HK x3 xx HCF + MK]xN Guard crush custom. Be sure to end with a s.HK. 
QCB + FP (1 hit) xx c.FP x2 xx roll, [c.FP x3]xN, super Anti air custom. If the 
opponent is juggled to the corner: [j.MK x3, j.MP]xN until super. 
The Liverpool White (QCB + K) can be used as an overhead reset, but it 
is easily escapable. 


» P-Groove Fish for parries to land Oxford Red (HCF + K) or Union Jack 
Platinum (QCFx2 + P) combos. 

HCF + K xx QCFx2 + P Only works in CvS2 EO. 
QCF + P xx QCFx2 + P Only works in CvS2 EO. Counter something and 
super cancel the counterattack. 







---What Leaves the Eagle Open---


» s.FP Eagle can be punished when this is used too close. This is safe 
on block at max distances except to fast level 3s (like Balrog's and Bison's).
The opponent can avoid with a roll and get a free combo. 

» c.FK Can be rolled just like s.FP. At point blank range this will completely 
whiff on smaller opponents, but it should only be used from afar or as a 
whiff punisher anyway. 

» Manchester Black This IS punishable on the ground, even in the 
corner against blocking big characters. Opponents with safe fall can 
recover and punish Eagle before the FP strength recovers near the corner. 

» Canterbury Blue Punishable on block and possibly on hit at close range
by fast moves (like quick level 3s and Vega's c.MP). 

» Oxford Red There is a gap between the first hit and the stick barrage. 
An opponent can roll/dp/super/parry/JD at that point. The recovery is 
terrible. If this move lands from too far, the last hits will whiff. 

» Liverpool White You should be punished for using this move. Slow, 
roll bait and punishable on block. 

» Rolling Eagle has a slightly below average roll: long distance, 20 total 
invincibility frames, 3 high invincibility frames, and 4 recovery frames. 

» Just Defend s.FP and c.FK are punishable if JD'd. c.FP used as anti air 
can be punished depending on how deep the JD is. 






---The Advanced Eagle Player---



 Dash Eagle's dash is moderately fast and hops high enough to cross 
over downed opponents and ground fireballs (except Geese's Double
Reppuken). 

» Run Average run that's good enough for run c.LPs and c.MKs. 

» Short Jump sj.FK xx super. Short jump creates more opportunities to 
land a cross up j.FK. 
» Rolling and Roll Cancel Eagle's roll is slightly below average, but his 
roll cancels are very effective with RC lariat as anti air and RC sticks as 
a response to mid screen projectiles. 

» Alpha Counter Uses the s.FK animation. It will trade with Sakura's 
custom. Note that the hitbox will not catch attacks that are very low to 
the ground (like Blanka's slide).















--Matchups--



-Vs Akuma-


Akuma loves to spam Gou Hadoken and Zanku Hadoken, so use
Saint Andrews Green anytime that you see those two attacks. However,
don't expect Zanku Hadoken to go back the way it came; it'll just down
down back to the ground towards Akuma. Don't bother that much with
Manchester Black or Oxford Red, since Akuma can counter both
of those with Tatsumaki Zanku Kyaku or Gou Shoryuken. Save
Canterbury Blue for times that Akuma does use Tatsumaki Zanku
Kyaku or Messatsu Gou Shoryu. For Shungokusatsu, counter with
Union Jack Platinum or Manchester Gold. Use C-Groove if you just
want to hammer on powerful Supers, or use A-Groove if you want to
hammer away with constant regular attacks.



-Vs. Athena-


Athena's not that tough for Eagle to beat down. You can easily deflect
her Psycho Ball back at her using Saint Andrews Green, and you can
easily stop her regular attacks with a combination of Manchester
Black and Liverpool White. For Psycho Sword, just stay out of reach
and counter using Oxford Red. For Shining Crystal Bit, just block it
and counter using Manchester Black (Manchester Gold, if you're
close enough). For Athena's Phoenix Arrow and Phoenix Fang Arrow,
you should just Roll through it and counter accordingly. Use A-Groove
for this fight.




-Vs. Balrog-


Balrog's a cinch to beat through. Whenever Balrog goes to use one of
his Specials, counter with Manchester Black or Liverpool White, and
when Balrog uses a Super Special, counter with Mancehster Gold or
Union Jack Platinum. Not really that hard of a fight actually, as long as
you stick with A or C-Groove with Eagle.



-Vs. Benimaru-


For Benimaru, don't bother with Saint Andrews Green that often, since
it won't hit Benimaru that often anyways, and Benimaru doesn't use
any Projectiles. Be careful when you use Manchester Black or 
Manchester Gold, as Benimaru can easily counter with Lightning Fist
or Heaven Blast Flash. As for Canterbury Blue and Oxford Red, it's
best not to use them, since you won't hit Benimaru with them very 
much in this fight anyways. Basically, you'll need to stick to your
regular attacks to win this fight, and rely on your ability to Roll Cancel
or Parry. If you're halfway decent with Roll Cancel, then you can try
to use Manchester Black or Manchester Gold on Benimaru.
A-Groove would be splendid to use here though with Eagle, since you
can pester Benimaru pretty well after you go into Custom Combo mode.
This fight requires some patience to win with Eagle.





-Vs. Blanka-


This fight CAN be a little tough, but you can easily counter Blanka's
Rolling attacks using Manchester Black or Saint Andrews Green.
Liverpool White takes care of the Rolling attacks extremely easily.
Avoid Oxford Red in this fight, as it doesn't help much. Save Manchester
Gold for the times that you block one of Blanka's Rolling attacks, or
when Blanka goes into an Electric Thunder attack. Union Jack Platinum
is nice, but only if you manage to pull it out after blocking a Rolling
attack. A-Groove is the recommended Groove for this fight.




-Vs. Cammy-


Here, Canterbury Blue and Saint Andrews Green are going to be your
best friends in countering Cammy's attacks. You'll really want to block
her Cannon Spike and Spiral Arrow though, so that you can punish
her with Manchester Black and Manchester Gold. Oxford Red is just
asking to get hit by a Spiral Arrow or Spin Drive Smasher/Reverse
Shaft Breaker, so avoid using it. Union Jack Platinum is nice to use, but
only if you can block one of Cammy's Super Specials or Cannon Spike.
A-Groove is best to use here, but C-Groove works just as well.




-Vs. Chang-


Once again, Oxford Red is a bad move to make here, since Chang can
easily counter it, and Liverpool White is not that useful either. 
Manchester Black and Saint Andrews Green are most likely going to
be your Specials of choice, while Manchester Gold is your ultimate
weapon in this fight. Canterbury Blue isn't going to help too much,
since Chang doesn't need to get in too close to really do any damage
to you. Save Union Jack Platinum for times that you block Chang's
attacks, or when Chang tries to use his Wild Ball Attack Super Special.
You'll want A-Groove for this fight, just so that you can pressure
Chang as much as you can!




-Vs. Chun-Li-


Chun-Li's not too difficult to beat with Eagle. For the times that
Chun-Li uses Hyakuretsu Kyaku, counter with Manchester Black
or Manchester Gold, and for Hazan Shu, use either Saint Andrews
Green or Canterbury Blue. With Spinning Bird Kick, use Oxford Red,
and with Kikoken, make it go back at her using Saint Andrews Green.
Save Liverpool White and Union Jack Platinum for times that Chun-Li
uses Hoyoukosen. You can use A-Groove here if you want, but C-Groove
is the better choice for this fight, just because you want to inflict as
much damage with your counters as you can, as Chun-Li can easily
knock Eagle out of Custom Combo.



-Vs. Dan-


Dan is relatively easy to beat using Eagle. For Gadoken, either use
Saint Andrews Green (just to spite Dan), or wait and counter with
Manchester Black. For Dankyaku, use Canterbury Blue or Liverpool
White, and for Kouryuken, just block and counter with whatever you
feel like using. For Shinku Gadoken, if you can, use Saint Andrews
Green, or Roll Cancel through Shinku Gadoken and counter with
Manchester Gold. As for Hissyo Buraiken and Kouryurekka, stay a
little out of range, let the attack finish, then go into a Union Jack Platinum.
A-Groove will be your best bet to slaughtering Dan!




-Vs. Dhalsim-


Dhalsim is tough to beat for Eagle, simply because Dhalsim can counter
all of Eagle's attacks very easily with Yoga Flame and Yoga Blast alone
(Yoga Fire would just result in Eagle countering with Saint Andrews
Green, so that's no problem). So, what you want to do is avoid using
any Specials when you're NOT close to Dhalsim, and try to get in close
using regular attacks and Rolls (Parrys if you're using A-Groove).




-Vs. Eagle-


Fight Eagle as you would fight yourself basically.



-Vs. E.Honda-


Here, Liverpool White and Canterbury Blues are your best weapon
against Honda. Save your Super Specials for times that you block
any of his attacks (save for his special Throws). There's not much to
this fight really. Use A-Groove to really pound Honda!





-Vs. Evil Ryu-


This fight isn't as hard as you would think. For times that Evil Ryu
uses Hadoken or Shakunetsu Hadoken, use Saint Andrews Green, and
for Metsu Hadoken and Shinku Hadoken, just either Jump or Roll
through them, then hit Evil Ryu with a Manchester Black or Manchester
Gold. Save Canterbury Blues for times that Evil Ryu uses Tatsumaki
Senpu Kyaku, and use Liverpool White for times that Evil Ryu uses
Ashura Senku (or just get out of dodge). For Shoryuken and Messatsu
Gou Shoryu, just block and counter with Union Jack Platinum. A-Groove
is your best bet to winning this fight!



-Vs. Geese-


Geese is tough regardless of who you use, but with Eagle, he becomes
slightly easier to beat. For Wind Slice, Double Wind Slice, and Gaia
Slash, use Saint Andrews Green, and for Evil Illusion Slam and Deadly
Rave, counter with Manchester Black or Manchester Gold (Union Jack
Platinum or Liverpool White works just as well here too). For Raising
Storm, there's not much you can really do except block and counter
using Manchester Gold if you get the chance (which odds are, you
won't). You'll want to stick to C-Groove here, though A-Groove is also
a great way to approach Geese (as long as you watch out for his Body
Blow counters!).




-Vs. Guile-


Guile's a snoozefest. You can easily beat through him as long as you
watch out for his Somersault Kick and Sonic Hurricane. If you wait it
out, just Saint Andrews Green his Sonic Booms back at Guile, then go
in and attack Guile relentlessly with constant attacks (throwing in 
Manchester Blacks and Canterbury Blues for good measures). If
Guile tries to go on the offense,  just counter him with Canterbury
Blues and Liverpool White. A-Groove is your best bet to winning this
fight!




-Vs. Haohmaru-


Haohmaru's tough to beat here. You'll want to deflect his Secret
Cyclone Slash using Saint Andrews Green, and counter his Secret
Earthquake Slice with Liverpool White. For Secret Crescent Moon
Slash, just block and counter using Liverpool White or Union Jack
Platinum. You'll want to counter Slash of Supreme Judgement with
Union Jack Platinum as well, and for Flame of the Conqueror, just Roll
through it and counter using Manchester Gold. With Haohmaru's
regular attacks, you'll need to watch out his Standing SP and Crouching
SP attacks the most, so Roll through those and counter with Manchester
Black or Manchester Gold. A-Groove is recommended for pressuring
tactics, while C-Groove is recommended for countering tactics.




-Vs. Hibiki-


Hibiki is annoying just because she has crazy range with some of her
attacks. You'll need to be careful when you use Manchester Black,
Canterbury Blue, and Liverpool White due to Hibiki's Distance Slash,
and be careful when up close, since you DON'T want to have a No
Fear Feint in Eagle's face. Malding Being Blade can also pose a threat
in this fight if you're not careful, as can a lot of Hibiki's regular attacks.
You'll want to use Oxford Red a lot in this fight to bypass several of
Hibiki's attacks, but you'll want to stick to your regular attacks a lot in
this fight. Use A-Groove in this fight.




-Vs. Iori-


Iori's not that tough to beat. You can swat his Dark Thrust back at him
with good ol' Saint Andrews Green, and for his Deadly Flower and 
Maiden Masher, you can easily counter with Liverpool White or
Manchester Black/Gold. For Fire Ball, just block and counter with
whatever you want. Up close, watch out for Scum Gale, and focus
on comboing in Standing MP, Standing SP, Crouching MK, and Crouching
SP with Canterbury Blues and Liverpool White. This fight is pretty
straightforward in itself, so you shouldn't have any problems beating
Iori. A-Groove is the best Groove for this fight. 




-Vs. Joe-


Joe's rough, just due that it can be really tough to deflect both of his
Hurricane Uppers, and that he can smash through most of Eagle's
attacks using Screw Upper or Double Cyclone Upper. For the majority
of Joe's attacks, you can easily smash through using Liverpool White
or Canterbury Blue (use Manchester Black to counter Golden Heel
Cruncher, and use Liverpool White to counter everything else). For 
Exploding Hurricane Tiger Talon, use Union Jack Platinum to counter
it (Manchester Gold may just result in you getting the butt end of Joe's
attack). You could use A-Groove, but you'll probably want to stick
to C-Groove for this fight.




-Vs. Ken-



Ken isn't that tough really. Deflect his Hadoken using Saint Andrews
Green, and counter his Tatsumaki Senpu Kyaku using Liverpool
White or Oxford Red. Shoryuken is easily counterable by blocking
and using any attacks, and as for the rest of Ken's crazy kick attacks,
just use Liverpool White. Now, with Shoryureppa and Shippu Jinraikyaku, 
either Roll through them and counter using Manchester Gold, or
block and counter using Union Jack Platinum. For Shinryuken, you
shouldn't need to be that close. In fact, you should actually try to
make Ken make mistakes in this fight. A-Groove is the best to use here.




-Vs. Kim-



In this fight, you can pretty much dominate Kim as long as you keep
a careful eye on his attacks. You can pretty much counter everything
he does with Manchester Black or Canterbury Blues, even most of
his Super Specials. In other words, this fight is very straightforward;
wait till Kim attacks, watch for the right time, then counterattack.
A-Groove is the best Groove to use here if you decide to go on the
pure offense, but use C-Groove for the countering methods.




-Vs. King-


You can swat King's Venom Strike back at her, but for Double Strike,
it's best to not try to swat them back....and instead just jump over them
and attack King. For the rest of King's attacks, you can easily smack
her with Manchester Black and Liverpool White (you could use
Canterbury Blue if you want, but Liverpool White hits faster). For her
Super Specials, counter with Union Jack Platinum. Use A-Groove to
pester King. A pretty easy fight.





-Vs. Kyo-


Kyo's not that tough to beat either. For his Wicked Chew combo,
just block it and counter with Union Jack Platinum (if you have it, if
not, then use Manchester Black). The rest of Kyo's attacks aren't that
deadly, save for Serpent Wave and Final Shodown, which still aren't
that dangerous if you block or Roll through them and counter with
Manchester Gold or Union Jack Platinum. This fight is extremely
straightforward, so you shouldn't have that much problem beating
Kyo. Use A-Groove just to annoy him even more.




-Vs. Kyosuke-



Kyosuke is a bit easier to beat with Eagle. You can deflect his Cross
Cutters back at his face, and counter his Shadow Out Kick by blocking
and countering with Liverpool White. For Lightning Upper, just roll through
it and counter with Manchester Black or Liverpool White. The rest of
his attacks you should block and counter accordingly with Manchester
Black/Gold. Not a very tough fight by no means, and you can easily
hammer away Custom Combo at Kyosuke if nothing else. Oh, and did
I forget to mention.....A-Groove is your best bet to winning this fight?





-Vs. Mai-



Mai is pretty hard for Eagle, but not that much as she is to other fighters.
You can deflect her Kacho Sans via Saint Andrews Green, and for her
Deadly Ninja Bees and Super Deadly Ninja Bees, you can easily use
Canterbury Blue or Manchester Black to counter. For Ryu En Bu, just
block and counter using Liverpool White or Union Jack Platinum, and
for her Flying Squirrel and Crimson Firebird Diver, just block or Roll,
then counter using Union Jack Platinum or Manchester Gold. For her
regular attacks now, you'll want to save Manchester Black for times
that Mai misses with one of her attacks. Use A-Groove in this fight if
you want to pressure Mai, or use C-Groove if you want to counter
everything that Mai does and punish her with a Super Special.




-Vs. Maki-


Maki's pretty easy to beat with Eagle. You can punish the majority, if
not all of her moves, using just Manchester Black, and Liverpool White
alone. For her aerial attacks, use LP Canterbury Blue to counter. Use
A-Groove to really punish Maki up close, but it's better to stick to
C-Groove for your countering tactics. Very straightforward fight.




-Vs. M.Bison-


For Bison, be careful when you use any moves, in case Bison goes to
use Psycho Crusher or Mega Psycho Crusher, in which case you'll
want to block in order to counter with Manchester Black. Basically,
in this fight you'll want to block all of Bison's special and Super Special
attacks and counter using Manchester Black and Liverpool White.
Not a very tough fight by any means, as long as you stick to countering.
A-Groove is only if you want to attack Bison head-on, so stick to
C-Groove for this fight.




-Vs. Morrigan-


Saint Andrews Green will be your best friend here against Soul Phoenix.
For Shadow Blade, just block and counter using Liverpool White (the
same for Carpinal Blade), and for Darkness Illusion and Valkyrie Turn,
just use Union Jack Platinum to counter. Not a very hard fight by any
means, and either A or C-Groove will get you through it easily.




-Vs. Nakoruru-


Nakoruru's fast; of course we know this. So, what does that have to
do with using Eagle on her? Simple! It's called "Counterattacks". Wait
around for Nakoruru to use an attack (like Annu Mutsube or Kamui
Mutsube), then block it and smash Nakoruru with a corresponding
attack (Liverpool White for Kamui Mutsube, and either Manchester
Black/Gold, SP Canterbury Blue, or Saint Andrews Green for Annu
Mutsube). For her Anubo Yataro, just Roll through and prepare to block
her next attack, then counter. As for her Super Specials, block her 
Shichikapu Kanui Irushika, and counter her Elelyu Kamui Risse with
Union Jack Platinum. In essence, you'll want to use C-Groove for this
fight to inflict heavy damage with your Super Specials. Patince is a
virtue for this fight!




-Vs. Orochi Iori-


Fight Orochi Iori as you would Iori.




-Vs. Raiden-


With Raiden, you'll want to be careful when you use Manchester Black
or Manchester Gold, since you DON'T want Raiden to counter with
his Thunder Crush Bomb or Destruction Drop. Try to hammer on some
Canterbury Blues while mixing in some Liverpool Whites and regular
attacks (save Oxford Red for times that Raiden blocks low). If Raiden
attacks you with a Special or Super Special, either Roll through it or
block and counter with Manchester Black/Gold or Union Jack Platinum.
You'll want to use A-Groove for this fight just for the Custom Combos.
Try not to stay too close to Raiden at all times!




-Vs. Rolento-


For Rolento, Manchester Black and Canterbury Blues are your best
friend. Use Manchester Black to counter Patriot Circle, and use 
Canterbury Blues for all of Rolento's Rolling and evading crap. For
Rolento's Super Specials, just jump out of the way or block and counter
using Manchester Gold (if you're close enough to hit him with hit).
Regular attacks will be your best bet until you can combo them into
some of Eagle's Specials. Try to keep Rolento cornered throughout this
entire fight!




-Vs. Rock-


Rock's pretty tough, but if you use Eagle just right, you can easily
beat Rock without too much problem. Use Saint Andrews Green to
deflect Cyclone Sock and Double Gust Punch back at Rock, and use
Manchester Black/Gold to counter Hard Edge, Shining Knuckle, and
Neo Deadly Rave. As for Rising Tackle, stay out of reach or block it
and counter with Liverpool White. Try to stay in close and hammer away
at Rock using regular attacks while combined with Manchester Blacks
and Canterbury Blues and a side of Custom Combo (however, when
up close, watch out for Rising Tackle and, more importantly, Raising
Storm). You'll want to keep Rock cornered as much as you can in this
fight, but if you can't, then just stick to making Rock make mistakes, and
countering them with your best attacks. A-Groove is highly recommended
for this fight, but C-Groove works just as well. You can even try out
K-Groove here if you want.




-Vs. Rugal-



Rugal's pretty easy to beat with Eagle. Saint Andrews Green takes care
of Wind Slice and Kaiser Wave, and Liverpool White stops God Press
and Gigantic Press in their tracks. For Destroyer Cutter and Genocide
Cutter, just block and counter using Liverpool White. For Dark Smash,
you can easily Roll through it or Block and counter using Liverpool
White. Save Union Jack Platinum if you decide to block God Press or
Gigantic Pressure. Keep Rugal in a corner if you can, but you'll have to
be extremely careful, since you don't want to have a God Press in your
face from trying to constantly attack Rugal. A-Groove helps with your
barrage tactics, but C-Groove is best for your countering tactics. It
depends on what your tastes are.





-Vs. Ryo-


Ryo's rather easy to beat with Eagle. Use Saint Andrews Green to deflect
Ryo's Tiger Flame Punch back at him, and use Liverpool White for
Ryo's Lightning Legs Knockout Kick and Crazy Tiger Thunder Attack.
For Zan Retsu Kan, stay back a little or block, then counter with
Manchester Black/Gold, and for Koho, block and counter with Liverpool
White. As for Haoh Sho Koh Ken, just Roll through it and counter with
Manchester Black/Gold, and for Ryuko Rahou and Heaven Blaze
Punch, just counter with Manchester Gold. A-Groove is recommended
here, as you don't want to give Ryo a chance to attack you. During the
fight, make sure to keep Ryo out of the corners to avoid him being able
to easily counter Eagle better.



-Vs. Ryu-


Ryu's a piece of cake to beat. Use Saint Andrews Green against his
Hadoken and Shakunetsu Hadoken, and counter his Tatsumaki
Senpu Kyaku with Canterbury Blues and Oxford Red. For Shoryuken
block it and counter with Liverpool White. With Shinku Hadoken, just
jump over it or Roll through it and Roll Cancel into a Manchester Black
or Manchester Gold. For Shinku Tatsumaki Senpukyaku, block and
counter with Liverpool White or Union Jack Platinum, and for Shin
Shoryuken (which is a little tough to block if you don't watch out for
it), Roll or block, then counter with Union Jack Platinum just before
Ryu hits the ground. This fight isn't hard at all, and an A-Groove Eagle
can easily demolish Ryu.




-Vs. Sagat-


Sagat's not hard at all for Eagle. Deflect all of Sagat's Tiger Shots and
Ground Tiger Shots with Saint Andrews Green, and Roll through Tiger
Knee and Tiger Uppercut, then counter with Liverpool White or Oxford
Red. For all of Sagat's Super Specials, just Roll through them and counter
with Manchester Gold. If you have Sagat in a corner, be careful when
you get in close to him, since you can't Roll through him and avoid some
of his attacks (like Tiger Knee and Tiger Uppercut....) and you may just
Roll right into one of his attacks. Don't bother with A-Groove in this
fight, and instead go with C-Groove for more damaging Super Specials!




-Vs. Sakura-


Sakura's a little harder to beat than Ryu and Ken, but not by very
much. You can't really use Saint Andrews Green on Sakura's Hadoken,
since it's technically not a projectile, so instead block and counter with
Manchester Black. For Shunpu Kyaku, use Liverpool White, and for
Sho-Oh-Ken, Roll through it and counter with Manchester Black, or
try to counter the attack before it hits you with Oxford Red or Liverpool
White. Flower Kick is easily counterable with Canterbury Blue. For
Haru Ichiban, use Oxford Red, and for Midare Zakura, just counter with
Union Jack Platinum. For Shinku Hadoken, do the same thing that you
do with Ryu. A-Groove works best here, but be careful if you decide to
take the fight to Sakura, since she's pretty nasty when it comes to fighting
back.




-Vs. Shin Akuma-


Deflect each and every one of Shin Akuma's Zanku Hadoken, Gou
Hadoken, and Shakunetsu Hadokens right back at him, and if he uses
Ashura Senku, use Crouching SK or Liverpool White to counter him.
Against him up close, try to counter any of his Tatsumaki Zanku Kyakus
or Gou Shoryus with Liverpool Whites or Union Jack Platinum, and
for Shungokusatsu, use Manchester Gold IMMEDIATELY! Against
Misogi, just Roll and counter using Manchester Gold. This fight will
take a lot of patience (since if you block too much, Shin Akuma will
just throw you...).




-Vs. Terry-


Terry's easy to beat with Eagle, since all you really need to do is block
and counter everything that Terry does. For Power Wave, use Saint
Andrews Green to deflect it back at Terry, and for Burning Knuckle
and Power Dunk, use Liverpool White. Against Crack Shot, use Manchester
Black, and for Terry's Super Specials, just Roll through them and counter
using Manchester Gold. A-Groove works best here only if you decide
to go on the offense against Terry, so instead use C-Groove to make
your Super Specials more powerful. When you corner Terry, be cautious
of his Rising Tackle, since he can pull that off as a counter during the
middle of one of Eagle's attacks. Buster Wolf is only a problem if you're
in the middle of a Liverpool White or Manchester Black/Gold.




-Vs. Todo-


Todo's pretty easy to beat as long as you have Roll available to you.
Use Roll through each and every one of Todo's Ecstasty Crunches,
and counter with Manchester Black or Manchester Gold (if Todo uses
Air Ecstasy Crunch, Roll and use Liverpool White, Oxford Red, or
Union Jack Platinum to counter). Do the same for his Ultimate Ecstasy
Crunch, and with his Mind's Eye Slingshot, just hold off attacking him
until he let's his guard down, THEN hammer on a Manchester Gold. Try
to avoid cornering Todo, since that'll hurt you more in the longrun than
help you. A-Groove is the best Groove to use here.




-Vs. Ultimate Rugal-


This fight will be reminescant of the fight with Shin Akuma more or less.
Aside from countering Ultimate Lane with Liverpool White or Crouching
SK, the rest is pretty similar to fighting Rugal. However, for Rugal
Execution, you'll want to use Union Jack Platinum (if you have it) or
Liverpool White to counter it (the same with Last Judgement, though
with that, you'll want to use Manchester Black or Manchester Gold).
Try to stick to C-Groove for this fight. Patience is a virtue here!




-Vs. Vega-


Vega's annoying to fight with Eagle. Liverpool White will be of big help
against several of Vega's attacks, but you'll also want to save Saint
Andrews Green for Rolling Crystal Flash and Scarlet Mirage (though
Manchester Black or Manchester Gold are better to use in those
situations). Use Canterbury Blues ONLY if you know when Vega is
going to be using a Special, and save Oxford Red as a last resort against
Rolling Crystal Flash and Scarlet Mirage. If you can block any of Vega's
attacks, counter using Union Jack Platinum. A-Groove is not really needed
here, so use C-Groove instead. K-Groove is also somewhat decent with
Eagle here.




-Vs. Vice-


Vice is tough for Eagle to beat. You don't want to stay too far away
since Vice can use Da Cide to nail you, and it's pretty hard to get in
close to Vice due to her Outrage and Rave Fest specials. And you
can't really block that much either due to her Super Specials. Your best
bet is to use A-Groove or C-Groove, then Roll through Vice's Da Cide
(Jump works just as well), then when Vice tries to use Outrage, counter
with Oxford Red or Manchester Black (though don't use Manchester
Black too close, or you'll run right into the Outrage). For Rave Fest,
just duck and use Crouching SP to hit her, though you'll take damage
as well. For Vice's Super Specials, try to counter IMMEDIATELY with
Union Jack Platinum or Liverpool White just as Vice is about to grab 
Eagle. Don't let Vice get cornered at all, since that makes this fight
all the more tougher to win.




-Vs. Yamazaki-


Yamazaki can be a nuisance, since he can ruin Eagle's attacks with some
really dumb attacks like Sand Scattering. You'll want to try to use Roll
for most of Yamazaki's attacks (though with Serpent Slash, it's hard to
tell when he'll hit you...so save Roll for the last second in that situation).
For Hydra's Judgement, try to counter with Manchester Black, and for
Yamazaki's Super Specials, Roll through them and counter with Manchester
Gold (you can also opt to block them and counter with Union Jack 
Platinum as well). A-Groove is what you're looking for in this fight, since
you want to pressure Yamazaki as much as possible (though when attacking
him, watch out for his Taunt & Counter special). 




-Vs. Yun-



Yun's a piece of cake to beat with Eagle. You can easily smash all of
Yun's attacks using Liverpool White, Manchester Black/Gold, or
Union Jack Platinum. In fact, if you corner Yun and use A-Groove's
Custom Combo mode, you can easily smash Yun without really taking
too much damage from him. Use Roll to get through any of Yun's Super
Specials and counter with Manchester Black or Manchester Gold if you
find the need too.




-Vs. Yuri-


Yuri's a nuisance in herself, but she's doable. Deflect her Rai Oh Ken and
Tiger Flame Punch with Saint Andrews Green, and counter her Yuri's
Super Upper and The 100 Blows with Manchester Black or Liverpool
White. For Saiha, just wait until it's about to go away, then attack with
Manchester Black or Gold. For Haoh Sho Koh Ken, just Roll and counter
with either Manchester Black or Gold (if you're not close enough) or
Union Jack Platinum (if you're close enough). You can easily counter
Scalding Steam Blast and Flying Phoenix Kick with Union Jack Platinum
(right before Yuri would hit Eagle) or Roll through the attacks or Block,
then counter using Union Jack Platinum or Manchester Black/Gold.
Nothing too difficult about this fight. Use either A-Groove or C-Groove.




-Vs. Zangief-


Zangief's rough, since if he blocks Eagle's attacks at all, he can counter
with any of his grappling moves (as with any other characters that he
fights). Try to make Zangief come to you (scary, no?) and force him to
make mistakes that you can punish him for. Stay away from Manchester
Black and Manchester Gold, since those will just end up with Eagle's
face in the ground. Oxford Red isn't all that useful, so avoid it as well.
Union Jack Platinum is good to use against Zangief's Super Specials
and some of his regular Specials, but be careful when you time the attack!
Use A-Groove to pressure Zangief with Custom Combos, or use C-Groove
if you want to attack with a powered-up version of Union Jack Platinum.
Your choice!


------------------------------------------------------------
IX.     E. Honda [CAP09]


-Introduction-


The Sumo Wrestler finally shows up after some absence, but still
remains rather the same as in Street Fighter II. You'll really need to
wait out your opponents attacks and counter to win with this guy.





-Movelist-



-Specials-


Hyakuretsu Harite.....................................Tap P rapidly


Super Zutsuki.............................................Ch. B, F + P


Super Hyakken Otoshi...............................Ch. D, U + K


Ooichou Nage.............................................360 + P



-Super Specials-


Onimusha.....................................................Ch. B, F, B, F + P


Orochi Kudaki..............................................720 + P
(Level 3 & MAX only)





-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Slow Palm Thrust)


-This move has barely any reach at all, and, as the name says, it's pretty
damn slow. Not worth using at all....



MP (Palm Thrust)


-It's odd to find a MP that moves faster than a LP, but this move does
just that. However, it carries all the other properties of the LP version.
Still not worth using....



SP (Chop)


-Oh noes! It's a.....chop! This moves just as slow as the LP version, but
has a little bit more range and reach than the LP version. Still.....not worth
using at all....




LK (Low Kick)


-Has very little reach (what do you expect from Honda?), and does crappy
damage. Still not worth using at all....




MK (Mid Kick)


-About as useless as the LK version. Carries basically the exact same
properties as the LK version, which means.....yup.....not that good to
use at all....




SK (High Kick)



-Oh no! It's a High version of the previous 2 moves! It's still horrible
to use, as it carries the same properties as the other 2 moves, though it
does a little more damage than either one of the other two.




F + SK (Foot Trip Kick)


-Something that's actually useful! This move, if not blocked, will knock
the opponent down, but still......it has crappy range and reach, but does
decent damage.




-CROUCHING-



LP (Slow Palm Thrust)


-Same as the Standing LP.



MP (Palm Thrust)


-Same as the Standing MP.



SP (Arm Trip)


-Honda uses his big arm to trip the opponent. What a surprise...however,
this move has quite a bit of reach to it, so it may surprise your opponent if
you haven't used it all that much.




LK (Low Kick)


-Same as with the Standing LK.



MK (Mid Kick)



-Same as with the Standing MK.




SK (Sweep)


-Honda trips the opponent with a sweep kick. Has a pretty good reach
on it, and does decent damage, but that's about the extent of this move.






-JUMPING-



LP (Falling Palm)


-Comes out relatively quick, but doesn't last for that long, and it
does crappy damage. Could be useful for combo starters, IF Honda
had something to combo into....



MP (Aerial Chop)


-Has a little range on it, but in order to hit with it, you have to practically
use it when the opponent is next to Honda in the air or right by him
as he's coming down from the air. Doesn't do that much damage...



SP (Face Slap)


-Nothing like coming down out of the air and slapping Akuma out of his
Shungokusatsu! However, that's the only way you CAN get this move
to connect IS to be pretty close to the opponent...



LK (Butt Smash)


-Yes....squish your opponents with Honda's big ass! Of course, this move
isn't all that useful at all, though it seems to last the whole time that
Honda is in the air.



MK (Body Press)


-Covers a good deal of the area that Honda's in the air, but it doesn't
do much damage and is prone to counterattacks.



SK (Diagonal Kick)


-This is the move to use to knock opponent's out of their moves. Does
decent damage and has decent range, but other than that, nothing else
to really say about this move.





--Throws--



F or B + SP (Sumo Toss)




F or B + SK (Bear Hug)

-Damages opponent up to 8 times.





--Special Moves--



-Hyakuretsu Harite-



STRONG VS.


Close attacks
Rush attacks
Some Other attacks (like Shungokusatsu and Tatsumaki Senpu Kyaku)




WEAK VS.


Projectile attacks
Air attacks
Anti-Air attacks
Some Other attacks



-Honda's famous Special. This move is great for times that you corner
your opponent, and good for pulling out just before some attacks are
about to connect to Honda (like Deadly Ninja Bees, Burning Knuckles,
Shungokusatsu, and Rolling Attack). However, it's very vulnerable to
Projectile attacks and Air attacks (though sometimes, Honda can still
hit opponent's in the air as they're coming down; i.e. Sakura's Flower
Kick).




-Super Zutsuki-


STRONG VS.


Rush attacks
Other attacks
Close attacks




WEAK VS.


Projectile attacks
Anti-Air attacks
Other attacks (like Raising Storm and Power Geyser)
Air attacks



-Honda's Sumo Headbutt! This is a pretty decent move to use (and
fairly obvious to tell when the CPU is going to use it...), but the downside
is, it's pretty easy to counter with just about any character (Mai can
counter using Kacho San or Ryu En Bu, Ryu with Shoryuken and
Hadoken, Eagle with Liverpool White, and so on). Still, it can be a life
saver, especially if you find yourself in a corner and about to end up on
the receiving end of a Shungokusatsu.




-Super Hyakkan Otoshi-



STRONG VS.


Rush attacks
Other attacks
The majority of Projectiles, as long as you don't use it before the
attack comes out...





WEAK VS.


Air attacks
Anti-Air attacks
Some Other attacks (such as Sun Fire Samba)




-A rather decent defensive move, if anything else. This move can
get you out of corners if you find that your opponent is too busy trying
to hit you with everything that they have and aren't paying attention
to what you're doing. However, this move is pretty vulnerable to all
Anti-Air attacks, so using it against the likes of Ryu, Akuma, Kyo, or
Morrigan proves futile.





-Ooichou Nage-



STRONG VS.


Nothing....




WEAK VS.


Everything....



-Honda's Special Throw move that can, of course, only be used if you're
next to your opponent. However, this move deals A LOT of damage, so
it can be worth the damage that you take just to pull it off. However, if
you find that you can't even get close enough to use it and you're taking
way too much damage, ignore it!





--Super Special Moves--



-Onimushu-




STRONG VS.



Rush attacks
Some Other attacks (such as Shungokusatsu and Deadly Ninja
Bees)





WEAK VS.



Projectile attacks
Anti-Air attacks
Air attacks
Some Other attacks (like Shinku Tatsumaki Senpu Kyaku)




-A pretty great offensive attack, but you'll have to be pretty cautious
when using it, since it can be countered very easily (nothing better than
being knocked out of a Super Special than by a fan or a cyclone, eh?)






-Orochi Kudaki-



STRONG VS.


Close attacks




WEAK VS.


Everything.....




-This is a great defensive attack, but can ONLY be used if you're right
next to your opponent; otherwise, you wasted your Super Meter for
nothing. Try to use this whenever the opponent trips Honda and tries
to get right up on him.








--Strengths & Weaknesses--



Honda doesn't really have many Strengths to him, and usually I won't
say that about any fighter. The only good thing about him is that he
has a rather decent vitality, defense, and stun rating, but other than
that, he falls short of everything else. He lacks any range whatsoever,
and his attacks are very easily predicatable and counterable. In order
to even remotely win with Honda, you'd pretty much have to force
your opponent into making as many mistakes as possible, then countering
him/her with one of Honda's moves.


However, as shown by the Tier Listing in Section 004, Honda can be
a top-tier fighter when used in C-Groove. But as stated earlier, this depends
on the player's ability to use Honda.





--Battle Strategies--




OFFENSE



There's not too much going for Honda on offense aside from Hyakuretsu
Harite and Super Zutsuki. You'll really need to be in close to hit your
opponent's hard with Honda, and if you're going to be in that close,
might as well try to go for a Ooichou Nage or Orochi Kudaki while you're
at it. Try to tack on as many Crouching SP and Crouching SK as possible!
Save Onimushu for times that you're about to be pressured heavily,
or about to get hit with a very powerful Super Special.






DEFENSE



All of Honda's attacks work well defensively, however you play Honda.
Ooichou Nage is great for times that you block an attack and the opponent
is next to Honda to use the attack (the same for Orochi Kudaki). Hyakurestu
Harite is also great for keeping opponents back from pressuring you,
and is great to lead into a offensive assault. Save Super Hyakkan Otoshi
for times that you find yourself cornered.
   






--Matchups--



-Vs Akuma-



This fight is pretty hard to win with Honda. If you try to play defensively,
you'll only get bereted by constant Gou Hadokens, Zanku Hadokens, and
Shakuntesu Hadokens, and if you try to get in close, you'll run smack into
Tatsumaki Zanku Kyakus and Gou Shoryus. You're best bet it to try to
force Akuma to throw a Gou or Shakunetsu Hadoken, then Roll and counter
with Super Zutsuki, or use Super Hyakkan Otoshi as Akuma fires off one
of his Hadokens. For Tatsumaki Zanku Kyaku, just duck and counter using
Hyakurestu Harite or Onimushu, and just block Gou Shoryu and counter
with Ooichou Nage or Orochi Kudaki if you can manage it. For Shungokusatsu,
counter immediately with Onimushu, and for Messatsu Gou Shoryu, Roll
and counter with Onimushu or Super Zutsuki. Messatsu Gou Hado and
Tenma Gou Zanku should just either be blocked, Parried, or Roll through.



-Vs. Athena-



Athena's a little harsh to Honda, but Honda can beat her, albeit with some
problems. You have to time each and every one of Honda's specials right,
or else you'll run right into a counter. Against Psycho Ball, try to use Super
Hyakkan Otoshi while Athena's charging up the attack (and be close to her
when you do it), and for Psycho Sword, block and counter with Hyakuretsu
Harite or Super Zutsuki. For Shining Crystal Bit, just block and counter
with Onimushu. Orochi Kudaki and Ooichou Nage isn't going to do you
much good in this fight, so ignore them (unless you block Psycho Sword
and are pretty good with pulling off 360/720 moves on the ground). If you
want, try to corner Athena, but don't expect that to last long with her
having Psychic Teleport. If you have to, keep Honda in a corner and play
defensively to win. C-Groove is what you want for powered-up Super
Specials. Don't use A-Groove at all!





-Vs. Balrog-


This fight can go either way really. As long as you keep Hyakuretsu Harite
and Super Zutsuki available whenever Balrog uses a Special attack, you'll
be able to beat him every time (you can even opt to use Supe Hyakkan
Otoshi, but if you miss with it, you'll just end up being punished by Balrog).
You can even try to block Balrog's attacks (especially Crazy Buffalo and
Gigaton Blow) and counter with Orochi Kudaki for massive damage. Try
to keep Balrog cornered to avoid having him pressure you too much. 
When you do manage to get him in a corner, keep on him with Crouching
SP, Crouching SK, and Hyakuretsu Harite. If you want, get Honda in a
corner and make Balrog come to you while you throw out Super Zutsukis
and Super Hyakkan Otoshis.




-Vs. Benimaru-



Good ol' Benimaru is really hard to beat using Honda, since Benimaru
can easily stop every single one of Honda's attack alone with Lightning
Fist. You'll need to try and play very defensively and conservately in this
fight in order to win. Go into a corner and force Benimaru to come to you,
and if he tries to use Iaido Kick or Super Lightning Kick, just block and
counter with Super Hyakkan Otoshi or Hyakuretsu Harite. Make aboslutely
sure that he doesn't get in too close to be able to use his Benimaru
Collider Crunch or Blec-Trigger! For Lightning Fist, block and counter
with Onimushu (do the same for Discharge Spark and Heaven's Blast
Flash!).



-Vs. Blanka-


Blanka and Honda are about equally powerful against each other. Both
can double-hit with their special moves. So, who's got the better Super
Specials then? That's where Honda falls hard, especially since if he tries
to use one of his Super Specials on Blanka, Blanka can easily counter
with Shout of Baron or Ground Shave Rolling. You're best bet is to try and
corner Blanka with constant Hyakuretsu Harites and Super Zutsukis, then
once you get him in a corner, attack him with a barrage of Crouching SK and
Hyakuretsu Harites. If Blanka tries to counter attack, just block and counter
with Onimushu or, if you're close enough, Orochi Kudaki or Ooichou Nage.
This fight should be relatively easy to win, as long as you don't let Blanka
annoy you with his Electric Thunder or Ground Shave Rolling.



-Vs. Cammy-



Cammy's annnoying just because she's much faster than Honda and can
attack much more quickly. However, here's how you can easily smash through
her (yes, you'll need to turtle a bit before you get a chance to pull these 
off). For the times that Cammy goes to do a Spiral Arrow or Spin Drive 
Smasher, block and counter with either Super Zutsuki or Onimushu, 
and for times that Cammy tries to use Cannon Spike, block LOW and 
counter with either Ooichou Nage or Orochi Kudaki. Against Hooligan 
Combination, you'll want to use Super Zutsuki, Onimushu, or Hyakuretsu 
Harite to stop it (this is where having Honda in a corner actually helps). If 
you go on the offense, don't expect to keep Cammy in a corner, if at all, 
during the match. Instead, focus on Rolling through Specials and 
Super Specials, then countering with Super Zutsuki or Onimushu 
(you can also attempt to use Super Hyakkan Otoshi if you wish, 
but it's better to save that for times that Cammy is
crouching low and doesn't get up fast enough while you're barraging 
her with normal attacks).




-Vs. Chang-



This is going to be a bit of a rough fight, due to Chang's reach and the help
of Choi. You'll need to try and block the majority of Chang's attacks, while
countering with Hyakuretsu Harite and Onimushu (use Onimushu ONLY
when you get a clear shot at Chang; otherwise, he'll just counter with
Tornado Ripper or Spinning Iron Ball). Speaking of Spinning Iron Ball, block
it, and the moment you see it slowing down, go in and try for an Orochi
Kudaki. As for Breaking Iron Ball, Roll through it and cancel into a Super
Hyakkan Otoshi or Hyakuretsu Harite, and for Hurricane Cutter/Flying
Slice Dash, Roll and be prepared to block (since Chang will still be able to
attack even though he used the move). Wild Ball Attack should be countered
with Onimushu.



-Vs. Chun-Li-


This is where things will get interesting. Honda can get around Hyakuretsu
Kyaku by using Super Hyakken Otoshi, and for most other moves, Super
Zutsuki works rather decently, as well as Hyakuretsu Harite. For Kikoken, just
jump over it (don't try to use Super Hyakken Otoshi if you're not in clear range
of Chun-Li. As a matter of fact, don't try and counter with the move at all 
unless you've been buffering it while near Chun-Li and you see the move 
JUST starting up), and counter with Honda's Jumping SK or SP (Jumping 
SP works well against opponent's who like to jump alot as well). For Kikosho, 
there's not much Honda can do to counter it but stay out of distance; 
however, if Honda is at the right distance, and he's guarding against it, you 
can try and go for a counter with Onimushu. Against Hoyoku-Sen, try to 
Roll through it and counter with Orochi Kudaki, if you have the meter 
and are good with 720s, or use Onimushu, Hyakuretsu Harite, or 
Ooichou Nage. In times that Honda is cornered by Chun-Li, your 
best bet is to try and keep her away by using LP Hyakuretsu
Harite (though don't abuse it; otherwise, you may end up with 
Kikokens in your face). Crouching SK helps to fight in the corner, as 
does Standing SP and Crouching SP. LK Super Hyakken Otoshi mixed 
up with LP Super Zutsuki helps a bit as well, though it's best to try 
and get out of the corner as fast as possible, since Chun-Li can 
easily Guard Crush Honda if he's stuck in the corner for too long
with her Spinning Bird Kick trap.



-Vs. Dan-


This fight is a little tough, but favors Honda slightly. As long as you 
don't time your Super Zutsukis or Onimushus to land into a Gadoken, 
Shinku Gadoken, or Kouryuken, you'll be fine. Also, be careful when you 
use Super Hyakken Otoshi, since Dan can counter with Kouryuken 
VERY easily. When cornered, don't go for Hyakuretsu Harite, since Dan 
will just punish you with Gadoken or Shinku Gadoken. Instead, focus 
more on Crouching SK, Crouching SP, and Standing SK.
If you find yourself right by Dan somehow, go for an Ooichou Nage 
or better yet, Orochi Kudaki, if you have the meter. Against 
Dankyaku, counter by using Super Hyakken Otoshi (be careful which 
version you use, since Dan does fly rather quickly sometimes).  
Hissyo-Buraiken is only dangerous if Dan blocks Super Hyakken Otoshi 
and counters immediately with it, or you try and go
for an Ooichou Nage or Orochi Kudaki and miss; otherwise, you 
shouldn't have to worry about it that much. Kouryurekka isn't all 
that dangerous either unless you do one of the previous aforementioned 
things, while Shinku Gadoken will be your biggest threat in this match. 
If you're using P-Groove, you CAN try and parry the entire thing, but 
odds are, you won't want to. K-Groove, if done right, can really wreck 
Dan's life if you manage to connect with a Orochi Kudaki while in Rage.




-Vs. Dhalsim-



Expect this one to take a while, and be heavily in Dhalsim's favor. Dhalsim can
counter almost everything that Honda does with ease, so you're bet is to get in
close (while avoiding Yoga Flame and Yoga Blast) and try to get in some Ooichou
Nages and Orochi Kudakis (if you think you can manage them), or go with the
classic Crouching SP/SK to Hyakuretsu Harite or Super Hyakken Otoshi. While
up close, make sure to watch out for Yoga Stream, Yoga Volcano, and Yoga
Inferno. Far away....let's not stay far away from Dhalsim, as he can take 
complete control of the match from there with a barrage of Yoga Fires, 
Yoga Blast, and Yoga Flames. If you do get Dhalsim cornered, however, 
expect to see him use Yoga Teleport. In this case, set up for a Super 
Zutsuki or Onimushu to counter it. Make sure to watch out for 
Standing SK and Crouching SP as well. This fight will just take some 
time and patience to win.



-Vs. Eagle-


Eagle's not as bad as he looks. Liverpool White is going to be your 
biggest threat here (as will Union Jack Platinum), but aside from those, 
the rest of Eagle's attacks aren't that deadly. Manchester Black and Gold 
may be able to cut through Hyakuretsu Harite, but if you time it right, 
you can stop those attacks dead in their tracks with Hyakurestu Harite. 
For Canterbury Blues, be careful when you use Super Zutsuki, as 
you can land right into the attack and not hit Eagle at all. For Oxford 
Red, try to counter with Super Zutsuki, and for Saint Andrews Green, 
go with either SP Hyakuretsu Harite or Super Hyakken Otoshi. It'll 
be really tough to pull out any Ooichou Nages or Orochi Kudakis
in this match, so don't even let that thought cross your mind at all in 
this fight. Try to corner Eagle as much, and punish any whiffed 
moves with Super Zutsuki or Onimushu. 



-Vs. E.Honda-


Think of this fight as a mirror match. You can counter Super Zutsuki with
SP Hyakuretsu Harite, and counter Super Hyakken Otoshi with Super
Zutsuki or, if you're feeling froggy, Ooichou Nage or Orochi Kudaki.
For Hyakurestu Harite, try and counter with Super Hyakken Otoshi (though
time it carefully....don't want to fall into a flurry of hands...). For 
Onimushu, you can either opt to roll through it, or counter with Super 
Hyakken Otoshi. As for Ooichou Nage and Orochi Kudaki....try not to 
be in THAT close....not much else to say in this other than be wary of 
Crouching SP/SK and Jumping SP.



-Vs. Evil Ryu-


This fight is pretty nasty for Honda, as Evil Ryu can counter everything that
Honda does. However, Evil Ryu takes quite a bit of damage from attacks, so
a couple well-timed Orochi Kudakis and a few Ooichou Nages will take care
of him combined with all of Honda's other attacks. For Tatsumaki Senpu Kyaku
(the ground version, not the aerial version), try to go for a LK Super Hyakken
Otoshi (be careful though, if Evil Ryu uses the LK version of Tatsumaki...keep
an eye out for that), or mix it up and try to go for a Hyakuretsu Harite. For
Shoryuken, you'll need to try and block and counter with either Ooichou Nage,
Orochi Kudaki, Onimushu, or SP Hyakuretsu Harite (watch for an immediate
attack afterwards if you don't time it right or if Evil Ryu uses the LP 
version). For the Hadokens, you should know what to do with Honda by 
now. If not, just jump over them and counter with Jumping SK or SP (be 
wary of any retaliation of Shoryukens), or just try and time a Super 
Hyakken Otoshi (not recommended however). For Messatsu Goushoryu, 
you can either do one one of the following: 



A) Block, wait for Evil Ryu to get near the ground, then counter with 
Orochi Kudaki, Ooichou Nage, Onimushu, Super Zutsuki, or Hyakuretsu 
Harite.

B) Counter with Super Zutsuki (which may result in you getting hit) or 
Onimushu (which may either result in you getting hit, Evil Ryu getting
hit, or both getting hit).

C) Rol through attack and go with A.


Either way, Messatsu Goushoryu isn't a problem. The real problem lies in
Shinku and Metsu Hadoken, especially if you're in the middle of doing a
move like Onimushu that you missed with or aren't close enough to hit with,
or you're about to do a move like Hyakuretsu Harite while anticipating Evil
Ryu attack you while in a corner. Keep an eye on Evil Ryu's special meter!

Also, do keep a note of what Groove Evil Ryu is in as well. This can make a 
world of difference to Honda (Against P-Groove, unless the player using
Evil Ryu is good at Parrying, Honda should do decently, while against 
K-Groove and C-Groove, Honda is going to have quite a bit of trouble 
beating Evil Ryu).



-Vs. Geese-


Here, Honda has a slight advantage over Geese in the fact that Wind Slice
and Double Wind Slice are vulnerable to Super Zutsuki and Super Hyakken
Otoshi. Rely on Ooichou Nage and Orochi Kudaki (if you have the meter for it)
for the times that you manage to block Evil Shadow Smasher or Deadly Rave (and
you're close enough to use them. Odds are though, those attacks will push you
out of range to use them. If that's the case, counter with Super Zutsuki or
Onimushu). Against Gaia Slash, Honda has nothing to counter it, but you
can Roll through it and try to land a quick Ooichou Nage or Orochi Kudaki
if you're brave enough to test the waters against Geese's Wind Slice, Double
Wind Slice, Deadly Rave, and Raising Storm. You'll also have to be exceptionally
careful since Geese can easily outcounter Honda with Middle Body Blow
and Upper Body Blow very, very easily...in fact, Honda is at quite a 
disadvantage all-around against Geese unless you learn to time 
your attacks to where Geese cannot counter them (though 
getting through Raising Storm is another problem). Be wary of 
K-Groove and N-Groove Geeses!




-Vs. Guile-


This fight may remind you of Dhalsim, but it's an entirely different beast. When
going on the offense against Guile, be way of using any Super Zutsuki, as
Guile can easily counter with either Sonic Boom or Somersault Kick easily.
There's really no way around either, so you'll want to try and not use
Super Zutsuki or Super Hyassen Otoshi that much, if at all, during this match.
However, if Guile attempts to use Somersault Kick or Double Somersault 
Kick (also including Total Wipeout, but there's less of a chance to pull this
off of that), try to counter with Ooichou Nage or Orochi Kudai. Against Sonic
Hurricane, if you feel gutsy, try for a Super Hyakken Otoshi (be warned though,
it may end in disaster). It'll take some patience to draw out Guile. Be warned
though, there are some Guile players that play rather aggressively! C-Groove
and K-Groove are the ones to watch out for!




-Vs. Haohmaru-


Haohmaru has an advantage over Honda power-wise, but speed wise, Honda
has much more of an advantage. Avoid Haohmaru's Standing SP at all costs
(even when defending, since it chops off half of the Guard Meter), and also
be wary of Slash of Supreme Judgement and Flame of the Conqueror. Secret
Cyclone Slash may prove to be quite annoying as well if you try to go for a
Super Zutsuki (though if you time your Super Zutsuki, you should be able to
outtime Secret Cyclone Slash). Secret Earthquake Slice isn't really anything
to worry about (Hyakuretsu Harite can easily take care of that, as can a well
timed Super Zutsuki or Onimushu). As for Secret Crescent Moon Slash, just
block and get ready to immediately land an Ooichou Nage or Orochi Kudaki
(if you have the meter for it) as soon as Haohmaru lands. Keep an eye out
for Haohmaru's Jumping SP, Crouching LP, and Standing MK as well. 



-Vs. Hibiki-


Hibiki really shouldn't be a bit of problem for Honda. Her Distance Slash amd
Malding Being Blade are useless against Super Zutsuki and Super Hyakken
Otoshi, but against Hyakurestu Harite, they can be a problem. You can easily
avoid her Super Special just by going into a Super Zutsuki or Super Hyakken
Otoshi when she performs the Special. You can even opt to punish her by
using Onimushu if she misses (odds are though, good Hibiki players know how
to combo into those moves). If this is the case, then learn how to guard
against the attacks and counter with Ooichou Nage and Orochi Kudaki.
Most of the time, you'll be trying to keep Hibiki cornered and pressure to
avoid getting pressured yourself. Watch if you go on the offensive with
Honda, because odds are, if you're trying to pressure Hibiki, you just might
end up running flat into a No Fear Feint or Going My Way.



-Vs. Iori-


Iori's pretty tough for Honda to contend with. If Iori has access to Roll, 
it pretty much makes a lot of Honda's moves useless. Super Hyakken 
Otoshi and Super Zutsuki fall prey to Fire Ball, while Hyakuretsu Harite 
falls victim to both Dark Thrust and "One For the Road" Blast. Careful 
when using Onimushu, since Iori can easily counter with a Maiden Masher. 

Now, enough of what Iori can counter with, what can Honda do? Well, if
you manage to get Iori cornered, you can hammer away at him with Hyakuretsu
Harite while keeping an eye out for Deadly Flower and Iori's Crouching SK and
Standing SK. Also, while using Hyakuretsu Harite, be wary of Scum Gale if
somehow Iori finds his way close enough to Honda, as a really good Iori
player can easily abuse the power of Scum Gale. With Super Zutsuki, try
and use it RIGHT as you see Iori's motion for Dark Thrust, and hope that you
pull it off in time to hit Iori before he has a chance to counter with Fire 
Ball. Super Hyakken Otoshi isn't really worth using all that much in 
this fight, unless the Iori player abuses Crouching SK too much (then 
a LK Super Hyakken Otoshi should work fine). For times that you 
block Iori's Dark Crescent Slice, go immediately into a Onimushu, 
and for times that you block Iori's Maiden Masher, go into an 
Ooichou Nage or, if you have the meter for it, Orochi Kudaki.

For normal moves, try to counter Iori's Crouching SK with Crouching 
SP or SK. Either one works well against it. For Iori's Standing SK, 
roll and counter with either Ooichou Nage, Orochi Kudaki, Hyakuretsu 
Harite, or Onimushu.



-Vs. Joe-


Joe's rough too for Honda to fight, and moreso than Iori is. Joe has 
more ways to counter Honda, so let's see what we can do here.

Against Hurricane Upper, you'll just want to Super Jump over it 
and do a Jumping SK, since none of Honda's moves can bypass 
it at all. For Slash Kick, counter with Hyakuretsu Harite, and for 
Tiger Kick and Golden Heel Hurter, block and counter with Ooichou 
Nage or Orochi Kudaki (or if you're not that good with 360 or 
720 moves, try using Onimushu if you have meter or whatever 
else you feel like). TNT Punch should be abruptly put to a halt
by Super Hyakken Otoshi.

For Screw Upper and Double Cyclone Upper, you'll want to 
stay out of range, since Honda cannot do anything against 
those moves in the slightest bit. However, against Exploding 
Hurricane Tiger Talon, you can opt to roll through it and counter 
with Onimushu, or get up close and try an Ooichou Nage or
Orochi Kudaki; or, you can block and counter with anything that 
you like (do this before Joe lands on the ground too).



-Vs. Ken-


Ken can be nasty, but only if you don't watch what you're 
doing (as with any other fighter). Your main goal is to avoid 
going aerial TOO much, as Ken loves to counter aerial attacks 
quite easily. Save Super Hyakkan Otoshi for times that Ken 
uses Tatsumaki Senpukyaku or Shippu Jinraikyaku. Super Zutsuki
should be saved for when Ken goes for one of his funky kick 
moves, misses with Shoryuken, or tries to go with Shoryureppa 
and misses. Try to avoid using Orochi Kudaki or Ooichou Nage, 
as if you don't connect with those moves, Ken can punish you 
quite harshly. Onimushu should only be used if you block
Shippu Jinraikyaku, and try and save Orochi Kudaki for a 
blocked Shoryureppa or if Ken misses with a Shinryuken.

For times that you're backed in a corner, don't rely on 
Hyakuretsu Harite, as Ken can just blast Honda in the face with 
a Hadoken. Instead, rely on Crouching SP and SK to get your 
through, along with Super Zutsuki and Super Hyakkan
Otoshi.





-Vs. Kim-


Kim shouldn't give Honda too much of a tough time. Try to 
corner him and block/counter his moves with Ooichou Nage 
and Orochi Kudaki if you think you can connect with them. 
For the majority of his attacks, however, countering
with Super Zutsuki or Hyakuretsu Harite should do the trick 
(or Onimushu). Here's a quick chart for your viewing pleasures:



Crescent Moon Slice = Counter with Ooichou Nage, Orochi 
Kudaki, or Hyakuretsu Harite


Flying Kick = Counter with anything if blocked


Flying Slice = Counter with Super Zutsuki or Onimushu before 
or right when Kim lands.


Comet Cruncher = Counter with Ooichou Nage, Orochi Kudaki, 
Onimushu, Super Zutsuki, or Hyakuretsu Harite.


Super Specials = Block and counter with Orochi Kudaki (if close 
enough), Super Zutsuki, Hyakuretsu Harite, or Onimushu.





-Vs. King-


King WOULD be a problem for Honda, IF her attacks weren't 
so weak. Watch for Venom Strike and Double Strike when going 
for Super Zutsuki or Onimushu.

For the majority of King's moves (minus Venom and Double 
Strike), you'll want to try and counter with Super Zutsuki or 
Hyakuretsu Harite, or if you're feeling gutsy and think you can 
hit her before her attacks end, go for Super Hyakkan
Otoshi. Save Ooichou Nage and Orochi Kudaki for times 
that King tries to pressure you or you block her Illusioin Dance 
special. Nothing hard about this fight at all.




-Vs. Kyo-


The thing to remember in this fight is that, in order for Kyo to 
do any real damage, he has to be in close. Therefore, to keep 
him from getting in too close, abuse Hyakuretsu Harite and Level 
3 Onimushus. Try not to use Super Hyakkan Otoshi that much in 
this fight, as Kyo can easily counter that with Fire Ball or,
if the attack isn't close enough, Spinning Kick or Serpent Wave. 
Only bother with Orochi Kudaki or Ooichou Nage after blocking 
Kyo's Final Showdown or one of his Wicked Chew combos. 
For P-Groove Kyo, don't bother with Super Zutsuki or Super 
Hyakkan Otoshi at all, since that'll leave Honda wide-open
to Kyo's harsh combos. Instead, focus on hammering away 
at Kyo using regular attacks, Hyakuretsu Harite, Orochi Kudaki, 
and Ooichou Nage.




-Vs. Kyosuke-



For Kyosuke, try to be careful when getting in close, as he 
likes to keep people from pressuring him. In this case, avoid Super 
Hyakkan Otoshi and Super Zutsuki (along with Onimushu at that), 
and stick to the old-fashioned regular attacks, Hyakuretsu Harite 
(though be careful with this one, as Kyosuke can get around it 
using Cross Cutter and Super Cross Cutter), and both Ooichou 
Nage and Orochi Kudaki IF you find yourself close enough
to connect with them.




-Vs. Mai-


Honda can easily take Mai, regardless of her speed, if used 
right. You can avoid Mai's Kacho San by using Super Hyakkan 
Otoshi, and for Deadly Ninja Bees, counter with Hyakuretsu Harite 
or Super Zutsuki. For Ryu En Bu, block and counter with Ooichou 
Nage or Orochi Kudaki (if you're close enough), or go with the good 
ol' Hyakuretsu Harite or Onimushu. For Flying Squirrel or
Crimson Firebird Diver, block and counter with Ooichou Nage/Orochi 
Kudaki if Mai's close enough to use those on. For Swan's Ranpango, 
try and go for a Super Hyakkan Otoshi if you think you can hit with it. 
The real problem here for Honda is going to be Super Deadly Ninja 
Bees, since if he blocks it, Mai can recover pretty quickly, 
therefore minimizing Honda's options for a counterattack. 

One of your options to help fight against Mai would be to back her 
into a corner and continously throw out Hyakuretsu Harites with 
Crouching SK/SP and Standing SP, and try to get in every now 
and again to go for an Ooichou Nage or Orochi Kudaki. Be careful 
at this time though, as Mai can easily counter with a Flying Squirrel 
(charged on ground, not aerial one), Ryu En Bu, or a Level 3
Super Deadly Ninja Bees.
------------------------------------------------------------
X.      Evil Ryu [CAP10]


-Introduction-


Note that Evil Ryu is banned in tournament plays.




-Movelist-



-Specials-


Hadoken............................................QCF + P


Shakunetsu Hadoken.....................HCF + P


Shoryuken........................................FDP + P


Tatsumaki Senpukyaku..................QCB + K
(In Air)..............................................HCB + K


Ashura Senku.................................DPF (DPB) + Kx3/Px3



-Super Specials-


Shinku Hadoken.............................HCBx2 + P


Messatsu Goushoryu....................QCFx2 + P


Metsu Hadoken..............................HCBx2 + K (Unblockable)
(Level 3 & MAX only)


Shungokusatsu..............................LP, LP, F, LK, SP (Unblockable)
(Level 3 & MAX only)






-Movelist Breakdown-




--Normal Attacks--



-STANDING-


LP (Quick Jab)

-Great for speed, but horrible for damage. However, this can help in
raking up damage if you combo other attacks into this move.


LP Close (Quick Elbow)

-Same deal as witht the normal LP. You have to be right next to your
opponent for this move to be executed. Can be chained into normal
LP as well.


MP (Standing Punch)

-Decent in both speed and damage. However, kinda hard to combo into...


MP Close (Cross Punch)

-Ryu swings his fists into the side of the opponent's face. Pretty good, but
a bit slow IMO. Don't try to combo off of this move though.


SP (Fierce Punch)

-Somewhat slow, but does good damage. Hard to combo off of though.


SP Close (Uppercut)

-An uppercut. What else? You can try to combo off of this move, but
it's not guaranteed.


LK (High Kick)

-As with the LP, fast and good combo starter, but not good damage at all.


LK Close (Shin Kick)

-A kick to the shin. Nothing special. As with all of the LP and LK, great
for combo starters.


MK (Slow High Kick)

-As with the MP.


MK Close (High Knee)

-Ryu knees the opponent in the gut. You have to be right next to the opponent
for this move to come out. Nice to combo into the Standing MP or into a Rapid-
Fire Chain.


SK (Roundhouse Kick)

-Great for hitting airbourne opponents. However, it is rather slow, so be
cautious.


SK Close (High Heel Kick)

-Ryu hits the opponent with a kick to the chin, then slams his heel down on
their head. This will also push Ryu and the opponent away from each other,
giving you some breathing space.






-CROUCHING-


LP (Quick Jab)

-Same as with the Standing LP.


MP (Normal Punch)

-Same as with the Standing MP.


SP (Upper Punch)

-Ryu pretty much uppercuts the opponent. This move is great as an Anti-Air
move, and is pretty safe to use as well.


LK (Foot Kick)

-Ryu kicks with his foot. Easy enough? Same deal as with the Standing LK.


MK (Extended Foot Kick)

-Reaches a bit further than the LK. Nothing too special here.


SK (Leg Sweep)

-Excellent for corner fights or for setting up for one of Ryu's powerful combos.
However, don't abuse this move.






-JUMPING-




LP (Falling Fist)

-Ryu falls with his fist outwards. Lasts the whole time that he is in the air. 
You can even combo off of this move if you choose to.


Jumping-Up MP (Quick Diagonal Punch)

-Ryu quickly punches down at the opponent. This move lasts for about a second,
so if you want to hit the opponent on the ground, you'll have to time it right.


MP (Quick Face Punch)

-An air punch to the face. What else is there to say? Well....it's not 
that great of a move actually. In fact, it's probably best that you don't 
use this move at all.


SP (Strong Diagonal Punch)

-A little slower than the Jumping-Up MP, but stronger. You'll still 
have to time this move if you want to hit ground opponents.


Jumping-Up LK (Falling Heel)

-Ryu falls on top of the opponent with his heel first. Lasts the whole time 
that he is in the air. Pretty good to knock opponents out of the air without 
having to move towards or away from them.


LK (Knee Punch)

-Ryu attacks with his knee and a fist. Easy to understand I hope. Good against
Tatsumaki Senpukyaku, Shungokusatsu, and the like too.


Jumping-Up MK (Quick Heel Kick)

-The super fast version of the Jumping-Up LK. Nothing new other than the
fact that you'll have to time this right if you want to hit ground opponents.


MK (Karate Kick)

-The basic flying karate kick. Pretty good against air attacks, and is nice 
against attacks like Shungokusatsu.


Jumping-Up SK (Spin Heel Kick)

-Ryu spins his foot sideways and hits with his heel. Other than that, nothing
too special.


SK (Quick Karate Kick)

-The super fast version of the MK. As with most of the quick moves, you'll
have to time it right to hit grounded opponents. It's also pretty good to combo
off of as well.




-Throws-


SP + <- or -> (Seoi Nage)

-Ryu throws the opponent over his back. Easy enough.



<- or -> +SK (Tomoe Nage)

-Ryu throws the opponent over him by using his foot. The directional
input must be done first before the move will come out.






--Special Moves--




-Hadoken-

-Speed depends on the P button you used. Try mixing up slow and fast
Hadokens to confuse your opponent. 



STRONG VS.

Anti-Air attacks
Air attacks
Rush attacks
Other attacks



NO EFFECT VS.

Projectile attacks (cancels out with them)
Teleport moves



WEAK VS.

