
     C A P C O M  V S  S N K  :  M I L L E N N I U M  F I G H T  2 0 0 0

 T H E  C O M B O  F A Q  O F  T H E  T W E N T Y - F I R S T  C E N T U R Y
_____________________________________________________________________________

 Copyright 2K1 "The KiD"

 The following FAQ you are looking         The most updated issue of the FAQ
 through was made by me, "The KiD"         will be given to www.gamefaqs.com
       <Oodzume@hotmail.com>          D    primarily. Unless denoted, if any
 Made for the use of only personal    I    other location has it, then nine-
 and/or private purposes. Whenever    S    times-outta-ten it was ripped out
 reproduced, electronically is the    C    from there. If placed on a freely
 way it must be done. However, the    L    assessable webpage/site, this FAQ
 correctness and accuracy of any &    A    may be altered to fit any certain
 all material listed with this FAQ    I    guidelines, but this disclaimer &
 isn't 100% guaranteed. Any errors    M    copyright info must remain in its
 or omissions that inflict damages    E    original form and state. Capsice?
 or problems towards anything will    R    If by now you have a problem with
 NOT be the author's fault. That's         any preceding info, then maybe it
 how affairs work here. Comprende?         would be best to try another FAQ.

   For no reason should this FAQ be used for profitable and/or promotional
   purposes (i.e- published in guides, magazines, hint books, etc). That's
   final.. Along with that note, nor is this document to be given out as a
   sort of gift with purchases. It's not my forte to write all this to get
   others rich. Any who have enough interest in this FAQ and wish to place
   it on their site, send a letter about your webpage (do include the URL)
   and I'll get back to you ASAP. In any other case, the answer's no. N-O.
   Just don't even bother to ask or waste the time writing. All copyrights
   and trademarks are acknowledged that aren't specifically printed within
   this FAQ. Please give credit where it's due.. or I'll find you. Period.
     Plagiarism sucks. "The KiD" has written, so it shall be spoken.  =)

 The Capcom characters are copyright 2000 Capcom Co., Ltd.
 The SNK characters are copyright 2000 SNK Co., Ltd. All rights reserved.

 This FAQ is available at the following places:
--------------------------- Capcom vs. SNK: Millennium Fight 2000 Combo FAQ -
GameFAQS                                                     www.gamefaqs.com

  A note to other sites: DO NOT rip off this document from GameFAQs.com and
  just place it on your webpage. It becomes an annoyance to find my work at
  other locations I KNOW I didn't send it to. With that stated, I take this
  moment to bitch at "Just the FAQs" <faqs.simplenet.com> that have "stole"
  my 'Groove On Fight' and 'Bulleta' FAQs in the past. If you're that eager
  to have this FAQ as an addition to your site, it's not that hard to write
  a letter and just ask me for it. If you can't do that, make your own FAQ.

                 ..Alright, I'm done ranting and raving. Have a nice day. ^_^
_____________________________________________________________________________

  Table of Contents ]-------------------------------------------------------

 Part 1 : Introduction
 Part 2 : Button & Controller Configuration
 Part 3 : Combo Listing Notation
 Part 4 : How to Read the Combos
 Part 5 : Character Combos

    - Balrog / Vega           - Balrog EX               - Benimaru Nikaidou
    - Benimaru Nikaidou EX    - Blanka                  - Blanka EX
    - Cammy                   - Cammy EX                - Chun Li
    - Chun Li EX              - Dhalsim                 - Dhalsim EX
    - Edmond Honda            - Edmond Honda EX         - Geese Howard
    - Geese Howard EX         - Gouki / Akuma           - Guile
    - Guile EX                - Iori Yagami             - Kap Hwan Kim
    - Kap Hwan Kim EX         - Ken Masters             - Ken Masters EX
    - King                    - King EX                 - Kyou Kusanagi
    - Kyou Kusanagi EX        - Mai Shiranui            - Mai Shiranui EX
    - Mike Bison / Balrog     - Mike Bison EX           - Morrigan Aensland
    - Nakoruru                - Orochi Iori             - Raiden
    - Raiden EX               - Rugal Bernstein         - Rugal Bernstein EX
    - Ryou Sakazaki           - Ryou Sakazaki EX        - Ryuu
    - Sagat                   - Sagat EX                - Sakura Kasugano
    - Sakura Kasugano EX      - Satsui no Hadou Ryuu    - Terry Bogard
    - Terry Bogard EX         - Vega / M.Bison          - Vega EX
    - Vice                    - Vice EX                 - Yuri Sakazaki
    - Yuri Sakazaki EX        - Zangief                 - Zangief EX

 Part 6 : Issue Revisions
 Part 7 : Special Thanks
 Part 8 : Final Note

  Part 1 / Introduction ]---------------------------------------------------

 After being glued to MvC2 and the god that is Street Fighter Zero 3, it was
 hard to go back to this "basic" style of game. No insane juggle or Supers. A
 style that was ... easy to follow. Who would have thought we'd see that
 again, huh? Something to tide us over until SNK releases the sequel. In the
 meantime, enjoy the mayhem. ^_^

                     Share the wealth. Destroy the competition. Losing sucks.

 This FAQ is written with the assumption that you know the basis of terms and
 gameplay for "SNK vs. Capcom Millennium" If not, I advise you to look to any
 of the full game FAQs written and posted at <www.gamefaqs.com> or other game
 related sites first before going through this one. There's only limited info
 concerning button notation and gaming notes listed.

 Each combo was performed on Ryu unless otherwise stated. So any damage shown
 is neutral/average range.

  Part 2 / Button & Controller Configuration ]------------------------------

   ub    u    uf       Jump Up-Back       Jump Up       Jump Up-Forward
     \   |   /
  b --   N   -- f      Move Back/Block    Neutral       Move Forward/Advance
     /   |   \
   db    d    df       Block Low/Crouch   Crouch        Offensive Crouch

        Reverse left and right if on right side of screen or Player 2.


  L Trigger       R Trigger               LP + HP         LK + HK


         X      Y                                LP     HP


         A      B                                LK     HK

      Button notation can be changed at the Button Config option screen.

  Part 3 / Combo Listing Notation ]-----------------------------------------

s.    stands for STANDING            c.    stands for CROUCHING
j.    stands for JUMPING

>     indicates the following attack will chain from the previous attack

XX    indicates 2-in-1s or Super Cancels

/\    indicates that you jump after the previous move/command

\/    indicates that you land to the ground after the previous move/command

,     indicates that no special combo method is needed between the two moves

( )   indicates a move that can be added into the combo, but not necessary
      normally used when a certain move may alter the combo

| |   indicated the number of hits a move must hit before moving on

+     stands for "and"

/     stands for "or"

*     stands for new or updated combos/infomation since the last FAQ revision

[Level 1]       - A Type 1 Super
                  Capcom Groove: Perform when Level 1+ with LP / LK.
                  SNK Groove: Perform when "MAX" energy or life is in red.

[Level 2]       - A Type 2 Super (Capcom Groove Only)
                  Capcom Groove: Perform with Level 2+ with HP / HK.

[Level 3/MAX]   - A Type 3 Super
                  Capcom Groove: Perform with Level 3 with LP + HP / LK + HK.
                  SNK Groove: Perform when "MAX" energy and life is in red.

