Capcom Vs Snk 2
Millionare Fight 2001
Faq By:Shin Pikachu-Andres Araujo-(spikachu@adinet.com.uy)
BEST VIEWED in 800x600 or above

version 1.1-8 December 2001-.
-Some corrections


This faq is Copyright(c)2001 Andres Araujo.
For Sega Dreamcast 
.-------------------------------------------------------------------.
        CAPCOM
          Vs
         SNK
          2
MILLIONARE FIGHT 2001
·-------------------------------------------------------------------·
.-------------------------------------------------------------------.
CapcomvsSnk and all Capcom characters are (c) Capcom co,ltd.
All snk characters are (c) of SNK corp.
.-------------------------------------------------------------------.
A word from the author:
DO NOT REPRODUCE THIS FAQ TO MAKE MONEY.
POST IT AT ANY SITE BUT E-MAIL ME
FIRST.
IF YOU USE IT TO WRITE YOUR OWN FAQ,
PLEASE GIVE ME CREDIT FOR IT.
·-------------------------------------------------------------------·
Content
.-------------------------------------------------------------------.
   I-Legend
  II-General moves abilities
 III-Groove modes
  IV-Characters moves
    1.Akuma/Gouki
    2.Athena Asamiya
    3.Balrog/M.Bison
    4.Benimaru Nikaido
    5.Blanka
    6.Cammy White
    7.Chang Koehan&Choi Bounge
    8.Chun li
    9.Dan Hibiki
   10.Dhalsim
   11.Eagle
   12.Edmond Honda
   13.Geese Howard
   14.Guile
   15.Haohmaru
   16.Hibiki Takane
   17.Iori Yagami
   18.Joe Higashi
   19.Ken Masters
   20.Kim Kaphwan
   21.King
   22.Kyo Kusanagi
   23.Kyosuke Kagami
   24.Mai Shiranui
   25.M.Bison/Vega
   26.Maki
   27.Morrigan Aensland
   28.Nakoruru
   29.Raiden
   30.Rock Howard
   31.Rolento Schugerg
   32.Rugal Bernstein
   33.Ryo Sakazaki
   34.Ryu
   35.Ryuhaku Todo
   36.Sagat
   37.Sakura Kasugano
   38.Terry Bogard
   39.Vega/Balrog
   40.Vice
   41.Yamazaki
   42.Yun
   43.Yuri Sakazaki
   44.Zangief
-Misc.characters-
   45.Evil Ryu
   46.God Rugal
   47.Orochi Iori
   48.Shin Akuma/Gouki
   V-Secrets
  VI-Moves Names/Translatons
 VII-Final comments
VIII-Credits Section
·-------------------------------------------------------------------·
I.Legend
.-------------------------------------------------------------------.

.This section shows how to read this faq.

Directions:
u : press up in the d-pad.
ub: press up and back at same time in the d-pad.
uf: press up and forward at the same time in the d-pad.
b : press back in the d-pad.
DB: press back and down at the same time in the d-pad.
DF: press down and forward at the same time in the d-pad.
d : press down in the d-pad.
f : press forward in the d-pad.
n : neutral position on d-pad , don't hold any direction at all.

LP :light punch
MP :middle punch
HP :hard punch
LK :light kick
MK :middle kick
HK :hard kick

P  :Press any punch button
K  :Press any kick button

1+2 :Press 1 and 2 at the same time.

Hold 1 :charge in the '1' direction or button for 2 seconds

360 :rotate the d-pad 360 degrees , just push the
     d-pad from any point in a continuous circular
     motion until reaching the same point.

?/?   :any of the '?' directions or buttons can be pressed.

(a-o) :the preceding move must be done in the air.

(air) :the preceding move can be done in ground and air.

(low) :the move hits low , must be crouch blocked.

(high):the move hits if crouch blockeD,must be high blocked.

Direction and button presses separated by ',' must be
pressed in an interrupted and continuous motion like
the '360' move.

(c) :the following move can be cancelled into special
     moves or super moves.

(C) :the following move can be cancelled into super
     moves but not into special moves.

cl :the move must be done  .

st :the move must be done standing.

cr :the move be done crouching.

QCF :enter D,DF,f in the d-pad.

HCF :enter B,DB,D,DF,f in the d-pad.

QCB :enter D,DB,B in the d-pad.

HCB :enter F,DF,D,DB,B in the d-pad.

DP  :enter F,D,DF in the d-pad.

RDP :enter B,D,DB in the d-pad.

(lvl-3):If the preceding move can be done:

        -In C-groove ,when your super bar is at
         level-3.

        -In P,K-groove ,when your super bar is at
         max.

        -In S-groove ,when your super bar is at
         max and the energy bar is flashing red.

        -In N-groove ,when your super bar is at
         max and you have one green point in your
         stock.

Cross up:You must jump and hit the back of your enemy
         with the indicated attack.


·-------------------------------------------------------------------·
II.General moves abilities.
.-------------------------------------------------------------------.
High block:Hold B to block high/jump attacks.

Air block:Hold B to block in air.
          Can't block ground based attacks
          and supers.
          Can block normal fireballs

Low block:Hold DB to block low attacks.

Jumping  :Hold ub/u/uf to jump left/up/right.

Dash     :Tap F x2 to dash.
         -Your character will do a hop forward.

Retreat  :Tap B x2 to backstep.
         -Same as dash but backwards.

Run      :Tap F then tap F again and hold it.
         -Your character will run until  you release F or do
          something else,attack ,crouch,jump..

Small jump:Tap bf/u/uf to perform a small jump.

Super jump:Tap DB/D/DF then quickly jump bf/u/uf or run then jump uf.
           -Your character will perform a higher jump.

Rolling   :Press LK+LP to roll forward.
          -Your character will pass through all of the attacks.
           Can only be stopped by throws.
           Can pass through your opponent too.

Dodge    :Press LP+LK to dodge attacks.
          after dodge:
          press K to do attack1 move
          or
          press P to do attack2 move.

Parry    :Press f/d when a move is about to hit you
         -You can attack after a parry ,the special/super
          moves block damage will have no effect.

Just defence:Press b/DB when a move is about to hit you
            -This will increase you super bar energy, also
             you won't take the special moves block damage

Tactical recovery:After being knocked to the floor hold HP+MP+LP ,
                        your character will stand up half a second later
                  than normaly would.

Counter attack:When blocking an attack press f+MP+MK to counter a
                   blocked attack.

Counter attack evade:When blocking an attack press B/F+LP+LK to
                     escape backwards/forwards  after blocking

Safe fall:After being knocked to the floor ,press LP+MP+HP at the
          same time you hit the floor.
          You'll land and quickly get up.

Throw escape :b/DB/ub/uB/F/uf + HP/HK when being thrown

·-------------------------------------------------------------------·
III.Groove modes

This entire section was extracted from www.Shoryuken.com
and was written by:?

"C-groove" is the most basic, and safest of the grooves.
With both air-blocking and counter-attacks, it's probably
the most defensive groove.
This is a good groove for beginners, but is also good enough
to be played even at very high levels.

Super System:
C-groove is most similar to the A-ism "groove" in Street Fighter Alpha 3.
The C-groove super meter is divided into three levels.
Super combos can be executed at any of the three levels, with increasing
damage and priority.
The super meter is also used to execute counter attacks.

Stats:
-Meter gains 4 points on a hit, 1.3 on a guard, 0.4 when attack is missed.
-Meter also rises when hit by opponent or guarding attacks.
-Attack Power up: Lv1: +1% damage, Lv2: +2% damage, Lv3: +5% damage

Level 2 Canceling:
This feature is new to CvS2. Any level 2 super combo can be canceled into
a special move, another super, or even a taunt!
The super can be comboed off of any hit, including the last.

This means that you can execute stylish and damaging combos by chaining a
lvl 1 super after the lvl 2, or can do a lvl "2 1/2" combo by tacking on
a special move after the super (effectively getting near lvl 3 damage for
the cost of a lvl 2).
Note that the super must *hit* in order to be canceled.
Blocked supers will not cancel.
When trying out combos, be sure to investigate this feature.
For instance, Ryu can cancel lvl 2 shinkuu hadouken (super fireball)
into lvl 1 shinkuu hadoken, and it will do *more* damage than the lvl 3
super.

"A-groove" features an advanced combo system and quicker play-style than
C-Groove.
The strength of an A-groove character is directly related to his ability
to pull off massive Custom Combos.

Super System:
The A-Groove system is a combination of Street Fighter Alpha 2's
Custom Combos and Street Fighter EX2's Excel Combos.
The super meter is divided into two levels.
A level can be used to execute a super, or counter attack.
Once the meter is charged to 100%, Custom Combos are available.
To activate a CC, press HP + HK.
Your character is briefly invulnerable after activation, which you can
use to "blow through" attacks, walk through fireballs, and perform other
death-defying tricks. While your CC is active, the following rules apply:

-Custom Combo Rules
You cannot block.
Any non-whiffed move can be canceled into anything, at any point.
Everything will juggle while your victim is in the air.
You can execute a super, which will end the CC.
A "whiffed" move is a move that hits nothing but thin air.
So a "non-whiffed" move is an attack that hits or is blocked.
This, obviously, lets you do combos that are otherwise impossible.
The CC lasts until either the meter runs down, you are hit, or you
execute a super combo.
Note that you can execute the super at any point in the CC, even if you
only have 1% meter left.

Stats:
-Meter gains 3 points on a hit, 1 on a guard, 0.3 when attack is  missed.
-Meter also rises when hit by opponent or guarding attacks.


"P-GROOVE" is an extremely advanced groove for players that really know
what they're doing.
Just look at the system diamonds! You gain the parry, but lose almost
everything else.
Because of this, P-groove is by far the least mobile groove, and your
effectiveness is closely tied with your ability to parry.
If you're not interested in learning to parry very well, you're better
off choosing another groove.

Super System:
The P-groove super meter is a singular meter.
Once it's charged, you can execute a powerful super combo. Pretty simple.
Parrying:
By far the biggest advantage to P-groove is the ability to parry.
A parry comes from the Street Fighter 3 series, and is basically provides
a means to instantly counter any attack.

To execute a parry, tap forward or down on the stick when you see
(or more often, anticipate) an incoming attack.
The tap most be done just as the attack would have hit you.
If you're successful, your character will flash and will *not* be stunned
at all by the attack.
This is your cue to bust up the attacker while his move is in recovery.
Low hitting attacks like sweeps must be parried by tapping down.
Everything else is, in general, parried by tapping forward.
The kicker is, *any* attack can be parried, including super moves, and
parried attacks do no damage to you.
Also, parries can be performed in both the air and ground.
Clearly parries can be incredibly powerful, but parrying effectively
against an opponent that knows it's coming takes practice and dedication.

Stats:
-Meter gains 1.1 points on a hit, 0.4 on a guard, 0.1 when attack is missed.
-Meter also rises when Parrying, getting hit by the opponent or  guarding
 attacks.
-Parrying input lasts for 8 frames on ground and 7 frames in air if lever
 is positioned neutral within 3 frames after input.
 If a direction is held, the parrying will last 4 frames instead.

Advanced Parrying:
If you look at the stats above, you'll notice that the parry window is
twice as big if you tap the stick forward or down, returning it to
neutral within 3 frames.
So, when parrying a move that you can see coming or that you're
anticipating, *tap* the stick quickly; don't hold it forward.
If you play P-groove enough, you'll find yourself parrying things
accidentally.
You can use this to your advantage by inputting parry motions into your
normal play. For instance, if you're about to execute a sweep, do it by
holding d, then pressing the kick button, rather than holding d/b or d/f.
The d + kick motion doubles as both a parry and a sweep.
If you get the parry, great! Otherwise, it's no big deal, the sweep will
come out as you expected.
The term for this technique is "option select." Basically you're
inputting 1 command that can be interpretted in more than 1 way by
the CPU, and the system chooses the best option depending on the
circumstances.

Playing effectively in "S-GROOVE"requires excellent management of your
super meter.
This is the only groove in which the player can manually build super,
but you'll need to pick and choose your charging opportunities.
S-groove loses some mobility but has the unique ability to dodge any attack.

Super System
The S-groove system was first introduced way back in Art of Fighting.
You have one meter that fills up as you attack.
The meter can also be charged manually by holding down the HP + HK buttons.
Once it fills up, you can execute a level 1 super.
The real fun comes when you character is low on life.
At this point your lifebar starts flashing red, and you can execute
unlimited level 1 supers.
If your meter is charged while in this mode, the next super will be a
level 3 super.
S-groove level 3 supers are the most damaging supers in the game!

Stats
-Meter rises when powering up, and also when hit or guarding attacks
-Max Meter: Damage increases by 15%
-Max Meter: Lasts for 166 counts on timer (16.6 seconds)



"N-groove" is, by far, the most mobile groove in the game.
It has virtually every mobile system: running, rolls, small jumps,
and safe fall.
It's also the only groove with the counter movement ability.
Fully harnessing all this mobility is a challenge, but one worth achieving.

Super System
N-groove's super system is fairly complex.
It has a single meter that charges as you attack.
When the meter fills, it's "stored" in a little red ball and then resets
back to zero. At any time you can burn a ball to do one of the following.
-Level 1 super
-Counter attack
-Counter roll
-Power Up for a limited time

To power up, press HP + HK. While powered up, you will do slightly more
damage, and your next super will be a lvl 3 super.
Note that you actually have to have a little red ball left to execute the
lvl 3 super!

Stats
-Meter gains 3 points on a hit, 1 on a guard, 0.3 when attack is missed.
-Meter also rises when hit by opponent or guarding attacks.
-Max Meter: Damage increases by 20%
-Max Meter: Lasts for 150 counts on timer (15 seconds)


"K-GROOVE" is somewhat the KOF analog of P-groove.
Basically you give up a lot of systems to gain a potentially poweful
tactic, in this case the "Just Defend" tactic.
If you're going to play K-groove, then it's important to get really
good at defending attacks.