Air attacks (Zanku Hadoken, Flying Squirrel, etc.)
Other attacks
 -New Psycho Reflector (Athena)
 -Dark Barrier (Rugal/Ultimate Rugal)



As with Akuma and most fireball users, this move is
great to stall your opponent with and play keep-away games.




-Shakunetsu Hadoken-

-Does a bit more damage than Hadoken, and is a
bit slower with start-up time, but you can throw this out
with Hadoken. Plus, it can push opponents back away
if they get too close to Ryu.



STRONG VS.

Same as Hadoken.



NO EFFECT VS.

Same as Hadoken



WEAK VS.

Same as Hadoken





-Shoryuken-

-How far up Ryu goes depends on the P button pressed. Be
wary when using this move as well. If blocked, your opponent
will be free to punish you heavily. Try using it as a Wakeup
counter.



STRONG VS.



Missed Anti-Air attacks (Shoryuken, Somersault
Kick, etc.)
Dash attacks just as they close in on Akuma
Air attacks 



NO EFFECT VS.

None........



WEAK VS.

All projectiles
Any attacks if misses






-Tatsumaki Senpukyaku-

-Great for Rush attacks and is great to punish missed 
or blocked Anti-Air attacks. Bad, however,
if the opponent ducks under it or is far away when used.



STRONG VS.

Blocked or missed Anti-Air attacks
Rush attacks



NO EFFECT VS.

Most Super Specials



WEAK VS.

Projectiles (Hadoken, Gou Hadoken, etc.)
Anti-Air (Shoryuken, Gou Shoryuken, etc.)




-Ashura Senku-


STRONG VS.

Everything



NO EFFECT VS.


Nothing



WEAK VS.


Nothing




-Great for avoiding all sorts of attacks, and for setting Evil Ryu up for
his own combos and powerful attacks. Great to use during your opponent's
Super Specials, or when Evil Ryu is cornered or being pressured.





--Super Special Moves--



-Shinku Hadoken-

-Hits a max of 5 times. Excellent in that it rips through all other 
projectiles (except Super Special projectiles...) and it repels virtually 
any attack.



STRONG VS.

All Rush attacks
All projectiles (except Super Special projectiles)
All Anti-Air attacks


NO EFFECT VS.

None


WEAK VS.

None







-Messatsu Gou Shoryu-


STRONG VS.

Most Anti-Air (if blocked or miss)
All Rush attacks


NO EFFECT VS.

None


WEAK VS.

All Projectiles (unless timed correctly)



-Great against Rush attacks, but not the best of choice against Projectile
users. However, it does make for a nasty counterattack as a Wakeup move.




-Metsu Hadoken-



STRONG VS.

Rush attacks
Anti-Air attacks
Other attacks




NO EFFECT VS.

Teleport moves




WEAK VS.

Psycho Reflector
Dark Barrier
Air attacks



-Unblockable Level 3 Fireball. Can stun the opponent if it connects. Best to
do this when the opponent is in the middle of a long move and isn't close
enough to hit you with the attack, or your opponent is recovering from an
attack.






-Shungokusatsu-


STRONG VS.

Rush attacks only!


NO EFFECT VS.

None


WEAK VS.

Anti-Air attacks
Projectile attacks


-The infamous Raging Demon to some and Instant Hell Murder to others. Great
due to its speed and being an Unblockable. Unfortunently, everyone who has 
fought Akuma or Shin Akuma knows about this move and know how to avoid it.
However, try using it as a Wakeup Counter. You might be able to surprise your 
opponents.



Distance Data:

Far: O
Mid: O
Close: O

Best Distance: Close





--Strengths & Weaknesses--


Evil Ryu may play a lot like Ryu, but the fact of the matter is, he's got more
power behind his attacks, and he takes a lot more damage than Ryu does.
You may be thinking "So what? I'll just play him like I play regular Ryu". Thing
is, if you try to do that, it'll more than likely get you killed.
------------------------------------------------------------
XI.     Guile [CAP11]



-Introduction-



Guile is by far one of the most annoying characters in the game to deal with.
His attacks, whether on offense or defense, can wreck havoc on the opponent's
life and guard meter relatively fast, and he has a decent amount of vitality and
speed to go with those attacks. You'll need to play pretty strategically to beat
this American army fighter.





-Movelist-


-Special Normals-



Knee Bazooka......................................F or B + LK


Backhand..............................................F or B + SP





-Specials-



Sonic Boom..........................................Ch. B, F +P


Flash Kick/Somersault........................Ch. D, U + K





-Super Specials-



Total Wipeout......................................Ch. B, F, B, F + P


Somersault Strike..................................Ch. DB, DF, DB, DF + K


Sonic Hurricane.....................................Ch. B, F, B, F + P
(Level 3 & MAX only)








-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Quick Jab)

-Most basic move in any character's moveset. Quick but does low
damage. Great for combo starters. Too bad Guile doesn't have any
good combos....



Far MP (Chin Punch)

-Average in all aspects. Also great for combos.


MP Close (Left Hook)

-Guile does a left hook to the opponent. Must be done right next to the
opponent for the move to be executed.


Far SP (Strong Forward Punch)

-Guile's Strong Punch. Great for Anti-Air, and does good damage. Also
good for combo starters.



SP Close (Strong Chin Punch)

-Just as with the MP, but a tad bit slower.



LK (Shin Kick)

-Low in damage, but very quick. Great for combo starters



Far MK (Air Back Kick)

-Mediocre in all aspects. You can go backwards and forwards with this move 
as well if you use Left or Right when you hit MK. Goes over several low
attacks.



MK Close (Face Knee)

-Guile knees the opponent in the face. You have to be right next to the opponent
for the move to be executed.



Far SK (Leap Kick)

-A bit slow in startup, but does good damage. Good range and safe on
blcok. Good for poking and block strings.


SK Close (Strong Face Kick)

-Guile seems to float in the air while doing a back kick. It's odd seeing it, 
but it does do pretty decent damage. However, the startup time and 
recovery time are both horrible.







-CROUCHING-




LP (Quick Jab)

-Guile's main combo starter. Quick, safe, and combos into
Somersault Kick, Total Wipeout, and Sonic Hurricane.


MP (Strong Jab)

-Slower than the LP, but a bit stronger. Good range and priority.
Useful in combos and block strings. Safe on block, links into itself
(1-frame link, hard to do in a real match).


SP (Strong Chin Punch)

-Same as with the Standing HP Close. One of Guile's Anti-Airs.


LK (Shin Foot Kick)

-Guile kicks the opponent in the shin. Good poke, useful in combos
(eg: after 2 Crouching LPs, so you don't get a Sonic Boom by accident)


MK (Foot Back Kick)

-Guile attacks with the back of his foot. One of Guile's best moves in terms
of range. Decent speed, safe on block, cancelable into supers (this move has
so much frame advantage it can even be linked into Supers). One of the 
most important moves in Guile's ground game.



SK (Sweep Kick)

-Not that great of a move, horrible start-up and recovery. Used in
cornered will basically get you killed, since the opponent can block
it, then combo you for free. Crouching SK isn't cancelable so you
cannot combo it into anything. If you want to keep pressure, you can
do something like Crouching MK, Sonic Boom, Far Standing SK, or
F + SP.





-JUMPING-



LP (Falling Fist)

-Guile falls on the opponent with his fists outwards. This will last the
whole time that he is in the air, and can be used to start a combo.
A pretty good cross-up that's useful after knocking the opponent
down. If it hits, it can easily be linked into Crouching LPx2 to SK
Somersault Kick or any of his Supers.


MP (Chop)

-Guile does a chop in the air. Nothing special about this move.


Jumping-Up MP (Quick Falling Fist)

-This move only lasts about a second in the air, but it serves it's
purpose against attacks like Flower Kick and Shungokusatsu.


SP (Quick Chop)

-A super fast version of the MP. You'll definently have to time it right
if you want to hit grounded opponents, but with other moves that work
just as well, if not better, why waste this on that? However, it does
serve it's purpose against airbourne opponents.


Jumping-Up SP (Super Quick Falling Fist)

-The super fast version of the Jumping-Up Falling Fist. I wouldn't even
bother doing this move, as there are many other, better options available
to you.


LK (Falling Knee)

-This move also lasts the whole time that Guile is in the air. As with the LP,
it's great for knocking opponents out of their moves.


Jumping-Up LK (Falling Heel)

-Same deal as with the LK.


MK (Air Kick)

-Guile kicks in the air. Got it? Good!


Jumping-Up MK (Air Spin Kick)

-This move has a couple purposes. One is to knock opponent's out of the air
without too much retaliation, and second is to knock opponents out of moves.


SK (Air Back Kick)

-Similar to the MK, but Guile instead does a back kick. Decent jump-in, decent
air-to-air move as well as anti-air (jump back and press HK).





-Throws-


SP + <- or -> (Shoulder Throw)

-Guile throws the opponent over his shoulder. Less damaging than the 
German Suplex.


<- or -> + SK (German Suplex)

-Does a great deal of damage to the opponent, and pushes them away from
Guile.



-Special Normal Moves-


-Knee Bazooka-


-This is a great alternative to get closer to your opponent and do damage at the
same time. It's pretty fast on startup time, but has a bit of a slow recovery 
time.



-Backhand-


-This move has pretty good reach and deals good damage, but lacks recovery
time. Good to use after landing a Sonic Boom Combo/block string in order
to add in more damage/guard meter damage.





--Special Moves--


-Sonic Boom-


STRONG VS.

All Rush Attacks
Most Anti-Air attacks (if blocked or missed)




NO EFFECT VS.

Projectile attacks
Teleport moves



WEAK VS.

Projecitle Super Specials



-This is actually quite useful if you change the speed of it. However, never use
it in a fireball fight, or you'll lose everytime. Try to be careful when 
you use this move as well. Otherwise, Guile will get punished. It's 
safe when blocked, so you don't have to worry about that.
One of Guile's main tools to keep opponent's away. When RC'ed, it's
a good anti-air and also effective against ground moves. Recovers
pretty fast, which means that if you use it at the proper time and
distance it's pretty much unpunishable (except of course by things
like Level 3 Supers and CCs), and you'll always be able to block if 
the opponent jumps or rolls through it.



Far: O
Mid: O
Close: O

Best Distance: Any




-Sonic Kick/Somersault Kick-


STRONG VS.

Most Air Attacks (except Zanku Hadoken)
Rush attacks



NO EFFECT VS.

Teleport moves



WEAK VS.

Projectile attacks
Anything if blocked


-Great as a Wakeup counter, if you're opponent is not aware of it. However, 
don't abuse it as a Wakeup counter, otherwise Guile will end up knocked
back down. Don't bother using this unless you're close to the opponent.
RC'ing makes this move even better. Useful in combos (eg: Crouching
LPx2 to Somersault Kick)



Far: X
Mid: O
Close: O

Best Distance: Mid






--Super Special Moves--



-Total Wipeout-


STRONG VS.


All Rush attacks
Most Anti-Air attacks


NO EFFECT VS.

Teleport moves


WEAK VS.


All projectile attacks
Air attacks


-Overall, Total Wipeout isn't too bad, but is easily predictable. Try to avoid 
it unless you see an opening. Guile's most practical Super when in C-Groove
since it does pretty good damage (Level 2 cancels) and it's easy to combo
into. In C-Groove, the last hit of the Level 2 version can be canceled into
SK Soemrsault Kick for extra damage.


Far: X
Mid: X
Close: O


Best Distance: Close



-Somersault Strike-


STRONG VS.


Air attacks (except Zanku Hadoken)
All Rush attacks
Some Anti-Air attacks


NO EFFECT VS. 

Teleport moves


WEAK VS.

All projectile attacks



-The ultimate Anti-Air special! A bit of a pain to pull off at times, 
but practice and you should get it down in no time. This can 
probably work as a Wakeup counter as well. Has inviniciblity.


Far: X
Mid: O
Close: O

Best Distance: Mid





-Sonic Hurricane-



STRONG VS.


Everything except Air attacks



NO EFFECT VS.


Teleport moves (for a little while)



WEAK VS.



Air attacks





-The ultimate attack! Guile does one massive Sonic Boom that surrounds
him and sucks in any opponent foolish enough to be near it. Does a crap
load of damage too, and can stop virtually any attack that comes his way.
Good range, has enough invincibilty to beat a lot of stuff. Can be 
comboed into (only recommended if you're playing Guile in Grooves other
than C), and due to its invincibility start-up it's a good move to get out
of tight spots.






--Strengths & Weaknesses--





Guile's strength is his ability to keep his opponents away, thus preventing 
them from landing any damage. RC Sonic Booms, c.MK, c.MP, far s.HK, all 
help him achieve that. far s.MP, c.HP, Somersault Kick, & j.HK prevent opponents
from getting in from above. This ability to keep opponents away often causes 
opponents to get frustrated and end up doing something unsafe, which leads to 
Guile landing damage.
 
Guile's lack of special/super moves is compensated by a whole bunch of good & 
safe normal moves.

Guile's weakness is his lack of options other than keeping people away. He 
doesn't have a reliable offensive game, and his need to charge his moves 
limits his options whe his on offense. Characters with good ground game 
can get past Guile's keepaway tactics and put pressure on him.





OFFENSE



Not particularly one of Guile's best assets, nor one of his worst. He's pretty
much average in this department. However, the lack of good specials makes
him a bit harder to use. You might want to buckle down in defense and wait
out your opponent.



DEFENSE



Otherwise known as a turtler.....this is definently where Guile should be at.
His defense is pretty high, and his specials depend on how open your
opponent is. It's possible to charge both Guile's Sonic Boom AND
Somersault Kick by holding down and back at the same time.






---The Basics of Guile---


Guile is a charge character. You will have to be patient if you want to become 
a (true) Guile player. Patient means: Charge. 

Start charging right after you have done a special move. Having charge will 
prepare you for the unexpected, i.e. mix-ups, sometimes throws and even 
cross-ups. Of course, just charging won't prevent all these things but it
seizes your reaction window by far; you'll just have to tap forward/up and 
the corresponding button to get the special move. This makes mindgames 
less risky and dangerous... at least for you... 

In many situations Guile has to rely on his special moves. THERE ARE ONLY 
TWO!! But they're very useful and can save your butt in many situations. 
Especially the Sonic Boom is of great importance. It limits your opponent's
mobility and it gives you time enough for jump-ins; never do a jump-in without 
a Sonic Boom in front of you. The Sonic Boom is useful in (little) mindgames, 
for example you're throwing one at your opponent. He's blocking and thinks 
that you would go for a 2-in-1...Now throw him. Then do a cross-up or
something else. 

The Sonic Boom is not only a combo-ender, it can also lead into combos.
Guile's impeccable recovery after he has thrown a Sonic Boom keeps him in
safe distance (helpful when fighting one of the wrestler dudes). 

Guile's second special move is the Flash Kick. It's a good anti-air 
attack with pretty decent damage. The Flash Kick is a great move with
the ability to prevent cross-up attempts by your opponent and its 
reversal version hits very fast. The priority is pretty good, too. But 
it's possible that you could trade hits when executing the Flash Kick
too late (doesn't happen always, just sometimes). In such a situation 
you should use one of Guile's normal anti-air attacks instead of his 
Flash Kick. His c.Fierce is always a good option. It comes out fast 
and the damage is good. His s.Strong is faster but weaker. Your 
choice. However, these are normals, so they won't floor your 
opponent but you can throw a Sonic Boom to slow him down. 

Guile is one of few characters (if not the only one) without an 
overhead attack, not even an instant overhead. This is, if you 
think about, a big minus to Guile's mix-up game. I'll explain it: 

Lacking mixup game (in this case overheads) means less 
effective offensive gameplay/rushdown and as we all know 
Guile needs all the offense he can get. This means you can't 
be as devastating as you'd like to be. Why? Simple. The only 
way to force your opponent to block high is to jump at 
them. A good opponent will always be prepared for a jump-in, 
be it normal or even low. This severely decreases your openings,
I mean, a successful overhead gives you great opportunities 
and is a great tool for mind games. Guile misses this important 
mindgame; this doesn't mean that he can't have any good 
mindgames-he's good at ticking, so don't worry-but he 
has only little mindgames. You have to make up for this by
using cross-ups followed up by his low attacks. The best 
option in such a case would be his c.Short. It's combo-able 
into his c.Jab and another c.Short. Now you've got several 
choices. Flash Kick, Sonic Hurricane led into by his c.Short...
or you can go for a tick throw. Do as you like, just keep it fresh. 

There's another problem that I'd like to talk about. As a Guile 
player you might develop a habit that every Guile player has: 
to block attacks low...often, very often...It's understandable 
and seems logic if you look at Guile's commands you have to 
input to get a special move. This habit can turn out to be a real 
pain in the butt and can end the match very early if your 
opponent notices this habit and takes advantage of it. The 
only advice I can give you is: Don't let him fool you!! If you 
get mad and lose your patience then you'll lose anyway. Be
patient if you want to get good with Guile. 








-Groove Choice & Team Positioning-


(From FSGamer)

 
Guile's best groove is C. Stored meter, rolls, airblock, are all 
important to his defensive keepaway game. A-Guile & N-Guile 
are OK, but C-Guile is definiteily the best groove for him.
 
Guile's best position of a team is as battery. He builds meter pretty 
quickly and a lot of times he doesn't need to use it himself, therefore 
handling a full bar to whoever is in the user position. The only 
situation I'd put him as user or anchor would be in a counter character 
match-up.







---More Groove Info---


C-Groove: 

This is the Groove that suites Guile the best but it's not his only good 
Groove. 

Due to the fact that Guile players always keep charging they 
benefit a lot from air-guarding, making jump-ins less risky. Guile's 
combo-ability is great and he can take more advantage of his low 
punches and low kicks as they can lead into quick but yet 
damaging combos. His level 2 cancels aren't difficult to execute 
and the additional damage is good, too. The counterattack/
movement option (maximal 3 in a row) is nice but in C-Groove it's 
not as advanced as in other Grooves and Guile's super combos 
are 100 times more useful when playing him in C-Groove than 
his counters. 


A-Groove: 

His real damaging Custom Combos can only be done in the 
corner and even when you perfectly Custom-Combo your 
opponent the overall damage is bad, considering that Any-
other-Groove Guile has more damaging level 3 super 
combos that can be combo'ed into (not possible in competitive
play with A-Guile). There isn't anything worth mentioning about 
A-groove that could make up for the missing air-guard option
except that Guile is good for building quickly meter but this 
advantage should be exploited in Grooves 
where GUILE is the damaging one, not Bison or Sakura... 


P-Groove: 

Master parrying... That's the first and most important step in 
order to play P-Groove successfully. 

And even after having mastered parrying there are many 
negative aspects that make this Groove a bad choice for Guile.
Guile's offensive gameplay is pretty bad in P-Groove simply 
because of the fact that you will lose charge when parrying. This
decreases Guile's combo-ability a lot, for example you would like 
to punish your opponent pretty badly but because you parried 
his attack you can't do a c.Jab, c.Jab, Flash Kick combo. Another 
big limitation of Guile's combo-ability is the only level 3 available
super combo. His mobility suffers from the missing roll. You can't 
escape if your cornered (bad, if your fighting Zangief) and you 
won't be able to move forward while charging (rolling makes this 
possible). 


S-Groove: 

In general, S-Groove is bad because it's just too risky and it does 
take lots of devotion until it can be exploited to its extent. This 
counts for P- and K-Groove as well. Only if you're willing to take 
this huge step use S-Groove. 

You only benefit from S-Groove when you are about to die... 
Additionally, you can only get meter when you are charging up 
Roundhouse and Fierce. This will leave you wide open. Level 3 
super combos are only possible when your stamina is low AND 
when your meter is full. Dodging is useless in the corner. 
Compared to rolling, which can also be used to avoid getting 
hit by the opponent, dodging has only defensive use (though 
Guile can set up a juggle with his "dodge" kick). 


N-Groove: 

This Groove is the most versatile one and therefore great for 
Guile. 

Guile gains a lot of mobility from running and counter 
movements, making him even more offensive. Cross-ups 
are easier to set up. When you've got meter you can
power-up any time you want to strengthen Guile's quick 
pokes. 

Guile can combo his level 3 Total Wipeout into a level 1 
Somersault Justice for great damage. 


K-Groove: 

Guile's 3rd best Groove. 

Although the Groove doesn't feature rolling it makes up
this deficit with offense, power and just defense. Guile's 
pokes will get more dangerous, thanks to the rage mode 
and the quick recovery of his normal attacks. Quick standing 
(Safe Fall) is a great tool in K-Groove. But don't do it too 
often. Just defending is easier to accomplish than parrying 
despite the fact that you won't gain much meter/stamina 
when just defending. The run option also adds more 
offense to Guile's gameplay. 







---Guile's Combos and Combo Strategies---


These are Guile's main combos: 

with meter (you can substitute the c.Jab for a c.Short for 
some high-low mix-ups): 

- J.Fierce, c.Jab, c.short, Sonic Hurricane 

- J.Fierce, c.Jab, c.Short, level 2 Total Wipeout, Flash Kick 

- cross-up j.Short ,c.Jab ,c.Jab ,c.short ,Sonic Hurricane 

- counter far s.Roundhouse, Sonic Hurricane 


Non-meter combos: 

- J.Fierce, s.Fierce, Sonic Boom, forward Fierce 

- J.Fierce, c.Jab (not possible in corner), c.Strong, Flash Kick 

- c.Jab, c.Strong, Sonic Boom 





--Corner Pressure--



The Sonic Boom is very important in the corner. It avoids 
wake-up attempts by your opponent, making Dragon 
Punches useless, and the quick recovery gives you enough
time to do a jump-in so that you can follow up with some 
strings. 




--Corner Mix-ups:-- 

Guile's main mixups start with a Jab Sonic Boom. Here's what 
you can do afterwards: 

jump at your opponent. 
This is the best option for Guile because it's safe and offers 
the largest options of setups for Guile, such as throws and 
especially 2-in-1s for guard crush strings. End his strings 
with a far s.Roundhouse if you're sure you'll get your opponent's 
guard crushed. 

walk up to your opponent and throw him 
If your opponent rolls out try to hit him with c.Jab, c.Jab, c.Short
(don't do it too fast, you have to gain charge), Sonic Hurricane or 
throw him. 
Guard crushing, mainly used when in corner
Here are some Guard crush strings I've come up with in matches. 
These strings are quick and pretty safe according to the situation 
you're in and can also be used as normal attack patterns. 

These aren't 100% strings. That would be too difficult to 
accomplish with Guile anyway. Guile mainly guard-crushes at 
long intervals that happen throughout the entire match. So, 
don't expect to guard-crush your opponent all the time. This 
occurs rarely when using Guile but I'll list some strings because
they can apply to normal gameplay as well. The second reason 
for listing these strings is that such asituation is yet possible 
and I want you to be prepared for this situation. 




Jab Sonic Boom, j.Fierce, c.Strong, c.Forward, s.Strong, Sonic 
Boom, c.Forward, s.Roundhouse,Jab Sonic Boom 
Jab Sonic Boom, j.Fierce, c.Short, tick throw (opponent floored), 
Jab Sonic Boom, j.Short, c.Strong, c.Forward, Sonic Boom 
Jab Sonic Boom, j.Fierce, up-close s.Fierce, Sonic Boom, forward 
s.Fierce, s.Roundhouse,Fierce Sonic Boom 

There are lots of variations... after the last Sonic Boom you can 
either repeat your attack or walk up and attempt a throw. You'll 
be able to know whether your movements are safe or not if you 
play Guile long enough. Don't worry. 

Please DON'T stick to these strings, there are many ways for your 
opponent to get out of them, either by Alpha-Counters or 
reversals. These strings should give you a general impression of 
how fast Guile can be played and that he can put some pressure 
on your opponent. Controlling your Character is very important. 
Know what you're about to do, i.e. be concentrated throughout
the whole match and don't be controlled by your bad habits. Guile 
has got many moves, use them depending on the situation. You'll 
get a grasp of this when playing him long enough. 
------------------------------------------------------------
XII.    Ken Masters [CAP12]


-Introduction-


Ryu's rival and one of the founders of this tournament is pretty tough
to beat, and he retains some moves from Street Fighter III: 3rd Strike.
Great to rush opponents down with!





-Movelist-


-Specials-


Hadoken..........................................QCF + P


Shoryuken.......................................DPF + P


Tatsumaki Senpukyaku (air).........QCB + K


Ryusankyaku...................................DPB + K


Nataptoshi Kick...............................HCF + LK


Kamabanal Kick...............................HCF + MK


Oosotomawashi Kick......................HCF + SK


Inazuna Kakato Kick (during either Nataptoshi, Kamabanal, or
Oosotomawashi Kick)......................Hold K button down for move


Zanpou Tenshin...............................QCB + P




-Super Specials-


Shoryu Reppa...................................QCF, D, D-F + P


Shinryuken........................................QCF, D, D-F + K 
(Tap after move connects)


Shippu Jinraikyaku...........................QCBx2 + K
(Level 3 & MAX only)






-Movelist Breakdown-




--Normal Attacks--


-STANDING-


LP (Quick Jab)


-Your standard LP move. As with all other Quick Jabs, pretty fast and
good to chain other attacks off of (like Tatsumaki Senpukyaku), but
does very little damage and has horrible range.



MP (Straight Punch)


-Ken throws a punch straight at the opponent. Nothing to really say here,
except that it has slow recovery time, but more reach and a little more
damage than the LP.



SP (Powerful Hook Punch)


-Ken swings his fist across the opponent's face. Has a little less range
than the MP, and has slower recovery speed.




LK (Shin Kick)


-A kick to the shin. Nothing special here. Retains all properties of the
LP.



MK (High Kick)


-Ken kicks the opponent in the face. That's all.....there isn't much to
say about this move.



F + MK (Axe Kick)


-Ken hits the opponent in the jaw with his foot, then slams his heel
on the opponent's head. Pretty good, if it wasn't unsafe on block.




SK (Low Spin Kick)


-Ken does a sweep with his foot. Doesn't have that good of range, and
isn't really that strong at all.



F + SK (Force Mid Kick)


-Ken kicks the opponent hard in the gut. Moves Ken forward a little,
and has pretty good range. Has bad recovery speed though....






-CROUCHING-


LP (Quick Jab)

-Same as with the Standing LP.


MP (Normal Punch)

-Same as with the Standing MP.


SP (Upper Punch)

-Ken pretty much uppercuts the opponent. This move is great as an Anti-Air
move, and is pretty safe to use as well.


LK (Foot Kick)

-Ken kicks with his foot. Easy enough? Same deal as with the Standing LK.


MK (Extended Foot Kick)

-Reaches a bit further than the LK. Nothing too special here.


SK (Leg Sweep)

-Excellent for corner fights or for setting up for one of Ken's powerful combos.
However, don't abuse this move.






-JUMPING-




LP (Falling Fist)

-Ken falls with his fist outwards. Lasts the whole time that he is in the air. 
You can even combo off of this move if you choose to.


Jumping-Up MP (Quick Diagonal Punch)

-Ken quickly punches down at the opponent. This move lasts for about a second,
so if you want to hit the opponent on the ground, you'll have to time it right.


MP (Quick Face Punch)

-An air punch to the face. What else is there to say? Well....it's not 
that great of a move actually. In fact, it's probably best that you don't 
use this move at all.


SP (Strong Diagonal Punch)

-A little slower than the Jumping-Up MP, but stronger. You'll still 
have to time this move if you want to hit ground opponents.


Jumping-Up LK (Falling Heel)

-Ken falls on top of the opponent with his heel first. Lasts the whole time 
that he is in the air. Pretty good to knock opponents out of the air without 
having to move towards or away from them.


LK (Knee Punch)

-Ken attacks with his knee and a fist. Easy to understand I hope. Good against
Tatsumaki Senpukyaku, Shungokusatsu, and the like too.


Jumping-Up MK (Quick Heel Kick)

-The super fast version of the Jumping-Up LK. Nothing new other than the
fact that you'll have to time this right if you want to hit ground opponents.


MK (Karate Kick)

-The basic flying karate kick. Pretty good against air attacks, and is nice 
against attacks like Shungokusatsu.


Jumping-Up SK (Spin Heel Kick)

-Ken spins his foot sideways and hits with his heel. Other than that, nothing
too special.


SK (Quick Karate Kick)

-The super fast version of the MK. As with most of the quick moves, you'll
have to time it right to hit grounded opponents. It's also pretty good to combo
off of as well.






-Throws-


SP + <- or -> (Seoi Nage)

-Ken throws the opponent over his back. Easy enough.



<- or -> +SK (Tomoe Nage)

-Ken throws the opponent over him by using his foot. The directional
input must be done first before the move will come out.






--Special Moves--




-Hadoken-

-Speed depends on the P button you used. Try mixing up slow and fast
Hadokens to confuse your opponent. 



STRONG VS.

Anti-Air attacks
Air attacks
Rush attacks
Other attacks



NO EFFECT VS.

Projectile attacks (cancels out with them)
Teleport moves



WEAK VS.

Air attacks (Zanku Hadoken, Flying Squirrel, etc.)
Other attacks
 -New Psycho Reflector (Athena)
 -Dark Barrier (Rugal/Ultimate Rugal)



-As with Ryu and most fireball users, this move is great to stall your 
opponent with and play keep-away games.







-Shoryuken-

-How far up Ken goes depends on the P button pressed. Be
wary when using this move as well. If blocked, your opponent
will be free to punish you heavily. Try using it as a Wakeup
counter. SP version has a flaming effect to it as well.



STRONG VS.



Missed Anti-Air attacks (Shoryuken, Somersault Kick, etc.)
Dash attacks just as they close in on Ken
Air attacks 



NO EFFECT VS.

None........



WEAK VS.

All projectiles
Any attacks if misses






-Tatsumaki Senpukyaku-

-Great for Rush attacks and is great to punish missed 
or blocked Anti-Air attacks. Bad, however,
if the opponent ducks under it or is far away when used.



STRONG VS.

Blocked or missed Anti-Air attacks
Rush attacks



NO EFFECT VS.

Most Super Specials



WEAK VS.

Projectiles (Hadoken, Gou Hadoken, etc.)
Anti-Air (Shoryuken, Gou Shoryuken, etc.)





-Ryusankyaku-



STRONG VS.


Rush attacks
Air attacks
Other attacks




WEAK VS.


Projectile attacks (but can avoid them if used at the right moment)
Anti-Air attacks
Air attacks such as Zanku Hadoken or Crimson Firebird Diver




-This move is like Chun-Li's Hazan Shu. It even has the same strengths
and weakenesses as Hazan Shu! If you use this right as a Projectile
is coming towards Ken, you can avoid it and hit the opponent (but
timing is very critical here. Use it too late, and you'll either get hit
by the projectile, or the opponent will counterattack with an Anti-Air
move of some sorts).





-Nataptoshi Kick-


STRONG VS.


Close attacks
Rush attacks



WEAK VS.


Everything else....




-This move is very wierd....and isn't even that great. I'd suggest ignoring
it and save it for only when you're fighting up close to opponents like
Zangief, Vega, and Chang.





-Kamabaral Kick-



STRONG VS.



Same as Nataptoshi Kick




WEAK VS.



Same as Nataptoshi Kick




-This move is just about the same as Nataptoshi Kick; therefore, use it
like it was Nataptoshi Kick....






-Oosotomawashi Kick-



STRONG VS.


Same as Nataptoshi Kick




WEAK VS.



Same as Nataptoshi Kick





-This move is still the same, minus that it's called "Hold for a Second Kick"
in English; therefore, it takes about a second for the full move to come
out. Not that great of a move by any means....






-Zanpou Tenshin-



STRONG VS.


All attacks....if used right...




WEAK VS.


All attacks.....if used wrong....



-Just a special movement for Ken, which is pretty much the same thing
as Roll....







--Super Special Moves--



-Shoryu Reppa-




STRONG VS.


Rush attacks
Air attacks (minus attacks like Zanku Hadoken)
Close attacks
Projectile attacks (if used right before attack would hit)






WEAK VS.



Anti-Air attacks
Projectile attacks
Some other attacks such as Shinku Tatsumaki Senpukyaku




-Ken's famous move from Street Fighter II returns yet again, and is still
as big of a threat as it was back then. Ken lunges across the screen
doing 3 Shoryukens (each with flaming effects!), which can stop a many
otherwise annoying attacks. Excellent for whenever your opponent is
trying to jump at you or rush you down.






-Shinryuken-



STRONG VS.


Air attacks
Close attacks
Dash attacks
Other attacks




WEAK VS.


Projectile attacks
Anti-Air attacks




-Simply put, the best Wakeup Counter in the game. Ken leaps up into
the air doing one massive Shoryuken that hits multiple times and does
a crapload of damage. Great for tricking the opponent when they try
to keep Ken down. Also good against opponents who try and jump in on
Ken.






-Shippu Jinraikyaku-




STRONG VS.


Rush attacks
Close attacks




WEAK VS.



Anti-Air attacks
Air attacks
Projectile attacks
Other attacks




-A very powerful move, IF you can get the first part to connect. Otherwise,
it's a waste of a full Super Meter. Great to use as a Wakeup Counter. Good
to combo off of a Jumping SK xX Standing SP.









--Strengths & Weaknesses--



Ken is in-between Ryu and Akuma; whereas Akuma is more of a rush-down
character and Ryu is more of a baiting character, Ken is based around
strategic playing. You can still use him as you would Ryu, but the
end results are quite a bit different than what you would get using
Ryu. You'll want to try and make Ken pressure his opponents a lot of
the time, but you'll also want to try and bait them into falling right into
a Shinryuken from time to time. Mind games are your best friend here
with Ken!


However, on the downside, some of Ken's moves have horrible recovery
times, such as his Kamabanal Kick, Nataptoshi Kick, and Oosotomawashi
Kick, and Zanpou Tenshin is just plain worthless, as Roll accomplishes
the same thing. If his Tatsumaki Senpukyaku or Shoryuken are blocked
(along with Shoryureppa and Shippu Jinraikyaku), then Ken is left
wide-open to counterattacks. 





--Battle Strategies--




OFFENSE



Tatsumaki Senpukyaku and Shoryuken are the only Specials you'll
really need here, unless you want to work in some Nataptoshi Kicks,
Kamabanal Kicks, and Oosotomawashi Kicks. If you don't have Roll,
then use Zanpou Tenshin to get through your opponents attacks, but
if you do have Roll, then neglect that move. Shoryureppa is your Super
Special of choice, but only use it when your opponent tries to attack you.
Shippu Jinraikyaku is very nice, especially if you can combo it off of
a Jumping SK to Standing MK.





DEFENSE



Hadoken is your only way of baiting opponents into coming to Ken
from afar. You can try to use Nataptoshi Kick, Kamabanal Kick, and
Oosotowashi Kick on defense, but they probably won't yield the
same results as they would on offense. Shinryuken is your ultimate
Super Special here, especially if you throw in some Tatsumaki Senpukyakus
in with Hadokens.






--Matchups--



-Vs Akuma-



This is a very entertaining fight to say the least. While Akuma will more
than likely rush Ken down, you can easily counter that by rushing him
down using Ken. However, I'd stay away from the Nataptoshi, Kamabanal,
and Oosotomawashi Kicks, since those will hurt you more than help
you. Shoryuken is nice, but be careful when using it, since you can run
smack into a Zanku Hadoken or, worse yet, a Tenma Gou Zanku. Tatsumaki
Senpukyaku is good only if you can use it as a counter to any blocked
Gou Shoryukens or Tatsumaki Zanku Kyakus, and you can even try
to chain one of Ken's Super Specials off of it too if it connects. You'll
want to watch out for Shungokusatsu, which you can easily counter
using Tatsumaki Senpukyauk. For Messatsu Gou Hado and Messatsu
Gou Shoryu, just block or Parry and counter using Shinryuken (for
Messatsu Gou Shoryu) or rush at Akuma and try to beat him down
using a combo of Standing MK to Tatsumaki Senpukyaku to any
Super Special (particularly Shippu Jinraikyaku, if you can spare it).



-Vs. Athena-


You can beat Athena pretty easily, as long as you don't run smack into a
Psycho Ball or Psycho Sword. Shining Crystal Bit is also a problem if you're
trying to rush Athena down. However, aside from those attacks, you can easily
smack her using Tatsumaki Senpukyakus to any Super Specials (though don't
use Shinryuken that much, as if it's blocked, Athena can counter with something
like Psycho Sword or Phoenix Fang Arrow. Hadoken is good to bait Athena
with, but be prepared to block any incoming Phoenix Arrows that may come your
way as a result, then counter with Shoryuken or Shinryuken. Shippu Jinraikyaku
is great if you can combo it off of a Tatsumaki Senpukyaku, but don't bother
since Athena can counter easily with Shining Crystal Bit or just try to block
and counter with Psycho Sword. Ignore the Nataptoshi, Kamabanal, and
Oosotowashi Kicks.




-Vs. Balrog-


Ken has this one in the bag. You can spam Hadoken, Tatsumaki Senpukyaku,
and Shoryukens against everything that Balrog attempts to do, and counter
any of his stupid moves with Ken's Super Specials (particularly Shoryureppa
and Shippu Jinraikyaku). There's not much to this fight really, as it's pretty
straightforward and simple.



-Vs. Benimaru-


Ken can beat Benimaru pretty easily. You just have to Roll through Benimaru's
Lightning Fist and Roll Cancel into Tatsumaki Senpukyaku and bust out any
Super Specials that you can. You'll want to keep up the pressure on Benimaru
and not let him get a chance to attack, because if you let Benimaru have even
the slightest chance of attacking, it can lead into Ken being pressured even
harder by Benimaru. If you want to try and take the baiting approach, the
only way you'll get Benimaru to go after Ken is to use Hadokens, then counter
with Shoryuken or an aerial Tatsumaki Senpukyaku (Shinryuken works just
as well too here).




-Vs. Blanka-



You can smash Blanka easily utilizing Ken's counterattack maneuvers (Hadoken
for Electric Thunder and Direct Lightning, Shoryuken for anything else).
This fight is pretty straightforward, so no need for a strategy here.



-Vs. Cammy-


Well.....Cammy likes to jump a lot. What does Ken do against people that
jump a lot? That's right....SHORYUKEN! You can counter basically anything 
else by using Hadoken or Tatsumaki Senpukyaku. Nataptoshi Kick, Kanabanal
Kick, and Oosotowashi Kick are useless here really due to Cammy's fast speed,
so ignore them, and for the love of all things, IGNORE ZANPOU TENSHIN!
This will tend to get you caught in some of Cammy's attacks if you use it.
Try to chain Shinryuken or Shippu Jinraikyaku off of a connected Tatsumaki
Senpukyaku to inflict massive damage to Cammy. You can win this fight
easily as long as you don't let Cammy pressure you.




-Vs. Chang-


You can pressure Chang easily using Ken, but beware of Chang's counterattacks.
A blocked Tatsumaki can end up with Ken on the receiving end of a Wild
Ball Attack or Tornado Ripper, and any blocked Shoryukens will result in
a deadly counterattack. Your best bet is to try and land Tatsumaki Senpukyakus
whenever Chang misses with an attack or you block one of his attacks, then
counterattack with that and try to go into a Shoryureppa or a Shinryuken.



-Vs. Chun-Li-


This is a pretty tough fight, but good to watch. You'll want to try to block
and counterattack Hyakuretsu Kyaku and Houyousoken with Tatsumaki
Senpukyaku to Shinryuken, Shoryureppa, or Shippu Jinraikyaku. For Kikouken,
just parry it. As for Kikou-Shou, you'll want to stay out of range, since it 
does big chip damage when blocked anyways. You can probably try to 
use Hadokens to attack her doing this time, but it's not guaranteed that it 
will hit her. For her Hazan Shu and Spinning Bird Kick, use Shoryuken 
to counter. This fight is all about patience and mind-games with Ken to 
get the better of Chun-Li.



-Vs. Dan-


You shouldn't really have any problems with Dan as long as you stay up
on him and watch out for his Super Specials and his Kouryuken. You can
easily smash his Dankyaku with a well-timed Shoryuken or Shinryuken, and
as for the rest of Dan's attacks, Hadoken and Tatsumaki Senpukyaku will
do the job. Regular attacks should be mixed in from time to time for better
results.



-Vs. Dhalsim-


Hadoken will be Dhalsim's worst nightmare, and will probably make any
Dhalsim player think twice about using his stretch moves. Counter Yoga
Fire with Hadoken or Parry, and block Yoga Flame and Yoga Stream and
counter using Tatsumaki Senpukyaku into a Super Special. If Dhalsim uses
Yoga Teleport, simply follow him. You don't want him to stay away from Ken,
since your main goal here is to constantly attack Dhalsim using Ken's Tatsumaki
Senpukyaku and regular attacks (his Nataptoshi Kick, Kanabanal Kick, and
Oosotowashi Kick aren't that useful here). Avoid using Zanpou Tenshin.



-Vs. Eagle-


Careful when using Hadoken here; Eagle can deflect it back at you if you're
not watching for it! You're best bet here is to not rush down Eagle, 
since that's what he's made to do, and instead get him to try and come 
to Ken. You can still rush him if you want, but it'll be a pretty messy fight, 
and Eagle has more speed than Ken with certain moves, not to mention 
that a couple of his moves makes it really hard to escape from in 
the middle of one of Ken's attacks. You'll want to use Tatsumaki 
Senpukyaku to counter a lot of Eagle's moves, and use Hadoken 
to bait him if you're not close enough (however, BE PREPARED
to block or dodge any returning Hadokens). Patience is a virtue here.



-Vs. E.Honda-


This fight isn't really worth mentioning. Honda's attacks cannot phase through
the Hadoken + Tatsumaki Senpukyaku + Shoryuken combos that Ken can
abuse, so there's no need to really get in close unless Honda can block and
counter that combo. If so, then try to focus on jumping in and attack, try to
hit Honda some, then back out, as you don't want to end up on the receiving
end of an Ohicho Throw or Orochi Kudaki.



-Vs. Evil Ryu-


This fight is actually doable using Ken, but it's still tough. You'll want
to try and keep on Evil Ryu (yes, I actually said KEEP on him...), and follow
him if he ever uses Ashura Senku to escape. Watch for Shungokusatsu and
counter using Shoryureppa or Shippu Jinraikyaku, whichever one you can
spare at the moment of the attack. For Hadoken, parry and counter using 
Tatsumaki Senpukyaku, since Evil Ryu will most likely try to counter using
his own Tatsumaki Senpukyaku (you can use Shoryuken, if you feel that
Evil Ryu will indeed use Tatsumaki Senpukyaku). Try to stay a little out of
reach from time to time to avoid constant Shoryukens and Messatsu Gou
Shoryu. Keep on Evil Ryu at all times, and you should come out victorious.



-Vs. Geese-


This is a tough fight, but doable (easier than Evil Ryu at least...). Keep on
Geese, but be wary of his Counter specials. Raising Storm is your biggest
threat here, so don't go all crazy and try to jump at him or abuse Shoryukens
and Tatsumaki Senpukyakus.  You'll want to counter Geese's Wind Slice
and Double Wind Slice by using Parry or Roll, and try to counter with 
Tatsumaki Senpukyaku into a Super Special, or use a Roll Cancel. Deadly
Rage and Evil Illusion Slam shouldn't be of any threat for Ken.




-Vs. Guile-


This is just a matter of time before you kill Guile from chip damage via
Hadoken...you can get in close and fight him, but you'll want to try and
bait Guile into coming at you. If he doesn't.....it's Guile's idiotic fault.




-Vs. Haohmaru-


This fight can be nasty due to Haohmaru's insane damage input (especially
his Standing SP.....). You're best bet is to try and jump in at Haohmaru (watch
out for his Secret Crescent Moon Slash and Slash of Supreme Judgement
at this time) and attack him with Jumping SK and chain that into a Tatsumaki
Senpukyaku into a Super Special, or you can Parry and go with a Standing
SP into a Tatsumaki Senpukyaku into a Shoryureppa or Shippu Jinraikyaku.
You can also attempt to make Haohmaru come to you, but odds are, you
don't want too, since Haohmaru can counter Ken's Shoryuken with his
Jumping SP and Jumping SK. Flame of the Conqueror is only a threat IF
Haohmaru is smart enough to roll through one of Ken's long attacks (like
Shoryureppa) and use it immediately afterwards. Don't worry about Secret
Cyclone Slash, as you can easily Hadoken it, Parry it, Roll through it, or
Jump over it, and don't let Fake Cyclone Slash fool you! Secret Earthquake
Slice should be dealt with using Shoryuken or Shinryuken.



-Vs. Hibiki-


This fight's a little bit of a pain, but not by that much compared to Haohmaru.
You'll want to stay in close to Hibiki at all times, but keep your eyes pealed
for No Fear Feint and her three Going My Way Super Specials! Pressure her
with regular attacks and constant Tatsumaki Senpukyakus to keep her from
countering with anything!




-Vs. Iori-


This is just a really fun fight, whether you win or not. Counter Iori's Fire 
Ball and Deadly Flower using Tatsumaki Senpukyaku, and counter 
Dark Thrust using Roll Cancel into Tatsumaki Senpukyaku or Roll 
Cancel into a Shoryuken. Watch out for Maiden Masher if Iori Rolls 
through a Hadoken or Tatsumaki Senpukyaku! For "One-For-The-Road" 
Blast, your best bet is to just roll through it and try to counter using 
Shoryureppa. Use Shippu Jinraikyaku ONLY if you know you'll connect 
with it; otherwise, you've wasted 3 Super Meters AND
have the liklihood of being countered with Maiden Masher.



-Vs. Joe-


This shouldn't be too much of a hassle for Ken. Whenever Joe tries to use
an attack that makes him leap at Ken, counter using Shoryuken, and if Joe
uses Hurricane Upper, just counter with Roll into a Roll Canceled Tatsumaki
Senpukyaku. TNT Punch can be dealt with by using Hadoken, and save your
Super Specials for times that Joe has Ken cornered. Not a tough fight by
any means.




-Vs. Ken-


Hmm.....Ken vs Ken......you'll want to fight Ken using strategy instead of
brute strength. The CPU likes to use Shoryukens for no reason, so counter
those using Shinryuken or Shippu Jinraikyaku to make the most of the
advantage. Anything else can be dealt with as if you were fighting yourself.




-Vs. Kim-



Here, you'll want to try and counter all of Kim's moves using either
Hadoken or Shoryuken. Tatsumaki Senpukyaku will only land you in deep
waters here, as Kim can easily counter it. Try to keep on Kim to avoid him
from pressuring Ken, but keep an eye out on Kim's charge moves at this
time. If you feel the need to, try to bait Kim to come to you instead, and use
Shoryuken to counter any of Kim's counterattacks to Hadoken. A pretty
straightforward fight.




-Vs. King-


For this fight, you'll want to focus on baiting King into coming to you instead
of rushing head first at her, since she's more of a close fighter. However, if
you do attempt this, you may end up on the receiving end of her Double
Strike. If that's the case, then just rush in at her and beat her down with
regular attacks combined with Tatsumaki Senpukyakus. Nothing really to
this fight at all.





-Vs. Kyo-


This isn't hard at all. As long as you watch out for Serpent Wave, Final
Judgement, and his Wicked Chew combo, you'll be just fine. So, what you'll
want to do here is to bait Kyo into going after Ken, then counter with Tatsumaki
Senpukyakus or regular attacks. The Nataptoshi Kick, Kanbanal Kick, and
Oosotowashi Kick aren't all that useful here, so ignore them. Pretty 
straightforward here too.




-Vs. Kyosuke-


For Kyosuke, getting in close and pummeling him is top priority. Try to
Roll Cancel through most of his attacks using Tatsumaki Senpukyaku, or
just block or Parry and try to get in close that way. Either way, you'll have
to be careful, since he's based around pushing his opponents back and 
keeping them that way. Watch for Final Grade Remix by using Tatsumaki
Senpukyaku or Shinryukens as counters. Nothing else to really say about
this fight.




-Vs. Mai-


This fight is a little tough, but not as bad as some other fights. The CPU
tends to make Mai use Flying Squirrel a lot, so counter using Hadoken or
Shinryuken against that. For her Kacho San, Parry and counter using 
Tatsumaki Senpukyaku ONLY if Mai immediately uses Deadly Ninja
Bees or Super Deadly Ninja Bees afterwards. For Ryu En Bu, Parry and
counter using Tatsumaki Senpukyaku or Shoryureppa/Shippu Jinraikyaku.
Swan's Ranpango should be avoided via Super Jump into a Jumping SK
to Standing SP to Tatsumaki Senpukyaku to any Super Special. This fight
really isn't tough with Ken.



-Vs. Maki-


Here, Tatsumaki Senpukyaku becomes your biggest friend, while Shoryuken
and Hadoken help out only against a couple attacks. What you'll want to
do is to keep on Maki at all times. This way, you can avoid her Hayagake
combos that she can pull off. There's nothing really to this fight except to
avoid her Super Specials and her Rappukyaku. 



-Vs. M.Bison-


For Bison, Hadoken is your friend to countering all of his moves. A-Groove
Bison, however, will be a pain. You'll want to keep on him at all times and
keep attacking him with any regular attacks, Tatsumaki Senpukyaku, and
Hadoken. Save your Super Specials in case Bison tries to use any of his
Specials. This way, you can counter with Shoryureppa or Shinryuken (
Shippu Jinraikyaku is just a waste to do at those times). Don't ever let Bison
get away from you, and do watch out for his Slide Tackle move!



-Vs. Morrigan-


Morrigan can be tough if you're not used to fighting her, but as said many
times before, treat her like a combination of Ryu and Akuma. If you keep this
in mind, then you should be able to handle everything that she throws at
you (aside from Valkyrie Turn and Vector Drain). For Valkryie Turn, just
counter using Shinryuken (however, don't count on this all the time, as
Valkyrie Turn may still hit Ken), and for Vector Drain...there's nothing you
can really do about that, since it's a Special Throw. Try to beat down Morrigan
using the standard Ken tactics, but don't stay too far away, since Morrigan
has some good poke moves.




-Vs. Nakoruru-


Nakoruru is by far one of the most annoying people to fight in this game...
her Anna Mutsube can go right under Hadoken, and her Lela Mutsube
can counter Tatsumaki Senpukyaku, Shinryuken, Shoryureppa, and
Shippu Jinraikyaku. You'll want to stay on her regardless and beat her down
using regular attacks the most (ignore all of Ken's Specials, and save 
Shinryuken and Shippu Jinraikyaku for times that you block Kamui 
Mutsube and Anna Mutsube). This fight will take a little time, and 
you'll suffer quite a bit of damage from this fight, but hopefully, 
you'll be able to come out on top. Keep your cool and don't let 
Nakoruru's constant attacks irritate you too much.




-Vs. Orochi Iori-


Fight Orochi Iori as you would Iori.




-Vs. Raiden-


Normally, I would say get up close and bust down anyone that gets in
Ken's way. However, this is one of the very few opponents who you don't
want to rush at. Raiden's specialty lies in close-range grappling combat,
so stay away from him and fire off Hadokens and Tatsumaki Senpukyakus.
If Raiden blocks a Tatsumaki Senpukyaku, prepare to go on the defense or
jump away/Roll to escape the inpending wrath that will occur afterwards.
Use Shippu Jinraikyaku and Shoryureppa as your Super Specials of choice
in this fight.




-Vs. Rolento-


Rolento's just more annoying than anything else. He's not that big of a
threat to Ken unless you let him pressure you. So, what you should do is
keep on Rolento and bust him down with whatever you have in your arsenal
(but ignore Kanabanal Kick, Oosotowashi Kick, and Nataptoshi Kick, along
with Zanpou Tenshin). Nothing really to this fight at all.




-Vs. Rock-


Hmm....Rock Howard.....he's pretty tough for Ken to beat. You'll want to focus
on avoiding Cyclone Sock and Double Gust Punch, along with Hard Edge
and Rising Tackle, and counter them using Tatsumaki Senpukyaku and
Shoryuken (your Super Specials of choice here are Shoryureppa and Shippu
Jinraikyaku once again. Save Shinryuken for Hard Edge, Shining Knuckle,
Rising Tackle, and Neo Deadly Rage). Raising A Storm is also a problem, as
it was with Geese. Try to block and counter it with Shoryureppa or Shippu
Jinraikyaku. Never let Rock get the advantage of attacking you, or you'll end
up on a never-ending cycle of attacks that you cannot escape.




-Vs. Rugal-


For Rugal, you'll want to keep Tatsumaki Senpukyaku on reserve for 
God Press and Gigantic Pressure only, as Rugal can easily counter it with
Wind Slice, Kaiser Wave, Dark Smash, Genocide Cutter, and Destroyer
Cutter. Speaking of Kaiser Wave...you'll want to avoid that attack as much
as possible, so to do that, keep on Rugal with regular attacks and don't let
him get away from Ken ever. You'll want to keep on the defense though
while on offense to avoid having a Destroyer Cutter in the face. Also, try
to Parry Wind Slice, Dark Smash, and Kaiser Wave, and counter using
Tatsumaki Senpukyaku into Shinryuken (for Dark Smash) or Shippu Jinraikyaku
(for Wind Slice and Kaiser Wave).





-Vs. Ryo-


This is an interesting fight, simply because Ryo and Ken can counter
basically anything that the other does. Try to bait Ryo into going after
Ken, and counter whatever he does with one of the following: If Ryo tries
to use Crazy Tiger Thunder Attack, Lightning Legs Knockout Kick, Kyoku 
Gen Kick Dance, or Ryuko Ranhou, counter using Shoryuken or Shinryuken.
If Ryo tries to use Tiger Flame Punch, Heaven Blaze Punch, or Haoh Sho 
Koh Ken, counter using Roll Cancel into Hadoken or Shoryureppa. If Ryo 
tries to use Koho or Zan Retsu Ken, counter using Tatsumaki Senpukyaku.
Simple really, but whatever you do, don't let Ryo pressure you!



-Vs. Ryu-


The classic Street Fighter rivalry. You'll want to get in close and personal
with Ryu to avoid a fireball war, but watch out for Ryu's powerful Shoryuken
and Shin Shoryuken moves. Keep on Ryu using regular attacks and combo
those in with Tatsumaki Senpukyakus and Shippu Jinraikyakus. Try to save
Super Meters, however, for times that you block Ryu's Tatsumaki Senpukyaku
or when Ryu misses with a Shoryuken to use a Shinryuken. This fight shouldn't
really be of any problem for a Ken player.




-Vs. Sagat-


This fight is just annoying due to Sagat's spamming of Tiger Shots and
Tiger Uppercuts. You'll want to either Parry or Roll through the Tiger Shots,
then be prepared to block Tiger Uppercut and try to counter with Shinryuken
if you have it. If not, then wait for Sagat to come back down from his Tiger
Uppercut and land a Tatsumaki Senpukyaku to his face, and try to combo a
Shoryureppa or Shippu Jinraikyaku off of it, if you have the Super Meter to
do so. Tiger Crush and all of Sagat's Super Specials (save for Tiger Cannon
and Ground Tiger Cannon) should be easy to block and counter via Shinryuken.
For Tiger Cannon and Ground Tiger Cannon, just either duck or jump over
them, and just block whatever Sagat tries to counter with.




-Vs. Sakura-


Here, you'll want to use Tatsumaki Senpukyaku against Sakura's Sho-Oh-Ken
and Shunpu Kyaku, and for her Hadoken...well....just Parry it and counter
using Shoryureppa or Shippu Jinraikyaku, if you have them. Flower Kick
is easy to counter by using Shoryuken, and Shinku Hadoken can be easily
avoided by Rolling. You can try to use Shoryureppa against Midare Zakura
and Haru Ichiban, but against Haru Ichiban, you may end up getting hit
anyways. So, if you don't want to use a Super Special to counter it, then use
a Hadoken to bust through it.




-Vs. Shin Akuma-


Very tough, but doable. Try to use a Shinryuken whenever you block
Shin Akuma's Tatsumaki Zanku Kyaku, and just avoid his Gou Hadokens
and Zanku Hadokens. For Misogi...there's nothing you can really do about
it except block and counter using Shippu Jinraikyaku. Shungokusatsu
should be dealt with using Shoryureppa, while Messatsu Gou Shoryu
can be dealt with using Hadoken. Other than those, keep on Shin Akuma
and don't let him escape or pressure you too much.




-Vs. Terry-


Another classic fight here. For Terry, you'll want to counter his Burning
Knuckles with Shoryuken, and for Power Wave, use Hadoken. You can
easily bust through his Buster Wolf using Roll Cancel to Shippu Jinraikyaku
or Shoryureppa. To counter Crack Shot, use Shoryuken or Tatsumaki
Senpukyaku, and for Rising Tackle....well...you shouldn't need to jump at
Terry that much, so you shouldn't have to worry that much about it. Not
a very hard fight at all.



-Vs. Todo-


Here's one of the few times that Zanpu Tenshin comes in use. You'll want
to pull that out everytime Todo uses any Ecstasy Crunch moves, and counter
using the standard Ken tactics. Nothing hard about this fight at all...in fact,
it may be the easiest fight ever for Ken.




-Vs. Ultimate Rugal-


Here, you'll want to stay on Ultimate Rugal's tail and watch out for his
God Press, Last Judgement, and G-End attacks. Genocide Cutter will be
very annoying, as the CPU loves to spam it if you're too close to him. So,
what you'll want to do is actually STAY close to him, be prepared to block
Genocide Cutter, and counter using Shinryuken. For everything else, you can
deal with them as you did with regular Rugal. You'll want to avoid using 
Hadoken too much due to Dark Barrier, and watch out for Rugal Execution!




-Vs. Vega-


Vega's fun to beat down. You'll be able to counter a lot of his moves using
Shoryuken and Tatsumaki Senpukyaku, but make sure that they connect;
otherwise, Vega can simply stab you to death. Hadoken isn't really that
useful unless you know the exact timing of Vega's moves. Try to land a
Shinryuken anytime that Vega uses a move like Izuna Drop or Sky High
Claw against you. A pretty straightforward fight.




-Vs. Vice-


You'll WANT to stay on Vice's tail, but be very careful, as Vice is good at
countering maneuvers. Try to land some Tatsumaki Senpukyakus and be
prepare to block immediately afterwards if it was blocked, as Vice may try
to counter with Outrage. For Negative Gain and Withering Force, use Shinryuken
or Shoryuken to deal with them, and for the rest of Vice's moves....just jump
over them and bust her down with Jumping SK. Watch for Rave Fest if
Vice ever decides to jump and meet you in the air.




-Vs. Yamazaki-


Yamazaki is pretty easy to beat. The only thing to really worry about here
is Yamazaki's Serpent Slash attacks; the rest can be dealt with very easily.
Nothing too hard here at all, and not really worth putting anything down
for. Just use the standard Ken tactics to beat down this assassin.




-Vs. Yun-


Yun....you'll want to keep Tatsumaki Senpukyaku and Shoryuken with you
at all times for when Yun decides to launch a Special or Super Special at
Ken. These two moves will severly cripple Yun's ability, but the major thing
to watch out for with Yun is his pressuring abilities. So, what should you
do? Pressure him first, and keep at it!




-Vs. Yuri-


Yuri's just as tough, if not tougher, than Ryo is. Counter her Tiger Flame
Punch and Rai Oh Ken using Roll Cancel into Tatsumaki Senpukyaku, and
counter her The 100 Blows and Yuri's Super Upper using Hadoken or Shippu
Jinraikyaku (for The 100 Blows) or Shoryureppa for Yuri's Super Upper.
Flying Phoenix Kick can also be dealt with in the same manner. For Haoh
Sho Koh Ken, you can easily counter by Roll and Roll Cancel into Tatsumaki
Senpukyaku to any Super Special. 




-Vs. Zangief-


This is also another rare fight where you'll want to not rush down the opponent.
Here, you'll want to use Hadoken to bait Zangief, and use Tatsumaki Senpukyaku
(NEVER SHORYUKEN!!) to counterattack Zangief. If Zangief ever blocks
your Tatsumaki Senpukyaku, then be prepared to leap back or Roll, since
Zangeif will try to counter using Spinning Pile Driver or Final Atomic Buster.
A pretty straightforward fight really.
------------------------------------------------------------
XIII.   Kyosuke [CAP13]


-Introduction-


The pretty boy from Rival Schools makes his debut in the cross-over
fighting world. Let's just say, he's not to be taken lightly....





-Movelist-



-Specials-


Cross Cutter..........................................QCF + P


Lightning Upper....................................DPF + P
(Additional: QCF + K)


Shadow Wave (AIR)............................QCF + P


Shadow Breaker.....................................QCB + P


Shadow Out Kick (air)...........................QCF + K



-Super Specials-



Super Cross Cutter................................QCFx2 + P


Super Lightning Upper.........................QCBx2 + P


Super Shadow Out Kick (air)...............QCFx2 + K
(Additional: QCF + K)


Final Grade Remix..................................HCBx2 + K
(Level 3 & MAX only)





-Movelist Breakdown-




--Normal Attacks--


-STANDING-


LP (Mid Hand Strike)

-Nothing too special about this move. Only really good if you chain it into
a Standing SP xX Cross Cutter.




Close LP (Backhand)

-More comical to watch than to use in real tournaments. Simply put.....Kyosuke
backhands the opponent (no way!!). Nothing special about this move either.



MP (Serpent Strike)

-Called Serpent Strike just due to the way the attack comes out. It's a bit
slow on coming out, and isn't even comboable. Not that great of a move in
all honesty.



Close MP (Snake Strike)

-Due to the fact that you're not going to be close to the opponent that often
with Kyosuke, this move is all but worthless. Best to stick to other 
attacks that Kyosuke offers.



SP (Fierce Strike)


-Has pretty good reach on it, and does a decent amount of damage. Also
comboable into Super Cross Cutter or Super Lightning Upper (if the opponent
is trapped in the corner; otherwise, you'll miss everytime).



Close SP (Fierce Backhand)

-Even more comical than Close LP, but a lot more useful if you find yourself
close enough to the opponent to actually use this move. Good to combo into
Super Shadow Out Kick or Super Lightning Upper.




LK (Mid Kick)

-Relatively slow and has little reach. Not the best of choice to combo attacks
off of either, as there are better moves to use.



Close LK (Foot Kick)

-Comes out pretty fast, does little damage, only usuable if you're close to
the opponent, which limits the usefulness of this attack. However, good to
chain into a Lightning Upper, Cross Cutter, or Shadow Out Kick. Even better
to combo into a Final Grade Remix.


MK (Flip Kick)

-Decent range, decent damage, comboable into Cross Cutter or Super Cross
Cutter. Has slow recovery however.


Close MK (Knee)

-Decent speed, very little range, comboable into Lightning Upper, Super
Lightning Upper, Final Grade Remix, Shadow Out Kick, and Super Shadow
Out Kick.


SK (Heel Kick)

-Has pretty good range, good damage, but slow recovery. Otherwise, a great
poke move. Decent anti-air move as well.






-CROUCHING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.



MP (Chop Sweep)

-Crappy range, slow all-around, not that much damage. Not even comboable
really....



SP (Fierce Slap)

-Decent range, good damage, though not easy to combo out of.




LK (Foot Kick)

-As with the LP, fast and easy to combo out of, but deals little damage on its
own.



MK (Extended Kick)

-Better range than Crouching LK, but a bit slow on recovery and startup.
Comboable into Cross Cutter and Shadow Out Kick.



SK (Spin Sweep)

-Kyosuke's knock-down move. Great range and decent damage, but bad
recovery if blocked. Not comboable either.


DF + SK

-Kyosuke twists and extends his leg diagonally upwards. The opponent will 
be launched when hit and will be open to mid-air combos (see Advanced
Strategy Section). This attack launches fairly fast but has slow recovery 
and lacks some horizontal range. It also cannot be comboed from normal 
attacks except jump-ins. Recommended only when the opponent is
open or as a possible anti-air. 






-JUMPING-



LP (Falling Elbow)

-Lasts nearly the whole time that Kyosuke uses it. Deals little damage and
has no range, but good to combo into one of Kyosuke's BnB combos or into
Standing SP/MP to Final Grade Remix or Super Shadow Out Kick.



MP (Backhand Chop)

-Has more range than Jumping LP, but misses opponent's on the ground
completely. Only good in air to air battles, though Shadow Out Kick is a
much sounder choice.



SP (Head Smack)

-Has good range AND hits opponent's on the ground. Good to combo into
one of Kyosuke's specials or Super Specials.



LK (Aerial Knee)

-Same properties as Kyosuke's Jumping LP.



MK (Head Kick)

-Good range and decent damage. Can be comboed into Cross Cutter, Shadow
Out Kick, Lightning Upper, Shadow Breaker.



SK (Aerial Heel)

-One of Kyosuke's better moves to use for combos or just to stop an opponent's
attack. Decent range and good damage.









--Special Moves--



-Cross Cutter-




STRONG VS.


Rush attacks
Other attacks
Anti-Air attacks
Some Air attacks




NO EFFECT VS.


Projectile attacks




WEAK VS.


Air attacks



-Kyosuke launches two small projectiles, each arching upwards and 
downwards respectively and converge at the middle in a certain 
distance. Button used determines the height and distance of the 
projectiles; LP launches the highest and closest while HP launches 
the shortest and furthest. Neither buttons can reach full screen. If
the projectiles haven't converged yet, they are considered as two 
projectiles and either one can negate a non-super projectile while 
the other still passes through. When the projectiles converge, it 
becomes considered as one projectile only and can be treated
like any other projectile. The move has some start-up delay as
well as recovery delay. Because of this, it is not recommended 
against projectile battles. Use especially for zoning and 
pressuring opponents. 






-Lightning Upper-




STRONG VS.

Air attacks
Rush attacks
Anti-Air attacks
Other attacks




NO EFFECT VS.

Teleportation moves




WEAK VS.

Projectile attacks



-Kyosuke swipes his hand upwards while lightning strikes 
from the ground up. Button used determines the distance 
of the attack; LP launches the closest while HP launches 
the furthest. The attack launches the opponents in mid-air 
and can combo into the Shadow Cut Kick or, in the corner, 
the Double Shadow Cut Kick. It launches fairly quickly 
but has low priority, usually trading hits from a jump-in 
attack. Recommended for combos only. 




-Shadow Wave-





STRONG VS.

Air attacks (except Air Projectiles)
Rush attacks
Other attacks (varies on moves)




NO EFFECT VS.

Anti-Air attacks (varies on who does it first, person will more than likely 
hit the first one to activate)



WEAK VS.

Projectile attacks



-Kyosuke creates a short blade of energy diagonally downwards in front 
of him while in mid-air. Button used determines the damage of the 
attack. The move launches quickly and has a fairly high priority 
which makes it a good mid-air combo finisher and anti-air. However, 
it has some recovery delay and can be punished if it whiffs or blocked.






-Shadow Breaker-




STRONG VS.

Some Other attacks




WEAK VS.

Projectile attacks
Anti-Air attacks
Air attacks
Rush attacks


-Kyosuke leaps fairly high then slams his opponent with energies from 
his hand. Button used determines the move's range and damage. It is 
an overhead attack that cannot be recovered from when hit. Though 
a good mix-up, Kyosuke once again lacks speed and can be punished 
if used out in the open. Also, the attack has a tendency to leap over 
crouching opponents if done too close. 







-Shadow Out Kick-





STRONG VS.


Air attacks, except for Projectile-based attacks
Rush attacks
Some Other attacks (ex: Tatsumaki Senpukyaku, God Press, etc.)




NO EFFECT VS.


Teleporting moves (of course!)




WEAK VS.


Projectile attacks



-Kyosuke does a somersault kick. Button used determines the 
strength and height of the attack. On the ground, it has excellent 
speed but, in spite of that, has poor priority. This makes the 
attack a great combo finisher but a bad anti-air. On the air, however, 
its priority somehow increases and will usually win in air battles. 
This attack can combo after Lightning Upper and Double Shadow
Cut Kick. 







--Super Special Moves--



-Super Cross Cutter-




STRONG VS.


Rush attacks
Anti-air attacks
Other attacks





NO EFFECT VS.


