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    FAQ/Move List by BlackKnight456

    Version: 1.11 | Updated: 03/21/06 | Search Guide | Bookmark Guide

    ---------------------------------------------------------------------------
    CAPCOM FIGHTING JAM
    Move List
    Version 1.11 (10 February 2011)
    (c) 2011 Ichorid4 (www.nulopticon.com)
    ---------------------------------------------------------------------------
    
    This FAQ is for personal use only. In must not be reprinted, sold or in any
    way redistributed without my explicit written consent. You may not
    incorporate any part of this document into your own publications without
    my prior written consent.
    
    The only websites allowed to use this document as a resource are;
    
    www.gamefaqs.com
    www.neoseeker.com
    www.1up.com
    www.giantbomb.com
    
    WARNING. This document contains spoilers for this game which are unmarked.
    
    FAQ (c) 2011 Ichorid4 (www.nulopticon.com)
    
    All properties are (c) Capcom
    
    
    
    ========
    CONTENTS
    ========
    
    1.  INTRODUCTION
    	- Revision History
    	- Introduction
    	- Notation
    
    2.  GAME SYSTEMS
    	- Street Fighter II
    	- Street Fighter III
    	- Street Fighter Zero (Street Fighter Alpha)
    	- Vampire (Darkstalkers)
    	- WarZard (Red Earth)
    
    3.  CHARACTERS
    	STREET FIGHTER II
    	 - Ryu
    	 - Guile
    	 - Zangief
    	 - Vega (M.Bison)
    	STREET FIGHTER III
    	 - Alex
    	 - Chun-Li
    	 - Yun
    	 - Urien
    	STREET FIGHTER ZERO
    	 - Guy
    	 - Karin
    	 - Sakura
    	 - Rose
    	VAMPIRE
    	 - Felicia
    	 - Demitri
    	 - Jedah
    	 - Anakaris
    	WARZARD
    	 - Nool (Hydron)
    	 - Hauzer
    	 - Mukuro (Kenji)
    	 - Leo
    
    4.  BOSS CHARACTERS
    	- Ingrid
    	- Pyron
    	- Shin Gouki (Shin Akuma)
    
    5.  SECRETS
    	- Fight Ingrid
    	- Unlock Pyron
    	- Fight & Unlock Shin Gouki
    	- Classic Character Themes
    
    6.  MISC.
    	- Credits
    	- Contact
    
    
    
    ===========================================================================
    1.  INTRODUCTION
    ===========================================================================
    
    ---------------------------------------------------------------------------
    REVISION HISTORY
    ---------------------------------------------------------------------------
    --1.11-- (10 February 2011)
    - Listed www.giantbomb.com as allowed to host this FAQ.
    - Removed 'Coming Soon' section (this is never going to be updated :) ).
    
    --1.10-- (21 March 2006)
    - Listed www.neoseeker.com and www.1up.com as allowed to host this FAQ.
    - Corrected various typographical errors.
    - Updated history on Demitri's Demon Billion.
    - Corrected Felicia's notes.
    - Correctly named Nools Venom Funnel (previously Syphon Jet).
    - Added Ingrid's Sunbeam move.
    
    --1.03-- (15 August 2005)
    - Changed infomation about the Shakunetsu Hadouken and the Banishing Flat.
    - Added juggle property changes for SFIII characters.
    
    --1.02-- (15 April 2005)
    - Changed notation for SFIII EX moves. Previously they were referred to as
      'ES' in this FAQ, in line with Vampire notation. This has been corrected.
    - Added some notes on Urien.
    - Added a move and made a change to Nool's section. 
    
    --1.01-- (15 March 2005)
    - Listed authorised websites.
    - Corrected a number of typos etc.
    - Added notes and usage info.
    - Corrected Ingrid and Shin Gouki methods.
    
    --1.00-- (15 February 2005)
    - First Version.
    
    
    ---------------------------------------------------------------------------
    INTRODUCTION
    ---------------------------------------------------------------------------
    
    Capcom Fighting Jam (CFJ) is largely considered as a disappointment by fans
    and has been called everything from a cheap rehash to nothing that
    could not have been done using MUGEN.
    