Super System:
K-groove uses a "rage gauge" for supers.
Your meter starts out at zero, and builds as you take damage.
Unlike every other groove, attacking will *not* raise your meter.
Your meter also increases when you "just defend" an attack, which is
why is so important to learn that skill.
When your meter maxes out, your character pulsates red, and for a
limited time will do significantly more damage.
While you are raged you can also execute a lvl 3 super, which will
end the rage-time. After the rage has expired, your meter returns to zero.

-Just Defend:
A Just Defend is like a backwards parry.
To JD an attack, block it at the very last second.
If you're successful, your block stun will be reduced, and you will gain
some super meter, as well as a tiny sliver of life. JD's do not completely
cancel your block stun like parries, but they are significantly less risky
since they overlap with the natural blocking motion.
To JD, you need to block within 6 frames of the attack hitting you.
If the joystick is moved during the time, the Just defence input is lost,
so pick a direction and hold the stick.
When executing multiple Just Defences, the lever must be put to neutral
for 6 frames after the Just Defence input has ended, or it will not take
effect.
Usually the easiest way to do this is wiggle the stick between block and
neutral.
I'll say it again: If you're playing K-groove, learn to JD.
If you master this tactic, you will potentially nearly always be raged,
doing massive damage to your opponent.

Stats:
-Meter gains 1/12th the bar when Just defended.
-Meter also rises when hit by opponent, but not when guarding attacks.
-MAX: Lasts for 180 counts on timer (18 seconds)
-During MAX: Normal moves: +35% damage,
-During MAX: Special moves: +30% damage


.-------------------------------------------------------------------.
-Characters moves list Format-

.Name.
 -Throw moves
  Throw name             -Number of hits-Command Motion

 -Command moves
  Command name           -Number of hits-Command motion

 -Special moves
  Move name              -Number of hits-Command motion

 -Super moves
  Move name              -Number of hits-Command motion

 -Counter move

 =S-Groove dodge attacks

 -Cancelable attacks

 -Number of hits(normal attacks)

 -Combos

 -Comments

·-------------------------------------------------------------------·
IV-Characters moves

:===================================================================:
1.Akuma(Gouki in Japan).
 (Capcom)
--------------------------------------------------------------------
Command name         |Number of hits|Command motion                 |
--------------------------------------------------------------------
=Throws
 Seoi Nage                        (1)F/B+HP.
 Tomoe Nage                       (1)F/B+HK.

=Command moves
 Zugai Hasatsu(high)              (2)F+MP.
 Tenma Kuujin Kyaku(a-o)          (1)D+MK (at the top of the jump)
                   (high)
=Special moves
[1]Gou Hadou Ken                  (1)QCF+P.
[2]Shakunetsu Hadou Ken       (1/2/3)HCB+P.
[3]Gou Shouryuu Ken           (1/2/3)DP+P.
[4]Zankuu Hadou ken(a-o)          (1)QCF+P.
[5]Tatsumaki Zankuu Kyaku(air)(1/2/3)QCB+P.
[6]Hyakki Shu                 (1/2/3)DP+K .
[7]Hyakki Gou Zan                 (1)After[6]don't do anything.
[8]Hyakki Gou Shou                (1)After[6]press P.
[9]Hyakki Gou Sen                 (1)After[6]press K.
[10]Hyakki Gou Sai                (1)After[6]Any dir. but D/U+K
                                     close to the head.
[11]Hyakki Gou Tsui               (1)After[6]Any dir. but D/U+P
                                     close to the body.
[12]Ashura Senku                     RDP/DP+LP+HP/LK+HK

=Super moves
[13]Messatsu Gou Hadou        (4/6/8)HCBx2+P.
[14]Tenma Gou Zankuu(a-o)     (4/6/8)QCFx2+P.
[15]Messatsu Gou Shouryuu     (4/6/8)QCFx2+P.
[16)Shun Goku Satsu              (15)LP,LP,F,LK,HP.

=Counter move
-Standing far HP.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Close MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  -  c  C  c
-Close                c  c  c  C  c  -
-Crouch               c  c  c  c  c  c
-Jump                 c  C  C  c  C  C


-Number of hits-       LP MP HP LK MK HK
-Far                   1  1  1  1  1  1
-Close                 1  1  1  1  1  2
-Crouch                1  1  1  1  1  1
-Jump                  1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up MK ->crouch/close MK/MP ->LK[5] ->LP[3]/[15]
                                 ->LP[3].(5)
            ->close/crouch HP ->[13]/[15].
                              ->lvl-2[13] ->lvl-1[13]/[15].(C-groove)
                              ->lvl-2[15] ->lvl-1[12].(C-groove)            

(C-Groove)
Jump in HP->Close HP->lvl-2[15]->lvl-1[14].

In the corner
Jump in HP->Close HP->lvl-2[13]->lvl-1[13]->[3].

(A-Groove)
In the corner
Press HP+HK
Crouch MK->[1]x15->[13].

.-------------------------------------------------------------------.
=Comments:
-The Shun Goku Satsu can pass through anything at the starting point,
 it's also a throw based move so you can't block it.
 You can avoid it jumping ,however you're not always allowed to
 evade it.

-Use the Ashura Senkuu Punch version to avoid getting cornered.

-The Shun Goku Satsu can be cancelled out of any normal move,
 even if the move you are cancelling it from doesn't connect.

-In order to cancel the far HK you must be close.

-The jumping HK can be cancelled into special moves if done
 jumping upwards and at the first part.

:===================================================================:
2.Athena Asamiya.
 (SNK)
--------------------------------------------------------------------
Command name       |Number of hits|Command motion                   |
--------------------------------------------------------------------

=Throws
 Psychic Throw                  (1)B/F+HP.
 Bit Throw                      (1)B/F+HK.
 Psychic Shoot(a-o)             (1)Any dir.but D/U+HP.

=Command moves
 Phoenix Bomb(a-o)              (1)D+MK.
 Renkan Tai                     (2)F+MK.

=Special moves
[1]Psycho Ball Attack           (1)QCB+P.
[2]Phoenix Arrow(a-o)         (Var)QCB+K.
[3]Psychic Teleport                QCF+K.
[4]Psycho Sword(air)        (3/5/7)DP+P.
[5]Psycho Reflector             (3)HCB+K.
[6]Super Psychic Throw          (1)HCF+P.

=Super moves
[7]Shining Crystal Bit          (1)HCBx2+P.
[8]Crystal Shoot            (3/4/5)QCB+P After[7].
                                (hold P to delay).
[9]Phoenix Fang Arrow(a-o)    (var)QCFx2+K.

=Counter move
-LP Psycho Sword.(3)

=S-Groove dodge attacks
-Knockdown move-press P-Far HP.(1)
-Chain move    -press K-Close HK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  -  c  C  -
-Close                c  c  c  c  c  c
-Crouch               c  c  C  c  c  C
-Jump                 c  c  C  c  C  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
-Target combo
=cl.MP->f+MK

-Jump MP/HP ->[9].
            ->[9] ->[7] ->[8].(C-groove)
                  ->[4].
            ->[7] ->[8].
            ->close MP ->Renkan Tai.(4)

-Cross up MK->close LP/LK ->HP [4].(9)

-[6]->HP [4].(8)
    ->[7]->[8]. 

.-------------------------------------------------------------------.    
=Comments:
-After connecting with S.Cryst.Bit you can cancel into the Crystal
 shoot and it will connect.

-You can follow the super psychic throw with anything.

-Shinning crystal bit will hit in two points, when Athena has it in
 her hand and when released.

:===================================================================:
3.Balrog(M.Bison in Japan).
 (Capcom)
--------------------------------------------------------------------
Command name        |Number of hits|Command motion                  |
--------------------------------------------------------------------

=Throws
 Gut Bomber                      (1)B/F+HP.
 Shoulder Throw                  (1)B/F+HK.

=Command moves
 Moving HP(a-o)                  (1)B/F+HP.

=Special moves
[1]Dash Straight                 (1)Hold B then F+P.
[2]Dash Ground Straight(low)     (1)Hold B then DF+P.
[3]Dash Uppercut                 (1)Hold B then F+K .
[4]Dash Ground Uppercut          (1)Hold B then DF+P.
[5]Turn Punch                    (1)Hold 3P/3K then release.
[6]Buffalo HeaDButt              (1)Hold D then U+P.

=Super moves
[7]Crazy Buffalo               (3/4/5)Hold B then F,B,F+P.
                                   (can hold K after move starts)
[8]Gigaton Blow(lvl-3)             (9)Hold B then F,B,F+K.

=Counter move
-Buffalo Headbutt.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Close HP.(1)
-Chain move    -press K- Close MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  -  c  -  -
-Close                c  C  C  c  c  C
-Crouch               c  c  C  c  C  -
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
-Jump HP/HK ->crouch MP/LPx3 ->[1]/[2]/[3]/[4]/[6].
            ->crouch HP ->[7]/[8].

(A-groove)
-Press HP+HK 
Stand/crouch HP ->[1]x13->[7].

.-------------------------------------------------------------------.
=Comments:
-Holding K after Crazy Buffalo starts ,causes Balrog to do uppercuts
 instead of straight punches.

-The Dash Ground punch versions wil knock down the opponent.

-The Turn Punch can be charged , it has 10 levels,when you
 release the button  at level 10 he'll say Final!! and deliver
 the most damaging version of the Turn Punch.
 You can charge four Turn Punches by pressing the for buttons ,
 then you can release them one by one.(good luck trying to fight
 in that way)
 The levels of the Turn Punch charges like this:

  Level       Hold the button for
   1               2 sec.
   2               3 sec.
   3               4 sec.
   4               7 sec.
   5               13 sec.
   6               20 sec.
   7               28 sec.
   8               38 sec.
final              48 sec.


:===================================================================:
4.Benimaru Nikaido.
 (SNK)
--------------------------------------------------------------------
Command name           |Number of hits|Command motion               |
--------------------------------------------------------------------
=Throws
 Front Suplex                       (1)B/F+HP.
 Catch and Shoot                    (1)B/F+HK.
 Spinning Knee Drop(a-o)            (1)Any dir.but D/U+HP.

=Command moves
 Forward/Back HK                    (1)B/F+HK.
 Drill Kick(a-o)                  (var)D+HK.
 Jackknife Kick                     (1)F+MK.

=Special moves
[1]Raijin ken                   (1/2/3)QCF+LP.
[2]Iai Geri                         (1)QCF+K.
[3]Handou Sandan Geri               (2)D,U+K after[3].
[4]Shinkuu Katate-goma              (1)HCB+K.
[5]Shinkuu Katate-goma cancel          LK+MK+HK.
[6]Taikuu Raijin Ken                (1)DP+P.
[7]Benimaru Corridor Crunch         (2)HCB,F+P.
[8]Super Inazuma Kick               (1)DP+K.

=Super moves
[9]Raikou Ken                  (5/8/10)QCFx2+P.
[10]Denei Spark                 (3/4/5)QCFx2+K.
[11]Elec-Trigger                    (2)HCBx2+P.

=Counter move
-Super Inazuma Kick.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Close MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  C  c  C  -
-Close                c  c  C  c  c  -
-Crouch               c  c  C  c  C  c
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1


========
=Combos=
========
.-------------------------------------------------------------------.
-Cross up LK ->crouch/close LP/LK ->[2] ->[3].(5)
                                  ->[8].
             ->close LP ->crouch MP ->LP[1].
                                    ->[9]/[10].

-Jump HK ->crouch HP ->[9]/[10].

.-------------------------------------------------------------------.
=Comments:
-His Drill Kick can be crouch blocked.

-The Forward/Back HK can pass over most sweeps.

:===================================================================:
5.Blanka.
 (CAPCOM)
--------------------------------------------------------------------
Command name          |Number of hits|Command motion                |
--------------------------------------------------------------------
=Throws
 Head Bite and Kick              (var)B/F+HP.
 Head Bite and Roll                (1)B/F+HK.

=Command Moves
 Rock Crush                        (2)B/F+MP.
 Amazon River Run(low)             (1)DF+HP.

=Special Moves
[1]Rolling Attack                  (1)Hold B 2.sec.then F+P.
[2]Vertical Rolling Attack         (1)Hold D 2.sec.then U+K.
[3]Backstep Rolling Attack         (1)Hold B 2.sec.then F+K.
[4]Electric Thunder                (1)Press any P rapidly.
[5]Surprise Forward                   N/F+HK+LK.
[6]Surprise Back                      B+HK+LK.

=Super Moves
[7]Direct Lightning                (1)Hold B then F,B,F+P.
[8]Shout of Earth           (11/15/18)Hold DB then DF,DB,UF+P
                                      then push P rapidly.
[9]Ground Shave Rolling        (3/4/5)Hold B then F,B,F+K
                                      Hold K to delay.

=Counter move
-Standing HP.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Stand HK.(1)
-Chain move    -press P- Rock Crush.(2)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  C  c  C  -
-Close                c  C  C  c  -  -
-Crouch               c  C  -  c  c  -
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  2  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
-Cross up MK ->crouch LK ->Rock Crush.(4)

-Jump HP ->crouch LK ->Rock Crush ->[7].(4)
                                  ->[1].
         ->stand HP ->[7]

(A-groove)
-In the corner HK+HP ->[4]x7 ->[8].

.-------------------------------------------------------------------.
=Comments-
-The Ground Shave Rolling can be delayed after the first hit.

-The Surprise Back/Forward moves can go over most Sweeps.

-The Amazon River Run can go under firebals

-The Rock Crush is only cancellable on the first hit

:===================================================================:
6.Cammy White.
 (CAPCOM)
--------------------------------------------------------------------
Command name        |Number of hits|Command motion                  |
--------------------------------------------------------------------
=Throws
 Hooligan Suplex                 (1)B/F+HP.
 Frankensteiner                  (1)B/F+HK.
 Flying Neck Hunt(a-o)           (1)Any direction but U/D+HP.
 Air Frankensteiner(a-o)         (1)Any direction but U/D+HK.

