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    Card List by HKazuya

    Version: 0.984 | Updated: 04/01/08 | Search Guide | Bookmark Guide

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                       SNK vs. Capcom: Card Fighter's Clash 2
                                   Expand Edition
                                 Complete Cardlist,
                                    Card Guide &
                              Partial Game Translation
                                       v 0.984
                                      by "~Kaz"
                        theeternallostboy at hotmail dot com
    
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    -= Legal =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    This Complete Cardlist is a complete listing of all the cards obtainable in
    the NeoGeo Pocket Color game, Cardfighters Clash 2, and is copyright 2006 by
    "theeternallostboy at hotmail dot com". Do not plagiarize or distribute any
    part or whole of this document for profit or without giving the author
    (that's me, the guy typing this) credit. Feel free to put the entire
    guide on your webpage, as long as the content is not altered and I'm credited.
    
    This is best viewed in a browser with a fixed-width font. If you are using an
    editor to view this, use a fixed-width font like Courier. How can you be sure?
    Just compare this line with the line below. If they're equal, you are golden.
    abcdefghijklmnopqrstuvwxyz 0987654321 * 1234567890 zyxwvutsrqponmlkjihgfedcba
    
    -= Acknowledgements -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    A great big THANK-YOU to:
    
    GameFAQs: for composers and credits, and glitches and previews...
            ...spoiler-filled walkthrus, long top-10's and reviews...
            ...Regional boards, come see what you're missing...
            ...these are just a few of my favorite things!
    
    SNK, Capcom, and Moto Kikaku for releasing this (2001)...
            ...even if it was a Japanese exclusive
    
    The late, great Chris MacDonald, aka "Kao Megura" (1979-2004).
            Your skill & determination are an inspiration to us all.
    
    GameFAQ writers such as:
            -the Lemming's (thelemmings@thelemmings.net) Cardfighters Clash 2 FAQ
                    Alongside Z-force (z-force@execpc.com) and
                    Ritalman (ritalman@thelemmings.net), their FAQ is
                    stuffed with GI-normous chunks of info. It's big too.
            -Ragnarosen & Thundergod for their Savestate Editing FAQs
                    Couldn't have found all 424 cards/804 combos without them.
            -Hasu.. I mean myself
                    Swelled head and all for the sleepless nights because
                    every detail had to get its own special attention
    
    The members of GameFAQs' Final Fantasy Legend 2 board, because they kick @$$.
    The members of GameFAQs' Cardfighers Clash 1 board; SNK 100% SHOCK, baby!
    
    And to my family and friends who can stand to put up with me on a daily basis.
    ..I still don't know how they do it. 8^P
    
    -= Contact =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    Kaz Fact: The author of this FAQ can be found @ www.GameFAQs.com under the
              FINAL FANTASY LEGEND II Board section, where he has harassed the
              local posters of the for the past 3 or 4 years under the name of
              "Hasukawa Kazuya(a)".
              (A Bonus-kun if you recognize the pseudonym.)
    
    If you can't visit the boards, feel free to flame me via e-mail.
    Corrections & helpful suggestions are more welcome though.
    
    -= History =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    v0.00- Tentative release: Somewhen Spring 2006. Actual release: ??
            My personal Cardlist filled with my own nifty comments.
            This is more of a personal compendium which I am publically releasing
            rather than a cardlist, so I'll have quirky lines like "Man, what is
            gazongas in the game? Morrigan, Athena, Carol? And why are Mai and
            the other Vampire/Darkstalkers crew being surprisingly conservative?"
            This will include the card name & abilities, romanized and hopefully
            translated. If I'm lucky, I might be able to even translate some of
            the extra card-text under the card.
            If I someone get a job as a translator, I'll dump the game's script.
            And what the heck is Hokutomaru?
    
    v0.98- Public release: 2006/02.
            Slightly cleaned up the format so it doesn't seem as scattered.
            I've got all the card abilities and names translated except for
            Hokutomaru's ability and "Ochuushia".
            The rules are written, the shortcuts are listed, abd the rare cards
            are revealed.
            What's left? Each card's flavor text, the game script, and if you can
            get any more [S] cards, but I'm pretty much done.
    
    v0.981- 2006/02: Oops, forgot to translate the counter-attack menu.
            Moriya's ability activates at the START of your turn.
            Added to the Galactica Phantom (R008) information.
            Corrected the Cruel Hunting (R009) card and other errors.
    
    v0.982- 2006/03: Included how to get Kyo/Ryu if you picked the CAP/SNK deck.
            Included how to get more [S]-rank cards and Bargain store.
            Added more to the Substitute AC.
            Added more info about Kid's Bargain Store.
            Added a change to Mech Zangief/Krauser's abilities.
            Corrected Rugal's power.
            Corrected a Cruel Hunting mistake.
    
    v0.983- 2008/01: Flav has made an English translation of this game; woo-hoo!
    
    v0.984- 2008/4/1st - Making up for 2007 April Fool's!
            Griffon Mask ability amended for when it's activated by other means.
            Kain's power corrected.
            Raiden's power amended.
            Marco R.'s powers corrected.
            Simplified the Activate! AC description
            Corrected RE Grand Master description
    
    -= Contents -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    Jump to each chapter by searching their for their number ("0.", "I.", etc.)
    This is only a Card Guide to help you construct your own deck; for rules on
    how to play through Story Mode, read the in-game help books or other FAQs.
    
      # | Title             | What you'll find
     ---------------------------------------------------------------------------
      T.| Tutorial (quick)  | A very basic run-through of the rules
      0.| Glossary of Terms | Explaination of the language and symbols I use
      I.| SNK Cards         | The numerical listing of SNK Characters
     II.| Capcom Cards      | The numerical listing of Capcom Characters
    III.| Common Card Teams | Some 'teams' you can keep any eye out for
     IV.| Action Cards      | The numerical listing of all Action Cards (ACs)
      V.| Reaction Cards    | The numerical listing of all Reaction Cards (REs)
     VI.| Decks             | Pre-arranged decks
    VII.| Changes from CFC1 | More rules, shortcuts, lists of changes, and ranting
    
    -= T. TUTORIAL =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    Most of this information can be found in game (if you read Japanese)
    or from the Lemming/Z-Force's FAQ.
    Be sure to read "Changes from CFC1" at the end of this file for more info!
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Quick Rules of the Game: (if you can't understand the tutorial)
    The game goes in phases:
            1. You draw a card
            2. You manage the field/ring
               a. You can place a single (no more) character card on your side
               b. You can back-up a single (no more) card in your ring
                  (!) Cards that just entered may not be backed-up
                  (!) Each card has a limited number of back-up slots
                  (!) Each slot can only be filled ONCE
               c. You can use Action Cards as long as you have enough SP
               d. You can use []-abilities if you have a card that has one
                  (!) Cards that just entered may not use their []-abilities
                  (!) Using []-abilities will "freeze" your card
            3. You attack or end your turn
                  (!) Cards that attack will be "frozen"
            4. Your turn is now totally over
            5. The opponent draws a card, manages their ring, and/or attacks
            6. If your opponent attacks:
               a. You may examine the field, discards, and the stats so far
               b. You may look at your hand and play an RE card
            7. You can decide to counter/block your opponents attack with a card
                  (!) Only your UNFROZEN cards may counter/block
            8. Your characters are unfrozen and your turn begins again
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    You must go from "1 to 8" in that order.
    You can do the sub-phases (marked with "a-d"), only once, in any order.
    Win by reducing your opponent's HP to 0.
    You can also win if your enemy has no cards left to draw during Phase 5.
    You can also lose if you have no cards to draw during Phase 1.
    The limit a player's HP can grow is 9900.
    The limit a character card's BP can grow is 3300.
    There is no hand size limit, you cannot discard on your own.
    Remember, normally, you can only play one card and back-up one card per turn.
    There are cards you can find that will allow you to:
            -put more cards down in Phase 2a.
            -allow you to back-up more cards in Phase 2b
            -allow you to back-up cards that just entered in Phase 2b
            -allow you to use []-abilities of cards that just entered in Phase 2d
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Here are the commands on the fight screen:
            1. Look at hand         2. Look at cards on field       3. Glossary
            4. Choose attack cards  5. Use []-ability               6. End Turn
               (for a list of shortcuts, see part 8 at the end of this file)
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    If you are attacked, here are the commands you are given:
            1. Choose a card to block       2. Look at hand/use REs
            3. Do not block                 4. Glossary
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Here are the commands on the Story Mode pause screen:
            1. Deck Work -> Card Menu       2. Save
            3. Go to Main Menu
            (goto part 8 at the end of this file for "Card Menu" and "Main Menu")
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    How Card Menu works:
            1. See Deck             2. Set as "active" deck
            3. Card Album           4. Rename deck
    
            1. See Deck
               You will be taken to the list of all the cards you have.
               (for a list of shortcuts, see part 8 at the end of this file)
               When the tabs are flashing, you are highlighting that tab.
               Press Option to change the sorting order.
               Press left/right to select a tab and press "A" to select the tab.
               Once you are in the tab, move the cursor around and select which
                    cards you want with "A".
                    Select how many you want with left/right, confirm with "A".
                    (!) Your deck must have exactly 50 cards.
                        You can "reserve" 80 cards for your deck in this menu.
               Once you are done with a tab, press "B" to go back to tab-select.
               Press "B" when you are highlighting the tabs to leave.
               You will be shown 3 choices:
               (a.) Accept changes  (b.) Discard changes    (c.) Delete this deck
    
            4. You can select a name for your deck!
               Hit Option to jump straight to "OK" to find out what it looks like.
               You can use Hiragana, Katakana, or ABC's to name your deck.
               Use "B" as backspace and "A" to confirm.
               You cannot leave the name blank.
               If you backspace over a blank name, the game will ask you:
                    (a.) Leave Rename Deck?         (b.) No, continue Renaming!
    
    -= 0. GLOSSARY =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
            * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
            * Card Number     [Rarity]        Card Name                 *
            * BP value of card (Change from last game)                  *
            * SP value of card (Change from last game)                  *
            * Backups who are accepted                                  *
            * Who the card can Help                                     *
            * Special Ability (if any) and []-type or /\-type or ()-type*
            * My personal Comments                                      *
            * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
    
    Abilities: (EOA or UPN, your choice)
    []      Will activate on command; card is frozen after using it
    /\      Will activate, once and only once, when the card is put on the field
    ()      Is always active; will turn off at the end of your turn IF
            you use the card with this in a United Combo, but will turn
            back on at the end of your opponent's turn (phase 5)
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Value:
    "Low"   400 BP or less, 2 SP or less, or a BP/100 & SP total of 6 or less
    "Med"   400-500 BP, 3-4 SP, or a BP/100 & SP total of 7-8
    "Good"  600-700 BP, 4 SP, or a BP/100 & SP total of 9-10
    "High"  800+ BP, 5+ SP, or a BP/100 & SP total of 11+
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Rating:
    *       Poor and/or Junk; drop as soon as you can
    **      Low-level card; useful early on or in rare situations
    ***     Decent card; good to use before late game when heavier-hitters appear
    ****	Excellent card; get it, get a lot of it, and use it ASAP
    *****	Top-notch; use this card and abuse your opponents
           Half a star; if I can't be precise about a rating
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Stages in your Game:
    "Early" From the start of the game until you defeat Fou
    "Mid"   Around when you first fight NeoMask to Nanako
    "Late"  From Nanako to the Final Boss
    "Post"  After you defeat the Final Boss through the new Free Battle mode
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Rarity:
    [D]     Very common; weak and/or low ability
    [C]     Common; middle-power level card; maybe has a good ability
    [B]     Uncommon; powerful, balanced, good ability
    [A]     Very rare; very powerful, balanced, and/or great ability
    [S]     One-of-a-Kind; unique art work and an unusual ability
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    There are 8 SNK and 8 Capcom [S]-rank cards.
    There is no easy way to get more than 1 set of [S] cards this time around.
    The special requirement is that you need to defeat each CPU character in
    Free Battle Mode 20-30 times to unlock; you will get the [S] card instead of
    the random set you normally get and the victory count becomes "**".
            *****************************************************************
            *    (!) It's easier to do this before beating the game. (!)    *
            *****************************************************************
            Haruna (20)     - Akari(T)      || Kid (20)      - Terry (T)
            Lip (20)        - Nakoruru (S)  || Fou (20)      - Chun Li (D)
            Zet (30)        - Geese (H)     || Nanako (30)   - Roll (M)
            Torawoh (20)    - Rock (M)      || Shin (30)     - Ryo (H)
            Asou (20)       - Shiki (S)     || Kei (30)      - Kyo (T)
            Dogou (20)      - Jill (M)      || Cap (30)      - Cody (D)
            Fuwa (20)       - Cammy (D)     || Comet (30)    - Morrigan (D)
            Yashichi (30)   - Rimururu (S)  || Sys (30)      - Ryu (U)
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    After beating the game, fighting them will be harder. Each character will
    have 3000 HP, but give 5 (except Asou and Dogou). What cards they give will
    be listed at the bottom of the selection screen. For example Shin will give
    only "Garou" (Fatal Fury) series cards when you beat him.
    When you unlock & fight Neo Mantle, Robo Mantle, and G.Lady, you do not build
    up a victory count against them, but earn 3 totally random cards.
            *****************************************************************
            Haruna   - Only SNK cards       || Kid      - Art of Fighting
            Lip      - Only Character       || Fou      - Only Capcom cards
            Zet      - Samurai Spirit       || Nanako   - Other Capcom 3D Games
            Torawoh  - AC & RE cards        || Shin     - Fatal Fury
            Asou     - just 3 RE cards      || Kei      - King of Fighters
            Dogou    - just 3 AC cards      || Cap      - Justice High
            Fuwa     - Last Blade           || Comet    - Vampire Savior
            Yashichi - Other Capcom 2D Games|| Sys      - Street Fighter 1~3
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    While [A] cards are rare, they are normally obtainable during fights,
    VS.Net shops, Recycling Machines, Radio Dowsing, and VS matches.
    There are also some [A] cards which you are guaranteed to get going through
    certain circumstances and conditions:
            -The Dregs card is given to you the first time you beat the game
            -Kyo is given to you for the final battle of Story Mode (SNK deck)
            -Ryu is given to you for the final battle of Story Mode (CAP deck)
            -To get the other, visit Kid's Store in Story Mode after you beat
                    the game to see your first bargain sale: Ryu for 3 [C]-ranks!
                     Bargain sales will appear randomly. Kid will offer an [A],
                     [B], and [C] rank card; any of them can be traded for 3 [C]
                     rank or higher cards.
            -Tabatha/Tessa is given to you at some point during the Story Mode
                    The Lemming/Z-Force lists that Chizuru can be bought during
                    the second Bargain Store appearance (took me 524 fights), GOD
                    Rugal and Shin Gouki can be obtained from Link fights, and
                    which cards can be easily obtained through Recycle Machine.
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    What Letters After Name Mean
    (C)     Chivalry (or SLASH in Samurai Showdown): Shiki, Nakoruru, Rimururu
    (T)     Treachary (or BUST in Samurai Showdown): Shiki, Nakoruru, Rimururu
    (P)     Power version (Akari from Last Blade)
    (S)     Speed version (Akari from Last Blade)
    
    (H)     Hiroaki; drew Geese (H) & Ryo (H) cards
    (T)     Tonko; drew Akari (T), Terry (T), and the new Kyo (T) cards
    (S)     Senri Kita, drew Shiki(S), Rimururu (S), & Nakoruru (S) cards
    (U)     UZI, drew the Ryu (U) card
    (D)     Daichan, drew Cammy(D), Chun Li (D), Morrigan (D), & Cody(D) cards
    (M)     Maede Shima, drew Jill (M), Rock (M), & Roll (M) cards
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Various Terms I May Use:
    Field   The ring where you put your cards; it is split into yours and theirs
    Hand    The cards in your hand
    Trash   The Discard, Junk, or Trash pile; as a verb, to discard something
    Deck    The cards left in your deck; as a verb, to shrink a deck
    United  A combined/combo attack between 2 or 3 characters
    Bruiser A character with high BP, but gives low (or no) SP
    Weenie  Also, weiner. A weakling. A sap. A patsy.
    Stuffup Specifically, to clutter your enemy's ring with weaklings.
    Team    Cards that give and receive help from each other.
    
            * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
            * Card Number     [Rarity]        Card Name                 *
            * BP value of card (Change from last game)                  *
            * SP value of card (Change from last game)                  *
            * Backups who are accepted                                  *
            * Who the card can Help                                     *
            * Special Ability (if any) and []-type or /\-type or ()-type*
            * My personal Comments                                      *
            * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
    
    -= I. SNK CARDS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    S001    [B]     Terry
    BP:     1000
    SP:     3
    Backup: Andy, Ryu
    Helps:  Joe, Blue Mary, Ryu, Sean, Cody
    ()      Terry Rush
            Keeps character out of Freeze Phase after he attacks.
    (****) Again, Terry is the center of your initial deck if you choose the SNK
            one at the start. Terry is the better of the Bogard Bros. because of
            his 1000 BP and of course "Terry Rush". Terry can do a regular attack
            AND remain unfrozen to defend in case the opponent has someone left.
            While his role after the last boss dimishes, Terry brings enough
            power to the table to warrant him to be a constant in your deck.
            NOTE: Terry's ability does NOT mean he can never be Frozen. Terry
                  just doesn't freeze after attacking normally.
    
    S002    [B]     Andy
    BP:     800
    SP:     3
    Backup: Mai, Hokutomaru
    Helps:  Terry, Mai, Hokutomaru, Ayame, Urien
    /\      Zan Ei Ken (Shadow Slicer)
            Randomly selects one enemy card from his/her hand and discards it.
    (****)  A strong card with 800 BP and 3 SP, Andy Bogard also has a great
            ability in removing a card from the enemy hand. It's random, so you
            may or may not screw them up; but at the very least, it's annoying.
            Andy hasn't changed much other than his backups. He is best played
            on his own in CFC2 anyway.
    
    S003    [B]     Joe
    BP:     700
    SP:     4
    Backup: Terry, Sagat, Adon
    Helps:  Daimon, Sagat, Adon
    []      Screw Upper
            Draw 2 cards from enemy's deck and trash them.
    (****)  Another Legendary Fighter, another [B] card. The man of Mui-Thai has
            great stats: his BP is good and his gives a high amount of SP. On top
            of that, the threat of using Joe's Screw Upper will indeed screw with
            your opponent. Loosing two cards can be devastating in two ways:
            (1) They could've been strong cards, and (2) you end up "decking"
            your opponent faster. If you they start their turn and can't draw any
            more cards, they lose the game.
            This year, Joe's part of a better team and can seriously be a part
            of a crew that concentrates on decking your opponent.
    
    S004    [C]     Mai
    BP:     600
    SP:     2
    Backup: Andy, Hokutomaru, Chun Li
    Helps:  Andy, Hokutomaru, Chun Li, Morrigan, Kaede (OM)
    []      Henje no Jutsu (Morph)
            Discard your hand and pick same number of cards you discarded plus 1.
    (***)  Mai's ability is nice if you think your hand is junk and want more
            cards. Plus her 600 BP is still good for a [C] card. Mai hasn't
            changed much from CFC1; she makes a duo with Andy or Chun Li.
    
    S005    [B]     Billy
    BP:     700
    SP:     2
    Backup: Geese, Son Son
    Helps:  Geese, Geese (H)
    /\      Suzume Ootoshi (Shrike Drop)
            See enemy's cards. If they have any AC cards, you can discard 1.
    (****)  Hitman and bodyguard Billy Kane is a highly valuable card. He has
            high BP (700), gives a decent amount of SP (2), and has a great
            ability: it gives you a great view of the enemy's hand PLUS lets you
            junk one of their ACs (if they have any). In CFC2, Billy's ability
            to view hands is invaluable, too bad he lost out of some help. On a
            positive note, he Geese are now interchangable.
    
    S006    [C]     Kim
    BP:     500 (-200)
    SP:     3 (+1)
    Backup: Kim Sue-Il, (Kim) Dong Hwan, (Kim) Jae Hoon
    Helps:  Chang, Choi, Lee Rekka, Kim Sue-Il, (Kim) Dong Hwan, (Kim) Jae Hoon,
            Jhun Hoon, Kyouko, Hideo, Iincyo (Chair)
    []      Kyou Iku! (Training!)
            Unfreeze a character on your field.
    (***)   Wow, did Kim get re-worked. The destroyer of Evil and protector of
            Justice has gotten a little rusty as of late. Paired up with a
            card with a strong ability, like Joe, Kim can double their
            effectiveness. While weaker, Kim's potential is fully tapped if
            he's part of back-up based deck. If you collect all the Kim's,
            they'll be a family tree to be reckoned with. As he stands, Kim can
            back up a record-setting TEN different cards on his own making him
            highly useful at the start of the game.
    
    S007    [C]     Duck King
    BP:     300
    SP:     3
    Backup: Bob, Kyoshiro, Dee Jay
    Helps:  Bob, Kyoshiro, Dee Jay, Birdie
    /\      Duck Dance
            Raise 1 teammate's BP by 300.
    (**)   A good low-level card to have, Duck King is the equivalent of having
            an Awakening AC in your hand with the plus side of being a 3 SP-giving
            character card. Duck King could play back-up to any of the 4 cards
            listed, but if there's room, you should play Duck King to boost the
            BP of a stronger card and then back Duck King up.
            Nothing has changed for DK since the the previous game; you can get
            the most out of him in a back-up based deck with Bob & Dee Jay.
    
    S008    [C]     Blue Mary
    BP:     500
    SP:     3
    Backup: Terry, Seth, Vanessa
    Helps:  Charlotte
    []      Mary Spider [M.Arachnid]
            Keeps one Frozen character Frozen for another turn.
    (***)  Unfortunately, Blue Mary is less of a threat than she was before.
            Too many powerhouses, methods to snake abilities, and RE cards that
            un-Freeze characters ruin an otherwise killer power.
            Blue Mary is a fair card: 500 SP and 3 SP are all good stats to have.
            She is also an excellent card to have for her Mary Arachnid: the
            built-in version of the "Double" AC effect. You sacrifice Mary's turn
            to keep an enemy heavy-hitter frozen another turn. And when Mary
            recovers (if she hasn't been hit with Double), she can KEEP that
            heavy-hitter stalled ANOTHER turn. And ANOTHER. (until you feel like
            it, or unleash Evil Ryu on them).
            Mary works better if you have Rimururu (T), the Puppet AC, or the
            Ryuunen RE cards as they set the enemy up for a Mary Spider.
    
    S009    [D]     Hon Fu
    BP:     500 (+200)
    SP:     0 (-4)
    Backup: Akari, Fei-Long, Wang Tang
    Helps:  Fei-Long, Wang Tang
    ()      CLONE no Yomi (Yomi's Clone)
            Draw one card when his attack is countered.
    (**)    While his strength has decreased since the first game, he can find a
            place in a back-up based deck. His ability activates like Karin's and
            is highly beneficial for adding more back-up potential to your hand.
            Because he gives no SP, you should think twice before placing Hon Fu.
    
    S010    [D]     Bob
    BP:     300
    SP:     3
    Backup: Duck King, Dee Jay, Elena
    Helps:  Duck King, Grant, Dee Jay
            None
    (*)    A very simple (weak) card, under-par in many respects except for the
            fact he can back-up a team of better characters.
    
    S011    [B]     Yamazaki
    BP:     800
    SP:     2
    Backup: Goenitz, Mature, Vice
    Helps:  Mature, Vice, Roddy, Lei Lei (Hsien-ko)
    /\      GAN Tsuke! (Face Off)
            Freeze a character directly in front of him.
    (***)  Yamazaki's been downgraded to a [B] rank because his power is no
            longer as threatening. As card placement is now much more important,
            you'll find it more difficult to use Yamazaki's powers. Players and
            the CPU alike will try to put their power-cards in front of weenies
            to avoid abilities like Yamazaki's.
            Yamazaki can still replace Goenitz on an Orochi-based team, but his
            starting 800 BP may make him a target from the get-go.
    
    S012    [C]     Chong Shu
    BP:     400
    SP:     3
    Backup: Chong Lei, (Kim) Jae Hoon, Yang
    Helps:  Chong Lei, Hotaru, Yang
    []      Rojin Ken (Fogey Fists)
            KO's one other character in your ring. Add their BP to Chong Shu.
    (***)   I like him. Fair stats and his ability can clean your ring of dead
            weight. Or even clean your ring of people with annoying abilities.
            Or just clean your ring of strong characters so you can play even
            stronger characters. The only downfall is if Chong Shu gets sent back
            to your hand, he looses all those BP he gained.
    
    S013    [C]     Chong Lei
    BP:     600
    SP:     2 (+1)
    Backup: Chong Shu, (Kim) Dong Hwan, Yun
    Helps:  Chong Shu, Hotaru, Yun
            None
    (***)   A good card if you find him early. 600 BP is great to have early on,
            and he now gives 2 SP.
    
    S014    [C]     Rick
    BP:     500
    SP:     3 (+2)
    Backup: Rob Python, Vanessa, Bison (Balrog)
    Helps:  Rob Python, T.Hawk, Dudley
            None
    (**)    Now a fair [C] card, Rick's stats make him a decent contender.
    
    S015    [C]     Xiang Fei
    BP:     400
    SP:     4
    Backup: Lei Lei (Hsien-ko), June, Tao (Mai Ling)
    Helps:  Chun Li (U), Lei Lei (Hsien-ko)
            None
    (**)    A good card to have early on, especially with 4 SP. Unfortunately,
            she no longer helps as many cards.
    
    S016    [D]     Alfred
    BP:     200
    SP:     2
    Backup: John, Guile, Nash (Charlie)
    Helps:  Falcon
    ()      W-Rider (Double Rider)
            Let this character attack the turn he was played.
    ()     Good ability, crappy card. Even if Alfred was the first card played,
            200 BP is just weak.
            NOTE: W-Rider does NOT let Alfred partake in United Combo attacks.
    
    S017    [D]     Tsugumi
    BP:     300
    SP:     3 (+1)
    Backup: Griffon M., Zangief, Rainbow Mika
    Helps:  Rainbow Mika
            None
    ()     Tsugumi is weaker for not being part of that rasslin' crew.
    
    S018    [A]     Krauser
    BP:     1200
    SP:     5
    Backup: Mr.Big
    Helps:  Arthur
    /\      Gigantic Cyclone
            When entering, KO another ACTIVE character in your field.
    (*****) 1200 BP #and# 5 SP is special enough. Krauser & Mech Zangief are the
            only two cards that have such high stats in both areas.
            Though his new ability forces him to KO a partner in the ring (not
            himself) if one exists, Krauser is still a worthwhile card to have
            multiples of. KO-ing another character in your field is NOT a bad
            thing, especially if you have no other cards there, or they're too
            weakened to fight. Think of Krauser as an [A]-rank Setsuna, only with
            twice the BP.
    
    S019    [A]     Geese
    BP:     1500
    SP:     0
    Backup: Billy
    Helps:  Billy, Rock H., Vega (M.Bison)
    /\      Yoyuu (Composure)
            Show opponent your hand and discard all AC & RE cards.
    (***)  Geese is just bad luck this time around. True, he does have 1500 BP,
            is interchangable with Billy, and helps out more cards this time
            around, but he gives no SP, forces you to show your hand and you lose
            all non-character cards. Even if you didn't have AC or RE cards in
            your hand, you're still showing your cards.
    
    S020    [B]     Ryo
    BP:     900
    SP:     2
    Backup: Robert, Takuma
    Helps:  Robert, Yuri, Mr.Karate, Marco R., Makoto
    []      Kiryu KUTAME (Spirit Surge)
            Discard 1 AC card from hand to gain 1 SP for each card left in hand.
    (****)  A high BP should instantly turn your head. Ryo now gets more help
            from his Kyokugenryu school and gives some back too. Ryo's ability is
            still the same; it's more potent if you have a Crossover/Dregs or
            Tenchi Souzou to get penty of cards.
    
    S021    [C]     Robert
    BP:     700
    SP:     1
    Backup: Ryo, Ken, Karin
    Helps:  Ryo, Yuri, Ken, Dan, Karin
            None
    (***)   A good heavy-hitting bruiser to have, especially alongside Ryo.
            The Kansai-accented Ryugeki student is a notch above many strong-arms
            in that he at least gives 1 SP. Robert used to be Ryo's sprite-swap
            in Art of Fighting's player 2; CFC2 reflects those roots by teaming
            him up with who used to be Ryu's semi-double of Street Fighter 2.
            The rich Garcia is also paired up with Capcom's fabulous Karin
            Kanzuki and of course Dan who he shares a *slight* resemblance to.
    
    S022    [C]     Yuri
    BP:     500
    SP:     2
    Backup: Ryo, Robert, Dan
    Helps:  King
    []      Kochi! Kochi! (Bring it on!)
            Lower's enemy's SP by 3.
    (***)   No longer part of the Women's team with Mai, she still gets help from
            her Kyokugenryu family and gives help to her former Josei capitan.
            Yuri's stats are still decent, but her ability is more important in
            CFC2 with the fear of an enemy using Reaction Cards not to mention
            preventing Unions and ACs.
    
    S023    [C]     Takuma
    BP:     500
    SP:     4
    Backup: Heidern, Saishu, Makoto
    Helps:  Ryo, Saishu, Marco R., Makoto
            None
    (***)   Another member of the Sakazaki clan in good standing. His stats are
            solid and he helps more people this time around.
    
    S024    [C]     Mr.Karate
    BP:     700
    SP:     0
    Backup: Ryo, Dan
    Helps:  Mr.Big, Dan
    []      Yukuefumei (M.I.A.)
            Shuffles deck after this card is returned to deck.
    (**)   Takuma.. I mean Mr.Karate is still the same 0 SP bruiser, but this
            time, he's helping fewer people. Mr.Karate is still hard to grade;
            he is still very powerful for the first 1/2 of the game and can
            scuttle himself out when he's weakened, but there's still the 0 SP.
    
    S025    [B]     King
    BP:     600
    SP:     5 (+4)
    Backup: Yuri, Sagat, Adon
    Helps:  Kasumi, Charlotte, Adon, Rain, AKIRA, Eagle
    /\      Dealer
            Discards entire hand to pick 1 card from your deck. That card is your
            new hand. Shuffle deck.
    (***)  I love this Mui-Thai kickboxing bar-owner (as do 6 other cards;
            three less than the previous game), and because her SP boost has
            increased, she makes for a decent character. With +5 SP, her ability
            is now more reasonable if you wanted an AC or RE card. While you
            still discard your entire hand, there are more cards that will let
            you draw more (Son Son, for example) or pick the trash (like Modoru
            no Jia). Unlike Saki & Management, you don't have to show off which
            card you picked.
    