    However, I think it is a fair game. Graphics and lack of extras on the
    home ports aside, CFJ is a solid and well balanced 2d fighter. It still has
    tiers, and obviously some factions are stronger than others, but I like to
    think it is still more balanced than CvS2, perhaps because of its smaller
    roster.
    
    CFJ hasn't recieved a lot of coverage, and so I thought it would be a good
    choice for my first FAQ. Right now it's just a straight movelist; I might
    add more in the future, such as notes on moves, and basic moves as well.
    
    All names used in this FAQ refer to the original Japanese names for games
    and fighters. That is why 'Darkstalkers' is called 'Vampire,' 'M.Bison' is
    called 'Vega,' etc. Also all move names are official in some sense; none
    have been made up by me. The only exception is the unlisted Syphon Jet,
    which was named by Muscle Buster.
    
    
    ---------------------------------------------------------------------------
    NOTATION
    ---------------------------------------------------------------------------
    
    U - Up
    D - Down
    F - Forward
    B - Back
    
    QCF - Quarter Circle Forward - D, DF, F
    QCB - Quarter Circle Backward - D, DB, B
    HCF - Half Circle Forward - B, DB, D, DF, F
    HCB - Half Circle Backward - F, DF, D, DB, B
    FDP - Forward Dragon Punch - F, D, DF
    RDP - Reverse Dragon Punch - B, D, DB
    360 - 360 degree motion (One rotation)
    720 - 720 degree motion (Two rotations)
    
    P - Any Punch
    K - Any Kick
    PP / KK - Any two punches or kicks
    PPP / KKK - All three punches or kicks
    
    LP - Light Punch (Jab)
    MP - Medium Punch (Strong)
    HP - Heavy Punch (Fierce)
    LK - Light Kick (Short)
    MK - Medium Kick (Forward)
    HK - Heavy Kick (Roundhouse)
    
    Ch. - Charge Direction (Eg Ch.B = Hold Back for 2 seconds)
    (air) - Can be performed in the air
    [AIR] - Must be performed in the air
    (E-) - Can be made EX- or ES-ed (Street Fighter III and Vampire only)
    (GC) - Guard Crush (Vampire only)
    (S.) - Super Level (Eg S.2 = Consumes two super stocks)
    (Lv.) - Experience Level (Eg Lv.2 = Must be level 2 to perform) (WarZard only)
    
    
    
    ===========================================================================
    2.  GAME SYSTEMS
    ===========================================================================
    
    ---------------------------------------------------------------------------
    STREET FIGHTER II
    ---------------------------------------------------------------------------
    
    --CHARACTERS--
    Ryu
    Guile
    Zangief
    Vega (M.Bison)
    
    --MOVES--
    Super Type - Super Combos
    
    
    USAGE
    - Street Fighter II characters are simple, powerful fighters. They are
      generally higher tier fighters.
    - Since Street Fighter II characters fill an entire super gauge quickly
      it might be a good idea to team them with a WarZard character who can
      then reach Level 3 immediately in the second round.
    - Can charge only one super stock.
    
    NOTES
    - None of the Street Fighter II characters, with the exception of Guile
      have movesets that accurately represent their abilities in the orignal
      Street Fighter II: The World Warrior title.
    
    
    ---------------------------------------------------------------------------
    STREET FIGHTER III
    ---------------------------------------------------------------------------
    
    --CHARACTERS--
    Alex
    Chun-Li
    Yun
    Urien
    
    --MOVES--
    Super Type - Super Arts
    Dash				Press F, F / B, B
    Parrying			Press F before enemy attack hits
    EX Moves			Press PP / KK for special moves
    High Jumps			Press D, then U
    Jumping Attacks			Press MP + MK
    
    
    USAGE
    - Street Fighter III characters are well balanced, versatile due to their
      ability to EX their normal moves.
    - Parrying gives SFIII characters an advantage over all others. Also, the
      fact that their moves cannot be parried by others allows them to use
      strategies that were not practical in the SFIII series.
    - Can charge upto 2 super stocks.
    