=Special Moves
[1]Spiral Arrow              (1/1/2)QCF+K.
[2]Cannon Spike                  (1)DP+K.
[3]Axle Spin Knuckle             (2)HCB+P.
[4]Hooligan Combination          (1)DB,QCF,UF+P
[5]Razor Edge Slicer(low)        (1)Do nothing after[4]
[6]Fatal Leg Twister             (1)B/F+K close to the head after[4]
[7]Cross Scissor Pressure        (1)B/F+K close to the body after[4]
[8]Cannon Strike(a-o)            (1)QCB+K or K after[4].

=Super Moves
[9]Spin Drive Smasher        (6/7/9)QCF,D,DF+K.
[10]Reverse Shaft Breaker  (9/12/15)QCB,D,DB+K press K rapidly.

=Counter move
-Cannon Spike.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Close HP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  c  c  C  C
-Close                c  c  c  c  c  C
-Crouch               c  c  c  c  c  C
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
-Cross up LK ->close LP ->crouch MP ->crouch MK ->[9].
                        ->HK[1].
                        ->[2].

-Jump HP/HK ->close HP ->[10].

.-------------------------------------------------------------------.
=Comments:
-Only the first part of the far HP is cancellable ,
 however it's super cancellable at any point.

-You can combo after a Cannon Strike but is very dificult,
 try hitting the toe of your foe.

-The Spiral Arrow can go under firebals

:===================================================================:
7.Chan Koehan&Choi Bounge.
 (SNK)
--------------------------------------------------------------------
Command name       |Number of hits|Command motion                   |
--------------------------------------------------------------------

=Throws
 Hagan Geki                     (1)B/F+HP.
 (choi claw)                    (1)B/F+HK.

=Command moves
 Hiki Nige(low)                 (1)DF+HP.

=Special moves
[1]Tekkyuu Dai Kaiten           (1)Tap P rapidly.
                                  (HP+MP+LP to cancel)
[1]Tekkyuu Funsai Geki          (1)Hold B then F+P.
[2]Dai Hakai Nage               (8)HCB,F+P.
[3]Hishou Kuuretsu Zan          (1)HCF+K.
[4]Tatsumaki Shippuu Zan    (2/3/4)HCB+K.
[5]Hishou Shissou Zan           (1)DP+K.

=Super moves
[6]Tekkyuu Dai Bousou    (11/14/18)QCF,HCB+P.
[7]Shin!  Chouzetsu
   Tatsumaki Shinkuu Zan  (7/10/13)HCBx2+K.

=Counter move
-Hiki Nige.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Close HK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  -  -  C  -  -
-Close                c  -  -  C  -  c
-Crouch               c  C  c  c  C  -
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
-Jump HP/HK ->crouch HP ->[1].(3)
                        ->lvl-2[6] ->lvl-1[6](at 15th hit).(C-Groove)
            ->crouch LPx3 ->[1].(5)
            ->crouch LP ->[6].

.-------------------------------------------------------------------.            
=Comments:
-Tekkyuu Funsai Geki has autoblock at start.

-Choi can be hit out of his moves.

If Chang is hit during Choi's super, the move will stop.

:===================================================================:
8.Chun li.
 (CAPCOM)
--------------------------------------------------------------------
Command name      |Number of hits|Command motion                    |
--------------------------------------------------------------------
=Throws
 Koshuu Tou                    (1)B/F+HP.
 (knee & kick throw)           (2)B/F+HK.
 Ryuusei Raku                  (1)Any direction but U/D+HP.

=Command moves
 Kaku Kyaku Raku(high)         (1)DF+LK.
 Yousou Kyaku(a-o)             (1)D+MK.
 Senjou Shuu                   (1)F+MK.
 Yoku Sen Kyaku                (1)F+HK.
 Sankaku Tobi                     Jump against a wall,press UF
 (multi hit far LK)               press LK multiple times.

=Special moves
[1]Kikou Ken                   (1)HCF+P.
[2]Hyakuretsu Kyaku          (var)Press K rapidly.
[3]Spinning Bird Kick      (3/5/7)Hold DB/D/DF then U+K.

=Super moves
[4]Kikou Shou              (5/7/8)QCFx2+P.
[5]Houyoku Sen           (9/13/17)QCFx2+K.

=Counter move
-Standing far HP.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Close HP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  -  c  C  -
-Close                c  c  c  c  c  c
-Crouch               c  c  C  c  C  C
-Jump                 -  -  -  -  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  2  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  2

========
=Combos=
========
.-------------------------------------------------------------------.
-Cross up LK ->close MP ->[4]/[1]
                        ->[5] ->(high jump)HPx2/HK.
             ->close HP/HK ->[3]/[1].
             ->close LP ->stand LKx2 ->[5] ->(high jump)HPx2/HK.

.-------------------------------------------------------------------.
-Comments-
-The Yousou Kyaku can be repeated or do other move after it.

-You can press HP twice in a jump to do two HP punches.

-The far LK can hit multiple times ,just press LK several times

:===================================================================:
9.Dan Hibiki.
 (CAPCOM)
--------------------------------------------------------------------
Command name     |Number of hits|Command motion                     |
--------------------------------------------------------------------
=Throws
 Seoi Nage                    (1)B/F+HP/HK.

=Special moves
[1]Gadou Ken                    (1)QCF+P.
[2]Kouryuu Ken                  (1)F,B,DF+P.
[3]Dankuu Kyaku(air)        (1/2/3)QCB+K.
[4]Zenten Chouhatsu                QCF+Start+LK
[5]Kouten Chouhatsu                QCB+Start+LK
[6]Shagami Chouhatsu               Press Start+LK while crouching
[7]Kuuchuu Chouhatsu               Press Start+LK while in air

=Super moves
[8]Shin Kuu Gadou Ken       (3/4/5)QCFx2+P.
[9]Hisshou Burai Ken       (5/7/11)QCBx2+K.
[10]Kouryuu Rekka           (4/5/6)QCF,D,DF+K.
[11]Chouhatsu Densetsu             QCF,QCF+Start+LK

=Counter move
-Kouryuu Ken.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Stand MK.(1)
-Chain move    -press P- Stand MP.(1)

-Cancellable Attacks- LP MP HP LK MK HK
-Far                  c  c  -  -  c  -
-Close                c  c  c  c  c  -
-Crouch               c  c  c  c  c  c
-Jump                 c  -  -  c  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up MK ->stand/crouch HP ->[1].
                              ->[8]/[9]/[10].
            ->close MK ->[2].

-Jump LP/LK ->MK/HK[3].

.-------------------------------------------------------------------.
=Comments-
-The always sucky guy.

-Kouryu ken is not invulnerable at start.

:===================================================================:
10.Dhalsim.
  (CAPCOM)
--------------------------------------------------------------------
Command name                |Number of hits|Command motion          |
--------------------------------------------------------------------
=Throws
 Yoga Noogie           (7/15)B/F+HP.
 Yoga Throw               (1)B/F+HK.

=Command moves
 Drill Zutsuki(a-o)       (1)D+HP.
 Drill Kick(a-o)          (1)D+K.

-Special moves
[1]Yoga Fire              (1)QCF+P.
[2]Yoga Flame             (1)HCB+P.
[3]Yoga Blast             (1)HCB+K.
[4]Yoga Teleport(air)        RDP/DP+LP+MP+HP/LK+MP+HK

-Super moves
[5]Yoga Stream(low)   (3/4/5)QCFx2+P.
[6]Yoga Volcano       (3/4/5)QCFx2+K.
[7]Yoga Tempest(lvl-3)(3/4/5)HCBx2+P.

-Counter move
-Crouching far HK.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far MP.(1)
-Chain move    -press K- Close MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  C  -  -  -  -  -
-Close                c  c  c  c  c  c
-Crouch               c  c  C  c  c  C
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  2  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Crouch/close MP/HP ->[1]/[5]/[6]/[7].

(A-Groove)
Press HP+HK
slide MKx15->[5].

In the corner
Press HP+HK
DB+HK->[3]x8->[6].

.-------------------------------------------------------------------.
-Comments-

-I used the word 'close' for the attacks done holding back/down-back.
 since he has no real close attacks.

-The first hit of the close HP is cancellable ,
 but the second hit is super cancellable.

-Use the Teleport move to avoid getting cornered.

-Dhalsim has no close moves,you can change his attacks
 to a close version by pressing B or DB in the d-pad.

:===================================================================:
11.Eagle.
 (CAPCOM)
--------------------------------------------------------------------
Command name                     |Number of hits|Command motion     |
--------------------------------------------------------------------
=Throws
 (take down & chest stab)     (1)B/F+HP.
 (neck stick press)           (1)B/F+HK.

=Special moves
[1]Manchester Black           (1)QCB+P.
[2]Canberry Blue              (1)QCF+P.
[3]Oxford Red             (4/6/8)HCF+K.
[4]Revival White(high)        (1)QCB+K.
[5]St. Andrew Green           (1)DP+P.

=Super moves
[6]Manchester Gold       (7/9/13)QCBx2+P.
[7]Union Jack Platinum  (9/12/17)QCFx2+P.

=Counter move
-Close HK.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Close MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  -  c  c  -
-Close                c  c  C  c  c  -
-Crouch               c  c  c  c  c  -
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  2  1  1  1  1
-Close                1  2  1  1  1  1
-Crouch               1  2  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Jump HK ->close/crouch MP ->[1].
        ->close/crouch LP ->close/crouch MP ->MK[3].
                                            ->[7].
        ->crouch HP ->[6]/[7].
                    ->lvl-2[7] ->lvl-1[6].(C-groove)

(A-groove)
press HP+HK 
HK[3]x4->[6].

.-------------------------------------------------------------------.
=Comments:
-Crouch HK has excellent speed and range.

-The Canberry Blue has autoguard at start.
 Use the LP version for jumping/very high attacks(sagat's fireball,
 tatsumakis,etc).
 Use the MP version for middle section hitters(any standing non 
 sweeping move,middle fireballs,honda's headbutt)
 Use the HP version for low attacks(sweeps,terry's fireball)
 It CAN'T stop supers.
 
:===================================================================:
12.Edmond Honda.
 (CAPCOM)
--------------------------------------------------------------------
Command name                |Number of hits|Command motion          |
--------------------------------------------------------------------
=Throws
 Tawara Nage              (1)B/F+HP.
 Saba ori              (7/11)B/F+HK.

=Command moves
 Flying Sumo Press(a-o)   (1)D+MK.
 Harai-Geri(low)          (1)B/F+HK.
 Hiza-Geri                (2)F+MK.

=Special Moves
[1]Super Zutsuki          (1)Hold D/DB then F+P.
[2]Super Hyakkan Otoshi   (1)Hold D/DB then U+K.
[3]Ooichou Nage           (2)360+P.

=Super moves
[4]Oni Musou         (4/5/10)Hold B then F,B,F+P.
[5]Orochi Kudaki(lvl-3)   (3)360x2+P.

=Counter move
-(Double hand take down).(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far MP.(1)
-Chain move    -press K- Hiza-Geri.(2)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  C  c  C  c
-Close                c  C  C  c  C  -
-Crouch               c  C  c  c  C  c
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  2
-Close                1  1  1  1  2  2
-Crouch               1  1  1  1  2  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Jump HP/HK ->crouch LK/LP ->[1].
           ->crouch MK ->[4].

cross up MK ->close HK.

(A-Groove)
In the corner
Press HP+HK
D+HK->(Stand HK->MK[2])x5->[4].

.-------------------------------------------------------------------.
-Comments-
-His HK is super cancellable in the first hit.

-Stop jumping opponents with LP[1] at the start of the move.

:===================================================================:
13.Geese Howard.
  (SNK)
--------------------------------------------------------------------
Command name  |Number of hits|Command motion                        |
--------------------------------------------------------------------
=Throws
 Shinku Nage               (1)B/F+HP.
 (ground slam)             (1)B/F+HK.

=Command moves
 (Forehand Blow)           (1)F+HP.

=Special moves
[1]Reppu Ken               (1)QCF+LP/MP.
[2]Double Reppu Ken        (2)QCF+HP.
[3]Shippu Ken(a-o)         (1)QCB+P.
[4]Atemi Nage-Joudan       (1)HCB+LP
[5]Atemi Nage-Chuudan      (1)HCB+MP
[6]Atemi Nage-Gedan        (1)HCB+HP
[7]Jaei Ken                (3)HCB+K.

=Super moves
[8]Raising Storm       (3/4/5)DB,HCB,DF+P.
[9]Deadly Rave(lvl-3)     (10)HCB+LK,LPx2,LKx2,MP,MK,HP,HK,QCB+HP.

=Counter move
-Standing close HP.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Stand MK.(1)
-Chain move    -press P- Close MP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  -  c  -  -
-Close                c  c  c  c  -  c
-Crouch               c  C  c  c  c  c
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  2
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up MK ->close LP ->close HP ->MP[1]/MK[7].
                                  ->[9] ->[8].(S/N-groove)
            ->crouch HP/HK ->[8].

.-------------------------------------------------------------------.
-Comments-
-The Raising Storm is a hell of a dificult move to use
 in combos (not to mention in the heat of a battle)

-The Atemi-Nage(Joudan) can stop jumping moves and 
 Special moves like Balrog's Dash Punches,Blanka's 
 Rolling Attack,Vice's Da Cide,Ryu's Shouryuu Ken,etc.
 (any physical based Special move that hits)
 It CAN stop Super moves.
 The Atemi-Nage(Chuudan) will stop standing normal attacks.
 The Atemi-Nage(Gedan) will stop low hitting normal attacks.


:===================================================================:
14.Guile.
  (CAPCOM)
--------------------------------------------------------------------
Command name    |Number of hits|Command motion                      |
--------------------------------------------------------------------
=Throws
 (shoulder throw)            (1)B/F+HP.
 (dragon suplex)             (1)B/F+HK.
 (flying side throw)(a-o)    (1)Any direction but U/D+HP.
 (flying back breaker)(a-o)  (1)Any direction but U/D+HP.

=Command moves
 Spinning Backfist           (1)F+HP.
 Knee Bazooka                (1)B/F+LK.
 Rolling Sobat               (1)B/F+MK.