    S026    [D]     John
    BP:     400
    SP:     2 (+1)
    Backup: Mr.Big, Guile, Nash (Charlie)
    Helps:  Alfred, Mr.Big, Guile, Falcon
            None
    (*)     Just another "John McFlunkie" of Mr.Big. 400 BP isn't particularly
            bad at the start of the game. Now he can now back up bigger fish.
    
    S027    [D]     Lee Pylon
    BP:     200
    SP:     5
    Backup: Genan, Choi, Balrog (Vega)
    Helps:  Genan, Chin Gensai, Balrog (Vega), Gen, Lee, Son Son
            None
    (*)     5 SP is good for a weakling that can still back up Genan & Balrog.
    
    S028    [C]     Mr.Big
    BP:     600 (+200)
    SP:     3 (+1)
    Backup: Mr.Karate, John, Eagle
    Helps:  Krauser, John, Geese (H), Blues (Proto Man), Eagle, Son Son
    []      Tegoma (Mob Control)
            Discard a card in your hand with an ability; that ability goes to
            someone in your field.
    (**)   This time around, Mr.Big deserves his [C]-rank. No longer content
            with being just an underworld mini-boss of AoF, Mr.Big called/begged
            his KoF'96 team to let him in; Mr.Big now has good stats, an annoying
            ability and helps many more cards.
    
    S029    [D]     Eiji
    BP:     300
    SP:     3 (+1)
    Backup: Zantetsu, Mukuro (Kenji), Shou (Ginsu)
    Helps:  Zantetsu, Lin, Ibuki
    /\      Sakiyomi (Prophecy)
            After seeing your deck's top 3 cards, rearrange them in any order.
    (*)    Ninjas are cool. Eiji is a ninja. Eiji should be cool, right?
            Eiji now hangs around with the weaker ninjas of the game, which
            make him decent in an early back-up deck. Now with an added SP, you
            can feel a little more confident about Eiji predicting your cards
            and not just boosting them.
    
    S030    [C]     Kasumi
    BP:     400
    SP:     4
    Backup: King, Takato, Ryuhaku
    Helps:  Takato, Ryuhaku
    []      Kasane-ate (Overlap Crunch)
            Discard 1 Action card from hand to damage your enemy for 200 HP.
    (***)   A slightly less-than-great card to have now. While her Overlap
            Crunch is easier to perform, it's more of an annoyance now. Kasumi
            now has an aikido/judo teammate in Takato and Ryuhaku, so what if one
            happens to be her oft forgotten father (1st punching ba.. er, I mean
            'boss' of AoF1)?
    
    S031    [A]     Haohmaru
    BP:     1000
    SP:     1
    Backup: Charlotte
    Helps:  Shizumaru, Ryoma
    ()      Zantetsusen (Iron Slice)
            Attack cuts through opponent, damaging your enemy's HP.
    (*****) Haohmaru is a one-man wrecking crew, and that's when he's sober!
            Iron Slice makes Haohmaru a walking United combo attack. His slash
            cannot be stopped by anything short of death or Manali's Song. It
            will ignore Machioke, cut down characters, and if Haohmaru has any BP
            left, he will then damage the enemy directly! Ignore the fact he
            only gives 1 SP, imagine the damage he could do when powered up?
    
    S032    [D]     Ukyo
    BP:     700
    SP:     2
    Backup: Hokutomaru, Bulleta (B.B.Hood)
    Helps:  Touma, Roy
    ()      Kabosoukii no Chi (Dwindling Life)
            KO this character at the end of the turn if he attacks or counters.
    (**)   Poor, poor dying Ukyo. Coughing up blood is definetly not a good
            sign. Ukyou still offers you a lot: 2 SP and 700 BP are nothing to
            cry about. Are you still worried about this samurai's dwindling
            spirit? Remember that there are several cards (Anakaris, Substitute,
            etc.) that can remove his ability, and if you have enough SP (or
            Tooptadon), combo Ukyo with someone in a United attack (which
            suspends his Ability). Or just Raw Shield Ukyo's BP for HP.
    
    S033    [B]     Hanzo
    BP:     600 
    SP:     3
    Backup: Galford, Mukuro (Kenji)
    Helps:  Zantetsu, HAOUMARU, Mukuro (Kenji), Shou (Ginsu)
    []      Mijin-gakure (Dust Cloud)
            Returns this character to hand.
    (***)  Much better upgrade to Mr.Karate. Hanzo comes in and gives 3 SP,
            defend and attack perhaps, and then POOFs back out with his own
            personal Escape ability only to come back in down the line with his
            600 BP to bear. Superior in every way, Hanzo even makes a better team
            with Jubei than Mr.Karate & Dan.
    
    S034    [D]     Galford
    BP:     300
    SP:     2
    Backup: Nakoruru (C), Galon (Talbain), Rush
    Helps:  Hanzo, Nakoruru (C), Rush
    /\      Hey Poppy!
            Draw one card.
    (*)    Not terrible to have at the very beginning because of his draw 1
            bonus. His stats are still low, and he now only helps 2 good cards.
    
    S035    [A]     Nakoruru (C)
    BP:     600
    SP:     4
    Backup: Galford, Rimururu (C)
    Helps:  Galford, Rimururu (C), T.Hawk
    /\      Shizen no Megumi (Balm of Nature)
            Recover 500 HP.
    (****) Best healing card ever. With this rare card, Kensuu, Rimururu (C),
            Raw Shield, and even Grace are almost redundant. Nakoruru isn't a
            shabby fighter either; with 600 BP and a whopping 4 SP points,
            Nakoruru is good to have in the field. Chances are though, you won't
            be receiving help from her rather weak back-ups or even consider
            using her as back-up yourself. I gave her an extra () due to the
            importance of staying alive against harder opponents.
    
    S036    [B]     Nakoruru (T)
    BP:     600
    SP:     4
    Backup: Rimururu (T), Rush
    Helps:  Rimururu (T), Galon
    ()      SHIKURUU no Kiba (Shikuroo's Fang)
            At the end of your turn, all frozen enemy characters take 200 damage.
    (****)  Equally as good as her chilvarous goody-two-shoes counter-part,
            Bust/Treachery (how did SNK US come up with BUST & SLASH?) Nakoruru
            packs a mean offensive punch: any enemy found frozen weakens itself
            200 BP thanks to her wild wolf. Great to place after an enemy attacks
            or after something like Puppet, Yamazaki, or Rimururu (T)'s Konril!
            Play multiples of her and watch the damage from Shikuroo stack!
            A passive ability means the CPU won't target her as aggressively;
            keep her alive and watch the enemy slowly die!
    
    S037    [S]     Nakoruru (S)
    BP:     500
    SP:     3
    Backup: Strider Hiryu, Rock (Mega) Man
    Helps:  Rimururu (C), T.Hawk, Yurika
    []      Oide MAMAHAHA (Mamahaha Call)
            Draw one card.
    (**)   Not too shabby a card. A little weak considering she is an elusive
            [S] rank. The original Nakoruru (with trained falcon) has good stats
            and can allow you to draw a card anytime you like, but by the time
            you get her, one card & 500 BP may not matter too much. Also by
            then, you might have gotten other cards, like Hon Fu or Takato,
            which let you draw more cards as ()-abilities.
    
    S038    [C]     Rimururu (C)
    BP:     400 (+100)
    SP:     4
    Backup: Nakoruru (C), Nakoruru (S), Rain
    Helps:  Nakoruru (C), Shizumaru, Momo
    ()      Kaze no Sasayaki (Wind Whisper)
            Get 100 HP every time your turn ends.
    (***)   A fair card to get before you hit end-game. She and Nakoruru (C) make
            an OK team, but Rimururu's main attraction is that she can give 4 SP
            and heal you every turn. Her ability, Wind Whisper, is much improved,
            but her 400 BP is still easily overshadowed by stronger cards and
            cards with stronger offensive abilities.
    
    S039    [B]     Rimururu (T)
    BP:     500
    SP:     5
    Backup: Nakoruru (T), Sasquatch
    Helps:  Nakoruru (T)
    []      Konru (Konril)
            Freezes 1 enemy character.
    (****)  Now THIS is an upgrade. Rimururu (T)'s stats are much better than her
            Chilvarous counter-part, and her ability is a lot more serious too.
            Konril may not seem like much, since the enemy will recover when it's
            their turn, but if you already have a heavy-hitter waiting in the
            wings, then this may open up a path directly to the enemy's HP.
            Or you can use Konril in conjunction with Evil Ryu, Blue Mary, or
            Double. Even if you don't Konril someone, 500 BP and an amazing 5 SP
            are still great for your side.
    
    S040    [C]     Jubei
    BP:     600
    SP:     3 (+1)
    Backup: Heidern, Ramon, Sagat
    Helps:  B.Hayato, Ryoma
            None
    (***)   No special abilities doesn't mean you should overlook this 600 BP
            [C] card. While he isn't part of any strong team per se, this wisened
            samurai still brings 3 SP. A great card for the mid-level game before
            the 1000 BP cards become commonplace.
    
    S041    [D]     Charlotte
    BP:     400
    SP:     3
    Backup: Blue Mary, King, Balrog (Vega)
    Helps:  Haohmaru, Rain
            None
    (*)    Rightfully given a [D] stats. Many other 400/3 cards are part of
            better teams, so I've dropped Charlotte's rating a bit.
    
    S042    [C]     Kyoshiro
    BP:     300
    SP:     3
    Backup: Duck King, Dee Jay, Amingo
    Helps:  Duck King
    /\      Mononofu no Mai (Warrior Dance)
            Raises BP of all your characters (even himself) in the ring by 100.
    (**)    Tagging with Dee Jay & Duck King keeps Kyoshiro in some decks;
            otherwise, consider him a regular 400/3 character card with the
            perk of giving a free Showtime knock-off.
    
    S043    [D]     Genan
    BP:     400
    SP:     1
    Backup: Lee Pylon, Balrog (Vega), Raizou
    Helps:  Lee Pylon, Mukuro, Blanka, Balrog (Vega), Raizou
    []      Nozo KUKE! (Peeping Kay!)
            See enemy's hand.
    (*)    Until Billy Kane drops into your lap, or you stockpile Stifler cards,
            Genan will be the one peeking at your opponent's hand. Add the fact
            that this Shiranui (yup) tribesman actually forms some sick team
            with Balrog (Vega), Lee Pylon, and Raizou make him useful early.
    
    S044    [D]     Tam Tam
    BP:     500
    SP:     2
    Backup: Cham Cham, Balrog (Vega), Q
    Helps:  Cham Cham
            None
    (**)    Tam Tam has nothing exceptional, no great ability of his own, but he
            has a good 500 BP, which is pretty good in the early goings.
    
    S045    [D]     Cham Cham
    BP:     400 (+100)
    SP:     3 (+1)
    Backup: Tam Tam, Felicia, Al & Iven
    Helps:  Tam Tam, Hayate, Felicia, Sasquatch, Al & Iven
    []      Paku Paku
            Discard a RE card from your hand to draw 3 cards.
    (**)    This cute mascot carries her own mascot (Tam Tam's cursed form)!
            This time around, Cham Cham carries decent stats and a built-in
            "3 Shimai" ability, which make her more than just back-up fodder.
            Paku Paku, by the way, is her (new?) monkey's name.
    
    S046    [D]     Genjurou
    BP:     700
    SP:     0
    Backup: Amano, Aulbath (Rikuo), B.Hayato
    Helps:  Shiki (C), Amano, Aulbath (Rikuo)
    ()      Shitta Kotoka! (I knew it!!!)
            Character cannot perform counter-attacks.
    (*)     A very high BP for a [D] card, but his ability is a pain (defense is
            important) and he gives no SP. You could consider a Substitute or ESP
            or even Anakaris card for your deck, or just use Ukyo [D] instead.
    
    S047    [D]     Nicotine
    BP:     300
    SP:     4
    Backup: Gaira, Retsu, Donovan
    Helps:  Gaira, Kuroko (the Ump), Retsu
    ()      Fuuin no Fuda (Exorcism Card)
            Disables all characters' [] abilities.
    (*)    The monk known as Caffiene Nicotine isn't just a funny name. He's
            also a decent [D] card. 300 BP is passable and the 4 SP is plentiful,
            but being able to stop attacks like M.Arachnid and S.Dynamite?
            The hardest part is giving Nicotine a rating; his stats are good in
            the early and mid-game, but his ability is more useful in annoying
            people in the mid-game and beyond, when they have all those []
            abilities that can screw you over like S-Upper.
            Nicotine is still a good low-level card, but you can always use
            Anakaris or June to mute everyone's abilities later on.
            NOTE: This will prevent YOUR characters from using [] abilities too.
    
    S048    [B]     Shizumaru
    BP:     500
    SP:     3
    Backup: Haohmaru, Rimururu (C)
    Helps:  Cammy
    []      Samida Regiri (Midsummer Rain)
            KO this character. Both players discard their hands.
    (***)   Good stats on this card make Haohmaru's student worthy of holding
            during mid-game. His ability is a bit iffy; generally you should
            use it when you have few useful cards in your hand, hoping to take
            out something natsy the enemy may be storing.
    
    S049    [D]     Gaira
    BP:     400
    SP:     1
    Backup: Nicotine, Gouki, Donovan
    Helps:  Nicotine, Retsu, Donovan
    /\      Katsu! (Shout!)
            Ends all characters' Freeze Phase.
    (*)     A fairly poor card. 400 BP isn't shabby, but he only gives 1 SP and
            his Shout! will awaken even your opponent's frozen cards, allowing
            them to defend your attacks.
            There are only 2 reasons to have Gaira. You have a lot of cards with
            [] abilities, they'd get to use them twice in a round if you play
            Gaira (same if you used a Fight! card). Or you have him back-up
            some of the less "blah" cards. I'd rather have Kyouko or a Fight! AC.
    
    S050    [D]     Kubikiri Basara
    BP:     200
    SP:     4 (+1)
    Backup: Iori, Birdie, Zaki
    Helps:  Cathy, Freeman, Zabel (Raptor)
            None
    ()     Remember kids, revenge is still worthless and so is Basara. There are
            many [D] cards that provide better BP, SP, help, or all three.
    
    S051    [C]     Kazuki
    BP:     600
    SP:     1
    Backup: Ralf, Ken
    Helps:  Kagami, Kain, akira
    []      Enmetsu (Imbroglio)
            KO's character. Decreases a random ring character's life by 500.
    (**)   A decent mid-level card. 600 BP offsets his single SP, and he can
            help his brother Sougetsu. Kazuki's explosive ability is a bit of
            a gamble unless he was the only character in your ring. It's a great
            way to go out if he's weakened though, doing 500 BP of damage to
            (hopefully) one of your opponent's cards.
    
    S052    [B]     Sougetsu
    BP:     700
    SP:     3
    Backup: Chun Li, Aulbath (Rikuo)
    Helps:  Aulbath (Rikuo)
    /\      Koori no Emi (Frigid Smirk)
            Skips enemy's next draw phase.
    (****) High BP, good SP, and his ability will annoy your opponent to no end.
            Sougetsu is a great addition even after beating the game.
    
    S053    [C]     Shiki (C)
    BP:     500
    SP:     4
    Backup: Genjurou, Balrog (Vega)
    Helps:  Asra, Balrog (Vega)
    []      Shikishu (NRG syphon)
            KO one of your characters to gain 200 HP.
    (***)   A very good card, 500 BP and 4 SP is really nice for a [C] card. This
            hot mamacita's ability is also... nice. She can clean your ring of
            weaklings while recovering your HP.
    
    S054    [B]     Shiki (T)
    BP:     600
    SP:     5
    Backup: Asra, Balrog (Vega)
    Helps:  Asra, Necro
    ()      YUGA no Juubaku (Yuga's Spell)
            Raises cost for Action Cards by 3 for both players.
    (***)   Stronger than Shiki (C), but her ability is a double-edged attack.
            Great if you have a cache of SP and your opponent doesn't, or if
            you don't have many ACs and they do. This does not affect the cost
            of Reaction Cards nor United attacks.
            NOTE: Having more than 1 Shiki (T) in the ring COMPOUNDS their
                  abilities. 6 Shiki (T)'s would mean the cost of ACs rises by 18!
    
    S055    [D]     Asra
    BP:     400
    SP:     2
    Backup: Shiki (C), Shiki (T)
    Helps:  Shiki (T), Shiki (S)
    /\      Yamiyori Kitaru (Rising Evil)
            Draw one discarded card, return it to deck, and shuffle deck.
    (***)   Highly useful card for a LONG while. Not only does Asra have a
            decent 400 BP and 2 SP, his ability immediately recovers any AC or
            character back into you deck.
            NOTE: Even if you have nothing in your trash pile, playing Asra
                  will still shuffle your deck.
    
    S056    [D]     Taizan
    BP:     400
    SP:     2
    Backup: Ralf, Eri, Tiffany
    Helps:  None
            None
    ()     Not bad. Enough BP to survive, but no friends (just his own Backup).
            Taizan, by the way, comes from the NGPC Samurai Showdown/Spirits.
    
    S057    [C]     Amakusa Shirou
    BP:     600
    SP:     2
    Backup: Zankuro, Orochi
    Helps:  Zankuro, Orochi, Bowman
    /\      Mio Yudaneyo (Give Yourself)
            KO all other characters in your Ring. +3 SP for each KO'd character.
    (**)    A decent character, though he wears a rather flamboyant costume, he's
            a boss. No idea why he and Zankuro are a good team in this game.
            You might see similarity between Amakusa and Bishamon; they are best
            used to clear your ring of weenies. You can also use Amakusa when
            your ring is empty too.
    
    S058    [C]     Zankuro
    BP:     700
    SP:     0
    Backup: Amakusa, Samanosuke
    Helps:  Amakusa
            None
    (*)    A 700 BP wall. Not as bad as Genjurou, but not quite Mr.Karate. It's
            a lot of BP for an early character, but no SP is annoying.
    
    S059    [B]     Kuroko (the Ump)
    BP:     100
    SP:     5
    Backup: Nicotine, Kuroko (the Ump), Kuroko (the Ump)
    Helps:  Kuorko (the Ump), Hagure Hitogata (the Wanderer), Akari, Twelve
    ()      Fushigibito (Mystic)
            Disables this character's attacks & counterattacks. Yup.
    ()     Kuroko is a being of few words. And here, a being of fewer actions as
            well. The Referee (not to be confused with Mr. Referee of "Medabots")
            nets you 5 SP if you don't want to use him as someone's back-up,
            and is best the target of Double KO cards, Substitute cards to stop
            your opponent's counter-attack, or just fodder for someone like
            Amakusa or Rose whose abilities requires a sacrifice.
    
    S060    [A]     Kyo
    BP:     800
    SP:     1
    Backup: Batsu
    Helps:  Daimon, Shingo, Kagami, Ryu (U)
    /\      OROCHI Nagi (Orochi Wave)
            Decreases enemy's life by 500 HP.
    (****) A strong card with a powerful ability; you should grow familiar with
            Kyo as he renders character abilities like Saishu's obsolete. Kyo's
            rating has improved due to the increased difficulty in dealing large
            chunks of direct damage and the fact that you can get him easily.
            Kyo's alternate card is still better...
    
    S061    [S]     Kyo (T)
    BP:     700
    SP:     3
    Backup: Shingo, K'
    Helps:  K'
    /\      182 Shiki (182 Ways)
            Lowers enemy's or an enemy character's HP/BP by 300.
    (****) Plain-clothed Kyo is much more versatile than regular Kyo in that he
            can decimate the enemy or weaken their lines. Kyo (T) still has a
            high amount of BP and even offers more SP, and if given a choice, I
            would choose him over his flaming counter-part. If I were making a
            direct-damage themed deck, I'd include them both.
    
    S062    [B]     Benimaru
    BP:     600
    SP:     1
    Backup: KAEDE, Edge
    Helps:  Daimon, Seth, Blanka, Edge
    []      Raiko-oh Ken (Thundergod Fist)
            Lower's his and one selected enemy character's BP by 500.
    (***)   Do you understand? The karate-man from Japan who concentrates more
            on his style and his street-fighting than his classes has 600 BP
            which puts him up there as a heavy hitter. He could use more SP,
            but his ability can make up for it in that he can use it twice if
            he survives long enough, or as a desperation attack to weaken (or
            wipe out) a character. I almost expected Beni to help out every
            female card here ala KoF'98.
    
    S063    [C]     Daimon
    BP:     500
    SP:     4 (+2)
    Backup: Joe, Kyo, Benimaru
    Helps:  None!
            None
    (**)   Apparently Daimon has turned into a prima-donna himself; he no
            longer helps anyone though he still gets help (back-paid) from
            his Team-Japan buddies... and that head-band fad he and Joe share.
            Daimon still takes a backseat to those with abilities, but his higher
            stats make him useful in the field.
    
    S064    [C]     Heidern
    BP:     600
    SP:     1
    Backup: Leona, Ralf, Clark
    Helps:  Takuma, Jubei, Leona, Ralf, Clark, Saishu, Tao (Mai Ling)
    ()      Storm Bringer
            Steal up to 3 SP if this character directly damages the opponent.
    (***)   The Ikari squad leader should be a favorite among the SNK version
            players. In fact, Heidern can be instrumental in your early and
            mid-game decks. 600 BP is a good start, and he can be backed-up by
            many good common cards to keep his strength high. Even after his
            teammates leave your deck, Heidern is still someone to be reckoned
            with, especially since Heidern can drain SP from your opponent, no
            matter how weak he gets. Later on though, you may need SP immediately
            and dealing direct damage in a non-Union Combo will be much harder.
    
    S065    [C]     Leona
    BP:     400
    SP:     2
    Backup: Heidern, Ralf, Clark
    Helps:  Heidern, Ralf, Clark, Rolento, Rock Man X
    /\      X-calibre
            Decreases 1 other character's life by 200.
    (**)   Leona's ability is very handy: cut someone on the other side down a
            notch. She also makes good back-up fodder along with her Ikari
            comrades; all except Heidern have 400 BP. It doesn't really matter
            who gets on the field first (although Leona and Heidern obviously
            have the nice abilities you want to exploit), they can all back
            each other up.
            NOTE: Be careful when playing Leona. If there are no enemies,
                  Leona WILL have to attack a teammate. She can be played when
                  the field is empty, but her ability won't activate.
    
    S066    [D]     Ralf
    BP:     400
    SP:     3
    Backup: Heidern, Leona, Clark
    Helps:  Kazuki, Taizan, Heidern, Leona, Clark, Whip, Nash (Charlie)
            None
    (**)   Early on, Ralf & Clark really do form the ultimate cross-changers.
            400 BP and 3 SP are a good combination, especially for a [D] card.
            Read Leona's review to see that these Ikari warriors are probably the
            best team at the start of the game. They can even survive nukes!
    
    S067    [D]     Clark
    BP:     400
    SP:     3
    Backup: Heidern, Leona, Ralf
    Helps:  Heidern, Leona, Ralf, Whip, Nash (Charlie)
            None
    (**)   No Ikari team would be complete without the wrestling antics of this
            bespecled grunt. Ralf & Clark are the best [D] team out of the game:
            they can back each other and they can back more powerful cards.
            Expect to hold onto at least one copy of this duo during mid-game.
    
    S068    [C]     Athena Asamiya
    BP:     600
    SP:     1
    Backup: Kensuu, Chin Gensai, Rose
    Helps:  Kensuu, Chin Gensai, Bao, Hinata
    []      Psycho Charge
            Raises SP 3 pts.
    (***)   A great card, this pop-star/fighting idol has 600 BP to attack with
            and can use her ability to generate SP. A.Asamiya can sit out
            churning SP as well as get in there and knock some heads all mid-game.
    
    S069    [C]     Kensuu
    BP:     500
    SP:     2
    Backup: A.Asamiya, Chin Gensai, Yun
    Helps:  Tsugumi, A.Asamiya, Chin Gensai, Bao
    /\      NIKU-manya! (Meat Muffin!)
            Gain 200 HP.
    (***)   Sie Kensou is a solid addition to your mid-game deck. He has slightly
            less BP than Asamiya, but slightly more SP. Kensuu's biggest draw is
            that he let's you gain 200 HP as soon as he enters (almost enough
            to overcome a Grenade), but he can also be Athena's shining knight.
    
    S070    [D]     Chin Gensai
    BP:     200
    SP:     5
    Backup: Lee Pylon, A.Asamiya, Kensuu
    Helps:  Lee Pylon, A.Asamiya, Kensuu, Bao, Gen, Oro, Lee
            None
    (*)    He brings 5 SP to the table, but also backs up the rest of the Psycho
            Soldiers, A.Asamiya and Kensuu. If you have those two, might as well
            keep Chin.
    
    S071    [D]     Chang
    BP:     600 (+200)
    SP:     0
    Backup: Kim, Jhun Hoon, Victor
    Helps:  Cody (D), Zaki
            None
    (*)     A convict "recruited" (drafted) by Kim in his crusade against evil.
            More BP makes him a fair bruiser now, but he's just not menacing.
    
    S072    [D]     Choi
    BP:     300
    SP:     4 (+2)
    Backup: Kim, Jhun Hoon, Balrog (Vega)
    Helps:  Lee Pylon, Cody (D), Kurow
    /\      Kirude YANSU! (I'll cut you good!)
            Shuffle your deck or your opponent's.
    (*)     Another weak card, Choi is STILL sub-par in terms of stats although
            his ability (a battlecry announcing his flying tornado attack) can
            mess around with people who use Saki or Cammy (D) a lot.
    
    S073    [C]     Saishu
    BP:     400
    SP:     2
    Backup: Takuma, Heidern
    Helps:  Takuma
    /\      Yamibarai (Exorcism)
            Decreases enemy's life by 200 pts.
    (**)    He doesn't even help his own son. It's OK, Kyo is much better than
            him in every respect. Saishu will still give you an edge in the
            early-game when everyone's only at 2000 HP.
    
    S074    [C]     Shingo
    BP:     400
    SP:     1
    Backup: Kyo, Sakura
    Helps:  Kyo (T), Sakura, Sean, Lilith, Yurika
    []      Moeru! Shingo (Burning Shingo)
            Decreases his and another character's BP by 300.
    (**)    Kyo's #1 fan gives pitiful SP and has only passable BP, but he can
            help many good cards and his ability is good early on. Chances are,
            Shingo can get two of them off before he's KO'd. In every sense,
            Shingo is a weaker Benimaru, but he does help around the ladies.
    
    S075    [A]     Chizuru
    BP:     300
    SP:     2
    Backup: Yuki
    Helps:  None
    []      Fuujimasu! (Contain!)
            Discard 1 AC from hand to remove 1 character's ability AND reduce
            their BP to 100.
    (***)   One of, if not the best "discard an AC from hand" ability there is;
            it's too bad Chizuru herself is a very weak card. Funny why this
            Shinto priestess doesn't help Kyo & Iori though.
    
    S076    [C]     Iori
    BP:     1000
    SP:     0
    Backup: Jedah
    Helps:  Kubikiri Basara, Setsuna, Morrigan (D)
    ()      Ge no Keiiyaku (Blood Contract)
            Disables this character's counterattack.
    (**)   A little hard to grade. Yagami's BP is incredibly high, which offsets
            my general disregard for 0 SP cards, but his ability is horrible!
            Thankfully there are many cards in CFC2 that can get rid of it.
    
    S077    [A]     Yashiro
    BP:     700
    SP:     2
    Backup: Shermie, Chris, Q
    Helps:  Shermie, Chris
    /\      Jet Counter (Counterblow)
            Returns the opponent's card in front of him to the enemy's hand.
    (****)  Team Orochi LIVES. Yashiro used to be one of the greatest cards
            available, but since he only uses his ability on the card in front
            of him you'll find it more difficult to use Yashiro's J.Counter.
            Players and the CPU alike will try to put their power-cards in front
            of weenies to avoid abilities like Yashiro's. Yashiro still can help
            reverse the tide of battle if you're starting second though. Even if
            you can't knock someone away the Orochi of the Earth is great to put
            in a back-up based deck. Again, do not send back a card like Gouki.
    
    S078    [B]     Shermie
    BP:     500
    SP:     3
    Backup: Yashiro, Chris, Kyouko
    Helps:  Yashiro, Chris
    /\      Yasashi Kushitene (Be Gentle to Me)
            Disables enemy character's attack in next enemy turn.
    (***)  A one-sided version of the Glare Off AC. The Orochi of Wild Lightning
            is a useful card to have in your hand the entire game. She has good
            balanced stats, especially +3 SP to your pool, and her ability can
            buy you an extra turn if you're being overwhelmed.
    
    S079    [D]     Chris
    BP:     400
    SP:     3
    Backup: Yashiro, Shermie
    Helps:  Yashiro, Shermie
            None
    (**)    Rounding out Team Orochi, the speedy Orochi of FIRE. I've given him
            an extra half-point because he works interchangably with Yashiro [A]
            and Shermie [B], although they're less common than he is.
    
    S080    [C]     Goenitz
    BP:     600
    SP:     3
    Backup: Mature, Vice
    Helps:  Yamazaki, Mature, Vice
            None
    (***)   A very good card to have, he's going to be a resident tough-cookie
            for your mid-game deck with 600 BP and 3 whole BP. Plus Goenitz can
            give/receive back-up from Mature/Vice plus giving to Yamazaki.
            Without a special ability though, he won't last into the end-game.
    
    S081    [A]     Orochi
    BP:     1000
    SP:     0
    Backup: Amakusa
    Helps:  Amakusa, Gill
    /\      Shiouki (Sanity)
            Reduces each player's SP to 0.
    (**)   I don't like "bruiser" cards; cards that are high in BP but don't
            give SP. There is a balance though. 1000 BP more than makes up for
            Orochi's lack of SP, although his ability can be DEATH if you need
            to use SP yourself.
    
    S082    [D]     Mature
    BP:     400
    SP:     2
    Backup: Yamazaki, Goenitz, Vice
    Helps:  Yamazaki, Goenitz, Vice, Rugal, Juli
            None
    (**)   A good card to have early on, she makes a good team with Vice and
            Goenitz, plus she can back Yamazaki as well. The Ikari team are still
            better, but the Servants of Rugal are a good "Plan B".
    
    S083    [D]     Vice
    BP:     400 
    SP:     2
    Backup: Yamazaki, Goenitz, Mature
    Helps:  Yamazaki, Goenitz, Mature, Rugal, Juni
            None
    (**)   Just like Mature, these vixens are virtually interchangable.
            They have decent stats, and are a highly valuable team early on with
            Goenitz and later with Yamazaki or even Rugal (again).
    
    S084    [A]     Bousou (Wild) Iori
    BP:     1000
    SP:     0
    Backup: Satsui no Ryu (Evil Ryu)
    Helps:  Setsuna, Jedah
    /\      Kurf
            KO's one character with 800 or more BP or Wild Iori gets KO'd.
    (****)  1000 BP and the ability to KO a strong enemy. If W.Iori gave SP,
            he'd really be insane. Your end-game deck should have one or two.
            Wild Iori is somewhat less useful than Akuma since Akuma is
            indiscriminate about who he KO's and won't KO himself if there's
            no one else out there.
    