  Part 4 / How to Read the Combos ]-----------------------------------------

 Combos are listed in descending order by the amount of hits they do. So, the
 high hitting combos are at the top and go down to the smaller ones. If there
 was a way to tell the correct damage, each combo would have been listed that
 way. Below is what each parts the combos are broken down into:

      Combo number ---o         o--- Number of hits    o-- Which Groove combo
                       \       /                      /        can be done in
                      [10][04 hit] -- Capcom or SNK Groove
                  o-----  j.HK \/ c.LP > c.LK XX Hadou Ken
                 /        (Jump HK \/ c.LP > c.LK XX qcf + P) ---o
                /                                                 \
           The combo                                        Controller motion
                                                            in which combo is
                                                            done

 There are normally a bunch of notes at the end of the combo section. Before
 a note is the number pertaining to whatever combo(s) it's for. They are
 there for combos that have either complex maneuvers, timing, or a certain
 aspect that needs to be noted due to possible confusion.

 A final point to add. I appreciate anyone submitting combos and info. But if
 you're going to send in something, help me a little and follow these steps:

  1) Check if the combo is listed.
     If it is, don't send it. If it's the same combo, just with one extra hit
     or a substitution of a hit (i.e- replacing j.HP with a j.HK), don't send
     it in. I hate to receive the same combos over and over. Can't credit one
     combo to eight different people.
  2) Make sure the combo -works-!
     Meaning, the moves have to connect one after the other in a manner where
     the opponent CANNOT block in the middle. If the combo doesn't work, then
     why bother wasting your time and mine with it? Make sure each hit better
     link from the last or the combo won't go into the FAQ.
  3) Include any information about the combo that is necessary.
     Believe it or not, there are combos that work on Zangief that won't work
     on Yuri Sakazaki. If a combo works only on a certain character or degree
     (i.e- height) of character, I don't want to sit for long hours and do it
     on someone it's not going to work on. Because if you don't specify, I'll
     assume it was done on Ryu as default.
  4) Please give the number of hits and amount of damage the combo does. That
     way I know if I'm doing the combo you're giving to me correctly.

  Part 5 / Character Combos ]-----------------------------------------------
_____________________________________________________________________________

  B a l r o g  (Vega in US)                                 kamen no kikoushi
_____________________________________________________________________________

_____________________________________________________________________________

  B a l r o g  EX  (Vega in US)
_____________________________________________________________________________

_____________________________________________________________________________

  B e n i m a r u  N i k a i d o                             senkou no bigaku
_____________________________________________________________________________

 [01][14 hit] -- Capcom Groove
     Opponent in corner. j.HK \/ s.HP XX Level 1 Rai Kou Ken |5 hit|, Level 2
     Rai Kou Ken
     (Jump HK \/ s.HP XX qcf,qcf + LP, qcf,qcf + HP)

 [02][12 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP XX [Level 1] Rai Kou Ken |5 hit|,
     [Level 1] Rai Kou Ken
     (Jump HK \/ s.HP XX qcf,qcf + LP, qcf,qcf + LP)

 [03][12 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX [Level 3/MAX] Rai Kou Ken
     (Jump HK \/ s.HP XX qcf,qcf + PP)

 [04][09 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK > c.HP XX [Level 3/MAX] Den Ei Spark
     (Jump HK \/ c.LP > c.LK XX qcb,qcb + PP)

 [05][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Iai Geri
     (Jump HK \/ c.LP > c.LK XX qcf + K)

 [06][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK > c.HK
     (Jump HK \/ c.LP > c.LK > c.HK)

 [07][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX Shinkuu Kata Te Goma
     (Jump HK \/ s.HP XX hcb + K)

 [08][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Rai Jin Ken
     (Jump HK \/ s.HP XX qcf + HP)

 - <Combo 01,02> Once the fifth hit of the Rai Kou Ken connects, you have
   very little time to do the next Rai Kou Ken before the opponent hits the
   ground.
_____________________________________________________________________________

  B e n i m a r u  N i k a i d o  EX
_____________________________________________________________________________

 [01][14 hit] -- Capcom Groove
     Opponent in corner. j.HK \/ s.HP XX Level 1 Rai Kou Ken |5 hit|, Level 2
     Rai Kou Ken
     (Jump HK \/ s.HP XX qcf,qcf + LP, qcf,qcf + HP)

 [02][12 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP XX [Level 1] Rai Kou Ken |5 hit|,
     [Level 1] Rai Kou Ken
     (Jump HK \/ s.HP XX qcf,qcf + LP, qcf,qcf + LP)

 [03][12 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX [Level 3/MAX] Rai Kou Ken
     (Jump HK \/ s.HP XX qcf,qcf + PP)

 [04][08 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Shinkuu Kata Te Goma
     (Jump HK \/ s.HP XX hcb + HK)

 [05][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Iai Geri
     (Jump HK \/ c.LP > c.LK XX qcf + K)

 [06][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK > c.HK
     (Jump HK \/ c.LP > c.LK > c.HK)

 [07][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Rai Jin Ken
     (Jump HK \/ s.HP XX qcf + HP)

 - <Combo 01,02> Once the fifth hit of the Rai Kou Ken connects, you have
   very little time to do the next Rai Kou Ken before the opponent hits the
   ground.
_____________________________________________________________________________

  B l a n k a                                                 yasei no houkou
_____________________________________________________________________________

_____________________________________________________________________________

  B l a n k a  EX
_____________________________________________________________________________

_____________________________________________________________________________

  C a m m y                                      ningen heiki [Lethal Weapon]
_____________________________________________________________________________

 [01][11 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX [Level 3/MAX] Spin Drive Smasher
     (Jump HK \/ s.HP XX qcf,qcf + KK)

 [02][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX HK Spiral Arrow
     (Jump HK \/ c.LP > c.LK XX qcf + HK)

 [03][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.LK > s.LP XX HK Cannon Spike
     (Jump HP \/ s.LK > s.LP XX f,d,df + HK)
_____________________________________________________________________________

  C a m m y  EX
_____________________________________________________________________________

 [01][12 hit] -- Capcom Groove
     j.HK \/ c.HK XX Level 1 Reverse Shaft Breaker |5 hit|, Level 2 Reverse
     Shaft Breaker
     (Jump HK \/ s.HK XX qcb,qcb + LK, qcb,qcb + HK)

 [02][11 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX [Level 3/MAX] Spin Drive Smasher
     (Jump HK \/ s.HP XX qcf,qcf + KK)

 [03][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.LK > s.LP XX HK Cannon Spike
     (Jump HP \/ s.LK > s.LP XX f,d,df + HK)

 [04][02 hit] -- Capcom or SNK Groove
     HK Cannon Strike \/ HK Cannon Spike
     (Jump, qcb + HK \/ f,d,df + HK)

 - <Combo 01> Once the c.HK sweeps the opponent into the air, quickly go into
   the Reverse Shaft Breaker to juggle. Tap the buttons rapidly so the
   Reverse Shaft Breaker scores more hits.
 - <Combo 04> The Cannon Strike must hit the lowest point of the opponent
   (i.e- the tip of their foot or lower half of their leg). There is not much
   stun from the Cannon Strike, so Cammy must be as close to landing as
   possible so the Cannon Spike will combo from it.
_____________________________________________________________________________

  C h u n - L i                                          miwaku no kyakusenbi
_____________________________________________________________________________

 [01][03 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP Kikou Ken
     (Jump HP \/ s.HP XX hcf + HP)
_____________________________________________________________________________

  C h u n - L i  EX
_____________________________________________________________________________

_____________________________________________________________________________

  D h a l s i m                                                yoga no kiseki
_____________________________________________________________________________

 [01][06 hit] -- Capcom or SNK Groove
     Opponent in corner. Stand close. HK Yoga Blast XX [Level 3/MAX] Yoga
     Volcano
     (hcb + HK XX qcf,qcf + KK)