=Special moves
[1]Sonic Boom                (1)Hold B then F+P.
[2]Somersault Kick           (1)Hold D then U+K.

=Super moves
[3]Total Wipeout         (3/4/5)Hold B then F,B,F+K.
[4]Somersault Strike    (6/8/10)Hold DB then DF,DB,UF+K.
[5]Sonic Hurricane(lvl-3)   (12)Hold B then F,B,F+P.

=Counter move
-Far HP.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Far MK.(1)
-Chain move    -press P- Close HP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  C  c  -  -
-Close                c  c  c  C  -  -
-Crouch               c  c  C  C  C  C
-Jump                 -  -  -  -  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up LK ->crouch/close MP ->[2].
            ->close HP ->[2].

Jump HP ->close HP ->[1].
                   ->[3]/[4]/[5].
                   ->lvl-2[3] ->lvl-1[4].(C-groove)

(A-Groove)
In the corner
Press HP+HK
Crouch MK->[1]x10->[3]/[4].

.-------------------------------------------------------------------.
=Comments-
-He's a damn killer , throw a Sonic Boom then run
 behind , you'll hit before the Sonic Boom.

-You can charge DB while rolling , that allows you
 to advance and do a special move anytime.

-His Somersault Kick can be air blocked.
 It also can be hit.

:===================================================================:
15.Haohmaru.
  (SNK)
--------------------------------------------------------------------
Command name                     |Number of hits|Command motion     |
--------------------------------------------------------------------
=Throws
 (take down)                   (1)B/F+HP.
 (tomoe nage)                  (1)B/F+HK.

=Special moves
[1]Ougi Senpu Retsu Zan        (1)QCF+P.
[2]Ougi Kogetsu Zan        (1/1/2)DP+P.
[3]Ougi Resshin Zan            (1)QCB+P.
[4]Fake Senpu Retsu Zan           QCF+K.

=Super moves
[5]Hiougi Tenha Fujin Zan(9/12/15)QCF,D,DF+P.
[6]?                    (lvl-3)(1)HCB,F+P.

=Counter move
-MP Ougi Kogetsu Zan.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Close MP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  -  -  c  C  -
-Close                c  C  -  c  c  c
-Crouch               c  C  C  c  c  -
-Jump                 -  -  -  -  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1


========
=Combos=
========
.-------------------------------------------------------------------.
Cross up MK ->crouch LK ->crouch/close LP ->[2].
            ->close MP/MK ->[5].

(A-Groove)
Crouch MK->Stand HPx15->[5].

.-------------------------------------------------------------------.
=Comments:
-HP and MP have a lot of range and 
 do extreme damage and guard damage.

:===================================================================:
16.Hibiki Takane.
  (SNK)
--------------------------------------------------------------------
Command name          |Number of hits|Command motion                |
--------------------------------------------------------------------
=Throws
 (slashes)                         (1)B/F+HP.
 (take down)                       (1)B/F+HK.

=Command moves

=Special moves
[1]Touma ni te Kiru Nari           (1)QCF+P.
[2]Suigetsu O Tsuku Nari           (1)HCB+P.
[3]Chikayori te Kiru Nari          (1)DP+K.
[4]I o Awasu Nari                  (1)HCF+K
[5]Kami Hitoe nite kawasu nari        HK+MK+LK.
[6]Ma o tsumeru koto kanyou nari      F+K after[5].
[7]Ma o oku koto kanyou nari          B+K after[5].

=Super moves
[8]Hasshou Suru Shinki Nari        (2)QCB,HCF+P.
[9]Shi o Osorenu Kokoro Nari(lvl-3)(1)F,HCF+P.
[10]Shikabane o koete iku nari        HCB,F+LK,LP,MP,HP
                                      then
                        version 1-(11)->LP,MP,HP,LP,MP,QCF+HP.
                        version 2-(11)->LP,MP,HP,LK,MK,QCF+HP.
                        version 3-(9)->LK,MK,LK,HK.
=Counter move
-Chikayori te Kiru Nari.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Close MK.(1)
-Chain move    -press P- Close MP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  -  c  -  -
-Close                c  c  C  c  -  c
-Crouch               c  C  C  c  C  -
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1


========
=Combos=
========
.-------------------------------------------------------------------.
-Target combo
 close HPx2.

Cross up HK ->crouch LKx3 ->crouch LP ->[1].
                                      ->lvl-3[8]/[10].
            ->close/crouch MP ->[9].

Jump in HP ->crouch LKx3->crouch LP->[10]version 3->[8].(S/N-Groove)
           ->close HP/HK->[9]                             
           ->close HK->HP[2]->[1]/[8]
           
[4]->[8]

.-------------------------------------------------------------------.
=Comments:
-[1] has great speed and range use it a lot.
-[4] is a counter move it will stop jumping and high hitting
 normal and special phisical attacks.

-HP/MP[2] can be cancelled into [1]/[8] but must pass to the other
 side before.

-[3] can be cancelled into [1]/[8].

:===================================================================:
17.Iori Yagami.
 (SNK)
--------------------------------------------------------------------
Command name       |Number of hits|Command motion                   |
--------------------------------------------------------------------
-Throws
 Sakahagi                       (1)B/F+HP/HK.

-Command moves
 Ge Shiki:Yuri Ori(a-o)         (1)B+LK.
*Ge Shiki:Goufu In "Shinigame"  (1)F+LK.(high)
 Ge Shiki:Yumebiki              (1)F+MP.

-Special moves
[1]108 Shiki:Yami Barai         (1)QCF+P.
[2]100 Shiki:Oniyaki        (1/2/3)DP+P.
[3]127 Shiki:Aoi Hana           (3)QCB+Px3.
[4]212 Shiki:Kototsuki In       (2)HCB+K.
[5]Kuzukaze                     (1)HCB,F+P.

-Super moves
[6]Kin 1211 Shiki:Ya Otome(9/11/13)QCF,HCB+P.
[7]Ura 108 Shiki:Ya Sakazuki(4/5/6)QCB,HCF+P.

=Counter move
-100 Shiki:Oniyaki.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Close HP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  c  c  C  -
-Close                c  c  c  c  C  C
-Crouch               c  c  c  c  C  -
-Jump                 -  -  -  -  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
-Target combo
-MP ->F+MP.

Cross up * ->MP ->F+MP->[3].
                      ->[6].
                      ->lvl-2[6]->lvl-1[7]->Cross up *->MP->F+MP->[3]. 
                                                            (C-Groove)
                                                      ->[2].(C-Groove)

[7]->Cross up * ->MP ->F+MP->[3].(S/N-Groove)
                           ->[6].(S/N-Groove)

.-------------------------------------------------------------------.
-Comments-
-Excellent speed in Kin 1211 Shiki: Ya Otome.
-Crouch HK has very good range.
-Yuri Ori is an excellent cross up.

:===================================================================:
18.Joe Higashi.
  (SNK)
--------------------------------------------------------------------
Command name        |Number of hits|Command motion                  |
--------------------------------------------------------------------
=Throws
 Shoulder Throw                  (1)B/F+HP.
 Hiza Jigoku                     (1)B/F+HK.

=Special moves
[1]Tiger Upper               (1/2/2)HCF+P.
[2]Bakuretsu Ken               (var)tap P rapidly.
[3]Tiger Kick                (1/2/3)DP+K.
[4]Slash Kick                    (1)HCF+K.
[5]Ougon no Kakato           (1/2/2)QCB+K.

=Super moves
[6]Screw Upper               (4/5/6)QCFx2+P.
[7]Bakuretsu Hurricane     (8/13/18)QCF,HCB+P.
   Tiger Kakato
[8]Double Cyclone(lvl-3)        (12)QCBx2+P.

=Counter move
-MK Tiger Kick.(2)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.
-Chain move    -press K- Close HK.

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  -  C  C  -
-Close                c  c  -  c  C  c
-Crouch               c  c  C  c  C  -
-Jump                 -  -  -  -  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  2  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Jump HP/HK->close LP->close HK->[4].
                              ->[7].
          ->close MP->LP[1].
          ->close MP->[2]/[4]/[6]/[7]/[8].
          ->close HP->[6]/[7]/[8].

.-------------------------------------------------------------------.
=Comments:
-Crouching HK has good recovery time.

:===================================================================:
19.Ken Masters.
 (CAPCOM)
--------------------------------------------------------------------
Command name         |Number of hits|Command motion                 |
--------------------------------------------------------------------
=Throws
 Seoi Nage                        (1)F/B+HP.
 Jigoku-Guruma                    (1)F/B+HK.
 Jigoku-Fuusha(a-o)               (1)Any direction but U/D+HK.

=Command moves
 Inazuma Kakato Wari(high)        (1)F+MK.
 Ushiro Mawashi geri              (1)F+HK.

=Special moves
[1]Hadou Ken                      (1)QCF+P.
[2]Zenpou Tenshin                    QCB+P.
[3]Shouryuu Ken               (1/2/3)DP+P.
[3]Ryusen Kyaku(high)             (1)RDP+K.
[4]Tatsumaki Senpuu Kyaku(air)    (1)QCB+P.
[5]Nataotoshi-geri                (1)HCF+LK.
[6]Kamabarai-geri                 (2)HCF+MK.
[7]Oosoto Mawashi-geri            (1)HCF+HK.
[8]Inazuma Kakato Wari            (1)Hold K after[5]or[6]or[7].

=Super moves
[9]Shouryuu Reppa             (4/6/7)QCF,D,DF+P.
[10]Shinryuu Ken            (9/13/17)QCF,D,DF+K tap P.
[11]Shippu Jinrai Kyaku(lvl-3)(11/12)QCBx2+K.

=Counter move
-MP Shouryuu Ken.(2)

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Close HP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  -  c  C  -
-Close                c  c  c  c  c  c
-Crouch               c  c  c  c  c  c
-Jump                 c  -  -  c  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up MK->Close/Crouch LP->Close/Crouch HP->[1]/[4]/[9]/[11].
           ->Close HP->[2]/[5]/[6]/[7]/[10].
           ->Crouch MK/MP->[2]/[5]/[6]/[7]/[10].

(A-Groove)
Crouch MK->[1]x15->[9].

.-------------------------------------------------------------------.
-Comments-
-The Shippu Jinrai Kyaku will hit 12 times if done in the corner.

:===================================================================:
20.Kim Kaphwan.
 (SNK)
--------------------------------------------------------------------
Command name     |Number of hits|Command motion                     |
--------------------------------------------------------------------
=Throws
 (triple kick)                (3)B/F+HK.
 Sakkyaku Nage                (1)B/F+HP.

=Command moves
 Neri Chagi(high)             (1)F+HK.

=Special moves
[1]Hangetsu Zan               (2)QCB+K.
[2]Haki Kyaku                 (1)D,D+K.
[3]Hishou Kyaku(a-o)        (var)QCF+K.
[4]Hien Zan                   (1)Hold D then U+K.
[5]Tenshou Zan                (1)After HK Hien Zan D+HK.
[6]Ryuusei Raku(low)          (2)Hold B then F+K.
[7]Kuu Sajin              (1/2/3)Hold D then U+P.
[8]stance change                 After HK,Neri Chagi,
                                 or HK[2],Hold HK.
 -side jump HK                (1)After [8] B/F LP.
 -Roundhouse high kick        (1)After [8] MP.
 -Reverse Neri Chagi(high)    (1)After [8] HP.
 -Front middle kick           (1)After [8] LK.
 -Roundhouse low kick(low)    (1)After [8] MK.

=Super moves
[8]Hou'ou Tenbu Kyaku    (7/9/11)QCB,DB,f+K.
[9]Hou'ou Kyaku(a-o)   (14/16/17)QCF,HCB+K.
[10]Hou'ou Hiten Kyaku        (1)QCFx2+K.

=Counter move
-

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Close HP.(2)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  -  C  C  -
-Close                c  c  c  c  C  -
-Crouch               c  c  C  c  c  c
-Jump                 C  C  C  C  C  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  2  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up HK->crouch LP->close HP->[4]/[7].
                      ->crouch MK->[1]/[9].

In the corner
Jump in HP->Close LP->lvl-1[10]->[3]x3->lvl-2/1[8].
(Ultra juggle.the [3] must be done as soon as you leave ground
 I've done myself more than once try it)

(S/N-Groove)
Press HP+HK
Cross up HK->crouch MK->[10]->[9]. 

(C-Groove)
Cross up HK->crouch LP->crouch MK->lvl-2[9]->lvl-1[8]. 

Lvl-2[8]->lvl-1[8].

(A-Groove)
Press HP+HK
Crouch MK->[1]x10->[4]->[8].

.-------------------------------------------------------------------.
-Comments-
-The side jump HK goes over sweeps.

-The Hien Zan and Kuu Sajin are air blockable.

-The Ryuusei Raku hits low then high.
 Block the first hit crouching then standing

:===================================================================:
21.King.
  (SNK)
--------------------------------------------------------------------
Command name    |Number of hits|Command motion                      |
--------------------------------------------------------------------
=Throws
 Hook Buster                 (2)B/F+HP.
 Hold Rush                   (1)B/F+HK.

=Command moves
 Sliding Kick(low)           (1)DF+HK.

=Special moves
[1]Venom Strike              (1)QCF+K.
[2]Double Strike             (2)QCFx2+K.
[3]Surprise Rose             (5)DP+K.
[4]Trap Shot           (6/10/12)RDP+K.
[5]Tornado Kick              (2)HCB+K.
[6]Moshuu Kyaku          (3/5/7)QCB+P.

=Super moves
[7]Illusion Dance      (9/11/13)QCF,HCB+K.
[8]Silent Flash         (3/6/11)QCBx2+K.

=Counter move
-Tobi Nidan Shishukuri.(2)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Close MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  C  C  -  C
-Close                c  C  c  c  c  -
-Crouch               c  C  C  c  c  C
-Jump                 -  -  -  -  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  2
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Jump in HK->close HP->[1]/[2]/[5]/[6]/[8].
          