Teleporting moves





WEAK VS.


Air attacks



-Kyosuke launches several projectiles, which acts similar to Cross 
Cutter. Level 1 launches four projectiles while Level 2 and 3 
launches five projectiles. Use like a normal Cross Cutter. 








-Super Lightning Upper-




STRONG VS.


Air attacks
Many Other attacks
Anti-air attacks
Rush attacks




NO EFFECT VS.



None....




WEAK VS.


Projectile attacks (when timed right)



-Kyosuke launches lightning from the ground up which is
similar to Lightning Upper except has a taller height and 
can be followed into an air chain combo. Level determines
how many hits the lightning does. 









-Super Shadow Out Kick-



STRONG VS.


Air attacks (except for Projectile-based attacks)
Rush attacks
Some Other attacks





NO EFFECT VS.



Teleporting moves




WEAK VS.


Projectile attacks 
Some Other attacks
Anti-air attacks (when timed right)



-Kyosuke kicks similar to his far standing MK, followed by a 
Shadow Cut Kick and a multiple-hitting Shadow Wave 
which can follow-up into a regular Shadow Cut Kick. Like 
Shadow Cut Kick, the move has little priority and can lose 
against some attacks. Use in combos only. 







-Final Grade Remix-



STRONG VS.


Nothing....



NO EFFECT VS.


Teleporting moves



WEAK VS.


Everything....




-Kyosuke launches a far standing HP. If it hits, Batsu and Hinata 
from Rival Schools will appear and beat up the opponent launch 
them into the air and all three characters will deliver their final 
blow. Has high priority, does massive damage and makes a great 
combo finisher but is open to punishment when it whiffs or is 
blocked. 







--Strengths & Weaknesses--





--Battle Strategies--



Kyosuke is one of those characters that can really, if you look into him 
enough, go either way with his game. Offensively, he's got several attacks 
that have really good range, such as Cross Cutter and his Crouching SK, 
and defensively, he's got moves that can come out on the fly when he 
needs them, such as Lightning Upper and Shadow Out Kick.

However, Kyosuke's one glaring weakness is his lag in the recovery and 
start-up in the marjoity of his moves. Most of his Specials will, if they 
miss or blocked, leave him extremely vulnerable to just about anything.
You'll probably have to play a lot of guessing games with your opponent 
to determine what moves to use and at what time.






---Basic Stuff with Kyosuke---



---Pokes ---

In order from best to worst. 

c.mk (most priority; super cancelable) 
s.hk 
s.hp (special/super cancelable) 
c.hk (longest but slowest normal; cannot punish as much as above) 



---Anti-Airs ---

Best to worst. 

s.mk (fast; good vertical range) 
c.hp (won't catch opponents that jump too high; special/super 
cancelable; I tend to follow this with a lp cross cutter) 
dp + P (it will either trade or get beaten; the hp version rises about a 
character-length away from Kyosuke, so you can catch far away 
aerial opponents) 
qcf + K (NEVER USE THIS, unless it's RCed. I don't think it can hit 
air-blockers though) 
df + hk (very short ranged; use only when the opponent is open) 



---Cross-up ---

j.hp (good cross-up though tends to knock down jumping opponents) 
j.hk (good cross-up though tends to knock down jumping opponents) 
j.mk (not too good because of its mostly vertical range; may often miss) 






---Advanced Kyosuke Stuff---


Kyosuke has the ability to chain multiple normal moves up in the air.
However, it requires either of two launchers for startup. The df + HK 
command move is the easiest executable launcher but it lacks range 
and can cause Kyosuke to be open for punishment. The other, and 
often better, launcher is his Super Lightning Upper. A level 3 Super 
Lightning Upper is the trickiest, however, since it does more hits, 
leaving Kyosuke to delay a bit before jumping. 

Once the opponent is launched in the air and starts to fall down, 
immediately jump towards the opponent (or jump up if the opponent 
is in the corner) then press LP. During this time, Kyosuke is now 
able to chain normals from light attacks to medium attacks to hard 
attacks. Sometimes, Kyosuke can do a special or the Double Shadow 
Cut Kick though the player has to execute it fast. Some of the best 
chains would be: 

LP > LK > MP > HP > HK (HP may miss if the opponent is too high 
up) 
LP > LK > MP > qcf + punch/kick 
LP > qcf, qcf + kick 
------------------------------------------------------------
XIV.   Maki [CAP14]


-Introduction-


The Bushin Ninja from Final Fight 2 makes her debut here in this fighting
game. For those who have played Guy in the Alpha series, you should
be able to use Maki quite well, as she resembles Guy to some extent
with her moves.





-Movelist-


-Specials-


Genko..................................................QCF + P


Hayagake............................................QCF + K, K


Saka Hayagake...................................QCB + K, K


Tengu Daoshi (AIR)..........................HCF + P


Hassoukyaku (AIR & near wall).......QCB + P/K


Rappukyaku (Takes some life)...........Kx3




-Super Specials-


Sushin Gouralna..................................QCFx2 + P


Tessninnou..........................................QCFx2 + K, K


Ajaratengu (AIR)................................720 + P






-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Quick Jab)


-A quick poke with her tonfa. Ok range and chains into another 
lp or lk. If you're playing K-Maki, you'll come to find that 
punishing with one or two lp's (depending on distance)into a 
lk into kick super is a great tool for instantly owning half your 
opponent's life. Make them fear this when you are raged or have
a level 3 ready. 


MP

-A long reaching tonfa hit. An awesome poke. This is what you want 
to use to piss people off who try to out poke you. It cleanly beats 
Honda head butts, Blanka balls, Crushers, and the like if you time it 
right! 


Close MP

-Maki comes down with her forearm. Cancelable and you have 
advantage on hit or block. 


SP

-A far reaching swing of Maki's tonfa. Use this to munish blocked
psycho crushers. Can sort of be used as an anit-air every now and
again, but there are better options. 


Close SP

-A very high reaching kick. Super cancelable only. Do not use this
as an anti-air, it is way to risky and if you are waiting that 


LK

-A swift kick to the shin. Good range for a lk, which makes it a good
poke. Can combo into her punch super or level 3 kick super. (You 
must learn to do the kick as soon as the super freeze ends.) 


MK

-Another awesome poke. A very fast side kick that has a little more 
range than her mp. You can win rounds using only this move if your 
opponent doesn't know any better and keeps trying to out poke you. 
Use this instead of mp if you need the speed or range to beat an 
opponent's attack. 


Close MK

-A high knee attack. Able to special or super cancel. 


SK

-A high kich that moves Maki forward. This move is all right as an 
anti-air if you throw it out early enough. Able to super cancel. 


Close SK

-A very high reaching kick. Super cancelable only. Do not use this as
an anti-air, it is way to risky and if you are waiting that long to try 
and stop a jump in, you should be using KKK anyway. 







-CROUCHING-



LP (Quick Jab)


-Low tonfa poke. Chains into: c.lp, c.lk, s.lp, s.lk, KKK, and super. 


MP

-Low elbow attack. Chains into: c.lk, s.lk, c.mk, s.mk, c.hp, s.hp, s.hk, 
KKK, and super. Note: Chaining all medium and high attacks rrequire 
very tight timing but can lead to tremendous damage. An example
of this is c.mp~c.hp->kick super. 


SP

-Maki swings her tonfa upwards. This move has good horizontal range
and even better vertical range. This is the best normal anti-air move in 
the game, in my opinion. Use this to stop jumps before they even get 
close to you. When they start air blocking this, mix it up with KKK 
and you're guaranteed a knockdown. This move is super cancelable. 


LK

-Maki slides out her left leg. Ok range and safe if blocked. Chains into: 
c.lp, c.lk, s.lp, s.lk, KKK, and super. 


MK

-Maki swings out her right leg. Good range, fast, and super cancelable. 
Make your opponent fear this into kick super. 


SK

-Maki spins around and sweeps opponent. Super cancelable for who 
knows why but and all right move to use after a throw break or from 
max range since it pushes back an ok amount . 








-JUMPING-


LP

-Sticks out her tonfa. Stays out for a little while, so you can throw it out 
early. Special snd super cancelable (best to do this before the apex of 
your jump). This is important to know when playing P and K groove players
because you can go into the special or super immediately after the lp makes 
contact. You also can use this as a jump in to setup a 720. Simply throw it out
before you land and 720. This gives your opponent very little time to react 
which usually means you get a free 720, just something to keep in mind. 


MP

-Same as j.lp, but doesn't last as long. Special and super cancelable. 


D + MP

-Maki's down attack. Maki comes straight down with her elbow. Note:
This move has an assload of priority! I've beaten out a lot of mistimed 
dp's with this. This move has a large vertical hitbox. Good side of this
move, you have a high-ass priority attack out until you land. Bad side 
to this move, you have an attack out until you land. Although you can 
pretty much combo whatever you want if it hits when you're jumping
in, you should save this move for air to air situations because it beats 
so many attacks and if you miss or have it blocked on the ground, 
nothing good is going to come out of it. Combo: Jump in d.mp, 
land, C.mp~c.hp-> (you guessed it) kick super.


SP

-Maki swings her tonfa downward. Very fast attack with good vertical range. 
Can be done as soon as you leave the ground to keep/stall the opponent 
from pursuing you in air. Super cancelable.


LK

-Maki kicks very high into the air. This is your air-to-air move of choice when 
you are jumping after or are below your opponent because it reaches pretty 
high and stays out for a bit. Special and super cancelable. Note: If you'tr 
stuck in the corner and the opponent is jumping in, you can either 
backwards jump late or small jump with lk and immediately wall jump 
(qcb+lp) to bail yourself out. 


MK

-Maki kicks straight forward. This is your air-to-air of choice when you and 
your opponent are at the same level in the air. It has great range and can be 
used as a cross-up. Note Jumping mk should be a move you use a lot because 
of Maki's awesome jump arc. You can normal jump and hit your opponent 
with mk, land, s.mk/s.hp/or c.hp into level 3 kick super from full screen!!!
Super cancelable. 


SK

-Maki performs a kick similar to her jumping mk, but at a lower angle. Good 
for jump in combos, but risky. Can be used to shut down an opponent who 
is trying to jump at you. Super cancelable. 






--Super Special Moves--



-Genko-



STRONG VS.

Rush attacks
Some Other attacks



WEAK VS.

Air attacks
Anti-Air attacks
Projectile attacks



-Maki swings a downward haymaker. Knocks down. Ths move has pretty bad 
recovery for all strengths, so make sure you do this at max range to make your 
life a little easier. 





-Hayakage-



STRONG VS.




NO EFFECT VS.




WEAK VS.








-Saka Hayakage-




STRONG VS.




NO EFFECT VS.




WEAK VS.









-Tengu Daoshi-



STRONG VS.




NO EFFECT VS.




WEAK VS.









-Hassoukyaku-




STRONG VS.




NO EFFECT VS.




WEAK VS.









-Rappukyaku-



STRONG VS.

Air attacks
Anti-Air attacks
Rush attacks
Other attacks



WEAK VS.

Projectile attacks



-*Drains 600 Vitality  

 Maki spins around on the tip of her tonfa.A lot of times this is your go 
to anti-air. It can't be air blocked and has a large, abusable amount of 
invincibility. If you can sense a wake up/reversal super form your 
opponent, do this right before their super freeze and they'll go right 
through you (you might even get a hit depending on what the super is). 
Important to know that while this move hits once, it can be blocked twice.  







--Super Special Moves--



-Bushin Gouralna-




STRONG VS.




NO EFFECT VS.




WEAK VS.






-Tessninnou-




STRONG VS.

Rush attacks
Some Other attacks



WEAK VS.

Anti-Air attacks
Air attacks (somewhat)
Projectile attacks



-Maki runs forward exactly like she does for her command run. 
When you press kick the second time, Maki does a flying kick 
(ends with an overhead punch if it's the level 3 version). This
move can be used to punish moves with long recovery, but 
you must learn to perform the kick as soon as the super freeze 
ends!!! 


Ways to combo into this are : 

1. st mk/st fierce xx (canceled into) kick super. Damage is very 
good. You'll want to make sure you can do this consistantly. 
If you can punish whiffs with this, your Maki is a threat. 

2. cruoching mp xx kick super. This can also be used as a way 
to combo into her punch super. 

3. standing lp, (x2 if close enough) stancing/crouching lk xx
kick super. 







-Ajaratengu-



STRONG VS.




NO EFFECT VS.




WEAK VS.









--Strengths & Weaknesses--






---Basic Combos---



s.lp, s.mp, s.hp, s.hk is her Final Fight chain. 

s. lp s. mp s. hp xx d+fierce is an alternate chain that ends 
with a throw. The timing on the d+fierce is tricky and will 
probably be inconsistant the first several times you try it. 

She isn't really a character with bnb's. The main ones you'll 
want to know. 


(close) st fierce/st mp/st mk xx qcf+p or the slide/overhead 
off of her run will combo. Should you somehow mess up 
the previous option is safer. 

cr lp lp xx KKK. Easy. It does have its disadvantages. If 
done in the corner the opponent can punish if they are in 
a safe fall groove. Also drains some of Maki's life. 

Thats really all she has going for generic combos. She 
does have some super combos though. 




---Advanced Maki Strategies---

---Throw super on opponent wake up---


This is a nasty little trick tha can vastly improve your Maki game
and have your opponent very fearful of getting knoched down. The 
setup is simple, knock your opponent down via a throw, sweep, 
or special punch. Afrer that you can do either two things. 

1. Hesitate for a brief moment then jump to where the opponent is 
while inputting the command for the throw super in air. You should 
time this so that you land as soon as they get up and you perform 
the super as soon as you land. This can be a real bitch for your 
opponent to deal with on wakeup. Remember that Maki's throw 
super is invincible up until the acutal grab part if you're using a 
level 1 against people with good wakwup dp's. 

2. Perform a command run and command stop (lk) just in front of the 
opponent. You should start the 720 as soon as you start the command 
stop so that so can instantly grab them as they wake up. This is 
usually your better option because it isn't as predictable as jumping 
and it just looks trickier. 


---Just Defend tips, mixups, and strategies ---

If you plan on playing Maki you absolutely need to be able to Just 
Defend like no other. Reasons being: 

1. People will try to beat the shit out of you just because you're playing 
Maki. 

2. Just Defending slowly gains back vitality, which Maki loses every time 
she does KKK. More vitality=more anti-air rape you can dish out. 

With that being said, people will catch on to JD~KKK and start empty 
jumping into air parrying or JD's of their own. You should learn to mix 
things up after JD'ing a jump in attack. Here are some ideas: 

1. JD~throw. Gives a free knock down and it that was the JD to set off 
your meter, you can command run and 720 as soon as they wake up 
or apply pressure until you break their guard and then s.hp->kick super. 

2. JD~720. This one is pretty damn hard to do but do it once, just once 
and your opponent will think twice before they jump in again. As 
soon as you JD, start doing the 720 motion and grab them as soon as 
you leave the ground. Again, very hard, but scares your opponent into 
jumping less, leading to more ground trickery. 

3. JD~command run and immediate stop. Honestly you dont even need to 
JD to do this, it's just to add to your flowchart of things to do. Depending 
on how close/deep the jump in was, you may or may not cross them up. 
You can influence this by walking backwards or forwards before you JD. 


---Dealing with air Just Defended DP(sorta)---

Once you just defend an attack in air, you get sent upwards. So after JD'ing 
DP in the air your opponent is most likely going to be lame and keep DP'ing 
you until you fail at Just Defending. My only remedy to this that I know of
is down+mp. Worst case scenario, you will trade hits. 
------------------------------------------------------------
XV.    M. Bison [CAP15]


-Introduction-



The evil ringleader of Shadoloo is back yet again from the dead,
and this time, he's a bit of a pain for some fighters to beat. He
still fights like he does in Street Fighter II and in Capcom Fighting
Evolution (though that came after this game).





-Movelist-

-Special Normals-


Juggle Jump Strong (AIR)..........................MPx2





-Specials-


Psycho Crusher............................................Ch. B, F + P


Double Knee Press......................................Ch. B, F + K


Head Press....................................................Ch. D, U + K,
then P in air


Devil Reverse...............................................Ch. D, U + P,
then P in air


Psycho Vanish.............................................FDP + P


Bison Warp (Close)....................................FDP + PP or KK


Bison Warp (Away)....................................BDP + PP or KK





-Super Specials-


Mega Psycho Crusher................................Ch. B, F, B, F + P


Knee Press Nightmare................................Ch. B, F, B, F + K








-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Quick Psycho Jab)

-About as basic as you can get. Excellent for combo starters and to chain into
the Rapid-Fire Combos.


MP (Psycho Palm Thrust)

-Bison thrusts his palm engulfed in psycho flames at the opponent. Can be used
to start a combo as well.


MP Close (Low Psycho Hook)

-Bison hits the opponent in the abdoment with a hook punch. You have to be next
to the opponent for the move to be executed though.


SP (Psycho Upper Jab)

-Bison jabs the opponent in the jaw pretty much. Not much else to say other than
that it moves both fighters a little from each other.


SP Close (Psycho Abdomen Jab)

-The true abdoment jab of Bison.  This move can hurt quite a bit actually, and 
can be used as a stall into Psycho Crusher or Knee Press.


LK (Quick Knee)

-Bison knees the opponent in the gut. Easy, right? This can also be used to 
start a Rapid-Fire Chain or another combo.


MK (Kick)

-Can't really get any easier than that. It's decent, but slow.


SK (Slow Kick)

-As if the last move wasn't slow enough, this one's even slower. Don't bother
with it that much, as it has too much startup time.







-CROUCHING-



LP (Quick Jab)

-Same deal as with the Standing LP.


MP (Forward Punch)

-Bison punches forward at the opponent. Nothing special about this move at
all.


SP (Slow Forward Punch)

-The slow version of the MP. Again, don't bother with this move unless you
want to be punished for it.


LK (Foot Kick)

-Bison kicks the opponent. Nothing special. Can also be used for Rapid-Fire
Chains and other combos.


MK (Side Foot Kick)

-Bison kicks the opponent with the side of his foot. Nothing new.


SK (Slide)

-This is Bison's famous sweep move. Use it whenever you get into 
a corner fight. However, watch it if it gets blocked, as it leaves Bison 
wide open.







-JUMPING-



LP (Superman Punch)

-It looks as though Bison is in a Superman pose. Lasts the whole
time that he is in the air.


Jumping-Up LP (Falling Fist)

-Bison falls with his fist out. Lasts the whole time that he is in the air.


MP ()

-


Jumping-Up MP (Quick Falling Fist)

-The fast version of the Jumping-Up LP. You'll have to time it right to
hit grounded opponents though....


SP (Quick Superman Punch)

-The fast version of the Jumping-Up LP. You'll have to time it right to
hit grounded opponents, but it works wonders against air attacks.


Jumping-Up SP (Psycho Fist)

-Bison attacks the enemy with his fist engulfed in psycho flames. Nothing
special about this move.


LK (Falling Leg)

-Bison falls onto the opponent with his leg. Lasts the whole time that he's in
the air, and good for knocking opponents out of attacks.


Jumping-Up LK (Falling Foot)

-Same deal with the LK, but Bison uses his foot instead.


MK (Quick Falling Leg)

-A faster version of the LK. As always, you'll need to time it to hit grounded
opponents.


Jumping-Up MK (Air Kick)

-A kick in the air. What else is there to explain?


SK (Quick Toe Kick)

-A quick kick that uses the tip of his foot. Easy enough.


Jumping-Up SK (Quick Air Kick)

-The faster version of the Jumping-Up MK. Just as with all Quick moves,
time it right to hit grounded opponents.






-Special Normal Moves-




-Juggle Jump Strong-

-This is the move to use when you want to combo into another attack. 
Great especially if you use Mega Psycho Crusher immediately after 
the attack.






-Throws-

SP + <- or -> (Dual Kick Throw)

-Bison kicks the opponent, then throw them with his foot.


<- or -> + SK (Turn-About Throw)

-Bison simply turns around and throws the opponent.






--Special Moves--




-Psycho Crusher-


STRONG VS.

Anti-Air attacks (if missed or blocked)
Rush attacks
Air attacks (except Zanku Hadoken)





NO EFFECT VS.

Teleport moves



WEAK VS.

Projectile attacks


-The move that made Bison famous. It's been toned down
a lot compared to his strongest incarnations in SF2 and
SFA3. However, it's still a formidable move. Depending on
which P button you used, Bison can travel from 1/4 of the
screen to full screen. However, projectiles tend to make
this move obsolete, as do timed Shoryuken's. It's
relatively safe on block, so Bison should be safe, unless
he gets hit immediately afterwards by something like
Spinning Lariat.




-Double Knee Press-


STRONG VS.

All Rush attacks 



NO EFFECT VS.

Teleport moves



WEAK VS.

All Anti-Air attacks (unless they were blocked or
missed)
All projectile attacks (Hadoken, Gou Hadoken, etc.)




-Another famous move of Bison's. It comes out relatively
fast, so you might be able to surprise your opponent. However,
against more experienced players, this move may not work as well.
I'd stay away from it unless you can find an opening to use it. This
may work as a Wakeup Counter, but it's probably best to try and
use Psycho Crusher as a Wakeup counter.




-Head Press-



STRONG VS.

Projectiles (as they tend to miss)
Air attacks (Zanku Hadoken, if timed right, etc.)


NO EFFECT VS.

Teleport moves



WEAK VS.

Anti-Air moves (Somersault Kick, Shoryuken, etc.)




-A decent move in the fact that it can be chained into
other moves and does decent damage. It's also great as
a Wakeup Counter, as players may not expect it to come
out.




-Devil Reverse-

STRONG VS.

Same as Head Stomp


NO EFFECT VS.

Teleport moves


WEAK VS.

Same as Reverse Stomp



-This move is almost the same as Reverse Stomp. Still great
as a Wakeup Counter however.





-Bison Warp-

STRONG VS.

All



NO EFFECT VS.


None


WEAK VS.

None



-Great for times when Bison is cornered, or when you
want to escape a Super Special. It's also good for
confusing and infuriating your opponents. However,
keep in mind that abusing these moves may cause Bison
to get punished.





--Super Special Moves--



-Mega Psycho Crusher-


STRONG VS.

All Rush attacks
All Air attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

None



-The ultimate fly-by special! Barely anything can stop this
massive attack. However, try to not signal that this move is
coming. Instead, try to combo into it, or use it as a Wakeup
Counter.




-Knee Press Nightmare-


STRONG VS.

All Rush Attacks
Some Anti-Air attacks



NO EFFECT VS.

Teleport moves



WEAK VS.

All Projectiles
Some Anti-Air attacks (if timed correctly)
Some Air attacks



-If timed correctly, this can do a lot of damage, up to 8 hits max.
This can be predicted, though, so you'll have to combo into it
or use it as a Wakeup Counter.








--Strengths & Weaknesses--



Bison definently has speed and pressure going for him. Take
advantage of those two aspects and he should be able to take
on any opponent. Psycho Crusher and Knee Press are the way to
go in the offensive game. Pile on some crouching HK and combos,
and you should have your opponent making mistakes left and right,
leaving them wide open to Mega Psycho Crusher.


Defensively, Head Stomp, Devil Reverse, and the Teleport moves
will be your best friend. They should help you get out of corners
and allow you to get on the offensive. However, this isn't always
the case as if your opponent can predict what move you're going
to use, then you may have to resort to combos and the Psycho
Crusher.




Some things to note about Bison:


DO:


-Use Bison Warp when trapped in corners or when you want to play mix-up
games.
-Psycho Vanish is your best friend.
-Psycho Crusher is a great alternative to get across the screen.



DON'T:


-Overabuse Psycho Crusher. This will lead to you getting hurt in the long
run.
-Overabuse Head Stomp or Devil Reverse.
-Overabuse Crouching HK.
------------------------------------------------------------
XVI.   Morrigan [CAP16]


-Introduction-


The sexy succubus of Darkstalkers makes another appearance outside
of her signature game. She's still the same as before, sprite and all....





-Movelist-


-Specials-


Soul Fist (air)..............................................QCF + P


Shadow Blade.............................................DPF + P


Vector Drain................................................HCB + P






-Super Specials-


Valkyrie Turn (air).......................................HCB + K, K


Soul Phoenix (air)........................................QCFx2 + P


Carpinal Blade.............................................QCFx2 + K


Darkness Illusion (air)................................LP, LP, F, LK, SP
(Level 3 & MAX only)






-Movelist Breakdown-




--Normal Attacks--


-STANDING-






-CROUCHING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-JUMPING-




--Special Moves--



-Soul Fist-



STRONG VS.


Rush attacks
Anti-air attacks (if used in the air or on the ground)
Other attacks




NO EFFECT VS.


Other Projectile attacks




WEAK VS.


Air attacks (majority of them if used on the ground, some if used in the air)




-Morrigan's good ol' projectile move. However, this move is lackluster compared
to the majority of the other projectiles in the game. This move has a somewhat
slow recovery time, in both air and ground, though in the air, it leaves 
Morrigan completely vulnerable, as she cannot do anything else after she has 
used this move.






-Shadow Blade-



STRONG VS.


Air attacks, except Projectile attacks
Some Other attacks
Rush attacks




NO EFFECT VS.


Teleporting moves




WEAK VS.


Projectile attacks
Anti-air attacks (if misses)





-Morrigan's Anti-Air move. Just about the same as Shoryuken, except 
that it can cover a lot more distance than Shoryuken. Not much else to 
say about this move.









-Vector Drain-



STRONG VS.


Nothing....




NO EFFECT VS.


Teleporting moves




WEAK VS.


Everything....




-Morrigan's command throw, which does a pretty decent amount of 
damage, but like every other command throw in the game, you have to 
figure out how to time the move right...







--Super Special Moves--




-Valkyrie Turn-




STRONG VS.


Rush attacks
Some Other attacks




NO EFFECT VS.


Teleporting moves




WEAK VS.


Projectile attacks
Air attacks
Anti-Air attacks
Some Other attacks




-This move really isn't worth using at all, and IMO, is probably the worst 
Super Special that Morrigan has. The reason being is that it's too easy 
to block, and is VERY predictable at that. Save your Super Meter for 
one of Morrigan's other Super Specials instead.







-Soul Phoenix-




STRONG VS.


Rush attacks
Other attacks
Most Air attacks
Anti-Air attacks




NO EFFECT VS.


Teleporting moves




WEAK VS.


Air attacks (if timed right)




-This is by far one of the better Super Specials Morrigan has, though 
like Soul Fist, it has a slow recovery to it. This attack can blow through 
a lot of other moves, save for Super Specials like Shinku Hadoken and 
the like, and it also has a wider radius and range to it as well. 






-Carpinal Blade-




STRONG VS.


Rush attacks
Most Other attacks
Air attacks except for Projectile attacks





NO EFFECT VS.

Teleporting moves




WEAK VS.


Projectile attacks
Some Other attacks



-A decent attack, as it has a great range, though if it doesn't connect 
fully, the damage it deals is horrible. Not only that, if it misses or is 
blocked, it leaves Morrigan pretty open, as there is no recovery at all 
during the move. Save this move as a last-second attack if anything else.






-Darkness Illusion-




STRONG VS.


Rush attacks
Air attacks (some)




NO EFFECT VS.


Teleporting moves




WEAK VS.


Projectile attacks
Anti-Air attacks
Several Other attacks


-Morrigan's most powerful move, though it can be easily blocked if 
timed wrong. This move alone deals roughly 1/2 life to your opponent, 
so try and either combo into this attack, or use it when your opponent 
is stunned. Otherwise, with a Level 3 Guage, your opponent will 
be waiting for this, if they know how Morrigan works.









--Strengths & Weaknesses--


Morrigan remains roughly the same as she did in Darkstalkers 
and Capcom Vs SNK; however, she seems to have lost priority 
with several of her moves, though I'm not going to go into details 
on that as Bucktooth pretty much covers that in his FAQ. 

In all honesty, there really isn't anything special about Morrigan aside 
from the fact that she can combo rather well and easily, and 
that when used correctly, can cover up the slow recovery on her 
moves AND pressure the opponent extremely well.
------------------------------------------------------------
XVII.  Rolento [CAP17]



-Introduction-


A former boss from Final Fight and a rather decent opponent in
Street Fighter Alpha 3 makes a comeback. However, compared to
the rest of the cast, he's nowhere near the top of the list.





-Movelist-



-Specials-


Patriot Circle...............................................QCF + P 
(up to 3 times)


Stinger.........................................................DPF + K, then 
P or K


Makong Delta Attack..............................Px3, P (just before landing)


Makong Delta Air Raid...........................QCB + P


Makong Delta Escape.............................QCB + K, then P or K


Scouter Jump............................................Kx3




-Super Specials-


Take No Prisoner....................................QCFx2 + P


Mine Sweeper..........................................QCBx2 + P


Steel Rain..................................................QCFx2 + K





-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Stick Jab)



-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-CROUCHING-



LP (Stick Jab)



-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-JUMPING-





--Special Moves--





-Patriot Circle-




STRONG VS.


Rush attacks
Very few Other attacks




NO EFFECT VS.


Teleporting moves




WEAK VS.


Projectile attacks
Anti-Air attacks
Air attacks
Several Other attacks



-This is going to probably be one of your main BnB combo finishers. Not much 
to really say about this move...









-Stinger-



STRONG VS.




NO EFFECT VS.




WEAK VS.







-Makong Delta Attack-




STRONG VS.




NO EFFECT VS.




WEAK VS.






-Makong Delta Air Raid-




STRONG VS.




NO EFFECT VS.




WEAK VS.






-Makong Delta Escape-



STRONG VS.




NO EFFECT VS.




WEAK VS.







-Scouter Jump-



STRONG VS.




NO EFFECT VS.




WEAK VS.





--Super Special Moves--




-Take No Prisoners-




STRONG VS.




NO EFFECT VS.




WEAK VS.





-Mine Sweeper-





STRONG VS.




NO EFFECT VS.




WEAK VS.






-Steel Rain--




STRONG VS.




NO EFFECT VS.




WEAK VS.







--Strengths & Weaknesses--





--Battle Strategies--




OFFENSE





DEFENSE





------------------------------------------------------------
XVIII. Ryu [CAP18]


-Introduction-


'Good 'ol faithful' returns for yet another game. Ryu is just the same as in
every other game that he's appeared in; average in all aspects. Expect
a pretty tough fight against any decent Ryu player.





-Movelist-


-Special Normals-


Fierce Thurst......................................F + MP


Kyubi Kudaki.....................................F + SP


-Specials-


Hadoken............................................QCF + P


Shakunetsu Hadoken.....................HCF + P


Shoryuken........................................FDP + P


Tatsumaki Senpukyaku..................QCB + K
(Can also be done in air)


-Super Specials-


Shinku Hadoken...............................QCF x2 + P


Shinku Tatsumaki Senpukyaku......QCBx2 + K


Shin Shoryuken (Level 3 & MAX only).......QCF x2 + K





-Movelist Breakdown-




--Normal Attacks--



-SPECIAL NORMAL-


-Fierce Thurst-

-Not bad in the fact that it can attack crouching opponents and still do good
damage to them. This is also a great way to start combos if you're ever close
enough to the opponent.


-Kyubi Kudaki-

-By far one of the better Normal Moves Ryu has, in terms of damage and
useability. It can be used as a combo starter for just about any combo, and
it moves Ryu closer to the opponent. What more can you ask for?




-STANDING-


LP (Quick Jab)

-Great for speed, but horrible for damage. However, this can help in
raking up damage if you combo other attacks into this move.


LP Close (Quick Elbow)

-Same deal as witht the normal LP. You have to be right next to your
opponent for this move to be executed. Can be chained into normal
LP as well.


MP (Standing Punch)

-Decent in both speed and damage. However, kinda hard to combo into...


MP Close (Cross Punch)

-Ryu swings his fists into the side of the opponent's face. Pretty good, but
a bit slow IMO. Don't try to combo off of this move though.


SP (Fierce Punch)

-Somewhat slow, but does good damage. Hard to combo off of though.


SP Close (Uppercut)

-An uppercut. What else? You can try to combo off of this move, but
it's not guaranteed.


LK (High Kick)

-As with the LP, fast and good combo starter, but not good damage at all.


LK Close (Shin Kick)

-A kick to the shin. Nothing special. As with all of the LP and LK, great
for combo starters.


MK (Slow High Kick)

-As with the MP.


MK Close (High Knee)

-Ryu knees the opponent in the gut. You have to be right next to the opponent
for this move to come out. Nice to combo into the Standing MP or into a Rapid-
Fire Chain.


SK (Roundhouse Kick)

-Great for hitting airbourne opponents. However, it is rather slow, so be
cautious.


SK Close (High Heel Kick)

-Ryu hits the opponent with a kick to the chin, then slams his heel down on
their head. This will also push Ryu and the opponent away from each other,
giving you some breathing space.






-CROUCHING-


LP (Quick Jab)

-Same as with the Standing LP.


MP (Normal Punch)

-Same as with the Standing MP.


SP (Upper Punch)

-Ryu pretty much uppercuts the opponent. This move is great as an Anti-Air
move, and is pretty safe to use as well.


LK (Foot Kick)

-Ryu kicks with his foot. Easy enough? Same deal as with the Standing LK.


MK (Extended Foot Kick)

-Reaches a bit further than the LK. Nothing too special here.


SK (Leg Sweep)

-Excellent for corner fights or for setting up for one of Ryu's powerful combos.
However, don't abuse this move.






-JUMPING-




LP (Falling Fist)

-Ryu falls with his fist outwards. Lasts the whole time that he is in the air. 
You can even combo off of this move if you choose to.


Jumping-Up MP (Quick Diagonal Punch)

-Ryu quickly punches down at the opponent. This move lasts for about a second,
so if you want to hit the opponent on the ground, you'll have to time it right.


MP (Quick Face Punch)

-An air punch to the face. What else is there to say? Well....it's not 
that great of a move actually. In fact, it's probably best that you don't 
use this move at all.


SP (Strong Diagonal Punch)

-A little slower than the Jumping-Up MP, but stronger. You'll still 
have to time this move if you want to hit ground opponents.


Jumping-Up LK (Falling Heel)

-Ryu falls on top of the opponent with his heel first. Lasts the whole time 
that he is in the air. Pretty good to knock opponents out of the air without 
having to move towards or away from them.


LK (Knee Punch)

-Ryu attacks with his knee and a fist. Easy to understand I hope. Good against
Tatsumaki Senpukyaku, Shungokusatsu, and the like too.


Jumping-Up MK (Quick Heel Kick)

-The super fast version of the Jumping-Up LK. Nothing new other than the
fact that you'll have to time this right if you want to hit ground opponents.


MK (Karate Kick)

-The basic flying karate kick. Pretty good against air attacks, and is nice 
against attacks like Shungokusatsu.


Jumping-Up SK (Spin Heel Kick)

-Ryu spins his foot sideways and hits with his heel. Other than that, nothing
too special.


SK (Quick Karate Kick)

-The super fast version of the MK. As with most of the quick moves, you'll
have to time it right to hit grounded opponents. It's also pretty good to combo
off of as well.



-Throws-


SP + <- or -> (Seoi Nage)

-Ryu throws the opponent over his back. Easy enough.



<- or -> +SK (Tomoe Nage)

-Ryu throws the opponent over him by using his foot. The directional
input must be done first before the move will come out.






--Special Moves--




-Hadoken-

-Speed depends on the P button you used. Try mixing up slow and fast
Hadokens to confuse your opponent. 



STRONG VS.

Anti-Air attacks
Air attacks
Rush attacks
Other attacks



NO EFFECT VS.

Projectile attacks (cancels out with them)
Teleport moves



WEAK VS.

Air attacks (Zanku Hadoken, Flying Squirrel, etc.)
Other attacks
 -New Psycho Reflector (Athena)
 -Dark Barrier (Rugal/Ultimate Rugal)



-As with Akuma and most fireball users, this move is great to stall your 
opponent with and play keep-away games.









-Shakunetsu Hadoken-

-Does a bit more damage than Hadoken, and is a bit slower with start-up 
time, but you can throw this out with Hadoken. Plus, it can push opponents 
back away if they get too close to Ryu.



STRONG VS.

Same as Hadoken.



NO EFFECT VS.

Same as Hadoken



WEAK VS.

Same as Hadoken










-Shoryuken-

-How far up Ryu goes depends on the P button pressed. Be
wary when using this move as well. If blocked, your opponent
will be free to punish you heavily. Try using it as a Wakeup
counter.



STRONG VS.



Missed Anti-Air attacks (Shoryuken, Somersault
Kick, etc.)
Dash attacks just as they close in on Akuma
Air attacks 



NO EFFECT VS.

None........



WEAK VS.

All projectiles
Any attacks if misses










-Tatsumaki Senpukyaku-

-Great for Rush attacks and is great to punish missed 
or blocked Anti-Air attacks. Bad, however,
if the opponent ducks under it or is far away when used.



STRONG VS.

Blocked or missed Anti-Air attacks
Rush attacks



NO EFFECT VS.

Most Super Specials



WEAK VS.

Projectiles (Hadoken, Gou Hadoken, etc.)
Anti-Air (Shoryuken, Gou Shoryuken, etc.)











--Super Special Moves--


-Shinku Hadoken-

-Hits a max of 5 times. Excellent in that it rips through all other 
projectiles (except Super Special projectiles...) and it repels virtually 
any attack.



STRONG VS.

All Rush attacks
All projectiles (except Super Special projectiles)
All Anti-Air attacks


NO EFFECT VS.

None


WEAK VS.

None










-Shinku Tatsumaki Senpukyaku-


STRONG VS.

Rush attacks
Anti-Air attacks



NO EFFECT VS.

Teleport moves



WEAK VS.

Projectile attacks
Air attacks









-Shin Shoryuken-

-Downside is that you have to be right next to your opponent for the
full effect of this move to connect. It may be best to use this as a combo
finisher or as a Wakeup counter.



STRONG VS.

None


NO EFFECT VS.

None


WEAK VS.

All projectiles
Most Rush attacks
Some Anti-Air attacks









--Strengths & Weaknesses--



OFFENSE

This is Ryu's best asset. He can constantly put pressure on his
opponents with Hadokens, Shakunetsu Hadokens, and his
infamous Tatsumaki Senpukyaku. Try to chain in combos on your
opponents and finish off with Shin Shoryuken, or fire off Hadokens
and Shakunetsu Hadokens (switching between the two and their speeds),
and if you see your opponent wide open, fire off a Shinku Hadoken to
make them pay for their mistake.

You may want to try to tack on as many LP and LK attacks as possible.


DEFENSE

Compared to other fighters, Ryu is mediocre in this department. His game
here is to counter with Tatsumaki Senpukyaku and Shoryuken when the
opponent isn't aware. For Wakeup counters, Shin Shoryuken is the best.
However, don't abuse it too much, or your opponent may start to back off.
Shoryuken is also an excellent Wakeup counter.






--Matchups--



-Vs Akuma-


Can go either way. Against Akuma, watch for Zanku Hadokens and Ashura
Senkus with the normal Gou Hadoken, Gou Shoryuken, and Tatsumaki Zanku
Kyaku. When Akuma tries to use Shungokusatsu, counter with Tatsumaki
Senpukyaku or Shinku Tatsumaki Senpukyaku. Remember! Ryu is more
focused on baiting his opponents more than rushing in like Akuma or
playing mix-up games like Ken. Use Hadoken to try to lure Akuma to Ryu,
then if you have the Super Meter for it, try to launch a Shin Shoryuken (if
Akuma used Ashura Senku to get to you) or Shinku Hadoken (if Akuma
jumped over the Hadoken), or stick with the good old Shoryuken to counter
him. For Messatsu Gou Shoryu, your best bet is to block it, then counter
with Shinku Hadoken, Tatsumaki Senpukyaku, or Shoryuken.



-Vs. Athena-


Favors Ryu 60-40. Athena doesn't really have much against Ryu aside from
New Psycho Reflector, so Ryu can easily hammer away at her. Watch for
Phoenix Arrow and Phoenix Fang Arrow, and you'll do just fine. Block them
and counter with Shinku Tatsumaki Senpukyaku or Shin Shoryuken. Try
to avoid jumping at Athena, as she can counter with Psycho Sword. Shining
Crystal Bit shouldn't be a problem, as you can deal with that by simply using
Shinku Hadoken or just by not getting too close to Athena.




-Vs. Balrog-


Favors Ryu 80-20. Balrog simply cannot get close enough to Ryu to really
do any real damage, since Ryu can counter all of Balrog's moves with
Hadoken and Shoryuken. If you have any problems with Balrog while
using Ryu, then you'd better just give up now.....just kidding!




-Vs. Benimaru-


Can go either way here. Benimaru's Lightning Fist is dangerous for Ryu,
since he cannot use Tatsumaki Senpukyaku against Benimaru (which can
also be countered by Heaven's Blast Flash and Super Lightning Kick). 
You can avoid that by keeping Ryu on the other side of the arena from
Benimaru and fire Hadoken and Shakunetsu Hadoken at him. Make him
come to you, but watch for his Iaido Kick when he comes back to the
ground, and don't let him get too close to Ryu, or you may end up with
a Benimaru Collider Crunch or Blec-Trigger in your face. Discharge Spark
isn't too big of a threat, but make sure to block it, THEN counter. If you
try to stop it in the middle of the attack, you may end up getting hit by it,
causing you to lose a lot of health.




-Vs. Blanka-


Favors Ryu 75-25. Don't get close to Blanka, and use Hadoken and Shakunetsu
Hadoken to fight this battle. If Blanka tries to get too close, counter with
a LP Shoryuken or LK Tatsumaki Senpukyaku, and if he blocks it, prepare
to guard immediately to avoid Electric Thunder.




-Vs. Cammy-


Favors Cammy 60-40. She has more speed than Ryu, and can attack much
faster than him. Your best bet here is to try to Shoryuken her when you
block her attacks, and mix that up with Tatsumaki Senpukyaku from time
to time. Have Ryu fire Hadokens from a distance to bait Cammy. Make sure
to keep an eye out for Cammy's Reverse Shaft Breaker Super Special!



-Vs. Chang-


Favors Ryu 70-30. You can simply toss out Hadokens and Shakunetsu
Hadokens to win this fight. If you feel bold enough to do so, then leap at
Chang with Tatsumaki Senpukyaku and pressure him with regular attacks.
Don't bother with Shin Shoryuken unless you think you can get close 
enough without Chang messing Ryu up too much.




-Vs. Chun-Li-


Can go either way. Chun-Li's speed far outmatches Ryu, but Ryu has
better defense and attack. Don't even bother trying to corner Chun-Li,
as she can easily escape with a wall jump. Counter her Hazan Shu and
Spinning Bird Kick with Shoryuken, and her Hyakuretsu Kyaku and
Hoyoku-Sen can be countered with either Hadoken, Shakunetsu Hadoken,
or Shinku Hadoken. Watch for Kikou-Shou, and try to avoid her Special
Normal moves as well (as those tend to be the most annoying part about
Chun-Li). 



-Vs. Dan-


Favors Ryu 70-30. Dan simply doesn't have anything aside from Hissyo
Buraiken and Kouryurekka to really damage Ryu with, since his Gadoken
and Shinku Gadoken doesn't have the range on them to be of any threat
to Ryu. Dankyaku is only problematic if Ryu is in the air; the same said
for Kouryuken. You can easily pressure Dan and beat him with regular
attacks if need be.




-Vs. Dhalsim-


Favors Ryu 60-40. As long as Ryu stays on the complete opposite side
of the arena, Dhalsim cannot hit him with anything save for Yoga Fire,
which comes out slower than Ryu's Hadokens and Shakunetsu Hadokens.
If you decide to get in close, watch for all of Dhalsim's other moves, 
especially Yoga Flame, Yoga Stream, and Yoga Volcano. The biggest 
threat here are Dhalsim's regular attacks, particularly his SP and SK 
moves, which can hit Ryu if he's not completely on the other side of 
the screen. Try Roll to avoid them, then counter with Shinku Tatsumaki 
Senpukyaku, or if you have the Super Meter and are close enough, Shin 
Shoryuken. Not enough Super Meter? Then go with a Shoryuken or 
Tatsumaki Senpukyaku instead.




-Vs. Eagle-


Favors Ryu 65-35. Eagle is only a threat if he gets to pressuring Ryu, but
you can prevent this by using LP Shoryuken to knock Eagle away from
Ryu, then move away and use Hadoken and Shakunetsu Hadoken to bait
Eagle. Or, you can Roll through Eagle's onslaught and counter with your
own combos and attacks. Either way, you shouldn't have any problems with
this fight.




-Vs. E.Honda-


Goes to Ryu. Honda has to be close to do any real damage, and his Specials
can be countered easily with Shoryuken or a well placed Hadoken or Shakunetsu
Hadoken. Keep Honda from getting too close to Ryu though, as his Oocihou
Nage and Orochi Kudaki can and will severe Ryu's game.




-Vs. Evil Ryu-


This one is very tough, and can go either way. Evil Ryu has everything
Ryu has and more, more speed, and more strength. However, he takes
twice as much damage than Ryu does, so focus on trying to pressure
Evil Ryu, and watch for his counterattacks (which is what he does
best). If he uses Ashura Senku, either back off and fire Hadokens or
Shakunetsu Hadokens until he falls for the bait, or chase after him and
try to pressure him. Either way, this fight will take some time to finish.
Watch for Metsu Hadoken and Shungokusatsu!




-Vs. Geese-


Favors Geese 65-35. Ryu cannot get close to Geese without substaining
a lot of damage from Geese's Evil Illusion Slam, Double Wind Slice, and
Raising Storm attacks, and if Ryu stays away from Geese, then he has to
deal with Wind Slice, Double Wind Slice, and Gaia Slash. However, you
can easily negate Wind Slice and Double Wind Slice with Hadokens and
Shakunetsu Hadokens, but you'll want to get in close and try to beat Geese
down, Street Fighter style. When you do get in close, watch out for his
Body Blow specials, and be very wary of Raising Storm and Deadly Rave.
Try to counter his Deadly Rave with Shoryuken or Tatsumaki Senpukyaku,
and your best bet to Raising Storm is to just block it and try to go for 
anything (particularly Shin Shoryuken, if you have it, but Shinku 
Tatsumaki Senpukyaku works just as well). Utilize Air Guards and Rolls in 
this fight. Parries help a lot too, if you can utilize them correctly.






-Vs. Guile-


Favors Ryu 65-35. Guile loves to turtle, so just tick-damage him with
Hadokens and Shakunetsu Hadokens. Don't bother trying to get in close
to Guile, as that's his bait. Instead, try to make Guile come to Ryu and
go from there. There's not much to fighting him except for watching out
for Somersault Strike and Total Wipeout.




-Vs. Haohmaru-


This can be pretty tough for Ryu, but it tips in his favor by just a few points.
Haohmaru's SP are the biggest threat here, as you can easily avoid Secret
Cyclone Slash by jumping over it or by using Hadoken or Shakunetsu
Hadoken. For Secret Earthquake Slice, counter with Shoryuken, and with
Secret Crescent Moon Slash and Slash of Supreme Judgment, just Roll
through them and counter with whatever you like. For Flame of the
Conqueror, you'll want to Roll just as Haohmaru swings his sword, then
try and counter with Shin Shoryuken to punish him. 




-Vs. Hibiki-


Can go either way. Hibki's Distance Slash is the problem here, so you'll
have to go toe-to-toe with her. Don't worry about most of her attacks
except for No Fear Feint, which can only hit if Ryu is right next to her.
Her Going My Way Super Specials are easily countered with a well-timed
Shoryuken or Shinku Hadoken, and her Heavenly Spirit of Victory can be
countered with Tatsumaki Senpukyaku or Shinku Tatsumaki Senpukyaku.
Watch for her SP and SK moves, as those come out pretty fast.





-Vs. Iori-


Can go either way here. Iori's a big threat only when he starts pressuring
Ryu, but at a distance, Ryu has the advantage. Dark Thrust has nothing
over Hadoken and Shakunetsu Hadoken, but his "One-For-The-Road'
Blast will prove to be troublesome if he uses it when Ryu is in the middle
of using a Hadoken. Avoid it by using a Roll. When up close, be ready to 
block Iori's Deadly Flower, and try to counter with Shinku Tatsumaki 
Senpukyaku or Shin Shoryuken. For Maiden Masher, counter using
Tatsumaki Senpukyaku or Shoryuken; Hadokens works just as well with
countering.




-Vs. Joe-


Favors Ryu 60-40. Most of Joe's moves can be simply countered using
Hadoken, and if Joe Rolls or Jumps over any of them, you can just
use Crouching SP or Shoryuken to counter him. You'll want to avoid his
Screw Upper and Double Cyclone Upper, as there's no way for Ryu to
counter or get around those moves. Exploding Hurricane Tiger Talon is
easy to counter as long as you pay attention to what's going on.





-Vs. Ken-


Can go either way here. Both fight similarly, but Ken is based more around
mind-games than Ryu, and is also better at countering attacks. If you try
to bait Ken, make sure to watch out for Tatsumaki Senpukyakus or Tenshin
Zenpouts, and counter using regular attacks or Shoryuken. When up close,
try to use regular attacks the most, and watch for Ken's Shoryuken. If he
does use it when you're close to him, then that's when you counter with
Shin Shoryuken on his way back down.





-Vs. Kim-


Favors Ryu slighty, 60-40. Kim has more speed and attacks quicker, but
lacks any projectiles. This is where you'll want to bait him into attacking;
however, make sure to watch for Flying Kick and Heavenly Phoenix Kick,
as if you don't try to counter those or get out of the way, you'll substain
quite a bit of damage. The rest of Kim's moves can be handled with
Tatsumaki Senpukyakus and Hadokens.





-Vs. King-


Can go either way. The thing to watch out for against King with Ryu is
her baiting abilities and her Double Strike attack. If you try to get
into a fireball fight against King, you'll more than likely lose everytime.
For up close combat, watch out for Mirage Kick and Silent Flash, and try
to use just regular attacks in conjunction with Shakunetsu Hadoken.






-Vs. Kyo-


Favors Ryu 70-30. As long as you stay away from Kyo's nasty combos, you'll
be fine. If Kyo gets in too close, you'll have to counter with a Shoryuken to 
get him off Ryu's back, and back off into the distance to fire Hadokens and
Shakunetsu Hadokens. Keep an eye out for Serpent Wave and Final
Showdown, and counter those with Shinku Hadoken, if you can. If not,
then Roll right through them and counterattack with the best move that
you have at the time.





-Vs. Kyosuke-


Favors Kyosuke 65-35. Kyosuke has a much more versatile movelist than
Ryu, and is much faster. However, if Ryu is to win, he'll need to get in
close and duke it out with Kyosuke, since Hadoken and Shakunetsu
Hadoken can be countered with Cross Cutter and Shadow Wave. Don't
try to jump at Kyosuke, or else you'll end up getting countered by Lightning
Upper or Shadow Out Kick. Your best bet is to utilize Run and Roll to get
close to Kyosuke, then make sure to be on the defensive while on the
offensive in case Kyosuke tries to counter with Lightning Upper, Super
Lightning Upper, Shadow Out Kick, or Super Shadow Out Kick. Above
all else, watch out for Final Grade Remix when fighting close to Kyosuke.





-Vs. Maki-


Favors Ryu slightly, 60-40. Maki has the speed to outmatch Ryu, but
nothing to really stand against Hadoken or Shoryuken. Most of Maki's
moves can be countered also with Tatsumaki Senpukyaku. Your biggest
concern in this fight is letting Maki constantly attack Ryu. If you find that
she won't let Ryu attack, try to counter with Shoryuken or Shinku Tatsumaki
Senpukyaku to get her away from you. The rest can be dealt with by using
Shoryukens and Hadokens.





-Vs. Mai-


Can go either way. Mai's speed and quick attacks give her a bit of an
advantage over Ryu, but Ryu has more life than Mai. For her, use Shoryuken
to counter her Flying Squirrel, and use Hadokens and Tatsumaki Senpukyakus
for her Deadly Ninja Bees and Super Deadly Ninja Bees. Use Roll for the times
that she uses Folding Fan Fandango and Crimson Firebird Diver, and try to
counter Crimson Firebird Diver with Shin Shoryuken, if possible. For Swan's
Ranpango, just block it or Super Jump over it, or try to use Shinku Hadoken
to counter it. You'll want to try and pressure Mai, but don't be surprised if
Mai turns around and pressures you even harder.




-Vs. M.Bison-


Favors Ryu 65-35. Counter Psycho Crusher and Mega Psycho Crusher with
Hadoken and Shinku Hadoken respectively. For the rest of Bison's moves,
you can simply counter with Shoryuken. You'd think this is an easy fight,
but it's not that simple; Bison has more speed than Ryu in everything, so
he can easily pressure him if you let him. You'll want to keep Shin Shoryuken
set up for times that Bison is up close and personal with you, then try to 
Roll and counter with Shin Shoryuken. Otherwise, go with Shinku Tatsumaki
Senpukyaku or Tatsumaki Senpukyaku if you want.





-Vs. Morrigan-


Can go either way, as Morrigan is pretty much like Ryu, minus the Tatsumaki
and add in the Zanku Hadoken-like attack. Try fighting Morrigan like you
are fighting Akuma, except make sure to try and counter her Darkness
Illusion Super Special with Shinku Hadoken or even a regular Hadoken or
Shakunetsu Hadoken. The rest is pretty much the same as fighting Akuma.





-Vs. Nakoruru-


Favors Nakoruru 60-40. Nakoruru has far more speed than Ryu in everything,
and can easily avoid his Hadokens by using Mamahaha Grab and countering
with any of her Mamahahas. When she is on her hawk, try to use Roll to
avoid her, and then, if she tries to attack you, counter with Shinku Hadoken.
Don't waste your time with Shin Shoryuken unless you block her Anna
Mutsube. You'll be forced to defend a lot of the time during this fight, so
your best bet is to try and counter with attacks like Shoryuken and Shinku
Tatsumaki Senpukyaku. Regular attacks will only work if you manage to
get in close to Nakoruru without her attacking first.




-Vs. Orochi Iori-


Favors Ryu slightly, 60-40. Fight Orochi Iori as you would Iori. 



-Vs. Raiden-


Favors Ryu 70-30. You'll want to play keep-away with Raiden, since he
relies heavily on being close to his opponent. Fire Hadokens and Shakunetsu
Hadokens, along with Shinku Hadokens, to fight Raiden. If you're the type
of fighter who likes to get in close and brawl it out, then jump right in at
Raiden and go for it with LP Shoryukens and LK Tatsumaki Senpukyakus
mixed in with regular attacks for good measure. Make good use of Roll
and Parry in this fight!





-Vs. Rolento-


Favors Ryu 65-35. Rolento has more speed, but doesn't have the versatile
attacks that Ryu does. Try to counter Rolento's constant jumping with
Shoryuken or aerial Tatsumaki Senpukyakus. Hadokens don't help too
much in this fight, so chase down Rolento and try to take him down with
regular attacks and Tatsumaki Senpukyakus. Watch out for Rolento's Take
No Prisoner and Mine Sweeper attacks via blocking, and don't let him
aggrivate you that much.





-Vs. Rock-


Favors Rock 65-35. Rock can easily Roll through all of Ryu's Hadoken
moves and counter with either Shining Knuckle, Neo Deadly Rave, Raging
Storm, or Hard Edge. He also doesn't need to jump very much, making
Shoryuken not all that great. Tatsumaki Senpukyaku is good, but only
as long as Rock doesn't use Cyclone Sock, Double Gust Punch, or Raising
Storm to counter it. Don't worry too much about Rock's Evac Toss unless
your life is too low, and keep an eye out for his Crack Counter from time
to time. Try to avoid jumping too much at Rock too, as he can counter
with Raising Storm or Rising Tackle. You can easily counter his Neo
Deadly Rave with anything, as long as you do so before he gets close
enough to Ryu. You'll want to use Parry for this fight, especially if you're
good at using it.





-Vs. Rugal-


Can go either way. You'll want to avoid using any Hadokens in this fight,
as Rugal can deflect them right back at you with Dark Barrier. Dark Smash
can double hit with Shoryuken, so instead use Roll to avoid it. God Press
and Gigantic Pressure can be easily countered by Shoryuken and Hadokens,
while you can simply Roll through Destroyer Cutter and Total Annihilation, 
then counter with Tatsumaki Senpukyaku. Wind Slice can be easily dodged,
but if you jump over it, expect a Destroyer Cutter or a Kaiser Wave to come
at you. Speaking of Kaiser Wave, you'll want to Roll through that attack
to avoid it. 






-Vs. Ryo-


Favors Ryu 55-45. This fight can actually get pretty close if both players
fight closely. Whereas Ryu has Tatsumaki Senpukyaku and Shoryuken,
Ryo has Tiger Blast and Shrike Gale to counter. The only thing really
separating the two is that Ryu has a long-range Special Projectile, whereas
Ryo does not. You can easily avoid Haoh Sho Koh Ken by Rolling, and
you can block his Ryuko Rahou and counter with either Shinku Tatsumaki
Senpukyaku or Shin Shoryuken. As long as you don't stick by Ryo too long,
you'll never have to really worry about Zan Retsu Kan or Heaven Blaze
Punch, but make sure to get in close and hit Ryo a few times before backing
out from the fight.




-Vs. Ryu-


It all depends on how well the other player uses Ryu. As long as you know
how to use Ryu, you should be able to survive this fight pretty easily.





-Vs. Sagat-


Can go either way, but Sagat has a slight lead against Ryu. You'll want to 
avoid Sagat's Tiger Shots and Tiger Cannons by using Roll. For Tiger
Uppercut and Tiger Crush, try to counter those with Shoryken or Tatsumaki
Senpukyaku, or Roll through them and use Shinku Hadoken or Shinku
Tatsumaki Senpukyaku as your counter. Block Sagat's Tiger Raid and
Tiger Destroyer and counter with Shin Shoryuken, if possible.






-Vs. Sakura-


Favors Ryu 65-35. Sakura's Shunpu Kyaku can be easily countered using either 
Roll or Shoryuken. For her Super Specials, a simple Hadoken or Shakunetsu
Hadoken will take care of those attacks. A really simple fight for Ryu. You
can duke it out with regular attacks here as well. Shin Shoryuken is only
useful if you block Haru Ichiban and Sakizakura Ken.





-Vs. Shin Akuma-


Favors Shin Akuma (CPU) 85-15, and (Human) 70-30. Your best bet is to
try to attack him as he comes out of his Ashura Senku. Don't try to jump
too much at him, or else you can land into a Gou Shoryuken, Zanku
Hadoken, or worse yet, Misogi. To counter Shin Akuma's Gou Hadoken 
and Shakunetsu Hadoken, Roll through them and fire your own Hadoken
or Shakunetsu Hadoken. Expect Shin Akuma to use Ashura Senku at this
time, and try to follow him and use Crouching SK once he comes out of the
teleportation. For Shungokusatsu, just use Shoyuken or Tatsumaki Senpikyaku
to counter it. Against Misogi, your only hope is to either block, Roll, or
try to Parry it. This will be a tough fight, especilly if you so happen to run
into a good Shin Akuma player.





-Vs. Terry-


Can go either way here. You'll want to watch for Terry's Power Waves and
Burning Knuckles the most, along with Rising Tackle, but the rest you
can counter easily with Shoryuken or Hadoken. For Buster Wolf, use Roll
to avoid it and counter with Shinku Hadoken. If you decide to block Buster
Wolf, try to counter with either Shinku Tatsumaki Senpukyaku or Shin
Shoryuken. For Power Geyser, your best bet is to Roll, then counter with
whatever you'd like. Just watch for Terry pressuring Ryu.




-Vs. Todo-


Favors Ryu 75-25. You don't really need to worry about Todo's Ecstasy
Crunch attacks aside from Ultimate Escstasy Crunch, which you can
Roll through. The only real threat is Mind's Eye Slingshot, which you
can easily avoid. Todo's not much of a threat to anyone.




-Vs. Ultimate Rugal-


Favors Ultimate Rugal 80-20. You can try to fight him like Rugal, but you'll
have to watch out for Rugal Execution, which can be countered by a quick
attack or Roll. G-End and Last Judgment are your biggest threats, so as long
as you keep Ultimate Rugal away, you should be fine. Note that Ultimate
Rugal's Throws do the most damage, so if that's not reason enough along
with G-End and Last Judgment to stay clear of him, then I don't know what
is. Your best bet is to try and Roll and Parry as much as possible, then
counter with your best moves.





-Vs. Vega-


Favors Ryu 65-35. You can easily beat Vega by using Shoryuken and
Hadoken to bait Vega into Shoryuken. Don't bother too much with
Tatsumaki Senpukyaku, and focus on baiting the most. You don't really
need to use Shin Shoryuken unless you can block Rolling Crystal Flash.





-Vs. Vice-


Favors Ryu slightly, 60-40. As long as you avoid getting close to Vice,
you can avoid all of her attacks. If you get up close and personal with her,
expect a tough fight. Outrage and Rave Fest will stop Ryu's Tatsumaki
Senpukyaku, and her Mayhem can go right through projectiles easily.
You can try and Roll through Vice's attack and try to counter with Shin
Shoryuken, but odds are, you probably won't get close enough to do so.
However, it is possible due to her slow recovery time on her Outrage, and
you can use Shinku Tatsumaki Senpukyaku or, better yet, Shinku Hadoken
against Rave Fest. Try to stay away though, because Vice's Nail Bomb and 
Negative Gain will be your main problem then.





-Vs. Yamazaki-


Favors Ryu 65-35. Yamazaki has no projectiles to battle Ryu, and relies
on his opponents being at the very least mid-range for him to damage them.
So, what better way to fight Yamazaki than long-range? Fire Hadokens at 
Yamazaki to keep him away or to bait him, whichever you're going for, and
try to attack him with regular attacks. Don't bother with Shoryuken or
Tatsumaki Senpukyaku that much, as he can counter those pretty easily.
Drill and Guillotine can be avoided by using Roll, Shoryuken, Hadoken, 
or Shakunetsu Hadoken, so don't worry about about those Super Specials
that much.





-Vs. Yun-


Favors Ryu 65-35. Yun has nothing to really stand against Ryu, so you
can play keep-away or pressure Yun. Either way, it's an easy match for
Ryu. You shouldn't have any problems with Yun, unless you start to get
pressured by him. In that case, try countering with Crouching SK or
Tatsumaki Senpukyaku. Fierce Thrust works well as a counter here, so
don't forget that.




-Vs. Yuri-


Can go either way. Yuri can put up a good fight, especially if she spams
The 100 Blows, Rai Oh Ken, and Tiger Flame Punch a lot, along with
Haoh Sho Koh Ken. You can easily phase through them using Roll or Parry,
but the constant onslaught may prove to annoy any good player. Try
countering Tiger Flame Punch with Hadoken, Rai Oh Ken with a Roll
then Shoryuken, The 100 Blows with Tatsumaki Senpukyaku or Hadoken,
and Haoh Sho Koh Ken with a Roll to Shinku Hadoken. The rest of
Yuri's moves aren't very threatening unless you let her get too close
to you with a chain of combos and combos into a Flying Phoenix Kick
or Scalding Steam Blast. You can Roll through those, though, or Block
and counter with Shin Shoryuken.




-Vs. Zangief-


Favors Ryu 75-25. You'll want to play keep-away with Zangief to survive.
If you let him get close to you, expect to get bombarded with Atomic Suplexes
and Final Atomic Busters. When up close. if you decide to fight that way, 
try to avoid using Tatsumaki Senpukyaku or Shoryuken to avoid any
Atomic Buster or Final Atomic Buster counters. As long as you shoot 
Hadokens and try to counter any actions that Zangief does, you should be 
just fine.
------------------------------------------------------------
XIX.   Sagat [CAP19]


-Introduction-


The former boss of Street Fighter 1 and a very tough opponent in every
game is back yet again, and yes, fear the Tiger Shots and Tiger
Uppercuts once again!





-Movelist-


-Specials-



Tiger Shot...............................................QCF + P


Ground Tiger Shot.................................QCF + K


Tiger Uppercut........................................DPF + P


Tiger Crush..............................................DPF + K




-Super Specials-



Tiger Cannon...........................................QCFx2 + P


Ground Tiger Cannon.............................QCBx2 + P


Tiger Destroyer.......................................QCF, D, D-F + K


Tiger Raid.................................................QCBx2 + K





-Movelist Breakdown-




--Normal Attacks--


-STANDING-



Close SP


-Very good move. Quick, good recovery, links into itself, links into
Crouching LK/MK, links into Close SP, cancelable into Specials/Supers.
There are several characters that can crouch it but against the ones who
can't, it's a great poke and useful in combos and block strings.



Far LP (Quick Elbow)




Close SP


-Good damage and range, mainly used in combos in punishment situations.
Links off Close Standing LP.



Far SP


-Really good range and really good priority. Cancelable into Supers.
One of Sagat's main ground moves. Good against certain jump moves
and against low jumps.



LK


-Arguably the best normal move in the game. Good range, good start-up
speed, good recovery, safe on block, very good priority. One of Sagat's
main pokes and footsie tools.


MK


-Not one of the safest moves to use but it's Sagat's longest range normal.
Decent whiff punisher.






-CROUCHING-



LP (Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.




SP



-Really good range and priority. Cancelable into Supers (although if done
from maximum range, it won't combo). One of Sagat's main ground moves.
Good whiff punisher, safe on block.



LK


-Fast, good range, links into Standing LP, cancelable into Specials/Supers.
One of Sagat's main combo starters.




MK


-Good range, cancelable into Specials/Supers. Good in block strings.




-JUMPING-



LK


-Cross-up. Good after a knockdown.



SK


-Good range, damage, and priority. Beats several anti-airs and ground
moves when timed well. Very handy move against characters that can
beat Sagat on the ground. Especially useful in Grooves with Low Jump.




--Special Moves--





-Tiger Shot-



STRONG VS.


Rush attacks
Other attacks
Anti-Air attacks
Air Attacks



WEAK VS.


Low ground attacks





-Decent anti-air when RC'ed. Decent for controlling space.






-Ground Tiger Shot-




STRONG VS.



Rush attacks
Some Other attacks (Sho-Oh-Ken, Lela Mutsube, etc.)
Anti-Air attacks



WEAK VS.


Air attacks



-Decent in combos and block strings.





-Tiger Uppercut-



STRONG VS.


Several Air attacks (not Projectiles)
Rush attacks
Several Other attacks



WEAK VS.


Projectile attacks




-Good Anti-Air (especially useful in P and K Grooves). Good in combos.
Close Standing SP to SP Tiger Uppercut is a good combo to use when
the opponent is about to get Guard Crushed.





-Tiger Knee-



STRONG VS.


Rush attacks
Some Air attacks (not Projectiles)
Some Other attacks (Tatsumaki Senpukyaku, etc.)




WEAK VS.


Anti-Air attacks
Projectile attacks



-Good mainly in combos. When RC'ed it's a decent move against
ground pokes.




--Super Special Moves--




-Tiger Cannon-


STRONG VS.



Rush attacks
Air attacks
Other attacks





WEAK VS.


Some Air attacks (Super Projectiles)
Ground attacks (Lela Mutsube)




-Level 2 and Level 3 versions are decent as Anti-Air. Good to use in
punishment situations (can be comboed off Far Standing SP).






-Ground Tiger Cannon-



STRONG VS.


Rush attacks
Several Other attacks
Anti-Air attacks



WEAK VS.


Air attacks




-Mainly useful in combos. In C-Groove, Level 2 version can be canceled
into SP Tiger Shot or into Level 1 Tiger Cannon.





-Tiger Destroyer-



STRONG VS.


Rush attacks
Decent against Air attacks.....but not so much
Some Other attacks




WEAK VS.


Projectile attacks
Anti-Air attacks



-OK Super. Does less damage the farther away you are from the
opponent, which means it does less damage when comboed into.




-Tiger Raid-



STRONG VS.


Rush attacks
Several Other attacks



WEAK VS.