    S085    [A]     Bousou (Wild) Leona
    BP:     800 (+300)
    SP:     0
    Backup: Satsui no Ryu (Evil Ryu)
    Helps:  None
    /\      Mezmer (Awakening)
            Damage 1 character 400 pts. (or this one if another is unavailable)
    (****)  Slightly more powerful than Leona, the Orochi version does double
            damage upon entering, but has 800 BP. Still gives no SP, but at
            least Bousou Leona doesn't nearly kill herself if she appears alone.
    
    S086    [A]     K'
    BP:     700
    SP:     3
    Backup: Kyo (T), Maxima
    Helps:  Kyo (T), Maxima, Kula, akira, Blues (Proto Man)
    /\      Seigio Funou (Unstoppable)
            Decreases all other characters' life by 300 BP.
    (***)  K' is a weird card. He can do more harm than good if you have 2 cards
            on your own field, so make sure the opponent has a full court before
            using K'. Best time to use him is either when you have no one or
            want to get rid of your own weiners and can leave your opponent with
            weakened cards. Not quite Mega Crush, but hey, it's free.
    
    S087    [C]     Maxima
    BP:     600
    SP:     1 (+1)
    Backup: K', Victor
    Helps:  K'
            None
    (*)    Maxima now gives a single SP, which redeems him from being a simple
            bruiser, but he STILL only works with K', which bars his card from
            being in my decks. Personally, I'd pick Heidern or Goenitz any time.
    
    S088    [D]     kaede
    BP:     400
    SP:     4
    Backup: Moriya, Akari (P), Yuki
    Helps:  Moriya, Seishirou, Yuki
            None
    (**)   An excellent card to have a lot of early on. 4 SP will help and
            400 BP, even at the middle of the game, is decent.
    
    S089    [D]     KAEDE
    BP:     700
    SP:     0
    Backup: Moriya, Akari (S), Yuki
    Helps:  Benmaru
    ()      KA no Daishou (Power Match)
            Loose 2 SP at the beginning of each of your turns.
    (*)     The powered up version of the Last Blade duelist, KAEDE is very
            strong for a [D] card, but it may end up costing you 4-6 SP to play
            before KAEDE falls or breaks through the enemy defenses. If you think
            you can end battles faster, include one in your deck. Personally,
            if I'm going to put that much SP down, may as well use Bloodia.
    
    S090    [C]     Moriya
    BP:     500
    SP:     1 (-1)
    Backup: kaede, Yuki
    Helps:  kaede, KAEDE, Touma, Yuki
    ()      Oboro (Shadow)
            At the start of your turn, opponent looses 100 HP
    (***)   Like kaede, Moriya is a good addition to your early games. While you
            get less SP from Moriya now, you get to slowly watch the enemy wither
            as the turns go on. Fun if you have Rimururu (C) recovering your HP
            the entire time. But drop Moriya once you fight 3000 HP opponents.
    
    S091    [A]     Akari (P)
    BP:     500 
    SP:     4
    Backup: Juzo, Rose
    Helps:  kaede, Juzo, Akari (T), Tabatha (Tessa), Rouge
    []      Hyasuki Yakou (100 Demon Night)
            KO's all characters in the ring, including this one.
    (****)  Z-force said it best: The ultimate reversal-of-fortune card. Giving
            4 SP is a bonus considering she can turn a one-sided fight in your
            favor by eliminating everyone in the ring before you play your next
            card. Her stats aren't as high as Haggar's [A], but Akari (P)'s
            ability is much stronger. Your opponent won't be able to get their
            characters back unless they have something like Laundry or Lilith,
            just make sure Akari (P) stays alive long enough to use the ability.
    
    S092    [B]     Akari (S)
    BP:     500
    SP:     4
    Backup: Juzo, Rouge
    Helps:  KAEDE, Juzo, Akari (T), Dhalsim, Rose, Rouge, Momo
    []      Henje Hitokata (One-Way Morph)
            Discard 1 character from hand with a /\ ability and activate it.
    (***)   A valuable card for her stats and her friendliness more than her
            funky ability. Akari (S) has strong stats just like Akari (P), but
            helps more cards out, so it is useful to have a few in your deck.
            Akari (S)'s power is probably best used on weaker cards (like Gen or
            Asra or Galford) which might not be in your deck after awhile.
            Sometimes, especially if your side of the ring is full, you may want
            to dump a strong card from your hand just to use their ability, like
            Wild Iori's Kurf.
            If you back-up Akari (S) with Juzo and Rouge, then One-Way Morph
            Sakura, you've just bumped Akari (S)'s BP up to 2200, that's only
            1100 points shy of the maximum BP a card can get! Your HP must be
            1000 or less to do this of course. If you had spare Daigo and Maki
            cards and your enemy's ring was full while yours was empty...
    
    S093    [D]     Juzo
    BP:     400
    SP:     1
    Backup: Akari (P), Akari (S), Akari
    Helps:  Akari (P), Akari (S)
            None
    ()     He can back up both Akari (P) and Akari (S).
    
    S094    [C]     Washizuka
    BP:     500
    SP:     2 (+2)
    Backup: Kojirou, Gouki, Eagle
    Helps:  Kojirou
            None
    (**)    500 BP and 2 SP is decent, and he helps out his Wolfpack.
    
    S095    [C]     Kojirou
    BP:     400
    SP:     5
    Backup: Washizuka, Gouki, AKIRA
    Helps:  Washizuka
    ()      Syunjin (Suddenly)
            Nullifies all /\ abilities.
    (***)  A great card to have mid-game. 5 SP is a lot and 400 BP is decent.
            While only a team with Washizuka now, Kojirou now stops /\ abilities
            like Guile (a [B]-rank) while just being a [C] card.
    
    S096    [D]     Amano
    BP:     300
    SP:     3 (+1)
    Backup: Genjurou, Hibiki, Roy
    Helps:  Genjurou, Hibiki
            None
    (*)     All-around weak, but he can team up with two better cards.
    
    S097    [D]     Mukuro
    BP:     300 (+100)
    SP:     2
    Backup: Genan, Zabel (Raptor), Zombie
    Helps:  Genan, Gennety
    /\      Ikeru Shikabane (Living Corpse)
            All characters in the ring loose their abilities.
    (**)    Normally, I'd say Mukuro was the worst card ever. This time, though,
            his ability just causes so much havoc. He's a more common version of
            Capcom's Anakaris which makes him that much more devastating. If
            you chose the SNK deck to start out with and can't find Anakaris,
            just use Mukuro instead.
    
    S098    [D]     Lee Rekka
    BP:     300
    SP:     4 (+1)
    Backup: Kim, Yun, Yang
    Helps:  Fei-Long, Elena
            None
    (*)    A fair card, though no longer part of a Kung-Fu team.
    
    S099    [D]     Zantetsu
    BP:     200 (-100)
    SP:     3 (+2)
    Backup: Eiji, Hanzo, Shou (Ginsu)
    Helps:  Eiji, Hanzo, Mukuro (Kenji), Ayame
    ()      Byuuma (Grievous Mistake)
            At the end of your turn, all characters take 200 BP damage.
    (*)     This card is DEATH. He will damage EVERYONE at the end of your turn,
            most likely KO-ing himself in the process. On the upshot, if you've
            got no one left, he's a great stall; moreso if you can raise his BP
            or steal his ability. With an Awakening (Kakusei) card, which he can
            afford, Zantetsu becomes a deadlier version of Roll-chan. He just
            can't control his raging homicidal urges.
    
    S100    [C]     Shigen
    BP:     500
    SP:     1
    Backup: Shishiou, Leo
    Helps:  Shishiou, Leo, Fuuba (Baby)
    ()      Tetsu no Mamori (Steel Bulb)
            Nullifies extra damage when he counter-attacks a Unified attack.
    (*)    His ablity is exactly like Makoto's for the Capcom side, but I feel
            she's stronger than this Last Blade fighter. Shigen's ability is
            nice, sacrificing himself and absorbing all the extra damage he
            couldn't stop, thus protecting your HP from a Unified Attack, but
            stat-wise he's just average and could use better friends.
    
    S101    [B]     Kagami
    BP:     700
    SP:     1
    Backup: Kazuki, Kyo
    Helps:  None
    []      Fushichou (Phoenix)
            KO this character and get 100 HP for each card in hand.
    (***)  A very strong card with a worthwhile ability to use when he's low
            on BP. Kagami is useful in your mid-game deck just for his 700 BP.
    
    S102    [D]     Hibiki
    BP:     300
    SP:     4
    Backup: Amano, Chun Li, Chun Li (D)
    Helps:  Amano, Ele
            None
    (*)    For her to make it all the way from Last Blade to Capcom vs SNK 2, it
            must mean Hibiki has something good to offer. Sort of. As a [D] card,
            she has good stats. She has interchangable back-ups. For all this,
            Hibiki's 4 SP are still her best contribution.
    
    S103    [D]     Setsuna
    BP:     600
    SP:     5
    Backup: Iori, Bousou (Wild) Iori
    Helps:  None
    /\      Inochi no Akashi (Life Sign)
            Discard 1 Character card from hand or KO Setsuna.
    (**)   HIGHLY valuable early on, a bulky 600 SP #and# 5 huge SP for the
            cost of a weakling in your hand. If you sacrifice a 300 BP card,
            you still come out on top since it would be the same as playing a
            300 BP card and powering them up instantly.
    
    S104    [B]     Hagure Hitogata (The Wanderer)
    BP:     100
    SP:     0
    Backup: Kuroko (the Ump), Twelve
    Helps:  Twelve
    /\      Chenji! (Change!)
            Choose an enemy character in their ring. BP becomes the same.
    (***)   Hagure Hitogata is a powerful card to have if your opponent has a lot
            of heavy-hitters in their ring. The Wanderer can then become a wall
            to stop an attack, or an offensive force for you to strike back with.
            Even though the Wanderer gives no SP, it can surprise your opponent
            after they've played (or powered-up) a strong card.
    
    S105    [B]     Akari
    BP:     500
    SP:     5
    Backup: Kuroko (the Ump), Ibuki
    Helps:  Hon Fu, Juzo, Akari (T), Makoto
    []      PONTA no HASUBA (Ponta Leaf)
            Discard a character from your hand. Akari's BP is that of the card.
    (***)   No longer a rare card, her ability can mean she can keep her BP up
            indefinetly as long as you have cards in your hand. 5 SP points is
            also a good deal. Akari is a great way to deal with those Bloodia or
            Genjurou cards in your deck. If you want to use Akari's ability to
            its fullest, put Geese and Zero Gouki cards in your hand as well.
            In later fights, Akari will most likely get herself KO'd before
            she can use Ponta Leaf.
    
    S106    [D]     Hayate
    BP:     400
    SP:     1
    Backup: Cham Cham, Rosa, Kim Sue-Il
    Helps:  Carol, Rosa, Alex
            None
    (*)     Your SNK game might see him early at the start. Being a Kizuna/Fuun
            character, Hayate's stats aren't anything to write home about, but he
            is part of a strangely mix-able Kizuna gang.
    
    S107    [D]     Carol
    BP:     200
    SP:     4
    Backup: Hayate, Kim Sue-Il, Natsu
    Helps:  Rosa
            None
    ()     Like Hayate, Carol will probably be plentiful early on for a quick
            4 SP. Unfortunately, she no longer makes good back-up fodder.
    
    S108    [C]     Rosa
    BP:     600 (+300)
    SP:     2 (-1)
    Backup: Hayate, Carol, Daigo
    Helps:  Hayate, Carol, B.Jenet, Daigo, Tron
    /\      Sagattena! (Get back!)
            Sends a card in your ring (including Rosa) back to hand.
    (**)    A good, balanced card to have at the start of the game, Rosa also
            works well with a lot of cards, though they don't all form a cohesive
            unit. Rosa's ability and stats maker her identical to Capcom's Rain.
            Because Yashiro's ability no longer can send your own cards back to
            your hand, I've had to re-evaluate Rain and Rosa's ability. While
            they are a free Escape card that can send a weakened defender, or
            card with an annoying ()-ability you want to turn off, or a card
            with a /\-ability you want to re-use, or because you want to free
            up a specific slot on your field, this ability is much more useful.
            However, because you MUST send a card back to your hand, it's still
            annoying if you just want to continue a non-stop offense.
    
    S109    [D]     Kim Sue-Il
    BP:     500 
    SP:     1
    Backup: Kim, (Kim) Dong Hwan, (Kim) Jae Hoon
    Helps:  Kim, Hayate, Carol
            None
    (**)    500 BP is good for a [D] card. Kim Sue-Il also makes a great pair
            with regular Kim. As a weak bonus, he can also help the Kizuna Gang.
    
    S110    [D]     Shishiou
    BP:     500
    SP:     0
    Backup: Shigen, Leo
    Helps:  Shigen, Leo, Arthur
            None
    ()     The Boss of the turf battle, Lion King is the weak link among a
            decent circle of friends. Each one of them has 500 BP, but only
            Shishiou offers no SP bonus.
    
    S111    [D]     Gai (guy) Tendo
    BP:     300
    SP:     3
    Backup: Takato, Ryo (H)
    Helps:  Takato, Ryo (H)
    ()      Kodoku no RING (Lonely Ring)
            Add 200 BP to him each time he attacks alone.
    (*)    Early on, guy (Gai) is decent. His balanced stats are worth it, and
            he makes a great team with Takato. This BURUKI-ONE king also gets a
            decent 500 BP attack (if he's the only one on your side attacking).
            NOTE: Gai can be a persistent attacker, constantly gaining BP and
                  attack many times before he's worn out; or if weaker AIs aren't
                  paying attention, powering up endlessly.
    
    S112    [D]     Takato Saionji
    BP:     500 (+200)
    SP:     0 (-5)
    Backup: Kasumi, Gai (guy), Ryo (H)
    Helps:  Kasumi, Gai (guy), Ryo (H)
    ()      Aiki (Aikido Skill)
            Whenever he blocks an attack, draw 2 cards.
    (***)  Takato is one of the few 0 SP cards I like and will have in my decks
            throughout a good part of the game. Not only does he have enough BP
            to be a good defender, he gives me cards every time he does his job.
            In a back-up based deck, he could help you draw extra back-ups.
    
    S113    [D]     Rob Python
    BP:     400
    SP:     0
    Backup: Rick, Bison (Balrog), Dudley
    Helps:  Rick, Bison (Balrog), Dudley
            None
    ()     Moderate BP and no SP? Junk. He's the weak link of the Boxing Team.
    
    S114    [D]     Eri
    BP:     400 (+100)
    SP:     5 (+4)
    Backup: Tarma, Marco, Fio
    Helps:  Taizan, Tarma, Marco, Fio
    /\      HINEKURE Mono (Hothead)
            If there is ANYone else on the field, Eri returns to hand.
    ()     Ah, the Metal Slug troupe. If you had all of them in your hand...
            they'd still be pretty worthless. Eri moreso if she's not the first
            card played either at the start or after a Slaughter AC. Eri will
            give you 5 SP, but if there's anyone in the ring, you've just wasted
            your placement phase. "Hinekure Mono", if it wasn't in katakana,
            would allude that she was a hotheaded person.
    
    S115    [D]     Tarma
    BP:     300
    SP:     2 (+1)
    Backup: Eri, Marco, Fio
    Helps:  Eri, Marco, Fio
            None
    ()     With all the early SNK arcade icons in your hand, you'd need an
            "Activate!" AC and 4 SP to use them all.
    
    S116    [D]     Marco
    BP:     400
    SP:     2
    Backup: Eri, Tarma, Fio
    Helps:  Eri, Tarma, Fio
    []      Enemy Chaser
            Discards hand. All characters but him get 100 damage for each card.
    ()     The only decent one of the sad six (team Metal Slug & Top Hunter)
            with a special ability. It pretty much says if you have the other 5
            in your hand, chances are you'll use Enemy Chaser to dump them all
            for damage instead of gradually playing them on your field. Still,
            Marco has passable stats though.
    
    S117    [D]     Fio
    BP:     200
    SP:     4
    Backup: Eri, Tarma, Marco
    Helps:  Eri, Tarma, Marco
            None
    ()     Fio gives 4 SP, but is part of a very weak family of cards.
    
    S118    [D]     Roddy
    BP:     200
    SP:     3
    Backup: Yamazaki, Cathy, Necro
    Helps:  Cathy
            None
    ()     The Top Hunters now only back-up themselves; why??
    
    S119    [D]     Cathy
    BP:     200
    SP:     3 (+1)
    Backup: Kubikiri Basara, Roddy, Zaki
    Helps:  Roddy
            None
    ()     Some strange help Cathy can receive, and receive is all she does.
    
    S120    [B]     Athena
    BP:     600
    SP:     2
    Backup: Nina
    Helps:  Nina
    ()      Honoo no Tsurugi (Flame Sword)
            This character always does 600 damage when attacking your opponent
            directly even if she has fewer/more than 600 BP.
    (*****) Very useful offensive ability. If this Psycho warrior gets her BP
            reduced, she will sneak past the CPU defensive line and still do
            600 damage. The CPU will almost never block a 100 BP character,
            so never give Athena back-up or in any way raise her BP.
            If you don't recognize her costume, it's from the classic Athena
            arcade/NES game, and sometimes her alternate costume during SDMs.
            She also wears it in SVC Chaos as a defender of Heaven.
    
    S121    [A]     Rock H.
    BP:     500
    SP:     5
    Backup: Geese, Terry B., Michelle Heart
    Helps:  Terry B., Terry (T), Michelle Heart, Gill
    []      Deadly Rave (Neo)
            KO Rock H. and opponent suffers 100 HP for each card in their hand.
    (***)  A good card with excellent stats, Rock Howard's Neo Deadly Rave is
            a great way to go out if he's low on BP and your opponent's hand is
            brimming. A good way for that to happen is to stuff their ring so
            they're constantly drawing cards they can't use, which is great if
            you're playing as the underdog. Another method is if you still have
            cards like E.Honda or Jhun Hoon which force the opponent to draw.
    
    S122    [A]     Terry B.
    BP:     700
    SP:     4
    Backup: Rock H.
    Helps:  Rock H., Kevin, Ryo (H), Tiffany
    []      Power Geyzer
            Throw away a card from your hand to KO a character with 800+ BP.
    (*****) An excellent card at any time, you can get plenty of Terry Bogard
            cards from a lucky trip to the Trade/Recycle Machine or from matches.
            Terry B. can be used at any point in the game due to his high-but-
            not-too-high BP and his whopping (4) SP. Post-game, Terry B.'s Power
            Geyzer can easily stop big bruiser cards, even if he's weakened.
    
    S123    [S]     Terry (T)
    BP:     700
    SP:     3
    Backup: Rock H.
    Helps:  None
    []      Sorry!
            Look at the top 5 cards of your pile; put 1 in your hand and trash 4.
    (***)  Great stats, but Capcom's Rose ability is so much better.
    
    S124    [C]     (Kim) Dong Hwan
    BP:     600
    SP:     2
    Backup: Kim, Kim Su-Il, (Kim) Jae Hoon
    Helps:  Kim, Chong Lei, Kim Su-Il, (Kim) Jae Hoon, Yun
            None
    (***)   A great mid-game bruiser who's part of a big Tae-kwon-do team and
            makes a great duo with various other gaming brothers.
    
    S125    [C]     (Kim) Jae Hoon
    BP:     500
    SP:     4
    Backup: Kim, Kim Su-Il, (Kim) Dong Hwan
    Helps:  Kim, Chong Shu, Kim Su-Il, (Kim) Dong Hwan, Yang, Kyosuke, Urien
            None
    (***)   What I said about his brother, add: Jae Hoon helps more people.
    
    S126    [C]     Gatou
    BP:     500
    SP:     4
    Backup: Hotaru, Yun, Yang
    Helps:  Hotaru
    []      Nikushimi (Hatred)
            Can turn anyone's ability into +300 BP for that character.
    (*****) Great stats and can give your characters +300 BP for getting rid of
            use-once abilities, bad abilities, or abilities you no longer need,
            or you no longer want the enemy to use.
    
    S127    [D]     B.Jenet
    BP:     300
    SP:     1
    Backup: Rosa, Tron, Ruby Heart
    Helps:  Tron, Ruby Heart
    /\      Lilien Knights
            Put a 100-300 BP card from your deck into your hand; shuffle deck.
    (**)    Not a bad card to hate at the start. You can call heavy-hitters like
            Bishamon, Duck King, or Samonosuke on the field; they start off at
            300 BP but can quickly power-up upon entering. You can summon Alfred
            or Hokutomaru for a quick attack. Son Son or Zombie might just save
            your skin. Later on, you can set up Ruby Heart, Cody (D), and Shiki
            (S). If things are getting hairly, pick Mukuro, Yuki, or Regina.
            Unfortunately, our young piratess should be replaced by the time you
            collect her backups. Or get Damnd who can call 100-500 BP cards.
    
    S128    [D]     Marco R.
    BP:     500
    SP:     1
    Backup: Ryo, Takuma, Ryo (H)
    Helps:  None
    ()      Okiru-noda! (Hoy, wake up!)
            Unfreezes EVERYONE in the ring after every player's turn.
    (***)   Very good for a [D] ranked card; Marco R. essentially gives your team
            Terry's ability to not get frozen after attacking. Too bad you can
            never use Double on anyone ever again.
    
    S129    [D]     Hokutomaru
    BP:     300
    SP:     1
    Backup: Andy, Mai, Son Son
    Helps:  Andy, Mai, Ukyo
    ()      CHOKOMAKA (Chalk Mark? Chocolate Nut? Accomplishment? ??)
            Characters with BP higher than Hokutomaru cannot block his attack.
    (**)   He's an annoying bugger who has some strong friends. He can really
            mess around with stronger decks by constantly dealing direct damage
            (moreso if you have a Cody (D)), but Hokutomaru always needs to be
            played next to a tough defender to stop those counter-attacks.
            Mai & Andy had kids and I lost a bet.
    
    S130    [B]     Hotaru
    BP:     400
    SP:     4
    Backup: Chong Shu, Chong Lei, Gatou
    Helps:  Gatou, Momo
    /\      Itokatsu (Stringy)
            Place a discarded AC at the top of your deck.
    (***)   A decent card with a useful ability. It's almost like having a Study
            AC; almost. Itokatsu is her ferret's name.
    
    S131    [C]     Griffon Mask
    BP:     600
    SP:     2
    Backup: Raiden, Zangief, Rainbow Mika
    Helps:  Tsugumi, Ramon, Tsuiisekisha (Nemesis)
    /\      DAA~!
            Raise the BP of the weakest card(s) in the ring to the BP of this one.
    (***)  The fact that G.M./Tizoc could end up helping your opponents more
            than you do prevents him from sticking around until the end game.
            However, if your side usually attacks with 100-200 BP weakened cards,
            this masked luchadore can turn things around.
    
    S132    [D]     Kevin
    BP:     500
    SP:     2
    Backup: Terry B., Phobos (Huitzil), Donovan
    Helps:  Donovan
            None
    (**)    A fairly bland card that can team up with another.
    
    S133    [D]     Freeman
    BP:     400
    SP:     3
    Backup: Kubikiri Basara, Remy, Zabel (Raptor)
    Helps:  Remy
            None
    (*)    See comments above for Kevin. Apply to Freeman. (Why include him?)
    
    S134    [B]     Grant
    BP:     800
    SP:     0
    Backup: Bob, Kain
    Helps:  Kain
    []      Tomoto no Kizuna (Unbrekable Bond)
            KOs himself; any remaining BP gets converted into HP.
    (***)  A build-in Raw Shield. Nice ability if you're hurting for HP. He and
            Kain have their pact to help you out, but they've isolated themselves
            from everyone else.
    
    S135    [B]     Kain
    BP:     700
    SP:     4
    Backup: Kazuki, Grant
    Helps:  Grant
    ()      Risou (Idealist)
            Everyone's direct damage AC cards do 100 HP more damage.
    (***)  Boring ability that won't really help you, but he has good stats.
    
    S136    [B]     Raiden
    BP:     800
    SP:     4
    Backup: Ramon, Zangief
    Helps:  Griffon M., Ramon, Rainbow Mika, Q, Hugo
    ()      Mike Appeal
            When any player backs-up a character, they draw a card.
    (****)  Raiden is perfect for back-up heavy decks, like those with Q-Bee, but
            be careful that this ability also works for your opponent as well.
            Big Bear should've also received back-up from Griffon M. or Blue
            Mary, SNK's other big-name grapplers.
    
    S137    [D]     Ryuhaku
    BP:     400
    SP:     3
    Backup: Kasumi, Kasumi, Kasumi
    Helps:  Kasumi
            None
    (*)    Kasane ate! Heh heh, silly Todoh Ryuhaku; he gives 'till it hurts.
    
    S138    [S]     Geese (H)
    BP:     500
    SP:     3
    Backup: Billy, Mr.Big
    Helps:  None
    []      Reppu Ken (Tempest Fist)
            Damage the card in front of Geese (H) by his BP; return him to hand.
    (****)  You can only use his power if there is someone in front of Geese (H).
            Not bad for dealing quick damage and freeing up his slot, but he
            doesn't really have the stats to be a heavy-hitter. Because Geese (H)
            returns to your hand, you don't have to worry about an empty hand.
    
    S139    [D]     Seishirou
    BP:     700
    SP:     5
    Backup: HAOUMARU, kaede
    Helps:  None
    ()      Inemuri (Napping Off)
            Will not un-freeze on his own during your unfreeze phase.
    (***)   Never comes out of Freeze phase, even if part of a union attack.
            In other words, he is a wall. You can, however, use Lightning to
            prevent this. While this ability is bad on many MANY levels, do not
            overlook Seishirou's 700 BP or his 5 SP contributions. He makes for
            a great defender and in CFC2, there are plenty of ways to remove his
            ability. Just make sure he never gets frozen by the enemy.
    
    S140    [C]     Touma
    BP:     600
    SP:     2
    Backup: Mikoto, Ukyo, Moriya
    Helps:  Mikoto, Necro
            None
    (**)   I wish I knew more about this latest Samurai Spirits character, but
            as it stands, he makes for a good mid-game hitter with Ukyo and
            Moriya backing him up.
    
    S141    [B]     HAOUMARU
    BP:     800
    SP:     3
    Backup: Hanzo
    Helps:  Seishirou, Samonosuke
    ()      Gankou (Piercing Eyes)
            Card(s) across from him looses its ability at the end of your turn.
    (****) Unbelievably good ability that restricts the opponent from placing
            a good card in front of him. HAOUMARU's weakness is that he doesn't
            have Haohmaru's Iron Slice. Seriously though, his 800 BP may make
            him a target, and if you use him too early in the gamem an opponent
            may place a card with a detrimental ability like Iori's "Blood
            Contract" that they want you to get rid of.
    
    S142    [C]     Mikoto
    BP:     600
    SP:     2
    Backup: Touma, Shiki (S)
    Helps:  Touma, Shiki (S)
    ()      Akai Hitomi (Red Eyes)
            When attacking, the enemy can't use REs.
    (***)  A great card to put down just so your opponent can't use RE cards.
            Capcom's equivalent would be Momo, but Mikoto's activates whenever
            she attacks ensuring safety if an attack happens en masse.
    
    S143    [S]     Rimururu (S)
    BP:     500
    SP:     2
    Backup: Kula, Sasquatch
    Helps:  Sasquatch
    []      Oshioki-dayo! (I'll punish you!)
            In the name of the north, punishes the enemy HP 200 damage.
    (***)   Rimururu (S)'s ability only does 200 HP of damage making her into
            a variation of Kasumi only without a card-cost penalty and less SP.
            Not bad to have in the early-goings, but once the enemy gets 3000 HP,
            you'll want to back a bigger punch. Or drop Moriya who has the same
            BP and will passively sap the enemy's HP.
    
    S144    [S]     Shiki (S)
    BP:     300
    SP:     3
    Backup: Asra, Mikoto, Balrog (Vega)
    Helps:  Mikoto
    /\      Hoho no Negai (Wishing of a Smile)
            For every card with 300 BP or less, add 300 BP.
    (***)  Shiki (S) is essentially a 600 BP card if Guile or Kojirou isn't in
            play. She's much like Griffon M. or the Ochuushia RE in that she
            might help the enemy more than she could help you.
    
    S145    [B]     Rugal
    BP:     800
    SP:     2
    Backup: Mature, Vice
    Helps:  GOD Rugal, Shin Gouki
    /\      Genocide Cutter
            Must remove a power from a card on the field, excluding this one.
    (****)  Repeat after me: "I will never strike a god again!" Highly useful
            card if your opponent is annoying you with ()- or []-abilities.
            Rugal has high BP, still gives 2 SP, can get his two flunkies to
            back him up like Vega/M.Bison can, and he backs-up two bad mothers-!
    
    S146    [D]     Bao
    BP:     300
    SP:     5
    Backup: A.Asamiya, Kensu, Chin Gensai
    Helps:  None
            None
    (*)    The fact he helps NO ONE hurts him. Other than that, he's got 5 SP.
    
    S147    [C]     Jhun Hoon
    BP:     500
    SP:     4
    Backup: Kim, Seth
    Helps:  Chang, Choi
    []      Bromide
            Opponent draws 3 cards.
    (**)   Good stats, and he belongs in Kim's Tae-Kwon Do club now with only
            50% prison convicts.
            Seriously though, overlook his ability unless you're going to use it
            to set up Rock H.'s ability.
            If you're pairing him up with Joe to try and deck your opponent,
            there are two scenarios you should observe. The first is the easiest:
            make sure the enemy has no SP and a filled ring so they can't use any
            cards you're forcing them to draw with Bromide. Second scenario is to
            make sure you've got a few Fight! cards and Kim is there to help
            Jhun Hoon re-use Bromide; you could be forcing the enemy to draw 8-16
            cards away. (S.Upper, Bromide, Training!, Bromide, Fight!, repeat)
    
    S148    [C]     Whip
    BP:     600
    SP:     4
    Backup: Ralf, Clark
    Helps:  Krizalid
            None
    (***)   A card with great stats. She can be even stronger with help from
            the Ikari Team, but she makes for a good powerless mid-game bruiser.
    
    S149    [C]     Krizalid
    BP:     500
    SP:     5
    Backup: Whip, Kula
    Helps:  None
    []      DATA Ishoku (Data Graft)
            "Infects" another card with this power; the user loses this power.
    (****)  Krizalid has good stats and his power can be used to "infect" other
            cards and replace good (or bad) powers. Considering how important and
            annoying abilities are in this game, Krizalid's deserves some
            recognition. However, much like the Zombie T-Virus/Biohazard, an
            infected enemy can use this right back on one of your characters.
    
    S150    [D]     Seth
    BP:     500
    SP:     2
    Backup: Benimaru, Vanessa, Bowman
    Helps:  Blue Mary, Jhun Hoon, Vanessa
            None
    (*)    A fair card to have early in the game, but he only works well with
            Vanessa.
    