 [02][06 hit] -- Capcom or SNK Groove
     c.HK XX [Level 3/MAX] Yoga Volcano
     (c.HK XX qcf,qcf + KK)

 [03][03 hit] -- Capcom or SNK Groove
     j.B + HP \/ B + HP XX HP Yoga Fire
     (Jump B + HP \/ b + HP XX qcf + HP)

 [04][02 hit] -- Capcom or SNK Groove
     Dhalsim 1/2 screen away. LP Yoga Fire, s.HP
     (qcf + LP, s.HP)

 - <Combo 01> Combo also works on jumping opponents in the corner.
 - <Combo 02> Once the c.HK sweeps the opponent into the air, quickly go into
   the Yoga Volcano to juggle.
_____________________________________________________________________________

  D h a l s i m  EX
_____________________________________________________________________________

 [01][06 hit] -- Capcom or SNK Groove
     Opponent in corner. Stand close. Yoga Flame XX [Level 3/MAX] Yoga
     Tempest
     (hcf + P XX hcf,hcf + KK)

 [02][06 hit] -- Capcom or SNK Groove
     Opponent in corner. Stand close. Yoga Blast XX [Level 3/MAX] Yoga
     Tempest
     (hcf + K XX hcf,hcf + KK)

 [03][02 hit] -- Capcom or SNK Groove
     Dhalsim 1/2 screen away. LP Yoga Fire, F + HP
     (qcf + LP, F + HP)

 - <Combo 02> Combo also works on jumping opponents in the corner.
_____________________________________________________________________________

  E d m o n d  H o n d a                                   goukai sumou power
_____________________________________________________________________________

_____________________________________________________________________________

  E d m o n d  H o n d a  EX
_____________________________________________________________________________

_____________________________________________________________________________

  G e e s e  H o w a r d                                      aku no charisma
_____________________________________________________________________________

_____________________________________________________________________________

  G e e s e  H o w a r d  EX
_____________________________________________________________________________

_____________________________________________________________________________

  G u i l e                                                 onsoku no ryoudan
_____________________________________________________________________________

 [01][07 hit] -- Capcom or SNK Groove
     Opponent in corner. Guile 3/4 screen away. LP Sonic Boom /\ j.HP \/ s.LP
     XX LP Sonic Boom, c.LP > c.LP XX HK Somersault Kick
     (charge b,f + LP /\ Jump HP (charge b) \/ s.LP XX f + LP, c.LP > c.LP XX
     u + HK)

 [02][04 hit] -- Capcom or SNK Groove
     j.HP \/ c.LK > c.LP XX HK Somersault Kick
     (Jump HP (charge d) \/ c.LK > c.LP XX u + HK)

 - <Combo 01> As you let the first Sonic Boom go, super jump over and hit the
   opponent with the HP. While Guile is in the air, hold back to begin
   charging for the second Sonic Boom. The c.LPs will link as the opponent is
   in stun; doubling as charging for you to conclude with a Somersault Kick.
   The combo works better on large opponents.
_____________________________________________________________________________

  G u i l e  EX
_____________________________________________________________________________

 [01][07 hit] -- Capcom or SNK Groove
     Opponent in corner. Guile 3/4 screen away. LP Sonic Boom /\ j.HP \/ s.LP
     XX LP Sonic Boom, c.LP > c.LP XX HK Somersault Kick
     (charge b,f + LP /\ Jump HP (charge b) \/ s.LP XX f + LP, c.LP > c.LP XX
     u + HK)

 [02][04 hit] -- Capcom or SNK Groove
     j.HP \/ c.LK > c.LP XX HK Somersault Kick
     (Jump HP (charge d) \/ c.LK > c.LP XX u + HK)

 - <Combo 01> As you let the first Sonic Boom go, super jump over and hit the
   opponent with the HP. While Guile is in the air, hold back to begin
   charging for the second Sonic Boom. The c.LPs will link as the opponent is
   in stun; doubling as charging for you to conclude with a Somersault Kick.
   The combo works better on large opponents.
_____________________________________________________________________________

  I o r i  Y a g a m i                                     hukushuu no shi en
_____________________________________________________________________________

 [01][19 hit] -- SNK Groove
     MAX Ura Hyaku Hachi Shiki: Ya Sakazuki |5 hit|, s.HP XX MAX Kin Sen Ni
     Hyaku Juu Isshiki: Ya Otome
     (qcb,hcf + P, s.HP XX qcf,hcb + P)

 [02][16 hit] -- Capcom Groove
     Level 1 Ura Hyaku Hachi Shiki: Ya Sakazuki |3 hit|, s.HP XX Level 2 Kin
     Sen Ni Hyaku Juu Isshiki: Ya Otome
     (qcb,hcf + LP, s.HP XX qcf,hcb + HP)

 [03][06 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX HP Hyaku Ni Juu Nana Shiki: Aoi Hana (x3)
     (Jump HK \/ c.LP > c.LK XX qcb + HP (x3))

 [04][05 hit] -- Capcom or SNK Groove
     Stand close. Kuzu Kaze, s.HP XX HP Hyaku Ni Juu Nana Shiki: Aoi Hana
     (x3)
     (hcb,f + P, s.HP XX qcb + HP (x3))

 [05][05 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP Hyaku Ni Juu Nana Shiki: Aoi Hana (x3)
     (Jump HP \/ s.HP XX qcb + HP (x3))

 [06][05 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP Hyaku Shiki: Oni Yaki
     (Jump HP \/ s.HP XX f,d,df + HP)

 [07][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Ni Kyaku Juu Ni Shiki: Kotozuki In
     (Jump HK \/ s.HP XX hcb + HK)

 [08][03 hit] -- Capcom or SNK Groove
     Full screen away. LP Hyaku Hachi Shiki: Yami Barai, HK Ni Kyaku Juu Ni
     Shiki: Kotozuki In
     (qcf + LP, hcb + HK)

 - <Combo 01> As soon as the Ya Sakazuki hits, immediately start charging the
   super meter again. But the time the meter if full, the Ya Sakazuki should
   be scoring the fourth or fifth hit.
 - <Combo 04> The Kuzu Kaze only stuns the opponent for a split second after
   Iori switches sides, so you have to hit them with the s.HP quickly.
_____________________________________________________________________________

  K a p  H w a n  K i m                                   kon shin no sei dou
_____________________________________________________________________________

 [01][19 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP |1 hit| XX [Level 3/MAX] Hou Ou Kyaku
     (Jump HK \/ s.HP XX qcb,df,f + KK)

 [02][05 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX HK Hi En Zan, Hi En Zan Tsuika Kougeki
     (Jump HK (charge d) \/ c.LP > c.LK XX u + HK, d + HK)

 [03][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK > c.LP > c.HK
     (Jump HK \/ c.LK > c.LP > c.HK)
_____________________________________________________________________________

  K a p  H w a n  K i m  EX
_____________________________________________________________________________

_____________________________________________________________________________

  K e n  M a s t e r s                                     hi en no shou ryuu
_____________________________________________________________________________

 [01][17 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ s.LP XX LP Shou Ryuu Ken \/ [Level 3/MAX]
     Shin Ryuu Ken
     (Jump HP \/ s.LP XX f,d,df + P \/ qcf,qcf + KK)

 [02][16 hit] -- Capcom or SNK Groove
     j.HK \/ c.HK XX [Level 3/MAX] Shin Ryuu Ken
     (Jump HK \/ c.HK XX qcf,qcf + KK)