    NOTES
    - All Street Fighter III characters' animations have had their frame rates
      reduced from those in the original title.
    - Some Super Art motions have been changed from those in the original title
      due to clashes. In the original title only one Super Art could be chosen,
      and often motions for these arts would coincide and conflict with each
      other.
    - Super Cancels cannot be done in CFJ. This makes juggles, especially for
      Urien, extremely difficult to execute.
    
    ---------------------------------------------------------------------------
    STREET FIGHTER ZERO (ALPHA)
    ---------------------------------------------------------------------------
    
    --CHARACTERS--
    Guy
    Karin
    Sakura
    Rose
    
    --MOVES--
    Super Type - Super Combos
    Air Block			Press B in the air
    Custom Combos			Press MP + MK
    
    
    USAGE
    - Street Fighter Zero is one of the weaker factions. However the ability
      to air block and use Custom Combos makes up for this.
    - Can charge one guage, which equates to two separate supers.
    
    NOTES
    - The Custom Combo gauge used by Street Fighter Zero characters originated
      in SFZ2. SFZ used a 3-level Super Guage similar to Ingrid's.
    
    ---------------------------------------------------------------------------
    VAMPIRE (DARKSTALKERS)
    ---------------------------------------------------------------------------
    
    --CHARACTERS--
    Felicia
    Demitri
    Jedah
    Anakaris
    
    --MOVES--
    Super Type - EX Moves
    Air Block			Press B in the air
    Vampire Dash			Press F, F / B, B
    ES Moves			Press PP / KK for special moves
    Pursuit Attacks			Press U + P / K when enemy is down
    Chain Combos			Combo attacks in order of strength
    
    
    USAGE
    - Vampire characters, with the exception of Felicia, form the top tier of
      CFJ characters.
    - Pursuit attacks can be ES'ed.
    - Chain combos link the moves of any character in this order; LP LK MP MK
      HP HK.
    - Can charge upto three super stocks.
    
    NOTES
    - All Vampire characters are missing their Dark Force moves from Vampire
      Saviour.
    
    
    ---------------------------------------------------------------------------
    WARZARD (RED EARTH)
    ---------------------------------------------------------------------------
    
    --CHARACTERS--
    Nool (Hydron)
    Hauzer
    Mukuro (Kenji)
    Leo
    
    --MOVES--
    Super Type - Mystic Break
    Air Block			Press B in the air
    Dash				Press F, F / B, B
    High Jumps			Press D, then U
    Pursuit Attacks			Press U + P / K when enemy is down
    Level Up			Press MP + MK
    Ultimate Guard			Press HP + HK
    Ultimate Counters		Press B, DB, D + P / K
    
    
    USAGE
    - WarZard characters gain attack and defense statistics when they Level Up
      but this consumes one super stock.
    - Since Street Fighter II characters fill an entire super gauge quickly
      it might be a good idea to team them with a WarZard character who can
      then reach Level 3 immediately in the second round.
    - It is advisable that Nool and Hauzer players should spend super stocks
      to Level Up, as the stat boost is more valuable that any of their Mystic
      Breaks.
    - Ultimate Counters must be performed during a successful Ultimate Guard.
    
    NOTES
    - Nool and Hauzer were both boss characters and unplayable in their
      original title. Their abilities have been limited to make them balanced
      amongst the rest of the CFJ cast.
    
    
    ===========================================================================
    3.  CHARACTERS
    ===========================================================================
    
    ---------------------------------------------------------------------------
    RYU   [Street Fighter II]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Hadouken			QCF + P
    Shakunetsu Hadouken		HCF + P
    Shoryuken			FDP + P
    Tatsumakisenpuu Kyaku (air)	QCB + K
    
    --SUPER COMBOS--
    Shinkuu Hadouken		QCF, QCF + P
    Shin Shoryuken			QCF, D, DF + K
    
    NOTES
    - Is missing his Shinkuu Tatsumakisenpuu Kyaku Super Combo.
    - F + MK is a standard standing kick.
    - Uses Shakunetsu Hadouken, which was only introduced in Super Street 
      Fighter II.
    