Projectile attacks
Anti-Air attacks
Some Air attacks



-Sagat's best Super in terms of combo ability and damage. Can be
comboed off all of Sagat's main pokes (Crouching LK, Close Standing
SP, Crouching SP, etc). In C-Groove, Level 2 version can be cancelled
into Tiger Uppercut or into Level 1 Tiger Cannon.



-Groove Choices-


(From FSGamer)


Sagat's best groove is C. It has stored meter, which allows Sagat to 
play more patiently and have a better control of the match. His lvl 2 
cancels can be comboed off his main pokes and they all do a lot 
of damage; C-Sagat with full meter can win a round off one clean hit. 

Sagat's second best groove is K. Sagat's good stamina combined 
with JD result in Sagat getting access to lvl 3 supers quite often. 
Low jump HK helps Sagat's offense & JD help Sagat's defense 
while at the same time giving Sagat one more mix-up option. 
Unfortunately, having time limits with lvl 3 supers puts limitations 
on Sagat's strategy (opponents who are good at running away are 
very annoying in a situation like that).

N-Sagat would be Sagat's third best groove. He has low jumps just 
like K-Sagat, he loses JD and gains RC. N-Sagat can have stored lvl 
1 supers and only power-up in situations where he could potentially 
land a lvl 3 super. Although still very danagerous, not having stored 
lvl 3 supers (like in C) and not having quick acces to lvl 3 supers (like 
in K) makes N-Sagat a bit less effective.

P-Sagat is OK. Parry helps his ground game but on the downside it 
takes long to fill up the meter and have access to supers. The main 
reason to pick P-Sagat is if you have somebody who is really good in 
P (such as Cammy or Kyo).

A-Sagat is OK but with so many other better choices for A-groove 
characters it's kind of pointless to use A-Sagat.
 

-Team positioning-
 
Sagat's best position in a team is in last as ratio 2. His good stamina, 
good ground game, and damaging moves give him the comeback 
potential that a good anchor needs. By making him Ratio 2, one 
just makes things better for him in terms of damage and stamina.

One of the reasons one would put him as battery or user is in a 
countermatch situation. The other situation I can think of where Sagat 
could be used as battery or user is in P or K grooves if you have Cammy 
in your team. Cammy's far s.HK has really good range and it combos 
into lvl 3 super even from maximum distance. Combine that with parry/JD 
and you'll make any opponent scared to throw out random pokes when 
Cammy has full meter. In P& K grooves Cammy has a even better 
comeback potential than Sagat.








--Strengths & Weaknesses--



Sagat has a really good ground game. s.LK, far s.HP, c.LK, & c.HP all 
control a good amount of space in front of Sagat. Those moves shut down 
a lot of other characters offense, thus preventing them from landing damage 
and keeping Sagat at advantage. j.HK is also a very useful move since it 
prevents certain characters from getting while avoiding their ground pokes.
Sagat has very good stamina and does really good damage. He's dangerous 
without meter and even more dangerous with meter. He is one of the best 
anchors in the game due to the fact that he has a a good comeback potential.
 
On the other hand, Sagat has a really hard time against characters with really 
good range moves (such as Vega & Hibiki) and against characters that can 
get through Sagat's ground moves and get close to Sagat (such as Iori & Chun 
Li). He is very slow when compared to other characters, which means a lot 
of times you'll have to be patient and think carefully which move to use in 
which situations, because throwing out a laggy move might get you killed.
------------------------------------------------------------
XX.    Sakura Kasugano [CAP20]



-Introduction-


It's all about Custom Combos and rush-down with this one. However,
you may also want to play keep-away as well, due to Sakura's low
Vitality and defenses.





-Movelist-


-Special Normal Moves-



Flower Kick...........................................F + MK





-Specials-


Hadoken...............................................QCF + P 


Sakizakura Ken....................................FDP + P
(AKA Shoouken)


Shunpu Kyaku....................................QCB + K


Sakura Otoshi......................................FDP + K + PPP, K


Flowr Kick (AIR).................................QCF + K






-Super Specials-


Shinku Hadoken..................................QCFx2 + P


Midare Zakura.....................................QCFx2 + K


Haru Ichiban........................................QCBx2 + K






-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Quick Jab)

-Very quick and one of the best ways to combo into other moves.


MP (Normal Punch)

-A normal punch. Nuff said here. Could be used as part of a combo, but not
recommended.


MP Close (Quick Elbow)

-Pretty fast, and good to combo into other attacks. Not much else to say about
this move, other than that it can only be executed right next to the opponent.


SP (Slow Normal Punch)

-A much slower but stronger version of the MP. Not recommended for combos
though.


LK (Shin Kick)

-Very basic. Excellent to combo into and very quick to boot.


MK (Back Kick)

-Sakura kicks the opponent with the back of her feet. Not bad in terms of combo
starters.


SK (Roundhouse Head Kick)

-A roundhouse kick to the opponent's head. Not good for combos at all.


SK Close (High Head Kick)

-A kick to the head that hits high. What else is there to say? Oh....you have to
be right next to the opponent for it to come out.







-CROUCHING-



LP (Quick Jab)

-Just as with the Standing LP. Great for combo starters, and very quickly.


MP (Hammer Fist)

-Sakura puts both hands together and swings up at the opponent. Nice against Air
attacks too.


SP (Low Blow Punch)

-It looks as Sakura hits the opponent in the groin area. Other than that, 
nothing real special about this move.


LK (Foot Kick)

-Sakura attacks with her foot. Nuff said here. Great for combo starters.


MK (Knee Cap Kick)

-Sakura hits the opponent in the kneecap. Nothing else. Could be 
used for combos, but I'd go with the LK.


SK (Leg Sweep)

-Sakura's sweep move. Good for corner fights, as always. Can be 
used to chain into Shunpu Kyaku or Sakizakura Ken.








-JUMPING-



LP (Falling Palm)

-Sakura falls with her palm out. Lasts the whole time that she is in the air, 
and is great for combo starters.


MP (Upper Air Punch)

-Sakura punches up in the air. Easy, right? Great against Air attacks 
and for stopping attacks like Tatsumaki Senpukyaku.


SP (Double Falling Chop)

-Sakura cups her hands together and does a chop in the air. Same 
deal as with the MP. You could try to do combos off of this move, but 
I wouldn't recommend it.


LK (Air Kick)

-Lasts the whole time that Sakura is in the air. Can be used to 
combo into other moves as well.


MK (Toe Air Kick)

-Sakura attacks with her foot, but hits with the tip of her toes. 
Good against Air attacks.


SK (Foot Thrust Kick)

-This move is pretty fast, so you'll have to time it just right for it to 
work on certain moves.







-Throws-


SP + <- or -> (Chokehold)

-Sakura goes behind the opponent and wraps her arms around 
their neck, then chokes them for up to 6 times before elbowing 
them to the ground.


<- or -> + SK (Kick Send-Off)

-Sakura jumps on the opponent and pushes them back with a kick. 
Nice when you want to gain ground between your opponent.








--Special Moves--


-Hadoken-



STRONG VS.

Anti-Air attacks
Rush attacks
Other attacks


NO EFFECT VS.


Teleport moves


WEAK VS.


Some Other attacks
Air attacks
Projectile attacks





-Sakura's Hadoken in this game is.....weird, to say the least. It's nothing
like Ryu's or Ken's, as there is no fireball at all, but instead like a 
shockwave. It's not really even worth using in this game; however, 
it's still great to stop Rush attacks like God Press.








-Sakizakura Ken-



STRONG VS.

All Rush attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Anti-Air attacks


-Great to push opponents back when they don't expect this move. 
However, if blocked, Sakura isn't safe, since it leaves her wide open for 
an attack. This might be good as a Wakeup counter. It's also nice to use 
to escape some attacks.









-Shunpu Kyaku-


STRONG VS.

All Rush attacks
Some Anti-Air attacks, if timed properly


NO EFFECT VS.

Teleport moves


WEAK VS.

All projectiles
Some Anti-Air attacks


-Great to use against crouched opponents, and makes for
a handy attack on Wakeup. However, this is another attack
that is punishable if blocked.









-Sakura Otoshi-


STRONG VS.

Some Rush Attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

All projectiles
Some Rush Attacks
Most Anti-Air attacks
Air attacks


-Not one of the best moves that Sakura has. However, if you
can pull this off as a Wakeup counter, it may prove beneficial to
you. Though if it'll work or not depends on how well you can pull
this move off and how well your opponent fights.









-Flower Kick (AIR)-




STRONG VS.

All Rush Attacks




NO EFFECT VS.

Teleport moves




WEAK VS.

Anti-Air attacks
Projectiles (if timed incorrectly)



-This is a great air stall move, no doubt. This is great to use when
you're jumping at your opponent and he/she tries to attack you with
some form of Anti-Air attack. 







--Super Special Moves--



-Shinku Hadoken-


STRONG VS.

All Rush attacks
All Anti-Air attacks



NO EFFECT VS.

Teleport moves
Other Super Special projectiles



WEAK VS.

None


-Just as with Ryu's Shinku Hadoken and Akuma's Messatsu Gou
Hado, this attack blow through all other projectiles, and is pretty
much indestructable. The only thing that can really stop this
attack is either jumping over it or using another Super Special
projectile.








-Midare Zakura-



STRONG VS.

Rush Attacks




NO EFFECT VS.

Teleport moves



WEAK VS.

All projectiles (unless used at the very moment a projectile would
hit Sakura)
Anti-Air attacks




-A mediocre move at best. It's great to surprise opponents on Wakeup
with though. However, I'd advise to stay away from this move unless you
can combo into it or your opponenet just doesn't know what he/she is doing.







-Haru Ichiban-



STRONG VS.

Rush Attacks



NO EFFECT VS.

Teleport moves



WEAK VS.

Anti-Air attacks
Projectile attacks



-This is a great move. It hits four times low, then finishes off with 
a high HK. Great if your opponent is blocking high or is using a
Rush attack on you.








--Strengths & Weaknesses--



STRENGTHS


Sakura really doesn't have many strengths. Her attacks tend to leave her 
open if blocked, and she doesn't realy do well on offense or defense. Also, 
some of her attacks take timing to connect with. This may serve as a problem, 
but is not too big that it'll hurt her that much. It pays to go on the offensive
regardless and to chain in combos with her. However, Sakura is one of the
best characters in the game due to Custom Combos; once she starts, there's
no end in sight if she hits even once while in Custom Combo mode.



WEAKNESSES

Low vitality and low stun gauge makes Sakura hard to use. You'll have 
to rely on blocking and Counters to pull your way through fights with 
her.
------------------------------------------------------------
XXI.   Shin Akuma [CAP21]



-Introduction-


One of he ultimate fighter in this game. Powerful in every aspect 
except defense. Even beginners can win with this fighter if they 
practice with him.

Note that Shin Akuma is banned in tournament plays.





-Movelist-

-Specials-



Gou Hadoken.............................................QCF + P


Shakunetsu Hadoken................................HCB + P


Zanku Hadoken (AIR)...............................QCF + P


Gou Shoryuken...........................................DPF + P


Tatsumaki Zanku Kyaku (air)...................QCB + K


Tenma Shurettou.........................................Dx2 + Px3 or Kx3


Ashura Senku...............................................DPF or DPB + Px3 
or Kx3




-Super Specials-



Messatsu Gou Hado....................................HCBx2 + P


Tenma Gou Zanku (AIR)..............................QCFx2 + P


Messatsu Gou Shoryu..................................QCFx2 + P


Shungokusatsu (Level 3 & MAX)..............LP, LP, F, LK, SP


Misogi (Level 3 & MAX)................................HCBx2 + P





-Movelist Breakdown-




--Normal Attacks--


-STANDING-


LP (Quick Jab)

-Great for speed, but horrible for damage. However, this can help in
raking up damage if you combo other attacks into this move. This
can also be used to knock certain fighters out of attacks, like 
Akuma's Shungokusatsu. However, this is not recommended.


Distance:

Far: X
Mid: X
Close: O


LP Close (Quick Elbow)

-Very fast, and excellent to chain into other normal moves. Also
works well with comboing into Super Specials and Specials.



Distance:

Far: X
Mid: X
Close: O


MP (Palm Thrust)

-Decent in both speed and damage. However, kinda hard to combo into...


Distance:

Far: X
Mid: X
Close: O


MP Close (Mid Punch)

-Pretty fast and efficient, and also works well as a combo starter.



Distance:

Far: X
Mid: X
Close: O


SP (Fierce Punch)

-Somewhat slow, but does good damage. Hard to combo off of though.


Distance:

Far: X
Mid: X
Close: O


SP Close (Fierce Uppercut)

-Great for damage, and the speed of the move is pretty fast. However,
kind of hard to combo off of.



Distance:

Far: X
Mid: X
Close: O


LK (Shin Kick)

-As with the LP, fast and good combo starter, but not good damage at all.


Distance:

Far: X
Mid: X
Close: O


MK (High Kick)

-Same as with the MP.


Distance:

Far: X
Mid: X
Close: O


MK Close (High Knee)

-This move is decently fast and strong, and can actually combo into a 
HP or HK, depending on where Akuma is after this move.



Distance:

Far: X
Mid: X
Close: O


SK (Roundhouse Kick)

-Great for hitting airbourne opponents. However, it is rather slow, so be
cautious.


Distance:

Far: X
Mid: X
Close: O



SK Close (High Scissor Kick)

-This move actually hits twice: One high, and one low. However, don't
expect to combo off of this move, as it'll never happen.



Distance:

Far: X
Mid: X
Close: O







-CROUCHING-



LP (Low Quick Jab)

-Once again, fast and god to combo into, but low in damage. Great combo
starter, however, and can lead directly into a Shungokusatsu or other
Super Special move.


Distance:

Far: X
Mid: X
Close: O


MP (Low Palm Thrust)

-Nice in terms of speed and damage, and a decent combo starter, but it lacks
the range to do any real good to players unless they're close to the opponent.
It's best to use some other attack other than this move.


Distance:

Far: X
Mid: X
Close: O


SP (Uppercut)

-Great for Anti-Air purposes, and it does pretty decent damage.


Distance:

Far: X
Mid: X
Close: O


LK (Quick Low Kick)

-Practically the same as the Standing LK, except that it hits low.


Distance:

Far: X
Mid: X
Close: O


MK (Long Reach Kick)

-A tiny fragment slower than the Crouching LK, but still great to combo off of.


Distance:

Far: X
Mid: X
Close: O


SK (Sweep)

-Excellent when it comes to corner battles. If the opponent blocks
this move, you can combo a Gou Shoryuken, Gou Hadoken, Tatsumaki
Zanku Kyaku, or a Super Special off of it to make them pay. However, note
that more often than not (especially true against human players), this strategy
won't work the majority of the time.


Distance:

Far: X
Mid: X
Close: O







-JUMPING-




LP (Quick Punch)

-Has the same property as the Standing and Crouching LP. However, you can't
abuse this constantly like those two, as in the air you can only use one attack
at a time. This lasts the whole time that Akuma is in the air, and can be
used either jumping straight up or back or towards an opponent.


Distance:

Far: X
Mid: X
Close: O


MP (Left-Handed Diagonal Punch)

-Has the same property as the Standing and Crouching MP. This move works
wonder against some attacks. However, note that it is not always the best move
to use, as it can lead into trouble. Great when you want to go on the offensive
against someone who uses attacks similar to Tatsumaki Senpukyaku. 


Distance:

Far: X
Mid: X
Close: O


SP ( Fast Left-Handed Diagonal Punch)

-One of the better moves, and an excellent combo starter. This move should
take priority (only second to the Jumping LK and Jumping MK), as it tends
to knock opponents out of moves rather easily.


Distance:

Far: X
Mid: X
Close: O


LK Straight Up (Heel Kick)

-This lasts the whole time that Akuma is in the air. Nice to start a combo,
and also good when you don't want to jump into a move but still want to hit.



Distance:

Far: X
Mid: X
Close: O


LK (Knee Punch)

-This move has the highest priority (up there with Jumping MK) with knocking
opponents out of moves (especially moves like Shungokusatstu,).
Low damage, but great combo starter.


Distance:

Far: X
Mid: X
Close: O


MK Straight Up (Quick Heel Kick)

-Same as the LK Straight Up, except that it only last about a second or two
in the air.



Distance:

Far: X
Mid: X
Close: O


MK (Straight Kick Punch)

-Great in the sense that it can take out opponent's moves very easily, and the
fact that it even works well on opponents from below. It can even combo
right into Super Specials like Messatsu Gou Hado and Shungokusatsu!


Distance:

Far: X
Mid: X
Close: O


SK (Quick Straight Kick Punch)

-A great move in terms of damage, but don't overabuse it, as human opponents
will most likely be able to counter this move rather easily. It's similar to the
MK, but only lasts about half as long.


Distance:

Far: X
Mid: X
Close: O







-Throws-



<- OR -> +SP (Seoi Nage)


-Another Throw. You have to do the directional input first in order
to do this throw. 



Distance:

Far: X
Mid: X
Close: O




SK  + <- OR -> (Tomoe Nage)


-Akuma's Throw. Simple enough, right?


Distance:

Far: X
Mid: X
Close: O








--Special Moves--



-Gou Hadoken-

-Speed depends on the P button you used. Try mixing up slow and fast
Gou Hadokens to confuse your opponent. 



STRONG VS.

All Anti-Air attacks
All Rush attacks
All Other attacks



NO EFFECT VS.


Most Projectile attacks (Cancels out with them)
All Teleport attacks
Mamahaha Grab (Nakoruru)
Narrow Escape (Hibiki)



WEAK VS.


All Air attacks
Other attacks
 -New Psycho Reflector (Athena)
 -Dark Barrier (Rugal/Ultimate Rugal)
All Super Special Projectile attacks
Misc attacks




This is a great move to stall opponents and to play keep-away
games. You'll definentely want to use this the moment you see a
projectile, as this move will cancel them out.




Distance:

Far: O
Mid: O
Close: O

Best Distance: Any








-Zanku Hadoken-

-The speed of the fireballs depend on the P button
pressed.



STRONG VS.



Anti-Air attacks (if they miss) (Somersault Kick, Shoryuken, etc.)
Dash attack (Flash Chop, Achilles Rush, etc.)
Most projectiles (Hadoken, Kikoushen, etc.)



NO EFFECT VS.

Other projectiles that connect with ti.



WEAK VS.

Air attacks


A very good move in the fact that it's one of the few air moves that can't
really be stopped by Anti-Air attacks, and instead punishes them. 
This can work both offensively and defensively. Offensively, you can use
this move to help combo into other moves, as by the time the fireball are
blocked or hit your opponent, Akuma will be back on the ground, which
can lead into a Super Special. Defensively, it works as a way to spread both
fighters out across the level, as this move is rather hard to dodge while moving
forward.


Distance:

Far: O
Mid: O
Close: O

Best Distance: Any








-Shakunetsu Hadoken-


STRONG VS.

Same as Gou Hadoken.



NO EFFECT VS.

Same as Gou Hadoken



WEAK VS.

Same as Gou Hadoken


A bit stronger than Gou Hadoken, and it has knockback effect to boost.
Great for mixup games when using Zanku Hadoken and Gou Hadoken.
However, it has a bit of slow startup, and it signals the opponent when
it's about to be used, so it's not to be abused. However, it can be used
when mixing LP and HP versions together.



Distance:

Far: O
Mid: O
Close: O

Best Distance: Any








-Gou Shoryuken-

-How far up Akuma goes up depends on what
P button you press.




STRONG VS.

Missed Anti-Air attacks 
Dash attacks just as they close in on Akuma
Air attacks 



NO EFFECT VS.

None........



WEAK VS.

All projectiles
Any attacks if misses


The typical Dragon Punch move. Excellent against air attacks and Rush
attacks, but bad if your opponent blocks the move or if you miss them
completely. It's great, however, for mixup games as well, especially if you
use the LP version quite often, then follow up with a LK or HK version
of Tatsumaki Zanku Kyaku.



Distance:

Far: X
Mid: X
Close: O

Best Distance: Close










-Tatsumaki Zanku Kyaku-


STRONG VS.

Blocked or missed Anti-Air attacks
Rush attacks



NO EFFECT VS.

Most Super Arts 



WEAK VS.

Projectiles 
Anti-Air 


-Great for Rush attacks , and is great to punish missed or blocked Anti-Air 
attacks. Bad, however, if the opponent ducks under it or is far away when 
used.



Distance:

Far: X
Mid: O (only with HK)
Close: O

Best Distance: Mid










-Zenpou Tenshin-



STRONG VS. 


All moves




NO EFFECT VS.


Nothing....



WEAK VS.


Contineous moves (i.e. Shoryureppa, Messatsu Gou Shoryu)




Distance: 


Far: X
Mid: X
Close: X

Misc. Data: Special movement




This move isn't that great at all. You can simply use Roll instead of
this, and it's far safer than this move. Ignore it altogether.







-Ashura Senku-


STRONG VS.

All attacks



NO EFFECT VS.

None



WEAK VS.

None


-Great in that it grants invulnerability to attacks while
teleporting, and the fact that it allows teleport. Great to get out
of corners. Easy to combo attacks off of this move as well.



Distance:

Far: O
Mid: O
Close: O

Best Distance: Any







-Tenma Shurettou-


STRONG VS.

Normal attacks
Many Specials, save for Projectiles



WEAK VS.


Projectile attacks
Close attacks
Throws



-Akuma's counter stance. There are 2 variations to it; one that counters mid
and high attacks, and one that counters low attacks. Though this doesn't deal
TOO much damage, it's still worth noting in that it instantly executes whenever
you connect with the move, and is great whether on offense or defense. However,
with any counter move, you have to predict when your opponent is going 
to strike.







--Super Special Moves--



-Messatsu Gou Hadou-


STRONG VS.

All Rush attacks
All projectiles (except Super Special projectiles)
All Anti-Air attacks


NO EFFECT VS.

None


WEAK VS.

None


-Excellent in that it rips through all other projectiles (except Super Special
projectiles...) and it repels virtually any attack.



Distance Data:

Far: O
Mid: O
Close: O

Best Distance: Any








-Tenma Gou Zanku-


STRONG VS.

Most Anti-Air attacks
Most Projectile attacks
All Rush attacks


NO EFFECT VS.

None


WEAK VS.

None


-As with the Messatsu Gou Hadou, this move is great against all other
projectiles, AND is perfect against Anti-Air attacks. However, many
players will expect this move, so use it sparingly.



Distance Data:

Far: O
Mid: O
Close: O

Best Distance: Any








-Messatsu Gou Shoryu-


STRONG VS.

Most Anti-Air (if blocked or miss)
All Rush attacks


NO EFFECT VS.

None


WEAK VS.

All Projectiles (unless timed correctly)



-Great against Rush attacks, but not the best of choice against Projectile
users. However, it does make for a nasty counterattack as a Wakeup move.



Distance Data:

Far: O
Mid: O
Close: O

Best Distance: Mid









-Shungokusatsu-


STRONG VS.

Rush attacks only!


NO EFFECT VS.

None


WEAK VS.

Anti-Air attacks
Projectile attacks


-The infamous Raging Demon to some and Instant Hell Murder to others. Great
due to its speed and being an Unblockable. Unfortunently, everyone who has 
fought Akuma or Shin Akuma knows about this move and know how to avoid it.
However, try using it as a Wakeup Counter. You might be able to surprise your 
opponents.



Distance Data:

Far: O
Mid: O
Close: O
Best Distance: Close






-Misogi-



STRONG VS.


All attacks




WEAK VS.

Anything, if blocked



-One of the most devastating moves in the game, simply due to 
how fast it comes out, and how much damage it deals. Not only that, 
when blocked, Shin Akuma has a slight chance of going on the 
defensive if he needs to. However, I'd recommend saving your meter
for something more worthwhile unless you think you can pull this 
move off quickly and flawlessly.










--Strengths & Weaknesses--




STRENGTHS

-Note that Shin Akuma is one of the FASTEST character in the game. 
Try and use this to your advantage.
-Use Shin Akuma's Ashura Senku to get out of traps and Super Specials.
-Zanku Hadoken fires TWO fireballs. Use this to your advantage when jumping 
away or near an opponent. Try to floor sweep the opponent whenever you throw 
that move out.


WEAKNESSES

-Note that Shin Akuma takes double damage compared to everyone else. In some 
cases, a Super Special is enough to wipe him out. Too bad the CPU isn't like 
this...
-Several of his moves are unsafe if blocked. Those being Gou Shoryuken,
Messatsu Gou Shoryu, Tatsumaki Zanku Kyaku.
-Be careful when using Shungokusatsu! If it doesn't connect, you WILL be 
punished for it!
-Sometimes, Shin Akuma's speed can hinder you, especially when you try to do 
moves off of other moves.






--Battle Strategies--

Type of character: Power Rush

OFFENSE

This is where Shin Akuma should be on at most of the time. His offense is 
outstanding, and his moves definently do their fair share of damage. Try 
mixing in slow and fast Gou Hadokens with slow and fast Shakunetsu Hadokens, 
then follow-up with a Tatsumaki Zanku Kyaku or Gou Shoryuken. Be careful when 
using these though. They can be easily countered.


DEFENSE

Not one of Shin Akuma's best assets. In fact, it's his worse. Even when 
blocking attacks, the chip damage he takes is still pretty high. One of your 
best defensive moves is going to be Ashura Senku. This will teleport you away 
from corners and attacks, AND it makes you partially invicible! Not bad 
considering some of the specials that are close-ranged (that is, if you can 
pull this move off at the time of the special!). Use Tatsumaki Zanku Kyaku and 
Gou Shoryuken as counterattacks if you find yourself in a corner.
------------------------------------------------------------
XXII.  Vega [CAP22]


-Introduction-


The Spanish Ninja is pretty good this time around, just as in Street
Fighter II. Expect a really tough fight against any good Vega player!





-Movelist-



-Specials-


Rolling Crystal Flash..............................Ch. B, F + P


Flip Kick...................................................Ch. B, F + K


Sky High Claw.........................................Ch. D, U + P (P 
after jumping from wall)


Flying Barcelona Attack........................Ch. D, U + K (K 
after jumping from wall)


Izuna Drop...............................................Ch. D, U + K (K after 
jumping from wall), other than U + P near opponent


Scarlet Terror...........................................Ch. D-B, F + K


Back Slash................................................Px3


Short Back Slash.....................................Kx3






-Super Specials-



Flying Barcelona Special......................Ch. D-B, D-F, D-B, 
UF +K, then K after jumping from a wall)


Rolling Izuna Drop.................................Ch. D-B, D-F, D-B, 
U-F + P, P after jumping from a wall, other than U + P near 
opponent


Scarlet Mirage..........................................Ch. B, F, B, F + K


Red Impact................................................(With a claw) 
Ch. B, F, B, F + P





-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Quick Stab)


-Has significant range over the average LP that many
characters have. Decent poke, safe on block.



MP


-Good range, decent whiff punisher. Safe on block if
done at the right distance. Crouching MP is better.




SP 


-Vega's longest range poke. Good range and damage,
good whiff punisher.




LK


-Good poke, useful in combos and block strings.



SK


-Decent anti-air in certain situations.




-CROUCHING-



LP (Quick Stab)


-Vega's Crouching LP has more range than other
Crouching LPs in the game. Useful in combos, safe on
block.



MP


-One of Vega's most important moves. Great range, safe
on block if done at the proper distance, great whiff punisher,
very important move when playing footsies. In punishment
situations, you can use this move up close and combo into
Rolling Crystal Flash for decent damage.



SP


-More range and damage than Crouching MP. Good
whiff punisher, decent anit-air in certain situations.



LK


-Vega's main combo starter. Fast, safe on block, links into
Standing LK, good poke.



MK


-Pretty good poke, good range and speed, safe on block,
cancelable into specials/supers.



SK


-One of Vega's best whiff punishers. Safe on block if done
at the proper distance, knocks down.







-JUMPING-



MP


-Good air-to-air move.



SP


-Good air-to-air move and anti-air move.




SK


-Vega's best jump-in. Good range and damage. Nice move
to use in grooves with Low Jump.




--Throws--


When combined with Vega's amazing walking speed, his
throws become a very important part of his game especially
when one wants to play offensively.

Vega's air throws are useful mainly against people who like
to airblock/air parry/aIr JD too much







--Special Moves--



-Rolling Crystal Flash-


STRONG VS.


Rush attacks



WEAK VS.


Projectile attacks
Anti-Air attacks
Some Air attacks
Some Other attacks




-When RC'ed this is arguably one of the best moves
in the game. It comes out fairly fast, it's safe on block,
it does good damage as well as block damage, and it beats
all sorts of ground moves. It helps Vega control the ground
and keep the pressure on the opponent, and it's Vega's
most important special move when playing offensively.








-Sky High Claw-




STRONG VS.


Rush attacks
Several Other attacks
Some Air attacks




WEAK VS.


Projectile attacks (save for some like Power Wave and Renpuken)
Anti-Air attacks



-Another great move that Vega has. Combo this with Vega's 
Flying Barcelona Attack and Izuna Drop, and you'll have 
your opponent guessing which move they'll get hit with. Not 
only that, when used close to a wall, the move acts like an 
instant execution and comes out lightning fast, which might 
catch a lot of players off guard if they're not prepared for it.









-Flying Barcelona Attack-




STRONG VS.


Rush attacks
Air attacks
Majority of Projectile attacks
Majority of Other attacks






WEAK VS.

Projectile attacks, if timed right
Anti-Air attacks




-A rather decent attack. However, if blocked, it can be very 
punishable. This is one of those moves that you really want 
to mix up with other moves (Izuna Drop and Sky High Claw 
in this case). On it's own, it's not that impressive, but combined 
with the other 2 mentioned moves, it becomes quite dangerous.









-Izuna Drop-



STRONG VS.


Air attacks
Projectile attacks
Rush attacks
Most Other attacks





WEAK VS.


Anti-Air attacks
Some Other attacks



-Vega's command throw, though it's done in a similar fashion to his 
Flying Barcelona Attack. You'll also want to mix this move up with 
Flying Barcelona Attack as well as Sky High Claw to maximize its 
use. Note though, don't abuse all 3 of these moves, as that can 
also land you into deep trouble with your opponent's if they catch on 
to your game.









-Scarlet Terror-



STRONG VS.




NO EFFECT VS.




WEAK VS.






-Flip Kick-



STRONG VS.


Rush attacks
Ground attacks



WEAK VS.


Anti-Air attacks
Projectile attacks.




-When RC'ed this is Vega's best anti-air. Useful in 
corner C-Groove Level 2 cancels and in some CCs.







-Back Slash/Short Back Slash-


P Back Slash has a total duration of 66 and it's fully invincible
for 56 frames; Short Back Slash has a total duration of 43 frames
and it's fully invincible for 33 frames. One good use for these
two moves is to cut off recovery time of certain normal
moves (eg: one poke the opponent with a cancelable
normal with laggy recovery and cancel it into Back Slash
thus cutting off the recovery time of the move as well as
staying out of the opponent's move range).







--Super Special Moves--




-Flying Barcelona Special-



STRONG VS.




NO EFFECT VS.




WEAK VS.








-Rolling Izuna Drop-



STRONG VS.




NO EFFECT VS.




WEAK VS.








-Scarlet Mirage-



STRONG VS.


Rush attacks
Air attacks (except Projectles)




WEAK VS.


Projectile attacks
Some Other attacks




-Vega's most practical super. Useful in C-Groove Level
2 cancels, or end CCs, as well as chip damage.







-Red Impact-



STRONG VS.

Rush attacks
Many Other attacks




WEAK VS.


Projectile attacks
Anti-Air attacks
Air attacks




-Vega's most damaging Super. If you're guaranteed situation,
this is the super to use; safe on block. However, it can
be crouched by several characters (basically they duck the
Super and get a free combo).






-Groove choices-


(This is from FSGamer)
 

Vega's best groove is A. A has stored meter and it gives 
Vega the ability to do good damage without need a charge. 
He also has RC Rolling Claw & RC Flip Kick. Also, he can 
play safe baiting moves and punishing and then hand over 
a full bar to the next character in the team.
 
C would be my next choice. It has stored meter like A as well 
as RCs, and chicken blocking helps his defense, but C doesn't 
have the damage potential that A does, due to the fact that 
Vega needs a charge for his supers. lvl 2 cancels only work in
the corner, and that limits Vega's options.
 
N would be my third choice mainly because it has RCs. Low 
jump HK is a good move for his offense, run helps him put 
pressure as well as punish whiffs, and the damage boost 
helps his offense too. However, It doesn't have the damage 
potential that A does. 
 
K-Vega would be really close to N-Vega IMO, some people 
might even argue that K-Vega is better than N-Vega but I 
prefer N-Vega. K-Vega can build meter faster than N-Vega, 
therefore adding a good damage boost his moves (which you 
can mix-up with throws, JDs, etc) as well as allowing him to 
punish with supers.
 
Vega has really good moves so S-Vega & P-Vega could be 
an option too, but I feel that any of the grooves above are 
superior to S/P-Vega.







--Strengths & Weaknesses--


Vega's strengths are obviously his speed and the long 
range of his moves. He can win a lot of matches by simply 
baiting moves and punishing with one of his long range 
pokes. He has decent damage potential when he has meter 
but he doesn't necessarily need meter to win, he can win by 
just playing safe and chipping the opponent to death gradually.

His weaknesses are his low stamina and his inability to deal big 
damage quickly. Vega can't make any mistakes, since one mistake 
might lead to a lot of damage depending on who he's facing, and 
considering his low stamina, he may not be able to make a comeback. 
The fact the he can't do a lot of damage at once means that against 
characters like C-Sagat, A-Blanka, A-Bison, etc, who can deal a lot of 
damage of one mistake, he has to play very carefully without making 
any mistakes, otherwise he may not be able to deal enough damage 
in order to win.
------------------------------------------------------------
XXIII. Yun [CAP23]



-Introduction-


Speed and combos will lead you to victory here! Mind-games will also prove
effective with the repretoire of attacks that this fighter possesses!





-Movelist-


-Special Normal Moves-


Dakai...................................................F + SP


Senpuu Kyaku...................................F + MK


Raigeku Shuu (AIR)  .......................DF + K






-Special Moves-


Tetsuzankou.....................................FDP + P


Zessho Hohou.................................QCF + P


Kobokushi........................................QCB + P
(Px2 to fake)


Senkyutai..........................................QCF + K


Zenpu Tenshin................................HCB + K





-Super Special Moves-


Sourai-Rengeki................................QCFx2 + P


Raishin-Mahahken..........................QCFx2 + K


You-Hou...........................................QCBx2 + P


Hiten-Souryujin (AIR)....................QCBx2 + K
(Level 3 & MAX only)






-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Quick Hand Thrust)

-Not nearly as fast as some of the other fighters LP, but it's
still good for combos. 


MP (Elbow)

-A little slow, but its comboality is good enough to use it.


SP (Strong Staight Punch)

-Has slow startup and recovery time if blocked. Comboing
off of this move is not recommended.


LK (Shin Kick)

-Fast and is great for combos. Low damage, but high startup
and recovery times.


MK (Chin Kick)

-A high kick that has a fragment of slow startup and recovery
time. Nice for combo starters.


SK (Powerful Front Kick)

-A bit of a slow start-up time, but it moves Yun forward towards
the opponent, and if it connect, knocks the opponent back.
Don't bother trying to do combos off of this move.







-CROUCHING-



LP (Quick Hand Thrust)

-Same as with the Standing LP.


MP (Slow Hand Thrust)

-A little slower than the LP. Nothing else here.


SP (Double Hand Thrust)

-A little slow, but hits twice. You can most likely combo off of
this move as well with attacks like Nishou Kyaku and Zenpu
Tenshin to You-Hou.


LK (Foot Kick)

-Has very short reach, but is quick and can be used for combo
starters.


MK (Slow Foot Kick)

-Same as with the LK, except much slower and has slow recovery
time.


SK (Forward Sweep Kick)

-This move is useful, due to the fact that it's both Yun's trip move
and it moves Yun a little towards the opponent. Try comboing
a Zenpout Tenshin after your opponent gets back up. You'll
annoy them when you knock them right back down.









-JUMPING-



LP (Falling Elbow)

-Lasts the whole time that Yun is in the air. Can be used for combo
starters once he lands.


MP (Quick Diagonal Punch)

-Good for knocking opponents out of moves, and good for attacking
opponents on the ground if timed properly. Lasts about 2 seconds.


SP (Quick Diagonal Punch)

-Same as with the MP, but stronger.


SP Straight Up (Mantis Thrust)

-Pretty fast, and useful to knock opponents out of the air without
moving towards or away from them.


LK (Falling Kick)

-Same as with the LP.


MK (Quick Falling Kick)

-Lasts about 2 seconds while in the air, then Yun is wide open to
attack. Use this move wisely.


SK (Air High Kick)

-Only really useful when attacking opponents in the air. Other
than that, nothing too special about this move.






-Special Normal Moves-

-Dakai-

-This is great for pushing the opponent back and for rushing
your opponent down. However, it's not good if blocked, as the
recovery time on this move is horrible. Still, it's a great move
nonetheless.


-Senpuu Kyaku-

-A very good move in the fact that it's unbelievably fast. You can
even combo off of this move as well, making it even more versatile.


-Raigeku Shuu-

-Yun's annoying overhead attack. This move will make Yun come
down on the opponent with a kick, but it's bad due to Anti-Air
attacks. A great way to go into combos.







-Throws-


SP + <- or -> (Knee Bash)

-Yun bashes the opponent's face on his knee up to 5 times.


<- or -> + SK (Foot Toss)

-Yun leaps on the opponent and pushes them back with
his feet.








--Special Moves--



-Tetsuzankou-


STRONG VS.

Rush attacks
Projectile attacks (if timed right)


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks (if timed wrong)
Anti-Air attacks
Air attacks
Other attacks



-A pretty good all-around move to use. You can air combo off of the HP 
version, and combo off of the LP version. This move also bypasses projectiles, 
making it safe to use against fighters like Ryu and Terry. However,
do note that it has somewhat of a slow start-up.








-Zessho Hohou-

STRONG VS.

Rush attacks
Other attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Anti-Air attacks
Air attacks



-This is an all-around great move as well, though not as useful
as you might think. Sure, it makes Yun move closer to the opponent,
but the problem lies that a lot of attacks can beat this move, and it's not
particularly safe on block. You're best bet to use this move is when
your opponent is rushing you down, and you want to counterattack.







-Kobokushi-


STRONG VS.

Rush attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Other attacks
Air attacks
Anti-Air attacks


-To me, this move is a waste of time to use. It's nice in the fact that
it knocks the opponent back when it connects, but it has such a slow
startup and recovery that it makes it hardly worth using. Ignore this
move unless you're on the defensive.








-Senkyutai-


STRONG VS.

Air attacks (except Zanku Hadoken)
Rush attacks
Other attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Anti-Air attacks
Other attacks



-This is a great Anti-Air move, and a great Juggler as well. You
can even combo this move off of a HP Tetsuzankou for another hit
total. It also moves Yun across the stage pretty quickly, which
can cover ground if you need to. However, don't use this move
too much as a ground coverer, otherwise Yun may end up taking
a lot of damage.








-Zenpu Tenshin-



STRONG VS.

None....



NO EFFECT VS.

Teleport moves



WEAK VS.

Everything....




-This move does no damage at all, and Yun HAS to be next to the
opponent to use it. So why bother? Simple! This move is one of
the best ways to set up combos and to go right into his You-Hou
or Sourai-Rengeki Super Arts. You can even chain this together
with more Zenpu Tenshins to annoy your opponent. Also makes
for a good mix-up and counter game.









--Super Special Moves--




-Sourai-Rengeki-


STRONG VS.

Rush attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Other attacks
Anti-Air attacks
Air attacks


-Not that great of a Super Special, as the damage it does fails
in comparison to You-Hou. It comes out pretty fast, and has
some invulnerability at startup, but IMO, it's not worth using
at all.







-Raishin-Mahhaken-


STRONG VS.


Rush attacks
Other attacks



NO EFFECT VS.


Teleport moves



WEAK VS.


Projectile attacks
Air attacks



-A pretty neat move, and much better than You-Hou personally. Try to land
this move when you're pressuring your opponent!








-You-Hou-


STRONG VS.

Rush attacks



NO EFFECT VS.

Teleport moves



WEAK VS.

Other attacks
Projectile attacks
Anti-Air attacks
Air attacks



-Despite this move being weak against a lot of other moves (though
the Other attacks may change...), it's Yun's best Super Special. It's
great for the fact that it does great damage, has combo potential
after the move, AND can be used as a counter. Hard to beat a move
like that.







-Hiten-Souryujin-


STRONG VS.


Rush attacks
Other attacks



NO EFFECT VS.

Teleport moves



WEAK VS.


Anti-Air attacks
Projectile attacks




-This is a pretty awesome move, but it can be blocked way too easily. You'll
want to try to use this move when your opponent tries to counterattack
you in the air.









--Strengths & Weaknesses--



Yun's speed is what's going to get you through most of your fights.
You'll want to work on getting to know when and how to use his
attacks, and on how fast you can pull them off in a chain. This is
important as Yun doesn't have high Vitality (mediocre at best).

A couple things to note here:

1) Avoid using attacks that have long recovery or start-up times.
This will slow Yun up considerably, and we don't want that.

2) Sometimes the fastest attacks are not the best attacks. These
can leave Yun open if you mess up on doing another move off
of a very fast attack.



Yun is a rushdown character, hands down. His repretoire of
attacks makes it so that regardless of the situation, Yun can
counterattack or push the opponent back away from him. However,
due to the lack of strength, you'll have to rely on speed and combos
to get through fights using Yun. He has many useful combos as well,
and plenty of them to boot. Here are 4 that I've dug up while
experimenting with Yun:


1) Tetsuzankou, Nishou Kyaku, Zenpu Tenshin, Super Special

2) Standing HK, Jump, Koboukushi, Jump, Zessho Hohou, Zenpu
Tenshin, Super Special

3) Crouching HP, Zessho Hohou, Crouching HK, Zenpu Tenshin x2,
Nishou Kyaku, Zenpu Tenshin, Super Special

4) Jumping LK, Standing LP, Koboukushi, Nishou Kyaku, Zenpu
Tenshin, Super Special, Zessho Hohou, Tetsuzankou, Nishou
Kyaku, Zenpu Tenshin, Super Special





--Battle Strategies--



Close-Range:


Focus on pressuring the opponent into making mistakes and
punish them for it. Avoid using any HP or MP versions of attacks,
just to avoid being counterattacked if they were to be blocked.
Zenpu Tenshin will be of use here, as it will help confuse your
opponent and set-up for a Super Special


Mid-Range:


Here, you still have options available to use against your
opponent. HP versions of moves are of great use here, so
use them to cover ground and get close to your opponent.
Raigeki Shuu will be helpful in setting up combos against
your opponent, and Tetsuzankou will be useful in avoiding
projectiles.


Far-Range:


You never want Yun in this situation, as he has no way
to attack or defend himself against opponnents like Ryu
and Athena. You'll need to get him to at least Mid-Range
for him to be of any use to you. His dash and Super Jump
will assist in this, but avoid trying to use any attacks
to cover ground, as this will most likely result in Yun
being punished.
------------------------------------------------------------
XXIV. Zangief [CAP24]



-Introduction-


Zangief has become one of my personal favorites out of the Street 
Fighters due to his mass arsenal of grappling moves and brute strength. 
However, he is not as easy to use as one would think. In fact, he's 
probably one of the harder characters to use in the game. 


Note that you won't win everytime using Zangief. His 360 degree moves 
require luck and extreme precision, and his Super Specials are a bit tough 
to pull off. If you feel that you can't handle Zangief, then don't bother 
trying to use him.





-Movelist-

-Special Normals-


Headbutt.............................................................U + MP/SP
(while jumping up straight)


Body Press (AIR)..............................................D + SP


Knee Press.........................................................D + LK/MK


Exteneded Slide................................................DF + MK/SK





-Specials-


Double Lariat.....................................................PPP/KKK 
simultaneoulsy


Punishing Flat...................................................FDP + P


Spinning Pile Driver.........................................360 + P


Atomic Suplex (in close only)........................360 + K


Flying Powerbomb (in distance only)...........360 + K





-Super Specials-


Final Atomic Buster.........................................720 + P


Aerial Russian Slam.........................................QCFx2 + K







-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Chop)

-The most basic of the standard moves. Great to knock
someone out of a move. Does very little damage, but has
high speed.


Far: X
Mid: X
Close: O


MP (Backhand Chop)

-A bit slower than the LP, but not by any noticable timeset.
Nothing special about this move.


Far: X
Mid: X
Close: O


SP (Fierce Straight Punch)

-Zangief throws a rather strong punch ahead of him. This move
is a bit slow, but is quite powerful. It also gives time to use moves
such as Spinning Pile Driver and Flyring Powerbomb.


Far: X
Mid: X
Close: O


LK (Shin Kick)

-As normal, a very quick kick. Surprising for someone as slow as this
guy.



Far: X
Mid: X
Close: O

MK (Abdomen Kick)

-A kick to the abdomen. Nuff said. A little slow, like most of Zangief's moves,
but not that bad by any means. 



Far: X
Mid: X
Close: O


SK (Falling Scissor Kick)

-It looks like Zangief does an odd version of the Scissor Kick while falling
down to the ground. Is very slow on both recovery and startup too.


Far: X
Mid: X
Close: O








-CROUCHING-



LP (Quick Jab)

-As the name applies, a quick jab. Good for Rapid-Fire Combos and other
combo starters, but Zangief doesn't really need combos to do any real
damage.


Far: X
Mid: X
Close: O



MP (Upward Punch)

-This move looks like Zangief is hitting the opponent in the groin area. Looks
a bit painful......especially by a guy as big as Zangief....not much else 
special about this move.


Far: X
Mid: X
Close: O


SP (Strong Forward Punch)

-Pretty much the same as the Standing HP. Nothing new here at all.


Far: X
Mid: X
Close: O


LK (Foot Kick)

-Zangief kicks with his foot and hits the opponent's foot. Nuff said here.
Can be used for Rapid-Fire Chains and combo starters.



Far: X
Mid: X
Close: O


MK (Slow Foot Kick)

-A much slower version of the Crouching LK. Nothing else to say about
this move.


Far: X
Mid: X
Close: O


SK (Very Slow Foot Kick)

-Great for when Zangief is trapped in a corner. Use this
to get him out of corners and to combo into his 360 moves.



Far: X
Mid: X
Close: O








-JUMPING-


LP (Falling Hand)

-Zangief has his hand outstretched while falling. Lasts the whole time
he's in the air.


Far: X
Mid: X
Close: O


MP (Arm Chop)

-Good for when you come face-to-face with an opponent in the air. Also
nice to hit ground opponents on the rebound. Nothing special to say
otherwise.


Far: X
Mid: X
Close: O


Jumping Straight-Up SP (Strong Diagonal Punch)

-Zangief punches diagonally. Great to knock opponents out of moves like
Tatsumaki Senpukyaku and Flash Chop. Does pretty decent damage.


Far: X
Mid: X
Close: O


Jumping SP (Flying Straight Punch)

-Zangief extends his body so that he punches almost half-screen. Pretty
good against several air attacks, but bad against some other attacks.


Far: X
Mid: X
Close: O


LK (Side Kick)

-A kick with the side of the foot. Easy, right? Can be used to start a combo.


Far: X
Mid: X
Close: O


MK (Foot Kick)

-A kick with the foot. Easy again. Nothing special about this except for the
fact that you can chain this into an Atomic Suplex.


Far: X
Mid: X
Close: O


SK (Flip Kick)

-Zangief does a mid-air flip kick. Pretty neat to see, but not very convienient.


Far: X
Mid: X
Close: O









-Special Normal Moves-



-Headbutt-


-Great to stun an opponent. This gives Zangief the
time to pull of his Final Atomic Buster and other 360
moves.



Far: X
Mid: X
Close: O





-Body Press-

-This is the move to use to combo into a command grab, such
as Spinning Pile Driver. However, it is prone to Anti-Air attacks,
so be wary.



Far: X
Mid: X
Close: O





-Knee Press-

-Pretty much the same as Body Press.



Far: X
Mid: X
Close: O





-Extended Slide-

-A sweep move. Great for corner fights.



Far: X
Mid: X
Close: O






-Throws-


<- or -> +SP (Suplex)

-Zangief does a suplex. Nuff said.


Far: X
Mid: X
Close: O



SK + <- or -> (Bite)

-Zangief bites his opponent up to 6 times.


Far: X
Mid: X
Close: O








--Special Moves--



-Double Lariat-


STRONG VS.

All Rush attacks
Most projectiles (allows him to bypass them)



NO EFFECT VS.

Ashura Senku (of course...)



WEAK VS.

Anti-Air attacks (Somersault Kick, Shoryuken, etc.)
Super Move Projectiles (Shinku Hadoken, etc.)
Air attacks (Zanku Hadoken, etc.)



-Zangief's famous attack comes back with a vengence. This move is 
virtually indestructible and is very hard to hit Zangief, with the exception 
of certain attacks like Bison's Head Stomp.


Far: X
Mid: X
Close: O

Best Distance: Close







-Punishing Flat-


STRONG VS.

Projectile attacks (Hadoken, etc.)
Rush attacks



NO EFFECT VS.

Teleport moves (once again...)


WEAK VS.

Air attacks (Head Stomp, Flower Kick, etc.)
Super Special projectiles
Anti-Air attacks



-Fomerly known as Green Glove in other games, this is another great move 
for Zangief, as it fades out projectiles and moves him closer to his opponent. 
Very hard to find moves that can do both of what this one does. However,
avoid using it when a Super Special projectile is used, as not even Zangief can 
stop those.


Far: X
Mid: X
Close: O

Best Distance: Close







-Spinning Pile Driver-


STRONG VS.

None....



NO EFFECT VS.

Teleport moves


WEAK VS.

All projectile attacks
All Rush attacks
All Anti-Air attacks
All Air attacks



-You look at what this move is capable of and you think "Whoa, that's not a 
very good move". Hold on there sparky! This move is actually one of the 
most damaging moves in the game, and is one of Zangief's most famous and 
feared moves. Sure, you have to be close to use it, but there's always a way. 
Simply jump in and do a HK while doing the movement for this move. It should 
work just fine. Or, you could try using it as a Wakeup Counter.


Far: X
Mid: X
Close: O

Best Distance: Close








-Atomic Suplex-



STRONG VS.

None


NO EFFECT VS.

Teleport moves


WEAK VS.

All Projectile attacks
All Rush attacks
All Air attacks
All Anti-Air attacks



-Once again, it doesn't look too good for Zangief, right? Well, you could 
take the prinicipal behind the Spinning Pile Driver and apply it to this move 
as well.  Jump in with a HK, or use it as a Wakeup Counter. However, note 
that it hits on the second frame of animation (noted in psychocronic's faq), 
so your opponent has a chance to escape the move.


Far: X
Mid: X
Close: O

Best Distance: Close







-Flying Powerbomb-


STRONG VS.

None



NO EFFECT VS.

Teleport moves


WEAK VS.


Everything else.....



-This is the move that everybody may recognize by now if they've played 
Capcom fighting games. Zangief slowly runs towards the opponent, and 
if it connects, he tosses them into the air and does a Powerbomb. 
Horrible though due to the fact that  it's far away, and if it misses, 
Zangief is open for attack. Not recommended in  the slightest bit. 
Not when you have other, better moves to use.


Far: X
Mid: X
Close: O

Best Distance: Close








--Super Special Moves--



-Final Atomic Buster-


STRONG VS.

None


NO EFFECT VS.

Teleport moves


WEAK VS.

Everything



-The ultimate Super Special in the game in terms of damage, next to Shin 
Akuma's Misogi and Shungokusatasu. You have to be right next to the 
opponent for the move to connect however. Try to use it in the same 
manner as with the Spinning Power Driver and other moves.


Far: X
Mid: X
Close: O

Best Distance: Close








-Aerial Russian Slam-


STRONG VS.

Air attacks


NO EFFECT VS.

Ashura Senku


WEAK VS.

Anti-Air attacks
Projectile attacks
Rush attacks



-This is a great move in the fact that it can stop some attacks, such as 
Spinning Bird Kick and Psycho Crusher. It's clearly a move used to stop 
Air attacks. However, if it misses, Zangief will  pay for it dearly. Make 
sure your opponent is in the air or doing a move similar to those 
mentioned earlier before using Aerial Russian Slam.


Far: X
Mid: X
Close: O

Best Distance: Close








--Strengths & Weaknesses--



Zangief's strength definently lies in his offensive power. He simply dishes out 
tremendous amounts of damage with each of his attacks, and some of his attacks 
have special properties to them that make them even deadlier.

However, his attacks are also his own weakness. The majority of them must be 
done close to the opponent, and with 360 degree motions. It also doesn't help 
that the Russian wrestler is about as slow as they come.



OFFENSE


Clearly what Zangief should be at most of the time. He needs to be able to 
pressure his opponent with Spinning Lariats and Punishing Flats, and mix 
those up with Spinning Pile Drivers and Atomic Suplexes. His Crouching HK 
also helps in in corner fights, and the LK version of Spinning Lariat helps 
against Low and Mid attacks.



DEFENSE

Mediocre in this department. Zangief's moves are clearly based on being 
close to  the opponent, so why not let your opponent come to you? However, 
more experienced players won't fall for that that easily, so you may be forced 
to bring the fight to them. Zangief is able to take hits as well, which means 
even if he does get hit a couple times, he can still dish out the same amount 
of damage those 3-4 hits his opponent did to him.
------------------------------------------------------------


                    ---SNK FIGHTERS---


------------------------------------------------------------
I.       Athena Asamiya [SNK01]



-Introduction-


The Psycho Soldier is a double-edged sword in this installment. She's
not the goddess that she was in the KOF series, but she can still
hold her own against some of the heavyweights in this game. Tactics
is key to survival!





-Movelist-



-Specials-


Psycho Ball Attack...............................QCF + P


Psycho Sword (air)................................DPF + P


New Psycho Reflector...........................HCB + K


Phoenix Arrow (AIR).............................QCF + K


Super Psychic Through.........................HCF + P


Psychic Teleport......................................QCF + K





-Super Specials-



Shining Crystal Bit (air)............................HCBx2 + P (can cancel Level
2 or 3 by Px3)


Crystal Shoot (during Shining Crystal Bit)
........................................................................QCB + P 
(Chargeable)


Phoenix Fang Arrow (AIR).........................QCFx2 + K





-Movelist Breakdown-




--Normal Attacks--


-STANDING-






-CROUCHING-






-JUMPING-




--Special Moves--




-Psycho Ball Attack-



STRONG VS.


Rush attacks
Anti-air attacks
Other attacks




WEAK VS.


Air attacks



-Athena's projectile attack. It has a rather slow startup and recovery, but is
one of Athena's main keep-away tools. Deals a decent amount of damage,
and is also good for mind-games when mixing up the LP and SP versions
of this move.






-Psycho Sword-



STRONG VS.


Air attacks except Projectiles
Rush attacks
Some Other attacks




WEAK VS.


Projectile attacks
Anti-Air attacks (if timed correctly)
Some Other attacks



-Athena's Anti-Air attack. This move is one of the few unique Anti-Air attacks
in the game, as it can also be used while in the air, making it more versatile.
It's also one of Athena's main keep-away tools next to Psycho Ball and
New Psycho Reflector. Note though that this, as with the majority of Anti-Air
attacks, will leave Athena wide-open if it misses.





-New Psycho Reflector-




STRONG VS.


Projectile attacks
Some Rush attacks
Some Other attacks
Air Projectile attacks



WEAK VS.

Air attacks




-One of the few moves in the game that can reflect projectile attacks
back at the opponent at twice the speed. A very great defense tool,
but keep in mind that there are a few differences between each New
Psycho Reflector; LK New Psycho Reflector will not reflect attacks, but
instead absorb projectiles and add to your Super Meter, while the MK
and SK versions push Athena forward and reflects Projectile attacks.







-Phoenix Arrow-




STRONG VS.


Rush attacks
Some Other attacks





WEAK VS.


Anti-Air attacks
Some Air attacks
Projectile attacks



-This is one of Athena's main offensive tools. Relatively safe on
block, decent damage, and great for pushing the opponent away.
Also tracks the opponent.







-Super Psychic Through-




STRONG VS.


Nothing....



WEAK VS.


Everything....




-Athena's command throw. Same deal here with the majority of 
command throws; however, this move has more use than other
command throws. While it doesn't deal nearly as much damage
as say Zangief or Honda, it can be used to juggle the opponent
into a Psycho Sword or Shining Crystal Bit. Also good to use
on defense






-Psychic Teleport-




STRONG VS.


Nothing....




WEAK VS.


Everything if timed wrong...



-Athena's teleport move. Good when you need to escape from a corner or if
your opponent is trying to back away (though in that scenario, sometimes
it's best to throw out Psycho Balls and Phoenix Arrows instead).






--Super Special Moves--




-Shining Crystal Bit-




STRONG VS.


Rush attacks
Many Other attacks
Air attacks
Anti-Air attacks




WEAK VS.


Projectile attacks




-Athena's main defensive tool. Best to use as a wakeup move or when your
opponent is in the middle of performing a move. However, this is even better
to use right after a Super Psychic Through. Also great to use as a corner
juggle. What's more, this move can also be done while in mid-air, making
it even more versatile.






-Crystal Shoot-




STRONG VS.


Rush attacks
Other attacks
Anti-Air attacks
Air attacks




WEAK VS.


Super Special Projectiles




-This move can only be done during a Shining Crystal Bit, and consumes
no Special Meter to perform. However, note that it isn't necessarily reliable,
but good if your opponent is in the middle of a move and you activated 
Shining Crystal Bit too early.







-Phoenix Fang Arrow-



STRONG VS.


Rush attacks
Some Other attacks





WEAK VS.


Projectile attacks
Anti-Air attacks
Air attacks



-One of Athena's main offensive tools. However, as good as this move
seems, there are some glaring flaws to it. The first being that if this move
hits an airbourne opponent, it will deal very little damage and knock the 
opponent away from Athena. The second is also that this move is 
prone to a lot of attacks, and the third being that against some 
opponents, Athena simply won't recover fast enough to do anything (ex: Vega).









--Strengths & Weaknesses--



Athena is one of those kind of characters that you want to play keep-away
with more than going all-out with, due to the fact that she has low vitality,
low damaging attacks save for Shining Crystal Bit, and the majority of her
moves work extremely well on defense. Not only that, Athena is relatively
easy to stun, making putting her on offense a bit more of a hazard. 

As stated already, Athena's strength definently lies within her ability to
be extremely defensive. Psycho Sword helps to get opponents off of her,
while Psycho Ball is great to attack far away and bait opponents, while
New Psycho Reflector is an excellent way to beat through projectile
users.
------------------------------------------------------------
II.      Benimaru [SNK02]



-Introduction-


The pretty boy of KOF is back, and he puts up quite a fight! Expect
a really challenging battle against any good Benimaru player, as he
can counter almost anything!





-Movelist-



-Specials-


Lightning Fist...........................................QCF + P


Lightning Fist (Anti-Air).........................DPF + P


Iaido Kick....................................................QCF + K


Bounce-Back Tri-Level Kick (during Iaido Kick)
.......................................................................D, U + K


Super Lightning Kick.................................DPF + K


Shinku Katategoma....................................HCB + K


Benimaru Collider Crunch..........................HCB, F + P (Close)




-Super Specials-


Heaven's Blast Flash................................QCFx2 + P


Discharge Spark.........................................QCFx2 + K


Blec-Trigger.................................................HCBx2 + P (Close)




-Movelist Breakdown-




--Normal Attacks--


-STANDING-


LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-CROUCHING-




LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-JUMPING-





--Special Moves--



-Lightning Fist-



STRONG VS.


Air attacks (Anti-Air version)
Rush attacks
Most Other attacks





WEAK VS.


Projectile attacks
Some Other attacks



-A relatively useful move, though it leaves Benimaru a little open if it
doesn't connect. Good for stopping attacks on the fly if need be, though
there are better moves to use than this one.







-Iaido Kick-



STRONG VS.


Rush attacks





WEAK VS.


Projectile attacks
Air attacks
Anti-Air attacks
Other attacks



-This move is ONLY good as a combo move, as it doesn't really
serve any useful purpose other than being relatively fast. Not only
does it have a little slow recovery time (unless chained into
Bounce-Back Tri-Level Kick), it does crappy damage to boot.







-Bounce-Back Tri-Level Kick-



STRONG VS.


Same as Iaido Kick




WEAK VS.


Same as Iaido Kick



-The end chain of Iaido Kick. Has a rather slow recovery time and leaves
Benimaru open if it misses. Good as an combo ender however.






-Super Lightning Kick-



STRONG VS.


Air attacks except Projectile attacks
Rush attacks
Some Other attacks





WEAK VS.


Projectile attacks



-A rather useful move on the defense, though like Bounce-Back
Tri-Level Kick, it leaves Benimaru wide open if it misses.






-Shinku Katategoma-



STRONG VS.


Rush attacks
Very few Other attacks





WEAK VS.


Anti-Air attacks
Air attacks
Projectile attacks
Several Other attacks



-Regardless of this attack's weakness, this move is great due to 
the fact that it deals decent damage and, if the opponent blocks
this, it sucks them in closer to you, giving you more options such
as performing a throw on them or using something like Blec-Trigger.






-Benimaru Collider Crunch-



STRONG VS.







WEAK VS.









--Super Special Moves--




--Heaven's Blast Flash-




STRONG VS.


Rush attacks
Several Air attacks
Several Other attacks
Some Anti-Air attacks




WEAK VS.

Projectile attacks
Very few Other attacks


-A rather good special, though it still lacks range. Try saving this for 
times when your opponent attempts to rush you down or is the middle
of a move.






-Discharge Spark-






STRONG VS.


Some Other attacks
Rush attacks?





WEAK VS.


Projectile attacks
Air attacks
Anti-Air attacks
Some Other attacks



-One of the moves that you'll probably want to use with Benimaru as either
a combo finisher or when your opponent is being hasty or is in the middle
of a move. Deals relatively good damage and covers a great amount of
distance; however, if blocked, it leaves Benimaru open.






-Blec-Trigger-




STRONG VS.


Nothing





WEAK VS.


Everything




-Benimaru's Special command grab. Rather powerful, but only useful and
practical if you can chain into it or use it when your opponent is stunned.
Otherwise, it's not that useful.





--Strengths & Weaknesses--
------------------------------------------------------------
III.     Chang [SNK03]



-Introduction-


It's all about timing and strategy with this brute. Pressure your opponent
to no end!





-Movelist-



-Specials-



Spinning Iron Ball.........................................Tap P 
(can cancel by Px3)


Breaking Iron Ball..........................................Ch. B, F + P


Big Destroyer Toss........................................HCB, F + P (Close)


Hurricane Cutter..............................................HCB + K


Flying Slice Dash............................................DPF + K


Higho Kuretsu Zan.........................................HCF + K




-Super Specials-



Wild Ball Attack...............................................QCF, HCB + P


Tornado Ripper.................................................HCBx2 + K





-Movelist Breakdown-




--Normal Attacks--


-STANDING-






-CROUCHING-






-JUMPING-








--Special Moves--



-Spinning Iron Ball-




STRONG VS.


All Rush attacks
Majority of Air attacks
Most Other attacks




WEAK VS.


Anti-Air attacks



-This is probably going to be one of your most used Specials with
Chang. It's overall usefulness stems from its ability to stop many
attacks (and in some instances, fighters in general) from even using
or getting in close to use their attacks. Not to mention, when timed right,
this move can stop normal Projectile attacks altogether! However, do note
that this move leaves Chang vulnerable and unable to perform any other
moves while doing this one.








-Breaking Iron Ball-



STRONG VS.




NO EFFECT VS.




WEAK VS.









-Big Destroyer Toss-



STRONG VS.




NO EFFECT VS.




WEAK VS.









-Hurricane Cutter-



STRONG VS.

Rush attacks
Other attacks
Air attacks



WEAK VS.

Depends on what button is pushed.


-An overall nice move. This move sends Choi in to do an anti-air
attack, and while he's busy doing that, Chang is free to do whatever
he wants. Do note that Choi will start up his attack at different points
on the screen: LP is right in front of Chang, MP about halfway across the
screen, and SP is at the other side of the screen. Also note that you can
this move to have Choi take a hit from like say a Hadoken to protect Chang
(and its humorous to boot!). 








-Flying Slice Dash-



STRONG VS.

Anti-Air attacks
Air attacks
Rush attacks
Some Other attacks




WEAK VS.

Projectile attacks


-A somewhat decent move, though not QUITE as useful as Hurricane Cutter.
This move is somewhat a pain to many opponents that rely on jumping at
Chang, and it's also another move that helps make Choi take a hit for Chang
in certain predictaments. And as with the Hurricane Cutter, Chang is free to
do what he wants while Choi is attacking the opponent.






-Higho Kuretsu Zan-



STRONG VS.




NO EFFECT VS.




WEAK VS.





--Super Special Moves--




-Wild Ball Attack-




STRONG VS.

Very few Other attacks
Some Rush attacks




WEAK VS.

Anti-Air attacks
Air attacks
Many Other attacks
Projectile attacks


-A pretty powerful move, but hard to hit with due to the very slow
startup of the move (not to mention Chang doesn't run very fast either...).
You'll only want to use this move if you're desperate or if you can combo
into it; otherwise, play it safe and avoid using this, as when it's blocked,
it leaves Chang COMPLETELY open.





-Tornado Ripper-




STRONG VS.




NO EFFECT VS.




WEAK VS.







--Strengths & Weaknesses--


One of Chang's most notable strengths is the fact that he's got one of the
biggest reach out of the cast (with Sagat and Vega being right up there with
him, though they trump even him here). Also, Chang has pretty high attack
power and rather decent defense power (he has a rather large Stun gauge,
meaning he doesn't Stun as easily as other characters do). He's also got
several moves that help him counteract his slow speed, such as his Spinning
Breaking Ball and Hurricane Cutter.

However, as already mentioned, Chang is slow....REAL SLOW! Maybe not as
bad as Zangief or Raiden, but he's up there as one of the slowest in the game.
He's also got some really bad lag times on his recovery and startup of moves
(most noticibly, his Wild Ball Attack in general). 
------------------------------------------------------------
IV.     Geese Howard [SNK04]



-Introduction-



The big boss of Fatal Fury and Terry's rival returns yet again. This time,
Geese means business!





-Movelist-


-Specials-


Wind Slice................................................QCF + LP/MP


Double Wind Slice..................................QCF + SP


Gaia Slash (AIR)......................................QCB + P


Upper Body Blow....................................HCB + LP


Middle Body Blow...................................HCB + MP


Lower Body Blow.....................................HCB + SP


Evil Shadow Smasher...............................HCB + K





-Super Specials-


Raising Storm...............................................D-B, HCB, D-F + P


Deadly Rave..................................................HCB, F + LK, LPx2, 
LKx2, MP, MK, SP, SK, QCB + SP
(Level 3 & MAX only)






-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Quick Jab)


-This is pretty good as far as standing jabs go but it's sort of 
overshadowed by his low jab as most characters can duck this.
One way to use this move is if you know that someone is performing 
a jumping parry/just defend, I use this move to take the parry or 
JD then you can retaliate in some other way like run behind and
low fierce in the case of a JD or to do a low fierce/counter
right after in the case of a parry



Close MP

-This is the raise the roof punch, it is a little silly upwards 
angled palm where Geese slaps himself virtually in the shoulder. 
The only possible use of this is as a meaty but even if you
hit with the last possible active frame, you would just be at +8 
which is the same thing you'd get just by doing a low jab. So its 
really not terribly useful, as far as I know. This is Geese's 
dodge punch in S Groove. 