In the corner
Jump in HK->crouch LP->close MK->[6]->[3].
          ->crouch MP->[6]/[4]->[3].

(C-Groove)
Lvl-2[7]->lvl-1[8]

(A-Groove)
In the corner
Press HP+HK
Crouch HK->Crouch HP->[4]->Crouch HP->[7].

.-------------------------------------------------------------------.
-Comments-
-Use the lvl-1 Silent Flash as an anti-air move.

-The Sliding Kick goes under fireballs.

:===================================================================:
22.Kyo Kusanagi.
 (SNK)
--------------------------------------------------------------------
Command name              |Number of hits|Command motion            |
--------------------------------------------------------------------
=Throws
 Hatsugane                             (1)B/F+HP.
 Issetsu Seoi Nage                     (2)B/F+HK.

=Command moves
 Ge Shiki: Naraku Otoshi(a-o)          (1)D+HP.
 Ge Shiki: Goufu You(high)             (1)F+MK.
 88 Shiki(low)                         (2)DF+HK.
 (shoulder charge)                     (1)F+HP. 

=Special moves
[1]114 Shiki: Aragami                  (1)QCF+LP/MP.
[2]128 Shiki: Kuno Kizu                (1)After [1]QCF+P.
[3]127 Shiki: Yano Sabi(high)          (1)After [1]HCB+P.
[4]127 Shiki: Yano Sabi(high)          (1)After [2]press P.
[5]Ge Shiki : Migiri Ugachi            (1)After [3]press P.
[6]125 Shiki: Nanase                   (1)After [2]/[3]press K.
[7]115 Shiki: Dokugami                 (1)QCF+HP.
[8]401 Shiki: Tsumi Yomi               (1)After [7]HCB+P.
[9]402 Shiki: Batsu Yomi               (2)After [8]F+P.
[10]100 Shiki: Oniyaki             (1/1/2)DP+P.
[11]R.E.D. Kick(high)                  (1)RDP+K.
[12]202 Shiki: Kototsuki You           (2)HCB+K.
[13]75 Shiki Kai                       (2)QCF+K,K.
[14]Oboro Guruma                   (1/2/3)DP+K.

=Super moves
[15]Ura 108 Shiki:Orochi Nagi      (1/2/6)QCB,HCF+P hold P to delay.
[16]Saishuu Kessen Ougi "Mu Shiki" (5/9/1)QCFx2+P press P rapidly.

=Counter move
-100 Shiki: Oniyaki.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Close HK.(1)

---------------------------------------------------------------------
-Aragami Combo Chart-                           3
                                           -Yano Sabi
                            2            /(Rusting Eight Combos)
                  ------Kuno Kizu-------
      1         /   (Nine Scars Maker)   \
----Aragami----                            -Nanase
 (Wicked Chew)  \                          /(Seven Hurting Combos)
                  -----Yano Sabi--------
                  (Rusting Eight Combos) \
                                           -Migiri Ugachi
                                          (Flashing Slash)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  -  C  C  C
-Close                c  c  -  c  C  c
-Crouch               c  c  c  c  C  -
-Jump                 -  -  -  -  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Jump in HP
   or
Cross up LK->Close/Crouch LPx2->Crouch HP->[1]->[2]->[6].
                                         ->[15].
                                         ->[7][8][9].
           ->Crouch MP/HP->[7]->[8]->[9].
                         ->[10]/[12]/[15]/[16].
                         ->[13]->[14]/[15]/[12]/[10]. 
(C-Groove)
Jump in HP->Crouch LP->Crouch MP->lvl-2[16]->lvl-1[15].
                                ->lvl-2[16]->[13]->[12]/[10]/[14].
                                           ->lvl-1[15].

(A-Groove)
Press HP+HK
Crouch MK->[1]->(Stand HP->[7])x10->[15]/[16]

.-------------------------------------------------------------------.
-Comments-
-You can hit the opponent with anything after the 75 Shiki Kai.

-Despite what other people thinks i find Kyo's Oniyaki better than
 the Shouryuu Ken because of the ground range.
 It also has better invulnerability than in KOF.

-The Dokugami has auto block just before hitting.

-Pressing P during [16] will make Kyo taunt after the move ends.
 
:===================================================================:
23.Kyosuke Kagami
  (CAPCOM)
--------------------------------------------------------------------
Command name      |Number of hits|Command motion                    |
--------------------------------------------------------------------
=Throws
 (punches)                     (3)B/F+HP.
 (leg throw)                   (1)B/F+HK.

=Command moves
 launch kick                   (1)DF+HK.

=Special moves
[1]Gen'ei Wave(a-o)            (1)QCF+P.
[2]Cross Cutter                (2)QCF+P.
[3]Gen'ei Breaker(high)        (1)QCB+P.
[4]Raijin Upper                (1)DP+P can be cancelled into [5].
[5]Gen'ei Kick(air)            (1)QCF+K .

=Super moves
[6]Kakusan Cross Cutter    (4/5/6)QCFx2+P.
[7]Super Raijin Upper      (4/6/8)QCBx2+P. can be jump cancelled.
[8]Double Gen'ei Kick    (7/10/13)QCFx2+K.can be cancelled into [5]
                (air)
[9]Final Symphony Remix(lvl-3)(14)HCBx2+K.

=Counter move
-Gen'ei Kick.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Close MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  c  C  -  -
-Close                c  c  c  c  c  -
-Crouch               c  c  c  c  C  c
-Jump                 c  c  -  c  C  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Jump in HP/HK->Crouch/Close HP->[4]->[5].
                              ->[5].
                              ->[6]/[7]/[8]/[9].

(C-Groove)
Jump in HP/HK->launch kick->jump->LP->LK->MP->lvl-2[8]->lvl-1[8].
             ->Crouch/Close HP->lvl-2[7]->jump->LP->LK->MP->lvl-1[8]->[5].

(A-Groove)
Press HP+HK
Crouch HK->[5]x15->[8].

In the corner
Press HP+HK
Crouch HK->[5]->[1]x15->[8]->[5].

.-------------------------------------------------------------------.
=Comments:
-[1] is an excellent air to air move, also works on shoryukens.

:===================================================================:
24.Mai Shiranui.
  (SNK)
--------------------------------------------------------------------
Command name          |Number of hits|Command motion                |
--------------------------------------------------------------------
=Throws
 Shiranui Gourin                   (1)B/F+HP.
 Fuusha Kuzushi                    (1)B/F+HK.
 Yume Zakura(a-o)                  (1)Any direction but U/D+HP.

=Command moves
 Sankaku Tobi(a-o)                    Jump against a wall
                                      then press uf

=Special moves
[1]Kachou Sen                      (1)QCF+P.
[2]Ryuu Enbu                   (1/1/2)QCB+P.
[3]Hissatsu Shinobi Bachi          (2)HCF+K.
[4]Musasabi no Mai(Chijou)         (1)Hold D then U+P.
[5]Musasabi no Mai(Kuuchuu)(a-o)   (1)QCB+P.
[6]Kagero no Mai               (1/2/3)Hold D then U+K.

=Super moves
[7]Chou Hissatsu Shinobi Bachi(7/9/11)QCB,HCF+K.
[8]Beni Suzaku(a-o)            (3/4/5)QCB,QCB+P.
[9]Mizutori no Mai             (3/3/6)QCFx2+P.

=Counter move
-Ryuu Enbu.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Close HP.(1)
-Chain move    -press K- Close HK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  C  c  C  C  -  -
-Close                c  c  c  c  c  C
-Crouch               c  c  c  c  -  c
-Jump                 c  C  C  c  C  C

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up LK->Close LK->Crouch MP->[1]/[2]/[3]/[7]/[9].
           ->Close HP->[1]/[2]/[3]/[7]/[9].

(C-Groove)
Cross up LK->Close LP->Crouch MP->lvl-2[9]/[7]->lvl-1[7]/[9].

(A-Groove)
Press HP+HK
Crouch MK->(Stand HP->Crouch MKx2)x6->[7]/[9].

.-------------------------------------------------------------------.
-Comments-
-Difference between (Chijou) and (Kuuchuu):
 (Chijou) :performed in ground.
           Doing ub + P makes Mai go to the wall behind her.
           Doing uf + P makes Mai go to the wall in front of her.
           If you are close to the wall behind and do ub + P ,
           she'll not go to the top of the screen before diving,
           instead she'll bounce at a less height than normal.
 (Kuuchuu):performed in air.
           You can do it at any time in air.

-The Kagero no Mai must be used as an anti-air move ,
 but is difficult not to be hit out of it.

-The lvl-3 Chou Hissatsu Shinobi Bachi works different from
 the lvl-1/2 , it jumps directly ,it won't roll before, and
 is way faster.
-The Ryu En Bu can negate fireballs

-Fast jump.

:===================================================================:
25.Maki
  (CAPCOM)
--------------------------------------------------------------------
Command name            |Number of hits|Command motion              |
--------------------------------------------------------------------
=Throws
 (Punch&kick)                        (2)B/F + HP.
 (Hiza Geri)                            B/F + HK.

=Command moves
 Bushin Gokusaken                     (4)LP,MP,HP,HK.
                                         or LP,MP,HP,D+HP.
 Hiji Otoshi(a-o)                     (1)D+MP.

=Special moves
[1]Genkou                             (1)QCF+P.
[2]Hayagake                              QCF+K.
[3]Chuu De Wazaga Hassei              (2)press MK after [2].
[4]Kyou De Wazaga Hassei              (2)press HK after [2].
[5]Saka Hayagake                         QCB+K.
[6]Jyaku De Wazaga Hassei                press LK after [7]or[2].
[7](forward long jump)                   press MK after [7].
[8](back long jump)                      press HK after [7].
[9]Sankaku Tobi(a-o)                     QCB+LP against the wall.
[10](izuna otoshi)(a-o)               (1)QCB+MP/HP against the wall.
[11](straight fall)(a-o)                 QCB+LK against the wall.
[12]Hassou Kyaku(a-o)                 (1)QCB+MK/HK against the wall.
[13]Tengu Daoshi(a-o)                 (2)HCF+P.
[14](bushin senpu kyaku)              (1)LK+MK+HK.

=Super moves
[15]Bushin Gou Raiha              (5/6/8)QCFx2+P.
[16]Tesshin Hou                   (3/4/8)QCFx2+K,K.
[17]Ajara Tengu(air)              (3/4/5)720+P.

=Counter move
-(bushin senpu kyaku).(1)

=S-Groove dodge attacks
-Knockdown move-press P-Far HP.(1)
-Chain move    -press K-Close MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  C  C  C  -
-Close                c  c  c  C  c  C
-Crouch               c  c  C  c  C  C
-Jump                 c  C  C  c  C  C


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1


========
=Combos=
========
.-------------------------------------------------------------------.
Cross up MK->Bushin Gokusaken.
           ->Close HP->[1]/[15]/[16].
                     ->[2]->[3].

(C-Groove)
Jump in HP->Close HP->lvl-2[15]->lvl-1[15]/[16].

.-------------------------------------------------------------------.
=Comments:
-Very high jump.

-[14] will make Maki lose some energy.

:===================================================================:
26.M.Bison(Vega in Japan).
  (CAPCOM)
--------------------------------------------------------------------
Command name     |Number of hits|Command motion                     |
--------------------------------------------------------------------
=Throws
 Deadly Throw                 (1)B/F+HP.
 Dead Rise                    (2)B/F+HK.

=Special moves
[1]Psycho Vanish          (3/4/5)DP+P.
[2]Psycho Crusher             (1)Hold B then F+P.
[3]Double Knee Press          (2)Hold B then F+K.
[4]Head Press                 (1)Hold D then U+K.
[5]Somersault Skull Diver     (1)After [4] press P.
[6]Devil Reverse              (1)Hold D then U+P then P to attack.
[7]Vega Warp                     DP/RDP+HP+MP+LP/LK+MK+HK.

=Super moves
[8]Mega Psycho Crusher(lvl-3)(8)Hold B then F,B,F+P.
[9]Knee Press Nightmare  (4/5/8)Hold B then F,B,F+K.

=Counter move
-Psycho Impact(2).

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Close MP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  C  c  -  -
-Close                c  c  C  c  C  -
-Crouch               c  c  C  c  c  -
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=combos=
========
.-------------------------------------------------------------------.
Cross up MK->Close MP->MP[1].
           ->Crouch LPx2->Stand LK->[2]/[3]/[8]/[9].

Jump in HP/HK->Close/Crouch HP->[8]/[9].

(A-Groove)
In the corner
Press HP+HK
Crouch HK->HP[1]x8->[2].

.-------------------------------------------------------------------.
-Comments-

-The Far HP is a good anti-air move

-The Psycho Crusher is very fast.(use it a lot)

-The Psycho Vanish can destroy fireballs.

:===================================================================:
27.Morrigan Aensland.
  (CAPCOM)
--------------------------------------------------------------------
Command name          |Number of hits|Command motion                |
--------------------------------------------------------------------
=Throws
 (over the shoulder throw)         (1)B/F+HP.
 (extended arm throw)              (1)B/F+HK.

=Command attacks
 Shell Kick(a-o)                   (3)D+K.

=Special moves
[1]Soul Fist(air)                  (1)QCF+P.
[2]Shadow Blade                    (1)DP+P.
[3]Vector Drain(air)               (1)HCB+P.

=Super moves
[4]EX Soul Fist(air)           (3/4/5)QCFx2+P.
[5]Cardinal Blade                  (8)QCF,D,DF+K.
[6]Valkyrie Turn(air)            (var)QCB+K then press K again.
[7]Darkness Illusion(lvl-3)(air)  (27)press LP,LP,F,LK,HP.
                                  (21)in air
=Counter move
-LP Shadow Blade(1).

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Close HP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  -  c  C  -
-Close                c  c  C  c  C  -
-Crouch               c  c  -  c  c  C
-Jump                 c  C  -  c  C  C

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  4
-Crouch               2  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=combos=
========
.-------------------------------------------------------------------.
Cross up MK->Close LP->Close HK->[7].
                     ->Close MP->[2].
                     ->Close HP->[4]/[5].
                   