    
    ---------------------------------------------------------------------------
    GUILE   [Street Fighter II]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Sonic Boom			Ch.B, F + P
    Somersault Kick			Ch.D, U + K
    
    --SUPER COMBOS--
    Total Wipe Out			Ch.B, F, B, F + K
    Somersault Strike		Ch.DB, DF, B, UF + K
    
    NOTES
    - Is missing his Sonic Hurricane Super Combo.
    
    
    ---------------------------------------------------------------------------
    ZANGIEF   [Street Fighter II]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Screw Buster			360 + P
    Atomic Suplex			360 + K
    Banishing Flat			FDP + P
    Double Lariat			PPP
    Spinning Lariat			KKK
    
    --SUPER COMBOS--
    Final Atomic Buster		720 + P
    Arial Russian Slam		QCF, D, DF + K
    
    NOTES
    - Uses his Zero 2 sprite, but with the face redrawn.
    - Uses Banishing flat, which was only introduced in Super Street Fighter II
      .
    
    
    ---------------------------------------------------------------------------
    VEGA (M.BISON)   [Street Fighter II]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Psycho Crusher			Ch.B, F + P
    Double Knee Press		Ch.B, F + K
    Devil Reverse			Ch.D, U + P
    Head Press			Ch.D, U + K, then P
    Psycho Banish			FDP + P
    Vega Warp			FDP / RDP + PPP / KKK
    
    --SUPER COMBOS--
    Mega Psycho Crusher		Ch.B, F, B, F + P
    Knee Press Nightmare		Ch.B, F, B, F + K
    
    NOTES
    - Uses Vega Warp, which was only introduced in Street Fighter Zero.
    - Uses Psycho Banish, which was introduced in CvS.
    
    
    ---------------------------------------------------------------------------
    ALEX   [Street Fighter III]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Flash Chop (EX)			QCF + P
    Headbutt			B + HP
    Power Bomb			HCB + P
    Air Knee Grapple (EX)		FDP + K
    Slash Elbow (EX)		Ch.B, F + K
    Air Stampede (EX)		Ch.D, U + K
    Flying Cross Chop [AIR]		D + HP			
    
    --SUPER ARTS--
    Boomerang Barrage		QCF, QCF + P
    Stungun Headbutt		QCB, QCB + P
    Hyper Bomb			360 + P
    
    NOTES
    - The Air Knee Grapple now is angled vertically and is very hard to catch
      standing opponents with.
    - Is missing his Spiral D.D.T. Special Move.
    
    
    ---------------------------------------------------------------------------
    CHUN-LI   [Street Fighter III]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Hyakuretsu Kyaku (EX)		K, K, K...
    Spinning Bird Kick (EX)		Ch.D, U + K
    Kikouken (EX)			HCF + P
    Hazan Shuu (EX)			HCB + K
    Yosou Kyaku [AIR]		D + MK
    
    --SUPER ARTS--
    Kikoshou			QCF, QCF + P
    Houyokusen			QCF, QCF + K
    
    NOTES
    - The Kikouken, unlike the CvS2 version, travels as it did in SFIII.
    - Is missing her Tensairanka Super Art.
    
    
    ---------------------------------------------------------------------------
    YUN   [Street Fighter III]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Tetsuzankou (EX)                FDP + P
    Zesshou Hohou (EX)              QCF + P	
    Nishou Kyaku (EX)               FDP + K
    Kobokushi                  	QCB + P
    Zenpou Tenshin             	HCB + K
    	
    --SUPER ARTS--
    Youhou				QCB, QCB + P
    Sorai Rengeki			QCF, QCF + P
    
    NOTES
    - Is missing his Gen Ei Jin Super Art.
    - Yun's classic theme was shared by his brother Yang in Street Fighter III
      2nd Impact and 3rd Strike.
    