    S151    [B]     Vanessa
    BP:     700
    SP:     2
    Backup: Seth, Ramon, Tiffany
    Helps:  Blue Mary, Rick, Seth, Bison (Balrog)
    ()      Foot Work
            Cut SP cost for both player's RE cards by 2.
    (***)   Not a bad card for her stats alone. Her most notable back-up would
            be that she can give help to Blue Mary though.
            NOTE her ability reduces the cost of BOTH player's RE cards.
    
    S152    [D]     Ramon
    BP:     500
    SP:     4
    Backup: Griffon M., Raiden, Rainbow Mika
    Helps:  Jubei, Raiden, Vanessa
            None
    (**)    Ah, unrequited love for Vanessa. How creepy. Thankfully grappler
            Ramon has decent stats and can actually perform well in a wrestler-
            themed back-up deck.
    
    S153    [C]     Lin
    BP:     500
    SP:     2
    Backup: Eiji, Ibuki, Zaki
    Helps:  Ibuki
    ()      Dokushu (Underhanded Poison)
            Lowers enemy's SP by 3 when countered.
    (**)   His KOF2000 bio says his blood is type "poison", which would explain
            his skill. Ninja born, Ninja bred, revived with poison so he's a
            walking Ninja dead. Much like Capcom's Karin, if his attack is
            stopped, the opponent suffers. While not death-inducing, losing 3 SP
            is still annoying.
    
    S154    [C]     Hinako
    BP:     500
    SP:     3
    Backup: E.Honda, Karin, Yurika
    Helps:  E.Honda, Karin, Hinata, Gan
    /\      Hinako Funbaru (Hinako's Ready!)
            If your HP is 1000 or less when Hinako is played, draw two cards.
    (**)   If you're that near death, drawing two cards MIGHT help. Hinako has
            just moderate stats, but on a positive note she is part of a large
            school-oriented team.
            Funbaru is that straddle/brace Hinako makes in her introduction.
    
    S155    [B]     Kula
    BP:     800
    SP:     2
    Backup: K', Sasquatch
    Helps:  Rimururu (S), Krizalid, Sasquatch
    ()      Death Freeze
            Characters just entering the ring can use their [] abilities.
    (***)  A power just like Batsu's only by a character with more BP. While it
            makes her a target, it's also 200 more BP she can use to attack.
    
    S156    [B]     Zero
    BP:     700
    SP:     3
    Backup: Zero Gouki, ZERO
    Helps:  Twelve, Zero Gouki
    /\      Henjin (Change Person)
            Copies another in-ring card's ability.
    (***)   Not detrimental as Rugal's would be as Zero isn't taking away
            anything. He can still copy an ability from someone in your ring
            to compound its effect or if you're about to sacrifice/lose that
            person. Depending on whose ability you copy, Zero can turn into Ken
            or Twelve or just be that "guy with good BP".
    
    S157    [A]     Yuki
    BP:     300
    SP:     5
    Backup: kaede, Moriya, Rose
    Helps:  Chizuru, kaede, KAEDE, Moriya
    ()      Fuuin no MIKO (Priestess Seal)
            Priestess Seal prevents anyone with 800+ BP from entering the ring.
    (***)  How annoying is this? Like Chizuru, it'll be hard to keep her alive,
            but if you do, all future 800+ BP cards must be made from those
            already played. While this is a very good ability, there are plenty
            of cards below 800 BP that can cause problems. I would rather have
            Terry B. in the field and discarding cards from my hand to warn off
            potential monsters simply because Terry B. has more BP than Yuki.
    
    S158    [S]     Akari (T)
    BP:     600
    SP:     3
    Backup: Akari (P), Akari (S), Akari
    Helps:  None
    []      BAKUCHI Yade! (Let's Gamble!)
            A character on the field, at random, loses or gains 300 BP.
    (***)   As a card, it has good stats for the middle of the game. As an
            ability, it's like suddenly cursing someone with the Galon/J.Talbain
            virus. And like Kazuki's Enmetsu (Imbroglio), way too random for me.
    
    S159    [S]     Ryo (H)
    BP:     500
    SP:     4
    Backup: Gai (guy), Takato, Terry B.
    Helps:  Gai (guy), Takato, Terry B., Marco R.
    /\      Ko-oh Ken (Shining Tiger Fist)
            Swats anyone with a /\ ability back into their respective hands;
            including Ryo (H).
    (***)   Like Yashiro's old ability, only Ryo (H) is weaker and it only
            affects cards with /\ abilities. This can be good if you want to
            return your own card back to your hand to re-use later, or if you
            are desperate to reduce your opponent's ring.
            NOTE: Like Rain or Rosa, if no one in the ring has a /\-ability,
                  Ryo (H) MUST swat HIMSELF back to your hand.
    
    S160    [A]     GOD Rugal
    BP:     900
    SP:     4
    Backup: Rugal, Gouki
    Helps:  Satsui no Ryu (Evil Ryu), Gill
    []      Yuugou PAWA (Supreme Evil Power)
            A random power is bestowed upon anyone God Rugal chooses.
    (****)  Read Akari (T)'s description above, only instead of "middle of the
            game", replace it with "any time in the game". GOD Rugal has vicious
            stats and hangs around with some major baddies, but his power is
            something I wouldn't trust completely. I've gotten some nice powers
            such as Ryu (U) or Kyosuke's; I've gotten some poor powers such as
            Jhun Hoon's or Shizumaru's; I've also gotten some bad powers like
            Asra's (a /\-ability) or June's (locks []-abilities). The fun part
            of having Supreme Evil Power is that you can give OTHER cards random
            abilities found in the game that replace whatever they have.
    
    -= II. CAPCOM CARDS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    C001    [A]     Ryu
    BP:	1000
    SP:	3
    Backup: Sakura, Terry
    Helps:  Oro, Terry
    []	Shinku Hadoken
            Discard 2 cards from hand. Do 500 damage to any one character.
    (****)  Strong BP, good SP, and if he's weakened, tapping him to do 500
            damage is a kick-ass bonus. He's no longer partnered with Ken for
            some reason, and his ability has been modified so it now takes 2
            cards though they don't have to be ACs. Because of the additional
            card, be careful not to throw away your hand to use his power.
    
    C002    [C]     Ken
    BP:	700
    SP:	2
    Backup: Sean, Robert
    Helps:  Robert, Kazuki
    ()      Dotou no Seme (Rage Wave)
    	Keeps character out of Freeze Phase, even after attacking.
    (***)  Very useful ability and good BP; if Ken had more SP, he'd be ****.
            As is, Ken will see a lot of action until Terry arrives.
            One gripe: Capcom/SNK broke up the team of Ken/Ryu for Ken/Robert!
    
    C003    [A]     Chun Li
    BP:	500
    SP:	0
    Backup: June, Mai
    Helps:  Cammy, Cammy (D), Mai, Sougetsu, Hibiki
    /\ 	S.B. (Spinning Bird) Kick
            Uses all SP; all characters in play (except herself) go to 100 BP.
    (***)  Her ability, which can be done with 0 SP, makes up for her average BP.
            It hits your side too, so it's still best used when the opponent has
            a full field, reducing their fearsome numbers to wastes of space.
            Because she drains ALL your SP, Chun Li can be the most annoying of
            equalizers more than anything else. Still, for an underdog deck,
            she can be invaluable. Her ranking has been upgraded since CFC1.
    
    C004    [B]     Guile
    BP:	700
    SP:	4
    Backup: Nash (Charlie), John
    Helps:  Nash (Charlie), Remy, Alfred, John
    ()      Somersault (Kick)
    	Neutralizes all /\ abilities.
    (***)  Guile is one of the strongest pains-in-the-ass of the game.
            Excellent stats, Helps a lot of people, and Guile has his very unique
            ability that can help or hurt you. It allows you to bring someone like
            Wild Iori or Bloodia out early, at the same time preventing enemies
            from using things like Kurf or Balm or Counterblow. Just keep in mind
            that goes the same for your opponent: they can bring in their Geese
            and Zero Gouki cards while your Yashiro and Gouki cards are stopped.
            Paired up with June and no one can do ANYthing.
    
    C005    [D]     E.Honda
    BP:     500
    SP:     3 (+2)
    Backup: Sodom, Hinako
    Helps:  Sodom, Gan, Hinako
    /\      KA Mizu (Show of Strength)
            Each player draws two cards.
    (***)   Good mid-level card; surprisinly good for a D-ranked card. Honda
            has good BP, good SP, and he's common too. The fact that the opponent
            draws two cards as well, means E.Honda's ability is neither very
            helpful nor harmful, but if you're playing the underdog, getting
            more cards is always a plus. He does well in a decking deck too.
    
    C006    [D]     Blanka
    BP:     400
    SP:     1
    Backup: Dan, Genan, Benimaru
    Helps:  Dan, Raizou
    /\      Houden (Electric Discharge)
            Both players trash the top 5 cards of their decks.
    (*)    Worse than E.Honda because even though both players are affected,
            unless you have plenty of other cards to sift through the trash,
            you could be throwing away something you need. While his stats are
            fairly weak, Blanka is best in a decking deck if you've got your
            heavy hitters in your hand or on the field; this way, an unprepared
            opponent can loose large chunks of their deck in one turn.
    
    C007    [D]     Dhalsim
    BP:     400
    SP:     3
    Backup: Necro, Anakaris, Akari (S)
    Helps:  None
    /\      Satori (Enlightenment)
            View the top card of your deck; choose to put it at the bottom or not.
    (**)    A good low to mid-level card. His ability is neat, but not always
            useful. His stats are still solid for a mid-level game until you get
            stronger characters or better abilities. Dhalsim's has found a plane
            beyond giving help to weaker characters.
    
    C008    [C]     Zangief
    BP:     700
    SP:     2
    Backup: Rainbow Mika, Haggar
    Helps:  Birdie, Rainbow Mika, Alex, Victor, Mech Zangief, Hugo,
            Tsugumi, Griffon M., Raiden
            None
    (***)  A very strong contender, Zangief is good enough to still be in your
            deck late in the game. Very good BP and decent SP, just like Ken,
            but you'll feel better stacking Rainbow Mika as a helper. A nice
            bonus since CFC1, 'Gief now helps NINE people; one shy of SNK's Kim,
            but a record for Capcom's side.
    
    C009    [C]     Mike Bison (Balrog)
    BP:     600
    SP:     1 (+1)
    Backup: Rob Python, Vanessa
    Helps:  Dudley, Rick, Rob Python
            None
    (*)    What a difference 1 SP makes. Mike Bison is now a very worthwhile
            card to have. Not only does he have decent BP, gets back up from
            a weaker character, gives back-up to a stronger one, he also gives
            you some SP to work with. Many [C] cards still have more BP/SP...
    
    C010    [C]     Balrog (Vega)
    BP:     500
    SP:     4 (+1)
    Backup: Lee Pylon, Genan, Shiki (C)
    Helps:  Q, Lee Pylon, Charlotte, Genan, Tam Tam, Shiki (C), Shiki (T), Choi,
            Shiki (S)
            None
    (**)   A very solid card to have due to his balanced (and decent) stats and
            the fact he has common back-ups. Balrog is more of a ladies' man this
            time around, moreso than Benimaru is; like Zangief, he can help NINE
            other cards!
    
    C011    [B]     Sagat
    BP:     1000
    SP:     2
    Backup: Joe
    Helps:  Adon, Joe, King, Jubei
    /\      Shin no Tsuyosa (True Power)
            Both Players reveal hands, then discard all Action cards in hands.
    (***)  By his stats alone, Sagat is a very powerful card, HOW-EVER, his
            ability is something to pay attention to. It's nice to make an
            opponent loose all their ACs, and seeing their hand is nice, but
            remember that you show your hand and loose ACs as well.
            Sagat now is part of a Mui Thai group with Joe and Adon (the student
            that tried to kill him?!) which ups his rating a bit.
    
    C012    [B]      Vega (M.Bison)
    BP:     800
    SP:     4
    Backup: Juni, Juli, Geese
    Helps:  Cammy (D), Juni, Juli, Hyo, Geese
    /\      Aku no CHARISMA (Evil Charisma)
            Shuffles deck after adding ONE Juni & ONE Juli card to your hand.
    (****)  One "Activate!" card from turning into a 1400 point monster, and he
            brings just enough SP to activate it. The evil overlord has excellent
            stats & brings his own back-ups; if there's any downside, it's that
            Vega reshuffles your deck even if you don't have any Juli/Juni cards
            in there. Late in the game, or after the game, you shouldn't need
            Juni/Juli cards. This Shadoloo overboss now works hand-in-hand with
            SNK's underworld lord, Geese; though I think Vega is the better card.
    
    C013    [D]     Dee Jay
    BP:     300
    SP:     4 (+1)
    Backup: Amingo, Duck King, Bob
    Helps:  Amingo, Duck King, Bob, Kyoshiro
            None
    (**)   Dee Jay is a pretty simple and straight-forward card: Weak BP, nice
            SP, but he can team-up with a lot of good low-level people.
    
    C014    [D]     T.Hawk
    BP:     400
    SP:     3
    Backup: Rick, Nakoruru (C), Nakoruru (S)
    Helps:  None
            None
    (*)     A decent card, but his backups are mostly better than he is and the
            Thunder Hawk no longer provides helps to anyone.
    
    C015    [D]     Fei-Long
    BP:     400
    SP:     3
    Backup: Wang Tang, Hon Fu, Lee Rekka
    Helps:  Hon Fu
            None
    (*)    Decent BP and SP, but is only teamed up with Hon Fu now.
    
    C016    [D]     Cammy
    BP:     300
    SP:     5 (+1)
    Backup: Chun Li, Sakura, Shizumaru
    Helps:  Tao (Mai Ling)
            None
    (*)    She has no special skills and isn't part of any special teams. Not
            bad to use for some quick SP early on.
    
    C017    [S]     Cammy (D)
    BP:     600 (+300)
    SP:     3
    Backup: Vega (M.Bison), Chun Li, Sakura
    Helps:  None
    /\      Spy
            Put a card from your opponent's hand at the top/bottom of their pile.
    (****) Wow, what an upgrade. Cammy (D) should be in almost every deck just
            because of the chaos she can cause. She doesn't force someone to
            discard a good card, but puts it at the bottom (or top) of their
            deck. First, many decks have Revive or Tsumamigui to pluck discards;
            they won't help against Cammy's Spy. Second, you have to pay
            attention to the hiragana/katakana that flashes by to see who just
            got sent to your draw pile. Third, unless you have a card that
            shuffles or sifts through your deck, say goodbye to that card.
    
    C018    [A]     Gouki (Akuma)
    BP:     800
    SP:     0
    Backup: Shin Gouki
    Helps:  Donovan, Zero Gouki, Shin Gouki, Gaira, Washizuka, Kojirou, GOD Rugal
    /\      Shun-Goku-Satsu (Instant Light Murder)
            Upon entering, KO's the character opposite him.
    (****) If there is no card in front of him, he will no longer go nuts on
            his teammates.
            Even with a modified ability, Gouki is STILL one of the best cards
            to have due to the indiscriminate KILLING power he has. Just like
            Yashiro, Gouki is best used to shift momentum of a fight. Even though
            Gouki gives no SP like the previous two, he KOs the card and is
            deserving of a spot or two in your deck. But because he has 0 SP,
            don't use three Gouki's unless he's back-up fodder for SEVEN cards.
    
    C019    [S]     Ryu (U)
    BP:     700 (+200)
    SP:     1
    Backup: Sakura, Kyo
    Helps:  None
    []      Hado-ken (Wave Motion Punch)
            Discard 1 card from hand. Do 300 damage to any one character.
    (****)  If he gave more SP, he'd have an extra ; sounds like Ken yet STILL
            doesn't get any help from him. *sigh* Well, Ryu (U) is in many
            respects better than regular Ryu. You discard only one card instead
            of two and you can carefully carve your opponents cards to nothing.
            Having 700 BP also puts him under the radar for cards like Terry B.
            or Regina.
    
    C020    [S]     Chun Li (U)
    BP:     500
    SP:     2
    Backup: Nash (Charlie), Xiang Fei
    Helps:  None
    /\      Gomen-ne! (Sorry!)
            See the top 3 cards on your enemy's deck and choose 2 to discard.
    (****)  A decent card with a very useful ability; the ability alone #may#
            warrent the rarity level. Not only do you view the opponent's top
            card, you also get to get rid of some potentially harmful cards in
            the process, especially in the late/post game. With Pester and Joe,
            your opponent can loose much of their deck.
            Chun Li finally gets paired up with Xiang Fei, though I wish these
            [S]-cards helped more people.
    
    C021    [B]     GUY
    BP:     500
    SP:     4 (+2)
    Backup: Cody, Haggar
    Helps:  Cody, Haggar, Cody (D), Maki
    ()      Haya-Gake (Sudden Neck Breaker)
            When there is only one enemy card left, they cannot counter-attack
            GUY if he attacks, but can counter anyone else who is attacking.
    (***)  Do not be confused with "gai" from SNK's BURIKI-ONE.
            GUY is a decent low/mid-level card with a very useless ability.
            Enemy characters cannot counter GUY, but they can counter anyone else
            who is attacking.
            There are mainly 2 opportunities to use this ability:
            (1) When you go first and play GUY as your first card, the enemy
            must play Shermie to stop your attack. Or (2), when the enemy has
            fewer HP than GUY has BP and only one available defender.
            In CFC2, Guy has better stats and has made up with Cody & Haggar at
            the loss of his unofficial history with Rose. Now Guy comes with
            enough SP to use Awakening after being placed doing 800 damage if
            he attacks at the start of the fight.
    
    C022    [B]     Rose
    BP:     600
    SP:     5
    Backup: Rouge, Akari (S)
    Helps:  Rouge, A.Asamiya, Akari (P), Yuki
    /\      Tarot Card
            Draw 4 Cards, then discard 3 from your total hand.
    (****)  Overall, Rose is very good, especially for an uncommon [B].
            She has great stats, both good BP and high SP, plus a funny ability.
            It helps you work through your deck faster and can get rid of any
            unhelpful cards you may have been holding before you played her.
            I like to have 1-2 Roses in my deck, but I also like to have
            Shopping just in-case I have to throw away something useful.
            While the Guy/Rose romance side-stories were ditched, Rose can help
            many more cards now.
    
    C023    [C]     Nash (Charlie)
    BP:     600
    SP:     3
    Backup: Guile, Ralf, Clark
    Helps:  Guile, Chun Li (U), Alfred
            None
    (***)   OMG! They killed Nash/Charlie! Those bastards! OK, all kidding aside,
            he's still a very good, balanced character, even with no abilities.
    
    C024    [D]     Sodom
    BP:     400
    SP:     1
    Backup: E.Honda, Damnd, Samonosuke
    Helps:  E.Honda, Damnd, Arthur
            None
    ()     Decent BP, but poor SP and strange friends. You can do much better.
    
    C025    [D]     Birdie
    BP:     500
    SP:     0
    Backup: Zangief, Zaki, Duck King
    Helps:  Zaki, Kubikiri Basara
            None
    ()     No SP and who he helps/gets help from are better played on their own.
            Except for Basara.
    
    C026    [D]     Adon
    BP:     300
    SP:     4 (+1)
    Backup: Sagat, Joe, King
    Helps:  Sagat, Joe, King
            None
    (*)    The upstart Mui-Thai now gives you 4 SP, but still can barely take a
            hit. Now for some reason, he and Sagat have made up, which puts Adon
            in a bigger circle of kick-boxers making him good back-up fodder.
    
    C027    [B]     Dan
    BP:     500
    SP:     2
    Backup: Blanka, Robert, Mr.Karate
    Helps:  Blanka, Yuri, Mr.Karate
    /\      Doshta Doshta! (What Gives?)
            Decreases enemy's SP by 6.
    (***)  Doshta Doshta? He is the MAN for he is DAN- DAN- DAN HIBIKI! Oyajii~!
            I now consider Dan to be a good mid-level character because his
            special ability is actually nastier in CFC2. Nothing's changed for
            Dan, but because SP is much more important in this game, reducing
            your opponent's is much more useful. Dan works great if you can
            combine him with cards like Yuki or Regina to prevent high BP
            cards like Pyron that can give lots of SP.
            Dan still xhelps Jimmy aka Blanka (who've thunk those two would end up
            being friends) and Mr.Karate (perhaps mistaking him as an uncle), but
            now instead of getting help from Ryo, now it's Robert (you can't see
            the irony, can you?) and Yuri.
    
    C028    [C]     Sakura
    BP:     500
    SP:     3
    Backup: Hinata, Shingo
    Helps:  Ryu, Cammy, Cammy (D), Ryu (U), Sean, Hinata, Shingo
    /\      Sakura Ganbaru (Sakura Fighting Spirit: the 2 vol. comic by Gamest)
            BP doubled if player's life is at 1000 or less.
    (***)  Sakura will be a staple in your deck for a while, moreso if you have
            the Capcom deck. Sakura will be more helpful in your 2000 HP fights,
            as you don't want to be below 1000 HP if you're up against the 3000
            HP card-fighters. While she's no longer helping ten different cards,
            she's still helping 7; a record held by only six other cards.
            (Gouki, Yang, Heidern, Chin Gensai, Akari (S), Jae Hoon)
            Plus, Sakura is still part of the school gang with Hinata and Shingo.
    
    C029    [D]     Gen
    BP:     400 
    SP:     2 (+2)
    Backup: Lee, Lee Pylon, Chin Gensai
    Helps:  Lee
    /\      Ryuu Hagae (Changing School/Style-shift)
            Returns all discarded AC to deck then shuffles deck.
    (*)     The average deck should not be more than 30-35% ACs, and chances are,
            you'll want to have a specific AC card rather than just shuffling
            everything back in. In this sense, even with 2 SP, Gen is a pretty
            poor card you could replace with a Study or Shopping AC.
    
    C030    [D]     Rolento
    BP:     300
    SP:     3
    Backup: Lei Lei (Hseik-ko), Cody (D), Leona
    Helps:  Damnd, Eagle
            None
    ()     Backups have changed, but he's still weak and can back Damnd.
    
    C031    [C]     Karin
    BP:     500
    SP:     2
    Backup: Robert, Hinako
    Helps:  Rain, Robert, Hinako
    ()      Hou-Shou (Compensation)
            Decreases enemy's HP 200 points when her attack is counter-attacked.
    (**)   I like her. Karin is pretty valuable early on in the Capcom version.
            Not only does she have decent stats for a mid-carder, she also has
            a good ability that stings the enemy's HP even if she can't get
            through. (her ability kicks in the instant the opponent counters)
            Karin is on par with SNK's Lin; they both have good, yet weak
            abilities. Karin can still be part of a decent school-themed team,
            even if it looks like she's and SNK card.
    
    C032    [D]     Rainbow Mika
    BP:     400
    SP:     3 (+3)
    Backup: Zangief, Tsugumi, Raiden
    Helps:  Zangief, Alex, Q, Tsugumi, Griffon M., Ramon
            None
    (**)    Much improved from being the joke-character of SFZ3 and CFC1.
            Rainbow Mika is stll best suited as back-up fodder, but she now
            provides help for 6 different cards and is part of a grappling crew.
    
    C033    [D]     Juni
    BP:     300
    SP:     3
    Backup: Vega (M.Bison), Juli, Vice
    Helps:  Vega (M.Bison), Juli
            None
    (*)     A rather weak card, Juni is mainly Vega's (M.Bison) henchwoman,
            though she can team with Juni if you don't have a decent team yet.
            I like how many of these duos are either mirror matches (like Hazuki
            and Sougetsu) or have great backgrounds like Juni & Juli.
    
    C034    [D]     Juli
    BP:     400 (+100)
    SP:     0 (-2)
    Backup: Vega (M.Bison), Juni, Mature
    Helps:  Vega (M.Bison), Juni
    []      Psycho Charge Alpha
            Discard a character from your hand; gain its SP.
    (*)     She now looks better than her sociopathic counter-part and the two
            have a strange difference. Juli is the stronger of the two, but
            requires a "sacrifice" to give SP, an ability that puzzles me for
            two reasons: (1.) Even if you don't have space to put down a weak
            card that gives you SP, by using this ability, Juli is frozen.
            (2.) Wasn't she supposed to have Psycho Charge Beta? I guess this was
            another change when she lost her SFZ3/SFA3 connection to T.Hawk.
            Like Juni, Juli will be dead weight, even as fodder for Vega/M.Bison,
            around the middle of the game.
    
    C035    [C]     Alex
    BP:     600
    SP:     2 (+2)
    Backup: Zangief, Rainbow Mika, Hayate
    Helps:  None
    ()      Sonic Headbutt
            When Alex hits the enemy directly, they can't use ACs their next turn.
    (***)   Because he now gives 2 SP, he's a decent card up through the mid-game.
    
    C036    [D]     Yun
    BP:     400
    SP:     2
    Backup: Yang, Chong Lei, (Kim) Dong Hwan
    Helps:  Yang, Wang Tang, Chong Lei, Kensuu, Lee Rekka, Gatou
            None
    (**)   A bit of a mixed bag now. The young Twin Dragon is still weak, but
            can team up with a variety of mid-level cards.
    
    C037    [D]     Yang
    BP:     400
    SP:     2
    Backup: Yun, Chong Shu, (Kim) Jae Hoon
    Helps:  Yun, Wang Tang, Urien, Chong Shu, Lee Rekka, (Kim) Jae Hoon, Gatou
            None
    (**)   Like Yun, only with different mid-level cards. The Blue Dragon of
            the Gale joins the twin-brother brigade.
    
    C038    [D]     Sean
    BP:     400 
    SP:     1
    Backup: Sakura, Terry, Shingo
    Helps:  Ken
    ()      Makezu Girai (Sore Loser)
            If your opponent's hand is bigger at your turn's end, draw 1 card.
    (*)    A weak card with a decent trick and can back-up Ken. Sean's not too
            shabby if you're reducing your hand by burning through AC/REs.
            If you have multiple Sean cards out, they activate Sore Loser at
            the same time (and you draw multiple times).
    
    C039    [C]     Oro
    BP:     400 (+100)
    SP:     3
    Backup: Ryu, Chin Gensai
    Helps:  None
    ()      TENGU Ishi (Tengu Stone)
            BP increases by 100 each time you turn starts.
    (**)    Looks weak at first, but the longer he's out, the tougher he gets.
            Wow did his ability go from WOAH to BLOWS. Thankfully, Oro doesn't
            suck as a card, but I'm seriously considering if he's half-a-star
            better than Gai. Originally, Oro's card would gain 100 BP each time
            the opponent drew a card; if it had stayed like that, Oro would be
            godly if you had E.Honda or Jhun Hoon in play. Now, Oro gains BP
            MUCH more slowly.
            NOTE because this ability kicks in at the start of your next turn,
                 being in a United Combo does NOT affect this ability.
    
    C040    [D]     Elena
    BP:     400
    SP:     3
    Backup: Urien, Gill, Lee Rekka
    Helps:  Bob
    []      Healing
            Discard one card in your hand to recover 200 HP.
    (*)    A very good common card. Decent BP and good SP, plus a nice ability.
            Elena still only helps Bob, but now she can toss any card. Too bad
            she only heals 200 HP. Her stats make her decent at the start.
    
    C041    [D]     Ibuki
    BP:     400
    SP:     2 (-2)
    Backup: Zaki, Eiji, Lin
    Helps:  Ayame, Yurika, Kaede (OM), Akari, Lin
    []      Hana Uta (Flower Song)
            Raise one card on each side of the ring by 300 BP.
    (**)   Ibuki lost some stats since the last game, and a rarity ranking, but
            she's still a good card to have. Despite the downgrade, she's managed
            to turn more ninja and less schoolgirl. Paired up with Blue Mary,
            Ibuki can power herself up as much as she'd like as long as the patsy
            is kept frozen. Otherwise, she makes a decent pair with Lin.
            NOTE: Ibuki's Flower Song requires that the opponent have a card out.
    
    C042    [D]     Necro
    BP:     400
    SP:     0
    Backup: Twelve, Shiki (T), Touma
    Helps:  Dhalsim, Zabel (Raptor), Roddy
            None
    ()     I have no idea, but somehow he got worse. Why is he singing to me?
            If Jay Sherman can't do it, maybe Simon Cowel can: Worst ever!
    
    C043    [C]     Makoto
    BP:     400
    SP:     3
    Backup: Ryo, Takuma, Akari
    Helps:  Takuma
    ()      KIAI Jiyaa! (Yell)
            Stops extra damage when she counter-attacks a United attack.
    (**)   A good character who now pairs up well with other karate experts.
            Her average stats and semi-useful ability make her a contender.
            Like Gaira, Makoto can sacrifice herself to prevent a United attack
            from reaching your HP. Looks like Makoto got hit by the angry stick.
    
    C044    [D]     Q
    BP:     500
    SP:     2 (+2)
    Backup: Balrog (Vega), Rainbow Mika, Raiden
    Helps:  Tam Tam, Yashiro
    ()      NAZO no Sonzai (MYSTERY Origin)
            At your turn's end, both players trash the top 2 cards of their deck.
    (**)   Q got an upgrade; more SP and a special ability that goes well with
            a decking deck as long as you have Vacation or Gen and Lilith.
            For some reason, Q has a lower rank yet better stats.
    
    C045    [C]     Twelve
    BP:     100
    SP:     0
    Backup: Kuroko (the Ump), Hagure Hitogata (The Wanderer), Zero
    Helps:  Necro, Hagure Hitogata (The Wanderer)
    ()      X.C.O.P.Y.
            When this character counters, BP becomes that of the attack.
    (**)   Slightly better than Makoto or Gaira's ability to stop United damage.
            X.C.O.P.Y. would sacrifice Twelve to KO #all# the attacker(s).
            This in itself makes Twelve valuable in that it could stop a 4000+
            damage United-attack.. but would the enemy even attempt that if
            they knew Twelve would KO all their cards?
            For a [C] card, you might want to try it out in the early goings of
            the game, but when you have 700+ BP attackers coming out to play,
            you probably want to put a character down to give you some SP too.
    
    C046    [B]     Remy
    BP:     700
    SP:     3 (+3)
    Backup: Guile, Freeman
    Helps:  Freeman
    ()      Fukushuu (Revenge)
            BOTH players lose 1 SP for each card in their hand at the start of
            your turn.
    (**)   Like Q and Twelve and Makoto and Ibuki, Remy has his useful points.
            He's good for your deck if you think you can use all your SP quickly
            (or lose enough cards) and reduce your opponent's SP to nothing.
            Because his power goes into effect at the start of your turn, you
            can't turn it off by throwing him in a United Combo.
            Remy has gone through a minor change not counting his backup list
            (still no one notable); Remy has an additional 3 SP which makes him
            helpful before his power kicks in.
            Make sure you won't shoot yourself in the foot with his ability.
    