(C-Groove)
Cross up MK->Close LP->Close HP->lvl-2[4]->lvl-1[5].

.-------------------------------------------------------------------.
-Comments-
-You can cancel the Darkness Illusion from any attack

-Morrigan can do her chain combo from Dark Stalkers,
 there go that way:
 -combo chart-
 LP->LK->MP->MK->HP->HK.

 You can mix the Stand/Crouch versions in the
 middle of the combo.
 You can also omit the moves in the middle and
 jump to the next but not go back ,the combo
 chart only works the forward way.

:===================================================================:
28.Nakoruru.
  (SNK)
--------------------------------------------------------------------
Command name         |Number of hits|Command motion                 |
--------------------------------------------------------------------
=Throws
 (stomach stab)                   (1)B/F+HP.
 (triple kick throw)              (3)B/F+HK.

=Command moves
 (Twirling Slash Slide)(low)      (1)DF+HP.
 Sankaku Tobi                        Jump against a wall, press uf

=Special moves
[1]Annu Mutsube(low)              (1)B,DB,D+P.
[2]Lela Mutsube                   (1)QCF+P.
[3]Kamui Rimuse                   (2)RDP+P on hit tap P.
[4]Amube Yatoro                   (1)HCB+P.
[5]Mamahaha Nitsukamaru              QCB+K.
[6]Mamahaha Tsukamaki Kougeki     (1)after[6] LP/LK/MP/MK.
[7]Yatoro Pokku                   (1)after[6] F/N/B+HP.
[8]Mamahaha Kara Okiru               after[6] HK.
[9]Shichikapu Ai                  (1)after[6] QCF+P.
[10]Kamui Mutsube                 (1)after[6] QCB+P.

=Super moves
[11]Shichikapu Kamui Irushika (3/4/5)HCBx2+P.
[12]Elelyu Kamui Rymuse      (4/8/14)HCBx2+K.
[13]Shirikoro Kamui Nomi(lvl-3)      QCFx2+K press LP+HP+LK+HK to cancel.

=Counter move
-Kamui Rimuse.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Close MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  -  c  -  -
-Close                c  c  c  c  c  -
-Crouch               c  c  c  c  c  C
-Jump                 -  -  -  -  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  2  1  1  2
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=combos=
========
.-------------------------------------------------------------------.
Cross up LK->Crouch LKx2->Crouch HK->[11].
                        ->Stand MP->[1].
           ->Close LP->[3].

[7]->[9]/[10].
  
In the corner
Jump in HK->Crouch HP->lvl-3[12]

.-------------------------------------------------------------------.
-Comments-
-The Shirikoro Kamui Nomi is a healing move ,it will
 recover 1/5 of your health.

-In order to be able to do some of the moves Mamahaha must be above
 you , it doesn't count if she's in your shoulder.

-Also if you're hit before the move comes out , Mamahaha will stop
 the move and go back.
 See below to know wich moves must be done with Mamahaha above.

 Mamahaha move list:

 Amube Yatoro
 Mamahaha Nitsukamaru
 Shichikapu Kamui Irushika
 Elelyu Kamui Rymuse

-Kamui Rimuse will reflect fireballs.

:===================================================================:
29.Raiden.
  (SNK)
--------------------------------------------------------------------
Command name       |Number of hits|Command motion                   |
--------------------------------------------------------------------
=Throws
 Piledriver                     (1)B/F+HP.
 Bear Hug                       (?)B/F+HK.

=Command moves
 Bear Stomp                     (1)DF+MK.
 Body Press(a-o)(high)          (1)D+HP.

=Special moves
[1]Doku Giri                    (1)HCB+P.
[2]Giant Bomb                   (1)Hold D then F+P.
[3]Super Drop Kick              (1)Hold LK+MK+HK then release.
[4]Thunder Crush Bomb           (2)360+K.
[5]Raiden Combination Body Blow (1)RDP+P.
[6]HeaDButt                     (1)after[5]QCB+P.
[7]Front Suplex                 (1)after[5]QCB+K.
[8]Jumping Lariat Drop          (1)DP+P.

=Super moves
[9]Destruction Drop         (2/3/4)360x2+K.
[10]Flame Breath            (3/4/5)HCBx2+P.
[11]Crazy Train             (3/5/7)QCFx2+P.

=Counter move
-Far MP.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far MP.(1)
-Chain move    -press K- Close MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  -  C  C  -
-Close                c  c  C  c  C  -
-Crouch               c  c  -  c  c  -
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  2  1  1  1
-Jump                 1  1  1  1  1  1

========
=combos=
========
.-------------------------------------------------------------------.
Cross up Body Press->Close MP->[5]->[6]->[10].
                   ->Close MP->[10]/[11]/[1].           

(C-Groove)
Cross up Body Press->Crouch MP->lvl-2[11]->lvl-1[10].

.-------------------------------------------------------------------.
-Comments
-The Front Suplex is easily escapable, just jump.

-The Jumping Lariat Drop is easily escapable just crouch.

-The Super Drop Kick will be stronger if you charge it for a long
 period.
 You can charge two Super Drop Kicks by pressing the three Kick
 buttons , then you can release them one by one.
(good luck trying to fight in that way)

:===================================================================:
30.Rock Howard.
  (SNK)
--------------------------------------------------------------------
Command name     |Number of hits|Command motion                     |
--------------------------------------------------------------------
=Throws
 Kokku Sen                    (1)B/F+HP.
 (grasping upper)             (1)B/F+HK.

=Command moves
 Overhead Kick(high)          (1)F+MK.

=Special moves
[1]Reppuken                   (1)QCF+LP/MP.
[2]Double Reppuken            (2)QCF+HP.
[3]Rising Tackle          (4/5/6)Hold D then U+P.
[4]Crack Counter(Joudan)      (1)QCF+LK.
[5]Crack Counter(Chuudan)     (1)QCF+MK.
[6]Crack Counter(Gedan)       (1)QCF+HK.
[7]Hard Edge              (1/1/2)QCB+P.
[8]Shinku Nage                (1)360+P.
[9]Break                         Hold HP+MP+LP after[8].
[10]Rasetsu                   (1)Release HP+MP+LP after[9].
[11]Rage Run Type Dunk(high)  (1)QCB+LK.
[12]Rage Run Type Save           QCB+MK.
[13]Rage Run Type Shift          QCB+HK.

=Super moves
[14]Shining Knuckle      (4/6/10)QCFx2+K.
[15]Raising Storm(lvl-3)  (3/4/5)QCFx2+P.
[16]Deadly Rave Neo(lvl-3)   (15)HCB,F+LK,LPx2,LKx2,MP,MK,HP,HK,QCB+HP.

=Counter move
-Hard Edge.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Close HK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  -  C  -  -
-Close                c  c  c  c  c  C
-Crouch               c  c  -  c  c  C
-Jump                 -  -  -  -  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1


========
=Combos=
========
.-------------------------------------------------------------------.
Jump in HP/HK->Crouch LPx2->Crouch MK(*)->[7]/[14].
             (*)->[16](at ?th hit)->Cr LPx2->Cr MK->[7].
             ->Close MP->MP[1]/[15].
                                 
(C-Groove)   
Jump in HP/HK->Crouch LPx2->Crouch MK->lvl-2[14]->lvl-1[15]/[3].

(N-Groove)
Press HP+HK
Jump in HP/HK->Crouch LPx2->Crouch MK(*)
(*)->[16](at ?th hit)->Cr LPx2->Cr MK->[14].

.-------------------------------------------------------------------.
=Comments:
-Crack counter Joudan will counter jumping attacks. 
-Crack counter Chuudan will counter high attacks. 
-Crack counter Joudan will counter low attacks. 

:===================================================================:
31.Rolento Schugerg.
  (CAPCOM)
--------------------------------------------------------------------
Command name        |Number of hits|Command motion                  |
--------------------------------------------------------------------
=Throws
 Colonel Carrier                 (1)B/F+HP.
 Deadly Package                  (1)B/F+HK.

=Command moves
 Fake Rod                        (1)F+MK
 Spike Rod(a-o)                  (1)D+MK

=Special moves
[1]Patriot Circle               (10)QCF+Px3.
[2]Stinger                       (1)DP+K then P/K.
[3]Mekong Delta Air Raid         (1)QCB+P,P.
[4]Mekong Delta Escape              QCB+K then move B/F+P/K.
[5]Mekong Delta Attack           (1)Press LP+MP+HP then P.
[6]Spike Rod(a-o)                (1)D+MK.
[7]Scouter Jump                     LK+MK+HK.

=Super moves
[8]Take No Prisoner              (1)QCFx2+P.
[9]Steel Rain                (3/5/7)QCFx2+K.
[10]Mine Sweeper             (2/3/4)QCBx2+P.

=Counter move
-Crouch HK.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Close HP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  -  -  c  C  -
-Close                c  -  c  c  c  -
-Crouch               c  -  -  c  c  -
-Jump                 -  -  -  -  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  2  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  3  1  1  1  1
-Jump                 1  3  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up MK->Close LP->Crouch MK->[1]/[8].

Jump in MP->Close HP->[1]/[8].

[9]->Crouch MK->[1]/[8].

.-------------------------------------------------------------------.
=Comments:
-The Stinger knives can be hit with any attack.

:===================================================================:
32.Rugal Bernstein.
 (SNK)
--------------------------------------------------------------------
Command name           |Number of hits|Command motion               |
--------------------------------------------------------------------
=Throws
 (scorpion deathlock)               (1)B/F+HP.
 (scorpion blow)                    (1)B/F+HP.

=Special moves
[1]Reppu Ken                        (1)QCF+P.
[2]Kaiser Wave                  (1,2,3)F,HCF+Hold P then release.
[3]Dark Brarrier                    (1)HCF+K.
[4]Genocide Cutter                  (2)DP+K.
[5]God Press                        (2)HCB+P.
[6]Dark Smash(a-o)                  (1)QCF+P.

=Super moves
[7]Gigantic Pressure            (2/3/3)QCF,HCB+P.
[8]Total Annihilation           (3/6/7)QCF,D,DF+K.

=Counter move
-LK Genocide Cutter.(2)

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Close HP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  -  C  C  -
-Close                c  C  c  c  c  c
-Crouch               c  c  -  c  c  c
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  2  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up MK->Close HP/HK->[1]/[4]/[5]/[7]/[8].
           ->Crouch LP->Crouch MP->[7]->[8].

(C-Groove)
Cross up MK->Close MP->lvl-2[7]->lvl-1[7].

.-------------------------------------------------------------------.
-Comments-
-The Kaiser Wave can be charged up to 3 levels ,
 just hold P .
 The level is increased each time he leans back,
 if you don't release P after level 3 is charged,
 it will come out anyway.

-The Dark Barrier reflects fireballs.

-The Dark Smash will stop fireballs

:===================================================================:
33.Ryo Sakazaki.
  (SNK)
--------------------------------------------------------------------
Command name            |Number of hits|Command motion              |
--------------------------------------------------------------------
=Throws
 Hyouchuu Wari Nage                  (1)B/F+HP.
 Tomoe Nage                          (1)B/F+HK.

=Command moves
 Hyouchuu Wari(high)                 (1)F+MP.

=Special moves
[1]Ko'ou Ken(air)                    (1)QCF+P.
[2]Hien Shippuu Kyaku                (2)Hold DB then F+K.
[3]Kohou                             (1)DP+P.
[4]Zanretsu Ken                (6/10/14)F,B,F+P.
[5]Mouko Raijin Setsu(high)          (1)RDP+P.
[6]Kyokugenryu Renbuken              (4)HCB+P.

=Super moves
[7]Ryuuko Ranbu               (11/12/15)QCF,HCB+P.
[8]Haou Shoukou Ken              (2/3/5)F,HCF+P.
[9]Tenchi Haou Ken(lvl-3)            (1)QCFx2+P.

=Counter move
-Kohou.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Close MP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  -  C  -  -
-Close                c  c  -  c  -  -
-Crouch               c  c  c  c  c  C
-Jump                 c  -  -  c  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up MK->Crouch HP->[1]/[6]/[4].
           ->Crouch LP->Stand LK->[7]/[8].

(C-Groove)
Cross up MK->Crouch LPx2->Stand LK->lvl-2[7]->lvl-1[7]/[8].

(A-Groove)
In the corner
Press HP+HK
[6]->[4]x3->[7]/[8].

.-------------------------------------------------------------------.
-Comments-
-The Zanretsu Ken will suck the opponent in if
 the first part connects.

-The Kohou is a good anti-air move , but you
 can be hit.
 (sorry for the reach) :P

-The Tenchi Haou Ken will do 80 points of stunt.
 If you land anything after it ,your opponent
 will get dizzy.
 (If character reachs 83 points is instantly dizzy )

:===================================================================:
34.Ryu.
 (CAPCOM)
--------------------------------------------------------------------
Command name             |Number of hits|Command motion             |
--------------------------------------------------------------------
=Throws
 Seoi Nage                            (1)F/B+HP.
 Tomoe Nage                           (1)F/B+HK.

=Command moves
 Sakotsu Wari(high)                   (2)F+MP.
 Senpuu Kyaku                         (1)F+MK.
 Kyuubi Kudaki                        (2)F+HP.

=Special moves
[1]Hadou Ken                          (1)QCF+P.
[2]Shakunetsu Hadou Ken               (1)HCF+P.
[3]Shouryuu Ken                       (1)DP+P.
[4]Tatsumaki Senpuu Kyaku(air)        (1)QCB+K.

=Super moves
[5]Shinkuu Hadou Ken              (3/4/5)QCFx2+P.
[6]Shinkuu Tatsumaki Senpuu Kyaku(4/8/13)QCBx2+K.
[7]Shin Shouryuu Ken(lvl-3)         (1/4)QCF,D,DF+K.