 [03][13 hit] -- Capcom Groove
     Opponent in corner. j.HP \/ s.LP XX LP Shou Ryuu Ken \/ Level 1 Shou
     Ryuu Reppa |3 hit| \/ Level 2 Shin Ryuu Ken
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,qcf + LP \/ qcf,qcf + HK)

 [04][09 hit] -- Capcom Groove
     Opponent 1/3 distance away from corner. j.HP \/ s.LP XX LP Shou Ryuu Ken
     \/ Level 2 Shou Ryuu Reppa |4 hit| \/ Level 1 Shin Ryuu Ken
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,qcf + HP \/ qcf,qcf + LK)

 [05][09 hit] -- SNK Groove
     Opponent in corner. j.HP \/ s.LP XX LP Shou Ryuu Ken \/ Shou Ryuu Reppa
     |3 hit| \/ Shin Ryuu Ken
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,qcf + P \/ qcf,qcf + K)

 [06][07 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX [Level 1] Shou Ryuu Reppa
     (Jump HK \/ c.LP > c.LK XX qcf,qcf + LP)

 [07][07 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Tatsumaki Senpuu Kyaku
     (Jump HK \/ s.HP XX qcb + HK)

 [08][05 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP XX HP Shou Ryuu Ken
     (Jump HK \/ s.LP XX f,d,df + HP)

 [09][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK > DB + HK XX Hadou Ken
     (Jump HK \/ c.LK > DB + HK XX qcf + P)

 [10][04 hit] -- Capcom or SNK Groove
     j.HP \/ c.LK > c.HP XX Hadou Ken
     (Jump HP \/ c.LK > c.HP XX qcf + P)

 [11][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Hadou Ken
     (Jump HK \/ c.LP > c.LK XX qcf + P)

 [12][03 hit] -- Capcom or SNK Groove
     j.HP \/ c.HP XX Hadou Ken
     (Jump HP \/ c.HP XX qcf + P)

 - <Combo 01,02,03,04,05> Tap the buttons rapidly so the Shin Ryuu Ken scores
   more hits.
 - <Combo 01,03,04,05> The LP Shou Ryuu Ken pops the opponents into the air
   at the perfect height to allow Ken to land and cancel into a Shou Ryuu
   Reppa. That will catch the opponent and juggle them.
 - <Combo 02> Once the c.HK sweeps the opponent into the air, quickly go into
   the Shin Ryuu Ken to juggle.
 - <Combo 04> The reason for the specific distance is because once you get to
   the Shou Ryuu Reppa's second loop, Ken would have juggled his opponent
   into the corner. Thus, they fall down straight and Ken can land and juggle
   the opponent again with the Shin Ryuu Ken.
_____________________________________________________________________________

  K e n  M a s t e r s  EX
_____________________________________________________________________________

 [01][09 hit] -- Capcom Groove
     Opponent 1/4 distance away from corner. j.HP \/ s.LP XX LP Shou Ryuu Ken
     \/ Level 1 Shou Ryuu Reppa |3 hit| \/ Level 2 Shou Ryuu Reppa
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,qcf + LP \/ qcf,qcf + HP)

 [02][07 hit] -- Capcom Groove
     j.HP \/ s.LP XX LP Shou Ryuu Ken \/ Level 2 Shou Ryuu Reppa
     (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,qcf + HP)

 [03][07 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX [Level 1] Shou Ryuu Reppa
     (Jump HK \/ c.LP > c.LK XX qcf,qcf + LP)

 [04][07 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Tatsumaki Senpuu Kyaku
     (Jump HK \/ s.HP XX qcb + HK)

 [05][05 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP XX HP Shou Ryuu Ken
     (Jump HK \/ s.LP XX f,d,df + HP)

 [06][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK > DB + HK XX Hadou Ken
     (Jump HK \/ c.LK > DB + HK XX qcf + P)

 [07][04 hit] -- Capcom or SNK Groove
     j.HP \/ c.LK > c.HP XX Hadou Ken
     (Jump HP \/ c.LK > c.HP XX qcf + P)

 [08][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Hadou Ken
     (Jump HK \/ c.LP > c.LK XX qcf + P)

 [09][03 hit] -- Capcom or SNK Groove
     j.HP \/ c.HP XX Hadou Ken
     (Jump HP \/ c.HP XX qcf + P)

 - <Combo 01,02> The LP Shou Ryuu Ken pops the opponents into the air at the
   perfect height to allow Ken to land and cancel into a Shou Ryuu Reppa.
   That will catch the opponent and juggle them.
 - <Combo 01> The reason for the specific distance is because once you get to
   the Shou Ryuu Reppa's second loop, Ken would have juggled his opponent
   into the corner. Thus, they fall down straight and Ken can land and juggle
   the opponent again with the Shin Ryuu Ken.
_____________________________________________________________________________

  K i n g                                                   juugeki no reijin
_____________________________________________________________________________

 [01][16 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP XX HK Trap Shot |10 hit|, Surprise Rose
     (Jump HK \/ s.HP XX b,d,db + HK, f,d,df + K)

 [02][14 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP XX HK Trap Shot |10 hit|, Level 1]
     Silent Flash
     (Jump HK \/ s.HP XX b,d,db + HK, qcb,qcb + LK)

 [03][14 hit] -- Capcom or SNK Groove
     Opponent in corner. Full screen away. LK Venom Strike, [Level 3/MAX]
     Illusion Dance
     (qcf + LK, qcf,hcb + KK)

 [04][13 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX [Level 3/MAX] Silent Flash
     (Jump HK \/ s.HP XX qcb,qcb + KK)

 [05][12 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.LK XX LK Trap Shot |6 hit|, Surprise Rose
     (Jump HK \/ s.LK XX b,d,db + LK, f,d,df + K)

 [06][10 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.LK XX LK Trap Shot |6 hit|, [Level 1]
     Silent Flash
     (Jump HK \/ s.LK XX b,d,db + LK, qcb,qcb + LK)

 [07][07 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP XX Surprise Rose
     (Jump HK \/ s.LP XX f,d,df + K)

 [08][06 hit] -- Capcom or SNK Groove
     Opponent in corner. HP Throw |2 hit|, Surprise Rose
     (When close, f + HP, f,d,df + K)

 [09][06 hit] -- Capcom or SNK Groove
     j.HK \/ c.HK XX Surprise Rose
     (Jump HK \/ c.HK XX f,d,df + K)

 [10][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.HK XX [Level 1] Silent Flash
     (Jump HK \/ c.HK XX qcb,qcb + LK)

 [11][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Double Strike
     (Jump HK \/ s.HP XX qcf,qcf + HK)

 [12][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Tornado Kick
     (Jump HK \/ s.HP XX hcb + HK)

 [13][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Venom Strike
     (Jump HK \/ s.HP XX qcf + HK)

 - <Combo 09,10> Once the c.HK sweeps the opponent into the air, quickly go
   into the Surprise Rose / Silent Flash to juggle; respectively.
_____________________________________________________________________________

  K i n g  EX
_____________________________________________________________________________

 [01][19 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP XX HK Trap Shot |10 hit|, [Level 3/MAX]
     Double Strike
     (Jump HK \/ s.HP XX b,d,db + HK, f,b,f,df,d + KK)

 [02][17 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX HK ?? ?? Kyaku |7 hit|, [Level 3/MAX] Double
     Strike
     (Jump HK \/ c.LP > c.LK XX qcb + HK, f,b,f,df,d + KK)

 [03][14 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP XX HK Trap Shot |10 hit|, HK Tobi 2 Dan
     ?? Geri
     (Jump HK \/ s.HP XX b,d,db + HK, f,d,df + HK)