    C047    [D]     Retsu
    BP:     200
    SP:     5 (+1)
    Backup: Donovan, Nicotine, Gaira
    Helps:  Nicotine
            None
    ()     Five SP makes Retsu a decent starting card, but this old street
            fighter is no longer even good back-up fodder.
    
    C048    [D]     Lee
    BP:     200
    SP:     4 (+1)
    Backup: Gen, Lee Pylon, Chin Gensai
    Helps:  Gen
            None
    ()     Ooh! Plus one SP. How useful! Everyone should have a Lee card...
            so you can POOP ON HIM!
    
    C049    [A]     Satsui no Ryu (Evil Ryu)
    BP:     700 
    SP:     3
    Backup: GOD Rugal
    Helps:  Bousou (Wild) Iori, Bousou (Wild) Leona
    /\      Satsui no Hadou (Evil Energy)
            KO's one character in Freeze Phase
    (****) Technically, "Murderous Intent" Ryu. Unlike the previous game, this
            time sociopathic Ryu has made some friends; EVIL friends. Now, not
            only can his power wrack ANY frozen character (unlike Gouki's
            newly adjusted power), he can also back-up others into being MORE
            fearsome. A very good card, 700 BP & 3 SP are very nice, and if no
            one is frozen, he can still be played. EVIL!
            NOTE: If the only frozen players on the field are on your side,
                  Evil Ryu *will* KO one of his teammates coming in!
    
    C050    [C]     Demitri
    BP:     500
    SP:     4
    Backup: Zombie, Zombie, Red Arremer
    Helps:  Red Arremer
    []      Midnight Bliss
            KO one of your characters to draw 1 card.
    (***)   Worthwhile stats and a neat ability that can rid your ring of weenies.
            I like drawing heavy hitters while making space to put them down.
            Like all "[] KO" abilities, Demitri can use it on himself.
    
    C051    [B]     Morrigan
    BP:     700
    SP:     5
    Backup: Mai
    Helps:  Lilith
    ()      Ubaste Aberu (Life Sucker)
            Damage she does to the opponent's HP is added to your HP.
    (****)  Well, Morrigan is no longer the best [B] card ever. It is now much
            harder to directly damage opponents with a high BP character, so
            only if Morrigan is weakened (or you wiped out the opponent's field
            at once someone) will you be able to use her ability.
            Try to do what you can to force the enemy to choose between a high BP
            attacker (such as Haohmaru) or Morrigan; this may require a few
            Reparation ACs to do, but one strike from her and the tides of
            battle can change instantly as you deal damage and heal your own.
            I feel awkward that Mai backs her up instead of Lilith now.
    
    C052    [S]     Morrigan (D)
    BP:     700
    SP:     5
    Backup: Iori
    Helps:  June
    []      Oyasumi no Kiss (Goodnight Kiss)
            KO's one of your characters and raises your SP by 8.
    (****)  A rarer card that's just as powerful as it's [B] rank coutnerpart,
            but not as dangerous. Because it is much more difficult in using
            the other Morrigan's powers, KO-ing a weenie on your team for 8 SP
            is an #excellent# trade. Still a powerful card to have in your deck.
    
    C053    [D]     Galon (J.Talbain)
    BP:     400
    SP:     3
    Backup: Felicia, Nakoruru (T)
    Helps:  Bulleta (B.B.Hood), Leo, Galford
    /\      Ge no Tagiri (Seething Blood)
            Randomly raises or decreases BP by 300.
    (*)     Too random for my tastes. J.T. does give you 3 SP, but I've seen him
            enter the ring at a paltry 100 BP more often than I've seen him
            'Gief-up to 700 BP. You may want him if you've got Guile in your deck
            to prevent Seething Blood, but by then 400/3 may not be impressive.
            While he gives more help this game, he's still too random for me.
    
    C054    [D]     Zabel (L.Raptor)
    BP:     400
    SP:     2
    Backup: Zombie, Kubikiri Basara, Necro
    Helps:  Lei Lei (Hsien-ko), Zombie, Red Arremeber, Murkuro, Freeman
            None
    (*)     Zabel Zarock, Le Malta, they haven't treated you well. On the upshot,
            Lord Raptor makes a great tag-team with Zombies if an opponent sends
            the Zombie virus back your way. Plus, Raptor also backs up Lei Lei
            (Hsien-ko) and Red Arremer.
    
    C055    [C]     Victor
    BP:     700
    SP:     0
    Backup: Zangief, Mech Zangief
    Helps:  Chang, Maxima
            None
    (*)    He has no SP gains, but does have 700 BP. This makes him more valued
            than say, Necro or Rob Python. It's a really short list now, but
            Victor is still tough enough to deserve a spot in your deck early on
            when sheer POWER can intimidate. Too bad Victor still isn't a big
            "team" player; the people he helps are weaker and the people helping
            him are better.
            If Victor got help from Haggar, I'd have nicknamed him "Lariat City".
    
    C056    [B]     Felicia
    BP:     500
    SP:     2
    Backup: Al & Iven, Cham Cham
    Helps:  Galon, Al & Iven, Cham Cham
    []      Otsukai ART (Sidekick Art)
            Randomly draw 1 Action card from deck.
    (**)   A decent card overall. Felicia has good BP and decent SP, plus cheap
            back-up cards. If you don't have that many AC in your deck, chances
            are she'll draw a good one to your hand. However, Felicia doesn't
            fit as a "strong" attacker. After you stop holding Cham Cham in
            your deck, you'll probably dump Felicia for the Management AC.
    
    C057    [D]     Sasquatch
    BP:     400
    SP:     3 (+2)
    Backup: Cham Cham, Rimururu (S), Kula
    Helps:  Rimururu (T), Rimururu (S), Kula
            None
    (*)    A bit of an overhaul this time around. Sasquatch is a fair card to
            have in the early goings, though he forms a cool team with some
            heavier hitters later on if you want. (No Capcom back-ups at all!)
    
    C058    [D]     Bishamon
    BP:     300
    SP:     4
    Backup: B.Hayato, Samonosuke
    Helps:  None
    /\      Kirisute Gomen (Regretful Lop)
            KO's all other characters in your ring. Gain 300 BP for each KO.
    (**)    A pretty useful card actually. Great for coming in second or third,
            after you've played a weak card that adds SP, or for eliminating a
            weakened defender. He can still be played if your ring is empty.
            While no longer forming a team of steel with his back-up, Bishamon
            still has a fun ability that can power him up to 600-900 BP.
    
    C059    [C]     Anakaris
    BP:     600
    SP:     0
    Backup: Aulbath (Rikuo), Gill
    Helps:  Dhalsim
    /\      Ouke no Sabaki (J.O.T.P.; Jaunt of the Pharaoh)
            All ring characters lose their abilities, including himself.
    (**)   A very "screw you" card. You get a good 600 BP bruiser, and you
            get to eliminate any () [] (and /\) abilities your opponent's ring
            may be using to annoy you.
            Anakaris is no longer a big team player, but his ability nets him
            an extra half-star because of how annoying some new abilities are.
            NOTE that J.O.T.P. (Ouke no Sabaki) also affects YOUR ring characters.
    
    C060    [D]     Aulbath (Rikuo)
    BP:     400
    SP:     1 (-3)
    Backup: Genjurou, Sougetsu
    Helps:  Anakaris, Genjurou, Sougetsu
    []      Mizu no Uruoi (Wet Water)
            Anyone receiving back-up gains 200 BP.
    (**)   Still a great card, especially if you hold Sougetsu and Genjurou.
            While no longer the 400/4 [D] card from CFC1, Aulbath's ability can
            seriously beef up a deck that relies on back-ups until you find
            Natsu; just make sure the enemy doesn't benefit more than you do.
            (STILL don't know where the names "Rikuo"/"Aulbath" come from)
            (Wikipedia places Rikuo as a pun on the actor in Creature from the
             Black Lagoon, but searches on Orubasu lead to ORange BATHingsuit)
    
    C061    [C]     Phobos (Huitzil)
    BP:     700
    SP:     1
    Backup: Blodia, Kikaioh
    Helps:  Kevin
            None
    (**)    A good card, much like Zangief. Strong BP, still gives 1 SP, but for
            some strange reason, he no longer teams with many cards. As a stand-
            alone Phobos isn't bad, but should be replaced by cards like Q-Bee.
    
    C062    [B]     Pyron
    BP:     800
    SP:     2
    Backup: Lucifer
    Helps:  Lucifer
    ()      Cosmo Power
            +3 to SP at the end of your turn if yours is lower than your enemy's.
    (****)  A great card to have at least one of. Early on, it's great to have a
            lot of to make use of his ability. Later on, the ability is more of a
            nicity, but his stats are still great.
            If you have more than one Pyron, his Cosmo Power stacks with itself
            and activate simultaneously (giving you +6 or +9 instead of +3).
    
    C063    [C]     Lei Lei (Hsien-ko)
    BP:     600 (+200)
    SP:     2 (-3)
    Backup: Zabel (Raptor), Yamazaki, Xiang Fei
    Helps:  Xiang Fei
    []      Anki (Dark Weapon)
            Shuffle Lei Lei and your hand back into your deck; draw three cards.
    (***)   Aiyaa! The Chinese Ghost has had a major overhaul. She has been
            changed from a team-player into a bruiser card that forms a team with
            Xiang Fei. Still, high BP for a [C] card and she still gives 2 SP.
            Lei Lei/Rei Rei/Hsein-ko (and to make it more confusing, her ofuda-
            slash-sister Lin Lin; how did she get so many names?) even has a
            power that's somewhat useful. You don't discard your hand, but
            shuffle it back into your deck (along with Lei Lei) unlike Mai's
            ability. It's a toss-up though as three cards isn't much.
    
    C064    [C]     Donovan
    BP:     500
    SP:     4
    Backup: Gouki, Gaira, Kevin
    Helps:  Retsu, Nicotine, Gaira, Kevin
    []      Change Immortal
            Discard a card from your hand to raise Donovan's BP by 300 pts.
    (***)   Donovan's ability has improved, but it's still rather risky since
            it's a []-ability; you'll freeze Donovan while tossing a card.
            Even without using it, this Vampire Hunter is still a potential
            power-house with two good friends (plus one demon-incarnate).
    
    C065    [C]     Jedah
    BP:     500
    SP:     4
    Backup: Q-Bee, Lilith, Bousou (Wild) Iori
    Helps:  Iori
    ()      Shimabe no Akashi (P.D.C.)
            Draw one card when he damages enemy directly.
    (***)   Not so strange that the misundersood Jet Black Vampire Savior helps
            misunderstood dreg Iori, but why is he getting help from the crazed
            sociopath Bousou (Wild) Iori? While harder to get a direct hit, his
            P.D.C. (Prova di Cervo / Shimabe no Akashi) is a good power.
            Another benefit is that he's another character that can be backed
            up by Q-Bee, who when played will search through your deck to add up
            to 2 Q-Bees into your hand (one for her, one for him!).
    
    C066    [A]     Bulleta (B.B.Hood)
    BP:     500
    SP:     3
    Backup: Galon
    Helps:  Ukyo
    []      RINGO Bakudan (Apple for You)
            KO's a single enemy character, then shuffle B.B.Hood into your deck.
    (****)  A very, VERY kick-ass ability. It does randomize your deck some more,
            but the fact that you've just pulled a Double KO without spending
            SP #and# while keeping the bounty hunter sometimes known as Bulleta
            ALIVE so she can do it again has to warm the cockles of your heart.
            What prevents B.B. from getting a higher grade is that her stats are
            only above-average. Still though, even in the hard-hitting late game,
            getting a free KO is still getting a free KO.
            No idea why she's getting help from someone she'd hunt; Rush might
            have been a more logical choice (Marvel VS Capcom 2; B.B. vs Mega).
    
    C067    [B]     Q-Bee
    BP:     600
    SP:     3
    Backup: Q-Bee, Q-Bee
    Helps:  Jedah, Q-Bee
    /\      Plus B
            Put all Q-Bees from deck into your hand. Shuffles the deck afterwards.
    (***)  A real hard worker; try to get more than one Q-Bee into your deck.
            Not only does she have 600 BP and 3 SP to give, her special ability
            let's her back herself up into a 1200 BP monster that much faster.
            Q-Bee can also back up Jedah, another good card.
            Even if you don't have a Q-bee left in your deck, playing her will
            shuffle your deck.
    
    C068    [D]     Lilith
    BP:     400
    SP:     2 (+2)
    Backup: Morrigan, Shingo
    Helps:  Jedah
    /\      Hitotsu Ni Naruno (Becoming One)
            All discarded characters are shuffled back into the deck.
    (***)  Now with 2 SP! Lilith is still a great [D]-rank card, though the
            randomization is somewhat annoying. Lilith's a strange card to grade:
            she's better later on when you want to put powerhouses back into
            your deck rather than early when you don't want to shuffle the weaker
            cards back in.
            Remember to keep Laundry and Shopping to pick up the odd AC in your
            discard pile (and Lilith should she end up there). Try not to have
            more than one Lilith card in your deck due to over-recycling weenies.
            Strangely, Lilith only helps Jedah now and receives back-up from
            Shingo (instead of Morrigan), hah?
    
    C069    [C]     Hayato
    BP:     700
    SP:     1
    Backup: June, Ele
    Helps:  June, Ele
    /\      Ashura
            Discard all ACs in hand, gain 200 BP for each discarded card.
    (***)   Somewhat of a mixed blessing. While you don't show your hand off,
            (I think) you are forced to lose all the ACs in your hand when
            playing Hayato. On the plus side, 700 BP to start with is good
            already, imagine if you had 1-2 ACs in your hand?
            With Hayato in your hand, you may want to consider adding a Gen or
            Hotaru card into your deck.
    
    C070    [C]     B.Hayato
    BP:     500
    SP:     2 (+1)
    Backup: Ryoma, Samanosuke, Jubei
    Helps:  Bishamon, Genjurou
            None
    (**)    500 SP and 2 SP are good at the start. He gets back-up from and
            gives back-up to early and mid-game cards. For a [C]-card, he could
            be better.
    
    C071    [C]     June
    BP:     600 (+200)
    SP:     3
    Backup: Morrigan (D), Hayato, Ele
    Helps:  Chun Li, Hayato, Blues (Proto Man), Ele, Xiang Fei
    ()      Plasma Ring
            Prevents [] abilities from activating.
    (***)   June has been upgraded to a "good" card. Good BP and SP, a big
            ability like SNK's Nicotine, but she has a strange and somewhat
            inconsistent cocktail of backups and help. June is still a good
            upgrade to Nicotine, she is part of a good Star Gladiator team
            with Hayato & Ele, and teaming up with Guile, can stop all annoying
            abilities.
    
    C072    [C]     Rain
    BP:     600
    SP:     2
    Backup: Karin, King, Charlotte
    Helps:  Rimururu (C), Bilstein
    /\      Osagari-nasai (Back off!)
            Sends one character in your ring (including Rain) back to hand.
    (**)    A decent card with a quirky ability. Rain can either be viewed as a
            pushy 600/2 bruiser or a field medic who shuffles the weak out of
            the ring. Early in the game, you can have Rain knock a weak or
            weakened ally from the field back into your hand and start powering
            her up with her 2 decent back-ups.
            Personally, with my style of playing, any weak cards in the field are
            better used as fodder. Rarely do I want to return a weakened power-
            house with an Escape AC unless they have a useful /\ ability. I try
            to use the weakened card to furthur weaken the enemy, with another
            strong card ready to enter as soon as the field opens up.
            Because Yashiro's ability no longer can send your own cards back to
            your hand, I've had to re-evaluate Rain and Rosa's ability. Because
            you MUST send a card back to your hand, it's still annoying if you
            just want to continue a non-stop offense.
    
    C073    [A]     Jin Saotome
    BP:     800 
    SP:     4
    Backup: Blodia, Blodia, Blodia
    Helps:  Blodia
    []      Saotome Dynamite
            KO this character, then KO 1 enemy character.
    (*****) He's still Jin Saotome, walking 800 BP Double KO card. And he still
            gives 4 SP. And he can be obtained through battle like a regular [A]
            card. Jin can give and take damage, and if his BP gets too low, can
            KO himself, making space for another card, while taking an enemy down
            with him. 2-3 of him. Deck. ASAP.
            Granted, there are now many new ways to stop 800 BP cards, Jin is too
            valuable to pass up. He is an excellent defender & gives lots of SP.
    
    C074    [D]     Blodia
    BP:     1000
    SP:     0
    Backup: Jin Saotome, Kikaioh
    Helps:  Phobos (Huitzil), Jin Saotome, Omokane Saki, Kikaioh
    /\      Energy Cost
            After playing, you must have and loose 10 SP or this card KO's itself.
    (**)    Somewhat hard to grade as Blodia is pretty useful after the game is
            over, when SP is plentiful because you have lots of rare or
            uncommon cards like Mech Zangief or Pyron. If you have Guile in play,
            Blodia can enter the ring with no consequence. At the very least,
            it makes a good back-up to Jin & Saki.
    
    C075    [A]     Zero Gouki (Zero Akuma)
    BP:     1500
    SP:     0
    Backup: Gouki
    Helps:  Zero, ZERO, Omokane Saki
    /\      Giga Crush
            You must show the opponent your hand and discard any AC & RE cards.
    (***)  Just like Geese, Zero Gouki has been given a significant penalty.
            Losing non-character cards alone is bad, but you also show off your
            hand and get no SP. It wouldn't be so bad if you had a killer hand
            and Zero Gouki was the icing on the cake. Using Zero Gouki before
            the end of the game isn't a bad idea, as decks won't have cards like
            Bousou Iori or Regina; things that target cards with 800+ BP. If
            you keep one for later, it's best used at the start or as back-up.
            Oh Zero G., what a pale shadow you've become from your Cyberbots
            incarnation. (Capcom's most popular 2D Robot Fighting Game!)
    
    C076    [D]     Leo
    BP:     500
    SP:     2
    Backup: Galon, Shigen, Shishiou
    Helps:  Shigen, Shishiou
            None
    (**)    Nice for a [D] rank card. 500 BP and gives 2 SP to boot. Still the
            best out of his teammates.
    
    C077    [D]     Mukuro (Kenji)
    BP:     400 (+100)
    SP:     1 (-2)
    Backup: Shou (Ginsu), Hanzo, Zantetsu
    Helps:  Eiji, Hanzo
    /\      Mittei (Espionage)
            Draw a card from the enemy's deck; toss a hand card into their trash.
    (**)   Mukuro/Kenji is quote like Mukuro on the SNK side, looking at his
            stats you would think he was a sub-par card. However, his ability
            is quick devastating if you pick up a good card. True that unless
            they used something like Saki or Hotaru's ability, you won't know
            what's on top, but if they have a better deck you won't mind. Even
            if they have a weak deck, you can throw the card you picked up into
            their trash.
            Kenji's good enough to be put in a mid-game deck, a decking deck, or
            a team-based deck.
    
    C078    [A]     Tabatha (Tessa)
    BP:     300
    SP:     2
    Backup: Al & Iven, Rouge, Akari (P)
    Helps:  Al & Iven
    []      Naiyou no Tsue (Solar Cane)
            For this turn, the next AC card you use is free of SP cost.
    ()     Despite being the most well-known Warzard character, she's very weak.
            Despite her [A] rank, she doesn't even have a decent ability. It's
            nice that you can get a free AC use and conserve SP, but by the time
            you obtain Tessa (in Story Mode), you probably won't need to.
    
    C079    [D]     Al & Iven
    BP:     100
    SP:     6 (+1)
    Backup: Felicia, Tabatha (Tessa), Cham Cham
    Helps:  Felicia, Tabatha (Tessa), Cham Cham
            None
    (*)     Wow, 6 SP is a record setter. And then they still die.
    
    C080    [D]     Tao (Mai Ling)
    BP:     300
    SP:     5 (+1)
    Backup: Cammy, Son Son, Heidern
    Helps:  Son Son, Xiang Fei
            None
    (**)    A 5 SP card with passable BP. Too bad she's only teamed up with
            Son Son. And Heidern? What happened to Lei Lei, June, and Xiang Fei?
    
    C081    [C]     Batsu
    BP:     600
    SP:     3
    Backup: Kyosuke, Hinata
    Helps:  Kyo
    ()      Nekketsu (Boiling Blood)
            All characters entering the ring can use [] abilities right away.
    (***)   The three members of the Taiyo Gakuen are a good team, but Batsu &
            Kyosuke stand out more. "Burning" Batsu here has good stats and is
            pretty strong during mid-game for being a [C] card. His ability is
            fairly obscure, but helpful at times. This can turn someone like
            Rimururu (T) into a cheaper Yamazaki (Classic), able to Freeze any
            enemy upon entering the ring.
            Batsu will easily be replaced by Kula, his stronger SNK counterpart
            who is a slightly better team-player.
    
    C082    [B]     Kyosuke
    BP:     600
    SP:     3
    Backup: Hyo, (Kim) Jae Hoon
    Helps:  Batsu, Hyo
    ()      Cool
            Decreases AC card cost by 2 for both players.
    (***)  Like Batsu, this Rival School teacher and twin brother of Principal
            Hyo has good stats, but his ability is double-edged. While you can
            play certain AC cards for 0 SP, so can your opponent. It's hard to
            choose who's the better/less damaging between him and Batsu.
            NOTE: Multiple Kyosuke's in play will have their abilities stack.
    
    C083    [D]     Hinata
    BP:     300
    SP:     2
    Backup: Sakura, A.Asamiya, Hinako
    Helps:  Sakura, Batsu
    /\      Ganbatte! (Go for it!)
            Raise any 1 character's BP by 200.
    (**)    Hinata is a good card to have in your deck even after you get Duck
            King (who gives a 300 BP boost). While Hinata is no longer the
            "generic" back-up, she can still help her (smaller) school-girl cliq.
    
    C084    [C]     akira
    BP:     500
    SP:     5
    Backup: Daigo, Kazuki, K'
    Helps:  Kazuki
    /\      Anioh Sagashite (Big Brother Search)
            Looks through deck from the top and put the 1st Action card you find
            into your hand. Discard all the cards you've looked through.
    (*)    A rather dangerous card to play since it may be long way down until
            you get an Action Card. Hopefully Lilith or Laundry Day is coming up
            so you don't loose half your deck.
            If you could bypass this ability, akira would be a great card to play.
    
    C085    [D]     AKIRA (Classic w/helmet)
    BP:     400
    SP:     3
    Backup: Daigo, King, Kojirou
    Helps:  Daigo, Kojirou
            None
    (*)    Decent stats, and this helmeted biker's sister now helps more people.
            For some strange reason, she doesn't help her classmates, her rival
            (Zaki) or her Brother's old gang (whom she teamed with once). She
            does team up with her Mibo look-alike, Kojirou.
    
    C086    [A]     Daigo
    BP:     800
    SP:     0
    Backup: AKIRA, Rosa
    Helps:  akira, AKIRA, Edge, Gan, Rosa
    /\      Matometekoi! (Finish It!)
            BP doubles when enemy has 3 characters in their ring.
    (****) Potentially the strongest single non-enchanted character card.
            With both back-ups, Daigo would have 2200 by HIMSELF. Even without
            his ability activating, he's still an 800 BP beast (that doesn't
            give SP though). Considering its more difficult now to get & use
            Krauser or Mech Zangief (1200/5) Daigo is definetly a force to have
            if your deck.
    
    C087    [B]     Kyouko
    BP:     600
    SP:     2
    Backup: Hideo, Kim
    Helps:  Shermie, Hideo
    /\      Massage
            Ends Freeze phase for all characters in your ring.
    (***)   Good stats, and a moderate ability. In essence, playing Kyouko is
            the same as playing a "Fight!" (another Justice Gakeun picture) card.
            To make the most of her ability, have your in-ring characters use
            their [] first (to freeze themselves) and then play Kyouko. Teaming
            up with Kim & Jhun Hoon will allow Jhun Hoon to Bromide the opponent
            into shrinking their deck by 12.
    
    C088    [C]     Hideo
    BP:     500
    SP:     3
    Backup: Kyouko, Kim
    Helps:  Kyouko
            None
    (**)   The other Justice High teacher's stats are just as almost as good as
            Kyouko's, but note quite. Kyouko is laos a bit more helpful.
    
    C089    [B]     Falcon
    BP:     700
    SP:     2
    Backup: Ayame, John, Alfred
    Helps:  None
    []      Power Stone
            Randomly discard 1 card from your hand. Select one of your characters
            to receive +300 BP.
    (***)   A strong card that gives decent SP. His ability is risky since it
            removes a card at random from your hand, but it turns that card into
            a free Awakening AC. For some reason, he no longer helps people...
    
    C090    [D]     Ayame
    BP:     300 (+100)
    SP:     5
    Backup: Ibuki, Andy, Zantetsu
    Helps:  Falcon
    ()      Ohka-Gakure (Butterfly Illusion)
            At beginning of your next turn, she shuffles back into the deck.
    (*)    Very valuable early on to give yourself lots of SP quickly when you
            don't mind rando-mixing your deck. A quick 5 SP and the next turn she
            auto-removes herself from the field (if she's still there) and into
            your deck. Later, when you pick up beefier cards that give SP bonuses,
            the Butterfly Illusion starts to become annoying.
            While Ayame has some common back-ups, it'll be hard getting her to
            stick around.
    
    C091    [D]     Wang Tang
    BP:     300
    SP:     2 (+1)
    Backup: Yun, Yang, Hon Fu
    Helps:  Fei-Long, Hon Fu
            None
    ()     Barely passable BP, marginal SP, and he's not that great a helper.
    
    C092    [C]     Ryoma
    BP:     300  (-100)
    SP:     4 (+2)
    Backup: Rouge, Haohmaru, Jubei
    Helps:  B.Hayato, Samonosuke
    /\      Bushido
            Choose 2 cards between your hand and the trash for your new hand.
            The remaining cards go into the trash.
    (*)     Fair stats and can help out two decent cards. His ability is only
            good if you #desperately# need to pilfer your trash; if not, then
            it becomes a liability.
    
    C093    [D]     Rouge
    BP:     200
    SP:     5
    Backup: Rose, Akari (P), Akari (S)
    Helps:  Rose, Tabatha (Tessa), Ryoma, Akari (S)
            None
    (*)    5 SP is attractive, and she's quite helpful this time around.
    
    C094    [B]     Strider Hiryu
    BP:     700  (-200)
    SP:     3
    Backup: Option, Option, Option
    Helps:  Option, Nakoruru (S)
    []      Cypher
            KO's one character who is receiving backup.
    (****)  Wow, did Strider get shot down a notch. Lose 200 BP and gets dropped
            a rank. Still, that puts him under the 800 BP mark, safe from
            critters like Bousou (Wild) Iori. Hiryu's stats are still good
            enough to place him on the front line, but his ability is a tad
            marginalized due to CFC2's reduced priority on back-ups. Speaking of
            which, his Backup/Help list now no longer looks like Jin Saotome's.
    
    C095    [D]     Option
    BP:     400
    SP:     0
    Backup: Strider Hiryu, Option, Option
    Helps:  Strider Hiryu, Option
    ()      Support
            Allows entering characters to receive back-up (including itself).
    (*)    The ability is nice, but 400 SP and no SP hurts. Option is great
            in combination with the "Activate!" AC and either Q-Bee or M.Bison
            who summon their own Back-Ups upon entering.
    
    C096    [C]     Cody
    BP:     600 (+100)
    SP:     2
    Backup: GUY, Haggar, Terry
    Helps:  GUY, Haggar
            None
    (***)   I guess Guy & Cody have made up since their Final Fight days.
            Cody is a decent heavy-hitter early on with 600 BP and makes a
            great "Final Fight One" team with brawlers Guy & Haggar.
    
    C097    [A]     Haggar
    BP:     700
    SP:     3
    Backup: GUY, Cody
    Helps:  Zangief, GUY, Cody, Maki
    []      Deadly Lariat (Spinning Lariat)
            Returns all characters in ring back to their decks & shuffles decks.
    (****)  Mayor Haggar has very good stats AND has a great ability that can
            turn the tide of a fight if you're being outnumbered. Activate his
            ability (which doesn't KO anyone) before you send in your new card.
            While not as powerful as Akari (P)'s, Haggar is much more survivable.
            The Mayor-slash-Saturday Night Slam Master also helps Lariat buddy
            Zang-O and Final Fight 2 partner Maki.
    
    C098    [B]     Damnd
    BP:     600
    SP:     0
    Backup: Sodom, Rolento
    Helps:  Sodom
    []      Kuchibue (Whistle)
            Put a card with 100-500 BP from your deck to your hand; shuffle deck.
    (***)  Faithful Damnd, his ability is pretty worthwhile if you've got
            lots of 500 BP guys with useful abilities left in your deck that you
            want out sooner. Damnd's 600 BP is good too, still wish he gave SP.
            Because you now choose who's going to your hand, Damnd acts like he
            does in Final Fight: calling in weaker jobbers for your enemy to
            beat up. But don't under-estimate the abilities that some cards
            with 500 BP or less posess. Guys Takato and E.Honda can easily help
            you stall or draw more powerful cards while Rock H. and Akari (P)
            are still 500 BP.
    
    C099    [B]     C.Commando
    BP:     700
    SP:     4
    Backup: Shou (Ginsu), Gennety (Mack), Fuuba (Baby)
    Helps:  None
    []      Captain Corridor
            Freezes himself and then gives 400 damage to all Frozen characters.
    (****)  A very powerful card by himself, 700 BP and 4 SP is great for a[B]
            card, but his ability (sort of like the Crush AC) is a little iffy.
            You have to wait until the enemy does something (so they're still
            frozen your turn), but this is a great way to weaken several enemies
            at once. Cap.Com. might even be able to do it again and wipe them all
            out (possibly himself too) simultaneously. Still, a good card to
            consider for his BP/SP anyway.
            Too bad this time around, the Captain is too selfish to GIVE help.
            How do you translate "Captain KOREDA~"? Sounds like he's just
            shouting his own entrance: "Captain, kore da!"
    
    C100    [D]     Shou (Ginsu the Ninja)
    BP:     200
    SP:     5 (+1)
    Backup: Gennety (Mack), Fuuba (Baby), Hanzo
    Helps:  Mukuro (Kenji), C.Commando, Gennety (Mack), Fuuba (Baby),
            Eiji, Zantetsu
            None
    (*)    Weak, but he gives 5 SP and can back-up C.C. and some extra Ninjas.
    
    C101    [D]     Gennety (Mack the Knife)
    BP:     400 (+2)
    SP:     0 (-2)
    Backup: Chou (Ginsu), Fuuba (Baby), Mukuro
    Helps:  C.Commando, Shou (Ginsu), Fuuba (Baby)
    []      Haka Mori (Grave Keeper)
            Discard 1 card; prevent an enemy character from defending.
    (*)    Gennety has some redeeming value this time around, though he won't
            actually "freeze" anyone. It would be better if he did as it could
            set up C.C.'s ability nicely.
    