=Counter move
-LP Shouryuu Ken.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Close MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  C  c  C  c
-Close                c  c  c  C  c  -
-Crouch               c  c  c  c  c  c
-Jump                 c  -  -  c  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  2
-Crouch               1  1  1  1  1  1
-Jump                 1  2  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up MK->Close HP->[1]/[2]/[3]/[4]/[5]/[6]/[7].
           ->Crouch MK->[1]/[2]/[3]/[4]/[5]/[6]/[7].

(C-Groove)
Cross up MK->Close HP->lvl-2[5]->lvl-1[5].

.-------------------------------------------------------------------.
=Comments:
-The Shin Shouryuu Ken must be connected from the first hit on the
 ground in order to inflict the most damage(4 hits), if done from
 afar it'll only hit once doing little damage.
 Great anti-air move.(the best one)

:===================================================================:
35.Ryuhaku Todo
--------------------------------------------------------------------
Command name        |Number of hits|Command motion                  |
--------------------------------------------------------------------
=Throws
 Aiki Nage                       (1)B/F+HP.
 Maki Nage                       (1)B/F+HK.

=Command moves
 (low kick)(low)                 (1)F+MK

=Special moves
[1]Kasane ate                    (3)QCF+P.
[2]Kuuchu Kasane ate(a-o)        (3)QCF+P.
[3]Taikuu Kasane ate             (3)DP+P.
[4](stunning grab)               (1)HCB+P.

=Super moves
[5]Chou Kasane Ate          (5/8/11)QCFx2+P.
[6]Shingan:Kuzu Otoshi       (2/2/3)QCF,HCB+P.

=Counter move
-Close HP.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Close MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  -  c  C  -
-Close                c  c  -  c  C  -
-Crouch               c  c  C  c  c  -
-Jump                 c  -  -  c  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up MK->Crouch MP->LP[1]/[5].
           ->Crouch LP->Crouch MP->[5].

[4]->Crouch LP->Crouch MP->[5].

(A-Groove)
Press HP+HK
([4]->LP[1])x8->[5].

In the corner
Jump towards
Press HP+HK
[2] repeat it until gauge runs out.
(near 60 hits)

.-------------------------------------------------------------------.
=Comments:
-The Kuzu Otoshi will counter any non-throw based attack.
(even supers)
 
:===================================================================:
36.Sagat.
 (CAPCOM)
--------------------------------------------------------------------
Command name         |Number of hits|Command motion                 |
--------------------------------------------------------------------
=Throws
 Tiger Carry                      (1)B/F+HP.
 Tiger Rage                     (var)B/F+HK.

=Special moves
[1]Tiger Shot                       (1)QCF+P.
[2]Ground Tiger Shot                (1)QCF+K.
[3]Tiger Uppercut               (1/3/5)DP+P.
[4]Tiger Crush                      (2)DP+K.

=Super moves
[5]Tiger Genocide             (7/10/14)QCF,D,DF+K.
[6]Tiger Raid                   (6/7/7)QCBx2+K.
[7]Tiger Cannon                 (4/5/6)QCFx2+P.
[8]Ground Tiger Cannon          (4/5/6)QCBx2+P.

=Counter move
-Tiger Uppercut.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Stand HK.(2)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  -  c  c  c
-Close                c  c  c  c  c  c
-Crouch               c  c  C  c  c  -
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  2  2  2
-Close                1  1  1  2  2  2
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up LK->Close LP->Stand MP->[1]/[2]/[3]/[4]/[5]/[6]/[7]/[8].

Jump in HK->Close HK->[1]/[2]/[3]/[4]/[5]/[6]/[7]/[8].
                            
(C-Groove)
Cross up LK->Close LP->Stand MP->lvl-2[7]/[8]->lvl-1[7]/[8].

.-------------------------------------------------------------------.
-Comments-
-The Super Tiger Shot comes out faster than in CvsSNK1.

:===================================================================:
37.Sakura Kasugano.
 (CAPCOM)
--------------------------------------------------------------------
Command name        |Number of hits|Command motion                  |
--------------------------------------------------------------------
=Throw moves
 Sakura-jime                      ()B/F+HP.
 Sailor Shoot                    (1)B/F+HK.

=Command moves
 Flower Kick(high)               (1)F+MK.

=Special moves
[1]Hadou Shou                (1/2/3)QCF+P.
[2]Shou'ou Ken               (1/3/6)DP+P.
[3]Shunpuu Kyaku(air)        (2/3/4)QCB+K then QCB+K.
[4]Ouka Kyaku(a-o)               (1)QCF+K.
[5]Sakura Otoshi                 (3)DP+K then tap P.

=Super moves
[6]Shinkuu Hadou Ken         (3/4/5)QCFx2+P.
[7]Haru Ichiban              (5/6/7)QCBx2+K.
[8]Midare-zakura             (4/6/7)QCF,D,DF+K.

=Counter move
-Shou'ou Ken.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Stand HP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  -  c  -  -
-Close                c  c  c  c  C  C
-Crouch               c  c  c  c  C  C
-Jump                 c  -  -  c  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up MK->Close LP->Close HP->MP[1].
                               ->[2]/[3]/[6]/[7]/[8].

(C-Groove)
Cross up MK->Close LP->Close HP->lvl-2[7]->lvl-1[8].

(A-Groove)
In the corner
Press HP+HK
[3]x7->[6]/[7]/[8].

.-------------------------------------------------------------------.
-Comments-
-?

:===================================================================:
38.Terry Bogard.
 (SNK)
--------------------------------------------------------------------
Command name        |Number of hits|Command motion                  |
--------------------------------------------------------------------
=Throws
 Grasping Upper                  (1)B/F+HP.
 Buster Throw                    (1)B/F+HK.

=Command moves
 Rising Upper                    (1)DF+HP.

=Special moves
[1]Power Wave                    (1)QCF+P.
[2]Burning Knuckles              (1)QCB+P.
[3]Crack Shot                    (1)QCB+K.
[4]Rising Tackle             (1/3/6)Hold D then U+P.
[5]Power Dunk                    (2)DP+K.

=Super moves
[6]Power Geyser              (1/2/3)QCB,DB,F+P.
[7]Buster Wolf               (2/4/6)QCF+P.

=Counter move
-LP Rising Tackle.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Grasping Upper.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  -  C  -  -
-Close                c  c  c  c  c  c
-Crouch               c  c  C  c  c  -
-Jump                 -  -  -  -  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Jump in HK/HP->Close HP->LP[2]/[6]/[7].
       
In the corner
Jump in HK/HP->Close HP->[7]->[5]/[4]/[3].

(A-Groove)
In the corner
Press HP+HK
Crouch MK->Crouch HP->Crouch HK->([3]->Close HK)x5->[7]->[5]/[4]/[3].

.-------------------------------------------------------------------.
=Comments:
-Any Buster Wolf level juggles the opponent for a free hit.
 (throw anything you want and it will connect)

-The Crack Shot has an excellent recovery time.

:===================================================================:
39.Vega(Balrog in Japan).
  (CAPCOM)
--------------------------------------------------------------------
Command name       |Number of hits|Command motion                   |
--------------------------------------------------------------------
=Throws
 Rainbow Suplex                 (1)B/F+HP.
 (leg throw)                    (1)B/F+HK.
 Stardust Drop(a-o)             (1)Any direction but U/D+HP.
 Crescent Line(a-o)             (1)Any direction but U/D+HK.

=Command moves
 Sankaku Tobi                      Jump against a wall,press uf
 Cosmic Smart                   (1)F+HK.
 (overhead kick)(high)          (1)F+MK.

=Special moves
[1]Rolling Crystal Flash    (2/4/5)Hold B then F+P.
[2]Scarlet Terror               (2)Hold DB then F+K.
[3]Sky High Claw                (1)Hold D then U+P.
[4]Flying Barcelona Attack      (1)Hold D then U+K then B/F then
                                   press P.
[5]Izuna Drop                   (1)Hold D then U+K then B/F then 
                                   press P close to the opponent.
[6]Backslash                       press LP+MP+HP.
[7]Short Backslash                 press LK+MK+HK.

=Super moves
[8]Flying Barcelona Special (2/3/4)Hold DB then DF,DB,U+K then
                                   move B/F press P.
[9]Rolling Izuna Drop       (2/3/4)Hold DB then DF,DB,U+K then
                                   move B/f press Any direction 
                                   but U/D+P close to the opponent.
[10]Scarlet Mirage          (4/6/8)Hold B then F,B,F+P.
[11]Red Impact(lvl-3)           (2)Hold B then F,B,F+K.

=Counter move
-Scarlet Terror.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Stand MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  -  -  c  C  -
-Close                c  -  -  c  C  -
-Crouch               c  c  -  c  c  -
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
?
.-------------------------------------------------------------------.
-Comments-
-Damn hell Fast.

:===================================================================:
40.Vice.
  (SNK)
--------------------------------------------------------------------
Command name                |Number of hits|Command motion          |
--------------------------------------------------------------------
=Throws
 Death Blow               (1)B/F+HP.
 Back Rush                (1)B/F+HK.

=Special moves
[1]Nail Bomb              (1)HCF+P.
[2]Gore Fest              (1)HCB,F+P.
[3]Tranquility            (1)DP+K after[2].
[4]Outrage            (3/5/8)QCB+K.
[5]Ravenous(a-o)      (3/5/8)QCB+K.
[6]Mayhem                 (1)QCB+P.
[7]Da Cide(low)           (1)HCF+K.
[8]Da Cide Slayer         (1)DP+K after[6].

=Super moves
[9]Whitering Force    (3/4/5)QCFx2+P.
[10]Negative Gain     (3/4/5)HCBx2+K.

=Counter move
-LP Mayhem.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Close MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  -  c  C  C
-Close                c  c  c  c  c  -
-Crouch               c  C  c  c  C  C
-Jump                 c  -  -  c  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  2  1  1
-Close                1  1  1  2  1  2
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up LK->Close LP->Close/Crouch HP->[7].
                                      ->[6]->[8].

           ->Close LPx3->Crouch HK.

.-------------------------------------------------------------------.
-Comments-
-You can cancel the HP Gore Fest into the Tranquility.
-You can cancel the HP Mayhem into the Da Cide Slayer.
-Only the hand of the Da Cide and Da Cide Slayer hits.

:===================================================================:
41.Yamazaki.
  (SNK)
--------------------------------------------------------------------
Command name    |Number of hits|Command motion                      |
--------------------------------------------------------------------
=Throws
 Shime Age                   (1)B/F+HP.
 Bun Nage                    (1)B/F+HK.

=Command moves
 Bussashi(high)              (1)F+MP.

=Special moves
[1]Hebi Tsukai(Joudan)       (1)QCB+LP Hold to delay.
[2]Hebi Tsukai(Chuudan)      (1)QCB+MP Hold to delay.
[3]Hebi Tsukai(Gedan)        (1)QCB+HP Hold to delay.
[4]Hebi Damashi                 during Hebi Tsukai Hold press K.
[5]Sadomaso                  (1)HCF+K.
[6]Sabaki no Aikuchi     (1/1/2)DP+P.
[7]Bai Gaeshi                (1)QCF+P.
[8]Yakiire(high)             (1)DP+K.
[9]Suna Kake                 (1)QCB+K.
[10]Bakudan Pachiki          (1)HCB,F+P.

=Super moves
[11]Guillotine            (2/4/8)F,B,DB,D,DF + P.
[12]Drill                (6/9/11)HCBx2+P then press P rapidly.


=Drill levels=
___________________________________________________________
 lvl-1                    |number of hits| Punch taps      |
--------------------------|--------------|-----------------|
 1-Bussashi Combo         |      5       |                 |
 2-Yakiire Combo          |      6       |between 5 and 10 |
 3-Pachiki Combo          |      7       |between 11 and 15|
 4-Hebi Tsukai Combo      |      8       |   16 or more    |
                          |              |                 |
-lvl-2                    |              |                 |
 1-Punch&Kick Combo       |      6       |                 |
 2-Punch&Kick Combo       |      7       |between 5 and 10 |
 3-Shime Age Combo        |      7       |between 11 and 15|
 4-Hebi Tsukai Combo      |      11      |   16 or more    |
                          |              |                 |
-lvl-3                    |              |                 |
 1-Kick Combo             |      8       |                 |
 2-Bakudan Pachiki Combo  |      8       |between 5 and 10 |
 3-Stomp Kick Combo       |      9       |between 11 and 15|
 4-Hebi Tsukai Combo      |      14      |   16 or more    |
-----------------------------------------------------------'

=Counter move
-

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Close MP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  c  c  -  -
-Close                c  c  c  C  -  C
-Crouch               c  -  c  c  c  C
-Jump                 -  -  -  -  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  2
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Jump in HK->Close HP->[2]/[3]/[6].
          ->Close MP->[8]->[3].
                    ->[11].

.-------------------------------------------------------------------.
=Comments:
-The Suna Kake can be cancelled into the Hebi Tsukai.

-The Hebi Tsukai moves have excellent range and speed.

-The Bai Gaeshi can reflect fireballs.

-The Hebi Damashi cancels the Hebi Tsukai moves.

-After Yamazaki punches you to the sky in the Drill move,
 rapidly tap P.
 Every time the pose changes the damage the move will do
 is increased.

:===================================================================:
42.Yun.
  (CAPCOM)
--------------------------------------------------------------------
Command name       |Number of hits|Command motion                   |
--------------------------------------------------------------------
=Throws
 (elbow smash)                  (1)B/F+HP.
 Monkey flip                    (1)B/F+HK.

=Command moves
 Senpuu Kyaku(High)             (1)F+MK.

=Special moves
[1]Zesshou Hohou                (1)QCF+P.
[2]Kobokushi                    (1)QCB+P.
[3]Tetsuzan Kou                 (1)DP+P.
[4]Senkyuutai                   (1)QCF+K.
[5]Zenpou Tenshin               (1)HCB+K.
[6]Raigeki Shuu(a-o)            (1)Jump U or UF then DF+K.