Far MP

-Knife hand strike to the midsection. A little more range than 
it looks like it has but still nothing really special. It has a
limited use to stop pokes, as the hitbox of it reaches out farther 
than your vulnerable area, so it is not a bad move for hitting the 
opponent's limbs then buffering a fireball for more pressure. Other 
than that won't get much use. 



Close SP

-A little palm to the stomach. Bufferable into specials/supers. 
This move pushes you forward a little bit which gives it it's use
in CC's since if you time correctly you can do several of these in
a row at the beginning to really cause alot of CC damage. 
This move can also be linked off of low jab, stand short, low 
short in order to create combos. This is Geese's Counter Attack
 in N/C/S Groove. 


Far SP

-Standing punch with pretty good reach. Most characters can 
duck this but it is still an useful poke at times. Not nearly as 
useful as it could be though, Geese's hittable area seems to move 
forward alot when you press it so often when trying to punish 
the whiff of a meaty move with this, youll find yourself bumping
yourself into the last frames of it. Happens alot with Sagat's 
fierces ><. However the move does have good range so it has uses.
This move is also very good at stopping most character's
low jumps, it works like a charm on Cammy's low jump and also 
stops Sagat's if it is done early enough. Basically any character 
that doesnt low jump high enough to go over it, which most 
characters cant. So if the opponent abuses low jumps you 
might want to use this move more. 



Close LK

-A little knee. This is your fastest move at 2 frames and it 
gives you a pretty hefty advantage. Up close you can use this 
move for lots of different counterhit/throw setups and link combos. 

No character can duck this or go under it with any move, including
Chun trying a d.MP. 



Far LK

-A low kick. It is a low damaging short that leaves you at -3 and
doesnt really have any clear uses.


MK

-A mid level side kick. At first this move doesnt look that 
useful and it isnt really so great but it does have situational 
uses. The hitbox of this move reaches well out beyond your 
vulnerable area giving it an "invincible tip" sort of. So occasionally 
poking with it will stuff several moves that your opponents use. 
For example this move always counterhits blanka's low fierce cleanly.
 It is unfortunate that you cannot cancel super 
off of this. This is Geese's dodge kick attack in S-Groove. 


Close SK

-A 2 hit side kick. The first hit can be ducked by most 
characters. This move really isnt horribly useful, except for t
he fact that it does give frame advantage but looks deceptive. 
As long as it is used rarely you can use it on a rising opponent 
to set up a counterhit. You have to use it early so they rise into 
the 2nd hit. It would be a good anti air exceptthat the low fierce 
covers the exact same angle much better. 


Far SK

-This is an important move. It moves Geese forward a good 
distance and has good priority once the hitting frames come out. 
The move normally leaves you at -3 which is pretty much completely 
safe however if you use it at a distance so that you hit later on in the 
active frames, you can actually get a frame advantage with this 
move. That is one of the best uses of this move, to get in on 
the opponent. It is too slow to use to punish whiffs usually but 
you can use it after a whiff in order to force the opponent to block 
it and put yourself in a better position. You have 2 big disadvantages 
with this move however, one being the slow startup allowing it to 
be easily stuffed if the opponent is attacking, and the other being 
that it is possible to JD/parry on reaction to this move at times and if that 
happens Geese is very vulnerable. Overall a very useful move 
but one must be careful. 








-CROUCHING-



LP (Quick Jab)


-This is one of your bread and butter moves. Unlike CVS1 none 
can duck this move and looking at the frame advantage, you can see 
how this move is very useful for setting up counterhits on opponents
that like to press alot of buttons at close range. Links into almost 
every normal geese has. This is your main counterhit weapon. 

Chun-Li can cleanly go under this move with her low strong. 



MP

-A chop that attacks the opponent's feet. Kinda slow coming out
but it does have it'srare uses if you really want to use it. This move 
is sort of like Balrog's low fwd in SF2, it punches the opponent's feet 
if they try a low attack and it is bufferable into super. For example this 
move will always beat blanka's slide and you can combo deadly rave 
off of it. However whiffing this move is pretty dangerous so you 
better be sure, in general this is not very useful. 


SP

-An uppercut. You'll find yourself using this move a lot. It comes 
out even faster than your low fwd, so for link combos this is a
really solid move. Linking things like low short-low fierce are incredibly
easy. It is also your main anti air move. However it has alot of recovery 
frames so be careful when using it as anti air, as if your opponent 
parries/JD's or it misses thats going to be dangerous. 

After antiairing with this move you usually have the initiative to 
attack the opponent as they land on their feet, so you can use this 
as a way to gain ground on the opponent if they jump towards you. 

Crouching fierce has more horizontal range than close standing 
fierce does. Linking a crouching fierce after low jab lets Geese land 
run up, low jab, fierce xx super/jaienken from farther away than had 
he used tried to use close standing fierce. To avoid getting
accidental far standing fierces when you're going for a link combo 
into super/special, it can be useful to use crouching fierce instead 
of going for close standing fierce. 


LK

-This move is not as good as the low jab as far as frame advantage 
but it does hit low. Therefore it's main use is going to be for when 
you need a low hit, for example after an empty jump to create a 
high/low mixup. You can easily dial up a super, QCF+P, or 
HCB+K off combos starting with this. 


MK

-A pretty high priority and fast low hit. The main use of this move
is going to be for whiff punishing and link combos into super. 
Cancelling this move into Deadly Rave is going to cause alot of 
damage. This move links off of low jab, short, close short all 
easily so you can easily confirm your hits into super. Leaves you 
at +1 also and whiffs fast so its not too dangerous to throw out 
there. 


SK

-Your sweep. This is a pretty good sweep, long range and fast. 
However it also moves your hittable area forward with alot like the 
standing fierce, so it loses if used against another high priority move 
in most cases. Most players cancel a fireball off of this move, and if it 
hits that is a good idea to prevent the opponent from using safe fall. 
However if it is blocked, be warned that almost any character can 
punish you for doing this pattern. In general this move is not 
particularly safe if blocked, and I usually use it when I know it will 
hit to knock the opponent down so I can get in close. Best uses are 
for punishing whiffs or linking it off of a few low jabs. 







-JUMPING-


LP

-Goofy looking downward angled palm. All of Geese's air 
moves have a 5 frame startup and this move doesnt really cover 
a good angle. Does stay out a long time I suppose. 



MP

-A horizontal chop. This is for jumping air to air. Your 2 best air 
to air moves are this and diagonal jump roundhouse, this is good 
if the person is above you and the diagonal jumping roundhouse 
is good if they are in front of you. You wont find yourself using 
this too often but it does have some specific uses against
characters. 


SP

-A short range downward palm that hits twice. That is the main 
distinction of the move, if the opponent blocks this it will do more 
guard crush damage than a normal fierce and both hits must be
blocked high. It is very hard to make both hits hit a crouching opponent. 


F + SP

-This move is bufferable to both specials and super moves. The
main distinction of this move is it does alot more guard crush 
damage than a normal fierce. It comes out quite slow but if you 
can make your opponent block it it is a good weapon. With rage on, 
this move into his HCB+kick does half the guard bar alone. 



LK

-This move has the same animation as the jumping forward, 
same speed, just weaker and stays out a bit longer. Really not 
particularly useful seeing how good jumping forward is. One use 
it does have though is as a low jump attack, since it lasts almost
 the entire duration of a low jump, so it can be difficult to antiair 
traditionally. Be careful getting in this way too often however, as 
if you do this from too close the opponent will have the advantage 
when you land, and not you. 


MK

-You will find yourself using this move a lot. This move is a huge
cross up and also has alot of downward priority. This move will 
be a decent part of your offense and certain anti airs have 
trouble with it. For example you can find yourself trading/beating 
stuff like Vega's standing roundhouse with this. Another less common 
use of this is as an overhead on larger characters during a low jump. 
If Sagat for example is low on life so that a jump forward will kill him, low
jump instant forward is a really fast overhead hit that will more t
han likely end the round. Using this when they will survive it is 
somewhat dangerous as you will be vulnerable, however 
we all know that people dont always react to things like this correctly. 
Overhead instant forward, land, super is just like roll -> super, works 
all the time for some reason. This is also a pretty solid low jump 
attack in general. 


SK

-This move has shorter range than it appears and is generally not
really useful. Jumping strong and jumping diagonally roundhouse 
are both much better for air to air. However this is your most 
damaging vertical jump attack so if you jump over a laggy attack, 
like a roll cancel, then you can come down with this attack to start 
your combo for more damage than a forward kick. 


F or B + SK

-This move has very good horizontal range and is great air to air. 
This move can also be very useful as a low jump attack at certain ranges. 






--Throws--


As with all characters, the punch throw does a little less damage 
and is easier to tech, but it comes out faster, and the kick throw
does a little more but is slower/harder to tech. With Geese however 
his Kick throw has a special property that makes it impossible for 
the opponent to safe fall, so it is almost always used because it
slams the opponent right next to you for more attacks. Only use 
the punch throw generally if you think the throw will kill the opponent 
and you dont care about followups, or if you don't have much time 
and need a faster throw. 

Note that if you are using your punch throw to throw a wake-up RC
(useful for rc's that leave the ground quickly like Psycho Crusher or 
Scouter Jump, Kick throws are often too slow), you must press fierce 
right away when they rise. You can't normally throw an opponent 
when they first rise for a few frames, but if the opponent rolls or
RC's then they forfeit that grace period and can be thrown immediately, 
so you must press Fierce before you can normally throw. For
this reason, always option select by buffering a medium reppuken
after your Fierce punch input, that way in case they do not roll or 
RC and simply block, you won't be stuck with a blocked laggy 
close fierce. 

One good setup for a throw is to run toward the opponent when
they are vulnerable and whiffing a standing jab, then throwing
quickly. You have to stop the run animation before you are allowed
to perform a throw, and whiffing a jab over the opponent's head 
both cancels the run faster than simply trying to stop would and 
creates the illusion that you are attacking, making the opponent 
more likely to allow the throw. 










--Special Moves--




-Wind Slice/Double Wind Slice-




STRONG VS.


Rush attacks
Some Other attacks





WEAK VS.


Air attacks
Some Other attacks



-This is Geese's fireball. It comes out pretty fast, but the 
recovery leaves a lot to be desired. Depending on the matchup,
this is a move that you will either use very often or that you will
barely use in any given fight. For example against characters
with slower jumps that don't have any easy way to get past it, like 
Cammy and many of the lower tier characters, you can use this move
pretty liberally to control the pace of the match. However against a 
character like vega or blanka, who can either jump very quickly over 
it or use a torpedo type move to pass over it, this move
will be used only in safe, comboed block strings or in rare occasions. 
If you are going to do this in a blocked string on an opponent 
who has a torpedo move, fast jump, or level 3 super ready, or any 
character that has a good RC to punish it, you have to make sure it 
combos off of the move before it. So low roundhouse -> reppuken 
from anywhere other than very close, for example, is never safe 
against most characters and if the other player is alert you will be 
punished for it. However you can still use the move in block strings 
by buffering it off of a low fierce, close fierce, or towards+fierce, in 
which case the opponent will still be in blockstun and forced to block 
the reppuken. Roll cancelling the reppuken will allow you to use this 
move a little more liberally as a poke, however you will still be 
vulnerable to jump ins and rolls so caution must be used. 

The double reppuken(fierce version) used to have its uses 
before roll cancelling became prevelant because it was able to 
hit opponents out of their torpedo type moves, however 
the only use for it in modern play is as a RC or in a combo. 
Geese has better things to do in combos, either blocked or hit, 
so that use is kind of inefficient. However this move is very
handy as a roll cancel if you use a rolling groove. It is pretty 
damaging and will work as a reversal or an anti air if roll cancelled. I
t is still risky though and can't be used often against an alert opponent.










-Gaia Slash-




STRONG VS.


Air attacks
Rush attacks
Anti-Air attacks
Other attacks





WEAK VS.

Ground projectile attacks


-This is Geese's air fireball. Generally you will want to use 
the jab version exclusively if you use this move as it travels
slower and therefore controls the screen for a bit longer, 
however the fierce one does travel a bit faster so you can use 
that one from time to time if people are running under the fireball 
too easily. This is far from a safe move, anyone 
who can roll or who is alert enough to run under it can do a free 
combo on you. This move changes the trajectory of your jump, 
so it doesnt allow you to use it like Akuma's for crossups or 
to cover your jumpins(if it did Geese would be an insane character), 
but you can use it against the opponent's uppercut by jumping 
in then throwing it to move yourself back out of range of the 
uppercut and hit them with the fireball if you space yourself 
properly. 

There are some ghetto tricks you can use with this against a 
K/P groove player, since they cannot roll past it so easily, like 
jump back and throw several of these until the opponent 
wises up and runs towards you when you jump back. At this 
point stop throwing them and let the opponent run under your
jump, and then he will basically do the work of getting in close 
for you when you dont throw the fireball that time and
instead land on him with a jumpin attack. Clearly a ghetto trick 
but it works from time to time if you just keep it tricky, just
remember that if the K groove opponent is smart he will just sit 
and JD all these until he gets angry and then he can probably shut 
down all the fireball nonsense. It is generally not a good idea to 
give K groove free meter. Against P groove though you can get 
away with it more, it all depends on your preference. 

Another way to use it is to tiger knee the jab version(meaning to 
do it just a very small distance off the ground, by doing the 
motion on the ground as D, DB, B, UB+jab). This doesnt really 
seem very useful for many things, but it will give you frame advantage
when you land if you make them block it at poking range and 
then you can run towards or sweep them afterwards depending 
on if they block or try to poke. This method of attack will get you
killed however if they roll or jump at that moment so be cautious. 

The final and in my opinion most useful feature of this move is 
that if it hits an airborne opponent it will knock them down. This 
means that if you jump in and Just Defend a move that puts the
 opponent airborne, such as JDing their jump attack or some uppercuts, 
you can immediately use this move and score a knockdown. Using 
an air roundhouse will do more damage in this situation but not by 
much, and sometimes the knockdown is more important. 








-Upper/Mid/Lower Body Blow-



STRONG VS.


Varies






WEAK VS.


Varies




-This is Geese's only instant special move that can be used 
as a wake up. Each counter has different properties and counters 
different types of moves. If your opponent is at poking range
and they are abusing certain attacks, then you can use this move 
as a way to get close to them as long as the risk/reward is in 
your favor. If you guess wrong and they dont attack right when 
you think, you will be hit, so you have to weigh the options. For 
example if the opponent has a super charged don't do this kind 
of thing, as a missed counter will mean youll eat poke-> super. 
However if they don't, you can use it from time to time as all you'll 
usually eat is a poke if you miss, which isnt so bad. All the 
counters knock the opponent down without any option to safe 
fall, so you are able to use them to get close to the opponent afterwards. 

Light: The Jab version is the high counter, this works against 
any attack that must be blocked high, such as overhead hits
and jump ins. This also has the property of being the only counter 
that works on any and all special moves and supers. The only supers 
that this will not work on are projectiles like Sagat's Tiger Cannon 
or Guile's Sonic Hurricane. Note that even though some specials and 
supers hit low, this counter is the counter to use regardless, not the
low counter. For example Sagat's Tiger Raid is countered with this. 
Geese says "Too easy" and throws the opponent on the ground
behind him just like his kick throw. Since it is a throw, this move 
will usually give the stun meter time to reset and the 
guard meter time to start recharging. 

Medium: The Strong version is the mid counter, and is used to
stop any grounded normal move that can be blocked either low or 
high. Examples are Sagat's standing fierce, Ryu's low strong, or Blanka's 
low fierce. Geese says "Pathetic" and throws the opponent on 
the floor in front of him with his kick throw animation. Just like the 
jab version this is a throw that will not maintain guard bar or stun
meter damage. 

Strong: The Fierce version is the low counter, and is used to 
stop any grounded normal move that can only be blocked low. 
Examples are Cammy's low forward, Todo's towards+forward, 
or Kyo's low roundhouse. Geese says "Predictable" and
scoops up the opponent, flooring them with a palm strike. Note 
that this is the only counter that is a strike and not a throw, 
which means that it does not allow the guard meter to recharge 
or the stun meter to reset. In fact this actually adds stun, unlike
the others, and at 20 points it is a pretty large amount of stun too. 
If you can pull a low counter then land any jaienken combo on the 
opponent as they rise they will often become stunned. 







-Evil Shadow Smasher-




STRONG VS.


Many other Rush attacks
Very few Other attacks




WEAK VS.


Air attacks
Anti-Air attacks
Projectile attacks
Some Other attacks


-This is a 3-hit rush combo move. The command makes Geese
rush forward a certain distance based on the button pressed, 
and if he reaches the opponent he will go into a 3 hit combo 
that does heavy damage. You will use the short version of this
move the vast majority of the time as it comes out much faster and 
combos most reliably, and they all do very nearly the same damage. 

The main use of this move is fairly obvious, as an ender for a 
damaging combo. Another use of it that people often fail to 
utilize fully is its guard crushing power, this move does a lot 
of guard bar damage, especially when you are raged in K 
groove. Learn how much guard bar is low enough that the 
jaienken will break it, and if the opponent is at that point, dont 
be afraid to use this move to open up your free combo. The move 
can also be used as a dash, if the opponent is so far away that 
you wont reach him and the combo part of the move never comes 
out, however use caution doing this as if you get the actual move 
to come out accidentally you will be in trouble. 

As a RC this move still has the glaring weakness of huge recovery
time, but if it's guaranteed then this is good damage(for blowing
through a fireball for example). 







--Super Special Moves--



-Raising Storm-



STRONG VS.


Air attacks
All Rush attacks
All Other attacks
All Anti-Air attacks




WEAK VS.

Nothing...



-An EXTREMELY powerful move, and Geese's most recognizable 
Super Special. This move surrounds Geese and is basically 
indestructible to anything (still need to test this with Super Special 
Projectiles though...), and it comes out relatively fast to boot. 
Also note that a Level 3 Raising Storm, if it fully connects, 
can deal up to half an opponent's life. Though keep in mind 
that you're more than likely going to have to practice this move
due to its odd command input (seriously SNK.....what's up with that?!)

This super is extremely good as a level 3 as anti air. Levels 1
and 2 are iffy, as their invincibility runs out as or before the move 
starts hitting, meaning they can trade or be stuffed by jump ins. 
The level 1 version is mainly for use in ending custom combos. 
There are 2 main uses for the level 3, as antiair(which is the reccomended
use) and against your opponent's wakeup. If you are sure that 
the opponent will wake up with a roll cancel or an uppercut, or their 
own level 3 in most cases, you can use your level 3 and beat it as
they rise. They may block, and as you can see the move has a little 
recovery if blocked up close, but it is deceptive(like rolento's wire) 
and people usually dont punish blocked ones correctly, 
so if they do block it then you can usually have time to HCB counter 
the punishing move. Using this move against an opponent's wakeup
rollcancel is a risky move, especially if the opponent knows how 
to time his punishing jabs or super, and not recommended as a constant 
strategy,. Examples are Rolentos that like to wake up scouter jump when 
in the corner. Just be smart about this. This super is better for this 
purpose than the Deadly Rave because the DR won't hit the 
opponent properly if they are in the air. 

As for shortcut motions, you can do the super with HCB HCB HCF+
punch, DB, HCB, HCF+punch, etc, but I reccomend doing it exactly 
as the move description says. You'll get it down eventually and that 
really is the fastest way. You need to be able to whip this out on reaction 
to a jump in, so you need to do it as quickly as possible. Also always
do it with jab if you are in a groove where jab will yield your level 3, 
because if you mess up the motion you will get the high counter 
generally which may work against their jump in anyway. An important 
facet of Geese is being able to pull this move out at will from 
a standing position when the opponent jumps. Practice going 
from standing to Raging Storm as quickly as possible, many 
players must crouch DB first momentarily before doing the move 
and this telegraphs that you are waiting for a jump in. You need to be 
able to rush normally, standing and moving around, yet still be
able to execute this move if you bait a jump. If done correctly, you 
should be able to do this move in about the same amount of time 
it takes to do HCBx2. 







-Deadly Rave-




STRONG VS.


Nothing





WEAK VS.


Everything




-This is the super that you want to try to end your combos with 
whenever you can. It does extremely good damage and comes out 
quickly enough to combo off of your low forward even at long range. 
Also you can stop it just before the last hit and do any 
combo that you want afterwards and it will all link, allowing you to
do more damage and stun than normal. Generally if you can land a 
combo with this on the opponent you are going to virtually kill that 
character. Another good thing about this is it is safe completely if 
blocked as long as you do not continue pressing the buttons, in fact 
it gives you a pretty large frame advantage afterwards. Overall this is 
the bread and butter and what makes Geese so dangerous, whenever 
this super is charged he can virtually take your character out off of 
any connected hit. Be able to execute the combos using this as 
accurately as possible. Note that if this super hits an opponent in 
the air it will only hit once for very low damage, so it is always 
safest to try to incorporate this move into your combos. 

In order to combo this move off of low forward, or low fierce, just 
place the buffered move into super command. While you do the HCB
part of the super, press the button for the move you want to buffer 
while you pass through the down parts of the motion. For 
example: F, DF, D+fierce, DB, B, F, short. Learn it this way and youll be
able to pull this off with very high accuracy. 








--Strengths & Weaknesses--


Geese isn't one of the better characters in the game for nothing. He 
has tools to help him combat any type of fighter easily at his disposal, 
and can go from offense to defense and back again in a heartbeat. 
He's also a great character to bait opponents with and fluster them,
and also a great character for those who "like to hit and run" or like to 
relentlessly attack their opponent.

However, Geese still has his weaknesses. One of them, most noticibly, 
is how he leaves himself open after an attack if he doesn't connect with it. 
Every move, save for Raising Storm, will do this to him, meaning you'll 
have to learn the timing of each move and when to use it, and you'll need
to learn how to switch and vary between moves very quickly, as well as 
going from offense to defense to cover up this glaring weakness.






---The Many Faces of Geese: Combos, Setups, and the Rest---



---Geese's Basic Combos---


1. Close short OR Low short OR low jab, Low fierce, HCB+Short 

Each starting move has different situations. Close short is the 
fastest move Geese has coming out in 2 frames so use it when 
you are sure you are close enough to the opponent and looking 
for a counterhit or to punish something. If you are just a little 
bit farther away and arent sure you will get the close short(far 
short is not a move you want to get accidentally) then low jab is 
your move. If you need the combo to start low, for example 
after an empty jump in, then low short is the move to use. 
This combo adds a lot of stun damage. Also if the opponent's 
guard meter is flashing or almost flashing, feel free to do this 
combo even if blocked, as the HCB+Short will guard 
crush the opponent in that situation. 


2. Low jab x2, Low roundhouse xx QCF+Strong 

If you get a counterhit jab but are too far away to link the low
fierce and you dont have a super ready, then this is the combo 
you probably want to do. It'll knock the person down and let you 
get inside. The QCF+Strong won't hit but it is used to prevent the 
opponent from using safe fall, if your opponent doesn't have a
safe fall groove then feel free to leave it off so that you can
recover faster and have more time to move. Practice it because if 
you miss the link from jab to roundhouse, your opponent can 
hurt you in between the blocked roundhouse and the fireball. 


3. Close short OR low short OR low jab, low jab, low forward, 
HCB, F+Short (Deadly rave) up to 2nd to last hit, close short, 
close fierce OR low fierce, HCB+Short 

This is what you want to do every time you hit the opponent 
when you have meter. Opening move varies based on situation
just like combo #1, then you stop the deadly rave right before 
the last hit and do the link combo. You can use either close or low 
fierce in the ending link combo, low fierce is an easier link but 
close fierce does a little more stun damage. 


4. Crossup forward, close short, low fierce, HCB, F+Short(Deadly 
rave) to last hit, close short, close fierce, HCB+short finisher 

This is geese's dizzy combo. This combo will stun 60 stun 
characters all by itself as it does 65 stun damage. You can make 
it stun 70 stun characters by adding another standing short before 
the low fierce, however that will only hit fat characters that are 
crouching so you won't find yourself landing it very often. 
Anytime your jumping forward hits and you have meter you 
should go for this combo as it basically ends the life of whatever 
character it hits. The forward does not have to be a crossup for 
it to stun either, but if you connect your jumpin from the front it 
is best to replace the low fierce with a low forward to make sure 
it reaches. You will still do 61 stun this way, which is enough. 






---Blocked Strings---


1. Low short, low fierce, QCF+Strong 

This is a regular combo, but it also has uses as a blocked string. 
For example if you do a crossup forward into this string while 
you are raged in K groove then it will take off over half of the 
guard meter, and doing another string like towards+fierce into 
HCB+short will crush the guard. Note that the fierce will combo
into the fireball, so characters cannot simply roll over the fireball
if done this way. 


2. Towards+Fierce, QCF+Strong OR HCB+Short 

The major thing about this string is that it does a large amount 
of guard bar damage, especially if ended with HCB+Short. HCB+
Short is very unsafe so dont use it unless you know it will break 
the guard, but if the guard bar is already low enough that it will 
be crushedby HCB+Short then be aware of it and don't be afraid 
to use it. Dont end with HCB+Short near the corner unless you
know the towards+fierce will be blocked, because the jaienken
is so laggy that the opponent will be able to get up and punish 
you after HCB+Short whiffs over their body. 


3. Low jabx1-3, low roundhouse, QCF+Strong 

Be careful using this as it can be punished in between the low 
roundhouse and the fireball by most characters. Make sure that 
you hit with the tip of the roundhouse to minimize the risk. 




---Setups for the Geese---


1. Counterhit/throw 

The basic way that a rushdown character like Geese lands hits 
in CVS2 is through this. You make the opponent block a move that 
gives you a good frame advantage, like a close short or a low jab,
then you hesitate or walk forward a small amount and you create a
50/50 situation. You either throw them if you think they will continue 
to block or you press your close short or low jab again and do a combo 
off of it if you think they are going to try to press a button to stop
your throw. Your short or jab will counterhit whatever attack that 
they do because of the frame advantage from the blocked short or jab. 
At first you will land alot of counterhits on an opponent because it is 
the tendency of CVS players to mash jab when someone is close, 
but once you get enough combos on someone they will start blocking 
more and you can get throws. You can also set up a counterhit/throw 
50/50 when the opponent is getting up from a knockdown, or after you 
JD an opponent's move that gives you frame advantage. 

Basically the person has to guess when you are attacking, will he 
press low jab or close short and counter hit me to a combo? Or will 
he throw me, or if he is too far to throw me, will he run much
closer to me and continue attacking? If they think you will do option 
1 they have to block, if they think you will do option 2 then they have to 
quickly press a fast move to push you back. If they guess wrong then
they will either be hit with a combo, thrown, or you will gain alot
of ground on them and put them in the same situation all over again. 



2. High/low 

The concept of high/low with Geese involves a jump in or a low jump. 
You set up a jump in situation, like after a knockdown or jumping over 
an opponent's poke, and then mix up between a deep jump in 
forward kick into a combo, or omit the forward kick and immediately
press low short. The opponent will still be blocking high for the jumping
and be hit low. At first you will find that you will hit a lot with 
the empty jump into low short, then once the opponent sees that a lot 
then you will be able to hit him with the deep jump in. In order to make 
the most of this you have to learn to combo off of a low jump 
forward, so that if they block low too soon you can hurt them badly. 



3. Off a Kick throw 

The kick throw puts the opponent on the floor right next to you with
no ability to safe fall. He will lie there for a while allowing you to set up 
certain things. For example, timed properly, you can jump straight up and 
he will rise directly into the last frames of your jump. This lets you do 
a very good example of the high low mixup described above, and you 
can also jump just a moment sooner if you think they will rise with a 
reversal and be able to land and block it. Basically jump up, and 
either make them get up into a really super deep jump forward or a
low short, or  land and block, or land and throw again. 

Another option off of the kick throw is to do the same setup as above 
except using a low jump forward crossup as they rise. Basically the same 
tactic, just allows you to move to the other side of them. 

Any setup that can be done off of the kick throw can also be done off
of the high or mid counters, as those share the same animation. 

Note that when Geese uses his kick throw on a cornered opponent, 
an interesting outcome will occur depending on how far Geese is from 
the opponent when the throw starts. 

If Geese's throw is as close as possible, there is no change in the 
outcome of the throw. However, if the throw just barely connects, it 
sets up the possibility for a cross-up. The opponent will appear to 
be in the corner and safe from a cross-up, but they are instead a few 
pixels away from the edge of the screen, just barely enough to switch 
sides. This trick does not work on all characters, and is 
similar to the 2nd-player cross-up trick but can be performed by either 
player. 



4. Off of standing Roundhouse 

If you can use this attack at the right range so that you hit with the
later frames of it, then you can get frame advantage after it. From this
range, you have several options, like JD any attack they do 
if you arent sure if the range was optimal, counterhit anything they 
stick out with low jab, run up closer if they block after, or you can 
jump in also from this range if you think they will poke so that 
you can jump over the attack and get a crossup attack. 



5. Punishing Safe Fall 

A, N, and K Grooves all have the safe fall feature, which allows 
those grooves to recover quickly after being knocked down by 
most non-super attacks. However you can punish this if you hit the 
opponent just as they rise. The most common is two in one a 
connected sweep into a jab Reppuken. If the opponent safe falls, then 
the fireball will hit them. The same thing works with the towards+fierce 
and a strong Reppuken. Unfortunately, most of Geese's attacks allow 
the opponent to safe fall without much danger unless he is in the corner. 
For example an out of corner Jaienken, punch throw, or air fireball is a 
free safe fall. However if you have the opponent near the corner with 
any of these attacks keep an eye on it and take your free combo if they 
give it to you. The opponent cannot safe fall after your kick throw, any 
of your counters, your Raging Storm, or your Deadly Rave(however 
if you cut the DR short and finish it with a normal combo, they can safe 
fall then). 

One thing to note is that if your sweep is guaranteed(punishing 
a move or comboed off of jabs) and the opponent does not have
a safe fall groove or you don't think they will safe fall, then don't 
throw the fireball. There is no reason to and youll have more time 
to set up your attacks on the rising opponent. For example after a 
sweep you can jump in and do a high/low or crossup on the 
opponent if you dont throw the fireball, but if you do you 
won't have time to perform this safely. 



6. Anti-Air 

In general your antiairs against normal jumps will be low fierce 
or a Raging Storm. However if the opponent jumps from the tip 
of a long range jumpin, like Sagat's roundhouse, you really dont
have a move that covers this angle. Try to avoid this distance 
and JD if you must block. After you connect a low fierce antiair, 
you have a chance to attack the opponent as they land on their feet. 

If the opponent has P or K groove, then antiairing with a 
standing jab then following it up with your real antiair my be a
good idea from timeto time to absorb their JD/parry, since low 
fierce is very laggy. You can also meet them early with jump 
roundhouse or strong air to air, or throw them as they land. 

Low jumps are dealt with differently depending on the character. 
Close range low jumps can usually be countered by JD then 
close short, if they kicked early in the low jump like most people 
do this will give you a free combo, if not you will usually still
force them to block or counter hit them. Some characters you can 
still low fierce or standing fierce their low jump. From long range 
you may want to jump in on them as they low jump, forcing 
them to block your crossup after their low jump attack misses. 



7. Off Low Roundhouse 

After you do a combo ending in low roundhouse, or you hit the 
opponent with it in some other way that is a guaranteed hit like 
punishing a whiff in poking range, then most Geese players 
will always cancel to the MP Reppuken. I think this is a mistake, 
there are mixups you can do there that you are bypassing. Most 
opponents know not to safe fall after Geese's sweep because 
they are just taking a free Reppuken, so give them a reason to by 
using other setups here. After the sweep hits, if you don't cancel 
to the Reppuken and they dont safe fall, you can just hold 
up-towards them or superjump towards them and get good 
high/low mixups and crossups on them, or you can run right 
next to them as they get up. So the moral is if you connect your 
sweep, don't always cancel to the Reppuken. Eventually the
opponent will get tired of getting up into crossups and 
meaty stand short counterhit setups and they will start to safe 
fall again, at which point you can start hitting them with your 
Reppuken again. Make a mixup out of it instead of always doing 
the same thing and you will find that the opponent will start safe
falling again and you can get more damage. The ultimate goal is 
to scare the opponent of your up close game to the point where 
they always safe fall the sweep and just eat the fireball because 
theyd rather take the fireball and escape than get up into a menacing 
looking point blank Geese. 



8. Anti-roll 

How you punish rolls will depend on the character and the range. The 
easiest way to punish a roll that is going to land out in front of you is 
with your low jab into a combo, either low forward xx super, low fierce 
xx jaienken, or a sweep. Learn the timing on this so that you can avoid eating 
a lot of roll -> super nonsense. 

If the roll is going to go through you and cross you up, then it is usually
safer to simply use your kick throw to counter it. Attempting to poke a 
properly distanced one during recovery will sometimes
make you attack the wrong way and is somewhat dangerous. 

Another point to remember is that if you know for a fact that the opponent
is looking to roll -> custom or roll -> super you, don't always punish the roll 
even if you can. It is often better to let them do it and then avoid the custom 
or super at the last moment, this way you get to both punish them and make
 them waste their meter also. 



9. Hit Confirmation 

It is an important skill in your attack patterns to be able to determine 
whether your combo is hitting or not and then continue it or not based on 
that. For the most part this will require a 2 hit combo to lead 
into a special move, like a Jaienken or a Deadly Rave, then if you see that 
it isn't hitting, just don't do the laggy special move. If you cannot or do not 
hit confirm then you will either have to end your close combos with a strong 
Reppuken for less damage/stun and no knockdown, or you will have to guess 
and risk getting your Jaienken blocked. Use Random Guard in the training 
mode to practice confirming hits, you'll use this a lot when you are fishing
for counter hits. Here are some examples: 



9a. blocked close low jab, run in close short, low forward <-(hit confirm), 
HCB+short 

The low jab gives you the most frame advantage afterwards(+8) so using it
to set up counter hits is usually your best option. After the opponent blocks
the low jab, then they have to guess whether you are going to go for a kick
throw, or run in quickly and press close short. Close short is your fastest 
move at 2 frames so you want to use it to actually score the counter hit. 
Then you start the HCB motion and press/hold low forward during it, and 
watch the opponent. If you see the 2 hit combo of short-> low forward is 
hitting, then just finish the HCB and press short and youll get a 5 hit combo 
with a Jaienken. If you see that they continued to block, then just dont press 
short and cut the combo off at the low forward kick. This way, if the combo is 
blocked, you are still at +1 off the low forward and can continue attacking, 
but if it hits, you'll do hefty damage with the full 5 hit combo. You can 
replace the low forward with a low fierce and the combo will work from farther
away and do more damage, but you are in a worse position after it is 
blocked, so use this when you have a good feeling you will hit. 



9b. blocked low jab, run up low jab x 2 <-(hit confirm), low roundhouse 

Same as before, but you can't combo the Jaienken from far away so in 
those situations if you are meterless you should probably just end with a 
sweep. If you see the jabs blocked, then stop there and continue 
your attack, but if they hit, then floor the opponent with the sweep and set 
them up from there. 



9c. blocked low jab, run up low jab x 2 <-(hit confirm), low forward, Deadly 
Rave 

Same as 9b but with a low fwd xx super at the end instead of the sweep, for 
use when you have meter. 



10. Anti-Counter Attack 

A C-Groove opponent and to a slightly lesser extent an N-Groove opponent 
will give you problems with their Counter Attacks. Many characters like Rolento
have very abusable Counter Attacks and they will use these when you are about 
to crush their guard to escape the situation and even put you on the 
defensive, giving their bar time to recharge. These attacks can be very 
difficult to avoid, but if you know that the opponent is looking to use a 
Counter Attack then there are many things you can do to maintain the 
offense and even make them waste a level of meter in the process. 

First off, the easiest thing to do would be to simply throw the opponent. If an 
opponent is looking for a chance to Counter Attack then they are often 
susceptible to throws being mixed into your attack patterns while they are 
waiting to block something. This is damaging but it carries all the risks of a 
throw attempt, and is only possible at close range. You will face many of 
your Counter Attacks from a range where sneaking in a throw would be too 
obvious due to distance, but if the opponent is looking to Counter Attack 
you as he is getting up off the floor, for example, then you can often 
throw them back down as they rise. 

Many Counter Attacks are not safe when blocked, or are not fully invincible 
for the entire startup and can be interrupted by continuous attacks. Examples 
of unsafe Counter Attacks would be Sagat or Vega, whereas the only 
interruptable Counter Attack would be Blanka's. Against Blanka if you 
suspect a Counter Attack, rapid jabs will counter hit his Counter Attack, 
against a character whose Counter Attack is unsafe, you can bait it using
a jab or short, or a deep jumpin then block, which will give you time to 
block the Counter Attack and then retaliate with a combo. Better yet, the 
Counter Attack will have drained both their guard bar and their meter, so 
when they get up from your punishment combo they will usually be ripe 
for a guard break and another free combo. 

The real problem Counter Attacks are characters whose Counter Attacks
are safe when blocked, or even worse, who get actual frame advantages
from blocked Counter Attacks. Luckily there are only 3 characters(Rolento, 
Yuri, and Raiden) whose Counter Attack gives frame advantage, and only 
one of them is considered a higher tier character. Often you will have to Just 
Defend the Counter Attack to punish it, but in some cases you just cannot 
punish a Counter Attack even with a JD. Following is a list of characters 
whose Counter Attacks are unsafe when blocked, safe when blocked, 
and finally those that are safe even when Just Defended. 

Unsafe when blocked: Ryu, Ken, Dhalsim, Balrog, Vega, Sagat, Sakura, 
Cammy, Morrigan, Dan, Maki, Kyosuke, Yun, Kyo, Iori, Terry, Ryo, Mai, 
Kim, Geese(use low roundhouse, difficult), Rugal, Vice, Benimaru, King, 
Joe, Athena, Rock, Haohmaru, Hibiki(use low roundhouse, very difficult), 
Chang(use low jab, difficult), Bison(low jab, very difficult), Nakoruru(low
jab, very difficult), Todo(low jab or forward, but only if very close) 

Safe when blocked: Chun-Li, Guile, Zangief, Honda, Blanka, Eagle, 
Rolento(+10), Akuma, Yamazaki, Raiden(+3), Yuri(+10) 

Safe when Just Defended: Guile, Eagle, Raiden, Yuri, Rolento 

If Just Defense won't work then things are more difficult. You will have 
to use your super or your high counter if you anticipate a Counter 
Attack. Note that Counter Attacks count as special moves and 
are countered with Jab. 

Basically you will use your jabs to bait the counter attack, then input 
the super or high counter command immediately afterwards. Dont 
buffer it, time it more like a link, because if you cancel to super too 
quickly, sometimes the oponent can still block even though they 
already used their Counter Attack. I am not sure why this happens,
but if you buffer a cancellable move to Deadly Rave and they 
Counter Attack the normal move, they will somehow block the super
(the Counter Attack takes meter and sparks, but doesn't come out). So 
instead use your jabs/shorts then perform the super/counter 
motion immediately after your jab/short recovers, if done this way your 
super will always connect. 






---Groove Specific Strategies---



---C-Groove ---


Geese doesn't really use the features of C Groove to his advantage as 
much as some other grooves. However if you want to use him in this 
mode you do have the advantage of a pretty fast charging level 3 that 
will always be ready, and that is the main advantage of this, as well 
as air guard and plentiful Counter Attacks. 

The only level 2 cancel that Geese really has is level 2 Raging storm
xx level 1 Raging storm, and the level 2 raging storm has very low 
invincibility(it can trade with jumpins sometimes). 

As for your counter attack, it is fast enough that it will not trade or lose 
to anything and it will usually not be blocked. The weakness is it is short 
range, so you cant counter pokes with it unless you are very close. 
Off of a counter attack, you can floor the opponent in a position to set 
up a very deep crossup high/low, which is good, however the down side
is you just burned a level of meter, so you cant do your strong level 3 
combo if you hit the opponent in this situation. 

Air guard comes in handy at times and C/A grooves have fewer takeoff 
jumping frames, allowing you to jump a little faster. 


---VS C-Groove ---


The main things to watch out for from a C-Groove opponent are frequent 
Counter Attacks and their ability to sit on their level 2 or 3 supers 
indefinitely. Be aware of the opponent's meter and play accordingly, and 
if they rely heavily on the Counter Attack when you are raged then bait 
it and hurt them with your Raging Storm, counter, or Just Defend. An 
opponent who Counter Attacks alot will have a very low guard bar. Air 
blocks take off alot more guard bar damage than ground blocks, so if you 
can force air blocks out of the person then you can break them fast. 



---A-Groove ---

(Combos courtesy of MrSNK on Shoryuken.com) 

A groove Geese has alot of the same problems as C groove, like lack of 
mobility and offense, but his customs can be very damaging. One down 
side of his customs however is that in order to do the most damaging ones 
you must be at point blank range so that your fierces can connect quickly, 
so it is difficult to use your custom at sweep distance like many other 
characters can. Also his anti air custom is somewhat difficult and unreliable. 
It is possible to hit confirm your custom by linking just like a normal link 
combo, i.e. low jab, activate CC, low fwd or fierce will combo if done 
properly.



Combos: 

Basic B&B (anywhere) 

CC, [HP(c)x3-c.HP-HK(f)]x2 -> HCB+LK(2-hits)x5 -> HCB+LK(3-hits) -> d/b,
HCB,d/f+P 

9024 (tested vs A-Todo) 26-hits, +0 stun 

For how easy this combo is, it definitely pumps out major damage. Make 
sure you don't accidentally c.HK after the c.HP, you have to go to neutral to 
perform the HK(f). After the second HK(f), go into the HCB+LK's. After 
peforming the 6th HCB+LK, start doing the Raging Storm (d/b,HCB,d/f+P)
motion, and hit the button once the last hit launches. If, by some reason, 
you are not in the corner for the final HCB+LK, the super will only connect
for one hit! 


Variation: Multi Palm Press -> Jaieken (anywhere) 

CC, HP(c)x8-HP(f) -> HCB+LKx8(2-hits) -> d/b,HCB,d/f+P 

9284 (tested vs A-Todo) 28-hits, +0 stun 

Instead of using the HP(c)x2-c.HP-HK(f) link from the above combo, this 
variation relies on extremly quick close HP's to get the job done. On 
average, you should be able to get around 5 or 6. With perfect timing you 
can actually go past 10. While the combo listed here is a bit harder than 
average, it's worth it to get the timing down. Even if you only get HP(c)
x7-HP(f), you'll still do over 9000 damage. 



Super-Jump Anti Air (anywhere) 

CC, HCB+LK(1-hit)-c.HP-c.LP(whiff), sj.MK-MK (land), [sj.HKx4 (land)]x2, 
HP(c)x2-c.HP, HP(c) -> d/b,HCB,d/f+P 

7060 (tested vs A-Todo) 19-hits, +0 stun 

This is a pretty tricky anti-air custom for Geese that isn't really that 
reliable. A more reliable variation uses 2 sets of sj.HKx3, but it does 
a bit less damage. Either way, the hardest part is canceling the HCB+LK 
on the first hit, right into the c.HP-c.LP(whiff). From there, do the 
superjump sequences as fast as possible. This will take you from 
full-screen to the corner. 



Style Element (anywhere) 

CC, c.MK-c.HK-c.HP-LK(c)(whiff), sj.MK-MK (land), [sj.HKx4 (land)]x2, j-up.
HP(2-hits)x2 (land), d/b,HCB,d/f+P 

7760 (tested vs A-Todo) 20-hits, +0 stun 

Although this combo looks difficult, it's really quite easy. You only need to
concentrate on getting the superjumps out. After connecting c.MK-c.HK-
c.HP-LK(c)(whiff) sequence, quickly superjump towards with MK-MK. 
This leaves the close to you as you land. Rejump and do two sets of HKx4, 
land, and the opponent will now be in the corner. Jump straight up and hit
HP twice, letting it hit 2-times each. Land again, super. 



Chip & Crush (anywhere) 

LK(c)x2, CC, c.MK -> HCB+LK(2)x11-HP(c)-f+HP -> HCB+HK (crush), 
HP(c) -> HCB+MK 

40% (200x11+350 + combo) (tested vs A-Todo) 100% guard crush 4-hits, 
+33 stun 

This is Geese's chipping and guard-crushing custom. While it doesn't 
chip that much damage (about 10%), it will always crush the opponents 
guard if done correctly, thus leaving them open for a free follow-up combo. 
The reason LK(c)x2 is used before the CC starts is because without it, 
the CC sequence won't crush the guard completely, unless its done vs 
P or K-Groove. The trick to getting this sequence to crush in any groove
is the final f+HP. It must hit outside of the custom sequence. In order to 
make it so it's not rollable is to chain it off the last HP(c) while in custom, 
then the meter runs out right before the f+HP connects. If done correctly, 
the follow-up Jaieken will crush on the final strike. From there, stand HP(c)
-> MK Jaieken for the free damage! 



Crush Only (anywhere) 

CC, c.MK -> HCB+LK(2-hits)-f+HPx13 -> HCB+LK(2-hits)-HP(c)-f+HP -> 
HCB+HK (crush), HP(c) -> HCB+MK 

25% (200x2 + combo) (tested vs A-Guile) 100% guard crush 4-hits, +33 
stun 

While this version doesn't do much chip damage, it will crush any 
characters guard in any groove. The only tricky part is canceling the first 
HCB+LK on the second hit, right into the f+HPx13. The ending sequence 
is identical to the Chip & Crush sequence. Make sure the final f+HP hits
outside of the custom. 



---VS A-Groove ---

A-Groove is a difficult groove to fight for K Geese, or any K character for 
that matter, because many customs are very dangerous whether they hit 
or are blocked. Once the opponent has a full meter, many methods of offense
that you use become very dangerous. Learn to bait customs and jump up or
backwards at the moment that they are done in order to make them waste their
meter and possibly give yourself a free jumpin combo while they cannot block. 
When their meter is not ready then be aggressive and do as much damage as 
possible in the time that you have. You unfortunately have to rush very 
carefully and sparingly when the meter is there, however. 

If you Just Defend the first hit of most customs, you will often have time to 
perform a counter or a super on them before their 2nd hit will come out. So 
if you must block then try to JD the first hit, otherwise you'll have no escape
from the blocked attacks. 

Learn the situations that A-groove players like to activate their custom and
try to make them waste it whenever possible. The A-groove meter is like a time
bomb but if you can defuse it then usually the character itself is not so hard 
to defeat. 



---P-Groove ---

Geese is a pretty good P-Groove character. The main thing that you look for 
in a P groove character is, can they make the most of their parries, and Geese
certainly can. Parrying an attack into a Jaienken or Deadly Rave combo is a 
very intimidating threat, and the parry gives Geese the ability to stop certain 
tactics that otherwise give him trouble(like his lack of a ranged anti air). 
Also if you are skilled with the parry you can use it as a way to get in on 
the opponent by jumping and parrying their anti air attempts. Also P 
Groove retains low jump and the ability to store your level 3 so that it is 
always ready for when you land a combo. 

Disadvantages of this choice are the slow building super bar, the lack of a 
run, and the difficulty of execution. In many top tier matchups, you will 
basically have to parry something to get inside, and parry is much more 
risky to execute than a Just Defense. However if you are comfortable with 
P Groove then Geese does pretty well in it. 



---VS P-Groove ---

One thing to be careful about against P-Groove is being predictable with 
your low fierce anti air. If this gets parried it recovers so slow that that 
the P-Groove person can do a whole jump in combo on you. To counter
jump in parries you can hit them low when they land, jump back with 
roundhouse as antiair, use standing jab to absorb the parry and then 
pressing low fierce or using your counter to catch the follow up attack, 
or you can throw them when they land. 

Note that you can parry any ground attack down except for some specials 
and standing mediums and heavies which must be parried forward. So 
you can counter a down parry with a standing fierce or roundhouse, 
and counter a towards parry with a low hit. 



---S-Groove ---

There really dont seem to be any redeeming qualities of S-Groove Geese. 
His dodge attacks are both very bad, especially the punch which is the 
only one that is bufferable to special moves. Geese is also a character
that lives by comboing his level 3 super, and getting level 3 supers in
S-Groove is not an easy task at all. To top it all off the only level 1 that 
he has unlimited access to in red life is the Raging Storm, which is 
very weak as a level 1 super. Only redeeming thing is that you have 
run available, however that is also in N or K groove making this groove 
somewhat pointless. 



---VS S-Groove ---

More often than not S-Groove opponents are pretty easy to beat, 
because they rarely get the chance to use a level 3 super and that 
is really a huge disadvantage. Be aware that the only way to hit the
dodge is to throw it, it is instant and recovers safely. Don't let the opponent 
charge their level 3 when they are in desperation life if you can help it, 
since S-Groove level 3's hurt very badly. 



---N-Groove ---

N-Groove Geese is a pretty good choice. You have all the offensive options 
that a character like Geese likes to have, like run, low jump, and roll, as 
well as access to roll cancels and counter attacks. This is a pretty solid 
choice. Another advantage being that unlike K-Groove you can choose 
when you will power yourself up, so you can use it when the opponent's
guard is about to break or when you are in some similar good position. 

However in certain very common matchups, N-Geese has a very hard time. 
One of Geese's weaknesses is his midrange game, dealing with low jumps 
and strong pokes that keep him from closing in. You dont possess a mid 
range poke that is safe that can really compete with characters like Cammy 
or Sagat. N-Groove has all the tools necessary to deal with these things 
but you must always do something somewhat risky to approach the 
opponent, your roll is not very good and your counter attack is only
going to help you in close range. So you are basically stuck having to
force whiffs from your opponent, like Sagat for example, so you can run 
towards him or knock him down, which makes things somewhat difficult. 
Certain characters that are easier to beat in K-groove become very very 
strong against N-Groove Geese due to his inability to deal with their pokes
safely, Cammy, Sagat, and Blanka, all very common choices, have this 
problem. The only way that you are going to make N-groove work well 
against those characters is if your ground game is much stronger 
than that of your opponent, for example your opponent must be predictable 
enough that you can easily force him to whiff or trick him into getting 
caught by your counter. Also, this Groove does not break guard as easily 
as K-grooveeven though your level 3 super does more damage between
the two. 

However this is the only groove that has both roll cancels and run, so if you
like to have both those options it might work for you. 



---VS N-Groove ---

Fighting N-Groove is alot like fighting K-Groove except instead of Just 
Defend it has roll and Counter Attack. N-Groove cant really spam Counter 
Attack as much as C-Groove so it is not something you have to be too 
worried about usually, but be aware of it. 

One thing that N-Groove has that can give Geese problems is Counter Roll. 
Anytime you do a guard crushing string on N-Groove that ends in a 
special move, either a fireball or a Jaienken, Counter Roll can really mess 
you up badly if they predicted it. All they must do is Counter Roll your 
fierce, low roundhouse, low forward etc. and they will come out right 
behind you and able to easily punish your special move with whatever 
they want. Learn to bait the Counter Roll if they use it this way by
replacing two in ones occasionally with low shorts or forwards buffered 
into nothing to bait them. You can punish a Counter Roll the same 
way you punish normal rolls, with a combo or a throw. 



---K-Groove ---

In my opinion and the opinion of many people, this is Geese's strongest
groove. You get everything that you need to have and lose things that 
really are not particularly important. Geese does not really have a dominant
RC move that is necessary for his game plan, so losing roll is not a 
particularly crippling blow. 

There are 2 huge advantages to K-groove Geese. First, being raged helps 
your game plan immensely. Geese does absolutely ridiculous guard crush 
damage when he is raged. By using standing roundhouse, towards+fierce, 
and wise use of your Jaienken, you can crush an opponent's guard in 
only 2 series' of attacks, and in order for the opponent to stop you they 
must risk pressing buttons and getting counterhit into your super. Basically 
once you become raged, your opponent has to play perfectly 
and even the smallest mistake can cost him a great deal of life. If he 
attempts to simply turtle until the time runs out you can give him a rude 
awakening by the speed at which you can crush the guard bar. 

The 2nd advantage that you have is the Just Defend. Alot of matchups 
that give every other Geese insane problems become manageable when 
you are able to Just Defend well. For example, against other versions of 
Geese, Sagat can abuse his standing fierce punch on you constantly, and 
all the methods that you have to stop him involve you committing to a 
high risk attack. However, K Groove Geese can simply advance into his 
range and JD the fierce and get a free sweep or even a low forward -> 
super combo! This helps that matchup a great deal. Cammy's roundhouse 
is similar to this, it can give Geese fits but if you can JD it, then you get 
to hit her for free. Some characters like to harass Geese with their low
jump attacks and press the button very early to take advantage of
Geese's fairly tall crouching animation. Other Geeses have a pretty 
hard time dealing with this tactic but K-Geese can simply JD and get 
frame advantageon the opponent when they attempt this. The ability to 
JD in the air also gives you some leeway in jumping in on the opponent. 

To show how quickly Geese can guard crush when raged, here are some 
guard crush strings against an A-groove character. Keep in mind that P 
and K-groove characters' guard bar crushes even faster than this. 

K-Groove Guard Crush strings 

1. Crossup forward, low jab x 2, towards+fierce, QCF+Strong (60% Guard 
bar damage during rage) 

This pattern takes off 60% guard all by itself! The only place where it is 
escapable is between the jabs and the towards+fierce, but in order for the 
opponent to stop it he has to press a button very quickly between the 2 hits. 
Mix it up with this, and going for a counterhit into super combo after the low 
jabx2 in case they are trying to hit you out of the towards+fierce. You'll find 
that once you counterhit someone a few times, youll be able to force them to 
block the towards+fierce alot more often. 


2. Crossup forward, low jab x2, towards+fierce, HCB+Short (75% Guard bar 
damage during rage) 

Same as above, but ending in Jaienken. Be aware of the opponents guard 
meter. If the Jaienken will break it, then dont be afraid to do it! This is a 
common mistake and costs many Geese players guaranteed guard crushes. 
To show just how strong this is, if your opponent has blocked a low forward 
or roundhouse into a fireball and then you land this, those 2 series of attacks 
alone will crush the guard completely. If you see the opponent has his guard
bar around half full (the level that you get from blocking 2 fierces and a 
forward while raged), then towards+fierce, HCB+Short is a free guard crush 
from that point, even though the guard isnt even close to flashing. 


3. Stand roundhouse(hit with later frames), low roundhouse, QCF+Strong 
(60% Guard bar damage during rage) 

This is something that you can use occasionally, depending on the 
opponent's meter and character. Dont do something like this to Blanka ever 
or any other character with a torpedo move as they will just fly over your
fireball and hit you. Most characters can kill you with a level 3 super also. 
However if there is no meter for your opponent, then some characters you 
can do this to and all they can do is jump up over the fireball. Something to 
do every now and then when you think the risk is worth it, but dont spam 
it or the opponent will catch on really fast. 


4. (cornered opponent)Jumpin roundhouse, towards+fierce, QCF+Strong, 
then mixup between 1.(run towards opponent, low fierce, HCB+short) OR 2.
(jump towards forward, low fierce, QCF+Strong) (100% Guard bar damage 
during rage) 

This will break the opponent's guard from full. Sticking points are, the 
opponent can escape after the first fireball. However the opponent has to 
pay attention to whether you are going for option 2, which he must wait 
and antiair, or option 1, which he must stick out a ground move to stop. 
Mix up randomly between those 2 patterns. Your opponent will have to look 
for the run or the jumping, and if they are looking for the wrong thing, then 
you will often be able to make them block the 2nd series of attacks, resulting 
in a guaranteed break. You can also guard break the opponent by replacing 
the low fierce -> jaienken with stand roundhouse, low roundhouse, QCF+
Strong, but watch out for reversal supers between the low roundhouse and 
the last fireball. Most important thing is to mix up how you get in for the 2nd 
set of attacks according to your opponent's habits and what you think they 
are looking for. Also youll find that if they are a bit slow in sticking out 
their attack, the low fierce will beat it and youll get a nice jaienken combo 
on them and put them on the floor in the corner, waking up into a guaranteed
guard break to super. Thats 100% damage on most characters. 

You note that I use the low fierce instead of the towards and fierce for the 
ground version, that is because if you do towards+fierce, HCB+short in the 
corner and the towards+fierce hits, then your opponent will have time to 
stand up and punish your Jaienken, both with safe fall and without. So it 
is best not to do that particular string in the corner. 


5. Crossup fwd, low short, low fierce, QCF+Strong, then mixup between 1.
(run towards opponent, towards+fierce, HCB+short) and 2.(run towards 
opponent, superjump crossup fwd, low short, low fierce, QCF+Strong) 
(100% guard bar damage) 

Sort of similar to the one above but done outside the corner. You have to 
make sure and mix up your approach for the 2nd series of attacks so that 
you dont always get antiaired or punched in the face as you run in. 

Anyway once the opponent is scared of getting guard crushed then they 
wont try to turtle up against your raged time as much, and you will be able 
to land alot more combos on them during this time. BE AGGRESSIVE while 
raged, you take less damage and deal more during this time so use it. Take 
a few hits if you must, it is worth it if you can penetrate their defense just 
once and land a guard crush or a counterhit to super. 



---VS K-Groove ---

Fighting K-Groove with Geese requires some changes to your patterns. The
main difference is that you can't use your standing roundhouse nearly as
much unless you distance it carefully. Only long range standing roundhouse
is safe from Just Defense, too close and youll be hurt badly. From any range 
a JD'ed roundhouse gives the opponent frame advantage, so just be careful 
using it too much. Your standing far fierce is safe even if JDed, as is your 
low forward. In order to take advantage of a K-Groove player you have to 
use moves that you keep frame advantage even if they are JD'd, and make 
the opponent try to attack you afterwards. You will then be able to 
counter hit him and keep attacking. For example if they JD a low jab, close 
short, low short then you can press them again and counterhit them if 
they try to retaliate after the JD. Also you can get away with throwing a 
bit more against this Groove in general. 

Dealing with jumping JD's can be sort of tricky. If you low fierce them and 
they JD it then often you'll be put in a bad situation where they can hit you 
or youll be forced to block their jumpin. You can stop jumping JD's by 
antiairing with standing jab, then low fierce them afterwards and mix up 
the timing(or you can run behind them if they are looking to JD again), or 
you can simply throw when they land. 

As for the rage meter, you should play more conservatively when it is 
active for your opponent but it is a mistake to blatantly run away from it 
in most cases. Your guard meter will deplete quickly when facing a raged 
character so just turtling and waiting it out is often playing into the other 
person's hands. Play normally and dont let it psych you out too much, just 
be a little less daring and take less risks. 

Your moves that become unsafe if JD'ed: standing roundhouse when too 
close, standing forward, low roundhouse, low fierce, close fierce, standing 
strong, 
------------------------------------------------------------
V.      Haohmaru [SNK05]



-Introduction-


One of the two playable Samurai Shodown characters proves to be
quite a powerful adversary, but is pretty slow in most of his attacks.
Learn his speed, and you'll be able to beat anyone, Samurai Style!





-Movelist-



-Specials-


Secret Cyclone Slash.......................................QCF + P


Fake Cyclone Slash..........................................QCF + K


Secret Crescent Moon SLash.........................DPF + P


Secret Earthquake Slice....................................QCB + P





-Super Specials-



Slash of Supreme Judgment..............................QCF, D, D-F + P


Flame of the Conqueror......................................HCB, F + P
(Level 3 & MAX only)





-Movelist Breakdown-




--Normal Attacks--


-STANDING-






-CROUCHING-






-JUMPING-




--Special Moves--



-Secret Cyclone Slash-




STRONG VS.


Rush attacks
Anti-Air attacks
Many Other attacks




WEAK VS.

Air attacks


-An alright move, if it weren't for the ridiculously slow startup and 
recovery on it. It's a good move to counter several moves with if you're 
across the screen, and varying between the different versions of it can 
help, but don't rely on it too much. If you're across the screen from 
your opponent, throw one of these out, and if your opponent jumps at
you, try to use a LP Secret Crescent Moon Slash or a LP/MP Secret 
Earthquake Slice to counter, or a normal move, whichever you feel 
would help in the current situation.






-Fake Cyclone Slash-




STRONG VS.


Nothing




WEAK VS.


Everything



-So....this move does nothing. Then you must wonder, what's the point 
of this? Well, remember how Secret Cyclone Slash has that glaring 
weakness of having a horrible recovery time? Well, this move cuts that 
time in half by not performing the attack part of Secret Cyclone Slash 
(yes, that's right....it's a Feint move!), and allows Haohmaru to bait his 
opponent and gives him more freedom to defend or attack as well.







-Secret Crescent Moon Slash-



STRONG VS.

Air attacks (save for Air Projectiles)
Other attacks
Rush attacks




WEAK VS.

Projectile attacks
Anti-Air attacks (if missed or blocked)


-A rather decent move due to its reach, but bad due to its recovery time. 
You'll only want to really use this move as a combo finisher or right as 
your opponent uses an attack that you can easily counter with by using 
this move.






-Secret Earthquake Slice-




STRONG VS.

Rush attacks
Air attacks




WEAK VS.

Many Other attacks
Projectile attacks
Anti-Air attacks


-A relatively powerful move, and one that adds variety to Haohmaru's 
offense. LP version has Haohmaru hit right in front of him, MP version
 has him hit about 1 character worth in front of him, while SP hits mid 
screen. Unlike most of Haohmaru's moves, this one comes out pretty 
fast and has a relatively fast recovery time. One of the better moves
in his arsenal, to say the least.






--Super Special Moves--




-Slash of Supreme Judgement-




STRONG VS.

Air attacks, save for aerial Projectiles
Majority of Rush attacks
Several Other attacks





WEAK VS.

Projectile attacks



-This is more than likely going to be your combo finisher with Haohmaru.
Good thing about this move is, it deals a lot of damage, especially with
K-Groove Haohmaru or a Level 3 C-Haohmaru. Not only that, it can cut
through just about any attack. The downside? It's slow, and it's easily
avoidable, plus it has bad recovery time. Also, if your opponent is just
inches from death, this move is good to use to deal chip damage.

Also note that those who are great a Parrying....this move shouldn't be
tough to parry at all.






-Flame of the Conqueror-




STRONG VS.

All moves





WEAK VS.

Nothing really...unless it misses.



-An extremely powerful attack that has invincibility built right into it.
However, don't let this invincibility and high power of this attack bait
you! It's got pretty bad startup and recovery times, and is EXTREMELY
easy to block or avoid. If you're playing 3v3, it's best to save special for
the next person on your team or use Slash of Supreme Judgement instead
of this move.







--Strengths & Weaknesses--


Haohmaru is by far one of the more powerful offensive characters in the game.
His Standing SP alone is a force to be reckoned with (2 hits will crush guard,
and 2 direct hits will more than likely stun anyone), most of his moves, when
timed correctly, are pretty tough to avoid, and just about all of his attacks
deal pretty good damage.

So what's the flipside to using Haohmaru? Well, for starters, as with most
characters that have high attack power, he's relatively slow and has bad startup
and recovery times on several of his moves (most noticibly, Secret Cyclone Slash
and Flame of the Conqueror). Most of his attacks can be easily dodged, save for
a select few that actually do come out fast.




--Battle Strategies--


Haohmaru is definently one of those "in your face" fighters: He just keeps
going with no end in sight. However, there will be times when you DON'T want
to get in someone's face, for example like Vega, Nakoruru, or Mai who just plain
outspeed Haohmaru. Also, keeping Haohmaru in anything but close range can
prove to be fatal for him, since the only way he can fight back in far range is
by using his incredibly slow Secret Cyclone Slash. In Mid range, he has a bit
more tools to use, such as Secret Earthquake Slice, Standing SP, Flame of the
Conqueror, and Secret Crescent Moon Slash. Try to avoid having him at
Far range, unless you want to try and bait opponents using a combination
of LP and SP Secret Cyclone Slashes and a few Fake Cyclone Slashes.
------------------------------------------------------------
VI.     Hibiki [SNK06]



-Introduction-



The sole fighter from The Last Blade makes an appearance here. Safe
to say, she's not to be taken lightly....





-Movelist-



-Specials-


Distance Slash............................................QCB + P (Chargeable)


Piercing Moon Pounce..............................DPF + K


Malding Being Blade..................................HCF + K


Narrow Escape.............................................Kx3


Essential Crunch (during Narrow Escape)
......................................................................F + K


Essential Crunch (during Narrow Escape)
......................................................................B + K




-Super Specials-



Heavenly Spirit of Victory........................QCB, D-B, F + P


No Fear Feint..............................................F, HCF + P
(Level 3 & MAX only)


Going My Way (Root-1)..........................HCB, F + LK, LP, MP, SP, LP,
MP, SP, LP, MP, QCF + SP
(Level 3 & MAX only)


Going My Way (Root-2)...........................HCB, F + LK, LP, MP, SP, LP,
MP, SP, LK, MK, QCF + SK
(Level 3 & MAX only)


Going My Way (Root-3).............................HCB, F + LK, LP, MP, SP, LK,
MK, LK, SK
(Level 3 & MAX only)





-Movelist Breakdown-




--Normal Attacks--


-STANDING-






-CROUCHING-






-JUMPING-




--Special Moves--



-Distance Slash-




STRONG VS.




NO EFFECT VS.




WEAK VS.





-Piercing Moon Pounce-




STRONG VS.




NO EFFECT VS.




WEAK VS.








-Malding Being Blade-




STRONG VS.




NO EFFECT VS.




WEAK VS.






-Narrow Escape-




STRONG VS.




NO EFFECT VS.




WEAK VS.







-Essential Crunch-



STRONG VS.




NO EFFECT VS.




WEAK VS.






--Super Special Moves--



-Heavenly Spirit of Victory-




STRONG VS.

Rush attacks
Very few Other attacks




WEAK VS.

Air attacks
Projectile attacks
A lot of Other attacks
Some Anti-Air attacks


-As fast and powerful as this move can be (see the devastating
results of this move with K-Hibiki!), it's relatively easy to block
or dodge unless you know exactly how you want to plan this
move out. It's a great countermove for many attacks (for example,
against say....the start of a Shoryuken that's right by you, or
against characters like Zangief). If blocked, it leaves Hibiki
wide-open to a Throw or powerful counterattack.





-No Fear Feint-



STRONG VS.

Close moves (save for Throws)



WEAK VS.

Air attacks
Projectile attacks
Other attacks


-Another devastating move when it connects, though for the
full effect, you'll have to use it right next to the opponent. If not,
and if it connects, it'll deal minimal damage and be a waste of 3
Super Meters. Try to save this for those moves that have a long
recovery time, like Shoryukens or Haohmaru's Secret Crescent
Moon Slash.





-Going My Way-



STRONG VS.

Some Rush attacks




WEAK VS.

Anti-Air attacks
Air attacks
Projectile attacks
Other attacks


-As with Deadly Rave and Neo Deadly Rave, this move is purely
for showing off (especially considering that there's 3 different variations
for this move? lol). In a real fight, you're more than likely NEVER going
to pull this off, unless the opponent isn't that good at the game or
just isn't paying attention at all....





--Strengths & Weaknesses--


Widely considered to be at her peak in A-Groove, Hibiki leaves 
much to be considered so far as her placement on a team. As an 
A-Groove battery she  fares well vs a good number of the cast, 
but with a strong showing of K groove and certain A/C groove 
characters in the #1 slot she's reduced to jailbait for the low-jumping 
Blanka's, Sagats (however well she fights them in A/C) or any 
groove Vega's (claw). As a user she narrows those odds 
somewhat, and generally she could be quite lethal as her CC's 
can net upwards of 10000 damage via her resets. 

With a groove such as N or K, she gains more momentum with
run/run slash and short jump and arguably greater mobility and 
defense with counter-movement (in light of her below average 
counter-attacks) which contribute to her knockdowns and 
subsequently her mixups. She gains a rushdown akin to that 
of the threat of her point blank CC activation.
Just Defense helps a bit against abusable low jumps. 

While playable in P or C grooves, she doesn't benefit quite so 
much from air-block or lvl 2 supercancels. Parrying helps her 
a lot, and small jump is always nice, but compared to whats 
offered to her from A/N/K she's typically reduced to simply 
zoning throughout the course of a match. 