    C102    [D]     Fuuba (Baby Head)
    BP:     200
    SP:     5 (+2)
    Backup: Shou (Ginsu), Gennety (Mack), Shigen
    Helps:  C.Commando, Shou (Ginsu), Gennety (Mack)
            None
    (*)    Read Shou (Ginsu), except that Fuuba is a strict C.C. follower.
            tolerable as back-up fodder.
    
    C103    [B]     Leon
    BP:     600
    SP:     2
    Backup: Claire, Jill
    Helps:  Claire, Jill
    []      Ashidome (Confinement)
            Stops use of ACs during the next enemy turn.
    (***)   Good stats, decent power, a welcome mid-level card for any deck.
            While not a Redfield, Racoon City's best can still provide good help.
    
    C104    [C]     Claire
    BP:     400
    SP:     4
    Backup: Leon, Chris R., Jill (M)
    Helps:  Leon, Jill, Chris R.
    []      Otori (Decoy)
            KO this character and draw 1 character randomly from deck.
    (**)   A nice card overall. Claire has good stats, good teammates, and has
            a fair ability if she's weakened or if you think you have stronger
            cards left in your deck. By the mid-game, the ability won't be useful
            as card will just KO her in one hit by then, but she's a solid
            back-up or calvalry for her S.T.A.R.S. teammates.
    
    C105    [C]     Zombie
    BP:     200
    SP:     0
    Backup: Zabel (Raptor), Zombie, Zombie
    Helps:  Demitri, Zabel (Raptor), Zombie, Red Arremer, Mukuro
    []      Biohazard (Resident Evil)
            KO's this character and turns another character into a zombie card.
            Discard all the back-ups of the fresh Zombie.
    (*)     A somewhat funny card. Zombies carry and infect enemy cards with
            their T-Virus (BioHazard, the Japanese name of the Resident Evil
            series), which means they can turn your cards into Zombies, which
            means you can use the T-Virus again... Eventually somebody decks
            themselves if no ACs are played.
            On the plus side, if you don't want to do this, you can just use
            them as back-up bait, or even back them up with other Zombies you
            have... until they get weakened and pass the virus on again.
    
    C106    [D]     Jill
    BP:     400
    SP:     1
    Backup: Leon, Claire, Chris R.
    Helps:  Leon, Chris R.
    []      Beretta
            Damage one enemy character or enemy 100 pts.
    (**)    I added the extra half-grade since she's part of a good team.
            Otherwise, she's got weak BP, low SP, and a weak ability.
    
    C107    [B]     Rock (Mega) Man
    BP:     600
    SP:     5
    Backup: Roll-chan, Rush
    Helps:  Nakoruru (S), Roll-chan, Rush, Rock Man X
    []      Teki no Uryoku (Enemy's Ability)
            Steal the ability of any one character card in the ring.
    (****)  One of the greatest cards you can find early on. He gives a big 5 SP,
            has a nice 600 BP, which should really just be great on their own, but
            the Blue Bomber has one more trick up his arm cannon: he can steal,
            not duplicate, but REMOVE the ability from the target card and give
            it to himself.
            This means that the 'bot known once again as Rock could remove
            annoying abilities from your enemy, even [] Enemy Ability from a
            Rock Man on the other side. It could also remove annoying abilities
            from your own heavy hitters like Iori's () Blood Contract cutting the
            1000 BP monster loose.
    
    C108    [C]     Roll-chan
    BP:     400
    SP:     4 (+4)
    Backup: Rock (Mega) Man, Rush
    Helps:  Rock (Mega) Man, Rush
    []      Roll Buster
            Decreases all characters' BP (including this one) 200 pts.
    (**)    Rock n'Roll isn't one of the game's stronger combinations. Roll is
            still fair to keep if you want to back Mega Man up. Her Roll Buster
            has the potential of hitting 3 enemies, but try to make sure you
            don't have that many on your side. Early in the game, 200 damage
            should really annoy the enemy. Later on, wait until you see Ryu (BF).
            Compared to SNK's Zantetsu Roll-chan has more HP, gives 4 SP, and has
            it as a command attack instead of an auto-attack, she's much better
            liked. Unfortunately Roll-chan's team isn't as strong as Claire's.
    
    C109    [D]     Rush
    BP:     200
    SP:     3 (+1)
    Backup: Rock (Mega) Man, Roll-chan, Galford
    Helps:  Rock (Mega) Man, Roll-chan, Galford, Nakoruru (T)
            None
    ()     Maybe for back-up would I include Mega's canine companion.
    
    C110    [D]     Blues (Proto Man)
    BP:     300 
    SP:     2 (+1)
    Backup: June, Mr.Big, K'
    Helps:  None
            None
    ()     For someone who constantly gets the drop on Mega Man, he's awfully
            weak and his lack of helping others is just plain awful.
            WTH is up with his back-up list; it looks like a bad joke?!
    
    C111    [D]     Rock Man X
    BP:     500 (-100)
    SP:     1 (-1)
    Backup: Rock (Mega) Man, ZERO, Leona
    Helps:  ZERO
    []      Parts Change
            Discard 1 action card from hand and draw 2 cards.
    (***)   Good BP make X a decent addition to a mid-level deck. He also makes
            a good team with ZERO, too. X's ability pretty much changes any AC
            in your hand into Lucky Kitty. Useful if you need to sift through
            your deck faster. Someone must be laughing at the X/X-calibre link.
    
    C112    [C]     ZERO
    BP:     600
    SP:     3 (+1)
    Backup: Zero Gouki, Rock Man X, Zero
    Helps:  Zero, Twelve, Rock Man X
            None
    (***)   Now one better than Rock Man X, ZERO has good BP and SP. He can also
            makes a good team with SNK's Zero. The number games continue with
            Zero Gouki and Twelve.
            ZERO improves while X drops; I suppose that's what happens when you
            start your own series as opposed to making your 9th sequel.
    
    C113    [D]     Arthur
    BP:     300
    SP:     3 (+2)
    Backup: Sodom, Krauser, Shishiou
    Helps:  None
            None
    ()     Just get another [D] card.
    
    C114    [C]     Red Arremer
    BP:     600
    SP:     2 (+1)
    Backup: Demitri, Zabel (Raptor), Zombie
    Helps:  Demitri
            None
    (**)   A 600 BP [C] card, but it also gives 2 SP. Not much else to say
            from this Ghosts & Goblins fiend (who became a Gargoyle on a Quest).
    
    C115    [A]     Lucifer
    BP:     1000
    SP:     0
    Backup: Pyron
    Helps:  Pyron
    []      Ike Nie (Sacrifice)
            KO 1 character in your ring. Give its BP as damage to 1 enemy card.
    (***)   1000 BP is nice, even though you get no SP out of it. The flaming
            boss of Ghosts & Goblins basically has a Bopper AC at his disposal.
            While you can use the ability to clear your side of the ring of
            weaklings, it's better if Lucifer can be used as a 1000 BP monster.
            NOTE: Lucifer cannot KO himself.
    
    C116    [B]     Ryu (BF)
    BP:     800
    SP:     3
    Backup: Ryu (U), Nina
    Helps:  Nina
    []      Ryuu Henshin (Dragon Transform)
            Decrease all enemy characters life by 100.
    (****)  A strong card to have, and a useful, if weak, ability to use. 100 BP
            is more of an annoyance since you shouldn't want to clear the enemy's
            ring of weaklings, but it's nice to have if Ryu (BF) ever gets hurt.
    
    C117    [D]     Nina
    BP:     400
    SP:     2
    Backup: Ryu (BF), Michelle Heart, Athena
    Helps:  Ryu (BF), Athena
    ()      Tsubasa (Wings)
            Disable Counter-attack against Nina when you have no cards in hand.
    (*)    She has decent stats and can back up Ryu (BF). Her ability is less
            straight-forward. Much like Capcom's GUY, the opponent cannot stop
            Nina's attack. If Nina is attacking alongside others, the opponent
            can still target the others. It would be nicer if Nina's powered up,
            but you still need to have no hand for her ability to kick in.
    
    C118    [D]     Michelle Heart
    BP:     300
    SP:     5
    Backup: Nina, Gill, Rock H.
    Helps:  Nina, Rock H.
            None
    (*)    The Capcom Legendary Wings heroine of old, Michelle, gives you 5 SP
            and has fair BP. Teaming up with Rock H. is her modern high-point.
    
    C119    [A]     Omokane Saki
    BP:     600
    SP:     2
    Backup: Blodia, Zero Gouki, Kikaioh
    Helps:  Regina
    /\      Taikimeirei (Stand By)
            Select 1 character card from deck and put them on top of the deck.
            Shuffle the rest of the deck.
    (****) Every time Saki enters the field, she telegraphs your next card to
            the opponent and shuffles your deck. Still a good trade-off if you
            want to draw a person you really wanted for next turn.
            Her stats are pretty good as well.
    
    C120    [A]     Mech Zangief
    BP:     1200
    SP:     5
    Backup: Zangief
    Helps:  Victor
    /\      Bousou (Reckless)
            KOs another ACTIVE character in your ring.
    (*****) 1200 BP #and# 5 SP is special enough. Mech and Krauser are the only
            two cards that can do this. Now you can win multiple copies of each,
            though they will rare wins from tough fights.
            Just like Krauser, Mech Z's Bousou forces him to KO someone else in
            the ring if he can, but this is not always a bad thing; think of it
            as an opportunity to clear weakened cards out.
            If you can, keep multiple copies of Krauser & Mech Zangief, but
            beware of cards like Yuki or Terry B. who target high BP cards.
    
    C121    [C]     Dudley
    BP:     600
    SP:     3
    Backup: Bison (Balrog), Rick, Rob Python
    Helps:  Rob Python
            None
    (***)   A decent meat-shield that doesn't reflect his 3rd Strike poking game.
            Dudley hangs around with some nice boxing talent, but helps the wrong
            one out.
    
    C122    [B]     Hugo
    BP:     1000
    SP:     0
    Backup: Zangief, Raiden
    Helps:  Tsuiisekisha (Nemesis)
    ()      Toughness?
            At the start of your turn, change Hugo's BP to 500.
    (***)   A great defender, he almost unstoppable early on. Later, when you
            face more 600+ BP characters, find a way to ditch Hugo's ability.
    
    C123    [B]     Urien
    BP:     700
    SP:     3
    Backup: Yang, Andy, (Kim) Jae Hoon
    Helps:  Elena
    []      Doku Saishia (Despot)
            See enemy hand; they discard all their RE cards.
    (****)  Similar to Billy, except with a [] & the enemy looses all their REs.
            Highly useful to use just before, or even a turn before, you strike.
            His stats alone are pretty good for any end-game fights too.
            For some reason, he also receives helps from the two blue brothers.
    
    C124    [B]     Gill
    BP:     700
    SP:     4
    Backup: Orochi, Rock H., GOD Rugal
    Helps:  Elena, Anakaris, Michelle Heart
    []      Arahitogami (God Who Walks Among Men/Emperor)
            Discard an AC card to KO an enemy with no abilities.
    (***)  Despite having a mirror image to Urien, these two rivals won't help
            each other. Funny bit of info, since Gill is facing left, he's using
            his Ice-based special-techniques.
            Gill's stats make him a strong contender, but his ability is almost
            strictly for the mid-game. While you can put Gill in your post-game
            deck, there will be cards with similar stats and better abilities.
    
    C125    [D]     Eagle
    BP:     400
    SP:     3
    Backup: Rolento, King, Mr.Big
    Helps:  Mr.Big, Washizuka
            None
    (*)    Welcome to the Men Playing with Sticks (batons/tonfas) Club.
            I'm not sure of the Washizuka & King connections, but he should at
            least have helped "Falcon".
    
    C126    [S]     Cody (D)
    BP:     300
    SP:     5
    Backup: GUY, Chang, Choi
    Helps:  Rolento, Zaki
    ()      Bad Stone
            All single attackers with 300 BP or less cannot be countered.
    (***)   Yes, his power affects BOTH sides. I'm not sure whether to put the
            Street Fighter Alpha/Zero version of Cody as a mid-level or post-
            game group. His ability is slightly unpredictable as you can only
            guess at the pandemonium it can cause. If your 300 BP cards are
            attacking, you better have someone unfrozen left to defend against
            the enemy attack.
            The best scenario I can imagine this power being used is if the
            opponent only has 100 BP characters and you only have 300 BP ones.
            A Chun Li card would make getting that easier.
    
    C127    [C]     Bilstein
    BP:     500
    SP:     2
    Backup: Rain, Rain, Rain
    Helps:  None
    []      Plasma Power
            Draw two cards into your hand; discard a card from your hand.
    (**)   His ability is decent, it's his strength that's questionable.
    
    C128    [C]     Ele
    BP:     400
    SP:     4
    Backup: Hayato, June, Hibiki
    Helps:  Hayato, JUne
            None
    (**)   Decent stats and part of a fair team. Her card shouldn't get a [C]...
    
    C129    [C]     Shoma
    BP:     600
    SP:     3
    Backup: Natsu, Roberto
    Helps:  Natsu, Roberto
    ()      Ri~ Ri~ Ri~! (Wind Up)
            After attacking or blocking, returns to hand.
    (**)   Annoying Wind-Up ability mars an otherwise strong card. Despite
            disliking volleyball, he ans Natsu for a good team. Go-Go-Gorin High!
    
    C130    [B]     Natsu
    BP:     700
    SP:     5
    Backup: Shoma, Roberto
    Helps:  Shoma, Roberto, Carol
    ()      Gekirei
            At the start of your turn, all cards receiving back-up gain 200 BP.
    (****)  She must really like effortful people. Natsu is like Aulbath on
            steroids. She has upgraded stats, an upgraded ability, and is part
            of a strong sports-school team. Just make sure you don't help the
            enemy more. Thought she'd help long-time friend Hinata.
    
    C131    [D]     Roberto
    BP:     500
    SP:     2
    Backup: Shoma, Natsu
    Helps:  Shoma, Natsu
    /\      KEEPA no Shiji (Goal Keeper)
            Switch the positions of two cards, yours or the enemy's.
    (***)   You can't put someone in an empty space. Would've made Roberto
            awesome. He gets an extra half-star for being on a solid team.
            Despite his proficiency with guns and the fact his name is probably
            "Robert" and not "Roberto" (but that wouldn't mesh well with SNK's
            Robert Garcia), Roberto is a good card to have in the mid-game.
            While his ability can set up attacks by Gouki or HAOUMARU, or keep
            you out of one, it's unreliable because you can't switch someone into
            an empty space.
    
    C132    [D]     Roy
    BP:     400
    SP:     3
    Backup: Tiffany, Bowman, Ukyo
    Helps:  Tiffany, Bowman, Amano
    /\      Ryoute Nihana (Blessed Twice)
            Select a character to receive multiple back-ups this turn.
    (**)   A fair [D] card with a built-in Activate. Glory to Pacific High.
            Roy's great in back-up themed decks for his ability, and Bromwell
            is still a stand-up card to play early on. No idea why a character
            who dislikes Japan so much is working with Ukyo & Amano.
            His ability also translates as "Blessed Twice... with Two Women".
    
    C133    [C]     Tiffany
    BP:     400
    SP:     3
    Backup: Roy, Bowman, Terry B.
    Helps:  Roy, Bowman, Taizan, Vanessa
    /\      Groovy Knuckle
            Your opponent randomly discards a card from his/her hand.
    (***)   RIVAL SCHOOLS RETURNS! So the other cards may have split up their
            teams, Gorin & Pacific are picking up the slack. The... jubilant
            Tiffany Rose who speaks broken Japanese/English (depending on your
            perspective) is essnetially a more common Andy Bogard. That's GROOVY.
    
    C134    [D]     Bowman
    BP:     500
    SP:     2
    Backup: Roy, Tiffany, Amakusa
    Helps:  Roy, Tiffany, Seth
            None
    (**)   This devout boxer should've been paired up with Vanessa or Maxima
            (who shares a similar portrait pose), but instead gets help from
            the legendary Japanese Christian, Amakusa Shirou. Well, #try# not to
            think of the Amakusa from Samurai Spirits. Special interests not
            withstanding, Delgado is a good [D] card and part of a good team.
    
    C135    [C]     Edge
    BP:     500
    SP:     2
    Backup: Daigo, Benimaru
    Helps:  Benimaru
    /\      KATSU AGE (Gimmie Your Money!)
            Steals the power of the enemy opposite him.
    (****) Son of the upstatnding Yamadas, Eiji is a knife-weilding psycho.
            However, he is a SKILLED knife-weilding psycho. His ability is a
            slightly watered-down version of Rock (Mega) Man's ability. It's
            better since Edge does it coming in. While Edge requires actual space
            that's opposite to the ability you want to steal, try to work him in.
            It's great for ridding the field of an ability that's cramping you
            and not your opponent, like Nicotine's that stops you from using
            []-abilities. If the opponent attacks you, counter with Edge and
            let him get KO'd, taking that ability with him.
    
    C136    [C]     Gan
    BP:     700
    SP:     2
    Backup: E.Honda, Daigo, Hinako
    Helps:  None
            None
    (***)   What happened to his pupils? Why doesn't he help his teammates?
            Super-sized Gan Ishido is a sumo who eats all the time. His stats
            reflect his health while his helper list reflects his sloth.
            Would've made a funny pair with Kensuu.
    
    C137    [C]      Raizou
    BP:     600
    SP:     3
    Backup: Blanka, Genan
    Helps:  Genan
    ()      Osekkiou (Meddler)
            Cost of RE cards for both players is increased by 3 BP.
    (**)   What? No back up for his son, Batsu? Nephew Hyo? Nephew Kyosuke?
            While this might be a deterrent for your opponen to use REs, I'd
            rather have Urien or Mikoto or Momo just to be sure.
            Not a terribly powerful ability, but Raizou is still a 600 BP card.
    
    C138    [C]     Hyo
    BP:     600
    SP:     4
    Backup: Vega (M.Bison), Kyosuke
    Helps:  Kyosuke
    []      Sen'nou (Former King)
            One of your cards in play w/an ability loses it and you draw a card.
    (***)  Not a bad card; makes the best of someone's /\ or bad ability.
            Hyo will only let you choose a card on your side of the field though.
            I fail to see the tie between megalomaniac and possessed principal.
    
    C139    [D]     Iincyo (Chairperson)
    BP:     400
    SP:     4
    Backup: Chun Li (D), Kim
    Helps:  None
            None
    (**)    She should've been more powerful; like Zaki, she can be so dominant
            in "Moeru! Justice Gakuen"/"Project Justice" despite the rumors of
            her Saikyou-ryu background. Though it might explain her fighting
            techniques and surprising amount of SP for a [D] card.
    
    C140    [D]     Momo
    BP:     300
    SP:     3
    Backup: Rimururu (C), Akari (S), Hotaru
    Helps:  None
    /\      Dadakko (Tantrum Thrash)
            Opponent cannot use RE cards this turn.
    (**)   Her ability is quite powerful, only Momo herself is quite... not.
            I have no idea why she doesn't give Shoma help as a personal stalker.
    
    C141    [B]     Zaki
    BP:     300
    SP:     0
    Backup: Birdie, Cody (D), Chang
    Helps:  Birdie, Ibuki, Kubikiri Basara, Cathy, Lin
    /\      SUKEBAN no Iji (Stubbornnes of a Female-gang Leader)
            If you have no SP, raise SP by 10.
    (***)   Zaki is a decent card to get. This Seijyun delinquint is part of a
            "chain" gang with Birdie, Basara, and Chang. She can easily power up
            your SP if you spend it liberally or have someone like Orochi or
            Remy in your deck.
    
    C142    [D]     Yurika
    BP:     400
    SP:     5
    Backup: Ibuki, Nakoruru (S), Shingo
    Helps:  Hinako, Kurow
            None
    (**)   Very high stats for a [D]-rank. I'm not quite sure how her help-list
            was made. She's a puppet to her brother Kurow, that much I get,
            but do the other cards have an interest in the violin? And didn't
            she and Akira make up? As it stands, Yurika is one of the best [D]
            cards that can provide you with 5 SP.
    
    C143    [B]     Kurow
    BP:     800
    SP:     5
    Backup: Yurika, Choi
    Helps:  None
    ()      Kyouki (Madness)
            KO this character at the start of your turn.
    (*)     The talon'd dictor of the Dark Student Council has no friends and
            story-wise, does kill himself off often enough. Would have at least
            thought he'd use his hypnotizing flute again.
            Kurow's high stats are a waste if you can't get rid of his ability.
            Much like Kuroko the Ump, it would be really nice to give someone
            else this ability, otherwise you have an Ukyo on your hands.
            The irony is that the ability often translates as "Plesantness"
    
    C144    [C]     Maki
    BP:     500
    SP:     0
    Backup: GUY, Haggar
    Helps:  None
    /\      Makenki (Competetive Spirit)
            If your ring is empty, Maki's BP is doubled.
    (***)  1000 BP if she's your starting character or if the enemy has mopped
            the floor with your ring. A must-have for underdogs. While she does
            not give SP like Sakura Kasugano would, she can double her BP even
            if you're HP is above 1000. It's not that hard to have a clear ring,
            but even if you don't, 500 BP isn't so bad. Think of Maki like a
            weaker version of Daigo.
    
    C145    [B]     Chris R.
    BP:     600
    SP:     3
    Backup: Jill, Claire
    Helps:  Claire, Jill, Jill (M)
    /\      Midare Uchi (There's Trouble Inside)
            If the enemy has 3 characters in play, deal 200 damage to each.
    (***)  Ability activates like Daigo's, it's more powerful than Ryu (BF), and
            it's a safer than Roll-chan's. While Chris Redfield's stats don't
            make him seem like a threat, his ability can easily cut down your
            opponent's side. Even without it, Chris R. is a good mid-game card.
    
    C146    [C]     Tsui Sekisha (Nemesis) (Pursuer)
    BP:     700
    SP:     1
    Backup: Hugo, Griffon M.
    Helps:  None
            None
    (***)   A lonely 700 BP bruiser with a Japanese name I cannot pronounce.
    
    C147    [S]     Jill (M)
    BP:     500
    SP:     2
    Backup: Chris R., Regina
    Helps:  Claire
    []      Handgun
            Discard an RE card to deal 300 damage to a card or the enemy.
    (***)   Slightly better than regular Jill, she turns an RE card into a
            grenade almost like Kasumi Todoh does. Her stats aren't that strong,
            but she's part of the Resident Evil squad which ups her grade.
    
    C148    [C]     Rock
    BP:     600
    SP:     2
    Backup: Roll, Roll (M)
    Helps:  Roll, Roll (M)
    []      Bouken (Rockman Adventures)
            Select a hand card and place it on the top of your opponent's pile;
            draw a card from the bottom of your opponent's pile.
    (**)   A basic [C]-rank to have, though his ability is strange. If you
            have a junk card you want to force the opponent to get (like the Ump
            or Kurow), it'd be fun to try.
    
    C149    [S]      Rock (M)
    BP:     700
    SP:     0
    Backup: Roll, Roll (M)
    Helps:  Roll, Roll (M)
    []      Rock Buster
            KO Rock (M) and damage all characters by 300 BP.
    (**)   A bruiser with a death wish. Unfortunately if he uses his ability,
            it hurts your team (if you have anyone out) just as much. Think of
            it like a built-in Doumou. I still can't get past the 0 SP part.
    
    C150    [C]     Roll
    BP:     500
    SP:     4
    Backup: Rock, Rock (M)
    Helps:  Rock, Rock (M)
    []      Operate
            Returns one of your cards in the field to the bottom of your deck.
    (**)   It's almost worse than KO-ing a card unless you have other cards
            that shuffle or search through the deck. Roll's stats are decent for
            a mid-game card, but there are much better ways of clearing a field.
    
    C151    [S]      Roll (M)
    BP:     500
    SP:     3
    Backup: Rock, Rock (M)
    Helps:  Rock, Rock (M)
    /\      Yobi PARTS (Recycled Parts)
            Choose one of your discarded RE cards to put in your hand.
    (***)  A nice ability, no real down-sides, and a card with good stats.
            If she were more common, it'd be nice. Also, Legends my foot, her
            team could be much improved.
    
    C152    [C]     Tron
    BP:     600
    SP:     1
    Backup: Rosa, B.Jenet
    Helps:  Ruby Heart, B.Jenet
    ()      Otasuke KOBUN (Help from Kobun)
            You get to draw an additional card during your draw card phase.
    (****) The savior of the Rock/Mega Man Legends series, and in a game of her
            own: (da-da-da!) the Mischiveious TRON BONNE!
            Her power is stackable; with 3 Tron on the field, you draw 4 cards!
            Her power does NOT get nullified by doing a Union attack.
            Be careful not to deck yourself! I'd only have one Tron in play at
            one time. Wonder why no Capcom cards (*cough* RockRubyRoll *cough*)
            will help her?
    
    C153    [A]      Regina
    BP:     300
    SP:     5
    Backup: Omokane Saki
    Helps:  Jill (M)
    ()      Musen Renraku (Radio Transmitter)
            All 800+ BP cards return to hands at the end of your attack phase.
    (***)  If a card has been raised to 800 BP or higher, they must return
            to their respective hand and discard their back-ups. Can be useful to
            push back high BP cards; or to reuse them like say Bousou Leona! Of
            course, so can your opponent. Remember that if either player powers
            a card to 800 or more BP, they can still attack with it.
            Something your opponents can do and you can't, beucase the return
            happens at the end of your turn, is that they can summon a high BP
            character (that may give extra SP) just for the purposes of blocking
            one of your attacks. That card will then return to your opponent's
            hand if not destroyed as soon as your attack is done.
            Regina is somewhat of a loner card, an epitome of the survival horror
            of Dino Crisis.
    
    C154    [B]      Samonosuke
    BP:     300
    SP:     2
    Backup: Ryoma, Kaede (OM), HAOUMARU
    Helps:  Sodom, Bishamon, Kaede (OM)
    /\      Oni no KOTE (Demon Gauntlet)
            Show off hand; for each 100-300 BP card, add 200 BP to Samonosuke.
    (*)    Not terrible, but useless later in the game when you won't be using
            many 100-300 BP cards. Showing off your hand later is also very
            highly incredibly detrimentally (is that a word?) bad.
    
    C155    [D]     Kaede (OM)
    BP:     300
    SP:     5
    Backup: Ibuki, Samonosuke, Mai
    Helps:  Samonosuke
            None
    (*)    She gives 5 SP. After grading 315 cards all I can say is WOo0oOoOOoo.
    
    C156    [A]     Ruby Heart
    BP:     300
    SP:     2
    Backup: Tron, B.Jenet
    Helps:  Amingo, B.Jenet
    /\      Captain
            If there is no one above 300 BP in your ring, place a 2nd character.
    (**)   Not bad if you get B.Jenet, Ruby Heart, and Shiki (S) together.
            Great if you can string 2 Ruby's together; great way to start a
            match or to bring calvalry to a weakened character. I'd still like
            to use the SP Partner instead; it's more reliable.
    
    C157    [B]     Son Son
    BP:     300
    SP:     2
    Backup: Tao (Mai Ling), Lee Pylon, Mr.Big
    Helps:  Tao (Mai Ling), Amingo, Billy, Hokutomaru
    /\      Bunshin (Dividing Magic)
            If you have fewer cards than your opponent, draw until you are equal.
    (**)   Son Son makes a weak team with Tao/Mai Ling. A pity that has her
            unique ability is more useful later in the game against guys like
            Cap who like to shrink your hand size.
            The "bunshin" technique fameous in the Monkey King tale is that he
            could make clones in battle from his hairs to fight for him.
    
    C158    [D]     Amingo
    BP:     400
    SP:     5
    Backup: Dee Jay, Ruby Heart, Son Son
    Helps:  Dee Jay, Kyoshiro
            None
    (***)   Like Yurika, a good [D] card that gives 5 SP. And a good team player.
    
    C159    [B]     Kikaioh
    BP:     1000
    SP:     2
    Backup: Blodia, Fuuba (Baby)
    Helps:  Phobos (Huitzil), Bloodia, Omokane Sake
    /\      Fair Play
            Both players show hands and discard all RE cards.
    (***)  Not bad as both players reveal their hands. Somewhat of a toss-up
            between Kikaioh and Blodia. Blodia has a big SP cost, but Kikaioh
            aka G.Kaizer (North American name for Mazing-- I mean "Kikaioh")
            from Capcom's "Tech Romancer"/"Kikaioh" removes all RE cards.
            I consider Kikaioh the RE-consuming equivalent of Sagat, but since
            your opponent is ditching their REs, you can feel safer about
            making an attack.
    
    C160    [A]      Shin Gouki
    BP:     800
    SP:     4
    Backup: Gouki, Rugal
    Helps:  Gouki
    /\      Kiwameshi Sadame (Extreme/Mastered Destiny)
            Swap your trash and draw piles; shuffle new deck.
    (***)  Unbelievably awesome ability. Just don't play Shin Gouki at the
            start of your match, hence the lower grade despite the high stats.
            Goes great with Last Resort.
    
    -= III. COMMON COMBOS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    SNK BURNING SOLDIERS
            Ralf, Clark, Leona [C], Heidern [C], Whip [C]
                    Interchangable parts in a great machine. If you can manage to
                    beef up Heidern, all the better. Whip can also get boosted.
    
    NEO CAPCOM GAKUEN
            Tiffany [C], Roy, Bowman
                    Pacific High's Western-themed trio is easier to find than
                    Gorin's sports club, plus they get safer abilities to boot.
    
    FASTER KITTY, KILL KILL!
            Cham Cham, Felicia [B], Al & Iven
                    A rather weak team, but a trio nonetheless.
    
    TRIBUTE TO EDWARD SCISSORHANDS
            Genan, Lee Pylon, Balrog (Vega) [C], Raizou [C]
                    Not counting Raizou, these cards are interchangable.
                    Raizou only teams with Genan, but that's not too bad.
    
    RHYTHM & BEAT-DOWN
            Duck King [C], Bob, Dee Jay, Kyoshiro [C], Amingo
                    While the first three really gel, Kyoshiro and Amingo
                    are great partners for DK.
    
    PLASMA POWER
            Hayato [C], June [C], Ele [C]
                    They work well with each other. Hayato is the most powerful,
                    but Ele gives the most SP. June is almost as strong as Hayato
                    (w/o ability going off), and gives almost as much SP as Ele.
    
    OROCHI RISING
            Yamazaki [B], Goenitz [C], Vice, Mature
                    Now that Yamazaki is more common, this is close to the
                    Ikari team, but without as many special abilities.
    
    THE REAL GHOST HUNTERS
            kaede, Moriya [C], Yuki [A]
                    A well oiled machine, though Yuki will be harder to find.
                    The old team of Nicotine, Gaira, Retsu & Donovan broke down.
    