 [04][14 hit] -- Capcom or SNK Groove
     Opponent in corner. Full screen away. LK Venom Strike, [Level 3/MAX]
     Illusion Dance
     (qcf + LK, qcf,hcb + KK)

 [05][12 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ c.LP > c.LK XX HK ?? ?? Kyaku |7 hit|, HK
     Tobi 2 Dan ?? Geri
     (j.HK \/ c.LP > c.LK XX qcb + HK, f,d,df + HK)

 [06][10 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.LK XX LK Trap Shot |6 hit|, HK Tobi 2 Dan
     ?? Geri
     (Jump HK \/ s.LK XX b,d,db + LK, f,d,df + KK)

 [07][10 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX [Level 3/MAX] Double Strike
     (Jump HK \/ s.HP XX f,b,f,df,d + KK)

 [08][09 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK ?? ?? Kyaku
     (Jump HK \/ s.HP XX qcb + HK)

 [09][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP XX HK Tobi 2 Dan ?? Geri
     (Jump HK \/ s.LP XX f,d,df + HK)

 [10][04 hit] -- Capcom or SNK Groove
     Opponent in corner. HP Throw |2 hit|, HK Tobi 2 Dan ?? Geri
     (When close, f + HP, f,d,df + HK)

 [11][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.HK XX HK Tobi 2 Dan ?? Geri
     (Jump HK \/ c.HK XX f,d,df + HK)

 [12][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Venom Strike
     (Jump HK \/ s.HP XX qcf + HK)

 - <Combo 02> Immediately after the seventh hit of the ?? ?? Kyaku connects,
   perform the Double Strike at the opponent is flying upwards. They will
   fall onto each blast and be juggled.
 - <Combo 11> Once the c.HK sweeps the opponent into the air, quickly go into
    the Surprise Rose / Silent Flash to juggle; respectively.
_____________________________________________________________________________

  K y o u  K u s a n a g i                                   kake agaru guren
_____________________________________________________________________________

 [01][06 hit] -- Capcom or SNK Groove
     Stand close. [Level 3/MAX] Ura Hyaku Hachi Shiki: Orochi Nagi (Kyou on
     fire; hold button) |3 hit|, (release Orochi Nagi)
     (qcb,hcf + PP, hold P, (wait 1/2 second) release P)

 [02][05 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK XX Hyaku Juu Yon Shiki: Ara Gami XX Hyaku Ni Juu Hachi
     Shiki: Ku Kizu XX Hyaku Juu Ni Go Shiki: Nana Se
     (Jump HK \/ s.HP XX qcf + P XX qcf + P XX Press K)

 [03][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HK Ni Hyaku Juu Ni Shiki: Kotozuki You
     (Jump HP \/ s.HP XX hcb + HK)

 [04][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP Hyaku Shiki: Oni Yaki
     (Jump HP \/ s.HP XX f,d,df + HP)

 - <Combo 01> The flames around Kyou's body can hit if the opponent is too
   close to them. When the third hit of those flames connect, it will knock
   the opponent airborne. Release Punch to catch them as they are falling.
_____________________________________________________________________________

  K y o u  K u s a n a g i  EX
_____________________________________________________________________________

_____________________________________________________________________________

  M a i  S h i r a n u i                                    youen naru bu tou
_____________________________________________________________________________

 [01][13 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK XX [Level 3/MAX] Chou Hissatsu Shinobi Bachi
     (Jump HK \/ s.HK XX qcb,hcf + KK)

 [02][10 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX [Level 1] Chou Hissatsu Shinobi Bachi
     (Jump HK \/ c.LP > c.LK XX qcb,hcf + LK)

 [03][06 hit] -- Capcom or SNK Groove
     j.HP XX [Level 3/MAX] Hou Ou no Mai
     (Jump HP XX qcb,qcb + PP)

 [04][05 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ c.LP > c.LK XX HP Ryuu En Bu
     (Jump HK \/ c.LP > c.LK XX qcb + HP)

 [05][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Ryuu En Bu
     (Jump HK \/ s.HP XX qcb + HP)

 [06][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Hissatsu Shinobi Bachi
     (Jump HK \/ s.HP XX hcf + HK)

 [07][03 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP Ka Chou Sen
     (Jump HP \/ s.HP XX qcf + HP)

 [08][02 hit] -- Capcom or SNK Groove
     Opponent in corner. Full screen away. LP Ka Chou Sen, HK Hissatsu
     Shinobi Bachi
     (qcf + LP, hcb + HK)

 - <Combo 02> The Chou Hissatsu Shinobi Bachi acts differently depending on
   when it was cancelled into. Sometimes, the full seven hits from it connect
   to knock the opponent down. Other times, it gets only a few hits to slide
   the opponent backwards as Mai is traveling. Very weird.
 - <Combo 03> Make the j.HP hit as high on the opponent as possible. That way
   once you cancel into the Hou Ou no Mai, all five hits will connect.
 - <Combo 04,05> The Ryuu En Bu hits twice on full. If Mai is not close to
   the opponent, it may just hit only once.
 - <Combo 04> On certain opponents (normally large ones), this combo can be
   done anywhere.
 - <Combo 08> As soon as Mai gets another fan after the Ka Chou Sen, go into
   the Hissatsu Shinobi Bachi to fly over and combo.
_____________________________________________________________________________

  M a i  S h i r a n u i  EX
_____________________________________________________________________________

 [01][13 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK XX [Level 3/MAX] Chou Hissatsu Shinobi Bachi
     (Jump HK \/ s.HK XX qcb,hcf + KK)

 [02][10 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX [Level 1] Chou Hissatsu Shinobi Bachi
     (Jump HK \/ c.LP > c.LK XX qcb,hcf + LK)

 [03][07 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX [Level 3/MAX] Sui Chou no Mai
     (j.HK \/ s.HP XX qcf,qcf + PP)

 [04][05 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ c.LP > c.LK XX HP Ryuu En Bu
     (Jump HK \/ c.LP > c.LK XX qcb + HP)

 [05][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Ryuu En Bu
     (Jump HK \/ s.HP XX qcb + HP)

 [06][03 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP Ka Chou Sen
     (Jump HP \/ s.HP XX qcf + HP)

 - <Combo 02> The Chou Hissatsu Shinobi Bachi acts differently depending on
   when it was cancelled into. Sometimes, the full seven hits from it connect
   to knock the opponent down. Other times, it gets only a few hits to slide
   the opponent backwards as Mai is traveling. Very weird.
 - <Combo 04,05> The HP Ryuu En Bu hits twice on full. If Mai is not close to
   the opponent, it may just hit only once.
 - <Combo 04> On certain opponents (normally large ones), this combo can be
   done anywhere.
_____________________________________________________________________________

  M i k e  B i s o n  (Balrog in US)
_____________________________________________________________________________

 [01][04 hit] -- ?? Groove
     j.HK \/ c.LK > c.LP XX HP Dash Ground Straight
     (Jump HK (charge db) \/ c.LK > c.LP XX df + HP)

 [02][04 hit] -- ?? Groove
     j.HK \/ c.LP > c.LK XX HP Buffalo Headbutt
     (Jump HK (charge d) \/ c.LP > c.LK XX u + HP)
_____________________________________________________________________________

  M i k e  B i s o n  EX  (Balrog in US)
_____________________________________________________________________________

_____________________________________________________________________________

  M o r r i g a n  A e n s l a n d
_____________________________________________________________________________

_____________________________________________________________________________

  N a k o r u r u
_____________________________________________________________________________

_____________________________________________________________________________

  O r o c h i  I o r i
_____________________________________________________________________________