    
    ---------------------------------------------------------------------------
    URIEN   [Street Fighter III]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Metallic Sphere (EX)		QCF + P
    Chariot Rush (EX)		Ch.B, F + K
    Violence Knee Drop (EX)		Ch.D, U + K
    Dangerous Headbutt (EX)		Ch.D, U + P
    
    --SUPER ARTS--
    Jupiter Thunder			QCF, QCF + P
    Tyrant Slaughter		QCF, QCF + K
    Aegis Reflector			QCB, QCB + P
    
    NOTES
    - The Metallic Sphere does not have the same juggle properties as it did
      in SFIII, making some juggles impossible.
    - The Violence Knee Drop now has less range than in the SFIII series, but
      ES version homes in on opponents.
    - The EX Metallic Sphere now produces more than one sphere, which it did
      not in SFIII.
    - Urien's jumping ability has changed, making some SFIII juggles 
      impossible.
    - Urien's taunt no longer knocks down an opponent as it did in SFIII.
    - Urien is missing one win pose.
    
    ---------------------------------------------------------------------------
    GUY   [Street Fighter Zero]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Hozanto				QCB + P
    Bushin Senpuu Kyaku		QCB + K
    Bushin Izuna Otoshi		QCF + P, then P
    Hayagake			QCF + K, then K
    Bushin Gokusa Ken		LP, MP, HP, HK
    
    --SUPER COMBOS--
    Bushin Hasou Ken		QCF, D, DF + P
    Bushin Gorai Kyaku		QCF, D, DF + K
    
    NOTES
    - Is missing his Bushin Musou Renge Super Combo.
    
    
    ---------------------------------------------------------------------------
    KARIN   [Street Fighter Zero]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Guren Ken			QCB + P, then P / K
    Hoshou				FDP + P
    Mujin Kyaku			FDP + K
    Ressenchao			RDP + P, then P
    Yashagaeshi			QCB + P / K
    Arakuma Inashi			360 + P
    Ressenha			QCF, UF + K
    
    --SUPER COMBOS--
    Kanzuki-ryu Shinbi Kaibyaku	QCF, QCF + P
    Kanzuki-ryu Ko'ou Ken		QCF, QCF + K
    
    
    ---------------------------------------------------------------------------
    SAKURA   [Street Fighter Zero]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Hadouken			QCF + P
    Shououken			FDP + P
    Shunpuu Kyaku (air)		QCB + K
    Ouka Kyaku			QCF + K, P, P, P
    
    --SUPER COMBOS--
    Shinkuu Hadouken		QCF, QCF + P
    Haru Ichiban			QCB, QCB + K
    Midare Sakura			QCF, D, DF + K
    
    NOTES
    - Pressing P while executing the Hadouken increases power and size but
      limits range.
    
    
    ---------------------------------------------------------------------------
    ROSE   [Street Fighter Zero]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Soul Spark			HCF + P
    Soul Spiral			QCF + K
    Soul Reflect			QCB + P
    Soul Throw			FDP + P
    
    --SUPER COMBOS--
    Aura Soul Spark			QCB, QCB + P
    Aura Soul Throw			QCF, D, DF + P
    
    NOTES
    - Is missing her Aurora Illusion, but the SFZ Custom Combo renders it
      unnecessary.
    
    ---------------------------------------------------------------------------
    FELICIA   [Vampire]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Rolling Buckler (ES)		QCF + P, then P
    Cat Spike (ES)			FDP + P
    Delta Kick (GC)			RDP + K
    Sand Splash (ES)		QCF + K
    Hellcat				HCB + K
    
    --EX MOVES--
    Dancing Flash			HCB, F + PP
    Please Help Me			HCB, F + KK
    
    NOTES
    - Cannot sit on heads, or climb walls as in the various Vampire games.
    
    ---------------------------------------------------------------------------
    DEMITRI   [Vampire]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Chaos Flare (ES) (air)		QCF + P
    Demon Cradle (GC) (ES)		FDP + P
    Batspin (ES)			QCB + K
    Negative Stolen			360 + P
    
    --EX MOVES--
    Demon Billion			D, F, DF + KK
    Midnight Bliss			D, F, DF + PP
    Midnight Pleasure		LP, MP, F, MK, MK
    
    NOTES
    - Chaos Flare uses its Vampire Hunter animation, and not its more recent
      Vampire Saviour one.
    - Demon Billion works differently from any Vampire version of itself. In
      Vampire Hunter, Demon Billion releases bats in a wider funnel. The
      similar Demon Horde in Vampire Saviour only released bats in Dark Force
      mode, and changed Demitri into bats otherwise.
    - Midnight Pleasure uses its Vampire Saviour motion, not its Vampire
      Hunter motion.
    - Midnight Bliss sprites for non-Vampire characters are new in CFJ.
    