    NINJA WRAP!
            Eiji, Zantetsu, Mukuro (Kenji), Hanzo [B]
                    I'm sure I'll get sacked for that joke.
                    Eiji, Zantetsu, Hanzo, and Mukuro/Kenji all help one another
                    in a round-robin sort of way. Eiji boosts Zantetsu, who in
                    turn helps Hanzo, who in turn helps Mukuro/Kenji, who in turn
                    helps Eiji...
                    This works on three overlapping pairs:
                    -Eiji & Zantetsu
                     -Zantetsu & Hanzo
                      -Hanzo & Mukuro (Kenji)
                    The 3 problems with this quartet is:
                    -Zantetsu can help Mukuro, but won't get help back
                     -Mukuro can help Eiji, but won't get help back
                      -Hanzo just won't work with Eiji
    
    TAE-KWON DO TIES
            Kim, [C] Kim Sue-Il, (Kim) Dong Hwan [C], (Kim) Jae Hoon [C]
                    Kim Kaphwan: SNK stud. Just look at this stable!
    
    BREAKING JOINTS, TAKING NAMES
            Takato, Gai (guy), Ryo (H) [S], Kasumi, Ryuhaku
                    Not counting the lone [S]-rank, this is a simple team to
                    collect. Takato, Gai & Ryo (H) all work interchangably and
                    each has 500 BP. (Gai will have to activate his power once
                    to do that).
                    Kasumi can also team with Takato; if Takato boosts Kasumi,
                    Ryuhaku can boost her furthur or be fodder for her ability.
    
    I'M SEEING DOUBLE
            Yun, Yang, Dong Hwan [C], Jae Hoon [C], Chong Shu [C], Chong Lei [C]
                    Even without twins Kyosuke & Hyo, this is a rather powerful
                    assembly. While each set of brothers helps themselves, they
                    will only work with half of the rest. Still pretty decent,
                    even without abilities.
                    Throw in Gatou [C] and Hotaru [B], who can help each other
                    or receive from Yun/Yang or Chong Shu/Chong Lei respectively,
                    and you've got your powerhouses.
    
    JUST LIKE A SHOUJO MANGA
            Hinata, Sakura [C], Shingo [C], Hinako [C], Karin [C], Yurika
                    Like a strange after-school soap-opera, things have changed.
                    First, Ibuki is no longer a big help.
                    Second, they've broken up into three main pairs:
                    a. Hinata & Sakura; best friends
                    b. Sakura & Shingo; big fight-fans
                    c. Hinako & Karin; the blondes
                    -Shingo will help Yurika, but not Hinako & Karin nor Hinata
                    -Hinako will help Hinata, but not Sakura & Shingo nor Yurika
                    -Yurika will help Hinako, but not Sakura & Shingo nor Karin
                    Seriously confusing, but they're all good cards.
    
    FEDERATION of ENTERTAINING WRESTLERS
            Griffon M. [C], Raiden [B], Zangief [C], Rainbow Mika
                    The few, the proud, the luchadores. They aren't a perfectly
                    oiled tag-team, but the factions do mesh fairly well.
                    -Zangief & is the heart of the team; he can be played for his
                     good stats or he can back-up everyone.
                    -The hero Griffon Mask is also good if you play him as he can
                     be helped by everyone.
                    -Raiden can be boosted by Zangief & Ramon if you play him
                     first; otherwise the Big Bear helps masked wrestlers Mika,
                     Griffon, and even Ramon (that eye-patch!).
                    -Rainbow Mika can tag with Ramon & Tsugumi if she can't help
                     the superstars.
    
    BIOHAZARD CONTAINMENT
            Jill, Claire [C], Leon [B], Chris R. [B]
                    One of the only teams you'll find late in the game.
                    This team sort of makes sense. Leon Kennedy & Chris
                    Redfield are the strongest and are easily backed up
                    by Claire & Jill, who by later in the game, really
                    just make good back-up fodder. It also works the other
                    way around (the guys providing back-up to the gals).
    
    TEAM NINJA (not a division of Tecmo)
            Andy [B], Mai [C], Hokutomaru
                    Thought Hokutomaru didn't like Mai?
    
    ONE MORE FINAL FIGHT
            GUY [B], Cody [C], Haggar [A], Maki [C]
                    What more can be said other than they're also strong
                    individually. Maki is the odd duck as she doesn't give help.
    
    KICK-BOXING KINGS
            Sagat [B], Joe [B], Adon
                    A harder to get team, the trio are fearsome on their own too.
    
    OROCHI '98
            Yashiro [A], Shermie [B], Chris
                    Would have been a kick-ass team had Chris an ability.
    
    THE BOTTOM OF THE BARREL (for when all else fails)
            Eri, Tarma, Marco, Fio
            Shou (Ginsu), Mack (Gennety), Fuuba (Baby)
    
    DUOS
            Andy, Mai
            A.Asamiya, Kensou
            Kojirou, AKIRA
            Mega Man X, ZERO
            etc.
    
    -= IV. ACTION CARDS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    (Yay, throwback art!)
    Rating:
    *       Useless
    **      Useful sometimes, given the right situation; rarely used otherwise
    ***     Probably use it a few times (maybe have 1 to turn the tide)
    ****    Very useful; lots of occassions to use it (good to have 1-2)
    *****   Usin' it, usin' it, and usin' it again! (good to have 2-3)
    
    A001    [D]     Fight!
    Cost:   2
    Effect: Undoes Freeze Phase for all characters in your ring.
    (**)    Not bad. If you have lots of [] characters, or get Frozen by your
            opponent a lot, Natsu & Shoma tells them to act again.
    
    A002    [D]     Denkousekka (Lightning/Rolling Thunder)
    Cost:   2
    Effect: Keeps your characters out of Freeze Phase after attacking this turn.
    (***)  Essentially makes all your characters have Terry/Ken's () ability
            for 1 turn. A cheap card that lets you recover after Combo Unions.
    
    A003    [C]     Daburi (Double)
    Cost:   4
    Effect: Keeps one already Frozen character Frozen their next turn too.
    (****)  Don't pity Kyo. This is great to stop a strong attacker who's just
            hit you from doing it again. Definetly have one of these in your deck
            if you have a Puppet AC or Yamazaki or Rimururu (T).
    
    A004    [B]     Puppet
    Cost:   6
    Effect: Freeze or un-Freeze a character.
    (****) Thank the evil mastermind in RB: Fatal Fury for the versatility of
            stopping a character cold or awakening them to fight.
    
    A005    [D]     Toupou (Escape)
    Cost:   3
    Effect: Returns 1 of your cards to hand.
    (****)  Useful to recover a powerhouse that's dying. Or to use it one someone
            with a useful /\ ability that you'd like repeated. If you're
            desperate for space, you can recall a weakling back into your hand.
            Much like image of G-2 chasing Sherry, it's best if you leave the wimp
            to go out fighting on the field unless they're an integral character.
    
    A006    [C]     Chousai (Peacemaker)
    Cost:   6
    Effect: Return a character of yours and of the enemy's to their owner's hand.
    (***)   Ah, Tung Fu Rue making peace between two brothers. This can be a nice
            card to have if you want to recover a weakened card AND remove a
            strong card from your opponent's ring. Keep in mind, you don't want
            to give the opponent back a card with an annoying /\ ability or a
            card that gives lots of SP or a card you've significantly weakened.
            There are better cards that you'll eventually see, but Peacemaker
            will be good enough in the beginning.
    
    A007    [B]     Kikan Meirei (Reparation)
    Cost:   7
    Effect: Returns any 1 character to hand.
    (****)  Mary Miyabi might seem like an expensive version of Escape, but she
            also lets you shunt an opponent's character back to their hand.
            This card will probably be used later in the game, when you make the
            extra SP to spend.
    
    A008    [A]     Houkago (School's Out)
    Cost:   8
    Effect: Returns all characters to hand for both sides.
    (***)   A semi-useful card. This lets you get a breather if your opponent is
            just out-numbering you on the field. Kyo's girlfriend Yuki is nothing
            more than a stall though since you probably know which characters
            your enemy will play down soon.
    
    A009    [D]     Engoshia Geki (Cover Fire)
    Cost:   4
    Effect: Decreases 1 character's Life by 300.
    (***)   Highly useful early on in the game where Chris & Rebecca can KO a 300
            BP card in one shot, or severely wound a 400-500 BP guy.
            Initially, this works great alongside the Robot Punch RE, but because
            you'll have better cards to spend SP on and higher BP enemies, both
            will get replaced by something like Tri-Quiz.
    
    A010    [D]     Tokkou (Bopper)
    Cost:   4
    Effect: KO's one of your characters to turn their BP remaining into damage
            against a character of your choice.
    (**)    It's a cheaper way to clean your ring of unwanted characters than
            putting them in a United attack. Lucifer has this as a [] ability,
            but Dan & his Oyajii (Dad) let you use this before you find Lucifer.
    
    A011    [C]     Michizure (Chaos)
    Cost:   5
    Effect: KO's one character. Decrease all other character's life 300 points.
    (*)    For 1 SP more and a sacrifice to Rugal, this lets you use Cover Fire
            or Doumou to injure everyone in the ring. Very uncontrollable unless
            you only have 1 character and the enemy has 2-3. You can cripple them
            before putting in a fresh guy. Doumou is the better card though.
    
    A012    [C]     Sharyu Dan (Grenade)
    Cost:   5
    Effect: Decreases enemy's life by 300 HP.
    (**)    It's Super Joe (y'know, from from B.Commando) to the rescue with some
            straight-forward direct damage. I could think of better ways to spend
            5 SP, but it's nice if you've got 2-3 of them in your deck.
    
    A013    [B]     Mega Crush
    Cost:   7
    Effect: Decreases all characters' life 500 pts.
    (*)    A more powerful Chaos card that doesn't require a sacrifice. Though
            I'm pretty sure the guys in your ring aren't going to be pleased when
            a P-38 and Super Soldier (Unknown Soldier) comes crashing through.
    
    A014    [B]     Kuniomi no HOKO (Earth's Pike)
    Cost:   8
    Effect: Decreases enemy's life 500 HP.
    (***)  Kouryuu offers a 66% more powerful grenade for 60% more SP. Good deal.
    
    A015    [D]     Nakamaware (Break Up)
    Cost:   4
    Effect: KO's any 1 character receiving back-up.
    (**)    Pretty nice. If someone gets back-up, call Geese's flunkies KO them.
            Once you own Strider Hiryu, you no longer need to reserve space in
            your deck for this.
    
    A016    [C]     Munikaere (Nothingness)
    Cost:   5
    Effect: KO's all characters with 400 BP or less.
    (**)   It's nice to wipe away weaker cards on the field early on, but later
            you want to keep weenies on the field, at least for your opponent.
            But earlier in the game, Orochi almost acts like a cheap Slaughter AC.
    
    A017    [C]     Double KO
    Cost:   6
    Effect: KO's 1 of your characters to KO any 1 enemy character.
    (*****) Always wondered who would win between Lee Rekka and Yun. Wicked card
            you should almost always have in your decks. It let's a weak/weakened
            character take out a fresh opponent before they go. If you have
            Jin Saotome, you can afford to drop some of these.
    
    A018    [B]     Seraphic Wing
    Cost:   6
    Effect: KO's all characters with 500 or more BP
    (****)  For one extra SP, Gill will appear instead of Orochi and KO the
            real heavy hitters of the field. This can take out the entire strong-
            arm of your opponent if you have nothing (or almost nothing) on your
            side. And when the field is devoid of bruisers, play one of your own.
    
    A019    [B]     Itsuki Uchi (Fate Duel)
    Cost:   7
    Effect: Select 1 character on your side & 1 on their side. KO everybody else.
    (***)  A very specific Seraphic W, it can give you a strategic edge in the
            fight if you've left your opponent with only one character. Moreso
            if you haven't put down a character for your turn yet! Oh, and Iori
            is at a disadvantage if he's the defender to Kyo.
    
    A020    [A]     Messatsu (Slaughter)
    Cost:   8
    Effect: KO's all characters in the ring.
    (***)  I find Seraphic W to be cheaper, but Slaughter is always a surprise.
            Better than Bopper or School's Out, everyone just gets trashed.
    
    A021    [D]     Jiko Gisei (Raw Shield)
    Cost:   1
    Effect: KO's one character and heals you by the amount of BP they had.
    (**)    Nakoruru is a cheap AC to use to clean your ring of weaklings, but
            unless you desperately need HP, I'd leave those weaklings to absorb
            attacks.
    
    A022    [C]     Iinori (Grace)
    Cost:   5
    Effect: Gain 500 HP.
    (***)  Good to have if you have (or your opponent has) Grenade cards. Sally
            will pray for you from her heart. Better than using Raw Shield.
    
    A023    [C]     Tsuwasaru (Abduction)
    Cost:   0
    Effect: KO's any # of your characters that you want. Gain 5 SP for each KO'd.
    (***)   Amakusa's ability in Amakusa's card, but on steroids. Now it's a GOOD
            card to use; +5 SP and space for KO-ing a weenie is tremendous!
    
    A024    [B]     Kiaida! (Psyche Up)
    Cost:   0
    Effect: Raise SP by 5
    (****) What's not to like about a card that gives free SP? So what if Hayato
            is beating it out of Batsu; I'm sure he's having fun.
    
    A025    [B]     Ora ora! (Hey! Hey!)
    Cost:   3 (-2)
    Effect: Reduces both player's SP to 0.
    (*)    Ryo. Dan. Together. If your deck isn't keeping enough SP, might as
            well screw the other player up. Still, I'd rather have Dan or Heidern
            or even Remy to drain your enemy's SP than this card.
    
    A026    [D]     Sedai Koudai (Heritage)
    Cost:   0
    Effect: KO any # of characters you have. Draw 1 card for each KO'd character.
    (**)    A decent ring-cleaning AC to have, especially if you have to cycle
            through a lot of dead weight in your deck, may as well let Ryuhaku &
            Kasumi do it for free.
    
    A027    [D]     Best Shot
    Cost:   1
    Effect: See your top 3 cards. Choose 1 to add to hand and discard the other 2.
    (**)   Ran & Yugumi can draw a useful card to your hand in a pinch, but hope
            you have a Revive or Shopping card in case you ditch a good one.
            "I won't give up this rare Shutter Chance!"
    
    A028    [C]     Maneki NEKO (Lucky Kitty)
    Cost:   3
    Effect: Draw 2 cards.
    (****)  Highly useful until the end of the game. Having Pure & Fur cycle more
            cards into your hand is always helpful until you want to replace
            this card with heavier hitters like Akari (P) and Saki.
    
    A029    [B]     Round 2
    Cost:   6
    Effect: After discarding hand, draw 5 cards.
    (***)  Hinako (Buriki One) will give you 5 completely new cards after losing
            your current hand. Weigh how much you can stand to lose your current
            hand and how many cards you may gain. I still like Makeover better
            because you don't discard anything and it costs less, unless I only
            had 1 or 2 cards left in my hand.
    
    A030    [C]     Kakusei (Awakening)
    Cost:   3
    Effect: Raises any character in play by 300 BP.
    (****) There is no downside to adding 300 BP to a card. Due to the addition
            of high powered and restrictive cards, you have to put more effort
            into powering up cards now.
    
    A031    [C]     Morphing
    Cost:   5
    Effect: Select a character whose BP you want to change. Select the top card
            of your's or the enemy's pile. BP of the character becomes equal to
            that card's value. KO's character if a non-character is on top.
    (*)    Take a gamble on turning Kuroko into Wan-Fu? Might be a good thing.
            In CFC2, I've seen the CPU use this card 4 times as well, but they
            play it smarter. They targetted one of MY high BP cards and forced me
            to draw. Twice I drew an AC (one of those times the CPU forced me to
            put one on top of my pile), once I drew a weaker card, and once I
            drew a card of similar BP.
            This AC still requires a lot of set-up to use effectively, such as
            Mischief or Saki or Hotaru, but if you have 5 SP to spare and want
            to take a shot at weakening a power-player, go for it.
    
    A032    [C]     Showtime!
    Cost:   5
    Effect: Raises all of your characters' (that are in play) BP by 200.
    (***)   Better than Awakening since it raises all your characters, but Lilith
            is only more cost effective if you're boosting 3 people.
    
    A033    [C]     ESP
    Cost:   4
    Effect: Copy 1 character's [] ability and give it to 1 of your characters.
    (**)    Surprised they acknowledged Athena's PSX adventures. This is pretty
            nice, but it doesn't really hurt the enemy like Mega Man's ability.
            It will, however, replace any abilities on your card.
    
    A034    [B]     Iirekawari (Substitute)
    Cost:   4
    Effect: Select characters with ability and switch their abilities.
    (***)  Better than ESP, Lin Lin & Lei Lei outright steals an opponent's
            ability. Not only are they stuck with a useless /\-ability, or even
            better, a crappy ability (such as Ukyo's Dwindling Life), but you
            might have snaked a strong ability from them (such as S.Dynamite)!
            You can even switch abilities of two cards that are on the same side;
            the posibilities are endless!
    
    A035    [S]     Noroi (Curse)
    Cost:   4
    Effect: All characters get 1 ability found in this game.
    (**)    The ability that all in-ring characters get is completely random.
            Mizuki may give everyone Mystic for all we know.
    
    A036    [C]     Fuuin no Gi (Stifler)
    Cost:   3
    Effect: See enemy's hand and select one of their cards to discard.
    (***)  Very useful to see an opponent's hand, even more useful to select
            something valuable of theirs to trash. Thanks to Awakened Priestess
            Yuki, though she really does look like Deis/Bleu from Breath of Fire.
    
    A037    [B]     Goyou Aratame (Storm Rush)
    Cost:   6
    Effect: Each player reveals their hand and then discards all character cards.
    (**)   Not bad to play after you put a character down. If you had no, few,
            or bad characters, you can still come out on top since your opponent
            is forced by the Shinsengumi to discard all of theirs.
    
    A038    [B]     Kishi no PRIDE (Pride)
    Cost:   5 (-1)
    Effect: The player with most cards in hand (after Pride is played) discards
            their hand and then picks the same number of cards as other player.
    (**)    Zeiger's not that useful an AC to use. The biggest benefit is to hope
            your opponent lost some strong cards. Side-benefits include seeing
            your opponent deck (reach 0 cards) themselves. Possible screw-over
            point is if you use this while YOU are the one with more cards.
            NOTE: If both players already have the sized hand, Pride is discarded
                  and you lose the SP.
    
    A039    [D]     Iitazura (Mischief)
    Cost:   1
    Effect: See the top 3 cards of either deck, then arrange them in any order.
    (*)     You're better off putting Lucky Kitty in your hand instead of Efu.
    
    A040    [D]     Kozaikunashi (No Tricks)
    Cost:   2
    Effect: Discards all Action Cards in deck. Shuffles deck after discard.
    ()     Franco Bash here screws you over by removing all ACs from your deck.
            While you can get to your characters faster, you've lost ALL your ACs.
    
    A041    [C]     Korumogae (Makeover)
    Cost:   2
    Effect: Returns hand to your deck. Shuffle deck and draw the same # of cards
            you had before +1. (in other words, hand size including Makeover)
    (****)  Athena's learned, from her wardrobes over KoF '94 - '99, this is much
            better than Round 2 since you now end up with more cards without
            trashing any. However, you still have a chance to get some useless
            cards back.
    
    A042    [C]     Iiyagarase (Pester)
    Cost:   4
    Effect: Take the top 3 cards from enemy pile and discard them.
    (****)  Rints is pretty good to annoy your opponent and help deck them.
            Who knew she and Saki were from the same game? (Quiz Nanairo Dreams)
    
    A043    [B]     Management
    Cost:   1
    Effect: Select 1 AC from deck. Shuffle deck and put that card on top.
    (**)   Poison acts like Saki would, but for ACs. Not bad if there's a
            specific one you need at the moment, like Makeover or Slaughter.
    
    A044    [A]     Last Resort
    Cost:   8
    Effect: Reduce deck to 5 cards of your choice & order. Trash everything else.
    (**)   The characters from the game with the same name. If you have a plan,
            like combining this with Laundry, go right for it. A word of warning
            though, you still have to draw your 5 cards one at a time.
            Make sure you win the game after drawing your 5th card, or make sure
            you have and use Laundry. You lose if you have no more cards to draw.
    
    A045    [A]     Roulette
    Cost:   2 (-1)
    Effect: Changes top card on you or your opponent's deck to a different card.
    ()     The card it changes to is a completely random one from the game.
            That card remains changed for the duration of the battle.
    
    A046    [C]     Shopping
    Cost:   3
    Effect: Draw up to 3 cards that you have discarded, shuffle them into the
            deck and draw one card.
    (*****) The highly successful Masters family provides a highly useful AC in
            that you get to choose which cards you want back and get a bonus draw.
    
    A047    [C]     Osentaku (Laundry)
    Cost:   4
    Effect: Return all discards to the deck, then shuffle the deck.
    (****)  Billy Kane's sister Lily is invaluable in replenishing your deck.
    
    A048    [C]     Kenkyau (Study)
    Cost:   4
    Effect: Draw 1 Action card from discard pile and put in hand.
    (***)   Momo puts the AC straight into your hand, ready to be re-used.
    
    A049    [C]     Fukktsu (Revive)
    Cost:   6
    Effect: Draw 1 character card from discard pile and put it in hand.
    (***)  Just like Study, just putting a card you want into your hand is
            highly useful. All it takes is 6 SP and one Orochi-powered madman.
    
    A050    [B]     Miyou Mimane (Emulate)
    Cost:   5 (-1)
    Effect: Mimics one AC card from enemy's discard pile.
    (*)    Not bad if your enemy put an expensive AC like Slaughter or Dregs
            into their discard. Otherwise, like Shingo & Sakura, you look silly.
    
    A051    [C]     TRON ni KOBUN (Tron & Kobun/Activate!)
    Cost:   4
    Effect: During this turn, you can use more than one back-up card.
    (**)    Tron & Kobuns are great if you have Q-Bee or Vega/M.Bison on-hand.
            Since those two cards summon both their back-ups into you hand, you
            can play them, use Activate! to bypass the "1 back-up per turn" rule
            and use both their back-ups right away.
            The ultimate use of this card is if you managed to SP Partner both
            of them, regardless if you had Option in your ring. On that same
            turn, you can Activate! and start backing everybody up at once.
            NOTE: This does not break the individual card's back-up limit;
            i.e., Vega/M.Bison can only be backed up by ONE Juni & ONE Juli card.
    
    A052    [D]     Tooptadon (Two Platon/Double Team)
    Cost:   0
    Effect: During this turn, all Unite attacks cost 5 SP less.
    (***)  Great to get a free 2 character Unite combo thanks to Roy & Tiffany.
    
    A053    [A]     SP Partner
    Cost:   7
    Effect: Lets you bring in one more character if you've played one already.
    (****)  Similar to Activate!, this let's you bypass the game's "play only 1
            character per turn" limit. Very handy throughout the entire game,
            but you'll probably only have enough SP near the end of the game.
            Play this card AFTER putting out your first character or you waste 7
            SP. To bring out three cards in one turn, you'll need 2 SP Partner
            ACs. No idea why Whip & Anita/Amanda are on this card.
            "Tayori nidaru NAKAMA." "Soreha: Super Share Partner!"
            "They say I need more FRIENDS." "OK: Super Shared Partner!"
    
    A054    [C]     Synchro
    Cost:   1
    Effect: Each player chooses 1 card from the other's deck and keeps it for the
            duration of the game.
    ()     Why would you give your opponent a chance to take something from your
            own deck? (unless you have no deck left) Great job Nagare/Rikuo.
    
    A055    [B]     HIME no Wagamama (Indulge)
    Cost:   6
    Effect: All character's BP becomes 200.
    (***)  Similar to Chun Li's ability to reduce everyone else's BP to 100 (for
            all your SP), Devilot's Indulge is the substitute for something like
            Seraphic W. If the enemy's ring was full, Indulge leaves them (and
            you) with a slew of weaklings. Considering that now, KO-ing everyone
            constantly isn't an option, this is a great ability that won't
            decimate your SP reserves like Chun Li would if you're out numbered.
            Note that if characters had 100 BP, their BP gets raised.
    
    A056    [B]     Niramiai (Glare off)
    Cost:   6
    Effect: You can't attack this turn, your enemy can't attack their next turn.
    (**)   Helpful stall card. Like playing Shermie except you can't attack
            this turn. It'll give you an extra turn to live to come up with an R2
            or something. (Z-force is right, this is nice pic of Mai vs Chun Li)
    
    A057    [A]     Shadow
    Cost:   4 (-1)
    Effect: Change one character to another in the game. (Discard backups)
    (*)     Completely and utterly random. I suppose if anything, use it on a
            dying character. Behaves just like Vampire Savior's Shadow.
    
    A058    [A]     3 Taku QUIZ (Tri-Quiz)
    Cost:   5
    Effect: Choose Grenade, Grace, or Showtime. Card has that effect.
    (*****) Either damage enemy HP 300, gain 500 HP, or have all cards in your
            ring gain 200 BP. The ultimate AC to have, you should have 2-3 ASAP.
    
    A059    [A]     Reset Button
    Cost:   10
    Effect: KO all of your characters. After you end your turn, start another.
    ()     This is, in effect, a Heritage AC plus SP Partner AC in one. Except
            it costs more, gives you only 1 card, and KO's all your characters.
            Tell Tsukushi it's not worth it. I'd rather just used SP Partner.
    
    A060    [A]     Crossover (Dregs)
    Cost:   15
    Effect: Shuffle hand cards into deck, use Discards as your hand this 1 turn.
    (***)   If you have the SP (or Tessa) and want to re-use your Discard pile
            right away, go for broke. Just remember: The turn after, your giant
            hand goes back into the Discard pile.
            Unless you have SP to burn, mix with Last Resort in some big gamble.
    
    A061    [D]     Engokogeki
    Cost:   2
    Effect: 100 HP of direct damage.
    ()     100 HP of direct damage. Yay. Wear a shirt, Hyakutarou Ichimonji.
    
    A062    [D]     Koukeisha (Successor)
    Cost:   0
    Effect: Discard a card in your hand with an ability; that ability goes to
            someone in your field.
    (**)   Very much like Mr.Big's new ability, it's only great if you have no
            room to place a new card down and need to use an ability right away.
            Kotetsu is still to small compared to Shigen.
    
    A063    [A]     Lunch Rush
    Cost:   3
    Effect: Players show their hands and draw a card for each AC card they have.
    (*)    Great to get more cards, but you may also help your opponent and you
            show off your hand, which is a bad thing in my book.
            "Mistresssss Tro~n!" (*stampede*)
    
    A064    [A]     Seikai Seifuku (World Conquest)
    Cost:   10
    Effect: Discard an AC card; remaining cards in hand turn into that card.
    (**)   If you had a lot of SP, you could create some mass chaos if you
            tossed Earth Pike, or Puppet, or Pester, or Fight!. You could even
            use Lunch Rush and ADD another hand to your current one.
    
    -= V. REACTION CARDS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    R001    [C]     Shikkari Senka (Reliable Warrior)
    Cost:   3
    Effect: Unfreeze all your characters.
    (***)   Same function as the Fight! AC, and can be a nasty surprise to
            suddenly have everyone able to defend again. Mmm.. throwing cookies.
    
    R002    [B]     Ryuunen (Repeat Grade)
    Cost:   4
    Effect: Freeze an enemy character who did not attack.
    (**)   Not a bad set-up since the fighter (unless they're Terry) will be
            frozen after they attack. (this is why class is important, Batsu)
    
    R003    [D]     Robot Punch
    Cost:   4
    Effect: Damange an enemy character by 300 BP.
    (***)   You can stop United Combo attacks if you KO one of the attackers.
            Feel free to target someone not attacking too; you might be able to
            clear a path to your opponent's HP. Makshima's the one in the back.
    
    R004    [C]     Aura Spark
    Cost:   2
    Effect: Do 300 damage to 1 card for each card in the ring with backup.
    (**)   A cheap version of Robot Punch, but requires some set-up. Nice to
            have if your deck is filled with back-ups. (who ARE these Soldiers??)
    
    R005    [B]     Striker
    Cost:   0
    Effect: Discard two cards to damage everyone on the field by 300 BP.
    (***)   Slightly worse than Doumou since you discard from your hand and you
            damage your side as well, but Kirishimashou costs no SP.
    
    R006    [B]     Choukadan (Time Bomb)
    Cost:   4
    Effect: Discard a character from your hand; damage a card by that card's BP.
    (***)   Theoretically a stronger version of Robot Punch (who keeps 200 BP
            cards, or Al & Iven, in their hand?), but it costs a hand-card.
            That's what I call Dark Artillary!
    
    R007    [B]     Doumou (Ferocity)
    Cost:   5
    Effect: Select 1-3 of your cards already in play (finish by pressing B);
            damages EVERYONE on the field 300 BP per KO'd character.
    (***)  Nice if you've got whimps in your ring and are being harassed by
            several bruisers or by a big United Combo you want to break up.
            Aa! Zombie Dinosaurs are popping out of windows!
    
    R008    [C]     Galactica Phantom
    Cost:   5
    Effect: If the enemy is using a United Combo, KO 1 of the attackers.
    (***)  Good for when your opponent decides to lead a United Combo with one
            of their weenies; KO the strong card in back! There is one heck of a
            coincidence that the CPU never seems to use United Combos against me
            when I draw one of these. (much like VS. Ralf in KoF)
            If only one card remains attacking you, their attack becomes a
            regular attack. That means you can block it without fear of it
            reaching your HP; however, ()-abilities will get turned back on.
            Characters like Karin will have abilities like Hou-Shou in use.
    
    R009    [C]     Cruel Hunting
    Cost:   5
    Effect: KO ALL attacking card(s) with 800 BP or more.
    (****)  Better than Galactica Phantom if you're dealing with an opponent
            who has a high-BP deck.
            Doesn't Bulleta usually have two mercenaries under the carpet?
            You waste this card if you use it against sub-800 BP cards.
    
    R010    [C]     Seien (Encouragement/Banquet)
    Cost:   4
    Effect: Heal yourself 500 HP.
    (****)  A cheaper version of the Grace AC, it can often mean the difference
            between life and death. It's also just a cheaper way to heal 500 HP.
            Hazuki (Kazuki's sister) & Sausu Jae Hoon (Kim Jae Hoon's girlfriend
            I think, since she's clapping like his girlfriend does in MotW):
            "Good lu~ck!" "Don't give up!"
    
    R011    [C]     Takenoko (Bamboo Shoots)
    Cost:   4
    Effect: Heal yourself 100 HP for each card your opponent has.
    (***)   A bit dicier than Seien if your opponent goes through cards quickly.
            The story of the Monkey King and bamboo shoots goes as thus: the King
            and his 80,000 monkeys were fraught with thirst while they were
            treking through a cursed forest. The king saw that even the ponds
            were cursed with demons who would eat those that would wander too
            close. He had to think of a way to get the water without getting
            near it. The solution: he found bamboo that he turned into straws.
            This story has nothing to do Friar Pig/Ton Ton though.
    