Even so she remains the solid upper mid tier character she's 
always been since the earlier days of CvS2. 








---Hibki's BnB Combos--


1) d.lk x 3, d.lp xx qcf+mp 

You want to use qcf+mp instead of LP because it recovers faster 
(slightly) 

Try to do the d.lk's as slow as possible so it still combos to 
prevent being punished by moves such as Bison's short Scissor
kicks. 


2) d.lp xx qcf+mp 

Whereas the combo listed above is done if they're close, this 
is done primarily to establish/maintain Hibiki's excellent ranged 
defense. For best results it's best executed by tagging the
opponent with the tip of her sword while inputting the qcf+mp 
motion so that the slash combos only if the jab hits. Since it is 
a jab practice so you don't accidentally kara-cancel this. 


3) close s.HK xx qcb+HP xx qcf+HP 

Punisher BnB, scores knockdown and set's up Hibiki's Wake-Up
Pressure Game. 


4) RC qcb+HP xx qcf+HP 

Roll groove Hibiki's wakeup reversal, as well as an effective
knockdown mixup. Like any instance where she uses a crossup 
beckoning slash xx fierce distance slash she sets up her deadly 
mixups. Its benefits over a wakeup dp: 

-hit confirmation into qcf+HP or Supers. 

-safety. As it crosses up its harder to punish, also messes up
charge characters 

-If blocked it still gets you out of corners 

-If you land it you have the initiative. 


5) counter, qcb+LP 

Best non-meter use followup to a counter with good setups after.










---Super Combos---



-close roundhouse xx qcb+fierce xx qcf+fierce: 

3400 dmg, 34 stun 

Your big mistake punisher. The trip slash can be swapped with a 
level 1 super (not recommended, only 1200 more damage) or higher. 
However, if you have a level 3 available you wouldn't want to do 
this combo anyway. The non-super combo is great as it does 
good damage and a whopping 34 stun; halfway to dizzying any 
character. Great set ups after also. 



close roundhouse xx deadly rave, close roundhouse xx qcb+fierce 
xx qcf+fierce: 

7878 dmg, 47 stun 

Your big mistake punisher into level 3. Very good damage, HUGE 
stun damage and great set ups after. If you hit this, chances are 
you're going to win. 

The way to do the finisher combo when you're in the corner is to
input the close s.HK xx qcb+HP xx qcf+HP part as if you DIDN'T 
cross-up with the qcb+HP running slash. Do the qcf+HP knockdown 
slash as if you're FACING the corner, not as if you crossed up and 
your back is to the corner like you would naturally think. 


(S/N-Grooves only) deadly rave, close roundhouse xx qcb+fierce xx
level 1: 

7979 dmg, 0 stun 

After a deadly rave super, the combo hit count is high enough that 
damage scaling becomes fairly severe on the running slash xx trip 
slash combo. The level 1 super becomes more worth it in this case, 
doing roughly 1600 more dmg. By comboing into the deadly rave 
super you can do roughly 10000 dmg in one combo. 


-counter, level 1/3 super/blackout super: 

2900/5500/6100 dmg, 0 stun 

Doing the level 1 generally isn't worth it, but the level 3 is good
for a nice chunk of free damage. N-Groove can also activate after 
the counter and still land the level 3. 

The most damaging finisher after the counter is the Blackout Super. 
To do it consistently in both run or dash grooves, input f, f (hold
for a brief second), hcf+P. 


-dp+kick, level 1/3 qcb, hcf+P super: 

3100/5700 dmg, 8 stun 

The overhead will only cancel into the super when it HITS. So go 
ahead and buffer the super input every time. You don't need to 
worry about accidently wasting your meter. 









---Custom Combos---



CC, (close RHx2, c.HP xx qcb+LP)x2, (c.LPx4, c.HP xx qcb+LP)x2, c.
LPx4, c.HK xx super: 

7892 damage (R2) 

6471.44 damage (R1) 

Very respectable damage. This generic ground CC is your "big 
punisher CC" and also the CC to use when you activate randomly. 
First hits hitting low is nice too, but I find that it's a little too slow
to use as trip guard anti-air. 


CC, qcf+MP, qcb+LP, qcb+MPx3, qcf+MP, c.LK (whiff), (jump HPx5)
x2, super: 

6864 damage (R2) 

5268.48 damage (R1) 

This is your anti-air CC. The beauty of this CC is that you can 
anti-air somebody from REALLY far away on reaction and get a 
whole CC out of it. Is Blanka jumping up and down? Kill it. Blanka 
low jumping up and down? Kill it. Did you just block a Bison psycho 
crusher (or Blanka ball)? Kill it. Sak whiffing dive kicks? Kill it. You 
get the point. 


kick throw, CC, qcf+MP, qcb+MPx4, qcf+MP, c.LK (whiff), (jump HPx5)
x2, super: 

6812 damage (R2) 

5585.84 damage (R1) 

This is lovely. Guaranteed CC after a midscreen throw. You can
also activate, THEN throw and combo off of that for a bit less 
damage. Still worth it, though, and pretty much guaranteed to work 
several times on everybody before they start catching on. And then 
when they start trying to jump out you do a low move and go into 
the ground CC... 


CC, jump HKx4, c.HP, then go into generic ground CC: 

7760 damage (R2) 

6363.2 damage (R1) 

Overhead CC on big characters. Works on characters Eagle-sized 
and taller. Also handy as an easy reset mid-CC, or if you went for a
low hitting CC and they blocked. 

Eagle sized logically would mean while crouching 


Referenced from Buk's system's guide->Eagle, Zangief, Sagat, 
Geese, Chang & Raiden 


CC, qcb+LP, c.HP, (qcb+LP, c.HPx2)x2, (c.LPx4, c.HP, qcb+LP)
x2, c.LPx4, c.HK, super: 

7672 damage (R2) 

6291.04 damage (R1) 

Whiff punisher CC. Also works as one of the best anti-projectile 
CCs in the game. Hibiki can be really far away from the fireball 
thrower and still get a CC off of it. 

To get an idea how far this can connect imagine the opponent in 
the corner and you opposite corner and dash forward. 


Counter, CC 

The damage for CC's off this varies. If you're midscreen, you 
could probably get away with the anti-air CC. If you're in the
corner and throw them there just go for [j.HPx5]xN, super. 












---Hibiki's Openings---



Hibiki's fairly descent at zoning, with some strong defensive moves 
based around her Fierce. However some of her strongest attacks for 
the most part leave her fairly open. 



d.HP 

Perhaps Hibiki's strongest whiff punisher outside of her standing/
crouching MP, if she misjudges the distance she is in for a 
hurting as the recovery is somewhat long. 



Forward Slashes 

....qcf+MP.... 

Best used in her B&B's for positioning purposes, if done at 
near max distance it's nigh unpunishable by anything short of fast 
lvl 3's such as Balrog's lvl 3 Gigaton Blow. The reason you want to
use the strong version is the -17 frames you'd be at on the hit or 
block vs the jab version's -19. This isn't so much of 
an opening as it is a reminder to stay sharp. 


....qcf+HP.... 

A good move she could throw out to catch whiffs, or to use in 
response to Fireballs (Although the best move for that'd be RC 
qcb+p). The lag on this move is horrible when whiffed however. 
You can roll it on reaction and kill her if she's too predictable. 


qcb+LP 

The biggest reason Hibiki uses this move is to bait your 
stronger moves with greater startup and recovery so that
she can block and punish in turn. She is quite vulnerable to 
fast long range moves during this moves recovery. 
HOWEVER this move is excellent for more than just baiting 
whiffs. 



Jump attacks 

Hibiki likes to jump on people with her j.HK. It's ambiguous,
even for the player at times if not used right. If used too early 
she can even be punished on recovery. Not to mention if she 
mistimes or doesn't set-up her jump, the somewhat slow speed 
of her jumps make her vulnerable. 


Rolls 

120 [27/6U/4R] Referenced from Buk's Sys. Guide I don't
think I need to describe in too much detail why she will die doing 
this randomly. I do think it may have some use for a crossup roll 
following a knockdown though. 


For those too lazy to figure out what those numbers mean, thats 

120 pixels covered by the roll 27 frames full body invincibility
6 frames upper body 4 frames recovery 

So in other words don't do this too often. 


Just Defense/Parry 

While not really an opening for Hibiki, her usual single hit 
anti-airs are very risky vs P/K grooves and she shouldn't rely 
on them too much. 










---Advanced Hibiki Stuff---



---CC Resets---


qcb+mp, just as you pass through and past the opponent 
KKK ~ b+K, you will hop back over the opponent. j.HK, 
j.MP, c.LK into ground CC. 

While normally used when the opponent blocks your CC, it
can also be used mid-CC to reset the combo meter. 

--Can be avoided standing, in which case you mixup after the 
dodge with either a low attack or kickthrow 


Dodge KKK, d.mk 

Also a mixup following the dodge on the 1st reset. If they
stand, go low with d.mk and continue the CC. 

---This is a good alternative if the opponent stands to avoid 
the 1st Reset. Probably better than the next since the kickthrow 
takes a lot of time from the meter. 


Dodge KKK, kick throw 

Another followup to the dodge on the 1st Reset, it suffers
in comparison due to the time (and hence damage) it takes 
from CC's, and it effectively nukes the chances for further 
resets. 

---This is mashable of course, but for mixups it's there. 


s.HK xx dp+k continue CC 

Getto old-school reset. s.HK has enough hit-stun so that the 
similar looking dp+k will counter-hit jabs/shorts. It will catch 
people trying to jump out as a nice bonus. 

--This is roll-able (hence RC, lvl 3, dp reversable). The timing 
fortunately IS strict. It is of course blockable standing if they 
see it coming. 


d.HK, qcb+P, continue CC 

Sweep then cross them up with the qcb+P Beckoning Slash
and continue with the generic Ground CC. 

---It's a crossup. 



---Wake-Up Pressure/Knockdown Mixups---

Do these on the opponent as he gets up off the ground. 

Block low for a split second, now either go for a kick throw or 
go for a d.LK with counter hit timing 

Your basic "option select" as the opponent gets up off the 
ground. The wait, throw variation is useful against Blanka 
players who like to wake up with RC electricity. Not only are
you safe from a wake up super (because you were 
blocking as he got up), if you time your throw properly and
Blanka did wake up RC electricity instead, you grab him right 
out of it. 

Learn how to consistently option select on another guy's
wake-up before you learn ANYTHING else. Consider the rest 
of the mixups listed here as gimmicks. 


close s.MP xx dp + K 

A random guess where you buffer a super after your dp+K move. 


meaty close s.MK, counter hit d.LK, d.LP xx combo attempt 

Close s.MK give the most frame advantage out of all of Hibiki's 
useful meaty attacks. If the opponent was mashing as he got 
up and got hit by Hibiki's close s.MK, go ahead and combo 
d.LK, d.LP xx super after that. 


d.lkx2 xx dp+k xx qcf+HP 

You could RC the dp+K at your pleasure, just be sure to hit 
with the tip since you're not quite so safe being at -9. You can
swap the special for the dash super for more damage, though lvl 
1's are only slightly more damaging, and her deadly rave super is 
generally better use of lvl 3's unless the other will kill them. 


d.LK, walk forward, tick kickthrow 

d.LK, wait, counter hit d.LK xx combo 

s.HK xx qcb+HP xx qcf+HP 

This isn't as safe as using d.LKs as the opponent gets up, but 
close s.HK must be blocked low. 


super jump forward, instant j.HK 

Much, Much faster hitting overhead attack than dp+K. Hit HK as 
soon as you leave the ground.Only worth doing if you'll win with 
that one hit though or you're sure it'll stun. 


qcb+HP xx qcf+HP 

Crossup qcb+HP xx qcf+HP 

The timing is to release the qcb+HP move a little earlier than 
when the opponent completely gets up. The move hits meaty 
from the other side and he needs to block the other way now. 

Opponent can escape the mixup by using an invincible reversal 
special though. Both Hibiki and his character pass right through 
each other in that instance. 


Dash Mixups

Basic dash mixups(d.lk x 2 dash kickthrow/>insert mixup activate set-up.
 
C would be my 3rd choice. It has roll (and therefore RC Deadly Flower) which 
helps his ground game, and having stored meter allows him to play a more 
patient game, his lvl 2 cancels are good, but IMO N & A are better grooves 
for him overall.







--Strengths & Weaknesses--





--Battle Strategies--




OFFENSE





DEFENSE





------------------------------------------------------------
VIII.   Joe Higashi [SNK08]



-Introduction-


Joe's a pretty average fighter. Like Ryu, he has moves that will only
work if you use them in the right predicament. Learn the timing and
effects of his attacks, and you'll do just fine.





-Movelist-



-Specials-


Hurricane Upper........................................HCF + P


Slash Kick...................................................HCF + K


Tiger Kick....................................................DPF + K


Golden Heel Hurter.....................................QCB + K


TNT Punch...................................................Tap P




-Super Specials-



Screw Upper..................................................QCFx2 + P


Exploding Hurricane Tiger Talon................QCF, HCB + P


Double Cyclone Upper..................................QCBx2 + P
(Level 3 & MAX only)





-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-CROUCHING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-JUMPING-




--Special Moves--


-Hurricane Upper-




STRONG VS.

Rush attacks
Other attacks
Anti-Air attacks
Some Air attacks



WEAK VS.

Some Air attacks



-Overall, one of Joe's better moves. LP and MP spawns one tornado, while
SP spawns 2, and this move makes it almost impossible to roll through
during the SP version of it. Also has relatively decent start-up and recovery
times as well, and can be used for baiting into a Tiger Kick or Screw Upper.






-Slash Kick-





STRONG VS.

Some Air attacks
Rush attacks
Several Other attacks




WEAK VS.

Projectile attacks
Anti-Air attacks


-This move is relatively useful for the fact that it comes out pretty
fast and has a really quick recovery time, which opens up several
possibilities with Joe. Downside? There's really not that many to
be honest, except that it's easily counterable by Projectiles, but
then again, what truly isn't?








-Tiger Kick-



STRONG VS.

Air attacks, save for Projectiles
Rush attacks




WEAK VS.

Projectile attacks
Other Anti-Air attacks



-One of Joe's Anti-Air attacks, and only decent if you're using it against
someone who is airbourne; if used on a grounded opponent and if
blocked, it leaves Joe pretty open to anything. Upside is, it comes out
relatively fast, and is a somewhat good choice for after baiting an
opponent with Hurricane Uppers.






-Golden Heel Hurter-



STRONG VS.

Some Other attacks
Some Rush attacks



WEAK VS.

Projectile attacks
Anti-Air attacks
Air attacks


-Quite possibly the slowest move that Joe has in his arsenal.
Bad recovery and bad start-up diminishes the usefulness
of this move, considering that if he uses it from the opposite
side of the screen (why would you do that anyways?), it leaves
him wide-open, and even it being blocked leaves him open.
It does move somewhat fast and deal decent damage, but the
fact remains that it's too easy to block and too easy to counter.
Only use this move when you want to try and bait your opponent
(using a combination of LK Golden Heels with some Hurricane
Uppers or Slash Kicks can make this move a bit better to use).






-TNT Punch-




STRONG VS.

Rush attacks
Some Other attacks




WEAK VS.

Air attacks
Anti-Air attacks
Projectile attacks


-This move works similarly to Chun-Li's Hyakuretsu Kyaku and
Honda's Hyakuretsu Harite. SP version moves Joe closer to the
opponent and is slower, while LP moves extremely fast, but doesn't
move Joe. This is a great move to use when your opponent's in the
corner and in conjunction with some Slash Kicks and Throws.
Do note though that you can leave yourself pretty open if the
opponent just jumps or super jumps behind you....








--Super Special Moves--




-Screw Upper-



STRONG VS.

Rush attacks
Air attacks (only if nearby)
Other attacks
Anti-Air attacks




WEAK VS.

Projectile attacks


-A relatively powerful Super Special, though its one glaring
weakness is that it has limited range on it (as in, it doesn't
go very far at all). However, try comboing this off of a
TNT Punch or Slash Kick for more rewarding results. Not
much else can be said about this move really.








-Exploding Hurricane Tiger Talon-




STRONG VS.

Rush attacks





WEAK VS.

Other attacks
Anti-Air attacks
Air attacks
Projectile attacks


-ONLY use this when you're pressuring your opponent, or
else you'll more than likely waste Super Meter and getting
either minimal or no damage off of this move. Another
good move to combo off of TNT Punch or Slash Kick.
Note that if any part of this move is blocked, Joe will
be left wide-open at the end of the move.






-Double Cyclone Upper-




STRONG VS.

Close attacks only!



WEAK VS.

Everything that isn't close to Joe



-Whilst being an very, VERY powerful move, it has
EXTREMELY GLARING WEAKNESSES!! One of the most
noticible one is that.....this move has VERY limited range on
it....your opponent practically has to be next to you for the
move to even connect. Secondly, it leaves Joe far too wide-open
to counterattacks if it misses OR is blocked (considering that it
has a somewhat slow recovery to it). Save this for times that your
opponent is either stunned, in the middle of doing a move, or
you manage to catch your opponent off-guard.






--Strengths & Weaknesses--


Joe is a pretty all-around type of character with few flaws to him.
The majority of his flaws stems from the fact that most of his attacks
are relatively easy to block and counter, or just easy to plain outright
stop altogether with the majority of the cast. Another weakness for
Joe is that...most of his moves don't have priority over the rest of the
cast.

So, what's Joe's strengths then? Well, to be honest, there's not that
many, but the few that he has are better than none. One of his best
strengths is that, as said already, he's an all-around type character;
Joe can pretty much counter attacks rather decently if the move is timed
right. However, keep in mind that Joe REALLY has nothing to help
him combat any projectile attacks save from jumping, rolling,
parrying, and the like.





--Battle Strategies--




OFFENSE





DEFENSE





------------------------------------------------------------
IX.     Kim Kaphawn [SNK09]



-Introduction-


Kim's a pretty balanced fighter, and is probably one of the best 
pressuring ones at that. Speed and constant attacks are the key to
victory here!





-Movelist-



-Specials-


Crescent Moon Slice...................................QCB + K


Flying Kick (AIR).........................................QCF + K


Flying Slice................................................Ch. D, U + K, D + K 
(Only during Strong Flying Slice)


Sand Blaster....................................................Ch. D, U + P


Comet Cruncher...............................................Ch. B, F + K


Spirit of Conquest Kick...................................Dx2 + K



-Super Specials-



Phoenix Flattener..............................................QCB, D-B, F + K


Heavenly Phoenix Kick (AIR).........................QCF, HCB + K


Phoenix Kick Tornado......................................QCFx2 + K





-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-CROUCHING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-JUMPING-




--Special Moves--



-Crescent Moon Slice-



STRONG VS.

Most Rush attacks
Some Other attacks




WEAK VS.

Projectile attacks
Majority of Air attacks
Anti-Air attacks


-This move isn't so bad when comboed into, but the big
downside is that it has a relatively slow recovery time in
it. Good for damage and has relatively surprising reach, but
is a bit lackluster compared to some other moves. However,
don't forsake this move completely, as there are several uses
for it...






-Flying Kick-



STRONG VS.

Rush attacks
Other attacks




WEAK VS.

Projectile attacks
Anti-Air attacks


-This is a rather good move to use with Kim, but not one to
overabuse, since it CAN be countered pretty easily. Has good
speed and excellent recovery time, and is good for comboing
into a Crescent Moon Slice, Flying Slice, or Phoenix Flattener.







-Flying Slice-




STRONG VS.

Air attacks, save for projectiles
Rush attacks
Other attacks




WEAK VS.

Projectile attacks
Anti-Air attacks


-Kim's only Anti-Air move. Has a follow-up attack after the
SK version of the move, does decent damage, and can stop
several attacks, but has a horrible recovery time.






-Sand Blaster-




STRONG VS.




NO EFFECT VS.




WEAK VS.







-Comet Cruncher-




STRONG VS.

Rush attacks
Some Other attacks
Projectile attacks if timed right




WEAK VS.

Projectile attacks if timed wrong
Anti-Air attacks
Air attacks


-This is one of Kim's best moves hands down in my book
(of course, this is just my opinion, so I'll let you be the
judge of that). Good for mix-ups, knocks down on the
2nd hit, goes under projectiles if timed right, great recovery
time, and is comboable into basically any of Kim's other 
moves.







-Spirit of Conquest-



STRONG VS.

Rush attacks




WEAK VS.

Air attacks
Anti-Air attacks
Projectile attacks
Other attacks


-This move isn't really that impressive at all...even though it
does have great recovery time. You have to be near the opponent
for it to even hit them, and even then, it doesn't do that much damage.







--Super Special Moves--




-Phoenix Flattener-



STRONG VS.

Rush attacks
Air attacks



WEAK VS.

Projectile attacks
Anti-Air attacks (unless you use this move at Level 3)
Some Other attacks


-This is Kim's main Super Special that you'll want to focus on. Do note
while it does decent amount of damage (and on Level 3, as with the rest
of the cast, it has invulnerability), note it has HORRIBLE recovery
time when blocked! What does this mean? It basically means you'll
have to find out ways to get this attack to connect, and the best way
to do that is off of other attacks. 







-Heavenly Phoenix Kick-





STRONG VS.

Air attacks
Rush attacks



WEAK VS.

Projectile attacks
Anti-Air attacks
Several Other attacks


-Another move that you might use quite a bit while using Kim, and
another move that you'll need to learn how to either combo into or
mix-up into, as it's relatively easy to counter and avoid. This is
probably going to be the 2nd least used Super Special with Kim.






-Phoenix Kick Tornado-




STRONG VS.

Rush attacks



WEAK VS.

Other attacks
Air attacks
Anti-Air attacks
Projectile attacks


-Kim's most powerful move.....which really in reality isn't that good
unless you know exactly how to combo and mix-up with Kim.
While it does have invincibility and comes out relatively fast,
you have to be close to the opponent in order for it to even
hit. Try comboing into this move after a Crescent Moon Slice or
Flying Kick.






--Strengths & Weaknesses--





--Battle Strategies--




OFFENSE





DEFENSE





------------------------------------------------------------
X.      King [SNK10]



-Introduction-


You'll have to really learn mind-games and mix-up strategies to use
King to her full extent!





-Movelist-



-Specials-


Venom Strike...............................................QCF + K


Double Strike..............................................QCFx2 + K


Surprise Rose..............................................DPF + K


Trap Shot.....................................................DPB + K


Tornado Kick...............................................QCB + K


Mirage Kick..................................................QCB + P




-Super Specials-



Illusion Dance................................................QCF, HCB + K


Silent Flash.....................................................QCBx2 + K





-Movelist Breakdown-




--Normal Attacks--


-STANDING-


LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.


SK

-A very good anti-air normal. Has great vertical range







-CROUCHING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.


MP

-Only really good as a meaty move. On counterhit +4 frames but no moves
to let you combo off of it. So meaty is the answer to get those extra frames, 
and with the right setups can lead to good damage


SP

-Good for stopping crossups. it's not as good an anti air as Standing HK 
hitbox-wise, but it works as a great substitute when your opponent is too 
close and you could risk getting Close standing HK by accident (as is the 
case with crossups).


MK

-This kick will be used a lot thanks in no small part to the fact that it is 
cancelable to specials and has the most range of all her cancelable normals.
It is also her most meaty move with a whopping 10 active hitting frames.
Stick this out over a knocked down opponent that has no reversal moves 
and you might even be able to combo off the extra frames you get from 
landing it meaty.


SK

-Your run of the mill sweep. Very decent range and startup speed. Safe on 
block, which is more than I can say for shoto sweeps. As good as this 
move is in the range speed and knockdown departments, if you're like me 
you'll often opt for something more elaborate. However, you're mostl likely 
not like me, and once you use this move you'll notice how good it is and 
keep at it.--Zenfire

Her slide can be useful, as if you are at a distance, it can leave you safe-
you can snuff them out of fireballs, or if they jump at you, you travel 
a distance to reposition yourself.







-JUMPING-




--Special Moves--




-Venom Strike-




STRONG VS.

Rush attacks
Anti-Air attacks
Air attacks (if timed properly)
Other attacks




WEAK VS.

Air attacks (if not timed properly)


-A generic projectile/fireball attack. The kick strength defines the speed 
of the projectile. Like most projectiles it is a good way to attack from far 
away, but is extremely vulnerable if jumped over. Doing it at close 
quarters (best when RC'd) affords your opponent less time to react and
jump. At a distance King can run (depending on groove) behind the 
fireball which will provide her with some cover. King will actually CATCH 
UP to the lk version of the projectile, making it even possible to combo 
in some situations. This is no different than Ryu's Hadouken, it's actually 
very similar





-Double Strike-



STRONG VS.

Rush attacks
Anti-Air attacks
Air attacks (if timed properly)
Other attacks




WEAK VS.

Air attacks (if not timed properly)


-A double projectile attack. Two Venom Strikes in quick succession. Good
in combos and for block damage. Hard to RC through with moves such 
as Psycho Crusher and Flying Headbutt.







-Surprise Rose-




STRONG VS.

Rush attacks
Projectile attacks (when timed right)
Air attacks
Some Other attacks




WEAK VS.

Projectile attacks (when not timed right)
Anti-Air attacks


-An upwards knee attack that knocks an opponent up followed by 
downwards diving kicks. A 4 frame startup makes this her fastest htting 
special move, but the lack of any invincibility makes it useless in reversal
situations. It serves mainly as a juggle after Mirage Kicks, Trap Shots
and 1-hit Tornado Kicks on a cornered oponent







-Trap Shot-





STRONG VS.

Rush attacks
Air attacks
Anti-Air attacks (if timed right)



WEAK VS.

Projectile attacks
Several Other attacks


-A backflip kick that stuns/traps an opponent (even if hit in the air) with a 
guaranteed followup barrage of kicks. Knocks down. A decent anti-air 
when RC'd, but the lengthy startup requires you to be quite fast to react








-Tornado Kick-




STRONG VS.

Rush attacks
Several Other attacks



WEAK VS.

Projectile attacks
Anti-Air attacks
Air attacks


-Two airborne kicks. The first one will miss on crouching characters. The 
startup speed and distance of the kicks is defined by the strength of the 
kick used. The frame disadvantage on block is quite small (-2 on lk, -1 on
mk and 0 on hk)and allows for some very tricky guessing games. Good 
bait. Once you've punished a few retaliation attempts this becomes less 
of a bait/setup move and more of a consistent way of getting close 
(when RC'd).







-Mirage Kick-




STRONG VS.


Rush attacks
Very few Other attacks


WEAK VS.

Projectile attacks
Anti-Air attacks
Air attacks
Lots of Other attacks


-Several kicks while sliding forward a short distance. Three, five or seven 
kicks depending on which button was pressed. The last one knocks down. 
Usually used in combos but also a good move to go through expected 
pokes. It is unsafe and risky, however, the final kick of this move makes 
it tricky. The delay before the final kick will snag people that are too 
late trying to punish with non-invincible moves. Depending on the 
range the pushback will either allow the last kick to connect or make 
it miss. If the final kick is blocked you are somewhat safe because of 
the big pushback







--Super Special Moves--



-Illusion Dance-




STRONG VS.

Rush attacks
Projectile attacks
Air attacks
Other attacks



WEAK VS.

Anti-Air attacks
Projectile attacks (if timed wrong)


-A lengthy backflip/evasive movement followed by a flying kick. Once the kick 
connects a combo is performed. If it is blocked there will be no combo but a 
lengthy recovery. Useful at level 1 as a CC ender.








-Silent Flash-





STRONG VS.

Rush attacks
Air attacks
Other attacks




WEAK VS.

Projecitle attacks
Anti-Air attacks


-A backflip kick that looks like the start of the Trap Shot. If the first 
one hits the super is finished. If it is blocked the level 1 and level 2 
versions will stop and are safe to some extent due to pushback, but 
the level 3 version will PARTIALLY continue.







--Strengths & Weaknesses--




---King's Combos---


Damage will come from regular combos. Beef up the damage by 
popping a meter stock. Of course, when you see a blatant opening 
and you've got that stock open, then of course a level 3 is more than
welcome, but don't count on landing a level 3 for your damage. 
King has only a few options to hit confirm into combo and here
they are: 

counterhit c.lp or c.lk, c.mk xx HP Mirage Kicks 

c.lk, c.lk, c.lk xx MK Tornado Kicks (only on standing opponents) 

c.lk, s.lk/c.lk xx LK Trap Shot or Silent Flash. You'll get one or the 
other because Capcom is lame. Since they're being way too lenient
with input qcb, d, db+k IS SILENT FLASH! that's right, and I don't 
mean negative edging it by releasing the kick once I'm at back, no 
I mean exactly what I said there. It's annoying to say the least 
since it can cost you meter when you did not intend to use it. If 
you're cleaner with your execution than I am and can get d+lk, b, 
d+lk, db+lk consistently then good for you. If not, then try b+lp,
b+lp, d, db+lk on biggies. 

counterhit c.lk, close s.mk xx HK Trap Host or HP Mirage Kicks 
(it's a 1 frame link if it's not opened with a counterhit) 

All of these require you to be very close to your opponent. And 
you usually don't get there for free, so train and memorize these,
but combos alone won't get you far. Before moving on I'd just like 
to mention that comboing does not necisarilly have to be hit 
confirmed, there's a few blind-man combos you can do that do 
good damage and can allways be done without much 
worrying about retaliation. Here are a few of those: 

c.lk, c.lk xx HK Double Strike 

c.mk xx HK Double Strike 

If you ever get your opponent dizzy or manage to predict a laggy 
move your preferrd jumpin combo of choice would be j.hk, close 
s.mk xx HK Trap Shot. Allways remember to finish the combo with 
a Surprise Rose if you're in the corner. 

A followup to Mirage Kicks outside the corner would be LK Venom 
Strike, it will hit very meaty in the back of the neck. Run (where available) 
after it and if for some reason your opponent gets hit you can combo a
c.mk into whatever you like, even Tornado Kicks since like most projectiles 
it stands the opponent up. Don't expect it to hit too often, but it pins them
down long enough for a c.mk or even a c.hk to eat a chunk of guard bar. 
Another option would be to use HK Tornado Kicks as a followup to cover 
tech rolls. If you do catch their tech roll and their in the corner you can 
juggle with Surprise Rose since only the last hit of the Tornado Kicks
connected.






---Tools to get close---

..and do damage! Of course you want to play it safe sometimes 
and getting close is not allways high on your TODO list. Here's a
few options to get you started. 

c.hk (knockdown) walk up, tadaaa 

roll through poke... mission accomplished. If you guess wrong 
and your opponent does not expect the roll, you're still safe. If 
you manage to roll through a laggy move, punish accordingly. 

Where available, lowjump hk combo into Silent Flash or Surprise
Rose after landing if you know it's gonna hit (you see them stick 
something out) 

Running after a Venom Strike from far away (use sparingly as it's 
very vulnerable when predicted) It's important to be on your toes 
once you've done this since it's essential to react to what your 
opponent does. If he rolls you can punsh with c.mk xx HP Mirage 
Kicks. If he (or she, omg sexy girl gamers!!1one) jumps then AA 
as you please. 

ADVANCED: RC LK Tornado Kick (bridges the gap between I'm
-being-outpoked-range and omg-I-stand-a-chance-range nicely)







---Anti Air options---

Far s.hk. It will shoot them down. Followup with a Venom Strike is 
safe if they don't have super or a badass RC. 

c.hp for crossups and such. 

RC Trap Shot if you're good enough. I don't recommend this at all, 
since it's hard and prone to error and will in no way be able to stop 
lowjumps unless you're psychic. 

Roll. Rolling under a jumpin is fantastic. It only takes an instant to 
perform and is invincible. The roll distance isn't much and if you 
see them use an airborne move you might be able to trip them into 
c.mk xx HP Mirage Kicks since they will not have tripguard when 
they land.









---Being Advanced with King---




---Mixups---

Say what now? King? Mixups? For sheezy. If for some ungodly 
reason you end RIGHT next to your opponent and the situation 
lends itself for you to stick out a c.lp or c.lk you now have initiative! 
Frame advantage is not synonymous with initiative, but you'll 
often find that once you've done ANYTHING that directly affects 
your opponent's character you have the opportunity to get behind 
the steering wheel. That is my definition of initiative. You do so by 
knowing your options at every turn and every corner. And once you
have it you should try to never let it go. The easiest way to keep
things in your hands is to mix things up and mix up AGAIN 
if you guess right. Not every character's combos can lead to another 
mixup and even if they can often their alternative options will not. I 
think this is what seperates momentum characters from the ones that 
rely on more 'neutral' situations. 

So once you have landed a c.lp you are in the position to either throw 
(tick throw) or counterhit close s.hp into HK Double Strike. The input 
for this is not as hard as it seems, because you can do qcf, f+hp, qcf+
hk. The counterhit will mean this is quite a damaging combo and only 
3 hits. Omg King is buff! So there's a mixups right there you can try if 
you're up close and personal. 

I've spoken briefly about using a meaty c.mp to setup combos. Setups 
for this include a landed level1 Silent Flash followed by LK Tornado 
Kicks into c.mp. But of course any knockdown works if you can get
the timing right. The setups just make it easier. Another setup is after 
a punch throw INTO CORNER, cover tech rolls with HK Tornado Kicks 
into c.mp. The mixup part comes into play when they start to reversal 
you, then you can keep your stick in down-back and transition to a 
throw as a simple mixup. 

If you have access to lowjump you can try for lj.hk into Surprise Rose
or Silent Flash if you see the hit coming and since that is so hard to 
AA they'll start blocking it. Now you can empty lowjump into c.lk into 
whatever combo you want. 

Roll is your friend. If you're trying to land c.lk/c.lp x2 xx LK Trap Shot 
and the two lk/lp get blocked you could expect a poke back since a lot 
of ppl like to mash the instant they see a possible opening/hole in your
offense. If you stick a roll in after two lk/lp you will cross them up, 
and even if their poke was just a lk/lp it'll be hard to react to the
crossup. Meaning you can try a more risky punishment like close s.mk 
into Mirage Kicks or Trap Shot. And if you're playing in N groove 
(bless your soul) and have a stock open you can follow with a "random" 
and risky level 3 Silent Flash. If they weren't blocking before 
the freeze, they will eat it.

Also, another thing you can do (as with most characters with this ability)
is hop (dash) over dead bodies, and add that to your mix-up game. s.k,
 s.k into QCB + P works, as well as into S. Trap Shot. Just make sure 
you dont actually do the Silent Flash instead. Her dash is also pretty
good in of itself, as its pretty quick. (credit to GeeseHoward) 



---Reversal?---

Yes, and I don't mean reversal roll. You can combo a traded level 1 
Silent Flash if your back is to the wall (literally). You'll get a flip 
animation and your opponent will still be stunened when you land 
as you can continue into almost anything you want. 

Other than that you can RC Venom Strike in between pokes as a ghetto 
Shoryuken. Not as rewarding but much safer if they happen to block
------------------------------------------------------------
XI.     Kyo Kusanagi [SNK11]



-Introduction-


The hero of the King of Fighters series is back, but this time, he kinda
fails a bit compared to some of the more aggressive fighters. Still, he
ranks among the tougher characters to fight (and one of the harder ones
to master) in the game.





-Movelist-



-Specials-


Fire Ball..........................................................DPF + P


Crescent Slash................................................HCB + K


R.E.D. Kick......................................................DPB + K


Spinning Kick.................................................DPF + K


New Wave Smash.........................................QCF + K, K


Wicked Chew..................................................QCF + LP/MP


Nine Scars Maker (during Wicked Chew)...QCF + P


Rusting Eight Combos (during Wicked Chew)....HCB + P
(During Nine Scars Maker)......................................P


Seven Hurting Combos (Wicked Chew to Rusting Eight Combos/
Nine Scars Maker).....................................................K


Flashing Slash (Wicked Chew to Rusting Eight Combos)
...............................................................................P


Poison Grawfest.....................................................QCF + SP


Crime Grawfest (during Poison Grawfest)...........HCB + P


Punishment Grawfest (during Poison Grawfest)...F + P






-Super Specials-



Serpent Wave........................................................QCB, HCF + P
(Chargeable)


Final Showdown....................................................QCFx2 + P









-Movelist Breakdown-




--Normal Attacks--


-STANDING-


MP

-Hits meaty when close and leaves Kyo at +0/+0 (comes out in 3
frames!). When done from far, leaves Kyo at -5/-5. Far version has 
slightly more range than c.mp but can be crouched by many 
characters. Both versions cancel into specials and supers. 



F + SP

-Kyo rams his opponent with a shoulder. On connect, will knockdown 
and push the opponent farther away so not useful at mid screen. 
Hits meaty (13 frames) so good for corner pressure and mix-up. It 
can be canceled by both specials and supers so it's best to follow 
this up with an Aragami or Doukigami. Leaves you at -3 on block 
so cancel it as much as possible. 



MK

-Decent AA that helps against crossup attempts. Not as good
as Kyo's DP but good in a pinch.


SK

-Close version can cancel into specials and supers and is 
unpunishable. Used mainly in Kyo's punisher combo of j.rh, s.rh, 
Kai(mk), Oboroguruma(hk). Far s.rh is super cancelable and comes 
out in 7 frames, leaving Kyo at -5/-5 on block and hit. This
special is useful for counter hit to Serpent Wave. 






-CROUCHING-



LP (Quick Jab)/LK


-Both of these are rapid fire normals that leave kyo at +6/+6. c.lk hits low 
and is usually the normal of choice for starting his BnB


MP

-Extremely good normal that makes canceling to Aragami easy. 
Also leaves Kyo at +6/+6 and comes out in 4 frames. These link 
to each other so one can do c.mp, c.mp xx aragami, etc. 


DF + SK

-Kyo attempts to kick the knees/ankles of his opponent as if he's 
attempting a c.rh. However, this normal will not knockdown. Does
two hits for a total of 1200 and is a useful part of his ground game 
because it leaves him at +0/+0 and recovers fairly quickly. 






-JUMPING-


D + SP

-Kyo two hand axe handles his opponent. Hits high and extremely useful 
in his mix-up game. Works very well against tall characters as the timing is
more forgiving. Extremely potent in grooves with low jumps as you can 
confuse your opponent by low jumping to one side of them and then
jumping back to their other side with this normal, awarding you a knockdown
and 1400 damage. Once your opponent becomes afraid of this, Kyo can 
start working in shorts linked to c.mp which cancel to Aragami's, etc. 
Very deadly against Sagat. 





--Special Moves--



-Fire Ball-



STRONG VS.

Air attacks
Rush attacks
Some Other attacks




WEAK VS.

Projectile attacks


-Kyo's dragon punch that does a nasty amount of damage on hit. If done deep, 
can hit airblocks much like most delayed special AA's. Has 4/4/8 frames of 
invincibility on startup and leaves you WIDE open on whiff. lp and mp 
versions hit once and fp version hits twice. 







-Crescent Slash-





STRONG VS.

Rush attacks
Some Air attacks
Very few Other attacks



WEAK VS.

Projectile attacks
Anti-Air attacks


-This move, while it does cover quite a deal of the screen,
has a pretty slow start-up and recovery time. Your best use
of this move is more than likely for cross-ups and mind games
(especially when you mix up LK Crescent Slashes with Wicked
Chew combos or any of Kyo's Super Specials).







-R.E.D. Kick-





STRONG VS.

Air attacks
Projectile attacks
Rush attacks
Several Other attacks



WEAK VS.

Anti-Air attacks


-Kyo leaps into the air and comes down with his legs after a quick 
somersault. Hits high meaning it must be blocked high. Using 
stronger kicks causes Kyo to leap higher into the air but leaves 
him slightly safer on block. -3/-2/-1 on block with lk/mk/hk. Scores 
a knockdown. 






-Spinning Kick-





STRONG VS.

Air attacks
Other attacks
Rush attacks




WEAK VS.

Projectile attacks
Anti-Air attacks


-Kyo's trademark where he doe a series of kicks while he floats at a 45 
degree angle into the air. Leaves you completely open on whiff. Should 
only be used after a mk/hk Kai. The lk and mk versions will leave your 
opponent in a state where they can safe fall and the hk version scores 
a complete knockdown that will not allow them to fast get up. 






-New Wave Smash-





STRONG VS.

Rush attacks
Air attacks (except for air projectiles)



WEAK VS.

Projectile attacks
Anti-Air attacks
Some Other attacks



-Kyo lunges forward and does one or two kicks depending on 
strength of kick used, followed by another kick when you press 
K. Leaves you wide open on block and whiff unless the lk version
is used on a tall character (slight frame advantage for you when qcf+lk 
used on sagat as an example). Can be followed up by an Oboroguruma 
with proper timing (only the mk and hk versions can be followed up 
by Oboroguruma). 







-Wicked Chew/Nine Scars Maker/
Rusting Eight Combos/Seven Hurting Combos
/Flashing Slash/Poison Grawfest/
Crime Grawfest/Punishment Grawfest-





STRONG VS.

Nothing....





WEAK VS.

Everything


-Note that this is Kyo's main pressuring game
right here folks! You'll need to learn each of these
combos thoroughly and when to use them and when
to quit in the middle of a combo! These will ONLY
hit if the opponent is next to Kyo, so keep this in
mind and learn how to get in close and how to chain
into Wicked Chew and each of its combo finishers,
as well as Poison Grawfest and its combo finishers!!
Parry is key to victory for Kyo (hence, why P-Groove
is the best for Kyo).


However....let's take a look at each of these moves seperately,
shall we?




---Wicked Chew---


-Kyo lunges forward with his fist on fire. Can be followed up 
with a number of variations. LP version is safe on block but 
not jd, and mp is difficult to punish due to its length and can 
be made safer with Konokizu. -5/-5 on lp version and -10/-10 
on mp version. MP version can punish a blocked Blanka ball. 




---Nine Scars Maker---


-An upward punch that can be chained onto a Aragami. It 
leaves Kyo at -2/-2 so it is not easily punished but not 
completely safe. 




---Rusting Eight Combos---


-Kyo knocks his opponent down onto the ground. Leaves Kyo 
at -7 on block and scores a complete knockdown on hit. Hits as 
an overhead but predictable so use sparingly. 




---Seven Hurting Combos---


-Kyo kicks forward knocking down his opponent if still standing. To 
be used after Aragami and Konkizu for Kyo's bread and butter combo. 
Leaves you at -20 so attempting Nanase on block is a super 
STUPID idea. DO NOT USE THIS AFTER YASABI! 




---Flashing Slash---


-Can be done from Yasabi or Konokizu but best to be used after Yasabi 
where Kyo will flaming punch his grounded opponent. Can be used 
after whiffed Aragami and Yasabi leading to an OTG (on the ground) 
hit after a qcb, hcf+p super. Leaves you at -21 meaning it is not to be 
used on blocked opponents unless you want to get punished. 



---Poison Grawfest---


-Kyo does a more dramatic version of his Aragami where he does a long 
range fiery punch. By itself, it is unsafe on block and when followed up 
with Tsumiyomi, leaves you at a +1/-8. Great for chipping an opponent 
or for corner pressure because of its deceptive range at times but again, 
don't abuse it cause you can and will get punished. 



---Crime Grawfest---


-To be done after a Doukigami for additional damage or chipping. Leaves 
you at +1/-8 meaning it is punishable on block. Can be followed up with 
Batsuyomi for additional damage. 



---Punishment Grawfest---


-To be done after a CONNECTED Tsumiyomi. Kyo will shoulder ram 
them for 2 hits and will leave them knocked down. Not to be used on a 
blocked Tsumiyomi as it leaves you open for punishment. 












--Super Special Moves--




-Serpent Wave-




STRONG VS.

Air attacks
Rush attacks
Anti-Air attacks
Other attacks




WEAK VS.

Projectile attacks


-Kyo's main super. Kyo lights on fire and then throws out a giant 
fiery snake like arm that can hit juggled opponents. Can be landed 
off a standing roundhouse and can be landed off of a mk/hk Kai 
making it extremely versatile. Does 2500/3700/5700 damage. 

Landing an Orochi Nagi off of a Kai will usually result in a bit of 
missed damage as not all hits will land. In regards to the timing, after 
landing the Kai, immediately buffer the super and execute it as soon 
as Kyo touches the ground. Hold the punch input until the opponent
touches and then bounces off Kyo. Once Kyo's flaming body causes 
the juggle, immediately let go. The super does most damage when 
they fall onto the flames after they have extended. 






-Final Showdown-




STRONG VS.

Rush attacks



WEAK VS.

Air attacks
Anti-Air attacks
Projectile attacks
Very few Other attacks


-An auto-combo super. Does 2800/4400/5800 damage and must be 
landed on a grounded opponent leaves Kyo open for punishment 
so not to be thrown out recklessly. 9/15/23 frames of invulnerability 
on startup. 







--Strengths & Weaknesses--




---Kyo's BnB and Other Combos---



Three most basic combos done on reaction: 

-d.LK, d.MP xx qcf+LP, qcf+P, K The standard low hitting combo 
into beatdown punches. 

-jump in HP, d.MP xx qcf+LP, qcf+P, K The standard combo off a 
jump in attack. 

-low jump HK, dp+HP The standard combo off a low jump attack. 


--------------------------------------------------------------------------------

d.MP gives you frame advantage to link combo after: 

-d.MP, d.MP xx qcf+LP, qcf+P, K 

-d.MP, d.LK xx qcf+LK, LK, super 


--------------------------------------------------------------------------------

Opponent dizzy or otherwise open for big punishment: 

-(j.HK), close s.HK xx qcf+MK, K, dp+HK (three hits) The last hit 
slams the opponent down to the ground and he isn't allowed to 
tech roll or slow getup. If you hit with a dp+HK juggle from midscreen, 
your opponent will be brought all the way to the corner. 

-(j.HK), close s.HK xx qcf+MK, K, f+HP xx qcf+LP (whiff), hcb+P
(whiff), P (otg) A fancier version of the above combo that does
more stun damage. Vega can tech roll the last OTG hit of the combo 
though, so stick with the first combo where you juggle with dp+HK 
instead. 

-(j.HK), close s.HK xx qcf+MK, K, dp+HP Sometimes the opponent 
gets dizzy before the last hit of the three hit dp+HK move. To 
maximize the damage you do to your opponent, when you're sure 
the opponent will get dizzy, juggle him with the 2 hit dp+HP move
instead. 
--------------------------------------------------------------------------------

Off a parry: 

(These aren't guaranteed when your opponent uses anti-parry tactics
like buffering a slow DP into whatever parry bait move he stuck out, 
or mashing on a command grab or super grab after the parry, but that
rarely happens.) 

-parry, close s.HK xx qcf+MK, K, dp+HK The number one reason P-Kyo
is so deadly. Off just one parry opening from anywhere on the screen, 
he can bring you into the corner with a dp+HK juggle. 

-parry, d.MP xx qcf+LP, qcf+P, K Do this when you see that you're out 
of range of your close s.HK. Also consider using d.MP xx qcf+MK, 
K too though. 
--------------------------------------------------------------------------------

Off a JD: 

d.MP is a four frame startup attack and cancels into the beatdown 
punches or launching kicks perfectly. A lot of times you get a free combo 
when you JD certain laggy attacks your opponent throws out (like a 
Blanka d.HP for example). A super fast attack like d.MP is the perfect move 
to take advantage of that window for a free combo. 

-JD a laggy ground move, d.MP xx combo 
--------------------------------------------------------------------------------

---Super Combos ---


Using Level 3s
c.LK,c.LK xx qcf,qcf+P
low jump HP/HK xx qcf,qcf+P
c.LK,c.LK,c.LK xx qcf+LK,K -> qcb,hcf+P, release (in corner: hold, release)
c.LK,c.MP xx qcf+MK,K -> dp+MK -> qcb,hcf+P, hold, release
j.HK,close s.HK xx qcf+MK,K -> dp+MK -> qcb,hcf+P, hold, release
far s.HK xx qcb,hcf+P, release
trade dp+MP -> qcb,hcf+P, release


After combos which involve all of the level 3 cloud super connecting 
optional whiff qcf+LP,hcb+LP,P can be added on for extra damage (only 
last hit connects). This isn't hard, but requires practice. Make the first 
part of the super hit once (so do it deep, after dp+MK,K is easiest), then 
release the button right afterwards. The super should hit for 4 hits, 
immediately when you recover start inputting the qcf+LP and finish. 


--Using C-Groove--

c.LK,c.LK xx qcf,qcf+MP xx qcb,hcf+P c.LK,c.LK xx qcf,qcf+MP xx qcf+
MK, K -> jump forward d+HP (corner) c.LK,c.LK xx qcf,qcf+MP xx qcf+
HK,K -> [finishers]
(corner) c.LK,c.LK,c.LK xx qcf+LK,K -> qcb,hcf+MP, release xx qcf+HK,
K -> [finishers]
far s.HK xx qcb,hcf+MP, release xx qcf+HK,K -> [finishers]
j.HK,close s.HK xx qcf+HK,K -> qcf,qcf+MP (1hit) xx qcf+HK,K -> dp+
HK (dizzy combo -- 66 stun)
trade dp+MP -> qcb,hcf+MP, release xx qcf+HK,K -> [finishers]


[finishers]

dp+HK (easiest)
f+HP, qcf+LP,hcb+P,P (only last hit connects) -- if this is done near the
corner, you can usually mess it up pretty bad, and still hit your opponent 
if he techrolls.
I wouldn't worry about landing level1s at the end of these combos, the 
stun helps out Kyo more. 



---Custom Combos ---

Combos into CC

close s.HK xx qcf+MK,K, dp+LP/dp+MK, CC, juggle with dp+MP, df+
HK whiff
- start your post-CC juggle with dp+HP, df+HK whiff for a fullscreen 
CC
c.LK/c.MP xx qcf+LK,K, CC, juggle with dp+MP, df+HK whiff 
(corner)
RC qcf+MK,K, (dp+LP/dp+MK optional), CC, juggle with dp+MP, 
df+HK whiff
meaty c.MP/close s.MP, CC, c.LK, continue (easy)
meaty c.MP/close s.MP, CC, c.HP, continue (hard)
meaty c.MP/close s.MP, CC, dp+MP, df+HK, continue (harder)
c.HK, CC, juggle with dp+MP/dp+HP, df+HK whiff



CC setups (random activates)

blocked close s.HK, CC
blocked c.HK, CC
blocked meaty rdp+LK, CC
blocked meaty c.MK, CC
blocked 2nd hit of qcf+LK,K, CC
combo into qcf+MK,K, close s.HK xx rdp+LK (whiffs), CC
CC, RC rekka
CC, f+MK overhead, continue
hit with qcf+HP, hcb+P, wait, CC
the other obvious random activates, like empty jump, walk forward,
etc



Customs

CC, (c.LK), close s.HK x 2, far s.HK, df+HK (1-hit), [far s.HK x 2, df+HK
(1-hit)] x N to corner, df+HK xx qcfx2+P
- you can also switch up to mashed c.LK, df+HK (2-hit) at the end, but
i find it smarter to keep it simple.


CC, [dp+MP, df+HK whiff]x8 (or to 8 hits), c.HP, c.HP, qcb,hcf+P
- this is your combo for many things, like anti-air CC, comboing after all 
sorts of juggles, or traded dp+LP/MP
- start with dp+HP (1-hit), df+HK whiff if you need the range, like after a 
traded dp


j.HK, close s.HK xx qcf+MK,K, dp+MK, CC, [dp+MP, df+HK whiff] x 2, 
dp+MP, s.LK whiff, [j.LP x 4] x N until no meter, close s.HK/c.HP xx qcf+
HK,K, dp+HK (opponent dizzy), j.HK, close s.HK xx qcf+MK,K, dp+HK
- this should dizzy all characters 70 stun and lower if you land the qcf+
HK,K correctly, without a jumpin it should dizzy 60 stun chars
- the final hits after the dizzy won't do good damage because the CC 
scaling will still be in effect, this is only useful for flash
- it's smarter to end this combo with a super, then try to land another
combo afterwards to get some real dizzy damage



Special Custom enders

- combo to 8 hits, juggle with hcb+HK, qcf+LP, hcb+P, P (all 3 hits),
continue with mashed ground custom into qcfx2+P super or qcf+MK,
K, dp+HK for dizzy
- combo to 8 hits, juggle with c.HP x 2 (think rolento super at the end 
of CC), qcf+LP, hcb+P, P (first 2 whiff), continue with mashed ground 
custom into qcfx2+P super or qcf+MK,K, dp+HK for dizzy
- the execution of the connected rekka chains is pretty hard in CC mode, 
with kara cancels and shit, sometimes you do one rekka, juggle with a 
jab, then do another jab when you try for the hcb+P, it's hard, i would 
stick to setting up whiffed chains if you're gonna really practice this
- ground custom, end with qcf+MK,K, dp+HK for dizzy 





---Wake-Up Pressure/Knockdown Mixups---

Kyo has some of the nastiest mix-up in the game. The whole point of Kyo 
is correct meter management coupled with use of low shorts to get your 
opponent afraid of getting super'd or CC'd. You use his mix-up strategies 
to make your opponent defensive and afraid so that you can throw them 
when necessary or confuse them, opening up situations where you can
combo into Serpent Wave or Final Showdown. 


Tools Kyo has for mix-ups: 

LP Aragami (safe on block, not jd) 

Low short or wait and then low short (link to c.mp and then cancel to 
Aragami/Kai) 

Counterhit c.mp 

Whiff to Throw or just Walk-up throw 

Counterhit s.rh to super (difficult) 

Meaty S.Fierce xx LP Aragami 

LP Aragami => Yasabi (overhead that is unsafe on block and can be 
slightly delayed for confusion) 

Low jump to low shorts (50/50 mix-up) 

Low jump crossup shorts (hop over the grounded opponent and work 
in shorts) 

D+FP command normal mix-up (Small Jump D+FP, Whiffed SJ D+FP to 
throw, Crossup SJ D+FP *tall characters only*) 

Jump into corner to avoid DP (situational and only on cornered opponents) 

Wakeup Super 

Against players with a nasty DP such as Ken, Sagat or Iori, it's important 
to not start out reckless. You should try to recognize if your opponent is 
prone to throw out wake-up dp's. Free jump-ins combined with waiting/
blocking should be used when necessary to bait out whiffed dp's that 
open up huge punishment combos (c.lk x 2, c.mp xx aragami, etc.). Once 
your opponent is afraid to wake-up dp, begin to throw out more low 
shorts and to fish for counterhits with c.mp. Do not be afraid to walk 
up and kick throw, tick throw, or whiff to kick throw. 
------------------------------------------------------------
XII.    Mai Shiranui [SNK12]



-Introduction-


The sexiest, hottest, and bounciest kunoichi around returns for her
next game. However, compared to her King of Fighters incarnations,
Mai is a lot weaker than normal. You'll really need to hammer away
at your opponent to win with Mai!





-Movelist-



-Specials-


Kacho San.............................................QCF + P


Ryu En Bu.............................................QCB + P


Deadly Ninja Bees................................HCB + K


Flying Squirrel Dance (AIR)...............QCB + P


Flying Squirrel Dance.........................Ch. D, U + P


Sun Fire Samba.....................................Ch. D, U + K





-Super Specials-


Super Deadly Ninja Bees......................QCB, HCF + K


Swan's Ranpango...................................QCFx2 + P


Crimson Firebird Diver (AIR)................QCBx2 + P





-Movelist Breakdown-




--Normal Attacks--


-STANDING-


Close LP (Fan Stab)

-Decent poke, decent tick throw set-up, safe on block, 
links into Crouching MP and Crouching HP.


Far LP (Fan Poke)

-One of Mai's best pokes in the game. Really good range, good
speed, safe on block, cancelable into Supers.


Close SP (Swing Punch)

-Not that great of a move, though it does have pretty
good speed. Have to be up close to the opponent for the
move to come out, which most of the times, you'll be using
other moves or going for combos at that point.


Far SP (High Fan Poke)

-Good range, good whiff punisher, decent anti-air from
far away and when you anticipate jumps.


Close LK (Low Kick)

-Good poke, good tick throw set-up, can be chained off
Crouching LK, links into Crouching MP and Crouching
SP, safe on block.


Far LK (High Kick)

-Only good in combos (can be chained off Crouching
LKx2, cancelable into Supers, decent poke, although 
Crouching LK, Crouching MP, and Far Standing LP are
better.


Far Standing MK (Hop Spin Kick)

-Goes over certain low attacks, and if you press forward
while doing the move, it will move Mai towards the opponent.


Close SK (Fierce Head Kick)

-Decent Anti-Air and Anti-Cross up move. 


Far SK (Forward Spin Heel)

-Good range, decent whiff punisher, and very useful in
corner combos.





-CROUCHING-


Crouching LP (Single Tail Strike)

-Decent in combos when chained off of Crouching LIK.
Not that useful as a poke since you have Crouching
MP and Far Standing LP that do a better job.


Crouching MP (Double Tail Strike)

-One of Mai's best pokes. Good range and speed,
cancelable into specials/supers (although it doesn't combo
if done at maximum range), safe on block if done at the
proper range.


Crouching SP (Crouching Elbow)

-Good damage, short range. Good in combos in 
punishment situations. Great to chain off of Crouching
MK and combo into Super Deadly Ninja Bees.


Crouching LK (Foot Kick)

-Mai's main combo starter and hit confimr move. Without
meter, Mai can do something like Crouching LK to Close
Standing LK; if it hits, she can link Crouching MP to
SP Ryu En Bu afterwards; if it's blocked, she can walk up
throw or walk up and do Crouching LK to Close Standing
LK again; and so forth. With meter, Mai can do something
like Crouching LKx2 to Far Standing LK to Level 3 Super 
Deadly Ninja Bees; or if you're confident with your
execution you can do Crouching LKx3 to Far Standing
LP to Level 3 Super Deadly Ninja Bees. Against bigger
characters, Mai can do Crouching LKx2 to SP Ryu En Bu.


Crouching MK (Slide Kick)

-Only really good in corner combos. However, if you manage
to hit with this after a Jumping SK, you can chain into a Standing
Close SK to Level 3 Super Deadly Ninja Bees if you're good with
your timing.


Crouching SK (Trip Kick)

-Decent whiff punisher, cancelable into specials/supers (although
none of them will combo, this is only useful to cut off
time recover of the Crouching SK and/or keep pressure).




-JUMPING-


 SK (Diagonal Kick)

-Mai's best jump-in move. Good angle and damage, it's
even better in grooves with low jump.




--Throws--


Mai's Throws are an excellent way to trap opponent's in
corners, and when combined with her ground game, it makes
for a pretty decent offensive tactic. Note that Mai's Shiranui
Steel Press (F or B +SP) throws the opponent across the
screen, while Windmill Waster (F or B +SK) only slams the
opponent down on the ground.







--Special Moves--



-Kacho San-



STRONG VS.


Rush attacks




NO EFFECT VS.


Projectile attacks



WEAK VS.


Air attacks



-Decent projectile move. LP version is decent at controlling
space in front of her when she's far from opponent.







-Ryu En Bu-


STRONG VS.


Air attacks (if timed properly, but not against Projectiles)
Rush attacks



NO EFFECT VS.


None...



WEAK VS.


Projectile attacks
Anti-Air attacks.


-Mainly used in combos (Mai's main combo finisher
when she doesn't have meter). Good damage, knocks down,
decent poke when Rc'ED into (her "back off from
me" move, if you will, as said by FSGamer).






-Deadly Ninja Bees-


STRONG VS.


Rush attacks



NO EFFECT VS.

None....



WEAK VS.


Anti-Air attacks
Air attacks
Projectile attacks



-Not a very safe move, even if it is Mai's signature attack.
RC doesn't help it either. Kind of a slow start-up, and 
very unsafe if blocked (and even when it's being used, it's not safe).





-Flying Squirrel Dance-



STRONG VS.


Rush attacks




NO EFFECT VS.


None.



WEAK VS.


Projectile attacks
Anti-Air attacks
Some Air attacks



-Charge version is not that good, unless you use the LP
version while backed up in a corner for lightning-fast
reaction. Air version is good in a few situations, however,
Jumping SK is a better jump-in move (in K-Groove, you
can mix it up with empty jump-in to JD).






-Sun Fire Samba-


STRONG VS.


Air attacks (except Projectiles)
Rush attacks



NO EFFECT VS.


None.



WEAK VS.


Projectile attacks




-MK and SK versions have above the kness invincibility,
which makes them decent anti-air moves. RC'ing them
makes them fully invincible. Decent anti-air CC starter.





--Super Special Moves--



-Super Deadly Ninja Bees-



STRONG VS.


Rush attacks
Anti-Air attacks
Some Air attacks



NO EFFECT VS.


None




WEAK VS.


Projectile attacks




-Mai's most practical Super. Combos off all of Mai's
combo starters (Crouching LK, Far Standing LK, 
Crouching MP, Crouching HP, etc.). Good damage, but
does less damage if it hits airborne opponents.






-Swan's Ranpango-



STRONG VS.


Rush attacks
Some Air attacks (not Projecitles)
Anti-Air attacks




NO EFFECT VS.


Super Projectile attacks




WEAK VS.


Air attacks




-Most of the time, it's a waste of meter (only really good
if you chain it off of a combo starter). Does less damage
than Super Deadly Ninja Bees, but good for chip damage
(however, Super Deadly Ninja Bees is better than this
move in some situations, and safer), or good for hitting
somebody through their move without the risk of getting
hit.






-Crimson Firebird Diver-




STRONG VS.


Anti-Air attacks (some of them will still go through)
Rush attacks
Air attacks (but not projectile attacks)




NO EFFECT VS.


None




WEAK VS.


Projectile attacks




-Land the Level 3 version of this move a few times and
people will be more careful about trying to hit you out
of the air when you jump at them (which then allows you
to put pressure with Jumpin SK and eat away their guard
meter). Especially useful in K-Groove when you can
mix-up between jump-in to Level 3 Crimson Firebird
Diver; jump-in to Jumping SK; Jump-in to JD; etc.






--Groove Choices--

(This section comes from FSGamer)

 
My first choice for groove for Mai would be N. Low 
jump HK & empty low jumps make good mix-ups, 
running give her run-up s.LP/c.LK tricks, rolls (and 
RC Ryu En Bu's), alpha counters and counters rolls. 
Power-up gives her the ability to choose whether or 
not she wants to use her meter to add more damage 
to her moves, to guard crush easier, etc. Out of all 
the grooves, N is the one that's most balanced for 
her style of gameplay. 
 
Second choice would be K. Still have low jumps and 
run, she loses RC Ryu En Bu but she gains JD (which 
adds to her low jump mix-ups), as well as the ability 
to have access to lvl 3 supers quicker and more often 
than in N. K-mai is pretty close to N-Mai, IMO.
 
A-Mai would be my third choice. She loses low jumps 
& run, and gains dash (all of which take away from her 
offensive game and force her play play more defensively 
as well as rly more on her ground game). On the other 
hand, she has very easy & damaging CCs (basically 
just mash HK & c.MK and you'll get a combo out of 
it), ground CCs, anti-air CCs, & guard crush CCs.
 
I've seen people using C-Mai but I really don't see the 
point. She doesn't have any good lvl 2 cancels and the 
lack of low jump and run hurts her offense. 
 
I've never played S-Mai but I've heard things about 
she being able to put pressure with lvl 1 Fan Super, 
in additon to her runaway & low jump mix-ups. However, 
one would have to be low on life to have unlimited 
lvl 1 supers. For me, S-Mai simply seems too inconsistent 
to be used at competitive play.






--Team Positioning--


(This section comes from FSGamer)

 
Mai should be first on the team as ratio 1. Since she's 
a runaway/keepaway type of character she doesn't often 
get openings to get close and land super combos unless 
it's in punishment situations. She can build meter fairly 
quickly and then hand the meter over to whoever is in 
second in the team. There are many other characters 
in the game that can make better use of the meter. She 
might be OK as user in a counter character situation if 
whoever is in first in your team can do well without meter. 
I don't think I'd put her in last; her low stamina and her 
runaway-oriented game don't really fit the profile of a good 
comeback character.






--Strengths & Weaknesses--





--Battle Strategies--




OFFENSE





DEFENSE








------------------------------------------------------------
XIII.   Nakoruru [SNK13]



-Introduction-



The second playable Samurai Shodown fighter is perhaps the
fastest fighter in the game. However, you'll need to utilize mix-up
strategies and pressuring tactics to survive with Nakoruru.





-Movelist-



-Specials-



Anna Mutsube............................................B, D-B, D + P


Lela Mutsube...............................................QCF + P


Amube Yatoro...............................................HCB + P


Kamui Risse...................................................DPB + P, tap P


Mamahaha Grab............................................QCB + K


Mamahaha Slash (While on hawk).............LP, MP, LK, or MK


Mamahaha Release (While on hawk)..........SK


Mamahaha Attack (While on hawk)............QCB + P


Shichikapu Ai (While on hawk)....................QCF + P


Kamui Mutsube (While on hawk).................QCB + P





-Super Specials-


Shichikapu Kanui Inushika............................HCBx2 + P


Elelyu Kamui Risse...........................................HCBx2 + K


Shirikoro Konulmomi........................................QCFx2 + K (can cancel
by Kx3)
(Level 3 & MAX only)







-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-CROUCHING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-JUMPING-




--Special Moves--



-Anna Mutsube (Blade of Victory)-



STRONG VS.

Rush attacks
Projectile attacks
Very few Other attacks



WEAK VS.

Anti-Air attacks
Air attacks
Some Other attacks


-This move is relatively good, save for the extremely horrible 
recovery time when blocked (hence, why you want to use this
move when both players are at the opposite sides of the screen 
and your opponent throws out a fireball). Note that this move 
goes under just about any type of Projectiles, save for the types 
that travel along the ground (Terry's Power Geyser, Rock's, Geese's,
and Rugal's Renpukens, etc). Also comes out relatively
fast and knocks down upon impact. Good to start any of Nakoruru's
pressuring tactics.


The best use for this move is generally in combos. A groove 
CC's have a use for it when used following activation to blast 
through projectiles. While you could in theory use it randomly 
to punish pokes against even the most predictable opponents, 
being at -27 blocked for even the jab version almost 
always restricts it to combos only. 

While all have apparently the same startup, value of the moves 
usage comes in the setups following the different strengths 


Midscreen Following the Jab(crossup short, s.LPx2 or just s.LPx2:)
Deep crossup short
Corpse Hop
Can punish safe falls with another Anna Mutsube 

Midscreen Following the Strong(following b&b):
Crossup short
Corpse Hop
Crossup Roll
Can punish safe falls with another Anna Mutsube 

Midscreen Following the Fierce(following b&b):
Corpse Hop 


Due to the nature and somewhat faster recovery of this move 
this is the prefered special of Nakoruru's to combo into. Lela 
Mutsube is just too dangerous whether done in the corner or 
midscreen, your opponent could recover earlier and take 
away what little life you have. 






-Lela Mutsube (Blade of Wind)-


STRONG VS.

Air attacks (save for Projectiles)
Other attacks
Rush attacks




WEAK VS.

Anti-Air attacks
Projectile attacks



-Nakoruru's form of an Anti-Air attack. Comes out relatively quick
and does decent damage. SP version makes it so that Nakoruru
travels to the other side of the screen, which may be useful for
escaping opponents. Note though that this attack is unsafe on
block, so make sure that you don't spam it that much, and use it
more as a surprise attack on the opponent

Aside from perhaps catching people off guard as a mediocre 
and not so safe anti-air, there's generally not much use for this 
move. Whereas the ground slide used randomly and blocked
as a result will get Nakoruru killed, doing this move randomly, 
or even in combos will likely result in the same, especially in 
the corner, especially if they're playing the "not so safe" 
fall grooves. If you do insist on using this move, do so with 
caution, and only as an anti-air. 






-Amube Yataro-


STRONG VS.

Anti-Air attacks
Air attacks
Rush attacks
Other attacks



WEAK VS.