_____________________________________________________________________________

  R a i d e n                                                    housou train
_____________________________________________________________________________

 [01][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.LP XX LP Combination: Body Blow (Headbutt)
     (Jump HP \/ s.LP XX b,d,db + LP, qcb + HP)
_____________________________________________________________________________

  R u g a l  B e r n s t e i n                     gyakysatsu no koukyoukyoku
_____________________________________________________________________________

 [01][09 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK XX [Level 3/MAX] Genocide Heaven
     (Jump HK \/ s.HK XX qcf,qcf + KK)

 [02][05 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX [Level 3/MAX] Gigantic Pressure
     (Jump HP \/ s.HP XX qcf,hcb + PP)

 [03][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX HP God Press
     (Jump HP \/ s.HP XX hcb + HP)

 [04][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK XX Genocide Cutter
     (Jump HK \/ s.HK XX f,d,df + K)

 [05][03 hit] -- Capcom or SNK Groove
     Full screen away. LP Reppuu Ken, HP God Press
     (qcf + LP, hcb + HP)
_____________________________________________________________________________

  R y o u  S a k a z a k i                                     muteki no ryuu
_____________________________________________________________________________

 [01][17 hit] -- Capcom or SNK Groove
     Opponent in corner. Ryou 1/2 screen away. Kuuchuu LP Ko Ou Ken \/ s.HK
     XX [Level 3/MAX] Ryuu Ko Ranbu
     (Mid-air qcf + LP \/ s.HK XX qcf,hcb + PP)

 [02][16 hit] -- Capcom or SNK Groove
     Full screen away. LP Ko Ou Ken, [Level 3/MAX] Ryuu Ko Ranbu
     (qcf + LP XX qcf,hcb + PP)

 [03][16 hit] -- Capcom or SNK Groove
     j.HK \/ s.LK XX HP Zan Retsu Ken
     (Jump HK \/ s.LK XX f,b,f + HP)

 [04][08 hit] -- Capcom or SNK Groove
     j.HP \/ s.LK > s.LP XX [Level 3/MAX] Ha Ou Shou Kou Ken
     (Jump HP \/ s.LK > s.LP XX f,hcf + PP)

 [05][07 hit] -- Capcom or SNK Groove
     Opponent in corner. Ryou 1/2 screen away. Kuuchuu LP Ko Ou Ken \/ s.HK
     XX [Level 3/MAX] Ha Ou Shou Kou Ken
     (Mid-air qcf + LP \/ s.HK XX f,hcf + PP)

 [06][03 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX Ko Ou Ken
     (Jump HP \/ s.HP XX qcf + P)

 - <Combo 01,05> Ryou must jump towards the opponent at the beginning. It
   might even be better to super jump to get maximum height. Perform the Ko
   Ou Ken at the peak of Ryou's jump. That allows time to have Ryou land as
   the Ko Ou Ken hits so the s.HK can link from it.
_____________________________________________________________________________

  R y u u                                                  eien no chousensha
_____________________________________________________________________________

 [01][14 hit] -- Capcom or SNK Groove
     j.HK \/ s.LK XX [Level 3/MAX] Shinkuu Tatsumaki Senpuu Kyaku
     (Jump HK \/ s.LK XX qcb,qcb + KK)

 [02][12 hit] -- SNK Groove
     Opponent in corner. j.HP \/ c.LP > c.LK XX MAX Shinkuu Hadou Ken |5
     hit|, Shinkuu Tatsumaki Senpuu Kyaku
     (Jump HP \/ c.LP > c.LK XX qcf,qcf + P, qcb,qcb + K)

 [03][11 hit] -- Capcom Groove
     Opponent in corner. j.HK \/ c.LP > c.LK XX Level 2 Shinkuu Hadou Ken |4
     hit|, Level 1 Shinkuu Tatsumaki Sunpuu Kyaku
     (Jump HK \/ c.LP > c.LK XX qcf,qcf + HP, qcb,qcb + LK)

 [04][07 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ s.LP XX LP Shou Ryuu Ken \/ Shin Shou Ryuu
     Ken
     (Jump HP \/ s.LP XX f,d,df + LP, qcf,qcf + K)

 [05][07 hit] -- Capcom or SNK Groove
     j.HP \/ c.LP > c.HK XX Shin Shou Ryuu Ken
     (Jump HP \/ c.LP > c.HK XX qcf,qcf + K)

 [06][06 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX [Level 1] Shinkuu Hadou Ken
     (Jump HK \/ c.LP > c.LK XX qcf,qcf + LP)

 [07][05 hit] -- Capcom or SNK Groove
     Opponent in corner. Kuuchuu Tatsumaki Senpuu Kyaku |1 hit| \/ Shin Shou
     Ryuu Ken
     (Mid-air qcb + K \/ qcf,qcf + K)

 [08][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LK > DB + HK XX Hadou Ken
     (Jump HK \/ c.LK > DB + HK XX qcf + P)

 [09][04 hit] -- Capcom or SNK Groove
     j.HP \/ c.LK > c.HP XX Hadou Ken
     (Jump HP \/ c.LK > c.HP XX qcf + P)

 [10][04 hit] -- Capcom or SNK Groove
     j.HK \/ c.LP > c.LK XX Hadou Ken
     (Jump HK \/ c.LP > c.LK XX qcf + P)

 [11][03 hit] -- Capcom or SNK Groove
     j.HP \/ s.LP XX HP Shou Ryuu Ken
     (Jump HP \/ s.LP XX f,d,df + HP)

 [12][03 hit] -- Capcom or SNK Groove
     j.HP \/ c.HP XX Hadou Ken
     (Jump HP \/ c.HP XX qcf + P)

 - <Combo 02> Once the fifth hit of the Shinkuu Hadou Ken connects, you have
   very little time to do the Shinkuu Tatsumaki Senpuu Kyaku before the
   opponent hits the ground.
 - <Combo 04,05,06> The Shin Shou Ryuu Ken needs a [Level 3/MAX] to perform.
 - <Combo 05> Once the c.HK sweeps the opponent into the air, quickly go into
   the Shin Shou Ryuu Ken to juggle.
 - <Combo 07> The last revolution of the Tatsumaki Senpuu Kyaku will knock
   the opponent off the ground. Upon Ryu landing, execute the Shin Shou Ryuu
   Ken to catch them.
_____________________________________________________________________________

  R y u u j i  Y a m a z a k i                             shikei shikkou nin
_____________________________________________________________________________

 [01][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Sabaki no Aikuchi
     (Jump HK \/ s.HP XX f,d,df + HP)
_____________________________________________________________________________

  R y u u j i  Y a m a z a k i  EX
_____________________________________________________________________________

_____________________________________________________________________________

  S a g a t                                                  sekigan no teiou
_____________________________________________________________________________

 [01][16 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK |2 hit| XX [Level 3/MAX] Tiger Genocide
     (Jump HK \/ s.HK XX qcf,qcf + PP)

 [02][10 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK |2 hit| XX [Level 3/MAX] Tiger Raid
     (Jump HK \/ s.HK XX qcb,qcb + KK)

 [03][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Ground Tiger Shot
     (Jump HK \/ s.HP XX qcf + HK)

 [04][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK |1 hit| XX Tiger Crush
     (Jump HK \/ s.HK XX f,d,df + K)

 [05][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Tiger Uppercut
     (Jump HK \/ s.HP XX f,d,df + HP)

 [06][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Tiger Shot
     (Jump HK \/ s.HP XX qcf + HP)
_____________________________________________________________________________

  S a g a t  EX
_____________________________________________________________________________