    ---------------------------------------------------------------------------
    JEDAH   [Vampire]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Dio=Cega (ES) (air)		QCF + P
    Spreggio (GC) (ES)		FDP + P
    Nero=Fautica (ES)		QCB + K
    Ill=Spinta (ES)	[AIR]		HCB + K
    Illa=Cega (ES) [AIR]		HCB + K, P
    Santu=Arrio [AIR]		U, U
    
    --EX MOVES--
    Prova=Déi=Cervo			HCF + KK, then K
    Finalé=Rosso			D, D + PP
    
    NOTES
    - Spreggio is usable as a Special, as it was in Vampire Saviour 2.
    - To ES Illa=Cega, perform Ill=Spinta with KK.
    - Santu=Arrio is no longer a Dark Force move.
    - To connect Prova=Déi=Cervo, press K just before the arm reaches the
      opponent.
    
    
    ---------------------------------------------------------------------------
    ANAKARIS   [Vampire]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Sarcophagus Dance (ES)		D, D + P / K
    Cobra Blow (ES)			B, F + P
    Mummy Drop (ES)			QCF + P
    Royal Judgement (ES) [AIR]	QCF + P
    
    --EX MOVES--
    Pharoah Magic (air)		MK, LP, D, LK, MP
    Pit to the Underworld (S.2)	HCB + KK
    
    NOTES
    - Royal Judgement renders opponents enirely unable to attack.
    - Pit to the Underworld is unblockable, and consumes 2 super stocks.
    
    
    ---------------------------------------------------------------------------
    NOOL (HYDRON)   [WarZard]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Artic Stream			HCF + P
    The Chiller's Attack		HCF + K
    Tadpole Spawn			HCB + P / K
    Hydro Spin (air)		FDP + K
    Venom Funnel			D, D + P
    
    --MYSTIC BREAKS--
    Lightning Mast (Lv.1)		QCF, QCF + P
    Strangling Spark (Lv.2)		QCB, QCB + K
    
    NOTES
    - Unlike Vega's Psycho Crusher, The Chiller's Attack does not pass through
      an opponent if blocked.
    - More than one Tadpole Spawn can be on the screen at once.
    - Syphon Jet was used as a taunt by Nool in WarZard. It was created 
      especially as a move for CFJ. It is otherwise unlisted and the name used
      here was coined by Muscle Buster.
    
    ---------------------------------------------------------------------------
    HAUZER   [WarZard]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Volcano Breath			QCF + P
    Deluge Assault			QCF + K
    Tempest Fall			Ch.D, U + K
    
    --MYSTIC BREAKS--
    Deluge Crisis (Lv.1)		QCF, QCF + K
    Gust Flame (Lv.2)		QCF, QCF + P
    
    NOTES
    - Volcano Breath does not cause a pillar of flame where it lands as it did 
      in WarZard.
    - Tempest Fall does not throw the opponent if it connects as it did in 
      WarZard
    
    
    ---------------------------------------------------------------------------
    MUKURO (KENJI)   [WarZard]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Ichi Monji			QCF + P
    Rasen Kyaku			QCB + K
    Rasetsu Jin			HCB + P
    Kagerou				HCF + K, then P
    Utsusemi			FDP + K
    
    --MYSTIC BREAKS--
    Ju Monji (Lv.1)			QCF, QCF + P
    Baku Ryu Sho (Lv.2)		QCF, QCF + K
    Enmazuki (Lv.3)			QCB, QCB + P
    
    NOTES
    - The Kick used to trigger Kagerou determines which illusion is the real
      Mukuro.
    - Baku Ryu Sho uses the same CPS-3 animation as Urien his SFIII win pose.
      That pose has been removed from CFJ.
    