Projectile attacks



-This move is a pretty good move, for the fact that while 
this attack is going, you can set up Nakoruru to do whatever 
you feel like. This move works against a lot of attacks, and 
covers a great deal of the screen between all of its versions. 
Do note though that you have to wait for Mamahaha to return 
to above Nakoruru's head to be able to use this move again.

The computer uses this move a lot following a punchthrow
midscreen, and surprisingly enough this works against people 
just as well; following the punchthrow they wakeup with the
bird literally mere pixels from where they stand. You can do this
also with the kickthrow, but the kickthrow's recovery is longer 
than that of the punch, and Nakoruru's vitality and pressure 
games demand faster recovery moves. With this in mind, they 
actually have a moment or two longer with the kickthrow 
with which to react. 

Aside from added pressure and throwing more things at your 
opponent to worry about, there's not much of a reason to use 
this move alone, it's one of those moves you need to set up.

You don't even need to throw this out, as you can just run up 
to your downed opponent and begin counterhit/throw mixup 
patterns just as easily.

Still, it knocksdown and gives you advantage enough so that 
you can run after it and use it so it doesn't hurt in that it forces 
your opponent to block more often. 







-Kamui Risse-


STRONG VS.

Projectile attacks
Rush attacks
Air attacks
Anti-Air attacks



WEAK VS.

Other attacks


-This move is actually rather useful in its own right. Not only is it
Nakoruru's guard against Projectiles (it reflects them back at the
opponent), but when timed right, can be used as a guard against
Aerial and Anti-Air attacks while avoiding getting hit. Do note
that there is a 2nd part to this move, only available while using the
SP version of this move (same input as the initial input). A relatively
safe move.

RC'd, the fierce version makes an effective poke. It moves her forward, 
reflects fireballs and can potentially knockdown when done through 
laggy normals/specials. At range, the move is also safe at -5, similar to 
Kyo's 1st hit LP rekka when blocked following his d.LKx2, d.MP chain. 






-Mamahaha Grab/Release-



STRONG VS.

Projecitle attacks



WEAK VS

Everything else


-This move, in conjunction with her speed, makes Nakoruru 
what she is. She's off the ground early, either on the 1st or 2nd 
frame, and can follow up with numerous dismounts depending 
on the situation at hand but all are typically offensive in nature 
save the "Release."

 This isn't necessarily an attack, but more of as a stance-esque 
move. You can travel around in the air with Nakoruru and set
yourself up for cross-ups and mind-games, but note if Nakoruru
is hit while on Mamahaha, she'll be knocked back to her feet on
the ground.






-Mamahaha Slash-



STRONG VS.

Rush attacks
Other attacks
Air attacks



WEAK VS.


Anti-Air attacks
Projectile attacks


-Nakoruru simply falls straight down while doing a rotating slash
attack. One of her cross-up moves that can be comboed into several
of her other moves, though you'll need to be quick about it, as the
attack itself doesn't stun the opponent very long at all.

(This section below is from the Shoryuken Wiki on Nako by Helion)

Nothing listed so far as cancels go, but looking at these moves now,
in particular MK, makes me wonder. MK in particular is basically 
Nako's j.HK but with her grabbing the falcon. Good angle and this 
and the other moves cancel and combo into the dive on hit or blocked. 
Even the qcf+P firebird attacks could work with this kind of "hit 
confirmation." I don't like these moves in general because she's in 
another world of vulnerable here, can't safely say I'd recommend 
doing them just because of risk/reward alone. 




-Mamahaha Attack-



STRONG VS.

Anti-Air attacks
Air attacks
Other attacks
Rush attacks



WEAK VS.

Projectile attacks


-Good move. You can set this up in the corner against most 
opponents or even mid screen almost like a "free jump in" after
a knockdown which leaves you with enough advantage to bird 
hop and drop so this hits deep and keeps you safe from dp's
and such with you blocking down back with your ever ready 
trigger finger on low shorts. Whether you accomplish that or 
not, the advantage you get from this move makes the attempt 
worth it. Easily go into counterhit/throw mixups from there to
maintain your pressure or on a successful hit link jab xx slide. 






-Shichikapu Ai-


STRONG VS.

Rush attacks
Anti-Air attacks
Air attacks
Other attacks



WEAK VS.

Projectile attacks


-In CvS2 Nakoruru perhaps is the only character who can
make use of her 30-60 degrees of screen coverage with her 
fireballs with a relatively higher degree of safety that allows 
her to close the distance with relative safety; unlike Akumas 
her firebird knocksdown. 

Unlike Akuma, who's able to combo following his air fireball, 
Nako can't, but it does it's job in helping her close the distance.

With an opponent trapped in the corner, following a 
knockdown this move is practically safe when done "meatied" 
due to its abruptness. It's so short you'll recover before even 
Iori's reversal rolls!

Unfortunately, like all things concerning her, you need to set 
this up.

Following a knockdown in the corner, preferably after any 
combo into jab slide (due to its faster recovery), immediately 
backdash, bird grap, and Jab firebird and you'll see what I mean. 

Like all tactics in CvS2, no single tactic dominates. However if 
you utilize all the tools Nakoruru has, all of them prove effective
in spite of the minimal damage she does. So long as you're in 
control the damage adds up. 






-Kamui Mutsube (Blade of the Gods)-


STRONG VS.

Rush attacks
Other attacks
Projectile attacks (when timed right)



WEAK VS.

Anti-Air attacks
Air attacks (somewhat)



-Can only be used while Nakoruru is clinging onto 
Mamahaha. A rather useful move when combined with
Annu Mutsube and Lela Mutsube, and especially good
for quick cross-ups and mind games. However, it is easy
to block if you just throw it out at random. Comes out
pretty fast, and has a tiny fragment of slow recovery to
it.

More so than the Shichikapu Ai, or even the generally 
perceived greatness of Anna Mutsube, this move is arguably 
Nakoruru's safest "cross screen" whiff punisher in the game.
It's faster than the firebird, and safer than the ground slide 
(though you will still get punished if predicted, baited, etc). It's
so fast that it comboes after df+HP in A-Groove if you're quick, 
otherwise with a slight delay it becomes a CC reset.

Best use is as a whiff punisher, whether it be laggy long range 
whiffs, footsies fireball whiffs. If you read your opponent well 
enough you could nail them with this when they do some of their 
safer moves for meter. In A-Groove that's a corner CC. In all 
grooves that's another knockdown to capitalize on, with some 
advantage similar to a connected ground slide. 





--Super Special Moves--



-Shichikapu Kanui Inushika-


STRONG VS.

Rush attacks
Projectile attacks
Anti-Air attacks
Air attacks
Other attacks



WEAK VS.

Very very few moves


-This is by far Nakoruru's best Super Special that she
has to offer, it comes out amazingly fast, hits fast, and
hits pretty hard. This is the kind of move that you'll
want to use during one of your opponent's moves.
Especially dangerous while in K-Groove or powered
up in N-Groove. Try to use this at far to mid range
(avoid close range with this move, as it may be
easier to dodge and counter with a roll).

Though some have commented on being able to combo this 
through close s.HP or close s.HK, the only sure way to land 
this move is through the juggle on a connected d.HK, or through 
a custom.

Always cancel the d.HK if you land it, as that move alone isn't safe 
when blocked up close. When done meatied it becomes safer, but 
just barely and the timing's strict and vulnerable, and she's better
off just using d.LK for counterhit/throw mixups besides.

Even so, hitting with a non tech-rollable supercombo or keeping 
pressure on with +18 or greater moves doesn't hurt. 

The simplest way to input the super input following the sweep seems 
to be via running sweep with a 720 motion beginning from the direction 
you're running. Another way would be comboing into the sweep from 
a deep j.HK (which she can get away with due to her fast jump and 
requent use of the bird grab), or, the safer counterhit jab, link sweep xx. 

Simply walking up with the sweep tests your execution a little more as 
you don't have a lot of time to input the two half-circle back motions. 
The result gives you a kickthrow, which is ok when you're raged or 
powered up, or if you're in a stored super groove it safes you from 
wasting meter, but since it's her kickthrow her followups are limited 
slightly due to the "quicker" recovery of the opponent, increasing 
the odds of predicting your next move. 

Done randomly, this move is very fast, rivaling Balrog's or Rock's 
Shine Knuckles for example, but vulnerable when predicted and rolled 
and the like. 







-Elelyu Kamui Risse-


STRONG VS.

Rush attacks
Very few Other attacks



WEAK VS.

Anti-Air attacks
Projectile attacks


-While this move does deal quite a bit of damage,
it's relatively easy to block and/or counter. It's best
used after your opponent uses a laggy move, or isn't
in the air (as you'll deal a sliver of damage to your opponent
and more than likely won't hit with the rest of the move).






-Shirikoro Konulnomi-




STRONG VS.

Nothing



WEAK VS.

Everything



-The only move in the game that heals the character. However,
note that in a tournament level play, this move will never be used.
The reasons being that the healing factor of the move isn't that
good, and by the time you gain life back from it, your opponent
can deal more than what you gained back. It's best to ignore this
move unless your opponent is stunned or if you really want to
taunt your opponent. 







--Strengths & Weaknesses--


One of the most notable strengths that Nakoruru has over the rest
of the cast is her speed. Nakoruru has the highest speed out of the
entire cast (in running, jumping, etc), which can be used to create
crazy mix-ups and combos. Nakoruru also has several moves that
help her counter a large cast of attacks (Annu Mutsube to avoid
non-ground projectiles, Kamui Risse to reflect projectiles, Anuba
Yataro to counter jumping opponents, etc). Another huge advantage
Nakoruru has over the majority of the cast is that she's one of the 
smallest characters in the game. What this means for her is that 
several standing REGULAR attacks that can hit the majority of 
the cast can miss Nakoruru completely (such as Sagat's Standing 
SK). 


A big downside, however, is that Nakoruru has among one of the
least amount of vitality in the game, as well as being one of the
easiest to stun. Keeping this in mind, when playing as Nakoruru,
you'll want to focus on pressuring of course, but you'll also
want to learn how to be defensive while being on the offensive
to truly maximize your potential with her. Another disadvantage is 
Nakoruru doesn't do as much damage as the rest of the cast, and
therefore requires a lot of set-ups and opportunities to land
combos for her to do any real damage.




Key things to note with Nakoruru:


1) She has the best low jump game in CvS2.

Not only does she have the fastest low jump, she also has a 
downward angled attack with huge priority on it. Nakoruru's
low jump roundhouse is pretty much impossible to uppercut 
on reaction unless you drop everything else in your game 
and concentrate on just that. Even then, it's still really damn 
hard to do without pumping the motions beforehand. Besides 
the low jump roundhouse, she also has a pretty fast cross up 
with low/regular jumping short.


2) She can combo easily off of her low jump.

This is huge. Nakoruru can harass opponents with low jump
roundhouse,and if you see that one of them hit you can easily
combo off of it on reaction. Low jump rh, standing jab xx slide 
is really easy and puts some real meat behind those low jump rhs.


3) She can combo easily off of her low shorts.

3 low shorts into upward slide thingie is incredibly easy and 
will combo even from max range on every character. However,
damage isn't so hot and set ups afterwards are kinda meh. It's 
not even safe against tech roll grooves when they're cornered. 
However, linking low strong after the low shorts is a really 
easy 3 frame link. Combo into strong or fierce slide 
afterwards for good damage and VERY good set ups after.





Things that leave Nakoruru open:



---Blocked Sweep---

6 Isn't really the worst you can get but it's pushing it when 
you're in close against Sagat's, Cammy's and Blanka's. 


---Blocked Bird Dive---

A mistimed, blocked Blade of the Gods should get you 
punished hard for similar reasons to the blocked sweep. 
Slightly worse at -8. The thing is Nakoruru's known for being 
an absurdly fast character so you may get away with both 
moves once or twice but players who know this will kill you 
for it, so it's not a good habit to get into.

The Bird Dive though is one of her most effective moves that 
give opponents pause when up against a Nako player who 
uses it against those foolish enough to leave themselves open to it. 


---Blocked Random Ground Slide---

Some people can't help it. This move will go under most
fireballs so if people spam such moves against you, you'll likely 
be tempted to go for this move, in spite of the fact that the bird 
dive is a much faster (and safer) alternative. If blocked, you have 
the time of nearly 3 close standing Cammy Fierces to get 
punished, you're quite open. 


---Bird grab, firebird---

This move is good when setup immediately following a 
knockdown for pressure that's virtually guaranteed. When 
used otherwise you're at high risk for getting knocked off the 
bird or punished upon landing, however fast this sequence is. 
The angle of the jab strength attack is such that if they see it 
coming it can be avoided, but if they're waking up into one 
there's not much they can really do outside of super/cc/reversal 
RC. 


---Firebird, Grounded---

Like the aforementioned move, this is really only good 
when setup following a knockdown. In this case, generally 
a punchthrow due to this move's recovery. It isn't bad so far
as most fireball moves are considered, but the angle of the bird 
limits it's uses in contrast to, say Shotos using fireballs for 
footsies. 


---Healing Super & Bird Dive Super---

Honorable mention goes to these two supers. You're vulnerable
regardless of how you set them up. You are quite vulnerable 
during the healing super, the only sure way to set it up seemingly
being after a midscreen punchthrow, even then you'd have to
cancel it for barely 1000 life, give or take.

Opponents will seldom let you regain the maximum amount of 
life you possibly can from this move, from an analytical 
standpoint you're better off dealing 6000+ damage with a sweep
xx bird super than you are attempting to heal. The
Bird Dive Super is probably the better choice of the two, but 
since you have to do it completely random or when they leave 
themselves "really" open you're limited in it's use.

Since most people apparently play K-Nakoruru these days, 
they'll want to rush and go for a combo into bird super. 


Beyond these specials and supers there's not much so far 
as normals are concerned that leave Nakoruru open.

The normals you will use are hardly vulnerable at all. 




---Nakoruru's Combos---



1) d.LKx2, d.MP xx BTD+P (Ground slide) 

Her b&b of choice when close in, from slightly further out 
she could run a single d.LK, d.MP instead. Hit confirmation 
is good and frame advantage off a counterhit d.LK makes 
it better. As an R1 it deals about 1886 damage without 
bonuses against a character with full health. The link 
between the second crouching short to the crouching 
strong is about 3-4 frames. The sequence isn't that hard
to learn, two shorts, strong, during the strong roll the stick 
to back, then return to down and hit punch. It's similar to 
how some characters like Hibiki do d.LKx3 xx hcb, hcf+P 
super inputs. The move's recovery depending on strengths 
used sets up plenty of stuff already listed in Specials. 


2) Crossup LK, s.LPx2 xx BTD+P 

What you can do after the crossup short varies depending 
on how deep you hit and what character you're facing. 
Shorter characters can actually crouch the close s.LP's, so 
against them you'll want a deep crossup short followed by 
d.LK, link d.MP xx slide. You get a real deep crossup short 
opportunity following a b&b to jab slide. 

Doing this combo into another jab slide sets up another 
deep crossup opportunity as well. Don't get predictable
though. 

If blocked you're at either +7 or +8 depending on which 
normal you use between the standing jab or crouching 
shorts. Go for a throw or fish for counterhits.

In fact, s.LPx2 xx ground slide is a common occurance and 
there are many moments where you will end up landing a 
close s.LP, if it hits, throw another and cancel it to jab slide. 


3) Low Jump HK, s.LP xx BTD+LP 

Considering how fast her low jump is, and the fact that a 
forward low jump's startup looks remarkably similar to her
bird grab, you can easily get away with doing an early 
low jump roundhouse, link s.LP xx jab slide on people 
while they're even inputting their dp motions. This also 
works best immediately after a backdash after you have them 
cornered following a knockdown; the bird will be over 
them, turning to fly back towards you because of the 
back dash, and your low jump will look like you're jumping 
up in the direction of the bird instead of what it truly is. 
If they block the roundhouse and jab you're at +8 go for 
a throw or counterhit d.LK attempts. Mix this up with empty low
jump throw or empty low jump, d.LKx2 b&b's. 





---Nakoruru's Super Combos---



1) d.HK xx hcbx2+P 

Really the only way she'll land her supers.

Perhaps the most practical way is linking the d.HK off 
a counterhit close s.LP (giving you +10, easy link), since 
they'll still be reeling in hit stun you can't throw them so 
you can be more free with the sweep input and your half 
circle back motions. This method also owns since you're 
already pressuring them with your +8 walking jabs
in the first place, fishing for counter-hits.

I like whiff punishing run up sweeps xx bird supers 
myself. The run, as well as the skid animation, does a good
job preventing you from accidentally getting a kickthrow in 
there like you might if you did a walk-up sweep xx hcbx2+P.

In fact anything you can do to prevent accidental option 
selecting throws is recommended. A deep low jump HK 
combos easily enough with a sweep for example. 





---Nakoruru's Custom Combos (Only available in A-Groove)---


There are many variations of her customs but the main 
ones have her activating into a crouching strong or 
forward (strong being faster) and then multiple down+forward 
Fierces from there 'till you get 8 of them by the corner. 
Then you get a sweep, crouching fierce with a whiffed 
short and super jump jabs x4 about two times then 
bird super on landing. 


1) CC, d.MP, df+HPx8, d.HK, d.HP whiff d.LK, [sj LPx4]x2, 
hcbx2+P Damge inflicted is 7000+ 

Personally I prefer another df+HP immediately following 
the sweep, it puts you at +6 and knocks them in the air 
long enough that you recover and superjump easily, and
it also sets up the bird super nicely as well if I mistime
the jumping jabs even in the slightest. That 
and it's just easier besides.

Ideally though the custom above is the one you'll likely 
see the most often. 


Reset, or blocked CC Option
CC, d.MP, df+HPx6 xx qcb+K, qcb+P, df+HP, [sj+HKx3]x2, 
hcbx2+P

About 9,500 or slightly more depending on Nako's ratio 

Nakoruru doesn't have too many reset or blocked CC 
options but what she does have is pretty fast, effective
and safe. It involves the Mamahaha Grab and the qcb+P bird 
dive move following about 6-8 df+HP's. This sequence is 
so fast that if you really tried it combos, so let up a bit, but 
only slight. Immediately following the Blade of the Gods 
you can do a crouching Fierce, whiff short and begin 
superjump HK's, or do the easier df+HP's. I like 
the latter option a lot because if they try something stupid
to get out like roll, due to the df+HP's startup I suppose 
the move goes towards them regardless so you nail them
when they come out the roll, though they're no longer
cornered. If the bird dive connects, you knockdown and
juggle with the same move and are free to do j.HK's. If they 
block it the df+HP simply block combos them so you're 
still safe. They try to mash, the Bird Dive counter-hits. 
Only "safe" options would be to JD, parry, dp, etc, but 
those are reaction-based tests of skill often frowned on 
because it varies from person to person. 


Setups
She doesn't seem to have too many fancy setups, they're
all basic. At least she can link custom off a crossup short, 
or nail someone from across the screen when they're nearly 
cornered with the bird dive. 


Links
d.LKx2, CC, d.MP
close s.LPx2, CC, d.MP


Footsie's Whiffs
cornered or near it: qcb+k, qcb+P, CC, df+HP
cornered or near it: CC, qcd+P, df+HP midscreen: CC, walk
forward d.MP or d.MK 
------------------------------------------------------------
XIV.   Orochi Iori [SNK14]



-Introduction-


Orochi Iori is like Evil Ryu, Shin Akuma, and Ultimate Rugal....he takes
damage like a little girl. However, he is much faster and stronger than
Iori. Take time to slow down a ltittle and try to figure out ways to
annoy your opponent with his speed!


Note that Orochi Iori is banned in tournament plays. For an look at his
moves, refer to Iori's section and adjust accordingly to Orochi Iori's
playstyle. Keep in mind the main differences between Iori and Orochi
Iori are:

1) Orochi Iori takes a lot more damage than Iori
2) Orochi Iori is twice as fast as Iori
3) Orochi Iori comes with Hellfire Wave, which is used primarily for
offensive purposes

Everything else between the two characters pretty much remain the
same.




-Movelist-



-Specials-



Dark Thrust...........................................QCF + P


Fire Ball..................................................DPF + P


Deadly Flower.......................................QCB + P (Up to 3 times)


Dark Crescent Slice...............................HCB + K





-Super Specials-



Maiden Masher.....................................QCF, HCB + P


Hellfire Wave..........................................QCF, D, D-F + P
------------------------------------------------------------
XV.    Raiden [SNK15]



-Introduction-



Where this guy came from is unclear to me, but one thing's for sure;
he's not that great. However, if you can only manage to keep him
close to his opponent....





-Movelist-



-Specials-



Giant Bomb.................................................Ch. B, F + P


Poison Spray...............................................HCB + P


Super Drop Kick..........................................Hold Kx3, then release


Thunder Crush Bomb................................360 + K (Close)


Jumping Lariat Drop....................................DPF + P


Poison Combination- Body Blow..............DPB + P


Head Butt (After Body Blow)....................QCB + P


Front Suplex (After Body Blow)...............QCB + K



-Super Specials-


Destruction Drop........................................720 + K


Flame Breath...............................................HCBx2 + P


Crazy Train..................................................QCFx2 + P






-Movelist Breakdown-




--Normal Attacks--


-STANDING-






-CROUCHING-



LP (Quick Jab) 


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-JUMPING-




--Special Moves--




-Giant Bomb-





STRONG VS.




NO EFFECT VS.




WEAK VS.







-Poison Spray-



STRONG VS.

Other attacks
Rush attacks
Air attacks
Anti-Air attacks



WEAK VS.

Projectile attacks


-Raiden's sole "projectile" attack, which isn't really
that bad of a move. In fact, it covers a pretty decent
amount of the screen and can stop a lot of moves
in their tracks, as well as hinder several fighters
somewhat (such as Vega and Nakoruru). However,
keep in mind that it has a slow start-up and recovery
time on it, and can be fatal to Raiden if blocked!







-Super Drop Kick-





STRONG VS.

Rush attacks
Some Other attacks



WEAK VS.

Projectile attacks
Anti-Air attacks
Air attacks


-This move comes out lightning fast for someone
as big and slow as Raiden! However, note that this
move has a crappy range (it's still decent, though
not nearly as far as some of Raiden's other moves
can go), and it has somewhat of a slow recovery
on it. Also note that you can charge the move up
and still attack using punches, though it doesn't
increase the power or range of the move at all.
Good for mind games and mix-ups though!







-Thunder Crush Bomb-





STRONG VS.

Nothing



WEAK VS.

Everything


-One of Raiden's main offensive moves, and as with
every other Throw related move, he has to be close to
the opponent in order to fire this move off! However,
it does a rather nice chunk of damage to your opponent!
Try to mix this move in with some Poison Sprays (if you
can recovery fast enough and if your opponent tries to
rush you), or Jumping SK to Standing SP (though this
might take a little to get used too, and may not even
work half the time).






-Jumping Lariat Drop-





STRONG VS.




NO EFFECT VS.




WEAK VS.







-Poison Combination-





STRONG VS.




NO EFFECT VS.




WEAK VS.






-Head Butt-





STRONG VS.




NO EFFECT VS.




WEAK VS.






-Front Suplex-





STRONG VS.




NO EFFECT VS.




WEAK VS.






--Super Special Moves--




-Destruction Drop-





STRONG VS.

Nothing




WEAK VS.

Everything


-Most people will probably avoid getting too
close to Raiden for this move alone. For that fact,
try not to rely on this move too much unless you
can mix up into it or combo into it after a Thunder
Crush Bomb or Jumping Lariat Drop (though the
latter is harder to pull off than the Thunder
Crush Bomb).







-Flame Breath-




STRONG VS.

Rush attacks
Air attacks
Anti-Air attacks
Other attacks
Projectile attacks



WEAK VS.

Very, VERY little...


-This move is going to be one of the 2 Super
Specials you'll be mixing up a lot (the other being
Destruction Drop). Note that this move has a 
huge hitbox at Level 3, meaning that even if the
opponent is jumping in the air, this move WILL
STILL HIT THEM!!! Mix this in with Destruction
Drops, and you'll have your opponent guessing
which move you'll be throwing out next! Try
comboing this move off of a Thunder Crush Bomb.






-Crazy Train-




STRONG VS.

Rush attacks
Most Other attacks



WEAK VS.

Projectile attacks
Air attacks
Anti-Air attacks


-A relatively powerful attack. It is possible to 
connect with this move farther away than it looks,
and the higher the Super Level used, the more safer it
becomes. You can also try to end this move with a 
Thunder Crush Bomb or even a Destruction Drop (best
used while in N).









--Strengths & Weaknesses--





--Battle Strategies--




OFFENSE





DEFENSE





------------------------------------------------------------
XVI.   Rock Howard [SNK16]



-Introduction-


The son of Geese makes another return to the world of fighting. You'll have
to rely on Rock's mind-game tactics and powerful attacks to beat your
opponents silly.





-Movelist-


-Specials-


Cyclone Sock................................................QCF + LP/MP


Double Gust Punch......................................QCF + SP


Rising Tackle.................................................Ch. D, U + P


Hard Edge.......................................................QCB + P


Crack Counter.................................................QCF + K


Rage Run-Type "Dunk"................................QCB + LK


Rage Run-Type "Save".................................QCB + MK


Rage Run-Type "Shift".................................QCB + SK


Evac Toss (Close to opponent)....................360 + P (can cancel by Px3)


Raksasa (during Evac Toss)..........................Hold Px3, then release




-Super Specials-


Raising a Storm...............................................QCFx2 + P 
(can charge Level 3)


Shining Knuckle..............................................QCFx2 + K


Neo Deadly Rave.............................................HCB, F + LK, LPx2, 
LKx2, MP, MK, SP, SK, QCB + SP
(Level 3 & MAX only)






-Movelist Breakdown-




--Normal Attacks--


-STANDING-


LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-CROUCHING-


LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-JUMPING-




--Special Moves--





-Cyclone Sock/Double Gust Punch-




STRONG VS.

Rush attacks
Some Other attacks




WEAK VS.

Air attacks
Anti-Air attacks



-Rock's projectile attack, which is pretty much
the same as Geese's Reppuken and Double Reppuken.
As with Geese, if you're playing defensively, mix up
between LP Cyclone Socks and Double Gust Punches
(which can only be used by pressing SP). 







-Rising Tackle-




STRONG VS.

Air attacks
Rush attacks
Some Other attacks




WEAK VS.

Projectile attacks
Anti-Air attacks


-Taken straight from Terry, this move is the perfect Anti-Air
move for Rock. MP version has 6 frames of invincibilty, with
2 frames being on the upper body, and the SP version has 8
frames of full body invincibility. What this means is, if used
before certain attacks hit you, you can blow right though
the attacks without being touched at all! 






-Hard Edge-




STRONG VS.

Some Other attacks
Some Rush attacks



WEAK VS.

Air attacks
Anti-Air attacks
Projectile attacks


-Rock's rushing move. Each version travels a different
distance on the screen, and the SP version has an additional
hit, but if that hit is blocked, it leaves Rock a bit open to attack.






-Crack Counter-




STRONG VS.

Majority of attacks




WEAK VS.

Projectile attacks


-Rock's counter techinque. LK version counters high attacks,
MK version counters high and mid attacks, while SK version
counters only low attacks. Learn the timing of your opponent's
attacks, and you'll be able to blow through your opponent's
attacks and take minimal damage throughout the match!







-Rage Run - Type "Dunk"/"Save"/"Shift"-





STRONG VS.

Varies on each move

--"Dunk"--

Very few Rush attacks
Very few Other attacks


--"Save"--

Nothing



--"Shift"--

Anti-Air attacks




WEAK VS.

--"Dunk"--

Air attacks
Projectile attacks
Anti-Air attacks
Many Other attacks


--"Save"--

Everything



--"Shift"--

Everything if predicted




-Rock's big mix-up moves. Note that LK version
does "Dunk", MK version does "Save", and
SK version does "Shift". "Dunk" is Rock's offensive
attack out of the bunch, "Save" makes it so that Rock
runs at the opponent, but stops short in front of them,
which COULD potentially lead to some LK xX Evac
Toss xX Raising Storm combos if performed right, or
LK xX Evac Toss xX Raksasa or Rising Tackle combos.
"Shift" makes it so that Rock will run at the opponent, then
phase to the opposite side of the opponent as soon as he reaches
the opponent. Note that during "Save" and "Shift"









-Evac Toss/Raksasa-





STRONG VS.

Nothing




WEAK VS.

Everything


-Rock's Throw special (Raksasa is the follow-up to Evac
Toss). The best way to combo into this move is to use
LK to Evac Toss, then go into a Raksasa (by holding
PPP), and if you think you can manage it, try and end
the combo with a Level 3 Shining Knuckle, or if you're
in a corner, replace Shining Knuckle with SK xX Raising
Storm.








--Super Special Moves--




-Raising a Storm-




STRONG VS.

Rush attacks
Air attacks
Anti-Air attacks
Other attacks



WEAK VS.

Projectie attacks


-A pretty powerful special on its own. You can try and
combo this move off of a Rising Tackle or a LK xX Evac
Toss xX Raksasa xX SK when in a corner. Note that
you can charge up a Level 3 Raising a Storm, but note
that Rock is NOT invincible while charging!!!







-Shining Knuckle-




STRONG VS.

Rush attacks
Other attacks
Projectile attacks



WEAK VS.

Anti-Air attacks
Air attacks


-This is probably going to be one of the most used specials
for any Rock player. Level 2 and 3 Shining Knuckle have more
than enough invincibily to go right through projectiles (save for
ground projectiles), and Level 3 has enough invincibility to go
through point-blank uppercuts (such as Shoryuken or Tiger 
Uppercut). Note that if you hit an opponent that is the air, the
move will still go on, but you'll more than likely miss the 2nd part
of the move, and hit very little with the 3rd part.








-Neo Deadly Rave-




STRONG VS.

Rush attacks



WEAK VS.

Anti-Air attacks
Air attacks
Projectile attacks
Other attacks


-This move, as with many, many other moves of the same type,
is nothing more than for show, since Shining Knuckle and Raising
a Storm are more useful and aren't as risky to use. I'd recommend
learning the full potential of the other 2 Super Specials, and save this
move for ONLY when you want to show off!







--Strengths & Weaknesses--






---Things You, As a Rock Player, Should Know!---


---Reppu Ken Trap---


In cases where you're sitting on a level 3 super, establish long range 
and look for an opportunity to safely throw a MP Reppu Ken. If your 
opponent rolls past or jumps any direction over the projectile, 
immediately input the command for Rock's Level 3 Shine Knuckle as 
you recover from the Reppu Ken to punish their evasive maneuver. If 
your opponent simply blocks the Reppu Ken, throw another MP Reppu 
Ken while they're still recovering from block stun. This effectively resets 
the same situation all over again, which may be repeated until your 
super meter expires. 

Unfortunately, this tactic is not applicable against specific grooves and 
characters. Specifically, A Groove characters sitting on a full super bar 
can simply jump straight up over the projectile and look for the super 
attempt. If you initiate a level 3 Shine Knuckle, the defending player can 
simply activate Custom Combo Mode to safely pass through and punish 
your Level 3 Shine Knuckle. Additionally, P and K Groove characters can 
simply parry or Just Defend your onslaught of projectiles without having 
to worry about making risky decisions to avoid guard damage. There's 
also a long a list of special attacks that can punish Rock's Reppu Ken 
effortlessly. 

Despite these problems, the Reppu Ken Trap is still effective regardless of 
whether or not your opponent takes the bait. In cases where your opponent 
knows you're looking for a jump and opts to block, parry, dodge, or Just 
Defend your projectiles, use the opportunity to throw a LP Reppu Ken. 
After its release, run behind it to safely, and effortlessly, establish
semi-close range. 




---Low Jump HK---

Rock arguably has one of the best jump attacks in the game at his disposal. 
This attack happens to be jumping HK, which is extremely difficult to anti air 
properly when combined with a low jump. This is all due to the incredibly 
steep downward angle this attack posseses. After the initial low jump, it's 
possible to perform jumping HK at practically any moment just as you hit the 
peak of your jump without the risk of it missing. This allows you to adjust 
your timing and hit jumping HK just before you think your opponent may 
go for a normal attack anti air. Although special attacks with invulnerability 
will still cleanly beat this attack, low jumps in general are very difficult to 
reverse without directly looking for them. 

Additionally, low jump HK can be used as an "instant overhead" against larger 
characters like Geese, Sagat, Todo, Zangief, Raiden, Chang, etc. In other 
words, stand directly next to your opponent, then perform a low jump any 
direction and immediately hit HK the second you leave the ground. This acts 
as a very quick overhead attack that's impossible to consistently react to. 
Since Rock is open to punishment after hitting HK that early during a low 
jump, it's generally better to low jump backwards before hitting HK to safely 
fly away from your opponent. However, there is a specific trick that takes 
advantage of the seemingly massive opening. Perform a forward instant low 
jump HK, then as you land, immediately cancel your low jump recovery into 
Rage Run Shift-->Shinkuu Nage. Because most players react slowly to the small 
opening present after a low jump done that early, they often go for what's 
usually considered the fastest and safest option available: the throw. Since 
throws in this situation are rarely timed correctly, you can pass through 
and punish the attempt with a quick Rage Run Shift, which will cause the
throw to whiff as you teleport through them. 



---Meaty LP Reppu Ken ---

If you manage to land a crouching HK and your opponent is scared to 
perform a quick recovery, immediately throw a LP Reppu Ken so that it 
meets your opponent just as they stand up. You should recover just 
before your projectile touches your opponent. Once you recover from 
the Reppu Ken, use the slight advantage gained from the blocked 
projectile to run forward and stage a basic 50/50 mix up. An early 
crouching HK, or a super late run up Shinkuu Nage are the more 
commonly used options in this situation. 

In cases where you aren't willing to risk a direct wake up attack, use 
this option. Because of the projectile directly on top of your opponent 
as they stand up, this pattern acts as an effective reversal deterent. 



---Commonly Used Shinkuu Nage Resets ---

All of the below patterns only work if you're throwing your opponent into 
a corner. Although these resets all start with Rock's Rage Run Shift, they 
very much still work if you land a stand-alone Shinkuu Nage while you're
cornered yourself. 


#1) Rage Run (Shift)--> Shinkuu Nage (Rasetsu), juggle with a late crouching 
MK canceled into another Rage Run Shift-->Shinkuu Nage. 

#2) Rage Run (Shift)--> Shinkuu Nage (Rasetsu), juggle with a early close
standing HP, canceled into a LK Crack Counter (whiffs). When you recover 
from the counter, initiate either a late Shinkuu Nage to grab your opponent 
as they land, or walk up and go for the combo of your choice. Against large 
characters, an instant low jump HK towards your opponent is also applicable. 

#3) 2nd Player ONLY, Rage Run (Shift)--> Shinkuu Nage (Rasetsu), run into 
the corner and immediately juggle with a crouching MP. If done correctly, 
your opponent will flip over you and away from the corner. As they're still 
airborne, it's possible to walk under their falling body and dictate which side 
you're on before they land. Use this moment to force your opponent to guess 
which direction to block and go for the combo of your choice. 



---Counter Hit Set Ups ---

Blocked crouching LK chained into a close standing LK 

After you recover, go for either a Shinkuu Nage right from where you're 
standing or a Counter Hit crouching LK linked into crouching HK. If you
have super meter, swap out the crouching HK with a crouching MK canceled
into a Lvl 1~3 Shine Knuckle. The crouching LK-->standing LK chain must 
be done from point blank range or you will not be in range for a Shinkuu 
Nage or a crouching LK. Just as you would with any counter hit set up,
delay crouching LK--> crouching HK slightly if your opponent
is delaying their counter attacks after the blocked chain. 

If crouching LK--> close standing LK happens to hit your opponent, it's
possible verify the hit and cancel the close standing LK into a level 1~3 Shine
Knuckle. This is, however, exceedingly difficult. 

Keep in mind that because of the poor frame advantage after Rock's close 
standing LK ( 2), this pattern is very difficult to impliment against 
characters with 2 frame normal attacks, such as M. Bison and Chun Li. 
Additionally, the lack of frame advantage makes it somewhat difficult to 
stop a player from jumping out of this pattern. Counter such attempts 
with an early jumping MK or crouching HP to keep them grounded. 

Blocked crouching LK Crouching LK leaves you with quite a bit more frame 
advantage then close standing LK, giving you the option of making your 
attack after it airtight if it needs to be. This makes it highly risky for your 
opponent to attempt a jump. After it's blocked, go for a delayed Shinkuu 
Nage, counter hit crouching LK--> crouching HK, or simply a standing HP 
canceled into a MP Reppu Ken. 

Keep in mind that because of the increased frame advantage, it's very 
difficult to correctly time a Shinkuu Nage after a blocked crouching LK. 
Because of this, you may opt to use close standing LK against opponents 
where it's applicable (Characters without 2 frame normal attacks). 
------------------------------------------------------------
XVII.  Rugal Bernstein [SNK17]



-Introduction-


The big boss of King of Fighters 2002 and 97 returns, and he's just as much
of a pain to beat here as in those respective games. You'll have to be pretty
tricky in order to beat Rugal!





-Movelist-


-Specials-


Wind Slice.....................................................QCF + P


Kaiser Wave.................................................F, HCF + P 
(can charge)


Destroyer Cutter..........................................DPF + K


God Press.....................................................HCB + P


Dark Barrier..................................................HCF + K


Dark Smash (AIR).......................................QCF + P





-Super Specials-



Gigantic Pressure....................................QCF, HCB + P


Total Annihilation..................................QCF, D, D-F + K





-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP

-Beats your opponents pokes. Safe to whiff. Very useful.



MP

-Most reliable anti-air.



Close SP

-Cancelable. Hits mid, but will whiff on all crouching girl characters with the 
exception of King and Cammy. If you'd rather not worry about your close attack 
whiffing on crouchers or not, always use close s.HK in combos instead.



Far SP

-Far SP is reasonably safe when blocked and does good guard damage. You 
can use it at the end of a block string when it's no longer a good idea to do 
Reppus. It's also a good whiff punishing move for small characters in instances 
where crouching fierce will whiff. Of course when you have the meter, it's 
still always better to do standing forward -> super to punish whiffs instead.


Close MK

-A powerful meaty attack. Potential +10. Move is cancelable as well. 
Corner --> Counter hit close s.MK xx hcf+K ---> Death Juggle.

-Meaty close s.MK, d.MP xx super!


Far MK

-Far range. Super cancelable. This move is amazingly useful. Blocked Bison 
two hit scissors kick --> far s.MK xx level 3 --> death!



Close SK

-It comes out in only four frames, so it makes great anti-air/anti-cross-
up attempt whenever you're opponent is jumping from close. 

When using this move for combos, keep in mind that only the initial frames 
of are special cancelable. In other words, be quick!







-CROUCHING-


LP (Quick Jab)

-+5 frame advantage makes this move very useful.


MP

-Four frame cancelable attack. Can be used for punishing and will link 
after a meaty close s.MK. Other use is as cross-up defense. Do it late 
for best results. Rugal will turn around. 


SP

-Not cancelable in any way, but this move has a lot of range. Poke your 
opponent or punish their whiffs with this when you're confident they 
won't try to roll on you (as it is a rollable 44 frames total...).


LK

-Three frame, rapid-fire low attack. This move is very important. It's 90% 
of Rugal's up close offense game. Short, short xx super. Enough said...


MK

-Five frame low attack. Good range too. Cancelable. Use it!


SK

-One of the best sweeps in the game. Look at that damage. 1500 is huge. 
The best part about something that damaging is that it always takes off 
a CHUNK of guard meter whenever you use it in a blocked 
string. Fast 6 frame startup, far range, cancelable into Reppuken. 







-JUMPING-


SP

-Looks deceptively like startup for Air Dark Smasher special. Fake your 
opponents out with this move all day.



MK

-Cross-up attack.


SK

-Ten frame startup is really slow. Unless you're low jumping, the "coffin 
kick" is probably best to use only when the opponent's dizzy.









--Special Moves--




-Wind Slice-





STRONG VS.

Rush attacks
Some Other attacks




WEAK VS.

Air attacks
Anti-Air attacks


-This move is exactly the same as Geese's
Renpuken and Rock's Cyclone Sock. There's really
no difference between any of these moves, save
that Rugal is the only one of the three who doesn't
have a Double version of this same move. Mix up
between LP and SP Wind Slices along with Kaiser
Waves, LK and SK Genocide Cutters, and God
Presses to keep your opponent moving about and
off-guard.


(From KCXJ)

-LP Reppuken is one of the best meaty attacks in the entire game. 
In the corner, Rugal can combo anything he wants after making 
the opponent block or eat one. Dash up, throw too!






-Kaiser Wave-





STRONG VS.

Air attacks
Anti-Air attacks
Rush attacks
Other attacks



WEAK VS.

Depends on how long you charge the move...


-One of Rugal's biggest defensive moves, though it
can easily be blown away by just simply rolling through
the move. Note that it IS chargeable, but doesn't gain
any special bonuses or properties while charging. To get
the best out of this move, try mixing it up with some Wind
Slices and God Presses (though do NOT use this move after
a God Press if it is blocked!!!).







-Destroyer Cutter-





STRONG VS.

Air attacks except air projectiles
Rush attacks
Some Other attacks




WEAK VS.

Projectile attacks
Anti-Air attacks


-All versions are bad anti-air (unless you're roll canceling), so 
don't bother with these for that purpose.

LK 1100+400,400 knockdown/-22
6/10/31
11 frames feet invincibility

A great psychic dp move.






-God Press-





STRONG VS.

Rush attacks
Air attacks
Other attacks



WEAK VS.

Projectile attacks
Anti-Air attacks


-All versions have 13 frame startup, -23(!) on the block. So combo 
this special always. Only scrubs do this move at random.






-Dark Barrier-





STRONG VS.

Projectile attacks
Anti-Air attacks
Rush attacks
Other attacks



WEAK VS.

Air attacks



-Rugal is even on frames after hitting with this. Will combo 
off a counter hitting, medium attack. An excellent, highly useful 
special. Also reflects Projectiles back at the opponent.







-Dark Smash-





STRONG VS.




NO EFFECT VS.




WEAK VS.







--Super Special Moves--




-Gigantic Pressure-




STRONG VS.

Rush attacks
Air attacks
Other attacks



WEAK VS.

Projectile attacks
Anti-Air attacks


-As with God Press, you'll want to combo into this move.
Throwing this move out at random will more than likely get
you killed quickly and be a waste of Super Meter. It's also
possible to air juggle after this move if done at the right time.










-Total Annihilation-




STRONG VS.

Air attacks except Projectile attacks
Rush attacks
Other attacks



WEAK VS.

Projectile attacks
Anti-Air attacks


-As with Destroyer Cutter, don't bother with this move that
much unless you can combo into it as well. Has bad recovery
time, but does a good deal of damage (especially at Levels 2 and
3). Note that if you hit an opponent who is airborne, this move will
do minimal damage!







--Strengths & Weaknesses--







------------------------------------------------------------
XVIII. Ryo Sakazaki [SNK18]



-Introduction-


The original SNK mascot is pretty strong in this installment. Then again,
what can you expect from a hardened veteran? Pressuring is the key to
victory with Ryo!





-Movelist-



-Specials-


Tiger Flame Punch (air).................................QCF + P


Koho................................................................DPF + P


Lightning Legs Knockout Kick...................Ch. D-B, F + K


Zan Retsu Kan..............................................F, B, F + P


Kyoku Gen Kick Dance...............................HCB + P


Crazy Tiger Thunder Attack......................DPB + P




-Super Specials-



Haoh Sho Koh Ken....................................F, HCF + P


Ryuko Rahou..............................................QCF, HCB  + JP


Heaven Blaze Punch.................................QCFx2 + P
(Level 3 & MAX only)






-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-CROUCHING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-JUMPING-




--Special Moves--




-Tiger Flame Punch-




STRONG VS.

Rush attacks
Anti-Air attacks
Other attacks



WEAK VS.

Air attacks (ground version only)
Anti-Air attacks (air version only)
Close attacks (air version only)


-Ryo's only projectile move. Not bad per say, but has a bad recovery on the
ground version, and leaves Ryo wide open on the air version if it doesn't hit
the opponent. Could be better, could be worse...







-Koho-




STRONG VS.

Air attacks except for Projectile attacks
Rush attacks



WEAK VS.

Many Other attacks
Anti-Air attacks
Projectile attacks



-Ryo's Anti-Air move. Pretty good, as it not only serves as an Anti-Air, but
can also be used for pokes as well. Still has bad recovery as with any dp
move if blocked...






-Lightning Legs Knockout Kick-




STRONG VS.

Rush attacks
Some Other attacks



WEAK VS.

Air attacks
Anti-Air attacks
Projectile attacks


-A relatively good move to use, if it connects. Has the ability to travel over
ground projectiles, but other than that, is only really good if you can combo
into it or do it while the opponent is in the middle of a move due to the fact
that it's easy to block and has bad recovery time.







-Zan Retsu Kan-





STRONG VS.

Rush attacks
Several Other attacks
Anti-Air attacks



WEAK VS.

Air attacks
Projectile attacks


-An extremely good move, especially when RCed into (RCed Zan Retsu Kan is
capable of beating anything that Sagat does!). Comes out lightning fast and has
good recovery even if blocked, and good to start air juggles.







-Kyoku Gen Kick Dance-





STRONG VS.




NO EFFECT VS.




WEAK VS.







-Crazy Tiger Thunder Attack-




STRONG VS.

Projectile attacks
Rush attacks
Some Other attacks (such as Iaido Kick or Distance Slash)



WEAK VS.

Projectile attacks (if timed wrong)
Anti-Air attacks
Air attacks



-Overall, not a very useful move as Tiger Flame Punch is
much safer to use. It's only useful when your opponent tries
to either rush you or uses a projectile about 3-4 character lengths
from you.








--Super Special Moves--



-Haoh Sho Koh Ken-





STRONG VS.

Rush attacks
Air attacks
Anti-Air attacks
Other attacks



WEAK VS.

Stronger Super Special Projectiles



-A pretty powerful move, and harder to dodge than most Super
Special projectiles. However, it's easier to block this move or
Super Jump over it due to how easy it is to tell when it's coming out.
Try to avoid using this move at full screen unless you're SURE it'll
kill the opponent from chip damage or your opponent is in the middle
of a long move!






-Ryuko Rahou-



STRONG VS.

Rush attacks
Anti-Air attacks
Air attacks



WEAK VS.

Projectile attacks
Other attacks


-A relatively good special, though it requires set-up to pull out
consistently. Level 3 has invincibility, which means Ryo can pull
through attacks and still hit the opponent.






-Heaven Blaze Punch-




STRONG VS.

Rush attacks
Anti-Air attacks
Air attacks
Projectile attacks
Other attacks



WEAK VS.

Counter moves


-A pretty powerful move that can instantly stun an opponent. However,
note that it has slow start-up and recovery time, making it extremely easy
to avoid, block, dodge, etc. Best to use in the middle of a combo, or at
the end of an attack like Zan Retsu Kan (though it won't do nearly as much
damage as if you hit point blank).








--Strengths & Weaknesses--





--Battle Strategies--




OFFENSE





DEFENSE





------------------------------------------------------------
XIX.   Terry Bogard [SNK19]




-Introduction-


The hero of Fatal Fury and the mascot of the King of Fighters series is still
just as powerful and as good as he has always been. He can counter basically
anything, take hits, and give them back two-fold. Watch out when facing
good Terry players, otherwise you'll be running into a lot of Buster Wolfs
and Power Geysers!





-Movelist-


-Specials-


Power Wave.................................................QCF + P


Burning Knuckles........................................QCB + P


Rising Tackle................................................Ch. D, U + P


Crack Shot....................................................QCB + K


Power Dunk..................................................DPF + K




-Super Specials-



Power Geyser.............................................QCB, D-B, F + P


Buster Wolf...............................................QCFx2 + K






-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but 
has little to no reach and does little damage.







-CROUCHING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has 
little to no reach and does little damage.







-JUMPING-







--Special Moves--




-Power Wave-




STRONG VS.

Rush attacks
Some Other attacks



WEAK VS.

Air attacks



-Used primarily on defense, but overusing this move may result 
to be fatal due to the somewhat slow recovery of the move. If you 
want to try it, stick with alternating between LP and SP Power 
Waves and countering any jump-ins with Crack Shoots or Rising 
Tackles if you're either full-screen or 3/4 screen. For mid screen, use 
LP Power Wave and, according to the situation, use Rising Tackle/
Crack Shoot for jumping opponents or chain into a LP/MP Burning 
Knuckle if the attack connects.







-Burning Knuckles-




STRONG VS.

Rush attacks
Air attacks
Some Other attacks



WEAK VS.

Anti-Air attacks
Projectile attacks


-Good for traveling the screen, but other than that, lackluster. You can 
chain this off of Level 3 Buster Wolf for additional damage, but other 
than that, its only other good use is in a Custom Combo, as it has too 
much of a recovery on it, and is easy to see coming.







-Rising Tackle-




STRONG VS.


Air attacks
Rush attacks
Few Other attacks




WEAK VS.

Projectile attacks
Anti-Air attacks


-One of Terry's main Anti-Air attacks. Useful for chain combos in CCs,
and is good to use when the opponent jumps in on your. 










-Crack Shot-





STRONG VS.

Rush attacks
Air attacks except projectile attacks




WEAK VS.

Other attacks
Projectile attacks
Anti-Air attacks


-Overall, this move isn't that great in reality. Many regular and
specials just outright beat this move, and its only REALLY good
as an Anti-Air move or in Custom Combos. 








-Power Dunk-





STRONG VS.

Other attacks




WEAK VS.

Air attacks
Anti-Air attacks
Rush attacks
Projectile attacks



-Not a very safe move at all, due to the fact that you can tell when
it's coming from a mile away. Good to get over projectiles if you need
to, but you can also just jump in with a Jumping SK and combo from
there.






--Super Special Moves--




-Power Geyser-




STRONG VS.

Air attacks
Anti-Air attacks
Rush attacks
Other attacks




WEAK VS.

Nothing really...


-A pretty solid Super Special, save for the fact that if it doesn't hit
the oppoonent, it leaves Terry somewhat open to attack. Level 1
fires off one Power Geyser, Level 2 two Geysers, and Level 3 three
Geysers.









-Buster Wolf-




STRONG VS.

Rush attacks
Projectile attacks (Level 3 only)
Very few Other attacks



WEAK VS.

Air attacks
Anti-Air attacks


-An alright move, but doesn't deal that much damage even at Level 3.
However, Level 3 Buster Wolf DOES grant invincibility for a few frames,
which can be used to blow through attacks. You can even Super Combo
into SK Crack Shoot or SP Burn Knuckles afterwards! Also, Level 1 and 2
Buster Wolfs have many Super Cancels in C-Groove.






--Strengths & Weaknesses--






------------------------------------------------------------
XX.     Todo [SNK20]



-Introduction-


Kasumi's father makes his appearance, and to say the least, he's probably
on the lowest scale of the cast. He's not that versatile in any way, shape,
or form, so beating him shouldn't be too much of a problem for experienced
fighters.





-Movelist-


-Specials-


Ecstasy Crunch.................................................QCF + P


Rising Ecstasy Crunch....................................DPF + P


Air Ecstasy Crunch (AIR)...............................QCF + P


Center of Gravity (Close).................................HCB + P




-Super Specials-



Ultimate Ecstasy Crunch...............................QCFx2 + P


Mind's Eye Slingshot....................................QCF, HCB + P






-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-CROUCHING-



LP (Quick  Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-JUMPING-




--Special Moves--




-Ecstasy Crunch-



STRONG VS.

Rush attacks
Other attacks
Anti-Air attacks


WEAK VS.

Air attacks


-Recovers fast, cancels fireballs. Good BnB combo starter.






-Rising Ecstasy Crunch-





STRONG VS.

Air attacks
Other attacks
Anti-Air attacks



WEAK VS.

Projectile attacks
Rush attacks


-Very fast recovery and good Anti-Air attack. Can cancel air
fireballs.






-Air Ecstasy Crunch-





STRONG VS.

Air attacks
Other attacks
Anti-Air attacks
Rush attacks



WEAK VS.

Projectile attacks


-Slow recovery when used too far off the ground, but good
to corner pressure or mix-up opponents when used slightly
off the ground (aka Tiger Kneed).








-Center of Gravity-





STRONG VS.

Nothing



WEAK VS.

Everything



-Todo's BnB combo starter. Stuns the opponent long enough to go
into any attack -> Center of Gravity -> Ultimate Ecstasy Crunch or
whatever.








--Super Special Moves--




-Ultimate Ecstasy Crunch-





STRONG VS.

Rush attacks
Air attacks
Anti-Air attacks
Projectile attacks
Other attacks



WEAK VS.

Nothing when Level 3 save for Rolling, Parry, etc.



-Only the Level 3 is Full screen and invincible at Start up. 
However if you are playing C-Groove, it would be better to 
do Level 2 and taunt at the 6th hit for another few hits. This 
way you save a bar, BUT, level 3 moves so fast, it hits 
opponents halfway across the screen jumping upwards.











-Mind's Eye Slingshot-




STRONG VS.

Air attacks
Anti-Air attacks
Rush attacks
Other attacks



WEAK VS.

Projectile attacks


-This move is a pretty powerful move, and a good Todo player
should be able to pull this off rather easily if they're good at
countering. However, keep in mind that this move can be risky
to use, due to the long recovery time, and Ultimate Ecstasy
Crunch has more usefulness. It all depends on your taste and
style.








--Strengths & Weaknesses--





--Battle Strategies--




OFFENSE





DEFENSE





------------------------------------------------------------
XXI.    Ultimate Rugal [SNK21]




-Introduction-



The true Rugal, combined with the power of Akuma's Murder Wave, makes
for a deadly opponent. You'll have to stand fast and block everything that
this beast throws at you, then counterattack if you hope to survive!


Note that Ultimate Rugal is banned in tournament plays.

Also note that like Shin Akuma, Evil Ryu, and Orochi Iori, Ultimate
Rugal takes a lot more damage than his regular counterpart. If you want
to try and use Ultimate Rugal, you'll pretty much want to refer to Rugal's
section, save for moves like Rugal Execution, Ultimate Lane (which is
just an Ashura Senku type move), and his 2 Level 3 Super Specials.




-Movelist-


-Specials-


Wind Slice.....................................................QCF + P


Kaiser Wave.................................................F, HCF + P 
(can charge)


Destroyer Cutter..........................................DPF + K


God Press.....................................................HCB + P


Dark Barrier..................................................HCF + K


Dark Smash (AIR).......................................QCF + P


Rugal Execution..........................................HCB + K


Ultimate Lane..............................................DPF (DPB) + Px3/Kx3





-Super Specials-



Gigantic Pressure....................................QCF, HCB + P


Total Annihilation..................................QCF, D, D-F + K


Last Judgment........................................LP, LP, F, LK, SP
(Level 3 & MAX only)


G-End.......................................................HCBx2 + P
(Level 3 & MAX only)
------------------------------------------------------------
XXII.   Vice [SNK22]




-Introduction-


One of Rugal's secretaries makes her return to the fighting business, and
she's not too bad. She can keep opponents away with ease. However, she
suffers a lot from attacks, so you'll have to play defensively to win with her.





-Movelist-


-Specials-


Nail Bomb...................................................HCF + P


Gore Fest....................................................HCB, F + P (Close)


Tranquility (during Gore Fest)................DPF + P


Mayhem.....................................................QCB + P


Da Cide.......................................................HCF + K


Da Cide Slayer...........................................DPF + K
(After Mayhem)........................................DPF + K


Outrage......................................................QCB + K


Rave Fest (AIR)........................................QCB + K




-Super Specials-



Negative Gain............................................HCBx2 + K


Withering Force........................................QCFx2 + P







-Movelist Breakdown-




--Normal Attacks--


-STANDING-


LP (Quick Jab)



-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-CROUCHING-


LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-JUMPING-




--Special Moves--



-Nail Bomb-




STRONG VS.




NO EFFECT VS.




WEAK VS.







-Gore Fest-




STRONG VS.




NO EFFECT VS.




WEAK VS.







-Tranquility-



STRONG VS.




NO EFFECT VS.




WEAK VS.






-Mayhem-



STRONG VS.




NO EFFECT VS.




WEAK VS.







-Da Cide-




STRONG VS.

Rush attacks
Other attacks




WEAK VS.


Projectile attacks
Air attacks



-These are great. As well as being one of the few things that 
Vice can do at Mid to far range, Da Cide can help you get 
your opponent in the corner and help you get near the opponent 
(you've got plenty of time to rush towards your opponent after 
he move). Also can be used against fireballers, but, without RCing, 
that takes some serious timing.








-Da Cide Slayer-



STRONG VS.

Air attacks




WEAK VS.

Everything else



-Forget this move exists. The angle is horrible, the priority is 
pathetic, and you have to anticipate an opponent's jump to 
actually hit with this. Just stick to cr.HP, s.HK, or blade kicks 
as anti-airs.








-Outrage-



STRONG VS.




NO EFFECT VS.




WEAK VS.







-Rave Fest-



STRONG VS.




NO EFFECT VS.




WEAK VS.






--Super Special Moves--




-Negative Gain-



STRONG VS.





WEAK VS.





-Pretty good. Despite a lack of frames of invincibility, this is a nice 
super for just grabbing someone and dealing damage. The range 
on this thing is huge, too.








-Withering Force-




STRONG VS.


Nothing




WEAK VS.


Everything



-Almost useless. The only time you should ever use this is if the 
opponent stupidly throws a fireball or whiffs something that you're
too far away to normally punish. This super is honestly pretty 
pathetic, and you usually eat a jump-in combo for doing it. (the 
opponent can jump straight up to avoid it)







--Strengths & Weaknesses--





--Battle Strategies--



Point blank range
For most opponents, Vice's primary goal is to be within point blank 
range.


Moves that set up point blank range
- Kick Throw, QCB+fierce (will catch safe falls)
- qcb+fierce after any connected qcb+fierce.
- Run, superjump after connected qcb+fierce xx dp+lk
- Kick throw, dash x2

- Vice can set up Point Blank Range after a kick throw in any groove. 
This is great for P/K groove, who can parry/jd and throw. Bad idea 
vs people like Zangief, who have throws and super throws that 
outrange vice's.

- c.lp and c.lk are good in tick throw games. 3-frame jab, +7 on block/hit.
If you hit Fierce or Roundhouse too early while opponent is still in 
blockstun, you will get a totally safe close s.fp (+6/+6) or close s.rh 
(+2/+2).




Super Range

At this range, Vice can land her kick super.

Moves that set up super range
- Kick Throw, qcb+mp (barely)
- close s.lk (-2/-2)
- meaty d.short, s.short (-2/-2)




Footsies Range

To land her throw, Vice has to play footsies. Use s.mp, s.mk, d.rh, c.lp, 
c.lk, etc. Low jump helps a lot. So does RC, but RC is not necessary.

Moves that establish footsie distance
- Punch throw, immediate qcb+fierce followup
- Kick throw, immediate qcb+strong followup
- Kick throw, immediate qcb+jab followup
- Any Drag Throw + followup
- BNB + Arm whip, run

- Counter attack (modified shoulder) is useful. Follow up Counter 
attack with qcb+mp or qcb+fp to establish point blank range or footsie 
range.

- Regular Kick throw is her best normal throw. Sets up a ton of stuff. 
Lots of K throw opportunities in P and K off JDs and Parries.

- Punch Throw is OK... throws opponent all the way across the screen. 
Follow up with qcb+fp to re-establish footsies range if you throw them 
all the way across the screen. Throwing opponent into the corner, 
however, is a different story. Opponent can safe fall this throw with 
impunity, unless in corner.

- RC is very useful. RC shoulder through predictable pokes. Then either 
follow up with dp+k for free damage or qcb+fp to keep pressure and 
set up point blank range.

- With Vice, zone with sweeps, s.mk, s,mp.

Moves that reset the match
- Any super
- Any non-cornering Punch Throw without followup



Roll Cancel with Vice

Roll cancelling Vice's command throws is hard. Hit roll earlier than 
you'd expect for the nailbomb. RC drag throw is hard too.
 However, RC Shoulder Tackle is totally buff to blow through pokes.




Crossup games

j.lk is her crossup attack.
Vice has a pretty buff dash that crosses up with no problem.

- Dash Crossup after a Kick throw PBR mixup
- Roll crossup after a kick throw PBR mixup
- Crossup/Non crossup roll after a kick throw MKSR mixup. 
(Kinda sucky)
- Run, superjump after dp+lk

Adding a random roll to her blockstrings is generally a pretty bad 
idea. Vice has the shortest roll length in the game, but it still takes her 31 
frames to complete her roll. And she's vulnerable for 4 or 5 frames at the 
end of it all. It's really easy to counter it with an easily timed throw or 
hard attack. Moral of the story: don't roll too much, if ever. And 
only counter-roll laggy pokes.




Vice's BnB Combos and stuff

1. c.fp xx qcb+fp, link dp+k

This is Vice's most damaging and most recognized combo, but it's hard 
to land randomly. Doesn't set up any good throw games, or whatever. So
basically think of this as a punisher combo to use if the opportunity 
ever presents itself. If you land a low jump fierce or a j.rh, go into this.

On the ground, it's possible to link the c.fp off c.jab for a teeny bit more 
damage (200) but it's a one-frame link. Very hard under pressure.



2. c.lk xx c.lp xx c.lk xx qcb + fp, dp+lk

Very useful all purpose combo. Iori-style combo, but timing is a little 
funkier. If c.lk is blocked, you can try to throw. Or tick throw off 2nd 
c.lp. Or, wait and try a counter hit c.jab.

Lots of mind games you can play in P or K groove, baiting parries/JDs. 
Just keep in mind that the longer you carry out the block/bait/wait 
game, the further out you will be pushed back into footsie range and
you'll have to start all over again.



3. c.lk x3 xx qcb+fp, link dp

Just for the sake of completeness, use this if you think the c.lp in #2 
will not connect. I find #2 a little bit smoother.



4. c.lk xx close s.lk

Basic Super setup, but can be beat by reversal dps/jump straight up.



5. c.lp, close s.fp xx HCF .....

This is a c.lp is +7 on hit or block, and close s.fp comes out in 4 
frames. Close s.fp leaves you at +6 on hit or block, so you're safe
if you miss this.

- If hits, press K to combo into ground sleeve 
- If blocked, do nothing. You'll be pushed away and you'll be (relatively) 
safe.



Notes - Pokes
- s.mk is Vice's longest ranged poke (except for s.fp, which is pretty 
much useless). Safe if it connects or is blocked.

- s.mp is good: leaves you at -1/-1 frame (dis)advantage on hit or 
block. s.mp hits any crouchers Ryu-sized or bigger. That means it 
whiffs on crouching Cammy, Vega, Morrigan, Yun, Chun Li, Sakura, 
Mai, Kim, Vice, Yuri, Nakoruru, Rock, Hibiki, Maki, Iori, Athena. 
(Data taken from Buktooth's Systems FAQ)

- "crossup lk, c.lk, c.lpx2, s.mp, s.mk is the best block string. if the 
character is short substitute the s.mp for an extra c.lp. When you do 
this block string you will usually get a counter hit when u do the 
s.mk since after doing the s.mp people usually think u r done and 
try to retaliate." -- Caliagent #3 

In other words, do a c.lp x3, s.mk instead of the s.mp. It won't do 
as much guard damage, but can counter hits (yay for 840 damage 
:( well, we'll take what we can get) This is because c.lp gives +7/+7
frame advantage, and s.mk comes out in 7 frames. Still, it's very tight 
timing, and someone like the Cammy the bitch goddess can just mash 
on Fierce and hope to get a counter-hit herself. Or someone like 
Chun with a 2-frame jab can mash that. So use with caution.

Personally, if I was playing vs a small character and somehow managed 
to get in range to be able to get that block string off, I'd stop in the
middle and attempt a different mixup off the c.jab. Throw/close s.fp 
mixup or something like that. See above.

Or, vs small characters: use c.lk xx c.lp xx s.lk. s.lk gives you enough 
time see whether it connects or not. If it does, combo into shoulder 
rush or ground sleeve. If it doesn't, it's total parry/jd bait. You may 
also recognize this as a super setup. In N or C groove, throwing out 
a lvl 1 or 2 is worth the shot. In all grooves, if you dont have meter, 
blocking or back dashing out of an unfavorable position is 
always a good option.

- s.mp links off crouching jab. c.jab gives +7/+7, st.mp comes out in 
5. 2-frame link. And safe on hit or block. 

- ducking mk is a fairly safe low poke with OK priority. It has about 
the same range as st.mp, comes out faster, has more active hitting 
frames, and is still fairly safe from max range since it gives -3 on hit 
or block. From start to finish, 30 frames.

------------------------------------------------------------
XXIII.  Yamazaki [SNK23]



-Introduction-


The assassin from King of Fighters isn't nearly as tough as one would think.
You really need to play mind-games and mix-up strategies, along with
pressuring tactics, in order to win with Yamazaki.





-Movelist-



-Specials-


Hydra's Judgment..........................................DPF + P


Serpent Slash..................................................QCB + P


Serpnet's Feint (during Serpent Slash).......K


Taunt & Counter..........................................HCF + K


Double Return..............................................QCF + P


Sand Scattering...........................................QCB + K


Flight of Temparing....................................DPF + K


Bomb Bopper...............................................HCB, F + P




-Super Specials-



Guillontine..................................................QCFx2 + P


Drill.............................................................HCBx2 + P, 
tap P





-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-CROUCHING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-JUMPING-




--Special Moves--



-Hydra's Judgement-





STRONG VS.




NO EFFECT VS.




WEAK VS.







-Serpent Slash-




STRONG VS.




NO EFFECT VS.




WEAK VS.







-Serpent's Feint-




STRONG VS.




NO EFFECT VS.




WEAK VS.







-Taunt & Counter-




STRONG VS.




NO EFFECT VS.




WEAK VS.






-Double Return-




STRONG VS.




NO EFFECT VS.




WEAK VS.







-Sand Scattering-




STRONG VS.




NO EFFECT VS.




WEAK VS.








-Flight of Tempering-



STRONG VS.




NO EFFECT VS.




WEAK VS.








-Bomb Bopper-



STRONG VS.




NO EFFECT VS.




WEAK VS.







--Super Special Moves--



-Guillotine-




STRONG VS.




NO EFFECT VS.




WEAK VS.






-Drill-




STRONG VS.




NO EFFECT VS.




WEAK VS.






--Strengths & Weaknesses--





--Battle Strategies--




OFFENSE





DEFENSE





------------------------------------------------------------
XXIV.  Yuri Sakazaki [SNK24]





-Introduction-



The Kyokugen Karate Chick is actually pretty tough in this game. You'll
definently want to watch out for her pressuring tactics!





-Movelist-



-Specials-



Tiger Flame Punch........................................QCF + P


Rai Oh Ken.....................................................QCF + K


Yuri Super Upper..........................................DPF + P


Yuri's Double Upper (during Yuri Super Upper)
........................................................................DPF + P


Saiha..............................................................QCB + P


The 100 Blows..............................................HCB + K




-Super Specials-



Haoh Sho Koh Ken....................................F, HCF + P


Scalding Steam Blast................................QCF, D, D-F + P


Flying  Phoenix Kick................................QCF, HCB + K





-Movelist Breakdown-




--Normal Attacks--


-STANDING-



LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-CROUCHING-


LP (Quick Jab)


-The basic LP move. Quick and is good for combo starters, but has little to
no reach and does little damage.







-JUMPING-




--Special Moves--




-Tiger Flame Punch-





STRONG VS.

Rush attacks
Air attacks
Other attacks



WEAK VS.

Projectile attacks


-Can cancel out projectiles, but is a rather slow and ineffective way
for Yuri to deal with them. Slow start-up and a small slow recovery
makes this move a bit risky to use, but great against specific types of
attacks (Tatsumaki Senpukyaku, God Press, or anythiing of those
nature can be countered using this move if you use this slightly
before they do).