 [01][09 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK |2 hit| XX [Level 3/MAX] Ground Tiger Cannon
     (Jump HK \/ s.HK XX qcf,qcf + PP)

 [02][09 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK |2 hit| XX [Level 3/MAX] Tiger Cannon
     (Jump HK \/ s.HK XX qcb,qcb + KK)

 [03][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Ground Tiger Shot
     (Jump HK \/ s.HP XX qcf + HK)

 [04][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HK |1 hit| XX Tiger Crush
     (Jump HK \/ s.HK XX qcf,uf + K)

 [05][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Tiger Uppercut
     (Jump HK \/ s.HP XX f,d,df + HP)

 [06][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Tiger Shot
     (Jump HK \/ s.HP XX qcf + HP)
_____________________________________________________________________________

  S a k u r a  K a s u g a n o                              super joshikousei
_____________________________________________________________________________

 [01][14 hit] -- Capcom or SNK Groove
     j.HP \/ s.LP > s.LK XX HP Kou Ou Ken |6 hit|, [Level 3/MAX] Shinkuu
     Hadou Ken
     (Jump HP \/ s.LP > s.LK XX f,d,df + HP, qcf,qcf + PP)

 [02][10 hit] -- Capcom or SNK Groove
     j.HP \/ s.LP > s.LK XX HP Kou Ou Ken |6 hit|, LP Kou Ou Ken
     (Jump HP \/ s.LP > s.LK XX f,d,df + HP, f,d,df + LP)

 [03][09 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX [Level 3/MAX] Haru Ichiban
     (Jump HK \/ s.HP XX qcb,qcb + KK)

 [04][08 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP > s.LK XX [Level 3/MAX] Shinkuu Hadou Ken
     (Jump HK \/ s.LP > s.LK XX qcf,qcf + PP)

 [05][05 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HK Shunpuu Ren Kyaku (LK ender)
     (Jump HK \/ s.HP XX qcb + HK, qcb + LK)
_____________________________________________________________________________

  S a k u r a  K a s u g a n o  EX
_____________________________________________________________________________

_____________________________________________________________________________

  S a t s u i  n o  H a d o u  R y u u
_____________________________________________________________________________

 [01][?? hit] -- ?? Groove
     j.HK \/ c.LP > c.LK XX LK Tatsumaki Senpuu Kyaku \/ LP Shou Ryuu Ken \/
     Level ? ??

 [02][?? hit] -- ?? Groove
     j.HK \/ c.LP > c.LK XX LK Tatsumaku Senpuu Kyaku |1 hit| \/ HP Shou Ryuu
     Ken
     (Jump HK \/ c.LP > c.LK XX qcb + LK \/ f,d,df + HP)
_____________________________________________________________________________

  T e r r y  B o g a r d                                            wild wolf
_____________________________________________________________________________

 [01][13 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ s.HP |2 hit| XX [Level 3/MAX] Buster Wolf |6
     hit|, HP Rising Tackle
     (Jump HP \/ s.HP XX qcf,qcf + KK (charge d), u + HP)

 [02][10 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP |2 hit| XX [Level 3/MAX] Buster Wolf |6 hit| XX LP Burn
     Knuckle
     (Jump HP \/ s.HP XX qcf,qcf + KK, qcb + LP)

 [03][10 hit] -- SNK Groove
     j.HK \/ s.HP |2 hit| XX MAX Buster Wolf |6 hit|, Power Geyser
     (Jump HK \/ s.HP XX qcf,qcf + K, qcb,db,f + P)

 [04][08 hit] -- Capcom Groove
     j.HP \/ s.HP |2 hit| XX Level 2 Buster Wolf |4 hit|, Level 1 Power
     Geyser
     (Jump HP \/ s.HP XX qcf,qcf + HK, qcb,db,f + LP)

 [05][06 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP |2 hit| XX [Level 1] Buster Wolf |2
     hit|, c.HK
     (Jump HK \/ s.HP XX qcf,qcf + K, c.HK)

 [06][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP |2 hit| XX [Level 1] Power Geyser
     (Jump HP \/ s.HP XX qcb,db,f + P)

 [07][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP |2 hit| XX LP Burn Knuckle
     (Jump HP \/ s.HP XX qcb + LP)

 [08][02 hit] -- Capcom or SNK Groove
     Full screen away. LP Power Wave, HP Burn Knuckle
     (qcf + LP, qcb + HP)

 - <Combo 01> Start charging down for the Rising Tackle as the Buster Wolf is
   hitting. Perform it when the opponent is close to hitting the ground.
 - <Combo 03,04> As soon as the last hit of the Buster Wolf connects, do the
   motion for the Power Geyser as the opponent is still rising to juggle.
_____________________________________________________________________________

  T e r r y  B o g a r d  EX
_____________________________________________________________________________

 [01][11 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ s.HP |2 hit| XX [Level 3/MAX] Buster Wolf |6
     hit|, HK Power Dunk
     (Jump HP \/ s.HP XX qcf,qcf + KK, f,d,df + HK)

 [02][10 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP |2 hit| XX [Level 3/MAX] Buster Wolf |6 hit| XX LP Burn
     Knuckle
     (Jump HP \/ s.HP XX qcf,qcf + KK, qcb + LP)

 [03][10 hit] -- SNK Groove
     j.HK \/ s.HP |2 hit| XX MAX Buster Wolf |6 hit|, Power Geyser
     (Jump HK \/ s.HP XX qcf,qcf + K, qcb,db,f + P)

 [04][08 hit] -- Capcom Groove
     j.HP \/ s.HP |2 hit| XX Level 2 Buster Wolf |4 hit|, Level 1 Power
     Geyser
     (Jump HP \/ s.HP XX qcf,qcf + HK, qcb,db,f + LP)

 [05][07 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HK \/ s.HP |2 hit| XX [Level 1] Buster Wolf |2
     hit|, HK Power Dunk
     (Jump HK \/ s.HP XX qcf,qcf + K, f,d,df + HK)

 [06][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP |2 hit| XX [Level 1] Power Geyser
     (Jump HP \/ s.HP XX qcb,db,f + P)

 [07][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP |2 hit| XX LP Burn Knuckle
     (Jump HP \/ s.HP XX qcb + LP)

 [08][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.LK XX Power Dunk
     (Jump HK \/ s.LK XX f,d,df + K)

 - <Combo 01,05> Catch the opponent with the Power Dunk when they are close
   to hitting the ground so both hits connect.
 - <Combo 03,04> As soon as the last hit of the Buster Wolf connects, do the
   motion for the Power Geyser as the opponent is still rising to juggle.
 - <Combo 08> Depending on character, this combo has to be altered. On small
   to medium characters (Vice, Ryu, Balrog), it must be done in the corner,
   using the LK version of the Power Dunk. On large characters (Raiden,
   Zangief), it can be done anywhere, using either Kick button strength.
_____________________________________________________________________________

  V e g a  (M. Bison in US)                                senritsu no ma jin
_____________________________________________________________________________

 [01][?? hit] -- ?? Groove
     j.HK \/ c.LP > c.LK XX HK Double Knee Press
     (Jump HK (charge b) \/ c.LP > c.LK XX f + HK)

 [02][?? hit] -- ?? Groove
     j.HK \/ s.LP XX LP Psycho Punish
     (Jump HK \/ s.LP XX f,d,df + LP)
_____________________________________________________________________________

  V e g a  EX  (M. Bison in US)
_____________________________________________________________________________

_____________________________________________________________________________

  V i c e                                                    kowaku no saidan
_____________________________________________________________________________

 [01][03 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX Deicide
     (Jump HP \/ s.HP XX hcf + K)