    
    ---------------------------------------------------------------------------
    LEO   [WarZard]
    ---------------------------------------------------------------------------
    
    --SPECIALS--
    Chronos' Rush			QCF + P, then PP
    Achilles' Rush			QCF + P, then KK
    Brontos Slash			FDP + LP
    Artic Slash			FDP + MP
    Mars Slash			FDP + HP
    Gaia Driver			360 + P
    
    --MYSTIC BREAKS--
    Hercules' Rush (Lv.1)		QCF, QCF + P
    Gigas Driver (Lv.2)		720 + P
    
    NOTES
    - The swords used in the FDP + P move are swords that were collectable in
      WarZard.
    - The sword used in Hercules' Rush is a sword that was collectable in 
      WarZard.
    
    
    
    ===========================================================================
    4.  BOSS CHARACTERS
    ===========================================================================
    
    ---------------------------------------------------------------------------
    INGRID   [Capcom Fighting Jam]
    ---------------------------------------------------------------------------
    
    --SYSTEM MOVES--
    Super Type - Super Arts
    Air Block			Press B in the air
    Dash				Press F, F / B, B
    Rolling				Press MP + MK
    High Jumps			Press D, then U
    Guard Cancel			Press F + MP + MK during block
    
    --SPECIALS--
    Sunshot				QCF + P
    Sunrise				QCF + K
    Sunbeam				FDP + K
    Sun Upper			QCB + P
    Sun Lower			QCB + K
    Sundive [AIR]			QCB + K
    
    --SUPER ARTS--
    Sunburst (S.1)			QCF, QCF + P
    Sunshine (S.2)			QCB, QCB + K
    Sun Delta (S.3)			QCB, QCB + P
    
    NOTES
    - Sun Upper and Lower moves are counters.
    - Ingrid was one of three characters designed for Capcom Fighting AllStars.
    
    
    ---------------------------------------------------------------------------
    PYRON [Vampire Saviour 2]
    ---------------------------------------------------------------------------
    
    --SYSTEM MOVES--
    Super Type - EX Moves
    Air Block			Press B in the air
    Vampire Dash			Press F, F / B, B
    ES Moves			Press PP / KK for special moves
    Pursuit Attacks			Press U + P / K when enemy is down
    Chain Combos			Combo attacks in order of strength
    
    --SPECIALS--
    Sol Smasher (ES)		QCF + P
    Sol Crusher (ES) [AIR]		U, UF, F + P
    Zodiac Attack (ES)		FDP + P
    Orbital Blaze (ES) [AIR]	QCB + K
    Cosmic Gemini (ES) (air)	RDP + K
    
    --SUPER ARTS--
    Cosmic Reaver			HCF + PP / KK
    Hell's Pillar (air)		FDP + KK			
    
    NOTES
    - Sol Crusher uses its Vampire Hunter motion, not its Vampire Hunter 2
      motion.
    - Cosmic Reaver will still execute even if Pyron is knocked out of its
      animation.
    - Hell's Pillar can be used on the ground, which was not possible in Vampire
      Hunter 2.
    
    
    ---------------------------------------------------------------------------
    Shin Gouki (Shin Akuma) [Super Street Fighter 2 Turbo]
    ---------------------------------------------------------------------------
    
    --SYSTEM MOVES--
    Super Type - Super Combos
    Air Block			Press B in the air
    Dash				Press F, F / B, B
    Parrying			Press F before enemy attack hits
    Rolling				Press MP + MK
    Chain Combos			Combo attacks in order of strength
    Guard Cancel			Press F + MP + MK during block
    Super Cancel			Moves are cancellable
    
    --SPECIALS--
    Gou Hadouken			QCF + P
    Zankuu Hadou [AIR]		QCF + P
    Shakunetsu Gou Hadou		HCB + P
    Gou Shoryu			FDP + P
    Tatsumaki Zankuu Kyaku (air)	QCB + K
    Tenma Shuretu Tou		D, D + PPP / KKK
    Ashura Senkuu			FDP / RDP + PPP / KKK
    
    --SUPER ARTS--
    Messatsu Gou Hadou		HCB, HCB + P
    Tenma Gou Zankuu [AIR]		QCF, QCF + P
    Messatsu Gou Shoryu		QCF, QCF + P
    Shun Goku Satsu			LP, LP, F, LK, HP
    Misogi				HCB, HCB + K
    
    NOTES
    - Shin Gouki has the lowest hit points of any CFJ character, but still has
      a greater number than in CvS2.
    - Misogi is identical to its CvS2 console port version, not its CvS2
      arcade version.
    