-Rai Oh Ken-




STRONG VS.

Anti-Air attacks
Rush attacks
Other attacks
Air attacks



WEAK VS.

Projectile attacks


-This move has quite a few uses. One is that it's a good way for
Yuri to counter projectiles by staying in the air for a short amount
of time (though there are times that this can leave her vulnerable to
said attacks). It's also a great way to punish several attacks without
getting hit too hard or pressured (try using the LK version for times
that the opponent is close, MK version for times that the opponent
is about 4 character lengths in front of you, and save SK for times
that you're trying to counter projectiles).







-Yuri Super Upper/Yuri Double Upper-




STRONG VS.

Air attacks (save for aerial projectiles)
Rush attacks
Some Other attacks



WEAK VS.

Projectile attacks
Anti-Air attacks



-Yuri's Anti-Air move. Note that it has a bit
of a slower start-up than most uppercuts, and it
still has the same amount of recovery as the other
uppercuts. Good for traveling across the screen, but
don't rely heavily upon it. Yuri Double Upper can only
be used during a SP Yuri Super Upper.











-Saiha-





STRONG VS.

Projectile attacks
Rush attacks
Few Other attacks



WEAK VS.

Air attacks
Anti-Air attacks


-This is Yuri's way of dealing with projectiles, as well
as sort of a way to deal with some Rush attacks. Note that
this move takes a little bit to start-up, and leaves Yuri open
if it doesn't hit the opponent, so time it well. 









-The 100 Blows-




STRONG VS.

Nothing



WEAK VS.

Everything....


-Yes, while this move has horrible start-up and recovery times,
as well as not that great of damage, it's one of Yuri's viable options
to juggling opponents. However, Yuri offers more, safer viable 
options to juggling opponents that deals more damage, so I'd
recommned not using this move that much at all unless you
see an opening.







--Super Special Moves--




-Haoh Sho Koh Ken-




STRONG VS.

Projectile attacks (non-Super Specials)
Rush attacks
Anti-Air attacks
Other attacks




WEAK VS.

Air attacks


-This attack is essentially the same as Ryo's Haoh Sho Koh Ken,
with very little difference between the two. Some of the slight
differences are the damage and start-up times between the two
moves (Yuri's damage is slightly lower than Ryo's, and Yuri's
start-up time is slightly faster).






-Scalding Steam Blast-




STRONG VS.

Rush attacks
Very few Other attacks



WEAK VS.

Air attacks
Anti-Air attacks
Projectile attacks


-Yuri's version of the Shoryureppa. Note that if this hits an
aerial opponent, it'll do very little damage, and to get the most
use out of this move, you'll want to hit about point blank.
The best way to achieve this is to try and combo into the move
itself. Some of the basic Super Combos for this move are as
follows:


-c.LP -> c.LK / (close) s.LK / (far) s.LK xx qcf x2 P 

- c.LP -> c.HP / (close) s.HK xx qcf x2 P 

- c.HK (knockdown) xx qcf LK (meaty hit) -> (walkup/runup/dash) 
close s.HK xx qcf x2 P






-Flying Phoenix Kick-




STRONG VS.

Rush attacks




WEAK VS.

Anti-Air attacks
Air attacks
Projectile attacks
Several Other attacks



-While being a pretty powerful move for Yuri, it has some serious flaws
when not comboed into. First and foremost, when blocked, Yuri is 
COMPLETELY helpless, as she takes forever to recover from this move,
in which time the opponent can promptly hit her with some of the even
slower moves (Ryo's Heaven Blaze Punch for example). Secondly, it has
a somewhat slow start-up if she's not close to the opponent. To make the
best use out of this Super Special, you'll want to try and practice these
bnb combos for Flying Phoenix Kick:


- c.LP x2 -> c.MK xx qcf-hcb K

- c.HK (knockdown) xx qcf LK (meaty hit) -> (walkup/runup/dash) c.MK xx 
qcf-hcb K 








--Strengths & Weaknesses--



Pros:

-Excellent ground game:
-standing roundhouse is Sakura-esque. A little less priority, but still a 
great move to have. Effectively gives Yuri a long ranged power 
move/whiff punisher. Actually recovers faster than Sakura's roundhouse 
and gives Yuri a hefty +6 on block. One of the few abusable pokes in 
the game that isn't punishable by rolls or jumps.
-Very good sweep. Long range, fast (not 3 frames like the book says. 
That's an error. It's 6 frames), bufferable! Another ideal whiff punisher.
-Standing short is yet another fast, long ranged poke. Bufferable into 
super and safe to just throw out in general. Gives her the coveted 
"whiff punisher into super" that most characters lack. Also gives her 
the ability to get a max range counter hit low short, chain standing 
short and super similar to Iori and Kim.
-Fast ground fireball. Really big hit box AND knocks down! All of 
them are very buff ground tools, especially with RC. Guarantees a
CC when hit in the corner.
-The air fireball, while not nearly as abusable as in CvS1 is still a very 
useful zoning tool. It gives non-roll grooves fits and is also a good 
set up tool. Becomes particularly beastly in the corner as the opponent 
no longer gets pushed back by it, and if they get knocked out of the 
air by it Yuri gets a free CC.
-Yuri's jab uppercut has lower body invul, and guarantees a CC if 
hit even midscreen. Strong DP has upper body invul and is perfect 
anti-air, while fierce DP has the most range and does slightly more 
damage in combos.
-Yuri's reflector is a buff ass move. Aside from its obvious use in 
reflecting projectiles (ahem... Guile), it gives +2 on block. RC reflector 
on wake up is similar to Blanka's RC elec: throwable, but if blocked is 
safe and gives Yuri the initiative. RCed reflector on a rising opponent is 
basically free, and sets up a ton of mix ups afterwards, and crazy ass 
mix up in the corner. More on this a minute.
-Her supers are useful multi purpose moves, but they're basically less 
damagingvariants of Ryo's.
-Good cross up with short. Hard to block after certain set ups.
-Her butt overhead is the fastest overhead in the game at 9 frames.
Of course, if you do it that close it's very unsafe, but if distanced well 
enough or timed meaty enough it gives a potential +3 on hit and +9 on 
block. You can use it to move forward like a pseudo hop kick, and it 
also sets up RCs and CCs well.
-Good dash, also able to corpse hop. Sets up RC reflector well.
-Easy links allow for practical b&b combos with good damage.
-Tied for best alpha counter in the game. A ridiculous +10 (?!) if blocked. 
Basically guarantees reflector mix ups after.
-Monstrous corner patterns.


Cons:

-Yuri's main flaw is her lack of damage dealing in general. Her potential 
damage caps at about 7400, and while her b&b's do good damage, she 
can't do a lot ofdamage outside of point blank range without super/CC.
-Certain RC moves and fast rolls make her air fireballs mostly useless 
except as meaty moves.
-Rolls in general give her trouble unless she sticks with just normal moves.
-Short characters can crouch her reflector, fairly heavily neutering her 
close game and wake up mix ups.



The crazy corner mix up:

Knock down an opponent in the corner, get over their body and do 
an RC reflector.  Since the reflector is essentially a projectile, Yuri
doesn't get pushed back at all and is at a +2 advantage. From here she can:

a) throw, then start over, or
b) low short into another reflector

If the opponent does anything short of a DP or super to escape the 
throw, the +2 advantage insures that the low short counter hits, causing 
the reflector to combo. In A-Groove you get a free CC here, other 
grooves just dash up and start the process over. If the 2nd reflector 
is blocked, you can:

a) throw, then start over
b) RC reflector
c) low jab, low roundhouse
d) low fierce, strong fireball

RC reflector moves Yuri slightly closer to the opponent while beating 
any moveshe might try to stick out. If two RC reflectors are done, Yuri
is back at point blank range. The opponent can counter this by throwing 
or rolling. Low jab counters either of these. If the low jab hits, it will 
most likely be a counter hit allowing the low roundhouse to link easily 
(1 frame link otherwise). If this happens, buffer to short air fireball to hit
super meaty and start over. If blocked, you can still short air fireball if 
you want to be agressive. If your opponent blocks it (most likely against
P/K groove), you get a free dash in RC reflector and can start over. Low 
fierce, strong fireball is yet another alternative. If that counter hits, the 
strong fireball will combo and you get a free CC or can start over. If 
blocked, Yuri is pushed right to the edge of her jab fireball range. Jab 
fireballs are very abusable here, check for yourself.

Not only are you creating huge pressure with the quick mix ups, but 
each reflector is also doing chip and a very large chunk of guard bar. 



Best Grooves:

A-Groove: Tons of guaranteed CC situations, also CCs are much more 
damaging than her supers.
C-Groove: Good level 2 cancels, stored super helps. Supers also patch 
up some of her problem areas, such as countering people who jump 
up and down. Alpha counter abuse available.
N-Groove: Her midrange game is tighter with run, and the ability to 
run also gives her more options in her corner mix up. A few good 
cross up sets up too. Other than that N-Groove gets the nod just 
because it's the only remaining roll groove and she needs RC.
------------------------------------------------------------
6. Grooves [006]



C-Groove


This is your typical Street Fighter styled gauge. Simple at its best.
Can store up to 3 stocks of Super Meter and allows you to use
them as Level 1, Level 2, or Level 3 Supers (LP/LK for Level 1,
MP/MK for Level 2, and SP/SK for Level 3 respectively), an 
advantage C-Groove has over A-Groove, P-Groove, and
K-Groove. Best Groove for those starting out, but never gets
too advanced at all.


Features of C-Groove:

Roll
Dash
Air Guard
Tactical Recovery
Counter Attack





A-Groove


This Groove is exactly the same as V-Ism in Street Fighter
Alpha. A rather advanced Groove that takes practice to utilize
fully, but can be an extremely powerful and deadly Groove.
Best for characters who rely heavily on combos.  Is the only
Groove that has Custom Combos (pressing SP + SK simultaneously),
which is the ultimate comboing system in the game. However, note
that if hit at any time during Custom Combo, the combo will end.
You can perform a Super while in Custom Combo mode, though it
will be a Level 1 Super). Super Meter fills up at a moderate rate
(slower than C-Groove, but faster than P-Groove).


Features of A-Groove:

Dash
Counter Attack
Roll
Safe Fall








P-Groove

Similar to the Parry system of Street Fighter III. A highly advanced
Groove that requires a ton of practice to get down right. Features
Parrying, which allows for a player to block an attack without
taking any damage and allows them to counterattack almost
immediately, but must be performed by pressing forward (or down,
if the attack is a low attack) on the control pad right as the 
attack would connect. Note that P-Groove has the slowest Super
Meter charging abilities in the game. Best used with offensive
characters (Kyo is a prime example of this Groove).


Features of P-Groove:

Dash
Small Jump
Tactical Recovery






S-Groove

This Groove is specifically used for those who change from one
style to the next (offense to defense, and vice versa) rapidly during
a match. Has the fastest to 2nd fastest Super Meter charge rate in
the game. To charge the Super Meter, you must hold down SP + SK
simultaenously. However, do note that you can only perform Level 1
Super Specials in this Groove. Another bonus, however, is when your
life is flashing red, you can perform unlimited Level 1 Super Specials
without having to charge the meter at all, and this is the only way
to perform Level 3 Super Specials (though you MUST have a
full Special Meter to perform Level 3 Specials). Best for characters 
who can spam good specials. 


Features of S-Groove:

Dodge
Run
Small Jump
Counter Attack
Tactical Recovery







N-Groove

Uses a similar system as in King of Fighters '98. This Groove is 
rather beginner friendly, but also pretty advanced in
its own right. It doesn't offer much in ways of special abilities (like
Parrying or charging meters). However, it does allow you to temporarily
increase your offensive power (by pressing SP + SK simultaneously
when you have at least 1 bar), and if you stock up to 3 Specials, then
charge up, you can perform a Level 3 Super Special. Note that the bar
fills up on the amount of damage you take and deal. Best for characters
who can really abuse the abilities of this Groove, as well as the speedy
characters of the game (Mai and Nakoruru come to mind here).


Features of N-Groove:

Run
Roll
Small Jump
Counter Movement
Counter Attack
Safe Fall






K-Groove

This Groove is very similar to the Samurai Shodown system. When you
get hit, your Super Meter charges up some, and when it hits full, it'll
start to slowly deplete and your character turns red. While flashing
red, your attacks become stronger, and you can perform Level 3
Super Specials. However, note that if you end a match while flashing
red, your gauge will be reduced to 0. Fastest to 2nd fastest Super Meter
in the game. Also includes Just Defended, which works like Parry, except
you hit back on the directional pad instead of forwad, and if performed
correctly, you can gain a small amount of life back and it raises your
Super Meter slightly. Best for characters who have great poking abilities
(Rolento and Hibiki) or for faster characters (best Groove for Nakoruru).
Downside to this Groove is the lack of abilities.


Features of K-Groove:

Run
Small Jump
Safe Fall







EX-Groove (banned in tournaments)


Your customized Groove made in Groove Edit mode.





---The Sub-Systems---


This is just a run-down and description of each of the
different abilities that the different Grooves have:



-Dash-


Allows the character to hop forward slightly by tapping
forward on the directional pad twice..


Pros: Can cover a lot of ground and confuse the opponent,
can avoid crouching attacks
Cons: Can't use Run, vulnerable during dashes






-Run-


Allows the character to run across the screen by tapping forward
on the directional pad twice then holding forward.


Pros: Covers ground faster, can be canceled into attacks or rolls, and
can stop at any time
Cons: Can't use Dash







-Roll-


Allows the character to completely dodge attacks by rolling towards
their opponent (press LP + LK to use). Completely invulnerable during
some frames of Rolls. To find out about Roll Frame data, check the Systems
FAQ here on this site by Buktooh.


Pros: Completely avoids attacks, covers ground, leads to Roll Canceling
shenanigans, invincible throughout the majority of the Roll, can move to
other side of opponents
Cons: Vulnerable to Throws, can't use Dodge







-Dodge-


Allows the character to dodge an attack while remaining stationary (by
pressing LP + LK together).


Pros: Completely avoid attacks, invincible throughout entire animation,
may be used to confuse opponents
Cons: Left wide-open to attacks if opponent is next to you, can't use Roll


 




-Counter Attack-    


While blocking an attack, lets the character attack the opponent (used
by pressing MP + MK and forward while blocking). Uses some of your
Guard Meter to perform, and will NEVER KO an opponent.


Pros: Pushes away pressuring opponents
Cons: Can't use Counter Movement (oh no!!!), never KOs, does very
little damage








-Counter Movement-


While blocking an attack, allows character to freely move towards or
away opponent (by pressing forward or back on the directional pad and
LP + LK while blocking). Also uses an entire Super Meter to perform.


Pros: Allows you to escape attacks
Cons: Eats a whole Super Bar, easy for opponent to counter, can't use
Counter Attack







-Air Guard-


Allows the character to block while in the air by holding back.


Pros: Allows for blocking air attacks
Cons: Can't use Small Jump...






-Small Jump-


Allows the character to perform a smaller jump by tapping up and
any directional button slightly.


Pros: Great for offensive games, hard to counter
Cons: Very easy to land into many attacks, can't use Air Guard...







-Tactical Recovery-


Allows the character to delay getting up off the ground by holding
LP + MP + SP on the ground.


Pros: Can be used to confuse opponents and avoid attacks
Cons: Can also be used by the opponent to set-up strategies, can't use
Safe Fall





-Safe Fall-


Allows the character to recover as they hit the ground by pressing
and holding LP + MP + SP.


Pros: Allows for extra space and less damage from hitting the ground
Cons: Can't use Tactical Recovery
------------------------------------------------------------
7. Modes of Play [007]




--Single Player--


Play through the game normally, doing either Ratio,
Team, or Single Player mode:



Ratio: Select your team of 3 characters, then assign
Ratios to them (R1 is weakest, while R3 is strongest).
Most of the time, you'll probably want to have 2 R2
and 1 R1 character if you want to do this, and probably
set it up so that you have it as R2-R1-R2.



Team: Select 3 characters and play your way to the end.


Single: Select 1 character and fight your way to the top!






--Survival--

Here, you test to see how long you can last against all the
opponents in the game (with the final 2 opponents being
Ultimate Rugal and Shin Akuma). Beating this mode unlocks
Infinite Edit Groove Points.





--Versus--


Same as Single player mode, but with 2 players. You can set
up the CPU to fight you here in Options.







--Color Edit Mode--

A mode just to customize the colors of the characters in the
game.






--Groove Edit Mode--


Here, you can customize your two EX Grooves with a limited
amount of points available (4000 points), using just about 
anything from each of the Grooves in the game. Below
are the differenent options available to you:


Gauges: Here, you can choose which of the 6 gauges in
Capcom Vs SNK 2 you want to use. Keep in mind the
different uses for each gauge (description of each guage
can be found in the Grooves section of this faq). 


C-Groove: 1800 points
A-Groove: 2200 points
P-Groove: 800 points
S-Groove: 1800 points
N-Groove: 1200 points
K-Groove: 1000 points




Systems: These are the super technical aspects of the Grooves
(descriptions for these can also be found under the Grooves
section).


Parrying: 1600 points
Just Defended: 1400 points
Chain Combo: 800 points
Air Chain Combo: 700 points
Super Combo Cancel: 1000 points
Cancel Any Move: 1000 points





Sub-Systems: These are the basic special features of each Groove
(also described in the Grooves section of the faq). Note that these
are broken into seperate sections. Why? Because you can't select
say, both Dash and Run. You are forced to select either one or
the other!! Make your decisions wisely based on how you play,
your playstyle, the characters you use the most, etc. If you need
help deciding on what's better, refer to the "Sub-Systems: Deciding
What Is Better" section of the faq.


Dash: 200 points
Run: 300 points

Rolling: 400 points
Dodge: 600 points

Counter Attack: 400 points
Counter Movement: 300 points

Air Guard: 500 points
Small Jump: 600 points

Tactical Recovery: 200 points
Safe Fall: 300 points










--Training Mode--


Practice your combos and characters here! Not much else
to say about this mode, as it should be self-explanatory and
simple.






--Options--

From here, you can customize your settings for the game, such
as adjusting damage values, difficulty, saving/loading, controller
settings, and so forth. After you unlock Extra Options, it can also
be found here.
------------------------------------------------------------
8. Unlockables [008]



-Groove Edit Mode-

How to unlock: Defeat Rugal or Akuma in Arcade Mode


This mode allows you to customize your own Grooves (EX-1
and EX-2 Grooves respectively), using the systems and styles
of every Groove in the game with 4000 points.







-Shin Akuma & Ultimate Rugal-

How to unlock: Defeat Shin Akuma and Ultimate Rugal respectively
in Arcade Mode.









-Boss Battle Mode-

How to unlock: Defeat Shin Akuma and Ultimate Rugal in Arcade
Mode.



To play Boss Battle Mode, hold triangle while selecting Arcade
Mode and your Groove. In Boss Battle mode, you will fight 5
battles, with the opponents being either Rugal, Akuma, Shin
Akuma, Ultimate Rugal, Orochi Iori, or Evil Ryu.






-Osaka: Flaming City stage-

How to unlock: Defeat Shin Akuma or Ultimate Rugal in Arcade
Mode.








-Osaka: Temple-

How to unlock: Defeat Rugal or Akuma in Arcade Mode.








-Fight the Mini Bosses in Arcade Mode-

Requirements: Get at least 800 points, never get hit more than
5 first hits in any match, and have at least 2 CC finish or Super
finish.







-Infinite Groove Edit Points-

How to unlock: Beat Survival Mode



This allows you to create and save an EX Groove that uses
more than 4000 points. Each of the different choices you can
select from are explained in the previous section.







-Extra Options-

How to unlock: Beat Boss Battle Mode.


This mode appears in the Options menu. This allows you to add some
variety to the games, or cheats in other words, such as invincibility
and infinite gauges. Below is an explanation of each of the options
available:



------------------------------------------------------------
9. Sub-Systems: Deciding What is Better [009]


This section is to help those of you who are having a tough time
deciding which is better to use overall (and what you'd like to also
customize your EX-Groove with):


Dash vs Run




Roll vs Dodge





Counter Attack vs Counter Movement




Air Guard vs Small Jump





Tactical Recovery vs Safe Fall



------------------------------------------------------------
10. Quotes & Special Intros [010]



---Quotes---


***NOTE***

For the quote section, I have included both English and Japanese
quotes (all from Kibagami's Voice Translations FAQ). Note that it'll
list all the Japanese quotes first, and the all of the English translations
of those quotes IN THE SAME ORDER!!! Please try to not get
confused here. ^^



-Akuma-



-Start of Matches-

==Japanese==

*Has his back to the screen, then assumes fighting stance*

==English==

----



-Taunt-

==Japanese==

*Stomps the ground*

==English==

----



-During Battle-

==Japanese==

"Messatsu!"
"Gou Zankuu!"
"Usero!"

==English==

"Murderous!"
"Overpowering Slashing Air!"
"Get lost!"




-Victory-

==Japanese==

"Hmmmmm!!"
"Haji to shirei!"
"Shoushi!"

==English==

-----
"A disgrace!"
"Ridiculous!"



===================================================
-Athena Asamiya-


-Start of Matches-

==Japanese==

"Athena, ikkimasu!"

==English==

"Here comes Athena!"




-Taunt-

==Japanese==

*Yawns*

==English==

-----




-During Battle-

==Japanese==

-----
-----
"Psycho Soodo!"
"Terepooto!"
"Ikkimasu! Fang Arrow!"
"Aaaa! Ike!"

==English==

"Psycho Ball!"
"Phoenix Arrow!"
"Psycho Sword!"
"Teleport!"
"Let's go! Fang Arrow!"
"Aaaah! Go!"




-Victory-

==Japanese==

"Yatta! Gu!"
"Yay! Kanpeki!"

==English==

"I did it! Good!"
"Yay! Perfect!"






===================================================
-Balrog-



*Note: None of Balrog's dialog are in Japanese*


-Start of Matches-

==Japanese==



==English==

"Don't stop me!"





-Taunt-

==Japanese==



==English==

"C'mon, sandbag!"
"Blast you!"




-During Battle-

==Japanese==



==English==

"One!"
"Two!"
"Three!"
"Four!"
"Five!"
"Six!"
"Seven!"
"Eight!"
"Nine!"
"Hahaha!"
"No escape!"
"Gigaton...Blow!!!"




-Victory-

==Japanese==



==English==

"I got paid!"
"I am champ!"





===================================================
-Benimaru Nikaido-


-Start of Matches-

==Japanese==

"Kakugo wa deki ta kana?"

==English==

"Have you prepared?"




-Taunt-

==Japanese==

"Yaruki aru no?" (VS male characters)
*Blows a kiss vs female characters*

==English==

"Will you try?"




-During Battle-

==Japanese==

"Shinkuu Katategoma!"
"Raijinken!"
"Handou Sandan Geri!"
"Shibireru ze!"
"Benimaru Koreda!"
"Erekutorigaa!"
"Raikouken!"
"Ore ni tsuite koreru kai? Supaaku!"

==English==

"Vacuum One-handed ride!"
"Thunder Fist!"
"Reflex Triple Kick!"
"I'm going to sleep!"
"Benimaru Collider!"
"Elec-trigger!"
"Lightning Fist!"
"Can you follow me? Spark!"




-Victory-

==Japanese==

---
---
"Tankoshikatta yo, baby!"
"Korede wakataro, bou jya!" (vs Kyosuke)

==English==

"Thank you!"
"Do you understand?"
"It was fun, baby!" (to females)
"Do you know what this means?" (vs Kyosuke)





===================================================
-Blanka-


*Note: Blanka doesn't have any dialog, as he does not speak at all.



===================================================
-Cammy White-


*Note: Cammy does not have any Japanese dialog.


-Start of Matches-

==Japanese==



==English==

"Here I go"
"Lock on!"
"Target confirmed!"




-Taunt-

==Japanese==



==English==

"C'mon!"




-During Battle-

==Japanese==



==English==

"Spiral Arrow!"
"Cannon Spike!"
"Hyah!"
"Spin Drive Smasher!"
"Go!"
"Good night!"
"Nooo!" (when defeated)




-Victory-

==Japanese==



==English==

"Too short"
"Mission completed, sir!"
"Good job!"





===================================================
-Chang Koehan-


-Start of Matches-

==Japanese==

"Ikuzo!" (Chang)
"Kiru de yansu!" (Choi)

==English==

"Let's go!" (Chang)
"Cut!" (Choi)




-Taunt-

==Japanese==

*Both Choi and Chang laugh*

==English==






-During Battle-

==Japanese==

"Ikuzo!" (Chang)
"Otto!" (Chang)
"Dossei" (Chang)
"Kiru de yansu!" (Choi)
"Iku de yansu!" (Choi)
"Kiri kiri mai mai!" (Choi)

==English==

"Let's go!" (Chang)
"Whoa!" (Chang)
-----
"Cut!" (Choi)
"Here I go!" (Choi)
"Cut, cut, dance, dance!" (Choi)




-Victory-

==Japanese==

*Both Choi and Chang laugh*
*Chang sings* X_X

==English==







===================================================
-Chun-Li-


-Start of Matches-

==Japanese==

"Kakugo wa ii yo ne!"
*Bows to her opponent, then assumes fighting stance*

==English==

"Be prepared"




-Taunt-

==Japanese==

"Gomen ne!"

==English==

"I'm sorry!"




-During Battle-

==Japanese==

"Kikouken!"
"Nan no!"
"Supiningu Baado Kikku!"
"Iku wa yo!"
"Aaa....Kikoushou!"

==English==

"Energy Fist!"
"That's nothing!"
"Spinning Bird Kick!"
"Here I go!"
"Aaah...Energy Palm!"




-Victory-

==Japanese==

"Gomen ne, e?"
"Yatta!"

==English==

"I'm sorry, eh?"
"I did it!"





===================================================
-Dan Hibiki-


-Start of Matches-


==Japanese==

"Densetsu wo miseteyaru ze!"
"Ikuzora!"
"Yoshaa!"

==English==

"I will show you a legend!"
"Let's go!"
"All right!"


-Taunt-

==Japanese==

"Yahoo!"
"Doushita doushita?!"
"Namen ja nee zo!"
"Rakushou!"
"Ikuzora!"
"Ora ora ora ora!"
"Mouicho!"
"Youyuushi!"
"Yoshaa!"

==English==

-----
"What's wrong!?"
"An easy win!"
"Let's go!"
""C'mon, c'mon!"
"One more!"
"Piece of cake!"
"All right!"




-During Battle-

==Japanese==

"Gadouken!"
"Kouryuuken!"
"Sorya!"
"Shinkuu...Gadouken!"
"Saikyou-Ryuu Ougi! Kouryuurekka!"
"Hisshou....Ora ora ora! Buraiken!"
"Dah yah hyaah!"

==English==

"Self-taught Fist!"
"Clearing Dragon Fist!"
"Take that!"
"Vacuum....Self-taught Fist!"
"Saikyou Style Secret! Cleraing Dragon Raging Fire!"
"Certain Victory....C'mon, c'mon! Ruffian Fist!"
-----




-Victory-

==Japanese==

"Yatta ze....Ojayji!
"Yoshaa!"
"Rakushou!"
"Chou yoyuushi!"
"Kimatta ze!"
"Kore ga Saikyou-Ryuu da!"

==English==

"I did it, dad!"
"All right!"
"An easy win!"
"Super piece of cake!"
"It's over!"
"This is the Saikyou style!"





===================================================
-Dhalsim-


-Start of Matches-

==Japanese==

"Namaste!" (Hindi)
"Samadhi!"

==English==

"Hello!"
-----




-Taunt-

==Japanese==

"Yoga!"

==English==






-During Battle-

==Japanese==

"Yoga Fire!"
"Yoga Flame!"
"Yoga Burasuto!"
"Yoga Stream!"
"Yoga!"

==English==

-----
-----
"Yoga Blast!"
-----
-----




-Victory-

==Japanese==

"Yoga yoga yoga...."
"Yoga..."

==English==







===================================================
-Eagle-


*Note: Eagle has no Japanese dialogue*


-Start of Matches-

==Japanese==



==English==

"Shall we then"?




-Taunt-

==Japanese==



==English==

"No time for losers!"




-During Battle-

==Japanese==



==English==

"Spin!"
"Finish!"




-Victory-

==Japanese==



==English==

"The show must go on"
*Takes a breath*





===================================================
-E. Honda-


-Start of Matches-

==Japanese==

"Gokusan desu!"

==English==

-----




-Taunt-

==Japanese==

"Dossei!"
"Gokusan desu!"

==English==

-----
-----




-During Battle-

==Japanese==

"Dosukoi!"
"Kurae!"
"Saikou Kudaki ya!"
"Korede...."

==English==

-----
"Take this!"
"Supreme Smash!"
"This is....!"




-Victory-

==Japanese==

"Hahahahaha!"
"Dosukoi!"
"Donnamon jai?"
"Sekai wa hiroi no!"

==English==

-----
-----
"Did you see that?"
"The world is vast!"





===================================================
-Evil Ryu-


-Start of Matches-

==Japanese==

"Zetsu"
"Ore no kobushi ga chi wo motomete yo!"
"Kobushi ga chi wo notomete yo!"

==English==

"Death"
"My fist wants your blood!"
"The fist wants your blood!"




-Taunt-

==Japanese==

"Korosu!"

==English==

"I will kill you!"




-During Battle-

==Japanese==

"Shouryuuken!"
"Hadouken!"
"Tatsumakisenpuukyaku!"
"Shinkuu.....Hadouken!"
"Oiike desu ka?"

==English==

"Rising Dragon Fist!"
"Waving Fist!"
"Tornado Whirlwind Kick!"
"Vacuum....Waving Fist!"
"Are you scared?"




-Victory-

==Japanese==

"Shin no tsu, tometekureru!"
"Ware, kobushi kiwame tari!"

==English==

"I will stop your heartbeat!"
"I mastered my fist!"





===================================================
-Geese Howard-


-Start of Matches-

==Japanese==



==English==

"You cannot escape from death!"
"I'll stain my hands....with your blood."




-Taunt-

==Japanese==



==English==

"C'mon!"
"You are week!"




-During Battle-

==Japanese==

"Reppuuken!"
"Double Repuuken!"
"Shipuuken!"
"Jaeiken!"
-----
-----
-----
-----
-----

==English==

"Furious Wind Fist!"
"Double Furious Wind Fist!"
"Gale Fist!"
"Wicked Shadow Fist!"
"Too easy!"
"Predictable!"
"Pathetic!"
"Deadly Rave!"
"Raising Storm!"




-Victory-

==Japanese==

"Hah!"
"Daiyabo!"

==English==

-----
"You big uncouth!"





===================================================
-Guile-


*Note: Guile has no Japanese dialogue*


-Start of Matches-

==Japanese==



==English==

"Let's go!"
"Get it on!"
"Let's battle!"




-Taunt-

==Japanese==



==English==

"Come on!"
"Come on, rookie!"




-During Battle-

==Japanese==



==English==

"Ready!"
"Somersault!"
"Sonic Boom!"
"Ready, set....shoot!"
"Somersault Strike!"




-Victory-

==Japanese==



==English==

*Combs his hair and poses*
"Good job!"
"Easy operation!"





===================================================
-Haohmaru-


-Start of Matches-

==Japanese==

"Iza, jinjou ni shoubu!"
"Saate, boshi iko ka!"

==English==

"Now, let's have a fair and square fight!"
"Well, let's write your epitaph!




-Taunt-

==Japanese==

"Doushita doushita?"

==English==

"What's wrong?"




-During Battle-

==Japanese==

"Senpuuretsuzan!"
"Senpuu....ttene!"
"Kogetsuzan!"
"Tenha! Fuujinzan!"
"Atama kita ze! Koredemo kurai na!"
"Chikushou!" (when defeated)

==English==

"Whirlwind Furious Slash!"
"Whirlwind...!"
"Crescent Moon Slash!"
"Heaven Supreme Sealing Divine Slash!"
"You piss me off! Eat this!"
"Son of a bitch!"




-Victory-

==Japanese==

"Yoshi!"
"Yoshi!" *Then proceeds to clean his sword*

==English==

"All right!"
-----





===================================================
-Hibiki Takane-


-Start of Matches-

==Japanese==

"Anata wo....kiru"

==English==

"I will....kill you"




-Taunt-

==Japanese==

"Oh!"

==English==






-During Battle-

==Japanese==

"Hmm!"
"Kiru!"
"Haken!"
"Mikiru!"
"Chikara...kashite"
"Kimeru! Shnki...hasshou!"
"Shi wo miru, suru ga gatoshi"

==English==

-----
"I will kill you!"
"Wave Sword!"
"I see everything!"
"Lend me power!"
"I will end this! Divinity...Victory!"
"Looking at death is just like doing it."




-Victory-

==Japanese==

"Shikaketekinowa, anata ga saki yo"
"Kantan ni wa, katenai"
"Kore ga...Iai desu"

==English==

"I challenged you, because you did it first"
"Simply, you can't win"
"This is Iai"





===================================================
-Iori Yagami-


-Start of Matches-

==Japanese==

"Sugu raku ni shite yaru"
"Ore wo tomeru ka? Nara shine!"

==English==

"I will make this quick and easy"
"You want to stop me? If so, die!"




-Taunt-

==Japanese==

"Ore ga kowai no ka?"
"Muda na agaki de!"

==English==

"Are you afraid of me?"
"It's useless"




-During Battle-

==Japanese==

"Gwoooh!"
"Nani?!"
"Muda da!"
"Jama da!"
"Gwooh! Moetsukiro!"
"Doushita?"
"Raku ni wa shineenzo!"
"Asobi wa owari da! Nake! Sakebe! Soshita shine!!"
"Konomama de wa owaranzo!" (when defeated)

==English==

-----
"Useless!"
"Out of my way!"
"Gwooh! Burn out!"
"What's wrong?"
"You won't die so easily!"
"Playtime is over! Cry! Yell! Then die!!"
"It can't end like this!"




-Victory-

==Japanese==

*Laughs maniacially*
"Sonomama shine!"

==English==

-----
"Just die there!"





===================================================
-Joe Higashi-


-Start of Matches-

==Japanese==

"Ora!"
"Saku saku ikuze!"
"Ougon no keri, ogamaseteyaurze!"

==English==

"C'mon!"
"Let's do this quickly!"
"You will worship my golden kicks!"




-Taunt-

==Japanese==

"Ora ora!"

==English==

"C'mon c'mon!"




-During Battle-

==Japanese==

"Ora ora ora ora!"
"Hurricane Upper!"
"Tiger Kick!"
"Ora ora!"
"Slash Kick!"
"Screw Upper!"
"Double...Cyclone!!"
"Kurae! Ototoi kitayagare!"

==English==

-----
-----
-----
-----
-----
-----
-----
"Eat this! Fuck you!"




-Victory-

==Japanese==

"Yosha!"
*Laughs jollyfully*

==English==

"All right!"





===================================================
-Ken Masters-


-Start of Matches-

==Japanese==

"Kakatte kina!"
"Ore no deban da ze!"

==English==

"Come to fight!"
"It's my turn!"




-Taunt-

==Japanese==

"Doushita doushita?!"
"Enryosunda yo!"

==English==

"What's wrong?!"
"Don't restrain yourself!"




-During Battle-

==Japanese==

"Ora!"
"Saseru ka!"
"Tatsumakisenpukyaku!"
"Shouryuuken!"
"Hadouken!"
"Moratta!"
"Ikuze! Shoryuureppa!"
"Kurae! Shinryuuken!"
"Moratta! Shippuu Jinrai Kyaku!"

==English==

-----
"You won't do it!"
"Tornado Whirlwind Kick!"
"Rising Dragon Fist!"
"Waving Fist!"
"Got ya!"
"Let's go! Rising Dragon Destroyer!"
"Eat this!" Dragon God Fist!"
"Got ya! Gale Thunderclap Kick!"




-Victory-

==Japanese==

"Yatta ze!"
"Ore no kachi da na!"
"Yay!"

==English==

"I did it!"
"Victory is mine!"





===================================================
-Kim Kaphawn-


-Start of Matches-

==Japanese==

"Taekwondo no shinzui....misemashou"
"Ikuzo!"

==English==

"The true essence of Taekwondo....I will show you"
"Let's go!"




-Taunt-

==Japanese==

"Yare yare...."

==English==

"Oh well...."




-During Battle-

==Japanese==

"Hienzan!"
"Hangetsuzan!"
"Hishoukyaku!"
"Neryo Chagui!"
"Moratta!"
"Shimatta!"
"Haki Kyaku!"
"Kuusajin!"
"Mikitta wa!"
"Houou Tenbukyaku!"
"Houou Kyaku! Hatatatah! Asho!"

==English==

"Flying Slash!"
"Half-Moon Slash!"
"Flying Kick!"
"Descending Kick!"
"Got you!"
"Damn!"
"Supreme Spirit Kick!"
"Sky Sand Dust!"
"I understand perfectly what you are doing!"
"Phoenix Heaven Dance Kick!"
"Phoenix Kick! Hatatatah! Asho!"




-Victory-

==Japanese==

"Hah!"
*Smiles"

==English==







===================================================
-King-


-Start of Matches-

==Japanese==



==English==

*Kicks hat off screen, then assumes fighting stance*





-Taunt-

==Japanese==



==English==

"Come on, baby!"




-During Battle-

==Japanese==

"Venom Strike!"
"Double Strikes!"
"Trap Shot!"
"Tornado Kick!"
"Surprise Rose!"
"Iku yo!"
"Korede kimari ze!"

==English==

"Here I go!"
"Let's settle this!"




-Victory-

==Japanese==

"Hmph! Nasakenai!"
"Konna mon naru kai?"

==English==

"Hmph! Shameful!"
"That is all?





===================================================
-Kyo Kusanagi-


-Start of Matches-

==Japanese==

"Ikuze!"

==English==

"Let's Go!"





-Taunt-

==Japanese==

"Mou oyasumi kai?"
"Namen na!"

==English==

"Is it bedtime already?"
"Don't try it!"






-During Battle-

==Japanese==

"Oriya!"
"Body ga amei ze!"
"Orusu da ze!"
"Garaaki da ze!"
"Moero!"
"Otto!"
"Sora sora sora!"
"Gwooh! Kurai yagare!"
"Gwooh! Korede owari da!"
"Rekishi ga chigaun da yo!"
"Miseteyaru! Kusanagi no kobushi yo! Oriya!"

==English==

----
"Your body is weak!"
"You are not payinig attention!"
"You left yourself wide open!"
"Burn!"
"Whoa!"
"Take that!"
"Gwooh! Eat this!"
"Gwooh! This is over!"
"History tells differently!"
"I'll show you! The fist of the Kusanagi! Oriya!"






-Victory-

==Japanese==

"He he! Moetaro."
"Ore no...kachi da!"

==English==

"Heh heh! Burned"
"Victory is mine!"








===================================================
-Kyosuke Kagami-


-Start of Matches-

==Japanese==

"Boku ni wa katenai yo!"

==English==

"You can't beat me!"




-Taunt-

==Japanese==

"Soreni shitemo gen ha nai na"
"Tanki wo nan kon iki da"

==English==

"By the way, this is not my limit"
-----




-During Battle-

==Japanese==

"Cross Cutter!"
"Osoi!"
"Amai!"
"Aaah! Cross Cutter!"
"Raijin Break!"
"Korede owari da!"

==English==

-----
"Slow!"
"Weak!"
-----
"Thunder God's Break!"
"Don't delay!"
"This has ended!"




-Victory-

==Japanese==

"Hanashi ni naranai na!"
"Dakara, hitotsu oboete yatsu da na!"

==English==

"Can't fix this talking"
-----





===================================================
-M. Bison-


-Start of Matches-

==Japanese==

"Inochi ga oshika nai yo da na!
"Sono kubi....ka kiru"

==English==

"You don't want to live anymore!"
"I will cut your neck off"




-Taunt-

==Japanese==

"Ha! Akubi suru ka"

==English==

"Ha! Let me yawn"




-During Battle-

==Japanese==

"Psycho Crusher!"
"Amai!"

==English==

-----
"Weak!"




-Victory-

==Japanese==

"Zako ga...."
"Shi wo kureteyaru!"
"Haibosha no shu"

==English==

"Punk..."
"I will kill you!"
"Lord of the losers"





===================================================
-Mai Shiranui-


-Start of Matches-

==Japanese==

"Shiranui Mai mairimasu!"

==English==

"Here comes Shiranui Mai!"




-Taunt-

==Japanese==

"Hora, ganbatte!"

==English==

"Look, good luck!"




-During Battle-

==Japanese==

"Hissatsu Shinboi Bachi!"
"Musasabi no Mai!"
"Ryuu En Bu!"
"Ka Chou Sen!"
"Kagerou no Mai!"
"Shiranui-Ryuu Kyuukyoku Ougi!"
"Haaa.....Chou Hissatsu Shinboi Bachi!"
"Hitotsu, Futatsu, Mittsu!"
"Andy!" (when defeated)

==English==

"Killer Ninja Bees!"
"Dance of the Giant Flying Squirrel!"
"Dragon Blaze Dance!"
"Flower Butterfly Fan!"
"Heat Haze Dance!"
"Shiarnui Style Ultimate Secret!"
"Haaah....Super Killer Ninja Bees!"
"One, two, three!'




-Victory-

==Japanese==

"Kono te do da na, ne?"
"Yo! Nippon Ichi!"
"Oita ga sugi ta de yo ne"

==English==

"Is this all you can do?"
"Japan's finest!"
-----





===================================================
-Maki Genryusai-


-Start of Matches-

==Japanese==

"Tekagen nante shineezo!"

==English==

"Don't hold back!"




-Taunt-

==Japanese==

"Yaruki wa aru no ka?"

==English==

"Will you even try?"




-During Battle-

==Japanese==

"Heeyah!"
"Konyara!"
"Doko miten da yo?"
"Jama ne na!"
"Ochiro!"
"Tsukiari!"
"Hissatsu!"
"Kutabare!"
"Ougi! Heeyah!"
"Ougi! Kudaki ya!"
"Hitotsu, futatsu! Kudai ya!"
"Hitotsu, futatsu, mittsu! Omake ya!"

==English==

-----
-----
"Where are you looking at?"
"Don't be in my way!"
"Go to hell!"
"Strike!"
"Special technique!"
"Fuck you!"
"Secret! Heeyah!"
"Secret! Smash!"
"One, two, smash!"
"One, two, three! Bonus!"




-Victory-


==Japanese==

"Waruku omou na yo!"
"Yosha!"
"Sabui ne, anta!"
*Laughs*

==English==

"Don't think bad of me!"
"All right!"
"You're wierd!"




===================================================
-Morrigan Aensland-


-Start of Matches-

==Japanese==

"Tanoshimasette choudai!"
"Dou? Kirei deshou?"

==English==

"Amuse me!"
-----




-Taunt-

==Japanese==

"Watashi no mono ni naranai?"

==English==

"Won't you become mine?"




-During Battle-

==Japanese==

"Soul Fist!"
"Shadow Blade!"
"Kimochii deshou!"
"Oshioki yo!"
"Iku wa yo!"
"Flash!"
"Ochiro!"

==English==

-----
-----
"That felt good"
"Punishment!"
"Here I go!"
-----
"Go to hell!"




-Victory-

==Japanese==

*Giggles*
"Waruiko ne!"
"Denaoshitoide!"
"Mata asonde ageru wa!"
"Mikakedaoshi ne!"

==English==

-----
"Bad boy (girl)!"
"Come again!"
"I will play again with you!"
-----





===================================================
-Nakoruru-


*Note: Nakoruru speaks both Ainu and Japanese, but only speaks 
Ainu while performing some of her moves. The rest is all Japanese.


-Start of Matches-

==Japanese==

"Iku yo, Mamahaha!"
*Nods to Manari, then when Manari leaves, Nakoruru assumes
fighting stance*

==English==

"Let's go, Mamahaha!"




-Taunt-

==Japanese==

*Does a bird call*

==English==






-During Battle-

==Japanese==

(Ainu)
"Mamahaha!"
"Annu Mutsube!"
"Lela Mutsube!"
"Kamui Mutsube!"

(Japanese)

"Onegai, Mamahaha!"
"Chikara....Onegai....arigatou"

==English==

-----
"Blade of Victory!"
"Blade of Wind!"
"Blade of the Gods!"
"Please, Mamahaha!"
"Power....please, thanks"




-Victory-

==Japanese==

"Arigatou, Mamahaha"
"Daishizen no oshioki yo!"
*Wraps herself in her cloak*


==English==

"Thank you, Mamahaha"
"This is Great Nature's punishment"





===================================================
-Orochi Iori-


*Note: Iori does not speak at all*



===================================================
-Raiden-



-Start of Matches-

==Japanese==



==English==

"Say your prayers, wimp!"
"I will dance on your grave"





-Taunt-

==Japanese==



==English==

"C'mon, c'mon!"




-During Battle-

==Japanese==



==English==

"Go!"
"Bomb!"
"Ready...go!"
"Drop kick!"
"The end!"




-Victory-

==Japanese==

"Ichiban!"
"I am Raiden!"
"Hahaha!"

==English==

"I am the best!"




===================================================
-Rock Howard-


-Start of Matches-

==Japanese==

"Genkai made, tobasu ze!"

==English==

"I will speed up to my limit!"




-Taunt-

==Japanese==

"Shanto shiina!"

==English==

"Do it right!"




-During Battle-

==Japanese==

"Ora!"
"Heeyaaah!!"
"Reppuuken!"
"Double Reppuuken!"
"Moratta!"
"Kurai na!"
"Rising Tackle!"
"Dunk!"
"Deadly Rave!"
"Raging Storm!!!"
"Raging Stooorm!!!"

==English==

-----
-----
"Furious Wind Fist!"
"Double Furious Wind Fist!"
"Got ya!"
"Take this!"




-Victory-

==Japanese==

"Abayo!"
"Dokomademo, agaiteyaru!"
"Kono te do jya ne darou?"
"Nggggh!"

==English==

"Good-bye!"
"Anywhere, I will fight!"
"This isn't all you got, right?"





===================================================
-Rolento-


-Start of Matches-


==Japanese==



==English==

"Ready?"



-Taunt-

==Japanese==



==English==

*Laughs*
"C'mon!"




-During Battle-

==Japanese==

"Dou ja?!"
"Fire!"
"Get set!"

==English==

"How's that?!"




-Victory-

==Japanese==



==English==

*Mission complete!"
"To victory!"
*Laughs*





===================================================
-Rugal Bernstein-


-Start of Matches-

==Japanese==

"Otenami haiken to iko ka"
"Kimi no shini basho wa koko da"

==English==

"Let's see what you got"
"Your dying place will be here"




-Taunt-

==Japanese==

*Bows to his opponent politely*

==English==






-During Battle-

==Japanese==

"Hahaha!"
"Kaiser Wave!"
"Genocide Cutter!"
"Murero!"
"Reppuuken!"
"Tsumaran!"
"Shinei!"
"Korede todome da!"

==English==

-----
-----
-----
"Moulder!"
"Furious Wind Fist!"
"Boring"
"Die!"
"This has ended!"




-Victory-

==Japanese==

"Shouri nado ta yasui!"

==English==

"An easy victory!"





===================================================
-Ryo Sakazaki-


-Start of Matches-

==Japanese==

"Saa! Koi!"

==English==

"Well, come on!"




-Taunt-

==Japanese==

"Ora ora!"
"Kakatte koi!"

==English==

"C'mon c'mon!"
"Bring it on!"




-During Battle-

==Japanese==

"Orya!"
"Hien Shippuu Kyaku!"
"Zan Retsu Ken!"
"Koouken!"
"Haou Shou Kou Ken!"
"Ichigeki Hissatsu!"
"Kyokugen-Ryuu Ougi! Ora ora ora ora! Moratta!"

==English==

-----
"Flying Gale Kick!"
"Fast Furious Fist!"
"Tiger Glowing Fist!"
"Supreme Flying Roaring Fist!"
"One-hit certain kill!"
"Kyokugen Style Secret! Ora ora ora ora! I got ya!"




-Victory-

==Japanese==

"Kore ga Kyokugen-Ryuu da!"
"Osu!"
"Yoshi!"

==English==

"This is the Kyokugen Style!"
-----
"All right!"





===================================================
-Ryu-



-Start of Matches-

==Japanese==

"Itsudemo koi!"
"Ukettetato!"
"Ore no kobushi wo tamesu ka?"

==English==

"Come anytime!"
"I accept!"
"Do you want to test my fist?"




-Taunt-

==Japanese==

"Kakatte koi!"
"Honki wo da ze!"

==English==

"Bring it on!"
"Be serious!"




-During Battle-

==Japanese==

"Shouryuuken!"
"Hadouken!"
"Tatsumakisenpukyaku!"
"Shinkuu....hadouken!"
"Shinkuu Tatsumaki!"
"Shin! Shoryuuken!"

==English==

"Rising Dragon Fist!"
"Waving Fist!"
"Tornado Whirlwind Kick!"
"Vacuum...Waving Fist!"
"Vacuum Tornado!"
"True! Rising Dragon Fist!"




-Victory-

==Japanese==



==English==

*Raises his arm in the air or stands with his arms crossed*




===================================================
-Sagat-


-Start of Matches-

==Japanese==



==English==

"Heh heh heh!"




-Taunt-

==Japanese==



==English==

"Hmph!"




-During Battle-

==Japanese==



==English==

"Tiger!"
"Tiger Uppercut!"
"Tiger Crush!"
"Tigeeeeerrrrr!"
"Tiger Genocide!"
"Tiger Raid!"




-Victory-

==Japanese==



==English==

"Try again, geek!"
*Laughs*





===================================================
-Sakura Kasugano-


-Start of Matches-

==Japanese==

"Ikuzo!"

==English==

"Let's go!"




-Taunt-

==Japanese==

*Giggles*

==English==






-During Battle-

==Japanese==

*Hyah!"
"Shun Puu Kyaku!"
"Shou Ou Ken!"
"Hadouken!"
"Soko da!"
"Madamada!"
"Matte ka!"
"Iku yo!"
"Shinkuu....hadouken!"
"Ichiban! Haa!"

==English==

-----
"Spring Wind Kick!"
"Cherry Blossom Fist!"
"Waving Fist!"
"There!"
"Not yet!"
"Wait!"
"Here I go!"
"Vacuum....Waving Fist!"
"Spring Rain! Haaah!"




-Victory-

==Japanese==

"Kono toko da ne!"

==English==

"That's how it's done!"





===================================================
-Shin Akuma-


-Start of Matches-

==Japanese==

"Shin no chikar miseteimyo!"
"Kakugo wa yoi ka?"

==English==

"I will show you my true power!"
"Are you ready?"




-Taunt-

==Japanese==

"Usero!"

==English==

"Get lost!"




-During Battle-

==Japanese==

"Orokana!"
"Orokamui!"
"Messatsu!"
"Gou Zankuu!"
"Kakugo wa yoi ka? Orokamui!"
"Mukatta wa!" (when defeated by blocking)

==English==

"Stupid!"
"Stupid!"
"Murderous!"
"Overpowering Slashing Air!"
"Are you ready? Stupid!"
"I wonder how!"




-Victory-

==Japanese==

"Hmmmmm!!!"
"Haji to shirei!"
"Shoushi!"
"Ware wa Ken wo kiwameshi mono!"

==English==

-----
"A disgrace!"
"Ridiculous!"
"I am the Master of the Fist!"




===================================================
-Terry Bogard-


*Note: Terry has no Japanese dialogue*


-Start of Matches-

==Japanese==



==English==

"Hey, c'mon c'mon!"




-Taunt-

==Japanese==



==English==

"Hey, you!"




-During Battle-

==Japanese==



==English==

"Crack Shoot!"
"Rising Tackle!"
"Burn Knuckle!"
"Power Wave!"
"Power Dunk!"
"Power Geyser!!"
"Are you okay? Buster Wolf!!"




-Victory-

==Japanese==



==English==

"Okay!" (does a different winpose after defeating Rock)
"Phew!"





===================================================
-Todo Ryuhaku-


-Start of Matches-

*Always starts the matches with Kasumi*

==Japanese==

"Omae-san ni kodou wo oshieteyaru!"
"Toudou-Ryuu no shinzui miseteyaru!"
"Honki de kakatte koi!"

==English==

"I will teach you the ancient ways!"
"I will show you the mysteries of the Toudou Style!"
"Come to fight seriously!"





-Taunt-

==Japanese==

*Uses signature fan, fans himself and laughs*

==English==






-During Battle-

==Japanese==

"Haha!!"
"Amai!"
"Amaizo!"
"Madamada!"
"Mikitta wa!"

==English==

-----
"Weak!"
"Weak!"
"Still not good enough!"
"I understand perfectly what you are doing!"




-Victory-

==Japanese==

*Laughs*
"Oshimai!"
"Yoshi!"
(With Kasumi) "Toudou-Ryuu wa sekai ichi da!"

==English==

-----
"The end!"
"All right!"
"Toudou Style is the best in the world!"





===================================================
-Ultimate Rugal-


-Start of Matches-

==Japanese==

"Otenami haiken to iko ka"
"Saa, kakatte koi!"

==English==

"Let's see what you got"
"Well, bring it on!"




-Taunt-

==Japanese==

"Umusoi!"

==English==

"I'm getting tired of this!"




-During Battle-

==Japanese==

"Hahaha!"
"Kaiser Wave!"
"Genocide Cutter!"
"Murero!"
"Repuuken!"
"Tsumaran!"
"Shinei!"
"Korede todome da!"
"Kimi no shini basho wa koko da"

==English==

-----
-----
-----
"Moulder!"
"Furious Wind Fist!"
"Boring"
"Die!"
"This has ended!"
"Your dying place will be here"




-Victory-

==Japanese==

"Shouri nado ta yasui!"

==English==

"An easy victory!"





===================================================
-Vega-


*Note: Vega does not speak*


===================================================
-Vice-


-Start of Matches-

==Japanese==

"Omoshiroi, yaro ka?"

==English==

"Interesting, shall we?"




-Taunt-

==Japanese==

*Moans*

==English==






-During Battle-

==Japanese==

"Osoi!"
"Doki na!"
"Hakike ha yo!"
"Soko da!"
"Ora!"
"Ochiro!"
"Kutabare!"
"Tanoshi ne!"
"Itai yo! Taishita kotonai ja na"
"Okorasen ja nai yo!"

==English==

"Slow!"
"Move!"
"Nauseating!"
"There!"
"C'mon!"
"Fall!"
"Fuck you!"
"Fun, isn't it?"
"This will hurt! You ain't no big deal."
"Don't make me angry!"




-Victory-

==Japanese==

"Mangetsu no yoru ni mata ao ka!"
"Koroshite kurerun ja nakatta no?"

==English==

"We will meet again in a full moon's night!"
"Weren't you going to kill me?"





===================================================
-Yamazaki Ryuji-


-Start of Matches-

==Japanese==

"Kono zako ga..."

==English==

"You punk...."




-Taunt-

==Japanese==

"Mono tarin ne na!"

==English==

"I am not satisfied yet!"




-During Battle-

==Japanese==

*Laughs*
"Shaaa!"
"Ikuzo....ikuzo.....ikuzo......Shaaa!"
"Kakatte koi yo! Itai daro ga yo!"
"Hore!"
"Kaesu ze!"
"Kuzu ga!"
"Keshitobi na!"
"Sharakusai!"
"Ippen shinde koi!"

==English==

-----
-----
"Let's go.....let's go.....let's go.....Shaaa!"
"Bring it on! That hurt!"
"Here!"
"I reject it!"
"You scum!"
"Blow up!"
"Impertinent!"
"Die at once!"




-Victory-

==Japanese==

"Kudaranee!"
"Mouppen shindoku ka?"
"Sen nen hayain da yo!"

==English==

"Stupid!"
"Want to die again?"
"You came 1000 years too soon!"





===================================================
-Yun Lee-


-Start of Matches-

==Japanese==

"Hmm!"
"Ore ni wa katenaitte!"
"Kata ze, kono kenka!"
"Muda da na!" (Yang)
"Ichou mon de yaru ka!"

==English==

-----
"You can't beat me!"
"Let's settle this fight!"
"It's useless!" (Yang)
-----




-Taunt-

==Japanese==

"Tsuman nee na!"
"Kakatte koi yo!"

==English==

"Boring!"
"Bring it on!"




-During Battle-

==Japanese==

"Aaaah!"
"Otto!"
"Ikuzo!"
"Kimeru!" (Yang)
"Rai Shin Ma Ha Ken!" (Yang)
"Zenbu Yomitte da!" (Yang)

==English==

-----
"Whoa!"
"Let's go!"
"I will end this!" (Yang)
"Trembling Demonic Destroyer Fist!" (Yang)
"I read all you do!" (Yang)




-Victory-

==Japanese==

"Tsugi!"
"Zattokonnamon!"
"Yoi yo da ze!"
"Haai!" (with Yang)

==English==

"Next one!"
"That's all!"
"It was good!"





===================================================
-Yuri Sakazaki-


-Start of Matches-

==Japanese==

"Ikuzo! Osu!"
"Kojanto kurucchi!"

==English==

"Let's go! Osu!"
"Let's do this a lot!"




-Taunt-

==Japanese==

"Kocchi, kocchi!"

==English==

"Here, here!"




-During Battle-

==Japanese==

"Double!"
"Chou Appaa!"
"Kono....!"
"Rai Ouken!"
"Saiha!"
"Ko Ouken!"
"Haou Shou Kouken!"
"Yuri! Chou Reppa!"
"Hien Houou Kyaku!"
"Otusan, gomen!" (when defeated)

==English==

-----
"Super Upper!"
"You....!"
"Lightning Glow Fist!"
"Smashing Breaker!"
"Tiger Glowing Fist!"
"Supreme Flying Roaring Fist!"
"Yuri's Super Destroyer!"
"Flying Phoenix Kick!"
"Father, I am sorry!" (when defeated)




-Victory-

==Japanese==

"Mou saitei!"
"N? Yoyuucchi!"
"Yoyuusu! Natsuke!"
"Yari!"

==English==

"How nasty!"
"Huh? Piece of cake!"
"Piece of cake! I win!"
"Did it!"




===================================================
-Zangief-

*Note: Zangief does not speak in Japanese, but Russian instead.


-Start of Matches-

==Japanese==



==English==

"I am the Red Cyclone!"




-Taunt-

==Japanese==



==English==

"Grrr!"




-During Battle-

==Japanese==



==English==

"Hyaaaaah!"
"Hyaah!"
"Final....Atomic....Buster!!"




-Victory-

==Japanese==

"Harasho!" (Russian)
"Bolshoi Pabeda!" (Russian)
"Da!" (Russian)

==English==

"Good!"
"A big victory!"
"Yes!"
===================================================
---Special Intros---



Athena vs Sakura

*Athena changes into her normal outfit*

Athena: "Ganbarimasu!" ["Do your best!"]

*Sakura just scratches her head*









Benimaru vs females

*Blows a kiss*

Benimaru: "Ore ni horen da yo?" ["Are you in love with me?"]








Benimaru vs Kyo


Benimaru: "Korekara mein ibento za!" ["This is the main event!"]







Benimaru vs Kyosuke


Kyosuke: "Boki ni wa katenai yo" ["You can't beat me"]

Benimaru: "Sore wa dou kana?" ["Are you sure about that?"]










Chang vs females


*Chang picks his nose and Choi laughs*

Choi: "Itadakimasu!" ["Bon appetit!"]









Chang vs Kim


Choi: "Irasshaimase!" ["Welcome!"]

Kim: "Mottomasue ni!"







Chun-Li vs Evil characters


*Points at the character*

Chun-Li: "Kanneshinasai!" ["Surrender!"]






Chun-Li vs Yamazaki


Honfu: "Chun-Li deka! Koko wa koro Honfu ni oma...Gyaah!"
[Agent Chun-Li! I, HonFu, will....gyaah!"]

*Yamazaki knocks Hon-Fu off screen*

Yamazaki: "Watashi no aite suru wa!" ["Be my opponent!"]







Chun-Li vs Yun


Chun-Li: "Oteyawarakani tanomu wa, ne?" ["Not so hard you
ask, right?"]

Yun: "Ore ni wa katenaitte!" ["You can't beat me!"]

Chun-Li: "Nan ka itta?" ["What?"]







Dan vs Sagat

Dan: "Ore no ikari wo ukero!" ["You will receive my anger!"]

Sagat: *Laughs*








Eagle vs Chang


*Eagle does his Saint Andrew Green and Chang and Choi
laugh*

Eagle: "No time for losers"








Geese vs M. Bison


*Geese performs a Double Reppuken to Bison, and Bison's
cape burns away and Bison laughs*







Haohmaru vs Akuma

Haohmaru: "Omoshiroi, oni to tatakai ikok ka!" ["Interesting,
I will battle a demon!"]







Haohmaru vs Nakoruru & Hibiki


Haohmaru: "Sonnamon furimawashitetto, kega suru da ze!"
["Wielding such thing, you will get hurt!"]







Hibiki vs Rolento

*Hibiki is tying her lace, then Rolento throws a knife at her.
Hibiki deflects the knife*

Hibiki: "Kiru" ["I will kill you"]








Iori vs Bison


Bison: "Sono kubi....ka kiru" ["I will cut your neck off."].

*Iori then uses a Dark Thurst*

Iori: "Doushita?" ["What's wrong?"'], then says "Sugu raku
ni shite yaru" ["I will make this quick and easy."].





Joe vs Dan

Dan: "Ikuzora!" ["Let's go!"]

Joe:







Joe Vs King


Joe: "Ougon no keri, ogamaseteyaruze!" ["You will worship
my golden kicks!"]

King: "Aite ni naru wa!" [You will be my opponent!"]







Joe Vs Sagat

Joe: "Ougon no keri, ogamaseteyaruze!" ["You will worship
my golden kicks!"]

Sagat: *Laughs*






Kim vs evil characters


Kim: "Aku wa yurusan!" ["Evil can't be forgiven!"]






Kim vs Kim


Kim: "Ikuzo!" ["Let's go!"]

Kim 2P: "Kakatte koi!" ["Bring it on!"]






King vs Sagat


King: "Aite ni naru wa!" ["I will be your opponent"]







Kyo vs Iori


*Both Kyo and Iori stands with flames in their hands*

Kyo: "Honoo ga, omae wo yonderu ze!" ["My flames are beckoning
you!"]

Iori: "Nara moetsukiro, isagiyoku na!" ["Then burn out bravely!"]

Kyo: "Ikuze!" ["Let's go!"]






Kyo vs Ryu


*Kyo passes flames in front of Ryu*

Kyo: "Kono teidoja doujinai kara....honki de ikuze!" ["So you
aren't perturbed by just this.....let's go all-out!"]

Ryu: "Koi!" ["Come!"]






Mai vs Chun-Li


*Mai is dressed as Chun-Li, then changes into her normal outfti*

Mai: "Kakatte rasshai!" ["Bring it on!"]

*Chun-Li giggles*

Chun-Li: "Zuibun hade na toujou, ne?" ["An extremely flash
entrance, huh?"]






Mai vs Joe

*Joe performs Hurricane Uppers, slightly breezing Mai's kimono.
Mai then looks at Joe*

Mai: "Oita ga sugi ta de yo ne"

Joe: "Ora!"






Maki vs Yamazaki


Maki: "Nani wo jirojimiten no za!" ["What are you staring at?"]

Yamazaki: "Mono tarin ne na!" ["I am not satisfied yet!"]






Raiden vs Zangief


Raiden: "You are dead meat!"







Rock vs Geese


Rock: "Naze da? Chi ga uzuku no da ze!" ["Why? My blood
boils!"

Geese: "C'mon!"








Rock vs Terry


Rock: "Tekagen nashi da ze, Teri!" [I won't hold back, Terry!"]

Terry: "Phew!"








Rugal vs Guile


Rugal: "Kimi no shini basho wa koko da" ["Your dying place
will be here"]

*Guile uses a Sonic Boom and Rugal uses a Reppuken to
destroy the Guile statue, then the fight starts.







Rugal vs M. Bison


Rugal: "Sono chikara mo watashi ga torikonde kuru" ["I will
seize your power"]








Ryu vs Ken


*Ryu and Ken tap fists*

Ryu: "Ore no kobushi wo tamesu ka?" ["Do you want to test my
fist?"]

Ken: "C'mon!"







Ryu vs Ryo


*Both jump back from grappling in the air and the fight starts*







Ryu vs Sagat



*Sagat's scar glows*






Terry vs Geese


Terry: "Geese!!"

*Geese laughs*









Terry vs Ken

*Ken tosses Terry his hat*

Ken: "Sora yo!" ["Here!"]









Todo vs Maki


Todo: "Toudou-Ryuu no shinzui miseteyaru!" ["I will show you
the mysteries of the Toudou Style!"]

Maki: "Mitekoto sondai de kai" ["Look at that arrogant"]







Vega vs females


*Vega throws a rose and bows*






Vega vs Raiden, Blanka, Honda, Dhalsim, Chang, and Zangief


*Vega shakes his haed in disgust*





Vega vs Vega, Benimaru, Bison, and Kyosuke


*Vega throws a rose and bows*







Vice vs Cammy and Evil Ryu


Vice: "Anta no himei....kikasetemorau wa!" ["I will hear your
screams!"]








Vice vs Rugal


*Mature bows, then leaves*

Vice: "Aisatsu wa nuki da yo! Yaro ka!" ["I am not going to
greet you! Let's do it!"]

Rugal: "Yo karou, zonbun ni kakatte kuru da yo!" ["Very well,
let's fight to your heart's content!"]







Yamazaki vs Terry


*Yamazaki throws his knife at Terry*

Yamazaki: "Andi da....tsukae yo!" ["Andy, use this!"]

*Terry breaks the knife*

Yamazaki: "Koukai suruzo kora!" ["Hey! You will regret that!"








Yuri vs Dan


Yuri: "Yoyuusu! Natsuke!" ["Piece of cake! I win!"]

Dan: Namen ja neezo! Ikuzora!" ["Don't underestimate me! Let's
go!"]







Yuri vs Ryo


Yuri: "Onii-chan! Shoubucchi!" [Brother! Let's fight!"]








Yuri vs Sakura


Yuri: "Osu!"

Sakura: "Kochirakoso wa, yoroshiku onegaishimasu!" ["It's
I who should say so, please be nice to me!"]








Zangief vs Eagle

*Both perform their spinning attacks*

Eagle: "Not time for losers"


------------------------------------------------------------
11. Other Stuff [011]



Videos:

Here's a link to some combo videos from Badmash. Use them as
you see fit.


http://www.youtube.com/watch?v=Urwucu_7phY


And if you so choose to, here's the link to Badmash's Youtube
page:


http://www.youtube.com/profile?user=PeoplesBadmash
------------------------------------------------------------
12. Credits [012]


Super huge thanks to FSGamer, for without your help, this faq wouldn't
have come through!

Big thanks to Shoryuken.com and everyone who made entries on the Wiki!

Big thanks to Helion for his Wiki on Nakoruru!! Very useful information
here for Nako players.

Thanks to KCXJ for his thread on Rugal on Shoryuken.com!

Thanks to Mr. Sparkle from Shoryuken.com for info on Vice!

Thanks to Buktooth for his info on Yuri and Hibiki!

Thanks to Zenfire for his info on his Wiki on King!

Thanks to tetsuye00 from Shoryuken.com for his help on the Tier list of
Grooves for the characters, and for his help with reading over my faq and
adding in extra information that I missed or didn't have.

Thanks to Shoryuken.com, for their many many different strategies on each
character.

Thanks to Kibagami, for his Voice Translations FAQ.

Thanks to Gamefaqs, for hosting this faq.

Thanks to Badmash, for letting me use his combo videos.

Thanks to Capcom, for making this game, and SNK, for letting Capcom
use their characters, and to both, for making so many great fighters!
------------------------------------------------------------