 - <Combo 01> For guaranteed results that the Deicide will hit the opponent,
   use the LK version. The HK one does more damage, but may not work if the
   opponent is in the corner or Vice is to close.
_____________________________________________________________________________

  V i c e  EX
_____________________________________________________________________________

 [01][05 hit] -- Capcom or SNK Groove
     j.HP \/ c.LP > c.LK XX HP Mayhem, Deicide: Slayer
     (Jump HP \/ c.LP > c.LK XX qcb + HP, f,d,df + K)

 [02][04 hit] -- Capcom or SNK Groove
     j.HK \/ s.HP XX HP Mayhem, Deicide: Slayer
     (Jump HK \/ s.HP XX qcb + HP, f,d,df + K)

 [03][03 hit] -- Capcom or SNK Groove
     j.HP \/ s.HP XX Deicide
     (Jump HP \/ s.HP XX hcf + K)

 - <Combo 01,02> The combos will not work in the corner because the Deicide:
   Slayer won't catch the opponent.
 - <Combo 03> For guaranteed results that the Deicide will hit the opponent,
   use the LK version. The HK one does more damage, but may not work if the
   opponent is in the corner or Vice is to close.
_____________________________________________________________________________

  Y u r i  S a k a z a k i                                 gyakuten yoyuucchi
_____________________________________________________________________________

 [01][11 hit] -- Capcom or SNK Groove
     j.HK \/ s.LK XX HK Hyaku Retsu Binta
     (Jump HK \/ s.LK XX hcb + HK)

 [02][08 hit] -- Capcom or SNK Groove
     j.HP \/ s.LK > s.LP XX [Level 3/MAX] Ha Ou Shou Kou Ken
     (Jump HP \/ s.LK > s.LP XX f,hcf + PP)

 [03][06 hit] -- Capcom or SNK Groove
     j.HP \/ s.LP XX HP Yuri Chou Upper (Kuu Ga) |2 hit| XX HP Double Yuri
     Chou Upper (Ura Kuu Ga)
     (Jump HP \/ s.LP XX f,d,df + HP XX f,d,df + HP)

 [04][05 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP > s.LK XX [Level 1] Ha Ou Shou Kou Ken
     (Jump HK \/ s.LP > s.LK XX f,hcf + LP)

 [05][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.LK > s.LP > c.HK
     (Jump HP \/ s.LK > s.LP > c.HK)

 [06][03 hit] -- Capcom or SNK Groove
     Opponent in corner. j.HP \/ c.HP XX HP Ko Ou Ken
     (Jump HP \/ c.HP XX qcf + HP)

 [07][03 hit] -- Capcom or SNK Groove
     j.HK \/ s.LK XX LP Ko Ou Ken
     (Jump HK \/ s.LK XX qcf + LP)
_____________________________________________________________________________

  Y u r i  S a k a z a k i  EX
_____________________________________________________________________________

 [01][19 hit] -- Capcom or SNK Groove
     Opponent 3/4 screen away. LP Ko Ou Ken, [Level 3/MAX] Hi En Hou Ou Kyaku
     (qcf + LP, f,b,hcb + KK)

 [02][11 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP XX LK Hyaku Retsu Binta
     (Jump HK \/ s.LP XX f,b,f + LK)

 [03][09 hit] -- Capcom or SNK Groove
     Opponent in corner. Yuri 1/2 screen away. LK Rai Ou Ken \/ /\ j.HK \/
     s.LK > s.LP XX [Level 3/MAX] Ha Ou Shou Kou Ken
     (qcf + LK \/ /\ Jump HK \/ s.LK > s.LP XX f,hcf + PP)

 [04][08 hit] -- Capcom or SNK Groove
     j.HP \/ s.LK > s.LP XX [Level 3/MAX] Ha Ou Shou Kou Ken
     (Jump HP \/ s.LK > s.LP XX f,hcf + PP)

 [05][05 hit] -- Capcom or SNK Groove
     j.HK \/ s.LP > s.LK XX [Level 1] Ha Ou Shou Kou Ken
     (Jump HK \/ s.LP > s.LK XX f,hcf + LP)

 [06][04 hit] -- Capcom or SNK Groove
     j.HP \/ s.LK > s.LP > c.HK
     (Jump HP \/ s.LK > s.LP > c.HK)

 - <Combo 03> The Rai Ou Ken must hit the opponent's foot or lower half of
   their leg. It gives the best time for Yuri to land and rejump to hit them
   with the j.HK.
_____________________________________________________________________________

  Z a n g i e f                                                 akaki cyclone
_____________________________________________________________________________

_____________________________________________________________________________

  Z a n g i e f  EX
_____________________________________________________________________________


  Part 6 / Issue Revisions ]------------------------------------------------

 - Issue 0.0  <2001.02.12>
   Don't say it. I already know. 1) Do you have a fetish with combo FAQs? And
   2) Do you know this looks like crap? "Yes!" to both. Ok, it's not exactly
   a fetish. Anyway, I decided this to be my next challenge after that huge
   MvC2 Combo FAQ that's floating around. Actually, this SHOULD have been out
   before the New Year, but I got sidetracked on a little gem entitled
   "Guilty Gear X". All in all, once I ripped through this game and got all
   the chars, I went ahead and set this FAQ up. I know there's a couple of
   videos lying around on the web; including one or two by my man, James
   Chen. So, I'll be sure to include those combos in some manner. Look for
   this FAQ to have a different format in a couple of revisions from now.
   Especially an ASCII art title. As for now, sorry this is crap version and
   it looks like hell. Give me a little time. Until then, laters!

  Part 7 / Special Thanks ]-------------------------------------------------

 - Capcom of America / Capcom Japan        [www.capcom.com][www.capcom.co.jp]
   SNK / NeoGeo Japan                                      [www.neogeo.co.jp]
   Thanks to both companies for FINALLY coming together to make this game!
   After all the rumors.. All the wishing.. All the.. Well, after a lot of
   other things, it's finally in our hands. Thank you Capcom and SNK! One
   final note. Capcom: "Marvel vs. DC" now. ^_^ SNK: Return Pocket Color!

 - GameFAQs / CJayC                                        [www.gamefaqs.com]
   Without either, I'd be lost in so many games. Plus, I'd have nowhere to
   post all my awesome FAQS. ^_^;

 - Sutorappedo Kuruu                                                [various]
   They never really do anything to help me, but I always wind up giving them
   a shout out. It's the least I can do, right?

  Part 8 / Final Word ]-----------------------------------------------------

 Oss'!
 Kind of had a toss up if I wanted to see this game as hectic and insane as
 the other "Vs." games out there, or just like it is. Mai doing an aerial
 rave ending with a mid-air Chou Hissatsu Shinobi Bachi? Hmm.. Still, I think
 alot of people are happy. Others wanted something better. Can't please
 everyone. Just have to wait until the sequel, ne? =O Oh, and Capcom.. Why'd
 you put in E. Honda?! Fei Long, damnit!

  Like what you see? Have anything you want to add for all to see? Feel free
  to send in your combos. Of course you'll get credit for anything posted in
  the FAQ as well as the bragging rights of getting in a combo before anyone
  else. You know the drill. You know the e-mail address. So I'll just leave.
                                           ..By the way, thanks for reading!

  Sayounara, adios, ciao, xie xie, au revoir, and all that other stuff.   =P
  - "The KiD" <Oodzume@hotmail.com>
  _________________________________________________________________________
 | [Looking for a quote]                                                   |
 |                                                                         |
  
----------------------------------------- (c) Deal With It Productions 2K ---