=Super moves
[7]Youhou(lvl-3)                (3)QCFx2+P.
[8]Sourai Rengeki           (4/6/8)QCFx2+K.
[9]Raishin Mahha Ken        (3/4/6)QCBx2+P.
[10]Hitten Souryuu Jin(lvl-3)   (?)QCBx2+K.
                        (a-o)

=Counter move
-MK Senkyuutai.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Stand MP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  -  c  C  -
-Close                c  c  c  c  C  -
-Crouch               c  c  C  c  c  -
-Jump                 C  C  C  C  C  C

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  2  1  1  2
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Target combos
Close MP->Close HP->B+HP.

Close LP->Close LK->Close MP.

Jump in HP->Crouch LPx3->[1].
          ->Crouch MP->[7]/[8]/[9].
          
HP/MP[3]->Stand MK->[10].

In the corner
Jump in HP->Crouch LPx2->[7]->MP[3]->Stand MK->Jump HK.

.-------------------------------------------------------------------.
=Comments:
-[3] can pass under middle level fireballs.

:===================================================================:
43.Yuri Sakazaki.
 (SNK)
--------------------------------------------------------------------
Command name         |Number of hits|Command motion                 |
--------------------------------------------------------------------
=Throws
 Oni Harite                       (1)B/F+HP.
 Silent Nage                      (1)B/F+HK.
 Tsubame Otoshi(a-o)              (1)Any direction but U/D+HP.

=Command moves
 En Yoku                          (1)F+LK.

=Special moves
[1]Ko'ou Ken                      (1)QCF+P.
[2]Raiou Ken                      (1)QCF+K.
[3]Yuri Chou Upper            (1/2/2)DP+P.
[4]Double Yuri Chou Upper         (2)DP+P after[3].
[5]Hyakuretsu Binta          (7/9/10)HCB+K.
[6]Saiha                          (1)QCB+P.

=Super moves
[7]Haou Shoukou Ken           (2/3/5)F,HCF+P.
[8]Hien Rekkou                (5/6/8)QCF,QCF+K.
[9]Hien Hou'ou Kyaku        (8/13/18)QCF,HCB+K .

=Counter move
-MP Yuri Chou Upper.(2)

=S-Groove dodge attacks
-Knockdown move-press K-Far HK.(1)
-Chain move    -press P-Close HP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  -  C  C  C
-Close                c  c  c  c  c  c
-Crouch               c  c  c  c  C  c
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Jump in HP->Close HK->MP[1].
                    ->[7]/[8]/[9].

.-------------------------------------------------------------------.
-Comments-
-

:===================================================================:
44.Zangief.
 (CAPCOM)
--------------------------------------------------------------------
Command name      |Number of hits|Command motion                    |
--------------------------------------------------------------------
=Throws
 Back Drop                     (1)B+HP.
 Pile Driver                   (1)F+HP.
 Kamitsuki                     (1)B/F+HK.

=Command moves
 Body Press(a-o)                (1)D+HP.
 Flying Knee Drop(a-o)          (1)D+LK.
 Kuuchu Headbutt(a-o)           (1)U+MP/HP.
 Russian Kick(low)              (1)DB+HK.
 Dynamite Kick(low)             (1)DB+MK.

=Special moves
[1]Banishing Flat               (1)DP+P.
[2]Double Lariat                (1)LP+MK+HP then move B/F.
[3]Quick Double Lariat          (1)LK+MK+HK then move B/F.
[4]Screw Piledriver             (1)360+P.
[5]Flying Powerbomb             (1)360+K.
[6]Atomic Suplex                (2)360+K close to the opponent.

=Super moves
[7]Final Atomic Buster      (2/3/4)360x2+P.
[8]Aerial Russian Slam          (1)QCFx2+K.

=Counter move
-Banshing Flat.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Far MK.(1)
-Chain move    -press P- Stand MP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  -  -  c  -  -
-Close                c  -  -  c  -  -
-Crouch               c  -  -  c  -  -
-Jump                 -  -  -  -  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up Body Press->Dynamite Kick->[1].
                   ->Crouch LP->[2].

.-------------------------------------------------------------------.
-Comments-
-The Headbutt can dizzy in just two hits.
-The Final Atomic Buster has great grab range.
 (can grab out of range of a Double Lariat)
-The dynamite kick is cancelable.

·-------------------------------------------------------------------·
=Miscelaneous characters=
:===================================================================:
45.Evil Ryu(Hadou ni mezameta Ryu).
 (CAPCOM)
--------------------------------------------------------------------
Command name             |Number of hits|Command motion             |
--------------------------------------------------------------------
=Throws
 Seoi Nage                            (1)F/B+HP.
 Tomoe Nage                           (1)F/B+HK.

=Command moves
 Sakotsu Wari(high)                   (2)F+MP.
 Senpuu Kyaku                         (1)F+MK.
 Kyuubi Kudaki                        (2)F+HP.

=Special moves
[1]Hadou Ken                          (1)QCF+P.
[2]Shakunetsu Hadou Ken               (1)HCF+P.
[3]Shouryuu Ken                       (3)DP+P.
[4]Tatsumaki Senpuu Kyaku(air)        (3)QCB+K.
                                          or
                                         HCB+K.
[5]Ashura Senku                          RDP/DP+LP+HP/LK+HK

=Super moves
[5]Shinkuu Hadou Ken              (3/4/5)HCBx2+P.
[6]Messatsu Gou Shoryuu           (4/6/7)QCF,D,DF+P.
[7]Denjin Hadou Ken(lvl-3)            (5)HCBx2+K.
[8]Shun Goku Satsu(lvl-3)            (15)LPx2,F,LK,HP.

=Counter move
-Far HP.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Close MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  C  c  C  c
-Close                c  c  c  C  c  -
-Crouch               c  c  c  c  c  c
-Jump                 c  -  -  c  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  2
-Crouch               1  1  1  1  1  1
-Jump                 1  2  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Target combo
-Close MP->Close HP

See Akuma/Ryu

.-------------------------------------------------------------------.
=Comments:
-The Denjin Hadou Ken will dizzy after connecting and is unblockable.

-If the Tatsumaki Senpu Kyaku is done HCB+K in air it will travel a
 long way horizontaly then fall like the QCB+K version.

:===================================================================:
32.God Rugal.
 (SNK)
--------------------------------------------------------------------
Command name           |Number of hits|Command motion               |
--------------------------------------------------------------------
=Throws
 Scorpion Deathlock                 (1)B/F+HP.
 Scorpion Blow                      (1)B/F+HP.

=Special moves
[1]Reppu Ken                        (1)QCF+P.
[2]Kaiser Wave                  (1/2/3)F,HCF+Hold P then release.
[3]Dark Brarrier                    (1)HCF+K.
[4]Genocide Cutter              (2/3/4)DP+K.
[5]Super Press                      (2)HCB+P.
[6]Dark Smash(a-o)                  (1)QCF+P.
[7]Rugal Execution                  (2)HCB+K.

=Super moves
[8]Gigantic Pressure            (2/3/3)QCF,HCB+P.
[9]Total Annihilation           (3/6/7)QCF,D,DF+K.
[10]God End(lvl-3)                 (13)HCBx2+P.
[11]Last Jugdment(lvl-3)           (15)LPx2,F,LK,HP.

=Counter move
-MK Genocide Cutter(2)

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Close MK.(1)


-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  -  C  C  -
-Close                c  C  c  c  c  c
-Crouch               c  c  -  c  C  c
-Jump                 -  -  -  -  -  -


-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  2  1  1  1
-Jump                 1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Cross up MK->Close MK->[10].

See Rugal

.-------------------------------------------------------------------.
-Comments-
-The Kaiser Wave can be charged up to 3 levels ,
 just hold P .
 The level is increased each time he leans back,
 if you don't release P after level 3 is charged,
 it will come out anyway.

-The Dark Barrier reflects normal fireballs.

-The Rugal Execution is a throw move so it's unblockable.
-God Rugal is faster than normal Rugal and jumps lower.
-Now he has the "ten" kanji written in his chest.
-His Genocide Cutter has invulnerability like the shoryukens.
 also the HK version hits 4 times(Dark Genocide).

-His Dash and Backstep are very fast and move far.

:===================================================================:
47.Orochi Iori(Riot of Blood Iori).
 (SNK)
--------------------------------------------------------------------
Command name       |Number of hits|Command motion                   |
--------------------------------------------------------------------
-Throws
 Sakahagi                       (1)B/F+HP/HK.

-Command moves
 Ge Shiki:Yuri Ori(a-o)         (1)B+LK.
 Ge Shiki:Goufu In "Shinigame"  (1)F+LK.(high)
 Ge Shiki:Yumebiki              (1)F+MP.

-Special moves
[1]108 Shiki:Yami Barai         (1)QCF+P.
[2]100 Shiki:Oniyaki        (1/2/3)F,D,DF+P.
[3]127 Shiki:Aoi Hana           (3)QCB+Px3.
[4]212 Shiki:Kototsuki In       (2)HCB+K.

-Super moves
[5]Kin 1211 Shiki:Ya Otome(9/11/13)QCF,HCB+P.
[6]Ura 100 Shiki:Oni Honou  (4/6/7)QCF,D,DF+P.

=Counter move
-Close HP.(1)

=S-Groove dodge attacks
-Knockdown move-press K- Far HK.(1)
-Chain move    -press P- Close HP.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  c  c  c  -  -
-Close                c  c  c  C  -  C
-Crouch               c  C  c  c  C  -
-Jump                 -  -  -  -  -  -

-Number of hits-      LP MP HP LK MK HK
-Far                  1  1  1  1  1  1
-Close                1  1  1  1  1  1
-Crouch               1  1  1  1  1  1
-Jump                 1  1  1  1  1  1


.-------------------------------------------------------------------.
See Iori

.-------------------------------------------------------------------.
-Comments-
-Excellent speed in Kin 1211 Shiki: Ya Otome.
-Crouch HK has very good range.
-Yuri Ori is an excellent cross up.
-Orochi Iori jumps higher and faster than regular Iori,
 also moves faster.

:===================================================================:
48.Shin Akuma(Shin Gouki in Japan).
 (Capcom)
--------------------------------------------------------------------
Command name         |Number of hits|Command motion                 |
--------------------------------------------------------------------
=Throws
 Seoi Nage                        (1)F/B+HP.
 Tomoe Nage                       (1)F/B+HK.

=Command moves
 Zugai Hasatsu(high)              (2)F+MP.
 Tenma Kuujin Kyaku(a-o)          (1)D+MK (at the top of the jump)
                   (high)
=Special moves
[1]Gou Hadou Ken                  (1)QCF+P.
[2]Shakunetsu Hadou Ken       (1/2/3)HCB+P.
[3]Gou Shouryuu Ken           (1/2/3)DP+P.
[4]Zankuu Hadou ken(a-o)          (1)QCF+P.
[5]Tatsumaki Zankuu Kyaku(air)(1/2/3)QCB+P.
[6](high/mid counter)             (1)D,D+HP+MP+LP.
[7](low counter)                  (1)D,D+HK+MK+LK.
[8]Ashura Senku                      RDP/DP+LP+HP/LK+HK

=Super moves
[9]Messatsu Gou Hadou         (4/6/8)HCBx2+P.
[10]Tenma Gou Zankuu(a-o)     (4/6/8)QCFx2+P.
[11]Messatsu Gou Shouryuu     (4/6/8)QCFx2+P.
[12]Shun Goku Satsu(lvl-3)       (33)LP,LP,F,LK,HP.
[13]Kongou Kokuretsu Zan(lvl-3)   (1)HCBx2+K.
                         (high)

=Counter move
-Far HP.(1)

=S-Groove dodge attacks
-Knockdown move-press P- Far HP.(1)
-Chain move    -press K- Close MK.(1)

-Cancellable attacks- LP MP HP LK MK HK
-Far                  c  C  -  c  C  c
-Close                c  c  c  C  c  -
-Crouch               c  c  c  c  c  c
-Jump                 c  C  C  c  C  C

-Number of hits-       LP MP HP LK MK HK
-Far                   1  1  1  1  1  1
-Close                 1  1  1  1  1  2
-Crouch                1  1  1  1  1  1
-Jump                  1  1  1  1  1  1

========
=Combos=
========
.-------------------------------------------------------------------.
Target Combo
Close MP->Stand HP.

See Akuma
.-------------------------------------------------------------------.
=Comments:
-The Shun Goku Satsu can pass through anything at the starting point,
 it's also a throw based move so you can't block it.
 You can avoid it jumping ,however you're not always allowed to
 evade it.

-Use the Ashura Senkuu Punch version to avoid getting cornered.

-The Shun Goku Satsu can be cancelled out of any normal move,
 even if the move you are cancelling it from doesn't connect.

-In order to cancel the far HK you must be close.

-The jumping HK can be cancelled into special moves if done
 jumping upwards and at the first part.

-Shin Gouki is faster than normal Gouki.
-He throws 2 firebals in the air instead of 1.
-His fireballs are bigger.

-His Shun Goku Satsu is faster and travels almost all the screen.

-The Kongou Kokuretsu Zan and special counter-moves will
 make Gouki teleport above you and hit.

-The Kanji in his back no longer reads "ten"(heaven)
 now it reads (man of god)

-He doesn't have the Hyakki Shu.

.-------------------------------------------------------------------.
V.Secrets
?

.-------------------------------------------------------------------.
VI.Moves Names/Translations

 Japanese Names      Kao Megura's translation  My spanish translation
.-------------------------------------------------------------------.
 Akuma/Gouki

 Seoi Nage              Over-the-Shoulder Throw   Lanzamiento sobre el
                                                  hombro
 Tomoe Nage             Overhead Judo Throw       Lanzamiento de Judo sobre
                                                  la cabeza
 Gou Hadou Ken          Great Surge Fist          Gran puņo de energia

 Zankuu Hadou Ken       Sky-Slashing Surge Fist   Puņo de enrgia cortador
                                                  de cielo

 Shakunetsu Hadou Ken   Scorching Heat Surge Fist Puņo de energia abrasador

 Gou Shouryuu Ken       Great Rising Dragon Fist  Gran puņo de dragon