    
    ===========================================================================
    5.  SECRETS
    ===========================================================================
    
    ---------------------------------------------------------------------------
    FIGHT INGRID
    ---------------------------------------------------------------------------
    
    To fight Ingrid in the arcade version you must;
    - Win every round in the first 3 fights.
    - Achieve 2 perfect victories.
    - Achieve 2 super move victories.
    
    To fight Ingrid in the home ports you must;
    - Not lose a battle.
    - Achieve either a perfect or super move victory.
    - For each round lost, achieve an additional perfect or super move victory.
    
    Ingrid will challenge you thereafter.
    
    
    ---------------------------------------------------------------------------
    UNLOCK PYRON
    ---------------------------------------------------------------------------
    
    To unlock Pyron simply defeat him in Arcade mode. (Home ports only)
    
    
    ---------------------------------------------------------------------------
    FIGHT & UNLOCK SHIN GOUKI
    ---------------------------------------------------------------------------
    
    To fight Shin Gouki you must;
    - Win every round before fighting Pyron.
    - Defeat Pyron without needing to continue.
    - Achieve at least one perfect and one super move victory.
    
    Contrary to rumour you do NOT have to fight Ingrid to fight Shin Gouki.
    However, you must have fought Ingrid at least once before for Shin Gouki
    to appear in the home ports.
    
    To unlock Shin Gouki defeat him when he appears. (Home ports only)
    
    
    ---------------------------------------------------------------------------
    CLASSIC CHARACTER THEMES
    ---------------------------------------------------------------------------
    
    In the home versions of CFJ you can unlock classic character music from the
    games in which they orignally appear.
    
    To do this, complete Arcade mode with the chosen character. Completing the
    game with a team counts as finishing the game with each member 
    individually. You can then listen to the music in Sound Test Mode.
    
    Once you have unlocked every character's classic theme (including Ingrid's,
    Pyron's and Shin Gouki's) you can have them play in Arcade mode by holding
    the [square] button while pressing [X] to select the mode. However music
    will revert to its CFJ version if you lose a match; hold [square] and press
    start when continuing to keep the classic music.
    
    
    
    ===========================================================================
    6.  MISC.
    ===========================================================================
    
    ---------------------------------------------------------------------------
    CREDITS
    ---------------------------------------------------------------------------
    My thanks go to these people for their contributions;
    
    --1.10--
    Sean ODonovan - Corrections for Alex, Felicia and Pyron. Also contributed
                    the correct name for 'Venom Funnel' and summarised the
                    correct history of 'Demon Billion.'
    
    --1.03--
    Mark Segawa   - Correction about Ryu's Shakunetsu Hadouken, and additional
                    Street Fighter III changes.
    nitol bot     - Correction about Zangief's Banishing Flat.
    
    --1.02--
    Muscle Buster - Nool's 'Syphon Jet' move, and a correct notation for
                    Hydro Spin.
    
    --1.01--
    Jinx Lancent  - Typo in Sakura's move description.
    PeacockKing   - Incorrect notation for Felicia's EX moves.
    Scott Brown   - Note that Alex is missing his Spiral D.D.T. from SFIII.
    
    
    ---------------------------------------------------------------------------
    CONTACT
    ---------------------------------------------------------------------------
    For corrections / changes etc. All methods and such are things I've come up
    with myself. However, I've probably got the idea from reading about it or
    something similar. When writing this guide I didn't refer to anything
    except the instruction manual and some experience, but if you belive that
    any information herein was your idea first, then I'll happily credit you.
    Any corrections or information offered will also be gladly credited.
    
    Copyright 2011 Ichorid4 (www.nulopticon.com)

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