    R012    [D]     Datsurioko (SP Leak)
    Cost:   0
    Effect: Opponent looses up to 5 SP.
    (**)   Unfortunately it is not retro-active and can't stop a United Combo
            that's already aimed at you. It will reduce the chances of the next
            one though. Despite my low grade, if you plan on leaving your enemy's
            field filled with whimps, have 1-2 of these cards to furthur reduce
            their SP, and their chances of mounting a comeback.
            Wow. Anakaris' Khybit makes a cameo! (wiith NeoPocket-kun)
    
    R013    [D]     Hitoyasumi (Rest)
    Cost:   0
    Effect: Discard a character card; gain the SP value listed on that card.
    (*)     If you're desperate for SP and/or have no room to play the card.
            Felicia: "Tsukare dato kiha ohirure-nyan", Cham Cham: "Nyan-nyan!"
            F: "If we're tired, let's take five-nyan!", CC: "Yeah-nyan!"
    
    R014    [A]     Yuujyou (Fellowship)
    Cost:   0
    Effect: Discard the top 20 cards from your deck; gain 1 SP for reach RE card.
    ()     The "No Tricks" for Reaction cards. It is an [A]-rank, and I get a
            LOT of these every game. Prime cards for VS.Net trades.
    
    R015    [D]     Vacation
    Cost:   3
    Effect: Give any card in the field +300 BP.
    (***)  Just like Robot Punch was the same as a Cover Fire AC, Vacation is
            just like Awakening with one small exception: you can give ANY card
            on the field +300 BP. Not only can you power your own cards up, but
            if you happen to have Regina or Bousou (Wild) Iori, you can boost
            someone up to "target" level.
            Chun Li & Blue Mary don't seem to mind the sun & the surf.
    
    R016    [D]     Ochuushia (Painful Treatment)
    Cost:   3
    Effect: ALL characters in ring with 300 BP or less get +500 BP.
    (***)   Much like Shiki (S), and Griffon M., make sure you're not helping
            your opponent more than you're helping yourself. If you're planning
            on stuffing their ring, this card shouldn't be in your deck. It does
            work nicely in the early parts of the game. Pocket Fighters rule!
            I keep thinking this is Morrigan's "Oshiokio!" "It's punishment time!"
    
    R017    [C]     KA Ishi (Power Mode)
    Cost:   0
    Effect: Discard 2 cards and raise a card in the ring by 500 BP.
    (***)   Not bad if you can get rid of two cards you don't need or if you
            really need a big-hitter in the ring when your turn comes up.
            Two cards = 3 Power Gems? Falcon: "Super Change! Gungun, power up!"
    
    R018    [C]     Tatari (Curse/Evil Eye)
    Cost:   2
    Effect: KO one of your cards; change another card's BP to that of the KO'd.
    (***)  Better than the Double KO AC; you get to turn your whimp into THEIR
            whimp AND you free up space in your ring. You can even change that
            big bruiser attacking into a weenie! This gets an extra half-grade
            because it only needs 2 SP, but it does require that you have a
            weakened card to begin with.
    
    R019    [C]     Kami Fubuki (Divine Storm)
    Cost:   3
    Effect: Raise a card's BP by 100 for each of your discards w/300 BP or less.
    (**)    Great for a weak deck. You can power up Samonosuke even MORE.
    
    R020    [D]     Clone
    Cost:   0
    Effect: Discard a card in your hand with an ability; that ability goes to
            someone in your field.
    (**)   It's the same as Koukeisha, so it gets the same rating.
    
    R021    [D]     Nusutto (Robber)
    Cost:   3
    Effect: Steal an ability from anyone and give it to one of your characters.
    (****) You never know when this card may come in handy. I always have one
            on hand in case. You can take an ability from any card on the field,
            even one of your own, but you MUST give it to a card on your side,
            and you must have a card on your side to give it to.
            You can remove an ability from an enemy that you fear they'll use
            later, like S.Dynamite. You can remove an ability from an attacker,
            like S-Bringer, that you may want to use later. You can even use it
            to get rid of unwanted abilities like Somorsault Kick by putting it
            on a card you know is going to get KO'd if they counter-attack.
    
    R022    [B]     Kioku Soushite (Hypnotic Glare)
    Cost:   2
    Effect: Everyone in the ring loses their abilities.
    (***)   A nasty card to put out if you don't want Mukuro or Anakaris in your
            hand. Or in case their abilities get blocked.
    
    R023    [B]     Super Art Select
    Cost:   4
    Effect: Trade the abilities of 2 cards on the field with abilities.
    (***)  Just like the Substitute AC, only you must get attacked to use it;
            slightly worse than the AC. Remember not to give a good one away.
    
    R024    [D]     Manali no Uta (Manali's Song)
    Cost:   0
    Effect: If you have no characters in the ring, the opponent's attack fails;
            the opponents are recinded and are frozen.
    (**)   Great ability for a free card, and a [D]-rank at that. Because you
            can't have any cards in your ring for this to work, you should stock
            up on Oukane Mouke cards (also 0 SP!).
    
    R025    [D]     Shikiri-tagari (Overdoing It)
    Cost:   0
    Effect: Causes an attack by 2 or more enemies to become a United Combo.
    (*)     There are times when this is useful. It doesn't cost any SP and can
            be great if you have Shigen or Makoto or a Galactica Phantom or
            Kyoushiou RE.
            You choose how many people (2-3) in the United Combo and the order.
            Your opponent does NOT loose SP, you cannot undo a Combo already in
            progress, but you can add the 3rd person if they're attacking
            seperately.
    
    R026    [B]     Kyoushuu (Assault/Charm)
    Cost:   3
    Effect: When a character counters a United Attack, you cannot lose HP.
    (**)   You make someone have Shigen/Makoto's power. You will not KO your
            attackers.
    
    R027    [B]     Machiboke (Waiting in Vain/They're Not Coming)
    Cost:   3
    Effect: The enemy recinds their characters if you do not defend against them;
            they remain unfrozen. HOWEVER, () abilities still activate.
    (****)  This card does not tell you what this entails. If someone with an
            offensive () ability, like Haohmaru or GUY, attacks, they WILL damage
            you since their abilities say how they should behave if no one is
            stopping them, even though any other attacking cards will have
            stepped down. If you counter, you cancel the effects of this card.
    
    R028    [D]     Okane Mouke (Cash Profits)
    Cost:   0
    Effect: Select any of your characters to return to hand; draw a card.
    (**)    It's free. If you're not going to use them to defend, and you have a
            full ring, you get a card out of it. You might also draw a Manali's
            Song or Machiboke RE if you have one. Otherwise, it's at least better
            than the Heritage AC; you won't have to KO any cards.
            If you don't want to select any more cards, press "B".
    
    R029    [D]     Scan
    Cost:   1
    Effect: See your opponent's hand; for each RE card he/she has, draw 2.
    (***)  Good, cheap, [D]-card that lets you spy on your opponent's hand.
            If they have REs, you may think twice about attacking, but you also
            draw two cards which may remedy that.
    
    R030    [D]     Modoru no-jya (Time to go back)
    Cost:   1
    Effect: Shuffle all your discarded RE cards into your deck then draw 1 card.
    (****) Excellent RE card; try to use all your RE cards before this. Even if
            you can't, you get to draw a card nonetheless.
    
    R031    [C]     HARA ni ICHIMOTSU (Macho Match-up)
    Cost:   0
    Effect: Enemy draws 3 cards, you draw 2.
    (*)     When you have no SP to spare and need cards. Your opponent draws
            more, so be careful about that. (should be a [D]-rank for that)
            The translation did not go well; essentially, the English equivalent
            would be "Oh yeah? Mine's bigger."
    
    R032    [C]     Overheat
    Cost:   2
    Effect: Enemy discards 2 random cards from his/her hand.
    (****)  It may be random, but your opponent looses two cards that they could
            immediately use for a measly 2 SP.
    
    R033    [C]     Suketto (Gimmie a Hand)
    Cost:   4
    Effect: Draw 2 cards for each card attacking.
    (**)   You get to draw 2-6 cards for a cost of 4 SP. When you need cards,
            you need cards, but there are better REs to use for about the same
            cost.
    
    R034    [C]     Tsumamigui (Snared)
    Cost:   5
    Effect: Return one of your discarded cards to your hand.
    (*****) Another EXCELLENT card. You get to pick up ANY discarded card to put
            back in your hand, which makes it better than the Study & Revive ACs.
    
    R035    [B]     3 Shimai (3 Sisters)
    Cost:   0
    Effect: Discard a RE card and draw 3 cards.
    (***)   Not bad, you can dump an extra RE card you won't need for 3 new cards,
            plus it's free. The not-so-good is, in a good deck, you won't want to
            just toss an RE.
    
    R036    [B]     Lucky Card
    Cost:   2
    Effect: Show your hand; for each RE card (not counting this), draw 1 card.
    (*)     You show your hand. You show your hand! A combination of Scan & 3
            Shimai work better and cost less. (whoever hearda GaiaMaster anyway?)
    
    R037    [B]     Kyodou Fushin (Behaving Suspiciously)
    Cost:   4
    Effect: See opponents hand; opponent discards all non-character cards.
    (****)  Chun Li is looking at Urien's butt; we are getting the crotch.
            You scan the opponent's hand AND get to trash all ACs/REs you see.
            You can leave your opponent with nothing if you have a Storm Rush!
    
    R038    [B]     Seikurabe (I Can Do Better)
    Cost:   4
    Effect: The player with fewer cards draws until both hands are equal-sized.
    (**)   It's like the complete opposite of the Pride AC. It's an RE card
            that affects the player with fewer cards. It even costs an SP less.
            This is useful to deck your opponent if you have more cards (after
            playing this one), or if you need a new/bigger hand.
            However, like Pride, if you both have the same-sized hands (after
            using Seikurabe), then this is just a waste of SP, so be careful.
    
    R039    [A]     Sore Kureru? (Will You Gimmie?)
    Cost:   5
    Effect: Pick a card in your deck to be placed on top; shuffle the rest.
    (*****) How excellent is this? It's like Saki's ability, only it applies to
            ANY card in your deck. If I had only one complaint, is it doesn't
            actually put a card in your hand immediately. But because it's being
            used as an RE, there's nothing the enemy can do to stop you.
    
    R040    [A]     Tenchi Souzou (Heavenly Creator/Grand Master)
    Cost:   10
    Effect: All REs from your discard are added to your hand; at the start of
            your turn, trash your entire hand.
    (*)    A very expensive Snared/Tsumamigui. Not bad if you have plenty of
            good REs in your trash and the SP to use them all, but then you also
            trash your entire hand.
    
    -= VI. DECKS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    As a tip, keep your decks mixed. Try not to invest more than 33% of your
    deck in Action/Reaction Cards, sometimes your opening hand can be 4-5 ACs.
    The FAQs on GameFAQs will deal with deck-creation strategies such as a
    "quick-kill" deck, or a "decking deck".
    
    There is no such thing as a KILLER deck in this game; there are too many
    variables with RE cards and new abilities. That's why you can't bank on a
    specific card's ability too much; there are a lot of chances the enemy can
    prevent your draw, force you to discard, or change a card's ability.
    
    These are just generic ones that I made relative to my speed games.
    
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    INTERMEDIATE DECK
            Terry, Mai, Ukyo, Rimururu (C), Rimururu (T), Sogetsu, Daimon,
            Heidern, Yashiro, Goenitz, Takato, Athena, Terry B. x2, Gatou,
            Seishirou, Touma, Whip, Krizalid, Kula, Lei Lei, Donovan, Bulleta,
            June, Jin Saotome x2, Batsu, Claire, Roll-chan, Shoma, Hyo, Iincyo,
            Yurika, Maki, Ruby Heart
            Lightning, Double, Escape, Reparation, Cover Fire x2, Double KO,
            Awakening, Toptadon
            Robot Punch x2, Vacation x2, Nusutto, Sore Kureru?
    
      35 Character cards:   0 [S], 7 [A], 5 [B], 18 [C], 5 [D]
      9 Action cards:       0 [S], 0 [A], 1 [B], 3 [C], 5 [D]
      6 Reaction cards:     0 [S], 1 [A], 0 [B], 1 [C], 4 [D]
    
            An "intermediate deck" should be able to handle all fights before the
            last. This is the deck I had after about 7 hours of playing; note
            the lack of [S] cards. While putting more time put into Exhibition
            Battles and VS.NET would give you a stronger deck, this deck is a
            measure as to the minimum strength you should have. This deck's
            main weaknesses is that it may have too many low-BP/low-SP cards.
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    LATE DECK
            Terry, Andy, Krauser, Haohmaru, Nakuroru (T), Rimururu (T), Sogetsu,
            Kyo, Kyo (T), Yashiro, Bousou Leona, Akari (P), Athena, Terry B. x2,
            Gatou, Whip, Krizalid, Kula, Chun Li, Chun Li (D), Rose, Morrigan,
            Bulleta, Lilith, Jin Saotome x2, Batsu, Kyousuke, Daigo, Hyo, Tron,
            Ruby Heart
            Lightning, Escape, Reparation, Seraphic W, Psyche Up, Awakening,
            Pester, Shopping x2, Toptadon
            Robot Punch, Vacation, Nusutto, Modoru no Jia, Overheat, Tsymamigui,
            Sore Kureru?
    
      34 Character cards:   2 [S],14 [A],10 [B], 7 [C], 1 [D]
      9 Action cards:       0 [S], 0 [A], 3 [B], 3 [C], 3 [D]
      7 Reaction cards:     0 [S], 1 [A], 0 [B], 3 [C], 3 [D]
    
            Gone are "patient" cards, like Rimururu (C) and Seishirou, who help
            you over time or are there just to take hits. This deck will help
            you just maul your opponent with the sheer number of [A]-rank cards.
            Be careful against some of the specialized decks like Comet's and
            especially Cap who will leave you, literally, short-handed.
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PERSONAL "VS CAP" DECK
            Andy, Blue Mary, Galford x2, Nakoruru (C), Rimururu (C), Sougetsu,
            Shiki (C), Shermie, Mukuro x2, Takato, Terry B., HAOUMARU, Krizalid,
            Vanessa, Lin, Guile, E.Honda, Cammy (D), Dan, Remy, Ibuki, Morrigan,
            Pyron, Jedah, Kyosuke, Ryu (BF), Rock (Mega) Man, Urien, Edge x2,
            Hyo, Rock, Tron (x2)
            Double, Escape, Substitute, Shopping x2, Indulge, Tri-Quiz x2
            Seien, Datsurioko, Nusutto, Machiboke, Modoru no Jia, Overheat,
            Tsumamigui, Kyodou Fushin
    
      34 character cards:   1 [S], 2 [A],13 [B],11 [C], 7 [D]
       8 action cards:      0 [S], 2 [A], 2 [B], 3 [C], 1 [D]
       8 Reaction cards:    0 [S], 0 [A], 2 [B], 4 [C], 2 [D]
    
            Something I've tested against Cap a lot. It's far from infallible
            as there are "killer hands" anyone can get that can royally screw
            someone up (which is always possible). Though this deck works well
            in most fights, it tends to be boring since it only follows ONE plan
            of attack: wear your enemy down.
            This deck is actually based on both Cap & Comet's decks as they have
            the best in the game; Cap's reduces his opponent's chance to plan
            an offense by reducing hand size while Comet's keeps her HP sky-high.
            This meshes both: keeping your HP high, reducing your opponent's
            offense, and lowering their SP for good measure. This strength and
            weakness behind this deck is that it does not rely on a single card,
            but a mesh of all of them at once.
            The main draw of this deck is that it can draw more, cards that is.
            Secondly, there is a small assembly of cards that will nullify
            abilities, from the Substitute AC to Mukuro. There are also Escape
            and Shiki (C) to clean your side of the ring. Finally, there is a
            variety of 400-600 BP cards to throw up against your opponent. Once
            their side is filled, you can wait until you draw a card with exactly
            100-200 BP less than one of theirs. If its a 900+ BP card, it'll
            take some extra work (like an Indulge AC).
            The goal is to weaken instead of KO-ing characters. The icing on the
            cake comes from cards like Dan and Tri-Quiz, even Remy (if you can
            KO or remove his ability after it activates enough times); you can
            constantly heal yourself (remember to do so!) while draining SP.
            Don't worry about using your []-abilities, concentrate more on
            nullifying your opponent's offense; plan your offense only after
            he/she can only (potentially) take off less than 500 HP a turn.
            There is a chance that you may have a whimp like Mukuro in your ring
            and you can't get him out. First, make sure you have enough cards in
            your hand that you want to put in, then make sure your enemy has 4 or
            less SP. Make a big Union Attack with Mukuro at the point; see if you
            can hit the spot in front of him. When a new enemy card is put in,
            let a weakened Mukuro take the hit and get KO'd. Hopefully a second
            Union Combo will net you the win.
            Alternatively, if I could come up with the cards, I'd try for this:
                    Billy, Galford, Nakoruru (C) x2, Sougetsu x2,
                    Shiki (C), Shermie, Mukuro, Takato, Terry B.,
                    Krizalid, Yuki, Guile, E.Honda, Cammy (D), Rose,
                    Dan x2, Remy, Anakaris, Morrigan, Morrigan (D),
                    Pyron, Jedah, Mukuro (Kenji), Rock (Mega) Man,
                    Urien, Edge x2, Tron, Son Son, Kikaioh
                    Double, Escape, Psyche Up, Round 2, Storm Rush,
                    Shopping, Indulge, Tri-Quiz x2, Seien, Datsurioko,
                    Nusutto, Kioku Soushite, Machiboke, Modoru no Jia,
                    Tsumamigui, Kyodou Fushin
    
            The making this deck came from some deep bitter feelings, mainly
            because Cap cheats. Seriously, he has 2-3 Cammy (D)'s and they're
            [S]-rank cards. That's not counting that his entire deck is centered
            around the simple plan of cutting your hand (with Cammy, Sougetsu,
            Pride, and Overheat) to prevent you from playing more cards. On top
            of that, his deck is mainly made up of 700 BP characters, which won't
            be stopped by cards like Yuki or Regina, and have the occassional
            1000+ BP and some 400-600 BP cards sprinkled inbetween just to mess
            around with your mind. The only defense against that is a faster
            offense. You always play the underdog against Cap, taking hits
            while trying to "perfectly" reduce his ring characters to 100
            or 200 BP, then removing any annoying ()- or []-abilities.
    
            - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PERSONAL DECK
            Terry, Andy, Joe, Yamazaki, Haohmaru, Nakoruru (C), Nakoruru (T),
            Rimururu (T), Sougetsu, Kyo (S), Orochi Leona, Akari (P), Athena,
            Terry B. x2, Gatou, HAOUMARU, Rugal, Krizalid, Kula, Gouki,
            Chun Li (D), Rose, Evil Ryu, Morrigan, Pyron, B.B.Hood, Lilith,
            Jin Saotome x2, Daigo, Mega Man, Tron
            Lightning, Escape, Reparation, Seraphic W., Psyche Up, Awakening,
            Shopping x2, G.Phantom, C.Hunting, Vacation, Robber, Cash Profits,
            Time to Go Back, Overheat, Snared, Will You Gimmie?
    
      33 character cards:   2 [S], 12 [A], 15 [B], 3 [C], 1 [D]
       8 action cards:      0 [S], 00 [A], 03 [B], 3 [C], 2 [D]
       9 Reaction cards:    0 [S], 01 [A], 00 [B], 5 [C], 3 [D]
    
            There's no Tri-Quiz or Orochi Iori and Yamazaki and Joe are still
            there; not terribly polished, but it gets victories. There is a
            card for virtually every occassion, from hand-removal to decking to
            healing to direct-damage.
    
    -= VII. CHANGES -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    As you have seen, many cards have changed, the art has changed, but more
    than that, the gameplay has changed. My first thoughts?
    "Holy crap is this game more involving than its predecessor." Reaction cards
    add a new dimension to fights, as do the addition of more characters in
    Story Mode. The upped AI is also a whole new challenge, plus a slew of
    unlockables such as different trading modes and the now-super-rare [S] cards.
    
    There is still only a single save, but the interface of the game is much
    different than the first Card Fighters Clash (CFC1). Upon entering the game,
    you have a "Main Menu":
            1. Story
                    a. Enters story-mode
                      (You are fighting around town looking for a card thief)
            2. Battle
                    a. Free Battle
                      (Fight a CPU opponent you defeated for an [S] card)
                      (Beating the game makes Free Battle MUCH harder!)
                    b. VS Exhibition (via Cable)
                      (Fight a friend for some random cards)
                    c. VS Death Match (via Cable)
                      (Fight a friend while wagering your own cards)
                    d. Tutorial
                    e. Game Glossary
            3. Deck Work
                    a. Card Menu
                      (Create/Modify/Delete your decks)
                    b. Trade Card (Give)
                    c. Trade Card (Get)
            4. VS.NET (unlockable via Story)
                    a. Card Shop
                      (Higher Rarity unlocked the more % of cards you discover)
                    b. Trade Machine (Recycle Machine)
                      (Game auto-saves after you get a new card)
                    c. Dreamcast Link Mode (after you beat the game)
                    d. Radio Dowsing (via Receiver Peripheral/Hardware)
            5. Save
    
    Radio Dowsing is unlocked after you beat the game. Visit Nanako in her lab
    and she will grant you Dowsing potential. You still need an FM-tuner to plug
    into your NGPC.
    
    You have to unlock NeoMask, RoboMask, and G.Lady as "Free Battle" opponents,
    all of them must be found after beating the game once. Unlock G.Lady by
    defeating her in Principal Lip's office; RoboMask visiting the Carnival;
    NeoMask by defeating him in the MV COF Carnival.
    (Neo/RoboMask may or may not show up so keep re-entering the Carnival)
    
    The Trading Shop will open a "B" rank trade upon beating Zet and "A" upon
    beating Story Mode. I've also unlocked the "A" store by beating Cap 10x
    in Free Battle (about 185 victories & 71% cards found).
    They get new cards every 5 battles or so.
    
    There are new shortcuts in the game.
    Hold B during dialogue to get through non-important text.
    Hold B during while moving on the map screen in Story Mode to dash.
    During battle, tap B to jump to "End Turn".
    Pressing Option/Start lets you handle animations; [Ori=Yes] or [Nashi=No].
    Tapping B+Down looks at the battle stats:
            Opponent's Deck Size / Hand Size / Discard Size
            Your Deck Size / Hand Size / Discard Size
    Tapping B+Up lets you see the cards in the field.
    Tapping B+Right looks at your opponent's discards.
    Tapping B+Left looks at your discards.
    When looking at your hand, tap left or right to go to up/down a screen.
    When looking at your hand, press Option each time to rearrange your cards by
            No., BP, SP, Ability, or Rarity.
    When organizing deck, when selecting tabs, press up to see your deck in use.
    When seeing your deck in use, tap left or right to scroll up/down a page.
    When seeing your deck in use, tap "A" to see each individual card.
    When seeing your deck in use, tap Option to see more stats.
    When arranging your deck, now the rarity will be displayed.
    When arranging your deck, press Option to re-arrange them in other manners.
    When arranging your deck, the font for the AC page is a purple on red. OW!
    
    About the gaming mechanics, now this game is now more about SP than ever!
    When it comes to having ammunition for United Combos, ACs, and now REs,
    SPs are highly valuable. It also means cards that remove SPs are also more
    valuable.
    
    Somehow, [B]-ranked cards are harder to obtain in this game. I usually have
    three or four times as many undiscovered [B] cards as [A] cards.
    
    Less importance on back-ups; now there are fewer "teams" and more pairings.
    Back-ups have gone from a quick and simple way to boost your power to an
    extra 100% to complete. Some back-ups make sense, some don't, and there are
    powers (Raiden, Natsu) that give perks for people who use them.
    
    The powers are upped in this game too with the inclusion of 80 new characters
    and new abilities. There is more emphasis on long term ()-abilities like
    Rimururu (C)'s new Wind Whisper and Pyron's old Cosmo Power that make them
    keepers. Other powers, like Morrigan's Life Sucker or Yashiro's re-worked
    Jet Counterblow, are harder to use.
    
    Because of new card abilities, like Edge; and the change in some old ones,
    like Yamazaki, placement is important. This can make starting second sometimes
    better than starting first.
    
    Cards as a whole are more balanced: some of the weaker characters from the
    previous game gained, whether it was BP or SP or a new ability. Toughies like
    Krauser and Geese have been toned down. If anything, only the newer RE cards
    are little too strong (or at times too weak) for their rarity. There will
    still be scrawny characters, quirky powers, and killer hands, but there will
    be more closer games with comebacks and rallies.
    
    The CPU in this game is also a lot smarter (and better equipped); it will no
    longer go for low-BP union attacks if there is a 3rd card attacking. Certain
    abilities, like Athena's Fire Sword are still ignored; ditto for defending
    in the case of Twelve's ability to KO all attackers. Some, like Haohmaru's
    Iron Slice and HAOUMARU's Piercing Eyes, are taken very seriously by the CPU.
    
    Now, if you use launch a United Combo and a regular attack, the CPU will go
    after the card it can do the most damage to or the most damage it can stop.
    The CPU will think:
            -Can I reduce one of the cards attacking to 100-200 BP?
            -Can I reduce the 2nd card of the United Combo to 100-200 BP?
            -If I use a card block, which prevents more damage:
                    -Absorbing part of the combo?
                    -Stopping the lone attack?
            -Am I below 1000 HP? (If yes: tries to stop ALL attacks)
    
    There is a small flaw in this new line of thinking:
            -If the 3rd attacking card is 100 BP
            -And the 1st card of the combo is 100 BP
            -And the CPU is not below 1000-1500 HP
            -It may not block ANYTHING
    
    If more cards attack the CPU than it has defenders, it thinks:
            -Stop the card with the highest BP with my lowest BP card
    In case of a tie:
            1. Stop the card with an ability if one has and one doesn't
            2. Stop the left-most (according to how you see your side) card
    
    If you have two cards with the same BP attacking, and the one on the left
    has an ability you wanted to use, like Jedah's PDC, you're outta luck.
    If the CPU has cards with BP higher than Jedah and his parallel attacker, you
    can still trick the CPU into blocking the other attacker and not the card
    with the ()-ability. Put the second attacker in front of a United Combo that,
    if the CPU blocks will leave you with a 100-200 BP weakling.
    
    A quick glance at the cast: (by order of fights)
    
            Haruna, 2000HP  Simple AI, chooses the deck-brand opposite to yours
                            Haruna will follow you around, but will mainly
                            be in the CF School, first floor for a fight.
    
            Lip, 2000 HP    Simple AI, weak deck
                            The principal will be in her office next to Haruna.
                            Bubble-headed and her voice easily gets excited.
    
            Fuwa, 2000 HP   Ninja-themed deck, a little tricky
                            Fuwa is almost always at the JOYFUL Fountain.
    
            Kid, 2000 HP    Simple AI, a wide variety of kung-fu/wrestler cards
                            Main character's older brother owns the Joy Joy
                            trading shop; related to the previous game's owner?
                            Beat him to unlock the VS.Net Trading Shop so you
                            don't have to visit him in Story Mode to trade.
                            The Story Mode store however, holds the first Bargain
                            sale. Subsequent sales will be available through the
                            Main Menu.
    
            Dogou, 2000 HP  Rebel/Gang-themed decks, somewhat tricky AI
            Asou            These three rebel students are sometimes on the roof
            Torawoh         of the school. They all have similar decks and the
                            same HP. Torawoh is the leader in the trenchcoat
                            (proof is in her Mr.Big card), Asou is the hothead
                            in the pink dress (Eri card), and Dogou is the dark
                            nerd with the green flask and the monster cards.
                            The first time you meet them, you face all three in
                            succession without any time to re-adjust your deck!
    
            Shin, 3000 HP   Harder AI, moderate "fire" deck
                            One of the heroes from CFC1 is apparently a member of
                            the Western-themed Vanguard Club. Can be found there
                            or at the abandoned COF room in MV Land carnival.
    
            Fou, 2000 HP    Moderate AI, back-up themed deck
                            Aiya! The chinese owner of Lost World trading co. is
                            back with her store and a similar style of playing.
                            Will splice bad grammar now and again.
    
            Kei, 3000 HP    Harder AI, moderate all-around deck
                            The SNK heroine of CFC1, also an English-splicing
                            member of the Vanguard. She kind of sounds like
                            Tiffany from Justice Gakuen/Rival Schools.
    
            Neo Mask        Hard, mirror-deck
                    3000 HP Special encounter with the man with your same deck.
                            When you fight him after the game is over, he will
                            have a randomized deck. In VS mode, he will still
                            use the same deck you use.
                            You can win 3 totally random cards from Neo Mask in
                            Exhibition Mode; even [S]-ranks!
    
            Yashichi        Moderate AI, special-ability themed deck
                    3000 HP Back at the fountain, this is hyperactive Yashichi
                            who holds up a windmill star. Watch out for her deck!
    
            Comet, 3000 HP  Moderate, healing deck
                            Comet, the heroine of the CAPCOM version of CFC1,
                            is still major-league annoying. She will often boost
                            her HP well above her starting 3000.
    
            Nanako, 3000 HP Moderate, robot deck
                            Imagine Zombie from CFC1 and you have Nanako.
                            Lots of BP, not so much SP.
    
            Zet, 3000 HP    Moderate, hobby-themed (robots/sports) deck
                            Transfer student who stays in the same room Haruna
                            does. Watch out for his bruiser cards.
    
            Cap, 3000 HP    Strong, hand-cutting deck
                            Cap, the most annoying CPU fight not counting the
                            mirror-match. I have a deck specifically tailored
                            against him. He's the hero of CFC1: Capcom version
                            and sails the ship "I AM NOT BOY", the slogan of
                            the NeoGeo Pocket Color in ads against the GameBoy.
    
            Robo-Mask       Strong, Evil-themed deck
                    3000 HP Made up of lots of (random) heavy-hitting cards, from
                            bosses of games to Orochi teams, etc. Even Dan! Watch
                            out for any ability-stealing AC/REs too.
                            You can win 3 totally random cards from Robo-Mask in
                            Exhibition Mode; even [S]-ranks!
    
            Sys, 3000 HP    Strong, mostly [S], [A] & [B]-rank cards
                            Even more heavy-hitting cards! Look out for KO
                            abilities, cards that KO, direct damage, and cards
                            that target high-BP cards.
    
            GameMask Lady   Strong, random decks
                    3000 HP You get a random deck when fighting her too!
                            You can win 3 totally random cards from G.Lady in
                            Exhibition Mode; even [S]-ranks!
    
    -= VIII. EOF =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    End of File!
    The Swordsman of Crystalis/God Slayer is STILL not here!
    And what happened to the sharply dressed Gamemask/Gamemantle/Game-ant/Gemant?
    

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